mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 10:13:42 +00:00
- reimplemented/unhardcoded stateffects - reimplemented/unhardcoded pickupables - implemented datacomponent - some minor cleanup
94 lines
2.0 KiB
C++
94 lines
2.0 KiB
C++
#pragma once
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#include <array>
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#include <memory>
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#include <bitset>
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#include <vector>
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#include "ColliderComponent.h"
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#include "ECS.h"
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#include "Constants.h"
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// TODO: remove here if possible
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// temporary fix: addComponent function template doesnt know TransformComponent -> error undefined type
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#include "InputComponent.h"
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#include "TransformComponent.h"
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#include "SpriteComponent.h"
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class Manager;
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class Component;
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using ComponentBitSet = std::bitset<MAX_COMPONENTS>;
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using GroupBitSet = std::bitset<MAX_GROUPS>;
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using ComponentArray = std::array<Component*, MAX_COMPONENTS>;
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class Entity
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{
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public:
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/*! TODO */
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enum class GroupLabel
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{
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MAPTILES,
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PLAYERS,
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ENEMIES,
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COLLIDERS,
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PROJECTILE,
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HEARTS,
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POWERUPS
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};
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explicit Entity(Manager& mManager) :
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manager(mManager) { };
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void update() const;
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bool isActive() const { return this->active; }
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void destroy() {
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this->active = false;
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if (this->hasComponent<ColliderComponent>()) {
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this->getComponent<ColliderComponent>().removeCollision();
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}
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}
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bool hasGroup(Group mGroup);
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void addGroup(Group mGroup);
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void delGroup(Group mGroup);
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std::bitset<MAX_GROUPS> getGroupBitSet();
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Manager& getManager() { return manager; };
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template <typename T> bool hasComponent() const
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{
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return componentBitSet[getComponentTypeID<T>()];
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}
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template <typename T, typename...TArgs> T& addComponent(TArgs&&...mArgs)
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{
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T* c(new T(std::forward<TArgs>(mArgs)...));
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c->entity = this;
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std::unique_ptr<Component> uPtr{ c };
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this->components.emplace_back(std::move(uPtr));
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componentArray[getComponentTypeID<T>()] = c;
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componentBitSet[getComponentTypeID<T>()] = true;
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c->init();
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return *c;
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};
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template <typename T> T& getComponent() const //!< \todo: rewrite to use optionals
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{
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auto ptr(componentArray[getComponentTypeID<T>()]);
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return *static_cast<T*>(ptr);
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}
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private:
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Manager& manager;
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bool active = true;
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std::vector<std::unique_ptr<Component>> components;
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ComponentArray componentArray = {};
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ComponentBitSet componentBitSet;
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GroupBitSet groupBitSet;
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}; |