shapez/src/js/game/game_system_with_filter.js

138 lines
4.3 KiB
JavaScript

/* typehints:start */
import { Component } from "./component";
import { Entity } from "./entity";
/* typehints:end */
import { GameRoot } from "./root";
import { GameSystem } from "./game_system";
import { arrayDelete, arrayDeleteValue } from "../core/utils";
import { globalConfig } from "../core/config";
export class GameSystemWithFilter extends GameSystem {
/**
* Constructs a new game system with the given component filter. It will process
* all entities which have *all* of the passed components
* @param {GameRoot} root
* @param {Array<typeof Component>} requiredComponents
*/
constructor(root, requiredComponents) {
super(root);
this.requiredComponents = requiredComponents;
this.requiredComponentIds = requiredComponents.map(component => component.getId());
/**
* All entities which match the current components
* @type {Array<Entity>}
*/
this.allEntities = [];
this.root.signals.entityAdded.add(this.internalPushEntityIfMatching, this);
this.root.signals.entityGotNewComponent.add(this.internalReconsiderEntityToAdd, this);
this.root.signals.entityComponentRemoved.add(this.internalCheckEntityAfterComponentRemoval, this);
this.root.signals.entityQueuedForDestroy.add(this.internalPopEntityIfMatching, this);
this.root.signals.postLoadHook.add(this.internalPostLoadHook, this);
this.root.signals.bulkOperationFinished.add(this.refreshCaches, this);
}
/**
* @param {Entity} entity
*/
internalPushEntityIfMatching(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
// This is slow!
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
}
this.internalRegisterEntity(entity);
}
/**
*
* @param {Entity} entity
*/
internalCheckEntityAfterComponentRemoval(entity) {
if (this.allEntities.indexOf(entity) < 0) {
// Entity wasn't interesting anyways
return;
}
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
// Entity is not interesting anymore
arrayDeleteValue(this.allEntities, entity);
}
}
}
/**
*
* @param {Entity} entity
*/
internalReconsiderEntityToAdd(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
if (this.allEntities.indexOf(entity) >= 0) {
return;
}
this.internalRegisterEntity(entity);
}
refreshCaches() {
// Remove all entities which are queued for destroy
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
if (entity.queuedForDestroy || entity.destroyed) {
this.allEntities.splice(i, 1);
i -= 1;
}
}
this.allEntities.sort((a, b) => a.uid - b.uid);
}
/**
* Recomputes all target entities after the game has loaded
*/
internalPostLoadHook() {
this.refreshCaches();
}
/**
*
* @param {Entity} entity
*/
internalRegisterEntity(entity) {
this.allEntities.push(entity);
if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
// Sort entities by uid so behaviour is predictable
this.allEntities.sort((a, b) => a.uid - b.uid);
}
}
/**
*
* @param {Entity} entity
*/
internalPopEntityIfMatching(entity) {
if (this.root.bulkOperationRunning) {
// We do this in refreshCaches afterwards
return;
}
const index = this.allEntities.indexOf(entity);
if (index >= 0) {
arrayDelete(this.allEntities, index);
}
}
}