Basic and working entity system with a really ugly test case
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#include "Core/World.h"
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World::~World()
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{
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for (auto& pool : m_ComponentPools) {
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delete pool.second;
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}
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}
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EntityID World::CreateEntity(EntityID parent /*= 0*/)
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{
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EntityID newEntity = generateEntityID();
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m_EntityParents[newEntity] = parent;
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if (parent != 0) {
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m_EntityChildren.insert(std::make_pair(parent, newEntity));
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}
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return newEntity;
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}
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void World::RegisterComponent(ComponentInfo& ci)
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{
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m_ComponentPools[ci.Name] = new ComponentPool(ci);
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}
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ComponentWrapper World::AttachComponent(EntityID entity, std::string componentType)
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{
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ComponentPool* pool = m_ComponentPools.at(componentType);
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const ComponentInfo& ci = pool->ComponentInfo();
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// Allocate space for the component
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ComponentWrapper c = pool->Allocate(entity);
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// Write default values
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memcpy(c.Data, ci.Defaults.get(), ci.Meta.Stride);
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return c;
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}
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ComponentWrapper World::GetComponent(EntityID entity, std::string componentType)
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{
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ComponentPool* pool = m_ComponentPools.at(componentType);
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return pool->GetByEntity(entity);
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}
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const ComponentPool& World::GetComponents(std::string componentType)
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{
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return *m_ComponentPools.at(componentType);
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}
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EntityID World::generateEntityID()
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{
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// TODO: Make EntityID generation smarter
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return m_CurrentEntityID++;
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}
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