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#include <setting_variables.h>
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#include <iostream>
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// This example extends the component_inheritance example, and shows how
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// we can use a single rule to match units from different players and platoons
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// by setting query variables before we iterate.
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//
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// The units in this example belong to a platoon, with the platoons belonging
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// to a player.
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// Unit datamodel
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struct Unit { };
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struct CombatUnit : Unit { };
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struct MeleeUnit : CombatUnit { };
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struct RangedUnit : CombatUnit { };
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struct Warrior : MeleeUnit { };
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struct Wizard : RangedUnit { };
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struct Marksman : RangedUnit { };
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// Player/Platoon tags
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struct Player { };
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struct Platoon { };
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static const int PlayerCount = 100;
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static const int PlatoonsPerPlayer = 3;
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int main(int, char *[]) {
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flecs::world ecs;
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// See component_inheritance example
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ecs.component<CombatUnit>().is_a<Unit>();
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ecs.component<MeleeUnit>().is_a<CombatUnit>();
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ecs.component<RangedUnit>().is_a<CombatUnit>();
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ecs.component<Warrior>().is_a<MeleeUnit>();
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ecs.component<Wizard>().is_a<RangedUnit>();
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ecs.component<Marksman>().is_a<RangedUnit>();
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// Populate store with players and platoons
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for (int p = 0; p < PlayerCount; p ++) {
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flecs::entity player;
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// Give first player a name so we can look it up later
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if (p == 0) {
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player = ecs.entity("MyPlayer");
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} else {
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player = ecs.entity();
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}
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// Add player tag so we can query for all players if we want to
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player.add<Player>();
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for (int pl = 0; pl < PlatoonsPerPlayer; pl ++) {
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flecs::entity platoon = ecs.entity().add<Player>(player);
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// Add platoon tag so we can query for all platoons if we want to
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platoon.add<Platoon>();
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// Add warriors, wizards and marksmen to the platoon
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ecs.entity().add<Warrior>().add<Platoon>(platoon);
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ecs.entity().add<Marksman>().add<Platoon>(platoon);
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ecs.entity().add<Wizard>().add<Platoon>(platoon);
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}
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}
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// Create a rule to find all RangedUnits for a platoon/player. The
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// equivalent query in the query DSL would look like this:
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// (Platoon, $Platoon), Player($Platoon, $Player)
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//
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// The way to read how this query is evaluated is:
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// - find all entities with (Platoon, *), store * in _Platoon
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// - check if _Platoon has (Player, *), store * in _Player
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flecs::rule<RangedUnit> r = ecs.rule_builder<RangedUnit>()
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.with<Platoon>().second("$Platoon")
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.with<Player>("$Player").src("$Platoon")
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.build();
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// If we would iterate this rule it would return all ranged units for all
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// platoons & for all players. We can limit the results to just a single
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// platoon or a single player setting a variable beforehand. In this example
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// we'll just find all platoons & ranged units for a single player.
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int player_var = r.find_var("Player");
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int platoon_var = r.find_var("Platoon");
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// Iterate rule, limit the results to units of MyPlayer
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r.iter().set_var(player_var, ecs.lookup("MyPlayer"))
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.each([&](flecs::iter& it, size_t index, RangedUnit) {
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flecs::entity unit = it.entity(index);
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std::cout << "Unit " << unit.path() << " of class "
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<< it.id(1).str() << " in platoon "
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<< it.get_var(platoon_var).path() << " for player "
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<< it.get_var(player_var).path() << "\n";
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});
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r.destruct();
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// Output:
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// Unit ::499 of class Wizard in platoon ::496 for player ::MyPlayer
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// Unit ::503 of class Wizard in platoon ::500 for player ::MyPlayer
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// Unit ::507 of class Wizard in platoon ::504 for player ::MyPlayer
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// Unit ::498 of class Marksman in platoon ::496 for player ::MyPlayer
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// Unit ::502 of class Marksman in platoon ::500 for player ::MyPlayer
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// Unit ::506 of class Marksman in platoon ::504 for player ::MyPlayer
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// Try removing the set_var call, this will cause the iterator to return
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// all units in all platoons for all players.
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}
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