cs381/as6/Systems.hpp

80 lines
2.3 KiB
C++

#pragma once
#include "Components.hpp"
#include "Entity.hpp"
#include "GameContext.hpp"
#include <algorithm>
#include <memory>
#include <vector>
void UpdateAllSystems(std::vector<std::shared_ptr<Entity>> &entities, GameContext &context,
float deltaTime) {
context.entities = &entities;
context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr;
context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr;
context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr;
context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr;
for (auto &entity : entities) {
if (!entity) {
continue;
}
if (entity->context != &context) {
entity->SetContext(&context);
}
entity->Update(deltaTime);
}
for (size_t i = 0; i < entities.size(); ++i) {
auto &a = entities[i];
if (!a) {
continue;
}
auto aTransform = a->GetComponent<TransformComponent>();
auto aCollider = a->GetComponent<ColliderComponent>();
if (!aTransform || !aCollider) {
continue;
}
for (size_t j = i + 1; j < entities.size(); ++j) {
auto &b = entities[j];
if (!b) {
continue;
}
auto bTransform = b->GetComponent<TransformComponent>();
auto bCollider = b->GetComponent<ColliderComponent>();
if (!bTransform || !bCollider) {
continue;
}
const float dx = aTransform->get().x - bTransform->get().x;
const float dy = aTransform->get().y - bTransform->get().y;
const float r = aCollider->get().radius + bCollider->get().radius;
if ((dx * dx + dy * dy) <= (r * r)) {
aCollider->get().EmitCollision(*b);
bCollider->get().EmitCollision(*a);
}
}
}
auto remover = [](const std::shared_ptr<Entity> &entity) {
if (!entity) {
return true;
}
if (entity->queuedForFree) {
entity->Cleanup();
return true;
}
return false;
};
entities.erase(std::remove_if(entities.begin(), entities.end(), remover), entities.end());
}