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/******************************************************************************
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* File - entity.h
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* Author - Joey Pollack
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* Date - 2022/05/23 (y/m/d)
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* Mod Date - 2022/05/23 (y/m/d)
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* Description - Provides functionality to work with world entities
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******************************************************************************/
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#ifndef LUNARIUM_ENTITY_H_
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#define LUNARIUM_ENTITY_H_
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#include <utils/uuid.h>
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#include <utils/logger.h>
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#include <entt/entt.hpp>
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namespace lunarium
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{
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class Entity
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{
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public:
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// TODO: Maybe change this to take the World instead of the registry
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Entity(entt::registry* r);
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Entity(entt::registry* r, LUUID uuid);
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// These component methods are based on methods from the Hazel engine, written by Cherno
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// https://github.com/TheCherno/Hazel/blob/dev/Hazel/src/Hazel/Scene/Entity.h
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template<typename T, typename... Args>
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T& AddComponent(Args&&... args)
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{
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if (HasComponent<T>())
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{
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Log::Error(LogCategory::GAME_SYSTEM, "Entity already has component!");
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return GetComponent<T>();
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}
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T& component = mpRegistry->emplace<T>(mHandle, std::forward<Args>(args)...);
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//m_Scene->OnComponentAdded<T>(*this, component);
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return component;
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}
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template<typename T>
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T& GetComponent()
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{
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if (!HasComponent<T>())
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{
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Log::Error(LogCategory::GAME_SYSTEM, "Entity does not have component!");
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}
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return mpRegistry->get<T>(mHandle);
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}
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template<typename T>
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bool HasComponent()
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{
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return mpRegistry->all_of<T>(mHandle);
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}
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template<typename T>
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void RemoveComponent()
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{
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if (!HasComponent<T>())
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{
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Log::Error(LogCategory::GAME_SYSTEM, "Entity does not have component!");
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}
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m_Scene->m_Registry.remove<T>(mHandle);
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}
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private:
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LUUID mUUID;
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entt::entity mHandle;
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entt::registry* mpRegistry;
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};
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}
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#endif // LUNARIUM_ENTITY_H_
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