# ECStremity
**ECStremity** is an Entity-Component library. It is a Python port of the JavaScript library [geotic](https://github.com/ddmills/geotic) by Dalton Mills.
- *entity* : a unique id and a collection of components
- *component* : a data container
- *query* : a way to gather collections of entities that match some criteria, for use in systems
- *event* : a message to an entity and its components
## Installation
```
pip install ecstremity
```
## Usage
To start using **ECStremity**, import the library and make some components.
```python
from ecstremity import (Engine, Component)
ecs = Engine()
class Position(Component):
def __init__(self, x: int, y: int) -> None:
self.x = x
self.y = y
class Velocity(Component):
def __init__(self, x: int, y: int) -> None:
self.x = x
self.y = y
class Frozen(Component):
"""Tag component denoting a frozen character."""
```
All components must be registered with the engine. Component registration must use the class symbol (i.e. do not use the component name attribute).
```python
ecs.register_component(Position)
ecs.register_component(Velocity)
ecs.register_component(Frozen)
```
Instruct the engine to make a new entity, then add components to it.
Once a component is registered, it can be accessed using the class symbol or a string representing the class. The name attribute is not case-sensitive.
```python
entity = ecs.create_entity()
entity.add(Position)
entity.add("Velocity")
```
The ecstremity library has no actual "system" class. Instead, instruct the engine to produce a query. For example, make a query that tracks all components that have both a `Position` and `Velocity` component, but not a `Frozen` component. A query can have any combination of the `all_of`, `any_of`, and `none_of` quantifiers.
```python
kinematics = ecs.create_query(
all_of = ['Position', 'Velocity'],
none_of = ['Frozen']
)
```
Loop over the result set to update the position for all entities in the query. The query will always return an up-to-date list containing entities that match.
```python
def loop(dt):
for entity in kinematics.result:
entity['Position'].x += entity['Velocity'].x * dt
entity['Position'].y += entity['Velocity'].y * dt
```
## Changelog
### v.1.0.1
Initial release
### v.1.0.2
- Changed how component names are handled. Previously creating a component required setting a class variable `name`
with a string in all-caps that is identical to the class name, e.g. if a component was created as `class Position`,
the class required a variable `name = "POSITION"`. Now all components inherit from `componentmeta` which handles
this automatically. All references to component names inside the engine also convert the name string to the required
casing.
- Added the ability to make use of the `EntityEvent` system. Use `entity.fire_event('event_name', data)` where data can
be any object (typically a dict) that you want to pass to an entity's components. The `'event_name'` should have a
corresponding `on_event_name` method on one or more components of the entity, which will have the event passed to it.
- Added a prefab system. This is a work-in-progress addition, but essentially you can now define component structures
that can be applied all at once to an entity, allowing for templating of entity types.
### v.1.0.3
- Miscellaneous fixes and performance updates.
- Fixed an issue with queries not updating their cache when components are added/removed from an entity.
### v.1.0.4
- Added an `EngineAdapter` class that allows for passing in a reference to the game client.
- Added entity cloning. Use `entity.clone()` to make a copy of an entity with all attached components.
- Added an `EventData` class to pass in as the data argument of `entity.fire_event`. This base class is meant to be
extensible, but by default it has five optional parameters:
- `instigator: Entity`
Used to pass reference to the entity that fired the event.
- `target: Union[Tuple[int, int], Entity]`
Used to pass reference to an entity or position that can be used for various things, like forwarding an event or querying for data.
- `interactions: List[Dict[str, str]]`
Used to get back a list of interactions from a component. Typical format is `{'name': 'event_name', 'event': 'on_event_method'}`.
- `callback: Callable[[Any], Any]`
A callback that can be executed inside a component.
- `cost: float`
An event cost, for use with energy-based action systems.
- Added `EntityEvent.route` to trigger forwarding of an event to a target entity. For example, in my project game [Anathema](https://github.com/krummja/Anathema),
I use this to query a target entity for interactions, say when bumping into it:
```python
class Legs(Component):
# ...
def on_try_move(self, evt: EntityEvent) -> None:
if self.area.is_blocked(*evt.data.target):
if self.area.is_interactable(*evt.data.target):
self.entity.fire_event('try_interact', evt.data)
```
and then in a separate component:
```python
class Brain(Component):
# ...
def on_try_interact(self, evt: EntityEvent) -> None:
evt.data.instigator = self.entity
evt.data.interactions = []
target: Entity = self.client.interaction_system.get(*evt.dat.target)
routed_evt: EntityEvent = evt.route(
new_event='get_interactions',
target=target
)
routed_evt.handle()
```
Finally, on a component attached to the target entity, I might have:
```python
class Container(Component):
# ...
def on_get_interactions(self, evt) -> None:
if self._is_open:
evt.data.interactions.append({
"name": "Close",
"event": "try_close_container"
})
# ...
```
Which requires a corresponding `Container.on_try_close_container`, and so forth.