Browse Source

Added initial Object Component structure (still WIP)

combatComponentRefactor
Macoy Madson 8 years ago
parent
commit
d72a013c8b
  1. 20
      .gitignore
  2. 24
      README.md
  3. 7
      gamedata/readme.txt
  4. 8
      src/main.cpp
  5. 21
      src/objectComponent/Component.cpp
  6. 63
      src/objectComponent/Component.hpp
  7. 10
      src/objectComponent/ComponentTypes.hpp
  8. 87
      src/objectComponent/Object.cpp
  9. 85
      src/objectComponent/Object.hpp
  10. 16
      src/objectComponent/ObjectID.cpp
  11. 15
      src/objectComponent/ObjectID.hpp
  12. 5
      src/objectComponent/ObjectType.cpp
  13. 17
      src/objectComponent/ObjectType.hpp
  14. 2303
      src/project/Doxyfile
  15. 6
      src/project/galavantCodeblocks/CppCheckResults.xml
  16. 55
      src/project/galavantCodeblocks/galavantCodeblocks.cbp
  17. 35
      src/project/galavantCodeblocks/galavantCodeblocks.depend

20
.gitignore

@ -26,3 +26,23 @@
*.exe
*.out
*.app
# Codeblocks folder ignores
bin/
obj/
# Codeblocks file ignores
*.layout
# Private (closed-source) data; for testing, gamedata will have everything, but once I go commercial, gamedata won't be updated (if I go commercial)
data/
assets/
# Ignore documentation (can be autogenerated via doxygen)
docs/
# Ignore anything with the LOCAL prefix
LOCAL*
# Codeblocks output files
*CppCheckResults.xml

24
README.md

@ -1,2 +1,24 @@
# galavant
# Galavant
An open world action adventure game with emergent, fully simulated AI
Interested in working on a project with me? Galavant is a game intended to procedurally generate interesting agents and AI instead of fancy terrain. It's a big undertaking, but I feel it is the future in games. Many games have beautiful and complex worlds, but very, very few have interesting inhabitants.
With my current design, agents are based on Maslow's hierarchy of needs. This makes it quite easy to have diverse behaviours and emergent results - for example, if you build a wall around a town full of people and burn their crops, they will eventually start starving and might even resort to cannibalism!
Galavant is basically [Horizon](http://github.com/makuto/horizon) v2. I coded myself into a bit of a quagmire in Horizon, so I decided I would be more productive if I started over.
Interested?
------------
Message me on Github or email me at macoymadson@gmail.com for any questions. I'd love some help!
There is a lot to the design of Galavant that does not fit in this readme. If you email me, I can fill you in on my goals with Galavant and what the game will actually be like.
License
--------
The code is MIT licensed. I intend on keeping all data (images, sprites, gameplay/design data) private, following the Doom/Quake model.
Technical
----------
I am writing Galavant in C++ (C++11, to be specific). I rely on SFML2 for sound, graphics, input, and networking. SFML is wrapped in my personal game library, [Base2.0](https://github.com/makuto/base2.0) (also MIT licensed), which also has other useful game-agnostic code.
Horizon used a makefile for its build process (which I hand wrote). I have decided to abandon this method because I think it wasted a lot of my time updating it. I plan on using Codeblocks with GCC to make this process more automatic. It should also make compiling on Windows much simpler.

7
gamedata/readme.txt

@ -0,0 +1,7 @@
------------------
GameData
------------------
gamedata stores all the data needed to play Galavant.
If I ever choose to make Galavant a commercial product, gamedata will cease to be updated. At that point, I will sell licenses for up-to-date gamedata. For now, gamedata will contain the most up-to-date data.

8
src/main.cpp

@ -0,0 +1,8 @@
#include <iostream>
#include "objectComponent/Component.hpp"
int main()
{
std::cout << "Galavant\n";
return 1;
}

21
src/objectComponent/Component.cpp

@ -0,0 +1,21 @@
#ifndef COMPONENT_CPP
#define COMPONENT_CPP
#include "Component.hpp"
#include "ObjectType.hpp"
#include "Object.hpp"
ComponentType Component::getType()
{
return type;
}
ObjectType Component::getOwnerType()
{
return ownerType;
}
ObjectID Component::getOwnerID()
{
return ownerID;
}
#endif

63
src/objectComponent/Component.hpp

@ -0,0 +1,63 @@
#ifndef COMPONENT_HPP
#define COMPONENT_HPP
#include "ObjectID.hpp"
#include "ObjectType.hpp"
enum ComponentType;
struct ComponentUpdateParams;
class Object;
/* --Component--
* Components are modular bits of logic and data designed to work with other
* modular components. Objects are collections of components. Component is an abstract
* class.
*/
class Component
{
public:
// Note that the constructor and destructor shouldn't have to be executed
// every time a Component is created. Initialize and Deinitalize should do everything
// necessary for a component to be reused
virtual ~Component();
// Getters for types
ComponentType getType();
ObjectType getOwnerType();
ObjectID getOwnerID();
// Initialize the component. Components should be able to be reused after initialize is called.
// Components should store their parent object's address for later use
// Return false if initialization failed for any reason, and the object creation will
// be aborted
virtual bool initialize(Object* parentObject);
// Once all sibling components in an object have been initialize, postInitialize is executed.
// Use this function to find all sibling components that your component is dependent on, as well
// as any component-component initialization communication that might need to happen.
virtual bool postInitialize();
// The parent Object has been scheduled to be destroyed. preDestroy() is called on every component
// before components are actually destroyed. This is the "last supper" for components. Use
// this time to do any component-component destruction communication
virtual void preDestroy();
// The parent Object is being destroyed. Perform any destruction necessary here. It is up to
// you to decide what is destroyed in destroy() and what is cleared in initialize().
virtual void destroy();
// Perform all logic for your component here
virtual void update(ComponentUpdateParams& updateParams);
// TODO: Component save and load functions
//virtual bool save(SaveBuffer *saveBuffer);
//virtual bool load(LoadBuffer *loadBuffer);
protected:
private:
ComponentType type;
ObjectType ownerType;
ObjectID ownerID;
};
#endif // COMPONENT_HPP

10
src/objectComponent/ComponentTypes.hpp

@ -0,0 +1,10 @@
#ifndef COMPONENTTYPES_HPP
#define COMPONENTTYPES_HPP
enum class ComponentType : int
{
NONE = 0,
TEST
};
#endif

87
src/objectComponent/Object.cpp

@ -0,0 +1,87 @@
#ifndef OBJECT_CPP
#define OBJECT_CPP
#include "Object.hpp"
#include "Component.hpp"
const int COMPONENTHANDLE_NULL = -1;
Object::Object()
{
shouldDestroy = false;
numActiveComponents = 0;
id = OBJECT_ID_NONE;
type = nullptr;
}
Object::~Object()
{
}
// Provides a layer of abstraction around the internal storage of Component pointers
Component* Object::getComponentAtIndex(int i)
{
if (i >= 0 && i < numActiveComponents)
return components[i];
return nullptr;
}
// Searches through components this object is composed of for one of
// the provided type. Returns a handle
// Returns a ComponentHandle which can be used to get a pointer to
// a component of the requested type.
Object::ComponentHandle Object::getComponentHandleForType(ComponentType componentType)
{
for (int i = 0; i < numActiveComponents; i++)
{
Component* currentComponent = getComponentAtIndex(i);
if (currentComponent)
{
if (currentComponent->getType() == componentType)
return i;
}
}
return COMPONENTHANDLE_NULL;
}
// Returns true if the ComponentHandle is valid, and points to a valid
// Component.
bool Object::isValidComponentHandle(ComponentHandle componentHandle)
{
if (componentHandle == Object::COMPONENTHANDLE_NULL
|| componentHandle >= numActiveComponents)
return false;
return true;
}
// Returns a pointer to the component indicated by the handle.
// This pointer should NOT be stored on the heap! Components can
// move around in memory, so storing direct pointers is not ok!
Component* Object::getComponent(Object::ComponentHandle componentHandle)
{
if (isValidComponentHandle(componentHandle))
return getComponentAtIndex(componentHandle);
return nullptr;
}
// Returns the value of shouldDestroy. If true, whatever is managing
// the object should notify all components of the impending destruction,
// destroy the components, then destroy the object
bool Object::shouldDestroyObject()
{
return shouldDestroy;
}
// Sets the value of shouldDestroy to true. Once set, it cannot be
// undone. The actual destruction should be handled by the object's
// manager after checking shouldDestroyObject()
// This function is meant to be used by the object's components to self-destruct
// Destruction will not happen immediately - it is up to the object's manager
void Object::requestObjectDestruction()
{
shouldDestroy = true;
}
#endif

85
src/objectComponent/Object.hpp

@ -0,0 +1,85 @@
#ifndef OBJECT_HPP
#define OBJECT_HPP
#include "ObjectID.hpp"
#include "ObjectType.hpp"
#include "ComponentTypes.hpp"
/* --Object--
* Objects hold a collection of Components. Object provides an abstraction
* layer for Components so that components can be moved in memory without
* affecting other Components.
*
* Note that Objects cannot hold more than one Component of the same type.
* If this is required for some reason, you should redesign the system, or
* make the component support it internally
*/
class Component;
struct ObjectType;
class Object
{
public:
Object();
~Object();
// A handle to a Component this Object has
// Components (and all other external users of an Object's components) should
// NEVER store pointers to an Object's components on anything other than
// the stack. ComponentHandles, however, are safe to store. This is so
// that Components can be moved around in memory without breaking references
typedef int ComponentHandle;
// Searches through components this object is composed of for one of
// the provided type.
// Returns a ComponentHandle which can be used to get a pointer to
// a component of the requested type.
// Note that Objects can only have one Component of the same type
// Check your ComponentHandle's validity with isValidComponentHandle()
ComponentHandle getComponentHandleForType(ComponentType componentType);
// Returns true if the ComponentHandle is valid, and points to a valid
// Component.
bool isValidComponentHandle(ComponentHandle componentHandle);
// Returns a pointer to the component indicated by the handle.
// This pointer should NOT be stored on the heap! Components can
// move around in memory, so storing direct pointers is not ok!
// Note that getComponent() checks the validity of the ComponentHandle
// Returns nullptr if the Handle is invalid
Component* getComponent(ComponentHandle componentHandle);
// Returns the value of shouldDestroy. If true, whatever is managing
// the object should notify all components of the impending destruction,
// destroy the components, then destroy the object
bool shouldDestroyObject();
// Sets the value of shouldDestroy to true. Once set, it cannot be
// undone. The actual destruction should be handled by the object's
// manager after checking shouldDestroyObject()
// This function is meant to be used by the object's components to self-destruct
// Destruction will not happen immediately - it is up to the object's manager
void requestObjectDestruction();
private:
// A list of pointers to Components the Object currently has (up to numActiveComponents)
// OBJECT_MAX_COMPONENTS is defined in ObjectType.hpp
Component* components[OBJECT_MAX_COMPONENTS];
int numActiveComponents;
ObjectType* type;
ObjectID id;
// shouldDestroy indicates whether or not the Object should be
// destroyed. This is meant to be used by Components to self-destruct.
// shouldDestroy should be checked by whatever is managing
// the object after the object's components have been updated
bool shouldDestroy;
// The NULL value for ComponentHandles
static const int COMPONENTHANDLE_NULL = -1;
// Provides a layer of abstraction around the internal storage of Component pointers
Component* getComponentAtIndex(int i);
};
#endif

16
src/objectComponent/ObjectID.cpp

@ -0,0 +1,16 @@
#ifndef OBJECTID_CPP
#define OBJECTID_CPP
#include "ObjectID.hpp"
// The Object hasn't been assigned an ID
const ObjectID OBJECT_ID_NONE = -1;
// The last possible ID that can be assigned
// TODO: Set to a better value (this was completely arbitrary)
const ObjectID OBJECT_ID_MAX = 1000000;
// Start assigning IDs at this value
const ObjectID OBJECT_ID_FIRST = 1;
#endif

15
src/objectComponent/ObjectID.hpp

@ -0,0 +1,15 @@
#ifndef OBJECTID_HPP
#define OBJECTID_HPP
typedef int ObjectID;
// The Object hasn't been assigned an ID
extern const ObjectID OBJECT_ID_NONE;
// The last possible ID that can be assigned
extern const ObjectID OBJECT_ID_MAX;
// Start assigning IDs at this value
extern const ObjectID OBJECT_ID_FIRST;
#endif

5
src/objectComponent/ObjectType.cpp

@ -0,0 +1,5 @@
#ifndef OBJECTTYPE_CPP
#define OBJECTTYPE_CPP
#endif

17
src/objectComponent/ObjectType.hpp

@ -0,0 +1,17 @@
#ifndef OBJECTTYPE_HPP
#define OBJECTTYPE_HPP
#include "ComponentTypes.hpp"
#define OBJECT_MAX_COMPONENTS 10
struct ObjectType
{
// An array of ComponentTypes that this ObjectType requires
ComponentType components[OBJECT_MAX_COMPONENTS];
// The number of Components this Object will actually use
int totalUsedComponents;
};
#endif

2303
src/project/Doxyfile

File diff suppressed because it is too large

6
src/project/galavantCodeblocks/CppCheckResults.xml

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8" ?>
<results>
<error file="../../objectComponent/Component.hpp" line="16" id="noConstructor" severity="style" msg="The class &apos;Component&apos; does not have a constructor although it has private member variables. Member variables of builtin types are left uninitialized when the class is instanciated. That may cause bugs or undefined behavior." />
<error file="../../objectComponent/Object.hpp" line="19" id="noConstructor" severity="style" msg="The class &apos;Object&apos; does not have a constructor although it has private member variables. Member variables of builtin types are left uninitialized when the class is instanciated. That may cause bugs or undefined behavior." />
<error file="../../objectComponent/ObjectType.hpp" line="10" id="unusedStructMember" severity="style" msg="struct or union member &apos;ObjectType::components&apos; is never used." />
</results>

55
src/project/galavantCodeblocks/galavantCodeblocks.cbp

@ -0,0 +1,55 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="galavantCodeblocks" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug">
<Option output="bin/Debug/galavantCodeblocks" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Debug/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
<Add directory="objectComponent" />
</Compiler>
</Target>
<Target title="Release">
<Option output="bin/Release/galavantCodeblocks" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Release/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O2" />
<Add directory="objectComponent" />
</Compiler>
<Linker>
<Add option="-s" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-Weffc++" />
<Add option="-pedantic-errors" />
<Add option="-pedantic" />
<Add option="-std=c++11" />
<Add option="-Wall" />
<Add option="-fexceptions" />
</Compiler>
<Unit filename="../../main.cpp" />
<Unit filename="../../objectComponent/Component.cpp" />
<Unit filename="../../objectComponent/Component.hpp" />
<Unit filename="../../objectComponent/ComponentTypes.hpp" />
<Unit filename="../../objectComponent/Object.cpp" />
<Unit filename="../../objectComponent/Object.hpp" />
<Unit filename="../../objectComponent/ObjectID.hpp" />
<Unit filename="../../objectComponent/ObjectType.cpp" />
<Unit filename="../../objectComponent/ObjectType.hpp" />
<Extensions>
<code_completion />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

35
src/project/galavantCodeblocks/galavantCodeblocks.depend

@ -0,0 +1,35 @@
# depslib dependency file v1.0
1445721187 source:/home/macoy/devCollab/galavant/src/main.cpp
<iostream>
"objectComponent/Component.hpp"
1447565212 /home/macoy/devCollab/galavant/src/objectComponent/Component.hpp
"ObjectID.hpp"
"ObjectType.hpp"
1447564622 /home/macoy/devCollab/galavant/src/objectComponent/ObjectID.hpp
1447563871 /home/macoy/devCollab/galavant/src/objectComponent/ObjectType.hpp
"ComponentTypes.hpp"
1445722684 /home/macoy/devCollab/galavant/src/objectComponent/ComponentTypes.hpp
1447562600 source:/home/macoy/devCollab/galavant/src/objectComponent/Component.cpp
"Component.hpp"
"ObjectType.hpp"
"Object.hpp"
1447565426 /home/macoy/devCollab/galavant/src/objectComponent/Object.hpp
"ObjectID.hpp"
"ObjectType.hpp"
"ComponentTypes.hpp"
1445724601 source:/home/macoy/devCollab/galavant/src/objectComponent/ObjectType.cpp
1447565050 source:/home/macoy/devCollab/galavant/src/objectComponent/Object.cpp
"Object.hpp"
"Component.hpp"
1447565116 source:/home/macoy/devCollab/galavant/src/objectComponent/ObjectID.cpp
"ObjectID.hpp"
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