I find "serious" ECS to be an overkill for turn-based game logic, so I've created this simple library that does only one thing: stores your components.
use zcomponents::zcomponents_storage;
#[derive(PartialEq, Eq, Clone, Copy, Debug, Hash, Default)]
pub struct Id(i32);
#[derive(Clone, Debug)]
pub struct SomeComponent(pub i32);
#[derive(Clone, Debug)]
pub struct SomeFlag;
zcomponents_storage!(Storage<Id>: {
component: SomeComponent,
flag: SomeFlag,
});
let mut storage = Storage::new();
let id0 = storage.alloc_id();
storage.component.insert(id0, SomeComponent(0));
let id1 = storage.alloc_id();
storage.component.insert(id1, SomeComponent(1));
storage.flag.insert(id1, SomeFlag);
storage.component.get_mut(id0).0 += 1;
if let Some(component) = storage.component.get_opt_mut(id1) {
component.0 += 1;
}
storage.flag.remove(id1);
storage.remove(id0);
See a more advanced example in crate's documentation.
It's implemented as a simple macro and a bunch of naive HashMap
s
so don't expect any outstanding performance.