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component architecture
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/* In this model, the actor owns a bunch of components, which in turn | |
serves as the base class for the component interfaces. Whenever a | |
system needs access to a component, it asks the actor for that interface | |
and gets a pointer to the appropriate interface object. */ | |
struct Component | |
{ | |
}; | |
struct AiComponent: public Component | |
{ | |
}; | |
struct HumanAiComponent: public AiComponent | |
{ | |
}; | |
struct DrawComponent: public Component | |
{ | |
}; | |
struct Actor | |
{ | |
~Actor() | |
{ | |
for (auto c : components) delete component; | |
} | |
std::map<std::string, Component*> components; | |
}; | |
struct ActorFactory | |
{ | |
Actor* create(const char* fileName) | |
{ | |
std::ifstream f(fileName); | |
std::string line; | |
Actor* pActor = new Actor; | |
while (std::getline(f, line)) | |
{ | |
if (line == "human_ai") | |
pActor.components["ai"] = new HumanAiComponent; | |
if (line == "zombie_ai") | |
pActor.components["ai"] = new HumanAiComponent; | |
if (line == "draw") | |
pActor.components["draw"] = new DrawComponent; | |
} | |
return pActor; | |
} | |
}; | |
struct System | |
{ | |
void think(Actor a) | |
{ | |
AiComponent* ac = a.components["ai"]; | |
if (ac) ac->think(a); | |
} | |
void draw(Actor a) | |
{ | |
DrawComponent* dc = a.components["draw"]; | |
if (dc) dc->draw(a); | |
} | |
} | |
int main() | |
{ | |
ActorFactory af; | |
std::list<Actor*> actors; | |
actors.push_back(af.create("human.txt")); | |
actors.push_back(af.create("zombie.txt")); | |
System s; | |
for (auto actor : actors) | |
{ | |
s.think(actor); | |
s.draw(actor); | |
} | |
for (auto actor : actors) delete actor; | |
} |
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