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//! Entities, resources, components, and general world management.

pub use shred::World;

pub use self::{
    comp::Component,
    entity::{
        CreateIterAtomic, Entities, EntitiesRes, Entity, EntityResBuilder, Generation, Index,
    },
    lazy::{LazyBuilder, LazyUpdate},
    world_ext::WorldExt,
};

use shred::{FetchMut, SystemData};

use crate::storage::WriteStorage;

mod comp;
mod entity;
mod lazy;
#[cfg(test)]
mod tests;
mod world_ext;

/// An iterator for entity creation.
/// Please note that you have to consume
/// it because iterators are lazy.
///
/// Returned from `World::create_iter`.
pub struct CreateIter<'a>(FetchMut<'a, EntitiesRes>);

impl<'a> Iterator for CreateIter<'a> {
    type Item = Entity;

    fn next(&mut self) -> Option<Entity> {
        Some(self.0.alloc.allocate())
    }
}

/// A common trait for `EntityBuilder` and `LazyBuilder`, allowing either to be
/// used. Entity is definitely alive, but the components may or may not exist
/// before a call to `World::maintain`.
pub trait Builder {
    /// Appends a component and associates it with the entity.
    ///
    /// If a component was already associated with the entity, it should
    /// overwrite the previous component.
    ///
    /// # Panics
    ///
    /// Panics if the component hasn't been `register()`ed in the
    /// `World`.
    fn with<C: Component + Send + Sync>(self, c: C) -> Self;

    /// Finishes the building and returns the entity.
    fn build(self) -> Entity;
}

/// The entity builder, allowing to
/// build an entity together with its components.
///
/// ## Examples
///
/// ```
/// use specs::{prelude::*, storage::HashMapStorage};
///
/// struct Health(f32);
///
/// impl Component for Health {
///     type Storage = HashMapStorage<Self>;
/// }
///
/// struct Pos {
///     x: f32,
///     y: f32,
/// }
///
/// impl Component for Pos {
///     type Storage = DenseVecStorage<Self>;
/// }
///
/// let mut world = World::new();
/// world.register::<Health>();
/// world.register::<Pos>();
///
/// let entity = world
///     .create_entity() // This call returns `EntityBuilder`
///     .with(Health(4.0))
///     .with(Pos { x: 1.0, y: 3.0 })
///     .build(); // Returns the `Entity`
/// ```
///
/// ### Distinguishing Mandatory Components from Optional Components
///
/// ```
/// use specs::{prelude::*, storage::HashMapStorage};
///
/// struct MandatoryHealth(f32);
///
/// impl Component for MandatoryHealth {
///     type Storage = HashMapStorage<Self>;
/// }
///
/// struct OptionalPos {
///     x: f32,
///     y: f32,
/// }
///
/// impl Component for OptionalPos {
///     type Storage = DenseVecStorage<Self>;
/// }
///
/// let mut world = World::new();
/// world.register::<MandatoryHealth>();
/// world.register::<OptionalPos>();
///
/// let mut entitybuilder = world.create_entity().with(MandatoryHealth(4.0));
///
/// // something trivial to serve as our conditional
/// let include_optional = true;
///
/// if include_optional == true {
///     entitybuilder = entitybuilder.with(OptionalPos { x: 1.0, y: 3.0 })
/// }
///
/// let entity = entitybuilder.build();
/// ```
#[must_use = "Please call .build() on this to finish building it."]
pub struct EntityBuilder<'a> {
    /// The (already created) entity for which components will be inserted.
    pub entity: Entity,
    /// A reference to the `World` for component insertions.
    pub world: &'a World,
    built: bool,
}

impl<'a> Builder for EntityBuilder<'a> {
    /// Inserts a component for this entity.
    ///
    /// If a component was already associated with the entity, it will
    /// overwrite the previous component.
    #[inline]
    fn with<T: Component>(self, c: T) -> Self {
        {
            let mut storage: WriteStorage<T> = SystemData::fetch(&self.world);
            // This can't fail.  This is guaranteed by the lifetime 'a
            // in the EntityBuilder.
            storage.insert(self.entity, c).unwrap();
        }

        self
    }

    /// Finishes the building and returns the entity. As opposed to
    /// `LazyBuilder`, the components are available immediately.
    #[inline]
    fn build(mut self) -> Entity {
        self.built = true;
        self.entity
    }
}

impl<'a> Drop for EntityBuilder<'a> {
    fn drop(&mut self) {
        if !self.built {
            self.world
                .read_resource::<EntitiesRes>()
                .delete(self.entity)
                .unwrap();
        }
    }
}