220 lines
6.1 KiB
Markdown
220 lines
6.1 KiB
Markdown
---
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name: writing-games
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description: Create game logic using the OECS entity component system (C#). Use this when building a new game or game feature with OECS — defining components, systems, commands, relationships, and singletons.
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---
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# Writing Games with OECS
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OECS is a single-threaded, observable-first ECS for C#. It targets `net8.0` (C# 12)
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and depends on `MessagePack` (serialization) and `R3` (reactivity).
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Before writing any code, read `docs/api-surface.md` for the full type reference
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and `docs/architecture.md` for the design rationale behind the key decisions.
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## Project Setup
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A game is a class library referencing `OECS`:
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```xml
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Library</OutputType>
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<RootNamespace>Game.YourGameName</RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\OECS\OECS.csproj" />
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</ItemGroup>
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</Project>
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```
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The game DLL must also reference `OECS.SourceGen` as an analyzer so the
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component registry is generated for serialization. See `Blackjack.csproj` for
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the exact MSBuild incantation.
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## Defining Components
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Components are `public record struct` types annotated with `[MessagePackObject]`
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and `[Key]` attributes. Prefer `record struct` by default — it gives you value
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equality and a generated `ToString()` for free.
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Use **explicit properties or fields** — not positional syntax. OECS mutates
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components in-place via `ref T`, which requires settable fields/properties.
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Positional record structs produce `init`-only properties that can't be mutated
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through a `ref`.
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```csharp
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[MessagePackObject]
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public record struct Card
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{
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[Key(0)] public Suit Suit;
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[Key(1)] public Rank Rank;
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}
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```
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- Types must be `public` — MessagePack requires public accessibility.
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- Use sequential integer keys starting from 0.
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- Tag components (no data) are just empty structs:
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```csharp
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[MessagePackObject]
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public struct PlayerHand { }
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```
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## Relationships
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Relationships are components that implement `IRelationship`. They model a
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directed edge between a source entity and a target entity.
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You can either use the generic `Relationship<TSelf, TTarget>` base struct or
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implement `IRelationship` directly:
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```csharp
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// Using the base struct:
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world.AddComponent(child, new Relationship<ChildOf, Parent>
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{
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Source = child,
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Target = parent
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});
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// Direct implementation (preferred for domain-specific names):
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[MessagePackObject]
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public record struct Holds : IRelationship
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{
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[Key(0)] public Entity Source { get; set; }
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[Key(1)] public Entity Target { get; set; }
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}
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```
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Reverse lookup is automatic. The `World` maintains a reverse index so you can
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query all sources pointing to a target:
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```csharp
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var cards = world.GetSources<Holds>(handEntity);
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```
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When an entity is destroyed, all relationships it participates in (as source or
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target) are cleaned up automatically.
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## Defining Systems
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Systems implement `ISystem` (or `ITickedSystem` if they need delta time):
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```csharp
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public class DealSystem : ISystem
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{
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public void Run(World world)
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{
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var state = world.ReadSingleton<GameState>();
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if (state.Phase != GamePhase.Dealing)
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return;
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// Do work...
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}
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}
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```
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The `ISystem` interface has no `Query` property. Systems read singletons,
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build queries, and iterate on their own — this keeps the interface minimal
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and gives systems full flexibility.
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### Iteration Styles
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Two options:
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**ForEach callbacks** (1–6 components):
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```csharp
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var query = world.Query().With<Position>().With<Velocity>().Build();
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world.ForEach(query, (Entity e, ref Position pos, ref Velocity vel) =>
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{
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pos.X += vel.X * dt;
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world.MarkModified<Position>(e);
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});
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```
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**Ref struct iterators** via `EntityIterator.Select<T>()` (1–3 components):
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```csharp
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using var iter = world.Select<PlayerHand>();
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while (iter.MoveNext())
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{
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// iter.CurrentEntity, iter.Current1 (ref)
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}
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```
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The singleton entity (ID 1) is automatically skipped by all iterators.
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### System Registration
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Systems run in registration order via `SystemGroup`:
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```csharp
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var world = new World();
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var group = new SystemGroup(world);
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group.Add(new DeckSetupSystem());
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group.Add(new DealSystem());
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group.Add(new PlayerBustCheckSystem());
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group.Add(new DealerSystem());
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```
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`SystemGroup` automatically drains commands and posts changes after each system
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and after the full tick.
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## Defining Commands
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Commands are `public record struct` types annotated with `[MessagePackObject]`
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and implementing `ICommand`:
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```csharp
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[MessagePackObject]
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public record struct PlaceBetCommand : ICommand
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{
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[Key(0)] public int Amount;
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public void Execute(World world)
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{
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ref var state = ref world.GetSingleton<GameState>();
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if (state.Phase != GamePhase.Betting) return;
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state.CurrentBet = Amount;
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state.Chips -= Amount;
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state.Phase = GamePhase.Dealing;
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world.MarkModified<GameState>(World.SingletonEntity);
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}
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}
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```
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Enqueue commands via `world.Commands.Enqueue(...)`. They execute deferred
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when the queue is drained (automatically by `SystemGroup`).
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## Singletons
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Global state lives on the singleton entity (ID 1). Use `SetSingleton<T>`,
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`GetSingleton<T>` (ref), and `ReadSingleton<T>` (copy):
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```csharp
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world.SetSingleton(new GameState { Phase = GamePhase.Betting, Chips = 100 });
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// Read-only inspection:
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var state = world.ReadSingleton<GameState>();
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// Mutation:
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ref var mutable = ref world.GetSingleton<GameState>();
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mutable.Phase = GamePhase.RoundOver;
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world.MarkModified<GameState>(World.SingletonEntity);
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```
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`GetSingleton` returns a `ref` — always call `MarkModified` after mutating
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so reactivity subscribers see the change. `ReadSingleton` returns a copy and
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never auto-marks.
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## Change Tracking
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- Structural changes (entity create/destroy, component add/remove) are auto-marked.
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- Value mutations (modifying a `ref T` component) must be manually marked via
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`world.MarkModified<T>(entity)`.
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- Changes are posted after each system runs (automatic via `SystemGroup`).
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## Serialization
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`WorldSerializer.Save/Load` uses the source-generated `ComponentRegistry`.
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All component types used with `World` generic methods are automatically
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discovered. Serialization round-trips must be tested — see `testing-games` skill.
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