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Today's overview is about the Beast. This is a small library, written by @stevelosh for describing a game world.
Game world is full of different entities. Each entity has it a type and characteristics or aspects.
"Beast" is a simple wrapper over CLOS, which allows you to define aspects and to mix them when defining a new entity type.
Here is a nice example from projects README:
(define-aspect throwable accuracy damage)
(define-aspect edible nutrition-value)
(define-entity dart (throwable))
(define-entity cheese (edible))
(define-entity pie (throwable edible))
(define-system rot-food ((e edible))
(decf (edible/nutrition-value e))
(when (zerop (edible/nutrition-value e))
(destroy-entity e)))
(defparameter *steel-dart*
(create-entity 'dart
:throwable/accuracy 0.9
:throwable/damage 10))
(defparameter *hunk-of-swiss*
(create-entity 'cheese
:edible/nutrition-value 50))
(defparameter *banana-cream-pie*
(create-entity 'pie
:throwable/accuracy 0.3
:throwable/damage 5
:edible/nutrition-value 30))
Macro (beast:define-aspect throwable accuracy damage)
is expanded into such class-definition:
(progn
(defclass throwable nil
((throwable/accuracy :accessor throwable/accuracy :initarg
:throwable/accuracy)
(throwable/damage :accessor throwable/damage :initarg
:throwable/damage)))
(defun throwable? (beast::object) (typep beast::object 'throwable))
(beast::initialize-aspect-index 'throwable)
(find-class 'throwable))
Macro (beast:define-entity pie (throwable edible))
also transformed into a class which inherits all aspects and also has a class-level slot with a list of aspects:
(progn
(defclass pie (beast:entity throwable edible)
((beast::%beast/aspects :allocation :class :initform
'(throwable edible))))
(defun pie? (beast::object) (typep beast::object 'pie))
(find-class 'pie))
Function create-entity
not only creates a CLOS instance but also adds it to special indexes of entities of this type and entities having these aspects.
Macro define-system
defines two functions:
(progn
(declaim
(ftype (function ((and beast:entity edible)) (values null &optional))
rot-food)
(notinline rot-food))
(defun rot-food (e)
(decf (edible/nutrition-value e))
(when (zerop (edible/nutrition-value e)) (beast:destroy-entity e))
nil)
(defun run-rot-food ()
(let ((#:argument-indexes1011 (gethash 'rot-food beast::*system-index*)))
(loop :for #:entity1012 :being :the beast::hash-values :of (first
#:argument-indexes1011)
:do (locally
(declare (type (and beast:entity edible) #:entity1012))
(rot-food #:entity1012)))))
(beast::initialize-system-index 'rot-food #'rot-food '((e edible)))
'rot-food)
So, this macro defines a code which will be applied to all "edible" objects in the game.
I think Beast is the great library for defining game objects!
You can find more information about this library in its great documentation.