1 unstable release
0.1.0 | Jul 24, 2024 |
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#1749 in Game dev
30 downloads per month
23KB
416 lines
🏷️ Moonshine Tag
Cheap, fast, mostly unique identifiers designed for Bevy.
Overview
A Tag
represents a cheap, generic, somewhat unique identifier which may be used to associate "things" with each other or to dynamically flag entities.
use bevy::prelude::*;
use moonshine_tag::{prelude::*, self as tag};
tags! { APPLE, ORANGE, JUICY, CRUNCHY, POISONED }
let mut world = World::new();
// Spawn some fruits!
let a = world.spawn([APPLE, CRUNCHY].into_tags()).id();
let b = world.spawn([ORANGE, JUICY].into_tags()).id();
let c = world.spawn([APPLE, CRUNCHY, POISONED].into_tags()).id();
// Only crunchy, edible apples, please! :)
let filter: TagFilter = (APPLE & CRUNCHY) & !POISONED;
assert!(filter.allows(world.tags(a)));
assert!(!filter.allows(world.tags(b)));
assert!(!filter.allows(world.tags(c)));
Features
- Tags are cheap to create, cheap to copy, cheap to compare and "unique enough". It's just a
u64
. - Serialization support for both tags and tag filters
- Ability to define complex tag filter expressions
- Simple implementation with no boilerplate and no procedural macros 🧘
Usage
Tags
You may define tags from any arbitrary string:
use moonshine_tag::prelude::*;
tags! { A0 }; // Convenient macro
const A1: Tag = Tag::new("A"); // Manual constant
let a2 = Tag::new("A"); // Runtime
assert_eq!(A0, A1);
assert_eq!(A0, a2);
Any two tags with the same name are considered equal.
Tags
is a specialized collection for managing sets of tags:
use moonshine_tag::prelude::*;
tags! { A, B, C }
let a: Tags = A.into_tags();
let ab = [A, B].into_tags();
let c = C.into_tags();
let ac = a.union(c);
Tag Filters
A TagFilter
is used to test if a given Tags
set matches a certain pattern:
use moonshine_tag::prelude::*;
tags! { A, B, C }
let a = A.into_tags();
let c = C.into_tags();
let a_or_b: TagFilter = A | B;
assert!(a_or_b.allows(a));
assert!(!a_or_b.allows(c));
Tag filters may be combined which each other to create complex expressions:
use moonshine_tag::prelude::*;
tags! { A, B, C, D }
let ab = [A, B].into_tags();
let c = C.into_tags();
let cd = [C, D].into_tags();
let filter = ([A, B] | C) & D;
assert!(!filter.allows(ab));
assert!(!filter.allows(c));
assert!(filter.allows(cd));
Limitations and Guidelines
Internally, tags are just an FNV-1a (Why?) hash of their string representation. This makes them very cheap to use, but this means they are NOT guaranteed to be unique.
It is the assumption of this library that in most game application domains, this is a minor and unlikely problem.
In most applications, the chance of collision between two different tags within the same subsystem is very low, non-fatal, and easily correctable (just rename one of the tags!).
However, you should NOT use tags for any cryptographic purposes, or as globally unique identifiers.
Instead, prefer to use them for convenient, dynamic pattern matching or flagging "things" within your systems, especially entities.
Dependencies
~11MB
~194K SLoC