# Entities and Components

## Entities
Entities represent things in a game. In a game there may be entities of characters, buildings, projectiles, particle effects etc.

By itself, an entity is just an unique identifier without any data

### Creation

## Components
A component is something that is added to an entity. Components can simply tag an entity ("this entity is an `Npc`"), attach data to an entity ("this entity is at `Position` `Vector3.new(10, 20, 30)`") and create relationships between entities ("bob `Likes` alice") that may also contain data ("bob `Eats` `10` apples").

### Operations
Operation | Description
----------|------------
`get`     | Get a specific component or set of components from an entity.
`add`     | Adds component to an entity. If entity already has the component, `add` does nothing.
`set`     | Sets the value of a component for an entity. `set` behaves as a combination of `add` and `get`
`remove`  | Removes component from entity. If entity doesn't have the component, `remove` does nothing.
`clear`   | Remove all components from an entity. Clearing is more efficient than removing one by one.

### Components are entities

In an ECS, components need to be uniquely identified. In Jecs this is done by making each component is its own unique entity. If a game has a component Position and Velocity, there will be two entities, one for each component. Component entities can be distinguished from "regular" entities as they have a `Component` component. An example:

::: code-group

```luau [luau]
local Position = world:component() :: jecs.Entity<Vector3>
print(world:has(Position, Jecs.Component))
```

```typescript [typescript]
const Position = world.component<Vector3>();
print(world.has(Position, Jecs.Component))
```

:::

All of the APIs that apply to regular entities also apply to component entities. This means it is possible to contexualize components with logic by adding traits to components

::: code-group

```luau [luau]
local Networked = world:component()
local Type = world:component()
local Name = world:component()
local Position = world:component() :: jecs.Entity<Vector3>
world:add(Position, Networked)
world:set(Position, Name, "Position")
world:set(Position, Type, { size = 12, type = "Vector3" } ) -- 12 bytes to represent a Vector3

for id, ty, name in world:query(Type, Name):with(Networked) do
    local batch = {}
    for entity, data in world:query(id) do
        table.insert(batch, { entity = entity, data = data })
    end
    -- entities are sized f64
    local packet = buffer.create(#batch * (8 + ty.size))
    local offset = 0
    for _, entityData in batch do
        offset+=8
        buffer.writef64(packet, offset, entityData.entity)
        if ty.type == "Vector3" then
            local vec3 = entity.data :: Vector3
            offset += 4
            buffer.writei32(packet, offset, vec3.X)
            offset += 4
            buffer.writei32(packet, offset, vec3.Y)
            offset += 4
            buffer.writei32(packet, offset, vec3.Z)
        end
    end

    updatePositions:FireServer(packet)
end
```

```typescript [typescript]
const Networked = world.component()
const Type = world.component()
const Name = world.component()
const Position = world.component<Vector3>();
world.add(Position, Networked)
world.set(Position, Name, "Position")
world.set(Position, Type, { size: 12, type: "Vector3" } ) // 12 bytes to represent a Vector3

for (const [id, ty, name] of world.query(Type, Name).with(Networked)) {
    const batch = new Array<{ entity: Entity, data: unknown}>()

    for (const [entity, data] of world.query(id)) {
        batch.push({ entity, data })
    }
    // entities are sized f64
    const packet = buffer.create(batch.size() * (8 + ty.size))
    const offset = 0
    for (const [_, entityData] of batch) {
        offset+=8
        buffer.writef64(packet, offset, entityData.entity)
        if (ty.type == "Vector3") {
            const vec3 = entity.data as Vector3
            offset += 4
            buffer.writei32(packet, offsetm, vec3.X)
            offset += 4
            buffer.writei32(packet, offset, vec3.Y)
            offset += 4
            buffer.writei32(packet, offset, vec3.Z)
        }
    }

    updatePositions.FireServer(packet)
}
```

:::
