I came up with a simple declarative language, which happens to be very similar to IL (I like the leading full stops) to ease the editing of entities, components and system messages (simply messages from now on):
// build options
.field System.Int32 Health;
// .extern scripts/ondamagereceived.lua;
--lua code here
.field System.Int32 Damage;
The good news is that the parser works; the bad news is that the first version of the compiler refused to work properly (for some unknown reasons CreateType complained some methods didn't have any implementation).
How does it work? Basically, you can define some predefined entities by listing their components. Components have fields and handlers (message listeners) and messages have fields in order to contain the data they carry (what else? :) ).
Handlers have two special members: the .priority and .state declarators. These things specify in which order the handler is installed into the Entity. You cannot specify an index, rather the Entity System inserts these handlers in a stack fashion in the right place.
.priority allows values such as "SystemHighPriority", "SuperHighPriority", "HighPriority", "NormalPriority" etc, whereas .state allows only "pre", "impl", "post". I have to thank the good Mr John Brewer for this idea, which is basically the core of how the message dispatching works.
You can send messages from one entity to another, or from one entity to a family of entities (which is defined by the flags field, which is made to containthe numerical value behind OR'ed enum values).
I'll be releasing the compiler (and probably the source code) as soon as it's completed. This will be plugged into newborn's StoryED in order to allow further customization. You compile the NTL (eNTity definition Language), you reference the produced assembly and the ES assembly into your application and you're done. End.
I like this stuff. What do you think?
Part three is here.