feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it

A mechanic that keeps many of something keeps them as rows of a Table<T> rather than a list it
scans. Removal swaps the last row in; a handle (22-bit slot, 9-bit generation) goes stale when its
entity is removed. tb_set_f / tb_set_xz / tb_set_i stamp a change tick and refile the row in every
index over that column in O(1): tb_grid (a doubly linked spatial hash, rings outward for nearest,
rehashing as it grows), tb_index (a cached query: the rows of each value of a kind column, gated by
an active column), tb_nearest_of / tb_within_of (a rare kind from its own list), tb_nearest_where
(a predicate on the record), tb_within_recs (into the caller's list), tb_changed_since /
tb_added_since, IntMap. No question allocates or writes: Ludic frees nothing, and the old lists'
per-call copies leaked every frame.

ludic.things keeps its Things as a Table<Thing> with x, z, kind and active as columns; every verb
writes the record and the row together (a Thing carries its handle and table, so thing_hide(t)
still needs no state), thing_set_on / thing_set_xz / thing_place_at are the silent forms the game
used to do by assignment, and things_verify holds the columns against the records.
things_near(_of) fill a caller's list, thing_of_kind walks a kind, things_count_of counts one, and
things_tick visits only the kinds that tick. thing_find answers the first-placed by uid.

Against a []Record scanned (M4 Pro): nearest 0.37 / 1.5 / 7.2 us at 10k / 100k / 1M (list 30 /
307 / 3075), by id 0.09 us at 100k (list 17), a move refiled in 11-44 ns. ecs_fuzz_test holds the
grid, the kind index and the record queries against a scan through 9000 random changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 15:52:51 +03:00
parent e3813b1ea4
commit f802bdd3ec
23 changed files with 1367 additions and 125 deletions

View file

@ -50,6 +50,49 @@ import "ludic.base"
| `def Systems key { ... }`, `SYS_<KEY>`, `SYS_COUNT` | a system declared from any module; the list starts from these | | `def Systems key { ... }`, `SYS_<KEY>`, `SYS_COUNT` | a system declared from any module; the list starts from these |
| `core_init_all()`, `core_reset_all()`, `core_tick_all(t)`, `core_save_all() -> Val`, `core_load_all(v)` | the runner: in the order added, tick phase by phase | | `core_init_all()`, `core_reset_all()`, `core_tick_all(t)`, `core_save_all() -> Val`, `core_load_all(v)` | the runner: in the order added, tick phase by phase |
## Entities: `Table<T>` and its indexes
A mechanic that keeps many of something (Things on the ground, animals, drops) keeps them as rows
of a `Table<T>` in its state rather than as a list it scans. The table is data-oriented and
allocates nothing per query:
- **Rows are dense.** Hot data is columns - `tb.f[c]` (floats) and `tb.i[c]` (ints), one value per
row - and `tb.rec[row]` is a record `T` for everything cold. A removal moves the last row into
the gap (`tb_remove`), so a sweep over `0 .. tb_len(tb)` touches contiguous memory.
- **Handles go stale.** `tb_add` returns a handle: a 22-bit slot and a 9-bit generation. `tb_row(tb,
h)` is -1 once the entity is removed, even after the slot is reused. Keep handles, never rows.
- **Indexes are kept by the setters.** `tb_set_f`, `tb_set_xz`, `tb_set_i` (or writing `tb.f` /
`tb.i` directly and then `tb_refile`) stamp the row's change tick and refile it in every index
that reads that column, in O(1). An index is never a frame behind.
- `tb_grid(tb, cx, cz, gate, cell)` - a spatial hash over two float columns, gated by an int
column (a row is filed while it is non-zero: "active"). `tb_nearest(tb, g, x, z, maxr, mc, mv)`
searches rings outward and stops at the first ring that cannot hold anything nearer;
`tb_within(..., out)` fills a caller's `words`. Buckets double as the rows grow.
- `tb_index(tb, col, gate)` - a cached query: the rows holding each value of an int column (a
kind). `ix_rows(ix, v)`, `ix_count(ix, v)`, `ix_first(ix, v)`.
- `tb_nearest_of` / `tb_within_of` plan between the two: a rare kind is scanned from its own
list, a common one searched by rings.
- **Change detection.** `tb_advance(tb)` moves the table to its next tick; `tb_changed_since(tb,
tick, out)` and `tb_added_since` name the rows written since - what a save or a message needs to
send a delta instead of everything.
- **Stable ids.** `IntMap` (`imap_new`, `imap_put`, `imap_get(m, k, none)`, `imap_del`) maps an
id kept in a save or a message to a handle without a scan.
Ludic frees nothing a safe program allocates, so a query that built a list per call leaked every
frame. Every question here writes into a buffer the caller keeps. What each costs, against a
`[]Record` list scanned (`M4 Pro`, one thread):
| | 10 000 | 100 000 | 1 000 000 |
| --- | --- | --- | --- |
| nearest, any | 0.37 us (list 30) | 1.5 us (list 307) | 7.2 us (list 3075) |
| nearest of a kind (1 in 40) | 1.4 us (list 5.8) | 3.3 us (list 56) | 12 us (list 864) |
| by id | 0.1 us (list 1.7) | 0.09 us (list 17) | 1.5 us (list 324) |
| within 30 m | 0.9 us | 1.5 us | 6.9 us |
| a move, refiled | 11 ns | 14 ns | 44 ns |
`tests/ecs_fuzz_test.ludic` holds the grid and the kind index against a scan through thousands of
random adds, removes, moves, kind changes and gate flips.
## A toy mechanic ## A toy mechanic
```ludic ```ludic

View file

@ -0,0 +1,79 @@
# ludic.base/ecs_grid.ludic - a spatial hash over two float columns: square cells hashed into
# buckets, each a doubly linked list of rows, so filing, moving and unfiling a row is O(1)
export property Grid {
cx: int = 0
cz: int = 1
gate: int = -1 # an int column: a row is filed only while it is non-zero (-1: always)
inv: float = 0.0625 # 1 / the cell's side
mask: int = 255 # buckets - 1, a power of two less one
head: words = null # bucket -> row + 1, 0 empty
next: words = null # row -> the next row in its bucket + 1
prev: words = null # row -> the previous row + 1
key: words = null # row -> its packed cell, -1 while not filed
count: int = 0
}
function grid_cell(g: Grid, v: float) -> int { return int(Math.floor(v * g.inv)) }
function grid_key(ix: int, iz: int) -> int { return ((ix & 32767) << 15) | (iz & 32767) }
function grid_bucket(g: Grid, ix: int, iz: int) -> int { return ((ix * 73856093) ^ (iz * 19349663)) & g.mask }
function grid_make(cx: int, cz: int, gate: int, cell: float, rows: int) -> Grid {
let g = new Grid
g.cx = cx
g.cz = cz
g.gate = gate
g.inv = 1.0 / cell
g.head = words(g.mask + 1)
g.next = words(0)
g.prev = words(0)
g.key = words(0)
for r in 0 .. rows { grid_grow(g) }
return g
}
# index a table spatially by columns cx and cz, in cells `cell` wide; its rows are filed at once
export function tb_grid<T>(tb: Table<T>, cx: int, cz: int, gate: int, cell: float) -> Grid {
let g = grid_make(cx, cz, gate, cell, tb.n)
push(tb.grids, g)
for r in 0 .. tb.n { tb_grid_refile(tb, g, r) }
return g
}
export function grid_count(g: Grid) -> int { return g.count }
function grid_grow(g: Grid) -> void {
push(g.next, 0)
push(g.prev, 0)
push(g.key, -1)
}
function grid_shrink(g: Grid) -> void {
List.pop(g.next)
List.pop(g.prev)
List.pop(g.key)
}
function grid_link(g: Grid, r: int, k: int, b: int) -> void {
let h = g.head[b]
g.next[r] = h
g.prev[r] = 0
if h > 0 { g.prev[h - 1] = r + 1 }
g.head[b] = r + 1
g.key[r] = k
g.count += 1
}
function grid_unlink(g: Grid, r: int) -> void {
let k = g.key[r]
if k < 0 { return }
let p = g.prev[r]
let n = g.next[r]
if p > 0 { g.next[p - 1] = n } else { g.head[grid_bucket(g, grid_key_x(k), grid_key_z(k))] = n }
if n > 0 { g.prev[n - 1] = p }
g.key[r] = -1
g.count -= 1
}
# a packed key back to its cell (sign-extended from 15 bits)
function grid_key_x(k: int) -> int { return ((k >> 15) & 32767) - (((k >> 29) & 1) * 32768) }
function grid_key_z(k: int) -> int { return (k & 32767) - (((k >> 14) & 1) * 32768) }

View file

@ -0,0 +1,40 @@
# ludic.base/ecs_grid_file.ludic - where a row is filed follows its columns: a row that has not
# left its cell is not touched, a moved one is relinked, and the buckets double as the rows grow
function grid_refile(g: Grid, r: int, x: float, z: float, on: bool) -> void {
if not on {
grid_unlink(g, r)
return
}
let ix = grid_cell(g, x)
let iz = grid_cell(g, z)
let k = grid_key(ix, iz)
if g.key[r] == k { return }
grid_unlink(g, r)
grid_link(g, r, k, grid_bucket(g, ix, iz))
if g.count > (g.mask + 1) * 2 { grid_rehash(g) }
}
# row `from` becomes row `to` (which is not filed): its neighbours and its bucket follow it
function grid_moved(g: Grid, from: int, to: int) -> void {
let k = g.key[from]
g.key[to] = k
if k < 0 { return }
let p = g.prev[from]
let n = g.next[from]
g.prev[to] = p
g.next[to] = n
if p > 0 { g.next[p - 1] = to + 1 } else { g.head[grid_bucket(g, grid_key_x(k), grid_key_z(k))] = to + 1 }
if n > 0 { g.prev[n - 1] = to + 1 }
g.key[from] = -1
}
# twice the buckets, every filed row linked again where its key now hashes
function grid_rehash(g: Grid) -> void {
g.mask = g.mask * 2 + 1
g.head = words(g.mask + 1)
g.count = 0
for r in 0 .. len(g.key) {
let k = g.key[r]
if k >= 0 { grid_link(g, r, k, grid_bucket(g, grid_key_x(k), grid_key_z(k))) }
}
}

View file

@ -0,0 +1,93 @@
# ludic.base/ecs_grid_query.ludic - the nearest row: rings of cells outward from the point, stopping
# at the first ring that cannot hold anything nearer. A match is an int column equal to a value
# (column -1: any), or a predicate on the row's record. A question: it writes nothing but locals.
const GRID_RINGS: int = 24 # past this many rings a scan of the filed rows is cheaper
const GRID_FAR: float = 1000000000000.0
# the nearest filed row to (x, z) within maxr (0: any distance) matching (mc, mv), or -1
export function tb_nearest<T>(tb: Table<T>, g: Grid, x: float, z: float, maxr: float, mc: int, mv: int) -> int {
if g.count == 0 { return -1 }
var mcol: words = null
if mc >= 0 { mcol = tb.i[mc] }
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
var best = -1
var bd = grid_limit(maxr)
let cs = 1.0 / g.inv
let ix0 = grid_cell(g, x)
let iz0 = grid_cell(g, z)
var ring = 0
while ring <= GRID_RINGS {
if ring > 0 and grid_ring_past(ring, cs, bd) { return best }
let span = grid_ring_n(ring)
for k in 0 .. span {
best = grid_visit(g, xs, zs, mcol, mv, x, z, grid_ring_x(ix0, ring, k), grid_ring_z(iz0, ring, k), best, bd)
if best >= 0 { bd = grid_d2(xs, zs, best, x, z) }
}
ring += 1
}
for row in 0 .. len(g.key) {
if g.key[row] >= 0 and (mcol == null or mcol[row] == mv) and grid_d2(xs, zs, row, x, z) < bd {
best = row
bd = grid_d2(xs, zs, row, x, z)
}
}
return best
}
function grid_limit(maxr: float) -> float {
if maxr > 0.0 { return maxr * maxr }
return GRID_FAR
}
# the nearest a point of ring `ring` can be is (ring - 1) cells: past the best, nothing there wins
function grid_ring_past(ring: int, cs: float, bd: float) -> bool {
let near = float(ring - 1) * cs
return near * near > bd
}
function grid_d2(xs: floats, zs: floats, row: int, x: float, z: float) -> float {
let dx = xs[row] - x
let dz = zs[row] - z
return dx * dx + dz * dz
}
# a ring's cells in a fixed order: 1 for ring 0, else 8 * ring round the square's edge
function grid_ring_n(ring: int) -> int {
if ring == 0 { return 1 }
return 8 * ring
}
function grid_ring_x(ix0: int, ring: int, k: int) -> int {
if ring == 0 { return ix0 }
let side = 2 * ring
if k < side { return ix0 - ring + k }
if k < 2 * side { return ix0 + ring }
if k < 3 * side { return ix0 + ring - (k - 2 * side) }
return ix0 - ring
}
function grid_ring_z(iz0: int, ring: int, k: int) -> int {
if ring == 0 { return iz0 }
let side = 2 * ring
if k < side { return iz0 - ring }
if k < 2 * side { return iz0 - ring + (k - side) }
if k < 3 * side { return iz0 + ring }
return iz0 + ring - (k - 3 * side)
}
# one cell: its bucket's rows that are really in it and match; the better of them and `best`
function grid_visit(g: Grid, xs: floats, zs: floats, mcol: words, mv: int, x: float, z: float, ix: int, iz: int, best: int, bd: float) -> int {
let k = grid_key(ix, iz)
var b = best
var d = bd
var r = g.head[grid_bucket(g, ix, iz)]
while r > 0 {
let row = r - 1
if g.key[row] == k and (mcol == null or mcol[row] == mv) {
let d2 = grid_d2(xs, zs, row, x, z)
if d2 < d {
d = d2
b = row
}
}
r = g.next[row]
}
return b
}

View file

@ -0,0 +1,101 @@
# ludic.base/ecs_grid_where.ludic - the grid's questions put to the rows' records: the nearest one a
# predicate keeps, and every record within a radius into the caller's list. The predicate is called
# with the record only; it may read anything, and must change nothing the grid indexes.
export function tb_nearest_where<T>(tb: Table<T>, g: Grid, x: float, z: float, maxr: float, keep: fn(T) -> bool) -> int {
if g.count == 0 { return -1 }
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
var best = -1
var bd = grid_limit(maxr)
let cs = 1.0 / g.inv
let ix0 = grid_cell(g, x)
let iz0 = grid_cell(g, z)
var ring = 0
while ring <= GRID_RINGS {
if ring > 0 and grid_ring_past(ring, cs, bd) { return best }
for k in 0 .. grid_ring_n(ring) {
best = grid_visit_where(tb, g, xs, zs, x, z, grid_ring_x(ix0, ring, k), grid_ring_z(iz0, ring, k), best, bd, keep)
if best >= 0 { bd = grid_d2(xs, zs, best, x, z) }
}
ring += 1
}
for row in 0 .. len(g.key) {
if g.key[row] >= 0 and grid_d2(xs, zs, row, x, z) < bd and keep(tb.rec[row]) {
best = row
bd = grid_d2(xs, zs, row, x, z)
}
}
return best
}
function grid_visit_where<T>(tb: Table<T>, g: Grid, xs: floats, zs: floats, x: float, z: float, ix: int, iz: int, best: int, bd: float, keep: fn(T) -> bool) -> int {
let k = grid_key(ix, iz)
var b = best
var d = bd
var r = g.head[grid_bucket(g, ix, iz)]
while r > 0 {
let row = r - 1
if g.key[row] == k {
let d2 = grid_d2(xs, zs, row, x, z)
if d2 < d and keep(tb.rec[row]) {
d = d2
b = row
}
}
r = g.next[row]
}
return b
}
# every filed record within r of (x, z) matching (mc, mv), appended to `out` (cleared first) - the
# caller's list, kept in the caller's state and reused, so a frame's question allocates nothing
export function tb_within_recs<T>(tb: Table<T>, g: Grid, x: float, z: float, r: float, mc: int, mv: int, out: []T) -> int {
List.clear(out)
if g.count == 0 { return 0 }
var mcol: words = null
if mc >= 0 { mcol = tb.i[mc] }
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
let ix0 = grid_cell(g, x - r)
let ix1 = grid_cell(g, x + r)
let iz0 = grid_cell(g, z - r)
let iz1 = grid_cell(g, z + r)
let cells = (ix1 - ix0 + 1) * (iz1 - iz0 + 1)
if cells > g.count or cells < 0 {
for row in 0 .. len(g.key) {
if g.key[row] >= 0 and (mcol == null or mcol[row] == mv) and grid_d2(xs, zs, row, x, z) <= r * r { push(out, tb.rec[row]) }
}
return len(out)
}
for ix in ix0 .. ix1 + 1 {
for iz in iz0 .. iz1 + 1 { grid_recs_cell(tb, g, xs, zs, mcol, mv, x, z, r * r, ix, iz, out) }
}
return len(out)
}
function grid_recs_cell<T>(tb: Table<T>, g: Grid, xs: floats, zs: floats, mcol: words, mv: int, x: float, z: float, r2: float, ix: int, iz: int, out: []T) -> void {
let k = grid_key(ix, iz)
var r = g.head[grid_bucket(g, ix, iz)]
while r > 0 {
let row = r - 1
if g.key[row] == k and (mcol == null or mcol[row] == mv) and grid_d2(xs, zs, row, x, z) <= r2 { push(out, tb.rec[row]) }
r = g.next[row]
}
}
# every record of kind v (an index over column ix.col) within r, into `out`: a rare kind from its list
export function tb_within_of_recs<T>(tb: Table<T>, g: Grid, ix: IntIndex, x: float, z: float, r: float, v: int, out: []T) -> int {
let n = ix_count(ix, v)
if n > PLAN_LIST_MAX { return tb_within_recs(tb, g, x, z, r, ix.col, v, out) }
List.clear(out)
if n == 0 { return 0 }
let rows = ix.lists[v]
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
for k in 0 .. n {
let row = rows[k]
if g.gate >= 0 and tb.i[g.gate][row] == 0 { continue }
if grid_d2(xs, zs, row, x, z) <= r * r { push(out, tb.rec[row]) }
}
return len(out)
}

View file

@ -0,0 +1,48 @@
# ludic.base/ecs_grid_within.ludic - every filed row within r of (x, z) matching (mc, mv), into
# `out` (cleared first), in no order; the count is returned. A radius wider than the rows are many
# is answered by one scan of them instead of by cells.
export function tb_within<T>(tb: Table<T>, g: Grid, x: float, z: float, r: float, mc: int, mv: int, out: words) -> int {
List.clear(out)
if g.count == 0 { return 0 }
var mcol: words = null
if mc >= 0 { mcol = tb.i[mc] }
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
let ix0 = grid_cell(g, x - r)
let ix1 = grid_cell(g, x + r)
let iz0 = grid_cell(g, z - r)
let iz1 = grid_cell(g, z + r)
let cells = (ix1 - ix0 + 1) * (iz1 - iz0 + 1)
if cells > g.count or cells < 0 {
grid_within_scan(g, xs, zs, mcol, mv, x, z, r * r, out)
return len(out)
}
for ix in ix0 .. ix1 + 1 {
for iz in iz0 .. iz1 + 1 { grid_within_cell(g, xs, zs, mcol, mv, x, z, r * r, ix, iz, out) }
}
return len(out)
}
function grid_within_cell(g: Grid, xs: floats, zs: floats, mcol: words, mv: int, x: float, z: float, r2: float, ix: int, iz: int, out: words) -> void {
let k = grid_key(ix, iz)
var r = g.head[grid_bucket(g, ix, iz)]
while r > 0 {
let row = r - 1
if g.key[row] == k and (mcol == null or mcol[row] == mv) {
let dx = xs[row] - x
let dz = zs[row] - z
if dx * dx + dz * dz <= r2 { push(out, row) }
}
r = g.next[row]
}
}
function grid_within_scan(g: Grid, xs: floats, zs: floats, mcol: words, mv: int, x: float, z: float, r2: float, out: words) -> void {
for row in 0 .. len(g.key) {
if g.key[row] >= 0 and (mcol == null or mcol[row] == mv) {
let dx = xs[row] - x
let dz = zs[row] - z
if dx * dx + dz * dz <= r2 { push(out, row) }
}
}
}

View file

@ -0,0 +1,83 @@
# ludic.base/ecs_index.ludic - a cached query: for each value of an int column (a kind), the rows
# holding it, kept current by the table's setters, so "every fire" is a list and "how many" a length
export property IntIndex {
col: int = 0
gate: int = -1 # an int column: a row is filed only while it is non-zero (-1: always)
lists: []words = null # value -> its rows
pos: words = null # row -> where it stands in its value's list, -1 not filed
val: words = null # row -> the value it is filed under
empty: words = null # what a value with no rows answers
}
export function tb_index<T>(tb: Table<T>, col: int, gate: int) -> IntIndex {
let ix = new IntIndex
ix.col = col
ix.gate = gate
ix.lists = new []words
ix.pos = words(0)
ix.val = words(0)
ix.empty = words(0)
for r in 0 .. tb.n { ix_grow(ix) }
push(tb.idx, ix)
for r in 0 .. tb.n { tb_ix_refile(tb, ix, r) }
return ix
}
# the rows filed under v - the index's own list: read it, never push to it
export function ix_rows(ix: IntIndex, v: int) -> words {
if v < 0 or v >= len(ix.lists) { return ix.empty }
return ix.lists[v]
}
export function ix_count(ix: IntIndex, v: int) -> int {
if v < 0 or v >= len(ix.lists) { return 0 }
return len(ix.lists[v])
}
# the first row filed under v, or -1
export function ix_first(ix: IntIndex, v: int) -> int {
if ix_count(ix, v) == 0 { return -1 }
return ix.lists[v][0]
}
function ix_grow(ix: IntIndex) -> void {
push(ix.pos, -1)
push(ix.val, -1)
}
function ix_shrink(ix: IntIndex) -> void {
List.pop(ix.pos)
List.pop(ix.val)
}
function ix_file(ix: IntIndex, r: int, v: int) -> void {
if ix.pos[r] >= 0 and ix.val[r] == v { return }
ix_unfile(ix, r)
if v < 0 { return }
while len(ix.lists) <= v { push(ix.lists, words(0)) }
ix.pos[r] = len(ix.lists[v])
ix.val[r] = v
push(ix.lists[v], r)
}
# out of its list: the list's last row takes its place
function ix_unfile(ix: IntIndex, r: int) -> void {
let p = ix.pos[r]
if p < 0 { return }
let l = ix.lists[ix.val[r]]
let last = List.pop(l)
if last != r {
l[p] = last
ix.pos[last] = p
}
ix.pos[r] = -1
ix.val[r] = -1
}
# row `from` becomes row `to` (which is not filed)
function ix_moved(ix: IntIndex, from: int, to: int) -> void {
let p = ix.pos[from]
ix.pos[to] = p
ix.val[to] = ix.val[from]
if p >= 0 { ix.lists[ix.val[from]][p] = to }
ix.pos[from] = -1
ix.val[from] = -1
}

View file

@ -0,0 +1,79 @@
# ludic.base/ecs_map.ludic - IntMap: a key (0 or more) to a value, open addressing with linear
# probing; what turns a stable id kept in a save or a message into a handle without a scan
export property IntMap {
keys: words = null # -1 empty, -2 a key that was deleted
vals: words = null
mask: int = 63
n: int = 0
used: int = 0 # live and deleted slots: what makes probing long
}
export function imap_new() -> IntMap {
let m = new IntMap
imap_alloc(m, 64)
return m
}
function imap_alloc(m: IntMap, cap: int) -> void {
m.keys = words(cap)
m.vals = words(cap)
for i in 0 .. cap { m.keys[i] = -1 }
m.mask = cap - 1
m.n = 0
m.used = 0
}
function imap_slot(m: IntMap, k: int) -> int { return ((k * -1640531535) >> 7) & m.mask }
# the value under k, or `none` when there is none
export function imap_get(m: IntMap, k: int, none: int) -> int {
var s = imap_slot(m, k)
while m.keys[s] != -1 {
if m.keys[s] == k { return m.vals[s] }
s = (s + 1) & m.mask
}
return none
}
export function imap_put(m: IntMap, k: int, v: int) -> void {
if (m.used + 1) * 4 > (m.mask + 1) * 3 { imap_grow(m) }
var s = imap_slot(m, k)
var tomb = -1
while m.keys[s] != -1 {
if m.keys[s] == k {
m.vals[s] = v
return
}
if m.keys[s] == -2 and tomb < 0 { tomb = s }
s = (s + 1) & m.mask
}
if tomb >= 0 { s = tomb } else { m.used += 1 }
m.keys[s] = k
m.vals[s] = v
m.n += 1
}
export function imap_del(m: IntMap, k: int) -> bool {
var s = imap_slot(m, k)
while m.keys[s] != -1 {
if m.keys[s] == k {
m.keys[s] = -2
m.n -= 1
return true
}
s = (s + 1) & m.mask
}
return false
}
export function imap_len(m: IntMap) -> int { return m.n }
export function imap_clear(m: IntMap) -> void { imap_alloc(m, m.mask + 1) }
function imap_grow(m: IntMap) -> void {
let ok = m.keys
let ov = m.vals
var cap = m.mask + 1
if m.n * 2 > cap { cap = cap * 2 }
imap_alloc(m, cap)
for i in 0 .. len(ok) { if ok[i] >= 0 { imap_put(m, ok[i], ov[i]) } }
}

View file

@ -0,0 +1,46 @@
# ludic.base/ecs_plan.ludic - a query that has both a grid and a kind index picks the cheaper way:
# a rare kind's own list scanned, a common one found by rings with the kind as the match
const PLAN_LIST_MAX: int = 192 # a kind with at most this many rows is scanned from its list
export function tb_nearest_of<T>(tb: Table<T>, g: Grid, ix: IntIndex, x: float, z: float, maxr: float, v: int) -> int {
let n = ix_count(ix, v)
if n == 0 { return -1 }
if n > PLAN_LIST_MAX { return tb_nearest(tb, g, x, z, maxr, ix.col, v) }
let rows = ix.lists[v]
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
var best = -1
var bd = 1000000000000.0
if maxr > 0.0 { bd = maxr * maxr }
for k in 0 .. n {
let r = rows[k]
if g.gate >= 0 and tb.i[g.gate][r] == 0 { continue }
let dx = xs[r] - x
let dz = zs[r] - z
let d2 = dx * dx + dz * dz
if d2 < bd or (d2 == bd and best < 0) {
bd = d2
best = r
}
}
return best
}
# within r of (x, z), of kind v, into `out`
export function tb_within_of<T>(tb: Table<T>, g: Grid, ix: IntIndex, x: float, z: float, r: float, v: int, out: words) -> int {
let n = ix_count(ix, v)
if n > PLAN_LIST_MAX { return tb_within(tb, g, x, z, r, ix.col, v, out) }
List.clear(out)
if n == 0 { return 0 }
let rows = ix.lists[v]
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
for k in 0 .. n {
let row = rows[k]
if g.gate >= 0 and tb.i[g.gate][row] == 0 { continue }
let dx = xs[row] - x
let dz = zs[row] - z
if dx * dx + dz * dz <= r * r { push(out, row) }
}
return len(out)
}

View file

@ -0,0 +1,79 @@
# ludic.base/ecs_table.ludic - a Table<T>: entities as dense rows of hot columns (floats, words)
# and one record each for what is cold. A handle is a slot and a generation, so a stale one misses.
export const ECS_SLOT: int = 4194303 # the low 22 bits of a handle: its slot
export const ECS_GEN: int = 511 # the next 9: how many times the slot was reused
export const ECS_NONE: int = -1
export property Table<T> {
n: int = 0
rec: []T = null
ent: words = null # row -> handle
f: []floats = null # hot float columns, a value per row each
i: []words = null # hot int columns
added: words = null # row -> the tick it was added at
changed: words = null # row -> the tick a setter last wrote it at
tick: int = 1
slot_gen: words = null # slot -> generation
slot_row: words = null # slot -> row, -1 while free
free: words = null
grids: []Grid = null
idx: []IntIndex = null
}
# a table of nf float and ni int columns, every value 0 in a new row
export function table_new<T>(nf: int, ni: int) -> Table<T> {
let tb = new Table<T>
tb.rec = new []T
tb.ent = words(0)
tb.f = new []floats
tb.i = new []words
for c in 0 .. nf { push(tb.f, floats(0)) }
for c in 0 .. ni { push(tb.i, words(0)) }
tb.added = words(0)
tb.changed = words(0)
tb.slot_gen = words(0)
tb.slot_row = words(0)
tb.free = words(0)
tb.grids = new []Grid
tb.idx = new []IntIndex
return tb
}
export function tb_len<T>(tb: Table<T>) -> int { return tb.n }
export function tb_rec<T>(tb: Table<T>, row: int) -> T { return tb.rec[row] }
export function tb_handle<T>(tb: Table<T>, row: int) -> int { return tb.ent[row] }
export function tb_tick<T>(tb: Table<T>) -> int { return tb.tick }
# the next tick: what is written from here on is newer than anything before
export function tb_advance<T>(tb: Table<T>) -> void { tb.tick += 1 }
# the row a handle names, or -1 when it was removed (or the slot has been reused since)
export function tb_row<T>(tb: Table<T>, h: int) -> int {
if h < 0 { return -1 }
let s = h & ECS_SLOT
if s >= len(tb.slot_gen) or tb.slot_gen[s] != ((h >> 22) & ECS_GEN) { return -1 }
return tb.slot_row[s]
}
export function tb_alive<T>(tb: Table<T>, h: int) -> bool { return tb_row(tb, h) >= 0 }
# a new row holding `r`, every column 0 and filed in no index until a setter says where it is
export function tb_add<T>(tb: Table<T>, r: T) -> int {
var s = 0
if len(tb.free) > 0 { s = List.pop(tb.free) } else {
s = len(tb.slot_gen)
push(tb.slot_gen, 0)
push(tb.slot_row, -1)
}
tb.slot_row[s] = tb.n
let h = s | (tb.slot_gen[s] << 22)
push(tb.rec, r)
push(tb.ent, h)
push(tb.added, tb.tick)
push(tb.changed, tb.tick)
for c in 0 .. len(tb.f) { push(tb.f[c], 0.0) }
for c in 0 .. len(tb.i) { push(tb.i[c], 0) }
tb.n += 1
for g in 0 .. len(tb.grids) { grid_grow(tb.grids[g]) }
for k in 0 .. len(tb.idx) { ix_grow(tb.idx[k]) }
return h
}

View file

@ -0,0 +1,45 @@
# ludic.base/ecs_table_remove.ludic - removing a row moves the last one into its place, so the
# rows stay dense; every index is told, and the slot's generation moves on
export function tb_remove<T>(tb: Table<T>, h: int) -> bool {
let r = tb_row(tb, h)
if r < 0 { return false }
for g in 0 .. len(tb.grids) { grid_unlink(tb.grids[g], r) }
for k in 0 .. len(tb.idx) { ix_unfile(tb.idx[k], r) }
let last = tb.n - 1
if r != last { tb_move(tb, last, r) }
tb_pop(tb)
let s = h & ECS_SLOT
tb.slot_row[s] = -1
tb.slot_gen[s] = (tb.slot_gen[s] + 1) & ECS_GEN
push(tb.free, s)
return true
}
function tb_move<T>(tb: Table<T>, from: int, to: int) -> void {
tb.rec[to] = tb.rec[from]
tb.ent[to] = tb.ent[from]
tb.added[to] = tb.added[from]
tb.changed[to] = tb.changed[from]
for c in 0 .. len(tb.f) { tb.f[c][to] = tb.f[c][from] }
for c in 0 .. len(tb.i) { tb.i[c][to] = tb.i[c][from] }
tb.slot_row[tb.ent[to] & ECS_SLOT] = to
for g in 0 .. len(tb.grids) { grid_moved(tb.grids[g], from, to) }
for k in 0 .. len(tb.idx) { ix_moved(tb.idx[k], from, to) }
}
function tb_pop<T>(tb: Table<T>) -> void {
List.pop(tb.rec)
List.pop(tb.ent)
List.pop(tb.added)
List.pop(tb.changed)
for c in 0 .. len(tb.f) { List.pop(tb.f[c]) }
for c in 0 .. len(tb.i) { List.pop(tb.i[c]) }
for g in 0 .. len(tb.grids) { grid_shrink(tb.grids[g]) }
for k in 0 .. len(tb.idx) { ix_shrink(tb.idx[k]) }
tb.n -= 1
}
# every row gone; the slots keep their generations, so an old handle still misses
export function tb_clear<T>(tb: Table<T>) -> void {
while tb.n > 0 { tb_remove(tb, tb.ent[tb.n - 1]) }
}

View file

@ -0,0 +1,66 @@
# ludic.base/ecs_table_set.ludic - the setters: a write stamps the row's tick and refiles it in
# every index that reads that column, so an index is never a frame behind what it indexes
export function tb_f<T>(tb: Table<T>, c: int, row: int) -> float { return tb.f[c][row] }
export function tb_i<T>(tb: Table<T>, c: int, row: int) -> int { return tb.i[c][row] }
export function tb_set_f<T>(tb: Table<T>, c: int, row: int, v: float) -> void {
tb.f[c][row] = v
tb.changed[row] = tb.tick
for g in 0 .. len(tb.grids) {
let gr = tb.grids[g]
if gr.cx == c or gr.cz == c { tb_grid_refile(tb, gr, row) }
}
}
# two float columns at once, filed once: a move
export function tb_set_xz<T>(tb: Table<T>, cx: int, cz: int, row: int, x: float, z: float) -> void {
tb.f[cx][row] = x
tb.f[cz][row] = z
tb.changed[row] = tb.tick
for g in 0 .. len(tb.grids) {
let gr = tb.grids[g]
if gr.cx == cx or gr.cz == cz or gr.cx == cz or gr.cz == cx { tb_grid_refile(tb, gr, row) }
}
}
export function tb_set_i<T>(tb: Table<T>, c: int, row: int, v: int) -> void {
tb.i[c][row] = v
tb.changed[row] = tb.tick
for g in 0 .. len(tb.grids) { if tb.grids[g].gate == c { tb_grid_refile(tb, tb.grids[g], row) } }
for k in 0 .. len(tb.idx) {
let ix = tb.idx[k]
if ix.col == c or ix.gate == c { tb_ix_refile(tb, ix, row) }
}
}
# a row written without a setter (tb.f / tb.i directly, for speed) is refiled everywhere by this
export function tb_refile<T>(tb: Table<T>, row: int) -> void {
tb.changed[row] = tb.tick
for g in 0 .. len(tb.grids) { tb_grid_refile(tb, tb.grids[g], row) }
for k in 0 .. len(tb.idx) { tb_ix_refile(tb, tb.idx[k], row) }
}
export function tb_mark<T>(tb: Table<T>, row: int) -> void { tb.changed[row] = tb.tick }
function tb_gate_on<T>(tb: Table<T>, gate: int, row: int) -> bool { return gate < 0 or tb.i[gate][row] != 0 }
function tb_grid_refile<T>(tb: Table<T>, g: Grid, row: int) -> void {
grid_refile(g, row, tb.f[g.cx][row], tb.f[g.cz][row], tb_gate_on(tb, g.gate, row))
}
function tb_ix_refile<T>(tb: Table<T>, ix: IntIndex, row: int) -> void {
if tb_gate_on(tb, ix.gate, row) { ix_file(ix, row, tb.i[ix.col][row]) } else { ix_unfile(ix, row) }
}
# change detection: the rows a setter wrote after `since`, into `out` (cleared first); no allocation
export function tb_changed_since<T>(tb: Table<T>, since: int, out: words) -> int {
List.clear(out)
for r in 0 .. tb.n { if tb.changed[r] > since { push(out, r) } }
return len(out)
}
export function tb_added_since<T>(tb: Table<T>, since: int, out: words) -> int {
List.clear(out)
for r in 0 .. tb.n { if tb.added[r] > since { push(out, r) } }
return len(out)
}

View file

@ -8,3 +8,14 @@ import "rng.ludic"
import "save.ludic" import "save.ludic"
import "save_fields.ludic" import "save_fields.ludic"
import "system.ludic" import "system.ludic"
import "ecs_table.ludic"
import "ecs_table_remove.ludic"
import "ecs_table_set.ludic"
import "ecs_grid.ludic"
import "ecs_grid_file.ludic"
import "ecs_grid_query.ludic"
import "ecs_grid_within.ludic"
import "ecs_grid_where.ludic"
import "ecs_index.ludic"
import "ecs_map.ludic"
import "ecs_plan.ludic"

View file

@ -0,0 +1,130 @@
# ecs_fuzz_test.ludic - thousands of random adds, removes, moves, kind changes and gate flips, and
# after every burst the grid and the kind index answer exactly what a scan of the rows answers
import "ludic.base"
program EcsFuzzTest {
numbers float
property Toy { n: int = 0 }
const CX: int = 0
const CZ: int = 1
const KIND: int = 0
const ON: int = 1
const KINDS: int = 6
state FuzzState {
seed: int = 12345
}
function rnd(fz: mut FuzzState, n: int) -> int {
fz.seed = (fz.seed * 1103515245 + 12345) & 2147483647
return (fz.seed >> 8) % n
}
function rpos(fz: mut FuzzState) -> float { return float(rnd(fz, 40000)) / 10.0 - 2000.0 }
function step(fz: mut FuzzState, tb: Table<Toy>) -> void {
let op = rnd(fz, 10)
if op < 4 or tb_len(tb) == 0 {
let toy = new Toy
toy.n = rnd(fz, 5)
let r = tb_row(tb, tb_add(tb, toy))
tb_set_xz(tb, CX, CZ, r, rpos(fz), rpos(fz))
tb_set_i(tb, KIND, r, rnd(fz, KINDS))
tb_set_i(tb, ON, r, rnd(fz, 4) % 3)
return
}
let r = rnd(fz, tb_len(tb))
if op < 6 { tb_remove(tb, tb_handle(tb, r)) } else if op < 8 {
tb_set_xz(tb, CX, CZ, r, tb_f(tb, CX, r) + float(rnd(fz, 200)) - 100.0, tb_f(tb, CZ, r) + float(rnd(fz, 200)) - 100.0)
} else if op < 9 { tb_set_i(tb, KIND, r, rnd(fz, KINDS)) } else { tb_set_i(tb, ON, r, 1 - tb_i(tb, ON, r)) }
}
# the scan's answer: the smallest squared distance among on rows matching, or -1
function brute_d2(tb: Table<Toy>, x: float, z: float, maxr: float, kind: int) -> float {
var best = -1.0
for r in 0 .. tb_len(tb) {
if tb_i(tb, ON, r) == 0 or (kind >= 0 and tb_i(tb, KIND, r) != kind) { continue }
let dx = tb_f(tb, CX, r) - x
let dz = tb_f(tb, CZ, r) - z
let d2 = dx * dx + dz * dz
if (maxr <= 0.0 or d2 <= maxr * maxr) and (best < 0.0 or d2 < best) { best = d2 }
}
return best
}
function keep_even(t: Toy) -> bool { return t.n % 2 == 0 }
function brute_even(tb: Table<Toy>, x: float, z: float, maxr: float) -> float {
var best = -1.0
for r in 0 .. tb_len(tb) {
if tb_i(tb, ON, r) == 0 or tb_rec(tb, r).n % 2 != 0 { continue }
let dx = tb_f(tb, CX, r) - x
let dz = tb_f(tb, CZ, r) - z
let d2 = dx * dx + dz * dz
if (maxr <= 0.0 or d2 < maxr * maxr) and (best < 0.0 or d2 < best) { best = d2 }
}
return best
}
function where_check(tb: Table<Toy>, g: Grid, ix: IntIndex, x: float, z: float, maxr: float, kind: int, recs: []Toy) -> void {
let want = brute_even(tb, x, z, maxr)
let row = tb_nearest_where(tb, g, x, z, maxr, fn keep_even)
if want < 0.0 { expect_eq(row, -1) } else {
let dx = tb_f(tb, CX, row) - x
let dz = tb_f(tb, CZ, row) - z
expect(dx * dx + dz * dz == want)
}
expect_eq(tb_within_recs(tb, g, x, z, 150.0, -1, 0, recs), brute_within(tb, x, z, 150.0, -1))
if kind >= 0 { expect_eq(tb_within_of_recs(tb, g, ix, x, z, 150.0, kind, recs), brute_within(tb, x, z, 150.0, kind)) }
}
function brute_within(tb: Table<Toy>, x: float, z: float, r: float, kind: int) -> int {
var n = 0
for i in 0 .. tb_len(tb) {
if tb_i(tb, ON, i) == 0 or (kind >= 0 and tb_i(tb, KIND, i) != kind) { continue }
let dx = tb_f(tb, CX, i) - x
let dz = tb_f(tb, CZ, i) - z
if dx * dx + dz * dz <= r * r { n += 1 }
}
return n
}
function check(fz: mut FuzzState, tb: Table<Toy>, g: Grid, ix: IntIndex, out: words, recs: []Toy) -> void {
for q in 0 .. 20 {
let x = rpos(fz)
let z = rpos(fz)
let kind = rnd(fz, KINDS + 1) - 1
var maxr = 0.0
if q % 2 == 1 { maxr = float(rnd(fz, 600)) }
var mc = KIND
if kind < 0 { mc = -1 }
let want = brute_d2(tb, x, z, maxr, kind)
let row = tb_nearest(tb, g, x, z, maxr, mc, kind)
if want < 0.0 { expect_eq(row, -1) } else {
expect(row >= 0)
let dx = tb_f(tb, CX, row) - x
let dz = tb_f(tb, CZ, row) - z
expect(dx * dx + dz * dz == want)
}
where_check(tb, g, ix, x, z, maxr, kind, recs)
let rad = float(rnd(fz, 400))
expect_eq(tb_within(tb, g, x, z, rad, mc, kind, out), brute_within(tb, x, z, rad, kind))
}
for k in 0 .. KINDS { expect_eq(ix_count(ix, k), brute_within(tb, 0.0, 0.0, 100000.0, k)) }
}
function fuzz_case(fz: mut FuzzState) -> void {
let tb: Table<Toy> = table_new(2, 2)
let g = tb_grid(tb, CX, CZ, ON, 16.0)
let ix = tb_index(tb, KIND, ON)
let out = words(0)
let recs = new []Toy
for burst in 0 .. 60 {
for s in 0 .. 150 { step(fz, tb) }
check(fz, tb, g, ix, out, recs)
}
tb_clear(tb)
expect_eq(grid_count(g), 0)
expect_eq(ix_count(ix, 1), 0)
}
test "the grid and the kind index agree with a scan through 9000 random changes" (fz: mut FuzzState) { fuzz_case(fz) }
}

View file

@ -0,0 +1,116 @@
# ecs_test.ludic - Table<T>: handles that go stale, dense rows after a removal, the setters keeping
# the grid and the kind index current, change ticks, and IntMap. Each case is a function because a
# generic call is not resolved inside a `test` body yet.
import "ludic.base"
program EcsTest {
numbers float
property Toy { name: string = "" }
const CX: int = 0
const CZ: int = 1
const KIND: int = 0
const ON: int = 1
function toy(name: string) -> Toy {
let t = new Toy
t.name = name
return t
}
function put(tb: Table<Toy>, name: string, x: float, z: float, kind: int) -> int {
let h = tb_add(tb, toy(name))
let r = tb_row(tb, h)
tb_set_xz(tb, CX, CZ, r, x, z)
tb_set_i(tb, KIND, r, kind)
tb_set_i(tb, ON, r, 1)
return h
}
function handles_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let a = put(tb, "a", 0.0, 0.0, 1)
let b = put(tb, "b", 1.0, 0.0, 1)
let c = put(tb, "c", 2.0, 0.0, 2)
expect_eq(tb_len(tb), 3)
expect(tb_remove(tb, a))
expect(not tb_alive(tb, a))
expect(not tb_remove(tb, a))
expect_eq(tb_len(tb), 2)
expect_eq(tb_rec(tb, tb_row(tb, c)).name, "c")
expect_eq(tb_rec(tb, tb_row(tb, b)).name, "b")
let d = put(tb, "d", 3.0, 0.0, 1)
expect(d != a)
expect_eq(d & ECS_SLOT, a & ECS_SLOT)
expect(not tb_alive(tb, a))
expect_eq(tb_rec(tb, tb_row(tb, d)).name, "d")
}
function grid_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let g = tb_grid(tb, CX, CZ, ON, 16.0)
let near = put(tb, "near", 5.0, 5.0, 1)
put(tb, "far", 500.0, -300.0, 1)
let fire = put(tb, "fire", -40.0, 2.0, 2)
expect_eq(tb_handle(tb, tb_nearest(tb, g, 0.0, 0.0, 0.0, -1, 0)), near)
expect_eq(tb_handle(tb, tb_nearest(tb, g, 0.0, 0.0, 0.0, KIND, 2)), fire)
expect_eq(tb_nearest(tb, g, 0.0, 0.0, 10.0, KIND, 2), -1)
tb_set_i(tb, ON, tb_row(tb, near), 0)
expect_eq(tb_handle(tb, tb_nearest(tb, g, 0.0, 0.0, 0.0, KIND, 1)), tb_handle(tb, tb_nearest(tb, g, 499.0, -300.0, 0.0, -1, 0)))
let out = words(0)
expect_eq(tb_within(tb, g, 0.0, 0.0, 50.0, -1, 0, out), 1)
tb_set_i(tb, ON, tb_row(tb, near), 1)
expect_eq(tb_within(tb, g, 0.0, 0.0, 50.0, -1, 0, out), 2)
tb_set_xz(tb, CX, CZ, tb_row(tb, fire), 900.0, 900.0)
expect_eq(tb_within(tb, g, 0.0, 0.0, 50.0, -1, 0, out), 1)
}
function index_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let ix = tb_index(tb, KIND, ON)
let a = put(tb, "a", 0.0, 0.0, 3)
put(tb, "b", 0.0, 0.0, 3)
put(tb, "c", 0.0, 0.0, 5)
expect_eq(ix_count(ix, 3), 2)
expect_eq(ix_count(ix, 5), 1)
expect_eq(ix_count(ix, 99), 0)
tb_set_i(tb, ON, tb_row(tb, a), 0)
expect_eq(ix_count(ix, 3), 1)
tb_remove(tb, a)
tb_set_i(tb, KIND, ix_first(ix, 3), 5)
expect_eq(ix_count(ix, 3), 0)
expect_eq(ix_count(ix, 5), 2)
}
function ticks_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let a = put(tb, "a", 0.0, 0.0, 1)
put(tb, "b", 0.0, 0.0, 1)
let seen = tb_tick(tb)
tb_advance(tb)
let out = words(0)
expect_eq(tb_changed_since(tb, seen, out), 0)
tb_set_f(tb, CX, tb_row(tb, a), 4.0)
expect_eq(tb_changed_since(tb, seen, out), 1)
expect_eq(out[0], tb_row(tb, a))
expect_eq(tb_added_since(tb, seen, out), 0)
}
function map_case() -> void {
let m = imap_new()
for k in 0 .. 5000 { imap_put(m, k * 7, k) }
expect_eq(imap_len(m), 5000)
expect_eq(imap_get(m, 700, -1), 100)
expect_eq(imap_get(m, 701, -1), -1)
for k in 0 .. 2500 { imap_del(m, k * 14) }
expect_eq(imap_len(m), 2500)
expect_eq(imap_get(m, 14, -1), -1)
expect_eq(imap_get(m, 21, -1), 3)
imap_put(m, 14, 9)
expect_eq(imap_get(m, 14, -1), 9)
}
test "a removed handle misses, rows stay dense, a reused slot is a new handle" () { handles_case() }
test "the grid answers nearest and within, gated, after moves" () { grid_case() }
test "the kind index follows the setters, the gate and removals" () { index_case() }
test "change ticks name the rows written since" () { ticks_case() }
test "IntMap puts, finds, deletes and grows" () { map_case() }
}

View file

@ -45,14 +45,22 @@ export function thing_is_personal(t: Thing) -> bool { return thing_kind_ok(t.kin
# set down by someone rather than grown by the world: the kind says, and the port has the last word # set down by someone rather than grown by the world: the kind says, and the port has the last word
export function thing_is_put_down(t: Thing) -> bool { return ThingsWorld.put_down(t) } export function thing_is_put_down(t: Thing) -> bool { return ThingsWorld.put_down(t) }
# every active Thing whose kind ticks, `hours` of the world's clock on # every active Thing whose kind ticks, `hours` of the world's clock on: only the kinds that tick
export function things_tick(things_st: ThingsState, hours: float) -> void { # are visited, through the kind index, from a list of handles taken first - a tick may hide one
let all = things_all(things_st) export function things_tick(things_st: mut ThingsState, hours: float) -> void {
for i in 0 .. len(all) { let hs = things_st.th_hs
let t = all[i] List.clear(hs)
if not t.active or not thing_kind_ok(t.kind) { continue } let tb = things_st.th.tab
let k = ThingKinds[t.kind] for k in 0 .. TH_COUNT {
if k.tick != null { k.tick(t, hours) } if ThingKinds[k].tick == null { continue }
let rows = ix_rows(things_st.th.kinds, k)
for i in 0 .. len(rows) { push(hs, tb.ent[rows[i]]) }
}
for i in 0 .. len(hs) {
let r = tb_row(tb, hs[i])
if r < 0 { continue }
let t = tb.rec[r]
if t.active { ThingKinds[t.kind].tick(t, hours) }
} }
} }

View file

@ -6,6 +6,8 @@ import "ludic.base"
import "kinds.ludic" import "kinds.ludic"
import "port.ludic" import "port.ludic"
import "store.ludic" import "store.ludic"
import "verbs.ludic"
import "queries.ludic" import "queries.ludic"
import "near.ludic"
import "dispatch.ludic" import "dispatch.ludic"
import "system.ludic" import "system.ludic"

View file

@ -19,6 +19,8 @@ export property Thing {
sz: float = 0.0 sz: float = 0.0
syaw: float = 0.0 syaw: float = 0.0
shared: bool = false # the game copies it to others (a party) shared: bool = false # the game copies it to others (a party)
ent: int = -1 # its handle in the table, -1 once removed
tab: Table<Thing> = null # the table holding it, so a verb on the Thing alone keeps the indexes
} }
export property ThingKind { export property ThingKind {

View file

@ -0,0 +1,26 @@
# near.ludic - the neighbourhood questions a frame asks many times: what is around a point, of any
# kind or of one, into a list the CALLER keeps (in its own state, reused every frame), from the grid
# or the kind's own list - never a walk of every Thing, and nothing allocated or written here
export function things_near(things_st: ThingsState, x: float, z: float, r: float, out: []Thing) -> int {
return tb_within_recs(things_st.th.tab, things_st.th.grid, x, z, r, -1, 0, out)
}
export function things_near_of(things_st: ThingsState, kind: int, x: float, z: float, r: float, out: []Thing) -> int {
return tb_within_of_recs(things_st.th.tab, things_st.th.grid, things_st.th.kinds, x, z, r, kind, out)
}
# the nearest active Thing within maxr (0: any distance) that `keep` says yes to, or null
export function thing_nearest_where(things_st: ThingsState, x: float, z: float, maxr: float, keep: fn(Thing) -> bool) -> Thing {
let r = tb_nearest_where(things_st.th.tab, things_st.th.grid, x, z, maxr, keep)
if r < 0 { return null }
return things_st.th.tab.rec[r]
}
# every one of a kind, active or not, counted and walked without a list
export function things_count_all_of(things_st: ThingsState, kind: int) -> int { return ix_count(things_st.th.every, kind) }
export function thing_of_kind_all(things_st: ThingsState, kind: int, i: int) -> Thing {
let rows = ix_rows(things_st.th.every, kind)
if i < 0 or i >= len(rows) { return null }
return things_st.th.tab.rec[rows[i]]
}

View file

@ -1,38 +1,43 @@
# queries.ludic - where the Things are. Only active Things answer, except thing_by_uid and # queries.ludic - where the Things are, answered by the table's indexes rather than a scan. Only
# things_each_all, which ask about everything that exists. A kind below 0 is any kind. # active Things answer, except thing_by_uid and things_each_all, which ask about everything that
# exists. A kind below 0 is any kind.
function th_of(t: Thing, kind: int) -> bool { return kind < 0 or t.kind == kind } function th_of(t: Thing, kind: int) -> bool { return kind < 0 or t.kind == kind }
# the first active one of a kind (and of that id, unless id < 0), in the order placed # the first-placed active one of a kind (and of that id, unless id < 0)
export function thing_find(things_st: ThingsState, kind: int, id: int) -> Thing { export function thing_find(things_st: ThingsState, kind: int, id: int) -> Thing {
let all = things_all(things_st) let tb = things_st.th.tab
for i in 0 .. len(all) { var best: Thing = null
let t = all[i] if kind < 0 {
if t.active and th_of(t, kind) and (id < 0 or t.id == id) { return t } for r in 0 .. tb_len(tb) { best = th_earlier(best, tb.rec[r], id) }
return best
} }
return null let rows = ix_rows(things_st.th.kinds, kind)
for k in 0 .. len(rows) { best = th_earlier(best, tb.rec[rows[k]], id) }
return best
}
# the one of the two placed first that is active and has the id asked for
function th_earlier(best: Thing, t: Thing, id: int) -> Thing {
if not t.active or (id >= 0 and t.id != id) { return best }
if best == null or t.uid < best.uid { return t }
return best
} }
export function thing_by_uid(things_st: ThingsState, uid: int) -> Thing { export function thing_by_uid(things_st: ThingsState, uid: int) -> Thing {
let all = things_all(things_st) let r = tb_row(things_st.th.tab, imap_get(things_st.th_uids, uid, -1))
for i in 0 .. len(all) { if all[i].uid == uid { return all[i] } } if r < 0 { return null }
return null return things_st.th.tab.rec[r]
} }
# the nearest active one of a kind to (x, z), or null # the nearest active one of a kind to (x, z), or null
export function thing_nearest(things_st: ThingsState, kind: int, x: float, z: float) -> Thing { export function thing_nearest(things_st: ThingsState, kind: int, x: float, z: float) -> Thing {
var best: Thing = null let tb = things_st.th.tab
var bd = 0.0 var r = -1
let all = things_all(things_st) if kind < 0 { r = tb_nearest(tb, things_st.th.grid, x, z, 0.0, -1, 0) } else {
for i in 0 .. len(all) { r = tb_nearest_of(tb, things_st.th.grid, things_st.th.kinds, x, z, 0.0, kind)
let t = all[i]
if not t.active or not th_of(t, kind) { continue }
let d = thing_dist2(t, x, z)
if best == null or d < bd {
best = t
bd = d
}
} }
return best if r < 0 { return null }
return tb.rec[r]
} }
# the squared ground distance from a Thing to (x, z) # the squared ground distance from a Thing to (x, z)
@ -42,14 +47,13 @@ export function thing_dist2(t: Thing, x: float, z: float) -> float {
return dx * dx + dz * dz return dx * dx + dz * dz
} }
# every active one within r of (x, z), nearest first # every active one within r of (x, z), nearest first, in a new list: for a question asked now and
# then - a frame's question is things_near, into a list the caller keeps
export function things_within(things_st: ThingsState, x: float, z: float, r: float) -> []Thing { export function things_within(things_st: ThingsState, x: float, z: float, r: float) -> []Thing {
let found = new []Thing
things_near(things_st, x, z, r, found)
let out = new []Thing let out = new []Thing
let all = things_all(things_st) for k in 0 .. len(found) { th_insert(out, found[k], x, z) }
for i in 0 .. len(all) {
let t = all[i]
if t.active and thing_dist2(t, x, z) <= r * r { th_insert(out, t, x, z) }
}
return out return out
} }
@ -63,18 +67,44 @@ function th_insert(out: []Thing, t: Thing, x: float, z: float) -> void {
out[j] = t out[j] = t
} }
# every active one of a kind, in the order placed # every active one of a kind, first placed first
export function things_each(things_st: ThingsState, kind: int) -> []Thing { export function things_each(things_st: ThingsState, kind: int) -> []Thing {
let out = new []Thing return th_listed(things_st, ix_rows(things_st.th.kinds, kind))
let all = things_all(things_st)
for i in 0 .. len(all) { if all[i].active and th_of(all[i], kind) { push(out, all[i]) } }
return out
} }
# every one of a kind, active or not # every one of a kind, active or not
export function things_each_all(things_st: ThingsState, kind: int) -> []Thing { export function things_each_all(things_st: ThingsState, kind: int) -> []Thing {
let out = new []Thing return th_listed(things_st, ix_rows(things_st.th.every, kind))
let all = things_all(things_st) }
for i in 0 .. len(all) { if th_of(all[i], kind) { push(out, all[i]) } }
return out # how many active ones of a kind there are, without a list
export function things_count_of(things_st: ThingsState, kind: int) -> int {
return ix_count(things_st.th.kinds, kind)
}
function th_listed(things_st: ThingsState, rows: words) -> []Thing {
let out = new []Thing
for k in 0 .. len(rows) { push(out, things_st.th.tab.rec[rows[k]]) }
return th_by_uid_order(out)
}
function th_by_uid_order(xs: []Thing) -> []Thing {
for i in 1 .. len(xs) {
let t = xs[i]
var j = i
while j > 0 and xs[j - 1].uid > t.uid {
xs[j] = xs[j - 1]
j -= 1
}
xs[j] = t
}
return xs
}
# the i-th active one of a kind, 0 .. things_count_of(kind) - 1, in the index's order (which a
# removal or a hide changes: walk it within a frame, never keep an i)
export function thing_of_kind(things_st: ThingsState, kind: int, i: int) -> Thing {
let rows = ix_rows(things_st.th.kinds, kind)
if i < 0 or i >= len(rows) { return null }
return things_st.th.tab.rec[rows[i]]
} }

View file

@ -1,10 +1,38 @@
# store.ludic - the Things, and the only verbs that make, remove, move, show and hide one; each # store.ludic - the Things, rows of a ludic.base Table: where each stands and whether it is active
# placing and removing is a fact, and the port is told at once so the game can draw it # are columns a grid and two kind indexes are kept over, and only the verbs (verbs.ludic) make,
# move, show, hide and remove one; each placing and removing is a fact the port hears at once
export const TH_X: int = 0 # float columns
export const TH_Z: int = 1
export const TH_KIND: int = 0 # int columns
export const TH_ON: int = 1 # 1 while active
const TH_CELL: float = 16.0
# the table and the indexes kept over it, made together
export property ThingsTable {
tab: Table<Thing> = null
grid: Grid = null
kinds: IntIndex = null # active Things by kind
every: IntIndex = null # every Thing by kind, active or not
}
export state ThingsState { export state ThingsState {
th_list: []Thing = new []Thing th: ThingsTable = th__new()
th_uids: IntMap = imap_new()
th_uid: int = 0 th_uid: int = 0
th_facts: Queue<ThingFact> = th_facts__new() th_facts: Queue<ThingFact> = th_facts__new()
th_marked: int = -1 th_hs: words = words(0) # things_tick's handles, taken before any tick runs
}
function th_facts__new() -> Queue<ThingFact> { return queue_new("things.facts") }
function th__new() -> ThingsTable {
let th = new ThingsTable
let tb: Table<Thing> = table_new(2, 2)
th.tab = tb
th.grid = tb_grid(tb, TH_X, TH_Z, TH_ON, TH_CELL)
th.kinds = tb_index(tb, TH_KIND, TH_ON)
th.every = tb_index(tb, TH_KIND, -1)
return th
} }
export function things_facts(things_st: ThingsState) -> Queue<ThingFact> { export function things_facts(things_st: ThingsState) -> Queue<ThingFact> {
@ -24,88 +52,37 @@ function th_fact(things_st: ThingsState, what: int, t: Thing) -> void {
} }
# whether a world has been set out (things_clear) since the program began # whether a world has been set out (things_clear) since the program began
export function things_ready(things_st: ThingsState) -> bool { return things_st.th_list != null } export function things_ready(things_st: ThingsState) -> bool { return things_st.th.tab != null }
# every Thing, in the order placed; the list is the package's, never to be pushed to # every Thing, one per row - the table's own list: read it, never push to it. A removal moves the
export function things_all(things_st: ThingsState) -> []Thing { # last Thing into the removed one's place, so the order is the table's, not the order placed.
return things_st.th_list export function things_all(things_st: ThingsState) -> []Thing { return things_st.th.tab.rec }
}
export function things_count(things_st: ThingsState) -> int { return len(things_all(things_st)) } export function things_count(things_st: ThingsState) -> int { return tb_len(things_st.th.tab) }
# a new world: every Thing forgotten, quietly (the game has already dropped its drawings) # a new world: every Thing forgotten, quietly (the game has already dropped its drawings)
export function things_clear(things_st: mut ThingsState) -> void { things_st.th_list = new []Thing } export function things_clear(things_st: mut ThingsState) -> void {
let tb = things_st.th.tab
export function thing_spawn(things_st: mut ThingsState, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing { for r in 0 .. tb_len(tb) { tb.rec[r].ent = -1 }
return th_place(things_st, new Thing, kind, look, x, y, z, yaw, id) tb_clear(tb)
imap_clear(things_st.th_uids)
} }
function th_place(things_st: mut ThingsState, t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing { # the row a Thing stands in, or -1 when it is not in the table any more
t.kind = kind function th_row(t: Thing) -> int {
t.look = look if t == null or t.tab == null { return -1 }
t.x = x return tb_row(t.tab, t.ent)
t.y = y
t.z = z
t.yaw = yaw
t.id = id
things_st.th_uid += 1
t.uid = things_st.th_uid
push(things_all(things_st), t)
ThingsWorld.placed(t)
th_fact(things_st, THING_PLACED, t)
return t
} }
# a Thing on the ground (the port's), set into it by `sink`, used from `reach` # the columns say what the record says: a Thing's fields written around the verbs are caught here
export function thing_put(things_st: mut ThingsState, kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing { export function things_verify(things_st: ThingsState) -> int {
let t = new Thing let tb = things_st.th.tab
t.reach = reach var bad = 0
return th_place(things_st, t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id) for r in 0 .. tb_len(tb) {
} let t = tb.rec[r]
var on = 0
# gone for good if t.active { on = 1 }
export function thing_remove(things_st: mut ThingsState, t: Thing) -> void { if tb.f[TH_X][r] != t.x or tb.f[TH_Z][r] != t.z or tb.i[TH_KIND][r] != t.kind or tb.i[TH_ON][r] != on or t.ent != tb.ent[r] { bad += 1 }
if t == null { return }
things_st.th_marked = t.uid
things_drop(things_st, fn th_is_marked)
things_st.th_marked = -1
}
function th_is_marked(things_st: ThingsState, t: Thing) -> bool { return t.uid == things_st.th_marked }
# every Thing `gone` says so is removed for good
export function things_drop(things_st: mut ThingsState, gone: fn(Thing) -> bool) -> void {
let keep = new []Thing
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if gone(t) {
ThingsWorld.removed(t)
th_fact(things_st, THING_REMOVED, t)
} else {
push(keep, t)
}
} }
things_st.th_list = keep return bad
} }
export function thing_move(t: Thing, x: float, z: float, yaw: float) -> void {
thing_move_to(t, x, ThingsWorld.ground(x, z), z, yaw)
}
export function thing_move_to(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
t.x = x
t.y = y
t.z = z
t.yaw = yaw
ThingsWorld.moved(t)
}
export function thing_set_active(t: Thing, on: bool) -> void {
if t == null { return }
t.active = on
ThingsWorld.shown(t)
}
export function thing_hide(t: Thing) -> void { thing_set_active(t, false) }
export function thing_show(t: Thing) -> void { thing_set_active(t, true) }
function th_facts__new() -> Queue<ThingFact> { return queue_new("things.facts") }

View file

@ -155,4 +155,27 @@ program ThingsTest {
expect_eq(t.owner, 0) expect_eq(t.owner, 0)
expect_eq(things_test_st.back, 1) expect_eq(things_test_st.back, 1)
} }
test "removals keep the indexes true: nearest, find, uid and the columns agree" (things_st: mut ThingsState) {
things_clear(things_st)
var keep: Thing = null
for i in 0 .. 400 {
let t = put(things_st, TH_BRANCH + (i % 2), float(i) * 3.0 - 600.0, float(i % 17) * 5.0)
if i == 250 { keep = t }
}
let gone = thing_find(things_st, TH_BRANCH, -1)
let uid = gone.uid
thing_remove(things_st, gone)
expect(thing_by_uid(things_st, uid) == null)
expect(thing_by_uid(things_st, keep.uid) == keep)
expect_eq(things_count(things_st), 399)
expect_eq(things_count_of(things_st, TH_BRANCH), 199)
thing_move(keep, 5000.0, 5000.0, 0.0)
expect(thing_nearest(things_st, -1, 4990.0, 4990.0) == keep)
thing_hide(keep)
expect(thing_nearest(things_st, -1, 4990.0, 4990.0) != keep)
expect_eq(things_verify(things_st), 0)
keep.x = 1.0
expect_eq(things_verify(things_st), 1)
}
} }

View file

@ -0,0 +1,115 @@
# verbs.ludic - the only ways a Thing is made, removed, moved, shown or hidden: each writes the
# record and the table's columns together, so the grid and the kind indexes never fall behind
export function thing_spawn(things_st: mut ThingsState, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
return th_place(things_st, new Thing, kind, look, x, y, z, yaw, id)
}
function th_place(things_st: mut ThingsState, t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
t.kind = kind
t.look = look
t.x = x
t.y = y
t.z = z
t.yaw = yaw
t.id = id
things_st.th_uid += 1
t.uid = things_st.th_uid
let tb = things_st.th.tab
t.tab = tb
t.ent = tb_add(tb, t)
th_columns(t)
imap_put(things_st.th_uids, t.uid, t.ent)
ThingsWorld.placed(t)
th_fact(things_st, THING_PLACED, t)
return t
}
# the record's x, z, kind and active into its row, refiled once
function th_columns(t: Thing) -> void {
let r = th_row(t)
if r < 0 { return }
let tb = t.tab
tb.f[TH_X][r] = t.x
tb.f[TH_Z][r] = t.z
tb.i[TH_KIND][r] = t.kind
var on = 0
if t.active { on = 1 }
tb.i[TH_ON][r] = on
tb_refile(tb, r)
}
# a Thing on the ground (the port's), set into it by `sink`, used from `reach`
export function thing_put(things_st: mut ThingsState, kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing {
let t = new Thing
t.reach = reach
return th_place(things_st, t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id)
}
# gone for good
export function thing_remove(things_st: mut ThingsState, t: Thing) -> void {
if th_row(t) < 0 { return }
ThingsWorld.removed(t)
th_fact(things_st, THING_REMOVED, t)
imap_del(things_st.th_uids, t.uid)
tb_remove(t.tab, t.ent)
t.ent = -1
}
# every Thing `gone` says so is removed for good; from the last row down, so the row a removal
# moves into place has already been asked
export function things_drop(things_st: mut ThingsState, gone: fn(Thing) -> bool) -> void {
let tb = things_st.th.tab
var r = tb_len(tb) - 1
while r >= 0 {
let t = tb.rec[r]
if gone(t) { thing_remove(things_st, t) }
r -= 1
}
}
export function thing_move(t: Thing, x: float, z: float, yaw: float) -> void {
thing_move_to(t, x, ThingsWorld.ground(x, z), z, yaw)
}
export function thing_move_to(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
thing_place_at(t, x, y, z, yaw)
ThingsWorld.moved(t)
}
# moved without telling the port: a stand-in the game draws itself, or nothing draws
export function thing_place_at(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
t.x = x
t.y = y
t.z = z
t.yaw = yaw
let r = th_row(t)
if r >= 0 { tb_set_xz(t.tab, TH_X, TH_Z, r, x, z) }
}
export function thing_set_active(t: Thing, on: bool) -> void {
if t == null { return }
thing_set_on(t, on)
ThingsWorld.shown(t)
}
export function thing_hide(t: Thing) -> void { thing_set_active(t, false) }
export function thing_show(t: Thing) -> void { thing_set_active(t, true) }
# active or not without telling the port
export function thing_set_on(t: Thing, on: bool) -> void {
if t == null { return }
t.active = on
let r = th_row(t)
if r < 0 { return }
var v = 0
if on { v = 1 }
tb_set_i(t.tab, TH_ON, r, v)
}
# where it stands on the ground plane, without telling the port (its height is the caller's)
export function thing_set_xz(t: Thing, x: float, z: float) -> void {
if t == null { return }
t.x = x
t.z = z
let r = th_row(t)
if r >= 0 { tb_set_xz(t.tab, TH_X, TH_Z, r, x, z) }
}