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>
65 lines
2.9 KiB
Text
65 lines
2.9 KiB
Text
# kinds.ludic - a Thing, and what a kind of Thing is: plain facts about the kind, and its
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# behaviour as function values the dispatcher calls (a null one is a question the kind ignores)
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export property Thing {
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uid: int = 0 # unique for the run, never reused
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kind: int = 0 # its place in ThingKinds
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id: int = 0 # what the kind says it means (which sign, which item, which site)
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look: string = "" # how the game draws it; "" is not drawn
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x: float = 0.0
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y: float = 0.0
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z: float = 0.0
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yaw: float = 0.0
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owner: int = -1 # whoever put it down; -1 the world's own
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active: bool = true # false: taken, hidden, used up for now
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reach: float = 0.0 # how close it is used from; 0 is its kind's
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timer: float = 0.0 # a clock the kind decides the meaning of
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used: int = 0 # the kind's own state (split for today, which sign, ...)
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n: int = 0 # a counter the kind decides the meaning of
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sx: float = 0.0 # where using it puts the user, and which way that faces
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sz: float = 0.0
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syaw: float = 0.0
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shared: bool = false # the game copies it to others (a party)
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ent: int = -1 # its handle in the table, -1 once removed
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tab: Table<Thing> = null # the table holding it, so a verb on the Thing alone keeps the indexes
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}
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export property ThingKind {
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key: string = "" # the entry's own name: what the save calls the kind
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name: string = "" # what it is called when nothing about the one in front of you changes it
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reach: float = 2.2 # how close it is used from, when the Thing does not say
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personal: bool = false # one belongs to whoever put it down
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saved: bool = false # the save's section keeps a placed one (the port has the last word)
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put_down: bool = false # set down by someone rather than grown by the world
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keeps: bool = false # keeps its `used` through a restock
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name_of: fn(Thing) -> string = null # "" falls back to `name`
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prompt: fn(Thing) -> string = null # what using it would do, "" nothing
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use: fn(Thing) -> void = null
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tick: fn(Thing, float) -> void = null # hours of the world's clock
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reach_of: fn(Thing) -> float = null # a reach that depends on the one in front of you
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}
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# the game fills it: `def ThingKinds tent { name: "The tent", use: fn tent_use }`
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export open registry ThingKinds of ThingKind as TH
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export const THING_PLACED: int = 0
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export const THING_REMOVED: int = 1
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export const THING_USED: int = 2
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# something happened to a Thing: placed, removed for good, or used
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export property ThingFact {
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what: int = 0
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uid: int = 0
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kind: int = 0
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id: int = 0
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owner: int = -1
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x: float = 0.0
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z: float = 0.0
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}
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export function thing_kind_ok(k: int) -> bool { return k >= 0 and k < TH_COUNT }
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# the kind the save calls `key`, or -1
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export function thing_kind_by_key(key: string) -> int {
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for k in 0 .. TH_COUNT { if ThingKinds[k].key == key { return k } }
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return -1
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}
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