ludic/packages/ludic.things/verbs.ludic
Orkuncakilkaya f3fec88888 feat(ecs): chunks as a grouping - IntIndex takes sparse values; ludic.things' chunk column and things_drop_chunk
A streamed world loads and lets go of a chunk's entities together, so a chunk is a first-class
group: chunk_of(x, z, size) packs a chunk's cell into an int, tb_remove_all(tb, ix, v) removes every
row an index files under one value (the observers told of each). IntIndex kept one list per value
up to the largest, which a packed chunk number (hundreds of millions) turned into hundreds of
millions of empty lists and a 12 GB test run; a value past 1024 now gets its slot through an IntMap,
so a sparse value costs one list.

ludic.things files every Thing under its 256 m chunk (TH_CHUNK), kept by every move;
things_chunk_count and things_drop_chunk (the port and the facts told of each removal, as
thing_remove tells them) are what the memory budget's streamed chunks ask. The moves are their own
file (moves.ludic). Tests: ludic.base 35, ludic.things 8, all under a 2 GB cap (24 MB peak).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 22:07:26 +03:00

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# 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.i[TH_CHUNK][r] = chunk_of(t.x, t.z, TH_CHUNK_M)
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
}
}