ludic/packages/ludic.things/dispatch.ludic
Orkuncakilkaya f802bdd3ec 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>
2026-09-27 15:52:51 +03:00

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# dispatch.ludic - asking a Thing its kind's questions: what it is called, what using it would do,
# doing it, how close it is used from, and a tick for the kinds that have one
export function thing_kind(t: Thing) -> ThingKind { return ThingKinds[t.kind] }
# its own name, else its kind's, else ""
export function thing_name(t: Thing) -> string {
if t == null or not thing_kind_ok(t.kind) { return "" }
let k = ThingKinds[t.kind]
if k.name_of != null {
let s = k.name_of(t)
if s != "" { return s }
}
return k.name
}
export function thing_prompt(t: Thing) -> string {
if t == null or not thing_kind_ok(t.kind) { return "" }
let k = ThingKinds[t.kind]
if k.prompt == null { return "" }
return k.prompt(t)
}
# the kind does what using it does; the use is a fact whatever the kind made of it
export function thing_use(things_st: ThingsState, t: Thing) -> void {
if t == null or not thing_kind_ok(t.kind) { return }
let k = ThingKinds[t.kind]
th_fact(things_st, THING_USED, t)
if k.use != null { k.use(t) }
}
export function thing_can_use(t: Thing) -> bool {
return t != null and thing_kind_ok(t.kind) and ThingKinds[t.kind].use != null
}
# the kind's own reach question, else the Thing's reach, else the kind's
export function thing_reach(t: Thing) -> float {
if t == null or not thing_kind_ok(t.kind) { return 0.0 }
let k = ThingKinds[t.kind]
if k.reach_of != null { return k.reach_of(t) }
if t.reach > 0.0 { return t.reach }
return k.reach
}
export function thing_is_personal(t: Thing) -> bool { return thing_kind_ok(t.kind) and ThingKinds[t.kind].personal }
# 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) }
# every active Thing whose kind ticks, `hours` of the world's clock on: only the kinds that tick
# are visited, through the kind index, from a list of handles taken first - a tick may hide one
export function things_tick(things_st: mut ThingsState, hours: float) -> void {
let hs = things_st.th_hs
List.clear(hs)
let tb = things_st.th.tab
for k in 0 .. TH_COUNT {
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) }
}
}
# a restock: every Thing the world grew is back, and loses its `used` unless its kind keeps it;
# what was put down is left as it is
export function things_restock(things_st: ThingsState) -> void {
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if thing_is_put_down(t) { continue }
if not ThingKinds[t.kind].keeps { t.used = 0 }
if not t.active { thing_show(t) }
}
}