jecs/benches/visual/query.bench.luau

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--!optimize 2
--!native
local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local Matter = require(ReplicatedStorage.DevPackages["_Index"]["matter-ecs_matter@0.8.1"].matter)
local ecr = require(ReplicatedStorage.DevPackages["_Index"]["centau_ecr@0.8.0"].ecr)
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local newWorld = Matter.World.new()
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local jecs = require(ReplicatedStorage.Lib)
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local mirror = require(ReplicatedStorage.mirror)
local mcs = mirror.World.new()
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local ecs = jecs.World.new()
local A1 = Matter.component()
local A2 = Matter.component()
local A3 = Matter.component()
local A4 = Matter.component()
local A5 = Matter.component()
local A6 = Matter.component()
local A7 = Matter.component()
local A8 = Matter.component()
local B1 = ecr.component()
local B2 = ecr.component()
local B3 = ecr.component()
local B4 = ecr.component()
local B5 = ecr.component()
local B6 = ecr.component()
local B7 = ecr.component()
local B8 = ecr.component()
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local D1 = ecs:component()
local D2 = ecs:component()
local D3 = ecs:component()
local D4 = ecs:component()
local D5 = ecs:component()
local D6 = ecs:component()
local D7 = ecs:component()
local D8 = ecs:component()
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local E1 = mcs:entity()
local E2 = mcs:entity()
local E3 = mcs:entity()
local E4 = mcs:entity()
local E5 = mcs:entity()
local E6 = mcs:entity()
local E7 = mcs:entity()
local E8 = mcs:entity()
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local registry2 = ecr.registry()
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local function flip()
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return math.random() >= 0.25
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end
local N = 2 ^ 16 - 2
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local archetypes = {}
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local hm = 0
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for i = 1, N do
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local id = registry2.create()
local combination = ""
local n = newWorld:spawn()
local entity = ecs:entity()
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local m = mcs:entity()
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if flip() then
registry2:set(id, B1, { value = true })
ecs:set(entity, D1, { value = true })
newWorld:insert(n, A1({ value = true }))
mcs:set(m, E1, { value = 2 })
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end
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if flip() then
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combination ..= "B"
registry2:set(id, B2, { value = true })
ecs:set(entity, D2, { value = true })
mcs:set(m, E2, { value = 2 })
newWorld:insert(n, A2({ value = true }))
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end
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if flip() then
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combination ..= "C"
registry2:set(id, B3, { value = true })
ecs:set(entity, D3, { value = true })
mcs:set(m, E3, { value = 2 })
newWorld:insert(n, A3({ value = true }))
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end
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if flip() then
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combination ..= "D"
registry2:set(id, B4, { value = true })
ecs:set(entity, D4, { value = true })
mcs:set(m, E4, { value = 2 })
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newWorld:insert(n, A4({ value = true }))
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end
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if flip() then
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combination ..= "E"
registry2:set(id, B5, { value = true })
ecs:set(entity, D5, { value = true })
mcs:set(m, E5, { value = 2 })
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newWorld:insert(n, A5({ value = true }))
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end
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if flip() then
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combination ..= "F"
registry2:set(id, B6, { value = true })
ecs:set(entity, D6, { value = true })
mcs:set(m, E6, { value = 2 })
newWorld:insert(n, A6({ value = true }))
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end
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if flip() then
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combination ..= "G"
registry2:set(id, B7, { value = true })
ecs:set(entity, D7, { value = true })
mcs:set(m, E7, { value = 2 })
newWorld:insert(n, A7({ value = true }))
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end
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if flip() then
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combination ..= "H"
registry2:set(id, B8, { value = true })
newWorld:insert(n, A8({ value = true }))
ecs:set(entity, D8, { value = true })
mcs:set(m, E8, { value = 2 })
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end
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if combination:find("BCDF") then
if not archetypes[combination] then
print(combination)
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end
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hm += 1
end
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archetypes[combination] = true
end
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print("TEST", hm)
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local count = 0
for _, archetype in ecs:query(D2, D4, D6, D8):archetypes() do
count += #archetype.entities
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end
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print(count)
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return {
ParameterGenerator = function()
return
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end,
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Functions = {
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Matter = function()
for entityId, firstComponent in newWorld:query(A2, A4, A6, A8) do
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end
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end,
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ECR = function()
for entityId, firstComponent in registry2:view(B2, B4, B6, B8) do
end
end,
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Jecs = function()
for entityId, firstComponent in ecs:query(D2, D4, D6, D8) do
end
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end,
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},
}