mirror of
https://github.com/Ukendio/jecs.git
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Add benchmarks
This commit is contained in:
parent
051cacd3de
commit
06a03d4fab
6 changed files with 3594 additions and 8 deletions
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@ -9,13 +9,16 @@ local function TITLE(title: string)
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end
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local jecs = require("../mirror/init")
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local ecs = jecs.World.new()
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local oldMatter = require("../oldMatter")
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local newMatter = require("../newMatter")
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type i53 = number
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do TITLE (testkit.color.white_underline("query"))
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do TITLE (testkit.color.white_underline("Jecs query"))
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local ecs = jecs.World.new()
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do TITLE "one component in common"
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local function view_bench(
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world: jecs.World,
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A: i53, B: i53, C: i53, D: i53, E: i53, F: i53, G: i53, H: i53
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@ -101,4 +104,196 @@ do TITLE (testkit.color.white_underline("query"))
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view_bench(ecs, D1, D2, D3, D4, D5, D6, D7, D8)
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end
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end
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do TITLE(testkit.color.white_underline("OldMatter query"))
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local ecs = oldMatter.World.new()
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local component = oldMatter.component
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do TITLE "one component in common"
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local function view_bench(
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world: jecs.World,
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A: i53, B: i53, C: i53, D: i53, E: i53, F: i53, G: i53, H: i53
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)
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BENCH("1 component", function()
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for _ in world:query(A) do end
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end)
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BENCH("2 component", function()
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for _ in world:query(A, B) do end
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end)
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BENCH("4 component", function()
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for _ in world:query(A, B, C, D) do
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end
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end)
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BENCH("8 component", function()
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for _ in world:query(A, B, C, D, E, F, G, H) do end
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end)
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end
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local D1 = component()
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local D2 = component()
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local D3 = component()
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local D4 = component()
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local D5 = component()
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local D6 = component()
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local D7 = component()
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local D8 = component()
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local function flip()
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return math.random() >= 0.15
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end
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local added = 0
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local archetypes = {}
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for i = 1, 2^16-2 do
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local entity = ecs:spawn()
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local combination = ""
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if flip() then
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combination ..= "B"
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ecs:insert(entity, D2({value = true}))
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end
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if flip() then
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combination ..= "C"
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ecs:insert(entity, D3({value = true}))
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end
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if flip() then
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combination ..= "D"
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ecs:insert(entity, D4({value = true}))
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end
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if flip() then
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combination ..= "E"
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ecs:insert(entity, D5({value = true}))
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end
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if flip() then
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combination ..= "F"
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ecs:insert(entity, D6({value = true}))
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end
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if flip() then
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combination ..= "G"
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ecs:insert(entity, D7({value = true}))
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end
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if flip() then
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combination ..= "H"
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ecs:insert(entity, D8({value = true}))
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end
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if #combination == 7 then
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added += 1
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ecs:insert(entity, D1({value = true}))
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end
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archetypes[combination] = true
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end
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local a = 0
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for _ in archetypes do a+= 1 end
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view_bench(ecs, D1, D2, D3, D4, D5, D6, D7, D8)
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end
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end
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do TITLE(testkit.color.white_underline("NewMatter query"))
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local ecs = newMatter.World.new()
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local component = newMatter.component
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do TITLE "one component in common"
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local function view_bench(
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world: jecs.World,
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A: i53, B: i53, C: i53, D: i53, E: i53, F: i53, G: i53, H: i53
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)
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BENCH("1 component", function()
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for _ in world:query(A) do end
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end)
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BENCH("2 component", function()
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for _ in world:query(A, B) do end
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end)
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BENCH("4 component", function()
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for _ in world:query(A, B, C, D) do
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end
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end)
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BENCH("8 component", function()
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for _ in world:query(A, B, C, D, E, F, G, H) do end
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end)
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end
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local D1 = component()
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local D2 = component()
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local D3 = component()
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local D4 = component()
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local D5 = component()
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local D6 = component()
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local D7 = component()
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local D8 = component()
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local function flip()
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return math.random() >= 0.15
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end
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local added = 0
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local archetypes = {}
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for i = 1, 2^16-2 do
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local entity = ecs:spawn()
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local combination = ""
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if flip() then
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combination ..= "B"
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ecs:insert(entity, D2({value = true}))
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end
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if flip() then
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combination ..= "C"
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ecs:insert(entity, D3({value = true}))
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end
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if flip() then
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combination ..= "D"
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ecs:insert(entity, D4({value = true}))
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end
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if flip() then
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combination ..= "E"
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ecs:insert(entity, D5({value = true}))
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end
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if flip() then
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combination ..= "F"
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ecs:insert(entity, D6({value = true}))
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end
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if flip() then
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combination ..= "G"
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ecs:insert(entity, D7({value = true}))
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end
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if flip() then
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combination ..= "H"
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ecs:insert(entity, D8({value = true}))
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end
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if #combination == 7 then
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added += 1
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ecs:insert(entity, D1({value = true}))
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end
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archetypes[combination] = true
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end
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local a = 0
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for _ in archetypes do a+= 1 end
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view_bench(ecs, D1, D2, D3, D4, D5, D6, D7, D8)
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end
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end
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48
lib/init.lua
48
lib/init.lua
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@ -64,19 +64,29 @@ local function transitionArchetype(
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local types = from.types
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for i, column in columns do
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-- Retrieves the new column index from the source archetype's record from each component
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-- We have to do this because the columns are tightly packed and indexes may not correspond to each other.
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local targetColumn = destinationColumns[tr[types[i]]]
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-- Sometimes target column may not exist, e.g. when you remove a component.
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if targetColumn then
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targetColumn[destinationRow] = column[sourceRow]
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end
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if sourceRow ~= #column then
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column[sourceRow] = column[#column]
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column[#column] = nil
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-- If the entity is the last row in the archetype then swapping it would be meaningless.
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local last = #column
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if sourceRow ~= last then
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-- Swap rempves columns to ensure there are no holes in the archetype.
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column[sourceRow] = column[last]
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end
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column[last] = nil
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end
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-- Move the entity from the source to the destination archetype.
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destinationEntities[destinationRow] = sourceEntities[sourceRow]
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entityIndex[sourceEntities[sourceRow]].row = destinationRow
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-- Because we have swapped columns we now have to update the records
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-- corresponding to the entities' rows that were swapped.
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local movedAway = #sourceEntities
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if sourceRow ~= movedAway then
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sourceEntities[sourceRow] = sourceEntities[movedAway]
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@ -233,8 +243,13 @@ end
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local function findArchetypeWith(world: World, node: Archetype, componentId: i53)
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local types = node.types
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-- Component IDs are added incrementally, so inserting and sorting
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-- them each time would be expensive. Instead this insertion sort can find the insertion
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-- point in the types array.
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local at = findInsert(types, componentId)
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if at == -1 then
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-- If it finds a duplicate, it just means it is the same archetype so it can return it
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-- directly instead of needing to hash types for a lookup to the archetype.
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return node
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end
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@ -252,6 +267,7 @@ end
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local function archetypeTraverseAdd(world: World, componentId: i53, from: Archetype): Archetype
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if not from then
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-- If there was no source archetype then it should return the ROOT_ARCHETYPE
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if not world.ROOT_ARCHETYPE then
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local ROOT_ARCHETYPE = archetypeOf(world, {}, nil)
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world.ROOT_ARCHETYPE = ROOT_ARCHETYPE
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@ -261,6 +277,8 @@ local function archetypeTraverseAdd(world: World, componentId: i53, from: Archet
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local edge = ensureEdge(from, componentId)
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if not edge.add then
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-- Save an edge using the component ID to the archetype to allow
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-- faster traversals to adjacent archetypes.
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edge.add = findArchetypeWith(world, from, componentId)
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end
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@ -281,14 +299,20 @@ function World.set(world: World, entityId: i53, componentId: i53, data: unknown)
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local to = archetypeTraverseAdd(world, componentId, from)
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if from == to then
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-- If the archetypes are the same it can avoid moving the entity
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-- and just set the data directly.
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local archetypeRecord = to.records[componentId]
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from.columns[archetypeRecord][record.row] = data
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-- Should fire an OnSet event here.
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return
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end
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if from then
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-- If there was a previous archetype, then the entity needs to move the archetype
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moveEntity(world.entityIndex, entityId, record, to)
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else
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if #to.types > 0 then
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-- When there is no previous archetype it should create the archetype
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newEntity(entityId, record, to)
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onNotifyAdd(world, to, from, record.row, { componentId })
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end
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@ -322,9 +346,10 @@ function World.remove(world: World, entityId: i53, componentId: i53)
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end
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end
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-- Keeping the function as small as possible to enable inlining
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local function get(componentIndex: { [i24]: ArchetypeMap }, record: Record, componentId: i24)
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local archetype = record.archetype
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local archetypeRecord = componentIndex[componentId].sparse[archetype.id]
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local archetypeRecord = archetype.records[componentId]
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if not archetypeRecord then
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return nil
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@ -534,7 +559,9 @@ end
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function World.component(world: World)
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local componentId = world.nextComponentId + 1
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if componentId > HI_COMPONENT_ID then
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error("Too many components")
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-- IDs are partitioned into ranges because component IDs are not nominal,
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-- so it needs to error when IDs intersect into the entity range.
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error("Too many components, consider using world:entity() instead to create components.")
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end
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world.nextComponentId = componentId
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return componentId
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@ -545,6 +572,17 @@ function World.entity(world: World)
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return world.nextEntityId + REST
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end
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function World.delete(world: World, entityId: i53)
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local entityIndex = world.entityIndex
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local record = entityIndex[entityId]
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moveEntity(entityIndex, entityId, record, world.ROOT_ARCHETYPE)
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-- Since we just appended an entity to the ROOT_ARCHETYPE we have to remove it from
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-- the entities array and delete the record. We know there won't be the hole since
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-- we are always removing the last row.
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--world.ROOT_ARCHETYPE.entities[record.row] = nil
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--entityIndex[entityId] = nil
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end
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function World.observer(world: World, ...)
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local componentIds = { ... }
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@ -191,5 +191,113 @@ return function()
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end
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expect(count).to.equal(1)
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end)
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it("should query all matching entities", function()
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local world = jecs.World.new()
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local A = world:component()
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local B = world:component()
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local entities = {}
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for i = 1, N do
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local id = world:entity()
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world:set(id, A, true)
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if i > 5 then world:set(id, B, true) end
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entities[i] = id
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end
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for id in world:query(A) do
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local i = table.find(entities, id)
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expect(i).to.be.ok()
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table.remove(entities, i)
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end
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expect(#entities).to.equal(0)
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end)
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it("should query all matching entities when irrelevant component is removed", function()
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local world = jecs.World.new()
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local A = world:component()
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local B = world:component()
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local entities = {}
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for i = 1, N do
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local id = world:entity()
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world:set(id, A, true)
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world:set(id, B, true)
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if i > 5 then world:remove(id, B, true) end
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entities[i] = id
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end
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local added = 0
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for id in world:query(A) do
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added += 1
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local i = table.find(entities, id)
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expect(i).to.be.ok()
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table.remove(entities, i)
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end
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expect(added).to.equal(N)
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end)
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it("should query all entities without B", function()
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local world = jecs.World.new()
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local A = world:component()
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local B = world:component()
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local entities = {}
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for i = 1, N do
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local id = world:entity()
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world:set(id, A, true)
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if i < 5 then
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entities[i] = id
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else
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world:set(id, B, true)
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end
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end
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for id in world:query(A):without(B) do
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local i = table.find(entities, id)
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expect(i).to.be.ok()
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table.remove(entities, i)
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end
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expect(#entities).to.equal(0)
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end)
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it("should allow setting components in arbitrary order", function()
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local world = jecs.World.new()
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local Health = world:entity()
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local Poison = world:component()
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local id = world:entity()
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world:set(id, Poison, 5)
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world:set(id, Health, 50)
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expect(world:get(id, Poison)).to.equal(5)
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end)
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it("Should allow deleting components", function()
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local world = jecs.World.new()
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local Health = world:entity()
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local Poison = world:component()
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local id = world:entity()
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world:set(id, Poison, 5)
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world:set(id, Health, 50)
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world:delete(id)
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expect(world:get(id, Poison)).to.never.be.ok()
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expect(world:get(id, Health)).to.never.be.ok()
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end)
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end)
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end
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1664
newMatter.lua
Normal file
1664
newMatter.lua
Normal file
File diff suppressed because it is too large
Load diff
1567
oldMatter.lua
Normal file
1567
oldMatter.lua
Normal file
File diff suppressed because it is too large
Load diff
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@ -85,7 +85,7 @@ TEST("world:query", function()
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do CASE "should allow setting components in arbitrary order"
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local world = jecs.World.new()
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local Health = world:component()
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local Health = world:entity()
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local Poison = world:component()
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local id = world:entity()
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@ -93,7 +93,21 @@ TEST("world:query", function()
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world:set(id, Health, 50)
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CHECK(world:get(id, Poison) == 5)
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end
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do CASE "Should allow deleting components"
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local world = jecs.World.new()
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local Health = world:entity()
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local Poison = world:component()
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local id = world:entity()
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world:set(id, Poison, 5)
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world:set(id, Health, 50)
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world:delete(id)
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CHECK(world:get(id, Poison) == nil)
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CHECK(world:get(id, Health) == nil)
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end
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end)
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