--!optimize 2 --!native local ReplicatedStorage = game:GetService("ReplicatedStorage") 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) local newWorld = Matter.World.new() local jecs = require(ReplicatedStorage.Lib) local mirror = require(ReplicatedStorage.mirror) local mcs = mirror.World.new() 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() 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() 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() local registry2 = ecr.registry() local function flip() return math.random() >= 0.25 end local N = 2 ^ 16 - 2 local archetypes = {} local hm = 0 for i = 1, N do local id = registry2.create() local combination = "" local n = newWorld:spawn() local entity = ecs:entity() local m = mcs:entity() 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 }) end if flip() then 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 })) end if flip() then 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 })) end if flip() then combination ..= "D" registry2:set(id, B4, { value = true }) ecs:set(entity, D4, { value = true }) mcs:set(m, E4, { value = 2 }) newWorld:insert(n, A4({ value = true })) end if flip() then combination ..= "E" registry2:set(id, B5, { value = true }) ecs:set(entity, D5, { value = true }) mcs:set(m, E5, { value = 2 }) newWorld:insert(n, A5({ value = true })) end if flip() then 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 })) end if flip() then 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 })) end if flip() then 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 }) end if combination:find("BCDF") then if not archetypes[combination] then print(combination) end hm += 1 end archetypes[combination] = true end print("TEST", hm) local count = 0 for _, archetype in ecs:query(D2, D4, D6, D8):archetypes() do count += #archetype.entities end print(count) return { ParameterGenerator = function() return end, Functions = { Matter = function() for entityId, firstComponent in newWorld:query(A2, A4, A6, A8) do end end, ECR = function() for entityId, firstComponent in registry2:view(B2, B4, B6, B8) do end end, Jecs = function() for entityId, firstComponent in ecs:query(D2, D4, D6, D8) do end end, }, }