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* Initial commit * Add tests * Dedup observers * Handle filters on table creation * Handle Archetype deletion * Remove print * Fix type errors * Cleanup code * Manually inline code * Build terms for cached queries * Specialized cached query iterator * Remove shadowed variable * Inverse statement * Rework demo * Fix metatable * Use generalized iteration
40 lines
No EOL
1,002 B
Text
40 lines
No EOL
1,002 B
Text
local Players = game:GetService("Players")
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local std = ReplicatedStorage.std
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local ref = require(std.ref)
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local collect = require(std.collect)
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local cts = require(std.components)
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local world = require(std.world)
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local Player = cts.Player
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local Character = cts.Character
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local conn = {}
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local function playersAdded(player: Player)
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local e = ref(player.UserId)
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world:set(e, Player, player)
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local characterAdd = player.CharacterAdded
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conn[e] = characterAdd:Connect(function(rig)
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while rig.Parent ~= workspace do
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task.wait()
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end
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world:set(e, Character, rig)
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end)
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end
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local function playersRemoved(player: Player)
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local e = ref(player.UserId)
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world:clear(e)
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local connection = conn[e]
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connection:Disconnect()
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conn[e] = nil
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end
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local scheduler = require(std.scheduler)
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local phases = require(std.phases)
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scheduler.SYSTEM(playersAdded, phases.PlayerAdded)
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scheduler.SYSTEM(playersRemoved, phases.PlayerRemoved)
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return 0 |