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evolved.lua/evolved.d.tl
2025-11-02 21:21:25 +03:00

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-- evolved.d.tl
-- evolve.lua ver.: 1.4
-- Teal declaration file for the public API of evolved.lua
local record Evolved
record ID
end
type Entity = ID
type Fragment = ID
type Query = ID
type System = ID
interface IComponent
end
type Component = any | IComponent
type Storage = { Component }
type EachState = { integer, Chunk, integer, integer }
type ExecuteState = { integer, { Chunk }, integer, {Fragment: integer} | nil }
type EachIterator = function(state?: EachState): (Fragment | nil, Component | nil)
type ExecuteIterator = function(state?: ExecuteState): (Chunk | nil, { Entity } | nil, integer | nil)
type Execute = function(chunk: Chunk, entity_list: { Entity }, entity_count: integer)
type Prologue = function()
type Epilogue = function()
type SetHook = function(entity: Entity, fragment: Fragment, new: Component, old?: Component)
type AssignHook = function(entity: Entity, fragment: Fragment, new: Component, old?: Component)
type InsertHook = function(entity: Entity, fragment: Fragment, new: Component)
type RemoveHook = function(entity: Entity, fragment: Fragment, component: Component)
record Chunk
alive: function(self: Chunk): boolean
empty: function(self: Chunk): boolean
has: function(self: Chunk, fragment: Fragment): boolean
has_all: function(self: Chunk, ...: Fragment): boolean
has_any: function(self: Chunk, ...: Fragment): boolean
entities: function(self: Chunk): ({ Entity }, number)
fragments: function(self: Chunk): ({ Fragment }, number)
components: function(self: Chunk, ...: Fragment): Storage...
end
record Builder
build: function(self: Builder, prefab?: Entity): Entity
multi_build: function(self: Builder, entity_count: number, prefab?: Entity): ({ Entity }, number)
spawn: function(self: Builder): Entity
multi_spawn: function(self: Builder, entity_count: number): ({ Entity }, number)
clone: function(self: Builder, prefab: Entity): Entity
multi_clone: function(self: Builder, entity_count: number, prefab: Entity): ({ Entity }, number)
has: function(self: Builder, fragment: Fragment): boolean
has_all: function(self: Builder, ...: Fragment): boolean
has_any: function(self: Builder, ...: Fragment): boolean
get: function(self: Builder, ...: Fragment): Component...
set: function(self: Builder, fragment: Fragment, component?: Component): Builder
remove: function(self: Builder, ...: Fragment): Builder
clear: function(self: Builder): Builder
tag: function(self: Builder): Builder
name: function(self: Builder, name: string): Builder
unique: function(self: Builder): Builder
explicit: function(self: Builder): Builder
internal: function(self: Builder): Builder
default: function(self: Builder, default: Component): Builder
duplicate: function(self: Builder, duplicate: function(Component): Component): Builder
prefab: function(self: Builder): Builder
disabled: function(self: Builder): Builder
include: function(self: Builder, ...: Fragment): Builder
exclude: function(self: Builder, ...: Fragment): Builder
require: function(self: Builder, ...: Fragment): Builder
on_set: function(self: Builder, on_set: SetHook): Builder
on_assign: function(self: Builder, on_assign: AssignHook): Builder
on_insert: function(self: Builder, on_insert: InsertHook): Builder
on_remove: function(self: Builder, on_remove: RemoveHook): Builder
group: function(self: Builder, group: System): Builder
query: function(self: Builder, query: Query): Builder
execute: function(self: Builder, execute: Execute): Builder
prologue: function(self: Builder, prologue: Prologue): Builder
epilogue: function(self: Builder, epilogue: Epilogue): Builder
destruction_policy: function(self: Builder, policy: ID): Builder
end
TAG: Fragment
NAME: Fragment
UNIQUE: Fragment
EXPLICIT: Fragment
INTERNAL: Fragment
DEFAULT: Fragment
DUPLICATE: Fragment
PREFAB: Fragment
DISABLED: Fragment
INCLUDES: Fragment
EXCLUDES: Fragment
REQUIRES: Fragment
ON_SET: Fragment
ON_ASSIGN: Fragment
ON_INSERT: Fragment
ON_REMOVE: Fragment
GROUP: Fragment
QUERY: Fragment
EXECUTE: Fragment
PROLOGUE: Fragment
EPILOGUE: Fragment
DESTRUCTION_POLICY: Fragment
DESTRUCTION_POLICY_DESTROY_ENTITY: ID
DESTRUCTION_POLICY_REMOVE_FRAGMENT: ID
id: function(count?: number): ID...
name: function(...: ID): string...
pack: function(primary: number, secondary: number): ID
unpack: function(id: ID): (number, number)
defer: function(): boolean
commit: function(): boolean
cancel: function(): boolean
spawn: function(components?: { Fragment: Component }): Entity
multi_spawn: function(entity_count: number, components?: { Fragment: Component }): ({ Entity }, number)
clone: function(prefab: Entity, components?: { Fragment: Component }): Entity
multi_clone: function(entity_count: number, prefab: Entity, components?: { Fragment: Component }): ({ Entity }, number)
alive: function(entity: Entity): boolean
alive_all: function(...: Entity): boolean
alive_any: function(...: Entity): boolean
empty: function(entity: Entity): boolean
empty_all: function(...: Entity): boolean
empty_any: function(...: Entity): boolean
has: function(entity: Entity, fragment: Fragment): boolean
has_all: function(entity: Entity, ...: Fragment): boolean
has_any: function(entity: Entity, ...: Fragment): boolean
get: function(entity: Entity, ...: Fragment): Component...
set: function(entity: Entity, fragment: Fragment, component: Component)
remove: function(entity: Entity, ...: Fragment)
clear: function(...: Entity)
destroy: function(...: Entity)
batch_set: function(query: Query, fragment: Fragment, component: Component)
batch_remove: function(query: Query, ...: Fragment)
batch_clear: function(...: Query)
batch_destroy: function(...: Query)
each: function(entity: Entity): (EachIterator, EachState | nil)
execute: function(query: Query): (ExecuteIterator, ExecuteState | nil)
locate: function(entity: Entity): (any | nil, number)
process: function(...: System)
debug_mode: function(yesno: boolean)
collect_garbage: function()
chunk: function(fragment: Fragment, ...: Fragment): (Chunk, { Entity }, integer)
builder: function(): Builder
end
return Evolved