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evolved.lua/MANUAL.md
BlackMATov 33b34f3efb manual wip
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Manual

Identifiers

Identifier is a packed 40-bit integer number. The first 20 bits are the index, and the last 20 bits are the version. To create a new identifier, use the evolved.id function.

---@param count? integer
---@return evolved.id ... ids
function evolved.id(count) end

The count parameter is optional and defaults to 1. The function returns one or more identifiers, depending on the count parameter. Maximum number of alive identifiers is 2^20-1 (1048575). After that, the function will throw an error "| evolved.lua | id index overflow".

Identifiers can be recycled. When an identifier is no longer needed, use the evolved.destroy function to destroy it. This will free up the identifier for reuse.

---@param ... evolved.id ids
function evolved.destroy(...) end

The destroy function takes one or more identifiers as arguments. Destroyed identifiers will be added to the recycler free list. It is safe to destroy identifiers that are not alive (the function will just ignore them).

After destroying an identifier, it can be reused by calling the evolved.id function again. The new identifier will have the same index as the destroyed one, but a different version. The version is incremented each time an identifier is destroyed. This mechanism allows us to reuse indices and know if an identifier is alive or not.

The evolved.alive function set can be used to check if identifiers are alive or not.

---@param id evolved.id
---@return boolean
function evolved.alive(id) end

---@param ... evolved.id ids
---@return boolean
function evolved.alive_all(...) end

---@param ... evolved.id ids
---@return boolean
function evolved.alive_any(...) end

Sometimes (for debugging purposes for example), it is necessary to extract the index and version from an identifier (or pack them back). The evolved.pack and evolved.unpack functions can be used for this purpose.

---@param index integer
---@param version integer
---@return evolved.id id
function evolved.pack(index, version) end

---@param id evolved.id
---@return integer index
---@return integer version
function evolved.unpack(id) end

Here is an little example of how to use identifiers:

local evolved = require 'evolved'

local id = evolved.id() -- create a new identifier
assert(evolved.alive(id)) -- check if the identifier is alive

local index, version = evolved.unpack(id) -- unpack the identifier
assert(evolved.pack(index, version) == id) -- pack it back

evolved.destroy(id) -- destroy the identifier
assert(not evolved.alive(id)) -- check if the identifier is not alive now

Entities, Fragments, and Components

First of all, we need to understand that entities and fragments are just identifiers. The differences between them are purely semantic. Entities are used to represent objects in the world, while fragments are used to represent types of components that can be attached to entities. Components, in the other hand, are any data that is attached to entities through fragments.

Here is a simple example of how to attach a component to an entity:

local evolved = require 'evolved'

local entity, fragment = evolved.id(2)

evolved.set(entity, fragment, 100)
assert(evolved.get(entity, fragment) == 100)

Yeah, I know, it's not very clear yet. But don't worry, we'll get there. In the next example, I'm going to name the entity and fragment, so it will be easier to understand what's going on here.

local evolved = require 'evolved'

local player = evolved.id()

local health = evolved.id()
local stamina = evolved.id()

evolved.set(player, health, 100)
evolved.set(player, stamina, 50)

assert(evolved.get(player, health) == 100)
assert(evolved.get(player, stamina) == 50)

We have created an entity called player and two fragments called health and stamina. We have attached the components 100 and 50 to the entity through our fragments. After that, we can retrieve the components using the evolved.get function.

We'll cover the evolved.set and evolved.get functions in more detail later in the section about modifying operations. For now, let's just say that they are used to setting and getting components from entities through fragments.

The main thing to understand here is that we can attach any data to any identifiers using another identifiers. And yes, since fragments are just identifiers, we can use them as entities too! This very useful for marking fragments with some metadata, for example.

local evolved = require 'evolved'

local serializable = evolved.id()

local position = evolved.id()
evolved.set(position, serializable, true)

local velocity = evolved.id()
evolved.set(velocity, serializable, true)

local player = evolved.id()
evolved.set(player, position, {x = 0, y = 0})
evolved.set(player, velocity, {x = 0, y = 0})

In this example, we have created a fragment called serializable and marked the fragments position and velocity as serializable. After that, we can write a function that will serialize entities. And this function will serialize only fragments that are marked as serializable. This is a very powerful feature of the library, and it allows us to create very flexible systems. Btw, fragments of fragments are usually called traits.