mirror of
https://github.com/BlackMATov/evolved.lua.git
synced 2025-12-13 11:38:15 +07:00
170 lines
6.6 KiB
Plaintext
170 lines
6.6 KiB
Plaintext
-- evolved.d.tl
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-- evolve.lua ver.: 1.4
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-- Teal declaration file for the public API of evolved.lua
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local record Evolved
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record ID
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end
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type Entity = ID
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type Fragment = ID
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type Query = ID
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type System = ID
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interface IComponent
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end
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type Component = any | IComponent
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type Storage = { Component }
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type EachState = { integer, Chunk, integer, integer }
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type ExecuteState = { integer, { Chunk }, integer, {Fragment: integer} | nil }
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type EachIterator = function(state?: EachState): (Fragment | nil, Component | nil)
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type ExecuteIterator = function(state?: ExecuteState): (Chunk | nil, { Entity } | nil, integer | nil)
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type Execute = function(chunk: Chunk, entity_list: { Entity }, entity_count: integer)
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type Prologue = function()
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type Epilogue = function()
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type SetHook = function(entity: Entity, fragment: Fragment, new: Component, old?: Component)
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type AssignHook = function(entity: Entity, fragment: Fragment, new: Component, old?: Component)
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type InsertHook = function(entity: Entity, fragment: Fragment, new: Component)
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type RemoveHook = function(entity: Entity, fragment: Fragment, component: Component)
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record Chunk
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alive: function(self: Chunk): boolean
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empty: function(self: Chunk): boolean
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has: function(self: Chunk, fragment: Fragment): boolean
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has_all: function(self: Chunk, ...: Fragment): boolean
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has_any: function(self: Chunk, ...: Fragment): boolean
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entities: function(self: Chunk): ({ Entity }, number)
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fragments: function(self: Chunk): ({ Fragment }, number)
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components: function(self: Chunk, ...: Fragment): Storage...
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end
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record Builder
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build: function(self: Builder, prefab?: Entity): Entity
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multi_build: function(self: Builder, entity_count: number, prefab?: Entity): ({ Entity }, number)
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spawn: function(self: Builder): Entity
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multi_spawn: function(self: Builder, entity_count: number): ({ Entity }, number)
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clone: function(self: Builder, prefab: Entity): Entity
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multi_clone: function(self: Builder, entity_count: number, prefab: Entity): ({ Entity }, number)
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has: function(self: Builder, fragment: Fragment): boolean
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has_all: function(self: Builder, ...: Fragment): boolean
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has_any: function(self: Builder, ...: Fragment): boolean
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get: function(self: Builder, ...: Fragment): Component...
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set: function(self: Builder, fragment: Fragment, component?: Component): Builder
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remove: function(self: Builder, ...: Fragment): Builder
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clear: function(self: Builder): Builder
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tag: function(self: Builder): Builder
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name: function(self: Builder, name: string): Builder
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unique: function(self: Builder): Builder
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explicit: function(self: Builder): Builder
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internal: function(self: Builder): Builder
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default: function(self: Builder, default: Component): Builder
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duplicate: function(self: Builder, duplicate: function(Component): Component): Builder
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prefab: function(self: Builder): Builder
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disabled: function(self: Builder): Builder
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include: function(self: Builder, ...: Fragment): Builder
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exclude: function(self: Builder, ...: Fragment): Builder
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require: function(self: Builder, ...: Fragment): Builder
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on_set: function(self: Builder, on_set: SetHook): Builder
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on_assign: function(self: Builder, on_assign: AssignHook): Builder
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on_insert: function(self: Builder, on_insert: InsertHook): Builder
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on_remove: function(self: Builder, on_remove: RemoveHook): Builder
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group: function(self: Builder, group: System): Builder
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query: function(self: Builder, q: Query): Builder
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execute: function(self: Builder, exec_fn: Execute): Builder
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prologue: function(self: Builder, p: Prologue): Builder
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epilogue: function(self: Builder, e: Epilogue): Builder
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destruction_policy: function(self: Builder, policy: ID): Builder
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end
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TAG: Fragment
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NAME: Fragment
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UNIQUE: Fragment
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EXPLICIT: Fragment
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INTERNAL: Fragment
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DEFAULT: Fragment
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DUPLICATE: Fragment
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PREFAB: Fragment
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DISABLED: Fragment
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INCLUDES: Fragment
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EXCLUDES: Fragment
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REQUIRES: Fragment
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ON_SET: Fragment
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ON_ASSIGN: Fragment
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ON_INSERT: Fragment
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ON_REMOVE: Fragment
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GROUP: Fragment
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QUERY: Fragment
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EXECUTE: Fragment
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PROLOGUE: Fragment
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EPILOGUE: Fragment
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DESTRUCTION_POLICY: Fragment
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DESTRUCTION_POLICY_DESTROY_ENTITY: ID
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DESTRUCTION_POLICY_REMOVE_FRAGMENT: ID
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id: function(count?: number): ID...
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name: function(...: ID): string...
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pack: function(primary: number, secondary: number): ID
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unpack: function(id: ID): (number, number)
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defer: function(): boolean
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commit: function(): boolean
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cancel: function(): boolean
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spawn: function(components?: { Fragment: Component }): Entity
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multi_spawn: function(entity_count: number, components?: { Fragment: Component }): ({ Entity }, number)
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clone: function(prefab: Entity, components?: { Fragment: Component }): Entity
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multi_clone: function(entity_count: number, prefab: Entity, components?: { Fragment: Component }): ({ Entity }, number)
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alive: function(entity: Entity): boolean
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alive_all: function(...: Entity): boolean
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alive_any: function(...: Entity): boolean
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empty: function(entity: Entity): boolean
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empty_all: function(...: Entity): boolean
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empty_any: function(...: Entity): boolean
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has: function(entity: Entity, fragment: Fragment): boolean
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has_all: function(entity: Entity, ...: Fragment): boolean
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has_any: function(entity: Entity, ...: Fragment): boolean
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get: function(entity: Entity, ...: Fragment): Component...
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set: function(entity: Entity, fragment: Fragment, component: Component)
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remove: function(entity: Entity, ...: Fragment)
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clear: function(...: Entity)
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destroy: function(...: Entity)
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batch_set: function(q: Query, fragment: Fragment, component: Component)
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batch_remove: function(q: Query, ...: Fragment)
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batch_clear: function(...: Query)
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batch_destroy: function(...: Query)
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each: function(entity: Entity): (EachIterator, EachState | nil)
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execute: function(q: Query): (ExecuteIterator, ExecuteState | nil)
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locate: function(entity: Entity): (any | nil, number)
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process: function(...: System)
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debug_mode: function(yesno: boolean)
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collect_garbage: function()
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chunk: function(first_fragment: Fragment, ...: Fragment): (Chunk, { Entity }, integer)
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builder: function(): Builder
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end
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return Evolved
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