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evolved.d.tl
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286 lines (219 loc) · 10.8 KB
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local record Evolved
interface Id end
type Entity = Id
type Fragment = Id
type Query = Id
type System = Id
interface EachState end
interface ExecuteState end
type EachIterator = function(state?: EachState): Fragment, any
type ExecuteIterator = function(state?: ExecuteState): Chunk, { Entity }, integer
interface 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 }, integer
fragments: function(self: Chunk): { Fragment }, integer
components: function(self: Chunk)
components: function<C1>(self: Chunk, f1: Fragment): { C1 }
components: function<C1, C2>(self: Chunk, f1: Fragment, f2: Fragment): { C1 }, { C2 }
components: function<C1, C2, C3>(self: Chunk, f1: Fragment, f2: Fragment, f3: Fragment): { C1 }, { C2 }, { C3 }
components: function<C1, C2, C3, C4>(self: Chunk, f1: Fragment, f2: Fragment, f3: Fragment, f4: Fragment): { C1 }, { C2 }, { C3 }, { C4 }
end
interface Builder
build: function(self: Builder,
prefab?: Entity,
component_mapper?: function(Chunk, integer)): Entity
multi_build: function(self: Builder,
entity_count: integer,
prefab?: Entity,
component_mapper?: function(Chunk, integer, integer)): { Entity }, integer
multi_build_nr: function(self: Builder,
entity_count: integer,
prefab?: Entity,
component_mapper?: function(Chunk, integer, integer))
multi_build_to: function(self: Builder,
out_entity_list: { Entity },
out_entity_first: integer,
entity_count: integer,
prefab?: Entity,
component_mapper?: function(Chunk, integer, integer))
spawn: function(self: Builder,
component_mapper?: function(Chunk, integer)): Entity
multi_spawn: function(self: Builder,
entity_count: integer,
component_mapper?: function(Chunk, integer, integer)): { Entity }, integer
multi_spawn_nr: function(self: Builder,
entity_count: integer,
component_mapper?: function(Chunk, integer, integer))
multi_spawn_to: function(self: Builder,
out_entity_list: { Entity },
out_entity_first: integer,
entity_count: integer,
component_mapper?: function(Chunk, integer, integer))
clone: function(self: Builder,
prefab: Entity,
component_mapper?: function(Chunk, integer)): Entity
multi_clone: function(self: Builder,
entity_count: integer,
prefab: Entity,
component_mapper?: function(Chunk, integer, integer)): { Entity }, integer
multi_clone_nr: function(self: Builder,
entity_count: integer,
prefab: Entity,
component_mapper?: function(Chunk, integer, integer))
multi_clone_to: function(self: Builder,
out_entity_list: { Entity },
out_entity_first: integer,
entity_count: integer,
prefab: Entity,
component_mapper?: function(Chunk, integer, integer))
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)
get: function<C1>(self: Builder, f1: Fragment): C1 | nil
get: function<C1, C2>(self: Builder, f1: Fragment, f2: Fragment): C1 | nil, C2 | nil
get: function<C1, C2, C3>(self: Builder, f1: Fragment, f2: Fragment, f3: Fragment): C1 | nil, C2 | nil, C3 | nil
get: function<C1, C2, C3, C4>(self: Builder, f1: Fragment, f2: Fragment, f3: Fragment, f4: Fragment): C1 | nil, C2 | nil, C3 | nil, C4 | nil
set: function<Component>(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<Component>(self: Builder, default: Component): Builder
duplicate: function<Component>(self: Builder, duplicate: function(Component): Component): Builder
realloc: function<Component>(self: Builder, realloc: function({ Component } | nil, integer, integer): { Component } | nil): Builder
compmove: function<Component>(self: Builder, compmove: function({ Component }, integer, integer, integer, { Component })): Builder
prefab: function(self: Builder): Builder
disabled: function(self: Builder): Builder
include: function(self: Builder, ...: Fragment): Builder
exclude: function(self: Builder, ...: Fragment): Builder
variant: function(self: Builder, ...: Fragment): Builder
require: function(self: Builder, ...: Fragment): Builder
on_set: function<Component>(self: Builder, on_set: function(Entity, Fragment, ? Component, ? Component)): Builder
on_assign: function<Component>(self: Builder, on_assign: function(Entity, Fragment, ? Component, ? Component)): Builder
on_insert: function<Component>(self: Builder, on_insert: function(Entity, Fragment, ? Component)): Builder
on_remove: function<Component>(self: Builder, on_remove: function(Entity, Fragment, ? Component)): Builder
group: function(self: Builder, group: System): Builder
query: function(self: Builder, query: Query): Builder
execute: function(self: Builder, execute: function(Chunk, {Entity}, integer, ...: any)): Builder
prologue: function(self: Builder, prologue: function(...: any)): Builder
epilogue: function(self: Builder, epilogue: function(...: any)): Builder
destruction_policy: function(self: Builder, destruction_policy: Id): Builder
end
TAG: Fragment
NAME: Fragment
UNIQUE: Fragment
EXPLICIT: Fragment
INTERNAL: Fragment
DEFAULT: Fragment
DUPLICATE: Fragment
REALLOC: Fragment
COMPMOVE: Fragment
PREFAB: Fragment
DISABLED: Fragment
INCLUDES: Fragment
EXCLUDES: Fragment
VARIANTS: 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?: integer): Id...
name: function(...: Id): string...
pack: function(primary: integer, secondary: integer): Id
unpack: function(id: Id): integer, integer
defer: function(): boolean
depth: function(): integer
commit: function(): boolean
cancel: function(): boolean
spawn: function(
component_table?: { Fragment: any },
component_mapper?: function(Chunk, integer)): Entity
multi_spawn: function(
entity_count: integer,
component_table?: { Fragment: any },
component_mapper?: function(Chunk, integer, integer)): { Entity }, integer
multi_spawn_nr: function(
entity_count: integer,
component_table?: { Fragment: any },
component_mapper?: function(Chunk, integer, integer))
multi_spawn_to: function(
out_entity_list: { Entity },
out_entity_first: integer,
entity_count: integer,
component_table?: { Fragment: any },
component_mapper?: function(Chunk, integer, integer))
clone: function(
prefab: Entity,
component_table?: { Fragment: any },
component_mapper?: function(Chunk, integer)): Entity
multi_clone: function(
entity_count: integer,
prefab: Entity,
component_table?: { Fragment: any },
component_mapper?: function(Chunk, integer, integer)): { Entity }, integer
multi_clone_nr: function(
entity_count: integer,
prefab: Entity,
component_table?: { Fragment: any },
component_mapper?: function(Chunk, integer, integer))
multi_clone_to: function(
out_entity_list: { Entity },
out_entity_first: integer,
entity_count: integer,
prefab: Entity,
component_table?: { Fragment: any },
component_mapper?: function(Chunk, integer, integer))
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)
get: function<C1>(entity: Entity, f1: Fragment): C1 | nil
get: function<C1, C2>(entity: Entity, f1: Fragment, f2: Fragment): C1 | nil, C2 | nil
get: function<C1, C2, C3>(entity: Entity, f1: Fragment, f2: Fragment, f3: Fragment): C1 | nil, C2 | nil, C3 | nil
get: function<C1, C2, C3, C4>(entity: Entity, f1: Fragment, f2: Fragment, f3: Fragment, f4: Fragment): C1 | nil, C2 | nil, C3 | nil, C4 | nil
set: function<Component>(entity: Entity, fragment: Fragment, component?: Component)
remove: function(entity: Entity, ...: Fragment)
clear: function(...: Entity)
destroy: function(...: Entity)
batch_set: function<Component>(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): Chunk | nil, integer
lookup: function(name: string): Entity | nil
multi_lookup: function(name: string): { Entity }, integer
multi_lookup_to: function(out_entity_list: { Entity }, out_entity_first: integer, name: string): integer
process: function(...: System)
process_with: function(system: System, ...: any)
debug_mode: function(yesno: boolean)
error_handler: function(handler?: function(message: string): string)
collect_garbage: function(no_shrink?: boolean)
chunk: function(fragment: Fragment, ...: Fragment): Chunk, { Entity }, integer
builder: function(): Builder
end
return Evolved