feat: implement core ECS engine with RxJS observability
Initial implementation of an Entity-Component-System (ECS) featuring: - Sparse set-based component storage for efficient access. - Entity lifecycle management with generation-based recycling. - Reactive query system using RxJS for change tracking. - Batched event flushing to support frame-based updates. - Type-safe component definitions via TypeScript inference.
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import {
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World,
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defineComponent,
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query,
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QueryUpdate,
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WorldEvent,
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} from "../src/index";
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// ── Define components ─────────────────────────────────
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const Position = defineComponent({ x: 0, y: 0 });
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const Velocity = defineComponent({ vx: 0, vy: 0 });
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const Health = defineComponent({ current: 100, max: 100 });
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const Dead = defineComponent({ timestamp: 0 });
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// Type inference check
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const _p: { x: number; y: number } = Position.defaults;
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// ── World setup ──────────────────────────────────────
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const world = new World();
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let events: WorldEvent[] = [];
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world.events$.subscribe((e) => events.push(e));
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// ── Entity lifecycle ─────────────────────────────────
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const player = world.spawn();
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const enemy = world.spawn();
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console.assert(events.length === 2, "spawn events");
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console.assert(events[0].type === "spawned" && events[0].entity === player);
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console.assert(events[1].type === "spawned" && events[1].entity === enemy);
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console.assert(world.isAlive(player), "player alive");
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console.assert(world.isAlive(enemy), "enemy alive");
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console.assert(world.entityCount === 2, "two entities");
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// ── Add components ───────────────────────────────────
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const pos = world.add(player, Position, { x: 10, y: 20 });
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world.add(player, Velocity, { vx: 1, vy: 0 });
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world.add(enemy, Position, { x: 50, y: 0 });
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world.add(enemy, Health, { current: 50 });
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console.assert(pos.x === 10 && pos.y === 20, "add with init");
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console.assert(world.has(player, Position), "has Position");
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console.assert(world.has(player, Velocity), "has Velocity");
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console.assert(!world.has(player, Health), "no Health");
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console.assert(events.length === 6, "component add events");
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// ── Sync query ───────────────────────────────────────
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const movable = [...world.query(query(Position, Velocity))];
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console.assert(movable.length === 1, "player only in movable");
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console.assert(movable[0] === player);
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const allPos = [...world.query(query(Position))];
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console.assert(allPos.length === 2, "both have Position");
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// ── Observable query ─────────────────────────────────
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const queryLog: QueryUpdate[] = [];
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world.observe(query(Position, Velocity)).subscribe((u) => {
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if (u.added.length || u.removed.length || u.changed.length) {
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queryLog.push(u);
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}
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});
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// ── Mutation + change tracking ───────────────────────
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world.get(player, Position).x += 5;
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world.markDirty(player, Position);
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world.get(player, Velocity).vx *= 2;
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world.markDirty(player, Velocity);
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// flush should emit componentChanged events and update queries
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world.flush();
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console.assert(
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events.some((e) => e.type === "componentChanged"),
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"change events",
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);
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// The query observer should have received changed: [player]
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const lastUpdate = queryLog[queryLog.length - 1];
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console.assert(
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lastUpdate.changed.length === 1 && lastUpdate.changed[0] === player,
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"player in changed",
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);
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// ── Remove component ─────────────────────────────────
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world.remove(player, Velocity);
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console.assert(!world.has(player, Velocity), "Velocity removed");
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const movableAfter = [...world.query(query(Position, Velocity))];
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console.assert(movableAfter.length === 0, "no one movable after remove");
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// The observer should have emitted {removed: [player]}
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const remUpdate = queryLog[queryLog.length - 1];
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console.assert(
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remUpdate.removed.length === 1 && remUpdate.removed[0] === player,
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"player removed from query",
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);
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// ── Destroy ──────────────────────────────────────────
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world.destroy(enemy);
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console.assert(!world.isAlive(enemy), "enemy destroyed");
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console.assert(world.entityCount === 1, "one entity left");
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// ── componentChanged query update ────────────────────
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// Add enemy back, observe query(Health).without(Dead)
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const enemy2 = world.spawn();
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world.add(enemy2, Health, { current: 75 });
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const healthLog: QueryUpdate[] = [];
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world.observe(query(Health).without(Dead)).subscribe((u) => {
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healthLog.push(u);
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});
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// Enemy won't be in the initial seed yet (subscribe happened after spawn)
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// Let's add Dead to trigger the removal
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world.add(enemy2, Dead, { timestamp: 123 });
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world.flush();
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console.assert(
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healthLog.some((u) => u.removed[0] === enemy2),
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"enemy removed from health-not-dead query after gaining Dead",
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);
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// ── Entity recycling ─────────────────────────────────
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world.destroy(player);
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const recycled = world.spawn();
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console.assert(recycled !== player, "recycled entity has new generation");
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console.assert(world.isAlive(recycled), "recycled entity is alive");
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console.assert(!world.isAlive(player), "old handle is dead");
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console.log("✅ All smoke tests passed.");
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