feat: add deferred structural mutations and entity iterators
Implement deferred structural mutations (AddComponent, RemoveComponent, DestroyEntity) to allow safe modification of the world during iteration. Additionally, introduce a new `EntityIterator` API providing zero- allocation `ref struct` iterators (`Select<T1>`, `Select<T1, T2>`, etc.) to support manual iteration with early-exit capabilities. As part of these changes, component access via `GetComponent<T>` during iteration now automatically marks components as modified.
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@@ -20,20 +20,20 @@ public struct PlaceMarkCommand : ICommand
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if (state.Status != GameStatus.Playing)
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return;
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// Copy to locals so the lambda in ForEach can capture them
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// (this is a struct, so `this` cannot be captured directly).
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int row = Row;
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int col = Col;
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// Find the cell entity at (Row, Col) that has no Mark.
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// Use the iterator API with early-exit via break.
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var query = world.Query().With<Cell>().Without<Mark>().Build();
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Entity? target = null;
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world.ForEach(query, (Entity entity, ref Cell cell) =>
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using var iter = world.Select<Cell>(query);
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while (iter.MoveNext())
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{
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if (cell.Row == row && cell.Col == col)
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target = entity;
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});
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if (iter.Current1.Row == Row && iter.Current1.Col == Col)
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{
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target = iter.CurrentEntity;
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break;
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}
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}
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if (target == null)
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return; // Cell already occupied or invalid position.
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