Merge branch 'lang/ecs' into lang/foundations
This commit is contained in:
commit
629579123a
13 changed files with 26 additions and 12 deletions
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@ -75,6 +75,7 @@ export function imap_clear(m: IntMap) -> void {
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}
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# room for `n` keys before the map grows, made now
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@alloc_ok("at a world's start: the keys it will need")
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export function imap_reserve(m: IntMap, n: int) -> void {
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if (m.mask + 1) * 3 >= n * 4 { return }
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var cap = m.mask + 1
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@ -1,5 +1,6 @@
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# ludic.base/ecs_table_reserve.ludic - room made at the start: a table sized for its busiest moment
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# never grows in play, and nothing that grows is ever given back. What does grow past it is here
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@alloc_ok("at a world's start: the rows it will need")
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export function tb_reserve<T>(tb: Table<T>, rows: int) -> void {
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let k = rows - tb.n
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if k <= 0 { return }
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@ -29,6 +29,7 @@ export function save_section(root: Val, key: string, version: int, v: Val) -> vo
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}
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# the section at root[key]: found false (and an empty object) when there is none
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@alloc_ok("on load: a section read from the file")
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export function load_section(root: Val, key: string) -> SaveNode {
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let n = new SaveNode
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n.data = Value.object()
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@ -31,6 +31,7 @@ export function sv_str(v: Val, key: string, fallback: string) -> string {
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}
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# a list of ints; a missing key or a non-list is the empty list
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@alloc_ok("on load: a saved list read back")
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export function sv_ints(v: Val, key: string) -> []int {
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let out = new []int
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if not sv_has(v, key) { return out }
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@ -27,6 +27,7 @@ function cs_all(base_st: mut BaseState) -> []System {
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return base_st.cs_list
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}
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@alloc_ok("at start: a system made for the runner")
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export function system_new(key: string, phase: int) -> System {
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let s = new System
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s.key = key
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@ -35,6 +36,7 @@ export function system_new(key: string, phase: int) -> System {
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}
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# a key is a save section's name, so two systems may not share one
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@alloc_ok("at start: a system added to the runner")
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export function core_add(base_st: mut BaseState, s: System) -> void {
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let all = cs_all(base_st)
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for i in 0 .. len(all) {
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@ -2,10 +2,6 @@
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# capture is open the marks go to whoever is listening instead, whatever the tier.
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# a frame's list and marks are the state's own, emptied and reused rather than made again
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export function compass_begin(compass_st: mut CompassState) -> void {
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if compass_st.cmp_list == null {
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compass_st.cmp_list = new []CompassMark
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compass_st.cmp_back = new []CompassMark
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}
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List.clear(compass_st.cmp_list)
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compass_st.cmp_used = 0
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}
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@ -14,11 +10,11 @@ export function compass_begin(compass_st: mut CompassState) -> void {
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export function compass_mark(compass_st: mut CompassState, x: float, z: float, icon: int, colour: int, tier: int, prio: int, label: string) -> void {
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if compass_st.cmp_list == null { compass_begin(compass_st) }
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if compass_st.cmp_capturing {
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push(compass_st.cmp_caught, cmp_catch(compass_st, x, z, icon, colour, tier, prio, label))
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kept_push(compass_st.cmp_caught, cmp_catch(compass_st, x, z, icon, colour, tier, prio, label))
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return
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}
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if CompassWorld.tier() < tier { return }
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push(compass_st.cmp_list, cmp_take(compass_st, x, z, icon, colour, tier, prio, label))
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kept_push(compass_st.cmp_list, cmp_take(compass_st, x, z, icon, colour, tier, prio, label))
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}
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# highest priority first, the providers' order kept within one; then the cap
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@ -28,7 +24,7 @@ export function compass_end(compass_st: mut CompassState) -> void {
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List.clear(out)
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for p in 0 .. 3 {
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let want = COMPASS_TRACKED - p
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for i in 0 .. len(compass_st.cmp_list) { if cmp_band(compass_st.cmp_list[i].prio) == want and len(out) < compass_st.cmp_cap { push(out, compass_st.cmp_list[i]) } }
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for i in 0 .. len(compass_st.cmp_list) { if cmp_band(compass_st.cmp_list[i].prio) == want and len(out) < compass_st.cmp_cap { kept_push(out, compass_st.cmp_list[i]) } }
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}
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compass_st.cmp_back = compass_st.cmp_list
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compass_st.cmp_list = out
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@ -24,8 +24,8 @@ export open registry CompassProviders of CompassProvider as COMPASS_FROM
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export state CompassState {
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cmp_cap: int = 64
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cmp_list: []CompassMark = null # this frame's, sorted and culled
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cmp_back: []CompassMark = null # the list the sort fills, then swapped with cmp_list
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cmp_list: []CompassMark = new []CompassMark # this frame's, sorted and culled
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cmp_back: []CompassMark = new []CompassMark # the list the sort fills, then swapped with cmp_list
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cmp_pool: []CompassMark = cmp_pool__new() # a frame's marks, made with the state and reused: Ludic frees nothing
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cmp_used: int = 0
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cmp_capturing: bool = false
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@ -1,6 +1,7 @@
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# radar.ludic - the radar's tiers: a range for each compass tier (0 is no radar), which marks it
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# shows, and where each falls on a unit disc with ahead at the top
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@alloc_ok("at start: the radar's rings, once")
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export function compass_config_radar(compass_st: mut CompassState, ranges: []float, from_tier: int) -> void {
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compass_st.cmp_ranges = new []float
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for i in 0 .. len(ranges) { push(compass_st.cmp_ranges, ranges[i]) }
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@ -23,6 +23,7 @@ export state InventoryState {
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}
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# the kinds, by the name each is saved under; the pack starts empty
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@alloc_ok("once: the pack's kinds are bound at start")
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export function inv_config(inventory_st: mut InventoryState, keys: []string) -> void {
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inventory_st.iv_keys = keys
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if len(inventory_st.iv_pool) == 0 { for i in 0 .. IV_POOL { push(inventory_st.iv_pool, new ItemChanged) } }
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@ -37,6 +37,10 @@ export function inv_set(inventory_st: mut InventoryState, it: int, n: int) -> vo
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# everything gone, silently: a new trip, or before a load
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export function inv_clear(inventory_st: mut InventoryState) -> void {
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inventory_st.iv_counts = new []int
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for i in 0 .. inv_kinds(inventory_st) { push(inventory_st.iv_counts, 0) }
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if inventory_st.iv_counts == null {
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@alloc_ok("once: the counts are made the first time the pack is cleared")
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inventory_st.iv_counts = new []int
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}
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List.clear(inventory_st.iv_counts)
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for i in 0 .. inv_kinds(inventory_st) { kept_push(inventory_st.iv_counts, 0) }
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}
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@ -68,9 +68,11 @@ export function shop_config_curve(shop_st: mut ShopState, buy_new: float, buy_be
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shop_st.shop_sell_best = sell_best
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}
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@alloc_ok("at start: the vendors are bound once")
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export function shop_clear_vendors(shop_st: mut ShopState) -> void { shop_st.shop_vendor_list = new []ShopVendor }
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# a vendor; its number is the order added
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@alloc_ok("at start: the vendors are bound once")
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export function shop_add_vendor(shop_st: mut ShopState, stock: []int, buys: []int, refuses: int) -> int {
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if shop_st.shop_vendor_list == null { shop_clear_vendors(shop_st) }
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let v = new ShopVendor
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@ -9,7 +9,10 @@ function th_spare_put(things_st: mut ThingsState, t: Thing) -> void { kept_push(
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# a record for a Thing about to be placed: the oldest spare past the lag, or a new one
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function th_record(things_st: mut ThingsState) -> Thing {
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let l = things_st.th_spare
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if len(l) - things_st.th_spare_at <= TH_SPARE_LAG { return new Thing }
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if len(l) - things_st.th_spare_at <= TH_SPARE_LAG {
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@alloc_ok("a spare miss: only until things_spare_warm's records and the removed ones come round")
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return new Thing
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}
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let t = l[things_st.th_spare_at]
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things_st.th_spare_at += 1
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if things_st.th_spare_at >= 64 { th_spare_pack(things_st) }
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@ -44,6 +44,7 @@ export function things_load(things_st: mut ThingsState, v: Val, version: int) ->
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for i in 0 .. Value.count(l) { th_from_json(things_st, Value.at(l, i)) }
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}
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@alloc_ok("on load: a saved Thing read back")
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function th_from_json(things_st: mut ThingsState, o: Val) -> void {
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let k = thing_kind_by_key(sv_str(o, "kind", ""))
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if k < 0 { return }
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