feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune
ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v), q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)). ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no longer uses, nor anything it calls, and the argument that fills it - including an argument for a parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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151 changed files with 58668 additions and 54719 deletions
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@ -39,8 +39,8 @@ import "ludic.base"
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| --- | --- |
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| `Tick { dt, frame, hours }`, `tick_new(dt, frame, hours)` | what a system's tick receives |
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| `PH_INPUT`, `PH_SENSE`, `PH_SIMULATE`, `PH_RESOLVE`, `PH_COMMIT`, `PH_PRESENT`, `PH_COUNT` | the phases, in the order they run |
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| `Queue<T>`, `queue_new<T>(name)`, `q_push(q, v)`, `q_drain(q) -> []T`, `q_len(q)`, `q_clear(q)` | facts, first in first out (`queue_new`, not `q_new`: that name is render3d's quaternion) |
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| `core_undrained() -> []string` | the names of queues still holding facts; ask it at the end of a frame |
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| `Queue<T>`, `queue_new<T>(name)`, `q_push(q, v)`, `q_drain(q) -> []T`, `q_len(q)`, `q_clear(q)` | facts, first in first out (`queue_new`, not `q_new`: that name is render3d's quaternion). A queue keeps its own count, so its verbs take only the queue: a mechanic's verbs take only the mechanic's own state |
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| `q_tag(q) -> QueueTag`, `core_undrained(tags) -> []string` | the names of the given queues still holding facts; ask it at the end of a frame |
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| `Rng`, `rng_new(seed)`, `rng_seed(r, seed)`, `rng_next(r)`, `rng_float(r)`, `rng_between(r, lo, hi)`, `rng_span(r, lo, hi)` | a xorshift32 stream of its own (`rng_between` is inclusive; `rng_range` is taken by `Random.range`) |
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| `SaveNode { found, version, data }`, `save_tree()`, `save_section(root, key, version, v)`, `load_section(root, key) -> SaveNode`, `save_encode`, `save_decode` | the save tree: `{"fishing": {"v": 3, ...}}`; `v` is reserved in a section, and a non-object value rides under `data` |
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| `sv_int`, `sv_float`, `sv_bool`, `sv_str` (key, fallback), `sv_ints` | typed reads with a fallback; a float is kept as thousandths |
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@ -68,17 +68,17 @@ export function fishing_cast(toy_fishing_st: mut ToyFishingState, x: float, z: f
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toy_fishing_st.casts += 1
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return true
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}
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function fishing_reset(base_st: mut BaseState, toy_fishing_st: mut ToyFishingState) -> void {
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function fishing_reset(toy_fishing_st: mut ToyFishingState) -> void {
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toy_fishing_st.casts = 0
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toy_fishing_st.dice = rng_new(7)
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toy_fishing_st.caught = queue_new(base_st, "fishing.caught")
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toy_fishing_st.caught = queue_new("fishing.caught")
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}
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function fishing_tick(base_st: mut BaseState, toy_fishing_st: mut ToyFishingState, t: Tick) -> void {
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function fishing_tick(toy_fishing_st: mut ToyFishingState, t: Tick) -> void {
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while toy_fishing_st.casts > 0 {
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let c = new Caught
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c.species = rng_between(toy_fishing_st.dice, 0, 2)
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c.weight = 0.5 + rng_float(toy_fishing_st.dice)
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q_push(base_st, toy_fishing_st.caught, c)
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q_push(toy_fishing_st.caught, c)
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toy_fishing_st.casts -= 1
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}
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}
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@ -106,8 +106,8 @@ program Game {
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bind FishingWorld { is_water: fn lake }
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# the route: a landed fish goes into the pack
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function route_fishing_pack(base_st: mut BaseState, fishing: ToyFishingState, pack: mut ToyPackState, t: Tick) -> void {
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let fish = q_drain(base_st, fishing.caught)
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function route_fishing_pack(fishing: ToyFishingState, pack: mut ToyPackState, t: Tick) -> void {
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let fish = q_drain(fishing.caught)
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for i in 0 .. len(fish) { pack_add(pack, fish[i].species, 1) }
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}
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