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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-26 04:19:56 +03:00
parent 8cf4b3fed6
commit 71735b10a2
151 changed files with 58668 additions and 54719 deletions

View file

@ -2,60 +2,58 @@
# game drains it in a later phase. First in, first out; nothing here rolls dice or reorders.
export property Queue<T> {
items: []T = null
id: int = -1
tag: QueueTag = null
}
# what a queue says about itself, whatever it holds: its name and how many facts wait in it
export property QueueTag {
name: string = ""
pending: int = 0
}
# every named queue's pending count, so a frame's end can say which facts nobody read
# BaseState is the system runner's (system.ludic). A queue keeps its own count, so pushing and
# draining one takes only the state that owns the queue.
export state BaseState {
qb_names: []string = null
qb_pending: []int = null
cs_list: []System = null
}
function qb_init(base_st: mut BaseState) -> void {
if base_st.qb_names != null { return }
base_st.qb_names = new []string
base_st.qb_pending = new []int
}
# a queue; the name is only for core_undrained
export function queue_new<T>(base_st: mut BaseState, name: string) -> Queue<T> {
qb_init(base_st)
export function queue_new<T>(name: string) -> Queue<T> {
let q = new Queue<T>
q.items = new []T
q.id = len(base_st.qb_names)
push(base_st.qb_names, name)
push(base_st.qb_pending, 0)
q.tag = new QueueTag
q.tag.name = name
return q
}
export function q_push<T>(base_st: mut BaseState, q: Queue<T>, v: T) -> void {
export function q_push<T>(q: Queue<T>, v: T) -> void {
push(q.items, v)
base_st.qb_pending[q.id] = len(q.items)
q.tag.pending = len(q.items)
}
# the facts in the order they were pushed; the queue is empty afterwards
export function q_drain<T>(base_st: mut BaseState, q: Queue<T>) -> []T {
export function q_drain<T>(q: Queue<T>) -> []T {
let out = q.items
q.items = new []T
base_st.qb_pending[q.id] = 0
q.tag.pending = 0
return out
}
export function q_len<T>(q: Queue<T>) -> int { return len(q.items) }
export function q_clear<T>(base_st: mut BaseState, q: Queue<T>) -> void {
export function q_clear<T>(q: Queue<T>) -> void {
q.items = new []T
base_st.qb_pending[q.id] = 0
q.tag.pending = 0
}
# the names of the queues still holding facts; call it at the end of a frame, where a fact
# a queue's tag, for core_undrained: queues of different facts in one list
export function q_tag<T>(q: Queue<T>) -> QueueTag { return q.tag }
# the names of the given queues still holding facts; ask it at the end of a frame, where a fact
# left behind is a route nobody wrote
export function core_undrained(base_st: mut BaseState) -> []string {
qb_init(base_st)
export function core_undrained(tags: []QueueTag) -> []string {
let out = new []string
for i in 0 .. len(base_st.qb_names) {
if base_st.qb_pending[i] > 0 { push(out, base_st.qb_names[i]) }
for i in 0 .. len(tags) {
if tags[i] != null and tags[i].pending > 0 { push(out, tags[i].name) }
}
return out
}