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

@ -34,7 +34,7 @@ function chr_steer(character_st: mut CharacterState, dx: float, dz: float, mag:
# The gait's phase is distance over the stride, so the feet never slide; a boot comes down as the
# phase crosses 0 and again as it crosses pi, and that is when a footfall is said.
function chr_gait(base_st: mut BaseState, character_st: mut CharacterState, dist: float, dyaw: float, dpitch: float, dt: float) -> void {
function chr_gait(character_st: mut CharacterState, dist: float, dyaw: float, dpitch: float, dt: float) -> void {
if character_st.chr_land > 0.0 { character_st.chr_land = character_st.chr_land - dt }
if character_st.chr_steep > 0.0 { character_st.chr_steep = character_st.chr_steep - dt }
if character_st.chr_swim { character_st.chr_swim_phase = (character_st.chr_swim_phase + dt * (1.6 + character_st.chr_speed * 0.9)) % (2.0 * chr_pi) }
@ -42,7 +42,7 @@ function chr_gait(base_st: mut BaseState, character_st: mut CharacterState, dist
let phase0 = character_st.chr_phase
character_st.chr_phase = (character_st.chr_phase + dist / stride * (2.0 * chr_pi)) % (2.0 * chr_pi)
if not character_st.chr_air and not character_st.chr_swim and not character_st.chr_sit and character_st.chr_speed > 0.4 {
if chr_cross(phase0, character_st.chr_phase, 0.0) or chr_cross(phase0, character_st.chr_phase, chr_pi) { chr_say(base_st, character_st, CHAR_FOOTFALL, character_st.chr_speed) }
if chr_cross(phase0, character_st.chr_phase, 0.0) or chr_cross(phase0, character_st.chr_phase, chr_pi) { chr_say(character_st, CHAR_FOOTFALL, character_st.chr_speed) }
}
var mv = 0.0
if character_st.chr_speed > 0.12 { mv = 1.0 }