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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@ -1,6 +1,6 @@
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# system.ludic - the body as a system: reset, a tick from the input port, and nothing saved (where a
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# body stands is the game's to write, with the rest of the player)
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export function char_reset(base_st: mut BaseState, character_st: mut CharacterState) -> void {
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export function char_reset(character_st: mut CharacterState) -> void {
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char_teleport(character_st, 0.0, 0.0, 0.0)
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character_st.chr_time = 0.0
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character_st.chr_phase = 0.0
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@ -11,10 +11,10 @@ export function char_reset(base_st: mut BaseState, character_st: mut CharacterSt
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character_st.chr_land = 0.0
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character_st.chr_edge_said = 0.0
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character_st.chr_fps = false
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q_clear(base_st, char_facts(base_st, character_st))
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q_clear(char_facts(character_st))
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}
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function chr_sys_tick(base_st: mut BaseState, character_st: mut CharacterState, t: Tick) -> void { char_tick(base_st, character_st, t.dt) }
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function chr_sys_tick(character_st: mut CharacterState, t: Tick) -> void { char_tick(character_st, t.dt) }
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export function char_system() -> System {
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let s = system_new("character", PH_INPUT)
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