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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@ -1,5 +1,5 @@
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# update.ludic - a frame of the body: the stick in the camera's frame, the step, the gait, the camera
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export function char_update(base_st: mut BaseState, character_st: mut CharacterState, ix0: float, iz0: float, run0: bool, jump0: bool, dyaw: float, dpitch: float, dt: float) -> void {
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export function char_update(character_st: mut CharacterState, ix0: float, iz0: float, run0: bool, jump0: bool, dyaw: float, dpitch: float, dt: float) -> void {
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var run = run0 and character_st.chr_can_run
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var ix = ix0
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var iz = iz0
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@ -32,8 +32,8 @@ export function char_update(base_st: mut BaseState, character_st: mut CharacterS
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mag = 1.0
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}
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chr_steer(character_st, dx, dz, mag, run, dt)
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let dist = chr_travel(base_st, character_st, dx, dz, -Math.sin(character_st.chr_yaw), -Math.cos(character_st.chr_yaw), jump, dt)
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chr_gait(base_st, character_st, dist, dyaw, dpitch, dt)
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let dist = chr_travel(character_st, dx, dz, -Math.sin(character_st.chr_yaw), -Math.cos(character_st.chr_yaw), jump, dt)
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chr_gait(character_st, dist, dyaw, dpitch, dt)
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char_camera(character_st, dt)
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}
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@ -47,7 +47,7 @@ function chr_ride_update(character_st: mut CharacterState, ix: float, iz: float,
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}
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# a frame from the input port: the game's devices, read once, stepping the body
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export function char_tick(base_st: mut BaseState, character_st: mut CharacterState, dt: float) -> void {
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export function char_tick(character_st: mut CharacterState, dt: float) -> void {
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var ix = 0.0
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var iz = 0.0
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var run = false
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@ -64,5 +64,5 @@ export function char_tick(base_st: mut BaseState, character_st: mut CharacterSta
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let wheel = CharacterInput.zoom()
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if wheel != 0.0 { character_st.chr_cam_dist = Math.clamp(character_st.chr_cam_dist - wheel * 0.35, 1.8, 9.0) }
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}
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char_update(base_st, character_st, ix, iz, run, jump, dyaw, dpitch, dt)
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char_update(character_st, ix, iz, run, jump, dyaw, dpitch, dt)
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}
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