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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@ -4,7 +4,7 @@ export const FISHING_NOT_WATER: int = 1
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export const FISHING_BUSY: int = 2
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# a line into (x, z): bait halves the wait (and is a fact, for the game to take from the pack)
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export function fishing_cast(base_st: mut BaseState, fishing_st: mut FishingState, x: float, z: float) -> int {
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export function fishing_cast(fishing_st: mut FishingState, x: float, z: float) -> int {
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if fishing_st.fishing_st != FISHING_OFF { return FISHING_BUSY }
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fishing_st.fishing_bx = x
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fishing_st.fishing_bz = z
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@ -17,8 +17,8 @@ export function fishing_cast(base_st: mut BaseState, fishing_st: mut FishingStat
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var wait = 6.0 + fishing_rand(fishing_st) * 14.0
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if fishing_st.fishing_bait_on { wait = wait * 0.5 }
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fishing_st.fishing_t = wait * FishingWorld.bite_mult()
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if fishing_st.fishing_bait_on { fishing_say(base_st, fishing_st, FISHING_BAIT_USED) }
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fishing_say(base_st, fishing_st, FISHING_CAST)
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if fishing_st.fishing_bait_on { fishing_say(fishing_st, FISHING_BAIT_USED) }
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fishing_say(fishing_st, FISHING_CAST)
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return FISHING_CAST_OK
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}
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@ -32,7 +32,7 @@ export function fishing_stop(fishing_st: mut FishingState) -> void {
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fishing_st.fishing_run_t = 0.0
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}
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function fishing_strike(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
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function fishing_strike(fishing_st: mut FishingState) -> void {
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let k = FishSpecies[fishing_st.fishing_sp]
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fishing_st.fishing_st = FISHING_REEL
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fishing_st.fishing_won = 0
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@ -51,55 +51,55 @@ function fishing_strike(base_st: mut BaseState, fishing_st: mut FishingState) ->
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fishing_st.fishing_ring_t = 2.0
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}
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fishing_new_window(fishing_st)
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fishing_say(base_st, fishing_st, FISHING_HOOKED)
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fishing_say(fishing_st, FISHING_HOOKED)
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}
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function fishing_land(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
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function fishing_land(fishing_st: mut FishingState) -> void {
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fishing_st.fishing_n += 1
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if fishing_st.fishing_len > fishing_st.fishing_big { fishing_st.fishing_big = fishing_st.fishing_len }
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if FishSpecies[fishing_st.fishing_sp].legend { fishing_st.fishing_leg = true }
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fishing_say(base_st, fishing_st, FISHING_CAUGHT)
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fishing_say(fishing_st, FISHING_CAUGHT)
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fishing_stop(fishing_st)
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}
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function fishing_lost(base_st: mut BaseState, fishing_st: mut FishingState, what: int) -> void {
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fishing_say(base_st, fishing_st, what)
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function fishing_lost(fishing_st: mut FishingState, what: int) -> void {
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fishing_say(fishing_st, what)
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fishing_stop(fishing_st)
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}
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function fishing_reel_press(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
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function fishing_reel_press(fishing_st: mut FishingState) -> void {
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if fishing_st.fishing_gentle_on {
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if fishing_st.fishing_ring_t > 0.0 { fishing_land(base_st, fishing_st) } else { fishing_lost(base_st, fishing_st, FISHING_LINE_SNAPPED) }
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if fishing_st.fishing_ring_t > 0.0 { fishing_land(fishing_st) } else { fishing_lost(fishing_st, FISHING_LINE_SNAPPED) }
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return
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}
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if fishing_st.fishing_run_t > 0.0 {
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fishing_st.fishing_won = Math.max(fishing_st.fishing_won - 1, 0)
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fishing_say(base_st, fishing_st, FISHING_CHECKED)
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fishing_say(fishing_st, FISHING_CHECKED)
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return
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}
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if fishing_in_window(fishing_st) {
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fishing_st.fishing_won += 1
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fishing_new_window(fishing_st)
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if fishing_st.fishing_won >= fishing_st.fishing_need_n { fishing_land(base_st, fishing_st) } else { fishing_say(base_st, fishing_st, FISHING_GOOD) }
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if fishing_st.fishing_won >= fishing_st.fishing_need_n { fishing_land(fishing_st) } else { fishing_say(fishing_st, FISHING_GOOD) }
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return
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}
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if FishSpecies[fishing_st.fishing_sp].legend and fishing_st.fishing_won > 0 {
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fishing_st.fishing_won -= 1
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fishing_say(base_st, fishing_st, FISHING_TURNED)
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fishing_say(fishing_st, FISHING_TURNED)
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return
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}
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fishing_lost(base_st, fishing_st, FISHING_LINE_SNAPPED)
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fishing_lost(fishing_st, FISHING_LINE_SNAPPED)
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}
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# the button: waiting it reels in, on a bite it strikes, on a fish it reels
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export function fishing_press(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
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export function fishing_press(fishing_st: mut FishingState) -> void {
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if fishing_st.fishing_st == FISHING_WAIT {
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fishing_lost(base_st, fishing_st, FISHING_REELED_IN)
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fishing_lost(fishing_st, FISHING_REELED_IN)
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return
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}
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if fishing_st.fishing_st == FISHING_BITE_ON {
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fishing_strike(base_st, fishing_st)
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fishing_strike(fishing_st)
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return
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}
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if fishing_st.fishing_st == FISHING_REEL { fishing_reel_press(base_st, fishing_st) }
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if fishing_st.fishing_st == FISHING_REEL { fishing_reel_press(fishing_st) }
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}
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