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

@ -60,9 +60,9 @@ export function npc_said(npc_st: NpcState) -> string { return npc_st.np_said }
# a player talks to them: the line (-1: nothing to say), its words in npc_said(), a Talked fact,
# and `said` marked for the day
export function npc_talk(base_st: mut BaseState, npc_st: mut NpcState, p: NpcPerson, player: int) -> int {
export function npc_talk(npc_st: mut NpcState, p: NpcPerson, player: int) -> int {
let line = npc_line_for(npc_st, p)
let f = np_fact(base_st, npc_st, NPC_F_TALKED, p, player)
let f = np_fact(npc_st, NPC_F_TALKED, p, player)
f.line = line
p.said = NpcWorld.day()
return line
@ -70,13 +70,13 @@ export function npc_talk(base_st: mut BaseState, npc_st: mut NpcState, p: NpcPer
# the answer to choice c of a line: the line it leads to (-1: the talk is over), its words in
# npc_said(), and a Talked fact carrying the choice's code
export function npc_choose(base_st: mut BaseState, npc_st: mut NpcState, p: NpcPerson, line: int, c: int, player: int) -> int {
export function npc_choose(npc_st: mut NpcState, p: NpcPerson, line: int, c: int, player: int) -> int {
npc_st.np_said = ""
if line < 0 or line >= NPCL_COUNT { return -1 }
let cs = NpcLines[line].choices
if cs == null or c < 0 or c >= len(cs) { return -1 }
let next = npc_lines_find(cs[c].line)
let f = np_fact(base_st, npc_st, NPC_F_TALKED, p, player)
let f = np_fact(npc_st, NPC_F_TALKED, p, player)
f.line = next
f.choice = cs[c].code
if next >= 0 { npc_st.np_said = npc_words(p, next) }