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

@ -5,29 +5,29 @@
export function ses_sleeping(session_st: SessionState) -> bool { return session_st.session__me_sleeping }
# this player turns in (or gets up): false alone, where a bed simply sleeps
export function ses_sleep(base_st: mut BaseState, session_st: mut SessionState, on: bool) -> bool {
export function ses_sleep(session_st: mut SessionState, on: bool) -> bool {
if not ses_live(session_st) { return false }
if on == session_st.session__me_sleeping { return on }
session_st.session__me_sleeping = on
let f = session__fact(base_st, session_st, SES_SLEEP, 0, 0)
let f = session__fact(session_st, SES_SLEEP, 0, 0)
f.yes = on
if on { ses_night_check(base_st, session_st) }
if on { ses_night_check(session_st) }
return true
}
# the host: a guest said it turned in, or got up
export function ses_sleep_ready(base_st: mut BaseState, session_st: mut SessionState, p: int, on: bool) -> void {
export function ses_sleep_ready(session_st: mut SessionState, p: int, on: bool) -> void {
if p <= 0 or not ply_on(session_st, p) { return }
session_st.session__slot[p].ready = on
ses_night_check(base_st, session_st)
ses_night_check(session_st)
}
# the host: is everyone in? Then the night is due, and everyone's readiness starts again
export function ses_night_check(base_st: mut BaseState, session_st: mut SessionState) -> void {
export function ses_night_check(session_st: mut SessionState) -> void {
if session_st.session__role != SES_HOST or not session_st.session__me_sleeping { return }
for p in 1 .. PLY_MAX { if ply_on(session_st, p) and not session_st.session__slot[p].ready { return } }
for p in 1 .. PLY_MAX { session_st.session__slot[p].ready = false }
session__fact(base_st, session_st, SES_NIGHT, -1, 0)
session__fact(session_st, SES_NIGHT, -1, 0)
}
# the night went by on this machine: awake again