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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@ -14,17 +14,17 @@ function sg_init(settings_st: mut SettingsState) -> void {
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settings_st.sg_text = new []string
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}
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export function settings_changes(base_st: mut BaseState, settings_st: mut SettingsState) -> Queue<SettingChanged> {
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if settings_st.sg_changes == null { settings_st.sg_changes = queue_new(base_st, "settings.changes") }
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export function settings_changes(settings_st: mut SettingsState) -> Queue<SettingChanged> {
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if settings_st.sg_changes == null { settings_st.sg_changes = queue_new("settings.changes") }
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return settings_st.sg_changes
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}
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# forget every setting (a test, or a game that declares its table again)
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export function settings_clear(base_st: mut BaseState, settings_st: mut SettingsState) -> void {
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export function settings_clear(settings_st: mut SettingsState) -> void {
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settings_st.sg_defs = new []SettingDef
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settings_st.sg_num = new []float
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settings_st.sg_text = new []string
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q_clear(base_st, settings_changes(base_st, settings_st))
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q_clear(settings_changes(settings_st))
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}
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# a setting, at its default; its id is its place in the order added
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@ -55,31 +55,31 @@ export function settings_get_int(settings_st: SettingsState, id: int) -> int { r
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export function settings_get_bool(settings_st: SettingsState, id: int) -> bool { return settings_st.sg_num[id] != 0.0 }
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export function settings_get_text(settings_st: SettingsState, id: int) -> string { return settings_st.sg_text[id] }
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function sg_changed(base_st: mut BaseState, settings_st: mut SettingsState, id: int) -> void {
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function sg_changed(settings_st: mut SettingsState, id: int) -> void {
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let c = new SettingChanged
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c.id = id
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c.key = settings_st.sg_defs[id].key
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q_push(base_st, settings_changes(base_st, settings_st), c)
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q_push(settings_changes(settings_st), c)
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}
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# a value outside the setting's range is its default: a damaged file never reaches the game
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export function settings_set_float(base_st: mut BaseState, settings_st: mut SettingsState, id: int, v: float) -> void {
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export function settings_set_float(settings_st: mut SettingsState, id: int, v: float) -> void {
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let h = settings_held(settings_st, id, v)
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if h == settings_st.sg_num[id] { return }
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settings_st.sg_num[id] = h
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sg_changed(base_st, settings_st, id)
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sg_changed(settings_st, id)
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}
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export function settings_set_int(base_st: mut BaseState, settings_st: mut SettingsState, id: int, v: int) -> void { settings_set_float(base_st, settings_st, id, float(v)) }
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export function settings_set_int(settings_st: mut SettingsState, id: int, v: int) -> void { settings_set_float(settings_st, id, float(v)) }
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export function settings_set_bool(base_st: mut BaseState, settings_st: mut SettingsState, id: int, v: bool) -> void {
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if v { settings_set_float(base_st, settings_st, id, 1.0) } else { settings_set_float(base_st, settings_st, id, 0.0) }
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export function settings_set_bool(settings_st: mut SettingsState, id: int, v: bool) -> void {
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if v { settings_set_float(settings_st, id, 1.0) } else { settings_set_float(settings_st, id, 0.0) }
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}
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export function settings_set_text(base_st: mut BaseState, settings_st: mut SettingsState, id: int, v: string) -> void {
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export function settings_set_text(settings_st: mut SettingsState, id: int, v: string) -> void {
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if v == settings_st.sg_text[id] { return }
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settings_st.sg_text[id] = v
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sg_changed(base_st, settings_st, id)
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sg_changed(settings_st, id)
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}
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# `v` held to the setting's range: outside it, the default
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