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

@ -8,7 +8,7 @@ const VE_BOAT_TOP: float = 3.2
const VE_BOAT_ACC: float = 1.2
const VE_BOAT_TURN: float = 1.1
export function vehicle_update(base_st: mut BaseState, vehicles_st: mut VehiclesState, ix: float, iz: float, run: bool, dt: float) -> void {
export function vehicle_update(vehicles_st: mut VehiclesState, ix: float, iz: float, run: bool, dt: float) -> void {
let v = vehicles_st.ve_cur
if v == null { return }
var top = VE_BOAT_TOP
@ -21,7 +21,7 @@ export function vehicle_update(base_st: mut BaseState, vehicles_st: mut Vehicles
if run and v.fuel > 5.0 { top = VE_HORSE_GALLOP }
}
v.speed = v.speed + Math.clamp(iz * top - v.speed, -acc * dt, acc * dt)
if v.kind == VEHICLE_BOAT { ve_swell(base_st, vehicles_st, v, dt) }
if v.kind == VEHICLE_BOAT { ve_swell(vehicles_st, v, dt) }
# Steering follows SIGNED speed: backing up with the stick left swings the nose right
if Math.abs(v.speed) > 0.3 {
var rate = Math.clamp(Math.abs(v.speed) / 3.0, 0.4, 1.0)
@ -29,14 +29,14 @@ export function vehicle_update(base_st: mut BaseState, vehicles_st: mut Vehicles
v.yaw = v.yaw - ix * turn * (dt * rate)
}
let d = v.speed * dt
ve_travel(base_st, vehicles_st, v, v.x - Math.sin(v.yaw) * d, v.z - Math.cos(v.yaw) * d, d)
ve_travel(vehicles_st, v, v.x - Math.sin(v.yaw) * d, v.z - Math.cos(v.yaw) * d, d)
if v.kind == VEHICLE_HORSE { ve_stamina(v, d, dt) } else { ve_float(v, d, dt) }
VehicleWorld.placed(v)
VehicleRider.ride_at(v.x, v.y + v.seat_h, v.z, v.yaw, Math.abs(v.speed))
}
# a boat only where there is water under it; a horse only on dry ground, up a walkable rise, clear
function ve_travel(base_st: mut BaseState, vehicles_st: mut VehiclesState, v: Vehicle, nx: float, nz: float, d: float) -> void {
function ve_travel(vehicles_st: mut VehiclesState, v: Vehicle, nx: float, nz: float, d: float) -> void {
let nh = VehicleWorld.ground(nx, nz)
var ok = true
if v.kind == VEHICLE_BOAT { ok = nh < VehicleWorld.water(nx, nz) - 0.35 } else {
@ -51,12 +51,12 @@ function ve_travel(base_st: mut BaseState, vehicles_st: mut VehiclesState, v: Ve
v.x = nx
v.z = nz
if v.kind != VEHICLE_BOAT { v.y = nh }
if Math.abs(d) > 0.0 { ve_say(base_st, vehicles_st, VEHICLE_MOVED, v, Math.abs(d)) }
if Math.abs(d) > 0.0 { ve_say(vehicles_st, VEHICLE_MOVED, v, Math.abs(d)) }
}
# a boat gets a longer leash than a swimmer and the same current at the end of it: the outward
# part of the stroke only, so a boat at the limit can always be put about
function ve_swell(base_st: mut BaseState, vehicles_st: mut VehiclesState, v: Vehicle, dt: float) -> void {
function ve_swell(vehicles_st: mut VehiclesState, v: Vehicle, dt: float) -> void {
var fx = -Math.sin(v.yaw)
var fz = -Math.cos(v.yaw)
if v.speed < 0.0 {
@ -67,7 +67,7 @@ function ve_swell(base_st: mut BaseState, vehicles_st: mut VehiclesState, v: Veh
v.speed = v.speed * (1.0 - take)
if take > 0.55 and vehicles_st.ve_swell_said < 0.0 {
vehicles_st.ve_swell_said = 14.0
ve_say(base_st, vehicles_st, VEHICLE_SWELL, v, take)
ve_say(vehicles_st, VEHICLE_SWELL, v, take)
}
vehicles_st.ve_swell_said = vehicles_st.ve_swell_said - dt
}