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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@ -1,7 +1,7 @@
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# system.ludic - vehicles as a system: a reset, and this player's own saved by kind (hired or not,
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# and the horse's hay); where they lie is not saved - they are called again. The idle boats' bob is
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# vehicles_tick, which the game calls where the world is run
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export function vehicles_reset(base_st: mut BaseState, vehicles_st: mut VehiclesState) -> void {
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export function vehicles_reset(vehicles_st: mut VehiclesState) -> void {
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vehicles_st.ve_list = new []Vehicle
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vehicles_st.ve_cur = null
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vehicles_st.ve_have_dock = false
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@ -9,7 +9,7 @@ export function vehicles_reset(base_st: mut BaseState, vehicles_st: mut Vehicles
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vehicles_st.ve_kept_horse = false
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vehicles_st.ve_kept_boat = false
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vehicles_st.ve_kept_food = 40.0
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q_clear(base_st, vehicle_facts(base_st, vehicles_st))
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q_clear(vehicle_facts(vehicles_st))
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}
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export function vehicles_save(vehicles_st: mut VehiclesState) -> Val {
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