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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@ -1,6 +1,6 @@
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# run.ludic - the sky moving on. Only the machine that owns the world runs the spells; every
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# machine eases the ground's wetness and makes its own lightning out of a storm it is told of.
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function wx_turn(base_st: mut BaseState, weather_st: mut WeatherState) -> void {
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function wx_turn(weather_st: mut WeatherState) -> void {
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let was = weather_st.wx_state
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weather_st.wx_state = weather_st.wx_next
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weather_st.wx_next = wx_pick_next(weather_st, weather_st.wx_state)
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@ -14,9 +14,9 @@ function wx_turn(base_st: mut BaseState, weather_st: mut WeatherState) -> void {
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# a front going through and leaving clear sky behind it: the light people get up for
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if weather_st.wx_kinds[weather_st.wx_state].clear and weather_st.wx_kinds[was].wet and not wx_night() {
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weather_st.wx_clear_t = 0.6
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wx_fact(base_st, weather_st, WEATHER_CLEARED, weather_st.wx_state, was)
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wx_fact(weather_st, WEATHER_CLEARED, weather_st.wx_state, was)
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}
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wx_fact(base_st, weather_st, WEATHER_BEGAN, weather_st.wx_state, was)
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wx_fact(weather_st, WEATHER_BEGAN, weather_st.wx_state, was)
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}
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function wx_wind_tick(weather_st: mut WeatherState, dt: float) -> void {
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@ -33,10 +33,10 @@ function wx_wind_tick(weather_st: mut WeatherState, dt: float) -> void {
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}
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# the spells: the story's lean, the clock running down, the edges eased, the wind
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function wx_spells(base_st: mut BaseState, weather_st: mut WeatherState, dt: float, gh: float) -> void {
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wx_apply_bias(base_st, weather_st)
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function wx_spells(weather_st: mut WeatherState, dt: float, gh: float) -> void {
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wx_apply_bias(weather_st)
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weather_st.wx_left = weather_st.wx_left - gh
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if weather_st.wx_left < 0.0 { wx_turn(base_st, weather_st) }
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if weather_st.wx_left < 0.0 { wx_turn(weather_st) }
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var want = 1.0
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if weather_st.wx_kinds[weather_st.wx_state].clear { want = 0.0 }
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if weather_st.wx_left < 0.5 and weather_st.wx_kinds[weather_st.wx_next].clear { want = 0.0 }
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@ -54,22 +54,22 @@ function wx_ground_tick(weather_st: mut WeatherState, dt: float) -> void {
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weather_st.wx_ground = weather_st.wx_ground + (want - weather_st.wx_ground) * Math.clamp(k, 0.0, 1.0)
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}
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function wx_storm_tick(base_st: mut BaseState, weather_st: mut WeatherState, dt: float) -> void {
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function wx_storm_tick(weather_st: mut WeatherState, dt: float) -> void {
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weather_st.wx_flash = weather_st.wx_flash * Math.max(0.0, 1.0 - dt * 9.0)
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if not weather_st.wx_kinds[weather_st.wx_state].thunder or weather_st.wx_amount < 0.5 { return }
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weather_st.wx_thunder_t = weather_st.wx_thunder_t - dt
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if weather_st.wx_thunder_t < 0.0 {
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weather_st.wx_thunder_t = rng_span(weather_st.wx_dice, 9.0, 34.0)
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weather_st.wx_flash = 1.0
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wx_fact(base_st, weather_st, WEATHER_THUNDER, weather_st.wx_state, weather_st.wx_state)
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wx_fact(weather_st, WEATHER_THUNDER, weather_st.wx_state, weather_st.wx_state)
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}
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}
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# one step: `dt` real seconds and `gh` game hours
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export function weather_run(base_st: mut BaseState, weather_st: mut WeatherState, dt: float, gh: float) -> void {
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export function weather_run(weather_st: mut WeatherState, dt: float, gh: float) -> void {
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if weather_kind_count(weather_st) == 0 { return }
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if wx_owns() { wx_spells(base_st, weather_st, dt, gh) }
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if wx_owns() { wx_spells(weather_st, dt, gh) }
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wx_ground_tick(weather_st, dt)
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wx_storm_tick(base_st, weather_st, dt)
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wx_storm_tick(weather_st, dt)
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if weather_wet(weather_st) { weather_st.wx_wet_today = true }
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}
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