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

@ -1,7 +1,7 @@
# ground.ludic - a walker's tick: its needs, the alert, then the first of charging, reacting, going
# to its spot, walking to something set out, eating, idling and wandering that has it this tick
export function wildlife_tick_ground(base_st: mut BaseState, wildlife_st: mut WildlifeState, a: WildAnimal, dt: float, gh: float) -> void {
wl_needs(base_st, wildlife_st, a, gh)
export function wildlife_tick_ground(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float, gh: float) -> void {
wl_needs(wildlife_st, a, gh)
let dh = wl_near(wildlife_st, a.x, a.z)
let np = wildlife_st.wl_near_i
a.timer = a.timer - dt
@ -12,18 +12,18 @@ export function wildlife_tick_ground(base_st: mut BaseState, wildlife_st: mut Wi
a.speed = 0.0
return
}
if wl_charge(base_st, wildlife_st, a, np, dh, dt) { return }
wl_posture(base_st, wildlife_st, a, np, dt)
if wl_react(base_st, wildlife_st, a, np, dt) { return }
if wl_seek(base_st, wildlife_st, a, dt) { return }
if wl_charge(wildlife_st, a, np, dh, dt) { return }
wl_posture(wildlife_st, a, np, dt)
if wl_react(wildlife_st, a, np, dt) { return }
if wl_seek(wildlife_st, a, dt) { return }
if wl_drink(wildlife_st, a, dt, gh) { return }
if wl_approach(base_st, wildlife_st, a, dt) { return }
if wl_eat(base_st, wildlife_st, a) { return }
if wl_approach(wildlife_st, a, dt) { return }
if wl_eat(wildlife_st, a) { return }
let s = wl_sp(wildlife_st, a.sp)
if a.state == WILD_IDLE {
a.speed = 0.0
if a.timer < 0.0 {
if a.timer > -6.0 and s.tracks and wl_rnd(wildlife_st) < 0.06 { wl_fact(base_st, wildlife_st, WILD_BED, a) } # a long sit leaves crushed grass
if a.timer > -6.0 and s.tracks and wl_rnd(wildlife_st) < 0.06 { wl_fact(wildlife_st, WILD_BED, a) } # a long sit leaves crushed grass
a.state = WILD_WANDER
a.timer = 6.0 + wl_rnd(wildlife_st) * 10.0
wl_clamp(wildlife_st, a)
@ -33,7 +33,7 @@ export function wildlife_tick_ground(base_st: mut BaseState, wildlife_st: mut Wi
}
wl_face(a, a.tx, a.tz, 2.0, dt)
a.speed = s.walk
wl_step(base_st, wildlife_st, a, dt)
wl_step(wildlife_st, a, dt)
if wl_at_target(a, 1.5) or a.timer < 0.0 {
a.state = WILD_IDLE
a.timer = 3.0 + wl_rnd(wildlife_st) * 8.0
@ -41,19 +41,19 @@ export function wildlife_tick_ground(base_st: mut BaseState, wildlife_st: mut Wi
}
# a charger close enough comes at the nearest player; true while it is charging
function wl_charge(base_st: mut BaseState, wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dh: float, dt: float) -> bool {
function wl_charge(wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dh: float, dt: float) -> bool {
let s = wl_sp(wildlife_st, a.sp)
if s.charges and a.state != WILD_CHARGE and dh < WildlifeWorld.charge_reach() and not (a.calm > 0.0) {
a.state = WILD_CHARGE
a.timer = 2.5
wl_fact(base_st, wildlife_st, WILD_CHARGED, a).player = np
wl_fact(wildlife_st, WILD_CHARGED, a).player = np
}
if a.state != WILD_CHARGE { return false }
wl_face(a, WildlifeWorld.player_x(np), WildlifeWorld.player_z(np), 4.0, dt)
a.speed = s.run
wl_step(base_st, wildlife_st, a, dt)
wl_step(wildlife_st, a, dt)
if dh < 2.6 {
wl_fact(base_st, wildlife_st, WILD_SHOVED, a).player = np
wl_fact(wildlife_st, WILD_SHOVED, a).player = np
wl_wander(wildlife_st, a, 8.0)
a.calm = 30.0
}
@ -63,7 +63,7 @@ function wl_charge(base_st: mut BaseState, wildlife_st: mut WildlifeState, a: Wi
# Four postures read off the alert. Staring is a REACTION, not a condition: each times out and
# hands the animal back to its business, and only a fresh rise above `seen` looks up again.
function wl_posture(base_st: mut BaseState, wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dt: float) -> void {
function wl_posture(wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dt: float) -> void {
if wl_sp(wildlife_st, a.sp).tame or a.state == WILD_EAT { return }
if a.alert > 95.0 {
if a.state != WILD_FLEE {
@ -71,7 +71,7 @@ function wl_posture(base_st: mut BaseState, wildlife_st: mut WildlifeState, a: W
a.timer = 3.0 + wl_rnd(wildlife_st) * 3.0
a.spook = 120.0 + wl_rnd(wildlife_st) * 180.0
a.alert = 70.0
wl_fact(base_st, wildlife_st, WILD_FLED, a).player = np
wl_fact(wildlife_st, WILD_FLED, a).player = np
}
} else if a.alert > 60.0 {
if a.state != WILD_WARY and a.state != WILD_FLEE and a.alert > a.seen {