feat(lang): 0.R1 - actions and reducers
action Name { fields } is a typed record; reducer State on Action(s: mut State, a: Action) { ... }
in the module that owns the state takes exactly that state and the action (a second state is
refused); dispatch Action { fields } queues one from anywhere, the queue supplied by the runtime.
The queue is drained at the end of every phase of the frame loop, after every phase of ludic.base's
core_tick_all, and by drain_actions(): in dispatch order, each action's reducers in the order of
their states' names, an action a reducer dispatches queued behind, a queue still growing after 64
rounds stopped with the action named. Examples actions/pack, phases, runaway; rejects for a second
state, a reducer on a non-action and an unknown dispatch; ludic.base's actions_test; LANGUAGE.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -15,6 +15,7 @@ function ck_params(f: Node, labels: []pointer, tys: []pointer) -> void {
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function ck_call_fn(e: Node, name: pointer, f: Node) -> pointer {
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state_inject_generated(e, f)
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state_inject_runtime(e, f)
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if is_action_builtin(f.s) { state_inject(e, f) } # 0.R: the queue is supplied
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mg_call(e, f)
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call_fill_defaults(e, f)
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ck_state_args(e, f)
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