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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19 changed files with 415 additions and 1 deletions
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@ -422,6 +422,7 @@ function mg_call(e: Node, f: Node) -> void {
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if not g_migrate or f == null or g_mg_cur < 0 { return }
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if e.pos < 0 { return } # a generated call gets its states when compiled
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if is_runtime_file(f.file) and not is_runtime_file(e.file) { return } # the runtime's are supplied
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if is_action_builtin(f.s) { return } # 0.R: the action queue is supplied too
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push(g_mc_call, e)
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push(g_mc_unit, g_mg_cur)
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push(g_mc_callee, mg_unit(f, 0))
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