refactor(packages): 0.R5 - a question no longer starts its state - 64 lazy starts ('if st.x == null { st.x = ... }' inside a getter) are the state's defaults, gear__ensure is gone, and ludic migrate state --tighten took mut off 208 package parameters: things_all, thing_find, gear_charge, gear_level, jobs_state and the rest read
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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102 changed files with 320 additions and 351 deletions
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@ -4,7 +4,6 @@ export function gear_hand(gear_st: GearState) -> int { return gear_st.gear__hand
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# a new thing in the hand (-1 empty): whatever the old one was running goes out
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export function gear_set_hand(gear_st: mut GearState, it: int) -> void {
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gear__ensure(gear_st)
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gear_st.gear__hand = it
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for c in 0 .. CHARGE_COUNT { if GearCharges[c].hand { gear_st.gear__on[c] = false } }
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}
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@ -15,26 +14,22 @@ export function gear_charge_of(it: int) -> int {
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return -1
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}
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export function gear_charge(gear_st: mut GearState, c: int) -> float {
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gear__ensure(gear_st)
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export function gear_charge(gear_st: GearState, c: int) -> float {
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return gear_st.gear__left[c]
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}
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export function gear_charge_set(gear_st: mut GearState, c: int, v: float) -> void {
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gear__ensure(gear_st)
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gear_st.gear__left[c] = Math.clamp(v, 0.0, GearCharges[c].full)
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}
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export function gear_charge_fill(gear_st: mut GearState, c: int) -> void { gear_charge_set(gear_st, c, GearCharges[c].full) }
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export function gear_running(gear_st: mut GearState, c: int) -> bool {
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gear__ensure(gear_st)
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export function gear_running(gear_st: GearState, c: int) -> bool {
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return gear_st.gear__on[c]
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}
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# on or off; false when it has nothing left, or is held and not in the hand
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export function gear_run(gear_st: mut GearState, c: int, on: bool) -> bool {
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gear__ensure(gear_st)
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if not on {
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gear_st.gear__on[c] = false
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return true
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@ -46,13 +41,13 @@ export function gear_run(gear_st: mut GearState, c: int, on: bool) -> bool {
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}
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# the hand's own charge is running (a torch lit, a flashlight on)
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export function gear_lit(gear_st: mut GearState) -> bool {
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export function gear_lit(gear_st: GearState) -> bool {
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if gear_st.gear__hand < 0 { return false }
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let c = gear_charge_of(gear_st.gear__hand)
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return c >= 0 and GearCharges[c].hand and gear_running(gear_st, c)
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}
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function gear__rate(gear_st: mut GearState, c: int) -> float {
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function gear__rate(gear_st: GearState, c: int) -> float {
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let d = GearCharges[c]
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if d.rate >= 0 { return gear_value(gear_st, d.rate) }
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return d.per_hour
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@ -60,7 +55,6 @@ function gear__rate(gear_st: mut GearState, c: int) -> float {
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# the game hours of a tick burn every running charge; one that runs out stops and says so
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function gear__burn(gear_st: mut GearState, hours: float) -> void {
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gear__ensure(gear_st)
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for c in 0 .. CHARGE_COUNT {
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if not gear_st.gear__on[c] { continue }
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gear_st.gear__left[c] = gear_st.gear__left[c] - hours * gear__rate(gear_st, c)
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