refactor(packages): 0.R5 - jobs, session, settings, hints and net make their tables when the state is made, not on the first question (jobs__ensure, session__init and ply_init, sg_init, hn_mute_ensure, net__init gone); their questions read

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 01:29:32 +03:00
parent 63c30b9ebe
commit 9e4f4edb92
21 changed files with 98 additions and 163 deletions

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@ -1,27 +1,18 @@
# mute.ludic - the cards a player has said they know, kept BY KEY: a card added, removed or moved in # mute.ludic - the cards a player has said they know, kept BY KEY: a card added, removed or moved in
# the registry leaves every other mute where it was, and a key this build does not know is carried # the registry leaves every other mute where it was, and a key this build does not know is carried
function hn_mute_ensure(hints_st: mut HintsState) -> void {
if hints_st.hn_mute != null { return }
hints_st.hn_mute = new []bool
for i in 0 .. HINT_COUNT { push(hints_st.hn_mute, false) }
hints_st.hn_foreign = new []string
}
export function hints_muted(hints_st: mut HintsState, id: int) -> bool { export function hints_muted(hints_st: HintsState, id: int) -> bool {
hn_mute_ensure(hints_st)
if id < 0 or id >= HINT_COUNT { return false } if id < 0 or id >= HINT_COUNT { return false }
return hints_st.hn_mute[id] return hints_st.hn_mute[id]
} }
export function hints_mute(hints_st: mut HintsState, id: int, on: bool) -> void { export function hints_mute(hints_st: mut HintsState, id: int, on: bool) -> void {
hn_mute_ensure(hints_st)
if id < 0 or id >= HINT_COUNT { return } if id < 0 or id >= HINT_COUNT { return }
hints_st.hn_mute[id] = on hints_st.hn_mute[id] = on
} }
export function hints_mute_count(hints_st: mut HintsState) -> int { export function hints_mute_count(hints_st: HintsState) -> int {
hn_mute_ensure(hints_st)
var n = 0 var n = 0
for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { n += 1 } } for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { n += 1 } }
return n return n
@ -29,7 +20,6 @@ export function hints_mute_count(hints_st: mut HintsState) -> int {
# every muted card given back, from the next pass # every muted card given back, from the next pass
export function hints_unmute_all(hints_st: mut HintsState) -> void { export function hints_unmute_all(hints_st: mut HintsState) -> void {
hn_mute_ensure(hints_st)
for i in 0 .. HINT_COUNT { hints_st.hn_mute[i] = false } for i in 0 .. HINT_COUNT { hints_st.hn_mute[i] = false }
hints_st.hn_foreign = new []string hints_st.hn_foreign = new []string
hints_st.hn_t = 0.0 hints_st.hn_t = 0.0
@ -37,8 +27,7 @@ export function hints_unmute_all(hints_st: mut HintsState) -> void {
} }
# the mutes as a list of keys, for wherever the game keeps the player's own choices # the mutes as a list of keys, for wherever the game keeps the player's own choices
export function hints_mutes_save(hints_st: mut HintsState) -> Val { export function hints_mutes_save(hints_st: HintsState) -> Val {
hn_mute_ensure(hints_st)
let l = Value.list() let l = Value.list()
for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { Value.add(l, Value.str(Hints[i].key)) } } for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { Value.add(l, Value.str(Hints[i].key)) } }
for i in 0 .. len(hints_st.hn_foreign) { Value.add(l, Value.str(hints_st.hn_foreign[i])) } for i in 0 .. len(hints_st.hn_foreign) { Value.add(l, Value.str(hints_st.hn_foreign[i])) }
@ -47,8 +36,7 @@ export function hints_mutes_save(hints_st: mut HintsState) -> Val {
# a list of keys read back; anything that is not a list is no mutes # a list of keys read back; anything that is not a list is no mutes
export function hints_mutes_load(hints_st: mut HintsState, l: Val) -> void { export function hints_mutes_load(hints_st: mut HintsState, l: Val) -> void {
hints_st.hn_mute = null hints_st.hn_mute = hn_mutes()
hn_mute_ensure(hints_st)
if l == null or Value.kind(l) != 5 { return } if l == null or Value.kind(l) != 5 { return }
for i in 0 .. Value.count(l) { for i in 0 .. Value.count(l) {
let e = Value.at(l, i) let e = Value.at(l, i)
@ -58,3 +46,8 @@ export function hints_mutes_load(hints_st: mut HintsState, l: Val) -> void {
if id >= 0 { hints_st.hn_mute[id] = true } else { push(hints_st.hn_foreign, k) } if id >= 0 { hints_st.hn_mute[id] = true } else { push(hints_st.hn_foreign, k) }
} }
} }
function hn_mutes() -> []bool {
let out = new []bool
for i in 0 .. HINT_COUNT { push(out, false) }
return out
}

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@ -1,8 +1,8 @@
# rail.ludic - the rail: once a pass (a second by default) the most urgent true cards, up to a few, # rail.ludic - the rail: once a pass (a second by default) the most urgent true cards, up to a few,
# muted ones left out; in a tie the registry's order decides # muted ones left out; in a tie the registry's order decides
export state HintsState { export state HintsState {
hn_mute: []bool = null hn_mute: []bool = hn_mutes()
hn_foreign: []string = null # muted keys with no card in this build, written back as read hn_foreign: []string = new []string # muted keys with no card in this build, written back as read
hn_shown: int = 3 # how many the rail holds hn_shown: int = 3 # how many the rail holds
hn_every: float = 1.0 # seconds between passes hn_every: float = 1.0 # seconds between passes
hn_top: []int = null # the cards on the rail this pass hn_top: []int = null # the cards on the rail this pass
@ -36,7 +36,6 @@ function hn_ensure(hints_st: mut HintsState) -> void {
hints_st.hn_top = new []int hints_st.hn_top = new []int
for i in 0 .. hints_st.hn_shown { push(hints_st.hn_top, -1) } for i in 0 .. hints_st.hn_shown { push(hints_st.hn_top, -1) }
} }
hn_mute_ensure(hints_st)
} }
# the next pass comes on the next tick rather than in a second # the next pass comes on the next tick rather than in a second

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@ -2,14 +2,12 @@
# the jobs' own dice seeded by the day, so a board never moves anyone else's rolls # the jobs' own dice seeded by the day, so a board never moves anyone else's rolls
export function jobs_board_ok(b: int) -> bool { return b >= 0 and b < BOARD_COUNT } export function jobs_board_ok(b: int) -> bool { return b >= 0 and b < BOARD_COUNT }
function jobs__at(jobs_st: mut JobsState, b: int, s: int) -> int { function jobs__at(jobs_st: JobsState, b: int, s: int) -> int {
jobs__ensure(jobs_st)
return jobs_st.jobs__off[b] + s return jobs_st.jobs__off[b] + s
} }
# a whole number in [lo, hi] from the jobs' dice: what JobsWorld.roll draws with # a whole number in [lo, hi] from the jobs' dice: what JobsWorld.roll draws with
export function jobs_roll(jobs_st: mut JobsState, lo: int, hi: int) -> int { export function jobs_roll(jobs_st: JobsState, lo: int, hi: int) -> int {
jobs__ensure(jobs_st)
return rng_between(jobs_st.jobs__dice, lo, hi) return rng_between(jobs_st.jobs__dice, lo, hi)
} }
@ -51,7 +49,6 @@ function jobs__repost(jobs_st: mut JobsState, b: int, s: int) -> void {
# a new day, on the boards this machine keeps: an empty or stale post is replaced, and one # a new day, on the boards this machine keeps: an empty or stale post is replaced, and one
# finished on an earlier day # finished on an earlier day
export function jobs_morning(jobs_st: mut JobsState) -> void { export function jobs_morning(jobs_st: mut JobsState) -> void {
jobs__ensure(jobs_st)
let day = JobsWorld.day() let day = JobsWorld.day()
for b in 0 .. BOARD_COUNT { for b in 0 .. BOARD_COUNT {
let bd = JobBoards[b] let bd = JobBoards[b]

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@ -17,7 +17,6 @@ function jobs__takes(only: int, scope: int) -> bool {
} }
function jobs__count(jobs_st: mut JobsState, only: int, kind: int, param: int, n: int) -> void { function jobs__count(jobs_st: mut JobsState, only: int, kind: int, param: int, n: int) -> void {
jobs__ensure(jobs_st)
for i in 0 .. JOB_COUNT { for i in 0 .. JOB_COUNT {
let d = Jobs[i] let d = Jobs[i]
if jobs_st.jobs__st[i] != JOBS_ACTIVE or not jobs__takes(only, d.scope) { continue } if jobs_st.jobs__st[i] != JOBS_ACTIVE or not jobs__takes(only, d.scope) { continue }
@ -49,7 +48,6 @@ function jobs__recheck_one(jobs_st: mut JobsState, i: int) -> void {
# every job under way against what the state already proves: work done before it was taken counts # every job under way against what the state already proves: work done before it was taken counts
# for a written job; a post counts only what came after it went up # for a written job; a post counts only what came after it went up
export function jobs_recheck(jobs_st: mut JobsState) -> void { export function jobs_recheck(jobs_st: mut JobsState) -> void {
jobs__ensure(jobs_st)
for i in 0 .. JOB_COUNT { jobs__recheck_one(jobs_st, i) } for i in 0 .. JOB_COUNT { jobs__recheck_one(jobs_st, i) }
for b in 0 .. BOARD_COUNT { for b in 0 .. BOARD_COUNT {
if not JobsWorld.owns(JobBoards[b].scope) { continue } if not JobsWorld.owns(JobBoards[b].scope) { continue }
@ -64,7 +62,6 @@ export function jobs_recheck(jobs_st: mut JobsState) -> void {
# offers newly open are said once; the first look after a reset says none of them # offers newly open are said once; the first look after a reset says none of them
function jobs__offers(jobs_st: mut JobsState) -> void { function jobs__offers(jobs_st: mut JobsState) -> void {
jobs__ensure(jobs_st)
for i in 0 .. JOB_COUNT { for i in 0 .. JOB_COUNT {
let now = jobs_offered(jobs_st, i) let now = jobs_offered(jobs_st, i)
if now and not jobs_st.jobs__seen[i] and jobs_st.jobs__primed { jobs__fact(jobs_st, JOBS_F_OFFERED, i, -1, -1, 0, Jobs[i].need) } if now and not jobs_st.jobs__seen[i] and jobs_st.jobs__primed { jobs__fact(jobs_st, JOBS_F_OFFERED, i, -1, -1, 0, Jobs[i].need) }

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@ -1,26 +1,24 @@
# jobs.ludic - the written jobs: offered by standing and story, taken, readied, handed in and paid # jobs.ludic - the written jobs: offered by standing and story, taken, readied, handed in and paid
export function jobs_ok(i: int) -> bool { return i >= 0 and i < JOB_COUNT } export function jobs_ok(i: int) -> bool { return i >= 0 and i < JOB_COUNT }
export function jobs_state(jobs_st: mut JobsState, i: int) -> int { export function jobs_state(jobs_st: JobsState, i: int) -> int {
jobs__ensure(jobs_st)
return jobs_st.jobs__st[i] return jobs_st.jobs__st[i]
} }
export function jobs_have(jobs_st: mut JobsState, i: int) -> int { export function jobs_have(jobs_st: JobsState, i: int) -> int {
jobs__ensure(jobs_st)
return jobs_st.jobs__hv[i] return jobs_st.jobs__hv[i]
} }
export function jobs_ready_now(jobs_st: mut JobsState, i: int) -> bool { return jobs_state(jobs_st, i) == JOBS_READY } export function jobs_ready_now(jobs_st: JobsState, i: int) -> bool { return jobs_state(jobs_st, i) == JOBS_READY }
# taken and not yet paid # taken and not yet paid
export function jobs_under_way(jobs_st: mut JobsState, i: int) -> bool { export function jobs_under_way(jobs_st: JobsState, i: int) -> bool {
let s = jobs_state(jobs_st, i) let s = jobs_state(jobs_st, i)
return s == JOBS_ACTIVE or s == JOBS_READY return s == JOBS_ACTIVE or s == JOBS_READY
} }
# on offer: not taken, the scope's standing and the story far enough, and the game allowing it # on offer: not taken, the scope's standing and the story far enough, and the game allowing it
export function jobs_offered(jobs_st: mut JobsState, i: int) -> bool { export function jobs_offered(jobs_st: JobsState, i: int) -> bool {
let d = Jobs[i] let d = Jobs[i]
if jobs_state(jobs_st, i) != JOBS_OFFERED { return false } if jobs_state(jobs_st, i) != JOBS_OFFERED { return false }
return JobsWorld.rep(d.scope) >= d.minrep and JobsWorld.stage() >= d.minstage and JobsWorld.open(i) return JobsWorld.rep(d.scope) >= d.minrep and JobsWorld.stage() >= d.minstage and JobsWorld.open(i)
@ -79,18 +77,15 @@ export function jobs_complete(jobs_st: mut JobsState, i: int) -> bool {
# the state outright: the host's word for a party job, a test # the state outright: the host's word for a party job, a test
export function jobs_set(jobs_st: mut JobsState, i: int, state: int, have: int) -> void { export function jobs_set(jobs_st: mut JobsState, i: int, state: int, have: int) -> void {
jobs__ensure(jobs_st)
jobs_st.jobs__st[i] = state jobs_st.jobs__st[i] = state
jobs_st.jobs__hv[i] = have jobs_st.jobs__hv[i] = have
} }
export function jobs_done(jobs_st: mut JobsState, group: int) -> int { export function jobs_done(jobs_st: JobsState, group: int) -> int {
jobs__ensure(jobs_st)
if group < 0 or group >= JOBS_GROUPS { return 0 } if group < 0 or group >= JOBS_GROUPS { return 0 }
return jobs_st.jobs__done_n[group] return jobs_st.jobs__done_n[group]
} }
export function jobs_set_done(jobs_st: mut JobsState, group: int, n: int) -> void { export function jobs_set_done(jobs_st: mut JobsState, group: int, n: int) -> void {
jobs__ensure(jobs_st)
if group >= 0 and group < JOBS_GROUPS { jobs_st.jobs__done_n[group] = n } if group >= 0 and group < JOBS_GROUPS { jobs_st.jobs__done_n[group] = n }
} }

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@ -1,6 +1,6 @@
# lists.ludic - the written jobs as a screen lists them: a vendor's, the taken, the ones to show # lists.ludic - the written jobs as a screen lists them: a vendor's, the taken, the ones to show
# a vendor's offers and the ones it can take back, in a group (-1 every vendor) # a vendor's offers and the ones it can take back, in a group (-1 every vendor)
export function jobs_at(jobs_st: mut JobsState, group: int, vendor: int) -> []int { export function jobs_at(jobs_st: JobsState, group: int, vendor: int) -> []int {
let out = new []int let out = new []int
for i in 0 .. JOB_COUNT { for i in 0 .. JOB_COUNT {
let d = Jobs[i] let d = Jobs[i]
@ -13,14 +13,14 @@ export function jobs_at(jobs_st: mut JobsState, group: int, vendor: int) -> []in
} }
# every job of a group taken at some point, done ones too # every job of a group taken at some point, done ones too
export function jobs_taken(jobs_st: mut JobsState, group: int) -> []int { export function jobs_taken(jobs_st: JobsState, group: int) -> []int {
let out = new []int let out = new []int
for i in 0 .. JOB_COUNT { if Jobs[i].group == group and jobs_state(jobs_st, i) != JOBS_OFFERED { push(out, i) } } for i in 0 .. JOB_COUNT { if Jobs[i].group == group and jobs_state(jobs_st, i) != JOBS_OFFERED { push(out, i) } }
return out return out
} }
# the first `most` of a group under way # the first `most` of a group under way
export function jobs_shown(jobs_st: mut JobsState, group: int, most: int) -> []int { export function jobs_shown(jobs_st: JobsState, group: int, most: int) -> []int {
let out = new []int let out = new []int
for i in 0 .. JOB_COUNT { for i in 0 .. JOB_COUNT {
if len(out) >= most { break } if len(out) >= most { break }
@ -30,7 +30,7 @@ export function jobs_shown(jobs_st: mut JobsState, group: int, most: int) -> []i
} }
# the first under way and not yet met, or -1 # the first under way and not yet met, or -1
export function jobs_first_open(jobs_st: mut JobsState, group: int) -> int { export function jobs_first_open(jobs_st: JobsState, group: int) -> int {
for i in 0 .. JOB_COUNT { if Jobs[i].group == group and jobs_state(jobs_st, i) == JOBS_ACTIVE { return i } } for i in 0 .. JOB_COUNT { if Jobs[i].group == group and jobs_state(jobs_st, i) == JOBS_ACTIVE { return i } }
return -1 return -1
} }

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@ -1,12 +1,12 @@
# posts.ludic - what is on a board, slot by slot, and a board as the host says it # posts.ludic - what is on a board, slot by slot, and a board as the host says it
export function jobs_post_kind(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pk[jobs__at(jobs_st, b, s)] } export function jobs_post_kind(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pk[jobs__at(jobs_st, b, s)] }
export function jobs_post_param(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pp[jobs__at(jobs_st, b, s)] } export function jobs_post_param(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pp[jobs__at(jobs_st, b, s)] }
export function jobs_post_need(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pn[jobs__at(jobs_st, b, s)] } export function jobs_post_need(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pn[jobs__at(jobs_st, b, s)] }
export function jobs_post_have(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__ph[jobs__at(jobs_st, b, s)] } export function jobs_post_have(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__ph[jobs__at(jobs_st, b, s)] }
export function jobs_post_money(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pm[jobs__at(jobs_st, b, s)] } export function jobs_post_money(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pm[jobs__at(jobs_st, b, s)] }
export function jobs_post_rep(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pr[jobs__at(jobs_st, b, s)] } export function jobs_post_rep(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pr[jobs__at(jobs_st, b, s)] }
export function jobs_post_state(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__ps[jobs__at(jobs_st, b, s)] } export function jobs_post_state(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__ps[jobs__at(jobs_st, b, s)] }
export function jobs_post_day(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pd[jobs__at(jobs_st, b, s)] } export function jobs_post_day(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pd[jobs__at(jobs_st, b, s)] }
export function jobs_slots(b: int) -> int { export function jobs_slots(b: int) -> int {
if not jobs_board_ok(b) { return 0 } if not jobs_board_ok(b) { return 0 }
@ -14,21 +14,20 @@ export function jobs_slots(b: int) -> int {
} }
# the slots with something posted, in order # the slots with something posted, in order
export function jobs_posted(jobs_st: mut JobsState, b: int) -> []int { export function jobs_posted(jobs_st: JobsState, b: int) -> []int {
let out = new []int let out = new []int
for s in 0 .. jobs_slots(b) { if jobs_post_kind(jobs_st, b, s) >= 0 { push(out, s) } } for s in 0 .. jobs_slots(b) { if jobs_post_kind(jobs_st, b, s) >= 0 { push(out, s) } }
return out return out
} }
# how many of a board's posts are paid # how many of a board's posts are paid
export function jobs_posts_done(jobs_st: mut JobsState, b: int) -> int { export function jobs_posts_done(jobs_st: JobsState, b: int) -> int {
var n = 0 var n = 0
for s in 0 .. jobs_slots(b) { if jobs_post_kind(jobs_st, b, s) >= 0 and jobs_post_state(jobs_st, b, s) == JOBS_DONE { n += 1 } } for s in 0 .. jobs_slots(b) { if jobs_post_kind(jobs_st, b, s) >= 0 and jobs_post_state(jobs_st, b, s) == JOBS_DONE { n += 1 } }
return n return n
} }
export function jobs_total(jobs_st: mut JobsState, b: int) -> int { export function jobs_total(jobs_st: JobsState, b: int) -> int {
jobs__ensure(jobs_st)
return jobs_st.jobs__total[b] return jobs_st.jobs__total[b]
} }
@ -46,6 +45,5 @@ export function jobs_post_set(jobs_st: mut JobsState, b: int, s: int, kind: int,
} }
export function jobs_set_total(jobs_st: mut JobsState, b: int, n: int) -> void { export function jobs_set_total(jobs_st: mut JobsState, b: int, n: int) -> void {
jobs__ensure(jobs_st)
jobs_st.jobs__total[b] = n jobs_st.jobs__total[b] = n
} }

View file

@ -1,7 +1,6 @@
# save.ludic - a scope's jobs and boards in a section of their own, by key: a job the game has since # save.ludic - a scope's jobs and boards in a section of their own, by key: a job the game has since
# removed is dropped, a new one starts offered # removed is dropped, a new one starts offered
function jobs__reset_scope(jobs_st: mut JobsState, sc: int) -> void { function jobs__reset_scope(jobs_st: mut JobsState, sc: int) -> void {
jobs__ensure(jobs_st)
for i in 0 .. JOB_COUNT { for i in 0 .. JOB_COUNT {
if Jobs[i].scope != sc { continue } if Jobs[i].scope != sc { continue }
jobs_st.jobs__st[i] = JOBS_OFFERED jobs_st.jobs__st[i] = JOBS_OFFERED

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@ -1,25 +1,25 @@
# state.ludic - each job's state and count, the posts on the boards, the done counts, the dice and # state.ludic - each job's state and count, the posts on the boards, the done counts, the dice and
# the facts. Made on first use, so the registries are complete by then. # the facts, each sized from the registries when the state is made.
export state JobsState { export state JobsState {
jobs__st: []int = null jobs__st: []int = jobs__ints(JOB_COUNT, JOBS_OFFERED)
jobs__hv: []int = null jobs__hv: []int = jobs__ints(JOB_COUNT, 0)
jobs__seen: []bool = null # an offer already said jobs__seen: []bool = jobs__bools(JOB_COUNT) # an offer already said
jobs__primed: bool = false # the first tick after a reset learns the offers quietly jobs__primed: bool = false # the first tick after a reset learns the offers quietly
jobs__done_n: []int = null # handed in, per group jobs__done_n: []int = jobs__ints(JOBS_GROUPS, 0) # handed in, per group
jobs__off: []int = null jobs__off: []int = jobs__offsets()
jobs__pk: []int = null # kind, -1 empty jobs__pk: []int = jobs__ints(jobs__slots(), -1) # kind, -1 empty
jobs__pp: []int = null jobs__pp: []int = jobs__ints(jobs__slots(), -1)
jobs__pn: []int = null jobs__pn: []int = jobs__ints(jobs__slots(), 0)
jobs__ph: []int = null jobs__ph: []int = jobs__ints(jobs__slots(), 0)
jobs__pb: []int = null # the evidence when it went up jobs__pb: []int = jobs__ints(jobs__slots(), 0) # the evidence when it went up
jobs__pm: []int = null jobs__pm: []int = jobs__ints(jobs__slots(), 0)
jobs__pr: []int = null jobs__pr: []int = jobs__ints(jobs__slots(), 0)
jobs__ps: []int = null jobs__ps: []int = jobs__ints(jobs__slots(), JOBS_OFFERED)
jobs__pd: []int = null # the day it went up jobs__pd: []int = jobs__ints(jobs__slots(), 0) # the day it went up
jobs__total: []int = null # handed in, per board jobs__total: []int = jobs__ints(BOARD_COUNT, 0) # handed in, per board
jobs__serial: []int = null # posts made, per board: each roll its own seed jobs__serial: []int = jobs__ints(BOARD_COUNT, 0) # posts made, per board: each roll its own seed
jobs__seed: int = 1000 jobs__seed: int = 1000
jobs__dice: Rng = null jobs__dice: Rng = rng_new(1000)
jobs__q: Queue<JobsFact> = jobs__q__new() jobs__q: Queue<JobsFact> = jobs__q__new()
} }
@ -32,31 +32,25 @@ function jobs__ints(n: int, v: int) -> []int {
return out return out
} }
function jobs__ensure(jobs_st: mut JobsState) -> void { function jobs__bools(n: int) -> []bool {
if jobs_st.jobs__st != null { return } let out = new []bool
jobs_st.jobs__st = jobs__ints(JOB_COUNT, JOBS_OFFERED) for i in 0 .. n { push(out, false) }
jobs_st.jobs__hv = jobs__ints(JOB_COUNT, 0) return out
jobs_st.jobs__seen = new []bool }
for i in 0 .. JOB_COUNT { push(jobs_st.jobs__seen, false) } # every board's slots end to end: where each board's start, and how many in all
jobs_st.jobs__done_n = jobs__ints(JOBS_GROUPS, 0) function jobs__offsets() -> []int {
jobs_st.jobs__off = new []int let out = new []int
var n = 0 var n = 0
for b in 0 .. BOARD_COUNT { for b in 0 .. BOARD_COUNT {
push(jobs_st.jobs__off, n) push(out, n)
n += JobBoards[b].slots n += JobBoards[b].slots
} }
jobs_st.jobs__pk = jobs__ints(n, -1) return out
jobs_st.jobs__pp = jobs__ints(n, -1) }
jobs_st.jobs__pn = jobs__ints(n, 0) function jobs__slots() -> int {
jobs_st.jobs__ph = jobs__ints(n, 0) var n = 0
jobs_st.jobs__pb = jobs__ints(n, 0) for b in 0 .. BOARD_COUNT { n += JobBoards[b].slots }
jobs_st.jobs__pm = jobs__ints(n, 0) return n
jobs_st.jobs__pr = jobs__ints(n, 0)
jobs_st.jobs__ps = jobs__ints(n, JOBS_OFFERED)
jobs_st.jobs__pd = jobs__ints(n, 0)
jobs_st.jobs__total = jobs__ints(BOARD_COUNT, 0)
jobs_st.jobs__serial = jobs__ints(BOARD_COUNT, 0)
jobs_st.jobs__dice = rng_new(jobs_st.jobs__seed)
} }
export function jobs_facts(jobs_st: JobsState) -> Queue<JobsFact> { export function jobs_facts(jobs_st: JobsState) -> Queue<JobsFact> {

View file

@ -8,8 +8,7 @@ export function jobs_reset(jobs_st: mut JobsState) -> void {
export function jobs_party_reset(jobs_st: mut JobsState) -> void { jobs__reset_scope(jobs_st, JOBS_PARTY) } export function jobs_party_reset(jobs_st: mut JobsState) -> void { jobs__reset_scope(jobs_st, JOBS_PARTY) }
export function jobs_save(jobs_st: mut JobsState) -> Val { export function jobs_save(jobs_st: JobsState) -> Val {
jobs__ensure(jobs_st)
let v = jobs__save_scope(jobs_st, JOBS_SELF) let v = jobs__save_scope(jobs_st, JOBS_SELF)
sv_put_ints(v, "done", jobs_st.jobs__done_n) sv_put_ints(v, "done", jobs_st.jobs__done_n)
return v return v
@ -24,8 +23,7 @@ export function jobs_load(jobs_st: mut JobsState, v: Val, version: int) -> void
} }
} }
export function jobs_party_save(jobs_st: mut JobsState) -> Val { export function jobs_party_save(jobs_st: JobsState) -> Val {
jobs__ensure(jobs_st)
return jobs__save_scope(jobs_st, JOBS_PARTY) return jobs__save_scope(jobs_st, JOBS_PARTY)
} }

View file

@ -22,7 +22,6 @@ export function nb_copy(dst: []byte, d: int, src: []byte, s: int, n: int) -> voi
# the writer: past the MTU it counts on and keeps nothing, and np_queue cuts the message there # the writer: past the MTU it counts on and keeps nothing, and np_queue cuts the message there
export function nw_begin(net_st: mut NetState) -> void { export function nw_begin(net_st: mut NetState) -> void {
net__init(net_st)
net_st.net__wl = 0 net_st.net__wl = 0
} }
@ -82,7 +81,6 @@ export function nr_bad(net_st: NetState) -> bool { return net_st.net__rbad }
# a message that came in, made the one nr_* reads # a message that came in, made the one nr_* reads
export function net_read(net_st: mut NetState, m: NetMessage) -> void { export function net_read(net_st: mut NetState, m: NetMessage) -> void {
net__init(net_st)
nb_copy(net_st.net__rb, 0, m.data, 0, m.len) nb_copy(net_st.net__rb, 0, m.data, 0, m.len)
net_st.net__rl = m.len net_st.net__rl = m.len
net_st.net__rp = 0 net_st.net__rp = 0
@ -90,8 +88,7 @@ export function net_read(net_st: mut NetState, m: NetMessage) -> void {
} }
# the message just written, as if it had come in (a loopback: a test, a host telling itself) # the message just written, as if it had come in (a loopback: a test, a host telling itself)
export function net_written(net_st: mut NetState) -> NetMessage { export function net_written(net_st: NetState) -> NetMessage {
net__init(net_st)
let m = new NetMessage let m = new NetMessage
m.from = net_st.net__my_pid m.from = net_st.net__my_pid
m.len = min(net_st.net__wl, NET_MTU) m.len = min(net_st.net__wl, NET_MTU)

View file

@ -29,7 +29,6 @@ export function net_room_join(net_st: mut NetState, code: string) -> bool {
net_st.net__why = NET_WHY_NO_MATCHMAKER net_st.net__why = NET_WHY_NO_MATCHMAKER
return false return false
} }
net__init(net_st)
if not net__socket(net_st) { return false } if not net__socket(net_st) { return false }
net_st.net__r_role = 2 net_st.net__r_role = 2
net_st.net__room = Text.upper(code) net_st.net__room = Text.upper(code)

View file

@ -3,7 +3,6 @@
# open a socket on `port` and take guests; false (net_why) when the port is taken # open a socket on `port` and take guests; false (net_why) when the port is taken
export function net_host(net_st: mut NetState, port: int, token: int) -> bool { export function net_host(net_st: mut NetState, port: int, token: int) -> bool {
net__init(net_st)
if net_live(net_st) { return true } if net_live(net_st) { return true }
net_st.net__sock = NetSocket.open(port) net_st.net__sock = NetSocket.open(port)
if net_st.net__sock <= 0 { if net_st.net__sock <= 0 {
@ -20,7 +19,6 @@ export function net_host(net_st: mut NetState, port: int, token: int) -> bool {
# dial a host at an address; the hello (net_hello_set) goes until a welcome or a refusal # dial a host at an address; the hello (net_hello_set) goes until a welcome or a refusal
export function net_join(net_st: mut NetState, ip: int, port: int) -> bool { export function net_join(net_st: mut NetState, ip: int, port: int) -> bool {
net__init(net_st)
if net_live(net_st) { return false } if net_live(net_st) { return false }
if not net__socket(net_st) { return false } if not net__socket(net_st) { return false }
for i in 0 .. NET_PEERS { np_close(net_st, i) } for i in 0 .. NET_PEERS { np_close(net_st, i) }
@ -42,7 +40,6 @@ function net__socket(net_st: mut NetState) -> bool {
# the message just written is the hello: what a host is asked to let this machine in with # the message just written is the hello: what a host is asked to let this machine in with
export function net_hello_set(net_st: mut NetState) -> void { export function net_hello_set(net_st: mut NetState) -> void {
net__init(net_st)
nb_copy(net_st.net__hello_b, 0, net_st.net__wb, 0, net_st.net__wl) nb_copy(net_st.net__hello_b, 0, net_st.net__wb, 0, net_st.net__wl)
net_st.net__hello_l = net_st.net__wl net_st.net__hello_l = net_st.net__wl
if net_st.net__hello_l > NET_MTU - 40 { net_st.net__hello_l = NET_MTU - 40 } if net_st.net__hello_l > NET_MTU - 40 { net_st.net__hello_l = NET_MTU - 40 }
@ -50,7 +47,6 @@ export function net_hello_set(net_st: mut NetState) -> void {
# (again) to that address, with a fresh connection and the hello sent anew # (again) to that address, with a fresh connection and the hello sent anew
export function net_dial(net_st: mut NetState, ip: int, port: int) -> void { export function net_dial(net_st: mut NetState, ip: int, port: int) -> void {
net__init(net_st)
np_close(net_st, 0) np_close(net_st, 0)
net_st.net__join_ip = ip net_st.net__join_ip = ip
net_st.net__join_port = port net_st.net__join_port = port
@ -70,7 +66,6 @@ export function net_follow(net_st: mut NetState, ip: int, port: int) -> void {
export function net_stand_alone(net_st: mut NetState) -> void { net_st.net__state = NET_IDLE } export function net_stand_alone(net_st: mut NetState) -> void { net_st.net__state = NET_IDLE }
export function net_become_host(net_st: mut NetState, token: int) -> void { export function net_become_host(net_st: mut NetState, token: int) -> void {
net__init(net_st)
net_st.net__state = NET_HOSTING net_st.net__state = NET_HOSTING
net_st.net__my_pid = 1 net_st.net__my_pid = 1
net_st.net__next_pid = 2 net_st.net__next_pid = 2

View file

@ -79,17 +79,17 @@ export state NetState {
net__token: int = 0 net__token: int = 0
net__my_pid: int = 0 net__my_pid: int = 0
net__next_pid: int = 2 net__next_pid: int = 2
net__peers: []NetPeer = null net__peers: []NetPeer = net__peers_new()
net__in: []byte = null net__in: []byte = buffer(NET_MTU + 64)
net__out: []byte = null net__out: []byte = buffer(NET_MTU + 64)
net__wb: []byte = null # the message being written net__wb: []byte = buffer(NET_MTU) # the message being written
net__wl: int = 0 net__wl: int = 0
net__rb: []byte = null # the message being read net__rb: []byte = buffer(NET_MTU) # the message being read
net__rl: int = 0 net__rl: int = 0
net__rp: int = 0 net__rp: int = 0
net__rbad: bool = false net__rbad: bool = false
net__tb: []byte = buffer(NET_MTU) # text read out of a message, through one scratch buffer net__tb: []byte = buffer(NET_MTU) # text read out of a message, through one scratch buffer
net__hello_b: []byte = null # the game's hello, sent again on every dial net__hello_b: []byte = buffer(NET_MTU) # the game's hello, sent again on every dial
net__hello_l: int = 0 net__hello_l: int = 0
net__hello_t: float = 0.0 # seconds since it went; -1 not yet net__hello_t: float = 0.0 # seconds since it went; -1 not yet
net__wait_more: int = 0 # extra seconds a slow host is given (a map switch, a matchmaker) net__wait_more: int = 0 # extra seconds a slow host is given (a map switch, a matchmaker)
@ -111,19 +111,15 @@ export function net_inbox(net_st: NetState) -> Queue<NetMessage> {
return net_st.net__inbox return net_st.net__inbox
} }
function net__init(net_st: mut NetState) -> void { function net__facts__new() -> Queue<NetFact> { return queue_new("net.facts") }
if net_st.net__peers != null { return } function net__inbox__new() -> Queue<NetMessage> { return queue_new("net.inbox") }
net_st.net__peers = new []NetPeer # every peer slot, each with its own queue
function net__peers_new() -> []NetPeer {
let out = new []NetPeer
for i in 0 .. NET_PEERS { for i in 0 .. NET_PEERS {
let p = new NetPeer let p = new NetPeer
p.queue = new []NetMsg p.queue = new []NetMsg
push(net_st.net__peers, p) push(out, p)
} }
net_st.net__in = buffer(NET_MTU + 64) return out
net_st.net__out = buffer(NET_MTU + 64)
net_st.net__wb = buffer(NET_MTU)
net_st.net__rb = buffer(NET_MTU)
net_st.net__hello_b = buffer(NET_MTU)
} }
function net__facts__new() -> Queue<NetFact> { return queue_new("net.facts") }
function net__inbox__new() -> Queue<NetMessage> { return queue_new("net.inbox") }

View file

@ -34,7 +34,7 @@ down ends the night). The transport says what this machine became (`ses_set_role
| | | | | |
| --- | --- | | --- | --- |
| `ply_init()`, `ply_join(pid) -> slot`, `ply_leave(p)`, `ply_leave_all()` | the roster (-1: full, or pid 0) | | `ply_join(pid) -> slot`, `ply_leave(p)`, `ply_leave_all()` | the roster (-1: full, or pid 0) |
| `ply_report(p, x, y, z, yaw, speed)`, `ply_report_rest(p, rest, sleeping)`, `ply_report_name(p, name)` | what a remote machine said | | `ply_report(p, x, y, z, yaw, speed)`, `ply_report_rest(p, rest, sleeping)`, `ply_report_name(p, name)` | what a remote machine said |
| `ply_on`, `ply_is_local`, `ply_slot_of(pid)`, `ply_count`, `ply_pid`, `ply_name`, `ply_x/y/z/yaw/speed/rest(p)`, `ply_sleeping(p)` | who and where | | `ply_on`, `ply_is_local`, `ply_slot_of(pid)`, `ply_count`, `ply_pid`, `ply_name`, `ply_x/y/z/yaw/speed/rest(p)`, `ply_sleeping(p)` | who and where |
| `ply_near(x, z)`, `ply_near_d2`, `ply_near_i()`, `ply_dist(p, x, z)` | the nearest player | | `ply_near(x, z)`, `ply_near_d2`, `ply_near_i()`, `ply_dist(p, x, z)` | the nearest player |

View file

@ -1,6 +1,5 @@
# roster.ludic - who is here. Slot 0 is this machine's player and reads the SessionLocal port # roster.ludic - who is here. Slot 0 is this machine's player and reads the SessionLocal port
# live; slots 1.. are remote players, filled by what their machines report. # live; slots 1.. are remote players, filled by what their machines report.
export function ply_init(session_st: mut SessionState) -> void { session__init(session_st) }
export function ply_on(session_st: SessionState, p: int) -> bool { export function ply_on(session_st: SessionState, p: int) -> bool {
if p == 0 { return true } if p == 0 { return true }
@ -26,7 +25,6 @@ export function ply_count(session_st: SessionState) -> int {
# a remote player comes in, standing where this one stands until they say: the first free # a remote player comes in, standing where this one stands until they say: the first free
# slot, or -1 when the party is full # slot, or -1 when the party is full
export function ply_join(session_st: mut SessionState, pid: int) -> int { export function ply_join(session_st: mut SessionState, pid: int) -> int {
session__init(session_st)
if pid <= 0 { return -1 } # 0 is this machine's player if pid <= 0 { return -1 } # 0 is this machine's player
for p in 1 .. PLY_MAX { for p in 1 .. PLY_MAX {
if session_st.session__slot[p].on { continue } if session_st.session__slot[p].on { continue }

View file

@ -61,7 +61,7 @@ function session__nameless() -> string { return "" }
export state SessionState { export state SessionState {
session__me_sleeping: bool = false session__me_sleeping: bool = false
session__slot: []PartyMember = null session__slot: []PartyMember = session__slots()
session__role: int = 0 session__role: int = 0
session__max: int = 4 session__max: int = 4
session__open: bool = true session__open: bool = true
@ -92,10 +92,11 @@ function session__fact(session_st: SessionState, what: int, slot: int, pid: int)
return f return f
} }
function session__init(session_st: mut SessionState) -> void {
if session_st.session__slot != null { return }
session_st.session__slot = new []PartyMember
for i in 0 .. PLY_MAX { push(session_st.session__slot, new PartyMember) }
session_st.session__slot[0].on = true
}
function session__facts__new() -> Queue<SessionFact> { return queue_new("session.facts") } function session__facts__new() -> Queue<SessionFact> { return queue_new("session.facts") }
# the roster's slots, slot 0 this machine's own and on
function session__slots() -> []PartyMember {
let out = new []PartyMember
for i in 0 .. PLY_MAX { push(out, new PartyMember) }
out[0].on = true
return out
}

View file

@ -30,14 +30,12 @@ program SessionTest {
# a host with n guests, pids 2.., facts drained # a host with n guests, pids 2.., facts drained
function party(session_st: mut SessionState, n: int) -> void { function party(session_st: mut SessionState, n: int) -> void {
ply_init(session_st)
ses_set_role(session_st, SES_HOST) ses_set_role(session_st, SES_HOST)
for i in 0 .. n { ply_join(session_st, 2 + i) } for i in 0 .. n { ply_join(session_st, 2 + i) }
q_clear(ses_facts(session_st)) q_clear(ses_facts(session_st))
} }
test "slot 0 is the local player, read live; others join at its feet and leave" (session_st: mut SessionState, session_test_st: mut SessionTestState) { test "slot 0 is the local player, read live; others join at its feet and leave" (session_st: mut SessionState, session_test_st: mut SessionTestState) {
ply_init(session_st)
session_test_st.me_x = 5.0 session_test_st.me_x = 5.0
expect(ply_on(session_st, 0)) expect(ply_on(session_st, 0))
expect_near(ply_x(session_st, 0), 5.0, 0.001) expect_near(ply_x(session_st, 0), 5.0, 0.001)
@ -58,14 +56,12 @@ program SessionTest {
} }
test "the roster fills at twelve" (session_st: mut SessionState) { test "the roster fills at twelve" (session_st: mut SessionState) {
ply_init(session_st)
for i in 0 .. PLY_MAX - 1 { expect(ply_join(session_st, 10 + i) > 0) } for i in 0 .. PLY_MAX - 1 { expect(ply_join(session_st, 10 + i) > 0) }
expect_eq(ply_join(session_st, 99), -1) expect_eq(ply_join(session_st, 99), -1)
expect_eq(ply_count(session_st), PLY_MAX) expect_eq(ply_count(session_st), PLY_MAX)
} }
test "the nearest player, whoever it is" (session_st: mut SessionState, session_test_st: mut SessionTestState) { test "the nearest player, whoever it is" (session_st: mut SessionState, session_test_st: mut SessionTestState) {
ply_init(session_st)
session_test_st.me_x = 100.0 session_test_st.me_x = 100.0
let p = ply_join(session_st, 2) let p = ply_join(session_st, 2)
ply_report(session_st, p, 3.0, 0.0, 4.0, 0.0, 1.0) ply_report(session_st, p, 3.0, 0.0, 4.0, 0.0, 1.0)
@ -75,7 +71,6 @@ program SessionTest {
} }
test "roles: alone owns the world, a guest does not, and a change is a fact" (session_st: mut SessionState) { test "roles: alone owns the world, a guest does not, and a change is a fact" (session_st: mut SessionState) {
ply_init(session_st)
expect(ses_owns_world(session_st)) expect(ses_owns_world(session_st))
expect(not ses_live(session_st)) expect(not ses_live(session_st))
expect(ses_night_passes(session_st)) expect(ses_night_passes(session_st))
@ -115,7 +110,6 @@ program SessionTest {
} }
test "a guest's turning in is a fact for the host to hear; alone a bed just sleeps" (session_st: mut SessionState) { test "a guest's turning in is a fact for the host to hear; alone a bed just sleeps" (session_st: mut SessionState) {
ply_init(session_st)
expect(not ses_sleep(session_st, true)) expect(not ses_sleep(session_st, true))
ses_set_role(session_st, SES_GUEST) ses_set_role(session_st, SES_GUEST)
q_clear(ses_facts(session_st)) q_clear(ses_facts(session_st))
@ -153,7 +147,6 @@ program SessionTest {
} }
test "alone it may go; a guest may not, and its vote goes to the host" (session_st: mut SessionState) { test "alone it may go; a guest may not, and its vote goes to the host" (session_st: mut SessionState) {
ply_init(session_st)
expect_eq(ses_may(session_st, 1, 0, "x"), SES_MAY_GO) expect_eq(ses_may(session_st, 1, 0, "x"), SES_MAY_GO)
ses_set_role(session_st, SES_GUEST) ses_set_role(session_st, SES_GUEST)
expect_eq(ses_may(session_st, 1, 0, "x"), SES_MAY_HOSTS) expect_eq(ses_may(session_st, 1, 0, "x"), SES_MAY_HOSTS)

View file

@ -1,8 +1,7 @@
# ludic.settings/file.ludic - the store as a JSON object, by key: a switch is 0 or 1, a whole number # ludic.settings/file.ludic - the store as a JSON object, by key: a switch is 0 or 1, a whole number
# is itself, a float is thousandths (sv_put_float), text is a string. A key the file lacks keeps # is itself, a float is thousandths (sv_put_float), text is a string. A key the file lacks keeps
# what the store holds, and a key the store does not know is ignored. # what the store holds, and a key the store does not know is ignored.
export function settings_to_json(settings_st: mut SettingsState) -> Val { export function settings_to_json(settings_st: SettingsState) -> Val {
sg_init(settings_st)
let v = Value.object() let v = Value.object()
for i in 0 .. len(settings_st.sg_defs) { settings_put(settings_st, v, i) } for i in 0 .. len(settings_st.sg_defs) { settings_put(settings_st, v, i) }
return v return v
@ -23,7 +22,6 @@ export function settings_put(settings_st: SettingsState, v: Val, id: int) -> voi
# every key `v` names, held to its range; quiet, since a load is applied whole by its caller # every key `v` names, held to its range; quiet, since a load is applied whole by its caller
export function settings_from_json(settings_st: mut SettingsState, v: Val) -> void { export function settings_from_json(settings_st: mut SettingsState, v: Val) -> void {
sg_init(settings_st)
if v == null { return } if v == null { return }
for i in 0 .. len(settings_st.sg_defs) { sg_read(settings_st, v, i) } for i in 0 .. len(settings_st.sg_defs) { sg_read(settings_st, v, i) }
} }

View file

@ -1,7 +1,6 @@
# ludic.settings/rules.ludic - the whole store at once: every setting to its default, every one # ludic.settings/rules.ludic - the whole store at once: every setting to its default, every one
# held to its range, and the rescue set. None of these is news: whoever calls them applies it all # held to its range, and the rescue set. None of these is news: whoever calls them applies it all
export function settings_reset_all(settings_st: mut SettingsState) -> void { export function settings_reset_all(settings_st: mut SettingsState) -> void {
sg_init(settings_st)
for i in 0 .. len(settings_st.sg_defs) { for i in 0 .. len(settings_st.sg_defs) {
settings_st.sg_num[i] = settings_st.sg_defs[i].num settings_st.sg_num[i] = settings_st.sg_defs[i].num
settings_st.sg_text[i] = settings_st.sg_defs[i].text settings_st.sg_text[i] = settings_st.sg_defs[i].text
@ -11,14 +10,12 @@ export function settings_reset_all(settings_st: mut SettingsState) -> void {
# a hand-edited file, or one from a build with more choices, never hands the game a value it has # a hand-edited file, or one from a build with more choices, never hands the game a value it has
# no case for # no case for
export function settings_clamp_all(settings_st: mut SettingsState) -> void { export function settings_clamp_all(settings_st: mut SettingsState) -> void {
sg_init(settings_st)
for i in 0 .. len(settings_st.sg_defs) { settings_st.sg_num[i] = settings_held(settings_st, i, settings_st.sg_num[i]) } for i in 0 .. len(settings_st.sg_defs) { settings_st.sg_num[i] = settings_held(settings_st, i, settings_st.sg_num[i]) }
} }
# the values every machine can run: each setting marked `rescue` back to its default, and the # the values every machine can run: each setting marked `rescue` back to its default, and the
# rest (keys, language, volume) left the player's # rest (keys, language, volume) left the player's
export function settings_rescue(settings_st: mut SettingsState) -> void { export function settings_rescue(settings_st: mut SettingsState) -> void {
sg_init(settings_st)
for i in 0 .. len(settings_st.sg_defs) { for i in 0 .. len(settings_st.sg_defs) {
if settings_st.sg_defs[i].rescue { if settings_st.sg_defs[i].rescue {
settings_st.sg_num[i] = settings_st.sg_defs[i].num settings_st.sg_num[i] = settings_st.sg_defs[i].num

View file

@ -1,18 +1,12 @@
# ludic.settings/store.ludic - the values, by id (a setting's place in the order it was added), # ludic.settings/store.ludic - the values, by id (a setting's place in the order it was added),
# and the verbs: nothing else holds a setting, and every set that changes one is a fact # and the verbs: nothing else holds a setting, and every set that changes one is a fact
export state SettingsState { export state SettingsState {
sg_defs: []SettingDef = null sg_defs: []SettingDef = new []SettingDef
sg_num: []float = null sg_num: []float = new []float
sg_text: []string = null sg_text: []string = new []string
sg_changes: Queue<SettingChanged> = sg_changes__new() sg_changes: Queue<SettingChanged> = sg_changes__new()
} }
function sg_init(settings_st: mut SettingsState) -> void {
if settings_st.sg_defs != null { return }
settings_st.sg_defs = new []SettingDef
settings_st.sg_num = new []float
settings_st.sg_text = new []string
}
export function settings_changes(settings_st: SettingsState) -> Queue<SettingChanged> { export function settings_changes(settings_st: SettingsState) -> Queue<SettingChanged> {
return settings_st.sg_changes return settings_st.sg_changes
@ -28,23 +22,20 @@ export function settings_clear(settings_st: mut SettingsState) -> void {
# a setting, at its default; its id is its place in the order added # a setting, at its default; its id is its place in the order added
export function settings_add(settings_st: mut SettingsState, d: SettingDef) -> int { export function settings_add(settings_st: mut SettingsState, d: SettingDef) -> int {
sg_init(settings_st)
push(settings_st.sg_defs, d) push(settings_st.sg_defs, d)
push(settings_st.sg_num, d.num) push(settings_st.sg_num, d.num)
push(settings_st.sg_text, d.text) push(settings_st.sg_text, d.text)
return len(settings_st.sg_defs) - 1 return len(settings_st.sg_defs) - 1
} }
export function settings_count(settings_st: mut SettingsState) -> int { export function settings_count(settings_st: SettingsState) -> int {
sg_init(settings_st)
return len(settings_st.sg_defs) return len(settings_st.sg_defs)
} }
export function settings_def(settings_st: SettingsState, id: int) -> SettingDef { return settings_st.sg_defs[id] } export function settings_def(settings_st: SettingsState, id: int) -> SettingDef { return settings_st.sg_defs[id] }
# the id of `key`, or -1 # the id of `key`, or -1
export function settings_id_of(settings_st: mut SettingsState, key: string) -> int { export function settings_id_of(settings_st: SettingsState, key: string) -> int {
sg_init(settings_st)
for i in 0 .. len(settings_st.sg_defs) { if settings_st.sg_defs[i].key == key { return i } } for i in 0 .. len(settings_st.sg_defs) { if settings_st.sg_defs[i].key == key { return i } }
return -1 return -1
} }