feat(ludic.effects): timed modifiers as a mechanic package; ludic.base's q_new is queue_new

ludic.effects: effects_add / effects_add_after / effects_clear / effects_run,
effects_sum / effects_has / effects_at / effects_live, an EffectEnded queue
(ran out, pushed out by the bonus cap, crowded out of a full ring) and a
System with its own save section. Nine test blocks in tests/effects_test.ludic.

ludic.base: q_new collided with render3d's quaternion q_new the moment a game
imported both, so the queue constructor is queue_new.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 04:14:09 +03:00
parent 70d05bd504
commit d0ad364ad4
12 changed files with 419 additions and 9 deletions

View file

@ -13,7 +13,7 @@ program QueueTest {
}
function fifo_case() -> void {
let q: Queue<int> = q_new("ints")
let q: Queue<int> = queue_new("ints")
q_push(q, 3)
q_push(q, 1)
q_push(q, 2)
@ -28,7 +28,7 @@ program QueueTest {
}
function record_case() -> void {
let q: Queue<Caught> = q_new("caught")
let q: Queue<Caught> = queue_new("caught")
q_push(q, caught(2, 1.5))
q_push(q, caught(4, 0.25))
let cs = q_drain(q)
@ -37,15 +37,15 @@ program QueueTest {
}
function clear_case() -> void {
let q: Queue<string> = q_new("words")
let q: Queue<string> = queue_new("words")
q_push(q, "a")
q_clear(q)
expect_eq(q_len(q), 0)
}
function undrained_case() -> void {
let a: Queue<int> = q_new("left_behind")
let b: Queue<int> = q_new("read")
let a: Queue<int> = queue_new("left_behind")
let b: Queue<int> = queue_new("read")
q_push(a, 1)
q_push(b, 2)
q_drain(b)