refactor(packages): 0.R5 - the rest of the lazy starts are defaults - hints' rail (sized by hints_config), lab's CRC table, rpg's crafting / items / inventory / quests / dialog, shooter's weapons, prefs, and npc's and gameplay's empty ensures gone; gameplay's faction table sits beside its state, since a default names only what is declared before it; --tighten over their tests and examples
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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15 changed files with 73 additions and 169 deletions
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@ -1,7 +1,6 @@
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# tick.ludic - a step of everyone, on the machine that runs the place: the census on the half hour,
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# the day's end (only ever out of every player's sight), the walk or the act, and who noticed whom
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export function npc_tick(npc_st: mut NpcState, dt: float) -> void {
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np_ensure()
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for i in 0 .. len(npc_st.np_posts) { if npc_st.np_posts[i].active { np_step_post(npc_st, npc_st.np_posts[i], dt) } }
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if npc_st.np_hold or npc_st.np_mirror { return }
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np_census(npc_st)
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@ -15,7 +14,6 @@ export function npc_tick(npc_st: mut NpcState, dt: float) -> void {
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# the posts alone: a machine that does not run the place still turns its vendors to whoever comes
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export function npc_posts_tick(npc_st: mut NpcState, dt: float) -> void {
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np_ensure()
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for i in 0 .. len(npc_st.np_posts) { if npc_st.np_posts[i].active { np_step_post(npc_st, npc_st.np_posts[i], dt) } }
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}
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@ -82,7 +80,6 @@ export function npc_hold(npc_st: mut NpcState, on: bool) -> void { npc_st.np_hol
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# everyone gone, as a new trip starts; the posts are the place's and stay
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export function npc_reset(npc_st: mut NpcState) -> void {
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np_ensure()
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for i in 0 .. len(npc_st.np_walkers) { npc_retire(npc_st, npc_st.np_walkers[i]) }
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npc_st.np_n = 0
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npc_st.np_next_h = 0.0
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