ludic.base, ludic.wildlife, ludic.npc: fact records reused, not made per fact
wl_fact made a new WildFact per fact, about one a frame, and Ludic never gives one back. ludic.base's q_unheld(q, pool, out) lists the records a queue no longer holds: neither waiting nor handed out by its last drain, which is good until the next drain. ludic.wildlife and ludic.npc now keep a pool, hand out a free record, and make a new one only when every record is held. Taking a record writes the state, so wl_fact / np_fact and the few callers holding their state read-only take it mut. Tests: q_unheld's rules (an empty drain holds on, the safe side); 3000 prints drained frame by frame use at most 4 records; 500 arrivals drained turn by turn use at most 4. base 37, wildlife 27, npc 17; all packages 420. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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13 changed files with 129 additions and 10 deletions
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@ -84,7 +84,7 @@ function wl_land(wildlife_st: mut WildlifeState, a: WildAnimal, dh: float, dt: f
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}
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# on the ground it pecks at seed or takes a drink at the water's edge; it leaves no droppings
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function wl_perch(wildlife_st: WildlifeState, a: WildAnimal, dh: float, dt: float) -> void {
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function wl_perch(wildlife_st: mut WildlifeState, a: WildAnimal, dh: float, dt: float) -> void {
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a.speed = 0.0
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a.y = WildlifeWorld.ground(a.x, a.z)
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a.bank = 0.0
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@ -32,8 +32,31 @@ export function wildlife_facts(wildlife_st: WildlifeState) -> Queue<WildFact> {
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return wildlife_st.wl_facts
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}
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function wl_fact(wildlife_st: WildlifeState, what: int, a: WildAnimal) -> WildFact {
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# a fact record: one no drain holds any more, made fresh (and kept) only when every one is held - a
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# fact is pushed about once a frame, and a record a frame is never given back
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function wl_fact_record(wildlife_st: mut WildlifeState) -> WildFact {
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if wildlife_st.wl_fnext[0] >= len(wildlife_st.wl_ffree) {
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q_unheld(wildlife_st.wl_facts, wildlife_st.wl_fpool, wildlife_st.wl_ffree)
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wildlife_st.wl_fnext[0] = 0
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}
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if wildlife_st.wl_fnext[0] < len(wildlife_st.wl_ffree) {
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let f = wildlife_st.wl_ffree[wildlife_st.wl_fnext[0]]
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wildlife_st.wl_fnext[0] += 1
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f.player = 0
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f.lure = 0
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f.owner = -1
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f.diet = 0
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return f
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}
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let f = new WildFact
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push(wildlife_st.wl_fpool, f)
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return f
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}
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# how many fact records have ever been made: the peak held at once, not the facts pushed
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export function wildlife_fact_records(wildlife_st: WildlifeState) -> int { return len(wildlife_st.wl_fpool) }
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function wl_fact(wildlife_st: mut WildlifeState, what: int, a: WildAnimal) -> WildFact {
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let f = wl_fact_record(wildlife_st)
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f.what = what
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f.key = a.key
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f.nid = a.nid
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@ -64,7 +64,7 @@ function wl_charge(wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dh: f
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# Four postures read off the alert. Staring is a REACTION, not a condition: each times out and
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# hands the animal back to its business, and only a fresh rise above `seen` looks up again.
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function wl_posture(wildlife_st: WildlifeState, a: WildAnimal, np: int, dt: float) -> void {
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function wl_posture(wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dt: float) -> void {
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if wl_sp(wildlife_st, a.sp).tame or a.state == WILD_EAT { return }
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if a.alert > 95.0 {
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if a.state != WILD_FLEE {
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@ -86,7 +86,7 @@ function wl_bird_seed(wildlife_st: WildlifeState, a: WildAnimal) -> bool {
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}
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# it ate what was set out: calm for three game hours, and the game credits whoever left it
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function wl_ate(wildlife_st: WildlifeState, a: WildAnimal, uid: int, owner: int, diet: int) -> void {
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function wl_ate(wildlife_st: mut WildlifeState, a: WildAnimal, uid: int, owner: int, diet: int) -> void {
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a.calm = 180.0
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a.fed += 1
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let f = wl_fact(wildlife_st, WILD_FED, a)
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@ -54,7 +54,7 @@ function wl_approach(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float) -
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}
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# at a snare it is held; at food it eats for 14 s; at a lure it stands curious for 9
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function wl_arrive(wildlife_st: WildlifeState, a: WildAnimal) -> void {
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function wl_arrive(wildlife_st: mut WildlifeState, a: WildAnimal) -> void {
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a.state = WILD_EAT
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a.timer = 9.0
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if a.lure_kind == WILD_FEED { a.timer = 14.0 }
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@ -69,7 +69,7 @@ function wl_arrive(wildlife_st: WildlifeState, a: WildAnimal) -> void {
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}
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# eating what it came to; when it is done, food is credited and it wanders off
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function wl_eat(wildlife_st: WildlifeState, a: WildAnimal) -> bool {
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function wl_eat(wildlife_st: mut WildlifeState, a: WildAnimal) -> bool {
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if a.state != WILD_EAT { return false }
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a.speed = 0.0
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if a.timer < 0.0 {
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@ -35,6 +35,9 @@ export property WildSpecies {
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export state WildlifeState {
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wl_facts: Queue<WildFact> = wl_facts__new()
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wl_fpool: []WildFact = new []WildFact # every fact record made, reused once no drain holds it
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wl_ffree: []WildFact = new []WildFact # of those, the ones free at the last look
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wl_fnext: []int = words(1) # the next of them to hand out
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wl_own: WildTable = null # a guest's own animals, put away whole while it draws the host's
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wl_px: float = 0.0
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wl_pz: float = 0.0
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@ -83,4 +83,14 @@ program WildCrowdTest {
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wildlife_clear(wildlife_st)
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expect(not wildlife_listed(wildlife_st, a))
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}
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test "a fact a frame, drained each frame, makes a few records and then reuses them" (wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState) {
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let a = walker(wildlife_st, wildlife_tests_fake_st)
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for k in 1 .. 3001 {
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wildlife_moved(wildlife_st, a, 0.0, -3.0 * float(k), 0.0, -1.2)
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let fs = q_drain(wildlife_facts(wildlife_st))
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for i in 0 .. len(fs) { expect_eq(fs[i].what, WILD_PRINT) }
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}
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expect(wildlife_fact_records(wildlife_st) <= 4)
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}
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}
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