ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v), q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)). ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no longer uses, nor anything it calls, and the argument that fills it - including an argument for a parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
42 lines
1.9 KiB
Text
42 lines
1.9 KiB
Text
# night.ludic - with company the night passes when everyone has turned in. Lying down marks this
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# player ready and getting up takes it back; the host counts, and when the last one is in it hears
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# SES_NIGHT and passes the night for everyone.
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export function ses_sleeping(session_st: SessionState) -> bool { return session_st.session__me_sleeping }
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# this player turns in (or gets up): false alone, where a bed simply sleeps
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export function ses_sleep(session_st: mut SessionState, on: bool) -> bool {
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if not ses_live(session_st) { return false }
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if on == session_st.session__me_sleeping { return on }
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session_st.session__me_sleeping = on
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let f = session__fact(session_st, SES_SLEEP, 0, 0)
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f.yes = on
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if on { ses_night_check(session_st) }
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return true
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}
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# the host: a guest said it turned in, or got up
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export function ses_sleep_ready(session_st: mut SessionState, p: int, on: bool) -> void {
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if p <= 0 or not ply_on(session_st, p) { return }
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session_st.session__slot[p].ready = on
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ses_night_check(session_st)
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}
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# the host: is everyone in? Then the night is due, and everyone's readiness starts again
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export function ses_night_check(session_st: mut SessionState) -> void {
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if session_st.session__role != SES_HOST or not session_st.session__me_sleeping { return }
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for p in 1 .. PLY_MAX { if ply_on(session_st, p) and not session_st.session__slot[p].ready { return } }
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for p in 1 .. PLY_MAX { session_st.session__slot[p].ready = false }
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session__fact(session_st, SES_NIGHT, -1, 0)
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}
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# the night went by on this machine: awake again
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export function ses_night_passed(session_st: mut SessionState) -> void { session_st.session__me_sleeping = false }
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# how many are still up, this player included
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export function ses_sleep_waiting(session_st: SessionState) -> int {
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var n = 0
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for p in 1 .. PLY_MAX { if ply_on(session_st, p) and not session_st.session__slot[p].sleeping { n += 1 } }
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if not session_st.session__me_sleeping { n += 1 }
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return n
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}
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