action Name { fields } is a typed record; reducer State on Action(s: mut State, a: Action) { ... }
in the module that owns the state takes exactly that state and the action (a second state is
refused); dispatch Action { fields } queues one from anywhere, the queue supplied by the runtime.
The queue is drained at the end of every phase of the frame loop, after every phase of ludic.base's
core_tick_all, and by drain_actions(): in dispatch order, each action's reducers in the order of
their states' names, an action a reducer dispatches queued behind, a queue still growing after 64
rounds stopped with the action named. Examples actions/pack, phases, runaway; rejects for a second
state, a reducer on a non-action and an unknown dispatch; ludic.base's actions_test; LANGUAGE.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
895 B
bump: minor
type: feature
Actions and reducers. action PickUp { item: int } is a typed record of something that
happened; reducer Bag on PickUp(b: mut Bag, a: PickUp) { ... }, in the module that owns the state,
says what it means for that one state - a reducer takes exactly its state and the action, and a
second state is refused; dispatch PickUp { item: 7 } queues one from anywhere. The queue is drained
at the end of every phase of the frame loop, after every phase of ludic.base's core_tick_all, and
where a program calls drain_actions(): in dispatch order, each action's reducers in the order of
their states' names, an action a reducer dispatches queued behind (a queue still growing after 64
rounds stops the program, naming the action). ludic deps reports widest_function - the most
states any function or entry point of the program takes - and --check ratchets it.