ludic/packages/ludic.clock/verbs.ludic
Orkuncakilkaya 71735b10a2 feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune
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>
2026-09-26 04:19:56 +03:00

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# verbs.ludic - the only way the clock changes
export function clock_set_scale(clock_st: mut ClockState, s: float) -> void { clock_st.ck_scale = s }
export function clock_set_day(clock_st: mut ClockState, d: int) -> void { clock_st.ck_day = d }
export function clock_set_moon(clock_st: mut ClockState, m: float) -> void { clock_st.ck_moon = m }
# the hour, wrapped into [0, 24); setting it never turns the day - that is clock_new_day's
export function clock_set_hours(clock_st: mut ClockState, h: float) -> void {
var x = h % 24.0
if x < 0.0 { x = x + 24.0 }
clock_st.ck_hours = x
}
function ck_turn(clock_st: mut ClockState, how: int) -> void {
clock_st.ck_day += 1
clock_st.ck_moon = (clock_st.ck_moon + 1.0 / clock_st.ck_moon_days) % 1.0
let d = new DayTurned
d.day = clock_st.ck_day
d.how = how
q_push(clock_days(clock_st), d)
}
# a new day however it came (a night slept, a collapse); the caller sets the hour first
export function clock_new_day(clock_st: mut ClockState) -> void { ck_turn(clock_st, DAY_SLEPT) }
# run the hours on by `gh` game hours; past midnight the day turns. Only the machine that owns
# the world moves it - another machine is told the time.
export function clock_advance(clock_st: mut ClockState, gh: float) -> void {
if not ck_owns() { return }
clock_st.ck_hours = clock_st.ck_hours + gh
while not (clock_st.ck_hours < 24.0) {
clock_st.ck_hours = clock_st.ck_hours - 24.0
ck_turn(clock_st, DAY_STAYED_UP)
}
}
# a new trip: day one at the start hour, the moon somewhere in its month
export function clock_reset(clock_st: mut ClockState) -> void {
clock_st.ck_dice = rng_new(ClockWorld.seed())
clock_st.ck_day = 1
clock_st.ck_hours = clock_st.ck_start_hours
clock_st.ck_moon = rng_span(clock_st.ck_dice, clock_st.ck_moon_lo, clock_st.ck_moon_hi) % 1.0
q_clear(clock_days(clock_st))
}