ludic/packages/ludic.fire/decide.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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# decide.ludic - lighting and feeding in three steps, so a machine that does not own the fire can
# ask the one that does: what it would come to (fire_decide), what it costs in wood
# (fire_cost), and doing it (fire_apply - only ever on the machine that owns the world)
export function fire_decide(fire_st: FireState, wood: int) -> int {
if fire_st.fr_lit {
if wood < 1 { return FIRE_NO_LOG }
return FIRE_FEED
}
if not FireWorld.allowed() { return FIRE_BANNED }
if wood < fire_st.fr_light_wood { return FIRE_NO_WOOD }
if FireWorld.is_wet() and not FireWorld.sheltered() { return FIRE_SOAKED }
return FIRE_LIGHT
}
export function fire_cost(fire_st: FireState, how: int) -> int {
if how == FIRE_LIGHT { return fire_st.fr_light_wood }
if how == FIRE_FEED { return 1 }
return 0
}
export function fire_apply(fire_st: mut FireState, how: int) -> void {
if how == FIRE_FEED { fire_st.fr_fuel = fire_st.fr_fuel + fire_st.fr_log_minutes }
if how == FIRE_LIGHT {
fire_st.fr_lit = true
fire_st.fr_fuel = fire_st.fr_light_minutes
fr_fact(fire_st, FIRE_LIT)
}
}
# the logs it takes to light one
export function fire_light_wood(fire_st: FireState) -> int { return fire_st.fr_light_wood }