thing_put and thing_spawn made a new record for every Thing placed, and the world places and removes them all day (an animal's sign and bed, a drop, a fish), so play grew by a record per placement. Removed records wait in a queue compacted in place; once 32 wait, the oldest is set back as new with a new uid. ludic.base's grid_reserve makes the buckets for n rows now, since a rehash in play leaves the old bucket array behind. Tests: a record comes back only past the lag, as new, with a new uid, the indexes agree, and the spare queue stays bounded. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
57 lines
1.9 KiB
Text
57 lines
1.9 KiB
Text
# spare.ludic - a removed Thing's record is made again rather than a new one: Ludic frees nothing,
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# and the world places and takes away Things all day (a sign an animal leaves, a bed, a drop).
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# Oldest first, and only once TH_SPARE_LAG are waiting, so anything still holding one sees its
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# uid change long after the removal; everything else about it is set back as new
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const TH_SPARE_LAG: int = 32
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function th_spare_put(things_st: mut ThingsState, t: Thing) -> void { push(things_st.th_spare, t) }
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# a record for a Thing about to be placed: the oldest spare past the lag, or a new one
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function th_record(things_st: mut ThingsState) -> Thing {
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let l = things_st.th_spare
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if len(l) - things_st.th_spare_at <= TH_SPARE_LAG { return new Thing }
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let t = l[things_st.th_spare_at]
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things_st.th_spare_at += 1
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if things_st.th_spare_at >= 64 { th_spare_pack(things_st) }
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return th_clean(t)
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}
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# the waiting ones moved to the front, in place
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function th_spare_pack(things_st: mut ThingsState) -> void {
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let l = things_st.th_spare
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let at = things_st.th_spare_at
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let n = len(l) - at
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for i in 0 .. n { l[i] = l[i + at] }
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for i in 0 .. at { List.pop(l) }
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things_st.th_spare_at = 0
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}
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function th_clean(t: Thing) -> Thing {
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t.uid = 0
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t.kind = 0
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t.id = 0
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t.look = ""
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t.x = 0.0
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t.y = 0.0
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t.z = 0.0
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t.yaw = 0.0
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t.owner = -1
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t.active = true
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t.reach = 0.0
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t.timer = 0.0
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t.used = 0
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t.n = 0
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t.sx = 0.0
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t.sz = 0.0
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t.syaw = 0.0
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t.shared = false
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t.ent = -1
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t.tab = null
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return t
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}
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# room for `n` Things in the grid before it has to grow: a world that will place more in play
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# than it placed at the start sizes it once, at the start
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export function things_reserve(things_st: mut ThingsState, n: int) -> void { grid_reserve(things_st.th.grid, n) }
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export function things_spare_count(things_st: ThingsState) -> int { return len(things_st.th_spare) - things_st.th_spare_at }
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