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>
70 lines
2.3 KiB
Text
70 lines
2.3 KiB
Text
# verbs.ludic - the only ways a Thing is made, removed, moved, shown or hidden: each writes the
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# record and the table's columns together, so the grid and the kind indexes never fall behind
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export function thing_spawn(things_st: mut ThingsState, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
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return th_place(things_st, th_record(things_st), kind, look, x, y, z, yaw, id)
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}
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function th_place(things_st: mut ThingsState, t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
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t.kind = kind
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t.look = look
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t.x = x
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t.y = y
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t.z = z
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t.yaw = yaw
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t.id = id
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things_st.th_uid += 1
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t.uid = things_st.th_uid
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let tb = things_st.th.tab
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t.tab = tb
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t.ent = tb_add(tb, t)
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th_columns(t)
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imap_put(things_st.th_uids, t.uid, t.ent)
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ThingsWorld.placed(t)
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th_fact(things_st, THING_PLACED, t)
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return t
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}
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# the record's x, z, kind and active into its row, refiled once
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function th_columns(t: Thing) -> void {
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let r = th_row(t)
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if r < 0 { return }
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let tb = t.tab
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tb.f[TH_X][r] = t.x
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tb.f[TH_Z][r] = t.z
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tb.i[TH_KIND][r] = t.kind
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var on = 0
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if t.active { on = 1 }
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tb.i[TH_ON][r] = on
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tb.i[TH_CHUNK][r] = chunk_of(t.x, t.z, TH_CHUNK_M)
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tb_refile(tb, r)
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}
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# a Thing on the ground (the port's), set into it by `sink`, used from `reach`
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export function thing_put(things_st: mut ThingsState, kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing {
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let t = th_record(things_st)
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t.reach = reach
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return th_place(things_st, t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id)
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}
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# gone for good
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export function thing_remove(things_st: mut ThingsState, t: Thing) -> void {
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if th_row(t) < 0 { return }
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ThingsWorld.removed(t)
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th_fact(things_st, THING_REMOVED, t)
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imap_del(things_st.th_uids, t.uid)
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tb_remove(t.tab, t.ent)
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t.ent = -1
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th_spare_put(things_st, t)
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}
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# every Thing `gone` says so is removed for good; from the last row down, so the row a removal
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# moves into place has already been asked
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export function things_drop(things_st: mut ThingsState, gone: fn(Thing) -> bool) -> void {
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let tb = things_st.th.tab
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var r = tb_len(tb) - 1
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while r >= 0 {
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let t = tb.rec[r]
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if gone(t) { thing_remove(things_st, t) }
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r -= 1
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}
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}
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