ludic/packages/ludic.base/README.md
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

148 lines
7.4 KiB
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# ludic.base
The vocabulary a game made of mechanic packages shares. A mechanic (fishing, needs, a shop, the
weather) depends on `ludic.base` and on nothing else - never on another mechanic. The game is the
only code that knows two mechanics, and it wires them together.
(`ludic.core` is a different, older package: the engine's canonical ECS components, used by the
examples under `examples/library/`.)
```ludic
import "ludic.base"
```
## The rules
1. **A mechanic uses only this.** Its module line says so - `module ludic_clock uses ludic_base`
- and the compiler refuses a reference into any other module, a package's included. Its tests are one program: `ludic.base`, the mechanic, and a fake for each port.
2. **Ports for questions.** What a mechanic needs to ASK the world is a `port` it owns
(`export port FishingWorld { is_water: fn(float, float) -> bool }`), in primitive and
`ludic.base` types only. The game binds it once, as a declaration (`bind FishingWorld {
is_water: fn lake }`), and the compiler refuses a program that uses a port with a required
member and never binds it. A member with a default may be left out.
3. **Queues for facts.** What HAPPENED is pushed onto a `Queue<T>` the mechanic owns (`caught`)
and drained by the game in a later phase. A mechanic never acts on another's behalf.
4. **Verbs for changes.** A mechanic's data is its `state` (`ToyFishingState`), handed to its
functions as a parameter, and it changes only through its exported functions (`fishing_cast`,
`pack_add`). Nothing writes another module's state; a function value (`fn fishing_tick`) is
called with its states supplied, so a system never passes them itself.
5. **Phases for order.** A system names its phase; within a phase the game's list is the order.
No system says "after fishing".
6. **Its own save section.** Each system saves under its own key with its own version and
migrates its own old versions in `load`. A missing section is a reset.
7. **Its own dice.** A mechanic is handed an `Rng`, never draws from `Random.*`, so moving it
cannot shift anyone else's rolls.
## The API
| | |
| --- | --- |
| `Tick { dt, frame, hours }`, `tick_new(dt, frame, hours)` | what a system's tick receives |
| `PH_INPUT`, `PH_SENSE`, `PH_SIMULATE`, `PH_RESOLVE`, `PH_COMMIT`, `PH_PRESENT`, `PH_COUNT` | the phases, in the order they run |
| `Queue<T>`, `queue_new<T>(name)`, `q_push(q, v)`, `q_drain(q) -> []T`, `q_len(q)`, `q_clear(q)` | facts, first in first out (`queue_new`, not `q_new`: that name is render3d's quaternion). A queue keeps its own count, so its verbs take only the queue: a mechanic's verbs take only the mechanic's own state |
| `q_tag(q) -> QueueTag`, `core_undrained(tags) -> []string` | the names of the given queues still holding facts; ask it at the end of a frame |
| `Rng`, `rng_new(seed)`, `rng_seed(r, seed)`, `rng_next(r)`, `rng_float(r)`, `rng_between(r, lo, hi)`, `rng_span(r, lo, hi)` | a xorshift32 stream of its own (`rng_between` is inclusive; `rng_range` is taken by `Random.range`) |
| `SaveNode { found, version, data }`, `save_tree()`, `save_section(root, key, version, v)`, `load_section(root, key) -> SaveNode`, `save_encode`, `save_decode` | the save tree: `{"fishing": {"v": 3, ...}}`; `v` is reserved in a section, and a non-object value rides under `data` |
| `sv_int`, `sv_float`, `sv_bool`, `sv_str` (key, fallback), `sv_ints` | typed reads with a fallback; a float is kept as thousandths |
| `sv_put_int`, `sv_put_float`, `sv_put_bool`, `sv_put_str`, `sv_put_ints` | the matching writes |
| `System { key, phase, version, init, reset, tick, save, load }`, `system_new(key, phase)` | a system; a null function is a verb it does not have |
| `core_add(s)`, `core_clear()`, `core_count()` | the game's system list (a key may appear once) |
| `def Systems key { ... }`, `SYS_<KEY>`, `SYS_COUNT` | a system declared from any module; the list starts from these |
| `core_init_all()`, `core_reset_all()`, `core_tick_all(t)`, `core_save_all() -> Val`, `core_load_all(v)` | the runner: in the order added, tick phase by phase |
## A toy mechanic
```ludic
module toy_fishing uses ludic_base
numbers float
import "ludic.base"
export property Caught { species: int = 0, weight: float = 0.0 }
export port FishingWorld { is_water: fn(float, float) -> bool } # its port
export state ToyFishingState {
dice: Rng = null
casts: int = 0
caught: Queue<Caught> = null # its facts
}
export function fishing_cast(toy_fishing_st: mut ToyFishingState, x: float, z: float) -> bool { # its verb
if not FishingWorld.is_water(x, z) { return false }
toy_fishing_st.casts += 1
return true
}
function fishing_reset(toy_fishing_st: mut ToyFishingState) -> void {
toy_fishing_st.casts = 0
toy_fishing_st.dice = rng_new(7)
toy_fishing_st.caught = queue_new("fishing.caught")
}
function fishing_tick(toy_fishing_st: mut ToyFishingState, t: Tick) -> void {
while toy_fishing_st.casts > 0 {
let c = new Caught
c.species = rng_between(toy_fishing_st.dice, 0, 2)
c.weight = 0.5 + rng_float(toy_fishing_st.dice)
q_push(toy_fishing_st.caught, c)
toy_fishing_st.casts -= 1
}
}
export function fishing_system() -> System {
let s = system_new("fishing", PH_SIMULATE)
s.reset = fn fishing_reset
s.tick = fn fishing_tick
return s
}
```
## A game wiring two of them
`toy_pack` is the same shape: verbs `pack_add(kind, n)` / `pack_count(kind)` and a system in
`PH_COMMIT` that saves its counts. Neither knows the other; the game binds fishing's port, writes
the route, and orders the three.
```ludic
import "toys/fishing"
import "toys/pack"
import "ludic.base"
program Game {
numbers float
function lake(x: float, z: float) -> bool { return x < 100.0 }
bind FishingWorld { is_water: fn lake }
# the route: a landed fish goes into the pack
function route_fishing_pack(fishing: ToyFishingState, pack: mut ToyPackState, t: Tick) -> void {
let fish = q_drain(fishing.caught)
for i in 0 .. len(fish) { pack_add(pack, fish[i].species, 1) }
}
function game_start(base_st: mut BaseState) -> void {
core_add(base_st, fishing_system())
let r = system_new("route.fishing_pack", PH_RESOLVE)
r.tick = fn route_fishing_pack # a fn(Tick) -> void: its states are supplied
core_add(base_st, r)
core_add(base_st, pack_system())
core_reset_all(base_st)
}
}
```
Both are compiled and run by `tests/route_test.ludic` (the mechanics are `tests/toys/`).
## Tests
Each piece has a program under `tests/`, and `ludic test` runs them all, every test block in a
process of its own:
```bash
ludic test packages/ludic.base
```
`queue_test`, `rng_test`, `save_test`, `system_test`, `registry_test` and `route_test`. They were
written before a generic call inside a `test` body resolved and before each test had a fresh
state, so the queue cases are functions a test calls and the runner's cases start with
`core_clear()`; neither is needed any more.
## Declared systems
- `Systems` is an `open registry`, so a system can be declared instead of added: `def Systems
fishing { phase: PH_SIMULATE, tick: fn fishing_tick }` from any module. The runner starts from
the declared systems - the order the compiler gives an open registry: ludic.base's own (none),
then each other module's by module name, each module's in the order it is read - and `core_add`
appends after them. A game that wants to decide the order itself writes the `def`s in its own
files, or keeps calling `core_add` in one place.