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