ludic/packages/ludic.fishing
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
..
tests feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
fight.ludic wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
index.ludic feat(packages): ludic.fishing - cast, bite, the reel's fight and the landing, species as an open registry, the record in its own save section, facts for bait, catch and a lost fish 2026-09-25 06:53:14 +03:00
kinds.ludic feat(packages): ludic.fishing - cast, bite, the reel's fight and the landing, species as an open registry, the record in its own save section, facts for bait, catch and a lost fish 2026-09-25 06:53:14 +03:00
package.ludic feat(packages): ludic.fishing - cast, bite, the reel's fight and the landing, species as an open registry, the record in its own save section, facts for bait, catch and a lost fish 2026-09-25 06:53:14 +03:00
ports.ludic feat(packages): ludic.fishing - cast, bite, the reel's fight and the landing, species as an open registry, the record in its own save section, facts for bait, catch and a lost fish 2026-09-25 06:53:14 +03:00
README.md feat(packages): ludic.fishing - cast, bite, the reel's fight and the landing, species as an open registry, the record in its own save section, facts for bait, catch and a lost fish 2026-09-25 06:53:14 +03:00
run.ludic feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
state.ludic feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
system.ludic feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
verbs.ludic feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00

ludic.fishing

One angler's line: a cast into water deep enough, the wait for a bite (bait halves it), the strike, the reel's fight - a marker sweeping a bar and a green band to press in, a Gentle ring of one press, a legend that runs and takes line back - and the landing, with the species, length and weight from data. Uses ludic.base and nothing else.

import "ludic.fishing"

The package never draws, never speaks and never touches a pack. It reports what happened as facts (fishing_facts()), and the game takes the bait, puts the fish in the pack, shows it and says the line. Its dice are its own Rng.

The species

FishSpecies is an open registry the game fills, FISH_<KEY> in the order written:

def FishSpecies cutthroat { weight: 0.45 }
def FishSpecies brook { weight: 0.25, cm_min: 20, cm_spread: 10 }
def FishSpecies old_maroon { legend: true, cm_min: 70, cm_spread: 25, skill_cm: 0.0, need: 5, runs: 2, fight: 30.0, speed: 1.3, speed_per_hit: 0.22, closes: 0.12 }
field
weight how often it takes, among the everyday ones
cm_min, cm_spread, skill_cm length: cm_min + up to cm_spread, + skill_cm per point of skill
kg_k weight is kg_k x cm^3 (a trout by default)
legend, chance, chance_deep takes only a lure, at chance in the shallows and chance_deep past the deep line or afloat (+ skill)
need, runs, fight crossings to land it, runs it makes, seconds before the line goes slack
speed, speed_per_hit, closes, floor the marker's sweep, and a window that narrows with each crossing won (at every rung)

The port

export port FishingWorld {
  depth: fn(float, float) -> float     # metres of water at a point
  afloat: fn() -> bool                 # in a boat (unbound: no)
  has_bait: fn() -> bool               # (unbound: no)
  has_lure: fn() -> bool               # (unbound: no)
  skill: fn() -> float                 # gear or hands (unbound: 0)
  bite_mult: fn() -> float             # the wait, x (unbound: 1)
  window: fn(int) -> float             # the green's half width for a species (unbound: 0.12)
  level: fn() -> int                   # FISHING_RELAXED / _STANDARD / _HARD / _GENTLE (unbound: relaxed)
}

API

fishing_config(min_depth, deep, seed) 0.15 m to cast, 2.5 m is deep, the line's seed
fishing_cast(x, z) -> int FISHING_CAST_OK, FISHING_NOT_WATER, FISHING_BUSY
fishing_press() the one button: waiting it reels in, on a bite it strikes, on a fish it reels
fishing_run(dt), fishing_stop(), fishing_set_wait(secs) real seconds of line; put away; the bite in exactly secs
fishing_state() (FISHING_OFF, _WAIT, _BITE_ON, _REEL), fishing_active(), fishing_species(), fishing_cm(), fishing_line_x(), fishing_line_z(), fishing_baited(), fishing_lured() the line
fishing_marker(), fishing_window(), fishing_window_lo(), fishing_window_hi(), fishing_hits(), fishing_need(), fishing_running(), fishing_gentle(), fishing_ring() the fight, for a HUD
fishing_caught(), fishing_biggest(), fishing_legend_caught(), fishing_record_set(n, cm, legend) the record
fishing_weight_of(species, cm), fishing_legend(), fishing_water_at(x, z) questions
fishing_facts() -> Queue<FishingFact> { what, species, cm, kg, hits, need, bait, lure, x, z }: FISHING_CAST, _BAIT_USED, _BITE, _MISSED, _HOOKED, _GOOD, _CHECKED, _TURNED, _RUNS, _TIRED, _REELED_IN, _CAUGHT, _LINE_SNAPPED, _SLACK
fishing_reset(), fishing_system() -> System "fishing", PH_SIMULATE: its tick, and the record in its save section (a line in the water is not saved)

Tests

ludic test packages/ludic.fishing