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>
61 lines
2 KiB
Text
61 lines
2 KiB
Text
# state.ludic - the pack's port, its facts, and its counts
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# what the pack asks the game: how many of a kind fit (unbound: no limit)
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export port PackRules {
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stack_limit: fn(int) -> int = fn iv_no_limit
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}
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function iv_no_limit(it: int) -> int { return 2147483647 }
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# a count changed, however: added, taken, or set outright
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export property ItemChanged {
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item: int = 0
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before: int = 0
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after: int = 0
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}
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export state InventoryState {
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iv_keys: []string = null
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iv_counts: []int = null
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iv_changes: Queue<ItemChanged> = null
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}
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# the kinds, by the name each is saved under; the pack starts empty
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export function inv_config(inventory_st: mut InventoryState, keys: []string) -> void {
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inventory_st.iv_keys = keys
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inv_clear(inventory_st)
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}
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export function inv_changes(inventory_st: mut InventoryState) -> Queue<ItemChanged> {
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if inventory_st.iv_changes == null { inventory_st.iv_changes = queue_new("inventory.changes") }
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return inventory_st.iv_changes
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}
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function iv_valid(inventory_st: InventoryState, it: int) -> bool { return inventory_st.iv_counts != null and it >= 0 and it < len(inventory_st.iv_counts) }
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export function inv_kinds(inventory_st: InventoryState) -> int {
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if inventory_st.iv_keys == null { return 0 }
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return len(inventory_st.iv_keys)
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}
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export function inv_count(inventory_st: InventoryState, it: int) -> int {
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if not iv_valid(inventory_st, it) { return 0 }
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return inventory_st.iv_counts[it]
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}
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export function inv_limit(it: int) -> int {
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return PackRules.stack_limit(it)
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}
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# how many more fit
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export function inv_room(inventory_st: InventoryState, it: int) -> int {
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if not iv_valid(inventory_st, it) { return 0 }
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return Math.max(inv_limit(it) - inventory_st.iv_counts[it], 0)
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}
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export function inv_has(inventory_st: InventoryState, it: int, n: int) -> bool { return inv_count(inventory_st, it) >= n }
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export function inv_total(inventory_st: InventoryState) -> int {
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var t = 0
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if inventory_st.iv_counts == null { return 0 }
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for i in 0 .. len(inventory_st.iv_counts) { t += inventory_st.iv_counts[i] }
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return t
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}
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