ludic/packages/ludic.wildlife/facts.ludic
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

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# facts.ludic - what happened, oldest first, for the game to drain: it decides what a sighting is
# worth, who a fed animal credits, what a snare's catch does to the snare, and what a shove costs
export const WILD_SPOTTED: int = 0 # a species came within sight of player 0 for the first time
export const WILD_FLED: int = 1 # it was flushed and ran (from `player`)
export const WILD_FED: int = 2 # it ate food someone set out (`lure`, `owner`, `diet`)
export const WILD_CAUGHT: int = 3 # it walked into a snare (`lure`, `owner`)
export const WILD_CHARGED: int = 4 # it came at `player`
export const WILD_SHOVED: int = 5 # and reached them, from (x, z)
export const WILD_PRINT: int = 6 # a walker left a print at (x, z), heading `yaw`
export const WILD_SCAT: int = 7 # droppings, near enough to a player to be found
export const WILD_BED: int = 8 # a long sit left crushed grass
export const WILD_WENT: int = 9 # its hours ended and it went for good (a legend's)
export property WildFact {
what: int = 0
key: int = 0
nid: int = 0
sp: int = 0
legend: bool = false
x: float = 0.0
z: float = 0.0
yaw: float = 0.0
scale: float = 1.0
player: int = 0
lure: int = 0
owner: int = -1
diet: int = 0
}
export function wildlife_facts(wildlife_st: mut WildlifeState) -> Queue<WildFact> {
if wildlife_st.wl_facts == null { wildlife_st.wl_facts = queue_new("wildlife.facts") }
return wildlife_st.wl_facts
}
function wl_fact(wildlife_st: mut WildlifeState, what: int, a: WildAnimal) -> WildFact {
let f = new WildFact
f.what = what
f.key = a.key
f.nid = a.nid
f.sp = a.sp
f.legend = a.legend
f.x = a.x
f.z = a.z
f.yaw = a.yaw
f.scale = a.scale
q_push(wildlife_facts(wildlife_st), f)
return f
}