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>
58 lines
2.2 KiB
Text
58 lines
2.2 KiB
Text
# run.ludic - one step of every animal: the port says whether it is about at this hour; anything
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# within 900 m of a player thinks; the gait follows the ground covered; player 0 sees what is near
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export function wildlife_tick(wildlife_st: mut WildlifeState, dt: float, gh: float) -> void {
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wl_seed_scan(wildlife_st, dt)
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let all = wildlife_all(wildlife_st)
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for i in 0 .. len(all) { wl_tick_one(wildlife_st, all[i], dt, gh) }
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}
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function wl_tick_one(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float, gh: float) -> void {
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if not a.alive { return }
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let about = WildlifeWorld.about(a)
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if about == WILD_AWAY {
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a.shown = false
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return
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}
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if about == WILD_GONE {
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wildlife_remove(a)
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wl_fact(wildlife_st, WILD_WENT, a)
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return
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}
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a.shown = true
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let dh = wl_near(wildlife_st, a.x, a.z)
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if dh > 900.0 { return }
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let s = wl_sp(wildlife_st, a.sp)
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if wildlife_st.wl_hold { }
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else if a.pinned { a.speed = 0.0 }
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else if s.flies { wildlife_tick_bird(wildlife_st, a, dt) } else { wildlife_tick_ground(wildlife_st, a, dt, gh) }
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var stride = 1.2 * a.scale
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if s.flies { stride = 0.6 }
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a.phase = (a.phase + a.speed * dt / stride * WL_TAU) % WL_TAU
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if WildlifeWorld.player_on(0) and wl_pdist(0, a) < 60.0 and wildlife_saw(wildlife_st, a.sp) { wl_fact(wildlife_st, WILD_SPOTTED, a) }
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}
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# the gait advanced by a copy the game moves itself (a guest's copy of the host's animal)
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export function wildlife_stride(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float) -> void {
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var stride = 1.2 * a.scale
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if wl_sp(wildlife_st, a.sp).flies { stride = 0.6 }
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a.phase = (a.phase + a.speed * dt / stride * WL_TAU) % WL_TAU
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}
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# a snare's catch let go: it bolts, and it holds nothing against anyone
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export function wildlife_release(a: WildAnimal) -> void {
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if a == null { return }
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a.state = WILD_FLEE
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a.timer = 4.0
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a.calm = 0.0
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a.lure = 0
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}
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# the animal a snare holds, by the snare's uid
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export function wildlife_in_snare(wildlife_st: mut WildlifeState, uid: int) -> WildAnimal {
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let all = wildlife_all(wildlife_st)
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for i in 0 .. len(all) {
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let a = all[i]
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if a.alive and a.state == WILD_TRAPPED and a.lure == uid { return a }
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}
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return null
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}
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