ludic/packages/ludic.wildlife/system.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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# system.ludic - the wildlife as a system: its save section is this player's record (the species
# seen and fed) and which ranges they have found; the animals themselves are respawned with the
# valley, so a reset forgets the record and nothing else
export function wildlife_reset(wildlife_st: mut WildlifeState) -> void {
wl_record_reset(wildlife_st)
wildlife_st.wl_found = null
let rs = wildlife_ranges(wildlife_st)
for i in 0 .. len(rs) { rs[i].found = false }
q_clear(wildlife_facts(wildlife_st))
}
export function wildlife_save(wildlife_st: mut WildlifeState) -> Val {
let v = Value.object()
sv_put_int(v, "seen", wildlife_st.wl_seen)
sv_put_int(v, "fed", wildlife_st.wl_fed)
sv_put_bool(v, "fed_any", wildlife_st.wl_fed_any)
let found = new []int
let rs = wildlife_ranges(wildlife_st)
for i in 0 .. len(rs) {
var f = 0
if rs[i].found { f = 1 }
push(found, f)
}
sv_put_ints(v, "found", found)
return v
}
export function wildlife_load(wildlife_st: mut WildlifeState, v: Val, version: int) -> void {
wildlife_reset(wildlife_st)
wildlife_st.wl_seen = sv_int(v, "seen", 0)
wildlife_st.wl_fed = sv_int(v, "fed", 0)
wildlife_st.wl_fed_any = sv_bool(v, "fed_any", false)
wildlife_st.wl_found = sv_ints(v, "found")
wl_found_apply(wildlife_st)
}
# PH_SIMULATE with no tick of its own: the game steps it (wildlife_tick) where the world is owned
export function wildlife_system() -> System {
let s = system_new("wildlife", PH_SIMULATE)
s.reset = fn wildlife_reset
s.save = fn wildlife_save
s.load = fn wildlife_load
return s
}