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>
72 lines
2.6 KiB
Text
72 lines
2.6 KiB
Text
# hand.ludic - what is held, and the charges: a held one runs only while it is in the hand, and
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# each burns down by the game hours while it runs
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export function gear_hand(gear_st: GearState) -> int { return gear_st.gear__hand }
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# a new thing in the hand (-1 empty): whatever the old one was running goes out
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export function gear_set_hand(gear_st: mut GearState, it: int) -> void {
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gear__ensure(gear_st)
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gear_st.gear__hand = it
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for c in 0 .. CHARGE_COUNT { if GearCharges[c].hand { gear_st.gear__on[c] = false } }
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}
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# the charge an item carries, -1 none
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export function gear_charge_of(it: int) -> int {
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for c in 0 .. CHARGE_COUNT { if GearCharges[c].item == it { return c } }
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return -1
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}
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export function gear_charge(gear_st: mut GearState, c: int) -> float {
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gear__ensure(gear_st)
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return gear_st.gear__left[c]
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}
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export function gear_charge_set(gear_st: mut GearState, c: int, v: float) -> void {
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gear__ensure(gear_st)
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gear_st.gear__left[c] = Math.clamp(v, 0.0, GearCharges[c].full)
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}
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export function gear_charge_fill(gear_st: mut GearState, c: int) -> void { gear_charge_set(gear_st, c, GearCharges[c].full) }
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export function gear_running(gear_st: mut GearState, c: int) -> bool {
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gear__ensure(gear_st)
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return gear_st.gear__on[c]
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}
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# on or off; false when it has nothing left, or is held and not in the hand
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export function gear_run(gear_st: mut GearState, c: int, on: bool) -> bool {
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gear__ensure(gear_st)
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if not on {
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gear_st.gear__on[c] = false
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return true
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}
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if gear_st.gear__left[c] < 1.0 { return false }
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if GearCharges[c].hand and GearCharges[c].item != gear_st.gear__hand { return false }
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gear_st.gear__on[c] = true
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return true
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}
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# the hand's own charge is running (a torch lit, a flashlight on)
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export function gear_lit(gear_st: mut GearState) -> bool {
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if gear_st.gear__hand < 0 { return false }
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let c = gear_charge_of(gear_st.gear__hand)
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return c >= 0 and GearCharges[c].hand and gear_running(gear_st, c)
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}
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function gear__rate(gear_st: mut GearState, c: int) -> float {
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let d = GearCharges[c]
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if d.rate >= 0 { return gear_value(gear_st, d.rate) }
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return d.per_hour
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}
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# the game hours of a tick burn every running charge; one that runs out stops and says so
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function gear__burn(gear_st: mut GearState, hours: float) -> void {
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gear__ensure(gear_st)
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for c in 0 .. CHARGE_COUNT {
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if not gear_st.gear__on[c] { continue }
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gear_st.gear__left[c] = gear_st.gear__left[c] - hours * gear__rate(gear_st, c)
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if gear_st.gear__left[c] > 0.0 { continue }
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gear_st.gear__left[c] = 0.0
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gear_st.gear__on[c] = false
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gear__fact(gear_st, GEAR_RAN_OUT, -1, c, 0)
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}
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}
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