ludic/packages/ludic.jobs/boards.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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# boards.ludic - posting: the morning takes down what is stale and asks the game for a new one, on
# the jobs' own dice seeded by the day, so a board never moves anyone else's rolls
export function jobs_board_ok(b: int) -> bool { return b >= 0 and b < BOARD_COUNT }
function jobs__at(jobs_st: mut JobsState, b: int, s: int) -> int {
jobs__ensure(jobs_st)
return jobs_st.jobs__off[b] + s
}
# a whole number in [lo, hi] from the jobs' dice: what JobsWorld.roll draws with
export function jobs_roll(jobs_st: mut JobsState, lo: int, hi: int) -> int {
jobs__ensure(jobs_st)
return rng_between(jobs_st.jobs__dice, lo, hi)
}
# inside JobsWorld.roll: what goes up in the slot being filled
export function jobs_post(jobs_st: mut JobsState, b: int, s: int, kind: int, param: int, need: int, money: int, rep: int) -> void {
let k = jobs__at(jobs_st, b, s)
jobs_st.jobs__pk[k] = kind
jobs_st.jobs__pp[k] = param
jobs_st.jobs__pn[k] = need
jobs_st.jobs__pm[k] = money
jobs_st.jobs__pr[k] = rep
jobs_st.jobs__ph[k] = 0
jobs_st.jobs__ps[k] = JOBS_ACTIVE
jobs_st.jobs__pd[k] = JobsWorld.day()
let e = JobsWorld.evidence(kind, param)
jobs_st.jobs__pb[k] = 0
if e > 0 { jobs_st.jobs__pb[k] = e }
}
function jobs__clear(jobs_st: mut JobsState, k: int) -> void {
jobs_st.jobs__pk[k] = -1
jobs_st.jobs__pp[k] = -1
jobs_st.jobs__pn[k] = 0
jobs_st.jobs__ph[k] = 0
jobs_st.jobs__ps[k] = JOBS_OFFERED
}
# take a slot down and ask the game for what replaces it
function jobs__repost(jobs_st: mut JobsState, b: int, s: int) -> void {
let k = jobs__at(jobs_st, b, s)
let day = JobsWorld.day()
rng_seed(jobs_st.jobs__dice, jobs_st.jobs__seed + day * 7 + b * 7919 + s * 104729 + jobs_st.jobs__serial[b] * 31)
jobs_st.jobs__serial[b] += 1
jobs__clear(jobs_st, k)
JobsWorld.roll(b, s)
if jobs_st.jobs__pk[k] >= 0 { jobs__fact(jobs_st, JOBS_F_OFFERED, -1, b, s, 0, jobs_st.jobs__pn[k]) }
}
# a new day, on the boards this machine keeps: an empty or stale post is replaced, and one
# finished on an earlier day
export function jobs_morning(jobs_st: mut JobsState) -> void {
jobs__ensure(jobs_st)
let day = JobsWorld.day()
for b in 0 .. BOARD_COUNT {
let bd = JobBoards[b]
if not JobsWorld.owns(bd.scope) { continue }
for s in 0 .. bd.slots {
let k = jobs_st.jobs__off[b] + s
let finished = jobs_st.jobs__ps[k] == JOBS_DONE and day > jobs_st.jobs__pd[k]
if jobs_st.jobs__pk[k] < 0 or finished or day - jobs_st.jobs__pd[k] >= bd.keep { jobs__repost(jobs_st, b, s) }
}
}
}
function jobs__post_moved(jobs_st: mut JobsState, b: int, s: int, have: int) -> void {
let k = jobs_st.jobs__off[b] + s
let was = jobs_st.jobs__ph[k]
jobs_st.jobs__ph[k] = have
if jobs_st.jobs__ph[k] > jobs_st.jobs__pn[k] { jobs_st.jobs__ph[k] = jobs_st.jobs__pn[k] }
if jobs_st.jobs__ph[k] > was { jobs__fact(jobs_st, JOBS_F_PROGRESSED, -1, b, s, jobs_st.jobs__ph[k], jobs_st.jobs__pn[k]) }
if jobs_st.jobs__ps[k] != JOBS_ACTIVE or jobs_st.jobs__ph[k] < jobs_st.jobs__pn[k] { return }
jobs_st.jobs__ps[k] = JOBS_READY
jobs__fact(jobs_st, JOBS_F_COMPLETED, -1, b, s, jobs_st.jobs__ph[k], jobs_st.jobs__pn[k])
if JobBoards[b].auto { jobs_post_hand_in(jobs_st, b, s) }
}
export function jobs_post_hand_in(jobs_st: mut JobsState, b: int, s: int) -> bool {
if not jobs_board_ok(b) or s < 0 or s >= JobBoards[b].slots { return false }
let k = jobs__at(jobs_st, b, s)
if jobs_st.jobs__ps[k] != JOBS_READY { return false }
jobs_st.jobs__ps[k] = JOBS_DONE
jobs_st.jobs__total[b] += 1
JobsPay.reward(JobBoards[b].scope, jobs_st.jobs__pm[k], jobs_st.jobs__pr[k])
jobs__fact(jobs_st, JOBS_F_HANDED_IN, -1, b, s, jobs_st.jobs__ph[k], jobs_st.jobs__pn[k])
if JobBoards[b].refill { jobs__repost(jobs_st, b, s) }
return true
}