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
2.3 KiB
Text
58 lines
2.3 KiB
Text
# verbs.ludic - the only way the needs change from outside; each is held to 0..100
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# `n` more of a need (less, when negative): a meal, a drink, a shove from a bear
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export function needs_feed(needs_st: mut NeedsState, k: int, n: float) -> void {
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if nd_ok(k) { nd_add(needs_st, k, n) }
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}
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# a meal: food, water and energy at once
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export function needs_meal(needs_st: mut NeedsState, food: float, water: float, energy: float) -> void {
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nd_add(needs_st, NEED_FOOD, food)
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nd_add(needs_st, NEED_WATER, water)
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nd_add(needs_st, NEED_ENERGY, energy)
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}
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export function needs_set(needs_st: mut NeedsState, k: int, v: float) -> void {
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if nd_ok(k) { nd_lv(needs_st)[k] = Math.clamp(v, 0.0, 100.0) }
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}
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# at least `v`
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export function needs_floor(needs_st: mut NeedsState, k: int, v: float) -> void {
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if nd_ok(k) and nd_lv(needs_st)[k] < v { needs_set(needs_st, k, v) }
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}
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# a night: rested to what it was worth, hungrier and thirstier for it, but never empty
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export function needs_after_night(needs_st: mut NeedsState, rested: float, food_lost: float, water_lost: float) -> void {
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let lv = nd_lv(needs_st)
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lv[NEED_ENERGY] = Math.clamp(rested, 0.0, 100.0)
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lv[NEED_FOOD] = Math.max(lv[NEED_FOOD] - food_lost, 6.0)
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if water_lost > 0.0 { lv[NEED_WATER] = Math.max(lv[NEED_WATER] - water_lost, 5.0) }
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}
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# the countdown called off, and nothing said (a wake, a load, a test)
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export function needs_calm(needs_st: mut NeedsState) -> void { needs_st.nd_legs = 0.0 }
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# the body went down, however: one more collapse, and no countdown running
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export function needs_went_down(needs_st: mut NeedsState) -> void {
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needs_st.nd_collapses += 1
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needs_st.nd_legs = 0.0
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}
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# a hand up: the cost is in the body, and nothing goes below twenty
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export function needs_helped_up(needs_st: mut NeedsState) -> void {
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let lv = nd_lv(needs_st)
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lv[NEED_WARMTH] = Math.max(20.0, lv[NEED_WARMTH] - 15.0)
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lv[NEED_FOOD] = Math.max(20.0, lv[NEED_FOOD] - 15.0)
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lv[NEED_WATER] = Math.max(20.0, lv[NEED_WATER] - 15.0)
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lv[NEED_ENERGY] = Math.max(20.0, lv[NEED_ENERGY] - 25.0)
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needs_st.nd_legs = 0.0
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}
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# a new trip: fed, watered, rested and warm, and never walked out
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export function needs_reset(needs_st: mut NeedsState) -> void {
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nd_lv(needs_st)
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nd_fill(needs_st)
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needs_st.nd_legs = 0.0
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needs_st.nd_last = 0
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needs_st.nd_collapses = 0
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q_clear(needs_facts(needs_st))
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}
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