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>
46 lines
2.4 KiB
Text
46 lines
2.4 KiB
Text
# roles.ludic - who owns the world. Alone, this machine does; a host does and has company; a
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# guest owns only its own player. The transport says what this machine became.
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export function ses_role(session_st: SessionState) -> int { return session_st.session__role }
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export function ses_set_role(session_st: mut SessionState, r: int) -> void {
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if r == session_st.session__role { return }
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session_st.session__role = r
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session__fact(session_st, SES_ROLE, -1, 0)
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}
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# this machine runs the world: the clock, the weather, the animals, the people
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export function ses_owns_world(session_st: SessionState) -> bool { return session_st.session__role != SES_GUEST }
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# somebody else is in this world, so nothing this player opens may stop it
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export function ses_live(session_st: SessionState) -> bool { return session_st.session__role != SES_SOLO }
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export function ses_hosting(session_st: SessionState) -> bool { return session_st.session__role == SES_HOST }
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export function ses_guest(session_st: SessionState) -> bool { return session_st.session__role == SES_GUEST }
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# whether this player lying down ends the night; alone, it always does
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export function ses_night_passes(session_st: SessionState) -> bool { return ses_owns_world(session_st) and not ses_live(session_st) }
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# the party a host allows (2..PLY_MAX) and whether it takes new players
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export function ses_set_party(session_st: mut SessionState, max: int, open: bool) -> void {
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session_st.session__max = max
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if session_st.session__max < 2 { session_st.session__max = 2 }
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if session_st.session__max > PLY_MAX { session_st.session__max = PLY_MAX }
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session_st.session__open = open
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}
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export function ses_set_open(session_st: mut SessionState, open: bool) -> void { session_st.session__open = open }
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export function ses_max(session_st: SessionState) -> int { return session_st.session__max }
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export function ses_open(session_st: SessionState) -> bool { return session_st.session__open }
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# may one more join: open, and not full
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export function ses_room_for_one(session_st: SessionState) -> bool { return session_st.session__open and ply_count(session_st) < session_st.session__max }
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# the session is over: everyone else gone, alone again, nothing asked and nobody asleep
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export function ses_reset(session_st: mut SessionState) -> void {
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ply_leave_all(session_st)
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ses_set_role(session_st, SES_SOLO)
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session_st.session__me_sleeping = false
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session_st.session__vote_t = 0.0
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session_st.session__vote_mine = -1
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}
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