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>
54 lines
2.2 KiB
Text
54 lines
2.2 KiB
Text
# mount.ludic - getting on, and getting off onto a spot the rider's own safe-spot rule found: the
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# same one answer a seat and a stand-up use, so a landing is never inside a boulder or on a bank
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# the body cannot climb off
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export const VEHICLE_HAY_MIN: float = 10.0 # a horse with less hay than this will not go
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# this machine's player onto v; false when it is somebody else's, taken, or a hungry horse
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export function vehicle_mount(vehicles_st: mut VehiclesState, v: Vehicle) -> bool {
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if v == null or v.owner != 0 or v.rider >= 0 or vehicles_st.ve_cur != null { return false }
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if v.kind == VEHICLE_HORSE and v.food < VEHICLE_HAY_MIN {
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ve_say(vehicles_st, VEHICLE_HUNGRY, v, v.food)
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return false
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}
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vehicles_st.ve_cur = v
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v.rider = 0
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VehicleRider.board(v.x, v.z, v.yaw)
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ve_say(vehicles_st, VEHICLE_MOUNTED, v, 0.0)
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return true
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}
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# Off, onto the nearest spot a body could stand and walk off: from a boat a wade of up to 1.25 m
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# within ten metres, from a horse beside its right flank. False (and said) when a boat is too far out.
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export function vehicle_dismount(vehicles_st: mut VehiclesState) -> bool {
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let v = vehicles_st.ve_cur
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if v == null { return false }
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if v.kind == VEHICLE_BOAT {
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if not VehicleRider.safe_spot(v.x, v.z, VehicleWorld.water(v.x, v.z), 1.25) {
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ve_say(vehicles_st, VEHICLE_NO_LANDING, v, 0.0)
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return false
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}
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VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
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} else {
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let wx = v.x + Math.cos(v.yaw) * 1.2
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let wz = v.z - Math.sin(v.yaw) * 1.2
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if VehicleRider.safe_spot(wx, wz, VehicleWorld.ground(v.x, v.z), 0.0) {
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VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
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} else { VehicleRider.step_off(v.x, v.z) }
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v.home_x = v.x
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v.home_z = v.z
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}
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vehicles_st.ve_cur = null
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v.rider = -1
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v.speed = 0.0
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ve_say(vehicles_st, VEHICLE_DISMOUNTED, v, 0.0)
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return true
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}
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# off whatever this player is on, wherever it is (a load, a collapse, a map change)
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export function vehicle_drop(vehicles_st: mut VehiclesState) -> void {
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if vehicles_st.ve_cur != null {
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vehicles_st.ve_cur.rider = -1
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vehicles_st.ve_cur.speed = 0.0
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}
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vehicles_st.ve_cur = null
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}
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