ludic/packages/ludic.base/tests/actions_test.ludic
Orkuncakilkaya 808c4a6f7a feat(lang): 0.R1 - actions and reducers
action Name { fields } is a typed record; reducer State on Action(s: mut State, a: Action) { ... }
in the module that owns the state takes exactly that state and the action (a second state is
refused); dispatch Action { fields } queues one from anywhere, the queue supplied by the runtime.
The queue is drained at the end of every phase of the frame loop, after every phase of ludic.base's
core_tick_all, and by drain_actions(): in dispatch order, each action's reducers in the order of
their states' names, an action a reducer dispatches queued behind, a queue still growing after 64
rounds stopped with the action named. Examples actions/pack, phases, runaway; rejects for a second
state, a reducer on a non-action and an unknown dispatch; ludic.base's actions_test; LANGUAGE.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:13:46 +03:00

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# actions_test.ludic - 0.R: the runner drains the action queue after every phase, so what an input
# system dispatches is reduced before the simulation reads it, the same tick
import "ludic.base"
program ActionsTest {
numbers float
state Door {
open: bool = false
seen: string = ""
}
action Knock { times: int }
reducer Door on Knock(d: mut Door, a: Knock) {
if a.times >= 2 { d.open = true }
}
function input_tick(t: Tick) -> void { dispatch Knock { times: 2 } }
function sim_tick(d: mut Door, t: Tick) -> void {
if d.open { d.seen = d.seen + "o" } else { d.seen = d.seen + "c" }
}
test "an input system's action is reduced before the simulation's phase" (b: mut BaseState, d: Door) {
core_clear(b)
let i = system_new("input", PH_INPUT)
i.tick = fn input_tick
core_add(b, i)
let s = system_new("sim", PH_SIMULATE)
s.tick = fn sim_tick
core_add(b, s)
core_tick_all(b, tick_new(0.016, 1, 0.0))
expect(d.open)
expect(d.seen == "o")
}
}