ludic/packages/ludic.character/system.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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# system.ludic - the body as a system: reset, a tick from the input port, and nothing saved (where a
# body stands is the game's to write, with the rest of the player)
export function char_reset(character_st: mut CharacterState) -> void {
char_teleport(character_st, 0.0, 0.0, 0.0)
character_st.chr_time = 0.0
character_st.chr_phase = 0.0
character_st.chr_breath = CHAR_BREATH_MAX
character_st.chr_can_run = true
character_st.chr_sit_t = 0.0
character_st.chr_steep = 0.0
character_st.chr_land = 0.0
character_st.chr_edge_said = 0.0
character_st.chr_fps = false
q_clear(char_facts(character_st))
}
function chr_sys_tick(character_st: mut CharacterState, t: Tick) -> void { char_tick(character_st, t.dt) }
export function char_system() -> System {
let s = system_new("character", PH_INPUT)
s.reset = fn char_reset
s.tick = fn chr_sys_tick
return s
}