ludic/packages/ludic.steps/party.ludic
Orkuncakilkaya 3ac1179440 fix(allocs): ludic.update, steps, effects and telemetry at 0 frame allocs and 0 keeps
ludic.update: whether this copy can update itself is worked out once, when the updater is configured
(the panel asked every frame, building the path to the executable each time); the notes are a list
the state keeps, filled by update_notes_for when the version or the language changes, which the
game calls from its update tick. The feed's address is declared (once, when a check starts).
ludic.steps, ludic.effects, ludic.telemetry: what is left is made on an event and declared with its
bound - an arc's tables, a chapter's columns, a step's fact, an effect's start, end and clear, the
fact pool's growth, the player id, a props record's nesting stack - and two pushes into a caller's
kept list, at most a chapter's steps and the ring's size.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:13:06 +03:00

99 lines
4.9 KiB
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# party.ludic - with company every player reports what THEY have toward each step of the current
# chapter (steps_mine) and the owner of the story answers the step from the lot. Held per seat,
# so a player who leaves takes their column with them; seat 0 is this machine, read live.
# how many seats a party has
export function steps_config(steps_st: mut StepsState, players: int) -> void {
steps_st.steps__players = players
steps_st.steps__col = null
}
@alloc_ok("the party's columns: once a chapter, and when the party changes")
function steps__party_clear(steps_st: mut StepsState) -> void {
steps_st.steps__col = new []int
for i in 0 .. steps_st.steps__players * STEPS_PER_CHAPTER { push(steps_st.steps__col, 0) }
steps_st.steps__col_ch = steps_st.steps__cur
}
# a party over (or a new one): every column forgotten
export function steps_party_reset(steps_st: mut StepsState) -> void { steps_st.steps__col = null }
# the columns, emptied when the chapter they were about is not this one (before a teammate's go in)
function steps__cols(steps_st: mut StepsState) -> void { if steps_st.steps__col == null or steps_st.steps__col_ch != steps_st.steps__cur { steps__party_clear(steps_st) } }
# seat p's share of step i: seat 0 read live, a teammate's as they sent it for this chapter
function steps__share(steps_st: StepsState, p: int, i: int) -> int {
let ch = steps_st.steps__cur
if p == 0 {
if steps_finished(steps_st) or i >= steps_in(steps_st, ch) { return 0 }
return steps_mine(steps_st, steps_kind(steps_st, ch, i), steps_param(steps_st, ch, i), steps_need(steps_st, ch, i))
}
let k = p * STEPS_PER_CHAPTER + i
if steps_st.steps__col == null or steps_st.steps__col_ch != ch or k >= len(steps_st.steps__col) { return 0 }
return steps_st.steps__col[k]
}
# this machine's shares for the current chapter, to send to whoever owns the story
# the same into a list the caller keeps (a guest checks its shares every tick)
export function steps_my_shares_into(steps_st: StepsState, out: []int) -> void {
List.clear(out)
@alloc_ok("into the caller's kept list, at most STEPS_PER_CHAPTER")
for i in 0 .. STEPS_PER_CHAPTER { push(out, steps__share(steps_st, 0, i)) }
}
export function steps_my_shares(steps_st: StepsState) -> []int {
let out = new []int
for i in 0 .. STEPS_PER_CHAPTER { push(out, steps__share(steps_st, 0, i)) }
return out
}
# a teammate's shares, as they sent them; ignored when they were about another chapter
export function steps_share(steps_st: mut StepsState, p: int, ch: int, shares: []int) -> void {
if p <= 0 or p >= steps_st.steps__players or ch != steps_st.steps__cur { return }
steps__cols(steps_st)
for i in 0 .. min(len(shares), STEPS_PER_CHAPTER) { steps_st.steps__col[p * STEPS_PER_CHAPTER + i] = shares[i] }
}
export function steps_share_of(steps_st: StepsState, p: int, i: int) -> int {
return steps__share(steps_st, p, i)
}
# a seat emptied: what it had goes with it
export function steps_leave(steps_st: mut StepsState, p: int) -> void {
if steps_st.steps__col == null or p <= 0 or p >= steps_st.steps__players { return }
for i in 0 .. STEPS_PER_CHAPTER { steps_st.steps__col[p * STEPS_PER_CHAPTER + i] = 0 }
}
# the shares of every seat taken, combined as the pool says (seat 0 is the start)
function steps__combined(steps_st: StepsState, i: int, how: int) -> int {
var v = steps__share(steps_st, 0, i)
for p in 1 .. steps_st.steps__players {
if not StepsWorld.present(p) { continue }
let c = steps__share(steps_st, p, i)
if how == STEPS_POOL_ANY or how == STEPS_POOL_OR { v = v | c }
else if how == STEPS_POOL_SUM { v += c }
else if how == STEPS_POOL_MAX { if c > v { v = c } }
}
return v
}
# the answer to step i of the current chapter: solo this is steps_eval and nothing more
export function steps_met(steps_st: StepsState, i: int) -> bool {
let ch = steps_st.steps__cur
let kind = steps_kind(steps_st, ch, i)
if not StepsWorld.party() { return steps_eval(steps_st, kind, steps_param(steps_st, ch, i), steps_need(steps_st, ch, i)) }
let how = steps_pool(steps_st, kind)
if how == STEPS_POOL_WORLD { return steps_eval(steps_st, kind, steps_param(steps_st, ch, i), steps_need(steps_st, ch, i)) }
return steps_from(steps_st, kind, steps_param(steps_st, ch, i), steps_need(steps_st, ch, i), steps__combined(steps_st, i, how), steps_players(steps_st), steps_each(steps_st, i))
}
# the party's count for step i of the current chapter, -1 for one that is not a tally
export function steps_party_got(steps_st: StepsState, i: int) -> int {
let ch = steps_st.steps__cur
let kind = steps_kind(steps_st, ch, i)
let param = steps_param(steps_st, ch, i)
if steps_got(steps_st, kind, param) < 0 { return -1 }
let how = steps_pool(steps_st, kind)
if not StepsWorld.party() or how == STEPS_POOL_WORLD or how == STEPS_POOL_ANY or how == STEPS_POOL_EACH { return steps_got(steps_st, kind, param) }
return steps_got_from(steps_st, kind, param, steps__combined(steps_st, i, how))
}