settings_fill_json(v) writes every saved setting into an object the caller keeps, making a Value only for a key seen the first time (value_set_str / value_set_int): Maroon Lake's Settings pages rebuilt the whole tree on every change and dropped the old one. A text read from a file is interned, and so is a muted card's key ludic.hints does not know, so the parsed tree can be let go whole. Test: the store filled into a kept object changes its Values in place (6 tests pass). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
53 lines
1.9 KiB
Text
53 lines
1.9 KiB
Text
# mute.ludic - the cards a player has said they know, kept BY KEY: a card added, removed or moved in
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# the registry leaves every other mute where it was, and a key this build does not know is carried
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export function hints_muted(hints_st: HintsState, id: int) -> bool {
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if id < 0 or id >= HINT_COUNT { return false }
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return hints_st.hn_mute[id]
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}
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export function hints_mute(hints_st: mut HintsState, id: int, on: bool) -> void {
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if id < 0 or id >= HINT_COUNT { return }
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hints_st.hn_mute[id] = on
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}
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export function hints_mute_count(hints_st: HintsState) -> int {
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var n = 0
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for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { n += 1 } }
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return n
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}
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# every muted card given back, from the next pass
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export function hints_unmute_all(hints_st: mut HintsState) -> void {
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for i in 0 .. HINT_COUNT { hints_st.hn_mute[i] = false }
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hints_st.hn_foreign = new []string
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hints_st.hn_t = 0.0
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hn_fact(hints_st, HINTS_F_UNMUTED, -1)
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}
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# the mutes as a list of keys, for wherever the game keeps the player's own choices
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export function hints_mutes_save(hints_st: HintsState) -> Val {
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let l = Value.list()
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for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { Value.add(l, Value.str(Hints[i].key)) } }
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for i in 0 .. len(hints_st.hn_foreign) { Value.add(l, Value.str(hints_st.hn_foreign[i])) }
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return l
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}
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# a list of keys read back; anything that is not a list is no mutes
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export function hints_mutes_load(hints_st: mut HintsState, l: Val) -> void {
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hints_st.hn_mute = hn_mutes()
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if l == null or Value.kind(l) != 5 { return }
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for i in 0 .. Value.count(l) {
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let e = Value.at(l, i)
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if Value.kind(e) != 4 { continue }
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let k = Value.as_str(e)
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let id = hints_find(k)
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if id >= 0 { hints_st.hn_mute[id] = true } else { push(hints_st.hn_foreign, intern(k)) } # the tree is let go
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}
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}
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function hn_mutes() -> []bool {
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let out = new []bool
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for i in 0 .. HINT_COUNT { push(out, false) }
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return out
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}
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