ludic/packages/ludic.fishing/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

41 lines
1.5 KiB
Text

# system.ludic - fishing as a system: its tick, and the record in its own save section (a line in
# the water is never saved)
export function fishing_reset(fishing_st: mut FishingState) -> void {
fishing_stop(fishing_st)
fishing_st.fishing_n = 0
fishing_st.fishing_big = 0
fishing_st.fishing_leg = false
fishing_st.fishing_dice = rng_new(fishing_st.fishing_seed_n)
q_clear(fishing_facts(fishing_st))
}
# the record outright (staging, a test, the network's word)
export function fishing_record_set(fishing_st: mut FishingState, caught: int, biggest: int, legend: bool) -> void {
fishing_st.fishing_n = caught
fishing_st.fishing_big = biggest
fishing_st.fishing_leg = legend
}
export function fishing_save(fishing_st: FishingState) -> Val {
let v = Value.object()
sv_put_int(v, "caught", fishing_st.fishing_n)
sv_put_int(v, "biggest", fishing_st.fishing_big)
sv_put_bool(v, "legend", fishing_st.fishing_leg)
return v
}
export function fishing_load(fishing_st: mut FishingState, v: Val, version: int) -> void {
fishing_reset(fishing_st)
fishing_record_set(fishing_st, sv_int(v, "caught", 0), sv_int(v, "biggest", 0), sv_bool(v, "legend", false))
}
function fishing_sys_tick(fishing_st: mut FishingState, t: Tick) -> void { fishing_run(fishing_st, t.dt) }
export function fishing_system() -> System {
let s = system_new("fishing", PH_SIMULATE)
s.reset = fn fishing_reset
s.tick = fn fishing_sys_tick
s.save = fn fishing_save
s.load = fn fishing_load
return s
}