I'm using Godot 4 game engine and write code with GDScript. I've written a custom library that allows me to describe game logic in a declarative way
What does this code do?
```
var declaration = DDeclaration.new([
  DDeclare.new([
    DState.stack({
      Counter: 0
    }),
    DEvent.stack([Incremented])
  ]),
  DSubscribe.to_ref(Incremented).do([
    DSetState.to_ref(Counter).value([
      DSum.new([
        DGetState.from_ref(Counter),
        DStatic.new(1)
      ])
    ])
  ])
])
```
This code defines a custom library in Godot 4 using GDScript that describes game logic in a declarative way. The code creates an instance of `DDeclaration` with an array of `DDeclare` objects.
 
The `DDeclare` object contains two properties: `DState` and `DEvent`. `DState` represents the current state of the game and is defined using a `stack` method, which initializes a stack of values for a specific state key. In this case, the state key is Counter, and its initial value is 0. `DEvent` represents a trigger for a specific event that can change the game state. In this case, the event is Incremented, which means that when this event is triggered, the game state will change.
 
The second element in the `DDeclaration` array is `DSubscribe`, which listens for the Incremented event and executes a set of instructions defined by the `do` method. The instructions consist of a single `DSetState` operation, which sets the value of the Counter state key. The `value` property of `DSetState` is an array of instructions to calculate the new value of the state key. In this case, the new value is calculated using the `DSum` instruction, which adds the current value of the Counter state key (retrieved using `DGetState`) to a static value of 1 (represented by `DStatic`).
 
Overall, this code defines a game logic that tracks a counter, initializes it to 0, and increments it by 1 whenever an Incremented event is triggered.
Is there any loop hole in that code, if any can you please optimise the code.