wip(0.S3): the packages migrated by ludic migrate state packages - every package test green
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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294 changed files with 14996 additions and 14675 deletions
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@ -39,14 +39,70 @@ export port CharacterInput {
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look_always: fn() -> bool = fn chr__no # the look is held: never settle behind
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}
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var chr_ask_x: float = 0.0
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var chr_ask_z: float = 0.0
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export state CharacterState {
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chr_out_x: float = 0.0
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chr_out_z: float = 0.0
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chr_ask_x: float = 0.0
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chr_ask_z: float = 0.0
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chr_x: float = 0.0
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chr_y: float = 0.0
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chr_z: float = 0.0
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chr_yaw: float = 0.0 # facing, radians; 0 faces -z
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chr_speed: float = 0.0 # m/s along the facing
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chr_phase: float = 0.0 # the gait: one cycle is two steps, advanced by ground covered
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chr_move: float = 0.0 # 0 standing .. 1 moving
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chr_run: float = 0.0 # 0 walking .. 1 running
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chr_time: float = 0.0
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chr_water: float = -10000.0 # the water line under the body, every update
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chr_walk_speed: float = 3.2
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chr_run_speed: float = 6.8
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chr_vy: float = 0.0
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chr_air: bool = false
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chr_air_vx: float = 0.0
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chr_air_vz: float = 0.0
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chr_land: float = 0.0 # seconds of the landing's crouch left
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chr_steep: float = 0.0 # seconds of "that was too steep" left to say
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chr_can_run: bool = true
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chr_step: float = 0.0 # metres covered this frame
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chr_sit: bool = false
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chr_sit_mode: int = 0
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chr_sit_t: float = 0.0 # 0 standing .. 1 sat, eased over a quarter second
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chr_sit_x: float = 0.0 # the seat's point, walked to over the blend
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chr_sit_z: float = 0.0
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chr_sit_yaw: float = 0.0
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chr_swim: bool = false
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chr_dive: bool = false
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chr_depth: float = 0.0 # metres below the surface
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chr_breath: float = 0.0
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chr_float: float = 0.0 # 0 swimming .. 1 floating
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chr_swim_phase: float = 0.0
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chr_edge_said: float = 0.0
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chr_holds: int = CHAR_HOLD_SCREEN
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chr_cam_yaw: float = 0.0
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chr_cam_pitch: float = -0.157
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chr_cam_dist: float = 4.2
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chr_lock: bool = false # the orbit never settles behind on its own
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chr_fps: bool = false
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chr_fps_bob: float = 0.0
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chr_piv_x: float = 0.0
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chr_piv_y: float = 0.0
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chr_piv_z: float = 0.0
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chr_eye_x: float = 0.0 # where the camera is and where it looks, once computed
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chr_eye_y: float = 0.0
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chr_eye_z: float = 0.0
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chr_eye_yaw: float = 0.0
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chr_eye_pitch: float = 0.0
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chr_eyes_now: bool = false # the last camera was the eyes: the figure is hidden
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chr_safe_x: float = 0.0
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chr_safe_z: float = 0.0
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chr_fact_q: Queue<CharacterFact> = null
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}
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function chr__top_plain(x: float, z: float, r: float, from_y: float, step: float, base: float) -> float { return base }
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function chr__bed_plain(x: float, z: float) -> float { return CharacterGround.height(x, z) }
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function chr__dry(x: float, z: float) -> float { return -10000.0 }
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function chr__no_push(x: float, z: float, r: float, y0: float, y1: float) -> bool { return false }
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function chr__asked_x() -> float { return chr_ask_x }
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function chr__asked_z() -> float { return chr_ask_z }
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function chr__asked_x(character_st: CharacterState) -> float { return character_st.chr_ask_x }
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function chr__asked_z(character_st: CharacterState) -> float { return character_st.chr_ask_z }
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function chr__slope_plain(x: float, z: float) -> float {
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let e = 2.0
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let dx = CharacterGround.height(x + e, z) - CharacterGround.height(x - e, z)
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