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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 14:02:21 +03:00
parent 1e8b5b0523
commit 07505e7ef2
294 changed files with 14996 additions and 14675 deletions

View file

@ -1,125 +1,125 @@
# verbs.ludic - every change the rest of a game may make to the body
export function char_config(walk: float, run: float) -> void {
chr_walk_speed = walk
chr_run_speed = run
export function char_config(character_st: mut CharacterState, walk: float, run: float) -> void {
character_st.chr_walk_speed = walk
character_st.chr_run_speed = run
}
# put the body somewhere, standing, the camera behind it
export function char_teleport(x: float, z: float, yaw: float) -> void {
chr_x = x
chr_z = z
chr_yaw = yaw
chr_y = CharacterGround.height(x, z)
char_halt()
chr_sit = false
chr_swim = false
chr_dive = false
chr_depth = 0.0
chr_float = 0.0
export function char_teleport(character_st: mut CharacterState, x: float, z: float, yaw: float) -> void {
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_yaw = yaw
character_st.chr_y = CharacterGround.height(x, z)
char_halt(character_st)
character_st.chr_sit = false
character_st.chr_swim = false
character_st.chr_dive = false
character_st.chr_depth = 0.0
character_st.chr_float = 0.0
# the water where the body lands, not where it was: a trip reloaded mid-swim reads it next
chr_water = CharacterGround.water(x, z)
chr_cam_yaw = yaw
chr_piv_x = chr_x
chr_piv_y = chr_y + 1.45
chr_piv_z = chr_z
char_camera(1.0)
character_st.chr_water = CharacterGround.water(x, z)
character_st.chr_cam_yaw = yaw
character_st.chr_piv_x = character_st.chr_x
character_st.chr_piv_y = character_st.chr_y + 1.45
character_st.chr_piv_z = character_st.chr_z
char_camera(character_st, 1.0)
}
# a screen holds the body still by a reason, so two holders cannot release each other's hold
export function char_hold(reason: int) -> void { chr_holds = chr_holds | reason }
export function char_release(reason: int) -> void { if (chr_holds & reason) != 0 { chr_holds = chr_holds - reason } }
export function char_hold(character_st: mut CharacterState, reason: int) -> void { character_st.chr_holds = character_st.chr_holds | reason }
export function char_release(character_st: mut CharacterState, reason: int) -> void { if (character_st.chr_holds & reason) != 0 { character_st.chr_holds = character_st.chr_holds - reason } }
# everything that carries the body stops: no fall, no stride, no run
export function char_halt() -> void {
chr_air = false
chr_vy = 0.0
chr_speed = 0.0
chr_move = 0.0
chr_run = 0.0
export function char_halt(character_st: mut CharacterState) -> void {
character_st.chr_air = false
character_st.chr_vy = 0.0
character_st.chr_speed = 0.0
character_st.chr_move = 0.0
character_st.chr_run = 0.0
}
# out of strength in the water: the stroke stops and the body floats
export function char_go_limp() -> void {
chr_speed = 0.0
chr_float = 1.0
export function char_go_limp(character_st: mut CharacterState) -> void {
character_st.chr_speed = 0.0
character_st.chr_float = 1.0
}
# set down somewhere without the teleport's reset (a swimmer turned back)
export function char_push_to(x: float, z: float) -> void {
chr_x = x
chr_z = z
chr_speed = 0.0
export function char_push_to(character_st: mut CharacterState, x: float, z: float) -> void {
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_speed = 0.0
}
# stood on the ground at a point, facing a way
export function char_stand_on(x: float, z: float, yaw: float) -> void {
chr_x = x
chr_z = z
chr_yaw = yaw
chr_y = CharacterGround.height(x, z)
export function char_stand_on(character_st: mut CharacterState, x: float, z: float, yaw: float) -> void {
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_yaw = yaw
character_st.chr_y = CharacterGround.height(x, z)
}
# a trip saved in the middle of the lake reloads in the middle of the lake, not on the bed
export function char_resume_swim(dive: bool, depth: float, breath: float) -> void {
chr_water = CharacterGround.water(chr_x, chr_z)
chr_swim = true
chr_dive = dive
chr_depth = depth
chr_breath = breath
chr_y = chr_water - 0.30 - chr_depth
export function char_resume_swim(character_st: mut CharacterState, dive: bool, depth: float, breath: float) -> void {
character_st.chr_water = CharacterGround.water(character_st.chr_x, character_st.chr_z)
character_st.chr_swim = true
character_st.chr_dive = dive
character_st.chr_depth = depth
character_st.chr_breath = breath
character_st.chr_y = character_st.chr_water - 0.30 - character_st.chr_depth
}
# the map changed under the body: nothing about the old water may survive
export function char_map_changed() -> void {
chr_swim = false
chr_dive = false
chr_depth = 0.0
chr_water = CharacterGround.water(chr_x, chr_z)
export function char_map_changed(character_st: mut CharacterState) -> void {
character_st.chr_swim = false
character_st.chr_dive = false
character_st.chr_depth = 0.0
character_st.chr_water = CharacterGround.water(character_st.chr_x, character_st.chr_z)
}
export function char_face(yaw: float) -> void { chr_yaw = yaw }
export function char_allow_run(on: bool) -> void { chr_can_run = on }
export function char_look(yaw: float, pitch: float) -> void {
chr_cam_yaw = yaw
chr_cam_pitch = pitch
export function char_face(character_st: mut CharacterState, yaw: float) -> void { character_st.chr_yaw = yaw }
export function char_allow_run(character_st: mut CharacterState, on: bool) -> void { character_st.chr_can_run = on }
export function char_look(character_st: mut CharacterState, yaw: float, pitch: float) -> void {
character_st.chr_cam_yaw = yaw
character_st.chr_cam_pitch = pitch
}
export function char_look_pitch(pitch: float) -> void { chr_cam_pitch = pitch }
export function char_orbit(dist: float) -> void { chr_cam_dist = Math.clamp(dist, 1.8, 9.0) }
export function char_lock_orbit(on: bool) -> void { chr_lock = on }
export function char_set_fps(on: bool) -> void { chr_fps = on }
export function char_look_pitch(character_st: mut CharacterState, pitch: float) -> void { character_st.chr_cam_pitch = pitch }
export function char_orbit(character_st: mut CharacterState, dist: float) -> void { character_st.chr_cam_dist = Math.clamp(dist, 1.8, 9.0) }
export function char_lock_orbit(character_st: mut CharacterState, on: bool) -> void { character_st.chr_lock = on }
export function char_set_fps(character_st: mut CharacterState, on: bool) -> void { character_st.chr_fps = on }
# the eyes or the shoulder; refused while sitting or carried, and the answer says which
export function char_fps_toggle() -> int {
if not chr_fps and not chr_eyes_allowed() {
if chr_sit { return CHAR_EYES_SITTING }
export function char_fps_toggle(character_st: mut CharacterState) -> int {
if not character_st.chr_fps and not chr_eyes_allowed(character_st) {
if character_st.chr_sit { return CHAR_EYES_SITTING }
return CHAR_EYES_RIDING
}
chr_fps = not chr_fps
if chr_fps { return CHAR_EYES_ON }
character_st.chr_fps = not character_st.chr_fps
if character_st.chr_fps { return CHAR_EYES_ON }
return CHAR_EYES_OFF
}
# something to ride: getting on, being carried, and stepping off onto a spot char_safe_spot found
export function char_board(x: float, z: float, yaw: float) -> void {
chr_sit = false
chr_x = x
chr_z = z
chr_yaw = yaw
chr_speed = 0.0
chr_move = 0.0
chr_run = 0.0
export function char_board(character_st: mut CharacterState, x: float, z: float, yaw: float) -> void {
character_st.chr_sit = false
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_yaw = yaw
character_st.chr_speed = 0.0
character_st.chr_move = 0.0
character_st.chr_run = 0.0
}
export function char_ride_at(x: float, y: float, z: float, yaw: float, speed: float) -> void {
chr_x = x
chr_y = y
chr_z = z
chr_yaw = yaw
chr_speed = speed
export function char_ride_at(character_st: mut CharacterState, x: float, y: float, z: float, yaw: float, speed: float) -> void {
character_st.chr_x = x
character_st.chr_y = y
character_st.chr_z = z
character_st.chr_yaw = yaw
character_st.chr_speed = speed
}
export function char_step_off(x: float, z: float) -> void {
chr_x = x
chr_z = z
chr_y = CharacterGround.height(x, z)
export function char_step_off(character_st: mut CharacterState, x: float, z: float) -> void {
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_y = CharacterGround.height(x, z)
}