feat(ludic.weather): spells of weather as a mechanic package
The kinds and their odds are data the game hands in; a port asks whether this machine owns the world, the hour, the night, the odds from a kind, what the story wants of the sky (a front, a hold, a clear night), the front's kind and length, and a seed. Its own dice; a new spell, a clearing, lightning and a wanted front are facts on weather_facts(); its own save section. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.weather/run.ludic
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packages/ludic.weather/run.ludic
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# run.ludic - the sky moving on. Only the machine that owns the world runs the spells; every
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# machine eases the ground's wetness and makes its own lightning out of a storm it is told of.
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function wx_turn() -> void {
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let was = wx_state
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wx_state = wx_next
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wx_next = wx_pick_next(wx_state)
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wx_left = wx_spell_hours(wx_state)
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if wx_forced {
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wx_forced = false
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var least = 5.0
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if wx_world != null and wx_world.front_hours != null { least = Math.max(least, wx_world.front_hours()) }
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if wx_left < least { wx_left = least }
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}
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if wx_state == was { return }
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# a front going through and leaving clear sky behind it: the light people get up for
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if wx_kinds[wx_state].clear and wx_kinds[was].wet and not wx_night() {
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wx_clear_t = 0.6
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wx_fact(WEATHER_CLEARED, wx_state, was)
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}
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wx_fact(WEATHER_BEGAN, wx_state, was)
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}
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function wx_wind_tick(dt: float) -> void {
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let kd = wx_kinds[wx_state]
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wx_wind = wx_wind + (kd.wind - wx_wind) * Math.min(1.0, dt * 0.3)
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var want = kd.wind_dir
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if want < 0.0 {
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let h = wx_hours()
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want = wx_down_dir
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if h > wx_up_from and h < wx_up_to { want = wx_up_dir }
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}
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let r = dt * 0.12
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wx_dir = wx_wrap(wx_dir + Math.clamp(wx_wrap(want - wx_dir), -r, r))
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}
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# the spells: the story's lean, the clock running down, the edges eased, the wind
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function wx_spells(dt: float, gh: float) -> void {
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wx_apply_bias()
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wx_left = wx_left - gh
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if wx_left < 0.0 { wx_turn() }
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var want = 1.0
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if wx_kinds[wx_state].clear { want = 0.0 }
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if wx_left < 0.5 and wx_kinds[wx_next].clear { want = 0.0 }
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wx_amount = wx_amount + (want - wx_amount) * Math.min(1.0, dt * 0.5)
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wx_wind_tick(dt)
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if wx_clear_t > 0.0 { wx_clear_t = wx_clear_t - gh }
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}
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# soaking is faster than drying: a downpour wets the ground in under a minute, and it takes
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# several to give it back
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function wx_ground_tick(dt: float) -> void {
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let want = wx_kinds[wx_state].soak * wx_amount
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var k = dt * 0.10
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if want < wx_ground { k = dt * 0.020 }
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wx_ground = wx_ground + (want - wx_ground) * Math.clamp(k, 0.0, 1.0)
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}
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function wx_storm_tick(dt: float) -> void {
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wx_flash = wx_flash * Math.max(0.0, 1.0 - dt * 9.0)
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if not wx_kinds[wx_state].thunder or wx_amount < 0.5 { return }
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wx_thunder_t = wx_thunder_t - dt
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if wx_thunder_t < 0.0 {
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wx_thunder_t = rng_span(wx_dice, 9.0, 34.0)
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wx_flash = 1.0
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wx_fact(WEATHER_THUNDER, wx_state, wx_state)
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}
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}
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# one step: `dt` real seconds and `gh` game hours
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export function weather_run(dt: float, gh: float) -> void {
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if weather_kind_count() == 0 { return }
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if wx_owns() { wx_spells(dt, gh) }
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wx_ground_tick(dt)
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wx_storm_tick(dt)
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if weather_wet() { wx_wet_today = true }
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}
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