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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 04:48:38 +03:00
parent a2012a5afe
commit 093ca0d260
12 changed files with 746 additions and 0 deletions

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# state.ludic - the port, the kinds, the facts, and what the sky holds
# what the weather asks the world. Any field may be left null: the answer is then "yes, it is
# mine", noon and daylight, the kind's own odds, no bias, the first wet kind, and a seed of 1.
export property WeatherWorld {
owns_world: fn() -> bool = null
hours: fn() -> float = null
is_night: fn() -> bool = null
odds: fn(int) -> []float = null # weights for the next spell, per kind, from this kind
bias: fn() -> int = null # what the story wants now: WEATHER_* below
front: fn() -> int = null # the kind a wanted front comes as
front_hours: fn() -> float = null # the least a wanted front lasts once it arrives
seed: fn() -> int = null
}
# what the story may ask of the sky
export const WEATHER_NO_BIAS: int = 0
export const WEATHER_WANT_WET: int = 1 # send a front, soon
export const WEATHER_HOLD: int = 2 # keep this spell going a while yet
export const WEATHER_WANT_CLEAR: int = 3 # clear the sky and keep it clear
# one kind of weather; its place in the list the game hands in is its number
export property WeatherKind {
name: string = ""
clear: bool = false # the kind a sky eases out to: nothing falls, amount goes to 0
wet: bool = false # rain or snow is falling (weather_wet)
soak: float = 0.0 # how wet the ground gets under it, 0..1
overcast: float = 0.0
cold: float = 0.0 # extra cold per game hour, in the game's units
wind: float = 0.2 # the strength the wind builds toward, 0..1
wind_dir: float = -1.0 # radians the wind blows toward; below 0, the valley's daily turn
thunder: bool = false
spell_lo: float = 2.0 # game hours a spell lasts, drawn in [lo, hi)
spell_hi: float = 8.0
odds: []float = null # weights for the next spell, per kind
}
export const WEATHER_BEGAN: int = 0 # a spell began (kind, from)
export const WEATHER_CLEARED: int = 1 # a wet spell gave way to clear sky in daylight
export const WEATHER_THUNDER: int = 2 # a lightning strike, and its thunder
export const WEATHER_FRONT: int = 3 # a front the story asked for is forecast (kind)
export property WeatherFact {
what: int = 0
kind: int = 0
from: int = 0
}
var wx_world: WeatherWorld = null
var wx_kinds: []WeatherKind = null
var wx_state: int = 0
var wx_next: int = 0
var wx_left: float = 0.0 # game hours left in this spell
var wx_amount: float = 0.0 # 0..1, how far in (eases at the edges)
var wx_forecast: int = 0
var wx_forced: bool = false # the next spell is a front the story asked for
var wx_wind: float = 0.2
var wx_dir: float = 0.0 # radians the wind blows toward
var wx_ground: float = 0.0 # 0 dry .. 1 soaked
var wx_flash: float = 0.0
var wx_thunder_t: float = 0.0 # real seconds to the next strike
var wx_clear_t: float = 0.0 # game hours of after-the-front light left
var wx_wet_today: bool = false
var wx_wet_yesterday: bool = false
var wx_dice: Rng = null
var wx_facts: Queue<WeatherFact> = null
export function weather_bind(w: WeatherWorld) -> void { wx_world = w }
# the facts, oldest first; the game drains them into its notices and sounds
export function weather_facts() -> Queue<WeatherFact> {
if wx_facts == null { wx_facts = queue_new("weather.facts") }
return wx_facts
}
function wx_fact(what: int, kind: int, from: int) -> void {
let f = new WeatherFact
f.what = what
f.kind = kind
f.from = from
q_push(weather_facts(), f)
}