wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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459 changed files with 17862 additions and 17603 deletions
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@ -10,12 +10,18 @@ export port FireWorld {
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function fr_yes() -> bool { return true }
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function fr_no() -> bool { return false }
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var fr_light_wood: int = 3 # logs to light one
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var fr_light_minutes: float = 120.0 # game minutes of fuel a new fire has
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var fr_log_minutes: float = 60.0 # game minutes a log adds
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var fr_low_minutes: float = 15.0 # under this, the fire is burning low
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var fr_warm_radius: float = 3.6 # metres it warms a body
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var fr_cook_radius: float = 3.5 # metres it cooks from
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export state FireState {
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fr_light_wood: int = 3 # logs to light one
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fr_light_minutes: float = 120.0 # game minutes of fuel a new fire has
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fr_log_minutes: float = 60.0 # game minutes a log adds
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fr_low_minutes: float = 15.0 # under this, the fire is burning low
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fr_warm_radius: float = 3.6 # metres it warms a body
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fr_cook_radius: float = 3.5 # metres it cooks from
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fr_lit: bool = false
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fr_fuel: float = 0.0 # game minutes left
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fr_rain_h: float = 0.0 # game hours today it burned in the rain under cover
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fr_facts: Queue<FireFact> = null
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}
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# what lighting or feeding would come to, as the world stands
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export const FIRE_NO_WOOD: int = 0 # not enough to light one
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@ -35,34 +41,30 @@ export property FireFact {
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fuel: float = 0.0
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}
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var fr_lit: bool = false
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var fr_fuel: float = 0.0 # game minutes left
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var fr_rain_h: float = 0.0 # game hours today it burned in the rain under cover
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var fr_facts: Queue<FireFact> = null
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# the facts, oldest first; the game drains them into its notices
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export function fire_facts() -> Queue<FireFact> {
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if fr_facts == null { fr_facts = queue_new("fire.facts") }
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return fr_facts
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export function fire_facts(base_st: mut BaseState, fire_st: mut FireState) -> Queue<FireFact> {
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if fire_st.fr_facts == null { fire_st.fr_facts = queue_new(base_st, "fire.facts") }
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return fire_st.fr_facts
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}
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function fr_fact(what: int) -> void {
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function fr_fact(base_st: mut BaseState, fire_st: mut FireState, what: int) -> void {
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let f = new FireFact
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f.what = what
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f.fuel = fr_fuel
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q_push(fire_facts(), f)
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f.fuel = fire_st.fr_fuel
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q_push(base_st, fire_facts(base_st, fire_st), f)
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}
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# a game's numbers: logs to light, minutes a new fire and a log are worth, when it is low
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export function fire_config(light_wood: int, light_minutes: float, log_minutes: float, low_minutes: float) -> void {
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fr_light_wood = light_wood
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fr_light_minutes = light_minutes
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fr_log_minutes = log_minutes
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fr_low_minutes = low_minutes
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export function fire_config(fire_st: mut FireState, light_wood: int, light_minutes: float, log_minutes: float, low_minutes: float) -> void {
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fire_st.fr_light_wood = light_wood
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fire_st.fr_light_minutes = light_minutes
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fire_st.fr_log_minutes = log_minutes
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fire_st.fr_low_minutes = low_minutes
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}
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# how far it warms a body and how far it cooks from, in metres
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export function fire_config_reach(warm: float, cook: float) -> void {
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fr_warm_radius = warm
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fr_cook_radius = cook
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export function fire_config_reach(fire_st: mut FireState, warm: float, cook: float) -> void {
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fire_st.fr_warm_radius = warm
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fire_st.fr_cook_radius = cook
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}
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