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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@ -1,62 +1,60 @@
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# mute.ludic - the cards a player has said they know, kept BY KEY: a card added, removed or moved in
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# the registry leaves every other mute where it was, and a key this build does not know is carried
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var hn_mute: []bool = null
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var hn_foreign: []string = null # muted keys with no card in this build, written back as read
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function hn_mute_ensure() -> void {
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if hn_mute != null { return }
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hn_mute = new []bool
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for i in 0 .. HINT_COUNT { push(hn_mute, false) }
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hn_foreign = new []string
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function hn_mute_ensure(hints_st: mut HintsState) -> void {
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if hints_st.hn_mute != null { return }
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hints_st.hn_mute = new []bool
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for i in 0 .. HINT_COUNT { push(hints_st.hn_mute, false) }
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hints_st.hn_foreign = new []string
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}
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export function hints_muted(id: int) -> bool {
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hn_mute_ensure()
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export function hints_muted(hints_st: mut HintsState, id: int) -> bool {
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hn_mute_ensure(hints_st)
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if id < 0 or id >= HINT_COUNT { return false }
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return hn_mute[id]
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return hints_st.hn_mute[id]
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}
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export function hints_mute(id: int, on: bool) -> void {
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hn_mute_ensure()
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export function hints_mute(hints_st: mut HintsState, id: int, on: bool) -> void {
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hn_mute_ensure(hints_st)
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if id < 0 or id >= HINT_COUNT { return }
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hn_mute[id] = on
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hints_st.hn_mute[id] = on
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}
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export function hints_mute_count() -> int {
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hn_mute_ensure()
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export function hints_mute_count(hints_st: mut HintsState) -> int {
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hn_mute_ensure(hints_st)
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var n = 0
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for i in 0 .. HINT_COUNT { if hn_mute[i] { n += 1 } }
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for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { n += 1 } }
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return n
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}
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# every muted card given back, from the next pass
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export function hints_unmute_all() -> void {
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hn_mute_ensure()
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for i in 0 .. HINT_COUNT { hn_mute[i] = false }
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hn_foreign = new []string
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hn_t = 0.0
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hn_fact(HINTS_F_UNMUTED, -1)
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export function hints_unmute_all(base_st: mut BaseState, hints_st: mut HintsState) -> void {
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hn_mute_ensure(hints_st)
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for i in 0 .. HINT_COUNT { hints_st.hn_mute[i] = false }
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hints_st.hn_foreign = new []string
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hints_st.hn_t = 0.0
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hn_fact(base_st, hints_st, HINTS_F_UNMUTED, -1)
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}
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# the mutes as a list of keys, for wherever the game keeps the player's own choices
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export function hints_mutes_save() -> Val {
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hn_mute_ensure()
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export function hints_mutes_save(hints_st: mut HintsState) -> Val {
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hn_mute_ensure(hints_st)
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let l = Value.list()
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for i in 0 .. HINT_COUNT { if hn_mute[i] { Value.add(l, Value.str(Hints[i].key)) } }
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for i in 0 .. len(hn_foreign) { Value.add(l, Value.str(hn_foreign[i])) }
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for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { Value.add(l, Value.str(Hints[i].key)) } }
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for i in 0 .. len(hints_st.hn_foreign) { Value.add(l, Value.str(hints_st.hn_foreign[i])) }
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return l
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}
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# a list of keys read back; anything that is not a list is no mutes
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export function hints_mutes_load(l: Val) -> void {
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hn_mute = null
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hn_mute_ensure()
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export function hints_mutes_load(hints_st: mut HintsState, l: Val) -> void {
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hints_st.hn_mute = null
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hn_mute_ensure(hints_st)
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if l == null or Value.kind(l) != 5 { return }
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for i in 0 .. Value.count(l) {
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let e = Value.at(l, i)
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if Value.kind(e) != 4 { continue }
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let k = Value.as_str(e)
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let id = hints_find(k)
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if id >= 0 { hn_mute[id] = true } else { push(hn_foreign, k) }
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if id >= 0 { hints_st.hn_mute[id] = true } else { push(hints_st.hn_foreign, k) }
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}
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}
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