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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@ -1,46 +1,46 @@
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# roles.ludic - who owns the world. Alone, this machine does; a host does and has company; a
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# guest owns only its own player. The transport says what this machine became.
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export function ses_role() -> int { return session__role }
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export function ses_role(session_st: SessionState) -> int { return session_st.session__role }
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export function ses_set_role(r: int) -> void {
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if r == session__role { return }
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session__role = r
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session__fact(SES_ROLE, -1, 0)
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export function ses_set_role(base_st: mut BaseState, session_st: mut SessionState, r: int) -> void {
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if r == session_st.session__role { return }
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session_st.session__role = r
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session__fact(base_st, session_st, SES_ROLE, -1, 0)
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}
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# this machine runs the world: the clock, the weather, the animals, the people
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export function ses_owns_world() -> bool { return session__role != SES_GUEST }
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export function ses_owns_world(session_st: SessionState) -> bool { return session_st.session__role != SES_GUEST }
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# somebody else is in this world, so nothing this player opens may stop it
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export function ses_live() -> bool { return session__role != SES_SOLO }
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export function ses_live(session_st: SessionState) -> bool { return session_st.session__role != SES_SOLO }
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export function ses_hosting() -> bool { return session__role == SES_HOST }
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export function ses_hosting(session_st: SessionState) -> bool { return session_st.session__role == SES_HOST }
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export function ses_guest() -> bool { return session__role == SES_GUEST }
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export function ses_guest(session_st: SessionState) -> bool { return session_st.session__role == SES_GUEST }
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# whether this player lying down ends the night; alone, it always does
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export function ses_night_passes() -> bool { return ses_owns_world() and not ses_live() }
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export function ses_night_passes(session_st: SessionState) -> bool { return ses_owns_world(session_st) and not ses_live(session_st) }
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# the party a host allows (2..PLY_MAX) and whether it takes new players
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export function ses_set_party(max: int, open: bool) -> void {
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session__max = max
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if session__max < 2 { session__max = 2 }
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if session__max > PLY_MAX { session__max = PLY_MAX }
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session__open = open
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export function ses_set_party(session_st: mut SessionState, max: int, open: bool) -> void {
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session_st.session__max = max
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if session_st.session__max < 2 { session_st.session__max = 2 }
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if session_st.session__max > PLY_MAX { session_st.session__max = PLY_MAX }
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session_st.session__open = open
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}
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export function ses_set_open(open: bool) -> void { session__open = open }
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export function ses_max() -> int { return session__max }
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export function ses_open() -> bool { return session__open }
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export function ses_set_open(session_st: mut SessionState, open: bool) -> void { session_st.session__open = open }
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export function ses_max(session_st: SessionState) -> int { return session_st.session__max }
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export function ses_open(session_st: SessionState) -> bool { return session_st.session__open }
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# may one more join: open, and not full
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export function ses_room_for_one() -> bool { return session__open and ply_count() < session__max }
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export function ses_room_for_one(session_st: SessionState) -> bool { return session_st.session__open and ply_count(session_st) < session_st.session__max }
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# the session is over: everyone else gone, alone again, nothing asked and nobody asleep
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export function ses_reset() -> void {
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ply_leave_all()
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ses_set_role(SES_SOLO)
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session__me_sleeping = false
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session__vote_t = 0.0
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session__vote_mine = -1
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export function ses_reset(base_st: mut BaseState, session_st: mut SessionState) -> void {
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ply_leave_all(base_st, session_st)
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ses_set_role(base_st, session_st, SES_SOLO)
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session_st.session__me_sleeping = false
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session_st.session__vote_t = 0.0
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session_st.session__vote_mine = -1
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}
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