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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# config.ludic - the kinds the game hands in, the wind's daily turn, and the port's defaults
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var wx_down_dir: float = 0.0 # the wind overnight and into the morning
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var wx_up_dir: float = 3.1415927 # the wind while the slopes are warm
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var wx_up_from: float = 10.0
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var wx_up_to: float = 19.0
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# the kinds, in the game's order; the first `clear` one is where a new trip starts
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export function weather_kinds(kinds: []WeatherKind) -> void { wx_kinds = kinds }
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export function weather_kinds(weather_st: mut WeatherState, kinds: []WeatherKind) -> void { weather_st.wx_kinds = kinds }
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export function weather_kind_count() -> int {
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if wx_kinds == null { return 0 }
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return len(wx_kinds)
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export function weather_kind_count(weather_st: WeatherState) -> int {
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if weather_st.wx_kinds == null { return 0 }
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return len(weather_st.wx_kinds)
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}
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export function weather_kind(k: int) -> WeatherKind { return wx_kinds[k] }
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export function weather_kind(weather_st: WeatherState, k: int) -> WeatherKind { return weather_st.wx_kinds[k] }
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# a valley's wind: down it by night, up it from `up_from` to `up_to` while the slopes are warm
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export function weather_config_wind(down_dir: float, up_dir: float, up_from: float, up_to: float) -> void {
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wx_down_dir = down_dir
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wx_up_dir = up_dir
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wx_up_from = up_from
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wx_up_to = up_to
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export function weather_config_wind(weather_st: mut WeatherState, down_dir: float, up_dir: float, up_from: float, up_to: float) -> void {
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weather_st.wx_down_dir = down_dir
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weather_st.wx_up_dir = up_dir
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weather_st.wx_up_from = up_from
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weather_st.wx_up_to = up_to
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}
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function wx_clear_kind() -> int {
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for k in 0 .. weather_kind_count() { if wx_kinds[k].clear { return k } }
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function wx_clear_kind(weather_st: WeatherState) -> int {
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for k in 0 .. weather_kind_count(weather_st) { if weather_st.wx_kinds[k].clear { return k } }
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return 0
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}
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function wx_first_wet() -> int {
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for k in 0 .. weather_kind_count() { if wx_kinds[k].wet { return k } }
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function wx_first_wet(weather_st: WeatherState) -> int {
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for k in 0 .. weather_kind_count(weather_st) { if weather_st.wx_kinds[k].wet { return k } }
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return 0
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}
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