wip(0.S3): packages and examples migrated in one run - ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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172 changed files with 3094 additions and 2966 deletions
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@ -5,20 +5,22 @@
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# Running it prints: 10 20 0
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program Answer {
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event cancellable Ask { kind: int }
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var answer: int = 0
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state AnswerState {
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answer: int = 0
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}
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@On(Ask) handler One { if kind != 1 { return }; answer = 10; cancel }
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@On(Ask) handler Two { if kind != 2 { return }; answer = 20; cancel }
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@On(Ask) handler One(answer_st: mut AnswerState) { if kind != 1 { return }; answer_st.answer = 10; cancel }
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@On(Ask) handler Two(answer_st: mut AnswerState) { if kind != 2 { return }; answer_st.answer = 20; cancel }
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function ask(k: int) -> int {
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answer = 0
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if emit Ask(kind: k) != 0 { return answer }
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function ask(answer_st: mut AnswerState, k: int) -> int {
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answer_st.answer = 0
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if emit Ask(kind: k) != 0 { return answer_st.answer }
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return 0
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}
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entry {
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print(ask(1))
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print(ask(2))
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print(ask(3))
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entry (answer_st: mut AnswerState) {
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print(ask(answer_st, 1))
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print(ask(answer_st, 2))
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print(ask(answer_st, 3))
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}
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}
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@ -6,7 +6,9 @@
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#
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# Running it prints: 50 2 1 50
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program LayerEvents {
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var step: int = 0
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state LayereventsState {
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step: int = 0
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}
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@On(layer_Hud_show) handler Shown { print(1) } # a mod reacts when the HUD returns
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@On(layer_Hud_hide) handler Hidden { print(2) } # ...and when it's hidden
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@ -16,11 +18,11 @@ program LayerEvents {
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handler Draw phase Update { print(50) } # only runs while Hud is enabled
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}
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layer Ctrl {
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handler Drive phase LateUpdate {
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step += 1
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if step == 1 { disable layer Hud } # frame 1: hide -> Hidden 2, Draw stops
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if step == 2 { enable layer Hud } # frame 2: show -> Shown 1, Draw resumes
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if step == 3 { quit() } # frame 3: after Draw ran again
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handler Drive(layerevents_st: mut LayereventsState) phase LateUpdate {
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layerevents_st.step += 1
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if layerevents_st.step == 1 { disable layer Hud } # frame 1: hide -> Hidden 2, Draw stops
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if layerevents_st.step == 2 { enable layer Hud } # frame 2: show -> Shown 1, Draw resumes
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if layerevents_st.step == 3 { quit() } # frame 3: after Draw ran again
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}
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}
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}
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@ -3,14 +3,16 @@
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# `Damage` has two @On listeners: one prints the amount, one accumulates a total.
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# Emitting it twice runs both listeners each time. Prints 10 / 32 / 42.
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program ModEvents {
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var total: int = 0
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state ModeventsState {
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total: int = 0
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}
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event Damage { amount: int = 0 }
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@On(Damage) handler Native { print(amount) } # prints each hit
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@On(Damage) handler Accum { total += amount } # sums them
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@On(Damage) handler Accum(modevents_st: mut ModeventsState) { modevents_st.total += amount } # sums them
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entry {
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entry (modevents_st: ModeventsState) {
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emit Damage(amount: 10) # Native prints 10
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emit Damage(amount: 32) # Native prints 32
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print(total) # 42
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print(modevents_st.total) # 42
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}
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}
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@ -6,16 +6,18 @@
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#
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# Running it prints: 16 (the cycle bottoms out at the depth cap, deterministically)
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program Recurse {
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var n: int = 0
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state RecurseState {
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n: int = 0
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}
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event Ping { }
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event Pong { }
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@On(Ping) handler A { n += 1; emit Pong() } # each Ping deepens by one Pong
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@On(Ping) handler A(recurse_st: mut RecurseState) { recurse_st.n += 1; emit Pong() } # each Ping deepens by one Pong
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@On(Pong) handler B { emit Ping() } # ...and each Pong by one Ping
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entry {
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entry (recurse_st: RecurseState) {
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emit Ping()
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print(n)
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print(recurse_st.n)
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}
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}
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@ -6,16 +6,18 @@
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program Scoped {
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property Health { hp: int = 0 }
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model Unit { Health }
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var fires: int = 0
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state ScopedState {
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fires: int = 0
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}
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event Tick { }
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@On(Tick) handler OnTick { for (Health) in query [Health, {Unit}] { fires += 1 } }
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@On(Tick) handler OnTick(scoped_st: mut ScopedState) { for (Health) in query [Health, {Unit}] { scoped_st.fires += 1 } }
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entry {
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entry (scoped_st: ScopedState) {
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spawn Unit { Health { hp: 1 } }
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emit Tick() # 1 live Unit -> fires = 1
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emit Tick() # fires = 2
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for (Health) in query [Health, {Unit}] { despawn self() } # kill the Unit
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emit Tick() # no live Units -> fires stays 2
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print(fires) # 2
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print(scoped_st.fires) # 2
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}
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}
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