wip(0.S2): migrate - a var nothing writes becomes a let; a state is keyed by its module, directory or program, so every program's plan agrees; paths normalized; program states named SceneDemoState / scene_demo_st; the LSP reads state, mut and entry/handler parameters

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 15:31:34 +03:00
parent 3eda72e8c2
commit 5ffe50ed02
463 changed files with 72045 additions and 67421 deletions

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@ -1,19 +1,19 @@
# system.ludic - the fire as a system: PH_SIMULATE, and its own save section
function fire_tick(base_st: mut BaseState, fire_st: mut FireState, t: Tick) -> void { fire_run(base_st, fire_st, t.hours) }
function fire_tick(t: Tick) -> void { fire_run(t.hours) }
export function fire_save(fire_st: FireState) -> Val {
export function fire_save() -> Val {
let v = Value.object()
sv_put_bool(v, "lit", fire_st.fr_lit)
sv_put_float(v, "fuel", fire_st.fr_fuel)
sv_put_float(v, "rain_h", fire_st.fr_rain_h)
sv_put_bool(v, "lit", fr_lit)
sv_put_float(v, "fuel", fr_fuel)
sv_put_float(v, "rain_h", fr_rain_h)
return v
}
export function fire_load(base_st: mut BaseState, fire_st: mut FireState, v: Val, version: int) -> void {
fire_reset(base_st, fire_st)
fire_st.fr_lit = sv_bool(v, "lit", false)
fire_st.fr_fuel = sv_float(v, "fuel", 0.0)
fire_st.fr_rain_h = sv_float(v, "rain_h", 0.0)
export function fire_load(v: Val, version: int) -> void {
fire_reset()
fr_lit = sv_bool(v, "lit", false)
fr_fuel = sv_float(v, "fuel", 0.0)
fr_rain_h = sv_float(v, "rain_h", 0.0)
}
export function fire_system() -> System {