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>
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463 changed files with 72045 additions and 67421 deletions
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@ -1,35 +1,35 @@
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# system.ludic - fishing as a system: its tick, and the record in its own save section (a line in
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# the water is never saved)
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export function fishing_reset(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
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fishing_stop(fishing_st)
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fishing_st.fishing_n = 0
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fishing_st.fishing_big = 0
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fishing_st.fishing_leg = false
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fishing_st.fishing_dice = rng_new(fishing_st.fishing_seed_n)
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q_clear(base_st, fishing_facts(base_st, fishing_st))
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export function fishing_reset() -> void {
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fishing_stop()
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fishing_n = 0
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fishing_big = 0
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fishing_leg = false
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fishing_dice = rng_new(fishing_seed_n)
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q_clear(fishing_facts())
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}
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# the record outright (staging, a test, the network's word)
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export function fishing_record_set(fishing_st: mut FishingState, caught: int, biggest: int, legend: bool) -> void {
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fishing_st.fishing_n = caught
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fishing_st.fishing_big = biggest
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fishing_st.fishing_leg = legend
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export function fishing_record_set(caught: int, biggest: int, legend: bool) -> void {
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fishing_n = caught
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fishing_big = biggest
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fishing_leg = legend
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}
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export function fishing_save(fishing_st: FishingState) -> Val {
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export function fishing_save() -> Val {
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let v = Value.object()
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sv_put_int(v, "caught", fishing_st.fishing_n)
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sv_put_int(v, "biggest", fishing_st.fishing_big)
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sv_put_bool(v, "legend", fishing_st.fishing_leg)
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sv_put_int(v, "caught", fishing_n)
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sv_put_int(v, "biggest", fishing_big)
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sv_put_bool(v, "legend", fishing_leg)
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return v
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}
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export function fishing_load(base_st: mut BaseState, fishing_st: mut FishingState, v: Val, version: int) -> void {
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fishing_reset(base_st, fishing_st)
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fishing_record_set(fishing_st, sv_int(v, "caught", 0), sv_int(v, "biggest", 0), sv_bool(v, "legend", false))
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export function fishing_load(v: Val, version: int) -> void {
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fishing_reset()
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fishing_record_set(sv_int(v, "caught", 0), sv_int(v, "biggest", 0), sv_bool(v, "legend", false))
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}
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function fishing_sys_tick(base_st: mut BaseState, fishing_st: mut FishingState, t: Tick) -> void { fishing_run(base_st, fishing_st, t.dt) }
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function fishing_sys_tick(t: Tick) -> void { fishing_run(t.dt) }
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export function fishing_system() -> System {
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let s = system_new("fishing", PH_SIMULATE)
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