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

View file

@ -1,60 +1,62 @@
# mute.ludic - the cards a player has said they know, kept BY KEY: a card added, removed or moved in
# the registry leaves every other mute where it was, and a key this build does not know is carried
var hn_mute: []bool = null
var hn_foreign: []string = null # muted keys with no card in this build, written back as read
function hn_mute_ensure(hints_st: mut HintsState) -> void {
if hints_st.hn_mute != null { return }
hints_st.hn_mute = new []bool
for i in 0 .. HINT_COUNT { push(hints_st.hn_mute, false) }
hints_st.hn_foreign = new []string
function hn_mute_ensure() -> void {
if hn_mute != null { return }
hn_mute = new []bool
for i in 0 .. HINT_COUNT { push(hn_mute, false) }
hn_foreign = new []string
}
export function hints_muted(hints_st: mut HintsState, id: int) -> bool {
hn_mute_ensure(hints_st)
export function hints_muted(id: int) -> bool {
hn_mute_ensure()
if id < 0 or id >= HINT_COUNT { return false }
return hints_st.hn_mute[id]
return hn_mute[id]
}
export function hints_mute(hints_st: mut HintsState, id: int, on: bool) -> void {
hn_mute_ensure(hints_st)
export function hints_mute(id: int, on: bool) -> void {
hn_mute_ensure()
if id < 0 or id >= HINT_COUNT { return }
hints_st.hn_mute[id] = on
hn_mute[id] = on
}
export function hints_mute_count(hints_st: mut HintsState) -> int {
hn_mute_ensure(hints_st)
export function hints_mute_count() -> int {
hn_mute_ensure()
var n = 0
for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { n += 1 } }
for i in 0 .. HINT_COUNT { if hn_mute[i] { n += 1 } }
return n
}
# every muted card given back, from the next pass
export function hints_unmute_all(base_st: mut BaseState, hints_st: mut HintsState) -> void {
hn_mute_ensure(hints_st)
for i in 0 .. HINT_COUNT { hints_st.hn_mute[i] = false }
hints_st.hn_foreign = new []string
hints_st.hn_t = 0.0
hn_fact(base_st, hints_st, HINTS_F_UNMUTED, -1)
export function hints_unmute_all() -> void {
hn_mute_ensure()
for i in 0 .. HINT_COUNT { hn_mute[i] = false }
hn_foreign = new []string
hn_t = 0.0
hn_fact(HINTS_F_UNMUTED, -1)
}
# the mutes as a list of keys, for wherever the game keeps the player's own choices
export function hints_mutes_save(hints_st: mut HintsState) -> Val {
hn_mute_ensure(hints_st)
export function hints_mutes_save() -> Val {
hn_mute_ensure()
let l = Value.list()
for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { Value.add(l, Value.str(Hints[i].key)) } }
for i in 0 .. len(hints_st.hn_foreign) { Value.add(l, Value.str(hints_st.hn_foreign[i])) }
for i in 0 .. HINT_COUNT { if hn_mute[i] { Value.add(l, Value.str(Hints[i].key)) } }
for i in 0 .. len(hn_foreign) { Value.add(l, Value.str(hn_foreign[i])) }
return l
}
# a list of keys read back; anything that is not a list is no mutes
export function hints_mutes_load(hints_st: mut HintsState, l: Val) -> void {
hints_st.hn_mute = null
hn_mute_ensure(hints_st)
export function hints_mutes_load(l: Val) -> void {
hn_mute = null
hn_mute_ensure()
if l == null or Value.kind(l) != 5 { return }
for i in 0 .. Value.count(l) {
let e = Value.at(l, i)
if Value.kind(e) != 4 { continue }
let k = Value.as_str(e)
let id = hints_find(k)
if id >= 0 { hints_st.hn_mute[id] = true } else { push(hints_st.hn_foreign, k) }
if id >= 0 { hn_mute[id] = true } else { push(hn_foreign, k) }
}
}