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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@ -1,36 +1,36 @@
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# queries.ludic - what the world asks the body
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export function needs_level(needs_st: mut NeedsState, k: int) -> float {
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export function needs_level(k: int) -> float {
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if not nd_ok(k) { return 0.0 }
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return nd_lv(needs_st)[k]
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return nd_lv()[k]
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}
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export function needs_warmth(needs_st: mut NeedsState) -> float { return nd_lv(needs_st)[NEED_WARMTH] }
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export function needs_food(needs_st: mut NeedsState) -> float { return nd_lv(needs_st)[NEED_FOOD] }
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export function needs_water(needs_st: mut NeedsState) -> float { return nd_lv(needs_st)[NEED_WATER] }
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export function needs_energy(needs_st: mut NeedsState) -> float { return nd_lv(needs_st)[NEED_ENERGY] }
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export function needs_warmth() -> float { return nd_lv()[NEED_WARMTH] }
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export function needs_food() -> float { return nd_lv()[NEED_FOOD] }
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export function needs_water() -> float { return nd_lv()[NEED_WATER] }
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export function needs_energy() -> float { return nd_lv()[NEED_ENERGY] }
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# seconds left before a collapse (0: no countdown), and the need it is for
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export function needs_last_legs(needs_st: NeedsState) -> float { return needs_st.nd_legs }
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export function needs_last_need(needs_st: NeedsState) -> int { return needs_st.nd_last }
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export function needs_collapses(needs_st: NeedsState) -> int { return needs_st.nd_collapses }
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export function needs_last_legs() -> float { return nd_legs }
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export function needs_last_need() -> int { return nd_last }
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export function needs_collapses() -> int { return nd_collapses }
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# the walk's pace, times: the ramp of each need, and 0.6 more on last legs
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export function needs_pace(needs_st: mut NeedsState) -> float {
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let lv = nd_lv(needs_st)
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export function needs_pace() -> float {
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let lv = nd_lv()
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var m = nd_pace(lv[NEED_WARMTH]) * nd_pace(lv[NEED_FOOD])
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if NeedsWorld.thirst() { m = m * nd_pace(lv[NEED_WATER]) }
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if needs_st.nd_legs > 0.0 { m = m * 0.6 }
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if nd_legs > 0.0 { m = m * 0.6 }
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return m
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}
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# running needs legs, calories and a body that is not already in trouble
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export function needs_can_run(needs_st: mut NeedsState) -> bool {
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let lv = nd_lv(needs_st)
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export function needs_can_run() -> bool {
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let lv = nd_lv()
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return lv[NEED_ENERGY] > 8.0 and lv[NEED_FOOD] > 20.0 and lv[NEED_WARMTH] > 20.0 and lv[NEED_WATER] > 20.0
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}
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# the lowest of the four
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export function needs_lowest(needs_st: mut NeedsState) -> float {
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let lv = nd_lv(needs_st)
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export function needs_lowest() -> float {
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let lv = nd_lv()
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return Math.min(Math.min(lv[NEED_WARMTH], lv[NEED_FOOD]), Math.min(lv[NEED_WATER], lv[NEED_ENERGY]))
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}
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