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

@ -1,8 +1,8 @@
# system.ludic - the things as a system: its save section carries every active Thing the port
# keeps, by its kind's KEY (so the game may reorder its kinds), and a load puts each back
export function things_save(things_st: mut ThingsState) -> Val {
export function things_save() -> Val {
let l = Value.list()
let all = things_all(things_st)
let all = things_all()
for i in 0 .. len(all) {
let t = all[i]
if t.active and thing_kind_ok(t.kind) and ThingsWorld.keeps(t) { Value.add(l, th_to_json(t)) }
@ -33,18 +33,18 @@ function th_to_json(t: Thing) -> Val {
}
# every kept Thing removed for good: what a load or a new trip is about to put back
export function things_reset(base_st: mut BaseState, things_st: mut ThingsState) -> void { things_drop(base_st, things_st, fn th_kept) }
export function things_reset() -> void { things_drop(fn th_kept) }
function th_kept(t: Thing) -> bool { return ThingsWorld.keeps(t) }
# a kind this build does not know is dropped
export function things_load(base_st: mut BaseState, things_st: mut ThingsState, v: Val, version: int) -> void {
things_reset(base_st, things_st)
export function things_load(v: Val, version: int) -> void {
things_reset()
if v == null or Value.kind(v) != 6 or Value.has(v, "placed") == 0 { return }
let l = Value.get(v, "placed")
for i in 0 .. Value.count(l) { th_from_json(base_st, things_st, Value.at(l, i)) }
for i in 0 .. Value.count(l) { th_from_json(Value.at(l, i)) }
}
function th_from_json(base_st: mut BaseState, things_st: mut ThingsState, o: Val) -> void {
function th_from_json(o: Val) -> void {
let k = thing_kind_by_key(sv_str(o, "kind", ""))
if k < 0 { return }
let t = new Thing
@ -59,7 +59,7 @@ function th_from_json(base_st: mut BaseState, things_st: mut ThingsState, o: Val
let x = sv_float(o, "x", 0.0)
let z = sv_float(o, "z", 0.0)
let y = sv_float(o, "y", ThingsWorld.ground(x, z))
th_place(base_st, things_st, t, k, sv_str(o, "look", ""), x, y, z, sv_float(o, "yaw", 0.0), sv_int(o, "id", 0))
th_place(t, k, sv_str(o, "look", ""), x, y, z, sv_float(o, "yaw", 0.0), sv_int(o, "id", 0))
ThingsWorld.restored(t)
}