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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@ -1,13 +1,24 @@
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# state.ludic - every vehicle, the one this machine's player is on, where the places are measured
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# from, and the facts
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var ve_list: []Vehicle = null
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var ve_cur: Vehicle = null
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var ve_dock_x: float = 0.0
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var ve_dock_z: float = 0.0
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var ve_dock_yaw: float = 0.0
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var ve_rail_x: float = 0.0
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var ve_rail_z: float = 0.0
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var ve_rail_yaw: float = 0.0
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var ve_have_dock: bool = false
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var ve_swell_said: float = 0.0
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var ve_fact_q: Queue<VehicleFact> = null
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const ve_pi: float = 3.14159265
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export function vehicle_facts(base_st: mut BaseState, vehicles_st: mut VehiclesState) -> Queue<VehicleFact> {
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if vehicles_st.ve_fact_q == null { vehicles_st.ve_fact_q = queue_new(base_st, "vehicles.facts") }
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return vehicles_st.ve_fact_q
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export function vehicle_facts() -> Queue<VehicleFact> {
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if ve_fact_q == null { ve_fact_q = queue_new("vehicles.facts") }
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return ve_fact_q
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}
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function ve_say(base_st: mut BaseState, vehicles_st: mut VehiclesState, what: int, v: Vehicle, n: float) -> void {
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function ve_say(what: int, v: Vehicle, n: float) -> void {
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let f = new VehicleFact
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f.what = what
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f.nid = v.nid
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@ -16,40 +27,40 @@ function ve_say(base_st: mut BaseState, vehicles_st: mut VehiclesState, what: in
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f.x = v.x
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f.z = v.z
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f.v = n
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q_push(base_st, vehicle_facts(base_st, vehicles_st), f)
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q_push(vehicle_facts(), f)
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}
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function ve_all(vehicles_st: mut VehiclesState) -> []Vehicle {
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if vehicles_st.ve_list == null { vehicles_st.ve_list = new []Vehicle }
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return vehicles_st.ve_list
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function ve_all() -> []Vehicle {
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if ve_list == null { ve_list = new []Vehicle }
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return ve_list
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}
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# every vehicle in the valley, to draw and to aim at (change one only through the verbs)
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export function vehicles_all(vehicles_st: mut VehiclesState) -> []Vehicle { return ve_all(vehicles_st) }
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export function vehicles_all() -> []Vehicle { return ve_all() }
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# the kind this machine's player is riding, 0 none
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export function vehicle_ride_kind(vehicles_st: VehiclesState) -> int {
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if vehicles_st.ve_cur == null { return 0 }
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return vehicles_st.ve_cur.kind
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export function vehicle_ride_kind() -> int {
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if ve_cur == null { return 0 }
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return ve_cur.kind
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}
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export function vehicle_current(vehicles_st: VehiclesState) -> Vehicle { return vehicles_st.ve_cur }
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export function vehicle_current() -> Vehicle { return ve_cur }
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export function vehicle_of(vehicles_st: mut VehiclesState, pid: int, kind: int) -> Vehicle {
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let l = ve_all(vehicles_st)
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export function vehicle_of(pid: int, kind: int) -> Vehicle {
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let l = ve_all()
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for i in 0 .. len(l) { if l[i].kind == kind and l[i].owner == pid { return l[i] } }
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return null
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}
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# this player's own boat or horse
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export function vehicle_find(vehicles_st: mut VehiclesState, kind: int) -> Vehicle { return vehicle_of(vehicles_st, 0, kind) }
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export function vehicle_find(kind: int) -> Vehicle { return vehicle_of(0, kind) }
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# the nearest vehicle nobody is on within `reach` of (x, z); nothing while riding
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export function vehicle_nearest(vehicles_st: mut VehiclesState, x: float, z: float, reach: float) -> Vehicle {
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if vehicles_st.ve_cur != null { return null }
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export function vehicle_nearest(x: float, z: float, reach: float) -> Vehicle {
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if ve_cur != null { return null }
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var best: Vehicle = null
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var bd = reach
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let l = ve_all(vehicles_st)
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let l = ve_all()
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for i in 0 .. len(l) {
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let v = l[i]
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if v.rider >= 0 { continue }
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