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

@ -1,5 +1,7 @@
# habitat.ludic - the right kind of ground for a species, asked of the port's ground, water, slope
# and forest; and a spot of it at a distance from a point, off the package's dice
var wl_px: float = 0.0
var wl_pz: float = 0.0
function wl_wet(x: float, z: float, depth: float) -> bool {
return WildlifeWorld.ground(x, z) < WildlifeWorld.water(x, z) - depth
@ -17,20 +19,20 @@ export function wildlife_habitat_ok(hab: int, x: float, z: float) -> bool {
}
# a spot of `hab` d0..d1 metres from (x0, z0); where it is, is wildlife_spot_x / _z
export function wildlife_find_spot(wildlife_st: mut WildlifeState, hab: int, x0: float, z0: float, d0: float, d1: float) -> bool {
export function wildlife_find_spot(hab: int, x0: float, z0: float, d0: float, d1: float) -> bool {
for t in 0 .. 60 {
let ang = wl_rnd(wildlife_st) * WL_TAU
let d = d0 + wl_rnd(wildlife_st) * (d1 - d0)
let ang = wl_rnd() * WL_TAU
let d = d0 + wl_rnd() * (d1 - d0)
let x = x0 + Math.cos(ang) * d
let z = z0 + Math.sin(ang) * d
if wildlife_habitat_ok(hab, x, z) {
wildlife_st.wl_px = x
wildlife_st.wl_pz = z
wl_px = x
wl_pz = z
return true
}
}
return false
}
export function wildlife_spot_x(wildlife_st: WildlifeState) -> float { return wildlife_st.wl_px }
export function wildlife_spot_z(wildlife_st: WildlifeState) -> float { return wildlife_st.wl_pz }
export function wildlife_spot_x() -> float { return wl_px }
export function wildlife_spot_z() -> float { return wl_pz }