feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune
ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v), q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)). ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no longer uses, nor anything it calls, and the argument that fills it - including an argument for a parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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151 changed files with 58668 additions and 54719 deletions
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@ -39,8 +39,8 @@ export state ClockState {
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}
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# the facts: each day that turned, in order; the game drains it and runs its morning
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export function clock_days(base_st: mut BaseState, clock_st: mut ClockState) -> Queue<DayTurned> {
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if clock_st.ck_days == null { clock_st.ck_days = queue_new(base_st, "clock.days") }
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export function clock_days(clock_st: mut ClockState) -> Queue<DayTurned> {
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if clock_st.ck_days == null { clock_st.ck_days = queue_new("clock.days") }
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return clock_st.ck_days
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}
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@ -1,6 +1,6 @@
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# system.ludic - the clock as a system: it runs first (PH_INPUT) so every later system reads this
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# frame's hour, and it saves its own section
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function clock_tick(base_st: mut BaseState, clock_st: mut ClockState, t: Tick) -> void { clock_advance(base_st, clock_st, t.hours) }
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function clock_tick(clock_st: mut ClockState, t: Tick) -> void { clock_advance(clock_st, t.hours) }
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export function clock_save(clock_st: ClockState) -> Val {
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let v = Value.object()
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@ -10,11 +10,11 @@ export function clock_save(clock_st: ClockState) -> Val {
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return v
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}
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export function clock_load(base_st: mut BaseState, clock_st: mut ClockState, v: Val, version: int) -> void {
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export function clock_load(clock_st: mut ClockState, v: Val, version: int) -> void {
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clock_st.ck_day = sv_int(v, "day", 1)
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clock_set_hours(clock_st, sv_float(v, "hours", clock_st.ck_start_hours))
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clock_st.ck_moon = sv_float(v, "moon", 0.5)
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q_clear(base_st, clock_days(base_st, clock_st))
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q_clear(clock_days(clock_st))
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}
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export function clock_system() -> System {
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@ -15,7 +15,7 @@ program ClockTest {
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bind ClockWorld { owns_world: fn fake_owns, rest_scale: fn fake_rest, seed: fn fake_seed }
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function fresh(base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) -> void {
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function fresh(clock_st: mut ClockState, clock_test_st: mut ClockTestState) -> void {
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clock_test_st.owns = true
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clock_test_st.rest = 1.0
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clock_config(clock_st, 8.0, 20.0, 6.0)
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@ -24,71 +24,71 @@ program ClockTest {
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let seasons = new []int
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for m in 0 .. 12 { push(seasons, m / 3) }
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clock_calendar(clock_st, 10, seasons)
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clock_reset(base_st, clock_st)
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clock_reset(clock_st)
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}
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function turned(base_st: mut BaseState, clock_st: mut ClockState) -> []DayTurned { return q_drain(base_st, clock_days(base_st, clock_st)) }
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function waiting(base_st: mut BaseState, clock_st: mut ClockState) -> int { return q_len(clock_days(base_st, clock_st)) }
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function turned(clock_st: mut ClockState) -> []DayTurned { return q_drain(clock_days(clock_st)) }
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function waiting(clock_st: mut ClockState) -> int { return q_len(clock_days(clock_st)) }
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function run_hours(h: float) -> void {
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let s = clock_system()
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s.tick(tick_new(0.016, 0, h))
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}
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test "a trip starts on day one at the start hour, the moon inside its range" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "a trip starts on day one at the start hour, the moon inside its range" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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expect_eq(clock_day(clock_st), 1)
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expect(clock_hours(clock_st) == 8.0)
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expect(clock_moon(clock_st) >= 0.2 and clock_moon(clock_st) < 0.8)
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expect(clock_hhmm(clock_st) == "08:00")
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}
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test "the same seed gives the same moon" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "the same seed gives the same moon" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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let a = clock_moon(clock_st)
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clock_reset(base_st, clock_st)
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clock_reset(clock_st)
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expect(clock_moon(clock_st) == a)
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}
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test "a real minute is a game hour at scale 60, and resting speeds it" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "a real minute is a game hour at scale 60, and resting speeds it" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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expect(clock_hours_in(clock_st, 60.0) == 1.0)
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clock_test_st.rest = 4.0
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expect(clock_rate(clock_st) == 240.0)
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}
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test "past midnight the day turns, once, as a fact" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "past midnight the day turns, once, as a fact" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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run_hours(15.0)
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expect_eq(waiting(base_st, clock_st), 0)
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expect_eq(waiting(clock_st), 0)
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run_hours(2.5)
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expect_eq(clock_day(clock_st), 2)
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expect(clock_hours(clock_st) == 1.5)
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let t = turned(base_st, clock_st)
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let t = turned(clock_st)
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expect_eq(len(t), 1)
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expect_eq(t[0].day, 2)
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expect_eq(t[0].how, DAY_STAYED_UP)
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}
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test "a machine that does not own the world does not move it" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "a machine that does not own the world does not move it" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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clock_test_st.owns = false
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run_hours(20.0)
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expect(clock_hours(clock_st) == 8.0)
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expect_eq(clock_day(clock_st), 1)
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}
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test "a night slept turns the day and moves the moon a month's share" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "a night slept turns the day and moves the moon a month's share" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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let m0 = clock_moon(clock_st)
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clock_set_hours(clock_st, 6.5)
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clock_new_day(base_st, clock_st)
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clock_new_day(clock_st)
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expect_eq(clock_day(clock_st), 2)
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expect(clock_moon(clock_st) > m0)
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expect_eq(turned(base_st, clock_st)[0].how, DAY_SLEPT)
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expect_eq(turned(clock_st)[0].how, DAY_SLEPT)
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}
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test "night is outside the day's hours, and the hour wraps" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "night is outside the day's hours, and the hour wraps" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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clock_set_hours(clock_st, 21.0)
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expect(clock_is_night(clock_st))
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clock_set_hours(clock_st, 12.0)
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@ -97,8 +97,8 @@ program ClockTest {
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expect(clock_hours(clock_st) == 1.0)
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}
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test "the calendar is a function of the day" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "the calendar is a function of the day" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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expect_eq(clock_season_of(clock_st, 1), 0)
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expect_eq(clock_month_of(clock_st, 31), 3)
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expect_eq(clock_season_of(clock_st, 31), 1)
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@ -110,17 +110,17 @@ program ClockTest {
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expect_eq(clock_season(clock_st), 0)
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}
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test "a save section reads back the same clock" (base_st: mut BaseState, clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(base_st, clock_st, clock_test_st)
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test "a save section reads back the same clock" (clock_st: mut ClockState, clock_test_st: mut ClockTestState) {
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fresh(clock_st, clock_test_st)
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clock_set_day(clock_st, 17)
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clock_set_hours(clock_st, 13.25)
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clock_set_moon(clock_st, 0.375)
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let root = save_tree()
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save_section(root, "clock", 1, clock_save(clock_st))
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let text = save_encode(root)
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clock_reset(base_st, clock_st)
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clock_reset(clock_st)
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let n = load_section(save_decode(text), "clock")
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clock_load(base_st, clock_st, n.data, n.version)
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clock_load(clock_st, n.data, n.version)
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expect_eq(clock_day(clock_st), 17)
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expect(clock_hours(clock_st) == 13.25)
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expect(clock_moon(clock_st) == 0.375)
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@ -10,34 +10,34 @@ export function clock_set_hours(clock_st: mut ClockState, h: float) -> void {
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clock_st.ck_hours = x
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}
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function ck_turn(base_st: mut BaseState, clock_st: mut ClockState, how: int) -> void {
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function ck_turn(clock_st: mut ClockState, how: int) -> void {
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clock_st.ck_day += 1
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clock_st.ck_moon = (clock_st.ck_moon + 1.0 / clock_st.ck_moon_days) % 1.0
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let d = new DayTurned
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d.day = clock_st.ck_day
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d.how = how
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q_push(base_st, clock_days(base_st, clock_st), d)
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q_push(clock_days(clock_st), d)
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}
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# a new day however it came (a night slept, a collapse); the caller sets the hour first
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export function clock_new_day(base_st: mut BaseState, clock_st: mut ClockState) -> void { ck_turn(base_st, clock_st, DAY_SLEPT) }
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export function clock_new_day(clock_st: mut ClockState) -> void { ck_turn(clock_st, DAY_SLEPT) }
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# run the hours on by `gh` game hours; past midnight the day turns. Only the machine that owns
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# the world moves it - another machine is told the time.
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export function clock_advance(base_st: mut BaseState, clock_st: mut ClockState, gh: float) -> void {
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export function clock_advance(clock_st: mut ClockState, gh: float) -> void {
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if not ck_owns() { return }
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clock_st.ck_hours = clock_st.ck_hours + gh
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while not (clock_st.ck_hours < 24.0) {
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clock_st.ck_hours = clock_st.ck_hours - 24.0
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ck_turn(base_st, clock_st, DAY_STAYED_UP)
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ck_turn(clock_st, DAY_STAYED_UP)
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}
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}
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# a new trip: day one at the start hour, the moon somewhere in its month
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export function clock_reset(base_st: mut BaseState, clock_st: mut ClockState) -> void {
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export function clock_reset(clock_st: mut ClockState) -> void {
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clock_st.ck_dice = rng_new(ClockWorld.seed())
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clock_st.ck_day = 1
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clock_st.ck_hours = clock_st.ck_start_hours
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clock_st.ck_moon = rng_span(clock_st.ck_dice, clock_st.ck_moon_lo, clock_st.ck_moon_hi) % 1.0
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q_clear(base_st, clock_days(base_st, clock_st))
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q_clear(clock_days(clock_st))
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}
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