feat(packages): ludic.session - a party's roster (slot 0 a port, the others as reported), the roles and who owns the world, the shared night, votes and a world-changing act asking the party; joins, leaves, roles, votes and the night as facts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.session/state.ludic
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packages/ludic.session/state.ludic
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# state.ludic - a roster slot, the local player's port, the roles, and the facts the game drains
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export const PLY_MAX: int = 12 # a party: this player and eleven more
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export const SES_SOLO: int = 0
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export const SES_HOST: int = 1
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export const SES_GUEST: int = 2
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# what happened: a player in or out (slot, pid), the role changed (role), a vote opened, this
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# guest's own vote to send, a vote decided (id, kind, param, passed, text), everyone in for the
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# night (the host), this player turned in or got up (yes)
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export const SES_JOINED: int = 0
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export const SES_LEFT: int = 1
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export const SES_ROLE: int = 2
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export const SES_VOTE_OPENED: int = 3
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export const SES_VOTE_CAST: int = 4
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export const SES_VOTE_RESOLVED: int = 5
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export const SES_NIGHT: int = 6
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export const SES_SLEEP: int = 7
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export property SessionFact {
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what: int = 0,
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slot: int = -1,
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pid: int = 0,
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role: int = 0,
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id: int = 0,
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kind: int = 0,
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param: int = 0,
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yes: bool = false,
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text: string = ""
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}
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# a remote player, as its own machine reported it
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property PartyMember {
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on: bool = false,
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pid: int = 0, # the session's id for them (0 is never a remote player)
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name: string = "",
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x: float = 0.0,
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y: float = 0.0,
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z: float = 0.0,
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yaw: float = 0.0,
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speed: float = 0.0,
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rest: float = 1.0, # how much faster their rest runs the clock (1 on their feet)
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sleeping: bool = false, # turned in, as their body says
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ready: bool = false # turned in, as they told the host (the host's count for the night)
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}
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# this machine's player, read live
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export port SessionLocal {
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x: fn() -> float
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y: fn() -> float
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z: fn() -> float
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yaw: fn() -> float = fn session__zero
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speed: fn() -> float = fn session__zero
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rest: fn() -> float = fn session__one
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name: fn() -> string = fn session__nameless
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}
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function session__zero() -> float { return 0.0 }
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function session__one() -> float { return 1.0 }
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function session__nameless() -> string { return "" }
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var session__slot: []PartyMember = null
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var session__role: int = 0
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var session__max: int = 4
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var session__open: bool = true
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var session__near_i: int = 0
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var session__facts: Queue<SessionFact> = null
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export function ses_facts() -> Queue<SessionFact> {
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if session__facts == null { session__facts = queue_new("session.facts") }
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return session__facts
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}
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function session__fact(what: int, slot: int, pid: int) -> SessionFact {
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let f = new SessionFact
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f.what = what
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f.slot = slot
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f.pid = pid
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f.role = session__role
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q_push(ses_facts(), f)
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return f
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}
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function session__init() -> void {
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if session__slot != null { return }
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session__slot = new []PartyMember
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for i in 0 .. PLY_MAX { push(session__slot, new PartyMember) }
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session__slot[0].on = true
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}
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