feat(stdlib): DateTime format/parse + simulated Clock — completes #9
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Finish issue #9 by adding the two remaining acceptance items on top of the calendar/clock core, still pure-integer and deterministic: DateTime.format(dt, pattern) -> string render an instant via a token pattern (YYYY/YY/MM/DD/HH/mm/ss; other chars pass through) DateTime.parse(text, pattern) -> int read an instant back; -1 on a non-digit where one is expected Clock.now/set/advance/reset a game-controlled simulated clock (the @L_clock global) that never touches the wall clock, so gameplay reading Clock.now() is replay-safe format/parse take a string-LITERAL pattern and are expanded at compile time (field offsets are then constant), folding @fn_str_concat over literal runs and two small runtime helpers: @fn_dt_pad0 (zero-padded field) and @fn_dt_rd (fixed-width digit reader that stops at the terminator and flags malformed input). Clock is a universal i32 global declared in emit_head, so it works in entry and game programs alike. Adds examples/offline_rewards.ludic — the issue's worked "you were away N hours" example, driven from its own entry and asserted in the regression suite — plus selfhost/tests/datetime2.ludic (format/parse round-trip, parse failure, clock), docs (Clock section + 4 pages, DateTime.format/parse pages), inventory and LSP hover. Reseeded; C-free fixpoint holds; all suites green (27 self-host / 46 regression / 29 tools); check.py (366 symbols), check-impl.py (218 ns-methods) and validate.py OK. With this, #9's scope is fully delivered: DateTime/Date/Duration + core ops, format/parse, a deterministic simulated clock, docs + offline-rewards example, and tests. (v1 stays UTC-only, no leap seconds, i32 epoch valid through 2038.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/clock/clock-set.md
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docs/language/clock/clock-set.md
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---
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id: clock-set
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name: Clock.set
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category: clock
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kind: namespace-method
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tokens: Clock.set
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sig: Clock.set(t)
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tip: Set the clock to an instant.
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order: 1
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ns: Clock
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member: set
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---
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Sets the simulated clock to the instant <code>t</code>. Typically called once on load (e.g. from a saved <code>Time.now()</code>), after which gameplay advances it deterministically.
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```ludic
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program Demo {
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handler Step phase Update {
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Clock.set(DateTime.from(2026, 8, 30, 8, 0, 0))
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}
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}
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```
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