# emit_time.ludic — the Time.* namespace. frame/elapsed/delta are deterministic # (driven by @L_frame, the per-frame counter the game loop increments); now() is # the wall clock and is explicitly non-deterministic. The frame clock ticks at a # fixed 60 per second, so delta is the constant 1/60 s = 1092 in Q16.16. function is_time_ns(meth: pointer) -> bool { if (meth == "frame") or (meth == "delta") or (meth == "elapsed") or (meth == "now") { return true } if (meth == "since") { return true } return false } function emit_time_ns(meth: pointer, e: Node) -> Val { if (meth == "frame") { # completed frames since start return val(emit_bind("load i32, ptr @L_frame"), "int") } if (meth == "delta") { # seconds per frame, 1/60 (fixed) return val("1092", "fixed") } if (meth == "elapsed") { # seconds since start = frame / 60 (fixed) let f = emit_bind("load i32, ptr @L_frame") return val(emit_bind(`mul i32 {f}, 1092`), "fixed") } if (meth == "since") { # seconds elapsed from a past instant to now let past = emit_expr(e.kids[0]) # NON-DETERMINISTIC (reads the wall clock) let nw = emit_bind("call i64 @time(ptr null)") let n32 = emit_bind(`trunc i64 {nw} to i32`) return val(emit_bind(`sub i32 {n32}, {past.code}`), "int") } # now: wall-clock seconds since the epoch — NON-DETERMINISTIC, for seeding / # telemetry only, never the lockstep simulation. let t = emit_bind("call i64 @time(ptr null)") return val(emit_bind(`trunc i64 {t} to i32`), "int") }