ludic/packages/ludic.weather/verbs.ludic
Orkuncakilkaya 71735b10a2 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>
2026-09-26 04:19:56 +03:00

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# verbs.ludic - the only way the sky changes from outside: a morning, a reset, the host's word
# a new trip: clear sky, a still-ish wind, nothing forecast; the dice from the world's seed
export function weather_reset(weather_st: mut WeatherState) -> void {
weather_st.wx_dice = rng_new(WeatherWorld.seed())
let clear = wx_clear_kind(weather_st)
weather_st.wx_state = clear
weather_st.wx_next = clear
weather_st.wx_forecast = clear
weather_st.wx_left = 30.0
weather_st.wx_amount = 0.0
weather_st.wx_forced = false
weather_st.wx_wind = 0.2
weather_st.wx_dir = 0.0
weather_st.wx_ground = 0.0
weather_st.wx_flash = 0.0
weather_st.wx_thunder_t = 0.0
weather_st.wx_clear_t = 0.0
weather_st.wx_wet_today = false
weather_st.wx_wet_yesterday = false
q_clear(weather_facts(weather_st))
}
# a new day's forecast: seven times in ten it is the next spell. A front already on its way
# stays on its way.
export function weather_morning(weather_st: mut WeatherState) -> void {
if weather_kind_count(weather_st) == 0 { return }
weather_st.wx_wet_yesterday = weather_st.wx_wet_today or weather_st.wx_kinds[weather_st.wx_state].wet
weather_st.wx_wet_today = false
if weather_st.wx_forced {
weather_st.wx_forecast = weather_st.wx_next
return
}
weather_st.wx_forecast = wx_pick_next(weather_st, weather_st.wx_state)
if rng_float(weather_st.wx_dice) < 0.7 { weather_st.wx_next = weather_st.wx_forecast }
}
# the sky outright: a spell of `kind` now, `left` hours of it, at full strength when not clear
# (staging, a test, a story beat)
export function weather_set(weather_st: mut WeatherState, kind: int, next: int, left: float) -> void {
weather_st.wx_state = kind
weather_st.wx_next = next
weather_st.wx_left = left
weather_st.wx_amount = 1.0
if weather_st.wx_kinds[kind].clear { weather_st.wx_amount = 0.0 }
}
# what the machine that owns the world says the sky is; a new spell is a fact here too
export function weather_told(weather_st: mut WeatherState, kind: int, next: int, left: float, amount: float, wind: float, dir: float, forecast: int) -> void {
let was = weather_st.wx_state
weather_st.wx_state = kind
weather_st.wx_next = next
weather_st.wx_left = left
weather_st.wx_amount = amount
weather_st.wx_wind = wind
weather_st.wx_dir = dir
weather_st.wx_forecast = forecast
if kind != was { wx_fact(weather_st, WEATHER_BEGAN, kind, was) }
}
export function weather_set_wind(weather_st: mut WeatherState, strength: float, dir: float) -> void {
weather_st.wx_wind = strength
weather_st.wx_dir = dir
}
export function weather_set_ground(weather_st: mut WeatherState, wet: float) -> void { weather_st.wx_ground = wet }
export function weather_set_flash(weather_st: mut WeatherState, f: float) -> void { weather_st.wx_flash = f }