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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>
523 B
523 B
| id | title | order |
|---|---|---|
| clock | Clock | 6 |
A game-controlled simulated clock: a single seconds counter the game owns. Unlike Time.now / Time.since, it never reads the wall clock, so any gameplay that reads Clock.now() is deterministic and replay-safe. Set it outright, or advance it by a Duration each tick to run time at whatever rate the simulation wants. The clock is a plain instant (seconds since 1970), so all the DateTime.* readers work on it directly.