ludic/packages/ludic.weather/run.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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# run.ludic - the sky moving on. Only the machine that owns the world runs the spells; every
# machine eases the ground's wetness and makes its own lightning out of a storm it is told of.
function wx_turn(weather_st: mut WeatherState) -> void {
let was = weather_st.wx_state
weather_st.wx_state = weather_st.wx_next
weather_st.wx_next = wx_pick_next(weather_st, weather_st.wx_state)
weather_st.wx_left = wx_spell_hours(weather_st, weather_st.wx_state)
if weather_st.wx_forced {
weather_st.wx_forced = false
let least = Math.max(5.0, WeatherWorld.front_hours())
if weather_st.wx_left < least { weather_st.wx_left = least }
}
if weather_st.wx_state == was { return }
# a front going through and leaving clear sky behind it: the light people get up for
if weather_st.wx_kinds[weather_st.wx_state].clear and weather_st.wx_kinds[was].wet and not wx_night() {
weather_st.wx_clear_t = 0.6
wx_fact(weather_st, WEATHER_CLEARED, weather_st.wx_state, was)
}
wx_fact(weather_st, WEATHER_BEGAN, weather_st.wx_state, was)
}
function wx_wind_tick(weather_st: mut WeatherState, dt: float) -> void {
let kd = weather_st.wx_kinds[weather_st.wx_state]
weather_st.wx_wind = weather_st.wx_wind + (kd.wind - weather_st.wx_wind) * Math.min(1.0, dt * 0.3)
var want = kd.wind_dir
if want < 0.0 {
let h = wx_hours()
want = weather_st.wx_down_dir
if h > weather_st.wx_up_from and h < weather_st.wx_up_to { want = weather_st.wx_up_dir }
}
let r = dt * 0.12
weather_st.wx_dir = wx_wrap(weather_st.wx_dir + Math.clamp(wx_wrap(want - weather_st.wx_dir), -r, r))
}
# the spells: the story's lean, the clock running down, the edges eased, the wind
function wx_spells(weather_st: mut WeatherState, dt: float, gh: float) -> void {
wx_apply_bias(weather_st)
weather_st.wx_left = weather_st.wx_left - gh
if weather_st.wx_left < 0.0 { wx_turn(weather_st) }
var want = 1.0
if weather_st.wx_kinds[weather_st.wx_state].clear { want = 0.0 }
if weather_st.wx_left < 0.5 and weather_st.wx_kinds[weather_st.wx_next].clear { want = 0.0 }
weather_st.wx_amount = weather_st.wx_amount + (want - weather_st.wx_amount) * Math.min(1.0, dt * 0.5)
wx_wind_tick(weather_st, dt)
if weather_st.wx_clear_t > 0.0 { weather_st.wx_clear_t = weather_st.wx_clear_t - gh }
}
# soaking is faster than drying: a downpour wets the ground in under a minute, and it takes
# several to give it back
function wx_ground_tick(weather_st: mut WeatherState, dt: float) -> void {
let want = weather_st.wx_kinds[weather_st.wx_state].soak * weather_st.wx_amount
var k = dt * 0.10
if want < weather_st.wx_ground { k = dt * 0.020 }
weather_st.wx_ground = weather_st.wx_ground + (want - weather_st.wx_ground) * Math.clamp(k, 0.0, 1.0)
}
function wx_storm_tick(weather_st: mut WeatherState, dt: float) -> void {
weather_st.wx_flash = weather_st.wx_flash * Math.max(0.0, 1.0 - dt * 9.0)
if not weather_st.wx_kinds[weather_st.wx_state].thunder or weather_st.wx_amount < 0.5 { return }
weather_st.wx_thunder_t = weather_st.wx_thunder_t - dt
if weather_st.wx_thunder_t < 0.0 {
weather_st.wx_thunder_t = rng_span(weather_st.wx_dice, 9.0, 34.0)
weather_st.wx_flash = 1.0
wx_fact(weather_st, WEATHER_THUNDER, weather_st.wx_state, weather_st.wx_state)
}
}
# one step: `dt` real seconds and `gh` game hours
export function weather_run(weather_st: mut WeatherState, dt: float, gh: float) -> void {
if weather_kind_count(weather_st) == 0 { return }
if wx_owns() { wx_spells(weather_st, dt, gh) }
wx_ground_tick(weather_st, dt)
wx_storm_tick(weather_st, dt)
if weather_wet(weather_st) { weather_st.wx_wet_today = true }
}