ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
91 lines
3.3 KiB
Text
91 lines
3.3 KiB
Text
# store.ludic - the animals, their own dice, and the verbs that make and take one away
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const WL_TAU: float = 6.2831853
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export function wildlife_all(wildlife_st: mut WildlifeState) -> []WildAnimal {
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if wildlife_st.wl_list == null { wildlife_st.wl_list = new []WildAnimal }
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return wildlife_st.wl_list
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}
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export function wildlife_count_all(wildlife_st: mut WildlifeState) -> int { return len(wildlife_all(wildlife_st)) }
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# a new valley: every animal forgotten, quietly (the game has already let its drawings go)
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export function wildlife_clear(wildlife_st: mut WildlifeState) -> void { wildlife_st.wl_list = new []WildAnimal }
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function wl_rng(wildlife_st: mut WildlifeState) -> Rng {
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if wildlife_st.wl_dice == null { wildlife_st.wl_dice = rng_new(97) }
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return wildlife_st.wl_dice
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}
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function wl_rnd(wildlife_st: mut WildlifeState) -> float { return rng_float(wl_rng(wildlife_st)) }
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# the package's dice from a known place (a spawn, a test)
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export function wildlife_seed(wildlife_st: mut WildlifeState, seed: int) -> void { rng_seed(wl_rng(wildlife_st), seed) }
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# an individual exactly as given: the host's own, or the host's on a guest
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export function wildlife_make(wildlife_st: mut WildlifeState, sp: int, x: float, z: float, legend: bool, yaw: float, variant: int, scale: float, nid: int) -> WildAnimal {
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let s = wildlife_species(wildlife_st, sp)
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if s == null { return null }
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let a = new WildAnimal
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wildlife_st.wl_keys += 1
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a.key = wildlife_st.wl_keys
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a.nid = nid
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a.sp = sp
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a.x = x
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a.z = z
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a.home_x = x
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a.home_z = z
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a.tx = x
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a.tz = z
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a.y = WildlifeWorld.ground(x, z)
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a.yaw = yaw
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a.variant = variant
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a.scale = scale
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a.legend = legend
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a.state = WILD_IDLE
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push(wildlife_all(wildlife_st), a)
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WildlifeWorld.born(a)
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return a
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}
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# a new individual of a species at (x, z), off the package's dice
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export function wildlife_new(wildlife_st: mut WildlifeState, sp: int, x: float, z: float, legend: bool) -> WildAnimal {
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let s = wildlife_species(wildlife_st, sp)
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if s == null { return null }
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let yaw = wl_rnd(wildlife_st) * WL_TAU
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let variant = rng_between(wl_rng(wildlife_st), 0, 11)
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let scale = s.scale * (0.88 + wl_rnd(wildlife_st) * 0.24)
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let a = wildlife_make(wildlife_st, sp, x, z, legend, yaw, variant, scale, WildlifeWorld.next_id())
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a.thirst = wl_rnd(wildlife_st) * 50.0
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a.hunger = wl_rnd(wildlife_st) * 50.0
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a.scat_t = 40.0 + wl_rnd(wildlife_st) * 180.0
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if s.flies {
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a.state = WILD_FLY
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a.fly_h = 10.0 + wl_rnd(wildlife_st) * 20.0
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}
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a.timer = wl_rnd(wildlife_st) * 6.0
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return a
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}
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# gone for good: not drawn, not ticked
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export function wildlife_remove(a: WildAnimal) -> void {
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if a == null { return }
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a.alive = false
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a.shown = false
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}
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# staged for a picture: nobody thinks, and everybody keeps the speed they were given
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export function wildlife_hold(wildlife_st: mut WildlifeState, on: bool) -> void { wildlife_st.wl_hold = on }
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export function wildlife_by_nid(wildlife_st: mut WildlifeState, nid: int) -> WildAnimal {
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let all = wildlife_all(wildlife_st)
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for i in 0 .. len(all) { if all[i].nid == nid { return all[i] } }
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return null
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}
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# how many of a species are alive, legends apart
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export function wildlife_count(wildlife_st: mut WildlifeState, sp: int) -> int {
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var n = 0
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let all = wildlife_all(wildlife_st)
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for i in 0 .. len(all) { if all[i].alive and all[i].sp == sp and not all[i].legend { n += 1 } }
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return n
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}
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