ludic.fire: a camp fire's fuel, lit and out, the rain on it, and its reach
Minutes of fuel that burn down in game time, twice as fast in the rain with nothing over the ring, and the hours it held under cover. Lighting and feeding are decided (fire_decide), costed in wood (fire_cost) and applied (fire_apply) apart, so a machine that does not own the world can ask the one that does. Warmth and cooking by distance are queries. FIRE_LIT, FIRE_WENT_OUT and FIRE_LOW_FUEL are facts; the rain, the tarp, the ban and who owns the world come through the FireWorld port. Its own save section. Uses ludic_base only; 8 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.fire/verbs.ludic
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packages/ludic.fire/verbs.ludic
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# verbs.ludic - the fire burning down, and the only other ways it changes
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function fr_out() -> void {
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fr_lit = false
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fr_fuel = 0.0
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fr_fact(FIRE_WENT_OUT)
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}
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# `gh` game hours of burning; in the rain it burns twice as fast with nothing over the ring,
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# and under cover it counts the hours it held. Only the machine that owns the world burns it.
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export function fire_run(gh: float) -> void {
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if not fr_lit or not FireWorld.owns_world() { return }
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let was = fr_fuel
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fr_fuel = fr_fuel - gh * 60.0
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if FireWorld.is_wet() {
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if FireWorld.sheltered() { fr_rain_h = fr_rain_h + gh } else { fr_fuel = fr_fuel - gh * 60.0 }
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}
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if fr_fuel < 0.0 {
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fr_out()
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return
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}
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if was >= fr_low_minutes and fr_fuel < fr_low_minutes { fr_fact(FIRE_LOW_FUEL) }
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}
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# put out, and nothing said (the night burns it down)
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export function fire_out() -> void {
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fr_lit = false
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fr_fuel = 0.0
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}
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# burning with `fuel` minutes, and nothing said (staging, a test)
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export function fire_set_burning(fuel: float) -> void {
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fr_lit = true
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fr_fuel = fuel
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}
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# what the machine that owns the world says the fire is; going out is a fact when `say`
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export function fire_told(lit: bool, fuel: float, say: bool) -> void {
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let was = fr_lit
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fr_lit = lit
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fr_fuel = fuel
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if was and not lit and say { fr_fact(FIRE_WENT_OUT) }
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}
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# the rain hours outright (staging, a test)
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export function fire_set_rain_hours(h: float) -> void { fr_rain_h = h }
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# a new day: the rain hours start again
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export function fire_morning() -> void { fr_rain_h = 0.0 }
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export function fire_reset() -> void {
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fr_lit = false
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fr_fuel = 0.0
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fr_rain_h = 0.0
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q_clear(fire_facts())
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}
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