wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
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>
This commit is contained in:
parent
5ffe50ed02
commit
19fcf60599
459 changed files with 17862 additions and 17603 deletions
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@ -21,10 +21,10 @@ export function thing_prompt(t: Thing) -> string {
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}
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# the kind does what using it does; the use is a fact whatever the kind made of it
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export function thing_use(t: Thing) -> void {
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export function thing_use(base_st: mut BaseState, things_st: mut ThingsState, t: Thing) -> void {
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if t == null or not thing_kind_ok(t.kind) { return }
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let k = ThingKinds[t.kind]
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th_fact(THING_USED, t)
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th_fact(base_st, things_st, THING_USED, t)
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if k.use != null { k.use(t) }
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}
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@ -46,8 +46,8 @@ export function thing_is_personal(t: Thing) -> bool { return thing_kind_ok(t.kin
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export function thing_is_put_down(t: Thing) -> bool { return ThingsWorld.put_down(t) }
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# every active Thing whose kind ticks, `hours` of the world's clock on
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export function things_tick(hours: float) -> void {
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let all = things_all()
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export function things_tick(things_st: mut ThingsState, hours: float) -> void {
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let all = things_all(things_st)
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for i in 0 .. len(all) {
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let t = all[i]
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if not t.active or not thing_kind_ok(t.kind) { continue }
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@ -58,8 +58,8 @@ export function things_tick(hours: float) -> void {
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# a restock: every Thing the world grew is back, and loses its `used` unless its kind keeps it;
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# what was put down is left as it is
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export function things_restock() -> void {
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let all = things_all()
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export function things_restock(things_st: mut ThingsState) -> void {
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let all = things_all(things_st)
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for i in 0 .. len(all) {
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let t = all[i]
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if thing_is_put_down(t) { continue }
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@ -3,8 +3,8 @@
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function th_of(t: Thing, kind: int) -> bool { return kind < 0 or t.kind == kind }
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# the first active one of a kind (and of that id, unless id < 0), in the order placed
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export function thing_find(kind: int, id: int) -> Thing {
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let all = things_all()
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export function thing_find(things_st: mut ThingsState, kind: int, id: int) -> Thing {
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let all = things_all(things_st)
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for i in 0 .. len(all) {
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let t = all[i]
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if t.active and th_of(t, kind) and (id < 0 or t.id == id) { return t }
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@ -12,17 +12,17 @@ export function thing_find(kind: int, id: int) -> Thing {
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return null
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}
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export function thing_by_uid(uid: int) -> Thing {
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let all = things_all()
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export function thing_by_uid(things_st: mut ThingsState, uid: int) -> Thing {
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let all = things_all(things_st)
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for i in 0 .. len(all) { if all[i].uid == uid { return all[i] } }
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return null
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}
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# the nearest active one of a kind to (x, z), or null
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export function thing_nearest(kind: int, x: float, z: float) -> Thing {
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export function thing_nearest(things_st: mut ThingsState, kind: int, x: float, z: float) -> Thing {
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var best: Thing = null
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var bd = 0.0
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let all = things_all()
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let all = things_all(things_st)
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for i in 0 .. len(all) {
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let t = all[i]
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if not t.active or not th_of(t, kind) { continue }
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@ -43,9 +43,9 @@ export function thing_dist2(t: Thing, x: float, z: float) -> float {
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}
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# every active one within r of (x, z), nearest first
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export function things_within(x: float, z: float, r: float) -> []Thing {
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export function things_within(things_st: mut ThingsState, x: float, z: float, r: float) -> []Thing {
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let out = new []Thing
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let all = things_all()
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let all = things_all(things_st)
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for i in 0 .. len(all) {
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let t = all[i]
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if t.active and thing_dist2(t, x, z) <= r * r { th_insert(out, t, x, z) }
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@ -64,17 +64,17 @@ function th_insert(out: []Thing, t: Thing, x: float, z: float) -> void {
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}
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# every active one of a kind, in the order placed
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export function things_each(kind: int) -> []Thing {
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export function things_each(things_st: mut ThingsState, kind: int) -> []Thing {
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let out = new []Thing
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let all = things_all()
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let all = things_all(things_st)
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for i in 0 .. len(all) { if all[i].active and th_of(all[i], kind) { push(out, all[i]) } }
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return out
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}
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# every one of a kind, active or not
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export function things_each_all(kind: int) -> []Thing {
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export function things_each_all(things_st: mut ThingsState, kind: int) -> []Thing {
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let out = new []Thing
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let all = things_all()
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let all = things_all(things_st)
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for i in 0 .. len(all) { if th_of(all[i], kind) { push(out, all[i]) } }
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return out
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}
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@ -1,15 +1,18 @@
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# store.ludic - the Things, and the only verbs that make, remove, move, show and hide one; each
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# placing and removing is a fact, and the port is told at once so the game can draw it
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var th_list: []Thing = null
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var th_uid: int = 0
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var th_facts: Queue<ThingFact> = null
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export function things_facts() -> Queue<ThingFact> {
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if th_facts == null { th_facts = queue_new("things.facts") }
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return th_facts
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export state ThingsState {
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th_list: []Thing = null
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th_uid: int = 0
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th_facts: Queue<ThingFact> = null
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th_marked: int = -1
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}
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function th_fact(what: int, t: Thing) -> void {
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export function things_facts(base_st: mut BaseState, things_st: mut ThingsState) -> Queue<ThingFact> {
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if things_st.th_facts == null { things_st.th_facts = queue_new(base_st, "things.facts") }
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return things_st.th_facts
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}
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function th_fact(base_st: mut BaseState, things_st: mut ThingsState, what: int, t: Thing) -> void {
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let f = new ThingFact
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f.what = what
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f.uid = t.uid
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@ -18,28 +21,28 @@ function th_fact(what: int, t: Thing) -> void {
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f.owner = t.owner
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f.x = t.x
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f.z = t.z
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q_push(things_facts(), f)
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q_push(base_st, things_facts(base_st, things_st), f)
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}
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# whether a world has been set out (things_clear) since the program began
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export function things_ready() -> bool { return th_list != null }
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export function things_ready(things_st: ThingsState) -> bool { return things_st.th_list != null }
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# every Thing, in the order placed; the list is the package's, never to be pushed to
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export function things_all() -> []Thing {
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if th_list == null { th_list = new []Thing }
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return th_list
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export function things_all(things_st: mut ThingsState) -> []Thing {
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if things_st.th_list == null { things_st.th_list = new []Thing }
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return things_st.th_list
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}
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export function things_count() -> int { return len(things_all()) }
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export function things_count(things_st: mut ThingsState) -> int { return len(things_all(things_st)) }
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# a new world: every Thing forgotten, quietly (the game has already dropped its drawings)
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export function things_clear() -> void { th_list = new []Thing }
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export function things_clear(things_st: mut ThingsState) -> void { things_st.th_list = new []Thing }
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export function thing_spawn(kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
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return th_place(new Thing, kind, look, x, y, z, yaw, id)
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export function thing_spawn(base_st: mut BaseState, things_st: mut ThingsState, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
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return th_place(base_st, things_st, new Thing, kind, look, x, y, z, yaw, id)
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}
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function th_place(t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
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function th_place(base_st: mut BaseState, things_st: mut ThingsState, t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
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t.kind = kind
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t.look = look
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t.x = x
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@ -47,46 +50,45 @@ function th_place(t: Thing, kind: int, look: string, x: float, y: float, z: floa
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t.z = z
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t.yaw = yaw
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t.id = id
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th_uid += 1
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t.uid = th_uid
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push(things_all(), t)
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things_st.th_uid += 1
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t.uid = things_st.th_uid
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push(things_all(things_st), t)
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ThingsWorld.placed(t)
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th_fact(THING_PLACED, t)
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th_fact(base_st, things_st, THING_PLACED, t)
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return t
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}
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# a Thing on the ground (the port's), set into it by `sink`, used from `reach`
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export function thing_put(kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing {
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export function thing_put(base_st: mut BaseState, things_st: mut ThingsState, kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing {
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let t = new Thing
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t.reach = reach
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return th_place(t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id)
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return th_place(base_st, things_st, t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id)
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}
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# gone for good
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export function thing_remove(t: Thing) -> void {
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export function thing_remove(base_st: mut BaseState, things_st: mut ThingsState, t: Thing) -> void {
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if t == null { return }
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th_marked = t.uid
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things_drop(fn th_is_marked)
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th_marked = -1
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things_st.th_marked = t.uid
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things_drop(base_st, things_st, fn th_is_marked)
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things_st.th_marked = -1
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}
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var th_marked: int = -1
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function th_is_marked(t: Thing) -> bool { return t.uid == th_marked }
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function th_is_marked(things_st: ThingsState, t: Thing) -> bool { return t.uid == things_st.th_marked }
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# every Thing `gone` says so is removed for good
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export function things_drop(gone: fn(Thing) -> bool) -> void {
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export function things_drop(base_st: mut BaseState, things_st: mut ThingsState, gone: fn(Thing) -> bool) -> void {
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let keep = new []Thing
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let all = things_all()
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let all = things_all(things_st)
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for i in 0 .. len(all) {
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let t = all[i]
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if gone(t) {
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ThingsWorld.removed(t)
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th_fact(THING_REMOVED, t)
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th_fact(base_st, things_st, THING_REMOVED, t)
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} else {
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push(keep, t)
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}
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}
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th_list = keep
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things_st.th_list = keep
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}
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export function thing_move(t: Thing, x: float, z: float, yaw: float) -> void {
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@ -1,8 +1,8 @@
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# system.ludic - the things as a system: its save section carries every active Thing the port
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# keeps, by its kind's KEY (so the game may reorder its kinds), and a load puts each back
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export function things_save() -> Val {
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export function things_save(things_st: mut ThingsState) -> Val {
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let l = Value.list()
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let all = things_all()
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let all = things_all(things_st)
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for i in 0 .. len(all) {
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let t = all[i]
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if t.active and thing_kind_ok(t.kind) and ThingsWorld.keeps(t) { Value.add(l, th_to_json(t)) }
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@ -33,18 +33,18 @@ function th_to_json(t: Thing) -> Val {
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}
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# every kept Thing removed for good: what a load or a new trip is about to put back
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export function things_reset() -> void { things_drop(fn th_kept) }
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export function things_reset(base_st: mut BaseState, things_st: mut ThingsState) -> void { things_drop(base_st, things_st, fn th_kept) }
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function th_kept(t: Thing) -> bool { return ThingsWorld.keeps(t) }
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# a kind this build does not know is dropped
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export function things_load(v: Val, version: int) -> void {
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things_reset()
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export function things_load(base_st: mut BaseState, things_st: mut ThingsState, v: Val, version: int) -> void {
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things_reset(base_st, things_st)
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if v == null or Value.kind(v) != 6 or Value.has(v, "placed") == 0 { return }
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let l = Value.get(v, "placed")
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for i in 0 .. Value.count(l) { th_from_json(Value.at(l, i)) }
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for i in 0 .. Value.count(l) { th_from_json(base_st, things_st, Value.at(l, i)) }
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}
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function th_from_json(o: Val) -> void {
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function th_from_json(base_st: mut BaseState, things_st: mut ThingsState, o: Val) -> void {
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let k = thing_kind_by_key(sv_str(o, "kind", ""))
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if k < 0 { return }
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let t = new Thing
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@ -59,7 +59,7 @@ function th_from_json(o: Val) -> void {
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let x = sv_float(o, "x", 0.0)
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let z = sv_float(o, "z", 0.0)
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let y = sv_float(o, "y", ThingsWorld.ground(x, z))
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th_place(t, k, sv_str(o, "look", ""), x, y, z, sv_float(o, "yaw", 0.0), sv_int(o, "id", 0))
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th_place(base_st, things_st, t, k, sv_str(o, "look", ""), x, y, z, sv_float(o, "yaw", 0.0), sv_int(o, "id", 0))
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ThingsWorld.restored(t)
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}
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@ -4,11 +4,13 @@ import "ludic.things"
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import "ludic.base"
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program ThingsTest {
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numbers float
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var drawn: int = 0
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var gone: int = 0
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var shows: int = 0
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var back: int = 0
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var wood: int = 0
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state ThingsTestState {
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drawn: int = 0
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gone: int = 0
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shows: int = 0
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back: int = 0
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wood: int = 0
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}
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function lit_prompt(t: Thing) -> string {
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if t.used != 0 { return "Add wood" }
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@ -19,8 +21,8 @@ program ThingsTest {
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if t.owner == 0 { return "Your tent" }
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return ""
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}
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function branch_use(t: Thing) -> void {
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wood += 1
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function branch_use(things_test_st: mut ThingsTestState, t: Thing) -> void {
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things_test_st.wood += 1
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thing_hide(t)
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}
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function lure_tick(t: Thing, hours: float) -> void {
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@ -36,121 +38,121 @@ program ThingsTest {
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def ThingKinds sign { name: "A sign", reach_of: fn far_reach }
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function hill(x: float, z: float) -> float { return x * 0.5 }
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function on_placed(t: Thing) -> void { drawn += 1 }
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function on_removed(t: Thing) -> void { gone += 1 }
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function on_shown(t: Thing) -> void { shows += 1 }
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function on_restored(t: Thing) -> void { back += 1 }
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function on_placed(things_test_st: mut ThingsTestState, t: Thing) -> void { things_test_st.drawn += 1 }
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function on_removed(things_test_st: mut ThingsTestState, t: Thing) -> void { things_test_st.gone += 1 }
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function on_shown(things_test_st: mut ThingsTestState, t: Thing) -> void { things_test_st.shows += 1 }
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function on_restored(things_test_st: mut ThingsTestState, t: Thing) -> void { things_test_st.back += 1 }
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bind ThingsWorld { ground: fn hill, placed: fn on_placed, removed: fn on_removed, shown: fn on_shown, restored: fn on_restored }
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function put(kind: int, x: float, z: float) -> Thing { return thing_spawn(kind, "m", x, 0.0, z, 0.0, 0) }
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function facts() -> []ThingFact { return q_drain(things_facts()) }
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function put(base_st: mut BaseState, things_st: mut ThingsState, kind: int, x: float, z: float) -> Thing { return thing_spawn(base_st, things_st, kind, "m", x, 0.0, z, 0.0, 0) }
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function facts(base_st: mut BaseState, things_st: mut ThingsState) -> []ThingFact { return q_drain(base_st, things_facts(base_st, things_st)) }
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test "a spawn is drawn, numbered and said" {
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things_clear()
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let a = put(TH_TENT, 1.0, 1.0)
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let b = put(TH_FIRE, 2.0, 2.0)
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expect_eq(drawn, 2)
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test "a spawn is drawn, numbered and said" (base_st: mut BaseState, things_st: mut ThingsState, things_test_st: ThingsTestState) {
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things_clear(things_st)
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let a = put(base_st, things_st, TH_TENT, 1.0, 1.0)
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let b = put(base_st, things_st, TH_FIRE, 2.0, 2.0)
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expect_eq(things_test_st.drawn, 2)
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expect(a.uid != b.uid)
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expect_eq(things_count(), 2)
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let fs = facts()
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expect_eq(things_count(things_st), 2)
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let fs = facts(base_st, things_st)
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expect_eq(len(fs), 2)
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expect_eq(fs[1].what, THING_PLACED)
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expect_eq(fs[1].kind, TH_FIRE)
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expect(thing_by_uid(b.uid) == b)
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expect(thing_by_uid(things_st, b.uid) == b)
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}
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test "the spatial questions see only what is active" {
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things_clear()
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let near = put(TH_BRANCH, 1.0, 0.0)
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let far = put(TH_BRANCH, 5.0, 0.0)
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put(TH_FIRE, 3.0, 0.0)
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expect(thing_nearest(TH_BRANCH, 0.0, 0.0) == near)
|
||||
expect(thing_nearest(-1, 3.2, 0.0).kind == TH_FIRE)
|
||||
expect_eq(len(things_within(0.0, 0.0, 3.5)), 2)
|
||||
expect(things_within(6.0, 0.0, 10.0)[0] == far)
|
||||
test "the spatial questions see only what is active" (base_st: mut BaseState, things_st: mut ThingsState, things_test_st: ThingsTestState) {
|
||||
things_clear(things_st)
|
||||
let near = put(base_st, things_st, TH_BRANCH, 1.0, 0.0)
|
||||
let far = put(base_st, things_st, TH_BRANCH, 5.0, 0.0)
|
||||
put(base_st, things_st, TH_FIRE, 3.0, 0.0)
|
||||
expect(thing_nearest(things_st, TH_BRANCH, 0.0, 0.0) == near)
|
||||
expect(thing_nearest(things_st, -1, 3.2, 0.0).kind == TH_FIRE)
|
||||
expect_eq(len(things_within(things_st, 0.0, 0.0, 3.5)), 2)
|
||||
expect(things_within(things_st, 6.0, 0.0, 10.0)[0] == far)
|
||||
thing_hide(near)
|
||||
expect(thing_nearest(TH_BRANCH, 0.0, 0.0) == far)
|
||||
expect_eq(len(things_each(TH_BRANCH)), 1)
|
||||
expect_eq(len(things_each_all(TH_BRANCH)), 2)
|
||||
expect(thing_find(TH_BRANCH, -1) == far)
|
||||
expect(thing_find(TH_TENT, -1) == null)
|
||||
expect_eq(shows, 1)
|
||||
expect(thing_nearest(things_st, TH_BRANCH, 0.0, 0.0) == far)
|
||||
expect_eq(len(things_each(things_st, TH_BRANCH)), 1)
|
||||
expect_eq(len(things_each_all(things_st, TH_BRANCH)), 2)
|
||||
expect(thing_find(things_st, TH_BRANCH, -1) == far)
|
||||
expect(thing_find(things_st, TH_TENT, -1) == null)
|
||||
expect_eq(things_test_st.shows, 1)
|
||||
}
|
||||
|
||||
test "remove and move tell the port" {
|
||||
things_clear()
|
||||
let a = put(TH_TENT, 1.0, 1.0)
|
||||
put(TH_TENT, 2.0, 2.0)
|
||||
facts()
|
||||
thing_remove(a)
|
||||
expect_eq(gone, 1)
|
||||
expect_eq(things_count(), 1)
|
||||
expect_eq(facts()[0].what, THING_REMOVED)
|
||||
let b = thing_find(TH_TENT, -1)
|
||||
test "remove and move tell the port" (base_st: mut BaseState, things_st: mut ThingsState, things_test_st: ThingsTestState) {
|
||||
things_clear(things_st)
|
||||
let a = put(base_st, things_st, TH_TENT, 1.0, 1.0)
|
||||
put(base_st, things_st, TH_TENT, 2.0, 2.0)
|
||||
facts(base_st, things_st)
|
||||
thing_remove(base_st, things_st, a)
|
||||
expect_eq(things_test_st.gone, 1)
|
||||
expect_eq(things_count(things_st), 1)
|
||||
expect_eq(facts(base_st, things_st)[0].what, THING_REMOVED)
|
||||
let b = thing_find(things_st, TH_TENT, -1)
|
||||
thing_move(b, 4.0, 0.0, 1.0)
|
||||
expect_near(b.y, 2.0, 0.001)
|
||||
let c = thing_put(TH_BRANCH, "stick", 2.0, 0.0, 0.0, 0.25, 1.9, 7)
|
||||
let c = thing_put(base_st, things_st, TH_BRANCH, "stick", 2.0, 0.0, 0.0, 0.25, 1.9, 7)
|
||||
expect_near(c.y, 0.75, 0.001)
|
||||
expect_near(thing_reach(c), 1.9, 0.001)
|
||||
expect_eq(c.id, 7)
|
||||
}
|
||||
|
||||
test "the kind answers: name, prompt, use, reach" {
|
||||
things_clear()
|
||||
let t = put(TH_TENT, 0.0, 0.0)
|
||||
test "the kind answers: name, prompt, use, reach" (base_st: mut BaseState, things_st: mut ThingsState) {
|
||||
things_clear(things_st)
|
||||
let t = put(base_st, things_st, TH_TENT, 0.0, 0.0)
|
||||
expect(thing_name(t) == "A tent")
|
||||
t.owner = 0
|
||||
expect(thing_name(t) == "Your tent")
|
||||
let f = put(TH_FIRE, 0.0, 0.0)
|
||||
let f = put(base_st, things_st, TH_FIRE, 0.0, 0.0)
|
||||
expect(thing_prompt(f) == "Light it")
|
||||
thing_use(f)
|
||||
thing_use(base_st, things_st, f)
|
||||
expect(thing_prompt(f) == "Add wood")
|
||||
expect(thing_prompt(t) == "")
|
||||
expect(not thing_can_use(t))
|
||||
expect_near(thing_reach(f), 2.2, 0.001)
|
||||
expect_near(thing_reach(put(TH_BRANCH, 0.0, 0.0)), 1.5, 0.001)
|
||||
expect_near(thing_reach(put(TH_SIGN, 0.0, 0.0)), 9.0, 0.001)
|
||||
let fs = facts()
|
||||
expect_near(thing_reach(put(base_st, things_st, TH_BRANCH, 0.0, 0.0)), 1.5, 0.001)
|
||||
expect_near(thing_reach(put(base_st, things_st, TH_SIGN, 0.0, 0.0)), 9.0, 0.001)
|
||||
let fs = facts(base_st, things_st)
|
||||
expect_eq(fs[len(fs) - 3].what, THING_USED)
|
||||
}
|
||||
|
||||
test "ticks and a restock" {
|
||||
things_clear()
|
||||
let l = put(TH_LURE, 0.0, 0.0)
|
||||
test "ticks and a restock" (base_st: mut BaseState, things_st: mut ThingsState, things_test_st: ThingsTestState) {
|
||||
things_clear(things_st)
|
||||
let l = put(base_st, things_st, TH_LURE, 0.0, 0.0)
|
||||
l.timer = 1.0
|
||||
let b = put(TH_BRANCH, 0.0, 0.0)
|
||||
let f = put(TH_FIRE, 0.0, 0.0)
|
||||
thing_use(b)
|
||||
thing_use(f)
|
||||
expect_eq(wood, 1)
|
||||
things_tick(0.6)
|
||||
let b = put(base_st, things_st, TH_BRANCH, 0.0, 0.0)
|
||||
let f = put(base_st, things_st, TH_FIRE, 0.0, 0.0)
|
||||
thing_use(base_st, things_st, b)
|
||||
thing_use(base_st, things_st, f)
|
||||
expect_eq(things_test_st.wood, 1)
|
||||
things_tick(things_st, 0.6)
|
||||
expect(l.active)
|
||||
things_tick(0.6)
|
||||
things_tick(things_st, 0.6)
|
||||
expect(not l.active)
|
||||
things_restock()
|
||||
things_restock(things_st)
|
||||
expect(b.active)
|
||||
expect(not l.active)
|
||||
expect_eq(f.used, 1)
|
||||
}
|
||||
|
||||
test "the save keeps what the port keeps, by the kind's key" {
|
||||
things_clear()
|
||||
let l = put(TH_LURE, 3.0, 4.0)
|
||||
test "the save keeps what the port keeps, by the kind's key" (base_st: mut BaseState, things_st: mut ThingsState, things_test_st: ThingsTestState) {
|
||||
things_clear(things_st)
|
||||
let l = put(base_st, things_st, TH_LURE, 3.0, 4.0)
|
||||
l.owner = 0
|
||||
l.timer = 2.5
|
||||
put(TH_TENT, 0.0, 0.0)
|
||||
put(base_st, things_st, TH_TENT, 0.0, 0.0)
|
||||
let root = save_tree()
|
||||
save_section(root, "things", 1, things_save())
|
||||
save_section(root, "things", 1, things_save(things_st))
|
||||
let text = save_encode(root)
|
||||
things_clear()
|
||||
put(TH_LURE, 9.0, 9.0)
|
||||
things_clear(things_st)
|
||||
put(base_st, things_st, TH_LURE, 9.0, 9.0)
|
||||
let n = load_section(save_decode(text), "things")
|
||||
things_load(n.data, n.version)
|
||||
expect_eq(things_count(), 1)
|
||||
let t = thing_find(TH_LURE, -1)
|
||||
things_load(base_st, things_st, n.data, n.version)
|
||||
expect_eq(things_count(things_st), 1)
|
||||
let t = thing_find(things_st, TH_LURE, -1)
|
||||
expect_near(t.x, 3.0, 0.001)
|
||||
expect_near(t.timer, 2.5, 0.001)
|
||||
expect_eq(t.owner, 0)
|
||||
expect_eq(back, 1)
|
||||
expect_eq(things_test_st.back, 1)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue