diff --git a/packages/ludic.steps/README.md b/packages/ludic.steps/README.md new file mode 100644 index 00000000..329311d7 --- /dev/null +++ b/packages/ludic.steps/README.md @@ -0,0 +1,72 @@ +# ludic.steps + +Chapters made of steps. A step is three numbers - a **kind**, a **param** and a **need** - and a +question about the state of the game ("five firewood gathered", "reputation 25", "all three signs +stood at"), never a count of what happened while its chapter was open: so a step met before its +chapter opens ticks the moment it is looked at. A chapter is a table of up to six steps; the arc +is a table of chapters; the current one ticks its steps as they are met and moves on when all +are. With company, every player's share of each step is pooled as its kind says. Uses +[`ludic.base`](../ludic.base/README.md) and nothing else. + +```ludic +import "ludic.steps" +``` + +The kinds, the chapters and every word about them are the game's content: the package knows a +kind's **shape** and **pool**, never what it measures or what a chapter is called. + +## Kinds + +```ludic +property StepsKind { + key: string + shape: int # STEPS_SHAPE_YES (met or not), _COUNT (a number against the need), + # _MASK (bits counted against the need), _MASK_ALL (every bit of param) + pool: int # STEPS_POOL_WORLD (the same for everyone: asked of this machine), _ANY (anyone + # having done it), _SUM (the counts add up), _OR (the masks union), _MAX (the + # best one), _EACH (every player needs their own) + shows: bool # a panel shows its count against what it wants +} +``` + +A kind is its place in the list handed to `steps_kinds`, which is how a game's registry +(`registry StepKinds of StepsKind from "steps.lres"`) hands it in. + +## The port + +```ludic +port StepsWorld { + value: fn(int, int, int) -> int # (kind, param, player): a count, a mask, or 1/0; 0 is this machine + party: fn() -> bool # is a party playing (unbound: no) + present: fn(int) -> bool # is a seat taken (unbound: seat 0 only) +} +``` + +`value` has no default: a game that uses steps binds it (`bind StepsWorld { value: fn ... }`). + +## API + +| | | +| --- | --- | +| `steps_kinds(ks)`, `steps_config(players)` | the kinds; how many seats a party has (12) | +| `steps_eval(kind, param, need)`, `steps_got(kind, param)`, `steps_want(kind, param, need)`, `steps_shape`, `steps_pool`, `steps_shows` | a step against this machine's state; its count (-1 when not shown) and what it wants | +| `steps_mine(kind, param, need)`, `steps_from(kind, param, need, v, players, have)`, `steps_got_from(kind, param, v)` | this machine's share (a mask, a count, 1/0, nothing for the world's), and a verdict or a count from shares already pooled | +| `steps_arc_clear()`, `steps_chapter_add() -> int`, `steps_add(kind, param, need) -> bool` | build an arc (false: no chapter, or it has `STEPS_PER_CHAPTER`) | +| `steps_count()`, `steps_in(ch)`, `steps_kind(ch, i)` / `_param` / `_need`, `steps_kind_at(k)` / `_param_at` / `_need_at` | the tables, by chapter and step or by the flat index `ch * STEPS_PER_CHAPTER + i` | +| `steps_current()`, `steps_done_mask()`, `steps_done(i)`, `steps_finished()`, `steps_set_current(ch)`, `steps_set_done(mask)` | the progress, and setting it outright (a load, the host's word, a test) | +| `steps_check()` | once a frame on the machine that owns the story: `STEPS_MET` for each step newly met, `STEPS_CHAPTER` and the next chapter when all are | +| `steps_check_at(ch, i)`, `steps_wants(kind, param)` | a step of any chapter against this machine; is an open step of the current chapter asking for a kind (and a param, unless < 0) | +| `steps_my_shares() -> []int`, `steps_share(p, ch, shares)`, `steps_share_of(p, i)`, `steps_leave(p)`, `steps_party_reset()` | this machine's shares to send; a teammate's as they arrived (ignored when about another chapter); a seat emptied | +| `steps_met(i)`, `steps_party_got(i)`, `steps_players()`, `steps_each(i)`, `steps_lacking(i)` | the party's verdict and count for step i of the current chapter; how many seats are taken, how many carry an EACH step's thing, and which do not | +| `steps_facts() -> Queue` | `{ what, chapter, step }` | +| `steps_popcount(m)`, `steps_reset()` | bits in a mask; back to nothing (tests) | + +## Tests + +```bash +ludic build packages/ludic.steps/tests/steps_test.ludic --headless -o /tmp/steps_test && /tmp/steps_test +``` + +A fake world of values and seats: every shape, an arc that ticks and moves on (and a step met +before its chapter), the six-step cap, and every pool across a party, a leaver and a share about +another chapter. diff --git a/packages/ludic.steps/arc.ludic b/packages/ludic.steps/arc.ludic new file mode 100644 index 00000000..df4517c7 --- /dev/null +++ b/packages/ludic.steps/arc.ludic @@ -0,0 +1,78 @@ +# arc.ludic - an arc is a table of chapters, each a table of up to STEPS_PER_CHAPTER steps. The +# game builds one with steps_chapter_add / steps_add; what a chapter is called is the game's. +# empty the tables for another arc (the progress goes back to the first chapter) +export function steps_arc_clear() -> void { + steps__n = new []int + steps__kind = new []int + steps__param = new []int + steps__need = new []int + steps__cur = 0 + steps__done = 0 +} + +function steps__ready() -> void { if steps__n == null { steps_arc_clear() } } + +# open the next chapter; its number +export function steps_chapter_add() -> int { + steps__ready() + push(steps__n, 0) + for i in 0 .. STEPS_PER_CHAPTER { + push(steps__kind, -1) + push(steps__param, 0) + push(steps__need, 0) + } + return len(steps__n) - 1 +} + +# a step in the chapter just opened; false when there is no chapter or it is full +export function steps_add(kind: int, param: int, need: int) -> bool { + steps__ready() + let c = len(steps__n) - 1 + if c < 0 or steps__n[c] >= STEPS_PER_CHAPTER { return false } + let k = c * STEPS_PER_CHAPTER + steps__n[c] + steps__kind[k] = kind + steps__param[k] = param + steps__need[k] = need + steps__n[c] += 1 + return true +} + +export function steps_count() -> int { + if steps__n == null { return 0 } + return len(steps__n) +} + +export function steps_in(ch: int) -> int { + if ch < 0 or ch >= steps_count() { return 0 } + return steps__n[ch] +} + +# a step by its flat index, ch * STEPS_PER_CHAPTER + i (-1, 0, 0 past the table) +export function steps_kind_at(k: int) -> int { + if steps__kind == null or k < 0 or k >= len(steps__kind) { return -1 } + return steps__kind[k] +} + +export function steps_param_at(k: int) -> int { + if steps__param == null or k < 0 or k >= len(steps__param) { return 0 } + return steps__param[k] +} + +export function steps_need_at(k: int) -> int { + if steps__need == null or k < 0 or k >= len(steps__need) { return 0 } + return steps__need[k] +} + +export function steps_kind(ch: int, i: int) -> int { return steps_kind_at(ch * STEPS_PER_CHAPTER + i) } +export function steps_param(ch: int, i: int) -> int { return steps_param_at(ch * STEPS_PER_CHAPTER + i) } +export function steps_need(ch: int, i: int) -> int { return steps_need_at(ch * STEPS_PER_CHAPTER + i) } + +# the chapter being played, and which of its steps are done (sticky) +export function steps_current() -> int { return steps__cur } +export function steps_done_mask() -> int { return steps__done } +export function steps_done(i: int) -> bool { return (steps__done & (1 << i)) != 0 } +export function steps_finished() -> bool { return steps__cur >= steps_count() } + +# the progress outright: a load, the host's word, a test +export function steps_set_current(ch: int) -> void { steps__cur = ch } +export function steps_set_done(mask: int) -> void { steps__done = mask } diff --git a/packages/ludic.steps/check.ludic b/packages/ludic.steps/check.ludic new file mode 100644 index 00000000..bff9e432 --- /dev/null +++ b/packages/ludic.steps/check.ludic @@ -0,0 +1,43 @@ +# check.ludic - once a frame on the machine that owns the story: every open step of the current +# chapter that is met now sticks (STEPS_MET), and a chapter with all of them done moves the arc on +# (STEPS_CHAPTER). A step asks about STATE, so one met before its chapter opened ticks at once. +export function steps_check() -> void { + if steps_finished() { return } + let ch = steps__cur + let n = steps_in(ch) + var all = true + for i in 0 .. n { + if not steps_done(i) and steps_met(i) { + steps__done = steps__done | (1 << i) + steps__fact(STEPS_MET, ch, i) + } + if not steps_done(i) { all = false } + } + if not all { return } + steps__cur = ch + 1 + steps__done = 0 + steps__fact(STEPS_CHAPTER, ch, n) +} + +# is step i of chapter ch met by this machine's own state? (a chapter not being played, a panel) +export function steps_check_at(ch: int, i: int) -> bool { + if ch < 0 or ch >= steps_count() or i < 0 or i >= steps_in(ch) { return false } + return steps_eval(steps_kind(ch, i), steps_param(ch, i), steps_need(ch, i)) +} + +# is an open step of the current chapter asking for this kind (and this param, unless < 0)? +export function steps_wants(kind: int, param: int) -> bool { + if steps_finished() { return false } + for i in 0 .. steps_in(steps__cur) { + if steps_done(i) or steps_kind(steps__cur, i) != kind { continue } + if param < 0 or steps_param(steps__cur, i) == param { return true } + } + return false +} + +# back to no arc and no party (tests) +export function steps_reset() -> void { + steps_arc_clear() + steps__party_clear() + q_clear(steps_facts()) +} diff --git a/packages/ludic.steps/each.ludic b/packages/ludic.steps/each.ludic new file mode 100644 index 00000000..6f1d00c5 --- /dev/null +++ b/packages/ludic.steps/each.ludic @@ -0,0 +1,27 @@ +# each.ludic - a step every player must meet in their own pack: how many seats are taken, how +# many of them carry it, and which do not +export function steps_players() -> int { + var n = 0 + for p in 0 .. steps__players { if StepsWorld.present(p) { n += 1 } } + return n +} + +# how many seats taken have step i's thing (seat 0 counted live) +export function steps_each(i: int) -> int { + steps__cols() + var n = 0 + for p in 0 .. steps__players { + if StepsWorld.present(p) and steps__col[p * STEPS_PER_CHAPTER + i] != 0 { n += 1 } + } + return n +} + +# the seats that do not have it yet +export function steps_lacking(i: int) -> []int { + steps__cols() + let out = new []int + for p in 0 .. steps__players { + if StepsWorld.present(p) and steps__col[p * STEPS_PER_CHAPTER + i] == 0 { push(out, p) } + } + return out +} diff --git a/packages/ludic.steps/index.ludic b/packages/ludic.steps/index.ludic new file mode 100644 index 00000000..6ceaddac --- /dev/null +++ b/packages/ludic.steps/index.ludic @@ -0,0 +1,11 @@ +# ludic.steps - a step is a question about state, answered by the game through a port; a chapter +# is a table of steps; the current one ticks its steps as they are met and moves on when all are +module ludic_steps uses ludic_base +numbers float +import "ludic.base" +import "state.ludic" +import "kinds.ludic" +import "arc.ludic" +import "check.ludic" +import "party.ludic" +import "each.ludic" diff --git a/packages/ludic.steps/kinds.ludic b/packages/ludic.steps/kinds.ludic new file mode 100644 index 00000000..f2db6590 --- /dev/null +++ b/packages/ludic.steps/kinds.ludic @@ -0,0 +1,88 @@ +# kinds.ludic - the kinds the game hands in, and a step answered from its kind's shape: met or +# not, its count, what it wants. A kind past the list is a plain yes, the world's. +export function steps_kinds(ks: []StepsKind) -> void { steps__kinds = ks } + +function steps__known(kind: int) -> bool { return steps__kinds != null and kind >= 0 and kind < len(steps__kinds) } + +export function steps_shape(kind: int) -> int { + if not steps__known(kind) { return STEPS_SHAPE_YES } + return steps__kinds[kind].shape +} + +export function steps_pool(kind: int) -> int { + if not steps__known(kind) { return STEPS_POOL_WORLD } + return steps__kinds[kind].pool +} + +export function steps_shows(kind: int) -> bool { + if not steps__known(kind) { return false } + return steps__kinds[kind].shows +} + +function steps__value(kind: int, param: int) -> int { return StepsWorld.value(kind, param, 0) } + +# is (kind, param, need) met by this machine's own state? +export function steps_eval(kind: int, param: int, need: int) -> bool { + if kind < 0 { return false } + return steps__met_by(kind, param, need, steps__value(kind, param)) +} + +function steps__met_by(kind: int, param: int, need: int, v: int) -> bool { + let sh = steps_shape(kind) + if sh == STEPS_SHAPE_COUNT { return v >= need } + if sh == STEPS_SHAPE_MASK { return steps_popcount(v) >= need } + if sh == STEPS_SHAPE_MASK_ALL { return (v & param) == param } + return v != 0 +} + +# how far a counted step has got, -1 for a kind a panel shows no count for +export function steps_got(kind: int, param: int) -> int { + if kind < 0 or not steps_shows(kind) { return -1 } + return steps__shaped(kind, param, steps__value(kind, param)) +} + +function steps__shaped(kind: int, param: int, v: int) -> int { + let sh = steps_shape(kind) + if sh == STEPS_SHAPE_MASK { return steps_popcount(v) } + if sh == STEPS_SHAPE_MASK_ALL { return steps_popcount(v & param) } + return v +} + +export function steps_want(kind: int, param: int, need: int) -> int { + if steps_shape(kind) == STEPS_SHAPE_MASK_ALL { return steps_popcount(param) } + return need +} + +# THIS machine's share: a mask for OR, a count for SUM and MAX, 1 or 0 for ANY and EACH, and +# nothing for a question about the world +export function steps_mine(kind: int, param: int, need: int) -> int { + let how = steps_pool(kind) + if how == STEPS_POOL_WORLD { return 0 } + if how == STEPS_POOL_ANY or how == STEPS_POOL_EACH { + if steps_eval(kind, param, need) { return 1 } + return 0 + } + return steps__value(kind, param) +} + +# the party's verdict from what it has between it: `v` combined as the pool says; for EACH, +# how many are in the party and how many carry it +export function steps_from(kind: int, param: int, need: int, v: int, players: int, have: int) -> bool { + let how = steps_pool(kind) + if how == STEPS_POOL_WORLD { return steps_eval(kind, param, need) } + if how == STEPS_POOL_ANY { return v != 0 } + if how == STEPS_POOL_EACH { return players > 0 and have >= players } + if how == STEPS_POOL_OR { + if steps_shape(kind) == STEPS_SHAPE_MASK_ALL { return (v & param) == param } + return steps_popcount(v) >= need + } + return v >= need +} + +# the count from a share already combined across the party +export function steps_got_from(kind: int, param: int, v: int) -> int { + let how = steps_pool(kind) + if not steps_shows(kind) { return -1 } + if how == STEPS_POOL_OR or how == STEPS_POOL_SUM or how == STEPS_POOL_MAX { return steps__shaped(kind, param, v) } + return steps_got(kind, param) +} diff --git a/packages/ludic.steps/package.ludic b/packages/ludic.steps/package.ludic new file mode 100644 index 00000000..53a39e71 --- /dev/null +++ b/packages/ludic.steps/package.ludic @@ -0,0 +1,6 @@ +# ludic.steps - chapters made of steps (kind, param, need), step kinds with a shape and a party +# pool, progress and done masks, and a party's shares pooled into one verdict. Uses ludic.base and +# nothing else. See README.md. +package "ludic.steps" +version "0.1.0" +kind source diff --git a/packages/ludic.steps/party.ludic b/packages/ludic.steps/party.ludic new file mode 100644 index 00000000..9c688577 --- /dev/null +++ b/packages/ludic.steps/party.ludic @@ -0,0 +1,92 @@ +# party.ludic - with company every player reports what THEY have toward each step of the current +# chapter (steps_mine) and the owner of the story answers the step from the lot. Held per seat, +# so a player who leaves takes their column with them; seat 0 is this machine, read live. +var steps__players: int = 12 +var steps__col: []int = null # players * STEPS_PER_CHAPTER shares +var steps__col_ch: int = -1 # the chapter they are about + +# how many seats a party has +export function steps_config(players: int) -> void { + steps__players = players + steps__col = null +} + +function steps__party_clear() -> void { + steps__col = new []int + for i in 0 .. steps__players * STEPS_PER_CHAPTER { push(steps__col, 0) } + steps__col_ch = steps__cur +} + +# a party over (or a new one): every column forgotten +export function steps_party_reset() -> void { steps__col = null } + +# the columns, emptied when the chapter they were about is not this one; seat 0 refilled +function steps__cols() -> void { + if steps__col == null or steps__col_ch != steps__cur { steps__party_clear() } + if steps_finished() { return } + for i in 0 .. steps_in(steps__cur) { + steps__col[i] = steps_mine(steps_kind(steps__cur, i), steps_param(steps__cur, i), steps_need(steps__cur, i)) + } +} + +# this machine's shares for the current chapter, to send to whoever owns the story +export function steps_my_shares() -> []int { + steps__cols() + let out = new []int + for i in 0 .. STEPS_PER_CHAPTER { push(out, steps__col[i]) } + return out +} + +# a teammate's shares, as they sent them; ignored when they were about another chapter +export function steps_share(p: int, ch: int, shares: []int) -> void { + if p <= 0 or p >= steps__players or ch != steps__cur { return } + steps__cols() + for i in 0 .. min(len(shares), STEPS_PER_CHAPTER) { steps__col[p * STEPS_PER_CHAPTER + i] = shares[i] } +} + +export function steps_share_of(p: int, i: int) -> int { + steps__cols() + return steps__col[p * STEPS_PER_CHAPTER + i] +} + +# a seat emptied: what it had goes with it +export function steps_leave(p: int) -> void { + if steps__col == null or p <= 0 or p >= steps__players { return } + for i in 0 .. STEPS_PER_CHAPTER { steps__col[p * STEPS_PER_CHAPTER + i] = 0 } +} + +# the shares of every seat taken, combined as the pool says (seat 0 is the start) +function steps__combined(i: int, how: int) -> int { + var v = steps__col[i] + for p in 1 .. steps__players { + if not StepsWorld.present(p) { continue } + let c = steps__col[p * STEPS_PER_CHAPTER + i] + if how == STEPS_POOL_ANY or how == STEPS_POOL_OR { v = v | c } + else if how == STEPS_POOL_SUM { v += c } + else if how == STEPS_POOL_MAX { if c > v { v = c } } + } + return v +} + +# the answer to step i of the current chapter: solo this is steps_eval and nothing more +export function steps_met(i: int) -> bool { + let ch = steps__cur + let kind = steps_kind(ch, i) + if not StepsWorld.party() { return steps_eval(kind, steps_param(ch, i), steps_need(ch, i)) } + let how = steps_pool(kind) + if how == STEPS_POOL_WORLD { return steps_eval(kind, steps_param(ch, i), steps_need(ch, i)) } + steps__cols() + return steps_from(kind, steps_param(ch, i), steps_need(ch, i), steps__combined(i, how), steps_players(), steps_each(i)) +} + +# the party's count for step i of the current chapter, -1 for one that is not a tally +export function steps_party_got(i: int) -> int { + let ch = steps__cur + let kind = steps_kind(ch, i) + let param = steps_param(ch, i) + if steps_got(kind, param) < 0 { return -1 } + let how = steps_pool(kind) + if not StepsWorld.party() or how == STEPS_POOL_WORLD or how == STEPS_POOL_ANY or how == STEPS_POOL_EACH { return steps_got(kind, param) } + steps__cols() + return steps_got_from(kind, param, steps__combined(i, how)) +} diff --git a/packages/ludic.steps/state.ludic b/packages/ludic.steps/state.ludic new file mode 100644 index 00000000..1d56b9cf --- /dev/null +++ b/packages/ludic.steps/state.ludic @@ -0,0 +1,78 @@ +# state.ludic - the port, the kinds' shapes and pools, the facts, and the arc being played +# what a step kind measures, asked of the game: a count, a mask, or 1 / 0, for one player (0 is +# this machine's own); whether a party is playing, and whether a seat in it is taken +export port StepsWorld { + value: fn(int, int, int) -> int + party: fn() -> bool = fn steps__solo + present: fn(int) -> bool = fn steps__only_me +} + +function steps__solo() -> bool { return false } +function steps__only_me(p: int) -> bool { return p == 0 } + +# a kind's shape: met or not; a number against the need; a mask whose bits are counted against +# the need; every bit of the mask in `param` +export const STEPS_SHAPE_YES: int = 0 +export const STEPS_SHAPE_COUNT: int = 1 +export const STEPS_SHAPE_MASK: int = 2 +export const STEPS_SHAPE_MASK_ALL: int = 3 + +# how a party combines a kind: the same for everyone already (asked of this machine); anyone +# having done it; the counts add up; the masks union; the best one; every player needs their own +export const STEPS_POOL_WORLD: int = 0 +export const STEPS_POOL_ANY: int = 1 +export const STEPS_POOL_SUM: int = 2 +export const STEPS_POOL_OR: int = 3 +export const STEPS_POOL_MAX: int = 4 +export const STEPS_POOL_EACH: int = 5 + +# the most steps a chapter carries: its done steps are a bit mask +export const STEPS_PER_CHAPTER: int = 6 + +export property StepsKind { + key: string = "" + shape: int = STEPS_SHAPE_YES + pool: int = STEPS_POOL_WORLD + shows: bool = false # a panel shows its count against what it wants +} + +export const STEPS_MET: int = 0 # a step of the current chapter was met (chapter, step) +export const STEPS_CHAPTER: int = 1 # every step of a chapter is met, and the next one is open + +export property StepsFact { + what: int = 0 + chapter: int = 0 + step: int = 0 +} + +var steps__kinds: []StepsKind = null +var steps__n: []int = null # steps per chapter +var steps__kind: []int = null # STEPS_PER_CHAPTER per chapter +var steps__param: []int = null +var steps__need: []int = null +var steps__cur: int = 0 +var steps__done: int = 0 +var steps__facts: Queue = null + +export function steps_facts() -> Queue { + if steps__facts == null { steps__facts = queue_new("steps.facts") } + return steps__facts +} + +function steps__fact(what: int, ch: int, i: int) -> void { + let f = new StepsFact + f.what = what + f.chapter = ch + f.step = i + q_push(steps_facts(), f) +} + +export function steps_popcount(m: int) -> int { + var n = 0 + var v = m + while v != 0 { + n += v & 1 + v = (v >> 1) & 0x7FFFFFFF + } + return n +} diff --git a/packages/ludic.steps/tests/steps_test.ludic b/packages/ludic.steps/tests/steps_test.ludic new file mode 100644 index 00000000..bd4655bc --- /dev/null +++ b/packages/ludic.steps/tests/steps_test.ludic @@ -0,0 +1,224 @@ +# steps_test.ludic - shapes answered from a fake world, an arc that ticks and moves on, and a party +# whose shares pool as each kind says +import "ludic.steps" +import "ludic.base" +program StepsTest { + numbers float + var vals: []int = null # value of kind k for this machine + var party: bool = false + var seats: int = 1 # seats 0 .. seats-1 are taken + + function fake_value(kind: int, param: int, player: int) -> int { + if player != 0 or kind < 0 or kind >= len(vals) { return 0 } + return vals[kind] + } + function fake_party() -> bool { return party } + function fake_present(p: int) -> bool { return p < seats } + + bind StepsWorld { value: fn fake_value, party: fn fake_party, present: fn fake_present } + + const K_WOOD: int = 0 # count, summed + const K_SIGNS: int = 1 # mask counted, or'd + const K_ALL: int = 2 # every bit of param, or'd + const K_FIRE: int = 3 # yes, anyone + const K_REP: int = 4 # count, best of + const K_COMPASS: int = 5 # yes, each + const K_HOUR: int = 6 # yes, the world's + + function kind(shape: int, pool: int, shows: bool) -> StepsKind { + let k = new StepsKind + k.shape = shape + k.pool = pool + k.shows = shows + return k + } + + function fresh() -> void { + steps_reset() + steps_config(4) + party = false + seats = 1 + vals = new []int + for i in 0 .. 7 { push(vals, 0) } + let ks = new []StepsKind + push(ks, kind(STEPS_SHAPE_COUNT, STEPS_POOL_SUM, true)) + push(ks, kind(STEPS_SHAPE_MASK, STEPS_POOL_OR, true)) + push(ks, kind(STEPS_SHAPE_MASK_ALL, STEPS_POOL_OR, true)) + push(ks, kind(STEPS_SHAPE_YES, STEPS_POOL_ANY, false)) + push(ks, kind(STEPS_SHAPE_COUNT, STEPS_POOL_MAX, true)) + push(ks, kind(STEPS_SHAPE_YES, STEPS_POOL_EACH, false)) + push(ks, kind(STEPS_SHAPE_YES, STEPS_POOL_WORLD, false)) + steps_kinds(ks) + } + + # chapter 0: 5 wood, a fire; chapter 1: two signs, the compass + function two_chapters() -> void { + steps_chapter_add() + steps_add(K_WOOD, 0, 5) + steps_add(K_FIRE, 0, 1) + steps_chapter_add() + steps_add(K_SIGNS, 0, 2) + steps_add(K_COMPASS, 0, 1) + } + + function facts_of(what: int) -> int { + let fs = q_drain(steps_facts()) + var n = 0 + for i in 0 .. len(fs) { if fs[i].what == what { n += 1 } } + return n + } + + function shares(a: int, b: int) -> []int { + let s = new []int + push(s, a) + push(s, b) + return s + } + + test "a step is answered by its kind's shape" { + fresh() + vals[K_WOOD] = 4 + expect(not steps_eval(K_WOOD, 0, 5)) + vals[K_WOOD] = 5 + expect(steps_eval(K_WOOD, 0, 5)) + vals[K_SIGNS] = 5 + expect(steps_eval(K_SIGNS, 0, 2)) + expect_eq(steps_got(K_SIGNS, 0), 2) + vals[K_ALL] = 3 + expect(not steps_eval(K_ALL, 7, 0)) + expect_eq(steps_got(K_ALL, 7), 2) + expect_eq(steps_want(K_ALL, 7, 0), 3) + expect_eq(steps_got(K_FIRE, 0), -1) + } + + test "an arc's steps stick as they are met, and a full chapter opens the next" { + fresh() + two_chapters() + expect_eq(steps_count(), 2) + expect_eq(steps_in(1), 2) + vals[K_FIRE] = 1 + steps_check() + expect(steps_done(1)) + expect(not steps_done(0)) + expect_eq(facts_of(STEPS_MET), 1) + vals[K_FIRE] = 0 + steps_check() + expect(steps_done(1)) + vals[K_WOOD] = 9 + steps_check() + expect_eq(steps_current(), 1) + expect_eq(steps_done_mask(), 0) + let fs = q_drain(steps_facts()) + expect_eq(len(fs), 2) + expect_eq(fs[1].what, STEPS_CHAPTER) + expect_eq(fs[1].chapter, 0) + } + + test "a step met before its chapter opens ticks the moment it is looked at" { + fresh() + two_chapters() + vals[K_SIGNS] = 3 + vals[K_COMPASS] = 1 + vals[K_WOOD] = 5 + vals[K_FIRE] = 1 + steps_check() + expect_eq(steps_current(), 1) + steps_check() + expect(steps_finished()) + } + + test "a chapter holds at most six steps" { + fresh() + expect(not steps_add(K_WOOD, 0, 1)) + steps_chapter_add() + for i in 0 .. STEPS_PER_CHAPTER { expect(steps_add(K_WOOD, 0, i)) } + expect(not steps_add(K_WOOD, 0, 9)) + } + + test "the steps asked for right now" { + fresh() + two_chapters() + expect(steps_wants(K_FIRE, -1)) + expect(not steps_wants(K_SIGNS, -1)) + } + + test "a tally adds up across the party, and a mask unions" { + fresh() + two_chapters() + party = true + seats = 2 + vals[K_WOOD] = 3 + expect(not steps_met(0)) + steps_share(1, 0, shares(2, 0)) + expect(steps_met(0)) + expect_eq(steps_party_got(0), 5) + steps_set_current(1) + vals[K_SIGNS] = 1 + steps_share(1, 1, shares(2, 0)) + expect(steps_met(0)) + } + + test "anyone having done it is the party having done it" { + fresh() + two_chapters() + party = true + seats = 3 + steps_share(2, 0, shares(0, 1)) + expect(steps_met(1)) + } + + test "a thing in the pack is met when every player has one, and says who has not" { + fresh() + two_chapters() + steps_set_current(1) + party = true + seats = 3 + vals[K_COMPASS] = 1 + steps_share(1, 1, shares(0, 1)) + expect(not steps_met(1)) + expect_eq(steps_each(1), 2) + let lack = steps_lacking(1) + expect_eq(len(lack), 1) + expect_eq(lack[0], 2) + steps_share(2, 1, shares(0, 1)) + expect(steps_met(1)) + } + + test "a player who leaves takes their share with them" { + fresh() + two_chapters() + party = true + seats = 2 + steps_share(1, 0, shares(5, 0)) + expect(steps_met(0)) + steps_leave(1) + expect(not steps_met(0)) + } + + test "a share about another chapter is ignored, and the best of a tally is the best" { + fresh() + steps_chapter_add() + steps_add(K_REP, 0, 25) + party = true + seats = 2 + steps_share(1, 3, shares(99, 0)) + expect(not steps_met(0)) + vals[K_REP] = 10 + steps_share(1, 0, shares(30, 0)) + expect(steps_met(0)) + expect_eq(steps_party_got(0), 30) + } + + test "the world's steps are asked of this machine alone" { + fresh() + steps_chapter_add() + steps_add(K_HOUR, 0, 1) + party = true + seats = 2 + steps_share(1, 0, shares(1, 0)) + expect(not steps_met(0)) + vals[K_HOUR] = 1 + expect(steps_met(0)) + expect_eq(steps_mine(K_HOUR, 0, 1), 0) + } +}