diff --git a/packages/ludic.character/ports.ludic b/packages/ludic.character/ports.ludic index d9a7c5c7..8c69a516 100644 --- a/packages/ludic.character/ports.ludic +++ b/packages/ludic.character/ports.ludic @@ -103,7 +103,7 @@ export state CharacterState { chr_eyes_now: bool = false # the last camera was the eyes: the figure is hidden chr_safe_x: float = 0.0 chr_safe_z: float = 0.0 - chr_fact_q: Queue = null + chr_fact_q: Queue = chr_fact_q__new() } function chr__top_plain(x: float, z: float, r: float, from_y: float, step: float, base: float) -> float { return base } function chr__bed_plain(x: float, z: float) -> float { return CharacterGround.height(x, z) } @@ -124,3 +124,4 @@ function chr__zero() -> float { return 0.0 } function chr__no() -> bool { return false } function chr__yes() -> bool { return true } function chr__not_carried(ix: float, iz: float, run: bool, dt: float) -> void { } +function chr_fact_q__new() -> Queue { return queue_new("character.facts") } diff --git a/packages/ludic.character/state.ludic b/packages/ludic.character/state.ludic index ff72e029..732574bb 100644 --- a/packages/ludic.character/state.ludic +++ b/packages/ludic.character/state.ludic @@ -9,12 +9,11 @@ const chr_pi: float = 3.14159265 -export function char_facts(character_st: mut CharacterState) -> Queue { - if character_st.chr_fact_q == null { character_st.chr_fact_q = queue_new("character.facts") } +export function char_facts(character_st: CharacterState) -> Queue { return character_st.chr_fact_q } -function chr_say(character_st: mut CharacterState, what: int, v: float) -> void { +function chr_say(character_st: CharacterState, what: int, v: float) -> void { let f = new CharacterFact f.what = what f.x = character_st.chr_x diff --git a/packages/ludic.character/tests/character_test.ludic b/packages/ludic.character/tests/character_test.ludic index 54bbc468..c44ad399 100644 --- a/packages/ludic.character/tests/character_test.ludic +++ b/packages/ludic.character/tests/character_test.ludic @@ -107,7 +107,7 @@ program CharacterTest { char_release(character_st, CHAR_HOLD_SCREEN) char_teleport(character_st, x, z, yaw) } - function facts(character_st: mut CharacterState) -> []CharacterFact { return q_drain(char_facts(character_st)) } + function facts(character_st: CharacterState) -> []CharacterFact { return q_drain(char_facts(character_st)) } function count(fs: []CharacterFact, what: int) -> int { var n = 0 for i in 0 .. len(fs) { if fs[i].what == what { n += 1 } } diff --git a/packages/ludic.nativeecho/echo.ludic b/packages/ludic.nativeecho/echo.ludic index 27ff4971..c22a668c 100644 --- a/packages/ludic.nativeecho/echo.ludic +++ b/packages/ludic.nativeecho/echo.ludic @@ -8,28 +8,24 @@ export property EchoFact { } export state EchoState { - ec_xs: []float = null + ec_xs: []float = floats(ECHO_CAP) ec_n: int = 0 - ec_kinds: []int = null - ec_values: []float = null - ec_facts: Queue = null + ec_kinds: []int = words(ECHO_CAP) + ec_values: []float = floats(ECHO_CAP) + ec_facts: Queue = ec_facts__new() } -function ec_ready(echo_st: mut EchoState) -> void { - if echo_st.ec_xs == null { echo_st.ec_xs = floats(ECHO_CAP) } - if echo_st.ec_kinds == null { echo_st.ec_kinds = words(ECHO_CAP) } - if echo_st.ec_values == null { echo_st.ec_values = floats(ECHO_CAP) } +function ec_ready() -> void { } # what went over, oldest first -export function echo_facts(echo_st: mut EchoState) -> Queue { - if echo_st.ec_facts == null { echo_st.ec_facts = queue_new("nativeecho.facts") } +export function echo_facts(echo_st: EchoState) -> Queue { return echo_st.ec_facts } # put a value in the next slot; false when the slice is full export function echo_put(echo_st: mut EchoState, x: float) -> bool { - ec_ready(echo_st) + ec_ready() if echo_st.ec_n >= ECHO_CAP { return false } echo_st.ec_xs[echo_st.ec_n] = x echo_st.ec_n += 1 @@ -40,13 +36,13 @@ export function echo_clear(echo_st: mut EchoState) -> void { echo_st.ec_n = 0 } # the sum of what was put, worked out in C export function echo_sum(echo_st: mut EchoState) -> float { - ec_ready(echo_st) + ec_ready() return ne_sum(echo_st.ec_xs, echo_st.ec_n) } # C walks the values and records each one over `over`; the records come back as facts export function echo_scan(echo_st: mut EchoState, over: float) -> int { - ec_ready(echo_st) + ec_ready() let hits = ne_scan(echo_st.ec_xs, echo_st.ec_n, over) ec_drain(echo_st) return hits @@ -67,3 +63,4 @@ export function echo_lost() -> int { return ne_lost_count() } # a 64-bit value there and back export function echo_twice(x: long) -> long { return ne_twice(x) } +function ec_facts__new() -> Queue { return queue_new("nativeecho.facts") } diff --git a/packages/ludic.needs/queries.ludic b/packages/ludic.needs/queries.ludic index 771b7cef..b817b4fb 100644 --- a/packages/ludic.needs/queries.ludic +++ b/packages/ludic.needs/queries.ludic @@ -1,13 +1,13 @@ # queries.ludic - what the world asks the body -export function needs_level(needs_st: mut NeedsState, k: int) -> float { +export function needs_level(needs_st: NeedsState, k: int) -> float { if not nd_ok(k) { return 0.0 } return nd_lv(needs_st)[k] } -export function needs_warmth(needs_st: mut NeedsState) -> float { return nd_lv(needs_st)[NEED_WARMTH] } -export function needs_food(needs_st: mut NeedsState) -> float { return nd_lv(needs_st)[NEED_FOOD] } -export function needs_water(needs_st: mut NeedsState) -> float { return nd_lv(needs_st)[NEED_WATER] } -export function needs_energy(needs_st: mut NeedsState) -> float { return nd_lv(needs_st)[NEED_ENERGY] } +export function needs_warmth(needs_st: NeedsState) -> float { return nd_lv(needs_st)[NEED_WARMTH] } +export function needs_food(needs_st: NeedsState) -> float { return nd_lv(needs_st)[NEED_FOOD] } +export function needs_water(needs_st: NeedsState) -> float { return nd_lv(needs_st)[NEED_WATER] } +export function needs_energy(needs_st: NeedsState) -> float { return nd_lv(needs_st)[NEED_ENERGY] } # seconds left before a collapse (0: no countdown), and the need it is for export function needs_last_legs(needs_st: NeedsState) -> float { return needs_st.nd_legs } @@ -15,7 +15,7 @@ export function needs_last_need(needs_st: NeedsState) -> int { return needs_st.n export function needs_collapses(needs_st: NeedsState) -> int { return needs_st.nd_collapses } # the walk's pace, times: the ramp of each need, and 0.6 more on last legs -export function needs_pace(needs_st: mut NeedsState) -> float { +export function needs_pace(needs_st: NeedsState) -> float { let lv = nd_lv(needs_st) var m = nd_pace(lv[NEED_WARMTH]) * nd_pace(lv[NEED_FOOD]) if NeedsWorld.thirst() { m = m * nd_pace(lv[NEED_WATER]) } @@ -24,13 +24,13 @@ export function needs_pace(needs_st: mut NeedsState) -> float { } # running needs legs, calories and a body that is not already in trouble -export function needs_can_run(needs_st: mut NeedsState) -> bool { +export function needs_can_run(needs_st: NeedsState) -> bool { let lv = nd_lv(needs_st) return lv[NEED_ENERGY] > 8.0 and lv[NEED_FOOD] > 20.0 and lv[NEED_WARMTH] > 20.0 and lv[NEED_WATER] > 20.0 } # the lowest of the four -export function needs_lowest(needs_st: mut NeedsState) -> float { +export function needs_lowest(needs_st: NeedsState) -> float { let lv = nd_lv(needs_st) return Math.min(Math.min(lv[NEED_WARMTH], lv[NEED_FOOD]), Math.min(lv[NEED_WATER], lv[NEED_ENERGY])) } diff --git a/packages/ludic.needs/run.ludic b/packages/ludic.needs/run.ludic index c6293a90..6c8150ca 100644 --- a/packages/ludic.needs/run.ludic +++ b/packages/ludic.needs/run.ludic @@ -1,10 +1,10 @@ # run.ludic - `gh` game hours of whatever the body is doing, taken out of the four bars -function nd_add(needs_st: mut NeedsState, k: int, d: float) -> void { +function nd_add(needs_st: NeedsState, k: int, d: float) -> void { let lv = nd_lv(needs_st) lv[k] = Math.clamp(lv[k] + d, 0.0, 100.0) } -export function needs_run(needs_st: mut NeedsState, gh: float) -> void { +export function needs_run(needs_st: NeedsState, gh: float) -> void { let a = NeedsWorld.activity() nd_add(needs_st, NEED_FOOD, (NeedsWorld.bonus(NEED_FOOD) - nd_food_rate(a) * NeedsWorld.drain(NEED_FOOD)) * gh) if NeedsWorld.thirst() { diff --git a/packages/ludic.needs/state.ludic b/packages/ludic.needs/state.ludic index 77179e3c..d0d4584a 100644 --- a/packages/ludic.needs/state.ludic +++ b/packages/ludic.needs/state.ludic @@ -51,21 +51,24 @@ export property NeedFact { need: int = 0 } +# where a body starts: warm, fed well enough, watered, rested +function nd_start() -> []float { + let l = floats(NEED_COUNT) + l[NEED_WARMTH] = 100.0 + l[NEED_FOOD] = 70.0 + l[NEED_WATER] = 85.0 + l[NEED_ENERGY] = 100.0 + return l +} export state NeedsState { - nd_level: []float = null + nd_level: []float = nd_start() nd_legs: float = 0.0 # seconds left before a collapse, 0 = none nd_last: int = 0 # the need the countdown is for nd_collapses: int = 0 nd_facts: Queue = nd_facts__new() } -function nd_lv(needs_st: mut NeedsState) -> []float { - if needs_st.nd_level == null { - needs_st.nd_level = floats(NEED_COUNT) - nd_fill(needs_st) - } - return needs_st.nd_level -} +function nd_lv(needs_st: NeedsState) -> []float { return needs_st.nd_level } function nd_fill(needs_st: mut NeedsState) -> void { needs_st.nd_level[NEED_WARMTH] = 100.0 diff --git a/packages/ludic.needs/system.ludic b/packages/ludic.needs/system.ludic index bc5a7123..9459e02d 100644 --- a/packages/ludic.needs/system.ludic +++ b/packages/ludic.needs/system.ludic @@ -5,7 +5,7 @@ function needs_tick(needs_st: mut NeedsState, t: Tick) -> void { needs_watch(needs_st, t.dt) } -export function needs_save(needs_st: mut NeedsState) -> Val { +export function needs_save(needs_st: NeedsState) -> Val { let v = Value.object() sv_put_float(v, "warmth", needs_warmth(needs_st)) sv_put_float(v, "food", needs_food(needs_st)) diff --git a/packages/ludic.needs/tests/needs_test.ludic b/packages/ludic.needs/tests/needs_test.ludic index 149738fc..75d1e58d 100644 --- a/packages/ludic.needs/tests/needs_test.ludic +++ b/packages/ludic.needs/tests/needs_test.ludic @@ -45,7 +45,7 @@ program NeedsTest { } function fresh(needs_st: mut NeedsState) -> void { needs_reset(needs_st) } - function hours(needs_st: mut NeedsState, h: float) -> void { for i in 0 .. int(h * 10.0) { needs_run(needs_st, 0.1) } } + function hours(needs_st: NeedsState, h: float) -> void { for i in 0 .. int(h * 10.0) { needs_run(needs_st, 0.1) } } function facts(needs_st: NeedsState) -> []NeedFact { return q_drain(needs_facts(needs_st)) } test "a new body is warm, rested, fed and watered" (needs_st: mut NeedsState) { diff --git a/packages/ludic.needs/verbs.ludic b/packages/ludic.needs/verbs.ludic index 7d1e453b..5d517a5d 100644 --- a/packages/ludic.needs/verbs.ludic +++ b/packages/ludic.needs/verbs.ludic @@ -1,27 +1,27 @@ # verbs.ludic - the only way the needs change from outside; each is held to 0..100 # `n` more of a need (less, when negative): a meal, a drink, a shove from a bear -export function needs_feed(needs_st: mut NeedsState, k: int, n: float) -> void { +export function needs_feed(needs_st: NeedsState, k: int, n: float) -> void { if nd_ok(k) { nd_add(needs_st, k, n) } } # a meal: food, water and energy at once -export function needs_meal(needs_st: mut NeedsState, food: float, water: float, energy: float) -> void { +export function needs_meal(needs_st: NeedsState, food: float, water: float, energy: float) -> void { nd_add(needs_st, NEED_FOOD, food) nd_add(needs_st, NEED_WATER, water) nd_add(needs_st, NEED_ENERGY, energy) } -export function needs_set(needs_st: mut NeedsState, k: int, v: float) -> void { +export function needs_set(needs_st: NeedsState, k: int, v: float) -> void { if nd_ok(k) { nd_lv(needs_st)[k] = Math.clamp(v, 0.0, 100.0) } } # at least `v` -export function needs_floor(needs_st: mut NeedsState, k: int, v: float) -> void { +export function needs_floor(needs_st: NeedsState, k: int, v: float) -> void { if nd_ok(k) and nd_lv(needs_st)[k] < v { needs_set(needs_st, k, v) } } # a night: rested to what it was worth, hungrier and thirstier for it, but never empty -export function needs_after_night(needs_st: mut NeedsState, rested: float, food_lost: float, water_lost: float) -> void { +export function needs_after_night(needs_st: NeedsState, rested: float, food_lost: float, water_lost: float) -> void { let lv = nd_lv(needs_st) lv[NEED_ENERGY] = Math.clamp(rested, 0.0, 100.0) lv[NEED_FOOD] = Math.max(lv[NEED_FOOD] - food_lost, 6.0) diff --git a/packages/ludic.needs/watch.ludic b/packages/ludic.needs/watch.ludic index 47932344..57d0d900 100644 --- a/packages/ludic.needs/watch.ludic +++ b/packages/ludic.needs/watch.ludic @@ -3,7 +3,7 @@ const LAST_LEGS: float = 10.0 const GENTLE_FLOOR: float = 22.0 -function nd_empty(needs_st: mut NeedsState) -> int { +function nd_empty(needs_st: NeedsState) -> int { let lv = nd_lv(needs_st) if lv[NEED_WARMTH] == 0.0 { return NEED_WARMTH } if lv[NEED_FOOD] == 0.0 { return NEED_FOOD } @@ -11,7 +11,7 @@ function nd_empty(needs_st: mut NeedsState) -> int { return -1 } -function nd_clear(needs_st: mut NeedsState) -> bool { +function nd_clear(needs_st: NeedsState) -> bool { let lv = nd_lv(needs_st) return lv[NEED_WARMTH] > 5.0 and lv[NEED_FOOD] > 5.0 and lv[NEED_WATER] > 5.0 } diff --git a/packages/ludic.physics/bodies.ludic b/packages/ludic.physics/bodies.ludic index 7a4a278c..1ae88a73 100644 --- a/packages/ludic.physics/bodies.ludic +++ b/packages/ludic.physics/bodies.ludic @@ -46,7 +46,7 @@ export function phys_remove(physics_st: mut PhysicsState, id: int) -> void { # where a body is, how it is turned and how fast it goes; null when there is no such body export function phys_pose(physics_st: mut PhysicsState, id: int) -> PhysPose { if physics_st.ph_world == null { return null } - ph_buffers(physics_st) + ph_buffers() if jph_body_read(physics_st.ph_world, id, physics_st.ph_vals) != 0 { return null } let v = physics_st.ph_vals let p = new PhysPose @@ -77,7 +77,7 @@ export function phys_angular_impulse(physics_st: mut PhysicsState, id: int, x: f # how fast it turns about y, radians a second export function phys_spin_y(physics_st: mut PhysicsState, id: int) -> float { if physics_st.ph_world == null { return 0.0 } - ph_buffers(physics_st) + ph_buffers() jph_body_spin(physics_st.ph_world, id, physics_st.ph_vals) return physics_st.ph_vals[1] } diff --git a/packages/ludic.physics/queries.ludic b/packages/ludic.physics/queries.ludic index ca588f87..0ff91063 100644 --- a/packages/ludic.physics/queries.ludic +++ b/packages/ludic.physics/queries.ludic @@ -16,7 +16,7 @@ export property PhysHit { export function phys_ray(physics_st: mut PhysicsState, ox: float, oy: float, oz: float, dx: float, dy: float, dz: float, mask: int) -> PhysHit { let h = new PhysHit if physics_st.ph_world == null { return h } - ph_buffers(physics_st) + ph_buffers() h.body = jph_ray(physics_st.ph_world, ox, oy, oz, dx, dy, dz, mask, physics_st.ph_vals) if h.body == -1 { return h } let v = physics_st.ph_vals @@ -49,7 +49,7 @@ export function phys_step_top(physics_st: PhysicsState, x: float, z: float, r: f export function phys_overlap(physics_st: mut PhysicsState, x: float, y: float, z: float, r: float, mask: int) -> []int { let out = new []int if physics_st.ph_world == null { return out } - ph_buffers(physics_st) + ph_buffers() let n = jph_overlap(physics_st.ph_world, x, y, z, r, mask, physics_st.ph_ids, PH_CAP) for i in 0 .. n { push(out, physics_st.ph_ids[i]) } return out @@ -66,7 +66,7 @@ export property PhysPush { export function phys_push(physics_st: mut PhysicsState, x: float, z: float, r: float, y0: float, y1: float, mask: int) -> PhysPush { let p = new PhysPush if physics_st.ph_world == null { return p } - ph_buffers(physics_st) + ph_buffers() p.n = jph_push(physics_st.ph_world, x, z, r, y0, y1, mask, physics_st.ph_vals) p.x = physics_st.ph_vals[0] p.z = physics_st.ph_vals[1] diff --git a/packages/ludic.physics/shapes.ludic b/packages/ludic.physics/shapes.ludic index f0f42f34..3011970e 100644 --- a/packages/ludic.physics/shapes.ludic +++ b/packages/ludic.physics/shapes.ludic @@ -4,7 +4,7 @@ # a world for up to max_bodies (threads 0: the cores less one, at most four); false if C refused export function phys_open(physics_st: mut PhysicsState, max_bodies: int, threads: int) -> bool { phys_close(physics_st) - ph_buffers(physics_st) + ph_buffers() physics_st.ph_world = jph_world_new(max_bodies, threads) physics_st.ph_gen += 1 physics_st.ph_acc = 0.0 @@ -39,7 +39,7 @@ export function phys_close(physics_st: mut PhysicsState) -> void { function ph_keep(physics_st: mut PhysicsState, s: pointer) -> int { if s == null { return -1 } - ph_buffers(physics_st) + ph_buffers() push(physics_st.ph_shapes, s) return len(physics_st.ph_shapes) - 1 } diff --git a/packages/ludic.physics/state.ludic b/packages/ludic.physics/state.ludic index 3ee35b70..04d95a91 100644 --- a/packages/ludic.physics/state.ludic +++ b/packages/ludic.physics/state.ludic @@ -36,7 +36,7 @@ export const PH_CAP: int = 512 # contacts drained a step, queries' buffer export state PhysicsState { ph_world: pointer = null - ph_shapes: []pointer = null # a shape id is its place here; null once freed + ph_shapes: []pointer = new []pointer # a shape id is its place here; null once freed ph_step: float = 0.016666668 # seconds a step ph_sub: int = 1 # collision steps in each ph_max_steps: int = 4 # a slow frame catches up this far and no further @@ -44,29 +44,22 @@ export state PhysicsState { ph_steps: int = 0 ph_gen: int = 0 # how many worlds have been opened: an id from an older one is stale ph_hard: float = 2.0 # metres a second: a contact under this is not a fact - ph_floats: []int = null # buoyant bodies' ids - ph_float_k: []float = null # and theirs: buoyancy, linear drag, angular drag, wet + ph_floats: []int = new []int # buoyant bodies' ids + ph_float_k: []float = new []float # and theirs: buoyancy, linear drag, angular drag, wet ph_rx: float = 0.0 # where the last phys_resolve put a body ph_rz: float = 0.0 - ph_walkers: []pointer = null # a walker id is its place here; null once removed - ph_ids: []int = null - ph_vals: []float = null - ph_facts: Queue = null + ph_walkers: []pointer = new []pointer # a walker id is its place here; null once removed + ph_ids: []int = words(PH_CAP * 2) + ph_vals: []float = floats(PH_CAP * 4) + ph_facts: Queue = ph_facts__new() } # the facts, oldest first -export function phys_facts(physics_st: mut PhysicsState) -> Queue { - if physics_st.ph_facts == null { physics_st.ph_facts = queue_new("physics.facts") } +export function phys_facts(physics_st: PhysicsState) -> Queue { return physics_st.ph_facts } -function ph_buffers(physics_st: mut PhysicsState) -> void { - if physics_st.ph_ids == null { physics_st.ph_ids = words(PH_CAP * 2) } - if physics_st.ph_vals == null { physics_st.ph_vals = floats(PH_CAP * 4) } - if physics_st.ph_shapes == null { physics_st.ph_shapes = new []pointer } - if physics_st.ph_floats == null { physics_st.ph_floats = new []int } - if physics_st.ph_float_k == null { physics_st.ph_float_k = new []float } - if physics_st.ph_walkers == null { physics_st.ph_walkers = new []pointer } +function ph_buffers() -> void { } # a step's length, its collision steps, and how hard a contact must be to be a fact @@ -75,3 +68,4 @@ export function phys_config(physics_st: mut PhysicsState, step: float, sub: int, physics_st.ph_sub = sub physics_st.ph_hard = hard } +function ph_facts__new() -> Queue { return queue_new("physics.facts") } diff --git a/packages/ludic.physics/system.ludic b/packages/ludic.physics/system.ludic index 129db8f2..b7777be7 100644 --- a/packages/ludic.physics/system.ludic +++ b/packages/ludic.physics/system.ludic @@ -21,7 +21,7 @@ export function phys_advance(physics_st: mut PhysicsState, dt: float) -> int { # exactly one step: the water, Jolt, then the contacts that matter as facts export function phys_step(physics_st: mut PhysicsState) -> void { if physics_st.ph_world == null { return } - ph_buffers(physics_st) + ph_buffers() ph_buoy_all(physics_st) jph_world_step(physics_st.ph_world, physics_st.ph_step, physics_st.ph_sub) physics_st.ph_steps += 1 diff --git a/packages/ludic.physics/walker.ludic b/packages/ludic.physics/walker.ludic index 04c1b55b..dec30d4f 100644 --- a/packages/ludic.physics/walker.ludic +++ b/packages/ludic.physics/walker.ludic @@ -26,7 +26,7 @@ function ph_walker(physics_st: PhysicsState, id: int) -> pointer { # r wide and h tall, feet at (x, y, z), mass in kg; -1 with no world export function phys_walker_add(physics_st: mut PhysicsState, r: float, h: float, x: float, y: float, z: float, max_slope: float, mass: float) -> int { if physics_st.ph_world == null { return -1 } - ph_buffers(physics_st) + ph_buffers() push(physics_st.ph_walkers, jph_char_new(physics_st.ph_world, r, h, x, y, z, max_slope, mass)) return len(physics_st.ph_walkers) - 1 } @@ -56,7 +56,7 @@ export function phys_walker_step(physics_st: mut PhysicsState, id: int, dt: floa export function phys_walker_pose(physics_st: mut PhysicsState, id: int) -> PhysWalk { let k = ph_walker(physics_st, id) if k == null { return null } - ph_buffers(physics_st) + ph_buffers() jph_char_read(k, physics_st.ph_vals) let v = physics_st.ph_vals let p = new PhysWalk diff --git a/packages/ludic.physics/water.ludic b/packages/ludic.physics/water.ludic index 6679ee00..04e2a587 100644 --- a/packages/ludic.physics/water.ludic +++ b/packages/ludic.physics/water.ludic @@ -4,7 +4,7 @@ const PH_K: int = 4 # buoyancy 1 floats level with the surface, more rides higher; drags in 1/s export function phys_float(physics_st: mut PhysicsState, id: int, buoyancy: float, linear_drag: float, angular_drag: float) -> void { - ph_buffers(physics_st) + ph_buffers() phys_sink(physics_st, id) push(physics_st.ph_floats, id) push(physics_st.ph_float_k, buoyancy) @@ -56,7 +56,7 @@ function ph_buoy_one(physics_st: mut PhysicsState, i: int, id: int, x: float, z: physics_st.ph_float_k[k + 3] = float(wet) } -function ph_splash(physics_st: mut PhysicsState, id: int, x: float, y: float, z: float) -> void { +function ph_splash(physics_st: PhysicsState, id: int, x: float, y: float, z: float) -> void { let f = new PhysFact f.what = PHYS_SPLASH f.a = id diff --git a/packages/ludic.shop/demand.ludic b/packages/ludic.shop/demand.ludic index c3a98bd7..65773f59 100644 --- a/packages/ludic.shop/demand.ludic +++ b/packages/ludic.shop/demand.ludic @@ -35,7 +35,7 @@ function shop_roll_vendor(shop_st: mut ShopState, v: int) -> void { } # the week's lists, rolled again only when the week turns -function shop_roll(shop_st: mut ShopState) -> void { +export function shop_roll(shop_st: mut ShopState) -> void { let week = shop_week(shop_st) if week == shop_st.shop_week_rolled and shop_st.shop_want_list != null { return } shop_st.shop_week_rolled = week @@ -48,24 +48,21 @@ function shop_roll(shop_st: mut ShopState) -> void { for v in 0 .. shop_vendors(shop_st) { shop_roll_vendor(shop_st, v) } } -export function shop_wants(shop_st: mut ShopState, v: int, it: int) -> bool { - if not shop_vendor_ok(shop_st, v) { return false } - shop_roll(shop_st) +export function shop_wants(shop_st: ShopState, v: int, it: int) -> bool { + if not shop_vendor_ok(shop_st, v) or shop_st.shop_want_list == null { return false } for k in 0 .. shop_st.shop_wants_n { if shop_st.shop_want_list[v * shop_st.shop_wants_n + k] == it { return true } } return false } -export function shop_glutted(shop_st: mut ShopState, v: int, it: int) -> bool { - if not shop_vendor_ok(shop_st, v) { return false } - shop_roll(shop_st) +export function shop_glutted(shop_st: ShopState, v: int, it: int) -> bool { + if not shop_vendor_ok(shop_st, v) or shop_st.shop_full_list == null { return false } return shop_st.shop_full_list[v] == it } # what a vendor wants this week, in its order -export function shop_wanted(shop_st: mut ShopState, v: int) -> []int { +export function shop_wanted(shop_st: ShopState, v: int) -> []int { let out = new []int - if not shop_vendor_ok(shop_st, v) { return out } - shop_roll(shop_st) + if not shop_vendor_ok(shop_st, v) or shop_st.shop_want_list == null { return out } for k in 0 .. shop_st.shop_wants_n { let it = shop_st.shop_want_list[v * shop_st.shop_wants_n + k] if it >= 0 { push(out, it) } @@ -74,7 +71,7 @@ export function shop_wanted(shop_st: mut ShopState, v: int) -> []int { } # the week's multiplier on what `v` pays for `it` (1 with no vendor) -export function shop_demand_mult(shop_st: mut ShopState, v: int, it: int) -> float { +export function shop_demand_mult(shop_st: ShopState, v: int, it: int) -> float { if shop_wants(shop_st, v, it) { return shop_st.shop_want_mult } if shop_glutted(shop_st, v, it) { return shop_st.shop_glut_mult } return 1.0 diff --git a/packages/ludic.shop/prices.ludic b/packages/ludic.shop/prices.ludic index 10a6c5a6..d886da34 100644 --- a/packages/ludic.shop/prices.ludic +++ b/packages/ludic.shop/prices.ludic @@ -14,7 +14,7 @@ export function shop_price_buy(shop_st: ShopState, it: int) -> int { # what vendor `v` pays (-1: no vendor, no demand). ROUNDED, so cheap raw material keeps its # order; and a vendor that stocks the thing never pays what it charges, not even a floor of $1 -export function shop_price_sell_at(shop_st: mut ShopState, v: int, it: int) -> int { +export function shop_price_sell_at(shop_st: ShopState, v: int, it: int) -> int { if not shop_item_ok(shop_st, it) { return 0 } let f = shop_sell_factor(shop_st) * shop_st.shop_sell_frac[it] * shop_demand_mult(shop_st, v, it) var p = Math.max(int(float(shop_st.shop_base[it]) * f + 0.5), 1) @@ -23,7 +23,7 @@ export function shop_price_sell_at(shop_st: mut ShopState, v: int, it: int) -> i } # what the vendor at the counter pays -export function shop_price_sell(shop_st: mut ShopState, it: int) -> int { return shop_price_sell_at(shop_st, shop_st.shop_at, it) } +export function shop_price_sell(shop_st: ShopState, it: int) -> int { return shop_price_sell_at(shop_st, shop_st.shop_at, it) } export function shop_stocks(shop_st: ShopState, v: int, it: int) -> bool { if not shop_vendor_ok(shop_st, v) or shop_st.shop_vendor_list[v].stock == null { return false } diff --git a/packages/ludic.shop/system.ludic b/packages/ludic.shop/system.ludic index 828d2513..e922a294 100644 --- a/packages/ludic.shop/system.ludic +++ b/packages/ludic.shop/system.ludic @@ -9,5 +9,8 @@ export function shop_reset(shop_st: mut ShopState) -> void { export function shop_system() -> System { let s = system_new("shop", PH_COMMIT) s.reset = fn shop_reset + s.tick = fn shop_tick return s } +# the week's demand, rolled when the week turns - the questions read it +function shop_tick(shop_st: mut ShopState, t: Tick) -> void { shop_roll(shop_st) } diff --git a/packages/ludic.shop/tests/shop_test.ludic b/packages/ludic.shop/tests/shop_test.ludic index b0c8dd2d..132c0893 100644 --- a/packages/ludic.shop/tests/shop_test.ludic +++ b/packages/ludic.shop/tests/shop_test.ludic @@ -154,6 +154,7 @@ program ShopTest { test "the week's demand is the shop's own dice, and turns with the week" (shop_st: mut ShopState, shop_test_st: mut ShopTestState) { fresh(shop_st, shop_test_st) + shop_roll(shop_st) # the shop's tick rolls the week; asking only reads it let a = shop_wanted(shop_st, 0) expect(len(a) > 0) for k in 0 .. len(a) { expect(shop_buys(shop_st, 0, a[k])) } @@ -167,6 +168,7 @@ program ShopTest { var moved = false for w in 1 .. 12 { shop_test_st.day = 1 + w * 7 + shop_roll(shop_st) let b = shop_wanted(shop_st, 0) if len(b) != len(a) or b[0] != a[0] { moved = true } } diff --git a/packages/ludic.shop/trade.ludic b/packages/ludic.shop/trade.ludic index 95227115..9f0d5b29 100644 --- a/packages/ludic.shop/trade.ludic +++ b/packages/ludic.shop/trade.ludic @@ -51,7 +51,7 @@ export function shop_buy(shop_st: ShopState, it: int) -> bool { } # `n` to the vendor at the counter (as many as the pack has); how many went -export function shop_sell(shop_st: mut ShopState, it: int, n: int) -> int { +export function shop_sell(shop_st: ShopState, it: int, n: int) -> int { if not shop_buys(shop_st, shop_st.shop_at, it) { return 0 } let k = Math.min(n, ShopPack.count(it)) if k <= 0 { return 0 } diff --git a/packages/ludic.vehicles/call.ludic b/packages/ludic.vehicles/call.ludic index 9c9ab3f8..75bb3ae4 100644 --- a/packages/ludic.vehicles/call.ludic +++ b/packages/ludic.vehicles/call.ludic @@ -1,6 +1,6 @@ # call.ludic - a player's boat or horse brought to a place: made there the first time, fetched there # after; gone when its player leaves -function ve_add(vehicles_st: mut VehiclesState, kind: int, x: float, z: float, yaw: float) -> Vehicle { +function ve_add(vehicles_st: VehiclesState, kind: int, x: float, z: float, yaw: float) -> Vehicle { if kind != VEHICLE_HORSE and kind != VEHICLE_BOAT { return null } let v = new Vehicle v.nid = VehicleWorld.next_id() @@ -41,7 +41,7 @@ function ve_put(v: Vehicle, x: float, z: float) -> void { # Bring player pid's boat or horse to place k. False when the place is somebody else's, or it is # being ridden. A horse faces the trough: the bay lies on its near side. -export function vehicle_call_for(vehicles_st: mut VehiclesState, pid: int, kind: int, k: int) -> bool { +export function vehicle_call_for(vehicles_st: VehiclesState, pid: int, kind: int, k: int) -> bool { if not vehicles_st.ve_have_dock or k < 0 or k >= VEHICLE_PLACES { return false } let here = vehicle_in_place(vehicles_st, kind, k) let v = vehicle_of(vehicles_st, pid, kind) @@ -78,7 +78,7 @@ export function vehicles_release(vehicles_st: mut VehiclesState, pid: int) -> vo export function vehicle_own(v: Vehicle) -> void { if v != null { v.owned = true } } # hay for a horse, up to a full belly -export function vehicle_feed(vehicles_st: mut VehiclesState, v: Vehicle, amount: float) -> void { +export function vehicle_feed(vehicles_st: VehiclesState, v: Vehicle, amount: float) -> void { if v == null { return } v.food = Math.min(v.food + amount, 100.0) ve_say(vehicles_st, VEHICLE_FED, v, amount) diff --git a/packages/ludic.vehicles/horse.ludic b/packages/ludic.vehicles/horse.ludic index 283102c3..399eada4 100644 --- a/packages/ludic.vehicles/horse.ludic +++ b/packages/ludic.vehicles/horse.ludic @@ -5,7 +5,7 @@ const VE_HORSE_GALLOP: float = 11.0 const VE_HORSE_ACC: float = 4.0 const VE_HORSE_TURN: float = 1.6 -function ve_ride_horse(vehicles_st: mut VehiclesState, v: Vehicle, ix: float, iz: float, run: bool, dt: float) -> void { +function ve_ride_horse(vehicles_st: VehiclesState, v: Vehicle, ix: float, iz: float, run: bool, dt: float) -> void { var top = VE_HORSE_WALK if run and v.fuel > 5.0 { top = VE_HORSE_GALLOP } v.speed = v.speed + Math.clamp(iz * top - v.speed, -VE_HORSE_ACC * dt, VE_HORSE_ACC * dt) @@ -21,7 +21,7 @@ function ve_ride_horse(vehicles_st: mut VehiclesState, v: Vehicle, ix: float, iz } # a horse only on dry ground, up a walkable rise, clear of what is in its way -function ve_travel(vehicles_st: mut VehiclesState, v: Vehicle, nx: float, nz: float, d: float) -> void { +function ve_travel(vehicles_st: VehiclesState, v: Vehicle, nx: float, nz: float, d: float) -> void { let nh = VehicleWorld.ground(nx, nz) var ok = true if nh < VehicleWorld.water(nx, nz) + 0.4 { ok = false } diff --git a/packages/ludic.vehicles/places.ludic b/packages/ludic.vehicles/places.ludic index 632c3f21..378fd3e1 100644 --- a/packages/ludic.vehicles/places.ludic +++ b/packages/ludic.vehicles/places.ludic @@ -42,7 +42,7 @@ export function vehicle_place_z(vehicles_st: VehiclesState, kind: int, k: int) - } # who is in place k: the boat lying in the berth or the horse tied in the bay, or null -export function vehicle_in_place(vehicles_st: mut VehiclesState, kind: int, k: int) -> Vehicle { +export function vehicle_in_place(vehicles_st: VehiclesState, kind: int, k: int) -> Vehicle { let px = vehicle_place_x(vehicles_st, kind, k) let pz = vehicle_place_z(vehicles_st, kind, k) let l = ve_all(vehicles_st) @@ -64,13 +64,13 @@ export function vehicle_in_place(vehicles_st: mut VehiclesState, kind: int, k: i } # the first free place, or -1 -export function vehicle_free_place(vehicles_st: mut VehiclesState, kind: int) -> int { +export function vehicle_free_place(vehicles_st: VehiclesState, kind: int) -> int { for k in 0 .. VEHICLE_PLACES { if vehicle_in_place(vehicles_st, kind, k) == null { return k } } return -1 } # this player's own is lying in one of the places -export function vehicle_mine_in_place(vehicles_st: mut VehiclesState, kind: int) -> bool { +export function vehicle_mine_in_place(vehicles_st: VehiclesState, kind: int) -> bool { let mine = vehicle_find(vehicles_st, kind) if mine == null { return false } for k in 0 .. VEHICLE_PLACES { diff --git a/packages/ludic.vehicles/ports.ludic b/packages/ludic.vehicles/ports.ludic index fcaf703c..f26a70ed 100644 --- a/packages/ludic.vehicles/ports.ludic +++ b/packages/ludic.vehicles/ports.ludic @@ -46,7 +46,7 @@ export state VehiclesState { ve_ids: int = 0 ve_sx: float = 0.0 ve_sz: float = 0.0 - ve_list: []Vehicle = null + ve_list: []Vehicle = new []Vehicle ve_cur: Vehicle = null ve_dock_x: float = 0.0 ve_dock_z: float = 0.0 @@ -56,7 +56,7 @@ export state VehiclesState { ve_rail_yaw: float = 0.0 ve_have_dock: bool = false ve_swell_said: float = 0.0 - ve_fact_q: Queue = null + ve_fact_q: Queue = ve_fact_q__new() } function ve__dry(x: float, z: float) -> float { return -10000.0 } function ve__open(x: float, z: float, r: float) -> bool { return false } @@ -77,3 +77,4 @@ function ve__safe(vehicles_st: mut VehiclesState, x: float, z: float, from_y: fl } function ve__safe_x(vehicles_st: VehiclesState) -> float { return vehicles_st.ve_sx } function ve__safe_z(vehicles_st: VehiclesState) -> float { return vehicles_st.ve_sz } +function ve_fact_q__new() -> Queue { return queue_new("vehicles.facts") } diff --git a/packages/ludic.vehicles/ride.ludic b/packages/ludic.vehicles/ride.ludic index 96286c15..b1962282 100644 --- a/packages/ludic.vehicles/ride.ludic +++ b/packages/ludic.vehicles/ride.ludic @@ -52,7 +52,7 @@ function ve_swell(vehicles_st: mut VehiclesState, v: Vehicle, iz: float, dt: flo } # every boat: its hull read back, and the wind pushing it across the lake, ridden or not -export function vehicles_tick(vehicles_st: mut VehiclesState, dt: float) -> void { +export function vehicles_tick(vehicles_st: VehiclesState, dt: float) -> void { let l = ve_all(vehicles_st) let w = VehicleWorld.wind() * VE_WIND let wy = VehicleWorld.wind_yaw() diff --git a/packages/ludic.vehicles/state.ludic b/packages/ludic.vehicles/state.ludic index a60d883d..03b826f7 100644 --- a/packages/ludic.vehicles/state.ludic +++ b/packages/ludic.vehicles/state.ludic @@ -2,12 +2,11 @@ # from, and the facts const ve_pi: float = 3.14159265 -export function vehicle_facts(vehicles_st: mut VehiclesState) -> Queue { - if vehicles_st.ve_fact_q == null { vehicles_st.ve_fact_q = queue_new("vehicles.facts") } +export function vehicle_facts(vehicles_st: VehiclesState) -> Queue { return vehicles_st.ve_fact_q } -function ve_say(vehicles_st: mut VehiclesState, what: int, v: Vehicle, n: float) -> void { +function ve_say(vehicles_st: VehiclesState, what: int, v: Vehicle, n: float) -> void { let f = new VehicleFact f.what = what f.nid = v.nid @@ -19,13 +18,10 @@ function ve_say(vehicles_st: mut VehiclesState, what: int, v: Vehicle, n: float) q_push(vehicle_facts(vehicles_st), f) } -function ve_all(vehicles_st: mut VehiclesState) -> []Vehicle { - if vehicles_st.ve_list == null { vehicles_st.ve_list = new []Vehicle } - return vehicles_st.ve_list -} +function ve_all(vehicles_st: VehiclesState) -> []Vehicle { return vehicles_st.ve_list } # every vehicle in the valley, to draw and to aim at (change one only through the verbs) -export function vehicles_all(vehicles_st: mut VehiclesState) -> []Vehicle { return ve_all(vehicles_st) } +export function vehicles_all(vehicles_st: VehiclesState) -> []Vehicle { return ve_all(vehicles_st) } # the kind this machine's player is riding, 0 none export function vehicle_ride_kind(vehicles_st: VehiclesState) -> int { @@ -35,17 +31,17 @@ export function vehicle_ride_kind(vehicles_st: VehiclesState) -> int { export function vehicle_current(vehicles_st: VehiclesState) -> Vehicle { return vehicles_st.ve_cur } -export function vehicle_of(vehicles_st: mut VehiclesState, pid: int, kind: int) -> Vehicle { +export function vehicle_of(vehicles_st: VehiclesState, pid: int, kind: int) -> Vehicle { let l = ve_all(vehicles_st) for i in 0 .. len(l) { if l[i].kind == kind and l[i].owner == pid { return l[i] } } return null } # this player's own boat or horse -export function vehicle_find(vehicles_st: mut VehiclesState, kind: int) -> Vehicle { return vehicle_of(vehicles_st, 0, kind) } +export function vehicle_find(vehicles_st: VehiclesState, kind: int) -> Vehicle { return vehicle_of(vehicles_st, 0, kind) } # the nearest vehicle nobody is on within `reach` of (x, z); nothing while riding -export function vehicle_nearest(vehicles_st: mut VehiclesState, x: float, z: float, reach: float) -> Vehicle { +export function vehicle_nearest(vehicles_st: VehiclesState, x: float, z: float, reach: float) -> Vehicle { if vehicles_st.ve_cur != null { return null } var best: Vehicle = null var bd = reach diff --git a/packages/ludic.vehicles/system.ludic b/packages/ludic.vehicles/system.ludic index 93c5da13..44a6107b 100644 --- a/packages/ludic.vehicles/system.ludic +++ b/packages/ludic.vehicles/system.ludic @@ -15,7 +15,7 @@ export function vehicles_reset(vehicles_st: mut VehiclesState) -> void { q_clear(vehicle_facts(vehicles_st)) } -export function vehicles_save(vehicles_st: mut VehiclesState) -> Val { +export function vehicles_save(vehicles_st: VehiclesState) -> Val { let v = Value.object() let h = vehicle_find(vehicles_st, VEHICLE_HORSE) let b = vehicle_find(vehicles_st, VEHICLE_BOAT) diff --git a/packages/ludic.vehicles/tests/vehicles_test.ludic b/packages/ludic.vehicles/tests/vehicles_test.ludic index be171fdc..04e124fa 100644 --- a/packages/ludic.vehicles/tests/vehicles_test.ludic +++ b/packages/ludic.vehicles/tests/vehicles_test.ludic @@ -135,7 +135,7 @@ program VehiclesTest { vehicles_test_st.swell = 0.0 vehicles_test_st.wind = 0.0 } - function facts(vehicles_st: mut VehiclesState) -> []VehicleFact { return q_drain(vehicle_facts(vehicles_st)) } + function facts(vehicles_st: VehiclesState) -> []VehicleFact { return q_drain(vehicle_facts(vehicles_st)) } function count(fs: []VehicleFact, what: int) -> int { var n = 0 for i in 0 .. len(fs) { if fs[i].what == what { n += 1 } }