refactor(packages): 0.R5 - the rest of the lazy starts are defaults - hints' rail (sized by hints_config), lab's CRC table, rpg's crafting / items / inventory / quests / dialog, shooter's weapons, prefs, and npc's and gameplay's empty ensures gone; gameplay's faction table sits beside its state, since a default names only what is declared before it; --tighten over their tests and examples

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 03:07:29 +03:00
parent 9e4f4edb92
commit f516148e46
15 changed files with 73 additions and 169 deletions

View file

@ -39,37 +39,30 @@ function np_fact(npc_st: NpcState, what: int, p: NpcPerson, player: int) -> NpcF
return f
}
function np_ensure() -> void {
}
# how many walkers the place can hold at once
export function npc_config(npc_st: mut NpcState, max: int) -> void { npc_st.np_max = max }
export function npc_seed(npc_st: NpcState, n: int) -> void {
np_ensure()
rng_seed(npc_st.np_dice, n)
}
# 0 .. 1, and whole seconds lo .. hi, off the package's dice
export function npc_rnd(npc_st: NpcState) -> float {
np_ensure()
return rng_float(npc_st.np_dice)
}
export function npc_between(npc_st: NpcState, lo: int, hi: int) -> int {
np_ensure()
return rng_between(npc_st.np_dice, lo, hi)
}
export function npc_secs(npc_st: NpcState, lo: int, hi: int) -> float { return float(npc_between(npc_st, lo, np_hi(lo, hi))) }
export function npc_walkers(npc_st: NpcState) -> []NpcPerson {
np_ensure()
return npc_st.np_walkers
}
export function npc_posts(npc_st: NpcState) -> []NpcPerson {
np_ensure()
return npc_st.np_posts
}
@ -79,19 +72,16 @@ export function npc_max(npc_st: NpcState) -> int { return npc_st.np_max }
# a walker's slot or a post, and anyone by id
export function npc_at(npc_st: NpcState, slot: int) -> NpcPerson {
np_ensure()
if slot < 0 or slot >= len(npc_st.np_walkers) { return null }
return npc_st.np_walkers[slot]
}
export function npc_post(npc_st: NpcState, i: int) -> NpcPerson {
np_ensure()
if i < 0 or i >= len(npc_st.np_posts) { return null }
return npc_st.np_posts[i]
}
export function npc_by_id(npc_st: NpcState, id: int) -> NpcPerson {
np_ensure()
for i in 0 .. len(npc_st.np_walkers) { if npc_st.np_walkers[i].active and npc_st.np_walkers[i].id == id { return npc_st.np_walkers[i] } }
for i in 0 .. len(npc_st.np_posts) { if npc_st.np_posts[i].active and npc_st.np_posts[i].id == id { return npc_st.np_posts[i] } }
return null