# ludic.clock One clock for a whole world: the hour, the day, the moon's place in its month, and where the day falls in a calendar the game describes - month, year and season as a pure function of the day. Uses [`ludic.base`](../ludic.base/README.md) and nothing else. ```ludic import "ludic.clock" ``` The clock never runs the morning. A day turning - past midnight, or by `clock_new_day` after a night slept - is a `DayTurned` fact on `clock_days()`, and the game drains it into whatever its morning is (weather, restocking, the animals' day). Only the machine that owns the world moves the hour; another machine is told it (`clock_set_hours`, `clock_set_day`, `clock_set_moon`). ## The port ```ludic export port ClockWorld { owns_world: fn() -> bool = ... # does this machine run the world? (unbound: yes) rest_scale: fn() -> float = ... # how much everyone's rest speeds the clock (unbound: 1) seed: fn() -> int = ... # a seed for a new trip's moon (unbound: 1) } ``` The game fills it once, where it is put together, and may leave any member out: ```ludic bind ClockWorld { owns_world: fn ses_owns_world, rest_scale: fn rt_rest_scale, seed: fn rt_clock_seed } ``` ## API | | | | --- | --- | | `bind ClockWorld { ... }` | the port (a declaration, not a call) | | `clock_config(start_hours, night_from, night_to)` | when a trip starts, and which hours are night | | `clock_config_moon(days, lo, hi)` | the moon's month in days, and the part of it a new trip starts in | | `clock_calendar(month_days, season_of_month)` | a month's length, and each month's season (the list's length is the year) | | `clock_set_scale(s)`, `clock_scale()` | game seconds per real second | | `clock_rate()`, `clock_hours_in(dt)` | the rate with the rest included, and the game hours `dt` real seconds are worth | | `clock_advance(gh)` | run the hours on (the system's tick does this from `Tick.hours`); past midnight the day turns | | `clock_new_day()` | turn the day now (the caller sets the hour first) | | `clock_reset()` | day one at the start hour, the moon from the seed | | `clock_day()`, `clock_hours()`, `clock_moon()`, `clock_hhmm()`, `clock_is_night()` | what the world asks | | `clock_month()`, `clock_year()`, `clock_day_of_month()`, `clock_season()`, `clock_days_to_change()` | today in the calendar | | `clock_month_of(d)`, `clock_year_of(d)`, `clock_day_of_month_of(d)`, `clock_season_of(d)`, `clock_days_to_change_from(d)`, `clock_first_day_of(season)` | any day in the calendar | | `clock_days() -> Queue` | the facts: `{ day, how }`, `how` one of `DAY_STAYED_UP`, `DAY_SLEPT` | | `clock_system() -> System` | `"clock"`, `PH_INPUT` (first, so every later system reads this frame's hour): reset, tick, and its save section (`clock_save`, `clock_load`: day, hours, moon) | ## Tests ```bash ludic build packages/ludic.clock/tests/clock_test.ludic --headless -o /tmp/clock_test && /tmp/clock_test ```