# calendar.ludic - where a day falls: its month, its year, and its season, a pure function of the # day. The game says how long a month is, how many make a year, and which season each month is. export function clock_calendar(clock_st: mut ClockState, month_days: int, season_of_month: []int) -> void { clock_st.cal_month_days = month_days clock_st.cal_year_months = len(season_of_month) clock_st.cal_season = season_of_month } export function clock_month_days(clock_st: ClockState) -> int { return clock_st.cal_month_days } export function clock_year_months(clock_st: ClockState) -> int { return clock_st.cal_year_months } # the month a day falls in, 0 .. months - 1 export function clock_month_of(clock_st: ClockState, day: int) -> int { return ((day - 1) / clock_st.cal_month_days) % clock_st.cal_year_months } export function clock_year_of(clock_st: ClockState, day: int) -> int { return (day - 1) / (clock_st.cal_month_days * clock_st.cal_year_months) + 1 } export function clock_day_of_month_of(clock_st: ClockState, day: int) -> int { return (day - 1) % clock_st.cal_month_days + 1 } export function clock_season_of(clock_st: ClockState, day: int) -> int { if clock_st.cal_season == null { return 0 } return clock_st.cal_season[clock_month_of(clock_st, day)] } export function clock_month(clock_st: ClockState) -> int { return clock_month_of(clock_st, clock_st.ck_day) } export function clock_year(clock_st: ClockState) -> int { return clock_year_of(clock_st, clock_st.ck_day) } export function clock_day_of_month(clock_st: ClockState) -> int { return clock_day_of_month_of(clock_st, clock_st.ck_day) } export function clock_season(clock_st: ClockState) -> int { return clock_season_of(clock_st, clock_st.ck_day) } # days from `day` until the season is another; 0 when a year has only one export function clock_days_to_change_from(clock_st: ClockState, day: int) -> int { let here = clock_season_of(clock_st, day) for d in 1 .. clock_st.cal_month_days * clock_st.cal_year_months { if clock_season_of(clock_st, day + d) != here { return d } } return 0 } export function clock_days_to_change(clock_st: ClockState) -> int { return clock_days_to_change_from(clock_st, clock_st.ck_day) } # the first day (counted from day one) that falls in a season; -1 when none does export function clock_first_day_of(clock_st: ClockState, season: int) -> int { for d in 1 .. clock_st.cal_month_days * clock_st.cal_year_months + 1 { if clock_season_of(clock_st, d) == season { return d } } return -1 }