# system.ludic - crafting as a system: a reset, and nothing saved (a hold never outlives its # screen; what a station holds is the station's) export function craft_reset(crafting_st: mut CraftingState) -> void { craft_hold_stop(crafting_st) q_clear(craft_facts(crafting_st)) } export function craft_system() -> System { let s = system_new("crafting", PH_SIMULATE) s.reset = fn craft_reset return s }