# decide.ludic - lighting and feeding in three steps, so a machine that does not own the fire can # ask the one that does: what it would come to (fire_decide), what it costs in wood # (fire_cost), and doing it (fire_apply - only ever on the machine that owns the world) export function fire_decide(fire_st: FireState, wood: int) -> int { if fire_st.fr_lit { if wood < 1 { return FIRE_NO_LOG } return FIRE_FEED } if not FireWorld.allowed() { return FIRE_BANNED } if wood < fire_st.fr_light_wood { return FIRE_NO_WOOD } if FireWorld.is_wet() and not FireWorld.sheltered() { return FIRE_SOAKED } return FIRE_LIGHT } export function fire_cost(fire_st: FireState, how: int) -> int { if how == FIRE_LIGHT { return fire_st.fr_light_wood } if how == FIRE_FEED { return 1 } return 0 } export function fire_apply(fire_st: mut FireState, how: int) -> void { if how == FIRE_FEED { fire_st.fr_fuel = fire_st.fr_fuel + fire_st.fr_log_minutes } if how == FIRE_LIGHT { fire_st.fr_lit = true fire_st.fr_fuel = fire_st.fr_light_minutes fr_fact(fire_st, FIRE_LIT) } } # the logs it takes to light one export function fire_light_wood(fire_st: FireState) -> int { return fire_st.fr_light_wood }