# verbs.ludic - the fire burning down, and the only other ways it changes function fr_out(fire_st: mut FireState) -> void { fire_st.fr_lit = false fire_st.fr_fuel = 0.0 fr_fact(fire_st, FIRE_WENT_OUT) } # `gh` game hours of burning; in the rain it burns twice as fast with nothing over the ring, # and under cover it counts the hours it held. Only the machine that owns the world burns it. export function fire_run(fire_st: mut FireState, gh: float) -> void { if not fire_st.fr_lit or not FireWorld.owns_world() { return } let was = fire_st.fr_fuel fire_st.fr_fuel = fire_st.fr_fuel - gh * 60.0 if FireWorld.is_wet() { if FireWorld.sheltered() { fire_st.fr_rain_h = fire_st.fr_rain_h + gh } else { fire_st.fr_fuel = fire_st.fr_fuel - gh * 60.0 } } if fire_st.fr_fuel < 0.0 { fr_out(fire_st) return } if was >= fire_st.fr_low_minutes and fire_st.fr_fuel < fire_st.fr_low_minutes { fr_fact(fire_st, FIRE_LOW_FUEL) } } # put out, and nothing said (the night burns it down) export function fire_out(fire_st: mut FireState) -> void { fire_st.fr_lit = false fire_st.fr_fuel = 0.0 } # burning with `fuel` minutes, and nothing said (staging, a test) export function fire_set_burning(fire_st: mut FireState, fuel: float) -> void { fire_st.fr_lit = true fire_st.fr_fuel = fuel } # what the machine that owns the world says the fire is; going out is a fact when `say` export function fire_told(fire_st: mut FireState, lit: bool, fuel: float, say: bool) -> void { let was = fire_st.fr_lit fire_st.fr_lit = lit fire_st.fr_fuel = fuel if was and not lit and say { fr_fact(fire_st, FIRE_WENT_OUT) } } # the rain hours outright (staging, a test) export function fire_set_rain_hours(fire_st: mut FireState, h: float) -> void { fire_st.fr_rain_h = h } # a new day: the rain hours start again export function fire_morning(fire_st: mut FireState) -> void { fire_st.fr_rain_h = 0.0 } export function fire_reset(fire_st: mut FireState) -> void { fire_st.fr_lit = false fire_st.fr_fuel = 0.0 fire_st.fr_rain_h = 0.0 q_clear(fire_facts(fire_st)) }