# system.ludic - the needs as a system: PH_SIMULATE, the drain then the watch, and its own save # section (the countdown is not saved: a loaded body starts it again if a need is still empty) function needs_tick(needs_st: mut NeedsState, t: Tick) -> void { needs_run(needs_st, t.hours) needs_watch(needs_st, t.dt) } export function needs_save(needs_st: NeedsState) -> Val { let v = Value.object() sv_put_float(v, "warmth", needs_warmth(needs_st)) sv_put_float(v, "food", needs_food(needs_st)) sv_put_float(v, "water", needs_water(needs_st)) sv_put_float(v, "energy", needs_energy(needs_st)) sv_put_int(v, "collapses", needs_st.nd_collapses) return v } export function needs_load(needs_st: mut NeedsState, v: Val, version: int) -> void { needs_reset(needs_st) needs_set(needs_st, NEED_WARMTH, sv_float(v, "warmth", 100.0)) needs_set(needs_st, NEED_FOOD, sv_float(v, "food", 70.0)) needs_set(needs_st, NEED_WATER, sv_float(v, "water", 85.0)) needs_set(needs_st, NEED_ENERGY, sv_float(v, "energy", 100.0)) needs_st.nd_collapses = sv_int(v, "collapses", 0) } export function needs_system() -> System { let s = system_new("needs", PH_SIMULATE) s.reset = fn needs_reset s.tick = fn needs_tick s.save = fn needs_save s.load = fn needs_load return s }