# system.ludic - the people as a system: PH_SIMULATE with a reset and no tick (the game steps them # with npc_tick where it runs the place, and npc_mirror_tick where it only draws a host's); a trip # saves none of them - who is about is the hour's, not the trip's export function npc_system() -> System { let s = system_new("npc", PH_SIMULATE) s.reset = fn npc_reset return s }