# state.ludic - a roster slot, the local player's port, the roles, and the facts the game drains export const PLY_MAX: int = 12 # a party: this player and eleven more export const SES_SOLO: int = 0 export const SES_HOST: int = 1 export const SES_GUEST: int = 2 # what happened: a player in or out (slot, pid), the role changed (role), a vote opened, this # guest's own vote to send, a vote decided (id, kind, param, passed, text), everyone in for the # night (the host), this player turned in or got up (yes) export const SES_JOINED: int = 0 export const SES_LEFT: int = 1 export const SES_ROLE: int = 2 export const SES_VOTE_OPENED: int = 3 export const SES_VOTE_CAST: int = 4 export const SES_VOTE_RESOLVED: int = 5 export const SES_NIGHT: int = 6 export const SES_SLEEP: int = 7 export property SessionFact { what: int = 0, slot: int = -1, pid: int = 0, role: int = 0, id: int = 0, kind: int = 0, param: int = 0, yes: bool = false, text: string = "" } # a remote player, as its own machine reported it property PartyMember { on: bool = false, pid: int = 0, # the session's id for them (0 is never a remote player) name: string = "", x: float = 0.0, y: float = 0.0, z: float = 0.0, yaw: float = 0.0, speed: float = 0.0, rest: float = 1.0, # how much faster their rest runs the clock (1 on their feet) sleeping: bool = false, # turned in, as their body says ready: bool = false # turned in, as they told the host (the host's count for the night) } # this machine's player, read live export port SessionLocal { x: fn() -> float y: fn() -> float z: fn() -> float yaw: fn() -> float = fn session__zero speed: fn() -> float = fn session__zero rest: fn() -> float = fn session__one name: fn() -> string = fn session__nameless } function session__zero() -> float { return 0.0 } function session__one() -> float { return 1.0 } function session__nameless() -> string { return "" } export state SessionState { session__me_sleeping: bool = false session__slot: []PartyMember = session__slots() session__role: int = 0 session__max: int = 4 session__open: bool = true session__near_i: int = 0 session__facts: Queue = session__facts__new() session__vote_id: int = 0 session__vote_kind: int = 0 session__vote_param: int = 0 session__vote_text: string = "" session__vote_t: float = 0.0 session__vote_yes: int = 0 session__vote_no: int = 0 session__vote_mine: int = -1 # -1 not voted, 0 no, 1 yes session__vote_passed: int = -1 # the last vote: -1 none, 0 failed, 1 passed } export function ses_facts(session_st: SessionState) -> Queue { return session_st.session__facts } function session__fact(session_st: SessionState, what: int, slot: int, pid: int) -> SessionFact { var f = q_rec(ses_facts(session_st)) if f == null { @alloc_ok("past the ring: more of these in a frame than its records, then kept in it") f = new SessionFact q_ring_add(ses_facts(session_st), f) } f.what = what f.slot = slot f.pid = pid f.role = session_st.session__role f.id = 0 f.kind = 0 f.param = 0 f.yes = false f.text = "" q_push(ses_facts(session_st), f) return f } function session__facts__new() -> Queue { return queue_new("session.facts") } # the roster's slots, slot 0 this machine's own and on function session__slots() -> []PartyMember { let out = new []PartyMember for i in 0 .. PLY_MAX { push(out, new PartyMember) } out[0].on = true return out }