# kinds.ludic - a Thing, and what a kind of Thing is: plain facts about the kind, and its # behaviour as function values the dispatcher calls (a null one is a question the kind ignores) export property Thing { uid: int = 0 # unique for the run, never reused kind: int = 0 # its place in ThingKinds id: int = 0 # what the kind says it means (which sign, which item, which site) look: string = "" # how the game draws it; "" is not drawn x: float = 0.0 y: float = 0.0 z: float = 0.0 yaw: float = 0.0 owner: int = -1 # whoever put it down; -1 the world's own active: bool = true # false: taken, hidden, used up for now reach: float = 0.0 # how close it is used from; 0 is its kind's timer: float = 0.0 # a clock the kind decides the meaning of used: int = 0 # the kind's own state (split for today, which sign, ...) n: int = 0 # a counter the kind decides the meaning of sx: float = 0.0 # a heading or a point the kind decides the meaning of sz: float = 0.0 syaw: float = 0.0 seat: int = -1 # the first of its model's seat rows in the game's table; -1 none seats: int = 0 # how many seat rows follow it taken: int = 0 # a bit per seat someone is sitting in; never saved dawn: int = 0 # the last day a restock reached it (a morning, or a catch-up) shared: bool = false # the game copies it to others (a party) ent: int = -1 # its handle in the table, -1 once removed tab: Table = null # the table holding it, so a verb on the Thing alone keeps the indexes } export property ThingKind { key: string = "" # the entry's own name: what the save calls the kind @Text name: Key = null # what it is called when nothing about the one in front of you changes it reach: float = 2.2 # how close it is used from, when the Thing does not say personal: bool = false # one belongs to whoever put it down saved: bool = false # the save's section keeps a placed one (the port has the last word) put_down: bool = false # set down by someone rather than grown by the world keeps: bool = false # keeps its `used` through a restock name_of: fn(Thing) -> string = null # "" falls back to `name` prompt: fn(Thing) -> string = null # what using it would do, "" nothing use: fn(Thing) -> void = null tick: fn(Thing, float) -> void = null # hours of the world's clock reach_of: fn(Thing) -> float = null # a reach that depends on the one in front of you } # the game fills it: `def ThingKinds tent { name: "The tent", use: fn tent_use }` @ByKey export open registry ThingKinds of ThingKind as TH export const THING_PLACED: int = 0 export const THING_REMOVED: int = 1 export const THING_USED: int = 2 # something happened to a Thing: placed, removed for good, or used export property ThingFact { what: int = 0 uid: int = 0 kind: int = 0 id: int = 0 owner: int = -1 x: float = 0.0 z: float = 0.0 } export function thing_kind_ok(k: int) -> bool { return k >= 0 and k < TH_COUNT } # the kind the save calls `key`, or -1 export function thing_kind_by_key(key: string) -> int { for k in 0 .. TH_COUNT { if ThingKinds[k].key == key { return k } } return -1 }