# verbs.ludic - the only ways a Thing is made, removed, moved, shown or hidden: each writes the # record and the table's columns together, so the grid and the kind indexes never fall behind export function thing_spawn(things_st: mut ThingsState, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing { return th_place(things_st, th_record(things_st), kind, look, x, y, z, yaw, id) } function th_place(things_st: mut ThingsState, t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing { t.kind = kind t.look = look t.x = x t.y = y t.z = z t.yaw = yaw t.id = id things_st.th_uid += 1 t.uid = things_st.th_uid let tb = things_st.th.tab t.tab = tb t.ent = tb_add(tb, t) th_columns(t) imap_put(things_st.th_uids, t.uid, t.ent) ThingsWorld.placed(t) th_fact(things_st, THING_PLACED, t) return t } # the record's x, z, kind and active into its row, refiled once function th_columns(t: Thing) -> void { let r = th_row(t) if r < 0 { return } let tb = t.tab tb.f[TH_X][r] = t.x tb.f[TH_Z][r] = t.z tb.i[TH_KIND][r] = t.kind var on = 0 if t.active { on = 1 } tb.i[TH_ON][r] = on tb.i[TH_CHUNK][r] = chunk_of(t.x, t.z, TH_CHUNK_M) tb_refile(tb, r) } # a Thing on the ground (the port's), set into it by `sink`, used from `reach` export function thing_put(things_st: mut ThingsState, kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing { let t = th_record(things_st) t.reach = reach return th_place(things_st, t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id) } # gone for good export function thing_remove(things_st: mut ThingsState, t: Thing) -> void { if th_row(t) < 0 { return } ThingsWorld.removed(t) th_fact(things_st, THING_REMOVED, t) imap_del(things_st.th_uids, t.uid) tb_remove(t.tab, t.ent) t.ent = -1 th_spare_put(things_st, t) } # every Thing `gone` says so is removed for good; from the last row down, so the row a removal # moves into place has already been asked export function things_drop(things_st: mut ThingsState, gone: fn(Thing) -> bool) -> void { let tb = things_st.th.tab var r = tb_len(tb) - 1 while r >= 0 { let t = tb.rec[r] if gone(t) { thing_remove(things_st, t) } r -= 1 } }