# verbs.ludic - the only way the sky changes from outside: a morning, a reset, the host's word # a new trip: clear sky, a still-ish wind, nothing forecast; the dice from the world's seed export function weather_reset(weather_st: mut WeatherState) -> void { weather_st.wx_dice = rng_new(WeatherWorld.seed()) let clear = wx_clear_kind(weather_st) weather_st.wx_state = clear weather_st.wx_next = clear weather_st.wx_forecast = clear weather_st.wx_left = 30.0 weather_st.wx_amount = 0.0 weather_st.wx_forced = false weather_st.wx_wind = 0.2 weather_st.wx_dir = 0.0 weather_st.wx_ground = 0.0 weather_st.wx_flash = 0.0 weather_st.wx_thunder_t = 0.0 weather_st.wx_clear_t = 0.0 weather_st.wx_wet_today = false weather_st.wx_wet_yesterday = false q_clear(weather_facts(weather_st)) } # a new day's forecast: seven times in ten it is the next spell. A front already on its way # stays on its way. export function weather_morning(weather_st: mut WeatherState) -> void { if weather_kind_count(weather_st) == 0 { return } weather_st.wx_wet_yesterday = weather_st.wx_wet_today or weather_st.wx_kinds[weather_st.wx_state].wet weather_st.wx_wet_today = false if weather_st.wx_forced { weather_st.wx_forecast = weather_st.wx_next return } weather_st.wx_forecast = wx_pick_next(weather_st, weather_st.wx_state) if rng_float(weather_st.wx_dice) < 0.7 { weather_st.wx_next = weather_st.wx_forecast } } # the sky outright: a spell of `kind` now, `left` hours of it, at full strength when not clear # (staging, a test, a story beat) export function weather_set(weather_st: mut WeatherState, kind: int, next: int, left: float) -> void { weather_st.wx_state = kind weather_st.wx_next = next weather_st.wx_left = left weather_st.wx_amount = 1.0 if weather_st.wx_kinds[kind].clear { weather_st.wx_amount = 0.0 } } # what the machine that owns the world says the sky is; a new spell is a fact here too export function weather_told(weather_st: mut WeatherState, kind: int, next: int, left: float, amount: float, wind: float, dir: float, forecast: int) -> void { let was = weather_st.wx_state weather_st.wx_state = kind weather_st.wx_next = next weather_st.wx_left = left weather_st.wx_amount = amount weather_st.wx_wind = wind weather_st.wx_dir = dir weather_st.wx_forecast = forecast if kind != was { wx_fact(weather_st, WEATHER_BEGAN, kind, was) } } export function weather_set_wind(weather_st: mut WeatherState, strength: float, dir: float) -> void { weather_st.wx_wind = strength weather_st.wx_dir = dir } export function weather_set_ground(weather_st: mut WeatherState, wet: float) -> void { weather_st.wx_ground = wet } export function weather_set_flash(weather_st: mut WeatherState, f: float) -> void { weather_st.wx_flash = f }