# needs.ludic - thirst and hunger climb with the game hours (midday is thirsty work, a run costs more # than a graze, dawn and dusk are when they go down to drink), and a walker leaves droppings function wl_needs(wildlife_st: mut WildlifeState, a: WildAnimal, gh: float) -> void { let h = WildlifeWorld.hour() var thirst = 8.0 var hunger = 5.0 if h > 11.0 and h < 16.0 { thirst = 12.0 } if a.state == WILD_FLEE or a.state == WILD_CHARGE { thirst = thirst * 3.0 hunger = hunger * 2.0 } if (h > 5.0 and h < 8.0) or (h > 18.0 and h < 21.0) { thirst = thirst * 1.8 } a.thirst = Math.min(a.thirst + thirst * gh, 100.0) a.hunger = Math.min(a.hunger + hunger * gh, 100.0) if not wl_sp(wildlife_st, a.sp).tracks { return } a.scat_t = a.scat_t - gh * 60.0 if a.scat_t > 0.0 { return } a.scat_t = 120.0 + wl_rnd(wildlife_st) * 300.0 wl_near(wildlife_st, a.x, a.z) if wl_pdist(wildlife_st.wl_near_i, a) > 500.0 { return } # further than 500 m from everyone: nobody would find it wl_fact(wildlife_st, WILD_SCAT, a) }