# system.ludic - the wildlife as a system: its save section is this player's record (the species # seen and fed) and which ranges they have found; the animals themselves are respawned with the # valley, so a reset forgets the record and nothing else export function wildlife_reset(wildlife_st: mut WildlifeState) -> void { wl_record_reset(wildlife_st) wildlife_st.wl_found = null let rs = wildlife_ranges(wildlife_st) for i in 0 .. len(rs) { rs[i].found = false } q_clear(wildlife_facts(wildlife_st)) } export function wildlife_save(wildlife_st: WildlifeState) -> Val { let v = Value.object() sv_put_int(v, "seen", wildlife_st.wl_seen) sv_put_int(v, "fed", wildlife_st.wl_fed) sv_put_bool(v, "fed_any", wildlife_st.wl_fed_any) let found = new []int let rs = wildlife_ranges(wildlife_st) for i in 0 .. len(rs) { var f = 0 if rs[i].found { f = 1 } push(found, f) } sv_put_ints(v, "found", found) return v } export function wildlife_load(wildlife_st: mut WildlifeState, v: Val, version: int) -> void { wildlife_reset(wildlife_st) wildlife_st.wl_seen = sv_int(v, "seen", 0) wildlife_st.wl_fed = sv_int(v, "fed", 0) wildlife_st.wl_fed_any = sv_bool(v, "fed_any", false) wildlife_st.wl_found = sv_ints(v, "found") wl_found_apply(wildlife_st) } # PH_SIMULATE with no tick of its own: the game steps it (wildlife_tick) where the world is owned export function wildlife_system() -> System { let s = system_new("wildlife", PH_SIMULATE) s.reset = fn wildlife_reset s.save = fn wildlife_save s.load = fn wildlife_load return s }