# state.ludic - the port, the numbers a game may change, the facts, and what the fire holds # what the fire asks the world. Unbound: this machine runs it, it is dry, there is nothing over # it, and there is no ban. export port FireWorld { owns_world: fn() -> bool = fn fr_yes is_wet: fn() -> bool = fn fr_no # rain or snow is falling on the ring sheltered: fn() -> bool = fn fr_no # something is over the ring (a tarp) allowed: fn() -> bool = fn fr_yes # no fire ban } function fr_yes() -> bool { return true } function fr_no() -> bool { return false } export state FireState { fr_light_wood: int = 3 # logs to light one fr_light_minutes: float = 120.0 # game minutes of fuel a new fire has fr_log_minutes: float = 60.0 # game minutes a log adds fr_low_minutes: float = 15.0 # under this, the fire is burning low fr_warm_radius: float = 3.6 # metres it warms a body fr_cook_radius: float = 3.5 # metres it cooks from fr_lit: bool = false fr_fuel: float = 0.0 # game minutes left fr_rain_h: float = 0.0 # game hours today it burned in the rain under cover fr_facts: Queue = null } # what lighting or feeding would come to, as the world stands export const FIRE_NO_WOOD: int = 0 # not enough to light one export const FIRE_NO_LOG: int = 1 # nothing to put on one already lit export const FIRE_BANNED: int = 2 export const FIRE_SOAKED: int = 3 # wet and nothing over the ring export const FIRE_LIGHT: int = 4 export const FIRE_FEED: int = 5 # what happened export const FIRE_LIT: int = 0 export const FIRE_WENT_OUT: int = 1 export const FIRE_LOW_FUEL: int = 2 export property FireFact { what: int = 0 fuel: float = 0.0 } # the facts, oldest first; the game drains them into its notices export function fire_facts(base_st: mut BaseState, fire_st: mut FireState) -> Queue { if fire_st.fr_facts == null { fire_st.fr_facts = queue_new(base_st, "fire.facts") } return fire_st.fr_facts } function fr_fact(base_st: mut BaseState, fire_st: mut FireState, what: int) -> void { let f = new FireFact f.what = what f.fuel = fire_st.fr_fuel q_push(base_st, fire_facts(base_st, fire_st), f) } # a game's numbers: logs to light, minutes a new fire and a log are worth, when it is low export function fire_config(fire_st: mut FireState, light_wood: int, light_minutes: float, log_minutes: float, low_minutes: float) -> void { fire_st.fr_light_wood = light_wood fire_st.fr_light_minutes = light_minutes fire_st.fr_log_minutes = log_minutes fire_st.fr_low_minutes = low_minutes } # how far it warms a body and how far it cooks from, in metres export function fire_config_reach(fire_st: mut FireState, warm: float, cook: float) -> void { fire_st.fr_warm_radius = warm fire_st.fr_cook_radius = cook }