# fight.ludic - what takes, how big it is, and the green band the marker has to cross in # a legend on a lure, likelier in deep water and with skill; else an everyday one by weight function fishing_pick(fishing_st: mut FishingState) -> int { let leg = fishing_legend() if leg >= 0 and fishing_st.fishing_lure_on { let k = FishSpecies[leg] var p = k.chance if FishingWorld.afloat() or FishingWorld.depth(fishing_st.fishing_bx, fishing_st.fishing_bz) >= fishing_st.fishing_deep { p = k.chance_deep } if fishing_rand(fishing_st) < p + FishingWorld.skill() { return leg } } var total = 0.0 for s in 0 .. FISH_COUNT { if not FishSpecies[s].legend { total = total + FishSpecies[s].weight } } var r = fishing_rand(fishing_st) * total var last = -1 for s in 0 .. FISH_COUNT { if FishSpecies[s].legend { continue } last = s r = r - FishSpecies[s].weight if r < 0.0 { return s } } return last } function fishing_size(fishing_st: mut FishingState, s: int) -> int { let k = FishSpecies[s] let spread = int(fishing_rand(fishing_st) * float(k.cm_spread + 1)) return k.cm_min + spread + int(FishingWorld.skill() * k.skill_cm) } # the green's half width this crossing: a fish that closes it does so at every rung, and Hard # closes it for everything else export function fishing_window(fishing_st: FishingState) -> float { if not fishing_kind_ok(fishing_st.fishing_sp) { return 0.12 } let k = FishSpecies[fishing_st.fishing_sp] let hw = FishingWorld.window(fishing_st.fishing_sp) if k.closes > 0.0 { return Math.max(hw * (1.0 - k.closes * float(fishing_st.fishing_won)), hw * k.floor) } if FishingWorld.level() == FISHING_HARD { return Math.max(hw * (1.0 - 0.10 * float(fishing_st.fishing_won)), hw * 0.55) } return hw } export function fishing_window_lo(fishing_st: FishingState) -> float { return Math.clamp(fishing_st.fishing_win_c - fishing_window(fishing_st), 0.0, 1.0) } export function fishing_window_hi(fishing_st: FishingState) -> float { return Math.clamp(fishing_st.fishing_win_c + fishing_window(fishing_st), 0.0, 1.0) } # where it sits: the middle on Relaxed, somewhere new each crossing above it function fishing_new_window(fishing_st: mut FishingState) -> void { let lv = FishingWorld.level() if lv == FISHING_RELAXED or fishing_st.fishing_gentle_on { fishing_st.fishing_win_c = 0.5 return } let hw = fishing_window(fishing_st) + 0.05 fishing_st.fishing_win_c = hw + fishing_rand(fishing_st) * (1.0 - hw - hw) } function fishing_in_window(fishing_st: FishingState) -> bool { return fishing_st.fishing_mark > fishing_st.fishing_win_c - fishing_window(fishing_st) and fishing_st.fishing_mark < fishing_st.fishing_win_c + fishing_window(fishing_st) }