# system.ludic - fishing as a system: its tick, and the record in its own save section (a line in # the water is never saved) export function fishing_reset(fishing_st: mut FishingState) -> void { fishing_stop(fishing_st) fishing_st.fishing_n = 0 fishing_st.fishing_big = 0 fishing_st.fishing_leg = false fishing_dice_seed(fishing_st, fishing_st.fishing_seed_n) q_clear(fishing_facts(fishing_st)) } # the record outright (staging, a test, the network's word) export function fishing_record_set(fishing_st: mut FishingState, caught: int, biggest: int, legend: bool) -> void { fishing_st.fishing_n = caught fishing_st.fishing_big = biggest fishing_st.fishing_leg = legend } export function fishing_save(fishing_st: FishingState) -> Val { let v = Value.object() sv_put_int(v, "caught", fishing_st.fishing_n) sv_put_int(v, "biggest", fishing_st.fishing_big) sv_put_bool(v, "legend", fishing_st.fishing_leg) return v } export function fishing_load(fishing_st: mut FishingState, v: Val, version: int) -> void { fishing_reset(fishing_st) fishing_record_set(fishing_st, sv_int(v, "caught", 0), sv_int(v, "biggest", 0), sv_bool(v, "legend", false)) } function fishing_sys_tick(fishing_st: mut FishingState, t: Tick) -> void { fishing_run(fishing_st, t.dt) } export function fishing_system() -> System { let s = system_new("fishing", PH_SIMULATE) s.reset = fn fishing_reset s.tick = fn fishing_sys_tick s.save = fn fishing_save s.load = fn fishing_load return s }