# verbs.ludic - the only way the clock changes export function clock_set_scale(clock_st: mut ClockState, s: float) -> void { clock_st.ck_scale = s } export function clock_set_day(clock_st: mut ClockState, d: int) -> void { clock_st.ck_day = d } export function clock_set_moon(clock_st: mut ClockState, m: float) -> void { clock_st.ck_moon = m } # the hour, wrapped into [0, 24); setting it never turns the day - that is clock_new_day's export function clock_set_hours(clock_st: mut ClockState, h: float) -> void { var x = h % 24.0 if x < 0.0 { x = x + 24.0 } clock_st.ck_hours = x } function ck_turn(clock_st: mut ClockState, how: int) -> void { clock_st.ck_day += 1 clock_st.ck_moon = (clock_st.ck_moon + 1.0 / clock_st.ck_moon_days) % 1.0 let d = new DayTurned d.day = clock_st.ck_day d.how = how q_push(clock_days(clock_st), d) } # a new day however it came (a night slept, a collapse); the caller sets the hour first export function clock_new_day(clock_st: mut ClockState) -> void { ck_turn(clock_st, DAY_SLEPT) } # run the hours on by `gh` game hours; past midnight the day turns. Only the machine that owns # the world moves it - another machine is told the time. export function clock_advance(clock_st: mut ClockState, gh: float) -> void { if not ck_owns() { return } clock_st.ck_hours = clock_st.ck_hours + gh while not (clock_st.ck_hours < 24.0) { clock_st.ck_hours = clock_st.ck_hours - 24.0 ck_turn(clock_st, DAY_STAYED_UP) } } # a new trip: day one at the start hour, the moon somewhere in its month export function clock_reset(clock_st: mut ClockState) -> void { clock_st.ck_dice = rng_new(ClockWorld.seed()) clock_st.ck_day = 1 clock_st.ck_hours = clock_st.ck_start_hours clock_st.ck_moon = rng_span(clock_st.ck_dice, clock_st.ck_moon_lo, clock_st.ck_moon_hi) % 1.0 q_clear(clock_days(clock_st)) }