# verbs.ludic - casting, the one button (reel in, strike, reel), landing and putting the rod away export const FISHING_CAST_OK: int = 0 export const FISHING_NOT_WATER: int = 1 export const FISHING_BUSY: int = 2 # a line into (x, z): bait halves the wait (and is a fact, for the game to take from the pack) export function fishing_cast(fishing_st: mut FishingState, x: float, z: float) -> int { if fishing_st.fishing_st != FISHING_OFF { return FISHING_BUSY } fishing_st.fishing_bx = x fishing_st.fishing_bz = z if not fishing_water_at(fishing_st, x, z) { return FISHING_NOT_WATER } fishing_st.fishing_st = FISHING_WAIT fishing_st.fishing_sp = -1 fishing_st.fishing_len = 0 fishing_st.fishing_lure_on = FishingWorld.has_lure() fishing_st.fishing_bait_on = FishingWorld.has_bait() var wait = 6.0 + fishing_rand(fishing_st) * 14.0 if fishing_st.fishing_bait_on { wait = wait * 0.5 } fishing_st.fishing_t = wait * FishingWorld.bite_mult() if fishing_st.fishing_bait_on { fishing_say(fishing_st, FISHING_BAIT_USED) } fishing_say(fishing_st, FISHING_CAST) return FISHING_CAST_OK } # the bite comes exactly `secs` after now (staging, footage) export function fishing_set_wait(fishing_st: mut FishingState, secs: float) -> void { if fishing_st.fishing_st == FISHING_WAIT { fishing_st.fishing_t = secs } } export function fishing_stop(fishing_st: mut FishingState) -> void { fishing_st.fishing_st = FISHING_OFF fishing_st.fishing_run_t = 0.0 } function fishing_strike(fishing_st: mut FishingState) -> void { let k = FishSpecies[fishing_st.fishing_sp] fishing_st.fishing_st = FISHING_REEL fishing_st.fishing_won = 0 fishing_st.fishing_mark = 0.0 fishing_st.fishing_dir = 1.0 fishing_st.fishing_t = k.fight fishing_st.fishing_need_n = k.need fishing_st.fishing_run_t = 0.0 fishing_st.fishing_run_left = k.runs fishing_st.fishing_run_next = 3.0 + fishing_rand(fishing_st) * 3.0 fishing_st.fishing_len = fishing_size(fishing_st, fishing_st.fishing_sp) fishing_st.fishing_gentle_on = FishingWorld.level() == FISHING_GENTLE and not k.legend fishing_st.fishing_ring_t = 0.0 if fishing_st.fishing_gentle_on { fishing_st.fishing_need_n = 1 fishing_st.fishing_ring_t = 2.0 } fishing_new_window(fishing_st) fishing_say(fishing_st, FISHING_HOOKED) } function fishing_land(fishing_st: mut FishingState) -> void { fishing_st.fishing_n += 1 if fishing_st.fishing_len > fishing_st.fishing_big { fishing_st.fishing_big = fishing_st.fishing_len } if FishSpecies[fishing_st.fishing_sp].legend { fishing_st.fishing_leg = true } fishing_say(fishing_st, FISHING_CAUGHT) fishing_stop(fishing_st) } function fishing_lost(fishing_st: mut FishingState, what: int) -> void { fishing_say(fishing_st, what) fishing_stop(fishing_st) } function fishing_reel_press(fishing_st: mut FishingState) -> void { if fishing_st.fishing_gentle_on { if fishing_st.fishing_ring_t > 0.0 { fishing_land(fishing_st) } else { fishing_lost(fishing_st, FISHING_LINE_SNAPPED) } return } if fishing_st.fishing_run_t > 0.0 { fishing_st.fishing_won = Math.max(fishing_st.fishing_won - 1, 0) fishing_say(fishing_st, FISHING_CHECKED) return } if fishing_in_window(fishing_st) { fishing_st.fishing_won += 1 fishing_new_window(fishing_st) if fishing_st.fishing_won >= fishing_st.fishing_need_n { fishing_land(fishing_st) } else { fishing_say(fishing_st, FISHING_GOOD) } return } if FishSpecies[fishing_st.fishing_sp].legend and fishing_st.fishing_won > 0 { fishing_st.fishing_won -= 1 fishing_say(fishing_st, FISHING_TURNED) return } fishing_lost(fishing_st, FISHING_LINE_SNAPPED) } # the button: waiting it reels in, on a bite it strikes, on a fish it reels export function fishing_press(fishing_st: mut FishingState) -> void { if fishing_st.fishing_st == FISHING_WAIT { fishing_lost(fishing_st, FISHING_REELED_IN) return } if fishing_st.fishing_st == FISHING_BITE_ON { fishing_strike(fishing_st) return } if fishing_st.fishing_st == FISHING_REEL { fishing_reel_press(fishing_st) } }