# hand.ludic - what is held, and the charges: a held one runs only while it is in the hand, and # each burns down by the game hours while it runs export function gear_hand(gear_st: GearState) -> int { return gear_st.gear__hand } # a new thing in the hand (-1 empty): whatever the old one was running goes out export function gear_set_hand(gear_st: mut GearState, it: int) -> void { gear__ensure(gear_st) gear_st.gear__hand = it for c in 0 .. CHARGE_COUNT { if GearCharges[c].hand { gear_st.gear__on[c] = false } } } # the charge an item carries, -1 none export function gear_charge_of(it: int) -> int { for c in 0 .. CHARGE_COUNT { if GearCharges[c].item == it { return c } } return -1 } export function gear_charge(gear_st: mut GearState, c: int) -> float { gear__ensure(gear_st) return gear_st.gear__left[c] } export function gear_charge_set(gear_st: mut GearState, c: int, v: float) -> void { gear__ensure(gear_st) gear_st.gear__left[c] = Math.clamp(v, 0.0, GearCharges[c].full) } export function gear_charge_fill(gear_st: mut GearState, c: int) -> void { gear_charge_set(gear_st, c, GearCharges[c].full) } export function gear_running(gear_st: mut GearState, c: int) -> bool { gear__ensure(gear_st) return gear_st.gear__on[c] } # on or off; false when it has nothing left, or is held and not in the hand export function gear_run(gear_st: mut GearState, c: int, on: bool) -> bool { gear__ensure(gear_st) if not on { gear_st.gear__on[c] = false return true } if gear_st.gear__left[c] < 1.0 { return false } if GearCharges[c].hand and GearCharges[c].item != gear_st.gear__hand { return false } gear_st.gear__on[c] = true return true } # the hand's own charge is running (a torch lit, a flashlight on) export function gear_lit(gear_st: mut GearState) -> bool { if gear_st.gear__hand < 0 { return false } let c = gear_charge_of(gear_st.gear__hand) return c >= 0 and GearCharges[c].hand and gear_running(gear_st, c) } function gear__rate(gear_st: mut GearState, c: int) -> float { let d = GearCharges[c] if d.rate >= 0 { return gear_value(gear_st, d.rate) } return d.per_hour } # the game hours of a tick burn every running charge; one that runs out stops and says so function gear__burn(gear_st: mut GearState, hours: float) -> void { gear__ensure(gear_st) for c in 0 .. CHARGE_COUNT { if not gear_st.gear__on[c] { continue } gear_st.gear__left[c] = gear_st.gear__left[c] - hours * gear__rate(gear_st, c) if gear_st.gear__left[c] > 0.0 { continue } gear_st.gear__left[c] = 0.0 gear_st.gear__on[c] = false gear__fact(gear_st, GEAR_RAN_OUT, -1, c, 0) } }