# dispatch.ludic - asking a Thing its kind's questions: what it is called, what using it would do, # doing it, how close it is used from, and a tick for the kinds that have one export function thing_kind(t: Thing) -> ThingKind { return ThingKinds[t.kind] } # its own name, else its kind's, else "" export function thing_name(t: Thing) -> string { if t == null or not thing_kind_ok(t.kind) { return "" } let k = ThingKinds[t.kind] if k.name_of != null { let s = k.name_of(t) if s != "" { return s } } return k.name } export function thing_prompt(t: Thing) -> string { if t == null or not thing_kind_ok(t.kind) { return "" } let k = ThingKinds[t.kind] if k.prompt == null { return "" } return k.prompt(t) } # the kind does what using it does; the use is a fact whatever the kind made of it export function thing_use(things_st: mut ThingsState, t: Thing) -> void { if t == null or not thing_kind_ok(t.kind) { return } let k = ThingKinds[t.kind] th_fact(things_st, THING_USED, t) if k.use != null { k.use(t) } } export function thing_can_use(t: Thing) -> bool { return t != null and thing_kind_ok(t.kind) and ThingKinds[t.kind].use != null } # the kind's own reach question, else the Thing's reach, else the kind's export function thing_reach(t: Thing) -> float { if t == null or not thing_kind_ok(t.kind) { return 0.0 } let k = ThingKinds[t.kind] if k.reach_of != null { return k.reach_of(t) } if t.reach > 0.0 { return t.reach } return k.reach } export function thing_is_personal(t: Thing) -> bool { return thing_kind_ok(t.kind) and ThingKinds[t.kind].personal } # set down by someone rather than grown by the world: the kind says, and the port has the last word export function thing_is_put_down(t: Thing) -> bool { return ThingsWorld.put_down(t) } # every active Thing whose kind ticks, `hours` of the world's clock on: only the kinds that tick # are visited, through the kind index, from a list of handles taken first - a tick may hide one export function things_tick(things_st: mut ThingsState, hours: float) -> void { let hs = things_st.th_hs List.clear(hs) let tb = things_st.th.tab for k in 0 .. TH_COUNT { if ThingKinds[k].tick == null { continue } let rows = ix_rows(things_st.th.kinds, k) for i in 0 .. len(rows) { kept_push(hs, tb.ent[rows[i]]) } } for i in 0 .. len(hs) { let r = tb_row(tb, hs[i]) if r < 0 { continue } let t = tb.rec[r] if t.active { ThingKinds[t.kind].tick(t, hours) } } } # a restock: every Thing the world grew is back, and loses its `used` unless its kind keeps it; # what was put down is left as it is export function things_restock(things_st: ThingsState) -> void { let all = things_all(things_st) for i in 0 .. len(all) { let t = all[i] if thing_is_put_down(t) or not ThingsWorld.restocks(t.x, t.z) { continue } if not ThingKinds[t.kind].keeps { t.used = 0 } if not t.active { thing_show(t) } } }