# watch.ludic - last legs: warmth, food or water at zero starts ten seconds of countdown; anything # above five on all three calls it off; the countdown running out is a collapse, as a fact const LAST_LEGS: float = 10.0 const GENTLE_FLOOR: float = 22.0 function nd_empty(needs_st: NeedsState) -> int { let lv = nd_lv(needs_st) if lv[NEED_WARMTH] == 0.0 { return NEED_WARMTH } if lv[NEED_FOOD] == 0.0 { return NEED_FOOD } if lv[NEED_WATER] == 0.0 { return NEED_WATER } return -1 } function nd_clear(needs_st: NeedsState) -> bool { let lv = nd_lv(needs_st) return lv[NEED_WARMTH] > 5.0 and lv[NEED_FOOD] > 5.0 and lv[NEED_WATER] > 5.0 } # Gentle: a need that runs down stops just above where the legs start to go function nd_gentle(needs_st: mut NeedsState) -> void { let lv = nd_lv(needs_st) lv[NEED_WARMTH] = Math.max(lv[NEED_WARMTH], GENTLE_FLOOR) lv[NEED_FOOD] = Math.max(lv[NEED_FOOD], GENTLE_FLOOR) lv[NEED_WATER] = Math.max(lv[NEED_WATER], GENTLE_FLOOR) needs_st.nd_legs = 0.0 } # `dt` real seconds; run it after everything this frame that could fill a need export function needs_watch(needs_st: mut NeedsState, dt: float) -> void { if NeedsWorld.held() { return } if NeedsWorld.gentle() { nd_gentle(needs_st) return } let need = nd_empty(needs_st) if need < 0 { if needs_st.nd_legs > 0.0 and nd_clear(needs_st) { needs_st.nd_legs = 0.0 nd_fact(needs_st, NEEDS_RESTORED, needs_st.nd_last) } return } if needs_st.nd_legs == 0.0 { needs_st.nd_legs = LAST_LEGS needs_st.nd_last = need nd_fact(needs_st, NEEDS_CRITICAL, need) return } needs_st.nd_legs = needs_st.nd_legs - dt if needs_st.nd_legs > 0.0 { return } needs_st.nd_legs = 0.0 nd_fact(needs_st, NEEDS_COLLAPSED, needs_st.nd_last) }