27 lines
1 KiB
Text
27 lines
1 KiB
Text
# system.ludic - the clock as a system: it runs first (PH_INPUT) so every later system reads this
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# frame's hour, and it saves its own section
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function clock_tick(base_st: mut BaseState, clock_st: mut ClockState, t: Tick) -> void { clock_advance(base_st, clock_st, t.hours) }
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export function clock_save(clock_st: ClockState) -> Val {
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let v = Value.object()
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sv_put_int(v, "day", clock_st.ck_day)
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sv_put_float(v, "hours", clock_st.ck_hours)
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sv_put_float(v, "moon", clock_st.ck_moon)
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return v
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}
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export function clock_load(base_st: mut BaseState, clock_st: mut ClockState, v: Val, version: int) -> void {
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clock_st.ck_day = sv_int(v, "day", 1)
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clock_set_hours(clock_st, sv_float(v, "hours", clock_st.ck_start_hours))
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clock_st.ck_moon = sv_float(v, "moon", 0.5)
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q_clear(base_st, clock_days(base_st, clock_st))
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}
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export function clock_system() -> System {
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let s = system_new("clock", PH_INPUT)
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s.reset = fn clock_reset
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s.tick = fn clock_tick
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s.save = fn clock_save
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s.load = fn clock_load
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return s
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}
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