31 lines
1.2 KiB
Text
31 lines
1.2 KiB
Text
# decide.ludic - lighting and feeding in three steps, so a machine that does not own the fire can
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# ask the one that does: what it would come to (fire_decide), what it costs in wood
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# (fire_cost), and doing it (fire_apply - only ever on the machine that owns the world)
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export function fire_decide(fire_st: FireState, wood: int) -> int {
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if fire_st.fr_lit {
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if wood < 1 { return FIRE_NO_LOG }
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return FIRE_FEED
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}
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if not FireWorld.allowed() { return FIRE_BANNED }
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if wood < fire_st.fr_light_wood { return FIRE_NO_WOOD }
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if FireWorld.is_wet() and not FireWorld.sheltered() { return FIRE_SOAKED }
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return FIRE_LIGHT
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}
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export function fire_cost(fire_st: FireState, how: int) -> int {
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if how == FIRE_LIGHT { return fire_st.fr_light_wood }
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if how == FIRE_FEED { return 1 }
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return 0
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}
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export function fire_apply(base_st: mut BaseState, fire_st: mut FireState, how: int) -> void {
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if how == FIRE_FEED { fire_st.fr_fuel = fire_st.fr_fuel + fire_st.fr_log_minutes }
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if how == FIRE_LIGHT {
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fire_st.fr_lit = true
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fire_st.fr_fuel = fire_st.fr_light_minutes
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fr_fact(base_st, fire_st, FIRE_LIT)
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}
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}
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# the logs it takes to light one
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export function fire_light_wood(fire_st: FireState) -> int { return fire_st.fr_light_wood }
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