ludic/packages/ludic.fire/verbs.ludic
2026-09-25 14:02:21 +03:00

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# verbs.ludic - the fire burning down, and the only other ways it changes
function fr_out(base_st: mut BaseState, fire_st: mut FireState) -> void {
fire_st.fr_lit = false
fire_st.fr_fuel = 0.0
fr_fact(base_st, fire_st, FIRE_WENT_OUT)
}
# `gh` game hours of burning; in the rain it burns twice as fast with nothing over the ring,
# and under cover it counts the hours it held. Only the machine that owns the world burns it.
export function fire_run(base_st: mut BaseState, fire_st: mut FireState, gh: float) -> void {
if not fire_st.fr_lit or not FireWorld.owns_world() { return }
let was = fire_st.fr_fuel
fire_st.fr_fuel = fire_st.fr_fuel - gh * 60.0
if FireWorld.is_wet() {
if FireWorld.sheltered() { fire_st.fr_rain_h = fire_st.fr_rain_h + gh } else { fire_st.fr_fuel = fire_st.fr_fuel - gh * 60.0 }
}
if fire_st.fr_fuel < 0.0 {
fr_out(base_st, fire_st)
return
}
if was >= fire_st.fr_low_minutes and fire_st.fr_fuel < fire_st.fr_low_minutes { fr_fact(base_st, fire_st, FIRE_LOW_FUEL) }
}
# put out, and nothing said (the night burns it down)
export function fire_out(fire_st: mut FireState) -> void {
fire_st.fr_lit = false
fire_st.fr_fuel = 0.0
}
# burning with `fuel` minutes, and nothing said (staging, a test)
export function fire_set_burning(fire_st: mut FireState, fuel: float) -> void {
fire_st.fr_lit = true
fire_st.fr_fuel = fuel
}
# what the machine that owns the world says the fire is; going out is a fact when `say`
export function fire_told(base_st: mut BaseState, fire_st: mut FireState, lit: bool, fuel: float, say: bool) -> void {
let was = fire_st.fr_lit
fire_st.fr_lit = lit
fire_st.fr_fuel = fuel
if was and not lit and say { fr_fact(base_st, fire_st, FIRE_WENT_OUT) }
}
# the rain hours outright (staging, a test)
export function fire_set_rain_hours(fire_st: mut FireState, h: float) -> void { fire_st.fr_rain_h = h }
# a new day: the rain hours start again
export function fire_morning(fire_st: mut FireState) -> void { fire_st.fr_rain_h = 0.0 }
export function fire_reset(base_st: mut BaseState, fire_st: mut FireState) -> void {
fire_st.fr_lit = false
fire_st.fr_fuel = 0.0
fire_st.fr_rain_h = 0.0
q_clear(base_st, fire_facts(base_st, fire_st))
}