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

105 lines
4.3 KiB
Text

# verbs.ludic - casting, the one button (reel in, strike, reel), landing and putting the rod away
export const FISHING_CAST_OK: int = 0
export const FISHING_NOT_WATER: int = 1
export const FISHING_BUSY: int = 2
# a line into (x, z): bait halves the wait (and is a fact, for the game to take from the pack)
export function fishing_cast(base_st: mut BaseState, fishing_st: mut FishingState, x: float, z: float) -> int {
if fishing_st.fishing_st != FISHING_OFF { return FISHING_BUSY }
fishing_st.fishing_bx = x
fishing_st.fishing_bz = z
if not fishing_water_at(fishing_st, x, z) { return FISHING_NOT_WATER }
fishing_st.fishing_st = FISHING_WAIT
fishing_st.fishing_sp = -1
fishing_st.fishing_len = 0
fishing_st.fishing_lure_on = FishingWorld.has_lure()
fishing_st.fishing_bait_on = FishingWorld.has_bait()
var wait = 6.0 + fishing_rand(fishing_st) * 14.0
if fishing_st.fishing_bait_on { wait = wait * 0.5 }
fishing_st.fishing_t = wait * FishingWorld.bite_mult()
if fishing_st.fishing_bait_on { fishing_say(base_st, fishing_st, FISHING_BAIT_USED) }
fishing_say(base_st, fishing_st, FISHING_CAST)
return FISHING_CAST_OK
}
# the bite comes exactly `secs` after now (staging, footage)
export function fishing_set_wait(fishing_st: mut FishingState, secs: float) -> void {
if fishing_st.fishing_st == FISHING_WAIT { fishing_st.fishing_t = secs }
}
export function fishing_stop(fishing_st: mut FishingState) -> void {
fishing_st.fishing_st = FISHING_OFF
fishing_st.fishing_run_t = 0.0
}
function fishing_strike(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
let k = FishSpecies[fishing_st.fishing_sp]
fishing_st.fishing_st = FISHING_REEL
fishing_st.fishing_won = 0
fishing_st.fishing_mark = 0.0
fishing_st.fishing_dir = 1.0
fishing_st.fishing_t = k.fight
fishing_st.fishing_need_n = k.need
fishing_st.fishing_run_t = 0.0
fishing_st.fishing_run_left = k.runs
fishing_st.fishing_run_next = 3.0 + fishing_rand(fishing_st) * 3.0
fishing_st.fishing_len = fishing_size(fishing_st, fishing_st.fishing_sp)
fishing_st.fishing_gentle_on = FishingWorld.level() == FISHING_GENTLE and not k.legend
fishing_st.fishing_ring_t = 0.0
if fishing_st.fishing_gentle_on {
fishing_st.fishing_need_n = 1
fishing_st.fishing_ring_t = 2.0
}
fishing_new_window(fishing_st)
fishing_say(base_st, fishing_st, FISHING_HOOKED)
}
function fishing_land(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
fishing_st.fishing_n += 1
if fishing_st.fishing_len > fishing_st.fishing_big { fishing_st.fishing_big = fishing_st.fishing_len }
if FishSpecies[fishing_st.fishing_sp].legend { fishing_st.fishing_leg = true }
fishing_say(base_st, fishing_st, FISHING_CAUGHT)
fishing_stop(fishing_st)
}
function fishing_lost(base_st: mut BaseState, fishing_st: mut FishingState, what: int) -> void {
fishing_say(base_st, fishing_st, what)
fishing_stop(fishing_st)
}
function fishing_reel_press(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
if fishing_st.fishing_gentle_on {
if fishing_st.fishing_ring_t > 0.0 { fishing_land(base_st, fishing_st) } else { fishing_lost(base_st, fishing_st, FISHING_LINE_SNAPPED) }
return
}
if fishing_st.fishing_run_t > 0.0 {
fishing_st.fishing_won = Math.max(fishing_st.fishing_won - 1, 0)
fishing_say(base_st, fishing_st, FISHING_CHECKED)
return
}
if fishing_in_window(fishing_st) {
fishing_st.fishing_won += 1
fishing_new_window(fishing_st)
if fishing_st.fishing_won >= fishing_st.fishing_need_n { fishing_land(base_st, fishing_st) } else { fishing_say(base_st, fishing_st, FISHING_GOOD) }
return
}
if FishSpecies[fishing_st.fishing_sp].legend and fishing_st.fishing_won > 0 {
fishing_st.fishing_won -= 1
fishing_say(base_st, fishing_st, FISHING_TURNED)
return
}
fishing_lost(base_st, fishing_st, FISHING_LINE_SNAPPED)
}
# the button: waiting it reels in, on a bite it strikes, on a fish it reels
export function fishing_press(base_st: mut BaseState, fishing_st: mut FishingState) -> void {
if fishing_st.fishing_st == FISHING_WAIT {
fishing_lost(base_st, fishing_st, FISHING_REELED_IN)
return
}
if fishing_st.fishing_st == FISHING_BITE_ON {
fishing_strike(base_st, fishing_st)
return
}
if fishing_st.fishing_st == FISHING_REEL { fishing_reel_press(base_st, fishing_st) }
}