ludic/packages/ludic.needs/system.ludic

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# system.ludic - the needs as a system: PH_SIMULATE, the drain then the watch, and its own save
# section (the countdown is not saved: a loaded body starts it again if a need is still empty)
function needs_tick(needs_st: mut NeedsState, t: Tick) -> void {
needs_run(needs_st, t.hours)
needs_watch(needs_st, t.dt)
}
export function needs_save(needs_st: NeedsState) -> Val {
let v = Value.object()
sv_put_float(v, "warmth", needs_warmth(needs_st))
sv_put_float(v, "food", needs_food(needs_st))
sv_put_float(v, "water", needs_water(needs_st))
sv_put_float(v, "energy", needs_energy(needs_st))
sv_put_int(v, "collapses", needs_st.nd_collapses)
return v
}
export function needs_load(needs_st: mut NeedsState, v: Val, version: int) -> void {
needs_reset(needs_st)
needs_set(needs_st, NEED_WARMTH, sv_float(v, "warmth", 100.0))
needs_set(needs_st, NEED_FOOD, sv_float(v, "food", 70.0))
needs_set(needs_st, NEED_WATER, sv_float(v, "water", 85.0))
needs_set(needs_st, NEED_ENERGY, sv_float(v, "energy", 100.0))
needs_st.nd_collapses = sv_int(v, "collapses", 0)
}
export function needs_system() -> System {
let s = system_new("needs", PH_SIMULATE)
s.reset = fn needs_reset
s.tick = fn needs_tick
s.save = fn needs_save
s.load = fn needs_load
return s
}