ludic/packages/ludic.needs/queries.ludic

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# queries.ludic - what the world asks the body
export function needs_level(needs_st: NeedsState, k: int) -> float {
if not nd_ok(k) { return 0.0 }
return nd_lv(needs_st)[k]
}
export function needs_warmth(needs_st: NeedsState) -> float { return nd_lv(needs_st)[NEED_WARMTH] }
export function needs_food(needs_st: NeedsState) -> float { return nd_lv(needs_st)[NEED_FOOD] }
export function needs_water(needs_st: NeedsState) -> float { return nd_lv(needs_st)[NEED_WATER] }
export function needs_energy(needs_st: NeedsState) -> float { return nd_lv(needs_st)[NEED_ENERGY] }
# seconds left before a collapse (0: no countdown), and the need it is for
export function needs_last_legs(needs_st: NeedsState) -> float { return needs_st.nd_legs }
export function needs_last_need(needs_st: NeedsState) -> int { return needs_st.nd_last }
export function needs_collapses(needs_st: NeedsState) -> int { return needs_st.nd_collapses }
# the walk's pace, times: the ramp of each need, and 0.6 more on last legs
export function needs_pace(needs_st: NeedsState) -> float {
let lv = nd_lv(needs_st)
var m = nd_pace(lv[NEED_WARMTH]) * nd_pace(lv[NEED_FOOD])
if NeedsWorld.thirst() { m = m * nd_pace(lv[NEED_WATER]) }
if needs_st.nd_legs > 0.0 { m = m * 0.6 }
return m
}
# running needs legs, calories and a body that is not already in trouble
export function needs_can_run(needs_st: NeedsState) -> bool {
let lv = nd_lv(needs_st)
return lv[NEED_ENERGY] > 8.0 and lv[NEED_FOOD] > 20.0 and lv[NEED_WARMTH] > 20.0 and lv[NEED_WATER] > 20.0
}
# the lowest of the four
export function needs_lowest(needs_st: NeedsState) -> float {
let lv = nd_lv(needs_st)
return Math.min(Math.min(lv[NEED_WARMTH], lv[NEED_FOOD]), Math.min(lv[NEED_WATER], lv[NEED_ENERGY]))
}