ludic/packages/ludic.jobs/state.ludic

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# state.ludic - each job's state and count, the posts on the boards, the done counts, the dice and
# the facts, each sized from the registries when the state is made.
export state JobsState {
jobs__st: []int = jobs__ints(JOB_COUNT, JOBS_OFFERED)
jobs__hv: []int = jobs__ints(JOB_COUNT, 0)
jobs__seen: []bool = jobs__bools(JOB_COUNT) # an offer already said
jobs__back: []int = jobs__ints(JOB_COUNT, 0) # given up: the first day it may be taken again
jobs__primed: bool = false # the first tick after a reset learns the offers quietly
jobs__done_n: []int = jobs__ints(JOBS_GROUPS, 0) # handed in, per group
jobs__off: []int = jobs__offsets()
jobs__pk: []int = jobs__ints(jobs__slots(), -1) # kind, -1 empty
jobs__pp: []int = jobs__ints(jobs__slots(), -1)
jobs__pn: []int = jobs__ints(jobs__slots(), 0)
jobs__ph: []int = jobs__ints(jobs__slots(), 0)
jobs__pb: []int = jobs__ints(jobs__slots(), 0) # the evidence when it went up
jobs__pm: []int = jobs__ints(jobs__slots(), 0)
jobs__pr: []int = jobs__ints(jobs__slots(), 0)
jobs__ps: []int = jobs__ints(jobs__slots(), JOBS_OFFERED)
jobs__pd: []int = jobs__ints(jobs__slots(), 0) # the day it went up
jobs__total: []int = jobs__ints(BOARD_COUNT, 0) # handed in, per board
jobs__serial: []int = jobs__ints(BOARD_COUNT, 0) # posts made, per board: each roll its own seed
jobs__seed: int = 1000
jobs__dice: Rng = rng_new(1000)
jobs__q: Queue<JobsFact> = jobs__q__new()
}
# the posts, every board's slots end to end from jobs__off[b]
function jobs__ints(n: int, v: int) -> []int {
let out = new []int
for i in 0 .. n { push(out, v) }
return out
}
function jobs__bools(n: int) -> []bool {
let out = new []bool
for i in 0 .. n { push(out, false) }
return out
}
# every board's slots end to end: where each board's start, and how many in all
function jobs__offsets() -> []int {
let out = new []int
var n = 0
for b in 0 .. BOARD_COUNT {
push(out, n)
n += JobBoards[b].slots
}
return out
}
function jobs__slots() -> int {
var n = 0
for b in 0 .. BOARD_COUNT { n += JobBoards[b].slots }
return n
}
export function jobs_facts(jobs_st: JobsState) -> Queue<JobsFact> {
return jobs_st.jobs__q
}
function jobs__fact(jobs_st: JobsState, what: int, job: int, b: int, s: int, have: int, need: int) -> void {
let f = new JobsFact
f.what = what
f.job = job
f.board = b
f.slot = s
f.have = have
f.need = need
if job >= 0 {
f.kind = Jobs[job].kind
f.param = Jobs[job].param
f.money = Jobs[job].money
f.rep = Jobs[job].rep
f.scope = Jobs[job].scope
} else {
f.kind = jobs_st.jobs__pk[jobs_st.jobs__off[b] + s]
f.param = jobs_st.jobs__pp[jobs_st.jobs__off[b] + s]
f.money = jobs_st.jobs__pm[jobs_st.jobs__off[b] + s]
f.rep = jobs_st.jobs__pr[jobs_st.jobs__off[b] + s]
f.scope = JobBoards[b].scope
}
q_push(jobs_facts(jobs_st), f)
}
# the base of every roll: a post's seed is this, the day, the board, the slot and how many before
export function jobs_config_seed(jobs_st: mut JobsState, seed: int) -> void {
jobs_st.jobs__seed = seed
jobs_st.jobs__dice = rng_new(seed)
}
function jobs__q__new() -> Queue<JobsFact> { return queue_new("jobs.facts") }