ludic/packages/ludic.session/roles.ludic
2026-09-25 14:02:21 +03:00

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# roles.ludic - who owns the world. Alone, this machine does; a host does and has company; a
# guest owns only its own player. The transport says what this machine became.
export function ses_role(session_st: SessionState) -> int { return session_st.session__role }
export function ses_set_role(base_st: mut BaseState, session_st: mut SessionState, r: int) -> void {
if r == session_st.session__role { return }
session_st.session__role = r
session__fact(base_st, session_st, SES_ROLE, -1, 0)
}
# this machine runs the world: the clock, the weather, the animals, the people
export function ses_owns_world(session_st: SessionState) -> bool { return session_st.session__role != SES_GUEST }
# somebody else is in this world, so nothing this player opens may stop it
export function ses_live(session_st: SessionState) -> bool { return session_st.session__role != SES_SOLO }
export function ses_hosting(session_st: SessionState) -> bool { return session_st.session__role == SES_HOST }
export function ses_guest(session_st: SessionState) -> bool { return session_st.session__role == SES_GUEST }
# whether this player lying down ends the night; alone, it always does
export function ses_night_passes(session_st: SessionState) -> bool { return ses_owns_world(session_st) and not ses_live(session_st) }
# the party a host allows (2..PLY_MAX) and whether it takes new players
export function ses_set_party(session_st: mut SessionState, max: int, open: bool) -> void {
session_st.session__max = max
if session_st.session__max < 2 { session_st.session__max = 2 }
if session_st.session__max > PLY_MAX { session_st.session__max = PLY_MAX }
session_st.session__open = open
}
export function ses_set_open(session_st: mut SessionState, open: bool) -> void { session_st.session__open = open }
export function ses_max(session_st: SessionState) -> int { return session_st.session__max }
export function ses_open(session_st: SessionState) -> bool { return session_st.session__open }
# may one more join: open, and not full
export function ses_room_for_one(session_st: SessionState) -> bool { return session_st.session__open and ply_count(session_st) < session_st.session__max }
# the session is over: everyone else gone, alone again, nothing asked and nobody asleep
export function ses_reset(base_st: mut BaseState, session_st: mut SessionState) -> void {
ply_leave_all(base_st, session_st)
ses_set_role(base_st, session_st, SES_SOLO)
session_st.session__me_sleeping = false
session_st.session__vote_t = 0.0
session_st.session__vote_mine = -1
}