ludic/packages/ludic.steps/check.ludic
2026-09-25 14:02:21 +03:00

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# check.ludic - once a frame on the machine that owns the story: every open step of the current
# chapter that is met now sticks (STEPS_MET), and a chapter with all of them done moves the arc on
# (STEPS_CHAPTER). A step asks about STATE, so one met before its chapter opened ticks at once.
export function steps_check(base_st: mut BaseState, steps_st: mut StepsState) -> void {
if steps_finished(steps_st) { return }
let ch = steps_st.steps__cur
let n = steps_in(steps_st, ch)
var all = true
for i in 0 .. n {
if not steps_done(steps_st, i) and steps_met(steps_st, i) {
steps_st.steps__done = steps_st.steps__done | (1 << i)
steps__fact(base_st, steps_st, STEPS_MET, ch, i)
}
if not steps_done(steps_st, i) { all = false }
}
if not all { return }
steps_st.steps__cur = ch + 1
steps_st.steps__done = 0
steps__fact(base_st, steps_st, STEPS_CHAPTER, ch, n)
}
# is step i of chapter ch met by this machine's own state? (a chapter not being played, a panel)
export function steps_check_at(steps_st: StepsState, ch: int, i: int) -> bool {
if ch < 0 or ch >= steps_count(steps_st) or i < 0 or i >= steps_in(steps_st, ch) { return false }
return steps_eval(steps_st, steps_kind(steps_st, ch, i), steps_param(steps_st, ch, i), steps_need(steps_st, ch, i))
}
# is an open step of the current chapter asking for this kind (and this param, unless < 0)?
export function steps_wants(steps_st: StepsState, kind: int, param: int) -> bool {
if steps_finished(steps_st) { return false }
for i in 0 .. steps_in(steps_st, steps_st.steps__cur) {
if steps_done(steps_st, i) or steps_kind(steps_st, steps_st.steps__cur, i) != kind { continue }
if param < 0 or steps_param(steps_st, steps_st.steps__cur, i) == param { return true }
}
return false
}
# back to no arc and no party (tests)
export function steps_reset(base_st: mut BaseState, steps_st: mut StepsState) -> void {
steps_arc_clear(steps_st)
steps__party_clear(steps_st)
q_clear(base_st, steps_facts(base_st, steps_st))
}