ludic/packages/ludic.vehicles/system.ludic

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# system.ludic - vehicles as a system: a reset, and this player's own saved by kind (hired or not,
# and the horse's hay); where they lie is not saved - they are called again. The boats' hulls are
# read back and pushed by the wind in vehicles_tick, which the game calls where the world is run
export function vehicles_reset(vehicles_st: mut VehiclesState) -> void {
if vehicles_st.ve_list != null {
for i in 0 .. len(vehicles_st.ve_list) {
let v = vehicles_st.ve_list[i]
if v.kind == VEHICLE_BOAT { VehicleHull.gone(v.nid) } else { VehicleLegs.gone(v.nid) }
}
}
vehicles_st.ve_list = new []Vehicle
vehicles_st.ve_cur = null
vehicles_st.ve_have_dock = false
vehicles_st.ve_swell_said = 0.0
vehicles_st.ve_kept_horse = false
vehicles_st.ve_kept_boat = false
vehicles_st.ve_kept_food = 40.0
q_clear(vehicle_facts(vehicles_st))
}
export function vehicles_save(vehicles_st: VehiclesState) -> Val {
let v = Value.object()
let h = vehicle_find(vehicles_st, VEHICLE_HORSE)
let b = vehicle_find(vehicles_st, VEHICLE_BOAT)
if h != null {
sv_put_bool(v, "horse_own", h.owned)
sv_put_float(v, "horse_food", h.food)
}
if b != null { sv_put_bool(v, "boat_own", b.owned) }
return v
}
export function vehicles_load(vehicles_st: mut VehiclesState, v: Val, version: int) -> void {
vehicle_drop(vehicles_st)
vehicle_restore(vehicles_st, VEHICLE_HORSE, sv_bool(v, "horse_own", false), sv_float(v, "horse_food", 40.0))
vehicle_restore(vehicles_st, VEHICLE_BOAT, sv_bool(v, "boat_own", false), 0.0)
}
export function vehicles_system() -> System {
let s = system_new("vehicles", PH_SIMULATE)
s.save = fn vehicles_save
s.load = fn vehicles_load
return s
}