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