ludic/packages/ludic.fishing/system.ludic

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# system.ludic - fishing as a system: its tick, and the record in its own save section (a line in
# the water is never saved)
export function fishing_reset(fishing_st: mut FishingState) -> void {
fishing_stop(fishing_st)
fishing_st.fishing_n = 0
fishing_st.fishing_big = 0
fishing_st.fishing_leg = false
fishing_dice_seed(fishing_st, fishing_st.fishing_seed_n)
q_clear(fishing_facts(fishing_st))
}
# the record outright (staging, a test, the network's word)
export function fishing_record_set(fishing_st: mut FishingState, caught: int, biggest: int, legend: bool) -> void {
fishing_st.fishing_n = caught
fishing_st.fishing_big = biggest
fishing_st.fishing_leg = legend
}
export function fishing_save(fishing_st: FishingState) -> Val {
let v = Value.object()
sv_put_int(v, "caught", fishing_st.fishing_n)
sv_put_int(v, "biggest", fishing_st.fishing_big)
sv_put_bool(v, "legend", fishing_st.fishing_leg)
return v
}
export function fishing_load(fishing_st: mut FishingState, v: Val, version: int) -> void {
fishing_reset(fishing_st)
fishing_record_set(fishing_st, sv_int(v, "caught", 0), sv_int(v, "biggest", 0), sv_bool(v, "legend", false))
}
function fishing_sys_tick(fishing_st: mut FishingState, t: Tick) -> void { fishing_run(fishing_st, t.dt) }
export function fishing_system() -> System {
let s = system_new("fishing", PH_SIMULATE)
s.reset = fn fishing_reset
s.tick = fn fishing_sys_tick
s.save = fn fishing_save
s.load = fn fishing_load
return s
}