ludic/packages/ludic.needs/state.ludic

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# state.ludic - the needs, what the body is doing, the port, the facts, and what the body holds
export const NEED_WARMTH: int = 0
export const NEED_FOOD: int = 1
export const NEED_WATER: int = 2
export const NEED_ENERGY: int = 3
export const NEED_COUNT: int = 4
# what the body is doing, which is what an hour costs
export const NEEDS_STILL: int = 0
export const NEEDS_WALK: int = 1
export const NEEDS_RUN: int = 2
export const NEEDS_SIT: int = 3
export const NEEDS_SWIM: int = 4
export const NEEDS_SWIM_HARD: int = 5
export const NEEDS_FLOAT: int = 6
export const NEEDS_DIVE: int = 7
# what the needs ask the world. Every member has a default: standing still in mild air, no
# clothing, no multipliers, no bonuses, thirst on, a collapse possible, the body up.
export port NeedsWorld {
activity: fn() -> int = fn nd_still # NEEDS_* above
resting: fn() -> float = fn nd_rest # energy an hour sitting gives back (the seat's say)
warmth: fn() -> float = fn nd_mild # warmth an hour from the surroundings: sun, night, weather, a fire, the water
keep: fn() -> float = fn nd_none # the fraction of warmth being lost that clothing keeps
hot: fn() -> bool = fn nd_no # the midday sun: thirst runs half again faster
effort: fn() -> float = fn nd_one # what moving costs in energy, times (the boots)
drain: fn(int) -> float = fn nd_one_of # a need's drain, times (the difficulty, a survey's rule)
bonus: fn(int) -> float = fn nd_none_of # a need's gain an hour from outside (a meal's warmth, a drink's legs)
thirst: fn() -> bool = fn nd_yes # thirst is a need at all; off, water holds full
gentle: fn() -> bool = fn nd_no # the needs stop above trouble: no countdown, no collapse
held: fn() -> bool = fn nd_no # the body is already down: the countdown waits
}
function nd_still() -> int { return NEEDS_STILL }
function nd_rest() -> float { return 40.0 }
function nd_mild() -> float { return -2.0 }
function nd_none() -> float { return 0.0 }
function nd_no() -> bool { return false }
function nd_yes() -> bool { return true }
function nd_one() -> float { return 1.0 }
function nd_one_of(k: int) -> float { return 1.0 }
function nd_none_of(k: int) -> float { return 0.0 }
# what happened: a need ran out and the countdown began, every need came back above the line, or
# the countdown ran out - the game decides what a collapse costs and says so
export const NEEDS_CRITICAL: int = 0
export const NEEDS_RESTORED: int = 1
export const NEEDS_COLLAPSED: int = 2
export property NeedFact {
what: int = 0
need: int = 0
}
# where a body starts: warm, fed well enough, watered, rested
function nd_start() -> []float {
let l = floats(NEED_COUNT)
l[NEED_WARMTH] = 100.0
l[NEED_FOOD] = 70.0
l[NEED_WATER] = 85.0
l[NEED_ENERGY] = 100.0
return l
}
export state NeedsState {
nd_level: []float = nd_start()
nd_legs: float = 0.0 # seconds left before a collapse, 0 = none
nd_last: int = 0 # the need the countdown is for
nd_collapses: int = 0
nd_facts: Queue<NeedFact> = nd_facts__new()
}
function nd_lv(needs_st: NeedsState) -> []float { return needs_st.nd_level }
function nd_fill(needs_st: mut NeedsState) -> void {
needs_st.nd_level[NEED_WARMTH] = 100.0
needs_st.nd_level[NEED_FOOD] = 70.0
needs_st.nd_level[NEED_WATER] = 85.0
needs_st.nd_level[NEED_ENERGY] = 100.0
}
# the facts, oldest first; the game drains them into its notices and its collapse
export function needs_facts(needs_st: NeedsState) -> Queue<NeedFact> {
return needs_st.nd_facts
}
function nd_fact(needs_st: NeedsState, what: int, need: int) -> void {
var f = q_rec(needs_facts(needs_st))
if f == null {
@alloc_ok("past the ring: more of these in a frame than its records, then kept in it")
f = new NeedFact
q_ring_add(needs_facts(needs_st), f)
}
f.what = what
f.need = need
q_push(needs_facts(needs_st), f)
}
function nd_ok(k: int) -> bool { return k >= 0 and k < NEED_COUNT }
function nd_facts__new() -> Queue<NeedFact> { return queue_new("needs.facts") }