ludic/packages/ludic.clock/verbs.ludic

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# verbs.ludic - the only way the clock changes
export function clock_set_scale(s: float) -> void { ck_scale = s }
export function clock_set_day(d: int) -> void { ck_day = d }
export function clock_set_moon(m: float) -> void { ck_moon = m }
# the hour, wrapped into [0, 24); setting it never turns the day - that is clock_new_day's
export function clock_set_hours(h: float) -> void {
var x = h % 24.0
if x < 0.0 { x = x + 24.0 }
ck_hours = x
}
function ck_turn(how: int) -> void {
ck_day += 1
ck_moon = (ck_moon + 1.0 / ck_moon_days) % 1.0
let d = new DayTurned
d.day = ck_day
d.how = how
q_push(clock_days(), d)
}
# a new day however it came (a night slept, a collapse); the caller sets the hour first
export function clock_new_day() -> void { ck_turn(DAY_SLEPT) }
# run the hours on by `gh` game hours; past midnight the day turns. Only the machine that owns
# the world moves it - another machine is told the time.
export function clock_advance(gh: float) -> void {
if not ck_owns() { return }
ck_hours = ck_hours + gh
while not (ck_hours < 24.0) {
ck_hours = ck_hours - 24.0
ck_turn(DAY_STAYED_UP)
}
}
# a new trip: day one at the start hour, the moon somewhere in its month
export function clock_reset() -> void {
ck_dice = rng_new(ClockWorld.seed())
ck_day = 1
ck_hours = ck_start_hours
ck_moon = rng_span(ck_dice, ck_moon_lo, ck_moon_hi) % 1.0
q_clear(clock_days())
}