ludic/packages/ludic.fire/verbs.ludic

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# verbs.ludic - the fire burning down, and the only other ways it changes
function fr_out() -> void {
fr_lit = false
fr_fuel = 0.0
fr_fact(FIRE_WENT_OUT)
}
# `gh` game hours of burning; in the rain it burns twice as fast with nothing over the ring,
# and under cover it counts the hours it held. Only the machine that owns the world burns it.
export function fire_run(gh: float) -> void {
if not fr_lit or not FireWorld.owns_world() { return }
let was = fr_fuel
fr_fuel = fr_fuel - gh * 60.0
if FireWorld.is_wet() {
if FireWorld.sheltered() { fr_rain_h = fr_rain_h + gh } else { fr_fuel = fr_fuel - gh * 60.0 }
}
if fr_fuel < 0.0 {
fr_out()
return
}
if was >= fr_low_minutes and fr_fuel < fr_low_minutes { fr_fact(FIRE_LOW_FUEL) }
}
# put out, and nothing said (the night burns it down)
export function fire_out() -> void {
fr_lit = false
fr_fuel = 0.0
}
# burning with `fuel` minutes, and nothing said (staging, a test)
export function fire_set_burning(fuel: float) -> void {
fr_lit = true
fr_fuel = fuel
}
# what the machine that owns the world says the fire is; going out is a fact when `say`
export function fire_told(lit: bool, fuel: float, say: bool) -> void {
let was = fr_lit
fr_lit = lit
fr_fuel = fuel
if was and not lit and say { fr_fact(FIRE_WENT_OUT) }
}
# the rain hours outright (staging, a test)
export function fire_set_rain_hours(h: float) -> void { fr_rain_h = h }
# a new day: the rain hours start again
export function fire_morning() -> void { fr_rain_h = 0.0 }
export function fire_reset() -> void {
fr_lit = false
fr_fuel = 0.0
fr_rain_h = 0.0
q_clear(fire_facts())
}