ludic/packages/ludic.clock/verbs.ludic

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# verbs.ludic - the only way the clock changes
export function clock_set_scale(clock_st: mut ClockState, s: float) -> void { clock_st.ck_scale = s }
export function clock_set_day(clock_st: mut ClockState, d: int) -> void { clock_st.ck_day = d }
export function clock_set_moon(clock_st: mut ClockState, m: float) -> void { clock_st.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(clock_st: mut ClockState, h: float) -> void {
var x = h % 24.0
if x < 0.0 { x = x + 24.0 }
clock_st.ck_hours = x
}
function ck_turn(clock_st: mut ClockState, how: int) -> void {
clock_st.ck_day += 1
clock_st.ck_moon = (clock_st.ck_moon + 1.0 / clock_st.ck_moon_days) % 1.0
var d = q_rec(clock_days(clock_st))
if d == null {
@alloc_ok("past the ring: more of these in a frame than its records, then kept in it")
d = new DayTurned
q_ring_add(clock_days(clock_st), d)
}
d.day = clock_st.ck_day
d.how = how
q_push(clock_days(clock_st), d)
}
# a new day however it came (a night slept, a collapse); the caller sets the hour first
export function clock_new_day(clock_st: mut ClockState) -> void { ck_turn(clock_st, 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(clock_st: mut ClockState, gh: float) -> void {
if not ck_owns() { return }
clock_st.ck_hours = clock_st.ck_hours + gh
while not (clock_st.ck_hours < 24.0) {
clock_st.ck_hours = clock_st.ck_hours - 24.0
ck_turn(clock_st, DAY_STAYED_UP)
}
}
# a new trip: day one at the start hour, the moon somewhere in its month
export function clock_reset(clock_st: mut ClockState) -> void {
if clock_st.ck_dice == null {
clock_st.ck_dice = ck_dice_new(ClockWorld.seed())
} else { rng_seed(clock_st.ck_dice, ClockWorld.seed()) }
clock_st.ck_day = 1
clock_st.ck_hours = clock_st.ck_start_hours
clock_st.ck_moon = rng_span(clock_st.ck_dice, clock_st.ck_moon_lo, clock_st.ck_moon_hi) % 1.0
q_clear(clock_days(clock_st))
}
@alloc_ok("once: the clock's dice, seeded again on every new trip after")
function ck_dice_new(seed: int) -> Rng { return rng_new(seed) }