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