Warmth, food, water and energy as bars of 0..100; what an hour of doing something costs them (the package's rates: a full bar is a day at a trip's median); the countdown when one runs out, reported as NEEDS_CRITICAL / NEEDS_RESTORED / NEEDS_COLLAPSED facts. The body's work, the air, clothing, the sun, the difficulty and the effects come through the NeedsWorld port. Its own save section. Uses ludic_base only; 13 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
53 lines
1.5 KiB
Text
53 lines
1.5 KiB
Text
# watch.ludic - last legs: warmth, food or water at zero starts ten seconds of countdown; anything
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# above five on all three calls it off; the countdown running out is a collapse, as a fact
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const LAST_LEGS: float = 10.0
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const GENTLE_FLOOR: float = 22.0
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function nd_empty() -> int {
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let lv = nd_lv()
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if lv[NEED_WARMTH] == 0.0 { return NEED_WARMTH }
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if lv[NEED_FOOD] == 0.0 { return NEED_FOOD }
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if lv[NEED_WATER] == 0.0 { return NEED_WATER }
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return -1
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}
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function nd_clear() -> bool {
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let lv = nd_lv()
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return lv[NEED_WARMTH] > 5.0 and lv[NEED_FOOD] > 5.0 and lv[NEED_WATER] > 5.0
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}
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# Gentle: a need that runs down stops just above where the legs start to go
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function nd_gentle() -> void {
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let lv = nd_lv()
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lv[NEED_WARMTH] = Math.max(lv[NEED_WARMTH], GENTLE_FLOOR)
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lv[NEED_FOOD] = Math.max(lv[NEED_FOOD], GENTLE_FLOOR)
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lv[NEED_WATER] = Math.max(lv[NEED_WATER], GENTLE_FLOOR)
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nd_legs = 0.0
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}
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# `dt` real seconds; run it after everything this frame that could fill a need
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export function needs_watch(dt: float) -> void {
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if NeedsWorld.held() { return }
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if NeedsWorld.gentle() {
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nd_gentle()
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return
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}
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let need = nd_empty()
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if need < 0 {
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if nd_legs > 0.0 and nd_clear() {
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nd_legs = 0.0
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nd_fact(NEEDS_RESTORED, nd_last)
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}
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return
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}
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if nd_legs == 0.0 {
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nd_legs = LAST_LEGS
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nd_last = need
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nd_fact(NEEDS_CRITICAL, need)
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return
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}
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nd_legs = nd_legs - dt
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if nd_legs > 0.0 { return }
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nd_legs = 0.0
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nd_fact(NEEDS_COLLAPSED, nd_last)
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}
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