ludic/packages/ludic.hints/rail.ludic

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# rail.ludic - the rail: once a pass (a second by default) the most urgent true cards, up to a few,
# muted ones left out; in a tie the registry's order decides
export state HintsState {
hn_mute: []bool = hn_mutes()
hn_foreign: []string = new []string # muted keys with no card in this build, written back as read
hn_shown: int = 3 # how many the rail holds
hn_every: float = 1.0 # seconds between passes
hn_top: []int = hn_slots(3) # the cards on the rail this pass
hn_n: int = 0
hn_t: float = 0.0 # seconds to the next pass
hn_pick: int = 0 # which chip the key would open
hn_card: int = -1 # the card being read, or -1
hn_facts: Queue<HintsFact> = hn_facts__new()
}
export function hints_facts(hints_st: HintsState) -> Queue<HintsFact> {
return hints_st.hn_facts
}
function hn_fact(hints_st: HintsState, what: int, card: int) -> void {
let f = new HintsFact
f.what = what
f.card = card
q_push(hints_facts(hints_st), f)
}
# how many the rail holds and how often it is sorted
export function hints_config(hints_st: mut HintsState, shown: int, every: float) -> void {
hints_st.hn_shown = shown
hints_st.hn_every = every
hints_st.hn_top = hn_slots(shown)
}
# a rail of n empty places
function hn_slots(n: int) -> []int {
let out = new []int
for i in 0 .. n { push(out, -1) }
return out
}
# the next pass comes on the next tick rather than in a second
export function hints_refresh(hints_st: mut HintsState) -> void { hints_st.hn_t = 0.0 }
export function hints_tick(hints_st: mut HintsState, dt: float) -> void {
hints_st.hn_t = hints_st.hn_t - dt
if hints_st.hn_t > 0.0 { return }
hints_st.hn_t = hints_st.hn_every
hints_sort(hints_st)
}
# one pass now: the rail re-sorted, the pick kept in range, and the card following its subject
# along the rail - or put down when what it was about stopped being true
export function hints_sort(hints_st: mut HintsState) -> void {
hints_st.hn_n = 0
let on = HintsWorld.showing()
for u in 0 .. 4 {
let want = HINTS_URGENT - u
for id in 0 .. HINT_COUNT {
if not on or hints_st.hn_n >= hints_st.hn_shown { break }
if Hints[id].urgency != want or hints_muted(hints_st, id) { continue }
if not HintsWorld.true_now(id) { continue }
hints_st.hn_top[hints_st.hn_n] = id
hints_st.hn_n += 1
}
}
if hints_st.hn_pick >= hints_st.hn_n { hints_st.hn_pick = 0 }
if hints_st.hn_card < 0 { return }
if not on or hints_muted(hints_st, hints_st.hn_card) or not HintsWorld.true_now(hints_st.hn_card) {
hints_st.hn_card = -1
return
}
for k in 0 .. hints_st.hn_n { if hints_st.hn_top[k] == hints_st.hn_card { hints_st.hn_pick = k } }
}
# the cards on the rail, most urgent first (empty while the rail is not showing)
export function hints_rail(hints_st: HintsState) -> []int {
let out = new []int
if not HintsWorld.showing() { return out }
for k in 0 .. hints_st.hn_n { push(out, hints_st.hn_top[k]) }
return out
}
export function hints_count(hints_st: HintsState) -> int { return hints_st.hn_n }
export function hints_at(hints_st: HintsState, k: int) -> int {
if k < 0 or k >= hints_st.hn_n { return -1 }
return hints_st.hn_top[k]
}
export function hints_pick(hints_st: HintsState) -> int { return hints_st.hn_pick }
export function hints_hot(hints_st: HintsState, k: int) -> bool { return k == hints_st.hn_pick }
export function hints_reset(hints_st: mut HintsState) -> void {
hints_st.hn_top = hn_slots(hints_st.hn_shown)
hints_st.hn_n = 0
hints_st.hn_t = 0.0
hints_st.hn_pick = 0
hints_st.hn_card = -1
q_clear(hints_facts(hints_st))
}
function hn_facts__new() -> Queue<HintsFact> { return queue_new("hints.facts") }