ludic/packages/ludic.fire/state.ludic

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# state.ludic - the port, the numbers a game may change, the facts, and what the fire holds
# what the fire asks the world. Unbound: this machine runs it, it is dry, there is nothing over
# it, and there is no ban.
export port FireWorld {
owns_world: fn() -> bool = fn fr_yes
is_wet: fn() -> bool = fn fr_no # rain or snow is falling on the ring
sheltered: fn() -> bool = fn fr_no # something is over the ring (a tarp)
allowed: fn() -> bool = fn fr_yes # no fire ban
}
function fr_yes() -> bool { return true }
function fr_no() -> bool { return false }
export state FireState {
fr_light_wood: int = 3 # logs to light one
fr_light_minutes: float = 120.0 # game minutes of fuel a new fire has
fr_log_minutes: float = 60.0 # game minutes a log adds
fr_low_minutes: float = 15.0 # under this, the fire is burning low
fr_warm_radius: float = 3.6 # metres it warms a body
fr_cook_radius: float = 3.5 # metres it cooks from
fr_lit: bool = false
fr_fuel: float = 0.0 # game minutes left
fr_rain_h: float = 0.0 # game hours today it burned in the rain under cover
fr_facts: Queue<FireFact> = fr_facts__new()
}
# what lighting or feeding would come to, as the world stands
export const FIRE_NO_WOOD: int = 0 # not enough to light one
export const FIRE_NO_LOG: int = 1 # nothing to put on one already lit
export const FIRE_BANNED: int = 2
export const FIRE_SOAKED: int = 3 # wet and nothing over the ring
export const FIRE_LIGHT: int = 4
export const FIRE_FEED: int = 5
# what happened
export const FIRE_LIT: int = 0
export const FIRE_WENT_OUT: int = 1
export const FIRE_LOW_FUEL: int = 2
export property FireFact {
what: int = 0
fuel: float = 0.0
}
# the facts, oldest first; the game drains them into its notices
export function fire_facts(fire_st: FireState) -> Queue<FireFact> {
return fire_st.fr_facts
}
function fr_fact(fire_st: FireState, what: int) -> void {
var f = q_rec(fire_facts(fire_st))
if f == null {
@alloc_ok("past the ring: more of these in a frame than its records, then kept in it")
f = new FireFact
q_ring_add(fire_facts(fire_st), f)
}
f.what = what
f.fuel = fire_st.fr_fuel
q_push(fire_facts(fire_st), f)
}
# a game's numbers: logs to light, minutes a new fire and a log are worth, when it is low
export function fire_config(fire_st: mut FireState, light_wood: int, light_minutes: float, log_minutes: float, low_minutes: float) -> void {
fire_st.fr_light_wood = light_wood
fire_st.fr_light_minutes = light_minutes
fire_st.fr_log_minutes = log_minutes
fire_st.fr_low_minutes = low_minutes
}
# how far it warms a body and how far it cooks from, in metres
export function fire_config_reach(fire_st: mut FireState, warm: float, cook: float) -> void {
fire_st.fr_warm_radius = warm
fire_st.fr_cook_radius = cook
}
function fr_facts__new() -> Queue<FireFact> { return queue_new("fire.facts") }