ludic/packages/ludic.effects/queries.ludic
Orkuncakilkaya d0ad364ad4 feat(ludic.effects): timed modifiers as a mechanic package; ludic.base's q_new is queue_new
ludic.effects: effects_add / effects_add_after / effects_clear / effects_run,
effects_sum / effects_has / effects_at / effects_live, an EffectEnded queue
(ran out, pushed out by the bonus cap, crowded out of a full ring) and a
System with its own save section. Nine test blocks in tests/effects_test.ludic.

ludic.base: q_new collided with render3d's quaternion q_new the moment a game
imported both, so the queue constructor is queue_new.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:14:09 +03:00

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# queries.ludic - what the rules ask: the sum for a kind right now, and what is running
function ef_live(e: Effect) -> bool { return e.delay < 0.01 }
# what the rules should add for a kind right now (a delayed one counts only once it begins)
export function effects_sum(kind: int) -> float {
let all = ef_all()
var t = 0.0
for i in 0 .. len(all) { if all[i].kind == kind and ef_live(all[i]) { t = t + all[i].mag } }
return t
}
export function effects_has(kind: int) -> bool {
let all = ef_all()
for i in 0 .. len(all) { if all[i].kind == kind and ef_live(all[i]) { return true } }
return false
}
export function effects_bonus_count() -> int {
let all = ef_all()
var n = 0
for i in 0 .. len(all) { if all[i].bonus { n += 1 } }
return n
}
# everything held, delayed or not, in the order added
export function effects_count() -> int { return len(ef_all()) }
# a copy, so a reader cannot change the ring
export function effects_at(i: int) -> Effect {
let src = ef_all()[i]
let e = new Effect
e.kind = src.kind
e.mag = src.mag
e.left = src.left
e.delay = src.delay
e.bonus = src.bonus
e.label = src.label
return e
}
# the indices of the ones that have begun, for a read-out
export function effects_live() -> []int {
let out = new []int
let all = ef_all()
for i in 0 .. len(all) { if ef_live(all[i]) { push(out, i) } }
return out
}