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>
80 lines
2.4 KiB
Text
80 lines
2.4 KiB
Text
# verbs.ludic - the only way the ring changes. The same kind from the same label replaces
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# itself; a bonus past the cap pushes out the oldest bonus; a full ring drops the nearest end.
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function ef_end(i: int, why: int) -> void {
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let all = ef_all()
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let e = new EffectEnded
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e.kind = all[i].kind
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e.label = all[i].label
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e.why = why
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e.bonus = all[i].bonus
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q_push(effects_ended(), e)
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ef_drop(i)
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}
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function ef_drop(i: int) -> void {
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let all = ef_all()
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let rest = new []Effect
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for k in 0 .. len(all) { if k != i { push(rest, all[k]) } }
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ef_list = rest
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}
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# the one with the least time left (of the bonuses only, when asked); -1 when there is none
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function ef_nearest_end(bonus_only: bool) -> int {
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let all = ef_all()
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var at = -1
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for i in 0 .. len(all) {
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if bonus_only and not all[i].bonus { continue }
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if at < 0 or all[i].left < all[at].left { at = i }
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}
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return at
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}
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function ef_make_room(bonus: bool) -> void {
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if bonus {
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while effects_bonus_count() >= ef_bonus_max and ef_nearest_end(true) >= 0 { ef_end(ef_nearest_end(true), EFFECT_PUSHED_OUT) }
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}
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if len(ef_all()) >= ef_max and ef_nearest_end(false) >= 0 { ef_end(ef_nearest_end(false), EFFECT_CROWDED_OUT) }
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}
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# begin one `after` game minutes from now, lasting `minutes` once it has begun
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export function effects_add_after(after: float, kind: int, mag: float, minutes: float, bonus: bool, label: string) -> void {
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let all = ef_all()
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for i in 0 .. len(all) {
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if all[i].kind == kind and all[i].label == label {
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all[i].mag = mag
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all[i].left = minutes
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return
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}
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}
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ef_make_room(bonus)
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let e = new Effect
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e.kind = kind
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e.mag = mag
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e.left = minutes
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e.delay = after
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e.bonus = bonus
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e.label = label
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push(ef_all(), e)
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}
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export function effects_add(kind: int, mag: float, minutes: float, bonus: bool, label: string) -> void {
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effects_add_after(0.0, kind, mag, minutes, bonus, label)
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}
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# everything stops at once, and says nothing: a new trip or a night's sleep
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export function effects_clear() -> void { ef_list = new []Effect }
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# run them down by `minutes` of game time; a delayed one waits first
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export function effects_run(minutes: float) -> void {
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var i = 0
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while i < len(ef_all()) {
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let e = ef_all()[i]
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if e.delay > 0.0 {
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e.delay = e.delay - minutes
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i += 1
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continue
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}
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e.left = e.left - minutes
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if e.left < 0.0 { ef_end(i, EFFECT_RAN_OUT) } else { i += 1 }
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}
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}
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