ludic/packages/ludic.crafting/verbs.ludic

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# verbs.ludic - can it be made, taking and giving back its makings, and making it
export state CraftingState {
craft_hold_i: int = -1
craft_hold_t: float = 0.0
craft_fact_q: Queue<Crafted> = craft_fact_q__new()
}
export function craft_facts(crafting_st: CraftingState) -> Queue<Crafted> {
return crafting_st.craft_fact_q
}
# every making is in the pack
export function craft_has(i: int) -> bool {
if not craft_ok(i) { return false }
for k in 0 .. craft_inputs(i) {
if CraftPack.count(craft_input(i, k)) < craft_input_n(i, k) { return false }
}
return true
}
# learned, the makings in the pack, its station ready, and room for what it makes
export function craft_can(i: int) -> bool {
if not craft_ok(i) { return false }
let r = CraftRecipes[i]
if not r.learned or not craft_has(i) { return false }
if not CraftStations.ready(r.station) { return false }
return CraftPack.room(r.out) >= r.n
}
# the makings out of the pack, and what they leave behind into it
export function craft_take(i: int) -> void {
for k in 0 .. craft_inputs(i) {
let it = craft_input(i, k)
let n = craft_input_n(i, k)
CraftPack.take(it, n)
let left = CraftPack.leaves(it)
if left >= 0 { CraftPack.add(left, n) }
}
}
# the makings back, and what they left behind out again (a station said no after all)
export function craft_refund(i: int) -> void {
for k in 0 .. craft_inputs(i) {
let it = craft_input(i, k)
let n = craft_input_n(i, k)
CraftPack.add(it, n)
let left = CraftPack.leaves(it)
if left >= 0 { CraftPack.take(left, n) }
}
}
function craft_fact_push(crafting_st: CraftingState, i: int, queued: bool) -> void {
let r = CraftRecipes[i]
var c = q_rec(craft_facts(crafting_st))
if c == null {
@alloc_ok("past the ring: more of these in a frame than its records, then kept in it")
c = new Crafted
q_ring_add(craft_facts(crafting_st), c)
}
c.recipe = i
c.item = r.out
c.n = r.n
c.station = r.station
c.queued = queued
q_push(craft_facts(crafting_st), c)
}
# make it: a timed recipe at a station goes into the station (given back if it will not take it),
# anything else is handed over at once. False, and the pack untouched, when it cannot be made.
export function craft_make(crafting_st: CraftingState, i: int) -> bool {
if not craft_can(i) { return false }
let r = CraftRecipes[i]
craft_take(i)
if r.minutes > 0 and r.station != CRAFT_HANDS {
if not CraftStations.start(r.station, i) {
craft_refund(i)
return false
}
craft_fact_push(crafting_st, i, true)
return true
}
CraftPack.add(r.out, r.n)
craft_fact_push(crafting_st, i, false)
return true
}
function craft_fact_q__new() -> Queue<Crafted> { return queue_new("crafting.crafted") }