# subtime.t | documentation

    #charset "us-ascii"
    #include "advlite.h"
    /*
     *   SUBTIME EXTENSION
     *
     *   Copyright 2003, 2006 Michael J. Roberts
     *
     *   Adapted for use with adv3Lite by Eric Eve; the changes include using the
     *   Date class rather than the custom format for storing dates and times used
     *   in MJR's original version.
     *
     *   "Subjective Time" module.  This implements a form of in-game time-keeping
     *   that attempts to mimic the player's subjective experience of time passing
     *   in the scenario while still allowing for occasional, reasonably precise
     *   time readings, such as from a wristwatch in the game world.
     *
     *
     */

    property gameStartTime;

    /*
     *   The clockManager object is used to keep track of subjective time. In this
     *   version we store dates and times internally as Date objects, although we
     *   recognize date/times in the form [d, h, m] defined on ClockEvents.
     *   [DEFINED IN SUBTIME EXTENSION]
     */
    clockManager: PreinitObject
        /*
         *   Get the current game-clock time.  This returns date/time as a Date
         *   object.
         *
         *   Remember that our time-keeping scheme is a sort of "Schrodinger's
         *   clock" [see footnote 1].  Between time checks, the game time clock is
         *   in a vague, fuzzy state, drifting along at an indeterminate pace from
         *   the most recent check.  When this method is called, though, the clock
         *   manager is forced to commit to a particular time, because we have to
         *   give a specific answer to the question we're being asked ("what time is
         *   it?").  As in quantum mechanics, then, the act of observation affects
         *   the quantity being observed.  Therefore, you should avoid calling this
         *   routine unnecessarily; call it only when you actually have to tell the
         *   player what time it is - and don't tell the player what time it is
         *   unless they ask, or there's some other good reason.
         *
         *   If you want a string-formatted version of the time (as in '9:05pm'),
         *   you can call checkTimeFmt().
         */
        checkTime()
        {
            local turns;
            local mm;
            local sdmm;

            /*
             *   Determine how many turns it's been since we last committed to
             *   a specific wall-clock time.  This will give us the
             *   psychological "scale" of the amount of elapsed wall-clock the
             *   user might expect.
             */
            turns = libGlobal.totalTurns - turnLastCommitted;

            /*
             *   start with the base scaling factor - this is the number of
             *   minutes of game time we impute to a hundred turns, in the
             *   absence of the constraint of running up against the next event
             */
            mm = (turns * baseScaleFactor) / 100;

            /*
             *   If the base scaled time would take us within sdmm of the next event
             *   time, slow the clock down from our base scaling factor so that we
             *   always leave ourselves room to advance the clock further on the
             *   next check.  Reduce the passage of time in proportion to our
             *   reduced window - so if we have only 60 minutes left, advance time
             *   at half the normal pace.
             */
            if (nextTime != nil)
            {
                /*
                 *   In Mike Roberts's version of subtime, the clock is slowed down
                 *   if the base scaled time would take us within two hours of the
                 *   next event time, but this may be inappropriate if the game is
                 *   working to a much shorter or longer timescale. So we instead
                 *   compute the time at which slowing down should occur in a
                 *   separate method to make it easy for game code to override it.
                 *   By default, the slow-down time will be half-way between the
                 *   previous event and the next one.
                 */
                sdmm = slowDownTime();

                /* get the minutes between now and the next scheduled event */
                local delta = (nextTime - curTime) * 1440;

                /* check to see if the raw increment would leave under sdmm minutes */
                if (delta - mm < sdmm)
                {
                    /*
                     *   The raw time increment would leave us under sdmm minutes
                     *   away.  If we have under sdmm to go before the
                     *   next event, scale down the rate of time in proportion
                     *   to our share under sdmm.  (Note that we might
                     *   have more than sdmm to go and still be here,
                     *   because the raw adjusted time leaves under sdmm minutes.)
                     */
                    if (delta < sdmm)
                        mm = (mm * delta) / sdmm;

                    /*
                     *   In any case, cap it at half the remaining time, to
                     *   ensure that we won't ever make it to the next event
                     *   time until the next event occurs.
                     */
                    if (mm > delta / 2)
                        mm = delta / 2;
                }
            }

            /*
             *   Otherwise, if we have no further events, take the time from the
             *   timeManager, if it exists.
             */
            else if(defined(timeManager))
            {
                curTime = timeManager.currentTime;

                return curTime;
            }

            /*
             *   If our calculation has left us with no passage of time, simply
             *   return the current time unchanged, and do not treat this as a
             *   commit point.  We don't consider this a commit point because
             *   we treat it as not even checking again - it's effectively just
             *   a repeat of the last check, since it's still the same time.
             *   This ensures that we won't freeze the clock for good due to
             *   rounding - enough additional turns will eventually accumulate
             *   to nudge the clock forward.
             */
            if (mm == 0)
                return curTime;

            /* add the minutes to the current time */
            curTime = curTime.addInterval([0, 0, 0, 0, mm]);

            /* the current turn is now the last commit point */
            turnLastCommitted = gTurns;

            /*
             *   If the timeManager exists and its time is earlier than the time we
             *   just calculated, use the timeManager's time.
             */
            if(defined(timeManager) && timeManager.currentTime < curTime)
                curTime = timeManager.currentTime;

             /*   If the timeManager exists, synchronize its time with ours. */
            syncTime(curTime);

            /* return the new time */
            return curTime;
        }

        /*
         *   Compute the time remaining until the next event at which we start to
         *   slow down the clock. By default we make this half the time from the
         *   previous event to the next. Game code can override if some other value
         *   is preferred. [SUBTIME EXTENSION]
         */
        slowDownTime()
        {
            /*
             *   If we have a lastEvent, get its eventTime; otherwise assume the
             *   last event was at our baseDate.
             */
            local lastEventTime = lastEvent == nil ? baseDate : lastEvent.eventDate;

            /*
             *   Return half the difference between the next event time and the last
             *   event time.
             */
            return (nextTime - lastEventTime) * 720;
        }

        /*
         *   The base scaling factor: this is the number of minutes per hundred
         *   turns when we have unlimited time until the next event.  This number is
         *   pretty arbitrary, since we're depending so much on the player's
         *   uncertainty about just how long things take, and also because we'll
         *   adjust it anyway when we're running out of time before the next event.
         *   Even so, you might want to adjust this value up or down according to
         *   your sense of the pacing of your game.
         *
         *   In Mike Roberts's implementation, the baseScaleFactor was defined as a
         *   constant value of 60. This is still the default value, but if there is
         *   a next event we take the scale factor from that event's scaleFactor so
         *   that we can vary the pace of time according to the spacing of events if
         *   we wish. [SUBTIME EXTENSION]
         */
        baseScaleFactor = (nextEvent == nil ? scaleFactor : nextEvent.scaleFactor)

        /*
         *   The scaling factor to use once we have passed the last ClockEvent; this
         *   is the number of minutes per hundred turns once there are no more
         *   ClockEvents. [SUBTIME EXTENSION]
         */
        scaleFactor = 60

        /*
         *   Get the current game-clock time, formatted into a string with the
         *   given format mask - see formatTime() for details on how to write a
         *   mask string.
         *
         *   Note that the same cautions for checkTime() apply here - calling
         *   this routine commits us to a particular time, so you should call
         *   this routine only when you're actually ready to display a time to
         *   the player.  [SUBTIME EXTENSION]
         */
        checkTimeFmt(fmt) { return formatTime(checkTime(), fmt); }

        /*
         *   Get a formatted version of the given wall-clock time.  The time (t)
         *   parameter can be expressed as a list, in the same format as
         *   ClockEvent.eventTime: [day,hour,minute], where 'day' is 1 for the first
         *   day of the game, 2 for the second, and so on. Alternatively it can be
         *   supplied as a Date object.
         *
         *   The format string (fmt) is specified in the same way as for the
         *   formatDate() method of the Date class (for which see the TADS 3 System
         *   Manual). [SUBTIME EXTENSION]
         */
        formatTime(t, fmt)
        {
            /*
             *   If t has been supplied as a list in the [d, h ,m] format we first
             *   need to convert it into a Date object
             */
            if(dataType(t) == TypeList)
                t = eventDate(t);

            return t.formatDate(fmt);
        }

        /* pre-initialize the clockManager [SUBTIME EXTENSION]*/
        execute()
        {
            local vec;

            /*
             *   If the gameMain object defines a gameStartTime, use it to set our
             *   baseDate.
             */
            if(gameMain.propDefined(&gameStartTime))
            {
                local gst = gameMain.gameStartTime;

                if(dataType(gst) == TypeList)
                    baseDate = new Date(gst[1], gst[2], gst[3]);

                if(dataType(gst) == TypeObject && gst.ofKind(Date))
                    baseDate = gst;
            }

            /* build a list of all of the ClockEvent objects in the game */
            vec = new Vector(10);
            forEachInstance(ClockEvent, function(x) {
                vec.append(x);

                /*
                 *   Fill in the ClockEvent's eventDate property with a Date object
                 *   derived from its eventTime, unless the eventDate has already
                 *   been supplied.
                 */
                if(x.eventDate == nil)
                    x.eventDate = eventDate(x.eventTime);

                /*
                 *   Otherwise, if a Date has been specified, use it to fill in the
                 *   eventTime property.
                 */
                else
                    x.eventTime = getClockTime(x.eventDate);

            });

            /* sort the list by time */
            vec.sort(SortAsc, {a, b: a.eventDate.compareTo(b.eventDate)});

            /* store it */
            eventList = vec.toList();

            /*
             *   The earliest event is always the marker for the beginning of
             *   the game.  Since it's now the start of the game, mark the
             *   first event in our list as reached.  (The first event is
             *   always the earliest we find, by virtue of the sort we just
             *   did.)
             */
            vec[1].eventReached();

            /*
             *   If the events module is present, set up a PromptDaemon to check
             *   each turn whether a new ClockEvent has been reached.
             */
            if(defined(eventManager))
                new PromptDaemon(self, &reachCheck);

            /*
             *   If the timeManager exists, synchronize its current start time with
             *   ours, if we have one.
             */
            if(defined(timeManager) && lastEvent)
                timeManager.currentTime = lastEventDate();
        }

        /*
         *   Receive notification from a clock event that an event has just
         *   occurred.  (This isn't normally called directly from game code;
         *   instead, game code should usually call the ClockEvent object's
         *   eventReached() method.)  [SUBTIME EXTENSION]
         */
        eventReached(evt)
        {
            local idx;

            /* find the event in our list */
            idx = eventList.indexOf(evt);

            /*
             *   Never go backwards - if events fire out of order, keep only
             *   the later event.  (Games should generally be constructed in
             *   such a way that events can only fire in order to start with,
             *   but in case a weird case slips through, we make this extra
             *   test to ensure that the player doesn't see any strange
             *   retrograde motion on the clock.)
             */
            if (lastEvent != nil && lastEvent.eventDate > evt.eventDate)
                return;

            /* note the current time */
            curTime = evt.eventDate;

            /* note the event that's just been reached */
            lastEvent = evt;

            /*
             *   if there's another event following, note the next time and the next
             *   event, and get the next event to calculate its scale factor.
             */
            if (idx < eventList.length())
            {
                nextEvent = eventList[idx + 1];
                nextTime = nextEvent.eventDate;
                nextEvent.calcScaleFactor();
            }
            else
            {
                nextEvent = nil;
                nextTime = nil;
            }

            /*
             *   we're committing to an exact wall-clock time, so remember the
             *   current turn counter as the last commit point
             */
            turnLastCommitted = gTurns;

            /*   Note that the event has been reached */
            evt.hasBeenReached = true;

            /*   If the timeManager exists, synchronize its time with ours. */
            syncTime(curTime);
        }

        /*
         *   Check each turn whether another ClockEvent has been reached. Note that
         *   this requires the events.t module to be present to work. [SUBTIME EXTENSION]
         */
        reachCheck()
        {
            /* Go through every ClockEvent in our eventList */
            foreach(local cur in eventList)
            {
                /*
                 *   If we find one that hasn't been reached before, but whose
                 *   reachedWhen condition is now true, note that it has now been
                 *   reached.
                 */
                if(!cur.hasBeenReached && cur.reachedWhen)
                {
                    eventReached(cur);

                    /*
                     *   Don't continue searching for ClockEvents on this turn; we
                     *   don't want more than one ClockEvent to be reached at a
                     *   time.
                     */
                    break;
                }
            }
        }

        /*
         *   our list of clock events (we build this automatically during
         *   pre-initialization)  [SUBTIME EXTENSION]
         */
        eventList = nil

        /* the current game clock time [SUBTIME EXTENSION] */
        curTime = nil

        /* the most recent event that we reached  [SUBTIME EXTENSION] */
        lastEvent = nil

        /* the next event's game clock time  [SUBTIME EXTENSION] */
        nextTime = nil

        /* the next event we're due to reach [SUBTIME EXTENSION] */
        nextEvent = nil

        /*
         *   The turn counter (Schedulable.gameClockTime) on the last turn
         *   where committed to a specific time.  Each time we check the time,
         *   we look here to see how many turns have elapsed since the last
         *   time check, and we use this to choose a plausible scale for the
         *   wall-clock time change.   [SUBTIME EXTENSION]
         */
        turnLastCommitted = 0

        /*
         *   The base date (year, month, day) our game is meant to start on,
         *   expressed as a Date object. Often this doesn't matter if we're only
         *   interested in the time of day. By default we make it Jan 1, 2000. If
         *   gameMain.gameStartDate is defines it will instead be taken from there.
    	 *   [SUBTIME EXTENSION]
         */
        baseDate = static new Date(2000, 1, 1)

        /*  Return the date of t as a Date object. [SUBTIME EXTENSION] */
        eventDate(t)
        {
            /* If t is nil, return nil */
            if(t == nil)
                return nil;

            /* Get the date only part of the base date */
            local bd = baseDate.getDate();

            /* Create a Date object representing midnight on our base date */
            local curDate = new Date(bd[1], bd[2], bd[3]);

            /*
             *   Advance this date by the number of days the lastEventTime is from
             *   the starting time, which is usually day 1
             */
            curDate = curDate.addInterval([0, 0, t[1] - 1]);

            /* Extract the date part again */
            curDate = curDate.getDate();

            /* Return the date and time as a Date object */
            return new Date(curDate[1], curDate[2], curDate[3], t[2], t[3], 0, 0);
        }

        /* Retutn the date and time of the last event as a Date object. [SUBTIME EXTENSION] */
        lastEventDate()
        {
            return lastEvent ? eventDate(lastEvent.eventTime) : nil;
        }

        /* Get the time in our [d, h, m, s] format from a Date object. [SUBTIME EXTENSION] */
        getClockTime(dat)
        {
            /* Get the time element of the Date object */
            local t = dat.getHMS();

            /* Get the number of days between the Date object and our baseDate */
            local days = toInteger(dat - baseDate);

            /*
             *   return the resultant time in [d, h, m] format
             */

            return [days + 1, t[1], t[2]];

        }

        /* Synchronize the timeManager's time with our time, if it exists. [SUBTIME EXTENSION] */
        syncTime(t)
        {
            if(defined(timeManager))
            {
                /* Set the timeManager's time to our time. */
                timeManager.currentTime = t;

                /*
                 *   Try to prevent the current turn from advancing the
                 *   timeManager's time beyond our time.
                 */
                takeTime(0);
            }
        }
    ;

    /*
     *   Clock-setting plot event.  This object represents a plot point that
     *   occurs at a particular time in the story world.  Create one of these
     *   for each of your plot events.  The Clock Manager automatically builds
     *   a list of all of these objects during pre-initialization, so you don't
     *   have to explicitly tell the clock manager about these.
     *
     *   Whenever the story reaches one of these events, you should call the
     *   eventReached() method of the event object.  This will set the clock
     *   time to the event's current time, and take note of how long we have
     *   until the next plot event.
     *   [DEFINED IN SUBTIME EXTENSION]
     */
    class ClockEvent: object
        /*
         *   The time at which this event occurs.  This is expressed as a list
         *   with three elements: the day number, the hour (on a 24-hour
         *   clock), and the minute.  The day number is relative to the start
         *   of the game - day 1 is the first day of the game.  So, for
         *   example, to express 2:40pm on the second day of the game, you'd
         *   write [2,14,40].  Note that 12 AM is written as 0 (zero) on a
         *   24-hour clock, so 12:05am on day 1 would be [1,0,5].
         */
        eventTime = [1,0,0]

        /* This is the eventTime expressed as a Date object */
        eventDate = nil

        /* get a formatted version of the event time */
        formatTime(fmt) { return clockManager.formatTime(eventTime, fmt); }

        /*
         *   Notify the clock manager that this event has just occurred.  This
         *   sets the game clock to the event's time.  The game code must call
         *   this method when our point in the plot is reached.
         */
        eventReached()
        {
            /* notify the clock manager */
            clockManager.eventReached(self);
        }

        /*
         *   This is the number of minutes per hundred turns when we have unlimited
         *   time until this next event.  This number is pretty arbitrary, since
         *   we're depending so much on the player's uncertainty about just how long
         *   things take, and also because we'll adjust it anyway when we're running
         *   out of time before the next event.  Even so, you might want to adjust
         *   this value up or down according to your sense of the pacing of your
         *   game.
         *
         *   Alternatively you can define the turnsToEvent property (see below) and
         *   the game will calculate an appropriate scaleFactor for you.
    	 *   [SUBTIME EXTENSION]
         */
        scaleFactor = 60

        /*
         *   Optional: if specified this should contain an estimate of the number of
         *   turns a player is typically likely to take to get to this event from
         *   the previous one; the game will then calculate an appropriate
         *   scaleFactor. Alternatively this can be left at nil and the scaleFactor
         *   specified directly. [SUBTIME EXTENSION]
         */
        turnsToEvent = nil

        /*
         *   If the turnsToEvent property is not nil and the clockManager has
         *   recorded a previous event, calculate the scaleFactor for this event.
    	 *   [SUBTIME EXTENSION]
         */
        calcScaleFactor()
        {
            if(turnsToEvent && clockManager.lastEvent)
            {
                /*
                 *   Calculate the number of minutes between this event and the
                 *   previous event.
                 */
                local delta = (eventDate - clockManager.lastEvent.eventDate) * 1440;

                /*
                 *   Calculate the scaleFactor such that 100 turns will take
                 *   scaleFactor minutes.
                 */
                scaleFactor = (delta * 100)/turnsToEvent;

            }
        }

        /*
         *   A condition (or a method that returns true or nil) that causes this
         *   event to be reached when it becomes true. This provides an alternative
         *   way of reaching events (instead of calling the eventReached method).
    	 *   [SUBTIME EXTENSION]
         */
        reachedWhen = nil

        /*
         *   Flag: has this event been reached? This is used internally by the
         *   library and shouldn't normally be changed in game code.
    	 *   [SUBTIME EXTENSION]
         */
        hasBeenReached = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   [Footnote 1]
     *
     *   "Schrodinger's cat" is a famous thought experiment in quantum
     *   physics, concerning how a quantum mechanical system exists in
     *   multiple, mutually exclusive quantum states simultaneously until an
     *   observer forces the system to assume only one of the states by the
     *   act of observation.  The thought experiment has been popularized as
     *   an illustration of how weird and wacky QM is, but it's interesting to
     *   note that Schrodinger actually devised it to expose what he saw as an
     *   unacceptable paradox in quantum theory.
     *
     *   The thought experiment goes like this: a cat is locked inside a
     *   special box that's impervious to light, X-rays, etc., so that no one
     *   on the outside can see what's going on inside.  The box contains,
     *   apart from the cat, a little radiation source and a radiation
     *   counter.  When the counter detects a certain radioactive emission, it
     *   releases some poison gas, killing the cat.  The radioactive emission
     *   is an inherently quantum mechanical, unpredictable process, and as
     *   such can (and must) be in a superposition of "emitted" and "not
     *   emitted" states until observed.  Because the whole system is
     *   unobservable from the outside, the supposition is that everything
     *   inside is "entangled" with the quantum state of the radioactive
     *   emission, hence the cat is simultaneously living and dead until
     *   someone opens the box and checks.  It's not just that no one knows;
     *   rather, the cat is actually and literally alive and dead at the same
     *   time.
     *
     *   Schrodinger's point was that this superposition of the cat's states
     *   is a necessary consequence of the way QM was interpreted at the time
     *   he devised the experiment, but that it's manifestly untrue, since we
     *   know that cats are macroscopic objects that behave according to
     *   classical, deterministic physics.  Hence a paradox, hence the
     *   interpretation of the theory must be wrong.  The predominant
     *   interpretation of QM has since shifted a bit so that the cat would
     *   now count as an observer - not because it's alive or conscious or
     *   anything metaphysical, but simply because it's macroscopic - so the
     *   cat's fate is never actually entangled with the radioactive source's
     *   quantum state.  Popular science writers have continued to talk about
     *   Schrodinger's cat as though it's for real, maybe to make QM seem more
     *   exotic to laypersons, but most physicists today wouldn't consider the
     *   experiment to be possible as literally stated.  Physicists today
     *   might think of it as a valid metaphor to decribe systems where all of
     *   the components are on an atomic or subatomic scale, but no one today
     *   seriously thinks you can create an actual cat that's simultaneously
     *   alive and dead.
     */

Adv3Lite Library Reference Manual
Generated on 12/12/2022 from adv3Lite version 1.6