Section 2 - Hunger
A person has a number called the last feed time. The last feed time of a person is usually -20.
A person has a number called metabolism. The metabolism of the player is 180.
A person has a number called breath count. The breath count of a person is usually 1000.
Definition: a person is scaly if its metabolism is 10 or less.
Definition: a person is furry if its metabolism is 15 or more.
Definition: a person is cold:
if it is not scaly, no;
if it is wearing the jacket, no;
if the number of things worn by it is less than 4, yes;
no.
Definition: a person is hungry if it was last fed more than metabolism of it minutes back.
Definition: a person is starving:
if it lies within the pod and the life-support is stuck to the pod and the life-support is switched on, no;
if it was last fed too long ago, yes;
no.
Definition: a person is dying if it was last fed way too long ago.
To decide whether (critter - a person) was last fed more than (count - a number) minutes back:
let X be the last feed time of the creature;
let Y be the turn count - X;
if Y > count, yes;
no.
To decide whether (critter - a person) was last fed too long ago:
let X be the last feed time of the creature;
let count be the metabolism of the creature;
let count be count times two;
let Y be the turn count - X;
if Y > count, yes;
no.
To decide whether (critter - a person) was last fed way too long ago:
let X be the last feed time of the creature;
let multiplier be 5;
if the metabolism of the creature is less than ten, let the multiplier be 7;
if the metabolism of the creature is greater than 30, let the multiplier be 3;
let count be the metabolism of the creature;
let count be count times multiplier;
let Y be the turn count - X;
if Y > count, yes;
no.
To decide whether (critter - a person) is suffocating:
if the breath count of the critter is 1000, no;
if life-support is stuck to the egg and the critter is in the egg and life-support is switched on, no;
yes.
Definition: a thing is delicious if it fits metabolic parameters.
To decide whether (item - a thing) fits metabolic parameters:
if the item is leathery and the item is pointless, no;
if the food of the creature is meaty and the item is fleshy, yes;
if the food of the creature is meaty and the item is a person, yes;
if the food of the creature is wood-pulpy and the item is papery, yes;
if the food of the creature is earthly and item is edible, yes;
if the food of the creature is textile and the item is wearable, yes;
no.
Food is a kind of value. The foods are textile, earthly, meaty, and wood-pulpy.
A thing can be fleshy or unfleshy. A thing is usually unfleshy.
A thing can be poisoned or safe. A thing is usually safe.