# When in Rome 2: Far from Home— 3 of 22

## Emily Short

Release 1

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.