feat(packages): ludic.npc - the other people in a place: kinds, spots, acts, names and lines as open registries (a kind's routine is steps by the hour - a spot, an act, how long - with its own start and plan as function values, readable from .lres), a census on the half hour by weight (after dark only who stays out) with an extra the place asks for, walking round what is in the way and never into the water or up a scramble, no act where the place says nobody stops, facing a player within notice and back to the errand, leaving only out of every player's sight, unique names, posts that never walk (a vendor), lines by prio and chance with the story's words through a port and choices, a guest's copy of a host's people; greeted, talked and arrived as facts

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Orkun ÇAKILKAYA 2026-09-25 09:59:07 +03:00
parent 73a376ac6c
commit 029a1ebba2
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# census.ludic - making one (a slot reused before a new one, a look, a name, a start on its own
# ground out of the players' sight where that can be had), a post's fixed person, and leaving
export function npc_spawn(kind: int) -> NpcPerson {
np_ensure()
if np_n >= np_max or kind < 0 or kind >= NPCK_COUNT { return null }
var p: NpcPerson = null
for i in 0 .. len(np_walkers) {
if not np_walkers[i].active {
p = np_walkers[i]
break
}
}
if p == null {
if len(np_walkers) >= np_max { return null }
p = new NpcPerson
p.slot = len(np_walkers)
push(np_walkers, p)
}
np_fresh(p, kind, npc_between(1, 99999))
p.name = npc_pick_name(p.body)
let k = NpcKinds[kind]
p.leg = npc_between(0, 3)
p.seed = npc_rnd() * 40.0
p.out_h = k.leave_lo + npc_rnd() * (k.leave_hi - k.leave_lo)
p.yaw = npc_rnd() * NP_TAU
if k.start != null {
let start = k.start
start(p)
} else { npc_start_near(p, NpcWorld.origin_x(), NpcWorld.origin_z(), 6.0, 30.0) }
p.active = true
np_n += 1
NpcWorld.born(p)
npc_plan(p)
return p
}
function np_fresh(p: NpcPerson, kind: int, look: int) -> void {
p.kind = kind
p.id = NpcWorld.next_id()
p.look = look
p.body = NpcWorld.body_of(look)
p.fixed = false
p.said = -1
p.near = 0
p.goal = -1
p.subj = -1
p.note = -1
p.note_h = 0.0
p.flags = 0
p.stalk = false
p.stall = 0.0
p.stall_max = 0.0
p.fails = 0
p.phase = 0.0
p.home_face = false
p.heard = false
p.act = NPCA_IDLE
p.act_t = 0.0
p.speed = 0.0
p.via_on = false
}
# its own ground: a spot r0 .. r1 from (cx, cz), tried a few times for one no player is within 60 m
# of, else near the place's origin; that is home, where it stands and faces
export function npc_start_near(p: NpcPerson, cx: float, cz: float, r0: float, r1: float) -> void {
var x = NpcWorld.origin_x()
var z = NpcWorld.origin_z()
var ok = false
for t in 0 .. 8 {
if not npc_spot_near(cx, cz, r0, r1) { continue }
x = np_px
z = np_pz
ok = true
if npc_near(x, z) > 60.0 { break }
}
if not ok and npc_spot_near(x, z, 10.0, 45.0) {
x = np_px
z = np_pz
}
npc_set_at(p, x, z)
}
# put it down at (x, z) as its home, stood still
export function npc_set_at(p: NpcPerson, x: float, z: float) -> void {
p.x = x
p.z = z
p.y = NpcWorld.ground(x, z)
p.hx = x
p.hz = z
p.tx = x
p.tz = z
}
# somebody fixed at a post (a vendor behind the counter): never walks, never counted, never leaves,
# turns to a player within its kind's notice and back to `yaw` when they go
export function npc_place(kind: int, x: float, z: float, yaw: float, name: string, look: int) -> NpcPerson {
np_ensure()
let p = new NpcPerson
p.slot = len(np_posts)
np_fresh(p, kind, look)
p.fixed = true
p.name = name
p.seed = float(p.slot) * 0.9
p.stance = yaw
p.yaw = yaw
npc_set_at(p, x, z)
p.active = true
push(np_posts, p)
NpcWorld.born(p)
npc_do(p, NPCA_IDLE, 3600.0)
return p
}
export function npc_retire(p: NpcPerson) -> void {
if not p.active { return }
p.active = false
if not p.fixed and np_n > 0 { np_n -= 1 }
np_left(p.name)
NpcWorld.gone(p)
}