feat(ecs): ludic.vehicles on a Table<Vehicle>

The vehicles are rows of a ludic.base Table with kind and owner as columns, every player's own by
an owner index and a nid map: vehicle_of walks only that player's rows, vehicle_by_nid is a map
lookup, and a player who leaves has their rows removed instead of the whole list rebuilt. ve_add
takes the owner, so the owner is filed once and never assigned around the table. Positions stay
on the record: a boat moves every frame and there are at most two a player. vehicles_test holds
the table (9 tests); the game builds against it and lab/unit passes (88 tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 21:50:23 +03:00
parent 52270ab5d1
commit 045bf22e10
8 changed files with 87 additions and 18 deletions

View file

@ -18,7 +18,7 @@ function ve_say(vehicles_st: VehiclesState, what: int, v: Vehicle, n: float) ->
q_push(vehicle_facts(vehicles_st), f)
}
function ve_all(vehicles_st: VehiclesState) -> []Vehicle { return vehicles_st.ve_list }
function ve_all(vehicles_st: VehiclesState) -> []Vehicle { return vehicles_st.ve.tab.rec }
# every vehicle in the valley, to draw and to aim at (change one only through the verbs)
export function vehicles_all(vehicles_st: VehiclesState) -> []Vehicle { return ve_all(vehicles_st) }
@ -32,8 +32,9 @@ export function vehicle_ride_kind(vehicles_st: VehiclesState) -> int {
export function vehicle_current(vehicles_st: VehiclesState) -> Vehicle { return vehicles_st.ve_cur }
export function vehicle_of(vehicles_st: VehiclesState, pid: int, kind: int) -> Vehicle {
let rows = ix_rows(vehicles_st.ve.owners, pid)
let l = ve_all(vehicles_st)
for i in 0 .. len(l) { if l[i].kind == kind and l[i].owner == pid { return l[i] } }
for k in 0 .. len(rows) { if l[rows[k]].kind == kind { return l[rows[k]] } }
return null
}