wip(0.S3): the packages migrated by ludic migrate state packages - every package test green

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 14:02:21 +03:00
parent 1e8b5b0523
commit 07505e7ef2
294 changed files with 14996 additions and 14675 deletions

View file

@ -1,54 +1,54 @@
# sit.ludic - sitting: on a seat's point, or on the ground where the body stands. The pose either
# side is a still one, so the sit's own weight (body_sit_t) eases 0 -> 1 over a quarter second and
# the body walks the last step to the seat over the same time rather than jumping there.
export function char_sit(x: float, z: float, yaw: float, mode: int) -> void {
chr_sit = true
chr_sit_mode = mode
chr_speed = 0.0
chr_move = 0.0
chr_run = 0.0
chr_sit_x = x
chr_sit_z = z
chr_sit_yaw = yaw
chr_water = CharacterGround.water(chr_x, chr_z)
export function char_sit(character_st: mut CharacterState, x: float, z: float, yaw: float, mode: int) -> void {
character_st.chr_sit = true
character_st.chr_sit_mode = mode
character_st.chr_speed = 0.0
character_st.chr_move = 0.0
character_st.chr_run = 0.0
character_st.chr_sit_x = x
character_st.chr_sit_z = z
character_st.chr_sit_yaw = yaw
character_st.chr_water = CharacterGround.water(character_st.chr_x, character_st.chr_z)
}
function chr_sit_tick(dt: float) -> void {
function chr_sit_tick(character_st: mut CharacterState, dt: float) -> void {
var want = 0.0
if chr_sit { want = 1.0 }
chr_sit_t = char_toward(chr_sit_t, want, 4.0 * dt)
if not chr_sit { return }
if character_st.chr_sit { want = 1.0 }
character_st.chr_sit_t = char_toward(character_st.chr_sit_t, want, 4.0 * dt)
if not character_st.chr_sit { return }
let k = Math.min(1.0, 8.0 * dt)
chr_x = Math.lerp(chr_x, chr_sit_x, k)
chr_z = Math.lerp(chr_z, chr_sit_z, k)
chr_yaw = chr_yaw + char_wrap(chr_sit_yaw - chr_yaw) * k
chr_y = CharacterGround.height(chr_x, chr_z)
chr_water = CharacterGround.water(chr_x, chr_z)
character_st.chr_x = Math.lerp(character_st.chr_x, character_st.chr_sit_x, k)
character_st.chr_z = Math.lerp(character_st.chr_z, character_st.chr_sit_z, k)
character_st.chr_yaw = character_st.chr_yaw + char_wrap(character_st.chr_sit_yaw - character_st.chr_yaw) * k
character_st.chr_y = CharacterGround.height(character_st.chr_x, character_st.chr_z)
character_st.chr_water = CharacterGround.water(character_st.chr_x, character_st.chr_z)
}
# Sitting down where the body stands: not astride something, not in the air, not on a slope,
# not in the water. Asked again while sitting, it stands up. The answer is a CHAR_* for the game
# to word.
export function char_sit_here() -> int {
if chr_sit {
char_stand()
export function char_sit_here(character_st: mut CharacterState) -> int {
if character_st.chr_sit {
char_stand(character_st)
return CHAR_STOOD
}
if CharacterBody.riding() { return CHAR_NOT_RIDING }
if chr_air { return CHAR_NOT_AIRBORNE }
if CharacterGround.slope(chr_x, chr_z) > 0.35 { return CHAR_NOT_STEEP }
if chr_y < chr_water + 0.9 { return CHAR_NOT_WET }
char_sit(chr_x, chr_z, chr_yaw, CHAR_SIT_GROUND)
if character_st.chr_air { return CHAR_NOT_AIRBORNE }
if CharacterGround.slope(character_st.chr_x, character_st.chr_z) > 0.35 { return CHAR_NOT_STEEP }
if character_st.chr_y < character_st.chr_water + 0.9 { return CHAR_NOT_WET }
char_sit(character_st, character_st.chr_x, character_st.chr_z, character_st.chr_yaw, CHAR_SIT_GROUND)
return CHAR_SAT
}
# standing up out of a seat put down against a boulder or a bank must not leave the body inside it
export function char_stand() -> void {
chr_sit = false
if char_safe_spot(chr_x, chr_z, chr_y, 0.0) {
chr_x = chr_safe_x
chr_z = chr_safe_z
chr_y = CharacterGround.height(chr_x, chr_z)
export function char_stand(character_st: mut CharacterState) -> void {
character_st.chr_sit = false
if char_safe_spot(character_st, character_st.chr_x, character_st.chr_z, character_st.chr_y, 0.0) {
character_st.chr_x = character_st.chr_safe_x
character_st.chr_z = character_st.chr_safe_z
character_st.chr_y = CharacterGround.height(character_st.chr_x, character_st.chr_z)
}
}