feat(packages): ludic.photo - a camera's photographs: what the lens sees (the frustum and a line of sight over the ground and the trunks), a grade out of a hundred on size, framing, light and the moment weighted by how much subject there is, the frame's best subject and its tags, the roll with its order and pages, a buyer's price on the grade's curve, the best of each subject; the lens, the light and the market through ports; kept, full, deleted and sold as facts; the roll in its own save section
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -24,6 +24,7 @@ section. The rules are in [ludic.base](ludic.base/README.md).
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| [ludic.i18n](ludic.i18n/README.md) | a game in any language: gettext `.po` files, patterns with holes, plurals, a mod folder, a font per language |
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| [ludic.inventory](ludic.inventory/README.md) | a pack: a count per kind, with room the game decides |
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| [ludic.needs](ludic.needs/README.md) | a body's warmth, food, water and energy, and the countdown to a collapse |
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| [ludic.photo](ludic.photo/README.md) | a camera's photographs: what is in the frame, a grade on size, framing, light and the moment, the roll, its worth, the best of each subject |
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| [ludic.save](ludic.save/README.md) | versioned save files: a migration chain the game declares, torn writes told apart, a backup, a newer file refused and read-only |
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| [ludic.settings](ludic.settings/README.md) | a game's settings as data: one store, a fact per change, ranges, a safe set |
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| [ludic.shop](ludic.shop/README.md) | vendors: prices by standing and weekly demand, stock, buying and selling |
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73
packages/ludic.photo/README.md
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packages/ludic.photo/README.md
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# ludic.photo
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A camera's photographs: what is in the frame and can be seen, a grade out of a hundred for its best
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subject, the roll it goes onto with its tags and order, what each frame is worth to a buyer, and the
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best frame yet of every subject. Uses [`ludic.base`](../ludic.base/README.md) and nothing else.
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```ludic
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import "ludic.photo"
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```
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The package never reads pixels and never draws. The game offers the subjects and tags of a frame,
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reads its picture back and writes the file itself, then keeps it with `photo_keep(file, day, hour)`;
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what that means in the game - the life list, the jobs, the words - is the `PHOTO_KEPT` fact.
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## The grade
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Out of a hundred, for the frame's best subject:
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| | |
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| --- | --- |
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| size (40) | the subject's height as a share of the picture: under 4% a record shot, a quarter to two thirds pays, past 85% cropped |
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| framing (20) | how near a thirds point it sits; a subject cut by an edge keeps a third of that (a tripod adds 5) |
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| light (20) | the hour after dawn and before dusk best, flat noon middling, the moon at night; the weather's `dim` and `bonus`; backlit costs 7 |
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| the moment (20) | what it is doing, as the game scores it (head up and still unaware is worth most) |
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Framing, light and the moment are weighted by how much subject there is, so a deer three pixels wide
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in perfect light is not a photograph. `PhotoRules.behaviour` halves size and doubles the moment.
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**A tag is a tag at any grade**: the grade is what a frame is worth, never whether it happened.
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`photo_why(i)` is the worst component (`PHOTO_WHY_SIZE`, `_FRAME`, `_LIGHT`, `_MOMENT`, or `_FINE`),
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for the game to word.
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## The ports
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```ludic
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export port PhotoLens {
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x, y, z, fx, fy, fz, fov, # the camera
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project(x, y, z) -> bool, sx(), sy(), # into the picture, 0..1
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visible(x, y, z, r) -> bool, # the frustum
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ground(x, z), trunk(x, z, r) -> bool, # what a line of sight walks
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range(), steady() -> bool # the lens in the pack
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}
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export port PhotoLight { hour, night, moon, dim, bonus, sun_x, sun_z }
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export port PhotoRules { behaviour, subject_value(sp), legend_value(sp), mult }
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```
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Every member has a default: a lens at the origin looking down -z on flat open ground at noon.
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## API
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| | |
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| --- | --- |
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| `photo_frame_begin()`, `photo_frame_subject(sp, name, x, y, z, h, legend, moment) -> bool`, `photo_frame_tag(text)`, `photo_frame_sign(n)`, `photo_frame_stars()` | composing: a subject the lens sees is tagged (a kind once, every legend) and scored |
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| `photo_pending_tags/mask/legend/grade/why/sign/stars()`, `photo_comp(k)`, `photo_comp_have()` | the frame being composed, for a viewfinder and its meter |
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| `photo_in_view(x, y, z, far)`, `photo_score(x, y, z, h, moment)`, `photo_score_size/frame/light` | the parts, for a game's own questions |
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| `photo_keep(file, day, hour) -> int`, `photo_add(...)`, `photo_remove(i)`, `photo_cover_set(i)` | the roll: kept (or -1 and `PHOTO_FULL`), added as saved, forgotten (`PHOTO_DELETED` names the file) |
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| `photo_count()`, `photo_max()`, `photo_full()`, `photo_day/hour/mask/legend_mask/sold/grade/why/tags/file/graded(i)`, `photo_cover()` | the roll's frames |
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| `photo_species_shot()`, `photo_legend_shot()`, `photo_best(sp)`, `photo_record_set`, `photo_best_set` | what was ever photographed (sold or deleted still counts) and the best grade of each subject |
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| `photo_band(g)` (0 a record shot .. 4 one for the wall), `photo_grade_mult(g)` (0.35 .. 4) | the grade's bands and its price curve |
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| `photo_value(i)`, `photo_worth()`, `photo_sell_all()` | a buyer pays for a subject's first frame and every legend, on the curve; `PHOTO_SOLD` per frame |
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| `photo_sort()`, `photo_sort_next()` (`PHOTO_NEWEST`, `_BEST`, `_BY_SUBJECT`), `photo_order()`, `photo_page_list()`, `photo_pages()`, `photo_page_now()`, `photo_page_step(d)` | the roll in order, eight to a page |
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| `photo_slug(tags)` | a file name from the tags |
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| `photo_facts() -> Queue<PhotoFact>` | `{ what, index, mask, legend, firsts, grade, sign, stars, file, tags, v }`: `PHOTO_KEPT`, `_FULL`, `_DELETED`, `_SOLD` |
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| `photo_config(max)`, `photo_reset()`, `photo_system() -> System` | `"photo"`: the frames, the record, the cover and the order in its own section, by key |
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## Tests
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```bash
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ludic test packages/ludic.photo
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```
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A lens over flat ground with a ridge and a trunk: what is in view, the four parts of the grade, the
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frame's best subject and its tags, keeping and the full card, value and selling, forgetting a frame,
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the roll's order and pages, file names and the save.
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37
packages/ludic.photo/frame.ludic
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packages/ludic.photo/frame.ludic
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@ -0,0 +1,37 @@
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# frame.ludic - what the camera sees right now: the game offers each subject and tag, and the frame
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# takes the best subject's grade - which is what a photographer would say about it
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export function photo_frame_begin() -> void {
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pht_pending_tags = ""
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pht_pending_mask = 0
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pht_pending_legend = 0
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pht_pending_grade = 0
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pht_pending_why = PHOTO_WHY_NONE
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pht_pending_sign = -1
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pht_pending_stars = false
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}
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# A subject `sp` (0..31) named `name`, h metres tall, standing at (x, y, z) and doing something worth
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# `moment`. True when the lens sees it within its range: it is tagged (once a kind, every legend) and
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# scored, and the best score is the frame's.
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export function photo_frame_subject(sp: int, name: string, x: float, y: float, z: float, h: float, legend: bool, moment: int) -> bool {
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if not photo_in_view(x, y + 0.8, z, PhotoLens.range()) { return false }
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if (pht_pending_mask & (1 << sp)) == 0 or legend { photo_frame_tag(name) }
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pht_pending_mask = pht_pending_mask | (1 << sp)
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if legend { pht_pending_legend = pht_pending_legend | (1 << sp) }
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let g = photo_score(x, y, z, h, moment)
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if g > pht_pending_grade {
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pht_pending_grade = g
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pht_pending_why = photo_why_of_comp()
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}
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return true
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}
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# anything else in the picture worth naming: a landmark, the water, a sign
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export function photo_frame_tag(text: string) -> void {
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if len(text) == 0 { return }
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if len(pht_pending_tags) > 0 { pht_pending_tags = pht_pending_tags + ", " }
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pht_pending_tags = pht_pending_tags + text
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}
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export function photo_frame_sign(sign: int) -> void { pht_pending_sign = sign }
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export function photo_frame_stars() -> void { pht_pending_stars = true }
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packages/ludic.photo/grade.ludic
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packages/ludic.photo/grade.ludic
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@ -0,0 +1,80 @@
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# grade.ludic - a photograph out of a hundred, for its best subject: SIZE in the frame (40), FRAMING
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# (20), LIGHT (20) and THE MOMENT (20). A tag is a tag at any grade; the grade is what a frame is
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# worth, never whether it happened.
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# the share of the picture's height the subject stands in, 0..1
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function pht_size_frac(h: float, d: float) -> float {
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let span = 2.0 * d * Math.tan(PhotoLens.fov() * 0.5)
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if span < 0.01 { return 1.0 }
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return Math.clamp(h / span, 0.0, 1.0)
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}
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# 0..40: a record shot under 4%, the band that pays a quarter to two thirds, cropped past 85%
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export function photo_score_size(frac: float) -> int {
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if frac < 0.04 { return int(frac / 0.04 * 6.0) }
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if frac < 0.25 { return int(6.0 + (frac - 0.04) / 0.21 * 28.0) }
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if frac < 0.70 { return 40 }
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if frac < 0.85 { return int(40.0 - (frac - 0.70) / 0.15 * 6.0) }
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return int(Math.max(34.0 - (frac - 0.85) / 0.15 * 22.0, 8.0))
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}
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# 0..20 from how near a thirds point it sits; cut by an edge, a third of that
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export function photo_score_frame(sx: float, sy: float, frac: float) -> int {
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let m = frac * 0.5
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if sx < 0.0 or sx > 1.0 or sy < 0.0 or sy > 1.0 { return 0 }
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var best = 9.0
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for i in 0 .. 2 {
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for j in 0 .. 2 {
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let dx = sx - float(i + 1) / 3.0
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let dy = sy - float(j + 1) / 3.0
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best = Math.min(best, Math.sqrt(dx * dx + dy * dy))
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}
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}
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var v = int(Math.max(1.0 - best / 0.28, 0.0) * 20.0)
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if sx < m or sx > 1.0 - m or sy < m or sy > 1.0 - m { v = v / 3 }
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return v
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}
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# The whole score for a subject `h` metres tall standing at (x, y, z), doing something worth
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# `moment` (0..20). Composition, light and behaviour are qualities OF a subject, so they are
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# weighted by how much of one there is: a deer three pixels wide in perfect light is not a photograph.
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export function photo_score(x: float, y: float, z: float, h: float, moment: int) -> int {
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let dx = x - PhotoLens.x()
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let dy = y + 0.6 - PhotoLens.y()
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let dz = z - PhotoLens.z()
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let d = Math.max(Math.sqrt(dx * dx + dy * dy + dz * dz), 0.01)
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let frac = pht_size_frac(h, d)
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if pht_comp == null { pht_blank() }
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var sx = 0.5
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var sy = 0.5
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if PhotoLens.project(x, y + h * 0.5, z) {
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sx = PhotoLens.sx()
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sy = PhotoLens.sy()
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}
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pht_comp[0] = float(photo_score_size(frac))
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pht_comp[1] = float(photo_score_frame(sx, sy, frac))
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if PhotoLens.steady() { pht_comp[1] = Math.min(pht_comp[1] + 5.0, 20.0) }
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pht_comp[2] = float(photo_score_light(x, z))
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pht_comp[3] = float(Math.clamp(moment, 0, 20))
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pht_comp_have = true
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let presence = Math.clamp(pht_comp[0] / 40.0 * 1.4, 0.0, 1.0)
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if PhotoRules.behaviour() {
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pht_comp[0] = pht_comp[0] * 0.5
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pht_comp[3] = pht_comp[3] * 2.0
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}
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return int(pht_comp[0] + (pht_comp[1] + pht_comp[2] + pht_comp[3]) * presence)
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}
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# the one thing to do differently next time: the worst component, or nothing to fault
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export function photo_why_of_comp() -> int {
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var worst = PHOTO_WHY_SIZE
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var least = pht_comp[0] / 40.0
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for k in 1 .. 4 {
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let f = pht_comp[k] / 20.0
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if f < least {
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least = f
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worst = k
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}
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}
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if least > 0.8 { return PHOTO_WHY_FINE }
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return worst
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}
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18
packages/ludic.photo/index.ludic
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packages/ludic.photo/index.ludic
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# ludic.photo - the camera's side of a wildlife game: what is in the frame and how good it is, the
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# roll it goes onto and what it is worth. The game says where the lens is and what the light is
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# doing, hands it the subjects, and writes the picture itself.
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module ludic_photo uses ludic_base
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numbers float
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import "ludic.base"
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import "ports.ludic"
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import "roll.ludic"
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import "queries.ludic"
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import "sight.ludic"
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import "grade.ludic"
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import "light.ludic"
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import "frame.ludic"
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import "keep.ludic"
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import "worth.ludic"
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import "order.ludic"
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import "slug.ludic"
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import "system.ludic"
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81
packages/ludic.photo/keep.ludic
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packages/ludic.photo/keep.ludic
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# keep.ludic - the frame onto the roll, and a frame off it
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# The composed frame, kept as `file` on `day` at `hour`: the index, or -1 when the card is full.
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# Every subject in it counts as photographed, and its best grade may rise.
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export function photo_keep(file: string, day: int, hour: float) -> int {
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if pht_n >= pht_max {
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pht_fact(PHOTO_FULL, -1)
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return -1
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}
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var firsts = 0
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for sp in 0 .. 32 { if (pht_pending_mask & (1 << sp)) != 0 and pht_best[sp] == 0 { firsts = firsts | (1 << sp) } }
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let i = photo_add(day, hour, pht_pending_mask, pht_pending_legend, false, pht_pending_tags, file, pht_pending_grade, pht_pending_why)
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pht_legend_shot = pht_legend_shot | pht_pending_legend
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let f = pht_fact(PHOTO_KEPT, i)
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f.mask = pht_pending_mask
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f.legend = pht_pending_legend
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f.firsts = firsts
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f.grade = pht_pending_grade
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f.sign = pht_pending_sign
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f.stars = pht_pending_stars
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f.file = file
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f.tags = pht_pending_tags
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return i
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}
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# a frame onto the roll as it stands (a save, an older trip): the index, or -1 when full
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export function photo_add(day: int, hour: float, mask: int, legend: int, sold: bool, tags: string, file: string, grade: int, why: int) -> int {
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if pht_day == null { pht_blank() }
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if pht_n >= pht_max { return -1 }
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let i = pht_n
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pht_day[i] = day
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pht_hour[i] = hour
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pht_mask[i] = mask
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pht_legend[i] = legend
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pht_sold[i] = 0
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if sold { pht_sold[i] = 1 }
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pht_grade[i] = grade
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pht_why[i] = why
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push(pht_tags, tags)
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push(pht_file, file)
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pht_n += 1
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pht_species_shot = pht_species_shot | mask
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for sp in 0 .. 32 { if (mask & (1 << sp)) != 0 and grade > pht_best[sp] { pht_best[sp] = grade } }
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return i
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}
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# forgetting one: the record goes, the ones after it close up, and the game is told the file
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export function photo_remove(i: int) -> void {
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if i < 0 or i >= pht_n { return }
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let f = pht_fact(PHOTO_DELETED, i)
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f.file = pht_file[i]
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let tags = new []string
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let files = new []string
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for k in 0 .. pht_n {
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if k == i { continue }
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push(tags, pht_tags[k])
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push(files, pht_file[k])
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}
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for k in i .. pht_n - 1 {
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pht_day[k] = pht_day[k + 1]
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pht_hour[k] = pht_hour[k + 1]
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pht_mask[k] = pht_mask[k + 1]
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pht_legend[k] = pht_legend[k + 1]
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pht_sold[k] = pht_sold[k + 1]
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pht_grade[k] = pht_grade[k + 1]
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pht_why[k] = pht_why[k + 1]
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}
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pht_tags = tags
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pht_file = files
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pht_n -= 1
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if pht_cover == i { pht_cover = -1 } else if pht_cover > i { pht_cover -= 1 }
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}
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export function photo_cover_set(i: int) -> void { pht_cover = i }
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# what has been photographed outright (a network's word, a staged trip)
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export function photo_record_set(species: int, legends: int) -> void {
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pht_species_shot = species
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pht_legend_shot = legends
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}
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export function photo_best_set(sp: int, grade: int) -> void { if sp >= 0 and sp < 32 { pht_best[sp] = grade } }
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19
packages/ludic.photo/light.ludic
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19
packages/ludic.photo/light.ludic
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# light.ludic - 0..20 from the light on a subject at (x, z): the hour after dawn and before dusk pay
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# best, flat noon middling, the night by the moon; the weather takes off and adds what it says; and a
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# subject between the lens and the sun is backlit
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export function photo_score_light(x: float, z: float) -> int {
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var v = 10
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let h = PhotoLight.hour()
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if (h > 5.5 and h < 8.0) or (h > 17.5 and h < 20.0) { v = 20 } else if h > 11.0 and h < 15.0 { v = 9 }
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let night = PhotoLight.night()
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if night { v = int(3.0 + PhotoLight.moon() * 6.0) }
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v = v - PhotoLight.dim() + PhotoLight.bonus()
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if not night {
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let dx = x - PhotoLens.x()
|
||||
let dz = z - PhotoLens.z()
|
||||
let d = Math.max(Math.sqrt(dx * dx + dz * dz), 0.01)
|
||||
let sun = dx / d * PhotoLight.sun_x() + dz / d * PhotoLight.sun_z()
|
||||
if sun > 0.72 { v = v - 7 } else if sun < -0.3 { v = v + 2 }
|
||||
}
|
||||
return Math.clamp(v, 0, 20)
|
||||
}
|
||||
54
packages/ludic.photo/order.ludic
Normal file
54
packages/ludic.photo/order.ludic
Normal file
|
|
@ -0,0 +1,54 @@
|
|||
# order.ludic - the roll's order and its pages. Forty frames is a pile in taking order; once a frame
|
||||
# has a grade the useful question is which are the best. The index is mapped, never the roll resorted.
|
||||
export const PHOTO_NEWEST: int = 0
|
||||
export const PHOTO_BEST: int = 1
|
||||
export const PHOTO_BY_SUBJECT: int = 2
|
||||
export const PHOTO_PAGE: int = 8
|
||||
|
||||
var pht_sort: int = 0
|
||||
var pht_page: int = 0
|
||||
var pht_order: []int = null
|
||||
|
||||
export function photo_sort() -> int { return pht_sort }
|
||||
export function photo_sort_next() -> void { pht_sort = (pht_sort + 1) % 3 }
|
||||
export function photo_sort_set(s: int) -> void { pht_sort = Math.clamp(s, 0, 2) }
|
||||
|
||||
# the roll in the chosen order: newest first, best first, or by subject
|
||||
export function photo_order() -> []int {
|
||||
pht_order = new []int
|
||||
for i in 0 .. pht_n { push(pht_order, i) }
|
||||
if pht_sort == PHOTO_NEWEST {
|
||||
for i in 0 .. pht_n { pht_order[i] = pht_n - 1 - i }
|
||||
return pht_order
|
||||
}
|
||||
for i in 0 .. pht_n {
|
||||
var best = i
|
||||
for k in i + 1 .. pht_n { if pht_before(pht_order[k], pht_order[best]) { best = k } }
|
||||
let t = pht_order[i]
|
||||
pht_order[i] = pht_order[best]
|
||||
pht_order[best] = t
|
||||
}
|
||||
return pht_order
|
||||
}
|
||||
|
||||
function pht_before(a: int, b: int) -> bool {
|
||||
if pht_sort == PHOTO_BEST { return pht_grade[a] > pht_grade[b] }
|
||||
return pht_mask[a] < pht_mask[b]
|
||||
}
|
||||
|
||||
export function photo_pages() -> int { return (pht_n + PHOTO_PAGE - 1) / PHOTO_PAGE }
|
||||
export function photo_page_now() -> int { return pht_page }
|
||||
export function photo_page_step(d: int) -> void { pht_page = Math.clamp(pht_page + d, 0, Math.max(photo_pages() - 1, 0)) }
|
||||
|
||||
# a page of the roll, in its order; the page is held inside the roll
|
||||
export function photo_page_list() -> []int {
|
||||
let out = new []int
|
||||
if pht_n == 0 { return out }
|
||||
let order = photo_order()
|
||||
if pht_page >= photo_pages() { pht_page = photo_pages() - 1 }
|
||||
for k in 0 .. PHOTO_PAGE {
|
||||
let oi = pht_page * PHOTO_PAGE + k
|
||||
if oi < pht_n { push(out, order[oi]) }
|
||||
}
|
||||
return out
|
||||
}
|
||||
6
packages/ludic.photo/package.ludic
Normal file
6
packages/ludic.photo/package.ludic
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
# ludic.photo - a camera's photographs: composing a frame, grading it on size, framing, light and the
|
||||
# moment, the roll, its tags and order, what each is worth, and the best frame of every subject.
|
||||
# Uses ludic.base and nothing else. See README.md.
|
||||
package "ludic.photo"
|
||||
version "0.1.0"
|
||||
kind source
|
||||
54
packages/ludic.photo/ports.ludic
Normal file
54
packages/ludic.photo/ports.ludic
Normal file
|
|
@ -0,0 +1,54 @@
|
|||
# ports.ludic - what a photograph asks the game: where the lens is and what it can see, the light,
|
||||
# and the rules of the market. Unbound, the lens sits at the origin looking down -z on flat open
|
||||
# ground at noon under a clear sky, every point projects to the middle of the frame, and a
|
||||
# subject's first frame is worth 12 and a legend 120.
|
||||
export port PhotoLens {
|
||||
x: fn() -> float = fn pht__zero # the camera's position
|
||||
y: fn() -> float = fn pht__zero
|
||||
z: fn() -> float = fn pht__zero
|
||||
fx: fn() -> float = fn pht__zero # where it points (unit)
|
||||
fy: fn() -> float = fn pht__zero
|
||||
fz: fn() -> float = fn pht__back
|
||||
fov: fn() -> float = fn pht__fov # vertical, radians
|
||||
project: fn(float, float, float) -> bool = fn pht__centred # into the picture; sx / sy say where
|
||||
sx: fn() -> float = fn pht__half # 0..1 across
|
||||
sy: fn() -> float = fn pht__half # 0..1 down
|
||||
visible: fn(float, float, float, float) -> bool = fn pht__seen # a sphere inside the frustum
|
||||
ground: fn(float, float) -> float = fn pht__flat
|
||||
trunk: fn(float, float, float) -> bool = fn pht__clear # (x, z, r): a trunk there
|
||||
range: fn() -> float = fn pht__range # how far the lens reaches, m
|
||||
steady: fn() -> bool = fn pht__no # on a tripod
|
||||
}
|
||||
|
||||
export port PhotoLight {
|
||||
hour: fn() -> float = fn pht__noon
|
||||
night: fn() -> bool = fn pht__no
|
||||
moon: fn() -> float = fn pht__zero # 0..1 lit
|
||||
dim: fn() -> int = fn pht__none # what the weather takes off (a storm 4)
|
||||
bonus: fn() -> int = fn pht__none # what it adds (the light after a front)
|
||||
sun_x: fn() -> float = fn pht__zero # toward the sun
|
||||
sun_z: fn() -> float = fn pht__zero
|
||||
}
|
||||
|
||||
export port PhotoRules {
|
||||
behaviour: fn() -> bool = fn pht__no # size counts half and the moment double
|
||||
subject_value: fn(int) -> int = fn pht__twelve # a subject's first frame, before the grade
|
||||
legend_value: fn(int) -> int = fn pht__legend
|
||||
mult: fn() -> float = fn pht__one # the lens's worth, times
|
||||
}
|
||||
|
||||
function pht__zero() -> float { return 0.0 }
|
||||
function pht__back() -> float { return -1.0 }
|
||||
function pht__fov() -> float { return 1.0 }
|
||||
function pht__centred(x: float, y: float, z: float) -> bool { return true }
|
||||
function pht__half() -> float { return 0.5 }
|
||||
function pht__seen(x: float, y: float, z: float, r: float) -> bool { return true }
|
||||
function pht__flat(x: float, z: float) -> float { return 0.0 }
|
||||
function pht__clear(x: float, z: float, r: float) -> bool { return false }
|
||||
function pht__range() -> float { return 100.0 }
|
||||
function pht__no() -> bool { return false }
|
||||
function pht__noon() -> float { return 12.0 }
|
||||
function pht__none() -> int { return 0 }
|
||||
function pht__twelve(sp: int) -> int { return 12 }
|
||||
function pht__legend(sp: int) -> int { return 120 }
|
||||
function pht__one() -> float { return 1.0 }
|
||||
54
packages/ludic.photo/queries.ludic
Normal file
54
packages/ludic.photo/queries.ludic
Normal file
|
|
@ -0,0 +1,54 @@
|
|||
# queries.ludic - what a game may ask of the roll and of the frame being composed
|
||||
export function photo_count() -> int { return pht_n }
|
||||
export function photo_max() -> int { return pht_max }
|
||||
export function photo_full() -> bool { return pht_n >= pht_max }
|
||||
export function photo_day(i: int) -> int { return pht_day[i] }
|
||||
export function photo_hour(i: int) -> float { return pht_hour[i] }
|
||||
export function photo_mask(i: int) -> int { return pht_mask[i] }
|
||||
export function photo_legend_mask(i: int) -> int { return pht_legend[i] }
|
||||
export function photo_sold(i: int) -> bool { return pht_sold[i] != 0 }
|
||||
export function photo_grade(i: int) -> int { return pht_grade[i] }
|
||||
export function photo_why(i: int) -> int { return pht_why[i] }
|
||||
export function photo_tags(i: int) -> string { return pht_tags[i] }
|
||||
export function photo_file(i: int) -> string { return pht_file[i] }
|
||||
# a frame with a subject in it was graded; a view is not
|
||||
export function photo_graded(i: int) -> bool { return pht_mask[i] != 0 }
|
||||
export function photo_cover() -> int { return pht_cover }
|
||||
|
||||
export function photo_species_shot() -> int { return pht_species_shot }
|
||||
export function photo_legend_shot() -> int { return pht_legend_shot }
|
||||
export function photo_best(sp: int) -> int {
|
||||
if sp < 0 or sp >= len(pht_best) { return 0 }
|
||||
return pht_best[sp]
|
||||
}
|
||||
|
||||
export function photo_pending_tags() -> string { return pht_pending_tags }
|
||||
export function photo_pending_mask() -> int { return pht_pending_mask }
|
||||
export function photo_pending_legend() -> int { return pht_pending_legend }
|
||||
export function photo_pending_grade() -> int { return pht_pending_grade }
|
||||
export function photo_pending_why() -> int { return pht_pending_why }
|
||||
export function photo_pending_sign() -> int { return pht_pending_sign }
|
||||
export function photo_pending_stars() -> bool { return pht_pending_stars }
|
||||
|
||||
# the last subject's four components (size of 40, framing, light and the moment of 20 each), for a meter
|
||||
export function photo_comp(k: int) -> float { return pht_comp[k] }
|
||||
export function photo_comp_have() -> bool { return pht_comp_have }
|
||||
|
||||
# the band a grade falls in: 0 a record shot, 1 fair, 2 good, 3 fine, 4 one for the wall
|
||||
export function photo_band(g: int) -> int {
|
||||
if g >= 90 { return 4 }
|
||||
if g >= 75 { return 3 }
|
||||
if g >= 55 { return 2 }
|
||||
if g >= 30 { return 1 }
|
||||
return 0
|
||||
}
|
||||
|
||||
# what the grade does to a frame's price: a quarter for a record shot, four times for the wall
|
||||
export function photo_grade_mult(g: int) -> float {
|
||||
let b = photo_band(g)
|
||||
if b == 4 { return 4.0 }
|
||||
if b == 3 { return 2.4 }
|
||||
if b == 2 { return 1.5 }
|
||||
if b == 1 { return 1.0 }
|
||||
return 0.35
|
||||
}
|
||||
97
packages/ludic.photo/roll.ludic
Normal file
97
packages/ludic.photo/roll.ludic
Normal file
|
|
@ -0,0 +1,97 @@
|
|||
# roll.ludic - the roll of kept frames, the frame being composed, what has ever been photographed,
|
||||
# and the facts
|
||||
export const PHOTO_WHY_NONE: int = -1 # no subject: nothing to say
|
||||
export const PHOTO_WHY_SIZE: int = 0 # too far off - get closer, or more lens
|
||||
export const PHOTO_WHY_FRAME: int = 1 # badly placed in the frame
|
||||
export const PHOTO_WHY_LIGHT: int = 2 # the light was wrong
|
||||
export const PHOTO_WHY_MOMENT: int = 3 # it was not doing anything
|
||||
export const PHOTO_WHY_FINE: int = 4 # nothing to fault
|
||||
|
||||
export const PHOTO_KEPT: int = 0 # a frame went onto the roll
|
||||
export const PHOTO_FULL: int = 1 # the card is full
|
||||
export const PHOTO_DELETED: int = 2 # file: the picture to remove
|
||||
export const PHOTO_SOLD: int = 3 # v: what it fetched
|
||||
|
||||
export property PhotoFact {
|
||||
what: int = 0
|
||||
index: int = -1
|
||||
mask: int = 0 # subjects in it, a bit each
|
||||
legend: int = 0 # which of them were legends
|
||||
firsts: int = 0 # subjects never photographed before this frame
|
||||
grade: int = 0
|
||||
sign: int = -1 # a sign in the frame, or -1
|
||||
stars: bool = false
|
||||
file: string = ""
|
||||
tags: string = ""
|
||||
v: int = 0
|
||||
}
|
||||
|
||||
var pht_max: int = 40
|
||||
var pht_n: int = 0
|
||||
var pht_day: []int = null
|
||||
var pht_hour: []float = null
|
||||
var pht_mask: []int = null
|
||||
var pht_legend: []int = null
|
||||
var pht_sold: []int = null
|
||||
var pht_grade: []int = null
|
||||
var pht_why: []int = null
|
||||
var pht_tags: []string = null
|
||||
var pht_file: []string = null
|
||||
var pht_best: []int = null # the best grade yet, per subject
|
||||
var pht_species_shot: int = 0 # every subject ever photographed, sold or deleted
|
||||
var pht_legend_shot: int = 0
|
||||
var pht_cover: int = -1 # the one frame a game shows for the whole roll
|
||||
|
||||
var pht_pending_tags: string = ""
|
||||
var pht_pending_mask: int = 0
|
||||
var pht_pending_legend: int = 0
|
||||
var pht_pending_grade: int = 0
|
||||
var pht_pending_why: int = -1
|
||||
var pht_pending_sign: int = -1
|
||||
var pht_pending_stars: bool = false
|
||||
var pht_comp: []float = null # size, framing, light, moment of the last subject scored
|
||||
var pht_comp_have: bool = false
|
||||
|
||||
var pht_fact_q: Queue<PhotoFact> = null
|
||||
|
||||
export function photo_facts() -> Queue<PhotoFact> {
|
||||
if pht_fact_q == null { pht_fact_q = queue_new("photo.facts") }
|
||||
return pht_fact_q
|
||||
}
|
||||
|
||||
function pht_fact(what: int, i: int) -> PhotoFact {
|
||||
let f = new PhotoFact
|
||||
f.what = what
|
||||
f.index = i
|
||||
q_push(photo_facts(), f)
|
||||
return f
|
||||
}
|
||||
|
||||
function pht_ints(n: int) -> []int {
|
||||
let out = new []int
|
||||
for i in 0 .. n { push(out, 0) }
|
||||
return out
|
||||
}
|
||||
|
||||
function pht_floats(n: int) -> []float {
|
||||
let out = new []float
|
||||
for i in 0 .. n { push(out, 0.0) }
|
||||
return out
|
||||
}
|
||||
|
||||
# an empty roll of `max` frames
|
||||
function pht_blank() -> void {
|
||||
pht_n = 0
|
||||
pht_day = pht_ints(pht_max)
|
||||
pht_hour = pht_floats(pht_max)
|
||||
pht_mask = pht_ints(pht_max)
|
||||
pht_legend = pht_ints(pht_max)
|
||||
pht_sold = pht_ints(pht_max)
|
||||
pht_grade = pht_ints(pht_max)
|
||||
pht_why = pht_ints(pht_max)
|
||||
pht_tags = new []string
|
||||
pht_file = new []string
|
||||
pht_best = pht_ints(32)
|
||||
pht_comp = pht_floats(4)
|
||||
pht_comp_have = false
|
||||
}
|
||||
36
packages/ludic.photo/sight.ludic
Normal file
36
packages/ludic.photo/sight.ludic
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
# sight.ludic - in the picture, within reach, and actually seen. A frustum says a subject is in FRONT
|
||||
# of the lens, not that the lens can see it: the ray walks the ground and the trunks between. It is
|
||||
# forgiving on purpose - the subject passes if its body or its head is clear.
|
||||
const PHT_STEP: float = 3.0 # metres between the ray's samples
|
||||
|
||||
function pht_ray_point(x: float, y: float, z: float) -> bool {
|
||||
let cx = PhotoLens.x()
|
||||
let cy = PhotoLens.y()
|
||||
let cz = PhotoLens.z()
|
||||
let d = Math.sqrt((x - cx) * (x - cx) + (y - cy) * (y - cy) + (z - cz) * (z - cz))
|
||||
if d < 3.0 { return true }
|
||||
let n = int(Math.clamp(d / PHT_STEP, 6.0, 120.0))
|
||||
for s in 1 .. n {
|
||||
let f = float(s) / float(n)
|
||||
let px = Math.lerp(cx, x, f)
|
||||
let py = Math.lerp(cy, y, f)
|
||||
let pz = Math.lerp(cz, z, f)
|
||||
let g = PhotoLens.ground(px, pz)
|
||||
# the ground with 35 cm of slack; a trunk once past the lens's own few metres
|
||||
if g - 0.35 > py { return false }
|
||||
if d * f > 6.0 and py - g < 7.0 and PhotoLens.trunk(px, pz, 0.45) { return false }
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
# is (x, y, z) in the picture, within `far`, and can the lens see it?
|
||||
export function photo_in_view(x: float, y: float, z: float, far: float) -> bool {
|
||||
let dx = x - PhotoLens.x()
|
||||
let dy = y - PhotoLens.y()
|
||||
let dz = z - PhotoLens.z()
|
||||
let d = Math.sqrt(dx * dx + dy * dy + dz * dz)
|
||||
if d > far or d < 0.5 { return false }
|
||||
if (dx * PhotoLens.fx() + dy * PhotoLens.fy() + dz * PhotoLens.fz()) / d < 0.72 { return false }
|
||||
if not PhotoLens.visible(x, y, z, 1.0) { return false }
|
||||
return pht_ray_point(x, y, z) or pht_ray_point(x, y + 0.55, z)
|
||||
}
|
||||
31
packages/ludic.photo/slug.ludic
Normal file
31
packages/ludic.photo/slug.ludic
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
# slug.ludic - a frame's tags as a file name: lower case letters and digits, words joined by dashes,
|
||||
# at most 24 characters, so a folder of photographs browses well
|
||||
const PHT_ALPHA: string = "0123456789abcdefghijklmnopqrstuvwxyz"
|
||||
|
||||
export function photo_slug(tags: string) -> string {
|
||||
var out = ""
|
||||
var n = 0
|
||||
var i = 0
|
||||
var last_dash = true
|
||||
while i < len(tags) and n < 24 {
|
||||
var c = tags[i]
|
||||
if c >= 65 and c <= 90 { c = c + 32 }
|
||||
var k = -1
|
||||
if c >= 48 and c <= 57 { k = c - 48 }
|
||||
if c >= 97 and c <= 122 { k = c - 97 + 10 }
|
||||
if k >= 0 {
|
||||
let ch: string = PHT_ALPHA[k..k + 1]
|
||||
out = out + ch
|
||||
last_dash = false
|
||||
n += 1
|
||||
} else if (c == 32 or c == 44) and not last_dash and n > 0 {
|
||||
out = out + "-"
|
||||
last_dash = true
|
||||
n += 1
|
||||
}
|
||||
i += 1
|
||||
}
|
||||
while Text.ends_with(out, "-") { out = Text.slice(out, 0, len(out) - 1) }
|
||||
if len(out) == 0 { return "photo" }
|
||||
return out
|
||||
}
|
||||
62
packages/ludic.photo/system.ludic
Normal file
62
packages/ludic.photo/system.ludic
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
# system.ludic - the camera as a system: the roll and what has been photographed in its own save
|
||||
# section, by key. The best per subject follows from the frames, as a buyer would judge them.
|
||||
export function photo_config(max: int) -> void {
|
||||
pht_max = Math.max(max, 1)
|
||||
photo_reset()
|
||||
}
|
||||
|
||||
export function photo_reset() -> void {
|
||||
pht_blank()
|
||||
pht_species_shot = 0
|
||||
pht_legend_shot = 0
|
||||
pht_cover = -1
|
||||
pht_page = 0
|
||||
photo_frame_begin()
|
||||
q_clear(photo_facts())
|
||||
}
|
||||
|
||||
export function photo_save() -> Val {
|
||||
let v = Value.object()
|
||||
let l = Value.list()
|
||||
for i in 0 .. pht_n {
|
||||
let o = Value.object()
|
||||
sv_put_int(o, "day", pht_day[i])
|
||||
sv_put_float(o, "hour", pht_hour[i])
|
||||
sv_put_int(o, "mask", pht_mask[i])
|
||||
sv_put_int(o, "legend", pht_legend[i])
|
||||
sv_put_bool(o, "sold", pht_sold[i] != 0)
|
||||
sv_put_str(o, "tags", pht_tags[i])
|
||||
sv_put_str(o, "file", pht_file[i])
|
||||
sv_put_int(o, "grade", pht_grade[i])
|
||||
sv_put_int(o, "why", pht_why[i])
|
||||
Value.add(l, o)
|
||||
}
|
||||
Value.put(v, "frames", l)
|
||||
sv_put_int(v, "shot", pht_species_shot)
|
||||
sv_put_int(v, "legend_shot", pht_legend_shot)
|
||||
sv_put_int(v, "cover", pht_cover)
|
||||
sv_put_int(v, "sort", pht_sort)
|
||||
return v
|
||||
}
|
||||
|
||||
export function photo_load(v: Val, version: int) -> void {
|
||||
photo_reset()
|
||||
if Value.has(v, "frames") != 0 {
|
||||
let l = Value.get(v, "frames")
|
||||
for i in 0 .. Value.count(l) {
|
||||
let o = Value.at(l, i)
|
||||
photo_add(sv_int(o, "day", 1), sv_float(o, "hour", 0.0), sv_int(o, "mask", 0), sv_int(o, "legend", 0), sv_bool(o, "sold", false), sv_str(o, "tags", ""), sv_str(o, "file", ""), sv_int(o, "grade", 40), sv_int(o, "why", PHOTO_WHY_NONE))
|
||||
}
|
||||
}
|
||||
photo_record_set(pht_species_shot | sv_int(v, "shot", 0), sv_int(v, "legend_shot", 0))
|
||||
pht_cover = sv_int(v, "cover", -1)
|
||||
photo_sort_set(sv_int(v, "sort", PHOTO_NEWEST))
|
||||
}
|
||||
|
||||
export function photo_system() -> System {
|
||||
let s = system_new("photo", PH_COMMIT)
|
||||
s.reset = fn photo_reset
|
||||
s.save = fn photo_save
|
||||
s.load = fn photo_load
|
||||
return s
|
||||
}
|
||||
234
packages/ludic.photo/tests/photo_test.ludic
Normal file
234
packages/ludic.photo/tests/photo_test.ludic
Normal file
|
|
@ -0,0 +1,234 @@
|
|||
# photo_test.ludic - a lens at the origin looking down -z over flat ground, a ridge 45 m out on the
|
||||
# left and a trunk 30 m out on the right: what is in the frame, the grade's four parts, the frame's
|
||||
# best subject, keeping, the card filling, value and selling, forgetting a frame, the roll's order
|
||||
# and pages, the file name and the save
|
||||
import "ludic.photo"
|
||||
import "ludic.base"
|
||||
program PhotoTest {
|
||||
numbers float
|
||||
|
||||
var hour: float = 12.0
|
||||
var night: bool = false
|
||||
var moon: float = 0.0
|
||||
var dim: int = 0
|
||||
var sun_z: float = 0.0
|
||||
var behaviour: bool = false
|
||||
var sx: float = 0.5
|
||||
var sy: float = 0.5
|
||||
|
||||
function fk_y() -> float { return 1.5 }
|
||||
function fk_fz() -> float { return -1.0 }
|
||||
function fk_fov() -> float { return 0.8 }
|
||||
# a pinhole at the origin: across by x over the distance, down by the height over it
|
||||
function fk_project(x: float, y: float, z: float) -> bool {
|
||||
let d = Math.max(-z, 0.5)
|
||||
sx = 0.5 + x / d
|
||||
sy = 0.5 - (y - 1.5) / d
|
||||
return z < 0.0
|
||||
}
|
||||
function fk_sx() -> float { return sx }
|
||||
function fk_sy() -> float { return sy }
|
||||
function fk_ground(x: float, z: float) -> float {
|
||||
if x < 0.0 and z < -45.0 and z > -50.0 { return 10.0 }
|
||||
return 0.0
|
||||
}
|
||||
function fk_trunk(x: float, z: float, r: float) -> bool { return Math.abs(x - 3.75) < 1.6 and Math.abs(z + 30.0) < 1.6 }
|
||||
function fk_range() -> float { return 80.0 }
|
||||
function fk_hour() -> float { return hour }
|
||||
function fk_night() -> bool { return night }
|
||||
function fk_moon() -> float { return moon }
|
||||
function fk_dim() -> int { return dim }
|
||||
function fk_sun_z() -> float { return sun_z }
|
||||
function fk_behaviour() -> bool { return behaviour }
|
||||
function fk_value(sp: int) -> int { return 10 + sp }
|
||||
|
||||
bind PhotoLens { y: fn fk_y, fz: fn fk_fz, fov: fn fk_fov, project: fn fk_project, sx: fn fk_sx, sy: fn fk_sy, ground: fn fk_ground, trunk: fn fk_trunk, range: fn fk_range }
|
||||
bind PhotoLight { hour: fn fk_hour, night: fn fk_night, moon: fn fk_moon, dim: fn fk_dim, sun_z: fn fk_sun_z }
|
||||
bind PhotoRules { behaviour: fn fk_behaviour, subject_value: fn fk_value }
|
||||
|
||||
function fresh() -> void {
|
||||
photo_config(4)
|
||||
hour = 12.0
|
||||
night = false
|
||||
dim = 0
|
||||
sun_z = 0.0
|
||||
behaviour = false
|
||||
}
|
||||
function facts() -> []PhotoFact { return q_drain(photo_facts()) }
|
||||
function count(fs: []PhotoFact, what: int) -> int {
|
||||
var n = 0
|
||||
for i in 0 .. len(fs) { if fs[i].what == what { n += 1 } }
|
||||
return n
|
||||
}
|
||||
# a deer-sized subject straight ahead at `d` metres, doing something worth `moment`
|
||||
function shoot(sp: int, x: float, d: float, h: float, moment: int) -> bool {
|
||||
photo_frame_begin()
|
||||
return photo_frame_subject(sp, "deer", x, 0.0, -d, h, false, moment)
|
||||
}
|
||||
|
||||
test "a subject ahead and in reach is in the frame; behind, too far, over a ridge or a trunk it is not" {
|
||||
fresh()
|
||||
expect(shoot(1, 0.0, 20.0, 1.1, 10))
|
||||
expect_eq(photo_pending_mask(), 2)
|
||||
expect(photo_pending_tags() == "deer")
|
||||
expect(photo_pending_grade() > 0)
|
||||
expect(not shoot(1, 0.0, -20.0, 1.1, 10))
|
||||
expect(not shoot(1, 0.0, 90.0, 1.1, 10))
|
||||
expect(not shoot(1, -2.0, 60.0, 1.1, 10))
|
||||
expect(not shoot(1, 5.0, 40.0, 1.1, 10))
|
||||
expect_eq(photo_pending_mask(), 0)
|
||||
}
|
||||
|
||||
test "size: a record shot is a record shot, and the band that pays is a quarter to two thirds" {
|
||||
expect(photo_score_size(0.02) < 6)
|
||||
expect_eq(photo_score_size(0.5), 40)
|
||||
expect(photo_score_size(0.95) < 34)
|
||||
expect(photo_score_frame(1.0 / 3.0, 1.0 / 3.0, 0.1) > photo_score_frame(0.5, 0.5, 0.1))
|
||||
expect(photo_score_frame(0.02, 0.4, 0.3) < 7)
|
||||
expect_eq(photo_score_frame(1.4, 0.4, 0.1), 0)
|
||||
}
|
||||
|
||||
test "the light: gold after dawn, flat at noon, the moon at night, the weather, and backlit" {
|
||||
fresh()
|
||||
hour = 6.5
|
||||
expect_eq(photo_score_light(0.0, -20.0), 20)
|
||||
hour = 12.0
|
||||
expect_eq(photo_score_light(0.0, -20.0), 9)
|
||||
dim = 4
|
||||
expect_eq(photo_score_light(0.0, -20.0), 5)
|
||||
dim = 0
|
||||
sun_z = -1.0
|
||||
expect_eq(photo_score_light(0.0, -20.0), 2)
|
||||
sun_z = 0.0
|
||||
night = true
|
||||
moon = 1.0
|
||||
expect_eq(photo_score_light(0.0, -20.0), 9)
|
||||
}
|
||||
|
||||
test "the moment counts by how much subject there is, and a judge of behaviour doubles it" {
|
||||
fresh()
|
||||
shoot(1, 0.0, 70.0, 0.3, 20)
|
||||
let tiny = photo_pending_grade()
|
||||
shoot(1, 0.0, 6.0, 1.1, 6)
|
||||
let big = photo_pending_grade()
|
||||
expect(big > tiny)
|
||||
expect(tiny < 20)
|
||||
shoot(1, 0.0, 6.0, 1.1, 20)
|
||||
let busy = photo_pending_grade()
|
||||
behaviour = true
|
||||
shoot(1, 0.0, 6.0, 1.1, 20)
|
||||
expect(photo_pending_grade() > busy - 21)
|
||||
expect_near(photo_comp(3), 40.0, 0.01)
|
||||
}
|
||||
|
||||
test "the frame takes its best subject, tags each kind once and every legend" {
|
||||
fresh()
|
||||
photo_frame_begin()
|
||||
photo_frame_subject(2, "elk", 0.0, 0.0, -60.0, 1.9, false, 6)
|
||||
let far = photo_pending_grade()
|
||||
photo_frame_subject(2, "elk", 1.0, 0.0, -8.0, 1.9, false, 17)
|
||||
photo_frame_subject(4, "the Ghost Elk", -1.0, 0.0, -9.0, 2.2, true, 20)
|
||||
photo_frame_tag("Maroon Lake")
|
||||
expect(photo_pending_grade() > far)
|
||||
expect(photo_pending_tags() == "elk, the Ghost Elk, Maroon Lake")
|
||||
expect_eq(photo_pending_mask(), 4 + 16)
|
||||
expect_eq(photo_pending_legend(), 16)
|
||||
expect(photo_pending_why() >= PHOTO_WHY_SIZE)
|
||||
}
|
||||
|
||||
test "a kept frame is on the roll, its subjects are photographed for good, and a full card says so" {
|
||||
fresh()
|
||||
shoot(3, 0.0, 10.0, 1.1, 15)
|
||||
let g = photo_pending_grade()
|
||||
expect_eq(photo_keep("a.png", 2, 7.5), 0)
|
||||
let fs = facts()
|
||||
expect_eq(count(fs, PHOTO_KEPT), 1)
|
||||
expect_eq(fs[0].firsts, 8)
|
||||
expect_eq(photo_species_shot(), 8)
|
||||
expect_eq(photo_best(3), g)
|
||||
expect_eq(photo_day(0), 2)
|
||||
shoot(3, 0.0, 10.0, 1.1, 15)
|
||||
photo_keep("b.png", 2, 8.0)
|
||||
expect_eq(facts()[0].firsts, 0)
|
||||
photo_keep("c.png", 2, 8.0)
|
||||
photo_keep("d.png", 2, 8.0)
|
||||
expect(photo_full())
|
||||
expect_eq(photo_keep("e.png", 2, 8.0), -1)
|
||||
expect_eq(count(facts(), PHOTO_FULL), 1)
|
||||
}
|
||||
|
||||
test "the first frame of a subject is worth its value on the grade's curve; sold is sold" {
|
||||
fresh()
|
||||
photo_add(1, 9.0, 2, 0, false, "fox", "f.png", 60, PHOTO_WHY_NONE)
|
||||
photo_add(1, 9.5, 2, 2, false, "fox", "g.png", 95, PHOTO_WHY_FINE)
|
||||
photo_add(1, 9.5, 0, 0, false, "the valley", "h.png", 0, PHOTO_WHY_NONE)
|
||||
expect_eq(photo_value(0), int(11.0 * 1.5))
|
||||
expect_eq(photo_value(1), int(float(11 + 120) * 4.0))
|
||||
expect_eq(photo_value(2), 0)
|
||||
let total = photo_sell_all()
|
||||
expect_eq(total, int(11.0 * 1.5) + int(120.0 * 4.0))
|
||||
expect_eq(count(facts(), PHOTO_SOLD), 2)
|
||||
expect(photo_sold(0))
|
||||
expect_eq(photo_value(0), 0)
|
||||
photo_add(1, 10.0, 2, 0, false, "fox", "i.png", 60, PHOTO_WHY_NONE)
|
||||
expect_eq(photo_value(3), 0)
|
||||
}
|
||||
|
||||
test "forgetting a frame closes the roll up, moves the cover, and names the file" {
|
||||
fresh()
|
||||
photo_add(1, 9.0, 2, 0, false, "a", "a.png", 10, 0)
|
||||
photo_add(1, 9.0, 4, 0, false, "b", "b.png", 20, 0)
|
||||
photo_add(1, 9.0, 8, 0, false, "c", "c.png", 30, 0)
|
||||
photo_cover_set(2)
|
||||
photo_remove(0)
|
||||
expect_eq(photo_count(), 2)
|
||||
expect(photo_tags(0) == "b")
|
||||
expect_eq(photo_grade(1), 30)
|
||||
expect_eq(photo_cover(), 1)
|
||||
let fs = facts()
|
||||
expect(fs[0].file == "a.png")
|
||||
expect_eq(photo_species_shot(), 14)
|
||||
}
|
||||
|
||||
test "the roll in order: newest first, best first, by subject, and a page at a time" {
|
||||
photo_config(20)
|
||||
for i in 0 .. 10 { photo_add(1, 9.0, 1 << (i % 3), 0, false, "x", "x.png", (i * 37) % 100, 0) }
|
||||
expect_eq(photo_order()[0], 9)
|
||||
photo_sort_next()
|
||||
let best = photo_order()
|
||||
expect(photo_grade(best[0]) >= photo_grade(best[1]))
|
||||
expect(photo_grade(best[1]) >= photo_grade(best[9]))
|
||||
photo_sort_next()
|
||||
expect(photo_mask(photo_order()[0]) <= photo_mask(photo_order()[9]))
|
||||
expect_eq(photo_pages(), 2)
|
||||
expect_eq(len(photo_page_list()), 8)
|
||||
photo_page_step(5)
|
||||
expect_eq(photo_page_now(), 1)
|
||||
expect_eq(len(photo_page_list()), 2)
|
||||
}
|
||||
|
||||
test "a file name from the tags" {
|
||||
expect(photo_slug("Elk, the Ghost Elk") == "elk-the-ghost-elk")
|
||||
expect(photo_slug("") == "photo")
|
||||
expect(photo_slug("a very long list of names past twenty") == "a-very-long-list-of-name")
|
||||
}
|
||||
|
||||
test "the roll and what was ever photographed come back from the save" {
|
||||
fresh()
|
||||
photo_add(3, 18.25, 2, 2, true, "fox", "f.png", 80, PHOTO_WHY_LIGHT)
|
||||
photo_record_set(2 | 64, 2)
|
||||
photo_cover_set(0)
|
||||
let v = photo_save()
|
||||
photo_reset()
|
||||
expect_eq(photo_count(), 0)
|
||||
photo_load(v, 1)
|
||||
expect_eq(photo_count(), 1)
|
||||
expect_near(photo_hour(0), 18.25, 0.01)
|
||||
expect(photo_sold(0))
|
||||
expect_eq(photo_why(0), PHOTO_WHY_LIGHT)
|
||||
expect_eq(photo_species_shot(), 66)
|
||||
expect_eq(photo_legend_shot(), 2)
|
||||
expect_eq(photo_best(1), 80)
|
||||
expect_eq(photo_cover(), 0)
|
||||
}
|
||||
}
|
||||
38
packages/ludic.photo/worth.ludic
Normal file
38
packages/ludic.photo/worth.ludic
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
# worth.ludic - what a buyer pays for a frame: the first frame of each subject and every legend,
|
||||
# on the grade's curve and the lens's worth; sold is sold
|
||||
export function photo_value(i: int) -> int {
|
||||
if i < 0 or i >= pht_n or pht_sold[i] != 0 { return 0 }
|
||||
var v = 0
|
||||
for sp in 0 .. 32 {
|
||||
if (pht_mask[i] & (1 << sp)) == 0 { continue }
|
||||
var first = true
|
||||
for k in 0 .. pht_n { if k != i and pht_sold[k] != 0 and (pht_mask[k] & (1 << sp)) != 0 { first = false } }
|
||||
if first { v += PhotoRules.subject_value(sp) }
|
||||
if (pht_legend[i] & (1 << sp)) != 0 { v += PhotoRules.legend_value(sp) }
|
||||
}
|
||||
if v > 0 { v = int(float(v) * (PhotoRules.mult() * photo_grade_mult(pht_grade[i]))) }
|
||||
return v
|
||||
}
|
||||
|
||||
# every frame with a price, sold: the total, and a fact a frame
|
||||
export function photo_sell_all() -> int {
|
||||
var total = 0
|
||||
for i in 0 .. pht_n {
|
||||
let v = photo_value(i)
|
||||
if v > 0 {
|
||||
total += v
|
||||
pht_sold[i] = 1
|
||||
let f = pht_fact(PHOTO_SOLD, i)
|
||||
f.v = v
|
||||
f.mask = pht_mask[i]
|
||||
}
|
||||
}
|
||||
return total
|
||||
}
|
||||
|
||||
# what the roll would fetch now
|
||||
export function photo_worth() -> int {
|
||||
var total = 0
|
||||
for i in 0 .. pht_n { total += photo_value(i) }
|
||||
return total
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue