feat(vehicles): 16.7 - a boat is a buoyant hull in the game's physics (VehicleHull), rowed along its bow and turned by the oars; the scripted bob, the wind's drift and the shore refusal are gone

The water floats the hull, the wind pushes every boat as a force, the lake bed stops it at the shore;
the swell takes the outward share of a stroke. ludic.physics: phys_hull_add (a buoyant box),
phys_row, phys_bow_speed, and a test that floats one a quarter under, rows, turns and grounds it.
The vehicles tests row a real Jolt hull on the fake shore; the horse moved to horse.ludic.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 01:33:19 +03:00
parent ac815bf638
commit 510360b002
12 changed files with 284 additions and 103 deletions

View file

@ -1,9 +1,11 @@
# vehicles_test.ludic - a fake shore: land at x < 10, a lake past it deepening a metre a metre, a
# pier head at the shore facing out and a trough on the meadow, a trunk in a horse's way. Calling to
# berths and bays, the owner and the rider, mounting a hungry horse, riding both, the swell, the wind,
# getting off near a shore and far from one, a player leaving, and the save.
# getting off near a shore and far from one, a player leaving, and the save. The boat's hull is a
# real ludic.physics body on the same lake.
import "ludic.vehicles"
import "ludic.base"
import "ludic.physics"
program VehiclesTest {
numbers float
@ -28,6 +30,14 @@ program VehiclesTest {
boarded: int = 0
sx: float = 0.0
sz: float = 0.0
hull_nid: int = -1
hull: int = -1
hx: float = 0.0
hy: float = 0.0
hz: float = 0.0
hyaw: float = 0.0
hspeed: float = 0.0
hulls: int = 0
}
function fk_swell(vehicles_test_st: VehiclesTestState, x: float, z: float, fx: float, fz: float) -> float {
if fx > 0.0 { return vehicles_test_st.swell }
@ -65,6 +75,52 @@ program VehiclesTest {
function fk_sx(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.sx }
function fk_sz(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.sz }
# the hull: one boat's body in a Jolt lake - the shore's bed as a heightfield, the water at 0
function fk_lake(physics_st: mut PhysicsState) -> void {
if phys_is_open(physics_st) { return }
phys_open(physics_st, 64, 1)
let n = 96
let h = floats(n * n)
for j in 0 .. n { for i in 0 .. n { h[j * n + i] = fk_ground(float(i) - 20.0, float(j) - 48.0) } }
phys_ground_add(physics_st, phys_heightfield(physics_st, h, n, -20.0, -48.0, 1.0))
}
function fk_put(physics_st: mut PhysicsState, vehicles_test_st: mut VehiclesTestState, nid: int, x: float, y: float, z: float, yaw: float) -> void {
fk_lake(physics_st)
if vehicles_test_st.hull >= 0 and vehicles_test_st.hull_nid == nid {
phys_place(physics_st, vehicles_test_st.hull, x, y + 0.12, z, yaw)
phys_set_velocity(physics_st, vehicles_test_st.hull, 0.0, 0.0, 0.0)
return
}
vehicles_test_st.hull = phys_hull_add(physics_st, x, y + 0.12, z, yaw, 0.6, 0.25, 1.9, 180.0, 4.0, 1.0)
vehicles_test_st.hull_nid = nid
vehicles_test_st.hulls += 1
}
function fk_row(physics_st: mut PhysicsState, vehicles_test_st: VehiclesTestState, nid: int, f: float, t: float) -> void { phys_row(physics_st, vehicles_test_st.hull, f, t) }
function fk_drift(physics_st: mut PhysicsState, vehicles_test_st: VehiclesTestState, nid: int, fx: float, fz: float) -> void { phys_force(physics_st, vehicles_test_st.hull, fx, 0.0, fz) }
function fk_read(physics_st: mut PhysicsState, vehicles_test_st: mut VehiclesTestState, nid: int) -> bool {
if vehicles_test_st.hull < 0 or vehicles_test_st.hull_nid != nid { return false }
let p = phys_pose(physics_st, vehicles_test_st.hull)
if p == null { return false }
vehicles_test_st.hx = p.x
vehicles_test_st.hy = p.y
vehicles_test_st.hz = p.z
vehicles_test_st.hyaw = phys_yaw_of(p)
vehicles_test_st.hspeed = phys_bow_speed(p)
return true
}
function fk_hull_gone(physics_st: mut PhysicsState, vehicles_test_st: mut VehiclesTestState, nid: int) -> void {
if vehicles_test_st.hull_nid != nid { return }
phys_remove(physics_st, vehicles_test_st.hull)
vehicles_test_st.hull = -1
}
function fk_hx(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hx }
function fk_hy(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hy }
function fk_hz(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hz }
function fk_hyaw(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hyaw }
function fk_hspeed(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hspeed }
bind VehicleHull { put: fn fk_put, row: fn fk_row, drift: fn fk_drift, read: fn fk_read, x: fn fk_hx, y: fn fk_hy, z: fn fk_hz, yaw: fn fk_hyaw, speed: fn fk_hspeed, gone: fn fk_hull_gone }
bind PhysWater { height: fn fk_water }
bind VehicleWorld { ground: fn fk_ground, water: fn fk_water, blocked: fn fk_blocked, swell: fn fk_swell, wind: fn fk_wind, made: fn fk_made, gone: fn fk_gone, placed: fn fk_placed }
bind VehicleRider { board: fn fk_board, ride_at: fn fk_ride, step_off: fn fk_off, safe_spot: fn fk_safe, safe_x: fn fk_sx, safe_z: fn fk_sz }
@ -85,8 +141,12 @@ program VehiclesTest {
for i in 0 .. len(fs) { if fs[i].what == what { n += 1 } }
return n
}
function ride(vehicles_st: mut VehiclesState, ix: float, iz: float, run: bool, secs: float) -> void {
for i in 0 .. int(secs * 60.0) { vehicle_update(vehicles_st, ix, iz, run, 1.0 / 60.0) }
function ride(physics_st: mut PhysicsState, vehicles_st: mut VehiclesState, ix: float, iz: float, run: bool, secs: float) -> void {
for i in 0 .. int(secs * 60.0) {
vehicle_update(vehicles_st, ix, iz, run, 1.0 / 60.0)
vehicles_tick(vehicles_st, 1.0 / 60.0)
phys_step(physics_st)
}
}
test "a berth is off the pier head in the water, a bay on the meadow" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) {
@ -147,22 +207,22 @@ program VehiclesTest {
expect(vehicle_in_place(vehicles_st, VEHICLE_HORSE, 0) == null)
}
test "a horse walks, gallops on stamina, stops at the water and at a trunk" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) {
test "a horse walks, gallops on stamina, stops at the water and at a trunk" (physics_st: mut PhysicsState, vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) {
fresh(vehicles_st, vehicles_test_st)
vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0)
let h = vehicle_find(vehicles_st, VEHICLE_HORSE)
vehicle_mount(vehicles_st, h)
ride(vehicles_st, 0.0, 1.0, false, 3.0)
ride(physics_st, vehicles_st, 0.0, 1.0, false, 3.0)
expect_near(h.speed, 4.5, 0.05)
expect(count(facts(vehicles_st), VEHICLE_MOVED) > 100)
ride(vehicles_st, 0.0, 1.0, true, 3.0)
ride(physics_st, vehicles_st, 0.0, 1.0, true, 3.0)
expect_near(h.speed, 11.0, 0.1)
expect(h.fuel < 100.0)
expect(h.z < -15.0)
expect_near(vehicles_test_st.rz, h.z, 0.001)
expect_near(vehicles_test_st.ry, 1.35, 0.001)
# the trunk at z = -60 stops it
ride(vehicles_st, 0.0, 1.0, true, 6.0)
ride(physics_st, vehicles_st, 0.0, 1.0, true, 6.0)
expect(h.z > -60.0 + 1.7)
expect_near(h.speed, 0.0, 0.001)
# and the lake to the east does too
@ -171,29 +231,46 @@ program VehiclesTest {
h.z = 0.0
h.yaw = EAST
vehicle_mount(vehicles_st, h)
ride(vehicles_st, 0.0, 1.0, false, 4.0)
ride(physics_st, vehicles_st, 0.0, 1.0, false, 4.0)
expect(h.x < 9.6)
}
test "a boat rows on water, stops at the shore, loses its stroke to the swell, drifts on the wind" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) {
test "a boat is rowed out, loses its stroke to the swell, turns, is stopped by the shore's bed, drifts on the wind" (physics_st: mut PhysicsState, vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) {
fresh(vehicles_st, vehicles_test_st)
vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0)
let b = vehicle_find(vehicles_st, VEHICLE_BOAT)
expect_eq(vehicles_test_st.hulls, 1)
vehicle_mount(vehicles_st, b)
ride(vehicles_st, 0.0, 1.0, false, 2.0)
let x2 = b.x
expect(x2 > 18.0)
let x0 = b.x
ride(physics_st, vehicles_st, 0.0, 1.0, false, 6.0)
let x6 = b.x
expect(x6 > x0 + 8.0)
expect(b.speed > 2.0)
expect(b.y > -0.2)
ride(physics_st, vehicles_st, 0.0, 0.0, false, 6.0)
vehicles_test_st.swell = 1.0
ride(vehicles_st, 0.0, 1.0, false, 1.0)
expect_near(b.x, x2, 0.2)
let xs = b.x
ride(physics_st, vehicles_st, 0.0, 1.0, false, 2.0)
expect(b.x - xs < 1.0)
expect_eq(count(facts(vehicles_st), VEHICLE_SWELL), 1)
vehicles_test_st.swell = 0.0
ride(vehicles_st, 0.0, -1.0, false, 12.0)
expect(b.x > 10.3)
let yaw0 = b.yaw
ride(physics_st, vehicles_st, 1.0, 0.0, false, 2.0)
expect(Math.abs(char_turn(b.yaw - yaw0)) > 1.0)
ride(physics_st, vehicles_st, 0.0, -1.0, false, 25.0)
ride(physics_st, vehicles_st, 0.0, 0.0, false, 3.0)
expect(b.x > 9.5)
vehicles_test_st.wind = 1.0
let z0 = b.z
ride(vehicles_st, 0.0, 0.0, false, 1.0)
expect(b.z < z0)
ride(physics_st, vehicles_st, 0.0, 0.0, false, 3.0)
expect(b.z < z0 - 0.2)
}
function char_turn(a: float) -> float {
var d = a
while d > 3.14159265 { d -= 6.2831853 }
while d < -3.14159265 { d += 6.2831853 }
return d
}
test "getting off a boat needs a shore near enough; a horse is left tied where it stands" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) {