feat(senses): walkers slide round still things, and lines of sight are the world's to answer
- ludic.wildlife: WildlifeWorld.push / pushed_x / pushed_z (defaults change nothing); a ground walker's step is slid clear of a still thing with a body from its species' size and scale, and a step that gets nowhere turns away as the water does. Birds are not pushed; no dice added. - ludic.npc: NpcWorld.push / pushed_x / pushed_z (a person 0.35 m round) in npc_walk, and NpcWorld.clear (default true), which npc_line_ok asks at 1 m so a detour does not cut a trunk. - ludic.aim: AimView.clear replaces AimView.ground and the ground march; the pick asks the line a body's width short of where the ray enters the thing (aim_clear_at(t, back)), so a solid thing does not hide itself. probe.ludic (the ground-agreement probe) and AimView.dry are gone. - ludic.photo: PhotoLens.clear replaces PhotoLens.ground, PhotoLens.trunk and the march. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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24 changed files with 230 additions and 152 deletions
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@ -1,5 +1,5 @@
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# pick.ludic - one target a frame: the game offers every candidate, and the nearest one the ray enters
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# that the ground does not hide is the pick. Near things occlude far ones for free, which is what a
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# that nothing hides is the pick. Near things occlude far ones for free, which is what a
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# player means by "I am looking at that one".
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export const AIM_NONE: int = 0
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export const AIM_REACH_MIN: float = 3.0 # about as far as a hand goes with a step into it
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@ -13,9 +13,6 @@ export state AimState {
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am_dist: float = 0.0
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am_reach: bool = false
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am_off: float = 1.0
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am_seen: int = 0
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am_blocked: int = 0
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am_disagree: int = 0
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}
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# The crosshair decides WHICH; the distance decides only WHETHER. Every reach is lifted to a floor of
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@ -41,7 +38,7 @@ export function aim_offer(aim_st: mut AimState, kind: int, id: int, x: float, y0
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let rr = r + aim_slack_m(d)
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let hit = aim_ray_cyl(x, y0, y1, z, rr)
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if hit < 0.0 or not (hit < aim_st.am_t) { return false }
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if not aim_clear_to(x, (y0 + y1) * 0.5, z) { return false }
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if not aim_clear_at(hit, rr) { return false }
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aim_st.am_t = hit
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aim_st.am_off = aim_miss(x, z, rr)
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aim_st.am_kind = kind
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