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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 00:59:39 +03:00
parent d2cd775309
commit 56e4b6d688
24 changed files with 230 additions and 152 deletions

View file

@ -1,5 +1,5 @@
# ray.ludic - the ray through the crosshair against an upright cylinder, the forgiveness around a
# body, and the ground in front of a point
# body, and whether anything stands in front of a point
# t along the ray where it enters the cylinder at (cx, cz), radius r, from y0 up to y1; or -1
export function aim_ray_cyl(cx: float, y0: float, y1: float, cz: float, r: float) -> float {
let ox = AimView.x() - cx
@ -42,18 +42,15 @@ export function aim_range(x: float, z: float) -> float {
return Math.sqrt(dx * dx + dz * dz)
}
# Is the line from the camera to a point clear of the ground? Without it the crosshair reads through a
# rise; within arm's length nothing is hidden, or a prop on a slope hides behind its own slope.
export function aim_clear_to(x: float, y: float, z: float) -> bool {
let cx = AimView.x()
let cy = AimView.y()
let cz = AimView.z()
if (x - cx) * (x - cx) + (z - cz) * (z - cz) < 9.0 { return true }
for s in 1 .. 10 {
let f = float(s) / 10.0
if AimView.ground(Math.lerp(cx, x, f), Math.lerp(cz, z, f)) - 0.35 > Math.lerp(cy, y, f) { return false }
}
return true
# is the line from the camera to a point clear? (the ground and every still thing: the port's)
export function aim_clear_to(x: float, y: float, z: float) -> bool { return AimView.clear(AimView.x(), AimView.y(), AimView.z(), x, y, z) }
# is the ray clear up to `back` short of t, where it enters a thing? Asked a body's width short, so
# a solid thing (a trunk, a tent) whose collider is wider than its aim does not hide itself
export function aim_clear_at(t: float, back: float) -> bool {
let u = t - Math.max(back, 0.05)
if u < 0.1 { return true }
return aim_clear_to(AimView.x() + AimView.fx() * u, AimView.y() + AimView.fy() * u, AimView.z() + AimView.fz() * u)
}
# how far the ray passes from a body's axis as a share of its width: 0 dead centre, 1 at the edge