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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@ -78,6 +78,8 @@ a `fill` line's words are `NpcTalk.say(p, line)`, and "" means it has nothing tr
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export port NpcWorld { # every member has a default: a flat dry field at noon, one player, nobody wanted
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ground, water, slope: fn(float, float) -> float
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allowed: fn(float, float) -> bool # may a person stop here
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push: fn(x, z, r, feet, head) -> bool, pushed_x, pushed_z # a walker slid clear of still things (r 0.35)
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clear: fn(ax, ay, az, bx, by, bz) -> bool # no still thing between: npc_line_ok asks it at 1 m
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hour: fn() -> float, day: fn() -> int # the clock
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players: fn() -> int, player_on: fn(int) -> bool, player_x / player_z: fn(int) -> float
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want: fn() -> int, extra: fn() -> int # the census: how many, and a kind brought out regardless (-1)
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