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

@ -5,6 +5,11 @@ export port NpcWorld {
water: fn(float, float) -> float = fn nw_dry # the water's surface there
slope: fn(float, float) -> float = fn nw_zero2
allowed: fn(float, float) -> bool = fn nw_yes2 # a person may stop here (not the player's camp)
# (x, z, r, feet, head): true when a still thing takes a body of radius r there; pushed_x / _z say where
push: fn(float, float, float, float, float) -> bool = fn nw_no_push
pushed_x: fn() -> float = fn nw_asked_x
pushed_z: fn() -> float = fn nw_asked_z
clear: fn(float, float, float, float, float, float) -> bool = fn nw_clear # nothing between two points
hour: fn() -> float = fn nw_noon
day: fn() -> int = fn nw_day_one
players: fn() -> int = fn nw_one # player slots
@ -34,6 +39,10 @@ function nw_zero1(p: int) -> float { return 0.0 }
function nw_zero2(x: float, z: float) -> float { return 0.0 }
function nw_dry(x: float, z: float) -> float { return -1000.0 }
function nw_yes2(x: float, z: float) -> bool { return true }
function nw_no_push(x: float, z: float, r: float, y0: float, y1: float) -> bool { return false }
function nw_asked_x(npc_st: NpcState) -> float { return npc_st.np_ask_x }
function nw_asked_z(npc_st: NpcState) -> float { return npc_st.np_ask_z }
function nw_clear(ax: float, ay: float, az: float, bx: float, by: float, bz: float) -> bool { return true }
function nw_noon() -> float { return 12.0 }
function nw_day_one() -> int { return 1 }
function nw_one() -> int { return 1 }