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