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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@ -31,6 +31,7 @@ export port WildlifeWorld { # every member has a default: a flat dry mead
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ground, water, slope: fn(float, float) -> float # the ground, the water's surface, the gradient
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forest: fn(float, float) -> bool
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sight: fn(ax, ay, az, bx, by, bz) -> bool # nothing between the two points
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push: fn(x, z, r, feet, head) -> bool, pushed_x, pushed_z # a walker slid clear of still things
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players: fn() -> int # slots; player_on(p), player_x / _y / _z(p)
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hidden, noise, scent, stillness # per player: in a hide, 0..1, 0..1, WILD_MOVING / _STILL / _SITTING
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hour, light, winterness, wind, wind_dir: fn() -> float # the clock, how well it sees now, the season, the weather
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