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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@ -15,6 +15,10 @@ export port WildlifeWorld {
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slope: fn(float, float) -> float = fn wl_zero2
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forest: fn(float, float) -> bool = fn wl_no2
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sight: fn(float, float, float, float, float, float) -> bool = fn wl_clear # nothing between
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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 wl_no_push
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pushed_x: fn() -> float = fn wl_asked_x
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pushed_z: fn() -> float = fn wl_asked_z
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players: fn() -> int = fn wl_one # player slots
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player_on: fn(int) -> bool = fn wl_first
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player_x: fn(int) -> float = fn wl_zero1
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@ -52,6 +56,9 @@ function wl_no1(p: int) -> bool { return false }
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function wl_no2(x: float, z: float) -> bool { return false }
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function wl_yes1(u: int) -> bool { return true }
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function wl_clear(ax: float, ay: float, az: float, bx: float, by: float, bz: float) -> bool { return true }
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function wl_no_push(x: float, z: float, r: float, y0: float, y1: float) -> bool { return false }
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function wl_asked_x(wildlife_st: WildlifeState) -> float { return wildlife_st.wl_ask_x }
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function wl_asked_z(wildlife_st: WildlifeState) -> float { return wildlife_st.wl_ask_z }
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function wl_one() -> int { return 1 }
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function wl_none0() -> int { return 0 }
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function wl_first(p: int) -> bool { return p == 0 }
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