wip(ecs): ludic.wildlife on a Table<WildAnimal> - UNBUILT

Written while builds are held (agents share 16 GB; no build or run until the user lifts it), so
it has not been compiled or tested. The animals are rows of a ludic.base Table: x, z, species and
alive as columns, a 32 m grid over the living, the living by species, and a nid map.
wildlife_by_nid is a map lookup instead of a scan of every animal ever made, wildlife_count walks
only its species, wildlife_nearest asks the grid, wildlife_set_alive writes the flag and the row
together, and wildlife_refile files the tick's moves once after it (wildlife_verify holds the
columns to the records). A guest puts its whole table away and brings it back. A test case covers
them; to run once builds are allowed: ludic test packages/ludic.wildlife.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 21:21:29 +03:00
parent ab34f8229b
commit 5ac3d488a4
8 changed files with 142 additions and 15 deletions

View file

@ -1,14 +1,20 @@
# store.ludic - the animals, their own dice, and the verbs that make and take one away
const WL_TAU: float = 6.2831853
# every animal, one per row - the table's own list: read it, never push to it
export function wildlife_all(wildlife_st: WildlifeState) -> []WildAnimal {
return wildlife_st.wl_list
return wildlife_st.wl.tab.rec
}
export function wildlife_count_all(wildlife_st: WildlifeState) -> int { return len(wildlife_all(wildlife_st)) }
export function wildlife_count_all(wildlife_st: WildlifeState) -> int { return tb_len(wildlife_st.wl.tab) }
# a new valley: every animal forgotten, quietly (the game has already let its drawings go)
export function wildlife_clear(wildlife_st: mut WildlifeState) -> void { wildlife_st.wl_list = new []WildAnimal }
export function wildlife_clear(wildlife_st: mut WildlifeState) -> void {
let tb = wildlife_st.wl.tab
for r in 0 .. tb_len(tb) { tb.rec[r].ent = -1 }
tb_clear(tb)
imap_clear(wildlife_st.wl.nids)
}
function wl_rng(wildlife_st: WildlifeState) -> Rng {
return wildlife_st.wl_dice
@ -40,7 +46,7 @@ export function wildlife_make(wildlife_st: mut WildlifeState, sp: int, x: float,
a.scale = scale
a.legend = legend
a.state = WILD_IDLE
push(wildlife_all(wildlife_st), a)
wl_file(wildlife_st.wl, a)
WildlifeWorld.born(a)
return a
}
@ -67,7 +73,7 @@ export function wildlife_new(wildlife_st: mut WildlifeState, sp: int, x: float,
# gone for good: not drawn, not ticked
export function wildlife_remove(a: WildAnimal) -> void {
if a == null { return }
a.alive = false
wildlife_set_alive(a, false)
a.shown = false
}
@ -75,15 +81,16 @@ export function wildlife_remove(a: WildAnimal) -> void {
export function wildlife_hold(wildlife_st: mut WildlifeState, on: bool) -> void { wildlife_st.wl_hold = on }
export function wildlife_by_nid(wildlife_st: WildlifeState, nid: int) -> WildAnimal {
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) { if all[i].nid == nid { return all[i] } }
return null
let tb = wildlife_st.wl.tab
let r = tb_row(tb, imap_get(wildlife_st.wl.nids, nid, -1))
if r < 0 or tb.rec[r].nid != nid { return null }
return tb.rec[r]
}
# how many of a species are alive, legends apart
export function wildlife_count(wildlife_st: WildlifeState, sp: int) -> int {
var n = 0
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) { if all[i].alive and all[i].sp == sp and not all[i].legend { n += 1 } }
let rows = ix_rows(wildlife_st.wl.species, sp)
for k in 0 .. len(rows) { if not wildlife_st.wl.tab.rec[rows[k]].legend { n += 1 } }
return n
}