ludic.wildlife (17.6): a fleeing or wary animal goes by the world's way
It sets a target straight away from the threat (40 m when it flees, 20 m when it is wary) and heads for it with wl_head, so the way port takes it round water and cliffs. Where the world gives no way, it still runs straight away as before. way_test now has a flee round the wall's end. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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3 changed files with 40 additions and 2 deletions
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@ -9,14 +9,16 @@ function wl_react(wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dt: fl
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return true
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}
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if a.state == WILD_WARY {
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wl_face(a, a.x + (a.x - a.sus_x), a.z + (a.z - a.sus_z), 2.6, dt)
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wl_away(a, a.sus_x, a.sus_z, 20.0)
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wl_head(a, a.tx, a.tz, 2.6, dt)
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a.speed = s.walk * 0.8
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wl_step(wildlife_st, a, dt)
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if a.timer < 0.0 { wl_wander(wildlife_st, a, 3.0 + wl_rnd(wildlife_st) * 4.0) }
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return true
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}
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if a.state == WILD_FLEE {
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wl_face(a, a.x + (a.x - WildlifeWorld.player_x(np)), a.z + (a.z - WildlifeWorld.player_z(np)), 5.0, dt)
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wl_away(a, WildlifeWorld.player_x(np), WildlifeWorld.player_z(np), 40.0)
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wl_head(a, a.tx, a.tz, 5.0, dt)
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a.speed = s.run
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wl_step(wildlife_st, a, dt)
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if a.timer < 0.0 {
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@ -103,4 +103,23 @@ program WayTest {
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expect_near(a.tx, a.home_x + 7.0, 0.001)
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expect_near(a.tz, a.home_z + 3.0, 0.001)
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}
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test "it runs from the player by the way too: round the wall's end, not into it" (wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState, way_test_st: WayTestState) {
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fk_setup(wildlife_st, wildlife_tests_fake_st)
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let a = wildlife_make(wildlife_st, 0, 0.0, 0.0, false, 0.0, 0, 1.0, 1)
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wildlife_tests_fake_st.fk_px[0] = 0.0
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wildlife_tests_fake_st.fk_pz[0] = 20.0
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wildlife_tests_fake_st.fk_hidden = true
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a.state = WILD_FLEE
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a.timer = 300.0
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var east = -100.0
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for k in 0 .. 1200 {
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wildlife_tick(wildlife_st, 0.05, 0.0)
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if a.z > -42.0 and a.z < -38.0 { east = Math.max(east, a.x) }
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}
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expect_eq(a.state, WILD_FLEE)
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expect(east > 29.0)
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expect(a.z < -45.0)
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expect(way_test_st.asked > 10)
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}
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}
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@ -34,3 +34,20 @@ function wl_pick_target(wildlife_st: WildlifeState, a: WildAnimal, radius: float
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a.tz = WildlifeWorld.way_z()
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}
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}
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# a target d metres straight away from (fx, fz): where it runs or backs off to, by the world's way -
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# round water and a cliff where there is one, and straight away as before where there is not
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function wl_away(a: WildAnimal, fx: float, fz: float, d: float) -> void {
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var dx = a.x - fx
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var dz = a.z - fz
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let l = Math.sqrt(dx * dx + dz * dz)
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if l < 0.01 {
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dx = -Math.sin(a.yaw)
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dz = -Math.cos(a.yaw)
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} else {
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dx = dx / l
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dz = dz / l
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}
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a.tx = a.x + dx * d
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a.tz = a.z + dz * d
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}
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