Merge commit '93e5cb3' into lang/foundations

This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 15:55:07 +03:00
commit 6af48afdda
4 changed files with 86 additions and 21 deletions

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@ -10,3 +10,4 @@ import "build.ludic"
import "query.ludic"
import "crowd.ludic"
import "resident.ludic"
import "resident_count.ludic"

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@ -51,6 +51,23 @@ export function nav_tiles_keep(nav_st: NavState, kind: int, xs: []float, zs: []f
}
return changed
}
# the same ring by a distance the game answers: near(x, z) is how far (x, z) is from what must be
# loaded (0 inside it). A tile comes in when its centre is within pad of that, and goes only past
# pad + hyst, so a player at an edge does not read one in and out; how many changed
export function nav_tiles_keep_near(nav_st: NavState, kind: int, near: fn(float, float) -> float, pad: float, hyst: float) -> int {
let h = nv_mesh(nav_st, kind)
let f = nav_st.nv_files[kind]
if h == null or f == null { return 0 }
var changed = 0
for i in 0 .. nvc_index_count(h) {
nvc_index_tile(h, i, nav_st.nv_tile)
let m = near(nav_st.nv_tile[0], nav_st.nv_tile[1]) - pad
let is_in = nav_st.nv_tile[2] > 0.5
if is_in and m > hyst { changed += nvc_index_out(h, i) }
if not is_in and m < 0.0 { changed += nv_tile_read(h, f, i) }
}
return changed
}
function nv_tile_read(h: pointer, f: pointer, i: int) -> int {
let size = nvc_index_size(h, i)
let buf = nvc_stage(size)
@ -62,24 +79,3 @@ function nv_tile_read(h: pointer, f: pointer, i: int) -> int {
}
return nvc_index_in(h, i, buf, size)
}
# how many of kind's tiles are in, and (nav_tiles_bytes) how many bytes those hold
export function nav_tiles_in(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, false) }
export function nav_tiles_bytes(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, true) }
function nv_tiles_sum(nav_st: NavState, kind: int, bytes: bool) -> int {
let h = nv_mesh(nav_st, kind)
if h == null { return 0 }
var n = 0
for i in 0 .. nvc_index_count(h) {
nvc_index_tile(h, i, nav_st.nv_tile)
if nav_st.nv_tile[2] > 0.5 and bytes { n += int(nav_st.nv_tile[3]) }
if nav_st.nv_tile[2] > 0.5 and not bytes { n += 1 }
}
return n
}
# how many tiles kind's file holds in all
export function nav_tiles_all(nav_st: NavState, kind: int) -> int {
let h = nv_mesh(nav_st, kind)
if h == null { return 0 }
return nvc_index_count(h)
}

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@ -0,0 +1,21 @@
# resident_count.ludic - what a file-backed mesh holds now: its tiles in, their bytes, and how many it has
# how many of kind's tiles are in, and (nav_tiles_bytes) how many bytes those hold
export function nav_tiles_in(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, false) }
export function nav_tiles_bytes(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, true) }
function nv_tiles_sum(nav_st: NavState, kind: int, bytes: bool) -> int {
let h = nv_mesh(nav_st, kind)
if h == null { return 0 }
var n = 0
for i in 0 .. nvc_index_count(h) {
nvc_index_tile(h, i, nav_st.nv_tile)
if nav_st.nv_tile[2] > 0.5 and bytes { n += int(nav_st.nv_tile[3]) }
if nav_st.nv_tile[2] > 0.5 and not bytes { n += 1 }
}
return n
}
# how many tiles kind's file holds in all
export function nav_tiles_all(nav_st: NavState, kind: int) -> int {
let h = nv_mesh(nav_st, kind)
if h == null { return 0 }
return nvc_index_count(h)
}

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@ -0,0 +1,47 @@
# keep_near_test.ludic - a file-backed mesh's tiles kept by a distance the game answers (its players'
# zones): a zone round one corner brings in its tile only, growing it brings in its neighbours, an
# edge nudged back and forth changes nothing, and a zone moved far away lets them all go
import "ludic.nav"
import "ludic.base"
import "fakes/meadow.ludic"
program KeepNearTest {
numbers float
state NearState {
x: float = 0.0
z: float = 0.0
r: float = 0.0
}
# metres from (x, z) to the zone's edge, 0 inside: what ludic.zones' zones_nearest answers
function near(near_st: NearState, x: float, z: float) -> float {
let d = Math.sqrt((x - near_st.x) * (x - near_st.x) + (z - near_st.z) * (z - near_st.z))
return Math.max(d - near_st.r, 0.0)
}
function in_zone(nav_st: NavState) -> int { return nav_tiles_keep_near(nav_st, NAV_PERSON, fn near, 46.0, 200.0) }
test "tiles come in within the zone, an edge nudged back and forth changes nothing, and a far zone lets them go" (nav_st: mut NavState, near_st: mut NearState) {
let g = ground(128, 0)
expect(nav_tiled(nav_st, NAV_PERSON, 0.0, 0.0, 64.0, 16, 4096))
for tz in 0 .. 2 { for tx in 0 .. 2 { expect(nav_tile_build(nav_st, NAV_PERSON, tx, tz, g, new NavConfig) > 0) } }
let path = Os.temp_dir() + "/ludic_nav_near.navmesh"
expect(nav_save_file(nav_st, NAV_PERSON, path))
nav_reset(nav_st)
expect(nav_load_index(nav_st, NAV_PERSON, path))
near_st.x = 10.0
near_st.z = 10.0
near_st.r = 5.0
expect_eq(in_zone(nav_st), 1)
expect_eq(nav_tiles_in(nav_st, NAV_PERSON), 1)
near_st.r = 80.0
expect_eq(in_zone(nav_st), 3)
expect_eq(nav_tiles_in(nav_st, NAV_PERSON), 4)
for k in 0 .. 20 {
near_st.r = 5.0 + float(k % 2) * 100.0
expect_eq(in_zone(nav_st), 0)
}
near_st.x = 2000.0
expect_eq(in_zone(nav_st), 4)
expect_eq(nav_tiles_in(nav_st, NAV_PERSON), 0)
nav_reset(nav_st)
}
}