Merge commit '93e5cb3' into lang/foundations
This commit is contained in:
commit
6af48afdda
4 changed files with 86 additions and 21 deletions
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@ -10,3 +10,4 @@ import "build.ludic"
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import "query.ludic"
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import "crowd.ludic"
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import "resident.ludic"
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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
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}
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return changed
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}
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# the same ring by a distance the game answers: near(x, z) is how far (x, z) is from what must be
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# loaded (0 inside it). A tile comes in when its centre is within pad of that, and goes only past
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# pad + hyst, so a player at an edge does not read one in and out; how many changed
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export function nav_tiles_keep_near(nav_st: NavState, kind: int, near: fn(float, float) -> float, pad: float, hyst: float) -> int {
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let h = nv_mesh(nav_st, kind)
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let f = nav_st.nv_files[kind]
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if h == null or f == null { return 0 }
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var changed = 0
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for i in 0 .. nvc_index_count(h) {
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nvc_index_tile(h, i, nav_st.nv_tile)
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let m = near(nav_st.nv_tile[0], nav_st.nv_tile[1]) - pad
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let is_in = nav_st.nv_tile[2] > 0.5
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if is_in and m > hyst { changed += nvc_index_out(h, i) }
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if not is_in and m < 0.0 { changed += nv_tile_read(h, f, i) }
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}
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return changed
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}
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function nv_tile_read(h: pointer, f: pointer, i: int) -> int {
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let size = nvc_index_size(h, i)
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let buf = nvc_stage(size)
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@ -62,24 +79,3 @@ function nv_tile_read(h: pointer, f: pointer, i: int) -> int {
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}
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return nvc_index_in(h, i, buf, size)
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}
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# how many of kind's tiles are in, and (nav_tiles_bytes) how many bytes those hold
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export function nav_tiles_in(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, false) }
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export function nav_tiles_bytes(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, true) }
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function nv_tiles_sum(nav_st: NavState, kind: int, bytes: bool) -> int {
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let h = nv_mesh(nav_st, kind)
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if h == null { return 0 }
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var n = 0
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for i in 0 .. nvc_index_count(h) {
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nvc_index_tile(h, i, nav_st.nv_tile)
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if nav_st.nv_tile[2] > 0.5 and bytes { n += int(nav_st.nv_tile[3]) }
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if nav_st.nv_tile[2] > 0.5 and not bytes { n += 1 }
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}
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return n
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}
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# how many tiles kind's file holds in all
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export function nav_tiles_all(nav_st: NavState, kind: int) -> int {
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let h = nv_mesh(nav_st, kind)
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if h == null { return 0 }
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return nvc_index_count(h)
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}
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21
packages/ludic.nav/resident_count.ludic
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21
packages/ludic.nav/resident_count.ludic
Normal file
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@ -0,0 +1,21 @@
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# resident_count.ludic - what a file-backed mesh holds now: its tiles in, their bytes, and how many it has
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# how many of kind's tiles are in, and (nav_tiles_bytes) how many bytes those hold
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export function nav_tiles_in(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, false) }
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export function nav_tiles_bytes(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, true) }
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function nv_tiles_sum(nav_st: NavState, kind: int, bytes: bool) -> int {
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let h = nv_mesh(nav_st, kind)
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if h == null { return 0 }
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var n = 0
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for i in 0 .. nvc_index_count(h) {
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nvc_index_tile(h, i, nav_st.nv_tile)
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if nav_st.nv_tile[2] > 0.5 and bytes { n += int(nav_st.nv_tile[3]) }
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if nav_st.nv_tile[2] > 0.5 and not bytes { n += 1 }
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}
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return n
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}
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# how many tiles kind's file holds in all
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export function nav_tiles_all(nav_st: NavState, kind: int) -> int {
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let h = nv_mesh(nav_st, kind)
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if h == null { return 0 }
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return nvc_index_count(h)
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}
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47
packages/ludic.nav/tests/keep_near_test.ludic
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47
packages/ludic.nav/tests/keep_near_test.ludic
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@ -0,0 +1,47 @@
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# keep_near_test.ludic - a file-backed mesh's tiles kept by a distance the game answers (its players'
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# zones): a zone round one corner brings in its tile only, growing it brings in its neighbours, an
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# edge nudged back and forth changes nothing, and a zone moved far away lets them all go
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import "ludic.nav"
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import "ludic.base"
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import "fakes/meadow.ludic"
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program KeepNearTest {
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numbers float
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state NearState {
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x: float = 0.0
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z: float = 0.0
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r: float = 0.0
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}
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# metres from (x, z) to the zone's edge, 0 inside: what ludic.zones' zones_nearest answers
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function near(near_st: NearState, x: float, z: float) -> float {
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let d = Math.sqrt((x - near_st.x) * (x - near_st.x) + (z - near_st.z) * (z - near_st.z))
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return Math.max(d - near_st.r, 0.0)
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}
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function in_zone(nav_st: NavState) -> int { return nav_tiles_keep_near(nav_st, NAV_PERSON, fn near, 46.0, 200.0) }
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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) {
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let g = ground(128, 0)
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expect(nav_tiled(nav_st, NAV_PERSON, 0.0, 0.0, 64.0, 16, 4096))
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for tz in 0 .. 2 { for tx in 0 .. 2 { expect(nav_tile_build(nav_st, NAV_PERSON, tx, tz, g, new NavConfig) > 0) } }
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let path = Os.temp_dir() + "/ludic_nav_near.navmesh"
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expect(nav_save_file(nav_st, NAV_PERSON, path))
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nav_reset(nav_st)
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expect(nav_load_index(nav_st, NAV_PERSON, path))
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near_st.x = 10.0
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near_st.z = 10.0
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near_st.r = 5.0
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expect_eq(in_zone(nav_st), 1)
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expect_eq(nav_tiles_in(nav_st, NAV_PERSON), 1)
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near_st.r = 80.0
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expect_eq(in_zone(nav_st), 3)
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expect_eq(nav_tiles_in(nav_st, NAV_PERSON), 4)
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for k in 0 .. 20 {
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near_st.r = 5.0 + float(k % 2) * 100.0
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expect_eq(in_zone(nav_st), 0)
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}
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near_st.x = 2000.0
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expect_eq(in_zone(nav_st), 4)
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expect_eq(nav_tiles_in(nav_st, NAV_PERSON), 0)
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nav_reset(nav_st)
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}
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}
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