feat(packages): ludic.vehicles - each player's boat and horse: called to four berths or four bays, made the first time and fetched after, owner and rider, mounting (a hungry horse will not go), riding a horse on stamina and a boat on the wind with steering by signed speed, the swell at the edge, getting off onto the rider's own safe spot, a player leaving; the world and the rider through ports; mounted, dismounted, no landing, moved, swell and hunger as facts; this player's own saved by kind

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 08:39:50 +03:00
parent fdf9866e88
commit 6e2212de7b
13 changed files with 877 additions and 0 deletions

View file

@ -0,0 +1,54 @@
# mount.ludic - getting on, and getting off onto a spot the rider's own safe-spot rule found: the
# same one answer a seat and a stand-up use, so a landing is never inside a boulder or on a bank
# the body cannot climb off
export const VEHICLE_HAY_MIN: float = 10.0 # a horse with less hay than this will not go
# this machine's player onto v; false when it is somebody else's, taken, or a hungry horse
export function vehicle_mount(v: Vehicle) -> bool {
if v == null or v.owner != 0 or v.rider >= 0 or ve_cur != null { return false }
if v.kind == VEHICLE_HORSE and v.food < VEHICLE_HAY_MIN {
ve_say(VEHICLE_HUNGRY, v, v.food)
return false
}
ve_cur = v
v.rider = 0
VehicleRider.board(v.x, v.z, v.yaw)
ve_say(VEHICLE_MOUNTED, v, 0.0)
return true
}
# Off, onto the nearest spot a body could stand and walk off: from a boat a wade of up to 1.25 m
# within ten metres, from a horse beside its right flank. False (and said) when a boat is too far out.
export function vehicle_dismount() -> bool {
let v = ve_cur
if v == null { return false }
if v.kind == VEHICLE_BOAT {
if not VehicleRider.safe_spot(v.x, v.z, VehicleWorld.water(v.x, v.z), 1.25) {
ve_say(VEHICLE_NO_LANDING, v, 0.0)
return false
}
VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
} else {
let wx = v.x + Math.cos(v.yaw) * 1.2
let wz = v.z - Math.sin(v.yaw) * 1.2
if VehicleRider.safe_spot(wx, wz, VehicleWorld.ground(v.x, v.z), 0.0) {
VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
} else { VehicleRider.step_off(v.x, v.z) }
v.home_x = v.x
v.home_z = v.z
}
ve_cur = null
v.rider = -1
v.speed = 0.0
ve_say(VEHICLE_DISMOUNTED, v, 0.0)
return true
}
# off whatever this player is on, wherever it is (a load, a collapse, a map change)
export function vehicle_drop() -> void {
if ve_cur != null {
ve_cur.rider = -1
ve_cur.speed = 0.0
}
ve_cur = null
}