ludic.npc: the package's two acts (walk, idle) are rows of acts.lres, not defs in code - still first, so NPCA_WALK is 0 and NPCA_IDLE 1

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 18:12:55 +03:00
parent e83802f15e
commit 7387f2406a
3 changed files with 6 additions and 3 deletions

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@ -29,7 +29,7 @@ game's too (`NpcAct.clip` is a hint: `"walk"`, `"idle"`, or `""` for a pose of i
- **`NpcSpots`** - where a step goes; `find(p, step)` sends the person (`npc_go` / `npc_do`, or
`npc_step_go`) or says it cannot. The package's own: `here`, `home`, `near_home`, `near_here`,
`shore_home`, `shore_here` (facing the water) and `wander`; a game adds its own (a sign, an animal).
- **`NpcActs`** - what somebody does; the package's `walk` (`NPCA_WALK`) and `idle` come first.
- **`NpcActs`** - what somebody does; the package's `walk` (`NPCA_WALK`) and `idle` come first, from `acts.lres`.
`turns` (false: keeps its eyes on its work), `clip`, and `tick(p, dt)` (the game's while it lasts;
true: decided).
- **`NpcNames`** (`name`, `body`) and **`NpcLines`** - see below.

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@ -0,0 +1,4 @@
# acts.lres - the package's own acts, first in NpcActs so NPCA_WALK is 0 and NPCA_IDLE 1; a game's
# acts are appended after them (`def NpcActs from ...`)
walk { clip: "walk" }
idle { clip: "idle" }

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@ -121,8 +121,7 @@ export property NpcAct {
}
export open registry NpcActs of NpcAct as NPCA
def NpcActs walk { clip: "walk" }
def NpcActs idle { clip: "idle" }
def NpcActs from "acts.lres"
# a name somebody can have; `body` the game's (a pool per model), so a Nora is drawn as a woman
export property NpcName {