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>
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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
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- **`NpcSpots`** - where a step goes; `find(p, step)` sends the person (`npc_go` / `npc_do`, or
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`npc_step_go`) or says it cannot. The package's own: `here`, `home`, `near_home`, `near_here`,
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`shore_home`, `shore_here` (facing the water) and `wander`; a game adds its own (a sign, an animal).
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- **`NpcActs`** - what somebody does; the package's `walk` (`NPCA_WALK`) and `idle` come first.
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- **`NpcActs`** - what somebody does; the package's `walk` (`NPCA_WALK`) and `idle` come first, from `acts.lres`.
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`turns` (false: keeps its eyes on its work), `clip`, and `tick(p, dt)` (the game's while it lasts;
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true: decided).
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- **`NpcNames`** (`name`, `body`) and **`NpcLines`** - see below.
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4
packages/ludic.npc/acts.lres
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4
packages/ludic.npc/acts.lres
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@ -0,0 +1,4 @@
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# acts.lres - the package's own acts, first in NpcActs so NPCA_WALK is 0 and NPCA_IDLE 1; a game's
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# acts are appended after them (`def NpcActs from ...`)
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walk { clip: "walk" }
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idle { clip: "idle" }
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@ -121,8 +121,7 @@ export property NpcAct {
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}
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export open registry NpcActs of NpcAct as NPCA
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def NpcActs walk { clip: "walk" }
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def NpcActs idle { clip: "idle" }
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def NpcActs from "acts.lres"
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# a name somebody can have; `body` the game's (a pool per model), so a Nora is drawn as a woman
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export property NpcName {
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