feat(packages): ludic.minimap - a map's logic: the explored fog over a grid of cells round an origin (revealed within a reach, a version for rebaking, explored as a share of the land over a core square, the grid as text for an older save), the player's marks (a cap, a symbol, a colour, the day, a name; the open one and the followed one, rubbing out, the last symbol reused, the nearest for a compass) and the view (world to window and back, zoom in steps and about a point, a drag, pick and place, the camp, you, a focus that never pulls back out, a scale bar, bounds); the world through a port; seen and marks in its own save section by key
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.minimap/pins.ludic
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packages/ludic.minimap/pins.ludic
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# pins.ludic - the player's own marks: a note at a place, with a symbol, a colour, the day it was
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# made and a name. It does not route anyone and it does not move. One may be open (on the map's
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# legend) and one followed (on the compass); the symbol last chosen is the next mark's.
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export property MinimapPin {
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x: float = 0.0
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z: float = 0.0
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icon: int = 0 # 0 .. symbols - 1, the game's
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colour: int = 0 # 0 .. colours - 1, the game's
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day: int = 1
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label: string = ""
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}
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var mm_pins: []MinimapPin = null
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var mm_pin_max: int = 32
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var mm_symbols: int = 8
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var mm_colours: int = 5
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var mm_open: int = -1
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var mm_followed: int = -1
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var mm_last: int = 0
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var mm_placing: bool = false
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export function minimap_config_pins(max: int, symbols: int, colours: int) -> void {
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mm_pin_max = Math.max(max, 1)
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mm_symbols = Math.max(symbols, 1)
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mm_colours = Math.max(colours, 1)
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minimap_pins_clear()
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}
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export function minimap_pins_clear() -> void {
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mm_pins = new []MinimapPin
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mm_open = -1
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mm_followed = -1
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mm_last = 0
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mm_placing = false
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}
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export function minimap_pin_count() -> int {
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if mm_pins == null { return 0 }
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return len(mm_pins)
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}
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export function minimap_pin_max() -> int { return mm_pin_max }
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export function minimap_pin_full() -> bool { return minimap_pin_count() >= mm_pin_max }
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# a mark at (x, z) made today, with the colour 0; -1 when the map holds all it will
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export function minimap_pin_add(x: float, z: float, icon: int, label: string) -> int {
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if mm_pins == null { minimap_pins_clear() }
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if minimap_pin_full() { return -1 }
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let p = new MinimapPin
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p.x = x
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p.z = z
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p.icon = Math.clamp(icon, 0, mm_symbols - 1)
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p.day = MinimapWorld.day()
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p.label = label
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push(mm_pins, p)
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mm_last = p.icon
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return len(mm_pins) - 1
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}
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# as saved: everything given, the symbol last chosen left alone
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export function minimap_pin_put(x: float, z: float, icon: int, colour: int, day: int, label: string) -> int {
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if mm_pins == null { minimap_pins_clear() }
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if minimap_pin_full() { return -1 }
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let p = new MinimapPin
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p.x = x
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p.z = z
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p.icon = Math.clamp(icon, 0, mm_symbols - 1)
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p.colour = Math.clamp(colour, 0, mm_colours - 1)
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p.day = day
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p.label = label
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push(mm_pins, p)
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return len(mm_pins) - 1
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}
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# the i-th mark, or an empty one past the end
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export function minimap_pin(i: int) -> MinimapPin {
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if i < 0 or i >= minimap_pin_count() { return new MinimapPin }
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return mm_pins[i]
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}
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# the nearest n marks within `within` of (x, z), nearest first, leaving out the followed one
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export function minimap_pins_near(x: float, z: float, n: int, within: float) -> []int {
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let out = new []int
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for k in 0 .. n {
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var best = -1
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var bd = within * within
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for i in 0 .. minimap_pin_count() {
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if i == mm_followed or mm_has(out, i) { continue }
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let d = (mm_pins[i].x - x) * (mm_pins[i].x - x) + (mm_pins[i].z - z) * (mm_pins[i].z - z)
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if d < bd {
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bd = d
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best = i
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}
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}
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if best < 0 { break }
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push(out, best)
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}
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return out
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}
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function mm_has(xs: []int, v: int) -> bool {
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for i in 0 .. len(xs) { if xs[i] == v { return true } }
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return false
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}
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