feat(packages): ludic.things - placed things in a world: a Thing record, an open registry of kinds whose behaviour is function values, spatial queries, spawn / put / remove / move verbs, facts and a save section by kind key

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 06:14:32 +03:00
parent 0af0ef681f
commit 7f8a7ea7ed
10 changed files with 672 additions and 0 deletions

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# store.ludic - the Things, and the only verbs that make, remove, move, show and hide one; each
# placing and removing is a fact, and the port is told at once so the game can draw it
var th_list: []Thing = null
var th_uid: int = 0
var th_facts: Queue<ThingFact> = null
export function things_facts() -> Queue<ThingFact> {
if th_facts == null { th_facts = queue_new("things.facts") }
return th_facts
}
function th_fact(what: int, t: Thing) -> void {
let f = new ThingFact
f.what = what
f.uid = t.uid
f.kind = t.kind
f.id = t.id
f.owner = t.owner
f.x = t.x
f.z = t.z
q_push(things_facts(), f)
}
# whether a world has been set out (things_clear) since the program began
export function things_ready() -> bool { return th_list != null }
# every Thing, in the order placed; the list is the package's, never to be pushed to
export function things_all() -> []Thing {
if th_list == null { th_list = new []Thing }
return th_list
}
export function things_count() -> int { return len(things_all()) }
# a new world: every Thing forgotten, quietly (the game has already dropped its drawings)
export function things_clear() -> void { th_list = new []Thing }
export function thing_spawn(kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
return th_place(new Thing, kind, look, x, y, z, yaw, id)
}
function th_place(t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
t.kind = kind
t.look = look
t.x = x
t.y = y
t.z = z
t.yaw = yaw
t.id = id
th_uid += 1
t.uid = th_uid
push(things_all(), t)
ThingsWorld.placed(t)
th_fact(THING_PLACED, t)
return t
}
# a Thing on the ground (the port's), set into it by `sink`, used from `reach`
export function thing_put(kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing {
let t = new Thing
t.reach = reach
return th_place(t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id)
}
# gone for good
export function thing_remove(t: Thing) -> void {
if t == null { return }
th_marked = t.uid
things_drop(fn th_is_marked)
th_marked = -1
}
var th_marked: int = -1
function th_is_marked(t: Thing) -> bool { return t.uid == th_marked }
# every Thing `gone` says so is removed for good
export function things_drop(gone: fn(Thing) -> bool) -> void {
let keep = new []Thing
let all = things_all()
for i in 0 .. len(all) {
let t = all[i]
if gone(t) {
ThingsWorld.removed(t)
th_fact(THING_REMOVED, t)
} else {
push(keep, t)
}
}
th_list = keep
}
export function thing_move(t: Thing, x: float, z: float, yaw: float) -> void {
thing_move_to(t, x, ThingsWorld.ground(x, z), z, yaw)
}
export function thing_move_to(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
t.x = x
t.y = y
t.z = z
t.yaw = yaw
ThingsWorld.moved(t)
}
export function thing_set_active(t: Thing, on: bool) -> void {
if t == null { return }
t.active = on
ThingsWorld.shown(t)
}
export function thing_hide(t: Thing) -> void { thing_set_active(t, false) }
export function thing_show(t: Thing) -> void { thing_set_active(t, true) }