feat(packages): ludic.fishing - cast, bite, the reel's fight and the landing, species as an open registry, the record in its own save section, facts for bait, catch and a lost fish

A line is cast at a point the FishingWorld port says is water (depth, or afloat), bait (asked,
then said as FISHING_BAIT_USED for the game to take) halves the wait, the bite picks a species -
a legend only on a lure, likelier in deep water and with skill, else an everyday one by weight -
and the fight is a marker, a green band that moves above Relaxed and closes on Hard or for a
fish whose data says so, a Gentle ring of one press, and a legend's runs and the line it takes
back. Length and weight come from FishSpecies data. The package never draws, speaks or touches
a pack; every step is a FishingFact (CAUGHT, BAIT_USED, LINE_SNAPPED, SLACK, MISSED, ...). Its
dice are its own Rng. A legend on Gentle fights as a legend (the old ring lost him at once).
Uses ludic.base only; thirteen tests over a fake lake.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 06:53:14 +03:00
parent 12cfcb10ac
commit 80f3468ff8
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# fight.ludic - what takes, how big it is, and the green band the marker has to cross in
# a legend on a lure, likelier in deep water and with skill; else an everyday one by weight
function fishing_pick() -> int {
let leg = fishing_legend()
if leg >= 0 and fishing_lure_on {
let k = FishSpecies[leg]
var p = k.chance
if FishingWorld.afloat() or FishingWorld.depth(fishing_bx, fishing_bz) >= fishing_deep { p = k.chance_deep }
if fishing_rand() < p + FishingWorld.skill() { return leg }
}
var total = 0.0
for s in 0 .. FISH_COUNT { if not FishSpecies[s].legend { total = total + FishSpecies[s].weight } }
var r = fishing_rand() * total
var last = -1
for s in 0 .. FISH_COUNT {
if FishSpecies[s].legend { continue }
last = s
r = r - FishSpecies[s].weight
if r < 0.0 { return s }
}
return last
}
function fishing_size(s: int) -> int {
let k = FishSpecies[s]
let spread = int(fishing_rand() * float(k.cm_spread + 1))
return k.cm_min + spread + int(FishingWorld.skill() * k.skill_cm)
}
# the green's half width this crossing: a fish that closes it does so at every rung, and Hard
# closes it for everything else
export function fishing_window() -> float {
if not fishing_kind_ok(fishing_sp) { return 0.12 }
let k = FishSpecies[fishing_sp]
let hw = FishingWorld.window(fishing_sp)
if k.closes > 0.0 { return Math.max(hw * (1.0 - k.closes * float(fishing_won)), hw * k.floor) }
if FishingWorld.level() == FISHING_HARD { return Math.max(hw * (1.0 - 0.10 * float(fishing_won)), hw * 0.55) }
return hw
}
export function fishing_window_lo() -> float { return Math.clamp(fishing_win_c - fishing_window(), 0.0, 1.0) }
export function fishing_window_hi() -> float { return Math.clamp(fishing_win_c + fishing_window(), 0.0, 1.0) }
# where it sits: the middle on Relaxed, somewhere new each crossing above it
function fishing_new_window() -> void {
let lv = FishingWorld.level()
if lv == FISHING_RELAXED or fishing_gentle_on {
fishing_win_c = 0.5
return
}
let hw = fishing_window() + 0.05
fishing_win_c = hw + fishing_rand() * (1.0 - hw - hw)
}
function fishing_in_window() -> bool {
return fishing_mark > fishing_win_c - fishing_window() and fishing_mark < fishing_win_c + fishing_window()
}