ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated
zones_set / zones_clear / zones_merge, zones_contains / zones_nearest and the clusters' bounding circles, over fixed arrays of ZONES_MAX (16). WildlifeWorld.active freezes an animal outside (no state change, no dice), NpcWorld.active a walker (and no birth outside), VehicleWorld.active a moored boat, and ThingsWorld.restocks keeps a morning's restock inside; every default is "everywhere", so an unbound game is unchanged. Tests: the merge (near players one cluster, far two, a player leaving splits a chain), contains, nearest, the radius; wildlife, npc, vehicles and things pass as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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18 changed files with 257 additions and 4 deletions
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@ -27,6 +27,7 @@ export function npc_spawn(npc_st: mut NpcState, kind: int) -> NpcPerson {
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let start = k.start
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start(p)
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} else { npc_start_near(npc_st, p, NpcWorld.origin_x(), NpcWorld.origin_z(), 6.0, 30.0) }
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if not NpcWorld.active(p.x, p.z) { return null } # nobody is born outside every zone; the slot waits
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p.active = true
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npc_st.np_n += 1
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NpcWorld.born(p)
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