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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@ -5,6 +5,7 @@ export port NpcWorld {
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water: fn(float, float) -> float = fn nw_dry # the water's surface there
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slope: fn(float, float) -> float = fn nw_zero2
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allowed: fn(float, float) -> bool = fn nw_yes2 # a person may stop here (not the player's camp)
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active: fn(float, float) -> bool = fn nw_yes2 # simulated here: outside, a walker is frozen and none is born
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# (x, z, r, feet, head): true when a still thing takes a body of radius r there; pushed_x / _z say where
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push: fn(float, float, float, float, float) -> bool = fn nw_no_push
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pushed_x: fn() -> float = fn nw_asked_x
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