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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@ -6,7 +6,7 @@ export function npc_tick(npc_st: mut NpcState, dt: float) -> void {
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np_census(npc_st)
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for i in 0 .. len(npc_st.np_walkers) {
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let p = npc_st.np_walkers[i]
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if not p.active or np_leaves(npc_st, p) { continue }
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if not p.active or not NpcWorld.active(p.x, p.z) or np_leaves(npc_st, p) { continue }
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p.goal_speed = 0.0
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if p.act == NPCA_WALK { npc_walk(npc_st, p, dt) } else { npc_act(npc_st, p, dt) }
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npc_notice(npc_st, p)
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