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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@ -70,7 +70,7 @@ export function things_restock(things_st: ThingsState) -> void {
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let all = things_all(things_st)
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for i in 0 .. len(all) {
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let t = all[i]
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if thing_is_put_down(t) { continue }
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if thing_is_put_down(t) or not ThingsWorld.restocks(t.x, t.z) { continue }
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if not ThingKinds[t.kind].keeps { t.used = 0 }
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if not t.active { thing_show(t) }
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}
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