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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@ -11,6 +11,7 @@ export port VehicleWorld {
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made: fn(Vehicle) -> void = fn ve__nothing # a new vehicle: draw it
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placed: fn(Vehicle) -> void = fn ve__nothing # it moved: put its model there
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gone: fn(Vehicle) -> void = fn ve__nothing # its owner left: take it away
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active: fn(float, float) -> bool = fn ve__yes2 # simulated here: outside, a moored boat is left as it is
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}
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# a boat's hull in the world's physics (Maroon Lake: a buoyant Jolt body), named by the vehicle's
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@ -70,6 +71,7 @@ export state VehiclesState {
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function ve__dry(x: float, z: float) -> float { return -10000.0 }
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function ve__calm(x: float, z: float, fx: float, fz: float) -> float { return 0.0 }
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function ve__zero() -> float { return 0.0 }
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function ve__yes2(x: float, z: float) -> bool { return true }
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function ve__next(vehicles_st: mut VehiclesState) -> int {
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vehicles_st.ve_ids += 1
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return vehicles_st.ve_ids
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