ludic.things: a Thing's seats (a run of the game's seat rows, saved; a bit per seat taken, not); ludic.character: char_sit takes the seat's top and its height above the feet, char_sit_leave names where standing up goes

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 19:39:43 +03:00
parent e84a59aeff
commit a22b8a572b
12 changed files with 107 additions and 11 deletions

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@ -67,14 +67,14 @@ still stick.
| `char_update(ix, iz, run, jump, dyaw, dpitch, dt)` | a frame from explicit input; `char_tick(dt)` reads `CharacterInput` (nothing while held) |
| `char_teleport(x, z, yaw)`, `char_stand_on`, `char_push_to`, `char_face`, `char_halt`, `char_go_limp`, `char_resume_swim(dive, depth, breath)`, `char_map_changed()` | placing and stopping the body |
| `char_config(walk, run)`, `char_allow_run(on)` | 3.2 and 6.8 m/s by default; a spent body cannot run or jump |
| `char_sit(x, z, yaw, mode)`, `char_sit_here() -> CHAR_SAT / _STOOD / _NOT_RIDING / _NOT_AIRBORNE / _NOT_STEEP / _NOT_WET`, `char_stand()` | sitting (`CHAR_SIT_SEAT`, `CHAR_SIT_GROUND`) |
| `char_sit(x, y, z, yaw, mode, h)` (y the seat's top, h its height above the feet), `char_sit_leave(x, z)` (where standing up goes), `char_sit_here() -> CHAR_SAT / _STOOD / _NOT_RIDING / _NOT_AIRBORNE / _NOT_STEEP / _NOT_WET`, `char_stand()` | sitting (`CHAR_SIT_SEAT`, `CHAR_SIT_GROUND`) |
| `char_hold(reason)`, `char_release(reason)` (`CHAR_HOLD_SCREEN`, `CHAR_HOLD_STAGE`) | holds by reason: two holders cannot release each other |
| `char_board(x, z, yaw)`, `char_ride_at(x, y, z, yaw, speed)`, `char_step_off(x, z)` | carried by something (`CharacterBody.riding`/`ride`) |
| `char_safe_spot(x, z, from_y, max_depth) -> bool`, `body_safe_x()`, `body_safe_z()` | somewhere to put a body down |
| `char_knock(vx, vz, up)` | knocked off its feet (a shove): the walker carries it and it lands where the world lets it |
| `char_stand_at(x, z, from_y)` | the ground with a collider's top when it is a step, for a put-down |
| `char_camera(dt)`, `char_camera_third(dt)`, `char_look(yaw, pitch)`, `char_look_pitch`, `char_orbit(dist)`, `char_lock_orbit`, `char_set_fps`, `char_fps_toggle() -> CHAR_EYES_*` | the camera; read it back with `body_eye_x/y/z/yaw/pitch()` and `body_eyes_now()` |
| `body_x()`, `body_y()`, `body_z()`, `body_yaw()`, `body_speed()`, `body_moving()`, `body_run()`, `body_phase()`, `body_time()`, `body_water()`, `body_airborne()`, `body_vy()`, `body_landing()`, `body_steep()`, `body_step()`, `body_sitting()`, `body_sit_mode()`, `body_sit_t()`, `body_swimming()`, `body_diving()`, `body_depth()`, `body_breath()`, `body_breath_max()`, `body_floating()`, `body_swim_phase()`, `body_can_run()`, `body_held()`, `body_fps()`, `body_cam_yaw()`, `body_cam_pitch()`, `body_cam_dist()` | the queries |
| `body_x()`, `body_y()`, `body_z()`, `body_yaw()`, `body_speed()`, `body_moving()`, `body_run()`, `body_phase()`, `body_time()`, `body_water()`, `body_airborne()`, `body_vy()`, `body_landing()`, `body_steep()`, `body_step()`, `body_sitting()`, `body_sit_mode()`, `body_sit_t()`, `body_sit_y()`, `body_sit_h()`, `body_swimming()`, `body_diving()`, `body_depth()`, `body_breath()`, `body_breath_max()`, `body_floating()`, `body_swim_phase()`, `body_can_run()`, `body_held()`, `body_fps()`, `body_cam_yaw()`, `body_cam_pitch()`, `body_cam_dist()` | the queries |
| `char_wrap(a)`, `char_toward(cur, target, rate)`, `char_ease(t)` | the helpers a pose needs |
| `char_facts() -> Queue<CharacterFact>` | `{ what, x, y, z, v }`: `CHAR_LANDED`, `_JUMPED`, `_FOOTFALL`, `_TOO_STEEP` (once per refusal), `_STARTED_SWIMMING`, `_LEFT_WATER`, `_OUT_OF_AIR` (v: seconds), `_CURRENT` (every 12 s) |
| `char_reset()`, `char_system() -> System` | `"character"`, `PH_INPUT`, nothing saved: where a body stands is the game's to write |