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 |

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@ -76,8 +76,12 @@ export state CharacterState {
chr_sit_mode: int = 0
chr_sit_t: float = 0.0 # 0 standing .. 1 sat, eased over a quarter second
chr_sit_x: float = 0.0 # the seat's point, walked to over the blend
chr_sit_y: float = 0.0 # the seat's top
chr_sit_z: float = 0.0
chr_sit_h: float = 0.0 # the seat's top above the feet; 0 on the ground
chr_sit_yaw: float = 0.0
chr_leave_x: float = 0.0 # where standing up leaves the seat for
chr_leave_z: float = 0.0
chr_swim: bool = false
chr_dive: bool = false
chr_depth: float = 0.0 # metres below the surface

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@ -17,6 +17,8 @@ export function body_step(character_st: CharacterState) -> float { return charac
export function body_sitting(character_st: CharacterState) -> bool { return character_st.chr_sit }
export function body_sit_mode(character_st: CharacterState) -> int { return character_st.chr_sit_mode }
export function body_sit_t(character_st: CharacterState) -> float { return character_st.chr_sit_t }
export function body_sit_y(character_st: CharacterState) -> float { return character_st.chr_sit_y }
export function body_sit_h(character_st: CharacterState) -> float { return character_st.chr_sit_h }
export function body_swimming(character_st: CharacterState) -> bool { return character_st.chr_swim }
export function body_diving(character_st: CharacterState) -> bool { return character_st.chr_dive }
export function body_depth(character_st: CharacterState) -> float { return character_st.chr_depth }

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@ -1,18 +1,31 @@
# sit.ludic - sitting: on a seat's point, or on the ground where the body stands. The pose either
# side is a still one, so the sit's own weight (body_sit_t) eases 0 -> 1 over a quarter second and
# the body walks the last step to the seat over the same time rather than jumping there.
export function char_sit(character_st: mut CharacterState, x: float, z: float, yaw: float, mode: int) -> void {
# y is the seat's top and h how far above the feet it is, so the feet rest y - h (0 on the ground);
# standing up leaves from the seat's own point unless char_sit_leave names another
export function char_sit(character_st: mut CharacterState, x: float, y: float, z: float, yaw: float, mode: int, h: float) -> void {
character_st.chr_sit = true
character_st.chr_sit_mode = mode
character_st.chr_speed = 0.0
character_st.chr_move = 0.0
character_st.chr_run = 0.0
character_st.chr_sit_x = x
character_st.chr_sit_y = y
character_st.chr_sit_z = z
character_st.chr_sit_h = Math.max(h, 0.0)
character_st.chr_sit_yaw = yaw
character_st.chr_leave_x = x
character_st.chr_leave_z = z
character_st.chr_water = CharacterGround.water(character_st.chr_x, character_st.chr_z)
}
# where the body stands when it gets up out of this seat: in front of a bench, beside a boat's thwart
export function char_sit_leave(character_st: mut CharacterState, x: float, z: float) -> void {
character_st.chr_leave_x = x
character_st.chr_leave_z = z
}
function chr_sit_tick(character_st: mut CharacterState, dt: float) -> void {
var want = 0.0
if character_st.chr_sit { want = 1.0 }
@ -22,7 +35,7 @@ function chr_sit_tick(character_st: mut CharacterState, dt: float) -> void {
character_st.chr_x = Math.lerp(character_st.chr_x, character_st.chr_sit_x, k)
character_st.chr_z = Math.lerp(character_st.chr_z, character_st.chr_sit_z, k)
character_st.chr_yaw = character_st.chr_yaw + char_wrap(character_st.chr_sit_yaw - character_st.chr_yaw) * k
character_st.chr_y = CharacterGround.height(character_st.chr_x, character_st.chr_z)
character_st.chr_y = Math.lerp(character_st.chr_y, character_st.chr_sit_y - character_st.chr_sit_h, k)
character_st.chr_water = CharacterGround.water(character_st.chr_x, character_st.chr_z)
}
@ -38,17 +51,18 @@ export function char_sit_here(character_st: mut CharacterState) -> int {
if character_st.chr_air { return CHAR_NOT_AIRBORNE }
if CharacterGround.slope(character_st.chr_x, character_st.chr_z) > 0.35 { return CHAR_NOT_STEEP }
if character_st.chr_y < character_st.chr_water + 0.9 { return CHAR_NOT_WET }
char_sit(character_st, character_st.chr_x, character_st.chr_z, character_st.chr_yaw, CHAR_SIT_GROUND)
char_sit(character_st, character_st.chr_x, character_st.chr_y, character_st.chr_z, character_st.chr_yaw, CHAR_SIT_GROUND, 0.0)
return CHAR_SAT
}
# standing up out of a seat put down against a boulder or a bank must not leave the body inside it
export function char_stand(character_st: mut CharacterState) -> void {
character_st.chr_sit = false
if char_safe_spot(character_st, character_st.chr_x, character_st.chr_z, character_st.chr_y, 0.0) {
let from_y = character_st.chr_y
if char_safe_spot(character_st, character_st.chr_leave_x, character_st.chr_leave_z, from_y, 0.0) {
character_st.chr_x = character_st.chr_safe_x
character_st.chr_z = character_st.chr_safe_z
character_st.chr_y = CharacterGround.height(character_st.chr_x, character_st.chr_z)
character_st.chr_y = char_stand_at(character_st.chr_x, character_st.chr_z, from_y)
}
}

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@ -292,7 +292,7 @@ program CharacterTest {
test "a seat against the boulder holds the body still: the walker never pushes it off the seat" (character_st: mut CharacterState, character_test_st: mut CharacterTestState) {
fresh(character_st, 0.0, 4.5, 0.0)
char_update(character_st, 0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0)
char_sit(character_st, 0.0, 5.7, 0.0, CHAR_SIT_SEAT)
char_sit(character_st, 0.0, body_y(character_st) + 0.45, 5.7, 0.0, CHAR_SIT_SEAT, 0.45)
for i in 0 .. 90 { char_update(character_st, 0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0) }
var most = 0.0
for i in 0 .. 120 {
@ -349,7 +349,7 @@ program CharacterTest {
expect(body_eyes_now(character_st))
expect_near(body_eye_y(character_st), 1.62, 0.05)
expect_eq(char_fps_toggle(character_st), CHAR_EYES_OFF)
char_sit(character_st, 0.0, 0.0, 0.0, CHAR_SIT_SEAT)
char_sit(character_st, 0.0, 0.45, 0.0, 0.0, CHAR_SIT_SEAT, 0.45)
expect_eq(char_fps_toggle(character_st), CHAR_EYES_SITTING)
}
}

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@ -20,7 +20,8 @@ property Thing {
active # false: taken, hidden, used up for now
reach # how close it is used from (0: its kind's)
timer, used, n # state the kind decides the meaning of
sx, sz, syaw # where using it puts the user, and which way that faces
sx, sz, syaw # a heading or a point the kind decides the meaning of
seat, seats, taken # its seats: the first of the game's seat rows, how many, a bit per one sat in
shared # the game copies it to others (a party)
}
```
@ -83,6 +84,7 @@ the actor the moment the Thing exists (a caller often scales or tints it on the
| `thing_remove(t)`, `things_drop(gone: fn(Thing) -> bool)`, `things_clear()` | gone for good (told to the port); a new world, quietly |
| `things_reserve(n)`, `things_spare_count()` | room in the grid for `n` Things, made once at the start; how many removed records wait to be placed again |
| `thing_move(t, x, z, yaw)`, `thing_move_to(t, x, y, z, yaw)` | on the ground there, or at a height |
| `thing_set_seats(t, first, n)`, `thing_seat_take(t, i) -> bool`, `thing_seat_leave(t, i)`, `thing_seat_taken(t, i)`, `thing_seat_free(t) -> int` | its seats: a run of the game's seat rows (`seat`, `seats`, saved) and a bit per seat someone is in (`taken`, never saved; up to `THING_SEATS_MAX`) |
| `thing_hide(t)`, `thing_show(t)`, `thing_set_active(t, on)` | `active`, told to the port |
| `things_all()`, `things_count()`, `things_ready()`, `thing_by_uid(uid)` | every Thing, in the order placed; whether a world was ever set out |
| `thing_find(kind, id)`, `thing_nearest(kind, x, z)`, `things_within(x, z, r)`, `things_each(kind)`, `things_each_all(kind)`, `thing_dist2(t, x, z)` | where they are: only active ones answer except the `_all`; a kind below 0 is any; `within` is nearest first |

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@ -15,3 +15,4 @@ import "chunks.ludic"
import "dispatch.ludic"
import "system.ludic"
import "spare.ludic"
import "seats.ludic"

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@ -15,9 +15,12 @@ export property Thing {
timer: float = 0.0 # a clock the kind decides the meaning of
used: int = 0 # the kind's own state (split for today, which sign, ...)
n: int = 0 # a counter the kind decides the meaning of
sx: float = 0.0 # where using it puts the user, and which way that faces
sx: float = 0.0 # a heading or a point the kind decides the meaning of
sz: float = 0.0
syaw: float = 0.0
seat: int = -1 # the first of its model's seat rows in the game's table; -1 none
seats: int = 0 # how many seat rows follow it
taken: int = 0 # a bit per seat someone is sitting in; never saved
shared: bool = false # the game copies it to others (a party)
ent: int = -1 # its handle in the table, -1 once removed
tab: Table<Thing> = null # the table holding it, so a verb on the Thing alone keeps the indexes

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@ -0,0 +1,37 @@
# seats.ludic - a Thing's seats: a run of the game's seat rows, and a bit per seat
# for whoever sits in it. The rows are the game's; the package keeps only which are taken.
export const THING_SEATS_MAX: int = 30
# the Thing's seats are rows first .. first + n - 1 of the game's table; none are taken
export function thing_set_seats(t: Thing, first: int, n: int) -> void {
t.seat = first
t.seats = Math.clamp(n, 0, THING_SEATS_MAX)
if first < 0 { t.seats = 0 }
t.taken = 0
}
export function thing_seat_taken(t: Thing, i: int) -> bool {
if i < 0 or i >= t.seats { return true }
return (t.taken >> i) & 1 == 1
}
# false when it is not one of the Thing's seats or someone is in it
export function thing_seat_take(t: Thing, i: int) -> bool {
if thing_seat_taken(t, i) { return false }
t.taken = t.taken | (1 << i)
return true
}
export function thing_seat_leave(t: Thing, i: int) -> void {
if i < 0 or i >= t.seats or (t.taken >> i) & 1 == 0 { return }
t.taken = t.taken - (1 << i)
}
# the first seat nobody is in, or -1
export function thing_seat_free(t: Thing) -> int {
for i in 0 .. t.seats {
if not thing_seat_taken(t, i) { return i }
}
return -1
}

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@ -47,6 +47,9 @@ function th_clean(t: Thing) -> Thing {
t.sx = 0.0
t.sz = 0.0
t.syaw = 0.0
t.seat = -1
t.seats = 0
t.taken = 0
t.shared = false
t.ent = -1
t.tab = null

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@ -29,6 +29,8 @@ function th_to_json(t: Thing) -> Val {
sv_put_float(o, "sx", t.sx)
sv_put_float(o, "sz", t.sz)
sv_put_float(o, "syaw", t.syaw)
sv_put_int(o, "seat", t.seat)
sv_put_int(o, "seats", t.seats)
return o
}
@ -57,6 +59,8 @@ function th_from_json(things_st: mut ThingsState, o: Val) -> void {
t.sx = sv_float(o, "sx", 0.0)
t.sz = sv_float(o, "sz", 0.0)
t.syaw = sv_float(o, "syaw", 0.0)
t.seat = sv_int(o, "seat", -1)
t.seats = sv_int(o, "seats", 0)
let x = sv_float(o, "x", 0.0)
let z = sv_float(o, "z", 0.0)
let y = sv_float(o, "y", ThingsWorld.ground(x, z))

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@ -266,4 +266,30 @@ program ThingsTest {
expect(r2 == r0)
expect_eq(third[0].kind, TH_LURE)
}
test "a Thing's seats: taken one at a time, left, saved without who sits in them" (things_st: mut ThingsState) {
things_clear(things_st)
let l = put(things_st, TH_LURE, 3.0, 4.0)
thing_set_seats(l, 7, 2)
expect_eq(thing_seat_free(l), 0)
expect(thing_seat_take(l, 0))
expect(not thing_seat_take(l, 0))
expect(not thing_seat_take(l, 2))
expect_eq(thing_seat_free(l), 1)
expect(thing_seat_take(l, 1))
expect_eq(thing_seat_free(l), -1)
thing_seat_leave(l, 0)
thing_seat_leave(l, 0)
expect_eq(thing_seat_free(l), 0)
let root = save_tree()
save_section(root, "things", 1, things_save(things_st))
let text = save_encode(root)
things_clear(things_st)
let n = load_section(save_decode(text), "things")
things_load(things_st, n.data, n.version)
let t = thing_find(things_st, TH_LURE, -1)
expect_eq(t.seat, 7)
expect_eq(t.seats, 2)
expect_eq(t.taken, 0)
}
}