ludic.npc (17.7): a person's fallback is a fact

A step round what is in the way, a target planned again after twenty seconds without progress, and a target given up are each pushed as NPC_F_STUCK (how, x, z), so the game can see where the way failed a person. The lake test expects one when a walker turns back from the water; the way test expects none when the world gives the way.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 22:33:25 +03:00
parent 61f802e9ad
commit ab84a5f936
6 changed files with 30 additions and 4 deletions

View file

@ -131,6 +131,7 @@ export open registry NpcNames of NpcName as NPCN
export const NPC_F_GREETED: int = 0 # a player came within notice
export const NPC_F_TALKED: int = 1 # a player talked (line, choice -1 or the choice taken)
export const NPC_F_ARRIVED: int = 2 # got where it was walking, and began the act
export const NPC_F_STUCK: int = 3 # the way failed it and it fell back (`how`, at `x`, `z`)
export property NpcFact {
what: int = 0
@ -141,4 +142,7 @@ export property NpcFact {
line: int = -1
choice: int = -1
act: int = -1
how: int = 0 # NPC_STUCK_*
x: float = 0.0
z: float = 0.0
}