merge lang/physics-senses: animals and people slide round still things, the aim's, photo's and animals' sight lines are one Jolt ray
Conflicts with 0.R5's state defaults in ludic.wildlife resolved; wl_step writes the push's answer, so its callers take WildlifeState mut again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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ac815bf638
28 changed files with 236 additions and 158 deletions
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@ -1,6 +1,6 @@
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# react.ludic - alert (it stops and looks: the window the camera wants), wary (it puts ground between
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# you without running) and fleeing; true when it is doing one of them, which is all it does this tick
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function wl_react(wildlife_st: WildlifeState, a: WildAnimal, np: int, dt: float) -> bool {
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function wl_react(wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dt: float) -> bool {
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let s = wl_sp(wildlife_st, a.sp)
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if a.state == WILD_ALERT {
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a.speed = 0.0
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@ -29,7 +29,7 @@ function wl_react(wildlife_st: WildlifeState, a: WildAnimal, np: int, dt: float)
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}
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# walking to (or reached) something set out; true while it is
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function wl_approach(wildlife_st: WildlifeState, a: WildAnimal, dt: float) -> bool {
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function wl_approach(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float) -> bool {
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if (a.state == WILD_IDLE or a.state == WILD_WANDER) and wl_attraction(wildlife_st, a) { wl_take_lure(wildlife_st, a) }
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if a.state != WILD_APPROACH { return false }
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if a.lure == 0 or not WildlifeWorld.present(a.lure) {
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