feat(packages): ludic.character - a third-person walking body: walk and run with their acceleration, a jump and gravity, a step within CHAR_STEP taken and a slope above it measured over a fixed probe, wading that shelves into a swim, the dive and the breath, sitting, one safe put-down spot, holds by reason, being carried, and the orbit camera with first-person eyes; ground, body and stick through ports; landed, jumped, footfall, too steep, the water's facts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.character/sit.ludic
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packages/ludic.character/sit.ludic
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# sit.ludic - sitting: on a seat's point, or on the ground where the body stands. The pose either
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# side is a still one, so the sit's own weight (body_sit_t) eases 0 -> 1 over a quarter second and
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# the body walks the last step to the seat over the same time rather than jumping there.
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export function char_sit(x: float, z: float, yaw: float, mode: int) -> void {
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chr_sit = true
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chr_sit_mode = mode
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chr_speed = 0.0
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chr_move = 0.0
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chr_run = 0.0
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chr_sit_x = x
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chr_sit_z = z
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chr_sit_yaw = yaw
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chr_water = CharacterGround.water(chr_x, chr_z)
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}
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function chr_sit_tick(dt: float) -> void {
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var want = 0.0
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if chr_sit { want = 1.0 }
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chr_sit_t = char_toward(chr_sit_t, want, 4.0 * dt)
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if not chr_sit { return }
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let k = Math.min(1.0, 8.0 * dt)
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chr_x = Math.lerp(chr_x, chr_sit_x, k)
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chr_z = Math.lerp(chr_z, chr_sit_z, k)
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chr_yaw = chr_yaw + char_wrap(chr_sit_yaw - chr_yaw) * k
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chr_y = CharacterGround.height(chr_x, chr_z)
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chr_water = CharacterGround.water(chr_x, chr_z)
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}
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# Sitting down where the body stands: not astride something, not in the air, not on a slope,
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# not in the water. Asked again while sitting, it stands up. The answer is a CHAR_* for the game
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# to word.
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export function char_sit_here() -> int {
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if chr_sit {
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char_stand()
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return CHAR_STOOD
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}
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if CharacterBody.riding() { return CHAR_NOT_RIDING }
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if chr_air { return CHAR_NOT_AIRBORNE }
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if CharacterGround.slope(chr_x, chr_z) > 0.35 { return CHAR_NOT_STEEP }
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if chr_y < chr_water + 0.9 { return CHAR_NOT_WET }
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char_sit(chr_x, chr_z, chr_yaw, CHAR_SIT_GROUND)
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return CHAR_SAT
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}
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# standing up out of a seat put down against a boulder or a bank must not leave the body inside it
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export function char_stand() -> void {
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chr_sit = false
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if char_safe_spot(chr_x, chr_z, chr_y, 0.0) {
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chr_x = chr_safe_x
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chr_z = chr_safe_z
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chr_y = CharacterGround.height(chr_x, chr_z)
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}
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}
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# smoothstep, so a pose slows into the seat rather than arriving at full speed
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export function char_ease(t: float) -> float {
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let c = Math.clamp(t, 0.0, 1.0)
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return c * c * (3.0 - 2.0 * c)
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}
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