Merge branch 'lang/foundations' into lang/ecs

This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 22:56:57 +03:00
commit b9d0cca281
32 changed files with 445 additions and 58 deletions

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@ -46,9 +46,18 @@ export port WildlifeWorld { # every member has a default: a flat dry mead
next_id: fn() -> int # an animal's id across machines
born: fn(WildAnimal) -> void # draw it
placed: fn(WildRange, int) -> void # a range was set out: put its water and forage down
way: fn(WildAnimal, float, float) -> bool # the next corner of its way toward (x, z), into way_x / _z
goal: fn(WildAnimal, x, z, r, seed) -> bool # a spot about r from (x, z) it can walk to, into way_x / _z
}
```
**An animal walks by the world's way where the world has one.** Wandering and going to water or
forage face the next corner `way` gives (asked again every half second, or on reaching the corner),
and a wander's target is a spot `goal` says it can reach, seeded by the same two draws the old
target took - so binding them changes where an animal walks and never the order of the dice. With
no answer (the defaults) it walks straight and turns 75 degrees off water and a climb, as before.
Maroon Lake binds both to its navmesh, walked by the species' habitat's taste.
## API
| | |

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@ -41,6 +41,9 @@ export property WildAnimal {
home_z: float = 0.0
tx: float = 0.0
tz: float = 0.0
wx: float = 0.0 # the corner of its way it is walking to now (WildlifeWorld.way)
wz: float = 0.0
way_t: float = 0.0 # seconds until it asks the way again; 0 asks at once
thirst: float = 0.0 # 0..100: over 60 it goes looking for water
hunger: float = 0.0
scat_t: float = 0.0 # game minutes until it might leave sign

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@ -31,7 +31,7 @@ export function wildlife_tick_ground(wildlife_st: mut WildlifeState, a: WildAnim
}
return
}
wl_face(a, a.tx, a.tz, 2.0, dt)
wl_head(a, a.tx, a.tz, 2.0, dt)
a.speed = s.walk
wl_step(wildlife_st, a, dt)
if wl_at_target(a, 1.5) or a.timer < 0.0 {

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@ -18,6 +18,7 @@ import "ranges.ludic"
import "migrate.ludic"
import "senses.ludic"
import "steer.ludic"
import "way.ludic"
import "lures.ludic"
import "needs.ludic"
import "ground.ludic"

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@ -46,6 +46,13 @@ export port WildlifeWorld {
next_id: fn() -> int = fn wl_next_id
born: fn(WildAnimal) -> void = fn wl_nothing # a new animal: draw it
placed: fn(WildRange, int) -> void = fn wl_range_nothing # a range was set out
# (a, x, z): the next corner of this animal's way toward (x, z) into way_x / _z; false, the
# straight line (a navmesh's path by its habitat's taste, in Maroon Lake)
way: fn(WildAnimal, float, float) -> bool = fn wl_no_way
# (a, x, z, r, seed): a spot about r from (x, z) this animal can walk to, into way_x / _z
goal: fn(WildAnimal, float, float, float, int) -> bool = fn wl_no_goal
way_x: fn() -> float = fn wl_asked_x
way_z: fn() -> float = fn wl_asked_z
}
function wl_zero0() -> float { return 0.0 }
function wl_zero1(p: int) -> float { return 0.0 }
@ -73,6 +80,8 @@ function wl_no_spot(a: WildAnimal, water: bool, s: WildSpot) -> bool { return fa
function wl_no_lure(i: int, l: WildLure) -> bool { return false }
function wl_nothing(a: WildAnimal) -> void { }
function wl_range_nothing(r: WildRange, i: int) -> void { }
function wl_no_way(a: WildAnimal, x: float, z: float) -> bool { return false }
function wl_no_goal(a: WildAnimal, x: float, z: float, r: float, seed: int) -> bool { return false }
function wl_next_id(wildlife_st: mut WildlifeState) -> int {
wildlife_st.wl_ids += 1
return wildlife_st.wl_ids

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@ -1,5 +1,5 @@
# steer.ludic - turning toward a point at a rate, a step along the facing that turns away from water
# and a climb, and a target somewhere about home; a walker leaves a print every 2.8 m
# and a climb; a walker leaves a print every 2.8 m (the way there and a target about home: way.ludic)
function wl_wrap(a: float) -> float {
var r = a
while r > 3.1415927 { r = r - WL_TAU }
@ -58,13 +58,6 @@ function wl_push(wildlife_st: mut WildlifeState, a: WildAnimal, s: WildSpecies,
return hit
}
function wl_pick_target(wildlife_st: WildlifeState, a: WildAnimal, radius: float) -> void {
let ang = wl_rnd(wildlife_st) * WL_TAU
let d = wl_rnd(wildlife_st) * radius
a.tx = a.home_x + Math.cos(ang) * d
a.tz = a.home_z + Math.sin(ang) * d
}
function wl_at_target(a: WildAnimal, r: float) -> bool {
let dx = a.tx - a.x
let dz = a.tz - a.z

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@ -0,0 +1,106 @@
# way_test.ludic - an animal walks by the world's way where the world has one: round a wall the
# straight line runs into (by the corners WildlifeWorld.way gives), and to a wander target the world
# says it can reach (goal); with no answer it walks straight, as before
import "ludic.wildlife"
import "ludic.base"
import "fake"
program WayTest {
numbers float
bind WildlifeWorld {
ground: fn fk_ground
water: fn fk_water
forest: fn fk_forest
sight: fn fk_sight
push: fn fk_push
pushed_x: fn fk_pushed_x
pushed_z: fn fk_pushed_z
players: fn fk_players
player_on: fn fk_player_on
player_x: fn fk_x
player_y: fn fk_y
player_z: fn fk_z
hidden: fn fk_is_hidden
noise: fn fk_noise_of
scent: fn fk_scent_of
stillness: fn fk_still_of
wind: fn fk_wind_of
wind_dir: fn fk_wind_to
winterness: fn fk_winter_of
about: fn fk_about_of
per_range: fn fk_one
lures: fn fk_count
lure: fn fk_lure
present: fn fk_present
born: fn fk_on_born
spot: fn fk_spot
way: fn wt_way
way_x: fn wt_x
way_z: fn wt_z
goal: fn wt_goal
}
state WayTestState {
wx: float = 0.0
wz: float = 0.0
asked: int = 0
}
# a wall across z = -40 for |x| < 30: the way goes round its east end, then on to the target
function wt_way(way_test_st: mut WayTestState, a: WildAnimal, x: float, z: float) -> bool {
way_test_st.asked += 1
way_test_st.wx = x
way_test_st.wz = z
if a.z > -38.0 and a.x < 31.0 {
way_test_st.wx = 32.0
way_test_st.wz = -40.0
}
return true
}
# a wander target a known step from home, whatever the seed
function wt_goal(way_test_st: mut WayTestState, a: WildAnimal, x: float, z: float, r: float, seed: int) -> bool {
way_test_st.wx = x + 7.0
way_test_st.wz = z + 3.0
return true
}
function wt_x(way_test_st: WayTestState) -> float { return way_test_st.wx }
function wt_z(way_test_st: WayTestState) -> float { return way_test_st.wz }
test "it walks round the wall by the corners it is given, and asks again as it goes" (wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState, way_test_st: WayTestState) {
fk_setup(wildlife_st, wildlife_tests_fake_st)
let a = wildlife_make(wildlife_st, 0, 0.0, 0.0, false, 0.0, 0, 1.0, 1)
wildlife_tests_fake_st.fk_px[0] = 400.0
wildlife_tests_fake_st.fk_pz[0] = 0.0
wildlife_tests_fake_st.fk_hidden = true
a.state = WILD_WANDER
a.tx = 0.0
a.tz = -100.0
a.timer = 300.0
var east = -100.0
for k in 0 .. 3000 {
wildlife_tick(wildlife_st, 0.05, 0.0)
if a.z > -42.0 and a.z < -38.0 { east = Math.max(east, a.x) }
}
expect(east > 29.0)
expect(a.z < -60.0)
expect(way_test_st.asked > 10)
}
test "a wander target is where the world says it can walk" (wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState, way_test_st: WayTestState) {
fk_setup(wildlife_st, wildlife_tests_fake_st)
let a = wildlife_make(wildlife_st, 0, 5.0, 5.0, false, 0.0, 0, 1.0, 1)
wildlife_tests_fake_st.fk_px[0] = 400.0
wildlife_tests_fake_st.fk_pz[0] = 0.0
wildlife_tests_fake_st.fk_hidden = true
a.hunger = 0.0
a.thirst = 0.0
a.state = WILD_IDLE
a.timer = -1.0
var k = 0
while a.state != WILD_WANDER and k < 2000 {
wildlife_tick(wildlife_st, 0.05, 0.0)
k += 1
}
expect_eq(a.state, WILD_WANDER)
expect_near(a.tx, a.home_x + 7.0, 0.001)
expect_near(a.tz, a.home_z + 3.0, 0.001)
}
}

View file

@ -10,7 +10,7 @@ function wl_seek(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float) -> bo
a.timer = 2.0
return true
}
wl_face(a, a.spot_x, a.spot_z, 2.0, dt)
wl_head(a, a.spot_x, a.spot_z, 2.0, dt)
a.speed = wl_sp(wildlife_st, a.sp).walk
a.tx = a.spot_x
a.tz = a.spot_z
@ -44,6 +44,7 @@ function wl_drink(wildlife_st: WildlifeState, a: WildAnimal, dt: float, gh: floa
let water = a.thirst > a.hunger
if not WildlifeWorld.spot(a, water, wildlife_st.wl_spot_ask) { return false }
a.spot = wildlife_st.wl_spot_ask.uid
a.way_t = 0.0
a.spot_x = wildlife_st.wl_spot_ask.x
a.spot_z = wildlife_st.wl_spot_ask.z
a.spot_water = wildlife_st.wl_spot_ask.water

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@ -0,0 +1,36 @@
# way.ludic - where an animal walks: by the world's path to where it is going (WildlifeWorld.way, a
# navmesh by its habitat's taste in Maroon Lake), to a target about home it can reach (goal), and
# straight, as before, where the world has no answer
# face the way toward (tx, tz): the next corner of the world's path for it, asked again every
# WL_WAY_EVERY seconds or on reaching the corner; without a path, the straight line as before
const WL_WAY_EVERY: float = 0.5
function wl_head(a: WildAnimal, tx: float, tz: float, rate: float, dt: float) -> void {
a.way_t = a.way_t - dt
let cx = a.wx - a.x
let cz = a.wz - a.z
if a.way_t <= 0.0 or cx * cx + cz * cz < 1.0 {
a.way_t = WL_WAY_EVERY
a.wx = tx
a.wz = tz
if WildlifeWorld.way(a, tx, tz) {
a.wx = WildlifeWorld.way_x()
a.wz = WildlifeWorld.way_z()
}
}
wl_face(a, a.wx, a.wz, rate, dt)
}
# somewhere about home: a spot the world says it can walk to when it knows, seeded by the same two
# draws the old target took, so the dice are the same whether it knows or not
function wl_pick_target(wildlife_st: WildlifeState, a: WildAnimal, radius: float) -> void {
let ang = wl_rnd(wildlife_st) * WL_TAU
let d = wl_rnd(wildlife_st) * radius
a.tx = a.home_x + Math.cos(ang) * d
a.tz = a.home_z + Math.sin(ang) * d
a.way_t = 0.0
if WildlifeWorld.goal(a, a.home_x, a.home_z, radius, int(ang * 100000.0) + int(d * 1000.0)) {
a.tx = WildlifeWorld.way_x()
a.tz = WildlifeWorld.way_z()
}
}