feat(packages): ludic.wildlife - a valley's animals: species handed in as data, ranges placed against the ground and moved with the season, the day's steering, the senses and a net alert that settles, feeding, lures and snares, birds, spawning and repopulation, its own dice, facts and a save section

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Orkun ÇAKILKAYA 2026-09-25 06:54:58 +03:00
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# facts.ludic - what happened, oldest first, for the game to drain: it decides what a sighting is
# worth, who a fed animal credits, what a snare's catch does to the snare, and what a shove costs
export const WILD_SPOTTED: int = 0 # a species came within sight of player 0 for the first time
export const WILD_FLED: int = 1 # it was flushed and ran (from `player`)
export const WILD_FED: int = 2 # it ate food someone set out (`lure`, `owner`, `diet`)
export const WILD_CAUGHT: int = 3 # it walked into a snare (`lure`, `owner`)
export const WILD_CHARGED: int = 4 # it came at `player`
export const WILD_SHOVED: int = 5 # and reached them, from (x, z)
export const WILD_PRINT: int = 6 # a walker left a print at (x, z), heading `yaw`
export const WILD_SCAT: int = 7 # droppings, near enough to a player to be found
export const WILD_BED: int = 8 # a long sit left crushed grass
export const WILD_WENT: int = 9 # its hours ended and it went for good (a legend's)
export property WildFact {
what: int = 0
key: int = 0
nid: int = 0
sp: int = 0
legend: bool = false
x: float = 0.0
z: float = 0.0
yaw: float = 0.0
scale: float = 1.0
player: int = 0
lure: int = 0
owner: int = -1
diet: int = 0
}
var wl_facts: Queue<WildFact> = null
export function wildlife_facts() -> Queue<WildFact> {
if wl_facts == null { wl_facts = queue_new("wildlife.facts") }
return wl_facts
}
function wl_fact(what: int, a: WildAnimal) -> WildFact {
let f = new WildFact
f.what = what
f.key = a.key
f.nid = a.nid
f.sp = a.sp
f.legend = a.legend
f.x = a.x
f.z = a.z
f.yaw = a.yaw
f.scale = a.scale
q_push(wildlife_facts(), f)
return f
}