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
parent 80f3468ff8
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# habitat.ludic - the right kind of ground for a species, asked of the port's ground, water, slope
# and forest; and a spot of it at a distance from a point, off the package's dice
var wl_px: float = 0.0
var wl_pz: float = 0.0
function wl_wet(x: float, z: float, depth: float) -> bool {
return WildlifeWorld.ground(x, z) < WildlifeWorld.water(x, z) - depth
}
export function wildlife_habitat_ok(hab: int, x: float, z: float) -> bool {
let h = WildlifeWorld.ground(x, z)
let w = WildlifeWorld.water(x, z)
if h < w + 0.8 { return false }
let s = WildlifeWorld.slope(x, z)
if hab == WILD_MEADOW { return s < 0.28 and not WildlifeWorld.forest(x, z) }
if hab == WILD_FOREST { return s < 0.5 and WildlifeWorld.forest(x, z) }
if hab == WILD_SHORE { return h < w + 4.0 and s < 0.4 }
return s > 0.25 or h > 80.0
}
# a spot of `hab` d0..d1 metres from (x0, z0); where it is, is wildlife_spot_x / _z
export function wildlife_find_spot(hab: int, x0: float, z0: float, d0: float, d1: float) -> bool {
for t in 0 .. 60 {
let ang = wl_rnd() * WL_TAU
let d = d0 + wl_rnd() * (d1 - d0)
let x = x0 + Math.cos(ang) * d
let z = z0 + Math.sin(ang) * d
if wildlife_habitat_ok(hab, x, z) {
wl_px = x
wl_pz = z
return true
}
}
return false
}
export function wildlife_spot_x() -> float { return wl_px }
export function wildlife_spot_z() -> float { return wl_pz }