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
commit c9dc592dcc
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# spawn.ludic - a valley filled: ranges set out, then each range to its target on its own habitat.
# Each morning the ranges move with the season and every range under its target gets ONE back,
# out of every player's sight: a valley recovers, it does not refill.
export function wildlife_spawn(x0: float, z0: float) -> void {
wildlife_ranges_setup(x0, z0)
wildlife_seed(97)
let rs = wildlife_ranges()
for i in 0 .. len(rs) { wl_fill(i, WildlifeWorld.per_range(rs[i].sp)) }
wildlife_ranges_migrate()
}
# up to `want` more in range i; returns how many went in
function wl_fill(i: int, want: int) -> int {
let r = wildlife_range(i)
var made = 0
for k in 0 .. want {
if not wildlife_find_spot(wl_sp(r.sp).habitat, r.x, r.z, 0.0, r.r) { continue }
let a = wildlife_new(r.sp, wl_px, wl_pz, false)
if a != null {
a.rg = i
made += 1
}
}
return made
}
# each morning: the ranges slide with the season, and the valley gets back what it lost
export function wildlife_morning() -> int {
wildlife_ranges_migrate()
return wildlife_repopulate()
}
# one newcomer for each range under its target, never within 200 m of a player; how many came
export function wildlife_repopulate() -> int {
let rs = wildlife_ranges()
var added = 0
for i in 0 .. len(rs) {
let want = WildlifeWorld.per_range(rs[i].sp)
if want == 0 or wildlife_range_alive(i) >= want { continue }
for t in 0 .. 12 {
if not wildlife_find_spot(wl_sp(rs[i].sp).habitat, rs[i].x, rs[i].z, 0.0, rs[i].r) { continue }
if wl_near(wl_px, wl_pz) < 200.0 { continue }
let a = wildlife_new(rs[i].sp, wl_px, wl_pz, false)
if a != null {
a.rg = i
added += 1
}
break
}
}
return added
}