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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 06:54:58 +03:00
parent 80f3468ff8
commit c9dc592dcc
28 changed files with 1956 additions and 0 deletions

View file

@ -0,0 +1,57 @@
# species.ludic - what a kind of animal IS, as far as its day goes: the game hands the table in,
# one entry per species, and the entry's place in it is the species' number
export const WILD_MEADOW: int = 0
export const WILD_FOREST: int = 1
export const WILD_SHORE: int = 2
export const WILD_CLIFF: int = 3
# what it eats, and so what food and which lures it comes to
export const WILD_PLANTS: int = 0
export const WILD_FISH: int = 1
export const WILD_HAY: int = 2
export const WILD_SEED: int = 3
export property WildSpecies {
key: string = ""
walk: float = 1.0 # m/s
run: float = 1.0 # m/s
flee: float = 30.0 # its nerve: how far off a player starts to reach it, m
home: float = 60.0 # how far it roams about its home, m
habitat: int = 0 # WILD_MEADOW .. WILD_CLIFF
tracks: bool = false # a walker that leaves prints (and droppings, and beds)
size: int = 0 # 0 small (a snare holds it), 1 medium, 2 large
diet: int = 0 # WILD_PLANTS .. WILD_SEED
flies: bool = false # a bird: it circles, lands and lifts off
tame: bool = false # minds nobody (a horse)
charges: bool = false # comes at a player who gets too close (a bear)
forget: float = 2.5 # alert points a second it lets go of
land_shy: float = 80.0 # a bird: how close it comes down with somebody about, m
land_chance: float = 0.1 # and how readily it comes down at all
keep_away: float = 60.0 # how far its ranges keep from where the valley starts, m
range: float = 100.0 # how wide one of its ranges is, m
scale: float = 1.0 # its size, times
}
var wl_species: []WildSpecies = null
function wl_sp_all() -> []WildSpecies {
if wl_species == null { wl_species = new []WildSpecies }
return wl_species
}
export function wildlife_species_clear() -> void { wl_species = new []WildSpecies }
# the next species; returns its number
export function wildlife_species_add(s: WildSpecies) -> int {
push(wl_sp_all(), s)
return len(wl_sp_all()) - 1
}
export function wildlife_species_count() -> int { return len(wl_sp_all()) }
export function wildlife_species(sp: int) -> WildSpecies {
if sp < 0 or sp >= len(wl_sp_all()) { return null }
return wl_sp_all()[sp]
}
function wl_sp(sp: int) -> WildSpecies { return wl_sp_all()[sp] }