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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packages/ludic.wildlife/tests/fake/index.ludic
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packages/ludic.wildlife/tests/fake/index.ludic
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# fake.ludic - a toy valley for the tests: flat ground at 10 m with a lake west of x = -300 (its
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# surface at 10.5), forest north of z = 400, up to two players, and a table of things set out
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var fk_px: []float = null
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var fk_pz: []float = null
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var fk_on: []bool = null
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var fk_noise: float = 0.0
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var fk_scent: float = 0.0
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var fk_still: int = 0
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var fk_hidden: bool = false
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var fk_blocked: bool = false
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var fk_wind: float = 0.0
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var fk_wind_dir: float = 0.0
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var fk_winter: float = 0.0
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var fk_about: int = 0
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var fk_born: int = 0
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var fk_lures: []WildLure = null
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var fk_gone: int = 0 # a uid the port says is no longer there
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function fk_setup() -> void {
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fk_px = floats(2)
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fk_pz = floats(2)
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fk_on = new []bool
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push(fk_on, true)
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push(fk_on, false)
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fk_px[0] = 5000.0
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fk_pz[0] = 5000.0
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fk_lures = new []WildLure
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wildlife_clear()
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wildlife_species_clear()
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fk_species()
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}
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# 0 deer (meadow, tracks, medium), 1 bear (forest, charges), 2 hare (small), 3 jay (flies)
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function fk_species() -> void {
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let d = new WildSpecies
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d.key = "deer"
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d.walk = 1.1
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d.run = 7.0
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d.flee = 34.0
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d.tracks = true
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d.size = 1
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d.range = 150.0
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d.keep_away = 120.0
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wildlife_species_add(d)
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let b = new WildSpecies
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b.key = "bear"
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b.habitat = WILD_FOREST
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b.charges = true
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b.size = 2
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b.diet = WILD_FISH
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b.forget = 1.6
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b.run = 6.0
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wildlife_species_add(b)
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let h = new WildSpecies
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h.key = "hare"
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wildlife_species_add(h)
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let j = new WildSpecies
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j.key = "jay"
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j.flies = true
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j.walk = 4.0
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j.flee = 8.0
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j.land_shy = 0.0
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j.land_chance = 1.0
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wildlife_species_add(j)
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}
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function fk_ground(x: float, z: float) -> float { return 10.0 }
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function fk_water(x: float, z: float) -> float {
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if x < -300.0 { return 10.5 }
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return 0.0
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}
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function fk_forest(x: float, z: float) -> bool { return z > 400.0 }
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function fk_sight(ax: float, ay: float, az: float, bx: float, by: float, bz: float) -> bool { return not fk_blocked }
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function fk_players() -> int { return 2 }
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function fk_player_on(p: int) -> bool { return fk_on[p] }
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function fk_x(p: int) -> float { return fk_px[p] }
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function fk_y(p: int) -> float { return 10.0 }
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function fk_z(p: int) -> float { return fk_pz[p] }
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function fk_is_hidden(p: int) -> bool { return fk_hidden }
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function fk_noise_of(p: int) -> float { return fk_noise }
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function fk_scent_of(p: int) -> float { return fk_scent }
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function fk_still_of(p: int) -> int { return fk_still }
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function fk_wind_of() -> float { return fk_wind }
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function fk_wind_to() -> float { return fk_wind_dir }
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function fk_winter_of() -> float { return fk_winter }
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function fk_about_of(a: WildAnimal) -> int { return fk_about }
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function fk_one(sp: int) -> int { return 1 }
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function fk_count() -> int { return len(fk_lures) }
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function fk_lure(i: int, l: WildLure) -> bool {
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let f = fk_lures[i]
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l.uid = f.uid
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l.kind = f.kind
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l.diet = f.diet
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l.size = f.size
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l.x = f.x
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l.z = f.z
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l.owner = f.owner
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return f.uid != fk_gone
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}
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function fk_present(uid: int) -> bool { return uid != fk_gone }
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function fk_on_born(a: WildAnimal) -> void { fk_born += 1 }
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function fk_spot(a: WildAnimal, water: bool, s: WildSpot) -> bool {
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s.uid = 900
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s.x = a.x + 30.0
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s.z = a.z
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s.water = water
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return true
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}
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