diff --git a/changes/zones.md b/changes/zones.md new file mode 100644 index 00000000..558be25a --- /dev/null +++ b/changes/zones.md @@ -0,0 +1,10 @@ +bump: minor +type: feature +**`ludic.zones`: where a world is simulated.** A disc per player, `(x, z, r)` with `r = zones_radius(fog)` +(the fog distance plus 40 m, never under 150 m, 900 m with no fog), overlapping discs merged into +clusters with a bounding circle, and `zones_contains` / `zones_nearest` for everything that asks; fixed +arrays, nothing made per frame. The packages that simulate now ask their world port whether a place is +simulated, with a default of everywhere: `WildlifeWorld.active` (an animal outside is frozen - its +state kept, no dice drawn), `NpcWorld.active` (a walker outside is frozen, and nobody is born outside), +`VehicleWorld.active` (a moored boat outside is left where it lies) and `ThingsWorld.restocks` (a +morning restocks only inside). diff --git a/packages/README.md b/packages/README.md index 62f7ecef..5bbcd517 100644 --- a/packages/README.md +++ b/packages/README.md @@ -22,6 +22,7 @@ section. The rules are in [ludic.base](ludic.base/README.md). | [ludic.crafting](ludic.crafting/README.md) | recipes: what goes in and out, where and how long, making, refunding, hold-to-make | | [ludic.effects](ludic.effects/README.md) | timed modifiers that run down in game time (a meal's warmth, a drink's legs) | | [ludic.fire](ludic.fire/README.md) | a camp fire: fuel, the rain on it, warmth at a distance, whether it will cook | +| [ludic.zones](ludic.zones/README.md) | where the world is simulated: a disc per player from their fog, merged into clusters | | [ludic.fishing](ludic.fishing/README.md) | a rod at the water: cast, bite, the reel's fight, the landing; species as an open registry | | [ludic.hints](ludic.hints/README.md) | a rail of what is true now, most urgent first, each a card that teaches it and can be muted by key | | [ludic.i18n](ludic.i18n/README.md) | a game in any language: gettext `.po` files, patterns with holes, plurals, a mod folder, a font per language | diff --git a/packages/ludic.npc/census.ludic b/packages/ludic.npc/census.ludic index fabcb699..f1890c3e 100644 --- a/packages/ludic.npc/census.ludic +++ b/packages/ludic.npc/census.ludic @@ -27,6 +27,7 @@ export function npc_spawn(npc_st: mut NpcState, kind: int) -> NpcPerson { let start = k.start start(p) } else { npc_start_near(npc_st, p, NpcWorld.origin_x(), NpcWorld.origin_z(), 6.0, 30.0) } + if not NpcWorld.active(p.x, p.z) { return null } # nobody is born outside every zone; the slot waits p.active = true npc_st.np_n += 1 NpcWorld.born(p) diff --git a/packages/ludic.npc/port.ludic b/packages/ludic.npc/port.ludic index 908588a4..69aa96e8 100644 --- a/packages/ludic.npc/port.ludic +++ b/packages/ludic.npc/port.ludic @@ -5,6 +5,7 @@ export port NpcWorld { water: fn(float, float) -> float = fn nw_dry # the water's surface there slope: fn(float, float) -> float = fn nw_zero2 allowed: fn(float, float) -> bool = fn nw_yes2 # a person may stop here (not the player's camp) + active: fn(float, float) -> bool = fn nw_yes2 # simulated here: outside, a walker is frozen and none is born # (x, z, r, feet, head): true when a still thing takes a body of radius r there; pushed_x / _z say where push: fn(float, float, float, float, float) -> bool = fn nw_no_push pushed_x: fn() -> float = fn nw_asked_x diff --git a/packages/ludic.npc/tick.ludic b/packages/ludic.npc/tick.ludic index ae7c8a48..34a2dae3 100644 --- a/packages/ludic.npc/tick.ludic +++ b/packages/ludic.npc/tick.ludic @@ -6,7 +6,7 @@ export function npc_tick(npc_st: mut NpcState, dt: float) -> void { np_census(npc_st) for i in 0 .. len(npc_st.np_walkers) { let p = npc_st.np_walkers[i] - if not p.active or np_leaves(npc_st, p) { continue } + if not p.active or not NpcWorld.active(p.x, p.z) or np_leaves(npc_st, p) { continue } p.goal_speed = 0.0 if p.act == NPCA_WALK { npc_walk(npc_st, p, dt) } else { npc_act(npc_st, p, dt) } npc_notice(npc_st, p) diff --git a/packages/ludic.things/dispatch.ludic b/packages/ludic.things/dispatch.ludic index 737bb017..7b18648e 100644 --- a/packages/ludic.things/dispatch.ludic +++ b/packages/ludic.things/dispatch.ludic @@ -70,7 +70,7 @@ export function things_restock(things_st: ThingsState) -> void { let all = things_all(things_st) for i in 0 .. len(all) { let t = all[i] - if thing_is_put_down(t) { continue } + if thing_is_put_down(t) or not ThingsWorld.restocks(t.x, t.z) { continue } if not ThingKinds[t.kind].keeps { t.used = 0 } if not t.active { thing_show(t) } } diff --git a/packages/ludic.things/port.ludic b/packages/ludic.things/port.ludic index 8070e0b6..00a633a8 100644 --- a/packages/ludic.things/port.ludic +++ b/packages/ludic.things/port.ludic @@ -5,6 +5,7 @@ export port ThingsWorld { placed: fn(Thing) -> void = fn th_nothing # a Thing exists now: draw it removed: fn(Thing) -> void = fn th_nothing # it is gone for good: stop drawing it shown: fn(Thing) -> void = fn th_nothing # its `active` changed: show or hide it + restocks: fn(float, float) -> bool = fn th_yes2 # a morning restocks here (inside a zone) moved: fn(Thing) -> void = fn th_nothing # it stands somewhere else now keeps: fn(Thing) -> bool = fn th_kind_saves # the save's section carries it put_down: fn(Thing) -> bool = fn th_kind_put_down # set down by someone: a restock leaves it be @@ -12,5 +13,6 @@ export port ThingsWorld { } function th_flat(x: float, z: float) -> float { return 0.0 } function th_nothing(t: Thing) -> void { } +function th_yes2(x: float, z: float) -> bool { return true } function th_kind_saves(t: Thing) -> bool { return thing_kind_ok(t.kind) and ThingKinds[t.kind].saved } function th_kind_put_down(t: Thing) -> bool { return thing_kind_ok(t.kind) and ThingKinds[t.kind].put_down } diff --git a/packages/ludic.vehicles/ports.ludic b/packages/ludic.vehicles/ports.ludic index a6c10395..b60f5419 100644 --- a/packages/ludic.vehicles/ports.ludic +++ b/packages/ludic.vehicles/ports.ludic @@ -11,6 +11,7 @@ export port VehicleWorld { made: fn(Vehicle) -> void = fn ve__nothing # a new vehicle: draw it placed: fn(Vehicle) -> void = fn ve__nothing # it moved: put its model there gone: fn(Vehicle) -> void = fn ve__nothing # its owner left: take it away + active: fn(float, float) -> bool = fn ve__yes2 # simulated here: outside, a moored boat is left as it is } # a boat's hull in the world's physics (Maroon Lake: a buoyant Jolt body), named by the vehicle's @@ -70,6 +71,7 @@ export state VehiclesState { function ve__dry(x: float, z: float) -> float { return -10000.0 } function ve__calm(x: float, z: float, fx: float, fz: float) -> float { return 0.0 } function ve__zero() -> float { return 0.0 } +function ve__yes2(x: float, z: float) -> bool { return true } function ve__next(vehicles_st: mut VehiclesState) -> int { vehicles_st.ve_ids += 1 return vehicles_st.ve_ids diff --git a/packages/ludic.vehicles/ride.ludic b/packages/ludic.vehicles/ride.ludic index 53eb95f5..3ea53bcd 100644 --- a/packages/ludic.vehicles/ride.ludic +++ b/packages/ludic.vehicles/ride.ludic @@ -64,6 +64,7 @@ export function vehicles_tick(vehicles_st: VehiclesState, dt: float) -> void { if w > 0.0 { VehicleHull.drift(v.nid, -Math.sin(wy) * w, -Math.cos(wy) * w) } continue } + if not VehicleWorld.active(v.x, v.z) { continue } # outside every zone: left where it lies ve_hull_read(v) ve_hold(v) VehicleWorld.placed(v) diff --git a/packages/ludic.wildlife/port.ludic b/packages/ludic.wildlife/port.ludic index 7c599b5c..34bd1198 100644 --- a/packages/ludic.wildlife/port.ludic +++ b/packages/ludic.wildlife/port.ludic @@ -38,6 +38,7 @@ export port WildlifeWorld { taught: fn() -> bool = fn wl_no0 # food carries further, feeders mind less about: fn(WildAnimal) -> int = fn wl_about # WILD_ABOUT, _AWAY or _GONE ranges: fn(int) -> int = fn wl_two # ranges a species gets on this map + active: fn(float, float) -> bool = fn wl_yes2 # simulated here: outside, an animal is frozen per_range: fn(int) -> int = fn wl_three # and how many live in each spot: fn(WildAnimal, bool, WildSpot) -> bool = fn wl_no_spot # water (true) or forage for it lures: fn() -> int = fn wl_none0 # how many things to ask `lure` about @@ -62,6 +63,7 @@ function wl_no0() -> bool { return false } function wl_no1(p: int) -> bool { return false } function wl_no2(x: float, z: float) -> bool { return false } function wl_yes1(u: int) -> bool { return true } +function wl_yes2(x: float, z: float) -> bool { return true } function wl_clear(ax: float, ay: float, az: float, bx: float, by: float, bz: float) -> bool { return true } function wl_no_push(x: float, z: float, r: float, y0: float, y1: float) -> bool { return false } function wl_asked_x(wildlife_st: WildlifeState) -> float { return wildlife_st.wl_ask_x } diff --git a/packages/ludic.wildlife/run.ludic b/packages/ludic.wildlife/run.ludic index 248333e5..437fd61b 100644 --- a/packages/ludic.wildlife/run.ludic +++ b/packages/ludic.wildlife/run.ludic @@ -1,5 +1,5 @@ -# run.ludic - one step of every animal: the port says whether it is about at this hour; anything -# within 900 m of a player thinks; the gait follows the ground covered; player 0 sees what is near +# run.ludic - one step of every animal inside a zone (WildlifeWorld.active): the port says whether it +# is about at this hour; within 900 m of a player it thinks; player 0 sees what is near export function wildlife_tick(wildlife_st: mut WildlifeState, dt: float, gh: float) -> void { wl_seed_scan(wildlife_st, dt) let all = wildlife_all(wildlife_st) @@ -9,6 +9,7 @@ export function wildlife_tick(wildlife_st: mut WildlifeState, dt: float, gh: flo function wl_tick_one(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float, gh: float) -> void { if not a.alive { return } + if not WildlifeWorld.active(a.x, a.z) { return } # outside every zone: its state kept, no dice drawn let about = WildlifeWorld.about(a) if about == WILD_AWAY { a.shown = false diff --git a/packages/ludic.zones/README.md b/packages/ludic.zones/README.md new file mode 100644 index 00000000..979d7f82 --- /dev/null +++ b/packages/ludic.zones/README.md @@ -0,0 +1,16 @@ +# ludic.zones + +Where a world is simulated: a disc per player - `(x, z, r)`, `r = zones_radius(fog)`, that is the +fog distance plus 40 m and never under 150 m, 900 m with no fog - and the discs that overlap merged +into clusters with a bounding circle. Uses `ludic.base` and nothing else. + +- `zones_set(pid, x, z, r)`, `zones_clear(pid)`, `zones_reset()`; `zones_merge()` once a frame + after the discs are set, for the clusters. +- `zones_contains(x, z)`: inside any disc. `zones_nearest(x, z)`: metres to the nearest disc's + edge, 0 inside. With no disc set, everywhere is inside (0) - a world before its first frame + freezes nothing. +- `zones_clusters()`, `zones_cluster_x / _z / _r / _n(c)`, `zones_cluster_of(pid)`. + +The rules it keeps: fixed arrays of `ZONES_MAX` (16) slots, nothing made after the state; the +questions allocate nothing. A world gates its ticks on `zones_contains` so what is outside every +zone keeps its state and draws no dice. diff --git a/packages/ludic.zones/ask.ludic b/packages/ludic.zones/ask.ludic new file mode 100644 index 00000000..cefe5ba7 --- /dev/null +++ b/packages/ludic.zones/ask.ludic @@ -0,0 +1,41 @@ +# ask.ludic - the questions: inside any disc, how far outside the nearest, and the clusters. With no +# disc set yet (a world before its first frame) everywhere is inside, so nothing freezes by accident +export function zones_any(zones_st: ZonesState) -> bool { + for i in 0 .. ZONES_MAX { if zones_st.zn_on[i] != 0 { return true } } + return false +} + +export function zones_contains(zones_st: ZonesState, x: float, z: float) -> bool { + var any = false + for i in 0 .. ZONES_MAX { + if zones_st.zn_on[i] == 0 { continue } + any = true + let dx = x - zones_st.zn_x[i] + let dz = z - zones_st.zn_z[i] + if dx * dx + dz * dz <= zones_st.zn_r[i] * zones_st.zn_r[i] { return true } + } + return not any +} + +# metres from (x, z) to the edge of the nearest disc: 0 inside one (and 0 with no disc set) +export function zones_nearest(zones_st: ZonesState, x: float, z: float) -> float { + var best = -1.0 + for i in 0 .. ZONES_MAX { + if zones_st.zn_on[i] == 0 { continue } + let dx = x - zones_st.zn_x[i] + let dz = z - zones_st.zn_z[i] + let d = Math.max(Math.sqrt(dx * dx + dz * dz) - zones_st.zn_r[i], 0.0) + if best < 0.0 or d < best { best = d } + } + if best < 0.0 { return 0.0 } + return best +} + +export function zones_on(zones_st: ZonesState, pid: int) -> bool { return pid >= 0 and pid < ZONES_MAX and zones_st.zn_on[pid] != 0 } +export function zones_r(zones_st: ZonesState, pid: int) -> float { return zones_st.zn_r[pid] } +export function zones_cluster_of(zones_st: ZonesState, pid: int) -> int { return zones_st.zn_cl[pid] } +export function zones_clusters(zones_st: ZonesState) -> int { return zones_st.zn_ncl } +export function zones_cluster_x(zones_st: ZonesState, c: int) -> float { return zones_st.zn_cx[c] } +export function zones_cluster_z(zones_st: ZonesState, c: int) -> float { return zones_st.zn_cz[c] } +export function zones_cluster_r(zones_st: ZonesState, c: int) -> float { return zones_st.zn_cr[c] } +export function zones_cluster_n(zones_st: ZonesState, c: int) -> int { return zones_st.zn_cn[c] } diff --git a/packages/ludic.zones/index.ludic b/packages/ludic.zones/index.ludic new file mode 100644 index 00000000..82819c01 --- /dev/null +++ b/packages/ludic.zones/index.ludic @@ -0,0 +1,8 @@ +# ludic.zones - a disc per player (x, z, r), the discs that overlap merged into clusters with a +# bounding circle, and the questions a world asks of them; fixed arrays, nothing made per frame +module ludic_zones uses ludic_base +numbers float +import "ludic.base" +import "state.ludic" +import "merge.ludic" +import "ask.ludic" diff --git a/packages/ludic.zones/merge.ludic b/packages/ludic.zones/merge.ludic new file mode 100644 index 00000000..884f596c --- /dev/null +++ b/packages/ludic.zones/merge.ludic @@ -0,0 +1,70 @@ +# merge.ludic - discs that overlap (or touch) are one cluster, transitively; a cluster's bounding +# circle is centred on its discs' box and reaches the farthest edge +export function zones_merge(zones_st: mut ZonesState) -> void { + for i in 0 .. ZONES_MAX { zones_st.zn_up[i] = i } + for i in 0 .. ZONES_MAX { + if zones_st.zn_on[i] == 0 { continue } + for j in i + 1 .. ZONES_MAX { if zones_st.zn_on[j] != 0 and zn_touch(zones_st, i, j) { zn_join(zones_st, i, j) } } + } + zones_st.zn_ncl = 0 + for i in 0 .. ZONES_MAX { zones_st.zn_cl[i] = -1 } + for i in 0 .. ZONES_MAX { + if zones_st.zn_on[i] == 0 { continue } + let root = zn_root(zones_st, i) + if zones_st.zn_cl[root] < 0 { + zones_st.zn_cl[root] = zones_st.zn_ncl + zones_st.zn_ncl += 1 + } + zones_st.zn_cl[i] = zones_st.zn_cl[root] + } + for c in 0 .. zones_st.zn_ncl { zn_bound(zones_st, c) } +} + +function zn_touch(zones_st: ZonesState, i: int, j: int) -> bool { + let dx = zones_st.zn_x[i] - zones_st.zn_x[j] + let dz = zones_st.zn_z[i] - zones_st.zn_z[j] + let rr = zones_st.zn_r[i] + zones_st.zn_r[j] + return dx * dx + dz * dz <= rr * rr +} + +function zn_root(zones_st: ZonesState, i: int) -> int { + var k = i + while zones_st.zn_up[k] != k { k = zones_st.zn_up[k] } + return k +} + +function zn_join(zones_st: mut ZonesState, i: int, j: int) -> void { + let a = zn_root(zones_st, i) + let b = zn_root(zones_st, j) + if a < b { zones_st.zn_up[b] = a } + if b < a { zones_st.zn_up[a] = b } +} + +function zn_bound(zones_st: mut ZonesState, c: int) -> void { + var x0 = 1000000000.0 + var x1 = -1000000000.0 + var z0 = 1000000000.0 + var z1 = -1000000000.0 + var n = 0 + for i in 0 .. ZONES_MAX { + if zones_st.zn_on[i] == 0 or zones_st.zn_cl[i] != c { continue } + x0 = Math.min(x0, zones_st.zn_x[i] - zones_st.zn_r[i]) + x1 = Math.max(x1, zones_st.zn_x[i] + zones_st.zn_r[i]) + z0 = Math.min(z0, zones_st.zn_z[i] - zones_st.zn_r[i]) + z1 = Math.max(z1, zones_st.zn_z[i] + zones_st.zn_r[i]) + n += 1 + } + let cx = (x0 + x1) * 0.5 + let cz = (z0 + z1) * 0.5 + var r = 0.0 + for i in 0 .. ZONES_MAX { + if zones_st.zn_on[i] == 0 or zones_st.zn_cl[i] != c { continue } + let dx = zones_st.zn_x[i] - cx + let dz = zones_st.zn_z[i] - cz + r = Math.max(r, Math.sqrt(dx * dx + dz * dz) + zones_st.zn_r[i]) + } + zones_st.zn_cx[c] = cx + zones_st.zn_cz[c] = cz + zones_st.zn_cr[c] = r + zones_st.zn_cn[c] = n +} diff --git a/packages/ludic.zones/package.ludic b/packages/ludic.zones/package.ludic new file mode 100644 index 00000000..1e094e5d --- /dev/null +++ b/packages/ludic.zones/package.ludic @@ -0,0 +1,5 @@ +# ludic.zones - where the world is simulated: a disc per player, overlapping discs merged into +# clusters, asked whether a point is inside any. Uses ludic.base and nothing else. +package "ludic.zones" +version "0.1.0" +kind source diff --git a/packages/ludic.zones/state.ludic b/packages/ludic.zones/state.ludic new file mode 100644 index 00000000..48a76c6e --- /dev/null +++ b/packages/ludic.zones/state.ludic @@ -0,0 +1,40 @@ +# state.ludic - the discs by player slot and the clusters the last merge made +export const ZONES_MAX: int = 16 # player slots a world can hold (at least PLY_MAX) +export const ZONES_NO_FOG: float = 900.0 # the radius of a player who sees to the horizon +export const ZONES_PAST_FOG: float = 40.0 # simulated this far past what a player can see +export const ZONES_LEAST: float = 150.0 # and never less than this + +export state ZonesState { + zn_on: words = words(ZONES_MAX) + zn_x: []float = floats(ZONES_MAX) + zn_z: []float = floats(ZONES_MAX) + zn_r: []float = floats(ZONES_MAX) + zn_cl: words = words(ZONES_MAX) # each disc's cluster, after zones_merge + zn_up: words = words(ZONES_MAX) # the merge's union-find + zn_ncl: int = 0 + zn_cx: []float = floats(ZONES_MAX) # each cluster's bounding circle + zn_cz: []float = floats(ZONES_MAX) + zn_cr: []float = floats(ZONES_MAX) + zn_cn: words = words(ZONES_MAX) # how many discs it holds +} + +# a player's radius from how far they see: fog_dist <= 0 is no fog +export function zones_radius(fog_dist: float) -> float { + if fog_dist <= 0.0 { return ZONES_NO_FOG } + return Math.max(fog_dist + ZONES_PAST_FOG, ZONES_LEAST) +} + +export function zones_set(zones_st: mut ZonesState, pid: int, x: float, z: float, r: float) -> void { + if pid < 0 or pid >= ZONES_MAX { return } + zones_st.zn_on[pid] = 1 + zones_st.zn_x[pid] = x + zones_st.zn_z[pid] = z + zones_st.zn_r[pid] = r +} + +export function zones_clear(zones_st: mut ZonesState, pid: int) -> void { if pid >= 0 and pid < ZONES_MAX { zones_st.zn_on[pid] = 0 } } + +export function zones_reset(zones_st: mut ZonesState) -> void { + for i in 0 .. ZONES_MAX { zones_st.zn_on[i] = 0 } + zones_st.zn_ncl = 0 +} diff --git a/packages/ludic.zones/tests/zones_test.ludic b/packages/ludic.zones/tests/zones_test.ludic new file mode 100644 index 00000000..1206f13b --- /dev/null +++ b/packages/ludic.zones/tests/zones_test.ludic @@ -0,0 +1,52 @@ +# zones_test.ludic - discs merged into clusters (near players one, far ones two, a player leaving +# splits the chain), inside or not, how far to the nearest edge, and the radius a fog gives +import "ludic.zones" +import "ludic.base" +program ZonesTest { + numbers float + + test "two near players are one cluster, two far apart are two" (zones_st: mut ZonesState) { + zones_reset(zones_st) + zones_set(zones_st, 0, 0.0, 0.0, 200.0) + zones_set(zones_st, 1, 300.0, 0.0, 150.0) + zones_merge(zones_st) + expect_eq(zones_clusters(zones_st), 1) + expect_eq(zones_cluster_of(zones_st, 0), zones_cluster_of(zones_st, 1)) + expect_eq(zones_cluster_n(zones_st, 0), 2) + expect(zones_cluster_r(zones_st, 0) >= 325.0) + zones_set(zones_st, 1, 1000.0, 0.0, 150.0) + zones_merge(zones_st) + expect_eq(zones_clusters(zones_st), 2) + expect(zones_cluster_of(zones_st, 0) != zones_cluster_of(zones_st, 1)) + } + + test "a player leaving the middle of a chain splits it" (zones_st: mut ZonesState) { + zones_reset(zones_st) + zones_set(zones_st, 0, 0.0, 0.0, 200.0) + zones_set(zones_st, 3, 350.0, 0.0, 200.0) + zones_set(zones_st, 5, 700.0, 0.0, 200.0) + zones_merge(zones_st) + expect_eq(zones_clusters(zones_st), 1) + zones_clear(zones_st, 3) + zones_merge(zones_st) + expect_eq(zones_clusters(zones_st), 2) + expect(zones_cluster_of(zones_st, 0) != zones_cluster_of(zones_st, 5)) + } + + test "inside, the distance to the nearest edge, and nothing set is everywhere" (zones_st: mut ZonesState) { + zones_reset(zones_st) + expect(zones_contains(zones_st, 5000.0, 5000.0)) + expect(zones_nearest(zones_st, 5000.0, 5000.0) == 0.0) + zones_set(zones_st, 2, 100.0, 100.0, 150.0) + expect(zones_contains(zones_st, 200.0, 100.0)) + expect(not zones_contains(zones_st, 300.0, 100.0)) + expect(zones_nearest(zones_st, 200.0, 100.0) == 0.0) + expect(Math.abs(zones_nearest(zones_st, 350.0, 100.0) - 100.0) < 0.001) + } + + test "a player's radius: past the fog, never under the least, the horizon with none" (zones_st: mut ZonesState) { + expect(zones_radius(0.0) == ZONES_NO_FOG) + expect(zones_radius(30.0) == ZONES_LEAST) + expect(zones_radius(500.0) == 540.0) + } +}