feat(nav): nav_next_corner - a way's next corner read back as the nearest point is, so a walker's question and a goal share one answer and a game needs no state of its own for them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -48,6 +48,7 @@ import "ludic.nav"
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| `nav_save_file(kind, path)`, `nav_load_file(kind, path)`, `nav_reset()` | a baked mesh written and read; every mesh let go |
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| `nav_nearest(kind, x, y, z) -> bool`, `nav_near_x/y/z()` | the nearest walkable point within a couple of metres |
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| `nav_path(kind, filter, sx, sy, sz, ex, ey, ez) -> int`, `nav_corners()`, `nav_corner_x/y/z(i)`, `nav_partial(kind)` | a way as corners |
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| `nav_next_corner(kind, filter, sx, sy, sz, ex, ey, ez) -> bool` | the next corner of that way, read back as the nearest point is (a walker's one question a frame) |
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| `nav_straight(kind, filter, sx, sy, sz, ex, ez) -> bool` | does the straight line stay walkable |
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| `nav_random_near(kind, filter, x, y, z, r, seed) -> bool`, `nav_near_x/y/z()` | a reachable point about r away, from the caller's seed |
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| `nav_area_cost(kind, filter, area, cost)` | how dear a kind of ground is to cross by that filter |
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