ludic.base, ludic.wildlife, ludic.npc: fact records reused, not made per fact

wl_fact made a new WildFact per fact, about one a frame, and Ludic never gives one back. ludic.base's q_unheld(q, pool, out) lists the records a queue no longer holds: neither waiting nor handed out by its last drain, which is good until the next drain. ludic.wildlife and ludic.npc now keep a pool, hand out a free record, and make a new one only when every record is held. Taking a record writes the state, so wl_fact / np_fact and the few callers holding their state read-only take it mut. Tests: q_unheld's rules (an empty drain holds on, the safe side); 3000 prints drained frame by frame use at most 4 records; 500 arrivals drained turn by turn use at most 4. base 37, wildlife 27, npc 17; all packages 420.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 01:58:19 +03:00
parent 3e3c6088fb
commit fe2d2bacd7
13 changed files with 129 additions and 10 deletions

View file

@ -30,7 +30,7 @@ function np_turns(act: int) -> bool {
}
# a player who came within notice since the last look is greeted - once, until they walk off
export function npc_notice(npc_st: NpcState, p: NpcPerson) -> void {
export function npc_notice(npc_st: mut NpcState, p: NpcPerson) -> void {
let reach = NpcKinds[p.kind].notice
for i in 0 .. NpcWorld.players() {
if i >= 30 { break }

View file

@ -13,6 +13,9 @@ export state NpcState {
np_n: int = 0 # walkers about
np_dice: Rng = rng_new(20260925)
np_facts: Queue<NpcFact> = np_facts__new()
np_fpool: []NpcFact = new []NpcFact # every fact record made, reused once no drain holds it
np_ffree: []NpcFact = new []NpcFact
np_fnext: int = 0
np_next_h: float = 0.0 # the hour the census is next looked at
np_hold: bool = false # held where they stand (a shot of their poses)
np_mirror: bool = false # a guest drawing a host's: no routine runs here
@ -29,8 +32,8 @@ export function npc_facts(npc_st: NpcState) -> Queue<NpcFact> {
return npc_st.np_facts
}
function np_fact(npc_st: NpcState, what: int, p: NpcPerson, player: int) -> NpcFact {
let f = new NpcFact
function np_fact(npc_st: mut NpcState, what: int, p: NpcPerson, player: int) -> NpcFact {
let f = np_fact_record(npc_st)
f.what = what
f.person = p.id
f.slot = p.slot

View file

@ -101,4 +101,20 @@ program NpcWayTest {
expect_eq(p.act, NPCA_SIT)
expect(p.phase > 100.0)
}
test "an arrival a turn, drained each turn, makes a few fact records and then reuses them" (npc_st: mut NpcState, npc_tests_fake_st: mut NpcTestsFakeState, way_test_st: WayTestState) {
fk_setup(npc_st, npc_tests_fake_st)
npc_tests_fake_st.fk_want = 1
let p = npc_spawn(npc_st, NPCK_HIKER)
var arrived = 0
for k in 0 .. 500 {
npc_set_at(p, 0.0, 0.0)
npc_go(npc_st, p, 0.5, 0.0, NPCA_SIT, 30.0)
npc_tick(npc_st, 0.05)
let fs = q_drain(npc_facts(npc_st))
for i in 0 .. len(fs) { if fs[i].what == NPC_F_ARRIVED { arrived += 1 } }
}
expect(arrived > 400)
expect(npc_fact_records(npc_st) <= 4)
}
}

View file

@ -4,7 +4,7 @@
export const NPC_STUCK_DETOUR: int = 0 # a step round what was in front of it
export const NPC_STUCK_RETRY: int = 1 # no closer for twenty seconds, or no step round: planned again
export const NPC_STUCK_GAVE_UP: int = 2 # the third of those: the target given up
function np_stuck_fact(npc_st: NpcState, p: NpcPerson, how: int) -> void {
function np_stuck_fact(npc_st: mut NpcState, p: NpcPerson, how: int) -> void {
let f = np_fact(npc_st, NPC_F_STUCK, p, -1)
f.how = how
f.x = p.x
@ -77,3 +77,26 @@ export function npc_moved(p: NpcPerson, x: float, z: float, vx: float, vz: float
if vx * vx + vz * vz > 0.01 { p.yaw = Math.atan2(-vx, -vz) }
p.phase = p.phase + Math.sqrt(dx * dx + dz * dz) * 2.6
}
# a fact record no drain holds any more, made fresh (and kept) only when every one is held
function np_fact_record(npc_st: mut NpcState) -> NpcFact {
if npc_st.np_fnext >= len(npc_st.np_ffree) {
q_unheld(npc_st.np_facts, npc_st.np_fpool, npc_st.np_ffree)
npc_st.np_fnext = 0
}
if npc_st.np_fnext < len(npc_st.np_ffree) {
let f = npc_st.np_ffree[npc_st.np_fnext]
npc_st.np_fnext += 1
f.line = -1
f.choice = -1
f.how = 0
f.x = 0.0
f.z = 0.0
return f
}
let f = new NpcFact
push(npc_st.np_fpool, f)
return f
}
# how many fact records have ever been made: the peak held at once, not the facts pushed
export function npc_fact_records(npc_st: NpcState) -> int { return len(npc_st.np_fpool) }