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Author SHA1 Message Date
7387f2406a ludic.npc: the package's two acts (walk, idle) are rows of acts.lres, not defs in code - still first, so NPCA_WALK is 0 and NPCA_IDLE 1
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:12:55 +03:00
ab84a5f936 ludic.npc (17.7): a person's fallback is a fact
A step round what is in the way, a target planned again after twenty seconds without progress, and a target given up are each pushed as NPC_F_STUCK (how, x, z), so the game can see where the way failed a person. The lake test expects one when a walker turns back from the water; the way test expects none when the world gives the way.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 22:33:25 +03:00
ee0768bf3e feat(npc, nav): 17.5 - a person walks by the world's way where it has one (NpcWorld.way: the next corner toward the target, asked every half second, on reaching it or for a new target; the errand begins only at the target itself; the step round and the give-up stay the fallback), way_test round a wall; and ludic.nav reads a mesh file into the shim's own memory and frees it once parsed, so loading a map leaves nothing in Ludic's never-freed heap
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:57:34 +03:00
56e4b6d688 feat(senses): walkers slide round still things, and lines of sight are the world's to answer
- ludic.wildlife: WildlifeWorld.push / pushed_x / pushed_z (defaults change nothing); a ground
  walker's step is slid clear of a still thing with a body from its species' size and scale, and
  a step that gets nowhere turns away as the water does. Birds are not pushed; no dice added.
- ludic.npc: NpcWorld.push / pushed_x / pushed_z (a person 0.35 m round) in npc_walk, and
  NpcWorld.clear (default true), which npc_line_ok asks at 1 m so a detour does not cut a trunk.
- ludic.aim: AimView.clear replaces AimView.ground and the ground march; the pick asks the line
  a body's width short of where the ray enters the thing (aim_clear_at(t, back)), so a solid
  thing does not hide itself. probe.ludic (the ground-agreement probe) and AimView.dry are gone.
- ludic.photo: PhotoLens.clear replaces PhotoLens.ground, PhotoLens.trunk and the march.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:59:39 +03:00
029a1ebba2 feat(packages): ludic.npc - the other people in a place: kinds, spots, acts, names and lines as open registries (a kind's routine is steps by the hour - a spot, an act, how long - with its own start and plan as function values, readable from .lres), a census on the half hour by weight (after dark only who stays out) with an extra the place asks for, walking round what is in the way and never into the water or up a scramble, no act where the place says nobody stops, facing a player within notice and back to the errand, leaving only out of every player's sight, unique names, posts that never walk (a vendor), lines by prio and chance with the story's words through a port and choices, a guest's copy of a host's people; greeted, talked and arrived as facts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 09:59:07 +03:00