# birds.ludic - a bird circles its home at its own height, comes down now and then (for seed from # further off than for nothing), glides in rather than dropping, pecks and drinks, and lifts off export function wildlife_tick_bird(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float) -> void { a.timer = a.timer - dt let dh = wl_near(wildlife_st, a.x, a.z) if a.state == WILD_LAND { wl_land(wildlife_st, a, dh, dt) return } if a.state == WILD_PERCH { wl_perch(wildlife_st, a, dh, dt) return } wl_circle(wildlife_st, a, dt) let s = wl_sp(wildlife_st, a.sp) if wl_bird_seed(wildlife_st, a) and dh > s.flee * 0.7 and wl_bird_spot_ok(wildlife_st.wl_best.x, wildlife_st.wl_best.z) { let off = 1.0 + wl_rnd(wildlife_st) * 2.0 let oa = wl_rnd(wildlife_st) * WL_TAU wl_come_down(a, wildlife_st.wl_best.x + Math.sin(oa) * off, wildlife_st.wl_best.z + Math.cos(oa) * off) return } if a.timer < 0.0 and dh > s.land_shy { let sx = a.x + (wl_rnd(wildlife_st) - 0.5) * 24.0 let sz = a.z + (wl_rnd(wildlife_st) - 0.5) * 24.0 if wl_rnd(wildlife_st) < s.land_chance and wl_bird_spot_ok(sx, sz) { wl_come_down(a, sx, sz) return } } if a.timer < 0.0 { a.timer = 30.0 a.home_x = a.home_x + (wl_rnd(wildlife_st) - 0.5) * 120.0 a.home_z = a.home_z + (wl_rnd(wildlife_st) - 0.5) * 120.0 } } function wl_come_down(a: WildAnimal, x: float, z: float) -> void { a.tx = x a.tz = z a.state = WILD_LAND a.timer = 30.0 } # a circle about home, climbing to its height: the eagle wide and high, the jay low function wl_circle(wildlife_st: WildlifeState, a: WildAnimal, dt: float) -> void { let s = wl_sp(wildlife_st, a.sp) a.fly_h = a.fly_h + (8.0 + s.home * 0.12 - a.fly_h) * Math.min(1.0, 0.4 * dt) let r = s.home * 0.5 let ang = Math.atan2(a.z - a.home_z, a.x - a.home_x) + s.walk / r * dt let nx = a.home_x + Math.cos(ang) * r let nz = a.home_z + Math.sin(ang) * r a.yaw = Math.atan2(-(nx - a.x), -(nz - a.z)) a.x = nx a.z = nz a.speed = s.walk a.y = WildlifeWorld.ground(a.x, a.z) + a.fly_h a.bank = 0.35 } function wl_take_off(wildlife_st: WildlifeState, a: WildAnimal, h: float) -> void { a.state = WILD_FLY a.timer = 20.0 + wl_rnd(wildlife_st) * 40.0 a.fly_h = Math.max(a.fly_h, h) } function wl_land(wildlife_st: mut WildlifeState, a: WildAnimal, dh: float, dt: float) -> void { let s = wl_sp(wildlife_st, a.sp) a.fly_h = Math.max(0.0, a.fly_h - dt * 3.2) a.speed = s.walk * 0.8 wl_face(a, a.tx, a.tz, 2.4, dt) wl_step(wildlife_st, a, dt) a.y = WildlifeWorld.ground(a.x, a.z) + a.fly_h a.bank = 0.2 * Math.clamp(a.fly_h / 4.0, 0.0, 1.0) if dh < s.flee or a.timer < -20.0 { wl_take_off(wildlife_st, a, 0.0) return } if a.fly_h < 0.15 and wl_at_target(a, 2.0) { a.state = WILD_PERCH a.fly_h = 0.0 a.timer = 8.0 + wl_rnd(wildlife_st) * 16.0 a.bank = 0.0 } } # on the ground it pecks at seed or takes a drink at the water's edge; it leaves no droppings function wl_perch(wildlife_st: mut WildlifeState, a: WildAnimal, dh: float, dt: float) -> void { a.speed = 0.0 a.y = WildlifeWorld.ground(a.x, a.z) a.bank = 0.0 if wl_bird_seed(wildlife_st, a) and Math.sqrt((wildlife_st.wl_best.x - a.x) * (wildlife_st.wl_best.x - a.x) + (wildlife_st.wl_best.z - a.z) * (wildlife_st.wl_best.z - a.z)) < 3.0 { a.hunger = Math.max(a.hunger - 30.0 * dt, 0.0) a.timer = Math.max(a.timer, 1.0) if wl_rnd(wildlife_st) < 0.12 * dt and WildlifeWorld.present(wildlife_st.wl_best.uid) { wl_ate(wildlife_st, a, wildlife_st.wl_best.uid, wildlife_st.wl_best.owner, WILD_SEED) } } else if wl_wet(a.x - Math.sin(a.yaw) * 2.0, a.z - Math.cos(a.yaw) * 2.0, 0.05) { a.thirst = Math.max(a.thirst - 30.0 * dt, 0.0) } if a.timer < 0.0 or dh < wl_sp(wildlife_st, a.sp).flee { wl_take_off(wildlife_st, a, 0.5) } } # somewhere a bird would put down: flat and dry function wl_bird_spot_ok(x: float, z: float) -> bool { if wl_wet(x, z, 0.05) { return false } return not (WildlifeWorld.slope(x, z) > 0.30) }