zones_set / zones_clear / zones_merge, zones_contains / zones_nearest and the clusters' bounding circles, over fixed arrays of ZONES_MAX (16). WildlifeWorld.active freezes an animal outside (no state change, no dice), NpcWorld.active a walker (and no birth outside), VehicleWorld.active a moored boat, and ThingsWorld.restocks keeps a morning's restock inside; every default is "everywhere", so an unbound game is unchanged. Tests: the merge (near players one cluster, far two, a player leaving splits a chain), contains, nearest, the radius; wildlife, npc, vehicles and things pass as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
10 lines
770 B
Markdown
10 lines
770 B
Markdown
bump: minor
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type: feature
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**`ludic.zones`: where a world is simulated.** A disc per player, `(x, z, r)` with `r = zones_radius(fog)`
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(the fog distance plus 40 m, never under 150 m, 900 m with no fog), overlapping discs merged into
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clusters with a bounding circle, and `zones_contains` / `zones_nearest` for everything that asks; fixed
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arrays, nothing made per frame. The packages that simulate now ask their world port whether a place is
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simulated, with a default of everywhere: `WildlifeWorld.active` (an animal outside is frozen - its
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state kept, no dice drawn), `NpcWorld.active` (a walker outside is frozen, and nobody is born outside),
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`VehicleWorld.active` (a moored boat outside is left where it lies) and `ThingsWorld.restocks` (a
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morning restocks only inside).
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