ludic/docs/language/grid/grid-flood.md
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feat(stdlib): add Grid.* — tile geometry + A* pathfinding over the tilemap (#24)
Grid.* operates on the Map tilemap (Map.size/Map.row): a cell is passable unless
it is out of bounds or holds the caller's `wall` tile (a char code, e.g. '#'), so
any impassable glyph works. Everything is integer and deterministic.

  - Grid.line(x0,y0,x1,y1) -> []Cell        Bresenham line cells (LOS/raycast base)
  - Grid.blocked(x,y,wall) -> bool          the shared passability test
  - Grid.line_of_sight(x0,y0,x1,y1,wall)    unobstructed straight line?
  - Grid.flood(x,y,wall) -> []Cell          4-connected reachable region (BFS)
  - Grid.a_star(x0,y0,x1,y1,wall) -> []Cell shortest 4-connected path (A*,
                                            Manhattan heuristic), empty if unreachable

The engine (runtime/native/grid.ludic, ~150 lines of Ludic, C-free) is spliced
into a game via core.ludic since it reads the tilemap runtime; returned Cell
slices are ordinary Ludic slices (`len` / `[i]`; each cell has `.x` `.y`).
Pathfinding lives under Grid rather than a `Path` namespace — that name is
already the filesystem-paths library (#10).

Verified against Python references: a 1500-case fuzzer over random maps agrees
exactly on A* path length (optimal, == BFS), flood-fill count, and line-of-sight.
examples/library/grid.ludic asserts the behaviour and is wired into `x test`
(now 61 passed); docs: a Grid section + 5 per-symbol pages, inventory/coverage
green. Seed reseeded; the C-free bootstrap fixpoint holds.

Scope: this lands the Grid.*/pathfinding half of #24. The ECS Query.* helpers
(count/first, and nearest/within which want a runtime spatial index) remain the
tracked follow-up the issue calls out as blocked.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-31 12:36:12 +03:00

27 lines
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Markdown

---
id: grid-flood
name: Grid.flood
category: grid
kind: namespace-method
tokens: Grid.flood
sig: Grid.flood(x, y, wall) -> []Cell
tip: Every passable cell reachable from (x,y), 4-connected, in BFS order.
order: 4
ns: Grid
member: flood
---
Returns every passable cell reachable from <code>(x, y)</code> by 4-connected steps (up/down/left/right over non-<code>wall</code> cells), in breadth-first order — for connectivity checks, filling a room, or measuring an enclosed area. Empty if the start itself is blocked.
Parameters:
- `x`, `y` — the seed cell
- `wall` — the impassable tile char
```ludic
program Demo {
handler H phase Update {
let region = Grid.flood(2, 2, '#')
print(len(region))
}
}
```