- 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>
10 lines
420 B
Text
10 lines
420 B
Text
# ludic.aim - the crosshair is the exact middle of the screen, so the ray through it is the camera's
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# position along its forward. Each candidate is an upright cylinder widened by a fixed angular
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# forgiveness; the pick is the nearest one the ray enters that nothing hides.
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module ludic_aim uses ludic_base
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numbers float
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import "ludic.base"
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import "ports.ludic"
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import "ray.ludic"
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import "pick.ludic"
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import "use.ludic"
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