ludic/packages/ludic.aim/tests/aim_test.ludic
Orkuncakilkaya 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

112 lines
5.3 KiB
Text

# aim_test.ludic - a camera 1.5 m up looking down -z over flat ground with a ridge 42 m out: the ray
# against a cylinder, the forgiveness, near before far, the ridge hiding a thing, the reach floor,
# and which thing the use key means
import "ludic.aim"
import "ludic.base"
program AimTest {
numbers float
state AimTestState {
cx: float = 0.0
cy: float = 1.5
cz: float = 0.0
fy: float = 0.0
post: bool = false
}
function fk_x(aim_test_st: AimTestState) -> float { return aim_test_st.cx }
function fk_y(aim_test_st: AimTestState) -> float { return aim_test_st.cy }
function fk_z(aim_test_st: AimTestState) -> float { return aim_test_st.cz }
function fk_fy(aim_test_st: AimTestState) -> float { return aim_test_st.fy }
function fk_fz(aim_test_st: AimTestState) -> float { return -Math.sqrt(1.0 - aim_test_st.fy * aim_test_st.fy) }
# a 6 m ridge along z = -42, thirty metres across, the whole width of the view
function fk_ground(x: float, z: float) -> float { return 6.0 * Math.max(0.0, 1.0 - Math.abs(z + 42.0) / 15.0) }
# the ground under ten points of the line, with 35 cm of slack, and (when it stands) a solid post
# 0.75 m round at (0, -20), wider than its aim: what a physics ray would say
function fk_clear(aim_test_st: AimTestState, ax: float, ay: float, az: float, bx: float, by: float, bz: float) -> bool {
let lx = bx - ax
let lz = bz - az
let t = Math.clamp(((0.0 - ax) * lx + (-20.0 - az) * lz) / Math.max(lx * lx + lz * lz, 0.0001), 0.0, 1.0)
let px = ax + lx * t
let pz = az + lz * t
if aim_test_st.post and px * px + (pz + 20.0) * (pz + 20.0) < 0.5625 { return false }
for s in 1 .. 10 {
let f = float(s) / 10.0
if fk_ground(Math.lerp(ax, bx, f), Math.lerp(az, bz, f)) - 0.35 > Math.lerp(ay, by, f) { return false }
}
return true
}
bind AimView { x: fn fk_x, y: fn fk_y, z: fn fk_z, fy: fn fk_fy, fz: fn fk_fz, clear: fn fk_clear }
function fresh(aim_st: mut AimState, aim_test_st: mut AimTestState) -> void {
aim_test_st.cx = 0.0
aim_test_st.cy = 1.5
aim_test_st.cz = 0.0
aim_test_st.fy = 0.0
aim_test_st.post = false
aim_begin(aim_st)
}
test "the ray enters a cylinder in front and misses one to the side or behind" (aim_st: mut AimState, aim_test_st: mut AimTestState) {
fresh(aim_st, aim_test_st)
expect_near(aim_ray_cyl(0.0, 0.0, 2.0, -10.0, 0.5), 9.5, 0.01)
expect(aim_ray_cyl(3.0, 0.0, 2.0, -10.0, 0.5) < 0.0)
expect(aim_ray_cyl(0.0, 0.0, 2.0, 10.0, 0.5) < 0.0)
expect(aim_ray_cyl(0.0, 0.0, 1.0, -10.0, 0.5) < 0.0)
expect_near(aim_ray_cyl(0.0, 0.0, 2.0, 0.0, 0.5), 0.0, 0.001)
}
test "a thin thing far off is still aimable, by an angle and not a metre" (aim_st: mut AimState, aim_test_st: mut AimTestState) {
fresh(aim_st, aim_test_st)
expect(aim_slack_m(20.0) > aim_slack_m(5.0) * 3.9)
expect(aim_offer(aim_st, 1, 7, 0.25, 0.0, 2.0, -20.0, 0.05, 1.5, 30.0))
expect(aim_off_centre(aim_st) > 0.5)
fresh(aim_st, aim_test_st)
expect(not aim_offer(aim_st, 1, 7, 3.0, 0.0, 2.0, -20.0, 0.05, 1.5, 30.0))
}
test "the nearest thing the ray enters is the pick, whatever order they are offered in" (aim_st: mut AimState, aim_test_st: mut AimTestState) {
fresh(aim_st, aim_test_st)
expect(aim_offer(aim_st, 1, 1, 0.0, 0.0, 2.0, -20.0, 0.5, 1.5, 30.0))
expect(aim_offer(aim_st, 1, 2, 0.0, 0.0, 2.0, -8.0, 0.5, 1.5, 30.0))
expect(not aim_offer(aim_st, 1, 3, 0.0, 0.0, 2.0, -15.0, 0.5, 1.5, 30.0))
expect_eq(aim_id(aim_st), 2)
expect_near(aim_dist(aim_st), 8.0, 0.01)
expect(not aim_offer(aim_st, 2, 4, 0.0, 0.0, 2.0, -25.0, 0.5, 1.5, 30.0))
expect(not aim_offer(aim_st, 2, 5, 0.0, 0.0, 2.0, -3.0, 0.5, 1.5, 2.0))
}
test "the ridge in front hides a thing, a thing does not hide itself, and nothing a hand's breadth off is hidden" (aim_st: mut AimState, aim_test_st: mut AimTestState) {
fresh(aim_st, aim_test_st)
expect(not aim_clear_to(0.0, 1.0, -60.0))
expect(aim_clear_to(0.0, 1.0, -30.0))
expect(not aim_offer(aim_st, 1, 1, 0.0, 0.0, 2.0, -60.0, 2.0, 1.5, 80.0))
aim_test_st.post = true
expect(not aim_clear_to(0.0, 1.0, -20.0))
expect(aim_offer(aim_st, 1, 2, 0.0, 0.0, 2.0, -20.0, 0.5, 1.5, 80.0))
fresh(aim_st, aim_test_st)
aim_test_st.cy = -5.0
expect(aim_clear_at(0.5, 0.45))
expect(not aim_clear_at(50.0, 0.5))
}
test "the crosshair decides which, the distance whether: every reach is floored at three metres" (aim_st: mut AimState, aim_test_st: mut AimTestState) {
fresh(aim_st, aim_test_st)
expect_near(aim_reach_of(1.5), AIM_REACH_MIN, 0.001)
expect_near(aim_reach_of(3.4), 3.4, 0.001)
aim_offer(aim_st, 1, 1, 0.0, 0.0, 2.0, -2.6, 0.3, 1.5, 30.0)
expect(aim_in_reach(aim_st))
expect_eq(aim_use(aim_st, 1), AIM_USE_THIS)
fresh(aim_st, aim_test_st)
aim_offer(aim_st, 1, 1, 0.0, 0.0, 2.0, -6.0, 0.3, 1.5, 30.0)
expect(not aim_in_reach(aim_st))
expect_eq(aim_use(aim_st, 1), AIM_USE_NOTHING)
expect_eq(aim_use(aim_st, 3), AIM_USE_NEAREST)
fresh(aim_st, aim_test_st)
aim_offer(aim_st, 1, 1, 0.0, 0.0, 3.0, -20.0, 0.3, 1.5, 30.0)
expect_eq(aim_use(aim_st, 1), AIM_USE_NEAREST)
fresh(aim_st, aim_test_st)
aim_offer(aim_st, 2, 9, 0.0, 0.0, 2.0, -2.0, 0.3, AIM_NEVER, 30.0)
expect(not aim_in_reach(aim_st))
expect_eq(aim_kind(aim_st), 2)
}
}