ludic/packages/ludic.fishing/fight.ludic
Orkuncakilkaya 19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00

57 lines
2.7 KiB
Text

# fight.ludic - what takes, how big it is, and the green band the marker has to cross in
# a legend on a lure, likelier in deep water and with skill; else an everyday one by weight
function fishing_pick(fishing_st: mut FishingState) -> int {
let leg = fishing_legend()
if leg >= 0 and fishing_st.fishing_lure_on {
let k = FishSpecies[leg]
var p = k.chance
if FishingWorld.afloat() or FishingWorld.depth(fishing_st.fishing_bx, fishing_st.fishing_bz) >= fishing_st.fishing_deep { p = k.chance_deep }
if fishing_rand(fishing_st) < p + FishingWorld.skill() { return leg }
}
var total = 0.0
for s in 0 .. FISH_COUNT { if not FishSpecies[s].legend { total = total + FishSpecies[s].weight } }
var r = fishing_rand(fishing_st) * total
var last = -1
for s in 0 .. FISH_COUNT {
if FishSpecies[s].legend { continue }
last = s
r = r - FishSpecies[s].weight
if r < 0.0 { return s }
}
return last
}
function fishing_size(fishing_st: mut FishingState, s: int) -> int {
let k = FishSpecies[s]
let spread = int(fishing_rand(fishing_st) * float(k.cm_spread + 1))
return k.cm_min + spread + int(FishingWorld.skill() * k.skill_cm)
}
# the green's half width this crossing: a fish that closes it does so at every rung, and Hard
# closes it for everything else
export function fishing_window(fishing_st: FishingState) -> float {
if not fishing_kind_ok(fishing_st.fishing_sp) { return 0.12 }
let k = FishSpecies[fishing_st.fishing_sp]
let hw = FishingWorld.window(fishing_st.fishing_sp)
if k.closes > 0.0 { return Math.max(hw * (1.0 - k.closes * float(fishing_st.fishing_won)), hw * k.floor) }
if FishingWorld.level() == FISHING_HARD { return Math.max(hw * (1.0 - 0.10 * float(fishing_st.fishing_won)), hw * 0.55) }
return hw
}
export function fishing_window_lo(fishing_st: FishingState) -> float { return Math.clamp(fishing_st.fishing_win_c - fishing_window(fishing_st), 0.0, 1.0) }
export function fishing_window_hi(fishing_st: FishingState) -> float { return Math.clamp(fishing_st.fishing_win_c + fishing_window(fishing_st), 0.0, 1.0) }
# where it sits: the middle on Relaxed, somewhere new each crossing above it
function fishing_new_window(fishing_st: mut FishingState) -> void {
let lv = FishingWorld.level()
if lv == FISHING_RELAXED or fishing_st.fishing_gentle_on {
fishing_st.fishing_win_c = 0.5
return
}
let hw = fishing_window(fishing_st) + 0.05
fishing_st.fishing_win_c = hw + fishing_rand(fishing_st) * (1.0 - hw - hw)
}
function fishing_in_window(fishing_st: FishingState) -> bool {
return fishing_st.fishing_mark > fishing_st.fishing_win_c - fishing_window(fishing_st) and fishing_st.fishing_mark < fishing_st.fishing_win_c + fishing_window(fishing_st)
}