ludic/packages/ludic.nav/resident_count.ludic
Orkuncakilkaya 93e5cb391e nav: nav_tiles_keep_near - a file-backed mesh's tiles kept by a distance the game answers (its players' zones, ludic.zones' zones_nearest): in within pad of it, out only past pad + hyst; the tile counters in resident_count.ludic
For loading the world by each player's fog rather than a fixed 900 m. keep_near_test: a zone round
one corner brings in its tile, a bigger one its neighbours, an edge nudged back and forth twenty times
changes nothing, and a zone moved 2 km away lets them all go.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:43:22 +03:00

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# resident_count.ludic - what a file-backed mesh holds now: its tiles in, their bytes, and how many it has
# how many of kind's tiles are in, and (nav_tiles_bytes) how many bytes those hold
export function nav_tiles_in(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, false) }
export function nav_tiles_bytes(nav_st: NavState, kind: int) -> int { return nv_tiles_sum(nav_st, kind, true) }
function nv_tiles_sum(nav_st: NavState, kind: int, bytes: bool) -> int {
let h = nv_mesh(nav_st, kind)
if h == null { return 0 }
var n = 0
for i in 0 .. nvc_index_count(h) {
nvc_index_tile(h, i, nav_st.nv_tile)
if nav_st.nv_tile[2] > 0.5 and bytes { n += int(nav_st.nv_tile[3]) }
if nav_st.nv_tile[2] > 0.5 and not bytes { n += 1 }
}
return n
}
# how many tiles kind's file holds in all
export function nav_tiles_all(nav_st: NavState, kind: int) -> int {
let h = nv_mesh(nav_st, kind)
if h == null { return 0 }
return nvc_index_count(h)
}