ludic/packages/ludic.photo/ports.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

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# ports.ludic - what a photograph asks the game: where the lens is and what it can see, the light,
# and the rules of the market. Unbound, the lens sits at the origin looking down -z with nothing in
# the way at noon under a clear sky, every point projects to the middle of the frame, and a
# subject's first frame is worth 12 and a legend 120.
export port PhotoLens {
x: fn() -> float = fn pht__zero # the camera's position
y: fn() -> float = fn pht__zero
z: fn() -> float = fn pht__zero
fx: fn() -> float = fn pht__zero # where it points (unit)
fy: fn() -> float = fn pht__zero
fz: fn() -> float = fn pht__back
fov: fn() -> float = fn pht__fov # vertical, radians
project: fn(float, float, float) -> bool = fn pht__centred # into the picture; sx / sy say where
sx: fn() -> float = fn pht__half # 0..1 across
sy: fn() -> float = fn pht__half # 0..1 down
visible: fn(float, float, float, float) -> bool = fn pht__seen # a sphere inside the frustum
clear: fn(float, float, float, float, float, float) -> bool = fn pht__clear # nothing between two points
range: fn() -> float = fn pht__range # how far the lens reaches, m
steady: fn() -> bool = fn pht__no # on a tripod
}
export port PhotoLight {
hour: fn() -> float = fn pht__noon
night: fn() -> bool = fn pht__no
moon: fn() -> float = fn pht__zero # 0..1 lit
dim: fn() -> int = fn pht__none # what the weather takes off (a storm 4)
bonus: fn() -> int = fn pht__none # what it adds (the light after a front)
sun_x: fn() -> float = fn pht__zero # toward the sun
sun_z: fn() -> float = fn pht__zero
}
export port PhotoRules {
behaviour: fn() -> bool = fn pht__no # size counts half and the moment double
subject_value: fn(int) -> int = fn pht__twelve # a subject's first frame, before the grade
legend_value: fn(int) -> int = fn pht__legend
mult: fn() -> float = fn pht__one # the lens's worth, times
}
function pht__zero() -> float { return 0.0 }
function pht__back() -> float { return -1.0 }
function pht__fov() -> float { return 1.0 }
function pht__centred(x: float, y: float, z: float) -> bool { return true }
function pht__half() -> float { return 0.5 }
function pht__seen(x: float, y: float, z: float, r: float) -> bool { return true }
function pht__clear(ax: float, ay: float, az: float, bx: float, by: float, bz: float) -> bool { return true }
function pht__range() -> float { return 100.0 }
function pht__no() -> bool { return false }
function pht__noon() -> float { return 12.0 }
function pht__none() -> int { return 0 }
function pht__twelve(sp: int) -> int { return 12 }
function pht__legend(sp: int) -> int { return 120 }
function pht__one() -> float { return 1.0 }