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