ludic/packages/ludic.vehicles/mount.ludic
Orkuncakilkaya 668a9ecf69 vehicles: a kind's numbers are a VehicleSpec the game hands over (vehicles_spec), not constants
The seat height, the horse's walk, gallop, acceleration and turn (VE_HORSE_*), its stamina (a gallop
over 6 m/s spends 6 a second, a walk gives back 3, 5 needed to gallop) and hay (0.02 a metre,
VEHICLE_HAY_MIN), the boat's stroke, turn and wind (VE_ROW, VE_ROW_TURN, VE_WIND) and where a rider
gets off (the horse's 1.2 m flank, the boat's 1.25 m wade) move into VehicleSpec (spec.ludic), held
per kind in VehiclesState.ve_specs and kept across a reset. vehicles_spec(kind, spec) sets one,
vehicle_spec(kind) asks it; a kind with no spec cannot be called. VEHICLE_HORSE and VEHICLE_BOAT stay
the kinds. The tests hand Maroon Lake's numbers in, and a new one holds a spec's walk and seat_h.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:22:02 +03:00

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2.3 KiB
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# mount.ludic - getting on, and getting off onto a spot the rider's own safe-spot rule found: the
# same one answer a seat and a stand-up use, so a landing is never inside a boulder or on a bank
# the body cannot climb off
# this machine's player onto v; false when it is somebody else's, taken, or a hungry horse
export function vehicle_mount(vehicles_st: mut VehiclesState, v: Vehicle) -> bool {
if v == null or v.owner != 0 or v.rider >= 0 or vehicles_st.ve_cur != null { return false }
if v.kind == VEHICLE_HORSE and v.food < vehicle_spec(vehicles_st, v.kind).hay_min {
ve_say(vehicles_st, VEHICLE_HUNGRY, v, v.food)
return false
}
vehicles_st.ve_cur = v
v.rider = 0
VehicleRider.board(v.x, v.z, v.yaw)
ve_say(vehicles_st, VEHICLE_MOUNTED, v, 0.0)
return true
}
# Off, onto the nearest spot a body could stand and walk off: from a boat a wade of up to its spec's
# off_depth, from a horse off_side out by its right flank. False (and said) when a boat is too far out.
export function vehicle_dismount(vehicles_st: mut VehiclesState) -> bool {
let v = vehicles_st.ve_cur
if v == null { return false }
let sp = vehicle_spec(vehicles_st, v.kind)
if v.kind == VEHICLE_BOAT {
if not VehicleRider.safe_spot(v.x, v.z, VehicleWorld.water(v.x, v.z), sp.off_depth) {
ve_say(vehicles_st, VEHICLE_NO_LANDING, v, 0.0)
return false
}
VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
ve_moor(v)
} else {
let wx = v.x + Math.cos(v.yaw) * sp.off_side
let wz = v.z - Math.sin(v.yaw) * sp.off_side
if VehicleRider.safe_spot(wx, wz, VehicleWorld.ground(v.x, v.z), 0.0) {
VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
} else { VehicleRider.step_off(v.x, v.z) }
v.home_x = v.x
v.home_z = v.z
}
vehicles_st.ve_cur = null
v.rider = -1
v.speed = 0.0
ve_say(vehicles_st, VEHICLE_DISMOUNTED, v, 0.0)
return true
}
# off whatever this player is on, wherever it is (a load, a collapse, a map change)
export function vehicle_drop(vehicles_st: mut VehiclesState) -> void {
if vehicles_st.ve_cur != null {
vehicles_st.ve_cur.rider = -1
vehicles_st.ve_cur.speed = 0.0
if vehicles_st.ve_cur.kind == VEHICLE_BOAT { ve_moor(vehicles_st.ve_cur) }
}
vehicles_st.ve_cur = null
}