ludic/packages/ludic.wildlife/habitat.ludic

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# habitat.ludic - the right kind of ground for a species, asked of the port's ground, water, slope
# and forest; and a spot of it at a distance from a point, off the package's dice
function wl_wet(x: float, z: float, depth: float) -> bool {
return WildlifeWorld.ground(x, z) < WildlifeWorld.water(x, z) - depth
}
export function wildlife_habitat_ok(hab: int, x: float, z: float) -> bool {
let h = WildlifeWorld.ground(x, z)
let w = WildlifeWorld.water(x, z)
if h < w + 0.8 { return false }
let s = WildlifeWorld.slope(x, z)
if hab == WILD_MEADOW { return s < 0.28 and not WildlifeWorld.forest(x, z) }
if hab == WILD_FOREST { return s < 0.5 and WildlifeWorld.forest(x, z) }
if hab == WILD_SHORE { return h < w + 4.0 and s < 0.4 }
return s > 0.25 or h > 80.0
}
# a species' ground: its painted habitat where the map has one (never under water), else its kind's rule
export function wildlife_habitat_of(sp: int, hab: int, x: float, z: float) -> bool {
let painted = WildlifeWorld.habitat_in(sp, x, z)
if painted < 0 { return wildlife_habitat_ok(hab, x, z) }
return painted == 1 and WildlifeWorld.ground(x, z) >= WildlifeWorld.water(x, z) + 0.8
}
# a spot of `hab` d0..d1 metres from (x0, z0); where it is, is wildlife_spot_x / _z
export function wildlife_find_spot(wildlife_st: mut WildlifeState, hab: int, x0: float, z0: float, d0: float, d1: float) -> bool {
return wildlife_find_spot_of(wildlife_st, -1, hab, x0, z0, d0, d1)
}
# the same for a species (sp >= 0): inside its painted habitat when the map has one
export function wildlife_find_spot_of(wildlife_st: mut WildlifeState, sp: int, hab: int, x0: float, z0: float, d0: float, d1: float) -> bool {
for t in 0 .. 60 {
let ang = wl_rnd(wildlife_st) * WL_TAU
let d = d0 + wl_rnd(wildlife_st) * (d1 - d0)
let x = x0 + Math.cos(ang) * d
let z = z0 + Math.sin(ang) * d
if (sp < 0 and wildlife_habitat_ok(hab, x, z)) or (sp >= 0 and wildlife_habitat_of(sp, hab, x, z)) {
wildlife_st.wl_px = x
wildlife_st.wl_pz = z
return true
}
}
return false
}
export function wildlife_spot_x(wildlife_st: WildlifeState) -> float { return wildlife_st.wl_px }
export function wildlife_spot_z(wildlife_st: WildlifeState) -> float { return wildlife_st.wl_pz }