ludic/packages/ludic.wildlife/run.ludic
Orkuncakilkaya 8b85282502 ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated
zones_set / zones_clear / zones_merge, zones_contains / zones_nearest and the clusters' bounding circles,
over fixed arrays of ZONES_MAX (16). WildlifeWorld.active freezes an animal outside (no state change, no
dice), NpcWorld.active a walker (and no birth outside), VehicleWorld.active a moored boat, and
ThingsWorld.restocks keeps a morning's restock inside; every default is "everywhere", so an unbound game
is unchanged. Tests: the merge (near players one cluster, far two, a player leaving splits a chain),
contains, nearest, the radius; wildlife, npc, vehicles and things pass as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:53:23 +03:00

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# run.ludic - one step of every animal inside a zone (WildlifeWorld.active): the port says whether it
# is about at this hour; within 900 m of a player it thinks; player 0 sees what is near
export function wildlife_tick(wildlife_st: mut WildlifeState, dt: float, gh: float) -> void {
wl_seed_scan(wildlife_st, dt)
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) { wl_tick_one(wildlife_st, all[i], dt, gh) }
wildlife_refile(wildlife_st)
}
function wl_tick_one(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float, gh: float) -> void {
if not a.alive { return }
if not WildlifeWorld.active(a.x, a.z) { return } # outside every zone: its state kept, no dice drawn
let about = WildlifeWorld.about(a)
if about == WILD_AWAY {
a.shown = false
return
}
if about == WILD_GONE {
wildlife_remove(a)
wl_fact(wildlife_st, WILD_WENT, a)
return
}
a.shown = true
let dh = wl_near(wildlife_st, a.x, a.z)
if dh > 900.0 { return }
let s = wl_sp(wildlife_st, a.sp)
if wildlife_st.wl_hold { }
else if a.pinned { a.speed = 0.0 }
else if s.flies { wildlife_tick_bird(wildlife_st, a, dt) } else { wildlife_tick_ground(wildlife_st, a, dt, gh) }
var stride = 1.2 * a.scale
if s.flies { stride = 0.6 }
a.phase = (a.phase + a.speed * dt / stride * WL_TAU) % WL_TAU
if WildlifeWorld.player_on(0) and wl_pdist(0, a) < 60.0 and wildlife_saw(wildlife_st, a.sp) { wl_fact(wildlife_st, WILD_SPOTTED, a) }
}
# the gait advanced by a copy the game moves itself (a guest's copy of the host's animal)
export function wildlife_stride(wildlife_st: WildlifeState, a: WildAnimal, dt: float) -> void {
var stride = 1.2 * a.scale
if wl_sp(wildlife_st, a.sp).flies { stride = 0.6 }
a.phase = (a.phase + a.speed * dt / stride * WL_TAU) % WL_TAU
}
# a snare's catch let go: it bolts, and it holds nothing against anyone
export function wildlife_release(a: WildAnimal) -> void {
if a == null { return }
a.state = WILD_FLEE
a.timer = 4.0
a.calm = 0.0
a.lure = 0
}
# the animal a snare holds, by the snare's uid
export function wildlife_in_snare(wildlife_st: WildlifeState, uid: int) -> WildAnimal {
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) {
let a = all[i]
if a.alive and a.state == WILD_TRAPPED and a.lure == uid { return a }
}
return null
}