ludic/packages/ludic.wildlife/tests/fake/index.ludic
Orkuncakilkaya ac815bf638 merge lang/physics-senses: animals and people slide round still things, the aim's, photo's and animals' sight lines are one Jolt ray
Conflicts with 0.R5's state defaults in ludic.wildlife resolved; wl_step writes the push's answer, so
its callers take WildlifeState mut again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 01:23:17 +03:00

127 lines
5.6 KiB
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# fake.ludic - a toy valley for the tests: flat ground at 10 m with a lake west of x = -300 (its
# surface at 10.5), forest north of z = 400, up to two players, and a table of things set out
export state WildlifeTestsFakeState {
fk_px: []float = null
fk_pz: []float = null
fk_on: []bool = null
fk_noise: float = 0.0
fk_scent: float = 0.0
fk_still: int = 0
fk_hidden: bool = false
fk_blocked: bool = false
fk_wind: float = 0.0
fk_wind_dir: float = 0.0
fk_winter: float = 0.0
fk_about: int = 0
fk_born: int = 0
fk_lures: []WildLure = null
fk_gone: int = 0 # a uid the port says is no longer there
fk_trunk: bool = false # a trunk 1 m round at (0.3, -20)
fk_out_x: float = 0.0
fk_out_z: float = 0.0
}
function fk_setup(wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState) -> void {
wildlife_tests_fake_st.fk_px = floats(2)
wildlife_tests_fake_st.fk_pz = floats(2)
wildlife_tests_fake_st.fk_on = new []bool
push(wildlife_tests_fake_st.fk_on, true)
push(wildlife_tests_fake_st.fk_on, false)
wildlife_tests_fake_st.fk_px[0] = 5000.0
wildlife_tests_fake_st.fk_pz[0] = 5000.0
wildlife_tests_fake_st.fk_lures = new []WildLure
wildlife_tests_fake_st.fk_trunk = false
wildlife_clear(wildlife_st)
wildlife_species_clear(wildlife_st)
fk_species(wildlife_st)
}
# 0 deer (meadow, tracks, medium), 1 bear (forest, charges), 2 hare (small), 3 jay (flies)
function fk_species(wildlife_st: WildlifeState) -> void {
let d = new WildSpecies
d.key = "deer"
d.walk = 1.1
d.run = 7.0
d.flee = 34.0
d.tracks = true
d.size = 1
d.range = 150.0
d.keep_away = 120.0
wildlife_species_add(wildlife_st, d)
let b = new WildSpecies
b.key = "bear"
b.habitat = WILD_FOREST
b.charges = true
b.size = 2
b.diet = WILD_FISH
b.forget = 1.6
b.run = 6.0
wildlife_species_add(wildlife_st, b)
let h = new WildSpecies
h.key = "hare"
wildlife_species_add(wildlife_st, h)
let j = new WildSpecies
j.key = "jay"
j.flies = true
j.walk = 4.0
j.flee = 8.0
j.land_shy = 0.0
j.land_chance = 1.0
wildlife_species_add(wildlife_st, j)
}
function fk_ground(x: float, z: float) -> float { return 10.0 }
function fk_water(x: float, z: float) -> float {
if x < -300.0 { return 10.5 }
return 0.0
}
function fk_forest(x: float, z: float) -> bool { return z > 400.0 }
function fk_sight(wildlife_tests_fake_st: WildlifeTestsFakeState, ax: float, ay: float, az: float, bx: float, by: float, bz: float) -> bool { return not wildlife_tests_fake_st.fk_blocked }
function fk_players() -> int { return 2 }
function fk_player_on(wildlife_tests_fake_st: WildlifeTestsFakeState, p: int) -> bool { return wildlife_tests_fake_st.fk_on[p] }
function fk_x(wildlife_tests_fake_st: WildlifeTestsFakeState, p: int) -> float { return wildlife_tests_fake_st.fk_px[p] }
function fk_y(p: int) -> float { return 10.0 }
function fk_z(wildlife_tests_fake_st: WildlifeTestsFakeState, p: int) -> float { return wildlife_tests_fake_st.fk_pz[p] }
function fk_is_hidden(wildlife_tests_fake_st: WildlifeTestsFakeState, p: int) -> bool { return wildlife_tests_fake_st.fk_hidden }
function fk_noise_of(wildlife_tests_fake_st: WildlifeTestsFakeState, p: int) -> float { return wildlife_tests_fake_st.fk_noise }
function fk_scent_of(wildlife_tests_fake_st: WildlifeTestsFakeState, p: int) -> float { return wildlife_tests_fake_st.fk_scent }
function fk_still_of(wildlife_tests_fake_st: WildlifeTestsFakeState, p: int) -> int { return wildlife_tests_fake_st.fk_still }
function fk_wind_of(wildlife_tests_fake_st: WildlifeTestsFakeState) -> float { return wildlife_tests_fake_st.fk_wind }
function fk_wind_to(wildlife_tests_fake_st: WildlifeTestsFakeState) -> float { return wildlife_tests_fake_st.fk_wind_dir }
function fk_winter_of(wildlife_tests_fake_st: WildlifeTestsFakeState) -> float { return wildlife_tests_fake_st.fk_winter }
function fk_about_of(wildlife_tests_fake_st: WildlifeTestsFakeState, a: WildAnimal) -> int { return wildlife_tests_fake_st.fk_about }
function fk_one(sp: int) -> int { return 1 }
function fk_count(wildlife_tests_fake_st: WildlifeTestsFakeState) -> int { return len(wildlife_tests_fake_st.fk_lures) }
function fk_lure(wildlife_tests_fake_st: WildlifeTestsFakeState, i: int, l: WildLure) -> bool {
let f = wildlife_tests_fake_st.fk_lures[i]
l.uid = f.uid
l.kind = f.kind
l.diet = f.diet
l.size = f.size
l.x = f.x
l.z = f.z
l.owner = f.owner
return f.uid != wildlife_tests_fake_st.fk_gone
}
function fk_present(wildlife_tests_fake_st: WildlifeTestsFakeState, uid: int) -> bool { return uid != wildlife_tests_fake_st.fk_gone }
function fk_on_born(wildlife_tests_fake_st: mut WildlifeTestsFakeState, a: WildAnimal) -> void { wildlife_tests_fake_st.fk_born += 1 }
function fk_spot(a: WildAnimal, water: bool, s: WildSpot) -> bool {
s.uid = 900
s.x = a.x + 30.0
s.z = a.z
s.water = water
return true
}
# the trunk, when it stands: a body inside it is pushed straight out from its axis
function fk_push(wildlife_tests_fake_st: mut WildlifeTestsFakeState, x: float, z: float, r: float, y0: float, y1: float) -> bool {
let dx = x - 0.3
let dz = z + 20.0
let d = Math.sqrt(dx * dx + dz * dz)
if not wildlife_tests_fake_st.fk_trunk or d > 1.0 + r or d < 0.0001 { return false }
wildlife_tests_fake_st.fk_out_x = 0.3 + dx / d * (1.0 + r)
wildlife_tests_fake_st.fk_out_z = -20.0 + dz / d * (1.0 + r)
return true
}
function fk_pushed_x(wildlife_tests_fake_st: WildlifeTestsFakeState) -> float { return wildlife_tests_fake_st.fk_out_x }
function fk_pushed_z(wildlife_tests_fake_st: WildlifeTestsFakeState) -> float { return wildlife_tests_fake_st.fk_out_z }