ludic/packages/ludic.vehicles/system.ludic
Orkuncakilkaya 045bf22e10 feat(ecs): ludic.vehicles on a Table<Vehicle>
The vehicles are rows of a ludic.base Table with kind and owner as columns, every player's own by
an owner index and a nid map: vehicle_of walks only that player's rows, vehicle_by_nid is a map
lookup, and a player who leaves has their rows removed instead of the whole list rebuilt. ve_add
takes the owner, so the owner is filed once and never assigned around the table. Positions stay
on the record: a boat moves every frame and there are at most two a player. vehicles_test holds
the table (9 tests); the game builds against it and lab/unit passes (88 tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:50:23 +03:00

45 lines
1.7 KiB
Text

# system.ludic - vehicles as a system: a reset, and this player's own saved by kind (hired or not,
# and the horse's hay); where they lie is not saved - they are called again. The boats' hulls are
# read back and pushed by the wind in vehicles_tick, which the game calls where the world is run
export function vehicles_reset(vehicles_st: mut VehiclesState) -> void {
let l = ve_all(vehicles_st)
for i in 0 .. len(l) {
let v = l[i]
if v.kind == VEHICLE_BOAT { VehicleHull.gone(v.nid) } else { VehicleLegs.gone(v.nid) }
v.ent = -1
}
tb_clear(vehicles_st.ve.tab)
imap_clear(vehicles_st.ve.nids)
vehicles_st.ve_cur = null
vehicles_st.ve_have_dock = false
vehicles_st.ve_swell_said = 0.0
vehicles_st.ve_kept_horse = false
vehicles_st.ve_kept_boat = false
vehicles_st.ve_kept_food = 40.0
q_clear(vehicle_facts(vehicles_st))
}
export function vehicles_save(vehicles_st: VehiclesState) -> Val {
let v = Value.object()
let h = vehicle_find(vehicles_st, VEHICLE_HORSE)
let b = vehicle_find(vehicles_st, VEHICLE_BOAT)
if h != null {
sv_put_bool(v, "horse_own", h.owned)
sv_put_float(v, "horse_food", h.food)
}
if b != null { sv_put_bool(v, "boat_own", b.owned) }
return v
}
export function vehicles_load(vehicles_st: mut VehiclesState, v: Val, version: int) -> void {
vehicle_drop(vehicles_st)
vehicle_restore(vehicles_st, VEHICLE_HORSE, sv_bool(v, "horse_own", false), sv_float(v, "horse_food", 40.0))
vehicle_restore(vehicles_st, VEHICLE_BOAT, sv_bool(v, "boat_own", false), 0.0)
}
export function vehicles_system() -> System {
let s = system_new("vehicles", PH_SIMULATE)
s.save = fn vehicles_save
s.load = fn vehicles_load
return s
}