ludic/packages/ludic.character/verbs.ludic
2026-09-25 14:02:21 +03:00

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# verbs.ludic - every change the rest of a game may make to the body
export function char_config(character_st: mut CharacterState, walk: float, run: float) -> void {
character_st.chr_walk_speed = walk
character_st.chr_run_speed = run
}
# put the body somewhere, standing, the camera behind it
export function char_teleport(character_st: mut CharacterState, x: float, z: float, yaw: float) -> void {
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_yaw = yaw
character_st.chr_y = CharacterGround.height(x, z)
char_halt(character_st)
character_st.chr_sit = false
character_st.chr_swim = false
character_st.chr_dive = false
character_st.chr_depth = 0.0
character_st.chr_float = 0.0
# the water where the body lands, not where it was: a trip reloaded mid-swim reads it next
character_st.chr_water = CharacterGround.water(x, z)
character_st.chr_cam_yaw = yaw
character_st.chr_piv_x = character_st.chr_x
character_st.chr_piv_y = character_st.chr_y + 1.45
character_st.chr_piv_z = character_st.chr_z
char_camera(character_st, 1.0)
}
# a screen holds the body still by a reason, so two holders cannot release each other's hold
export function char_hold(character_st: mut CharacterState, reason: int) -> void { character_st.chr_holds = character_st.chr_holds | reason }
export function char_release(character_st: mut CharacterState, reason: int) -> void { if (character_st.chr_holds & reason) != 0 { character_st.chr_holds = character_st.chr_holds - reason } }
# everything that carries the body stops: no fall, no stride, no run
export function char_halt(character_st: mut CharacterState) -> void {
character_st.chr_air = false
character_st.chr_vy = 0.0
character_st.chr_speed = 0.0
character_st.chr_move = 0.0
character_st.chr_run = 0.0
}
# out of strength in the water: the stroke stops and the body floats
export function char_go_limp(character_st: mut CharacterState) -> void {
character_st.chr_speed = 0.0
character_st.chr_float = 1.0
}
# set down somewhere without the teleport's reset (a swimmer turned back)
export function char_push_to(character_st: mut CharacterState, x: float, z: float) -> void {
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_speed = 0.0
}
# stood on the ground at a point, facing a way
export function char_stand_on(character_st: mut CharacterState, x: float, z: float, yaw: float) -> void {
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_yaw = yaw
character_st.chr_y = CharacterGround.height(x, z)
}
# a trip saved in the middle of the lake reloads in the middle of the lake, not on the bed
export function char_resume_swim(character_st: mut CharacterState, dive: bool, depth: float, breath: float) -> void {
character_st.chr_water = CharacterGround.water(character_st.chr_x, character_st.chr_z)
character_st.chr_swim = true
character_st.chr_dive = dive
character_st.chr_depth = depth
character_st.chr_breath = breath
character_st.chr_y = character_st.chr_water - 0.30 - character_st.chr_depth
}
# the map changed under the body: nothing about the old water may survive
export function char_map_changed(character_st: mut CharacterState) -> void {
character_st.chr_swim = false
character_st.chr_dive = false
character_st.chr_depth = 0.0
character_st.chr_water = CharacterGround.water(character_st.chr_x, character_st.chr_z)
}
export function char_face(character_st: mut CharacterState, yaw: float) -> void { character_st.chr_yaw = yaw }
export function char_allow_run(character_st: mut CharacterState, on: bool) -> void { character_st.chr_can_run = on }
export function char_look(character_st: mut CharacterState, yaw: float, pitch: float) -> void {
character_st.chr_cam_yaw = yaw
character_st.chr_cam_pitch = pitch
}
export function char_look_pitch(character_st: mut CharacterState, pitch: float) -> void { character_st.chr_cam_pitch = pitch }
export function char_orbit(character_st: mut CharacterState, dist: float) -> void { character_st.chr_cam_dist = Math.clamp(dist, 1.8, 9.0) }
export function char_lock_orbit(character_st: mut CharacterState, on: bool) -> void { character_st.chr_lock = on }
export function char_set_fps(character_st: mut CharacterState, on: bool) -> void { character_st.chr_fps = on }
# the eyes or the shoulder; refused while sitting or carried, and the answer says which
export function char_fps_toggle(character_st: mut CharacterState) -> int {
if not character_st.chr_fps and not chr_eyes_allowed(character_st) {
if character_st.chr_sit { return CHAR_EYES_SITTING }
return CHAR_EYES_RIDING
}
character_st.chr_fps = not character_st.chr_fps
if character_st.chr_fps { return CHAR_EYES_ON }
return CHAR_EYES_OFF
}
# something to ride: getting on, being carried, and stepping off onto a spot char_safe_spot found
export function char_board(character_st: mut CharacterState, x: float, z: float, yaw: float) -> void {
character_st.chr_sit = false
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_yaw = yaw
character_st.chr_speed = 0.0
character_st.chr_move = 0.0
character_st.chr_run = 0.0
}
export function char_ride_at(character_st: mut CharacterState, x: float, y: float, z: float, yaw: float, speed: float) -> void {
character_st.chr_x = x
character_st.chr_y = y
character_st.chr_z = z
character_st.chr_yaw = yaw
character_st.chr_speed = speed
}
export function char_step_off(character_st: mut CharacterState, x: float, z: float) -> void {
character_st.chr_x = x
character_st.chr_z = z
character_st.chr_y = CharacterGround.height(x, z)
}