ludic/packages/ludic.compass/radar.ludic

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# radar.ludic - the radar's tiers: a range for each compass tier (0 is no radar), which marks it
# shows, and where each falls on a unit disc with ahead at the top
var cmp_ranges: []float = null
var cmp_radar_from: int = 2 # marks of at least this tier are blips; the tracked one always is
export function compass_config_radar(ranges: []float, from_tier: int) -> void {
cmp_ranges = new []float
for i in 0 .. len(ranges) { push(cmp_ranges, ranges[i]) }
cmp_radar_from = from_tier
}
# how far the radar reaches with the viewer's compass, 0 without one; a tier past the table has
# the last range
export function compass_radar_range() -> float {
if cmp_ranges == null or len(cmp_ranges) == 0 { return 0.0 }
let t = CompassWorld.tier()
if t < 0 { return 0.0 }
if t >= len(cmp_ranges) { return cmp_ranges[len(cmp_ranges) - 1] }
return cmp_ranges[t]
}
export function compass_radar_on() -> bool { return compass_radar_range() > 0.0 }
# the i-th mark is a blip: a radar is carried, it is shown there and it is in range
export function compass_radar_has(i: int) -> bool {
if i < 0 or i >= compass_count() or not compass_radar_on() { return false }
let m = cmp_list[i]
if m.tier < cmp_radar_from and m.prio < COMPASS_TRACKED { return false }
return compass_dist(i) <= compass_radar_range()
}
# where on a unit disc: x right, y down, so ahead is (0, -1) and the edge is the range
export function compass_radar_x(i: int) -> float { return -Math.sin(compass_bearing(i)) * cmp_radar_frac(i) }
export function compass_radar_y(i: int) -> float { return -Math.cos(compass_bearing(i)) * cmp_radar_frac(i) }
function cmp_radar_frac(i: int) -> float {
let r = compass_radar_range()
if r <= 0.0 { return 0.0 }
return Math.min(compass_dist(i) / r, 1.0)
}