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>
41 lines
2 KiB
Text
41 lines
2 KiB
Text
# ask.ludic - the questions: inside any disc, how far outside the nearest, and the clusters. With no
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# disc set yet (a world before its first frame) everywhere is inside, so nothing freezes by accident
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export function zones_any(zones_st: ZonesState) -> bool {
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for i in 0 .. ZONES_MAX { if zones_st.zn_on[i] != 0 { return true } }
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return false
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}
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export function zones_contains(zones_st: ZonesState, x: float, z: float) -> bool {
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var any = false
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for i in 0 .. ZONES_MAX {
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if zones_st.zn_on[i] == 0 { continue }
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any = true
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let dx = x - zones_st.zn_x[i]
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let dz = z - zones_st.zn_z[i]
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if dx * dx + dz * dz <= zones_st.zn_r[i] * zones_st.zn_r[i] { return true }
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}
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return not any
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}
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# metres from (x, z) to the edge of the nearest disc: 0 inside one (and 0 with no disc set)
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export function zones_nearest(zones_st: ZonesState, x: float, z: float) -> float {
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var best = -1.0
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for i in 0 .. ZONES_MAX {
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if zones_st.zn_on[i] == 0 { continue }
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let dx = x - zones_st.zn_x[i]
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let dz = z - zones_st.zn_z[i]
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let d = Math.max(Math.sqrt(dx * dx + dz * dz) - zones_st.zn_r[i], 0.0)
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if best < 0.0 or d < best { best = d }
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}
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if best < 0.0 { return 0.0 }
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return best
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}
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export function zones_on(zones_st: ZonesState, pid: int) -> bool { return pid >= 0 and pid < ZONES_MAX and zones_st.zn_on[pid] != 0 }
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export function zones_r(zones_st: ZonesState, pid: int) -> float { return zones_st.zn_r[pid] }
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export function zones_cluster_of(zones_st: ZonesState, pid: int) -> int { return zones_st.zn_cl[pid] }
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export function zones_clusters(zones_st: ZonesState) -> int { return zones_st.zn_ncl }
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export function zones_cluster_x(zones_st: ZonesState, c: int) -> float { return zones_st.zn_cx[c] }
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export function zones_cluster_z(zones_st: ZonesState, c: int) -> float { return zones_st.zn_cz[c] }
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export function zones_cluster_r(zones_st: ZonesState, c: int) -> float { return zones_st.zn_cr[c] }
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export function zones_cluster_n(zones_st: ZonesState, c: int) -> int { return zones_st.zn_cn[c] }
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