ludic/packages/ludic.vehicles/mount.ludic
Orkuncakilkaya 66da424b90 vehicles: a boat nobody rows is moored where it was called or left - its hull put back on the mooring (home_x, home_z, home_yaw) whenever it strays, and no wind on it; the wind drifts only a rowed boat
A called boat and one got out of drifted across the lake on the wind (the user's play of the bundle).
The tests hold a boat at its berth in a full wind for eight seconds, and one dropped out on the lake
where it was left.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:12:44 +03:00

56 lines
2.2 KiB
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# mount.ludic - getting on, and getting off onto a spot the rider's own safe-spot rule found: the
# same one answer a seat and a stand-up use, so a landing is never inside a boulder or on a bank
# the body cannot climb off
export const VEHICLE_HAY_MIN: float = 10.0 # a horse with less hay than this will not go
# this machine's player onto v; false when it is somebody else's, taken, or a hungry horse
export function vehicle_mount(vehicles_st: mut VehiclesState, v: Vehicle) -> bool {
if v == null or v.owner != 0 or v.rider >= 0 or vehicles_st.ve_cur != null { return false }
if v.kind == VEHICLE_HORSE and v.food < VEHICLE_HAY_MIN {
ve_say(vehicles_st, VEHICLE_HUNGRY, v, v.food)
return false
}
vehicles_st.ve_cur = v
v.rider = 0
VehicleRider.board(v.x, v.z, v.yaw)
ve_say(vehicles_st, VEHICLE_MOUNTED, v, 0.0)
return true
}
# Off, onto the nearest spot a body could stand and walk off: from a boat a wade of up to 1.25 m
# within ten metres, from a horse beside its right flank. False (and said) when a boat is too far out.
export function vehicle_dismount(vehicles_st: mut VehiclesState) -> bool {
let v = vehicles_st.ve_cur
if v == null { return false }
if v.kind == VEHICLE_BOAT {
if not VehicleRider.safe_spot(v.x, v.z, VehicleWorld.water(v.x, v.z), 1.25) {
ve_say(vehicles_st, VEHICLE_NO_LANDING, v, 0.0)
return false
}
VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
ve_moor(v)
} else {
let wx = v.x + Math.cos(v.yaw) * 1.2
let wz = v.z - Math.sin(v.yaw) * 1.2
if VehicleRider.safe_spot(wx, wz, VehicleWorld.ground(v.x, v.z), 0.0) {
VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
} else { VehicleRider.step_off(v.x, v.z) }
v.home_x = v.x
v.home_z = v.z
}
vehicles_st.ve_cur = null
v.rider = -1
v.speed = 0.0
ve_say(vehicles_st, VEHICLE_DISMOUNTED, v, 0.0)
return true
}
# off whatever this player is on, wherever it is (a load, a collapse, a map change)
export function vehicle_drop(vehicles_st: mut VehiclesState) -> void {
if vehicles_st.ve_cur != null {
vehicles_st.ve_cur.rider = -1
vehicles_st.ve_cur.speed = 0.0
if vehicles_st.ve_cur.kind == VEHICLE_BOAT { ve_moor(vehicles_st.ve_cur) }
}
vehicles_st.ve_cur = null
}