ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v), q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)). ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no longer uses, nor anything it calls, and the argument that fills it - including an argument for a parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| tests | ||
| animal.ludic | ||
| birds.ludic | ||
| facts.ludic | ||
| ground.ludic | ||
| guest.ludic | ||
| habitat.ludic | ||
| index.ludic | ||
| lures.ludic | ||
| migrate.ludic | ||
| needs.ludic | ||
| package.ludic | ||
| places.ludic | ||
| port.ludic | ||
| ranges.ludic | ||
| react.ludic | ||
| README.md | ||
| record.ludic | ||
| run.ludic | ||
| senses.ludic | ||
| spawn.ludic | ||
| species.ludic | ||
| steer.ludic | ||
| store.ludic | ||
| system.ludic | ||
| want.ludic | ||
ludic.wildlife
The animals of a valley: the ranges each species keeps to, and every animal's day - wander about
home, go down to water and forage when thirst and hunger climb, notice the players and decide what
to make of them, flee, charge, come to food and lures, walk into snares; birds circle, glide down,
peck and lift off. Uses ludic.base and nothing else.
import "ludic.wildlife"
The package owns the animals' state, the steering, the senses, the alert, feeding and lures,
spawning within ranges, its own dice (an Rng, never Random.*) and its own save section. It
never draws anything: the game makes an actor when the port says an animal was born and keys its
drawing by the animal's key, and it never decides what anything is worth - a feeding, a catch, a
shove, a print are facts the game drains.
Species are data
The game hands the table in, once: wildlife_species_add(s) per species, in its own order, so the
entry's place is the species number. A WildSpecies is key, walk, run, flee (its nerve,
m), home (how far it roams), habitat (WILD_MEADOW, _FOREST, _SHORE, _CLIFF), tracks,
size (0 small - a snare holds it), diet (WILD_PLANTS, _FISH, _HAY, _SEED), flies,
tame, charges, forget (alert points a second it lets go of), land_shy, land_chance,
keep_away, range (how wide one of its ranges is) and scale.
The port
export port WildlifeWorld { # every member has a default: a flat dry meadow at noon, one silent player
ground, water, slope: fn(float, float) -> float # the ground, the water's surface, the gradient
forest: fn(float, float) -> bool
sight: fn(ax, ay, az, bx, by, bz) -> bool # nothing between the two points
players: fn() -> int # slots; player_on(p), player_x / _y / _z(p)
hidden, noise, scent, stillness # per player: in a hide, 0..1, 0..1, WILD_MOVING / _STILL / _SITTING
hour, light, winterness, wind, wind_dir: fn() -> float # the clock, how well it sees now, the season, the weather
wariness, charge_reach: fn() -> float # every nerve times, how close a charger lets you come
taught: fn() -> bool # feeding is being taught: food carries 175 m, feeders mind less
about: fn(WildAnimal) -> int # WILD_ABOUT, WILD_AWAY (lying up) or WILD_GONE (a legend's hours ended)
ranges, per_range: fn(int) -> int # a species' ranges on this map, and how many live in each
spot: fn(WildAnimal, bool, WildSpot) -> bool # water (true) or forage for it, filled in
lures: fn() -> int # how many things to ask `lure` about
lure: fn(int, WildLure) -> bool # the i-th, filled in, when it is food, a lure or an empty snare
present: fn(int) -> bool # a spot or lure by uid is still there
next_id: fn() -> int # an animal's id across machines
born: fn(WildAnimal) -> void # draw it
placed: fn(WildRange, int) -> void # a range was set out: put its water and forage down
}
API
wildlife_species_clear(), wildlife_species_add(s) -> int, wildlife_species(sp), wildlife_species_count() |
the table |
WildAnimal, wildlife_all(), wildlife_count(sp), wildlife_total(), wildlife_by_nid(nid), wildlife_count_all() |
the animals; state is WILD_IDLE .. WILD_LAND |
wildlife_new(sp, x, z, legend), wildlife_make(sp, x, z, legend, yaw, variant, scale, nid), wildlife_remove(a), wildlife_clear() |
making one off the package's dice or exactly as given (a guest's copy), and taking one away |
wildlife_spawn(x0, z0), wildlife_morning() -> int, wildlife_repopulate() -> int, wildlife_seed(n) |
a valley filled; each morning the ranges move with the season and each range under its target gets one back, out of every player's sight |
WildRange, wildlife_ranges(), wildlife_range(i), wildlife_range_dist(r, x, z), wildlife_range_alive(i), wildlife_ranges_visit(x, z), wildlife_range_found_near(sp, x, z), wildlife_ranges_migrate() |
ranges, found by standing in them |
wildlife_habitat_ok(hab, x, z), wildlife_find_spot(hab, x0, z0, d0, d1), wildlife_spot_x(), wildlife_spot_z() |
the right ground, and a spot of it |
wildlife_tick(dt, gh), wildlife_tick_ground(a, dt, gh), wildlife_tick_bird(a, dt), wildlife_stride(a, dt), wildlife_hold(on) |
the step; pinned on an animal leaves it where it stands |
wildlife_alert_rate(a, p, d), wildlife_alert_decay(a, p), wildlife_downwind(a, p), wildlife_can_see(a, p) |
what it makes of player p |
wildlife_in_snare(uid), wildlife_release(a) |
a snare's catch |
wildlife_saw(sp) -> bool, wildlife_seen(sp), wildlife_seen_mask(), wildlife_set_seen(m), wildlife_mark_fed(sp), wildlife_fed_mask(), wildlife_fed_any(), wildlife_set_fed_any(b) |
this player's record |
wildlife_put_away(), wildlife_bring_back(), wildlife_away() |
a machine drawing another's animals keeps its own aside |
wildlife_facts() -> Queue<WildFact> |
WILD_SPOTTED, _FLED, _FED (lure, owner, diet), _CAUGHT (lure, owner), _CHARGED, _SHOVED (player), _PRINT, _SCAT, _BED, _WENT |
wildlife_system() -> System |
"wildlife", PH_SIMULATE, no tick (the game steps it where the world is owned): reset, and its save section - the record and the found ranges |
The alert is net: what a player's sight, scent and noise add is weighed against what the animal
forgets every tick, so it SETTLES at a level the distance sets rather than climbing to 100 and
sticking there - wildlife_test holds where it settles, not only how it rises.
Tests
ludic test packages/ludic.wildlife