ludic/packages/ludic.wildlife/store.ludic
Orkuncakilkaya 19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00

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3.3 KiB
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# store.ludic - the animals, their own dice, and the verbs that make and take one away
const WL_TAU: float = 6.2831853
export function wildlife_all(wildlife_st: mut WildlifeState) -> []WildAnimal {
if wildlife_st.wl_list == null { wildlife_st.wl_list = new []WildAnimal }
return wildlife_st.wl_list
}
export function wildlife_count_all(wildlife_st: mut WildlifeState) -> int { return len(wildlife_all(wildlife_st)) }
# a new valley: every animal forgotten, quietly (the game has already let its drawings go)
export function wildlife_clear(wildlife_st: mut WildlifeState) -> void { wildlife_st.wl_list = new []WildAnimal }
function wl_rng(wildlife_st: mut WildlifeState) -> Rng {
if wildlife_st.wl_dice == null { wildlife_st.wl_dice = rng_new(97) }
return wildlife_st.wl_dice
}
function wl_rnd(wildlife_st: mut WildlifeState) -> float { return rng_float(wl_rng(wildlife_st)) }
# the package's dice from a known place (a spawn, a test)
export function wildlife_seed(wildlife_st: mut WildlifeState, seed: int) -> void { rng_seed(wl_rng(wildlife_st), seed) }
# an individual exactly as given: the host's own, or the host's on a guest
export function wildlife_make(wildlife_st: mut WildlifeState, sp: int, x: float, z: float, legend: bool, yaw: float, variant: int, scale: float, nid: int) -> WildAnimal {
let s = wildlife_species(wildlife_st, sp)
if s == null { return null }
let a = new WildAnimal
wildlife_st.wl_keys += 1
a.key = wildlife_st.wl_keys
a.nid = nid
a.sp = sp
a.x = x
a.z = z
a.home_x = x
a.home_z = z
a.tx = x
a.tz = z
a.y = WildlifeWorld.ground(x, z)
a.yaw = yaw
a.variant = variant
a.scale = scale
a.legend = legend
a.state = WILD_IDLE
push(wildlife_all(wildlife_st), a)
WildlifeWorld.born(a)
return a
}
# a new individual of a species at (x, z), off the package's dice
export function wildlife_new(wildlife_st: mut WildlifeState, sp: int, x: float, z: float, legend: bool) -> WildAnimal {
let s = wildlife_species(wildlife_st, sp)
if s == null { return null }
let yaw = wl_rnd(wildlife_st) * WL_TAU
let variant = rng_between(wl_rng(wildlife_st), 0, 11)
let scale = s.scale * (0.88 + wl_rnd(wildlife_st) * 0.24)
let a = wildlife_make(wildlife_st, sp, x, z, legend, yaw, variant, scale, WildlifeWorld.next_id())
a.thirst = wl_rnd(wildlife_st) * 50.0
a.hunger = wl_rnd(wildlife_st) * 50.0
a.scat_t = 40.0 + wl_rnd(wildlife_st) * 180.0
if s.flies {
a.state = WILD_FLY
a.fly_h = 10.0 + wl_rnd(wildlife_st) * 20.0
}
a.timer = wl_rnd(wildlife_st) * 6.0
return a
}
# gone for good: not drawn, not ticked
export function wildlife_remove(a: WildAnimal) -> void {
if a == null { return }
a.alive = false
a.shown = false
}
# staged for a picture: nobody thinks, and everybody keeps the speed they were given
export function wildlife_hold(wildlife_st: mut WildlifeState, on: bool) -> void { wildlife_st.wl_hold = on }
export function wildlife_by_nid(wildlife_st: mut WildlifeState, nid: int) -> WildAnimal {
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) { if all[i].nid == nid { return all[i] } }
return null
}
# how many of a species are alive, legends apart
export function wildlife_count(wildlife_st: mut WildlifeState, sp: int) -> int {
var n = 0
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) { if all[i].alive and all[i].sp == sp and not all[i].legend { n += 1 } }
return n
}