ludic/packages/ludic.vehicles
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
..
tests 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 2026-09-29 12:12:44 +03:00
call.ludic 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 2026-09-29 12:12:44 +03:00
fact_pool.ludic frame allocs (25.2): a fact record past the 64 made at the start is @alloc_ok, in its own function, in npc, character, physics, vehicles and wildlife 2026-09-28 16:02:42 +03:00
horse.ludic fix(leaks): what play allocated every frame and never freed - a shadow uniform's name, the Tick, a ridden vehicle's moves 2026-09-27 23:51:37 +03:00
index.ludic fix(character, physics, vehicles, wildlife): fact records made at the start (64) with a free list of room for all, as ludic.npc's 2026-09-28 16:02:42 +03:00
keep.ludic ludic.physics, ludic.character, ludic.vehicles: fact records reused, and phys_sink allocates nothing 2026-09-28 02:03:09 +03:00
kinds.ludic 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 2026-09-29 12:12:44 +03:00
legs.ludic feat(vehicles): 16 - a horse walks on legs in the game's physics (VehicleLegs): the package keeps its pace, stamina, hay and its refusal of water; the legs meet the ground, its steps and slopes and whatever is in the way, and what they cover along its heading is its speed, so a fence stops it and a trunk it glances pushes it aside. VehicleWorld.blocked is gone; the hire, hay and follow verbs move to keep.ludic 2026-09-27 15:05:03 +03:00
mount.ludic 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 2026-09-29 12:12:44 +03:00
moved.ludic fix(leaks): what play allocated every frame and never freed - a shadow uniform's name, the Tick, a ridden vehicle's moves 2026-09-27 23:51:37 +03:00
package.ludic feat(packages): ludic.vehicles - each player's boat and horse: called to four berths or four bays, made the first time and fetched after, owner and rider, mounting (a hungry horse will not go), riding a horse on stamina and a boat on the wind with steering by signed speed, the swell at the edge, getting off onto the rider's own safe spot, a player leaving; the world and the rider through ports; mounted, dismounted, no landing, moved, swell and hunger as facts; this player's own saved by kind 2026-09-25 08:39:50 +03:00
places.ludic refactor(packages): 0.R5 - the shop's week is rolled by its tick and asking reads it; needs start filled and vehicles start with their list; character, physics, vehicles and nativeecho's lazy starts are defaults; --tighten over all four 2026-09-27 13:25:57 +03:00
ports.ludic capacities (25.5a): @max on Physics' bounded lists - every fact pool and free list (1024), the walker slots (64), the shape and body-owner tables (262144), npc's walkers and posts (64) 2026-09-28 16:49:58 +03:00
README.md 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 2026-09-29 12:12:44 +03:00
ride.ludic 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 2026-09-29 12:12:44 +03:00
state.ludic frame allocs (25.2): a fact record past the 64 made at the start is @alloc_ok, in its own function, in npc, character, physics, vehicles and wildlife 2026-09-28 16:02:42 +03:00
system.ludic fix(leaks): what play allocated every frame and never freed - a shadow uniform's name, the Tick, a ridden vehicle's moves 2026-09-27 23:51:37 +03:00
table.ludic feat(ecs): ludic.vehicles on a Table<Vehicle> 2026-09-27 21:50:23 +03:00

ludic.vehicles

Each player's boat and horse: called to one of four berths off a pier head or four bays at a trough, made there the first time and fetched there after, owned by one player and ridden by one at a time, ridden over water or land, and got off onto a spot the rider's own safe-spot rule found. Uses ludic.base and nothing else.

import "ludic.vehicles"

The package never draws, prices or words anything. A game draws a vehicle when VehicleWorld.made says one exists and moves its model on placed; it charges for a hire and says the words; and it binds the rider to its walking body (in Maroon Lake, ludic.character through the game).

The rules it keeps

  • Nothing is parked for anyone. A vehicle has an owner and a rider; vehicle_find(kind) is this player's own and nothing else may pick "the" boat. A place is taken while a boat lies in it or a horse is tied at it (home_x, home_z), within half a place's spacing.
  • Where a body is put down is one question with one answer. Getting off asks the rider's safe_spot - a wade of up to 1.25 m within its search from a boat, beside the right flank from a horse - and a boat too far out refuses and says so (VEHICLE_NO_LANDING) rather than dropping the rider in the lake.
  • A boat is a body in the game's physics (VehicleHull, phase 16; a buoyant Jolt hull in Maroon Lake). The package rows it - the stick forward and back is a stroke along the bow, left and right the oars pulled against each other - and reads back where the hull is and how fast it goes. The water floats it, the wind (VehicleWorld.wind) drifts a rowed boat, and the lake bed stops it at the shore. A boat nobody rows is moored where it was called or left (home_x, home_z, home_yaw): its hull is put back there whenever it strays, so it never crosses the lake alone; the swell at the sail limit takes the outward share of a stroke.
  • A horse walks on legs in the game's physics (VehicleLegs; a Jolt walker in Maroon Lake). The package decides its pace - a walk, a canter on stamina, hay for every metre - and never steps it into water; the legs meet the ground, its steps and slopes, and whatever stands in its way. What they cover along its heading is its speed, so a fence brings it to a stand and a trunk it glances pushes it aside. A horse called to its bay or led round where it is tied is stood there (stand).
  • A horse's steering follows signed speed: backing up with the stick left swings the nose right.
  • A stale rider locks a vehicle for ever, so getting off is vehicle_dismount or vehicle_drop.

The ports

VehicleHull { put(nid, x, y, z, yaw), row(nid, forward, turn), drift(nid, fx, fz), read(nid) -> bool, x, y, z, yaw, speed, gone(nid) } is required: the boat's body, named by the vehicle's nid. VehicleLegs { walk(nid, x, y, z, vx, vz, dt) -> bool, x, y, z, stand(nid, x, y, z), gone(nid) } is the horse's: unbound, the ground is walked as it is and only a rise steeper than it can take stops it.

export port VehicleWorld {
  ground: fn(float, float) -> float                       # required
  water: fn(float, float) -> float                        # the surface (unbound: never wet)
  swell: fn(float, float, float, float) -> float          # (x, z, fx, fz): a stroke's share lost
  wind: fn() -> float                                     # 0..1
  wind_yaw: fn() -> float                                 # the yaw the wind pushes toward
  next_id: fn() -> int                                    # an id across machines
  made: fn(Vehicle) -> void                               # draw it
  placed: fn(Vehicle) -> void                             # move its model
  gone: fn(Vehicle) -> void                               # its owner left
}
export port VehicleRider {
  board(x, z, yaw), ride_at(x, y, z, yaw, speed), step_off(x, z),
  safe_spot(x, z, from_y, max_depth) -> bool, safe_x(), safe_z()
}

API

VEHICLE_HORSE, VEHICLE_BOAT, VEHICLE_PLACES, VEHICLE_HAY_MIN the kinds, four places each, and the hay a horse needs to go
Vehicle { kind, nid, x, y, z, yaw, speed, fuel, food, seat_h, owned, owner, rider, home_x, home_z } a vehicle (change one through the verbs)
vehicles_dock_at(x, z, yaw), vehicles_rail_at(x, z, yaw), vehicles_dock_yaw() where the places are measured from
vehicle_berth_x/z(k), vehicle_post_x/z(k), vehicle_bay_x/z(k), vehicle_place_x/z(kind, k) the places
vehicle_call_for(pid, kind, k) -> bool, vehicle_in_place(kind, k), vehicle_free_place(kind), vehicle_mine_in_place(kind) calling one to a place
vehicle_of(pid, kind), vehicle_find(kind), vehicle_nearest(x, z, reach), vehicles_all(), vehicle_current(), vehicle_ride_kind() questions
vehicle_mount(v) -> bool, vehicle_dismount() -> bool, vehicle_drop() on and off
vehicle_update(ix, iz, run, dt) a frame of riding from the rider's stick (bind it where the body hands its stick over)
vehicle_own(v), vehicle_feed(v, hay), vehicle_follow(v, x, y, z, yaw), vehicles_release(pid), vehicle_restore(kind, owned, food) hiring, hay, a tied horse's wandering, a player leaving, a saved word
vehicles_tick(dt) every boat's hull read back: a rowed one pushed by the wind, one nobody rows held at its mooring (the game calls it where the world is run)
vehicle_facts() -> Queue<VehicleFact> { what, nid, kind, owner, x, z, v }: VEHICLE_MOUNTED, _DISMOUNTED, _NO_LANDING, _MOVED (v: metres), _SWELL (every 14 s), _HUNGRY, _FED
vehicles_reset(), vehicles_system() -> System "vehicles": this player's own saved by kind (hired, hay) - where they lie is not saved

Tests

ludic test packages/ludic.vehicles

A fake shore with a pier head and a trough: berths and bays, calling and fetching, a taken place, a player leaving, a hungry horse, riding a horse into a trunk and to the water's edge; a real Jolt hull rowed out, losing its stroke to the swell, turned, stopped by the shore's bed and drifted by the wind; getting off near a shore and far from one, and the save.