ludic/packages/ludic.wildlife/facts.ludic
Orkuncakilkaya fe2d2bacd7 ludic.base, ludic.wildlife, ludic.npc: fact records reused, not made per fact
wl_fact made a new WildFact per fact, about one a frame, and Ludic never gives one back. ludic.base's q_unheld(q, pool, out) lists the records a queue no longer holds: neither waiting nor handed out by its last drain, which is good until the next drain. ludic.wildlife and ludic.npc now keep a pool, hand out a free record, and make a new one only when every record is held. Taking a record writes the state, so wl_fact / np_fact and the few callers holding their state read-only take it mut. Tests: q_unheld's rules (an empty drain holds on, the safe side); 3000 prints drained frame by frame use at most 4 records; 500 arrivals drained turn by turn use at most 4. base 37, wildlife 27, npc 17; all packages 420.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 01:58:19 +03:00

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# facts.ludic - what happened, oldest first, for the game to drain: it decides what a sighting is
# worth, who a fed animal credits, what a snare's catch does to the snare, and what a shove costs
export const WILD_SPOTTED: int = 0 # a species came within sight of player 0 for the first time
export const WILD_FLED: int = 1 # it was flushed and ran (from `player`)
export const WILD_FED: int = 2 # it ate food someone set out (`lure`, `owner`, `diet`)
export const WILD_CAUGHT: int = 3 # it walked into a snare (`lure`, `owner`)
export const WILD_CHARGED: int = 4 # it came at `player`
export const WILD_SHOVED: int = 5 # and reached them, from (x, z)
export const WILD_PRINT: int = 6 # a walker left a print at (x, z), heading `yaw`
export const WILD_SCAT: int = 7 # droppings, near enough to a player to be found
export const WILD_BED: int = 8 # a long sit left crushed grass
export const WILD_WENT: int = 9 # its hours ended and it went for good (a legend's)
export property WildFact {
what: int = 0
key: int = 0
nid: int = 0
sp: int = 0
legend: bool = false
x: float = 0.0
z: float = 0.0
yaw: float = 0.0
scale: float = 1.0
player: int = 0
lure: int = 0
owner: int = -1
diet: int = 0
}
export function wildlife_facts(wildlife_st: WildlifeState) -> Queue<WildFact> {
return wildlife_st.wl_facts
}
# a fact record: one no drain holds any more, made fresh (and kept) only when every one is held - a
# fact is pushed about once a frame, and a record a frame is never given back
function wl_fact_record(wildlife_st: mut WildlifeState) -> WildFact {
if wildlife_st.wl_fnext[0] >= len(wildlife_st.wl_ffree) {
q_unheld(wildlife_st.wl_facts, wildlife_st.wl_fpool, wildlife_st.wl_ffree)
wildlife_st.wl_fnext[0] = 0
}
if wildlife_st.wl_fnext[0] < len(wildlife_st.wl_ffree) {
let f = wildlife_st.wl_ffree[wildlife_st.wl_fnext[0]]
wildlife_st.wl_fnext[0] += 1
f.player = 0
f.lure = 0
f.owner = -1
f.diet = 0
return f
}
let f = new WildFact
push(wildlife_st.wl_fpool, f)
return f
}
# how many fact records have ever been made: the peak held at once, not the facts pushed
export function wildlife_fact_records(wildlife_st: WildlifeState) -> int { return len(wildlife_st.wl_fpool) }
function wl_fact(wildlife_st: mut WildlifeState, what: int, a: WildAnimal) -> WildFact {
let f = wl_fact_record(wildlife_st)
f.what = what
f.key = a.key
f.nid = a.nid
f.sp = a.sp
f.legend = a.legend
f.x = a.x
f.z = a.z
f.yaw = a.yaw
f.scale = a.scale
q_push(wildlife_facts(wildlife_st), f)
return f
}