ludic/packages/ludic.vehicles/README.md
Orkuncakilkaya 668a9ecf69 vehicles: a kind's numbers are a VehicleSpec the game hands over (vehicles_spec), not constants
The seat height, the horse's walk, gallop, acceleration and turn (VE_HORSE_*), its stamina (a gallop
over 6 m/s spends 6 a second, a walk gives back 3, 5 needed to gallop) and hay (0.02 a metre,
VEHICLE_HAY_MIN), the boat's stroke, turn and wind (VE_ROW, VE_ROW_TURN, VE_WIND) and where a rider
gets off (the horse's 1.2 m flank, the boat's 1.25 m wade) move into VehicleSpec (spec.ludic), held
per kind in VehiclesState.ve_specs and kept across a reset. vehicles_spec(kind, spec) sets one,
vehicle_spec(kind) asks it; a kind with no spec cannot be called. VEHICLE_HORSE and VEHICLE_BOAT stay
the kinds. The tests hand Maroon Lake's numbers in, and a new one holds a spec's walk and seat_h.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:22:02 +03:00

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# 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`](../ludic.base/README.md) and nothing else.
```ludic
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](../ludic.character/README.md)
through the game).
## The rules it keeps
- **A kind's numbers are the game's data.** The package keeps the rules (a walk and a gallop on
stamina, a stroke and a turn, where a rider gets off) and no numbers: the game hands each kind a
`VehicleSpec` with `vehicles_spec(kind, spec)` - in Maroon Lake from its `VehicleKinds` table -
once, before any vehicle is made. A kind with no spec cannot be called; a reset keeps the specs.
- **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 the spec's `off_depth` within its search from a boat, `off_side` out
by 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.
```ludic
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_KINDS` | the kinds, four places each, and how many kinds may have a spec |
| `VehicleSpec { seat_h, walk, run, acc, turn, row, row_turn, wind, hay_per_m, hay_min, run_min, tire_at, tire, rest, off_side, off_depth }` | a kind's numbers: the seat, a horse's pace, stamina and hay, a boat's oars and wind, where one gets off |
| `vehicles_spec(kind, spec)`, `vehicle_spec(kind)` | set a kind's numbers (at boot), and ask them |
| `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
```bash
ludic test packages/ludic.vehicles
```
A fake shore with a pier head and a trough, and Maroon Lake's numbers as the specs: a kind with no
spec refused and a spec's walk and seat obeyed, 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.