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>
99 lines
7 KiB
Markdown
99 lines
7 KiB
Markdown
# ludic.vehicles
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Each player's boat and horse: called to one of four berths off a pier head or four bays at a trough,
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made there the first time and fetched there after, owned by one player and ridden by one at a time,
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ridden over water or land, and got off onto a spot the rider's own safe-spot rule found. Uses
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[`ludic.base`](../ludic.base/README.md) and nothing else.
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```ludic
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import "ludic.vehicles"
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```
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The package never draws, prices or words anything. A game draws a vehicle when `VehicleWorld.made`
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says one exists and moves its model on `placed`; it charges for a hire and says the words; and it
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binds the rider to its walking body (in Maroon Lake, [ludic.character](../ludic.character/README.md)
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through the game).
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## The rules it keeps
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- **A kind's numbers are the game's data.** The package keeps the rules (a walk and a gallop on
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stamina, a stroke and a turn, where a rider gets off) and no numbers: the game hands each kind a
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`VehicleSpec` with `vehicles_spec(kind, spec)` - in Maroon Lake from its `VehicleKinds` table -
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once, before any vehicle is made. A kind with no spec cannot be called; a reset keeps the specs.
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- **Nothing is parked for anyone.** A vehicle has an `owner` and a `rider`; `vehicle_find(kind)` is
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this player's own and nothing else may pick "the" boat. A place is taken while a boat lies in it
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or a horse is tied at it (`home_x`, `home_z`), within half a place's spacing.
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- **Where a body is put down is one question with one answer.** Getting off asks the rider's
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`safe_spot` - a wade of up to the spec's `off_depth` within its search from a boat, `off_side` out
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by the right flank from a horse - and a boat too far out refuses and says so (`VEHICLE_NO_LANDING`) rather than dropping the
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rider in the lake.
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- **A boat is a body in the game's physics** (`VehicleHull`, phase 16; a buoyant Jolt hull in Maroon
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Lake). The package rows it - the stick forward and back is a stroke along the bow, left and right
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the oars pulled against each other - and reads back where the hull is and how fast it goes. The
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water floats it, the wind (`VehicleWorld.wind`) drifts a rowed boat, and the lake bed stops it at
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the shore. A boat nobody rows is moored where it was called or left (`home_x`, `home_z`,
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`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.
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- **A horse walks on legs in the game's physics** (`VehicleLegs`; a Jolt walker in Maroon Lake). The
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package decides its pace - a walk, a canter on stamina, hay for every metre - and never steps it
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into water; the legs meet the ground, its steps and slopes, and whatever stands in its way. What
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they cover along its heading is its speed, so a fence brings it to a stand and a trunk it glances
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pushes it aside. A horse called to its bay or led round where it is tied is stood there (`stand`).
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- **A horse's steering follows signed speed**: backing up with the stick left swings the nose right.
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- A stale rider locks a vehicle for ever, so getting off is `vehicle_dismount` or `vehicle_drop`.
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## The ports
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`VehicleHull { put(nid, x, y, z, yaw), row(nid, forward, turn), drift(nid, fx, fz), read(nid) -> bool,
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x, y, z, yaw, speed, gone(nid) }` is required: the boat's body, named by the vehicle's nid.
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`VehicleLegs { walk(nid, x, y, z, vx, vz, dt) -> bool, x, y, z, stand(nid, x, y, z), gone(nid) }` is the
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horse's: unbound, the ground is walked as it is and only a rise steeper than it can take stops it.
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```ludic
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export port VehicleWorld {
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ground: fn(float, float) -> float # required
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water: fn(float, float) -> float # the surface (unbound: never wet)
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swell: fn(float, float, float, float) -> float # (x, z, fx, fz): a stroke's share lost
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wind: fn() -> float # 0..1
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wind_yaw: fn() -> float # the yaw the wind pushes toward
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next_id: fn() -> int # an id across machines
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made: fn(Vehicle) -> void # draw it
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placed: fn(Vehicle) -> void # move its model
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gone: fn(Vehicle) -> void # its owner left
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}
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export port VehicleRider {
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board(x, z, yaw), ride_at(x, y, z, yaw, speed), step_off(x, z),
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safe_spot(x, z, from_y, max_depth) -> bool, safe_x(), safe_z()
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}
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```
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## API
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| --- | --- |
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| `VEHICLE_HORSE`, `VEHICLE_BOAT`, `VEHICLE_PLACES`, `VEHICLE_KINDS` | the kinds, four places each, and how many kinds may have a spec |
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| `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 |
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| `vehicles_spec(kind, spec)`, `vehicle_spec(kind)` | set a kind's numbers (at boot), and ask them |
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| `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) |
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| `vehicles_dock_at(x, z, yaw)`, `vehicles_rail_at(x, z, yaw)`, `vehicles_dock_yaw()` | where the places are measured from |
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| `vehicle_berth_x/z(k)`, `vehicle_post_x/z(k)`, `vehicle_bay_x/z(k)`, `vehicle_place_x/z(kind, k)` | the places |
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| `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 |
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| `vehicle_of(pid, kind)`, `vehicle_find(kind)`, `vehicle_nearest(x, z, reach)`, `vehicles_all()`, `vehicle_current()`, `vehicle_ride_kind()` | questions |
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| `vehicle_mount(v) -> bool`, `vehicle_dismount() -> bool`, `vehicle_drop()` | on and off |
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| `vehicle_update(ix, iz, run, dt)` | a frame of riding from the rider's stick (bind it where the body hands its stick over) |
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| `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 |
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| `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) |
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| `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` |
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| `vehicles_reset()`, `vehicles_system() -> System` | `"vehicles"`: this player's own saved by kind (hired, hay) - where they lie is not saved |
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## Tests
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```bash
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ludic test packages/ludic.vehicles
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```
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A fake shore with a pier head and a trough, and Maroon Lake's numbers as the specs: a kind with no
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spec refused and a spec's walk and seat obeyed, berths and bays, calling and fetching, a taken place, a
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player leaving, a hungry horse, riding a horse into a trunk and to the water's edge; a real Jolt hull
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rowed out, losing its stroke to the swell, turned, stopped by the shore's bed and drifted by the
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wind; getting off near a shore and far from one, and the save.
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