ludic/packages/ludic.npc/walk.ludic
Orkuncakilkaya 71735b10a2 feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune
ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v),
q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding
facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)).

ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no
longer uses, nor anything it calls, and the argument that fills it - including an argument for a
parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is
told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would
make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 04:19:56 +03:00

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# walk.ludic - walking to the target: turn toward it, step, never into the water and never up a
# scramble - step round it instead - and give up on a target that gets no closer for twenty seconds
export function npc_walk(npc_st: mut NpcState, p: NpcPerson, dt: float) -> void {
var gx = p.tx
var gz = p.tz
if p.via_on {
gx = p.vx
gz = p.vz
}
let dx = gx - p.x
let dz = gz - p.z
if Math.sqrt(dx * dx + dz * dz) < 1.2 {
np_arrive(npc_st, p)
return
}
let dg = npc_d(p.x, p.z, p.tx, p.tz)
if dg < p.best - 1.0 {
p.best = dg
p.prog_t = 0.0
} else { p.prog_t = p.prog_t + dt }
if p.prog_t > 20.0 {
np_stuck(npc_st, p)
return
}
var sp = p.speed
if sp < 0.1 { sp = 1.2 }
if p.stalk { sp = Math.min(sp, 0.7) }
let want = Math.atan2(-dx, -dz)
let r = 3.0 * dt
p.yaw = p.yaw + Math.clamp(npc_wrap(want - p.yaw), -r, r)
let step = sp * dt
let nx = p.x - Math.sin(p.yaw) * step
let nz = p.z - Math.cos(p.yaw) * step
let nh = NpcWorld.ground(nx, nz)
if nh < NpcWorld.water(nx, nz) + 0.4 or nh - p.y > step * 1.4 {
p.stall = p.stall + dt
if p.stall > p.stall_max { p.stall_max = p.stall }
if p.detours < 10 and np_detour(p, want) {
p.detours += 1
return
}
np_stuck(npc_st, p)
return
}
p.x = nx
p.z = nz
p.y = nh
p.stall = 0.0
p.phase = p.phase + step * 2.6
}
# there: a step round something ends, or the errand begins, facing what it came for
function np_arrive(npc_st: mut NpcState, p: NpcPerson) -> void {
if p.via_on {
p.via_on = false
return
}
let fx = p.fx
let fz = p.fz
npc_do(npc_st, p, p.next_act, p.next_t)
p.fx = fx
p.fz = fz
p.stall = 0.0
if p.act != NPCA_WALK { np_fact(npc_st, NPC_F_ARRIVED, p, -1) }
}
function np_detour(p: NpcPerson, want: float) -> bool {
for k in 0 .. 8 {
let ang = want + float((k / 2 + 1) * (1 - 2 * (k % 2))) * 0.6
let x = p.x - Math.sin(ang) * 6.0
let z = p.z - Math.cos(ang) * 6.0
if npc_line_ok(p.x, p.z, x, z) {
p.via_on = true
p.vx = x
p.vz = z
p.yaw = ang
return true
}
}
return false
}
function np_stuck(npc_st: mut NpcState, p: NpcPerson) -> void {
p.fails += 1
p.via_on = false
if p.fails >= 3 {
p.fails = 0
npc_wander(npc_st, p)
} else { npc_plan(npc_st, p) }
}