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