ludic/packages/ludic.things/port.ludic
Orkuncakilkaya 8b85282502 ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated
zones_set / zones_clear / zones_merge, zones_contains / zones_nearest and the clusters' bounding circles,
over fixed arrays of ZONES_MAX (16). WildlifeWorld.active freezes an animal outside (no state change, no
dice), NpcWorld.active a walker (and no birth outside), VehicleWorld.active a moored boat, and
ThingsWorld.restocks keeps a morning's restock inside; every default is "everywhere", so an unbound game
is unchanged. Tests: the merge (near players one cluster, far two, a player leaving splits a chain),
contains, nearest, the radius; wildlife, npc, vehicles and things pass as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:53:23 +03:00

18 lines
1.4 KiB
Text

# port.ludic - what the things ask the game. Every member has a default: unbound, the ground is at
# 0, nothing is drawn, and the save keeps what its kind says to keep.
export port ThingsWorld {
ground: fn(float, float) -> float = fn th_flat # the height a moved Thing stands at
placed: fn(Thing) -> void = fn th_nothing # a Thing exists now: draw it
removed: fn(Thing) -> void = fn th_nothing # it is gone for good: stop drawing it
shown: fn(Thing) -> void = fn th_nothing # its `active` changed: show or hide it
restocks: fn(float, float) -> bool = fn th_yes2 # a morning restocks here (inside a zone)
moved: fn(Thing) -> void = fn th_nothing # it stands somewhere else now
keeps: fn(Thing) -> bool = fn th_kind_saves # the save's section carries it
put_down: fn(Thing) -> bool = fn th_kind_put_down # set down by someone: a restock leaves it be
restored: fn(Thing) -> void = fn th_nothing # a load put it back (after `placed`)
}
function th_flat(x: float, z: float) -> float { return 0.0 }
function th_nothing(t: Thing) -> void { }
function th_yes2(x: float, z: float) -> bool { return true }
function th_kind_saves(t: Thing) -> bool { return thing_kind_ok(t.kind) and ThingKinds[t.kind].saved }
function th_kind_put_down(t: Thing) -> bool { return thing_kind_ok(t.kind) and ThingKinds[t.kind].put_down }