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>
952 B
952 B
ludic.zones
Where a world is simulated: a disc per player - (x, z, r), r = zones_radius(fog), that is the
fog distance plus 40 m and never under 150 m, 900 m with no fog - and the discs that overlap merged
into clusters with a bounding circle. Uses ludic.base and nothing else.
zones_set(pid, x, z, r),zones_clear(pid),zones_reset();zones_merge()once a frame after the discs are set, for the clusters.zones_contains(x, z): inside any disc.zones_nearest(x, z): metres to the nearest disc's edge, 0 inside. With no disc set, everywhere is inside (0) - a world before its first frame freezes nothing.zones_clusters(),zones_cluster_x / _z / _r / _n(c),zones_cluster_of(pid).
The rules it keeps: fixed arrays of ZONES_MAX (16) slots, nothing made after the state; the
questions allocate nothing. A world gates its ticks on zones_contains so what is outside every
zone keeps its state and draws no dice.