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>
5 lines
228 B
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5 lines
228 B
Text
# ludic.zones - where the world is simulated: a disc per player, overlapping discs merged into
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# clusters, asked whether a point is inside any. Uses ludic.base and nothing else.
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package "ludic.zones"
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version "0.1.0"
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kind source
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