ludic/packages/ludic.vehicles/state.ludic
Orkuncakilkaya 045bf22e10 feat(ecs): ludic.vehicles on a Table<Vehicle>
The vehicles are rows of a ludic.base Table with kind and owner as columns, every player's own by
an owner index and a nid map: vehicle_of walks only that player's rows, vehicle_by_nid is a map
lookup, and a player who leaves has their rows removed instead of the whole list rebuilt. ve_add
takes the owner, so the owner is filed once and never assigned around the table. Positions stay
on the record: a boat moves every frame and there are at most two a player. vehicles_test holds
the table (9 tests); the game builds against it and lab/unit passes (88 tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:50:23 +03:00

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# state.ludic - every vehicle, the one this machine's player is on, where the places are measured
# from, and the facts
const ve_pi: float = 3.14159265
export function vehicle_facts(vehicles_st: VehiclesState) -> Queue<VehicleFact> {
return vehicles_st.ve_fact_q
}
function ve_say(vehicles_st: VehiclesState, what: int, v: Vehicle, n: float) -> void {
let f = new VehicleFact
f.what = what
f.nid = v.nid
f.kind = v.kind
f.owner = v.owner
f.x = v.x
f.z = v.z
f.v = n
q_push(vehicle_facts(vehicles_st), f)
}
function ve_all(vehicles_st: VehiclesState) -> []Vehicle { return vehicles_st.ve.tab.rec }
# every vehicle in the valley, to draw and to aim at (change one only through the verbs)
export function vehicles_all(vehicles_st: VehiclesState) -> []Vehicle { return ve_all(vehicles_st) }
# the kind this machine's player is riding, 0 none
export function vehicle_ride_kind(vehicles_st: VehiclesState) -> int {
if vehicles_st.ve_cur == null { return 0 }
return vehicles_st.ve_cur.kind
}
export function vehicle_current(vehicles_st: VehiclesState) -> Vehicle { return vehicles_st.ve_cur }
export function vehicle_of(vehicles_st: VehiclesState, pid: int, kind: int) -> Vehicle {
let rows = ix_rows(vehicles_st.ve.owners, pid)
let l = ve_all(vehicles_st)
for k in 0 .. len(rows) { if l[rows[k]].kind == kind { return l[rows[k]] } }
return null
}
# this player's own boat or horse
export function vehicle_find(vehicles_st: VehiclesState, kind: int) -> Vehicle { return vehicle_of(vehicles_st, 0, kind) }
# the nearest vehicle nobody is on within `reach` of (x, z); nothing while riding
export function vehicle_nearest(vehicles_st: VehiclesState, x: float, z: float, reach: float) -> Vehicle {
if vehicles_st.ve_cur != null { return null }
var best: Vehicle = null
var bd = reach
let l = ve_all(vehicles_st)
for i in 0 .. len(l) {
let v = l[i]
if v.rider >= 0 { continue }
let d = Math.sqrt((v.x - x) * (v.x - x) + (v.z - z) * (v.z - z))
if d < bd {
bd = d
best = v
}
}
return best
}