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