ludic/tools
Orkuncakilkaya 9ce69d23e3
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feat(controllers): #61 NPC AI — ludic.npcai package (base + extensible)
Perception -> decision -> action AI that writes the SAME intent fields the
player controllers read, so an enemy reuses the shooter's weapon/aim and a
companion reuses the mover (friendly vs enemy = faction + goal, not code).
Vision/Memory perception (throttled, faction + optional LOS), three decision
models (FSM, utility, behaviour tree) writing one Brain intent with a
cancellable DecisionMade hook, Reynolds flocking steering, and a Follower
companion. Reuses ludic.gameplay Faction/Stats. Deterministic. 8-check example.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 17:12:32 +03:00
..
ci feat(release): SemVer + ludicc --version, changesets, and x release 2026-08-30 23:46:59 +03:00
docgen feat(stdlib): Tiled P6 — infinite/chunked maps, .world stitching, base64+zstd (#74) 2026-09-01 16:07:10 +03:00
editors feat(types): option (some/none) safety type (#53) 2026-08-31 19:11:27 +03:00
git-hooks build(git-hooks): enforce Conventional Commits via a hook + CI, record history decision 2026-08-30 23:30:45 +03:00
ludic-tools feat(types): option (some/none) safety type (#53) 2026-08-31 19:11:27 +03:00
ludic-web Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
x feat(controllers): #61 NPC AI — ludic.npcai package (base + extensible) 2026-09-01 17:12:32 +03:00
atlas.ludic refactor(lang): rename the ptr/ptrs types to pointer/pointers 2026-08-30 01:58:54 +03:00
test-grammar.js chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
test-lsp.py chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00