ludic/packages/ludic.things/dispatch.ludic
Orkuncakilkaya 8b85282502 ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated
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>
2026-09-29 15:53:23 +03:00

77 lines
2.9 KiB
Text

# dispatch.ludic - asking a Thing its kind's questions: what it is called, what using it would do,
# doing it, how close it is used from, and a tick for the kinds that have one
export function thing_kind(t: Thing) -> ThingKind { return ThingKinds[t.kind] }
# its own name, else its kind's, else ""
export function thing_name(t: Thing) -> string {
if t == null or not thing_kind_ok(t.kind) { return "" }
let k = ThingKinds[t.kind]
if k.name_of != null {
let s = k.name_of(t)
if s != "" { return s }
}
return k.name
}
export function thing_prompt(t: Thing) -> string {
if t == null or not thing_kind_ok(t.kind) { return "" }
let k = ThingKinds[t.kind]
if k.prompt == null { return "" }
return k.prompt(t)
}
# the kind does what using it does; the use is a fact whatever the kind made of it
export function thing_use(things_st: mut ThingsState, t: Thing) -> void {
if t == null or not thing_kind_ok(t.kind) { return }
let k = ThingKinds[t.kind]
th_fact(things_st, THING_USED, t)
if k.use != null { k.use(t) }
}
export function thing_can_use(t: Thing) -> bool {
return t != null and thing_kind_ok(t.kind) and ThingKinds[t.kind].use != null
}
# the kind's own reach question, else the Thing's reach, else the kind's
export function thing_reach(t: Thing) -> float {
if t == null or not thing_kind_ok(t.kind) { return 0.0 }
let k = ThingKinds[t.kind]
if k.reach_of != null { return k.reach_of(t) }
if t.reach > 0.0 { return t.reach }
return k.reach
}
export function thing_is_personal(t: Thing) -> bool { return thing_kind_ok(t.kind) and ThingKinds[t.kind].personal }
# set down by someone rather than grown by the world: the kind says, and the port has the last word
export function thing_is_put_down(t: Thing) -> bool { return ThingsWorld.put_down(t) }
# every active Thing whose kind ticks, `hours` of the world's clock on: only the kinds that tick
# are visited, through the kind index, from a list of handles taken first - a tick may hide one
export function things_tick(things_st: mut ThingsState, hours: float) -> void {
let hs = things_st.th_hs
List.clear(hs)
let tb = things_st.th.tab
for k in 0 .. TH_COUNT {
if ThingKinds[k].tick == null { continue }
let rows = ix_rows(things_st.th.kinds, k)
for i in 0 .. len(rows) { kept_push(hs, tb.ent[rows[i]]) }
}
for i in 0 .. len(hs) {
let r = tb_row(tb, hs[i])
if r < 0 { continue }
let t = tb.rec[r]
if t.active { ThingKinds[t.kind].tick(t, hours) }
}
}
# a restock: every Thing the world grew is back, and loses its `used` unless its kind keeps it;
# what was put down is left as it is
export function things_restock(things_st: ThingsState) -> void {
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if thing_is_put_down(t) or not ThingsWorld.restocks(t.x, t.z) { continue }
if not ThingKinds[t.kind].keeps { t.used = 0 }
if not t.active { thing_show(t) }
}
}