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>
60 lines
2.3 KiB
Text
60 lines
2.3 KiB
Text
# run.ludic - one step of every animal inside a zone (WildlifeWorld.active): the port says whether it
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# is about at this hour; within 900 m of a player it thinks; player 0 sees what is near
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export function wildlife_tick(wildlife_st: mut WildlifeState, dt: float, gh: float) -> void {
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wl_seed_scan(wildlife_st, dt)
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let all = wildlife_all(wildlife_st)
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for i in 0 .. len(all) { wl_tick_one(wildlife_st, all[i], dt, gh) }
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wildlife_refile(wildlife_st)
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}
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function wl_tick_one(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float, gh: float) -> void {
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if not a.alive { return }
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if not WildlifeWorld.active(a.x, a.z) { return } # outside every zone: its state kept, no dice drawn
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let about = WildlifeWorld.about(a)
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if about == WILD_AWAY {
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a.shown = false
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return
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}
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if about == WILD_GONE {
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wildlife_remove(a)
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wl_fact(wildlife_st, WILD_WENT, a)
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return
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}
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a.shown = true
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let dh = wl_near(wildlife_st, a.x, a.z)
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if dh > 900.0 { return }
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let s = wl_sp(wildlife_st, a.sp)
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if wildlife_st.wl_hold { }
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else if a.pinned { a.speed = 0.0 }
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else if s.flies { wildlife_tick_bird(wildlife_st, a, dt) } else { wildlife_tick_ground(wildlife_st, a, dt, gh) }
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var stride = 1.2 * a.scale
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if s.flies { stride = 0.6 }
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a.phase = (a.phase + a.speed * dt / stride * WL_TAU) % WL_TAU
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if WildlifeWorld.player_on(0) and wl_pdist(0, a) < 60.0 and wildlife_saw(wildlife_st, a.sp) { wl_fact(wildlife_st, WILD_SPOTTED, a) }
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}
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# the gait advanced by a copy the game moves itself (a guest's copy of the host's animal)
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export function wildlife_stride(wildlife_st: WildlifeState, a: WildAnimal, dt: float) -> void {
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var stride = 1.2 * a.scale
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if wl_sp(wildlife_st, a.sp).flies { stride = 0.6 }
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a.phase = (a.phase + a.speed * dt / stride * WL_TAU) % WL_TAU
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}
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# a snare's catch let go: it bolts, and it holds nothing against anyone
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export function wildlife_release(a: WildAnimal) -> void {
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if a == null { return }
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a.state = WILD_FLEE
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a.timer = 4.0
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a.calm = 0.0
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a.lure = 0
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}
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# the animal a snare holds, by the snare's uid
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export function wildlife_in_snare(wildlife_st: WildlifeState, uid: int) -> WildAnimal {
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let all = wildlife_all(wildlife_st)
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for i in 0 .. len(all) {
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let a = all[i]
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if a.alive and a.state == WILD_TRAPPED and a.lure == uid { return a }
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}
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return null
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}
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