ludic/packages/ludic.zones
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
..
tests ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated 2026-09-29 15:53:23 +03:00
ask.ludic ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated 2026-09-29 15:53:23 +03:00
index.ludic ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated 2026-09-29 15:53:23 +03:00
merge.ludic ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated 2026-09-29 15:53:23 +03:00
package.ludic ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated 2026-09-29 15:53:23 +03:00
README.md ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated 2026-09-29 15:53:23 +03:00
state.ludic ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated 2026-09-29 15:53:23 +03:00

ludic.zones

Where a world is simulated: a disc per player - (x, z, r), r = zones_radius(fog), that is the fog distance plus 40 m and never under 150 m, 900 m with no fog - and the discs that overlap merged into clusters with a bounding circle. Uses ludic.base and nothing else.

  • zones_set(pid, x, z, r), zones_clear(pid), zones_reset(); zones_merge() once a frame after the discs are set, for the clusters.
  • zones_contains(x, z): inside any disc. zones_nearest(x, z): metres to the nearest disc's edge, 0 inside. With no disc set, everywhere is inside (0) - a world before its first frame freezes nothing.
  • zones_clusters(), zones_cluster_x / _z / _r / _n(c), zones_cluster_of(pid).

The rules it keeps: fixed arrays of ZONES_MAX (16) slots, nothing made after the state; the questions allocate nothing. A world gates its ticks on zones_contains so what is outside every zone keeps its state and draws no dice.