ludic/packages/ludic.wildlife/run.ludic

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# run.ludic - one step of every animal: the port says whether it is about at this hour; anything
# within 900 m of a player thinks; the gait follows the ground covered; player 0 sees what is near
export function wildlife_tick(dt: float, gh: float) -> void {
wl_seed_scan(dt)
let all = wildlife_all()
for i in 0 .. len(all) { wl_tick_one(all[i], dt, gh) }
}
function wl_tick_one(a: WildAnimal, dt: float, gh: float) -> void {
if not a.alive { return }
let about = WildlifeWorld.about(a)
if about == WILD_AWAY {
a.shown = false
return
}
if about == WILD_GONE {
wildlife_remove(a)
wl_fact(WILD_WENT, a)
return
}
a.shown = true
let dh = wl_near(a.x, a.z)
if dh > 900.0 { return }
let s = wl_sp(a.sp)
if wl_hold { }
else if a.pinned { a.speed = 0.0 }
else if s.flies { wildlife_tick_bird(a, dt) } else { wildlife_tick_ground(a, dt, gh) }
var stride = 1.2 * a.scale
if s.flies { stride = 0.6 }
a.phase = (a.phase + a.speed * dt / stride * WL_TAU) % WL_TAU
if WildlifeWorld.player_on(0) and wl_pdist(0, a) < 60.0 and wildlife_saw(a.sp) { wl_fact(WILD_SPOTTED, a) }
}
# the gait advanced by a copy the game moves itself (a guest's copy of the host's animal)
export function wildlife_stride(a: WildAnimal, dt: float) -> void {
var stride = 1.2 * a.scale
if wl_sp(a.sp).flies { stride = 0.6 }
a.phase = (a.phase + a.speed * dt / stride * WL_TAU) % WL_TAU
}
# a snare's catch let go: it bolts, and it holds nothing against anyone
export function wildlife_release(a: WildAnimal) -> void {
if a == null { return }
a.state = WILD_FLEE
a.timer = 4.0
a.calm = 0.0
a.lure = 0
}
# the animal a snare holds, by the snare's uid
export function wildlife_in_snare(uid: int) -> WildAnimal {
let all = wildlife_all()
for i in 0 .. len(all) {
let a = all[i]
if a.alive and a.state == WILD_TRAPPED and a.lure == uid { return a }
}
return null
}