mt-lang 0.3.2 → 0.3.4

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data/std/noise.mt ADDED
@@ -0,0 +1,201 @@
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+ ## Coherent noise generation — Perlin noise and fractal variants.
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+ ##
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+ ## Seed-based deterministic noise for procedural generation:
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+ ## terrain, textures, fog, animation, and more.
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+ ##
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+ ## import std.noise as ns
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+ ## var noise = ns.Noise.create(42)
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+ ## let h = noise.fbm2d(x * 0.01, y * 0.01)
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+
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+
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+ public struct Noise:
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+ perm: array[ubyte, 512]
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+ octaves: int
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+ lacunarity: float
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+ gain: float
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+ frequency: float
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+
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+
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+ # ── fade / interpolation ──
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+
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+ function fade(t: float) -> float:
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+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0)
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+
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+
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+ function lerp(a: float, b: float, t: float) -> float:
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+ return a + t * (b - a)
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+
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+
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+ # ── gradient functions ──
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+
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+ function grad2d(hash: int, x: float, y: float) -> float:
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+ let h = hash & 3
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+ let u = if h == 0 or h == 1: x else: y
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+ let v = if h == 0 or h == 3: y else: x
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+ return (if (h & 1) == 0: u else: -u) + (if (h & 2) == 0: v else: -v)
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+
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+
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+ function grad3d(hash: int, x: float, y: float, z: float) -> float:
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+ let h = hash & 15
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+ let u = if h < 8: x else: y
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+ let v = if h < 4: y else: if h == 12 or h == 14: x else: z
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+ let mu = if (h & 1) == 0: u else: -u
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+ let mv = if (h & 2) == 0: v else: -v
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+ return mu + mv
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+
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+
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+ # ── internal noise functions ──
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+
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+ function perlin2d_impl(perm: array[ubyte, 512], x: float, y: float) -> float:
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+ let ix = int<-(x)
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+ let iy = int<-(y)
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+ let X = ix & 255
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+ let Y = iy & 255
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+ let xf = x - float<-(ix - (ix & ~255))
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+ let yf = y - float<-(iy - (iy & ~255))
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+
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+ let u = fade(if xf < 0.0: xf + 1.0 else: xf)
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+ let v = fade(if yf < 0.0: yf + 1.0 else: yf)
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+
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+ let A = int<-(perm[X]) + Y
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+ let B = int<-(perm[X + 1]) + Y
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+ let aa = int<-(perm[A])
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+ let ab = int<-(perm[A + 1])
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+ let ba = int<-(perm[B])
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+ let bb = int<-(perm[B + 1])
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+
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+ let x1 = lerp(grad2d(aa, xf, yf), grad2d(ba, xf - 1.0, yf), u)
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+ let x2 = lerp(grad2d(ab, xf, yf - 1.0), grad2d(bb, xf - 1.0, yf - 1.0), u)
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+
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+ return lerp(x1, x2, v)
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+
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+
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+ function perlin3d_impl(perm: array[ubyte, 512], x: float, y: float, z: float) -> float:
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+ let ix = int<-(x)
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+ let iy = int<-(y)
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+ let iz = int<-(z)
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+ let X = ix & 255
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+ let Y = iy & 255
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+ let Z = iz & 255
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+ let xf = x - float<-(ix - (ix & ~255))
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+ let yf = y - float<-(iy - (iy & ~255))
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+ let zf = z - float<-(iz - (iz & ~255))
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+
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+ let u = fade(if xf < 0.0: xf + 1.0 else: xf)
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+ let v = fade(if yf < 0.0: yf + 1.0 else: yf)
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+ let w = fade(if zf < 0.0: zf + 1.0 else: zf)
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+
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+ let A = int<-(perm[X]) + Y
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+ let AA = int<-(perm[A]) + Z
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+ let AB = int<-(perm[A + 1]) + Z
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+ let B = int<-(perm[X + 1]) + Y
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+ let BA = int<-(perm[B]) + Z
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+ let BB = int<-(perm[B + 1]) + Z
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+
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+ let x1 = lerp(grad3d(int<-(perm[AA]), xf, yf, zf), grad3d(int<-(perm[BA]), xf - 1.0, yf, zf), u)
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+ let x2 = lerp(grad3d(int<-(perm[AB]), xf, yf - 1.0, zf), grad3d(int<-(perm[BB]), xf - 1.0, yf - 1.0, zf), u)
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+ let y1 = lerp(x1, x2, v)
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+
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+ let x3 = lerp(grad3d(int<-(perm[AA + 1]), xf, yf, zf - 1.0), grad3d(int<-(perm[BA + 1]), xf - 1.0, yf, zf - 1.0), u)
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+ let x4 = lerp(grad3d(int<-(perm[AB + 1]), xf, yf - 1.0, zf - 1.0), grad3d(int<-(perm[BB + 1]), xf - 1.0, yf - 1.0, zf - 1.0), u)
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+ let y2 = lerp(x3, x4, v)
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+
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+ return lerp(y1, y2, w)
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+
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+
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+ # ── float floor for negative numbers ──
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+
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+ function floor_f(x: float) -> int:
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+ let i = int<-(x)
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+ if x < 0.0 and float<-(i) != x:
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+ return i - 1
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+ return i
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+
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+
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+ # ── public API ──
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+
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+ extending Noise:
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+ public static function create(seed: ulong) -> Noise:
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+ var n = Noise(
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+ perm = zero[array[ubyte, 512]],
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+ octaves = 6,
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+ lacunarity = 2.0,
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+ gain = 0.5,
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+ frequency = 1.0
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+ )
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+
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+ var i: int = 0
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+ while i < 256:
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+ n.perm[i] = ubyte<-i
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+ i += 1
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+
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+ var state: ulong = seed
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+ var j: int = 255
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+ while j > 0:
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+ state = state * 6364136223846793005 + 1442695040888963407
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+ let r = int<-(state % ulong<-(j + 1))
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+ let tmp = n.perm[j]
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+ n.perm[j] = n.perm[r]
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+ n.perm[r] = tmp
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+ j -= 1
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+
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+ i = 0
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+ while i < 256:
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+ n.perm[i + 256] = n.perm[i]
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+ i += 1
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+
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+ return n
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+
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+
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+ public function perlin2d(x: float, y: float) -> float:
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+ return perlin2d_impl(this.perm, x, y)
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+
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+
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+ public function perlin3d(x: float, y: float, z: float) -> float:
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+ return perlin3d_impl(this.perm, x, y, z)
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+
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+
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+ public function fbm2d(x: float, y: float) -> float:
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+ var value: float = 0.0
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+ var freq: float = this.frequency
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+ var amp: float = 1.0
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+ var max_val: float = 0.0
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+ var i: int = 0
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+ while i < this.octaves:
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+ value = value + amp * perlin2d_impl(this.perm, x * freq, y * freq)
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+ max_val = max_val + amp
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+ amp = amp * this.gain
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+ freq = freq * this.lacunarity
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+ i += 1
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+ return value / max_val
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+
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+
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+ public function fbm3d(x: float, y: float, z: float) -> float:
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+ var value: float = 0.0
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+ var freq: float = this.frequency
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+ var amp: float = 1.0
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+ var max_val: float = 0.0
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+ var i: int = 0
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+ while i < this.octaves:
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+ value = value + amp * perlin3d_impl(this.perm, x * freq, y * freq, z * freq)
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+ max_val = max_val + amp
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+ amp = amp * this.gain
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+ freq = freq * this.lacunarity
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+ i += 1
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+ return value / max_val
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+
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+
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+ public editable function set_octaves(n: int) -> void:
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+ this.octaves = n
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+
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+
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+ public editable function set_lacunarity(v: float) -> void:
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+ this.lacunarity = v
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+
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+
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+ public editable function set_gain(v: float) -> void:
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+ this.gain = v
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+
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+
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+ public editable function set_frequency(v: float) -> void:
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+ this.frequency = v
data/std/pool.mt ADDED
@@ -0,0 +1,82 @@
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+ ## Object pool — fixed-capacity reusable object storage.
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+ ##
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+ ## Pre-allocate objects once, then acquire/release without
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+ ## allocation churn. O(1) acquire and release via free stack.
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+ ##
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+ ## import std.pool as pool
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+ ## var p = pool.Pool[Bullet].create(64)
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+ ## let id = p.acquire() else: /* pool exhausted */
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+ ## let bullet = p.get(id) # ptr to object
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+ ## p.release(id)
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+
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+ import std.vec as vec
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+ import std.mem.heap as heap
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+
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+
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+ public struct Pool[T]:
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+ objects: ptr[T]
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+ free_stack: vec.Vec[ptr_uint]
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+ capacity: ptr_uint
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+
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+
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+ # ── public API ──
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+
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+ extending Pool[T]:
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+ public static function create(capacity: ptr_uint) -> Pool[T]:
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+ var p = Pool[T](
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+ objects = heap.must_alloc[T](capacity),
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+ free_stack = vec.Vec[ptr_uint].with_capacity(capacity),
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+ capacity = capacity
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+ )
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+
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+ # Push all indices onto the free stack in reverse order so
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+ # acquire() returns them in ascending order (0 first).
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+ var i = capacity
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+ while i > 0:
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+ i -= 1
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+ p.free_stack.push(i)
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+
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+ return p
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+
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+
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+ public editable function acquire() -> Option[ptr_uint]:
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+ let idx = this.free_stack.pop() else:
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+ return Option[ptr_uint].none
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+ return Option[ptr_uint].some(value = idx)
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+
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+
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+ public function get(index: ptr_uint) -> ptr[T]?:
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+ if index >= this.capacity:
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+ return null
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+ unsafe:
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+ return this.objects + index
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+
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+
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+ public editable function release_object(index: ptr_uint) -> void:
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+ if index >= this.capacity:
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+ return
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+
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+ # Check for double-release by scanning free stack.
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+ # Skip this check for simplicity — caller must not double-release.
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+ this.free_stack.push(index)
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+
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+
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+ public function available() -> ptr_uint:
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+ return this.free_stack.len()
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+
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+
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+ public function count() -> ptr_uint:
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+ return this.capacity - this.free_stack.len()
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+
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+
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+ public editable function clear() -> void:
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+ this.free_stack.clear()
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+ var i = this.capacity
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+ while i > 0:
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+ i -= 1
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+ this.free_stack.push(i)
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+
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+
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+ public editable function release() -> void:
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+ this.free_stack.release()
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+ heap.release(this.objects)
data/std/signal.mt ADDED
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+ ## Signal — fixed-capacity observer / publish-subscribe.
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+ ##
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+ ## Connect callbacks to signals and fire typed payloads.
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+ ## Up to 16 subscribers per signal, stack-allocated.
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+ ##
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+ ## import std.signal as sig
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+ ## var on_damage = sig.Signal[int].create()
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+ ## on_damage.connect(handle_damage)
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+ ## on_damage.fire(25)
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+
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+ public struct Signal[Payload]:
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+ slots: array[fn(payload: Payload) -> void, 16]
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+ count: ptr_uint
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+
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+
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+ # ── public API ──
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+
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+ extending Signal[Payload]:
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+ public static function create() -> Signal[Payload]:
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+ var s = Signal[Payload](
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+ slots = zero[array[fn(payload: Payload) -> void, 16]],
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+ count = 0
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+ )
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+ return s
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+
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+
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+ public editable function connect(callback: fn(payload: Payload) -> void) -> void:
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+ if this.count >= 16:
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+ return
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+
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+ var i: ptr_uint = 0
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+ while i < this.count:
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+ unsafe:
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+ if this.slots[i] == callback:
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+ return
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+ i += 1
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+
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+ unsafe:
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+ this.slots[this.count] = callback
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+ this.count = this.count + 1
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+
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+
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+ public editable function disconnect(callback: fn(payload: Payload) -> void) -> void:
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+ var i: ptr_uint = 0
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+ while i < this.count:
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+ unsafe:
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+ if this.slots[i] == callback:
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+ # swap-remove with last
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+ this.count = this.count - 1
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+ if i < this.count:
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+ this.slots[i] = this.slots[this.count]
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+ return
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+ i += 1
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+
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+
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+ public function fire(payload: Payload) -> void:
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+ var i: ptr_uint = 0
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+ while i < this.count:
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+ unsafe:
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+ let cb = this.slots[i]
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+ cb(payload)
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+ i += 1
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+
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+
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+ public function count() -> ptr_uint:
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+ return this.count
data/std/steering.mt ADDED
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+ ## Steering behaviors — Craig Reynolds' autonomous motion.
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+ ##
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+ ## Pure-function steering forces for autonomous agents.
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+ ## Seek, flee, arrive, pursuit, evade, wander, and flocking
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+ ## (separation, alignment, cohesion). All return steering
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+ ## force vectors to be accumulated and applied by the caller.
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+ ##
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+ ## import std.steering as steer
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+ ## var force = steer.Steer.seek(pos, vel, target, max_speed)
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+ ## force = force + steer.Steer.separation(pos, neighbors, r, max_speed)
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+
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+ import std.linear_algebra as la
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+ import std.math as math
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+
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+
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+ # ── internal helpers ──
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+
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+ function set_magnitude(v: vec2, magnitude: float) -> vec2:
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+ let len = v.length()
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+ if len <= 0.0:
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+ return v
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+ return v * (magnitude / len)
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+
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+
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+ function limit_force(steering: vec2, max_force: float) -> vec2:
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+ let mag = steering.length()
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+ if mag > max_force:
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+ return steering * (max_force / mag)
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+ return steering
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+
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+
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+ # ── public API ──
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+
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+ extending vec2:
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+ public static function seek(position: vec2, velocity: vec2, target: vec2, max_speed: float) -> vec2:
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+ let desired = target - position
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+ let desired_vel = set_magnitude(desired, max_speed)
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+ return desired_vel - velocity
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+
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+
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+ public static function flee(position: vec2, velocity: vec2, threat: vec2, max_speed: float) -> vec2:
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+ let desired = position - threat
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+ let desired_vel = set_magnitude(desired, max_speed)
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+ return desired_vel - velocity
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+
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+
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+ public static function arrive(position: vec2, velocity: vec2, target: vec2, max_speed: float, slowing_distance: float) -> vec2:
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+ let offset = target - position
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+ let distance = offset.length()
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+ if distance < 0.001:
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+ return zero[vec2]
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+ let speed = if distance < slowing_distance: max_speed * distance / slowing_distance else: max_speed
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+ let desired_vel = offset * (speed / distance)
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+ return desired_vel - velocity
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+
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+
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+ public static function pursuit(position: vec2, velocity: vec2, target_pos: vec2, target_vel: vec2, max_speed: float) -> vec2:
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+ let offset = target_pos - position
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+ let distance = offset.length()
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+ let my_speed = velocity.length()
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+ var look_ahead: float = distance / (max_speed + 0.001)
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+ if my_speed > 0.001:
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+ look_ahead = distance / my_speed
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+ let future = target_pos + target_vel * look_ahead
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+ return vec2.seek(position, velocity, future, max_speed)
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+
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+
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+ public static function evade(position: vec2, velocity: vec2, threat_pos: vec2, threat_vel: vec2, max_speed: float) -> vec2:
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+ let offset = threat_pos - position
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+ let distance = offset.length()
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+ let my_speed = velocity.length()
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+ var look_ahead: float = distance / (max_speed + 0.001)
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+ if my_speed > 0.001:
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+ look_ahead = distance / my_speed
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+ let future = threat_pos + threat_vel * look_ahead
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+ return vec2.flee(position, velocity, future, max_speed)
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+
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+
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+ public static function wander(velocity: vec2, wander_angle: float, wander_distance: float, wander_radius: float) -> vec2:
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+ if velocity.length() < 0.001:
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+ return zero[vec2]
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+ let forward = set_magnitude(velocity, 1.0)
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+ let circle_center = forward * wander_distance
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+ let wx = circle_center.x + wander_radius * float<-(math.cos(double<-(wander_angle)))
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+ let wy = circle_center.y + wander_radius * float<-(math.sin(double<-(wander_angle)))
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+ let displacement = vec2(x = wx, y = wy)
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+ return displacement
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+
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+
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+ public static function separation(position: vec2, neighbors: span[vec2], desired_separation: float) -> vec2:
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+ var steer: vec2 = zero[vec2]
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+ var count: ptr_uint = 0
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+ for n in neighbors:
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+ let d = position - n
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+ let distance = d.length()
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+ if distance > 0.0 and distance < desired_separation:
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+ let repulsion = d * (1.0 / distance)
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+ steer = steer + repulsion
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+ count += 1
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+ if count > 0:
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+ steer = steer / float<-(count)
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+ return steer
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+
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+
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+ public static function alignment(velocity: vec2, neighbor_velocities: span[vec2]) -> vec2:
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+ var sum: vec2 = zero[vec2]
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+ var count: ptr_uint = 0
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+ for nv in neighbor_velocities:
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+ sum = sum + nv
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+ count += 1
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+ if count > 0:
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+ let avg = sum / float<-(count)
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+ return avg - velocity
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+ return zero[vec2]
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+
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+
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+ public static function cohesion(position: vec2, neighbor_positions: span[vec2], radius: float) -> vec2:
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+ var sum: vec2 = zero[vec2]
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+ var count: ptr_uint = 0
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+ for np in neighbor_positions:
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+ let d = position - np
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+ if d.length() < radius:
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+ sum = sum + np
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+ count += 1
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+ if count > 0:
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+ let center = sum / float<-(count)
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+ return center - position
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+ return zero[vec2]
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+
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+
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+ public static function limit(steering: vec2, max_force: float) -> vec2:
132
+ return limit_force(steering, max_force)
data/std/timer.mt ADDED
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+ ## Timer — countdown and repeating timers.
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+ ##
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+ ## Accumulate delta time and fire when duration is reached.
4
+ ## Supports one-shot (auto-stop) and repeating (auto-reset).
5
+ ##
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+ ## import std.timer as time
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+ ## var cooldown = time.Timer.create(0.5, false)
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+ ## var regen = time.Timer.create(1.0, true)
9
+ ## ...
10
+ ## if cooldown.step(dt): do_ability()
11
+ ## if regen.step(dt): heal(1)
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+
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+
14
+ public struct Timer:
15
+ duration: float
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+ elapsed: float
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+ active: bool
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+ repeating: bool
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+
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+
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+ # ── public API ──
22
+
23
+ extending Timer:
24
+ public static function create(duration: float, repeating: bool) -> Timer:
25
+ return Timer(
26
+ duration = duration,
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+ elapsed = 0.0,
28
+ active = true,
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+ repeating = repeating
30
+ )
31
+
32
+
33
+ public editable function step(dt: float) -> bool:
34
+ if not this.active:
35
+ return false
36
+ this.elapsed = this.elapsed + dt
37
+ if this.elapsed >= this.duration:
38
+ if this.repeating:
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+ this.elapsed = this.elapsed - this.duration
40
+ else:
41
+ this.elapsed = this.duration
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+ this.active = false
43
+ return true
44
+ return false
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+
46
+
47
+ public function progress() -> float:
48
+ if this.duration <= 0.0:
49
+ return 1.0
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+ let p = this.elapsed / this.duration
51
+ if p > 1.0: return 1.0
52
+ return p
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+
54
+
55
+ public function time_left() -> float:
56
+ let t = this.duration - this.elapsed
57
+ if t < 0.0: return 0.0
58
+ return t
59
+
60
+
61
+ public editable function reset() -> void:
62
+ this.elapsed = 0.0
63
+ this.active = true
64
+
65
+
66
+ public editable function restart(duration: float) -> void:
67
+ this.duration = duration
68
+ this.elapsed = 0.0
69
+ this.active = true
70
+
71
+
72
+ public editable function stop() -> void:
73
+ this.active = false
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+
75
+
76
+ public editable function pause() -> void:
77
+ this.active = false
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+
79
+
80
+ public editable function resume() -> void:
81
+ this.active = true