vehicles: a kind's numbers are a VehicleSpec the game hands over (vehicles_spec), not constants
The seat height, the horse's walk, gallop, acceleration and turn (VE_HORSE_*), its stamina (a gallop over 6 m/s spends 6 a second, a walk gives back 3, 5 needed to gallop) and hay (0.02 a metre, VEHICLE_HAY_MIN), the boat's stroke, turn and wind (VE_ROW, VE_ROW_TURN, VE_WIND) and where a rider gets off (the horse's 1.2 m flank, the boat's 1.25 m wade) move into VehicleSpec (spec.ludic), held per kind in VehiclesState.ve_specs and kept across a reset. vehicles_spec(kind, spec) sets one, vehicle_spec(kind) asks it; a kind with no spec cannot be called. VEHICLE_HORSE and VEHICLE_BOAT stay the kinds. The tests hand Maroon Lake's numbers in, and a new one holds a spec's walk and seat_h. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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10 changed files with 137 additions and 34 deletions
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@ -52,6 +52,7 @@ export state VehiclesState {
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ve_sz: float = 0.0
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ve: VehicleTable = ve__new()
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ve_cur: Vehicle = null
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@max(8) ve_specs: []VehicleSpec = ve_specs_new() # each kind's numbers (vehicles_spec), kept across a reset
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ve_dock_x: float = 0.0
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ve_dock_z: float = 0.0
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ve_dock_yaw: float = 0.0
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