vehicles: a boat nobody rows is moored where it was called or left - its hull put back on the mooring (home_x, home_z, home_yaw) whenever it strays, and no wind on it; the wind drifts only a rowed boat
A called boat and one got out of drifted across the lake on the wind (the user's play of the bundle). The tests hold a boat at its berth in a full wind for eight seconds, and one dropped out on the lake where it was left. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -26,8 +26,9 @@ through the game).
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- **A boat is a body in the game's physics** (`VehicleHull`, phase 16; a buoyant Jolt hull in Maroon
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Lake). The package rows it - the stick forward and back is a stroke along the bow, left and right
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the oars pulled against each other - and reads back where the hull is and how fast it goes. The
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water floats it, the wind (`VehicleWorld.wind`) drifts every boat, ridden or not, and the lake bed
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stops it at the shore; the swell at the sail limit takes the outward share of a stroke.
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water floats it, the wind (`VehicleWorld.wind`) drifts a rowed boat, and the lake bed stops it at
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the shore. A boat nobody rows is moored where it was called or left (`home_x`, `home_z`,
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`home_yaw`): its hull is put back there whenever it strays, so it never crosses the lake alone; the swell at the sail limit takes the outward share of a stroke.
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- **A horse walks on legs in the game's physics** (`VehicleLegs`; a Jolt walker in Maroon Lake). The
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package decides its pace - a walk, a canter on stamina, hay for every metre - and never steps it
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into water; the legs meet the ground, its steps and slopes, and whatever stands in its way. What
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@ -74,7 +75,7 @@ export port VehicleRider {
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| `vehicle_mount(v) -> bool`, `vehicle_dismount() -> bool`, `vehicle_drop()` | on and off |
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| `vehicle_update(ix, iz, run, dt)` | a frame of riding from the rider's stick (bind it where the body hands its stick over) |
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| `vehicle_own(v)`, `vehicle_feed(v, hay)`, `vehicle_follow(v, x, y, z, yaw)`, `vehicles_release(pid)`, `vehicle_restore(kind, owned, food)` | hiring, hay, a tied horse's wandering, a player leaving, a saved word |
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| `vehicles_tick(dt)` | every boat's hull read back and pushed by the wind (the game calls it where the world is run) |
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| `vehicles_tick(dt)` | every boat's hull read back: a rowed one pushed by the wind, one nobody rows held at its mooring (the game calls it where the world is run) |
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| `vehicle_facts() -> Queue<VehicleFact>` | `{ what, nid, kind, owner, x, z, v }`: `VEHICLE_MOUNTED`, `_DISMOUNTED`, `_NO_LANDING`, `_MOVED` (v: metres), `_SWELL` (every 14 s), `_HUNGRY`, `_FED` |
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| `vehicles_reset()`, `vehicles_system() -> System` | `"vehicles"`: this player's own saved by kind (hired, hay) - where they lie is not saved |
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