ludic.things: a Thing's seats (a run of the game's seat rows, saved; a bit per seat taken, not); ludic.character: char_sit takes the seat's top and its height above the feet, char_sit_leave names where standing up goes
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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12 changed files with 107 additions and 11 deletions
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@ -292,7 +292,7 @@ program CharacterTest {
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test "a seat against the boulder holds the body still: the walker never pushes it off the seat" (character_st: mut CharacterState, character_test_st: mut CharacterTestState) {
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fresh(character_st, 0.0, 4.5, 0.0)
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char_update(character_st, 0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0)
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char_sit(character_st, 0.0, 5.7, 0.0, CHAR_SIT_SEAT)
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char_sit(character_st, 0.0, body_y(character_st) + 0.45, 5.7, 0.0, CHAR_SIT_SEAT, 0.45)
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for i in 0 .. 90 { char_update(character_st, 0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0) }
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var most = 0.0
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for i in 0 .. 120 {
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@ -349,7 +349,7 @@ program CharacterTest {
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expect(body_eyes_now(character_st))
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expect_near(body_eye_y(character_st), 1.62, 0.05)
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expect_eq(char_fps_toggle(character_st), CHAR_EYES_OFF)
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char_sit(character_st, 0.0, 0.0, 0.0, CHAR_SIT_SEAT)
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char_sit(character_st, 0.0, 0.45, 0.0, 0.0, CHAR_SIT_SEAT, 0.45)
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expect_eq(char_fps_toggle(character_st), CHAR_EYES_SITTING)
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}
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}
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