feat(character): 16.8 - on land a physics walker moves the body (CharacterGround.walk); the package's own gravity, ballistic air and slope-probe refusal are gone
The package keeps the rules and hands them over each step: speed and heading, whether a jump leaves, CHAR_STEP and the boots' slope limit. The walker (Jolt CharacterVirtual) does gravity, landing, steps, slopes and following the ground down. Too steep is ground too steep facing the way the body wanted to go; stepping off an edge is not. ludic.physics: phys_walker_move (follow the body if something else moved it, then step), the slope limit, the jump always honoured. The character's tests run on a real Jolt walker over the same fake world: 15 pass, a knee-high boulder now a step. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# rules.ludic - the numbers that are the body's rules, and what it reports as facts
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export const CHAR_STEP: float = 0.55 # a rise within this of the feet is a step, whatever its gradient
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export const CHAR_BODY: float = 1.8 # feet to head
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# a slope is measured over this, never over the frame's own step: 60 Hz and 240 Hz refuse alike
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# what CharacterGround.walk says of the ground after a step (the same order as ludic.physics')
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export const CHAR_WALK_GROUND: int = 0
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export const CHAR_WALK_STEEP: int = 1
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export const CHAR_WALK_UNSUPPORTED: int = 2
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export const CHAR_WALK_AIR: int = 3
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# how far a put-down spot's ground is measured round it (char_safe_spot)
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export const CHAR_SLOPE_PROBE: float = 0.6
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export const CHAR_BREATH_MAX: float = 45.0 # seconds of air under the surface
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export const CHAR_WADE_MAX: float = 1.35 # a bed deeper than this under the surface is a swim
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