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668a9ecf69 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>
2026-09-29 20:22:02 +03:00
66da424b90 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>
2026-09-29 12:12:44 +03:00
bb2a4c10af feat(vehicles): 16 - a horse walks on legs in the game's physics (VehicleLegs): the package keeps its pace, stamina, hay and its refusal of water; the legs meet the ground, its steps and slopes and whatever is in the way, and what they cover along its heading is its speed, so a fence stops it and a trunk it glances pushes it aside. VehicleWorld.blocked is gone; the hire, hay and follow verbs move to keep.ludic
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:05:03 +03:00
510360b002 feat(vehicles): 16.7 - a boat is a buoyant hull in the game's physics (VehicleHull), rowed along its bow and turned by the oars; the scripted bob, the wind's drift and the shore refusal are gone
The water floats the hull, the wind pushes every boat as a force, the lake bed stops it at the shore;
the swell takes the outward share of a stroke. ludic.physics: phys_hull_add (a buoyant box),
phys_row, phys_bow_speed, and a test that floats one a quarter under, rows, turns and grounds it.
The vehicles tests row a real Jolt hull on the fake shore; the horse moved to horse.ludic.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 01:33:19 +03:00
6e2212de7b feat(packages): ludic.vehicles - each player's boat and horse: called to four berths or four bays, made the first time and fetched after, owner and rider, mounting (a hungry horse will not go), riding a horse on stamina and a boat on the wind with steering by signed speed, the swell at the edge, getting off onto the rider's own safe spot, a player leaving; the world and the rider through ports; mounted, dismounted, no landing, moved, swell and hunger as facts; this player's own saved by kind
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:39:50 +03:00