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>
21 lines
661 B
Text
21 lines
661 B
Text
# ludic.vehicles - a player's boat and horse: made the first time they are called to a place and
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# fetched there after, one rider at a time, ridden over water or land, and put down again through
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# the rider's own safe spot. The game draws them, prices them and words them.
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module ludic_vehicles uses ludic_base
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numbers float
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import "ludic.base"
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import "kinds.ludic"
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import "spec.ludic"
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import "table.ludic"
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import "ports.ludic"
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import "fact_pool.ludic"
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import "state.ludic"
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import "places.ludic"
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import "call.ludic"
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import "keep.ludic"
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import "mount.ludic"
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import "ride.ludic"
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import "moved.ludic"
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import "horse.ludic"
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import "legs.ludic"
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import "system.ludic"
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