The Cove's stream: a stream block whose water only runs downhill (spring to the bay), its own water ribbon, trout, on the map; scenery and landmarks keep clear

This commit is contained in:
Paul Bailey
2026-11-06 21:35:04 +00:00
parent 0209c6149a
commit ad47cd53da
12 changed files with 227 additions and 14 deletions

View File

@@ -52,9 +52,14 @@ its decisions.
- Tests: `test_cove` (walk onto the pier, catch a mackerel off its end, cod
only in deep water), and the Cove in `test_terrain_edges` and
`test_boundary`.
- Still to do: the stream (it needs water that runs downhill, which the
one flat water surface can't do: its own ribbon of water, planned with
the Cove's sea cave when the tunnel arrives).
- The stream (after 0.4.0): a `stream` block, a line of points from a
spring under the mountains to the bay. Its water surface is the running
minimum of the ground along it (so it only ever runs downhill, down to
sea level), the bed is cut 0.6 m under that and the banks rise a little
above it; its water is its own ribbon mesh (`terrain._stream_mesh()`),
murkier than the lake. `water_at()` answers "stream" (trout bite there,
`data/fish.json`), the map shows it, and scenery, the den, the barrow and
the stones keep clear of it (`terrain.near_stream()`).
*As built in W2:*
- `lake` blocks can repeat: every lake and pond is its own body