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