feat: larger detailed entities — 47 parts, hats, belts, ears
Entities are now ~3x larger and more detailed: Player (47 parts, was 15): - Hat: 3 top + 2 brim (dark purple) - Head: 3x2 face (lavender skin) - Belt: golden accent across torso - Shirt: 3x2 torso + arms out to 3 cells each side - Hands: 4 cells (2 per arm, pale lavender) - Pants: 3 wide hips + 5 wide legs + split - Boots: 3 cells + 2 foot tips (dark purple) - half_w=4, half_h=6 (was 2.5x3.5) Goblin (41 parts): - Pointed ears (2 cells) - Ragged shirt (green, darker shade) - Bare feet (green skin, no boots) - Loincloth (dark green) Auto-constraints: all parts connected to all others (n^2) - Simplified from manual constraint lists - Works for any template shape - Ragdoll will look natural — all parts hold together macro_rules! p! for compact part definitions 117 tests, 0 failures
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+4
-3
@@ -117,9 +117,10 @@ fn player_bodies_count_matches_layout() {
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let mut s = GameSession::new_seeded(42);
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s.init();
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let p = s.get_player().unwrap();
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assert_eq!(
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p.body_count, 15,
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"player should have 15 bodies (profile humanoid)"
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assert!(
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p.body_count >= 30,
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"player should have 30+ bodies (detailed humanoid), got {}",
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p.body_count
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);
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}
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