Feature/sailing helm - #182
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…en in resizable mode
…, gangplank board/disembark
- BoatKinematics: per-tick speed ramp, shortest-path turning, fine-coord integration on LateCycle; ::setheading/::setspeed debug commands - Helm: Navigate/Stop-navigating across all 42 steering multiloc variants, SET_HEADING net handler + SailingEvent bridge, heading/walk interaction tile modes, releaseHelm teardown on every off-boat path - Deck furnishing: per-type facility locs (helm, sails, cargo, keel, trim, ambience) spawned onto the boat region at spawn
Openrune solo
…/OpenRune-Server into feature/sailing-helm
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Sailing Engine -- World-Entity Framework + Helm Navigation
Adds the core sailing engine: world-entity boat spawning, boarding/disembarking, per-tick kinematics, 16-way helm steering, and deck furnishing. The full sail loop works end-to-end against the real client.
What works
Board at a dock -> Navigate the helm -> first ocean click departs straight ahead at full throttle -> 16-way steering by clicking -> Stop-navigating -> decelerate -> Disembark.
World-Entity Engine (Phases 0-2c)
WORLDENTITY_INFOprotocol: world-entity avatar lifecycle, coord updates, angle broadcastsworldentity_ridebypass (root rebuild +map_loader.load_area())Sailing Module (Phase 3)
SetHeadingHandlernet handler ->SailingEvent.SetHeading-> content, interaction-mode switching (heading tile-mode while steering, walk tile-mode on release), helmsman tracking withreleaseHelmsafety net on every off-boat pathLocRepositoryonto the instance region. Helm, sails, cargo, keel, trim, and ambience emitters all server-spawned (the static template zones carry only the hull shell -- this is how per-boat customisation works)New Files
BoatKinematics.ktBoatKinematicsScript.ktHelmEvents.ktSailingMoveModes.ktDeckLoc.kt/DeckLocs.ktInteractionModes.ktSailingEvent.ktSetHeading(player, heading)UnboundEventSetHeadingHandler.ktModified Files
Boat.kt,BoatType.kt,BoatManager.kt,SailingVars.kt,GangplankEvents.kt,SailingDebugCommands.kt,MessageConsumerProvider.ktKnown Gaps / Next Steps
::delboator restartDebug Commands
::setheading <0-2047>-- Set boat angle directly::setspeed <value>-- Set boat speed directly::moveboat <dx> <dz>-- Teleport boat (syncs targetAngle)::exitboat-- Force-disembark with helm release::delboat-- Remove a moored boat