code wiki / (root) / nx_wasm_craft_contact_candidate.nx

nx_wasm_craft_contact_candidate.nx source

↩ module page · 4681 lines · 262144 B

1// nx_wasm_craft.nx -- NISHI CRAFT: a GENERATED 3D VOXEL WORLD, playable first-person. The operator's 2// 2026-05-19 vision ("build minecraft equivalent on the lowest possible hardware") finally EMITTING: 3// procedural terrain (integer value-noise heightmap, biome banding, water, trees) in a 64x32x64 block 4// grid, rendered by a per-pixel integer DDA raycast (true 3D: block faces, face shading, distance fog, 5// sky), walked in first person (collision, auto-step-up, water float), and EDITED live (break/place at 6// the crosshair). Every pixel and every world byte is NishiLang; base-relative so the identical code 7// runs natively (gate, PNG proof) and as wasm (browser page); input arrives through nx_input_abstract 8// (keyboard/gamepad/touch all work on day one). 9// 10// Controls (via the input layer's semantic actions): W/S or Up/Down = walk, A/D or Left/Right = turn, 11// R/F = look up/down (bound to the MENU/PAUSE bits -- the 8-action mask is fully spent; widening it 12// to 16 actions is the filed follow-up), E = break block, B = place stone. Touch d-pad works: center 13// tap = break. 14// 15// license_tier: ORIGINAL 16import "nx_syscalls.nx" 17import "nx_itrig.nx" 18import "nx_input_abstract.nx" 19import "nx_atmosphere.nx" 20import "nx_weather_lib.nx" 21import "nx_softbind.nx" 22import "nx_skeleton.nx" 23import "nx_skin_ita.nx" 24import "nx_nxa_anim_lib.nx" // GE31/GE23: the ONE NXA clip evaluator -- the cast's joint rows are computed HERE, not in page JS 25import "_hdl_build/nx_entity_store.nx" 26import "_hdl_build/nx_gamesave_core.nx" 27import "nx_indoorgen_data.nx" 28// GE14a: the PURE staged-terrain core (six parameter fields -> spline -> relief/erosion). 29// Allocator-free and syscall-free, which is the only reason it can live in this wasm target -- 30// nx_worldpipe's hydrology and erosion BAKES allocate and stay NAS-side (rung GE14b). 31import "nx_worldpipe_core.nx" 32// THE ONE GEN-TIME RECIPE ALLOWLIST (2026-09-04): init_impl_v's gok9 chain, nx_world_snap and nx_game_page_emit's 33// NXGP passes all read genp_gen_ok from this lib, so an index admitted to the engine reaches the instrument and 34// the page in the same edit. Pure arithmetic, wasm-safe. nx_wasm_craft_gate T90 pins every P_* slot to it. 35import "nx_genp_allow_lib.nx" 36// GE32: frame-budget telemetry -- the window, percentiles and spike count are computed HERE from the raw 37// rAF interval the page feeds through perf_frame, so the served HUD and the pacing referee gate read ONE 38// ruler. Allocation-free and syscall-free like everything else in this target. 39import "nx_perf_lib.nx" 40import "nx_beach_release_recipe.nx" 41const WATER_MAGIC_16777216: i64 = 16777216 42const EJRN_HASH_MUL: i64 = 40503 43const WATER_MAGIC_33554431: i64 = 33554431 44const TERRAIN_HASH_X: i64 = 374761393 45const TERRAIN_HASH_Z: i64 = 668265263 46const TERRAIN_HASH_SEED: i64 = 1442695041 47const SAVE_CK_MASK: i64 = 4611686018427387903 48const TERRAIN_HASH_MIX: i64 = 1274126177 49const RAY_HUGE: i64 = 1099511627776 50const WATER_MAGIC_65536: i64 = 65536 51const WATER_MAGIC_4096: i64 = 4096 52const WATER_MAGIC_1048576: i64 = 1048576 53const WATER_MAGIC_1536: i64 = 1536 54const WATER_MAGIC_6144: i64 = 6144 55const GENE_MASK_TEMPERAMENT: i64 = 57344 56const SAVE_CK_SEED: i64 = 1469598103 57const SAVE_CK_PRIME: i64 = 1099511 58const WATER_MAGIC_2400: i64 = 2400 59const WATER_MAGIC_2500: i64 = 2500 60const WATER_MAGIC_1400: i64 = 1400 61const CRAFT_DEFAULT_SEED: i64 = 20260728 62 63// ★4K-CLASS NATIVE, SCALED TO THE HARDWARE (operator 2026-08-14: "significantly worse ... up and 64// beyond 4k resolution ... scaling to the available hardware"). The WebGL path used to render at true 65// device resolution while this rasteriser was pinned at 480x300 and CSS-stretched to 1920 -- a 4x linear 66// upscale, which is exactly what "significantly worse" was. 67// W/H are the FRAMEBUFFER, and the renderer derives rw=W/q, rh=H/q, foc=W/(2q) -- so FOV is invariant 68// under q BY CONSTRUCTION and the adaptive controller is the thing that scales to the hardware. 69// 1920x1200 keeps the old 16:10 aspect EXACTLY, so framing is unchanged -- it is 4x the linear detail 70// and 16x the AREA of the 480x300 this replaces. 71// ★THE SAFETY PROPERTY THAT MAKES THIS NON-REGRESSIVE: at q=8 this is rw=240, rh=150, foc=120 -- 72// byte-for-byte the old default. The initial q is 8, so the first frame costs what it always did; the 73// controller only refines toward q=1 (one ray per pixel) when frames measure under 11ms. 74// ★CEILING CHOSEN FROM THE MEMORY ENVELOPE, NOT TASTE: pixels are i64 because this language has no 75// 32-bit pointer type (MEASURED: 0 hits for `as *u32` across 23,072 sources, coverage complete), so 76// the framebuffer costs W*H*8 = 18.4 MB. A 3840x2400 ceiling would cost 73.7 MB to expose a q=1 that 77// is unreachable anyway -- 9.2M DDA rays per frame is seconds, not milliseconds. Real 4K needs 4-byte 78// pixels plus SIMD, not a bigger constant here; raising W alone buys memory, not detail. 79// ★THE CEILING IS BOUNDED BY THE WASM LINEAR MEMORY, AND THAT BOUND IS NOT NEGOTIABLE BY TASTE. 80// The WAT backends size linear memory FROM THIS MODULE (2026-08-18): they read the 81// `static nx_wasm_pages_req` contract row below at emit time, so the page count has ONE 82// owner (this file) instead of the three drifting copies that shipped 192-vs-364 and 83// fail-closed the lane. (The AHEAD reconciliation that gated this: the 21 "lost" strings 84// were superseded rewords of nx_parse diagnostics, proven live by fixture.) A 1920x1200 framebuffer at O_FB needs 85// 3,590,528 + 18,432,000 = 22,022,528 bytes, i.e. 9.4 MB PAST THE END, so every render trapped with 86// "index out of bounds" and /craft went black. Shipped and caught in production 2026-08-14. 87// 1200x750 keeps the 16:10 aspect and needs 3,590,528 + 7,200,000 = 10,790,528, leaving 1,792,384 88// bytes of headroom inside the same 192 pages. It is still 2.5x the linear detail and 6.25x the AREA 89// of the 480x300 this replaced. 90// ★AND IT KEEPS EXACT PARITY WITH THE OLD DEFAULT: at Q_START=5, rw = 1200/5 = 240, rh = 750/5 = 150, 91// foc = 1200/(2*5) = 120 -- byte-for-byte the pre-change frame, so no machine is worse off. 92// WASM_MEM_BYTES below mirrors the backend's page count so nx_wasm_craft_gate can REFUSE a ceiling 93// that does not fit; the real remedy is for the backend to size pages from the module's own arena 94// rather than a constant, and that is owed. 95// ★THE RENDER CEILING IS THE PAGE'S OWN DISPLAY CAP, NOT A TASTE (operator 2026-08-17: "why these 96// arbitrary resolution rates"): the emitted page has always capped the canvas at min(98vw,1920px) -- 97// the ceiling below and that cap were TWO constants describing ONE thing, and at 1200 the render 98// ceiling silently bound first on every desktop display. Now the ceiling IS the cap (1920 wide at 99// the shipped 16:10 aspect); which fraction of it a device actually renders is decided PER DEVICE by 100// the adaptive controller against that device's own measured budget -- no resolution number below 101// this line is chosen by hand. 102const W: i64 = 1920 103const H: i64 = 1200 104const WASM_PAGE_BYTES: i64 = 65536 105// pages = ceil(CRAFT_TOTAL / page) + the previously PROVEN slack. ceil alone is 339 (339*65536 = 106// 22,216,704 >= CRAFT_TOTAL 22,216,352); the +25 pages carry forward the old configuration's 107// measured-working headroom class (~1.6MB) as the runtime/shim allowance -- honestly UNMEASURED 108// whether anything needs it, so it is kept, named, and gate T60 pins the fit while the wasm-vm 109// gate's PAINTS tooth proves the module actually runs inside what it declares. 110const WASM_PAGES: i64 = 364 111const WASM_MEM_BYTES: i64 = WASM_PAGES * WASM_PAGE_BYTES 112// MODULE-OWNED PAGE SIZING, BLOCKED AT THE ENCODER (2026-08-18): the WAT backends 113// (wat_mem_pages in nx_wasm/nx_wasm_scalararm) READ a module-declared 114// `static nx_wasm_pages_req: i64 = WASM_PAGES` and size linear memory from it -- 115// mechanism shipped and bite-proven. But nxasm_x86 refuses ANY nonzero-init 116// writable static (G3_NONZERO_INIT_STATIC_UNSUPPORTED_BOTH_LANES: GNU .rodata 117// would fault the first write, nxasm ignores .data wholesale), so declaring it 118// here breaks every NATIVE importer of this engine (the gate). Until nxasm 119// grows .data placement (debt filed with this exact spec), the page count rides 120// the backends' WAT_MEM_PAGES_DEFAULT and the vm-gate's FITS tooth is the 121// drift catcher -- it refused the 192-era wasm and will refuse the next drift. 122// DO NOT re-add the static until `nx_sov_build_run nx_wasm_craft_gate` compiles. 123const RES: i64 = 2 // ray per RESxRES pixel block (240x150 rays) 124const RW: i64 = 240 125const RH: i64 = 150 126const FOC: i64 = 120 // ~90 degree fov at RW=240 127// ★THE ADAPTIVE RANGE, WIDENED AT BOTH ENDS so "scale to the hardware" is real in both directions. 128// q divides the framebuffer: q=1 is 1920x1200 (one ray per pixel) and q=24 is 80x50. 129// Q_START=8 reproduces the OLD default exactly (1920/8=240 x 1200/8=150 rays, foc 1920/16=120), so 130// weak hardware is never worse off than it was and strong hardware can now actually be used. 131const Q_MAX: i64 = 24 132const Q_START: i64 = 5 133 134// ★A DEPTH BUFFER THAT COSTS ZERO BYTES. The compare board's skinned-characters-in-world row names its 135// blocker as "seed a depth buffer from the voxel pass so terrain occludes limbs correctly". 136// ⚠THE CONTRACT SYMBOL IS DELIBERATELY NOT SPELLED HERE. The compare generator measures whether the 137// symbol EXISTS in source, and it does not strip comments -- so naming it in prose flipped the published 138// row to LANDED with no capability behind it (measured: coverage jumped 500 to 525 permil on a comment). 139// A completion signal that keys on a name rewards writing the name; a scanner that does not skip comments 140// measures the documentation, not the code. Ship the function, then the row flips honestly. 141// A separate buffer cannot exist here: the WAT backend emits 192 wasm pages = 12,582,912 142// bytes and the arena already uses 10,790,528, leaving 1,792,384 -- while a full-resolution depth plane 143// would need another W*H*8 = 7,200,000. Shipping one would black out /craft exactly as the 1920x1200 144// framebuffer did on 2026-08-14. 145// The room was already there: a pixel is an i64 carrying a 24-bit packed colour, so 40 bits sit unused 146// every frame. The voxel pass ALREADY computes the crossing-t it needs for shading and then throws it 147// away. Depth now rides bits 32..55 of the same word and is stripped in one pass before the frame is 148// published, so no consumer -- page blit, gate frame scans, PNG proof -- ever sees a changed format. 149const FB_COLOR_MASK: i64 = 16777215 150const FB_DEPTH_SHIFT: i64 = 32 151const FB_DEPTH_MAX: i64 = 16777215 152 153// ★THE WIDTH THE HUD PIXEL SIZES WERE AUTHORED AT. Every HUD length below is scaled by rw/HUD_DESIGN_W 154// rather than held as a raw pixel count, for the same reason mob_draw's billboard cap is a fraction: a 155// constant pixel size means a different FRACTION OF THE SCREEN at every resolution, and the canvas is 156// sized to rw x rh and upscaled by the browser, so the fraction is what the player actually sees. 157const HUD_DESIGN_W: i64 = 480 158const HUD_PIP_MAX: i64 = 24 159const HUD_HOTBAR_N: i64 = 7 160 161const WX: i64 = 128 // world blocks (v2: 4x the area, taller) 162const WY: i64 = 48 163const WZ: i64 = 128 164const WATER_H: i64 = 9 165 166// FARMING-LIFE blocks (roadmap B1/B2): wetness lives IN the id and crops are separate stage ids, 167// so the v6 save format is UNTOUCHED -- voxels + the edit journal already persist every farm cell. 168const B_FARM: i64 = 12 // tilled farmland, dry 169const B_CROP0: i64 = 13 // crop sprout (placed by SEEDS onto farmland) 170const B_CROP1: i64 = 14 // crop growing 171const B_CROP2: i64 = 15 // crop MATURE -- breaking it is the HARVEST 172const B_FARMW: i64 = 16 // farmland, wet (rain or water within the 5x5 ring) 173 174// ★THE FRAMEBUFFER MOVED TO THE END OF THE ARENA so it can GROW without shifting a single other 175// offset. Every block below (O_ST .. O_GENP) keeps its absolute address, which is what makes a 16x 176// resolution change a 4-constant edit instead of a 12-offset relayout nobody could verify. 177// The 1,152,000 bytes at offset 0 are now unused and reclaimable -- stated, not hidden. 178const O_FB: i64 = 3592832 // W*H i64 packed R|G<<8|B<<16 (at the arena tail; see CRAFT_TOTAL) 179const O_ST: i64 = 1152000 // 64 state slots 180const O_INPUT: i64 = 1152512 // nx_input_abstract arena (64 words) 181const O_VOX: i64 = 1153024 // WX*WY*WZ u8 blocks 182const O_MOBS: i64 = 1939456 // nx_entity_store arena (certified part): en_bytes(16,7)=1632 183const MOB_CAP: i64 = 16 184const MOB_NCOMP: i64 = 7 185const MOB_BYTES: i64 = 1632 186const O_SPEC: i64 = 1941120 // GAME SPEC block (64 words) -- AFTER the arena's 1632B end 187const O_EJRN: i64 = 1941760 // EDIT JOURNAL: 8192 packed i64 hash slots at ABSOLUTE world 188 // coords (v6 streaming). Reuses the pre-v6 save staging spot. 189const EJRN_SLOTS: i64 = 8192 190const EJRN_BYTES: i64 = 65536 191const O_SAVE: i64 = 2730336 // v6 save image (relocated past MOBAUX): 128B header + voxels 192 // + mob arena + edit journal. The page reads save_off() so the 193 // relocation is invisible to every surface. 194const SAVE_HDR: i64 = 128 195const SAVE_BODY: i64 = 853600 // WX*WY*WZ + MOB_BYTES + EJRN_BYTES 196const SAVE_BODY_V5: i64 = 788064 // pre-streaming body (load-compat: v5 saves still open) 197const SAVE_LEN: i64 = 853728 // SAVE_HDR + SAVE_BODY 198const CRAFT_BYTES: i64 = 3584064 // O_SAVE + SAVE_LEN 199const O_MOBAUX: i64 = 2729952 // 16 mobs x (dx,dz,dy) last-applied step, i64 triples 200 // (384B, fits the 544B rounding slack past the save image; 201 // save format untouched). NON-PERSISTED display truth. 202 // The page's heading/speed used to be a JS derivative of 203 // positions -- a workaround; the ORGAN owns motion, so it 204 // exports the applied step incl the vertical component 205 // (climb cadence needs dy). 206// GAIT-1 -- 16 mobs x 1 word FACING (it-units, IT_PI = a half turn; forward = (sin,cos) in x,z, 207// the SAME convention the camera basis at mob_draw and the wander drive already use, so this 208// engine has ONE yaw convention and not two). 128B in the same free band as O_MOBVY: 209// 2729696 + 128 = O_MOBVY, and O_EJRN ends at 2007296, so 2007296..2729696 is unallocated -- 210// the region is carved exactly the way O_MOBVY was and the save format is untouched for the 211// same reason. NON-PERSISTED: a zero arena faces +z, and every write is a deterministic 212// function of arena state, so the T4/T17 two-arena checksums hold by construction. 213// ⚠WHY A STATE WORD AND NOT A DERIVATIVE OF THE LAST STEP: a heading recomputed from the 214// current step every tick IS the wobble. The steering below is an 8-direction bang-bang signal 215// whose per-axis sign can flip in a single tick, so any facing derived from it inherits every 216// one of those flips. The low-pass has to live somewhere; this is that somewhere, one word. 217const O_MOBHDG: i64 = 2729696 218const O_MOBVY: i64 = 2729824 // GE12: 16 mobs x 1 word VERTICAL VELOCITY Q8/tick (128B, the slack 219 // directly BEFORE O_MOBAUX: 2729824 + 128 = O_MOBAUX; free since 220 // O_EJRN ends at 2007296). NON-PERSISTED: a zero arena is AT REST 221 // by construction and every write derives from deterministic 222 // state, so the T4/T17 two-arena checksums hold. 223const O_SOFT: i64 = 3584064 // A4 soft-body springs: 16 mobs x SB_PTS(6, R7 regions) x SD_STRIDE words. 224 // NON-PERSISTED display truth (pure function of root motion; 225 // re-seated on init/load/shift/summon -- the MOBAUX pattern). 226const O_NEED: i64 = 3588672 // C1 needs: 16 mobs x 4 words (hunger, energy, social, spare). 227 // NON-PERSISTED; re-seeded deterministically on init/load. 228const O_MIND: i64 = 3589184 // C3/C5 THE INNER LIFE: 16 girls x 24 words -- 8 THOUGHT 229 // slots (id<<8 | mag+128, expiry-tick) then 4 GOSSIP slots 230 // (subj<<16 | pred<<8 | conf, born-tick). NON-PERSISTED; 231 // every write derives from deterministic state, so the 232 // T4/T17 two-arena checksums hold by construction. 233const O_PASS: i64 = 3592256 // THE TRAVELER'S PASSPORT (the isekai carry): the 234 // CHARACTER crosses worlds while each world keeps its own 235 // v6 save. Wire = 12 words (magic ver charseed broken 236 // placed harv plant found lost ticks worldmask ck); 237 // words 16-24 = the in-arena delta SNAPSHOT so a world 238 // reload never double-counts a deed into the ledger. 239const PASS_MAGIC: i64 = 20260802001 240const PASS_LEN: i64 = 192 // 24 wire words: [0]magic [1]ver [2]charseed [3]broken 241 // [4]placed [5]harv [6]plant [7]found [8]lost [9]ticks 242 // [10]worldmask [11]party-count [12..20]=3x(kind,disg, 243 // gene) -- COMPANIONS CROSS WORLDS with their bond and 244 // bred genome intact -- [21]ck. Snapshot at words 32+. 245const O_GENP: i64 = 3592640 // W1c GEN-TIME RECIPE OVERRIDES (192B): [0] magic, [1] n, 246 // then idx,val pairs x11. Written by the page (NXGP block) 247 // or a native harness BEFORE init_v; init applies them 248 // AFTER wc_spec identity defaults and BEFORE genworld, so 249 // terrain-shape rows (0..6, 59, 60) become world DATA. 250 // Zero region (fresh arena) = no overrides by construction. 251const GENP_MAGIC: i64 = 20260813001 252const GENP_MAXP: i64 = 11 253// ★WRITTEN AS THE ARITHMETIC, NOT AS A TYPED-OUT TOTAL. The framebuffer TAILS the arena, so the 254// total is the pre-framebuffer arena plus the frame itself. Typing the sum by hand is what let the 255// ceiling silently outgrow the wasm linear memory: a hand-computed 22,022,528 looks exactly as 256// authoritative as a correct one. As arithmetic it re-derives itself whenever W, H or O_FB move, 257// and nx_wasm_craft_gate asserts it against WASM_MEM_BYTES so it can never again exceed the module's 258// own memory without the gate going RED first. 259// ★R21 SKINNED-CHARACTER RIG REGION (wc_mob_mesh). ONE rig per arena, shared by every girl: geometry is 260// species data, pose+genome are per-girl -- the same split the body canon uses (species = parameters, 261// individuals = seeded variation). The rig TAILS the framebuffer so every existing offset is untouched. 262const O_RIG: i64 = O_FB + W*H*8 263// == sk_bytes() (256 + 32*256 + 2048*64 + 2048*24 + 64). A const cannot call a func, so the value is 264// written out ONCE here and the gate asserts RIG_BYTES == sk_bytes() -- the derived-constant discipline: 265// the duplicate exists, and it CANNOT drift without a RED. 266const RIG_BYTES: i64 = 188736 267const O_PROJ: i64 = O_RIG + RIG_BYTES 268const PROJ_MAXV: i64 = 211 // projected-vertex slots == RIG_VERT_TOTAL (declared beside the 269 // rig tables; a const cannot forward-reference, so the value is 270 // written out ONCE here and gate T67 asserts the two are EQUAL 271 // and that the built rig fits -- the same derived-constant 272 // discipline as RIG_BYTES/T62. A silent overflow here is the 273 // pmboard zero-byte class: the projection loop would write past 274 // O_PROJ into the skin scratch with no error at all. 275const PROJ_BYTES: i64 = PROJ_MAXV * 24 276const O_SKIN3: i64 = O_PROJ + PROJ_BYTES // 3-word sRGB scratch for nx_skin_ita's out3 (wasm has no 277 // mmap; every buffer is an arena offset) 278// ===================================================================================================== 279// H1 -- STRAND GUIDES IN THE ENGINE (2026-08-31). Operator standing order: "i dont want js powering any of 280// this it should be emitting all the way from the first byte up via nishi lang and nishi ecosystem". The 281// per-girl hair guide simulation -- rest curves from the asset's own HSTR section, colliders FITTED from the 282// asset's own rig (VERT/SKEL/DYNA), a per-tick solver (spring-to-rest + damping + gravity + the world's wind 283// field + the girl's own motion as an inertial drag), follow-the-leader length projection alternating with 284// capsule push-out, DFTL velocity correction, and the 2-nearest-guide render weights -- lives HERE as arena 285// state. The page may do exactly two things with it: copy the asset's raw section BYTES into the scratch 286// below once at load (never a computed value), and copy the export block OUT to a GL texture each frame. 287// Every number a visitor sees on a strand is computed in this file. 288// UNITS: the NXA's bind (mesh) space, z up, integers. Blocks -> bind units through the page's own pairing 289// (HG_UNITS_PER_178CM per 1.78 m of stature; GPE_UNITS_PER_178CM in the emitter is the same pairing). 290// TICK: HG_TPS per second -- the fixed sim cadence the page's accumulator steps (16.6667 ms) and 291// nx_hairdyn_lib's hd_ticks_per_s() derives (sqrt(SB_MHZ_TICK_SQ)/1000 = 60). 292// PLANT: SB_K_HAIR / SB_C_HAIR over SD_G -- the gate-pinned hair plant of nx_softbind, unchanged, so every 293// guide answers with the stiffness and damping the retired one-chain page solver had. 294// FRAME: each guide is solved in HER bind space with the root pinned to its rest root; her world step 295// enters as the viscous drag a world-frame damper exerts (the incumbent lag at walking speed), her heading 296// rotates the world wind and step into bind space (the page's own R(-hdg).(m.x,m.z,-m.y) composition). 297// Colliders are the BIND-pose body (the same v1 limit the dress overlay declares: an extreme swing can clip). 298// ===================================================================================================== 299const WC_CAST_N: i64 = 12 // the cast genmobs places (placed < WC_CAST_N); hair state is sized to it 300const HG_MOBS: i64 = WC_CAST_N 301const HG_NP: i64 = 8 // points per HSTR strand: the section contract (GR_PTS in nx_nxa_groom) 302const HG_W: i64 = HG_NP*3 // words per strand (GR_WORDS) 303const HG_NSEG: i64 = HG_NP - 1 304const HG_REND_MAX: i64 = 1200 // render strands: the page's shipped NXH_GUIDES budget, PRESERVED and moved here 305const HG_SIM: i64 = 128 // simulated guides per girl. PICKED, named as picked: 1200/128 = 9.4 render 306 // strands per guide sits inside the guide/follow band real-time hair ships 307 // (TressFX: 4..16 follow hairs per simulated guide); bounded above by the 308 // arena fit (T60) and the WebGL2 texture floor (HG_MOBS*HG_SIM/HG_TEX_SR rows) 309const HG_TEX_SR: i64 = 4 // strands per guide-texture row: rows = strands/4 keep every hair texture under 310 // the WebGL2 MAX_TEXTURE_SIZE minimum (2048) at HG_REND_MAX and HG_MOBS*HG_SIM 311const HG_TAB_W: i64 = 8 // render-strand table row: [rest-idx nb1 nb2 w1 w2 lockw spanz 0] 312const HG_CAP_MAX: i64 = 32 // collider slots (mask bits): head neck 2 shoulders 2 arms torso + DYNA anchors 313const HG_CAP_W: i64 = 10 // ax ay az bx by bz r kind sx sy 314const HG_KIND_CAP: i64 = 0 315const HG_KIND_ELL: i64 = 1 316const HG_Q12: i64 = WATER_MAGIC_4096 // ellipse-scale / segment-parameter fixed point: the engine's fx4096 317const HG_SKEL_W: i64 = 8 // words per SKEL joint: parent x y z + 4 (the 64-byte joint record the page reads) 318const HG_DYNA_MINW: i64 = 8 // a DYNA row carries side x y z k c max infl before an anchor is readable 319const HG_DYNA_MAXW: i64 = 64 // a row wider than this is not this format (nx_nxa_dyna writes 12); bounds the count check 320const HG_DYNA_INFL: i64 = 7 // DYNA word: influence radius (nx_nxa_dyna payload layout) 321const HG_HDR_BYTES: i64 = 512 322const HG_H_LOADED: i64 = 0 323const HG_H_NSTR: i64 = 1 324const HG_H_NREND: i64 = 2 325const HG_H_NSIM: i64 = 3 326const HG_H_SKIN: i64 = 4 327const HG_H_LOCKW: i64 = 5 328const HG_H_NCAP: i64 = 6 329const HG_H_SEGLEN: i64 = 7 330const HG_H_SPAN: i64 = 8 331const HG_H_TICKS: i64 = 9 332const HG_H_PUSHES: i64 = 10 333const HG_H_INSIDE: i64 = 11 334const HG_H_MAXDISP: i64 = 12 335const HG_H_H: i64 = 13 336const HG_H_ZMN: i64 = 14 337const HG_H_HJ: i64 = 15 338const HG_H_RC: i64 = 16 339const HG_H_NOCOLL: i64 = 17 // gate lever: 1 skips the push-out (the neg-control that proves it fires) 340const HG_H_RESTIN: i64 = 18 // rest nodes inside a collider BODY at load: the clipping the operator sees at rest 341const HG_H_WINDOFF: i64 = 19 // gate lever: 1 ignores the wind field 342const HG_H_GUST: i64 = 20 343const HG_H_TICKED: i64 = 21 // girls ticked on the last hairtick 344const HG_RC_NOSTR: i64 = 0 - 1 // load refusals, each naming its conjunct 345const HG_RC_HSTRCAP: i64 = 0 - 2 346const HG_RC_NOVERT: i64 = 0 - 3 347const HG_RC_VERTCAP: i64 = 0 - 4 348const HG_RC_NOSKEL: i64 = 0 - 5 349const HG_RC_SKELCAP: i64 = 0 - 6 350// arena regions: tail the skin scratch, every byte accounted, CRAFT_TOTAL re-derived below 351const O_HGHDR: i64 = O_SKIN3 + 24 352const O_HGREST: i64 = O_HGHDR + HG_HDR_BYTES 353const O_HGRL: i64 = O_HGREST + HG_REND_MAX*HG_W*8 354const O_HGCAP: i64 = O_HGRL + HG_SIM*HG_NSEG*8 355const O_HGMASK: i64 = O_HGCAP + HG_CAP_MAX*HG_CAP_W*8 356const O_HGSIMIDX: i64 = O_HGMASK + HG_SIM*8 357const O_HGTAB: i64 = O_HGSIMIDX + HG_SIM*8 358const HG_BLK_BYTES: i64 = HG_MOBS*HG_SIM*HG_W*8 359const O_HGX: i64 = O_HGTAB + HG_REND_MAX*HG_TAB_W*8 // positions 360const O_HGP: i64 = O_HGX + HG_BLK_BYTES // previous positions (velocity = X - P) 361const O_HGD: i64 = O_HGP + HG_BLK_BYTES // THE EXPORT: displacement from rest, the buffer the page copies per frame 362const O_HGSCR: i64 = O_HGD + HG_BLK_BYTES // solver scratch: correction (HG_W) + collider probe (6) + point (3) 363const HG_SCR_WORDS: i64 = HG_W + 9 364// GE32 (2026-09-02): the frame-budget telemetry window -- PF_WORDS i64 owned by nx_perf_lib, fed by the page's 365// perf_frame door once per frame, read back through the perf_* doors. Tails the hair scratch; CRAFT_TOTAL below. 366const O_PERF: i64 = O_HGSCR + HG_SCR_WORDS*8 367// GE30 PER-WORKER TILE SCRATCH. The ray pass used ONE scratch (O_ST slots 46-50) for its five wray 368// outputs, which is correct for one thread and a DATA RACE the instant a second worker renders a band 369// of the same frame: both would write the same five words and each would read the other's crossing-t. 370// Every worker therefore gets its own TILE_W-word slot -- camera basis at +0 (8 words, written by 371// wc_cam so the band pass and the overlay pass share ONE camera ruler) and the ray outs at +TILE_HOUT. 372// APPENDED at the arena tail, so no existing offset moves and the v6 save image is untouched. 373const O_TILE: i64 = O_PERF + PF_WORDS*8 374const TILE_W: i64 = 32 // i64 words per worker slot 375const TILE_HOUT: i64 = 8 // word offset of the 5 wray outs inside a slot 376const TILE_MAX: i64 = 32 // the most workers a band pass may be cut into; the thread ladder 377 // (knowledge/tier_ladder.conf) picks the count from measured 378 // hardware and the page clamps to this, so it can never ask for a 379 // scratch slot that does not exist. 380// ---- GE55 RAW UNIFORM BLOCK (2026-09-05, operator: no JS, no Python, WebGPU as a pure SUBMISSION PIPE) ---- 381// The sim packs its OWN state for the GPU. 40 little-endian 32-bit words, 160 B, APPENDED at the arena tail like 382// every region before it (no existing offset moves). The words are RAW: fixed-point ints, Q12 angles, packed RGB, 383// flags. This lane carries no f32 lowering (measured 2026-09-05: nx_compile_wat has no f32 ops), so every float the 384// shader needs (cam/256, sin and cos of yaw and pitch, the palette light dl2 = .22+.78*pow(df,.6), the sky unpack, 385// the sun direction) is DERIVED ON THE GPU from the one IR (nx_world_shader_src), never in JS and never here. 386// Word index = byte offset / 4, chosen so the WGSL struct {20 scalars, pal as 3 vec4u, palf as 2 vec4u} lays out 387// IDENTICALLY under the uniform address-space rules (nx_wgsl layout is the ONE ruler; a gate pins both sides). 388// GE53 THE SURFACE SOURCE: one Q8 height per column (WX x WZ i64 slots), filled by gencol from the SAME 389// eroded, ocean-shaped field the voxel column is cut from, BEFORE the one line that rounds it to whole 390// blocks. Under P_SURF the raycaster marches this field (bilinear between columns = sub-block precision) 391// instead of the cell grid, and the page uploads it as a texture so every tier reads ONE surface. Placed 392// BEFORE the raw block so CRAFT_TOTAL == O_URAW + URAW_BYTES (T91) still holds; 128 KB inside T60's headroom. 393const O_HQ: i64 = O_TILE + TILE_MAX*TILE_W*8 394const HQ_BYTES: i64 = WX*WZ*8 395const O_URAW: i64 = O_HQ + HQ_BYTES 396const URAW_WORDS: i64 = 44 // GE53: 41 words (r_surf at 40) padded to the vec4u boundary 397const URAW_BYTES: i64 = 176 // URAW_WORDS*4: a vec4u-aligned struct, so the 3-word tail pad is real (was 160 beside WORDS=44 -- pack_uniforms zeroed 176 B into a 160 B block; corrected 2026-09-06 when the GE53 shader shipped its 41-word struct) 398const UR_CAMX: i64 = 0 // Q8 world units (the page used camx()/256) 399const UR_CAMY: i64 = 1 400const UR_CAMZ: i64 = 2 401const UR_TNOW: i64 = 3 402const UR_YAW: i64 = 4 // Q12 radians (the page used yaw()/4096) 403const UR_PITCH: i64 = 5 404const UR_SUNEL: i64 = 6 // Q12 sine of the sun elevation (cal_sunel) 405const UR_DAYT: i64 = 7 406const UR_DLEN: i64 = 8 407const UR_RAIN: i64 = 9 408const UR_SKT: i64 = 10 // packed RGB (spec word 7) 409const UR_SKH: i64 = 11 // packed RGB (spec word 8) 410const UR_SUN: i64 = 12 // spec word 9 (the GPU applies the df>.04 daylight guard) 411const UR_CLD: i64 = 13 // spec word 10 412const UR_WMAX: i64 = 14 413const UR_SELB: i64 = 15 // sel_block(S_SEL) 414const UR_HOK: i64 = 16 415const UR_NPCT: i64 = 17 // npc target t, or -1 416const UR_BROKEN: i64 = 18 // edit counters (broken + placed): the bridge refreshes the voxel texture when their sum moves 417const UR_PLACED: i64 = 19 418const UR_PAL: i64 = 20 // 12 packed RGB words (spec 16..27), vec4u-aligned at byte 80 419const UR_PALF: i64 = 32 // 5 packed RGB words (spec 34..38) at byte 128 420const UR_RESW: i64 = 37 // canvas width in px -- the door tells the sim through set_res (the sim has no window) 421const UR_RESH: i64 = 38 422const UR_SURF: i64 = 40 // GE53: the ground-is-the-field word (sp[P_SURF]); words 41..43 are the vec4u tail pad 423const UR_YFLIP: i64 = 39 // 1 on the WebGPU door (top-left fragment origin), 0 on WebGL2 -- set_yflip 424const CRAFT_TOTAL: i64 = O_URAW + URAW_BYTES 425// ---- GE31/GE23 THE CAST CLIP EXTENSION (2026-09-06) -------------------------------------------- 426// The ENGINE evaluates the cast's animation clip (nx_nxa_anim_lib) from each girl's own path-length 427// stride phase and exports the finished dual-quaternion joint rows; the page's animEval became a copy. 428// WHY AN EXTENSION BEYOND CRAFT_TOTAL RATHER THAN A REGION INSIDE IT: (1) T91 pins O_URAW as the arena 429// tail and T60 pins CRAFT_TOTAL inside the backend's DECLARED pages; (2) the vm-gate runs init and 430// render inside those declared pages, and nothing here is touched until the page has grown memory 431// and called nxa_ingest; (3) the clip does not fit anyway -- ref9e's ANIM section is 113,465 words 432// (nx_asset_floor_gate, 2026-09-06), 887 KB against a 282 KB headroom, so a region inside the base 433// arena would have been a lie about the asset. The backend declares WASM_PAGES initial pages and cannot 434// read a module static (G3, see WASM_PAGES above), so the size gets ONE owner the honest way: the 435// engine exports wasm_pages_req() DERIVED from CRAFT_EXT_TOTAL and the page grows memory to it before 436// init -- the MT twin already declares max = 2x, so growth is inside its ceiling by construction. 437// Every cap below is named for its purpose, derived from the SHIPPED asset, and refused BY NAME in 438// wc_nxa_ingest when exceeded; an asset over a cap is the next ladder rung, never a silent truncation. 439const NXA_NJ_CAP: i64 = 128 // ref9e 104 joints; the corpus tops out at 370 (nx_nxa_play) = the next rung 440const NXA_ANIM_CAP_W: i64 = 131072 // 1 MiB of key words; ref9e ANIM measured 113,465 words 441const NXA_POSE_CAP_W: i64 = 2048 // ref9e POSE measured 835 words (one frozen stand pose) 442const NXA_HDR_W: i64 = 16 443const NXA_H_LOADED: i64 = 0 444const NXA_H_NJ: i64 = 1 445const NXA_H_DUR: i64 = 2 446const NXA_H_MPB: i64 = 3 447const NXA_H_RJ: i64 = 4 448const NXA_H_POSE: i64 = 5 449const NXA_H_RV: i64 = 6 // six words: x0 y0 vx16 vy16 t0 span (nx_nxa_anim_lib NA_RV_W) 450const NXA_H_RC: i64 = 12 451const NXA_H_NAW: i64 = 13 452const NXA_MOB_W: i64 = 4 // per girl: idle weight q12, clip-time adjustment ms, two spare 453const NXA_M_IW: i64 = 0 454const NXA_M_CTADJ: i64 = 1 455// the page's SHIPPED idle behaviour, carried not re-chosen (nx_game_page_emit castFrame, 2026-08-30): 456// pose-hold eases in at 5/s and out at 2.5/s, the clip eases to the nearest double-support at 6/s 457// while the hold blends in below 0.95, and a hold under 0.004 snaps to zero. 458const NXA_IW_IN_TENTHS_PER_S: i64 = 50 459const NXA_IW_OUT_TENTHS_PER_S: i64 = 25 460const NXA_SNAP_TENTHS_PER_S: i64 = 60 461const NXA_SNAP_IW_MAX_Q12: i64 = 3891 462const NXA_IW_FLOOR_Q12: i64 = 16 463const NXA_DT_MS_MAX: i64 = 1000 // a tab that slept a minute eases one second, it does not slam 464const NXA_RC_NOT_LOADED: i64 = 0 - 1 465const NXA_RC_NO_MOB: i64 = 0 - 2 466const NXA_RC_SLOT: i64 = 0 - 3 467const NXA_RC_NJ_ZERO: i64 = 0 - 11 468const NXA_RC_NJ_CAP: i64 = 0 - 12 469const NXA_RC_NAW_ZERO: i64 = 0 - 13 470const NXA_RC_NAW_CAP: i64 = 0 - 14 471const NXA_RC_NPW_CAP: i64 = 0 - 15 472const NXA_RC_POSE_OVERRUN: i64 = 0 - 16 473const NXA_RC_TRACKS: i64 = 0 - 20 // plus nx_nxa_anim_lib's own rc: -21 bad tracks, -22 overrun 474const O_NXA: i64 = CRAFT_TOTAL 475const O_NXA_SKEL: i64 = O_NXA + NXA_HDR_W*8 476const O_NXA_TIDX: i64 = O_NXA_SKEL + NXA_NJ_CAP*NA_SKEL_W*8 477const O_NXA_PQ: i64 = O_NXA_TIDX + NXA_NJ_CAP*NA_IDX_W*8 478const O_NXA_PD: i64 = O_NXA_PQ + NXA_NJ_CAP*4*8 479const O_NXA_MOB: i64 = O_NXA_PD + NXA_NJ_CAP*3*8 480const O_NXA_SCR: i64 = O_NXA_MOB + WC_CAST_N*NXA_MOB_W*8 481const O_NXA_OUT: i64 = O_NXA_SCR + NA_SCR_W*8 482const O_NXA_POSE: i64 = O_NXA_OUT + WC_CAST_N*NXA_NJ_CAP*NA_ROW_W*8 483const O_NXA_ANIM: i64 = O_NXA_POSE + NXA_POSE_CAP_W*8 484// Append the ordering sidecar so all existing asset and output offsets remain stable. 485const O_NXA_ORDER: i64 = O_NXA_ANIM + NXA_ANIM_CAP_W*8 486const CRAFT_EXT_TOTAL: i64 = O_NXA_ORDER + NXA_NJ_CAP*8 487// the engine's OWN page request -- derived, the one place the extended size is written 488const WASM_PAGES_REQ: i64 = (CRAFT_EXT_TOTAL + WASM_PAGE_BYTES - 1)/WASM_PAGE_BYTES 489// LOAD-TIME INPUT SCRATCH inside the framebuffer: the page copies the asset's raw HSTR/VERT/SKEL/DYNA section 490// bytes here and calls hairload, which consumes them before it returns; the next render overwrites the frame. 491// The caps are addresses inside a region the engine already owns (W*H*8 = 18.4 MB), not guesses about an 492// asset: DYNA 1 MiB holds 10,922 rows, HSTR 4 MiB 21,845 strands, VERT 8 MiB 349,525 vertices, SKEL 2 MiB 493// 32,767 joints. hairload REFUSES by name when a count exceeds its cap rather than reading past it. 494const HG_MIB: i64 = 1048576 495const HG_SCR_HSTR: i64 = O_FB 496const HG_SCR_HSTR_CAP: i64 = 4*HG_MIB 497const HG_SCR_VERT: i64 = O_FB + 4*HG_MIB 498const HG_SCR_VERT_CAP: i64 = 8*HG_MIB 499const HG_SCR_SKEL: i64 = O_FB + 12*HG_MIB 500const HG_SCR_SKEL_CAP: i64 = 2*HG_MIB 501const HG_SCR_DYNA: i64 = O_FB + 14*HG_MIB 502const HG_SCR_DYNA_CAP: i64 = HG_MIB 503// plant + units 504const HG_TPS: i64 = 60 // see the header: the page accumulator's 16.6667 ms, hd_ticks_per_s() 505const HG_UNITS_PER_178CM: i64 = 171530 // the page's pairing (GPE_UNITS_PER_178CM), named as the same number 506const HG_CM_178: i64 = 178 507const HG_CM_PER_M: i64 = 100 508const HG_UPB: i64 = HG_UNITS_PER_178CM*HG_CM_PER_M/HG_CM_178 // bind units per world block (1 block = 1 m): 96365 509const HG_G_CMS2: i64 = 981 // standard gravity, cm/s^2 510const HG_G: i64 = HG_G_CMS2*HG_UNITS_PER_178CM/(HG_CM_178*HG_TPS*HG_TPS) // 262 units/tick^2 -- the dress lane's NXGD_G derivation 511const HG_FTL_S_PERMIL: i64 = 1000 - SB_C_HAIR*1000/SD_G // DFTL s_damping (Mueller 2012 "Fast Simulation of Inextensible Hair 512 // and Fur", band .9..1): 942, from the plant's own damping, not picked 513const HG_FENCE_DIV: i64 = 4 // the chain's small-angle validity fence: seglen/4 (SD_Q8/4 in the retired page solver) 514const HG_PROJ_ITERS: i64 = 3 // length/collision alternations per point; the LAST op is always the length projection 515const HG_LOCK_W_MIN: i64 = 900 // the ribbon builder's lock half-width floor (w09 = max(900, span*.045)), PRESERVED 516const HG_LOCK_W_PERMIL: i64 = 45 517const HG_SKIN_NUM: i64 = 16 // skin = lockw x 1.6: half-width + the .6 child scatter -- the farthest a render vertex sits off its guide 518const HG_SKIN_DEN: i64 = 10 519const HG_REACH_DIV: i64 = 2 // collider mask reach = strand length / 2: twice the static fence (L/4), for overshoot 520const HG_GUST_TICKS: i64 = 2*HG_TPS // gust envelope cadence 0.5 Hz: the incumbent shader sway (3.1 rad/s), PRESERVED 521const HG_GUST_SALT: i64 = 3400 // whash seed offset (the weather lib salts with seed + 3300) 522const HG_TORSO_GATE_X: i64 = 15000 // the MFS torso gate (axb < 15000.), the same half-width the paint bands use 523// Drillis-Contini stature ratios (permil of the MEASURED stature), the landmarks the page derives its bands from 524const HG_R_HEADBAND: i64 = 885 525const HG_R_HEAD_J: i64 = 955 526const HG_R_ACROMION: i64 = 818 527const HG_R_CHEST: i64 = 720 528const HG_R_HIP: i64 = 520 529const HG_R_ELBOW: i64 = 630 530const HG_R_NECK_LO: i64 = 840 531const HG_R_SH_LO: i64 = 770 532const HG_R_SH_HI: i64 = 860 533const HG_R_ARM_LO: i64 = 600 534const HG_R_ARM_HI: i64 = 800 535const HG_R_ARM_XMIN: i64 = 60 536const HG_R_ELBOW_XMIN: i64 = 50 537 538// C3 thought ids (RimWorld's inspectable-mood law: a mood is a LEDGER, never a scalar mystery) 539const TH_RAIN: i64 = 1 540const TH_FEAR: i64 = 2 541const TH_MET: i64 = 3 542const TH_SLEPT: i64 = 4 543const TH_HUNGRY: i64 = 5 544const TH_SAWTAKEN: i64 = 6 545const TH_HEARD_TAKEN: i64 = 7 546const TH_HEARD_FRIEND: i64 = 8 547const TH_COMPANY: i64 = 9 548// C5 gossip predicates (Talk of the Town's law -- the differentiator no shipped game has) 549const GO_FRIEND: i64 = 1 550const GO_TAKEN: i64 = 2 551const SAVE_MAGIC: i64 = 20260728001 552const SAVE_VER: i64 = 6 // v6 = STREAMING WORLD (origin + edit journal in the image); 553 // v5 still LOADS (origin 0, empty journal); others REFUSED 554const SAVE_VER5: i64 = 5 555// mob components (nx_entity_store comp slots) 556const MC_X: i64 = 0 557const MC_Y: i64 = 1 558const MC_Z: i64 = 2 559const MC_KIND: i64 = 3 560const MC_PH: i64 = 4 561const MC_DISG: i64 = 5 // 1 = a HUMAN girl disguised as a monster girl (the lore: 562 // monster girls took the world; humans hide among them -- 563 // her features are a worn costume, not grown) 564const MC_GENE: i64 = 6 // 20-bit APPEARANCE GENOME rolled at spawn -- every girl is 565 // GENERATED, not hand-built: bits 0-2 hair hue, 3-4 hair 566 // length, 5-6 height, 7-8 outfit tint, 9-10 skin tone, 567 // 11-12 feature size. The slot bred inheritance plugs into. 568 569// state slots 570const S_SEED: i64 = 0 571const S_CX: i64 = 1 // camera pos Q8 (256 = one block) 572const S_CY: i64 = 2 573const S_CZ: i64 = 3 574const S_YAW: i64 = 4 // it-units (IT_PI = half turn) 575const S_PITCH: i64 = 5 576const S_T: i64 = 6 577const S_BROKEN: i64 = 7 578const S_PLACED: i64 = 8 579const S_HX: i64 = 9 // crosshair DDA hit cache 580const S_HY: i64 = 10 581const S_HZ: i64 = 11 582const S_HFACE: i64 = 12 // 0 none, 1 +x, 2 -x, 3 +y, 4 -y, 5 +z, 6 -z 583const S_HOK: i64 = 13 // 1 = in reach 584const S_VY: i64 = 14 // vertical velocity Q8/tick (jump + gravity) 585const S_GROUNDED: i64 = 15 // 1 = standing on a surface (jump allowed) 586const S_SEL: i64 = 16 // hotbar slot 0..4 (Q cycles; sel_block maps to a block type) 587const S_LBX: i64 = 17 // last-broken cell (probes/particles; the hit cache retargets 588const S_LBY: i64 = 18 // every frame, so "what did I just break" needs its own slots) 589const S_LBZ: i64 = 19 590const S_Q: i64 = 20 // ray pixel size 2..5 -- ADAPTIVE: the organ tunes itself from 591const S_FMA: i64 = 21 // the surface's reported frame ms (EMA x16); shim only reports 592const S_WMAX: i64 = 22 // highest solid y in the world -- rays above it heading up/flat 593 // are SKY immediately (kills the 110-step horizon marches) 594const S_SPX: i64 = 23 // spawn point (H key + void-fall auto-respawn return here) 595const S_SPY: i64 = 24 596const S_SPZ: i64 = 25 597const S_NPCT: i64 = 26 // crosshair NPC target: dense index of the girl under the 598 // gaze (occlusion-aware, walls block), -1 = none 599const S_FOUND: i64 = 27 // disguised humans FOUND (met + identified = under protection) 600const S_LOST: i64 = 28 // found humans TAKEN by wardens (the cost of not protecting) 601const S_BCD: i64 = 29 // birth cooldown ticks (community pacing) 602const S_WOX: i64 = 30 // WORLD ORIGIN of the window, in blocks (v6 streaming): the 603const S_WOZ: i64 = 31 // arena is a 128x48x128 CACHE over unbounded absolute terrain 604const S_EJDROP: i64 = 32 // edits REFUSED because the journal was full (loud, never silent) 605const S_HARV: i64 = 33 // MATURE crops harvested (the farming loop's payoff counter) 606const S_PLANT: i64 = 34 // seeds planted 607const S_GROWN: i64 = 35 // crops that reached maturity (world truth, gate-readable) 608const S_VAR: i64 = 36 // which world identity this arena runs (the passport's 609 // visited-mask bit; set once at init) 610const S_GENP: i64 = 37 611const S_TGT: i64 = 38 // DISPLAY-DERIVED frame budget, EMA-x16 units (0 = shipped 612 // defaults): the page measures the device's real rAF interval 613 // once and reports it via target_ms; every controller line then 614 // derives from the DEVICE instead of a hand-picked millisecond // W1c: gen-time override rows APPLIED at init (world truth -- 615 // a gate can read whether the recipe actually reached genworld) 616const S_BLDG: i64 = 39 // W3 settlements: buildings stamped into this arena (a 617 // monotone stamp-event counter -- a window slide that 618 // repaints a building recounts it; right after init it IS 619 // the number of buildings in the window, which is what the 620 // gate reads). NON-PERSISTED world truth. 621const S_BLDGX: i64 = 40 // last-stamped building anchor, arena-local (gate probe) 622const S_BLDGY: i64 = 41 // its floor height 623const S_BLDGZ: i64 = 42 624const S_RESW: i64 = 44 // GE55: canvas size and origin, written by the door (set_res / set_yflip) 625const S_RESH: i64 = 45 626const S_YFLIP: i64 = 46 627const S_AGEN: i64 = 47 628const S_DPAPPLIED: i64 = 48 // GE59: the P_DAYPHASE value last applied to S_T (0 = never) -- one re-base per distinct poke, never per tick // GE57: arena GENERATION -- +1 per wc_shift that moves. The GPU tiers key every voxel-texture upload on it: a 16-block re-base drawn against the previous texture is the transport/fall-through the operator sees (2026-09-05). 629const S_GT_KEEP: i64 = 43 // ground-truth capture: when 1, render_impl leaves the depth plane in 630 // the framebuffer's high bits instead of stripping it (nx_world_snap 631 // gt verb reads it and emits depth/normal channels). Zeroed by init, so 632 // the page and every gate keep the published colour-only format. 633const SHIFT_STRIDE: i64 = 16 // one window slide, in blocks 634const SHIFT_MARGIN: i64 = 32 // player this close to a window edge -> the world slides under them 635 636// spec slots (the game-identity DATA the engine reads -- nx_voxel_world's style-is-a-spec doctrine) 637const P_TBASE: i64 = 0 // terrain base height 638const P_TAMP1: i64 = 1 // large-noise amplitude 639const P_TAMP2: i64 = 2 // detail-noise amplitude 640const P_WATER: i64 = 3 // flood level 641const P_SNOW: i64 = 4 // snow line (99 = never) 642const P_TREE: i64 = 5 // tree sparsity modulus (0 = no trees) 643const P_CAVETH: i64 = 6 // cave carve threshold (lower = more cavern) 644const P_SKYTOP: i64 = 7 // packed zenith colour 645const P_SKYHOR: i64 = 8 // packed horizon colour 646const P_SUN: i64 = 9 // 1 = sun disc 647const P_CLOUD: i64 = 10 // 1 = cloud deck 648// WEATHER EXPORTS (2026-08-26): written each tick by wc_weather_tick from nx_weather_lib -- the 649// gate-proven continuous system (rates preserved to P_RAINS, front persistence, typed precip, 650// gradient wind). The page reads these five slots exactly as it reads the sky tones. 651const P_WXCOV: i64 = 11 // cloud coverage Q12 (drives the cloud density band) 652const P_WXWINDX: i64 = 12 // wind x component, Q12-scaled speed*cos(dir) 653const P_WXWINDZ: i64 = 13 // wind z component 654const P_WXTYPE: i64 = 14 // precip type this eighth: 0 none, 1 rain, 2 snow 655const P_WXTEMP: i64 = 15 // temperature Q12 (relative scale, freezing=1024) 656const P_PAL: i64 = 16 // +blocktype = packed base colour (0..11) 657const P_MOBC: i64 = 28 // +kind*2+half = packed mob colours (3 kinds x 2 tones) 658const P_PAL2: i64 = 34 // +b-12 = packed colour for farm blocks 12..16 (5 rows, 34-38) 659const P_DAYLEN: i64 = 40 // A1 calendar: ticks per day (ALL timing is spec DATA) 660const P_SEASD: i64 = 41 // days per season (4 seasons cycle) 661const P_GROWE: i64 = 42 // farm-tick cadence: one grow/hydrate pass every N ticks 662const P_GROWW: i64 = 43 // crop speed on WET farmland (Minecraft stencil speed) 663const P_GROWD: i64 = 44 // crop speed on DRY farmland 664const P_RAINS: i64 = 45 // +season = rain permil per day-eighth (4 rows, 45-48) 665// --------------------------------------------------------------------------------------------- 666// ART STYLE IS DATA (2026-09-01). Spec idx 49 -- one of the TWO dead holes this plane has carried 667// since it was laid out (39 and 49; world_recipes.conf names them both). 49 is the safer of the 668// two: P_PAL2's five farm rows 34-38 could plausibly widen by one, while P_RAINS' four rows are 669// four SEASONS and cannot. It sits inside the 7..58 band the recipe plane pokes POST-BOOT, which 670// is where a LOOK belongs -- a style is a property of how the world is drawn, never of how the 671// ground was generated, so it must not become gen-time data. 672// THE VOCABULARY IS ADOPTED, NOT INVENTED. buildroot/runtime/nx_voxel_world.nx line 2 has read 673// "Style is a spec field, NOT a hardcode -- the engine is not locked to one look" since it was 674// written, with const SP_STYLE and STYLE_REAL / STYLE_TOON / STYLE_FLAT, and 675// _hdl_build/nx_world_style_gate.nx already PROVES the three produce three DISTINCT frames from 676// one spec. That organ has SEVEN importers and EVERY ONE OF THEM IS A GATE (measured 2026-09-01, 677// nx_absent matches=8 coverage_complete=1 corpus_complete=1): the doctrine was proven and never 678// shipped. This is that doctrine reaching the SERVED engine, under the SAME three ids so the two 679// implementations cannot drift into two vocabularies for one idea. 680// SCOPE, STATED SO IT CANNOT BE OVERREAD: this is the SHADING axis. The world is still made of 681// voxels -- vox_off() -> O_VOX is still the only world door, and a second REPRESENTATION is a 682// separate, larger contract. A toon or flat world is a voxel world that stops looking photoreal; 683// it is not a world that stopped being cubes. 684// 0 = REAL, and 0 is what wc_spec's zeroing loop (while k < WC_SPECN) already writes for every 685// identity, so every world published before this renders BYTE-IDENTICALLY BY CONSTRUCTION rather 686// than by a preserved branch anyone could later delete. 687const P_STYLE: i64 = 49 688const P_DAYPHASE: i64 = 39 // GE59 (2026-09-05): the boot clock as DATA -- the OTHER dead hole (world_recipes.conf names 39 and 49). Post-boot band, so it cannot be read at init: apply2_impl re-bases S_T to it on the next tick, once per distinct value; 0 (the zeroing loop) leaves the DAYLEN/4 boot phase, so every existing world is byte-identical by construction. If P_PAL2 ever widens, this slot moves with the ONE named const. 689const WC_STYLE_REAL: i64 = 0 // textured, smooth light -- the shipped look, unchanged 690const WC_STYLE_TOON: i64 = 1 // banded light (anime/cel) 691const WC_STYLE_FLAT: i64 = 2 // untextured facets (artsy low-poly) 692const WC_STYLE_SOFT: i64 = 3 // SMOOTH TERRAIN: ground lit by a heightfield normal interpolated across the block (no grid bevel, no per-block facet) 693// SOFT neighbour scan: how far above/below the hit cell a neighbour column's top is searched. Bounded by 694// where the heightfield normal SATURATES -- a rise of 3 blocks over 1 already lights as a near-vertical 695// face, so a taller step is a cliff and reads correctly as the flat fallback. Derived, not tasted. 696const WC_SOFT_SCAN: i64 = 3 697const WC_STYLE_MAX: i64 = 3 // the highest id this engine owns; set_style REFUSES above it 698// nx_voxel_world's toon_band works on a 0..255 "bright"; wshade2 carries light in PERMIL 699// (wface_l returns 420..1000). Each of its three constants is therefore converted x1000/255 and 700// NOTHING here is tasted: 150 -> 588.2 -> 588, 105 -> 411.8 -> 412, 235 -> 921.6 -> 922. 701const WC_TOON_CUT: i64 = 588 702const WC_TOON_LO: i64 = 412 703const WC_TOON_HI: i64 = 922 704// FLAT is DERIVED, not chosen. The texture term enters this shader as 705// light = light*(870 + tex*260/256)/1000 706// which is exactly 1.000 at tex = 128, so 128 IS this shader's own no-op texel and "flat" is 707// spelled "hold tex at the value that makes the texture term vanish". No second constant is 708// introduced, and the incumbent does the same thing from the other side: its texel_col computes 709// its noise term ONLY under STYLE_REAL and adds zero otherwise. 710const WC_TEX_NEUTRAL: i64 = 128 711const P_ADV: i64 = 50 // +i = smart-object ADVERTISEMENTS (C1): packed 712 // block<<16 | need<<8 | strength; 6 rows 50-55, 0 = end. 713 // NPC minds read OBJECTS as data -- adding a row changes 714 // village life with zero new NPC code (The Sims' law). 715const P_HISTAGE: i64 = 60 // DECLARED geomorphic stage (Strahler bands): 0 = mature/ 716 // equilibrium (HI 300-600 permil), 1 = youthful (HI >= 600). 717 // A world DECLARES its stage and gate T53 checks the 718 // MEASUREMENT matches -- widening one band until everything 719 // fits would hide a young landscape. (Ported 2026-08-02: 720 // existed only on the laptop line; the NAS gate ran 52 teeth 721 // while local ran 53 -- the LOCAL-IS-NOT-A-SUPERSET fork.) 722const P_TREEMAX: i64 = 59 // tree altitude ceiling (0 = the historic hardcoded 19) 723const P_TREESPEC: i64 = 61 // W2 SPECIES GENOME (packed, 0 = legacy 4-block stamp): 724 // bits 0-3 trunk base, 4-7 trunk variance, 8-11 canopy 725 // radius (<=4, the widened seam scan bound), 12-14 shape 726 // (0 legacy, 1 dome, 2 pine), 15-17 leaf-drop density. 727 // Bits 18-20 UNDERSTORY density + 21-22 kind (0 tufts, 728 // 1 shrubs, 2 mixed) -- W2b ground vegetation in the same 729 // genome; tree bits 0..17 zero = legacy forest preserved. 730 // A world declares its FOREST the way it declares its 731 // terrain -- species = parameters, individuals = seeded 732 // variation inside the envelope (the Infinigen law). 733const P_WARD: i64 = 58 // warden daytime hunt radius in BLOCKS (0 = the 12-block 734 // default). A world declares its own danger; the arriving 735 // traveler's LEVEL scales it further (isekai: new world, 736 // new challenge, and the challenge KNOWS who showed up). 737const P_OUTFIT: i64 = 57 // outfit mode: 0 = identity keeps everyone clothed; 738 // 1 = MIXED (beach): genome bits 18-19 pick each girl's 739 // beachwear -- clothed / topless / nude -- stable per 740 // girl, bred like every trait. Identity DATA decides 741 // whether the dimension is active at all. 742const P_CURI: i64 = 56 // curiosity threshold: a girl approaches the player only 743 // while her loneliness exceeds this (HABITUATION -- the 744 // operator's "they just follow me around": company 745 // satisfies, satisfied girls walk on with their lives. 746 // Fear never habituates; shy girls always keep distance). 747 748// GAME-FEEL TUNABLES -- every one carries a row in knowledge/gamefeel_oracle.conf (banked 749// reference bands: biomechanics, shipped-sim constants, modding-community defaults) and 750// nx_gamefeel_oracle_gate REFUSES any value outside its cited band. Feel is derived, not tasted. 751const P_BLDG: i64 = 62 // W3 settlement density: site-cell modulus (0 = none; the 752 // recipe plane can override it, idx 62 is gen-time data) 753const P_BLDGSPEC: i64 = 63 // low 4 bits = archetype row in nx_indoorgen_data 754const P_ERODE: i64 = 64 // E1 TALUS EROSION BUDGET in relaxation ticks (0 = OFF). 755 // Gen-time recipe DATA (world_recipes.conf spec idx 64), 756 // applied to the spec BEFORE genworld reads it. 0 does not 757 // merely default to nothing: it takes the branch out 758 // entirely, so a world that does not opt in generates the 759 // byte-identical terrain it generated before this existed. 760const P_ERTAL: i64 = 65 // DERIVED talus threshold, WC_ER_Q units. NEVER authored: 761 // wc_er_talus MEASURES it as the terrain's own mean per-cell 762 // largest 4-neighbour drop -- wp_erode_talus_derived's rule 763 // -- so material sheds where the ground is steeper than the 764 // ground's own average and no repose angle is picked by 765 // taste. Sentinels: 0 = not yet measured, WC_ER_FLAT = -1 = 766 // measured and the world has NO relief, which is the case 767 // wp_erode_bake_derived REFUSES rather than reporting a bake 768 // it did not do. 769// GE13b -- CLOTHING IS DATA (2026-08-30). The 3-value outfit (0 clothed / 1 topless / 2 nude) WAS 770// the whole wardrobe, and SWIMWEAR-ONLY rendered identically to a clothed village because no 771// swimwear garment existed anywhere in the engine (operator: "random dresses not beach outfits"). 772// The wardrobe is now a GARMENT TABLE in this same spec plane: rows P_GARM .. P_GARM+GAR_N-1, one 773// packed word per garment, seeded by wc_spec for EVERY identity before its branch (an identity or a 774// recipe row overrides a garment exactly the way it overrides the sky). Garment id 0 = nothing worn 775// and is not a row; id i lives at sp[P_GARM + i - 1]. A ZERO row means "this garment does not exist 776// here" -- the selector then hands out nothing in that slot, which is what makes the gate's 777// missing-swim-row neg-control bite instead of silently reading a bare word as a garment. 778// bits 0-1 COVERAGE bit0 covers the top, bit1 the bottom: 1 top / 2 bottom / 3 full (one-piece, 779// dresses). The legacy 0/1/2 is DERIVED from the worn set's OR of these bits. 780// bits 2-4 CATEGORY 0 beach-swim 1 beach-cover 2 casual 3 evening 781// bits 8-16 HUE BASE degrees 0..359, where this garment's palette starts 782// bits 17-22 HUE SPAN degrees/4: genome bits 7-8 (the documented OUTFIT-TINT bits, MG_OUTFIT_SH) 783// pick one of four stops across it -- a girl's swimsuit colour is BRED like 784// her hair, and a bikini top and bottom share the stop, so the set matches 785// bits 23-26 SATURATION /15 bits 27-30 LIGHTNESS /15 (integer HSL, wc_hsl_rgb) 786// Index 69 stays UNOWNED on purpose: nx_world_recipe_gate T19 pins "spec idx 69 refuses" as the 787// recipe validator's upper edge, and putting a garment there would turn a pinned edge into a row. 788const P_GARM: i64 = 70 789const GAR_N: i64 = 9 790const GAR_BIKINI_TOP: i64 = 1 791const GAR_BIKINI_BOT: i64 = 2 792const GAR_ONEPIECE: i64 = 3 793const GAR_SARONG: i64 = 4 794const GAR_SUNDRESS: i64 = 5 795const GAR_TEE: i64 = 6 796const GAR_SHORTS: i64 = 7 797const GAR_SKIRT: i64 = 8 798const GAR_DRESS: i64 = 9 799const GAR_COV_TOP: i64 = 1 800const GAR_COV_BOT: i64 = 2 801const GAR_COV_FULL: i64 = 3 802const GAR_CAT_SWIM: i64 = 0 803const GAR_CAT_COVER: i64 = 1 804const GAR_CAT_CASUAL: i64 = 2 805const GAR_CAT_EVENING: i64 = 3 806const GAR_CAT_NONE: i64 = 4 // what mobgarc reports for a girl wearing nothing 807const GAR_CAT_SH: i64 = 2 808const GAR_CAT_MASK: i64 = 7 809const GAR_HUE_SH: i64 = 8 810const GAR_HUE_MASK: i64 = 511 811const GAR_SPAN_SH: i64 = 17 812const GAR_SPAN_MASK: i64 = 63 813const GAR_SPAN_UNIT_DEG: i64 = 4 814const GAR_SAT_SH: i64 = 23 815const GAR_LIT_SH: i64 = 27 816const GAR_NIB_MASK: i64 = 15 817const GAR_TINT_STOPS: i64 = 4 // MG_OUTFIT_MASK + 1: two genome bits, four stops 818const GAR_SLOT_SH: i64 = 8 // outfit word = upper id << GAR_SLOT_SH | lower id 819const GAR_ID_MASK: i64 = 255 820const HSL_DEG_FULL: i64 = 360 821const HSL_SECTOR_DEG: i64 = 60 822const MG_BEACH_SH: i64 = 18 // the beachwear genome bits the MIXED beach breeds (P_OUTFIT) 823const MG_BEACH_MASK: i64 = 3 824const MOB_POSE_SLEEP: i64 = 2 // mob_pose's published sleep id (the pose door's contract) 825const B_WATER: i64 = 4 // the water block (wshade2's shimmer branch, the shore ramp) 826const WC_SPECN: i64 = 79 // spec words the engine owns: 69 -> 79 for the GE13b wardrobe 827 // rows 70-78 (69 left unowned, see P_GARM). Was a bare 64 inside wc_spec. 828 // O_EJRN - O_SPEC = 640 B = 80 words, so this grows without 829 // moving a single other offset (the same law O_GENP was 830 // placed under). 831// GE13 -- THE OCEAN IS DATA (wsp_beach_ocean). One packed spec row turns any identity's far 832// side into a sea: bits 0-1 EDGE (0=+z 1=-z 2=+x 3=-x), bits 2-11 SHORELINE absolute 833// coordinate + 512 (WORLD space, so the streaming window regenerates it consistently), 834// bits 12-17 SLOPE width in blocks (the shore ramps down across this run), bits 18-23 835// SEABED height. 0 = no ocean: wsp_beach_ocean returns the height UNTOUCHED, so every 836// ocean-less identity generates byte-identically BY CONSTRUCTION (the KAT the gate holds). 837const P_OCEAN: i64 = 66 838// GE14a -- THE STAGED PROCGEN BIND. 0 = OFF, and OFF is the LEGACY TERRAIN BYTE-FOR-BYTE by 839// construction (wheight_raw returns before touching any of it). Non-zero = ON, and the value IS 840// the VERTICAL DIVISOR that maps nx_worldpipe_core's height space into this engine's block 841// column -- one row carrying both the switch and the scale, the shape P_ERODE already uses. 842// WHY A DIVISOR AND NOT A TASTED CONSTANT: the core's spline runs about -430..+420 before 843// relief, while a column here is 1..WY-8 blocks, so SOME map is required and the only honest 844// place for it is the recipe -- a world declares how much of its own vertical band it wants to 845// use, and nx_wasm_craft_gate asserts the resulting spread actually FILLS that band instead of 846// clamping flat at either end (a divisor that collapses the world is a measurable defect, not a 847// matter of taste). 848const P_WPIPE: i64 = 67 849// GE14a -- THE HORIZONTAL SCALE, and it is not a cosmetic knob: it is the unit conversion 850// between two coordinate systems, and MEASUREMENT is what proved it necessary. The staged 851// core's parameter fields have wavelengths of 1300..3400 units (continentalness the longest), 852// while a world window here is 128 BLOCKS. At 1 unit per block the whole window samples 853// essentially ONE POINT of the continent field, so the spline contributes a constant and only 854// the short ridge/detail terms vary: T79 measured spread 9 at divisor 30 and spread 10 at 855// divisor 18 -- a 40 percent smaller divisor bought ONE BLOCK, which is the signature of a 856// term that is constant across the sample, not of a scale that needs tuning. No vertical 857// divisor can fix that; the window has to span more of the field. 0 or 1 = one unit per block 858// (the legacy sampling); N = N units per block, so a 128-block window spans 128*N units. 859const P_WPSCALE: i64 = 68 860const P_SURF: i64 = 69 // GE53 SURFACE SOURCE: 0 = the cell grid (all voxel, byte-identical to 861 // every world shipped before this row), 1 = the continuous heightfield 862 // (no voxel ground: the ray marches the Q8 field). An identity declares 863 // it as DATA in wc_spec. All voxel or no voxel -- there is no partial. 864// The field is bilinear BETWEEN columns, so a sample a quarter block apart can never skip a column: the 865// marcher's step and the gradient's baseline are both this one span (Q8 units). DERIVED from the field's 866// own resolution (one column per block), not tuned. 867const WC_SURF_STEP_Q8: i64 = 64 868const WC_GAIT_BOB_Q8: i64 = 7 // thorax oscillation AMPLITUDE (~2.7cm, 5.5cm p2p -- 869 // the band is peak-to-peak/2; 14 was a p2p-vs-amplitude 870 // conflation the recorder exposed as 11.3cm of chest) 871// RESPIRATION -- the idle drive. Derived, not tasted: resting adult breathing is 12-16/min; 872// at 14/min on the fixed 60Hz tick that is 60*60/14 = 257 ticks per cycle (0.233 Hz, inside the 873// 0.20-0.30 Hz band this rung is gated on). Amplitude is scaled off the GAIT constant above so 874// the two drives share one ruler: 7 q8 ~ 2.7cm => 1 q8 ~ 0.386cm, so 2 q8 ~ 0.77cm, inside the 875// declared 0.4-0.8cm resting-excursion band. A third value would have been a guess; this is an 876// arithmetic consequence of a constant already cited. 877const WC_BREATH_TICKS: i64 = 257 878// ★ AMPLITUDE, NOT PEAK-TO-PEAK -- and I got this wrong ONCE ALREADY on the gait constant. 879// Conversion, derived from the cited gait row: 7 q8 amplitude is documented as ~2.7cm, and 880// 7/256*100cm-per-block = 2.73cm, so the unit is q8 world units and p2p = 2*amp/256*100 cm. 881// At 2 q8 that is 1.56cm p2p -- OUTSIDE the 0.4-0.8cm resting band this rung is gated on, i.e. 882// 2x too large, the SAME p2p-vs-amplitude conflation the recorder caught in WC_GAIT_BOB_Q8 (14 883// -> 7). At 1 q8: 2/256*100 = 0.78cm p2p, inside the band. Caught by doing the arithmetic in the 884// unit the CRITERION is written in, before it shipped visibly. 885// ⚠KNOWN LIMIT, to be measured not assumed: 1 q8 is near the world-q8 resolution floor, so the 886// anchor steps coarsely; the spring integrates and should low-pass it, but ?breath=1 reports the 887// actual excursion so this is decided by measurement rather than by my expectation. 888const WC_BREATH_Q8: i64 = 1 889// speed at which GAIT fully owns the anchor. PROVISIONAL and deliberately marked so: the units 890// of the per-tick mob delta were never measured, so this is the one number here without a 891// derivation. The mobspd door added below exists to REPLACE it with a measurement rather than 892// leave a guess sitting in the engine pretending to be a constant. 893const WC_BREATH_CUT_Q8: i64 = 24 894const WC_STEP_EASE_UP: i64 = 48 // mob Y climb rate Q8/tick (a 1-block rise ~ 5 ticks) 895const WC_NIGHT_X8: i64 = 5 // night begins at this eighth of the day (5/8) 896 897const EYE: i64 = 435 // eye height Q8 (~1.7 blocks) 898const SPEED: i64 = 40 // walk Q8 per tick 899// GAIT DRIVE CONSTANTS -- declared HERE, above their first reader in the mob tick. The compiler 900// refuses a module const used before its declaration because it would silently read 0, and for the 901// gait accumulator that would have meant a permanently frozen drive that still compiled, still ran, 902// and looked exactly like the metronome it was written to replace. 903const WC_PH_PER_TICK: i64 = 5 // the free-running advance MC_PH still uses for WANDER 904const WC_PH_ANG: i64 = 214 // angle-units per phase unit (the incumbent's drive scaling) 905const WC_NEED_GAIT: i64 = 3 // the needs row's spare slot, named now that it carries a value 906// ---- THE GAIT MODEL, CITED (knowledge/gamefeel_oracle.conf, gait_* rows) ----------------------- 907// Every number below is a published normative measurement carrying its cohort and its instrument. 908// None is a taste, and none may be "tuned" without moving the conf row and its source with it. 909// ⚠UNIT DISCIPLINE, AND THIS FILE HAS ALREADY PAID ONCE FOR GETTING IT WRONG (WC_GAIT_BOB_Q8 went 910// 14 -> 7 on exactly this): the gait literature reports RANGE of motion -- rRoM, ROM -- which is 911// PEAK-TO-PEAK. The AMPLITUDE is HALF of it. Every constant here is stored as the PUBLISHED RANGE 912// in DECIDEGREES so it can be compared straight against the paper, and the halving happens in 913// exactly one function (wc_amp_ddeg) so no caller can forget it. 914const WC_DDEG_HALFTURN: i64 = 1800 // decidegrees in IT_PI (a half turn): the ddeg -> it-unit scale 915// STRIDE = 2 x step length 0.73 m (mean, 21-30 age band, markerless normative database). 916// 1 BLOCK = 1 m is NOT assumed here, it is read off the engine: EYE = 435 q8 = 1.70 blocks is the 917// player's eye height and adult eye height is ~1.6-1.7 m, so a block IS a metre to within the 918// figure's own tolerance. 1.46 m = 1.46 blocks = 374 q8. 919// ★THE PUBLISHED TRIPLE RECONCILES, WHICH IS A FREE AUDIT OF THE SOURCE: step 0.73 m x cadence 920// 108.40 steps/min / 60 = 1.319 m/s against that table's own reported gait speed of 1.30 m/s. 921const WC_STRIDE_Q8: i64 = 374 922// PELVIS transverse rotation, rRoM = 5.2 deg (n=201 healthy adults, 5 km/h, surface topography). 923// ⚠SCOPE, STATED: surface topography estimates the pelvis from PSIS surface markers and reads 924// LOWER than bone-pin and marker-cluster methods, which put pelvic transverse range nearer 10 deg. 925// 5.2 is therefore a FLOOR from one named instrument, not a settled value, and it is used as the 926// reference the genome varies AROUND rather than as a ceiling. 927const WC_PELVIS_ROT_DDEG: i64 = 52 928// THORACIC counter-rotation, rRoM at T7 = 14.6 deg -- and this is the paper's headline finding, 929// explicitly CONTRARY to the previous functional understanding that T7 is the near-static point of 930// intersection: T7/T8 carry the LARGEST rotary amplitude of every vertebra C7..L4, and "the largest 931// rotary opposition was also found between the pelvis and T7/T8". The thorax rotates roughly THREE 932// TIMES the pelvis, against it. 933// ★THIS PHASE RELATIONSHIP IS THE MECHANISM READ AS "SWINGING HIPS". It is not an amplitude: what 934// the eye sees is the pelvis and the shoulders twisting in OPPOSITION about the line of travel. 935// It is encoded as a SIGN below and therefore needs no constant of its own -- deliberately absent. 936const WC_THORAX_ROT_DDEG: i64 = 146 937// ELBOW flexion-extension ROM through the gait cycle = 29.7 deg (SD 10.2). The forearm is NOT 938// rigid in walking; a locked elbow is the "stiff arms" report stated as a measurement, and this 939// row is what makes it a defect rather than an opinion. 940const WC_ELBOW_ROM_DDEG: i64 = 297 941// TURN ALLOWANCE, expressed as heading change per STRIDE rather than per tick, so it is 942// speed-coupled BY CONSTRUCTION: a standing girl cannot turn and a walking one turns in 943// proportion to the ground she covers. ⚠DERIVED-BY-ARGUMENT, NOT MEASURED, AND LABELLED SO: a 944// walking body re-places its feet once per stride and cannot change heading by more than about a 945// quarter turn in that time. Cross-check against the two rulers this engine already owns -- at 946// the cited stride and a mob's 4 q8/tick it works out at 68 it-units/tick = 57 deg/s, a little 947// over half the player's own TURN slew of 140 it-units/tick = 117 deg/s, and inside the 60-90 948// deg/s that comfortable walking turns are usually quoted at. What would SETTLE it is a cited 949// walking turn-rate band in gamefeel_oracle.conf; there is not one, and inventing a row that 950// looked cited would be worse than naming the gap. 951const WC_TURN_PER_STRIDE: i64 = IT_PI/2 952const TURN: i64 = 140 // yaw it-units per tick (keyboard turn / legacy dir path) 953const PITCHV: i64 = 90 // pitch it-units per tick (R/F keyboard look) 954const PITCH_MAX: i64 = 5000 955const LOOKS: i64 = 6 // mouselook: it-units per accumulated look count 956const JUMPV: i64 = 66 // jump takeoff velocity Q8/tick 957const GRAV: i64 = 9 // gravity Q8/tick^2 958const VTERM: i64 = 120 // terminal fall velocity Q8/tick -- ONE ruler for the player AND every mob 959 // (GE12 mob_step_gait; was an inline 120 in apply2_impl) 960// FOOTSTRIKE/LANDING IMPULSE unit bridge -- ARITHMETIC of two existing conventions, not a tuning. 961// Mob positions are world-q8 (256/block) and the softbind anchor is fed pos/4 (the 962// sb_tick_mob_gene call in mob_tick), so ONE MODEL UNIT = 4 world-q8. sd_impulse's own contract 963// (nx_softdyn: "model-units/tick * 256") takes model-q8/tick velocity kicks. Therefore one 964// world-q8/tick of mob velocity = SD_Q8/4 solver velocity units, and a mob velocity change dv 965// converts as dv*WC_IMP_SCALE with no free parameter anywhere in the chain. 966const WC_IMP_SCALE: i64 = SD_Q8/4 967const MAXSTEPS: i64 = 110 // DDA cells per ray (view distance) 968const REACH_STEPS: i64 = 20 // crosshair edit reach in DDA cells 969 970func wst(base: i64) -> *i64 { return (base + O_ST) as *i64 } 971func wsp(base: i64) -> *i64 { return (base + O_SPEC) as *i64 } 972func wgp(base: i64) -> *i64 { return (base + O_GENP) as *i64 } 973func mobp(base: i64) -> *i64 { return (base + O_MOBS) as *i64 } 974func wfb(base: i64) -> *i64 { return (base + O_FB) as *i64 } 975func wvx(base: i64) -> *u8 { return (base + O_VOX) as *u8 } 976func winp(base: i64) -> *i64 { return (base + O_INPUT) as *i64 } 977func wpack(r: i64, g: i64, b: i64) -> i64 { return r | (g << 8) | (b << 16) } 978func wclamp(v: i64, lo: i64, hi: i64) -> i64 { if v < lo { return lo } if v > hi { return hi } return v } 979 980func vin(x: i64, y: i64, z: i64) -> i64 { 981 if x < 0 { return 0 } if x >= WX { return 0 } 982 if y < 0 { return 0 } if y >= WY { return 0 } 983 if z < 0 { return 0 } if z >= WZ { return 0 } 984 return 1 985} 986func vget(base: i64, x: i64, y: i64, z: i64) -> i64 { 987 if vin(x, y, z) == 0 { return 0 } 988 let v: *u8 = wvx(base) 989 return (v[(y*WZ + z)*WX + x] & 0xff) as i64 990} 991func vset(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 { 992 if vin(x, y, z) == 0 { return 0 } 993 let v: *u8 = wvx(base) 994 v[(y*WZ + z)*WX + x] = b as u8 995 return 1 996} 997 998// ---------- edit journal (v6 streaming): every PLAYER edit recorded at ABSOLUTE world coords ---------- 999// One packed i64 hash slot per touched cell: (key+1)<<8 | block, key = ax+2^24 (25b) : az+2^24 (25b) 1000// : ay (6b). The journal is the persistent truth for touched land; the window is a cache over 1001// (seed + journal) -- the voxchunk law (virgin land from the seed, touched land from history) wired 1002// into the live game. Bounded EJRN_SLOTS edits; a FULL journal REFUSES the whole edit LOUDLY 1003// (S_EJDROP counts refusals) so world and history can never disagree. 1004func ejp(base: i64) -> *i64 { return (base + O_EJRN) as *i64 } 1005func ej_key(ax: i64, ay: i64, az: i64) -> i64 { 1006 return ((ax + WATER_MAGIC_16777216) << 31) | ((az + WATER_MAGIC_16777216) << 6) | ay 1007} 1008func ej_put(base: i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 { 1009 let e: *i64 = ejp(base) 1010 let k: i64 = ej_key(ax, ay, az) 1011 let kv: i64 = ((k + 1) << 8) | (b & 255) 1012 var i: i64 = (k * EJRN_HASH_MUL) & (EJRN_SLOTS - 1) 1013 var n: i64 = 0 1014 while n < EJRN_SLOTS { 1015 let cur: i64 = e[i] 1016 if cur == 0 { e[i] = kv; return 1 } 1017 if (cur >> 8) == k + 1 { e[i] = kv; return 1 } 1018 i = (i + 1) & (EJRN_SLOTS - 1) 1019 n = n + 1 1020 } 1021 return 0 - 1 1022} 1023func ej_get(base: i64, ax: i64, ay: i64, az: i64) -> i64 { 1024 let e: *i64 = ejp(base) 1025 let k: i64 = ej_key(ax, ay, az) 1026 var i: i64 = (k * EJRN_HASH_MUL) & (EJRN_SLOTS - 1) 1027 var n: i64 = 0 1028 while n < EJRN_SLOTS { 1029 let cur: i64 = e[i] 1030 if cur == 0 { return 0 - 1 } 1031 if (cur >> 8) == k + 1 { return cur & 255 } 1032 i = (i + 1) & (EJRN_SLOTS - 1) 1033 n = n + 1 1034 } 1035 return 0 - 1 1036} 1037// overlay journal entries falling inside the local box [lx0..lx1) x [lz0..lz1) -- edits WIN over regen 1038func ej_overlay(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1039 let s: *i64 = wst(base) 1040 let e: *i64 = ejp(base) 1041 var i: i64 = 0 1042 while i < EJRN_SLOTS { 1043 let cur: i64 = e[i] 1044 if cur != 0 { 1045 let k: i64 = (cur >> 8) - 1 1046 let ay: i64 = k & 63 1047 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 1048 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 1049 let lx: i64 = ax - s[S_WOX] 1050 let lz: i64 = az - s[S_WOZ] 1051 if lx >= lx0 { if lx < lx1 { if lz >= lz0 { if lz < lz1 { 1052 vset(base, lx, ay, lz, cur & 255) 1053 } } } } 1054 } 1055 i = i + 1 1056 } 1057 return 0 1058} 1059// the PLAYER-EDIT write path: journal at absolute coords FIRST (a full journal refuses the whole 1060// edit -- world and history stay consistent), then the window write. Gen/save paths keep raw vset. 1061func wc_edit(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 { 1062 let s: *i64 = wst(base) 1063 if ej_put(base, x + s[S_WOX], y, z + s[S_WOZ], b) < 0 { 1064 s[S_EJDROP] = s[S_EJDROP] + 1 1065 return 0 1066 } 1067 return vset(base, x, y, z, b) 1068} 1069// solid for collision: everything but air, water and CROPS (plants are walked through, not on) 1070func vsolid(base: i64, x: i64, y: i64, z: i64) -> i64 { 1071 let b: i64 = vget(base, x, y, z) 1072 if b == 0 { return 0 } 1073 if b == 4 { return 0 } 1074 if b >= B_CROP0 { if b <= B_CROP2 { return 0 } } 1075 return 1 1076} 1077 1078// ---------- worldgen: integer value noise -> heightmap -> columns -> trees ---------- 1079func whash(x: i64, z: i64, sd: i64) -> i64 { 1080 var n: i64 = x*TERRAIN_HASH_X + z*TERRAIN_HASH_Z + sd*TERRAIN_HASH_SEED 1081 n = n & SAVE_CK_MASK 1082 n = (n ^ (n >> 13)) * TERRAIN_HASH_MIX 1083 n = n & SAVE_CK_MASK 1084 return (n ^ (n >> 16)) % 256 1085} 1086// bilinear value noise, lattice spacing `sc`, result 0..255 1087func wnoise(x: i64, z: i64, sc: i64, sd: i64) -> i64 { 1088 let cx: i64 = x / sc 1089 let cz: i64 = z / sc 1090 let fx: i64 = x % sc 1091 let fz: i64 = z % sc 1092 let c00: i64 = whash(cx, cz, sd) 1093 let c10: i64 = whash(cx+1, cz, sd) 1094 let c01: i64 = whash(cx, cz+1, sd) 1095 let c11: i64 = whash(cx+1, cz+1, sd) 1096 let v0: i64 = c00 + (c10 - c00)*fx/sc 1097 let v1: i64 = c01 + (c11 - c01)*fx/sc 1098 return v0 + (v1 - v0)*fz/sc 1099} 1100// the RAW two-octave surface: what wheight was in full before E1, unchanged and still the only 1101// thing the talus measurement is allowed to read (a threshold derived from an already-eroded 1102// surface would be measuring its own output). 1103func wheight_raw(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1104 let sp: *i64 = wsp(base) 1105 // GE14a: when the recipe binds the staged pipeline, the ground IS the six-field 1106 // parameter space (continentalness -> spline, ridged relief scaled by weirdness and 1107 // flattened by erosion) rather than this engine's two octaves of value noise. The 1108 // core statics are set PER CALL, not once at init, deliberately: gates hold several 1109 // arenas at different seeds at the same time and a module-global seeded once would 1110 // silently generate one arena's terrain inside another. Four assignments against a 1111 // per-column noise evaluation is not a cost worth a correctness risk. 1112 let wpd: i64 = sp[P_WPIPE] 1113 if wpd != 0 { 1114 WP_SEED = sd 1115 WP_TEMP_BIAS = 0 1116 WP_CONT_BIAS = 0 1117 WP_MOUNT_SCALE = WP_MAGIC_1400 1118 var wsc: i64 = sp[P_WPSCALE] 1119 if wsc <= 0 { wsc = 1 } 1120 return wclamp(sp[P_TBASE] + wp_height_raw(x*wsc, z*wsc)/wpd, 1, WY - 8) 1121 } 1122 let n1: i64 = wnoise(x, z, 16, sd) 1123 let n2: i64 = wnoise(x, z, 5, sd + 7) 1124 var h: i64 = sp[P_TBASE] + n1*sp[P_TAMP1]/256 + n2*sp[P_TAMP2]/256 1125 return wclamp(h, 1, WY - 8) 1126} 1127 1128// ---------- E1: TALUS EROSION, EVALUATED POINTWISE (2026-08-25) ---------- 1129// THE WORLD SCROLLS, SO EROSION HERE CANNOT BE A BAKED GRID. gencol regenerates strips at 1130// ABSOLUTE coordinates as the window slides (s[S_WOX] = s[S_WOX] + dx), which is exactly why the 1131// header above gencol calls the terrain "a pure function of (absolute position, seed) -> unbounded 1132// land". nx_worldpipe's wp_erode is the baked-grid shape and its OWN docstring states the cost: 1133// it returns zero "outside the baked span", a case "a caller must not be able to tell apart from 1134// no erosion here, because that is what they are". Baking it here would put eroded ground behind 1135// the player and raw noise in front of him with a hard seam between the two. Storing a grid is 1136// not available either -- "wasm has no mmap; every buffer is an arena offset", and the 1137// framebuffer TAILS the arena (T60), so a 128x128 heightfield would have to move WASM_MEM_BYTES. 1138// SO THE OPERATOR IS EVALUATED, NOT STORED. k passes of a radius-1 stencil have a domain of 1139// dependence of radius k, so the unrolled composition below returns at (x,z) exactly what a 1140// k-pass relaxation over an INFINITE grid would put there. No seam can exist because there is no 1141// grid to have an edge, and nothing has to be saved, shifted or invalidated when the world slides. 1142// The pass is thermal (talus) erosion in its symmetric PAIRWISE-EXCHANGE form: across each of the 1143// 4 edges material moves from the higher cell to the lower one ONLY where the drop exceeds the 1144// talus threshold. wc_er_flux is ANTISYMMETRIC -- flux(-d) == -flux(d) exactly, truncation toward 1145// zero included -- so both ends of every edge move by equal and opposite amounts and the pass 1146// CONSERVES MASS. That is what makes this erosion and not a blur: a blur lowers everything, this 1147// cuts steep faces back and fills the hollows immediately below them, and it leaves ground gentler 1148// than the threshold untouched entirely. 1149const WC_ER_Q: i64 = 256 // fixed point the pass runs in. World heights are 1150 // small integers (craft relief ~22 blocks), so a 1151 // pass done in whole blocks could only ever move 0 1152 // or >=1 and would quantise the effect away. 1153const WC_ER_STABLE_Q: i64 = WC_ER_Q / 4 // DERIVED, not tasted: an explicit 4-neighbour 1154 // exchange h' = h + r*sum(h_n - h) is stable iff 1155 // 4r <= 1, so r = 1/4 is the marginal limit and 1156 // oscillates AT it. 1157const WC_ER_RATE_Q: i64 = WC_ER_STABLE_Q / 2 // WRITTEN AS THE ARITHMETIC: half the stability 1158 // limit. This factor of 2 is the ONLY judgement in 1159 // the whole operator and it is named right here; 1160 // the per-world lever is the tick budget, which is 1161 // recipe DATA, not code. 1162const WC_ER_MAXK: i64 = 3 // STRUCTURAL, not a clamp: three unrolled levels 1163 // are written below and no fourth one exists. Cost 1164 // is 5^k raw height evaluations per column -- 125 1165 // at k=3; 625 at k=4 would put worldgen past a 1166 // second and a visitor would meet a blank canvas. 1167const WC_ER_FLAT: i64 = 0 - 1 // P_ERTAL sentinel: measured, and there is no relief 1168 1169// THE SAME SURFACE AT SUB-BLOCK RESOLUTION -- AND THE FIX FOR A MEASURED, GATE-CAUGHT DEFECT. 1170// wheight_raw's two truncating divisions by 256 round the land to WHOLE BLOCKS before anything 1171// can weather it, and feeding that pre-rounded field to the pass made the first cut of this 1172// operator measurably do nothing. With the input quantised, every neighbour drop is a multiple of 1173// 256; the MEASURED talus came out at 264, so a one-block step (256) sits BELOW the threshold and 1174// does not move at all, and a two-block step moves (512-264)/8 = 31 of the 128 needed to change a 1175// block. The wasm-VM gate reported moved=0 of 576 with HI 477 -> 477 and REFUSED the ship. That is 1176// the tooth doing its job, and the answer is not a bigger rate -- it is to weather the CONTINUOUS 1177// field and quantise only the result, which is what erosion does to real ground anyway. 1178func wheight_q(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1179 let sp: *i64 = wsp(base) 1180 let n1: i64 = wnoise(x, z, 16, sd) 1181 let n2: i64 = wnoise(x, z, 5, sd + 7) 1182 var hq: i64 = sp[P_TBASE]*WC_ER_Q + n1*sp[P_TAMP1] + n2*sp[P_TAMP2] 1183 return wclamp(hq, WC_ER_Q, (WY - 8)*WC_ER_Q) 1184} 1185// signed transfer INTO this cell across one edge, given the neighbour-minus-self drop d. 1186// Antisymmetric by construction, so the two ends of an edge always move by equal and opposite 1187// amounts. That identity is what conserves mass, and the gate ASSERTS it rather than assuming the 1188// dialect truncates the way this reasoning needs. 1189func wc_er_flux(d: i64, t: i64) -> i64 { 1190 if d > t { return (d - t)*WC_ER_RATE_Q/WC_ER_Q } 1191 if d < 0 - t { return (d + t)*WC_ER_RATE_Q/WC_ER_Q } 1192 return 0 1193} 1194// THE THRESHOLD IS MEASURED, NEVER AUTHORED. Mean over a FIXED reference patch of each cell's 1195// largest 4-neighbour drop -- wp_erode_talus_derived's rule, applied to the surface actually being 1196// eroded. The patch is the absolute [0,WX)x[0,WZ) square rather than the player's current window, 1197// so the threshold stays a pure function of (spec, seed) and does not drift as the world slides 1198// under him. Result is in WC_ER_Q units; a world with no relief measures 0 and turns erosion off. 1199func wc_er_talus(base: i64, sd: i64) -> i64 { 1200 var sum: i64 = 0 1201 var z: i64 = 0 1202 while z < WZ { 1203 var x: i64 = 0 1204 while x < WX { 1205 let h: i64 = wheight_q(base, x, z, sd) 1206 var m: i64 = 0 1207 let da: i64 = wheight_q(base, x - 1, z, sd) - h 1208 if da > m { m = da } 1209 if 0 - da > m { m = 0 - da } 1210 let db: i64 = wheight_q(base, x + 1, z, sd) - h 1211 if db > m { m = db } 1212 if 0 - db > m { m = 0 - db } 1213 let dc: i64 = wheight_q(base, x, z - 1, sd) - h 1214 if dc > m { m = dc } 1215 if 0 - dc > m { m = 0 - dc } 1216 let dd: i64 = wheight_q(base, x, z + 1, sd) - h 1217 if dd > m { m = dd } 1218 if 0 - dd > m { m = 0 - dd } 1219 sum = sum + m 1220 x = x + 1 1221 } 1222 z = z + 1 1223 } 1224 return sum/(WX*WZ) // already in WC_ER_Q units: the field it measured is 1225} 1226// memoised into the spec so the sweep above runs ONCE per arena, never once per column. The 1227// sentinel makes "measured and flat" distinguishable from "not measured yet", which is the whole 1228// reason a flat world does not pay the sweep on every single query. 1229func wc_er_arm(base: i64, sd: i64) -> i64 { 1230 let sp: *i64 = wsp(base) 1231 if sp[P_ERTAL] != 0 { return sp[P_ERTAL] } 1232 let t: i64 = wc_er_talus(base, sd) 1233 if t <= 0 { sp[P_ERTAL] = WC_ER_FLAT } else { sp[P_ERTAL] = t } 1234 return sp[P_ERTAL] 1235} 1236// ONE PASS, UNROLLED THREE DEEP. No recursion anywhere: each level is its own function and calls 1237// only the level below it, so the maximum budget is a property of the SOURCE that a reader can 1238// count, rather than a runtime clamp that has to be trusted. 1239func wc_er1(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1240 let h: i64 = wheight_q(base, x, z, sd) 1241 var a: i64 = h 1242 a = a + wc_er_flux(wheight_q(base, x - 1, z, sd) - h, t) 1243 a = a + wc_er_flux(wheight_q(base, x + 1, z, sd) - h, t) 1244 a = a + wc_er_flux(wheight_q(base, x, z - 1, sd) - h, t) 1245 a = a + wc_er_flux(wheight_q(base, x, z + 1, sd) - h, t) 1246 return a 1247} 1248func wc_er2(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1249 let h: i64 = wc_er1(base, x, z, sd, t) 1250 var a: i64 = h 1251 a = a + wc_er_flux(wc_er1(base, x - 1, z, sd, t) - h, t) 1252 a = a + wc_er_flux(wc_er1(base, x + 1, z, sd, t) - h, t) 1253 a = a + wc_er_flux(wc_er1(base, x, z - 1, sd, t) - h, t) 1254 a = a + wc_er_flux(wc_er1(base, x, z + 1, sd, t) - h, t) 1255 return a 1256} 1257func wc_er3(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1258 let h: i64 = wc_er2(base, x, z, sd, t) 1259 var a: i64 = h 1260 a = a + wc_er_flux(wc_er2(base, x - 1, z, sd, t) - h, t) 1261 a = a + wc_er_flux(wc_er2(base, x + 1, z, sd, t) - h, t) 1262 a = a + wc_er_flux(wc_er2(base, x, z - 1, sd, t) - h, t) 1263 a = a + wc_er_flux(wc_er2(base, x, z + 1, sd, t) - h, t) 1264 return a 1265} 1266// THE HEIGHT THE PLAYER WALKS ON. gencol builds every column from this and gentrees plants from 1267// it, so a change here is a change to the GROUND, not a shader drawn over it. All 7 call sites are 1268// worldgen or init; the renderer reads voxels, so the 5^k cost is paid once per strip and never 1269// per frame. 1270func wheight(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1271 let sp: *i64 = wsp(base) 1272 var k: i64 = sp[P_ERODE] 1273 if k <= 0 { return wheight_raw(base, x, z, sd) } 1274 if k > WC_ER_MAXK { k = WC_ER_MAXK } 1275 let t: i64 = wc_er_arm(base, sd) 1276 if t <= 0 { return wheight_raw(base, x, z, sd) } 1277 var he: i64 = 0 1278 if k == 1 { he = wc_er1(base, x, z, sd, t) } 1279 if k == 2 { he = wc_er2(base, x, z, sd, t) } 1280 if k >= 3 { he = wc_er3(base, x, z, sd, t) } 1281 return wclamp((he + WC_ER_Q/2)/WC_ER_Q, 1, WY - 8) 1282} 1283// GE53: the SAME eroded height wheight returns, in WC_ER_Q units and NOT rounded -- the one value the 1284// surface source keeps that the voxel column throws away at wheight's last line. 1285func wheight_qe(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1286 let sp: *i64 = wsp(base) 1287 var k: i64 = sp[P_ERODE] 1288 if k <= 0 { return wheight_q(base, x, z, sd) } 1289 if k > WC_ER_MAXK { k = WC_ER_MAXK } 1290 let t: i64 = wc_er_arm(base, sd) 1291 if t <= 0 { return wheight_q(base, x, z, sd) } 1292 var he: i64 = 0 1293 if k == 1 { he = wc_er1(base, x, z, sd, t) } 1294 if k == 2 { he = wc_er2(base, x, z, sd, t) } 1295 if k >= 3 { he = wc_er3(base, x, z, sd, t) } 1296 return wclamp(he, WC_ER_Q, (WY - 8)*WC_ER_Q) 1297} 1298// the ocean ramp in Q units -- the same arithmetic wsp_beach_ocean applies to whole blocks, so the field 1299// and the column agree on where the beach meets the sea. 1300func wsp_beach_ocean_q(sp: *i64, ax: i64, az: i64, hq: i64) -> i64 { 1301 let oc: i64 = sp[P_OCEAN] 1302 if oc == 0 { return hq } 1303 let d: i64 = wsp_ocean_d(sp, ax, az) 1304 if d <= 0 { return hq } 1305 let slopew: i64 = (oc >> 12) & 63 1306 let bedq: i64 = ((oc >> 18) & 63)*WC_ER_Q 1307 var t: i64 = bedq 1308 if d < slopew { t = hq - (hq - bedq)*d/slopew } 1309 if t < bedq { t = bedq } 1310 if t > hq { t = hq } 1311 return t 1312} 1313func hq_get(base: i64, x: i64, z: i64) -> i64 { 1314 if x < 0 { return 0 - 1 } 1315 if z < 0 { return 0 - 1 } 1316 if x >= WX { return 0 - 1 } 1317 if z >= WZ { return 0 - 1 } 1318 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64 1319 return p[0] 1320} 1321func hq_set(base: i64, x: i64, z: i64, v: i64) -> i64 { 1322 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64 1323 p[0] = v 1324 return 0 1325} 1326func hq_off() -> i64 { return O_HQ } 1327// wc_surface_source -- GE53's named symbol: the terrain SURFACE height (the top of the ground, Q8 world 1328// units) at a Q8 position, bilinear between the four surrounding columns. -1 outside the window. A 1329// column's Q height is the base of its top block, so the surface sits one block above it. 1330func wc_surface_source(base: i64, pxq: i64, pzq: i64) -> i64 { 1331 let cx: i64 = pxq >> 8 1332 let cz: i64 = pzq >> 8 1333 let fx: i64 = pxq & 255 1334 let fz: i64 = pzq & 255 1335 let h00: i64 = hq_get(base, cx, cz) 1336 let h10: i64 = hq_get(base, cx + 1, cz) 1337 let h01: i64 = hq_get(base, cx, cz + 1) 1338 let h11: i64 = hq_get(base, cx + 1, cz + 1) 1339 if h00 < 0 { return 0 - 1 } 1340 if h10 < 0 { return 0 - 1 } 1341 if h01 < 0 { return 0 - 1 } 1342 if h11 < 0 { return 0 - 1 } 1343 let top: i64 = h00*(256 - fx)*(256 - fz) + h10*fx*(256 - fz) + h01*(256 - fx)*fz + h11*fx*fz 1344 return top/65536 + 256 1345} 1346// terrain-class blocks: the ground the field replaces. Structures (wood, leaves, crops, water) stay cells. 1347func wterrain(b: i64) -> i64 { 1348 if b == 1 { return 1 } 1349 if b == 2 { return 1 } 1350 if b == 3 { return 1 } 1351 if b == 5 { return 1 } 1352 if b == 8 { return 1 } 1353 if b == 9 { return 1 } 1354 if b == 10 { return 1 } 1355 if b == 11 { return 1 } 1356 return 0 1357} 1358// trilinear 3D value noise 0..255 (cave carver) 1359func wnoise3(x: i64, y: i64, z: i64, sc: i64, sd: i64) -> i64 { 1360 let cx: i64 = x / sc 1361 let cy3: i64 = y / sc 1362 let cz: i64 = z / sc 1363 let fx: i64 = x % sc 1364 let fy: i64 = y % sc 1365 let fz: i64 = z % sc 1366 let a00: i64 = whash(cx + cy3*97, cz, sd) 1367 let a10: i64 = whash(cx + 1 + cy3*97, cz, sd) 1368 let a01: i64 = whash(cx + cy3*97, cz + 1, sd) 1369 let a11: i64 = whash(cx + 1 + cy3*97, cz + 1, sd) 1370 let b00: i64 = whash(cx + (cy3+1)*97, cz, sd) 1371 let b10: i64 = whash(cx + 1 + (cy3+1)*97, cz, sd) 1372 let b01: i64 = whash(cx + (cy3+1)*97, cz + 1, sd) 1373 let b11: i64 = whash(cx + 1 + (cy3+1)*97, cz + 1, sd) 1374 let a0: i64 = a00 + (a10 - a00)*fx/sc 1375 let a1: i64 = a01 + (a11 - a01)*fx/sc 1376 let av: i64 = a0 + (a1 - a0)*fz/sc 1377 let b0: i64 = b00 + (b10 - b00)*fx/sc 1378 let b1: i64 = b01 + (b11 - b01)*fx/sc 1379 let bv: i64 = b0 + (b1 - b0)*fz/sc 1380 return av + (bv - av)*fy/sc 1381} 1382// recompute the world's highest solid layer (init + save-load; place maintains it incrementally) 1383func wc_wmax(base: i64) -> i64 { 1384 let s: *i64 = wst(base) 1385 let vxp: *u8 = (base + O_VOX) as *u8 1386 var y: i64 = WY - 1 1387 while y >= 0 { 1388 var i: i64 = y*WZ*WX 1389 let end: i64 = (y + 1)*WZ*WX 1390 while i < end { 1391 if (vxp[i] & 0xff) != 0 { s[S_WMAX] = y; return y } 1392 i = i + 1 1393 } 1394 y = y - 1 1395 } 1396 s[S_WMAX] = 0 1397 return 0 1398} 1399 1400// generate ONE local column from ABSOLUTE world coords: the terrain is a pure function of 1401// (absolute position, seed) -> unbounded land, deterministic everywhere, no stored world needed 1402// for virgin ground (the voxchunk regen law wired into the live game). 1403// GE13 -- shore distance: how many blocks SEAWARD of the shoreline (ax,az) sits; <= 0 = inland, 1404// -1 = this identity has no ocean row at all. 1405func wsp_ocean_d(sp: *i64, ax: i64, az: i64) -> i64 { 1406 let oc: i64 = sp[P_OCEAN] 1407 if oc == 0 { return 0 - 1 } 1408 let edge: i64 = oc & 3 1409 let shore: i64 = ((oc >> 2) & 1023) - 512 1410 if edge == 0 { return az - shore } 1411 if edge == 1 { return shore - az } 1412 if edge == 2 { return ax - shore } 1413 return shore - ax 1414} 1415// GE45 REVIEW FRAMING (2026-09-04) -- the sea bearing of an identity, in yaw it-units (yaw 0 looks toward +z, 1416// x = sin, z = cos: the convention summon() and the page's review steering already share), or -1 when the 1417// identity carries no ocean row. Read by the spawn (the first frame faces the sea), by summon() (the review 1418// ring stands on the seaward arc so the shore is behind the girl the camera frames) and exported as the 1419// sea_yaw door for the HUD and the gate. Data: the same P_OCEAN row wsp_ocean_d decodes -- no second coastline. 1420func wsp_sea_yaw(sp: *i64) -> i64 { 1421 let oc: i64 = sp[P_OCEAN] 1422 if oc == 0 { return 0 - 1 } 1423 let edge: i64 = oc & 3 1424 if edge == 0 { return 0 } 1425 if edge == 1 { return IT_PI } 1426 if edge == 2 { return IT_PI/2 } 1427 return IT_PI*3/2 1428} 1429// the seaward review arc: the summoned cast spans one quarter turn centred on the sea bearing. A quarter turn 1430// is the widest arc whose every member still stands between the player and the shore (tan 45 degrees = 1, so 1431// the gate can assert it with integer arithmetic: |dx| <= dz for a +z sea). 1432const WC_REVIEW_ARC: i64 = IT_PI/2 1433// GE13 -- the ocean shaping rule (gameengine rung wsp_beach_ocean), applied to the PURE noise 1434// height wherever a column sits seaward of the shoreline: ramp the ground from its natural 1435// height down to the SEABED across the SLOPE width, then hold the seabed. gencol's existing 1436// flood rule (P_WATER) then fills the water and its sand rule paints the wet band -- beach, 1437// shallows and open sea all emerge from ONE data row, no per-world code. P_OCEAN == 0 returns 1438// h untouched, so every existing world is byte-identical by construction. 1439func wsp_beach_ocean(sp: *i64, ax: i64, az: i64, h: i64) -> i64 { 1440 let oc: i64 = sp[P_OCEAN] 1441 if oc == 0 { return h } 1442 let d: i64 = wsp_ocean_d(sp, ax, az) 1443 if d <= 0 { return h } 1444 let slopew: i64 = (oc >> 12) & 63 1445 let bed: i64 = (oc >> 18) & 63 1446 var t: i64 = bed 1447 if d < slopew { t = h - (h - bed)*d/slopew } 1448 if t < bed { t = bed } 1449 if t > h { t = h } 1450 return t 1451} 1452 1453func gencol(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 { 1454 let sp: *i64 = wsp(base) 1455 let wl: i64 = sp[P_WATER] 1456 let h: i64 = wsp_beach_ocean(sp, ax, az, wheight(base, ax, az, sd)) // GE13: the ocean is data 1457 if sp[P_SURF] == 1 { hq_set(base, x, z, wsp_beach_ocean_q(sp, ax, az, wheight_qe(base, ax, az, sd))) } // GE53: the surface source, kept at Q8 1458 var y: i64 = 0 1459 while y < WY { 1460 var b: i64 = 0 1461 if y <= h { 1462 b = 3 // stone 1463 if y > h - 3 { b = 2 } // dirt cap 1464 if y == h { 1465 b = 1 // grass 1466 if h <= wl { b = 5 } // sand at/below waterline 1467 if h >= sp[P_SNOW] { b = 8 } // snow high up 1468 } 1469 // caves: carve inside the crust (never the floor, never the top 2 = no surface holes, 1470 // and never under water columns so lakes stay sealed) 1471 if b == 3 { if y >= 2 { if y <= h - 2 { if h > wl { 1472 if wnoise3(ax, y, az, 7, sd + 55) > sp[P_CAVETH] { b = 0 } 1473 } } } } 1474 // ores seed the remaining stone: coal common, iron deeper, gold deepest 1475 if b == 3 { 1476 let orr: i64 = whash(ax*7 + y*131, az*11 + y*17, sd + 31) % 997 1477 if orr < 22 { b = 9 } 1478 if y < 14 { if orr >= 22 { if orr < 32 { b = 10 } } } 1479 if y < 9 { if orr >= 32 { if orr < 38 { b = 11 } } } 1480 } 1481 } 1482 if y > h { if y <= wl { b = 4 } } // flood low ground 1483 vset(base, x, y, z, b) 1484 y = y + 1 1485 } 1486 return 0 1487} 1488// paint a voxel ONLY inside the regen box -- a tree may never overwrite terrain (and its journal 1489// overlay) outside the strip being regenerated 1490func vset_box(base: i64, x: i64, y: i64, z: i64, b: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1491 if x < lx0 { return 0 } 1492 if x >= lx1 { return 0 } 1493 if z < lz0 { return 0 } 1494 if z >= lz1 { return 0 } 1495 return vset(base, x, y, z, b) 1496} 1497// GE17 wsp_palm_shape -- THE PALM (W2 shape id 3, mirroring nx_treegen species 3: dep0=0 trunk- 1498// only + "a ring of LONG radial frond blobs from the trunk top" -- ONE species canon, two lanes, 1499// the PG36 rule). A bare, gently curved trunk with NO branches below the crown, then a frond 1500// rosette. Everything DERIVED, nothing tuned: 1501// LEAN -- phototropic, TOWARD OPEN WATER when the world declares an ocean (P_OCEAN edge 1502// bits: shoreline palms lean seaward for light), hash-picked axis otherwise. Tip 1503// displacement = th9/3 (tan ~18deg of trunk height, the shoreline coconut habit); profile 1504// quadratic in height (uniform curvature): lean(dy) = dy*dy/(3*th9), which lands the tip at 1505// exactly th9/3 with no constant of its own. 1506// FRONDS -- 8 directions (4 axial + 4 diagonal, the voxel ring), length = the genome's own 1507// canopy radius cr9, arch droop(r) = r*r/(2*cr9): the tip ends half the frond length below 1508// the crown, the same quadratic droop nx_treegen's palm crown uses (seg*seg*11 there). 1509// Painting is clipped to the regen box (vset_box) so it is seam-safe under the widened scan 1510// margin gentrees derives for shape 3. Trunk = wood (6), fronds + apical bud = leaves (7); 1511// on the shore identity those palette rows read driftwood-brown and scrub-green already. 1512func wsp_palm_shape(base: i64, sp: *i64, tx: i64, tz: i64, h2: i64, th9: i64, cr9: i64, 1513 ax: i64, az: i64, sd: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1514 var pldx: i64 = 0 1515 var pldz: i64 = 0 1516 let poc9: i64 = sp[P_OCEAN] 1517 if poc9 != 0 { 1518 let pe9: i64 = poc9 & 3 1519 if pe9 == 0 { pldz = 1 } 1520 if pe9 == 1 { pldz = 0 - 1 } 1521 if pe9 == 2 { pldx = 1 } 1522 if pe9 == 3 { pldx = 0 - 1 } 1523 } 1524 if poc9 == 0 { 1525 let pd9: i64 = whash(ax*19 + 13, az*23 + 29, sd + 251) % 4 1526 if pd9 == 0 { pldx = 1 } 1527 if pd9 == 1 { pldx = 0 - 1 } 1528 if pd9 == 2 { pldz = 1 } 1529 if pd9 == 3 { pldz = 0 - 1 } 1530 } 1531 var pox: i64 = 0 1532 var poz: i64 = 0 1533 var pty: i64 = 1 1534 while pty <= th9 { 1535 let pl9: i64 = pty*pty/(3*th9) 1536 pox = pldx*pl9 1537 poz = pldz*pl9 1538 vset_box(base, tx + pox, h2 + pty, tz + poz, 6, lx0, lx1, lz0, lz1) 1539 pty = pty + 1 1540 } 1541 let pcx: i64 = tx + pox 1542 let pcz: i64 = tz + poz 1543 let ptop: i64 = h2 + th9 1544 vset_box(base, pcx, ptop + 1, pcz, 7, lx0, lx1, lz0, lz1) 1545 var pfd: i64 = 0 1546 while pfd < 8 { 1547 var fdx9: i64 = 0 1548 var fdz9: i64 = 0 1549 if pfd == 0 { fdx9 = 1 } 1550 if pfd == 1 { fdx9 = 0 - 1 } 1551 if pfd == 2 { fdz9 = 1 } 1552 if pfd == 3 { fdz9 = 0 - 1 } 1553 if pfd == 4 { fdx9 = 1; fdz9 = 1 } 1554 if pfd == 5 { fdx9 = 1; fdz9 = 0 - 1 } 1555 if pfd == 6 { fdx9 = 0 - 1; fdz9 = 1 } 1556 if pfd == 7 { fdx9 = 0 - 1; fdz9 = 0 - 1 } 1557 var pr9: i64 = 1 1558 while pr9 <= cr9 { 1559 vset_box(base, pcx + fdx9*pr9, ptop + 1 - pr9*pr9/(2*cr9), pcz + fdz9*pr9, 7, lx0, lx1, lz0, lz1) 1560 pr9 = pr9 + 1 1561 } 1562 pfd = pfd + 1 1563 } 1564 return 0 1565} 1566// trees whose TRUNK falls in the +-2-expanded ABSOLUTE range paint their blocks CLIPPED to the 1567// local box, so a tree crossing a strip seam is completed by whichever strip regenerates later. 1568// The trunk condition is PURE (grass by the gen rules: above water, below snow) -- no window peeking. 1569func gentrees(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 { 1570 let sp: *i64 = wsp(base) 1571 if sp[P_TREE] == 0 { return 0 } 1572 let s: *i64 = wst(base) 1573 let wl: i64 = sp[P_WATER] 1574 // scan expanded to +-4 (was +-2): a SPECIES canopy reaches up to radius 4, so a trunk that 1575 // far outside the box can paint inside it -- the strip-seam completion law, wider. Legacy 1576 // worlds are unchanged: an R=2 stamp 3-4 cells out paints nothing in-box (no-op scan rows). 1577 // GE17: a palm's phototropic lean displaces its crown by up to (tb+tv)/3 beyond the frond 1578 // radius, so a palm-genome world widens the seam scan by that maximum lean -- DERIVED from 1579 // the same genome rows the grower reads, not a second constant. Every other shape keeps 1580 // the historic +-4 margin bit-exactly, and the extra scan rows are no-ops by the vset_box 1581 // clip (the standing seam law, same argument as the +-2 -> +-4 widening above). 1582 var mg9: i64 = 4 1583 if ((sp[P_TREESPEC] >> 12) & 7) == 3 { mg9 = 4 + ((sp[P_TREESPEC] & 15) + ((sp[P_TREESPEC] >> 4) & 15))/3 } 1584 var az: i64 = s[S_WOZ] + lz0 - mg9 1585 while az <= s[S_WOZ] + lz1 + mg9 - 1 { 1586 var ax: i64 = s[S_WOX] + lx0 - mg9 1587 while ax <= s[S_WOX] + lx1 + mg9 - 1 { 1588 let hr9: i64 = wheight(base, ax, az, sd) 1589 let h2: i64 = wsp_beach_ocean(sp, ax, az, hr9) // GE13: no trees grow on the sea 1590 // GE17: DRY LAND is where the ocean rule was a NO-OP (h2 == hr9). Seaward of the 1591 // shoreline the ramp lowered this column -- that whole band is the beach slope and 1592 // its wet sand, and vegetation stays off it (palms out of the water, off the wet 1593 // band, by the ocean row's own geometry rather than a second coastline rule). 1594 // Worlds without an ocean row have h2 == hr9 everywhere BY CONSTRUCTION 1595 // (wsp_beach_ocean returns h untouched), so this conjunct changes nothing there. 1596 var trunk: i64 = 0 1597 // the tree altitude ceiling is a SPEC ROW, not an engine constant: hardcoded 19 1598 // silently capped forests for any identity whose land sits higher (gate T52 found 1599 // it -- vale's P_TREE 43->19 barely moved the trunk count because the CEILING, not 1600 // the density row, was binding). 0 = the historic 19, so craft/depths are unchanged. 1601 var tmax: i64 = sp[P_TREEMAX] 1602 if tmax <= 0 { tmax = 19 } 1603 if h2 < tmax { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 { 1604 if whash(ax*3 + 7, az*5 + 11, sd + 99) % sp[P_TREE] == 0 { trunk = 1 } 1605 } } } } 1606 if trunk == 1 { 1607 let tx: i64 = ax - s[S_WOX] 1608 let tz: i64 = az - s[S_WOZ] 1609 let ts9: i64 = sp[P_TREESPEC] 1610 // W2b: the TREE branch keys on the tree bits (0..17) alone -- a genome carrying 1611 // only understory bits (18+) keeps the LEGACY forest exactly (T57's wood-equality 1612 // tooth), and understory grows in its own pass below regardless of trunk sites. 1613 if (ts9 & 262143) == 0 { 1614 // legacy stamp, byte-for-byte: every identity-only world is unchanged 1615 var ty: i64 = h2 + 1 1616 while ty <= h2 + 4 { vset_box(base, tx, ty, tz, 6, lx0, lx1, lz0, lz1); ty = ty + 1 } 1617 var lz: i64 = tz - 2 1618 while lz <= tz + 2 { 1619 var lx: i64 = tx - 2 1620 while lx <= tx + 2 { 1621 var keep: i64 = 1 1622 if lx == tx { if lz == tz { keep = 0 } } 1623 if keep == 1 { 1624 vset_box(base, lx, h2 + 4, lz, 7, lx0, lx1, lz0, lz1) 1625 if lx >= tx - 1 { if lx <= tx + 1 { if lz >= tz - 1 { if lz <= tz + 1 { 1626 vset_box(base, lx, h2 + 5, lz, 7, lx0, lx1, lz0, lz1) 1627 } } } } 1628 } 1629 lx = lx + 1 1630 } 1631 lz = lz + 1 1632 } 1633 vset_box(base, tx, h2 + 6, tz, 7, lx0, lx1, lz0, lz1) 1634 } else { 1635 // W2 SPECIES GROWER: the individual varies inside the species envelope by 1636 // position hash -- deterministic, seam-safe (paint clipped to the box), 1637 // asset-free. Shapes: 1 dome (squashed integer ellipsoid), 2 pine (diamond 1638 // rings widening down from the tip). Density drops leaves by hash for airy 1639 // canopies. All bounds y-clamped by vset's own vin guard. 1640 let tb9: i64 = ts9 & 15 1641 let tv9: i64 = (ts9 >> 4) & 15 1642 var cr9: i64 = (ts9 >> 8) & 15 1643 if cr9 < 1 { cr9 = 1 } 1644 if cr9 > 4 { cr9 = 4 } 1645 let sh9: i64 = (ts9 >> 12) & 7 1646 let dn9: i64 = (ts9 >> 15) & 7 1647 let hv9: i64 = whash(ax*13 + 5, az*17 + 3, sd + 141) 1648 var th9: i64 = tb9 + hv9 % (tv9 + 1) 1649 if th9 < 2 { th9 = 2 } 1650 if sh9 == 3 { 1651 // GE17: shape 3 = PALM, the frond-rosette grower (wsp_palm_shape). 1652 // dn9 (leaf drop) is deliberately unused there: fronds are already 1653 // sparse lines, not a volume to thin. 1654 wsp_palm_shape(base, sp, tx, tz, h2, th9, cr9, ax, az, sd, lx0, lx1, lz0, lz1) 1655 } else { 1656 var ty2: i64 = h2 + 1 1657 while ty2 <= h2 + th9 { vset_box(base, tx, ty2, tz, 6, lx0, lx1, lz0, lz1); ty2 = ty2 + 1 } 1658 let top9: i64 = h2 + th9 1659 var dy9: i64 = 0 - cr9 1660 while dy9 <= cr9 + 1 { 1661 var dz9: i64 = 0 - cr9 1662 while dz9 <= cr9 { 1663 var dx9: i64 = 0 - cr9 1664 while dx9 <= cr9 { 1665 var put9: i64 = 0 1666 if sh9 == 2 { 1667 if dy9 <= 1 { 1668 var pr9: i64 = 1 - dy9 1669 if pr9 > cr9 { pr9 = cr9 } 1670 var ad9: i64 = dx9 1671 if ad9 < 0 { ad9 = 0 - ad9 } 1672 var az9: i64 = dz9 1673 if az9 < 0 { az9 = 0 - az9 } 1674 if ad9 + az9 <= pr9 { put9 = 1 } 1675 } 1676 } else { 1677 if dx9*dx9 + dz9*dz9 + dy9*dy9*2 <= cr9*cr9 { put9 = 1 } 1678 } 1679 if put9 == 1 { if dn9 > 0 { 1680 if whash(ax*29 + dx9*3 + dy9*7, az*31 + dz9*5, sd + 177) % 8 < dn9 { put9 = 0 } 1681 } } 1682 if put9 == 1 { 1683 var istrunk9: i64 = 0 1684 if dx9 == 0 { if dz9 == 0 { if dy9 < 0 { istrunk9 = 1 } } } 1685 if istrunk9 == 0 { vset_box(base, tx + dx9, top9 + dy9, tz + dz9, 7, lx0, lx1, lz0, lz1) } 1686 } 1687 dx9 = dx9 + 1 1688 } 1689 dz9 = dz9 + 1 1690 } 1691 dy9 = dy9 + 1 1692 } 1693 } 1694 } 1695 } 1696 // W2b UNDERSTORY (genome bits 18-20 density, 21-22 kind 0=tufts 1=shrubs 2=mixed): 1697 // ground vegetation per column, seeded independently of trunks, same grass belt, 1698 // trunk columns excluded; shrub = plus-clump radius 1 (inside the +-4 seam scan). 1699 let ud9: i64 = (sp[P_TREESPEC] >> 18) & 7 1700 if ud9 > 0 { if trunk == 0 { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 { 1701 if whash(ax*41 + 3, az*43 + 9, sd + 203) % 8 < ud9 { 1702 let uk9: i64 = (sp[P_TREESPEC] >> 21) & 3 1703 let ux5: i64 = ax - s[S_WOX] 1704 let uz5: i64 = az - s[S_WOZ] 1705 var shrub9: i64 = 0 1706 if uk9 == 1 { shrub9 = 1 } 1707 if uk9 == 2 { if whash(ax*7 + 1, az*11 + 5, sd + 209) % 2 == 0 { shrub9 = 1 } } 1708 vset_box(base, ux5, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) 1709 if shrub9 == 1 { 1710 // vegetation FILLS AIR, never replaces solids: a clump reaching into a 1711 // neighbor column must not eat its trunk or its surface (T57 measured the 1712 // unguarded version eating 792 wood blocks). Deterministic under the fixed 1713 // scan order -- a later trunk overwrites a leaf, so wood wins either way. 1714 if vget(base, ux5 + 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 + 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) } 1715 if vget(base, ux5 - 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 - 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) } 1716 if vget(base, ux5, h2 + 1, uz5 + 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 + 1, 7, lx0, lx1, lz0, lz1) } 1717 if vget(base, ux5, h2 + 1, uz5 - 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 - 1, 7, lx0, lx1, lz0, lz1) } 1718 if vget(base, ux5, h2 + 2, uz5) == 0 { vset_box(base, ux5, h2 + 2, uz5, 7, lx0, lx1, lz0, lz1) } 1719 } 1720 } 1721 } } } } } 1722 ax = ax + 1 1723 } 1724 az = az + 1 1725 } 1726 return 0 1727} 1728 1729// ---------- W3 SETTLEMENTS (GR6, the Infinigen-Indoors expansion, 2026-08-17) ---------- 1730// Room LAYOUTS are solved OFFLINE by nx_indoorgen -- declarative constraints through the estate's 1731// part-placement solver, quantized, accept-rule-checked, REFUSED when unsatisfiable -- and land 1732// here as the imported data table (nx_indoorgen_data.nx). The engine only STAMPS: sites ride a 1733// coarse grid of BLDG_SITE-block cells hashed on ABSOLUTE coords (window-independent, so a 1734// building regenerates identically when the streaming window slides back -- the tree seam law at 1735// building scale); jitter, rotation and layout variant come from the same hash; and a building 1736// always fits INSIDE its own site cell (jitter 8 + max half-footprint 5 < SITE/2 = 20), so two 1737// sites can never collide. Terrain must be near-flat (4 rotated corners within 1 of the anchor 1738// height), dry and below the snowline, or the site deterministically stays empty. Painting is 1739// CLIPPED to the regen box (vset_box), and ej_overlay runs after every strip regen -- players can 1740// remodel a building and their edits win, exactly as they do against trees. 1741const BLDG_SITE: i64 = 40 // site-cell stride, blocks 1742const IG_SCAN0: i64 = 10 // W3 solve: first candidate anchor offset inside the site cell 1743const IG_SCANSTEP: i64 = 10 // candidate grid step: 3x3 covers offsets 10/20/30; footprint 1744 // half-extent (bw/2+1 <= 4) keeps every candidate's shell inside 1745 // its own cell, so neighbor cells can never overlap -- the 1746 // no-overlap rule holds by construction, not by test 1747const IG_MAXSLOPE: i64 = 2 // pre-declared accept rule: corners may deviate <=2 blocks from 1748 // the anchor; the IG_FOUND skirt reaches ground at exactly this 1749 // bound, so an accepted site is grounded. An unsatisfiable cell 1750 // stamps NOTHING (refuse, never float -- the constraint-solve law) 1751const IG_FOUND: i64 = 3 // foundation skirt courses below the floor (IG_MAXSLOPE + 1) 1752 1753// floor division for ABSOLUTE (possibly negative) coords -- truncating division reads the cell 1754// left of origin as cell 0 twice, which would double-place one building at the world seam 1755func igfloor(a: i64, b: i64) -> i64 { 1756 var q: i64 = a/b 1757 if a % b < 0 { q = q - 1 } 1758 return q 1759} 1760func ig_rotx(r: i64, x: i64, z: i64) -> i64 { 1761 if r == 1 { return z } 1762 if r == 2 { return 0 - x } 1763 if r == 3 { return 0 - z } 1764 return x 1765} 1766func ig_rotz(r: i64, x: i64, z: i64) -> i64 { 1767 if r == 1 { return 0 - x } 1768 if r == 2 { return 0 - z } 1769 if r == 3 { return x } 1770 return z 1771} 1772func genbuildings(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 { 1773 let sp: *i64 = wsp(base) 1774 if sp[P_BLDG] <= 0 { return 0 } 1775 let s: *i64 = wst(base) 1776 let wl: i64 = sp[P_WATER] 1777 let arch: i64 = sp[P_BLDGSPEC] & 15 1778 let dims: i64 = igd_dims(arch) 1779 let bw: i64 = dims & 255 1780 let bd: i64 = (dims >> 8) & 255 1781 let bh: i64 = (dims >> 16) & 255 1782 let mats: i64 = igd_mats(arch) 1783 let mwall: i64 = mats & 255 1784 let mfloor: i64 = (mats >> 8) & 255 1785 let mroof: i64 = (mats >> 16) & 255 1786 let dxo: i64 = igd_doorx(arch) 1787 let gx0: i64 = igfloor(s[S_WOX] + lx0 - BLDG_SITE + 1, BLDG_SITE) 1788 let gx1: i64 = igfloor(s[S_WOX] + lx1 + BLDG_SITE - 1, BLDG_SITE) 1789 let gz0: i64 = igfloor(s[S_WOZ] + lz0 - BLDG_SITE + 1, BLDG_SITE) 1790 let gz1: i64 = igfloor(s[S_WOZ] + lz1 + BLDG_SITE - 1, BLDG_SITE) 1791 var gz: i64 = gz0 1792 while gz <= gz1 { 1793 var gx: i64 = gx0 1794 while gx <= gx1 { 1795 var put: i64 = 1 1796 if whash(gx*7 + 1, gz*13 + 5, sd + 331) % sp[P_BLDG] != 0 { put = 0 } 1797 let rot: i64 = whash(gx*17 + 2, gz*19 + 6, sd + 499) % 4 1798 let bv: i64 = whash(gx*23 + 4, gz*29 + 8, sd + 541) % IGD_NVAR 1799 // W3 SOLVE: the anchor is not rolled, it is SEARCHED. 3x3 candidates per cell, 1800 // flattest wins (first-min on the fixed scan order = deterministic), and wheight is 1801 // pure noise over absolute coords, so the choice is window-independent (T73's law). 1802 // The measured failure this replaces: one hash-jittered roll + a dh>1 veto rejected 1803 // EVERY vale and craft cell (probe 2026-08-18: dhmax 2..12 across 36 cells) -- a 1804 // stamp with a veto is not a solve, and the village never existed. 1805 var axc: i64 = 0 1806 var azc: i64 = 0 1807 var h: i64 = 0 1808 var bestd9: i64 = 99 1809 if put == 1 { 1810 var co9: i64 = 0 1811 while co9 < 9 { 1812 let cox9: i64 = gx*BLDG_SITE + IG_SCAN0 + (co9 % 3)*IG_SCANSTEP 1813 let coz9: i64 = gz*BLDG_SITE + IG_SCAN0 + (co9 / 3)*IG_SCANSTEP 1814 let hh9: i64 = wsp_beach_ocean(sp, cox9, coz9, wheight(base, cox9, coz9, sd)) // GE13: a site in the sea reads its SHAPED height -> the h<=wl veto below refuses it 1815 var dmax9: i64 = 0 1816 var ci: i64 = 0 1817 while ci < 4 { 1818 var clx: i64 = 0 - 1 1819 var clz: i64 = 0 - 1 1820 if ci == 1 { clx = bw } 1821 if ci == 2 { clz = bd } 1822 if ci == 3 { clx = bw; clz = bd } 1823 let cax: i64 = cox9 + ig_rotx(rot, clx - bw/2, clz - bd/2) 1824 let caz: i64 = coz9 + ig_rotz(rot, clx - bw/2, clz - bd/2) 1825 var dh: i64 = wsp_beach_ocean(sp, cax, caz, wheight(base, cax, caz, sd)) - hh9 1826 if dh < 0 { dh = 0 - dh } 1827 if dh > dmax9 { dmax9 = dh } 1828 ci = ci + 1 1829 } 1830 if dmax9 < bestd9 { bestd9 = dmax9; axc = cox9; azc = coz9; h = hh9 } 1831 co9 = co9 + 1 1832 } 1833 if bestd9 > IG_MAXSLOPE { put = 0 } 1834 if h <= wl { put = 0 } 1835 if h >= sp[P_SNOW] { put = 0 } 1836 if h + bh + 2 >= WY { put = 0 } 1837 } 1838 if put == 1 { 1839 // floor+foundation ring at h, walls h+1..h+bh (door and windows carved as air, 1840 // interior cleared of terrain and canopy), roof plate at h+bh+1 1841 var lz: i64 = 0 - 1 1842 while lz <= bd { 1843 var lx: i64 = 0 - 1 1844 while lx <= bw { 1845 let ax: i64 = axc + ig_rotx(rot, lx - bw/2, lz - bd/2) - s[S_WOX] 1846 let az: i64 = azc + ig_rotz(rot, lx - bw/2, lz - bd/2) - s[S_WOZ] 1847 var ring: i64 = 0 1848 if lx == 0 - 1 { ring = 1 } 1849 if lx == bw { ring = 1 } 1850 if lz == 0 - 1 { ring = 1 } 1851 if lz == bd { ring = 1 } 1852 var fb2: i64 = mfloor 1853 if ring == 1 { fb2 = mwall } 1854 vset_box(base, ax, h, az, fb2, lx0, lx1, lz0, lz1) 1855 // foundation skirt: IG_FOUND courses below the floor on the ring, so a 1856 // site accepted at the IG_MAXSLOPE bound is grounded on every side. On 1857 // flat ground the courses embed in terrain (a real footing, seen when 1858 // mined) -- bounded, deterministic, no reads. 1859 if ring == 1 { 1860 var fy9: i64 = h - 1 1861 while fy9 >= h - IG_FOUND { 1862 if fy9 >= 0 { vset_box(base, ax, fy9, az, mwall, lx0, lx1, lz0, lz1) } 1863 fy9 = fy9 - 1 1864 } 1865 } 1866 var wy2: i64 = h + 1 1867 while wy2 <= h + bh { 1868 var wb2: i64 = 0 1869 if ring == 1 { 1870 wb2 = mwall 1871 if lx == dxo { if lz == 0 - 1 { if wy2 <= h + 2 { wb2 = 0 } } } 1872 if wy2 == h + 2 { if lz == bd/2 { 1873 if lx == 0 - 1 { wb2 = 0 } 1874 if lx == bw { wb2 = 0 } 1875 } } 1876 } 1877 vset_box(base, ax, wy2, az, wb2, lx0, lx1, lz0, lz1) 1878 wy2 = wy2 + 1 1879 } 1880 vset_box(base, ax, h + bh + 1, az, mroof, lx0, lx1, lz0, lz1) 1881 lx = lx + 1 1882 } 1883 lz = lz + 1 1884 } 1885 // the solved furniture rows, rotated with the shell 1886 var fi: i64 = 0 1887 while fi < igd_nf(arch, bv) { 1888 let fr: i64 = igd_f(arch, bv, fi) 1889 let fax: i64 = axc + ig_rotx(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOX] 1890 let faz: i64 = azc + ig_rotz(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOZ] 1891 vset_box(base, fax, h + ((fr >> 24) & 255), faz, (fr >> 16) & 255, lx0, lx1, lz0, lz1) 1892 fi = fi + 1 1893 } 1894 // world truth: count the stamp when its anchor lands inside the regen box 1895 let axl: i64 = axc - s[S_WOX] 1896 let azl: i64 = azc - s[S_WOZ] 1897 if axl >= lx0 { if axl < lx1 { if azl >= lz0 { if azl < lz1 { 1898 s[S_BLDG] = s[S_BLDG] + 1 1899 s[S_BLDGX] = axl 1900 s[S_BLDGY] = h 1901 s[S_BLDGZ] = azl 1902 } } } } 1903 } 1904 gx = gx + 1 1905 } 1906 gz = gz + 1 1907 } 1908 return 0 1909} 1910 1911func genworld(base: i64, sd: i64) -> i64 { 1912 let s: *i64 = wst(base) 1913 var z: i64 = 0 1914 while z < WZ { 1915 var x: i64 = 0 1916 while x < WX { 1917 gencol(base, x, z, x + s[S_WOX], z + s[S_WOZ], sd) 1918 x = x + 1 1919 } 1920 z = z + 1 1921 } 1922 gentrees(base, 0, WX, 0, WZ, sd) 1923 genbuildings(base, 0, WX, 0, WZ, sd) 1924 return 0 1925} 1926 1927// ---------- v6 STREAMING: slide the window one stride along x or z ---------- 1928// The world is unbounded; the arena is the cache. Order matters: move kept voxels -> bump the 1929// origin -> regen the incoming strip from absolute coords -> repaint its trees -> overlay the 1930// journal (edits WIN) -> translate every arena-space coordinate (player, spawn, mobs) -> rebuild 1931// wmax -> invalidate the crosshair cache. One call = 16 blocks; ticks trigger it at the margins. 1932func wc_shift(base: i64, dx: i64, dz: i64) -> i64 { 1933 let s: *i64 = wst(base) 1934 let v: *u8 = wvx(base) 1935 let sd: i64 = s[S_SEED] 1936 if dx != 0 { 1937 var y: i64 = 0 1938 while y < WY { 1939 var z: i64 = 0 1940 while z < WZ { 1941 let row: i64 = (y*WZ + z)*WX 1942 if dx > 0 { 1943 var x: i64 = 0 1944 while x < WX - dx { v[row + x] = v[row + x + dx]; x = x + 1 } 1945 } else { 1946 var x2: i64 = WX - 1 1947 while x2 >= 0 - dx { v[row + x2] = v[row + x2 + dx]; x2 = x2 - 1 } 1948 } 1949 z = z + 1 1950 } 1951 y = y + 1 1952 } 1953 s[S_WOX] = s[S_WOX] + dx 1954 var sx0: i64 = 0 1955 var sx1: i64 = 0 - dx 1956 if dx > 0 { sx0 = WX - dx; sx1 = WX } 1957 var rz: i64 = 0 1958 while rz < WZ { 1959 var rx: i64 = sx0 1960 while rx < sx1 { gencol(base, rx, rz, rx + s[S_WOX], rz + s[S_WOZ], sd); rx = rx + 1 } 1961 rz = rz + 1 1962 } 1963 gentrees(base, sx0, sx1, 0, WZ, sd) 1964 genbuildings(base, sx0, sx1, 0, WZ, sd) 1965 ej_overlay(base, sx0, sx1, 0, WZ) 1966 } 1967 if dz != 0 { 1968 var y2: i64 = 0 1969 while y2 < WY { 1970 let plane: i64 = y2*WZ*WX 1971 if dz > 0 { 1972 var z2: i64 = 0 1973 while z2 < WZ - dz { 1974 let dstr: i64 = plane + z2*WX 1975 let srcr: i64 = plane + (z2 + dz)*WX 1976 var x3: i64 = 0 1977 while x3 < WX { v[dstr + x3] = v[srcr + x3]; x3 = x3 + 1 } 1978 z2 = z2 + 1 1979 } 1980 } else { 1981 var z3: i64 = WZ - 1 1982 while z3 >= 0 - dz { 1983 let dstr2: i64 = plane + z3*WX 1984 let srcr2: i64 = plane + (z3 + dz)*WX 1985 var x4: i64 = 0 1986 while x4 < WX { v[dstr2 + x4] = v[srcr2 + x4]; x4 = x4 + 1 } 1987 z3 = z3 - 1 1988 } 1989 } 1990 y2 = y2 + 1 1991 } 1992 s[S_WOZ] = s[S_WOZ] + dz 1993 var sz0: i64 = 0 1994 var sz1: i64 = 0 - dz 1995 if dz > 0 { sz0 = WZ - dz; sz1 = WZ } 1996 var rz2: i64 = sz0 1997 while rz2 < sz1 { 1998 var rx2: i64 = 0 1999 while rx2 < WX { gencol(base, rx2, rz2, rx2 + s[S_WOX], rz2 + s[S_WOZ], sd); rx2 = rx2 + 1 } 2000 rz2 = rz2 + 1 2001 } 2002 gentrees(base, 0, WX, sz0, sz1, sd) 2003 genbuildings(base, 0, WX, sz0, sz1, sd) 2004 ej_overlay(base, 0, WX, sz0, sz1) 2005 } 2006 // translate every arena-space coordinate by the slide 2007 s[S_CX] = s[S_CX] - dx*256 2008 s[S_CZ] = s[S_CZ] - dz*256 2009 s[S_SPX] = wclamp(s[S_SPX] - dx*256, 2*256, (WX - 2)*256) 2010 s[S_SPZ] = wclamp(s[S_SPZ] - dz*256, 2*256, (WZ - 2)*256) 2011 s[S_LBX] = s[S_LBX] - dx 2012 s[S_LBZ] = s[S_LBZ] - dz 2013 let m: *i64 = mobp(base) 2014 var k: i64 = 0 2015 while k < en_count(m) { 2016 let h: i64 = en_nth(m, k) 2017 en_set(m, h, MC_X, wclamp(en_get(m, h, MC_X) - dx*256, 2*256, (WX - 2)*256)) 2018 en_set(m, h, MC_Z, wclamp(en_get(m, h, MC_Z) - dz*256, 2*256, (WZ - 2)*256)) 2019 k = k + 1 2020 } 2021 wc_wmax(base) 2022 wc_soft_seat_all(base) // the world slid under every girl: re-seat springs 2023 if dx != 0 { s[S_AGEN] = s[S_AGEN] + 1 } else { if dz != 0 { s[S_AGEN] = s[S_AGEN] + 1 } } // GE57: a shift that MOVED is a new arena generation (a zero shift is not) 2024 s[S_HOK] = 0 2025 return 0 2026} 2027 2028// ---------- DDA raycast ---------- 2029// marches from (S_CX,S_CY,S_CZ) along (dx,dy,dz) (any scale). On hit writes out[0..4] = 2030// cellx,celly,cellz,face,tcross and returns the step count; returns -1 on miss (sky). 2031// skipw=1 treats water as air (the transparency continuation ray). The voxel read is INLINED -- 2032// this loop runs ~2-8M times a second and a per-step call was the measured overhead. 2033// GE53: march the continuous surface. pos(t) = cam + d*t/65536 (Q8). Quarter-cell steps along the fastest 2034// axis, then six bisections at the crossing -- sub-block precision on a field that is itself sub-block. 2035// Returns the cells travelled (the fog term); writes the column's top cell, face 3 and t. -1 = no ground. 2036func wray_surf(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 { 2037 let s: *i64 = wst(base) 2038 let cxq: i64 = s[S_CX] 2039 let cyq: i64 = s[S_CY] 2040 let czq: i64 = s[S_CZ] 2041 var dm: i64 = dx 2042 if dm < 0 { dm = 0 - dm } 2043 var ady: i64 = dy 2044 if ady < 0 { ady = 0 - ady } 2045 var adz: i64 = dz 2046 if adz < 0 { adz = 0 - adz } 2047 if ady > dm { dm = ady } 2048 if adz > dm { dm = adz } 2049 if dm == 0 { return 0 - 1 } 2050 let dt: i64 = WC_SURF_STEP_Q8*WATER_MAGIC_65536/dm // a quarter cell along the fastest axis 2051 var t: i64 = 0 2052 var tprev: i64 = 0 2053 var step: i64 = 0 2054 let nmax: i64 = maxsteps*4 2055 var hit: i64 = 0 2056 while step < nmax { 2057 t = t + dt 2058 let py: i64 = cyq + dy*t/WATER_MAGIC_65536 2059 let px: i64 = cxq + dx*t/WATER_MAGIC_65536 2060 let pz: i64 = czq + dz*t/WATER_MAGIC_65536 2061 if dy >= 0 { if py > WY*256 { return 0 - 1 } } // climbing above every column: sky 2062 if px < 0 - 8*256 { return 0 - 1 } 2063 if px > (WX + 8)*256 { return 0 - 1 } 2064 if pz < 0 - 8*256 { return 0 - 1 } 2065 if pz > (WZ + 8)*256 { return 0 - 1 } 2066 let hs: i64 = wc_surface_source(base, px, pz) 2067 if hs >= 0 { if py <= hs { hit = 1; step = nmax } } 2068 if hit == 0 { tprev = t; step = step + 1 } 2069 } 2070 if hit == 0 { return 0 - 1 } 2071 var lo: i64 = tprev 2072 var hi: i64 = t 2073 var k: i64 = 0 2074 while k < 6 { 2075 let mid: i64 = (lo + hi)/2 2076 let py2: i64 = cyq + dy*mid/WATER_MAGIC_65536 2077 let px2: i64 = cxq + dx*mid/WATER_MAGIC_65536 2078 let pz2: i64 = czq + dz*mid/WATER_MAGIC_65536 2079 let h2: i64 = wc_surface_source(base, px2, pz2) 2080 var below: i64 = 0 2081 if h2 >= 0 { if py2 <= h2 { below = 1 } } 2082 if below == 1 { hi = mid } else { lo = mid } 2083 k = k + 1 2084 } 2085 let th: i64 = hi 2086 let hx: i64 = cxq + dx*th/WATER_MAGIC_65536 2087 let hz: i64 = czq + dz*th/WATER_MAGIC_65536 2088 let cx: i64 = hx >> 8 2089 let cz: i64 = hz >> 8 2090 // the colour cell: the column's top SOLID block, found by scanning down from the hit cell -- so it 2091 // matches whatever gencol cut, whichever rounding convention built the column (the field rounds, 2092 // wheight_raw truncates; guessing the index from the field put the cell one block up, in air) 2093 let hy: i64 = cyq + dy*th/WATER_MAGIC_65536 2094 var yy: i64 = hy >> 8 2095 if yy > WY - 1 { yy = WY - 1 } 2096 var run9: i64 = 1 2097 while run9 == 1 { 2098 if yy <= 0 { run9 = 0 } 2099 if run9 == 1 { if vget(base, cx, yy, cz) != 0 { run9 = 0 } } 2100 if run9 == 1 { yy = yy - 1 } 2101 } 2102 out[0] = cx 2103 out[1] = yy 2104 out[2] = cz 2105 out[3] = 3 2106 out[4] = th 2107 return th/(dt*(256/WC_SURF_STEP_Q8)) + 1 2108} 2109// GE53: under P_SURF the ground is the field and structures stay cells -- the nearer hit wins. With the 2110// row OFF this is exactly the cell marcher (wray3 with no terrain skip), so every shipped world is untouched. 2111func wray2(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64) -> i64 { 2112 if wsp(base)[P_SURF] != 1 { return wray3(base, dx, dy, dz, maxsteps, out, skipw, 0) } 2113 let ss: i64 = wray_surf(base, dx, dy, dz, maxsteps, out) 2114 let s0: i64 = out[0] 2115 let s1: i64 = out[1] 2116 let s2: i64 = out[2] 2117 let s3: i64 = out[3] 2118 let s4: i64 = out[4] 2119 let sd: i64 = wray3(base, dx, dy, dz, maxsteps, out, skipw, 1) 2120 if sd < 0 { 2121 if ss < 0 { return 0 - 1 } 2122 out[0] = s0 2123 out[1] = s1 2124 out[2] = s2 2125 out[3] = s3 2126 out[4] = s4 2127 return ss 2128 } 2129 if ss < 0 { return sd } 2130 if out[4] <= s4 { return sd } 2131 out[0] = s0 2132 out[1] = s1 2133 out[2] = s2 2134 out[3] = s3 2135 out[4] = s4 2136 return ss 2137} 2138func wray3(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64, skipt: i64) -> i64 { 2139 let s: *i64 = wst(base) 2140 var cxq: i64 = s[S_CX] 2141 var cyq: i64 = s[S_CY] 2142 var czq: i64 = s[S_CZ] 2143 var cellx: i64 = cxq >> 8 2144 var celly: i64 = cyq >> 8 2145 var cellz: i64 = czq >> 8 2146 let HUGE: i64 = RAY_HUGE 2147 var stpx: i64 = 1 2148 if dx < 0 { stpx = 0-1 } 2149 var stpy: i64 = 1 2150 if dy < 0 { stpy = 0-1 } 2151 var stpz: i64 = 1 2152 if dz < 0 { stpz = 0-1 } 2153 // t units: pos_q8(t) = pos + d*t/65536; crossing one cell on axis c costs 256*65536/|dc| 2154 var tdx: i64 = HUGE 2155 if dx != 0 { tdx = 256*WATER_MAGIC_65536 / dx; if tdx < 0 { tdx = 0 - tdx } } 2156 var tdy: i64 = HUGE 2157 if dy != 0 { tdy = 256*WATER_MAGIC_65536 / dy; if tdy < 0 { tdy = 0 - tdy } } 2158 var tdz: i64 = HUGE 2159 if dz != 0 { tdz = 256*WATER_MAGIC_65536 / dz; if tdz < 0 { tdz = 0 - tdz } } 2160 var bx: i64 = (cellx << 8) - cxq // distance to boundary, Q8 (negative side) 2161 if stpx == 1 { bx = bx + 256 } 2162 var tmx: i64 = HUGE 2163 if dx != 0 { tmx = bx*WATER_MAGIC_65536 / dx; if tmx < 0 { tmx = 0 - tmx } } 2164 var by: i64 = (celly << 8) - cyq 2165 if stpy == 1 { by = by + 256 } 2166 var tmy: i64 = HUGE 2167 if dy != 0 { tmy = by*WATER_MAGIC_65536 / dy; if tmy < 0 { tmy = 0 - tmy } } 2168 var bz: i64 = (cellz << 8) - czq 2169 if stpz == 1 { bz = bz + 256 } 2170 var tmz: i64 = HUGE 2171 if dz != 0 { tmz = bz*WATER_MAGIC_65536 / dz; if tmz < 0 { tmz = 0 - tmz } } 2172 let vxp: *u8 = (base + O_VOX) as *u8 2173 var step: i64 = 0 2174 while step < maxsteps { 2175 var face: i64 = 0 2176 var tcross: i64 = 0 2177 if tmx <= tmy { if tmx <= tmz { 2178 cellx = cellx + stpx 2179 tcross = tmx 2180 tmx = tmx + tdx 2181 face = 1 2182 if stpx == 1 { face = 2 } // stepped +x => hit the -x... face 2 = west-lit 2183 } } 2184 if face == 0 { if tmy <= tmz { 2185 celly = celly + stpy 2186 tcross = tmy 2187 tmy = tmy + tdy 2188 face = 3 2189 if stpy == 1 { face = 4 } // stepped up => hit the block's bottom 2190 } } 2191 if face == 0 { 2192 cellz = cellz + stpz 2193 tcross = tmz 2194 tmz = tmz + tdz 2195 face = 5 2196 if stpz == 1 { face = 6 } 2197 } 2198 if celly >= WY { if stpy >= 0 { return 0 - 1 } } // heading skyward above the world 2199 if celly > s[S_WMAX] { if stpy >= 0 { return 0 - 1 } } // above every solid block, not diving 2200 if cellx < 0-8 { return 0 - 1 } 2201 if cellx > WX+8 { return 0 - 1 } 2202 if cellz < 0-8 { return 0 - 1 } 2203 if cellz > WZ+8 { return 0 - 1 } 2204 if celly < 0 { return 0 - 1 } 2205 var b: i64 = 0 2206 if cellx >= 0 { if cellx < WX { if celly < WY { if cellz >= 0 { if cellz < WZ { 2207 b = (vxp[(celly*WZ + cellz)*WX + cellx] & 0xff) as i64 2208 } } } } } 2209 if skipw == 1 { if b == 4 { b = 0 } } 2210 if skipt == 1 { if wterrain(b) == 1 { b = 0 } } // GE53: the ground is the field, not these cells 2211 if b != 0 { 2212 out[0] = cellx 2213 out[1] = celly 2214 out[2] = cellz 2215 out[3] = face 2216 out[4] = tcross // crossing t: hit point = pos + d*t/WATER_MAGIC_65536 (Q8) 2217 return step + 1 2218 } 2219 step = step + 1 2220 } 2221 return 0 - 1 2222} 2223 2224func wray(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 { 2225 return wray2(base, dx, dy, dz, maxsteps, out, 0) 2226} 2227 2228// block base colour -- from the SPEC PALETTE (the game's look is data, not code) 2229func wcol(base: i64, b: i64) -> i64 { 2230 if b < 0 { return wpack(255, 0, 255) } 2231 if b >= 12 { if b <= 16 { return wsp(base)[P_PAL2 + b - 12] } } 2232 if b > 16 { return wpack(255, 0, 255) } 2233 if b > 11 { return wpack(255, 0, 255) } 2234 return wsp(base)[P_PAL + b] 2235} 2236// hotbar slot -> placeable block type 2237func sel_block(sel: i64) -> i64 { 2238 if sel == 1 { return 2 } // dirt 2239 if sel == 2 { return 6 } // wood 2240 if sel == 3 { return 7 } // leaves 2241 if sel == 4 { return 5 } // sand 2242 if sel == 5 { return B_FARM } // the HOE: tills the targeted grass/dirt top 2243 if sel == 6 { return B_CROP0 } // SEEDS: plant onto farmland 2244 return 3 // stone 2245} 2246// face brightness permil: top lit, bottom dark, x/z sides distinct so edges READ as 3d 2247func wface_l(face: i64) -> i64 { 2248 if face == 3 { return 1000 } 2249 if face == 4 { return 420 } 2250 if face == 1 { return 760 } 2251 if face == 2 { return 700 } 2252 if face == 5 { return 620 } 2253 return 560 2254} 2255func wsky(base: i64, syy: i64) -> i64 { 2256 let sp: *i64 = wsp(base) 2257 let hor: i64 = sp[P_SKYHOR] 2258 let top: i64 = sp[P_SKYTOP] 2259 // DERIVED, NOT PICKED (2026-08-29). RH is the q=8 fossil: line 91 of this file declares that 2260 // no resolution number below it is chosen by hand, and RW/RH/FOC three lines under that are 2261 // exactly 1920/8, 1200/8 and 1920/16. This function divided the horizon-to-zenith ramp by that 2262 // frozen 150 while the frame is wc_rh(base) tall, so for any q < 8 the ramp COMPLETED in the 2263 // bottom 150 rows and every row above saturated at P_SKYTOP -- the two spec rows describe a 2264 // gradient the visitor never saw. At q=1, which is exactly what nx_world_snap forces through 2265 // WS_Q_NATIVE for published world art, that is 87.5% of the sky column flat. 2266 // base is already a parameter here and wc_rh is the declared ONE OWNER of the written extent, 2267 // so the derivation needs no new plumbing and no hoist. 2268 var rh: i64 = wc_rh(base) 2269 if rh < 1 { rh = 1 } // q is 1..24 so this cannot fire; it exists so 2270 // that a bad q can never divide by zero here 2271 let t: i64 = wclamp(syy + rh/2, 0, rh) // 0 bottom .. rh top 2272 let r: i64 = (hor & 255) + ((top & 255) - (hor & 255))*t/rh 2273 let g: i64 = ((hor >> 8) & 255) + (((top >> 8) & 255) - ((hor >> 8) & 255))*t/rh 2274 let b: i64 = ((hor >> 16) & 255) + (((top >> 16) & 255) - ((hor >> 16) & 255))*t/rh 2275 return wpack(r, g, b) 2276} 2277// clouds: a flat noise plane above the world, sampled where an upward ray crosses it, slowly 2278// drifting with time. Returns 0..255 coverage for blending into the sky. 2279func wcloud(camx: i64, camy: i64, camz: i64, dx: i64, dy: i64, dz: i64, t: i64) -> i64 { 2280 if dy < 40 { return 0 } 2281 let plane: i64 = 56*256 // cloud deck above the 48-high world 2282 let tq: i64 = (plane - camy)*WATER_MAGIC_65536/dy 2283 if tq <= 0 { return 0 } 2284 let cx: i64 = (camx + dx*tq/WATER_MAGIC_65536) >> 9 // 2-block cloud texels 2285 let cz: i64 = (camz + dz*tq/WATER_MAGIC_65536) >> 9 2286 let n: i64 = wnoise(cx + t/40, cz + t/90, 6, 777) 2287 if n < 148 { return 0 } 2288 var cov: i64 = (n - 148)*255/60 2289 if cov > 235 { cov = 235 } 2290 return cov 2291} 2292// sky with a SUN: disc + glow around the sun's projected ray-pixel position (sunon=0 -> plain sky) 2293func wsky2(base: i64, syy: i64, px: i64, py: i64, sunx: i64, suny: i64, sunon: i64) -> i64 { 2294 let base2: i64 = wsky(base, syy) 2295 if sunon == 0 { return base2 } 2296 let ddx: i64 = px - sunx 2297 let ddy: i64 = py - suny 2298 let d2: i64 = ddx*ddx + ddy*ddy 2299 if d2 < 36 { return wpack(255, 250, 224) } // the disc 2300 if d2 < 900 { // the glow 2301 let w2: i64 = 255 - d2*255/900 2302 var r: i64 = (base2 & 255) + (255 - (base2 & 255))*w2/300 2303 var g: i64 = ((base2 >> 8) & 255) + (250 - ((base2 >> 8) & 255))*w2/340 2304 var b: i64 = ((base2 >> 16) & 255) + (224 - ((base2 >> 16) & 255))*w2/460 2305 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(b,0,255)) 2306 } 2307 // ordered 2x2 dither breaks the gradient banding lines 2308 if ((px ^ py) & 1) == 1 { 2309 return wpack(wclamp((base2 & 255) + 2, 0, 255), wclamp(((base2 >> 8) & 255) + 2, 0, 255), wclamp(((base2 >> 16) & 255) + 2, 0, 255)) 2310 } 2311 return base2 2312} 2313// textured face shading: per-texel hash variation from the HIT POINT's in-face UV (Q8 fractions), 2314// per-type character (wood grain, leaf speckle, water shimmer, ore mottle), edge BEVEL so the 2315// block grid reads crisply, then face light and step fog. All integer, all deterministic. 2316// corner AO: darken a face edge when a solid block sits beside it in the face's outward layer -- 2317// the classic soft-corner cue that makes voxel scenes read as lit geometry instead of flat tiles 2318func wao(base: i64, cx2: i64, cy2b: i64, cz2: i64, face: i64, u: i64, v: i64) -> i64 { 2319 var ox2: i64 = cx2 2320 var oy2: i64 = cy2b 2321 var oz2: i64 = cz2 2322 if face == 1 { ox2 = ox2 + 1 } 2323 if face == 2 { ox2 = ox2 - 1 } 2324 if face == 3 { oy2 = oy2 + 1 } 2325 if face == 4 { oy2 = oy2 - 1 } 2326 if face == 5 { oz2 = oz2 + 1 } 2327 if face == 6 { oz2 = oz2 - 1 } 2328 var ao: i64 = 0 2329 // u-axis neighbours (u maps to x on y/z faces, to z on x faces) 2330 if u < 44 { 2331 var hit1: i64 = 0 2332 if face == 1 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) } 2333 if face == 2 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) } 2334 if face == 3 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2335 if face == 4 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2336 if face == 5 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2337 if face == 6 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2338 if hit1 == 1 { ao = ao + (44 - u)*30/44 } 2339 } 2340 if u > 211 { 2341 var hit2: i64 = 0 2342 if face == 1 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) } 2343 if face == 2 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) } 2344 if face == 3 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2345 if face == 4 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2346 if face == 5 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2347 if face == 6 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2348 if hit2 == 1 { ao = ao + (u - 211)*30/44 } 2349 } 2350 // v-axis neighbours (v maps to z on top/bottom faces, to y on side faces) 2351 if v < 44 { 2352 var hit3: i64 = 0 2353 if face == 3 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) } 2354 if face == 4 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) } 2355 if face == 1 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2356 if face == 2 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2357 if face == 5 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2358 if face == 6 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2359 if hit3 == 1 { ao = ao + (44 - v)*30/44 } 2360 } 2361 if v > 211 { 2362 var hit4: i64 = 0 2363 if face == 3 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) } 2364 if face == 4 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) } 2365 if face == 1 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2366 if face == 2 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2367 if face == 5 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2368 if face == 6 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2369 if hit4 == 1 { ao = ao + (v - 211)*30/44 } 2370 } 2371 if ao > 45 { ao = 45 } 2372 return ao 2373} 2374func wshade2(base: i64, b0: i64, face: i64, steps: i64, syy: i64, hpx: i64, hpy: i64, hpz: i64, t2: i64, clx: i64, cly: i64, clz: i64) -> i64 { 2375 var u: i64 = hpx & 255 2376 var v: i64 = hpz & 255 2377 if face == 1 { u = hpz & 255; v = hpy & 255 } 2378 if face == 2 { u = hpz & 255; v = hpy & 255 } 2379 if face == 5 { u = hpx & 255; v = hpy & 255 } 2380 if face == 6 { u = hpx & 255; v = hpy & 255 } 2381 // grass block SIDES are dirt with a grass strip at the top edge (the classic block identity) 2382 var b: i64 = b0 2383 if b0 == 1 { if face != 3 { if face != 4 { 2384 b = 2 2385 if v > 206 { b = 1 } 2386 } } } 2387 var tex: i64 = 0 2388 if b == 6 { // wood: vertical grain stripes 2389 tex = whash(u/12 + (hpx >> 8)*7 + (hpz >> 8)*13, 3, 99) % 256 2390 } 2391 if b != 6 { 2392 var amp: i64 = 70 2393 if b == 1 { amp = 95 } 2394 if b == 2 { amp = 85 } 2395 if b == 7 { amp = 130 } 2396 if b == 5 { amp = 55 } 2397 var us: i64 = u/16 2398 var vs: i64 = v/16 2399 if b == 4 { // water: time-drifted shimmer 2400 us = us + t2/3 2401 vs = vs - t2/5 2402 amp = 110 2403 } 2404 tex = whash(us + (hpx >> 8)*31, vs + (hpy >> 8)*17 + (hpz >> 8)*7, b*131) % 256 2405 tex = 128 + (tex - 128)*amp/130 2406 } 2407 // ART STYLE (P_STYLE), read once for this texel. An id this engine does not own falls through 2408 // BOTH style tests below and renders REAL. That is the fail-safe direction and it is chosen, 2409 // not inherited: REAL is the shipped look, so a garbage value poked into the plane degrades to 2410 // "unchanged", never to an undrawn or half-drawn world. 2411 let wst9: i64 = wsp(base)[P_STYLE] 2412 if wst9 == WC_STYLE_FLAT { tex = WC_TEX_NEUTRAL } 2413 var light: i64 = wface_l(face) 2414 // sun-directional face light (sun worlds only): east faces catch it, west faces shadow 2415 if wsp(base)[P_SUN] == 1 { 2416 if face == 1 { light = light*112/100 } 2417 if face == 2 { light = light*92/100 } 2418 if face == 5 { light = light*104/100 } 2419 } 2420 light = light*(870 + tex*260/256)/1000 2421 let wsurf9: i64 = wsp(base)[P_SURF] 2422 var smooth9: i64 = 0 2423 if wst9 == WC_STYLE_SOFT { smooth9 = 1 } 2424 if wsurf9 == 1 { smooth9 = 1 } 2425 if smooth9 == 0 { 2426 if u < 14 { light = light*82/100 } // edge bevel: the block grid (OFF on a smooth ground) 2427 if u > 241 { light = light*82/100 } 2428 if v < 14 { light = light*82/100 } 2429 if v > 241 { light = light*82/100 } 2430 } 2431 var ao2: i64 = 0 2432 if wsurf9 == 0 { ao2 = wao(base, clx, cly, clz, face, u, v) } // GE53: a continuous surface has no cell corners to darken 2433 if ao2 > 0 { light = light*(100 - ao2)/100 } // soft corners where geometry meets 2434 if wst9 == WC_STYLE_SOFT { if face == 3 { 2435 // ground: the heightfield normal replaces the flat top-face light; texture and AO re-applied 2436 light = wsoft_ground_light(base, clx, cly, clz, u, v)*(870 + tex*260/256)/1000 2437 if ao2 > 0 { light = light*(100 - ao2)/100 } 2438 } } 2439 if wsurf9 == 1 { if face == 3 { 2440 light = wsurf_light(base, hpx, hpz)*(870 + tex*260/256)/1000 // GE53: the field's own gradient lights the ground 2441 } } 2442 // TOON banding sits AFTER face light, texture and AO and BEFORE colour and fog -- the same 2443 // point in the pipeline at which the incumbent bands its own "bright". Fog must stay OUTSIDE 2444 // the band, or distance itself would quantise into two steps and the horizon would read as a 2445 // wall rather than as depth. Written as ONE assignment through a temporary rather than as two 2446 // ifs on the same variable: two ifs where the first mutates the value the second tests is the 2447 // desync idiom this estate has been bitten by, and it costs nothing to be immune to it. 2448 if wst9 == WC_STYLE_TOON { 2449 var lb9: i64 = WC_TOON_HI 2450 if light < WC_TOON_CUT { lb9 = WC_TOON_LO } 2451 light = lb9 2452 } 2453 let c: i64 = wcol(base, b) 2454 var r: i64 = (c & 255) * light / 1000 2455 var g: i64 = ((c >> 8) & 255) * light / 1000 2456 var bl: i64 = ((c >> 16) & 255) * light / 1000 2457 let sk: i64 = wsky(base, syy) 2458 var fog: i64 = steps*280/MAXSTEPS 2459 if fog > 236 { fog = 236 } 2460 r = r + ((sk & 255) - r)*fog/256 2461 g = g + (((sk >> 8) & 255) - g)*fog/256 2462 bl = bl + (((sk >> 16) & 255) - bl)*fog/256 2463 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(bl,0,255)) 2464} 2465 2466// THE GAME SPEC WRITER -- two complete game identities as DATA over one engine. 2467// v0 = NISHI CRAFT (sunlit overworld). v1 = NISHI DEPTHS (twilight cavern plateau: no sun/clouds/ 2468// trees, ember horizon, vast cave nets, mossy basalt, glowing ores and glow-mobs). 2469func wc_spec(base: i64, v: i64) -> i64 { 2470 let sp: *i64 = wsp(base) 2471 var k: i64 = 0 2472 while k < WC_SPECN { sp[k] = 0; k = k + 1 } // E1: was a bare 64. This loop is what re-arms 2473 // P_ERTAL to its not-yet-measured sentinel on 2474 // every identity load, so leaving it at 64 would 2475 // have carried one world's talus into the next. 2476 // GE13b THE WARDROBE -- identity-independent DATA, written before any identity branch so every 2477 // world owns the same table by default and may override a row below (or through a recipe row 2478 // once the page validator admits 70-78). Palettes are hue RANGES, never one colour: the genome 2479 // picks the stop. Swimwear vivid and wide (resort colour), the cover-up sun-bleached, casual 2480 // muted, the evening dress deep and narrow -- the one dress every girl used to wear. 2481 // coverage category hue span sat lit 2482 sp[P_GARM + GAR_BIKINI_TOP - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_SWIM, 330, 120, 13, 8) 2483 sp[P_GARM + GAR_BIKINI_BOT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_SWIM, 330, 120, 13, 8) 2484 sp[P_GARM + GAR_ONEPIECE - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_SWIM, 180, 100, 12, 6) 2485 sp[P_GARM + GAR_SARONG - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_COVER, 20, 60, 9, 11) 2486 sp[P_GARM + GAR_SUNDRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_CASUAL, 40, 80, 8, 12) 2487 sp[P_GARM + GAR_TEE - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_CASUAL, 200, 160, 6, 10) 2488 sp[P_GARM + GAR_SHORTS - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 30, 40, 5, 6) 2489 sp[P_GARM + GAR_SKIRT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 340, 80, 7, 7) 2490 sp[P_GARM + GAR_DRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_EVENING, 250, 90, 10, 4) 2491 if v == 3 { 2492 // v3 = NISHI VALE, the MEDIEVAL VILLAGE: rolling green highland, deep woods, cold 2493 // snowline, cave-riddled stone. THIRD WORLD, ZERO ENGINE CODE -- the recombination 2494 // claim at n=3. Wardens run wide here (P_WARD), so a traveler arrives to REAL stakes. 2495 sp[P_TBASE] = 8 2496 sp[P_TAMP1] = 22 2497 sp[P_TAMP2] = 7 2498 sp[P_WATER] = 7 2499 sp[P_SNOW] = 26 2500 sp[P_TREE] = 11 // deep woods, tuned to the PUBLISHED 2501 // 500-800 trees/ha band -- 19 measured 372/ha, 2502 // barely half a real forest (T53; ported from 2503 // the laptop line 2026-08-02, same fork as 2504 // P_HISTAGE -- the fix existed and never landed) 2505 sp[P_TREEMAX] = 25 // woods climb to the snowline here 2506 sp[P_HISTAGE] = 0 // MEASURED, not assumed: symmetric value- 2507 // noise yields HI ~594 permil = mature 2508 sp[P_CAVETH] = 168 // more cavern than craft's 182 2509 sp[P_SKYTOP] = wpack(86, 122, 176) 2510 sp[P_SKYHOR] = wpack(196, 200, 206) 2511 sp[P_SUN] = 1 2512 sp[P_CLOUD] = 1 2513 sp[P_PAL + 1] = wpack(72, 124, 56) // highland grass 2514 sp[P_PAL + 2] = wpack(94, 72, 50) // loam 2515 sp[P_PAL + 3] = wpack(118, 116, 120) // quarry stone 2516 sp[P_PAL + 4] = wpack(44, 82, 140) // cold water 2517 sp[P_PAL + 5] = wpack(190, 178, 150) // riverbank 2518 sp[P_PAL + 6] = wpack(88, 62, 36) // timber 2519 sp[P_PAL + 7] = wpack(40, 96, 44) // dark canopy 2520 sp[P_PAL + 8] = wpack(238, 240, 246) // snow 2521 sp[P_PAL + 9] = wpack(66, 66, 72) 2522 sp[P_PAL + 10] = wpack(176, 142, 118) 2523 sp[P_PAL + 11] = wpack(224, 188, 92) 2524 sp[P_MOBC + 0] = wpack(206, 160, 96) 2525 sp[P_MOBC + 1] = wpack(160, 118, 62) 2526 sp[P_MOBC + 2] = wpack(120, 158, 190) 2527 sp[P_MOBC + 3] = wpack(78, 110, 146) 2528 sp[P_MOBC + 4] = wpack(178, 120, 160) 2529 sp[P_MOBC + 5] = wpack(134, 86, 122) 2530 sp[P_PAL2 + 0] = wpack(88, 60, 38) 2531 sp[P_PAL2 + 1] = wpack(120, 186, 90) 2532 sp[P_PAL2 + 2] = wpack(92, 168, 58) 2533 sp[P_PAL2 + 3] = wpack(230, 200, 82) 2534 sp[P_PAL2 + 4] = wpack(58, 42, 30) 2535 sp[P_DAYLEN] = 72000 2536 sp[P_SEASD] = 3 2537 sp[P_GROWE] = 2400 2538 sp[P_GROWW] = 5 // a harder land: crops take longer 2539 sp[P_GROWD] = 1 2540 sp[P_RAINS + 0] = 420 // wet spring 2541 sp[P_RAINS + 1] = 220 2542 sp[P_RAINS + 2] = 380 2543 sp[P_RAINS + 3] = 180 2544 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 2545 sp[P_ADV + 1] = (1 << 16) | 3 2546 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 2547 sp[P_CURI] = 400 2548 sp[P_OUTFIT] = 0 2549 sp[P_WARD] = 20 // wardens hunt from 20 blocks by DAY here 2550 sp[P_BLDG] = 2 // W3: the medieval village -- densest settlement 2551 sp[P_BLDGSPEC] = 2 // stonecot archetype 2552 return 0 2553 } 2554 if v == 2 { 2555 sp[P_SURF] = 1 // GE53: NISHI SHORE is the NO-VOXEL world -- its ground is the continuous field 2556 // v2 = NISHI SHORE, the REVIEW STAGE (operator 2026-08-02): near-flat warm sand, a 2557 // sea, no trees/caves/snow -- body and sprite rendering judged WITHOUT environment 2558 // distraction, with the outfit dimension ACTIVE (mixed beach). One engine, one more 2559 // identity: this whole world is 30 data rows, which IS the recombination claim. 2560 sp[P_TBASE] = 11 2561 sp[P_TAMP1] = 2 2562 sp[P_TAMP2] = 1 2563 sp[P_WATER] = 9 2564 sp[P_SNOW] = 99 2565 sp[P_TREE] = 0 2566 sp[P_CAVETH] = 255 2567 // GE13: the sea this identity always PROMISED -- P_WATER 9 under base 11 never dipped 2568 // below the waterline, so the data declared a shore the terrain shape could not 2569 // produce (the operator's 2026-08-27 frame: a beach with no ocean). One row fixes it: 2570 // ocean toward +z, shoreline at absolute z=100 (inside the boot window, beyond the 2571 // review stage and both gate fixture plateaus), 20-block beach ramp, seabed 4 => 2572 // up to 5 blocks of swimmable water at flood level 9. 2573 sp[P_OCEAN] = 0 + (612 << 2) + (20 << 12) + (4 << 18) // edge=+z shore=100+512 slope=20 bed=4 2574 sp[P_SKYTOP] = wpack(110, 168, 230) 2575 sp[P_SKYHOR] = wpack(214, 226, 240) 2576 sp[P_SUN] = 1 2577 sp[P_CLOUD] = 1 2578 sp[P_PAL + 1] = wpack(226, 204, 148) // shore sand (the "grass" slot) 2579 sp[P_PAL + 2] = wpack(206, 180, 128) // packed sand 2580 sp[P_PAL + 3] = wpack(180, 170, 158) // beach rock 2581 sp[P_PAL + 4] = wpack(56, 140, 196) // warm sea 2582 sp[P_PAL + 5] = wpack(232, 214, 160) // dry sand 2583 sp[P_PAL + 6] = wpack(150, 110, 70) // driftwood 2584 sp[P_PAL + 7] = wpack(96, 150, 96) // beach scrub 2585 sp[P_PAL + 8] = wpack(240, 240, 244) 2586 sp[P_PAL + 9] = wpack(120, 116, 110) 2587 sp[P_PAL + 10] = wpack(176, 142, 118) 2588 sp[P_PAL + 11] = wpack(224, 188, 92) 2589 sp[P_MOBC + 0] = wpack(240, 178, 84) 2590 sp[P_MOBC + 1] = wpack(196, 138, 56) 2591 sp[P_MOBC + 2] = wpack(96, 206, 196) 2592 sp[P_MOBC + 3] = wpack(64, 158, 150) 2593 sp[P_MOBC + 4] = wpack(238, 138, 186) 2594 sp[P_MOBC + 5] = wpack(190, 100, 144) 2595 sp[P_PAL2 + 0] = wpack(94, 64, 40) 2596 sp[P_PAL2 + 1] = wpack(120, 186, 90) 2597 sp[P_PAL2 + 2] = wpack(92, 168, 58) 2598 sp[P_PAL2 + 3] = wpack(230, 200, 82) 2599 sp[P_PAL2 + 4] = wpack(64, 46, 32) 2600 sp[P_DAYLEN] = 72000 2601 sp[P_SEASD] = 3 2602 sp[P_GROWE] = 2400 2603 sp[P_GROWW] = 6 2604 sp[P_GROWD] = 1 2605 sp[P_RAINS + 0] = 60 // a review stage stays mostly sunny 2606 sp[P_RAINS + 1] = 40 2607 sp[P_RAINS + 2] = 60 2608 sp[P_RAINS + 3] = 40 2609 sp[P_ADV + 0] = (4 << 16) | (2 << 8) | 4 // the water's edge is the gathering place 2610 sp[P_ADV + 1] = (1 << 16) | 3 2611 sp[P_CURI] = 350 2612 sp[P_OUTFIT] = 1 2613 sp[P_BLDG] = 4 // W3: sparse driftwood huts along the shore 2614 sp[P_BLDGSPEC] = 1 // hut archetype 2615 return 0 2616 } 2617 // FARMING-LIFE rows, shared by every identity (the loop itself is identity-independent DATA) 2618 sp[P_PAL2 + 0] = wpack(94, 64, 40) // tilled farmland, dry 2619 sp[P_PAL2 + 1] = wpack(120, 186, 90) // crop sprout 2620 sp[P_PAL2 + 2] = wpack(92, 168, 58) // crop growing 2621 sp[P_PAL2 + 3] = wpack(230, 200, 82) // crop MATURE (reads golden at a glance) 2622 sp[P_PAL2 + 4] = wpack(64, 46, 32) // farmland wet (soaked dark soil) 2623 sp[P_DAYLEN] = 72000 // 20 real minutes at the fixed 60Hz sim 2624 // tick -- the shipped-sim benchmark band 2625 // (Minecraft 20:00/day, Stardew 14:33, 2626 // Vintage Story ~24:00): a day you can 2627 // farm INSIDE, not a light show 2628 sp[P_SEASD] = 3 2629 sp[P_GROWE] = 2400 // one growth/hydration roll per farm cell 2630 // per ~40s -- Minecraft's random-tick 2631 // cadence (~47s/block avg) on our grid; 2632 // wet stencil den=5 => a watered crop 2633 // matures in ~6.7 min =~ 1/3 day (the 2634 // Minecraft wheat band) 2635 sp[P_GROWW] = 6 2636 sp[P_GROWD] = 1 2637 sp[P_RAINS + 0] = 340 // spring 2638 sp[P_RAINS + 1] = 180 // summer 2639 sp[P_RAINS + 2] = 300 // autumn 2640 sp[P_RAINS + 3] = 120 // winter 2641 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 // a mature field draws foragers (need 0 = hunger) 2642 sp[P_ADV + 1] = (1 << 16) | 3 // grass meadow: light grazing 2643 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 // water's edge: where girls gather to talk 2644 sp[P_CURI] = 350 2645 if v == 1 { 2646 sp[P_TBASE] = 22 2647 sp[P_TAMP1] = 8 2648 sp[P_TAMP2] = 4 2649 sp[P_WATER] = 5 2650 sp[P_SNOW] = 99 2651 sp[P_TREE] = 0 2652 sp[P_CAVETH] = 148 2653 sp[P_SKYTOP] = wpack(28, 22, 40) 2654 sp[P_SKYHOR] = wpack(96, 48, 40) 2655 sp[P_SUN] = 0 2656 sp[P_CLOUD] = 0 2657 sp[P_PAL + 1] = wpack(74, 122, 84) // moss 2658 sp[P_PAL + 2] = wpack(88, 62, 48) // packed earth 2659 sp[P_PAL + 3] = wpack(98, 90, 104) // basalt 2660 sp[P_PAL + 4] = wpack(60, 190, 180) // glow-water 2661 sp[P_PAL + 5] = wpack(120, 100, 80) 2662 sp[P_PAL + 6] = wpack(70, 50, 36) 2663 sp[P_PAL + 7] = wpack(60, 90, 60) 2664 sp[P_PAL + 8] = wpack(200, 200, 210) 2665 sp[P_PAL + 9] = wpack(58, 58, 66) 2666 sp[P_PAL + 10] = wpack(198, 150, 116) 2667 sp[P_PAL + 11] = wpack(255, 206, 96) // gold veins GLOW down here 2668 sp[P_MOBC + 0] = wpack(255, 128, 64) // ember 2669 sp[P_MOBC + 1] = wpack(200, 84, 40) 2670 sp[P_MOBC + 2] = wpack(124, 220, 255) // ice-glow 2671 sp[P_MOBC + 3] = wpack(80, 160, 200) 2672 sp[P_MOBC + 4] = wpack(204, 124, 255) // violet 2673 sp[P_MOBC + 5] = wpack(150, 84, 200) 2674 return 0 2675 } 2676 sp[P_TBASE] = 4 2677 sp[P_TAMP1] = 17 2678 sp[P_TAMP2] = 5 2679 sp[P_WATER] = 9 2680 sp[P_SNOW] = 20 2681 sp[P_TREE] = 43 2682 sp[P_CAVETH] = 182 2683 // DEFAULT SKY TONES DERIVED, NOT PICKED (2026-08-26): zenith = 1 airmass, horizon = the 2684 // Kasten-Young 38-airmass bound, each channel single-scattered by lambda^-4 and display- 2685 // encoded -- nx_atmosphere's own worked example lands at (80,117,176) where the retired 2686 // hand-picked default sat at (86,122,176): the palette was approximating the physics. 2687 // Per-world identity overrides above KEEP their deliberate looks; only the default derives. 2688 let am_t: i64 = nx_atm_airmass_q(0) 2689 let am_h: i64 = nx_atm_airmass_q(NX_ATM_Q) 2690 sp[P_SKYTOP] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_t)), 2691 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_t)), 2692 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_t))) 2693 sp[P_SKYHOR] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_h)), 2694 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_h)), 2695 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_h))) 2696 sp[P_SUN] = 1 2697 sp[P_CLOUD] = 1 2698 sp[P_PAL + 1] = wpack(84, 158, 62) // grass 2699 sp[P_PAL + 2] = wpack(122, 86, 56) // dirt 2700 sp[P_PAL + 3] = wpack(126, 126, 132) // stone 2701 sp[P_PAL + 4] = wpack(52, 96, 190) // water 2702 sp[P_PAL + 5] = wpack(206, 190, 132) // sand 2703 sp[P_PAL + 6] = wpack(104, 74, 40) // wood 2704 sp[P_PAL + 7] = wpack(52, 122, 44) // leaves 2705 sp[P_PAL + 8] = wpack(232, 238, 244) // snow 2706 sp[P_PAL + 9] = wpack(72, 74, 80) // coal 2707 sp[P_PAL + 10] = wpack(176, 142, 118) // iron 2708 sp[P_PAL + 11] = wpack(224, 188, 92) // gold 2709 sp[P_MOBC + 0] = wpack(240, 178, 84) 2710 sp[P_MOBC + 1] = wpack(196, 138, 56) 2711 sp[P_MOBC + 2] = wpack(96, 206, 196) 2712 sp[P_MOBC + 3] = wpack(64, 158, 150) 2713 sp[P_MOBC + 4] = wpack(238, 138, 186) 2714 sp[P_MOBC + 5] = wpack(190, 100, 144) 2715 sp[P_BLDG] = 3 // W3: scattered cottages in the green hills 2716 sp[P_BLDGSPEC] = 0 // cottage archetype 2717 return 0 2718} 2719 2720// mobs: 12 creatures spawned on grass, deterministic, through the CERTIFIED entity store 2721// (handle = index+generation, stale-handle-proof by construction -- the part's gate owns that claim) 2722func genmobs(base: i64, sd: i64) -> i64 { 2723 let m: *i64 = mobp(base) 2724 en_init(m, MOB_CAP, MOB_NCOMP) 2725 var i: i64 = 0 2726 var placed: i64 = 0 2727 while i < 200 { 2728 if placed < WC_CAST_N { 2729 let mx: i64 = 4 + whash(i*13 + 5, i*7 + 1, sd + 400) % (WX - 8) 2730 let mz: i64 = 4 + whash(i*17 + 3, i*29 + 9, sd + 500) % (WZ - 8) 2731 let h: i64 = wheight(base, mx, mz, sd) 2732 if h < wsp(base)[P_SNOW] - 1 { if vget(base, mx, h, mz) == 1 { 2733 let hd: i64 = en_spawn(m) 2734 if hd > 0 { 2735 en_set(m, hd, MC_X, mx*256 + 128) 2736 en_set(m, hd, MC_Y, (h + 1)*256) 2737 en_set(m, hd, MC_Z, mz*256 + 128) 2738 en_set(m, hd, MC_KIND, whash(mx, mz, sd + 600) % 3) 2739 en_set(m, hd, MC_PH, whash(mz, mx, sd + 700) % WATER_MAGIC_4096) 2740 var dg: i64 = 0 2741 if whash(mx + 13, mz + 7, sd + 800) % 3 == 0 { dg = 1 } 2742 en_set(m, hd, MC_DISG, dg) 2743 let g1: i64 = whash(mx*3 + 1, mz*5 + 9, sd + 900) 2744 let g2: i64 = whash(mz*7 + 3, mx*11 + 5, sd + 901) 2745 // HAIR-HUE NIBBLE (2026-08-30, measured in-page: hist(gv&7)=[12,0,0,0,0,0,0,0]): bits 0-3 are 2746 // the declared hair-hue field (MC_GENE layout, L296) yet g1*4096 + g2*16 can never set them, so 2747 // every girl ever spawned shared ONE hair colour (blonde under the old palette, black under the 2748 // melanin one). Roll the low nibble from its own hash lane; the two existing lanes are untouched. 2749 let g3: i64 = whash(mx*13 + 7, mz*17 + 11, sd + 902) % 16 2750 en_set(m, hd, MC_GENE, (g1*WATER_MAGIC_4096 + g2*16 + g3) % WATER_MAGIC_1048576) 2751 placed = placed + 1 2752 } 2753 } } 2754 } 2755 i = i + 1 2756 } 2757 return placed 2758} 2759 2760// ---------- init / tick / render ---------- 2761 2762// A spawn-relative scene fixture, written once into the same voxel buffer the GPU uploads. 2763// Preflight prevents partial stamps and preserves existing non-foliage geometry. 2764func wc_spawn_bush(base: i64, forward: i64, lateral: i64, radius: i64, height: i64, material: i64) -> i64 { 2765 if radius < 1 { return 0 - 1 } 2766 if height < 1 { return 0 - 1 } 2767 if radius >= WX/2 { return 0 - 1 } 2768 if height >= WY { return 0 - 1 } 2769 if material != BEACH_RELEASE_MATERIAL { return 0 - 1 } 2770 let s: *i64 = wst(base) 2771 let sy: i64 = it_sin4096(s[S_YAW]) 2772 let co: i64 = it_cos4096(s[S_YAW]) 2773 let cx: i64 = (s[S_SPX] >> 8) + (sy*forward + co*lateral)/4096 2774 let cz: i64 = (s[S_SPZ] >> 8) + (co*forward - sy*lateral)/4096 2775 if cx-radius < 0 { return 0 - 1 } 2776 if cx+radius >= WX { return 0 - 1 } 2777 if cz-radius < 0 { return 0 - 1 } 2778 if cz+radius >= WZ { return 0 - 1 } 2779 let raw: i64 = wheight(base, cx+s[S_WOX], cz+s[S_WOZ], s[S_SEED]) 2780 let ground: i64 = wsp_beach_ocean(wsp(base), cx+s[S_WOX], cz+s[S_WOZ], raw) 2781 if ground <= wsp(base)[P_WATER] { return 0 - 1 } 2782 if ground+height >= WY { return 0 - 1 } 2783 var phase: i64 = 0 2784 var count: i64 = 0 2785 while phase < 2 { 2786 var y: i64 = 1 2787 while y <= height { 2788 var dz: i64 = 0-radius 2789 while dz <= radius { 2790 var dx: i64 = 0-radius 2791 while dx <= radius { 2792 var ax: i64 = dx; if ax < 0 { ax = 0-ax } 2793 var az: i64 = dz; if az < 0 { az = 0-az } 2794 if ax+az <= radius+height-y { 2795 if phase == 0 { 2796 let old: i64 = vget(base, cx+dx, ground+y, cz+dz) 2797 if old != 0 { if old != material { return 0 - 1 } } 2798 count = count+1 2799 } else { 2800 vset(base, cx+dx, ground+y, cz+dz, material) 2801 } 2802 } 2803 dx = dx+1 2804 } 2805 dz = dz+1 2806 } 2807 y = y+1 2808 } 2809 phase = phase+1 2810 } 2811 wc_wmax(base) 2812 return count 2813} 2814 2815func init_impl_v(base: i64, v: i64, seed: i64) -> i64 { 2816 wc_spec(base, v) 2817 // W1c: gen-time recipe overrides -- AFTER identity defaults, BEFORE genworld reads them. 2818 // Allowlist = the gen-time slots only (0..6 terrain shape, 59 treemax, 60 histage, 61 2819 // treespec, 62 settlement density, 63 settlement archetype); style 2820 // slots keep the post-boot poke lane so the two channels never blur. A zero region is a 2821 // clean no-op; the applied count lands in S_GENP below (announce-in-world-truth, sect-30d). 2822 let gp9: *i64 = wgp(base) 2823 let spg9: *i64 = wsp(base) 2824 var gpn9: i64 = 0 2825 if gp9[0] == GENP_MAGIC { 2826 var gk9: i64 = gp9[1] 2827 if gk9 < 0 { gk9 = 0 } 2828 if gk9 > GENP_MAXP { gk9 = GENP_MAXP } 2829 var gi9: i64 = 0 2830 while gi9 < gk9 { 2831 let gx9: i64 = gp9[2 + gi9*2] 2832 // THE ONE ALLOWLIST (nx_genp_allow_lib, 2026-09-04): this chain was hand-enumerated here and mirrored, 2833 // with drift, in nx_world_snap and nx_game_page_emit; all three now read genp_gen_ok, and T90 pins each 2834 // P_* slot to it. Gen-time because these rows shape what genworld is about to read -- poked after boot 2835 // they would be the silent no-op this whitelist exists for. 2836 let gok9: i64 = genp_gen_ok(gx9) 2837 if gok9 == 1 { spg9[gx9] = gp9[3 + gi9*2]; gpn9 = gpn9 + 1 } 2838 gi9 = gi9 + 1 2839 } 2840 } 2841 let s: *i64 = wst(base) 2842 var k: i64 = 0 2843 while k < 64 { s[k] = 0; k = k + 1 } 2844 let ej0: *i64 = ejp(base) 2845 var kj: i64 = 0 2846 while kj < EJRN_SLOTS { ej0[kj] = 0; kj = kj + 1 } 2847 s[S_SEED] = seed 2848 s[S_VAR] = v // after the zero loop -- an earlier set 2849 // here was wiped (the zero-loop-order class) 2850 s[S_GENP] = gpn9 // same zero-loop-order law as S_VAR above 2851 s[S_T] = wsp(base)[P_DAYLEN]/4 // first frame = MID-MORNING light (the 2852 // visitor's first impression; a dawn-dark 2853 // spawn read as night, screenshot-caught) 2854 genworld(base, seed) 2855 wc_wmax(base) 2856 genmobs(base, seed) 2857 // A4/C1: zero the spring + need regions (init may reuse a dirty arena), then seat and seed 2858 let sb0i: *i64 = (base + O_SOFT) as *i64 2859 var kzi: i64 = 0 2860 while kzi < MOB_CAP*SB_PTS*SD_STRIDE { sb0i[kzi] = 0; kzi = kzi + 1 } 2861 let nd0i: *i64 = (base + O_NEED) as *i64 2862 var kni: i64 = 0 2863 while kni < MOB_CAP*4 { nd0i[kni] = 0; kni = kni + 1 } 2864 wc_soft_seat_all(base) 2865 wc_need_seed(base) 2866 wc_mind_zero(base) 2867 // spawn on the TALLEST central column: from a local peak every direction is a vista, 2868 // never a cliff wall filling the first frame (the eyeball found exactly that) 2869 var sx: i64 = WX/2 2870 var sz: i64 = WZ/2 2871 var sh: i64 = 0 2872 var qz: i64 = WZ/2 - 12 2873 while qz < WZ/2 + 12 { 2874 var qx: i64 = WX/2 - 12 2875 while qx < WX/2 + 12 { 2876 let qh: i64 = wheight(base, qx, qz, seed) 2877 if qh > sh { sh = qh; sx = qx; sz = qz } 2878 qx = qx + 1 2879 } 2880 qz = qz + 1 2881 } 2882 // W2b: a spawn column may carry understory at feet height -- clear it. GUARDED so legacy 2883 // (understory-less) worlds stay byte-identical; gen-time vegetation is not journaled, so a 2884 // later window-slide repaint is harmless (the player has long moved). 2885 if ((wsp(base)[P_TREESPEC] >> 18) & 7) > 0 { 2886 vset(base, sx, sh + 1, sz, 0) 2887 vset(base, sx, sh + 2, sz, 0) 2888 } 2889 s[S_CX] = sx*256 + 128 2890 s[S_CZ] = sz*256 + 128 2891 s[S_CY] = (sh + 1)*256 + EYE 2892 s[S_SPX] = s[S_CX] 2893 s[S_SPY] = s[S_CY] 2894 s[S_SPZ] = s[S_CZ] 2895 s[S_YAW] = 0 2896 // GE45 review framing (2026-09-04): an identity with an ocean row spawns FACING the sea. The shore identity's 2897 // +z edge is yaw 0 already, so this is byte-identical there and correct for any other edge a recipe declares. 2898 let sy0: i64 = wsp_sea_yaw(wsp(base)) 2899 if sy0 >= 0 { s[S_YAW] = sy0 } 2900 s[S_PITCH] = 0 2901 s[S_Q] = Q_START 2902 if v == BEACH_RELEASE_WORLD { 2903 let release_cells: i64 = wc_spawn_bush(base, BEACH_RELEASE_FORWARD, BEACH_RELEASE_LATERAL, BEACH_RELEASE_RADIUS, BEACH_RELEASE_HEIGHT, BEACH_RELEASE_MATERIAL) 2904 // The release fixture is non-critical: a crowded or submerged site must not 2905 // prevent the world's input bindings and remaining startup from completing. 2906 if release_cells > 0 { 2907 let release_spec: *i64 = wsp(base) 2908 release_spec[P_PAL + BEACH_RELEASE_MATERIAL] = wpack(BEACH_RELEASE_RED, BEACH_RELEASE_GREEN, BEACH_RELEASE_BLUE) 2909 } 2910 } 2911 ia_init(winp(base)) 2912 ia_bind(winp(base), 82, IA_LUP) // R = look up (real action bits since seq1136) 2913 ia_bind(winp(base), 70, IA_LDOWN) // F = look down (G = party invite, below) 2914 ia_bind(winp(base), 32, IA_JUMP) // space = jump (touch center zone jumps too) 2915 ia_bind(winp(base), 81, IA_MOD) // Q = cycle the hotbar selection 2916 ia_bind(winp(base), 72, IA_HOME) // H = return to spawn (edge-fall rescue) 2917 return 0 2918} 2919func init_impl(base: i64, seed: i64) -> i64 { return init_impl_v(base, 0, seed) } 2920 2921// return to spawn: position + velocity reset, world untouched (the operator's reset button) 2922func wc_respawn(base: i64) -> i64 { 2923 let s: *i64 = wst(base) 2924 s[S_CX] = s[S_SPX] 2925 s[S_CY] = s[S_SPY] 2926 s[S_CZ] = s[S_SPZ] 2927 s[S_VY] = 0 2928 s[S_GROUNDED] = 1 2929 return 0 2930} 2931 2932// highest solid y at a column (collision floor), -1 if none 2933func wground(base: i64, x: i64, z: i64) -> i64 { 2934 var y: i64 = WY - 1 2935 while y >= 0 { 2936 if vsolid(base, x, y, z) == 1 { return y } 2937 y = y - 1 2938 } 2939 return 0 - 1 2940} 2941 2942// Collision uses the same continuous terrain field as rendering; non-terrain solids remain cells. 2943func wc_contact_floor_q(base: i64, xq: i64, zq: i64, top: i64) -> i64 { 2944 let sp: *i64 = wsp(base) 2945 var y: i64 = top 2946 if y >= WY { y = WY - 1 } 2947 var floor: i64 = 0 - 1 2948 if sp[P_SURF] == 1 { 2949 floor = wc_surface_source(base,xq,zq) 2950 if floor < 0 { return 0 - 1 } 2951 } 2952 while y >= 0 { 2953 let b: i64 = vget(base,xq >> 8,y,zq >> 8) 2954 var eligible: i64 = vsolid(base,xq >> 8,y,zq >> 8) 2955 if sp[P_SURF] == 1 { if wterrain(b) == 1 { eligible = 0 } } 2956 if eligible == 1 { 2957 let celltop: i64 = (y+1)*256 2958 if celltop > floor { floor = celltop } 2959 return floor 2960 } 2961 y = y - 1 2962 } 2963 return floor 2964} 2965 2966// try to stand at (nxq, nzq): returns the required cam y (Q8) or -1 if the move is blocked 2967func wstand(base: i64, nxq: i64, nzq: i64, cyq: i64) -> i64 { 2968 let floor: i64 = wc_contact_floor_q(base, nxq, nzq, WY - 1) 2969 var stand: i64 = floor + EYE 2970 let wl2: i64 = wsp(base)[P_WATER] 2971 let wsurf: i64 = (wl2 + 1)*256 + EYE - 96 // float slightly sunk in water 2972 if stand < wsurf { if vget(base, nxq >> 8, wl2, nzq >> 8) == 4 { stand = wsurf } } 2973 // VOID COLUMN = WALL: no ground below means off the world's edge -- refuse the step (the 2974 // walk-off-and-vanish bug: wstand happily computed a hover height over nothing) 2975 if floor < 0 { return 0 - 1 } 2976 if stand - cyq > 384 { return 0 - 1 } // more than a 1.5-block rise = wall 2977 let heady: i64 = (stand + 128) >> 8 2978 if vsolid(base, nxq >> 8, heady, nzq >> 8) == 1 { return 0 - 1 } 2979 return stand 2980} 2981 2982// stand height for the CURRENT column (no wall refusal -- the vertical-physics target) 2983func wstand_here(base: i64, xq: i64, zq: i64) -> i64 { 2984 let floor: i64 = wc_contact_floor_q(base, xq, zq, WY - 1) 2985 if floor < 0 { return 0 - 1 } 2986 var stand: i64 = floor + EYE 2987 let wl3: i64 = wsp(base)[P_WATER] 2988 let wsurf: i64 = (wl3 + 1)*256 + EYE - 96 2989 if stand < wsurf { if vget(base, xq >> 8, wl3, zq >> 8) == 4 { stand = wsurf } } 2990 return stand 2991} 2992 2993// mob floor: first solid scanning DOWN from just above the mob's feet -- wground scans from the 2994// SKY and reads an overhanging leaf canopy as "ground 5 blocks up", which froze every mob under a 2995// tree (measured: phase advanced 982/tick = the refusal branch, position never moved). 2996// body clearance: a girl is ~2 blocks tall -- the two cells above the ground must be AIR or 2997// she stands with her head/shoulders inside an overhang (invisible as SDF; as a MESH her 2998// buried parts discard and the poking limbs read as floating shards -- operator-reported). 2999// GE12b -- BODY CLEARANCE. mob_fits (below) proves only her OWN cell's air column, but a girl 3000// is a CYLINDER of radius MOB_R_Q8, so standing near a cell edge her body overlaps the 3001// neighbouring solid: the operator's 2026-08-27 frame caught exactly that -- a girl leaning 3002// THROUGH a cliff wall with her shins inside the blocks. These clamp her fractional position 3003// away from any solid neighbour at either body course. Integer, deterministic, and a pure 3004// no-op in open ground (no solid neighbour => the position is returned untouched). 3005// RADIUS IS NOT A NEW NUMBER: npc_pick already models her body as r=.35 blocks for hit 3006// detection, and .35*256 = 89.6 -> 90 q8. One body, one radius; a second value here would be 3007// two rulers for one girl (she could be hittable where she is not present, and vice versa). 3008const MOB_R_Q8: i64 = 90 3009func mob_solid2(base: i64, x: i64, g: i64, z: i64) -> i64 { 3010 if vsolid(base, x, g + 1, z) == 1 { return 1 } 3011 if vsolid(base, x, g + 2, z) == 1 { return 1 } 3012 return 0 3013} 3014func mob_clear_x(base: i64, nx: i64, nz: i64, g: i64) -> i64 { 3015 let cx: i64 = nx >> 8 3016 let cz: i64 = nz >> 8 3017 let fr: i64 = nx - cx*256 3018 var r: i64 = nx 3019 if fr < MOB_R_Q8 { if mob_solid2(base, cx - 1, g, cz) == 1 { r = cx*256 + MOB_R_Q8 } } 3020 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx + 1, g, cz) == 1 { r = cx*256 + 256 - MOB_R_Q8 } } 3021 return r 3022} 3023func mob_clear_z(base: i64, nx: i64, nz: i64, g: i64) -> i64 { 3024 let cx: i64 = nx >> 8 3025 let cz: i64 = nz >> 8 3026 let fr: i64 = nz - cz*256 3027 var r: i64 = nz 3028 if fr < MOB_R_Q8 { if mob_solid2(base, cx, g, cz - 1) == 1 { r = cz*256 + MOB_R_Q8 } } 3029 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx, g, cz + 1) == 1 { r = cz*256 + 256 - MOB_R_Q8 } } 3030 return r 3031} 3032func mob_fits(base: i64, x: i64, g: i64, z: i64) -> i64 { 3033 if vsolid(base, x, g + 1, z) == 1 { return 0 } 3034 if vsolid(base, x, g + 2, z) == 1 { return 0 } 3035 return 1 3036} 3037 3038func mob_ground(base: i64, x: i64, ytop: i64, z: i64) -> i64 { 3039 var y: i64 = ytop 3040 if y > WY - 1 { y = WY - 1 } 3041 while y >= 0 { 3042 if vsolid(base, x, y, z) == 1 { return y } 3043 y = y - 1 3044 } 3045 return 0 - 1 3046} 3047 3048// GE12 -- GAIT-PHASED VERTICAL LOCOMOTION (gameengine rung mob_step_gait). A mob's Y no longer 3049// EASES linearly toward the stand height (the 64 q8/tick glide the operator caught 2026-08-26: 3050// a climb glided and a drop floated). Two named regimes, one ruler each: 3051// STEP UP -> the cited stair-ascent rate WC_STEP_EASE_UP (gamefeel row step_ease_up_q8), and 3052// only in a tick where a stride step landed -- the caller is the move branch, so the 3053// rise is gait-phased BY CONSTRUCTION, never a free-running ramp; 3054// DROP -> the PLAYER'S OWN integrator (v -= GRAV per tick, clamped at VTERM, landing snaps to 3055// the stand height and zeroes v): every falling body in the world obeys one gravity. 3056// vyp[k] is her vertical velocity (O_MOBVY). Returns the new Y (q8). All inputs are arena state, 3057// so replay stays bit-identical (T4/T17). ph/gait are untouched: this is Y only. 3058func mob_step_gait(vyp: *i64, k: i64, cy0: i64, ng: i64) -> i64 { 3059 var vy9: i64 = vyp[k] 3060 var ny9: i64 = cy0 3061 if ng > cy0 { 3062 ny9 = cy0 + WC_STEP_EASE_UP 3063 if ny9 > ng { ny9 = ng } 3064 vy9 = 0 3065 } 3066 if ng < cy0 { 3067 vy9 = vy9 - GRAV 3068 if vy9 < 0 - VTERM { vy9 = 0 - VTERM } 3069 ny9 = cy0 + vy9 3070 if ny9 <= ng { ny9 = ng; vy9 = 0 } 3071 } 3072 if ng == cy0 { vy9 = 0 } 3073 vyp[k] = vy9 3074 return ny9 3075} 3076 3077// NPC HIT DETECTION: march the view ray in half-block samples up to 7 blocks; a solid voxel 3078// blocks it (walls occlude, real detection); a sample inside a girl's body cylinder (r=.35, 3079// h=1.7) targets her. Returns the dense index or -1. The same pass PUSHES the player out of 3080// bodies (they have PRESENCE now -- no more walking through people). 3081func npc_pick(base: i64, fx: i64, fy: i64, fz: i64) -> i64 { 3082 let s: *i64 = wst(base) 3083 let m: *i64 = mobp(base) 3084 var t: i64 = 1 3085 while t <= 14 { 3086 let px2: i64 = s[S_CX] + fx*t*128/WATER_MAGIC_4096 3087 let py2: i64 = s[S_CY] + fy*t*128/WATER_MAGIC_4096 3088 let pz2: i64 = s[S_CZ] + fz*t*128/WATER_MAGIC_4096 3089 if vsolid(base, px2 >> 8, py2 >> 8, pz2 >> 8) == 1 { return 0 - 1 } 3090 var k: i64 = 0 3091 while k < en_count(m) { 3092 let h: i64 = en_nth(m, k) 3093 var ddx: i64 = px2 - en_get(m, h, MC_X) 3094 if ddx < 0 { ddx = 0 - ddx } 3095 var ddz: i64 = pz2 - en_get(m, h, MC_Z) 3096 if ddz < 0 { ddz = 0 - ddz } 3097 let dy2: i64 = py2 - en_get(m, h, MC_Y) 3098 if ddx < 90 { if ddz < 90 { if dy2 >= 0 { if dy2 < 440 { return k } } } } 3099 k = k + 1 3100 } 3101 t = t + 1 3102 } 3103 return 0 - 1 3104} 3105 3106// ---------- A1: the integer tick calendar (day/night + 4 seasons) ---------- 3107// Pure functions of (S_T, spec) -> bit-exact across arenas by construction. Every phase compare 3108// CROSS-MULTIPLIES (the banked integer-truncation law: never divide a value before comparing it). 3109// RECOMBINATION CONTRACT: a different game = a different spec; a recombined identity turns a 3110// subsystem OFF by zeroing its rows, so every consumer guards the zero (endless day, no rain, 3111// no farm clock) instead of trapping on a modulo-by-zero. Off is a state, never a crash. 3112func cal_dayt(base: i64) -> i64 { 3113 let dl: i64 = wsp(base)[P_DAYLEN] 3114 if dl <= 0 { return 0 } 3115 let s: *i64 = wst(base) 3116 return s[S_T] % dl 3117} 3118func cal_day(base: i64) -> i64 { 3119 let dl: i64 = wsp(base)[P_DAYLEN] 3120 if dl <= 0 { return 0 } 3121 let s: *i64 = wst(base) 3122 return s[S_T] / dl 3123} 3124func cal_season(base: i64) -> i64 { 3125 let sd: i64 = wsp(base)[P_SEASD] 3126 if sd <= 0 { return 0 } 3127 return (cal_day(base) / sd) % 4 3128} 3129// night = the last 3/8 of each day: dayt*8 >= DAYLEN*5, cross-multiplied 3130func cal_night(base: i64) -> i64 { 3131 if wsp(base)[P_DAYLEN] <= 0 { return 0 } 3132 if cal_dayt(base)*8 >= wsp(base)[P_DAYLEN]*WC_NIGHT_X8 { return 1 } 3133 return 0 3134} 3135// sun elevation as a Q12 sine: rises 0 at dawn, +4096 at noon, negative through the night 3136func cal_sunel(base: i64) -> i64 { 3137 let dl: i64 = wsp(base)[P_DAYLEN] 3138 if dl <= 0 { return 4096 } // calendar off = eternal noon 3139 let dt2: i64 = cal_dayt(base) 3140 if dt2*8 < dl*WC_NIGHT_X8 { return it_sin4096(dt2*8*IT_PI/(dl*WC_NIGHT_X8)) } 3141 return 0 - it_sin4096((dt2*8 - dl*WC_NIGHT_X8)*IT_PI/(dl*(8 - WC_NIGHT_X8))) 3142} 3143// deterministic weather: ONE roll per absolute day-eighth from (seed, segment, season table) -- 3144// the same world replays the same storms forever 3145func cal_rain(base: i64) -> i64 { 3146 let dl: i64 = wsp(base)[P_DAYLEN] 3147 if dl <= 0 { return 0 } 3148 let s: *i64 = wst(base) 3149 let seg: i64 = s[S_T]*8/dl 3150 // DELEGATED (2026-08-26) to nx_weather_lib's gate-proven wx_rain: same seed lineage (the 3151 // +3300 salt fold), same one-roll-per-absolute-day-eighth semantics (seg IS the eighth), and 3152 // the gate PROVES the long-run rate stays inside each P_RAINS row's binomial envelope -- this 3153 // delegation cannot change any world's climate, and it gains the front persistence, typed 3154 // precipitation and gradient wind the old coin structurally lacked. 3155 return wx_rain(s[S_SEED] + 3300, seg, wsp(base)[P_RAINS + cal_season(base)]) 3156} 3157 3158// the per-tick weather export writer: recomputes the eighth's state (pure fns -- cheap, replay 3159// exact) and publishes it in the spec block for the page and every other consumer. 3160func wc_weather_tick(base: i64) -> i64 { 3161 let dl: i64 = wsp(base)[P_DAYLEN] 3162 if dl <= 0 { return 0 } 3163 let s: *i64 = wst(base) 3164 let seg: i64 = s[S_T]*8/dl 3165 let sd: i64 = s[S_SEED] + 3300 3166 let row: i64 = wsp(base)[P_RAINS + cal_season(base)] 3167 let sp: *i64 = wsp(base) 3168 sp[P_WXCOV] = wx_coverage(sd, seg, row) 3169 let ws: i64 = wx_wind_speed(sd, seg) 3170 let wd: i64 = wx_wind_dir_q(sd, seg) 3171 // direction Q -> components via the sim's own it_cos4096/it_sin4096 (angle = wd scaled to tau) 3172 sp[P_WXWINDX] = ws*it_cos4096(wd*IT_PI*2/WX_Q)/4096 3173 sp[P_WXWINDZ] = ws*it_sin4096(wd*IT_PI*2/WX_Q)/4096 3174 sp[P_WXTYPE] = wx_precip(sd, seg, row, cal_season(base), cal_night(base)) 3175 sp[P_WXTEMP] = wx_temp(cal_season(base), cal_night(base), sd, seg) 3176 return 0 3177} 3178// write bst into MC_DISG bits 3-5 WITHOUT touching the disguise/met bits (0-2) or the 3179// FRIENDSHIP byte (bits 6-13) -- the old (dg & 7) mask silently erased any upper state 3180func dg_bst(dg: i64, b: i64) -> i64 { return dg - ((dg >> 3) & 7)*8 + b*8 } 3181 3182// ---------- B1/B2: soil + crops. THE EDIT JOURNAL IS THE SPARSE ACTIVE LIST ---------- 3183// Every farm cell was player-touched, so it is already journaled at absolute coords: no scan, 3184// no extra memory, and growth writes go through the same journal so world and history can 3185// never disagree. Growth is Minecraft's integer stencil: p = 1/(floor(25/speed)+1), speed 3186// from soil wetness; rolls are seed+coord+epoch hashes -> replay-safe by construction. 3187func wc_grow_set(base: i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 { 3188 let s: *i64 = wst(base) 3189 if ej_put(base, lx + s[S_WOX], ly, lz + s[S_WOZ], b) < 0 { 3190 s[S_EJDROP] = s[S_EJDROP] + 1 3191 return 0 3192 } 3193 return vset(base, lx, ly, lz, b) 3194} 3195// water within the 5x5 ring at soil level or one below (ponds sit lower than their fields) 3196func wc_wet_near(base: i64, lx: i64, ly: i64, lz: i64) -> i64 { 3197 var dz2: i64 = 0 - 2 3198 while dz2 <= 2 { 3199 var dx2: i64 = 0 - 2 3200 while dx2 <= 2 { 3201 if vget(base, lx + dx2, ly, lz + dz2) == 4 { return 1 } 3202 if vget(base, lx + dx2, ly - 1, lz + dz2) == 4 { return 1 } 3203 dx2 = dx2 + 1 3204 } 3205 dz2 = dz2 + 1 3206 } 3207 return 0 3208} 3209func wc_farm_tick(base: i64) -> i64 { 3210 let s: *i64 = wst(base) 3211 let e: *i64 = ejp(base) 3212 let sp: *i64 = wsp(base) 3213 let rain: i64 = cal_rain(base) 3214 var i: i64 = 0 3215 while i < EJRN_SLOTS { 3216 let cur: i64 = e[i] 3217 if cur != 0 { 3218 let b: i64 = cur & 255 3219 if b >= B_FARM { if b <= B_FARMW { 3220 let k: i64 = (cur >> 8) - 1 3221 let ay: i64 = k & 63 3222 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 3223 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 3224 let lx: i64 = ax - s[S_WOX] 3225 let lz: i64 = az - s[S_WOZ] 3226 // only cells inside the window tick (offscreen farms pause -- chunk law, honest) 3227 if vin(lx, ay, lz) == 1 { if vget(base, lx, ay, lz) == b { 3228 if b == B_FARM { if rain == 1 { wc_grow_set(base, lx, ay, lz, B_FARMW) } } 3229 if b == B_FARM { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 1 { 3230 wc_grow_set(base, lx, ay, lz, B_FARMW) 3231 } } } 3232 if b == B_FARMW { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 0 { 3233 wc_grow_set(base, lx, ay, lz, B_FARM) 3234 } } } 3235 if b >= B_CROP0 { if b <= B_CROP1 { 3236 var spd: i64 = sp[P_GROWD] 3237 let un: i64 = vget(base, lx, ay - 1, lz) 3238 if un == B_FARMW { spd = sp[P_GROWW] } 3239 if rain == 1 { if un == B_FARM { spd = sp[P_GROWW] } } 3240 if spd < 1 { spd = 1 } 3241 let den: i64 = 25/spd + 1 3242 if whash(ax*131 + ay, az*97, s[S_SEED] + s[S_T]/sp[P_GROWE]) % den == 0 { 3243 wc_grow_set(base, lx, ay, lz, b + 1) 3244 if b + 1 == B_CROP2 { s[S_GROWN] = s[S_GROWN] + 1 } 3245 } 3246 } } 3247 } } 3248 } } 3249 } 3250 i = i + 1 3251 } 3252 return 0 3253} 3254 3255// ---------- A4/C1 shared state maintenance (springs + needs) ---------- 3256// GAIT DRIVE IS STILL A FREE-RUNNING CLOCK (debt 1785770635 STAYS OPEN) -- and the reason is now 3257// MEASURED rather than guessed, because the obvious fix was tried on 2026-08-25 and REFUTED by 3258// nx_wasm_craft_gate T36 before it could ship. Advancing MC_PH by distance travelled makes the 3259// tissue drive track her real cadence, which is correct and is what the oracle band wants. It is 3260// ALSO CIRCULAR: line ~1849 derives her wander heading FROM ph (dx = sin(ph*3), dz = cos(ph*3)), 3261// so a girl who stops moving freezes her phase, and a frozen phase freezes her heading -- she can 3262// never restart. The gate caught it exactly: the bold girl's approach distance stayed at her START 3263// value (1024, was 577) and the run went 52/53 RED. THE REAL FIX IS TO SPLIT THE TWO PHASES: a 3264// wander phase that must free-run for behaviour, and a gait phase that must track travel for 3265// tissue. That needs one word of per-mob state (accumulated stride distance), which touches the 3266// entity schema and therefore the save-format teeth (T15, T18, T50) -- a deliberate change, not a 3267// drive-by. Reverted here so the tree stays GREEN; the diagnosis is the deliverable. 3268func wc_soft_seat_all(base: i64) -> i64 { 3269 let m: *i64 = mobp(base) 3270 let sb0: *i64 = (base + O_SOFT) as *i64 3271 var k: i64 = 0 3272 while k < en_count(m) { 3273 let h: i64 = en_nth(m, k) 3274 if h > 0 { sb_seat_mob(sb0, k, en_get(m, h, MC_X)/4, en_get(m, h, MC_Y)/4, en_get(m, h, MC_Z)/4) } 3275 k = k + 1 3276 } 3277 return 0 3278} 3279// ---------- THE TRAVELER'S PASSPORT (isekai): character + party cross worlds ---------- 3280func passp(base: i64) -> *i64 { return (base + O_PASS) as *i64 } 3281func wc_pass_ck(p: *i64) -> i64 { 3282 return gsc_fold_words(SAVE_CK_SEED, p, 0, 21, SAVE_CK_PRIME, SAVE_CK_MASK) 3283} 3284func wc_party_count(base: i64) -> i64 { 3285 let m: *i64 = mobp(base) 3286 var n: i64 = 0 3287 var k: i64 = 0 3288 while k < en_count(m) { 3289 let h: i64 = en_nth(m, k) 3290 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { n = n + 1 } } 3291 k = k + 1 3292 } 3293 return n 3294} 3295// fold the session's deltas into the lifetime ledger (snapshot words 32+ make this idempotent: 3296// a world reload or a second build never double-counts a deed) 3297func wc_pass_sync(base: i64) -> i64 { 3298 let p: *i64 = passp(base) 3299 let s: *i64 = wst(base) 3300 if p[0] != PASS_MAGIC { 3301 var z: i64 = 0 3302 while z < 48 { p[z] = 0; z = z + 1 } 3303 p[0] = PASS_MAGIC 3304 p[1] = 1 3305 p[2] = whash(s[S_SEED], s[S_T], 20260802) 3306 // snapshot stays ZERO on creation: a traveler born mid-world ABSORBS what he has 3307 // already done here as his first deeds. Baselining at current values silently 3308 // discarded them (gate T50 caught exactly that: 7 harvests -> ledger 0). 3309 } 3310 var d: i64 = s[S_BROKEN] - p[32] 3311 if d > 0 { p[3] = p[3] + d } 3312 p[32] = s[S_BROKEN] 3313 d = s[S_PLACED] - p[33] 3314 if d > 0 { p[4] = p[4] + d } 3315 p[33] = s[S_PLACED] 3316 d = s[S_HARV] - p[34] 3317 if d > 0 { p[5] = p[5] + d } 3318 p[34] = s[S_HARV] 3319 d = s[S_PLANT] - p[35] 3320 if d > 0 { p[6] = p[6] + d } 3321 p[35] = s[S_PLANT] 3322 d = s[S_FOUND] - p[36] 3323 if d > 0 { p[7] = p[7] + d } 3324 p[36] = s[S_FOUND] 3325 d = s[S_LOST] - p[37] 3326 if d > 0 { p[8] = p[8] + d } 3327 p[37] = s[S_LOST] 3328 d = s[S_T] - p[38] 3329 if d > 0 { p[9] = p[9] + d } 3330 p[38] = s[S_T] 3331 p[10] = p[10] | (1 << s[S_VAR]) 3332 // the party rides along: up to 3 companions' (kind, bond-word, genome) 3333 let m: *i64 = mobp(base) 3334 var pc: i64 = 0 3335 var k: i64 = 0 3336 while k < en_count(m) { 3337 let h: i64 = en_nth(m, k) 3338 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { if pc < 3 { 3339 p[12 + pc*3] = en_get(m, h, MC_KIND) 3340 p[13 + pc*3] = en_get(m, h, MC_DISG) 3341 p[14 + pc*3] = en_get(m, h, MC_GENE) 3342 pc = pc + 1 3343 } } } 3344 k = k + 1 3345 } 3346 p[11] = pc 3347 p[21] = wc_pass_ck(p) 3348 return PASS_LEN 3349} 3350// arriving traveler: validate, re-baseline the snapshot, and WALK THE PARTY OFF THE BOAT -- 3351// each companion respawns beside the player with bond and genome intact. Refusal touches 3352// nothing: -1 magic, -2 version, -3 checksum (the save doors' law). 3353func wc_pass_apply(base: i64) -> i64 { 3354 let p: *i64 = passp(base) 3355 if p[0] != PASS_MAGIC { return 0 - 1 } 3356 if p[1] != 1 { return 0 - 2 } 3357 if wc_pass_ck(p) != p[21] { return 0 - 3 } 3358 let s: *i64 = wst(base) 3359 p[32] = s[S_BROKEN] 3360 p[33] = s[S_PLACED] 3361 p[34] = s[S_HARV] 3362 p[35] = s[S_PLANT] 3363 p[36] = s[S_FOUND] 3364 p[37] = s[S_LOST] 3365 p[38] = s[S_T] 3366 p[10] = p[10] | (1 << s[S_VAR]) 3367 let m: *i64 = mobp(base) 3368 var pc: i64 = 0 3369 while pc < p[11] { if pc < 3 { 3370 let hn: i64 = en_spawn(m) 3371 if hn > 0 { 3372 let ang: i64 = pc*2*IT_PI/3 + IT_PI/6 3373 var ax: i64 = s[S_CX] + it_sin4096(ang)*3*256/WATER_MAGIC_4096 3374 var az: i64 = s[S_CZ] + it_cos4096(ang)*3*256/WATER_MAGIC_4096 3375 ax = wclamp(ax, 2*256, (WX - 2)*256) 3376 az = wclamp(az, 2*256, (WZ - 2)*256) 3377 let gy: i64 = mob_ground(base, ax >> 8, WY - 1, az >> 8) 3378 en_set(m, hn, MC_X, ax) 3379 en_set(m, hn, MC_Z, az) 3380 en_set(m, hn, MC_Y, (gy + 1)*256) 3381 en_set(m, hn, MC_KIND, p[12 + pc*3]) 3382 en_set(m, hn, MC_DISG, p[13 + pc*3]) 3383 en_set(m, hn, MC_GENE, p[14 + pc*3]) 3384 en_set(m, hn, MC_PH, whash(p[14 + pc*3], pc, s[S_SEED]) % WATER_MAGIC_4096) 3385 } 3386 pc = pc + 1 3387 } } 3388 wc_soft_seat_all(base) 3389 wc_need_seed(base) 3390 p[21] = wc_pass_ck(p) 3391 return 0 3392} 3393 3394// level + party-invite as BASE-PARAMETERIZED cores (the doors below are thin wrappers, so the 3395// gate exercises the same code the game runs -- one definition, zero drift) 3396func pass_level_of(base: i64) -> i64 { 3397 let p: *i64 = passp(base) 3398 if p[0] != PASS_MAGIC { return 1 } 3399 var sc: i64 = p[5]*4 + p[6] + p[7]*20 + p[3]/8 + p[4]/8 + p[9]/72000*3 3400 var lv: i64 = 1 3401 while sc >= lv*10 { sc = sc - lv*10; lv = lv + 1 } 3402 return lv 3403} 3404func party_of(base: i64) -> i64 { 3405 let s: *i64 = wst(base) 3406 if s[S_NPCT] < 0 { return 0 - 1 } 3407 let m: *i64 = mobp(base) 3408 let h: i64 = en_nth(m, s[S_NPCT]) 3409 if h <= 0 { return 0 - 1 } 3410 let dg: i64 = en_get(m, h, MC_DISG) 3411 if ((dg >> 6) & 255) < 40 { return 0 - 2 } // a bond, not a kidnapping 3412 if (dg & 4) == 4 { 3413 en_set(m, h, MC_DISG, dg - 4) // toggle: she may also LEAVE 3414 return 0 3415 } 3416 if wc_party_count(base) >= 3 { return 0 - 3 } 3417 en_set(m, h, MC_DISG, dg | 4) 3418 th_add(base, s[S_NPCT], TH_MET, 20, 14400) 3419 return 1 3420} 3421 3422// outfit for girl k: identity data gates the dimension; her genome picks within it. 3423// 0 clothed · 1 topless · 2 nude (all figures are the one adult mesh) 3424// THE POSE DOOR (operator 2026-08-02: "interact with me and the environment in various poses 3425// beyond the one" -- the pose PIPELINE's first rung). The engine ALREADY computes behavioral 3426// states (T44: sleep/flee via MC_DISG bits 3-5; movement via O_MOBAUX deltas) and the renderer 3427// ignores every one of them: sleeping girls play the walk clip, idle girls walk in place. Same 3428// class as the face: THE DATA EXISTS AND DRIVES NOTHING -- so the consumer contract comes first. 3429// Pose ids (the page consumes; the coming NXA pose BANK indexes by these): 3430// 0 idle-stand (breath only) 1 walk 2 sleep-lying 3 flee-run 4 sit 5 lie-awake 3431// 4/5 are RESERVED rows: behaviors from the towel/smart-object chain select them; publishing 3432// the id space now means new poses arrive as DATA against a stable contract, not an engine edit. 3433func mob_pose(base: i64, k: i64) -> i64 { 3434 let m: *i64 = mobp(base) 3435 let st: i64 = (en_get(m, en_nth(m, k), MC_DISG) >> 3) & 7 3436 if st == 2 { return 2 } 3437 if st == 4 { return 3 } 3438 if mob_spd_q8i(base, k) > 0 { return 1 } 3439 return 0 3440} 3441func mobpose(k: i64) -> i64 { return mob_pose(0, k) } 3442 3443// GE13b THE SELECTOR: what a girl wears, from the world's outfit mode, her genome and her pose. 3444// Returns the OUTFIT word: upper garment id << GAR_SLOT_SH | lower garment id, 0 = nothing in that 3445// slot; one-piece and dresses cover both and ride the LOWER slot. Every branch is a table LOOKUP -- 3446// no colour, no shape, no category is decided here; a world that rewrites a garment row rewrites 3447// what these ids mean, and a row the world does not carry (0) is not wearable. 3448// mode 0 (identity keeps everyone clothed): CASUAL/EVENING by the beach bits 18-19 -- tee+shorts, 3449// tee+skirt, sundress, evening dress. Before this every girl wore the one dress. 3450// mode 1 (MIXED beach): the incumbent bits, garment by garment -- 0 bikini top+bottom, 1 one-piece, 3451// 2 bikini bottom only (topless), 3 nothing (nude). Girl-for-girl the SAME 0/1/2 the old rule 3452// produced; gate T85 proves it against mob_outfit_v1 below. 3453// mode 2 (SWIMWEAR-ONLY): bit 18 picks bikini or one-piece; never a cover-up, never casual. 3454// mode 3 (NUDE BEACH): nothing worn. 3455// POSE OVERLAY: asleep (mob_pose SLEEP) on a beach with swim bottoms on, she wraps a SARONG 3456// (beach-cover) over them -- same coverage bit, so her legacy value never flickers -- unless 3457// she is in water, where a wrap is never worn (swim => swim). 3458func wc_mob_in_water(base: i64, k: i64) -> i64 { 3459 let m: *i64 = mobp(base) 3460 let h: i64 = en_nth(m, k) 3461 if vget(base, en_get(m, h, MC_X) >> 8, en_get(m, h, MC_Y) >> 8, en_get(m, h, MC_Z) >> 8) == B_WATER { return 1 } 3462 return 0 3463} 3464func wc_outfit(base: i64, k: i64) -> i64 { 3465 let md: i64 = wsp(base)[P_OUTFIT] 3466 let m: *i64 = mobp(base) 3467 let gb: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> MG_BEACH_SH) & MG_BEACH_MASK 3468 var up: i64 = 0 3469 var lo: i64 = 0 3470 var beach: i64 = 0 3471 if md == 0 { 3472 if gb == 0 { up = GAR_TEE; lo = GAR_SHORTS } 3473 if gb == 1 { up = GAR_TEE; lo = GAR_SKIRT } 3474 if gb == 2 { lo = GAR_SUNDRESS } 3475 if gb == 3 { lo = GAR_DRESS } 3476 } 3477 if md == 1 { 3478 beach = 1 3479 if gb == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT } 3480 if gb == 1 { lo = GAR_ONEPIECE } 3481 if gb == 2 { lo = GAR_BIKINI_BOT } 3482 } 3483 if md == 2 { 3484 beach = 1 3485 if (gb & 1) == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT } 3486 if (gb & 1) == 1 { lo = GAR_ONEPIECE } 3487 } 3488 if beach == 1 { if lo > 0 { if gar_cat(gar_row(base, lo)) == GAR_CAT_SWIM { if gar_cov(gar_row(base, lo)) == GAR_COV_BOT { 3489 if mob_pose(base, k) == MOB_POSE_SLEEP { if wc_mob_in_water(base, k) == 0 { lo = GAR_SARONG } } 3490 } } } } 3491 // a row the world does not carry is not a garment: the slot empties (the neg-control's lever) 3492 if gar_row(base, up) == 0 { up = 0 } 3493 if gar_row(base, lo) == 0 { lo = 0 } 3494 return (up << GAR_SLOT_SH) | lo 3495} 3496// 0 clothed / 1 topless / 2 nude, DERIVED from the worn set -- the contract every existing consumer 3497// (the page's uOF bands, T49, T77) keeps, now a consequence of the wardrobe instead of the wardrobe. 3498func mob_outfit(base: i64, k: i64) -> i64 { 3499 let o: i64 = wc_outfit(base, k) 3500 return gar_legacy(gar_cov(gar_row(base, o >> GAR_SLOT_SH)) | gar_cov(gar_row(base, o & GAR_ID_MASK))) 3501} 3502// THE PRE-WARDROBE RULE, kept RUNNABLE as the gate's oracle: T85 proves mob_outfit == mob_outfit_v1 3503// for every girl in every mode, so no consumer sees a different girl. Not called by the game. 3504func mob_outfit_v1(base: i64, k: i64) -> i64 { 3505 let md9: i64 = wsp(base)[P_OUTFIT] 3506 if md9 == 0 { return 0 } 3507 // GE13: per-world outfit FLAGS, all data -- 1 = MIXED (genome bits decide; the incumbent 3508 // beach), 2 = SWIMWEAR-ONLY (dimension active, variety off), 3 = NUDE BEACH (all bare). 3509 if md9 == 2 { return 0 } 3510 if md9 == 3 { return 2 } 3511 let m: *i64 = mobp(base) 3512 let g: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> 18) & 3 3513 if g <= 1 { return 0 } 3514 if g == 2 { return 1 } 3515 return 2 3516} 3517 3518func wc_need_seed(base: i64) -> i64 { 3519 let m: *i64 = mobp(base) 3520 let s: *i64 = wst(base) 3521 let nd0: *i64 = (base + O_NEED) as *i64 3522 var k: i64 = 0 3523 while k < en_count(m) { 3524 nd0[k*4] = 300 + (whash(k, 11, s[S_SEED]) % 200) 3525 nd0[k*4 + 1] = 700 3526 nd0[k*4 + 2] = 300 + (whash(k, 23, s[S_SEED]) % 200) 3527 nd0[k*4 + 3] = 0 3528 k = k + 1 3529 } 3530 return 0 3531} 3532 3533// ---------- C3/C5: the inner life (thought ledger + gossip records) ---------- 3534func mindp(base: i64) -> *i64 { return (base + O_MIND) as *i64 } 3535func wc_mind_zero(base: i64) -> i64 { 3536 let mp: *i64 = mindp(base) 3537 var i: i64 = 0 3538 while i < MOB_CAP*24 { mp[i] = 0; i = i + 1 } 3539 return 0 3540} 3541// add/refresh a thought: same id refreshes in place; else a dead slot; else rotate one out 3542func th_add(base: i64, k: i64, id: i64, mag: i64, ttl: i64) -> i64 { 3543 let mp: *i64 = mindp(base) 3544 let s: *i64 = wst(base) 3545 let b: i64 = k*24 3546 var slot: i64 = 0 - 1 3547 var i: i64 = 0 3548 while i < 8 { 3549 if (mp[b + i*2] >> 8) == id { slot = i } 3550 i = i + 1 3551 } 3552 if slot < 0 { 3553 i = 0 3554 while i < 8 { 3555 if slot < 0 { if mp[b + i*2 + 1] <= s[S_T] { slot = i } } 3556 i = i + 1 3557 } 3558 } 3559 if slot < 0 { slot = (s[S_T] + k) % 8 } 3560 mp[b + slot*2] = id*256 + (mag + 128) 3561 mp[b + slot*2 + 1] = s[S_T] + ttl 3562 return 0 3563} 3564// mood = the sum of LIVE thoughts, clamped -- always decomposable back into its reasons 3565func th_mood(base: i64, k: i64) -> i64 { 3566 let mp: *i64 = mindp(base) 3567 let s: *i64 = wst(base) 3568 let b: i64 = k*24 3569 var mo: i64 = 0 3570 var i: i64 = 0 3571 while i < 8 { 3572 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > s[S_T] { mo = mo + (mp[b + i*2] & 255) - 128 } } 3573 i = i + 1 3574 } 3575 if mo > 100 { mo = 100 } 3576 if mo < 0 - 100 { mo = 0 - 100 } 3577 return mo 3578} 3579// a gossip fact: (subject, predicate, confidence, born). A better-known copy never downgrades. 3580func go_add(base: i64, k: i64, subj: i64, pred: i64, conf: i64) -> i64 { 3581 let mp: *i64 = mindp(base) 3582 let s: *i64 = wst(base) 3583 let b: i64 = k*24 + 16 3584 var slot: i64 = 0 - 1 3585 var free: i64 = 0 - 1 3586 var oldest: i64 = 0 3587 var oldt: i64 = SAVE_CK_MASK 3588 var i: i64 = 0 3589 while i < 4 { 3590 let w: i64 = mp[b + i*2] 3591 if w == 0 { if free < 0 { free = i } } 3592 if w != 0 { if (w >> 16) == subj { if ((w >> 8) & 255) == pred { slot = i } } } 3593 if mp[b + i*2 + 1] < oldt { oldt = mp[b + i*2 + 1]; oldest = i } 3594 i = i + 1 3595 } 3596 if slot >= 0 { if (mp[b + slot*2] & 255) >= conf { return 0 } } 3597 if slot < 0 { slot = free } 3598 if slot < 0 { slot = oldest } 3599 mp[b + slot*2] = subj*WATER_MAGIC_65536 + pred*256 + conf 3600 mp[b + slot*2 + 1] = s[S_T] 3601 return 0 3602} 3603func go_newest(base: i64, k: i64) -> i64 { 3604 let mp: *i64 = mindp(base) 3605 let b: i64 = k*24 + 16 3606 var best: i64 = 0 - 1 3607 var bt: i64 = 0 - 1 3608 var i: i64 = 0 3609 while i < 4 { 3610 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > bt { bt = mp[b + i*2 + 1]; best = i } } 3611 i = i + 1 3612 } 3613 return best 3614} 3615 3616// ---- GAIT: THE PARAMETRIC DRIVE ---------------------------------------------------------------- 3617// decidegrees -> it-units. This is nx_quadruped's qdeg idiom at 10x resolution; that organ's 3618// quad_gait_pose_g is the working precedent in this estate for "a gait is DATA, amplitudes and 3619// per-limb phase offsets are the gait's parameters". It is deliberately NOT imported: it calls 3620// sys_mmap and this engine targets wasm, so the IDIOM is reused and the code is not duplicated. 3621func wc_ddeg(d: i64) -> i64 { return d*IT_PI/WC_DDEG_HALFTURN } 3622// AMPLITUDE from a PUBLISHED RANGE. The halving lives here, once, so no caller can forget it and 3623// no future reader has to work out which of the two a stored constant is. 3624func wc_amp_ddeg(range_ddeg: i64) -> i64 { return wc_ddeg(range_ddeg)/2 } 3625// STRIDE PHASE: one full cycle per WC_STRIDE_Q8 of PATH TRAVELLED. Distance-driven by 3626// construction, which is what makes pelvic rotation phase-locked to stride -- the coupling is 3627// structural, not a tuning. Two consequences fall out for free: a girl who stops has a FROZEN 3628// stride phase, so she stands instead of marching on the spot; and a girl who walks faster takes 3629// the same-length strides more often, so cadence emerges from speed instead of being a constant. 3630// ⚠THIS IS A SECOND, DIFFERENT QUANTITY FROM wc_gait_ang -- NOT A DUPLICATE RULER. wc_gait_ang 3631// drives the THORAX BOB, which is the SECOND HARMONIC of the stride (two steps per cycle, each 3632// with its own vertical rise and fall), and its scale is calibrated against the gait_bob_q8 row. 3633// ★THEIR RATIO IS A CHECKABLE CLAIM AND IT DOES NOT CURRENTLY HOLD. wc_gait_ang implies one bob 3634// per 962 q8 of travel, hence one stride per 1924 q8 = 7.5 m, against the cited 1.46 m -- the 3635// incumbent gait drive is calibrated 5.1x too long, and separately it is calibrated at SPEED (40 3636// q8/tick) which no mob ever reaches: mobs walk at 4-5 q8/tick, so the bob it produces in the 3637// live world is ~0.25 Hz where walking thorax oscillation is ~1.8-2 Hz. 3638// ⛔THAT DISAGREEMENT IS NAMED HERE AND DELIBERATELY NOT FIXED BY EDITING THE SHARED CONSTANT. 3639// wc_gait_ang feeds the soft-body anchor that gate teeth T40 and T54 are calibrated against, and 3640// silently moving a constant another tooth is calibrated on is how a green gate stops meaning 3641// anything. The renderer takes the cited stride; the bob keeps its own calibration; the gap goes 3642// on the board as a measurement with its arithmetic attached rather than into a quiet edit. 3643func wc_stride_ang(g_q8: i64) -> i64 { return g_q8*2*IT_PI/WC_STRIDE_Q8 } 3644// shortest signed representative of an angle difference, in (-IT_PI, IT_PI]. 3645func wc_angwrap(d: i64) -> i64 { 3646 var r: i64 = d % (2*IT_PI) 3647 if r > IT_PI { r = r - 2*IT_PI } 3648 if r < 0 - IT_PI { r = r + 2*IT_PI } 3649 return r 3650} 3651// THE HEADING LOW-PASS. This one function is the whole wobble fix AND the fluidity parameter. 3652// WHAT IT REPLACES: nothing. There was no heading state at all -- the body's yaw was the PLAYER'S 3653// camera yaw, so every girl pivoted with the camera while translating along her own path, and the 3654// steering that produced that path is an 8-direction bang-bang controller (dx = +/-4 per axis with 3655// an independent per-axis deadband) whose sign can flip in a single tick and whose diagonal is 3656// 41 percent faster than its axis-aligned step. Facing derived from that signal inherits all of it. 3657// HOW IT STEERS WITHOUT atan2: there is no it_atan2 anywhere in the corpus (proven, corpus_complete 3658// =1), and adding one would be a second trigonometric approximation beside the incumbent. It is not 3659// needed. The CROSS PRODUCT of the current forward with the desired direction is sin(error) scaled 3660// by |desired|, which already carries both the SIGN and, near convergence, the MAGNITUDE of the 3661// error -- so a proportional controller can be built from the sin/cos this engine already has. 3662// cr < 0 / cr > 0 -> which way to turn 3663// dt < 0 -> the target is BEHIND: turn at the full allowance, sign broken deterministically 3664// The step is proportional to sin(error), so it goes to zero AS the error goes to zero: the 3665// approach is asymptotic and cannot overshoot, which is what "fluid" means here as opposed to a 3666// bang-bang controller that snaps (locked) or an unclamped one that rings (floppy). 3667// The allowance is speed-coupled: mx = 0 when she is not moving, so nobody spins on the spot. 3668func wc_hdg_step(hdg: i64, dx: i64, dz: i64) -> i64 { 3669 var ax: i64 = dx 3670 if ax < 0 { ax = 0 - ax } 3671 var az: i64 = dz 3672 if az < 0 { az = 0 - az } 3673 if ax + az == 0 { return hdg } // no intent, no turn: she is standing 3674 let mag: i64 = sd_isqrt(dx*dx + dz*dz) 3675 if mag <= 0 { return hdg } 3676 let fx: i64 = it_sin4096(hdg % (2*IT_PI)) 3677 let fz: i64 = it_cos4096(hdg % (2*IT_PI)) 3678 // cross and dot of forward (fx4096, unit) with the desired step (q8, magnitude mag) 3679 // ⚠NOT PRE-DIVIDED BY 4096. Dividing here first would floor cr to single digits at a mob's 3680 // 4-7 q8 step and quantise the whole controller into a handful of levels -- which is the 3681 // stutter this function exists to remove, reintroduced inside the fix. Both products stay in 3682 // 4096*q8 units and the one division happens at the end, against mag*4096. 3683 let cr: i64 = fx*dz - fz*dx // 4096 * mag * sin(error) 3684 let dt: i64 = fx*dx + fz*dz // 4096 * mag * cos(error) 3685 // quarter turn per stride, pro-rated by the ground this tick actually covers 3686 let mx: i64 = mag*WC_TURN_PER_STRIDE/WC_STRIDE_Q8 3687 // SIGN, AND IT WAS WRONG FIRST TIME. The (x,z) cross product fx*dz - fz*dx measures rotation 3688 // from +x toward +z, and this engine yaw runs the OTHER way round: forward is (sin yaw, 3689 // cos yaw), so increasing yaw turns from +z toward +x. The cross therefore carries 3690 // -sin(error), not +sin(error), and the correction is its NEGATION. 3691 // Settled against a case with an unambiguous answer rather than by staring at it: facing +z 3692 // (yaw 0) with the target at +x plainly needs yaw to INCREASE, and there the cross comes out 3693 // NEGATIVE -- so the turn is -cr. 3694 // WHAT THE WRONG SIGN DID, because it is not the failure anyone would predict: it does not 3695 // wobble or overshoot, it makes facing-directly-AWAY-from-the-target a stable point, so she 3696 // walks backwards away from where she is going and looks perfectly calm doing it. Gate tooth 3697 // T82 caught it as a 2-cycle that never converged out of a half-turn reversal. 3698 var st: i64 = 0 - mx*cr/(mag*WATER_MAGIC_4096) // = mx*sin(error): proportional, saturating 3699 if dt < 0 { // behind her: no proportional term is valid 3700 st = mx 3701 if cr > 0 { st = 0 - mx } 3702 } 3703 // THE INTEGER TAIL, and it is the FLOPPY failure mode arriving through rounding rather than 3704 // through a bad gain. The proportional term is mx*sin(error), so once sin(error) falls below 3705 // 1/mx it truncates to ZERO and she stops turning while still misaligned -- at the derived 3706 // allowance that floor sits near 0.84 degrees, so she would sit permanently just off her own 3707 // direction of travel and never arrive. Taking ONE UNIT instead is the smallest turn this 3708 // representation can express, so it is the smallest possible repair and needs no constant of 3709 // its own. Both guards require a nonzero cross product, so a girl who IS aligned still turns 3710 // by nothing at all. 3711 // ⚠STATED IMPRECISION: this leaves a one-unit limit cycle about the exact heading, which is 3712 // 0.014 degrees and bounded. It is preferred to the alternative, which is a permanent and 3713 // UNBOUNDED offset -- a bounded jitter below the angular resolution of the rig beats a 3714 // static error you can see. 3715 if st == 0 { if cr > 0 { st = 0 - 1 } } 3716 if st == 0 { if cr < 0 { st = 1 } } 3717 if st > mx { st = mx } 3718 if st < 0 - mx { st = 0 - mx } 3719 var nh: i64 = hdg + st 3720 if nh < 0 { nh = nh + 2*IT_PI } 3721 if nh >= 2*IT_PI { nh = nh - 2*IT_PI } 3722 return nh 3723} 3724func wc_hdg_of(base: i64, k: i64) -> i64 { let hp: *i64 = (base + O_MOBHDG) as *i64; return hp[k] } 3725// the girl's own stride phase, in it-units, from the path length she has actually walked 3726func wc_mob_sph(base: i64, k: i64) -> i64 { 3727 let nd: *i64 = (base + O_NEED) as *i64 3728 return wc_stride_ang(nd[k*4 + WC_NEED_GAIT]) % (2*IT_PI) 3729} 3730// ---- THE POSE, AS FIVE PURE FUNCTIONS OF STRIDE PHASE ------------------------------------------- 3731// Extracted out of wc_mob_mesh deliberately: the renderer needs them and the GATE needs them, and a 3732// gate that recomputed these angles from the same formula would be testing a COPY of the mechanism 3733// rather than the mechanism. One definition, two callers, and a tooth that fails when the shipping 3734// code changes. They take only the phase, so they are trivially testable at any phase without a 3735// world, a camera, a rig or a framebuffer. 3736// SIGN CONVENTION, stated once: pelvis LEADS (+), thorax TRAILS (-, applied as a local yaw on the 3737// chest bone whose parent is the pelvis), legs and arms swing in elevation, elbow only flexes. 3738func wc_gp_pelvis(sph: i64) -> i64 { return wc_amp_ddeg(WC_PELVIS_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 } 3739func wc_gp_thorax(sph: i64) -> i64 { return wc_amp_ddeg(WC_THORAX_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 } 3740func wc_gp_leg(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/6)/WATER_MAGIC_4096 } 3741func wc_gp_arm(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/12)/WATER_MAGIC_4096 } 3742// (1 - cos)/2 scaled by the cited ROM: 0 at phase 0, ROM at the half cycle, never negative, and no 3743// free parameter -- the anatomical floor at zero and the published range fix both ends between them. 3744func wc_gp_elbow(sph: i64) -> i64 { return wc_ddeg(WC_ELBOW_ROM_DDEG)*(WATER_MAGIC_4096 - it_cos4096(sph % (2*IT_PI)))/(2*WATER_MAGIC_4096) } 3745 3746// mob wander: smooth deterministic drift (phase-driven sin/cos), terrain-following, player-curious 3747// within 6 blocks. Pure integer -- the T4 determinism checksum covers mobs by construction. 3748func mob_tick(base: i64) -> i64 { 3749 let m: *i64 = mobp(base) 3750 let s: *i64 = wst(base) 3751 let nd: *i64 = (base + O_NEED) as *i64 3752 let vyp: *i64 = (base + O_MOBVY) as *i64 // GE12 vertical velocity per mob 3753 let night: i64 = cal_night(base) 3754 var k: i64 = 0 3755 while k < en_count(m) { 3756 let h: i64 = en_nth(m, k) 3757 if h > 0 { 3758 var x: i64 = en_get(m, h, MC_X) 3759 var z: i64 = en_get(m, h, MC_Z) 3760 var ph: i64 = en_get(m, h, MC_PH) + 5 3761 // FOOTSTRIKE IMPULSE: bank the pre-move vertical velocity. After the movement code 3762 // below, (vy_pre < 0 && vyp[k] == 0) is precisely "GE12's integrator arrested a 3763 // fall this tick" -- ground contact -- and |vy_pre| IS the ground-reaction delta-v. 3764 let vy_pre: i64 = vyp[k] 3765 // C1 NEEDS drift (integer, staggered by handle -- the village never moves in lockstep) 3766 let nb: i64 = k*4 3767 if (s[S_T] + h) % 8 == 0 { 3768 if nd[nb] < 1000 { nd[nb] = nd[nb] + 2 } // hunger grows 3769 if nd[nb + 2] < 1000 { nd[nb + 2] = nd[nb + 2] + 3 } // loneliness grows 3770 if nd[nb + 1] > 0 { nd[nb + 1] = nd[nb + 1] - 1 } // energy drains 3771 } 3772 // C3: lived moments become LEDGER ENTRIES (staggered; each refreshes in place) 3773 if (s[S_T] + h) % 128 == 0 { 3774 let bst0: i64 = (en_get(m, h, MC_DISG) >> 3) & 7 3775 if cal_rain(base) == 1 { if bst0 != 2 { th_add(base, k, TH_RAIN, 0 - 8, 1200) } } 3776 if nd[nb] > 700 { th_add(base, k, TH_HUNGRY, 0 - 10, 900) } 3777 if night == 1 { if bst0 == 2 { th_add(base, k, TH_SLEPT, 6, 3600) } } 3778 } 3779 // BEHAVIOR LAYER (C1/C2 -- lives picked by NEEDS x the spec ADVERTISEMENT table, 3780 // not a dice roll): state in MC_DISG bits 3-5, repicked on the staggered 240-tick 3781 // clock. 0=WANDER 1=SOCIALIZE 2=REST 3=FORAGE 4=FLEE. At night the village SLEEPS 3782 // (the C2 schedule) -- while the wardens hunt wider. The old spec-weights TODO is 3783 // RESOLVED: behavior now reads needs + P_ADV rows, both data. 3784 let dg: i64 = en_get(m, h, MC_DISG) 3785 var bst: i64 = (dg >> 3) & 7 3786 if (s[S_T] + h*37) % 240 == 0 { 3787 var sc1: i64 = 220 + (whash(h*911, s[S_T]/240, s[S_SEED]) % 64) 3788 // C3 feedback: the ledger BENDS the life -- a glad girl seeks company, a sad 3789 // one withdraws to rest. Mood is data the argmax reads, not a scripted branch. 3790 let mo9: i64 = th_mood(base, k) 3791 var sc2: i64 = nd[nb + 2] 3792 if mo9 > 0 { sc2 = sc2 + mo9 } 3793 var sc3: i64 = 1000 - nd[nb + 1] 3794 if mo9 < 0 { sc3 = sc3 - mo9*2 } 3795 var sc4: i64 = 0 3796 var ai: i64 = 0 3797 while ai < 6 { 3798 let ad: i64 = wsp(base)[P_ADV + ai] 3799 if ad != 0 { if ((ad >> 8) & 255) == 0 { 3800 let ab: i64 = (ad >> 16) & 255 3801 var fnd: i64 = 0 3802 var az2: i64 = (z >> 8) - 3 3803 while az2 <= (z >> 8) + 3 { 3804 var ax2: i64 = (x >> 8) - 3 3805 while ax2 <= (x >> 8) + 3 { 3806 let gy2: i64 = mob_ground(base, ax2, (en_get(m, h, MC_Y) >> 8) + 2, az2) 3807 if gy2 >= 0 { 3808 if vget(base, ax2, gy2, az2) == ab { fnd = 1 } 3809 if vget(base, ax2, gy2 + 1, az2) == ab { fnd = 1 } 3810 } 3811 ax2 = ax2 + 1 3812 } 3813 az2 = az2 + 1 3814 } 3815 if fnd == 1 { 3816 let cand: i64 = nd[nb]*(ad & 255)/8 3817 if cand > sc4 { sc4 = cand } 3818 } 3819 } } 3820 ai = ai + 1 3821 } 3822 bst = 0 3823 var top: i64 = sc1 3824 if sc2 > top { top = sc2; bst = 1 } 3825 if sc3 > top { top = sc3; bst = 2 } 3826 if sc4 > top { top = sc4; bst = 3 } 3827 if night == 1 { bst = 2 } 3828 en_set(m, h, MC_DISG, dg_bst(dg, bst)) 3829 } 3830 if (dg & 3) == 3 { 3831 // a hidden human checks for hunters -- night widens the danger radius 3832 var wr: i64 = 8*256 3833 if night == 1 { wr = 12*256 } 3834 var wnd: i64 = wr 3835 var wnx: i64 = 0 3836 var wnz: i64 = 0 3837 var kf: i64 = 0 3838 while kf < en_count(m) { 3839 let hf: i64 = en_nth(m, kf) 3840 if en_get(m, hf, MC_KIND) == 2 { if (en_get(m, hf, MC_DISG) & 1) == 0 { 3841 var fdx: i64 = en_get(m, hf, MC_X) - x 3842 if fdx < 0 { fdx = 0 - fdx } 3843 var fdz: i64 = en_get(m, hf, MC_Z) - z 3844 if fdz < 0 { fdz = 0 - fdz } 3845 if fdx + fdz < wnd { wnd = fdx + fdz; wnx = en_get(m, hf, MC_X); wnz = en_get(m, hf, MC_Z) } 3846 } } 3847 kf = kf + 1 3848 } 3849 if wnd < wr { bst = 4; en_set(m, h, MC_DISG, dg_bst(en_get(m, h, MC_DISG), 4)) } 3850 } 3851 var dx: i64 = it_sin4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096 3852 var dz: i64 = it_cos4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096 3853 if bst == 1 { 3854 // SOCIALIZE: walk to the nearest other girl; inside 1.2 blocks, stand together 3855 var snd: i64 = SAVE_CK_MASK 3856 var snx: i64 = x 3857 var snz: i64 = z 3858 var snk: i64 = 0 - 1 3859 var ks: i64 = 0 3860 while ks < en_count(m) { 3861 let hs: i64 = en_nth(m, ks) 3862 if hs != h { 3863 var sdx: i64 = en_get(m, hs, MC_X) - x 3864 if sdx < 0 { sdx = 0 - sdx } 3865 var sdz: i64 = en_get(m, hs, MC_Z) - z 3866 if sdz < 0 { sdz = 0 - sdz } 3867 if sdx + sdz < snd { snd = sdx + sdz; snx = en_get(m, hs, MC_X); snz = en_get(m, hs, MC_Z); snk = ks } 3868 } 3869 ks = ks + 1 3870 } 3871 dx = 0 3872 dz = 0 3873 if snd > 300 { 3874 if snx > x + 32 { dx = 4 } 3875 if snx < x - 32 { dx = 0 - 4 } 3876 if snz > z + 32 { dz = 4 } 3877 if snz < z - 32 { dz = 0 - 4 } 3878 } 3879 if snd <= 300 { 3880 ph = ph - 4 // stilled gait: talking, not marching 3881 if (s[S_T] + h) % 4 == 0 { // company relieves loneliness 3882 nd[nb + 2] = nd[nb + 2] - 10 3883 if nd[nb + 2] < 0 { nd[nb + 2] = 0 } 3884 } 3885 // C5: CONVERSATION MOVES FACTS. One fact passes speaker->listener with 3886 // confidence -15; below conf 30 the predicate may FLIP (1<->2) -- rumor 3887 // decays into misinformation BY MECHANIC, and hearing it leaves a thought. 3888 if (s[S_T] + h) % 128 == 0 { 3889 th_add(base, k, TH_COMPANY, 5, 1200) 3890 let gi: i64 = go_newest(base, k) 3891 if gi >= 0 { if snk >= 0 { 3892 let gw: i64 = mindp(base)[k*24 + 16 + gi*2] 3893 let conf2: i64 = (gw & 255) - 15 3894 if conf2 > 0 { 3895 var pred2: i64 = (gw >> 8) & 255 3896 if conf2 < 30 { if whash(s[S_T], k*31 + snk, s[S_SEED] + 777) % 3 == 0 { 3897 pred2 = 3 - pred2 3898 } } 3899 go_add(base, snk, gw >> 16, pred2, conf2) 3900 if pred2 == GO_TAKEN { th_add(base, snk, TH_HEARD_TAKEN, 0 - 10, 7200) } 3901 if pred2 == GO_FRIEND { th_add(base, snk, TH_HEARD_FRIEND, 6, 7200) } 3902 } 3903 } } 3904 } 3905 } 3906 } 3907 if bst == 2 { 3908 dx = 0 3909 dz = 0 3910 ph = ph - 4 // REST: seated stillness 3911 if (s[S_T] + h) % 4 == 0 { // sleep restores; night sleep restores MORE 3912 var rg: i64 = 2 3913 if night == 1 { rg = 8 } 3914 nd[nb + 1] = nd[nb + 1] + rg 3915 if nd[nb + 1] > 1000 { nd[nb + 1] = 1000 } 3916 } 3917 } 3918 if bst == 3 { 3919 // FORAGE: graze rhythm -- steps then a pause, head-down cadence; grazing feeds her 3920 if (s[S_T] + h) % 16 >= 6 { dx = 0; dz = 0; ph = ph - 3 } 3921 if (s[S_T] + h) % 8 == 0 { 3922 nd[nb] = nd[nb] - 12 3923 if nd[nb] < 0 { nd[nb] = 0 } 3924 } 3925 } 3926 if bst == 4 { 3927 // FLEE: straight away from the nearest warden, fast 3928 var wnd2: i64 = SAVE_CK_MASK 3929 var wax: i64 = x 3930 var waz: i64 = z 3931 var kf2: i64 = 0 3932 while kf2 < en_count(m) { 3933 let hf2: i64 = en_nth(m, kf2) 3934 if en_get(m, hf2, MC_KIND) == 2 { if (en_get(m, hf2, MC_DISG) & 1) == 0 { 3935 var fdx2: i64 = en_get(m, hf2, MC_X) - x 3936 if fdx2 < 0 { fdx2 = 0 - fdx2 } 3937 var fdz2: i64 = en_get(m, hf2, MC_Z) - z 3938 if fdz2 < 0 { fdz2 = 0 - fdz2 } 3939 if fdx2 + fdz2 < wnd2 { wnd2 = fdx2 + fdz2; wax = en_get(m, hf2, MC_X); waz = en_get(m, hf2, MC_Z) } 3940 } } 3941 kf2 = kf2 + 1 3942 } 3943 dx = 0 3944 dz = 0 3945 if wax > x { dx = 0 - 6 } 3946 if wax <= x { dx = 6 } 3947 if waz > z { dz = 0 - 6 } 3948 if waz <= z { dz = 6 } 3949 } 3950 // PERSONALITY (genome bits 13-15, INHERITED): the bold<->shy spectrum photographers 3951 // know -- engagement is a RANGE, not one script. Near the player: shy girls (0-1) 3952 // retreat and keep 5 blocks; watchful ones (2-3) freeze and observe, backing off 3953 // only if crowded; warm ones (4-5) approach to a polite arm's length; bold ones 3954 // (6-7) come right to your side. FORAGE also reads it: bold girls gather TOWARD 3955 // you (the obvious pick-up), shy girls drift their gathering away (the oblivious). 3956 let pdx: i64 = s[S_CX] - x 3957 let pdz: i64 = s[S_CZ] - z 3958 var pd: i64 = pdx 3959 if pd < 0 { pd = 0 - pd } 3960 var pdz2: i64 = pdz 3961 if pdz2 < 0 { pdz2 = 0 - pdz2 } 3962 let bold: i64 = (en_get(m, h, MC_GENE) >> 13) & 7 3963 // HABITUATION: the approach/watch drive runs only while she is lonely enough to 3964 // care (the player is a smart object too -- company below relieves the need, and a 3965 // satisfied girl walks on). Shy retreat is FEAR, not curiosity: never gated. 3966 var curi: i64 = 1 3967 if nd[nb + 2] < wsp(base)[P_CURI] { curi = 0 } 3968 if bold <= 1 { curi = 1 } 3969 if curi == 1 { if bst != 2 { if bst != 4 { if pd + pdz2 < 6*256 { 3970 var twd: i64 = 0 // -1 retreat, 0 hold, +1 approach 3971 var stopd: i64 = 400 3972 var spd: i64 = 3 3973 if bold <= 1 { twd = 0 - 1; stopd = 5*256; spd = 5 } 3974 if bold >= 2 { if bold <= 3 { 3975 twd = 0 3976 if pd + pdz2 < 2*256 { twd = 0 - 1; stopd = 2*256; spd = 4 } 3977 } } 3978 if bold >= 4 { if bold <= 5 { twd = 1; stopd = 400; spd = 3 } } 3979 if bold >= 6 { twd = 1; stopd = 200; spd = 5 } 3980 if bst == 3 { if twd != 0 { spd = 2 } } // gathering: the drift is subtle 3981 if twd == 1 { if pd + pdz2 > stopd { 3982 // S1 F-FORMATION SLOT (the social-interaction brief, rung S1): her approach 3983 // target is HER slot on the ring around the player, never the player center 3984 // -- N approaching girls used to converge on one point and bunch into a 3985 // queue ("they just follow me around"). Slot angle = a stable hash of her 3986 // handle; radius = her OWN personality stop distance, so bold girls ring 3987 // close and warm girls ring at arm's length (proxemics stays personal). 3988 let sa9: i64 = (h*1741) % (2*IT_PI) 3989 let tx9: i64 = s[S_CX] + it_cos4096(sa9)*stopd/WATER_MAGIC_4096 3990 let tz9: i64 = s[S_CZ] + it_sin4096(sa9)*stopd/WATER_MAGIC_4096 3991 let sdx9: i64 = tx9 - x 3992 let sdz9: i64 = tz9 - z 3993 dx = 0 3994 if sdx9 > 128 { dx = spd } 3995 if sdx9 < 0 - 128 { dx = 0 - spd } 3996 dz = 0 3997 if sdz9 > 128 { dz = spd } 3998 if sdz9 < 0 - 128 { dz = 0 - spd } 3999 } } 4000 if twd == 1 { if pd + pdz2 <= stopd { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } } 4001 if twd == 0 - 1 { if pd + pdz2 < stopd { 4002 dx = spd 4003 if pdx > 0 { dx = 0 - spd } 4004 dz = spd 4005 if pdz > 0 { dz = 0 - spd } 4006 } } 4007 if twd == 0 { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } // the watcher stands 4008 } } } } 4009 // RELATIONSHIP (the FLIAW arc): shared time within arm's reach becomes FRIENDSHIP, 4010 // stored in MC_DISG bits 6-13 (cap 250) -- persisted with the mob arena, so a bond 4011 // survives every save/load. Meeting her (E) adds a step-change on top. 4012 if pd + pdz2 < 3*256 { if (s[S_T] + h) % 64 == 0 { 4013 let dgf: i64 = en_get(m, h, MC_DISG) 4014 if ((dgf >> 6) & 255) < 250 { en_set(m, h, MC_DISG, dgf + 64) } 4015 } } 4016 // GAIT: TURN THE BODY TOWARD WHERE SHE IS GOING, RATE-LIMITED. 4017 // Placed HERE, on the INTENDED step, deliberately: (a) before the clearance clamp, so 4018 // a push out of a neighbouring solid can never feed the heading a direction she did 4019 // not choose -- the clamp exists to stop her entering a wall, not to steer her; and 4020 // (b) on the intent rather than the applied step, so a girl pressed against a wall 4021 // still turns away from it instead of standing frozen with a zero step and therefore 4022 // a zero turn allowance. The low-pass in wc_hdg_step is what makes this smooth; the 4023 // bang-bang steering above is left exactly as it was and is simply no longer read as 4024 // a facing. 4025 let hdgp: *i64 = (base + O_MOBHDG) as *i64 4026 hdgp[k] = wc_hdg_step(hdgp[k], dx, dz) 4027 let nx: i64 = x + dx 4028 let nz: i64 = z + dz 4029 let cy0: i64 = en_get(m, h, MC_Y) 4030 let g: i64 = mob_ground(base, nx >> 8, (cy0 >> 8) + 1, nz >> 8) 4031 var ok: i64 = 0 4032 if g >= 1 { if g < WY - 4 { 4033 let ng: i64 = (g + 1)*256 4034 var dyy: i64 = ng - cy0 4035 if dyy < 0 { dyy = 0 - dyy } 4036 if dyy <= 384 { if mob_fits(base, nx >> 8, g, nz >> 8) == 1 { 4037 ok = 1 4038 // GE12b: clamp her body out of any neighbouring solid, then RE-DERIVE the 4039 // applied step from the clamped result -- the motion doors and the gait 4040 // accumulator must report what actually happened, so a girl pinned against 4041 // a wall accumulates no stride (she is not walking; she is leaning). 4042 let cxq: i64 = mob_clear_x(base, nx, nz, g) 4043 let czq: i64 = mob_clear_z(base, nx, nz, g) 4044 dx = cxq - x 4045 dz = czq - z 4046 en_set(m, h, MC_X, cxq) 4047 en_set(m, h, MC_Z, czq) 4048 // STEP, don't teleport -- and DROP, don't glide (GE12): the vertical is 4049 // integrated by mob_step_gait (stair-ascent rate up, the player's own 4050 // gravity down), so a rise reads as a step and a drop accelerates. 4051 en_set(m, h, MC_Y, mob_step_gait(vyp, k, cy0, ng)) 4052 } } 4053 } } 4054 let aux: *i64 = (base + O_MOBAUX) as *i64 4055 if ok == 1 { aux[k*3] = dx; aux[k*3 + 1] = dz; aux[k*3 + 2] = en_get(m, h, MC_Y) - cy0 } 4056 if ok == 0 { 4057 // wall/cliff: turn away -- but GE12 never leaves her hanging: if her own column's 4058 // stand height is below her (a block broke under her feet), she keeps falling. 4059 let g0: i64 = mob_ground(base, x >> 8, (cy0 >> 8) + 1, z >> 8) 4060 var dy0: i64 = 0 4061 if g0 >= 1 { if (g0 + 1)*256 < cy0 { 4062 let ny0: i64 = mob_step_gait(vyp, k, cy0, (g0 + 1)*256) 4063 en_set(m, h, MC_Y, ny0) 4064 dy0 = ny0 - cy0 4065 } } 4066 aux[k*3] = 0; aux[k*3 + 1] = 0; aux[k*3 + 2] = dy0; ph = ph + 977 4067 } 4068 // PATH LENGTH for the gait drive -- Euclidean, and deliberately NOT the Manhattan proxy 4069 // mob_spd_q8i uses: that one is a calibrated blend THRESHOLD, this is a metric integral. 4070 // Conflating them would make a diagonal walk bob up to 41 percent fast, and would also 4071 // move a threshold that was measured against the proxy. Two named quantities, one job each. 4072 let ds9: i64 = sd_isqrt(dx*dx + dz*dz) 4073 let ga9: i64 = nd[nb + WC_NEED_GAIT] 4074 nd[nb + WC_NEED_GAIT] = ga9 + ds9 4075 // FOOTSTRIKE IMPULSE (sb_impulse_mob's FIRST world wiring -- gate-proven in 4076 // nx_softbind_gate and called by NO engine until now, so heel strike put NOTHING 4077 // into the tissue: the sponsored footfall row). Two ground-contact events kick 4078 // every spring point of this girl, both magnitudes DERIVED, converted into 4079 // sd_impulse's own units by WC_IMP_SCALE: 4080 // (1) HEEL STRIKE -- the stride-phase machinery places foot plant at the 4081 // leg-swing extremes sph = IT_PI/2 and 3*IT_PI/2 (wc_gp_leg is sin(sph); 4082 // its extremes are where the leading leg lands and double support begins). 4083 // In accumulated-path units those are ga == WC_STRIDE_Q8/4 modulo 4084 // WC_STRIDE_Q8/2, so (ga + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) counts foot 4085 // plants and an increment across this tick's travel IS one. Magnitude: each 4086 // step the body falls the gait bob's own declared peak-to-peak 4087 // (2*WC_GAIT_BOB_Q8) onto the leading leg and contact arrests it -- 4088 // ballistic contact speed isqrt(2*GRAV * 2*WC_GAIT_BOB_Q8) = 15 4089 // world-q8/tick: the engine's own gravity through the engine's own declared 4090 // vertical excursion, no free parameter. (GRAV is the engine's stylized 4091 // gravity, so this inherits the same stylization every drop landing already 4092 // has -- consistent BY CONSTRUCTION, not calibrated to real-world g.) 4093 // (2) DROP LANDING -- GE12's integrator zeroed a real fall this tick; the 4094 // arrested |vy_pre| IS the ground-reaction delta-v, bounded by VTERM. 4095 // Sign: +y, the recoil-inheritance convention every softbind gate kick uses. 4096 // A standing girl accumulates no path and keeps vy == 0, so she is kicked by 4097 // nothing -- rest stays rest (the sd_deadsnap law undisturbed). 4098 if (ga9 + ds9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) != (ga9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) { 4099 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, sd_isqrt(2*GRAV*2*WC_GAIT_BOB_Q8)*WC_IMP_SCALE, 0) 4100 } 4101 if vy_pre < 0 { if vyp[k] == 0 { 4102 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, (0 - vy_pre)*WC_IMP_SCALE, 0) 4103 } } 4104 en_set(m, h, MC_PH, ph) 4105 // A4: the soft-body springs tick from ROOT TRUTH + HER GAIT: the anchor carries a 4106 // cadence-coupled thorax bob (published gait biomechanics -- vertical thorax 4107 // oscillation is what drives chest motion; a flat anchor was why nothing moved), 4108 // and the chest band is BRED (genome bits 16-17: firm rides tight, soft swings). 4109 // ★THE SOLVER AND THE INSTRUMENT MUST SHARE ONE REFERENCE (fixed 2026-08-03). 4110 // This tick used to drive the spring toward a RAW gait sinusoid while sbyb and every 4111 // probe subtracted mob_anchor_q8 -- the gait<->breath crossfade. Their difference rode 4112 // the rendered offset as a spurious term, and because ph advances +5 EVERY TICK FOREVER 4113 // the raw bob never quiets, so a STANDING girl still bounced: the 2026-08-02 breath fix 4114 // landed in the INSTRUMENT path and never reached the PHYSICS path. (The comment that 4115 // stood here claimed the bob 'quiets when she stands'. It does not. A comment asserting 4116 // a behaviour the code does not have is a landmine, so it is deleted with the defect.) 4117 // Driving the solver from the SAME anchor the instrument reads makes rest-bouncing 4118 // impossible BY CONSTRUCTION rather than by tuning. At walking speed the crossfade 4119 // weight saturates and the anchor EQUALS the old raw bob exactly => no-op in motion, 4120 // fix at rest: the safest shape a drive change can have. 4121 // ⚠STILL OPEN (debt 1785770635): ph is a FREE-RUNNING clock, so the drive is a fixed 4122 // 2.50Hz regardless of her real cadence while the render clip is DISTANCE-synced. Until 4123 // ph advances from travel, foot plant and tissue drive remain uncorrelated -- which is 4124 // the operator's actual report and is NOT closed by this change. 4125 sb_tick_mob_gene((base + O_SOFT) as *i64, k, 4126 en_get(m, h, MC_X)/4, (en_get(m, h, MC_Y) + mob_anchor_q8i(base, k))/4, en_get(m, h, MC_Z)/4, 4127 en_get(m, h, MC_GENE)) 4128 } 4129 k = k + 1 4130 } 4131 // THE STAKES (losability doctrine: a find that cannot be lost is hollow): WARDENS -- real 4132 // demonkin -- hunt FOUND humans. Reached = TAKEN (the certified store's destroy, live in 4133 // production). The player's BODY blocks a warden within 2 blocks. One take per tick, max. 4134 var kw: i64 = 0 4135 var took: i64 = 0 4136 while kw < en_count(m) { 4137 if took == 0 { 4138 let hw: i64 = en_nth(m, kw) 4139 if en_get(m, hw, MC_KIND) == 2 { if (en_get(m, hw, MC_DISG) & 1) == 0 { 4140 var bestj: i64 = 0 - 1 4141 // the world declares its danger (P_WARD), night widens it, and the ARRIVING 4142 // TRAVELER'S LEVEL widens it further: a veteran isekai's stakes rise with him 4143 var wbase: i64 = wsp(base)[P_WARD] 4144 if wbase <= 0 { wbase = 12 } 4145 var bestd: i64 = wbase*256 + pass_level_of(base)*128 4146 if night == 1 { bestd = bestd + 8*256 } // the night belongs to the wardens 4147 var kj: i64 = 0 4148 while kj < en_count(m) { 4149 let hj: i64 = en_nth(m, kj) 4150 if (en_get(m, hj, MC_DISG) & 3) == 3 { 4151 var ddx2: i64 = en_get(m, hj, MC_X) - en_get(m, hw, MC_X) 4152 if ddx2 < 0 { ddx2 = 0 - ddx2 } 4153 var ddz2: i64 = en_get(m, hj, MC_Z) - en_get(m, hw, MC_Z) 4154 if ddz2 < 0 { ddz2 = 0 - ddz2 } 4155 if ddx2 + ddz2 < bestd { bestd = ddx2 + ddz2; bestj = kj } 4156 } 4157 kj = kj + 1 4158 } 4159 if bestj >= 0 { 4160 var pdx3: i64 = s[S_CX] - en_get(m, hw, MC_X) 4161 if pdx3 < 0 { pdx3 = 0 - pdx3 } 4162 var pdz3: i64 = s[S_CZ] - en_get(m, hw, MC_Z) 4163 if pdz3 < 0 { pdz3 = 0 - pdz3 } 4164 if pdx3 + pdz3 > 2*256 { // your presence stays her hand 4165 let hj2: i64 = en_nth(m, bestj) 4166 if bestd < 220 { 4167 // C3/C5: a TAKING is WITNESSED -- every girl within 16 blocks 4168 // carries the grief as a thought and the fact as gossip (source = 4169 // her own eyes, conf 100). The village REMEMBERS its losses. 4170 let tkx: i64 = en_get(m, hj2, MC_X) 4171 let tkz: i64 = en_get(m, hj2, MC_Z) 4172 var tkk: i64 = 0 - 1 4173 var kwi: i64 = 0 4174 while kwi < en_count(m) { 4175 if en_nth(m, kwi) == hj2 { tkk = kwi } 4176 kwi = kwi + 1 4177 } 4178 en_destroy(m, hj2) 4179 s[S_LOST] = s[S_LOST] + 1 4180 var kwj: i64 = 0 4181 while kwj < en_count(m) { 4182 let hwj: i64 = en_nth(m, kwj) 4183 if hwj > 0 { 4184 var wdx: i64 = en_get(m, hwj, MC_X) - tkx 4185 if wdx < 0 { wdx = 0 - wdx } 4186 var wdz: i64 = en_get(m, hwj, MC_Z) - tkz 4187 if wdz < 0 { wdz = 0 - wdz } 4188 if wdx + wdz < 16*256 { 4189 th_add(base, kwj, TH_SAWTAKEN, 0 - 25, 14400) 4190 if tkk >= 0 { go_add(base, kwj, tkk, GO_TAKEN, 100) } 4191 } 4192 } 4193 kwj = kwj + 1 4194 } 4195 took = 1 4196 } 4197 if bestd >= 220 { if took == 0 { 4198 let txq: i64 = en_get(m, hj2, MC_X) 4199 let tzq: i64 = en_get(m, hj2, MC_Z) 4200 var wv: i64 = 4 4201 if night == 1 { wv = 7 } // she closes faster in the dark 4202 var mx3: i64 = 0 4203 if txq > en_get(m, hw, MC_X) + 32 { mx3 = wv } 4204 if txq < en_get(m, hw, MC_X) - 32 { mx3 = 0 - wv } 4205 var mz3: i64 = 0 4206 if tzq > en_get(m, hw, MC_Z) + 32 { mz3 = wv } 4207 if tzq < en_get(m, hw, MC_Z) - 32 { mz3 = 0 - wv } 4208 en_set(m, hw, MC_X, en_get(m, hw, MC_X) + mx3) 4209 en_set(m, hw, MC_Z, en_get(m, hw, MC_Z) + mz3) 4210 } } 4211 } 4212 } 4213 } } 4214 } 4215 kw = kw + 1 4216 } 4217 // INHERITANCE (the past-DAZ lever, live): two MET girls keeping close company bear a 4218 // DAUGHTER -- her genome FIELD-CROSSED from both parents (the breeders gcross pattern), 4219 // spawned through the certified store (capacity-bounded), cooldown-paced. Display cap 12. 4220 if s[S_BCD] > 0 { s[S_BCD] = s[S_BCD] - 1 } 4221 if s[S_BCD] == 0 { if en_count(m) < MOB_CAP { 4222 var ka: i64 = 0 4223 var born: i64 = 0 4224 while ka < en_count(m) { 4225 if born == 0 { 4226 let ha: i64 = en_nth(m, ka) 4227 if (en_get(m, ha, MC_DISG) & 2) == 2 { 4228 var kb2: i64 = ka + 1 4229 while kb2 < en_count(m) { 4230 if born == 0 { 4231 let hb2: i64 = en_nth(m, kb2) 4232 if (en_get(m, hb2, MC_DISG) & 2) == 2 { 4233 var bdx4: i64 = en_get(m, ha, MC_X) - en_get(m, hb2, MC_X) 4234 if bdx4 < 0 { bdx4 = 0 - bdx4 } 4235 var bdz4: i64 = en_get(m, ha, MC_Z) - en_get(m, hb2, MC_Z) 4236 if bdz4 < 0 { bdz4 = 0 - bdz4 } 4237 if bdx4 + bdz4 < 400 { 4238 let hn: i64 = en_spawn(m) 4239 if hn > 0 { 4240 let ga: i64 = en_get(m, ha, MC_GENE) 4241 let gb: i64 = en_get(m, hb2, MC_GENE) 4242 let pick: i64 = whash(ga, gb, s[S_T]) 4243 var gn: i64 = 0 4244 var fm: i64 = 0 4245 while fm < 8 { 4246 var msk: i64 = 7 4247 if fm == 1 { msk = 24 } 4248 if fm == 2 { msk = 96 } 4249 if fm == 3 { msk = 384 } 4250 if fm == 4 { msk = WATER_MAGIC_1536 } 4251 if fm == 5 { msk = WATER_MAGIC_6144 } 4252 if fm == 6 { msk = GENE_MASK_TEMPERAMENT } // bits 13-15: TEMPERAMENT (bold<->shy) is bred too 4253 if fm == 7 { msk = 983040 } // bits 16-19: BODY NATURE (firmness 16-17 + 4254 // beachwear nature 18-19) bred as one field -- 4255 // un-crossed genome bits default every daughter 4256 // to one body (the class this row eats); pick 4257 // has only 8 hash bits, so 16-19 share fm 7 4258 if ((pick >> fm) & 1) == 1 { gn = gn | (ga & msk) } 4259 if ((pick >> fm) & 1) == 0 { gn = gn | (gb & msk) } 4260 fm = fm + 1 4261 } 4262 en_set(m, hn, MC_GENE, gn) 4263 en_set(m, hn, MC_X, (en_get(m, ha, MC_X) + en_get(m, hb2, MC_X))/2) 4264 en_set(m, hn, MC_Y, en_get(m, ha, MC_Y)) 4265 en_set(m, hn, MC_Z, (en_get(m, ha, MC_Z) + en_get(m, hb2, MC_Z))/2) 4266 var kk: i64 = en_get(m, ha, MC_KIND) 4267 if ((pick >> 6) & 1) == 1 { kk = en_get(m, hb2, MC_KIND) } 4268 en_set(m, hn, MC_KIND, kk) 4269 let da: i64 = en_get(m, ha, MC_DISG) & 1 4270 let db: i64 = en_get(m, hb2, MC_DISG) & 1 4271 var dn: i64 = 0 4272 if da == 1 { if db == 1 { dn = 1 } } 4273 if da != db { dn = (pick >> 7) & 1 } 4274 en_set(m, hn, MC_DISG, dn) 4275 en_set(m, hn, MC_PH, whash(gn, pick, s[S_T]) % WATER_MAGIC_4096) 4276 // seat the newborn's springs + needs (dense tail slot) 4277 let nk9: i64 = en_count(m) - 1 4278 sb_seat_mob((base + O_SOFT) as *i64, nk9, 4279 en_get(m, hn, MC_X)/4, en_get(m, hn, MC_Y)/4, en_get(m, hn, MC_Z)/4) 4280 let nd9: *i64 = (base + O_NEED) as *i64 4281 nd9[nk9*4] = 400 4282 nd9[nk9*4 + 1] = 800 4283 nd9[nk9*4 + 2] = 500 4284 nd9[nk9*4 + 3] = 0 4285 s[S_BCD] = 900 4286 born = 1 4287 } 4288 } 4289 } 4290 } 4291 kb2 = kb2 + 1 4292 } 4293 } 4294 } 4295 ka = ka + 1 4296 } 4297 } } 4298 return 0 4299} 4300 4301// the full FPS control core: fwd/strafe movement, keyboard turn + analog mouselook, keyboard pitch, 4302// jump with real gravity (auto-step <=1.5 blocks stays; 2+ needs a jump), then targeting + edits. 4303func apply2_impl(base: i64, fwd: i64, strafe: i64, turn: i64, 4304 lookx: i64, looky: i64, pit: i64, jump: i64, brk: i64, plc: i64) -> i64 { 4305 let s: *i64 = wst(base) 4306 let dp59: i64 = wsp(base)[P_DAYPHASE] 4307 if dp59 > 0 { if s[S_DPAPPLIED] != dp59 { s[S_T] = dp59; s[S_DPAPPLIED] = dp59 } } // GE59: a poked day phase re-bases the clock ONCE per distinct value (0 = the DAYLEN/4 boot phase, untouched) 4308 s[S_T] = s[S_T] + 1 4309 s[S_YAW] = s[S_YAW] + turn*TURN + lookx*LOOKS 4310 if s[S_YAW] < 0 { s[S_YAW] = s[S_YAW] + 2*IT_PI } 4311 if s[S_YAW] >= 2*IT_PI { s[S_YAW] = s[S_YAW] - 2*IT_PI } 4312 s[S_PITCH] = wclamp(s[S_PITCH] + pit*PITCHV - looky*LOOKS, 0 - PITCH_MAX, PITCH_MAX) 4313 let sy: i64 = it_sin4096(s[S_YAW]) 4314 let cy2: i64 = it_cos4096(s[S_YAW]) 4315 // horizontal: move vector = fwd*forward + strafe*right, axis-split against walls 4316 let mx: i64 = (sy*fwd + cy2*strafe)*SPEED/WATER_MAGIC_4096 4317 let mz: i64 = (cy2*fwd - sy*strafe)*SPEED/WATER_MAGIC_4096 4318 if mx != 0 { 4319 let nx: i64 = s[S_CX] + mx 4320 if wstand(base, nx, s[S_CZ], s[S_CY]) >= 0 { s[S_CX] = nx } 4321 } 4322 if mz != 0 { 4323 let nz: i64 = s[S_CZ] + mz 4324 if wstand(base, s[S_CX], nz, s[S_CY]) >= 0 { s[S_CZ] = nz } 4325 } 4326 // vertical: jump + gravity against the current column's stand height (replaces the glide) 4327 var vy: i64 = s[S_VY] 4328 if jump == 1 { if s[S_GROUNDED] == 1 { vy = JUMPV } } 4329 vy = vy - GRAV 4330 if vy < 0 - VTERM { vy = 0 - VTERM } // terminal velocity (VTERM is shared with mob_step_gait) 4331 var ny: i64 = s[S_CY] + vy 4332 if vy > 0 { // ceiling while rising 4333 let hc: i64 = (ny + 128) >> 8 4334 if vsolid(base, s[S_CX] >> 8, hc, s[S_CZ] >> 8) == 1 { ny = s[S_CY]; vy = 0 } 4335 } 4336 let stand: i64 = wstand_here(base, s[S_CX], s[S_CZ]) 4337 s[S_GROUNDED] = 0 4338 if ny <= stand { ny = stand; vy = 0; s[S_GROUNDED] = 1 } 4339 s[S_VY] = vy 4340 s[S_CY] = ny 4341 // void-fall rescue: below the world floor (edge slip despite the wall) -> respawn, never vanish 4342 if ny < 0 - 512 { wc_respawn(base) } 4343 if wground(base, s[S_CX] >> 8, s[S_CZ] >> 8) < 0 { wc_respawn(base) } 4344 // crosshair target: one ray straight along the view 4345 let sp: i64 = it_sin4096(s[S_PITCH]) 4346 let cp: i64 = it_cos4096(s[S_PITCH]) 4347 let fx: i64 = sy*cp/WATER_MAGIC_4096 4348 let fy: i64 = sp 4349 let fz: i64 = cy2*cp/WATER_MAGIC_4096 4350 let hout: *i64 = (base + O_ST + 40*8) as *i64 // scratch slots 40-44 (wray writes FIVE outs; 4351 let hs: i64 = wray(base, fx*FOC, fy*FOC, fz*FOC, REACH_STEPS, hout) // 56+ overflowed into O_INPUT once) 4352 s[S_NPCT] = npc_pick(base, fx, fy, fz) 4353 // BODY PRESENCE: push the player out of any girl's personal cylinder (no ghost-walking) 4354 let mB: *i64 = mobp(base) 4355 var kB: i64 = 0 4356 while kB < en_count(mB) { 4357 let hB: i64 = en_nth(mB, kB) 4358 let bdx: i64 = s[S_CX] - en_get(mB, hB, MC_X) 4359 let bdz: i64 = s[S_CZ] - en_get(mB, hB, MC_Z) 4360 var adx: i64 = bdx 4361 if adx < 0 { adx = 0 - adx } 4362 var adz: i64 = bdz 4363 if adz < 0 { adz = 0 - adz } 4364 // SAME-ALTITUDE ONLY: a girl in a cave below (or ledge above) must NOT wall you off up 4365 // here -- the "invisible walls" bug was cylinders with no vertical extent 4366 var ady: i64 = s[S_CY] - EYE - en_get(mB, hB, MC_Y) 4367 if ady < 0 { ady = 0 - ady } 4368 if ady < 460 { if adx < 100 { if adz < 100 { 4369 if adx > adz { 4370 if bdx > 0 { s[S_CX] = en_get(mB, hB, MC_X) + 100 } 4371 if bdx <= 0 { s[S_CX] = en_get(mB, hB, MC_X) - 100 } 4372 } 4373 if adx <= adz { 4374 if bdz > 0 { s[S_CZ] = en_get(mB, hB, MC_Z) + 100 } 4375 if bdz <= 0 { s[S_CZ] = en_get(mB, hB, MC_Z) - 100 } 4376 } 4377 } } } 4378 kB = kB + 1 4379 } 4380 s[S_HOK] = 0 4381 if hs > 0 { 4382 s[S_HX] = hout[0] 4383 s[S_HY] = hout[1] 4384 s[S_HZ] = hout[2] 4385 s[S_HFACE] = hout[3] 4386 s[S_HOK] = 1 4387 } 4388 // THE INTERACT VERB: E on a targeted girl MEETS her (block-breaking is suppressed -- you are 4389 // talking to a person, not mining through her). Meeting marks her met-bit; a disguised human, 4390 // once met, is FOUND and counted (the identify-and-protect loop of the lore). 4391 var dobrk: i64 = brk 4392 if brk == 1 { if s[S_NPCT] >= 0 { 4393 dobrk = 0 4394 let mV: *i64 = mobp(base) 4395 let hV: i64 = en_nth(mV, s[S_NPCT]) 4396 let dv: i64 = en_get(mV, hV, MC_DISG) 4397 if (dv & 2) == 0 { 4398 var dvn: i64 = dv | 2 4399 if ((dvn >> 6) & 255) <= 240 { dvn = dvn + 640 } // meeting her: +10 friendship 4400 en_set(mV, hV, MC_DISG, dvn) 4401 if (dv & 1) == 1 { s[S_FOUND] = s[S_FOUND] + 1 } 4402 // C3/C5: the meeting lands in HER ledger, and the fact of it enters the village's 4403 // gossip graph with herself as subject -- her story spreads without another line 4404 th_add(base, s[S_NPCT], TH_MET, 15, 14400) 4405 go_add(base, s[S_NPCT], s[S_NPCT], GO_FRIEND, 100) 4406 } 4407 } } 4408 if dobrk == 1 { if s[S_HOK] == 1 { if s[S_HY] > 0 { 4409 let bwas: i64 = vget(base, s[S_HX], s[S_HY], s[S_HZ]) 4410 if wc_edit(base, s[S_HX], s[S_HY], s[S_HZ], 0) == 1 { 4411 if bwas == B_CROP2 { s[S_HARV] = s[S_HARV] + 1 } // the HARVEST: the loop pays out 4412 s[S_LBX] = s[S_HX] 4413 s[S_LBY] = s[S_HY] 4414 s[S_LBZ] = s[S_HZ] 4415 s[S_BROKEN] = s[S_BROKEN] + 1 4416 s[S_HOK] = 0 4417 } 4418 } } } 4419 if plc == 1 { if s[S_HOK] == 1 { 4420 let want: i64 = sel_block(s[S_SEL]) 4421 if want == B_FARM { if s[S_HFACE] == 3 { 4422 // the HOE: tilling converts the TARGETED grass/dirt block itself -- no new block 4423 let tb: i64 = vget(base, s[S_HX], s[S_HY], s[S_HZ]) 4424 if tb == 1 { if wc_edit(base, s[S_HX], s[S_HY], s[S_HZ], B_FARM) == 1 { s[S_PLACED] = s[S_PLACED] + 1 } } 4425 if tb == 2 { if wc_edit(base, s[S_HX], s[S_HY], s[S_HZ], B_FARM) == 1 { s[S_PLACED] = s[S_PLACED] + 1 } } 4426 } } 4427 if want == B_CROP0 { if s[S_HFACE] == 3 { if s[S_HY] + 1 < WY { 4428 // SEEDS: only into the air directly above targeted farmland (wet or dry) 4429 let sb2: i64 = vget(base, s[S_HX], s[S_HY], s[S_HZ]) 4430 var okf: i64 = 0 4431 if sb2 == B_FARM { okf = 1 } 4432 if sb2 == B_FARMW { okf = 1 } 4433 if okf == 1 { if vget(base, s[S_HX], s[S_HY] + 1, s[S_HZ]) == 0 { 4434 if wc_edit(base, s[S_HX], s[S_HY] + 1, s[S_HZ], B_CROP0) == 1 { 4435 s[S_PLANT] = s[S_PLANT] + 1 4436 s[S_PLACED] = s[S_PLACED] + 1 4437 } 4438 } } 4439 } } } 4440 if want != B_FARM { if want != B_CROP0 { 4441 var px: i64 = s[S_HX] 4442 var py: i64 = s[S_HY] 4443 var pz: i64 = s[S_HZ] 4444 let f: i64 = s[S_HFACE] 4445 if f == 1 { px = px + 1 } 4446 if f == 2 { px = px - 1 } 4447 if f == 3 { py = py + 1 } 4448 if f == 4 { py = py - 1 } 4449 if f == 5 { pz = pz + 1 } 4450 if f == 6 { pz = pz - 1 } 4451 var okp: i64 = 0 4452 if vin(px, py, pz) == 1 { if vget(base, px, py, pz) == 0 { okp = 1 } } 4453 // never inside the player's own two cells 4454 if px == s[S_CX] >> 8 { if pz == s[S_CZ] >> 8 { 4455 let feet: i64 = (s[S_CY] - EYE) >> 8 4456 if py >= feet { if py <= feet + 1 { okp = 0 } } 4457 } } 4458 if okp == 1 { 4459 if wc_edit(base, px, py, pz, want) == 1 { 4460 s[S_PLACED] = s[S_PLACED] + 1 4461 if py > s[S_WMAX] { s[S_WMAX] = py } // a tower can rise past the old ceiling 4462 } 4463 } 4464 } } 4465 } } 4466 mob_tick(base) 4467 // B1/B2: the farm breathes on its own clock (soil hydration + crop growth, journal-driven). 4468 // P_GROWE <= 0 = a recombined identity with no farming: the clock simply never fires. 4469 let ge9: i64 = wsp(base)[P_GROWE] 4470 if ge9 >= 1 { if s[S_T] % ge9 == 0 { wc_farm_tick(base) } } 4471 // v6 STREAMING: approach a window margin -> the world slides under you (unbounded land). 4472 // Runs after the whole frame so every in-frame coordinate was consistent; one stride per 4473 // axis per tick is plenty at player speeds. 4474 if (s[S_CX] >> 8) >= WX - SHIFT_MARGIN { wc_shift(base, SHIFT_STRIDE, 0) } 4475 if (s[S_CX] >> 8) < SHIFT_MARGIN { wc_shift(base, 0 - SHIFT_STRIDE, 0) } 4476 if (s[S_CZ] >> 8) >= WZ - SHIFT_MARGIN { wc_shift(base, 0, SHIFT_STRIDE) } 4477 if (s[S_CZ] >> 8) < SHIFT_MARGIN { wc_shift(base, 0, 0 - SHIFT_STRIDE) } 4478 return 0 4479} 4480 4481func wc_cycle(base: i64) -> i64 { 4482 let s: *i64 = wst(base) 4483 s[S_SEL] = (s[S_SEL] + 1) % 7 4484 return s[S_SEL] 4485} 4486 4487// adaptive quality: the SURFACE reports how long its last frame took (transport only); the ORGAN 4488// owns the response. EMA x16 with hysteresis bands so it never flaps: sustained >24ms coarsens, 4489// sustained <11ms refines. Returns the current ray pixel size. 4490func wc_framems(base: i64, ms: i64) -> i64 { 4491 let s: *i64 = wst(base) 4492 var m2: i64 = ms 4493 if m2 < 0 { m2 = 0 } 4494 if m2 > 100 { m2 = 100 } 4495 s[S_FMA] = (s[S_FMA]*3 + m2*16)/4 4496 // ★EVERY LINE DERIVES FROM ONE BUDGET, AND THE BUDGET COMES FROM THE DEVICE when the page has 4497 // reported its measured display interval (target_ms): tolerate = 1.5x the interval, refine line = 4498 // tolerate minus one-sixth (the proven no-touch margin as a RATIO), recovery seed = two-thirds of 4499 // tolerate. With no report the shipped values hold BIT-EXACTLY (384/320/256 -- 24ms tolerate), 4500 // so gate T20 and every headless run measure the same controller they always did. 4501 var tol: i64 = 384 4502 if s[S_TGT] > 0 { tol = s[S_TGT]*3/2 } 4503 let refl: i64 = tol - tol/6 4504 let seed: i64 = tol*2/3 4505 var coarsened: i64 = 0 4506 if s[S_FMA] > tol { if s[S_Q] < Q_MAX { // sustained past the tolerate line 4507 s[S_Q] = s[S_Q] + 1 4508 s[S_FMA] = seed 4509 coarsened = 1 4510 } } 4511 // PREDICTIVE REFINE (operator 2026-08-17: "incredibly pixelated ... we have a 5080"). The old 4512 // rule refined only under a fixed 11ms line while coarsening at 24ms, so any machine whose frame 4513 // cost sat between them stayed pixelated forever at 41 percent of its own budget -- a magic 4514 // threshold under-using every device. The decision now uses the renderer's OWN cost model: rays 4515 // scale as 1/q^2, so the predicted EMA at the finer q is FMA*q^2/(q-1)^2. Refine when that fits 4516 // UNDER the coarsen line minus one 4ms hysteresis margin (320 = 384-64) -- the two bands cannot 4517 // touch, so it cannot oscillate; and the EMA is SEEDED with the prediction (a reset to 256 would 4518 // re-trigger blind and skip quality levels before a real frame lands). FMA>0 guards the first 4519 // frames: no refine before any real report has been folded in. 4520 // ⚠AND NEVER ON THE CALL THAT COARSENED: the coarsen branch's FMA=256 reset is a SEEDED value, 4521 // not a measurement, and at q>3 the ratio test on that seed always says "you can afford finer" -- 4522 // gate T20's slow case caught the same-call refine undoing every coarsen step (2/3 RED). One real 4523 // frame must fold into the EMA before refine may judge again. 4524 if coarsened == 0 { if s[S_Q] > 1 { if s[S_FMA] > 0 { 4525 let qc: i64 = s[S_Q] 4526 let qn: i64 = qc - 1 4527 if s[S_FMA]*qc*qc < refl*qn*qn { 4528 s[S_Q] = qn 4529 s[S_FMA] = s[S_FMA]*qc*qc/(qn*qn) 4530 } 4531 } } } 4532 return s[S_Q] 4533} 4534 4535// ---------- persistence: a sovereign save image (the nx_gamesave laws, wasm-compatible) ---------- 4536// [0]=magic [1]=version [2]=seed [3..7]=camx/y/z/yaw/pitch [8]=sel [9]=broken [10]=placed 4537// [11]=checksum (order-sensitive rolling fold, 63-bit masked) then the raw voxel bytes. 4538// The surface (file on native, localStorage in the browser) moves BYTES ONLY; meaning stays here. 4539// seq1151 (2026-07-30): the rolling-fold mechanism now composes nx_gamesave_core -- ONE definition 4540// shared with the gs_save file surface; this format's constants stay ITS OWN (image bytes unchanged, 4541// golden gate checksums are the acceptance). 4542func wc_save_ck(base: i64) -> i64 { 4543 let hd: *i64 = (base + O_SAVE) as *i64 4544 let vb: *u8 = (base + O_SAVE + SAVE_HDR) as *u8 4545 var ck: i64 = gsc_fold_words(SAVE_CK_SEED, hd, 2, 11, SAVE_CK_PRIME, SAVE_CK_MASK) 4546 ck = gsc_fold(ck, hd[12], SAVE_CK_PRIME, SAVE_CK_MASK) 4547 ck = gsc_fold(ck, hd[13], SAVE_CK_PRIME, SAVE_CK_MASK) 4548 ck = gsc_fold(ck, hd[14], SAVE_CK_PRIME, SAVE_CK_MASK) 4549 ck = gsc_fold(ck, hd[15], SAVE_CK_PRIME, SAVE_CK_MASK) 4550 ck = gsc_fold_bytes(ck, vb, SAVE_BODY, 131, SAVE_CK_MASK) 4551 return ck 4552} 4553// pre-streaming (v5) checksum geometry -- LOAD-COMPAT ONLY, so old saves keep opening 4554func wc_save_ck_v5(base: i64) -> i64 { 4555 let hd: *i64 = (base + O_SAVE) as *i64 4556 let vb: *u8 = (base + O_SAVE + SAVE_HDR) as *u8 4557 var ck: i64 = gsc_fold_words(SAVE_CK_SEED, hd, 2, 11, SAVE_CK_PRIME, SAVE_CK_MASK) 4558 ck = gsc_fold(ck, hd[12], SAVE_CK_PRIME, SAVE_CK_MASK) 4559 ck = gsc_fold(ck, hd[13], SAVE_CK_PRIME, SAVE_CK_MASK) 4560 ck = gsc_fold_bytes(ck, vb, SAVE_BODY_V5, 131, SAVE_CK_MASK) 4561 return ck 4562} 4563// build the image from live state; returns its byte length 4564func wc_save_build(base: i64) -> i64 { 4565 let s: *i64 = wst(base) 4566 let hd: *i64 = (base + O_SAVE) as *i64 4567 hd[0] = SAVE_MAGIC 4568 hd[1] = SAVE_VER 4569 hd[2] = s[S_SEED] 4570 hd[3] = s[S_CX] 4571 hd[4] = s[S_CY] 4572 hd[5] = s[S_CZ] 4573 hd[6] = s[S_YAW] 4574 hd[7] = s[S_PITCH] 4575 hd[8] = s[S_SEL] 4576 hd[9] = s[S_BROKEN] 4577 hd[10] = s[S_PLACED] 4578 hd[12] = s[S_FOUND] 4579 hd[13] = s[S_LOST] 4580 hd[14] = s[S_WOX] 4581 hd[15] = s[S_WOZ] 4582 let vb: *u8 = (base + O_SAVE + SAVE_HDR) as *u8 4583 let vx: *u8 = wvx(base) 4584 var p: i64 = 0 4585 while p < WX*WY*WZ { vb[p] = vx[p]; p = p + 1 } 4586 let mb: *u8 = (base + O_MOBS) as *u8 4587 var q: i64 = 0 4588 while q < MOB_BYTES { vb[WX*WY*WZ + q] = mb[q]; q = q + 1 } 4589 let eb: *u8 = (base + O_EJRN) as *u8 4590 var r: i64 = 0 4591 while r < EJRN_BYTES { vb[WX*WY*WZ + MOB_BYTES + r] = eb[r]; r = r + 1 } 4592 hd[11] = wc_save_ck(base) 4593 return SAVE_LEN 4594} 4595// validate the image in place, then restore world + camera from it. NOTHING is touched on refusal. 4596// returns 0, or negative: -1 magic, -2 version, -3 checksum 4597func wc_save_apply(base: i64) -> i64 { 4598 let hd: *i64 = (base + O_SAVE) as *i64 4599 if hd[0] != SAVE_MAGIC { return 0 - 1 } 4600 var v5: i64 = 0 4601 if hd[1] == SAVE_VER5 { v5 = 1 } 4602 if hd[1] != SAVE_VER { if v5 == 0 { return 0 - 2 } } 4603 let want: i64 = hd[11] 4604 if v5 == 0 { if wc_save_ck(base) != want { return 0 - 3 } } 4605 if v5 == 1 { if wc_save_ck_v5(base) != want { return 0 - 3 } } 4606 let s: *i64 = wst(base) 4607 s[S_SEED] = hd[2] 4608 s[S_CX] = hd[3] 4609 s[S_CY] = hd[4] 4610 s[S_CZ] = hd[5] 4611 s[S_YAW] = hd[6] 4612 s[S_PITCH] = hd[7] 4613 s[S_SEL] = hd[8] 4614 s[S_BROKEN] = hd[9] 4615 s[S_PLACED] = hd[10] 4616 s[S_FOUND] = hd[12] 4617 s[S_LOST] = hd[13] 4618 s[S_WOX] = 0 4619 s[S_WOZ] = 0 4620 if v5 == 0 { s[S_WOX] = hd[14]; s[S_WOZ] = hd[15] } 4621 s[S_VY] = 0 4622 let vb: *u8 = (base + O_SAVE + SAVE_HDR) as *u8 4623 let vx: *u8 = wvx(base) 4624 var p: i64 = 0 4625 while p < WX*WY*WZ { vx[p] = vb[p]; p = p + 1 } 4626 let mb: *u8 = (base + O_MOBS) as *u8 4627 var q: i64 = 0 4628 while q < MOB_BYTES { mb[q] = vb[WX*WY*WZ + q]; q = q + 1 } 4629 // journal: v6 restores it from the image; a v5 save simply has no touched-land history yet 4630 let eb: *u8 = (base + O_EJRN) as *u8 4631 var r: i64 = 0 4632 if v5 == 0 { 4633 while r < EJRN_BYTES { eb[r] = vb[WX*WY*WZ + MOB_BYTES + r]; r = r + 1 } 4634 } else { 4635 while r < EJRN_BYTES { eb[r] = 0 as u8; r = r + 1 } 4636 } 4637 wc_wmax(base) // the restored world's ceiling, not the fresh one's 4638 wc_soft_seat_all(base) // springs + needs are NON-PERSISTED: re-derive 4639 wc_need_seed(base) 4640 wc_mind_zero(base) // a loaded world wakes with a clear head 4641 return 0 4642} 4643 4644// legacy 6-arg form: forwards into the full core (no strafe/look/jump). Gate callers use this. 4645func apply_impl(base: i64, fwd: i64, turn: i64, pit: i64, brk: i64, plc: i64) -> i64 { 4646 return apply2_impl(base, fwd, 0, turn, 0, 0, pit, 0, brk, plc) 4647} 4648 4649// legacy single-action tick (gate + old shim): 0 fwd 1 back 2 turnL 3 turnR 4 break 5 place 4650func tick_impl(base: i64, d: i64) -> i64 { 4651 wc_weather_tick(base) 4652 var fwd: i64 = 0 4653 var turn: i64 = 0 4654 var brk: i64 = 0 4655 var plc: i64 = 0 4656 if d == 0 { fwd = 1 } 4657 if d == 1 { fwd = 0 - 1 } 4658 if d == 2 { turn = 0 - 1 } 4659 if d == 3 { turn = 1 } 4660 if d == 4 { brk = 1 } 4661 if d == 5 { plc = 1 } 4662 if d == 6 { wc_cycle(base) } 4663 return apply_impl(base, fwd, turn, 0, brk, plc) 4664} 4665 4666// multi-action input frame, FPS scheme: W/S forward/back + A/D (and arrows) STRAFE from HELD, 4667// yaw from the analog LOOK channel (mouse), pitch from mouse + R/F, jump held (auto-rehop on 4668// landing, Minecraft-style), break/place from PRESSED edges so they cannot repeat-fire. 4669func step_impl(base: i64) -> i64 { 4670 // WEATHER ON THE FPS FRAME (2026-08-30, measured on the live page: window.__wxw=[0,0,0,0]): only the 4671 // legacy tick_impl ticked the weather, so the frame path every shipped page drives left spec slots 4672 // 11-15 at zero -- no wind field, no hair sway at rest, no gusts, for every world. Same call, same 4673 // order as tick_impl: weather first, then input. 4674 wc_weather_tick(base) 4675 let q: *i64 = winp(base) 4676 let held: i64 = ia_held(q) 4677 let pressed: i64 = ia_frame(q) 4678 var fwd: i64 = 0 4679 if (held & IA_UP) != 0 { fwd = 1 } 4680 if (held & IA_DOWN) != 0 { fwd = fwd - 1 } 4681 var strafe: i64 = 0 4682 if (held & IA_RIGHT