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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 "nx_morf_draw_core.nx" 26import "nx_nxa_morf_draw_admit.nx" 27import "_hdl_build/nx_entity_store.nx" 28import "_hdl_build/nx_gamesave_core.nx" 29import "nx_indoorgen_data.nx" 30// GE14a: the PURE staged-terrain core (six parameter fields -> spline -> relief/erosion). 31// Allocator-free and syscall-free, which is the only reason it can live in this wasm target -- 32// nx_worldpipe's hydrology and erosion BAKES allocate and stay NAS-side (rung GE14b). 33import "nx_worldpipe_core.nx" 34// THE ONE GEN-TIME RECIPE ALLOWLIST (2026-09-04): init_impl_v's gok9 chain, nx_world_snap and nx_game_page_emit's 35// NXGP passes all read genp_gen_ok from this lib, so an index admitted to the engine reaches the instrument and 36// the page in the same edit. Pure arithmetic, wasm-safe. nx_wasm_craft_gate T90 pins every P_* slot to it. 37import "nx_genp_allow_lib.nx" 38// GE32: frame-budget telemetry -- the window, percentiles and spike count are computed HERE from the raw 39// rAF interval the page feeds through perf_frame, so the served HUD and the pacing referee gate read ONE 40// ruler. Allocation-free and syscall-free like everything else in this target. 41import "nx_perf_lib.nx" 42import "nx_beach_release_recipe.nx" 43import "nx_beach_contact_sweep.nx" 44import "nx_imported_body_registry_t40.nx" 45import "nx_linalg_affine_t34.nx" 46const WATER_MAGIC_16777216: i64 = 16777216 47const EJRN_HASH_MUL: i64 = 40503 48const WATER_MAGIC_33554431: i64 = 33554431 49const TERRAIN_HASH_X: i64 = 374761393 50const TERRAIN_HASH_Z: i64 = 668265263 51const TERRAIN_HASH_SEED: i64 = 1442695041 52const SAVE_CK_MASK: i64 = 4611686018427387903 53const TERRAIN_HASH_MIX: i64 = 1274126177 54const RAY_HUGE: i64 = 1099511627776 55const WATER_MAGIC_65536: i64 = 65536 56const WATER_MAGIC_4096: i64 = 4096 57const WATER_MAGIC_1048576: i64 = 1048576 58const WATER_MAGIC_1536: i64 = 1536 59const WATER_MAGIC_6144: i64 = 6144 60const GENE_MASK_TEMPERAMENT: i64 = 57344 61const SAVE_CK_SEED: i64 = 1469598103 62const SAVE_CK_PRIME: i64 = 1099511 63const WATER_MAGIC_2400: i64 = 2400 64const WATER_MAGIC_2500: i64 = 2500 65const WATER_MAGIC_1400: i64 = 1400 66const CRAFT_DEFAULT_SEED: i64 = 20260728 67 68// ★4K-CLASS NATIVE, SCALED TO THE HARDWARE (operator 2026-08-14: "significantly worse ... up and 69// beyond 4k resolution ... scaling to the available hardware"). The WebGL path used to render at true 70// device resolution while this rasteriser was pinned at 480x300 and CSS-stretched to 1920 -- a 4x linear 71// upscale, which is exactly what "significantly worse" was. 72// W/H are the FRAMEBUFFER, and the renderer derives rw=W/q, rh=H/q, foc=W/(2q) -- so FOV is invariant 73// under q BY CONSTRUCTION and the adaptive controller is the thing that scales to the hardware. 74// 1920x1200 keeps the old 16:10 aspect EXACTLY, so framing is unchanged -- it is 4x the linear detail 75// and 16x the AREA of the 480x300 this replaces. 76// ★THE SAFETY PROPERTY THAT MAKES THIS NON-REGRESSIVE: at q=8 this is rw=240, rh=150, foc=120 -- 77// byte-for-byte the old default. The initial q is 8, so the first frame costs what it always did; the 78// controller only refines toward q=1 (one ray per pixel) when frames measure under 11ms. 79// ★CEILING CHOSEN FROM THE MEMORY ENVELOPE, NOT TASTE: pixels are i64 because this language has no 80// 32-bit pointer type (MEASURED: 0 hits for `as *u32` across 23,072 sources, coverage complete), so 81// the framebuffer costs W*H*8 = 18.4 MB. A 3840x2400 ceiling would cost 73.7 MB to expose a q=1 that 82// is unreachable anyway -- 9.2M DDA rays per frame is seconds, not milliseconds. Real 4K needs 4-byte 83// pixels plus SIMD, not a bigger constant here; raising W alone buys memory, not detail. 84// ★THE CEILING IS BOUNDED BY THE WASM LINEAR MEMORY, AND THAT BOUND IS NOT NEGOTIABLE BY TASTE. 85// The WAT backends size linear memory FROM THIS MODULE (2026-08-18): they read the 86// `static nx_wasm_pages_req` contract row below at emit time, so the page count has ONE 87// owner (this file) instead of the three drifting copies that shipped 192-vs-364 and 88// fail-closed the lane. (The AHEAD reconciliation that gated this: the 21 "lost" strings 89// were superseded rewords of nx_parse diagnostics, proven live by fixture.) A 1920x1200 framebuffer at O_FB needs 90// 3,590,528 + 18,432,000 = 22,022,528 bytes, i.e. 9.4 MB PAST THE END, so every render trapped with 91// "index out of bounds" and /craft went black. Shipped and caught in production 2026-08-14. 92// 1200x750 keeps the 16:10 aspect and needs 3,590,528 + 7,200,000 = 10,790,528, leaving 1,792,384 93// bytes of headroom inside the same 192 pages. It is still 2.5x the linear detail and 6.25x the AREA 94// of the 480x300 this replaced. 95// ★AND IT KEEPS EXACT PARITY WITH THE OLD DEFAULT: at Q_START=5, rw = 1200/5 = 240, rh = 750/5 = 150, 96// foc = 1200/(2*5) = 120 -- byte-for-byte the pre-change frame, so no machine is worse off. 97// WASM_MEM_BYTES below mirrors the backend's page count so nx_wasm_craft_gate can REFUSE a ceiling 98// that does not fit; the real remedy is for the backend to size pages from the module's own arena 99// rather than a constant, and that is owed. 100// ★THE RENDER CEILING IS THE PAGE'S OWN DISPLAY CAP, NOT A TASTE (operator 2026-08-17: "why these 101// arbitrary resolution rates"): the emitted page has always capped the canvas at min(98vw,1920px) -- 102// the ceiling below and that cap were TWO constants describing ONE thing, and at 1200 the render 103// ceiling silently bound first on every desktop display. Now the ceiling IS the cap (1920 wide at 104// the shipped 16:10 aspect); which fraction of it a device actually renders is decided PER DEVICE by 105// the adaptive controller against that device's own measured budget -- no resolution number below 106// this line is chosen by hand. 107const W: i64 = 1920 108const H: i64 = 1200 109const WASM_PAGE_BYTES: i64 = 65536 110// pages = ceil(CRAFT_TOTAL / page) + the previously PROVEN slack. ceil alone is 339 (339*65536 = 111// 22,216,704 >= CRAFT_TOTAL 22,216,352); the +25 pages carry forward the old configuration's 112// measured-working headroom class (~1.6MB) as the runtime/shim allowance -- honestly UNMEASURED 113// whether anything needs it, so it is kept, named, and gate T60 pins the fit while the wasm-vm 114// gate's PAINTS tooth proves the module actually runs inside what it declares. 115const WASM_PAGES: i64 = 364 116const WASM_MEM_BYTES: i64 = WASM_PAGES * WASM_PAGE_BYTES 117// MODULE-OWNED PAGE SIZING, BLOCKED AT THE ENCODER (2026-08-18): the WAT backends 118// (wat_mem_pages in nx_wasm/nx_wasm_scalararm) READ a module-declared 119// `static nx_wasm_pages_req: i64 = WASM_PAGES` and size linear memory from it -- 120// mechanism shipped and bite-proven. But nxasm_x86 refuses ANY nonzero-init 121// writable static (G3_NONZERO_INIT_STATIC_UNSUPPORTED_BOTH_LANES: GNU .rodata 122// would fault the first write, nxasm ignores .data wholesale), so declaring it 123// here breaks every NATIVE importer of this engine (the gate). Until nxasm 124// grows .data placement (debt filed with this exact spec), the page count rides 125// the backends' WAT_MEM_PAGES_DEFAULT and the vm-gate's FITS tooth is the 126// drift catcher -- it refused the 192-era wasm and will refuse the next drift. 127// DO NOT re-add the static until `nx_sov_build_run nx_wasm_craft_gate` compiles. 128const RES: i64 = 2 // ray per RESxRES pixel block (240x150 rays) 129const RW: i64 = 240 130const RH: i64 = 150 131const FOC: i64 = 120 // ~90 degree fov at RW=240 132// ★THE ADAPTIVE RANGE, WIDENED AT BOTH ENDS so "scale to the hardware" is real in both directions. 133// q divides the framebuffer: q=1 is 1920x1200 (one ray per pixel) and q=24 is 80x50. 134// Q_START=8 reproduces the OLD default exactly (1920/8=240 x 1200/8=150 rays, foc 1920/16=120), so 135// weak hardware is never worse off than it was and strong hardware can now actually be used. 136const Q_MAX: i64 = 24 137const Q_START: i64 = 5 138 139// ★A DEPTH BUFFER THAT COSTS ZERO BYTES. The compare board's skinned-characters-in-world row names its 140// blocker as "seed a depth buffer from the voxel pass so terrain occludes limbs correctly". 141// ⚠THE CONTRACT SYMBOL IS DELIBERATELY NOT SPELLED HERE. The compare generator measures whether the 142// symbol EXISTS in source, and it does not strip comments -- so naming it in prose flipped the published 143// row to LANDED with no capability behind it (measured: coverage jumped 500 to 525 permil on a comment). 144// A completion signal that keys on a name rewards writing the name; a scanner that does not skip comments 145// measures the documentation, not the code. Ship the function, then the row flips honestly. 146// A separate buffer cannot exist here: the WAT backend emits 192 wasm pages = 12,582,912 147// bytes and the arena already uses 10,790,528, leaving 1,792,384 -- while a full-resolution depth plane 148// would need another W*H*8 = 7,200,000. Shipping one would black out /craft exactly as the 1920x1200 149// framebuffer did on 2026-08-14. 150// The room was already there: a pixel is an i64 carrying a 24-bit packed colour, so 40 bits sit unused 151// every frame. The voxel pass ALREADY computes the crossing-t it needs for shading and then throws it 152// away. Depth now rides bits 32..55 of the same word and is stripped in one pass before the frame is 153// published, so no consumer -- page blit, gate frame scans, PNG proof -- ever sees a changed format. 154const FB_COLOR_MASK: i64 = 16777215 155const FB_DEPTH_SHIFT: i64 = 32 156const FB_DEPTH_MAX: i64 = 16777215 157 158// ★THE WIDTH THE HUD PIXEL SIZES WERE AUTHORED AT. Every HUD length below is scaled by rw/HUD_DESIGN_W 159// rather than held as a raw pixel count, for the same reason mob_draw's billboard cap is a fraction: a 160// constant pixel size means a different FRACTION OF THE SCREEN at every resolution, and the canvas is 161// sized to rw x rh and upscaled by the browser, so the fraction is what the player actually sees. 162const HUD_DESIGN_W: i64 = 480 163const HUD_PIP_MAX: i64 = 24 164const HUD_HOTBAR_N: i64 = 7 165 166const WX: i64 = 128 // world blocks (v2: 4x the area, taller) 167const WY: i64 = 48 168const WZ: i64 = 128 169const WATER_H: i64 = 9 170 171// FARMING-LIFE blocks (roadmap B1/B2): wetness lives IN the id and crops are separate stage ids, 172// so the v6 save format is UNTOUCHED -- voxels + the edit journal already persist every farm cell. 173const B_FARM: i64 = 12 // tilled farmland, dry 174const B_CROP0: i64 = 13 // crop sprout (placed by SEEDS onto farmland) 175const B_CROP1: i64 = 14 // crop growing 176const B_CROP2: i64 = 15 // crop MATURE -- breaking it is the HARVEST 177const B_FARMW: i64 = 16 // farmland, wet (rain or water within the 5x5 ring) 178 179// ★THE FRAMEBUFFER MOVED TO THE END OF THE ARENA so it can GROW without shifting a single other 180// offset. Every block below (O_ST .. O_GENP) keeps its absolute address, which is what makes a 16x 181// resolution change a 4-constant edit instead of a 12-offset relayout nobody could verify. 182// The 1,152,000 bytes at offset 0 are now unused and reclaimable -- stated, not hidden. 183const O_FB: i64 = 3592832 // W*H i64 packed R|G<<8|B<<16 (at the arena tail; see CRAFT_TOTAL) 184const O_ST: i64 = 1152000 // 64 state slots 185const O_INPUT: i64 = 1152512 // nx_input_abstract arena (64 words) 186const O_VOX: i64 = 1153024 // WX*WY*WZ u8 blocks 187const O_MOBS: i64 = 1939456 // nx_entity_store arena (certified part): en_bytes(16,7)=1632 188const MOB_CAP: i64 = 16 189const MOB_NCOMP: i64 = 7 190const MOB_BYTES: i64 = 1632 191const O_SPEC: i64 = 1941120 // GAME SPEC block (64 words) -- AFTER the arena's 1632B end 192const O_EJRN: i64 = 1941760 // EDIT JOURNAL: 8192 packed i64 hash slots at ABSOLUTE world 193 // coords (v6 streaming). Reuses the pre-v6 save staging spot. 194const EJRN_SLOTS: i64 = 8192 195const EJRN_BYTES: i64 = 65536 196const O_SAVE: i64 = 2730336 // v6 save image (relocated past MOBAUX): 128B header + voxels 197 // + mob arena + edit journal. The page reads save_off() so the 198 // relocation is invisible to every surface. 199const SAVE_HDR: i64 = 128 200const SAVE_BODY: i64 = 853600 // WX*WY*WZ + MOB_BYTES + EJRN_BYTES 201const SAVE_BODY_V5: i64 = 788064 // pre-streaming body (load-compat: v5 saves still open) 202const SAVE_LEN: i64 = 853728 // SAVE_HDR + SAVE_BODY 203const CRAFT_BYTES: i64 = 3584064 // O_SAVE + SAVE_LEN 204const O_MOBAUX: i64 = 2729952 // 16 mobs x (dx,dz,dy) last-applied step, i64 triples 205 // (384B, fits the 544B rounding slack past the save image; 206 // save format untouched). NON-PERSISTED display truth. 207 // The page's heading/speed used to be a JS derivative of 208 // positions -- a workaround; the ORGAN owns motion, so it 209 // exports the applied step incl the vertical component 210 // (climb cadence needs dy). 211// GAIT-1 -- 16 mobs x 1 word FACING (it-units, IT_PI = a half turn; forward = (sin,cos) in x,z, 212// the SAME convention the camera basis at mob_draw and the wander drive already use, so this 213// engine has ONE yaw convention and not two). 128B in the same free band as O_MOBVY: 214// 2729696 + 128 = O_MOBVY, and O_EJRN ends at 2007296, so 2007296..2729696 is unallocated -- 215// the region is carved exactly the way O_MOBVY was and the save format is untouched for the 216// same reason. NON-PERSISTED: a zero arena faces +z, and every write is a deterministic 217// function of arena state, so the T4/T17 two-arena checksums hold by construction. 218// ⚠WHY A STATE WORD AND NOT A DERIVATIVE OF THE LAST STEP: a heading recomputed from the 219// current step every tick IS the wobble. The steering below is an 8-direction bang-bang signal 220// whose per-axis sign can flip in a single tick, so any facing derived from it inherits every 221// one of those flips. The low-pass has to live somewhere; this is that somewhere, one word. 222const O_MOBHDG: i64 = 2729696 223const O_MOBVY: i64 = 2729824 // GE12: 16 mobs x 1 word VERTICAL VELOCITY Q8/tick (128B, the slack 224 // directly BEFORE O_MOBAUX: 2729824 + 128 = O_MOBAUX; free since 225 // O_EJRN ends at 2007296). NON-PERSISTED: a zero arena is AT REST 226 // by construction and every write derives from deterministic 227 // state, so the T4/T17 two-arena checksums hold. 228const O_SOFT: i64 = 3584064 // A4 soft-body springs: 16 mobs x SB_PTS(6, R7 regions) x SD_STRIDE words. 229 // NON-PERSISTED display truth (pure function of root motion; 230 // re-seated on init/load/shift/summon -- the MOBAUX pattern). 231const O_NEED: i64 = 3588672 // C1 needs: 16 mobs x 4 words (hunger, energy, social, spare). 232 // NON-PERSISTED; re-seeded deterministically on init/load. 233const O_MIND: i64 = 3589184 // C3/C5 THE INNER LIFE: 16 girls x 24 words -- 8 THOUGHT 234 // slots (id<<8 | mag+128, expiry-tick) then 4 GOSSIP slots 235 // (subj<<16 | pred<<8 | conf, born-tick). NON-PERSISTED; 236 // every write derives from deterministic state, so the 237 // T4/T17 two-arena checksums hold by construction. 238const O_PASS: i64 = 3592256 // THE TRAVELER'S PASSPORT (the isekai carry): the 239 // CHARACTER crosses worlds while each world keeps its own 240 // v6 save. Wire = 12 words (magic ver charseed broken 241 // placed harv plant found lost ticks worldmask ck); 242 // words 16-24 = the in-arena delta SNAPSHOT so a world 243 // reload never double-counts a deed into the ledger. 244const PASS_MAGIC: i64 = 20260802001 245const PASS_LEN: i64 = 192 // 24 wire words: [0]magic [1]ver [2]charseed [3]broken 246 // [4]placed [5]harv [6]plant [7]found [8]lost [9]ticks 247 // [10]worldmask [11]party-count [12..20]=3x(kind,disg, 248 // gene) -- COMPANIONS CROSS WORLDS with their bond and 249 // bred genome intact -- [21]ck. Snapshot at words 32+. 250const O_GENP: i64 = 3592640 // W1c GEN-TIME RECIPE OVERRIDES (192B): [0] magic, [1] n, 251 // then idx,val pairs x11. Written by the page (NXGP block) 252 // or a native harness BEFORE init_v; init applies them 253 // AFTER wc_spec identity defaults and BEFORE genworld, so 254 // terrain-shape rows (0..6, 59, 60) become world DATA. 255 // Zero region (fresh arena) = no overrides by construction. 256const GENP_MAGIC: i64 = 20260813001 257const GENP_MAXP: i64 = 11 258// ★WRITTEN AS THE ARITHMETIC, NOT AS A TYPED-OUT TOTAL. The framebuffer TAILS the arena, so the 259// total is the pre-framebuffer arena plus the frame itself. Typing the sum by hand is what let the 260// ceiling silently outgrow the wasm linear memory: a hand-computed 22,022,528 looks exactly as 261// authoritative as a correct one. As arithmetic it re-derives itself whenever W, H or O_FB move, 262// and nx_wasm_craft_gate asserts it against WASM_MEM_BYTES so it can never again exceed the module's 263// own memory without the gate going RED first. 264// ★R21 SKINNED-CHARACTER RIG REGION (wc_mob_mesh). ONE rig per arena, shared by every girl: geometry is 265// species data, pose+genome are per-girl -- the same split the body canon uses (species = parameters, 266// individuals = seeded variation). The rig TAILS the framebuffer so every existing offset is untouched. 267const O_RIG: i64 = O_FB + W*H*8 268// == sk_bytes() (256 + 32*256 + 2048*64 + 2048*24 + 64). A const cannot call a func, so the value is 269// written out ONCE here and the gate asserts RIG_BYTES == sk_bytes() -- the derived-constant discipline: 270// the duplicate exists, and it CANNOT drift without a RED. 271const RIG_BYTES: i64 = 188736 272const O_PROJ: i64 = O_RIG + RIG_BYTES 273const PROJ_MAXV: i64 = 211 // projected-vertex slots == RIG_VERT_TOTAL (declared beside the 274 // rig tables; a const cannot forward-reference, so the value is 275 // written out ONCE here and gate T67 asserts the two are EQUAL 276 // and that the built rig fits -- the same derived-constant 277 // discipline as RIG_BYTES/T62. A silent overflow here is the 278 // pmboard zero-byte class: the projection loop would write past 279 // O_PROJ into the skin scratch with no error at all. 280const PROJ_BYTES: i64 = PROJ_MAXV * 24 281const O_SKIN3: i64 = O_PROJ + PROJ_BYTES // 3-word sRGB scratch for nx_skin_ita's out3 (wasm has no 282 // mmap; every buffer is an arena offset) 283// ===================================================================================================== 284// H1 -- STRAND GUIDES IN THE ENGINE (2026-08-31). Operator standing order: "i dont want js powering any of 285// this it should be emitting all the way from the first byte up via nishi lang and nishi ecosystem". The 286// per-girl hair guide simulation -- rest curves from the asset's own HSTR section, colliders FITTED from the 287// asset's own rig (VERT/SKEL/DYNA), a per-tick solver (spring-to-rest + damping + gravity + the world's wind 288// field + the girl's own motion as an inertial drag), follow-the-leader length projection alternating with 289// capsule push-out, DFTL velocity correction, and the 2-nearest-guide render weights -- lives HERE as arena 290// state. The page may do exactly two things with it: copy the asset's raw section BYTES into the scratch 291// below once at load (never a computed value), and copy the export block OUT to a GL texture each frame. 292// Every number a visitor sees on a strand is computed in this file. 293// UNITS: the NXA's bind (mesh) space, z up, integers. Blocks -> bind units through the page's own pairing 294// (HG_UNITS_PER_178CM per 1.78 m of stature; GPE_UNITS_PER_178CM in the emitter is the same pairing). 295// TICK: HG_TPS per second -- the fixed sim cadence the page's accumulator steps (16.6667 ms) and 296// nx_hairdyn_lib's hd_ticks_per_s() derives (sqrt(SB_MHZ_TICK_SQ)/1000 = 60). 297// PLANT: SB_K_HAIR / SB_C_HAIR over SD_G -- the gate-pinned hair plant of nx_softbind, unchanged, so every 298// guide answers with the stiffness and damping the retired one-chain page solver had. 299// FRAME: each guide is solved in HER bind space with the root pinned to its rest root; her world step 300// enters as the viscous drag a world-frame damper exerts (the incumbent lag at walking speed), her heading 301// rotates the world wind and step into bind space (the page's own R(-hdg).(m.x,m.z,-m.y) composition). 302// Colliders are the BIND-pose body (the same v1 limit the dress overlay declares: an extreme swing can clip). 303// ===================================================================================================== 304const WC_CAST_N: i64 = 12 // the cast genmobs places (placed < WC_CAST_N); hair state is sized to it 305const HG_MOBS: i64 = WC_CAST_N 306const HG_NP: i64 = 8 // points per HSTR strand: the section contract (GR_PTS in nx_nxa_groom) 307const HG_W: i64 = HG_NP*3 // words per strand (GR_WORDS) 308const HG_NSEG: i64 = HG_NP - 1 309const HG_REND_MAX: i64 = 1200 // render strands: the page's shipped NXH_GUIDES budget, PRESERVED and moved here 310const HG_SIM: i64 = 128 // simulated guides per girl. PICKED, named as picked: 1200/128 = 9.4 render 311 // strands per guide sits inside the guide/follow band real-time hair ships 312 // (TressFX: 4..16 follow hairs per simulated guide); bounded above by the 313 // arena fit (T60) and the WebGL2 texture floor (HG_MOBS*HG_SIM/HG_TEX_SR rows) 314const HG_TEX_SR: i64 = 4 // strands per guide-texture row: rows = strands/4 keep every hair texture under 315 // the WebGL2 MAX_TEXTURE_SIZE minimum (2048) at HG_REND_MAX and HG_MOBS*HG_SIM 316const HG_TAB_W: i64 = 8 // render-strand table row: [rest-idx nb1 nb2 w1 w2 lockw spanz 0] 317const HG_CAP_MAX: i64 = 32 // collider slots (mask bits): head neck 2 shoulders 2 arms torso + DYNA anchors 318const HG_CAP_W: i64 = 10 // ax ay az bx by bz r kind sx sy 319const HG_KIND_CAP: i64 = 0 320const HG_KIND_ELL: i64 = 1 321const HG_Q12: i64 = WATER_MAGIC_4096 // ellipse-scale / segment-parameter fixed point: the engine's fx4096 322const HG_SKEL_W: i64 = 8 // words per SKEL joint: parent x y z + 4 (the 64-byte joint record the page reads) 323const HG_DYNA_MINW: i64 = 8 // a DYNA row carries side x y z k c max infl before an anchor is readable 324const HG_DYNA_MAXW: i64 = 64 // a row wider than this is not this format (nx_nxa_dyna writes 12); bounds the count check 325const HG_DYNA_INFL: i64 = 7 // DYNA word: influence radius (nx_nxa_dyna payload layout) 326const HG_HDR_BYTES: i64 = 512 327const HG_H_LOADED: i64 = 0 328const HG_H_NSTR: i64 = 1 329const HG_H_NREND: i64 = 2 330const HG_H_NSIM: i64 = 3 331const HG_H_SKIN: i64 = 4 332const HG_H_LOCKW: i64 = 5 333const HG_H_NCAP: i64 = 6 334const HG_H_SEGLEN: i64 = 7 335const HG_H_SPAN: i64 = 8 336const HG_H_TICKS: i64 = 9 337const HG_H_PUSHES: i64 = 10 338const HG_H_INSIDE: i64 = 11 339const HG_H_MAXDISP: i64 = 12 340const HG_H_H: i64 = 13 341const HG_H_ZMN: i64 = 14 342const HG_H_HJ: i64 = 15 343const HG_H_RC: i64 = 16 344const HG_H_NOCOLL: i64 = 17 // gate lever: 1 skips the push-out (the neg-control that proves it fires) 345const HG_H_RESTIN: i64 = 18 // rest nodes inside a collider BODY at load: the clipping the operator sees at rest 346const HG_H_WINDOFF: i64 = 19 // gate lever: 1 ignores the wind field 347const HG_H_GUST: i64 = 20 348const HG_H_TICKED: i64 = 21 // girls ticked on the last hairtick 349const HG_RC_NOSTR: i64 = 0 - 1 // load refusals, each naming its conjunct 350const HG_RC_HSTRCAP: i64 = 0 - 2 351const HG_RC_NOVERT: i64 = 0 - 3 352const HG_RC_VERTCAP: i64 = 0 - 4 353const HG_RC_NOSKEL: i64 = 0 - 5 354const HG_RC_SKELCAP: i64 = 0 - 6 355// arena regions: tail the skin scratch, every byte accounted, CRAFT_TOTAL re-derived below 356const O_HGHDR: i64 = O_SKIN3 + 24 357const O_HGREST: i64 = O_HGHDR + HG_HDR_BYTES 358const O_HGRL: i64 = O_HGREST + HG_REND_MAX*HG_W*8 359const O_HGCAP: i64 = O_HGRL + HG_SIM*HG_NSEG*8 360const O_HGMASK: i64 = O_HGCAP + HG_CAP_MAX*HG_CAP_W*8 361const O_HGSIMIDX: i64 = O_HGMASK + HG_SIM*8 362const O_HGTAB: i64 = O_HGSIMIDX + HG_SIM*8 363const HG_BLK_BYTES: i64 = HG_MOBS*HG_SIM*HG_W*8 364const O_HGX: i64 = O_HGTAB + HG_REND_MAX*HG_TAB_W*8 // positions 365const O_HGP: i64 = O_HGX + HG_BLK_BYTES // previous positions (velocity = X - P) 366const O_HGD: i64 = O_HGP + HG_BLK_BYTES // THE EXPORT: displacement from rest, the buffer the page copies per frame 367const O_HGSCR: i64 = O_HGD + HG_BLK_BYTES // solver scratch: correction (HG_W) + collider probe (6) + point (3) 368const HG_SCR_WORDS: i64 = HG_W + 9 369// GE32 (2026-09-02): the frame-budget telemetry window -- PF_WORDS i64 owned by nx_perf_lib, fed by the page's 370// perf_frame door once per frame, read back through the perf_* doors. Tails the hair scratch; CRAFT_TOTAL below. 371const O_PERF: i64 = O_HGSCR + HG_SCR_WORDS*8 372// GE30 PER-WORKER TILE SCRATCH. The ray pass used ONE scratch (O_ST slots 46-50) for its five wray 373// outputs, which is correct for one thread and a DATA RACE the instant a second worker renders a band 374// of the same frame: both would write the same five words and each would read the other's crossing-t. 375// Every worker therefore gets its own TILE_W-word slot -- camera basis at +0 (8 words, written by 376// wc_cam so the band pass and the overlay pass share ONE camera ruler) and the ray outs at +TILE_HOUT. 377// APPENDED at the arena tail, so no existing offset moves and the v6 save image is untouched. 378const O_TILE: i64 = O_PERF + PF_WORDS*8 379const TILE_W: i64 = 32 // i64 words per worker slot 380const TILE_HOUT: i64 = 8 // word offset of the 5 wray outs inside a slot 381const TILE_MAX: i64 = 32 // the most workers a band pass may be cut into; the thread ladder 382 // (knowledge/tier_ladder.conf) picks the count from measured 383 // hardware and the page clamps to this, so it can never ask for a 384 // scratch slot that does not exist. 385// ---- GE55 RAW UNIFORM BLOCK (2026-09-05, operator: no JS, no Python, WebGPU as a pure SUBMISSION PIPE) ---- 386// The sim packs its OWN state for the GPU. 40 little-endian 32-bit words, 160 B, APPENDED at the arena tail like 387// every region before it (no existing offset moves). The words are RAW: fixed-point ints, Q12 angles, packed RGB, 388// flags. This lane carries no f32 lowering (measured 2026-09-05: nx_compile_wat has no f32 ops), so every float the 389// shader needs (cam/256, sin and cos of yaw and pitch, the palette light dl2 = .22+.78*pow(df,.6), the sky unpack, 390// the sun direction) is DERIVED ON THE GPU from the one IR (nx_world_shader_src), never in JS and never here. 391// Word index = byte offset / 4, chosen so the WGSL struct {20 scalars, pal as 3 vec4u, palf as 2 vec4u} lays out 392// IDENTICALLY under the uniform address-space rules (nx_wgsl layout is the ONE ruler; a gate pins both sides). 393// GE53 THE SURFACE SOURCE: one Q8 height per column (WX x WZ i64 slots), filled by gencol from the SAME 394// eroded, ocean-shaped field the voxel column is cut from, BEFORE the one line that rounds it to whole 395// blocks. Under P_SURF the raycaster marches this field (bilinear between columns = sub-block precision) 396// instead of the cell grid, and the page uploads it as a texture so every tier reads ONE surface. Placed 397// BEFORE the raw block so CRAFT_TOTAL == O_URAW + URAW_BYTES (T91) still holds; 128 KB inside T60's headroom. 398const O_HQ: i64 = O_TILE + TILE_MAX*TILE_W*8 399const HQ_BYTES: i64 = WX*WZ*8 400const O_URAW: i64 = O_HQ + HQ_BYTES 401const URAW_WORDS: i64 = 44 // GE53: 41 words (r_surf at 40) padded to the vec4u boundary 402const 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) 403const UR_CAMX: i64 = 0 // Q8 world units (the page used camx()/256) 404const UR_CAMY: i64 = 1 405const UR_CAMZ: i64 = 2 406const UR_TNOW: i64 = 3 407const UR_YAW: i64 = 4 // Q12 radians (the page used yaw()/4096) 408const UR_PITCH: i64 = 5 409const UR_SUNEL: i64 = 6 // Q12 sine of the sun elevation (cal_sunel) 410const UR_DAYT: i64 = 7 411const UR_DLEN: i64 = 8 412const UR_RAIN: i64 = 9 413const UR_SKT: i64 = 10 // packed RGB (spec word 7) 414const UR_SKH: i64 = 11 // packed RGB (spec word 8) 415const UR_SUN: i64 = 12 // spec word 9 (the GPU applies the df>.04 daylight guard) 416const UR_CLD: i64 = 13 // spec word 10 417const UR_WMAX: i64 = 14 418const UR_SELB: i64 = 15 // sel_block(S_SEL) 419const UR_HOK: i64 = 16 420const UR_NPCT: i64 = 17 // npc target t, or -1 421const UR_BROKEN: i64 = 18 // edit counters (broken + placed): the bridge refreshes the voxel texture when their sum moves 422const UR_PLACED: i64 = 19 423const UR_PAL: i64 = 20 // 12 packed RGB words (spec 16..27), vec4u-aligned at byte 80 424const UR_PALF: i64 = 32 // 5 packed RGB words (spec 34..38) at byte 128 425const UR_RESW: i64 = 37 // canvas width in px -- the door tells the sim through set_res (the sim has no window) 426const UR_RESH: i64 = 38 427const UR_SURF: i64 = 40 // Continuous terrain representation. 428const UR_WATER_Q8: i64 = 41 // Water surface from P_WATER, Q8 world units; words42..43 remain padding. 429const UR_YFLIP: i64 = 39 // 1 on the WebGPU door (top-left fragment origin), 0 on WebGL2 -- set_yflip 430// Dedicated contact scratch: two six-word bounds, one three-word result, three audit words. 431// Persisted SAVE_* ranges precede this region and remain unchanged. 432const CONTACT_BOX_WORDS: i64 = 6 433const CONTACT_RESULT_WORDS: i64 = 3 434const CONTACT_STATE_WORDS: i64 = 3 435const O_CONTACT: i64 = O_URAW + URAW_BYTES 436// Transient journal batch index owns its own fixed arena span; no persisted offsets move. 437const EJ_INDEX_BUCKETS: i64 = EJRN_SLOTS*2 438const O_EJ_INDEX: i64 = O_CONTACT + (2*CONTACT_BOX_WORDS+CONTACT_RESULT_WORDS+CONTACT_STATE_WORDS)*8 439const O_EJ_NEXT: i64 = O_EJ_INDEX + EJ_INDEX_BUCKETS*8 440const CRAFT_TOTAL: i64 = O_EJ_NEXT + EJRN_SLOTS*8 441// ---- GE31/GE23 THE CAST CLIP EXTENSION (2026-09-06) -------------------------------------------- 442// The ENGINE evaluates the cast's animation clip (nx_nxa_anim_lib) from each girl's own path-length 443// stride phase and exports the finished dual-quaternion joint rows; the page's animEval became a copy. 444// WHY AN EXTENSION BEYOND CRAFT_TOTAL RATHER THAN A REGION INSIDE IT: (1) T91 pins O_URAW as the arena 445// tail and T60 pins CRAFT_TOTAL inside the backend's DECLARED pages; (2) the vm-gate runs init and 446// render inside those declared pages, and nothing here is touched until the page has grown memory 447// and called nxa_ingest; (3) the clip does not fit anyway -- ref9e's ANIM section is 113,465 words 448// (nx_asset_floor_gate, 2026-09-06), 887 KB against a 282 KB headroom, so a region inside the base 449// arena would have been a lie about the asset. The backend declares WASM_PAGES initial pages and cannot 450// read a module static (G3, see WASM_PAGES above), so the size gets ONE owner the honest way: the 451// engine exports wasm_pages_req() DERIVED from CRAFT_EXT_TOTAL and the page grows memory to it before 452// init -- the MT twin already declares max = 2x, so growth is inside its ceiling by construction. 453// Every cap below is named for its purpose, derived from the SHIPPED asset, and refused BY NAME in 454// wc_nxa_ingest when exceeded; an asset over a cap is the next ladder rung, never a silent truncation. 455const NXA_NJ_CAP: i64 = 128 // ref9e 104 joints; the corpus tops out at 370 (nx_nxa_play) = the next rung 456const NXA_ANIM_CAP_W: i64 = 131072 // 1 MiB of key words; ref9e ANIM measured 113,465 words 457const NXA_POSE_CAP_W: i64 = 2048 // ref9e POSE measured 835 words (one frozen stand pose) 458const NXA_HDR_W: i64 = 16 459const NXA_H_LOADED: i64 = 0 460const NXA_H_NJ: i64 = 1 461const NXA_H_DUR: i64 = 2 462const NXA_H_MPB: i64 = 3 463const NXA_H_RJ: i64 = 4 464const NXA_H_POSE: i64 = 5 465const NXA_H_RV: i64 = 6 // six words: x0 y0 vx16 vy16 t0 span (nx_nxa_anim_lib NA_RV_W) 466const NXA_H_RC: i64 = 12 467const NXA_H_NAW: i64 = 13 468// Formerly unused header words; existing region offsets remain unchanged. 469const NXA_H_NPW: i64 = 14 470const NXA_H_MORF_TOKEN: i64 = 15 471const NXA_MOB_W: i64 = 4 // per girl: idle weight q12, clip-time adjustment ms, two spare 472const NXA_M_IW: i64 = 0 473const NXA_M_CTADJ: i64 = 1 474// the page's SHIPPED idle behaviour, carried not re-chosen (nx_game_page_emit castFrame, 2026-08-30): 475// pose-hold eases in at 5/s and out at 2.5/s, the clip eases to the nearest double-support at 6/s 476// while the hold blends in below 0.95, and a hold under 0.004 snaps to zero. 477const NXA_IW_IN_TENTHS_PER_S: i64 = 50 478const NXA_IW_OUT_TENTHS_PER_S: i64 = 25 479const NXA_SNAP_TENTHS_PER_S: i64 = 60 480const NXA_SNAP_IW_MAX_Q12: i64 = 3891 481const NXA_IW_FLOOR_Q12: i64 = 16 482const NXA_DT_MS_MAX: i64 = 1000 // a tab that slept a minute eases one second, it does not slam 483const NXA_RC_NOT_LOADED: i64 = 0 - 1 484const NXA_RC_NO_MOB: i64 = 0 - 2 485const NXA_RC_SLOT: i64 = 0 - 3 486const NXA_RC_NJ_ZERO: i64 = 0 - 11 487const NXA_RC_NJ_CAP: i64 = 0 - 12 488const NXA_RC_NAW_ZERO: i64 = 0 - 13 489const NXA_RC_NAW_CAP: i64 = 0 - 14 490const NXA_RC_NPW_CAP: i64 = 0 - 15 491const NXA_RC_POSE_OVERRUN: i64 = 0 - 16 492const NXA_RC_TRACKS: i64 = 0 - 20 // plus nx_nxa_anim_lib's own rc: -21 bad tracks, -22 overrun 493// Dedicated compiler-static reservation: one WebAssembly allocation page. 494// Build the plain and shared doors with the source-exported arena/static limits. 495// The compiler MUST refuse actual static data beyond this end; a page budget is 496// not a claim that future globals fit. Native importers keep ordinary globals. 497const CRAFT_STATIC_RESERVE_PAGES: i64 = 1 498const CRAFT_STATIC_BASE_PAGES: i64 = WASM_PAGES 499const CRAFT_STATIC_LIMIT_PAGES: i64 = CRAFT_STATIC_BASE_PAGES+CRAFT_STATIC_RESERVE_PAGES 500const CRAFT_STATIC_BASE: i64 = CRAFT_STATIC_BASE_PAGES*WASM_PAGE_BYTES 501const CRAFT_STATIC_LIMIT: i64 = CRAFT_STATIC_LIMIT_PAGES*WASM_PAGE_BYTES 502const O_NXA: i64 = CRAFT_STATIC_LIMIT 503const O_NXA_SKEL: i64 = O_NXA + NXA_HDR_W*8 504const O_NXA_TIDX: i64 = O_NXA_SKEL + NXA_NJ_CAP*NA_SKEL_W*8 505const O_NXA_PQ: i64 = O_NXA_TIDX + NXA_NJ_CAP*NA_IDX_W*8 506const O_NXA_PD: i64 = O_NXA_PQ + NXA_NJ_CAP*4*8 507const O_NXA_MOB: i64 = O_NXA_PD + NXA_NJ_CAP*3*8 508const O_NXA_SCR: i64 = O_NXA_MOB + WC_CAST_N*NXA_MOB_W*8 509const O_NXA_OUT: i64 = O_NXA_SCR + NA_SCR_W*8 510const O_NXA_POSE: i64 = O_NXA_OUT + WC_CAST_N*NXA_NJ_CAP*NA_ROW_W*8 511const O_NXA_ANIM: i64 = O_NXA_POSE + NXA_POSE_CAP_W*8 512// Append the ordering sidecar so all existing asset and output offsets remain stable. 513const O_NXA_ORDER: i64 = O_NXA_ANIM + NXA_ANIM_CAP_W*8 514const O_IMPORTED_BODY: i64 = O_NXA_ORDER + NXA_NJ_CAP*8 515// Runtime capacity is selected explicitly up to the existing engine slot budget. 516const IMPORTED_BODY_CAP: i64 = MOB_CAP 517const IMPORTED_BODY_WORDS: i64 = IBR_HEADER+EN_HDR+5*IMPORTED_BODY_CAP+IBR_COMPONENTS*IMPORTED_BODY_CAP+8 518const O_IMPORTED_STAGE: i64 = O_IMPORTED_BODY+IMPORTED_BODY_WORDS*8 519const O_IMPORTED_READ: i64 = O_IMPORTED_STAGE+IBR_COMPONENTS*8 520const O_IMPORTED_MOVER: i64 = O_IMPORTED_READ+IBR_COMPONENTS*8 521const O_IMPORTED_OBSTACLE: i64 = O_IMPORTED_MOVER+6*8 522const O_IMPORTED_HIT: i64 = O_IMPORTED_OBSTACLE+6*8 523const O_IMPORTED_STATUS: i64 = O_IMPORTED_HIT+6*8 524const O_BODY_AFFINE_INPUT:i64=O_IMPORTED_STATUS+8 525const O_BODY_AFFINE_BOUNDS:i64=O_BODY_AFFINE_INPUT+LA_STATIC_INPUT_WORDS*8 526const O_BODY_AFFINE_SCRATCH:i64=O_BODY_AFFINE_BOUNDS+LA_STATIC_OUTPUT_WORDS*8 527const CRAFT_EXT_TOTAL:i64=O_BODY_AFFINE_SCRATCH+LA_STATIC_SCRATCH_WORDS*8 528const BODY_LAYER_PLAYER:i64=1 529const BODY_LAYER_NPC:i64=2 530const BODY_ALL_LAYERS:i64=9223372036854775807 531// the engine's OWN page request -- derived, the one place the extended size is written 532const WASM_PAGES_REQ: i64 = (CRAFT_EXT_TOTAL + WASM_PAGE_BYTES - 1)/WASM_PAGE_BYTES 533// LOAD-TIME INPUT SCRATCH inside the framebuffer: the page copies the asset's raw HSTR/VERT/SKEL/DYNA section 534// bytes here and calls hairload, which consumes them before it returns; the next render overwrites the frame. 535// The caps are addresses inside a region the engine already owns (W*H*8 = 18.4 MB), not guesses about an 536// asset: DYNA 1 MiB holds 10,922 rows, HSTR 4 MiB 21,845 strands, VERT 8 MiB 349,525 vertices, SKEL 2 MiB 537// 32,767 joints. hairload REFUSES by name when a count exceeds its cap rather than reading past it. 538const HG_MIB: i64 = 1048576 539const HG_SCR_HSTR: i64 = O_FB 540const HG_SCR_HSTR_CAP: i64 = 4*HG_MIB 541const HG_SCR_VERT: i64 = O_FB + 4*HG_MIB 542const HG_SCR_VERT_CAP: i64 = 8*HG_MIB 543const HG_SCR_SKEL: i64 = O_FB + 12*HG_MIB 544const HG_SCR_SKEL_CAP: i64 = 2*HG_MIB 545const HG_SCR_DYNA: i64 = O_FB + 14*HG_MIB 546const HG_SCR_DYNA_CAP: i64 = HG_MIB 547// plant + units 548const HG_TPS: i64 = 60 // see the header: the page accumulator's 16.6667 ms, hd_ticks_per_s() 549const HG_UNITS_PER_178CM: i64 = 171530 // the page's pairing (GPE_UNITS_PER_178CM), named as the same number 550const HG_CM_178: i64 = 178 551const HG_CM_PER_M: i64 = 100 552const HG_UPB: i64 = HG_UNITS_PER_178CM*HG_CM_PER_M/HG_CM_178 // bind units per world block (1 block = 1 m): 96365 553const HG_G_CMS2: i64 = 981 // standard gravity, cm/s^2 554const 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 555const HG_FTL_S_PERMIL: i64 = 1000 - SB_C_HAIR*1000/SD_G // DFTL s_damping (Mueller 2012 "Fast Simulation of Inextensible Hair 556 // and Fur", band .9..1): 942, from the plant's own damping, not picked 557const HG_FENCE_DIV: i64 = 4 // the chain's small-angle validity fence: seglen/4 (SD_Q8/4 in the retired page solver) 558const HG_PROJ_ITERS: i64 = 3 // length/collision alternations per point; the LAST op is always the length projection 559const HG_LOCK_W_MIN: i64 = 900 // the ribbon builder's lock half-width floor (w09 = max(900, span*.045)), PRESERVED 560const HG_LOCK_W_PERMIL: i64 = 45 561const 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 562const HG_SKIN_DEN: i64 = 10 563const HG_REACH_DIV: i64 = 2 // collider mask reach = strand length / 2: twice the static fence (L/4), for overshoot 564const HG_GUST_TICKS: i64 = 2*HG_TPS // gust envelope cadence 0.5 Hz: the incumbent shader sway (3.1 rad/s), PRESERVED 565const HG_GUST_SALT: i64 = 3400 // whash seed offset (the weather lib salts with seed + 3300) 566const HG_TORSO_GATE_X: i64 = 15000 // the MFS torso gate (axb < 15000.), the same half-width the paint bands use 567// Drillis-Contini stature ratios (permil of the MEASURED stature), the landmarks the page derives its bands from 568const HG_R_HEADBAND: i64 = 885 569const HG_R_HEAD_J: i64 = 955 570const HG_R_ACROMION: i64 = 818 571const HG_R_CHEST: i64 = 720 572const HG_R_HIP: i64 = 520 573const HG_R_ELBOW: i64 = 630 574const HG_R_NECK_LO: i64 = 840 575const HG_R_SH_LO: i64 = 770 576const HG_R_SH_HI: i64 = 860 577const HG_R_ARM_LO: i64 = 600 578const HG_R_ARM_HI: i64 = 800 579const HG_R_ARM_XMIN: i64 = 60 580const HG_R_ELBOW_XMIN: i64 = 50 581 582// C3 thought ids (RimWorld's inspectable-mood law: a mood is a LEDGER, never a scalar mystery) 583const TH_RAIN: i64 = 1 584const TH_FEAR: i64 = 2 585const TH_MET: i64 = 3 586const TH_SLEPT: i64 = 4 587const TH_HUNGRY: i64 = 5 588const TH_SAWTAKEN: i64 = 6 589const TH_HEARD_TAKEN: i64 = 7 590const TH_HEARD_FRIEND: i64 = 8 591const TH_COMPANY: i64 = 9 592// C5 gossip predicates (Talk of the Town's law -- the differentiator no shipped game has) 593const GO_FRIEND: i64 = 1 594const GO_TAKEN: i64 = 2 595const SAVE_MAGIC: i64 = 20260728001 596const SAVE_VER: i64 = 6 // v6 = STREAMING WORLD (origin + edit journal in the image); 597 // v5 still LOADS (origin 0, empty journal); others REFUSED 598const SAVE_VER5: i64 = 5 599// mob components (nx_entity_store comp slots) 600const MC_X: i64 = 0 601const MC_Y: i64 = 1 602const MC_Z: i64 = 2 603const MC_KIND: i64 = 3 604const MC_PH: i64 = 4 605const MC_DISG: i64 = 5 // 1 = a HUMAN girl disguised as a monster girl (the lore: 606 // monster girls took the world; humans hide among them -- 607 // her features are a worn costume, not grown) 608const MC_GENE: i64 = 6 // 20-bit APPEARANCE GENOME rolled at spawn -- every girl is 609 // GENERATED, not hand-built: bits 0-2 hair hue, 3-4 hair 610 // length, 5-6 height, 7-8 outfit tint, 9-10 skin tone, 611 // 11-12 feature size. The slot bred inheritance plugs into. 612 613// state slots 614const S_SEED: i64 = 0 615const S_CX: i64 = 1 // camera pos Q8 (256 = one block) 616const S_CY: i64 = 2 617const S_CZ: i64 = 3 618const S_YAW: i64 = 4 // it-units (IT_PI = half turn) 619const S_PITCH: i64 = 5 620const S_T: i64 = 6 621const S_BROKEN: i64 = 7 622const S_PLACED: i64 = 8 623const S_HX: i64 = 9 // crosshair DDA hit cache 624const S_HY: i64 = 10 625const S_HZ: i64 = 11 626const S_HFACE: i64 = 12 // 0 none, 1 +x, 2 -x, 3 +y, 4 -y, 5 +z, 6 -z 627const S_HOK: i64 = 13 // 1 = in reach 628const S_VY: i64 = 14 // vertical velocity Q8/tick (jump + gravity) 629const S_GROUNDED: i64 = 15 // 1 = standing on a surface (jump allowed) 630const S_SEL: i64 = 16 // hotbar slot 0..4 (Q cycles; sel_block maps to a block type) 631const S_LBX: i64 = 17 // last-broken cell (probes/particles; the hit cache retargets 632const S_LBY: i64 = 18 // every frame, so "what did I just break" needs its own slots) 633const S_LBZ: i64 = 19 634const S_Q: i64 = 20 // ray pixel size 2..5 -- ADAPTIVE: the organ tunes itself from 635const S_FMA: i64 = 21 // the surface's reported frame ms (EMA x16); shim only reports 636const S_WMAX: i64 = 22 // highest solid y in the world -- rays above it heading up/flat 637 // are SKY immediately (kills the 110-step horizon marches) 638const S_SPX: i64 = 23 // spawn point (H key + void-fall auto-respawn return here) 639const S_SPY: i64 = 24 640const S_SPZ: i64 = 25 641const S_NPCT: i64 = 26 // crosshair NPC target: dense index of the girl under the 642 // gaze (occlusion-aware, walls block), -1 = none 643const S_FOUND: i64 = 27 // disguised humans FOUND (met + identified = under protection) 644const S_LOST: i64 = 28 // found humans TAKEN by wardens (the cost of not protecting) 645const S_BCD: i64 = 29 // birth cooldown ticks (community pacing) 646const S_WOX: i64 = 30 // WORLD ORIGIN of the window, in blocks (v6 streaming): the 647const S_WOZ: i64 = 31 // arena is a 128x48x128 CACHE over unbounded absolute terrain 648const S_EJDROP: i64 = 32 // edits REFUSED because the journal was full (loud, never silent) 649const S_HARV: i64 = 33 // MATURE crops harvested (the farming loop's payoff counter) 650const S_PLANT: i64 = 34 // seeds planted 651const S_GROWN: i64 = 35 // crops that reached maturity (world truth, gate-readable) 652const S_VAR: i64 = 36 // which world identity this arena runs (the passport's 653 // visited-mask bit; set once at init) 654const S_GENP: i64 = 37 655const S_TGT: i64 = 38 // DISPLAY-DERIVED frame budget, EMA-x16 units (0 = shipped 656 // defaults): the page measures the device's real rAF interval 657 // once and reports it via target_ms; every controller line then 658 // derives from the DEVICE instead of a hand-picked millisecond // W1c: gen-time override rows APPLIED at init (world truth -- 659 // a gate can read whether the recipe actually reached genworld) 660const S_BLDG: i64 = 39 // W3 settlements: buildings stamped into this arena (a 661 // monotone stamp-event counter -- a window slide that 662 // repaints a building recounts it; right after init it IS 663 // the number of buildings in the window, which is what the 664 // gate reads). NON-PERSISTED world truth. 665const S_BLDGX: i64 = 40 // last-stamped building anchor, arena-local (gate probe) 666const S_BLDGY: i64 = 41 // its floor height 667const S_BLDGZ: i64 = 42 668const S_RESW: i64 = 44 // GE55: canvas size and origin, written by the door (set_res / set_yflip) 669const S_RESH: i64 = 45 670const S_YFLIP: i64 = 46 671const S_FACE_RADIUS: i64 = 49 672const S_FACE_GAIN: i64 = 50 673const FACING_RADIUS_MAX_Q8: i64 = 2147483647 674const S_AGEN: i64 = 47 675const 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). 676const S_GT_KEEP: i64 = 43 // ground-truth capture: when 1, render_impl leaves the depth plane in 677 // the framebuffer's high bits instead of stripping it (nx_world_snap 678 // gt verb reads it and emits depth/normal channels). Zeroed by init, so 679 // the page and every gate keep the published colour-only format. 680const SHIFT_STRIDE: i64 = 16 // one window slide, in blocks 681const SHIFT_MARGIN: i64 = 32 // player this close to a window edge -> the world slides under them 682 683// spec slots (the game-identity DATA the engine reads -- nx_voxel_world's style-is-a-spec doctrine) 684const P_TBASE: i64 = 0 // terrain base height 685const P_TAMP1: i64 = 1 // large-noise amplitude 686const P_TAMP2: i64 = 2 // detail-noise amplitude 687const P_WATER: i64 = 3 // flood level 688const P_SNOW: i64 = 4 // snow line (99 = never) 689const P_TREE: i64 = 5 // tree sparsity modulus (0 = no trees) 690const P_CAVETH: i64 = 6 // cave carve threshold (lower = more cavern) 691const P_SKYTOP: i64 = 7 // packed zenith colour 692const P_SKYHOR: i64 = 8 // packed horizon colour 693const P_SUN: i64 = 9 // 1 = sun disc 694const P_CLOUD: i64 = 10 // 1 = cloud deck 695// WEATHER EXPORTS (2026-08-26): written each tick by wc_weather_tick from nx_weather_lib -- the 696// gate-proven continuous system (rates preserved to P_RAINS, front persistence, typed precip, 697// gradient wind). The page reads these five slots exactly as it reads the sky tones. 698const P_WXCOV: i64 = 11 // cloud coverage Q12 (drives the cloud density band) 699const P_WXWINDX: i64 = 12 // wind x component, Q12-scaled speed*cos(dir) 700const P_WXWINDZ: i64 = 13 // wind z component 701const P_WXTYPE: i64 = 14 // precip type this eighth: 0 none, 1 rain, 2 snow 702const P_WXTEMP: i64 = 15 // temperature Q12 (relative scale, freezing=1024) 703const P_PAL: i64 = 16 // +blocktype = packed base colour (0..11) 704const P_MOBC: i64 = 28 // +kind*2+half = packed mob colours (3 kinds x 2 tones) 705const P_PAL2: i64 = 34 // +b-12 = packed colour for farm blocks 12..16 (5 rows, 34-38) 706const P_DAYLEN: i64 = 40 // A1 calendar: ticks per day (ALL timing is spec DATA) 707const P_SEASD: i64 = 41 // days per season (4 seasons cycle) 708const P_GROWE: i64 = 42 // farm-tick cadence: one grow/hydrate pass every N ticks 709const P_GROWW: i64 = 43 // crop speed on WET farmland (Minecraft stencil speed) 710const P_GROWD: i64 = 44 // crop speed on DRY farmland 711const P_RAINS: i64 = 45 // +season = rain permil per day-eighth (4 rows, 45-48) 712// --------------------------------------------------------------------------------------------- 713// ART STYLE IS DATA (2026-09-01). Spec idx 49 -- one of the TWO dead holes this plane has carried 714// since it was laid out (39 and 49; world_recipes.conf names them both). 49 is the safer of the 715// two: P_PAL2's five farm rows 34-38 could plausibly widen by one, while P_RAINS' four rows are 716// four SEASONS and cannot. It sits inside the 7..58 band the recipe plane pokes POST-BOOT, which 717// is where a LOOK belongs -- a style is a property of how the world is drawn, never of how the 718// ground was generated, so it must not become gen-time data. 719// THE VOCABULARY IS ADOPTED, NOT INVENTED. buildroot/runtime/nx_voxel_world.nx line 2 has read 720// "Style is a spec field, NOT a hardcode -- the engine is not locked to one look" since it was 721// written, with const SP_STYLE and STYLE_REAL / STYLE_TOON / STYLE_FLAT, and 722// _hdl_build/nx_world_style_gate.nx already PROVES the three produce three DISTINCT frames from 723// one spec. That organ has SEVEN importers and EVERY ONE OF THEM IS A GATE (measured 2026-09-01, 724// nx_absent matches=8 coverage_complete=1 corpus_complete=1): the doctrine was proven and never 725// shipped. This is that doctrine reaching the SERVED engine, under the SAME three ids so the two 726// implementations cannot drift into two vocabularies for one idea. 727// SCOPE, STATED SO IT CANNOT BE OVERREAD: this is the SHADING axis. The world is still made of 728// voxels -- vox_off() -> O_VOX is still the only world door, and a second REPRESENTATION is a 729// separate, larger contract. A toon or flat world is a voxel world that stops looking photoreal; 730// it is not a world that stopped being cubes. 731// 0 = REAL, and 0 is what wc_spec's zeroing loop (while k < WC_SPECN) already writes for every 732// identity, so every world published before this renders BYTE-IDENTICALLY BY CONSTRUCTION rather 733// than by a preserved branch anyone could later delete. 734const P_STYLE: i64 = 49 735const 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. 736const WC_STYLE_REAL: i64 = 0 // textured, smooth light -- the shipped look, unchanged 737const WC_STYLE_TOON: i64 = 1 // banded light (anime/cel) 738const WC_STYLE_FLAT: i64 = 2 // untextured facets (artsy low-poly) 739const WC_STYLE_SOFT: i64 = 3 // SMOOTH TERRAIN: ground lit by a heightfield normal interpolated across the block (no grid bevel, no per-block facet) 740// SOFT neighbour scan: how far above/below the hit cell a neighbour column's top is searched. Bounded by 741// where the heightfield normal SATURATES -- a rise of 3 blocks over 1 already lights as a near-vertical 742// face, so a taller step is a cliff and reads correctly as the flat fallback. Derived, not tasted. 743const WC_SOFT_SCAN: i64 = 3 744const WC_STYLE_MAX: i64 = 3 // the highest id this engine owns; set_style REFUSES above it 745// nx_voxel_world's toon_band works on a 0..255 "bright"; wshade2 carries light in PERMIL 746// (wface_l returns 420..1000). Each of its three constants is therefore converted x1000/255 and 747// NOTHING here is tasted: 150 -> 588.2 -> 588, 105 -> 411.8 -> 412, 235 -> 921.6 -> 922. 748const WC_TOON_CUT: i64 = 588 749const WC_TOON_LO: i64 = 412 750const WC_TOON_HI: i64 = 922 751// FLAT is DERIVED, not chosen. The texture term enters this shader as 752// light = light*(870 + tex*260/256)/1000 753// which is exactly 1.000 at tex = 128, so 128 IS this shader's own no-op texel and "flat" is 754// spelled "hold tex at the value that makes the texture term vanish". No second constant is 755// introduced, and the incumbent does the same thing from the other side: its texel_col computes 756// its noise term ONLY under STYLE_REAL and adds zero otherwise. 757const WC_TEX_NEUTRAL: i64 = 128 758const P_ADV: i64 = 50 // +i = smart-object ADVERTISEMENTS (C1): packed 759 // block<<16 | need<<8 | strength; 6 rows 50-55, 0 = end. 760 // NPC minds read OBJECTS as data -- adding a row changes 761 // village life with zero new NPC code (The Sims' law). 762const P_HISTAGE: i64 = 60 // DECLARED geomorphic stage (Strahler bands): 0 = mature/ 763 // equilibrium (HI 300-600 permil), 1 = youthful (HI >= 600). 764 // A world DECLARES its stage and gate T53 checks the 765 // MEASUREMENT matches -- widening one band until everything 766 // fits would hide a young landscape. (Ported 2026-08-02: 767 // existed only on the laptop line; the NAS gate ran 52 teeth 768 // while local ran 53 -- the LOCAL-IS-NOT-A-SUPERSET fork.) 769const P_TREEMAX: i64 = 59 // tree altitude ceiling (0 = the historic hardcoded 19) 770const P_TREESPEC: i64 = 61 // W2 SPECIES GENOME (packed, 0 = legacy 4-block stamp): 771 // bits 0-3 trunk base, 4-7 trunk variance, 8-11 canopy 772 // radius (<=4, the widened seam scan bound), 12-14 shape 773 // (0 legacy, 1 dome, 2 pine), 15-17 leaf-drop density. 774 // Bits 18-20 UNDERSTORY density + 21-22 kind (0 tufts, 775 // 1 shrubs, 2 mixed) -- W2b ground vegetation in the same 776 // genome; tree bits 0..17 zero = legacy forest preserved. 777 // A world declares its FOREST the way it declares its 778 // terrain -- species = parameters, individuals = seeded 779 // variation inside the envelope (the Infinigen law). 780const P_WARD: i64 = 58 // warden daytime hunt radius in BLOCKS (0 = the 12-block 781 // default). A world declares its own danger; the arriving 782 // traveler's LEVEL scales it further (isekai: new world, 783 // new challenge, and the challenge KNOWS who showed up). 784const P_OUTFIT: i64 = 57 // outfit mode: 0 = identity keeps everyone clothed; 785 // 1 = MIXED (beach): genome bits 18-19 pick each girl's 786 // beachwear -- clothed / topless / nude -- stable per 787 // girl, bred like every trait. Identity DATA decides 788 // whether the dimension is active at all. 789const P_CURI: i64 = 56 // curiosity threshold: a girl approaches the player only 790 // while her loneliness exceeds this (HABITUATION -- the 791 // operator's "they just follow me around": company 792 // satisfies, satisfied girls walk on with their lives. 793 // Fear never habituates; shy girls always keep distance). 794 795// GAME-FEEL TUNABLES -- every one carries a row in knowledge/gamefeel_oracle.conf (banked 796// reference bands: biomechanics, shipped-sim constants, modding-community defaults) and 797// nx_gamefeel_oracle_gate REFUSES any value outside its cited band. Feel is derived, not tasted. 798const P_BLDG: i64 = 62 // W3 settlement density: site-cell modulus (0 = none; the 799 // recipe plane can override it, idx 62 is gen-time data) 800const P_BLDGSPEC: i64 = 63 // low 4 bits = archetype row in nx_indoorgen_data 801const P_ERODE: i64 = 64 // E1 TALUS EROSION BUDGET in relaxation ticks (0 = OFF). 802 // Gen-time recipe DATA (world_recipes.conf spec idx 64), 803 // applied to the spec BEFORE genworld reads it. 0 does not 804 // merely default to nothing: it takes the branch out 805 // entirely, so a world that does not opt in generates the 806 // byte-identical terrain it generated before this existed. 807const P_ERTAL: i64 = 65 // DERIVED talus threshold, WC_ER_Q units. NEVER authored: 808 // wc_er_talus MEASURES it as the terrain's own mean per-cell 809 // largest 4-neighbour drop -- wp_erode_talus_derived's rule 810 // -- so material sheds where the ground is steeper than the 811 // ground's own average and no repose angle is picked by 812 // taste. Sentinels: 0 = not yet measured, WC_ER_FLAT = -1 = 813 // measured and the world has NO relief, which is the case 814 // wp_erode_bake_derived REFUSES rather than reporting a bake 815 // it did not do. 816// GE13b -- CLOTHING IS DATA (2026-08-30). The 3-value outfit (0 clothed / 1 topless / 2 nude) WAS 817// the whole wardrobe, and SWIMWEAR-ONLY rendered identically to a clothed village because no 818// swimwear garment existed anywhere in the engine (operator: "random dresses not beach outfits"). 819// The wardrobe is now a GARMENT TABLE in this same spec plane: rows P_GARM .. P_GARM+GAR_N-1, one 820// packed word per garment, seeded by wc_spec for EVERY identity before its branch (an identity or a 821// recipe row overrides a garment exactly the way it overrides the sky). Garment id 0 = nothing worn 822// and is not a row; id i lives at sp[P_GARM + i - 1]. A ZERO row means "this garment does not exist 823// here" -- the selector then hands out nothing in that slot, which is what makes the gate's 824// missing-swim-row neg-control bite instead of silently reading a bare word as a garment. 825// bits 0-1 COVERAGE bit0 covers the top, bit1 the bottom: 1 top / 2 bottom / 3 full (one-piece, 826// dresses). The legacy 0/1/2 is DERIVED from the worn set's OR of these bits. 827// bits 2-4 CATEGORY 0 beach-swim 1 beach-cover 2 casual 3 evening 828// bits 8-16 HUE BASE degrees 0..359, where this garment's palette starts 829// bits 17-22 HUE SPAN degrees/4: genome bits 7-8 (the documented OUTFIT-TINT bits, MG_OUTFIT_SH) 830// pick one of four stops across it -- a girl's swimsuit colour is BRED like 831// her hair, and a bikini top and bottom share the stop, so the set matches 832// bits 23-26 SATURATION /15 bits 27-30 LIGHTNESS /15 (integer HSL, wc_hsl_rgb) 833// Index 69 stays UNOWNED on purpose: nx_world_recipe_gate T19 pins "spec idx 69 refuses" as the 834// recipe validator's upper edge, and putting a garment there would turn a pinned edge into a row. 835const P_GARM: i64 = 70 836const GAR_N: i64 = 9 837const GAR_BIKINI_TOP: i64 = 1 838const GAR_BIKINI_BOT: i64 = 2 839const GAR_ONEPIECE: i64 = 3 840const GAR_SARONG: i64 = 4 841const GAR_SUNDRESS: i64 = 5 842const GAR_TEE: i64 = 6 843const GAR_SHORTS: i64 = 7 844const GAR_SKIRT: i64 = 8 845const GAR_DRESS: i64 = 9 846const GAR_COV_TOP: i64 = 1 847const GAR_COV_BOT: i64 = 2 848const GAR_COV_FULL: i64 = 3 849const GAR_CAT_SWIM: i64 = 0 850const GAR_CAT_COVER: i64 = 1 851const GAR_CAT_CASUAL: i64 = 2 852const GAR_CAT_EVENING: i64 = 3 853const GAR_CAT_NONE: i64 = 4 // what mobgarc reports for a girl wearing nothing 854const GAR_CAT_SH: i64 = 2 855const GAR_CAT_MASK: i64 = 7 856const GAR_HUE_SH: i64 = 8 857const GAR_HUE_MASK: i64 = 511 858const GAR_SPAN_SH: i64 = 17 859const GAR_SPAN_MASK: i64 = 63 860const GAR_SPAN_UNIT_DEG: i64 = 4 861const GAR_SAT_SH: i64 = 23 862const GAR_LIT_SH: i64 = 27 863const GAR_NIB_MASK: i64 = 15 864const GAR_TINT_STOPS: i64 = 4 // MG_OUTFIT_MASK + 1: two genome bits, four stops 865const GAR_SLOT_SH: i64 = 8 // outfit word = upper id << GAR_SLOT_SH | lower id 866const GAR_ID_MASK: i64 = 255 867const HSL_DEG_FULL: i64 = 360 868const HSL_SECTOR_DEG: i64 = 60 869const MG_BEACH_SH: i64 = 18 // the beachwear genome bits the MIXED beach breeds (P_OUTFIT) 870const MG_BEACH_MASK: i64 = 3 871const MOB_POSE_SLEEP: i64 = 2 // mob_pose's published sleep id (the pose door's contract) 872const B_WATER: i64 = 4 // the water block (wshade2's shimmer branch, the shore ramp) 873const WC_SPECN: i64 = 79 // spec words the engine owns: 69 -> 79 for the GE13b wardrobe 874 // rows 70-78 (69 left unowned, see P_GARM). Was a bare 64 inside wc_spec. 875 // O_EJRN - O_SPEC = 640 B = 80 words, so this grows without 876 // moving a single other offset (the same law O_GENP was 877 // placed under). 878// GE13 -- THE OCEAN IS DATA (wsp_beach_ocean). One packed spec row turns any identity's far 879// side into a sea: bits 0-1 EDGE (0=+z 1=-z 2=+x 3=-x), bits 2-11 SHORELINE absolute 880// coordinate + 512 (WORLD space, so the streaming window regenerates it consistently), 881// bits 12-17 SLOPE width in blocks (the shore ramps down across this run), bits 18-23 882// SEABED height. 0 = no ocean: wsp_beach_ocean returns the height UNTOUCHED, so every 883// ocean-less identity generates byte-identically BY CONSTRUCTION (the KAT the gate holds). 884const P_OCEAN: i64 = 66 885// GE14a -- THE STAGED PROCGEN BIND. 0 = OFF, and OFF is the LEGACY TERRAIN BYTE-FOR-BYTE by 886// construction (wheight_raw returns before touching any of it). Non-zero = ON, and the value IS 887// the VERTICAL DIVISOR that maps nx_worldpipe_core's height space into this engine's block 888// column -- one row carrying both the switch and the scale, the shape P_ERODE already uses. 889// WHY A DIVISOR AND NOT A TASTED CONSTANT: the core's spline runs about -430..+420 before 890// relief, while a column here is 1..WY-8 blocks, so SOME map is required and the only honest 891// place for it is the recipe -- a world declares how much of its own vertical band it wants to 892// use, and nx_wasm_craft_gate asserts the resulting spread actually FILLS that band instead of 893// clamping flat at either end (a divisor that collapses the world is a measurable defect, not a 894// matter of taste). 895const P_WPIPE: i64 = 67 896// GE14a -- THE HORIZONTAL SCALE, and it is not a cosmetic knob: it is the unit conversion 897// between two coordinate systems, and MEASUREMENT is what proved it necessary. The staged 898// core's parameter fields have wavelengths of 1300..3400 units (continentalness the longest), 899// while a world window here is 128 BLOCKS. At 1 unit per block the whole window samples 900// essentially ONE POINT of the continent field, so the spline contributes a constant and only 901// the short ridge/detail terms vary: T79 measured spread 9 at divisor 30 and spread 10 at 902// divisor 18 -- a 40 percent smaller divisor bought ONE BLOCK, which is the signature of a 903// term that is constant across the sample, not of a scale that needs tuning. No vertical 904// divisor can fix that; the window has to span more of the field. 0 or 1 = one unit per block 905// (the legacy sampling); N = N units per block, so a 128-block window spans 128*N units. 906const P_WPSCALE: i64 = 68 907const P_SURF: i64 = 69 // GE53 SURFACE SOURCE: 0 = the cell grid (all voxel, byte-identical to 908 // every world shipped before this row), 1 = the continuous heightfield 909 // (no voxel ground: the ray marches the Q8 field). An identity declares 910 // it as DATA in wc_spec. All voxel or no voxel -- there is no partial. 911// The field is bilinear BETWEEN columns, so a sample a quarter block apart can never skip a column: the 912// marcher's step and the gradient's baseline are both this one span (Q8 units). DERIVED from the field's 913// own resolution (one column per block), not tuned. 914const WC_SURF_STEP_Q8: i64 = 64 915const WC_GAIT_BOB_Q8: i64 = 7 // thorax oscillation AMPLITUDE (~2.7cm, 5.5cm p2p -- 916 // the band is peak-to-peak/2; 14 was a p2p-vs-amplitude 917 // conflation the recorder exposed as 11.3cm of chest) 918// RESPIRATION -- the idle drive. Derived, not tasted: resting adult breathing is 12-16/min; 919// at 14/min on the fixed 60Hz tick that is 60*60/14 = 257 ticks per cycle (0.233 Hz, inside the 920// 0.20-0.30 Hz band this rung is gated on). Amplitude is scaled off the GAIT constant above so 921// the two drives share one ruler: 7 q8 ~ 2.7cm => 1 q8 ~ 0.386cm, so 2 q8 ~ 0.77cm, inside the 922// declared 0.4-0.8cm resting-excursion band. A third value would have been a guess; this is an 923// arithmetic consequence of a constant already cited. 924const WC_BREATH_TICKS: i64 = 257 925// ★ AMPLITUDE, NOT PEAK-TO-PEAK -- and I got this wrong ONCE ALREADY on the gait constant. 926// Conversion, derived from the cited gait row: 7 q8 amplitude is documented as ~2.7cm, and 927// 7/256*100cm-per-block = 2.73cm, so the unit is q8 world units and p2p = 2*amp/256*100 cm. 928// At 2 q8 that is 1.56cm p2p -- OUTSIDE the 0.4-0.8cm resting band this rung is gated on, i.e. 929// 2x too large, the SAME p2p-vs-amplitude conflation the recorder caught in WC_GAIT_BOB_Q8 (14 930// -> 7). At 1 q8: 2/256*100 = 0.78cm p2p, inside the band. Caught by doing the arithmetic in the 931// unit the CRITERION is written in, before it shipped visibly. 932// ⚠KNOWN LIMIT, to be measured not assumed: 1 q8 is near the world-q8 resolution floor, so the 933// anchor steps coarsely; the spring integrates and should low-pass it, but ?breath=1 reports the 934// actual excursion so this is decided by measurement rather than by my expectation. 935const WC_BREATH_Q8: i64 = 1 936// speed at which GAIT fully owns the anchor. PROVISIONAL and deliberately marked so: the units 937// of the per-tick mob delta were never measured, so this is the one number here without a 938// derivation. The mobspd door added below exists to REPLACE it with a measurement rather than 939// leave a guess sitting in the engine pretending to be a constant. 940const WC_BREATH_CUT_Q8: i64 = 24 941const WC_STEP_EASE_UP: i64 = 48 // mob Y climb rate Q8/tick (a 1-block rise ~ 5 ticks) 942const WC_NIGHT_X8: i64 = 5 // night begins at this eighth of the day (5/8) 943 944const EYE: i64 = 435 // eye height Q8 (~1.7 blocks) 945const SPEED: i64 = 40 // walk Q8 per tick 946// GAIT DRIVE CONSTANTS -- declared HERE, above their first reader in the mob tick. The compiler 947// refuses a module const used before its declaration because it would silently read 0, and for the 948// gait accumulator that would have meant a permanently frozen drive that still compiled, still ran, 949// and looked exactly like the metronome it was written to replace. 950const WC_PH_PER_TICK: i64 = 5 // the free-running advance MC_PH still uses for WANDER 951const WC_PH_ANG: i64 = 214 // angle-units per phase unit (the incumbent's drive scaling) 952const WC_NEED_GAIT: i64 = 3 // the needs row's spare slot, named now that it carries a value 953// ---- THE GAIT MODEL, CITED (knowledge/gamefeel_oracle.conf, gait_* rows) ----------------------- 954// Every number below is a published normative measurement carrying its cohort and its instrument. 955// None is a taste, and none may be "tuned" without moving the conf row and its source with it. 956// ⚠UNIT DISCIPLINE, AND THIS FILE HAS ALREADY PAID ONCE FOR GETTING IT WRONG (WC_GAIT_BOB_Q8 went 957// 14 -> 7 on exactly this): the gait literature reports RANGE of motion -- rRoM, ROM -- which is 958// PEAK-TO-PEAK. The AMPLITUDE is HALF of it. Every constant here is stored as the PUBLISHED RANGE 959// in DECIDEGREES so it can be compared straight against the paper, and the halving happens in 960// exactly one function (wc_amp_ddeg) so no caller can forget it. 961const WC_DDEG_HALFTURN: i64 = 1800 // decidegrees in IT_PI (a half turn): the ddeg -> it-unit scale 962// STRIDE = 2 x step length 0.73 m (mean, 21-30 age band, markerless normative database). 963// 1 BLOCK = 1 m is NOT assumed here, it is read off the engine: EYE = 435 q8 = 1.70 blocks is the 964// player's eye height and adult eye height is ~1.6-1.7 m, so a block IS a metre to within the 965// figure's own tolerance. 1.46 m = 1.46 blocks = 374 q8. 966// ★THE PUBLISHED TRIPLE RECONCILES, WHICH IS A FREE AUDIT OF THE SOURCE: step 0.73 m x cadence 967// 108.40 steps/min / 60 = 1.319 m/s against that table's own reported gait speed of 1.30 m/s. 968const WC_STRIDE_Q8: i64 = 374 969// PELVIS transverse rotation, rRoM = 5.2 deg (n=201 healthy adults, 5 km/h, surface topography). 970// ⚠SCOPE, STATED: surface topography estimates the pelvis from PSIS surface markers and reads 971// LOWER than bone-pin and marker-cluster methods, which put pelvic transverse range nearer 10 deg. 972// 5.2 is therefore a FLOOR from one named instrument, not a settled value, and it is used as the 973// reference the genome varies AROUND rather than as a ceiling. 974const WC_PELVIS_ROT_DDEG: i64 = 52 975// THORACIC counter-rotation, rRoM at T7 = 14.6 deg -- and this is the paper's headline finding, 976// explicitly CONTRARY to the previous functional understanding that T7 is the near-static point of 977// intersection: T7/T8 carry the LARGEST rotary amplitude of every vertebra C7..L4, and "the largest 978// rotary opposition was also found between the pelvis and T7/T8". The thorax rotates roughly THREE 979// TIMES the pelvis, against it. 980// ★THIS PHASE RELATIONSHIP IS THE MECHANISM READ AS "SWINGING HIPS". It is not an amplitude: what 981// the eye sees is the pelvis and the shoulders twisting in OPPOSITION about the line of travel. 982// It is encoded as a SIGN below and therefore needs no constant of its own -- deliberately absent. 983const WC_THORAX_ROT_DDEG: i64 = 146 984// ELBOW flexion-extension ROM through the gait cycle = 29.7 deg (SD 10.2). The forearm is NOT 985// rigid in walking; a locked elbow is the "stiff arms" report stated as a measurement, and this 986// row is what makes it a defect rather than an opinion. 987const WC_ELBOW_ROM_DDEG: i64 = 297 988// TURN ALLOWANCE, expressed as heading change per STRIDE rather than per tick, so it is 989// speed-coupled BY CONSTRUCTION: a standing girl cannot turn and a walking one turns in 990// proportion to the ground she covers. ⚠DERIVED-BY-ARGUMENT, NOT MEASURED, AND LABELLED SO: a 991// walking body re-places its feet once per stride and cannot change heading by more than about a 992// quarter turn in that time. Cross-check against the two rulers this engine already owns -- at 993// the cited stride and a mob's 4 q8/tick it works out at 68 it-units/tick = 57 deg/s, a little 994// over half the player's own TURN slew of 140 it-units/tick = 117 deg/s, and inside the 60-90 995// deg/s that comfortable walking turns are usually quoted at. What would SETTLE it is a cited 996// walking turn-rate band in gamefeel_oracle.conf; there is not one, and inventing a row that 997// looked cited would be worse than naming the gap. 998const WC_TURN_PER_STRIDE: i64 = IT_PI/2 999const TURN: i64 = 140 // yaw it-units per tick (keyboard turn / legacy dir path) 1000const PITCHV: i64 = 90 // pitch it-units per tick (R/F keyboard look) 1001const PITCH_MAX: i64 = 5000 1002const LOOKS: i64 = 6 // mouselook: it-units per accumulated look count 1003const JUMPV: i64 = 66 // jump takeoff velocity Q8/tick 1004const GRAV: i64 = 9 // gravity Q8/tick^2 1005const VTERM: i64 = 120 // terminal fall velocity Q8/tick -- ONE ruler for the player AND every mob 1006 // (GE12 mob_step_gait; was an inline 120 in apply2_impl) 1007// FOOTSTRIKE/LANDING IMPULSE unit bridge -- ARITHMETIC of two existing conventions, not a tuning. 1008// Mob positions are world-q8 (256/block) and the softbind anchor is fed pos/4 (the 1009// sb_tick_mob_gene call in mob_tick), so ONE MODEL UNIT = 4 world-q8. sd_impulse's own contract 1010// (nx_softdyn: "model-units/tick * 256") takes model-q8/tick velocity kicks. Therefore one 1011// world-q8/tick of mob velocity = SD_Q8/4 solver velocity units, and a mob velocity change dv 1012// converts as dv*WC_IMP_SCALE with no free parameter anywhere in the chain. 1013const WC_IMP_SCALE: i64 = SD_Q8/4 1014const MAXSTEPS: i64 = 110 // DDA cells per ray (view distance) 1015const REACH_STEPS: i64 = 20 // crosshair edit reach in DDA cells 1016 1017func wst(base: i64) -> *i64 { return (base + O_ST) as *i64 } 1018func wsp(base: i64) -> *i64 { return (base + O_SPEC) as *i64 } 1019func wgp(base: i64) -> *i64 { return (base + O_GENP) as *i64 } 1020func mobp(base: i64) -> *i64 { return (base + O_MOBS) as *i64 } 1021func wfb(base: i64) -> *i64 { return (base + O_FB) as *i64 } 1022func wvx(base: i64) -> *u8 { return (base + O_VOX) as *u8 } 1023func winp(base: i64) -> *i64 { return (base + O_INPUT) as *i64 } 1024func wpack(r: i64, g: i64, b: i64) -> i64 { return r | (g << 8) | (b << 16) } 1025func wclamp(v: i64, lo: i64, hi: i64) -> i64 { if v < lo { return lo } if v > hi { return hi } return v } 1026 1027func vin(x: i64, y: i64, z: i64) -> i64 { 1028 if x < 0 { return 0 } if x >= WX { return 0 } 1029 if y < 0 { return 0 } if y >= WY { return 0 } 1030 if z < 0 { return 0 } if z >= WZ { return 0 } 1031 return 1 1032} 1033func vget(base: i64, x: i64, y: i64, z: i64) -> i64 { 1034 if vin(x, y, z) == 0 { return 0 } 1035 let v: *u8 = wvx(base) 1036 return (v[(y*WZ + z)*WX + x] & 0xff) as i64 1037} 1038func vset(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 { 1039 if vin(x, y, z) == 0 { return 0 } 1040 let v: *u8 = wvx(base) 1041 v[(y*WZ + z)*WX + x] = b as u8 1042 return 1 1043} 1044 1045// ---------- edit journal (v6 streaming): every PLAYER edit recorded at ABSOLUTE world coords ---------- 1046// One packed i64 hash slot per touched cell: (key+1)<<8 | block, key = ax+2^24 (25b) : az+2^24 (25b) 1047// : ay (6b). The journal is the persistent truth for touched land; the window is a cache over 1048// (seed + journal) -- the voxchunk law (virgin land from the seed, touched land from history) wired 1049// into the live game. Bounded EJRN_SLOTS edits; a FULL journal REFUSES the whole edit LOUDLY 1050// (S_EJDROP counts refusals) so world and history can never disagree. 1051func ejp(base: i64) -> *i64 { return (base + O_EJRN) as *i64 } 1052func ej_key(ax: i64, ay: i64, az: i64) -> i64 { 1053 return ((ax + WATER_MAGIC_16777216) << 31) | ((az + WATER_MAGIC_16777216) << 6) | ay 1054} 1055// Existing wire remains 56-bit incremented coordinate tag plus one block byte. 1056const EJRN_KEY_MAX: i64 = 72057594037927935 1057const EJRN_TAG_MASK: i64 = 0-256 1058func ej_key_representable(ax: i64, ay: i64, az: i64) -> i64 { 1059 if ax < 0-WATER_MAGIC_16777216 || ax >= WATER_MAGIC_16777216 { return 0 } 1060 if az < 0-WATER_MAGIC_16777216 || az >= WATER_MAGIC_16777216 { return 0 } 1061 if ay < 0 || ay >= 64 { return 0 } 1062 if ej_key(ax,ay,az) == EJRN_KEY_MAX { return 0 } 1063 return 1 1064} 1065func ej_tag_matches(cur: i64, key: i64) -> i64 { 1066 if cur == 0 { return 0 } 1067 return (cur & EJRN_TAG_MASK) == ((key+1) << 8) 1068} 1069func ej_index_bucket(tag: i64) -> i64 { 1070 // Fold high coordinate bits before the bucket mask; raw-key low bits omit X. 1071 let k: i64 = tag >> 8 1072 let mixed: i64 = (k ^ (k >> 17) ^ (k >> 37))*EJRN_HASH_MUL 1073 return (mixed ^ (mixed >> 29)) & (EJ_INDEX_BUCKETS-1) 1074} 1075// A context is valid only for one synchronous mutation batch. It never survives 1076// save_apply, init, direct journal writes or another begin. No hidden active cache. 1077func ej_batch_begin(base: i64, available_bytes: i64) -> *i64 { 1078 if available_bytes < CRAFT_TOTAL { return 0 as *i64 } 1079 let heads: *i64 = (base+O_EJ_INDEX) as *i64 1080 let next: *i64 = (base+O_EJ_NEXT) as *i64 1081 let e: *i64 = ejp(base) 1082 var i: i64 = 0 1083 while i < EJ_INDEX_BUCKETS { heads[i]=0;i=i+1 } 1084 i=0 1085 while i < EJRN_SLOTS { 1086 next[i]=0 1087 let cur: i64 = e[i] 1088 if cur != 0 { 1089 let h: i64 = ej_index_bucket(cur & EJRN_TAG_MASK) 1090 next[i]=heads[h] 1091 heads[h]=i+1 1092 } 1093 i=i+1 1094 } 1095 return heads 1096} 1097func ej_index_get(base: i64, heads: *i64, ax: i64, ay: i64, az: i64) -> i64 { 1098 if ej_key_representable(ax,ay,az) == 0 { return 0-1 } 1099 let e: *i64 = ejp(base) 1100 let next: *i64 = (base+O_EJ_NEXT) as *i64 1101 let key: i64 = ej_key(ax,ay,az) 1102 var at: i64 = heads[ej_index_bucket((key+1)<<8)] 1103 var winner: i64 = 0-1 1104 var result: i64 = 0-1 1105 while at > 0 { 1106 let slot: i64 = at-1 1107 if ej_tag_matches(e[slot],key) == 1 { 1108 if slot > winner { winner=slot;result=e[slot]&255 } 1109 } 1110 at=next[slot] 1111 } 1112 return result 1113} 1114func ej_index_put(base: i64, heads: *i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 { 1115 if ej_key_representable(ax,ay,az) == 0 { return 0-2 } 1116 if b < 0 || b > 255 { return 0-2 } 1117 let e: *i64 = ejp(base) 1118 let next: *i64 = (base+O_EJ_NEXT) as *i64 1119 let key: i64 = ej_key(ax,ay,az) 1120 let tag: i64 = (key+1)<<8 1121 let bucket: i64 = ej_index_bucket(tag) 1122 var at: i64 = heads[bucket] 1123 var matched: i64 = 0 1124 while at > 0 { 1125 let slot: i64 = at-1 1126 if ej_tag_matches(e[slot],key) == 1 { e[slot]=tag|b;matched=1 } 1127 at=next[slot] 1128 } 1129 if matched == 1 { return 1 } 1130 // New keys retain the original persisted hash-probe insertion order. 1131 var i: i64 = (key*EJRN_HASH_MUL)&(EJRN_SLOTS-1) 1132 var n: i64 = 0 1133 while n < EJRN_SLOTS { 1134 if e[i] == 0 { 1135 e[i]=tag|b 1136 next[i]=heads[bucket] 1137 heads[bucket]=i+1 1138 return 1 1139 } 1140 i=(i+1)&(EJRN_SLOTS-1);n=n+1 1141 } 1142 return 0-1 1143} 1144func ej_put(base: i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 { 1145 if ej_key_representable(ax,ay,az) == 0 { return 0-2 } 1146 if b < 0 || b > 255 { return 0-2 } 1147 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL) 1148 if (index as i64) == 0 { return 0-3 } 1149 return ej_index_put(base,index,ax,ay,az,b) 1150} 1151func ej_get(base: i64, ax: i64, ay: i64, az: i64) -> i64 { 1152 if ej_key_representable(ax,ay,az) == 0 { return 0-1 } 1153 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL) 1154 if (index as i64) == 0 { return 0-1 } 1155 return ej_index_get(base,index,ax,ay,az) 1156} 1157// overlay journal entries falling inside the local box [lx0..lx1) x [lz0..lz1) -- edits WIN over regen 1158func ej_overlay(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1159 let s: *i64 = wst(base) 1160 let e: *i64 = ejp(base) 1161 var i: i64 = 0 1162 while i < EJRN_SLOTS { 1163 let cur: i64 = e[i] 1164 if cur != 0 { 1165 let k: i64 = (cur >> 8) - 1 1166 let ay: i64 = k & 63 1167 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 1168 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 1169 let lx: i64 = ax - s[S_WOX] 1170 let lz: i64 = az - s[S_WOZ] 1171 if lx >= lx0 { if lx < lx1 { if lz >= lz0 { if lz < lz1 { 1172 vset(base, lx, ay, lz, cur & 255) 1173 } } } } 1174 } 1175 i = i + 1 1176 } 1177 return 0 1178} 1179// the PLAYER-EDIT write path: journal at absolute coords FIRST (a full journal refuses the whole 1180// edit -- world and history stay consistent), then the window write. Gen/save paths keep raw vset. 1181func wc_edit(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 { 1182 if vin(x,y,z) == 0 { return 0 } 1183 let s: *i64 = wst(base) 1184 if ej_put(base, x + s[S_WOX], y, z + s[S_WOZ], b) < 0 { 1185 s[S_EJDROP] = s[S_EJDROP] + 1 1186 return 0 1187 } 1188 return vset(base, x, y, z, b) 1189} 1190// solid for collision: everything but air, water and CROPS (plants are walked through, not on) 1191func vsolid(base: i64, x: i64, y: i64, z: i64) -> i64 { 1192 let b: i64 = vget(base, x, y, z) 1193 if b == 0 { return 0 } 1194 if b == 4 { return 0 } 1195 if b >= B_CROP0 { if b <= B_CROP2 { return 0 } } 1196 return 1 1197} 1198 1199// ---------- worldgen: integer value noise -> heightmap -> columns -> trees ---------- 1200func whash(x: i64, z: i64, sd: i64) -> i64 { 1201 var n: i64 = x*TERRAIN_HASH_X + z*TERRAIN_HASH_Z + sd*TERRAIN_HASH_SEED 1202 n = n & SAVE_CK_MASK 1203 n = (n ^ (n >> 13)) * TERRAIN_HASH_MIX 1204 n = n & SAVE_CK_MASK 1205 return (n ^ (n >> 16)) % 256 1206} 1207// bilinear value noise, lattice spacing `sc`, result 0..255 1208func wnoise(x: i64, z: i64, sc: i64, sd: i64) -> i64 { 1209 let cx: i64 = x / sc 1210 let cz: i64 = z / sc 1211 let fx: i64 = x % sc 1212 let fz: i64 = z % sc 1213 let c00: i64 = whash(cx, cz, sd) 1214 let c10: i64 = whash(cx+1, cz, sd) 1215 let c01: i64 = whash(cx, cz+1, sd) 1216 let c11: i64 = whash(cx+1, cz+1, sd) 1217 let v0: i64 = c00 + (c10 - c00)*fx/sc 1218 let v1: i64 = c01 + (c11 - c01)*fx/sc 1219 return v0 + (v1 - v0)*fz/sc 1220} 1221// the RAW two-octave surface: what wheight was in full before E1, unchanged and still the only 1222// thing the talus measurement is allowed to read (a threshold derived from an already-eroded 1223// surface would be measuring its own output). 1224func wheight_raw(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1225 let sp: *i64 = wsp(base) 1226 // GE14a: when the recipe binds the staged pipeline, the ground IS the six-field 1227 // parameter space (continentalness -> spline, ridged relief scaled by weirdness and 1228 // flattened by erosion) rather than this engine's two octaves of value noise. The 1229 // core statics are set PER CALL, not once at init, deliberately: gates hold several 1230 // arenas at different seeds at the same time and a module-global seeded once would 1231 // silently generate one arena's terrain inside another. Four assignments against a 1232 // per-column noise evaluation is not a cost worth a correctness risk. 1233 let wpd: i64 = sp[P_WPIPE] 1234 if wpd != 0 { 1235 WP_SEED = sd 1236 WP_TEMP_BIAS = 0 1237 WP_CONT_BIAS = 0 1238 WP_MOUNT_SCALE = WP_MAGIC_1400 1239 var wsc: i64 = sp[P_WPSCALE] 1240 if wsc <= 0 { wsc = 1 } 1241 return wclamp(sp[P_TBASE] + wp_height_raw(x*wsc, z*wsc)/wpd, 1, WY - 8) 1242 } 1243 let n1: i64 = wnoise(x, z, 16, sd) 1244 let n2: i64 = wnoise(x, z, 5, sd + 7) 1245 var h: i64 = sp[P_TBASE] + n1*sp[P_TAMP1]/256 + n2*sp[P_TAMP2]/256 1246 return wclamp(h, 1, WY - 8) 1247} 1248 1249// ---------- E1: TALUS EROSION, EVALUATED POINTWISE (2026-08-25) ---------- 1250// THE WORLD SCROLLS, SO EROSION HERE CANNOT BE A BAKED GRID. gencol regenerates strips at 1251// ABSOLUTE coordinates as the window slides (s[S_WOX] = s[S_WOX] + dx), which is exactly why the 1252// header above gencol calls the terrain "a pure function of (absolute position, seed) -> unbounded 1253// land". nx_worldpipe's wp_erode is the baked-grid shape and its OWN docstring states the cost: 1254// it returns zero "outside the baked span", a case "a caller must not be able to tell apart from 1255// no erosion here, because that is what they are". Baking it here would put eroded ground behind 1256// the player and raw noise in front of him with a hard seam between the two. Storing a grid is 1257// not available either -- "wasm has no mmap; every buffer is an arena offset", and the 1258// framebuffer TAILS the arena (T60), so a 128x128 heightfield would have to move WASM_MEM_BYTES. 1259// SO THE OPERATOR IS EVALUATED, NOT STORED. k passes of a radius-1 stencil have a domain of 1260// dependence of radius k, so the unrolled composition below returns at (x,z) exactly what a 1261// k-pass relaxation over an INFINITE grid would put there. No seam can exist because there is no 1262// grid to have an edge, and nothing has to be saved, shifted or invalidated when the world slides. 1263// The pass is thermal (talus) erosion in its symmetric PAIRWISE-EXCHANGE form: across each of the 1264// 4 edges material moves from the higher cell to the lower one ONLY where the drop exceeds the 1265// talus threshold. wc_er_flux is ANTISYMMETRIC -- flux(-d) == -flux(d) exactly, truncation toward 1266// zero included -- so both ends of every edge move by equal and opposite amounts and the pass 1267// CONSERVES MASS. That is what makes this erosion and not a blur: a blur lowers everything, this 1268// cuts steep faces back and fills the hollows immediately below them, and it leaves ground gentler 1269// than the threshold untouched entirely. 1270const WC_ER_Q: i64 = 256 // fixed point the pass runs in. World heights are 1271 // small integers (craft relief ~22 blocks), so a 1272 // pass done in whole blocks could only ever move 0 1273 // or >=1 and would quantise the effect away. 1274const WC_ER_STABLE_Q: i64 = WC_ER_Q / 4 // DERIVED, not tasted: an explicit 4-neighbour 1275 // exchange h' = h + r*sum(h_n - h) is stable iff 1276 // 4r <= 1, so r = 1/4 is the marginal limit and 1277 // oscillates AT it. 1278const WC_ER_RATE_Q: i64 = WC_ER_STABLE_Q / 2 // WRITTEN AS THE ARITHMETIC: half the stability 1279 // limit. This factor of 2 is the ONLY judgement in 1280 // the whole operator and it is named right here; 1281 // the per-world lever is the tick budget, which is 1282 // recipe DATA, not code. 1283const WC_ER_MAXK: i64 = 3 // STRUCTURAL, not a clamp: three unrolled levels 1284 // are written below and no fourth one exists. Cost 1285 // is 5^k raw height evaluations per column -- 125 1286 // at k=3; 625 at k=4 would put worldgen past a 1287 // second and a visitor would meet a blank canvas. 1288const WC_ER_FLAT: i64 = 0 - 1 // P_ERTAL sentinel: measured, and there is no relief 1289 1290// THE SAME SURFACE AT SUB-BLOCK RESOLUTION -- AND THE FIX FOR A MEASURED, GATE-CAUGHT DEFECT. 1291// wheight_raw's two truncating divisions by 256 round the land to WHOLE BLOCKS before anything 1292// can weather it, and feeding that pre-rounded field to the pass made the first cut of this 1293// operator measurably do nothing. With the input quantised, every neighbour drop is a multiple of 1294// 256; the MEASURED talus came out at 264, so a one-block step (256) sits BELOW the threshold and 1295// does not move at all, and a two-block step moves (512-264)/8 = 31 of the 128 needed to change a 1296// block. The wasm-VM gate reported moved=0 of 576 with HI 477 -> 477 and REFUSED the ship. That is 1297// the tooth doing its job, and the answer is not a bigger rate -- it is to weather the CONTINUOUS 1298// field and quantise only the result, which is what erosion does to real ground anyway. 1299func wheight_q(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1300 let sp: *i64 = wsp(base) 1301 let n1: i64 = wnoise(x, z, 16, sd) 1302 let n2: i64 = wnoise(x, z, 5, sd + 7) 1303 var hq: i64 = sp[P_TBASE]*WC_ER_Q + n1*sp[P_TAMP1] + n2*sp[P_TAMP2] 1304 return wclamp(hq, WC_ER_Q, (WY - 8)*WC_ER_Q) 1305} 1306// signed transfer INTO this cell across one edge, given the neighbour-minus-self drop d. 1307// Antisymmetric by construction, so the two ends of an edge always move by equal and opposite 1308// amounts. That identity is what conserves mass, and the gate ASSERTS it rather than assuming the 1309// dialect truncates the way this reasoning needs. 1310func wc_er_flux(d: i64, t: i64) -> i64 { 1311 if d > t { return (d - t)*WC_ER_RATE_Q/WC_ER_Q } 1312 if d < 0 - t { return (d + t)*WC_ER_RATE_Q/WC_ER_Q } 1313 return 0 1314} 1315// THE THRESHOLD IS MEASURED, NEVER AUTHORED. Mean over a FIXED reference patch of each cell's 1316// largest 4-neighbour drop -- wp_erode_talus_derived's rule, applied to the surface actually being 1317// eroded. The patch is the absolute [0,WX)x[0,WZ) square rather than the player's current window, 1318// so the threshold stays a pure function of (spec, seed) and does not drift as the world slides 1319// under him. Result is in WC_ER_Q units; a world with no relief measures 0 and turns erosion off. 1320func wc_er_talus(base: i64, sd: i64) -> i64 { 1321 var sum: i64 = 0 1322 var z: i64 = 0 1323 while z < WZ { 1324 var x: i64 = 0 1325 while x < WX { 1326 let h: i64 = wheight_q(base, x, z, sd) 1327 var m: i64 = 0 1328 let da: i64 = wheight_q(base, x - 1, z, sd) - h 1329 if da > m { m = da } 1330 if 0 - da > m { m = 0 - da } 1331 let db: i64 = wheight_q(base, x + 1, z, sd) - h 1332 if db > m { m = db } 1333 if 0 - db > m { m = 0 - db } 1334 let dc: i64 = wheight_q(base, x, z - 1, sd) - h 1335 if dc > m { m = dc } 1336 if 0 - dc > m { m = 0 - dc } 1337 let dd: i64 = wheight_q(base, x, z + 1, sd) - h 1338 if dd > m { m = dd } 1339 if 0 - dd > m { m = 0 - dd } 1340 sum = sum + m 1341 x = x + 1 1342 } 1343 z = z + 1 1344 } 1345 return sum/(WX*WZ) // already in WC_ER_Q units: the field it measured is 1346} 1347// memoised into the spec so the sweep above runs ONCE per arena, never once per column. The 1348// sentinel makes "measured and flat" distinguishable from "not measured yet", which is the whole 1349// reason a flat world does not pay the sweep on every single query. 1350func wc_er_arm(base: i64, sd: i64) -> i64 { 1351 let sp: *i64 = wsp(base) 1352 if sp[P_ERTAL] != 0 { return sp[P_ERTAL] } 1353 let t: i64 = wc_er_talus(base, sd) 1354 if t <= 0 { sp[P_ERTAL] = WC_ER_FLAT } else { sp[P_ERTAL] = t } 1355 return sp[P_ERTAL] 1356} 1357// ONE PASS, UNROLLED THREE DEEP. No recursion anywhere: each level is its own function and calls 1358// only the level below it, so the maximum budget is a property of the SOURCE that a reader can 1359// count, rather than a runtime clamp that has to be trusted. 1360func wc_er1(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1361 let h: i64 = wheight_q(base, x, z, sd) 1362 var a: i64 = h 1363 a = a + wc_er_flux(wheight_q(base, x - 1, z, sd) - h, t) 1364 a = a + wc_er_flux(wheight_q(base, x + 1, z, sd) - h, t) 1365 a = a + wc_er_flux(wheight_q(base, x, z - 1, sd) - h, t) 1366 a = a + wc_er_flux(wheight_q(base, x, z + 1, sd) - h, t) 1367 return a 1368} 1369func wc_er2(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1370 let h: i64 = wc_er1(base, x, z, sd, t) 1371 var a: i64 = h 1372 a = a + wc_er_flux(wc_er1(base, x - 1, z, sd, t) - h, t) 1373 a = a + wc_er_flux(wc_er1(base, x + 1, z, sd, t) - h, t) 1374 a = a + wc_er_flux(wc_er1(base, x, z - 1, sd, t) - h, t) 1375 a = a + wc_er_flux(wc_er1(base, x, z + 1, sd, t) - h, t) 1376 return a 1377} 1378func wc_er3(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1379 let h: i64 = wc_er2(base, x, z, sd, t) 1380 var a: i64 = h 1381 a = a + wc_er_flux(wc_er2(base, x - 1, z, sd, t) - h, t) 1382 a = a + wc_er_flux(wc_er2(base, x + 1, z, sd, t) - h, t) 1383 a = a + wc_er_flux(wc_er2(base, x, z - 1, sd, t) - h, t) 1384 a = a + wc_er_flux(wc_er2(base, x, z + 1, sd, t) - h, t) 1385 return a 1386} 1387// THE HEIGHT THE PLAYER WALKS ON. gencol builds every column from this and gentrees plants from 1388// it, so a change here is a change to the GROUND, not a shader drawn over it. All 7 call sites are 1389// worldgen or init; the renderer reads voxels, so the 5^k cost is paid once per strip and never 1390// per frame. 1391func wheight(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1392 let sp: *i64 = wsp(base) 1393 var k: i64 = sp[P_ERODE] 1394 if k <= 0 { return wheight_raw(base, x, z, sd) } 1395 if k > WC_ER_MAXK { k = WC_ER_MAXK } 1396 let t: i64 = wc_er_arm(base, sd) 1397 if t <= 0 { return wheight_raw(base, x, z, sd) } 1398 var he: i64 = 0 1399 if k == 1 { he = wc_er1(base, x, z, sd, t) } 1400 if k == 2 { he = wc_er2(base, x, z, sd, t) } 1401 if k >= 3 { he = wc_er3(base, x, z, sd, t) } 1402 return wclamp((he + WC_ER_Q/2)/WC_ER_Q, 1, WY - 8) 1403} 1404// GE53: the SAME eroded height wheight returns, in WC_ER_Q units and NOT rounded -- the one value the 1405// surface source keeps that the voxel column throws away at wheight's last line. 1406func wheight_qe(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1407 let sp: *i64 = wsp(base) 1408 var k: i64 = sp[P_ERODE] 1409 if k <= 0 { return wheight_q(base, x, z, sd) } 1410 if k > WC_ER_MAXK { k = WC_ER_MAXK } 1411 let t: i64 = wc_er_arm(base, sd) 1412 if t <= 0 { return wheight_q(base, x, z, sd) } 1413 var he: i64 = 0 1414 if k == 1 { he = wc_er1(base, x, z, sd, t) } 1415 if k == 2 { he = wc_er2(base, x, z, sd, t) } 1416 if k >= 3 { he = wc_er3(base, x, z, sd, t) } 1417 return wclamp(he, WC_ER_Q, (WY - 8)*WC_ER_Q) 1418} 1419// the ocean ramp in Q units -- the same arithmetic wsp_beach_ocean applies to whole blocks, so the field 1420// and the column agree on where the beach meets the sea. 1421func wsp_beach_ocean_q(sp: *i64, ax: i64, az: i64, hq: i64) -> i64 { 1422 let oc: i64 = sp[P_OCEAN] 1423 if oc == 0 { return hq } 1424 let d: i64 = wsp_ocean_d(sp, ax, az) 1425 if d <= 0 { return hq } 1426 let slopew: i64 = (oc >> 12) & 63 1427 let bedq: i64 = ((oc >> 18) & 63)*WC_ER_Q 1428 var t: i64 = bedq 1429 if d < slopew { t = hq - (hq - bedq)*d/slopew } 1430 if t < bedq { t = bedq } 1431 if t > hq { t = hq } 1432 return t 1433} 1434func hq_get(base: i64, x: i64, z: i64) -> i64 { 1435 if x < 0 { return 0 - 1 } 1436 if z < 0 { return 0 - 1 } 1437 if x >= WX { return 0 - 1 } 1438 if z >= WZ { return 0 - 1 } 1439 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64 1440 return p[0] 1441} 1442func hq_set(base: i64, x: i64, z: i64, v: i64) -> i64 { 1443 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64 1444 p[0] = v 1445 return 0 1446} 1447func hq_off() -> i64 { return O_HQ } 1448// wc_surface_source -- GE53's named symbol: the terrain SURFACE height (the top of the ground, Q8 world 1449// units) at a Q8 position, bilinear between the four surrounding columns. -1 outside the window. A 1450// column's Q height is the base of its top block, so the surface sits one block above it. 1451func wc_surface_source(base: i64, pxq: i64, pzq: i64) -> i64 { 1452 let cx: i64 = pxq >> 8 1453 let cz: i64 = pzq >> 8 1454 let fx: i64 = pxq & 255 1455 let fz: i64 = pzq & 255 1456 let h00: i64 = hq_get(base, cx, cz) 1457 let h10: i64 = hq_get(base, cx + 1, cz) 1458 let h01: i64 = hq_get(base, cx, cz + 1) 1459 let h11: i64 = hq_get(base, cx + 1, cz + 1) 1460 if h00 < 0 { return 0 - 1 } 1461 if h10 < 0 { return 0 - 1 } 1462 if h01 < 0 { return 0 - 1 } 1463 if h11 < 0 { return 0 - 1 } 1464 let top: i64 = h00*(256 - fx)*(256 - fz) + h10*fx*(256 - fz) + h01*(256 - fx)*fz + h11*fx*fz 1465 return top/65536 + 256 1466} 1467// terrain-class blocks: the ground the field replaces. Structures (wood, leaves, crops, water) stay cells. 1468func wterrain(b: i64) -> i64 { 1469 if b == 1 { return 1 } 1470 if b == 2 { return 1 } 1471 if b == 3 { return 1 } 1472 if b == 5 { return 1 } 1473 if b == 8 { return 1 } 1474 if b == 9 { return 1 } 1475 if b == 10 { return 1 } 1476 if b == 11 { return 1 } 1477 return 0 1478} 1479// trilinear 3D value noise 0..255 (cave carver) 1480func wnoise3(x: i64, y: i64, z: i64, sc: i64, sd: i64) -> i64 { 1481 let cx: i64 = x / sc 1482 let cy3: i64 = y / sc 1483 let cz: i64 = z / sc 1484 let fx: i64 = x % sc 1485 let fy: i64 = y % sc 1486 let fz: i64 = z % sc 1487 let a00: i64 = whash(cx + cy3*97, cz, sd) 1488 let a10: i64 = whash(cx + 1 + cy3*97, cz, sd) 1489 let a01: i64 = whash(cx + cy3*97, cz + 1, sd) 1490 let a11: i64 = whash(cx + 1 + cy3*97, cz + 1, sd) 1491 let b00: i64 = whash(cx + (cy3+1)*97, cz, sd) 1492 let b10: i64 = whash(cx + 1 + (cy3+1)*97, cz, sd) 1493 let b01: i64 = whash(cx + (cy3+1)*97, cz + 1, sd) 1494 let b11: i64 = whash(cx + 1 + (cy3+1)*97, cz + 1, sd) 1495 let a0: i64 = a00 + (a10 - a00)*fx/sc 1496 let a1: i64 = a01 + (a11 - a01)*fx/sc 1497 let av: i64 = a0 + (a1 - a0)*fz/sc 1498 let b0: i64 = b00 + (b10 - b00)*fx/sc 1499 let b1: i64 = b01 + (b11 - b01)*fx/sc 1500 let bv: i64 = b0 + (b1 - b0)*fz/sc 1501 return av + (bv - av)*fy/sc 1502} 1503// recompute the world's highest solid layer (init + save-load; place maintains it incrementally) 1504func wc_wmax(base: i64) -> i64 { 1505 let s: *i64 = wst(base) 1506 let vxp: *u8 = (base + O_VOX) as *u8 1507 var y: i64 = WY - 1 1508 while y >= 0 { 1509 var i: i64 = y*WZ*WX 1510 let end: i64 = (y + 1)*WZ*WX 1511 while i < end { 1512 if (vxp[i] & 0xff) != 0 { s[S_WMAX] = y; return y } 1513 i = i + 1 1514 } 1515 y = y - 1 1516 } 1517 s[S_WMAX] = 0 1518 return 0 1519} 1520 1521// generate ONE local column from ABSOLUTE world coords: the terrain is a pure function of 1522// (absolute position, seed) -> unbounded land, deterministic everywhere, no stored world needed 1523// for virgin ground (the voxchunk regen law wired into the live game). 1524// GE13 -- shore distance: how many blocks SEAWARD of the shoreline (ax,az) sits; <= 0 = inland, 1525// -1 = this identity has no ocean row at all. 1526func wsp_ocean_d(sp: *i64, ax: i64, az: i64) -> i64 { 1527 let oc: i64 = sp[P_OCEAN] 1528 if oc == 0 { return 0 - 1 } 1529 let edge: i64 = oc & 3 1530 let shore: i64 = ((oc >> 2) & 1023) - 512 1531 if edge == 0 { return az - shore } 1532 if edge == 1 { return shore - az } 1533 if edge == 2 { return ax - shore } 1534 return shore - ax 1535} 1536// GE45 REVIEW FRAMING (2026-09-04) -- the sea bearing of an identity, in yaw it-units (yaw 0 looks toward +z, 1537// x = sin, z = cos: the convention summon() and the page's review steering already share), or -1 when the 1538// identity carries no ocean row. Read by the spawn (the first frame faces the sea), by summon() (the review 1539// ring stands on the seaward arc so the shore is behind the girl the camera frames) and exported as the 1540// sea_yaw door for the HUD and the gate. Data: the same P_OCEAN row wsp_ocean_d decodes -- no second coastline. 1541func wsp_sea_yaw(sp: *i64) -> i64 { 1542 let oc: i64 = sp[P_OCEAN] 1543 if oc == 0 { return 0 - 1 } 1544 let edge: i64 = oc & 3 1545 if edge == 0 { return 0 } 1546 if edge == 1 { return IT_PI } 1547 if edge == 2 { return IT_PI/2 } 1548 return IT_PI*3/2 1549} 1550// the seaward review arc: the summoned cast spans one quarter turn centred on the sea bearing. A quarter turn 1551// is the widest arc whose every member still stands between the player and the shore (tan 45 degrees = 1, so 1552// the gate can assert it with integer arithmetic: |dx| <= dz for a +z sea). 1553const WC_REVIEW_ARC: i64 = IT_PI/2 1554// GE13 -- the ocean shaping rule (gameengine rung wsp_beach_ocean), applied to the PURE noise 1555// height wherever a column sits seaward of the shoreline: ramp the ground from its natural 1556// height down to the SEABED across the SLOPE width, then hold the seabed. gencol's existing 1557// flood rule (P_WATER) then fills the water and its sand rule paints the wet band -- beach, 1558// shallows and open sea all emerge from ONE data row, no per-world code. P_OCEAN == 0 returns 1559// h untouched, so every existing world is byte-identical by construction. 1560func wsp_beach_ocean(sp: *i64, ax: i64, az: i64, h: i64) -> i64 { 1561 let oc: i64 = sp[P_OCEAN] 1562 if oc == 0 { return h } 1563 let d: i64 = wsp_ocean_d(sp, ax, az) 1564 if d <= 0 { return h } 1565 let slopew: i64 = (oc >> 12) & 63 1566 let bed: i64 = (oc >> 18) & 63 1567 var t: i64 = bed 1568 if d < slopew { t = h - (h - bed)*d/slopew } 1569 if t < bed { t = bed } 1570 if t > h { t = h } 1571 return t 1572} 1573 1574// Runtime position validity uses the same terrain field and structural body sweep. 1575// This does not change the existing point footprint into a wider avatar. 1576func wc_player_position_clear(base: i64, x: i64, y: i64, z: i64) -> i64 { 1577 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return 0 } 1578 if wsp(base)[P_SURF] == 1 { 1579 let field: i64=wc_surface_source(base,x,z) 1580 if field < 0 || y-EYE < field { return 0 } 1581 } 1582 wc_player_body(base,x,y,z) 1583 beach_contact_world_sweep(base,wc_contact_body(base),wc_contact_obstacle(base),wc_contact_result(base),1,0) 1584 let contact: *BeachContactResult=wc_contact_result(base) 1585 if contact.initial_overlap == 1 { return 0 } 1586 return 1 1587} 1588// Return 0 unchanged,1 recovered,-1 unresolved. No arbitrary teleport across X/Z. 1589// A restore can carry a valid checksum yet contain an old penetrated camera. 1590func wc_player_recover(base: i64) -> i64 { 1591 let s: *i64=wst(base) 1592 let x: i64=s[S_CX];let y: i64=s[S_CY];let z: i64=s[S_CZ] 1593 if wc_player_position_clear(base,x,y,z) == 1 { return 0 } 1594 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return -1 } 1595 var floor: i64=y-EYE 1596 if wsp(base)[P_SURF] == 1 { 1597 let field: i64=wc_surface_source(base,x,z) 1598 if field < 0 { return -1 } 1599 if field > floor { floor=field } 1600 } 1601 if floor < 0 { floor=0 } 1602 var ceiling: i64=floor 1603 while ceiling+EYE+128 <= WY*256 { 1604 let stand: i64=wc_player_support(base,x,z,ceiling) 1605 if stand >= y && stand <= ceiling+EYE { 1606 if wc_player_position_clear(base,x,stand,z) == 1 { 1607 s[S_CY]=stand;s[S_VY]=0;s[S_GROUNDED]=1 1608 return 1 1609 } 1610 } 1611 // Include the continuous field first, then every possible structural cell top. 1612 ceiling=((ceiling >> 8)+1)*256 1613 } 1614 return -1 1615} 1616func player_position_clear() -> i64 { 1617 let s: *i64=wst(0) 1618 return wc_player_position_clear(0,s[S_CX],s[S_CY],s[S_CZ]) 1619} 1620func player_recover() -> i64 { return wc_player_recover(0) } 1621 1622// Same column owner for normal generation and non-destructive restore rebuild. 1623func wc_hq_column(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 { 1624 let sp: *i64=wsp(base) 1625 if sp[P_SURF] == 1 { hq_set(base,x,z,wsp_beach_ocean_q(sp,ax,az,wheight_qe(base,ax,az,sd))) } 1626 return 0 1627} 1628func wc_hq_restore(base: i64) -> i64 { 1629 if wsp(base)[P_SURF] != 1 { return 0 } 1630 let s: *i64=wst(base) 1631 var z: i64=0 1632 while z < WZ { 1633 var x: i64=0 1634 while x < WX { 1635 wc_hq_column(base,x,z,x+s[S_WOX],z+s[S_WOZ],s[S_SEED]) 1636 x=x+1 1637 } 1638 z=z+1 1639 } 1640 return 0 1641} 1642 1643func gencol(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 { 1644 let sp: *i64 = wsp(base) 1645 let wl: i64 = sp[P_WATER] 1646 let h: i64 = wsp_beach_ocean(sp, ax, az, wheight(base, ax, az, sd)) // GE13: the ocean is data 1647 wc_hq_column(base,x,z,ax,az,sd) // Same height owner as coherent save restoration. 1648 var y: i64 = 0 1649 while y < WY { 1650 var b: i64 = 0 1651 if y <= h { 1652 b = 3 // stone 1653 if y > h - 3 { b = 2 } // dirt cap 1654 if y == h { 1655 b = 1 // grass 1656 if h <= wl { b = 5 } // sand at/below waterline 1657 if h >= sp[P_SNOW] { b = 8 } // snow high up 1658 } 1659 // caves: carve inside the crust (never the floor, never the top 2 = no surface holes, 1660 // and never under water columns so lakes stay sealed) 1661 if b == 3 { if y >= 2 { if y <= h - 2 { if h > wl { 1662 if wnoise3(ax, y, az, 7, sd + 55) > sp[P_CAVETH] { b = 0 } 1663 } } } } 1664 // ores seed the remaining stone: coal common, iron deeper, gold deepest 1665 if b == 3 { 1666 let orr: i64 = whash(ax*7 + y*131, az*11 + y*17, sd + 31) % 997 1667 if orr < 22 { b = 9 } 1668 if y < 14 { if orr >= 22 { if orr < 32 { b = 10 } } } 1669 if y < 9 { if orr >= 32 { if orr < 38 { b = 11 } } } 1670 } 1671 } 1672 if y > h { if y <= wl { b = 4 } } // flood low ground 1673 vset(base, x, y, z, b) 1674 y = y + 1 1675 } 1676 return 0 1677} 1678// paint a voxel ONLY inside the regen box -- a tree may never overwrite terrain (and its journal 1679// overlay) outside the strip being regenerated 1680func vset_box(base: i64, x: i64, y: i64, z: i64, b: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1681 if x < lx0 { return 0 } 1682 if x >= lx1 { return 0 } 1683 if z < lz0 { return 0 } 1684 if z >= lz1 { return 0 } 1685 return vset(base, x, y, z, b) 1686} 1687// GE17 wsp_palm_shape -- THE PALM (W2 shape id 3, mirroring nx_treegen species 3: dep0=0 trunk- 1688// only + "a ring of LONG radial frond blobs from the trunk top" -- ONE species canon, two lanes, 1689// the PG36 rule). A bare, gently curved trunk with NO branches below the crown, then a frond 1690// rosette. Everything DERIVED, nothing tuned: 1691// LEAN -- phototropic, TOWARD OPEN WATER when the world declares an ocean (P_OCEAN edge 1692// bits: shoreline palms lean seaward for light), hash-picked axis otherwise. Tip 1693// displacement = th9/3 (tan ~18deg of trunk height, the shoreline coconut habit); profile 1694// quadratic in height (uniform curvature): lean(dy) = dy*dy/(3*th9), which lands the tip at 1695// exactly th9/3 with no constant of its own. 1696// FRONDS -- 8 directions (4 axial + 4 diagonal, the voxel ring), length = the genome's own 1697// canopy radius cr9, arch droop(r) = r*r/(2*cr9): the tip ends half the frond length below 1698// the crown, the same quadratic droop nx_treegen's palm crown uses (seg*seg*11 there). 1699// Painting is clipped to the regen box (vset_box) so it is seam-safe under the widened scan 1700// margin gentrees derives for shape 3. Trunk = wood (6), fronds + apical bud = leaves (7); 1701// on the shore identity those palette rows read driftwood-brown and scrub-green already. 1702func wsp_palm_shape(base: i64, sp: *i64, tx: i64, tz: i64, h2: i64, th9: i64, cr9: i64, 1703 ax: i64, az: i64, sd: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1704 var pldx: i64 = 0 1705 var pldz: i64 = 0 1706 let poc9: i64 = sp[P_OCEAN] 1707 if poc9 != 0 { 1708 let pe9: i64 = poc9 & 3 1709 if pe9 == 0 { pldz = 1 } 1710 if pe9 == 1 { pldz = 0 - 1 } 1711 if pe9 == 2 { pldx = 1 } 1712 if pe9 == 3 { pldx = 0 - 1 } 1713 } 1714 if poc9 == 0 { 1715 let pd9: i64 = whash(ax*19 + 13, az*23 + 29, sd + 251) % 4 1716 if pd9 == 0 { pldx = 1 } 1717 if pd9 == 1 { pldx = 0 - 1 } 1718 if pd9 == 2 { pldz = 1 } 1719 if pd9 == 3 { pldz = 0 - 1 } 1720 } 1721 var pox: i64 = 0 1722 var poz: i64 = 0 1723 var pty: i64 = 1 1724 while pty <= th9 { 1725 let pl9: i64 = pty*pty/(3*th9) 1726 pox = pldx*pl9 1727 poz = pldz*pl9 1728 vset_box(base, tx + pox, h2 + pty, tz + poz, 6, lx0, lx1, lz0, lz1) 1729 pty = pty + 1 1730 } 1731 let pcx: i64 = tx + pox 1732 let pcz: i64 = tz + poz 1733 let ptop: i64 = h2 + th9 1734 vset_box(base, pcx, ptop + 1, pcz, 7, lx0, lx1, lz0, lz1) 1735 var pfd: i64 = 0 1736 while pfd < 8 { 1737 var fdx9: i64 = 0 1738 var fdz9: i64 = 0 1739 if pfd == 0 { fdx9 = 1 } 1740 if pfd == 1 { fdx9 = 0 - 1 } 1741 if pfd == 2 { fdz9 = 1 } 1742 if pfd == 3 { fdz9 = 0 - 1 } 1743 if pfd == 4 { fdx9 = 1; fdz9 = 1 } 1744 if pfd == 5 { fdx9 = 1; fdz9 = 0 - 1 } 1745 if pfd == 6 { fdx9 = 0 - 1; fdz9 = 1 } 1746 if pfd == 7 { fdx9 = 0 - 1; fdz9 = 0 - 1 } 1747 var pr9: i64 = 1 1748 while pr9 <= cr9 { 1749 vset_box(base, pcx + fdx9*pr9, ptop + 1 - pr9*pr9/(2*cr9), pcz + fdz9*pr9, 7, lx0, lx1, lz0, lz1) 1750 pr9 = pr9 + 1 1751 } 1752 pfd = pfd + 1 1753 } 1754 return 0 1755} 1756// trees whose TRUNK falls in the +-2-expanded ABSOLUTE range paint their blocks CLIPPED to the 1757// local box, so a tree crossing a strip seam is completed by whichever strip regenerates later. 1758// The trunk condition is PURE (grass by the gen rules: above water, below snow) -- no window peeking. 1759func gentrees(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 { 1760 let sp: *i64 = wsp(base) 1761 if sp[P_TREE] == 0 { return 0 } 1762 let s: *i64 = wst(base) 1763 let wl: i64 = sp[P_WATER] 1764 // scan expanded to +-4 (was +-2): a SPECIES canopy reaches up to radius 4, so a trunk that 1765 // far outside the box can paint inside it -- the strip-seam completion law, wider. Legacy 1766 // worlds are unchanged: an R=2 stamp 3-4 cells out paints nothing in-box (no-op scan rows). 1767 // GE17: a palm's phototropic lean displaces its crown by up to (tb+tv)/3 beyond the frond 1768 // radius, so a palm-genome world widens the seam scan by that maximum lean -- DERIVED from 1769 // the same genome rows the grower reads, not a second constant. Every other shape keeps 1770 // the historic +-4 margin bit-exactly, and the extra scan rows are no-ops by the vset_box 1771 // clip (the standing seam law, same argument as the +-2 -> +-4 widening above). 1772 var mg9: i64 = 4 1773 if ((sp[P_TREESPEC] >> 12) & 7) == 3 { mg9 = 4 + ((sp[P_TREESPEC] & 15) + ((sp[P_TREESPEC] >> 4) & 15))/3 } 1774 var az: i64 = s[S_WOZ] + lz0 - mg9 1775 while az <= s[S_WOZ] + lz1 + mg9 - 1 { 1776 var ax: i64 = s[S_WOX] + lx0 - mg9 1777 while ax <= s[S_WOX] + lx1 + mg9 - 1 { 1778 let hr9: i64 = wheight(base, ax, az, sd) 1779 let h2: i64 = wsp_beach_ocean(sp, ax, az, hr9) // GE13: no trees grow on the sea 1780 // GE17: DRY LAND is where the ocean rule was a NO-OP (h2 == hr9). Seaward of the 1781 // shoreline the ramp lowered this column -- that whole band is the beach slope and 1782 // its wet sand, and vegetation stays off it (palms out of the water, off the wet 1783 // band, by the ocean row's own geometry rather than a second coastline rule). 1784 // Worlds without an ocean row have h2 == hr9 everywhere BY CONSTRUCTION 1785 // (wsp_beach_ocean returns h untouched), so this conjunct changes nothing there. 1786 var trunk: i64 = 0 1787 // the tree altitude ceiling is a SPEC ROW, not an engine constant: hardcoded 19 1788 // silently capped forests for any identity whose land sits higher (gate T52 found 1789 // it -- vale's P_TREE 43->19 barely moved the trunk count because the CEILING, not 1790 // the density row, was binding). 0 = the historic 19, so craft/depths are unchanged. 1791 var tmax: i64 = sp[P_TREEMAX] 1792 if tmax <= 0 { tmax = 19 } 1793 if h2 < tmax { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 { 1794 if whash(ax*3 + 7, az*5 + 11, sd + 99) % sp[P_TREE] == 0 { trunk = 1 } 1795 } } } } 1796 if trunk == 1 { 1797 let tx: i64 = ax - s[S_WOX] 1798 let tz: i64 = az - s[S_WOZ] 1799 let ts9: i64 = sp[P_TREESPEC] 1800 // W2b: the TREE branch keys on the tree bits (0..17) alone -- a genome carrying 1801 // only understory bits (18+) keeps the LEGACY forest exactly (T57's wood-equality 1802 // tooth), and understory grows in its own pass below regardless of trunk sites. 1803 if (ts9 & 262143) == 0 { 1804 // legacy stamp, byte-for-byte: every identity-only world is unchanged 1805 var ty: i64 = h2 + 1 1806 while ty <= h2 + 4 { vset_box(base, tx, ty, tz, 6, lx0, lx1, lz0, lz1); ty = ty + 1 } 1807 var lz: i64 = tz - 2 1808 while lz <= tz + 2 { 1809 var lx: i64 = tx - 2 1810 while lx <= tx + 2 { 1811 var keep: i64 = 1 1812 if lx == tx { if lz == tz { keep = 0 } } 1813 if keep == 1 { 1814 vset_box(base, lx, h2 + 4, lz, 7, lx0, lx1, lz0, lz1) 1815 if lx >= tx - 1 { if lx <= tx + 1 { if lz >= tz - 1 { if lz <= tz + 1 { 1816 vset_box(base, lx, h2 + 5, lz, 7, lx0, lx1, lz0, lz1) 1817 } } } } 1818 } 1819 lx = lx + 1 1820 } 1821 lz = lz + 1 1822 } 1823 vset_box(base, tx, h2 + 6, tz, 7, lx0, lx1, lz0, lz1) 1824 } else { 1825 // W2 SPECIES GROWER: the individual varies inside the species envelope by 1826 // position hash -- deterministic, seam-safe (paint clipped to the box), 1827 // asset-free. Shapes: 1 dome (squashed integer ellipsoid), 2 pine (diamond 1828 // rings widening down from the tip). Density drops leaves by hash for airy 1829 // canopies. All bounds y-clamped by vset's own vin guard. 1830 let tb9: i64 = ts9 & 15 1831 let tv9: i64 = (ts9 >> 4) & 15 1832 var cr9: i64 = (ts9 >> 8) & 15 1833 if cr9 < 1 { cr9 = 1 } 1834 if cr9 > 4 { cr9 = 4 } 1835 let sh9: i64 = (ts9 >> 12) & 7 1836 let dn9: i64 = (ts9 >> 15) & 7 1837 let hv9: i64 = whash(ax*13 + 5, az*17 + 3, sd + 141) 1838 var th9: i64 = tb9 + hv9 % (tv9 + 1) 1839 if th9 < 2 { th9 = 2 } 1840 if sh9 == 3 { 1841 // GE17: shape 3 = PALM, the frond-rosette grower (wsp_palm_shape). 1842 // dn9 (leaf drop) is deliberately unused there: fronds are already 1843 // sparse lines, not a volume to thin. 1844 wsp_palm_shape(base, sp, tx, tz, h2, th9, cr9, ax, az, sd, lx0, lx1, lz0, lz1) 1845 } else { 1846 var ty2: i64 = h2 + 1 1847 while ty2 <= h2 + th9 { vset_box(base, tx, ty2, tz, 6, lx0, lx1, lz0, lz1); ty2 = ty2 + 1 } 1848 let top9: i64 = h2 + th9 1849 var dy9: i64 = 0 - cr9 1850 while dy9 <= cr9 + 1 { 1851 var dz9: i64 = 0 - cr9 1852 while dz9 <= cr9 { 1853 var dx9: i64 = 0 - cr9 1854 while dx9 <= cr9 { 1855 var put9: i64 = 0 1856 if sh9 == 2 { 1857 if dy9 <= 1 { 1858 var pr9: i64 = 1 - dy9 1859 if pr9 > cr9 { pr9 = cr9 } 1860 var ad9: i64 = dx9 1861 if ad9 < 0 { ad9 = 0 - ad9 } 1862 var az9: i64 = dz9 1863 if az9 < 0 { az9 = 0 - az9 } 1864 if ad9 + az9 <= pr9 { put9 = 1 } 1865 } 1866 } else { 1867 if dx9*dx9 + dz9*dz9 + dy9*dy9*2 <= cr9*cr9 { put9 = 1 } 1868 } 1869 if put9 == 1 { if dn9 > 0 { 1870 if whash(ax*29 + dx9*3 + dy9*7, az*31 + dz9*5, sd + 177) % 8 < dn9 { put9 = 0 } 1871 } } 1872 if put9 == 1 { 1873 var istrunk9: i64 = 0 1874 if dx9 == 0 { if dz9 == 0 { if dy9 < 0 { istrunk9 = 1 } } } 1875 if istrunk9 == 0 { vset_box(base, tx + dx9, top9 + dy9, tz + dz9, 7, lx0, lx1, lz0, lz1) } 1876 } 1877 dx9 = dx9 + 1 1878 } 1879 dz9 = dz9 + 1 1880 } 1881 dy9 = dy9 + 1 1882 } 1883 } 1884 } 1885 } 1886 // W2b UNDERSTORY (genome bits 18-20 density, 21-22 kind 0=tufts 1=shrubs 2=mixed): 1887 // ground vegetation per column, seeded independently of trunks, same grass belt, 1888 // trunk columns excluded; shrub = plus-clump radius 1 (inside the +-4 seam scan). 1889 let ud9: i64 = (sp[P_TREESPEC] >> 18) & 7 1890 if ud9 > 0 { if trunk == 0 { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 { 1891 if whash(ax*41 + 3, az*43 + 9, sd + 203) % 8 < ud9 { 1892 let uk9: i64 = (sp[P_TREESPEC] >> 21) & 3 1893 let ux5: i64 = ax - s[S_WOX] 1894 let uz5: i64 = az - s[S_WOZ] 1895 var shrub9: i64 = 0 1896 if uk9 == 1 { shrub9 = 1 } 1897 if uk9 == 2 { if whash(ax*7 + 1, az*11 + 5, sd + 209) % 2 == 0 { shrub9 = 1 } } 1898 vset_box(base, ux5, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) 1899 if shrub9 == 1 { 1900 // vegetation FILLS AIR, never replaces solids: a clump reaching into a 1901 // neighbor column must not eat its trunk or its surface (T57 measured the 1902 // unguarded version eating 792 wood blocks). Deterministic under the fixed 1903 // scan order -- a later trunk overwrites a leaf, so wood wins either way. 1904 if vget(base, ux5 + 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 + 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) } 1905 if vget(base, ux5 - 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 - 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) } 1906 if vget(base, ux5, h2 + 1, uz5 + 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 + 1, 7, lx0, lx1, lz0, lz1) } 1907 if vget(base, ux5, h2 + 1, uz5 - 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 - 1, 7, lx0, lx1, lz0, lz1) } 1908 if vget(base, ux5, h2 + 2, uz5) == 0 { vset_box(base, ux5, h2 + 2, uz5, 7, lx0, lx1, lz0, lz1) } 1909 } 1910 } 1911 } } } } } 1912 ax = ax + 1 1913 } 1914 az = az + 1 1915 } 1916 return 0 1917} 1918 1919// ---------- W3 SETTLEMENTS (GR6, the Infinigen-Indoors expansion, 2026-08-17) ---------- 1920// Room LAYOUTS are solved OFFLINE by nx_indoorgen -- declarative constraints through the estate's 1921// part-placement solver, quantized, accept-rule-checked, REFUSED when unsatisfiable -- and land 1922// here as the imported data table (nx_indoorgen_data.nx). The engine only STAMPS: sites ride a 1923// coarse grid of BLDG_SITE-block cells hashed on ABSOLUTE coords (window-independent, so a 1924// building regenerates identically when the streaming window slides back -- the tree seam law at 1925// building scale); jitter, rotation and layout variant come from the same hash; and a building 1926// always fits INSIDE its own site cell (jitter 8 + max half-footprint 5 < SITE/2 = 20), so two 1927// sites can never collide. Terrain must be near-flat (4 rotated corners within 1 of the anchor 1928// height), dry and below the snowline, or the site deterministically stays empty. Painting is 1929// CLIPPED to the regen box (vset_box), and ej_overlay runs after every strip regen -- players can 1930// remodel a building and their edits win, exactly as they do against trees. 1931const BLDG_SITE: i64 = 40 // site-cell stride, blocks 1932const IG_SCAN0: i64 = 10 // W3 solve: first candidate anchor offset inside the site cell 1933const IG_SCANSTEP: i64 = 10 // candidate grid step: 3x3 covers offsets 10/20/30; footprint 1934 // half-extent (bw/2+1 <= 4) keeps every candidate's shell inside 1935 // its own cell, so neighbor cells can never overlap -- the 1936 // no-overlap rule holds by construction, not by test 1937const IG_MAXSLOPE: i64 = 2 // pre-declared accept rule: corners may deviate <=2 blocks from 1938 // the anchor; the IG_FOUND skirt reaches ground at exactly this 1939 // bound, so an accepted site is grounded. An unsatisfiable cell 1940 // stamps NOTHING (refuse, never float -- the constraint-solve law) 1941const IG_FOUND: i64 = 3 // foundation skirt courses below the floor (IG_MAXSLOPE + 1) 1942 1943// floor division for ABSOLUTE (possibly negative) coords -- truncating division reads the cell 1944// left of origin as cell 0 twice, which would double-place one building at the world seam 1945func igfloor(a: i64, b: i64) -> i64 { 1946 var q: i64 = a/b 1947 if a % b < 0 { q = q - 1 } 1948 return q 1949} 1950func ig_rotx(r: i64, x: i64, z: i64) -> i64 { 1951 if r == 1 { return z } 1952 if r == 2 { return 0 - x } 1953 if r == 3 { return 0 - z } 1954 return x 1955} 1956func ig_rotz(r: i64, x: i64, z: i64) -> i64 { 1957 if r == 1 { return 0 - x } 1958 if r == 2 { return 0 - z } 1959 if r == 3 { return x } 1960 return z 1961} 1962func genbuildings(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 { 1963 let sp: *i64 = wsp(base) 1964 if sp[P_BLDG] <= 0 { return 0 } 1965 let s: *i64 = wst(base) 1966 let wl: i64 = sp[P_WATER] 1967 let arch: i64 = sp[P_BLDGSPEC] & 15 1968 let dims: i64 = igd_dims(arch) 1969 let bw: i64 = dims & 255 1970 let bd: i64 = (dims >> 8) & 255 1971 let bh: i64 = (dims >> 16) & 255 1972 let mats: i64 = igd_mats(arch) 1973 let mwall: i64 = mats & 255 1974 let mfloor: i64 = (mats >> 8) & 255 1975 let mroof: i64 = (mats >> 16) & 255 1976 let dxo: i64 = igd_doorx(arch) 1977 let gx0: i64 = igfloor(s[S_WOX] + lx0 - BLDG_SITE + 1, BLDG_SITE) 1978 let gx1: i64 = igfloor(s[S_WOX] + lx1 + BLDG_SITE - 1, BLDG_SITE) 1979 let gz0: i64 = igfloor(s[S_WOZ] + lz0 - BLDG_SITE + 1, BLDG_SITE) 1980 let gz1: i64 = igfloor(s[S_WOZ] + lz1 + BLDG_SITE - 1, BLDG_SITE) 1981 var gz: i64 = gz0 1982 while gz <= gz1 { 1983 var gx: i64 = gx0 1984 while gx <= gx1 { 1985 var put: i64 = 1 1986 if whash(gx*7 + 1, gz*13 + 5, sd + 331) % sp[P_BLDG] != 0 { put = 0 } 1987 let rot: i64 = whash(gx*17 + 2, gz*19 + 6, sd + 499) % 4 1988 let bv: i64 = whash(gx*23 + 4, gz*29 + 8, sd + 541) % IGD_NVAR 1989 // W3 SOLVE: the anchor is not rolled, it is SEARCHED. 3x3 candidates per cell, 1990 // flattest wins (first-min on the fixed scan order = deterministic), and wheight is 1991 // pure noise over absolute coords, so the choice is window-independent (T73's law). 1992 // The measured failure this replaces: one hash-jittered roll + a dh>1 veto rejected 1993 // EVERY vale and craft cell (probe 2026-08-18: dhmax 2..12 across 36 cells) -- a 1994 // stamp with a veto is not a solve, and the village never existed. 1995 var axc: i64 = 0 1996 var azc: i64 = 0 1997 var h: i64 = 0 1998 var bestd9: i64 = 99 1999 if put == 1 { 2000 var co9: i64 = 0 2001 while co9 < 9 { 2002 let cox9: i64 = gx*BLDG_SITE + IG_SCAN0 + (co9 % 3)*IG_SCANSTEP 2003 let coz9: i64 = gz*BLDG_SITE + IG_SCAN0 + (co9 / 3)*IG_SCANSTEP 2004 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 2005 var dmax9: i64 = 0 2006 var ci: i64 = 0 2007 while ci < 4 { 2008 var clx: i64 = 0 - 1 2009 var clz: i64 = 0 - 1 2010 if ci == 1 { clx = bw } 2011 if ci == 2 { clz = bd } 2012 if ci == 3 { clx = bw; clz = bd } 2013 let cax: i64 = cox9 + ig_rotx(rot, clx - bw/2, clz - bd/2) 2014 let caz: i64 = coz9 + ig_rotz(rot, clx - bw/2, clz - bd/2) 2015 var dh: i64 = wsp_beach_ocean(sp, cax, caz, wheight(base, cax, caz, sd)) - hh9 2016 if dh < 0 { dh = 0 - dh } 2017 if dh > dmax9 { dmax9 = dh } 2018 ci = ci + 1 2019 } 2020 if dmax9 < bestd9 { bestd9 = dmax9; axc = cox9; azc = coz9; h = hh9 } 2021 co9 = co9 + 1 2022 } 2023 if bestd9 > IG_MAXSLOPE { put = 0 } 2024 if h <= wl { put = 0 } 2025 if h >= sp[P_SNOW] { put = 0 } 2026 if h + bh + 2 >= WY { put = 0 } 2027 } 2028 if put == 1 { 2029 // floor+foundation ring at h, walls h+1..h+bh (door and windows carved as air, 2030 // interior cleared of terrain and canopy), roof plate at h+bh+1 2031 var lz: i64 = 0 - 1 2032 while lz <= bd { 2033 var lx: i64 = 0 - 1 2034 while lx <= bw { 2035 let ax: i64 = axc + ig_rotx(rot, lx - bw/2, lz - bd/2) - s[S_WOX] 2036 let az: i64 = azc + ig_rotz(rot, lx - bw/2, lz - bd/2) - s[S_WOZ] 2037 var ring: i64 = 0 2038 if lx == 0 - 1 { ring = 1 } 2039 if lx == bw { ring = 1 } 2040 if lz == 0 - 1 { ring = 1 } 2041 if lz == bd { ring = 1 } 2042 var fb2: i64 = mfloor 2043 if ring == 1 { fb2 = mwall } 2044 vset_box(base, ax, h, az, fb2, lx0, lx1, lz0, lz1) 2045 // foundation skirt: IG_FOUND courses below the floor on the ring, so a 2046 // site accepted at the IG_MAXSLOPE bound is grounded on every side. On 2047 // flat ground the courses embed in terrain (a real footing, seen when 2048 // mined) -- bounded, deterministic, no reads. 2049 if ring == 1 { 2050 var fy9: i64 = h - 1 2051 while fy9 >= h - IG_FOUND { 2052 if fy9 >= 0 { vset_box(base, ax, fy9, az, mwall, lx0, lx1, lz0, lz1) } 2053 fy9 = fy9 - 1 2054 } 2055 } 2056 var wy2: i64 = h + 1 2057 while wy2 <= h + bh { 2058 var wb2: i64 = 0 2059 if ring == 1 { 2060 wb2 = mwall 2061 if lx == dxo { if lz == 0 - 1 { if wy2 <= h + 2 { wb2 = 0 } } } 2062 if wy2 == h + 2 { if lz == bd/2 { 2063 if lx == 0 - 1 { wb2 = 0 } 2064 if lx == bw { wb2 = 0 } 2065 } } 2066 } 2067 vset_box(base, ax, wy2, az, wb2, lx0, lx1, lz0, lz1) 2068 wy2 = wy2 + 1 2069 } 2070 vset_box(base, ax, h + bh + 1, az, mroof, lx0, lx1, lz0, lz1) 2071 lx = lx + 1 2072 } 2073 lz = lz + 1 2074 } 2075 // the solved furniture rows, rotated with the shell 2076 var fi: i64 = 0 2077 while fi < igd_nf(arch, bv) { 2078 let fr: i64 = igd_f(arch, bv, fi) 2079 let fax: i64 = axc + ig_rotx(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOX] 2080 let faz: i64 = azc + ig_rotz(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOZ] 2081 vset_box(base, fax, h + ((fr >> 24) & 255), faz, (fr >> 16) & 255, lx0, lx1, lz0, lz1) 2082 fi = fi + 1 2083 } 2084 // world truth: count the stamp when its anchor lands inside the regen box 2085 let axl: i64 = axc - s[S_WOX] 2086 let azl: i64 = azc - s[S_WOZ] 2087 if axl >= lx0 { if axl < lx1 { if azl >= lz0 { if azl < lz1 { 2088 s[S_BLDG] = s[S_BLDG] + 1 2089 s[S_BLDGX] = axl 2090 s[S_BLDGY] = h 2091 s[S_BLDGZ] = azl 2092 } } } } 2093 } 2094 gx = gx + 1 2095 } 2096 gz = gz + 1 2097 } 2098 return 0 2099} 2100 2101func genworld(base: i64, sd: i64) -> i64 { 2102 let s: *i64 = wst(base) 2103 var z: i64 = 0 2104 while z < WZ { 2105 var x: i64 = 0 2106 while x < WX { 2107 gencol(base, x, z, x + s[S_WOX], z + s[S_WOZ], sd) 2108 x = x + 1 2109 } 2110 z = z + 1 2111 } 2112 gentrees(base, 0, WX, 0, WZ, sd) 2113 genbuildings(base, 0, WX, 0, WZ, sd) 2114 return 0 2115} 2116 2117// ---------- v6 STREAMING: slide the window one stride along x or z ---------- 2118// The world is unbounded; the arena is the cache. Order matters: move kept voxels -> bump the 2119// origin -> regen the incoming strip from absolute coords -> repaint its trees -> overlay the 2120// journal (edits WIN) -> translate every arena-space coordinate (player, spawn, mobs) -> rebuild 2121// wmax -> invalidate the crosshair cache. One call = 16 blocks; ticks trigger it at the margins. 2122// Preserve the retained continuous-height cache at the same absolute world coordinates. 2123// Incoming columns are regenerated by gencol after the origin advances. 2124func wc_hq_shift(base: i64, dx: i64, dz: i64) -> i64 { 2125 var z: i64 = 0 2126 var zend: i64 = WZ 2127 var zs: i64 = 1 2128 if dz < 0 { z = WZ - 1; zend = 0 - 1; zs = 0 - 1 } 2129 while z != zend { 2130 var x: i64 = 0 2131 var xend: i64 = WX 2132 var xs: i64 = 1 2133 if dx < 0 { x = WX - 1; xend = 0 - 1; xs = 0 - 1 } 2134 while x != xend { 2135 let sx: i64 = x + dx 2136 let sz: i64 = z + dz 2137 if sx >= 0 { if sx < WX { if sz >= 0 { if sz < WZ { 2138 hq_set(base, x, z, hq_get(base, sx, sz)) 2139 } } } } 2140 x = x + xs 2141 } 2142 z = z + zs 2143 } 2144 return 0 2145} 2146 2147func wc_shift(base: i64, dx: i64, dz: i64) -> i64 { 2148 if dx==0&&dz==0 { return 0 } 2149 let s: *i64 = wst(base) 2150 let v: *u8 = wvx(base) 2151 let sd: i64 = s[S_SEED] 2152 if dx != 0 { 2153 wc_hq_shift(base, dx, 0) 2154 var y: i64 = 0 2155 while y < WY { 2156 var z: i64 = 0 2157 while z < WZ { 2158 let row: i64 = (y*WZ + z)*WX 2159 if dx > 0 { 2160 var x: i64 = 0 2161 while x < WX - dx { v[row + x] = v[row + x + dx]; x = x + 1 } 2162 } else { 2163 var x2: i64 = WX - 1 2164 while x2 >= 0 - dx { v[row + x2] = v[row + x2 + dx]; x2 = x2 - 1 } 2165 } 2166 z = z + 1 2167 } 2168 y = y + 1 2169 } 2170 s[S_WOX] = s[S_WOX] + dx 2171 var sx0: i64 = 0 2172 var sx1: i64 = 0 - dx 2173 if dx > 0 { sx0 = WX - dx; sx1 = WX } 2174 var rz: i64 = 0 2175 while rz < WZ { 2176 var rx: i64 = sx0 2177 while rx < sx1 { gencol(base, rx, rz, rx + s[S_WOX], rz + s[S_WOZ], sd); rx = rx + 1 } 2178 rz = rz + 1 2179 } 2180 gentrees(base, sx0, sx1, 0, WZ, sd) 2181 genbuildings(base, sx0, sx1, 0, WZ, sd) 2182 ej_overlay(base, sx0, sx1, 0, WZ) 2183 } 2184 if dz != 0 { 2185 wc_hq_shift(base, 0, dz) 2186 var y2: i64 = 0 2187 while y2 < WY { 2188 let plane: i64 = y2*WZ*WX 2189 if dz > 0 { 2190 var z2: i64 = 0 2191 while z2 < WZ - dz { 2192 let dstr: i64 = plane + z2*WX 2193 let srcr: i64 = plane + (z2 + dz)*WX 2194 var x3: i64 = 0 2195 while x3 < WX { v[dstr + x3] = v[srcr + x3]; x3 = x3 + 1 } 2196 z2 = z2 + 1 2197 } 2198 } else { 2199 var z3: i64 = WZ - 1 2200 while z3 >= 0 - dz { 2201 let dstr2: i64 = plane + z3*WX 2202 let srcr2: i64 = plane + (z3 + dz)*WX 2203 var x4: i64 = 0 2204 while x4 < WX { v[dstr2 + x4] = v[srcr2 + x4]; x4 = x4 + 1 } 2205 z3 = z3 - 1 2206 } 2207 } 2208 y2 = y2 + 1 2209 } 2210 s[S_WOZ] = s[S_WOZ] + dz 2211 var sz0: i64 = 0 2212 var sz1: i64 = 0 - dz 2213 if dz > 0 { sz0 = WZ - dz; sz1 = WZ } 2214 var rz2: i64 = sz0 2215 while rz2 < sz1 { 2216 var rx2: i64 = 0 2217 while rx2 < WX { gencol(base, rx2, rz2, rx2 + s[S_WOX], rz2 + s[S_WOZ], sd); rx2 = rx2 + 1 } 2218 rz2 = rz2 + 1 2219 } 2220 gentrees(base, 0, WX, sz0, sz1, sd) 2221 genbuildings(base, 0, WX, sz0, sz1, sd) 2222 ej_overlay(base, 0, WX, sz0, sz1) 2223 } 2224 // translate every arena-space coordinate by the slide 2225 s[S_CX] = s[S_CX] - dx*256 2226 s[S_CZ] = s[S_CZ] - dz*256 2227 s[S_SPX] = wclamp(s[S_SPX] - dx*256, 2*256, (WX - 2)*256) 2228 s[S_SPZ] = wclamp(s[S_SPZ] - dz*256, 2*256, (WZ - 2)*256) 2229 s[S_LBX] = s[S_LBX] - dx 2230 s[S_LBZ] = s[S_LBZ] - dz 2231 let m: *i64 = mobp(base) 2232 var k: i64 = 0 2233 while k < en_count(m) { 2234 let h: i64 = en_nth(m, k) 2235 // Changing the resident cache must not move an entity in world space. 2236 en_set(m, h, MC_X, en_get(m, h, MC_X) - dx*256) 2237 en_set(m, h, MC_Z, en_get(m, h, MC_Z) - dz*256) 2238 k = k + 1 2239 } 2240 wc_wmax(base) 2241 wc_soft_seat_all(base) // the world slid under every girl: re-seat springs 2242 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) 2243 s[S_HOK] = 0 2244 return 0 2245} 2246 2247// ---------- DDA raycast ---------- 2248// marches from (S_CX,S_CY,S_CZ) along (dx,dy,dz) (any scale). On hit writes out[0..4] = 2249// cellx,celly,cellz,face,tcross and returns the step count; returns -1 on miss (sky). 2250// skipw=1 treats water as air (the transparency continuation ray). The voxel read is INLINED -- 2251// this loop runs ~2-8M times a second and a per-step call was the measured overhead. 2252// GE53: march the continuous surface. pos(t) = cam + d*t/65536 (Q8). Quarter-cell steps along the fastest 2253// axis, then six bisections at the crossing -- sub-block precision on a field that is itself sub-block. 2254// Returns the cells travelled (the fog term); writes the column's top cell, face 3 and t. -1 = no ground. 2255func wray_surf(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 { 2256 let s: *i64 = wst(base) 2257 let cxq: i64 = s[S_CX] 2258 let cyq: i64 = s[S_CY] 2259 let czq: i64 = s[S_CZ] 2260 var dm: i64 = dx 2261 if dm < 0 { dm = 0 - dm } 2262 var ady: i64 = dy 2263 if ady < 0 { ady = 0 - ady } 2264 var adz: i64 = dz 2265 if adz < 0 { adz = 0 - adz } 2266 if ady > dm { dm = ady } 2267 if adz > dm { dm = adz } 2268 if dm == 0 { return 0 - 1 } 2269 let dt: i64 = WC_SURF_STEP_Q8*WATER_MAGIC_65536/dm // a quarter cell along the fastest axis 2270 var t: i64 = 0 2271 var tprev: i64 = 0 2272 var step: i64 = 0 2273 let nmax: i64 = maxsteps*4 2274 var hit: i64 = 0 2275 while step < nmax { 2276 t = t + dt 2277 let py: i64 = cyq + dy*t/WATER_MAGIC_65536 2278 let px: i64 = cxq + dx*t/WATER_MAGIC_65536 2279 let pz: i64 = czq + dz*t/WATER_MAGIC_65536 2280 if dy >= 0 { if py > WY*256 { return 0 - 1 } } // climbing above every column: sky 2281 if px < 0 - 8*256 { return 0 - 1 } 2282 if px > (WX + 8)*256 { return 0 - 1 } 2283 if pz < 0 - 8*256 { return 0 - 1 } 2284 if pz > (WZ + 8)*256 { return 0 - 1 } 2285 let hs: i64 = wc_surface_source(base, px, pz) 2286 if hs >= 0 { if py <= hs { hit = 1; step = nmax } } 2287 if hit == 0 { tprev = t; step = step + 1 } 2288 } 2289 if hit == 0 { return 0 - 1 } 2290 var lo: i64 = tprev 2291 var hi: i64 = t 2292 var k: i64 = 0 2293 while k < 6 { 2294 let mid: i64 = (lo + hi)/2 2295 let py2: i64 = cyq + dy*mid/WATER_MAGIC_65536 2296 let px2: i64 = cxq + dx*mid/WATER_MAGIC_65536 2297 let pz2: i64 = czq + dz*mid/WATER_MAGIC_65536 2298 let h2: i64 = wc_surface_source(base, px2, pz2) 2299 var below: i64 = 0 2300 if h2 >= 0 { if py2 <= h2 { below = 1 } } 2301 if below == 1 { hi = mid } else { lo = mid } 2302 k = k + 1 2303 } 2304 let th: i64 = hi 2305 let hx: i64 = cxq + dx*th/WATER_MAGIC_65536 2306 let hz: i64 = czq + dz*th/WATER_MAGIC_65536 2307 let cx: i64 = hx >> 8 2308 let cz: i64 = hz >> 8 2309 // the colour cell: the column's top SOLID block, found by scanning down from the hit cell -- so it 2310 // matches whatever gencol cut, whichever rounding convention built the column (the field rounds, 2311 // wheight_raw truncates; guessing the index from the field put the cell one block up, in air) 2312 let hy: i64 = cyq + dy*th/WATER_MAGIC_65536 2313 var yy: i64 = hy >> 8 2314 if yy > WY - 1 { yy = WY - 1 } 2315 var run9: i64 = 1 2316 while run9 == 1 { 2317 if yy <= 0 { run9 = 0 } 2318 if run9 == 1 { if vget(base, cx, yy, cz) != 0 { run9 = 0 } } 2319 if run9 == 1 { yy = yy - 1 } 2320 } 2321 out[0] = cx 2322 out[1] = yy 2323 out[2] = cz 2324 out[3] = 3 2325 out[4] = th 2326 return th/(dt*(256/WC_SURF_STEP_Q8)) + 1 2327} 2328// GE53: under P_SURF the ground is the field and structures stay cells -- the nearer hit wins. With the 2329// row OFF this is exactly the cell marcher (wray3 with no terrain skip), so every shipped world is untouched. 2330func wray2(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64) -> i64 { 2331 if wsp(base)[P_SURF] != 1 { return wray3(base, dx, dy, dz, maxsteps, out, skipw, 0) } 2332 let ss: i64 = wray_surf(base, dx, dy, dz, maxsteps, out) 2333 let s0: i64 = out[0] 2334 let s1: i64 = out[1] 2335 let s2: i64 = out[2] 2336 let s3: i64 = out[3] 2337 let s4: i64 = out[4] 2338 let sd: i64 = wray3(base, dx, dy, dz, maxsteps, out, skipw, 1) 2339 if sd < 0 { 2340 if ss < 0 { return 0 - 1 } 2341 out[0] = s0 2342 out[1] = s1 2343 out[2] = s2 2344 out[3] = s3 2345 out[4] = s4 2346 return ss 2347 } 2348 if ss < 0 { return sd } 2349 if out[4] <= s4 { return sd } 2350 out[0] = s0 2351 out[1] = s1 2352 out[2] = s2 2353 out[3] = s3 2354 out[4] = s4 2355 return ss 2356} 2357func wray3(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64, skipt: i64) -> i64 { 2358 let s: *i64 = wst(base) 2359 var cxq: i64 = s[S_CX] 2360 var cyq: i64 = s[S_CY] 2361 var czq: i64 = s[S_CZ] 2362 var cellx: i64 = cxq >> 8 2363 var celly: i64 = cyq >> 8 2364 var cellz: i64 = czq >> 8 2365 let HUGE: i64 = RAY_HUGE 2366 var stpx: i64 = 1 2367 if dx < 0 { stpx = 0-1 } 2368 var stpy: i64 = 1 2369 if dy < 0 { stpy = 0-1 } 2370 var stpz: i64 = 1 2371 if dz < 0 { stpz = 0-1 } 2372 // t units: pos_q8(t) = pos + d*t/65536; crossing one cell on axis c costs 256*65536/|dc| 2373 var tdx: i64 = HUGE 2374 if dx != 0 { tdx = 256*WATER_MAGIC_65536 / dx; if tdx < 0 { tdx = 0 - tdx } } 2375 var tdy: i64 = HUGE 2376 if dy != 0 { tdy = 256*WATER_MAGIC_65536 / dy; if tdy < 0 { tdy = 0 - tdy } } 2377 var tdz: i64 = HUGE 2378 if dz != 0 { tdz = 256*WATER_MAGIC_65536 / dz; if tdz < 0 { tdz = 0 - tdz } } 2379 var bx: i64 = (cellx << 8) - cxq // distance to boundary, Q8 (negative side) 2380 if stpx == 1 { bx = bx + 256 } 2381 var tmx: i64 = HUGE 2382 if dx != 0 { tmx = bx*WATER_MAGIC_65536 / dx; if tmx < 0 { tmx = 0 - tmx } } 2383 var by: i64 = (celly << 8) - cyq 2384 if stpy == 1 { by = by + 256 } 2385 var tmy: i64 = HUGE 2386 if dy != 0 { tmy = by*WATER_MAGIC_65536 / dy; if tmy < 0 { tmy = 0 - tmy } } 2387 var bz: i64 = (cellz << 8) - czq 2388 if stpz == 1 { bz = bz + 256 } 2389 var tmz: i64 = HUGE 2390 if dz != 0 { tmz = bz*WATER_MAGIC_65536 / dz; if tmz < 0 { tmz = 0 - tmz } } 2391 let vxp: *u8 = (base + O_VOX) as *u8 2392 var step: i64 = 0 2393 while step < maxsteps { 2394 var face: i64 = 0 2395 var tcross: i64 = 0 2396 if tmx <= tmy { if tmx <= tmz { 2397 cellx = cellx + stpx 2398 tcross = tmx 2399 tmx = tmx + tdx 2400 face = 1 2401 if stpx == 1 { face = 2 } // stepped +x => hit the -x... face 2 = west-lit 2402 } } 2403 if face == 0 { if tmy <= tmz { 2404 celly = celly + stpy 2405 tcross = tmy 2406 tmy = tmy + tdy 2407 face = 3 2408 if stpy == 1 { face = 4 } // stepped up => hit the block's bottom 2409 } } 2410 if face == 0 { 2411 cellz = cellz + stpz 2412 tcross = tmz 2413 tmz = tmz + tdz 2414 face = 5 2415 if stpz == 1 { face = 6 } 2416 } 2417 if celly >= WY { if stpy >= 0 { return 0 - 1 } } // heading skyward above the world 2418 if celly > s[S_WMAX] { if stpy >= 0 { return 0 - 1 } } // above every solid block, not diving 2419 if cellx < 0-8 { return 0 - 1 } 2420 if cellx > WX+8 { return 0 - 1 } 2421 if cellz < 0-8 { return 0 - 1 } 2422 if cellz > WZ+8 { return 0 - 1 } 2423 if celly < 0 { return 0 - 1 } 2424 var b: i64 = 0 2425 if cellx >= 0 { if cellx < WX { if celly < WY { if cellz >= 0 { if cellz < WZ { 2426 b = (vxp[(celly*WZ + cellz)*WX + cellx] & 0xff) as i64 2427 } } } } } 2428 if skipw == 1 { if b == 4 { b = 0 } } 2429 if skipt == 1 { if wterrain(b) == 1 { b = 0 } } // GE53: the ground is the field, not these cells 2430 if b != 0 { 2431 out[0] = cellx 2432 out[1] = celly 2433 out[2] = cellz 2434 out[3] = face 2435 out[4] = tcross // crossing t: hit point = pos + d*t/WATER_MAGIC_65536 (Q8) 2436 return step + 1 2437 } 2438 step = step + 1 2439 } 2440 return 0 - 1 2441} 2442 2443func wray(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 { 2444 return wray2(base, dx, dy, dz, maxsteps, out, 0) 2445} 2446 2447// block base colour -- from the SPEC PALETTE (the game's look is data, not code) 2448func wcol(base: i64, b: i64) -> i64 { 2449 if b < 0 { return wpack(255, 0, 255) } 2450 if b >= 12 { if b <= 16 { return wsp(base)[P_PAL2 + b - 12] } } 2451 if b > 16 { return wpack(255, 0, 255) } 2452 if b > 11 { return wpack(255, 0, 255) } 2453 return wsp(base)[P_PAL + b] 2454} 2455// hotbar slot -> placeable block type 2456func sel_block(sel: i64) -> i64 { 2457 if sel == 1 { return 2 } // dirt 2458 if sel == 2 { return 6 } // wood 2459 if sel == 3 { return 7 } // leaves 2460 if sel == 4 { return 5 } // sand 2461 if sel == 5 { return B_FARM } // the HOE: tills the targeted grass/dirt top 2462 if sel == 6 { return B_CROP0 } // SEEDS: plant onto farmland 2463 return 3 // stone 2464} 2465// face brightness permil: top lit, bottom dark, x/z sides distinct so edges READ as 3d 2466func wface_l(face: i64) -> i64 { 2467 if face == 3 { return 1000 } 2468 if face == 4 { return 420 } 2469 if face == 1 { return 760 } 2470 if face == 2 { return 700 } 2471 if face == 5 { return 620 } 2472 return 560 2473} 2474func wsky(base: i64, syy: i64) -> i64 { 2475 let sp: *i64 = wsp(base) 2476 let hor: i64 = sp[P_SKYHOR] 2477 let top: i64 = sp[P_SKYTOP] 2478 // DERIVED, NOT PICKED (2026-08-29). RH is the q=8 fossil: line 91 of this file declares that 2479 // no resolution number below it is chosen by hand, and RW/RH/FOC three lines under that are 2480 // exactly 1920/8, 1200/8 and 1920/16. This function divided the horizon-to-zenith ramp by that 2481 // frozen 150 while the frame is wc_rh(base) tall, so for any q < 8 the ramp COMPLETED in the 2482 // bottom 150 rows and every row above saturated at P_SKYTOP -- the two spec rows describe a 2483 // gradient the visitor never saw. At q=1, which is exactly what nx_world_snap forces through 2484 // WS_Q_NATIVE for published world art, that is 87.5% of the sky column flat. 2485 // base is already a parameter here and wc_rh is the declared ONE OWNER of the written extent, 2486 // so the derivation needs no new plumbing and no hoist. 2487 var rh: i64 = wc_rh(base) 2488 if rh < 1 { rh = 1 } // q is 1..24 so this cannot fire; it exists so 2489 // that a bad q can never divide by zero here 2490 let t: i64 = wclamp(syy + rh/2, 0, rh) // 0 bottom .. rh top 2491 let r: i64 = (hor & 255) + ((top & 255) - (hor & 255))*t/rh 2492 let g: i64 = ((hor >> 8) & 255) + (((top >> 8) & 255) - ((hor >> 8) & 255))*t/rh 2493 let b: i64 = ((hor >> 16) & 255) + (((top >> 16) & 255) - ((hor >> 16) & 255))*t/rh 2494 return wpack(r, g, b) 2495} 2496// clouds: a flat noise plane above the world, sampled where an upward ray crosses it, slowly 2497// drifting with time. Returns 0..255 coverage for blending into the sky. 2498func wcloud(camx: i64, camy: i64, camz: i64, dx: i64, dy: i64, dz: i64, t: i64) -> i64 { 2499 if dy < 40 { return 0 } 2500 let plane: i64 = 56*256 // cloud deck above the 48-high world 2501 let tq: i64 = (plane - camy)*WATER_MAGIC_65536/dy 2502 if tq <= 0 { return 0 } 2503 let cx: i64 = (camx + dx*tq/WATER_MAGIC_65536) >> 9 // 2-block cloud texels 2504 let cz: i64 = (camz + dz*tq/WATER_MAGIC_65536) >> 9 2505 let n: i64 = wnoise(cx + t/40, cz + t/90, 6, 777) 2506 if n < 148 { return 0 } 2507 var cov: i64 = (n - 148)*255/60 2508 if cov > 235 { cov = 235 } 2509 return cov 2510} 2511// sky with a SUN: disc + glow around the sun's projected ray-pixel position (sunon=0 -> plain sky) 2512func wsky2(base: i64, syy: i64, px: i64, py: i64, sunx: i64, suny: i64, sunon: i64) -> i64 { 2513 let base2: i64 = wsky(base, syy) 2514 if sunon == 0 { return base2 } 2515 let ddx: i64 = px - sunx 2516 let ddy: i64 = py - suny 2517 let d2: i64 = ddx*ddx + ddy*ddy 2518 if d2 < 36 { return wpack(255, 250, 224) } // the disc 2519 if d2 < 900 { // the glow 2520 let w2: i64 = 255 - d2*255/900 2521 var r: i64 = (base2 & 255) + (255 - (base2 & 255))*w2/300 2522 var g: i64 = ((base2 >> 8) & 255) + (250 - ((base2 >> 8) & 255))*w2/340 2523 var b: i64 = ((base2 >> 16) & 255) + (224 - ((base2 >> 16) & 255))*w2/460 2524 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(b,0,255)) 2525 } 2526 // ordered 2x2 dither breaks the gradient banding lines 2527 if ((px ^ py) & 1) == 1 { 2528 return wpack(wclamp((base2 & 255) + 2, 0, 255), wclamp(((base2 >> 8) & 255) + 2, 0, 255), wclamp(((base2 >> 16) & 255) + 2, 0, 255)) 2529 } 2530 return base2 2531} 2532// textured face shading: per-texel hash variation from the HIT POINT's in-face UV (Q8 fractions), 2533// per-type character (wood grain, leaf speckle, water shimmer, ore mottle), edge BEVEL so the 2534// block grid reads crisply, then face light and step fog. All integer, all deterministic. 2535// corner AO: darken a face edge when a solid block sits beside it in the face's outward layer -- 2536// the classic soft-corner cue that makes voxel scenes read as lit geometry instead of flat tiles 2537func wao(base: i64, cx2: i64, cy2b: i64, cz2: i64, face: i64, u: i64, v: i64) -> i64 { 2538 var ox2: i64 = cx2 2539 var oy2: i64 = cy2b 2540 var oz2: i64 = cz2 2541 if face == 1 { ox2 = ox2 + 1 } 2542 if face == 2 { ox2 = ox2 - 1 } 2543 if face == 3 { oy2 = oy2 + 1 } 2544 if face == 4 { oy2 = oy2 - 1 } 2545 if face == 5 { oz2 = oz2 + 1 } 2546 if face == 6 { oz2 = oz2 - 1 } 2547 var ao: i64 = 0 2548 // u-axis neighbours (u maps to x on y/z faces, to z on x faces) 2549 if u < 44 { 2550 var hit1: i64 = 0 2551 if face == 1 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) } 2552 if face == 2 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) } 2553 if face == 3 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2554 if face == 4 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2555 if face == 5 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2556 if face == 6 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2557 if hit1 == 1 { ao = ao + (44 - u)*30/44 } 2558 } 2559 if u > 211 { 2560 var hit2: i64 = 0 2561 if face == 1 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) } 2562 if face == 2 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) } 2563 if face == 3 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2564 if face == 4 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2565 if face == 5 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2566 if face == 6 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2567 if hit2 == 1 { ao = ao + (u - 211)*30/44 } 2568 } 2569 // v-axis neighbours (v maps to z on top/bottom faces, to y on side faces) 2570 if v < 44 { 2571 var hit3: i64 = 0 2572 if face == 3 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) } 2573 if face == 4 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) } 2574 if face == 1 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2575 if face == 2 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2576 if face == 5 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2577 if face == 6 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2578 if hit3 == 1 { ao = ao + (44 - v)*30/44 } 2579 } 2580 if v > 211 { 2581 var hit4: i64 = 0 2582 if face == 3 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) } 2583 if face == 4 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) } 2584 if face == 1 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2585 if face == 2 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2586 if face == 5 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2587 if face == 6 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2588 if hit4 == 1 { ao = ao + (v - 211)*30/44 } 2589 } 2590 if ao > 45 { ao = 45 } 2591 return ao 2592} 2593func 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 { 2594 var u: i64 = hpx & 255 2595 var v: i64 = hpz & 255 2596 if face == 1 { u = hpz & 255; v = hpy & 255 } 2597 if face == 2 { u = hpz & 255; v = hpy & 255 } 2598 if face == 5 { u = hpx & 255; v = hpy & 255 } 2599 if face == 6 { u = hpx & 255; v = hpy & 255 } 2600 // grass block SIDES are dirt with a grass strip at the top edge (the classic block identity) 2601 var b: i64 = b0 2602 if b0 == 1 { if face != 3 { if face != 4 { 2603 b = 2 2604 if v > 206 { b = 1 } 2605 } } } 2606 var tex: i64 = 0 2607 if b == 6 { // wood: vertical grain stripes 2608 tex = whash(u/12 + (hpx >> 8)*7 + (hpz >> 8)*13, 3, 99) % 256 2609 } 2610 if b != 6 { 2611 var amp: i64 = 70 2612 if b == 1 { amp = 95 } 2613 if b == 2 { amp = 85 } 2614 if b == 7 { amp = 130 } 2615 if b == 5 { amp = 55 } 2616 var us: i64 = u/16 2617 var vs: i64 = v/16 2618 if b == 4 { // water: time-drifted shimmer 2619 us = us + t2/3 2620 vs = vs - t2/5 2621 amp = 110 2622 } 2623 tex = whash(us + (hpx >> 8)*31, vs + (hpy >> 8)*17 + (hpz >> 8)*7, b*131) % 256 2624 tex = 128 + (tex - 128)*amp/130 2625 } 2626 // ART STYLE (P_STYLE), read once for this texel. An id this engine does not own falls through 2627 // BOTH style tests below and renders REAL. That is the fail-safe direction and it is chosen, 2628 // not inherited: REAL is the shipped look, so a garbage value poked into the plane degrades to 2629 // "unchanged", never to an undrawn or half-drawn world. 2630 let wst9: i64 = wsp(base)[P_STYLE] 2631 if wst9 == WC_STYLE_FLAT { tex = WC_TEX_NEUTRAL } 2632 var light: i64 = wface_l(face) 2633 // sun-directional face light (sun worlds only): east faces catch it, west faces shadow 2634 if wsp(base)[P_SUN] == 1 { 2635 if face == 1 { light = light*112/100 } 2636 if face == 2 { light = light*92/100 } 2637 if face == 5 { light = light*104/100 } 2638 } 2639 light = light*(870 + tex*260/256)/1000 2640 let wsurf9: i64 = wsp(base)[P_SURF] 2641 var smooth9: i64 = 0 2642 if wst9 == WC_STYLE_SOFT { smooth9 = 1 } 2643 if wsurf9 == 1 { smooth9 = 1 } 2644 if smooth9 == 0 { 2645 if u < 14 { light = light*82/100 } // edge bevel: the block grid (OFF on a smooth ground) 2646 if u > 241 { light = light*82/100 } 2647 if v < 14 { light = light*82/100 } 2648 if v > 241 { light = light*82/100 } 2649 } 2650 var ao2: i64 = 0 2651 if wsurf9 == 0 { ao2 = wao(base, clx, cly, clz, face, u, v) } // GE53: a continuous surface has no cell corners to darken 2652 if ao2 > 0 { light = light*(100 - ao2)/100 } // soft corners where geometry meets 2653 if wst9 == WC_STYLE_SOFT { if face == 3 { 2654 // ground: the heightfield normal replaces the flat top-face light; texture and AO re-applied 2655 light = wsoft_ground_light(base, clx, cly, clz, u, v)*(870 + tex*260/256)/1000 2656 if ao2 > 0 { light = light*(100 - ao2)/100 } 2657 } } 2658 if wsurf9 == 1 { if face == 3 { 2659 light = wsurf_light(base, hpx, hpz)*(870 + tex*260/256)/1000 // GE53: the field's own gradient lights the ground 2660 } } 2661 // TOON banding sits AFTER face light, texture and AO and BEFORE colour and fog -- the same 2662 // point in the pipeline at which the incumbent bands its own "bright". Fog must stay OUTSIDE 2663 // the band, or distance itself would quantise into two steps and the horizon would read as a 2664 // wall rather than as depth. Written as ONE assignment through a temporary rather than as two 2665 // ifs on the same variable: two ifs where the first mutates the value the second tests is the 2666 // desync idiom this estate has been bitten by, and it costs nothing to be immune to it. 2667 if wst9 == WC_STYLE_TOON { 2668 var lb9: i64 = WC_TOON_HI 2669 if light < WC_TOON_CUT { lb9 = WC_TOON_LO } 2670 light = lb9 2671 } 2672 let c: i64 = wcol(base, b) 2673 var r: i64 = (c & 255) * light / 1000 2674 var g: i64 = ((c >> 8) & 255) * light / 1000 2675 var bl: i64 = ((c >> 16) & 255) * light / 1000 2676 let sk: i64 = wsky(base, syy) 2677 var fog: i64 = steps*280/MAXSTEPS 2678 if fog > 236 { fog = 236 } 2679 r = r + ((sk & 255) - r)*fog/256 2680 g = g + (((sk >> 8) & 255) - g)*fog/256 2681 bl = bl + (((sk >> 16) & 255) - bl)*fog/256 2682 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(bl,0,255)) 2683} 2684 2685// THE GAME SPEC WRITER -- two complete game identities as DATA over one engine. 2686// v0 = NISHI CRAFT (sunlit overworld). v1 = NISHI DEPTHS (twilight cavern plateau: no sun/clouds/ 2687// trees, ember horizon, vast cave nets, mossy basalt, glowing ores and glow-mobs). 2688func wc_spec(base: i64, v: i64) -> i64 { 2689 let sp: *i64 = wsp(base) 2690 var k: i64 = 0 2691 while k < WC_SPECN { sp[k] = 0; k = k + 1 } // E1: was a bare 64. This loop is what re-arms 2692 // P_ERTAL to its not-yet-measured sentinel on 2693 // every identity load, so leaving it at 64 would 2694 // have carried one world's talus into the next. 2695 // GE13b THE WARDROBE -- identity-independent DATA, written before any identity branch so every 2696 // world owns the same table by default and may override a row below (or through a recipe row 2697 // once the page validator admits 70-78). Palettes are hue RANGES, never one colour: the genome 2698 // picks the stop. Swimwear vivid and wide (resort colour), the cover-up sun-bleached, casual 2699 // muted, the evening dress deep and narrow -- the one dress every girl used to wear. 2700 // coverage category hue span sat lit 2701 sp[P_GARM + GAR_BIKINI_TOP - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_SWIM, 330, 120, 13, 8) 2702 sp[P_GARM + GAR_BIKINI_BOT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_SWIM, 330, 120, 13, 8) 2703 sp[P_GARM + GAR_ONEPIECE - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_SWIM, 180, 100, 12, 6) 2704 sp[P_GARM + GAR_SARONG - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_COVER, 20, 60, 9, 11) 2705 sp[P_GARM + GAR_SUNDRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_CASUAL, 40, 80, 8, 12) 2706 sp[P_GARM + GAR_TEE - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_CASUAL, 200, 160, 6, 10) 2707 sp[P_GARM + GAR_SHORTS - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 30, 40, 5, 6) 2708 sp[P_GARM + GAR_SKIRT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 340, 80, 7, 7) 2709 sp[P_GARM + GAR_DRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_EVENING, 250, 90, 10, 4) 2710 if v == 3 { 2711 // v3 = NISHI VALE, the MEDIEVAL VILLAGE: rolling green highland, deep woods, cold 2712 // snowline, cave-riddled stone. THIRD WORLD, ZERO ENGINE CODE -- the recombination 2713 // claim at n=3. Wardens run wide here (P_WARD), so a traveler arrives to REAL stakes. 2714 sp[P_TBASE] = 8 2715 sp[P_TAMP1] = 22 2716 sp[P_TAMP2] = 7 2717 sp[P_WATER] = 7 2718 sp[P_SNOW] = 26 2719 sp[P_TREE] = 11 // deep woods, tuned to the PUBLISHED 2720 // 500-800 trees/ha band -- 19 measured 372/ha, 2721 // barely half a real forest (T53; ported from 2722 // the laptop line 2026-08-02, same fork as 2723 // P_HISTAGE -- the fix existed and never landed) 2724 sp[P_TREEMAX] = 25 // woods climb to the snowline here 2725 sp[P_HISTAGE] = 0 // MEASURED, not assumed: symmetric value- 2726 // noise yields HI ~594 permil = mature 2727 sp[P_CAVETH] = 168 // more cavern than craft's 182 2728 sp[P_SKYTOP] = wpack(86, 122, 176) 2729 sp[P_SKYHOR] = wpack(196, 200, 206) 2730 sp[P_SUN] = 1 2731 sp[P_CLOUD] = 1 2732 sp[P_PAL + 1] = wpack(72, 124, 56) // highland grass 2733 sp[P_PAL + 2] = wpack(94, 72, 50) // loam 2734 sp[P_PAL + 3] = wpack(118, 116, 120) // quarry stone 2735 sp[P_PAL + 4] = wpack(44, 82, 140) // cold water 2736 sp[P_PAL + 5] = wpack(190, 178, 150) // riverbank 2737 sp[P_PAL + 6] = wpack(88, 62, 36) // timber 2738 sp[P_PAL + 7] = wpack(40, 96, 44) // dark canopy 2739 sp[P_PAL + 8] = wpack(238, 240, 246) // snow 2740 sp[P_PAL + 9] = wpack(66, 66, 72) 2741 sp[P_PAL + 10] = wpack(176, 142, 118) 2742 sp[P_PAL + 11] = wpack(224, 188, 92) 2743 sp[P_MOBC + 0] = wpack(206, 160, 96) 2744 sp[P_MOBC + 1] = wpack(160, 118, 62) 2745 sp[P_MOBC + 2] = wpack(120, 158, 190) 2746 sp[P_MOBC + 3] = wpack(78, 110, 146) 2747 sp[P_MOBC + 4] = wpack(178, 120, 160) 2748 sp[P_MOBC + 5] = wpack(134, 86, 122) 2749 sp[P_PAL2 + 0] = wpack(88, 60, 38) 2750 sp[P_PAL2 + 1] = wpack(120, 186, 90) 2751 sp[P_PAL2 + 2] = wpack(92, 168, 58) 2752 sp[P_PAL2 + 3] = wpack(230, 200, 82) 2753 sp[P_PAL2 + 4] = wpack(58, 42, 30) 2754 sp[P_DAYLEN] = 72000 2755 sp[P_SEASD] = 3 2756 sp[P_GROWE] = 2400 2757 sp[P_GROWW] = 5 // a harder land: crops take longer 2758 sp[P_GROWD] = 1 2759 sp[P_RAINS + 0] = 420 // wet spring 2760 sp[P_RAINS + 1] = 220 2761 sp[P_RAINS + 2] = 380 2762 sp[P_RAINS + 3] = 180 2763 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 2764 sp[P_ADV + 1] = (1 << 16) | 3 2765 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 2766 sp[P_CURI] = 400 2767 sp[P_OUTFIT] = 0 2768 sp[P_WARD] = 20 // wardens hunt from 20 blocks by DAY here 2769 sp[P_BLDG] = 2 // W3: the medieval village -- densest settlement 2770 sp[P_BLDGSPEC] = 2 // stonecot archetype 2771 return 0 2772 } 2773 if v == 2 { 2774 sp[P_SURF] = 1 // GE53: NISHI SHORE is the NO-VOXEL world -- its ground is the continuous field 2775 // v2 = NISHI SHORE, the REVIEW STAGE (operator 2026-08-02): near-flat warm sand, a 2776 // sea, no trees/caves/snow -- body and sprite rendering judged WITHOUT environment 2777 // distraction, with the outfit dimension ACTIVE (mixed beach). One engine, one more 2778 // identity: this whole world is 30 data rows, which IS the recombination claim. 2779 sp[P_TBASE] = 11 2780 sp[P_TAMP1] = 2 2781 sp[P_TAMP2] = 1 2782 sp[P_WATER] = 9 2783 sp[P_SNOW] = 99 2784 sp[P_TREE] = 0 2785 sp[P_CAVETH] = 255 2786 // GE13: the sea this identity always PROMISED -- P_WATER 9 under base 11 never dipped 2787 // below the waterline, so the data declared a shore the terrain shape could not 2788 // produce (the operator's 2026-08-27 frame: a beach with no ocean). One row fixes it: 2789 // ocean toward +z, shoreline at absolute z=100 (inside the boot window, beyond the 2790 // review stage and both gate fixture plateaus), 20-block beach ramp, seabed 4 => 2791 // up to 5 blocks of swimmable water at flood level 9. 2792 sp[P_OCEAN] = 0 + (612 << 2) + (20 << 12) + (4 << 18) // edge=+z shore=100+512 slope=20 bed=4 2793 sp[P_SKYTOP] = wpack(110, 168, 230) 2794 sp[P_SKYHOR] = wpack(214, 226, 240) 2795 sp[P_SUN] = 1 2796 sp[P_CLOUD] = 1 2797 sp[P_PAL + 1] = wpack(226, 204, 148) // shore sand (the "grass" slot) 2798 sp[P_PAL + 2] = wpack(206, 180, 128) // packed sand 2799 sp[P_PAL + 3] = wpack(180, 170, 158) // beach rock 2800 sp[P_PAL + 4] = wpack(56, 140, 196) // warm sea 2801 sp[P_PAL + 5] = wpack(232, 214, 160) // dry sand 2802 sp[P_PAL + 6] = wpack(150, 110, 70) // driftwood 2803 sp[P_PAL + 7] = wpack(96, 150, 96) // beach scrub 2804 sp[P_PAL + 8] = wpack(240, 240, 244) 2805 sp[P_PAL + 9] = wpack(120, 116, 110) 2806 sp[P_PAL + 10] = wpack(176, 142, 118) 2807 sp[P_PAL + 11] = wpack(224, 188, 92) 2808 sp[P_MOBC + 0] = wpack(240, 178, 84) 2809 sp[P_MOBC + 1] = wpack(196, 138, 56) 2810 sp[P_MOBC + 2] = wpack(96, 206, 196) 2811 sp[P_MOBC + 3] = wpack(64, 158, 150) 2812 sp[P_MOBC + 4] = wpack(238, 138, 186) 2813 sp[P_MOBC + 5] = wpack(190, 100, 144) 2814 sp[P_PAL2 + 0] = wpack(94, 64, 40) 2815 sp[P_PAL2 + 1] = wpack(120, 186, 90) 2816 sp[P_PAL2 + 2] = wpack(92, 168, 58) 2817 sp[P_PAL2 + 3] = wpack(230, 200, 82) 2818 sp[P_PAL2 + 4] = wpack(64, 46, 32) 2819 sp[P_DAYLEN] = 72000 2820 sp[P_SEASD] = 3 2821 sp[P_GROWE] = 2400 2822 sp[P_GROWW] = 6 2823 sp[P_GROWD] = 1 2824 sp[P_RAINS + 0] = 60 // a review stage stays mostly sunny 2825 sp[P_RAINS + 1] = 40 2826 sp[P_RAINS + 2] = 60 2827 sp[P_RAINS + 3] = 40 2828 sp[P_ADV + 0] = (4 << 16) | (2 << 8) | 4 // the water's edge is the gathering place 2829 sp[P_ADV + 1] = (1 << 16) | 3 2830 sp[P_CURI] = 350 2831 sp[P_OUTFIT] = 1 2832 sp[P_BLDG] = 4 // W3: sparse driftwood huts along the shore 2833 sp[P_BLDGSPEC] = 1 // hut archetype 2834 return 0 2835 } 2836 // FARMING-LIFE rows, shared by every identity (the loop itself is identity-independent DATA) 2837 sp[P_PAL2 + 0] = wpack(94, 64, 40) // tilled farmland, dry 2838 sp[P_PAL2 + 1] = wpack(120, 186, 90) // crop sprout 2839 sp[P_PAL2 + 2] = wpack(92, 168, 58) // crop growing 2840 sp[P_PAL2 + 3] = wpack(230, 200, 82) // crop MATURE (reads golden at a glance) 2841 sp[P_PAL2 + 4] = wpack(64, 46, 32) // farmland wet (soaked dark soil) 2842 sp[P_DAYLEN] = 72000 // 20 real minutes at the fixed 60Hz sim 2843 // tick -- the shipped-sim benchmark band 2844 // (Minecraft 20:00/day, Stardew 14:33, 2845 // Vintage Story ~24:00): a day you can 2846 // farm INSIDE, not a light show 2847 sp[P_SEASD] = 3 2848 sp[P_GROWE] = 2400 // one growth/hydration roll per farm cell 2849 // per ~40s -- Minecraft's random-tick 2850 // cadence (~47s/block avg) on our grid; 2851 // wet stencil den=5 => a watered crop 2852 // matures in ~6.7 min =~ 1/3 day (the 2853 // Minecraft wheat band) 2854 sp[P_GROWW] = 6 2855 sp[P_GROWD] = 1 2856 sp[P_RAINS + 0] = 340 // spring 2857 sp[P_RAINS + 1] = 180 // summer 2858 sp[P_RAINS + 2] = 300 // autumn 2859 sp[P_RAINS + 3] = 120 // winter 2860 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 // a mature field draws foragers (need 0 = hunger) 2861 sp[P_ADV + 1] = (1 << 16) | 3 // grass meadow: light grazing 2862 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 // water's edge: where girls gather to talk 2863 sp[P_CURI] = 350 2864 if v == 1 { 2865 sp[P_TBASE] = 22 2866 sp[P_TAMP1] = 8 2867 sp[P_TAMP2] = 4 2868 sp[P_WATER] = 5 2869 sp[P_SNOW] = 99 2870 sp[P_TREE] = 0 2871 sp[P_CAVETH] = 148 2872 sp[P_SKYTOP] = wpack(28, 22, 40) 2873 sp[P_SKYHOR] = wpack(96, 48, 40) 2874 sp[P_SUN] = 0 2875 sp[P_CLOUD] = 0 2876 sp[P_PAL + 1] = wpack(74, 122, 84) // moss 2877 sp[P_PAL + 2] = wpack(88, 62, 48) // packed earth 2878 sp[P_PAL + 3] = wpack(98, 90, 104) // basalt 2879 sp[P_PAL + 4] = wpack(60, 190, 180) // glow-water 2880 sp[P_PAL + 5] = wpack(120, 100, 80) 2881 sp[P_PAL + 6] = wpack(70, 50, 36) 2882 sp[P_PAL + 7] = wpack(60, 90, 60) 2883 sp[P_PAL + 8] = wpack(200, 200, 210) 2884 sp[P_PAL + 9] = wpack(58, 58, 66) 2885 sp[P_PAL + 10] = wpack(198, 150, 116) 2886 sp[P_PAL + 11] = wpack(255, 206, 96) // gold veins GLOW down here 2887 sp[P_MOBC + 0] = wpack(255, 128, 64) // ember 2888 sp[P_MOBC + 1] = wpack(200, 84, 40) 2889 sp[P_MOBC + 2] = wpack(124, 220, 255) // ice-glow 2890 sp[P_MOBC + 3] = wpack(80, 160, 200) 2891 sp[P_MOBC + 4] = wpack(204, 124, 255) // violet 2892 sp[P_MOBC + 5] = wpack(150, 84, 200) 2893 return 0 2894 } 2895 sp[P_TBASE] = 4 2896 sp[P_TAMP1] = 17 2897 sp[P_TAMP2] = 5 2898 sp[P_WATER] = 9 2899 sp[P_SNOW] = 20 2900 sp[P_TREE] = 43 2901 sp[P_CAVETH] = 182 2902 // DEFAULT SKY TONES DERIVED, NOT PICKED (2026-08-26): zenith = 1 airmass, horizon = the 2903 // Kasten-Young 38-airmass bound, each channel single-scattered by lambda^-4 and display- 2904 // encoded -- nx_atmosphere's own worked example lands at (80,117,176) where the retired 2905 // hand-picked default sat at (86,122,176): the palette was approximating the physics. 2906 // Per-world identity overrides above KEEP their deliberate looks; only the default derives. 2907 let am_t: i64 = nx_atm_airmass_q(0) 2908 let am_h: i64 = nx_atm_airmass_q(NX_ATM_Q) 2909 sp[P_SKYTOP] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_t)), 2910 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_t)), 2911 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_t))) 2912 sp[P_SKYHOR] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_h)), 2913 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_h)), 2914 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_h))) 2915 sp[P_SUN] = 1 2916 sp[P_CLOUD] = 1 2917 sp[P_PAL + 1] = wpack(84, 158, 62) // grass 2918 sp[P_PAL + 2] = wpack(122, 86, 56) // dirt 2919 sp[P_PAL + 3] = wpack(126, 126, 132) // stone 2920 sp[P_PAL + 4] = wpack(52, 96, 190) // water 2921 sp[P_PAL + 5] = wpack(206, 190, 132) // sand 2922 sp[P_PAL + 6] = wpack(104, 74, 40) // wood 2923 sp[P_PAL + 7] = wpack(52, 122, 44) // leaves 2924 sp[P_PAL + 8] = wpack(232, 238, 244) // snow 2925 sp[P_PAL + 9] = wpack(72, 74, 80) // coal 2926 sp[P_PAL + 10] = wpack(176, 142, 118) // iron 2927 sp[P_PAL + 11] = wpack(224, 188, 92) // gold 2928 sp[P_MOBC + 0] = wpack(240, 178, 84) 2929 sp[P_MOBC + 1] = wpack(196, 138, 56) 2930 sp[P_MOBC + 2] = wpack(96, 206, 196) 2931 sp[P_MOBC + 3] = wpack(64, 158, 150) 2932 sp[P_MOBC + 4] = wpack(238, 138, 186) 2933 sp[P_MOBC + 5] = wpack(190, 100, 144) 2934 sp[P_BLDG] = 3 // W3: scattered cottages in the green hills 2935 sp[P_BLDGSPEC] = 0 // cottage archetype 2936 return 0 2937} 2938 2939// mobs: 12 creatures spawned on grass, deterministic, through the CERTIFIED entity store 2940// (handle = index+generation, stale-handle-proof by construction -- the part's gate owns that claim) 2941func genmobs(base: i64, sd: i64) -> i64 { 2942 let m: *i64 = mobp(base) 2943 en_init(m, MOB_CAP, MOB_NCOMP) 2944 var i: i64 = 0 2945 var placed: i64 = 0 2946 while i < 200 { 2947 if placed < WC_CAST_N { 2948 let mx: i64 = 4 + whash(i*13 + 5, i*7 + 1, sd + 400) % (WX - 8) 2949 let mz: i64 = 4 + whash(i*17 + 3, i*29 + 9, sd + 500) % (WZ - 8) 2950 let h: i64 = wheight(base, mx, mz, sd) 2951 if h < wsp(base)[P_SNOW] - 1 { if vget(base, mx, h, mz) == 1 { 2952 let hd: i64 = en_spawn(m) 2953 if hd > 0 { 2954 en_set(m, hd, MC_X, mx*256 + 128) 2955 en_set(m, hd, MC_Y, wc_contact_floor_q(base,mx*256+128,mz*256+128,WY-1)) 2956 en_set(m, hd, MC_Z, mz*256 + 128) 2957 en_set(m, hd, MC_KIND, whash(mx, mz, sd + 600) % 3) 2958 en_set(m, hd, MC_PH, whash(mz, mx, sd + 700) % WATER_MAGIC_4096) 2959 var dg: i64 = 0 2960 if whash(mx + 13, mz + 7, sd + 800) % 3 == 0 { dg = 1 } 2961 en_set(m, hd, MC_DISG, dg) 2962 let g1: i64 = whash(mx*3 + 1, mz*5 + 9, sd + 900) 2963 let g2: i64 = whash(mz*7 + 3, mx*11 + 5, sd + 901) 2964 // HAIR-HUE NIBBLE (2026-08-30, measured in-page: hist(gv&7)=[12,0,0,0,0,0,0,0]): bits 0-3 are 2965 // the declared hair-hue field (MC_GENE layout, L296) yet g1*4096 + g2*16 can never set them, so 2966 // every girl ever spawned shared ONE hair colour (blonde under the old palette, black under the 2967 // melanin one). Roll the low nibble from its own hash lane; the two existing lanes are untouched. 2968 let g3: i64 = whash(mx*13 + 7, mz*17 + 11, sd + 902) % 16 2969 en_set(m, hd, MC_GENE, (g1*WATER_MAGIC_4096 + g2*16 + g3) % WATER_MAGIC_1048576) 2970 placed = placed + 1 2971 } 2972 } } 2973 } 2974 i = i + 1 2975 } 2976 return placed 2977} 2978 2979// ---------- init / tick / render ---------- 2980 2981// A spawn-relative scene fixture, written once into the same voxel buffer the GPU uploads. 2982// Preflight prevents partial stamps and preserves existing non-foliage geometry. 2983func wc_spawn_bush(base: i64, forward: i64, lateral: i64, radius: i64, height: i64, material: i64) -> i64 { 2984 if radius < 1 { return 0 - 1 } 2985 if height < 1 { return 0 - 1 } 2986 if radius >= WX/2 { return 0 - 1 } 2987 if height >= WY { return 0 - 1 } 2988 if material != BEACH_RELEASE_MATERIAL { return 0 - 1 } 2989 let s: *i64 = wst(base) 2990 let sy: i64 = it_sin4096(s[S_YAW]) 2991 let co: i64 = it_cos4096(s[S_YAW]) 2992 let cx: i64 = (s[S_SPX] >> 8) + (sy*forward + co*lateral)/4096 2993 let cz: i64 = (s[S_SPZ] >> 8) + (co*forward - sy*lateral)/4096 2994 if cx-radius < 0 { return 0 - 1 } 2995 if cx+radius >= WX { return 0 - 1 } 2996 if cz-radius < 0 { return 0 - 1 } 2997 if cz+radius >= WZ { return 0 - 1 } 2998 let raw: i64 = wheight(base, cx+s[S_WOX], cz+s[S_WOZ], s[S_SEED]) 2999 let ground: i64 = wsp_beach_ocean(wsp(base), cx+s[S_WOX], cz+s[S_WOZ], raw) 3000 if ground <= wsp(base)[P_WATER] { return 0 - 1 } 3001 if ground+height >= WY { return 0 - 1 } 3002 var phase: i64 = 0 3003 var count: i64 = 0 3004 while phase < 2 { 3005 var y: i64 = 1 3006 while y <= height { 3007 var dz: i64 = 0-radius 3008 while dz <= radius { 3009 var dx: i64 = 0-radius 3010 while dx <= radius { 3011 var ax: i64 = dx; if ax < 0 { ax = 0-ax } 3012 var az: i64 = dz; if az < 0 { az = 0-az } 3013 if ax+az <= radius+height-y { 3014 if phase == 0 { 3015 let old: i64 = vget(base, cx+dx, ground+y, cz+dz) 3016 if old != 0 { if old != material { return 0 - 1 } } 3017 count = count+1 3018 } else { 3019 vset(base, cx+dx, ground+y, cz+dz, material) 3020 } 3021 } 3022 dx = dx+1 3023 } 3024 dz = dz+1 3025 } 3026 y = y+1 3027 } 3028 phase = phase+1 3029 } 3030 wc_wmax(base) 3031 return count 3032} 3033 3034func init_impl_v(base: i64, v: i64, seed: i64) -> i64 { 3035 wc_spec(base, v) 3036 // W1c: gen-time recipe overrides -- AFTER identity defaults, BEFORE genworld reads them. 3037 // Allowlist = the gen-time slots only (0..6 terrain shape, 59 treemax, 60 histage, 61 3038 // treespec, 62 settlement density, 63 settlement archetype); style 3039 // slots keep the post-boot poke lane so the two channels never blur. A zero region is a 3040 // clean no-op; the applied count lands in S_GENP below (announce-in-world-truth, sect-30d). 3041 let gp9: *i64 = wgp(base) 3042 let spg9: *i64 = wsp(base) 3043 var gpn9: i64 = 0 3044 if gp9[0] == GENP_MAGIC { 3045 var gk9: i64 = gp9[1] 3046 if gk9 < 0 { gk9 = 0 } 3047 if gk9 > GENP_MAXP { gk9 = GENP_MAXP } 3048 var gi9: i64 = 0 3049 while gi9 < gk9 { 3050 let gx9: i64 = gp9[2 + gi9*2] 3051 // THE ONE ALLOWLIST (nx_genp_allow_lib, 2026-09-04): this chain was hand-enumerated here and mirrored, 3052 // with drift, in nx_world_snap and nx_game_page_emit; all three now read genp_gen_ok, and T90 pins each 3053 // P_* slot to it. Gen-time because these rows shape what genworld is about to read -- poked after boot 3054 // they would be the silent no-op this whitelist exists for. 3055 let gok9: i64 = genp_gen_ok(gx9) 3056 if gok9 == 1 { spg9[gx9] = gp9[3 + gi9*2]; gpn9 = gpn9 + 1 } 3057 gi9 = gi9 + 1 3058 } 3059 } 3060 let s: *i64 = wst(base) 3061 let facing_radius: i64 = s[S_FACE_RADIUS] 3062 let facing_gain: i64 = s[S_FACE_GAIN] 3063 var k: i64 = 0 3064 while k < 64 { s[k] = 0; k = k + 1 } 3065 wc_set_facing_policy(base,facing_radius,facing_gain) 3066 let ej0: *i64 = ejp(base) 3067 var kj: i64 = 0 3068 while kj < EJRN_SLOTS { ej0[kj] = 0; kj = kj + 1 } 3069 s[S_SEED] = seed 3070 s[S_VAR] = v // after the zero loop -- an earlier set 3071 // here was wiped (the zero-loop-order class) 3072 s[S_GENP] = gpn9 // same zero-loop-order law as S_VAR above 3073 s[S_T] = wsp(base)[P_DAYLEN]/4 // first frame = MID-MORNING light (the 3074 // visitor's first impression; a dawn-dark 3075 // spawn read as night, screenshot-caught) 3076 genworld(base, seed) 3077 wc_wmax(base) 3078 genmobs(base, seed) 3079 // A4/C1: zero the spring + need regions (init may reuse a dirty arena), then seat and seed 3080 let sb0i: *i64 = (base + O_SOFT) as *i64 3081 var kzi: i64 = 0 3082 while kzi < MOB_CAP*SB_PTS*SD_STRIDE { sb0i[kzi] = 0; kzi = kzi + 1 } 3083 let nd0i: *i64 = (base + O_NEED) as *i64 3084 var kni: i64 = 0 3085 while kni < MOB_CAP*4 { nd0i[kni] = 0; kni = kni + 1 } 3086 wc_soft_seat_all(base) 3087 wc_need_seed(base) 3088 wc_mind_zero(base) 3089 // spawn on the TALLEST central column: from a local peak every direction is a vista, 3090 // never a cliff wall filling the first frame (the eyeball found exactly that) 3091 var sx: i64 = WX/2 3092 var sz: i64 = WZ/2 3093 var sh: i64 = 0 3094 var qz: i64 = WZ/2 - 12 3095 while qz < WZ/2 + 12 { 3096 var qx: i64 = WX/2 - 12 3097 while qx < WX/2 + 12 { 3098 let qh: i64 = wheight(base, qx, qz, seed) 3099 if qh > sh { sh = qh; sx = qx; sz = qz } 3100 qx = qx + 1 3101 } 3102 qz = qz + 1 3103 } 3104 // W2b: a spawn column may carry understory at feet height -- clear it. GUARDED so legacy 3105 // (understory-less) worlds stay byte-identical; gen-time vegetation is not journaled, so a 3106 // later window-slide repaint is harmless (the player has long moved). 3107 if ((wsp(base)[P_TREESPEC] >> 18) & 7) > 0 { 3108 vset(base, sx, sh + 1, sz, 0) 3109 vset(base, sx, sh + 2, sz, 0) 3110 } 3111 s[S_CX] = sx*256 + 128 3112 s[S_CZ] = sz*256 + 128 3113 s[S_CY] = (sh+1)*256 + EYE 3114 // Establish support from the same continuous field before querying the bounded floor. 3115 if wsp(base)[P_SURF] == 1 { 3116 let spawn_floor: i64 = wc_surface_source(base, s[S_CX], s[S_CZ]) 3117 if spawn_floor >= 0 { s[S_CY] = spawn_floor + EYE } 3118 } 3119 let spawn_stand: i64 = wstand_here(base,s[S_CX],s[S_CZ]) 3120 if spawn_stand >= 0 { s[S_CY] = spawn_stand } 3121 s[S_SPX] = s[S_CX] 3122 s[S_SPY] = s[S_CY] 3123 s[S_SPZ] = s[S_CZ] 3124 s[S_YAW] = 0 3125 // GE45 review framing (2026-09-04): an identity with an ocean row spawns FACING the sea. The shore identity's 3126 // +z edge is yaw 0 already, so this is byte-identical there and correct for any other edge a recipe declares. 3127 let sy0: i64 = wsp_sea_yaw(wsp(base)) 3128 if sy0 >= 0 { s[S_YAW] = sy0 } 3129 s[S_PITCH] = 0 3130 s[S_Q] = Q_START 3131 if v == BEACH_RELEASE_WORLD { 3132 let release_cells: i64 = wc_spawn_bush(base, BEACH_RELEASE_FORWARD, BEACH_RELEASE_LATERAL, BEACH_RELEASE_RADIUS, BEACH_RELEASE_HEIGHT, BEACH_RELEASE_MATERIAL) 3133 // The release fixture is non-critical: a crowded or submerged site must not 3134 // prevent the world's input bindings and remaining startup from completing. 3135 // The fixture uses the world's foliage material; it must not recolor every leaf. 3136 3137 } 3138 ia_init(winp(base)) 3139 ia_bind(winp(base), 82, IA_LUP) // R = look up (real action bits since seq1136) 3140 ia_bind(winp(base), 70, IA_LDOWN) // F = look down (G = party invite, below) 3141 ia_bind(winp(base), 32, IA_JUMP) // space = jump (touch center zone jumps too) 3142 ia_bind(winp(base), 81, IA_MOD) // Q = cycle the hotbar selection 3143 ia_bind(winp(base), 72, IA_HOME) // H = return to spawn (edge-fall rescue) 3144 return 0 3145} 3146func init_impl(base: i64, seed: i64) -> i64 { return init_impl_v(base, 0, seed) } 3147 3148// return to spawn: position + velocity reset, world untouched (the operator's reset button) 3149func wc_respawn(base: i64) -> i64 { 3150 let s: *i64 = wst(base) 3151 s[S_CX] = s[S_SPX] 3152 s[S_CY] = s[S_SPY] 3153 s[S_CZ] = s[S_SPZ] 3154 s[S_VY] = 0 3155 s[S_GROUNDED] = 1 3156 return 0 3157} 3158 3159// highest solid y at a column (collision floor), -1 if none 3160func wground(base: i64, x: i64, z: i64) -> i64 { 3161 var y: i64 = WY - 1 3162 while y >= 0 { 3163 if vsolid(base, x, y, z) == 1 { return y } 3164 y = y - 1 3165 } 3166 return 0 - 1 3167} 3168 3169// Collision uses the same continuous terrain field as rendering; non-terrain solids remain cells. 3170func wc_contact_floor_below_q(base: i64, xq: i64, zq: i64, top: i64, ceiling: i64) -> i64 { 3171 let sp: *i64 = wsp(base) 3172 var y: i64 = top 3173 if y >= WY { y = WY - 1 } 3174 var floor: i64 = 0 - 1 3175 if sp[P_SURF] == 1 { 3176 floor = wc_surface_source(base,xq,zq) 3177 if floor < 0 { return 0 - 1 } 3178 if floor > ceiling { floor = 0 - 1 } 3179 } 3180 while y >= 0 { 3181 let b: i64 = vget(base,xq >> 8,y,zq >> 8) 3182 var eligible: i64 = vsolid(base,xq >> 8,y,zq >> 8) 3183 if sp[P_SURF] == 1 { if wterrain(b) == 1 { eligible = 0 } } 3184 if eligible == 1 { 3185 let celltop: i64 = (y+1)*256 3186 if celltop <= ceiling { 3187 if celltop > floor { floor = celltop } 3188 return floor 3189 } 3190 } 3191 y = y - 1 3192 } 3193 return floor 3194} 3195 3196// Unbounded column query remains available to existing callers. 3197func wc_contact_floor_q(base: i64, xq: i64, zq: i64, top: i64) -> i64 { 3198 return wc_contact_floor_below_q(base,xq,zq,top,WY*256) 3199} 3200 3201// try to stand at (nxq, nzq): returns the required cam y (Q8) or -1 if the move is blocked 3202func wstand(base: i64, nxq: i64, nzq: i64, cyq: i64) -> i64 { 3203 // Preserve the existing step allowance; overhead surfaces outside it cannot be support. 3204 let step_allowance: i64 = 384 3205 let floor: i64 = wc_contact_floor_below_q(base, nxq, nzq, WY - 1, cyq - EYE + step_allowance) 3206 var stand: i64 = floor + EYE 3207 let wl2: i64 = wsp(base)[P_WATER] 3208 let wsurf: i64 = (wl2 + 1)*256 + EYE - 96 // float slightly sunk in water 3209 if stand < wsurf { if vget(base, nxq >> 8, wl2, nzq >> 8) == 4 { stand = wsurf } } 3210 // VOID COLUMN = WALL: no ground below means off the world's edge -- refuse the step (the 3211 // walk-off-and-vanish bug: wstand happily computed a hover height over nothing) 3212 if floor < 0 { return 0 - 1 } 3213 if stand - cyq > step_allowance { return 0 - 1 } // more than a 1.5-block rise = wall 3214 let heady: i64 = (stand + 128) >> 8 3215 if vsolid(base, nxq >> 8, heady, nzq >> 8) == 1 { return 0 - 1 } 3216 return stand 3217} 3218 3219// stand height for the CURRENT column (no wall refusal -- the vertical-physics target) 3220func wstand_here(base: i64, xq: i64, zq: i64) -> i64 { 3221 let floor: i64 = wc_contact_floor_below_q(base, xq, zq, WY - 1, wst(base)[S_CY] - EYE) 3222 if floor < 0 { return 0 - 1 } 3223 var stand: i64 = floor + EYE 3224 let wl3: i64 = wsp(base)[P_WATER] 3225 let wsurf: i64 = (wl3 + 1)*256 + EYE - 96 3226 if stand < wsurf { if vget(base, xq >> 8, wl3, zq >> 8) == 4 { stand = wsurf } } 3227 return stand 3228} 3229 3230// mob floor: first solid scanning DOWN from just above the mob's feet -- wground scans from the 3231// SKY and reads an overhanging leaf canopy as "ground 5 blocks up", which froze every mob under a 3232// tree (measured: phase advanced 982/tick = the refusal branch, position never moved). 3233// body clearance: a girl is ~2 blocks tall -- the two cells above the ground must be AIR or 3234// she stands with her head/shoulders inside an overhang (invisible as SDF; as a MESH her 3235// buried parts discard and the poking limbs read as floating shards -- operator-reported). 3236// GE12b -- BODY CLEARANCE. mob_fits (below) proves only her OWN cell's air column, but a girl 3237// is a CYLINDER of radius MOB_R_Q8, so standing near a cell edge her body overlaps the 3238// neighbouring solid: the operator's 2026-08-27 frame caught exactly that -- a girl leaning 3239// THROUGH a cliff wall with her shins inside the blocks. These clamp her fractional position 3240// away from any solid neighbour at either body course. Integer, deterministic, and a pure 3241// no-op in open ground (no solid neighbour => the position is returned untouched). 3242// RADIUS IS NOT A NEW NUMBER: npc_pick already models her body as r=.35 blocks for hit 3243// detection, and .35*256 = 89.6 -> 90 q8. One body, one radius; a second value here would be 3244// two rulers for one girl (she could be hittable where she is not present, and vice versa). 3245const MOB_R_Q8: i64 = 90 3246func mob_solid2(base: i64, x: i64, g: i64, z: i64) -> i64 { 3247 if vsolid(base, x, g + 1, z) == 1 { return 1 } 3248 if vsolid(base, x, g + 2, z) == 1 { return 1 } 3249 return 0 3250} 3251func mob_clear_x(base: i64, nx: i64, nz: i64, g: i64) -> i64 { 3252 let cx: i64 = nx >> 8 3253 let cz: i64 = nz >> 8 3254 let fr: i64 = nx - cx*256 3255 var r: i64 = nx 3256 if fr < MOB_R_Q8 { if mob_solid2(base, cx - 1, g, cz) == 1 { r = cx*256 + MOB_R_Q8 } } 3257 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx + 1, g, cz) == 1 { r = cx*256 + 256 - MOB_R_Q8 } } 3258 return r 3259} 3260func mob_clear_z(base: i64, nx: i64, nz: i64, g: i64) -> i64 { 3261 let cx: i64 = nx >> 8 3262 let cz: i64 = nz >> 8 3263 let fr: i64 = nz - cz*256 3264 var r: i64 = nz 3265 if fr < MOB_R_Q8 { if mob_solid2(base, cx, g, cz - 1) == 1 { r = cz*256 + MOB_R_Q8 } } 3266 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx, g, cz + 1) == 1 { r = cz*256 + 256 - MOB_R_Q8 } } 3267 return r 3268} 3269func mob_fits(base: i64, x: i64, g: i64, z: i64) -> i64 { 3270 if vsolid(base, x, g + 1, z) == 1 { return 0 } 3271 if vsolid(base, x, g + 2, z) == 1 { return 0 } 3272 return 1 3273} 3274 3275func mob_ground(base: i64, x: i64, ytop: i64, z: i64) -> i64 { 3276 var y: i64 = ytop 3277 if y > WY - 1 { y = WY - 1 } 3278 while y >= 0 { 3279 if vsolid(base, x, y, z) == 1 { return y } 3280 y = y - 1 3281 } 3282 return 0 - 1 3283} 3284 3285// GE12 -- GAIT-PHASED VERTICAL LOCOMOTION (gameengine rung mob_step_gait). A mob's Y no longer 3286// EASES linearly toward the stand height (the 64 q8/tick glide the operator caught 2026-08-26: 3287// a climb glided and a drop floated). Two named regimes, one ruler each: 3288// STEP UP -> the cited stair-ascent rate WC_STEP_EASE_UP (gamefeel row step_ease_up_q8), and 3289// only in a tick where a stride step landed -- the caller is the move branch, so the 3290// rise is gait-phased BY CONSTRUCTION, never a free-running ramp; 3291// DROP -> the PLAYER'S OWN integrator (v -= GRAV per tick, clamped at VTERM, landing snaps to 3292// the stand height and zeroes v): every falling body in the world obeys one gravity. 3293// vyp[k] is her vertical velocity (O_MOBVY). Returns the new Y (q8). All inputs are arena state, 3294// so replay stays bit-identical (T4/T17). ph/gait are untouched: this is Y only. 3295func mob_step_gait(vyp: *i64, k: i64, cy0: i64, ng: i64) -> i64 { 3296 var vy9: i64 = vyp[k] 3297 var ny9: i64 = cy0 3298 if ng > cy0 { 3299 ny9 = cy0 + WC_STEP_EASE_UP 3300 if ny9 > ng { ny9 = ng } 3301 vy9 = 0 3302 } 3303 if ng < cy0 { 3304 vy9 = vy9 - GRAV 3305 if vy9 < 0 - VTERM { vy9 = 0 - VTERM } 3306 ny9 = cy0 + vy9 3307 if ny9 <= ng { ny9 = ng; vy9 = 0 } 3308 } 3309 if ng == cy0 { vy9 = 0 } 3310 vyp[k] = vy9 3311 return ny9 3312} 3313 3314// NPC HIT DETECTION: march the view ray in half-block samples up to 7 blocks; a solid voxel 3315// blocks it (walls occlude, real detection); a sample inside a girl's body cylinder (r=.35, 3316// h=1.7) targets her. Returns the dense index or -1. The same pass PUSHES the player out of 3317// bodies (they have PRESENCE now -- no more walking through people). 3318func npc_pick(base: i64, fx: i64, fy: i64, fz: i64) -> i64 { 3319 let s: *i64 = wst(base) 3320 let m: *i64 = mobp(base) 3321 var t: i64 = 1 3322 while t <= 14 { 3323 let px2: i64 = s[S_CX] + fx*t*128/WATER_MAGIC_4096 3324 let py2: i64 = s[S_CY] + fy*t*128/WATER_MAGIC_4096 3325 let pz2: i64 = s[S_CZ] + fz*t*128/WATER_MAGIC_4096 3326 if vsolid(base, px2 >> 8, py2 >> 8, pz2 >> 8) == 1 { return 0 - 1 } 3327 var k: i64 = 0 3328 while k < en_count(m) { 3329 let h: i64 = en_nth(m, k) 3330 var ddx: i64 = px2 - en_get(m, h, MC_X) 3331 if ddx < 0 { ddx = 0 - ddx } 3332 var ddz: i64 = pz2 - en_get(m, h, MC_Z) 3333 if ddz < 0 { ddz = 0 - ddz } 3334 let dy2: i64 = py2 - en_get(m, h, MC_Y) 3335 if ddx < 90 { if ddz < 90 { if dy2 >= 0 { if dy2 < 440 { return k } } } } 3336 k = k + 1 3337 } 3338 t = t + 1 3339 } 3340 return 0 - 1 3341} 3342 3343// ---------- A1: the integer tick calendar (day/night + 4 seasons) ---------- 3344// Pure functions of (S_T, spec) -> bit-exact across arenas by construction. Every phase compare 3345// CROSS-MULTIPLIES (the banked integer-truncation law: never divide a value before comparing it). 3346// RECOMBINATION CONTRACT: a different game = a different spec; a recombined identity turns a 3347// subsystem OFF by zeroing its rows, so every consumer guards the zero (endless day, no rain, 3348// no farm clock) instead of trapping on a modulo-by-zero. Off is a state, never a crash. 3349func cal_dayt(base: i64) -> i64 { 3350 let dl: i64 = wsp(base)[P_DAYLEN] 3351 if dl <= 0 { return 0 } 3352 let s: *i64 = wst(base) 3353 return s[S_T] % dl 3354} 3355func cal_day(base: i64) -> i64 { 3356 let dl: i64 = wsp(base)[P_DAYLEN] 3357 if dl <= 0 { return 0 } 3358 let s: *i64 = wst(base) 3359 return s[S_T] / dl 3360} 3361func cal_season(base: i64) -> i64 { 3362 let sd: i64 = wsp(base)[P_SEASD] 3363 if sd <= 0 { return 0 } 3364 return (cal_day(base) / sd) % 4 3365} 3366// night = the last 3/8 of each day: dayt*8 >= DAYLEN*5, cross-multiplied 3367func cal_night(base: i64) -> i64 { 3368 if wsp(base)[P_DAYLEN] <= 0 { return 0 } 3369 if cal_dayt(base)*8 >= wsp(base)[P_DAYLEN]*WC_NIGHT_X8 { return 1 } 3370 return 0 3371} 3372// sun elevation as a Q12 sine: rises 0 at dawn, +4096 at noon, negative through the night 3373func cal_sunel(base: i64) -> i64 { 3374 let dl: i64 = wsp(base)[P_DAYLEN] 3375 if dl <= 0 { return 4096 } // calendar off = eternal noon 3376 let dt2: i64 = cal_dayt(base) 3377 if dt2*8 < dl*WC_NIGHT_X8 { return it_sin4096(dt2*8*IT_PI/(dl*WC_NIGHT_X8)) } 3378 return 0 - it_sin4096((dt2*8 - dl*WC_NIGHT_X8)*IT_PI/(dl*(8 - WC_NIGHT_X8))) 3379} 3380// deterministic weather: ONE roll per absolute day-eighth from (seed, segment, season table) -- 3381// the same world replays the same storms forever 3382func cal_rain(base: i64) -> i64 { 3383 let dl: i64 = wsp(base)[P_DAYLEN] 3384 if dl <= 0 { return 0 } 3385 let s: *i64 = wst(base) 3386 let seg: i64 = s[S_T]*8/dl 3387 // DELEGATED (2026-08-26) to nx_weather_lib's gate-proven wx_rain: same seed lineage (the 3388 // +3300 salt fold), same one-roll-per-absolute-day-eighth semantics (seg IS the eighth), and 3389 // the gate PROVES the long-run rate stays inside each P_RAINS row's binomial envelope -- this 3390 // delegation cannot change any world's climate, and it gains the front persistence, typed 3391 // precipitation and gradient wind the old coin structurally lacked. 3392 return wx_rain(s[S_SEED] + 3300, seg, wsp(base)[P_RAINS + cal_season(base)]) 3393} 3394 3395// the per-tick weather export writer: recomputes the eighth's state (pure fns -- cheap, replay 3396// exact) and publishes it in the spec block for the page and every other consumer. 3397func wc_weather_tick(base: i64) -> i64 { 3398 let dl: i64 = wsp(base)[P_DAYLEN] 3399 if dl <= 0 { return 0 } 3400 let s: *i64 = wst(base) 3401 let seg: i64 = s[S_T]*8/dl 3402 let sd: i64 = s[S_SEED] + 3300 3403 let row: i64 = wsp(base)[P_RAINS + cal_season(base)] 3404 let sp: *i64 = wsp(base) 3405 sp[P_WXCOV] = wx_coverage(sd, seg, row) 3406 let ws: i64 = wx_wind_speed(sd, seg) 3407 let wd: i64 = wx_wind_dir_q(sd, seg) 3408 // direction Q -> components via the sim's own it_cos4096/it_sin4096 (angle = wd scaled to tau) 3409 sp[P_WXWINDX] = ws*it_cos4096(wd*IT_PI*2/WX_Q)/4096 3410 sp[P_WXWINDZ] = ws*it_sin4096(wd*IT_PI*2/WX_Q)/4096 3411 sp[P_WXTYPE] = wx_precip(sd, seg, row, cal_season(base), cal_night(base)) 3412 sp[P_WXTEMP] = wx_temp(cal_season(base), cal_night(base), sd, seg) 3413 return 0 3414} 3415// write bst into MC_DISG bits 3-5 WITHOUT touching the disguise/met bits (0-2) or the 3416// FRIENDSHIP byte (bits 6-13) -- the old (dg & 7) mask silently erased any upper state 3417func dg_bst(dg: i64, b: i64) -> i64 { return dg - ((dg >> 3) & 7)*8 + b*8 } 3418 3419// ---------- B1/B2: soil + crops. THE EDIT JOURNAL IS THE SPARSE ACTIVE LIST ---------- 3420// Every farm cell was player-touched, so it is already journaled at absolute coords: no scan, 3421// no extra memory, and growth writes go through the same journal so world and history can 3422// never disagree. Growth is Minecraft's integer stencil: p = 1/(floor(25/speed)+1), speed 3423// from soil wetness; rolls are seed+coord+epoch hashes -> replay-safe by construction. 3424func wc_grow_set_indexed(base: i64, index: *i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 { 3425 let s: *i64 = wst(base) 3426 if ej_index_put(base,index, lx + s[S_WOX], ly, lz + s[S_WOZ], b) < 0 { 3427 s[S_EJDROP] = s[S_EJDROP] + 1 3428 return 0 3429 } 3430 return vset(base, lx, ly, lz, b) 3431} 3432func wc_grow_set(base: i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 { 3433 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL) 3434 if (index as i64) == 0 { return 0 } 3435 return wc_grow_set_indexed(base,index,lx,ly,lz,b) 3436} 3437// water within the 5x5 ring at soil level or one below (ponds sit lower than their fields) 3438func wc_wet_near(base: i64, lx: i64, ly: i64, lz: i64) -> i64 { 3439 var dz2: i64 = 0 - 2 3440 while dz2 <= 2 { 3441 var dx2: i64 = 0 - 2 3442 while dx2 <= 2 { 3443 if vget(base, lx + dx2, ly, lz + dz2) == 4 { return 1 } 3444 if vget(base, lx + dx2, ly - 1, lz + dz2) == 4 { return 1 } 3445 dx2 = dx2 + 1 3446 } 3447 dz2 = dz2 + 1 3448 } 3449 return 0 3450} 3451func wc_farm_tick(base: i64) -> i64 { 3452 let s: *i64 = wst(base) 3453 let e: *i64 = ejp(base) 3454 let sp: *i64 = wsp(base) 3455 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL) 3456 if (index as i64) == 0 { return 0-3 } 3457 let rain: i64 = cal_rain(base) 3458 var i: i64 = 0 3459 while i < EJRN_SLOTS { 3460 let cur: i64 = e[i] 3461 if cur != 0 { 3462 let b: i64 = cur & 255 3463 if b >= B_FARM { if b <= B_FARMW { 3464 let k: i64 = (cur >> 8) - 1 3465 let ay: i64 = k & 63 3466 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 3467 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 3468 let lx: i64 = ax - s[S_WOX] 3469 let lz: i64 = az - s[S_WOZ] 3470 // only cells inside the window tick (offscreen farms pause -- chunk law, honest) 3471 if vin(lx, ay, lz) == 1 { if vget(base, lx, ay, lz) == b { 3472 if b == B_FARM { if rain == 1 { wc_grow_set_indexed(base,index, lx, ay, lz, B_FARMW) } } 3473 if b == B_FARM { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 1 { 3474 wc_grow_set_indexed(base,index, lx, ay, lz, B_FARMW) 3475 } } } 3476 if b == B_FARMW { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 0 { 3477 wc_grow_set_indexed(base,index, lx, ay, lz, B_FARM) 3478 } } } 3479 if b >= B_CROP0 { if b <= B_CROP1 { 3480 var spd: i64 = sp[P_GROWD] 3481 let un: i64 = vget(base, lx, ay - 1, lz) 3482 if un == B_FARMW { spd = sp[P_GROWW] } 3483 if rain == 1 { if un == B_FARM { spd = sp[P_GROWW] } } 3484 if spd < 1 { spd = 1 } 3485 let den: i64 = 25/spd + 1 3486 if whash(ax*131 + ay, az*97, s[S_SEED] + s[S_T]/sp[P_GROWE]) % den == 0 { 3487 wc_grow_set_indexed(base,index, lx, ay, lz, b + 1) 3488 if b + 1 == B_CROP2 { s[S_GROWN] = s[S_GROWN] + 1 } 3489 } 3490 } } 3491 } } 3492 } } 3493 } 3494 i = i + 1 3495 } 3496 return 0 3497} 3498 3499// ---------- A4/C1 shared state maintenance (springs + needs) ---------- 3500// GAIT DRIVE IS STILL A FREE-RUNNING CLOCK (debt 1785770635 STAYS OPEN) -- and the reason is now 3501// MEASURED rather than guessed, because the obvious fix was tried on 2026-08-25 and REFUTED by 3502// nx_wasm_craft_gate T36 before it could ship. Advancing MC_PH by distance travelled makes the 3503// tissue drive track her real cadence, which is correct and is what the oracle band wants. It is 3504// ALSO CIRCULAR: line ~1849 derives her wander heading FROM ph (dx = sin(ph*3), dz = cos(ph*3)), 3505// so a girl who stops moving freezes her phase, and a frozen phase freezes her heading -- she can 3506// never restart. The gate caught it exactly: the bold girl's approach distance stayed at her START 3507// value (1024, was 577) and the run went 52/53 RED. THE REAL FIX IS TO SPLIT THE TWO PHASES: a 3508// wander phase that must free-run for behaviour, and a gait phase that must track travel for 3509// tissue. That needs one word of per-mob state (accumulated stride distance), which touches the 3510// entity schema and therefore the save-format teeth (T15, T18, T50) -- a deliberate change, not a 3511// drive-by. Reverted here so the tree stays GREEN; the diagnosis is the deliverable. 3512func wc_soft_seat_all(base: i64) -> i64 { 3513 let m: *i64 = mobp(base) 3514 let sb0: *i64 = (base + O_SOFT) as *i64 3515 var k: i64 = 0 3516 while k < en_count(m) { 3517 let h: i64 = en_nth(m, k) 3518 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) } 3519 k = k + 1 3520 } 3521 return 0 3522} 3523// ---------- THE TRAVELER'S PASSPORT (isekai): character + party cross worlds ---------- 3524func passp(base: i64) -> *i64 { return (base + O_PASS) as *i64 } 3525func wc_pass_ck(p: *i64) -> i64 { 3526 return gsc_fold_words(SAVE_CK_SEED, p, 0, 21, SAVE_CK_PRIME, SAVE_CK_MASK) 3527} 3528func wc_party_count(base: i64) -> i64 { 3529 let m: *i64 = mobp(base) 3530 var n: i64 = 0 3531 var k: i64 = 0 3532 while k < en_count(m) { 3533 let h: i64 = en_nth(m, k) 3534 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { n = n + 1 } } 3535 k = k + 1 3536 } 3537 return n 3538} 3539// fold the session's deltas into the lifetime ledger (snapshot words 32+ make this idempotent: 3540// a world reload or a second build never double-counts a deed) 3541func wc_pass_sync(base: i64) -> i64 { 3542 let p: *i64 = passp(base) 3543 let s: *i64 = wst(base) 3544 if p[0] != PASS_MAGIC { 3545 var z: i64 = 0 3546 while z < 48 { p[z] = 0; z = z + 1 } 3547 p[0] = PASS_MAGIC 3548 p[1] = 1 3549 p[2] = whash(s[S_SEED], s[S_T], 20260802) 3550 // snapshot stays ZERO on creation: a traveler born mid-world ABSORBS what he has 3551 // already done here as his first deeds. Baselining at current values silently 3552 // discarded them (gate T50 caught exactly that: 7 harvests -> ledger 0). 3553 } 3554 var d: i64 = s[S_BROKEN] - p[32] 3555 if d > 0 { p[3] = p[3] + d } 3556 p[32] = s[S_BROKEN] 3557 d = s[S_PLACED] - p[33] 3558 if d > 0 { p[4] = p[4] + d } 3559 p[33] = s[S_PLACED] 3560 d = s[S_HARV] - p[34] 3561 if d > 0 { p[5] = p[5] + d } 3562 p[34] = s[S_HARV] 3563 d = s[S_PLANT] - p[35] 3564 if d > 0 { p[6] = p[6] + d } 3565 p[35] = s[S_PLANT] 3566 d = s[S_FOUND] - p[36] 3567 if d > 0 { p[7] = p[7] + d } 3568 p[36] = s[S_FOUND] 3569 d = s[S_LOST] - p[37] 3570 if d > 0 { p[8] = p[8] + d } 3571 p[37] = s[S_LOST] 3572 d = s[S_T] - p[38] 3573 if d > 0 { p[9] = p[9] + d } 3574 p[38] = s[S_T] 3575 p[10] = p[10] | (1 << s[S_VAR]) 3576 // the party rides along: up to 3 companions' (kind, bond-word, genome) 3577 let m: *i64 = mobp(base) 3578 var pc: i64 = 0 3579 var k: i64 = 0 3580 while k < en_count(m) { 3581 let h: i64 = en_nth(m, k) 3582 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { if pc < 3 { 3583 p[12 + pc*3] = en_get(m, h, MC_KIND) 3584 p[13 + pc*3] = en_get(m, h, MC_DISG) 3585 p[14 + pc*3] = en_get(m, h, MC_GENE) 3586 pc = pc + 1 3587 } } } 3588 k = k + 1 3589 } 3590 p[11] = pc 3591 p[21] = wc_pass_ck(p) 3592 return PASS_LEN 3593} 3594// arriving traveler: validate, re-baseline the snapshot, and WALK THE PARTY OFF THE BOAT -- 3595// each companion respawns beside the player with bond and genome intact. Refusal touches 3596// nothing: -1 magic, -2 version, -3 checksum (the save doors' law). 3597func wc_pass_apply(base: i64) -> i64 { 3598 let p: *i64 = passp(base) 3599 if p[0] != PASS_MAGIC { return 0 - 1 } 3600 if p[1] != 1 { return 0 - 2 } 3601 if wc_pass_ck(p) != p[21] { return 0 - 3 } 3602 let s: *i64 = wst(base) 3603 p[32] = s[S_BROKEN] 3604 p[33] = s[S_PLACED] 3605 p[34] = s[S_HARV] 3606 p[35] = s[S_PLANT] 3607 p[36] = s[S_FOUND] 3608 p[37] = s[S_LOST] 3609 p[38] = s[S_T] 3610 p[10] = p[10] | (1 << s[S_VAR]) 3611 let m: *i64 = mobp(base) 3612 var pc: i64 = 0 3613 while pc < p[11] { if pc < 3 { 3614 let hn: i64 = en_spawn(m) 3615 if hn > 0 { 3616 let ang: i64 = pc*2*IT_PI/3 + IT_PI/6 3617 var ax: i64 = s[S_CX] + it_sin4096(ang)*3*256/WATER_MAGIC_4096 3618 var az: i64 = s[S_CZ] + it_cos4096(ang)*3*256/WATER_MAGIC_4096 3619 ax = wclamp(ax, 2*256, (WX - 2)*256) 3620 az = wclamp(az, 2*256, (WZ - 2)*256) 3621 let gy: i64 = mob_ground(base, ax >> 8, WY - 1, az >> 8) 3622 en_set(m, hn, MC_X, ax) 3623 en_set(m, hn, MC_Z, az) 3624 en_set(m, hn, MC_Y, wc_contact_floor_q(base,ax,az,WY-1)) 3625 en_set(m, hn, MC_KIND, p[12 + pc*3]) 3626 en_set(m, hn, MC_DISG, p[13 + pc*3]) 3627 en_set(m, hn, MC_GENE, p[14 + pc*3]) 3628 en_set(m, hn, MC_PH, whash(p[14 + pc*3], pc, s[S_SEED]) % WATER_MAGIC_4096) 3629 } 3630 pc = pc + 1 3631 } } 3632 wc_soft_seat_all(base) 3633 wc_need_seed(base) 3634 p[21] = wc_pass_ck(p) 3635 return 0 3636} 3637 3638// level + party-invite as BASE-PARAMETERIZED cores (the doors below are thin wrappers, so the 3639// gate exercises the same code the game runs -- one definition, zero drift) 3640func pass_level_of(base: i64) -> i64 { 3641 let p: *i64 = passp(base) 3642 if p[0] != PASS_MAGIC { return 1 } 3643 var sc: i64 = p[5]*4 + p[6] + p[7]*20 + p[3]/8 + p[4]/8 + p[9]/72000*3 3644 var lv: i64 = 1 3645 while sc >= lv*10 { sc = sc - lv*10; lv = lv + 1 } 3646 return lv 3647} 3648func party_of(base: i64) -> i64 { 3649 let s: *i64 = wst(base) 3650 if s[S_NPCT] < 0 { return 0 - 1 } 3651 let m: *i64 = mobp(base) 3652 let h: i64 = en_nth(m, s[S_NPCT]) 3653 if h <= 0 { return 0 - 1 } 3654 let dg: i64 = en_get(m, h, MC_DISG) 3655 if ((dg >> 6) & 255) < 40 { return 0 - 2 } // a bond, not a kidnapping 3656 if (dg & 4) == 4 { 3657 en_set(m, h, MC_DISG, dg - 4) // toggle: she may also LEAVE 3658 return 0 3659 } 3660 if wc_party_count(base) >= 3 { return 0 - 3 } 3661 en_set(m, h, MC_DISG, dg | 4) 3662 th_add(base, s[S_NPCT], TH_MET, 20, 14400) 3663 return 1 3664} 3665 3666// outfit for girl k: identity data gates the dimension; her genome picks within it. 3667// 0 clothed · 1 topless · 2 nude (all figures are the one adult mesh) 3668// THE POSE DOOR (operator 2026-08-02: "interact with me and the environment in various poses 3669// beyond the one" -- the pose PIPELINE's first rung). The engine ALREADY computes behavioral 3670// states (T44: sleep/flee via MC_DISG bits 3-5; movement via O_MOBAUX deltas) and the renderer 3671// ignores every one of them: sleeping girls play the walk clip, idle girls walk in place. Same 3672// class as the face: THE DATA EXISTS AND DRIVES NOTHING -- so the consumer contract comes first. 3673// Pose ids (the page consumes; the coming NXA pose BANK indexes by these): 3674// 0 idle-stand (breath only) 1 walk 2 sleep-lying 3 flee-run 4 sit 5 lie-awake 3675// 4/5 are RESERVED rows: behaviors from the towel/smart-object chain select them; publishing 3676// the id space now means new poses arrive as DATA against a stable contract, not an engine edit. 3677func mob_pose(base: i64, k: i64) -> i64 { 3678 let m: *i64 = mobp(base) 3679 let st: i64 = (en_get(m, en_nth(m, k), MC_DISG) >> 3) & 7 3680 if st == 2 { return 2 } 3681 if st == 4 { return 3 } 3682 if mob_spd_q8i(base, k) > 0 { return 1 } 3683 return 0 3684} 3685func mobpose(k: i64) -> i64 { return mob_pose(0, k) } 3686 3687// GE13b THE SELECTOR: what a girl wears, from the world's outfit mode, her genome and her pose. 3688// Returns the OUTFIT word: upper garment id << GAR_SLOT_SH | lower garment id, 0 = nothing in that 3689// slot; one-piece and dresses cover both and ride the LOWER slot. Every branch is a table LOOKUP -- 3690// no colour, no shape, no category is decided here; a world that rewrites a garment row rewrites 3691// what these ids mean, and a row the world does not carry (0) is not wearable. 3692// mode 0 (identity keeps everyone clothed): CASUAL/EVENING by the beach bits 18-19 -- tee+shorts, 3693// tee+skirt, sundress, evening dress. Before this every girl wore the one dress. 3694// mode 1 (MIXED beach): the incumbent bits, garment by garment -- 0 bikini top+bottom, 1 one-piece, 3695// 2 bikini bottom only (topless), 3 nothing (nude). Girl-for-girl the SAME 0/1/2 the old rule 3696// produced; gate T85 proves it against mob_outfit_v1 below. 3697// mode 2 (SWIMWEAR-ONLY): bit 18 picks bikini or one-piece; never a cover-up, never casual. 3698// mode 3 (NUDE BEACH): nothing worn. 3699// POSE OVERLAY: asleep (mob_pose SLEEP) on a beach with swim bottoms on, she wraps a SARONG 3700// (beach-cover) over them -- same coverage bit, so her legacy value never flickers -- unless 3701// she is in water, where a wrap is never worn (swim => swim). 3702func wc_mob_in_water(base: i64, k: i64) -> i64 { 3703 let m: *i64 = mobp(base) 3704 let h: i64 = en_nth(m, k) 3705 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 } 3706 return 0 3707} 3708func wc_outfit(base: i64, k: i64) -> i64 { 3709 let md: i64 = wsp(base)[P_OUTFIT] 3710 let m: *i64 = mobp(base) 3711 let gb: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> MG_BEACH_SH) & MG_BEACH_MASK 3712 var up: i64 = 0 3713 var lo: i64 = 0 3714 var beach: i64 = 0 3715 if md == 0 { 3716 if gb == 0 { up = GAR_TEE; lo = GAR_SHORTS } 3717 if gb == 1 { up = GAR_TEE; lo = GAR_SKIRT } 3718 if gb == 2 { lo = GAR_SUNDRESS } 3719 if gb == 3 { lo = GAR_DRESS } 3720 } 3721 if md == 1 { 3722 beach = 1 3723 if gb == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT } 3724 if gb == 1 { lo = GAR_ONEPIECE } 3725 if gb == 2 { lo = GAR_BIKINI_BOT } 3726 } 3727 if md == 2 { 3728 beach = 1 3729 if (gb & 1) == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT } 3730 if (gb & 1) == 1 { lo = GAR_ONEPIECE } 3731 } 3732 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 { 3733 if mob_pose(base, k) == MOB_POSE_SLEEP { if wc_mob_in_water(base, k) == 0 { lo = GAR_SARONG } } 3734 } } } } 3735 // a row the world does not carry is not a garment: the slot empties (the neg-control's lever) 3736 if gar_row(base, up) == 0 { up = 0 } 3737 if gar_row(base, lo) == 0 { lo = 0 } 3738 return (up << GAR_SLOT_SH) | lo 3739} 3740// 0 clothed / 1 topless / 2 nude, DERIVED from the worn set -- the contract every existing consumer 3741// (the page's uOF bands, T49, T77) keeps, now a consequence of the wardrobe instead of the wardrobe. 3742func mob_outfit(base: i64, k: i64) -> i64 { 3743 let o: i64 = wc_outfit(base, k) 3744 return gar_legacy(gar_cov(gar_row(base, o >> GAR_SLOT_SH)) | gar_cov(gar_row(base, o & GAR_ID_MASK))) 3745} 3746// THE PRE-WARDROBE RULE, kept RUNNABLE as the gate's oracle: T85 proves mob_outfit == mob_outfit_v1 3747// for every girl in every mode, so no consumer sees a different girl. Not called by the game. 3748func mob_outfit_v1(base: i64, k: i64) -> i64 { 3749 let md9: i64 = wsp(base)[P_OUTFIT] 3750 if md9 == 0 { return 0 } 3751 // GE13: per-world outfit FLAGS, all data -- 1 = MIXED (genome bits decide; the incumbent 3752 // beach), 2 = SWIMWEAR-ONLY (dimension active, variety off), 3 = NUDE BEACH (all bare). 3753 if md9 == 2 { return 0 } 3754 if md9 == 3 { return 2 } 3755 let m: *i64 = mobp(base) 3756 let g: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> 18) & 3 3757 if g <= 1 { return 0 } 3758 if g == 2 { return 1 } 3759 return 2 3760} 3761 3762func wc_need_seed(base: i64) -> i64 { 3763 let m: *i64 = mobp(base) 3764 let s: *i64 = wst(base) 3765 let nd0: *i64 = (base + O_NEED) as *i64 3766 var k: i64 = 0 3767 while k < en_count(m) { 3768 nd0[k*4] = 300 + (whash(k, 11, s[S_SEED]) % 200) 3769 nd0[k*4 + 1] = 700 3770 nd0[k*4 + 2] = 300 + (whash(k, 23, s[S_SEED]) % 200) 3771 nd0[k*4 + 3] = 0 3772 k = k + 1 3773 } 3774 return 0 3775} 3776 3777// ---------- C3/C5: the inner life (thought ledger + gossip records) ---------- 3778func mindp(base: i64) -> *i64 { return (base + O_MIND) as *i64 } 3779func wc_mind_zero(base: i64) -> i64 { 3780 let mp: *i64 = mindp(base) 3781 var i: i64 = 0 3782 while i < MOB_CAP*24 { mp[i] = 0; i = i + 1 } 3783 return 0 3784} 3785// add/refresh a thought: same id refreshes in place; else a dead slot; else rotate one out 3786func th_add(base: i64, k: i64, id: i64, mag: i64, ttl: i64) -> i64 { 3787 let mp: *i64 = mindp(base) 3788 let s: *i64 = wst(base) 3789 let b: i64 = k*24 3790 var slot: i64 = 0 - 1 3791 var i: i64 = 0 3792 while i < 8 { 3793 if (mp[b + i*2] >> 8) == id { slot = i } 3794 i = i + 1 3795 } 3796 if slot < 0 { 3797 i = 0 3798 while i < 8 { 3799 if slot < 0 { if mp[b + i*2 + 1] <= s[S_T] { slot = i } } 3800 i = i + 1 3801 } 3802 } 3803 if slot < 0 { slot = (s[S_T] + k) % 8 } 3804 mp[b + slot*2] = id*256 + (mag + 128) 3805 mp[b + slot*2 + 1] = s[S_T] + ttl 3806 return 0 3807} 3808// mood = the sum of LIVE thoughts, clamped -- always decomposable back into its reasons 3809func th_mood(base: i64, k: i64) -> i64 { 3810 let mp: *i64 = mindp(base) 3811 let s: *i64 = wst(base) 3812 let b: i64 = k*24 3813 var mo: i64 = 0 3814 var i: i64 = 0 3815 while i < 8 { 3816 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > s[S_T] { mo = mo + (mp[b + i*2] & 255) - 128 } } 3817 i = i + 1 3818 } 3819 if mo > 100 { mo = 100 } 3820 if mo < 0 - 100 { mo = 0 - 100 } 3821 return mo 3822} 3823// a gossip fact: (subject, predicate, confidence, born). A better-known copy never downgrades. 3824func go_add(base: i64, k: i64, subj: i64, pred: i64, conf: i64) -> i64 { 3825 let mp: *i64 = mindp(base) 3826 let s: *i64 = wst(base) 3827 let b: i64 = k*24 + 16 3828 var slot: i64 = 0 - 1 3829 var free: i64 = 0 - 1 3830 var oldest: i64 = 0 3831 var oldt: i64 = SAVE_CK_MASK 3832 var i: i64 = 0 3833 while i < 4 { 3834 let w: i64 = mp[b + i*2] 3835 if w == 0 { if free < 0 { free = i } } 3836 if w != 0 { if (w >> 16) == subj { if ((w >> 8) & 255) == pred { slot = i } } } 3837 if mp[b + i*2 + 1] < oldt { oldt = mp[b + i*2 + 1]; oldest = i } 3838 i = i + 1 3839 } 3840 if slot >= 0 { if (mp[b + slot*2] & 255) >= conf { return 0 } } 3841 if slot < 0 { slot = free } 3842 if slot < 0 { slot = oldest } 3843 mp[b + slot*2] = subj*WATER_MAGIC_65536 + pred*256 + conf 3844 mp[b + slot*2 + 1] = s[S_T] 3845 return 0 3846} 3847func go_newest(base: i64, k: i64) -> i64 { 3848 let mp: *i64 = mindp(base) 3849 let b: i64 = k*24 + 16 3850 var best: i64 = 0 - 1 3851 var bt: i64 = 0 - 1 3852 var i: i64 = 0 3853 while i < 4 { 3854 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > bt { bt = mp[b + i*2 + 1]; best = i } } 3855 i = i + 1 3856 } 3857 return best 3858} 3859 3860// ---- GAIT: THE PARAMETRIC DRIVE ---------------------------------------------------------------- 3861// decidegrees -> it-units. This is nx_quadruped's qdeg idiom at 10x resolution; that organ's 3862// quad_gait_pose_g is the working precedent in this estate for "a gait is DATA, amplitudes and 3863// per-limb phase offsets are the gait's parameters". It is deliberately NOT imported: it calls 3864// sys_mmap and this engine targets wasm, so the IDIOM is reused and the code is not duplicated. 3865func wc_ddeg(d: i64) -> i64 { return d*IT_PI/WC_DDEG_HALFTURN } 3866// AMPLITUDE from a PUBLISHED RANGE. The halving lives here, once, so no caller can forget it and 3867// no future reader has to work out which of the two a stored constant is. 3868func wc_amp_ddeg(range_ddeg: i64) -> i64 { return wc_ddeg(range_ddeg)/2 } 3869// STRIDE PHASE: one full cycle per WC_STRIDE_Q8 of PATH TRAVELLED. Distance-driven by 3870// construction, which is what makes pelvic rotation phase-locked to stride -- the coupling is 3871// structural, not a tuning. Two consequences fall out for free: a girl who stops has a FROZEN 3872// stride phase, so she stands instead of marching on the spot; and a girl who walks faster takes 3873// the same-length strides more often, so cadence emerges from speed instead of being a constant. 3874// ⚠THIS IS A SECOND, DIFFERENT QUANTITY FROM wc_gait_ang -- NOT A DUPLICATE RULER. wc_gait_ang 3875// drives the THORAX BOB, which is the SECOND HARMONIC of the stride (two steps per cycle, each 3876// with its own vertical rise and fall), and its scale is calibrated against the gait_bob_q8 row. 3877// ★THEIR RATIO IS A CHECKABLE CLAIM AND IT DOES NOT CURRENTLY HOLD. wc_gait_ang implies one bob 3878// per 962 q8 of travel, hence one stride per 1924 q8 = 7.5 m, against the cited 1.46 m -- the 3879// incumbent gait drive is calibrated 5.1x too long, and separately it is calibrated at SPEED (40 3880// q8/tick) which no mob ever reaches: mobs walk at 4-5 q8/tick, so the bob it produces in the 3881// live world is ~0.25 Hz where walking thorax oscillation is ~1.8-2 Hz. 3882// ⛔THAT DISAGREEMENT IS NAMED HERE AND DELIBERATELY NOT FIXED BY EDITING THE SHARED CONSTANT. 3883// wc_gait_ang feeds the soft-body anchor that gate teeth T40 and T54 are calibrated against, and 3884// silently moving a constant another tooth is calibrated on is how a green gate stops meaning 3885// anything. The renderer takes the cited stride; the bob keeps its own calibration; the gap goes 3886// on the board as a measurement with its arithmetic attached rather than into a quiet edit. 3887func wc_stride_ang(g_q8: i64) -> i64 { return g_q8*2*IT_PI/WC_STRIDE_Q8 } 3888// shortest signed representative of an angle difference, in (-IT_PI, IT_PI]. 3889func wc_angwrap(d: i64) -> i64 { 3890 var r: i64 = d % (2*IT_PI) 3891 if r > IT_PI { r = r - 2*IT_PI } 3892 if r < 0 - IT_PI { r = r + 2*IT_PI } 3893 return r 3894} 3895// THE HEADING LOW-PASS. This one function is the whole wobble fix AND the fluidity parameter. 3896// WHAT IT REPLACES: nothing. There was no heading state at all -- the body's yaw was the PLAYER'S 3897// camera yaw, so every girl pivoted with the camera while translating along her own path, and the 3898// steering that produced that path is an 8-direction bang-bang controller (dx = +/-4 per axis with 3899// an independent per-axis deadband) whose sign can flip in a single tick and whose diagonal is 3900// 41 percent faster than its axis-aligned step. Facing derived from that signal inherits all of it. 3901// HOW IT STEERS WITHOUT atan2: there is no it_atan2 anywhere in the corpus (proven, corpus_complete 3902// =1), and adding one would be a second trigonometric approximation beside the incumbent. It is not 3903// needed. The CROSS PRODUCT of the current forward with the desired direction is sin(error) scaled 3904// by |desired|, which already carries both the SIGN and, near convergence, the MAGNITUDE of the 3905// error -- so a proportional controller can be built from the sin/cos this engine already has. 3906// cr < 0 / cr > 0 -> which way to turn 3907// dt < 0 -> the target is BEHIND: turn at the full allowance, sign broken deterministically 3908// The step is proportional to sin(error), so it goes to zero AS the error goes to zero: the 3909// approach is asymptotic and cannot overshoot, which is what "fluid" means here as opposed to a 3910// bang-bang controller that snaps (locked) or an unclamped one that rings (floppy). 3911// The allowance is speed-coupled: mx = 0 when she is not moving, so nobody spins on the spot. 3912func wc_hdg_budget(hdg: i64, dx: i64, dz: i64, budget: i64) -> i64 { 3913 if budget <= 0 { return hdg } 3914 let mag: i64 = sd_isqrt(dx*dx + dz*dz) 3915 if mag <= 0 { return hdg } 3916 let fx: i64 = it_sin4096(hdg % (2*IT_PI)) 3917 let fz: i64 = it_cos4096(hdg % (2*IT_PI)) 3918 let cr: i64 = fx*dz - fz*dx 3919 let dot: i64 = fx*dx + fz*dz 3920 var step: i64 = 0 - budget*cr/(mag*WATER_MAGIC_4096) 3921 if dot < 0 { 3922 step = budget 3923 if cr > 0 { step = 0 - budget } 3924 } 3925 if step == 0 { if cr > 0 { step = 0 - 1 } } 3926 if step == 0 { if cr < 0 { step = 1 } } 3927 if step > budget { step = budget } 3928 if step < 0 - budget { step = 0 - budget } 3929 var next: i64 = hdg + step 3930 if next < 0 { next = next + 2*IT_PI } 3931 if next >= 2*IT_PI { next = next - 2*IT_PI } 3932 return next 3933} 3934func wc_hdg_step(hdg: i64, dx: i64, dz: i64) -> i64 { 3935 let mag: i64 = sd_isqrt(dx*dx + dz*dz) 3936 return wc_hdg_budget(hdg,dx,dz,mag*WC_TURN_PER_STRIDE/WC_STRIDE_Q8) 3937} 3938func wc_facing_step(hdg: i64, dx: i64, dz: i64, player_dx: i64, player_dz: i64, radius: i64, budget: i64) -> i64 { 3939 if dx != 0 || dz != 0 { return wc_hdg_step(hdg,dx,dz) } 3940 if radius <= 0 || budget <= 0 { return hdg } 3941 if player_dx*player_dx + player_dz*player_dz >= radius*radius { return hdg } 3942 return wc_hdg_budget(hdg,player_dx,player_dz,budget) 3943} 3944func wc_hdg_of(base: i64, k: i64) -> i64 { let hp: *i64 = (base + O_MOBHDG) as *i64; return hp[k] } 3945func wc_set_facing_policy(base: i64, radius: i64, gain: i64) -> i64 { 3946 if radius <= 0 || radius > FACING_RADIUS_MAX_Q8 || gain <= 0 || gain > IT_PI { return 0 - 1 } 3947 let state: *i64 = wst(base) 3948 state[S_FACE_RADIUS] = radius 3949 state[S_FACE_GAIN] = gain 3950 return 0 3951} 3952func set_facing_policy(radius: i64, gain: i64) -> i64 { return wc_set_facing_policy(0,radius,gain) } 3953func mob_heading(k: i64) -> i64 { 3954 if k < 0 || k >= en_count(mobp(0)) { return 0 - 1 } 3955 return wc_hdg_of(0,k) 3956} 3957// the girl's own stride phase, in it-units, from the path length she has actually walked 3958func wc_mob_sph(base: i64, k: i64) -> i64 { 3959 let nd: *i64 = (base + O_NEED) as *i64 3960 return wc_stride_ang(nd[k*4 + WC_NEED_GAIT]) % (2*IT_PI) 3961} 3962// ---- THE POSE, AS FIVE PURE FUNCTIONS OF STRIDE PHASE ------------------------------------------- 3963// Extracted out of wc_mob_mesh deliberately: the renderer needs them and the GATE needs them, and a 3964// gate that recomputed these angles from the same formula would be testing a COPY of the mechanism 3965// rather than the mechanism. One definition, two callers, and a tooth that fails when the shipping 3966// code changes. They take only the phase, so they are trivially testable at any phase without a 3967// world, a camera, a rig or a framebuffer. 3968// SIGN CONVENTION, stated once: pelvis LEADS (+), thorax TRAILS (-, applied as a local yaw on the 3969// chest bone whose parent is the pelvis), legs and arms swing in elevation, elbow only flexes. 3970func wc_gp_pelvis(sph: i64) -> i64 { return wc_amp_ddeg(WC_PELVIS_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 } 3971func wc_gp_thorax(sph: i64) -> i64 { return wc_amp_ddeg(WC_THORAX_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 } 3972func wc_gp_leg(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/6)/WATER_MAGIC_4096 } 3973func wc_gp_arm(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/12)/WATER_MAGIC_4096 } 3974// (1 - cos)/2 scaled by the cited ROM: 0 at phase 0, ROM at the half cycle, never negative, and no 3975// free parameter -- the anatomical floor at zero and the published range fix both ends between them. 3976func 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) } 3977 3978// mob wander: smooth deterministic drift (phase-driven sin/cos), terrain-following, player-curious 3979// within 6 blocks. Pure integer -- the T4 determinism checksum covers mobs by construction. 3980// Residency describes available collision data, not whether the entity exists. 3981// The inset retains the previous movement boundary and its neighbour-cell footprint. 3982func wc_mob_resident(base: i64, h: i64) -> i64 { 3983 let m: *i64 = mobp(base) 3984 if en_valid(m,h)!=1 { return 0 } 3985 let x: i64 = en_get(m,h,MC_X) 3986 let z: i64 = en_get(m,h,MC_Z) 3987 if x<2*256||x>(WX-2)*256||z<2*256||z>(WZ-2)*256 { return 0 } 3988 return 1 3989} 3990func mob_resident(k: i64) -> i64 { 3991 let m: *i64 = mobp(0) 3992 return wc_mob_resident(0,en_nth(m,k)) 3993} 3994func mob_tick(base: i64) -> i64 { 3995 let m: *i64 = mobp(base) 3996 let s: *i64 = wst(base) 3997 let nd: *i64 = (base + O_NEED) as *i64 3998 let vyp: *i64 = (base + O_MOBVY) as *i64 // GE12 vertical velocity per mob 3999 let night: i64 = cal_night(base) 4000 var k: i64 = 0 4001 while k < en_count(m) { 4002 let h: i64 = en_nth(m, k) 4003 if h > 0 { 4004 var x: i64 = en_get(m, h, MC_X) 4005 var z: i64 = en_get(m, h, MC_Z) 4006 var ph: i64 = en_get(m, h, MC_PH) + 5 4007 // FOOTSTRIKE IMPULSE: bank the pre-move vertical velocity. After the movement code 4008 // below, (vy_pre < 0 && vyp[k] == 0) is precisely "GE12's integrator arrested a 4009 // fall this tick" -- ground contact -- and |vy_pre| IS the ground-reaction delta-v. 4010 let vy_pre: i64 = vyp[k] 4011 // C1 NEEDS drift (integer, staggered by handle -- the village never moves in lockstep) 4012 let nb: i64 = k*4 4013 if (s[S_T] + h) % 8 == 0 { 4014 if nd[nb] < 1000 { nd[nb] = nd[nb] + 2 } // hunger grows 4015 if nd[nb + 2] < 1000 { nd[nb + 2] = nd[nb + 2] + 3 } // loneliness grows 4016 if nd[nb + 1] > 0 { nd[nb + 1] = nd[nb + 1] - 1 } // energy drains 4017 } 4018 // C3: lived moments become LEDGER ENTRIES (staggered; each refreshes in place) 4019 if (s[S_T] + h) % 128 == 0 { 4020 let bst0: i64 = (en_get(m, h, MC_DISG) >> 3) & 7 4021 if cal_rain(base) == 1 { if bst0 != 2 { th_add(base, k, TH_RAIN, 0 - 8, 1200) } } 4022 if nd[nb] > 700 { th_add(base, k, TH_HUNGRY, 0 - 10, 900) } 4023 if night == 1 { if bst0 == 2 { th_add(base, k, TH_SLEPT, 6, 3600) } } 4024 } 4025 // BEHAVIOR LAYER (C1/C2 -- lives picked by NEEDS x the spec ADVERTISEMENT table, 4026 // not a dice roll): state in MC_DISG bits 3-5, repicked on the staggered 240-tick 4027 // clock. 0=WANDER 1=SOCIALIZE 2=REST 3=FORAGE 4=FLEE. At night the village SLEEPS 4028 // (the C2 schedule) -- while the wardens hunt wider. The old spec-weights TODO is 4029 // RESOLVED: behavior now reads needs + P_ADV rows, both data. 4030 let dg: i64 = en_get(m, h, MC_DISG) 4031 var bst: i64 = (dg >> 3) & 7 4032 if (s[S_T] + h*37) % 240 == 0 { 4033 var sc1: i64 = 220 + (whash(h*911, s[S_T]/240, s[S_SEED]) % 64) 4034 // C3 feedback: the ledger BENDS the life -- a glad girl seeks company, a sad 4035 // one withdraws to rest. Mood is data the argmax reads, not a scripted branch. 4036 let mo9: i64 = th_mood(base, k) 4037 var sc2: i64 = nd[nb + 2] 4038 if mo9 > 0 { sc2 = sc2 + mo9 } 4039 var sc3: i64 = 1000 - nd[nb + 1] 4040 if mo9 < 0 { sc3 = sc3 - mo9*2 } 4041 var sc4: i64 = 0 4042 var ai: i64 = 0 4043 while ai < 6 && wc_mob_resident(base,h)==1 { 4044 let ad: i64 = wsp(base)[P_ADV + ai] 4045 if ad != 0 { if ((ad >> 8) & 255) == 0 { 4046 let ab: i64 = (ad >> 16) & 255 4047 var fnd: i64 = 0 4048 var az2: i64 = (z >> 8) - 3 4049 while az2 <= (z >> 8) + 3 { 4050 var ax2: i64 = (x >> 8) - 3 4051 while ax2 <= (x >> 8) + 3 { 4052 let gy2: i64 = mob_ground(base, ax2, (en_get(m, h, MC_Y) >> 8) + 2, az2) 4053 if gy2 >= 0 { 4054 if vget(base, ax2, gy2, az2) == ab { fnd = 1 } 4055 if vget(base, ax2, gy2 + 1, az2) == ab { fnd = 1 } 4056 } 4057 ax2 = ax2 + 1 4058 } 4059 az2 = az2 + 1 4060 } 4061 if fnd == 1 { 4062 let cand: i64 = nd[nb]*(ad & 255)/8 4063 if cand > sc4 { sc4 = cand } 4064 } 4065 } } 4066 ai = ai + 1 4067 } 4068 bst = 0 4069 var top: i64 = sc1 4070 if sc2 > top { top = sc2; bst = 1 } 4071 if sc3 > top { top = sc3; bst = 2 } 4072 if sc4 > top { top = sc4; bst = 3 } 4073 if night == 1 { bst = 2 } 4074 en_set(m, h, MC_DISG, dg_bst(dg, bst)) 4075 } 4076 if (dg & 3) == 3 { 4077 // a hidden human checks for hunters -- night widens the danger radius 4078 var wr: i64 = 8*256 4079 if night == 1 { wr = 12*256 } 4080 var wnd: i64 = wr 4081 var wnx: i64 = 0 4082 var wnz: i64 = 0 4083 var kf: i64 = 0 4084 while kf < en_count(m) { 4085 let hf: i64 = en_nth(m, kf) 4086 if en_get(m, hf, MC_KIND) == 2 { if (en_get(m, hf, MC_DISG) & 1) == 0 { 4087 var fdx: i64 = en_get(m, hf, MC_X) - x 4088 if fdx < 0 { fdx = 0 - fdx } 4089 var fdz: i64 = en_get(m, hf, MC_Z) - z 4090 if fdz < 0 { fdz = 0 - fdz } 4091 if fdx + fdz < wnd { wnd = fdx + fdz; wnx = en_get(m, hf, MC_X); wnz = en_get(m, hf, MC_Z) } 4092 } } 4093 kf = kf + 1 4094 } 4095 if wnd < wr { bst = 4; en_set(m, h, MC_DISG, dg_bst(en_get(m, h, MC_DISG), 4)) } 4096 } 4097 var dx: i64 = it_sin4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096 4098 var dz: i64 = it_cos4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096 4099 if bst == 1 { 4100 // SOCIALIZE: walk to the nearest other girl; inside 1.2 blocks, stand together 4101 var snd: i64 = SAVE_CK_MASK 4102 var snx: i64 = x 4103 var snz: i64 = z 4104 var snk: i64 = 0 - 1 4105 var ks: i64 = 0 4106 while ks < en_count(m) { 4107 let hs: i64 = en_nth(m, ks) 4108 if hs != h { 4109 var sdx: i64 = en_get(m, hs, MC_X) - x 4110 if sdx < 0 { sdx = 0 - sdx } 4111 var sdz: i64 = en_get(m, hs, MC_Z) - z 4112 if sdz < 0 { sdz = 0 - sdz } 4113 if sdx + sdz < snd { snd = sdx + sdz; snx = en_get(m, hs, MC_X); snz = en_get(m, hs, MC_Z); snk = ks } 4114 } 4115 ks = ks + 1 4116 } 4117 dx = 0 4118 dz = 0 4119 if snd > 300 { 4120 if snx > x + 32 { dx = 4 } 4121 if snx < x - 32 { dx = 0 - 4 } 4122 if snz > z + 32 { dz = 4 } 4123 if snz < z - 32 { dz = 0 - 4 } 4124 } 4125 if snd <= 300 { 4126 ph = ph - 4 // stilled gait: talking, not marching 4127 if (s[S_T] + h) % 4 == 0 { // company relieves loneliness 4128 nd[nb + 2] = nd[nb + 2] - 10 4129 if nd[nb + 2] < 0 { nd[nb + 2] = 0 } 4130 } 4131 // C5: CONVERSATION MOVES FACTS. One fact passes speaker->listener with 4132 // confidence -15; below conf 30 the predicate may FLIP (1<->2) -- rumor 4133 // decays into misinformation BY MECHANIC, and hearing it leaves a thought. 4134 if (s[S_T] + h) % 128 == 0 { 4135 th_add(base, k, TH_COMPANY, 5, 1200) 4136 let gi: i64 = go_newest(base, k) 4137 if gi >= 0 { if snk >= 0 { 4138 let gw: i64 = mindp(base)[k*24 + 16 + gi*2] 4139 let conf2: i64 = (gw & 255) - 15 4140 if conf2 > 0 { 4141 var pred2: i64 = (gw >> 8) & 255 4142 if conf2 < 30 { if whash(s[S_T], k*31 + snk, s[S_SEED] + 777) % 3 == 0 { 4143 pred2 = 3 - pred2 4144 } } 4145 go_add(base, snk, gw >> 16, pred2, conf2) 4146 if pred2 == GO_TAKEN { th_add(base, snk, TH_HEARD_TAKEN, 0 - 10, 7200) } 4147 if pred2 == GO_FRIEND { th_add(base, snk, TH_HEARD_FRIEND, 6, 7200) } 4148 } 4149 } } 4150 } 4151 } 4152 } 4153 if bst == 2 { 4154 dx = 0 4155 dz = 0 4156 ph = ph - 4 // REST: seated stillness 4157 if (s[S_T] + h) % 4 == 0 { // sleep restores; night sleep restores MORE 4158 var rg: i64 = 2 4159 if night == 1 { rg = 8 } 4160 nd[nb + 1] = nd[nb + 1] + rg 4161 if nd[nb + 1] > 1000 { nd[nb + 1] = 1000 } 4162 } 4163 } 4164 if bst == 3 { 4165 // FORAGE: graze rhythm -- steps then a pause, head-down cadence; grazing feeds her 4166 if (s[S_T] + h) % 16 >= 6 { dx = 0; dz = 0; ph = ph - 3 } 4167 if (s[S_T] + h) % 8 == 0 { 4168 nd[nb] = nd[nb] - 12 4169 if nd[nb] < 0 { nd[nb] = 0 } 4170 } 4171 } 4172 if bst == 4 { 4173 // FLEE: straight away from the nearest warden, fast 4174 var wnd2: i64 = SAVE_CK_MASK 4175 var wax: i64 = x 4176 var waz: i64 = z 4177 var kf2: i64 = 0 4178 while kf2 < en_count(m) { 4179 let hf2: i64 = en_nth(m, kf2) 4180 if en_get(m, hf2, MC_KIND) == 2 { if (en_get(m, hf2, MC_DISG) & 1) == 0 { 4181 var fdx2: i64 = en_get(m, hf2, MC_X) - x 4182 if fdx2 < 0 { fdx2 = 0 - fdx2 } 4183 var fdz2: i64 = en_get(m, hf2, MC_Z) - z 4184 if fdz2 < 0 { fdz2 = 0 - fdz2 } 4185 if fdx2 + fdz2 < wnd2 { wnd2 = fdx2 + fdz2; wax = en_get(m, hf2, MC_X); waz = en_get(m, hf2, MC_Z) } 4186 } } 4187 kf2 = kf2 + 1 4188 } 4189 dx = 0 4190 dz = 0 4191 if wax > x { dx = 0 - 6 } 4192 if wax <= x { dx = 6 } 4193 if waz > z { dz = 0 - 6 } 4194 if waz <= z { dz = 6 } 4195 } 4196 // PERSONALITY (genome bits 13-15, INHERITED): the bold<->shy spectrum photographers 4197 // know -- engagement is a RANGE, not one script. Near the player: shy girls (0-1) 4198 // retreat and keep 5 blocks; watchful ones (2-3) freeze and observe, backing off 4199 // only if crowded; warm ones (4-5) approach to a polite arm's length; bold ones 4200 // (6-7) come right to your side. FORAGE also reads it: bold girls gather TOWARD 4201 // you (the obvious pick-up), shy girls drift their gathering away (the oblivious). 4202 let pdx: i64 = s[S_CX] - x 4203 let pdz: i64 = s[S_CZ] - z 4204 var pd: i64 = pdx 4205 if pd < 0 { pd = 0 - pd } 4206 var pdz2: i64 = pdz 4207 if pdz2 < 0 { pdz2 = 0 - pdz2 } 4208 let bold: i64 = (en_get(m, h, MC_GENE) >> 13) & 7 4209 // HABITUATION: the approach/watch drive runs only while she is lonely enough to 4210 // care (the player is a smart object too -- company below relieves the need, and a 4211 // satisfied girl walks on). Shy retreat is FEAR, not curiosity: never gated. 4212 var curi: i64 = 1 4213 if nd[nb + 2] < wsp(base)[P_CURI] { curi = 0 } 4214 if bold <= 1 { curi = 1 } 4215 if curi == 1 { if bst != 2 { if bst != 4 { if pd + pdz2 < 6*256 { 4216 var twd: i64 = 0 // -1 retreat, 0 hold, +1 approach 4217 var stopd: i64 = 400 4218 var spd: i64 = 3 4219 if bold <= 1 { twd = 0 - 1; stopd = 5*256; spd = 5 } 4220 if bold >= 2 { if bold <= 3 { 4221 twd = 0 4222 if pd + pdz2 < 2*256 { twd = 0 - 1; stopd = 2*256; spd = 4 } 4223 } } 4224 if bold >= 4 { if bold <= 5 { twd = 1; stopd = 400; spd = 3 } } 4225 if bold >= 6 { twd = 1; stopd = 200; spd = 5 } 4226 if bst == 3 { if twd != 0 { spd = 2 } } // gathering: the drift is subtle 4227 if twd == 1 { if pd + pdz2 > stopd { 4228 // S1 F-FORMATION SLOT (the social-interaction brief, rung S1): her approach 4229 // target is HER slot on the ring around the player, never the player center 4230 // -- N approaching girls used to converge on one point and bunch into a 4231 // queue ("they just follow me around"). Slot angle = a stable hash of her 4232 // handle; radius = her OWN personality stop distance, so bold girls ring 4233 // close and warm girls ring at arm's length (proxemics stays personal). 4234 let sa9: i64 = (h*1741) % (2*IT_PI) 4235 let tx9: i64 = s[S_CX] + it_cos4096(sa9)*stopd/WATER_MAGIC_4096 4236 let tz9: i64 = s[S_CZ] + it_sin4096(sa9)*stopd/WATER_MAGIC_4096 4237 let sdx9: i64 = tx9 - x 4238 let sdz9: i64 = tz9 - z 4239 dx = 0 4240 if sdx9 > 128 { dx = spd } 4241 if sdx9 < 0 - 128 { dx = 0 - spd } 4242 dz = 0 4243 if sdz9 > 128 { dz = spd } 4244 if sdz9 < 0 - 128 { dz = 0 - spd } 4245 } } 4246 if twd == 1 { if pd + pdz2 <= stopd { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } } 4247 if twd == 0 - 1 { if pd + pdz2 < stopd { 4248 dx = spd 4249 if pdx > 0 { dx = 0 - spd } 4250 dz = spd 4251 if pdz > 0 { dz = 0 - spd } 4252 } } 4253 if twd == 0 { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } // the watcher stands 4254 } } } } 4255 // RELATIONSHIP (the FLIAW arc): shared time within arm's reach becomes FRIENDSHIP, 4256 // stored in MC_DISG bits 6-13 (cap 250) -- persisted with the mob arena, so a bond 4257 // survives every save/load. Meeting her (E) adds a step-change on top. 4258 if pd + pdz2 < 3*256 { if (s[S_T] + h) % 64 == 0 { 4259 let dgf: i64 = en_get(m, h, MC_DISG) 4260 if ((dgf >> 6) & 255) < 250 { en_set(m, h, MC_DISG, dgf + 64) } 4261 } } 4262 // GAIT: TURN THE BODY TOWARD WHERE SHE IS GOING, RATE-LIMITED. 4263 // Placed HERE, on the INTENDED step, deliberately: (a) before the clearance clamp, so 4264 // a push out of a neighbouring solid can never feed the heading a direction she did 4265 // not choose -- the clamp exists to stop her entering a wall, not to steer her; and 4266 // (b) on the intent rather than the applied step, so a girl pressed against a wall 4267 // still turns away from it instead of standing frozen with a zero step and therefore 4268 // a zero turn allowance. The low-pass in wc_hdg_step is what makes this smooth; the 4269 // bang-bang steering above is left exactly as it was and is simply no longer read as 4270 // a facing. 4271 let hdgp: *i64 = (base + O_MOBHDG) as *i64 4272 hdgp[k] = wc_facing_step(hdgp[k],dx,dz,pdx,pdz,s[S_FACE_RADIUS],s[S_FACE_GAIN]) 4273 if wc_mob_resident(base,h)==1 { 4274 let nx: i64 = x + dx 4275 let nz: i64 = z + dz 4276 let cy0: i64 = en_get(m, h, MC_Y) 4277 let g: i64 = mob_ground(base, nx >> 8, (cy0 >> 8) + 1, nz >> 8) 4278 var ok: i64 = 0 4279 if g >= 1 { if g < WY - 4 { 4280 let ng: i64 = wc_contact_floor_q(base,nx,nz,(cy0 >> 8)+1) 4281 var dyy: i64 = ng - cy0 4282 if dyy < 0 { dyy = 0 - dyy } 4283 if dyy <= 384 { if mob_fits(base, nx >> 8, g, nz >> 8) == 1 { 4284 ok = 1 4285 // GE12b: clamp her body out of any neighbouring solid, then RE-DERIVE the 4286 // applied step from the clamped result -- the motion doors and the gait 4287 // accumulator must report what actually happened, so a girl pinned against 4288 // a wall accumulates no stride (she is not walking; she is leaning). 4289 var cxq: i64 = mob_clear_x(base, nx, nz, g) 4290 var czq: i64 = mob_clear_z(base, nx, nz, g) 4291 cxq=x+wc_body_mob_axis(base,x,cy0,z,0,cxq-x) 4292 czq=z+wc_body_mob_axis(base,cxq,cy0,z,2,czq-z) 4293 dx = cxq - x 4294 dz = czq - z 4295 en_set(m, h, MC_X, cxq) 4296 en_set(m, h, MC_Z, czq) 4297 // STEP, don't teleport -- and DROP, don't glide (GE12): the vertical is 4298 // integrated by mob_step_gait (stair-ascent rate up, the player's own 4299 // gravity down), so a rise reads as a step and a drop accelerates. 4300 let target_body_y:i64=mob_step_gait(vyp,k,cy0,wc_contact_floor_q(base,cxq,czq,(cy0 >> 8)+1)) 4301 en_set(m,h,MC_Y,cy0+wc_body_mob_axis(base,cxq,cy0,czq,1,target_body_y-cy0)) 4302 } } 4303 } } 4304 let aux: *i64 = (base + O_MOBAUX) as *i64 4305 if ok == 1 { aux[k*3] = dx; aux[k*3 + 1] = dz; aux[k*3 + 2] = en_get(m, h, MC_Y) - cy0 } 4306 if ok == 0 { 4307 // wall/cliff: turn away -- but GE12 never leaves her hanging: if her own column's 4308 // stand height is below her (a block broke under her feet), she keeps falling. 4309 let g0: i64 = mob_ground(base, x >> 8, (cy0 >> 8) + 1, z >> 8) 4310 var dy0: i64 = 0 4311 let ownfloor: i64 = wc_contact_floor_q(base,x,z,(cy0 >> 8)+1) 4312 if g0 >= 1 { if ownfloor >= 0 { if ownfloor < cy0 { 4313 let ny0: i64 = mob_step_gait(vyp, k, cy0, ownfloor) 4314 en_set(m, h, MC_Y, ny0) 4315 dy0 = ny0 - cy0 4316 } } } 4317 // Rejected intent is not travelled distance; gait and footstrikes consume the applied step below. 4318 dx = 0; dz = 0 4319 aux[k*3] = 0; aux[k*3 + 1] = 0; aux[k*3 + 2] = dy0; ph = ph + 977 4320 } 4321 } else { 4322 // Keep needs, social reasoning and identity alive while collision terrain is absent. 4323 dx=0;dz=0 4324 let pending_aux: *i64=(base+O_MOBAUX) as *i64 4325 pending_aux[k*3]=0;pending_aux[k*3+1]=0;pending_aux[k*3+2]=0 4326 } 4327 // PATH LENGTH for the gait drive -- Euclidean, and deliberately NOT the Manhattan proxy 4328 // mob_spd_q8i uses: that one is a calibrated blend THRESHOLD, this is a metric integral. 4329 // Conflating them would make a diagonal walk bob up to 41 percent fast, and would also 4330 // move a threshold that was measured against the proxy. Two named quantities, one job each. 4331 let ds9: i64 = sd_isqrt(dx*dx + dz*dz) 4332 let ga9: i64 = nd[nb + WC_NEED_GAIT] 4333 nd[nb + WC_NEED_GAIT] = ga9 + ds9 4334 // FOOTSTRIKE IMPULSE (sb_impulse_mob's FIRST world wiring -- gate-proven in 4335 // nx_softbind_gate and called by NO engine until now, so heel strike put NOTHING 4336 // into the tissue: the sponsored footfall row). Two ground-contact events kick 4337 // every spring point of this girl, both magnitudes DERIVED, converted into 4338 // sd_impulse's own units by WC_IMP_SCALE: 4339 // (1) HEEL STRIKE -- the stride-phase machinery places foot plant at the 4340 // leg-swing extremes sph = IT_PI/2 and 3*IT_PI/2 (wc_gp_leg is sin(sph); 4341 // its extremes are where the leading leg lands and double support begins). 4342 // In accumulated-path units those are ga == WC_STRIDE_Q8/4 modulo 4343 // WC_STRIDE_Q8/2, so (ga + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) counts foot 4344 // plants and an increment across this tick's travel IS one. Magnitude: each 4345 // step the body falls the gait bob's own declared peak-to-peak 4346 // (2*WC_GAIT_BOB_Q8) onto the leading leg and contact arrests it -- 4347 // ballistic contact speed isqrt(2*GRAV * 2*WC_GAIT_BOB_Q8) = 15 4348 // world-q8/tick: the engine's own gravity through the engine's own declared 4349 // vertical excursion, no free parameter. (GRAV is the engine's stylized 4350 // gravity, so this inherits the same stylization every drop landing already 4351 // has -- consistent BY CONSTRUCTION, not calibrated to real-world g.) 4352 // (2) DROP LANDING -- GE12's integrator zeroed a real fall this tick; the 4353 // arrested |vy_pre| IS the ground-reaction delta-v, bounded by VTERM. 4354 // Sign: +y, the recoil-inheritance convention every softbind gate kick uses. 4355 // A standing girl accumulates no path and keeps vy == 0, so she is kicked by 4356 // nothing -- rest stays rest (the sd_deadsnap law undisturbed). 4357 if (ga9 + ds9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) != (ga9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) { 4358 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, sd_isqrt(2*GRAV*2*WC_GAIT_BOB_Q8)*WC_IMP_SCALE, 0) 4359 } 4360 if vy_pre < 0 { if vyp[k] == 0 { 4361 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, (0 - vy_pre)*WC_IMP_SCALE, 0) 4362 } } 4363 en_set(m, h, MC_PH, ph) 4364 // A4: the soft-body springs tick from ROOT TRUTH + HER GAIT: the anchor carries a 4365 // cadence-coupled thorax bob (published gait biomechanics -- vertical thorax 4366 // oscillation is what drives chest motion; a flat anchor was why nothing moved), 4367 // and the chest band is BRED (genome bits 16-17: firm rides tight, soft swings). 4368 // ★THE SOLVER AND THE INSTRUMENT MUST SHARE ONE REFERENCE (fixed 2026-08-03). 4369 // This tick used to drive the spring toward a RAW gait sinusoid while sbyb and every 4370 // probe subtracted mob_anchor_q8 -- the gait<->breath crossfade. Their difference rode 4371 // the rendered offset as a spurious term, and because ph advances +5 EVERY TICK FOREVER 4372 // the raw bob never quiets, so a STANDING girl still bounced: the 2026-08-02 breath fix 4373 // landed in the INSTRUMENT path and never reached the PHYSICS path. (The comment that 4374 // stood here claimed the bob 'quiets when she stands'. It does not. A comment asserting 4375 // a behaviour the code does not have is a landmine, so it is deleted with the defect.) 4376 // Driving the solver from the SAME anchor the instrument reads makes rest-bouncing 4377 // impossible BY CONSTRUCTION rather than by tuning. At walking speed the crossfade 4378 // weight saturates and the anchor EQUALS the old raw bob exactly => no-op in motion, 4379 // fix at rest: the safest shape a drive change can have. 4380 // ⚠STILL OPEN (debt 1785770635): ph is a FREE-RUNNING clock, so the drive is a fixed 4381 // 2.50Hz regardless of her real cadence while the render clip is DISTANCE-synced. Until 4382 // ph advances from travel, foot plant and tissue drive remain uncorrelated -- which is 4383 // the operator's actual report and is NOT closed by this change. 4384 sb_tick_mob_gene((base + O_SOFT) as *i64, k, 4385 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, 4386 en_get(m, h, MC_GENE)) 4387 } 4388 k = k + 1 4389 } 4390 // THE STAKES (losability doctrine: a find that cannot be lost is hollow): WARDENS -- real 4391 // demonkin -- hunt FOUND humans. Reached = TAKEN (the certified store's destroy, live in 4392 // production). The player's BODY blocks a warden within 2 blocks. One take per tick, max. 4393 var kw: i64 = 0 4394 var took: i64 = 0 4395 while kw < en_count(m) { 4396 if took == 0 { 4397 let hw: i64 = en_nth(m, kw) 4398 if en_get(m, hw, MC_KIND) == 2 { if (en_get(m, hw, MC_DISG) & 1) == 0 { 4399 var bestj: i64 = 0 - 1 4400 // the world declares its danger (P_WARD), night widens it, and the ARRIVING 4401 // TRAVELER'S LEVEL widens it further: a veteran isekai's stakes rise with him 4402 var wbase: i64 = wsp(base)[P_WARD] 4403 if wbase <= 0 { wbase = 12 } 4404 var bestd: i64 = wbase*256 + pass_level_of(base)*128 4405 if night == 1 { bestd = bestd + 8*256 } // the night belongs to the wardens 4406 var kj: i64 = 0 4407 while kj < en_count(m) { 4408 let hj: i64 = en_nth(m, kj) 4409 if (en_get(m, hj, MC_DISG) & 3) == 3 { 4410 var ddx2: i64 = en_get(m, hj, MC_X) - en_get(m, hw, MC_X) 4411 if ddx2 < 0 { ddx2 = 0 - ddx2 } 4412 var ddz2: i64 = en_get(m, hj, MC_Z) - en_get(m, hw, MC_Z) 4413 if ddz2 < 0 { ddz2 = 0 - ddz2 } 4414 if ddx2 + ddz2 < bestd { bestd = ddx2 + ddz2; bestj = kj } 4415 } 4416 kj = kj + 1 4417 } 4418 if bestj >= 0 { 4419 var pdx3: i64 = s[S_CX] - en_get(m, hw, MC_X) 4420 if pdx3 < 0 { pdx3 = 0 - pdx3 } 4421 var pdz3: i64 = s[S_CZ] - en_get(m, hw, MC_Z) 4422 if pdz3 < 0 { pdz3 = 0 - pdz3 } 4423 if pdx3 + pdz3 > 2*256 { // your presence stays her hand 4424 let hj2: i64 = en_nth(m, bestj) 4425 if bestd < 220 { 4426 // C3/C5: a TAKING is WITNESSED -- every girl within 16 blocks 4427 // carries the grief as a thought and the fact as gossip (source = 4428 // her own eyes, conf 100). The village REMEMBERS its losses. 4429 let tkx: i64 = en_get(m, hj2, MC_X) 4430 let tkz: i64 = en_get(m, hj2, MC_Z) 4431 var tkk: i64 = 0 - 1 4432 var kwi: i64 = 0 4433 while kwi < en_count(m) { 4434 if en_nth(m, kwi) == hj2 { tkk = kwi } 4435 kwi = kwi + 1 4436 } 4437 en_destroy(m, hj2) 4438 s[S_LOST] = s[S_LOST] + 1 4439 var kwj: i64 = 0 4440 while kwj < en_count(m) { 4441 let hwj: i64 = en_nth(m, kwj) 4442 if hwj > 0 { 4443 var wdx: i64 = en_get(m, hwj, MC_X) - tkx 4444 if wdx < 0 { wdx = 0 - wdx } 4445 var wdz: i64 = en_get(m, hwj, MC_Z) - tkz 4446 if wdz < 0 { wdz = 0 - wdz } 4447 if wdx + wdz < 16*256 { 4448 th_add(base, kwj, TH_SAWTAKEN, 0 - 25, 14400) 4449 if tkk >= 0 { go_add(base, kwj, tkk, GO_TAKEN, 100) } 4450 } 4451 } 4452 kwj = kwj + 1 4453 } 4454 took = 1 4455 } 4456 if bestd >= 220 { if took == 0 { 4457 let txq: i64 = en_get(m, hj2, MC_X) 4458 let tzq: i64 = en_get(m, hj2, MC_Z) 4459 var wv: i64 = 4 4460 if night == 1 { wv = 7 } // she closes faster in the dark 4461 var mx3: i64 = 0 4462 if txq > en_get(m, hw, MC_X) + 32 { mx3 = wv } 4463 if txq < en_get(m, hw, MC_X) - 32 { mx3 = 0 - wv } 4464 var mz3: i64 = 0 4465 if tzq > en_get(m, hw, MC_Z) + 32 { mz3 = wv } 4466 if tzq < en_get(m, hw, MC_Z) - 32 { mz3 = 0 - wv } 4467 en_set(m, hw, MC_X, en_get(m, hw, MC_X) + mx3) 4468 en_set(m, hw, MC_Z, en_get(m, hw, MC_Z) + mz3) 4469 } } 4470 } 4471 } 4472 } } 4473 } 4474 kw = kw + 1 4475 } 4476 // INHERITANCE (the past-DAZ lever, live): two MET girls keeping close company bear a 4477 // DAUGHTER -- her genome FIELD-CROSSED from both parents (the breeders gcross pattern), 4478 // spawned through the certified store (capacity-bounded), cooldown-paced. Display cap 12. 4479 if s[S_BCD] > 0 { s[S_BCD] = s[S_BCD] - 1 } 4480 if s[S_BCD] == 0 { if en_count(m) < MOB_CAP { 4481 var ka: i64 = 0 4482 var born: i64 = 0 4483 while ka < en_count(m) { 4484 if born == 0 { 4485 let ha: i64 = en_nth(m, ka) 4486 if (en_get(m, ha, MC_DISG) & 2) == 2 { 4487 var kb2: i64 = ka + 1 4488 while kb2 < en_count(m) { 4489 if born == 0 { 4490 let hb2: i64 = en_nth(m, kb2) 4491 if (en_get(m, hb2, MC_DISG) & 2) == 2 { 4492 var bdx4: i64 = en_get(m, ha, MC_X) - en_get(m, hb2, MC_X) 4493 if bdx4 < 0 { bdx4 = 0 - bdx4 } 4494 var bdz4: i64 = en_get(m, ha, MC_Z) - en_get(m, hb2, MC_Z) 4495 if bdz4 < 0 { bdz4 = 0 - bdz4 } 4496 if bdx4 + bdz4 < 400 { 4497 let hn: i64 = en_spawn(m) 4498 if hn > 0 { 4499 let ga: i64 = en_get(m, ha, MC_GENE) 4500 let gb: i64 = en_get(m, hb2, MC_GENE) 4501 let pick: i64 = whash(ga, gb, s[S_T]) 4502 var gn: i64 = 0 4503 var fm: i64 = 0 4504 while fm < 8 { 4505 var msk: i64 = 7 4506 if fm == 1 { msk = 24 } 4507 if fm == 2 { msk = 96 } 4508 if fm == 3 { msk = 384 } 4509 if fm == 4 { msk = WATER_MAGIC_1536 } 4510 if fm == 5 { msk = WATER_MAGIC_6144 } 4511 if fm == 6 { msk = GENE_MASK_TEMPERAMENT } // bits 13-15: TEMPERAMENT (bold<->shy) is bred too 4512 if fm == 7 { msk = 983040 } // bits 16-19: BODY NATURE (firmness 16-17 + 4513 // beachwear nature 18-19) bred as one field -- 4514 // un-crossed genome bits default every daughter 4515 // to one body (the class this row eats); pick 4516 // has only 8 hash bits, so 16-19 share fm 7 4517 if ((pick >> fm) & 1) == 1 { gn = gn | (ga & msk) } 4518 if ((pick >> fm) & 1) == 0 { gn = gn | (gb & msk) } 4519 fm = fm + 1 4520 } 4521 en_set(m, hn, MC_GENE, gn) 4522 en_set(m, hn, MC_X, (en_get(m, ha, MC_X) + en_get(m, hb2, MC_X))/2) 4523 en_set(m, hn, MC_Y, en_get(m, ha, MC_Y)) 4524 en_set(m, hn, MC_Z, (en_get(m, ha, MC_Z) + en_get(m, hb2, MC_Z))/2) 4525 var kk: i64 = en_get(m, ha, MC_KIND) 4526 if ((pick >> 6) & 1) == 1 { kk = en_get(m, hb2, MC_KIND) } 4527 en_set(m, hn, MC_KIND, kk) 4528 let da: i64 = en_get(m, ha, MC_DISG) & 1 4529 let db: i64 = en_get(m, hb2, MC_DISG) & 1 4530 var dn: i64 = 0 4531 if da == 1 { if db == 1 { dn = 1 } } 4532 if da != db { dn = (pick >> 7) & 1 } 4533 en_set(m, hn, MC_DISG, dn) 4534 en_set(m, hn, MC_PH, whash(gn, pick, s[S_T]) % WATER_MAGIC_4096) 4535 // seat the newborn's springs + needs (dense tail slot) 4536 let nk9: i64 = en_count(m) - 1 4537 sb_seat_mob((base + O_SOFT) as *i64, nk9, 4538 en_get(m, hn, MC_X)/4, en_get(m, hn, MC_Y)/4, en_get(m, hn, MC_Z)/4) 4539 let nd9: *i64 = (base + O_NEED) as *i64 4540 nd9[nk9*4] = 400 4541 nd9[nk9*4 + 1] = 800 4542 nd9[nk9*4 + 2] = 500 4543 nd9[nk9*4 + 3] = 0 4544 s[S_BCD] = 900 4545 born = 1 4546 } 4547 } 4548 } 4549 } 4550 kb2 = kb2 + 1 4551 } 4552 } 4553 } 4554 ka = ka + 1 4555 } 4556 } } 4557 return 0 4558} 4559 4560// the full FPS control core: fwd/strafe movement, keyboard turn + analog mouselook, keyboard pitch, 4561// jump with real gravity (auto-step <=1.5 blocks stays; 2+ needs a jump), then targeting + edits. 4562func beach_contact_cell_solid(base: i64, x: i64, y: i64, z: i64) -> i64 { 4563 let material: i64=vget(base,x,y,z) 4564 if wsp(base)[P_SURF] == 1 { if wterrain(material) == 1 { return 0 } } 4565 return vsolid(base,x,y,z) 4566} 4567// Construct the same solid-union obstacle for sweep and initial-overlap tests. 4568func beach_contact_union_cell(base: i64, body: *BeachContactBox, obstacle: *BeachContactBox, x: i64, y: i64, z: i64) -> i64 { 4569obstacle.min_x=x*256; obstacle.max_x=(x+1)*256 4570obstacle.min_y=y*256; obstacle.max_y=(y+1)*256 4571obstacle.min_z=z*256; obstacle.max_z=(z+1)*256 4572// A zero-width footprint may lie on a grid seam. Shared solid faces are 4573// interior to the union; an exposed wall face remains tangential contact. 4574var joined_x: i64=0 4575if body.min_x == body.max_x && body.min_x == obstacle.min_x { 4576 if beach_contact_cell_solid(base,x-1,y,z) == 1 { 4577 obstacle.min_x=obstacle.min_x-256; joined_x=1 4578 } 4579} 4580if body.min_z == body.max_z && body.min_z == obstacle.min_z { 4581 var join_z: i64=beach_contact_cell_solid(base,x,y,z-1) 4582 if joined_x == 1 { if beach_contact_cell_solid(base,x-1,y,z-1) == 0 { join_z=0 } } 4583 if join_z == 1 { obstacle.min_z=obstacle.min_z-256 } 4584} 4585 4586 return 0 4587} 4588func beach_contact_world_sweep(base: i64, body: *BeachContactBox, obstacle: *BeachContactBox, result: *BeachContactResult, axis: i64, delta_q8: i64) -> i64 { 4589 var minx: i64=body.min_x 4590 var miny: i64=body.min_y 4591 var minz: i64=body.min_z 4592 var maxx: i64=body.max_x 4593 var maxy: i64=body.max_y 4594 var maxz: i64=body.max_z 4595 if axis == 0 { if delta_q8 < 0 { minx=minx+delta_q8 } else { maxx=maxx+delta_q8 } } 4596 if axis == 1 { if delta_q8 < 0 { miny=miny+delta_q8 } else { maxy=maxy+delta_q8 } } 4597 if axis == 2 { if delta_q8 < 0 { minz=minz+delta_q8 } else { maxz=maxz+delta_q8 } } 4598 let x0: i64=wclamp(minx >> 8,0,WX-1) 4599 let y0: i64=wclamp(miny >> 8,0,WY-1) 4600 let z0: i64=wclamp(minz >> 8,0,WZ-1) 4601 var x1: i64=wclamp((maxx-1) >> 8,0,WX-1) 4602 var y1: i64=wclamp((maxy-1) >> 8,0,WY-1) 4603 var z1: i64=wclamp((maxz-1) >> 8,0,WZ-1) 4604 if maxx == minx { x1=x0 } 4605 if maxy == miny { y1=y0 } 4606 if maxz == minz { z1=z0 } 4607 result.delta_q8=delta_q8 4608 result.initial_overlap=0 4609 result.hit_material=0 4610 var y: i64=y0 4611 while y <= y1 { 4612 var z: i64=z0 4613 while z <= z1 { 4614 var x: i64=x0 4615 while x <= x1 { 4616 let material: i64=vget(base,x,y,z) 4617 let solid: i64=beach_contact_cell_solid(base,x,y,z) 4618 if solid == 1 { 4619 beach_contact_union_cell(base,body,obstacle,x,y,z) 4620 if beach_contact_overlap(body,obstacle) == 1 { result.initial_overlap=1 } 4621 let clipped: i64=beach_contact_clip(body,obstacle,axis,result.delta_q8) 4622 if clipped != result.delta_q8 { result.hit_material=material; result.delta_q8=clipped } 4623 } 4624 x=x+1 4625 } 4626 z=z+1 4627 } 4628 y=y+1 4629 } 4630 return result.delta_q8 4631} 4632 4633// Dedicated fixed scratch is outside the persisted save image. No per-frame allocation. 4634func wc_contact_body(base: i64) -> *BeachContactBox { return (base+O_CONTACT) as *BeachContactBox } 4635func wc_contact_obstacle(base: i64) -> *BeachContactBox { return (base+O_CONTACT+CONTACT_BOX_WORDS*8) as *BeachContactBox } 4636func wc_contact_result(base: i64) -> *BeachContactResult { return (base+O_CONTACT+2*CONTACT_BOX_WORDS*8) as *BeachContactResult } 4637func wc_contact_state(base: i64) -> *i64 { return (base+O_CONTACT+(2*CONTACT_BOX_WORDS+CONTACT_RESULT_WORDS)*8) as *i64 } 4638// Flags report initial overlap, axes that clipped a requested sweep, and last hit material. 4639func contact_initial_overlap_impl(base: i64) -> i64 { return wc_contact_state(base)[0] } 4640func contact_clipped_axes_impl(base: i64) -> i64 { return wc_contact_state(base)[1] } 4641func contact_material_impl(base: i64) -> i64 { return wc_contact_state(base)[2] } 4642func wc_player_body(base: i64, x: i64, y: i64, z: i64) -> i64 { 4643 let body: *BeachContactBox=wc_contact_body(base) 4644 // Legacy horizontal point footprint is explicit, not an anatomical body-width claim. 4645 body.min_x=x; body.max_x=x 4646 body.min_y=y-EYE; body.max_y=y+128 4647 body.min_z=z; body.max_z=z 4648 return 0 4649} 4650func wc_player_sweep(base: i64, x: i64, y: i64, z: i64, axis: i64, delta: i64) -> i64 { 4651 wc_player_body(base,x,y,z) 4652 let result: *BeachContactResult=wc_contact_result(base) 4653 var moved: i64=beach_contact_world_sweep(base,wc_contact_body(base),wc_contact_obstacle(base),result,axis,delta) 4654 moved=wc_body_sweep(base,wc_contact_body(base),axis,moved,BODY_LAYER_PLAYER) 4655 let imported_arena:*i64=wc_body_arena(base) 4656 if imported_arena[0]==IBR_MAGIC{let imported_hit:*ImportedBodyHit=(base+O_IMPORTED_HIT) as *ImportedBodyHit;if imported_hit.initial_overlap==1{result.initial_overlap=1}} 4657 let audit: *i64=wc_contact_state(base) 4658 if result.initial_overlap == 1 { audit[0]=1 } 4659 if moved != delta { audit[1]=audit[1] | (1 << axis); audit[2]=result.hit_material } 4660 return moved 4661} 4662// A bilinear field is linear along each axis inside one grid cell. Its maximum 4663// on an axis path is therefore at an endpoint or crossed grid boundary. 4664func wc_player_field_path_max(base: i64, x: i64, z: i64, axis: i64, delta: i64) -> i64 { 4665 var endx: i64=x 4666 var endz: i64=z 4667 if axis == 0 { endx=endx+delta } else { endz=endz+delta } 4668 var highest: i64=wc_surface_source(base,x,z) 4669 let endfloor: i64=wc_surface_source(base,endx,endz) 4670 if highest < 0 || endfloor < 0 { return -1 } 4671 if endfloor > highest { highest=endfloor } 4672 var lo: i64=x 4673 if axis == 2 { lo=z } 4674 var hi: i64=lo+delta 4675 if hi < lo { let swap: i64=lo; lo=hi; hi=swap } 4676 var boundary: i64=((lo >> 8)+1)*256 4677 while boundary < hi { 4678 var bx: i64=x 4679 var bz: i64=z 4680 if axis == 0 { bx=boundary } else { bz=boundary } 4681 let sample: i64=wc_surface_source(base,bx,bz) 4682 if sample < 0 { return -1 } 4683 if sample > highest { highest=sample } 4684 boundary=boundary+256 4685 } 4686 return highest 4687} 4688func wc_player_field_clip(base: i64, x: i64, y: i64, z: i64, axis: i64, delta: i64) -> i64 { 4689 if wsp(base)[P_SURF] != 1 { return delta } 4690 let feet: i64=y-EYE 4691 let full: i64=wc_player_field_path_max(base,x,z,axis,delta) 4692 if full >= 0 && full <= feet { return delta } 4693 var extent: i64=delta 4694 var sign: i64=1 4695 if extent < 0 { extent=0-extent; sign=-1 } 4696 var lo: i64=0 4697 var hi: i64=extent 4698 while hi-lo > 1 { 4699 let mid: i64=(lo+hi)/2 4700 let height: i64=wc_player_field_path_max(base,x,z,axis,mid*sign) 4701 if height >= 0 && height <= feet { lo=mid } else { hi=mid } 4702 } 4703 return lo*sign 4704} 4705func wc_player_support(base: i64, x: i64, z: i64, ceiling: i64) -> i64 { 4706 let floor: i64=wc_contact_floor_below_q(base,x,z,WY-1,ceiling) 4707 if floor < 0 { return -1 } 4708 var stand: i64=floor+EYE 4709 let water: i64=wsp(base)[P_WATER] 4710 let water_stand: i64=(water+1)*256+EYE-96 4711 if stand < water_stand { if vget(base,x >> 8,water,z >> 8) == 4 { stand=water_stand } } 4712 return stand 4713} 4714func wc_player_axis_apply(base: i64, axis: i64, requested: i64, can_step: i64) -> i64 { 4715 let contact: *BeachContactResult=wc_contact_result(base) 4716 if requested == 0 { return 0 } 4717 let s: *i64=wst(base) 4718 let x: i64=s[S_CX] 4719 let y: i64=s[S_CY] 4720 let z: i64=s[S_CZ] 4721 var moved: i64=wc_player_sweep(base,x,y,z,axis,requested) 4722 if contact.initial_overlap == 1 { return 0 } 4723 moved=wc_player_field_clip(base,x,y,z,axis,moved) 4724 if can_step == 1 && moved != requested { 4725 var targetx: i64=x 4726 var targetz: i64=z 4727 if axis == 0 { targetx=targetx+requested } else { targetz=targetz+requested } 4728 // Existing controller allowance is retained. The trajectory, not just its destination, must fit. 4729 let allowance: i64=384 4730 let target: i64=wc_player_support(base,targetx,targetz,y-EYE+allowance) 4731 var raised: i64=target 4732 var path_valid: i64=1 4733 if wsp(base)[P_SURF] == 1 { 4734 let path_floor: i64=wc_player_field_path_max(base,x,z,axis,requested) 4735 if path_floor < 0 { path_valid=0 } 4736 if path_floor+EYE > raised { raised=path_floor+EYE } 4737 } 4738 let rise: i64=raised-y 4739 if target >= 0 && path_valid == 1 && rise > 0 && rise <= allowance { 4740 let up: i64=wc_player_sweep(base,x,y,z,1,rise) 4741 if up == rise && contact.initial_overlap == 0 { 4742 let across: i64=wc_player_sweep(base,x