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nx_wasm_craft_imported_body_t49.nx source
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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