nx_wasm_craft_pre_inspection_t142.nx source
↩ module page · 4753 lines · 262144 B
1// nx_wasm_craft.nx -- NISHI CRAFT: a GENERATED 3D VOXEL WORLD, playable first-person. The operator's
2// 2026-05-19 vision ("build minecraft equivalent on the lowest possible hardware") finally EMITTING:
3// procedural terrain (integer value-noise heightmap, biome banding, water, trees) in a 64x32x64 block
4// grid, rendered by a per-pixel integer DDA raycast (true 3D: block faces, face shading, distance fog,
5// sky), walked in first person (collision, auto-step-up, water float), and EDITED live (break/place at
6// the crosshair). Every pixel and every world byte is NishiLang; base-relative so the identical code
7// runs natively (gate, PNG proof) and as wasm (browser page); input arrives through nx_input_abstract
8// (keyboard/gamepad/touch all work on day one).
9//
10// Controls (via the input layer's semantic actions): W/S or Up/Down = walk, A/D or Left/Right = turn,
11// R/F = look up/down (bound to the MENU/PAUSE bits -- the 8-action mask is fully spent; widening it
12// to 16 actions is the filed follow-up), E = break block, B = place stone. Touch d-pad works: center
13// tap = break.
14//
15// license_tier: ORIGINAL
16import "nx_syscalls.nx"
17import "nx_itrig.nx"
18import "nx_input_abstract.nx"
19import "nx_atmosphere.nx"
20import "nx_weather_lib.nx"
21import "nx_softbind.nx"
22import "nx_skeleton.nx"
23import "nx_skin_ita.nx"
24import "nx_nxa_anim_lib.nx" // GE31/GE23: the ONE NXA clip evaluator -- the cast's joint rows are computed HERE, not in page JS
25import "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_move_t72.nx"
43import "nx_beach_contact_sweep.nx"
44const WATER_MAGIC_16777216: i64 = 16777216
45const EJRN_HASH_MUL: i64 = 40503
46const WATER_MAGIC_33554431: i64 = 33554431
47const TERRAIN_HASH_X: i64 = 374761393
48const TERRAIN_HASH_Z: i64 = 668265263
49const TERRAIN_HASH_SEED: i64 = 1442695041
50const SAVE_CK_MASK: i64 = 4611686018427387903
51const TERRAIN_HASH_MIX: i64 = 1274126177
52const RAY_HUGE: i64 = 1099511627776
53const WATER_MAGIC_65536: i64 = 65536
54const WATER_MAGIC_4096: i64 = 4096
55const WATER_MAGIC_1048576: i64 = 1048576
56const WATER_MAGIC_1536: i64 = 1536
57const WATER_MAGIC_6144: i64 = 6144
58const GENE_MASK_TEMPERAMENT: i64 = 57344
59const SAVE_CK_SEED: i64 = 1469598103
60const SAVE_CK_PRIME: i64 = 1099511
61const WATER_MAGIC_2400: i64 = 2400
62const WATER_MAGIC_2500: i64 = 2500
63const WATER_MAGIC_1400: i64 = 1400
64const CRAFT_DEFAULT_SEED: i64 = 20260728
65
66// ★4K-CLASS NATIVE, SCALED TO THE HARDWARE (operator 2026-08-14: "significantly worse ... up and
67// beyond 4k resolution ... scaling to the available hardware"). The WebGL path used to render at true
68// device resolution while this rasteriser was pinned at 480x300 and CSS-stretched to 1920 -- a 4x linear
69// upscale, which is exactly what "significantly worse" was.
70// W/H are the FRAMEBUFFER, and the renderer derives rw=W/q, rh=H/q, foc=W/(2q) -- so FOV is invariant
71// under q BY CONSTRUCTION and the adaptive controller is the thing that scales to the hardware.
72// 1920x1200 keeps the old 16:10 aspect EXACTLY, so framing is unchanged -- it is 4x the linear detail
73// and 16x the AREA of the 480x300 this replaces.
74// ★THE SAFETY PROPERTY THAT MAKES THIS NON-REGRESSIVE: at q=8 this is rw=240, rh=150, foc=120 --
75// byte-for-byte the old default. The initial q is 8, so the first frame costs what it always did; the
76// controller only refines toward q=1 (one ray per pixel) when frames measure under 11ms.
77// ★CEILING CHOSEN FROM THE MEMORY ENVELOPE, NOT TASTE: pixels are i64 because this language has no
78// 32-bit pointer type (MEASURED: 0 hits for `as *u32` across 23,072 sources, coverage complete), so
79// the framebuffer costs W*H*8 = 18.4 MB. A 3840x2400 ceiling would cost 73.7 MB to expose a q=1 that
80// is unreachable anyway -- 9.2M DDA rays per frame is seconds, not milliseconds. Real 4K needs 4-byte
81// pixels plus SIMD, not a bigger constant here; raising W alone buys memory, not detail.
82// ★THE CEILING IS BOUNDED BY THE WASM LINEAR MEMORY, AND THAT BOUND IS NOT NEGOTIABLE BY TASTE.
83// The WAT backends size linear memory FROM THIS MODULE (2026-08-18): they read the
84// `static nx_wasm_pages_req` contract row below at emit time, so the page count has ONE
85// owner (this file) instead of the three drifting copies that shipped 192-vs-364 and
86// fail-closed the lane. (The AHEAD reconciliation that gated this: the 21 "lost" strings
87// were superseded rewords of nx_parse diagnostics, proven live by fixture.) A 1920x1200 framebuffer at O_FB needs
88// 3,590,528 + 18,432,000 = 22,022,528 bytes, i.e. 9.4 MB PAST THE END, so every render trapped with
89// "index out of bounds" and /craft went black. Shipped and caught in production 2026-08-14.
90// 1200x750 keeps the 16:10 aspect and needs 3,590,528 + 7,200,000 = 10,790,528, leaving 1,792,384
91// bytes of headroom inside the same 192 pages. It is still 2.5x the linear detail and 6.25x the AREA
92// of the 480x300 this replaced.
93// ★AND IT KEEPS EXACT PARITY WITH THE OLD DEFAULT: at Q_START=5, rw = 1200/5 = 240, rh = 750/5 = 150,
94// foc = 1200/(2*5) = 120 -- byte-for-byte the pre-change frame, so no machine is worse off.
95// WASM_MEM_BYTES below mirrors the backend's page count so nx_wasm_craft_gate can REFUSE a ceiling
96// that does not fit; the real remedy is for the backend to size pages from the module's own arena
97// rather than a constant, and that is owed.
98// ★THE RENDER CEILING IS THE PAGE'S OWN DISPLAY CAP, NOT A TASTE (operator 2026-08-17: "why these
99// arbitrary resolution rates"): the emitted page has always capped the canvas at min(98vw,1920px) --
100// the ceiling below and that cap were TWO constants describing ONE thing, and at 1200 the render
101// ceiling silently bound first on every desktop display. Now the ceiling IS the cap (1920 wide at
102// the shipped 16:10 aspect); which fraction of it a device actually renders is decided PER DEVICE by
103// the adaptive controller against that device's own measured budget -- no resolution number below
104// this line is chosen by hand.
105const W: i64 = 1920
106const H: i64 = 1200
107const WASM_PAGE_BYTES: i64 = 65536
108// pages = ceil(CRAFT_TOTAL / page) + the previously PROVEN slack. ceil alone is 339 (339*65536 =
109// 22,216,704 >= CRAFT_TOTAL 22,216,352); the +25 pages carry forward the old configuration's
110// measured-working headroom class (~1.6MB) as the runtime/shim allowance -- honestly UNMEASURED
111// whether anything needs it, so it is kept, named, and gate T60 pins the fit while the wasm-vm
112// gate's PAINTS tooth proves the module actually runs inside what it declares.
113const WASM_PAGES: i64 = 364
114const WASM_MEM_BYTES: i64 = WASM_PAGES * WASM_PAGE_BYTES
115// MODULE-OWNED PAGE SIZING, BLOCKED AT THE ENCODER (2026-08-18): the WAT backends
116// (wat_mem_pages in nx_wasm/nx_wasm_scalararm) READ a module-declared
117// `static nx_wasm_pages_req: i64 = WASM_PAGES` and size linear memory from it --
118// mechanism shipped and bite-proven. But nxasm_x86 refuses ANY nonzero-init
119// writable static (G3_NONZERO_INIT_STATIC_UNSUPPORTED_BOTH_LANES: GNU .rodata
120// would fault the first write, nxasm ignores .data wholesale), so declaring it
121// here breaks every NATIVE importer of this engine (the gate). Until nxasm
122// grows .data placement (debt filed with this exact spec), the page count rides
123// the backends' WAT_MEM_PAGES_DEFAULT and the vm-gate's FITS tooth is the
124// drift catcher -- it refused the 192-era wasm and will refuse the next drift.
125// DO NOT re-add the static until `nx_sov_build_run nx_wasm_craft_gate` compiles.
126const RES: i64 = 2 // ray per RESxRES pixel block (240x150 rays)
127const RW: i64 = 240
128const RH: i64 = 150
129const FOC: i64 = 120 // ~90 degree fov at RW=240
130// ★THE ADAPTIVE RANGE, WIDENED AT BOTH ENDS so "scale to the hardware" is real in both directions.
131// q divides the framebuffer: q=1 is 1920x1200 (one ray per pixel) and q=24 is 80x50.
132// Q_START=8 reproduces the OLD default exactly (1920/8=240 x 1200/8=150 rays, foc 1920/16=120), so
133// weak hardware is never worse off than it was and strong hardware can now actually be used.
134const Q_MAX: i64 = 24
135const Q_START: i64 = 5
136
137// ★A DEPTH BUFFER THAT COSTS ZERO BYTES. The compare board's skinned-characters-in-world row names its
138// blocker as "seed a depth buffer from the voxel pass so terrain occludes limbs correctly".
139// ⚠THE CONTRACT SYMBOL IS DELIBERATELY NOT SPELLED HERE. The compare generator measures whether the
140// symbol EXISTS in source, and it does not strip comments -- so naming it in prose flipped the published
141// row to LANDED with no capability behind it (measured: coverage jumped 500 to 525 permil on a comment).
142// A completion signal that keys on a name rewards writing the name; a scanner that does not skip comments
143// measures the documentation, not the code. Ship the function, then the row flips honestly.
144// A separate buffer cannot exist here: the WAT backend emits 192 wasm pages = 12,582,912
145// bytes and the arena already uses 10,790,528, leaving 1,792,384 -- while a full-resolution depth plane
146// would need another W*H*8 = 7,200,000. Shipping one would black out /craft exactly as the 1920x1200
147// framebuffer did on 2026-08-14.
148// The room was already there: a pixel is an i64 carrying a 24-bit packed colour, so 40 bits sit unused
149// every frame. The voxel pass ALREADY computes the crossing-t it needs for shading and then throws it
150// away. Depth now rides bits 32..55 of the same word and is stripped in one pass before the frame is
151// published, so no consumer -- page blit, gate frame scans, PNG proof -- ever sees a changed format.
152const FB_COLOR_MASK: i64 = 16777215
153const FB_DEPTH_SHIFT: i64 = 32
154const FB_DEPTH_MAX: i64 = 16777215
155
156// ★THE WIDTH THE HUD PIXEL SIZES WERE AUTHORED AT. Every HUD length below is scaled by rw/HUD_DESIGN_W
157// rather than held as a raw pixel count, for the same reason mob_draw's billboard cap is a fraction: a
158// constant pixel size means a different FRACTION OF THE SCREEN at every resolution, and the canvas is
159// sized to rw x rh and upscaled by the browser, so the fraction is what the player actually sees.
160const HUD_DESIGN_W: i64 = 480
161const HUD_PIP_MAX: i64 = 24
162const HUD_HOTBAR_N: i64 = 7
163
164const WX: i64 = 128 // world blocks (v2: 4x the area, taller)
165const WY: i64 = 48
166const WZ: i64 = 128
167const WATER_H: i64 = 9
168
169// FARMING-LIFE blocks (roadmap B1/B2): wetness lives IN the id and crops are separate stage ids,
170// so the v6 save format is UNTOUCHED -- voxels + the edit journal already persist every farm cell.
171const B_FARM: i64 = 12 // tilled farmland, dry
172const B_CROP0: i64 = 13 // crop sprout (placed by SEEDS onto farmland)
173const B_CROP1: i64 = 14 // crop growing
174const B_CROP2: i64 = 15 // crop MATURE -- breaking it is the HARVEST
175const B_FARMW: i64 = 16 // farmland, wet (rain or water within the 5x5 ring)
176
177// ★THE FRAMEBUFFER MOVED TO THE END OF THE ARENA so it can GROW without shifting a single other
178// offset. Every block below (O_ST .. O_GENP) keeps its absolute address, which is what makes a 16x
179// resolution change a 4-constant edit instead of a 12-offset relayout nobody could verify.
180// The 1,152,000 bytes at offset 0 are now unused and reclaimable -- stated, not hidden.
181const O_FB: i64 = 3592832 // W*H i64 packed R|G<<8|B<<16 (at the arena tail; see CRAFT_TOTAL)
182const O_ST: i64 = 1152000 // 64 state slots
183const O_INPUT: i64 = 1152512 // nx_input_abstract arena (64 words)
184const O_VOX: i64 = 1153024 // WX*WY*WZ u8 blocks
185const O_MOBS: i64 = 1939456 // nx_entity_store arena (certified part): en_bytes(16,7)=1632
186const MOB_CAP: i64 = 16
187const MOB_NCOMP: i64 = 7
188const MOB_BYTES: i64 = 1632
189const O_SPEC: i64 = 1941120 // GAME SPEC block (64 words) -- AFTER the arena's 1632B end
190const O_EJRN: i64 = 1941760 // EDIT JOURNAL: 8192 packed i64 hash slots at ABSOLUTE world
191 // coords (v6 streaming). Reuses the pre-v6 save staging spot.
192const EJRN_SLOTS: i64 = 8192
193const EJRN_BYTES: i64 = 65536
194const O_SAVE: i64 = 2730336 // v6 save image (relocated past MOBAUX): 128B header + voxels
195 // + mob arena + edit journal. The page reads save_off() so the
196 // relocation is invisible to every surface.
197const SAVE_HDR: i64 = 128
198const SAVE_BODY: i64 = 853600 // WX*WY*WZ + MOB_BYTES + EJRN_BYTES
199const SAVE_BODY_V5: i64 = 788064 // pre-streaming body (load-compat: v5 saves still open)
200const SAVE_LEN: i64 = 853728 // SAVE_HDR + SAVE_BODY
201const CRAFT_BYTES: i64 = 3584064 // O_SAVE + SAVE_LEN
202const O_MOBAUX: i64 = 2729952 // 16 mobs x (dx,dz,dy) last-applied step, i64 triples
203 // (384B, fits the 544B rounding slack past the save image;
204 // save format untouched). NON-PERSISTED display truth.
205 // The page's heading/speed used to be a JS derivative of
206 // positions -- a workaround; the ORGAN owns motion, so it
207 // exports the applied step incl the vertical component
208 // (climb cadence needs dy).
209// GAIT-1 -- 16 mobs x 1 word FACING (it-units, IT_PI = a half turn; forward = (sin,cos) in x,z,
210// the SAME convention the camera basis at mob_draw and the wander drive already use, so this
211// engine has ONE yaw convention and not two). 128B in the same free band as O_MOBVY:
212// 2729696 + 128 = O_MOBVY, and O_EJRN ends at 2007296, so 2007296..2729696 is unallocated --
213// the region is carved exactly the way O_MOBVY was and the save format is untouched for the
214// same reason. NON-PERSISTED: a zero arena faces +z, and every write is a deterministic
215// function of arena state, so the T4/T17 two-arena checksums hold by construction.
216// ⚠WHY A STATE WORD AND NOT A DERIVATIVE OF THE LAST STEP: a heading recomputed from the
217// current step every tick IS the wobble. The steering below is an 8-direction bang-bang signal
218// whose per-axis sign can flip in a single tick, so any facing derived from it inherits every
219// one of those flips. The low-pass has to live somewhere; this is that somewhere, one word.
220const O_MOBHDG: i64 = 2729696
221const O_MOBVY: i64 = 2729824 // GE12: 16 mobs x 1 word VERTICAL VELOCITY Q8/tick (128B, the slack
222 // directly BEFORE O_MOBAUX: 2729824 + 128 = O_MOBAUX; free since
223 // O_EJRN ends at 2007296). NON-PERSISTED: a zero arena is AT REST
224 // by construction and every write derives from deterministic
225 // state, so the T4/T17 two-arena checksums hold.
226const O_SOFT: i64 = 3584064 // A4 soft-body springs: 16 mobs x SB_PTS(6, R7 regions) x SD_STRIDE words.
227 // NON-PERSISTED display truth (pure function of root motion;
228 // re-seated on init/load/shift/summon -- the MOBAUX pattern).
229const O_NEED: i64 = 3588672 // C1 needs: 16 mobs x 4 words (hunger, energy, social, spare).
230 // NON-PERSISTED; re-seeded deterministically on init/load.
231const O_MIND: i64 = 3589184 // C3/C5 THE INNER LIFE: 16 girls x 24 words -- 8 THOUGHT
232 // slots (id<<8 | mag+128, expiry-tick) then 4 GOSSIP slots
233 // (subj<<16 | pred<<8 | conf, born-tick). NON-PERSISTED;
234 // every write derives from deterministic state, so the
235 // T4/T17 two-arena checksums hold by construction.
236const O_PASS: i64 = 3592256 // THE TRAVELER'S PASSPORT (the isekai carry): the
237 // CHARACTER crosses worlds while each world keeps its own
238 // v6 save. Wire = 12 words (magic ver charseed broken
239 // placed harv plant found lost ticks worldmask ck);
240 // words 16-24 = the in-arena delta SNAPSHOT so a world
241 // reload never double-counts a deed into the ledger.
242const PASS_MAGIC: i64 = 20260802001
243const PASS_LEN: i64 = 192 // 24 wire words: [0]magic [1]ver [2]charseed [3]broken
244 // [4]placed [5]harv [6]plant [7]found [8]lost [9]ticks
245 // [10]worldmask [11]party-count [12..20]=3x(kind,disg,
246 // gene) -- COMPANIONS CROSS WORLDS with their bond and
247 // bred genome intact -- [21]ck. Snapshot at words 32+.
248const O_GENP: i64 = 3592640 // W1c GEN-TIME RECIPE OVERRIDES (192B): [0] magic, [1] n,
249 // then idx,val pairs x11. Written by the page (NXGP block)
250 // or a native harness BEFORE init_v; init applies them
251 // AFTER wc_spec identity defaults and BEFORE genworld, so
252 // terrain-shape rows (0..6, 59, 60) become world DATA.
253 // Zero region (fresh arena) = no overrides by construction.
254const GENP_MAGIC: i64 = 20260813001
255const GENP_MAXP: i64 = 11
256// ★WRITTEN AS THE ARITHMETIC, NOT AS A TYPED-OUT TOTAL. The framebuffer TAILS the arena, so the
257// total is the pre-framebuffer arena plus the frame itself. Typing the sum by hand is what let the
258// ceiling silently outgrow the wasm linear memory: a hand-computed 22,022,528 looks exactly as
259// authoritative as a correct one. As arithmetic it re-derives itself whenever W, H or O_FB move,
260// and nx_wasm_craft_gate asserts it against WASM_MEM_BYTES so it can never again exceed the module's
261// own memory without the gate going RED first.
262// ★R21 SKINNED-CHARACTER RIG REGION (wc_mob_mesh). ONE rig per arena, shared by every girl: geometry is
263// species data, pose+genome are per-girl -- the same split the body canon uses (species = parameters,
264// individuals = seeded variation). The rig TAILS the framebuffer so every existing offset is untouched.
265const O_RIG: i64 = O_FB + W*H*8
266// == sk_bytes() (256 + 32*256 + 2048*64 + 2048*24 + 64). A const cannot call a func, so the value is
267// written out ONCE here and the gate asserts RIG_BYTES == sk_bytes() -- the derived-constant discipline:
268// the duplicate exists, and it CANNOT drift without a RED.
269const RIG_BYTES: i64 = 188736
270const O_PROJ: i64 = O_RIG + RIG_BYTES
271const PROJ_MAXV: i64 = 211 // projected-vertex slots == RIG_VERT_TOTAL (declared beside the
272 // rig tables; a const cannot forward-reference, so the value is
273 // written out ONCE here and gate T67 asserts the two are EQUAL
274 // and that the built rig fits -- the same derived-constant
275 // discipline as RIG_BYTES/T62. A silent overflow here is the
276 // pmboard zero-byte class: the projection loop would write past
277 // O_PROJ into the skin scratch with no error at all.
278const PROJ_BYTES: i64 = PROJ_MAXV * 24
279const O_SKIN3: i64 = O_PROJ + PROJ_BYTES // 3-word sRGB scratch for nx_skin_ita's out3 (wasm has no
280 // mmap; every buffer is an arena offset)
281// =====================================================================================================
282// H1 -- STRAND GUIDES IN THE ENGINE (2026-08-31). Operator standing order: "i dont want js powering any of
283// this it should be emitting all the way from the first byte up via nishi lang and nishi ecosystem". The
284// per-girl hair guide simulation -- rest curves from the asset's own HSTR section, colliders FITTED from the
285// asset's own rig (VERT/SKEL/DYNA), a per-tick solver (spring-to-rest + damping + gravity + the world's wind
286// field + the girl's own motion as an inertial drag), follow-the-leader length projection alternating with
287// capsule push-out, DFTL velocity correction, and the 2-nearest-guide render weights -- lives HERE as arena
288// state. The page may do exactly two things with it: copy the asset's raw section BYTES into the scratch
289// below once at load (never a computed value), and copy the export block OUT to a GL texture each frame.
290// Every number a visitor sees on a strand is computed in this file.
291// UNITS: the NXA's bind (mesh) space, z up, integers. Blocks -> bind units through the page's own pairing
292// (HG_UNITS_PER_178CM per 1.78 m of stature; GPE_UNITS_PER_178CM in the emitter is the same pairing).
293// TICK: HG_TPS per second -- the fixed sim cadence the page's accumulator steps (16.6667 ms) and
294// nx_hairdyn_lib's hd_ticks_per_s() derives (sqrt(SB_MHZ_TICK_SQ)/1000 = 60).
295// PLANT: SB_K_HAIR / SB_C_HAIR over SD_G -- the gate-pinned hair plant of nx_softbind, unchanged, so every
296// guide answers with the stiffness and damping the retired one-chain page solver had.
297// FRAME: each guide is solved in HER bind space with the root pinned to its rest root; her world step
298// enters as the viscous drag a world-frame damper exerts (the incumbent lag at walking speed), her heading
299// rotates the world wind and step into bind space (the page's own R(-hdg).(m.x,m.z,-m.y) composition).
300// Colliders are the BIND-pose body (the same v1 limit the dress overlay declares: an extreme swing can clip).
301// =====================================================================================================
302const WC_CAST_N: i64 = 12 // the cast genmobs places (placed < WC_CAST_N); hair state is sized to it
303const HG_MOBS: i64 = WC_CAST_N
304const HG_NP: i64 = 8 // points per HSTR strand: the section contract (GR_PTS in nx_nxa_groom)
305const HG_W: i64 = HG_NP*3 // words per strand (GR_WORDS)
306const HG_NSEG: i64 = HG_NP - 1
307const HG_REND_MAX: i64 = 1200 // render strands: the page's shipped NXH_GUIDES budget, PRESERVED and moved here
308const HG_SIM: i64 = 128 // simulated guides per girl. PICKED, named as picked: 1200/128 = 9.4 render
309 // strands per guide sits inside the guide/follow band real-time hair ships
310 // (TressFX: 4..16 follow hairs per simulated guide); bounded above by the
311 // arena fit (T60) and the WebGL2 texture floor (HG_MOBS*HG_SIM/HG_TEX_SR rows)
312const HG_TEX_SR: i64 = 4 // strands per guide-texture row: rows = strands/4 keep every hair texture under
313 // the WebGL2 MAX_TEXTURE_SIZE minimum (2048) at HG_REND_MAX and HG_MOBS*HG_SIM
314const HG_TAB_W: i64 = 8 // render-strand table row: [rest-idx nb1 nb2 w1 w2 lockw spanz 0]
315const HG_CAP_MAX: i64 = 32 // collider slots (mask bits): head neck 2 shoulders 2 arms torso + DYNA anchors
316const HG_CAP_W: i64 = 10 // ax ay az bx by bz r kind sx sy
317const HG_KIND_CAP: i64 = 0
318const HG_KIND_ELL: i64 = 1
319const HG_Q12: i64 = WATER_MAGIC_4096 // ellipse-scale / segment-parameter fixed point: the engine's fx4096
320const HG_SKEL_W: i64 = 8 // words per SKEL joint: parent x y z + 4 (the 64-byte joint record the page reads)
321const HG_DYNA_MINW: i64 = 8 // a DYNA row carries side x y z k c max infl before an anchor is readable
322const HG_DYNA_MAXW: i64 = 64 // a row wider than this is not this format (nx_nxa_dyna writes 12); bounds the count check
323const HG_DYNA_INFL: i64 = 7 // DYNA word: influence radius (nx_nxa_dyna payload layout)
324const HG_HDR_BYTES: i64 = 512
325const HG_H_LOADED: i64 = 0
326const HG_H_NSTR: i64 = 1
327const HG_H_NREND: i64 = 2
328const HG_H_NSIM: i64 = 3
329const HG_H_SKIN: i64 = 4
330const HG_H_LOCKW: i64 = 5
331const HG_H_NCAP: i64 = 6
332const HG_H_SEGLEN: i64 = 7
333const HG_H_SPAN: i64 = 8
334const HG_H_TICKS: i64 = 9
335const HG_H_PUSHES: i64 = 10
336const HG_H_INSIDE: i64 = 11
337const HG_H_MAXDISP: i64 = 12
338const HG_H_H: i64 = 13
339const HG_H_ZMN: i64 = 14
340const HG_H_HJ: i64 = 15
341const HG_H_RC: i64 = 16
342const HG_H_NOCOLL: i64 = 17 // gate lever: 1 skips the push-out (the neg-control that proves it fires)
343const HG_H_RESTIN: i64 = 18 // rest nodes inside a collider BODY at load: the clipping the operator sees at rest
344const HG_H_WINDOFF: i64 = 19 // gate lever: 1 ignores the wind field
345const HG_H_GUST: i64 = 20
346const HG_H_TICKED: i64 = 21 // girls ticked on the last hairtick
347const HG_RC_NOSTR: i64 = 0 - 1 // load refusals, each naming its conjunct
348const HG_RC_HSTRCAP: i64 = 0 - 2
349const HG_RC_NOVERT: i64 = 0 - 3
350const HG_RC_VERTCAP: i64 = 0 - 4
351const HG_RC_NOSKEL: i64 = 0 - 5
352const HG_RC_SKELCAP: i64 = 0 - 6
353// arena regions: tail the skin scratch, every byte accounted, CRAFT_TOTAL re-derived below
354const O_HGHDR: i64 = O_SKIN3 + 24
355const O_HGREST: i64 = O_HGHDR + HG_HDR_BYTES
356const O_HGRL: i64 = O_HGREST + HG_REND_MAX*HG_W*8
357const O_HGCAP: i64 = O_HGRL + HG_SIM*HG_NSEG*8
358const O_HGMASK: i64 = O_HGCAP + HG_CAP_MAX*HG_CAP_W*8
359const O_HGSIMIDX: i64 = O_HGMASK + HG_SIM*8
360const O_HGTAB: i64 = O_HGSIMIDX + HG_SIM*8
361const HG_BLK_BYTES: i64 = HG_MOBS*HG_SIM*HG_W*8
362const O_HGX: i64 = O_HGTAB + HG_REND_MAX*HG_TAB_W*8 // positions
363const O_HGP: i64 = O_HGX + HG_BLK_BYTES // previous positions (velocity = X - P)
364const O_HGD: i64 = O_HGP + HG_BLK_BYTES // THE EXPORT: displacement from rest, the buffer the page copies per frame
365const O_HGSCR: i64 = O_HGD + HG_BLK_BYTES // solver scratch: correction (HG_W) + collider probe (6) + point (3)
366const HG_SCR_WORDS: i64 = HG_W + 9
367// GE32 (2026-09-02): the frame-budget telemetry window -- PF_WORDS i64 owned by nx_perf_lib, fed by the page's
368// perf_frame door once per frame, read back through the perf_* doors. Tails the hair scratch; CRAFT_TOTAL below.
369const O_PERF: i64 = O_HGSCR + HG_SCR_WORDS*8
370// GE30 PER-WORKER TILE SCRATCH. The ray pass used ONE scratch (O_ST slots 46-50) for its five wray
371// outputs, which is correct for one thread and a DATA RACE the instant a second worker renders a band
372// of the same frame: both would write the same five words and each would read the other's crossing-t.
373// Every worker therefore gets its own TILE_W-word slot -- camera basis at +0 (8 words, written by
374// wc_cam so the band pass and the overlay pass share ONE camera ruler) and the ray outs at +TILE_HOUT.
375// APPENDED at the arena tail, so no existing offset moves and the v6 save image is untouched.
376const O_TILE: i64 = O_PERF + PF_WORDS*8
377const TILE_W: i64 = 32 // i64 words per worker slot
378const TILE_HOUT: i64 = 8 // word offset of the 5 wray outs inside a slot
379const TILE_MAX: i64 = 32 // the most workers a band pass may be cut into; the thread ladder
380 // (knowledge/tier_ladder.conf) picks the count from measured
381 // hardware and the page clamps to this, so it can never ask for a
382 // scratch slot that does not exist.
383// ---- GE55 RAW UNIFORM BLOCK (2026-09-05, operator: no JS, no Python, WebGPU as a pure SUBMISSION PIPE) ----
384// The sim packs its OWN state for the GPU. 40 little-endian 32-bit words, 160 B, APPENDED at the arena tail like
385// every region before it (no existing offset moves). The words are RAW: fixed-point ints, Q12 angles, packed RGB,
386// flags. This lane carries no f32 lowering (measured 2026-09-05: nx_compile_wat has no f32 ops), so every float the
387// shader needs (cam/256, sin and cos of yaw and pitch, the palette light dl2 = .22+.78*pow(df,.6), the sky unpack,
388// the sun direction) is DERIVED ON THE GPU from the one IR (nx_world_shader_src), never in JS and never here.
389// Word index = byte offset / 4, chosen so the WGSL struct {20 scalars, pal as 3 vec4u, palf as 2 vec4u} lays out
390// IDENTICALLY under the uniform address-space rules (nx_wgsl layout is the ONE ruler; a gate pins both sides).
391// GE53 THE SURFACE SOURCE: one Q8 height per column (WX x WZ i64 slots), filled by gencol from the SAME
392// eroded, ocean-shaped field the voxel column is cut from, BEFORE the one line that rounds it to whole
393// blocks. Under P_SURF the raycaster marches this field (bilinear between columns = sub-block precision)
394// instead of the cell grid, and the page uploads it as a texture so every tier reads ONE surface. Placed
395// BEFORE the raw block so CRAFT_TOTAL == O_URAW + URAW_BYTES (T91) still holds; 128 KB inside T60's headroom.
396const O_HQ: i64 = O_TILE + TILE_MAX*TILE_W*8
397const HQ_BYTES: i64 = WX*WZ*8
398const O_URAW: i64 = O_HQ + HQ_BYTES
399const URAW_WORDS: i64 = 44 // GE53: 41 words (r_surf at 40) padded to the vec4u boundary
400const 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)
401const UR_CAMX: i64 = 0 // Q8 world units (the page used camx()/256)
402const UR_CAMY: i64 = 1
403const UR_CAMZ: i64 = 2
404const UR_TNOW: i64 = 3
405const UR_YAW: i64 = 4 // Q12 radians (the page used yaw()/4096)
406const UR_PITCH: i64 = 5
407const UR_SUNEL: i64 = 6 // Q12 sine of the sun elevation (cal_sunel)
408const UR_DAYT: i64 = 7
409const UR_DLEN: i64 = 8
410const UR_RAIN: i64 = 9
411const UR_SKT: i64 = 10 // packed RGB (spec word 7)
412const UR_SKH: i64 = 11 // packed RGB (spec word 8)
413const UR_SUN: i64 = 12 // spec word 9 (the GPU applies the df>.04 daylight guard)
414const UR_CLD: i64 = 13 // spec word 10
415const UR_WMAX: i64 = 14
416const UR_SELB: i64 = 15 // sel_block(S_SEL)
417const UR_HOK: i64 = 16
418const UR_NPCT: i64 = 17 // npc target t, or -1
419const UR_BROKEN: i64 = 18 // edit counters (broken + placed): the bridge refreshes the voxel texture when their sum moves
420const UR_PLACED: i64 = 19
421const UR_PAL: i64 = 20 // 12 packed RGB words (spec 16..27), vec4u-aligned at byte 80
422const UR_PALF: i64 = 32 // 5 packed RGB words (spec 34..38) at byte 128
423const UR_RESW: i64 = 37 // canvas width in px -- the door tells the sim through set_res (the sim has no window)
424const UR_RESH: i64 = 38
425const UR_SURF: i64 = 40 // Continuous terrain representation.
426const UR_WATER_Q8: i64 = 41 // Water surface from P_WATER, Q8 world units; words42..43 remain padding.
427const UR_YFLIP: i64 = 39 // 1 on the WebGPU door (top-left fragment origin), 0 on WebGL2 -- set_yflip
428// Dedicated contact scratch: two six-word bounds, one three-word result, three audit words.
429// Persisted SAVE_* ranges precede this region and remain unchanged.
430const CONTACT_BOX_WORDS: i64 = 6
431const CONTACT_RESULT_WORDS: i64 = 3
432const CONTACT_STATE_WORDS: i64 = 3
433const O_CONTACT: i64 = O_URAW + URAW_BYTES
434// Transient journal batch index owns its own fixed arena span; no persisted offsets move.
435const EJ_INDEX_BUCKETS: i64 = EJRN_SLOTS*2
436const O_EJ_INDEX: i64 = O_CONTACT + (2*CONTACT_BOX_WORDS+CONTACT_RESULT_WORDS+CONTACT_STATE_WORDS)*8
437const O_EJ_NEXT: i64 = O_EJ_INDEX + EJ_INDEX_BUCKETS*8
438const CRAFT_TOTAL: i64 = O_EJ_NEXT + EJRN_SLOTS*8
439// ---- GE31/GE23 THE CAST CLIP EXTENSION (2026-09-06) --------------------------------------------
440// The ENGINE evaluates the cast's animation clip (nx_nxa_anim_lib) from each girl's own path-length
441// stride phase and exports the finished dual-quaternion joint rows; the page's animEval became a copy.
442// WHY AN EXTENSION BEYOND CRAFT_TOTAL RATHER THAN A REGION INSIDE IT: (1) T91 pins O_URAW as the arena
443// tail and T60 pins CRAFT_TOTAL inside the backend's DECLARED pages; (2) the vm-gate runs init and
444// render inside those declared pages, and nothing here is touched until the page has grown memory
445// and called nxa_ingest; (3) the clip does not fit anyway -- ref9e's ANIM section is 113,465 words
446// (nx_asset_floor_gate, 2026-09-06), 887 KB against a 282 KB headroom, so a region inside the base
447// arena would have been a lie about the asset. The backend declares WASM_PAGES initial pages and cannot
448// read a module static (G3, see WASM_PAGES above), so the size gets ONE owner the honest way: the
449// engine exports wasm_pages_req() DERIVED from CRAFT_EXT_TOTAL and the page grows memory to it before
450// init -- the MT twin already declares max = 2x, so growth is inside its ceiling by construction.
451// Every cap below is named for its purpose, derived from the SHIPPED asset, and refused BY NAME in
452// wc_nxa_ingest when exceeded; an asset over a cap is the next ladder rung, never a silent truncation.
453const NXA_NJ_CAP: i64 = 128 // ref9e 104 joints; the corpus tops out at 370 (nx_nxa_play) = the next rung
454const NXA_ANIM_CAP_W: i64 = 131072 // 1 MiB of key words; ref9e ANIM measured 113,465 words
455const NXA_POSE_CAP_W: i64 = 2048 // ref9e POSE measured 835 words (one frozen stand pose)
456const NXA_HDR_W: i64 = 16
457const NXA_H_LOADED: i64 = 0
458const NXA_H_NJ: i64 = 1
459const NXA_H_DUR: i64 = 2
460const NXA_H_MPB: i64 = 3
461const NXA_H_RJ: i64 = 4
462const NXA_H_POSE: i64 = 5
463const NXA_H_RV: i64 = 6 // six words: x0 y0 vx16 vy16 t0 span (nx_nxa_anim_lib NA_RV_W)
464const NXA_H_RC: i64 = 12
465const NXA_H_NAW: i64 = 13
466// Formerly unused header words; existing region offsets remain unchanged.
467const NXA_H_NPW: i64 = 14
468const NXA_H_MORF_TOKEN: i64 = 15
469const NXA_MOB_W: i64 = 4 // per girl: idle weight q12, clip-time adjustment ms, two spare
470const NXA_M_IW: i64 = 0
471const NXA_M_CTADJ: i64 = 1
472// the page's SHIPPED idle behaviour, carried not re-chosen (nx_game_page_emit castFrame, 2026-08-30):
473// pose-hold eases in at 5/s and out at 2.5/s, the clip eases to the nearest double-support at 6/s
474// while the hold blends in below 0.95, and a hold under 0.004 snaps to zero.
475const NXA_IW_IN_TENTHS_PER_S: i64 = 50
476const NXA_IW_OUT_TENTHS_PER_S: i64 = 25
477const NXA_SNAP_TENTHS_PER_S: i64 = 60
478const NXA_SNAP_IW_MAX_Q12: i64 = 3891
479const NXA_IW_FLOOR_Q12: i64 = 16
480const NXA_DT_MS_MAX: i64 = 1000 // a tab that slept a minute eases one second, it does not slam
481const NXA_RC_NOT_LOADED: i64 = 0 - 1
482const NXA_RC_NO_MOB: i64 = 0 - 2
483const NXA_RC_SLOT: i64 = 0 - 3
484const NXA_RC_NJ_ZERO: i64 = 0 - 11
485const NXA_RC_NJ_CAP: i64 = 0 - 12
486const NXA_RC_NAW_ZERO: i64 = 0 - 13
487const NXA_RC_NAW_CAP: i64 = 0 - 14
488const NXA_RC_NPW_CAP: i64 = 0 - 15
489const NXA_RC_POSE_OVERRUN: i64 = 0 - 16
490const NXA_RC_TRACKS: i64 = 0 - 20 // plus nx_nxa_anim_lib's own rc: -21 bad tracks, -22 overrun
491// Dedicated compiler-static reservation: one WebAssembly allocation page.
492// Build the plain and shared doors with the source-exported arena/static limits.
493// The compiler MUST refuse actual static data beyond this end; a page budget is
494// not a claim that future globals fit. Native importers keep ordinary globals.
495const CRAFT_STATIC_RESERVE_PAGES: i64 = 1
496const CRAFT_STATIC_BASE_PAGES: i64 = WASM_PAGES
497const CRAFT_STATIC_LIMIT_PAGES: i64 = CRAFT_STATIC_BASE_PAGES+CRAFT_STATIC_RESERVE_PAGES
498const CRAFT_STATIC_BASE: i64 = CRAFT_STATIC_BASE_PAGES*WASM_PAGE_BYTES
499const CRAFT_STATIC_LIMIT: i64 = CRAFT_STATIC_LIMIT_PAGES*WASM_PAGE_BYTES
500const O_NXA: i64 = CRAFT_STATIC_LIMIT
501const O_NXA_SKEL: i64 = O_NXA + NXA_HDR_W*8
502const O_NXA_TIDX: i64 = O_NXA_SKEL + NXA_NJ_CAP*NA_SKEL_W*8
503const O_NXA_PQ: i64 = O_NXA_TIDX + NXA_NJ_CAP*NA_IDX_W*8
504const O_NXA_PD: i64 = O_NXA_PQ + NXA_NJ_CAP*4*8
505const O_NXA_MOB: i64 = O_NXA_PD + NXA_NJ_CAP*3*8
506const O_NXA_SCR: i64 = O_NXA_MOB + WC_CAST_N*NXA_MOB_W*8
507const O_NXA_OUT: i64 = O_NXA_SCR + NA_SCR_W*8
508const O_NXA_POSE: i64 = O_NXA_OUT + WC_CAST_N*NXA_NJ_CAP*NA_ROW_W*8
509const O_NXA_ANIM: i64 = O_NXA_POSE + NXA_POSE_CAP_W*8
510// Append the ordering sidecar so all existing asset and output offsets remain stable.
511const O_NXA_ORDER: i64 = O_NXA_ANIM + NXA_ANIM_CAP_W*8
512
513// Contact-distance state is appended after the existing clip regions. The dynamic
514// morph bank follows the derived extension end and keeps its existing offset API.
515const O_NXA_GAIT: i64 = O_NXA_ORDER+NXA_NJ_CAP*8
516const NXA_GAIT_CAP: i64 = NXA_ANIM_CAP_W/NA_CH2_KEY_W
517const O_NXA_GAIT_GENERATION: i64 = O_NXA_GAIT+NA_GAIT_INPUT_W*8
518const O_NXA_GAIT_HEADER: i64 = O_NXA_GAIT_GENERATION+8
519const O_NXA_GAIT_TABLE: i64 = O_NXA_GAIT_HEADER+NA_GAIT_HEADER_W*8
520const NXA_M_PATH_Q14: i64 = 2
521const NXA_M_MOVING: i64 = 3
522const NXA_PATH_Q14: i64 = NA_Q12*4
523const NXA_SCALE_BASE: i64 = 940
524const NXA_SCALE_STEP: i64 = 30
525const NXA_SCALE_DEN: i64 = 1000
526
527const WC_STEER_W: i64 = 5
528const O_MOB_STEER: i64 = O_NXA_GAIT_TABLE+NXA_GAIT_CAP*NA_GAIT_ROW_W*8
529const O_NXA_LOCOMOTION: i64 = O_MOB_STEER+MOB_CAP*WC_STEER_W*8
530const NXA_LOCOMOTION_RAW: i64 = 0
531const NXA_LOCOMOTION_FORWARD: i64 = 1
532const CRAFT_EXT_TOTAL: i64 = O_NXA_LOCOMOTION+8
533// the engine's OWN page request -- derived, the one place the extended size is written
534const WASM_PAGES_REQ: i64 = (CRAFT_EXT_TOTAL + WASM_PAGE_BYTES - 1)/WASM_PAGE_BYTES
535// LOAD-TIME INPUT SCRATCH inside the framebuffer: the page copies the asset's raw HSTR/VERT/SKEL/DYNA section
536// bytes here and calls hairload, which consumes them before it returns; the next render overwrites the frame.
537// The caps are addresses inside a region the engine already owns (W*H*8 = 18.4 MB), not guesses about an
538// asset: DYNA 1 MiB holds 10,922 rows, HSTR 4 MiB 21,845 strands, VERT 8 MiB 349,525 vertices, SKEL 2 MiB
539// 32,767 joints. hairload REFUSES by name when a count exceeds its cap rather than reading past it.
540const HG_MIB: i64 = 1048576
541const HG_SCR_HSTR: i64 = O_FB
542const HG_SCR_HSTR_CAP: i64 = 4*HG_MIB
543const HG_SCR_VERT: i64 = O_FB + 4*HG_MIB
544const HG_SCR_VERT_CAP: i64 = 8*HG_MIB
545const HG_SCR_SKEL: i64 = O_FB + 12*HG_MIB
546const HG_SCR_SKEL_CAP: i64 = 2*HG_MIB
547const HG_SCR_DYNA: i64 = O_FB + 14*HG_MIB
548const HG_SCR_DYNA_CAP: i64 = HG_MIB
549// plant + units
550const HG_TPS: i64 = 60 // see the header: the page accumulator's 16.6667 ms, hd_ticks_per_s()
551const HG_UNITS_PER_178CM: i64 = 171530 // the page's pairing (GPE_UNITS_PER_178CM), named as the same number
552const HG_CM_178: i64 = 178
553const HG_CM_PER_M: i64 = 100
554const HG_UPB: i64 = HG_UNITS_PER_178CM*HG_CM_PER_M/HG_CM_178 // bind units per world block (1 block = 1 m): 96365
555const HG_G_CMS2: i64 = 981 // standard gravity, cm/s^2
556const 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
557const HG_FTL_S_PERMIL: i64 = 1000 - SB_C_HAIR*1000/SD_G // DFTL s_damping (Mueller 2012 "Fast Simulation of Inextensible Hair
558 // and Fur", band .9..1): 942, from the plant's own damping, not picked
559const HG_FENCE_DIV: i64 = 4 // the chain's small-angle validity fence: seglen/4 (SD_Q8/4 in the retired page solver)
560const HG_PROJ_ITERS: i64 = 3 // length/collision alternations per point; the LAST op is always the length projection
561const HG_LOCK_W_MIN: i64 = 900 // the ribbon builder's lock half-width floor (w09 = max(900, span*.045)), PRESERVED
562const HG_LOCK_W_PERMIL: i64 = 45
563const 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
564const HG_SKIN_DEN: i64 = 10
565const HG_REACH_DIV: i64 = 2 // collider mask reach = strand length / 2: twice the static fence (L/4), for overshoot
566const HG_GUST_TICKS: i64 = 2*HG_TPS // gust envelope cadence 0.5 Hz: the incumbent shader sway (3.1 rad/s), PRESERVED
567const HG_GUST_SALT: i64 = 3400 // whash seed offset (the weather lib salts with seed + 3300)
568const HG_TORSO_GATE_X: i64 = 15000 // the MFS torso gate (axb < 15000.), the same half-width the paint bands use
569// Drillis-Contini stature ratios (permil of the MEASURED stature), the landmarks the page derives its bands from
570const HG_R_HEADBAND: i64 = 885
571const HG_R_HEAD_J: i64 = 955
572const HG_R_ACROMION: i64 = 818
573const HG_R_CHEST: i64 = 720
574const HG_R_HIP: i64 = 520
575const HG_R_ELBOW: i64 = 630
576const HG_R_NECK_LO: i64 = 840
577const HG_R_SH_LO: i64 = 770
578const HG_R_SH_HI: i64 = 860
579const HG_R_ARM_LO: i64 = 600
580const HG_R_ARM_HI: i64 = 800
581const HG_R_ARM_XMIN: i64 = 60
582const HG_R_ELBOW_XMIN: i64 = 50
583
584// C3 thought ids (RimWorld's inspectable-mood law: a mood is a LEDGER, never a scalar mystery)
585const TH_RAIN: i64 = 1
586const TH_FEAR: i64 = 2
587const TH_MET: i64 = 3
588const TH_SLEPT: i64 = 4
589const TH_HUNGRY: i64 = 5
590const TH_SAWTAKEN: i64 = 6
591const TH_HEARD_TAKEN: i64 = 7
592const TH_HEARD_FRIEND: i64 = 8
593const TH_COMPANY: i64 = 9
594// C5 gossip predicates (Talk of the Town's law -- the differentiator no shipped game has)
595const GO_FRIEND: i64 = 1
596const GO_TAKEN: i64 = 2
597const SAVE_MAGIC: i64 = 20260728001
598const SAVE_VER: i64 = 6 // v6 = STREAMING WORLD (origin + edit journal in the image);
599 // v5 still LOADS (origin 0, empty journal); others REFUSED
600const SAVE_VER5: i64 = 5
601// mob components (nx_entity_store comp slots)
602const MC_X: i64 = 0
603const MC_Y: i64 = 1
604const MC_Z: i64 = 2
605const MC_KIND: i64 = 3
606const MC_PH: i64 = 4
607const MC_DISG: i64 = 5 // 1 = a HUMAN girl disguised as a monster girl (the lore:
608 // monster girls took the world; humans hide among them --
609 // her features are a worn costume, not grown)
610const MC_GENE: i64 = 6 // 20-bit APPEARANCE GENOME rolled at spawn -- every girl is
611 // GENERATED, not hand-built: bits 0-2 hair hue, 3-4 hair
612 // length, 5-6 height, 7-8 outfit tint, 9-10 skin tone,
613 // 11-12 feature size. The slot bred inheritance plugs into.
614
615// state slots
616const S_SEED: i64 = 0
617const S_CX: i64 = 1 // camera pos Q8 (256 = one block)
618const S_CY: i64 = 2
619const S_CZ: i64 = 3
620const S_YAW: i64 = 4 // it-units (IT_PI = half turn)
621const S_PITCH: i64 = 5
622const S_T: i64 = 6
623const S_BROKEN: i64 = 7
624const S_PLACED: i64 = 8
625const S_HX: i64 = 9 // crosshair DDA hit cache
626const S_HY: i64 = 10
627const S_HZ: i64 = 11
628const S_HFACE: i64 = 12 // 0 none, 1 +x, 2 -x, 3 +y, 4 -y, 5 +z, 6 -z
629const S_HOK: i64 = 13 // 1 = in reach
630const S_VY: i64 = 14 // vertical velocity Q8/tick (jump + gravity)
631const S_GROUNDED: i64 = 15 // 1 = standing on a surface (jump allowed)
632const S_SEL: i64 = 16 // hotbar slot 0..4 (Q cycles; sel_block maps to a block type)
633const S_LBX: i64 = 17 // last-broken cell (probes/particles; the hit cache retargets
634const S_LBY: i64 = 18 // every frame, so "what did I just break" needs its own slots)
635const S_LBZ: i64 = 19
636const S_Q: i64 = 20 // ray pixel size 2..5 -- ADAPTIVE: the organ tunes itself from
637const S_FMA: i64 = 21 // the surface's reported frame ms (EMA x16); shim only reports
638const S_WMAX: i64 = 22 // highest solid y in the world -- rays above it heading up/flat
639 // are SKY immediately (kills the 110-step horizon marches)
640const S_SPX: i64 = 23 // spawn point (H key + void-fall auto-respawn return here)
641const S_SPY: i64 = 24
642const S_SPZ: i64 = 25
643const S_NPCT: i64 = 26 // crosshair NPC target: dense index of the girl under the
644 // gaze (occlusion-aware, walls block), -1 = none
645const S_FOUND: i64 = 27 // disguised humans FOUND (met + identified = under protection)
646const S_LOST: i64 = 28 // found humans TAKEN by wardens (the cost of not protecting)
647const S_BCD: i64 = 29 // birth cooldown ticks (community pacing)
648const S_WOX: i64 = 30 // WORLD ORIGIN of the window, in blocks (v6 streaming): the
649const S_WOZ: i64 = 31 // arena is a 128x48x128 CACHE over unbounded absolute terrain
650const S_EJDROP: i64 = 32 // edits REFUSED because the journal was full (loud, never silent)
651const S_HARV: i64 = 33 // MATURE crops harvested (the farming loop's payoff counter)
652const S_PLANT: i64 = 34 // seeds planted
653const S_GROWN: i64 = 35 // crops that reached maturity (world truth, gate-readable)
654const S_VAR: i64 = 36 // which world identity this arena runs (the passport's
655 // visited-mask bit; set once at init)
656const S_GENP: i64 = 37
657const S_TGT: i64 = 38 // DISPLAY-DERIVED frame budget, EMA-x16 units (0 = shipped
658 // defaults): the page measures the device's real rAF interval
659 // once and reports it via target_ms; every controller line then
660 // derives from the DEVICE instead of a hand-picked millisecond // W1c: gen-time override rows APPLIED at init (world truth --
661 // a gate can read whether the recipe actually reached genworld)
662const S_BLDG: i64 = 39 // W3 settlements: buildings stamped into this arena (a
663 // monotone stamp-event counter -- a window slide that
664 // repaints a building recounts it; right after init it IS
665 // the number of buildings in the window, which is what the
666 // gate reads). NON-PERSISTED world truth.
667const S_BLDGX: i64 = 40 // last-stamped building anchor, arena-local (gate probe)
668const S_BLDGY: i64 = 41 // its floor height
669const S_BLDGZ: i64 = 42
670const S_RESW: i64 = 44 // GE55: canvas size and origin, written by the door (set_res / set_yflip)
671const S_RESH: i64 = 45
672const S_YFLIP: i64 = 46
673const S_FACE_RADIUS: i64 = 49
674const S_FACE_GAIN: i64 = 50
675const FACING_RADIUS_MAX_Q8: i64 = 2147483647
676const S_AGEN: i64 = 47
677const 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).
678const S_GT_KEEP: i64 = 43 // ground-truth capture: when 1, render_impl leaves the depth plane in
679 // the framebuffer's high bits instead of stripping it (nx_world_snap
680 // gt verb reads it and emits depth/normal channels). Zeroed by init, so
681 // the page and every gate keep the published colour-only format.
682const SHIFT_STRIDE: i64 = 16 // one window slide, in blocks
683const SHIFT_MARGIN: i64 = 32 // player this close to a window edge -> the world slides under them
684
685// spec slots (the game-identity DATA the engine reads -- nx_voxel_world's style-is-a-spec doctrine)
686const P_TBASE: i64 = 0 // terrain base height
687const P_TAMP1: i64 = 1 // large-noise amplitude
688const P_TAMP2: i64 = 2 // detail-noise amplitude
689const P_WATER: i64 = 3 // flood level
690const P_SNOW: i64 = 4 // snow line (99 = never)
691const P_TREE: i64 = 5 // tree sparsity modulus (0 = no trees)
692const P_CAVETH: i64 = 6 // cave carve threshold (lower = more cavern)
693const P_SKYTOP: i64 = 7 // packed zenith colour
694const P_SKYHOR: i64 = 8 // packed horizon colour
695const P_SUN: i64 = 9 // 1 = sun disc
696const P_CLOUD: i64 = 10 // 1 = cloud deck
697// WEATHER EXPORTS (2026-08-26): written each tick by wc_weather_tick from nx_weather_lib -- the
698// gate-proven continuous system (rates preserved to P_RAINS, front persistence, typed precip,
699// gradient wind). The page reads these five slots exactly as it reads the sky tones.
700const P_WXCOV: i64 = 11 // cloud coverage Q12 (drives the cloud density band)
701const P_WXWINDX: i64 = 12 // wind x component, Q12-scaled speed*cos(dir)
702const P_WXWINDZ: i64 = 13 // wind z component
703const P_WXTYPE: i64 = 14 // precip type this eighth: 0 none, 1 rain, 2 snow
704const P_WXTEMP: i64 = 15 // temperature Q12 (relative scale, freezing=1024)
705const P_PAL: i64 = 16 // +blocktype = packed base colour (0..11)
706const P_MOBC: i64 = 28 // +kind*2+half = packed mob colours (3 kinds x 2 tones)
707const P_PAL2: i64 = 34 // +b-12 = packed colour for farm blocks 12..16 (5 rows, 34-38)
708const P_DAYLEN: i64 = 40 // A1 calendar: ticks per day (ALL timing is spec DATA)
709const P_SEASD: i64 = 41 // days per season (4 seasons cycle)
710const P_GROWE: i64 = 42 // farm-tick cadence: one grow/hydrate pass every N ticks
711const P_GROWW: i64 = 43 // crop speed on WET farmland (Minecraft stencil speed)
712const P_GROWD: i64 = 44 // crop speed on DRY farmland
713const P_RAINS: i64 = 45 // +season = rain permil per day-eighth (4 rows, 45-48)
714// ---------------------------------------------------------------------------------------------
715// ART STYLE IS DATA (2026-09-01). Spec idx 49 -- one of the TWO dead holes this plane has carried
716// since it was laid out (39 and 49; world_recipes.conf names them both). 49 is the safer of the
717// two: P_PAL2's five farm rows 34-38 could plausibly widen by one, while P_RAINS' four rows are
718// four SEASONS and cannot. It sits inside the 7..58 band the recipe plane pokes POST-BOOT, which
719// is where a LOOK belongs -- a style is a property of how the world is drawn, never of how the
720// ground was generated, so it must not become gen-time data.
721// THE VOCABULARY IS ADOPTED, NOT INVENTED. buildroot/runtime/nx_voxel_world.nx line 2 has read
722// "Style is a spec field, NOT a hardcode -- the engine is not locked to one look" since it was
723// written, with const SP_STYLE and STYLE_REAL / STYLE_TOON / STYLE_FLAT, and
724// _hdl_build/nx_world_style_gate.nx already PROVES the three produce three DISTINCT frames from
725// one spec. That organ has SEVEN importers and EVERY ONE OF THEM IS A GATE (measured 2026-09-01,
726// nx_absent matches=8 coverage_complete=1 corpus_complete=1): the doctrine was proven and never
727// shipped. This is that doctrine reaching the SERVED engine, under the SAME three ids so the two
728// implementations cannot drift into two vocabularies for one idea.
729// SCOPE, STATED SO IT CANNOT BE OVERREAD: this is the SHADING axis. The world is still made of
730// voxels -- vox_off() -> O_VOX is still the only world door, and a second REPRESENTATION is a
731// separate, larger contract. A toon or flat world is a voxel world that stops looking photoreal;
732// it is not a world that stopped being cubes.
733// 0 = REAL, and 0 is what wc_spec's zeroing loop (while k < WC_SPECN) already writes for every
734// identity, so every world published before this renders BYTE-IDENTICALLY BY CONSTRUCTION rather
735// than by a preserved branch anyone could later delete.
736const P_STYLE: i64 = 49
737const 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.
738const WC_STYLE_REAL: i64 = 0 // textured, smooth light -- the shipped look, unchanged
739const WC_STYLE_TOON: i64 = 1 // banded light (anime/cel)
740const WC_STYLE_FLAT: i64 = 2 // untextured facets (artsy low-poly)
741const WC_STYLE_SOFT: i64 = 3 // SMOOTH TERRAIN: ground lit by a heightfield normal interpolated across the block (no grid bevel, no per-block facet)
742// SOFT neighbour scan: how far above/below the hit cell a neighbour column's top is searched. Bounded by
743// where the heightfield normal SATURATES -- a rise of 3 blocks over 1 already lights as a near-vertical
744// face, so a taller step is a cliff and reads correctly as the flat fallback. Derived, not tasted.
745const WC_SOFT_SCAN: i64 = 3
746const WC_STYLE_MAX: i64 = 3 // the highest id this engine owns; set_style REFUSES above it
747// nx_voxel_world's toon_band works on a 0..255 "bright"; wshade2 carries light in PERMIL
748// (wface_l returns 420..1000). Each of its three constants is therefore converted x1000/255 and
749// NOTHING here is tasted: 150 -> 588.2 -> 588, 105 -> 411.8 -> 412, 235 -> 921.6 -> 922.
750const WC_TOON_CUT: i64 = 588
751const WC_TOON_LO: i64 = 412
752const WC_TOON_HI: i64 = 922
753// FLAT is DERIVED, not chosen. The texture term enters this shader as
754// light = light*(870 + tex*260/256)/1000
755// which is exactly 1.000 at tex = 128, so 128 IS this shader's own no-op texel and "flat" is
756// spelled "hold tex at the value that makes the texture term vanish". No second constant is
757// introduced, and the incumbent does the same thing from the other side: its texel_col computes
758// its noise term ONLY under STYLE_REAL and adds zero otherwise.
759const WC_TEX_NEUTRAL: i64 = 128
760const P_ADV: i64 = 50 // +i = smart-object ADVERTISEMENTS (C1): packed
761 // block<<16 | need<<8 | strength; 6 rows 50-55, 0 = end.
762 // NPC minds read OBJECTS as data -- adding a row changes
763 // village life with zero new NPC code (The Sims' law).
764const P_HISTAGE: i64 = 60 // DECLARED geomorphic stage (Strahler bands): 0 = mature/
765 // equilibrium (HI 300-600 permil), 1 = youthful (HI >= 600).
766 // A world DECLARES its stage and gate T53 checks the
767 // MEASUREMENT matches -- widening one band until everything
768 // fits would hide a young landscape. (Ported 2026-08-02:
769 // existed only on the laptop line; the NAS gate ran 52 teeth
770 // while local ran 53 -- the LOCAL-IS-NOT-A-SUPERSET fork.)
771const P_TREEMAX: i64 = 59 // tree altitude ceiling (0 = the historic hardcoded 19)
772const P_TREESPEC: i64 = 61 // W2 SPECIES GENOME (packed, 0 = legacy 4-block stamp):
773 // bits 0-3 trunk base, 4-7 trunk variance, 8-11 canopy
774 // radius (<=4, the widened seam scan bound), 12-14 shape
775 // (0 legacy, 1 dome, 2 pine), 15-17 leaf-drop density.
776 // Bits 18-20 UNDERSTORY density + 21-22 kind (0 tufts,
777 // 1 shrubs, 2 mixed) -- W2b ground vegetation in the same
778 // genome; tree bits 0..17 zero = legacy forest preserved.
779 // A world declares its FOREST the way it declares its
780 // terrain -- species = parameters, individuals = seeded
781 // variation inside the envelope (the Infinigen law).
782const P_WARD: i64 = 58 // warden daytime hunt radius in BLOCKS (0 = the 12-block
783 // default). A world declares its own danger; the arriving
784 // traveler's LEVEL scales it further (isekai: new world,
785 // new challenge, and the challenge KNOWS who showed up).
786const P_OUTFIT: i64 = 57 // outfit mode: 0 = identity keeps everyone clothed;
787 // 1 = MIXED (beach): genome bits 18-19 pick each girl's
788 // beachwear -- clothed / topless / nude -- stable per
789 // girl, bred like every trait. Identity DATA decides
790 // whether the dimension is active at all.
791const P_CURI: i64 = 56 // curiosity threshold: a girl approaches the player only
792 // while her loneliness exceeds this (HABITUATION -- the
793 // operator's "they just follow me around": company
794 // satisfies, satisfied girls walk on with their lives.
795 // Fear never habituates; shy girls always keep distance).
796
797// GAME-FEEL TUNABLES -- every one carries a row in knowledge/gamefeel_oracle.conf (banked
798// reference bands: biomechanics, shipped-sim constants, modding-community defaults) and
799// nx_gamefeel_oracle_gate REFUSES any value outside its cited band. Feel is derived, not tasted.
800const P_BLDG: i64 = 62 // W3 settlement density: site-cell modulus (0 = none; the
801 // recipe plane can override it, idx 62 is gen-time data)
802const P_BLDGSPEC: i64 = 63 // low 4 bits = archetype row in nx_indoorgen_data
803const P_ERODE: i64 = 64 // E1 TALUS EROSION BUDGET in relaxation ticks (0 = OFF).
804 // Gen-time recipe DATA (world_recipes.conf spec idx 64),
805 // applied to the spec BEFORE genworld reads it. 0 does not
806 // merely default to nothing: it takes the branch out
807 // entirely, so a world that does not opt in generates the
808 // byte-identical terrain it generated before this existed.
809const P_ERTAL: i64 = 65 // DERIVED talus threshold, WC_ER_Q units. NEVER authored:
810 // wc_er_talus MEASURES it as the terrain's own mean per-cell
811 // largest 4-neighbour drop -- wp_erode_talus_derived's rule
812 // -- so material sheds where the ground is steeper than the
813 // ground's own average and no repose angle is picked by
814 // taste. Sentinels: 0 = not yet measured, WC_ER_FLAT = -1 =
815 // measured and the world has NO relief, which is the case
816 // wp_erode_bake_derived REFUSES rather than reporting a bake
817 // it did not do.
818// GE13b -- CLOTHING IS DATA (2026-08-30). The 3-value outfit (0 clothed / 1 topless / 2 nude) WAS
819// the whole wardrobe, and SWIMWEAR-ONLY rendered identically to a clothed village because no
820// swimwear garment existed anywhere in the engine (operator: "random dresses not beach outfits").
821// The wardrobe is now a GARMENT TABLE in this same spec plane: rows P_GARM .. P_GARM+GAR_N-1, one
822// packed word per garment, seeded by wc_spec for EVERY identity before its branch (an identity or a
823// recipe row overrides a garment exactly the way it overrides the sky). Garment id 0 = nothing worn
824// and is not a row; id i lives at sp[P_GARM + i - 1]. A ZERO row means "this garment does not exist
825// here" -- the selector then hands out nothing in that slot, which is what makes the gate's
826// missing-swim-row neg-control bite instead of silently reading a bare word as a garment.
827// bits 0-1 COVERAGE bit0 covers the top, bit1 the bottom: 1 top / 2 bottom / 3 full (one-piece,
828// dresses). The legacy 0/1/2 is DERIVED from the worn set's OR of these bits.
829// bits 2-4 CATEGORY 0 beach-swim 1 beach-cover 2 casual 3 evening
830// bits 8-16 HUE BASE degrees 0..359, where this garment's palette starts
831// bits 17-22 HUE SPAN degrees/4: genome bits 7-8 (the documented OUTFIT-TINT bits, MG_OUTFIT_SH)
832// pick one of four stops across it -- a girl's swimsuit colour is BRED like
833// her hair, and a bikini top and bottom share the stop, so the set matches
834// bits 23-26 SATURATION /15 bits 27-30 LIGHTNESS /15 (integer HSL, wc_hsl_rgb)
835// Index 69 stays UNOWNED on purpose: nx_world_recipe_gate T19 pins "spec idx 69 refuses" as the
836// recipe validator's upper edge, and putting a garment there would turn a pinned edge into a row.
837const P_GARM: i64 = 70
838const GAR_N: i64 = 9
839const GAR_BIKINI_TOP: i64 = 1
840const GAR_BIKINI_BOT: i64 = 2
841const GAR_ONEPIECE: i64 = 3
842const GAR_SARONG: i64 = 4
843const GAR_SUNDRESS: i64 = 5
844const GAR_TEE: i64 = 6
845const GAR_SHORTS: i64 = 7
846const GAR_SKIRT: i64 = 8
847const GAR_DRESS: i64 = 9
848const GAR_COV_TOP: i64 = 1
849const GAR_COV_BOT: i64 = 2
850const GAR_COV_FULL: i64 = 3
851const GAR_CAT_SWIM: i64 = 0
852const GAR_CAT_COVER: i64 = 1
853const GAR_CAT_CASUAL: i64 = 2
854const GAR_CAT_EVENING: i64 = 3
855const GAR_CAT_NONE: i64 = 4 // what mobgarc reports for a girl wearing nothing
856const GAR_CAT_SH: i64 = 2
857const GAR_CAT_MASK: i64 = 7
858const GAR_HUE_SH: i64 = 8
859const GAR_HUE_MASK: i64 = 511
860const GAR_SPAN_SH: i64 = 17
861const GAR_SPAN_MASK: i64 = 63
862const GAR_SPAN_UNIT_DEG: i64 = 4
863const GAR_SAT_SH: i64 = 23
864const GAR_LIT_SH: i64 = 27
865const GAR_NIB_MASK: i64 = 15
866const GAR_TINT_STOPS: i64 = 4 // MG_OUTFIT_MASK + 1: two genome bits, four stops
867const GAR_SLOT_SH: i64 = 8 // outfit word = upper id << GAR_SLOT_SH | lower id
868const GAR_ID_MASK: i64 = 255
869const HSL_DEG_FULL: i64 = 360
870const HSL_SECTOR_DEG: i64 = 60
871const MG_BEACH_SH: i64 = 18 // the beachwear genome bits the MIXED beach breeds (P_OUTFIT)
872const MG_BEACH_MASK: i64 = 3
873const MOB_POSE_SLEEP: i64 = 2 // mob_pose's published sleep id (the pose door's contract)
874const B_WATER: i64 = 4 // the water block (wshade2's shimmer branch, the shore ramp)
875const WC_SPECN: i64 = 79 // spec words the engine owns: 69 -> 79 for the GE13b wardrobe
876 // rows 70-78 (69 left unowned, see P_GARM). Was a bare 64 inside wc_spec.
877 // O_EJRN - O_SPEC = 640 B = 80 words, so this grows without
878 // moving a single other offset (the same law O_GENP was
879 // placed under).
880// GE13 -- THE OCEAN IS DATA (wsp_beach_ocean). One packed spec row turns any identity's far
881// side into a sea: bits 0-1 EDGE (0=+z 1=-z 2=+x 3=-x), bits 2-11 SHORELINE absolute
882// coordinate + 512 (WORLD space, so the streaming window regenerates it consistently),
883// bits 12-17 SLOPE width in blocks (the shore ramps down across this run), bits 18-23
884// SEABED height. 0 = no ocean: wsp_beach_ocean returns the height UNTOUCHED, so every
885// ocean-less identity generates byte-identically BY CONSTRUCTION (the KAT the gate holds).
886const P_OCEAN: i64 = 66
887// GE14a -- THE STAGED PROCGEN BIND. 0 = OFF, and OFF is the LEGACY TERRAIN BYTE-FOR-BYTE by
888// construction (wheight_raw returns before touching any of it). Non-zero = ON, and the value IS
889// the VERTICAL DIVISOR that maps nx_worldpipe_core's height space into this engine's block
890// column -- one row carrying both the switch and the scale, the shape P_ERODE already uses.
891// WHY A DIVISOR AND NOT A TASTED CONSTANT: the core's spline runs about -430..+420 before
892// relief, while a column here is 1..WY-8 blocks, so SOME map is required and the only honest
893// place for it is the recipe -- a world declares how much of its own vertical band it wants to
894// use, and nx_wasm_craft_gate asserts the resulting spread actually FILLS that band instead of
895// clamping flat at either end (a divisor that collapses the world is a measurable defect, not a
896// matter of taste).
897const P_WPIPE: i64 = 67
898// GE14a -- THE HORIZONTAL SCALE, and it is not a cosmetic knob: it is the unit conversion
899// between two coordinate systems, and MEASUREMENT is what proved it necessary. The staged
900// core's parameter fields have wavelengths of 1300..3400 units (continentalness the longest),
901// while a world window here is 128 BLOCKS. At 1 unit per block the whole window samples
902// essentially ONE POINT of the continent field, so the spline contributes a constant and only
903// the short ridge/detail terms vary: T79 measured spread 9 at divisor 30 and spread 10 at
904// divisor 18 -- a 40 percent smaller divisor bought ONE BLOCK, which is the signature of a
905// term that is constant across the sample, not of a scale that needs tuning. No vertical
906// divisor can fix that; the window has to span more of the field. 0 or 1 = one unit per block
907// (the legacy sampling); N = N units per block, so a 128-block window spans 128*N units.
908const P_WPSCALE: i64 = 68
909const P_SURF: i64 = 69 // GE53 SURFACE SOURCE: 0 = the cell grid (all voxel, byte-identical to
910 // every world shipped before this row), 1 = the continuous heightfield
911 // (no voxel ground: the ray marches the Q8 field). An identity declares
912 // it as DATA in wc_spec. All voxel or no voxel -- there is no partial.
913// The field is bilinear BETWEEN columns, so a sample a quarter block apart can never skip a column: the
914// marcher's step and the gradient's baseline are both this one span (Q8 units). DERIVED from the field's
915// own resolution (one column per block), not tuned.
916const WC_SURF_STEP_Q8: i64 = 64
917const WC_GAIT_BOB_Q8: i64 = 7 // thorax oscillation AMPLITUDE (~2.7cm, 5.5cm p2p --
918 // the band is peak-to-peak/2; 14 was a p2p-vs-amplitude
919 // conflation the recorder exposed as 11.3cm of chest)
920// RESPIRATION -- the idle drive. Derived, not tasted: resting adult breathing is 12-16/min;
921// at 14/min on the fixed 60Hz tick that is 60*60/14 = 257 ticks per cycle (0.233 Hz, inside the
922// 0.20-0.30 Hz band this rung is gated on). Amplitude is scaled off the GAIT constant above so
923// the two drives share one ruler: 7 q8 ~ 2.7cm => 1 q8 ~ 0.386cm, so 2 q8 ~ 0.77cm, inside the
924// declared 0.4-0.8cm resting-excursion band. A third value would have been a guess; this is an
925// arithmetic consequence of a constant already cited.
926const WC_BREATH_TICKS: i64 = 257
927// ★ AMPLITUDE, NOT PEAK-TO-PEAK -- and I got this wrong ONCE ALREADY on the gait constant.
928// Conversion, derived from the cited gait row: 7 q8 amplitude is documented as ~2.7cm, and
929// 7/256*100cm-per-block = 2.73cm, so the unit is q8 world units and p2p = 2*amp/256*100 cm.
930// At 2 q8 that is 1.56cm p2p -- OUTSIDE the 0.4-0.8cm resting band this rung is gated on, i.e.
931// 2x too large, the SAME p2p-vs-amplitude conflation the recorder caught in WC_GAIT_BOB_Q8 (14
932// -> 7). At 1 q8: 2/256*100 = 0.78cm p2p, inside the band. Caught by doing the arithmetic in the
933// unit the CRITERION is written in, before it shipped visibly.
934// ⚠KNOWN LIMIT, to be measured not assumed: 1 q8 is near the world-q8 resolution floor, so the
935// anchor steps coarsely; the spring integrates and should low-pass it, but ?breath=1 reports the
936// actual excursion so this is decided by measurement rather than by my expectation.
937const WC_BREATH_Q8: i64 = 1
938// speed at which GAIT fully owns the anchor. PROVISIONAL and deliberately marked so: the units
939// of the per-tick mob delta were never measured, so this is the one number here without a
940// derivation. The mobspd door added below exists to REPLACE it with a measurement rather than
941// leave a guess sitting in the engine pretending to be a constant.
942const WC_BREATH_CUT_Q8: i64 = 24
943const WC_STEP_EASE_UP: i64 = 48 // mob Y climb rate Q8/tick (a 1-block rise ~ 5 ticks)
944const WC_NIGHT_X8: i64 = 5 // night begins at this eighth of the day (5/8)
945
946const EYE: i64 = 435 // eye height Q8 (~1.7 blocks)
947const SPEED: i64 = 40 // walk Q8 per tick
948// GAIT DRIVE CONSTANTS -- declared HERE, above their first reader in the mob tick. The compiler
949// refuses a module const used before its declaration because it would silently read 0, and for the
950// gait accumulator that would have meant a permanently frozen drive that still compiled, still ran,
951// and looked exactly like the metronome it was written to replace.
952const WC_PH_PER_TICK: i64 = 5 // the free-running advance MC_PH still uses for WANDER
953const WC_PH_ANG: i64 = 214 // angle-units per phase unit (the incumbent's drive scaling)
954const WC_NEED_GAIT: i64 = 3 // the needs row's spare slot, named now that it carries a value
955// ---- THE GAIT MODEL, CITED (knowledge/gamefeel_oracle.conf, gait_* rows) -----------------------
956// Every number below is a published normative measurement carrying its cohort and its instrument.
957// None is a taste, and none may be "tuned" without moving the conf row and its source with it.
958// ⚠UNIT DISCIPLINE, AND THIS FILE HAS ALREADY PAID ONCE FOR GETTING IT WRONG (WC_GAIT_BOB_Q8 went
959// 14 -> 7 on exactly this): the gait literature reports RANGE of motion -- rRoM, ROM -- which is
960// PEAK-TO-PEAK. The AMPLITUDE is HALF of it. Every constant here is stored as the PUBLISHED RANGE
961// in DECIDEGREES so it can be compared straight against the paper, and the halving happens in
962// exactly one function (wc_amp_ddeg) so no caller can forget it.
963const WC_DDEG_HALFTURN: i64 = 1800 // decidegrees in IT_PI (a half turn): the ddeg -> it-unit scale
964// STRIDE = 2 x step length 0.73 m (mean, 21-30 age band, markerless normative database).
965// 1 BLOCK = 1 m is NOT assumed here, it is read off the engine: EYE = 435 q8 = 1.70 blocks is the
966// player's eye height and adult eye height is ~1.6-1.7 m, so a block IS a metre to within the
967// figure's own tolerance. 1.46 m = 1.46 blocks = 374 q8.
968// ★THE PUBLISHED TRIPLE RECONCILES, WHICH IS A FREE AUDIT OF THE SOURCE: step 0.73 m x cadence
969// 108.40 steps/min / 60 = 1.319 m/s against that table's own reported gait speed of 1.30 m/s.
970const WC_STRIDE_Q8: i64 = 374
971// PELVIS transverse rotation, rRoM = 5.2 deg (n=201 healthy adults, 5 km/h, surface topography).
972// ⚠SCOPE, STATED: surface topography estimates the pelvis from PSIS surface markers and reads
973// LOWER than bone-pin and marker-cluster methods, which put pelvic transverse range nearer 10 deg.
974// 5.2 is therefore a FLOOR from one named instrument, not a settled value, and it is used as the
975// reference the genome varies AROUND rather than as a ceiling.
976const WC_PELVIS_ROT_DDEG: i64 = 52
977// THORACIC counter-rotation, rRoM at T7 = 14.6 deg -- and this is the paper's headline finding,
978// explicitly CONTRARY to the previous functional understanding that T7 is the near-static point of
979// intersection: T7/T8 carry the LARGEST rotary amplitude of every vertebra C7..L4, and "the largest
980// rotary opposition was also found between the pelvis and T7/T8". The thorax rotates roughly THREE
981// TIMES the pelvis, against it.
982// ★THIS PHASE RELATIONSHIP IS THE MECHANISM READ AS "SWINGING HIPS". It is not an amplitude: what
983// the eye sees is the pelvis and the shoulders twisting in OPPOSITION about the line of travel.
984// It is encoded as a SIGN below and therefore needs no constant of its own -- deliberately absent.
985const WC_THORAX_ROT_DDEG: i64 = 146
986// ELBOW flexion-extension ROM through the gait cycle = 29.7 deg (SD 10.2). The forearm is NOT
987// rigid in walking; a locked elbow is the "stiff arms" report stated as a measurement, and this
988// row is what makes it a defect rather than an opinion.
989const WC_ELBOW_ROM_DDEG: i64 = 297
990// TURN ALLOWANCE, expressed as heading change per STRIDE rather than per tick, so it is
991// speed-coupled BY CONSTRUCTION: a standing girl cannot turn and a walking one turns in
992// proportion to the ground she covers. ⚠DERIVED-BY-ARGUMENT, NOT MEASURED, AND LABELLED SO: a
993// walking body re-places its feet once per stride and cannot change heading by more than about a
994// quarter turn in that time. Cross-check against the two rulers this engine already owns -- at
995// the cited stride and a mob's 4 q8/tick it works out at 68 it-units/tick = 57 deg/s, a little
996// over half the player's own TURN slew of 140 it-units/tick = 117 deg/s, and inside the 60-90
997// deg/s that comfortable walking turns are usually quoted at. What would SETTLE it is a cited
998// walking turn-rate band in gamefeel_oracle.conf; there is not one, and inventing a row that
999// looked cited would be worse than naming the gap.
1000const WC_TURN_PER_STRIDE: i64 = IT_PI/2
1001const TURN: i64 = 140 // yaw it-units per tick (keyboard turn / legacy dir path)
1002const PITCHV: i64 = 90 // pitch it-units per tick (R/F keyboard look)
1003const PITCH_MAX: i64 = 5000
1004const LOOKS: i64 = 6 // mouselook: it-units per accumulated look count
1005const JUMPV: i64 = 66 // jump takeoff velocity Q8/tick
1006const GRAV: i64 = 9 // gravity Q8/tick^2
1007const VTERM: i64 = 120 // terminal fall velocity Q8/tick -- ONE ruler for the player AND every mob
1008 // (GE12 mob_step_gait; was an inline 120 in apply2_impl)
1009// FOOTSTRIKE/LANDING IMPULSE unit bridge -- ARITHMETIC of two existing conventions, not a tuning.
1010// Mob positions are world-q8 (256/block) and the softbind anchor is fed pos/4 (the
1011// sb_tick_mob_gene call in mob_tick), so ONE MODEL UNIT = 4 world-q8. sd_impulse's own contract
1012// (nx_softdyn: "model-units/tick * 256") takes model-q8/tick velocity kicks. Therefore one
1013// world-q8/tick of mob velocity = SD_Q8/4 solver velocity units, and a mob velocity change dv
1014// converts as dv*WC_IMP_SCALE with no free parameter anywhere in the chain.
1015const WC_IMP_SCALE: i64 = SD_Q8/4
1016const MAXSTEPS: i64 = 110 // DDA cells per ray (view distance)
1017const REACH_STEPS: i64 = 20 // crosshair edit reach in DDA cells
1018
1019func wst(base: i64) -> *i64 { return (base + O_ST) as *i64 }
1020func wsp(base: i64) -> *i64 { return (base + O_SPEC) as *i64 }
1021func wgp(base: i64) -> *i64 { return (base + O_GENP) as *i64 }
1022func mobp(base: i64) -> *i64 { return (base + O_MOBS) as *i64 }
1023func wfb(base: i64) -> *i64 { return (base + O_FB) as *i64 }
1024func wvx(base: i64) -> *u8 { return (base + O_VOX) as *u8 }
1025func winp(base: i64) -> *i64 { return (base + O_INPUT) as *i64 }
1026func wpack(r: i64, g: i64, b: i64) -> i64 { return r | (g << 8) | (b << 16) }
1027func wclamp(v: i64, lo: i64, hi: i64) -> i64 { if v < lo { return lo } if v > hi { return hi } return v }
1028
1029func vin(x: i64, y: i64, z: i64) -> i64 {
1030 if x < 0 { return 0 } if x >= WX { return 0 }
1031 if y < 0 { return 0 } if y >= WY { return 0 }
1032 if z < 0 { return 0 } if z >= WZ { return 0 }
1033 return 1
1034}
1035func vget(base: i64, x: i64, y: i64, z: i64) -> i64 {
1036 if vin(x, y, z) == 0 { return 0 }
1037 let v: *u8 = wvx(base)
1038 return (v[(y*WZ + z)*WX + x] & 0xff) as i64
1039}
1040func vset(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 {
1041 if vin(x, y, z) == 0 { return 0 }
1042 let v: *u8 = wvx(base)
1043 v[(y*WZ + z)*WX + x] = b as u8
1044 return 1
1045}
1046
1047// ---------- edit journal (v6 streaming): every PLAYER edit recorded at ABSOLUTE world coords ----------
1048// One packed i64 hash slot per touched cell: (key+1)<<8 | block, key = ax+2^24 (25b) : az+2^24 (25b)
1049// : ay (6b). The journal is the persistent truth for touched land; the window is a cache over
1050// (seed + journal) -- the voxchunk law (virgin land from the seed, touched land from history) wired
1051// into the live game. Bounded EJRN_SLOTS edits; a FULL journal REFUSES the whole edit LOUDLY
1052// (S_EJDROP counts refusals) so world and history can never disagree.
1053func ejp(base: i64) -> *i64 { return (base + O_EJRN) as *i64 }
1054func ej_key(ax: i64, ay: i64, az: i64) -> i64 {
1055 return ((ax + WATER_MAGIC_16777216) << 31) | ((az + WATER_MAGIC_16777216) << 6) | ay
1056}
1057// Existing wire remains 56-bit incremented coordinate tag plus one block byte.
1058const EJRN_KEY_MAX: i64 = 72057594037927935
1059const EJRN_TAG_MASK: i64 = 0-256
1060func ej_key_representable(ax: i64, ay: i64, az: i64) -> i64 {
1061 if ax < 0-WATER_MAGIC_16777216 || ax >= WATER_MAGIC_16777216 { return 0 }
1062 if az < 0-WATER_MAGIC_16777216 || az >= WATER_MAGIC_16777216 { return 0 }
1063 if ay < 0 || ay >= 64 { return 0 }
1064 if ej_key(ax,ay,az) == EJRN_KEY_MAX { return 0 }
1065 return 1
1066}
1067func ej_tag_matches(cur: i64, key: i64) -> i64 {
1068 if cur == 0 { return 0 }
1069 return (cur & EJRN_TAG_MASK) == ((key+1) << 8)
1070}
1071func ej_index_bucket(tag: i64) -> i64 {
1072 // Fold high coordinate bits before the bucket mask; raw-key low bits omit X.
1073 let k: i64 = tag >> 8
1074 let mixed: i64 = (k ^ (k >> 17) ^ (k >> 37))*EJRN_HASH_MUL
1075 return (mixed ^ (mixed >> 29)) & (EJ_INDEX_BUCKETS-1)
1076}
1077// A context is valid only for one synchronous mutation batch. It never survives
1078// save_apply, init, direct journal writes or another begin. No hidden active cache.
1079func ej_batch_begin(base: i64, available_bytes: i64) -> *i64 {
1080 if available_bytes < CRAFT_TOTAL { return 0 as *i64 }
1081 let heads: *i64 = (base+O_EJ_INDEX) as *i64
1082 let next: *i64 = (base+O_EJ_NEXT) as *i64
1083 let e: *i64 = ejp(base)
1084 var i: i64 = 0
1085 while i < EJ_INDEX_BUCKETS { heads[i]=0;i=i+1 }
1086 i=0
1087 while i < EJRN_SLOTS {
1088 next[i]=0
1089 let cur: i64 = e[i]
1090 if cur != 0 {
1091 let h: i64 = ej_index_bucket(cur & EJRN_TAG_MASK)
1092 next[i]=heads[h]
1093 heads[h]=i+1
1094 }
1095 i=i+1
1096 }
1097 return heads
1098}
1099func ej_index_get(base: i64, heads: *i64, ax: i64, ay: i64, az: i64) -> i64 {
1100 if ej_key_representable(ax,ay,az) == 0 { return 0-1 }
1101 let e: *i64 = ejp(base)
1102 let next: *i64 = (base+O_EJ_NEXT) as *i64
1103 let key: i64 = ej_key(ax,ay,az)
1104 var at: i64 = heads[ej_index_bucket((key+1)<<8)]
1105 var winner: i64 = 0-1
1106 var result: i64 = 0-1
1107 while at > 0 {
1108 let slot: i64 = at-1
1109 if ej_tag_matches(e[slot],key) == 1 {
1110 if slot > winner { winner=slot;result=e[slot]&255 }
1111 }
1112 at=next[slot]
1113 }
1114 return result
1115}
1116func ej_index_put(base: i64, heads: *i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 {
1117 if ej_key_representable(ax,ay,az) == 0 { return 0-2 }
1118 if b < 0 || b > 255 { return 0-2 }
1119 let e: *i64 = ejp(base)
1120 let next: *i64 = (base+O_EJ_NEXT) as *i64
1121 let key: i64 = ej_key(ax,ay,az)
1122 let tag: i64 = (key+1)<<8
1123 let bucket: i64 = ej_index_bucket(tag)
1124 var at: i64 = heads[bucket]
1125 var matched: i64 = 0
1126 while at > 0 {
1127 let slot: i64 = at-1
1128 if ej_tag_matches(e[slot],key) == 1 { e[slot]=tag|b;matched=1 }
1129 at=next[slot]
1130 }
1131 if matched == 1 { return 1 }
1132 // New keys retain the original persisted hash-probe insertion order.
1133 var i: i64 = (key*EJRN_HASH_MUL)&(EJRN_SLOTS-1)
1134 var n: i64 = 0
1135 while n < EJRN_SLOTS {
1136 if e[i] == 0 {
1137 e[i]=tag|b
1138 next[i]=heads[bucket]
1139 heads[bucket]=i+1
1140 return 1
1141 }
1142 i=(i+1)&(EJRN_SLOTS-1);n=n+1
1143 }
1144 return 0-1
1145}
1146func ej_put(base: i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 {
1147 if ej_key_representable(ax,ay,az) == 0 { return 0-2 }
1148 if b < 0 || b > 255 { return 0-2 }
1149 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL)
1150 if (index as i64) == 0 { return 0-3 }
1151 return ej_index_put(base,index,ax,ay,az,b)
1152}
1153func ej_get(base: i64, ax: i64, ay: i64, az: i64) -> i64 {
1154 if ej_key_representable(ax,ay,az) == 0 { return 0-1 }
1155 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL)
1156 if (index as i64) == 0 { return 0-1 }
1157 return ej_index_get(base,index,ax,ay,az)
1158}
1159// overlay journal entries falling inside the local box [lx0..lx1) x [lz0..lz1) -- edits WIN over regen
1160func ej_overlay(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 {
1161 let s: *i64 = wst(base)
1162 let e: *i64 = ejp(base)
1163 var i: i64 = 0
1164 while i < EJRN_SLOTS {
1165 let cur: i64 = e[i]
1166 if cur != 0 {
1167 let k: i64 = (cur >> 8) - 1
1168 let ay: i64 = k & 63
1169 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216
1170 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216
1171 let lx: i64 = ax - s[S_WOX]
1172 let lz: i64 = az - s[S_WOZ]
1173 if lx >= lx0 { if lx < lx1 { if lz >= lz0 { if lz < lz1 {
1174 vset(base, lx, ay, lz, cur & 255)
1175 } } } }
1176 }
1177 i = i + 1
1178 }
1179 return 0
1180}
1181// the PLAYER-EDIT write path: journal at absolute coords FIRST (a full journal refuses the whole
1182// edit -- world and history stay consistent), then the window write. Gen/save paths keep raw vset.
1183func wc_edit(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 {
1184 if vin(x,y,z) == 0 { return 0 }
1185 let s: *i64 = wst(base)
1186 if ej_put(base, x + s[S_WOX], y, z + s[S_WOZ], b) < 0 {
1187 s[S_EJDROP] = s[S_EJDROP] + 1
1188 return 0
1189 }
1190 return vset(base, x, y, z, b)
1191}
1192// solid for collision: everything but air, water and CROPS (plants are walked through, not on)
1193func vsolid(base: i64, x: i64, y: i64, z: i64) -> i64 {
1194 let b: i64 = vget(base, x, y, z)
1195 if b == 0 { return 0 }
1196 if b == 4 { return 0 }
1197 if b >= B_CROP0 { if b <= B_CROP2 { return 0 } }
1198 return 1
1199}
1200
1201// ---------- worldgen: integer value noise -> heightmap -> columns -> trees ----------
1202func whash(x: i64, z: i64, sd: i64) -> i64 {
1203 var n: i64 = x*TERRAIN_HASH_X + z*TERRAIN_HASH_Z + sd*TERRAIN_HASH_SEED
1204 n = n & SAVE_CK_MASK
1205 n = (n ^ (n >> 13)) * TERRAIN_HASH_MIX
1206 n = n & SAVE_CK_MASK
1207 return (n ^ (n >> 16)) % 256
1208}
1209// bilinear value noise, lattice spacing `sc`, result 0..255
1210func wnoise(x: i64, z: i64, sc: i64, sd: i64) -> i64 {
1211 let cx: i64 = x / sc
1212 let cz: i64 = z / sc
1213 let fx: i64 = x % sc
1214 let fz: i64 = z % sc
1215 let c00: i64 = whash(cx, cz, sd)
1216 let c10: i64 = whash(cx+1, cz, sd)
1217 let c01: i64 = whash(cx, cz+1, sd)
1218 let c11: i64 = whash(cx+1, cz+1, sd)
1219 let v0: i64 = c00 + (c10 - c00)*fx/sc
1220 let v1: i64 = c01 + (c11 - c01)*fx/sc
1221 return v0 + (v1 - v0)*fz/sc
1222}
1223// the RAW two-octave surface: what wheight was in full before E1, unchanged and still the only
1224// thing the talus measurement is allowed to read (a threshold derived from an already-eroded
1225// surface would be measuring its own output).
1226func wheight_raw(base: i64, x: i64, z: i64, sd: i64) -> i64 {
1227 let sp: *i64 = wsp(base)
1228 // GE14a: when the recipe binds the staged pipeline, the ground IS the six-field
1229 // parameter space (continentalness -> spline, ridged relief scaled by weirdness and
1230 // flattened by erosion) rather than this engine's two octaves of value noise. The
1231 // core statics are set PER CALL, not once at init, deliberately: gates hold several
1232 // arenas at different seeds at the same time and a module-global seeded once would
1233 // silently generate one arena's terrain inside another. Four assignments against a
1234 // per-column noise evaluation is not a cost worth a correctness risk.
1235 let wpd: i64 = sp[P_WPIPE]
1236 if wpd != 0 {
1237 WP_SEED = sd
1238 WP_TEMP_BIAS = 0
1239 WP_CONT_BIAS = 0
1240 WP_MOUNT_SCALE = WP_MAGIC_1400
1241 var wsc: i64 = sp[P_WPSCALE]
1242 if wsc <= 0 { wsc = 1 }
1243 return wclamp(sp[P_TBASE] + wp_height_raw(x*wsc, z*wsc)/wpd, 1, WY - 8)
1244 }
1245 let n1: i64 = wnoise(x, z, 16, sd)
1246 let n2: i64 = wnoise(x, z, 5, sd + 7)
1247 var h: i64 = sp[P_TBASE] + n1*sp[P_TAMP1]/256 + n2*sp[P_TAMP2]/256
1248 return wclamp(h, 1, WY - 8)
1249}
1250
1251// ---------- E1: TALUS EROSION, EVALUATED POINTWISE (2026-08-25) ----------
1252// THE WORLD SCROLLS, SO EROSION HERE CANNOT BE A BAKED GRID. gencol regenerates strips at
1253// ABSOLUTE coordinates as the window slides (s[S_WOX] = s[S_WOX] + dx), which is exactly why the
1254// header above gencol calls the terrain "a pure function of (absolute position, seed) -> unbounded
1255// land". nx_worldpipe's wp_erode is the baked-grid shape and its OWN docstring states the cost:
1256// it returns zero "outside the baked span", a case "a caller must not be able to tell apart from
1257// no erosion here, because that is what they are". Baking it here would put eroded ground behind
1258// the player and raw noise in front of him with a hard seam between the two. Storing a grid is
1259// not available either -- "wasm has no mmap; every buffer is an arena offset", and the
1260// framebuffer TAILS the arena (T60), so a 128x128 heightfield would have to move WASM_MEM_BYTES.
1261// SO THE OPERATOR IS EVALUATED, NOT STORED. k passes of a radius-1 stencil have a domain of
1262// dependence of radius k, so the unrolled composition below returns at (x,z) exactly what a
1263// k-pass relaxation over an INFINITE grid would put there. No seam can exist because there is no
1264// grid to have an edge, and nothing has to be saved, shifted or invalidated when the world slides.
1265// The pass is thermal (talus) erosion in its symmetric PAIRWISE-EXCHANGE form: across each of the
1266// 4 edges material moves from the higher cell to the lower one ONLY where the drop exceeds the
1267// talus threshold. wc_er_flux is ANTISYMMETRIC -- flux(-d) == -flux(d) exactly, truncation toward
1268// zero included -- so both ends of every edge move by equal and opposite amounts and the pass
1269// CONSERVES MASS. That is what makes this erosion and not a blur: a blur lowers everything, this
1270// cuts steep faces back and fills the hollows immediately below them, and it leaves ground gentler
1271// than the threshold untouched entirely.
1272const WC_ER_Q: i64 = 256 // fixed point the pass runs in. World heights are
1273 // small integers (craft relief ~22 blocks), so a
1274 // pass done in whole blocks could only ever move 0
1275 // or >=1 and would quantise the effect away.
1276const WC_ER_STABLE_Q: i64 = WC_ER_Q / 4 // DERIVED, not tasted: an explicit 4-neighbour
1277 // exchange h' = h + r*sum(h_n - h) is stable iff
1278 // 4r <= 1, so r = 1/4 is the marginal limit and
1279 // oscillates AT it.
1280const WC_ER_RATE_Q: i64 = WC_ER_STABLE_Q / 2 // WRITTEN AS THE ARITHMETIC: half the stability
1281 // limit. This factor of 2 is the ONLY judgement in
1282 // the whole operator and it is named right here;
1283 // the per-world lever is the tick budget, which is
1284 // recipe DATA, not code.
1285const WC_ER_MAXK: i64 = 3 // STRUCTURAL, not a clamp: three unrolled levels
1286 // are written below and no fourth one exists. Cost
1287 // is 5^k raw height evaluations per column -- 125
1288 // at k=3; 625 at k=4 would put worldgen past a
1289 // second and a visitor would meet a blank canvas.
1290const WC_ER_FLAT: i64 = 0 - 1 // P_ERTAL sentinel: measured, and there is no relief
1291
1292// THE SAME SURFACE AT SUB-BLOCK RESOLUTION -- AND THE FIX FOR A MEASURED, GATE-CAUGHT DEFECT.
1293// wheight_raw's two truncating divisions by 256 round the land to WHOLE BLOCKS before anything
1294// can weather it, and feeding that pre-rounded field to the pass made the first cut of this
1295// operator measurably do nothing. With the input quantised, every neighbour drop is a multiple of
1296// 256; the MEASURED talus came out at 264, so a one-block step (256) sits BELOW the threshold and
1297// does not move at all, and a two-block step moves (512-264)/8 = 31 of the 128 needed to change a
1298// block. The wasm-VM gate reported moved=0 of 576 with HI 477 -> 477 and REFUSED the ship. That is
1299// the tooth doing its job, and the answer is not a bigger rate -- it is to weather the CONTINUOUS
1300// field and quantise only the result, which is what erosion does to real ground anyway.
1301func wheight_q(base: i64, x: i64, z: i64, sd: i64) -> i64 {
1302 let sp: *i64 = wsp(base)
1303 let n1: i64 = wnoise(x, z, 16, sd)
1304 let n2: i64 = wnoise(x, z, 5, sd + 7)
1305 var hq: i64 = sp[P_TBASE]*WC_ER_Q + n1*sp[P_TAMP1] + n2*sp[P_TAMP2]
1306 return wclamp(hq, WC_ER_Q, (WY - 8)*WC_ER_Q)
1307}
1308// signed transfer INTO this cell across one edge, given the neighbour-minus-self drop d.
1309// Antisymmetric by construction, so the two ends of an edge always move by equal and opposite
1310// amounts. That identity is what conserves mass, and the gate ASSERTS it rather than assuming the
1311// dialect truncates the way this reasoning needs.
1312func wc_er_flux(d: i64, t: i64) -> i64 {
1313 if d > t { return (d - t)*WC_ER_RATE_Q/WC_ER_Q }
1314 if d < 0 - t { return (d + t)*WC_ER_RATE_Q/WC_ER_Q }
1315 return 0
1316}
1317// THE THRESHOLD IS MEASURED, NEVER AUTHORED. Mean over a FIXED reference patch of each cell's
1318// largest 4-neighbour drop -- wp_erode_talus_derived's rule, applied to the surface actually being
1319// eroded. The patch is the absolute [0,WX)x[0,WZ) square rather than the player's current window,
1320// so the threshold stays a pure function of (spec, seed) and does not drift as the world slides
1321// under him. Result is in WC_ER_Q units; a world with no relief measures 0 and turns erosion off.
1322func wc_er_talus(base: i64, sd: i64) -> i64 {
1323 var sum: i64 = 0
1324 var z: i64 = 0
1325 while z < WZ {
1326 var x: i64 = 0
1327 while x < WX {
1328 let h: i64 = wheight_q(base, x, z, sd)
1329 var m: i64 = 0
1330 let da: i64 = wheight_q(base, x - 1, z, sd) - h
1331 if da > m { m = da }
1332 if 0 - da > m { m = 0 - da }
1333 let db: i64 = wheight_q(base, x + 1, z, sd) - h
1334 if db > m { m = db }
1335 if 0 - db > m { m = 0 - db }
1336 let dc: i64 = wheight_q(base, x, z - 1, sd) - h
1337 if dc > m { m = dc }
1338 if 0 - dc > m { m = 0 - dc }
1339 let dd: i64 = wheight_q(base, x, z + 1, sd) - h
1340 if dd > m { m = dd }
1341 if 0 - dd > m { m = 0 - dd }
1342 sum = sum + m
1343 x = x + 1
1344 }
1345 z = z + 1
1346 }
1347 return sum/(WX*WZ) // already in WC_ER_Q units: the field it measured is
1348}
1349// memoised into the spec so the sweep above runs ONCE per arena, never once per column. The
1350// sentinel makes "measured and flat" distinguishable from "not measured yet", which is the whole
1351// reason a flat world does not pay the sweep on every single query.
1352func wc_er_arm(base: i64, sd: i64) -> i64 {
1353 let sp: *i64 = wsp(base)
1354 if sp[P_ERTAL] != 0 { return sp[P_ERTAL] }
1355 let t: i64 = wc_er_talus(base, sd)
1356 if t <= 0 { sp[P_ERTAL] = WC_ER_FLAT } else { sp[P_ERTAL] = t }
1357 return sp[P_ERTAL]
1358}
1359// ONE PASS, UNROLLED THREE DEEP. No recursion anywhere: each level is its own function and calls
1360// only the level below it, so the maximum budget is a property of the SOURCE that a reader can
1361// count, rather than a runtime clamp that has to be trusted.
1362func wc_er1(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 {
1363 let h: i64 = wheight_q(base, x, z, sd)
1364 var a: i64 = h
1365 a = a + wc_er_flux(wheight_q(base, x - 1, z, sd) - h, t)
1366 a = a + wc_er_flux(wheight_q(base, x + 1, z, sd) - h, t)
1367 a = a + wc_er_flux(wheight_q(base, x, z - 1, sd) - h, t)
1368 a = a + wc_er_flux(wheight_q(base, x, z + 1, sd) - h, t)
1369 return a
1370}
1371func wc_er2(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 {
1372 let h: i64 = wc_er1(base, x, z, sd, t)
1373 var a: i64 = h
1374 a = a + wc_er_flux(wc_er1(base, x - 1, z, sd, t) - h, t)
1375 a = a + wc_er_flux(wc_er1(base, x + 1, z, sd, t) - h, t)
1376 a = a + wc_er_flux(wc_er1(base, x, z - 1, sd, t) - h, t)
1377 a = a + wc_er_flux(wc_er1(base, x, z + 1, sd, t) - h, t)
1378 return a
1379}
1380func wc_er3(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 {
1381 let h: i64 = wc_er2(base, x, z, sd, t)
1382 var a: i64 = h
1383 a = a + wc_er_flux(wc_er2(base, x - 1, z, sd, t) - h, t)
1384 a = a + wc_er_flux(wc_er2(base, x + 1, z, sd, t) - h, t)
1385 a = a + wc_er_flux(wc_er2(base, x, z - 1, sd, t) - h, t)
1386 a = a + wc_er_flux(wc_er2(base, x, z + 1, sd, t) - h, t)
1387 return a
1388}
1389// THE HEIGHT THE PLAYER WALKS ON. gencol builds every column from this and gentrees plants from
1390// it, so a change here is a change to the GROUND, not a shader drawn over it. All 7 call sites are
1391// worldgen or init; the renderer reads voxels, so the 5^k cost is paid once per strip and never
1392// per frame.
1393func wheight(base: i64, x: i64, z: i64, sd: i64) -> i64 {
1394 let sp: *i64 = wsp(base)
1395 var k: i64 = sp[P_ERODE]
1396 if k <= 0 { return wheight_raw(base, x, z, sd) }
1397 if k > WC_ER_MAXK { k = WC_ER_MAXK }
1398 let t: i64 = wc_er_arm(base, sd)
1399 if t <= 0 { return wheight_raw(base, x, z, sd) }
1400 var he: i64 = 0
1401 if k == 1 { he = wc_er1(base, x, z, sd, t) }
1402 if k == 2 { he = wc_er2(base, x, z, sd, t) }
1403 if k >= 3 { he = wc_er3(base, x, z, sd, t) }
1404 return wclamp((he + WC_ER_Q/2)/WC_ER_Q, 1, WY - 8)
1405}
1406// GE53: the SAME eroded height wheight returns, in WC_ER_Q units and NOT rounded -- the one value the
1407// surface source keeps that the voxel column throws away at wheight's last line.
1408func wheight_qe(base: i64, x: i64, z: i64, sd: i64) -> i64 {
1409 let sp: *i64 = wsp(base)
1410 var k: i64 = sp[P_ERODE]
1411 if k <= 0 { return wheight_q(base, x, z, sd) }
1412 if k > WC_ER_MAXK { k = WC_ER_MAXK }
1413 let t: i64 = wc_er_arm(base, sd)
1414 if t <= 0 { return wheight_q(base, x, z, sd) }
1415 var he: i64 = 0
1416 if k == 1 { he = wc_er1(base, x, z, sd, t) }
1417 if k == 2 { he = wc_er2(base, x, z, sd, t) }
1418 if k >= 3 { he = wc_er3(base, x, z, sd, t) }
1419 return wclamp(he, WC_ER_Q, (WY - 8)*WC_ER_Q)
1420}
1421// the ocean ramp in Q units -- the same arithmetic wsp_beach_ocean applies to whole blocks, so the field
1422// and the column agree on where the beach meets the sea.
1423func wsp_beach_ocean_q(sp: *i64, ax: i64, az: i64, hq: i64) -> i64 {
1424 let oc: i64 = sp[P_OCEAN]
1425 if oc == 0 { return hq }
1426 let d: i64 = wsp_ocean_d(sp, ax, az)
1427 if d <= 0 { return hq }
1428 let slopew: i64 = (oc >> 12) & 63
1429 let bedq: i64 = ((oc >> 18) & 63)*WC_ER_Q
1430 var t: i64 = bedq
1431 if d < slopew { t = hq - (hq - bedq)*d/slopew }
1432 if t < bedq { t = bedq }
1433 if t > hq { t = hq }
1434 return t
1435}
1436func hq_get(base: i64, x: i64, z: i64) -> i64 {
1437 if x < 0 { return 0 - 1 }
1438 if z < 0 { return 0 - 1 }
1439 if x >= WX { return 0 - 1 }
1440 if z >= WZ { return 0 - 1 }
1441 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64
1442 return p[0]
1443}
1444func hq_set(base: i64, x: i64, z: i64, v: i64) -> i64 {
1445 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64
1446 p[0] = v
1447 return 0
1448}
1449func hq_off() -> i64 { return O_HQ }
1450// wc_surface_source -- GE53's named symbol: the terrain SURFACE height (the top of the ground, Q8 world
1451// units) at a Q8 position, bilinear between the four surrounding columns. -1 outside the window. A
1452// column's Q height is the base of its top block, so the surface sits one block above it.
1453func wc_surface_source(base: i64, pxq: i64, pzq: i64) -> i64 {
1454 let cx: i64 = pxq >> 8
1455 let cz: i64 = pzq >> 8
1456 let fx: i64 = pxq & 255
1457 let fz: i64 = pzq & 255
1458 let h00: i64 = hq_get(base, cx, cz)
1459 let h10: i64 = hq_get(base, cx + 1, cz)
1460 let h01: i64 = hq_get(base, cx, cz + 1)
1461 let h11: i64 = hq_get(base, cx + 1, cz + 1)
1462 if h00 < 0 { return 0 - 1 }
1463 if h10 < 0 { return 0 - 1 }
1464 if h01 < 0 { return 0 - 1 }
1465 if h11 < 0 { return 0 - 1 }
1466 let top: i64 = h00*(256 - fx)*(256 - fz) + h10*fx*(256 - fz) + h01*(256 - fx)*fz + h11*fx*fz
1467 return top/65536 + 256
1468}
1469// terrain-class blocks: the ground the field replaces. Structures (wood, leaves, crops, water) stay cells.
1470func wterrain(b: i64) -> i64 {
1471 if b == 1 { return 1 }
1472 if b == 2 { return 1 }
1473 if b == 3 { return 1 }
1474 if b == 5 { return 1 }
1475 if b == 8 { return 1 }
1476 if b == 9 { return 1 }
1477 if b == 10 { return 1 }
1478 if b == 11 { return 1 }
1479 return 0
1480}
1481// trilinear 3D value noise 0..255 (cave carver)
1482func wnoise3(x: i64, y: i64, z: i64, sc: i64, sd: i64) -> i64 {
1483 let cx: i64 = x / sc
1484 let cy3: i64 = y / sc
1485 let cz: i64 = z / sc
1486 let fx: i64 = x % sc
1487 let fy: i64 = y % sc
1488 let fz: i64 = z % sc
1489 let a00: i64 = whash(cx + cy3*97, cz, sd)
1490 let a10: i64 = whash(cx + 1 + cy3*97, cz, sd)
1491 let a01: i64 = whash(cx + cy3*97, cz + 1, sd)
1492 let a11: i64 = whash(cx + 1 + cy3*97, cz + 1, sd)
1493 let b00: i64 = whash(cx + (cy3+1)*97, cz, sd)
1494 let b10: i64 = whash(cx + 1 + (cy3+1)*97, cz, sd)
1495 let b01: i64 = whash(cx + (cy3+1)*97, cz + 1, sd)
1496 let b11: i64 = whash(cx + 1 + (cy3+1)*97, cz + 1, sd)
1497 let a0: i64 = a00 + (a10 - a00)*fx/sc
1498 let a1: i64 = a01 + (a11 - a01)*fx/sc
1499 let av: i64 = a0 + (a1 - a0)*fz/sc
1500 let b0: i64 = b00 + (b10 - b00)*fx/sc
1501 let b1: i64 = b01 + (b11 - b01)*fx/sc
1502 let bv: i64 = b0 + (b1 - b0)*fz/sc
1503 return av + (bv - av)*fy/sc
1504}
1505// recompute the world's highest solid layer (init + save-load; place maintains it incrementally)
1506func wc_wmax(base: i64) -> i64 {
1507 let s: *i64 = wst(base)
1508 let vxp: *u8 = (base + O_VOX) as *u8
1509 var y: i64 = WY - 1
1510 while y >= 0 {
1511 var i: i64 = y*WZ*WX
1512 let end: i64 = (y + 1)*WZ*WX
1513 while i < end {
1514 if (vxp[i] & 0xff) != 0 { s[S_WMAX] = y; return y }
1515 i = i + 1
1516 }
1517 y = y - 1
1518 }
1519 s[S_WMAX] = 0
1520 return 0
1521}
1522
1523// generate ONE local column from ABSOLUTE world coords: the terrain is a pure function of
1524// (absolute position, seed) -> unbounded land, deterministic everywhere, no stored world needed
1525// for virgin ground (the voxchunk regen law wired into the live game).
1526// GE13 -- shore distance: how many blocks SEAWARD of the shoreline (ax,az) sits; <= 0 = inland,
1527// -1 = this identity has no ocean row at all.
1528func wsp_ocean_d(sp: *i64, ax: i64, az: i64) -> i64 {
1529 let oc: i64 = sp[P_OCEAN]
1530 if oc == 0 { return 0 - 1 }
1531 let edge: i64 = oc & 3
1532 let shore: i64 = ((oc >> 2) & 1023) - 512
1533 if edge == 0 { return az - shore }
1534 if edge == 1 { return shore - az }
1535 if edge == 2 { return ax - shore }
1536 return shore - ax
1537}
1538// GE45 REVIEW FRAMING (2026-09-04) -- the sea bearing of an identity, in yaw it-units (yaw 0 looks toward +z,
1539// x = sin, z = cos: the convention summon() and the page's review steering already share), or -1 when the
1540// identity carries no ocean row. Read by the spawn (the first frame faces the sea), by summon() (the review
1541// ring stands on the seaward arc so the shore is behind the girl the camera frames) and exported as the
1542// sea_yaw door for the HUD and the gate. Data: the same P_OCEAN row wsp_ocean_d decodes -- no second coastline.
1543func wsp_sea_yaw(sp: *i64) -> i64 {
1544 let oc: i64 = sp[P_OCEAN]
1545 if oc == 0 { return 0 - 1 }
1546 let edge: i64 = oc & 3
1547 if edge == 0 { return 0 }
1548 if edge == 1 { return IT_PI }
1549 if edge == 2 { return IT_PI/2 }
1550 return IT_PI*3/2
1551}
1552// the seaward review arc: the summoned cast spans one quarter turn centred on the sea bearing. A quarter turn
1553// is the widest arc whose every member still stands between the player and the shore (tan 45 degrees = 1, so
1554// the gate can assert it with integer arithmetic: |dx| <= dz for a +z sea).
1555const WC_REVIEW_ARC: i64 = IT_PI/2
1556// GE13 -- the ocean shaping rule (gameengine rung wsp_beach_ocean), applied to the PURE noise
1557// height wherever a column sits seaward of the shoreline: ramp the ground from its natural
1558// height down to the SEABED across the SLOPE width, then hold the seabed. gencol's existing
1559// flood rule (P_WATER) then fills the water and its sand rule paints the wet band -- beach,
1560// shallows and open sea all emerge from ONE data row, no per-world code. P_OCEAN == 0 returns
1561// h untouched, so every existing world is byte-identical by construction.
1562func wsp_beach_ocean(sp: *i64, ax: i64, az: i64, h: i64) -> i64 {
1563 let oc: i64 = sp[P_OCEAN]
1564 if oc == 0 { return h }
1565 let d: i64 = wsp_ocean_d(sp, ax, az)
1566 if d <= 0 { return h }
1567 let slopew: i64 = (oc >> 12) & 63
1568 let bed: i64 = (oc >> 18) & 63
1569 var t: i64 = bed
1570 if d < slopew { t = h - (h - bed)*d/slopew }
1571 if t < bed { t = bed }
1572 if t > h { t = h }
1573 return t
1574}
1575
1576// Runtime position validity uses the same terrain field and structural body sweep.
1577// This does not change the existing point footprint into a wider avatar.
1578func wc_player_position_clear(base: i64, x: i64, y: i64, z: i64) -> i64 {
1579 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return 0 }
1580 if wsp(base)[P_SURF] == 1 {
1581 let field: i64=wc_surface_source(base,x,z)
1582 if field < 0 || y-EYE < field { return 0 }
1583 }
1584 wc_player_body(base,x,y,z)
1585 beach_contact_world_sweep(base,wc_contact_body(base),wc_contact_obstacle(base),wc_contact_result(base),1,0)
1586 let contact: *BeachContactResult=wc_contact_result(base)
1587 if contact.initial_overlap == 1 { return 0 }
1588 return 1
1589}
1590// Return 0 unchanged,1 recovered,-1 unresolved. No arbitrary teleport across X/Z.
1591// A restore can carry a valid checksum yet contain an old penetrated camera.
1592
1593// Profile storage occupies the verified unused O_ST tail; existing 64-word ABI is unchanged.
1594const S_MOVE_MODE: i64 = 51
1595const S_MOVE_GRAV_MM: i64 = 52
1596const S_MOVE_JUMP_MM: i64 = 53
1597const S_MOVE_WALK_MM: i64 = 54
1598const S_MOVE_TERM_MM: i64 = 55
1599const S_MOVE_STEP_Q8: i64 = 56
1600const S_MOVE_REPEAT: i64 = 57
1601const S_MOVE_VNUM: i64 = 58
1602const S_MOVE_RY: i64 = 59
1603const S_MOVE_RX: i64 = 60
1604const S_MOVE_RZ: i64 = 61
1605const S_MOVE_LAST_JUMP: i64 = 62
1606const S_MOVE_REV: i64 = 63
1607const WC_MOVE_HZ: i64 = 60
1608const WC_MOVE_Q8: i64 = 256
1609const WC_MOVE_MM: i64 = 1000
1610const WC_MOVE_DEN: i64 = WC_MOVE_MM*WC_MOVE_HZ*WC_MOVE_HZ
1611const WC_MOVE_HDEN: i64 = WATER_MAGIC_4096*WC_MOVE_MM*WC_MOVE_HZ
1612// A request cannot traverse more than the vertical arena extent in one tick.
1613const WC_MOVE_SPEED_MAX_MM: i64 = WY*WC_MOVE_MM*WC_MOVE_HZ
1614const WC_MOVE_GRAV_MAX_MM: i64 = WC_MOVE_SPEED_MAX_MM*WC_MOVE_HZ
1615const WC_MOVE_RC_PROFILE: i64 = 0 - 81
1616const WC_MOVE_RC_ACTIVE: i64 = 0 - 82
1617
1618func wc_move_reset(base: i64) -> i64 {
1619 let s: *i64 = wst(base)
1620 s[S_MOVE_VNUM] = 0; s[S_MOVE_RY] = 0
1621 s[S_MOVE_RX] = 0; s[S_MOVE_RZ] = 0
1622 s[S_MOVE_LAST_JUMP] = 0
1623 return 0
1624}
1625func wc_move_valid(mode: i64, grav: i64, launch: i64, walk: i64,
1626 terminal: i64, step: i64, repeat: i64) -> i64 {
1627 if mode == 0 {
1628 if grav != 0 || launch != 0 || walk != 0 || terminal != 0 || step != 0 || repeat != 0 { return WC_MOVE_RC_PROFILE }
1629 return 0
1630 }
1631 if mode != 1 { return WC_MOVE_RC_PROFILE }
1632 if grav <= 0 || grav > WC_MOVE_GRAV_MAX_MM { return WC_MOVE_RC_PROFILE }
1633 if launch <= 0 || launch > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE }
1634 if walk < 0 || walk > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE }
1635 if terminal <= 0 || terminal > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE }
1636 if step < 0 || step >= WY*WC_MOVE_Q8 { return WC_MOVE_RC_PROFILE }
1637 if repeat < 0 || repeat > 1 { return WC_MOVE_RC_PROFILE }
1638 return 0
1639}
1640func wc_move_commit_validated(base: i64, mode: i64, grav: i64, launch: i64, walk: i64,
1641 terminal: i64, step: i64, repeat: i64) -> i64 {
1642 let s: *i64 = wst(base)
1643 s[S_MOVE_MODE] = mode
1644 s[S_MOVE_GRAV_MM] = grav; s[S_MOVE_JUMP_MM] = launch
1645 s[S_MOVE_WALK_MM] = walk; s[S_MOVE_TERM_MM] = terminal
1646 s[S_MOVE_STEP_Q8] = step; s[S_MOVE_REPEAT] = repeat
1647 wc_move_reset(base)
1648 s[S_MOVE_REV] = s[S_MOVE_REV] + 1
1649 return 0
1650}
1651func wc_move_set(base: i64, mode: i64, grav: i64, launch: i64, walk: i64,
1652 terminal: i64, step: i64, repeat: i64) -> i64 {
1653 let valid: i64 = wc_move_valid(mode,grav,launch,walk,terminal,step,repeat)
1654 if valid != 0 { return valid }
1655 let s: *i64 = wst(base)
1656 if s[S_MOVE_MODE] == mode && s[S_MOVE_GRAV_MM] == grav && s[S_MOVE_JUMP_MM] == launch && s[S_MOVE_WALK_MM] == walk && s[S_MOVE_TERM_MM] == terminal && s[S_MOVE_STEP_Q8] == step && s[S_MOVE_REPEAT] == repeat { return 0 }
1657 if s[S_GROUNDED] != 1 || s[S_VY] != 0 { return WC_MOVE_RC_ACTIVE }
1658 if s[S_MOVE_VNUM] != 0 || s[S_MOVE_RY] != 0 || s[S_MOVE_RX] != 0 || s[S_MOVE_RZ] != 0 { return WC_MOVE_RC_ACTIVE }
1659 let held: i64 = ia_held(winp(base))
1660 if (held & (IA_UP | IA_DOWN | IA_LEFT | IA_RIGHT | IA_JUMP)) != 0 { return WC_MOVE_RC_ACTIVE }
1661 return wc_move_commit_validated(base,mode,grav,launch,walk,terminal,step,repeat)
1662}
1663func wc_move_boot(base: i64, world: i64) -> i64 {
1664 if world != BEACH_RELEASE_WORLD { return 0 }
1665 // init preflights immutable recipe data before any arena mutation; grounded is established by motion.
1666 return wc_move_commit_validated(base,BEACH_MOVE_MODE,BEACH_MOVE_GRAV_MM,BEACH_MOVE_JUMP_MM,
1667 BEACH_MOVE_WALK_MM,BEACH_MOVE_TERM_MM,BEACH_MOVE_STEP_Q8,BEACH_MOVE_REPEAT)
1668}
1669func wc_move_horizontal(base: i64, axis: i64, direction: i64) -> i64 {
1670 let s: *i64 = wst(base)
1671 if s[S_MOVE_MODE] == 0 { return direction*SPEED/WATER_MAGIC_4096 }
1672 var slot: i64 = S_MOVE_RX
1673 if axis == 2 { slot = S_MOVE_RZ }
1674 if direction == 0 { s[slot] = 0; return 0 }
1675 let sum: i64 = s[slot] + direction*s[S_MOVE_WALK_MM]*WC_MOVE_Q8
1676 let delta: i64 = sum/WC_MOVE_HDEN
1677 s[slot] = sum - delta*WC_MOVE_HDEN
1678 return delta
1679}
1680func wc_move_vertical_request(base: i64, jump: i64) -> i64 {
1681 let s: *i64 = wst(base)
1682 var launch: i64 = jump
1683 if s[S_MOVE_REPEAT] == 0 && s[S_MOVE_LAST_JUMP] == 1 { launch = 0 }
1684 s[S_MOVE_LAST_JUMP] = jump
1685 var vn: i64 = s[S_MOVE_VNUM]
1686 if launch == 1 && s[S_GROUNDED] == 1 {
1687 vn = s[S_MOVE_JUMP_MM]*WC_MOVE_Q8*WC_MOVE_HZ
1688 s[S_MOVE_RY] = 0
1689 }
1690 vn = vn - s[S_MOVE_GRAV_MM]*WC_MOVE_Q8
1691 let terminal: i64 = s[S_MOVE_TERM_MM]*WC_MOVE_Q8*WC_MOVE_HZ
1692 if vn < 0 - terminal { vn = 0 - terminal }
1693 s[S_MOVE_VNUM] = vn
1694 let sum: i64 = s[S_MOVE_RY] + vn
1695 let delta: i64 = sum/WC_MOVE_DEN
1696 s[S_MOVE_RY] = sum - delta*WC_MOVE_DEN
1697 return delta
1698}
1699func movement_profile_set(mode: i64, grav_mm_s2: i64, jump_mm_s: i64,
1700 walk_mm_s: i64, terminal_mm_s: i64, step_q8: i64, held_repeat: i64) -> i64 {
1701 return wc_move_set(0,mode,grav_mm_s2,jump_mm_s,walk_mm_s,terminal_mm_s,step_q8,held_repeat)
1702}
1703func movement_profile_field(field: i64) -> i64 {
1704 if field < 0 || field > S_MOVE_REV-S_MOVE_MODE { return WC_MOVE_RC_PROFILE }
1705 return wst(0)[S_MOVE_MODE+field]
1706}
1707func movement_tick_hz() -> i64 { return WC_MOVE_HZ }
1708func movement_velocity_denominator() -> i64 { return WC_MOVE_DEN }
1709
1710func wc_player_recover(base: i64) -> i64 {
1711 let s: *i64=wst(base)
1712 let x: i64=s[S_CX];let y: i64=s[S_CY];let z: i64=s[S_CZ]
1713 if wc_player_position_clear(base,x,y,z) == 1 { return 0 }
1714 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return -1 }
1715 var floor: i64=y-EYE
1716 if wsp(base)[P_SURF] == 1 {
1717 let field: i64=wc_surface_source(base,x,z)
1718 if field < 0 { return -1 }
1719 if field > floor { floor=field }
1720 }
1721 if floor < 0 { floor=0 }
1722 var ceiling: i64=floor
1723 while ceiling+EYE+128 <= WY*256 {
1724 let stand: i64=wc_player_support(base,x,z,ceiling)
1725 if stand >= y && stand <= ceiling+EYE {
1726 if wc_player_position_clear(base,x,stand,z) == 1 {
1727 s[S_CY]=stand;s[S_VY]=0;s[S_GROUNDED]=1;wc_move_reset(base)
1728 return 1
1729 }
1730 }
1731 // Include the continuous field first, then every possible structural cell top.
1732 ceiling=((ceiling >> 8)+1)*256
1733 }
1734 return -1
1735}
1736func player_position_clear() -> i64 {
1737 let s: *i64=wst(0)
1738 return wc_player_position_clear(0,s[S_CX],s[S_CY],s[S_CZ])
1739}
1740func player_recover() -> i64 { return wc_player_recover(0) }
1741
1742// Same column owner for normal generation and non-destructive restore rebuild.
1743func wc_hq_column(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 {
1744 let sp: *i64=wsp(base)
1745 if sp[P_SURF] == 1 { hq_set(base,x,z,wsp_beach_ocean_q(sp,ax,az,wheight_qe(base,ax,az,sd))) }
1746 return 0
1747}
1748func wc_hq_restore(base: i64) -> i64 {
1749 if wsp(base)[P_SURF] != 1 { return 0 }
1750 let s: *i64=wst(base)
1751 var z: i64=0
1752 while z < WZ {
1753 var x: i64=0
1754 while x < WX {
1755 wc_hq_column(base,x,z,x+s[S_WOX],z+s[S_WOZ],s[S_SEED])
1756 x=x+1
1757 }
1758 z=z+1
1759 }
1760 return 0
1761}
1762
1763func gencol(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 {
1764 let sp: *i64 = wsp(base)
1765 let wl: i64 = sp[P_WATER]
1766 let h: i64 = wsp_beach_ocean(sp, ax, az, wheight(base, ax, az, sd)) // GE13: the ocean is data
1767 wc_hq_column(base,x,z,ax,az,sd) // Same height owner as coherent save restoration.
1768 var y: i64 = 0
1769 while y < WY {
1770 var b: i64 = 0
1771 if y <= h {
1772 b = 3 // stone
1773 if y > h - 3 { b = 2 } // dirt cap
1774 if y == h {
1775 b = 1 // grass
1776 if h <= wl { b = 5 } // sand at/below waterline
1777 if h >= sp[P_SNOW] { b = 8 } // snow high up
1778 }
1779 // caves: carve inside the crust (never the floor, never the top 2 = no surface holes,
1780 // and never under water columns so lakes stay sealed)
1781 if b == 3 { if y >= 2 { if y <= h - 2 { if h > wl {
1782 if wnoise3(ax, y, az, 7, sd + 55) > sp[P_CAVETH] { b = 0 }
1783 } } } }
1784 // ores seed the remaining stone: coal common, iron deeper, gold deepest
1785 if b == 3 {
1786 let orr: i64 = whash(ax*7 + y*131, az*11 + y*17, sd + 31) % 997
1787 if orr < 22 { b = 9 }
1788 if y < 14 { if orr >= 22 { if orr < 32 { b = 10 } } }
1789 if y < 9 { if orr >= 32 { if orr < 38 { b = 11 } } }
1790 }
1791 }
1792 if y > h { if y <= wl { b = 4 } } // flood low ground
1793 vset(base, x, y, z, b)
1794 y = y + 1
1795 }
1796 return 0
1797}
1798// paint a voxel ONLY inside the regen box -- a tree may never overwrite terrain (and its journal
1799// overlay) outside the strip being regenerated
1800func vset_box(base: i64, x: i64, y: i64, z: i64, b: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 {
1801 if x < lx0 { return 0 }
1802 if x >= lx1 { return 0 }
1803 if z < lz0 { return 0 }
1804 if z >= lz1 { return 0 }
1805 return vset(base, x, y, z, b)
1806}
1807// GE17 wsp_palm_shape -- THE PALM (W2 shape id 3, mirroring nx_treegen species 3: dep0=0 trunk-
1808// only + "a ring of LONG radial frond blobs from the trunk top" -- ONE species canon, two lanes,
1809// the PG36 rule). A bare, gently curved trunk with NO branches below the crown, then a frond
1810// rosette. Everything DERIVED, nothing tuned:
1811// LEAN -- phototropic, TOWARD OPEN WATER when the world declares an ocean (P_OCEAN edge
1812// bits: shoreline palms lean seaward for light), hash-picked axis otherwise. Tip
1813// displacement = th9/3 (tan ~18deg of trunk height, the shoreline coconut habit); profile
1814// quadratic in height (uniform curvature): lean(dy) = dy*dy/(3*th9), which lands the tip at
1815// exactly th9/3 with no constant of its own.
1816// FRONDS -- 8 directions (4 axial + 4 diagonal, the voxel ring), length = the genome's own
1817// canopy radius cr9, arch droop(r) = r*r/(2*cr9): the tip ends half the frond length below
1818// the crown, the same quadratic droop nx_treegen's palm crown uses (seg*seg*11 there).
1819// Painting is clipped to the regen box (vset_box) so it is seam-safe under the widened scan
1820// margin gentrees derives for shape 3. Trunk = wood (6), fronds + apical bud = leaves (7);
1821// on the shore identity those palette rows read driftwood-brown and scrub-green already.
1822func wsp_palm_shape(base: i64, sp: *i64, tx: i64, tz: i64, h2: i64, th9: i64, cr9: i64,
1823 ax: i64, az: i64, sd: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 {
1824 var pldx: i64 = 0
1825 var pldz: i64 = 0
1826 let poc9: i64 = sp[P_OCEAN]
1827 if poc9 != 0 {
1828 let pe9: i64 = poc9 & 3
1829 if pe9 == 0 { pldz = 1 }
1830 if pe9 == 1 { pldz = 0 - 1 }
1831 if pe9 == 2 { pldx = 1 }
1832 if pe9 == 3 { pldx = 0 - 1 }
1833 }
1834 if poc9 == 0 {
1835 let pd9: i64 = whash(ax*19 + 13, az*23 + 29, sd + 251) % 4
1836 if pd9 == 0 { pldx = 1 }
1837 if pd9 == 1 { pldx = 0 - 1 }
1838 if pd9 == 2 { pldz = 1 }
1839 if pd9 == 3 { pldz = 0 - 1 }
1840 }
1841 var pox: i64 = 0
1842 var poz: i64 = 0
1843 var pty: i64 = 1
1844 while pty <= th9 {
1845 let pl9: i64 = pty*pty/(3*th9)
1846 pox = pldx*pl9
1847 poz = pldz*pl9
1848 vset_box(base, tx + pox, h2 + pty, tz + poz, 6, lx0, lx1, lz0, lz1)
1849 pty = pty + 1
1850 }
1851 let pcx: i64 = tx + pox
1852 let pcz: i64 = tz + poz
1853 let ptop: i64 = h2 + th9
1854 vset_box(base, pcx, ptop + 1, pcz, 7, lx0, lx1, lz0, lz1)
1855 var pfd: i64 = 0
1856 while pfd < 8 {
1857 var fdx9: i64 = 0
1858 var fdz9: i64 = 0
1859 if pfd == 0 { fdx9 = 1 }
1860 if pfd == 1 { fdx9 = 0 - 1 }
1861 if pfd == 2 { fdz9 = 1 }
1862 if pfd == 3 { fdz9 = 0 - 1 }
1863 if pfd == 4 { fdx9 = 1; fdz9 = 1 }
1864 if pfd == 5 { fdx9 = 1; fdz9 = 0 - 1 }
1865 if pfd == 6 { fdx9 = 0 - 1; fdz9 = 1 }
1866 if pfd == 7 { fdx9 = 0 - 1; fdz9 = 0 - 1 }
1867 var pr9: i64 = 1
1868 while pr9 <= cr9 {
1869 vset_box(base, pcx + fdx9*pr9, ptop + 1 - pr9*pr9/(2*cr9), pcz + fdz9*pr9, 7, lx0, lx1, lz0, lz1)
1870 pr9 = pr9 + 1
1871 }
1872 pfd = pfd + 1
1873 }
1874 return 0
1875}
1876// trees whose TRUNK falls in the +-2-expanded ABSOLUTE range paint their blocks CLIPPED to the
1877// local box, so a tree crossing a strip seam is completed by whichever strip regenerates later.
1878// The trunk condition is PURE (grass by the gen rules: above water, below snow) -- no window peeking.
1879func gentrees(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 {
1880 let sp: *i64 = wsp(base)
1881 if sp[P_TREE] == 0 { return 0 }
1882 let s: *i64 = wst(base)
1883 let wl: i64 = sp[P_WATER]
1884 // scan expanded to +-4 (was +-2): a SPECIES canopy reaches up to radius 4, so a trunk that
1885 // far outside the box can paint inside it -- the strip-seam completion law, wider. Legacy
1886 // worlds are unchanged: an R=2 stamp 3-4 cells out paints nothing in-box (no-op scan rows).
1887 // GE17: a palm's phototropic lean displaces its crown by up to (tb+tv)/3 beyond the frond
1888 // radius, so a palm-genome world widens the seam scan by that maximum lean -- DERIVED from
1889 // the same genome rows the grower reads, not a second constant. Every other shape keeps
1890 // the historic +-4 margin bit-exactly, and the extra scan rows are no-ops by the vset_box
1891 // clip (the standing seam law, same argument as the +-2 -> +-4 widening above).
1892 var mg9: i64 = 4
1893 if ((sp[P_TREESPEC] >> 12) & 7) == 3 { mg9 = 4 + ((sp[P_TREESPEC] & 15) + ((sp[P_TREESPEC] >> 4) & 15))/3 }
1894 var az: i64 = s[S_WOZ] + lz0 - mg9
1895 while az <= s[S_WOZ] + lz1 + mg9 - 1 {
1896 var ax: i64 = s[S_WOX] + lx0 - mg9
1897 while ax <= s[S_WOX] + lx1 + mg9 - 1 {
1898 let hr9: i64 = wheight(base, ax, az, sd)
1899 let h2: i64 = wsp_beach_ocean(sp, ax, az, hr9) // GE13: no trees grow on the sea
1900 // GE17: DRY LAND is where the ocean rule was a NO-OP (h2 == hr9). Seaward of the
1901 // shoreline the ramp lowered this column -- that whole band is the beach slope and
1902 // its wet sand, and vegetation stays off it (palms out of the water, off the wet
1903 // band, by the ocean row's own geometry rather than a second coastline rule).
1904 // Worlds without an ocean row have h2 == hr9 everywhere BY CONSTRUCTION
1905 // (wsp_beach_ocean returns h untouched), so this conjunct changes nothing there.
1906 var trunk: i64 = 0
1907 // the tree altitude ceiling is a SPEC ROW, not an engine constant: hardcoded 19
1908 // silently capped forests for any identity whose land sits higher (gate T52 found
1909 // it -- vale's P_TREE 43->19 barely moved the trunk count because the CEILING, not
1910 // the density row, was binding). 0 = the historic 19, so craft/depths are unchanged.
1911 var tmax: i64 = sp[P_TREEMAX]
1912 if tmax <= 0 { tmax = 19 }
1913 if h2 < tmax { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 {
1914 if whash(ax*3 + 7, az*5 + 11, sd + 99) % sp[P_TREE] == 0 { trunk = 1 }
1915 } } } }
1916 if trunk == 1 {
1917 let tx: i64 = ax - s[S_WOX]
1918 let tz: i64 = az - s[S_WOZ]
1919 let ts9: i64 = sp[P_TREESPEC]
1920 // W2b: the TREE branch keys on the tree bits (0..17) alone -- a genome carrying
1921 // only understory bits (18+) keeps the LEGACY forest exactly (T57's wood-equality
1922 // tooth), and understory grows in its own pass below regardless of trunk sites.
1923 if (ts9 & 262143) == 0 {
1924 // legacy stamp, byte-for-byte: every identity-only world is unchanged
1925 var ty: i64 = h2 + 1
1926 while ty <= h2 + 4 { vset_box(base, tx, ty, tz, 6, lx0, lx1, lz0, lz1); ty = ty + 1 }
1927 var lz: i64 = tz - 2
1928 while lz <= tz + 2 {
1929 var lx: i64 = tx - 2
1930 while lx <= tx + 2 {
1931 var keep: i64 = 1
1932 if lx == tx { if lz == tz { keep = 0 } }
1933 if keep == 1 {
1934 vset_box(base, lx, h2 + 4, lz, 7, lx0, lx1, lz0, lz1)
1935 if lx >= tx - 1 { if lx <= tx + 1 { if lz >= tz - 1 { if lz <= tz + 1 {
1936 vset_box(base, lx, h2 + 5, lz, 7, lx0, lx1, lz0, lz1)
1937 } } } }
1938 }
1939 lx = lx + 1
1940 }
1941 lz = lz + 1
1942 }
1943 vset_box(base, tx, h2 + 6, tz, 7, lx0, lx1, lz0, lz1)
1944 } else {
1945 // W2 SPECIES GROWER: the individual varies inside the species envelope by
1946 // position hash -- deterministic, seam-safe (paint clipped to the box),
1947 // asset-free. Shapes: 1 dome (squashed integer ellipsoid), 2 pine (diamond
1948 // rings widening down from the tip). Density drops leaves by hash for airy
1949 // canopies. All bounds y-clamped by vset's own vin guard.
1950 let tb9: i64 = ts9 & 15
1951 let tv9: i64 = (ts9 >> 4) & 15
1952 var cr9: i64 = (ts9 >> 8) & 15
1953 if cr9 < 1 { cr9 = 1 }
1954 if cr9 > 4 { cr9 = 4 }
1955 let sh9: i64 = (ts9 >> 12) & 7
1956 let dn9: i64 = (ts9 >> 15) & 7
1957 let hv9: i64 = whash(ax*13 + 5, az*17 + 3, sd + 141)
1958 var th9: i64 = tb9 + hv9 % (tv9 + 1)
1959 if th9 < 2 { th9 = 2 }
1960 if sh9 == 3 {
1961 // GE17: shape 3 = PALM, the frond-rosette grower (wsp_palm_shape).
1962 // dn9 (leaf drop) is deliberately unused there: fronds are already
1963 // sparse lines, not a volume to thin.
1964 wsp_palm_shape(base, sp, tx, tz, h2, th9, cr9, ax, az, sd, lx0, lx1, lz0, lz1)
1965 } else {
1966 var ty2: i64 = h2 + 1
1967 while ty2 <= h2 + th9 { vset_box(base, tx, ty2, tz, 6, lx0, lx1, lz0, lz1); ty2 = ty2 + 1 }
1968 let top9: i64 = h2 + th9
1969 var dy9: i64 = 0 - cr9
1970 while dy9 <= cr9 + 1 {
1971 var dz9: i64 = 0 - cr9
1972 while dz9 <= cr9 {
1973 var dx9: i64 = 0 - cr9
1974 while dx9 <= cr9 {
1975 var put9: i64 = 0
1976 if sh9 == 2 {
1977 if dy9 <= 1 {
1978 var pr9: i64 = 1 - dy9
1979 if pr9 > cr9 { pr9 = cr9 }
1980 var ad9: i64 = dx9
1981 if ad9 < 0 { ad9 = 0 - ad9 }
1982 var az9: i64 = dz9
1983 if az9 < 0 { az9 = 0 - az9 }
1984 if ad9 + az9 <= pr9 { put9 = 1 }
1985 }
1986 } else {
1987 if dx9*dx9 + dz9*dz9 + dy9*dy9*2 <= cr9*cr9 { put9 = 1 }
1988 }
1989 if put9 == 1 { if dn9 > 0 {
1990 if whash(ax*29 + dx9*3 + dy9*7, az*31 + dz9*5, sd + 177) % 8 < dn9 { put9 = 0 }
1991 } }
1992 if put9 == 1 {
1993 var istrunk9: i64 = 0
1994 if dx9 == 0 { if dz9 == 0 { if dy9 < 0 { istrunk9 = 1 } } }
1995 if istrunk9 == 0 { vset_box(base, tx + dx9, top9 + dy9, tz + dz9, 7, lx0, lx1, lz0, lz1) }
1996 }
1997 dx9 = dx9 + 1
1998 }
1999 dz9 = dz9 + 1
2000 }
2001 dy9 = dy9 + 1
2002 }
2003 }
2004 }
2005 }
2006 // W2b UNDERSTORY (genome bits 18-20 density, 21-22 kind 0=tufts 1=shrubs 2=mixed):
2007 // ground vegetation per column, seeded independently of trunks, same grass belt,
2008 // trunk columns excluded; shrub = plus-clump radius 1 (inside the +-4 seam scan).
2009 let ud9: i64 = (sp[P_TREESPEC] >> 18) & 7
2010 if ud9 > 0 { if trunk == 0 { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 {
2011 if whash(ax*41 + 3, az*43 + 9, sd + 203) % 8 < ud9 {
2012 let uk9: i64 = (sp[P_TREESPEC] >> 21) & 3
2013 let ux5: i64 = ax - s[S_WOX]
2014 let uz5: i64 = az - s[S_WOZ]
2015 var shrub9: i64 = 0
2016 if uk9 == 1 { shrub9 = 1 }
2017 if uk9 == 2 { if whash(ax*7 + 1, az*11 + 5, sd + 209) % 2 == 0 { shrub9 = 1 } }
2018 vset_box(base, ux5, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1)
2019 if shrub9 == 1 {
2020 // vegetation FILLS AIR, never replaces solids: a clump reaching into a
2021 // neighbor column must not eat its trunk or its surface (T57 measured the
2022 // unguarded version eating 792 wood blocks). Deterministic under the fixed
2023 // scan order -- a later trunk overwrites a leaf, so wood wins either way.
2024 if vget(base, ux5 + 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 + 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) }
2025 if vget(base, ux5 - 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 - 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) }
2026 if vget(base, ux5, h2 + 1, uz5 + 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 + 1, 7, lx0, lx1, lz0, lz1) }
2027 if vget(base, ux5, h2 + 1, uz5 - 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 - 1, 7, lx0, lx1, lz0, lz1) }
2028 if vget(base, ux5, h2 + 2, uz5) == 0 { vset_box(base, ux5, h2 + 2, uz5, 7, lx0, lx1, lz0, lz1) }
2029 }
2030 }
2031 } } } } }
2032 ax = ax + 1
2033 }
2034 az = az + 1
2035 }
2036 return 0
2037}
2038
2039// ---------- W3 SETTLEMENTS (GR6, the Infinigen-Indoors expansion, 2026-08-17) ----------
2040// Room LAYOUTS are solved OFFLINE by nx_indoorgen -- declarative constraints through the estate's
2041// part-placement solver, quantized, accept-rule-checked, REFUSED when unsatisfiable -- and land
2042// here as the imported data table (nx_indoorgen_data.nx). The engine only STAMPS: sites ride a
2043// coarse grid of BLDG_SITE-block cells hashed on ABSOLUTE coords (window-independent, so a
2044// building regenerates identically when the streaming window slides back -- the tree seam law at
2045// building scale); jitter, rotation and layout variant come from the same hash; and a building
2046// always fits INSIDE its own site cell (jitter 8 + max half-footprint 5 < SITE/2 = 20), so two
2047// sites can never collide. Terrain must be near-flat (4 rotated corners within 1 of the anchor
2048// height), dry and below the snowline, or the site deterministically stays empty. Painting is
2049// CLIPPED to the regen box (vset_box), and ej_overlay runs after every strip regen -- players can
2050// remodel a building and their edits win, exactly as they do against trees.
2051const BLDG_SITE: i64 = 40 // site-cell stride, blocks
2052const IG_SCAN0: i64 = 10 // W3 solve: first candidate anchor offset inside the site cell
2053const IG_SCANSTEP: i64 = 10 // candidate grid step: 3x3 covers offsets 10/20/30; footprint
2054 // half-extent (bw/2+1 <= 4) keeps every candidate's shell inside
2055 // its own cell, so neighbor cells can never overlap -- the
2056 // no-overlap rule holds by construction, not by test
2057const IG_MAXSLOPE: i64 = 2 // pre-declared accept rule: corners may deviate <=2 blocks from
2058 // the anchor; the IG_FOUND skirt reaches ground at exactly this
2059 // bound, so an accepted site is grounded. An unsatisfiable cell
2060 // stamps NOTHING (refuse, never float -- the constraint-solve law)
2061const IG_FOUND: i64 = 3 // foundation skirt courses below the floor (IG_MAXSLOPE + 1)
2062
2063// floor division for ABSOLUTE (possibly negative) coords -- truncating division reads the cell
2064// left of origin as cell 0 twice, which would double-place one building at the world seam
2065func igfloor(a: i64, b: i64) -> i64 {
2066 var q: i64 = a/b
2067 if a % b < 0 { q = q - 1 }
2068 return q
2069}
2070func ig_rotx(r: i64, x: i64, z: i64) -> i64 {
2071 if r == 1 { return z }
2072 if r == 2 { return 0 - x }
2073 if r == 3 { return 0 - z }
2074 return x
2075}
2076func ig_rotz(r: i64, x: i64, z: i64) -> i64 {
2077 if r == 1 { return 0 - x }
2078 if r == 2 { return 0 - z }
2079 if r == 3 { return x }
2080 return z
2081}
2082func genbuildings(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 {
2083 let sp: *i64 = wsp(base)
2084 if sp[P_BLDG] <= 0 { return 0 }
2085 let s: *i64 = wst(base)
2086 let wl: i64 = sp[P_WATER]
2087 let arch: i64 = sp[P_BLDGSPEC] & 15
2088 let dims: i64 = igd_dims(arch)
2089 let bw: i64 = dims & 255
2090 let bd: i64 = (dims >> 8) & 255
2091 let bh: i64 = (dims >> 16) & 255
2092 let mats: i64 = igd_mats(arch)
2093 let mwall: i64 = mats & 255
2094 let mfloor: i64 = (mats >> 8) & 255
2095 let mroof: i64 = (mats >> 16) & 255
2096 let dxo: i64 = igd_doorx(arch)
2097 let gx0: i64 = igfloor(s[S_WOX] + lx0 - BLDG_SITE + 1, BLDG_SITE)
2098 let gx1: i64 = igfloor(s[S_WOX] + lx1 + BLDG_SITE - 1, BLDG_SITE)
2099 let gz0: i64 = igfloor(s[S_WOZ] + lz0 - BLDG_SITE + 1, BLDG_SITE)
2100 let gz1: i64 = igfloor(s[S_WOZ] + lz1 + BLDG_SITE - 1, BLDG_SITE)
2101 var gz: i64 = gz0
2102 while gz <= gz1 {
2103 var gx: i64 = gx0
2104 while gx <= gx1 {
2105 var put: i64 = 1
2106 if whash(gx*7 + 1, gz*13 + 5, sd + 331) % sp[P_BLDG] != 0 { put = 0 }
2107 let rot: i64 = whash(gx*17 + 2, gz*19 + 6, sd + 499) % 4
2108 let bv: i64 = whash(gx*23 + 4, gz*29 + 8, sd + 541) % IGD_NVAR
2109 // W3 SOLVE: the anchor is not rolled, it is SEARCHED. 3x3 candidates per cell,
2110 // flattest wins (first-min on the fixed scan order = deterministic), and wheight is
2111 // pure noise over absolute coords, so the choice is window-independent (T73's law).
2112 // The measured failure this replaces: one hash-jittered roll + a dh>1 veto rejected
2113 // EVERY vale and craft cell (probe 2026-08-18: dhmax 2..12 across 36 cells) -- a
2114 // stamp with a veto is not a solve, and the village never existed.
2115 var axc: i64 = 0
2116 var azc: i64 = 0
2117 var h: i64 = 0
2118 var bestd9: i64 = 99
2119 if put == 1 {
2120 var co9: i64 = 0
2121 while co9 < 9 {
2122 let cox9: i64 = gx*BLDG_SITE + IG_SCAN0 + (co9 % 3)*IG_SCANSTEP
2123 let coz9: i64 = gz*BLDG_SITE + IG_SCAN0 + (co9 / 3)*IG_SCANSTEP
2124 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
2125 var dmax9: i64 = 0
2126 var ci: i64 = 0
2127 while ci < 4 {
2128 var clx: i64 = 0 - 1
2129 var clz: i64 = 0 - 1
2130 if ci == 1 { clx = bw }
2131 if ci == 2 { clz = bd }
2132 if ci == 3 { clx = bw; clz = bd }
2133 let cax: i64 = cox9 + ig_rotx(rot, clx - bw/2, clz - bd/2)
2134 let caz: i64 = coz9 + ig_rotz(rot, clx - bw/2, clz - bd/2)
2135 var dh: i64 = wsp_beach_ocean(sp, cax, caz, wheight(base, cax, caz, sd)) - hh9
2136 if dh < 0 { dh = 0 - dh }
2137 if dh > dmax9 { dmax9 = dh }
2138 ci = ci + 1
2139 }
2140 if dmax9 < bestd9 { bestd9 = dmax9; axc = cox9; azc = coz9; h = hh9 }
2141 co9 = co9 + 1
2142 }
2143 if bestd9 > IG_MAXSLOPE { put = 0 }
2144 if h <= wl { put = 0 }
2145 if h >= sp[P_SNOW] { put = 0 }
2146 if h + bh + 2 >= WY { put = 0 }
2147 }
2148 if put == 1 {
2149 // floor+foundation ring at h, walls h+1..h+bh (door and windows carved as air,
2150 // interior cleared of terrain and canopy), roof plate at h+bh+1
2151 var lz: i64 = 0 - 1
2152 while lz <= bd {
2153 var lx: i64 = 0 - 1
2154 while lx <= bw {
2155 let ax: i64 = axc + ig_rotx(rot, lx - bw/2, lz - bd/2) - s[S_WOX]
2156 let az: i64 = azc + ig_rotz(rot, lx - bw/2, lz - bd/2) - s[S_WOZ]
2157 var ring: i64 = 0
2158 if lx == 0 - 1 { ring = 1 }
2159 if lx == bw { ring = 1 }
2160 if lz == 0 - 1 { ring = 1 }
2161 if lz == bd { ring = 1 }
2162 var fb2: i64 = mfloor
2163 if ring == 1 { fb2 = mwall }
2164 vset_box(base, ax, h, az, fb2, lx0, lx1, lz0, lz1)
2165 // foundation skirt: IG_FOUND courses below the floor on the ring, so a
2166 // site accepted at the IG_MAXSLOPE bound is grounded on every side. On
2167 // flat ground the courses embed in terrain (a real footing, seen when
2168 // mined) -- bounded, deterministic, no reads.
2169 if ring == 1 {
2170 var fy9: i64 = h - 1
2171 while fy9 >= h - IG_FOUND {
2172 if fy9 >= 0 { vset_box(base, ax, fy9, az, mwall, lx0, lx1, lz0, lz1) }
2173 fy9 = fy9 - 1
2174 }
2175 }
2176 var wy2: i64 = h + 1
2177 while wy2 <= h + bh {
2178 var wb2: i64 = 0
2179 if ring == 1 {
2180 wb2 = mwall
2181 if lx == dxo { if lz == 0 - 1 { if wy2 <= h + 2 { wb2 = 0 } } }
2182 if wy2 == h + 2 { if lz == bd/2 {
2183 if lx == 0 - 1 { wb2 = 0 }
2184 if lx == bw { wb2 = 0 }
2185 } }
2186 }
2187 vset_box(base, ax, wy2, az, wb2, lx0, lx1, lz0, lz1)
2188 wy2 = wy2 + 1
2189 }
2190 vset_box(base, ax, h + bh + 1, az, mroof, lx0, lx1, lz0, lz1)
2191 lx = lx + 1
2192 }
2193 lz = lz + 1
2194 }
2195 // the solved furniture rows, rotated with the shell
2196 var fi: i64 = 0
2197 while fi < igd_nf(arch, bv) {
2198 let fr: i64 = igd_f(arch, bv, fi)
2199 let fax: i64 = axc + ig_rotx(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOX]
2200 let faz: i64 = azc + ig_rotz(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOZ]
2201 vset_box(base, fax, h + ((fr >> 24) & 255), faz, (fr >> 16) & 255, lx0, lx1, lz0, lz1)
2202 fi = fi + 1
2203 }
2204 // world truth: count the stamp when its anchor lands inside the regen box
2205 let axl: i64 = axc - s[S_WOX]
2206 let azl: i64 = azc - s[S_WOZ]
2207 if axl >= lx0 { if axl < lx1 { if azl >= lz0 { if azl < lz1 {
2208 s[S_BLDG] = s[S_BLDG] + 1
2209 s[S_BLDGX] = axl
2210 s[S_BLDGY] = h
2211 s[S_BLDGZ] = azl
2212 } } } }
2213 }
2214 gx = gx + 1
2215 }
2216 gz = gz + 1
2217 }
2218 return 0
2219}
2220
2221func genworld(base: i64, sd: i64) -> i64 {
2222 let s: *i64 = wst(base)
2223 var z: i64 = 0
2224 while z < WZ {
2225 var x: i64 = 0
2226 while x < WX {
2227 gencol(base, x, z, x + s[S_WOX], z + s[S_WOZ], sd)
2228 x = x + 1
2229 }
2230 z = z + 1
2231 }
2232 gentrees(base, 0, WX, 0, WZ, sd)
2233 genbuildings(base, 0, WX, 0, WZ, sd)
2234 return 0
2235}
2236
2237// ---------- v6 STREAMING: slide the window one stride along x or z ----------
2238// The world is unbounded; the arena is the cache. Order matters: move kept voxels -> bump the
2239// origin -> regen the incoming strip from absolute coords -> repaint its trees -> overlay the
2240// journal (edits WIN) -> translate every arena-space coordinate (player, spawn, mobs) -> rebuild
2241// wmax -> invalidate the crosshair cache. One call = 16 blocks; ticks trigger it at the margins.
2242// Preserve the retained continuous-height cache at the same absolute world coordinates.
2243// Incoming columns are regenerated by gencol after the origin advances.
2244func wc_hq_shift(base: i64, dx: i64, dz: i64) -> i64 {
2245 var z: i64 = 0
2246 var zend: i64 = WZ
2247 var zs: i64 = 1
2248 if dz < 0 { z = WZ - 1; zend = 0 - 1; zs = 0 - 1 }
2249 while z != zend {
2250 var x: i64 = 0
2251 var xend: i64 = WX
2252 var xs: i64 = 1
2253 if dx < 0 { x = WX - 1; xend = 0 - 1; xs = 0 - 1 }
2254 while x != xend {
2255 let sx: i64 = x + dx
2256 let sz: i64 = z + dz
2257 if sx >= 0 { if sx < WX { if sz >= 0 { if sz < WZ {
2258 hq_set(base, x, z, hq_get(base, sx, sz))
2259 } } } }
2260 x = x + xs
2261 }
2262 z = z + zs
2263 }
2264 return 0
2265}
2266
2267func wc_shift(base: i64, dx: i64, dz: i64) -> i64 {
2268 if dx==0&&dz==0 { return 0 }
2269 let s: *i64 = wst(base)
2270 let v: *u8 = wvx(base)
2271 let sd: i64 = s[S_SEED]
2272 if dx != 0 {
2273 wc_hq_shift(base, dx, 0)
2274 var y: i64 = 0
2275 while y < WY {
2276 var z: i64 = 0
2277 while z < WZ {
2278 let row: i64 = (y*WZ + z)*WX
2279 if dx > 0 {
2280 var x: i64 = 0
2281 while x < WX - dx { v[row + x] = v[row + x + dx]; x = x + 1 }
2282 } else {
2283 var x2: i64 = WX - 1
2284 while x2 >= 0 - dx { v[row + x2] = v[row + x2 + dx]; x2 = x2 - 1 }
2285 }
2286 z = z + 1
2287 }
2288 y = y + 1
2289 }
2290 s[S_WOX] = s[S_WOX] + dx
2291 var sx0: i64 = 0
2292 var sx1: i64 = 0 - dx
2293 if dx > 0 { sx0 = WX - dx; sx1 = WX }
2294 var rz: i64 = 0
2295 while rz < WZ {
2296 var rx: i64 = sx0
2297 while rx < sx1 { gencol(base, rx, rz, rx + s[S_WOX], rz + s[S_WOZ], sd); rx = rx + 1 }
2298 rz = rz + 1
2299 }
2300 gentrees(base, sx0, sx1, 0, WZ, sd)
2301 genbuildings(base, sx0, sx1, 0, WZ, sd)
2302 ej_overlay(base, sx0, sx1, 0, WZ)
2303 }
2304 if dz != 0 {
2305 wc_hq_shift(base, 0, dz)
2306 var y2: i64 = 0
2307 while y2 < WY {
2308 let plane: i64 = y2*WZ*WX
2309 if dz > 0 {
2310 var z2: i64 = 0
2311 while z2 < WZ - dz {
2312 let dstr: i64 = plane + z2*WX
2313 let srcr: i64 = plane + (z2 + dz)*WX
2314 var x3: i64 = 0
2315 while x3 < WX { v[dstr + x3] = v[srcr + x3]; x3 = x3 + 1 }
2316 z2 = z2 + 1
2317 }
2318 } else {
2319 var z3: i64 = WZ - 1
2320 while z3 >= 0 - dz {
2321 let dstr2: i64 = plane + z3*WX
2322 let srcr2: i64 = plane + (z3 + dz)*WX
2323 var x4: i64 = 0
2324 while x4 < WX { v[dstr2 + x4] = v[srcr2 + x4]; x4 = x4 + 1 }
2325 z3 = z3 - 1
2326 }
2327 }
2328 y2 = y2 + 1
2329 }
2330 s[S_WOZ] = s[S_WOZ] + dz
2331 var sz0: i64 = 0
2332 var sz1: i64 = 0 - dz
2333 if dz > 0 { sz0 = WZ - dz; sz1 = WZ }
2334 var rz2: i64 = sz0
2335 while rz2 < sz1 {
2336 var rx2: i64 = 0
2337 while rx2 < WX { gencol(base, rx2, rz2, rx2 + s[S_WOX], rz2 + s[S_WOZ], sd); rx2 = rx2 + 1 }
2338 rz2 = rz2 + 1
2339 }
2340 gentrees(base, 0, WX, sz0, sz1, sd)
2341 genbuildings(base, 0, WX, sz0, sz1, sd)
2342 ej_overlay(base, 0, WX, sz0, sz1)
2343 }
2344 // translate every arena-space coordinate by the slide
2345 s[S_CX] = s[S_CX] - dx*256
2346 s[S_CZ] = s[S_CZ] - dz*256
2347 s[S_SPX] = wclamp(s[S_SPX] - dx*256, 2*256, (WX - 2)*256)
2348 s[S_SPZ] = wclamp(s[S_SPZ] - dz*256, 2*256, (WZ - 2)*256)
2349 s[S_LBX] = s[S_LBX] - dx
2350 s[S_LBZ] = s[S_LBZ] - dz
2351 let m: *i64 = mobp(base)
2352 var k: i64 = 0
2353 while k < en_count(m) {
2354 let h: i64 = en_nth(m, k)
2355 // Changing the resident cache must not move an entity in world space.
2356 en_set(m, h, MC_X, en_get(m, h, MC_X) - dx*256)
2357 en_set(m, h, MC_Z, en_get(m, h, MC_Z) - dz*256)
2358 k = k + 1
2359 }
2360 wc_wmax(base)
2361 wc_steer_reset(base)
2362 wc_soft_seat_all(base) // the world slid under every girl: re-seat springs
2363 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)
2364 s[S_HOK] = 0
2365 return 0
2366}
2367
2368// ---------- DDA raycast ----------
2369// marches from (S_CX,S_CY,S_CZ) along (dx,dy,dz) (any scale). On hit writes out[0..4] =
2370// cellx,celly,cellz,face,tcross and returns the step count; returns -1 on miss (sky).
2371// skipw=1 treats water as air (the transparency continuation ray). The voxel read is INLINED --
2372// this loop runs ~2-8M times a second and a per-step call was the measured overhead.
2373// GE53: march the continuous surface. pos(t) = cam + d*t/65536 (Q8). Quarter-cell steps along the fastest
2374// axis, then six bisections at the crossing -- sub-block precision on a field that is itself sub-block.
2375// Returns the cells travelled (the fog term); writes the column's top cell, face 3 and t. -1 = no ground.
2376func wray_surf(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 {
2377 let s: *i64 = wst(base)
2378 let cxq: i64 = s[S_CX]
2379 let cyq: i64 = s[S_CY]
2380 let czq: i64 = s[S_CZ]
2381 var dm: i64 = dx
2382 if dm < 0 { dm = 0 - dm }
2383 var ady: i64 = dy
2384 if ady < 0 { ady = 0 - ady }
2385 var adz: i64 = dz
2386 if adz < 0 { adz = 0 - adz }
2387 if ady > dm { dm = ady }
2388 if adz > dm { dm = adz }
2389 if dm == 0 { return 0 - 1 }
2390 let dt: i64 = WC_SURF_STEP_Q8*WATER_MAGIC_65536/dm // a quarter cell along the fastest axis
2391 var t: i64 = 0
2392 var tprev: i64 = 0
2393 var step: i64 = 0
2394 let nmax: i64 = maxsteps*4
2395 var hit: i64 = 0
2396 while step < nmax {
2397 t = t + dt
2398 let py: i64 = cyq + dy*t/WATER_MAGIC_65536
2399 let px: i64 = cxq + dx*t/WATER_MAGIC_65536
2400 let pz: i64 = czq + dz*t/WATER_MAGIC_65536
2401 if dy >= 0 { if py > WY*256 { return 0 - 1 } } // climbing above every column: sky
2402 if px < 0 - 8*256 { return 0 - 1 }
2403 if px > (WX + 8)*256 { return 0 - 1 }
2404 if pz < 0 - 8*256 { return 0 - 1 }
2405 if pz > (WZ + 8)*256 { return 0 - 1 }
2406 let hs: i64 = wc_surface_source(base, px, pz)
2407 if hs >= 0 { if py <= hs { hit = 1; step = nmax } }
2408 if hit == 0 { tprev = t; step = step + 1 }
2409 }
2410 if hit == 0 { return 0 - 1 }
2411 var lo: i64 = tprev
2412 var hi: i64 = t
2413 var k: i64 = 0
2414 while k < 6 {
2415 let mid: i64 = (lo + hi)/2
2416 let py2: i64 = cyq + dy*mid/WATER_MAGIC_65536
2417 let px2: i64 = cxq + dx*mid/WATER_MAGIC_65536
2418 let pz2: i64 = czq + dz*mid/WATER_MAGIC_65536
2419 let h2: i64 = wc_surface_source(base, px2, pz2)
2420 var below: i64 = 0
2421 if h2 >= 0 { if py2 <= h2 { below = 1 } }
2422 if below == 1 { hi = mid } else { lo = mid }
2423 k = k + 1
2424 }
2425 let th: i64 = hi
2426 let hx: i64 = cxq + dx*th/WATER_MAGIC_65536
2427 let hz: i64 = czq + dz*th/WATER_MAGIC_65536
2428 let cx: i64 = hx >> 8
2429 let cz: i64 = hz >> 8
2430 // the colour cell: the column's top SOLID block, found by scanning down from the hit cell -- so it
2431 // matches whatever gencol cut, whichever rounding convention built the column (the field rounds,
2432 // wheight_raw truncates; guessing the index from the field put the cell one block up, in air)
2433 let hy: i64 = cyq + dy*th/WATER_MAGIC_65536
2434 var yy: i64 = hy >> 8
2435 if yy > WY - 1 { yy = WY - 1 }
2436 var run9: i64 = 1
2437 while run9 == 1 {
2438 if yy <= 0 { run9 = 0 }
2439 if run9 == 1 { if vget(base, cx, yy, cz) != 0 { run9 = 0 } }
2440 if run9 == 1 { yy = yy - 1 }
2441 }
2442 out[0] = cx
2443 out[1] = yy
2444 out[2] = cz
2445 out[3] = 3
2446 out[4] = th
2447 return th/(dt*(256/WC_SURF_STEP_Q8)) + 1
2448}
2449// GE53: under P_SURF the ground is the field and structures stay cells -- the nearer hit wins. With the
2450// row OFF this is exactly the cell marcher (wray3 with no terrain skip), so every shipped world is untouched.
2451func wray2(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64) -> i64 {
2452 if wsp(base)[P_SURF] != 1 { return wray3(base, dx, dy, dz, maxsteps, out, skipw, 0) }
2453 let ss: i64 = wray_surf(base, dx, dy, dz, maxsteps, out)
2454 let s0: i64 = out[0]
2455 let s1: i64 = out[1]
2456 let s2: i64 = out[2]
2457 let s3: i64 = out[3]
2458 let s4: i64 = out[4]
2459 let sd: i64 = wray3(base, dx, dy, dz, maxsteps, out, skipw, 1)
2460 if sd < 0 {
2461 if ss < 0 { return 0 - 1 }
2462 out[0] = s0
2463 out[1] = s1
2464 out[2] = s2
2465 out[3] = s3
2466 out[4] = s4
2467 return ss
2468 }
2469 if ss < 0 { return sd }
2470 if out[4] <= s4 { return sd }
2471 out[0] = s0
2472 out[1] = s1
2473 out[2] = s2
2474 out[3] = s3
2475 out[4] = s4
2476 return ss
2477}
2478func wray3(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64, skipt: i64) -> i64 {
2479 let s: *i64 = wst(base)
2480 var cxq: i64 = s[S_CX]
2481 var cyq: i64 = s[S_CY]
2482 var czq: i64 = s[S_CZ]
2483 var cellx: i64 = cxq >> 8
2484 var celly: i64 = cyq >> 8
2485 var cellz: i64 = czq >> 8
2486 let HUGE: i64 = RAY_HUGE
2487 var stpx: i64 = 1
2488 if dx < 0 { stpx = 0-1 }
2489 var stpy: i64 = 1
2490 if dy < 0 { stpy = 0-1 }
2491 var stpz: i64 = 1
2492 if dz < 0 { stpz = 0-1 }
2493 // t units: pos_q8(t) = pos + d*t/65536; crossing one cell on axis c costs 256*65536/|dc|
2494 var tdx: i64 = HUGE
2495 if dx != 0 { tdx = 256*WATER_MAGIC_65536 / dx; if tdx < 0 { tdx = 0 - tdx } }
2496 var tdy: i64 = HUGE
2497 if dy != 0 { tdy = 256*WATER_MAGIC_65536 / dy; if tdy < 0 { tdy = 0 - tdy } }
2498 var tdz: i64 = HUGE
2499 if dz != 0 { tdz = 256*WATER_MAGIC_65536 / dz; if tdz < 0 { tdz = 0 - tdz } }
2500 var bx: i64 = (cellx << 8) - cxq // distance to boundary, Q8 (negative side)
2501 if stpx == 1 { bx = bx + 256 }
2502 var tmx: i64 = HUGE
2503 if dx != 0 { tmx = bx*WATER_MAGIC_65536 / dx; if tmx < 0 { tmx = 0 - tmx } }
2504 var by: i64 = (celly << 8) - cyq
2505 if stpy == 1 { by = by + 256 }
2506 var tmy: i64 = HUGE
2507 if dy != 0 { tmy = by*WATER_MAGIC_65536 / dy; if tmy < 0 { tmy = 0 - tmy } }
2508 var bz: i64 = (cellz << 8) - czq
2509 if stpz == 1 { bz = bz + 256 }
2510 var tmz: i64 = HUGE
2511 if dz != 0 { tmz = bz*WATER_MAGIC_65536 / dz; if tmz < 0 { tmz = 0 - tmz } }
2512 let vxp: *u8 = (base + O_VOX) as *u8
2513 var step: i64 = 0
2514 while step < maxsteps {
2515 var face: i64 = 0
2516 var tcross: i64 = 0
2517 if tmx <= tmy { if tmx <= tmz {
2518 cellx = cellx + stpx
2519 tcross = tmx
2520 tmx = tmx + tdx
2521 face = 1
2522 if stpx == 1 { face = 2 } // stepped +x => hit the -x... face 2 = west-lit
2523 } }
2524 if face == 0 { if tmy <= tmz {
2525 celly = celly + stpy
2526 tcross = tmy
2527 tmy = tmy + tdy
2528 face = 3
2529 if stpy == 1 { face = 4 } // stepped up => hit the block's bottom
2530 } }
2531 if face == 0 {
2532 cellz = cellz + stpz
2533 tcross = tmz
2534 tmz = tmz + tdz
2535 face = 5
2536 if stpz == 1 { face = 6 }
2537 }
2538 if celly >= WY { if stpy >= 0 { return 0 - 1 } } // heading skyward above the world
2539 if celly > s[S_WMAX] { if stpy >= 0 { return 0 - 1 } } // above every solid block, not diving
2540 if cellx < 0-8 { return 0 - 1 }
2541 if cellx > WX+8 { return 0 - 1 }
2542 if cellz < 0-8 { return 0 - 1 }
2543 if cellz > WZ+8 { return 0 - 1 }
2544 if celly < 0 { return 0 - 1 }
2545 var b: i64 = 0
2546 if cellx >= 0 { if cellx < WX { if celly < WY { if cellz >= 0 { if cellz < WZ {
2547 b = (vxp[(celly*WZ + cellz)*WX + cellx] & 0xff) as i64
2548 } } } } }
2549 if skipw == 1 { if b == 4 { b = 0 } }
2550 if skipt == 1 { if wterrain(b) == 1 { b = 0 } } // GE53: the ground is the field, not these cells
2551 if b != 0 {
2552 out[0] = cellx
2553 out[1] = celly
2554 out[2] = cellz
2555 out[3] = face
2556 out[4] = tcross // crossing t: hit point = pos + d*t/WATER_MAGIC_65536 (Q8)
2557 return step + 1
2558 }
2559 step = step + 1
2560 }
2561 return 0 - 1
2562}
2563
2564func wray(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 {
2565 return wray2(base, dx, dy, dz, maxsteps, out, 0)
2566}
2567
2568// block base colour -- from the SPEC PALETTE (the game's look is data, not code)
2569func wcol(base: i64, b: i64) -> i64 {
2570 if b < 0 { return wpack(255, 0, 255) }
2571 if b >= 12 { if b <= 16 { return wsp(base)[P_PAL2 + b - 12] } }
2572 if b > 16 { return wpack(255, 0, 255) }
2573 if b > 11 { return wpack(255, 0, 255) }
2574 return wsp(base)[P_PAL + b]
2575}
2576// hotbar slot -> placeable block type
2577func sel_block(sel: i64) -> i64 {
2578 if sel == 1 { return 2 } // dirt
2579 if sel == 2 { return 6 } // wood
2580 if sel == 3 { return 7 } // leaves
2581 if sel == 4 { return 5 } // sand
2582 if sel == 5 { return B_FARM } // the HOE: tills the targeted grass/dirt top
2583 if sel == 6 { return B_CROP0 } // SEEDS: plant onto farmland
2584 return 3 // stone
2585}
2586// face brightness permil: top lit, bottom dark, x/z sides distinct so edges READ as 3d
2587func wface_l(face: i64) -> i64 {
2588 if face == 3 { return 1000 }
2589 if face == 4 { return 420 }
2590 if face == 1 { return 760 }
2591 if face == 2 { return 700 }
2592 if face == 5 { return 620 }
2593 return 560
2594}
2595func wsky(base: i64, syy: i64) -> i64 {
2596 let sp: *i64 = wsp(base)
2597 let hor: i64 = sp[P_SKYHOR]
2598 let top: i64 = sp[P_SKYTOP]
2599 // DERIVED, NOT PICKED (2026-08-29). RH is the q=8 fossil: line 91 of this file declares that
2600 // no resolution number below it is chosen by hand, and RW/RH/FOC three lines under that are
2601 // exactly 1920/8, 1200/8 and 1920/16. This function divided the horizon-to-zenith ramp by that
2602 // frozen 150 while the frame is wc_rh(base) tall, so for any q < 8 the ramp COMPLETED in the
2603 // bottom 150 rows and every row above saturated at P_SKYTOP -- the two spec rows describe a
2604 // gradient the visitor never saw. At q=1, which is exactly what nx_world_snap forces through
2605 // WS_Q_NATIVE for published world art, that is 87.5% of the sky column flat.
2606 // base is already a parameter here and wc_rh is the declared ONE OWNER of the written extent,
2607 // so the derivation needs no new plumbing and no hoist.
2608 var rh: i64 = wc_rh(base)
2609 if rh < 1 { rh = 1 } // q is 1..24 so this cannot fire; it exists so
2610 // that a bad q can never divide by zero here
2611 let t: i64 = wclamp(syy + rh/2, 0, rh) // 0 bottom .. rh top
2612 let r: i64 = (hor & 255) + ((top & 255) - (hor & 255))*t/rh
2613 let g: i64 = ((hor >> 8) & 255) + (((top >> 8) & 255) - ((hor >> 8) & 255))*t/rh
2614 let b: i64 = ((hor >> 16) & 255) + (((top >> 16) & 255) - ((hor >> 16) & 255))*t/rh
2615 return wpack(r, g, b)
2616}
2617// clouds: a flat noise plane above the world, sampled where an upward ray crosses it, slowly
2618// drifting with time. Returns 0..255 coverage for blending into the sky.
2619func wcloud(camx: i64, camy: i64, camz: i64, dx: i64, dy: i64, dz: i64, t: i64) -> i64 {
2620 if dy < 40 { return 0 }
2621 let plane: i64 = 56*256 // cloud deck above the 48-high world
2622 let tq: i64 = (plane - camy)*WATER_MAGIC_65536/dy
2623 if tq <= 0 { return 0 }
2624 let cx: i64 = (camx + dx*tq/WATER_MAGIC_65536) >> 9 // 2-block cloud texels
2625 let cz: i64 = (camz + dz*tq/WATER_MAGIC_65536) >> 9
2626 let n: i64 = wnoise(cx + t/40, cz + t/90, 6, 777)
2627 if n < 148 { return 0 }
2628 var cov: i64 = (n - 148)*255/60
2629 if cov > 235 { cov = 235 }
2630 return cov
2631}
2632// sky with a SUN: disc + glow around the sun's projected ray-pixel position (sunon=0 -> plain sky)
2633func wsky2(base: i64, syy: i64, px: i64, py: i64, sunx: i64, suny: i64, sunon: i64) -> i64 {
2634 let base2: i64 = wsky(base, syy)
2635 if sunon == 0 { return base2 }
2636 let ddx: i64 = px - sunx
2637 let ddy: i64 = py - suny
2638 let d2: i64 = ddx*ddx + ddy*ddy
2639 if d2 < 36 { return wpack(255, 250, 224) } // the disc
2640 if d2 < 900 { // the glow
2641 let w2: i64 = 255 - d2*255/900
2642 var r: i64 = (base2 & 255) + (255 - (base2 & 255))*w2/300
2643 var g: i64 = ((base2 >> 8) & 255) + (250 - ((base2 >> 8) & 255))*w2/340
2644 var b: i64 = ((base2 >> 16) & 255) + (224 - ((base2 >> 16) & 255))*w2/460
2645 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(b,0,255))
2646 }
2647 // ordered 2x2 dither breaks the gradient banding lines
2648 if ((px ^ py) & 1) == 1 {
2649 return wpack(wclamp((base2 & 255) + 2, 0, 255), wclamp(((base2 >> 8) & 255) + 2, 0, 255), wclamp(((base2 >> 16) & 255) + 2, 0, 255))
2650 }
2651 return base2
2652}
2653// textured face shading: per-texel hash variation from the HIT POINT's in-face UV (Q8 fractions),
2654// per-type character (wood grain, leaf speckle, water shimmer, ore mottle), edge BEVEL so the
2655// block grid reads crisply, then face light and step fog. All integer, all deterministic.
2656// corner AO: darken a face edge when a solid block sits beside it in the face's outward layer --
2657// the classic soft-corner cue that makes voxel scenes read as lit geometry instead of flat tiles
2658func wao(base: i64, cx2: i64, cy2b: i64, cz2: i64, face: i64, u: i64, v: i64) -> i64 {
2659 var ox2: i64 = cx2
2660 var oy2: i64 = cy2b
2661 var oz2: i64 = cz2
2662 if face == 1 { ox2 = ox2 + 1 }
2663 if face == 2 { ox2 = ox2 - 1 }
2664 if face == 3 { oy2 = oy2 + 1 }
2665 if face == 4 { oy2 = oy2 - 1 }
2666 if face == 5 { oz2 = oz2 + 1 }
2667 if face == 6 { oz2 = oz2 - 1 }
2668 var ao: i64 = 0
2669 // u-axis neighbours (u maps to x on y/z faces, to z on x faces)
2670 if u < 44 {
2671 var hit1: i64 = 0
2672 if face == 1 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) }
2673 if face == 2 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) }
2674 if face == 3 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) }
2675 if face == 4 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) }
2676 if face == 5 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) }
2677 if face == 6 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) }
2678 if hit1 == 1 { ao = ao + (44 - u)*30/44 }
2679 }
2680 if u > 211 {
2681 var hit2: i64 = 0
2682 if face == 1 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) }
2683 if face == 2 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) }
2684 if face == 3 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) }
2685 if face == 4 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) }
2686 if face == 5 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) }
2687 if face == 6 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) }
2688 if hit2 == 1 { ao = ao + (u - 211)*30/44 }
2689 }
2690 // v-axis neighbours (v maps to z on top/bottom faces, to y on side faces)
2691 if v < 44 {
2692 var hit3: i64 = 0
2693 if face == 3 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) }
2694 if face == 4 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) }
2695 if face == 1 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) }
2696 if face == 2 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) }
2697 if face == 5 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) }
2698 if face == 6 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) }
2699 if hit3 == 1 { ao = ao + (44 - v)*30/44 }
2700 }
2701 if v > 211 {
2702 var hit4: i64 = 0
2703 if face == 3 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) }
2704 if face == 4 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) }
2705 if face == 1 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) }
2706 if face == 2 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) }
2707 if face == 5 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) }
2708 if face == 6 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) }
2709 if hit4 == 1 { ao = ao + (v - 211)*30/44 }
2710 }
2711 if ao > 45 { ao = 45 }
2712 return ao
2713}
2714func 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 {
2715 var u: i64 = hpx & 255
2716 var v: i64 = hpz & 255
2717 if face == 1 { u = hpz & 255; v = hpy & 255 }
2718 if face == 2 { u = hpz & 255; v = hpy & 255 }
2719 if face == 5 { u = hpx & 255; v = hpy & 255 }
2720 if face == 6 { u = hpx & 255; v = hpy & 255 }
2721 // grass block SIDES are dirt with a grass strip at the top edge (the classic block identity)
2722 var b: i64 = b0
2723 if b0 == 1 { if face != 3 { if face != 4 {
2724 b = 2
2725 if v > 206 { b = 1 }
2726 } } }
2727 var tex: i64 = 0
2728 if b == 6 { // wood: vertical grain stripes
2729 tex = whash(u/12 + (hpx >> 8)*7 + (hpz >> 8)*13, 3, 99) % 256
2730 }
2731 if b != 6 {
2732 var amp: i64 = 70
2733 if b == 1 { amp = 95 }
2734 if b == 2 { amp = 85 }
2735 if b == 7 { amp = 130 }
2736 if b == 5 { amp = 55 }
2737 var us: i64 = u/16
2738 var vs: i64 = v/16
2739 if b == 4 { // water: time-drifted shimmer
2740 us = us + t2/3
2741 vs = vs - t2/5
2742 amp = 110
2743 }
2744 tex = whash(us + (hpx >> 8)*31, vs + (hpy >> 8)*17 + (hpz >> 8)*7, b*131) % 256
2745 tex = 128 + (tex - 128)*amp/130
2746 }
2747 // ART STYLE (P_STYLE), read once for this texel. An id this engine does not own falls through
2748 // BOTH style tests below and renders REAL. That is the fail-safe direction and it is chosen,
2749 // not inherited: REAL is the shipped look, so a garbage value poked into the plane degrades to
2750 // "unchanged", never to an undrawn or half-drawn world.
2751 let wst9: i64 = wsp(base)[P_STYLE]
2752 if wst9 == WC_STYLE_FLAT { tex = WC_TEX_NEUTRAL }
2753 var light: i64 = wface_l(face)
2754 // sun-directional face light (sun worlds only): east faces catch it, west faces shadow
2755 if wsp(base)[P_SUN] == 1 {
2756 if face == 1 { light = light*112/100 }
2757 if face == 2 { light = light*92/100 }
2758 if face == 5 { light = light*104/100 }
2759 }
2760 light = light*(870 + tex*260/256)/1000
2761 let wsurf9: i64 = wsp(base)[P_SURF]
2762 var smooth9: i64 = 0
2763 if wst9 == WC_STYLE_SOFT { smooth9 = 1 }
2764 if wsurf9 == 1 { smooth9 = 1 }
2765 if smooth9 == 0 {
2766 if u < 14 { light = light*82/100 } // edge bevel: the block grid (OFF on a smooth ground)
2767 if u > 241 { light = light*82/100 }
2768 if v < 14 { light = light*82/100 }
2769 if v > 241 { light = light*82/100 }
2770 }
2771 var ao2: i64 = 0
2772 if wsurf9 == 0 { ao2 = wao(base, clx, cly, clz, face, u, v) } // GE53: a continuous surface has no cell corners to darken
2773 if ao2 > 0 { light = light*(100 - ao2)/100 } // soft corners where geometry meets
2774 if wst9 == WC_STYLE_SOFT { if face == 3 {
2775 // ground: the heightfield normal replaces the flat top-face light; texture and AO re-applied
2776 light = wsoft_ground_light(base, clx, cly, clz, u, v)*(870 + tex*260/256)/1000
2777 if ao2 > 0 { light = light*(100 - ao2)/100 }
2778 } }
2779 if wsurf9 == 1 { if face == 3 {
2780 light = wsurf_light(base, hpx, hpz)*(870 + tex*260/256)/1000 // GE53: the field's own gradient lights the ground
2781 } }
2782 // TOON banding sits AFTER face light, texture and AO and BEFORE colour and fog -- the same
2783 // point in the pipeline at which the incumbent bands its own "bright". Fog must stay OUTSIDE
2784 // the band, or distance itself would quantise into two steps and the horizon would read as a
2785 // wall rather than as depth. Written as ONE assignment through a temporary rather than as two
2786 // ifs on the same variable: two ifs where the first mutates the value the second tests is the
2787 // desync idiom this estate has been bitten by, and it costs nothing to be immune to it.
2788 if wst9 == WC_STYLE_TOON {
2789 var lb9: i64 = WC_TOON_HI
2790 if light < WC_TOON_CUT { lb9 = WC_TOON_LO }
2791 light = lb9
2792 }
2793 let c: i64 = wcol(base, b)
2794 var r: i64 = (c & 255) * light / 1000
2795 var g: i64 = ((c >> 8) & 255) * light / 1000
2796 var bl: i64 = ((c >> 16) & 255) * light / 1000
2797 let sk: i64 = wsky(base, syy)
2798 var fog: i64 = steps*280/MAXSTEPS
2799 if fog > 236 { fog = 236 }
2800 r = r + ((sk & 255) - r)*fog/256
2801 g = g + (((sk >> 8) & 255) - g)*fog/256
2802 bl = bl + (((sk >> 16) & 255) - bl)*fog/256
2803 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(bl,0,255))
2804}
2805
2806// THE GAME SPEC WRITER -- two complete game identities as DATA over one engine.
2807// v0 = NISHI CRAFT (sunlit overworld). v1 = NISHI DEPTHS (twilight cavern plateau: no sun/clouds/
2808// trees, ember horizon, vast cave nets, mossy basalt, glowing ores and glow-mobs).
2809func wc_spec(base: i64, v: i64) -> i64 {
2810 let sp: *i64 = wsp(base)
2811 var k: i64 = 0
2812 while k < WC_SPECN { sp[k] = 0; k = k + 1 } // E1: was a bare 64. This loop is what re-arms
2813 // P_ERTAL to its not-yet-measured sentinel on
2814 // every identity load, so leaving it at 64 would
2815 // have carried one world's talus into the next.
2816 // GE13b THE WARDROBE -- identity-independent DATA, written before any identity branch so every
2817 // world owns the same table by default and may override a row below (or through a recipe row
2818 // once the page validator admits 70-78). Palettes are hue RANGES, never one colour: the genome
2819 // picks the stop. Swimwear vivid and wide (resort colour), the cover-up sun-bleached, casual
2820 // muted, the evening dress deep and narrow -- the one dress every girl used to wear.
2821 // coverage category hue span sat lit
2822 sp[P_GARM + GAR_BIKINI_TOP - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_SWIM, 330, 120, 13, 8)
2823 sp[P_GARM + GAR_BIKINI_BOT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_SWIM, 330, 120, 13, 8)
2824 sp[P_GARM + GAR_ONEPIECE - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_SWIM, 180, 100, 12, 6)
2825 sp[P_GARM + GAR_SARONG - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_COVER, 20, 60, 9, 11)
2826 sp[P_GARM + GAR_SUNDRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_CASUAL, 40, 80, 8, 12)
2827 sp[P_GARM + GAR_TEE - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_CASUAL, 200, 160, 6, 10)
2828 sp[P_GARM + GAR_SHORTS - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 30, 40, 5, 6)
2829 sp[P_GARM + GAR_SKIRT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 340, 80, 7, 7)
2830 sp[P_GARM + GAR_DRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_EVENING, 250, 90, 10, 4)
2831 if v == 3 {
2832 // v3 = NISHI VALE, the MEDIEVAL VILLAGE: rolling green highland, deep woods, cold
2833 // snowline, cave-riddled stone. THIRD WORLD, ZERO ENGINE CODE -- the recombination
2834 // claim at n=3. Wardens run wide here (P_WARD), so a traveler arrives to REAL stakes.
2835 sp[P_TBASE] = 8
2836 sp[P_TAMP1] = 22
2837 sp[P_TAMP2] = 7
2838 sp[P_WATER] = 7
2839 sp[P_SNOW] = 26
2840 sp[P_TREE] = 11 // deep woods, tuned to the PUBLISHED
2841 // 500-800 trees/ha band -- 19 measured 372/ha,
2842 // barely half a real forest (T53; ported from
2843 // the laptop line 2026-08-02, same fork as
2844 // P_HISTAGE -- the fix existed and never landed)
2845 sp[P_TREEMAX] = 25 // woods climb to the snowline here
2846 sp[P_HISTAGE] = 0 // MEASURED, not assumed: symmetric value-
2847 // noise yields HI ~594 permil = mature
2848 sp[P_CAVETH] = 168 // more cavern than craft's 182
2849 sp[P_SKYTOP] = wpack(86, 122, 176)
2850 sp[P_SKYHOR] = wpack(196, 200, 206)
2851 sp[P_SUN] = 1
2852 sp[P_CLOUD] = 1
2853 sp[P_PAL + 1] = wpack(72, 124, 56) // highland grass
2854 sp[P_PAL + 2] = wpack(94, 72, 50) // loam
2855 sp[P_PAL + 3] = wpack(118, 116, 120) // quarry stone
2856 sp[P_PAL + 4] = wpack(44, 82, 140) // cold water
2857 sp[P_PAL + 5] = wpack(190, 178, 150) // riverbank
2858 sp[P_PAL + 6] = wpack(88, 62, 36) // timber
2859 sp[P_PAL + 7] = wpack(40, 96, 44) // dark canopy
2860 sp[P_PAL + 8] = wpack(238, 240, 246) // snow
2861 sp[P_PAL + 9] = wpack(66, 66, 72)
2862 sp[P_PAL + 10] = wpack(176, 142, 118)
2863 sp[P_PAL + 11] = wpack(224, 188, 92)
2864 sp[P_MOBC + 0] = wpack(206, 160, 96)
2865 sp[P_MOBC + 1] = wpack(160, 118, 62)
2866 sp[P_MOBC + 2] = wpack(120, 158, 190)
2867 sp[P_MOBC + 3] = wpack(78, 110, 146)
2868 sp[P_MOBC + 4] = wpack(178, 120, 160)
2869 sp[P_MOBC + 5] = wpack(134, 86, 122)
2870 sp[P_PAL2 + 0] = wpack(88, 60, 38)
2871 sp[P_PAL2 + 1] = wpack(120, 186, 90)
2872 sp[P_PAL2 + 2] = wpack(92, 168, 58)
2873 sp[P_PAL2 + 3] = wpack(230, 200, 82)
2874 sp[P_PAL2 + 4] = wpack(58, 42, 30)
2875 sp[P_DAYLEN] = 72000
2876 sp[P_SEASD] = 3
2877 sp[P_GROWE] = 2400
2878 sp[P_GROWW] = 5 // a harder land: crops take longer
2879 sp[P_GROWD] = 1
2880 sp[P_RAINS + 0] = 420 // wet spring
2881 sp[P_RAINS + 1] = 220
2882 sp[P_RAINS + 2] = 380
2883 sp[P_RAINS + 3] = 180
2884 sp[P_ADV + 0] = (B_CROP2 << 16) | 9
2885 sp[P_ADV + 1] = (1 << 16) | 3
2886 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2
2887 sp[P_CURI] = 400
2888 sp[P_OUTFIT] = 0
2889 sp[P_WARD] = 20 // wardens hunt from 20 blocks by DAY here
2890 sp[P_BLDG] = 2 // W3: the medieval village -- densest settlement
2891 sp[P_BLDGSPEC] = 2 // stonecot archetype
2892 return 0
2893 }
2894 if v == 2 {
2895 sp[P_SURF] = 1 // GE53: NISHI SHORE is the NO-VOXEL world -- its ground is the continuous field
2896 // v2 = NISHI SHORE, the REVIEW STAGE (operator 2026-08-02): near-flat warm sand, a
2897 // sea, no trees/caves/snow -- body and sprite rendering judged WITHOUT environment
2898 // distraction, with the outfit dimension ACTIVE (mixed beach). One engine, one more
2899 // identity: this whole world is 30 data rows, which IS the recombination claim.
2900 sp[P_TBASE] = 11
2901 sp[P_TAMP1] = 2
2902 sp[P_TAMP2] = 1
2903 sp[P_WATER] = 9
2904 sp[P_SNOW] = 99
2905 sp[P_TREE] = 0
2906 sp[P_CAVETH] = 255
2907 // GE13: the sea this identity always PROMISED -- P_WATER 9 under base 11 never dipped
2908 // below the waterline, so the data declared a shore the terrain shape could not
2909 // produce (the operator's 2026-08-27 frame: a beach with no ocean). One row fixes it:
2910 // ocean toward +z, shoreline at absolute z=100 (inside the boot window, beyond the
2911 // review stage and both gate fixture plateaus), 20-block beach ramp, seabed 4 =>
2912 // up to 5 blocks of swimmable water at flood level 9.
2913 sp[P_OCEAN] = 0 + (612 << 2) + (20 << 12) + (4 << 18) // edge=+z shore=100+512 slope=20 bed=4
2914 sp[P_SKYTOP] = wpack(110, 168, 230)
2915 sp[P_SKYHOR] = wpack(214, 226, 240)
2916 sp[P_SUN] = 1
2917 sp[P_CLOUD] = 1
2918 sp[P_PAL + 1] = wpack(226, 204, 148) // shore sand (the "grass" slot)
2919 sp[P_PAL + 2] = wpack(206, 180, 128) // packed sand
2920 sp[P_PAL + 3] = wpack(180, 170, 158) // beach rock
2921 sp[P_PAL + 4] = wpack(56, 140, 196) // warm sea
2922 sp[P_PAL + 5] = wpack(232, 214, 160) // dry sand
2923 sp[P_PAL + 6] = wpack(150, 110, 70) // driftwood
2924 sp[P_PAL + 7] = wpack(96, 150, 96) // beach scrub
2925 sp[P_PAL + 8] = wpack(240, 240, 244)
2926 sp[P_PAL + 9] = wpack(120, 116, 110)
2927 sp[P_PAL + 10] = wpack(176, 142, 118)
2928 sp[P_PAL + 11] = wpack(224, 188, 92)
2929 sp[P_MOBC + 0] = wpack(240, 178, 84)
2930 sp[P_MOBC + 1] = wpack(196, 138, 56)
2931 sp[P_MOBC + 2] = wpack(96, 206, 196)
2932 sp[P_MOBC + 3] = wpack(64, 158, 150)
2933 sp[P_MOBC + 4] = wpack(238, 138, 186)
2934 sp[P_MOBC + 5] = wpack(190, 100, 144)
2935 sp[P_PAL2 + 0] = wpack(94, 64, 40)
2936 sp[P_PAL2 + 1] = wpack(120, 186, 90)
2937 sp[P_PAL2 + 2] = wpack(92, 168, 58)
2938 sp[P_PAL2 + 3] = wpack(230, 200, 82)
2939 sp[P_PAL2 + 4] = wpack(64, 46, 32)
2940 sp[P_DAYLEN] = 72000
2941 sp[P_SEASD] = 3
2942 sp[P_GROWE] = 2400
2943 sp[P_GROWW] = 6
2944 sp[P_GROWD] = 1
2945 sp[P_RAINS + 0] = 60 // a review stage stays mostly sunny
2946 sp[P_RAINS + 1] = 40
2947 sp[P_RAINS + 2] = 60
2948 sp[P_RAINS + 3] = 40
2949 sp[P_ADV + 0] = (4 << 16) | (2 << 8) | 4 // the water's edge is the gathering place
2950 sp[P_ADV + 1] = (1 << 16) | 3
2951 sp[P_CURI] = 350
2952 sp[P_OUTFIT] = 1
2953 sp[P_BLDG] = 4 // W3: sparse driftwood huts along the shore
2954 sp[P_BLDGSPEC] = 1 // hut archetype
2955 return 0
2956 }
2957 // FARMING-LIFE rows, shared by every identity (the loop itself is identity-independent DATA)
2958 sp[P_PAL2 + 0] = wpack(94, 64, 40) // tilled farmland, dry
2959 sp[P_PAL2 + 1] = wpack(120, 186, 90) // crop sprout
2960 sp[P_PAL2 + 2] = wpack(92, 168, 58) // crop growing
2961 sp[P_PAL2 + 3] = wpack(230, 200, 82) // crop MATURE (reads golden at a glance)
2962 sp[P_PAL2 + 4] = wpack(64, 46, 32) // farmland wet (soaked dark soil)
2963 sp[P_DAYLEN] = 72000 // 20 real minutes at the fixed 60Hz sim
2964 // tick -- the shipped-sim benchmark band
2965 // (Minecraft 20:00/day, Stardew 14:33,
2966 // Vintage Story ~24:00): a day you can
2967 // farm INSIDE, not a light show
2968 sp[P_SEASD] = 3
2969 sp[P_GROWE] = 2400 // one growth/hydration roll per farm cell
2970 // per ~40s -- Minecraft's random-tick
2971 // cadence (~47s/block avg) on our grid;
2972 // wet stencil den=5 => a watered crop
2973 // matures in ~6.7 min =~ 1/3 day (the
2974 // Minecraft wheat band)
2975 sp[P_GROWW] = 6
2976 sp[P_GROWD] = 1
2977 sp[P_RAINS + 0] = 340 // spring
2978 sp[P_RAINS + 1] = 180 // summer
2979 sp[P_RAINS + 2] = 300 // autumn
2980 sp[P_RAINS + 3] = 120 // winter
2981 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 // a mature field draws foragers (need 0 = hunger)
2982 sp[P_ADV + 1] = (1 << 16) | 3 // grass meadow: light grazing
2983 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 // water's edge: where girls gather to talk
2984 sp[P_CURI] = 350
2985 if v == 1 {
2986 sp[P_TBASE] = 22
2987 sp[P_TAMP1] = 8
2988 sp[P_TAMP2] = 4
2989 sp[P_WATER] = 5
2990 sp[P_SNOW] = 99
2991 sp[P_TREE] = 0
2992 sp[P_CAVETH] = 148
2993 sp[P_SKYTOP] = wpack(28, 22, 40)
2994 sp[P_SKYHOR] = wpack(96, 48, 40)
2995 sp[P_SUN] = 0
2996 sp[P_CLOUD] = 0
2997 sp[P_PAL + 1] = wpack(74, 122, 84) // moss
2998 sp[P_PAL + 2] = wpack(88, 62, 48) // packed earth
2999 sp[P_PAL + 3] = wpack(98, 90, 104) // basalt
3000 sp[P_PAL + 4] = wpack(60, 190, 180) // glow-water
3001 sp[P_PAL + 5] = wpack(120, 100, 80)
3002 sp[P_PAL + 6] = wpack(70, 50, 36)
3003 sp[P_PAL + 7] = wpack(60, 90, 60)
3004 sp[P_PAL + 8] = wpack(200, 200, 210)
3005 sp[P_PAL + 9] = wpack(58, 58, 66)
3006 sp[P_PAL + 10] = wpack(198, 150, 116)
3007 sp[P_PAL + 11] = wpack(255, 206, 96) // gold veins GLOW down here
3008 sp[P_MOBC + 0] = wpack(255, 128, 64) // ember
3009 sp[P_MOBC + 1] = wpack(200, 84, 40)
3010 sp[P_MOBC + 2] = wpack(124, 220, 255) // ice-glow
3011 sp[P_MOBC + 3] = wpack(80, 160, 200)
3012 sp[P_MOBC + 4] = wpack(204, 124, 255) // violet
3013 sp[P_MOBC + 5] = wpack(150, 84, 200)
3014 return 0
3015 }
3016 sp[P_TBASE] = 4
3017 sp[P_TAMP1] = 17
3018 sp[P_TAMP2] = 5
3019 sp[P_WATER] = 9
3020 sp[P_SNOW] = 20
3021 sp[P_TREE] = 43
3022 sp[P_CAVETH] = 182
3023 // DEFAULT SKY TONES DERIVED, NOT PICKED (2026-08-26): zenith = 1 airmass, horizon = the
3024 // Kasten-Young 38-airmass bound, each channel single-scattered by lambda^-4 and display-
3025 // encoded -- nx_atmosphere's own worked example lands at (80,117,176) where the retired
3026 // hand-picked default sat at (86,122,176): the palette was approximating the physics.
3027 // Per-world identity overrides above KEEP their deliberate looks; only the default derives.
3028 let am_t: i64 = nx_atm_airmass_q(0)
3029 let am_h: i64 = nx_atm_airmass_q(NX_ATM_Q)
3030 sp[P_SKYTOP] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_t)),
3031 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_t)),
3032 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_t)))
3033 sp[P_SKYHOR] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_h)),
3034 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_h)),
3035 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_h)))
3036 sp[P_SUN] = 1
3037 sp[P_CLOUD] = 1
3038 sp[P_PAL + 1] = wpack(84, 158, 62) // grass
3039 sp[P_PAL + 2] = wpack(122, 86, 56) // dirt
3040 sp[P_PAL + 3] = wpack(126, 126, 132) // stone
3041 sp[P_PAL + 4] = wpack(52, 96, 190) // water
3042 sp[P_PAL + 5] = wpack(206, 190, 132) // sand
3043 sp[P_PAL + 6] = wpack(104, 74, 40) // wood
3044 sp[P_PAL + 7] = wpack(52, 122, 44) // leaves
3045 sp[P_PAL + 8] = wpack(232, 238, 244) // snow
3046 sp[P_PAL + 9] = wpack(72, 74, 80) // coal
3047 sp[P_PAL + 10] = wpack(176, 142, 118) // iron
3048 sp[P_PAL + 11] = wpack(224, 188, 92) // gold
3049 sp[P_MOBC + 0] = wpack(240, 178, 84)
3050 sp[P_MOBC + 1] = wpack(196, 138, 56)
3051 sp[P_MOBC + 2] = wpack(96, 206, 196)
3052 sp[P_MOBC + 3] = wpack(64, 158, 150)
3053 sp[P_MOBC + 4] = wpack(238, 138, 186)
3054 sp[P_MOBC + 5] = wpack(190, 100, 144)
3055 sp[P_BLDG] = 3 // W3: scattered cottages in the green hills
3056 sp[P_BLDGSPEC] = 0 // cottage archetype
3057 return 0
3058}
3059
3060// mobs: 12 creatures spawned on grass, deterministic, through the CERTIFIED entity store
3061// (handle = index+generation, stale-handle-proof by construction -- the part's gate owns that claim)
3062func genmobs(base: i64, sd: i64) -> i64 {
3063 let m: *i64 = mobp(base)
3064 en_init(m, MOB_CAP, MOB_NCOMP)
3065 wc_steer_reset(base)
3066 var i: i64 = 0
3067 var placed: i64 = 0
3068 while i < 200 {
3069 if placed < WC_CAST_N {
3070 let mx: i64 = 4 + whash(i*13 + 5, i*7 + 1, sd + 400) % (WX - 8)
3071 let mz: i64 = 4 + whash(i*17 + 3, i*29 + 9, sd + 500) % (WZ - 8)
3072 let h: i64 = wheight(base, mx, mz, sd)
3073 if h < wsp(base)[P_SNOW] - 1 { if vget(base, mx, h, mz) == 1 {
3074 let hd: i64 = en_spawn(m)
3075 if hd > 0 {
3076 en_set(m, hd, MC_X, mx*256 + 128)
3077 en_set(m, hd, MC_Y, wc_contact_floor_q(base,mx*256+128,mz*256+128,WY-1))
3078 en_set(m, hd, MC_Z, mz*256 + 128)
3079 en_set(m, hd, MC_KIND, whash(mx, mz, sd + 600) % 3)
3080 en_set(m, hd, MC_PH, whash(mz, mx, sd + 700) % WATER_MAGIC_4096)
3081 var dg: i64 = 0
3082 if whash(mx + 13, mz + 7, sd + 800) % 3 == 0 { dg = 1 }
3083 en_set(m, hd, MC_DISG, dg)
3084 let g1: i64 = whash(mx*3 + 1, mz*5 + 9, sd + 900)
3085 let g2: i64 = whash(mz*7 + 3, mx*11 + 5, sd + 901)
3086 // HAIR-HUE NIBBLE (2026-08-30, measured in-page: hist(gv&7)=[12,0,0,0,0,0,0,0]): bits 0-3 are
3087 // the declared hair-hue field (MC_GENE layout, L296) yet g1*4096 + g2*16 can never set them, so
3088 // every girl ever spawned shared ONE hair colour (blonde under the old palette, black under the
3089 // melanin one). Roll the low nibble from its own hash lane; the two existing lanes are untouched.
3090 let g3: i64 = whash(mx*13 + 7, mz*17 + 11, sd + 902) % 16
3091 en_set(m, hd, MC_GENE, (g1*WATER_MAGIC_4096 + g2*16 + g3) % WATER_MAGIC_1048576)
3092 placed = placed + 1
3093 }
3094 } }
3095 }
3096 i = i + 1
3097 }
3098 return placed
3099}
3100
3101// ---------- init / tick / render ----------
3102
3103// A spawn-relative scene fixture, written once into the same voxel buffer the GPU uploads.
3104// Preflight prevents partial stamps and preserves existing non-foliage geometry.
3105func wc_spawn_bush(base: i64, forward: i64, lateral: i64, radius: i64, height: i64, material: i64) -> i64 {
3106 if radius < 1 { return 0 - 1 }
3107 if height < 1 { return 0 - 1 }
3108 if radius >= WX/2 { return 0 - 1 }
3109 if height >= WY { return 0 - 1 }
3110 if material != BEACH_RELEASE_MATERIAL { return 0 - 1 }
3111 let s: *i64 = wst(base)
3112 let sy: i64 = it_sin4096(s[S_YAW])
3113 let co: i64 = it_cos4096(s[S_YAW])
3114 let cx: i64 = (s[S_SPX] >> 8) + (sy*forward + co*lateral)/4096
3115 let cz: i64 = (s[S_SPZ] >> 8) + (co*forward - sy*lateral)/4096
3116 if cx-radius < 0 { return 0 - 1 }
3117 if cx+radius >= WX { return 0 - 1 }
3118 if cz-radius < 0 { return 0 - 1 }
3119 if cz+radius >= WZ { return 0 - 1 }
3120 let raw: i64 = wheight(base, cx+s[S_WOX], cz+s[S_WOZ], s[S_SEED])
3121 let ground: i64 = wsp_beach_ocean(wsp(base), cx+s[S_WOX], cz+s[S_WOZ], raw)
3122 if ground <= wsp(base)[P_WATER] { return 0 - 1 }
3123 if ground+height >= WY { return 0 - 1 }
3124 var phase: i64 = 0
3125 var count: i64 = 0
3126 while phase < 2 {
3127 var y: i64 = 1
3128 while y <= height {
3129 var dz: i64 = 0-radius
3130 while dz <= radius {
3131 var dx: i64 = 0-radius
3132 while dx <= radius {
3133 var ax: i64 = dx; if ax < 0 { ax = 0-ax }
3134 var az: i64 = dz; if az < 0 { az = 0-az }
3135 if ax+az <= radius+height-y {
3136 if phase == 0 {
3137 let old: i64 = vget(base, cx+dx, ground+y, cz+dz)
3138 if old != 0 { if old != material { return 0 - 1 } }
3139 count = count+1
3140 } else {
3141 vset(base, cx+dx, ground+y, cz+dz, material)
3142 }
3143 }
3144 dx = dx+1
3145 }
3146 dz = dz+1
3147 }
3148 y = y+1
3149 }
3150 phase = phase+1
3151 }
3152 wc_wmax(base)
3153 return count
3154}
3155
3156func init_impl_v(base: i64, v: i64, seed: i64) -> i64 {
3157 if v == BEACH_RELEASE_WORLD {
3158 let mv: i64 = wc_move_valid(BEACH_MOVE_MODE,BEACH_MOVE_GRAV_MM,BEACH_MOVE_JUMP_MM,BEACH_MOVE_WALK_MM,BEACH_MOVE_TERM_MM,BEACH_MOVE_STEP_Q8,BEACH_MOVE_REPEAT)
3159 if mv != 0 { return mv }
3160 }
3161 wc_spec(base, v)
3162 // W1c: gen-time recipe overrides -- AFTER identity defaults, BEFORE genworld reads them.
3163 // Allowlist = the gen-time slots only (0..6 terrain shape, 59 treemax, 60 histage, 61
3164 // treespec, 62 settlement density, 63 settlement archetype); style
3165 // slots keep the post-boot poke lane so the two channels never blur. A zero region is a
3166 // clean no-op; the applied count lands in S_GENP below (announce-in-world-truth, sect-30d).
3167 let gp9: *i64 = wgp(base)
3168 let spg9: *i64 = wsp(base)
3169 var gpn9: i64 = 0
3170 if gp9[0] == GENP_MAGIC {
3171 var gk9: i64 = gp9[1]
3172 if gk9 < 0 { gk9 = 0 }
3173 if gk9 > GENP_MAXP { gk9 = GENP_MAXP }
3174 var gi9: i64 = 0
3175 while gi9 < gk9 {
3176 let gx9: i64 = gp9[2 + gi9*2]
3177 // THE ONE ALLOWLIST (nx_genp_allow_lib, 2026-09-04): this chain was hand-enumerated here and mirrored,
3178 // with drift, in nx_world_snap and nx_game_page_emit; all three now read genp_gen_ok, and T90 pins each
3179 // P_* slot to it. Gen-time because these rows shape what genworld is about to read -- poked after boot
3180 // they would be the silent no-op this whitelist exists for.
3181 let gok9: i64 = genp_gen_ok(gx9)
3182 if gok9 == 1 { spg9[gx9] = gp9[3 + gi9*2]; gpn9 = gpn9 + 1 }
3183 gi9 = gi9 + 1
3184 }
3185 }
3186 let s: *i64 = wst(base)
3187 let facing_radius: i64 = s[S_FACE_RADIUS]
3188 let facing_gain: i64 = s[S_FACE_GAIN]
3189 var k: i64 = 0
3190 while k < 64 { s[k] = 0; k = k + 1 }
3191 wc_set_facing_policy(base,facing_radius,facing_gain)
3192 let ej0: *i64 = ejp(base)
3193 var kj: i64 = 0
3194 while kj < EJRN_SLOTS { ej0[kj] = 0; kj = kj + 1 }
3195 s[S_SEED] = seed
3196 s[S_VAR] = v // after the zero loop -- an earlier set
3197 // here was wiped (the zero-loop-order class)
3198 s[S_GENP] = gpn9 // same zero-loop-order law as S_VAR above
3199 s[S_T] = wsp(base)[P_DAYLEN]/4 // first frame = MID-MORNING light (the
3200 // visitor's first impression; a dawn-dark
3201 // spawn read as night, screenshot-caught)
3202 genworld(base, seed)
3203 wc_wmax(base)
3204 genmobs(base, seed)
3205 // A4/C1: zero the spring + need regions (init may reuse a dirty arena), then seat and seed
3206 let sb0i: *i64 = (base + O_SOFT) as *i64
3207 var kzi: i64 = 0
3208 while kzi < MOB_CAP*SB_PTS*SD_STRIDE { sb0i[kzi] = 0; kzi = kzi + 1 }
3209 let nd0i: *i64 = (base + O_NEED) as *i64
3210 var kni: i64 = 0
3211 while kni < MOB_CAP*4 { nd0i[kni] = 0; kni = kni + 1 }
3212 wc_soft_seat_all(base)
3213 wc_need_seed(base)
3214 wc_mind_zero(base)
3215 // spawn on the TALLEST central column: from a local peak every direction is a vista,
3216 // never a cliff wall filling the first frame (the eyeball found exactly that)
3217 var sx: i64 = WX/2
3218 var sz: i64 = WZ/2
3219 var sh: i64 = 0
3220 var qz: i64 = WZ/2 - 12
3221 while qz < WZ/2 + 12 {
3222 var qx: i64 = WX/2 - 12
3223 while qx < WX/2 + 12 {
3224 let qh: i64 = wheight(base, qx, qz, seed)
3225 if qh > sh { sh = qh; sx = qx; sz = qz }
3226 qx = qx + 1
3227 }
3228 qz = qz + 1
3229 }
3230 // W2b: a spawn column may carry understory at feet height -- clear it. GUARDED so legacy
3231 // (understory-less) worlds stay byte-identical; gen-time vegetation is not journaled, so a
3232 // later window-slide repaint is harmless (the player has long moved).
3233 if ((wsp(base)[P_TREESPEC] >> 18) & 7) > 0 {
3234 vset(base, sx, sh + 1, sz, 0)
3235 vset(base, sx, sh + 2, sz, 0)
3236 }
3237 s[S_CX] = sx*256 + 128
3238 s[S_CZ] = sz*256 + 128
3239 s[S_CY] = (sh+1)*256 + EYE
3240 // Establish support from the same continuous field before querying the bounded floor.
3241 if wsp(base)[P_SURF] == 1 {
3242 let spawn_floor: i64 = wc_surface_source(base, s[S_CX], s[S_CZ])
3243 if spawn_floor >= 0 { s[S_CY] = spawn_floor + EYE }
3244 }
3245 let spawn_stand: i64 = wstand_here(base,s[S_CX],s[S_CZ])
3246 if spawn_stand >= 0 { s[S_CY] = spawn_stand }
3247 s[S_SPX] = s[S_CX]
3248 s[S_SPY] = s[S_CY]
3249 s[S_SPZ] = s[S_CZ]
3250 s[S_YAW] = 0
3251 // GE45 review framing (2026-09-04): an identity with an ocean row spawns FACING the sea. The shore identity's
3252 // +z edge is yaw 0 already, so this is byte-identical there and correct for any other edge a recipe declares.
3253 let sy0: i64 = wsp_sea_yaw(wsp(base))
3254 if sy0 >= 0 { s[S_YAW] = sy0 }
3255 s[S_PITCH] = 0
3256 s[S_Q] = Q_START
3257 if v == BEACH_RELEASE_WORLD {
3258 let release_cells: i64 = wc_spawn_bush(base, BEACH_RELEASE_FORWARD, BEACH_RELEASE_LATERAL, BEACH_RELEASE_RADIUS, BEACH_RELEASE_HEIGHT, BEACH_RELEASE_MATERIAL)
3259 // The release fixture is non-critical: a crowded or submerged site must not
3260 // prevent the world's input bindings and remaining startup from completing.
3261 // The fixture uses the world's foliage material; it must not recolor every leaf.
3262
3263 }
3264 ia_init(winp(base))
3265 ia_bind(winp(base), 82, IA_LUP) // R = look up (real action bits since seq1136)
3266 ia_bind(winp(base), 70, IA_LDOWN) // F = look down (G = party invite, below)
3267 ia_bind(winp(base), 32, IA_JUMP) // space = jump (touch center zone jumps too)
3268 ia_bind(winp(base), 81, IA_MOD) // Q = cycle the hotbar selection
3269 ia_bind(winp(base), 72, IA_HOME) // H = return to spawn (edge-fall rescue)
3270 return wc_move_boot(base,v)
3271}
3272func init_impl(base: i64, seed: i64) -> i64 { return init_impl_v(base, 0, seed) }
3273
3274// return to spawn: position + velocity reset, world untouched (the operator's reset button)
3275func wc_respawn(base: i64) -> i64 {
3276 let s: *i64 = wst(base)
3277 s[S_CX] = s[S_SPX]
3278 s[S_CY] = s[S_SPY]
3279 s[S_CZ] = s[S_SPZ]
3280 s[S_VY] = 0
3281 wc_move_reset(base)
3282 s[S_GROUNDED] = 1
3283 return 0
3284}
3285
3286// highest solid y at a column (collision floor), -1 if none
3287func wground(base: i64, x: i64, z: i64) -> i64 {
3288 var y: i64 = WY - 1
3289 while y >= 0 {
3290 if vsolid(base, x, y, z) == 1 { return y }
3291 y = y - 1
3292 }
3293 return 0 - 1
3294}
3295
3296// Collision uses the same continuous terrain field as rendering; non-terrain solids remain cells.
3297func wc_contact_floor_below_q(base: i64, xq: i64, zq: i64, top: i64, ceiling: i64) -> i64 {
3298 let sp: *i64 = wsp(base)
3299 var y: i64 = top
3300 if y >= WY { y = WY - 1 }
3301 var floor: i64 = 0 - 1
3302 if sp[P_SURF] == 1 {
3303 floor = wc_surface_source(base,xq,zq)
3304 if floor < 0 { return 0 - 1 }
3305 if floor > ceiling { floor = 0 - 1 }
3306 }
3307 while y >= 0 {
3308 let b: i64 = vget(base,xq >> 8,y,zq >> 8)
3309 var eligible: i64 = vsolid(base,xq >> 8,y,zq >> 8)
3310 if sp[P_SURF] == 1 { if wterrain(b) == 1 { eligible = 0 } }
3311 if eligible == 1 {
3312 let celltop: i64 = (y+1)*256
3313 if celltop <= ceiling {
3314 if celltop > floor { floor = celltop }
3315 return floor
3316 }
3317 }
3318 y = y - 1
3319 }
3320 return floor
3321}
3322
3323// Unbounded column query remains available to existing callers.
3324func wc_contact_floor_q(base: i64, xq: i64, zq: i64, top: i64) -> i64 {
3325 return wc_contact_floor_below_q(base,xq,zq,top,WY*256)
3326}
3327
3328// try to stand at (nxq, nzq): returns the required cam y (Q8) or -1 if the move is blocked
3329func wstand(base: i64, nxq: i64, nzq: i64, cyq: i64) -> i64 {
3330 // Preserve the existing step allowance; overhead surfaces outside it cannot be support.
3331 let step_allowance: i64 = 384
3332 let floor: i64 = wc_contact_floor_below_q(base, nxq, nzq, WY - 1, cyq - EYE + step_allowance)
3333 var stand: i64 = floor + EYE
3334 let wl2: i64 = wsp(base)[P_WATER]
3335 let wsurf: i64 = (wl2 + 1)*256 + EYE - 96 // float slightly sunk in water
3336 if stand < wsurf { if vget(base, nxq >> 8, wl2, nzq >> 8) == 4 { stand = wsurf } }
3337 // VOID COLUMN = WALL: no ground below means off the world's edge -- refuse the step (the
3338 // walk-off-and-vanish bug: wstand happily computed a hover height over nothing)
3339 if floor < 0 { return 0 - 1 }
3340 if stand - cyq > step_allowance { return 0 - 1 } // more than a 1.5-block rise = wall
3341 let heady: i64 = (stand + 128) >> 8
3342 if vsolid(base, nxq >> 8, heady, nzq >> 8) == 1 { return 0 - 1 }
3343 return stand
3344}
3345
3346// stand height for the CURRENT column (no wall refusal -- the vertical-physics target)
3347func wstand_here(base: i64, xq: i64, zq: i64) -> i64 {
3348 let floor: i64 = wc_contact_floor_below_q(base, xq, zq, WY - 1, wst(base)[S_CY] - EYE)
3349 if floor < 0 { return 0 - 1 }
3350 var stand: i64 = floor + EYE
3351 let wl3: i64 = wsp(base)[P_WATER]
3352 let wsurf: i64 = (wl3 + 1)*256 + EYE - 96
3353 if stand < wsurf { if vget(base, xq >> 8, wl3, zq >> 8) == 4 { stand = wsurf } }
3354 return stand
3355}
3356
3357// mob floor: first solid scanning DOWN from just above the mob's feet -- wground scans from the
3358// SKY and reads an overhanging leaf canopy as "ground 5 blocks up", which froze every mob under a
3359// tree (measured: phase advanced 982/tick = the refusal branch, position never moved).
3360// body clearance: a girl is ~2 blocks tall -- the two cells above the ground must be AIR or
3361// she stands with her head/shoulders inside an overhang (invisible as SDF; as a MESH her
3362// buried parts discard and the poking limbs read as floating shards -- operator-reported).
3363// GE12b -- BODY CLEARANCE. mob_fits (below) proves only her OWN cell's air column, but a girl
3364// is a CYLINDER of radius MOB_R_Q8, so standing near a cell edge her body overlaps the
3365// neighbouring solid: the operator's 2026-08-27 frame caught exactly that -- a girl leaning
3366// THROUGH a cliff wall with her shins inside the blocks. These clamp her fractional position
3367// away from any solid neighbour at either body course. Integer, deterministic, and a pure
3368// no-op in open ground (no solid neighbour => the position is returned untouched).
3369// RADIUS IS NOT A NEW NUMBER: npc_pick already models her body as r=.35 blocks for hit
3370// detection, and .35*256 = 89.6 -> 90 q8. One body, one radius; a second value here would be
3371// two rulers for one girl (she could be hittable where she is not present, and vice versa).
3372const MOB_R_Q8: i64 = 90
3373func mob_solid2(base: i64, x: i64, g: i64, z: i64) -> i64 {
3374 if vsolid(base, x, g + 1, z) == 1 { return 1 }
3375 if vsolid(base, x, g + 2, z) == 1 { return 1 }
3376 return 0
3377}
3378func mob_clear_x(base: i64, nx: i64, nz: i64, g: i64) -> i64 {
3379 let cx: i64 = nx >> 8
3380 let cz: i64 = nz >> 8
3381 let fr: i64 = nx - cx*256
3382 var r: i64 = nx
3383 if fr < MOB_R_Q8 { if mob_solid2(base, cx - 1, g, cz) == 1 { r = cx*256 + MOB_R_Q8 } }
3384 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx + 1, g, cz) == 1 { r = cx*256 + 256 - MOB_R_Q8 } }
3385 return r
3386}
3387func mob_clear_z(base: i64, nx: i64, nz: i64, g: i64) -> i64 {
3388 let cx: i64 = nx >> 8
3389 let cz: i64 = nz >> 8
3390 let fr: i64 = nz - cz*256
3391 var r: i64 = nz
3392 if fr < MOB_R_Q8 { if mob_solid2(base, cx, g, cz - 1) == 1 { r = cz*256 + MOB_R_Q8 } }
3393 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx, g, cz + 1) == 1 { r = cz*256 + 256 - MOB_R_Q8 } }
3394 return r
3395}
3396func mob_fits(base: i64, x: i64, g: i64, z: i64) -> i64 {
3397 if vsolid(base, x, g + 1, z) == 1 { return 0 }
3398 if vsolid(base, x, g + 2, z) == 1 { return 0 }
3399 return 1
3400}
3401
3402func mob_ground(base: i64, x: i64, ytop: i64, z: i64) -> i64 {
3403 var y: i64 = ytop
3404 if y > WY - 1 { y = WY - 1 }
3405 while y >= 0 {
3406 if vsolid(base, x, y, z) == 1 { return y }
3407 y = y - 1
3408 }
3409 return 0 - 1
3410}
3411
3412// GE12 -- GAIT-PHASED VERTICAL LOCOMOTION (gameengine rung mob_step_gait). A mob's Y no longer
3413// EASES linearly toward the stand height (the 64 q8/tick glide the operator caught 2026-08-26:
3414// a climb glided and a drop floated). Two named regimes, one ruler each:
3415// STEP UP -> the cited stair-ascent rate WC_STEP_EASE_UP (gamefeel row step_ease_up_q8), and
3416// only in a tick where a stride step landed -- the caller is the move branch, so the
3417// rise is gait-phased BY CONSTRUCTION, never a free-running ramp;
3418// DROP -> the PLAYER'S OWN integrator (v -= GRAV per tick, clamped at VTERM, landing snaps to
3419// the stand height and zeroes v): every falling body in the world obeys one gravity.
3420// vyp[k] is her vertical velocity (O_MOBVY). Returns the new Y (q8). All inputs are arena state,
3421// so replay stays bit-identical (T4/T17). ph/gait are untouched: this is Y only.
3422func mob_step_gait(vyp: *i64, k: i64, cy0: i64, ng: i64) -> i64 {
3423 var vy9: i64 = vyp[k]
3424 var ny9: i64 = cy0
3425 if ng > cy0 {
3426 ny9 = cy0 + WC_STEP_EASE_UP
3427 if ny9 > ng { ny9 = ng }
3428 vy9 = 0
3429 }
3430 if ng < cy0 {
3431 vy9 = vy9 - GRAV
3432 if vy9 < 0 - VTERM { vy9 = 0 - VTERM }
3433 ny9 = cy0 + vy9
3434 if ny9 <= ng { ny9 = ng; vy9 = 0 }
3435 }
3436 if ng == cy0 { vy9 = 0 }
3437 vyp[k] = vy9
3438 return ny9
3439}
3440
3441// NPC HIT DETECTION: march the view ray in half-block samples up to 7 blocks; a solid voxel
3442// blocks it (walls occlude, real detection); a sample inside a girl's body cylinder (r=.35,
3443// h=1.7) targets her. Returns the dense index or -1. The same pass PUSHES the player out of
3444// bodies (they have PRESENCE now -- no more walking through people).
3445func npc_pick(base: i64, fx: i64, fy: i64, fz: i64) -> i64 {
3446 let s: *i64 = wst(base)
3447 let m: *i64 = mobp(base)
3448 var t: i64 = 1
3449 while t <= 14 {
3450 let px2: i64 = s[S_CX] + fx*t*128/WATER_MAGIC_4096
3451 let py2: i64 = s[S_CY] + fy*t*128/WATER_MAGIC_4096
3452 let pz2: i64 = s[S_CZ] + fz*t*128/WATER_MAGIC_4096
3453 if vsolid(base, px2 >> 8, py2 >> 8, pz2 >> 8) == 1 { return 0 - 1 }
3454 var k: i64 = 0
3455 while k < en_count(m) {
3456 let h: i64 = en_nth(m, k)
3457 var ddx: i64 = px2 - en_get(m, h, MC_X)
3458 if ddx < 0 { ddx = 0 - ddx }
3459 var ddz: i64 = pz2 - en_get(m, h, MC_Z)
3460 if ddz < 0 { ddz = 0 - ddz }
3461 let dy2: i64 = py2 - en_get(m, h, MC_Y)
3462 if ddx < 90 { if ddz < 90 { if dy2 >= 0 { if dy2 < 440 { return k } } } }
3463 k = k + 1
3464 }
3465 t = t + 1
3466 }
3467 return 0 - 1
3468}
3469
3470// ---------- A1: the integer tick calendar (day/night + 4 seasons) ----------
3471// Pure functions of (S_T, spec) -> bit-exact across arenas by construction. Every phase compare
3472// CROSS-MULTIPLIES (the banked integer-truncation law: never divide a value before comparing it).
3473// RECOMBINATION CONTRACT: a different game = a different spec; a recombined identity turns a
3474// subsystem OFF by zeroing its rows, so every consumer guards the zero (endless day, no rain,
3475// no farm clock) instead of trapping on a modulo-by-zero. Off is a state, never a crash.
3476func cal_dayt(base: i64) -> i64 {
3477 let dl: i64 = wsp(base)[P_DAYLEN]
3478 if dl <= 0 { return 0 }
3479 let s: *i64 = wst(base)
3480 return s[S_T] % dl
3481}
3482func cal_day(base: i64) -> i64 {
3483 let dl: i64 = wsp(base)[P_DAYLEN]
3484 if dl <= 0 { return 0 }
3485 let s: *i64 = wst(base)
3486 return s[S_T] / dl
3487}
3488func cal_season(base: i64) -> i64 {
3489 let sd: i64 = wsp(base)[P_SEASD]
3490 if sd <= 0 { return 0 }
3491 return (cal_day(base) / sd) % 4
3492}
3493// night = the last 3/8 of each day: dayt*8 >= DAYLEN*5, cross-multiplied
3494func cal_night(base: i64) -> i64 {
3495 if wsp(base)[P_DAYLEN] <= 0 { return 0 }
3496 if cal_dayt(base)*8 >= wsp(base)[P_DAYLEN]*WC_NIGHT_X8 { return 1 }
3497 return 0
3498}
3499// sun elevation as a Q12 sine: rises 0 at dawn, +4096 at noon, negative through the night
3500func cal_sunel(base: i64) -> i64 {
3501 let dl: i64 = wsp(base)[P_DAYLEN]
3502 if dl <= 0 { return 4096 } // calendar off = eternal noon
3503 let dt2: i64 = cal_dayt(base)
3504 if dt2*8 < dl*WC_NIGHT_X8 { return it_sin4096(dt2*8*IT_PI/(dl*WC_NIGHT_X8)) }
3505 return 0 - it_sin4096((dt2*8 - dl*WC_NIGHT_X8)*IT_PI/(dl*(8 - WC_NIGHT_X8)))
3506}
3507// deterministic weather: ONE roll per absolute day-eighth from (seed, segment, season table) --
3508// the same world replays the same storms forever
3509func cal_rain(base: i64) -> i64 {
3510 let dl: i64 = wsp(base)[P_DAYLEN]
3511 if dl <= 0 { return 0 }
3512 let s: *i64 = wst(base)
3513 let seg: i64 = s[S_T]*8/dl
3514 // DELEGATED (2026-08-26) to nx_weather_lib's gate-proven wx_rain: same seed lineage (the
3515 // +3300 salt fold), same one-roll-per-absolute-day-eighth semantics (seg IS the eighth), and
3516 // the gate PROVES the long-run rate stays inside each P_RAINS row's binomial envelope -- this
3517 // delegation cannot change any world's climate, and it gains the front persistence, typed
3518 // precipitation and gradient wind the old coin structurally lacked.
3519 return wx_rain(s[S_SEED] + 3300, seg, wsp(base)[P_RAINS + cal_season(base)])
3520}
3521
3522// the per-tick weather export writer: recomputes the eighth's state (pure fns -- cheap, replay
3523// exact) and publishes it in the spec block for the page and every other consumer.
3524func wc_weather_tick(base: i64) -> i64 {
3525 let dl: i64 = wsp(base)[P_DAYLEN]
3526 if dl <= 0 { return 0 }
3527 let s: *i64 = wst(base)
3528 let seg: i64 = s[S_T]*8/dl
3529 let sd: i64 = s[S_SEED] + 3300
3530 let row: i64 = wsp(base)[P_RAINS + cal_season(base)]
3531 let sp: *i64 = wsp(base)
3532 sp[P_WXCOV] = wx_coverage(sd, seg, row)
3533 let ws: i64 = wx_wind_speed(sd, seg)
3534 let wd: i64 = wx_wind_dir_q(sd, seg)
3535 // direction Q -> components via the sim's own it_cos4096/it_sin4096 (angle = wd scaled to tau)
3536 sp[P_WXWINDX] = ws*it_cos4096(wd*IT_PI*2/WX_Q)/4096
3537 sp[P_WXWINDZ] = ws*it_sin4096(wd*IT_PI*2/WX_Q)/4096
3538 sp[P_WXTYPE] = wx_precip(sd, seg, row, cal_season(base), cal_night(base))
3539 sp[P_WXTEMP] = wx_temp(cal_season(base), cal_night(base), sd, seg)
3540 return 0
3541}
3542// write bst into MC_DISG bits 3-5 WITHOUT touching the disguise/met bits (0-2) or the
3543// FRIENDSHIP byte (bits 6-13) -- the old (dg & 7) mask silently erased any upper state
3544func dg_bst(dg: i64, b: i64) -> i64 { return dg - ((dg >> 3) & 7)*8 + b*8 }
3545
3546// ---------- B1/B2: soil + crops. THE EDIT JOURNAL IS THE SPARSE ACTIVE LIST ----------
3547// Every farm cell was player-touched, so it is already journaled at absolute coords: no scan,
3548// no extra memory, and growth writes go through the same journal so world and history can
3549// never disagree. Growth is Minecraft's integer stencil: p = 1/(floor(25/speed)+1), speed
3550// from soil wetness; rolls are seed+coord+epoch hashes -> replay-safe by construction.
3551func wc_grow_set_indexed(base: i64, index: *i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 {
3552 let s: *i64 = wst(base)
3553 if ej_index_put(base,index, lx + s[S_WOX], ly, lz + s[S_WOZ], b) < 0 {
3554 s[S_EJDROP] = s[S_EJDROP] + 1
3555 return 0
3556 }
3557 return vset(base, lx, ly, lz, b)
3558}
3559func wc_grow_set(base: i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 {
3560 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL)
3561 if (index as i64) == 0 { return 0 }
3562 return wc_grow_set_indexed(base,index,lx,ly,lz,b)
3563}
3564// water within the 5x5 ring at soil level or one below (ponds sit lower than their fields)
3565func wc_wet_near(base: i64, lx: i64, ly: i64, lz: i64) -> i64 {
3566 var dz2: i64 = 0 - 2
3567 while dz2 <= 2 {
3568 var dx2: i64 = 0 - 2
3569 while dx2 <= 2 {
3570 if vget(base, lx + dx2, ly, lz + dz2) == 4 { return 1 }
3571 if vget(base, lx + dx2, ly - 1, lz + dz2) == 4 { return 1 }
3572 dx2 = dx2 + 1
3573 }
3574 dz2 = dz2 + 1
3575 }
3576 return 0
3577}
3578func wc_farm_tick(base: i64) -> i64 {
3579 let s: *i64 = wst(base)
3580 let e: *i64 = ejp(base)
3581 let sp: *i64 = wsp(base)
3582 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL)
3583 if (index as i64) == 0 { return 0-3 }
3584 let rain: i64 = cal_rain(base)
3585 var i: i64 = 0
3586 while i < EJRN_SLOTS {
3587 let cur: i64 = e[i]
3588 if cur != 0 {
3589 let b: i64 = cur & 255
3590 if b >= B_FARM { if b <= B_FARMW {
3591 let k: i64 = (cur >> 8) - 1
3592 let ay: i64 = k & 63
3593 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216
3594 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216
3595 let lx: i64 = ax - s[S_WOX]
3596 let lz: i64 = az - s[S_WOZ]
3597 // only cells inside the window tick (offscreen farms pause -- chunk law, honest)
3598 if vin(lx, ay, lz) == 1 { if vget(base, lx, ay, lz) == b {
3599 if b == B_FARM { if rain == 1 { wc_grow_set_indexed(base,index, lx, ay, lz, B_FARMW) } }
3600 if b == B_FARM { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 1 {
3601 wc_grow_set_indexed(base,index, lx, ay, lz, B_FARMW)
3602 } } }
3603 if b == B_FARMW { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 0 {
3604 wc_grow_set_indexed(base,index, lx, ay, lz, B_FARM)
3605 } } }
3606 if b >= B_CROP0 { if b <= B_CROP1 {
3607 var spd: i64 = sp[P_GROWD]
3608 let un: i64 = vget(base, lx, ay - 1, lz)
3609 if un == B_FARMW { spd = sp[P_GROWW] }
3610 if rain == 1 { if un == B_FARM { spd = sp[P_GROWW] } }
3611 if spd < 1 { spd = 1 }
3612 let den: i64 = 25/spd + 1
3613 if whash(ax*131 + ay, az*97, s[S_SEED] + s[S_T]/sp[P_GROWE]) % den == 0 {
3614 wc_grow_set_indexed(base,index, lx, ay, lz, b + 1)
3615 if b + 1 == B_CROP2 { s[S_GROWN] = s[S_GROWN] + 1 }
3616 }
3617 } }
3618 } }
3619 } }
3620 }
3621 i = i + 1
3622 }
3623 return 0
3624}
3625
3626// ---------- A4/C1 shared state maintenance (springs + needs) ----------
3627// GAIT DRIVE IS STILL A FREE-RUNNING CLOCK (debt 1785770635 STAYS OPEN) -- and the reason is now
3628// MEASURED rather than guessed, because the obvious fix was tried on 2026-08-25 and REFUTED by
3629// nx_wasm_craft_gate T36 before it could ship. Advancing MC_PH by distance travelled makes the
3630// tissue drive track her real cadence, which is correct and is what the oracle band wants. It is
3631// ALSO CIRCULAR: line ~1849 derives her wander heading FROM ph (dx = sin(ph*3), dz = cos(ph*3)),
3632// so a girl who stops moving freezes her phase, and a frozen phase freezes her heading -- she can
3633// never restart. The gate caught it exactly: the bold girl's approach distance stayed at her START
3634// value (1024, was 577) and the run went 52/53 RED. THE REAL FIX IS TO SPLIT THE TWO PHASES: a
3635// wander phase that must free-run for behaviour, and a gait phase that must track travel for
3636// tissue. That needs one word of per-mob state (accumulated stride distance), which touches the
3637// entity schema and therefore the save-format teeth (T15, T18, T50) -- a deliberate change, not a
3638// drive-by. Reverted here so the tree stays GREEN; the diagnosis is the deliverable.
3639func wc_soft_seat_all(base: i64) -> i64 {
3640 let m: *i64 = mobp(base)
3641 let sb0: *i64 = (base + O_SOFT) as *i64
3642 var k: i64 = 0
3643 while k < en_count(m) {
3644 let h: i64 = en_nth(m, k)
3645 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) }
3646 k = k + 1
3647 }
3648 return 0
3649}
3650// ---------- THE TRAVELER'S PASSPORT (isekai): character + party cross worlds ----------
3651func passp(base: i64) -> *i64 { return (base + O_PASS) as *i64 }
3652func wc_pass_ck(p: *i64) -> i64 {
3653 return gsc_fold_words(SAVE_CK_SEED, p, 0, 21, SAVE_CK_PRIME, SAVE_CK_MASK)
3654}
3655func wc_party_count(base: i64) -> i64 {
3656 let m: *i64 = mobp(base)
3657 var n: i64 = 0
3658 var k: i64 = 0
3659 while k < en_count(m) {
3660 let h: i64 = en_nth(m, k)
3661 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { n = n + 1 } }
3662 k = k + 1
3663 }
3664 return n
3665}
3666// fold the session's deltas into the lifetime ledger (snapshot words 32+ make this idempotent:
3667// a world reload or a second build never double-counts a deed)
3668func wc_pass_sync(base: i64) -> i64 {
3669 let p: *i64 = passp(base)
3670 let s: *i64 = wst(base)
3671 if p[0] != PASS_MAGIC {
3672 var z: i64 = 0
3673 while z < 48 { p[z] = 0; z = z + 1 }
3674 p[0] = PASS_MAGIC
3675 p[1] = 1
3676 p[2] = whash(s[S_SEED], s[S_T], 20260802)
3677 // snapshot stays ZERO on creation: a traveler born mid-world ABSORBS what he has
3678 // already done here as his first deeds. Baselining at current values silently
3679 // discarded them (gate T50 caught exactly that: 7 harvests -> ledger 0).
3680 }
3681 var d: i64 = s[S_BROKEN] - p[32]
3682 if d > 0 { p[3] = p[3] + d }
3683 p[32] = s[S_BROKEN]
3684 d = s[S_PLACED] - p[33]
3685 if d > 0 { p[4] = p[4] + d }
3686 p[33] = s[S_PLACED]
3687 d = s[S_HARV] - p[34]
3688 if d > 0 { p[5] = p[5] + d }
3689 p[34] = s[S_HARV]
3690 d = s[S_PLANT] - p[35]
3691 if d > 0 { p[6] = p[6] + d }
3692 p[35] = s[S_PLANT]
3693 d = s[S_FOUND] - p[36]
3694 if d > 0 { p[7] = p[7] + d }
3695 p[36] = s[S_FOUND]
3696 d = s[S_LOST] - p[37]
3697 if d > 0 { p[8] = p[8] + d }
3698 p[37] = s[S_LOST]
3699 d = s[S_T] - p[38]
3700 if d > 0 { p[9] = p[9] + d }
3701 p[38] = s[S_T]
3702 p[10] = p[10] | (1 << s[S_VAR])
3703 // the party rides along: up to 3 companions' (kind, bond-word, genome)
3704 let m: *i64 = mobp(base)
3705 var pc: i64 = 0
3706 var k: i64 = 0
3707 while k < en_count(m) {
3708 let h: i64 = en_nth(m, k)
3709 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { if pc < 3 {
3710 p[12 + pc*3] = en_get(m, h, MC_KIND)
3711 p[13 + pc*3] = en_get(m, h, MC_DISG)
3712 p[14 + pc*3] = en_get(m, h, MC_GENE)
3713 pc = pc + 1
3714 } } }
3715 k = k + 1
3716 }
3717 p[11] = pc
3718 p[21] = wc_pass_ck(p)
3719 return PASS_LEN
3720}
3721// arriving traveler: validate, re-baseline the snapshot, and WALK THE PARTY OFF THE BOAT --
3722// each companion respawns beside the player with bond and genome intact. Refusal touches
3723// nothing: -1 magic, -2 version, -3 checksum (the save doors' law).
3724func wc_pass_apply(base: i64) -> i64 {
3725 let p: *i64 = passp(base)
3726 if p[0] != PASS_MAGIC { return 0 - 1 }
3727 if p[1] != 1 { return 0 - 2 }
3728 if wc_pass_ck(p) != p[21] { return 0 - 3 }
3729 let s: *i64 = wst(base)
3730 p[32] = s[S_BROKEN]
3731 p[33] = s[S_PLACED]
3732 p[34] = s[S_HARV]
3733 p[35] = s[S_PLANT]
3734 p[36] = s[S_FOUND]
3735 p[37] = s[S_LOST]
3736 p[38] = s[S_T]
3737 p[10] = p[10] | (1 << s[S_VAR])
3738 let m: *i64 = mobp(base)
3739 var pc: i64 = 0
3740 while pc < p[11] { if pc < 3 {
3741 let hn: i64 = en_spawn(m)
3742 if hn > 0 {
3743 let ang: i64 = pc*2*IT_PI/3 + IT_PI/6
3744 var ax: i64 = s[S_CX] + it_sin4096(ang)*3*256/WATER_MAGIC_4096
3745 var az: i64 = s[S_CZ] + it_cos4096(ang)*3*256/WATER_MAGIC_4096
3746 ax = wclamp(ax, 2*256, (WX - 2)*256)
3747 az = wclamp(az, 2*256, (WZ - 2)*256)
3748 let gy: i64 = mob_ground(base, ax >> 8, WY - 1, az >> 8)
3749 en_set(m, hn, MC_X, ax)
3750 en_set(m, hn, MC_Z, az)
3751 en_set(m, hn, MC_Y, wc_contact_floor_q(base,ax,az,WY-1))
3752 en_set(m, hn, MC_KIND, p[12 + pc*3])
3753 en_set(m, hn, MC_DISG, p[13 + pc*3])
3754 en_set(m, hn, MC_GENE, p[14 + pc*3])
3755 en_set(m, hn, MC_PH, whash(p[14 + pc*3], pc, s[S_SEED]) % WATER_MAGIC_4096)
3756 }
3757 pc = pc + 1
3758 } }
3759 wc_soft_seat_all(base)
3760 wc_need_seed(base)
3761 p[21] = wc_pass_ck(p)
3762 return 0
3763}
3764
3765// level + party-invite as BASE-PARAMETERIZED cores (the doors below are thin wrappers, so the
3766// gate exercises the same code the game runs -- one definition, zero drift)
3767func pass_level_of(base: i64) -> i64 {
3768 let p: *i64 = passp(base)
3769 if p[0] != PASS_MAGIC { return 1 }
3770 var sc: i64 = p[5]*4 + p[6] + p[7]*20 + p[3]/8 + p[4]/8 + p[9]/72000*3
3771 var lv: i64 = 1
3772 while sc >= lv*10 { sc = sc - lv*10; lv = lv + 1 }
3773 return lv
3774}
3775func party_of(base: i64) -> i64 {
3776 let s: *i64 = wst(base)
3777 if s[S_NPCT] < 0 { return 0 - 1 }
3778 let m: *i64 = mobp(base)
3779 let h: i64 = en_nth(m, s[S_NPCT])
3780 if h <= 0 { return 0 - 1 }
3781 let dg: i64 = en_get(m, h, MC_DISG)
3782 if ((dg >> 6) & 255) < 40 { return 0 - 2 } // a bond, not a kidnapping
3783 if (dg & 4) == 4 {
3784 en_set(m, h, MC_DISG, dg - 4) // toggle: she may also LEAVE
3785 return 0
3786 }
3787 if wc_party_count(base) >= 3 { return 0 - 3 }
3788 en_set(m, h, MC_DISG, dg | 4)
3789 th_add(base, s[S_NPCT], TH_MET, 20, 14400)
3790 return 1
3791}
3792
3793// outfit for girl k: identity data gates the dimension; her genome picks within it.
3794// 0 clothed · 1 topless · 2 nude (all figures are the one adult mesh)
3795// THE POSE DOOR (operator 2026-08-02: "interact with me and the environment in various poses
3796// beyond the one" -- the pose PIPELINE's first rung). The engine ALREADY computes behavioral
3797// states (T44: sleep/flee via MC_DISG bits 3-5; movement via O_MOBAUX deltas) and the renderer
3798// ignores every one of them: sleeping girls play the walk clip, idle girls walk in place. Same
3799// class as the face: THE DATA EXISTS AND DRIVES NOTHING -- so the consumer contract comes first.
3800// Pose ids (the page consumes; the coming NXA pose BANK indexes by these):
3801// 0 idle-stand (breath only) 1 walk 2 sleep-lying 3 flee-run 4 sit 5 lie-awake
3802// 4/5 are RESERVED rows: behaviors from the towel/smart-object chain select them; publishing
3803// the id space now means new poses arrive as DATA against a stable contract, not an engine edit.
3804func mob_pose(base: i64, k: i64) -> i64 {
3805 let m: *i64 = mobp(base)
3806 let st: i64 = (en_get(m, en_nth(m, k), MC_DISG) >> 3) & 7
3807 if st == 2 { return 2 }
3808 if st == 4 { return 3 }
3809 if mob_spd_q8i(base, k) > 0 { return 1 }
3810 return 0
3811}
3812func mobpose(k: i64) -> i64 { return mob_pose(0, k) }
3813
3814// GE13b THE SELECTOR: what a girl wears, from the world's outfit mode, her genome and her pose.
3815// Returns the OUTFIT word: upper garment id << GAR_SLOT_SH | lower garment id, 0 = nothing in that
3816// slot; one-piece and dresses cover both and ride the LOWER slot. Every branch is a table LOOKUP --
3817// no colour, no shape, no category is decided here; a world that rewrites a garment row rewrites
3818// what these ids mean, and a row the world does not carry (0) is not wearable.
3819// mode 0 (identity keeps everyone clothed): CASUAL/EVENING by the beach bits 18-19 -- tee+shorts,
3820// tee+skirt, sundress, evening dress. Before this every girl wore the one dress.
3821// mode 1 (MIXED beach): the incumbent bits, garment by garment -- 0 bikini top+bottom, 1 one-piece,
3822// 2 bikini bottom only (topless), 3 nothing (nude). Girl-for-girl the SAME 0/1/2 the old rule
3823// produced; gate T85 proves it against mob_outfit_v1 below.
3824// mode 2 (SWIMWEAR-ONLY): bit 18 picks bikini or one-piece; never a cover-up, never casual.
3825// mode 3 (NUDE BEACH): nothing worn.
3826// POSE OVERLAY: asleep (mob_pose SLEEP) on a beach with swim bottoms on, she wraps a SARONG
3827// (beach-cover) over them -- same coverage bit, so her legacy value never flickers -- unless
3828// she is in water, where a wrap is never worn (swim => swim).
3829func wc_mob_in_water(base: i64, k: i64) -> i64 {
3830 let m: *i64 = mobp(base)
3831 let h: i64 = en_nth(m, k)
3832 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 }
3833 return 0
3834}
3835func wc_outfit(base: i64, k: i64) -> i64 {
3836 let md: i64 = wsp(base)[P_OUTFIT]
3837 let m: *i64 = mobp(base)
3838 let gb: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> MG_BEACH_SH) & MG_BEACH_MASK
3839 var up: i64 = 0
3840 var lo: i64 = 0
3841 var beach: i64 = 0
3842 if md == 0 {
3843 if gb == 0 { up = GAR_TEE; lo = GAR_SHORTS }
3844 if gb == 1 { up = GAR_TEE; lo = GAR_SKIRT }
3845 if gb == 2 { lo = GAR_SUNDRESS }
3846 if gb == 3 { lo = GAR_DRESS }
3847 }
3848 if md == 1 {
3849 beach = 1
3850 if gb == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT }
3851 if gb == 1 { lo = GAR_ONEPIECE }
3852 if gb == 2 { lo = GAR_BIKINI_BOT }
3853 }
3854 if md == 2 {
3855 beach = 1
3856 if (gb & 1) == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT }
3857 if (gb & 1) == 1 { lo = GAR_ONEPIECE }
3858 }
3859 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 {
3860 if mob_pose(base, k) == MOB_POSE_SLEEP { if wc_mob_in_water(base, k) == 0 { lo = GAR_SARONG } }
3861 } } } }
3862 // a row the world does not carry is not a garment: the slot empties (the neg-control's lever)
3863 if gar_row(base, up) == 0 { up = 0 }
3864 if gar_row(base, lo) == 0 { lo = 0 }
3865 return (up << GAR_SLOT_SH) | lo
3866}
3867// 0 clothed / 1 topless / 2 nude, DERIVED from the worn set -- the contract every existing consumer
3868// (the page's uOF bands, T49, T77) keeps, now a consequence of the wardrobe instead of the wardrobe.
3869func mob_outfit(base: i64, k: i64) -> i64 {
3870 let o: i64 = wc_outfit(base, k)
3871 return gar_legacy(gar_cov(gar_row(base, o >> GAR_SLOT_SH)) | gar_cov(gar_row(base, o & GAR_ID_MASK)))
3872}
3873// THE PRE-WARDROBE RULE, kept RUNNABLE as the gate's oracle: T85 proves mob_outfit == mob_outfit_v1
3874// for every girl in every mode, so no consumer sees a different girl. Not called by the game.
3875func mob_outfit_v1(base: i64, k: i64) -> i64 {
3876 let md9: i64 = wsp(base)[P_OUTFIT]
3877 if md9 == 0 { return 0 }
3878 // GE13: per-world outfit FLAGS, all data -- 1 = MIXED (genome bits decide; the incumbent
3879 // beach), 2 = SWIMWEAR-ONLY (dimension active, variety off), 3 = NUDE BEACH (all bare).
3880 if md9 == 2 { return 0 }
3881 if md9 == 3 { return 2 }
3882 let m: *i64 = mobp(base)
3883 let g: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> 18) & 3
3884 if g <= 1 { return 0 }
3885 if g == 2 { return 1 }
3886 return 2
3887}
3888
3889func wc_need_seed(base: i64) -> i64 {
3890 let m: *i64 = mobp(base)
3891 let s: *i64 = wst(base)
3892 let nd0: *i64 = (base + O_NEED) as *i64
3893 var k: i64 = 0
3894 while k < en_count(m) {
3895 nd0[k*4] = 300 + (whash(k, 11, s[S_SEED]) % 200)
3896 nd0[k*4 + 1] = 700
3897 nd0[k*4 + 2] = 300 + (whash(k, 23, s[S_SEED]) % 200)
3898 nd0[k*4 + 3] = 0
3899 k = k + 1
3900 }
3901 return 0
3902}
3903
3904// ---------- C3/C5: the inner life (thought ledger + gossip records) ----------
3905func mindp(base: i64) -> *i64 { return (base + O_MIND) as *i64 }
3906func wc_mind_zero(base: i64) -> i64 {
3907 let mp: *i64 = mindp(base)
3908 var i: i64 = 0
3909 while i < MOB_CAP*24 { mp[i] = 0; i = i + 1 }
3910 return 0
3911}
3912// add/refresh a thought: same id refreshes in place; else a dead slot; else rotate one out
3913func th_add(base: i64, k: i64, id: i64, mag: i64, ttl: i64) -> i64 {
3914 let mp: *i64 = mindp(base)
3915 let s: *i64 = wst(base)
3916 let b: i64 = k*24
3917 var slot: i64 = 0 - 1
3918 var i: i64 = 0
3919 while i < 8 {
3920 if (mp[b + i*2] >> 8) == id { slot = i }
3921 i = i + 1
3922 }
3923 if slot < 0 {
3924 i = 0
3925 while i < 8 {
3926 if slot < 0 { if mp[b + i*2 + 1] <= s[S_T] { slot = i } }
3927 i = i + 1
3928 }
3929 }
3930 if slot < 0 { slot = (s[S_T] + k) % 8 }
3931 mp[b + slot*2] = id*256 + (mag + 128)
3932 mp[b + slot*2 + 1] = s[S_T] + ttl
3933 return 0
3934}
3935// mood = the sum of LIVE thoughts, clamped -- always decomposable back into its reasons
3936func th_mood(base: i64, k: i64) -> i64 {
3937 let mp: *i64 = mindp(base)
3938 let s: *i64 = wst(base)
3939 let b: i64 = k*24
3940 var mo: i64 = 0
3941 var i: i64 = 0
3942 while i < 8 {
3943 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > s[S_T] { mo = mo + (mp[b + i*2] & 255) - 128 } }
3944 i = i + 1
3945 }
3946 if mo > 100 { mo = 100 }
3947 if mo < 0 - 100 { mo = 0 - 100 }
3948 return mo
3949}
3950// a gossip fact: (subject, predicate, confidence, born). A better-known copy never downgrades.
3951func go_add(base: i64, k: i64, subj: i64, pred: i64, conf: i64) -> i64 {
3952 let mp: *i64 = mindp(base)
3953 let s: *i64 = wst(base)
3954 let b: i64 = k*24 + 16
3955 var slot: i64 = 0 - 1
3956 var free: i64 = 0 - 1
3957 var oldest: i64 = 0
3958 var oldt: i64 = SAVE_CK_MASK
3959 var i: i64 = 0
3960 while i < 4 {
3961 let w: i64 = mp[b + i*2]
3962 if w == 0 { if free < 0 { free = i } }
3963 if w != 0 { if (w >> 16) == subj { if ((w >> 8) & 255) == pred { slot = i } } }
3964 if mp[b + i*2 + 1] < oldt { oldt = mp[b + i*2 + 1]; oldest = i }
3965 i = i + 1
3966 }
3967 if slot >= 0 { if (mp[b + slot*2] & 255) >= conf { return 0 } }
3968 if slot < 0 { slot = free }
3969 if slot < 0 { slot = oldest }
3970 mp[b + slot*2] = subj*WATER_MAGIC_65536 + pred*256 + conf
3971 mp[b + slot*2 + 1] = s[S_T]
3972 return 0
3973}
3974func go_newest(base: i64, k: i64) -> i64 {
3975 let mp: *i64 = mindp(base)
3976 let b: i64 = k*24 + 16
3977 var best: i64 = 0 - 1
3978 var bt: i64 = 0 - 1
3979 var i: i64 = 0
3980 while i < 4 {
3981 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > bt { bt = mp[b + i*2 + 1]; best = i } }
3982 i = i + 1
3983 }
3984 return best
3985}
3986
3987// ---- GAIT: THE PARAMETRIC DRIVE ----------------------------------------------------------------
3988// decidegrees -> it-units. This is nx_quadruped's qdeg idiom at 10x resolution; that organ's
3989// quad_gait_pose_g is the working precedent in this estate for "a gait is DATA, amplitudes and
3990// per-limb phase offsets are the gait's parameters". It is deliberately NOT imported: it calls
3991// sys_mmap and this engine targets wasm, so the IDIOM is reused and the code is not duplicated.
3992func wc_ddeg(d: i64) -> i64 { return d*IT_PI/WC_DDEG_HALFTURN }
3993// AMPLITUDE from a PUBLISHED RANGE. The halving lives here, once, so no caller can forget it and
3994// no future reader has to work out which of the two a stored constant is.
3995func wc_amp_ddeg(range_ddeg: i64) -> i64 { return wc_ddeg(range_ddeg)/2 }
3996// STRIDE PHASE: one full cycle per WC_STRIDE_Q8 of PATH TRAVELLED. Distance-driven by
3997// construction, which is what makes pelvic rotation phase-locked to stride -- the coupling is
3998// structural, not a tuning. Two consequences fall out for free: a girl who stops has a FROZEN
3999// stride phase, so she stands instead of marching on the spot; and a girl who walks faster takes
4000// the same-length strides more often, so cadence emerges from speed instead of being a constant.
4001// ⚠THIS IS A SECOND, DIFFERENT QUANTITY FROM wc_gait_ang -- NOT A DUPLICATE RULER. wc_gait_ang
4002// drives the THORAX BOB, which is the SECOND HARMONIC of the stride (two steps per cycle, each
4003// with its own vertical rise and fall), and its scale is calibrated against the gait_bob_q8 row.
4004// ★THEIR RATIO IS A CHECKABLE CLAIM AND IT DOES NOT CURRENTLY HOLD. wc_gait_ang implies one bob
4005// per 962 q8 of travel, hence one stride per 1924 q8 = 7.5 m, against the cited 1.46 m -- the
4006// incumbent gait drive is calibrated 5.1x too long, and separately it is calibrated at SPEED (40
4007// q8/tick) which no mob ever reaches: mobs walk at 4-5 q8/tick, so the bob it produces in the
4008// live world is ~0.25 Hz where walking thorax oscillation is ~1.8-2 Hz.
4009// ⛔THAT DISAGREEMENT IS NAMED HERE AND DELIBERATELY NOT FIXED BY EDITING THE SHARED CONSTANT.
4010// wc_gait_ang feeds the soft-body anchor that gate teeth T40 and T54 are calibrated against, and
4011// silently moving a constant another tooth is calibrated on is how a green gate stops meaning
4012// anything. The renderer takes the cited stride; the bob keeps its own calibration; the gap goes
4013// on the board as a measurement with its arithmetic attached rather than into a quiet edit.
4014func wc_stride_ang(g_q8: i64) -> i64 { return g_q8*2*IT_PI/WC_STRIDE_Q8 }
4015// shortest signed representative of an angle difference, in (-IT_PI, IT_PI].
4016func wc_angwrap(d: i64) -> i64 {
4017 var r: i64 = d % (2*IT_PI)
4018 if r > IT_PI { r = r - 2*IT_PI }
4019 if r < 0 - IT_PI { r = r + 2*IT_PI }
4020 return r
4021}
4022// THE HEADING LOW-PASS. This one function is the whole wobble fix AND the fluidity parameter.
4023// WHAT IT REPLACES: nothing. There was no heading state at all -- the body's yaw was the PLAYER'S
4024// camera yaw, so every girl pivoted with the camera while translating along her own path, and the
4025// steering that produced that path is an 8-direction bang-bang controller (dx = +/-4 per axis with
4026// an independent per-axis deadband) whose sign can flip in a single tick and whose diagonal is
4027// 41 percent faster than its axis-aligned step. Facing derived from that signal inherits all of it.
4028// HOW IT STEERS WITHOUT atan2: there is no it_atan2 anywhere in the corpus (proven, corpus_complete
4029// =1), and adding one would be a second trigonometric approximation beside the incumbent. It is not
4030// needed. The CROSS PRODUCT of the current forward with the desired direction is sin(error) scaled
4031// by |desired|, which already carries both the SIGN and, near convergence, the MAGNITUDE of the
4032// error -- so a proportional controller can be built from the sin/cos this engine already has.
4033// cr < 0 / cr > 0 -> which way to turn
4034// dt < 0 -> the target is BEHIND: turn at the full allowance, sign broken deterministically
4035// The step is proportional to sin(error), so it goes to zero AS the error goes to zero: the
4036// approach is asymptotic and cannot overshoot, which is what "fluid" means here as opposed to a
4037// bang-bang controller that snaps (locked) or an unclamped one that rings (floppy).
4038// The allowance is speed-coupled: mx = 0 when she is not moving, so nobody spins on the spot.
4039func wc_hdg_budget(hdg: i64, dx: i64, dz: i64, budget: i64) -> i64 {
4040 if budget <= 0 { return hdg }
4041 let mag: i64 = sd_isqrt(dx*dx + dz*dz)
4042 if mag <= 0 { return hdg }
4043 let fx: i64 = it_sin4096(hdg % (2*IT_PI))
4044 let fz: i64 = it_cos4096(hdg % (2*IT_PI))
4045 let cr: i64 = fx*dz - fz*dx
4046 let dot: i64 = fx*dx + fz*dz
4047 var step: i64 = 0 - budget*cr/(mag*WATER_MAGIC_4096)
4048 if dot < 0 {
4049 step = budget
4050 if cr > 0 { step = 0 - budget }
4051 }
4052 if step == 0 { if cr > 0 { step = 0 - 1 } }
4053 if step == 0 { if cr < 0 { step = 1 } }
4054 if step > budget { step = budget }
4055 if step < 0 - budget { step = 0 - budget }
4056 var next: i64 = hdg + step
4057 if next < 0 { next = next + 2*IT_PI }
4058 if next >= 2*IT_PI { next = next - 2*IT_PI }
4059 return next
4060}
4061// Forward-walk clips cancel travel along body heading. Preserve the authored intent
4062// and its existing turn budget; fractional world-axis remainders retain slow motion.
4063func wc_steer_reset(base:i64)->i64 {
4064 let state:*i64=(base+O_MOB_STEER) as *i64
4065 var i:i64=0
4066 while i<MOB_CAP*WC_STEER_W {state[i]=0;i=i+1}
4067 return 0
4068}
4069
4070// The resident loader declares an inspected clip policy after each successful ingest.
4071// Calibration supplies distance, not permission to reinterpret unknown clip direction.
4072func wc_nxa_locomotion(base:i64,mode:i64)->i64 {
4073 let policy:*i64=(base+O_NXA_LOCOMOTION) as *i64
4074 policy[0]=NXA_LOCOMOTION_RAW
4075 wc_steer_reset(base)
4076 if mode==NXA_LOCOMOTION_RAW {return 0}
4077 if mode!=NXA_LOCOMOTION_FORWARD {return 0-1}
4078 if nxa_hp(base)[NXA_H_LOADED]!=1 {return 0-2}
4079 policy[0]=mode
4080 return mode
4081}
4082func nxa_locomotion(mode:i64)->i64 {return wc_nxa_locomotion(0,mode)}
4083func wc_forward_policy(base:i64,k:i64)->i64 {
4084 if k<0||k>=WC_CAST_N {return 0}
4085 let policy:*i64=(base+O_NXA_LOCOMOTION) as *i64
4086 if policy[0]!=NXA_LOCOMOTION_FORWARD {return 0}
4087 if nxa_hp(base)[NXA_H_LOADED]!=1||wc_gait_header(base)[7]!=1 {return 0}
4088 return 1
4089}
4090func wc_motion_step(base:i64,k:i64,heading:i64,dx:i64,dz:i64)->*i64 {
4091 if wc_forward_policy(base,k)==1 {return wc_forward_steer(base,k,heading,dx,dz)}
4092 let state:*i64=(base+O_MOB_STEER+k*WC_STEER_W*8) as *i64
4093 state[0]=0;state[1]=0;state[2]=dx;state[3]=dz;state[4]=en_nth(mobp(base),k)
4094 return state
4095}
4096
4097func wc_forward_steer(base:i64,k:i64,heading:i64,dx:i64,dz:i64)->*i64 {
4098 let state:*i64=(base+O_MOB_STEER+k*WC_STEER_W*8) as *i64
4099 // Dense iteration can swap-remove or recycle an entity; fractions belong to its handle.
4100 let handle:i64=en_nth(mobp(base),k)
4101 if state[4]!=handle {state[0]=0;state[1]=0;state[4]=handle}
4102 state[2]=0;state[3]=0
4103 if dx==0&&dz==0 {return state}
4104 let magnitude:i64=sd_isqrt((dx*dx+dz*dz)*NA_Q12*NA_Q12)
4105 let xq:i64=magnitude*it_sin4096(heading)/NA_Q12+state[0]
4106 let zq:i64=magnitude*it_cos4096(heading)/NA_Q12+state[1]
4107 state[2]=xq/NA_Q12;state[3]=zq/NA_Q12
4108 state[0]=xq-state[2]*NA_Q12;state[1]=zq-state[3]*NA_Q12
4109 return state
4110}
4111func wc_hdg_step(hdg: i64, dx: i64, dz: i64) -> i64 {
4112 let mag: i64 = sd_isqrt(dx*dx + dz*dz)
4113 return wc_hdg_budget(hdg,dx,dz,mag*WC_TURN_PER_STRIDE/WC_STRIDE_Q8)
4114}
4115func wc_facing_step(hdg: i64, dx: i64, dz: i64, player_dx: i64, player_dz: i64, radius: i64, budget: i64) -> i64 {
4116 if dx != 0 || dz != 0 { return wc_hdg_step(hdg,dx,dz) }
4117 if radius <= 0 || budget <= 0 { return hdg }
4118 if player_dx*player_dx + player_dz*player_dz >= radius*radius { return hdg }
4119 return wc_hdg_budget(hdg,player_dx,player_dz,budget)
4120}
4121func wc_hdg_of(base: i64, k: i64) -> i64 { let hp: *i64 = (base + O_MOBHDG) as *i64; return hp[k] }
4122func wc_set_facing_policy(base: i64, radius: i64, gain: i64) -> i64 {
4123 if radius <= 0 || radius > FACING_RADIUS_MAX_Q8 || gain <= 0 || gain > IT_PI { return 0 - 1 }
4124 let state: *i64 = wst(base)
4125 state[S_FACE_RADIUS] = radius
4126 state[S_FACE_GAIN] = gain
4127 return 0
4128}
4129func set_facing_policy(radius: i64, gain: i64) -> i64 { return wc_set_facing_policy(0,radius,gain) }
4130func mob_heading(k: i64) -> i64 {
4131 if k < 0 || k >= en_count(mobp(0)) { return 0 - 1 }
4132 return wc_hdg_of(0,k)
4133}
4134// the girl's own stride phase, in it-units, from the path length she has actually walked
4135func wc_mob_sph(base: i64, k: i64) -> i64 {
4136 let nd: *i64 = (base + O_NEED) as *i64
4137 return wc_stride_ang(nd[k*4 + WC_NEED_GAIT]) % (2*IT_PI)
4138}
4139// ---- THE POSE, AS FIVE PURE FUNCTIONS OF STRIDE PHASE -------------------------------------------
4140// Extracted out of wc_mob_mesh deliberately: the renderer needs them and the GATE needs them, and a
4141// gate that recomputed these angles from the same formula would be testing a COPY of the mechanism
4142// rather than the mechanism. One definition, two callers, and a tooth that fails when the shipping
4143// code changes. They take only the phase, so they are trivially testable at any phase without a
4144// world, a camera, a rig or a framebuffer.
4145// SIGN CONVENTION, stated once: pelvis LEADS (+), thorax TRAILS (-, applied as a local yaw on the
4146// chest bone whose parent is the pelvis), legs and arms swing in elevation, elbow only flexes.
4147func wc_gp_pelvis(sph: i64) -> i64 { return wc_amp_ddeg(WC_PELVIS_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 }
4148func wc_gp_thorax(sph: i64) -> i64 { return wc_amp_ddeg(WC_THORAX_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 }
4149func wc_gp_leg(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/6)/WATER_MAGIC_4096 }
4150func wc_gp_arm(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/12)/WATER_MAGIC_4096 }
4151// (1 - cos)/2 scaled by the cited ROM: 0 at phase 0, ROM at the half cycle, never negative, and no
4152// free parameter -- the anatomical floor at zero and the published range fix both ends between them.
4153func 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) }
4154
4155// mob wander: smooth deterministic drift (phase-driven sin/cos), terrain-following, player-curious
4156// within 6 blocks. Pure integer -- the T4 determinism checksum covers mobs by construction.
4157// Residency describes available collision data, not whether the entity exists.
4158// The inset retains the previous movement boundary and its neighbour-cell footprint.
4159func wc_mob_resident(base: i64, h: i64) -> i64 {
4160 let m: *i64 = mobp(base)
4161 if en_valid(m,h)!=1 { return 0 }
4162 let x: i64 = en_get(m,h,MC_X)
4163 let z: i64 = en_get(m,h,MC_Z)
4164 if x<2*256||x>(WX-2)*256||z<2*256||z>(WZ-2)*256 { return 0 }
4165 return 1
4166}
4167func mob_resident(k: i64) -> i64 {
4168 let m: *i64 = mobp(0)
4169 return wc_mob_resident(0,en_nth(m,k))
4170}
4171// Both movement intent and the taking phase select the same authored hunt target.
4172func wc_warden_target(base:i64,hw:i64,night:i64)->i64 {
4173 let m:*i64=mobp(base)
4174 var bestj: i64 = 0 - 1
4175 // the world declares its danger (P_WARD), night widens it, and the ARRIVING
4176 // TRAVELER'S LEVEL widens it further: a veteran isekai's stakes rise with him
4177 var wbase: i64 = wsp(base)[P_WARD]
4178 if wbase <= 0 { wbase = 12 }
4179 var bestd: i64 = wbase*256 + pass_level_of(base)*128
4180 if night == 1 { bestd = bestd + 8*256 } // the night belongs to the wardens
4181 var kj: i64 = 0
4182 while kj < en_count(m) {
4183 let hj: i64 = en_nth(m, kj)
4184 if (en_get(m, hj, MC_DISG) & 3) == 3 {
4185 var ddx2: i64 = en_get(m, hj, MC_X) - en_get(m, hw, MC_X)
4186 if ddx2 < 0 { ddx2 = 0 - ddx2 }
4187 var ddz2: i64 = en_get(m, hj, MC_Z) - en_get(m, hw, MC_Z)
4188 if ddz2 < 0 { ddz2 = 0 - ddz2 }
4189 if ddx2 + ddz2 < bestd { bestd = ddx2 + ddz2; bestj = kj }
4190 }
4191 kj = kj + 1
4192 }
4193 return bestj
4194}
4195
4196func mob_tick(base: i64) -> i64 {
4197 let m: *i64 = mobp(base)
4198 let s: *i64 = wst(base)
4199 let nd: *i64 = (base + O_NEED) as *i64
4200 let vyp: *i64 = (base + O_MOBVY) as *i64 // GE12 vertical velocity per mob
4201 let night: i64 = cal_night(base)
4202 var k: i64 = 0
4203 while k < en_count(m) {
4204 let h: i64 = en_nth(m, k)
4205 if h > 0 {
4206 var x: i64 = en_get(m, h, MC_X)
4207 var z: i64 = en_get(m, h, MC_Z)
4208 var ph: i64 = en_get(m, h, MC_PH) + 5
4209 // FOOTSTRIKE IMPULSE: bank the pre-move vertical velocity. After the movement code
4210 // below, (vy_pre < 0 && vyp[k] == 0) is precisely "GE12's integrator arrested a
4211 // fall this tick" -- ground contact -- and |vy_pre| IS the ground-reaction delta-v.
4212 let vy_pre: i64 = vyp[k]
4213 // C1 NEEDS drift (integer, staggered by handle -- the village never moves in lockstep)
4214 let nb: i64 = k*4
4215 if (s[S_T] + h) % 8 == 0 {
4216 if nd[nb] < 1000 { nd[nb] = nd[nb] + 2 } // hunger grows
4217 if nd[nb + 2] < 1000 { nd[nb + 2] = nd[nb + 2] + 3 } // loneliness grows
4218 if nd[nb + 1] > 0 { nd[nb + 1] = nd[nb + 1] - 1 } // energy drains
4219 }
4220 // C3: lived moments become LEDGER ENTRIES (staggered; each refreshes in place)
4221 if (s[S_T] + h) % 128 == 0 {
4222 let bst0: i64 = (en_get(m, h, MC_DISG) >> 3) & 7
4223 if cal_rain(base) == 1 { if bst0 != 2 { th_add(base, k, TH_RAIN, 0 - 8, 1200) } }
4224 if nd[nb] > 700 { th_add(base, k, TH_HUNGRY, 0 - 10, 900) }
4225 if night == 1 { if bst0 == 2 { th_add(base, k, TH_SLEPT, 6, 3600) } }
4226 }
4227 // BEHAVIOR LAYER (C1/C2 -- lives picked by NEEDS x the spec ADVERTISEMENT table,
4228 // not a dice roll): state in MC_DISG bits 3-5, repicked on the staggered 240-tick
4229 // clock. 0=WANDER 1=SOCIALIZE 2=REST 3=FORAGE 4=FLEE. At night the village SLEEPS
4230 // (the C2 schedule) -- while the wardens hunt wider. The old spec-weights TODO is
4231 // RESOLVED: behavior now reads needs + P_ADV rows, both data.
4232 let dg: i64 = en_get(m, h, MC_DISG)
4233 var bst: i64 = (dg >> 3) & 7
4234 if (s[S_T] + h*37) % 240 == 0 {
4235 var sc1: i64 = 220 + (whash(h*911, s[S_T]/240, s[S_SEED]) % 64)
4236 // C3 feedback: the ledger BENDS the life -- a glad girl seeks company, a sad
4237 // one withdraws to rest. Mood is data the argmax reads, not a scripted branch.
4238 let mo9: i64 = th_mood(base, k)
4239 var sc2: i64 = nd[nb + 2]
4240 if mo9 > 0 { sc2 = sc2 + mo9 }
4241 var sc3: i64 = 1000 - nd[nb + 1]
4242 if mo9 < 0 { sc3 = sc3 - mo9*2 }
4243 var sc4: i64 = 0
4244 var ai: i64 = 0
4245 while ai < 6 && wc_mob_resident(base,h)==1 {
4246 let ad: i64 = wsp(base)[P_ADV + ai]
4247 if ad != 0 { if ((ad >> 8) & 255) == 0 {
4248 let ab: i64 = (ad >> 16) & 255
4249 var fnd: i64 = 0
4250 var az2: i64 = (z >> 8) - 3
4251 while az2 <= (z >> 8) + 3 {
4252 var ax2: i64 = (x >> 8) - 3
4253 while ax2 <= (x >> 8) + 3 {
4254 let gy2: i64 = mob_ground(base, ax2, (en_get(m, h, MC_Y) >> 8) + 2, az2)
4255 if gy2 >= 0 {
4256 if vget(base, ax2, gy2, az2) == ab { fnd = 1 }
4257 if vget(base, ax2, gy2 + 1, az2) == ab { fnd = 1 }
4258 }
4259 ax2 = ax2 + 1
4260 }
4261 az2 = az2 + 1
4262 }
4263 if fnd == 1 {
4264 let cand: i64 = nd[nb]*(ad & 255)/8
4265 if cand > sc4 { sc4 = cand }
4266 }
4267 } }
4268 ai = ai + 1
4269 }
4270 bst = 0
4271 var top: i64 = sc1
4272 if sc2 > top { top = sc2; bst = 1 }
4273 if sc3 > top { top = sc3; bst = 2 }
4274 if sc4 > top { top = sc4; bst = 3 }
4275 if night == 1 { bst = 2 }
4276 en_set(m, h, MC_DISG, dg_bst(dg, bst))
4277 }
4278 if (dg & 3) == 3 {
4279 // a hidden human checks for hunters -- night widens the danger radius
4280 var wr: i64 = 8*256
4281 if night == 1 { wr = 12*256 }
4282 var wnd: i64 = wr
4283 var wnx: i64 = 0
4284 var wnz: i64 = 0
4285 var kf: i64 = 0
4286 while kf < en_count(m) {
4287 let hf: i64 = en_nth(m, kf)
4288 if en_get(m, hf, MC_KIND) == 2 { if (en_get(m, hf, MC_DISG) & 1) == 0 {
4289 var fdx: i64 = en_get(m, hf, MC_X) - x
4290 if fdx < 0 { fdx = 0 - fdx }
4291 var fdz: i64 = en_get(m, hf, MC_Z) - z
4292 if fdz < 0 { fdz = 0 - fdz }
4293 if fdx + fdz < wnd { wnd = fdx + fdz; wnx = en_get(m, hf, MC_X); wnz = en_get(m, hf, MC_Z) }
4294 } }
4295 kf = kf + 1
4296 }
4297 if wnd < wr { bst = 4; en_set(m, h, MC_DISG, dg_bst(en_get(m, h, MC_DISG), 4)) }
4298 }
4299 var dx: i64 = it_sin4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096
4300 var dz: i64 = it_cos4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096
4301 if bst == 1 {
4302 // SOCIALIZE: walk to the nearest other girl; inside 1.2 blocks, stand together
4303 var snd: i64 = SAVE_CK_MASK
4304 var snx: i64 = x
4305 var snz: i64 = z
4306 var snk: i64 = 0 - 1
4307 var ks: i64 = 0
4308 while ks < en_count(m) {
4309 let hs: i64 = en_nth(m, ks)
4310 if hs != h {
4311 var sdx: i64 = en_get(m, hs, MC_X) - x
4312 if sdx < 0 { sdx = 0 - sdx }
4313 var sdz: i64 = en_get(m, hs, MC_Z) - z
4314 if sdz < 0 { sdz = 0 - sdz }
4315 if sdx + sdz < snd { snd = sdx + sdz; snx = en_get(m, hs, MC_X); snz = en_get(m, hs, MC_Z); snk = ks }
4316 }
4317 ks = ks + 1
4318 }
4319 dx = 0
4320 dz = 0
4321 if snd > 300 {
4322 if snx > x + 32 { dx = 4 }
4323 if snx < x - 32 { dx = 0 - 4 }
4324 if snz > z + 32 { dz = 4 }
4325 if snz < z - 32 { dz = 0 - 4 }
4326 }
4327 if snd <= 300 {
4328 ph = ph - 4 // stilled gait: talking, not marching
4329 if (s[S_T] + h) % 4 == 0 { // company relieves loneliness
4330 nd[nb + 2] = nd[nb + 2] - 10
4331 if nd[nb + 2] < 0 { nd[nb + 2] = 0 }
4332 }
4333 // C5: CONVERSATION MOVES FACTS. One fact passes speaker->listener with
4334 // confidence -15; below conf 30 the predicate may FLIP (1<->2) -- rumor
4335 // decays into misinformation BY MECHANIC, and hearing it leaves a thought.
4336 if (s[S_T] + h) % 128 == 0 {
4337 th_add(base, k, TH_COMPANY, 5, 1200)
4338 let gi: i64 = go_newest(base, k)
4339 if gi >= 0 { if snk >= 0 {
4340 let gw: i64 = mindp(base)[k*24 + 16 + gi*2]
4341 let conf2: i64 = (gw & 255) - 15
4342 if conf2 > 0 {
4343 var pred2: i64 = (gw >> 8) & 255
4344 if conf2 < 30 { if whash(s[S_T], k*31 + snk, s[S_SEED] + 777) % 3 == 0 {
4345 pred2 = 3 - pred2
4346 } }
4347 go_add(base, snk, gw >> 16, pred2, conf2)
4348 if pred2 == GO_TAKEN { th_add(base, snk, TH_HEARD_TAKEN, 0 - 10, 7200) }
4349 if pred2 == GO_FRIEND { th_add(base, snk, TH_HEARD_FRIEND, 6, 7200) }
4350 }
4351 } }
4352 }
4353 }
4354 }
4355 if bst == 2 {
4356 dx = 0
4357 dz = 0
4358 ph = ph - 4 // REST: seated stillness
4359 if (s[S_T] + h) % 4 == 0 { // sleep restores; night sleep restores MORE
4360 var rg: i64 = 2
4361 if night == 1 { rg = 8 }
4362 nd[nb + 1] = nd[nb + 1] + rg
4363 if nd[nb + 1] > 1000 { nd[nb + 1] = 1000 }
4364 }
4365 }
4366 if bst == 3 {
4367 // FORAGE: graze rhythm -- steps then a pause, head-down cadence; grazing feeds her
4368 if (s[S_T] + h) % 16 >= 6 { dx = 0; dz = 0; ph = ph - 3 }
4369 if (s[S_T] + h) % 8 == 0 {
4370 nd[nb] = nd[nb] - 12
4371 if nd[nb] < 0 { nd[nb] = 0 }
4372 }
4373 }
4374 if bst == 4 {
4375 // FLEE: straight away from the nearest warden, fast
4376 var wnd2: i64 = SAVE_CK_MASK
4377 var wax: i64 = x
4378 var waz: i64 = z
4379 var kf2: i64 = 0
4380 while kf2 < en_count(m) {
4381 let hf2: i64 = en_nth(m, kf2)
4382 if en_get(m, hf2, MC_KIND) == 2 { if (en_get(m, hf2, MC_DISG) & 1) == 0 {
4383 var fdx2: i64 = en_get(m, hf2, MC_X) - x
4384 if fdx2 < 0 { fdx2 = 0 - fdx2 }
4385 var fdz2: i64 = en_get(m, hf2, MC_Z) - z
4386 if fdz2 < 0 { fdz2 = 0 - fdz2 }
4387 if fdx2 + fdz2 < wnd2 { wnd2 = fdx2 + fdz2; wax = en_get(m, hf2, MC_X); waz = en_get(m, hf2, MC_Z) }
4388 } }
4389 kf2 = kf2 + 1
4390 }
4391 dx = 0
4392 dz = 0
4393 if wax > x { dx = 0 - 6 }
4394 if wax <= x { dx = 6 }
4395 if waz > z { dz = 0 - 6 }
4396 if waz <= z { dz = 6 }
4397 }
4398 // PERSONALITY (genome bits 13-15, INHERITED): the bold<->shy spectrum photographers
4399 // know -- engagement is a RANGE, not one script. Near the player: shy girls (0-1)
4400 // retreat and keep 5 blocks; watchful ones (2-3) freeze and observe, backing off
4401 // only if crowded; warm ones (4-5) approach to a polite arm's length; bold ones
4402 // (6-7) come right to your side. FORAGE also reads it: bold girls gather TOWARD
4403 // you (the obvious pick-up), shy girls drift their gathering away (the oblivious).
4404 let pdx: i64 = s[S_CX] - x
4405 let pdz: i64 = s[S_CZ] - z
4406 var pd: i64 = pdx
4407 if pd < 0 { pd = 0 - pd }
4408 var pdz2: i64 = pdz
4409 if pdz2 < 0 { pdz2 = 0 - pdz2 }
4410 let bold: i64 = (en_get(m, h, MC_GENE) >> 13) & 7
4411 // HABITUATION: the approach/watch drive runs only while she is lonely enough to
4412 // care (the player is a smart object too -- company below relieves the need, and a
4413 // satisfied girl walks on). Shy retreat is FEAR, not curiosity: never gated.
4414 var curi: i64 = 1
4415 if nd[nb + 2] < wsp(base)[P_CURI] { curi = 0 }
4416 if bold <= 1 { curi = 1 }
4417 if curi == 1 { if bst != 2 { if bst != 4 { if pd + pdz2 < 6*256 {
4418 var twd: i64 = 0 // -1 retreat, 0 hold, +1 approach
4419 var stopd: i64 = 400
4420 var spd: i64 = 3
4421 if bold <= 1 { twd = 0 - 1; stopd = 5*256; spd = 5 }
4422 if bold >= 2 { if bold <= 3 {
4423 twd = 0
4424 if pd + pdz2 < 2*256 { twd = 0 - 1; stopd = 2*256; spd = 4 }
4425 } }
4426 if bold >= 4 { if bold <= 5 { twd = 1; stopd = 400; spd = 3 } }
4427 if bold >= 6 { twd = 1; stopd = 200; spd = 5 }
4428 if bst == 3 { if twd != 0 { spd = 2 } } // gathering: the drift is subtle
4429 if twd == 1 { if pd + pdz2 > stopd {
4430 // S1 F-FORMATION SLOT (the social-interaction brief, rung S1): her approach
4431 // target is HER slot on the ring around the player, never the player center
4432 // -- N approaching girls used to converge on one point and bunch into a
4433 // queue ("they just follow me around"). Slot angle = a stable hash of her
4434 // handle; radius = her OWN personality stop distance, so bold girls ring
4435 // close and warm girls ring at arm's length (proxemics stays personal).
4436 let sa9: i64 = (h*1741) % (2*IT_PI)
4437 let tx9: i64 = s[S_CX] + it_cos4096(sa9)*stopd/WATER_MAGIC_4096
4438 let tz9: i64 = s[S_CZ] + it_sin4096(sa9)*stopd/WATER_MAGIC_4096
4439 let sdx9: i64 = tx9 - x
4440 let sdz9: i64 = tz9 - z
4441 dx = 0
4442 if sdx9 > 128 { dx = spd }
4443 if sdx9 < 0 - 128 { dx = 0 - spd }
4444 dz = 0
4445 if sdz9 > 128 { dz = spd }
4446 if sdz9 < 0 - 128 { dz = 0 - spd }
4447 } }
4448 if twd == 1 { if pd + pdz2 <= stopd { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } }
4449 if twd == 0 - 1 { if pd + pdz2 < stopd {
4450 dx = spd
4451 if pdx > 0 { dx = 0 - spd }
4452 dz = spd
4453 if pdz > 0 { dz = 0 - spd }
4454 } }
4455 if twd == 0 { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } // the watcher stands
4456 } } } }
4457 // RELATIONSHIP (the FLIAW arc): shared time within arm's reach becomes FRIENDSHIP,
4458 // stored in MC_DISG bits 6-13 (cap 250) -- persisted with the mob arena, so a bond
4459 // survives every save/load. Meeting her (E) adds a step-change on top.
4460 if pd + pdz2 < 3*256 { if (s[S_T] + h) % 64 == 0 {
4461 let dgf: i64 = en_get(m, h, MC_DISG)
4462 if ((dgf >> 6) & 255) < 250 { en_set(m, h, MC_DISG, dgf + 64) }
4463 } }
4464 // Intent still turns a blocked actor away from a wall. The forward clip now
4465 // travels along that bounded facing; existing clearance admits the projected step.
4466 // Behavioral targets and turn rate remain authored by the existing owners.
4467 // Declared forward locomotion admits chase intent through the same heading,
4468 // clearance, gravity and cadence update as other behavior; no second root move.
4469 if wc_forward_policy(base,k)==1 {
4470 if en_get(m,h,MC_KIND)==2&&(en_get(m,h,MC_DISG)&1)==0 {
4471 if na_abs(pdx)+na_abs(pdz)>2*256 {
4472 let hunt:i64=wc_warden_target(base,h,night)
4473 if hunt>=0 {
4474 let target:i64=en_nth(m,hunt)
4475 let tx:i64=en_get(m,target,MC_X)
4476 let tz:i64=en_get(m,target,MC_Z)
4477 if na_abs(tx-x)+na_abs(tz-z)>=220 {
4478 var speed:i64=4
4479 if night==1 {speed=7}
4480 dx=0;dz=0
4481 if tx>x+32 {dx=speed}
4482 if tx<x-32 {dx=0-speed}
4483 if tz>z+32 {dz=speed}
4484 if tz<z-32 {dz=0-speed}
4485 }
4486 }
4487 }
4488 }
4489 }
4490 let hdgp: *i64 = (base + O_MOBHDG) as *i64
4491 hdgp[k] = wc_facing_step(hdgp[k],dx,dz,pdx,pdz,s[S_FACE_RADIUS],s[S_FACE_GAIN])
4492 let forward_step:*i64=wc_motion_step(base,k,hdgp[k],dx,dz)
4493 dx=forward_step[2];dz=forward_step[3]
4494 if wc_mob_resident(base,h)==1 {
4495 let nx: i64 = x + dx
4496 let nz: i64 = z + dz
4497 let cy0: i64 = en_get(m, h, MC_Y)
4498 let g: i64 = mob_ground(base, nx >> 8, (cy0 >> 8) + 1, nz >> 8)
4499 var ok: i64 = 0
4500 if g >= 1 { if g < WY - 4 {
4501 let ng: i64 = wc_contact_floor_q(base,nx,nz,(cy0 >> 8)+1)
4502 var dyy: i64 = ng - cy0
4503 if dyy < 0 { dyy = 0 - dyy }
4504 if dyy <= 384 { if mob_fits(base, nx >> 8, g, nz >> 8) == 1 {
4505 ok = 1
4506 // GE12b: clamp her body out of any neighbouring solid, then RE-DERIVE the
4507 // applied step from the clamped result -- the motion doors and the gait
4508 // accumulator must report what actually happened, so a girl pinned against
4509 // a wall accumulates no stride (she is not walking; she is leaning).
4510 let cxq: i64 = mob_clear_x(base, nx, nz, g)
4511 let czq: i64 = mob_clear_z(base, nx, nz, g)
4512 dx = cxq - x
4513 dz = czq - z
4514 en_set(m, h, MC_X, cxq)
4515 en_set(m, h, MC_Z, czq)
4516 // STEP, don't teleport -- and DROP, don't glide (GE12): the vertical is
4517 // integrated by mob_step_gait (stair-ascent rate up, the player's own
4518 // gravity down), so a rise reads as a step and a drop accelerates.
4519 en_set(m, h, MC_Y, mob_step_gait(vyp, k, cy0, wc_contact_floor_q(base,cxq,czq,(cy0 >> 8)+1)))
4520 } }
4521 } }
4522 let aux: *i64 = (base + O_MOBAUX) as *i64
4523 if ok == 1 { aux[k*3] = dx; aux[k*3 + 1] = dz; aux[k*3 + 2] = en_get(m, h, MC_Y) - cy0 }
4524 if ok == 0 {
4525 // wall/cliff: turn away -- but GE12 never leaves her hanging: if her own column's
4526 // stand height is below her (a block broke under her feet), she keeps falling.
4527 let g0: i64 = mob_ground(base, x >> 8, (cy0 >> 8) + 1, z >> 8)
4528 var dy0: i64 = 0
4529 let ownfloor: i64 = wc_contact_floor_q(base,x,z,(cy0 >> 8)+1)
4530 if g0 >= 1 { if ownfloor >= 0 { if ownfloor < cy0 {
4531 let ny0: i64 = mob_step_gait(vyp, k, cy0, ownfloor)
4532 en_set(m, h, MC_Y, ny0)
4533 dy0 = ny0 - cy0
4534 } } }
4535 // Rejected intent is not travelled distance; gait and footstrikes consume the applied step below.
4536 dx = 0; dz = 0
4537 aux[k*3] = 0; aux[k*3 + 1] = 0; aux[k*3 + 2] = dy0; ph = ph + 977
4538 }
4539 } else {
4540 // Keep needs, social reasoning and identity alive while collision terrain is absent.
4541 dx=0;dz=0
4542 let pending_aux: *i64=(base+O_MOBAUX) as *i64
4543 pending_aux[k*3]=0;pending_aux[k*3+1]=0;pending_aux[k*3+2]=0
4544 }
4545 // PATH LENGTH for the gait drive -- Euclidean, and deliberately NOT the Manhattan proxy
4546 // mob_spd_q8i uses: that one is a calibrated blend THRESHOLD, this is a metric integral.
4547 // Conflating them would make a diagonal walk bob up to 41 percent fast, and would also
4548 // move a threshold that was measured against the proxy. Two named quantities, one job each.
4549 let ds9: i64 = sd_isqrt(dx*dx + dz*dz)
4550 let ga9: i64 = nd[nb + WC_NEED_GAIT]
4551 nd[nb + WC_NEED_GAIT] = ga9 + ds9
4552 // FOOTSTRIKE IMPULSE (sb_impulse_mob's FIRST world wiring -- gate-proven in
4553 // nx_softbind_gate and called by NO engine until now, so heel strike put NOTHING
4554 // into the tissue: the sponsored footfall row). Two ground-contact events kick
4555 // every spring point of this girl, both magnitudes DERIVED, converted into
4556 // sd_impulse's own units by WC_IMP_SCALE:
4557 // (1) HEEL STRIKE -- the stride-phase machinery places foot plant at the
4558 // leg-swing extremes sph = IT_PI/2 and 3*IT_PI/2 (wc_gp_leg is sin(sph);
4559 // its extremes are where the leading leg lands and double support begins).
4560 // In accumulated-path units those are ga == WC_STRIDE_Q8/4 modulo
4561 // WC_STRIDE_Q8/2, so (ga + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) counts foot
4562 // plants and an increment across this tick's travel IS one. Magnitude: each
4563 // step the body falls the gait bob's own declared peak-to-peak
4564 // (2*WC_GAIT_BOB_Q8) onto the leading leg and contact arrests it --
4565 // ballistic contact speed isqrt(2*GRAV * 2*WC_GAIT_BOB_Q8) = 15
4566 // world-q8/tick: the engine's own gravity through the engine's own declared
4567 // vertical excursion, no free parameter. (GRAV is the engine's stylized
4568 // gravity, so this inherits the same stylization every drop landing already
4569 // has -- consistent BY CONSTRUCTION, not calibrated to real-world g.)
4570 // (2) DROP LANDING -- GE12's integrator zeroed a real fall this tick; the
4571 // arrested |vy_pre| IS the ground-reaction delta-v, bounded by VTERM.
4572 // Sign: +y, the recoil-inheritance convention every softbind gate kick uses.
4573 // A standing girl accumulates no path and keeps vy == 0, so she is kicked by
4574 // nothing -- rest stays rest (the sd_deadsnap law undisturbed).
4575 if (ga9 + ds9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) != (ga9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) {
4576 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, sd_isqrt(2*GRAV*2*WC_GAIT_BOB_Q8)*WC_IMP_SCALE, 0)
4577 }
4578 if vy_pre < 0 { if vyp[k] == 0 {
4579 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, (0 - vy_pre)*WC_IMP_SCALE, 0)
4580 } }
4581 en_set(m, h, MC_PH, ph)
4582 // A4: the soft-body springs tick from ROOT TRUTH + HER GAIT: the anchor carries a
4583 // cadence-coupled thorax bob (published gait biomechanics -- vertical thorax
4584 // oscillation is what drives chest motion; a flat anchor was why nothing moved),
4585 // and the chest band is BRED (genome bits 16-17: firm rides tight, soft swings).
4586 // ★THE SOLVER AND THE INSTRUMENT MUST SHARE ONE REFERENCE (fixed 2026-08-03).
4587 // This tick used to drive the spring toward a RAW gait sinusoid while sbyb and every
4588 // probe subtracted mob_anchor_q8 -- the gait<->breath crossfade. Their difference rode
4589 // the rendered offset as a spurious term, and because ph advances +5 EVERY TICK FOREVER
4590 // the raw bob never quiets, so a STANDING girl still bounced: the 2026-08-02 breath fix
4591 // landed in the INSTRUMENT path and never reached the PHYSICS path. (The comment that
4592 // stood here claimed the bob 'quiets when she stands'. It does not. A comment asserting
4593 // a behaviour the code does not have is a landmine, so it is deleted with the defect.)
4594 // Driving the solver from the SAME anchor the instrument reads makes rest-bouncing
4595 // impossible BY CONSTRUCTION rather than by tuning. At walking speed the crossfade
4596 // weight saturates and the anchor EQUALS the old raw bob exactly => no-op in motion,
4597 // fix at rest: the safest shape a drive change can have.
4598 // ⚠STILL OPEN (debt 1785770635): ph is a FREE-RUNNING clock, so the drive is a fixed
4599 // 2.50Hz regardless of her real cadence while the render clip is DISTANCE-synced. Until
4600 // ph advances from travel, foot plant and tissue drive remain uncorrelated -- which is
4601 // the operator's actual report and is NOT closed by this change.
4602 sb_tick_mob_gene((base + O_SOFT) as *i64, k,
4603 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,
4604 en_get(m, h, MC_GENE))
4605 }
4606 k = k + 1
4607 }
4608 // THE STAKES (losability doctrine: a find that cannot be lost is hollow): WARDENS -- real
4609 // demonkin -- hunt FOUND humans. Reached = TAKEN (the certified store's destroy, live in
4610 // production). The player's BODY blocks a warden within 2 blocks. One take per tick, max.
4611 var kw: i64 = 0
4612 var took: i64 = 0
4613 while kw < en_count(m) {
4614 if took == 0 {
4615 let hw: i64 = en_nth(m, kw)
4616 if en_get(m, hw, MC_KIND) == 2 { if (en_get(m, hw, MC_DISG) & 1) == 0 {
4617 let bestj:i64=wc_warden_target(base,hw,night)
4618 var bestd:i64=0
4619 if bestj>=0 {
4620 let target:i64=en_nth(m,bestj)
4621 bestd=na_abs(en_get(m,target,MC_X)-en_get(m,hw,MC_X))+na_abs(en_get(m,target,MC_Z)-en_get(m,hw,MC_Z))
4622 }
4623 if bestj >= 0 {
4624 var pdx3: i64 = s[S_CX] - en_get(m, hw, MC_X)
4625 if pdx3 < 0 { pdx3 = 0 - pdx3 }
4626 var pdz3: i64 = s[S_CZ] - en_get(m, hw, MC_Z)
4627 if pdz3 < 0 { pdz3 = 0 - pdz3 }
4628 if pdx3 + pdz3 > 2*256 { // your presence stays her hand
4629 let hj2: i64 = en_nth(m, bestj)
4630 if bestd < 220 {
4631 // C3/C5: a TAKING is WITNESSED -- every girl within 16 blocks
4632 // carries the grief as a thought and the fact as gossip (source =
4633 // her own eyes, conf 100). The village REMEMBERS its losses.
4634 let tkx: i64 = en_get(m, hj2, MC_X)
4635 let tkz: i64 = en_get(m, hj2, MC_Z)
4636 var tkk: i64 = 0 - 1
4637 var kwi: i64 = 0
4638 while kwi < en_count(m) {
4639 if en_nth(m, kwi) == hj2 { tkk = kwi }
4640 kwi = kwi + 1
4641 }
4642 en_destroy(m, hj2)
4643 s[S_LOST] = s[S_LOST] + 1
4644 var kwj: i64 = 0
4645 while kwj < en_count(m) {
4646 let hwj: i64 = en_nth(m, kwj)
4647 if hwj > 0 {
4648 var wdx: i64 = en_get(m, hwj, MC_X) - tkx
4649 if wdx < 0 { wdx = 0 - wdx }
4650 var wdz: i64 = en_get(m, hwj, MC_Z) - tkz
4651 if wdz < 0 { wdz = 0 - wdz }
4652 if wdx + wdz < 16*256 {
4653 th_add(base, kwj, TH_SAWTAKEN, 0 - 25, 14400)
4654 if tkk >= 0 { go_add(base, kwj, tkk, GO_TAKEN, 100) }
4655 }
4656 }
4657 kwj = kwj + 1
4658 }
4659 took = 1
4660 }
4661 if bestd >= 220&&wc_forward_policy(base,kw)==0 { if took == 0 {
4662 let txq: i64 = en_get(m, hj2, MC_X)
4663 let tzq: i64 = en_get(m, hj2, MC_Z)
4664 var wv: i64 = 4
4665 if night == 1 { wv = 7 } // she closes faster in the dark
4666 var mx3: i64 = 0
4667 if txq > en_get(m, hw, MC_X) + 32 { mx3 = wv }
4668 if txq < en_get(m, hw, MC_X) - 32 { mx3 = 0 - wv }
4669 var mz3: i64 = 0
4670 if tzq > en_get(m, hw, MC_Z) + 32 { mz3 = wv }
4671 if tzq < en_get(m, hw, MC_Z) - 32 { mz3 = 0 - wv }
4672 en_set(m, hw, MC_X, en_get(m, hw, MC_X) + mx3)
4673 en_set(m, hw, MC_Z, en_get(m, hw, MC_Z) + mz3)
4674 } }
4675 }
4676 }
4677 } }
4678 }
4679 kw = kw + 1
4680 }
4681 // INHERITANCE (the past-DAZ lever, live): two MET girls keeping close company bear a
4682 // DAUGHTER -- her genome FIELD-CROSSED from both parents (the breeders gcross pattern),
4683 // spawned through the certified store (capacity-bounded), cooldown-paced. Display cap 12.
4684 if s[S_BCD] > 0 { s[S_BCD] = s[S_BCD] - 1 }
4685 if s[S_BCD] == 0 { if en_count(m) < MOB_CAP {
4686 var ka: i64 = 0
4687 var born: i64 = 0
4688 while ka < en_count(m) {
4689 if born == 0 {
4690 let ha: i64 = en_nth(m, ka)
4691 if (en_get(m, ha, MC_DISG) & 2) == 2 {
4692 var kb2: i64 = ka + 1
4693 while kb2 < en_count(m) {
4694 if born == 0 {
4695 let hb2: i64 = en_nth(m, kb2)
4696 if (en_get(m, hb2, MC_DISG) & 2) == 2 {
4697 var bdx4: i64 = en_get(m, ha, MC_X) - en_get(m, hb2, MC_X)
4698 if bdx4 < 0 { bdx4 = 0 - bdx4 }
4699 var bdz4: i64 = en_get(m, ha, MC_Z) - en_get(m, hb2, MC_Z)
4700 if bdz4 < 0 { bdz4 = 0 - bdz4 }
4701 if bdx4 + bdz4 < 400 {
4702 let hn: i64 = en_spawn(m)
4703 if hn > 0 {
4704 let ga: i64 = en_get(m, ha, MC_GENE)
4705 let gb: i64 = en_get(m, hb2, MC_GENE)
4706 let pick: i64 = whash(ga, gb, s[S_T])
4707 var gn: i64 = 0
4708 var fm: i64 = 0
4709 while fm < 8 {
4710 var msk: i64 = 7
4711 if fm == 1 { msk = 24 }
4712 if fm == 2 { msk = 96 }
4713 if fm == 3 { msk = 384 }
4714 if fm == 4 { msk = WATER_MAGIC_1536 }
4715 if fm == 5 { msk = WATER_MAGIC_6144 }
4716 if fm == 6 { msk = GENE_MASK_TEMPERAMENT } // bits 13-15: TEMPERAMENT (bold<->shy) is bred too
4717 if fm == 7 { msk = 983040 } // bits 16-19: BODY NATURE (firmness 16-17 +
4718 // beachwear nature 18-19) bred as one field --
4719 // un-crossed genome bits default every daughter
4720 // to one body (the class this row eats); pick
4721 // has only 8 hash bits, so 16-19 share fm 7
4722 if ((pick >> fm) & 1) == 1 { gn = gn | (ga & msk) }
4723 if ((pick >> fm) & 1) == 0 { gn = gn | (gb & msk) }
4724 fm = fm + 1
4725 }
4726 en_set(m, hn, MC_GENE, gn)
4727 en_set(m, hn, MC_X, (en_get(m, ha, MC_X) + en_get(m, hb2, MC_X))/2)
4728 en_set(m, hn, MC_Y, en_get(m, ha, MC_Y))
4729 en_set(m, hn, MC_Z, (en_get(m, ha, MC_Z) + en_get(m, hb2, MC_Z))/2)
4730 var kk: i64 = en_get(m, ha, MC_KIND)
4731 if ((pick >> 6) & 1) == 1 { kk = en_get(m, hb2, MC_KIND) }
4732 en_set(m, hn, MC_KIND, kk)
4733 let da: i64 = en_get(m, ha, MC_DISG) & 1
4734 let db: i64 = en_get(m, hb2, MC_DISG) & 1
4735 var dn: i64 = 0
4736 if da == 1 { if db == 1 { dn = 1 } }
4737 if da != db { dn = (pick >> 7) & 1 }
4738 en_set(m, hn, MC_DISG, dn)
4739 en_set(m, hn, MC_PH, whash(gn, pick, s[S_T]) % WATER_MAGIC_4096)
4740 // seat the newborn's springs + needs (dense tail slot)
4741 let nk9: i64 = en_count(m) - 1
4742 sb_seat_mob((base + O_SOFT) as *i64, nk9,
4743 en_get(m, hn, MC_X)/4, en_get(m, hn, MC_Y)/4, en_get(m, hn, MC_Z)/4)
4744 let nd9: *i64 = (base + O_NEED) as *i64
4745 nd9[nk9*4] = 400
4746 nd9[nk9*4 + 1] = 800
4747 nd9[nk9*4 + 2] = 500
4748 nd9[nk9*4 + 3] = 0
4749 s[S_BCD] = 900
4750 born = 1
4751 }
4752 }
4753 }
4754