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1// nx_wasm_craft.nx -- NISHI CRAFT: a GENERATED 3D VOXEL WORLD, playable first-person. The operator's 2// 2026-05-19 vision ("build minecraft equivalent on the lowest possible hardware") finally EMITTING: 3// procedural terrain (integer value-noise heightmap, biome banding, water, trees) in a 64x32x64 block 4// grid, rendered by a per-pixel integer DDA raycast (true 3D: block faces, face shading, distance fog, 5// sky), walked in first person (collision, auto-step-up, water float), and EDITED live (break/place at 6// the crosshair). Every pixel and every world byte is NishiLang; base-relative so the identical code 7// runs natively (gate, PNG proof) and as wasm (browser page); input arrives through nx_input_abstract 8// (keyboard/gamepad/touch all work on day one). 9// 10// Controls (via the input layer's semantic actions): W/S or Up/Down = walk, A/D or Left/Right = turn, 11// R/F = look up/down (bound to the MENU/PAUSE bits -- the 8-action mask is fully spent; widening it 12// to 16 actions is the filed follow-up), E = break block, B = place stone. Touch d-pad works: center 13// tap = break. 14// 15// license_tier: ORIGINAL 16import "nx_syscalls.nx" 17import "nx_itrig.nx" 18import "nx_input_abstract.nx" 19import "nx_atmosphere.nx" 20import "nx_weather_lib.nx" 21import "nx_softbind.nx" 22import "nx_skeleton.nx" 23import "nx_skin_ita.nx" 24import "nx_nxa_anim_lib.nx" // GE31/GE23: the ONE NXA clip evaluator -- the cast's joint rows are computed HERE, not in page JS 25import "nx_morf_draw_core.nx" 26import "nx_nxa_morf_draw_admit.nx" 27import "_hdl_build/nx_entity_store.nx" 28import "_hdl_build/nx_gamesave_core.nx" 29import "nx_indoorgen_data.nx" 30// GE14a: the PURE staged-terrain core (six parameter fields -> spline -> relief/erosion). 31// Allocator-free and syscall-free, which is the only reason it can live in this wasm target -- 32// nx_worldpipe's hydrology and erosion BAKES allocate and stay NAS-side (rung GE14b). 33import "nx_worldpipe_core.nx" 34// THE ONE GEN-TIME RECIPE ALLOWLIST (2026-09-04): init_impl_v's gok9 chain, nx_world_snap and nx_game_page_emit's 35// NXGP passes all read genp_gen_ok from this lib, so an index admitted to the engine reaches the instrument and 36// the page in the same edit. Pure arithmetic, wasm-safe. nx_wasm_craft_gate T90 pins every P_* slot to it. 37import "nx_genp_allow_lib.nx" 38// GE32: frame-budget telemetry -- the window, percentiles and spike count are computed HERE from the raw 39// rAF interval the page feeds through perf_frame, so the served HUD and the pacing referee gate read ONE 40// ruler. Allocation-free and syscall-free like everything else in this target. 41import "nx_perf_lib.nx" 42import "nx_beach_release_recipe.nx" 43import "nx_beach_contact_sweep.nx" 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 434const CRAFT_TOTAL: i64 = O_CONTACT + (2*CONTACT_BOX_WORDS+CONTACT_RESULT_WORDS+CONTACT_STATE_WORDS)*8 435// ---- GE31/GE23 THE CAST CLIP EXTENSION (2026-09-06) -------------------------------------------- 436// The ENGINE evaluates the cast's animation clip (nx_nxa_anim_lib) from each girl's own path-length 437// stride phase and exports the finished dual-quaternion joint rows; the page's animEval became a copy. 438// WHY AN EXTENSION BEYOND CRAFT_TOTAL RATHER THAN A REGION INSIDE IT: (1) T91 pins O_URAW as the arena 439// tail and T60 pins CRAFT_TOTAL inside the backend's DECLARED pages; (2) the vm-gate runs init and 440// render inside those declared pages, and nothing here is touched until the page has grown memory 441// and called nxa_ingest; (3) the clip does not fit anyway -- ref9e's ANIM section is 113,465 words 442// (nx_asset_floor_gate, 2026-09-06), 887 KB against a 282 KB headroom, so a region inside the base 443// arena would have been a lie about the asset. The backend declares WASM_PAGES initial pages and cannot 444// read a module static (G3, see WASM_PAGES above), so the size gets ONE owner the honest way: the 445// engine exports wasm_pages_req() DERIVED from CRAFT_EXT_TOTAL and the page grows memory to it before 446// init -- the MT twin already declares max = 2x, so growth is inside its ceiling by construction. 447// Every cap below is named for its purpose, derived from the SHIPPED asset, and refused BY NAME in 448// wc_nxa_ingest when exceeded; an asset over a cap is the next ladder rung, never a silent truncation. 449const NXA_NJ_CAP: i64 = 128 // ref9e 104 joints; the corpus tops out at 370 (nx_nxa_play) = the next rung 450const NXA_ANIM_CAP_W: i64 = 131072 // 1 MiB of key words; ref9e ANIM measured 113,465 words 451const NXA_POSE_CAP_W: i64 = 2048 // ref9e POSE measured 835 words (one frozen stand pose) 452const NXA_HDR_W: i64 = 16 453const NXA_H_LOADED: i64 = 0 454const NXA_H_NJ: i64 = 1 455const NXA_H_DUR: i64 = 2 456const NXA_H_MPB: i64 = 3 457const NXA_H_RJ: i64 = 4 458const NXA_H_POSE: i64 = 5 459const NXA_H_RV: i64 = 6 // six words: x0 y0 vx16 vy16 t0 span (nx_nxa_anim_lib NA_RV_W) 460const NXA_H_RC: i64 = 12 461const NXA_H_NAW: i64 = 13 462// Formerly unused header words; existing region offsets remain unchanged. 463const NXA_H_NPW: i64 = 14 464const NXA_H_MORF_TOKEN: i64 = 15 465const NXA_MOB_W: i64 = 4 // per girl: idle weight q12, clip-time adjustment ms, two spare 466const NXA_M_IW: i64 = 0 467const NXA_M_CTADJ: i64 = 1 468// the page's SHIPPED idle behaviour, carried not re-chosen (nx_game_page_emit castFrame, 2026-08-30): 469// pose-hold eases in at 5/s and out at 2.5/s, the clip eases to the nearest double-support at 6/s 470// while the hold blends in below 0.95, and a hold under 0.004 snaps to zero. 471const NXA_IW_IN_TENTHS_PER_S: i64 = 50 472const NXA_IW_OUT_TENTHS_PER_S: i64 = 25 473const NXA_SNAP_TENTHS_PER_S: i64 = 60 474const NXA_SNAP_IW_MAX_Q12: i64 = 3891 475const NXA_IW_FLOOR_Q12: i64 = 16 476const NXA_DT_MS_MAX: i64 = 1000 // a tab that slept a minute eases one second, it does not slam 477const NXA_RC_NOT_LOADED: i64 = 0 - 1 478const NXA_RC_NO_MOB: i64 = 0 - 2 479const NXA_RC_SLOT: i64 = 0 - 3 480const NXA_RC_NJ_ZERO: i64 = 0 - 11 481const NXA_RC_NJ_CAP: i64 = 0 - 12 482const NXA_RC_NAW_ZERO: i64 = 0 - 13 483const NXA_RC_NAW_CAP: i64 = 0 - 14 484const NXA_RC_NPW_CAP: i64 = 0 - 15 485const NXA_RC_POSE_OVERRUN: i64 = 0 - 16 486const NXA_RC_TRACKS: i64 = 0 - 20 // plus nx_nxa_anim_lib's own rc: -21 bad tracks, -22 overrun 487// Dedicated compiler-static reservation: one WebAssembly allocation page. 488// Build the plain and shared doors with the source-exported arena/static limits. 489// The compiler MUST refuse actual static data beyond this end; a page budget is 490// not a claim that future globals fit. Native importers keep ordinary globals. 491const CRAFT_STATIC_RESERVE_PAGES: i64 = 1 492const CRAFT_STATIC_BASE_PAGES: i64 = WASM_PAGES 493const CRAFT_STATIC_LIMIT_PAGES: i64 = CRAFT_STATIC_BASE_PAGES+CRAFT_STATIC_RESERVE_PAGES 494const CRAFT_STATIC_BASE: i64 = CRAFT_STATIC_BASE_PAGES*WASM_PAGE_BYTES 495const CRAFT_STATIC_LIMIT: i64 = CRAFT_STATIC_LIMIT_PAGES*WASM_PAGE_BYTES 496const O_NXA: i64 = CRAFT_STATIC_LIMIT 497const O_NXA_SKEL: i64 = O_NXA + NXA_HDR_W*8 498const O_NXA_TIDX: i64 = O_NXA_SKEL + NXA_NJ_CAP*NA_SKEL_W*8 499const O_NXA_PQ: i64 = O_NXA_TIDX + NXA_NJ_CAP*NA_IDX_W*8 500const O_NXA_PD: i64 = O_NXA_PQ + NXA_NJ_CAP*4*8 501const O_NXA_MOB: i64 = O_NXA_PD + NXA_NJ_CAP*3*8 502const O_NXA_SCR: i64 = O_NXA_MOB + WC_CAST_N*NXA_MOB_W*8 503const O_NXA_OUT: i64 = O_NXA_SCR + NA_SCR_W*8 504const O_NXA_POSE: i64 = O_NXA_OUT + WC_CAST_N*NXA_NJ_CAP*NA_ROW_W*8 505const O_NXA_ANIM: i64 = O_NXA_POSE + NXA_POSE_CAP_W*8 506// Append the ordering sidecar so all existing asset and output offsets remain stable. 507const O_NXA_ORDER: i64 = O_NXA_ANIM + NXA_ANIM_CAP_W*8 508const CRAFT_EXT_TOTAL: i64 = O_NXA_ORDER + NXA_NJ_CAP*8 509// the engine's OWN page request -- derived, the one place the extended size is written 510const WASM_PAGES_REQ: i64 = (CRAFT_EXT_TOTAL + WASM_PAGE_BYTES - 1)/WASM_PAGE_BYTES 511// LOAD-TIME INPUT SCRATCH inside the framebuffer: the page copies the asset's raw HSTR/VERT/SKEL/DYNA section 512// bytes here and calls hairload, which consumes them before it returns; the next render overwrites the frame. 513// The caps are addresses inside a region the engine already owns (W*H*8 = 18.4 MB), not guesses about an 514// asset: DYNA 1 MiB holds 10,922 rows, HSTR 4 MiB 21,845 strands, VERT 8 MiB 349,525 vertices, SKEL 2 MiB 515// 32,767 joints. hairload REFUSES by name when a count exceeds its cap rather than reading past it. 516const HG_MIB: i64 = 1048576 517const HG_SCR_HSTR: i64 = O_FB 518const HG_SCR_HSTR_CAP: i64 = 4*HG_MIB 519const HG_SCR_VERT: i64 = O_FB + 4*HG_MIB 520const HG_SCR_VERT_CAP: i64 = 8*HG_MIB 521const HG_SCR_SKEL: i64 = O_FB + 12*HG_MIB 522const HG_SCR_SKEL_CAP: i64 = 2*HG_MIB 523const HG_SCR_DYNA: i64 = O_FB + 14*HG_MIB 524const HG_SCR_DYNA_CAP: i64 = HG_MIB 525// plant + units 526const HG_TPS: i64 = 60 // see the header: the page accumulator's 16.6667 ms, hd_ticks_per_s() 527const HG_UNITS_PER_178CM: i64 = 171530 // the page's pairing (GPE_UNITS_PER_178CM), named as the same number 528const HG_CM_178: i64 = 178 529const HG_CM_PER_M: i64 = 100 530const HG_UPB: i64 = HG_UNITS_PER_178CM*HG_CM_PER_M/HG_CM_178 // bind units per world block (1 block = 1 m): 96365 531const HG_G_CMS2: i64 = 981 // standard gravity, cm/s^2 532const 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 533const HG_FTL_S_PERMIL: i64 = 1000 - SB_C_HAIR*1000/SD_G // DFTL s_damping (Mueller 2012 "Fast Simulation of Inextensible Hair 534 // and Fur", band .9..1): 942, from the plant's own damping, not picked 535const HG_FENCE_DIV: i64 = 4 // the chain's small-angle validity fence: seglen/4 (SD_Q8/4 in the retired page solver) 536const HG_PROJ_ITERS: i64 = 3 // length/collision alternations per point; the LAST op is always the length projection 537const HG_LOCK_W_MIN: i64 = 900 // the ribbon builder's lock half-width floor (w09 = max(900, span*.045)), PRESERVED 538const HG_LOCK_W_PERMIL: i64 = 45 539const 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 540const HG_SKIN_DEN: i64 = 10 541const HG_REACH_DIV: i64 = 2 // collider mask reach = strand length / 2: twice the static fence (L/4), for overshoot 542const HG_GUST_TICKS: i64 = 2*HG_TPS // gust envelope cadence 0.5 Hz: the incumbent shader sway (3.1 rad/s), PRESERVED 543const HG_GUST_SALT: i64 = 3400 // whash seed offset (the weather lib salts with seed + 3300) 544const HG_TORSO_GATE_X: i64 = 15000 // the MFS torso gate (axb < 15000.), the same half-width the paint bands use 545// Drillis-Contini stature ratios (permil of the MEASURED stature), the landmarks the page derives its bands from 546const HG_R_HEADBAND: i64 = 885 547const HG_R_HEAD_J: i64 = 955 548const HG_R_ACROMION: i64 = 818 549const HG_R_CHEST: i64 = 720 550const HG_R_HIP: i64 = 520 551const HG_R_ELBOW: i64 = 630 552const HG_R_NECK_LO: i64 = 840 553const HG_R_SH_LO: i64 = 770 554const HG_R_SH_HI: i64 = 860 555const HG_R_ARM_LO: i64 = 600 556const HG_R_ARM_HI: i64 = 800 557const HG_R_ARM_XMIN: i64 = 60 558const HG_R_ELBOW_XMIN: i64 = 50 559 560// C3 thought ids (RimWorld's inspectable-mood law: a mood is a LEDGER, never a scalar mystery) 561const TH_RAIN: i64 = 1 562const TH_FEAR: i64 = 2 563const TH_MET: i64 = 3 564const TH_SLEPT: i64 = 4 565const TH_HUNGRY: i64 = 5 566const TH_SAWTAKEN: i64 = 6 567const TH_HEARD_TAKEN: i64 = 7 568const TH_HEARD_FRIEND: i64 = 8 569const TH_COMPANY: i64 = 9 570// C5 gossip predicates (Talk of the Town's law -- the differentiator no shipped game has) 571const GO_FRIEND: i64 = 1 572const GO_TAKEN: i64 = 2 573const SAVE_MAGIC: i64 = 20260728001 574const SAVE_VER: i64 = 6 // v6 = STREAMING WORLD (origin + edit journal in the image); 575 // v5 still LOADS (origin 0, empty journal); others REFUSED 576const SAVE_VER5: i64 = 5 577// mob components (nx_entity_store comp slots) 578const MC_X: i64 = 0 579const MC_Y: i64 = 1 580const MC_Z: i64 = 2 581const MC_KIND: i64 = 3 582const MC_PH: i64 = 4 583const MC_DISG: i64 = 5 // 1 = a HUMAN girl disguised as a monster girl (the lore: 584 // monster girls took the world; humans hide among them -- 585 // her features are a worn costume, not grown) 586const MC_GENE: i64 = 6 // 20-bit APPEARANCE GENOME rolled at spawn -- every girl is 587 // GENERATED, not hand-built: bits 0-2 hair hue, 3-4 hair 588 // length, 5-6 height, 7-8 outfit tint, 9-10 skin tone, 589 // 11-12 feature size. The slot bred inheritance plugs into. 590 591// state slots 592const S_SEED: i64 = 0 593const S_CX: i64 = 1 // camera pos Q8 (256 = one block) 594const S_CY: i64 = 2 595const S_CZ: i64 = 3 596const S_YAW: i64 = 4 // it-units (IT_PI = half turn) 597const S_PITCH: i64 = 5 598const S_T: i64 = 6 599const S_BROKEN: i64 = 7 600const S_PLACED: i64 = 8 601const S_HX: i64 = 9 // crosshair DDA hit cache 602const S_HY: i64 = 10 603const S_HZ: i64 = 11 604const S_HFACE: i64 = 12 // 0 none, 1 +x, 2 -x, 3 +y, 4 -y, 5 +z, 6 -z 605const S_HOK: i64 = 13 // 1 = in reach 606const S_VY: i64 = 14 // vertical velocity Q8/tick (jump + gravity) 607const S_GROUNDED: i64 = 15 // 1 = standing on a surface (jump allowed) 608const S_SEL: i64 = 16 // hotbar slot 0..4 (Q cycles; sel_block maps to a block type) 609const S_LBX: i64 = 17 // last-broken cell (probes/particles; the hit cache retargets 610const S_LBY: i64 = 18 // every frame, so "what did I just break" needs its own slots) 611const S_LBZ: i64 = 19 612const S_Q: i64 = 20 // ray pixel size 2..5 -- ADAPTIVE: the organ tunes itself from 613const S_FMA: i64 = 21 // the surface's reported frame ms (EMA x16); shim only reports 614const S_WMAX: i64 = 22 // highest solid y in the world -- rays above it heading up/flat 615 // are SKY immediately (kills the 110-step horizon marches) 616const S_SPX: i64 = 23 // spawn point (H key + void-fall auto-respawn return here) 617const S_SPY: i64 = 24 618const S_SPZ: i64 = 25 619const S_NPCT: i64 = 26 // crosshair NPC target: dense index of the girl under the 620 // gaze (occlusion-aware, walls block), -1 = none 621const S_FOUND: i64 = 27 // disguised humans FOUND (met + identified = under protection) 622const S_LOST: i64 = 28 // found humans TAKEN by wardens (the cost of not protecting) 623const S_BCD: i64 = 29 // birth cooldown ticks (community pacing) 624const S_WOX: i64 = 30 // WORLD ORIGIN of the window, in blocks (v6 streaming): the 625const S_WOZ: i64 = 31 // arena is a 128x48x128 CACHE over unbounded absolute terrain 626const S_EJDROP: i64 = 32 // edits REFUSED because the journal was full (loud, never silent) 627const S_HARV: i64 = 33 // MATURE crops harvested (the farming loop's payoff counter) 628const S_PLANT: i64 = 34 // seeds planted 629const S_GROWN: i64 = 35 // crops that reached maturity (world truth, gate-readable) 630const S_VAR: i64 = 36 // which world identity this arena runs (the passport's 631 // visited-mask bit; set once at init) 632const S_GENP: i64 = 37 633const S_TGT: i64 = 38 // DISPLAY-DERIVED frame budget, EMA-x16 units (0 = shipped 634 // defaults): the page measures the device's real rAF interval 635 // once and reports it via target_ms; every controller line then 636 // derives from the DEVICE instead of a hand-picked millisecond // W1c: gen-time override rows APPLIED at init (world truth -- 637 // a gate can read whether the recipe actually reached genworld) 638const S_BLDG: i64 = 39 // W3 settlements: buildings stamped into this arena (a 639 // monotone stamp-event counter -- a window slide that 640 // repaints a building recounts it; right after init it IS 641 // the number of buildings in the window, which is what the 642 // gate reads). NON-PERSISTED world truth. 643const S_BLDGX: i64 = 40 // last-stamped building anchor, arena-local (gate probe) 644const S_BLDGY: i64 = 41 // its floor height 645const S_BLDGZ: i64 = 42 646const S_RESW: i64 = 44 // GE55: canvas size and origin, written by the door (set_res / set_yflip) 647const S_RESH: i64 = 45 648const S_YFLIP: i64 = 46 649const S_AGEN: i64 = 47 650const 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). 651const S_GT_KEEP: i64 = 43 // ground-truth capture: when 1, render_impl leaves the depth plane in 652 // the framebuffer's high bits instead of stripping it (nx_world_snap 653 // gt verb reads it and emits depth/normal channels). Zeroed by init, so 654 // the page and every gate keep the published colour-only format. 655const SHIFT_STRIDE: i64 = 16 // one window slide, in blocks 656const SHIFT_MARGIN: i64 = 32 // player this close to a window edge -> the world slides under them 657 658// spec slots (the game-identity DATA the engine reads -- nx_voxel_world's style-is-a-spec doctrine) 659const P_TBASE: i64 = 0 // terrain base height 660const P_TAMP1: i64 = 1 // large-noise amplitude 661const P_TAMP2: i64 = 2 // detail-noise amplitude 662const P_WATER: i64 = 3 // flood level 663const P_SNOW: i64 = 4 // snow line (99 = never) 664const P_TREE: i64 = 5 // tree sparsity modulus (0 = no trees) 665const P_CAVETH: i64 = 6 // cave carve threshold (lower = more cavern) 666const P_SKYTOP: i64 = 7 // packed zenith colour 667const P_SKYHOR: i64 = 8 // packed horizon colour 668const P_SUN: i64 = 9 // 1 = sun disc 669const P_CLOUD: i64 = 10 // 1 = cloud deck 670// WEATHER EXPORTS (2026-08-26): written each tick by wc_weather_tick from nx_weather_lib -- the 671// gate-proven continuous system (rates preserved to P_RAINS, front persistence, typed precip, 672// gradient wind). The page reads these five slots exactly as it reads the sky tones. 673const P_WXCOV: i64 = 11 // cloud coverage Q12 (drives the cloud density band) 674const P_WXWINDX: i64 = 12 // wind x component, Q12-scaled speed*cos(dir) 675const P_WXWINDZ: i64 = 13 // wind z component 676const P_WXTYPE: i64 = 14 // precip type this eighth: 0 none, 1 rain, 2 snow 677const P_WXTEMP: i64 = 15 // temperature Q12 (relative scale, freezing=1024) 678const P_PAL: i64 = 16 // +blocktype = packed base colour (0..11) 679const P_MOBC: i64 = 28 // +kind*2+half = packed mob colours (3 kinds x 2 tones) 680const P_PAL2: i64 = 34 // +b-12 = packed colour for farm blocks 12..16 (5 rows, 34-38) 681const P_DAYLEN: i64 = 40 // A1 calendar: ticks per day (ALL timing is spec DATA) 682const P_SEASD: i64 = 41 // days per season (4 seasons cycle) 683const P_GROWE: i64 = 42 // farm-tick cadence: one grow/hydrate pass every N ticks 684const P_GROWW: i64 = 43 // crop speed on WET farmland (Minecraft stencil speed) 685const P_GROWD: i64 = 44 // crop speed on DRY farmland 686const P_RAINS: i64 = 45 // +season = rain permil per day-eighth (4 rows, 45-48) 687// --------------------------------------------------------------------------------------------- 688// ART STYLE IS DATA (2026-09-01). Spec idx 49 -- one of the TWO dead holes this plane has carried 689// since it was laid out (39 and 49; world_recipes.conf names them both). 49 is the safer of the 690// two: P_PAL2's five farm rows 34-38 could plausibly widen by one, while P_RAINS' four rows are 691// four SEASONS and cannot. It sits inside the 7..58 band the recipe plane pokes POST-BOOT, which 692// is where a LOOK belongs -- a style is a property of how the world is drawn, never of how the 693// ground was generated, so it must not become gen-time data. 694// THE VOCABULARY IS ADOPTED, NOT INVENTED. buildroot/runtime/nx_voxel_world.nx line 2 has read 695// "Style is a spec field, NOT a hardcode -- the engine is not locked to one look" since it was 696// written, with const SP_STYLE and STYLE_REAL / STYLE_TOON / STYLE_FLAT, and 697// _hdl_build/nx_world_style_gate.nx already PROVES the three produce three DISTINCT frames from 698// one spec. That organ has SEVEN importers and EVERY ONE OF THEM IS A GATE (measured 2026-09-01, 699// nx_absent matches=8 coverage_complete=1 corpus_complete=1): the doctrine was proven and never 700// shipped. This is that doctrine reaching the SERVED engine, under the SAME three ids so the two 701// implementations cannot drift into two vocabularies for one idea. 702// SCOPE, STATED SO IT CANNOT BE OVERREAD: this is the SHADING axis. The world is still made of 703// voxels -- vox_off() -> O_VOX is still the only world door, and a second REPRESENTATION is a 704// separate, larger contract. A toon or flat world is a voxel world that stops looking photoreal; 705// it is not a world that stopped being cubes. 706// 0 = REAL, and 0 is what wc_spec's zeroing loop (while k < WC_SPECN) already writes for every 707// identity, so every world published before this renders BYTE-IDENTICALLY BY CONSTRUCTION rather 708// than by a preserved branch anyone could later delete. 709const P_STYLE: i64 = 49 710const 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. 711const WC_STYLE_REAL: i64 = 0 // textured, smooth light -- the shipped look, unchanged 712const WC_STYLE_TOON: i64 = 1 // banded light (anime/cel) 713const WC_STYLE_FLAT: i64 = 2 // untextured facets (artsy low-poly) 714const WC_STYLE_SOFT: i64 = 3 // SMOOTH TERRAIN: ground lit by a heightfield normal interpolated across the block (no grid bevel, no per-block facet) 715// SOFT neighbour scan: how far above/below the hit cell a neighbour column's top is searched. Bounded by 716// where the heightfield normal SATURATES -- a rise of 3 blocks over 1 already lights as a near-vertical 717// face, so a taller step is a cliff and reads correctly as the flat fallback. Derived, not tasted. 718const WC_SOFT_SCAN: i64 = 3 719const WC_STYLE_MAX: i64 = 3 // the highest id this engine owns; set_style REFUSES above it 720// nx_voxel_world's toon_band works on a 0..255 "bright"; wshade2 carries light in PERMIL 721// (wface_l returns 420..1000). Each of its three constants is therefore converted x1000/255 and 722// NOTHING here is tasted: 150 -> 588.2 -> 588, 105 -> 411.8 -> 412, 235 -> 921.6 -> 922. 723const WC_TOON_CUT: i64 = 588 724const WC_TOON_LO: i64 = 412 725const WC_TOON_HI: i64 = 922 726// FLAT is DERIVED, not chosen. The texture term enters this shader as 727// light = light*(870 + tex*260/256)/1000 728// which is exactly 1.000 at tex = 128, so 128 IS this shader's own no-op texel and "flat" is 729// spelled "hold tex at the value that makes the texture term vanish". No second constant is 730// introduced, and the incumbent does the same thing from the other side: its texel_col computes 731// its noise term ONLY under STYLE_REAL and adds zero otherwise. 732const WC_TEX_NEUTRAL: i64 = 128 733const P_ADV: i64 = 50 // +i = smart-object ADVERTISEMENTS (C1): packed 734 // block<<16 | need<<8 | strength; 6 rows 50-55, 0 = end. 735 // NPC minds read OBJECTS as data -- adding a row changes 736 // village life with zero new NPC code (The Sims' law). 737const P_HISTAGE: i64 = 60 // DECLARED geomorphic stage (Strahler bands): 0 = mature/ 738 // equilibrium (HI 300-600 permil), 1 = youthful (HI >= 600). 739 // A world DECLARES its stage and gate T53 checks the 740 // MEASUREMENT matches -- widening one band until everything 741 // fits would hide a young landscape. (Ported 2026-08-02: 742 // existed only on the laptop line; the NAS gate ran 52 teeth 743 // while local ran 53 -- the LOCAL-IS-NOT-A-SUPERSET fork.) 744const P_TREEMAX: i64 = 59 // tree altitude ceiling (0 = the historic hardcoded 19) 745const P_TREESPEC: i64 = 61 // W2 SPECIES GENOME (packed, 0 = legacy 4-block stamp): 746 // bits 0-3 trunk base, 4-7 trunk variance, 8-11 canopy 747 // radius (<=4, the widened seam scan bound), 12-14 shape 748 // (0 legacy, 1 dome, 2 pine), 15-17 leaf-drop density. 749 // Bits 18-20 UNDERSTORY density + 21-22 kind (0 tufts, 750 // 1 shrubs, 2 mixed) -- W2b ground vegetation in the same 751 // genome; tree bits 0..17 zero = legacy forest preserved. 752 // A world declares its FOREST the way it declares its 753 // terrain -- species = parameters, individuals = seeded 754 // variation inside the envelope (the Infinigen law). 755const P_WARD: i64 = 58 // warden daytime hunt radius in BLOCKS (0 = the 12-block 756 // default). A world declares its own danger; the arriving 757 // traveler's LEVEL scales it further (isekai: new world, 758 // new challenge, and the challenge KNOWS who showed up). 759const P_OUTFIT: i64 = 57 // outfit mode: 0 = identity keeps everyone clothed; 760 // 1 = MIXED (beach): genome bits 18-19 pick each girl's 761 // beachwear -- clothed / topless / nude -- stable per 762 // girl, bred like every trait. Identity DATA decides 763 // whether the dimension is active at all. 764const P_CURI: i64 = 56 // curiosity threshold: a girl approaches the player only 765 // while her loneliness exceeds this (HABITUATION -- the 766 // operator's "they just follow me around": company 767 // satisfies, satisfied girls walk on with their lives. 768 // Fear never habituates; shy girls always keep distance). 769 770// GAME-FEEL TUNABLES -- every one carries a row in knowledge/gamefeel_oracle.conf (banked 771// reference bands: biomechanics, shipped-sim constants, modding-community defaults) and 772// nx_gamefeel_oracle_gate REFUSES any value outside its cited band. Feel is derived, not tasted. 773const P_BLDG: i64 = 62 // W3 settlement density: site-cell modulus (0 = none; the 774 // recipe plane can override it, idx 62 is gen-time data) 775const P_BLDGSPEC: i64 = 63 // low 4 bits = archetype row in nx_indoorgen_data 776const P_ERODE: i64 = 64 // E1 TALUS EROSION BUDGET in relaxation ticks (0 = OFF). 777 // Gen-time recipe DATA (world_recipes.conf spec idx 64), 778 // applied to the spec BEFORE genworld reads it. 0 does not 779 // merely default to nothing: it takes the branch out 780 // entirely, so a world that does not opt in generates the 781 // byte-identical terrain it generated before this existed. 782const P_ERTAL: i64 = 65 // DERIVED talus threshold, WC_ER_Q units. NEVER authored: 783 // wc_er_talus MEASURES it as the terrain's own mean per-cell 784 // largest 4-neighbour drop -- wp_erode_talus_derived's rule 785 // -- so material sheds where the ground is steeper than the 786 // ground's own average and no repose angle is picked by 787 // taste. Sentinels: 0 = not yet measured, WC_ER_FLAT = -1 = 788 // measured and the world has NO relief, which is the case 789 // wp_erode_bake_derived REFUSES rather than reporting a bake 790 // it did not do. 791// GE13b -- CLOTHING IS DATA (2026-08-30). The 3-value outfit (0 clothed / 1 topless / 2 nude) WAS 792// the whole wardrobe, and SWIMWEAR-ONLY rendered identically to a clothed village because no 793// swimwear garment existed anywhere in the engine (operator: "random dresses not beach outfits"). 794// The wardrobe is now a GARMENT TABLE in this same spec plane: rows P_GARM .. P_GARM+GAR_N-1, one 795// packed word per garment, seeded by wc_spec for EVERY identity before its branch (an identity or a 796// recipe row overrides a garment exactly the way it overrides the sky). Garment id 0 = nothing worn 797// and is not a row; id i lives at sp[P_GARM + i - 1]. A ZERO row means "this garment does not exist 798// here" -- the selector then hands out nothing in that slot, which is what makes the gate's 799// missing-swim-row neg-control bite instead of silently reading a bare word as a garment. 800// bits 0-1 COVERAGE bit0 covers the top, bit1 the bottom: 1 top / 2 bottom / 3 full (one-piece, 801// dresses). The legacy 0/1/2 is DERIVED from the worn set's OR of these bits. 802// bits 2-4 CATEGORY 0 beach-swim 1 beach-cover 2 casual 3 evening 803// bits 8-16 HUE BASE degrees 0..359, where this garment's palette starts 804// bits 17-22 HUE SPAN degrees/4: genome bits 7-8 (the documented OUTFIT-TINT bits, MG_OUTFIT_SH) 805// pick one of four stops across it -- a girl's swimsuit colour is BRED like 806// her hair, and a bikini top and bottom share the stop, so the set matches 807// bits 23-26 SATURATION /15 bits 27-30 LIGHTNESS /15 (integer HSL, wc_hsl_rgb) 808// Index 69 stays UNOWNED on purpose: nx_world_recipe_gate T19 pins "spec idx 69 refuses" as the 809// recipe validator's upper edge, and putting a garment there would turn a pinned edge into a row. 810const P_GARM: i64 = 70 811const GAR_N: i64 = 9 812const GAR_BIKINI_TOP: i64 = 1 813const GAR_BIKINI_BOT: i64 = 2 814const GAR_ONEPIECE: i64 = 3 815const GAR_SARONG: i64 = 4 816const GAR_SUNDRESS: i64 = 5 817const GAR_TEE: i64 = 6 818const GAR_SHORTS: i64 = 7 819const GAR_SKIRT: i64 = 8 820const GAR_DRESS: i64 = 9 821const GAR_COV_TOP: i64 = 1 822const GAR_COV_BOT: i64 = 2 823const GAR_COV_FULL: i64 = 3 824const GAR_CAT_SWIM: i64 = 0 825const GAR_CAT_COVER: i64 = 1 826const GAR_CAT_CASUAL: i64 = 2 827const GAR_CAT_EVENING: i64 = 3 828const GAR_CAT_NONE: i64 = 4 // what mobgarc reports for a girl wearing nothing 829const GAR_CAT_SH: i64 = 2 830const GAR_CAT_MASK: i64 = 7 831const GAR_HUE_SH: i64 = 8 832const GAR_HUE_MASK: i64 = 511 833const GAR_SPAN_SH: i64 = 17 834const GAR_SPAN_MASK: i64 = 63 835const GAR_SPAN_UNIT_DEG: i64 = 4 836const GAR_SAT_SH: i64 = 23 837const GAR_LIT_SH: i64 = 27 838const GAR_NIB_MASK: i64 = 15 839const GAR_TINT_STOPS: i64 = 4 // MG_OUTFIT_MASK + 1: two genome bits, four stops 840const GAR_SLOT_SH: i64 = 8 // outfit word = upper id << GAR_SLOT_SH | lower id 841const GAR_ID_MASK: i64 = 255 842const HSL_DEG_FULL: i64 = 360 843const HSL_SECTOR_DEG: i64 = 60 844const MG_BEACH_SH: i64 = 18 // the beachwear genome bits the MIXED beach breeds (P_OUTFIT) 845const MG_BEACH_MASK: i64 = 3 846const MOB_POSE_SLEEP: i64 = 2 // mob_pose's published sleep id (the pose door's contract) 847const B_WATER: i64 = 4 // the water block (wshade2's shimmer branch, the shore ramp) 848const WC_SPECN: i64 = 79 // spec words the engine owns: 69 -> 79 for the GE13b wardrobe 849 // rows 70-78 (69 left unowned, see P_GARM). Was a bare 64 inside wc_spec. 850 // O_EJRN - O_SPEC = 640 B = 80 words, so this grows without 851 // moving a single other offset (the same law O_GENP was 852 // placed under). 853// GE13 -- THE OCEAN IS DATA (wsp_beach_ocean). One packed spec row turns any identity's far 854// side into a sea: bits 0-1 EDGE (0=+z 1=-z 2=+x 3=-x), bits 2-11 SHORELINE absolute 855// coordinate + 512 (WORLD space, so the streaming window regenerates it consistently), 856// bits 12-17 SLOPE width in blocks (the shore ramps down across this run), bits 18-23 857// SEABED height. 0 = no ocean: wsp_beach_ocean returns the height UNTOUCHED, so every 858// ocean-less identity generates byte-identically BY CONSTRUCTION (the KAT the gate holds). 859const P_OCEAN: i64 = 66 860// GE14a -- THE STAGED PROCGEN BIND. 0 = OFF, and OFF is the LEGACY TERRAIN BYTE-FOR-BYTE by 861// construction (wheight_raw returns before touching any of it). Non-zero = ON, and the value IS 862// the VERTICAL DIVISOR that maps nx_worldpipe_core's height space into this engine's block 863// column -- one row carrying both the switch and the scale, the shape P_ERODE already uses. 864// WHY A DIVISOR AND NOT A TASTED CONSTANT: the core's spline runs about -430..+420 before 865// relief, while a column here is 1..WY-8 blocks, so SOME map is required and the only honest 866// place for it is the recipe -- a world declares how much of its own vertical band it wants to 867// use, and nx_wasm_craft_gate asserts the resulting spread actually FILLS that band instead of 868// clamping flat at either end (a divisor that collapses the world is a measurable defect, not a 869// matter of taste). 870const P_WPIPE: i64 = 67 871// GE14a -- THE HORIZONTAL SCALE, and it is not a cosmetic knob: it is the unit conversion 872// between two coordinate systems, and MEASUREMENT is what proved it necessary. The staged 873// core's parameter fields have wavelengths of 1300..3400 units (continentalness the longest), 874// while a world window here is 128 BLOCKS. At 1 unit per block the whole window samples 875// essentially ONE POINT of the continent field, so the spline contributes a constant and only 876// the short ridge/detail terms vary: T79 measured spread 9 at divisor 30 and spread 10 at 877// divisor 18 -- a 40 percent smaller divisor bought ONE BLOCK, which is the signature of a 878// term that is constant across the sample, not of a scale that needs tuning. No vertical 879// divisor can fix that; the window has to span more of the field. 0 or 1 = one unit per block 880// (the legacy sampling); N = N units per block, so a 128-block window spans 128*N units. 881const P_WPSCALE: i64 = 68 882const P_SURF: i64 = 69 // GE53 SURFACE SOURCE: 0 = the cell grid (all voxel, byte-identical to 883 // every world shipped before this row), 1 = the continuous heightfield 884 // (no voxel ground: the ray marches the Q8 field). An identity declares 885 // it as DATA in wc_spec. All voxel or no voxel -- there is no partial. 886// The field is bilinear BETWEEN columns, so a sample a quarter block apart can never skip a column: the 887// marcher's step and the gradient's baseline are both this one span (Q8 units). DERIVED from the field's 888// own resolution (one column per block), not tuned. 889const WC_SURF_STEP_Q8: i64 = 64 890const WC_GAIT_BOB_Q8: i64 = 7 // thorax oscillation AMPLITUDE (~2.7cm, 5.5cm p2p -- 891 // the band is peak-to-peak/2; 14 was a p2p-vs-amplitude 892 // conflation the recorder exposed as 11.3cm of chest) 893// RESPIRATION -- the idle drive. Derived, not tasted: resting adult breathing is 12-16/min; 894// at 14/min on the fixed 60Hz tick that is 60*60/14 = 257 ticks per cycle (0.233 Hz, inside the 895// 0.20-0.30 Hz band this rung is gated on). Amplitude is scaled off the GAIT constant above so 896// the two drives share one ruler: 7 q8 ~ 2.7cm => 1 q8 ~ 0.386cm, so 2 q8 ~ 0.77cm, inside the 897// declared 0.4-0.8cm resting-excursion band. A third value would have been a guess; this is an 898// arithmetic consequence of a constant already cited. 899const WC_BREATH_TICKS: i64 = 257 900// ★ AMPLITUDE, NOT PEAK-TO-PEAK -- and I got this wrong ONCE ALREADY on the gait constant. 901// Conversion, derived from the cited gait row: 7 q8 amplitude is documented as ~2.7cm, and 902// 7/256*100cm-per-block = 2.73cm, so the unit is q8 world units and p2p = 2*amp/256*100 cm. 903// At 2 q8 that is 1.56cm p2p -- OUTSIDE the 0.4-0.8cm resting band this rung is gated on, i.e. 904// 2x too large, the SAME p2p-vs-amplitude conflation the recorder caught in WC_GAIT_BOB_Q8 (14 905// -> 7). At 1 q8: 2/256*100 = 0.78cm p2p, inside the band. Caught by doing the arithmetic in the 906// unit the CRITERION is written in, before it shipped visibly. 907// ⚠KNOWN LIMIT, to be measured not assumed: 1 q8 is near the world-q8 resolution floor, so the 908// anchor steps coarsely; the spring integrates and should low-pass it, but ?breath=1 reports the 909// actual excursion so this is decided by measurement rather than by my expectation. 910const WC_BREATH_Q8: i64 = 1 911// speed at which GAIT fully owns the anchor. PROVISIONAL and deliberately marked so: the units 912// of the per-tick mob delta were never measured, so this is the one number here without a 913// derivation. The mobspd door added below exists to REPLACE it with a measurement rather than 914// leave a guess sitting in the engine pretending to be a constant. 915const WC_BREATH_CUT_Q8: i64 = 24 916const WC_STEP_EASE_UP: i64 = 48 // mob Y climb rate Q8/tick (a 1-block rise ~ 5 ticks) 917const WC_NIGHT_X8: i64 = 5 // night begins at this eighth of the day (5/8) 918 919const EYE: i64 = 435 // eye height Q8 (~1.7 blocks) 920const SPEED: i64 = 40 // walk Q8 per tick 921// GAIT DRIVE CONSTANTS -- declared HERE, above their first reader in the mob tick. The compiler 922// refuses a module const used before its declaration because it would silently read 0, and for the 923// gait accumulator that would have meant a permanently frozen drive that still compiled, still ran, 924// and looked exactly like the metronome it was written to replace. 925const WC_PH_PER_TICK: i64 = 5 // the free-running advance MC_PH still uses for WANDER 926const WC_PH_ANG: i64 = 214 // angle-units per phase unit (the incumbent's drive scaling) 927const WC_NEED_GAIT: i64 = 3 // the needs row's spare slot, named now that it carries a value 928// ---- THE GAIT MODEL, CITED (knowledge/gamefeel_oracle.conf, gait_* rows) ----------------------- 929// Every number below is a published normative measurement carrying its cohort and its instrument. 930// None is a taste, and none may be "tuned" without moving the conf row and its source with it. 931// ⚠UNIT DISCIPLINE, AND THIS FILE HAS ALREADY PAID ONCE FOR GETTING IT WRONG (WC_GAIT_BOB_Q8 went 932// 14 -> 7 on exactly this): the gait literature reports RANGE of motion -- rRoM, ROM -- which is 933// PEAK-TO-PEAK. The AMPLITUDE is HALF of it. Every constant here is stored as the PUBLISHED RANGE 934// in DECIDEGREES so it can be compared straight against the paper, and the halving happens in 935// exactly one function (wc_amp_ddeg) so no caller can forget it. 936const WC_DDEG_HALFTURN: i64 = 1800 // decidegrees in IT_PI (a half turn): the ddeg -> it-unit scale 937// STRIDE = 2 x step length 0.73 m (mean, 21-30 age band, markerless normative database). 938// 1 BLOCK = 1 m is NOT assumed here, it is read off the engine: EYE = 435 q8 = 1.70 blocks is the 939// player's eye height and adult eye height is ~1.6-1.7 m, so a block IS a metre to within the 940// figure's own tolerance. 1.46 m = 1.46 blocks = 374 q8. 941// ★THE PUBLISHED TRIPLE RECONCILES, WHICH IS A FREE AUDIT OF THE SOURCE: step 0.73 m x cadence 942// 108.40 steps/min / 60 = 1.319 m/s against that table's own reported gait speed of 1.30 m/s. 943const WC_STRIDE_Q8: i64 = 374 944// PELVIS transverse rotation, rRoM = 5.2 deg (n=201 healthy adults, 5 km/h, surface topography). 945// ⚠SCOPE, STATED: surface topography estimates the pelvis from PSIS surface markers and reads 946// LOWER than bone-pin and marker-cluster methods, which put pelvic transverse range nearer 10 deg. 947// 5.2 is therefore a FLOOR from one named instrument, not a settled value, and it is used as the 948// reference the genome varies AROUND rather than as a ceiling. 949const WC_PELVIS_ROT_DDEG: i64 = 52 950// THORACIC counter-rotation, rRoM at T7 = 14.6 deg -- and this is the paper's headline finding, 951// explicitly CONTRARY to the previous functional understanding that T7 is the near-static point of 952// intersection: T7/T8 carry the LARGEST rotary amplitude of every vertebra C7..L4, and "the largest 953// rotary opposition was also found between the pelvis and T7/T8". The thorax rotates roughly THREE 954// TIMES the pelvis, against it. 955// ★THIS PHASE RELATIONSHIP IS THE MECHANISM READ AS "SWINGING HIPS". It is not an amplitude: what 956// the eye sees is the pelvis and the shoulders twisting in OPPOSITION about the line of travel. 957// It is encoded as a SIGN below and therefore needs no constant of its own -- deliberately absent. 958const WC_THORAX_ROT_DDEG: i64 = 146 959// ELBOW flexion-extension ROM through the gait cycle = 29.7 deg (SD 10.2). The forearm is NOT 960// rigid in walking; a locked elbow is the "stiff arms" report stated as a measurement, and this 961// row is what makes it a defect rather than an opinion. 962const WC_ELBOW_ROM_DDEG: i64 = 297 963// TURN ALLOWANCE, expressed as heading change per STRIDE rather than per tick, so it is 964// speed-coupled BY CONSTRUCTION: a standing girl cannot turn and a walking one turns in 965// proportion to the ground she covers. ⚠DERIVED-BY-ARGUMENT, NOT MEASURED, AND LABELLED SO: a 966// walking body re-places its feet once per stride and cannot change heading by more than about a 967// quarter turn in that time. Cross-check against the two rulers this engine already owns -- at 968// the cited stride and a mob's 4 q8/tick it works out at 68 it-units/tick = 57 deg/s, a little 969// over half the player's own TURN slew of 140 it-units/tick = 117 deg/s, and inside the 60-90 970// deg/s that comfortable walking turns are usually quoted at. What would SETTLE it is a cited 971// walking turn-rate band in gamefeel_oracle.conf; there is not one, and inventing a row that 972// looked cited would be worse than naming the gap. 973const WC_TURN_PER_STRIDE: i64 = IT_PI/2 974const TURN: i64 = 140 // yaw it-units per tick (keyboard turn / legacy dir path) 975const PITCHV: i64 = 90 // pitch it-units per tick (R/F keyboard look) 976const PITCH_MAX: i64 = 5000 977const LOOKS: i64 = 6 // mouselook: it-units per accumulated look count 978const JUMPV: i64 = 66 // jump takeoff velocity Q8/tick 979const GRAV: i64 = 9 // gravity Q8/tick^2 980const VTERM: i64 = 120 // terminal fall velocity Q8/tick -- ONE ruler for the player AND every mob 981 // (GE12 mob_step_gait; was an inline 120 in apply2_impl) 982// FOOTSTRIKE/LANDING IMPULSE unit bridge -- ARITHMETIC of two existing conventions, not a tuning. 983// Mob positions are world-q8 (256/block) and the softbind anchor is fed pos/4 (the 984// sb_tick_mob_gene call in mob_tick), so ONE MODEL UNIT = 4 world-q8. sd_impulse's own contract 985// (nx_softdyn: "model-units/tick * 256") takes model-q8/tick velocity kicks. Therefore one 986// world-q8/tick of mob velocity = SD_Q8/4 solver velocity units, and a mob velocity change dv 987// converts as dv*WC_IMP_SCALE with no free parameter anywhere in the chain. 988const WC_IMP_SCALE: i64 = SD_Q8/4 989const MAXSTEPS: i64 = 110 // DDA cells per ray (view distance) 990const REACH_STEPS: i64 = 20 // crosshair edit reach in DDA cells 991 992func wst(base: i64) -> *i64 { return (base + O_ST) as *i64 } 993func wsp(base: i64) -> *i64 { return (base + O_SPEC) as *i64 } 994func wgp(base: i64) -> *i64 { return (base + O_GENP) as *i64 } 995func mobp(base: i64) -> *i64 { return (base + O_MOBS) as *i64 } 996func wfb(base: i64) -> *i64 { return (base + O_FB) as *i64 } 997func wvx(base: i64) -> *u8 { return (base + O_VOX) as *u8 } 998func winp(base: i64) -> *i64 { return (base + O_INPUT) as *i64 } 999func wpack(r: i64, g: i64, b: i64) -> i64 { return r | (g << 8) | (b << 16) } 1000func wclamp(v: i64, lo: i64, hi: i64) -> i64 { if v < lo { return lo } if v > hi { return hi } return v } 1001 1002func vin(x: i64, y: i64, z: i64) -> i64 { 1003 if x < 0 { return 0 } if x >= WX { return 0 } 1004 if y < 0 { return 0 } if y >= WY { return 0 } 1005 if z < 0 { return 0 } if z >= WZ { return 0 } 1006 return 1 1007} 1008func vget(base: i64, x: i64, y: i64, z: i64) -> i64 { 1009 if vin(x, y, z) == 0 { return 0 } 1010 let v: *u8 = wvx(base) 1011 return (v[(y*WZ + z)*WX + x] & 0xff) as i64 1012} 1013func vset(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 { 1014 if vin(x, y, z) == 0 { return 0 } 1015 let v: *u8 = wvx(base) 1016 v[(y*WZ + z)*WX + x] = b as u8 1017 return 1 1018} 1019 1020// ---------- edit journal (v6 streaming): every PLAYER edit recorded at ABSOLUTE world coords ---------- 1021// One packed i64 hash slot per touched cell: (key+1)<<8 | block, key = ax+2^24 (25b) : az+2^24 (25b) 1022// : ay (6b). The journal is the persistent truth for touched land; the window is a cache over 1023// (seed + journal) -- the voxchunk law (virgin land from the seed, touched land from history) wired 1024// into the live game. Bounded EJRN_SLOTS edits; a FULL journal REFUSES the whole edit LOUDLY 1025// (S_EJDROP counts refusals) so world and history can never disagree. 1026func ejp(base: i64) -> *i64 { return (base + O_EJRN) as *i64 } 1027func ej_key(ax: i64, ay: i64, az: i64) -> i64 { 1028 return ((ax + WATER_MAGIC_16777216) << 31) | ((az + WATER_MAGIC_16777216) << 6) | ay 1029} 1030// Existing wire: 56-bit (25+25+6) coordinate key, incremented, then 8-bit block. 1031// The all-ones coordinate key cannot encode an air edit without becoming the empty slot. 1032const EJRN_KEY_MAX: i64 = 72057594037927935 1033const EJRN_TAG_MASK: i64 = 0-256 1034func ej_key_representable(ax: i64, ay: i64, az: i64) -> i64 { 1035 if ax < 0-WATER_MAGIC_16777216 || ax >= WATER_MAGIC_16777216 { return 0 } 1036 if az < 0-WATER_MAGIC_16777216 || az >= WATER_MAGIC_16777216 { return 0 } 1037 if ay < 0 || ay >= 64 { return 0 } 1038 if ej_key(ax,ay,az) == EJRN_KEY_MAX { return 0 } 1039 return 1 1040} 1041// Compare serialized tag bits directly. Arithmetic right-shift sign-extends positive-X keys. 1042func ej_tag_matches(cur: i64, key: i64) -> i64 { 1043 if cur == 0 { return 0 } 1044 return (cur & EJRN_TAG_MASK) == ((key+1) << 8) 1045} 1046func ej_put(base: i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 { 1047 if ej_key_representable(ax,ay,az) == 0 { return 0-2 } 1048 if b < 0 || b > 255 { return 0-2 } 1049 let e: *i64 = ejp(base) 1050 let k: i64 = ej_key(ax, ay, az) 1051 let kv: i64 = ((k + 1) << 8) | b 1052 var i: i64 = (k * EJRN_HASH_MUL) & (EJRN_SLOTS - 1) 1053 var n: i64 = 0 1054 var empty: i64 = 0-1 1055 var matched: i64 = 0 1056 // Old writers could duplicate a key because of signed comparison. Retain every slot, 1057 // updating matching duplicates together so the existing ascending overlay stays coherent. 1058 while n < EJRN_SLOTS { 1059 let cur: i64 = e[i] 1060 if cur == 0 { if empty < 0 { empty=i } } 1061 if ej_tag_matches(cur,k) == 1 { e[i]=kv;matched=1 } 1062 i = (i + 1) & (EJRN_SLOTS - 1) 1063 n = n + 1 1064 } 1065 if matched == 1 { return 1 } 1066 if empty < 0 { return 0-1 } 1067 e[empty]=kv 1068 return 1 1069} 1070func ej_get(base: i64, ax: i64, ay: i64, az: i64) -> i64 { 1071 if ej_key_representable(ax,ay,az) == 0 { return 0-1 } 1072 let e: *i64 = ejp(base) 1073 let k: i64 = ej_key(ax, ay, az) 1074 var result: i64 = 0-1 1075 var i: i64 = 0 1076 // Match legacy ej_overlay precedence: the highest physical slot is applied last. 1077 // A full bounded scan also reads retained duplicate records across a wrapped probe chain. 1078 while i < EJRN_SLOTS { 1079 let cur: i64 = e[i] 1080 if ej_tag_matches(cur,k) == 1 { result=cur & 255 } 1081 i=i+1 1082 } 1083 return result 1084} 1085// overlay journal entries falling inside the local box [lx0..lx1) x [lz0..lz1) -- edits WIN over regen 1086func ej_overlay(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1087 let s: *i64 = wst(base) 1088 let e: *i64 = ejp(base) 1089 var i: i64 = 0 1090 while i < EJRN_SLOTS { 1091 let cur: i64 = e[i] 1092 if cur != 0 { 1093 let k: i64 = (cur >> 8) - 1 1094 let ay: i64 = k & 63 1095 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 1096 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 1097 let lx: i64 = ax - s[S_WOX] 1098 let lz: i64 = az - s[S_WOZ] 1099 if lx >= lx0 { if lx < lx1 { if lz >= lz0 { if lz < lz1 { 1100 vset(base, lx, ay, lz, cur & 255) 1101 } } } } 1102 } 1103 i = i + 1 1104 } 1105 return 0 1106} 1107// the PLAYER-EDIT write path: journal at absolute coords FIRST (a full journal refuses the whole 1108// edit -- world and history stay consistent), then the window write. Gen/save paths keep raw vset. 1109func wc_edit(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 { 1110 if vin(x,y,z) == 0 { return 0 } 1111 let s: *i64 = wst(base) 1112 if ej_put(base, x + s[S_WOX], y, z + s[S_WOZ], b) < 0 { 1113 s[S_EJDROP] = s[S_EJDROP] + 1 1114 return 0 1115 } 1116 return vset(base, x, y, z, b) 1117} 1118// solid for collision: everything but air, water and CROPS (plants are walked through, not on) 1119func vsolid(base: i64, x: i64, y: i64, z: i64) -> i64 { 1120 let b: i64 = vget(base, x, y, z) 1121 if b == 0 { return 0 } 1122 if b == 4 { return 0 } 1123 if b >= B_CROP0 { if b <= B_CROP2 { return 0 } } 1124 return 1 1125} 1126 1127// ---------- worldgen: integer value noise -> heightmap -> columns -> trees ---------- 1128func whash(x: i64, z: i64, sd: i64) -> i64 { 1129 var n: i64 = x*TERRAIN_HASH_X + z*TERRAIN_HASH_Z + sd*TERRAIN_HASH_SEED 1130 n = n & SAVE_CK_MASK 1131 n = (n ^ (n >> 13)) * TERRAIN_HASH_MIX 1132 n = n & SAVE_CK_MASK 1133 return (n ^ (n >> 16)) % 256 1134} 1135// bilinear value noise, lattice spacing `sc`, result 0..255 1136func wnoise(x: i64, z: i64, sc: i64, sd: i64) -> i64 { 1137 let cx: i64 = x / sc 1138 let cz: i64 = z / sc 1139 let fx: i64 = x % sc 1140 let fz: i64 = z % sc 1141 let c00: i64 = whash(cx, cz, sd) 1142 let c10: i64 = whash(cx+1, cz, sd) 1143 let c01: i64 = whash(cx, cz+1, sd) 1144 let c11: i64 = whash(cx+1, cz+1, sd) 1145 let v0: i64 = c00 + (c10 - c00)*fx/sc 1146 let v1: i64 = c01 + (c11 - c01)*fx/sc 1147 return v0 + (v1 - v0)*fz/sc 1148} 1149// the RAW two-octave surface: what wheight was in full before E1, unchanged and still the only 1150// thing the talus measurement is allowed to read (a threshold derived from an already-eroded 1151// surface would be measuring its own output). 1152func wheight_raw(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1153 let sp: *i64 = wsp(base) 1154 // GE14a: when the recipe binds the staged pipeline, the ground IS the six-field 1155 // parameter space (continentalness -> spline, ridged relief scaled by weirdness and 1156 // flattened by erosion) rather than this engine's two octaves of value noise. The 1157 // core statics are set PER CALL, not once at init, deliberately: gates hold several 1158 // arenas at different seeds at the same time and a module-global seeded once would 1159 // silently generate one arena's terrain inside another. Four assignments against a 1160 // per-column noise evaluation is not a cost worth a correctness risk. 1161 let wpd: i64 = sp[P_WPIPE] 1162 if wpd != 0 { 1163 WP_SEED = sd 1164 WP_TEMP_BIAS = 0 1165 WP_CONT_BIAS = 0 1166 WP_MOUNT_SCALE = WP_MAGIC_1400 1167 var wsc: i64 = sp[P_WPSCALE] 1168 if wsc <= 0 { wsc = 1 } 1169 return wclamp(sp[P_TBASE] + wp_height_raw(x*wsc, z*wsc)/wpd, 1, WY - 8) 1170 } 1171 let n1: i64 = wnoise(x, z, 16, sd) 1172 let n2: i64 = wnoise(x, z, 5, sd + 7) 1173 var h: i64 = sp[P_TBASE] + n1*sp[P_TAMP1]/256 + n2*sp[P_TAMP2]/256 1174 return wclamp(h, 1, WY - 8) 1175} 1176 1177// ---------- E1: TALUS EROSION, EVALUATED POINTWISE (2026-08-25) ---------- 1178// THE WORLD SCROLLS, SO EROSION HERE CANNOT BE A BAKED GRID. gencol regenerates strips at 1179// ABSOLUTE coordinates as the window slides (s[S_WOX] = s[S_WOX] + dx), which is exactly why the 1180// header above gencol calls the terrain "a pure function of (absolute position, seed) -> unbounded 1181// land". nx_worldpipe's wp_erode is the baked-grid shape and its OWN docstring states the cost: 1182// it returns zero "outside the baked span", a case "a caller must not be able to tell apart from 1183// no erosion here, because that is what they are". Baking it here would put eroded ground behind 1184// the player and raw noise in front of him with a hard seam between the two. Storing a grid is 1185// not available either -- "wasm has no mmap; every buffer is an arena offset", and the 1186// framebuffer TAILS the arena (T60), so a 128x128 heightfield would have to move WASM_MEM_BYTES. 1187// SO THE OPERATOR IS EVALUATED, NOT STORED. k passes of a radius-1 stencil have a domain of 1188// dependence of radius k, so the unrolled composition below returns at (x,z) exactly what a 1189// k-pass relaxation over an INFINITE grid would put there. No seam can exist because there is no 1190// grid to have an edge, and nothing has to be saved, shifted or invalidated when the world slides. 1191// The pass is thermal (talus) erosion in its symmetric PAIRWISE-EXCHANGE form: across each of the 1192// 4 edges material moves from the higher cell to the lower one ONLY where the drop exceeds the 1193// talus threshold. wc_er_flux is ANTISYMMETRIC -- flux(-d) == -flux(d) exactly, truncation toward 1194// zero included -- so both ends of every edge move by equal and opposite amounts and the pass 1195// CONSERVES MASS. That is what makes this erosion and not a blur: a blur lowers everything, this 1196// cuts steep faces back and fills the hollows immediately below them, and it leaves ground gentler 1197// than the threshold untouched entirely. 1198const WC_ER_Q: i64 = 256 // fixed point the pass runs in. World heights are 1199 // small integers (craft relief ~22 blocks), so a 1200 // pass done in whole blocks could only ever move 0 1201 // or >=1 and would quantise the effect away. 1202const WC_ER_STABLE_Q: i64 = WC_ER_Q / 4 // DERIVED, not tasted: an explicit 4-neighbour 1203 // exchange h' = h + r*sum(h_n - h) is stable iff 1204 // 4r <= 1, so r = 1/4 is the marginal limit and 1205 // oscillates AT it. 1206const WC_ER_RATE_Q: i64 = WC_ER_STABLE_Q / 2 // WRITTEN AS THE ARITHMETIC: half the stability 1207 // limit. This factor of 2 is the ONLY judgement in 1208 // the whole operator and it is named right here; 1209 // the per-world lever is the tick budget, which is 1210 // recipe DATA, not code. 1211const WC_ER_MAXK: i64 = 3 // STRUCTURAL, not a clamp: three unrolled levels 1212 // are written below and no fourth one exists. Cost 1213 // is 5^k raw height evaluations per column -- 125 1214 // at k=3; 625 at k=4 would put worldgen past a 1215 // second and a visitor would meet a blank canvas. 1216const WC_ER_FLAT: i64 = 0 - 1 // P_ERTAL sentinel: measured, and there is no relief 1217 1218// THE SAME SURFACE AT SUB-BLOCK RESOLUTION -- AND THE FIX FOR A MEASURED, GATE-CAUGHT DEFECT. 1219// wheight_raw's two truncating divisions by 256 round the land to WHOLE BLOCKS before anything 1220// can weather it, and feeding that pre-rounded field to the pass made the first cut of this 1221// operator measurably do nothing. With the input quantised, every neighbour drop is a multiple of 1222// 256; the MEASURED talus came out at 264, so a one-block step (256) sits BELOW the threshold and 1223// does not move at all, and a two-block step moves (512-264)/8 = 31 of the 128 needed to change a 1224// block. The wasm-VM gate reported moved=0 of 576 with HI 477 -> 477 and REFUSED the ship. That is 1225// the tooth doing its job, and the answer is not a bigger rate -- it is to weather the CONTINUOUS 1226// field and quantise only the result, which is what erosion does to real ground anyway. 1227func wheight_q(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1228 let sp: *i64 = wsp(base) 1229 let n1: i64 = wnoise(x, z, 16, sd) 1230 let n2: i64 = wnoise(x, z, 5, sd + 7) 1231 var hq: i64 = sp[P_TBASE]*WC_ER_Q + n1*sp[P_TAMP1] + n2*sp[P_TAMP2] 1232 return wclamp(hq, WC_ER_Q, (WY - 8)*WC_ER_Q) 1233} 1234// signed transfer INTO this cell across one edge, given the neighbour-minus-self drop d. 1235// Antisymmetric by construction, so the two ends of an edge always move by equal and opposite 1236// amounts. That identity is what conserves mass, and the gate ASSERTS it rather than assuming the 1237// dialect truncates the way this reasoning needs. 1238func wc_er_flux(d: i64, t: i64) -> i64 { 1239 if d > t { return (d - t)*WC_ER_RATE_Q/WC_ER_Q } 1240 if d < 0 - t { return (d + t)*WC_ER_RATE_Q/WC_ER_Q } 1241 return 0 1242} 1243// THE THRESHOLD IS MEASURED, NEVER AUTHORED. Mean over a FIXED reference patch of each cell's 1244// largest 4-neighbour drop -- wp_erode_talus_derived's rule, applied to the surface actually being 1245// eroded. The patch is the absolute [0,WX)x[0,WZ) square rather than the player's current window, 1246// so the threshold stays a pure function of (spec, seed) and does not drift as the world slides 1247// under him. Result is in WC_ER_Q units; a world with no relief measures 0 and turns erosion off. 1248func wc_er_talus(base: i64, sd: i64) -> i64 { 1249 var sum: i64 = 0 1250 var z: i64 = 0 1251 while z < WZ { 1252 var x: i64 = 0 1253 while x < WX { 1254 let h: i64 = wheight_q(base, x, z, sd) 1255 var m: i64 = 0 1256 let da: i64 = wheight_q(base, x - 1, z, sd) - h 1257 if da > m { m = da } 1258 if 0 - da > m { m = 0 - da } 1259 let db: i64 = wheight_q(base, x + 1, z, sd) - h 1260 if db > m { m = db } 1261 if 0 - db > m { m = 0 - db } 1262 let dc: i64 = wheight_q(base, x, z - 1, sd) - h 1263 if dc > m { m = dc } 1264 if 0 - dc > m { m = 0 - dc } 1265 let dd: i64 = wheight_q(base, x, z + 1, sd) - h 1266 if dd > m { m = dd } 1267 if 0 - dd > m { m = 0 - dd } 1268 sum = sum + m 1269 x = x + 1 1270 } 1271 z = z + 1 1272 } 1273 return sum/(WX*WZ) // already in WC_ER_Q units: the field it measured is 1274} 1275// memoised into the spec so the sweep above runs ONCE per arena, never once per column. The 1276// sentinel makes "measured and flat" distinguishable from "not measured yet", which is the whole 1277// reason a flat world does not pay the sweep on every single query. 1278func wc_er_arm(base: i64, sd: i64) -> i64 { 1279 let sp: *i64 = wsp(base) 1280 if sp[P_ERTAL] != 0 { return sp[P_ERTAL] } 1281 let t: i64 = wc_er_talus(base, sd) 1282 if t <= 0 { sp[P_ERTAL] = WC_ER_FLAT } else { sp[P_ERTAL] = t } 1283 return sp[P_ERTAL] 1284} 1285// ONE PASS, UNROLLED THREE DEEP. No recursion anywhere: each level is its own function and calls 1286// only the level below it, so the maximum budget is a property of the SOURCE that a reader can 1287// count, rather than a runtime clamp that has to be trusted. 1288func wc_er1(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1289 let h: i64 = wheight_q(base, x, z, sd) 1290 var a: i64 = h 1291 a = a + wc_er_flux(wheight_q(base, x - 1, z, sd) - h, t) 1292 a = a + wc_er_flux(wheight_q(base, x + 1, z, sd) - h, t) 1293 a = a + wc_er_flux(wheight_q(base, x, z - 1, sd) - h, t) 1294 a = a + wc_er_flux(wheight_q(base, x, z + 1, sd) - h, t) 1295 return a 1296} 1297func wc_er2(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1298 let h: i64 = wc_er1(base, x, z, sd, t) 1299 var a: i64 = h 1300 a = a + wc_er_flux(wc_er1(base, x - 1, z, sd, t) - h, t) 1301 a = a + wc_er_flux(wc_er1(base, x + 1, z, sd, t) - h, t) 1302 a = a + wc_er_flux(wc_er1(base, x, z - 1, sd, t) - h, t) 1303 a = a + wc_er_flux(wc_er1(base, x, z + 1, sd, t) - h, t) 1304 return a 1305} 1306func wc_er3(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1307 let h: i64 = wc_er2(base, x, z, sd, t) 1308 var a: i64 = h 1309 a = a + wc_er_flux(wc_er2(base, x - 1, z, sd, t) - h, t) 1310 a = a + wc_er_flux(wc_er2(base, x + 1, z, sd, t) - h, t) 1311 a = a + wc_er_flux(wc_er2(base, x, z - 1, sd, t) - h, t) 1312 a = a + wc_er_flux(wc_er2(base, x, z + 1, sd, t) - h, t) 1313 return a 1314} 1315// THE HEIGHT THE PLAYER WALKS ON. gencol builds every column from this and gentrees plants from 1316// it, so a change here is a change to the GROUND, not a shader drawn over it. All 7 call sites are 1317// worldgen or init; the renderer reads voxels, so the 5^k cost is paid once per strip and never 1318// per frame. 1319func wheight(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1320 let sp: *i64 = wsp(base) 1321 var k: i64 = sp[P_ERODE] 1322 if k <= 0 { return wheight_raw(base, x, z, sd) } 1323 if k > WC_ER_MAXK { k = WC_ER_MAXK } 1324 let t: i64 = wc_er_arm(base, sd) 1325 if t <= 0 { return wheight_raw(base, x, z, sd) } 1326 var he: i64 = 0 1327 if k == 1 { he = wc_er1(base, x, z, sd, t) } 1328 if k == 2 { he = wc_er2(base, x, z, sd, t) } 1329 if k >= 3 { he = wc_er3(base, x, z, sd, t) } 1330 return wclamp((he + WC_ER_Q/2)/WC_ER_Q, 1, WY - 8) 1331} 1332// GE53: the SAME eroded height wheight returns, in WC_ER_Q units and NOT rounded -- the one value the 1333// surface source keeps that the voxel column throws away at wheight's last line. 1334func wheight_qe(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1335 let sp: *i64 = wsp(base) 1336 var k: i64 = sp[P_ERODE] 1337 if k <= 0 { return wheight_q(base, x, z, sd) } 1338 if k > WC_ER_MAXK { k = WC_ER_MAXK } 1339 let t: i64 = wc_er_arm(base, sd) 1340 if t <= 0 { return wheight_q(base, x, z, sd) } 1341 var he: i64 = 0 1342 if k == 1 { he = wc_er1(base, x, z, sd, t) } 1343 if k == 2 { he = wc_er2(base, x, z, sd, t) } 1344 if k >= 3 { he = wc_er3(base, x, z, sd, t) } 1345 return wclamp(he, WC_ER_Q, (WY - 8)*WC_ER_Q) 1346} 1347// the ocean ramp in Q units -- the same arithmetic wsp_beach_ocean applies to whole blocks, so the field 1348// and the column agree on where the beach meets the sea. 1349func wsp_beach_ocean_q(sp: *i64, ax: i64, az: i64, hq: i64) -> i64 { 1350 let oc: i64 = sp[P_OCEAN] 1351 if oc == 0 { return hq } 1352 let d: i64 = wsp_ocean_d(sp, ax, az) 1353 if d <= 0 { return hq } 1354 let slopew: i64 = (oc >> 12) & 63 1355 let bedq: i64 = ((oc >> 18) & 63)*WC_ER_Q 1356 var t: i64 = bedq 1357 if d < slopew { t = hq - (hq - bedq)*d/slopew } 1358 if t < bedq { t = bedq } 1359 if t > hq { t = hq } 1360 return t 1361} 1362func hq_get(base: i64, x: i64, z: i64) -> i64 { 1363 if x < 0 { return 0 - 1 } 1364 if z < 0 { return 0 - 1 } 1365 if x >= WX { return 0 - 1 } 1366 if z >= WZ { return 0 - 1 } 1367 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64 1368 return p[0] 1369} 1370func hq_set(base: i64, x: i64, z: i64, v: i64) -> i64 { 1371 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64 1372 p[0] = v 1373 return 0 1374} 1375func hq_off() -> i64 { return O_HQ } 1376// wc_surface_source -- GE53's named symbol: the terrain SURFACE height (the top of the ground, Q8 world 1377// units) at a Q8 position, bilinear between the four surrounding columns. -1 outside the window. A 1378// column's Q height is the base of its top block, so the surface sits one block above it. 1379func wc_surface_source(base: i64, pxq: i64, pzq: i64) -> i64 { 1380 let cx: i64 = pxq >> 8 1381 let cz: i64 = pzq >> 8 1382 let fx: i64 = pxq & 255 1383 let fz: i64 = pzq & 255 1384 let h00: i64 = hq_get(base, cx, cz) 1385 let h10: i64 = hq_get(base, cx + 1, cz) 1386 let h01: i64 = hq_get(base, cx, cz + 1) 1387 let h11: i64 = hq_get(base, cx + 1, cz + 1) 1388 if h00 < 0 { return 0 - 1 } 1389 if h10 < 0 { return 0 - 1 } 1390 if h01 < 0 { return 0 - 1 } 1391 if h11 < 0 { return 0 - 1 } 1392 let top: i64 = h00*(256 - fx)*(256 - fz) + h10*fx*(256 - fz) + h01*(256 - fx)*fz + h11*fx*fz 1393 return top/65536 + 256 1394} 1395// terrain-class blocks: the ground the field replaces. Structures (wood, leaves, crops, water) stay cells. 1396func wterrain(b: i64) -> i64 { 1397 if b == 1 { return 1 } 1398 if b == 2 { return 1 } 1399 if b == 3 { return 1 } 1400 if b == 5 { return 1 } 1401 if b == 8 { return 1 } 1402 if b == 9 { return 1 } 1403 if b == 10 { return 1 } 1404 if b == 11 { return 1 } 1405 return 0 1406} 1407// trilinear 3D value noise 0..255 (cave carver) 1408func wnoise3(x: i64, y: i64, z: i64, sc: i64, sd: i64) -> i64 { 1409 let cx: i64 = x / sc 1410 let cy3: i64 = y / sc 1411 let cz: i64 = z / sc 1412 let fx: i64 = x % sc 1413 let fy: i64 = y % sc 1414 let fz: i64 = z % sc 1415 let a00: i64 = whash(cx + cy3*97, cz, sd) 1416 let a10: i64 = whash(cx + 1 + cy3*97, cz, sd) 1417 let a01: i64 = whash(cx + cy3*97, cz + 1, sd) 1418 let a11: i64 = whash(cx + 1 + cy3*97, cz + 1, sd) 1419 let b00: i64 = whash(cx + (cy3+1)*97, cz, sd) 1420 let b10: i64 = whash(cx + 1 + (cy3+1)*97, cz, sd) 1421 let b01: i64 = whash(cx + (cy3+1)*97, cz + 1, sd) 1422 let b11: i64 = whash(cx + 1 + (cy3+1)*97, cz + 1, sd) 1423 let a0: i64 = a00 + (a10 - a00)*fx/sc 1424 let a1: i64 = a01 + (a11 - a01)*fx/sc 1425 let av: i64 = a0 + (a1 - a0)*fz/sc 1426 let b0: i64 = b00 + (b10 - b00)*fx/sc 1427 let b1: i64 = b01 + (b11 - b01)*fx/sc 1428 let bv: i64 = b0 + (b1 - b0)*fz/sc 1429 return av + (bv - av)*fy/sc 1430} 1431// recompute the world's highest solid layer (init + save-load; place maintains it incrementally) 1432func wc_wmax(base: i64) -> i64 { 1433 let s: *i64 = wst(base) 1434 let vxp: *u8 = (base + O_VOX) as *u8 1435 var y: i64 = WY - 1 1436 while y >= 0 { 1437 var i: i64 = y*WZ*WX 1438 let end: i64 = (y + 1)*WZ*WX 1439 while i < end { 1440 if (vxp[i] & 0xff) != 0 { s[S_WMAX] = y; return y } 1441 i = i + 1 1442 } 1443 y = y - 1 1444 } 1445 s[S_WMAX] = 0 1446 return 0 1447} 1448 1449// generate ONE local column from ABSOLUTE world coords: the terrain is a pure function of 1450// (absolute position, seed) -> unbounded land, deterministic everywhere, no stored world needed 1451// for virgin ground (the voxchunk regen law wired into the live game). 1452// GE13 -- shore distance: how many blocks SEAWARD of the shoreline (ax,az) sits; <= 0 = inland, 1453// -1 = this identity has no ocean row at all. 1454func wsp_ocean_d(sp: *i64, ax: i64, az: i64) -> i64 { 1455 let oc: i64 = sp[P_OCEAN] 1456 if oc == 0 { return 0 - 1 } 1457 let edge: i64 = oc & 3 1458 let shore: i64 = ((oc >> 2) & 1023) - 512 1459 if edge == 0 { return az - shore } 1460 if edge == 1 { return shore - az } 1461 if edge == 2 { return ax - shore } 1462 return shore - ax 1463} 1464// GE45 REVIEW FRAMING (2026-09-04) -- the sea bearing of an identity, in yaw it-units (yaw 0 looks toward +z, 1465// x = sin, z = cos: the convention summon() and the page's review steering already share), or -1 when the 1466// identity carries no ocean row. Read by the spawn (the first frame faces the sea), by summon() (the review 1467// ring stands on the seaward arc so the shore is behind the girl the camera frames) and exported as the 1468// sea_yaw door for the HUD and the gate. Data: the same P_OCEAN row wsp_ocean_d decodes -- no second coastline. 1469func wsp_sea_yaw(sp: *i64) -> i64 { 1470 let oc: i64 = sp[P_OCEAN] 1471 if oc == 0 { return 0 - 1 } 1472 let edge: i64 = oc & 3 1473 if edge == 0 { return 0 } 1474 if edge == 1 { return IT_PI } 1475 if edge == 2 { return IT_PI/2 } 1476 return IT_PI*3/2 1477} 1478// the seaward review arc: the summoned cast spans one quarter turn centred on the sea bearing. A quarter turn 1479// is the widest arc whose every member still stands between the player and the shore (tan 45 degrees = 1, so 1480// the gate can assert it with integer arithmetic: |dx| <= dz for a +z sea). 1481const WC_REVIEW_ARC: i64 = IT_PI/2 1482// GE13 -- the ocean shaping rule (gameengine rung wsp_beach_ocean), applied to the PURE noise 1483// height wherever a column sits seaward of the shoreline: ramp the ground from its natural 1484// height down to the SEABED across the SLOPE width, then hold the seabed. gencol's existing 1485// flood rule (P_WATER) then fills the water and its sand rule paints the wet band -- beach, 1486// shallows and open sea all emerge from ONE data row, no per-world code. P_OCEAN == 0 returns 1487// h untouched, so every existing world is byte-identical by construction. 1488func wsp_beach_ocean(sp: *i64, ax: i64, az: i64, h: i64) -> i64 { 1489 let oc: i64 = sp[P_OCEAN] 1490 if oc == 0 { return h } 1491 let d: i64 = wsp_ocean_d(sp, ax, az) 1492 if d <= 0 { return h } 1493 let slopew: i64 = (oc >> 12) & 63 1494 let bed: i64 = (oc >> 18) & 63 1495 var t: i64 = bed 1496 if d < slopew { t = h - (h - bed)*d/slopew } 1497 if t < bed { t = bed } 1498 if t > h { t = h } 1499 return t 1500} 1501 1502// Runtime position validity uses the same terrain field and structural body sweep. 1503// This does not change the existing point footprint into a wider avatar. 1504func wc_player_position_clear(base: i64, x: i64, y: i64, z: i64) -> i64 { 1505 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return 0 } 1506 if wsp(base)[P_SURF] == 1 { 1507 let field: i64=wc_surface_source(base,x,z) 1508 if field < 0 || y-EYE < field { return 0 } 1509 } 1510 wc_player_body(base,x,y,z) 1511 beach_contact_world_sweep(base,wc_contact_body(base),wc_contact_obstacle(base),wc_contact_result(base),1,0) 1512 let contact: *BeachContactResult=wc_contact_result(base) 1513 if contact.initial_overlap == 1 { return 0 } 1514 return 1 1515} 1516// Return 0 unchanged,1 recovered,-1 unresolved. No arbitrary teleport across X/Z. 1517// A restore can carry a valid checksum yet contain an old penetrated camera. 1518func wc_player_recover(base: i64) -> i64 { 1519 let s: *i64=wst(base) 1520 let x: i64=s[S_CX];let y: i64=s[S_CY];let z: i64=s[S_CZ] 1521 if wc_player_position_clear(base,x,y,z) == 1 { return 0 } 1522 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return -1 } 1523 var floor: i64=y-EYE 1524 if wsp(base)[P_SURF] == 1 { 1525 let field: i64=wc_surface_source(base,x,z) 1526 if field < 0 { return -1 } 1527 if field > floor { floor=field } 1528 } 1529 if floor < 0 { floor=0 } 1530 var ceiling: i64=floor 1531 while ceiling+EYE+128 <= WY*256 { 1532 let stand: i64=wc_player_support(base,x,z,ceiling) 1533 if stand >= y && stand <= ceiling+EYE { 1534 if wc_player_position_clear(base,x,stand,z) == 1 { 1535 s[S_CY]=stand;s[S_VY]=0;s[S_GROUNDED]=1 1536 return 1 1537 } 1538 } 1539 // Include the continuous field first, then every possible structural cell top. 1540 ceiling=((ceiling >> 8)+1)*256 1541 } 1542 return -1 1543} 1544func player_position_clear() -> i64 { 1545 let s: *i64=wst(0) 1546 return wc_player_position_clear(0,s[S_CX],s[S_CY],s[S_CZ]) 1547} 1548func player_recover() -> i64 { return wc_player_recover(0) } 1549 1550// Same column owner for normal generation and non-destructive restore rebuild. 1551func wc_hq_column(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 { 1552 let sp: *i64=wsp(base) 1553 if sp[P_SURF] == 1 { hq_set(base,x,z,wsp_beach_ocean_q(sp,ax,az,wheight_qe(base,ax,az,sd))) } 1554 return 0 1555} 1556func wc_hq_restore(base: i64) -> i64 { 1557 if wsp(base)[P_SURF] != 1 { return 0 } 1558 let s: *i64=wst(base) 1559 var z: i64=0 1560 while z < WZ { 1561 var x: i64=0 1562 while x < WX { 1563 wc_hq_column(base,x,z,x+s[S_WOX],z+s[S_WOZ],s[S_SEED]) 1564 x=x+1 1565 } 1566 z=z+1 1567 } 1568 return 0 1569} 1570 1571func gencol(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 { 1572 let sp: *i64 = wsp(base) 1573 let wl: i64 = sp[P_WATER] 1574 let h: i64 = wsp_beach_ocean(sp, ax, az, wheight(base, ax, az, sd)) // GE13: the ocean is data 1575 wc_hq_column(base,x,z,ax,az,sd) // Same height owner as coherent save restoration. 1576 var y: i64 = 0 1577 while y < WY { 1578 var b: i64 = 0 1579 if y <= h { 1580 b = 3 // stone 1581 if y > h - 3 { b = 2 } // dirt cap 1582 if y == h { 1583 b = 1 // grass 1584 if h <= wl { b = 5 } // sand at/below waterline 1585 if h >= sp[P_SNOW] { b = 8 } // snow high up 1586 } 1587 // caves: carve inside the crust (never the floor, never the top 2 = no surface holes, 1588 // and never under water columns so lakes stay sealed) 1589 if b == 3 { if y >= 2 { if y <= h - 2 { if h > wl { 1590 if wnoise3(ax, y, az, 7, sd + 55) > sp[P_CAVETH] { b = 0 } 1591 } } } } 1592 // ores seed the remaining stone: coal common, iron deeper, gold deepest 1593 if b == 3 { 1594 let orr: i64 = whash(ax*7 + y*131, az*11 + y*17, sd + 31) % 997 1595 if orr < 22 { b = 9 } 1596 if y < 14 { if orr >= 22 { if orr < 32 { b = 10 } } } 1597 if y < 9 { if orr >= 32 { if orr < 38 { b = 11 } } } 1598 } 1599 } 1600 if y > h { if y <= wl { b = 4 } } // flood low ground 1601 vset(base, x, y, z, b) 1602 y = y + 1 1603 } 1604 return 0 1605} 1606// paint a voxel ONLY inside the regen box -- a tree may never overwrite terrain (and its journal 1607// overlay) outside the strip being regenerated 1608func vset_box(base: i64, x: i64, y: i64, z: i64, b: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1609 if x < lx0 { return 0 } 1610 if x >= lx1 { return 0 } 1611 if z < lz0 { return 0 } 1612 if z >= lz1 { return 0 } 1613 return vset(base, x, y, z, b) 1614} 1615// GE17 wsp_palm_shape -- THE PALM (W2 shape id 3, mirroring nx_treegen species 3: dep0=0 trunk- 1616// only + "a ring of LONG radial frond blobs from the trunk top" -- ONE species canon, two lanes, 1617// the PG36 rule). A bare, gently curved trunk with NO branches below the crown, then a frond 1618// rosette. Everything DERIVED, nothing tuned: 1619// LEAN -- phototropic, TOWARD OPEN WATER when the world declares an ocean (P_OCEAN edge 1620// bits: shoreline palms lean seaward for light), hash-picked axis otherwise. Tip 1621// displacement = th9/3 (tan ~18deg of trunk height, the shoreline coconut habit); profile 1622// quadratic in height (uniform curvature): lean(dy) = dy*dy/(3*th9), which lands the tip at 1623// exactly th9/3 with no constant of its own. 1624// FRONDS -- 8 directions (4 axial + 4 diagonal, the voxel ring), length = the genome's own 1625// canopy radius cr9, arch droop(r) = r*r/(2*cr9): the tip ends half the frond length below 1626// the crown, the same quadratic droop nx_treegen's palm crown uses (seg*seg*11 there). 1627// Painting is clipped to the regen box (vset_box) so it is seam-safe under the widened scan 1628// margin gentrees derives for shape 3. Trunk = wood (6), fronds + apical bud = leaves (7); 1629// on the shore identity those palette rows read driftwood-brown and scrub-green already. 1630func wsp_palm_shape(base: i64, sp: *i64, tx: i64, tz: i64, h2: i64, th9: i64, cr9: i64, 1631 ax: i64, az: i64, sd: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1632 var pldx: i64 = 0 1633 var pldz: i64 = 0 1634 let poc9: i64 = sp[P_OCEAN] 1635 if poc9 != 0 { 1636 let pe9: i64 = poc9 & 3 1637 if pe9 == 0 { pldz = 1 } 1638 if pe9 == 1 { pldz = 0 - 1 } 1639 if pe9 == 2 { pldx = 1 } 1640 if pe9 == 3 { pldx = 0 - 1 } 1641 } 1642 if poc9 == 0 { 1643 let pd9: i64 = whash(ax*19 + 13, az*23 + 29, sd + 251) % 4 1644 if pd9 == 0 { pldx = 1 } 1645 if pd9 == 1 { pldx = 0 - 1 } 1646 if pd9 == 2 { pldz = 1 } 1647 if pd9 == 3 { pldz = 0 - 1 } 1648 } 1649 var pox: i64 = 0 1650 var poz: i64 = 0 1651 var pty: i64 = 1 1652 while pty <= th9 { 1653 let pl9: i64 = pty*pty/(3*th9) 1654 pox = pldx*pl9 1655 poz = pldz*pl9 1656 vset_box(base, tx + pox, h2 + pty, tz + poz, 6, lx0, lx1, lz0, lz1) 1657 pty = pty + 1 1658 } 1659 let pcx: i64 = tx + pox 1660 let pcz: i64 = tz + poz 1661 let ptop: i64 = h2 + th9 1662 vset_box(base, pcx, ptop + 1, pcz, 7, lx0, lx1, lz0, lz1) 1663 var pfd: i64 = 0 1664 while pfd < 8 { 1665 var fdx9: i64 = 0 1666 var fdz9: i64 = 0 1667 if pfd == 0 { fdx9 = 1 } 1668 if pfd == 1 { fdx9 = 0 - 1 } 1669 if pfd == 2 { fdz9 = 1 } 1670 if pfd == 3 { fdz9 = 0 - 1 } 1671 if pfd == 4 { fdx9 = 1; fdz9 = 1 } 1672 if pfd == 5 { fdx9 = 1; fdz9 = 0 - 1 } 1673 if pfd == 6 { fdx9 = 0 - 1; fdz9 = 1 } 1674 if pfd == 7 { fdx9 = 0 - 1; fdz9 = 0 - 1 } 1675 var pr9: i64 = 1 1676 while pr9 <= cr9 { 1677 vset_box(base, pcx + fdx9*pr9, ptop + 1 - pr9*pr9/(2*cr9), pcz + fdz9*pr9, 7, lx0, lx1, lz0, lz1) 1678 pr9 = pr9 + 1 1679 } 1680 pfd = pfd + 1 1681 } 1682 return 0 1683} 1684// trees whose TRUNK falls in the +-2-expanded ABSOLUTE range paint their blocks CLIPPED to the 1685// local box, so a tree crossing a strip seam is completed by whichever strip regenerates later. 1686// The trunk condition is PURE (grass by the gen rules: above water, below snow) -- no window peeking. 1687func gentrees(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 { 1688 let sp: *i64 = wsp(base) 1689 if sp[P_TREE] == 0 { return 0 } 1690 let s: *i64 = wst(base) 1691 let wl: i64 = sp[P_WATER] 1692 // scan expanded to +-4 (was +-2): a SPECIES canopy reaches up to radius 4, so a trunk that 1693 // far outside the box can paint inside it -- the strip-seam completion law, wider. Legacy 1694 // worlds are unchanged: an R=2 stamp 3-4 cells out paints nothing in-box (no-op scan rows). 1695 // GE17: a palm's phototropic lean displaces its crown by up to (tb+tv)/3 beyond the frond 1696 // radius, so a palm-genome world widens the seam scan by that maximum lean -- DERIVED from 1697 // the same genome rows the grower reads, not a second constant. Every other shape keeps 1698 // the historic +-4 margin bit-exactly, and the extra scan rows are no-ops by the vset_box 1699 // clip (the standing seam law, same argument as the +-2 -> +-4 widening above). 1700 var mg9: i64 = 4 1701 if ((sp[P_TREESPEC] >> 12) & 7) == 3 { mg9 = 4 + ((sp[P_TREESPEC] & 15) + ((sp[P_TREESPEC] >> 4) & 15))/3 } 1702 var az: i64 = s[S_WOZ] + lz0 - mg9 1703 while az <= s[S_WOZ] + lz1 + mg9 - 1 { 1704 var ax: i64 = s[S_WOX] + lx0 - mg9 1705 while ax <= s[S_WOX] + lx1 + mg9 - 1 { 1706 let hr9: i64 = wheight(base, ax, az, sd) 1707 let h2: i64 = wsp_beach_ocean(sp, ax, az, hr9) // GE13: no trees grow on the sea 1708 // GE17: DRY LAND is where the ocean rule was a NO-OP (h2 == hr9). Seaward of the 1709 // shoreline the ramp lowered this column -- that whole band is the beach slope and 1710 // its wet sand, and vegetation stays off it (palms out of the water, off the wet 1711 // band, by the ocean row's own geometry rather than a second coastline rule). 1712 // Worlds without an ocean row have h2 == hr9 everywhere BY CONSTRUCTION 1713 // (wsp_beach_ocean returns h untouched), so this conjunct changes nothing there. 1714 var trunk: i64 = 0 1715 // the tree altitude ceiling is a SPEC ROW, not an engine constant: hardcoded 19 1716 // silently capped forests for any identity whose land sits higher (gate T52 found 1717 // it -- vale's P_TREE 43->19 barely moved the trunk count because the CEILING, not 1718 // the density row, was binding). 0 = the historic 19, so craft/depths are unchanged. 1719 var tmax: i64 = sp[P_TREEMAX] 1720 if tmax <= 0 { tmax = 19 } 1721 if h2 < tmax { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 { 1722 if whash(ax*3 + 7, az*5 + 11, sd + 99) % sp[P_TREE] == 0 { trunk = 1 } 1723 } } } } 1724 if trunk == 1 { 1725 let tx: i64 = ax - s[S_WOX] 1726 let tz: i64 = az - s[S_WOZ] 1727 let ts9: i64 = sp[P_TREESPEC] 1728 // W2b: the TREE branch keys on the tree bits (0..17) alone -- a genome carrying 1729 // only understory bits (18+) keeps the LEGACY forest exactly (T57's wood-equality 1730 // tooth), and understory grows in its own pass below regardless of trunk sites. 1731 if (ts9 & 262143) == 0 { 1732 // legacy stamp, byte-for-byte: every identity-only world is unchanged 1733 var ty: i64 = h2 + 1 1734 while ty <= h2 + 4 { vset_box(base, tx, ty, tz, 6, lx0, lx1, lz0, lz1); ty = ty + 1 } 1735 var lz: i64 = tz - 2 1736 while lz <= tz + 2 { 1737 var lx: i64 = tx - 2 1738 while lx <= tx + 2 { 1739 var keep: i64 = 1 1740 if lx == tx { if lz == tz { keep = 0 } } 1741 if keep == 1 { 1742 vset_box(base, lx, h2 + 4, lz, 7, lx0, lx1, lz0, lz1) 1743 if lx >= tx - 1 { if lx <= tx + 1 { if lz >= tz - 1 { if lz <= tz + 1 { 1744 vset_box(base, lx, h2 + 5, lz, 7, lx0, lx1, lz0, lz1) 1745 } } } } 1746 } 1747 lx = lx + 1 1748 } 1749 lz = lz + 1 1750 } 1751 vset_box(base, tx, h2 + 6, tz, 7, lx0, lx1, lz0, lz1) 1752 } else { 1753 // W2 SPECIES GROWER: the individual varies inside the species envelope by 1754 // position hash -- deterministic, seam-safe (paint clipped to the box), 1755 // asset-free. Shapes: 1 dome (squashed integer ellipsoid), 2 pine (diamond 1756 // rings widening down from the tip). Density drops leaves by hash for airy 1757 // canopies. All bounds y-clamped by vset's own vin guard. 1758 let tb9: i64 = ts9 & 15 1759 let tv9: i64 = (ts9 >> 4) & 15 1760 var cr9: i64 = (ts9 >> 8) & 15 1761 if cr9 < 1 { cr9 = 1 } 1762 if cr9 > 4 { cr9 = 4 } 1763 let sh9: i64 = (ts9 >> 12) & 7 1764 let dn9: i64 = (ts9 >> 15) & 7 1765 let hv9: i64 = whash(ax*13 + 5, az*17 + 3, sd + 141) 1766 var th9: i64 = tb9 + hv9 % (tv9 + 1) 1767 if th9 < 2 { th9 = 2 } 1768 if sh9 == 3 { 1769 // GE17: shape 3 = PALM, the frond-rosette grower (wsp_palm_shape). 1770 // dn9 (leaf drop) is deliberately unused there: fronds are already 1771 // sparse lines, not a volume to thin. 1772 wsp_palm_shape(base, sp, tx, tz, h2, th9, cr9, ax, az, sd, lx0, lx1, lz0, lz1) 1773 } else { 1774 var ty2: i64 = h2 + 1 1775 while ty2 <= h2 + th9 { vset_box(base, tx, ty2, tz, 6, lx0, lx1, lz0, lz1); ty2 = ty2 + 1 } 1776 let top9: i64 = h2 + th9 1777 var dy9: i64 = 0 - cr9 1778 while dy9 <= cr9 + 1 { 1779 var dz9: i64 = 0 - cr9 1780 while dz9 <= cr9 { 1781 var dx9: i64 = 0 - cr9 1782 while dx9 <= cr9 { 1783 var put9: i64 = 0 1784 if sh9 == 2 { 1785 if dy9 <= 1 { 1786 var pr9: i64 = 1 - dy9 1787 if pr9 > cr9 { pr9 = cr9 } 1788 var ad9: i64 = dx9 1789 if ad9 < 0 { ad9 = 0 - ad9 } 1790 var az9: i64 = dz9 1791 if az9 < 0 { az9 = 0 - az9 } 1792 if ad9 + az9 <= pr9 { put9 = 1 } 1793 } 1794 } else { 1795 if dx9*dx9 + dz9*dz9 + dy9*dy9*2 <= cr9*cr9 { put9 = 1 } 1796 } 1797 if put9 == 1 { if dn9 > 0 { 1798 if whash(ax*29 + dx9*3 + dy9*7, az*31 + dz9*5, sd + 177) % 8 < dn9 { put9 = 0 } 1799 } } 1800 if put9 == 1 { 1801 var istrunk9: i64 = 0 1802 if dx9 == 0 { if dz9 == 0 { if dy9 < 0 { istrunk9 = 1 } } } 1803 if istrunk9 == 0 { vset_box(base, tx + dx9, top9 + dy9, tz + dz9, 7, lx0, lx1, lz0, lz1) } 1804 } 1805 dx9 = dx9 + 1 1806 } 1807 dz9 = dz9 + 1 1808 } 1809 dy9 = dy9 + 1 1810 } 1811 } 1812 } 1813 } 1814 // W2b UNDERSTORY (genome bits 18-20 density, 21-22 kind 0=tufts 1=shrubs 2=mixed): 1815 // ground vegetation per column, seeded independently of trunks, same grass belt, 1816 // trunk columns excluded; shrub = plus-clump radius 1 (inside the +-4 seam scan). 1817 let ud9: i64 = (sp[P_TREESPEC] >> 18) & 7 1818 if ud9 > 0 { if trunk == 0 { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 { 1819 if whash(ax*41 + 3, az*43 + 9, sd + 203) % 8 < ud9 { 1820 let uk9: i64 = (sp[P_TREESPEC] >> 21) & 3 1821 let ux5: i64 = ax - s[S_WOX] 1822 let uz5: i64 = az - s[S_WOZ] 1823 var shrub9: i64 = 0 1824 if uk9 == 1 { shrub9 = 1 } 1825 if uk9 == 2 { if whash(ax*7 + 1, az*11 + 5, sd + 209) % 2 == 0 { shrub9 = 1 } } 1826 vset_box(base, ux5, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) 1827 if shrub9 == 1 { 1828 // vegetation FILLS AIR, never replaces solids: a clump reaching into a 1829 // neighbor column must not eat its trunk or its surface (T57 measured the 1830 // unguarded version eating 792 wood blocks). Deterministic under the fixed 1831 // scan order -- a later trunk overwrites a leaf, so wood wins either way. 1832 if vget(base, ux5 + 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 + 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) } 1833 if vget(base, ux5 - 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 - 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) } 1834 if vget(base, ux5, h2 + 1, uz5 + 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 + 1, 7, lx0, lx1, lz0, lz1) } 1835 if vget(base, ux5, h2 + 1, uz5 - 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 - 1, 7, lx0, lx1, lz0, lz1) } 1836 if vget(base, ux5, h2 + 2, uz5) == 0 { vset_box(base, ux5, h2 + 2, uz5, 7, lx0, lx1, lz0, lz1) } 1837 } 1838 } 1839 } } } } } 1840 ax = ax + 1 1841 } 1842 az = az + 1 1843 } 1844 return 0 1845} 1846 1847// ---------- W3 SETTLEMENTS (GR6, the Infinigen-Indoors expansion, 2026-08-17) ---------- 1848// Room LAYOUTS are solved OFFLINE by nx_indoorgen -- declarative constraints through the estate's 1849// part-placement solver, quantized, accept-rule-checked, REFUSED when unsatisfiable -- and land 1850// here as the imported data table (nx_indoorgen_data.nx). The engine only STAMPS: sites ride a 1851// coarse grid of BLDG_SITE-block cells hashed on ABSOLUTE coords (window-independent, so a 1852// building regenerates identically when the streaming window slides back -- the tree seam law at 1853// building scale); jitter, rotation and layout variant come from the same hash; and a building 1854// always fits INSIDE its own site cell (jitter 8 + max half-footprint 5 < SITE/2 = 20), so two 1855// sites can never collide. Terrain must be near-flat (4 rotated corners within 1 of the anchor 1856// height), dry and below the snowline, or the site deterministically stays empty. Painting is 1857// CLIPPED to the regen box (vset_box), and ej_overlay runs after every strip regen -- players can 1858// remodel a building and their edits win, exactly as they do against trees. 1859const BLDG_SITE: i64 = 40 // site-cell stride, blocks 1860const IG_SCAN0: i64 = 10 // W3 solve: first candidate anchor offset inside the site cell 1861const IG_SCANSTEP: i64 = 10 // candidate grid step: 3x3 covers offsets 10/20/30; footprint 1862 // half-extent (bw/2+1 <= 4) keeps every candidate's shell inside 1863 // its own cell, so neighbor cells can never overlap -- the 1864 // no-overlap rule holds by construction, not by test 1865const IG_MAXSLOPE: i64 = 2 // pre-declared accept rule: corners may deviate <=2 blocks from 1866 // the anchor; the IG_FOUND skirt reaches ground at exactly this 1867 // bound, so an accepted site is grounded. An unsatisfiable cell 1868 // stamps NOTHING (refuse, never float -- the constraint-solve law) 1869const IG_FOUND: i64 = 3 // foundation skirt courses below the floor (IG_MAXSLOPE + 1) 1870 1871// floor division for ABSOLUTE (possibly negative) coords -- truncating division reads the cell 1872// left of origin as cell 0 twice, which would double-place one building at the world seam 1873func igfloor(a: i64, b: i64) -> i64 { 1874 var q: i64 = a/b 1875 if a % b < 0 { q = q - 1 } 1876 return q 1877} 1878func ig_rotx(r: i64, x: i64, z: i64) -> i64 { 1879 if r == 1 { return z } 1880 if r == 2 { return 0 - x } 1881 if r == 3 { return 0 - z } 1882 return x 1883} 1884func ig_rotz(r: i64, x: i64, z: i64) -> i64 { 1885 if r == 1 { return 0 - x } 1886 if r == 2 { return 0 - z } 1887 if r == 3 { return x } 1888 return z 1889} 1890func genbuildings(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 { 1891 let sp: *i64 = wsp(base) 1892 if sp[P_BLDG] <= 0 { return 0 } 1893 let s: *i64 = wst(base) 1894 let wl: i64 = sp[P_WATER] 1895 let arch: i64 = sp[P_BLDGSPEC] & 15 1896 let dims: i64 = igd_dims(arch) 1897 let bw: i64 = dims & 255 1898 let bd: i64 = (dims >> 8) & 255 1899 let bh: i64 = (dims >> 16) & 255 1900 let mats: i64 = igd_mats(arch) 1901 let mwall: i64 = mats & 255 1902 let mfloor: i64 = (mats >> 8) & 255 1903 let mroof: i64 = (mats >> 16) & 255 1904 let dxo: i64 = igd_doorx(arch) 1905 let gx0: i64 = igfloor(s[S_WOX] + lx0 - BLDG_SITE + 1, BLDG_SITE) 1906 let gx1: i64 = igfloor(s[S_WOX] + lx1 + BLDG_SITE - 1, BLDG_SITE) 1907 let gz0: i64 = igfloor(s[S_WOZ] + lz0 - BLDG_SITE + 1, BLDG_SITE) 1908 let gz1: i64 = igfloor(s[S_WOZ] + lz1 + BLDG_SITE - 1, BLDG_SITE) 1909 var gz: i64 = gz0 1910 while gz <= gz1 { 1911 var gx: i64 = gx0 1912 while gx <= gx1 { 1913 var put: i64 = 1 1914 if whash(gx*7 + 1, gz*13 + 5, sd + 331) % sp[P_BLDG] != 0 { put = 0 } 1915 let rot: i64 = whash(gx*17 + 2, gz*19 + 6, sd + 499) % 4 1916 let bv: i64 = whash(gx*23 + 4, gz*29 + 8, sd + 541) % IGD_NVAR 1917 // W3 SOLVE: the anchor is not rolled, it is SEARCHED. 3x3 candidates per cell, 1918 // flattest wins (first-min on the fixed scan order = deterministic), and wheight is 1919 // pure noise over absolute coords, so the choice is window-independent (T73's law). 1920 // The measured failure this replaces: one hash-jittered roll + a dh>1 veto rejected 1921 // EVERY vale and craft cell (probe 2026-08-18: dhmax 2..12 across 36 cells) -- a 1922 // stamp with a veto is not a solve, and the village never existed. 1923 var axc: i64 = 0 1924 var azc: i64 = 0 1925 var h: i64 = 0 1926 var bestd9: i64 = 99 1927 if put == 1 { 1928 var co9: i64 = 0 1929 while co9 < 9 { 1930 let cox9: i64 = gx*BLDG_SITE + IG_SCAN0 + (co9 % 3)*IG_SCANSTEP 1931 let coz9: i64 = gz*BLDG_SITE + IG_SCAN0 + (co9 / 3)*IG_SCANSTEP 1932 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 1933 var dmax9: i64 = 0 1934 var ci: i64 = 0 1935 while ci < 4 { 1936 var clx: i64 = 0 - 1 1937 var clz: i64 = 0 - 1 1938 if ci == 1 { clx = bw } 1939 if ci == 2 { clz = bd } 1940 if ci == 3 { clx = bw; clz = bd } 1941 let cax: i64 = cox9 + ig_rotx(rot, clx - bw/2, clz - bd/2) 1942 let caz: i64 = coz9 + ig_rotz(rot, clx - bw/2, clz - bd/2) 1943 var dh: i64 = wsp_beach_ocean(sp, cax, caz, wheight(base, cax, caz, sd)) - hh9 1944 if dh < 0 { dh = 0 - dh } 1945 if dh > dmax9 { dmax9 = dh } 1946 ci = ci + 1 1947 } 1948 if dmax9 < bestd9 { bestd9 = dmax9; axc = cox9; azc = coz9; h = hh9 } 1949 co9 = co9 + 1 1950 } 1951 if bestd9 > IG_MAXSLOPE { put = 0 } 1952 if h <= wl { put = 0 } 1953 if h >= sp[P_SNOW] { put = 0 } 1954 if h + bh + 2 >= WY { put = 0 } 1955 } 1956 if put == 1 { 1957 // floor+foundation ring at h, walls h+1..h+bh (door and windows carved as air, 1958 // interior cleared of terrain and canopy), roof plate at h+bh+1 1959 var lz: i64 = 0 - 1 1960 while lz <= bd { 1961 var lx: i64 = 0 - 1 1962 while lx <= bw { 1963 let ax: i64 = axc + ig_rotx(rot, lx - bw/2, lz - bd/2) - s[S_WOX] 1964 let az: i64 = azc + ig_rotz(rot, lx - bw/2, lz - bd/2) - s[S_WOZ] 1965 var ring: i64 = 0 1966 if lx == 0 - 1 { ring = 1 } 1967 if lx == bw { ring = 1 } 1968 if lz == 0 - 1 { ring = 1 } 1969 if lz == bd { ring = 1 } 1970 var fb2: i64 = mfloor 1971 if ring == 1 { fb2 = mwall } 1972 vset_box(base, ax, h, az, fb2, lx0, lx1, lz0, lz1) 1973 // foundation skirt: IG_FOUND courses below the floor on the ring, so a 1974 // site accepted at the IG_MAXSLOPE bound is grounded on every side. On 1975 // flat ground the courses embed in terrain (a real footing, seen when 1976 // mined) -- bounded, deterministic, no reads. 1977 if ring == 1 { 1978 var fy9: i64 = h - 1 1979 while fy9 >= h - IG_FOUND { 1980 if fy9 >= 0 { vset_box(base, ax, fy9, az, mwall, lx0, lx1, lz0, lz1) } 1981 fy9 = fy9 - 1 1982 } 1983 } 1984 var wy2: i64 = h + 1 1985 while wy2 <= h + bh { 1986 var wb2: i64 = 0 1987 if ring == 1 { 1988 wb2 = mwall 1989 if lx == dxo { if lz == 0 - 1 { if wy2 <= h + 2 { wb2 = 0 } } } 1990 if wy2 == h + 2 { if lz == bd/2 { 1991 if lx == 0 - 1 { wb2 = 0 } 1992 if lx == bw { wb2 = 0 } 1993 } } 1994 } 1995 vset_box(base, ax, wy2, az, wb2, lx0, lx1, lz0, lz1) 1996 wy2 = wy2 + 1 1997 } 1998 vset_box(base, ax, h + bh + 1, az, mroof, lx0, lx1, lz0, lz1) 1999 lx = lx + 1 2000 } 2001 lz = lz + 1 2002 } 2003 // the solved furniture rows, rotated with the shell 2004 var fi: i64 = 0 2005 while fi < igd_nf(arch, bv) { 2006 let fr: i64 = igd_f(arch, bv, fi) 2007 let fax: i64 = axc + ig_rotx(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOX] 2008 let faz: i64 = azc + ig_rotz(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOZ] 2009 vset_box(base, fax, h + ((fr >> 24) & 255), faz, (fr >> 16) & 255, lx0, lx1, lz0, lz1) 2010 fi = fi + 1 2011 } 2012 // world truth: count the stamp when its anchor lands inside the regen box 2013 let axl: i64 = axc - s[S_WOX] 2014 let azl: i64 = azc - s[S_WOZ] 2015 if axl >= lx0 { if axl < lx1 { if azl >= lz0 { if azl < lz1 { 2016 s[S_BLDG] = s[S_BLDG] + 1 2017 s[S_BLDGX] = axl 2018 s[S_BLDGY] = h 2019 s[S_BLDGZ] = azl 2020 } } } } 2021 } 2022 gx = gx + 1 2023 } 2024 gz = gz + 1 2025 } 2026 return 0 2027} 2028 2029func genworld(base: i64, sd: i64) -> i64 { 2030 let s: *i64 = wst(base) 2031 var z: i64 = 0 2032 while z < WZ { 2033 var x: i64 = 0 2034 while x < WX { 2035 gencol(base, x, z, x + s[S_WOX], z + s[S_WOZ], sd) 2036 x = x + 1 2037 } 2038 z = z + 1 2039 } 2040 gentrees(base, 0, WX, 0, WZ, sd) 2041 genbuildings(base, 0, WX, 0, WZ, sd) 2042 return 0 2043} 2044 2045// ---------- v6 STREAMING: slide the window one stride along x or z ---------- 2046// The world is unbounded; the arena is the cache. Order matters: move kept voxels -> bump the 2047// origin -> regen the incoming strip from absolute coords -> repaint its trees -> overlay the 2048// journal (edits WIN) -> translate every arena-space coordinate (player, spawn, mobs) -> rebuild 2049// wmax -> invalidate the crosshair cache. One call = 16 blocks; ticks trigger it at the margins. 2050// Preserve the retained continuous-height cache at the same absolute world coordinates. 2051// Incoming columns are regenerated by gencol after the origin advances. 2052func wc_hq_shift(base: i64, dx: i64, dz: i64) -> i64 { 2053 var z: i64 = 0 2054 var zend: i64 = WZ 2055 var zs: i64 = 1 2056 if dz < 0 { z = WZ - 1; zend = 0 - 1; zs = 0 - 1 } 2057 while z != zend { 2058 var x: i64 = 0 2059 var xend: i64 = WX 2060 var xs: i64 = 1 2061 if dx < 0 { x = WX - 1; xend = 0 - 1; xs = 0 - 1 } 2062 while x != xend { 2063 let sx: i64 = x + dx 2064 let sz: i64 = z + dz 2065 if sx >= 0 { if sx < WX { if sz >= 0 { if sz < WZ { 2066 hq_set(base, x, z, hq_get(base, sx, sz)) 2067 } } } } 2068 x = x + xs 2069 } 2070 z = z + zs 2071 } 2072 return 0 2073} 2074 2075func wc_shift(base: i64, dx: i64, dz: i64) -> i64 { 2076 let s: *i64 = wst(base) 2077 let v: *u8 = wvx(base) 2078 let sd: i64 = s[S_SEED] 2079 if dx != 0 { 2080 wc_hq_shift(base, dx, 0) 2081 var y: i64 = 0 2082 while y < WY { 2083 var z: i64 = 0 2084 while z < WZ { 2085 let row: i64 = (y*WZ + z)*WX 2086 if dx > 0 { 2087 var x: i64 = 0 2088 while x < WX - dx { v[row + x] = v[row + x + dx]; x = x + 1 } 2089 } else { 2090 var x2: i64 = WX - 1 2091 while x2 >= 0 - dx { v[row + x2] = v[row + x2 + dx]; x2 = x2 - 1 } 2092 } 2093 z = z + 1 2094 } 2095 y = y + 1 2096 } 2097 s[S_WOX] = s[S_WOX] + dx 2098 var sx0: i64 = 0 2099 var sx1: i64 = 0 - dx 2100 if dx > 0 { sx0 = WX - dx; sx1 = WX } 2101 var rz: i64 = 0 2102 while rz < WZ { 2103 var rx: i64 = sx0 2104 while rx < sx1 { gencol(base, rx, rz, rx + s[S_WOX], rz + s[S_WOZ], sd); rx = rx + 1 } 2105 rz = rz + 1 2106 } 2107 gentrees(base, sx0, sx1, 0, WZ, sd) 2108 genbuildings(base, sx0, sx1, 0, WZ, sd) 2109 ej_overlay(base, sx0, sx1, 0, WZ) 2110 } 2111 if dz != 0 { 2112 wc_hq_shift(base, 0, dz) 2113 var y2: i64 = 0 2114 while y2 < WY { 2115 let plane: i64 = y2*WZ*WX 2116 if dz > 0 { 2117 var z2: i64 = 0 2118 while z2 < WZ - dz { 2119 let dstr: i64 = plane + z2*WX 2120 let srcr: i64 = plane + (z2 + dz)*WX 2121 var x3: i64 = 0 2122 while x3 < WX { v[dstr + x3] = v[srcr + x3]; x3 = x3 + 1 } 2123 z2 = z2 + 1 2124 } 2125 } else { 2126 var z3: i64 = WZ - 1 2127 while z3 >= 0 - dz { 2128 let dstr2: i64 = plane + z3*WX 2129 let srcr2: i64 = plane + (z3 + dz)*WX 2130 var x4: i64 = 0 2131 while x4 < WX { v[dstr2 + x4] = v[srcr2 + x4]; x4 = x4 + 1 } 2132 z3 = z3 - 1 2133 } 2134 } 2135 y2 = y2 + 1 2136 } 2137 s[S_WOZ] = s[S_WOZ] + dz 2138 var sz0: i64 = 0 2139 var sz1: i64 = 0 - dz 2140 if dz > 0 { sz0 = WZ - dz; sz1 = WZ } 2141 var rz2: i64 = sz0 2142 while rz2 < sz1 { 2143 var rx2: i64 = 0 2144 while rx2 < WX { gencol(base, rx2, rz2, rx2 + s[S_WOX], rz2 + s[S_WOZ], sd); rx2 = rx2 + 1 } 2145 rz2 = rz2 + 1 2146 } 2147 gentrees(base, 0, WX, sz0, sz1, sd) 2148 genbuildings(base, 0, WX, sz0, sz1, sd) 2149 ej_overlay(base, 0, WX, sz0, sz1) 2150 } 2151 // translate every arena-space coordinate by the slide 2152 s[S_CX] = s[S_CX] - dx*256 2153 s[S_CZ] = s[S_CZ] - dz*256 2154 s[S_SPX] = wclamp(s[S_SPX] - dx*256, 2*256, (WX - 2)*256) 2155 s[S_SPZ] = wclamp(s[S_SPZ] - dz*256, 2*256, (WZ - 2)*256) 2156 s[S_LBX] = s[S_LBX] - dx 2157 s[S_LBZ] = s[S_LBZ] - dz 2158 let m: *i64 = mobp(base) 2159 var k: i64 = 0 2160 while k < en_count(m) { 2161 let h: i64 = en_nth(m, k) 2162 en_set(m, h, MC_X, wclamp(en_get(m, h, MC_X) - dx*256, 2*256, (WX - 2)*256)) 2163 en_set(m, h, MC_Z, wclamp(en_get(m, h, MC_Z) - dz*256, 2*256, (WZ - 2)*256)) 2164 k = k + 1 2165 } 2166 wc_wmax(base) 2167 wc_soft_seat_all(base) // the world slid under every girl: re-seat springs 2168 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) 2169 s[S_HOK] = 0 2170 return 0 2171} 2172 2173// ---------- DDA raycast ---------- 2174// marches from (S_CX,S_CY,S_CZ) along (dx,dy,dz) (any scale). On hit writes out[0..4] = 2175// cellx,celly,cellz,face,tcross and returns the step count; returns -1 on miss (sky). 2176// skipw=1 treats water as air (the transparency continuation ray). The voxel read is INLINED -- 2177// this loop runs ~2-8M times a second and a per-step call was the measured overhead. 2178// GE53: march the continuous surface. pos(t) = cam + d*t/65536 (Q8). Quarter-cell steps along the fastest 2179// axis, then six bisections at the crossing -- sub-block precision on a field that is itself sub-block. 2180// Returns the cells travelled (the fog term); writes the column's top cell, face 3 and t. -1 = no ground. 2181func wray_surf(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 { 2182 let s: *i64 = wst(base) 2183 let cxq: i64 = s[S_CX] 2184 let cyq: i64 = s[S_CY] 2185 let czq: i64 = s[S_CZ] 2186 var dm: i64 = dx 2187 if dm < 0 { dm = 0 - dm } 2188 var ady: i64 = dy 2189 if ady < 0 { ady = 0 - ady } 2190 var adz: i64 = dz 2191 if adz < 0 { adz = 0 - adz } 2192 if ady > dm { dm = ady } 2193 if adz > dm { dm = adz } 2194 if dm == 0 { return 0 - 1 } 2195 let dt: i64 = WC_SURF_STEP_Q8*WATER_MAGIC_65536/dm // a quarter cell along the fastest axis 2196 var t: i64 = 0 2197 var tprev: i64 = 0 2198 var step: i64 = 0 2199 let nmax: i64 = maxsteps*4 2200 var hit: i64 = 0 2201 while step < nmax { 2202 t = t + dt 2203 let py: i64 = cyq + dy*t/WATER_MAGIC_65536 2204 let px: i64 = cxq + dx*t/WATER_MAGIC_65536 2205 let pz: i64 = czq + dz*t/WATER_MAGIC_65536 2206 if dy >= 0 { if py > WY*256 { return 0 - 1 } } // climbing above every column: sky 2207 if px < 0 - 8*256 { return 0 - 1 } 2208 if px > (WX + 8)*256 { return 0 - 1 } 2209 if pz < 0 - 8*256 { return 0 - 1 } 2210 if pz > (WZ + 8)*256 { return 0 - 1 } 2211 let hs: i64 = wc_surface_source(base, px, pz) 2212 if hs >= 0 { if py <= hs { hit = 1; step = nmax } } 2213 if hit == 0 { tprev = t; step = step + 1 } 2214 } 2215 if hit == 0 { return 0 - 1 } 2216 var lo: i64 = tprev 2217 var hi: i64 = t 2218 var k: i64 = 0 2219 while k < 6 { 2220 let mid: i64 = (lo + hi)/2 2221 let py2: i64 = cyq + dy*mid/WATER_MAGIC_65536 2222 let px2: i64 = cxq + dx*mid/WATER_MAGIC_65536 2223 let pz2: i64 = czq + dz*mid/WATER_MAGIC_65536 2224 let h2: i64 = wc_surface_source(base, px2, pz2) 2225 var below: i64 = 0 2226 if h2 >= 0 { if py2 <= h2 { below = 1 } } 2227 if below == 1 { hi = mid } else { lo = mid } 2228 k = k + 1 2229 } 2230 let th: i64 = hi 2231 let hx: i64 = cxq + dx*th/WATER_MAGIC_65536 2232 let hz: i64 = czq + dz*th/WATER_MAGIC_65536 2233 let cx: i64 = hx >> 8 2234 let cz: i64 = hz >> 8 2235 // the colour cell: the column's top SOLID block, found by scanning down from the hit cell -- so it 2236 // matches whatever gencol cut, whichever rounding convention built the column (the field rounds, 2237 // wheight_raw truncates; guessing the index from the field put the cell one block up, in air) 2238 let hy: i64 = cyq + dy*th/WATER_MAGIC_65536 2239 var yy: i64 = hy >> 8 2240 if yy > WY - 1 { yy = WY - 1 } 2241 var run9: i64 = 1 2242 while run9 == 1 { 2243 if yy <= 0 { run9 = 0 } 2244 if run9 == 1 { if vget(base, cx, yy, cz) != 0 { run9 = 0 } } 2245 if run9 == 1 { yy = yy - 1 } 2246 } 2247 out[0] = cx 2248 out[1] = yy 2249 out[2] = cz 2250 out[3] = 3 2251 out[4] = th 2252 return th/(dt*(256/WC_SURF_STEP_Q8)) + 1 2253} 2254// GE53: under P_SURF the ground is the field and structures stay cells -- the nearer hit wins. With the 2255// row OFF this is exactly the cell marcher (wray3 with no terrain skip), so every shipped world is untouched. 2256func wray2(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64) -> i64 { 2257 if wsp(base)[P_SURF] != 1 { return wray3(base, dx, dy, dz, maxsteps, out, skipw, 0) } 2258 let ss: i64 = wray_surf(base, dx, dy, dz, maxsteps, out) 2259 let s0: i64 = out[0] 2260 let s1: i64 = out[1] 2261 let s2: i64 = out[2] 2262 let s3: i64 = out[3] 2263 let s4: i64 = out[4] 2264 let sd: i64 = wray3(base, dx, dy, dz, maxsteps, out, skipw, 1) 2265 if sd < 0 { 2266 if ss < 0 { return 0 - 1 } 2267 out[0] = s0 2268 out[1] = s1 2269 out[2] = s2 2270 out[3] = s3 2271 out[4] = s4 2272 return ss 2273 } 2274 if ss < 0 { return sd } 2275 if out[4] <= s4 { return sd } 2276 out[0] = s0 2277 out[1] = s1 2278 out[2] = s2 2279 out[3] = s3 2280 out[4] = s4 2281 return ss 2282} 2283func wray3(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64, skipt: i64) -> i64 { 2284 let s: *i64 = wst(base) 2285 var cxq: i64 = s[S_CX] 2286 var cyq: i64 = s[S_CY] 2287 var czq: i64 = s[S_CZ] 2288 var cellx: i64 = cxq >> 8 2289 var celly: i64 = cyq >> 8 2290 var cellz: i64 = czq >> 8 2291 let HUGE: i64 = RAY_HUGE 2292 var stpx: i64 = 1 2293 if dx < 0 { stpx = 0-1 } 2294 var stpy: i64 = 1 2295 if dy < 0 { stpy = 0-1 } 2296 var stpz: i64 = 1 2297 if dz < 0 { stpz = 0-1 } 2298 // t units: pos_q8(t) = pos + d*t/65536; crossing one cell on axis c costs 256*65536/|dc| 2299 var tdx: i64 = HUGE 2300 if dx != 0 { tdx = 256*WATER_MAGIC_65536 / dx; if tdx < 0 { tdx = 0 - tdx } } 2301 var tdy: i64 = HUGE 2302 if dy != 0 { tdy = 256*WATER_MAGIC_65536 / dy; if tdy < 0 { tdy = 0 - tdy } } 2303 var tdz: i64 = HUGE 2304 if dz != 0 { tdz = 256*WATER_MAGIC_65536 / dz; if tdz < 0 { tdz = 0 - tdz } } 2305 var bx: i64 = (cellx << 8) - cxq // distance to boundary, Q8 (negative side) 2306 if stpx == 1 { bx = bx + 256 } 2307 var tmx: i64 = HUGE 2308 if dx != 0 { tmx = bx*WATER_MAGIC_65536 / dx; if tmx < 0 { tmx = 0 - tmx } } 2309 var by: i64 = (celly << 8) - cyq 2310 if stpy == 1 { by = by + 256 } 2311 var tmy: i64 = HUGE 2312 if dy != 0 { tmy = by*WATER_MAGIC_65536 / dy; if tmy < 0 { tmy = 0 - tmy } } 2313 var bz: i64 = (cellz << 8) - czq 2314 if stpz == 1 { bz = bz + 256 } 2315 var tmz: i64 = HUGE 2316 if dz != 0 { tmz = bz*WATER_MAGIC_65536 / dz; if tmz < 0 { tmz = 0 - tmz } } 2317 let vxp: *u8 = (base + O_VOX) as *u8 2318 var step: i64 = 0 2319 while step < maxsteps { 2320 var face: i64 = 0 2321 var tcross: i64 = 0 2322 if tmx <= tmy { if tmx <= tmz { 2323 cellx = cellx + stpx 2324 tcross = tmx 2325 tmx = tmx + tdx 2326 face = 1 2327 if stpx == 1 { face = 2 } // stepped +x => hit the -x... face 2 = west-lit 2328 } } 2329 if face == 0 { if tmy <= tmz { 2330 celly = celly + stpy 2331 tcross = tmy 2332 tmy = tmy + tdy 2333 face = 3 2334 if stpy == 1 { face = 4 } // stepped up => hit the block's bottom 2335 } } 2336 if face == 0 { 2337 cellz = cellz + stpz 2338 tcross = tmz 2339 tmz = tmz + tdz 2340 face = 5 2341 if stpz == 1 { face = 6 } 2342 } 2343 if celly >= WY { if stpy >= 0 { return 0 - 1 } } // heading skyward above the world 2344 if celly > s[S_WMAX] { if stpy >= 0 { return 0 - 1 } } // above every solid block, not diving 2345 if cellx < 0-8 { return 0 - 1 } 2346 if cellx > WX+8 { return 0 - 1 } 2347 if cellz < 0-8 { return 0 - 1 } 2348 if cellz > WZ+8 { return 0 - 1 } 2349 if celly < 0 { return 0 - 1 } 2350 var b: i64 = 0 2351 if cellx >= 0 { if cellx < WX { if celly < WY { if cellz >= 0 { if cellz < WZ { 2352 b = (vxp[(celly*WZ + cellz)*WX + cellx] & 0xff) as i64 2353 } } } } } 2354 if skipw == 1 { if b == 4 { b = 0 } } 2355 if skipt == 1 { if wterrain(b) == 1 { b = 0 } } // GE53: the ground is the field, not these cells 2356 if b != 0 { 2357 out[0] = cellx 2358 out[1] = celly 2359 out[2] = cellz 2360 out[3] = face 2361 out[4] = tcross // crossing t: hit point = pos + d*t/WATER_MAGIC_65536 (Q8) 2362 return step + 1 2363 } 2364 step = step + 1 2365 } 2366 return 0 - 1 2367} 2368 2369func wray(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 { 2370 return wray2(base, dx, dy, dz, maxsteps, out, 0) 2371} 2372 2373// block base colour -- from the SPEC PALETTE (the game's look is data, not code) 2374func wcol(base: i64, b: i64) -> i64 { 2375 if b < 0 { return wpack(255, 0, 255) } 2376 if b >= 12 { if b <= 16 { return wsp(base)[P_PAL2 + b - 12] } } 2377 if b > 16 { return wpack(255, 0, 255) } 2378 if b > 11 { return wpack(255, 0, 255) } 2379 return wsp(base)[P_PAL + b] 2380} 2381// hotbar slot -> placeable block type 2382func sel_block(sel: i64) -> i64 { 2383 if sel == 1 { return 2 } // dirt 2384 if sel == 2 { return 6 } // wood 2385 if sel == 3 { return 7 } // leaves 2386 if sel == 4 { return 5 } // sand 2387 if sel == 5 { return B_FARM } // the HOE: tills the targeted grass/dirt top 2388 if sel == 6 { return B_CROP0 } // SEEDS: plant onto farmland 2389 return 3 // stone 2390} 2391// face brightness permil: top lit, bottom dark, x/z sides distinct so edges READ as 3d 2392func wface_l(face: i64) -> i64 { 2393 if face == 3 { return 1000 } 2394 if face == 4 { return 420 } 2395 if face == 1 { return 760 } 2396 if face == 2 { return 700 } 2397 if face == 5 { return 620 } 2398 return 560 2399} 2400func wsky(base: i64, syy: i64) -> i64 { 2401 let sp: *i64 = wsp(base) 2402 let hor: i64 = sp[P_SKYHOR] 2403 let top: i64 = sp[P_SKYTOP] 2404 // DERIVED, NOT PICKED (2026-08-29). RH is the q=8 fossil: line 91 of this file declares that 2405 // no resolution number below it is chosen by hand, and RW/RH/FOC three lines under that are 2406 // exactly 1920/8, 1200/8 and 1920/16. This function divided the horizon-to-zenith ramp by that 2407 // frozen 150 while the frame is wc_rh(base) tall, so for any q < 8 the ramp COMPLETED in the 2408 // bottom 150 rows and every row above saturated at P_SKYTOP -- the two spec rows describe a 2409 // gradient the visitor never saw. At q=1, which is exactly what nx_world_snap forces through 2410 // WS_Q_NATIVE for published world art, that is 87.5% of the sky column flat. 2411 // base is already a parameter here and wc_rh is the declared ONE OWNER of the written extent, 2412 // so the derivation needs no new plumbing and no hoist. 2413 var rh: i64 = wc_rh(base) 2414 if rh < 1 { rh = 1 } // q is 1..24 so this cannot fire; it exists so 2415 // that a bad q can never divide by zero here 2416 let t: i64 = wclamp(syy + rh/2, 0, rh) // 0 bottom .. rh top 2417 let r: i64 = (hor & 255) + ((top & 255) - (hor & 255))*t/rh 2418 let g: i64 = ((hor >> 8) & 255) + (((top >> 8) & 255) - ((hor >> 8) & 255))*t/rh 2419 let b: i64 = ((hor >> 16) & 255) + (((top >> 16) & 255) - ((hor >> 16) & 255))*t/rh 2420 return wpack(r, g, b) 2421} 2422// clouds: a flat noise plane above the world, sampled where an upward ray crosses it, slowly 2423// drifting with time. Returns 0..255 coverage for blending into the sky. 2424func wcloud(camx: i64, camy: i64, camz: i64, dx: i64, dy: i64, dz: i64, t: i64) -> i64 { 2425 if dy < 40 { return 0 } 2426 let plane: i64 = 56*256 // cloud deck above the 48-high world 2427 let tq: i64 = (plane - camy)*WATER_MAGIC_65536/dy 2428 if tq <= 0 { return 0 } 2429 let cx: i64 = (camx + dx*tq/WATER_MAGIC_65536) >> 9 // 2-block cloud texels 2430 let cz: i64 = (camz + dz*tq/WATER_MAGIC_65536) >> 9 2431 let n: i64 = wnoise(cx + t/40, cz + t/90, 6, 777) 2432 if n < 148 { return 0 } 2433 var cov: i64 = (n - 148)*255/60 2434 if cov > 235 { cov = 235 } 2435 return cov 2436} 2437// sky with a SUN: disc + glow around the sun's projected ray-pixel position (sunon=0 -> plain sky) 2438func wsky2(base: i64, syy: i64, px: i64, py: i64, sunx: i64, suny: i64, sunon: i64) -> i64 { 2439 let base2: i64 = wsky(base, syy) 2440 if sunon == 0 { return base2 } 2441 let ddx: i64 = px - sunx 2442 let ddy: i64 = py - suny 2443 let d2: i64 = ddx*ddx + ddy*ddy 2444 if d2 < 36 { return wpack(255, 250, 224) } // the disc 2445 if d2 < 900 { // the glow 2446 let w2: i64 = 255 - d2*255/900 2447 var r: i64 = (base2 & 255) + (255 - (base2 & 255))*w2/300 2448 var g: i64 = ((base2 >> 8) & 255) + (250 - ((base2 >> 8) & 255))*w2/340 2449 var b: i64 = ((base2 >> 16) & 255) + (224 - ((base2 >> 16) & 255))*w2/460 2450 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(b,0,255)) 2451 } 2452 // ordered 2x2 dither breaks the gradient banding lines 2453 if ((px ^ py) & 1) == 1 { 2454 return wpack(wclamp((base2 & 255) + 2, 0, 255), wclamp(((base2 >> 8) & 255) + 2, 0, 255), wclamp(((base2 >> 16) & 255) + 2, 0, 255)) 2455 } 2456 return base2 2457} 2458// textured face shading: per-texel hash variation from the HIT POINT's in-face UV (Q8 fractions), 2459// per-type character (wood grain, leaf speckle, water shimmer, ore mottle), edge BEVEL so the 2460// block grid reads crisply, then face light and step fog. All integer, all deterministic. 2461// corner AO: darken a face edge when a solid block sits beside it in the face's outward layer -- 2462// the classic soft-corner cue that makes voxel scenes read as lit geometry instead of flat tiles 2463func wao(base: i64, cx2: i64, cy2b: i64, cz2: i64, face: i64, u: i64, v: i64) -> i64 { 2464 var ox2: i64 = cx2 2465 var oy2: i64 = cy2b 2466 var oz2: i64 = cz2 2467 if face == 1 { ox2 = ox2 + 1 } 2468 if face == 2 { ox2 = ox2 - 1 } 2469 if face == 3 { oy2 = oy2 + 1 } 2470 if face == 4 { oy2 = oy2 - 1 } 2471 if face == 5 { oz2 = oz2 + 1 } 2472 if face == 6 { oz2 = oz2 - 1 } 2473 var ao: i64 = 0 2474 // u-axis neighbours (u maps to x on y/z faces, to z on x faces) 2475 if u < 44 { 2476 var hit1: i64 = 0 2477 if face == 1 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) } 2478 if face == 2 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) } 2479 if face == 3 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2480 if face == 4 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2481 if face == 5 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2482 if face == 6 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2483 if hit1 == 1 { ao = ao + (44 - u)*30/44 } 2484 } 2485 if u > 211 { 2486 var hit2: i64 = 0 2487 if face == 1 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) } 2488 if face == 2 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) } 2489 if face == 3 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2490 if face == 4 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2491 if face == 5 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2492 if face == 6 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2493 if hit2 == 1 { ao = ao + (u - 211)*30/44 } 2494 } 2495 // v-axis neighbours (v maps to z on top/bottom faces, to y on side faces) 2496 if v < 44 { 2497 var hit3: i64 = 0 2498 if face == 3 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) } 2499 if face == 4 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) } 2500 if face == 1 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2501 if face == 2 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2502 if face == 5 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2503 if face == 6 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2504 if hit3 == 1 { ao = ao + (44 - v)*30/44 } 2505 } 2506 if v > 211 { 2507 var hit4: i64 = 0 2508 if face == 3 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) } 2509 if face == 4 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) } 2510 if face == 1 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2511 if face == 2 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2512 if face == 5 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2513 if face == 6 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2514 if hit4 == 1 { ao = ao + (v - 211)*30/44 } 2515 } 2516 if ao > 45 { ao = 45 } 2517 return ao 2518} 2519func 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 { 2520 var u: i64 = hpx & 255 2521 var v: i64 = hpz & 255 2522 if face == 1 { u = hpz & 255; v = hpy & 255 } 2523 if face == 2 { u = hpz & 255; v = hpy & 255 } 2524 if face == 5 { u = hpx & 255; v = hpy & 255 } 2525 if face == 6 { u = hpx & 255; v = hpy & 255 } 2526 // grass block SIDES are dirt with a grass strip at the top edge (the classic block identity) 2527 var b: i64 = b0 2528 if b0 == 1 { if face != 3 { if face != 4 { 2529 b = 2 2530 if v > 206 { b = 1 } 2531 } } } 2532 var tex: i64 = 0 2533 if b == 6 { // wood: vertical grain stripes 2534 tex = whash(u/12 + (hpx >> 8)*7 + (hpz >> 8)*13, 3, 99) % 256 2535 } 2536 if b != 6 { 2537 var amp: i64 = 70 2538 if b == 1 { amp = 95 } 2539 if b == 2 { amp = 85 } 2540 if b == 7 { amp = 130 } 2541 if b == 5 { amp = 55 } 2542 var us: i64 = u/16 2543 var vs: i64 = v/16 2544 if b == 4 { // water: time-drifted shimmer 2545 us = us + t2/3 2546 vs = vs - t2/5 2547 amp = 110 2548 } 2549 tex = whash(us + (hpx >> 8)*31, vs + (hpy >> 8)*17 + (hpz >> 8)*7, b*131) % 256 2550 tex = 128 + (tex - 128)*amp/130 2551 } 2552 // ART STYLE (P_STYLE), read once for this texel. An id this engine does not own falls through 2553 // BOTH style tests below and renders REAL. That is the fail-safe direction and it is chosen, 2554 // not inherited: REAL is the shipped look, so a garbage value poked into the plane degrades to 2555 // "unchanged", never to an undrawn or half-drawn world. 2556 let wst9: i64 = wsp(base)[P_STYLE] 2557 if wst9 == WC_STYLE_FLAT { tex = WC_TEX_NEUTRAL } 2558 var light: i64 = wface_l(face) 2559 // sun-directional face light (sun worlds only): east faces catch it, west faces shadow 2560 if wsp(base)[P_SUN] == 1 { 2561 if face == 1 { light = light*112/100 } 2562 if face == 2 { light = light*92/100 } 2563 if face == 5 { light = light*104/100 } 2564 } 2565 light = light*(870 + tex*260/256)/1000 2566 let wsurf9: i64 = wsp(base)[P_SURF] 2567 var smooth9: i64 = 0 2568 if wst9 == WC_STYLE_SOFT { smooth9 = 1 } 2569 if wsurf9 == 1 { smooth9 = 1 } 2570 if smooth9 == 0 { 2571 if u < 14 { light = light*82/100 } // edge bevel: the block grid (OFF on a smooth ground) 2572 if u > 241 { light = light*82/100 } 2573 if v < 14 { light = light*82/100 } 2574 if v > 241 { light = light*82/100 } 2575 } 2576 var ao2: i64 = 0 2577 if wsurf9 == 0 { ao2 = wao(base, clx, cly, clz, face, u, v) } // GE53: a continuous surface has no cell corners to darken 2578 if ao2 > 0 { light = light*(100 - ao2)/100 } // soft corners where geometry meets 2579 if wst9 == WC_STYLE_SOFT { if face == 3 { 2580 // ground: the heightfield normal replaces the flat top-face light; texture and AO re-applied 2581 light = wsoft_ground_light(base, clx, cly, clz, u, v)*(870 + tex*260/256)/1000 2582 if ao2 > 0 { light = light*(100 - ao2)/100 } 2583 } } 2584 if wsurf9 == 1 { if face == 3 { 2585 light = wsurf_light(base, hpx, hpz)*(870 + tex*260/256)/1000 // GE53: the field's own gradient lights the ground 2586 } } 2587 // TOON banding sits AFTER face light, texture and AO and BEFORE colour and fog -- the same 2588 // point in the pipeline at which the incumbent bands its own "bright". Fog must stay OUTSIDE 2589 // the band, or distance itself would quantise into two steps and the horizon would read as a 2590 // wall rather than as depth. Written as ONE assignment through a temporary rather than as two 2591 // ifs on the same variable: two ifs where the first mutates the value the second tests is the 2592 // desync idiom this estate has been bitten by, and it costs nothing to be immune to it. 2593 if wst9 == WC_STYLE_TOON { 2594 var lb9: i64 = WC_TOON_HI 2595 if light < WC_TOON_CUT { lb9 = WC_TOON_LO } 2596 light = lb9 2597 } 2598 let c: i64 = wcol(base, b) 2599 var r: i64 = (c & 255) * light / 1000 2600 var g: i64 = ((c >> 8) & 255) * light / 1000 2601 var bl: i64 = ((c >> 16) & 255) * light / 1000 2602 let sk: i64 = wsky(base, syy) 2603 var fog: i64 = steps*280/MAXSTEPS 2604 if fog > 236 { fog = 236 } 2605 r = r + ((sk & 255) - r)*fog/256 2606 g = g + (((sk >> 8) & 255) - g)*fog/256 2607 bl = bl + (((sk >> 16) & 255) - bl)*fog/256 2608 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(bl,0,255)) 2609} 2610 2611// THE GAME SPEC WRITER -- two complete game identities as DATA over one engine. 2612// v0 = NISHI CRAFT (sunlit overworld). v1 = NISHI DEPTHS (twilight cavern plateau: no sun/clouds/ 2613// trees, ember horizon, vast cave nets, mossy basalt, glowing ores and glow-mobs). 2614func wc_spec(base: i64, v: i64) -> i64 { 2615 let sp: *i64 = wsp(base) 2616 var k: i64 = 0 2617 while k < WC_SPECN { sp[k] = 0; k = k + 1 } // E1: was a bare 64. This loop is what re-arms 2618 // P_ERTAL to its not-yet-measured sentinel on 2619 // every identity load, so leaving it at 64 would 2620 // have carried one world's talus into the next. 2621 // GE13b THE WARDROBE -- identity-independent DATA, written before any identity branch so every 2622 // world owns the same table by default and may override a row below (or through a recipe row 2623 // once the page validator admits 70-78). Palettes are hue RANGES, never one colour: the genome 2624 // picks the stop. Swimwear vivid and wide (resort colour), the cover-up sun-bleached, casual 2625 // muted, the evening dress deep and narrow -- the one dress every girl used to wear. 2626 // coverage category hue span sat lit 2627 sp[P_GARM + GAR_BIKINI_TOP - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_SWIM, 330, 120, 13, 8) 2628 sp[P_GARM + GAR_BIKINI_BOT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_SWIM, 330, 120, 13, 8) 2629 sp[P_GARM + GAR_ONEPIECE - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_SWIM, 180, 100, 12, 6) 2630 sp[P_GARM + GAR_SARONG - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_COVER, 20, 60, 9, 11) 2631 sp[P_GARM + GAR_SUNDRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_CASUAL, 40, 80, 8, 12) 2632 sp[P_GARM + GAR_TEE - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_CASUAL, 200, 160, 6, 10) 2633 sp[P_GARM + GAR_SHORTS - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 30, 40, 5, 6) 2634 sp[P_GARM + GAR_SKIRT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 340, 80, 7, 7) 2635 sp[P_GARM + GAR_DRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_EVENING, 250, 90, 10, 4) 2636 if v == 3 { 2637 // v3 = NISHI VALE, the MEDIEVAL VILLAGE: rolling green highland, deep woods, cold 2638 // snowline, cave-riddled stone. THIRD WORLD, ZERO ENGINE CODE -- the recombination 2639 // claim at n=3. Wardens run wide here (P_WARD), so a traveler arrives to REAL stakes. 2640 sp[P_TBASE] = 8 2641 sp[P_TAMP1] = 22 2642 sp[P_TAMP2] = 7 2643 sp[P_WATER] = 7 2644 sp[P_SNOW] = 26 2645 sp[P_TREE] = 11 // deep woods, tuned to the PUBLISHED 2646 // 500-800 trees/ha band -- 19 measured 372/ha, 2647 // barely half a real forest (T53; ported from 2648 // the laptop line 2026-08-02, same fork as 2649 // P_HISTAGE -- the fix existed and never landed) 2650 sp[P_TREEMAX] = 25 // woods climb to the snowline here 2651 sp[P_HISTAGE] = 0 // MEASURED, not assumed: symmetric value- 2652 // noise yields HI ~594 permil = mature 2653 sp[P_CAVETH] = 168 // more cavern than craft's 182 2654 sp[P_SKYTOP] = wpack(86, 122, 176) 2655 sp[P_SKYHOR] = wpack(196, 200, 206) 2656 sp[P_SUN] = 1 2657 sp[P_CLOUD] = 1 2658 sp[P_PAL + 1] = wpack(72, 124, 56) // highland grass 2659 sp[P_PAL + 2] = wpack(94, 72, 50) // loam 2660 sp[P_PAL + 3] = wpack(118, 116, 120) // quarry stone 2661 sp[P_PAL + 4] = wpack(44, 82, 140) // cold water 2662 sp[P_PAL + 5] = wpack(190, 178, 150) // riverbank 2663 sp[P_PAL + 6] = wpack(88, 62, 36) // timber 2664 sp[P_PAL + 7] = wpack(40, 96, 44) // dark canopy 2665 sp[P_PAL + 8] = wpack(238, 240, 246) // snow 2666 sp[P_PAL + 9] = wpack(66, 66, 72) 2667 sp[P_PAL + 10] = wpack(176, 142, 118) 2668 sp[P_PAL + 11] = wpack(224, 188, 92) 2669 sp[P_MOBC + 0] = wpack(206, 160, 96) 2670 sp[P_MOBC + 1] = wpack(160, 118, 62) 2671 sp[P_MOBC + 2] = wpack(120, 158, 190) 2672 sp[P_MOBC + 3] = wpack(78, 110, 146) 2673 sp[P_MOBC + 4] = wpack(178, 120, 160) 2674 sp[P_MOBC + 5] = wpack(134, 86, 122) 2675 sp[P_PAL2 + 0] = wpack(88, 60, 38) 2676 sp[P_PAL2 + 1] = wpack(120, 186, 90) 2677 sp[P_PAL2 + 2] = wpack(92, 168, 58) 2678 sp[P_PAL2 + 3] = wpack(230, 200, 82) 2679 sp[P_PAL2 + 4] = wpack(58, 42, 30) 2680 sp[P_DAYLEN] = 72000 2681 sp[P_SEASD] = 3 2682 sp[P_GROWE] = 2400 2683 sp[P_GROWW] = 5 // a harder land: crops take longer 2684 sp[P_GROWD] = 1 2685 sp[P_RAINS + 0] = 420 // wet spring 2686 sp[P_RAINS + 1] = 220 2687 sp[P_RAINS + 2] = 380 2688 sp[P_RAINS + 3] = 180 2689 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 2690 sp[P_ADV + 1] = (1 << 16) | 3 2691 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 2692 sp[P_CURI] = 400 2693 sp[P_OUTFIT] = 0 2694 sp[P_WARD] = 20 // wardens hunt from 20 blocks by DAY here 2695 sp[P_BLDG] = 2 // W3: the medieval village -- densest settlement 2696 sp[P_BLDGSPEC] = 2 // stonecot archetype 2697 return 0 2698 } 2699 if v == 2 { 2700 sp[P_SURF] = 1 // GE53: NISHI SHORE is the NO-VOXEL world -- its ground is the continuous field 2701 // v2 = NISHI SHORE, the REVIEW STAGE (operator 2026-08-02): near-flat warm sand, a 2702 // sea, no trees/caves/snow -- body and sprite rendering judged WITHOUT environment 2703 // distraction, with the outfit dimension ACTIVE (mixed beach). One engine, one more 2704 // identity: this whole world is 30 data rows, which IS the recombination claim. 2705 sp[P_TBASE] = 11 2706 sp[P_TAMP1] = 2 2707 sp[P_TAMP2] = 1 2708 sp[P_WATER] = 9 2709 sp[P_SNOW] = 99 2710 sp[P_TREE] = 0 2711 sp[P_CAVETH] = 255 2712 // GE13: the sea this identity always PROMISED -- P_WATER 9 under base 11 never dipped 2713 // below the waterline, so the data declared a shore the terrain shape could not 2714 // produce (the operator's 2026-08-27 frame: a beach with no ocean). One row fixes it: 2715 // ocean toward +z, shoreline at absolute z=100 (inside the boot window, beyond the 2716 // review stage and both gate fixture plateaus), 20-block beach ramp, seabed 4 => 2717 // up to 5 blocks of swimmable water at flood level 9. 2718 sp[P_OCEAN] = 0 + (612 << 2) + (20 << 12) + (4 << 18) // edge=+z shore=100+512 slope=20 bed=4 2719 sp[P_SKYTOP] = wpack(110, 168, 230) 2720 sp[P_SKYHOR] = wpack(214, 226, 240) 2721 sp[P_SUN] = 1 2722 sp[P_CLOUD] = 1 2723 sp[P_PAL + 1] = wpack(226, 204, 148) // shore sand (the "grass" slot) 2724 sp[P_PAL + 2] = wpack(206, 180, 128) // packed sand 2725 sp[P_PAL + 3] = wpack(180, 170, 158) // beach rock 2726 sp[P_PAL + 4] = wpack(56, 140, 196) // warm sea 2727 sp[P_PAL + 5] = wpack(232, 214, 160) // dry sand 2728 sp[P_PAL + 6] = wpack(150, 110, 70) // driftwood 2729 sp[P_PAL + 7] = wpack(96, 150, 96) // beach scrub 2730 sp[P_PAL + 8] = wpack(240, 240, 244) 2731 sp[P_PAL + 9] = wpack(120, 116, 110) 2732 sp[P_PAL + 10] = wpack(176, 142, 118) 2733 sp[P_PAL + 11] = wpack(224, 188, 92) 2734 sp[P_MOBC + 0] = wpack(240, 178, 84) 2735 sp[P_MOBC + 1] = wpack(196, 138, 56) 2736 sp[P_MOBC + 2] = wpack(96, 206, 196) 2737 sp[P_MOBC + 3] = wpack(64, 158, 150) 2738 sp[P_MOBC + 4] = wpack(238, 138, 186) 2739 sp[P_MOBC + 5] = wpack(190, 100, 144) 2740 sp[P_PAL2 + 0] = wpack(94, 64, 40) 2741 sp[P_PAL2 + 1] = wpack(120, 186, 90) 2742 sp[P_PAL2 + 2] = wpack(92, 168, 58) 2743 sp[P_PAL2 + 3] = wpack(230, 200, 82) 2744 sp[P_PAL2 + 4] = wpack(64, 46, 32) 2745 sp[P_DAYLEN] = 72000 2746 sp[P_SEASD] = 3 2747 sp[P_GROWE] = 2400 2748 sp[P_GROWW] = 6 2749 sp[P_GROWD] = 1 2750 sp[P_RAINS + 0] = 60 // a review stage stays mostly sunny 2751 sp[P_RAINS + 1] = 40 2752 sp[P_RAINS + 2] = 60 2753 sp[P_RAINS + 3] = 40 2754 sp[P_ADV + 0] = (4 << 16) | (2 << 8) | 4 // the water's edge is the gathering place 2755 sp[P_ADV + 1] = (1 << 16) | 3 2756 sp[P_CURI] = 350 2757 sp[P_OUTFIT] = 1 2758 sp[P_BLDG] = 4 // W3: sparse driftwood huts along the shore 2759 sp[P_BLDGSPEC] = 1 // hut archetype 2760 return 0 2761 } 2762 // FARMING-LIFE rows, shared by every identity (the loop itself is identity-independent DATA) 2763 sp[P_PAL2 + 0] = wpack(94, 64, 40) // tilled farmland, dry 2764 sp[P_PAL2 + 1] = wpack(120, 186, 90) // crop sprout 2765 sp[P_PAL2 + 2] = wpack(92, 168, 58) // crop growing 2766 sp[P_PAL2 + 3] = wpack(230, 200, 82) // crop MATURE (reads golden at a glance) 2767 sp[P_PAL2 + 4] = wpack(64, 46, 32) // farmland wet (soaked dark soil) 2768 sp[P_DAYLEN] = 72000 // 20 real minutes at the fixed 60Hz sim 2769 // tick -- the shipped-sim benchmark band 2770 // (Minecraft 20:00/day, Stardew 14:33, 2771 // Vintage Story ~24:00): a day you can 2772 // farm INSIDE, not a light show 2773 sp[P_SEASD] = 3 2774 sp[P_GROWE] = 2400 // one growth/hydration roll per farm cell 2775 // per ~40s -- Minecraft's random-tick 2776 // cadence (~47s/block avg) on our grid; 2777 // wet stencil den=5 => a watered crop 2778 // matures in ~6.7 min =~ 1/3 day (the 2779 // Minecraft wheat band) 2780 sp[P_GROWW] = 6 2781 sp[P_GROWD] = 1 2782 sp[P_RAINS + 0] = 340 // spring 2783 sp[P_RAINS + 1] = 180 // summer 2784 sp[P_RAINS + 2] = 300 // autumn 2785 sp[P_RAINS + 3] = 120 // winter 2786 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 // a mature field draws foragers (need 0 = hunger) 2787 sp[P_ADV + 1] = (1 << 16) | 3 // grass meadow: light grazing 2788 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 // water's edge: where girls gather to talk 2789 sp[P_CURI] = 350 2790 if v == 1 { 2791 sp[P_TBASE] = 22 2792 sp[P_TAMP1] = 8 2793 sp[P_TAMP2] = 4 2794 sp[P_WATER] = 5 2795 sp[P_SNOW] = 99 2796 sp[P_TREE] = 0 2797 sp[P_CAVETH] = 148 2798 sp[P_SKYTOP] = wpack(28, 22, 40) 2799 sp[P_SKYHOR] = wpack(96, 48, 40) 2800 sp[P_SUN] = 0 2801 sp[P_CLOUD] = 0 2802 sp[P_PAL + 1] = wpack(74, 122, 84) // moss 2803 sp[P_PAL + 2] = wpack(88, 62, 48) // packed earth 2804 sp[P_PAL + 3] = wpack(98, 90, 104) // basalt 2805 sp[P_PAL + 4] = wpack(60, 190, 180) // glow-water 2806 sp[P_PAL + 5] = wpack(120, 100, 80) 2807 sp[P_PAL + 6] = wpack(70, 50, 36) 2808 sp[P_PAL + 7] = wpack(60, 90, 60) 2809 sp[P_PAL + 8] = wpack(200, 200, 210) 2810 sp[P_PAL + 9] = wpack(58, 58, 66) 2811 sp[P_PAL + 10] = wpack(198, 150, 116) 2812 sp[P_PAL + 11] = wpack(255, 206, 96) // gold veins GLOW down here 2813 sp[P_MOBC + 0] = wpack(255, 128, 64) // ember 2814 sp[P_MOBC + 1] = wpack(200, 84, 40) 2815 sp[P_MOBC + 2] = wpack(124, 220, 255) // ice-glow 2816 sp[P_MOBC + 3] = wpack(80, 160, 200) 2817 sp[P_MOBC + 4] = wpack(204, 124, 255) // violet 2818 sp[P_MOBC + 5] = wpack(150, 84, 200) 2819 return 0 2820 } 2821 sp[P_TBASE] = 4 2822 sp[P_TAMP1] = 17 2823 sp[P_TAMP2] = 5 2824 sp[P_WATER] = 9 2825 sp[P_SNOW] = 20 2826 sp[P_TREE] = 43 2827 sp[P_CAVETH] = 182 2828 // DEFAULT SKY TONES DERIVED, NOT PICKED (2026-08-26): zenith = 1 airmass, horizon = the 2829 // Kasten-Young 38-airmass bound, each channel single-scattered by lambda^-4 and display- 2830 // encoded -- nx_atmosphere's own worked example lands at (80,117,176) where the retired 2831 // hand-picked default sat at (86,122,176): the palette was approximating the physics. 2832 // Per-world identity overrides above KEEP their deliberate looks; only the default derives. 2833 let am_t: i64 = nx_atm_airmass_q(0) 2834 let am_h: i64 = nx_atm_airmass_q(NX_ATM_Q) 2835 sp[P_SKYTOP] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_t)), 2836 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_t)), 2837 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_t))) 2838 sp[P_SKYHOR] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_h)), 2839 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_h)), 2840 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_h))) 2841 sp[P_SUN] = 1 2842 sp[P_CLOUD] = 1 2843 sp[P_PAL + 1] = wpack(84, 158, 62) // grass 2844 sp[P_PAL + 2] = wpack(122, 86, 56) // dirt 2845 sp[P_PAL + 3] = wpack(126, 126, 132) // stone 2846 sp[P_PAL + 4] = wpack(52, 96, 190) // water 2847 sp[P_PAL + 5] = wpack(206, 190, 132) // sand 2848 sp[P_PAL + 6] = wpack(104, 74, 40) // wood 2849 sp[P_PAL + 7] = wpack(52, 122, 44) // leaves 2850 sp[P_PAL + 8] = wpack(232, 238, 244) // snow 2851 sp[P_PAL + 9] = wpack(72, 74, 80) // coal 2852 sp[P_PAL + 10] = wpack(176, 142, 118) // iron 2853 sp[P_PAL + 11] = wpack(224, 188, 92) // gold 2854 sp[P_MOBC + 0] = wpack(240, 178, 84) 2855 sp[P_MOBC + 1] = wpack(196, 138, 56) 2856 sp[P_MOBC + 2] = wpack(96, 206, 196) 2857 sp[P_MOBC + 3] = wpack(64, 158, 150) 2858 sp[P_MOBC + 4] = wpack(238, 138, 186) 2859 sp[P_MOBC + 5] = wpack(190, 100, 144) 2860 sp[P_BLDG] = 3 // W3: scattered cottages in the green hills 2861 sp[P_BLDGSPEC] = 0 // cottage archetype 2862 return 0 2863} 2864 2865// mobs: 12 creatures spawned on grass, deterministic, through the CERTIFIED entity store 2866// (handle = index+generation, stale-handle-proof by construction -- the part's gate owns that claim) 2867func genmobs(base: i64, sd: i64) -> i64 { 2868 let m: *i64 = mobp(base) 2869 en_init(m, MOB_CAP, MOB_NCOMP) 2870 var i: i64 = 0 2871 var placed: i64 = 0 2872 while i < 200 { 2873 if placed < WC_CAST_N { 2874 let mx: i64 = 4 + whash(i*13 + 5, i*7 + 1, sd + 400) % (WX - 8) 2875 let mz: i64 = 4 + whash(i*17 + 3, i*29 + 9, sd + 500) % (WZ - 8) 2876 let h: i64 = wheight(base, mx, mz, sd) 2877 if h < wsp(base)[P_SNOW] - 1 { if vget(base, mx, h, mz) == 1 { 2878 let hd: i64 = en_spawn(m) 2879 if hd > 0 { 2880 en_set(m, hd, MC_X, mx*256 + 128) 2881 en_set(m, hd, MC_Y, wc_contact_floor_q(base,mx*256+128,mz*256+128,WY-1)) 2882 en_set(m, hd, MC_Z, mz*256 + 128) 2883 en_set(m, hd, MC_KIND, whash(mx, mz, sd + 600) % 3) 2884 en_set(m, hd, MC_PH, whash(mz, mx, sd + 700) % WATER_MAGIC_4096) 2885 var dg: i64 = 0 2886 if whash(mx + 13, mz + 7, sd + 800) % 3 == 0 { dg = 1 } 2887 en_set(m, hd, MC_DISG, dg) 2888 let g1: i64 = whash(mx*3 + 1, mz*5 + 9, sd + 900) 2889 let g2: i64 = whash(mz*7 + 3, mx*11 + 5, sd + 901) 2890 // HAIR-HUE NIBBLE (2026-08-30, measured in-page: hist(gv&7)=[12,0,0,0,0,0,0,0]): bits 0-3 are 2891 // the declared hair-hue field (MC_GENE layout, L296) yet g1*4096 + g2*16 can never set them, so 2892 // every girl ever spawned shared ONE hair colour (blonde under the old palette, black under the 2893 // melanin one). Roll the low nibble from its own hash lane; the two existing lanes are untouched. 2894 let g3: i64 = whash(mx*13 + 7, mz*17 + 11, sd + 902) % 16 2895 en_set(m, hd, MC_GENE, (g1*WATER_MAGIC_4096 + g2*16 + g3) % WATER_MAGIC_1048576) 2896 placed = placed + 1 2897 } 2898 } } 2899 } 2900 i = i + 1 2901 } 2902 return placed 2903} 2904 2905// ---------- init / tick / render ---------- 2906 2907// A spawn-relative scene fixture, written once into the same voxel buffer the GPU uploads. 2908// Preflight prevents partial stamps and preserves existing non-foliage geometry. 2909func wc_spawn_bush(base: i64, forward: i64, lateral: i64, radius: i64, height: i64, material: i64) -> i64 { 2910 if radius < 1 { return 0 - 1 } 2911 if height < 1 { return 0 - 1 } 2912 if radius >= WX/2 { return 0 - 1 } 2913 if height >= WY { return 0 - 1 } 2914 if material != BEACH_RELEASE_MATERIAL { return 0 - 1 } 2915 let s: *i64 = wst(base) 2916 let sy: i64 = it_sin4096(s[S_YAW]) 2917 let co: i64 = it_cos4096(s[S_YAW]) 2918 let cx: i64 = (s[S_SPX] >> 8) + (sy*forward + co*lateral)/4096 2919 let cz: i64 = (s[S_SPZ] >> 8) + (co*forward - sy*lateral)/4096 2920 if cx-radius < 0 { return 0 - 1 } 2921 if cx+radius >= WX { return 0 - 1 } 2922 if cz-radius < 0 { return 0 - 1 } 2923 if cz+radius >= WZ { return 0 - 1 } 2924 let raw: i64 = wheight(base, cx+s[S_WOX], cz+s[S_WOZ], s[S_SEED]) 2925 let ground: i64 = wsp_beach_ocean(wsp(base), cx+s[S_WOX], cz+s[S_WOZ], raw) 2926 if ground <= wsp(base)[P_WATER] { return 0 - 1 } 2927 if ground+height >= WY { return 0 - 1 } 2928 var phase: i64 = 0 2929 var count: i64 = 0 2930 while phase < 2 { 2931 var y: i64 = 1 2932 while y <= height { 2933 var dz: i64 = 0-radius 2934 while dz <= radius { 2935 var dx: i64 = 0-radius 2936 while dx <= radius { 2937 var ax: i64 = dx; if ax < 0 { ax = 0-ax } 2938 var az: i64 = dz; if az < 0 { az = 0-az } 2939 if ax+az <= radius+height-y { 2940 if phase == 0 { 2941 let old: i64 = vget(base, cx+dx, ground+y, cz+dz) 2942 if old != 0 { if old != material { return 0 - 1 } } 2943 count = count+1 2944 } else { 2945 vset(base, cx+dx, ground+y, cz+dz, material) 2946 } 2947 } 2948 dx = dx+1 2949 } 2950 dz = dz+1 2951 } 2952 y = y+1 2953 } 2954 phase = phase+1 2955 } 2956 wc_wmax(base) 2957 return count 2958} 2959 2960func init_impl_v(base: i64, v: i64, seed: i64) -> i64 { 2961 wc_spec(base, v) 2962 // W1c: gen-time recipe overrides -- AFTER identity defaults, BEFORE genworld reads them. 2963 // Allowlist = the gen-time slots only (0..6 terrain shape, 59 treemax, 60 histage, 61 2964 // treespec, 62 settlement density, 63 settlement archetype); style 2965 // slots keep the post-boot poke lane so the two channels never blur. A zero region is a 2966 // clean no-op; the applied count lands in S_GENP below (announce-in-world-truth, sect-30d). 2967 let gp9: *i64 = wgp(base) 2968 let spg9: *i64 = wsp(base) 2969 var gpn9: i64 = 0 2970 if gp9[0] == GENP_MAGIC { 2971 var gk9: i64 = gp9[1] 2972 if gk9 < 0 { gk9 = 0 } 2973 if gk9 > GENP_MAXP { gk9 = GENP_MAXP } 2974 var gi9: i64 = 0 2975 while gi9 < gk9 { 2976 let gx9: i64 = gp9[2 + gi9*2] 2977 // THE ONE ALLOWLIST (nx_genp_allow_lib, 2026-09-04): this chain was hand-enumerated here and mirrored, 2978 // with drift, in nx_world_snap and nx_game_page_emit; all three now read genp_gen_ok, and T90 pins each 2979 // P_* slot to it. Gen-time because these rows shape what genworld is about to read -- poked after boot 2980 // they would be the silent no-op this whitelist exists for. 2981 let gok9: i64 = genp_gen_ok(gx9) 2982 if gok9 == 1 { spg9[gx9] = gp9[3 + gi9*2]; gpn9 = gpn9 + 1 } 2983 gi9 = gi9 + 1 2984 } 2985 } 2986 let s: *i64 = wst(base) 2987 var k: i64 = 0 2988 while k < 64 { s[k] = 0; k = k + 1 } 2989 let ej0: *i64 = ejp(base) 2990 var kj: i64 = 0 2991 while kj < EJRN_SLOTS { ej0[kj] = 0; kj = kj + 1 } 2992 s[S_SEED] = seed 2993 s[S_VAR] = v // after the zero loop -- an earlier set 2994 // here was wiped (the zero-loop-order class) 2995 s[S_GENP] = gpn9 // same zero-loop-order law as S_VAR above 2996 s[S_T] = wsp(base)[P_DAYLEN]/4 // first frame = MID-MORNING light (the 2997 // visitor's first impression; a dawn-dark 2998 // spawn read as night, screenshot-caught) 2999 genworld(base, seed) 3000 wc_wmax(base) 3001 genmobs(base, seed) 3002 // A4/C1: zero the spring + need regions (init may reuse a dirty arena), then seat and seed 3003 let sb0i: *i64 = (base + O_SOFT) as *i64 3004 var kzi: i64 = 0 3005 while kzi < MOB_CAP*SB_PTS*SD_STRIDE { sb0i[kzi] = 0; kzi = kzi + 1 } 3006 let nd0i: *i64 = (base + O_NEED) as *i64 3007 var kni: i64 = 0 3008 while kni < MOB_CAP*4 { nd0i[kni] = 0; kni = kni + 1 } 3009 wc_soft_seat_all(base) 3010 wc_need_seed(base) 3011 wc_mind_zero(base) 3012 // spawn on the TALLEST central column: from a local peak every direction is a vista, 3013 // never a cliff wall filling the first frame (the eyeball found exactly that) 3014 var sx: i64 = WX/2 3015 var sz: i64 = WZ/2 3016 var sh: i64 = 0 3017 var qz: i64 = WZ/2 - 12 3018 while qz < WZ/2 + 12 { 3019 var qx: i64 = WX/2 - 12 3020 while qx < WX/2 + 12 { 3021 let qh: i64 = wheight(base, qx, qz, seed) 3022 if qh > sh { sh = qh; sx = qx; sz = qz } 3023 qx = qx + 1 3024 } 3025 qz = qz + 1 3026 } 3027 // W2b: a spawn column may carry understory at feet height -- clear it. GUARDED so legacy 3028 // (understory-less) worlds stay byte-identical; gen-time vegetation is not journaled, so a 3029 // later window-slide repaint is harmless (the player has long moved). 3030 if ((wsp(base)[P_TREESPEC] >> 18) & 7) > 0 { 3031 vset(base, sx, sh + 1, sz, 0) 3032 vset(base, sx, sh + 2, sz, 0) 3033 } 3034 s[S_CX] = sx*256 + 128 3035 s[S_CZ] = sz*256 + 128 3036 s[S_CY] = (sh+1)*256 + EYE 3037 // Establish support from the same continuous field before querying the bounded floor. 3038 if wsp(base)[P_SURF] == 1 { 3039 let spawn_floor: i64 = wc_surface_source(base, s[S_CX], s[S_CZ]) 3040 if spawn_floor >= 0 { s[S_CY] = spawn_floor + EYE } 3041 } 3042 let spawn_stand: i64 = wstand_here(base,s[S_CX],s[S_CZ]) 3043 if spawn_stand >= 0 { s[S_CY] = spawn_stand } 3044 s[S_SPX] = s[S_CX] 3045 s[S_SPY] = s[S_CY] 3046 s[S_SPZ] = s[S_CZ] 3047 s[S_YAW] = 0 3048 // GE45 review framing (2026-09-04): an identity with an ocean row spawns FACING the sea. The shore identity's 3049 // +z edge is yaw 0 already, so this is byte-identical there and correct for any other edge a recipe declares. 3050 let sy0: i64 = wsp_sea_yaw(wsp(base)) 3051 if sy0 >= 0 { s[S_YAW] = sy0 } 3052 s[S_PITCH] = 0 3053 s[S_Q] = Q_START 3054 if v == BEACH_RELEASE_WORLD { 3055 let release_cells: i64 = wc_spawn_bush(base, BEACH_RELEASE_FORWARD, BEACH_RELEASE_LATERAL, BEACH_RELEASE_RADIUS, BEACH_RELEASE_HEIGHT, BEACH_RELEASE_MATERIAL) 3056 // The release fixture is non-critical: a crowded or submerged site must not 3057 // prevent the world's input bindings and remaining startup from completing. 3058 // The fixture uses the world's foliage material; it must not recolor every leaf. 3059 3060 } 3061 ia_init(winp(base)) 3062 ia_bind(winp(base), 82, IA_LUP) // R = look up (real action bits since seq1136) 3063 ia_bind(winp(base), 70, IA_LDOWN) // F = look down (G = party invite, below) 3064 ia_bind(winp(base), 32, IA_JUMP) // space = jump (touch center zone jumps too) 3065 ia_bind(winp(base), 81, IA_MOD) // Q = cycle the hotbar selection 3066 ia_bind(winp(base), 72, IA_HOME) // H = return to spawn (edge-fall rescue) 3067 return 0 3068} 3069func init_impl(base: i64, seed: i64) -> i64 { return init_impl_v(base, 0, seed) } 3070 3071// return to spawn: position + velocity reset, world untouched (the operator's reset button) 3072func wc_respawn(base: i64) -> i64 { 3073 let s: *i64 = wst(base) 3074 s[S_CX] = s[S_SPX] 3075 s[S_CY] = s[S_SPY] 3076 s[S_CZ] = s[S_SPZ] 3077 s[S_VY] = 0 3078 s[S_GROUNDED] = 1 3079 return 0 3080} 3081 3082// highest solid y at a column (collision floor), -1 if none 3083func wground(base: i64, x: i64, z: i64) -> i64 { 3084 var y: i64 = WY - 1 3085 while y >= 0 { 3086 if vsolid(base, x, y, z) == 1 { return y } 3087 y = y - 1 3088 } 3089 return 0 - 1 3090} 3091 3092// Collision uses the same continuous terrain field as rendering; non-terrain solids remain cells. 3093func wc_contact_floor_below_q(base: i64, xq: i64, zq: i64, top: i64, ceiling: i64) -> i64 { 3094 let sp: *i64 = wsp(base) 3095 var y: i64 = top 3096 if y >= WY { y = WY - 1 } 3097 var floor: i64 = 0 - 1 3098 if sp[P_SURF] == 1 { 3099 floor = wc_surface_source(base,xq,zq) 3100 if floor < 0 { return 0 - 1 } 3101 if floor > ceiling { floor = 0 - 1 } 3102 } 3103 while y >= 0 { 3104 let b: i64 = vget(base,xq >> 8,y,zq >> 8) 3105 var eligible: i64 = vsolid(base,xq >> 8,y,zq >> 8) 3106 if sp[P_SURF] == 1 { if wterrain(b) == 1 { eligible = 0 } } 3107 if eligible == 1 { 3108 let celltop: i64 = (y+1)*256 3109 if celltop <= ceiling { 3110 if celltop > floor { floor = celltop } 3111 return floor 3112 } 3113 } 3114 y = y - 1 3115 } 3116 return floor 3117} 3118 3119// Unbounded column query remains available to existing callers. 3120func wc_contact_floor_q(base: i64, xq: i64, zq: i64, top: i64) -> i64 { 3121 return wc_contact_floor_below_q(base,xq,zq,top,WY*256) 3122} 3123 3124// try to stand at (nxq, nzq): returns the required cam y (Q8) or -1 if the move is blocked 3125func wstand(base: i64, nxq: i64, nzq: i64, cyq: i64) -> i64 { 3126 // Preserve the existing step allowance; overhead surfaces outside it cannot be support. 3127 let step_allowance: i64 = 384 3128 let floor: i64 = wc_contact_floor_below_q(base, nxq, nzq, WY - 1, cyq - EYE + step_allowance) 3129 var stand: i64 = floor + EYE 3130 let wl2: i64 = wsp(base)[P_WATER] 3131 let wsurf: i64 = (wl2 + 1)*256 + EYE - 96 // float slightly sunk in water 3132 if stand < wsurf { if vget(base, nxq >> 8, wl2, nzq >> 8) == 4 { stand = wsurf } } 3133 // VOID COLUMN = WALL: no ground below means off the world's edge -- refuse the step (the 3134 // walk-off-and-vanish bug: wstand happily computed a hover height over nothing) 3135 if floor < 0 { return 0 - 1 } 3136 if stand - cyq > step_allowance { return 0 - 1 } // more than a 1.5-block rise = wall 3137 let heady: i64 = (stand + 128) >> 8 3138 if vsolid(base, nxq >> 8, heady, nzq >> 8) == 1 { return 0 - 1 } 3139 return stand 3140} 3141 3142// stand height for the CURRENT column (no wall refusal -- the vertical-physics target) 3143func wstand_here(base: i64, xq: i64, zq: i64) -> i64 { 3144 let floor: i64 = wc_contact_floor_below_q(base, xq, zq, WY - 1, wst(base)[S_CY] - EYE) 3145 if floor < 0 { return 0 - 1 } 3146 var stand: i64 = floor + EYE 3147 let wl3: i64 = wsp(base)[P_WATER] 3148 let wsurf: i64 = (wl3 + 1)*256 + EYE - 96 3149 if stand < wsurf { if vget(base, xq >> 8, wl3, zq >> 8) == 4 { stand = wsurf } } 3150 return stand 3151} 3152 3153// mob floor: first solid scanning DOWN from just above the mob's feet -- wground scans from the 3154// SKY and reads an overhanging leaf canopy as "ground 5 blocks up", which froze every mob under a 3155// tree (measured: phase advanced 982/tick = the refusal branch, position never moved). 3156// body clearance: a girl is ~2 blocks tall -- the two cells above the ground must be AIR or 3157// she stands with her head/shoulders inside an overhang (invisible as SDF; as a MESH her 3158// buried parts discard and the poking limbs read as floating shards -- operator-reported). 3159// GE12b -- BODY CLEARANCE. mob_fits (below) proves only her OWN cell's air column, but a girl 3160// is a CYLINDER of radius MOB_R_Q8, so standing near a cell edge her body overlaps the 3161// neighbouring solid: the operator's 2026-08-27 frame caught exactly that -- a girl leaning 3162// THROUGH a cliff wall with her shins inside the blocks. These clamp her fractional position 3163// away from any solid neighbour at either body course. Integer, deterministic, and a pure 3164// no-op in open ground (no solid neighbour => the position is returned untouched). 3165// RADIUS IS NOT A NEW NUMBER: npc_pick already models her body as r=.35 blocks for hit 3166// detection, and .35*256 = 89.6 -> 90 q8. One body, one radius; a second value here would be 3167// two rulers for one girl (she could be hittable where she is not present, and vice versa). 3168const MOB_R_Q8: i64 = 90 3169func mob_solid2(base: i64, x: i64, g: i64, z: i64) -> i64 { 3170 if vsolid(base, x, g + 1, z) == 1 { return 1 } 3171 if vsolid(base, x, g + 2, z) == 1 { return 1 } 3172 return 0 3173} 3174func mob_clear_x(base: i64, nx: i64, nz: i64, g: i64) -> i64 { 3175 let cx: i64 = nx >> 8 3176 let cz: i64 = nz >> 8 3177 let fr: i64 = nx - cx*256 3178 var r: i64 = nx 3179 if fr < MOB_R_Q8 { if mob_solid2(base, cx - 1, g, cz) == 1 { r = cx*256 + MOB_R_Q8 } } 3180 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx + 1, g, cz) == 1 { r = cx*256 + 256 - MOB_R_Q8 } } 3181 return r 3182} 3183func mob_clear_z(base: i64, nx: i64, nz: i64, g: i64) -> i64 { 3184 let cx: i64 = nx >> 8 3185 let cz: i64 = nz >> 8 3186 let fr: i64 = nz - cz*256 3187 var r: i64 = nz 3188 if fr < MOB_R_Q8 { if mob_solid2(base, cx, g, cz - 1) == 1 { r = cz*256 + MOB_R_Q8 } } 3189 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx, g, cz + 1) == 1 { r = cz*256 + 256 - MOB_R_Q8 } } 3190 return r 3191} 3192func mob_fits(base: i64, x: i64, g: i64, z: i64) -> i64 { 3193 if vsolid(base, x, g + 1, z) == 1 { return 0 } 3194 if vsolid(base, x, g + 2, z) == 1 { return 0 } 3195 return 1 3196} 3197 3198func mob_ground(base: i64, x: i64, ytop: i64, z: i64) -> i64 { 3199 var y: i64 = ytop 3200 if y > WY - 1 { y = WY - 1 } 3201 while y >= 0 { 3202 if vsolid(base, x, y, z) == 1 { return y } 3203 y = y - 1 3204 } 3205 return 0 - 1 3206} 3207 3208// GE12 -- GAIT-PHASED VERTICAL LOCOMOTION (gameengine rung mob_step_gait). A mob's Y no longer 3209// EASES linearly toward the stand height (the 64 q8/tick glide the operator caught 2026-08-26: 3210// a climb glided and a drop floated). Two named regimes, one ruler each: 3211// STEP UP -> the cited stair-ascent rate WC_STEP_EASE_UP (gamefeel row step_ease_up_q8), and 3212// only in a tick where a stride step landed -- the caller is the move branch, so the 3213// rise is gait-phased BY CONSTRUCTION, never a free-running ramp; 3214// DROP -> the PLAYER'S OWN integrator (v -= GRAV per tick, clamped at VTERM, landing snaps to 3215// the stand height and zeroes v): every falling body in the world obeys one gravity. 3216// vyp[k] is her vertical velocity (O_MOBVY). Returns the new Y (q8). All inputs are arena state, 3217// so replay stays bit-identical (T4/T17). ph/gait are untouched: this is Y only. 3218func mob_step_gait(vyp: *i64, k: i64, cy0: i64, ng: i64) -> i64 { 3219 var vy9: i64 = vyp[k] 3220 var ny9: i64 = cy0 3221 if ng > cy0 { 3222 ny9 = cy0 + WC_STEP_EASE_UP 3223 if ny9 > ng { ny9 = ng } 3224 vy9 = 0 3225 } 3226 if ng < cy0 { 3227 vy9 = vy9 - GRAV 3228 if vy9 < 0 - VTERM { vy9 = 0 - VTERM } 3229 ny9 = cy0 + vy9 3230 if ny9 <= ng { ny9 = ng; vy9 = 0 } 3231 } 3232 if ng == cy0 { vy9 = 0 } 3233 vyp[k] = vy9 3234 return ny9 3235} 3236 3237// NPC HIT DETECTION: march the view ray in half-block samples up to 7 blocks; a solid voxel 3238// blocks it (walls occlude, real detection); a sample inside a girl's body cylinder (r=.35, 3239// h=1.7) targets her. Returns the dense index or -1. The same pass PUSHES the player out of 3240// bodies (they have PRESENCE now -- no more walking through people). 3241func npc_pick(base: i64, fx: i64, fy: i64, fz: i64) -> i64 { 3242 let s: *i64 = wst(base) 3243 let m: *i64 = mobp(base) 3244 var t: i64 = 1 3245 while t <= 14 { 3246 let px2: i64 = s[S_CX] + fx*t*128/WATER_MAGIC_4096 3247 let py2: i64 = s[S_CY] + fy*t*128/WATER_MAGIC_4096 3248 let pz2: i64 = s[S_CZ] + fz*t*128/WATER_MAGIC_4096 3249 if vsolid(base, px2 >> 8, py2 >> 8, pz2 >> 8) == 1 { return 0 - 1 } 3250 var k: i64 = 0 3251 while k < en_count(m) { 3252 let h: i64 = en_nth(m, k) 3253 var ddx: i64 = px2 - en_get(m, h, MC_X) 3254 if ddx < 0 { ddx = 0 - ddx } 3255 var ddz: i64 = pz2 - en_get(m, h, MC_Z) 3256 if ddz < 0 { ddz = 0 - ddz } 3257 let dy2: i64 = py2 - en_get(m, h, MC_Y) 3258 if ddx < 90 { if ddz < 90 { if dy2 >= 0 { if dy2 < 440 { return k } } } } 3259 k = k + 1 3260 } 3261 t = t + 1 3262 } 3263 return 0 - 1 3264} 3265 3266// ---------- A1: the integer tick calendar (day/night + 4 seasons) ---------- 3267// Pure functions of (S_T, spec) -> bit-exact across arenas by construction. Every phase compare 3268// CROSS-MULTIPLIES (the banked integer-truncation law: never divide a value before comparing it). 3269// RECOMBINATION CONTRACT: a different game = a different spec; a recombined identity turns a 3270// subsystem OFF by zeroing its rows, so every consumer guards the zero (endless day, no rain, 3271// no farm clock) instead of trapping on a modulo-by-zero. Off is a state, never a crash. 3272func cal_dayt(base: i64) -> i64 { 3273 let dl: i64 = wsp(base)[P_DAYLEN] 3274 if dl <= 0 { return 0 } 3275 let s: *i64 = wst(base) 3276 return s[S_T] % dl 3277} 3278func cal_day(base: i64) -> i64 { 3279 let dl: i64 = wsp(base)[P_DAYLEN] 3280 if dl <= 0 { return 0 } 3281 let s: *i64 = wst(base) 3282 return s[S_T] / dl 3283} 3284func cal_season(base: i64) -> i64 { 3285 let sd: i64 = wsp(base)[P_SEASD] 3286 if sd <= 0 { return 0 } 3287 return (cal_day(base) / sd) % 4 3288} 3289// night = the last 3/8 of each day: dayt*8 >= DAYLEN*5, cross-multiplied 3290func cal_night(base: i64) -> i64 { 3291 if wsp(base)[P_DAYLEN] <= 0 { return 0 } 3292 if cal_dayt(base)*8 >= wsp(base)[P_DAYLEN]*WC_NIGHT_X8 { return 1 } 3293 return 0 3294} 3295// sun elevation as a Q12 sine: rises 0 at dawn, +4096 at noon, negative through the night 3296func cal_sunel(base: i64) -> i64 { 3297 let dl: i64 = wsp(base)[P_DAYLEN] 3298 if dl <= 0 { return 4096 } // calendar off = eternal noon 3299 let dt2: i64 = cal_dayt(base) 3300 if dt2*8 < dl*WC_NIGHT_X8 { return it_sin4096(dt2*8*IT_PI/(dl*WC_NIGHT_X8)) } 3301 return 0 - it_sin4096((dt2*8 - dl*WC_NIGHT_X8)*IT_PI/(dl*(8 - WC_NIGHT_X8))) 3302} 3303// deterministic weather: ONE roll per absolute day-eighth from (seed, segment, season table) -- 3304// the same world replays the same storms forever 3305func cal_rain(base: i64) -> i64 { 3306 let dl: i64 = wsp(base)[P_DAYLEN] 3307 if dl <= 0 { return 0 } 3308 let s: *i64 = wst(base) 3309 let seg: i64 = s[S_T]*8/dl 3310 // DELEGATED (2026-08-26) to nx_weather_lib's gate-proven wx_rain: same seed lineage (the 3311 // +3300 salt fold), same one-roll-per-absolute-day-eighth semantics (seg IS the eighth), and 3312 // the gate PROVES the long-run rate stays inside each P_RAINS row's binomial envelope -- this 3313 // delegation cannot change any world's climate, and it gains the front persistence, typed 3314 // precipitation and gradient wind the old coin structurally lacked. 3315 return wx_rain(s[S_SEED] + 3300, seg, wsp(base)[P_RAINS + cal_season(base)]) 3316} 3317 3318// the per-tick weather export writer: recomputes the eighth's state (pure fns -- cheap, replay 3319// exact) and publishes it in the spec block for the page and every other consumer. 3320func wc_weather_tick(base: i64) -> i64 { 3321 let dl: i64 = wsp(base)[P_DAYLEN] 3322 if dl <= 0 { return 0 } 3323 let s: *i64 = wst(base) 3324 let seg: i64 = s[S_T]*8/dl 3325 let sd: i64 = s[S_SEED] + 3300 3326 let row: i64 = wsp(base)[P_RAINS + cal_season(base)] 3327 let sp: *i64 = wsp(base) 3328 sp[P_WXCOV] = wx_coverage(sd, seg, row) 3329 let ws: i64 = wx_wind_speed(sd, seg) 3330 let wd: i64 = wx_wind_dir_q(sd, seg) 3331 // direction Q -> components via the sim's own it_cos4096/it_sin4096 (angle = wd scaled to tau) 3332 sp[P_WXWINDX] = ws*it_cos4096(wd*IT_PI*2/WX_Q)/4096 3333 sp[P_WXWINDZ] = ws*it_sin4096(wd*IT_PI*2/WX_Q)/4096 3334 sp[P_WXTYPE] = wx_precip(sd, seg, row, cal_season(base), cal_night(base)) 3335 sp[P_WXTEMP] = wx_temp(cal_season(base), cal_night(base), sd, seg) 3336 return 0 3337} 3338// write bst into MC_DISG bits 3-5 WITHOUT touching the disguise/met bits (0-2) or the 3339// FRIENDSHIP byte (bits 6-13) -- the old (dg & 7) mask silently erased any upper state 3340func dg_bst(dg: i64, b: i64) -> i64 { return dg - ((dg >> 3) & 7)*8 + b*8 } 3341 3342// ---------- B1/B2: soil + crops. THE EDIT JOURNAL IS THE SPARSE ACTIVE LIST ---------- 3343// Every farm cell was player-touched, so it is already journaled at absolute coords: no scan, 3344// no extra memory, and growth writes go through the same journal so world and history can 3345// never disagree. Growth is Minecraft's integer stencil: p = 1/(floor(25/speed)+1), speed 3346// from soil wetness; rolls are seed+coord+epoch hashes -> replay-safe by construction. 3347func wc_grow_set(base: i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 { 3348 let s: *i64 = wst(base) 3349 if ej_put(base, lx + s[S_WOX], ly, lz + s[S_WOZ], b) < 0 { 3350 s[S_EJDROP] = s[S_EJDROP] + 1 3351 return 0 3352 } 3353 return vset(base, lx, ly, lz, b) 3354} 3355// water within the 5x5 ring at soil level or one below (ponds sit lower than their fields) 3356func wc_wet_near(base: i64, lx: i64, ly: i64, lz: i64) -> i64 { 3357 var dz2: i64 = 0 - 2 3358 while dz2 <= 2 { 3359 var dx2: i64 = 0 - 2 3360 while dx2 <= 2 { 3361 if vget(base, lx + dx2, ly, lz + dz2) == 4 { return 1 } 3362 if vget(base, lx + dx2, ly - 1, lz + dz2) == 4 { return 1 } 3363 dx2 = dx2 + 1 3364 } 3365 dz2 = dz2 + 1 3366 } 3367 return 0 3368} 3369func wc_farm_tick(base: i64) -> i64 { 3370 let s: *i64 = wst(base) 3371 let e: *i64 = ejp(base) 3372 let sp: *i64 = wsp(base) 3373 let rain: i64 = cal_rain(base) 3374 var i: i64 = 0 3375 while i < EJRN_SLOTS { 3376 let cur: i64 = e[i] 3377 if cur != 0 { 3378 let b: i64 = cur & 255 3379 if b >= B_FARM { if b <= B_FARMW { 3380 let k: i64 = (cur >> 8) - 1 3381 let ay: i64 = k & 63 3382 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 3383 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 3384 let lx: i64 = ax - s[S_WOX] 3385 let lz: i64 = az - s[S_WOZ] 3386 // only cells inside the window tick (offscreen farms pause -- chunk law, honest) 3387 if vin(lx, ay, lz) == 1 { if vget(base, lx, ay, lz) == b { 3388 if b == B_FARM { if rain == 1 { wc_grow_set(base, lx, ay, lz, B_FARMW) } } 3389 if b == B_FARM { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 1 { 3390 wc_grow_set(base, lx, ay, lz, B_FARMW) 3391 } } } 3392 if b == B_FARMW { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 0 { 3393 wc_grow_set(base, lx, ay, lz, B_FARM) 3394 } } } 3395 if b >= B_CROP0 { if b <= B_CROP1 { 3396 var spd: i64 = sp[P_GROWD] 3397 let un: i64 = vget(base, lx, ay - 1, lz) 3398 if un == B_FARMW { spd = sp[P_GROWW] } 3399 if rain == 1 { if un == B_FARM { spd = sp[P_GROWW] } } 3400 if spd < 1 { spd = 1 } 3401 let den: i64 = 25/spd + 1 3402 if whash(ax*131 + ay, az*97, s[S_SEED] + s[S_T]/sp[P_GROWE]) % den == 0 { 3403 wc_grow_set(base, lx, ay, lz, b + 1) 3404 if b + 1 == B_CROP2 { s[S_GROWN] = s[S_GROWN] + 1 } 3405 } 3406 } } 3407 } } 3408 } } 3409 } 3410 i = i + 1 3411 } 3412 return 0 3413} 3414 3415// ---------- A4/C1 shared state maintenance (springs + needs) ---------- 3416// GAIT DRIVE IS STILL A FREE-RUNNING CLOCK (debt 1785770635 STAYS OPEN) -- and the reason is now 3417// MEASURED rather than guessed, because the obvious fix was tried on 2026-08-25 and REFUTED by 3418// nx_wasm_craft_gate T36 before it could ship. Advancing MC_PH by distance travelled makes the 3419// tissue drive track her real cadence, which is correct and is what the oracle band wants. It is 3420// ALSO CIRCULAR: line ~1849 derives her wander heading FROM ph (dx = sin(ph*3), dz = cos(ph*3)), 3421// so a girl who stops moving freezes her phase, and a frozen phase freezes her heading -- she can 3422// never restart. The gate caught it exactly: the bold girl's approach distance stayed at her START 3423// value (1024, was 577) and the run went 52/53 RED. THE REAL FIX IS TO SPLIT THE TWO PHASES: a 3424// wander phase that must free-run for behaviour, and a gait phase that must track travel for 3425// tissue. That needs one word of per-mob state (accumulated stride distance), which touches the 3426// entity schema and therefore the save-format teeth (T15, T18, T50) -- a deliberate change, not a 3427// drive-by. Reverted here so the tree stays GREEN; the diagnosis is the deliverable. 3428func wc_soft_seat_all(base: i64) -> i64 { 3429 let m: *i64 = mobp(base) 3430 let sb0: *i64 = (base + O_SOFT) as *i64 3431 var k: i64 = 0 3432 while k < en_count(m) { 3433 let h: i64 = en_nth(m, k) 3434 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) } 3435 k = k + 1 3436 } 3437 return 0 3438} 3439// ---------- THE TRAVELER'S PASSPORT (isekai): character + party cross worlds ---------- 3440func passp(base: i64) -> *i64 { return (base + O_PASS) as *i64 } 3441func wc_pass_ck(p: *i64) -> i64 { 3442 return gsc_fold_words(SAVE_CK_SEED, p, 0, 21, SAVE_CK_PRIME, SAVE_CK_MASK) 3443} 3444func wc_party_count(base: i64) -> i64 { 3445 let m: *i64 = mobp(base) 3446 var n: i64 = 0 3447 var k: i64 = 0 3448 while k < en_count(m) { 3449 let h: i64 = en_nth(m, k) 3450 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { n = n + 1 } } 3451 k = k + 1 3452 } 3453 return n 3454} 3455// fold the session's deltas into the lifetime ledger (snapshot words 32+ make this idempotent: 3456// a world reload or a second build never double-counts a deed) 3457func wc_pass_sync(base: i64) -> i64 { 3458 let p: *i64 = passp(base) 3459 let s: *i64 = wst(base) 3460 if p[0] != PASS_MAGIC { 3461 var z: i64 = 0 3462 while z < 48 { p[z] = 0; z = z + 1 } 3463 p[0] = PASS_MAGIC 3464 p[1] = 1 3465 p[2] = whash(s[S_SEED], s[S_T], 20260802) 3466 // snapshot stays ZERO on creation: a traveler born mid-world ABSORBS what he has 3467 // already done here as his first deeds. Baselining at current values silently 3468 // discarded them (gate T50 caught exactly that: 7 harvests -> ledger 0). 3469 } 3470 var d: i64 = s[S_BROKEN] - p[32] 3471 if d > 0 { p[3] = p[3] + d } 3472 p[32] = s[S_BROKEN] 3473 d = s[S_PLACED] - p[33] 3474 if d > 0 { p[4] = p[4] + d } 3475 p[33] = s[S_PLACED] 3476 d = s[S_HARV] - p[34] 3477 if d > 0 { p[5] = p[5] + d } 3478 p[34] = s[S_HARV] 3479 d = s[S_PLANT] - p[35] 3480 if d > 0 { p[6] = p[6] + d } 3481 p[35] = s[S_PLANT] 3482 d = s[S_FOUND] - p[36] 3483 if d > 0 { p[7] = p[7] + d } 3484 p[36] = s[S_FOUND] 3485 d = s[S_LOST] - p[37] 3486 if d > 0 { p[8] = p[8] + d } 3487 p[37] = s[S_LOST] 3488 d = s[S_T] - p[38] 3489 if d > 0 { p[9] = p[9] + d } 3490 p[38] = s[S_T] 3491 p[10] = p[10] | (1 << s[S_VAR]) 3492 // the party rides along: up to 3 companions' (kind, bond-word, genome) 3493 let m: *i64 = mobp(base) 3494 var pc: i64 = 0 3495 var k: i64 = 0 3496 while k < en_count(m) { 3497 let h: i64 = en_nth(m, k) 3498 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { if pc < 3 { 3499 p[12 + pc*3] = en_get(m, h, MC_KIND) 3500 p[13 + pc*3] = en_get(m, h, MC_DISG) 3501 p[14 + pc*3] = en_get(m, h, MC_GENE) 3502 pc = pc + 1 3503 } } } 3504 k = k + 1 3505 } 3506 p[11] = pc 3507 p[21] = wc_pass_ck(p) 3508 return PASS_LEN 3509} 3510// arriving traveler: validate, re-baseline the snapshot, and WALK THE PARTY OFF THE BOAT -- 3511// each companion respawns beside the player with bond and genome intact. Refusal touches 3512// nothing: -1 magic, -2 version, -3 checksum (the save doors' law). 3513func wc_pass_apply(base: i64) -> i64 { 3514 let p: *i64 = passp(base) 3515 if p[0] != PASS_MAGIC { return 0 - 1 } 3516 if p[1] != 1 { return 0 - 2 } 3517 if wc_pass_ck(p) != p[21] { return 0 - 3 } 3518 let s: *i64 = wst(base) 3519 p[32] = s[S_BROKEN] 3520 p[33] = s[S_PLACED] 3521 p[34] = s[S_HARV] 3522 p[35] = s[S_PLANT] 3523 p[36] = s[S_FOUND] 3524 p[37] = s[S_LOST] 3525 p[38] = s[S_T] 3526 p[10] = p[10] | (1 << s[S_VAR]) 3527 let m: *i64 = mobp(base) 3528 var pc: i64 = 0 3529 while pc < p[11] { if pc < 3 { 3530 let hn: i64 = en_spawn(m) 3531 if hn > 0 { 3532 let ang: i64 = pc*2*IT_PI/3 + IT_PI/6 3533 var ax: i64 = s[S_CX] + it_sin4096(ang)*3*256/WATER_MAGIC_4096 3534 var az: i64 = s[S_CZ] + it_cos4096(ang)*3*256/WATER_MAGIC_4096 3535 ax = wclamp(ax, 2*256, (WX - 2)*256) 3536 az = wclamp(az, 2*256, (WZ - 2)*256) 3537 let gy: i64 = mob_ground(base, ax >> 8, WY - 1, az >> 8) 3538 en_set(m, hn, MC_X, ax) 3539 en_set(m, hn, MC_Z, az) 3540 en_set(m, hn, MC_Y, wc_contact_floor_q(base,ax,az,WY-1)) 3541 en_set(m, hn, MC_KIND, p[12 + pc*3]) 3542 en_set(m, hn, MC_DISG, p[13 + pc*3]) 3543 en_set(m, hn, MC_GENE, p[14 + pc*3]) 3544 en_set(m, hn, MC_PH, whash(p[14 + pc*3], pc, s[S_SEED]) % WATER_MAGIC_4096) 3545 } 3546 pc = pc + 1 3547 } } 3548 wc_soft_seat_all(base) 3549 wc_need_seed(base) 3550 p[21] = wc_pass_ck(p) 3551 return 0 3552} 3553 3554// level + party-invite as BASE-PARAMETERIZED cores (the doors below are thin wrappers, so the 3555// gate exercises the same code the game runs -- one definition, zero drift) 3556func pass_level_of(base: i64) -> i64 { 3557 let p: *i64 = passp(base) 3558 if p[0] != PASS_MAGIC { return 1 } 3559 var sc: i64 = p[5]*4 + p[6] + p[7]*20 + p[3]/8 + p[4]/8 + p[9]/72000*3 3560 var lv: i64 = 1 3561 while sc >= lv*10 { sc = sc - lv*10; lv = lv + 1 } 3562 return lv 3563} 3564func party_of(base: i64) -> i64 { 3565 let s: *i64 = wst(base) 3566 if s[S_NPCT] < 0 { return 0 - 1 } 3567 let m: *i64 = mobp(base) 3568 let h: i64 = en_nth(m, s[S_NPCT]) 3569 if h <= 0 { return 0 - 1 } 3570 let dg: i64 = en_get(m, h, MC_DISG) 3571 if ((dg >> 6) & 255) < 40 { return 0 - 2 } // a bond, not a kidnapping 3572 if (dg & 4) == 4 { 3573 en_set(m, h, MC_DISG, dg - 4) // toggle: she may also LEAVE 3574 return 0 3575 } 3576 if wc_party_count(base) >= 3 { return 0 - 3 } 3577 en_set(m, h, MC_DISG, dg | 4) 3578 th_add(base, s[S_NPCT], TH_MET, 20, 14400) 3579 return 1 3580} 3581 3582// outfit for girl k: identity data gates the dimension; her genome picks within it. 3583// 0 clothed · 1 topless · 2 nude (all figures are the one adult mesh) 3584// THE POSE DOOR (operator 2026-08-02: "interact with me and the environment in various poses 3585// beyond the one" -- the pose PIPELINE's first rung). The engine ALREADY computes behavioral 3586// states (T44: sleep/flee via MC_DISG bits 3-5; movement via O_MOBAUX deltas) and the renderer 3587// ignores every one of them: sleeping girls play the walk clip, idle girls walk in place. Same 3588// class as the face: THE DATA EXISTS AND DRIVES NOTHING -- so the consumer contract comes first. 3589// Pose ids (the page consumes; the coming NXA pose BANK indexes by these): 3590// 0 idle-stand (breath only) 1 walk 2 sleep-lying 3 flee-run 4 sit 5 lie-awake 3591// 4/5 are RESERVED rows: behaviors from the towel/smart-object chain select them; publishing 3592// the id space now means new poses arrive as DATA against a stable contract, not an engine edit. 3593func mob_pose(base: i64, k: i64) -> i64 { 3594 let m: *i64 = mobp(base) 3595 let st: i64 = (en_get(m, en_nth(m, k), MC_DISG) >> 3) & 7 3596 if st == 2 { return 2 } 3597 if st == 4 { return 3 } 3598 if mob_spd_q8i(base, k) > 0 { return 1 } 3599 return 0 3600} 3601func mobpose(k: i64) -> i64 { return mob_pose(0, k) } 3602 3603// GE13b THE SELECTOR: what a girl wears, from the world's outfit mode, her genome and her pose. 3604// Returns the OUTFIT word: upper garment id << GAR_SLOT_SH | lower garment id, 0 = nothing in that 3605// slot; one-piece and dresses cover both and ride the LOWER slot. Every branch is a table LOOKUP -- 3606// no colour, no shape, no category is decided here; a world that rewrites a garment row rewrites 3607// what these ids mean, and a row the world does not carry (0) is not wearable. 3608// mode 0 (identity keeps everyone clothed): CASUAL/EVENING by the beach bits 18-19 -- tee+shorts, 3609// tee+skirt, sundress, evening dress. Before this every girl wore the one dress. 3610// mode 1 (MIXED beach): the incumbent bits, garment by garment -- 0 bikini top+bottom, 1 one-piece, 3611// 2 bikini bottom only (topless), 3 nothing (nude). Girl-for-girl the SAME 0/1/2 the old rule 3612// produced; gate T85 proves it against mob_outfit_v1 below. 3613// mode 2 (SWIMWEAR-ONLY): bit 18 picks bikini or one-piece; never a cover-up, never casual. 3614// mode 3 (NUDE BEACH): nothing worn. 3615// POSE OVERLAY: asleep (mob_pose SLEEP) on a beach with swim bottoms on, she wraps a SARONG 3616// (beach-cover) over them -- same coverage bit, so her legacy value never flickers -- unless 3617// she is in water, where a wrap is never worn (swim => swim). 3618func wc_mob_in_water(base: i64, k: i64) -> i64 { 3619 let m: *i64 = mobp(base) 3620 let h: i64 = en_nth(m, k) 3621 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 } 3622 return 0 3623} 3624func wc_outfit(base: i64, k: i64) -> i64 { 3625 let md: i64 = wsp(base)[P_OUTFIT] 3626 let m: *i64 = mobp(base) 3627 let gb: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> MG_BEACH_SH) & MG_BEACH_MASK 3628 var up: i64 = 0 3629 var lo: i64 = 0 3630 var beach: i64 = 0 3631 if md == 0 { 3632 if gb == 0 { up = GAR_TEE; lo = GAR_SHORTS } 3633 if gb == 1 { up = GAR_TEE; lo = GAR_SKIRT } 3634 if gb == 2 { lo = GAR_SUNDRESS } 3635 if gb == 3 { lo = GAR_DRESS } 3636 } 3637 if md == 1 { 3638 beach = 1 3639 if gb == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT } 3640 if gb == 1 { lo = GAR_ONEPIECE } 3641 if gb == 2 { lo = GAR_BIKINI_BOT } 3642 } 3643 if md == 2 { 3644 beach = 1 3645 if (gb & 1) == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT } 3646 if (gb & 1) == 1 { lo = GAR_ONEPIECE } 3647 } 3648 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 { 3649 if mob_pose(base, k) == MOB_POSE_SLEEP { if wc_mob_in_water(base, k) == 0 { lo = GAR_SARONG } } 3650 } } } } 3651 // a row the world does not carry is not a garment: the slot empties (the neg-control's lever) 3652 if gar_row(base, up) == 0 { up = 0 } 3653 if gar_row(base, lo) == 0 { lo = 0 } 3654 return (up << GAR_SLOT_SH) | lo 3655} 3656// 0 clothed / 1 topless / 2 nude, DERIVED from the worn set -- the contract every existing consumer 3657// (the page's uOF bands, T49, T77) keeps, now a consequence of the wardrobe instead of the wardrobe. 3658func mob_outfit(base: i64, k: i64) -> i64 { 3659 let o: i64 = wc_outfit(base, k) 3660 return gar_legacy(gar_cov(gar_row(base, o >> GAR_SLOT_SH)) | gar_cov(gar_row(base, o & GAR_ID_MASK))) 3661} 3662// THE PRE-WARDROBE RULE, kept RUNNABLE as the gate's oracle: T85 proves mob_outfit == mob_outfit_v1 3663// for every girl in every mode, so no consumer sees a different girl. Not called by the game. 3664func mob_outfit_v1(base: i64, k: i64) -> i64 { 3665 let md9: i64 = wsp(base)[P_OUTFIT] 3666 if md9 == 0 { return 0 } 3667 // GE13: per-world outfit FLAGS, all data -- 1 = MIXED (genome bits decide; the incumbent 3668 // beach), 2 = SWIMWEAR-ONLY (dimension active, variety off), 3 = NUDE BEACH (all bare). 3669 if md9 == 2 { return 0 } 3670 if md9 == 3 { return 2 } 3671 let m: *i64 = mobp(base) 3672 let g: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> 18) & 3 3673 if g <= 1 { return 0 } 3674 if g == 2 { return 1 } 3675 return 2 3676} 3677 3678func wc_need_seed(base: i64) -> i64 { 3679 let m: *i64 = mobp(base) 3680 let s: *i64 = wst(base) 3681 let nd0: *i64 = (base + O_NEED) as *i64 3682 var k: i64 = 0 3683 while k < en_count(m) { 3684 nd0[k*4] = 300 + (whash(k, 11, s[S_SEED]) % 200) 3685 nd0[k*4 + 1] = 700 3686 nd0[k*4 + 2] = 300 + (whash(k, 23, s[S_SEED]) % 200) 3687 nd0[k*4 + 3] = 0 3688 k = k + 1 3689 } 3690 return 0 3691} 3692 3693// ---------- C3/C5: the inner life (thought ledger + gossip records) ---------- 3694func mindp(base: i64) -> *i64 { return (base + O_MIND) as *i64 } 3695func wc_mind_zero(base: i64) -> i64 { 3696 let mp: *i64 = mindp(base) 3697 var i: i64 = 0 3698 while i < MOB_CAP*24 { mp[i] = 0; i = i + 1 } 3699 return 0 3700} 3701// add/refresh a thought: same id refreshes in place; else a dead slot; else rotate one out 3702func th_add(base: i64, k: i64, id: i64, mag: i64, ttl: i64) -> i64 { 3703 let mp: *i64 = mindp(base) 3704 let s: *i64 = wst(base) 3705 let b: i64 = k*24 3706 var slot: i64 = 0 - 1 3707 var i: i64 = 0 3708 while i < 8 { 3709 if (mp[b + i*2] >> 8) == id { slot = i } 3710 i = i + 1 3711 } 3712 if slot < 0 { 3713 i = 0 3714 while i < 8 { 3715 if slot < 0 { if mp[b + i*2 + 1] <= s[S_T] { slot = i } } 3716 i = i + 1 3717 } 3718 } 3719 if slot < 0 { slot = (s[S_T] + k) % 8 } 3720 mp[b + slot*2] = id*256 + (mag + 128) 3721 mp[b + slot*2 + 1] = s[S_T] + ttl 3722 return 0 3723} 3724// mood = the sum of LIVE thoughts, clamped -- always decomposable back into its reasons 3725func th_mood(base: i64, k: i64) -> i64 { 3726 let mp: *i64 = mindp(base) 3727 let s: *i64 = wst(base) 3728 let b: i64 = k*24 3729 var mo: i64 = 0 3730 var i: i64 = 0 3731 while i < 8 { 3732 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > s[S_T] { mo = mo + (mp[b + i*2] & 255) - 128 } } 3733 i = i + 1 3734 } 3735 if mo > 100 { mo = 100 } 3736 if mo < 0 - 100 { mo = 0 - 100 } 3737 return mo 3738} 3739// a gossip fact: (subject, predicate, confidence, born). A better-known copy never downgrades. 3740func go_add(base: i64, k: i64, subj: i64, pred: i64, conf: i64) -> i64 { 3741 let mp: *i64 = mindp(base) 3742 let s: *i64 = wst(base) 3743 let b: i64 = k*24 + 16 3744 var slot: i64 = 0 - 1 3745 var free: i64 = 0 - 1 3746 var oldest: i64 = 0 3747 var oldt: i64 = SAVE_CK_MASK 3748 var i: i64 = 0 3749 while i < 4 { 3750 let w: i64 = mp[b + i*2] 3751 if w == 0 { if free < 0 { free = i } } 3752 if w != 0 { if (w >> 16) == subj { if ((w >> 8) & 255) == pred { slot = i } } } 3753 if mp[b + i*2 + 1] < oldt { oldt = mp[b + i*2 + 1]; oldest = i } 3754 i = i + 1 3755 } 3756 if slot >= 0 { if (mp[b + slot*2] & 255) >= conf { return 0 } } 3757 if slot < 0 { slot = free } 3758 if slot < 0 { slot = oldest } 3759 mp[b + slot*2] = subj*WATER_MAGIC_65536 + pred*256 + conf 3760 mp[b + slot*2 + 1] = s[S_T] 3761 return 0 3762} 3763func go_newest(base: i64, k: i64) -> i64 { 3764 let mp: *i64 = mindp(base) 3765 let b: i64 = k*24 + 16 3766 var best: i64 = 0 - 1 3767 var bt: i64 = 0 - 1 3768 var i: i64 = 0 3769 while i < 4 { 3770 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > bt { bt = mp[b + i*2 + 1]; best = i } } 3771 i = i + 1 3772 } 3773 return best 3774} 3775 3776// ---- GAIT: THE PARAMETRIC DRIVE ---------------------------------------------------------------- 3777// decidegrees -> it-units. This is nx_quadruped's qdeg idiom at 10x resolution; that organ's 3778// quad_gait_pose_g is the working precedent in this estate for "a gait is DATA, amplitudes and 3779// per-limb phase offsets are the gait's parameters". It is deliberately NOT imported: it calls 3780// sys_mmap and this engine targets wasm, so the IDIOM is reused and the code is not duplicated. 3781func wc_ddeg(d: i64) -> i64 { return d*IT_PI/WC_DDEG_HALFTURN } 3782// AMPLITUDE from a PUBLISHED RANGE. The halving lives here, once, so no caller can forget it and 3783// no future reader has to work out which of the two a stored constant is. 3784func wc_amp_ddeg(range_ddeg: i64) -> i64 { return wc_ddeg(range_ddeg)/2 } 3785// STRIDE PHASE: one full cycle per WC_STRIDE_Q8 of PATH TRAVELLED. Distance-driven by 3786// construction, which is what makes pelvic rotation phase-locked to stride -- the coupling is 3787// structural, not a tuning. Two consequences fall out for free: a girl who stops has a FROZEN 3788// stride phase, so she stands instead of marching on the spot; and a girl who walks faster takes 3789// the same-length strides more often, so cadence emerges from speed instead of being a constant. 3790// ⚠THIS IS A SECOND, DIFFERENT QUANTITY FROM wc_gait_ang -- NOT A DUPLICATE RULER. wc_gait_ang 3791// drives the THORAX BOB, which is the SECOND HARMONIC of the stride (two steps per cycle, each 3792// with its own vertical rise and fall), and its scale is calibrated against the gait_bob_q8 row. 3793// ★THEIR RATIO IS A CHECKABLE CLAIM AND IT DOES NOT CURRENTLY HOLD. wc_gait_ang implies one bob 3794// per 962 q8 of travel, hence one stride per 1924 q8 = 7.5 m, against the cited 1.46 m -- the 3795// incumbent gait drive is calibrated 5.1x too long, and separately it is calibrated at SPEED (40 3796// q8/tick) which no mob ever reaches: mobs walk at 4-5 q8/tick, so the bob it produces in the 3797// live world is ~0.25 Hz where walking thorax oscillation is ~1.8-2 Hz. 3798// ⛔THAT DISAGREEMENT IS NAMED HERE AND DELIBERATELY NOT FIXED BY EDITING THE SHARED CONSTANT. 3799// wc_gait_ang feeds the soft-body anchor that gate teeth T40 and T54 are calibrated against, and 3800// silently moving a constant another tooth is calibrated on is how a green gate stops meaning 3801// anything. The renderer takes the cited stride; the bob keeps its own calibration; the gap goes 3802// on the board as a measurement with its arithmetic attached rather than into a quiet edit. 3803func wc_stride_ang(g_q8: i64) -> i64 { return g_q8*2*IT_PI/WC_STRIDE_Q8 } 3804// shortest signed representative of an angle difference, in (-IT_PI, IT_PI]. 3805func wc_angwrap(d: i64) -> i64 { 3806 var r: i64 = d % (2*IT_PI) 3807 if r > IT_PI { r = r - 2*IT_PI } 3808 if r < 0 - IT_PI { r = r + 2*IT_PI } 3809 return r 3810} 3811// THE HEADING LOW-PASS. This one function is the whole wobble fix AND the fluidity parameter. 3812// WHAT IT REPLACES: nothing. There was no heading state at all -- the body's yaw was the PLAYER'S 3813// camera yaw, so every girl pivoted with the camera while translating along her own path, and the 3814// steering that produced that path is an 8-direction bang-bang controller (dx = +/-4 per axis with 3815// an independent per-axis deadband) whose sign can flip in a single tick and whose diagonal is 3816// 41 percent faster than its axis-aligned step. Facing derived from that signal inherits all of it. 3817// HOW IT STEERS WITHOUT atan2: there is no it_atan2 anywhere in the corpus (proven, corpus_complete 3818// =1), and adding one would be a second trigonometric approximation beside the incumbent. It is not 3819// needed. The CROSS PRODUCT of the current forward with the desired direction is sin(error) scaled 3820// by |desired|, which already carries both the SIGN and, near convergence, the MAGNITUDE of the 3821// error -- so a proportional controller can be built from the sin/cos this engine already has. 3822// cr < 0 / cr > 0 -> which way to turn 3823// dt < 0 -> the target is BEHIND: turn at the full allowance, sign broken deterministically 3824// The step is proportional to sin(error), so it goes to zero AS the error goes to zero: the 3825// approach is asymptotic and cannot overshoot, which is what "fluid" means here as opposed to a 3826// bang-bang controller that snaps (locked) or an unclamped one that rings (floppy). 3827// The allowance is speed-coupled: mx = 0 when she is not moving, so nobody spins on the spot. 3828func wc_hdg_step(hdg: i64, dx: i64, dz: i64) -> i64 { 3829 var ax: i64 = dx 3830 if ax < 0 { ax = 0 - ax } 3831 var az: i64 = dz 3832 if az < 0 { az = 0 - az } 3833 if ax + az == 0 { return hdg } // no intent, no turn: she is standing 3834 let mag: i64 = sd_isqrt(dx*dx + dz*dz) 3835 if mag <= 0 { return hdg } 3836 let fx: i64 = it_sin4096(hdg % (2*IT_PI)) 3837 let fz: i64 = it_cos4096(hdg % (2*IT_PI)) 3838 // cross and dot of forward (fx4096, unit) with the desired step (q8, magnitude mag) 3839 // ⚠NOT PRE-DIVIDED BY 4096. Dividing here first would floor cr to single digits at a mob's 3840 // 4-7 q8 step and quantise the whole controller into a handful of levels -- which is the 3841 // stutter this function exists to remove, reintroduced inside the fix. Both products stay in 3842 // 4096*q8 units and the one division happens at the end, against mag*4096. 3843 let cr: i64 = fx*dz - fz*dx // 4096 * mag * sin(error) 3844 let dt: i64 = fx*dx + fz*dz // 4096 * mag * cos(error) 3845 // quarter turn per stride, pro-rated by the ground this tick actually covers 3846 let mx: i64 = mag*WC_TURN_PER_STRIDE/WC_STRIDE_Q8 3847 // SIGN, AND IT WAS WRONG FIRST TIME. The (x,z) cross product fx*dz - fz*dx measures rotation 3848 // from +x toward +z, and this engine yaw runs the OTHER way round: forward is (sin yaw, 3849 // cos yaw), so increasing yaw turns from +z toward +x. The cross therefore carries 3850 // -sin(error), not +sin(error), and the correction is its NEGATION. 3851 // Settled against a case with an unambiguous answer rather than by staring at it: facing +z 3852 // (yaw 0) with the target at +x plainly needs yaw to INCREASE, and there the cross comes out 3853 // NEGATIVE -- so the turn is -cr. 3854 // WHAT THE WRONG SIGN DID, because it is not the failure anyone would predict: it does not 3855 // wobble or overshoot, it makes facing-directly-AWAY-from-the-target a stable point, so she 3856 // walks backwards away from where she is going and looks perfectly calm doing it. Gate tooth 3857 // T82 caught it as a 2-cycle that never converged out of a half-turn reversal. 3858 var st: i64 = 0 - mx*cr/(mag*WATER_MAGIC_4096) // = mx*sin(error): proportional, saturating 3859 if dt < 0 { // behind her: no proportional term is valid 3860 st = mx 3861 if cr > 0 { st = 0 - mx } 3862 } 3863 // THE INTEGER TAIL, and it is the FLOPPY failure mode arriving through rounding rather than 3864 // through a bad gain. The proportional term is mx*sin(error), so once sin(error) falls below 3865 // 1/mx it truncates to ZERO and she stops turning while still misaligned -- at the derived 3866 // allowance that floor sits near 0.84 degrees, so she would sit permanently just off her own 3867 // direction of travel and never arrive. Taking ONE UNIT instead is the smallest turn this 3868 // representation can express, so it is the smallest possible repair and needs no constant of 3869 // its own. Both guards require a nonzero cross product, so a girl who IS aligned still turns 3870 // by nothing at all. 3871 // ⚠STATED IMPRECISION: this leaves a one-unit limit cycle about the exact heading, which is 3872 // 0.014 degrees and bounded. It is preferred to the alternative, which is a permanent and 3873 // UNBOUNDED offset -- a bounded jitter below the angular resolution of the rig beats a 3874 // static error you can see. 3875 if st == 0 { if cr > 0 { st = 0 - 1 } } 3876 if st == 0 { if cr < 0 { st = 1 } } 3877 if st > mx { st = mx } 3878 if st < 0 - mx { st = 0 - mx } 3879 var nh: i64 = hdg + st 3880 if nh < 0 { nh = nh + 2*IT_PI } 3881 if nh >= 2*IT_PI { nh = nh - 2*IT_PI } 3882 return nh 3883} 3884func wc_hdg_of(base: i64, k: i64) -> i64 { let hp: *i64 = (base + O_MOBHDG) as *i64; return hp[k] } 3885// the girl's own stride phase, in it-units, from the path length she has actually walked 3886func wc_mob_sph(base: i64, k: i64) -> i64 { 3887 let nd: *i64 = (base + O_NEED) as *i64 3888 return wc_stride_ang(nd[k*4 + WC_NEED_GAIT]) % (2*IT_PI) 3889} 3890// ---- THE POSE, AS FIVE PURE FUNCTIONS OF STRIDE PHASE ------------------------------------------- 3891// Extracted out of wc_mob_mesh deliberately: the renderer needs them and the GATE needs them, and a 3892// gate that recomputed these angles from the same formula would be testing a COPY of the mechanism 3893// rather than the mechanism. One definition, two callers, and a tooth that fails when the shipping 3894// code changes. They take only the phase, so they are trivially testable at any phase without a 3895// world, a camera, a rig or a framebuffer. 3896// SIGN CONVENTION, stated once: pelvis LEADS (+), thorax TRAILS (-, applied as a local yaw on the 3897// chest bone whose parent is the pelvis), legs and arms swing in elevation, elbow only flexes. 3898func wc_gp_pelvis(sph: i64) -> i64 { return wc_amp_ddeg(WC_PELVIS_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 } 3899func wc_gp_thorax(sph: i64) -> i64 { return wc_amp_ddeg(WC_THORAX_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 } 3900func wc_gp_leg(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/6)/WATER_MAGIC_4096 } 3901func wc_gp_arm(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/12)/WATER_MAGIC_4096 } 3902// (1 - cos)/2 scaled by the cited ROM: 0 at phase 0, ROM at the half cycle, never negative, and no 3903// free parameter -- the anatomical floor at zero and the published range fix both ends between them. 3904func 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) } 3905 3906// mob wander: smooth deterministic drift (phase-driven sin/cos), terrain-following, player-curious 3907// within 6 blocks. Pure integer -- the T4 determinism checksum covers mobs by construction. 3908func mob_tick(base: i64) -> i64 { 3909 let m: *i64 = mobp(base) 3910 let s: *i64 = wst(base) 3911 let nd: *i64 = (base + O_NEED) as *i64 3912 let vyp: *i64 = (base + O_MOBVY) as *i64 // GE12 vertical velocity per mob 3913 let night: i64 = cal_night(base) 3914 var k: i64 = 0 3915 while k < en_count(m) { 3916 let h: i64 = en_nth(m, k) 3917 if h > 0 { 3918 var x: i64 = en_get(m, h, MC_X) 3919 var z: i64 = en_get(m, h, MC_Z) 3920 var ph: i64 = en_get(m, h, MC_PH) + 5 3921 // FOOTSTRIKE IMPULSE: bank the pre-move vertical velocity. After the movement code 3922 // below, (vy_pre < 0 && vyp[k] == 0) is precisely "GE12's integrator arrested a 3923 // fall this tick" -- ground contact -- and |vy_pre| IS the ground-reaction delta-v. 3924 let vy_pre: i64 = vyp[k] 3925 // C1 NEEDS drift (integer, staggered by handle -- the village never moves in lockstep) 3926 let nb: i64 = k*4 3927 if (s[S_T] + h) % 8 == 0 { 3928 if nd[nb] < 1000 { nd[nb] = nd[nb] + 2 } // hunger grows 3929 if nd[nb + 2] < 1000 { nd[nb + 2] = nd[nb + 2] + 3 } // loneliness grows 3930 if nd[nb + 1] > 0 { nd[nb + 1] = nd[nb + 1] - 1 } // energy drains 3931 } 3932 // C3: lived moments become LEDGER ENTRIES (staggered; each refreshes in place) 3933 if (s[S_T] + h) % 128 == 0 { 3934 let bst0: i64 = (en_get(m, h, MC_DISG) >> 3) & 7 3935 if cal_rain(base) == 1 { if bst0 != 2 { th_add(base, k, TH_RAIN, 0 - 8, 1200) } } 3936 if nd[nb] > 700 { th_add(base, k, TH_HUNGRY, 0 - 10, 900) } 3937 if night == 1 { if bst0 == 2 { th_add(base, k, TH_SLEPT, 6, 3600) } } 3938 } 3939 // BEHAVIOR LAYER (C1/C2 -- lives picked by NEEDS x the spec ADVERTISEMENT table, 3940 // not a dice roll): state in MC_DISG bits 3-5, repicked on the staggered 240-tick 3941 // clock. 0=WANDER 1=SOCIALIZE 2=REST 3=FORAGE 4=FLEE. At night the village SLEEPS 3942 // (the C2 schedule) -- while the wardens hunt wider. The old spec-weights TODO is 3943 // RESOLVED: behavior now reads needs + P_ADV rows, both data. 3944 let dg: i64 = en_get(m, h, MC_DISG) 3945 var bst: i64 = (dg >> 3) & 7 3946 if (s[S_T] + h*37) % 240 == 0 { 3947 var sc1: i64 = 220 + (whash(h*911, s[S_T]/240, s[S_SEED]) % 64) 3948 // C3 feedback: the ledger BENDS the life -- a glad girl seeks company, a sad 3949 // one withdraws to rest. Mood is data the argmax reads, not a scripted branch. 3950 let mo9: i64 = th_mood(base, k) 3951 var sc2: i64 = nd[nb + 2] 3952 if mo9 > 0 { sc2 = sc2 + mo9 } 3953 var sc3: i64 = 1000 - nd[nb + 1] 3954 if mo9 < 0 { sc3 = sc3 - mo9*2 } 3955 var sc4: i64 = 0 3956 var ai: i64 = 0 3957 while ai < 6 { 3958 let ad: i64 = wsp(base)[P_ADV + ai] 3959 if ad != 0 { if ((ad >> 8) & 255) == 0 { 3960 let ab: i64 = (ad >> 16) & 255 3961 var fnd: i64 = 0 3962 var az2: i64 = (z >> 8) - 3 3963 while az2 <= (z >> 8) + 3 { 3964 var ax2: i64 = (x >> 8) - 3 3965 while ax2 <= (x >> 8) + 3 { 3966 let gy2: i64 = mob_ground(base, ax2, (en_get(m, h, MC_Y) >> 8) + 2, az2) 3967 if gy2 >= 0 { 3968 if vget(base, ax2, gy2, az2) == ab { fnd = 1 } 3969 if vget(base, ax2, gy2 + 1, az2) == ab { fnd = 1 } 3970 } 3971 ax2 = ax2 + 1 3972 } 3973 az2 = az2 + 1 3974 } 3975 if fnd == 1 { 3976 let cand: i64 = nd[nb]*(ad & 255)/8 3977 if cand > sc4 { sc4 = cand } 3978 } 3979 } } 3980 ai = ai + 1 3981 } 3982 bst = 0 3983 var top: i64 = sc1 3984 if sc2 > top { top = sc2; bst = 1 } 3985 if sc3 > top { top = sc3; bst = 2 } 3986 if sc4 > top { top = sc4; bst = 3 } 3987 if night == 1 { bst = 2 } 3988 en_set(m, h, MC_DISG, dg_bst(dg, bst)) 3989 } 3990 if (dg & 3) == 3 { 3991 // a hidden human checks for hunters -- night widens the danger radius 3992 var wr: i64 = 8*256 3993 if night == 1 { wr = 12*256 } 3994 var wnd: i64 = wr 3995 var wnx: i64 = 0 3996 var wnz: i64 = 0 3997 var kf: i64 = 0 3998 while kf < en_count(m) { 3999 let hf: i64 = en_nth(m, kf) 4000 if en_get(m, hf, MC_KIND) == 2 { if (en_get(m, hf, MC_DISG) & 1) == 0 { 4001 var fdx: i64 = en_get(m, hf, MC_X) - x 4002 if fdx < 0 { fdx = 0 - fdx } 4003 var fdz: i64 = en_get(m, hf, MC_Z) - z 4004 if fdz < 0 { fdz = 0 - fdz } 4005 if fdx + fdz < wnd { wnd = fdx + fdz; wnx = en_get(m, hf, MC_X); wnz = en_get(m, hf, MC_Z) } 4006 } } 4007 kf = kf + 1 4008 } 4009 if wnd < wr { bst = 4; en_set(m, h, MC_DISG, dg_bst(en_get(m, h, MC_DISG), 4)) } 4010 } 4011 var dx: i64 = it_sin4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096 4012 var dz: i64 = it_cos4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096 4013 if bst == 1 { 4014 // SOCIALIZE: walk to the nearest other girl; inside 1.2 blocks, stand together 4015 var snd: i64 = SAVE_CK_MASK 4016 var snx: i64 = x 4017 var snz: i64 = z 4018 var snk: i64 = 0 - 1 4019 var ks: i64 = 0 4020 while ks < en_count(m) { 4021 let hs: i64 = en_nth(m, ks) 4022 if hs != h { 4023 var sdx: i64 = en_get(m, hs, MC_X) - x 4024 if sdx < 0 { sdx = 0 - sdx } 4025 var sdz: i64 = en_get(m, hs, MC_Z) - z 4026 if sdz < 0 { sdz = 0 - sdz } 4027 if sdx + sdz < snd { snd = sdx + sdz; snx = en_get(m, hs, MC_X); snz = en_get(m, hs, MC_Z); snk = ks } 4028 } 4029 ks = ks + 1 4030 } 4031 dx = 0 4032 dz = 0 4033 if snd > 300 { 4034 if snx > x + 32 { dx = 4 } 4035 if snx < x - 32 { dx = 0 - 4 } 4036 if snz > z + 32 { dz = 4 } 4037 if snz < z - 32 { dz = 0 - 4 } 4038 } 4039 if snd <= 300 { 4040 ph = ph - 4 // stilled gait: talking, not marching 4041 if (s[S_T] + h) % 4 == 0 { // company relieves loneliness 4042 nd[nb + 2] = nd[nb + 2] - 10 4043 if nd[nb + 2] < 0 { nd[nb + 2] = 0 } 4044 } 4045 // C5: CONVERSATION MOVES FACTS. One fact passes speaker->listener with 4046 // confidence -15; below conf 30 the predicate may FLIP (1<->2) -- rumor 4047 // decays into misinformation BY MECHANIC, and hearing it leaves a thought. 4048 if (s[S_T] + h) % 128 == 0 { 4049 th_add(base, k, TH_COMPANY, 5, 1200) 4050 let gi: i64 = go_newest(base, k) 4051 if gi >= 0 { if snk >= 0 { 4052 let gw: i64 = mindp(base)[k*24 + 16 + gi*2] 4053 let conf2: i64 = (gw & 255) - 15 4054 if conf2 > 0 { 4055 var pred2: i64 = (gw >> 8) & 255 4056 if conf2 < 30 { if whash(s[S_T], k*31 + snk, s[S_SEED] + 777) % 3 == 0 { 4057 pred2 = 3 - pred2 4058 } } 4059 go_add(base, snk, gw >> 16, pred2, conf2) 4060 if pred2 == GO_TAKEN { th_add(base, snk, TH_HEARD_TAKEN, 0 - 10, 7200) } 4061 if pred2 == GO_FRIEND { th_add(base, snk, TH_HEARD_FRIEND, 6, 7200) } 4062 } 4063 } } 4064 } 4065 } 4066 } 4067 if bst == 2 { 4068 dx = 0 4069 dz = 0 4070 ph = ph - 4 // REST: seated stillness 4071 if (s[S_T] + h) % 4 == 0 { // sleep restores; night sleep restores MORE 4072 var rg: i64 = 2 4073 if night == 1 { rg = 8 } 4074 nd[nb + 1] = nd[nb + 1] + rg 4075 if nd[nb + 1] > 1000 { nd[nb + 1] = 1000 } 4076 } 4077 } 4078 if bst == 3 { 4079 // FORAGE: graze rhythm -- steps then a pause, head-down cadence; grazing feeds her 4080 if (s[S_T] + h) % 16 >= 6 { dx = 0; dz = 0; ph = ph - 3 } 4081 if (s[S_T] + h) % 8 == 0 { 4082 nd[nb] = nd[nb] - 12 4083 if nd[nb] < 0 { nd[nb] = 0 } 4084 } 4085 } 4086 if bst == 4 { 4087 // FLEE: straight away from the nearest warden, fast 4088 var wnd2: i64 = SAVE_CK_MASK 4089 var wax: i64 = x 4090 var waz: i64 = z 4091 var kf2: i64 = 0 4092 while kf2 < en_count(m) { 4093 let hf2: i64 = en_nth(m, kf2) 4094 if en_get(m, hf2, MC_KIND) == 2 { if (en_get(m, hf2, MC_DISG) & 1) == 0 { 4095 var fdx2: i64 = en_get(m, hf2, MC_X) - x 4096 if fdx2 < 0 { fdx2 = 0 - fdx2 } 4097 var fdz2: i64 = en_get(m, hf2, MC_Z) - z 4098 if fdz2 < 0 { fdz2 = 0 - fdz2 } 4099 if fdx2 + fdz2 < wnd2 { wnd2 = fdx2 + fdz2; wax = en_get(m, hf2, MC_X); waz = en_get(m, hf2, MC_Z) } 4100 } } 4101 kf2 = kf2 + 1 4102 } 4103 dx = 0 4104 dz = 0 4105 if wax > x { dx = 0 - 6 } 4106 if wax <= x { dx = 6 } 4107 if waz > z { dz = 0 - 6 } 4108 if waz <= z { dz = 6 } 4109 } 4110 // PERSONALITY (genome bits 13-15, INHERITED): the bold<->shy spectrum photographers 4111 // know -- engagement is a RANGE, not one script. Near the player: shy girls (0-1) 4112 // retreat and keep 5 blocks; watchful ones (2-3) freeze and observe, backing off 4113 // only if crowded; warm ones (4-5) approach to a polite arm's length; bold ones 4114 // (6-7) come right to your side. FORAGE also reads it: bold girls gather TOWARD 4115 // you (the obvious pick-up), shy girls drift their gathering away (the oblivious). 4116 let pdx: i64 = s[S_CX] - x 4117 let pdz: i64 = s[S_CZ] - z 4118 var pd: i64 = pdx 4119 if pd < 0 { pd = 0 - pd } 4120 var pdz2: i64 = pdz 4121 if pdz2 < 0 { pdz2 = 0 - pdz2 } 4122 let bold: i64 = (en_get(m, h, MC_GENE) >> 13) & 7 4123 // HABITUATION: the approach/watch drive runs only while she is lonely enough to 4124 // care (the player is a smart object too -- company below relieves the need, and a 4125 // satisfied girl walks on). Shy retreat is FEAR, not curiosity: never gated. 4126 var curi: i64 = 1 4127 if nd[nb + 2] < wsp(base)[P_CURI] { curi = 0 } 4128 if bold <= 1 { curi = 1 } 4129 if curi == 1 { if bst != 2 { if bst != 4 { if pd + pdz2 < 6*256 { 4130 var twd: i64 = 0 // -1 retreat, 0 hold, +1 approach 4131 var stopd: i64 = 400 4132 var spd: i64 = 3 4133 if bold <= 1 { twd = 0 - 1; stopd = 5*256; spd = 5 } 4134 if bold >= 2 { if bold <= 3 { 4135 twd = 0 4136 if pd + pdz2 < 2*256 { twd = 0 - 1; stopd = 2*256; spd = 4 } 4137 } } 4138 if bold >= 4 { if bold <= 5 { twd = 1; stopd = 400; spd = 3 } } 4139 if bold >= 6 { twd = 1; stopd = 200; spd = 5 } 4140 if bst == 3 { if twd != 0 { spd = 2 } } // gathering: the drift is subtle 4141 if twd == 1 { if pd + pdz2 > stopd { 4142 // S1 F-FORMATION SLOT (the social-interaction brief, rung S1): her approach 4143 // target is HER slot on the ring around the player, never the player center 4144 // -- N approaching girls used to converge on one point and bunch into a 4145 // queue ("they just follow me around"). Slot angle = a stable hash of her 4146 // handle; radius = her OWN personality stop distance, so bold girls ring 4147 // close and warm girls ring at arm's length (proxemics stays personal). 4148 let sa9: i64 = (h*1741) % (2*IT_PI) 4149 let tx9: i64 = s[S_CX] + it_cos4096(sa9)*stopd/WATER_MAGIC_4096 4150 let tz9: i64 = s[S_CZ] + it_sin4096(sa9)*stopd/WATER_MAGIC_4096 4151 let sdx9: i64 = tx9 - x 4152 let sdz9: i64 = tz9 - z 4153 dx = 0 4154 if sdx9 > 128 { dx = spd } 4155 if sdx9 < 0 - 128 { dx = 0 - spd } 4156 dz = 0 4157 if sdz9 > 128 { dz = spd } 4158 if sdz9 < 0 - 128 { dz = 0 - spd } 4159 } } 4160 if twd == 1 { if pd + pdz2 <= stopd { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } } 4161 if twd == 0 - 1 { if pd + pdz2 < stopd { 4162 dx = spd 4163 if pdx > 0 { dx = 0 - spd } 4164 dz = spd 4165 if pdz > 0 { dz = 0 - spd } 4166 } } 4167 if twd == 0 { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } // the watcher stands 4168 } } } } 4169 // RELATIONSHIP (the FLIAW arc): shared time within arm's reach becomes FRIENDSHIP, 4170 // stored in MC_DISG bits 6-13 (cap 250) -- persisted with the mob arena, so a bond 4171 // survives every save/load. Meeting her (E) adds a step-change on top. 4172 if pd + pdz2 < 3*256 { if (s[S_T] + h) % 64 == 0 { 4173 let dgf: i64 = en_get(m, h, MC_DISG) 4174 if ((dgf >> 6) & 255) < 250 { en_set(m, h, MC_DISG, dgf + 64) } 4175 } } 4176 // GAIT: TURN THE BODY TOWARD WHERE SHE IS GOING, RATE-LIMITED. 4177 // Placed HERE, on the INTENDED step, deliberately: (a) before the clearance clamp, so 4178 // a push out of a neighbouring solid can never feed the heading a direction she did 4179 // not choose -- the clamp exists to stop her entering a wall, not to steer her; and 4180 // (b) on the intent rather than the applied step, so a girl pressed against a wall 4181 // still turns away from it instead of standing frozen with a zero step and therefore 4182 // a zero turn allowance. The low-pass in wc_hdg_step is what makes this smooth; the 4183 // bang-bang steering above is left exactly as it was and is simply no longer read as 4184 // a facing. 4185 let hdgp: *i64 = (base + O_MOBHDG) as *i64 4186 hdgp[k] = wc_hdg_step(hdgp[k], dx, dz) 4187 let nx: i64 = x + dx 4188 let nz: i64 = z + dz 4189 let cy0: i64 = en_get(m, h, MC_Y) 4190 let g: i64 = mob_ground(base, nx >> 8, (cy0 >> 8) + 1, nz >> 8) 4191 var ok: i64 = 0 4192 if g >= 1 { if g < WY - 4 { 4193 let ng: i64 = wc_contact_floor_q(base,nx,nz,(cy0 >> 8)+1) 4194 var dyy: i64 = ng - cy0 4195 if dyy < 0 { dyy = 0 - dyy } 4196 if dyy <= 384 { if mob_fits(base, nx >> 8, g, nz >> 8) == 1 { 4197 ok = 1 4198 // GE12b: clamp her body out of any neighbouring solid, then RE-DERIVE the 4199 // applied step from the clamped result -- the motion doors and the gait 4200 // accumulator must report what actually happened, so a girl pinned against 4201 // a wall accumulates no stride (she is not walking; she is leaning). 4202 let cxq: i64 = mob_clear_x(base, nx, nz, g) 4203 let czq: i64 = mob_clear_z(base, nx, nz, g) 4204 dx = cxq - x 4205 dz = czq - z 4206 en_set(m, h, MC_X, cxq) 4207 en_set(m, h, MC_Z, czq) 4208 // STEP, don't teleport -- and DROP, don't glide (GE12): the vertical is 4209 // integrated by mob_step_gait (stair-ascent rate up, the player's own 4210 // gravity down), so a rise reads as a step and a drop accelerates. 4211 en_set(m, h, MC_Y, mob_step_gait(vyp, k, cy0, wc_contact_floor_q(base,cxq,czq,(cy0 >> 8)+1))) 4212 } } 4213 } } 4214 let aux: *i64 = (base + O_MOBAUX) as *i64 4215 if ok == 1 { aux[k*3] = dx; aux[k*3 + 1] = dz; aux[k*3 + 2] = en_get(m, h, MC_Y) - cy0 } 4216 if ok == 0 { 4217 // wall/cliff: turn away -- but GE12 never leaves her hanging: if her own column's 4218 // stand height is below her (a block broke under her feet), she keeps falling. 4219 let g0: i64 = mob_ground(base, x >> 8, (cy0 >> 8) + 1, z >> 8) 4220 var dy0: i64 = 0 4221 let ownfloor: i64 = wc_contact_floor_q(base,x,z,(cy0 >> 8)+1) 4222 if g0 >= 1 { if ownfloor >= 0 { if ownfloor < cy0 { 4223 let ny0: i64 = mob_step_gait(vyp, k, cy0, ownfloor) 4224 en_set(m, h, MC_Y, ny0) 4225 dy0 = ny0 - cy0 4226 } } } 4227 // Rejected intent is not travelled distance; gait and footstrikes consume the applied step below. 4228 dx = 0; dz = 0 4229 aux[k*3] = 0; aux[k*3 + 1] = 0; aux[k*3 + 2] = dy0; ph = ph + 977 4230 } 4231 // PATH LENGTH for the gait drive -- Euclidean, and deliberately NOT the Manhattan proxy 4232 // mob_spd_q8i uses: that one is a calibrated blend THRESHOLD, this is a metric integral. 4233 // Conflating them would make a diagonal walk bob up to 41 percent fast, and would also 4234 // move a threshold that was measured against the proxy. Two named quantities, one job each. 4235 let ds9: i64 = sd_isqrt(dx*dx + dz*dz) 4236 let ga9: i64 = nd[nb + WC_NEED_GAIT] 4237 nd[nb + WC_NEED_GAIT] = ga9 + ds9 4238 // FOOTSTRIKE IMPULSE (sb_impulse_mob's FIRST world wiring -- gate-proven in 4239 // nx_softbind_gate and called by NO engine until now, so heel strike put NOTHING 4240 // into the tissue: the sponsored footfall row). Two ground-contact events kick 4241 // every spring point of this girl, both magnitudes DERIVED, converted into 4242 // sd_impulse's own units by WC_IMP_SCALE: 4243 // (1) HEEL STRIKE -- the stride-phase machinery places foot plant at the 4244 // leg-swing extremes sph = IT_PI/2 and 3*IT_PI/2 (wc_gp_leg is sin(sph); 4245 // its extremes are where the leading leg lands and double support begins). 4246 // In accumulated-path units those are ga == WC_STRIDE_Q8/4 modulo 4247 // WC_STRIDE_Q8/2, so (ga + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) counts foot 4248 // plants and an increment across this tick's travel IS one. Magnitude: each 4249 // step the body falls the gait bob's own declared peak-to-peak 4250 // (2*WC_GAIT_BOB_Q8) onto the leading leg and contact arrests it -- 4251 // ballistic contact speed isqrt(2*GRAV * 2*WC_GAIT_BOB_Q8) = 15 4252 // world-q8/tick: the engine's own gravity through the engine's own declared 4253 // vertical excursion, no free parameter. (GRAV is the engine's stylized 4254 // gravity, so this inherits the same stylization every drop landing already 4255 // has -- consistent BY CONSTRUCTION, not calibrated to real-world g.) 4256 // (2) DROP LANDING -- GE12's integrator zeroed a real fall this tick; the 4257 // arrested |vy_pre| IS the ground-reaction delta-v, bounded by VTERM. 4258 // Sign: +y, the recoil-inheritance convention every softbind gate kick uses. 4259 // A standing girl accumulates no path and keeps vy == 0, so she is kicked by 4260 // nothing -- rest stays rest (the sd_deadsnap law undisturbed). 4261 if (ga9 + ds9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) != (ga9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) { 4262 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, sd_isqrt(2*GRAV*2*WC_GAIT_BOB_Q8)*WC_IMP_SCALE, 0) 4263 } 4264 if vy_pre < 0 { if vyp[k] == 0 { 4265 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, (0 - vy_pre)*WC_IMP_SCALE, 0) 4266 } } 4267 en_set(m, h, MC_PH, ph) 4268 // A4: the soft-body springs tick from ROOT TRUTH + HER GAIT: the anchor carries a 4269 // cadence-coupled thorax bob (published gait biomechanics -- vertical thorax 4270 // oscillation is what drives chest motion; a flat anchor was why nothing moved), 4271 // and the chest band is BRED (genome bits 16-17: firm rides tight, soft swings). 4272 // ★THE SOLVER AND THE INSTRUMENT MUST SHARE ONE REFERENCE (fixed 2026-08-03). 4273 // This tick used to drive the spring toward a RAW gait sinusoid while sbyb and every 4274 // probe subtracted mob_anchor_q8 -- the gait<->breath crossfade. Their difference rode 4275 // the rendered offset as a spurious term, and because ph advances +5 EVERY TICK FOREVER 4276 // the raw bob never quiets, so a STANDING girl still bounced: the 2026-08-02 breath fix 4277 // landed in the INSTRUMENT path and never reached the PHYSICS path. (The comment that 4278 // stood here claimed the bob 'quiets when she stands'. It does not. A comment asserting 4279 // a behaviour the code does not have is a landmine, so it is deleted with the defect.) 4280 // Driving the solver from the SAME anchor the instrument reads makes rest-bouncing 4281 // impossible BY CONSTRUCTION rather than by tuning. At walking speed the crossfade 4282 // weight saturates and the anchor EQUALS the old raw bob exactly => no-op in motion, 4283 // fix at rest: the safest shape a drive change can have. 4284 // ⚠STILL OPEN (debt 1785770635): ph is a FREE-RUNNING clock, so the drive is a fixed 4285 // 2.50Hz regardless of her real cadence while the render clip is DISTANCE-synced. Until 4286 // ph advances from travel, foot plant and tissue drive remain uncorrelated -- which is 4287 // the operator's actual report and is NOT closed by this change. 4288 sb_tick_mob_gene((base + O_SOFT) as *i64, k, 4289 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, 4290 en_get(m, h, MC_GENE)) 4291 } 4292 k = k + 1 4293 } 4294 // THE STAKES (losability doctrine: a find that cannot be lost is hollow): WARDENS -- real 4295 // demonkin -- hunt FOUND humans. Reached = TAKEN (the certified store's destroy, live in 4296 // production). The player's BODY blocks a warden within 2 blocks. One take per tick, max. 4297 var kw: i64 = 0 4298 var took: i64 = 0 4299 while kw < en_count(m) { 4300 if took == 0 { 4301 let hw: i64 = en_nth(m, kw) 4302 if en_get(m, hw, MC_KIND) == 2 { if (en_get(m, hw, MC_DISG) & 1) == 0 { 4303 var bestj: i64 = 0 - 1 4304 // the world declares its danger (P_WARD), night widens it, and the ARRIVING 4305 // TRAVELER'S LEVEL widens it further: a veteran isekai's stakes rise with him 4306 var wbase: i64 = wsp(base)[P_WARD] 4307 if wbase <= 0 { wbase = 12 } 4308 var bestd: i64 = wbase*256 + pass_level_of(base)*128 4309 if night == 1 { bestd = bestd + 8*256 } // the night belongs to the wardens 4310 var kj: i64 = 0 4311 while kj < en_count(m) { 4312 let hj: i64 = en_nth(m, kj) 4313 if (en_get(m, hj, MC_DISG) & 3) == 3 { 4314 var ddx2: i64 = en_get(m, hj, MC_X) - en_get(m, hw, MC_X) 4315 if ddx2 < 0 { ddx2 = 0 - ddx2 } 4316 var ddz2: i64 = en_get(m, hj, MC_Z) - en_get(m, hw, MC_Z) 4317 if ddz2 < 0 { ddz2 = 0 - ddz2 } 4318 if ddx2 + ddz2 < bestd { bestd = ddx2 + ddz2; bestj = kj } 4319 } 4320 kj = kj + 1 4321 } 4322 if bestj >= 0 { 4323 var pdx3: i64 = s[S_CX] - en_get(m, hw, MC_X) 4324 if pdx3 < 0 { pdx3 = 0 - pdx3 } 4325 var pdz3: i64 = s[S_CZ] - en_get(m, hw, MC_Z) 4326 if pdz3 < 0 { pdz3 = 0 - pdz3 } 4327 if pdx3 + pdz3 > 2*256 { // your presence stays her hand 4328 let hj2: i64 = en_nth(m, bestj) 4329 if bestd < 220 { 4330 // C3/C5: a TAKING is WITNESSED -- every girl within 16 blocks 4331 // carries the grief as a thought and the fact as gossip (source = 4332 // her own eyes, conf 100). The village REMEMBERS its losses. 4333 let tkx: i64 = en_get(m, hj2, MC_X) 4334 let tkz: i64 = en_get(m, hj2, MC_Z) 4335 var tkk: i64 = 0 - 1 4336 var kwi: i64 = 0 4337 while kwi < en_count(m) { 4338 if en_nth(m, kwi) == hj2 { tkk = kwi } 4339 kwi = kwi + 1 4340 } 4341 en_destroy(m, hj2) 4342 s[S_LOST] = s[S_LOST] + 1 4343 var kwj: i64 = 0 4344 while kwj < en_count(m) { 4345 let hwj: i64 = en_nth(m, kwj) 4346 if hwj > 0 { 4347 var wdx: i64 = en_get(m, hwj, MC_X) - tkx 4348 if wdx < 0 { wdx = 0 - wdx } 4349 var wdz: i64 = en_get(m, hwj, MC_Z) - tkz 4350 if wdz < 0 { wdz = 0 - wdz } 4351 if wdx + wdz < 16*256 { 4352 th_add(base, kwj, TH_SAWTAKEN, 0 - 25, 14400) 4353 if tkk >= 0 { go_add(base, kwj, tkk, GO_TAKEN, 100) } 4354 } 4355 } 4356 kwj = kwj + 1 4357 } 4358 took = 1 4359 } 4360 if bestd >= 220 { if took == 0 { 4361 let txq: i64 = en_get(m, hj2, MC_X) 4362 let tzq: i64 = en_get(m, hj2, MC_Z) 4363 var wv: i64 = 4 4364 if night == 1 { wv = 7 } // she closes faster in the dark 4365 var mx3: i64 = 0 4366 if txq > en_get(m, hw, MC_X) + 32 { mx3 = wv } 4367 if txq < en_get(m, hw, MC_X) - 32 { mx3 = 0 - wv } 4368 var mz3: i64 = 0 4369 if tzq > en_get(m, hw, MC_Z) + 32 { mz3 = wv } 4370 if tzq < en_get(m, hw, MC_Z) - 32 { mz3 = 0 - wv } 4371 en_set(m, hw, MC_X, en_get(m, hw, MC_X) + mx3) 4372 en_set(m, hw, MC_Z, en_get(m, hw, MC_Z) + mz3) 4373 } } 4374 } 4375 } 4376 } } 4377 } 4378 kw = kw + 1 4379 } 4380 // INHERITANCE (the past-DAZ lever, live): two MET girls keeping close company bear a 4381 // DAUGHTER -- her genome FIELD-CROSSED from both parents (the breeders gcross pattern), 4382 // spawned through the certified store (capacity-bounded), cooldown-paced. Display cap 12. 4383 if s[S_BCD] > 0 { s[S_BCD] = s[S_BCD] - 1 } 4384 if s[S_BCD] == 0 { if en_count(m) < MOB_CAP { 4385 var ka: i64 = 0 4386 var born: i64 = 0 4387 while ka < en_count(m) { 4388 if born == 0 { 4389 let ha: i64 = en_nth(m, ka) 4390 if (en_get(m, ha, MC_DISG) & 2) == 2 { 4391 var kb2: i64 = ka + 1 4392 while kb2 < en_count(m) { 4393 if born == 0 { 4394 let hb2: i64 = en_nth(m, kb2) 4395 if (en_get(m, hb2, MC_DISG) & 2) == 2 { 4396 var bdx4: i64 = en_get(m, ha, MC_X) - en_get(m, hb2, MC_X) 4397 if bdx4 < 0 { bdx4 = 0 - bdx4 } 4398 var bdz4: i64 = en_get(m, ha, MC_Z) - en_get(m, hb2, MC_Z) 4399 if bdz4 < 0 { bdz4 = 0 - bdz4 } 4400 if bdx4 + bdz4 < 400 { 4401 let hn: i64 = en_spawn(m) 4402 if hn > 0 { 4403 let ga: i64 = en_get(m, ha, MC_GENE) 4404 let gb: i64 = en_get(m, hb2, MC_GENE) 4405 let pick: i64 = whash(ga, gb, s[S_T]) 4406 var gn: i64 = 0 4407 var fm: i64 = 0 4408 while fm < 8 { 4409 var msk: i64 = 7 4410 if fm == 1 { msk = 24 } 4411 if fm == 2 { msk = 96 } 4412 if fm == 3 { msk = 384 } 4413 if fm == 4 { msk = WATER_MAGIC_1536 } 4414 if fm == 5 { msk = WATER_MAGIC_6144 } 4415 if fm == 6 { msk = GENE_MASK_TEMPERAMENT } // bits 13-15: TEMPERAMENT (bold<->shy) is bred too 4416 if fm == 7 { msk = 983040 } // bits 16-19: BODY NATURE (firmness 16-17 + 4417 // beachwear nature 18-19) bred as one field -- 4418 // un-crossed genome bits default every daughter 4419 // to one body (the class this row eats); pick 4420 // has only 8 hash bits, so 16-19 share fm 7 4421 if ((pick >> fm) & 1) == 1 { gn = gn | (ga & msk) } 4422 if ((pick >> fm) & 1) == 0 { gn = gn | (gb & msk) } 4423 fm = fm + 1 4424 } 4425 en_set(m, hn, MC_GENE, gn) 4426 en_set(m, hn, MC_X, (en_get(m, ha, MC_X) + en_get(m, hb2, MC_X))/2) 4427 en_set(m, hn, MC_Y, en_get(m, ha, MC_Y)) 4428 en_set(m, hn, MC_Z, (en_get(m, ha, MC_Z) + en_get(m, hb2, MC_Z))/2) 4429 var kk: i64 = en_get(m, ha, MC_KIND) 4430 if ((pick >> 6) & 1) == 1 { kk = en_get(m, hb2, MC_KIND) } 4431 en_set(m, hn, MC_KIND, kk) 4432 let da: i64 = en_get(m, ha, MC_DISG) & 1 4433 let db: i64 = en_get(m, hb2, MC_DISG) & 1 4434 var dn: i64 = 0 4435 if da == 1 { if db == 1 { dn = 1 } } 4436 if da != db { dn = (pick >> 7) & 1 } 4437 en_set(m, hn, MC_DISG, dn) 4438 en_set(m, hn, MC_PH, whash(gn, pick, s[S_T]) % WATER_MAGIC_4096) 4439 // seat the newborn's springs + needs (dense tail slot) 4440 let nk9: i64 = en_count(m) - 1 4441 sb_seat_mob((base + O_SOFT) as *i64, nk9, 4442 en_get(m, hn, MC_X)/4, en_get(m, hn, MC_Y)/4, en_get(m, hn, MC_Z)/4) 4443 let nd9: *i64 = (base + O_NEED) as *i64 4444 nd9[nk9*4] = 400 4445 nd9[nk9*4 + 1] = 800 4446 nd9[nk9*4 + 2] = 500 4447 nd9[nk9*4 + 3] = 0 4448 s[S_BCD] = 900 4449 born = 1 4450 } 4451 } 4452 } 4453 } 4454 kb2 = kb2 + 1 4455 } 4456 } 4457 } 4458 ka = ka + 1 4459 } 4460 } } 4461 return 0 4462} 4463 4464// the full FPS control core: fwd/strafe movement, keyboard turn + analog mouselook, keyboard pitch, 4465// jump with real gravity (auto-step <=1.5 blocks stays; 2+ needs a jump), then targeting + edits. 4466func beach_contact_cell_solid(base: i64, x: i64, y: i64, z: i64) -> i64 { 4467 let material: i64=vget(base,x,y,z) 4468 if wsp(base)[P_SURF] == 1 { if wterrain(material) == 1 { return 0 } } 4469 return vsolid(base,x,y,z) 4470} 4471// Construct the same solid-union obstacle for sweep and initial-overlap tests. 4472func beach_contact_union_cell(base: i64, body: *BeachContactBox, obstacle: *BeachContactBox, x: i64, y: i64, z: i64) -> i64 { 4473obstacle.min_x=x*256; obstacle.max_x=(x+1)*256 4474obstacle.min_y=y*256; obstacle.max_y=(y+1)*256 4475obstacle.min_z=z*256; obstacle.max_z=(z+1)*256 4476// A zero-width footprint may lie on a grid seam. Shared solid faces are 4477// interior to the union; an exposed wall face remains tangential contact. 4478var joined_x: i64=0 4479if body.min_x == body.max_x && body.min_x == obstacle.min_x { 4480 if beach_contact_cell_solid(base,x-1,y,z) == 1 { 4481 obstacle.min_x=obstacle.min_x-256; joined_x=1 4482 } 4483} 4484if body.min_z == body.max_z && body.min_z == obstacle.min_z { 4485 var join_z: i64=beach_contact_cell_solid(base,x,y,z-1) 4486 if joined_x == 1 { if beach_contact_cell_solid(base,x-1,y,z-1) == 0 { join_z=0 } } 4487 if join_z == 1 { obstacle.min_z=obstacle.min_z-256 } 4488} 4489 4490 return 0 4491} 4492func beach_contact_world_sweep(base: i64, body: *BeachContactBox, obstacle: *BeachContactBox, result: *BeachContactResult, axis: i64, delta_q8: i64) -> i64 { 4493 var minx: i64=body.min_x 4494 var miny: i64=body.min_y 4495 var minz: i64=body.min_z 4496 var maxx: i64=body.max_x 4497 var maxy: i64=body.max_y 4498 var maxz: i64=body.max_z 4499 if axis == 0 { if delta_q8 < 0 { minx=minx+delta_q8 } else { maxx=maxx+delta_q8 } } 4500 if axis == 1 { if delta_q8 < 0 { miny=miny+delta_q8 } else { maxy=maxy+delta_q8 } } 4501 if axis == 2 { if delta_q8 < 0 { minz=minz+delta_q8 } else { maxz=maxz+delta_q8 } } 4502 let x0: i64=wclamp(minx >> 8,0,WX-1) 4503 let y0: i64=wclamp(miny >> 8,0,WY-1) 4504 let z0: i64=wclamp(minz >> 8,0,WZ-1) 4505 var x1: i64=wclamp((maxx-1) >> 8,0,WX-1) 4506 var y1: i64=wclamp((maxy-1) >> 8,0,WY-1) 4507 var z1: i64=wclamp((maxz-1) >> 8,0,WZ-1) 4508 if maxx == minx { x1=x0 } 4509 if maxy == miny { y1=y0 } 4510 if maxz == minz { z1=z0 } 4511 result.delta_q8=delta_q8 4512 result.initial_overlap=0 4513 result.hit_material=0 4514 var y: i64=y0 4515 while y <= y1 { 4516 var z: i64=z0 4517 while z <= z1 { 4518 var x: i64=x0 4519 while x <= x1 { 4520 let material: i64=vget(base,x,y,z) 4521 let solid: i64=beach_contact_cell_solid(base,x,y,z) 4522 if solid == 1 { 4523 beach_contact_union_cell(base,body,obstacle,x,y,z) 4524 if beach_contact_overlap(body,obstacle) == 1 { result.initial_overlap=1 } 4525 let clipped: i64=beach_contact_clip(body,obstacle,axis,result.delta_q8) 4526 if clipped != result.delta_q8 { result.hit_material=material; result.delta_q8=clipped } 4527 } 4528 x=x+1 4529 } 4530 z=z+1 4531 } 4532 y=y+1 4533 } 4534 return result.delta_q8 4535} 4536 4537// Dedicated fixed scratch is outside the persisted save image. No per-frame allocation. 4538func wc_contact_body(base: i64) -> *BeachContactBox { return (base+O_CONTACT) as *BeachContactBox } 4539func wc_contact_obstacle(base: i64) -> *BeachContactBox { return (base+O_CONTACT+CONTACT_BOX_WORDS*8) as *BeachContactBox } 4540func wc_contact_result(base: i64) -> *BeachContactResult { return (base+O_CONTACT+2*CONTACT_BOX_WORDS*8) as *BeachContactResult } 4541func wc_contact_state(base: i64) -> *i64 { return (base+O_CONTACT+(2*CONTACT_BOX_WORDS+CONTACT_RESULT_WORDS)*8) as *i64 } 4542// Flags report initial overlap, axes that clipped a requested sweep, and last hit material. 4543func contact_initial_overlap_impl(base: i64) -> i64 { return wc_contact_state(base)[0] } 4544func contact_clipped_axes_impl(base: i64) -> i64 { return wc_contact_state(base)[1] } 4545func contact_material_impl(base: i64) -> i64 { return wc_contact_state(base)[2] } 4546func wc_player_body(base: i64, x: i64, y: i64, z: i64) -> i64 { 4547 let body: *BeachContactBox=wc_contact_body(base) 4548 // Legacy horizontal point footprint is explicit, not an anatomical body-width claim. 4549 body.min_x=x; body.max_x=x 4550 body.min_y=y-EYE; body.max_y=y+128 4551 body.min_z=z; body.max_z=z 4552 return 0 4553} 4554func wc_player_sweep(base: i64, x: i64, y: i64, z: i64, axis: i64, delta: i64) -> i64 { 4555 wc_player_body(base,x,y,z) 4556 let result: *BeachContactResult=wc_contact_result(base) 4557 let moved: i64=beach_contact_world_sweep(base,wc_contact_body(base),wc_contact_obstacle(base),result,axis,delta) 4558 let audit: *i64=wc_contact_state(base) 4559 if result.initial_overlap == 1 { audit[0]=1 } 4560 if moved != delta { audit[1]=audit[1] | (1 << axis); audit[2]=result.hit_material } 4561 return moved 4562} 4563// A bilinear field is linear along each axis inside one grid cell. Its maximum 4564// on an axis path is therefore at an endpoint or crossed grid boundary. 4565func wc_player_field_path_max(base: i64, x: i64, z: i64, axis: i64, delta: i64) -> i64 { 4566 var endx: i64=x 4567 var endz: i64=z 4568 if axis == 0 { endx=endx+delta } else { endz=endz+delta } 4569 var highest: i64=wc_surface_source(base,x,z) 4570 let endfloor: i64=wc_surface_source(base,endx,endz) 4571 if highest < 0 || endfloor < 0 { return -1 } 4572 if endfloor > highest { highest=endfloor } 4573 var lo: i64=x 4574 if axis == 2 { lo=z } 4575 var hi: i64=lo+delta 4576 if hi < lo { let swap: i64=lo; lo=hi; hi=swap } 4577 var boundary: i64=((lo >> 8)+1)*256 4578 while boundary < hi { 4579 var bx: i64=x 4580 var bz: i64=z 4581 if axis == 0 { bx=boundary } else { bz=boundary } 4582 let sample: i64=wc_surface_source(base,bx,bz) 4583 if sample < 0 { return -1 } 4584 if sample > highest { highest=sample } 4585 boundary=boundary+256 4586 } 4587 return highest 4588} 4589func wc_player_field_clip(base: i64, x: i64, y: i64, z: i64, axis: i64, delta: i64) -> i64 { 4590 if wsp(base)[P_SURF] != 1 { return delta } 4591 let feet: i64=y-EYE 4592 let full: i64=wc_player_field_path_max(base,x,z,axis,delta) 4593 if full >= 0 && full <= feet { return delta } 4594 var extent: i64=delta 4595 var sign: i64=1 4596 if extent < 0 { extent=0-extent; sign=-1 } 4597 var lo: i64=0 4598 var hi: i64=extent 4599 while hi-lo > 1 { 4600 let mid: i64=(lo+hi)/2 4601 let height: i64=wc_player_field_path_max(base,x,z,axis,mid*sign) 4602 if height >= 0 && height <= feet { lo=mid } else { hi=mid } 4603 } 4604 return lo*sign 4605} 4606func wc_player_support(base: i64, x: i64, z: i64, ceiling: i64) -> i64 { 4607 let floor: i64=wc_contact_floor_below_q(base,x,z,WY-1,ceiling) 4608 if floor < 0 { return -1 } 4609 var stand: i64=floor+EYE 4610 let water: i64=wsp(base)[P_WATER] 4611 let water_stand: i64=(water+1)*256+EYE-96 4612 if stand < water_stand { if vget(base,x >> 8,water,z >> 8) == 4 { stand=water_stand } } 4613 return stand 4614} 4615func wc_player_axis_apply(base: i64, axis: i64, requested: i64, can_step: i64) -> i64 { 4616 let contact: *BeachContactResult=wc_contact_result(base) 4617 if requested == 0 { return 0 } 4618 let s: *i64=wst(base) 4619 let x: i64=s[S_CX] 4620 let y: i64=s[S_CY] 4621 let z: i64=s[S_CZ] 4622 var moved: i64=wc_player_sweep(base,x,y,z,axis,requested) 4623 if contact.initial_overlap == 1 { return 0 } 4624 moved=wc_player_field_clip(base,x,y,z,axis,moved) 4625 if can_step == 1 && moved != requested { 4626 var targetx: i64=x 4627 var targetz: i64=z 4628 if axis == 0 { targetx=targetx+requested } else { targetz=targetz+requested } 4629 // Existing controller allowance is retained. The trajectory, not just its destination, must fit. 4630 let allowance: i64=384 4631 let target: i64=wc_player_support(base,targetx,targetz,y-EYE+allowance) 4632 var raised: i64=target 4633 var path_valid: i64=1 4634 if wsp(base)[P_SURF] == 1 { 4635 let path_floor: i64=wc_player_field_path_max(base,x,z,axis,requested) 4636 if path_floor < 0 { path_valid=0 } 4637 if path_floor+EYE > raised { raised=path_floor+EYE } 4638 } 4639 let rise: i64=raised-y 4640 if target >= 0 && path_valid == 1 && rise > 0 && rise <= allowance { 4641 let up: i64=wc_player_sweep(base,x,y,z,1,rise) 4642 if up == rise && contact.initial_overlap == 0 { 4643 let across: i64=wc_player_sweep(base,x,raised,z,axis,requested) 4644 if across == requested && contact.initial_overlap == 0 { 4645 let down: i64=wc_player_sweep(base,targetx,raised,targetz,1,target-raised) 4646 if contact.initial_overlap == 0 { 4647 s[S_CX]=targetx; s[S_CZ]=targetz; s[S_CY]=raised+down 4648 s[S_GROUNDED]=1 4649 return requested 4650 } 4651 } 4652 } 4653 } 4654 } 4655 if axis == 0 { s[S_CX]=x+moved } else { s[S_CZ]=z+moved } 4656 return moved 4657} 4658func wc_player_vertical_apply(base: i64, jump: i64) -> i64 { 4659 let contact: *BeachContactResult=wc_contact_result(base) 4660 let s: *i64=wst(base) 4661 // An unresolved occupied/out-of-window position cannot fall farther through geometry. 4662 if wc_player_recover(base) < 0 { s[S_VY]=0;s[S_GROUNDED]=0;return s[S_CY] } 4663 let oldy: i64=s[S_CY] 4664 var velocity: i64=s[S_VY] 4665 if jump == 1 && s[S_GROUNDED] == 1 { velocity=JUMPV } 4666 velocity=velocity-GRAV 4667 if velocity < 0-VTERM { velocity=0-VTERM } 4668 let requested: i64=velocity 4669 let moved: i64=wc_player_sweep(base,s[S_CX],oldy,s[S_CZ],1,requested) 4670 var nexty: i64=oldy+moved 4671 s[S_GROUNDED]=0 4672 if moved != requested { 4673 velocity=0 4674 if requested < 0 && contact.initial_overlap == 0 { s[S_GROUNDED]=1 } 4675 } 4676 // Field and existing water support use the same position as structural sweeps. 4677 let stand: i64=wc_player_support(base,s[S_CX],s[S_CZ],oldy-EYE) 4678 if requested <= 0 && stand >= 0 && nexty <= stand { 4679 if stand <= oldy { nexty=stand; velocity=0; s[S_GROUNDED]=1 } 4680 else { 4681 let lift: i64=wc_player_sweep(base,s[S_CX],oldy,s[S_CZ],1,stand-oldy) 4682 nexty=oldy+lift; velocity=0 4683 if nexty == stand && contact.initial_overlap == 0 { s[S_GROUNDED]=1 } 4684 } 4685 } 4686 s[S_CY]=nexty 4687 s[S_VY]=velocity 4688 return nexty 4689} 4690func wc_player_motion(base: i64, mx: i64, mz: i64, jump: i64) -> i64 { 4691 let audit: *i64=wc_contact_state(base) 4692 audit[0]=0; audit[1]=0; audit[2]=0 4693 let s: *i64=wst(base) 4694 wc_player_axis_apply(base,0,mx,s[S_GROUNDED]) 4695 wc_player_axis_apply(base,2,mz,s[S_GROUNDED]) 4696 return wc_player_vertical_apply(base,jump) 4697} 4698 4699func apply2_impl(base: i64, fwd: i64, strafe: i64, turn: i64, 4700 lookx: i64, looky: i64, pit: i64, jump: i64, brk: i64, plc: i64) -> i64 { 4701 let s: *i64 = wst(base) 4702 let dp59: i64 = wsp(base)[P_DAYPHASE] 4703 if dp59 > 0 { if s[S_DPAPPLIED] != dp59 { s[S_T] = dp59; s[S_DPAPPLIED] = dp59 } } // GE59: a poked day phase re-bases the clock ONCE per distinct value (0 = the DAYLEN/4 boot phase, untouched) 4704 s[S_T] = s[S_T] + 1 4705 s[S_YAW] = s[S_YAW] + turn*TURN + lookx*LOOKS 4706 if s[S_YAW] < 0 { s[S_YAW] = s[S_YAW] + 2*IT_PI } 4707 if s[S_YAW] >= 2*IT_PI { s[S_YAW] = s[S_YAW] - 2*IT_PI } 4708 s[S_PITCH] = wclamp(s[S_PITCH] + pit*PITCHV - looky*LOOKS, 0 - PITCH_MAX, PITCH_MAX) 4709 let sy: i64 = it_sin4096(s[S_YAW]) 4710 let cy2: i64 = it_cos4096(s[S_YAW]) 4711 // Resolve the actual body pose before committing either horizontal or vertical motion. 4712 let mx: i64 = (sy*fwd + cy2*strafe)*SPEED/WATER_MAGIC_4096 4713 let mz: i64 = (cy2*fwd - sy*strafe)*SPEED/WATER_MAGIC_4096 4714 let ny: i64 = wc_player_motion(base,mx,mz,jump) 4715 // void-fall rescue: below the world floor (edge slip despite the wall) -