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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_gait_candidate_t139.nx" // GE31/GE23: the ONE NXA clip evaluator -- the cast's joint rows are computed HERE, not in page JS 25import "nx_morf_draw_core.nx" 26import "nx_nxa_morf_draw_admit.nx" 27import "_hdl_build/nx_entity_store.nx" 28import "_hdl_build/nx_gamesave_core.nx" 29import "nx_indoorgen_data.nx" 30// GE14a: the PURE staged-terrain core (six parameter fields -> spline -> relief/erosion). 31// Allocator-free and syscall-free, which is the only reason it can live in this wasm target -- 32// nx_worldpipe's hydrology and erosion BAKES allocate and stay NAS-side (rung GE14b). 33import "nx_worldpipe_core.nx" 34// THE ONE GEN-TIME RECIPE ALLOWLIST (2026-09-04): init_impl_v's gok9 chain, nx_world_snap and nx_game_page_emit's 35// NXGP passes all read genp_gen_ok from this lib, so an index admitted to the engine reaches the instrument and 36// the page in the same edit. Pure arithmetic, wasm-safe. nx_wasm_craft_gate T90 pins every P_* slot to it. 37import "nx_genp_allow_lib.nx" 38// GE32: frame-budget telemetry -- the window, percentiles and spike count are computed HERE from the raw 39// rAF interval the page feeds through perf_frame, so the served HUD and the pacing referee gate read ONE 40// ruler. Allocation-free and syscall-free like everything else in this target. 41import "nx_perf_lib.nx" 42import "nx_beach_release_recipe_move_t72.nx" 43import "nx_beach_contact_sweep.nx" 44const WATER_MAGIC_16777216: i64 = 16777216 45const EJRN_HASH_MUL: i64 = 40503 46const WATER_MAGIC_33554431: i64 = 33554431 47const TERRAIN_HASH_X: i64 = 374761393 48const TERRAIN_HASH_Z: i64 = 668265263 49const TERRAIN_HASH_SEED: i64 = 1442695041 50const SAVE_CK_MASK: i64 = 4611686018427387903 51const TERRAIN_HASH_MIX: i64 = 1274126177 52const RAY_HUGE: i64 = 1099511627776 53const WATER_MAGIC_65536: i64 = 65536 54const WATER_MAGIC_4096: i64 = 4096 55const WATER_MAGIC_1048576: i64 = 1048576 56const WATER_MAGIC_1536: i64 = 1536 57const WATER_MAGIC_6144: i64 = 6144 58const GENE_MASK_TEMPERAMENT: i64 = 57344 59const SAVE_CK_SEED: i64 = 1469598103 60const SAVE_CK_PRIME: i64 = 1099511 61const WATER_MAGIC_2400: i64 = 2400 62const WATER_MAGIC_2500: i64 = 2500 63const WATER_MAGIC_1400: i64 = 1400 64const CRAFT_DEFAULT_SEED: i64 = 20260728 65 66// ★4K-CLASS NATIVE, SCALED TO THE HARDWARE (operator 2026-08-14: "significantly worse ... up and 67// beyond 4k resolution ... scaling to the available hardware"). The WebGL path used to render at true 68// device resolution while this rasteriser was pinned at 480x300 and CSS-stretched to 1920 -- a 4x linear 69// upscale, which is exactly what "significantly worse" was. 70// W/H are the FRAMEBUFFER, and the renderer derives rw=W/q, rh=H/q, foc=W/(2q) -- so FOV is invariant 71// under q BY CONSTRUCTION and the adaptive controller is the thing that scales to the hardware. 72// 1920x1200 keeps the old 16:10 aspect EXACTLY, so framing is unchanged -- it is 4x the linear detail 73// and 16x the AREA of the 480x300 this replaces. 74// ★THE SAFETY PROPERTY THAT MAKES THIS NON-REGRESSIVE: at q=8 this is rw=240, rh=150, foc=120 -- 75// byte-for-byte the old default. The initial q is 8, so the first frame costs what it always did; the 76// controller only refines toward q=1 (one ray per pixel) when frames measure under 11ms. 77// ★CEILING CHOSEN FROM THE MEMORY ENVELOPE, NOT TASTE: pixels are i64 because this language has no 78// 32-bit pointer type (MEASURED: 0 hits for `as *u32` across 23,072 sources, coverage complete), so 79// the framebuffer costs W*H*8 = 18.4 MB. A 3840x2400 ceiling would cost 73.7 MB to expose a q=1 that 80// is unreachable anyway -- 9.2M DDA rays per frame is seconds, not milliseconds. Real 4K needs 4-byte 81// pixels plus SIMD, not a bigger constant here; raising W alone buys memory, not detail. 82// ★THE CEILING IS BOUNDED BY THE WASM LINEAR MEMORY, AND THAT BOUND IS NOT NEGOTIABLE BY TASTE. 83// The WAT backends size linear memory FROM THIS MODULE (2026-08-18): they read the 84// `static nx_wasm_pages_req` contract row below at emit time, so the page count has ONE 85// owner (this file) instead of the three drifting copies that shipped 192-vs-364 and 86// fail-closed the lane. (The AHEAD reconciliation that gated this: the 21 "lost" strings 87// were superseded rewords of nx_parse diagnostics, proven live by fixture.) A 1920x1200 framebuffer at O_FB needs 88// 3,590,528 + 18,432,000 = 22,022,528 bytes, i.e. 9.4 MB PAST THE END, so every render trapped with 89// "index out of bounds" and /craft went black. Shipped and caught in production 2026-08-14. 90// 1200x750 keeps the 16:10 aspect and needs 3,590,528 + 7,200,000 = 10,790,528, leaving 1,792,384 91// bytes of headroom inside the same 192 pages. It is still 2.5x the linear detail and 6.25x the AREA 92// of the 480x300 this replaced. 93// ★AND IT KEEPS EXACT PARITY WITH THE OLD DEFAULT: at Q_START=5, rw = 1200/5 = 240, rh = 750/5 = 150, 94// foc = 1200/(2*5) = 120 -- byte-for-byte the pre-change frame, so no machine is worse off. 95// WASM_MEM_BYTES below mirrors the backend's page count so nx_wasm_craft_gate can REFUSE a ceiling 96// that does not fit; the real remedy is for the backend to size pages from the module's own arena 97// rather than a constant, and that is owed. 98// ★THE RENDER CEILING IS THE PAGE'S OWN DISPLAY CAP, NOT A TASTE (operator 2026-08-17: "why these 99// arbitrary resolution rates"): the emitted page has always capped the canvas at min(98vw,1920px) -- 100// the ceiling below and that cap were TWO constants describing ONE thing, and at 1200 the render 101// ceiling silently bound first on every desktop display. Now the ceiling IS the cap (1920 wide at 102// the shipped 16:10 aspect); which fraction of it a device actually renders is decided PER DEVICE by 103// the adaptive controller against that device's own measured budget -- no resolution number below 104// this line is chosen by hand. 105const W: i64 = 1920 106const H: i64 = 1200 107const WASM_PAGE_BYTES: i64 = 65536 108// pages = ceil(CRAFT_TOTAL / page) + the previously PROVEN slack. ceil alone is 339 (339*65536 = 109// 22,216,704 >= CRAFT_TOTAL 22,216,352); the +25 pages carry forward the old configuration's 110// measured-working headroom class (~1.6MB) as the runtime/shim allowance -- honestly UNMEASURED 111// whether anything needs it, so it is kept, named, and gate T60 pins the fit while the wasm-vm 112// gate's PAINTS tooth proves the module actually runs inside what it declares. 113const WASM_PAGES: i64 = 364 114const WASM_MEM_BYTES: i64 = WASM_PAGES * WASM_PAGE_BYTES 115// MODULE-OWNED PAGE SIZING, BLOCKED AT THE ENCODER (2026-08-18): the WAT backends 116// (wat_mem_pages in nx_wasm/nx_wasm_scalararm) READ a module-declared 117// `static nx_wasm_pages_req: i64 = WASM_PAGES` and size linear memory from it -- 118// mechanism shipped and bite-proven. But nxasm_x86 refuses ANY nonzero-init 119// writable static (G3_NONZERO_INIT_STATIC_UNSUPPORTED_BOTH_LANES: GNU .rodata 120// would fault the first write, nxasm ignores .data wholesale), so declaring it 121// here breaks every NATIVE importer of this engine (the gate). Until nxasm 122// grows .data placement (debt filed with this exact spec), the page count rides 123// the backends' WAT_MEM_PAGES_DEFAULT and the vm-gate's FITS tooth is the 124// drift catcher -- it refused the 192-era wasm and will refuse the next drift. 125// DO NOT re-add the static until `nx_sov_build_run nx_wasm_craft_gate` compiles. 126const RES: i64 = 2 // ray per RESxRES pixel block (240x150 rays) 127const RW: i64 = 240 128const RH: i64 = 150 129const FOC: i64 = 120 // ~90 degree fov at RW=240 130// ★THE ADAPTIVE RANGE, WIDENED AT BOTH ENDS so "scale to the hardware" is real in both directions. 131// q divides the framebuffer: q=1 is 1920x1200 (one ray per pixel) and q=24 is 80x50. 132// Q_START=8 reproduces the OLD default exactly (1920/8=240 x 1200/8=150 rays, foc 1920/16=120), so 133// weak hardware is never worse off than it was and strong hardware can now actually be used. 134const Q_MAX: i64 = 24 135const Q_START: i64 = 5 136 137// ★A DEPTH BUFFER THAT COSTS ZERO BYTES. The compare board's skinned-characters-in-world row names its 138// blocker as "seed a depth buffer from the voxel pass so terrain occludes limbs correctly". 139// ⚠THE CONTRACT SYMBOL IS DELIBERATELY NOT SPELLED HERE. The compare generator measures whether the 140// symbol EXISTS in source, and it does not strip comments -- so naming it in prose flipped the published 141// row to LANDED with no capability behind it (measured: coverage jumped 500 to 525 permil on a comment). 142// A completion signal that keys on a name rewards writing the name; a scanner that does not skip comments 143// measures the documentation, not the code. Ship the function, then the row flips honestly. 144// A separate buffer cannot exist here: the WAT backend emits 192 wasm pages = 12,582,912 145// bytes and the arena already uses 10,790,528, leaving 1,792,384 -- while a full-resolution depth plane 146// would need another W*H*8 = 7,200,000. Shipping one would black out /craft exactly as the 1920x1200 147// framebuffer did on 2026-08-14. 148// The room was already there: a pixel is an i64 carrying a 24-bit packed colour, so 40 bits sit unused 149// every frame. The voxel pass ALREADY computes the crossing-t it needs for shading and then throws it 150// away. Depth now rides bits 32..55 of the same word and is stripped in one pass before the frame is 151// published, so no consumer -- page blit, gate frame scans, PNG proof -- ever sees a changed format. 152const FB_COLOR_MASK: i64 = 16777215 153const FB_DEPTH_SHIFT: i64 = 32 154const FB_DEPTH_MAX: i64 = 16777215 155 156// ★THE WIDTH THE HUD PIXEL SIZES WERE AUTHORED AT. Every HUD length below is scaled by rw/HUD_DESIGN_W 157// rather than held as a raw pixel count, for the same reason mob_draw's billboard cap is a fraction: a 158// constant pixel size means a different FRACTION OF THE SCREEN at every resolution, and the canvas is 159// sized to rw x rh and upscaled by the browser, so the fraction is what the player actually sees. 160const HUD_DESIGN_W: i64 = 480 161const HUD_PIP_MAX: i64 = 24 162const HUD_HOTBAR_N: i64 = 7 163 164const WX: i64 = 128 // world blocks (v2: 4x the area, taller) 165const WY: i64 = 48 166const WZ: i64 = 128 167const WATER_H: i64 = 9 168 169// FARMING-LIFE blocks (roadmap B1/B2): wetness lives IN the id and crops are separate stage ids, 170// so the v6 save format is UNTOUCHED -- voxels + the edit journal already persist every farm cell. 171const B_FARM: i64 = 12 // tilled farmland, dry 172const B_CROP0: i64 = 13 // crop sprout (placed by SEEDS onto farmland) 173const B_CROP1: i64 = 14 // crop growing 174const B_CROP2: i64 = 15 // crop MATURE -- breaking it is the HARVEST 175const B_FARMW: i64 = 16 // farmland, wet (rain or water within the 5x5 ring) 176 177// ★THE FRAMEBUFFER MOVED TO THE END OF THE ARENA so it can GROW without shifting a single other 178// offset. Every block below (O_ST .. O_GENP) keeps its absolute address, which is what makes a 16x 179// resolution change a 4-constant edit instead of a 12-offset relayout nobody could verify. 180// The 1,152,000 bytes at offset 0 are now unused and reclaimable -- stated, not hidden. 181const O_FB: i64 = 3592832 // W*H i64 packed R|G<<8|B<<16 (at the arena tail; see CRAFT_TOTAL) 182const O_ST: i64 = 1152000 // 64 state slots 183const O_INPUT: i64 = 1152512 // nx_input_abstract arena (64 words) 184const O_VOX: i64 = 1153024 // WX*WY*WZ u8 blocks 185const O_MOBS: i64 = 1939456 // nx_entity_store arena (certified part): en_bytes(16,7)=1632 186const MOB_CAP: i64 = 16 187const MOB_NCOMP: i64 = 7 188const MOB_BYTES: i64 = 1632 189const O_SPEC: i64 = 1941120 // GAME SPEC block (64 words) -- AFTER the arena's 1632B end 190const O_EJRN: i64 = 1941760 // EDIT JOURNAL: 8192 packed i64 hash slots at ABSOLUTE world 191 // coords (v6 streaming). Reuses the pre-v6 save staging spot. 192const EJRN_SLOTS: i64 = 8192 193const EJRN_BYTES: i64 = 65536 194const O_SAVE: i64 = 2730336 // v6 save image (relocated past MOBAUX): 128B header + voxels 195 // + mob arena + edit journal. The page reads save_off() so the 196 // relocation is invisible to every surface. 197const SAVE_HDR: i64 = 128 198const SAVE_BODY: i64 = 853600 // WX*WY*WZ + MOB_BYTES + EJRN_BYTES 199const SAVE_BODY_V5: i64 = 788064 // pre-streaming body (load-compat: v5 saves still open) 200const SAVE_LEN: i64 = 853728 // SAVE_HDR + SAVE_BODY 201const CRAFT_BYTES: i64 = 3584064 // O_SAVE + SAVE_LEN 202const O_MOBAUX: i64 = 2729952 // 16 mobs x (dx,dz,dy) last-applied step, i64 triples 203 // (384B, fits the 544B rounding slack past the save image; 204 // save format untouched). NON-PERSISTED display truth. 205 // The page's heading/speed used to be a JS derivative of 206 // positions -- a workaround; the ORGAN owns motion, so it 207 // exports the applied step incl the vertical component 208 // (climb cadence needs dy). 209// GAIT-1 -- 16 mobs x 1 word FACING (it-units, IT_PI = a half turn; forward = (sin,cos) in x,z, 210// the SAME convention the camera basis at mob_draw and the wander drive already use, so this 211// engine has ONE yaw convention and not two). 128B in the same free band as O_MOBVY: 212// 2729696 + 128 = O_MOBVY, and O_EJRN ends at 2007296, so 2007296..2729696 is unallocated -- 213// the region is carved exactly the way O_MOBVY was and the save format is untouched for the 214// same reason. NON-PERSISTED: a zero arena faces +z, and every write is a deterministic 215// function of arena state, so the T4/T17 two-arena checksums hold by construction. 216// ⚠WHY A STATE WORD AND NOT A DERIVATIVE OF THE LAST STEP: a heading recomputed from the 217// current step every tick IS the wobble. The steering below is an 8-direction bang-bang signal 218// whose per-axis sign can flip in a single tick, so any facing derived from it inherits every 219// one of those flips. The low-pass has to live somewhere; this is that somewhere, one word. 220const O_MOBHDG: i64 = 2729696 221const O_MOBVY: i64 = 2729824 // GE12: 16 mobs x 1 word VERTICAL VELOCITY Q8/tick (128B, the slack 222 // directly BEFORE O_MOBAUX: 2729824 + 128 = O_MOBAUX; free since 223 // O_EJRN ends at 2007296). NON-PERSISTED: a zero arena is AT REST 224 // by construction and every write derives from deterministic 225 // state, so the T4/T17 two-arena checksums hold. 226const O_SOFT: i64 = 3584064 // A4 soft-body springs: 16 mobs x SB_PTS(6, R7 regions) x SD_STRIDE words. 227 // NON-PERSISTED display truth (pure function of root motion; 228 // re-seated on init/load/shift/summon -- the MOBAUX pattern). 229const O_NEED: i64 = 3588672 // C1 needs: 16 mobs x 4 words (hunger, energy, social, spare). 230 // NON-PERSISTED; re-seeded deterministically on init/load. 231const O_MIND: i64 = 3589184 // C3/C5 THE INNER LIFE: 16 girls x 24 words -- 8 THOUGHT 232 // slots (id<<8 | mag+128, expiry-tick) then 4 GOSSIP slots 233 // (subj<<16 | pred<<8 | conf, born-tick). NON-PERSISTED; 234 // every write derives from deterministic state, so the 235 // T4/T17 two-arena checksums hold by construction. 236const O_PASS: i64 = 3592256 // THE TRAVELER'S PASSPORT (the isekai carry): the 237 // CHARACTER crosses worlds while each world keeps its own 238 // v6 save. Wire = 12 words (magic ver charseed broken 239 // placed harv plant found lost ticks worldmask ck); 240 // words 16-24 = the in-arena delta SNAPSHOT so a world 241 // reload never double-counts a deed into the ledger. 242const PASS_MAGIC: i64 = 20260802001 243const PASS_LEN: i64 = 192 // 24 wire words: [0]magic [1]ver [2]charseed [3]broken 244 // [4]placed [5]harv [6]plant [7]found [8]lost [9]ticks 245 // [10]worldmask [11]party-count [12..20]=3x(kind,disg, 246 // gene) -- COMPANIONS CROSS WORLDS with their bond and 247 // bred genome intact -- [21]ck. Snapshot at words 32+. 248const O_GENP: i64 = 3592640 // W1c GEN-TIME RECIPE OVERRIDES (192B): [0] magic, [1] n, 249 // then idx,val pairs x11. Written by the page (NXGP block) 250 // or a native harness BEFORE init_v; init applies them 251 // AFTER wc_spec identity defaults and BEFORE genworld, so 252 // terrain-shape rows (0..6, 59, 60) become world DATA. 253 // Zero region (fresh arena) = no overrides by construction. 254const GENP_MAGIC: i64 = 20260813001 255const GENP_MAXP: i64 = 11 256// ★WRITTEN AS THE ARITHMETIC, NOT AS A TYPED-OUT TOTAL. The framebuffer TAILS the arena, so the 257// total is the pre-framebuffer arena plus the frame itself. Typing the sum by hand is what let the 258// ceiling silently outgrow the wasm linear memory: a hand-computed 22,022,528 looks exactly as 259// authoritative as a correct one. As arithmetic it re-derives itself whenever W, H or O_FB move, 260// and nx_wasm_craft_gate asserts it against WASM_MEM_BYTES so it can never again exceed the module's 261// own memory without the gate going RED first. 262// ★R21 SKINNED-CHARACTER RIG REGION (wc_mob_mesh). ONE rig per arena, shared by every girl: geometry is 263// species data, pose+genome are per-girl -- the same split the body canon uses (species = parameters, 264// individuals = seeded variation). The rig TAILS the framebuffer so every existing offset is untouched. 265const O_RIG: i64 = O_FB + W*H*8 266// == sk_bytes() (256 + 32*256 + 2048*64 + 2048*24 + 64). A const cannot call a func, so the value is 267// written out ONCE here and the gate asserts RIG_BYTES == sk_bytes() -- the derived-constant discipline: 268// the duplicate exists, and it CANNOT drift without a RED. 269const RIG_BYTES: i64 = 188736 270const O_PROJ: i64 = O_RIG + RIG_BYTES 271const PROJ_MAXV: i64 = 211 // projected-vertex slots == RIG_VERT_TOTAL (declared beside the 272 // rig tables; a const cannot forward-reference, so the value is 273 // written out ONCE here and gate T67 asserts the two are EQUAL 274 // and that the built rig fits -- the same derived-constant 275 // discipline as RIG_BYTES/T62. A silent overflow here is the 276 // pmboard zero-byte class: the projection loop would write past 277 // O_PROJ into the skin scratch with no error at all. 278const PROJ_BYTES: i64 = PROJ_MAXV * 24 279const O_SKIN3: i64 = O_PROJ + PROJ_BYTES // 3-word sRGB scratch for nx_skin_ita's out3 (wasm has no 280 // mmap; every buffer is an arena offset) 281// ===================================================================================================== 282// H1 -- STRAND GUIDES IN THE ENGINE (2026-08-31). Operator standing order: "i dont want js powering any of 283// this it should be emitting all the way from the first byte up via nishi lang and nishi ecosystem". The 284// per-girl hair guide simulation -- rest curves from the asset's own HSTR section, colliders FITTED from the 285// asset's own rig (VERT/SKEL/DYNA), a per-tick solver (spring-to-rest + damping + gravity + the world's wind 286// field + the girl's own motion as an inertial drag), follow-the-leader length projection alternating with 287// capsule push-out, DFTL velocity correction, and the 2-nearest-guide render weights -- lives HERE as arena 288// state. The page may do exactly two things with it: copy the asset's raw section BYTES into the scratch 289// below once at load (never a computed value), and copy the export block OUT to a GL texture each frame. 290// Every number a visitor sees on a strand is computed in this file. 291// UNITS: the NXA's bind (mesh) space, z up, integers. Blocks -> bind units through the page's own pairing 292// (HG_UNITS_PER_178CM per 1.78 m of stature; GPE_UNITS_PER_178CM in the emitter is the same pairing). 293// TICK: HG_TPS per second -- the fixed sim cadence the page's accumulator steps (16.6667 ms) and 294// nx_hairdyn_lib's hd_ticks_per_s() derives (sqrt(SB_MHZ_TICK_SQ)/1000 = 60). 295// PLANT: SB_K_HAIR / SB_C_HAIR over SD_G -- the gate-pinned hair plant of nx_softbind, unchanged, so every 296// guide answers with the stiffness and damping the retired one-chain page solver had. 297// FRAME: each guide is solved in HER bind space with the root pinned to its rest root; her world step 298// enters as the viscous drag a world-frame damper exerts (the incumbent lag at walking speed), her heading 299// rotates the world wind and step into bind space (the page's own R(-hdg).(m.x,m.z,-m.y) composition). 300// Colliders are the BIND-pose body (the same v1 limit the dress overlay declares: an extreme swing can clip). 301// ===================================================================================================== 302const WC_CAST_N: i64 = 12 // the cast genmobs places (placed < WC_CAST_N); hair state is sized to it 303const HG_MOBS: i64 = WC_CAST_N 304const HG_NP: i64 = 8 // points per HSTR strand: the section contract (GR_PTS in nx_nxa_groom) 305const HG_W: i64 = HG_NP*3 // words per strand (GR_WORDS) 306const HG_NSEG: i64 = HG_NP - 1 307const HG_REND_MAX: i64 = 1200 // render strands: the page's shipped NXH_GUIDES budget, PRESERVED and moved here 308const HG_SIM: i64 = 128 // simulated guides per girl. PICKED, named as picked: 1200/128 = 9.4 render 309 // strands per guide sits inside the guide/follow band real-time hair ships 310 // (TressFX: 4..16 follow hairs per simulated guide); bounded above by the 311 // arena fit (T60) and the WebGL2 texture floor (HG_MOBS*HG_SIM/HG_TEX_SR rows) 312const HG_TEX_SR: i64 = 4 // strands per guide-texture row: rows = strands/4 keep every hair texture under 313 // the WebGL2 MAX_TEXTURE_SIZE minimum (2048) at HG_REND_MAX and HG_MOBS*HG_SIM 314const HG_TAB_W: i64 = 8 // render-strand table row: [rest-idx nb1 nb2 w1 w2 lockw spanz 0] 315const HG_CAP_MAX: i64 = 32 // collider slots (mask bits): head neck 2 shoulders 2 arms torso + DYNA anchors 316const HG_CAP_W: i64 = 10 // ax ay az bx by bz r kind sx sy 317const HG_KIND_CAP: i64 = 0 318const HG_KIND_ELL: i64 = 1 319const HG_Q12: i64 = WATER_MAGIC_4096 // ellipse-scale / segment-parameter fixed point: the engine's fx4096 320const HG_SKEL_W: i64 = 8 // words per SKEL joint: parent x y z + 4 (the 64-byte joint record the page reads) 321const HG_DYNA_MINW: i64 = 8 // a DYNA row carries side x y z k c max infl before an anchor is readable 322const HG_DYNA_MAXW: i64 = 64 // a row wider than this is not this format (nx_nxa_dyna writes 12); bounds the count check 323const HG_DYNA_INFL: i64 = 7 // DYNA word: influence radius (nx_nxa_dyna payload layout) 324const HG_HDR_BYTES: i64 = 512 325const HG_H_LOADED: i64 = 0 326const HG_H_NSTR: i64 = 1 327const HG_H_NREND: i64 = 2 328const HG_H_NSIM: i64 = 3 329const HG_H_SKIN: i64 = 4 330const HG_H_LOCKW: i64 = 5 331const HG_H_NCAP: i64 = 6 332const HG_H_SEGLEN: i64 = 7 333const HG_H_SPAN: i64 = 8 334const HG_H_TICKS: i64 = 9 335const HG_H_PUSHES: i64 = 10 336const HG_H_INSIDE: i64 = 11 337const HG_H_MAXDISP: i64 = 12 338const HG_H_H: i64 = 13 339const HG_H_ZMN: i64 = 14 340const HG_H_HJ: i64 = 15 341const HG_H_RC: i64 = 16 342const HG_H_NOCOLL: i64 = 17 // gate lever: 1 skips the push-out (the neg-control that proves it fires) 343const HG_H_RESTIN: i64 = 18 // rest nodes inside a collider BODY at load: the clipping the operator sees at rest 344const HG_H_WINDOFF: i64 = 19 // gate lever: 1 ignores the wind field 345const HG_H_GUST: i64 = 20 346const HG_H_TICKED: i64 = 21 // girls ticked on the last hairtick 347const HG_RC_NOSTR: i64 = 0 - 1 // load refusals, each naming its conjunct 348const HG_RC_HSTRCAP: i64 = 0 - 2 349const HG_RC_NOVERT: i64 = 0 - 3 350const HG_RC_VERTCAP: i64 = 0 - 4 351const HG_RC_NOSKEL: i64 = 0 - 5 352const HG_RC_SKELCAP: i64 = 0 - 6 353// arena regions: tail the skin scratch, every byte accounted, CRAFT_TOTAL re-derived below 354const O_HGHDR: i64 = O_SKIN3 + 24 355const O_HGREST: i64 = O_HGHDR + HG_HDR_BYTES 356const O_HGRL: i64 = O_HGREST + HG_REND_MAX*HG_W*8 357const O_HGCAP: i64 = O_HGRL + HG_SIM*HG_NSEG*8 358const O_HGMASK: i64 = O_HGCAP + HG_CAP_MAX*HG_CAP_W*8 359const O_HGSIMIDX: i64 = O_HGMASK + HG_SIM*8 360const O_HGTAB: i64 = O_HGSIMIDX + HG_SIM*8 361const HG_BLK_BYTES: i64 = HG_MOBS*HG_SIM*HG_W*8 362const O_HGX: i64 = O_HGTAB + HG_REND_MAX*HG_TAB_W*8 // positions 363const O_HGP: i64 = O_HGX + HG_BLK_BYTES // previous positions (velocity = X - P) 364const O_HGD: i64 = O_HGP + HG_BLK_BYTES // THE EXPORT: displacement from rest, the buffer the page copies per frame 365const O_HGSCR: i64 = O_HGD + HG_BLK_BYTES // solver scratch: correction (HG_W) + collider probe (6) + point (3) 366const HG_SCR_WORDS: i64 = HG_W + 9 367// GE32 (2026-09-02): the frame-budget telemetry window -- PF_WORDS i64 owned by nx_perf_lib, fed by the page's 368// perf_frame door once per frame, read back through the perf_* doors. Tails the hair scratch; CRAFT_TOTAL below. 369const O_PERF: i64 = O_HGSCR + HG_SCR_WORDS*8 370// GE30 PER-WORKER TILE SCRATCH. The ray pass used ONE scratch (O_ST slots 46-50) for its five wray 371// outputs, which is correct for one thread and a DATA RACE the instant a second worker renders a band 372// of the same frame: both would write the same five words and each would read the other's crossing-t. 373// Every worker therefore gets its own TILE_W-word slot -- camera basis at +0 (8 words, written by 374// wc_cam so the band pass and the overlay pass share ONE camera ruler) and the ray outs at +TILE_HOUT. 375// APPENDED at the arena tail, so no existing offset moves and the v6 save image is untouched. 376const O_TILE: i64 = O_PERF + PF_WORDS*8 377const TILE_W: i64 = 32 // i64 words per worker slot 378const TILE_HOUT: i64 = 8 // word offset of the 5 wray outs inside a slot 379const TILE_MAX: i64 = 32 // the most workers a band pass may be cut into; the thread ladder 380 // (knowledge/tier_ladder.conf) picks the count from measured 381 // hardware and the page clamps to this, so it can never ask for a 382 // scratch slot that does not exist. 383// ---- GE55 RAW UNIFORM BLOCK (2026-09-05, operator: no JS, no Python, WebGPU as a pure SUBMISSION PIPE) ---- 384// The sim packs its OWN state for the GPU. 40 little-endian 32-bit words, 160 B, APPENDED at the arena tail like 385// every region before it (no existing offset moves). The words are RAW: fixed-point ints, Q12 angles, packed RGB, 386// flags. This lane carries no f32 lowering (measured 2026-09-05: nx_compile_wat has no f32 ops), so every float the 387// shader needs (cam/256, sin and cos of yaw and pitch, the palette light dl2 = .22+.78*pow(df,.6), the sky unpack, 388// the sun direction) is DERIVED ON THE GPU from the one IR (nx_world_shader_src), never in JS and never here. 389// Word index = byte offset / 4, chosen so the WGSL struct {20 scalars, pal as 3 vec4u, palf as 2 vec4u} lays out 390// IDENTICALLY under the uniform address-space rules (nx_wgsl layout is the ONE ruler; a gate pins both sides). 391// GE53 THE SURFACE SOURCE: one Q8 height per column (WX x WZ i64 slots), filled by gencol from the SAME 392// eroded, ocean-shaped field the voxel column is cut from, BEFORE the one line that rounds it to whole 393// blocks. Under P_SURF the raycaster marches this field (bilinear between columns = sub-block precision) 394// instead of the cell grid, and the page uploads it as a texture so every tier reads ONE surface. Placed 395// BEFORE the raw block so CRAFT_TOTAL == O_URAW + URAW_BYTES (T91) still holds; 128 KB inside T60's headroom. 396const O_HQ: i64 = O_TILE + TILE_MAX*TILE_W*8 397const HQ_BYTES: i64 = WX*WZ*8 398const O_URAW: i64 = O_HQ + HQ_BYTES 399const URAW_WORDS: i64 = 44 // GE53: 41 words (r_surf at 40) padded to the vec4u boundary 400const URAW_BYTES: i64 = 176 // URAW_WORDS*4: a vec4u-aligned struct, so the 3-word tail pad is real (was 160 beside WORDS=44 -- pack_uniforms zeroed 176 B into a 160 B block; corrected 2026-09-06 when the GE53 shader shipped its 41-word struct) 401const UR_CAMX: i64 = 0 // Q8 world units (the page used camx()/256) 402const UR_CAMY: i64 = 1 403const UR_CAMZ: i64 = 2 404const UR_TNOW: i64 = 3 405const UR_YAW: i64 = 4 // Q12 radians (the page used yaw()/4096) 406const UR_PITCH: i64 = 5 407const UR_SUNEL: i64 = 6 // Q12 sine of the sun elevation (cal_sunel) 408const UR_DAYT: i64 = 7 409const UR_DLEN: i64 = 8 410const UR_RAIN: i64 = 9 411const UR_SKT: i64 = 10 // packed RGB (spec word 7) 412const UR_SKH: i64 = 11 // packed RGB (spec word 8) 413const UR_SUN: i64 = 12 // spec word 9 (the GPU applies the df>.04 daylight guard) 414const UR_CLD: i64 = 13 // spec word 10 415const UR_WMAX: i64 = 14 416const UR_SELB: i64 = 15 // sel_block(S_SEL) 417const UR_HOK: i64 = 16 418const UR_NPCT: i64 = 17 // npc target t, or -1 419const UR_BROKEN: i64 = 18 // edit counters (broken + placed): the bridge refreshes the voxel texture when their sum moves 420const UR_PLACED: i64 = 19 421const UR_PAL: i64 = 20 // 12 packed RGB words (spec 16..27), vec4u-aligned at byte 80 422const UR_PALF: i64 = 32 // 5 packed RGB words (spec 34..38) at byte 128 423const UR_RESW: i64 = 37 // canvas width in px -- the door tells the sim through set_res (the sim has no window) 424const UR_RESH: i64 = 38 425const UR_SURF: i64 = 40 // Continuous terrain representation. 426const UR_WATER_Q8: i64 = 41 // Water surface from P_WATER, Q8 world units; words42..43 remain padding. 427const UR_YFLIP: i64 = 39 // 1 on the WebGPU door (top-left fragment origin), 0 on WebGL2 -- set_yflip 428// Dedicated contact scratch: two six-word bounds, one three-word result, three audit words. 429// Persisted SAVE_* ranges precede this region and remain unchanged. 430const CONTACT_BOX_WORDS: i64 = 6 431const CONTACT_RESULT_WORDS: i64 = 3 432const CONTACT_STATE_WORDS: i64 = 3 433const O_CONTACT: i64 = O_URAW + URAW_BYTES 434// Transient journal batch index owns its own fixed arena span; no persisted offsets move. 435const EJ_INDEX_BUCKETS: i64 = EJRN_SLOTS*2 436const O_EJ_INDEX: i64 = O_CONTACT + (2*CONTACT_BOX_WORDS+CONTACT_RESULT_WORDS+CONTACT_STATE_WORDS)*8 437const O_EJ_NEXT: i64 = O_EJ_INDEX + EJ_INDEX_BUCKETS*8 438const CRAFT_TOTAL: i64 = O_EJ_NEXT + EJRN_SLOTS*8 439// ---- GE31/GE23 THE CAST CLIP EXTENSION (2026-09-06) -------------------------------------------- 440// The ENGINE evaluates the cast's animation clip (nx_nxa_anim_lib) from each girl's own path-length 441// stride phase and exports the finished dual-quaternion joint rows; the page's animEval became a copy. 442// WHY AN EXTENSION BEYOND CRAFT_TOTAL RATHER THAN A REGION INSIDE IT: (1) T91 pins O_URAW as the arena 443// tail and T60 pins CRAFT_TOTAL inside the backend's DECLARED pages; (2) the vm-gate runs init and 444// render inside those declared pages, and nothing here is touched until the page has grown memory 445// and called nxa_ingest; (3) the clip does not fit anyway -- ref9e's ANIM section is 113,465 words 446// (nx_asset_floor_gate, 2026-09-06), 887 KB against a 282 KB headroom, so a region inside the base 447// arena would have been a lie about the asset. The backend declares WASM_PAGES initial pages and cannot 448// read a module static (G3, see WASM_PAGES above), so the size gets ONE owner the honest way: the 449// engine exports wasm_pages_req() DERIVED from CRAFT_EXT_TOTAL and the page grows memory to it before 450// init -- the MT twin already declares max = 2x, so growth is inside its ceiling by construction. 451// Every cap below is named for its purpose, derived from the SHIPPED asset, and refused BY NAME in 452// wc_nxa_ingest when exceeded; an asset over a cap is the next ladder rung, never a silent truncation. 453const NXA_NJ_CAP: i64 = 128 // ref9e 104 joints; the corpus tops out at 370 (nx_nxa_play) = the next rung 454const NXA_ANIM_CAP_W: i64 = 131072 // 1 MiB of key words; ref9e ANIM measured 113,465 words 455const NXA_POSE_CAP_W: i64 = 2048 // ref9e POSE measured 835 words (one frozen stand pose) 456const NXA_HDR_W: i64 = 16 457const NXA_H_LOADED: i64 = 0 458const NXA_H_NJ: i64 = 1 459const NXA_H_DUR: i64 = 2 460const NXA_H_MPB: i64 = 3 461const NXA_H_RJ: i64 = 4 462const NXA_H_POSE: i64 = 5 463const NXA_H_RV: i64 = 6 // six words: x0 y0 vx16 vy16 t0 span (nx_nxa_anim_lib NA_RV_W) 464const NXA_H_RC: i64 = 12 465const NXA_H_NAW: i64 = 13 466// Formerly unused header words; existing region offsets remain unchanged. 467const NXA_H_NPW: i64 = 14 468const NXA_H_MORF_TOKEN: i64 = 15 469const NXA_MOB_W: i64 = 4 // per girl: idle weight q12, clip-time adjustment ms, two spare 470const NXA_M_IW: i64 = 0 471const NXA_M_CTADJ: i64 = 1 472// the page's SHIPPED idle behaviour, carried not re-chosen (nx_game_page_emit castFrame, 2026-08-30): 473// pose-hold eases in at 5/s and out at 2.5/s, the clip eases to the nearest double-support at 6/s 474// while the hold blends in below 0.95, and a hold under 0.004 snaps to zero. 475const NXA_IW_IN_TENTHS_PER_S: i64 = 50 476const NXA_IW_OUT_TENTHS_PER_S: i64 = 25 477const NXA_SNAP_TENTHS_PER_S: i64 = 60 478const NXA_SNAP_IW_MAX_Q12: i64 = 3891 479const NXA_IW_FLOOR_Q12: i64 = 16 480const NXA_DT_MS_MAX: i64 = 1000 // a tab that slept a minute eases one second, it does not slam 481const NXA_RC_NOT_LOADED: i64 = 0 - 1 482const NXA_RC_NO_MOB: i64 = 0 - 2 483const NXA_RC_SLOT: i64 = 0 - 3 484const NXA_RC_NJ_ZERO: i64 = 0 - 11 485const NXA_RC_NJ_CAP: i64 = 0 - 12 486const NXA_RC_NAW_ZERO: i64 = 0 - 13 487const NXA_RC_NAW_CAP: i64 = 0 - 14 488const NXA_RC_NPW_CAP: i64 = 0 - 15 489const NXA_RC_POSE_OVERRUN: i64 = 0 - 16 490const NXA_RC_TRACKS: i64 = 0 - 20 // plus nx_nxa_anim_lib's own rc: -21 bad tracks, -22 overrun 491// Dedicated compiler-static reservation: one WebAssembly allocation page. 492// Build the plain and shared doors with the source-exported arena/static limits. 493// The compiler MUST refuse actual static data beyond this end; a page budget is 494// not a claim that future globals fit. Native importers keep ordinary globals. 495const CRAFT_STATIC_RESERVE_PAGES: i64 = 1 496const CRAFT_STATIC_BASE_PAGES: i64 = WASM_PAGES 497const CRAFT_STATIC_LIMIT_PAGES: i64 = CRAFT_STATIC_BASE_PAGES+CRAFT_STATIC_RESERVE_PAGES 498const CRAFT_STATIC_BASE: i64 = CRAFT_STATIC_BASE_PAGES*WASM_PAGE_BYTES 499const CRAFT_STATIC_LIMIT: i64 = CRAFT_STATIC_LIMIT_PAGES*WASM_PAGE_BYTES 500const O_NXA: i64 = CRAFT_STATIC_LIMIT 501const O_NXA_SKEL: i64 = O_NXA + NXA_HDR_W*8 502const O_NXA_TIDX: i64 = O_NXA_SKEL + NXA_NJ_CAP*NA_SKEL_W*8 503const O_NXA_PQ: i64 = O_NXA_TIDX + NXA_NJ_CAP*NA_IDX_W*8 504const O_NXA_PD: i64 = O_NXA_PQ + NXA_NJ_CAP*4*8 505const O_NXA_MOB: i64 = O_NXA_PD + NXA_NJ_CAP*3*8 506const O_NXA_SCR: i64 = O_NXA_MOB + WC_CAST_N*NXA_MOB_W*8 507const O_NXA_OUT: i64 = O_NXA_SCR + NA_SCR_W*8 508const O_NXA_POSE: i64 = O_NXA_OUT + WC_CAST_N*NXA_NJ_CAP*NA_ROW_W*8 509const O_NXA_ANIM: i64 = O_NXA_POSE + NXA_POSE_CAP_W*8 510// Append the ordering sidecar so all existing asset and output offsets remain stable. 511const O_NXA_ORDER: i64 = O_NXA_ANIM + NXA_ANIM_CAP_W*8 512 513// Contact-distance state is appended after the existing clip regions. The dynamic 514// morph bank follows the derived extension end and keeps its existing offset API. 515const O_NXA_GAIT: i64 = O_NXA_ORDER+NXA_NJ_CAP*8 516const NXA_GAIT_CAP: i64 = NXA_ANIM_CAP_W/NA_CH2_KEY_W 517const O_NXA_GAIT_GENERATION: i64 = O_NXA_GAIT+NA_GAIT_INPUT_W*8 518const O_NXA_GAIT_HEADER: i64 = O_NXA_GAIT_GENERATION+8 519const O_NXA_GAIT_TABLE: i64 = O_NXA_GAIT_HEADER+NA_GAIT_HEADER_W*8 520const NXA_M_PATH_Q14: i64 = 2 521const NXA_M_MOVING: i64 = 3 522const NXA_PATH_Q14: i64 = NA_Q12*4 523const NXA_SCALE_BASE: i64 = 940 524const NXA_SCALE_STEP: i64 = 30 525const NXA_SCALE_DEN: i64 = 1000 526 527const WC_STEER_W: i64 = 5 528const O_MOB_STEER: i64 = O_NXA_GAIT_TABLE+NXA_GAIT_CAP*NA_GAIT_ROW_W*8 529const O_NXA_LOCOMOTION: i64 = O_MOB_STEER+MOB_CAP*WC_STEER_W*8 530const NXA_LOCOMOTION_RAW: i64 = 0 531const NXA_LOCOMOTION_FORWARD: i64 = 1 532const CRAFT_EXT_TOTAL: i64 = O_NXA_LOCOMOTION+8 533// the engine's OWN page request -- derived, the one place the extended size is written 534const WASM_PAGES_REQ: i64 = (CRAFT_EXT_TOTAL + WASM_PAGE_BYTES - 1)/WASM_PAGE_BYTES 535// LOAD-TIME INPUT SCRATCH inside the framebuffer: the page copies the asset's raw HSTR/VERT/SKEL/DYNA section 536// bytes here and calls hairload, which consumes them before it returns; the next render overwrites the frame. 537// The caps are addresses inside a region the engine already owns (W*H*8 = 18.4 MB), not guesses about an 538// asset: DYNA 1 MiB holds 10,922 rows, HSTR 4 MiB 21,845 strands, VERT 8 MiB 349,525 vertices, SKEL 2 MiB 539// 32,767 joints. hairload REFUSES by name when a count exceeds its cap rather than reading past it. 540const HG_MIB: i64 = 1048576 541const HG_SCR_HSTR: i64 = O_FB 542const HG_SCR_HSTR_CAP: i64 = 4*HG_MIB 543const HG_SCR_VERT: i64 = O_FB + 4*HG_MIB 544const HG_SCR_VERT_CAP: i64 = 8*HG_MIB 545const HG_SCR_SKEL: i64 = O_FB + 12*HG_MIB 546const HG_SCR_SKEL_CAP: i64 = 2*HG_MIB 547const HG_SCR_DYNA: i64 = O_FB + 14*HG_MIB 548const HG_SCR_DYNA_CAP: i64 = HG_MIB 549// plant + units 550const HG_TPS: i64 = 60 // see the header: the page accumulator's 16.6667 ms, hd_ticks_per_s() 551const HG_UNITS_PER_178CM: i64 = 171530 // the page's pairing (GPE_UNITS_PER_178CM), named as the same number 552const HG_CM_178: i64 = 178 553const HG_CM_PER_M: i64 = 100 554const HG_UPB: i64 = HG_UNITS_PER_178CM*HG_CM_PER_M/HG_CM_178 // bind units per world block (1 block = 1 m): 96365 555const HG_G_CMS2: i64 = 981 // standard gravity, cm/s^2 556const HG_G: i64 = HG_G_CMS2*HG_UNITS_PER_178CM/(HG_CM_178*HG_TPS*HG_TPS) // 262 units/tick^2 -- the dress lane's NXGD_G derivation 557const HG_FTL_S_PERMIL: i64 = 1000 - SB_C_HAIR*1000/SD_G // DFTL s_damping (Mueller 2012 "Fast Simulation of Inextensible Hair 558 // and Fur", band .9..1): 942, from the plant's own damping, not picked 559const HG_FENCE_DIV: i64 = 4 // the chain's small-angle validity fence: seglen/4 (SD_Q8/4 in the retired page solver) 560const HG_PROJ_ITERS: i64 = 3 // length/collision alternations per point; the LAST op is always the length projection 561const HG_LOCK_W_MIN: i64 = 900 // the ribbon builder's lock half-width floor (w09 = max(900, span*.045)), PRESERVED 562const HG_LOCK_W_PERMIL: i64 = 45 563const HG_SKIN_NUM: i64 = 16 // skin = lockw x 1.6: half-width + the .6 child scatter -- the farthest a render vertex sits off its guide 564const HG_SKIN_DEN: i64 = 10 565const HG_REACH_DIV: i64 = 2 // collider mask reach = strand length / 2: twice the static fence (L/4), for overshoot 566const HG_GUST_TICKS: i64 = 2*HG_TPS // gust envelope cadence 0.5 Hz: the incumbent shader sway (3.1 rad/s), PRESERVED 567const HG_GUST_SALT: i64 = 3400 // whash seed offset (the weather lib salts with seed + 3300) 568const HG_TORSO_GATE_X: i64 = 15000 // the MFS torso gate (axb < 15000.), the same half-width the paint bands use 569// Drillis-Contini stature ratios (permil of the MEASURED stature), the landmarks the page derives its bands from 570const HG_R_HEADBAND: i64 = 885 571const HG_R_HEAD_J: i64 = 955 572const HG_R_ACROMION: i64 = 818 573const HG_R_CHEST: i64 = 720 574const HG_R_HIP: i64 = 520 575const HG_R_ELBOW: i64 = 630 576const HG_R_NECK_LO: i64 = 840 577const HG_R_SH_LO: i64 = 770 578const HG_R_SH_HI: i64 = 860 579const HG_R_ARM_LO: i64 = 600 580const HG_R_ARM_HI: i64 = 800 581const HG_R_ARM_XMIN: i64 = 60 582const HG_R_ELBOW_XMIN: i64 = 50 583 584// C3 thought ids (RimWorld's inspectable-mood law: a mood is a LEDGER, never a scalar mystery) 585const TH_RAIN: i64 = 1 586const TH_FEAR: i64 = 2 587const TH_MET: i64 = 3 588const TH_SLEPT: i64 = 4 589const TH_HUNGRY: i64 = 5 590const TH_SAWTAKEN: i64 = 6 591const TH_HEARD_TAKEN: i64 = 7 592const TH_HEARD_FRIEND: i64 = 8 593const TH_COMPANY: i64 = 9 594// C5 gossip predicates (Talk of the Town's law -- the differentiator no shipped game has) 595const GO_FRIEND: i64 = 1 596const GO_TAKEN: i64 = 2 597const SAVE_MAGIC: i64 = 20260728001 598const SAVE_VER: i64 = 6 // v6 = STREAMING WORLD (origin + edit journal in the image); 599 // v5 still LOADS (origin 0, empty journal); others REFUSED 600const SAVE_VER5: i64 = 5 601// mob components (nx_entity_store comp slots) 602const MC_X: i64 = 0 603const MC_Y: i64 = 1 604const MC_Z: i64 = 2 605const MC_KIND: i64 = 3 606const MC_PH: i64 = 4 607const MC_DISG: i64 = 5 // 1 = a HUMAN girl disguised as a monster girl (the lore: 608 // monster girls took the world; humans hide among them -- 609 // her features are a worn costume, not grown) 610const MC_GENE: i64 = 6 // 20-bit APPEARANCE GENOME rolled at spawn -- every girl is 611 // GENERATED, not hand-built: bits 0-2 hair hue, 3-4 hair 612 // length, 5-6 height, 7-8 outfit tint, 9-10 skin tone, 613 // 11-12 feature size. The slot bred inheritance plugs into. 614 615// state slots 616const S_SEED: i64 = 0 617const S_CX: i64 = 1 // camera pos Q8 (256 = one block) 618const S_CY: i64 = 2 619const S_CZ: i64 = 3 620const S_YAW: i64 = 4 // it-units (IT_PI = half turn) 621const S_PITCH: i64 = 5 622const S_T: i64 = 6 623const S_BROKEN: i64 = 7 624const S_PLACED: i64 = 8 625const S_HX: i64 = 9 // crosshair DDA hit cache 626const S_HY: i64 = 10 627const S_HZ: i64 = 11 628const S_HFACE: i64 = 12 // 0 none, 1 +x, 2 -x, 3 +y, 4 -y, 5 +z, 6 -z 629const S_HOK: i64 = 13 // 1 = in reach 630const S_VY: i64 = 14 // vertical velocity Q8/tick (jump + gravity) 631const S_GROUNDED: i64 = 15 // 1 = standing on a surface (jump allowed) 632const S_SEL: i64 = 16 // hotbar slot 0..4 (Q cycles; sel_block maps to a block type) 633const S_LBX: i64 = 17 // last-broken cell (probes/particles; the hit cache retargets 634const S_LBY: i64 = 18 // every frame, so "what did I just break" needs its own slots) 635const S_LBZ: i64 = 19 636const S_Q: i64 = 20 // ray pixel size 2..5 -- ADAPTIVE: the organ tunes itself from 637const S_FMA: i64 = 21 // the surface's reported frame ms (EMA x16); shim only reports 638const S_WMAX: i64 = 22 // highest solid y in the world -- rays above it heading up/flat 639 // are SKY immediately (kills the 110-step horizon marches) 640const S_SPX: i64 = 23 // spawn point (H key + void-fall auto-respawn return here) 641const S_SPY: i64 = 24 642const S_SPZ: i64 = 25 643const S_NPCT: i64 = 26 // crosshair NPC target: dense index of the girl under the 644 // gaze (occlusion-aware, walls block), -1 = none 645const S_FOUND: i64 = 27 // disguised humans FOUND (met + identified = under protection) 646const S_LOST: i64 = 28 // found humans TAKEN by wardens (the cost of not protecting) 647const S_BCD: i64 = 29 // birth cooldown ticks (community pacing) 648const S_WOX: i64 = 30 // WORLD ORIGIN of the window, in blocks (v6 streaming): the 649const S_WOZ: i64 = 31 // arena is a 128x48x128 CACHE over unbounded absolute terrain 650const S_EJDROP: i64 = 32 // edits REFUSED because the journal was full (loud, never silent) 651const S_HARV: i64 = 33 // MATURE crops harvested (the farming loop's payoff counter) 652const S_PLANT: i64 = 34 // seeds planted 653const S_GROWN: i64 = 35 // crops that reached maturity (world truth, gate-readable) 654const S_VAR: i64 = 36 // which world identity this arena runs (the passport's 655 // visited-mask bit; set once at init) 656const S_GENP: i64 = 37 657const S_TGT: i64 = 38 // DISPLAY-DERIVED frame budget, EMA-x16 units (0 = shipped 658 // defaults): the page measures the device's real rAF interval 659 // once and reports it via target_ms; every controller line then 660 // derives from the DEVICE instead of a hand-picked millisecond // W1c: gen-time override rows APPLIED at init (world truth -- 661 // a gate can read whether the recipe actually reached genworld) 662const S_BLDG: i64 = 39 // W3 settlements: buildings stamped into this arena (a 663 // monotone stamp-event counter -- a window slide that 664 // repaints a building recounts it; right after init it IS 665 // the number of buildings in the window, which is what the 666 // gate reads). NON-PERSISTED world truth. 667const S_BLDGX: i64 = 40 // last-stamped building anchor, arena-local (gate probe) 668const S_BLDGY: i64 = 41 // its floor height 669const S_BLDGZ: i64 = 42 670const S_RESW: i64 = 44 // GE55: canvas size and origin, written by the door (set_res / set_yflip) 671const S_RESH: i64 = 45 672const S_YFLIP: i64 = 46 673const S_FACE_RADIUS: i64 = 49 674const S_FACE_GAIN: i64 = 50 675const FACING_RADIUS_MAX_Q8: i64 = 2147483647 676const S_AGEN: i64 = 47 677const S_DPAPPLIED: i64 = 48 // GE59: the P_DAYPHASE value last applied to S_T (0 = never) -- one re-base per distinct poke, never per tick // GE57: arena GENERATION -- +1 per wc_shift that moves. The GPU tiers key every voxel-texture upload on it: a 16-block re-base drawn against the previous texture is the transport/fall-through the operator sees (2026-09-05). 678const S_GT_KEEP: i64 = 43 // ground-truth capture: when 1, render_impl leaves the depth plane in 679 // the framebuffer's high bits instead of stripping it (nx_world_snap 680 // gt verb reads it and emits depth/normal channels). Zeroed by init, so 681 // the page and every gate keep the published colour-only format. 682const SHIFT_STRIDE: i64 = 16 // one window slide, in blocks 683const SHIFT_MARGIN: i64 = 32 // player this close to a window edge -> the world slides under them 684 685// spec slots (the game-identity DATA the engine reads -- nx_voxel_world's style-is-a-spec doctrine) 686const P_TBASE: i64 = 0 // terrain base height 687const P_TAMP1: i64 = 1 // large-noise amplitude 688const P_TAMP2: i64 = 2 // detail-noise amplitude 689const P_WATER: i64 = 3 // flood level 690const P_SNOW: i64 = 4 // snow line (99 = never) 691const P_TREE: i64 = 5 // tree sparsity modulus (0 = no trees) 692const P_CAVETH: i64 = 6 // cave carve threshold (lower = more cavern) 693const P_SKYTOP: i64 = 7 // packed zenith colour 694const P_SKYHOR: i64 = 8 // packed horizon colour 695const P_SUN: i64 = 9 // 1 = sun disc 696const P_CLOUD: i64 = 10 // 1 = cloud deck 697// WEATHER EXPORTS (2026-08-26): written each tick by wc_weather_tick from nx_weather_lib -- the 698// gate-proven continuous system (rates preserved to P_RAINS, front persistence, typed precip, 699// gradient wind). The page reads these five slots exactly as it reads the sky tones. 700const P_WXCOV: i64 = 11 // cloud coverage Q12 (drives the cloud density band) 701const P_WXWINDX: i64 = 12 // wind x component, Q12-scaled speed*cos(dir) 702const P_WXWINDZ: i64 = 13 // wind z component 703const P_WXTYPE: i64 = 14 // precip type this eighth: 0 none, 1 rain, 2 snow 704const P_WXTEMP: i64 = 15 // temperature Q12 (relative scale, freezing=1024) 705const P_PAL: i64 = 16 // +blocktype = packed base colour (0..11) 706const P_MOBC: i64 = 28 // +kind*2+half = packed mob colours (3 kinds x 2 tones) 707const P_PAL2: i64 = 34 // +b-12 = packed colour for farm blocks 12..16 (5 rows, 34-38) 708const P_DAYLEN: i64 = 40 // A1 calendar: ticks per day (ALL timing is spec DATA) 709const P_SEASD: i64 = 41 // days per season (4 seasons cycle) 710const P_GROWE: i64 = 42 // farm-tick cadence: one grow/hydrate pass every N ticks 711const P_GROWW: i64 = 43 // crop speed on WET farmland (Minecraft stencil speed) 712const P_GROWD: i64 = 44 // crop speed on DRY farmland 713const P_RAINS: i64 = 45 // +season = rain permil per day-eighth (4 rows, 45-48) 714// --------------------------------------------------------------------------------------------- 715// ART STYLE IS DATA (2026-09-01). Spec idx 49 -- one of the TWO dead holes this plane has carried 716// since it was laid out (39 and 49; world_recipes.conf names them both). 49 is the safer of the 717// two: P_PAL2's five farm rows 34-38 could plausibly widen by one, while P_RAINS' four rows are 718// four SEASONS and cannot. It sits inside the 7..58 band the recipe plane pokes POST-BOOT, which 719// is where a LOOK belongs -- a style is a property of how the world is drawn, never of how the 720// ground was generated, so it must not become gen-time data. 721// THE VOCABULARY IS ADOPTED, NOT INVENTED. buildroot/runtime/nx_voxel_world.nx line 2 has read 722// "Style is a spec field, NOT a hardcode -- the engine is not locked to one look" since it was 723// written, with const SP_STYLE and STYLE_REAL / STYLE_TOON / STYLE_FLAT, and 724// _hdl_build/nx_world_style_gate.nx already PROVES the three produce three DISTINCT frames from 725// one spec. That organ has SEVEN importers and EVERY ONE OF THEM IS A GATE (measured 2026-09-01, 726// nx_absent matches=8 coverage_complete=1 corpus_complete=1): the doctrine was proven and never 727// shipped. This is that doctrine reaching the SERVED engine, under the SAME three ids so the two 728// implementations cannot drift into two vocabularies for one idea. 729// SCOPE, STATED SO IT CANNOT BE OVERREAD: this is the SHADING axis. The world is still made of 730// voxels -- vox_off() -> O_VOX is still the only world door, and a second REPRESENTATION is a 731// separate, larger contract. A toon or flat world is a voxel world that stops looking photoreal; 732// it is not a world that stopped being cubes. 733// 0 = REAL, and 0 is what wc_spec's zeroing loop (while k < WC_SPECN) already writes for every 734// identity, so every world published before this renders BYTE-IDENTICALLY BY CONSTRUCTION rather 735// than by a preserved branch anyone could later delete. 736const P_STYLE: i64 = 49 737const P_DAYPHASE: i64 = 39 // GE59 (2026-09-05): the boot clock as DATA -- the OTHER dead hole (world_recipes.conf names 39 and 49). Post-boot band, so it cannot be read at init: apply2_impl re-bases S_T to it on the next tick, once per distinct value; 0 (the zeroing loop) leaves the DAYLEN/4 boot phase, so every existing world is byte-identical by construction. If P_PAL2 ever widens, this slot moves with the ONE named const. 738const WC_STYLE_REAL: i64 = 0 // textured, smooth light -- the shipped look, unchanged 739const WC_STYLE_TOON: i64 = 1 // banded light (anime/cel) 740const WC_STYLE_FLAT: i64 = 2 // untextured facets (artsy low-poly) 741const WC_STYLE_SOFT: i64 = 3 // SMOOTH TERRAIN: ground lit by a heightfield normal interpolated across the block (no grid bevel, no per-block facet) 742// SOFT neighbour scan: how far above/below the hit cell a neighbour column's top is searched. Bounded by 743// where the heightfield normal SATURATES -- a rise of 3 blocks over 1 already lights as a near-vertical 744// face, so a taller step is a cliff and reads correctly as the flat fallback. Derived, not tasted. 745const WC_SOFT_SCAN: i64 = 3 746const WC_STYLE_MAX: i64 = 3 // the highest id this engine owns; set_style REFUSES above it 747// nx_voxel_world's toon_band works on a 0..255 "bright"; wshade2 carries light in PERMIL 748// (wface_l returns 420..1000). Each of its three constants is therefore converted x1000/255 and 749// NOTHING here is tasted: 150 -> 588.2 -> 588, 105 -> 411.8 -> 412, 235 -> 921.6 -> 922. 750const WC_TOON_CUT: i64 = 588 751const WC_TOON_LO: i64 = 412 752const WC_TOON_HI: i64 = 922 753// FLAT is DERIVED, not chosen. The texture term enters this shader as 754// light = light*(870 + tex*260/256)/1000 755// which is exactly 1.000 at tex = 128, so 128 IS this shader's own no-op texel and "flat" is 756// spelled "hold tex at the value that makes the texture term vanish". No second constant is 757// introduced, and the incumbent does the same thing from the other side: its texel_col computes 758// its noise term ONLY under STYLE_REAL and adds zero otherwise. 759const WC_TEX_NEUTRAL: i64 = 128 760const P_ADV: i64 = 50 // +i = smart-object ADVERTISEMENTS (C1): packed 761 // block<<16 | need<<8 | strength; 6 rows 50-55, 0 = end. 762 // NPC minds read OBJECTS as data -- adding a row changes 763 // village life with zero new NPC code (The Sims' law). 764const P_HISTAGE: i64 = 60 // DECLARED geomorphic stage (Strahler bands): 0 = mature/ 765 // equilibrium (HI 300-600 permil), 1 = youthful (HI >= 600). 766 // A world DECLARES its stage and gate T53 checks the 767 // MEASUREMENT matches -- widening one band until everything 768 // fits would hide a young landscape. (Ported 2026-08-02: 769 // existed only on the laptop line; the NAS gate ran 52 teeth 770 // while local ran 53 -- the LOCAL-IS-NOT-A-SUPERSET fork.) 771const P_TREEMAX: i64 = 59 // tree altitude ceiling (0 = the historic hardcoded 19) 772const P_TREESPEC: i64 = 61 // W2 SPECIES GENOME (packed, 0 = legacy 4-block stamp): 773 // bits 0-3 trunk base, 4-7 trunk variance, 8-11 canopy 774 // radius (<=4, the widened seam scan bound), 12-14 shape 775 // (0 legacy, 1 dome, 2 pine), 15-17 leaf-drop density. 776 // Bits 18-20 UNDERSTORY density + 21-22 kind (0 tufts, 777 // 1 shrubs, 2 mixed) -- W2b ground vegetation in the same 778 // genome; tree bits 0..17 zero = legacy forest preserved. 779 // A world declares its FOREST the way it declares its 780 // terrain -- species = parameters, individuals = seeded 781 // variation inside the envelope (the Infinigen law). 782const P_WARD: i64 = 58 // warden daytime hunt radius in BLOCKS (0 = the 12-block 783 // default). A world declares its own danger; the arriving 784 // traveler's LEVEL scales it further (isekai: new world, 785 // new challenge, and the challenge KNOWS who showed up). 786const P_OUTFIT: i64 = 57 // outfit mode: 0 = identity keeps everyone clothed; 787 // 1 = MIXED (beach): genome bits 18-19 pick each girl's 788 // beachwear -- clothed / topless / nude -- stable per 789 // girl, bred like every trait. Identity DATA decides 790 // whether the dimension is active at all. 791const P_CURI: i64 = 56 // curiosity threshold: a girl approaches the player only 792 // while her loneliness exceeds this (HABITUATION -- the 793 // operator's "they just follow me around": company 794 // satisfies, satisfied girls walk on with their lives. 795 // Fear never habituates; shy girls always keep distance). 796 797// GAME-FEEL TUNABLES -- every one carries a row in knowledge/gamefeel_oracle.conf (banked 798// reference bands: biomechanics, shipped-sim constants, modding-community defaults) and 799// nx_gamefeel_oracle_gate REFUSES any value outside its cited band. Feel is derived, not tasted. 800const P_BLDG: i64 = 62 // W3 settlement density: site-cell modulus (0 = none; the 801 // recipe plane can override it, idx 62 is gen-time data) 802const P_BLDGSPEC: i64 = 63 // low 4 bits = archetype row in nx_indoorgen_data 803const P_ERODE: i64 = 64 // E1 TALUS EROSION BUDGET in relaxation ticks (0 = OFF). 804 // Gen-time recipe DATA (world_recipes.conf spec idx 64), 805 // applied to the spec BEFORE genworld reads it. 0 does not 806 // merely default to nothing: it takes the branch out 807 // entirely, so a world that does not opt in generates the 808 // byte-identical terrain it generated before this existed. 809const P_ERTAL: i64 = 65 // DERIVED talus threshold, WC_ER_Q units. NEVER authored: 810 // wc_er_talus MEASURES it as the terrain's own mean per-cell 811 // largest 4-neighbour drop -- wp_erode_talus_derived's rule 812 // -- so material sheds where the ground is steeper than the 813 // ground's own average and no repose angle is picked by 814 // taste. Sentinels: 0 = not yet measured, WC_ER_FLAT = -1 = 815 // measured and the world has NO relief, which is the case 816 // wp_erode_bake_derived REFUSES rather than reporting a bake 817 // it did not do. 818// GE13b -- CLOTHING IS DATA (2026-08-30). The 3-value outfit (0 clothed / 1 topless / 2 nude) WAS 819// the whole wardrobe, and SWIMWEAR-ONLY rendered identically to a clothed village because no 820// swimwear garment existed anywhere in the engine (operator: "random dresses not beach outfits"). 821// The wardrobe is now a GARMENT TABLE in this same spec plane: rows P_GARM .. P_GARM+GAR_N-1, one 822// packed word per garment, seeded by wc_spec for EVERY identity before its branch (an identity or a 823// recipe row overrides a garment exactly the way it overrides the sky). Garment id 0 = nothing worn 824// and is not a row; id i lives at sp[P_GARM + i - 1]. A ZERO row means "this garment does not exist 825// here" -- the selector then hands out nothing in that slot, which is what makes the gate's 826// missing-swim-row neg-control bite instead of silently reading a bare word as a garment. 827// bits 0-1 COVERAGE bit0 covers the top, bit1 the bottom: 1 top / 2 bottom / 3 full (one-piece, 828// dresses). The legacy 0/1/2 is DERIVED from the worn set's OR of these bits. 829// bits 2-4 CATEGORY 0 beach-swim 1 beach-cover 2 casual 3 evening 830// bits 8-16 HUE BASE degrees 0..359, where this garment's palette starts 831// bits 17-22 HUE SPAN degrees/4: genome bits 7-8 (the documented OUTFIT-TINT bits, MG_OUTFIT_SH) 832// pick one of four stops across it -- a girl's swimsuit colour is BRED like 833// her hair, and a bikini top and bottom share the stop, so the set matches 834// bits 23-26 SATURATION /15 bits 27-30 LIGHTNESS /15 (integer HSL, wc_hsl_rgb) 835// Index 69 stays UNOWNED on purpose: nx_world_recipe_gate T19 pins "spec idx 69 refuses" as the 836// recipe validator's upper edge, and putting a garment there would turn a pinned edge into a row. 837const P_GARM: i64 = 70 838const GAR_N: i64 = 9 839const GAR_BIKINI_TOP: i64 = 1 840const GAR_BIKINI_BOT: i64 = 2 841const GAR_ONEPIECE: i64 = 3 842const GAR_SARONG: i64 = 4 843const GAR_SUNDRESS: i64 = 5 844const GAR_TEE: i64 = 6 845const GAR_SHORTS: i64 = 7 846const GAR_SKIRT: i64 = 8 847const GAR_DRESS: i64 = 9 848const GAR_COV_TOP: i64 = 1 849const GAR_COV_BOT: i64 = 2 850const GAR_COV_FULL: i64 = 3 851const GAR_CAT_SWIM: i64 = 0 852const GAR_CAT_COVER: i64 = 1 853const GAR_CAT_CASUAL: i64 = 2 854const GAR_CAT_EVENING: i64 = 3 855const GAR_CAT_NONE: i64 = 4 // what mobgarc reports for a girl wearing nothing 856const GAR_CAT_SH: i64 = 2 857const GAR_CAT_MASK: i64 = 7 858const GAR_HUE_SH: i64 = 8 859const GAR_HUE_MASK: i64 = 511 860const GAR_SPAN_SH: i64 = 17 861const GAR_SPAN_MASK: i64 = 63 862const GAR_SPAN_UNIT_DEG: i64 = 4 863const GAR_SAT_SH: i64 = 23 864const GAR_LIT_SH: i64 = 27 865const GAR_NIB_MASK: i64 = 15 866const GAR_TINT_STOPS: i64 = 4 // MG_OUTFIT_MASK + 1: two genome bits, four stops 867const GAR_SLOT_SH: i64 = 8 // outfit word = upper id << GAR_SLOT_SH | lower id 868const GAR_ID_MASK: i64 = 255 869const HSL_DEG_FULL: i64 = 360 870const HSL_SECTOR_DEG: i64 = 60 871const MG_BEACH_SH: i64 = 18 // the beachwear genome bits the MIXED beach breeds (P_OUTFIT) 872const MG_BEACH_MASK: i64 = 3 873const MOB_POSE_SLEEP: i64 = 2 // mob_pose's published sleep id (the pose door's contract) 874const B_WATER: i64 = 4 // the water block (wshade2's shimmer branch, the shore ramp) 875const WC_SPECN: i64 = 79 // spec words the engine owns: 69 -> 79 for the GE13b wardrobe 876 // rows 70-78 (69 left unowned, see P_GARM). Was a bare 64 inside wc_spec. 877 // O_EJRN - O_SPEC = 640 B = 80 words, so this grows without 878 // moving a single other offset (the same law O_GENP was 879 // placed under). 880// GE13 -- THE OCEAN IS DATA (wsp_beach_ocean). One packed spec row turns any identity's far 881// side into a sea: bits 0-1 EDGE (0=+z 1=-z 2=+x 3=-x), bits 2-11 SHORELINE absolute 882// coordinate + 512 (WORLD space, so the streaming window regenerates it consistently), 883// bits 12-17 SLOPE width in blocks (the shore ramps down across this run), bits 18-23 884// SEABED height. 0 = no ocean: wsp_beach_ocean returns the height UNTOUCHED, so every 885// ocean-less identity generates byte-identically BY CONSTRUCTION (the KAT the gate holds). 886const P_OCEAN: i64 = 66 887// GE14a -- THE STAGED PROCGEN BIND. 0 = OFF, and OFF is the LEGACY TERRAIN BYTE-FOR-BYTE by 888// construction (wheight_raw returns before touching any of it). Non-zero = ON, and the value IS 889// the VERTICAL DIVISOR that maps nx_worldpipe_core's height space into this engine's block 890// column -- one row carrying both the switch and the scale, the shape P_ERODE already uses. 891// WHY A DIVISOR AND NOT A TASTED CONSTANT: the core's spline runs about -430..+420 before 892// relief, while a column here is 1..WY-8 blocks, so SOME map is required and the only honest 893// place for it is the recipe -- a world declares how much of its own vertical band it wants to 894// use, and nx_wasm_craft_gate asserts the resulting spread actually FILLS that band instead of 895// clamping flat at either end (a divisor that collapses the world is a measurable defect, not a 896// matter of taste). 897const P_WPIPE: i64 = 67 898// GE14a -- THE HORIZONTAL SCALE, and it is not a cosmetic knob: it is the unit conversion 899// between two coordinate systems, and MEASUREMENT is what proved it necessary. The staged 900// core's parameter fields have wavelengths of 1300..3400 units (continentalness the longest), 901// while a world window here is 128 BLOCKS. At 1 unit per block the whole window samples 902// essentially ONE POINT of the continent field, so the spline contributes a constant and only 903// the short ridge/detail terms vary: T79 measured spread 9 at divisor 30 and spread 10 at 904// divisor 18 -- a 40 percent smaller divisor bought ONE BLOCK, which is the signature of a 905// term that is constant across the sample, not of a scale that needs tuning. No vertical 906// divisor can fix that; the window has to span more of the field. 0 or 1 = one unit per block 907// (the legacy sampling); N = N units per block, so a 128-block window spans 128*N units. 908const P_WPSCALE: i64 = 68 909const P_SURF: i64 = 69 // GE53 SURFACE SOURCE: 0 = the cell grid (all voxel, byte-identical to 910 // every world shipped before this row), 1 = the continuous heightfield 911 // (no voxel ground: the ray marches the Q8 field). An identity declares 912 // it as DATA in wc_spec. All voxel or no voxel -- there is no partial. 913// The field is bilinear BETWEEN columns, so a sample a quarter block apart can never skip a column: the 914// marcher's step and the gradient's baseline are both this one span (Q8 units). DERIVED from the field's 915// own resolution (one column per block), not tuned. 916const WC_SURF_STEP_Q8: i64 = 64 917const WC_GAIT_BOB_Q8: i64 = 7 // thorax oscillation AMPLITUDE (~2.7cm, 5.5cm p2p -- 918 // the band is peak-to-peak/2; 14 was a p2p-vs-amplitude 919 // conflation the recorder exposed as 11.3cm of chest) 920// RESPIRATION -- the idle drive. Derived, not tasted: resting adult breathing is 12-16/min; 921// at 14/min on the fixed 60Hz tick that is 60*60/14 = 257 ticks per cycle (0.233 Hz, inside the 922// 0.20-0.30 Hz band this rung is gated on). Amplitude is scaled off the GAIT constant above so 923// the two drives share one ruler: 7 q8 ~ 2.7cm => 1 q8 ~ 0.386cm, so 2 q8 ~ 0.77cm, inside the 924// declared 0.4-0.8cm resting-excursion band. A third value would have been a guess; this is an 925// arithmetic consequence of a constant already cited. 926const WC_BREATH_TICKS: i64 = 257 927// ★ AMPLITUDE, NOT PEAK-TO-PEAK -- and I got this wrong ONCE ALREADY on the gait constant. 928// Conversion, derived from the cited gait row: 7 q8 amplitude is documented as ~2.7cm, and 929// 7/256*100cm-per-block = 2.73cm, so the unit is q8 world units and p2p = 2*amp/256*100 cm. 930// At 2 q8 that is 1.56cm p2p -- OUTSIDE the 0.4-0.8cm resting band this rung is gated on, i.e. 931// 2x too large, the SAME p2p-vs-amplitude conflation the recorder caught in WC_GAIT_BOB_Q8 (14 932// -> 7). At 1 q8: 2/256*100 = 0.78cm p2p, inside the band. Caught by doing the arithmetic in the 933// unit the CRITERION is written in, before it shipped visibly. 934// ⚠KNOWN LIMIT, to be measured not assumed: 1 q8 is near the world-q8 resolution floor, so the 935// anchor steps coarsely; the spring integrates and should low-pass it, but ?breath=1 reports the 936// actual excursion so this is decided by measurement rather than by my expectation. 937const WC_BREATH_Q8: i64 = 1 938// speed at which GAIT fully owns the anchor. PROVISIONAL and deliberately marked so: the units 939// of the per-tick mob delta were never measured, so this is the one number here without a 940// derivation. The mobspd door added below exists to REPLACE it with a measurement rather than 941// leave a guess sitting in the engine pretending to be a constant. 942const WC_BREATH_CUT_Q8: i64 = 24 943const WC_STEP_EASE_UP: i64 = 48 // mob Y climb rate Q8/tick (a 1-block rise ~ 5 ticks) 944const WC_NIGHT_X8: i64 = 5 // night begins at this eighth of the day (5/8) 945 946const EYE: i64 = 435 // eye height Q8 (~1.7 blocks) 947const SPEED: i64 = 40 // walk Q8 per tick 948// GAIT DRIVE CONSTANTS -- declared HERE, above their first reader in the mob tick. The compiler 949// refuses a module const used before its declaration because it would silently read 0, and for the 950// gait accumulator that would have meant a permanently frozen drive that still compiled, still ran, 951// and looked exactly like the metronome it was written to replace. 952const WC_PH_PER_TICK: i64 = 5 // the free-running advance MC_PH still uses for WANDER 953const WC_PH_ANG: i64 = 214 // angle-units per phase unit (the incumbent's drive scaling) 954const WC_NEED_GAIT: i64 = 3 // the needs row's spare slot, named now that it carries a value 955// ---- THE GAIT MODEL, CITED (knowledge/gamefeel_oracle.conf, gait_* rows) ----------------------- 956// Every number below is a published normative measurement carrying its cohort and its instrument. 957// None is a taste, and none may be "tuned" without moving the conf row and its source with it. 958// ⚠UNIT DISCIPLINE, AND THIS FILE HAS ALREADY PAID ONCE FOR GETTING IT WRONG (WC_GAIT_BOB_Q8 went 959// 14 -> 7 on exactly this): the gait literature reports RANGE of motion -- rRoM, ROM -- which is 960// PEAK-TO-PEAK. The AMPLITUDE is HALF of it. Every constant here is stored as the PUBLISHED RANGE 961// in DECIDEGREES so it can be compared straight against the paper, and the halving happens in 962// exactly one function (wc_amp_ddeg) so no caller can forget it. 963const WC_DDEG_HALFTURN: i64 = 1800 // decidegrees in IT_PI (a half turn): the ddeg -> it-unit scale 964// STRIDE = 2 x step length 0.73 m (mean, 21-30 age band, markerless normative database). 965// 1 BLOCK = 1 m is NOT assumed here, it is read off the engine: EYE = 435 q8 = 1.70 blocks is the 966// player's eye height and adult eye height is ~1.6-1.7 m, so a block IS a metre to within the 967// figure's own tolerance. 1.46 m = 1.46 blocks = 374 q8. 968// ★THE PUBLISHED TRIPLE RECONCILES, WHICH IS A FREE AUDIT OF THE SOURCE: step 0.73 m x cadence 969// 108.40 steps/min / 60 = 1.319 m/s against that table's own reported gait speed of 1.30 m/s. 970const WC_STRIDE_Q8: i64 = 374 971// PELVIS transverse rotation, rRoM = 5.2 deg (n=201 healthy adults, 5 km/h, surface topography). 972// ⚠SCOPE, STATED: surface topography estimates the pelvis from PSIS surface markers and reads 973// LOWER than bone-pin and marker-cluster methods, which put pelvic transverse range nearer 10 deg. 974// 5.2 is therefore a FLOOR from one named instrument, not a settled value, and it is used as the 975// reference the genome varies AROUND rather than as a ceiling. 976const WC_PELVIS_ROT_DDEG: i64 = 52 977// THORACIC counter-rotation, rRoM at T7 = 14.6 deg -- and this is the paper's headline finding, 978// explicitly CONTRARY to the previous functional understanding that T7 is the near-static point of 979// intersection: T7/T8 carry the LARGEST rotary amplitude of every vertebra C7..L4, and "the largest 980// rotary opposition was also found between the pelvis and T7/T8". The thorax rotates roughly THREE 981// TIMES the pelvis, against it. 982// ★THIS PHASE RELATIONSHIP IS THE MECHANISM READ AS "SWINGING HIPS". It is not an amplitude: what 983// the eye sees is the pelvis and the shoulders twisting in OPPOSITION about the line of travel. 984// It is encoded as a SIGN below and therefore needs no constant of its own -- deliberately absent. 985const WC_THORAX_ROT_DDEG: i64 = 146 986// ELBOW flexion-extension ROM through the gait cycle = 29.7 deg (SD 10.2). The forearm is NOT 987// rigid in walking; a locked elbow is the "stiff arms" report stated as a measurement, and this 988// row is what makes it a defect rather than an opinion. 989const WC_ELBOW_ROM_DDEG: i64 = 297 990// TURN ALLOWANCE, expressed as heading change per STRIDE rather than per tick, so it is 991// speed-coupled BY CONSTRUCTION: a standing girl cannot turn and a walking one turns in 992// proportion to the ground she covers. ⚠DERIVED-BY-ARGUMENT, NOT MEASURED, AND LABELLED SO: a 993// walking body re-places its feet once per stride and cannot change heading by more than about a 994// quarter turn in that time. Cross-check against the two rulers this engine already owns -- at 995// the cited stride and a mob's 4 q8/tick it works out at 68 it-units/tick = 57 deg/s, a little 996// over half the player's own TURN slew of 140 it-units/tick = 117 deg/s, and inside the 60-90 997// deg/s that comfortable walking turns are usually quoted at. What would SETTLE it is a cited 998// walking turn-rate band in gamefeel_oracle.conf; there is not one, and inventing a row that 999// looked cited would be worse than naming the gap. 1000const WC_TURN_PER_STRIDE: i64 = IT_PI/2 1001const TURN: i64 = 140 // yaw it-units per tick (keyboard turn / legacy dir path) 1002const PITCHV: i64 = 90 // pitch it-units per tick (R/F keyboard look) 1003const PITCH_MAX: i64 = 5000 1004const LOOKS: i64 = 6 // mouselook: it-units per accumulated look count 1005const JUMPV: i64 = 66 // jump takeoff velocity Q8/tick 1006const GRAV: i64 = 9 // gravity Q8/tick^2 1007const VTERM: i64 = 120 // terminal fall velocity Q8/tick -- ONE ruler for the player AND every mob 1008 // (GE12 mob_step_gait; was an inline 120 in apply2_impl) 1009// FOOTSTRIKE/LANDING IMPULSE unit bridge -- ARITHMETIC of two existing conventions, not a tuning. 1010// Mob positions are world-q8 (256/block) and the softbind anchor is fed pos/4 (the 1011// sb_tick_mob_gene call in mob_tick), so ONE MODEL UNIT = 4 world-q8. sd_impulse's own contract 1012// (nx_softdyn: "model-units/tick * 256") takes model-q8/tick velocity kicks. Therefore one 1013// world-q8/tick of mob velocity = SD_Q8/4 solver velocity units, and a mob velocity change dv 1014// converts as dv*WC_IMP_SCALE with no free parameter anywhere in the chain. 1015const WC_IMP_SCALE: i64 = SD_Q8/4 1016const MAXSTEPS: i64 = 110 // DDA cells per ray (view distance) 1017const REACH_STEPS: i64 = 20 // crosshair edit reach in DDA cells 1018 1019func wst(base: i64) -> *i64 { return (base + O_ST) as *i64 } 1020func wsp(base: i64) -> *i64 { return (base + O_SPEC) as *i64 } 1021func wgp(base: i64) -> *i64 { return (base + O_GENP) as *i64 } 1022func mobp(base: i64) -> *i64 { return (base + O_MOBS) as *i64 } 1023func wfb(base: i64) -> *i64 { return (base + O_FB) as *i64 } 1024func wvx(base: i64) -> *u8 { return (base + O_VOX) as *u8 } 1025func winp(base: i64) -> *i64 { return (base + O_INPUT) as *i64 } 1026func wpack(r: i64, g: i64, b: i64) -> i64 { return r | (g << 8) | (b << 16) } 1027func wclamp(v: i64, lo: i64, hi: i64) -> i64 { if v < lo { return lo } if v > hi { return hi } return v } 1028 1029func vin(x: i64, y: i64, z: i64) -> i64 { 1030 if x < 0 { return 0 } if x >= WX { return 0 } 1031 if y < 0 { return 0 } if y >= WY { return 0 } 1032 if z < 0 { return 0 } if z >= WZ { return 0 } 1033 return 1 1034} 1035func vget(base: i64, x: i64, y: i64, z: i64) -> i64 { 1036 if vin(x, y, z) == 0 { return 0 } 1037 let v: *u8 = wvx(base) 1038 return (v[(y*WZ + z)*WX + x] & 0xff) as i64 1039} 1040func vset(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 { 1041 if vin(x, y, z) == 0 { return 0 } 1042 let v: *u8 = wvx(base) 1043 v[(y*WZ + z)*WX + x] = b as u8 1044 return 1 1045} 1046 1047// ---------- edit journal (v6 streaming): every PLAYER edit recorded at ABSOLUTE world coords ---------- 1048// One packed i64 hash slot per touched cell: (key+1)<<8 | block, key = ax+2^24 (25b) : az+2^24 (25b) 1049// : ay (6b). The journal is the persistent truth for touched land; the window is a cache over 1050// (seed + journal) -- the voxchunk law (virgin land from the seed, touched land from history) wired 1051// into the live game. Bounded EJRN_SLOTS edits; a FULL journal REFUSES the whole edit LOUDLY 1052// (S_EJDROP counts refusals) so world and history can never disagree. 1053func ejp(base: i64) -> *i64 { return (base + O_EJRN) as *i64 } 1054func ej_key(ax: i64, ay: i64, az: i64) -> i64 { 1055 return ((ax + WATER_MAGIC_16777216) << 31) | ((az + WATER_MAGIC_16777216) << 6) | ay 1056} 1057// Existing wire remains 56-bit incremented coordinate tag plus one block byte. 1058const EJRN_KEY_MAX: i64 = 72057594037927935 1059const EJRN_TAG_MASK: i64 = 0-256 1060func ej_key_representable(ax: i64, ay: i64, az: i64) -> i64 { 1061 if ax < 0-WATER_MAGIC_16777216 || ax >= WATER_MAGIC_16777216 { return 0 } 1062 if az < 0-WATER_MAGIC_16777216 || az >= WATER_MAGIC_16777216 { return 0 } 1063 if ay < 0 || ay >= 64 { return 0 } 1064 if ej_key(ax,ay,az) == EJRN_KEY_MAX { return 0 } 1065 return 1 1066} 1067func ej_tag_matches(cur: i64, key: i64) -> i64 { 1068 if cur == 0 { return 0 } 1069 return (cur & EJRN_TAG_MASK) == ((key+1) << 8) 1070} 1071func ej_index_bucket(tag: i64) -> i64 { 1072 // Fold high coordinate bits before the bucket mask; raw-key low bits omit X. 1073 let k: i64 = tag >> 8 1074 let mixed: i64 = (k ^ (k >> 17) ^ (k >> 37))*EJRN_HASH_MUL 1075 return (mixed ^ (mixed >> 29)) & (EJ_INDEX_BUCKETS-1) 1076} 1077// A context is valid only for one synchronous mutation batch. It never survives 1078// save_apply, init, direct journal writes or another begin. No hidden active cache. 1079func ej_batch_begin(base: i64, available_bytes: i64) -> *i64 { 1080 if available_bytes < CRAFT_TOTAL { return 0 as *i64 } 1081 let heads: *i64 = (base+O_EJ_INDEX) as *i64 1082 let next: *i64 = (base+O_EJ_NEXT) as *i64 1083 let e: *i64 = ejp(base) 1084 var i: i64 = 0 1085 while i < EJ_INDEX_BUCKETS { heads[i]=0;i=i+1 } 1086 i=0 1087 while i < EJRN_SLOTS { 1088 next[i]=0 1089 let cur: i64 = e[i] 1090 if cur != 0 { 1091 let h: i64 = ej_index_bucket(cur & EJRN_TAG_MASK) 1092 next[i]=heads[h] 1093 heads[h]=i+1 1094 } 1095 i=i+1 1096 } 1097 return heads 1098} 1099func ej_index_get(base: i64, heads: *i64, ax: i64, ay: i64, az: i64) -> i64 { 1100 if ej_key_representable(ax,ay,az) == 0 { return 0-1 } 1101 let e: *i64 = ejp(base) 1102 let next: *i64 = (base+O_EJ_NEXT) as *i64 1103 let key: i64 = ej_key(ax,ay,az) 1104 var at: i64 = heads[ej_index_bucket((key+1)<<8)] 1105 var winner: i64 = 0-1 1106 var result: i64 = 0-1 1107 while at > 0 { 1108 let slot: i64 = at-1 1109 if ej_tag_matches(e[slot],key) == 1 { 1110 if slot > winner { winner=slot;result=e[slot]&255 } 1111 } 1112 at=next[slot] 1113 } 1114 return result 1115} 1116func ej_index_put(base: i64, heads: *i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 { 1117 if ej_key_representable(ax,ay,az) == 0 { return 0-2 } 1118 if b < 0 || b > 255 { return 0-2 } 1119 let e: *i64 = ejp(base) 1120 let next: *i64 = (base+O_EJ_NEXT) as *i64 1121 let key: i64 = ej_key(ax,ay,az) 1122 let tag: i64 = (key+1)<<8 1123 let bucket: i64 = ej_index_bucket(tag) 1124 var at: i64 = heads[bucket] 1125 var matched: i64 = 0 1126 while at > 0 { 1127 let slot: i64 = at-1 1128 if ej_tag_matches(e[slot],key) == 1 { e[slot]=tag|b;matched=1 } 1129 at=next[slot] 1130 } 1131 if matched == 1 { return 1 } 1132 // New keys retain the original persisted hash-probe insertion order. 1133 var i: i64 = (key*EJRN_HASH_MUL)&(EJRN_SLOTS-1) 1134 var n: i64 = 0 1135 while n < EJRN_SLOTS { 1136 if e[i] == 0 { 1137 e[i]=tag|b 1138 next[i]=heads[bucket] 1139 heads[bucket]=i+1 1140 return 1 1141 } 1142 i=(i+1)&(EJRN_SLOTS-1);n=n+1 1143 } 1144 return 0-1 1145} 1146func ej_put(base: i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 { 1147 if ej_key_representable(ax,ay,az) == 0 { return 0-2 } 1148 if b < 0 || b > 255 { return 0-2 } 1149 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL) 1150 if (index as i64) == 0 { return 0-3 } 1151 return ej_index_put(base,index,ax,ay,az,b) 1152} 1153func ej_get(base: i64, ax: i64, ay: i64, az: i64) -> i64 { 1154 if ej_key_representable(ax,ay,az) == 0 { return 0-1 } 1155 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL) 1156 if (index as i64) == 0 { return 0-1 } 1157 return ej_index_get(base,index,ax,ay,az) 1158} 1159// overlay journal entries falling inside the local box [lx0..lx1) x [lz0..lz1) -- edits WIN over regen 1160func ej_overlay(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1161 let s: *i64 = wst(base) 1162 let e: *i64 = ejp(base) 1163 var i: i64 = 0 1164 while i < EJRN_SLOTS { 1165 let cur: i64 = e[i] 1166 if cur != 0 { 1167 let k: i64 = (cur >> 8) - 1 1168 let ay: i64 = k & 63 1169 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 1170 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 1171 let lx: i64 = ax - s[S_WOX] 1172 let lz: i64 = az - s[S_WOZ] 1173 if lx >= lx0 { if lx < lx1 { if lz >= lz0 { if lz < lz1 { 1174 vset(base, lx, ay, lz, cur & 255) 1175 } } } } 1176 } 1177 i = i + 1 1178 } 1179 return 0 1180} 1181// the PLAYER-EDIT write path: journal at absolute coords FIRST (a full journal refuses the whole 1182// edit -- world and history stay consistent), then the window write. Gen/save paths keep raw vset. 1183func wc_edit(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 { 1184 if vin(x,y,z) == 0 { return 0 } 1185 let s: *i64 = wst(base) 1186 if ej_put(base, x + s[S_WOX], y, z + s[S_WOZ], b) < 0 { 1187 s[S_EJDROP] = s[S_EJDROP] + 1 1188 return 0 1189 } 1190 return vset(base, x, y, z, b) 1191} 1192// solid for collision: everything but air, water and CROPS (plants are walked through, not on) 1193func vsolid(base: i64, x: i64, y: i64, z: i64) -> i64 { 1194 let b: i64 = vget(base, x, y, z) 1195 if b == 0 { return 0 } 1196 if b == 4 { return 0 } 1197 if b >= B_CROP0 { if b <= B_CROP2 { return 0 } } 1198 return 1 1199} 1200 1201// ---------- worldgen: integer value noise -> heightmap -> columns -> trees ---------- 1202func whash(x: i64, z: i64, sd: i64) -> i64 { 1203 var n: i64 = x*TERRAIN_HASH_X + z*TERRAIN_HASH_Z + sd*TERRAIN_HASH_SEED 1204 n = n & SAVE_CK_MASK 1205 n = (n ^ (n >> 13)) * TERRAIN_HASH_MIX 1206 n = n & SAVE_CK_MASK 1207 return (n ^ (n >> 16)) % 256 1208} 1209// bilinear value noise, lattice spacing `sc`, result 0..255 1210func wnoise(x: i64, z: i64, sc: i64, sd: i64) -> i64 { 1211 let cx: i64 = x / sc 1212 let cz: i64 = z / sc 1213 let fx: i64 = x % sc 1214 let fz: i64 = z % sc 1215 let c00: i64 = whash(cx, cz, sd) 1216 let c10: i64 = whash(cx+1, cz, sd) 1217 let c01: i64 = whash(cx, cz+1, sd) 1218 let c11: i64 = whash(cx+1, cz+1, sd) 1219 let v0: i64 = c00 + (c10 - c00)*fx/sc 1220 let v1: i64 = c01 + (c11 - c01)*fx/sc 1221 return v0 + (v1 - v0)*fz/sc 1222} 1223// the RAW two-octave surface: what wheight was in full before E1, unchanged and still the only 1224// thing the talus measurement is allowed to read (a threshold derived from an already-eroded 1225// surface would be measuring its own output). 1226func wheight_raw(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1227 let sp: *i64 = wsp(base) 1228 // GE14a: when the recipe binds the staged pipeline, the ground IS the six-field 1229 // parameter space (continentalness -> spline, ridged relief scaled by weirdness and 1230 // flattened by erosion) rather than this engine's two octaves of value noise. The 1231 // core statics are set PER CALL, not once at init, deliberately: gates hold several 1232 // arenas at different seeds at the same time and a module-global seeded once would 1233 // silently generate one arena's terrain inside another. Four assignments against a 1234 // per-column noise evaluation is not a cost worth a correctness risk. 1235 let wpd: i64 = sp[P_WPIPE] 1236 if wpd != 0 { 1237 WP_SEED = sd 1238 WP_TEMP_BIAS = 0 1239 WP_CONT_BIAS = 0 1240 WP_MOUNT_SCALE = WP_MAGIC_1400 1241 var wsc: i64 = sp[P_WPSCALE] 1242 if wsc <= 0 { wsc = 1 } 1243 return wclamp(sp[P_TBASE] + wp_height_raw(x*wsc, z*wsc)/wpd, 1, WY - 8) 1244 } 1245 let n1: i64 = wnoise(x, z, 16, sd) 1246 let n2: i64 = wnoise(x, z, 5, sd + 7) 1247 var h: i64 = sp[P_TBASE] + n1*sp[P_TAMP1]/256 + n2*sp[P_TAMP2]/256 1248 return wclamp(h, 1, WY - 8) 1249} 1250 1251// ---------- E1: TALUS EROSION, EVALUATED POINTWISE (2026-08-25) ---------- 1252// THE WORLD SCROLLS, SO EROSION HERE CANNOT BE A BAKED GRID. gencol regenerates strips at 1253// ABSOLUTE coordinates as the window slides (s[S_WOX] = s[S_WOX] + dx), which is exactly why the 1254// header above gencol calls the terrain "a pure function of (absolute position, seed) -> unbounded 1255// land". nx_worldpipe's wp_erode is the baked-grid shape and its OWN docstring states the cost: 1256// it returns zero "outside the baked span", a case "a caller must not be able to tell apart from 1257// no erosion here, because that is what they are". Baking it here would put eroded ground behind 1258// the player and raw noise in front of him with a hard seam between the two. Storing a grid is 1259// not available either -- "wasm has no mmap; every buffer is an arena offset", and the 1260// framebuffer TAILS the arena (T60), so a 128x128 heightfield would have to move WASM_MEM_BYTES. 1261// SO THE OPERATOR IS EVALUATED, NOT STORED. k passes of a radius-1 stencil have a domain of 1262// dependence of radius k, so the unrolled composition below returns at (x,z) exactly what a 1263// k-pass relaxation over an INFINITE grid would put there. No seam can exist because there is no 1264// grid to have an edge, and nothing has to be saved, shifted or invalidated when the world slides. 1265// The pass is thermal (talus) erosion in its symmetric PAIRWISE-EXCHANGE form: across each of the 1266// 4 edges material moves from the higher cell to the lower one ONLY where the drop exceeds the 1267// talus threshold. wc_er_flux is ANTISYMMETRIC -- flux(-d) == -flux(d) exactly, truncation toward 1268// zero included -- so both ends of every edge move by equal and opposite amounts and the pass 1269// CONSERVES MASS. That is what makes this erosion and not a blur: a blur lowers everything, this 1270// cuts steep faces back and fills the hollows immediately below them, and it leaves ground gentler 1271// than the threshold untouched entirely. 1272const WC_ER_Q: i64 = 256 // fixed point the pass runs in. World heights are 1273 // small integers (craft relief ~22 blocks), so a 1274 // pass done in whole blocks could only ever move 0 1275 // or >=1 and would quantise the effect away. 1276const WC_ER_STABLE_Q: i64 = WC_ER_Q / 4 // DERIVED, not tasted: an explicit 4-neighbour 1277 // exchange h' = h + r*sum(h_n - h) is stable iff 1278 // 4r <= 1, so r = 1/4 is the marginal limit and 1279 // oscillates AT it. 1280const WC_ER_RATE_Q: i64 = WC_ER_STABLE_Q / 2 // WRITTEN AS THE ARITHMETIC: half the stability 1281 // limit. This factor of 2 is the ONLY judgement in 1282 // the whole operator and it is named right here; 1283 // the per-world lever is the tick budget, which is 1284 // recipe DATA, not code. 1285const WC_ER_MAXK: i64 = 3 // STRUCTURAL, not a clamp: three unrolled levels 1286 // are written below and no fourth one exists. Cost 1287 // is 5^k raw height evaluations per column -- 125 1288 // at k=3; 625 at k=4 would put worldgen past a 1289 // second and a visitor would meet a blank canvas. 1290const WC_ER_FLAT: i64 = 0 - 1 // P_ERTAL sentinel: measured, and there is no relief 1291 1292// THE SAME SURFACE AT SUB-BLOCK RESOLUTION -- AND THE FIX FOR A MEASURED, GATE-CAUGHT DEFECT. 1293// wheight_raw's two truncating divisions by 256 round the land to WHOLE BLOCKS before anything 1294// can weather it, and feeding that pre-rounded field to the pass made the first cut of this 1295// operator measurably do nothing. With the input quantised, every neighbour drop is a multiple of 1296// 256; the MEASURED talus came out at 264, so a one-block step (256) sits BELOW the threshold and 1297// does not move at all, and a two-block step moves (512-264)/8 = 31 of the 128 needed to change a 1298// block. The wasm-VM gate reported moved=0 of 576 with HI 477 -> 477 and REFUSED the ship. That is 1299// the tooth doing its job, and the answer is not a bigger rate -- it is to weather the CONTINUOUS 1300// field and quantise only the result, which is what erosion does to real ground anyway. 1301func wheight_q(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1302 let sp: *i64 = wsp(base) 1303 let n1: i64 = wnoise(x, z, 16, sd) 1304 let n2: i64 = wnoise(x, z, 5, sd + 7) 1305 var hq: i64 = sp[P_TBASE]*WC_ER_Q + n1*sp[P_TAMP1] + n2*sp[P_TAMP2] 1306 return wclamp(hq, WC_ER_Q, (WY - 8)*WC_ER_Q) 1307} 1308// signed transfer INTO this cell across one edge, given the neighbour-minus-self drop d. 1309// Antisymmetric by construction, so the two ends of an edge always move by equal and opposite 1310// amounts. That identity is what conserves mass, and the gate ASSERTS it rather than assuming the 1311// dialect truncates the way this reasoning needs. 1312func wc_er_flux(d: i64, t: i64) -> i64 { 1313 if d > t { return (d - t)*WC_ER_RATE_Q/WC_ER_Q } 1314 if d < 0 - t { return (d + t)*WC_ER_RATE_Q/WC_ER_Q } 1315 return 0 1316} 1317// THE THRESHOLD IS MEASURED, NEVER AUTHORED. Mean over a FIXED reference patch of each cell's 1318// largest 4-neighbour drop -- wp_erode_talus_derived's rule, applied to the surface actually being 1319// eroded. The patch is the absolute [0,WX)x[0,WZ) square rather than the player's current window, 1320// so the threshold stays a pure function of (spec, seed) and does not drift as the world slides 1321// under him. Result is in WC_ER_Q units; a world with no relief measures 0 and turns erosion off. 1322func wc_er_talus(base: i64, sd: i64) -> i64 { 1323 var sum: i64 = 0 1324 var z: i64 = 0 1325 while z < WZ { 1326 var x: i64 = 0 1327 while x < WX { 1328 let h: i64 = wheight_q(base, x, z, sd) 1329 var m: i64 = 0 1330 let da: i64 = wheight_q(base, x - 1, z, sd) - h 1331 if da > m { m = da } 1332 if 0 - da > m { m = 0 - da } 1333 let db: i64 = wheight_q(base, x + 1, z, sd) - h 1334 if db > m { m = db } 1335 if 0 - db > m { m = 0 - db } 1336 let dc: i64 = wheight_q(base, x, z - 1, sd) - h 1337 if dc > m { m = dc } 1338 if 0 - dc > m { m = 0 - dc } 1339 let dd: i64 = wheight_q(base, x, z + 1, sd) - h 1340 if dd > m { m = dd } 1341 if 0 - dd > m { m = 0 - dd } 1342 sum = sum + m 1343 x = x + 1 1344 } 1345 z = z + 1 1346 } 1347 return sum/(WX*WZ) // already in WC_ER_Q units: the field it measured is 1348} 1349// memoised into the spec so the sweep above runs ONCE per arena, never once per column. The 1350// sentinel makes "measured and flat" distinguishable from "not measured yet", which is the whole 1351// reason a flat world does not pay the sweep on every single query. 1352func wc_er_arm(base: i64, sd: i64) -> i64 { 1353 let sp: *i64 = wsp(base) 1354 if sp[P_ERTAL] != 0 { return sp[P_ERTAL] } 1355 let t: i64 = wc_er_talus(base, sd) 1356 if t <= 0 { sp[P_ERTAL] = WC_ER_FLAT } else { sp[P_ERTAL] = t } 1357 return sp[P_ERTAL] 1358} 1359// ONE PASS, UNROLLED THREE DEEP. No recursion anywhere: each level is its own function and calls 1360// only the level below it, so the maximum budget is a property of the SOURCE that a reader can 1361// count, rather than a runtime clamp that has to be trusted. 1362func wc_er1(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1363 let h: i64 = wheight_q(base, x, z, sd) 1364 var a: i64 = h 1365 a = a + wc_er_flux(wheight_q(base, x - 1, z, sd) - h, t) 1366 a = a + wc_er_flux(wheight_q(base, x + 1, z, sd) - h, t) 1367 a = a + wc_er_flux(wheight_q(base, x, z - 1, sd) - h, t) 1368 a = a + wc_er_flux(wheight_q(base, x, z + 1, sd) - h, t) 1369 return a 1370} 1371func wc_er2(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1372 let h: i64 = wc_er1(base, x, z, sd, t) 1373 var a: i64 = h 1374 a = a + wc_er_flux(wc_er1(base, x - 1, z, sd, t) - h, t) 1375 a = a + wc_er_flux(wc_er1(base, x + 1, z, sd, t) - h, t) 1376 a = a + wc_er_flux(wc_er1(base, x, z - 1, sd, t) - h, t) 1377 a = a + wc_er_flux(wc_er1(base, x, z + 1, sd, t) - h, t) 1378 return a 1379} 1380func wc_er3(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 { 1381 let h: i64 = wc_er2(base, x, z, sd, t) 1382 var a: i64 = h 1383 a = a + wc_er_flux(wc_er2(base, x - 1, z, sd, t) - h, t) 1384 a = a + wc_er_flux(wc_er2(base, x + 1, z, sd, t) - h, t) 1385 a = a + wc_er_flux(wc_er2(base, x, z - 1, sd, t) - h, t) 1386 a = a + wc_er_flux(wc_er2(base, x, z + 1, sd, t) - h, t) 1387 return a 1388} 1389// THE HEIGHT THE PLAYER WALKS ON. gencol builds every column from this and gentrees plants from 1390// it, so a change here is a change to the GROUND, not a shader drawn over it. All 7 call sites are 1391// worldgen or init; the renderer reads voxels, so the 5^k cost is paid once per strip and never 1392// per frame. 1393func wheight(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1394 let sp: *i64 = wsp(base) 1395 var k: i64 = sp[P_ERODE] 1396 if k <= 0 { return wheight_raw(base, x, z, sd) } 1397 if k > WC_ER_MAXK { k = WC_ER_MAXK } 1398 let t: i64 = wc_er_arm(base, sd) 1399 if t <= 0 { return wheight_raw(base, x, z, sd) } 1400 var he: i64 = 0 1401 if k == 1 { he = wc_er1(base, x, z, sd, t) } 1402 if k == 2 { he = wc_er2(base, x, z, sd, t) } 1403 if k >= 3 { he = wc_er3(base, x, z, sd, t) } 1404 return wclamp((he + WC_ER_Q/2)/WC_ER_Q, 1, WY - 8) 1405} 1406// GE53: the SAME eroded height wheight returns, in WC_ER_Q units and NOT rounded -- the one value the 1407// surface source keeps that the voxel column throws away at wheight's last line. 1408func wheight_qe(base: i64, x: i64, z: i64, sd: i64) -> i64 { 1409 let sp: *i64 = wsp(base) 1410 var k: i64 = sp[P_ERODE] 1411 if k <= 0 { return wheight_q(base, x, z, sd) } 1412 if k > WC_ER_MAXK { k = WC_ER_MAXK } 1413 let t: i64 = wc_er_arm(base, sd) 1414 if t <= 0 { return wheight_q(base, x, z, sd) } 1415 var he: i64 = 0 1416 if k == 1 { he = wc_er1(base, x, z, sd, t) } 1417 if k == 2 { he = wc_er2(base, x, z, sd, t) } 1418 if k >= 3 { he = wc_er3(base, x, z, sd, t) } 1419 return wclamp(he, WC_ER_Q, (WY - 8)*WC_ER_Q) 1420} 1421// the ocean ramp in Q units -- the same arithmetic wsp_beach_ocean applies to whole blocks, so the field 1422// and the column agree on where the beach meets the sea. 1423func wsp_beach_ocean_q(sp: *i64, ax: i64, az: i64, hq: i64) -> i64 { 1424 let oc: i64 = sp[P_OCEAN] 1425 if oc == 0 { return hq } 1426 let d: i64 = wsp_ocean_d(sp, ax, az) 1427 if d <= 0 { return hq } 1428 let slopew: i64 = (oc >> 12) & 63 1429 let bedq: i64 = ((oc >> 18) & 63)*WC_ER_Q 1430 var t: i64 = bedq 1431 if d < slopew { t = hq - (hq - bedq)*d/slopew } 1432 if t < bedq { t = bedq } 1433 if t > hq { t = hq } 1434 return t 1435} 1436func hq_get(base: i64, x: i64, z: i64) -> i64 { 1437 if x < 0 { return 0 - 1 } 1438 if z < 0 { return 0 - 1 } 1439 if x >= WX { return 0 - 1 } 1440 if z >= WZ { return 0 - 1 } 1441 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64 1442 return p[0] 1443} 1444func hq_set(base: i64, x: i64, z: i64, v: i64) -> i64 { 1445 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64 1446 p[0] = v 1447 return 0 1448} 1449func hq_off() -> i64 { return O_HQ } 1450// wc_surface_source -- GE53's named symbol: the terrain SURFACE height (the top of the ground, Q8 world 1451// units) at a Q8 position, bilinear between the four surrounding columns. -1 outside the window. A 1452// column's Q height is the base of its top block, so the surface sits one block above it. 1453func wc_surface_source(base: i64, pxq: i64, pzq: i64) -> i64 { 1454 let cx: i64 = pxq >> 8 1455 let cz: i64 = pzq >> 8 1456 let fx: i64 = pxq & 255 1457 let fz: i64 = pzq & 255 1458 let h00: i64 = hq_get(base, cx, cz) 1459 let h10: i64 = hq_get(base, cx + 1, cz) 1460 let h01: i64 = hq_get(base, cx, cz + 1) 1461 let h11: i64 = hq_get(base, cx + 1, cz + 1) 1462 if h00 < 0 { return 0 - 1 } 1463 if h10 < 0 { return 0 - 1 } 1464 if h01 < 0 { return 0 - 1 } 1465 if h11 < 0 { return 0 - 1 } 1466 let top: i64 = h00*(256 - fx)*(256 - fz) + h10*fx*(256 - fz) + h01*(256 - fx)*fz + h11*fx*fz 1467 return top/65536 + 256 1468} 1469// terrain-class blocks: the ground the field replaces. Structures (wood, leaves, crops, water) stay cells. 1470func wterrain(b: i64) -> i64 { 1471 if b == 1 { return 1 } 1472 if b == 2 { return 1 } 1473 if b == 3 { return 1 } 1474 if b == 5 { return 1 } 1475 if b == 8 { return 1 } 1476 if b == 9 { return 1 } 1477 if b == 10 { return 1 } 1478 if b == 11 { return 1 } 1479 return 0 1480} 1481// trilinear 3D value noise 0..255 (cave carver) 1482func wnoise3(x: i64, y: i64, z: i64, sc: i64, sd: i64) -> i64 { 1483 let cx: i64 = x / sc 1484 let cy3: i64 = y / sc 1485 let cz: i64 = z / sc 1486 let fx: i64 = x % sc 1487 let fy: i64 = y % sc 1488 let fz: i64 = z % sc 1489 let a00: i64 = whash(cx + cy3*97, cz, sd) 1490 let a10: i64 = whash(cx + 1 + cy3*97, cz, sd) 1491 let a01: i64 = whash(cx + cy3*97, cz + 1, sd) 1492 let a11: i64 = whash(cx + 1 + cy3*97, cz + 1, sd) 1493 let b00: i64 = whash(cx + (cy3+1)*97, cz, sd) 1494 let b10: i64 = whash(cx + 1 + (cy3+1)*97, cz, sd) 1495 let b01: i64 = whash(cx + (cy3+1)*97, cz + 1, sd) 1496 let b11: i64 = whash(cx + 1 + (cy3+1)*97, cz + 1, sd) 1497 let a0: i64 = a00 + (a10 - a00)*fx/sc 1498 let a1: i64 = a01 + (a11 - a01)*fx/sc 1499 let av: i64 = a0 + (a1 - a0)*fz/sc 1500 let b0: i64 = b00 + (b10 - b00)*fx/sc 1501 let b1: i64 = b01 + (b11 - b01)*fx/sc 1502 let bv: i64 = b0 + (b1 - b0)*fz/sc 1503 return av + (bv - av)*fy/sc 1504} 1505// recompute the world's highest solid layer (init + save-load; place maintains it incrementally) 1506func wc_wmax(base: i64) -> i64 { 1507 let s: *i64 = wst(base) 1508 let vxp: *u8 = (base + O_VOX) as *u8 1509 var y: i64 = WY - 1 1510 while y >= 0 { 1511 var i: i64 = y*WZ*WX 1512 let end: i64 = (y + 1)*WZ*WX 1513 while i < end { 1514 if (vxp[i] & 0xff) != 0 { s[S_WMAX] = y; return y } 1515 i = i + 1 1516 } 1517 y = y - 1 1518 } 1519 s[S_WMAX] = 0 1520 return 0 1521} 1522 1523// generate ONE local column from ABSOLUTE world coords: the terrain is a pure function of 1524// (absolute position, seed) -> unbounded land, deterministic everywhere, no stored world needed 1525// for virgin ground (the voxchunk regen law wired into the live game). 1526// GE13 -- shore distance: how many blocks SEAWARD of the shoreline (ax,az) sits; <= 0 = inland, 1527// -1 = this identity has no ocean row at all. 1528func wsp_ocean_d(sp: *i64, ax: i64, az: i64) -> i64 { 1529 let oc: i64 = sp[P_OCEAN] 1530 if oc == 0 { return 0 - 1 } 1531 let edge: i64 = oc & 3 1532 let shore: i64 = ((oc >> 2) & 1023) - 512 1533 if edge == 0 { return az - shore } 1534 if edge == 1 { return shore - az } 1535 if edge == 2 { return ax - shore } 1536 return shore - ax 1537} 1538// GE45 REVIEW FRAMING (2026-09-04) -- the sea bearing of an identity, in yaw it-units (yaw 0 looks toward +z, 1539// x = sin, z = cos: the convention summon() and the page's review steering already share), or -1 when the 1540// identity carries no ocean row. Read by the spawn (the first frame faces the sea), by summon() (the review 1541// ring stands on the seaward arc so the shore is behind the girl the camera frames) and exported as the 1542// sea_yaw door for the HUD and the gate. Data: the same P_OCEAN row wsp_ocean_d decodes -- no second coastline. 1543func wsp_sea_yaw(sp: *i64) -> i64 { 1544 let oc: i64 = sp[P_OCEAN] 1545 if oc == 0 { return 0 - 1 } 1546 let edge: i64 = oc & 3 1547 if edge == 0 { return 0 } 1548 if edge == 1 { return IT_PI } 1549 if edge == 2 { return IT_PI/2 } 1550 return IT_PI*3/2 1551} 1552// the seaward review arc: the summoned cast spans one quarter turn centred on the sea bearing. A quarter turn 1553// is the widest arc whose every member still stands between the player and the shore (tan 45 degrees = 1, so 1554// the gate can assert it with integer arithmetic: |dx| <= dz for a +z sea). 1555const WC_REVIEW_ARC: i64 = IT_PI/2 1556// GE13 -- the ocean shaping rule (gameengine rung wsp_beach_ocean), applied to the PURE noise 1557// height wherever a column sits seaward of the shoreline: ramp the ground from its natural 1558// height down to the SEABED across the SLOPE width, then hold the seabed. gencol's existing 1559// flood rule (P_WATER) then fills the water and its sand rule paints the wet band -- beach, 1560// shallows and open sea all emerge from ONE data row, no per-world code. P_OCEAN == 0 returns 1561// h untouched, so every existing world is byte-identical by construction. 1562func wsp_beach_ocean(sp: *i64, ax: i64, az: i64, h: i64) -> i64 { 1563 let oc: i64 = sp[P_OCEAN] 1564 if oc == 0 { return h } 1565 let d: i64 = wsp_ocean_d(sp, ax, az) 1566 if d <= 0 { return h } 1567 let slopew: i64 = (oc >> 12) & 63 1568 let bed: i64 = (oc >> 18) & 63 1569 var t: i64 = bed 1570 if d < slopew { t = h - (h - bed)*d/slopew } 1571 if t < bed { t = bed } 1572 if t > h { t = h } 1573 return t 1574} 1575 1576// Runtime position validity uses the same terrain field and structural body sweep. 1577// This does not change the existing point footprint into a wider avatar. 1578func wc_player_position_clear(base: i64, x: i64, y: i64, z: i64) -> i64 { 1579 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return 0 } 1580 if wsp(base)[P_SURF] == 1 { 1581 let field: i64=wc_surface_source(base,x,z) 1582 if field < 0 || y-EYE < field { return 0 } 1583 } 1584 wc_player_body(base,x,y,z) 1585 beach_contact_world_sweep(base,wc_contact_body(base),wc_contact_obstacle(base),wc_contact_result(base),1,0) 1586 let contact: *BeachContactResult=wc_contact_result(base) 1587 if contact.initial_overlap == 1 { return 0 } 1588 return 1 1589} 1590// Return 0 unchanged,1 recovered,-1 unresolved. No arbitrary teleport across X/Z. 1591// A restore can carry a valid checksum yet contain an old penetrated camera. 1592 1593// Profile storage occupies the verified unused O_ST tail; existing 64-word ABI is unchanged. 1594const S_MOVE_MODE: i64 = 51 1595const S_MOVE_GRAV_MM: i64 = 52 1596const S_MOVE_JUMP_MM: i64 = 53 1597const S_MOVE_WALK_MM: i64 = 54 1598const S_MOVE_TERM_MM: i64 = 55 1599const S_MOVE_STEP_Q8: i64 = 56 1600const S_MOVE_REPEAT: i64 = 57 1601const S_MOVE_VNUM: i64 = 58 1602const S_MOVE_RY: i64 = 59 1603const S_MOVE_RX: i64 = 60 1604const S_MOVE_RZ: i64 = 61 1605const S_MOVE_LAST_JUMP: i64 = 62 1606const S_MOVE_REV: i64 = 63 1607const WC_MOVE_HZ: i64 = 60 1608const WC_MOVE_Q8: i64 = 256 1609const WC_MOVE_MM: i64 = 1000 1610const WC_MOVE_DEN: i64 = WC_MOVE_MM*WC_MOVE_HZ*WC_MOVE_HZ 1611const WC_MOVE_HDEN: i64 = WATER_MAGIC_4096*WC_MOVE_MM*WC_MOVE_HZ 1612// A request cannot traverse more than the vertical arena extent in one tick. 1613const WC_MOVE_SPEED_MAX_MM: i64 = WY*WC_MOVE_MM*WC_MOVE_HZ 1614const WC_MOVE_GRAV_MAX_MM: i64 = WC_MOVE_SPEED_MAX_MM*WC_MOVE_HZ 1615const WC_MOVE_RC_PROFILE: i64 = 0 - 81 1616const WC_MOVE_RC_ACTIVE: i64 = 0 - 82 1617 1618func wc_move_reset(base: i64) -> i64 { 1619 let s: *i64 = wst(base) 1620 s[S_MOVE_VNUM] = 0; s[S_MOVE_RY] = 0 1621 s[S_MOVE_RX] = 0; s[S_MOVE_RZ] = 0 1622 s[S_MOVE_LAST_JUMP] = 0 1623 return 0 1624} 1625func wc_move_valid(mode: i64, grav: i64, launch: i64, walk: i64, 1626 terminal: i64, step: i64, repeat: i64) -> i64 { 1627 if mode == 0 { 1628 if grav != 0 || launch != 0 || walk != 0 || terminal != 0 || step != 0 || repeat != 0 { return WC_MOVE_RC_PROFILE } 1629 return 0 1630 } 1631 if mode != 1 { return WC_MOVE_RC_PROFILE } 1632 if grav <= 0 || grav > WC_MOVE_GRAV_MAX_MM { return WC_MOVE_RC_PROFILE } 1633 if launch <= 0 || launch > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE } 1634 if walk < 0 || walk > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE } 1635 if terminal <= 0 || terminal > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE } 1636 if step < 0 || step >= WY*WC_MOVE_Q8 { return WC_MOVE_RC_PROFILE } 1637 if repeat < 0 || repeat > 1 { return WC_MOVE_RC_PROFILE } 1638 return 0 1639} 1640func wc_move_commit_validated(base: i64, mode: i64, grav: i64, launch: i64, walk: i64, 1641 terminal: i64, step: i64, repeat: i64) -> i64 { 1642 let s: *i64 = wst(base) 1643 s[S_MOVE_MODE] = mode 1644 s[S_MOVE_GRAV_MM] = grav; s[S_MOVE_JUMP_MM] = launch 1645 s[S_MOVE_WALK_MM] = walk; s[S_MOVE_TERM_MM] = terminal 1646 s[S_MOVE_STEP_Q8] = step; s[S_MOVE_REPEAT] = repeat 1647 wc_move_reset(base) 1648 s[S_MOVE_REV] = s[S_MOVE_REV] + 1 1649 return 0 1650} 1651func wc_move_set(base: i64, mode: i64, grav: i64, launch: i64, walk: i64, 1652 terminal: i64, step: i64, repeat: i64) -> i64 { 1653 let valid: i64 = wc_move_valid(mode,grav,launch,walk,terminal,step,repeat) 1654 if valid != 0 { return valid } 1655 let s: *i64 = wst(base) 1656 if s[S_MOVE_MODE] == mode && s[S_MOVE_GRAV_MM] == grav && s[S_MOVE_JUMP_MM] == launch && s[S_MOVE_WALK_MM] == walk && s[S_MOVE_TERM_MM] == terminal && s[S_MOVE_STEP_Q8] == step && s[S_MOVE_REPEAT] == repeat { return 0 } 1657 if s[S_GROUNDED] != 1 || s[S_VY] != 0 { return WC_MOVE_RC_ACTIVE } 1658 if s[S_MOVE_VNUM] != 0 || s[S_MOVE_RY] != 0 || s[S_MOVE_RX] != 0 || s[S_MOVE_RZ] != 0 { return WC_MOVE_RC_ACTIVE } 1659 let held: i64 = ia_held(winp(base)) 1660 if (held & (IA_UP | IA_DOWN | IA_LEFT | IA_RIGHT | IA_JUMP)) != 0 { return WC_MOVE_RC_ACTIVE } 1661 return wc_move_commit_validated(base,mode,grav,launch,walk,terminal,step,repeat) 1662} 1663func wc_move_boot(base: i64, world: i64) -> i64 { 1664 if world != BEACH_RELEASE_WORLD { return 0 } 1665 // init preflights immutable recipe data before any arena mutation; grounded is established by motion. 1666 return wc_move_commit_validated(base,BEACH_MOVE_MODE,BEACH_MOVE_GRAV_MM,BEACH_MOVE_JUMP_MM, 1667 BEACH_MOVE_WALK_MM,BEACH_MOVE_TERM_MM,BEACH_MOVE_STEP_Q8,BEACH_MOVE_REPEAT) 1668} 1669func wc_move_horizontal(base: i64, axis: i64, direction: i64) -> i64 { 1670 let s: *i64 = wst(base) 1671 if s[S_MOVE_MODE] == 0 { return direction*SPEED/WATER_MAGIC_4096 } 1672 var slot: i64 = S_MOVE_RX 1673 if axis == 2 { slot = S_MOVE_RZ } 1674 if direction == 0 { s[slot] = 0; return 0 } 1675 let sum: i64 = s[slot] + direction*s[S_MOVE_WALK_MM]*WC_MOVE_Q8 1676 let delta: i64 = sum/WC_MOVE_HDEN 1677 s[slot] = sum - delta*WC_MOVE_HDEN 1678 return delta 1679} 1680func wc_move_vertical_request(base: i64, jump: i64) -> i64 { 1681 let s: *i64 = wst(base) 1682 var launch: i64 = jump 1683 if s[S_MOVE_REPEAT] == 0 && s[S_MOVE_LAST_JUMP] == 1 { launch = 0 } 1684 s[S_MOVE_LAST_JUMP] = jump 1685 var vn: i64 = s[S_MOVE_VNUM] 1686 if launch == 1 && s[S_GROUNDED] == 1 { 1687 vn = s[S_MOVE_JUMP_MM]*WC_MOVE_Q8*WC_MOVE_HZ 1688 s[S_MOVE_RY] = 0 1689 } 1690 vn = vn - s[S_MOVE_GRAV_MM]*WC_MOVE_Q8 1691 let terminal: i64 = s[S_MOVE_TERM_MM]*WC_MOVE_Q8*WC_MOVE_HZ 1692 if vn < 0 - terminal { vn = 0 - terminal } 1693 s[S_MOVE_VNUM] = vn 1694 let sum: i64 = s[S_MOVE_RY] + vn 1695 let delta: i64 = sum/WC_MOVE_DEN 1696 s[S_MOVE_RY] = sum - delta*WC_MOVE_DEN 1697 return delta 1698} 1699func movement_profile_set(mode: i64, grav_mm_s2: i64, jump_mm_s: i64, 1700 walk_mm_s: i64, terminal_mm_s: i64, step_q8: i64, held_repeat: i64) -> i64 { 1701 return wc_move_set(0,mode,grav_mm_s2,jump_mm_s,walk_mm_s,terminal_mm_s,step_q8,held_repeat) 1702} 1703func movement_profile_field(field: i64) -> i64 { 1704 if field < 0 || field > S_MOVE_REV-S_MOVE_MODE { return WC_MOVE_RC_PROFILE } 1705 return wst(0)[S_MOVE_MODE+field] 1706} 1707func movement_tick_hz() -> i64 { return WC_MOVE_HZ } 1708func movement_velocity_denominator() -> i64 { return WC_MOVE_DEN } 1709 1710func wc_player_recover(base: i64) -> i64 { 1711 let s: *i64=wst(base) 1712 let x: i64=s[S_CX];let y: i64=s[S_CY];let z: i64=s[S_CZ] 1713 if wc_player_position_clear(base,x,y,z) == 1 { return 0 } 1714 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return -1 } 1715 var floor: i64=y-EYE 1716 if wsp(base)[P_SURF] == 1 { 1717 let field: i64=wc_surface_source(base,x,z) 1718 if field < 0 { return -1 } 1719 if field > floor { floor=field } 1720 } 1721 if floor < 0 { floor=0 } 1722 var ceiling: i64=floor 1723 while ceiling+EYE+128 <= WY*256 { 1724 let stand: i64=wc_player_support(base,x,z,ceiling) 1725 if stand >= y && stand <= ceiling+EYE { 1726 if wc_player_position_clear(base,x,stand,z) == 1 { 1727 s[S_CY]=stand;s[S_VY]=0;s[S_GROUNDED]=1;wc_move_reset(base) 1728 return 1 1729 } 1730 } 1731 // Include the continuous field first, then every possible structural cell top. 1732 ceiling=((ceiling >> 8)+1)*256 1733 } 1734 return -1 1735} 1736func player_position_clear() -> i64 { 1737 let s: *i64=wst(0) 1738 return wc_player_position_clear(0,s[S_CX],s[S_CY],s[S_CZ]) 1739} 1740func player_recover() -> i64 { return wc_player_recover(0) } 1741 1742// Same column owner for normal generation and non-destructive restore rebuild. 1743func wc_hq_column(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 { 1744 let sp: *i64=wsp(base) 1745 if sp[P_SURF] == 1 { hq_set(base,x,z,wsp_beach_ocean_q(sp,ax,az,wheight_qe(base,ax,az,sd))) } 1746 return 0 1747} 1748func wc_hq_restore(base: i64) -> i64 { 1749 if wsp(base)[P_SURF] != 1 { return 0 } 1750 let s: *i64=wst(base) 1751 var z: i64=0 1752 while z < WZ { 1753 var x: i64=0 1754 while x < WX { 1755 wc_hq_column(base,x,z,x+s[S_WOX],z+s[S_WOZ],s[S_SEED]) 1756 x=x+1 1757 } 1758 z=z+1 1759 } 1760 return 0 1761} 1762 1763func gencol(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 { 1764 let sp: *i64 = wsp(base) 1765 let wl: i64 = sp[P_WATER] 1766 let h: i64 = wsp_beach_ocean(sp, ax, az, wheight(base, ax, az, sd)) // GE13: the ocean is data 1767 wc_hq_column(base,x,z,ax,az,sd) // Same height owner as coherent save restoration. 1768 var y: i64 = 0 1769 while y < WY { 1770 var b: i64 = 0 1771 if y <= h { 1772 b = 3 // stone 1773 if y > h - 3 { b = 2 } // dirt cap 1774 if y == h { 1775 b = 1 // grass 1776 if h <= wl { b = 5 } // sand at/below waterline 1777 if h >= sp[P_SNOW] { b = 8 } // snow high up 1778 } 1779 // caves: carve inside the crust (never the floor, never the top 2 = no surface holes, 1780 // and never under water columns so lakes stay sealed) 1781 if b == 3 { if y >= 2 { if y <= h - 2 { if h > wl { 1782 if wnoise3(ax, y, az, 7, sd + 55) > sp[P_CAVETH] { b = 0 } 1783 } } } } 1784 // ores seed the remaining stone: coal common, iron deeper, gold deepest 1785 if b == 3 { 1786 let orr: i64 = whash(ax*7 + y*131, az*11 + y*17, sd + 31) % 997 1787 if orr < 22 { b = 9 } 1788 if y < 14 { if orr >= 22 { if orr < 32 { b = 10 } } } 1789 if y < 9 { if orr >= 32 { if orr < 38 { b = 11 } } } 1790 } 1791 } 1792 if y > h { if y <= wl { b = 4 } } // flood low ground 1793 vset(base, x, y, z, b) 1794 y = y + 1 1795 } 1796 return 0 1797} 1798// paint a voxel ONLY inside the regen box -- a tree may never overwrite terrain (and its journal 1799// overlay) outside the strip being regenerated 1800func vset_box(base: i64, x: i64, y: i64, z: i64, b: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1801 if x < lx0 { return 0 } 1802 if x >= lx1 { return 0 } 1803 if z < lz0 { return 0 } 1804 if z >= lz1 { return 0 } 1805 return vset(base, x, y, z, b) 1806} 1807// GE17 wsp_palm_shape -- THE PALM (W2 shape id 3, mirroring nx_treegen species 3: dep0=0 trunk- 1808// only + "a ring of LONG radial frond blobs from the trunk top" -- ONE species canon, two lanes, 1809// the PG36 rule). A bare, gently curved trunk with NO branches below the crown, then a frond 1810// rosette. Everything DERIVED, nothing tuned: 1811// LEAN -- phototropic, TOWARD OPEN WATER when the world declares an ocean (P_OCEAN edge 1812// bits: shoreline palms lean seaward for light), hash-picked axis otherwise. Tip 1813// displacement = th9/3 (tan ~18deg of trunk height, the shoreline coconut habit); profile 1814// quadratic in height (uniform curvature): lean(dy) = dy*dy/(3*th9), which lands the tip at 1815// exactly th9/3 with no constant of its own. 1816// FRONDS -- 8 directions (4 axial + 4 diagonal, the voxel ring), length = the genome's own 1817// canopy radius cr9, arch droop(r) = r*r/(2*cr9): the tip ends half the frond length below 1818// the crown, the same quadratic droop nx_treegen's palm crown uses (seg*seg*11 there). 1819// Painting is clipped to the regen box (vset_box) so it is seam-safe under the widened scan 1820// margin gentrees derives for shape 3. Trunk = wood (6), fronds + apical bud = leaves (7); 1821// on the shore identity those palette rows read driftwood-brown and scrub-green already. 1822func wsp_palm_shape(base: i64, sp: *i64, tx: i64, tz: i64, h2: i64, th9: i64, cr9: i64, 1823 ax: i64, az: i64, sd: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 { 1824 var pldx: i64 = 0 1825 var pldz: i64 = 0 1826 let poc9: i64 = sp[P_OCEAN] 1827 if poc9 != 0 { 1828 let pe9: i64 = poc9 & 3 1829 if pe9 == 0 { pldz = 1 } 1830 if pe9 == 1 { pldz = 0 - 1 } 1831 if pe9 == 2 { pldx = 1 } 1832 if pe9 == 3 { pldx = 0 - 1 } 1833 } 1834 if poc9 == 0 { 1835 let pd9: i64 = whash(ax*19 + 13, az*23 + 29, sd + 251) % 4 1836 if pd9 == 0 { pldx = 1 } 1837 if pd9 == 1 { pldx = 0 - 1 } 1838 if pd9 == 2 { pldz = 1 } 1839 if pd9 == 3 { pldz = 0 - 1 } 1840 } 1841 var pox: i64 = 0 1842 var poz: i64 = 0 1843 var pty: i64 = 1 1844 while pty <= th9 { 1845 let pl9: i64 = pty*pty/(3*th9) 1846 pox = pldx*pl9 1847 poz = pldz*pl9 1848 vset_box(base, tx + pox, h2 + pty, tz + poz, 6, lx0, lx1, lz0, lz1) 1849 pty = pty + 1 1850 } 1851 let pcx: i64 = tx + pox 1852 let pcz: i64 = tz + poz 1853 let ptop: i64 = h2 + th9 1854 vset_box(base, pcx, ptop + 1, pcz, 7, lx0, lx1, lz0, lz1) 1855 var pfd: i64 = 0 1856 while pfd < 8 { 1857 var fdx9: i64 = 0 1858 var fdz9: i64 = 0 1859 if pfd == 0 { fdx9 = 1 } 1860 if pfd == 1 { fdx9 = 0 - 1 } 1861 if pfd == 2 { fdz9 = 1 } 1862 if pfd == 3 { fdz9 = 0 - 1 } 1863 if pfd == 4 { fdx9 = 1; fdz9 = 1 } 1864 if pfd == 5 { fdx9 = 1; fdz9 = 0 - 1 } 1865 if pfd == 6 { fdx9 = 0 - 1; fdz9 = 1 } 1866 if pfd == 7 { fdx9 = 0 - 1; fdz9 = 0 - 1 } 1867 var pr9: i64 = 1 1868 while pr9 <= cr9 { 1869 vset_box(base, pcx + fdx9*pr9, ptop + 1 - pr9*pr9/(2*cr9), pcz + fdz9*pr9, 7, lx0, lx1, lz0, lz1) 1870 pr9 = pr9 + 1 1871 } 1872 pfd = pfd + 1 1873 } 1874 return 0 1875} 1876// trees whose TRUNK falls in the +-2-expanded ABSOLUTE range paint their blocks CLIPPED to the 1877// local box, so a tree crossing a strip seam is completed by whichever strip regenerates later. 1878// The trunk condition is PURE (grass by the gen rules: above water, below snow) -- no window peeking. 1879func gentrees(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 { 1880 let sp: *i64 = wsp(base) 1881 if sp[P_TREE] == 0 { return 0 } 1882 let s: *i64 = wst(base) 1883 let wl: i64 = sp[P_WATER] 1884 // scan expanded to +-4 (was +-2): a SPECIES canopy reaches up to radius 4, so a trunk that 1885 // far outside the box can paint inside it -- the strip-seam completion law, wider. Legacy 1886 // worlds are unchanged: an R=2 stamp 3-4 cells out paints nothing in-box (no-op scan rows). 1887 // GE17: a palm's phototropic lean displaces its crown by up to (tb+tv)/3 beyond the frond 1888 // radius, so a palm-genome world widens the seam scan by that maximum lean -- DERIVED from 1889 // the same genome rows the grower reads, not a second constant. Every other shape keeps 1890 // the historic +-4 margin bit-exactly, and the extra scan rows are no-ops by the vset_box 1891 // clip (the standing seam law, same argument as the +-2 -> +-4 widening above). 1892 var mg9: i64 = 4 1893 if ((sp[P_TREESPEC] >> 12) & 7) == 3 { mg9 = 4 + ((sp[P_TREESPEC] & 15) + ((sp[P_TREESPEC] >> 4) & 15))/3 } 1894 var az: i64 = s[S_WOZ] + lz0 - mg9 1895 while az <= s[S_WOZ] + lz1 + mg9 - 1 { 1896 var ax: i64 = s[S_WOX] + lx0 - mg9 1897 while ax <= s[S_WOX] + lx1 + mg9 - 1 { 1898 let hr9: i64 = wheight(base, ax, az, sd) 1899 let h2: i64 = wsp_beach_ocean(sp, ax, az, hr9) // GE13: no trees grow on the sea 1900 // GE17: DRY LAND is where the ocean rule was a NO-OP (h2 == hr9). Seaward of the 1901 // shoreline the ramp lowered this column -- that whole band is the beach slope and 1902 // its wet sand, and vegetation stays off it (palms out of the water, off the wet 1903 // band, by the ocean row's own geometry rather than a second coastline rule). 1904 // Worlds without an ocean row have h2 == hr9 everywhere BY CONSTRUCTION 1905 // (wsp_beach_ocean returns h untouched), so this conjunct changes nothing there. 1906 var trunk: i64 = 0 1907 // the tree altitude ceiling is a SPEC ROW, not an engine constant: hardcoded 19 1908 // silently capped forests for any identity whose land sits higher (gate T52 found 1909 // it -- vale's P_TREE 43->19 barely moved the trunk count because the CEILING, not 1910 // the density row, was binding). 0 = the historic 19, so craft/depths are unchanged. 1911 var tmax: i64 = sp[P_TREEMAX] 1912 if tmax <= 0 { tmax = 19 } 1913 if h2 < tmax { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 { 1914 if whash(ax*3 + 7, az*5 + 11, sd + 99) % sp[P_TREE] == 0 { trunk = 1 } 1915 } } } } 1916 if trunk == 1 { 1917 let tx: i64 = ax - s[S_WOX] 1918 let tz: i64 = az - s[S_WOZ] 1919 let ts9: i64 = sp[P_TREESPEC] 1920 // W2b: the TREE branch keys on the tree bits (0..17) alone -- a genome carrying 1921 // only understory bits (18+) keeps the LEGACY forest exactly (T57's wood-equality 1922 // tooth), and understory grows in its own pass below regardless of trunk sites. 1923 if (ts9 & 262143) == 0 { 1924 // legacy stamp, byte-for-byte: every identity-only world is unchanged 1925 var ty: i64 = h2 + 1 1926 while ty <= h2 + 4 { vset_box(base, tx, ty, tz, 6, lx0, lx1, lz0, lz1); ty = ty + 1 } 1927 var lz: i64 = tz - 2 1928 while lz <= tz + 2 { 1929 var lx: i64 = tx - 2 1930 while lx <= tx + 2 { 1931 var keep: i64 = 1 1932 if lx == tx { if lz == tz { keep = 0 } } 1933 if keep == 1 { 1934 vset_box(base, lx, h2 + 4, lz, 7, lx0, lx1, lz0, lz1) 1935 if lx >= tx - 1 { if lx <= tx + 1 { if lz >= tz - 1 { if lz <= tz + 1 { 1936 vset_box(base, lx, h2 + 5, lz, 7, lx0, lx1, lz0, lz1) 1937 } } } } 1938 } 1939 lx = lx + 1 1940 } 1941 lz = lz + 1 1942 } 1943 vset_box(base, tx, h2 + 6, tz, 7, lx0, lx1, lz0, lz1) 1944 } else { 1945 // W2 SPECIES GROWER: the individual varies inside the species envelope by 1946 // position hash -- deterministic, seam-safe (paint clipped to the box), 1947 // asset-free. Shapes: 1 dome (squashed integer ellipsoid), 2 pine (diamond 1948 // rings widening down from the tip). Density drops leaves by hash for airy 1949 // canopies. All bounds y-clamped by vset's own vin guard. 1950 let tb9: i64 = ts9 & 15 1951 let tv9: i64 = (ts9 >> 4) & 15 1952 var cr9: i64 = (ts9 >> 8) & 15 1953 if cr9 < 1 { cr9 = 1 } 1954 if cr9 > 4 { cr9 = 4 } 1955 let sh9: i64 = (ts9 >> 12) & 7 1956 let dn9: i64 = (ts9 >> 15) & 7 1957 let hv9: i64 = whash(ax*13 + 5, az*17 + 3, sd + 141) 1958 var th9: i64 = tb9 + hv9 % (tv9 + 1) 1959 if th9 < 2 { th9 = 2 } 1960 if sh9 == 3 { 1961 // GE17: shape 3 = PALM, the frond-rosette grower (wsp_palm_shape). 1962 // dn9 (leaf drop) is deliberately unused there: fronds are already 1963 // sparse lines, not a volume to thin. 1964 wsp_palm_shape(base, sp, tx, tz, h2, th9, cr9, ax, az, sd, lx0, lx1, lz0, lz1) 1965 } else { 1966 var ty2: i64 = h2 + 1 1967 while ty2 <= h2 + th9 { vset_box(base, tx, ty2, tz, 6, lx0, lx1, lz0, lz1); ty2 = ty2 + 1 } 1968 let top9: i64 = h2 + th9 1969 var dy9: i64 = 0 - cr9 1970 while dy9 <= cr9 + 1 { 1971 var dz9: i64 = 0 - cr9 1972 while dz9 <= cr9 { 1973 var dx9: i64 = 0 - cr9 1974 while dx9 <= cr9 { 1975 var put9: i64 = 0 1976 if sh9 == 2 { 1977 if dy9 <= 1 { 1978 var pr9: i64 = 1 - dy9 1979 if pr9 > cr9 { pr9 = cr9 } 1980 var ad9: i64 = dx9 1981 if ad9 < 0 { ad9 = 0 - ad9 } 1982 var az9: i64 = dz9 1983 if az9 < 0 { az9 = 0 - az9 } 1984 if ad9 + az9 <= pr9 { put9 = 1 } 1985 } 1986 } else { 1987 if dx9*dx9 + dz9*dz9 + dy9*dy9*2 <= cr9*cr9 { put9 = 1 } 1988 } 1989 if put9 == 1 { if dn9 > 0 { 1990 if whash(ax*29 + dx9*3 + dy9*7, az*31 + dz9*5, sd + 177) % 8 < dn9 { put9 = 0 } 1991 } } 1992 if put9 == 1 { 1993 var istrunk9: i64 = 0 1994 if dx9 == 0 { if dz9 == 0 { if dy9 < 0 { istrunk9 = 1 } } } 1995 if istrunk9 == 0 { vset_box(base, tx + dx9, top9 + dy9, tz + dz9, 7, lx0, lx1, lz0, lz1) } 1996 } 1997 dx9 = dx9 + 1 1998 } 1999 dz9 = dz9 + 1 2000 } 2001 dy9 = dy9 + 1 2002 } 2003 } 2004 } 2005 } 2006 // W2b UNDERSTORY (genome bits 18-20 density, 21-22 kind 0=tufts 1=shrubs 2=mixed): 2007 // ground vegetation per column, seeded independently of trunks, same grass belt, 2008 // trunk columns excluded; shrub = plus-clump radius 1 (inside the +-4 seam scan). 2009 let ud9: i64 = (sp[P_TREESPEC] >> 18) & 7 2010 if ud9 > 0 { if trunk == 0 { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 { 2011 if whash(ax*41 + 3, az*43 + 9, sd + 203) % 8 < ud9 { 2012 let uk9: i64 = (sp[P_TREESPEC] >> 21) & 3 2013 let ux5: i64 = ax - s[S_WOX] 2014 let uz5: i64 = az - s[S_WOZ] 2015 var shrub9: i64 = 0 2016 if uk9 == 1 { shrub9 = 1 } 2017 if uk9 == 2 { if whash(ax*7 + 1, az*11 + 5, sd + 209) % 2 == 0 { shrub9 = 1 } } 2018 vset_box(base, ux5, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) 2019 if shrub9 == 1 { 2020 // vegetation FILLS AIR, never replaces solids: a clump reaching into a 2021 // neighbor column must not eat its trunk or its surface (T57 measured the 2022 // unguarded version eating 792 wood blocks). Deterministic under the fixed 2023 // scan order -- a later trunk overwrites a leaf, so wood wins either way. 2024 if vget(base, ux5 + 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 + 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) } 2025 if vget(base, ux5 - 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 - 1, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1) } 2026 if vget(base, ux5, h2 + 1, uz5 + 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 + 1, 7, lx0, lx1, lz0, lz1) } 2027 if vget(base, ux5, h2 + 1, uz5 - 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 - 1, 7, lx0, lx1, lz0, lz1) } 2028 if vget(base, ux5, h2 + 2, uz5) == 0 { vset_box(base, ux5, h2 + 2, uz5, 7, lx0, lx1, lz0, lz1) } 2029 } 2030 } 2031 } } } } } 2032 ax = ax + 1 2033 } 2034 az = az + 1 2035 } 2036 return 0 2037} 2038 2039// ---------- W3 SETTLEMENTS (GR6, the Infinigen-Indoors expansion, 2026-08-17) ---------- 2040// Room LAYOUTS are solved OFFLINE by nx_indoorgen -- declarative constraints through the estate's 2041// part-placement solver, quantized, accept-rule-checked, REFUSED when unsatisfiable -- and land 2042// here as the imported data table (nx_indoorgen_data.nx). The engine only STAMPS: sites ride a 2043// coarse grid of BLDG_SITE-block cells hashed on ABSOLUTE coords (window-independent, so a 2044// building regenerates identically when the streaming window slides back -- the tree seam law at 2045// building scale); jitter, rotation and layout variant come from the same hash; and a building 2046// always fits INSIDE its own site cell (jitter 8 + max half-footprint 5 < SITE/2 = 20), so two 2047// sites can never collide. Terrain must be near-flat (4 rotated corners within 1 of the anchor 2048// height), dry and below the snowline, or the site deterministically stays empty. Painting is 2049// CLIPPED to the regen box (vset_box), and ej_overlay runs after every strip regen -- players can 2050// remodel a building and their edits win, exactly as they do against trees. 2051const BLDG_SITE: i64 = 40 // site-cell stride, blocks 2052const IG_SCAN0: i64 = 10 // W3 solve: first candidate anchor offset inside the site cell 2053const IG_SCANSTEP: i64 = 10 // candidate grid step: 3x3 covers offsets 10/20/30; footprint 2054 // half-extent (bw/2+1 <= 4) keeps every candidate's shell inside 2055 // its own cell, so neighbor cells can never overlap -- the 2056 // no-overlap rule holds by construction, not by test 2057const IG_MAXSLOPE: i64 = 2 // pre-declared accept rule: corners may deviate <=2 blocks from 2058 // the anchor; the IG_FOUND skirt reaches ground at exactly this 2059 // bound, so an accepted site is grounded. An unsatisfiable cell 2060 // stamps NOTHING (refuse, never float -- the constraint-solve law) 2061const IG_FOUND: i64 = 3 // foundation skirt courses below the floor (IG_MAXSLOPE + 1) 2062 2063// floor division for ABSOLUTE (possibly negative) coords -- truncating division reads the cell 2064// left of origin as cell 0 twice, which would double-place one building at the world seam 2065func igfloor(a: i64, b: i64) -> i64 { 2066 var q: i64 = a/b 2067 if a % b < 0 { q = q - 1 } 2068 return q 2069} 2070func ig_rotx(r: i64, x: i64, z: i64) -> i64 { 2071 if r == 1 { return z } 2072 if r == 2 { return 0 - x } 2073 if r == 3 { return 0 - z } 2074 return x 2075} 2076func ig_rotz(r: i64, x: i64, z: i64) -> i64 { 2077 if r == 1 { return 0 - x } 2078 if r == 2 { return 0 - z } 2079 if r == 3 { return x } 2080 return z 2081} 2082func genbuildings(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 { 2083 let sp: *i64 = wsp(base) 2084 if sp[P_BLDG] <= 0 { return 0 } 2085 let s: *i64 = wst(base) 2086 let wl: i64 = sp[P_WATER] 2087 let arch: i64 = sp[P_BLDGSPEC] & 15 2088 let dims: i64 = igd_dims(arch) 2089 let bw: i64 = dims & 255 2090 let bd: i64 = (dims >> 8) & 255 2091 let bh: i64 = (dims >> 16) & 255 2092 let mats: i64 = igd_mats(arch) 2093 let mwall: i64 = mats & 255 2094 let mfloor: i64 = (mats >> 8) & 255 2095 let mroof: i64 = (mats >> 16) & 255 2096 let dxo: i64 = igd_doorx(arch) 2097 let gx0: i64 = igfloor(s[S_WOX] + lx0 - BLDG_SITE + 1, BLDG_SITE) 2098 let gx1: i64 = igfloor(s[S_WOX] + lx1 + BLDG_SITE - 1, BLDG_SITE) 2099 let gz0: i64 = igfloor(s[S_WOZ] + lz0 - BLDG_SITE + 1, BLDG_SITE) 2100 let gz1: i64 = igfloor(s[S_WOZ] + lz1 + BLDG_SITE - 1, BLDG_SITE) 2101 var gz: i64 = gz0 2102 while gz <= gz1 { 2103 var gx: i64 = gx0 2104 while gx <= gx1 { 2105 var put: i64 = 1 2106 if whash(gx*7 + 1, gz*13 + 5, sd + 331) % sp[P_BLDG] != 0 { put = 0 } 2107 let rot: i64 = whash(gx*17 + 2, gz*19 + 6, sd + 499) % 4 2108 let bv: i64 = whash(gx*23 + 4, gz*29 + 8, sd + 541) % IGD_NVAR 2109 // W3 SOLVE: the anchor is not rolled, it is SEARCHED. 3x3 candidates per cell, 2110 // flattest wins (first-min on the fixed scan order = deterministic), and wheight is 2111 // pure noise over absolute coords, so the choice is window-independent (T73's law). 2112 // The measured failure this replaces: one hash-jittered roll + a dh>1 veto rejected 2113 // EVERY vale and craft cell (probe 2026-08-18: dhmax 2..12 across 36 cells) -- a 2114 // stamp with a veto is not a solve, and the village never existed. 2115 var axc: i64 = 0 2116 var azc: i64 = 0 2117 var h: i64 = 0 2118 var bestd9: i64 = 99 2119 if put == 1 { 2120 var co9: i64 = 0 2121 while co9 < 9 { 2122 let cox9: i64 = gx*BLDG_SITE + IG_SCAN0 + (co9 % 3)*IG_SCANSTEP 2123 let coz9: i64 = gz*BLDG_SITE + IG_SCAN0 + (co9 / 3)*IG_SCANSTEP 2124 let hh9: i64 = wsp_beach_ocean(sp, cox9, coz9, wheight(base, cox9, coz9, sd)) // GE13: a site in the sea reads its SHAPED height -> the h<=wl veto below refuses it 2125 var dmax9: i64 = 0 2126 var ci: i64 = 0 2127 while ci < 4 { 2128 var clx: i64 = 0 - 1 2129 var clz: i64 = 0 - 1 2130 if ci == 1 { clx = bw } 2131 if ci == 2 { clz = bd } 2132 if ci == 3 { clx = bw; clz = bd } 2133 let cax: i64 = cox9 + ig_rotx(rot, clx - bw/2, clz - bd/2) 2134 let caz: i64 = coz9 + ig_rotz(rot, clx - bw/2, clz - bd/2) 2135 var dh: i64 = wsp_beach_ocean(sp, cax, caz, wheight(base, cax, caz, sd)) - hh9 2136 if dh < 0 { dh = 0 - dh } 2137 if dh > dmax9 { dmax9 = dh } 2138 ci = ci + 1 2139 } 2140 if dmax9 < bestd9 { bestd9 = dmax9; axc = cox9; azc = coz9; h = hh9 } 2141 co9 = co9 + 1 2142 } 2143 if bestd9 > IG_MAXSLOPE { put = 0 } 2144 if h <= wl { put = 0 } 2145 if h >= sp[P_SNOW] { put = 0 } 2146 if h + bh + 2 >= WY { put = 0 } 2147 } 2148 if put == 1 { 2149 // floor+foundation ring at h, walls h+1..h+bh (door and windows carved as air, 2150 // interior cleared of terrain and canopy), roof plate at h+bh+1 2151 var lz: i64 = 0 - 1 2152 while lz <= bd { 2153 var lx: i64 = 0 - 1 2154 while lx <= bw { 2155 let ax: i64 = axc + ig_rotx(rot, lx - bw/2, lz - bd/2) - s[S_WOX] 2156 let az: i64 = azc + ig_rotz(rot, lx - bw/2, lz - bd/2) - s[S_WOZ] 2157 var ring: i64 = 0 2158 if lx == 0 - 1 { ring = 1 } 2159 if lx == bw { ring = 1 } 2160 if lz == 0 - 1 { ring = 1 } 2161 if lz == bd { ring = 1 } 2162 var fb2: i64 = mfloor 2163 if ring == 1 { fb2 = mwall } 2164 vset_box(base, ax, h, az, fb2, lx0, lx1, lz0, lz1) 2165 // foundation skirt: IG_FOUND courses below the floor on the ring, so a 2166 // site accepted at the IG_MAXSLOPE bound is grounded on every side. On 2167 // flat ground the courses embed in terrain (a real footing, seen when 2168 // mined) -- bounded, deterministic, no reads. 2169 if ring == 1 { 2170 var fy9: i64 = h - 1 2171 while fy9 >= h - IG_FOUND { 2172 if fy9 >= 0 { vset_box(base, ax, fy9, az, mwall, lx0, lx1, lz0, lz1) } 2173 fy9 = fy9 - 1 2174 } 2175 } 2176 var wy2: i64 = h + 1 2177 while wy2 <= h + bh { 2178 var wb2: i64 = 0 2179 if ring == 1 { 2180 wb2 = mwall 2181 if lx == dxo { if lz == 0 - 1 { if wy2 <= h + 2 { wb2 = 0 } } } 2182 if wy2 == h + 2 { if lz == bd/2 { 2183 if lx == 0 - 1 { wb2 = 0 } 2184 if lx == bw { wb2 = 0 } 2185 } } 2186 } 2187 vset_box(base, ax, wy2, az, wb2, lx0, lx1, lz0, lz1) 2188 wy2 = wy2 + 1 2189 } 2190 vset_box(base, ax, h + bh + 1, az, mroof, lx0, lx1, lz0, lz1) 2191 lx = lx + 1 2192 } 2193 lz = lz + 1 2194 } 2195 // the solved furniture rows, rotated with the shell 2196 var fi: i64 = 0 2197 while fi < igd_nf(arch, bv) { 2198 let fr: i64 = igd_f(arch, bv, fi) 2199 let fax: i64 = axc + ig_rotx(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOX] 2200 let faz: i64 = azc + ig_rotz(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOZ] 2201 vset_box(base, fax, h + ((fr >> 24) & 255), faz, (fr >> 16) & 255, lx0, lx1, lz0, lz1) 2202 fi = fi + 1 2203 } 2204 // world truth: count the stamp when its anchor lands inside the regen box 2205 let axl: i64 = axc - s[S_WOX] 2206 let azl: i64 = azc - s[S_WOZ] 2207 if axl >= lx0 { if axl < lx1 { if azl >= lz0 { if azl < lz1 { 2208 s[S_BLDG] = s[S_BLDG] + 1 2209 s[S_BLDGX] = axl 2210 s[S_BLDGY] = h 2211 s[S_BLDGZ] = azl 2212 } } } } 2213 } 2214 gx = gx + 1 2215 } 2216 gz = gz + 1 2217 } 2218 return 0 2219} 2220 2221func genworld(base: i64, sd: i64) -> i64 { 2222 let s: *i64 = wst(base) 2223 var z: i64 = 0 2224 while z < WZ { 2225 var x: i64 = 0 2226 while x < WX { 2227 gencol(base, x, z, x + s[S_WOX], z + s[S_WOZ], sd) 2228 x = x + 1 2229 } 2230 z = z + 1 2231 } 2232 gentrees(base, 0, WX, 0, WZ, sd) 2233 genbuildings(base, 0, WX, 0, WZ, sd) 2234 return 0 2235} 2236 2237// ---------- v6 STREAMING: slide the window one stride along x or z ---------- 2238// The world is unbounded; the arena is the cache. Order matters: move kept voxels -> bump the 2239// origin -> regen the incoming strip from absolute coords -> repaint its trees -> overlay the 2240// journal (edits WIN) -> translate every arena-space coordinate (player, spawn, mobs) -> rebuild 2241// wmax -> invalidate the crosshair cache. One call = 16 blocks; ticks trigger it at the margins. 2242// Preserve the retained continuous-height cache at the same absolute world coordinates. 2243// Incoming columns are regenerated by gencol after the origin advances. 2244func wc_hq_shift(base: i64, dx: i64, dz: i64) -> i64 { 2245 var z: i64 = 0 2246 var zend: i64 = WZ 2247 var zs: i64 = 1 2248 if dz < 0 { z = WZ - 1; zend = 0 - 1; zs = 0 - 1 } 2249 while z != zend { 2250 var x: i64 = 0 2251 var xend: i64 = WX 2252 var xs: i64 = 1 2253 if dx < 0 { x = WX - 1; xend = 0 - 1; xs = 0 - 1 } 2254 while x != xend { 2255 let sx: i64 = x + dx 2256 let sz: i64 = z + dz 2257 if sx >= 0 { if sx < WX { if sz >= 0 { if sz < WZ { 2258 hq_set(base, x, z, hq_get(base, sx, sz)) 2259 } } } } 2260 x = x + xs 2261 } 2262 z = z + zs 2263 } 2264 return 0 2265} 2266 2267func wc_shift(base: i64, dx: i64, dz: i64) -> i64 { 2268 if dx==0&&dz==0 { return 0 } 2269 let s: *i64 = wst(base) 2270 let v: *u8 = wvx(base) 2271 let sd: i64 = s[S_SEED] 2272 if dx != 0 { 2273 wc_hq_shift(base, dx, 0) 2274 var y: i64 = 0 2275 while y < WY { 2276 var z: i64 = 0 2277 while z < WZ { 2278 let row: i64 = (y*WZ + z)*WX 2279 if dx > 0 { 2280 var x: i64 = 0 2281 while x < WX - dx { v[row + x] = v[row + x + dx]; x = x + 1 } 2282 } else { 2283 var x2: i64 = WX - 1 2284 while x2 >= 0 - dx { v[row + x2] = v[row + x2 + dx]; x2 = x2 - 1 } 2285 } 2286 z = z + 1 2287 } 2288 y = y + 1 2289 } 2290 s[S_WOX] = s[S_WOX] + dx 2291 var sx0: i64 = 0 2292 var sx1: i64 = 0 - dx 2293 if dx > 0 { sx0 = WX - dx; sx1 = WX } 2294 var rz: i64 = 0 2295 while rz < WZ { 2296 var rx: i64 = sx0 2297 while rx < sx1 { gencol(base, rx, rz, rx + s[S_WOX], rz + s[S_WOZ], sd); rx = rx + 1 } 2298 rz = rz + 1 2299 } 2300 gentrees(base, sx0, sx1, 0, WZ, sd) 2301 genbuildings(base, sx0, sx1, 0, WZ, sd) 2302 ej_overlay(base, sx0, sx1, 0, WZ) 2303 } 2304 if dz != 0 { 2305 wc_hq_shift(base, 0, dz) 2306 var y2: i64 = 0 2307 while y2 < WY { 2308 let plane: i64 = y2*WZ*WX 2309 if dz > 0 { 2310 var z2: i64 = 0 2311 while z2 < WZ - dz { 2312 let dstr: i64 = plane + z2*WX 2313 let srcr: i64 = plane + (z2 + dz)*WX 2314 var x3: i64 = 0 2315 while x3 < WX { v[dstr + x3] = v[srcr + x3]; x3 = x3 + 1 } 2316 z2 = z2 + 1 2317 } 2318 } else { 2319 var z3: i64 = WZ - 1 2320 while z3 >= 0 - dz { 2321 let dstr2: i64 = plane + z3*WX 2322 let srcr2: i64 = plane + (z3 + dz)*WX 2323 var x4: i64 = 0 2324 while x4 < WX { v[dstr2 + x4] = v[srcr2 + x4]; x4 = x4 + 1 } 2325 z3 = z3 - 1 2326 } 2327 } 2328 y2 = y2 + 1 2329 } 2330 s[S_WOZ] = s[S_WOZ] + dz 2331 var sz0: i64 = 0 2332 var sz1: i64 = 0 - dz 2333 if dz > 0 { sz0 = WZ - dz; sz1 = WZ } 2334 var rz2: i64 = sz0 2335 while rz2 < sz1 { 2336 var rx2: i64 = 0 2337 while rx2 < WX { gencol(base, rx2, rz2, rx2 + s[S_WOX], rz2 + s[S_WOZ], sd); rx2 = rx2 + 1 } 2338 rz2 = rz2 + 1 2339 } 2340 gentrees(base, 0, WX, sz0, sz1, sd) 2341 genbuildings(base, 0, WX, sz0, sz1, sd) 2342 ej_overlay(base, 0, WX, sz0, sz1) 2343 } 2344 // translate every arena-space coordinate by the slide 2345 s[S_CX] = s[S_CX] - dx*256 2346 s[S_CZ] = s[S_CZ] - dz*256 2347 s[S_SPX] = wclamp(s[S_SPX] - dx*256, 2*256, (WX - 2)*256) 2348 s[S_SPZ] = wclamp(s[S_SPZ] - dz*256, 2*256, (WZ - 2)*256) 2349 s[S_LBX] = s[S_LBX] - dx 2350 s[S_LBZ] = s[S_LBZ] - dz 2351 let m: *i64 = mobp(base) 2352 var k: i64 = 0 2353 while k < en_count(m) { 2354 let h: i64 = en_nth(m, k) 2355 // Changing the resident cache must not move an entity in world space. 2356 en_set(m, h, MC_X, en_get(m, h, MC_X) - dx*256) 2357 en_set(m, h, MC_Z, en_get(m, h, MC_Z) - dz*256) 2358 k = k + 1 2359 } 2360 wc_wmax(base) 2361 wc_steer_reset(base) 2362 wc_soft_seat_all(base) // the world slid under every girl: re-seat springs 2363 if dx != 0 { s[S_AGEN] = s[S_AGEN] + 1 } else { if dz != 0 { s[S_AGEN] = s[S_AGEN] + 1 } } // GE57: a shift that MOVED is a new arena generation (a zero shift is not) 2364 s[S_HOK] = 0 2365 return 0 2366} 2367 2368// ---------- DDA raycast ---------- 2369// marches from (S_CX,S_CY,S_CZ) along (dx,dy,dz) (any scale). On hit writes out[0..4] = 2370// cellx,celly,cellz,face,tcross and returns the step count; returns -1 on miss (sky). 2371// skipw=1 treats water as air (the transparency continuation ray). The voxel read is INLINED -- 2372// this loop runs ~2-8M times a second and a per-step call was the measured overhead. 2373// GE53: march the continuous surface. pos(t) = cam + d*t/65536 (Q8). Quarter-cell steps along the fastest 2374// axis, then six bisections at the crossing -- sub-block precision on a field that is itself sub-block. 2375// Returns the cells travelled (the fog term); writes the column's top cell, face 3 and t. -1 = no ground. 2376func wray_surf(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 { 2377 let s: *i64 = wst(base) 2378 let cxq: i64 = s[S_CX] 2379 let cyq: i64 = s[S_CY] 2380 let czq: i64 = s[S_CZ] 2381 var dm: i64 = dx 2382 if dm < 0 { dm = 0 - dm } 2383 var ady: i64 = dy 2384 if ady < 0 { ady = 0 - ady } 2385 var adz: i64 = dz 2386 if adz < 0 { adz = 0 - adz } 2387 if ady > dm { dm = ady } 2388 if adz > dm { dm = adz } 2389 if dm == 0 { return 0 - 1 } 2390 let dt: i64 = WC_SURF_STEP_Q8*WATER_MAGIC_65536/dm // a quarter cell along the fastest axis 2391 var t: i64 = 0 2392 var tprev: i64 = 0 2393 var step: i64 = 0 2394 let nmax: i64 = maxsteps*4 2395 var hit: i64 = 0 2396 while step < nmax { 2397 t = t + dt 2398 let py: i64 = cyq + dy*t/WATER_MAGIC_65536 2399 let px: i64 = cxq + dx*t/WATER_MAGIC_65536 2400 let pz: i64 = czq + dz*t/WATER_MAGIC_65536 2401 if dy >= 0 { if py > WY*256 { return 0 - 1 } } // climbing above every column: sky 2402 if px < 0 - 8*256 { return 0 - 1 } 2403 if px > (WX + 8)*256 { return 0 - 1 } 2404 if pz < 0 - 8*256 { return 0 - 1 } 2405 if pz > (WZ + 8)*256 { return 0 - 1 } 2406 let hs: i64 = wc_surface_source(base, px, pz) 2407 if hs >= 0 { if py <= hs { hit = 1; step = nmax } } 2408 if hit == 0 { tprev = t; step = step + 1 } 2409 } 2410 if hit == 0 { return 0 - 1 } 2411 var lo: i64 = tprev 2412 var hi: i64 = t 2413 var k: i64 = 0 2414 while k < 6 { 2415 let mid: i64 = (lo + hi)/2 2416 let py2: i64 = cyq + dy*mid/WATER_MAGIC_65536 2417 let px2: i64 = cxq + dx*mid/WATER_MAGIC_65536 2418 let pz2: i64 = czq + dz*mid/WATER_MAGIC_65536 2419 let h2: i64 = wc_surface_source(base, px2, pz2) 2420 var below: i64 = 0 2421 if h2 >= 0 { if py2 <= h2 { below = 1 } } 2422 if below == 1 { hi = mid } else { lo = mid } 2423 k = k + 1 2424 } 2425 let th: i64 = hi 2426 let hx: i64 = cxq + dx*th/WATER_MAGIC_65536 2427 let hz: i64 = czq + dz*th/WATER_MAGIC_65536 2428 let cx: i64 = hx >> 8 2429 let cz: i64 = hz >> 8 2430 // the colour cell: the column's top SOLID block, found by scanning down from the hit cell -- so it 2431 // matches whatever gencol cut, whichever rounding convention built the column (the field rounds, 2432 // wheight_raw truncates; guessing the index from the field put the cell one block up, in air) 2433 let hy: i64 = cyq + dy*th/WATER_MAGIC_65536 2434 var yy: i64 = hy >> 8 2435 if yy > WY - 1 { yy = WY - 1 } 2436 var run9: i64 = 1 2437 while run9 == 1 { 2438 if yy <= 0 { run9 = 0 } 2439 if run9 == 1 { if vget(base, cx, yy, cz) != 0 { run9 = 0 } } 2440 if run9 == 1 { yy = yy - 1 } 2441 } 2442 out[0] = cx 2443 out[1] = yy 2444 out[2] = cz 2445 out[3] = 3 2446 out[4] = th 2447 return th/(dt*(256/WC_SURF_STEP_Q8)) + 1 2448} 2449// GE53: under P_SURF the ground is the field and structures stay cells -- the nearer hit wins. With the 2450// row OFF this is exactly the cell marcher (wray3 with no terrain skip), so every shipped world is untouched. 2451func wray2(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64) -> i64 { 2452 if wsp(base)[P_SURF] != 1 { return wray3(base, dx, dy, dz, maxsteps, out, skipw, 0) } 2453 let ss: i64 = wray_surf(base, dx, dy, dz, maxsteps, out) 2454 let s0: i64 = out[0] 2455 let s1: i64 = out[1] 2456 let s2: i64 = out[2] 2457 let s3: i64 = out[3] 2458 let s4: i64 = out[4] 2459 let sd: i64 = wray3(base, dx, dy, dz, maxsteps, out, skipw, 1) 2460 if sd < 0 { 2461 if ss < 0 { return 0 - 1 } 2462 out[0] = s0 2463 out[1] = s1 2464 out[2] = s2 2465 out[3] = s3 2466 out[4] = s4 2467 return ss 2468 } 2469 if ss < 0 { return sd } 2470 if out[4] <= s4 { return sd } 2471 out[0] = s0 2472 out[1] = s1 2473 out[2] = s2 2474 out[3] = s3 2475 out[4] = s4 2476 return ss 2477} 2478func wray3(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64, skipt: i64) -> i64 { 2479 let s: *i64 = wst(base) 2480 var cxq: i64 = s[S_CX] 2481 var cyq: i64 = s[S_CY] 2482 var czq: i64 = s[S_CZ] 2483 var cellx: i64 = cxq >> 8 2484 var celly: i64 = cyq >> 8 2485 var cellz: i64 = czq >> 8 2486 let HUGE: i64 = RAY_HUGE 2487 var stpx: i64 = 1 2488 if dx < 0 { stpx = 0-1 } 2489 var stpy: i64 = 1 2490 if dy < 0 { stpy = 0-1 } 2491 var stpz: i64 = 1 2492 if dz < 0 { stpz = 0-1 } 2493 // t units: pos_q8(t) = pos + d*t/65536; crossing one cell on axis c costs 256*65536/|dc| 2494 var tdx: i64 = HUGE 2495 if dx != 0 { tdx = 256*WATER_MAGIC_65536 / dx; if tdx < 0 { tdx = 0 - tdx } } 2496 var tdy: i64 = HUGE 2497 if dy != 0 { tdy = 256*WATER_MAGIC_65536 / dy; if tdy < 0 { tdy = 0 - tdy } } 2498 var tdz: i64 = HUGE 2499 if dz != 0 { tdz = 256*WATER_MAGIC_65536 / dz; if tdz < 0 { tdz = 0 - tdz } } 2500 var bx: i64 = (cellx << 8) - cxq // distance to boundary, Q8 (negative side) 2501 if stpx == 1 { bx = bx + 256 } 2502 var tmx: i64 = HUGE 2503 if dx != 0 { tmx = bx*WATER_MAGIC_65536 / dx; if tmx < 0 { tmx = 0 - tmx } } 2504 var by: i64 = (celly << 8) - cyq 2505 if stpy == 1 { by = by + 256 } 2506 var tmy: i64 = HUGE 2507 if dy != 0 { tmy = by*WATER_MAGIC_65536 / dy; if tmy < 0 { tmy = 0 - tmy } } 2508 var bz: i64 = (cellz << 8) - czq 2509 if stpz == 1 { bz = bz + 256 } 2510 var tmz: i64 = HUGE 2511 if dz != 0 { tmz = bz*WATER_MAGIC_65536 / dz; if tmz < 0 { tmz = 0 - tmz } } 2512 let vxp: *u8 = (base + O_VOX) as *u8 2513 var step: i64 = 0 2514 while step < maxsteps { 2515 var face: i64 = 0 2516 var tcross: i64 = 0 2517 if tmx <= tmy { if tmx <= tmz { 2518 cellx = cellx + stpx 2519 tcross = tmx 2520 tmx = tmx + tdx 2521 face = 1 2522 if stpx == 1 { face = 2 } // stepped +x => hit the -x... face 2 = west-lit 2523 } } 2524 if face == 0 { if tmy <= tmz { 2525 celly = celly + stpy 2526 tcross = tmy 2527 tmy = tmy + tdy 2528 face = 3 2529 if stpy == 1 { face = 4 } // stepped up => hit the block's bottom 2530 } } 2531 if face == 0 { 2532 cellz = cellz + stpz 2533 tcross = tmz 2534 tmz = tmz + tdz 2535 face = 5 2536 if stpz == 1 { face = 6 } 2537 } 2538 if celly >= WY { if stpy >= 0 { return 0 - 1 } } // heading skyward above the world 2539 if celly > s[S_WMAX] { if stpy >= 0 { return 0 - 1 } } // above every solid block, not diving 2540 if cellx < 0-8 { return 0 - 1 } 2541 if cellx > WX+8 { return 0 - 1 } 2542 if cellz < 0-8 { return 0 - 1 } 2543 if cellz > WZ+8 { return 0 - 1 } 2544 if celly < 0 { return 0 - 1 } 2545 var b: i64 = 0 2546 if cellx >= 0 { if cellx < WX { if celly < WY { if cellz >= 0 { if cellz < WZ { 2547 b = (vxp[(celly*WZ + cellz)*WX + cellx] & 0xff) as i64 2548 } } } } } 2549 if skipw == 1 { if b == 4 { b = 0 } } 2550 if skipt == 1 { if wterrain(b) == 1 { b = 0 } } // GE53: the ground is the field, not these cells 2551 if b != 0 { 2552 out[0] = cellx 2553 out[1] = celly 2554 out[2] = cellz 2555 out[3] = face 2556 out[4] = tcross // crossing t: hit point = pos + d*t/WATER_MAGIC_65536 (Q8) 2557 return step + 1 2558 } 2559 step = step + 1 2560 } 2561 return 0 - 1 2562} 2563 2564func wray(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 { 2565 return wray2(base, dx, dy, dz, maxsteps, out, 0) 2566} 2567 2568// block base colour -- from the SPEC PALETTE (the game's look is data, not code) 2569func wcol(base: i64, b: i64) -> i64 { 2570 if b < 0 { return wpack(255, 0, 255) } 2571 if b >= 12 { if b <= 16 { return wsp(base)[P_PAL2 + b - 12] } } 2572 if b > 16 { return wpack(255, 0, 255) } 2573 if b > 11 { return wpack(255, 0, 255) } 2574 return wsp(base)[P_PAL + b] 2575} 2576// hotbar slot -> placeable block type 2577func sel_block(sel: i64) -> i64 { 2578 if sel == 1 { return 2 } // dirt 2579 if sel == 2 { return 6 } // wood 2580 if sel == 3 { return 7 } // leaves 2581 if sel == 4 { return 5 } // sand 2582 if sel == 5 { return B_FARM } // the HOE: tills the targeted grass/dirt top 2583 if sel == 6 { return B_CROP0 } // SEEDS: plant onto farmland 2584 return 3 // stone 2585} 2586// face brightness permil: top lit, bottom dark, x/z sides distinct so edges READ as 3d 2587func wface_l(face: i64) -> i64 { 2588 if face == 3 { return 1000 } 2589 if face == 4 { return 420 } 2590 if face == 1 { return 760 } 2591 if face == 2 { return 700 } 2592 if face == 5 { return 620 } 2593 return 560 2594} 2595func wsky(base: i64, syy: i64) -> i64 { 2596 let sp: *i64 = wsp(base) 2597 let hor: i64 = sp[P_SKYHOR] 2598 let top: i64 = sp[P_SKYTOP] 2599 // DERIVED, NOT PICKED (2026-08-29). RH is the q=8 fossil: line 91 of this file declares that 2600 // no resolution number below it is chosen by hand, and RW/RH/FOC three lines under that are 2601 // exactly 1920/8, 1200/8 and 1920/16. This function divided the horizon-to-zenith ramp by that 2602 // frozen 150 while the frame is wc_rh(base) tall, so for any q < 8 the ramp COMPLETED in the 2603 // bottom 150 rows and every row above saturated at P_SKYTOP -- the two spec rows describe a 2604 // gradient the visitor never saw. At q=1, which is exactly what nx_world_snap forces through 2605 // WS_Q_NATIVE for published world art, that is 87.5% of the sky column flat. 2606 // base is already a parameter here and wc_rh is the declared ONE OWNER of the written extent, 2607 // so the derivation needs no new plumbing and no hoist. 2608 var rh: i64 = wc_rh(base) 2609 if rh < 1 { rh = 1 } // q is 1..24 so this cannot fire; it exists so 2610 // that a bad q can never divide by zero here 2611 let t: i64 = wclamp(syy + rh/2, 0, rh) // 0 bottom .. rh top 2612 let r: i64 = (hor & 255) + ((top & 255) - (hor & 255))*t/rh 2613 let g: i64 = ((hor >> 8) & 255) + (((top >> 8) & 255) - ((hor >> 8) & 255))*t/rh 2614 let b: i64 = ((hor >> 16) & 255) + (((top >> 16) & 255) - ((hor >> 16) & 255))*t/rh 2615 return wpack(r, g, b) 2616} 2617// clouds: a flat noise plane above the world, sampled where an upward ray crosses it, slowly 2618// drifting with time. Returns 0..255 coverage for blending into the sky. 2619func wcloud(camx: i64, camy: i64, camz: i64, dx: i64, dy: i64, dz: i64, t: i64) -> i64 { 2620 if dy < 40 { return 0 } 2621 let plane: i64 = 56*256 // cloud deck above the 48-high world 2622 let tq: i64 = (plane - camy)*WATER_MAGIC_65536/dy 2623 if tq <= 0 { return 0 } 2624 let cx: i64 = (camx + dx*tq/WATER_MAGIC_65536) >> 9 // 2-block cloud texels 2625 let cz: i64 = (camz + dz*tq/WATER_MAGIC_65536) >> 9 2626 let n: i64 = wnoise(cx + t/40, cz + t/90, 6, 777) 2627 if n < 148 { return 0 } 2628 var cov: i64 = (n - 148)*255/60 2629 if cov > 235 { cov = 235 } 2630 return cov 2631} 2632// sky with a SUN: disc + glow around the sun's projected ray-pixel position (sunon=0 -> plain sky) 2633func wsky2(base: i64, syy: i64, px: i64, py: i64, sunx: i64, suny: i64, sunon: i64) -> i64 { 2634 let base2: i64 = wsky(base, syy) 2635 if sunon == 0 { return base2 } 2636 let ddx: i64 = px - sunx 2637 let ddy: i64 = py - suny 2638 let d2: i64 = ddx*ddx + ddy*ddy 2639 if d2 < 36 { return wpack(255, 250, 224) } // the disc 2640 if d2 < 900 { // the glow 2641 let w2: i64 = 255 - d2*255/900 2642 var r: i64 = (base2 & 255) + (255 - (base2 & 255))*w2/300 2643 var g: i64 = ((base2 >> 8) & 255) + (250 - ((base2 >> 8) & 255))*w2/340 2644 var b: i64 = ((base2 >> 16) & 255) + (224 - ((base2 >> 16) & 255))*w2/460 2645 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(b,0,255)) 2646 } 2647 // ordered 2x2 dither breaks the gradient banding lines 2648 if ((px ^ py) & 1) == 1 { 2649 return wpack(wclamp((base2 & 255) + 2, 0, 255), wclamp(((base2 >> 8) & 255) + 2, 0, 255), wclamp(((base2 >> 16) & 255) + 2, 0, 255)) 2650 } 2651 return base2 2652} 2653// textured face shading: per-texel hash variation from the HIT POINT's in-face UV (Q8 fractions), 2654// per-type character (wood grain, leaf speckle, water shimmer, ore mottle), edge BEVEL so the 2655// block grid reads crisply, then face light and step fog. All integer, all deterministic. 2656// corner AO: darken a face edge when a solid block sits beside it in the face's outward layer -- 2657// the classic soft-corner cue that makes voxel scenes read as lit geometry instead of flat tiles 2658func wao(base: i64, cx2: i64, cy2b: i64, cz2: i64, face: i64, u: i64, v: i64) -> i64 { 2659 var ox2: i64 = cx2 2660 var oy2: i64 = cy2b 2661 var oz2: i64 = cz2 2662 if face == 1 { ox2 = ox2 + 1 } 2663 if face == 2 { ox2 = ox2 - 1 } 2664 if face == 3 { oy2 = oy2 + 1 } 2665 if face == 4 { oy2 = oy2 - 1 } 2666 if face == 5 { oz2 = oz2 + 1 } 2667 if face == 6 { oz2 = oz2 - 1 } 2668 var ao: i64 = 0 2669 // u-axis neighbours (u maps to x on y/z faces, to z on x faces) 2670 if u < 44 { 2671 var hit1: i64 = 0 2672 if face == 1 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) } 2673 if face == 2 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) } 2674 if face == 3 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2675 if face == 4 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2676 if face == 5 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2677 if face == 6 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) } 2678 if hit1 == 1 { ao = ao + (44 - u)*30/44 } 2679 } 2680 if u > 211 { 2681 var hit2: i64 = 0 2682 if face == 1 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) } 2683 if face == 2 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) } 2684 if face == 3 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2685 if face == 4 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2686 if face == 5 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2687 if face == 6 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) } 2688 if hit2 == 1 { ao = ao + (u - 211)*30/44 } 2689 } 2690 // v-axis neighbours (v maps to z on top/bottom faces, to y on side faces) 2691 if v < 44 { 2692 var hit3: i64 = 0 2693 if face == 3 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) } 2694 if face == 4 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) } 2695 if face == 1 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2696 if face == 2 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2697 if face == 5 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2698 if face == 6 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) } 2699 if hit3 == 1 { ao = ao + (44 - v)*30/44 } 2700 } 2701 if v > 211 { 2702 var hit4: i64 = 0 2703 if face == 3 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) } 2704 if face == 4 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) } 2705 if face == 1 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2706 if face == 2 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2707 if face == 5 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2708 if face == 6 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) } 2709 if hit4 == 1 { ao = ao + (v - 211)*30/44 } 2710 } 2711 if ao > 45 { ao = 45 } 2712 return ao 2713} 2714func wshade2(base: i64, b0: i64, face: i64, steps: i64, syy: i64, hpx: i64, hpy: i64, hpz: i64, t2: i64, clx: i64, cly: i64, clz: i64) -> i64 { 2715 var u: i64 = hpx & 255 2716 var v: i64 = hpz & 255 2717 if face == 1 { u = hpz & 255; v = hpy & 255 } 2718 if face == 2 { u = hpz & 255; v = hpy & 255 } 2719 if face == 5 { u = hpx & 255; v = hpy & 255 } 2720 if face == 6 { u = hpx & 255; v = hpy & 255 } 2721 // grass block SIDES are dirt with a grass strip at the top edge (the classic block identity) 2722 var b: i64 = b0 2723 if b0 == 1 { if face != 3 { if face != 4 { 2724 b = 2 2725 if v > 206 { b = 1 } 2726 } } } 2727 var tex: i64 = 0 2728 if b == 6 { // wood: vertical grain stripes 2729 tex = whash(u/12 + (hpx >> 8)*7 + (hpz >> 8)*13, 3, 99) % 256 2730 } 2731 if b != 6 { 2732 var amp: i64 = 70 2733 if b == 1 { amp = 95 } 2734 if b == 2 { amp = 85 } 2735 if b == 7 { amp = 130 } 2736 if b == 5 { amp = 55 } 2737 var us: i64 = u/16 2738 var vs: i64 = v/16 2739 if b == 4 { // water: time-drifted shimmer 2740 us = us + t2/3 2741 vs = vs - t2/5 2742 amp = 110 2743 } 2744 tex = whash(us + (hpx >> 8)*31, vs + (hpy >> 8)*17 + (hpz >> 8)*7, b*131) % 256 2745 tex = 128 + (tex - 128)*amp/130 2746 } 2747 // ART STYLE (P_STYLE), read once for this texel. An id this engine does not own falls through 2748 // BOTH style tests below and renders REAL. That is the fail-safe direction and it is chosen, 2749 // not inherited: REAL is the shipped look, so a garbage value poked into the plane degrades to 2750 // "unchanged", never to an undrawn or half-drawn world. 2751 let wst9: i64 = wsp(base)[P_STYLE] 2752 if wst9 == WC_STYLE_FLAT { tex = WC_TEX_NEUTRAL } 2753 var light: i64 = wface_l(face) 2754 // sun-directional face light (sun worlds only): east faces catch it, west faces shadow 2755 if wsp(base)[P_SUN] == 1 { 2756 if face == 1 { light = light*112/100 } 2757 if face == 2 { light = light*92/100 } 2758 if face == 5 { light = light*104/100 } 2759 } 2760 light = light*(870 + tex*260/256)/1000 2761 let wsurf9: i64 = wsp(base)[P_SURF] 2762 var smooth9: i64 = 0 2763 if wst9 == WC_STYLE_SOFT { smooth9 = 1 } 2764 if wsurf9 == 1 { smooth9 = 1 } 2765 if smooth9 == 0 { 2766 if u < 14 { light = light*82/100 } // edge bevel: the block grid (OFF on a smooth ground) 2767 if u > 241 { light = light*82/100 } 2768 if v < 14 { light = light*82/100 } 2769 if v > 241 { light = light*82/100 } 2770 } 2771 var ao2: i64 = 0 2772 if wsurf9 == 0 { ao2 = wao(base, clx, cly, clz, face, u, v) } // GE53: a continuous surface has no cell corners to darken 2773 if ao2 > 0 { light = light*(100 - ao2)/100 } // soft corners where geometry meets 2774 if wst9 == WC_STYLE_SOFT { if face == 3 { 2775 // ground: the heightfield normal replaces the flat top-face light; texture and AO re-applied 2776 light = wsoft_ground_light(base, clx, cly, clz, u, v)*(870 + tex*260/256)/1000 2777 if ao2 > 0 { light = light*(100 - ao2)/100 } 2778 } } 2779 if wsurf9 == 1 { if face == 3 { 2780 light = wsurf_light(base, hpx, hpz)*(870 + tex*260/256)/1000 // GE53: the field's own gradient lights the ground 2781 } } 2782 // TOON banding sits AFTER face light, texture and AO and BEFORE colour and fog -- the same 2783 // point in the pipeline at which the incumbent bands its own "bright". Fog must stay OUTSIDE 2784 // the band, or distance itself would quantise into two steps and the horizon would read as a 2785 // wall rather than as depth. Written as ONE assignment through a temporary rather than as two 2786 // ifs on the same variable: two ifs where the first mutates the value the second tests is the 2787 // desync idiom this estate has been bitten by, and it costs nothing to be immune to it. 2788 if wst9 == WC_STYLE_TOON { 2789 var lb9: i64 = WC_TOON_HI 2790 if light < WC_TOON_CUT { lb9 = WC_TOON_LO } 2791 light = lb9 2792 } 2793 let c: i64 = wcol(base, b) 2794 var r: i64 = (c & 255) * light / 1000 2795 var g: i64 = ((c >> 8) & 255) * light / 1000 2796 var bl: i64 = ((c >> 16) & 255) * light / 1000 2797 let sk: i64 = wsky(base, syy) 2798 var fog: i64 = steps*280/MAXSTEPS 2799 if fog > 236 { fog = 236 } 2800 r = r + ((sk & 255) - r)*fog/256 2801 g = g + (((sk >> 8) & 255) - g)*fog/256 2802 bl = bl + (((sk >> 16) & 255) - bl)*fog/256 2803 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(bl,0,255)) 2804} 2805 2806// THE GAME SPEC WRITER -- two complete game identities as DATA over one engine. 2807// v0 = NISHI CRAFT (sunlit overworld). v1 = NISHI DEPTHS (twilight cavern plateau: no sun/clouds/ 2808// trees, ember horizon, vast cave nets, mossy basalt, glowing ores and glow-mobs). 2809func wc_spec(base: i64, v: i64) -> i64 { 2810 let sp: *i64 = wsp(base) 2811 var k: i64 = 0 2812 while k < WC_SPECN { sp[k] = 0; k = k + 1 } // E1: was a bare 64. This loop is what re-arms 2813 // P_ERTAL to its not-yet-measured sentinel on 2814 // every identity load, so leaving it at 64 would 2815 // have carried one world's talus into the next. 2816 // GE13b THE WARDROBE -- identity-independent DATA, written before any identity branch so every 2817 // world owns the same table by default and may override a row below (or through a recipe row 2818 // once the page validator admits 70-78). Palettes are hue RANGES, never one colour: the genome 2819 // picks the stop. Swimwear vivid and wide (resort colour), the cover-up sun-bleached, casual 2820 // muted, the evening dress deep and narrow -- the one dress every girl used to wear. 2821 // coverage category hue span sat lit 2822 sp[P_GARM + GAR_BIKINI_TOP - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_SWIM, 330, 120, 13, 8) 2823 sp[P_GARM + GAR_BIKINI_BOT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_SWIM, 330, 120, 13, 8) 2824 sp[P_GARM + GAR_ONEPIECE - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_SWIM, 180, 100, 12, 6) 2825 sp[P_GARM + GAR_SARONG - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_COVER, 20, 60, 9, 11) 2826 sp[P_GARM + GAR_SUNDRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_CASUAL, 40, 80, 8, 12) 2827 sp[P_GARM + GAR_TEE - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_CASUAL, 200, 160, 6, 10) 2828 sp[P_GARM + GAR_SHORTS - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 30, 40, 5, 6) 2829 sp[P_GARM + GAR_SKIRT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 340, 80, 7, 7) 2830 sp[P_GARM + GAR_DRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_EVENING, 250, 90, 10, 4) 2831 if v == 3 { 2832 // v3 = NISHI VALE, the MEDIEVAL VILLAGE: rolling green highland, deep woods, cold 2833 // snowline, cave-riddled stone. THIRD WORLD, ZERO ENGINE CODE -- the recombination 2834 // claim at n=3. Wardens run wide here (P_WARD), so a traveler arrives to REAL stakes. 2835 sp[P_TBASE] = 8 2836 sp[P_TAMP1] = 22 2837 sp[P_TAMP2] = 7 2838 sp[P_WATER] = 7 2839 sp[P_SNOW] = 26 2840 sp[P_TREE] = 11 // deep woods, tuned to the PUBLISHED 2841 // 500-800 trees/ha band -- 19 measured 372/ha, 2842 // barely half a real forest (T53; ported from 2843 // the laptop line 2026-08-02, same fork as 2844 // P_HISTAGE -- the fix existed and never landed) 2845 sp[P_TREEMAX] = 25 // woods climb to the snowline here 2846 sp[P_HISTAGE] = 0 // MEASURED, not assumed: symmetric value- 2847 // noise yields HI ~594 permil = mature 2848 sp[P_CAVETH] = 168 // more cavern than craft's 182 2849 sp[P_SKYTOP] = wpack(86, 122, 176) 2850 sp[P_SKYHOR] = wpack(196, 200, 206) 2851 sp[P_SUN] = 1 2852 sp[P_CLOUD] = 1 2853 sp[P_PAL + 1] = wpack(72, 124, 56) // highland grass 2854 sp[P_PAL + 2] = wpack(94, 72, 50) // loam 2855 sp[P_PAL + 3] = wpack(118, 116, 120) // quarry stone 2856 sp[P_PAL + 4] = wpack(44, 82, 140) // cold water 2857 sp[P_PAL + 5] = wpack(190, 178, 150) // riverbank 2858 sp[P_PAL + 6] = wpack(88, 62, 36) // timber 2859 sp[P_PAL + 7] = wpack(40, 96, 44) // dark canopy 2860 sp[P_PAL + 8] = wpack(238, 240, 246) // snow 2861 sp[P_PAL + 9] = wpack(66, 66, 72) 2862 sp[P_PAL + 10] = wpack(176, 142, 118) 2863 sp[P_PAL + 11] = wpack(224, 188, 92) 2864 sp[P_MOBC + 0] = wpack(206, 160, 96) 2865 sp[P_MOBC + 1] = wpack(160, 118, 62) 2866 sp[P_MOBC + 2] = wpack(120, 158, 190) 2867 sp[P_MOBC + 3] = wpack(78, 110, 146) 2868 sp[P_MOBC + 4] = wpack(178, 120, 160) 2869 sp[P_MOBC + 5] = wpack(134, 86, 122) 2870 sp[P_PAL2 + 0] = wpack(88, 60, 38) 2871 sp[P_PAL2 + 1] = wpack(120, 186, 90) 2872 sp[P_PAL2 + 2] = wpack(92, 168, 58) 2873 sp[P_PAL2 + 3] = wpack(230, 200, 82) 2874 sp[P_PAL2 + 4] = wpack(58, 42, 30) 2875 sp[P_DAYLEN] = 72000 2876 sp[P_SEASD] = 3 2877 sp[P_GROWE] = 2400 2878 sp[P_GROWW] = 5 // a harder land: crops take longer 2879 sp[P_GROWD] = 1 2880 sp[P_RAINS + 0] = 420 // wet spring 2881 sp[P_RAINS + 1] = 220 2882 sp[P_RAINS + 2] = 380 2883 sp[P_RAINS + 3] = 180 2884 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 2885 sp[P_ADV + 1] = (1 << 16) | 3 2886 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 2887 sp[P_CURI] = 400 2888 sp[P_OUTFIT] = 0 2889 sp[P_WARD] = 20 // wardens hunt from 20 blocks by DAY here 2890 sp[P_BLDG] = 2 // W3: the medieval village -- densest settlement 2891 sp[P_BLDGSPEC] = 2 // stonecot archetype 2892 return 0 2893 } 2894 if v == 2 { 2895 sp[P_SURF] = 1 // GE53: NISHI SHORE is the NO-VOXEL world -- its ground is the continuous field 2896 // v2 = NISHI SHORE, the REVIEW STAGE (operator 2026-08-02): near-flat warm sand, a 2897 // sea, no trees/caves/snow -- body and sprite rendering judged WITHOUT environment 2898 // distraction, with the outfit dimension ACTIVE (mixed beach). One engine, one more 2899 // identity: this whole world is 30 data rows, which IS the recombination claim. 2900 sp[P_TBASE] = 11 2901 sp[P_TAMP1] = 2 2902 sp[P_TAMP2] = 1 2903 sp[P_WATER] = 9 2904 sp[P_SNOW] = 99 2905 sp[P_TREE] = 0 2906 sp[P_CAVETH] = 255 2907 // GE13: the sea this identity always PROMISED -- P_WATER 9 under base 11 never dipped 2908 // below the waterline, so the data declared a shore the terrain shape could not 2909 // produce (the operator's 2026-08-27 frame: a beach with no ocean). One row fixes it: 2910 // ocean toward +z, shoreline at absolute z=100 (inside the boot window, beyond the 2911 // review stage and both gate fixture plateaus), 20-block beach ramp, seabed 4 => 2912 // up to 5 blocks of swimmable water at flood level 9. 2913 sp[P_OCEAN] = 0 + (612 << 2) + (20 << 12) + (4 << 18) // edge=+z shore=100+512 slope=20 bed=4 2914 sp[P_SKYTOP] = wpack(110, 168, 230) 2915 sp[P_SKYHOR] = wpack(214, 226, 240) 2916 sp[P_SUN] = 1 2917 sp[P_CLOUD] = 1 2918 sp[P_PAL + 1] = wpack(226, 204, 148) // shore sand (the "grass" slot) 2919 sp[P_PAL + 2] = wpack(206, 180, 128) // packed sand 2920 sp[P_PAL + 3] = wpack(180, 170, 158) // beach rock 2921 sp[P_PAL + 4] = wpack(56, 140, 196) // warm sea 2922 sp[P_PAL + 5] = wpack(232, 214, 160) // dry sand 2923 sp[P_PAL + 6] = wpack(150, 110, 70) // driftwood 2924 sp[P_PAL + 7] = wpack(96, 150, 96) // beach scrub 2925 sp[P_PAL + 8] = wpack(240, 240, 244) 2926 sp[P_PAL + 9] = wpack(120, 116, 110) 2927 sp[P_PAL + 10] = wpack(176, 142, 118) 2928 sp[P_PAL + 11] = wpack(224, 188, 92) 2929 sp[P_MOBC + 0] = wpack(240, 178, 84) 2930 sp[P_MOBC + 1] = wpack(196, 138, 56) 2931 sp[P_MOBC + 2] = wpack(96, 206, 196) 2932 sp[P_MOBC + 3] = wpack(64, 158, 150) 2933 sp[P_MOBC + 4] = wpack(238, 138, 186) 2934 sp[P_MOBC + 5] = wpack(190, 100, 144) 2935 sp[P_PAL2 + 0] = wpack(94, 64, 40) 2936 sp[P_PAL2 + 1] = wpack(120, 186, 90) 2937 sp[P_PAL2 + 2] = wpack(92, 168, 58) 2938 sp[P_PAL2 + 3] = wpack(230, 200, 82) 2939 sp[P_PAL2 + 4] = wpack(64, 46, 32) 2940 sp[P_DAYLEN] = 72000 2941 sp[P_SEASD] = 3 2942 sp[P_GROWE] = 2400 2943 sp[P_GROWW] = 6 2944 sp[P_GROWD] = 1 2945 sp[P_RAINS + 0] = 60 // a review stage stays mostly sunny 2946 sp[P_RAINS + 1] = 40 2947 sp[P_RAINS + 2] = 60 2948 sp[P_RAINS + 3] = 40 2949 sp[P_ADV + 0] = (4 << 16) | (2 << 8) | 4 // the water's edge is the gathering place 2950 sp[P_ADV + 1] = (1 << 16) | 3 2951 sp[P_CURI] = 350 2952 sp[P_OUTFIT] = 1 2953 sp[P_BLDG] = 4 // W3: sparse driftwood huts along the shore 2954 sp[P_BLDGSPEC] = 1 // hut archetype 2955 return 0 2956 } 2957 // FARMING-LIFE rows, shared by every identity (the loop itself is identity-independent DATA) 2958 sp[P_PAL2 + 0] = wpack(94, 64, 40) // tilled farmland, dry 2959 sp[P_PAL2 + 1] = wpack(120, 186, 90) // crop sprout 2960 sp[P_PAL2 + 2] = wpack(92, 168, 58) // crop growing 2961 sp[P_PAL2 + 3] = wpack(230, 200, 82) // crop MATURE (reads golden at a glance) 2962 sp[P_PAL2 + 4] = wpack(64, 46, 32) // farmland wet (soaked dark soil) 2963 sp[P_DAYLEN] = 72000 // 20 real minutes at the fixed 60Hz sim 2964 // tick -- the shipped-sim benchmark band 2965 // (Minecraft 20:00/day, Stardew 14:33, 2966 // Vintage Story ~24:00): a day you can 2967 // farm INSIDE, not a light show 2968 sp[P_SEASD] = 3 2969 sp[P_GROWE] = 2400 // one growth/hydration roll per farm cell 2970 // per ~40s -- Minecraft's random-tick 2971 // cadence (~47s/block avg) on our grid; 2972 // wet stencil den=5 => a watered crop 2973 // matures in ~6.7 min =~ 1/3 day (the 2974 // Minecraft wheat band) 2975 sp[P_GROWW] = 6 2976 sp[P_GROWD] = 1 2977 sp[P_RAINS + 0] = 340 // spring 2978 sp[P_RAINS + 1] = 180 // summer 2979 sp[P_RAINS + 2] = 300 // autumn 2980 sp[P_RAINS + 3] = 120 // winter 2981 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 // a mature field draws foragers (need 0 = hunger) 2982 sp[P_ADV + 1] = (1 << 16) | 3 // grass meadow: light grazing 2983 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 // water's edge: where girls gather to talk 2984 sp[P_CURI] = 350 2985 if v == 1 { 2986 sp[P_TBASE] = 22 2987 sp[P_TAMP1] = 8 2988 sp[P_TAMP2] = 4 2989 sp[P_WATER] = 5 2990 sp[P_SNOW] = 99 2991 sp[P_TREE] = 0 2992 sp[P_CAVETH] = 148 2993 sp[P_SKYTOP] = wpack(28, 22, 40) 2994 sp[P_SKYHOR] = wpack(96, 48, 40) 2995 sp[P_SUN] = 0 2996 sp[P_CLOUD] = 0 2997 sp[P_PAL + 1] = wpack(74, 122, 84) // moss 2998 sp[P_PAL + 2] = wpack(88, 62, 48) // packed earth 2999 sp[P_PAL + 3] = wpack(98, 90, 104) // basalt 3000 sp[P_PAL + 4] = wpack(60, 190, 180) // glow-water 3001 sp[P_PAL + 5] = wpack(120, 100, 80) 3002 sp[P_PAL + 6] = wpack(70, 50, 36) 3003 sp[P_PAL + 7] = wpack(60, 90, 60) 3004 sp[P_PAL + 8] = wpack(200, 200, 210) 3005 sp[P_PAL + 9] = wpack(58, 58, 66) 3006 sp[P_PAL + 10] = wpack(198, 150, 116) 3007 sp[P_PAL + 11] = wpack(255, 206, 96) // gold veins GLOW down here 3008 sp[P_MOBC + 0] = wpack(255, 128, 64) // ember 3009 sp[P_MOBC + 1] = wpack(200, 84, 40) 3010 sp[P_MOBC + 2] = wpack(124, 220, 255) // ice-glow 3011 sp[P_MOBC + 3] = wpack(80, 160, 200) 3012 sp[P_MOBC + 4] = wpack(204, 124, 255) // violet 3013 sp[P_MOBC + 5] = wpack(150, 84, 200) 3014 return 0 3015 } 3016 sp[P_TBASE] = 4 3017 sp[P_TAMP1] = 17 3018 sp[P_TAMP2] = 5 3019 sp[P_WATER] = 9 3020 sp[P_SNOW] = 20 3021 sp[P_TREE] = 43 3022 sp[P_CAVETH] = 182 3023 // DEFAULT SKY TONES DERIVED, NOT PICKED (2026-08-26): zenith = 1 airmass, horizon = the 3024 // Kasten-Young 38-airmass bound, each channel single-scattered by lambda^-4 and display- 3025 // encoded -- nx_atmosphere's own worked example lands at (80,117,176) where the retired 3026 // hand-picked default sat at (86,122,176): the palette was approximating the physics. 3027 // Per-world identity overrides above KEEP their deliberate looks; only the default derives. 3028 let am_t: i64 = nx_atm_airmass_q(0) 3029 let am_h: i64 = nx_atm_airmass_q(NX_ATM_Q) 3030 sp[P_SKYTOP] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_t)), 3031 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_t)), 3032 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_t))) 3033 sp[P_SKYHOR] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_h)), 3034 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_h)), 3035 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_h))) 3036 sp[P_SUN] = 1 3037 sp[P_CLOUD] = 1 3038 sp[P_PAL + 1] = wpack(84, 158, 62) // grass 3039 sp[P_PAL + 2] = wpack(122, 86, 56) // dirt 3040 sp[P_PAL + 3] = wpack(126, 126, 132) // stone 3041 sp[P_PAL + 4] = wpack(52, 96, 190) // water 3042 sp[P_PAL + 5] = wpack(206, 190, 132) // sand 3043 sp[P_PAL + 6] = wpack(104, 74, 40) // wood 3044 sp[P_PAL + 7] = wpack(52, 122, 44) // leaves 3045 sp[P_PAL + 8] = wpack(232, 238, 244) // snow 3046 sp[P_PAL + 9] = wpack(72, 74, 80) // coal 3047 sp[P_PAL + 10] = wpack(176, 142, 118) // iron 3048 sp[P_PAL + 11] = wpack(224, 188, 92) // gold 3049 sp[P_MOBC + 0] = wpack(240, 178, 84) 3050 sp[P_MOBC + 1] = wpack(196, 138, 56) 3051 sp[P_MOBC + 2] = wpack(96, 206, 196) 3052 sp[P_MOBC + 3] = wpack(64, 158, 150) 3053 sp[P_MOBC + 4] = wpack(238, 138, 186) 3054 sp[P_MOBC + 5] = wpack(190, 100, 144) 3055 sp[P_BLDG] = 3 // W3: scattered cottages in the green hills 3056 sp[P_BLDGSPEC] = 0 // cottage archetype 3057 return 0 3058} 3059 3060// mobs: 12 creatures spawned on grass, deterministic, through the CERTIFIED entity store 3061// (handle = index+generation, stale-handle-proof by construction -- the part's gate owns that claim) 3062func genmobs(base: i64, sd: i64) -> i64 { 3063 let m: *i64 = mobp(base) 3064 en_init(m, MOB_CAP, MOB_NCOMP) 3065 wc_steer_reset(base) 3066 var i: i64 = 0 3067 var placed: i64 = 0 3068 while i < 200 { 3069 if placed < WC_CAST_N { 3070 let mx: i64 = 4 + whash(i*13 + 5, i*7 + 1, sd + 400) % (WX - 8) 3071 let mz: i64 = 4 + whash(i*17 + 3, i*29 + 9, sd + 500) % (WZ - 8) 3072 let h: i64 = wheight(base, mx, mz, sd) 3073 if h < wsp(base)[P_SNOW] - 1 { if vget(base, mx, h, mz) == 1 { 3074 let hd: i64 = en_spawn(m) 3075 if hd > 0 { 3076 en_set(m, hd, MC_X, mx*256 + 128) 3077 en_set(m, hd, MC_Y, wc_contact_floor_q(base,mx*256+128,mz*256+128,WY-1)) 3078 en_set(m, hd, MC_Z, mz*256 + 128) 3079 en_set(m, hd, MC_KIND, whash(mx, mz, sd + 600) % 3) 3080 en_set(m, hd, MC_PH, whash(mz, mx, sd + 700) % WATER_MAGIC_4096) 3081 var dg: i64 = 0 3082 if whash(mx + 13, mz + 7, sd + 800) % 3 == 0 { dg = 1 } 3083 en_set(m, hd, MC_DISG, dg) 3084 let g1: i64 = whash(mx*3 + 1, mz*5 + 9, sd + 900) 3085 let g2: i64 = whash(mz*7 + 3, mx*11 + 5, sd + 901) 3086 // HAIR-HUE NIBBLE (2026-08-30, measured in-page: hist(gv&7)=[12,0,0,0,0,0,0,0]): bits 0-3 are 3087 // the declared hair-hue field (MC_GENE layout, L296) yet g1*4096 + g2*16 can never set them, so 3088 // every girl ever spawned shared ONE hair colour (blonde under the old palette, black under the 3089 // melanin one). Roll the low nibble from its own hash lane; the two existing lanes are untouched. 3090 let g3: i64 = whash(mx*13 + 7, mz*17 + 11, sd + 902) % 16 3091 en_set(m, hd, MC_GENE, (g1*WATER_MAGIC_4096 + g2*16 + g3) % WATER_MAGIC_1048576) 3092 placed = placed + 1 3093 } 3094 } } 3095 } 3096 i = i + 1 3097 } 3098 return placed 3099} 3100 3101// ---------- init / tick / render ---------- 3102 3103// A spawn-relative scene fixture, written once into the same voxel buffer the GPU uploads. 3104// Preflight prevents partial stamps and preserves existing non-foliage geometry. 3105func wc_spawn_bush(base: i64, forward: i64, lateral: i64, radius: i64, height: i64, material: i64) -> i64 { 3106 if radius < 1 { return 0 - 1 } 3107 if height < 1 { return 0 - 1 } 3108 if radius >= WX/2 { return 0 - 1 } 3109 if height >= WY { return 0 - 1 } 3110 if material != BEACH_RELEASE_MATERIAL { return 0 - 1 } 3111 let s: *i64 = wst(base) 3112 let sy: i64 = it_sin4096(s[S_YAW]) 3113 let co: i64 = it_cos4096(s[S_YAW]) 3114 let cx: i64 = (s[S_SPX] >> 8) + (sy*forward + co*lateral)/4096 3115 let cz: i64 = (s[S_SPZ] >> 8) + (co*forward - sy*lateral)/4096 3116 if cx-radius < 0 { return 0 - 1 } 3117 if cx+radius >= WX { return 0 - 1 } 3118 if cz-radius < 0 { return 0 - 1 } 3119 if cz+radius >= WZ { return 0 - 1 } 3120 let raw: i64 = wheight(base, cx+s[S_WOX], cz+s[S_WOZ], s[S_SEED]) 3121 let ground: i64 = wsp_beach_ocean(wsp(base), cx+s[S_WOX], cz+s[S_WOZ], raw) 3122 if ground <= wsp(base)[P_WATER] { return 0 - 1 } 3123 if ground+height >= WY { return 0 - 1 } 3124 var phase: i64 = 0 3125 var count: i64 = 0 3126 while phase < 2 { 3127 var y: i64 = 1 3128 while y <= height { 3129 var dz: i64 = 0-radius 3130 while dz <= radius { 3131 var dx: i64 = 0-radius 3132 while dx <= radius { 3133 var ax: i64 = dx; if ax < 0 { ax = 0-ax } 3134 var az: i64 = dz; if az < 0 { az = 0-az } 3135 if ax+az <= radius+height-y { 3136 if phase == 0 { 3137 let old: i64 = vget(base, cx+dx, ground+y, cz+dz) 3138 if old != 0 { if old != material { return 0 - 1 } } 3139 count = count+1 3140 } else { 3141 vset(base, cx+dx, ground+y, cz+dz, material) 3142 } 3143 } 3144 dx = dx+1 3145 } 3146 dz = dz+1 3147 } 3148 y = y+1 3149 } 3150 phase = phase+1 3151 } 3152 wc_wmax(base) 3153 return count 3154} 3155 3156func init_impl_v(base: i64, v: i64, seed: i64) -> i64 { 3157 if v == BEACH_RELEASE_WORLD { 3158 let mv: i64 = wc_move_valid(BEACH_MOVE_MODE,BEACH_MOVE_GRAV_MM,BEACH_MOVE_JUMP_MM,BEACH_MOVE_WALK_MM,BEACH_MOVE_TERM_MM,BEACH_MOVE_STEP_Q8,BEACH_MOVE_REPEAT) 3159 if mv != 0 { return mv } 3160 } 3161 wc_spec(base, v) 3162 // W1c: gen-time recipe overrides -- AFTER identity defaults, BEFORE genworld reads them. 3163 // Allowlist = the gen-time slots only (0..6 terrain shape, 59 treemax, 60 histage, 61 3164 // treespec, 62 settlement density, 63 settlement archetype); style 3165 // slots keep the post-boot poke lane so the two channels never blur. A zero region is a 3166 // clean no-op; the applied count lands in S_GENP below (announce-in-world-truth, sect-30d). 3167 let gp9: *i64 = wgp(base) 3168 let spg9: *i64 = wsp(base) 3169 var gpn9: i64 = 0 3170 if gp9[0] == GENP_MAGIC { 3171 var gk9: i64 = gp9[1] 3172 if gk9 < 0 { gk9 = 0 } 3173 if gk9 > GENP_MAXP { gk9 = GENP_MAXP } 3174 var gi9: i64 = 0 3175 while gi9 < gk9 { 3176 let gx9: i64 = gp9[2 + gi9*2] 3177 // THE ONE ALLOWLIST (nx_genp_allow_lib, 2026-09-04): this chain was hand-enumerated here and mirrored, 3178 // with drift, in nx_world_snap and nx_game_page_emit; all three now read genp_gen_ok, and T90 pins each 3179 // P_* slot to it. Gen-time because these rows shape what genworld is about to read -- poked after boot 3180 // they would be the silent no-op this whitelist exists for. 3181 let gok9: i64 = genp_gen_ok(gx9) 3182 if gok9 == 1 { spg9[gx9] = gp9[3 + gi9*2]; gpn9 = gpn9 + 1 } 3183 gi9 = gi9 + 1 3184 } 3185 } 3186 let s: *i64 = wst(base) 3187 let facing_radius: i64 = s[S_FACE_RADIUS] 3188 let facing_gain: i64 = s[S_FACE_GAIN] 3189 var k: i64 = 0 3190 while k < 64 { s[k] = 0; k = k + 1 } 3191 wc_set_facing_policy(base,facing_radius,facing_gain) 3192 let ej0: *i64 = ejp(base) 3193 var kj: i64 = 0 3194 while kj < EJRN_SLOTS { ej0[kj] = 0; kj = kj + 1 } 3195 s[S_SEED] = seed 3196 s[S_VAR] = v // after the zero loop -- an earlier set 3197 // here was wiped (the zero-loop-order class) 3198 s[S_GENP] = gpn9 // same zero-loop-order law as S_VAR above 3199 s[S_T] = wsp(base)[P_DAYLEN]/4 // first frame = MID-MORNING light (the 3200 // visitor's first impression; a dawn-dark 3201 // spawn read as night, screenshot-caught) 3202 genworld(base, seed) 3203 wc_wmax(base) 3204 genmobs(base, seed) 3205 // A4/C1: zero the spring + need regions (init may reuse a dirty arena), then seat and seed 3206 let sb0i: *i64 = (base + O_SOFT) as *i64 3207 var kzi: i64 = 0 3208 while kzi < MOB_CAP*SB_PTS*SD_STRIDE { sb0i[kzi] = 0; kzi = kzi + 1 } 3209 let nd0i: *i64 = (base + O_NEED) as *i64 3210 var kni: i64 = 0 3211 while kni < MOB_CAP*4 { nd0i[kni] = 0; kni = kni + 1 } 3212 wc_soft_seat_all(base) 3213 wc_need_seed(base) 3214 wc_mind_zero(base) 3215 // spawn on the TALLEST central column: from a local peak every direction is a vista, 3216 // never a cliff wall filling the first frame (the eyeball found exactly that) 3217 var sx: i64 = WX/2 3218 var sz: i64 = WZ/2 3219 var sh: i64 = 0 3220 var qz: i64 = WZ/2 - 12 3221 while qz < WZ/2 + 12 { 3222 var qx: i64 = WX/2 - 12 3223 while qx < WX/2 + 12 { 3224 let qh: i64 = wheight(base, qx, qz, seed) 3225 if qh > sh { sh = qh; sx = qx; sz = qz } 3226 qx = qx + 1 3227 } 3228 qz = qz + 1 3229 } 3230 // W2b: a spawn column may carry understory at feet height -- clear it. GUARDED so legacy 3231 // (understory-less) worlds stay byte-identical; gen-time vegetation is not journaled, so a 3232 // later window-slide repaint is harmless (the player has long moved). 3233 if ((wsp(base)[P_TREESPEC] >> 18) & 7) > 0 { 3234 vset(base, sx, sh + 1, sz, 0) 3235 vset(base, sx, sh + 2, sz, 0) 3236 } 3237 s[S_CX] = sx*256 + 128 3238 s[S_CZ] = sz*256 + 128 3239 s[S_CY] = (sh+1)*256 + EYE 3240 // Establish support from the same continuous field before querying the bounded floor. 3241 if wsp(base)[P_SURF] == 1 { 3242 let spawn_floor: i64 = wc_surface_source(base, s[S_CX], s[S_CZ]) 3243 if spawn_floor >= 0 { s[S_CY] = spawn_floor + EYE } 3244 } 3245 let spawn_stand: i64 = wstand_here(base,s[S_CX],s[S_CZ]) 3246 if spawn_stand >= 0 { s[S_CY] = spawn_stand } 3247 s[S_SPX] = s[S_CX] 3248 s[S_SPY] = s[S_CY] 3249 s[S_SPZ] = s[S_CZ] 3250 s[S_YAW] = 0 3251 // GE45 review framing (2026-09-04): an identity with an ocean row spawns FACING the sea. The shore identity's 3252 // +z edge is yaw 0 already, so this is byte-identical there and correct for any other edge a recipe declares. 3253 let sy0: i64 = wsp_sea_yaw(wsp(base)) 3254 if sy0 >= 0 { s[S_YAW] = sy0 } 3255 s[S_PITCH] = 0 3256 s[S_Q] = Q_START 3257 if v == BEACH_RELEASE_WORLD { 3258 let release_cells: i64 = wc_spawn_bush(base, BEACH_RELEASE_FORWARD, BEACH_RELEASE_LATERAL, BEACH_RELEASE_RADIUS, BEACH_RELEASE_HEIGHT, BEACH_RELEASE_MATERIAL) 3259 // The release fixture is non-critical: a crowded or submerged site must not 3260 // prevent the world's input bindings and remaining startup from completing. 3261 // The fixture uses the world's foliage material; it must not recolor every leaf. 3262 3263 } 3264 ia_init(winp(base)) 3265 ia_bind(winp(base), 82, IA_LUP) // R = look up (real action bits since seq1136) 3266 ia_bind(winp(base), 70, IA_LDOWN) // F = look down (G = party invite, below) 3267 ia_bind(winp(base), 32, IA_JUMP) // space = jump (touch center zone jumps too) 3268 ia_bind(winp(base), 81, IA_MOD) // Q = cycle the hotbar selection 3269 ia_bind(winp(base), 72, IA_HOME) // H = return to spawn (edge-fall rescue) 3270 return wc_move_boot(base,v) 3271} 3272func init_impl(base: i64, seed: i64) -> i64 { return init_impl_v(base, 0, seed) } 3273 3274// return to spawn: position + velocity reset, world untouched (the operator's reset button) 3275func wc_respawn(base: i64) -> i64 { 3276 let s: *i64 = wst(base) 3277 s[S_CX] = s[S_SPX] 3278 s[S_CY] = s[S_SPY] 3279 s[S_CZ] = s[S_SPZ] 3280 s[S_VY] = 0 3281 wc_move_reset(base) 3282 s[S_GROUNDED] = 1 3283 return 0 3284} 3285 3286// highest solid y at a column (collision floor), -1 if none 3287func wground(base: i64, x: i64, z: i64) -> i64 { 3288 var y: i64 = WY - 1 3289 while y >= 0 { 3290 if vsolid(base, x, y, z) == 1 { return y } 3291 y = y - 1 3292 } 3293 return 0 - 1 3294} 3295 3296// Collision uses the same continuous terrain field as rendering; non-terrain solids remain cells. 3297func wc_contact_floor_below_q(base: i64, xq: i64, zq: i64, top: i64, ceiling: i64) -> i64 { 3298 let sp: *i64 = wsp(base) 3299 var y: i64 = top 3300 if y >= WY { y = WY - 1 } 3301 var floor: i64 = 0 - 1 3302 if sp[P_SURF] == 1 { 3303 floor = wc_surface_source(base,xq,zq) 3304 if floor < 0 { return 0 - 1 } 3305 if floor > ceiling { floor = 0 - 1 } 3306 } 3307 while y >= 0 { 3308 let b: i64 = vget(base,xq >> 8,y,zq >> 8) 3309 var eligible: i64 = vsolid(base,xq >> 8,y,zq >> 8) 3310 if sp[P_SURF] == 1 { if wterrain(b) == 1 { eligible = 0 } } 3311 if eligible == 1 { 3312 let celltop: i64 = (y+1)*256 3313 if celltop <= ceiling { 3314 if celltop > floor { floor = celltop } 3315 return floor 3316 } 3317 } 3318 y = y - 1 3319 } 3320 return floor 3321} 3322 3323// Unbounded column query remains available to existing callers. 3324func wc_contact_floor_q(base: i64, xq: i64, zq: i64, top: i64) -> i64 { 3325 return wc_contact_floor_below_q(base,xq,zq,top,WY*256) 3326} 3327 3328// try to stand at (nxq, nzq): returns the required cam y (Q8) or -1 if the move is blocked 3329func wstand(base: i64, nxq: i64, nzq: i64, cyq: i64) -> i64 { 3330 // Preserve the existing step allowance; overhead surfaces outside it cannot be support. 3331 let step_allowance: i64 = 384 3332 let floor: i64 = wc_contact_floor_below_q(base, nxq, nzq, WY - 1, cyq - EYE + step_allowance) 3333 var stand: i64 = floor + EYE 3334 let wl2: i64 = wsp(base)[P_WATER] 3335 let wsurf: i64 = (wl2 + 1)*256 + EYE - 96 // float slightly sunk in water 3336 if stand < wsurf { if vget(base, nxq >> 8, wl2, nzq >> 8) == 4 { stand = wsurf } } 3337 // VOID COLUMN = WALL: no ground below means off the world's edge -- refuse the step (the 3338 // walk-off-and-vanish bug: wstand happily computed a hover height over nothing) 3339 if floor < 0 { return 0 - 1 } 3340 if stand - cyq > step_allowance { return 0 - 1 } // more than a 1.5-block rise = wall 3341 let heady: i64 = (stand + 128) >> 8 3342 if vsolid(base, nxq >> 8, heady, nzq >> 8) == 1 { return 0 - 1 } 3343 return stand 3344} 3345 3346// stand height for the CURRENT column (no wall refusal -- the vertical-physics target) 3347func wstand_here(base: i64, xq: i64, zq: i64) -> i64 { 3348 let floor: i64 = wc_contact_floor_below_q(base, xq, zq, WY - 1, wst(base)[S_CY] - EYE) 3349 if floor < 0 { return 0 - 1 } 3350 var stand: i64 = floor + EYE 3351 let wl3: i64 = wsp(base)[P_WATER] 3352 let wsurf: i64 = (wl3 + 1)*256 + EYE - 96 3353 if stand < wsurf { if vget(base, xq >> 8, wl3, zq >> 8) == 4 { stand = wsurf } } 3354 return stand 3355} 3356 3357// mob floor: first solid scanning DOWN from just above the mob's feet -- wground scans from the 3358// SKY and reads an overhanging leaf canopy as "ground 5 blocks up", which froze every mob under a 3359// tree (measured: phase advanced 982/tick = the refusal branch, position never moved). 3360// body clearance: a girl is ~2 blocks tall -- the two cells above the ground must be AIR or 3361// she stands with her head/shoulders inside an overhang (invisible as SDF; as a MESH her 3362// buried parts discard and the poking limbs read as floating shards -- operator-reported). 3363// GE12b -- BODY CLEARANCE. mob_fits (below) proves only her OWN cell's air column, but a girl 3364// is a CYLINDER of radius MOB_R_Q8, so standing near a cell edge her body overlaps the 3365// neighbouring solid: the operator's 2026-08-27 frame caught exactly that -- a girl leaning 3366// THROUGH a cliff wall with her shins inside the blocks. These clamp her fractional position 3367// away from any solid neighbour at either body course. Integer, deterministic, and a pure 3368// no-op in open ground (no solid neighbour => the position is returned untouched). 3369// RADIUS IS NOT A NEW NUMBER: npc_pick already models her body as r=.35 blocks for hit 3370// detection, and .35*256 = 89.6 -> 90 q8. One body, one radius; a second value here would be 3371// two rulers for one girl (she could be hittable where she is not present, and vice versa). 3372const MOB_R_Q8: i64 = 90 3373func mob_solid2(base: i64, x: i64, g: i64, z: i64) -> i64 { 3374 if vsolid(base, x, g + 1, z) == 1 { return 1 } 3375 if vsolid(base, x, g + 2, z) == 1 { return 1 } 3376 return 0 3377} 3378func mob_clear_x(base: i64, nx: i64, nz: i64, g: i64) -> i64 { 3379 let cx: i64 = nx >> 8 3380 let cz: i64 = nz >> 8 3381 let fr: i64 = nx - cx*256 3382 var r: i64 = nx 3383 if fr < MOB_R_Q8 { if mob_solid2(base, cx - 1, g, cz) == 1 { r = cx*256 + MOB_R_Q8 } } 3384 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx + 1, g, cz) == 1 { r = cx*256 + 256 - MOB_R_Q8 } } 3385 return r 3386} 3387func mob_clear_z(base: i64, nx: i64, nz: i64, g: i64) -> i64 { 3388 let cx: i64 = nx >> 8 3389 let cz: i64 = nz >> 8 3390 let fr: i64 = nz - cz*256 3391 var r: i64 = nz 3392 if fr < MOB_R_Q8 { if mob_solid2(base, cx, g, cz - 1) == 1 { r = cz*256 + MOB_R_Q8 } } 3393 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx, g, cz + 1) == 1 { r = cz*256 + 256 - MOB_R_Q8 } } 3394 return r 3395} 3396func mob_fits(base: i64, x: i64, g: i64, z: i64) -> i64 { 3397 if vsolid(base, x, g + 1, z) == 1 { return 0 } 3398 if vsolid(base, x, g + 2, z) == 1 { return 0 } 3399 return 1 3400} 3401 3402func mob_ground(base: i64, x: i64, ytop: i64, z: i64) -> i64 { 3403 var y: i64 = ytop 3404 if y > WY - 1 { y = WY - 1 } 3405 while y >= 0 { 3406 if vsolid(base, x, y, z) == 1 { return y } 3407 y = y - 1 3408 } 3409 return 0 - 1 3410} 3411 3412// GE12 -- GAIT-PHASED VERTICAL LOCOMOTION (gameengine rung mob_step_gait). A mob's Y no longer 3413// EASES linearly toward the stand height (the 64 q8/tick glide the operator caught 2026-08-26: 3414// a climb glided and a drop floated). Two named regimes, one ruler each: 3415// STEP UP -> the cited stair-ascent rate WC_STEP_EASE_UP (gamefeel row step_ease_up_q8), and 3416// only in a tick where a stride step landed -- the caller is the move branch, so the 3417// rise is gait-phased BY CONSTRUCTION, never a free-running ramp; 3418// DROP -> the PLAYER'S OWN integrator (v -= GRAV per tick, clamped at VTERM, landing snaps to 3419// the stand height and zeroes v): every falling body in the world obeys one gravity. 3420// vyp[k] is her vertical velocity (O_MOBVY). Returns the new Y (q8). All inputs are arena state, 3421// so replay stays bit-identical (T4/T17). ph/gait are untouched: this is Y only. 3422func mob_step_gait(vyp: *i64, k: i64, cy0: i64, ng: i64) -> i64 { 3423 var vy9: i64 = vyp[k] 3424 var ny9: i64 = cy0 3425 if ng > cy0 { 3426 ny9 = cy0 + WC_STEP_EASE_UP 3427 if ny9 > ng { ny9 = ng } 3428 vy9 = 0 3429 } 3430 if ng < cy0 { 3431 vy9 = vy9 - GRAV 3432 if vy9 < 0 - VTERM { vy9 = 0 - VTERM } 3433 ny9 = cy0 + vy9 3434 if ny9 <= ng { ny9 = ng; vy9 = 0 } 3435 } 3436 if ng == cy0 { vy9 = 0 } 3437 vyp[k] = vy9 3438 return ny9 3439} 3440 3441// NPC HIT DETECTION: march the view ray in half-block samples up to 7 blocks; a solid voxel 3442// blocks it (walls occlude, real detection); a sample inside a girl's body cylinder (r=.35, 3443// h=1.7) targets her. Returns the dense index or -1. The same pass PUSHES the player out of 3444// bodies (they have PRESENCE now -- no more walking through people). 3445func npc_pick(base: i64, fx: i64, fy: i64, fz: i64) -> i64 { 3446 let s: *i64 = wst(base) 3447 let m: *i64 = mobp(base) 3448 var t: i64 = 1 3449 while t <= 14 { 3450 let px2: i64 = s[S_CX] + fx*t*128/WATER_MAGIC_4096 3451 let py2: i64 = s[S_CY] + fy*t*128/WATER_MAGIC_4096 3452 let pz2: i64 = s[S_CZ] + fz*t*128/WATER_MAGIC_4096 3453 if vsolid(base, px2 >> 8, py2 >> 8, pz2 >> 8) == 1 { return 0 - 1 } 3454 var k: i64 = 0 3455 while k < en_count(m) { 3456 let h: i64 = en_nth(m, k) 3457 var ddx: i64 = px2 - en_get(m, h, MC_X) 3458 if ddx < 0 { ddx = 0 - ddx } 3459 var ddz: i64 = pz2 - en_get(m, h, MC_Z) 3460 if ddz < 0 { ddz = 0 - ddz } 3461 let dy2: i64 = py2 - en_get(m, h, MC_Y) 3462 if ddx < 90 { if ddz < 90 { if dy2 >= 0 { if dy2 < 440 { return k } } } } 3463 k = k + 1 3464 } 3465 t = t + 1 3466 } 3467 return 0 - 1 3468} 3469 3470// ---------- A1: the integer tick calendar (day/night + 4 seasons) ---------- 3471// Pure functions of (S_T, spec) -> bit-exact across arenas by construction. Every phase compare 3472// CROSS-MULTIPLIES (the banked integer-truncation law: never divide a value before comparing it). 3473// RECOMBINATION CONTRACT: a different game = a different spec; a recombined identity turns a 3474// subsystem OFF by zeroing its rows, so every consumer guards the zero (endless day, no rain, 3475// no farm clock) instead of trapping on a modulo-by-zero. Off is a state, never a crash. 3476func cal_dayt(base: i64) -> i64 { 3477 let dl: i64 = wsp(base)[P_DAYLEN] 3478 if dl <= 0 { return 0 } 3479 let s: *i64 = wst(base) 3480 return s[S_T] % dl 3481} 3482func cal_day(base: i64) -> i64 { 3483 let dl: i64 = wsp(base)[P_DAYLEN] 3484 if dl <= 0 { return 0 } 3485 let s: *i64 = wst(base) 3486 return s[S_T] / dl 3487} 3488func cal_season(base: i64) -> i64 { 3489 let sd: i64 = wsp(base)[P_SEASD] 3490 if sd <= 0 { return 0 } 3491 return (cal_day(base) / sd) % 4 3492} 3493// night = the last 3/8 of each day: dayt*8 >= DAYLEN*5, cross-multiplied 3494func cal_night(base: i64) -> i64 { 3495 if wsp(base)[P_DAYLEN] <= 0 { return 0 } 3496 if cal_dayt(base)*8 >= wsp(base)[P_DAYLEN]*WC_NIGHT_X8 { return 1 } 3497 return 0 3498} 3499// sun elevation as a Q12 sine: rises 0 at dawn, +4096 at noon, negative through the night 3500func cal_sunel(base: i64) -> i64 { 3501 let dl: i64 = wsp(base)[P_DAYLEN] 3502 if dl <= 0 { return 4096 } // calendar off = eternal noon 3503 let dt2: i64 = cal_dayt(base) 3504 if dt2*8 < dl*WC_NIGHT_X8 { return it_sin4096(dt2*8*IT_PI/(dl*WC_NIGHT_X8)) } 3505 return 0 - it_sin4096((dt2*8 - dl*WC_NIGHT_X8)*IT_PI/(dl*(8 - WC_NIGHT_X8))) 3506} 3507// deterministic weather: ONE roll per absolute day-eighth from (seed, segment, season table) -- 3508// the same world replays the same storms forever 3509func cal_rain(base: i64) -> i64 { 3510 let dl: i64 = wsp(base)[P_DAYLEN] 3511 if dl <= 0 { return 0 } 3512 let s: *i64 = wst(base) 3513 let seg: i64 = s[S_T]*8/dl 3514 // DELEGATED (2026-08-26) to nx_weather_lib's gate-proven wx_rain: same seed lineage (the 3515 // +3300 salt fold), same one-roll-per-absolute-day-eighth semantics (seg IS the eighth), and 3516 // the gate PROVES the long-run rate stays inside each P_RAINS row's binomial envelope -- this 3517 // delegation cannot change any world's climate, and it gains the front persistence, typed 3518 // precipitation and gradient wind the old coin structurally lacked. 3519 return wx_rain(s[S_SEED] + 3300, seg, wsp(base)[P_RAINS + cal_season(base)]) 3520} 3521 3522// the per-tick weather export writer: recomputes the eighth's state (pure fns -- cheap, replay 3523// exact) and publishes it in the spec block for the page and every other consumer. 3524func wc_weather_tick(base: i64) -> i64 { 3525 let dl: i64 = wsp(base)[P_DAYLEN] 3526 if dl <= 0 { return 0 } 3527 let s: *i64 = wst(base) 3528 let seg: i64 = s[S_T]*8/dl 3529 let sd: i64 = s[S_SEED] + 3300 3530 let row: i64 = wsp(base)[P_RAINS + cal_season(base)] 3531 let sp: *i64 = wsp(base) 3532 sp[P_WXCOV] = wx_coverage(sd, seg, row) 3533 let ws: i64 = wx_wind_speed(sd, seg) 3534 let wd: i64 = wx_wind_dir_q(sd, seg) 3535 // direction Q -> components via the sim's own it_cos4096/it_sin4096 (angle = wd scaled to tau) 3536 sp[P_WXWINDX] = ws*it_cos4096(wd*IT_PI*2/WX_Q)/4096 3537 sp[P_WXWINDZ] = ws*it_sin4096(wd*IT_PI*2/WX_Q)/4096 3538 sp[P_WXTYPE] = wx_precip(sd, seg, row, cal_season(base), cal_night(base)) 3539 sp[P_WXTEMP] = wx_temp(cal_season(base), cal_night(base), sd, seg) 3540 return 0 3541} 3542// write bst into MC_DISG bits 3-5 WITHOUT touching the disguise/met bits (0-2) or the 3543// FRIENDSHIP byte (bits 6-13) -- the old (dg & 7) mask silently erased any upper state 3544func dg_bst(dg: i64, b: i64) -> i64 { return dg - ((dg >> 3) & 7)*8 + b*8 } 3545 3546// ---------- B1/B2: soil + crops. THE EDIT JOURNAL IS THE SPARSE ACTIVE LIST ---------- 3547// Every farm cell was player-touched, so it is already journaled at absolute coords: no scan, 3548// no extra memory, and growth writes go through the same journal so world and history can 3549// never disagree. Growth is Minecraft's integer stencil: p = 1/(floor(25/speed)+1), speed 3550// from soil wetness; rolls are seed+coord+epoch hashes -> replay-safe by construction. 3551func wc_grow_set_indexed(base: i64, index: *i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 { 3552 let s: *i64 = wst(base) 3553 if ej_index_put(base,index, lx + s[S_WOX], ly, lz + s[S_WOZ], b) < 0 { 3554 s[S_EJDROP] = s[S_EJDROP] + 1 3555 return 0 3556 } 3557 return vset(base, lx, ly, lz, b) 3558} 3559func wc_grow_set(base: i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 { 3560 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL) 3561 if (index as i64) == 0 { return 0 } 3562 return wc_grow_set_indexed(base,index,lx,ly,lz,b) 3563} 3564// water within the 5x5 ring at soil level or one below (ponds sit lower than their fields) 3565func wc_wet_near(base: i64, lx: i64, ly: i64, lz: i64) -> i64 { 3566 var dz2: i64 = 0 - 2 3567 while dz2 <= 2 { 3568 var dx2: i64 = 0 - 2 3569 while dx2 <= 2 { 3570 if vget(base, lx + dx2, ly, lz + dz2) == 4 { return 1 } 3571 if vget(base, lx + dx2, ly - 1, lz + dz2) == 4 { return 1 } 3572 dx2 = dx2 + 1 3573 } 3574 dz2 = dz2 + 1 3575 } 3576 return 0 3577} 3578func wc_farm_tick(base: i64) -> i64 { 3579 let s: *i64 = wst(base) 3580 let e: *i64 = ejp(base) 3581 let sp: *i64 = wsp(base) 3582 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL) 3583 if (index as i64) == 0 { return 0-3 } 3584 let rain: i64 = cal_rain(base) 3585 var i: i64 = 0 3586 while i < EJRN_SLOTS { 3587 let cur: i64 = e[i] 3588 if cur != 0 { 3589 let b: i64 = cur & 255 3590 if b >= B_FARM { if b <= B_FARMW { 3591 let k: i64 = (cur >> 8) - 1 3592 let ay: i64 = k & 63 3593 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 3594 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216 3595 let lx: i64 = ax - s[S_WOX] 3596 let lz: i64 = az - s[S_WOZ] 3597 // only cells inside the window tick (offscreen farms pause -- chunk law, honest) 3598 if vin(lx, ay, lz) == 1 { if vget(base, lx, ay, lz) == b { 3599 if b == B_FARM { if rain == 1 { wc_grow_set_indexed(base,index, lx, ay, lz, B_FARMW) } } 3600 if b == B_FARM { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 1 { 3601 wc_grow_set_indexed(base,index, lx, ay, lz, B_FARMW) 3602 } } } 3603 if b == B_FARMW { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 0 { 3604 wc_grow_set_indexed(base,index, lx, ay, lz, B_FARM) 3605 } } } 3606 if b >= B_CROP0 { if b <= B_CROP1 { 3607 var spd: i64 = sp[P_GROWD] 3608 let un: i64 = vget(base, lx, ay - 1, lz) 3609 if un == B_FARMW { spd = sp[P_GROWW] } 3610 if rain == 1 { if un == B_FARM { spd = sp[P_GROWW] } } 3611 if spd < 1 { spd = 1 } 3612 let den: i64 = 25/spd + 1 3613 if whash(ax*131 + ay, az*97, s[S_SEED] + s[S_T]/sp[P_GROWE]) % den == 0 { 3614 wc_grow_set_indexed(base,index, lx, ay, lz, b + 1) 3615 if b + 1 == B_CROP2 { s[S_GROWN] = s[S_GROWN] + 1 } 3616 } 3617 } } 3618 } } 3619 } } 3620 } 3621 i = i + 1 3622 } 3623 return 0 3624} 3625 3626// ---------- A4/C1 shared state maintenance (springs + needs) ---------- 3627// GAIT DRIVE IS STILL A FREE-RUNNING CLOCK (debt 1785770635 STAYS OPEN) -- and the reason is now 3628// MEASURED rather than guessed, because the obvious fix was tried on 2026-08-25 and REFUTED by 3629// nx_wasm_craft_gate T36 before it could ship. Advancing MC_PH by distance travelled makes the 3630// tissue drive track her real cadence, which is correct and is what the oracle band wants. It is 3631// ALSO CIRCULAR: line ~1849 derives her wander heading FROM ph (dx = sin(ph*3), dz = cos(ph*3)), 3632// so a girl who stops moving freezes her phase, and a frozen phase freezes her heading -- she can 3633// never restart. The gate caught it exactly: the bold girl's approach distance stayed at her START 3634// value (1024, was 577) and the run went 52/53 RED. THE REAL FIX IS TO SPLIT THE TWO PHASES: a 3635// wander phase that must free-run for behaviour, and a gait phase that must track travel for 3636// tissue. That needs one word of per-mob state (accumulated stride distance), which touches the 3637// entity schema and therefore the save-format teeth (T15, T18, T50) -- a deliberate change, not a 3638// drive-by. Reverted here so the tree stays GREEN; the diagnosis is the deliverable. 3639func wc_soft_seat_all(base: i64) -> i64 { 3640 let m: *i64 = mobp(base) 3641 let sb0: *i64 = (base + O_SOFT) as *i64 3642 var k: i64 = 0 3643 while k < en_count(m) { 3644 let h: i64 = en_nth(m, k) 3645 if h > 0 { sb_seat_mob(sb0, k, en_get(m, h, MC_X)/4, en_get(m, h, MC_Y)/4, en_get(m, h, MC_Z)/4) } 3646 k = k + 1 3647 } 3648 return 0 3649} 3650// ---------- THE TRAVELER'S PASSPORT (isekai): character + party cross worlds ---------- 3651func passp(base: i64) -> *i64 { return (base + O_PASS) as *i64 } 3652func wc_pass_ck(p: *i64) -> i64 { 3653 return gsc_fold_words(SAVE_CK_SEED, p, 0, 21, SAVE_CK_PRIME, SAVE_CK_MASK) 3654} 3655func wc_party_count(base: i64) -> i64 { 3656 let m: *i64 = mobp(base) 3657 var n: i64 = 0 3658 var k: i64 = 0 3659 while k < en_count(m) { 3660 let h: i64 = en_nth(m, k) 3661 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { n = n + 1 } } 3662 k = k + 1 3663 } 3664 return n 3665} 3666// fold the session's deltas into the lifetime ledger (snapshot words 32+ make this idempotent: 3667// a world reload or a second build never double-counts a deed) 3668func wc_pass_sync(base: i64) -> i64 { 3669 let p: *i64 = passp(base) 3670 let s: *i64 = wst(base) 3671 if p[0] != PASS_MAGIC { 3672 var z: i64 = 0 3673 while z < 48 { p[z] = 0; z = z + 1 } 3674 p[0] = PASS_MAGIC 3675 p[1] = 1 3676 p[2] = whash(s[S_SEED], s[S_T], 20260802) 3677 // snapshot stays ZERO on creation: a traveler born mid-world ABSORBS what he has 3678 // already done here as his first deeds. Baselining at current values silently 3679 // discarded them (gate T50 caught exactly that: 7 harvests -> ledger 0). 3680 } 3681 var d: i64 = s[S_BROKEN] - p[32] 3682 if d > 0 { p[3] = p[3] + d } 3683 p[32] = s[S_BROKEN] 3684 d = s[S_PLACED] - p[33] 3685 if d > 0 { p[4] = p[4] + d } 3686 p[33] = s[S_PLACED] 3687 d = s[S_HARV] - p[34] 3688 if d > 0 { p[5] = p[5] + d } 3689 p[34] = s[S_HARV] 3690 d = s[S_PLANT] - p[35] 3691 if d > 0 { p[6] = p[6] + d } 3692 p[35] = s[S_PLANT] 3693 d = s[S_FOUND] - p[36] 3694 if d > 0 { p[7] = p[7] + d } 3695 p[36] = s[S_FOUND] 3696 d = s[S_LOST] - p[37] 3697 if d > 0 { p[8] = p[8] + d } 3698 p[37] = s[S_LOST] 3699 d = s[S_T] - p[38] 3700 if d > 0 { p[9] = p[9] + d } 3701 p[38] = s[S_T] 3702 p[10] = p[10] | (1 << s[S_VAR]) 3703 // the party rides along: up to 3 companions' (kind, bond-word, genome) 3704 let m: *i64 = mobp(base) 3705 var pc: i64 = 0 3706 var k: i64 = 0 3707 while k < en_count(m) { 3708 let h: i64 = en_nth(m, k) 3709 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { if pc < 3 { 3710 p[12 + pc*3] = en_get(m, h, MC_KIND) 3711 p[13 + pc*3] = en_get(m, h, MC_DISG) 3712 p[14 + pc*3] = en_get(m, h, MC_GENE) 3713 pc = pc + 1 3714 } } } 3715 k = k + 1 3716 } 3717 p[11] = pc 3718 p[21] = wc_pass_ck(p) 3719 return PASS_LEN 3720} 3721// arriving traveler: validate, re-baseline the snapshot, and WALK THE PARTY OFF THE BOAT -- 3722// each companion respawns beside the player with bond and genome intact. Refusal touches 3723// nothing: -1 magic, -2 version, -3 checksum (the save doors' law). 3724func wc_pass_apply(base: i64) -> i64 { 3725 let p: *i64 = passp(base) 3726 if p[0] != PASS_MAGIC { return 0 - 1 } 3727 if p[1] != 1 { return 0 - 2 } 3728 if wc_pass_ck(p) != p[21] { return 0 - 3 } 3729 let s: *i64 = wst(base) 3730 p[32] = s[S_BROKEN] 3731 p[33] = s[S_PLACED] 3732 p[34] = s[S_HARV] 3733 p[35] = s[S_PLANT] 3734 p[36] = s[S_FOUND] 3735 p[37] = s[S_LOST] 3736 p[38] = s[S_T] 3737 p[10] = p[10] | (1 << s[S_VAR]) 3738 let m: *i64 = mobp(base) 3739 var pc: i64 = 0 3740 while pc < p[11] { if pc < 3 { 3741 let hn: i64 = en_spawn(m) 3742 if hn > 0 { 3743 let ang: i64 = pc*2*IT_PI/3 + IT_PI/6 3744 var ax: i64 = s[S_CX] + it_sin4096(ang)*3*256/WATER_MAGIC_4096 3745 var az: i64 = s[S_CZ] + it_cos4096(ang)*3*256/WATER_MAGIC_4096 3746 ax = wclamp(ax, 2*256, (WX - 2)*256) 3747 az = wclamp(az, 2*256, (WZ - 2)*256) 3748 let gy: i64 = mob_ground(base, ax >> 8, WY - 1, az >> 8) 3749 en_set(m, hn, MC_X, ax) 3750 en_set(m, hn, MC_Z, az) 3751 en_set(m, hn, MC_Y, wc_contact_floor_q(base,ax,az,WY-1)) 3752 en_set(m, hn, MC_KIND, p[12 + pc*3]) 3753 en_set(m, hn, MC_DISG, p[13 + pc*3]) 3754 en_set(m, hn, MC_GENE, p[14 + pc*3]) 3755 en_set(m, hn, MC_PH, whash(p[14 + pc*3], pc, s[S_SEED]) % WATER_MAGIC_4096) 3756 } 3757 pc = pc + 1 3758 } } 3759 wc_soft_seat_all(base) 3760 wc_need_seed(base) 3761 p[21] = wc_pass_ck(p) 3762 return 0 3763} 3764 3765// level + party-invite as BASE-PARAMETERIZED cores (the doors below are thin wrappers, so the 3766// gate exercises the same code the game runs -- one definition, zero drift) 3767func pass_level_of(base: i64) -> i64 { 3768 let p: *i64 = passp(base) 3769 if p[0] != PASS_MAGIC { return 1 } 3770 var sc: i64 = p[5]*4 + p[6] + p[7]*20 + p[3]/8 + p[4]/8 + p[9]/72000*3 3771 var lv: i64 = 1 3772 while sc >= lv*10 { sc = sc - lv*10; lv = lv + 1 } 3773 return lv 3774} 3775func party_of(base: i64) -> i64 { 3776 let s: *i64 = wst(base) 3777 if s[S_NPCT] < 0 { return 0 - 1 } 3778 let m: *i64 = mobp(base) 3779 let h: i64 = en_nth(m, s[S_NPCT]) 3780 if h <= 0 { return 0 - 1 } 3781 let dg: i64 = en_get(m, h, MC_DISG) 3782 if ((dg >> 6) & 255) < 40 { return 0 - 2 } // a bond, not a kidnapping 3783 if (dg & 4) == 4 { 3784 en_set(m, h, MC_DISG, dg - 4) // toggle: she may also LEAVE 3785 return 0 3786 } 3787 if wc_party_count(base) >= 3 { return 0 - 3 } 3788 en_set(m, h, MC_DISG, dg | 4) 3789 th_add(base, s[S_NPCT], TH_MET, 20, 14400) 3790 return 1 3791} 3792 3793// outfit for girl k: identity data gates the dimension; her genome picks within it. 3794// 0 clothed · 1 topless · 2 nude (all figures are the one adult mesh) 3795// THE POSE DOOR (operator 2026-08-02: "interact with me and the environment in various poses 3796// beyond the one" -- the pose PIPELINE's first rung). The engine ALREADY computes behavioral 3797// states (T44: sleep/flee via MC_DISG bits 3-5; movement via O_MOBAUX deltas) and the renderer 3798// ignores every one of them: sleeping girls play the walk clip, idle girls walk in place. Same 3799// class as the face: THE DATA EXISTS AND DRIVES NOTHING -- so the consumer contract comes first. 3800// Pose ids (the page consumes; the coming NXA pose BANK indexes by these): 3801// 0 idle-stand (breath only) 1 walk 2 sleep-lying 3 flee-run 4 sit 5 lie-awake 3802// 4/5 are RESERVED rows: behaviors from the towel/smart-object chain select them; publishing 3803// the id space now means new poses arrive as DATA against a stable contract, not an engine edit. 3804func mob_pose(base: i64, k: i64) -> i64 { 3805 let m: *i64 = mobp(base) 3806 let st: i64 = (en_get(m, en_nth(m, k), MC_DISG) >> 3) & 7 3807 if st == 2 { return 2 } 3808 if st == 4 { return 3 } 3809 if mob_spd_q8i(base, k) > 0 { return 1 } 3810 return 0 3811} 3812func mobpose(k: i64) -> i64 { return mob_pose(0, k) } 3813 3814// GE13b THE SELECTOR: what a girl wears, from the world's outfit mode, her genome and her pose. 3815// Returns the OUTFIT word: upper garment id << GAR_SLOT_SH | lower garment id, 0 = nothing in that 3816// slot; one-piece and dresses cover both and ride the LOWER slot. Every branch is a table LOOKUP -- 3817// no colour, no shape, no category is decided here; a world that rewrites a garment row rewrites 3818// what these ids mean, and a row the world does not carry (0) is not wearable. 3819// mode 0 (identity keeps everyone clothed): CASUAL/EVENING by the beach bits 18-19 -- tee+shorts, 3820// tee+skirt, sundress, evening dress. Before this every girl wore the one dress. 3821// mode 1 (MIXED beach): the incumbent bits, garment by garment -- 0 bikini top+bottom, 1 one-piece, 3822// 2 bikini bottom only (topless), 3 nothing (nude). Girl-for-girl the SAME 0/1/2 the old rule 3823// produced; gate T85 proves it against mob_outfit_v1 below. 3824// mode 2 (SWIMWEAR-ONLY): bit 18 picks bikini or one-piece; never a cover-up, never casual. 3825// mode 3 (NUDE BEACH): nothing worn. 3826// POSE OVERLAY: asleep (mob_pose SLEEP) on a beach with swim bottoms on, she wraps a SARONG 3827// (beach-cover) over them -- same coverage bit, so her legacy value never flickers -- unless 3828// she is in water, where a wrap is never worn (swim => swim). 3829func wc_mob_in_water(base: i64, k: i64) -> i64 { 3830 let m: *i64 = mobp(base) 3831 let h: i64 = en_nth(m, k) 3832 if vget(base, en_get(m, h, MC_X) >> 8, en_get(m, h, MC_Y) >> 8, en_get(m, h, MC_Z) >> 8) == B_WATER { return 1 } 3833 return 0 3834} 3835func wc_outfit(base: i64, k: i64) -> i64 { 3836 let md: i64 = wsp(base)[P_OUTFIT] 3837 let m: *i64 = mobp(base) 3838 let gb: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> MG_BEACH_SH) & MG_BEACH_MASK 3839 var up: i64 = 0 3840 var lo: i64 = 0 3841 var beach: i64 = 0 3842 if md == 0 { 3843 if gb == 0 { up = GAR_TEE; lo = GAR_SHORTS } 3844 if gb == 1 { up = GAR_TEE; lo = GAR_SKIRT } 3845 if gb == 2 { lo = GAR_SUNDRESS } 3846 if gb == 3 { lo = GAR_DRESS } 3847 } 3848 if md == 1 { 3849 beach = 1 3850 if gb == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT } 3851 if gb == 1 { lo = GAR_ONEPIECE } 3852 if gb == 2 { lo = GAR_BIKINI_BOT } 3853 } 3854 if md == 2 { 3855 beach = 1 3856 if (gb & 1) == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT } 3857 if (gb & 1) == 1 { lo = GAR_ONEPIECE } 3858 } 3859 if beach == 1 { if lo > 0 { if gar_cat(gar_row(base, lo)) == GAR_CAT_SWIM { if gar_cov(gar_row(base, lo)) == GAR_COV_BOT { 3860 if mob_pose(base, k) == MOB_POSE_SLEEP { if wc_mob_in_water(base, k) == 0 { lo = GAR_SARONG } } 3861 } } } } 3862 // a row the world does not carry is not a garment: the slot empties (the neg-control's lever) 3863 if gar_row(base, up) == 0 { up = 0 } 3864 if gar_row(base, lo) == 0 { lo = 0 } 3865 return (up << GAR_SLOT_SH) | lo 3866} 3867// 0 clothed / 1 topless / 2 nude, DERIVED from the worn set -- the contract every existing consumer 3868// (the page's uOF bands, T49, T77) keeps, now a consequence of the wardrobe instead of the wardrobe. 3869func mob_outfit(base: i64, k: i64) -> i64 { 3870 let o: i64 = wc_outfit(base, k) 3871 return gar_legacy(gar_cov(gar_row(base, o >> GAR_SLOT_SH)) | gar_cov(gar_row(base, o & GAR_ID_MASK))) 3872} 3873// THE PRE-WARDROBE RULE, kept RUNNABLE as the gate's oracle: T85 proves mob_outfit == mob_outfit_v1 3874// for every girl in every mode, so no consumer sees a different girl. Not called by the game. 3875func mob_outfit_v1(base: i64, k: i64) -> i64 { 3876 let md9: i64 = wsp(base)[P_OUTFIT] 3877 if md9 == 0 { return 0 } 3878 // GE13: per-world outfit FLAGS, all data -- 1 = MIXED (genome bits decide; the incumbent 3879 // beach), 2 = SWIMWEAR-ONLY (dimension active, variety off), 3 = NUDE BEACH (all bare). 3880 if md9 == 2 { return 0 } 3881 if md9 == 3 { return 2 } 3882 let m: *i64 = mobp(base) 3883 let g: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> 18) & 3 3884 if g <= 1 { return 0 } 3885 if g == 2 { return 1 } 3886 return 2 3887} 3888 3889func wc_need_seed(base: i64) -> i64 { 3890 let m: *i64 = mobp(base) 3891 let s: *i64 = wst(base) 3892 let nd0: *i64 = (base + O_NEED) as *i64 3893 var k: i64 = 0 3894 while k < en_count(m) { 3895 nd0[k*4] = 300 + (whash(k, 11, s[S_SEED]) % 200) 3896 nd0[k*4 + 1] = 700 3897 nd0[k*4 + 2] = 300 + (whash(k, 23, s[S_SEED]) % 200) 3898 nd0[k*4 + 3] = 0 3899 k = k + 1 3900 } 3901 return 0 3902} 3903 3904// ---------- C3/C5: the inner life (thought ledger + gossip records) ---------- 3905func mindp(base: i64) -> *i64 { return (base + O_MIND) as *i64 } 3906func wc_mind_zero(base: i64) -> i64 { 3907 let mp: *i64 = mindp(base) 3908 var i: i64 = 0 3909 while i < MOB_CAP*24 { mp[i] = 0; i = i + 1 } 3910 return 0 3911} 3912// add/refresh a thought: same id refreshes in place; else a dead slot; else rotate one out 3913func th_add(base: i64, k: i64, id: i64, mag: i64, ttl: i64) -> i64 { 3914 let mp: *i64 = mindp(base) 3915 let s: *i64 = wst(base) 3916 let b: i64 = k*24 3917 var slot: i64 = 0 - 1 3918 var i: i64 = 0 3919 while i < 8 { 3920 if (mp[b + i*2] >> 8) == id { slot = i } 3921 i = i + 1 3922 } 3923 if slot < 0 { 3924 i = 0 3925 while i < 8 { 3926 if slot < 0 { if mp[b + i*2 + 1] <= s[S_T] { slot = i } } 3927 i = i + 1 3928 } 3929 } 3930 if slot < 0 { slot = (s[S_T] + k) % 8 } 3931 mp[b + slot*2] = id*256 + (mag + 128) 3932 mp[b + slot*2 + 1] = s[S_T] + ttl 3933 return 0 3934} 3935// mood = the sum of LIVE thoughts, clamped -- always decomposable back into its reasons 3936func th_mood(base: i64, k: i64) -> i64 { 3937 let mp: *i64 = mindp(base) 3938 let s: *i64 = wst(base) 3939 let b: i64 = k*24 3940 var mo: i64 = 0 3941 var i: i64 = 0 3942 while i < 8 { 3943 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > s[S_T] { mo = mo + (mp[b + i*2] & 255) - 128 } } 3944 i = i + 1 3945 } 3946 if mo > 100 { mo = 100 } 3947 if mo < 0 - 100 { mo = 0 - 100 } 3948 return mo 3949} 3950// a gossip fact: (subject, predicate, confidence, born). A better-known copy never downgrades. 3951func go_add(base: i64, k: i64, subj: i64, pred: i64, conf: i64) -> i64 { 3952 let mp: *i64 = mindp(base) 3953 let s: *i64 = wst(base) 3954 let b: i64 = k*24 + 16 3955 var slot: i64 = 0 - 1 3956 var free: i64 = 0 - 1 3957 var oldest: i64 = 0 3958 var oldt: i64 = SAVE_CK_MASK 3959 var i: i64 = 0 3960 while i < 4 { 3961 let w: i64 = mp[b + i*2] 3962 if w == 0 { if free < 0 { free = i } } 3963 if w != 0 { if (w >> 16) == subj { if ((w >> 8) & 255) == pred { slot = i } } } 3964 if mp[b + i*2 + 1] < oldt { oldt = mp[b + i*2 + 1]; oldest = i } 3965 i = i + 1 3966 } 3967 if slot >= 0 { if (mp[b + slot*2] & 255) >= conf { return 0 } } 3968 if slot < 0 { slot = free } 3969 if slot < 0 { slot = oldest } 3970 mp[b + slot*2] = subj*WATER_MAGIC_65536 + pred*256 + conf 3971 mp[b + slot*2 + 1] = s[S_T] 3972 return 0 3973} 3974func go_newest(base: i64, k: i64) -> i64 { 3975 let mp: *i64 = mindp(base) 3976 let b: i64 = k*24 + 16 3977 var best: i64 = 0 - 1 3978 var bt: i64 = 0 - 1 3979 var i: i64 = 0 3980 while i < 4 { 3981 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > bt { bt = mp[b + i*2 + 1]; best = i } } 3982 i = i + 1 3983 } 3984 return best 3985} 3986 3987// ---- GAIT: THE PARAMETRIC DRIVE ---------------------------------------------------------------- 3988// decidegrees -> it-units. This is nx_quadruped's qdeg idiom at 10x resolution; that organ's 3989// quad_gait_pose_g is the working precedent in this estate for "a gait is DATA, amplitudes and 3990// per-limb phase offsets are the gait's parameters". It is deliberately NOT imported: it calls 3991// sys_mmap and this engine targets wasm, so the IDIOM is reused and the code is not duplicated. 3992func wc_ddeg(d: i64) -> i64 { return d*IT_PI/WC_DDEG_HALFTURN } 3993// AMPLITUDE from a PUBLISHED RANGE. The halving lives here, once, so no caller can forget it and 3994// no future reader has to work out which of the two a stored constant is. 3995func wc_amp_ddeg(range_ddeg: i64) -> i64 { return wc_ddeg(range_ddeg)/2 } 3996// STRIDE PHASE: one full cycle per WC_STRIDE_Q8 of PATH TRAVELLED. Distance-driven by 3997// construction, which is what makes pelvic rotation phase-locked to stride -- the coupling is 3998// structural, not a tuning. Two consequences fall out for free: a girl who stops has a FROZEN 3999// stride phase, so she stands instead of marching on the spot; and a girl who walks faster takes 4000// the same-length strides more often, so cadence emerges from speed instead of being a constant. 4001// ⚠THIS IS A SECOND, DIFFERENT QUANTITY FROM wc_gait_ang -- NOT A DUPLICATE RULER. wc_gait_ang 4002// drives the THORAX BOB, which is the SECOND HARMONIC of the stride (two steps per cycle, each 4003// with its own vertical rise and fall), and its scale is calibrated against the gait_bob_q8 row. 4004// ★THEIR RATIO IS A CHECKABLE CLAIM AND IT DOES NOT CURRENTLY HOLD. wc_gait_ang implies one bob 4005// per 962 q8 of travel, hence one stride per 1924 q8 = 7.5 m, against the cited 1.46 m -- the 4006// incumbent gait drive is calibrated 5.1x too long, and separately it is calibrated at SPEED (40 4007// q8/tick) which no mob ever reaches: mobs walk at 4-5 q8/tick, so the bob it produces in the 4008// live world is ~0.25 Hz where walking thorax oscillation is ~1.8-2 Hz. 4009// ⛔THAT DISAGREEMENT IS NAMED HERE AND DELIBERATELY NOT FIXED BY EDITING THE SHARED CONSTANT. 4010// wc_gait_ang feeds the soft-body anchor that gate teeth T40 and T54 are calibrated against, and 4011// silently moving a constant another tooth is calibrated on is how a green gate stops meaning 4012// anything. The renderer takes the cited stride; the bob keeps its own calibration; the gap goes 4013// on the board as a measurement with its arithmetic attached rather than into a quiet edit. 4014func wc_stride_ang(g_q8: i64) -> i64 { return g_q8*2*IT_PI/WC_STRIDE_Q8 } 4015// shortest signed representative of an angle difference, in (-IT_PI, IT_PI]. 4016func wc_angwrap(d: i64) -> i64 { 4017 var r: i64 = d % (2*IT_PI) 4018 if r > IT_PI { r = r - 2*IT_PI } 4019 if r < 0 - IT_PI { r = r + 2*IT_PI } 4020 return r 4021} 4022// THE HEADING LOW-PASS. This one function is the whole wobble fix AND the fluidity parameter. 4023// WHAT IT REPLACES: nothing. There was no heading state at all -- the body's yaw was the PLAYER'S 4024// camera yaw, so every girl pivoted with the camera while translating along her own path, and the 4025// steering that produced that path is an 8-direction bang-bang controller (dx = +/-4 per axis with 4026// an independent per-axis deadband) whose sign can flip in a single tick and whose diagonal is 4027// 41 percent faster than its axis-aligned step. Facing derived from that signal inherits all of it. 4028// HOW IT STEERS WITHOUT atan2: there is no it_atan2 anywhere in the corpus (proven, corpus_complete 4029// =1), and adding one would be a second trigonometric approximation beside the incumbent. It is not 4030// needed. The CROSS PRODUCT of the current forward with the desired direction is sin(error) scaled 4031// by |desired|, which already carries both the SIGN and, near convergence, the MAGNITUDE of the 4032// error -- so a proportional controller can be built from the sin/cos this engine already has. 4033// cr < 0 / cr > 0 -> which way to turn 4034// dt < 0 -> the target is BEHIND: turn at the full allowance, sign broken deterministically 4035// The step is proportional to sin(error), so it goes to zero AS the error goes to zero: the 4036// approach is asymptotic and cannot overshoot, which is what "fluid" means here as opposed to a 4037// bang-bang controller that snaps (locked) or an unclamped one that rings (floppy). 4038// The allowance is speed-coupled: mx = 0 when she is not moving, so nobody spins on the spot. 4039func wc_hdg_budget(hdg: i64, dx: i64, dz: i64, budget: i64) -> i64 { 4040 if budget <= 0 { return hdg } 4041 let mag: i64 = sd_isqrt(dx*dx + dz*dz) 4042 if mag <= 0 { return hdg } 4043 let fx: i64 = it_sin4096(hdg % (2*IT_PI)) 4044 let fz: i64 = it_cos4096(hdg % (2*IT_PI)) 4045 let cr: i64 = fx*dz - fz*dx 4046 let dot: i64 = fx*dx + fz*dz 4047 var step: i64 = 0 - budget*cr/(mag*WATER_MAGIC_4096) 4048 if dot < 0 { 4049 step = budget 4050 if cr > 0 { step = 0 - budget } 4051 } 4052 if step == 0 { if cr > 0 { step = 0 - 1 } } 4053 if step == 0 { if cr < 0 { step = 1 } } 4054 if step > budget { step = budget } 4055 if step < 0 - budget { step = 0 - budget } 4056 var next: i64 = hdg + step 4057 if next < 0 { next = next + 2*IT_PI } 4058 if next >= 2*IT_PI { next = next - 2*IT_PI } 4059 return next 4060} 4061// Forward-walk clips cancel travel along body heading. Preserve the authored intent 4062// and its existing turn budget; fractional world-axis remainders retain slow motion. 4063func wc_steer_reset(base:i64)->i64 { 4064 let state:*i64=(base+O_MOB_STEER) as *i64 4065 var i:i64=0 4066 while i<MOB_CAP*WC_STEER_W {state[i]=0;i=i+1} 4067 return 0 4068} 4069 4070// The resident loader declares an inspected clip policy after each successful ingest. 4071// Calibration supplies distance, not permission to reinterpret unknown clip direction. 4072func wc_nxa_locomotion(base:i64,mode:i64)->i64 { 4073 let policy:*i64=(base+O_NXA_LOCOMOTION) as *i64 4074 policy[0]=NXA_LOCOMOTION_RAW 4075 wc_steer_reset(base) 4076 if mode==NXA_LOCOMOTION_RAW {return 0} 4077 if mode!=NXA_LOCOMOTION_FORWARD {return 0-1} 4078 if nxa_hp(base)[NXA_H_LOADED]!=1 {return 0-2} 4079 policy[0]=mode 4080 return mode 4081} 4082func nxa_locomotion(mode:i64)->i64 {return wc_nxa_locomotion(0,mode)} 4083func wc_forward_policy(base:i64,k:i64)->i64 { 4084 if k<0||k>=WC_CAST_N {return 0} 4085 let policy:*i64=(base+O_NXA_LOCOMOTION) as *i64 4086 if policy[0]!=NXA_LOCOMOTION_FORWARD {return 0} 4087 if nxa_hp(base)[NXA_H_LOADED]!=1||wc_gait_header(base)[7]!=1 {return 0} 4088 return 1 4089} 4090func wc_motion_step(base:i64,k:i64,heading:i64,dx:i64,dz:i64)->*i64 { 4091 if wc_forward_policy(base,k)==1 {return wc_forward_steer(base,k,heading,dx,dz)} 4092 let state:*i64=(base+O_MOB_STEER+k*WC_STEER_W*8) as *i64 4093 state[0]=0;state[1]=0;state[2]=dx;state[3]=dz;state[4]=en_nth(mobp(base),k) 4094 return state 4095} 4096 4097func wc_forward_steer(base:i64,k:i64,heading:i64,dx:i64,dz:i64)->*i64 { 4098 let state:*i64=(base+O_MOB_STEER+k*WC_STEER_W*8) as *i64 4099 // Dense iteration can swap-remove or recycle an entity; fractions belong to its handle. 4100 let handle:i64=en_nth(mobp(base),k) 4101 if state[4]!=handle {state[0]=0;state[1]=0;state[4]=handle} 4102 state[2]=0;state[3]=0 4103 if dx==0&&dz==0 {return state} 4104 let magnitude:i64=sd_isqrt((dx*dx+dz*dz)*NA_Q12*NA_Q12) 4105 let xq:i64=magnitude*it_sin4096(heading)/NA_Q12+state[0] 4106 let zq:i64=magnitude*it_cos4096(heading)/NA_Q12+state[1] 4107 state[2]=xq/NA_Q12;state[3]=zq/NA_Q12 4108 state[0]=xq-state[2]*NA_Q12;state[1]=zq-state[3]*NA_Q12 4109 return state 4110} 4111func wc_hdg_step(hdg: i64, dx: i64, dz: i64) -> i64 { 4112 let mag: i64 = sd_isqrt(dx*dx + dz*dz) 4113 return wc_hdg_budget(hdg,dx,dz,mag*WC_TURN_PER_STRIDE/WC_STRIDE_Q8) 4114} 4115func wc_facing_step(hdg: i64, dx: i64, dz: i64, player_dx: i64, player_dz: i64, radius: i64, budget: i64) -> i64 { 4116 if dx != 0 || dz != 0 { return wc_hdg_step(hdg,dx,dz) } 4117 if radius <= 0 || budget <= 0 { return hdg } 4118 if player_dx*player_dx + player_dz*player_dz >= radius*radius { return hdg } 4119 return wc_hdg_budget(hdg,player_dx,player_dz,budget) 4120} 4121func wc_hdg_of(base: i64, k: i64) -> i64 { let hp: *i64 = (base + O_MOBHDG) as *i64; return hp[k] } 4122func wc_set_facing_policy(base: i64, radius: i64, gain: i64) -> i64 { 4123 if radius <= 0 || radius > FACING_RADIUS_MAX_Q8 || gain <= 0 || gain > IT_PI { return 0 - 1 } 4124 let state: *i64 = wst(base) 4125 state[S_FACE_RADIUS] = radius 4126 state[S_FACE_GAIN] = gain 4127 return 0 4128} 4129func set_facing_policy(radius: i64, gain: i64) -> i64 { return wc_set_facing_policy(0,radius,gain) } 4130func mob_heading(k: i64) -> i64 { 4131 if k < 0 || k >= en_count(mobp(0)) { return 0 - 1 } 4132 return wc_hdg_of(0,k) 4133} 4134// the girl's own stride phase, in it-units, from the path length she has actually walked 4135func wc_mob_sph(base: i64, k: i64) -> i64 { 4136 let nd: *i64 = (base + O_NEED) as *i64 4137 return wc_stride_ang(nd[k*4 + WC_NEED_GAIT]) % (2*IT_PI) 4138} 4139// ---- THE POSE, AS FIVE PURE FUNCTIONS OF STRIDE PHASE ------------------------------------------- 4140// Extracted out of wc_mob_mesh deliberately: the renderer needs them and the GATE needs them, and a 4141// gate that recomputed these angles from the same formula would be testing a COPY of the mechanism 4142// rather than the mechanism. One definition, two callers, and a tooth that fails when the shipping 4143// code changes. They take only the phase, so they are trivially testable at any phase without a 4144// world, a camera, a rig or a framebuffer. 4145// SIGN CONVENTION, stated once: pelvis LEADS (+), thorax TRAILS (-, applied as a local yaw on the 4146// chest bone whose parent is the pelvis), legs and arms swing in elevation, elbow only flexes. 4147func wc_gp_pelvis(sph: i64) -> i64 { return wc_amp_ddeg(WC_PELVIS_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 } 4148func wc_gp_thorax(sph: i64) -> i64 { return wc_amp_ddeg(WC_THORAX_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 } 4149func wc_gp_leg(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/6)/WATER_MAGIC_4096 } 4150func wc_gp_arm(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/12)/WATER_MAGIC_4096 } 4151// (1 - cos)/2 scaled by the cited ROM: 0 at phase 0, ROM at the half cycle, never negative, and no 4152// free parameter -- the anatomical floor at zero and the published range fix both ends between them. 4153func wc_gp_elbow(sph: i64) -> i64 { return wc_ddeg(WC_ELBOW_ROM_DDEG)*(WATER_MAGIC_4096 - it_cos4096(sph % (2*IT_PI)))/(2*WATER_MAGIC_4096) } 4154 4155// mob wander: smooth deterministic drift (phase-driven sin/cos), terrain-following, player-curious 4156// within 6 blocks. Pure integer -- the T4 determinism checksum covers mobs by construction. 4157// Residency describes available collision data, not whether the entity exists. 4158// The inset retains the previous movement boundary and its neighbour-cell footprint. 4159func wc_mob_resident(base: i64, h: i64) -> i64 { 4160 let m: *i64 = mobp(base) 4161 if en_valid(m,h)!=1 { return 0 } 4162 let x: i64 = en_get(m,h,MC_X) 4163 let z: i64 = en_get(m,h,MC_Z) 4164 if x<2*256||x>(WX-2)*256||z<2*256||z>(WZ-2)*256 { return 0 } 4165 return 1 4166} 4167func mob_resident(k: i64) -> i64 { 4168 let m: *i64 = mobp(0) 4169 return wc_mob_resident(0,en_nth(m,k)) 4170} 4171// Both movement intent and the taking phase select the same authored hunt target. 4172func wc_warden_target(base:i64,hw:i64,night:i64)->i64 { 4173 let m:*i64=mobp(base) 4174 var bestj: i64 = 0 - 1 4175 // the world declares its danger (P_WARD), night widens it, and the ARRIVING 4176 // TRAVELER'S LEVEL widens it further: a veteran isekai's stakes rise with him 4177 var wbase: i64 = wsp(base)[P_WARD] 4178 if wbase <= 0 { wbase = 12 } 4179 var bestd: i64 = wbase*256 + pass_level_of(base)*128 4180 if night == 1 { bestd = bestd + 8*256 } // the night belongs to the wardens 4181 var kj: i64 = 0 4182 while kj < en_count(m) { 4183 let hj: i64 = en_nth(m, kj) 4184 if (en_get(m, hj, MC_DISG) & 3) == 3 { 4185 var ddx2: i64 = en_get(m, hj, MC_X) - en_get(m, hw, MC_X) 4186 if ddx2 < 0 { ddx2 = 0 - ddx2 } 4187 var ddz2: i64 = en_get(m, hj, MC_Z) - en_get(m, hw, MC_Z) 4188 if ddz2 < 0 { ddz2 = 0 - ddz2 } 4189 if ddx2 + ddz2 < bestd { bestd = ddx2 + ddz2; bestj = kj } 4190 } 4191 kj = kj + 1 4192 } 4193 return bestj 4194} 4195 4196func mob_tick(base: i64) -> i64 { 4197 let m: *i64 = mobp(base) 4198 let s: *i64 = wst(base) 4199 let nd: *i64 = (base + O_NEED) as *i64 4200 let vyp: *i64 = (base + O_MOBVY) as *i64 // GE12 vertical velocity per mob 4201 let night: i64 = cal_night(base) 4202 var k: i64 = 0 4203 while k < en_count(m) { 4204 let h: i64 = en_nth(m, k) 4205 if h > 0 { 4206 var x: i64 = en_get(m, h, MC_X) 4207 var z: i64 = en_get(m, h, MC_Z) 4208 var ph: i64 = en_get(m, h, MC_PH) + 5 4209 // FOOTSTRIKE IMPULSE: bank the pre-move vertical velocity. After the movement code 4210 // below, (vy_pre < 0 && vyp[k] == 0) is precisely "GE12's integrator arrested a 4211 // fall this tick" -- ground contact -- and |vy_pre| IS the ground-reaction delta-v. 4212 let vy_pre: i64 = vyp[k] 4213 // C1 NEEDS drift (integer, staggered by handle -- the village never moves in lockstep) 4214 let nb: i64 = k*4 4215 if (s[S_T] + h) % 8 == 0 { 4216 if nd[nb] < 1000 { nd[nb] = nd[nb] + 2 } // hunger grows 4217 if nd[nb + 2] < 1000 { nd[nb + 2] = nd[nb + 2] + 3 } // loneliness grows 4218 if nd[nb + 1] > 0 { nd[nb + 1] = nd[nb + 1] - 1 } // energy drains 4219 } 4220 // C3: lived moments become LEDGER ENTRIES (staggered; each refreshes in place) 4221 if (s[S_T] + h) % 128 == 0 { 4222 let bst0: i64 = (en_get(m, h, MC_DISG) >> 3) & 7 4223 if cal_rain(base) == 1 { if bst0 != 2 { th_add(base, k, TH_RAIN, 0 - 8, 1200) } } 4224 if nd[nb] > 700 { th_add(base, k, TH_HUNGRY, 0 - 10, 900) } 4225 if night == 1 { if bst0 == 2 { th_add(base, k, TH_SLEPT, 6, 3600) } } 4226 } 4227 // BEHAVIOR LAYER (C1/C2 -- lives picked by NEEDS x the spec ADVERTISEMENT table, 4228 // not a dice roll): state in MC_DISG bits 3-5, repicked on the staggered 240-tick 4229 // clock. 0=WANDER 1=SOCIALIZE 2=REST 3=FORAGE 4=FLEE. At night the village SLEEPS 4230 // (the C2 schedule) -- while the wardens hunt wider. The old spec-weights TODO is 4231 // RESOLVED: behavior now reads needs + P_ADV rows, both data. 4232 let dg: i64 = en_get(m, h, MC_DISG) 4233 var bst: i64 = (dg >> 3) & 7 4234 if (s[S_T] + h*37) % 240 == 0 { 4235 var sc1: i64 = 220 + (whash(h*911, s[S_T]/240, s[S_SEED]) % 64) 4236 // C3 feedback: the ledger BENDS the life -- a glad girl seeks company, a sad 4237 // one withdraws to rest. Mood is data the argmax reads, not a scripted branch. 4238 let mo9: i64 = th_mood(base, k) 4239 var sc2: i64 = nd[nb + 2] 4240 if mo9 > 0 { sc2 = sc2 + mo9 } 4241 var sc3: i64 = 1000 - nd[nb + 1] 4242 if mo9 < 0 { sc3 = sc3 - mo9*2 } 4243 var sc4: i64 = 0 4244 var ai: i64 = 0 4245 while ai < 6 && wc_mob_resident(base,h)==1 { 4246 let ad: i64 = wsp(base)[P_ADV + ai] 4247 if ad != 0 { if ((ad >> 8) & 255) == 0 { 4248 let ab: i64 = (ad >> 16) & 255 4249 var fnd: i64 = 0 4250 var az2: i64 = (z >> 8) - 3 4251 while az2 <= (z >> 8) + 3 { 4252 var ax2: i64 = (x >> 8) - 3 4253 while ax2 <= (x >> 8) + 3 { 4254 let gy2: i64 = mob_ground(base, ax2, (en_get(m, h, MC_Y) >> 8) + 2, az2) 4255 if gy2 >= 0 { 4256 if vget(base, ax2, gy2, az2) == ab { fnd = 1 } 4257 if vget(base, ax2, gy2 + 1, az2) == ab { fnd = 1 } 4258 } 4259 ax2 = ax2 + 1 4260 } 4261 az2 = az2 + 1 4262 } 4263 if fnd == 1 { 4264 let cand: i64 = nd[nb]*(ad & 255)/8 4265 if cand > sc4 { sc4 = cand } 4266 } 4267 } } 4268 ai = ai + 1 4269 } 4270 bst = 0 4271 var top: i64 = sc1 4272 if sc2 > top { top = sc2; bst = 1 } 4273 if sc3 > top { top = sc3; bst = 2 } 4274 if sc4 > top { top = sc4; bst = 3 } 4275 if night == 1 { bst = 2 } 4276 en_set(m, h, MC_DISG, dg_bst(dg, bst)) 4277 } 4278 if (dg & 3) == 3 { 4279 // a hidden human checks for hunters -- night widens the danger radius 4280 var wr: i64 = 8*256 4281 if night == 1 { wr = 12*256 } 4282 var wnd: i64 = wr 4283 var wnx: i64 = 0 4284 var wnz: i64 = 0 4285 var kf: i64 = 0 4286 while kf < en_count(m) { 4287 let hf: i64 = en_nth(m, kf) 4288 if en_get(m, hf, MC_KIND) == 2 { if (en_get(m, hf, MC_DISG) & 1) == 0 { 4289 var fdx: i64 = en_get(m, hf, MC_X) - x 4290 if fdx < 0 { fdx = 0 - fdx } 4291 var fdz: i64 = en_get(m, hf, MC_Z) - z 4292 if fdz < 0 { fdz = 0 - fdz } 4293 if fdx + fdz < wnd { wnd = fdx + fdz; wnx = en_get(m, hf, MC_X); wnz = en_get(m, hf, MC_Z) } 4294 } } 4295 kf = kf + 1 4296 } 4297 if wnd < wr { bst = 4; en_set(m, h, MC_DISG, dg_bst(en_get(m, h, MC_DISG), 4)) } 4298 } 4299 var dx: i64 = it_sin4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096 4300 var dz: i64 = it_cos4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096 4301 if bst == 1 { 4302 // SOCIALIZE: walk to the nearest other girl; inside 1.2 blocks, stand together 4303 var snd: i64 = SAVE_CK_MASK 4304 var snx: i64 = x 4305 var snz: i64 = z 4306 var snk: i64 = 0 - 1 4307 var ks: i64 = 0 4308 while ks < en_count(m) { 4309 let hs: i64 = en_nth(m, ks) 4310 if hs != h { 4311 var sdx: i64 = en_get(m, hs, MC_X) - x 4312 if sdx < 0 { sdx = 0 - sdx } 4313 var sdz: i64 = en_get(m, hs, MC_Z) - z 4314 if sdz < 0 { sdz = 0 - sdz } 4315 if sdx + sdz < snd { snd = sdx + sdz; snx = en_get(m, hs, MC_X); snz = en_get(m, hs, MC_Z); snk = ks } 4316 } 4317 ks = ks + 1 4318 } 4319 dx = 0 4320 dz = 0 4321 if snd > 300 { 4322 if snx > x + 32 { dx = 4 } 4323 if snx < x - 32 { dx = 0 - 4 } 4324 if snz > z + 32 { dz = 4 } 4325 if snz < z - 32 { dz = 0 - 4 } 4326 } 4327 if snd <= 300 { 4328 ph = ph - 4 // stilled gait: talking, not marching 4329 if (s[S_T] + h) % 4 == 0 { // company relieves loneliness 4330 nd[nb + 2] = nd[nb + 2] - 10 4331 if nd[nb + 2] < 0 { nd[nb + 2] = 0 } 4332 } 4333 // C5: CONVERSATION MOVES FACTS. One fact passes speaker->listener with 4334 // confidence -15; below conf 30 the predicate may FLIP (1<->2) -- rumor 4335 // decays into misinformation BY MECHANIC, and hearing it leaves a thought. 4336 if (s[S_T] + h) % 128 == 0 { 4337 th_add(base, k, TH_COMPANY, 5, 1200) 4338 let gi: i64 = go_newest(base, k) 4339 if gi >= 0 { if snk >= 0 { 4340 let gw: i64 = mindp(base)[k*24 + 16 + gi*2] 4341 let conf2: i64 = (gw & 255) - 15 4342 if conf2 > 0 { 4343 var pred2: i64 = (gw >> 8) & 255 4344 if conf2 < 30 { if whash(s[S_T], k*31 + snk, s[S_SEED] + 777) % 3 == 0 { 4345 pred2 = 3 - pred2 4346 } } 4347 go_add(base, snk, gw >> 16, pred2, conf2) 4348 if pred2 == GO_TAKEN { th_add(base, snk, TH_HEARD_TAKEN, 0 - 10, 7200) } 4349 if pred2 == GO_FRIEND { th_add(base, snk, TH_HEARD_FRIEND, 6, 7200) } 4350 } 4351 } } 4352 } 4353 } 4354 } 4355 if bst == 2 { 4356 dx = 0 4357 dz = 0 4358 ph = ph - 4 // REST: seated stillness 4359 if (s[S_T] + h) % 4 == 0 { // sleep restores; night sleep restores MORE 4360 var rg: i64 = 2 4361 if night == 1 { rg = 8 } 4362 nd[nb + 1] = nd[nb + 1] + rg 4363 if nd[nb + 1] > 1000 { nd[nb + 1] = 1000 } 4364 } 4365 } 4366 if bst == 3 { 4367 // FORAGE: graze rhythm -- steps then a pause, head-down cadence; grazing feeds her 4368 if (s[S_T] + h) % 16 >= 6 { dx = 0; dz = 0; ph = ph - 3 } 4369 if (s[S_T] + h) % 8 == 0 { 4370 nd[nb] = nd[nb] - 12 4371 if nd[nb] < 0 { nd[nb] = 0 } 4372 } 4373 } 4374 if bst == 4 { 4375 // FLEE: straight away from the nearest warden, fast 4376 var wnd2: i64 = SAVE_CK_MASK 4377 var wax: i64 = x 4378 var waz: i64 = z 4379 var kf2: i64 = 0 4380 while kf2 < en_count(m) { 4381 let hf2: i64 = en_nth(m, kf2) 4382 if en_get(m, hf2, MC_KIND) == 2 { if (en_get(m, hf2, MC_DISG) & 1) == 0 { 4383 var fdx2: i64 = en_get(m, hf2, MC_X) - x 4384 if fdx2 < 0 { fdx2 = 0 - fdx2 } 4385 var fdz2: i64 = en_get(m, hf2, MC_Z) - z 4386 if fdz2 < 0 { fdz2 = 0 - fdz2 } 4387 if fdx2 + fdz2 < wnd2 { wnd2 = fdx2 + fdz2; wax = en_get(m, hf2, MC_X); waz = en_get(m, hf2, MC_Z) } 4388 } } 4389 kf2 = kf2 + 1 4390 } 4391 dx = 0 4392 dz = 0 4393 if wax > x { dx = 0 - 6 } 4394 if wax <= x { dx = 6 } 4395 if waz > z { dz = 0 - 6 } 4396 if waz <= z { dz = 6 } 4397 } 4398 // PERSONALITY (genome bits 13-15, INHERITED): the bold<->shy spectrum photographers 4399 // know -- engagement is a RANGE, not one script. Near the player: shy girls (0-1) 4400 // retreat and keep 5 blocks; watchful ones (2-3) freeze and observe, backing off 4401 // only if crowded; warm ones (4-5) approach to a polite arm's length; bold ones 4402 // (6-7) come right to your side. FORAGE also reads it: bold girls gather TOWARD 4403 // you (the obvious pick-up), shy girls drift their gathering away (the oblivious). 4404 let pdx: i64 = s[S_CX] - x 4405 let pdz: i64 = s[S_CZ] - z 4406 var pd: i64 = pdx 4407 if pd < 0 { pd = 0 - pd } 4408 var pdz2: i64 = pdz 4409 if pdz2 < 0 { pdz2 = 0 - pdz2 } 4410 let bold: i64 = (en_get(m, h, MC_GENE) >> 13) & 7 4411 // HABITUATION: the approach/watch drive runs only while she is lonely enough to 4412 // care (the player is a smart object too -- company below relieves the need, and a 4413 // satisfied girl walks on). Shy retreat is FEAR, not curiosity: never gated. 4414 var curi: i64 = 1 4415 if nd[nb + 2] < wsp(base)[P_CURI] { curi = 0 } 4416 if bold <= 1 { curi = 1 } 4417 if curi == 1 { if bst != 2 { if bst != 4 { if pd + pdz2 < 6*256 { 4418 var twd: i64 = 0 // -1 retreat, 0 hold, +1 approach 4419 var stopd: i64 = 400 4420 var spd: i64 = 3 4421 if bold <= 1 { twd = 0 - 1; stopd = 5*256; spd = 5 } 4422 if bold >= 2 { if bold <= 3 { 4423 twd = 0 4424 if pd + pdz2 < 2*256 { twd = 0 - 1; stopd = 2*256; spd = 4 } 4425 } } 4426 if bold >= 4 { if bold <= 5 { twd = 1; stopd = 400; spd = 3 } } 4427 if bold >= 6 { twd = 1; stopd = 200; spd = 5 } 4428 if bst == 3 { if twd != 0 { spd = 2 } } // gathering: the drift is subtle 4429 if twd == 1 { if pd + pdz2 > stopd { 4430 // S1 F-FORMATION SLOT (the social-interaction brief, rung S1): her approach 4431 // target is HER slot on the ring around the player, never the player center 4432 // -- N approaching girls used to converge on one point and bunch into a 4433 // queue ("they just follow me around"). Slot angle = a stable hash of her 4434 // handle; radius = her OWN personality stop distance, so bold girls ring 4435 // close and warm girls ring at arm's length (proxemics stays personal). 4436 let sa9: i64 = (h*1741) % (2*IT_PI) 4437 let tx9: i64 = s[S_CX] + it_cos4096(sa9)*stopd/WATER_MAGIC_4096 4438 let tz9: i64 = s[S_CZ] + it_sin4096(sa9)*stopd/WATER_MAGIC_4096 4439 let sdx9: i64 = tx9 - x 4440 let sdz9: i64 = tz9 - z 4441 dx = 0 4442 if sdx9 > 128 { dx = spd } 4443 if sdx9 < 0 - 128 { dx = 0 - spd } 4444 dz = 0 4445 if sdz9 > 128 { dz = spd } 4446 if sdz9 < 0 - 128 { dz = 0 - spd } 4447 } } 4448 if twd == 1 { if pd + pdz2 <= stopd { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } } 4449 if twd == 0 - 1 { if pd + pdz2 < stopd { 4450 dx = spd 4451 if pdx > 0 { dx = 0 - spd } 4452 dz = spd 4453 if pdz > 0 { dz = 0 - spd } 4454 } } 4455 if twd == 0 { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } // the watcher stands 4456 } } } } 4457 // RELATIONSHIP (the FLIAW arc): shared time within arm's reach becomes FRIENDSHIP, 4458 // stored in MC_DISG bits 6-13 (cap 250) -- persisted with the mob arena, so a bond 4459 // survives every save/load. Meeting her (E) adds a step-change on top. 4460 if pd + pdz2 < 3*256 { if (s[S_T] + h) % 64 == 0 { 4461 let dgf: i64 = en_get(m, h, MC_DISG) 4462 if ((dgf >> 6) & 255) < 250 { en_set(m, h, MC_DISG, dgf + 64) } 4463 } } 4464 // Intent still turns a blocked actor away from a wall. The forward clip now 4465 // travels along that bounded facing; existing clearance admits the projected step. 4466 // Behavioral targets and turn rate remain authored by the existing owners. 4467 // Declared forward locomotion admits chase intent through the same heading, 4468 // clearance, gravity and cadence update as other behavior; no second root move. 4469 if wc_forward_policy(base,k)==1 { 4470 if en_get(m,h,MC_KIND)==2&&(en_get(m,h,MC_DISG)&1)==0 { 4471 if na_abs(pdx)+na_abs(pdz)>2*256 { 4472 let hunt:i64=wc_warden_target(base,h,night) 4473 if hunt>=0 { 4474 let target:i64=en_nth(m,hunt) 4475 let tx:i64=en_get(m,target,MC_X) 4476 let tz:i64=en_get(m,target,MC_Z) 4477 if na_abs(tx-x)+na_abs(tz-z)>=220 { 4478 var speed:i64=4 4479 if night==1 {speed=7} 4480 dx=0;dz=0 4481 if tx>x+32 {dx=speed} 4482 if tx<x-32 {dx=0-speed} 4483 if tz>z+32 {dz=speed} 4484 if tz<z-32 {dz=0-speed} 4485 } 4486 } 4487 } 4488 } 4489 } 4490 let hdgp: *i64 = (base + O_MOBHDG) as *i64 4491 hdgp[k] = wc_facing_step(hdgp[k],dx,dz,pdx,pdz,s[S_FACE_RADIUS],s[S_FACE_GAIN]) 4492 let forward_step:*i64=wc_motion_step(base,k,hdgp[k],dx,dz) 4493 dx=forward_step[2];dz=forward_step[3] 4494 if wc_mob_resident(base,h)==1 { 4495 let nx: i64 = x + dx 4496 let nz: i64 = z + dz 4497 let cy0: i64 = en_get(m, h, MC_Y) 4498 let g: i64 = mob_ground(base, nx >> 8, (cy0 >> 8) + 1, nz >> 8) 4499 var ok: i64 = 0 4500 if g >= 1 { if g < WY - 4 { 4501 let ng: i64 = wc_contact_floor_q(base,nx,nz,(cy0 >> 8)+1) 4502 var dyy: i64 = ng - cy0 4503 if dyy < 0 { dyy = 0 - dyy } 4504 if dyy <= 384 { if mob_fits(base, nx >> 8, g, nz >> 8) == 1 { 4505 ok = 1 4506 // GE12b: clamp her body out of any neighbouring solid, then RE-DERIVE the 4507 // applied step from the clamped result -- the motion doors and the gait 4508 // accumulator must report what actually happened, so a girl pinned against 4509 // a wall accumulates no stride (she is not walking; she is leaning). 4510 let cxq: i64 = mob_clear_x(base, nx, nz, g) 4511 let czq: i64 = mob_clear_z(base, nx, nz, g) 4512 dx = cxq - x 4513 dz = czq - z 4514 en_set(m, h, MC_X, cxq) 4515 en_set(m, h, MC_Z, czq) 4516 // STEP, don't teleport -- and DROP, don't glide (GE12): the vertical is 4517 // integrated by mob_step_gait (stair-ascent rate up, the player's own 4518 // gravity down), so a rise reads as a step and a drop accelerates. 4519 en_set(m, h, MC_Y, mob_step_gait(vyp, k, cy0, wc_contact_floor_q(base,cxq,czq,(cy0 >> 8)+1))) 4520 } } 4521 } } 4522 let aux: *i64 = (base + O_MOBAUX) as *i64 4523 if ok == 1 { aux[k*3] = dx; aux[k*3 + 1] = dz; aux[k*3 + 2] = en_get(m, h, MC_Y) - cy0 } 4524 if ok == 0 { 4525 // wall/cliff: turn away -- but GE12 never leaves her hanging: if her own column's 4526 // stand height is below her (a block broke under her feet), she keeps falling. 4527 let g0: i64 = mob_ground(base, x >> 8, (cy0 >> 8) + 1, z >> 8) 4528 var dy0: i64 = 0 4529 let ownfloor: i64 = wc_contact_floor_q(base,x,z,(cy0 >> 8)+1) 4530 if g0 >= 1 { if ownfloor >= 0 { if ownfloor < cy0 { 4531 let ny0: i64 = mob_step_gait(vyp, k, cy0, ownfloor) 4532 en_set(m, h, MC_Y, ny0) 4533 dy0 = ny0 - cy0 4534 } } } 4535 // Rejected intent is not travelled distance; gait and footstrikes consume the applied step below. 4536 dx = 0; dz = 0 4537 aux[k*3] = 0; aux[k*3 + 1] = 0; aux[k*3 + 2] = dy0; ph = ph + 977 4538 } 4539 } else { 4540 // Keep needs, social reasoning and identity alive while collision terrain is absent. 4541 dx=0;dz=0 4542 let pending_aux: *i64=(base+O_MOBAUX) as *i64 4543 pending_aux[k*3]=0;pending_aux[k*3+1]=0;pending_aux[k*3+2]=0 4544 } 4545 // PATH LENGTH for the gait drive -- Euclidean, and deliberately NOT the Manhattan proxy 4546 // mob_spd_q8i uses: that one is a calibrated blend THRESHOLD, this is a metric integral. 4547 // Conflating them would make a diagonal walk bob up to 41 percent fast, and would also 4548 // move a threshold that was measured against the proxy. Two named quantities, one job each. 4549 let ds9: i64 = sd_isqrt(dx*dx + dz*dz) 4550 let ga9: i64 = nd[nb + WC_NEED_GAIT] 4551 nd[nb + WC_NEED_GAIT] = ga9 + ds9 4552 // FOOTSTRIKE IMPULSE (sb_impulse_mob's FIRST world wiring -- gate-proven in 4553 // nx_softbind_gate and called by NO engine until now, so heel strike put NOTHING 4554 // into the tissue: the sponsored footfall row). Two ground-contact events kick 4555 // every spring point of this girl, both magnitudes DERIVED, converted into 4556 // sd_impulse's own units by WC_IMP_SCALE: 4557 // (1) HEEL STRIKE -- the stride-phase machinery places foot plant at the 4558 // leg-swing extremes sph = IT_PI/2 and 3*IT_PI/2 (wc_gp_leg is sin(sph); 4559 // its extremes are where the leading leg lands and double support begins). 4560 // In accumulated-path units those are ga == WC_STRIDE_Q8/4 modulo 4561 // WC_STRIDE_Q8/2, so (ga + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) counts foot 4562 // plants and an increment across this tick's travel IS one. Magnitude: each 4563 // step the body falls the gait bob's own declared peak-to-peak 4564 // (2*WC_GAIT_BOB_Q8) onto the leading leg and contact arrests it -- 4565 // ballistic contact speed isqrt(2*GRAV * 2*WC_GAIT_BOB_Q8) = 15 4566 // world-q8/tick: the engine's own gravity through the engine's own declared 4567 // vertical excursion, no free parameter. (GRAV is the engine's stylized 4568 // gravity, so this inherits the same stylization every drop landing already 4569 // has -- consistent BY CONSTRUCTION, not calibrated to real-world g.) 4570 // (2) DROP LANDING -- GE12's integrator zeroed a real fall this tick; the 4571 // arrested |vy_pre| IS the ground-reaction delta-v, bounded by VTERM. 4572 // Sign: +y, the recoil-inheritance convention every softbind gate kick uses. 4573 // A standing girl accumulates no path and keeps vy == 0, so she is kicked by 4574 // nothing -- rest stays rest (the sd_deadsnap law undisturbed). 4575 if (ga9 + ds9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) != (ga9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) { 4576 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, sd_isqrt(2*GRAV*2*WC_GAIT_BOB_Q8)*WC_IMP_SCALE, 0) 4577 } 4578 if vy_pre < 0 { if vyp[k] == 0 { 4579 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, (0 - vy_pre)*WC_IMP_SCALE, 0) 4580 } } 4581 en_set(m, h, MC_PH, ph) 4582 // A4: the soft-body springs tick from ROOT TRUTH + HER GAIT: the anchor carries a 4583 // cadence-coupled thorax bob (published gait biomechanics -- vertical thorax 4584 // oscillation is what drives chest motion; a flat anchor was why nothing moved), 4585 // and the chest band is BRED (genome bits 16-17: firm rides tight, soft swings). 4586 // ★THE SOLVER AND THE INSTRUMENT MUST SHARE ONE REFERENCE (fixed 2026-08-03). 4587 // This tick used to drive the spring toward a RAW gait sinusoid while sbyb and every 4588 // probe subtracted mob_anchor_q8 -- the gait<->breath crossfade. Their difference rode 4589 // the rendered offset as a spurious term, and because ph advances +5 EVERY TICK FOREVER 4590 // the raw bob never quiets, so a STANDING girl still bounced: the 2026-08-02 breath fix 4591 // landed in the INSTRUMENT path and never reached the PHYSICS path. (The comment that 4592 // stood here claimed the bob 'quiets when she stands'. It does not. A comment asserting 4593 // a behaviour the code does not have is a landmine, so it is deleted with the defect.) 4594 // Driving the solver from the SAME anchor the instrument reads makes rest-bouncing 4595 // impossible BY CONSTRUCTION rather than by tuning. At walking speed the crossfade 4596 // weight saturates and the anchor EQUALS the old raw bob exactly => no-op in motion, 4597 // fix at rest: the safest shape a drive change can have. 4598 // ⚠STILL OPEN (debt 1785770635): ph is a FREE-RUNNING clock, so the drive is a fixed 4599 // 2.50Hz regardless of her real cadence while the render clip is DISTANCE-synced. Until 4600 // ph advances from travel, foot plant and tissue drive remain uncorrelated -- which is 4601 // the operator's actual report and is NOT closed by this change. 4602 sb_tick_mob_gene((base + O_SOFT) as *i64, k, 4603 en_get(m, h, MC_X)/4, (en_get(m, h, MC_Y) + mob_anchor_q8i(base, k))/4, en_get(m, h, MC_Z)/4, 4604 en_get(m, h, MC_GENE)) 4605 } 4606 k = k + 1 4607 } 4608 // THE STAKES (losability doctrine: a find that cannot be lost is hollow): WARDENS -- real 4609 // demonkin -- hunt FOUND humans. Reached = TAKEN (the certified store's destroy, live in 4610 // production). The player's BODY blocks a warden within 2 blocks. One take per tick, max. 4611 var kw: i64 = 0 4612 var took: i64 = 0 4613 while kw < en_count(m) { 4614 if took == 0 { 4615 let hw: i64 = en_nth(m, kw) 4616 if en_get(m, hw, MC_KIND) == 2 { if (en_get(m, hw, MC_DISG) & 1) == 0 { 4617 let bestj:i64=wc_warden_target(base,hw,night) 4618 var bestd:i64=0 4619 if bestj>=0 { 4620 let target:i64=en_nth(m,bestj) 4621 bestd=na_abs(en_get(m,target,MC_X)-en_get(m,hw,MC_X))+na_abs(en_get(m,target,MC_Z)-en_get(m,hw,MC_Z)) 4622 } 4623 if bestj >= 0 { 4624 var pdx3: i64 = s[S_CX] - en_get(m, hw, MC_X) 4625 if pdx3 < 0 { pdx3 = 0 - pdx3 } 4626 var pdz3: i64 = s[S_CZ] - en_get(m, hw, MC_Z) 4627 if pdz3 < 0 { pdz3 = 0 - pdz3 } 4628 if pdx3 + pdz3 > 2*256 { // your presence stays her hand 4629 let hj2: i64 = en_nth(m, bestj) 4630 if bestd < 220 { 4631 // C3/C5: a TAKING is WITNESSED -- every girl within 16 blocks 4632 // carries the grief as a thought and the fact as gossip (source = 4633 // her own eyes, conf 100). The village REMEMBERS its losses. 4634 let tkx: i64 = en_get(m, hj2, MC_X) 4635 let tkz: i64 = en_get(m, hj2, MC_Z) 4636 var tkk: i64 = 0 - 1 4637 var kwi: i64 = 0 4638 while kwi < en_count(m) { 4639 if en_nth(m, kwi) == hj2 { tkk = kwi } 4640 kwi = kwi + 1 4641 } 4642 en_destroy(m, hj2) 4643 s[S_LOST] = s[S_LOST] + 1 4644 var kwj: i64 = 0 4645 while kwj < en_count(m) { 4646 let hwj: i64 = en_nth(m, kwj) 4647 if hwj > 0 { 4648 var wdx: i64 = en_get(m, hwj, MC_X) - tkx 4649 if wdx < 0 { wdx = 0 - wdx } 4650 var wdz: i64 = en_get(m, hwj, MC_Z) - tkz 4651 if wdz < 0 { wdz = 0 - wdz } 4652 if wdx + wdz < 16*256 { 4653 th_add(base, kwj, TH_SAWTAKEN, 0 - 25, 14400) 4654 if tkk >= 0 { go_add(base, kwj, tkk, GO_TAKEN, 100) } 4655 } 4656 } 4657 kwj = kwj + 1 4658 } 4659 took = 1 4660 } 4661 if bestd >= 220&&wc_forward_policy(base,kw)==0 { if took == 0 { 4662 let txq: i64 = en_get(m, hj2, MC_X) 4663 let tzq: i64 = en_get(m, hj2, MC_Z) 4664 var wv: i64 = 4 4665 if night == 1 { wv = 7 } // she closes faster in the dark 4666 var mx3: i64 = 0 4667 if txq > en_get(m, hw, MC_X) + 32 { mx3 = wv } 4668 if txq < en_get(m, hw, MC_X) - 32 { mx3 = 0 - wv } 4669 var mz3: i64 = 0 4670 if tzq > en_get(m, hw, MC_Z) + 32 { mz3 = wv } 4671 if tzq < en_get(m, hw, MC_Z) - 32 { mz3 = 0 - wv } 4672 en_set(m, hw, MC_X, en_get(m, hw, MC_X) + mx3) 4673 en_set(m, hw, MC_Z, en_get(m, hw, MC_Z) + mz3) 4674 } } 4675 } 4676 } 4677 } } 4678 } 4679 kw = kw + 1 4680 } 4681 // INHERITANCE (the past-DAZ lever, live): two MET girls keeping close company bear a 4682 // DAUGHTER -- her genome FIELD-CROSSED from both parents (the breeders gcross pattern), 4683 // spawned through the certified store (capacity-bounded), cooldown-paced. Display cap 12. 4684 if s[S_BCD] > 0 { s[S_BCD] = s[S_BCD] - 1 } 4685 if s[S_BCD] == 0 { if en_count(m) < MOB_CAP { 4686 var ka: i64 = 0 4687 var born: i64 = 0 4688 while ka < en_count(m) { 4689 if born == 0 { 4690 let ha: i64 = en_nth(m, ka) 4691 if (en_get(m, ha, MC_DISG) & 2) == 2 { 4692 var kb2: i64 = ka + 1 4693 while kb2 < en_count(m) { 4694 if born == 0 { 4695 let hb2: i64 = en_nth(m, kb2) 4696 if (en_get(m, hb2, MC_DISG) & 2) == 2 { 4697 var bdx4: i64 = en_get(m, ha, MC_X) - en_get(m, hb2, MC_X) 4698 if bdx4 < 0 { bdx4 = 0 - bdx4 } 4699 var bdz4: i64 = en_get(m, ha, MC_Z) - en_get(m, hb2, MC_Z) 4700 if bdz4 < 0 { bdz4 = 0 - bdz4 } 4701 if bdx4 + bdz4 < 400 { 4702 let hn: i64 = en_spawn(m) 4703 if hn > 0 { 4704 let ga: i64 = en_get(m, ha, MC_GENE) 4705 let gb: i64 = en_get(m, hb2, MC_GENE) 4706 let pick: i64 = whash(ga, gb, s[S_T]) 4707 var gn: i64 = 0 4708 var fm: i64 = 0 4709 while fm < 8 { 4710 var msk: i64 = 7 4711 if fm == 1 { msk = 24 } 4712 if fm == 2 { msk = 96 } 4713 if fm == 3 { msk = 384 } 4714 if fm == 4 { msk = WATER_MAGIC_1536 } 4715 if fm == 5 { msk = WATER_MAGIC_6144 } 4716 if fm == 6 { msk = GENE_MASK_TEMPERAMENT } // bits 13-15: TEMPERAMENT (bold<->shy) is bred too 4717 if fm == 7 { msk = 983040 } // bits 16-19: BODY NATURE (firmness 16-17 + 4718 // beachwear nature 18-19) bred as one field -- 4719 // un-crossed genome bits default every daughter 4720 // to one body (the class this row eats); pick 4721 // has only 8 hash bits, so 16-19 share fm 7 4722 if ((pick >> fm) & 1) == 1 { gn = gn | (ga & msk) } 4723 if ((pick >> fm) & 1) == 0 { gn = gn | (gb & msk) } 4724 fm = fm + 1 4725 } 4726 en_set(m, hn, MC_GENE, gn) 4727 en_set(m, hn, MC_X, (en_get(m, ha, MC_X) + en_get(m, hb2, MC_X))/2) 4728 en_set(m, hn, MC_Y, en_get(m, ha, MC_Y)) 4729 en_set(m, hn, MC_Z, (en_get(m, ha, MC_Z) + en_get(m, hb2, MC_Z))/2) 4730 var kk: i64 = en_get(m, ha, MC_KIND) 4731 if ((pick >> 6) & 1) == 1 { kk = en_get(m, hb2, MC_KIND) } 4732 en_set(m, hn, MC_KIND, kk) 4733 let da: i64 = en_get(m, ha, MC_DISG) & 1 4734 let db: i64 = en_get(m, hb2, MC_DISG) & 1 4735 var dn: i64 = 0 4736 if da == 1 { if db == 1 { dn = 1 } } 4737 if da != db { dn = (pick >> 7) & 1 } 4738 en_set(m, hn, MC_DISG, dn) 4739 en_set(m, hn, MC_PH, whash(gn, pick, s[S_T]) % WATER_MAGIC_4096) 4740 // seat the newborn's springs + needs (dense tail slot) 4741 let nk9: i64 = en_count(m) - 1 4742 sb_seat_mob((base + O_SOFT) as *i64, nk9, 4743 en_get(m, hn, MC_X)/4, en_get(m, hn, MC_Y)/4, en_get(m, hn, MC_Z)/4) 4744 let nd9: *i64 = (base + O_NEED) as *i64 4745 nd9[nk9*4] = 400 4746 nd9[nk9*4 + 1] = 800 4747 nd9[nk9*4 + 2] = 500 4748 nd9[nk9*4 + 3] = 0 4749 s[S_BCD] = 900 4750 born = 1 4751 } 4752 } 4753