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nx_wasm_craft_visitors_t140.nx source
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1// nx_wasm_craft.nx -- NISHI CRAFT: a GENERATED 3D VOXEL WORLD, playable first-person. The operator's
2// 2026-05-19 vision ("build minecraft equivalent on the lowest possible hardware") finally EMITTING:
3// procedural terrain (integer value-noise heightmap, biome banding, water, trees) in a 64x32x64 block
4// grid, rendered by a per-pixel integer DDA raycast (true 3D: block faces, face shading, distance fog,
5// sky), walked in first person (collision, auto-step-up, water float), and EDITED live (break/place at
6// the crosshair). Every pixel and every world byte is NishiLang; base-relative so the identical code
7// runs natively (gate, PNG proof) and as wasm (browser page); input arrives through nx_input_abstract
8// (keyboard/gamepad/touch all work on day one).
9//
10// Controls (via the input layer's semantic actions): W/S or Up/Down = walk, A/D or Left/Right = turn,
11// R/F = look up/down (bound to the MENU/PAUSE bits -- the 8-action mask is fully spent; widening it
12// to 16 actions is the filed follow-up), E = break block, B = place stone. Touch d-pad works: center
13// tap = break.
14//
15// license_tier: ORIGINAL
16import "nx_syscalls.nx"
17import "nx_itrig.nx"
18import "nx_input_abstract.nx"
19import "nx_atmosphere.nx"
20import "nx_weather_lib.nx"
21import "nx_softbind.nx"
22import "nx_skeleton.nx"
23import "nx_skin_ita.nx"
24import "nx_nxa_rig_motion_context_t140.nx"
25import "nx_nxa_anim_lib.nx" // GE31/GE23: the ONE NXA clip evaluator -- the cast's joint rows are computed HERE, not in page JS
26import "nx_morf_draw_core.nx"
27import "nx_nxa_morf_draw_admit.nx"
28import "_hdl_build/nx_entity_store.nx"
29import "_hdl_build/nx_gamesave_core.nx"
30import "nx_indoorgen_data.nx"
31// GE14a: the PURE staged-terrain core (six parameter fields -> spline -> relief/erosion).
32// Allocator-free and syscall-free, which is the only reason it can live in this wasm target --
33// nx_worldpipe's hydrology and erosion BAKES allocate and stay NAS-side (rung GE14b).
34import "nx_worldpipe_core.nx"
35// THE ONE GEN-TIME RECIPE ALLOWLIST (2026-09-04): init_impl_v's gok9 chain, nx_world_snap and nx_game_page_emit's
36// NXGP passes all read genp_gen_ok from this lib, so an index admitted to the engine reaches the instrument and
37// the page in the same edit. Pure arithmetic, wasm-safe. nx_wasm_craft_gate T90 pins every P_* slot to it.
38import "nx_genp_allow_lib.nx"
39// GE32: frame-budget telemetry -- the window, percentiles and spike count are computed HERE from the raw
40// rAF interval the page feeds through perf_frame, so the served HUD and the pacing referee gate read ONE
41// ruler. Allocation-free and syscall-free like everything else in this target.
42import "nx_perf_lib.nx"
43import "nx_beach_release_recipe_move_t72.nx"
44import "nx_beach_contact_sweep.nx"
45const WATER_MAGIC_16777216: i64 = 16777216
46const EJRN_HASH_MUL: i64 = 40503
47const WATER_MAGIC_33554431: i64 = 33554431
48const TERRAIN_HASH_X: i64 = 374761393
49const TERRAIN_HASH_Z: i64 = 668265263
50const TERRAIN_HASH_SEED: i64 = 1442695041
51const SAVE_CK_MASK: i64 = 4611686018427387903
52const TERRAIN_HASH_MIX: i64 = 1274126177
53const RAY_HUGE: i64 = 1099511627776
54const WATER_MAGIC_65536: i64 = 65536
55const WATER_MAGIC_4096: i64 = 4096
56const WATER_MAGIC_1048576: i64 = 1048576
57const WATER_MAGIC_1536: i64 = 1536
58const WATER_MAGIC_6144: i64 = 6144
59const GENE_MASK_TEMPERAMENT: i64 = 57344
60const SAVE_CK_SEED: i64 = 1469598103
61const SAVE_CK_PRIME: i64 = 1099511
62const WATER_MAGIC_2400: i64 = 2400
63const WATER_MAGIC_2500: i64 = 2500
64const WATER_MAGIC_1400: i64 = 1400
65const CRAFT_DEFAULT_SEED: i64 = 20260728
66
67// ★4K-CLASS NATIVE, SCALED TO THE HARDWARE (operator 2026-08-14: "significantly worse ... up and
68// beyond 4k resolution ... scaling to the available hardware"). The WebGL path used to render at true
69// device resolution while this rasteriser was pinned at 480x300 and CSS-stretched to 1920 -- a 4x linear
70// upscale, which is exactly what "significantly worse" was.
71// W/H are the FRAMEBUFFER, and the renderer derives rw=W/q, rh=H/q, foc=W/(2q) -- so FOV is invariant
72// under q BY CONSTRUCTION and the adaptive controller is the thing that scales to the hardware.
73// 1920x1200 keeps the old 16:10 aspect EXACTLY, so framing is unchanged -- it is 4x the linear detail
74// and 16x the AREA of the 480x300 this replaces.
75// ★THE SAFETY PROPERTY THAT MAKES THIS NON-REGRESSIVE: at q=8 this is rw=240, rh=150, foc=120 --
76// byte-for-byte the old default. The initial q is 8, so the first frame costs what it always did; the
77// controller only refines toward q=1 (one ray per pixel) when frames measure under 11ms.
78// ★CEILING CHOSEN FROM THE MEMORY ENVELOPE, NOT TASTE: pixels are i64 because this language has no
79// 32-bit pointer type (MEASURED: 0 hits for `as *u32` across 23,072 sources, coverage complete), so
80// the framebuffer costs W*H*8 = 18.4 MB. A 3840x2400 ceiling would cost 73.7 MB to expose a q=1 that
81// is unreachable anyway -- 9.2M DDA rays per frame is seconds, not milliseconds. Real 4K needs 4-byte
82// pixels plus SIMD, not a bigger constant here; raising W alone buys memory, not detail.
83// ★THE CEILING IS BOUNDED BY THE WASM LINEAR MEMORY, AND THAT BOUND IS NOT NEGOTIABLE BY TASTE.
84// The WAT backends size linear memory FROM THIS MODULE (2026-08-18): they read the
85// `static nx_wasm_pages_req` contract row below at emit time, so the page count has ONE
86// owner (this file) instead of the three drifting copies that shipped 192-vs-364 and
87// fail-closed the lane. (The AHEAD reconciliation that gated this: the 21 "lost" strings
88// were superseded rewords of nx_parse diagnostics, proven live by fixture.) A 1920x1200 framebuffer at O_FB needs
89// 3,590,528 + 18,432,000 = 22,022,528 bytes, i.e. 9.4 MB PAST THE END, so every render trapped with
90// "index out of bounds" and /craft went black. Shipped and caught in production 2026-08-14.
91// 1200x750 keeps the 16:10 aspect and needs 3,590,528 + 7,200,000 = 10,790,528, leaving 1,792,384
92// bytes of headroom inside the same 192 pages. It is still 2.5x the linear detail and 6.25x the AREA
93// of the 480x300 this replaced.
94// ★AND IT KEEPS EXACT PARITY WITH THE OLD DEFAULT: at Q_START=5, rw = 1200/5 = 240, rh = 750/5 = 150,
95// foc = 1200/(2*5) = 120 -- byte-for-byte the pre-change frame, so no machine is worse off.
96// WASM_MEM_BYTES below mirrors the backend's page count so nx_wasm_craft_gate can REFUSE a ceiling
97// that does not fit; the real remedy is for the backend to size pages from the module's own arena
98// rather than a constant, and that is owed.
99// ★THE RENDER CEILING IS THE PAGE'S OWN DISPLAY CAP, NOT A TASTE (operator 2026-08-17: "why these
100// arbitrary resolution rates"): the emitted page has always capped the canvas at min(98vw,1920px) --
101// the ceiling below and that cap were TWO constants describing ONE thing, and at 1200 the render
102// ceiling silently bound first on every desktop display. Now the ceiling IS the cap (1920 wide at
103// the shipped 16:10 aspect); which fraction of it a device actually renders is decided PER DEVICE by
104// the adaptive controller against that device's own measured budget -- no resolution number below
105// this line is chosen by hand.
106const W: i64 = 1920
107const H: i64 = 1200
108const WASM_PAGE_BYTES: i64 = 65536
109// pages = ceil(CRAFT_TOTAL / page) + the previously PROVEN slack. ceil alone is 339 (339*65536 =
110// 22,216,704 >= CRAFT_TOTAL 22,216,352); the +25 pages carry forward the old configuration's
111// measured-working headroom class (~1.6MB) as the runtime/shim allowance -- honestly UNMEASURED
112// whether anything needs it, so it is kept, named, and gate T60 pins the fit while the wasm-vm
113// gate's PAINTS tooth proves the module actually runs inside what it declares.
114const WASM_PAGES: i64 = 364
115const WASM_MEM_BYTES: i64 = WASM_PAGES * WASM_PAGE_BYTES
116// MODULE-OWNED PAGE SIZING, BLOCKED AT THE ENCODER (2026-08-18): the WAT backends
117// (wat_mem_pages in nx_wasm/nx_wasm_scalararm) READ a module-declared
118// `static nx_wasm_pages_req: i64 = WASM_PAGES` and size linear memory from it --
119// mechanism shipped and bite-proven. But nxasm_x86 refuses ANY nonzero-init
120// writable static (G3_NONZERO_INIT_STATIC_UNSUPPORTED_BOTH_LANES: GNU .rodata
121// would fault the first write, nxasm ignores .data wholesale), so declaring it
122// here breaks every NATIVE importer of this engine (the gate). Until nxasm
123// grows .data placement (debt filed with this exact spec), the page count rides
124// the backends' WAT_MEM_PAGES_DEFAULT and the vm-gate's FITS tooth is the
125// drift catcher -- it refused the 192-era wasm and will refuse the next drift.
126// DO NOT re-add the static until `nx_sov_build_run nx_wasm_craft_gate` compiles.
127const RES: i64 = 2 // ray per RESxRES pixel block (240x150 rays)
128const RW: i64 = 240
129const RH: i64 = 150
130const FOC: i64 = 120 // ~90 degree fov at RW=240
131// ★THE ADAPTIVE RANGE, WIDENED AT BOTH ENDS so "scale to the hardware" is real in both directions.
132// q divides the framebuffer: q=1 is 1920x1200 (one ray per pixel) and q=24 is 80x50.
133// Q_START=8 reproduces the OLD default exactly (1920/8=240 x 1200/8=150 rays, foc 1920/16=120), so
134// weak hardware is never worse off than it was and strong hardware can now actually be used.
135const Q_MAX: i64 = 24
136const Q_START: i64 = 5
137
138// ★A DEPTH BUFFER THAT COSTS ZERO BYTES. The compare board's skinned-characters-in-world row names its
139// blocker as "seed a depth buffer from the voxel pass so terrain occludes limbs correctly".
140// ⚠THE CONTRACT SYMBOL IS DELIBERATELY NOT SPELLED HERE. The compare generator measures whether the
141// symbol EXISTS in source, and it does not strip comments -- so naming it in prose flipped the published
142// row to LANDED with no capability behind it (measured: coverage jumped 500 to 525 permil on a comment).
143// A completion signal that keys on a name rewards writing the name; a scanner that does not skip comments
144// measures the documentation, not the code. Ship the function, then the row flips honestly.
145// A separate buffer cannot exist here: the WAT backend emits 192 wasm pages = 12,582,912
146// bytes and the arena already uses 10,790,528, leaving 1,792,384 -- while a full-resolution depth plane
147// would need another W*H*8 = 7,200,000. Shipping one would black out /craft exactly as the 1920x1200
148// framebuffer did on 2026-08-14.
149// The room was already there: a pixel is an i64 carrying a 24-bit packed colour, so 40 bits sit unused
150// every frame. The voxel pass ALREADY computes the crossing-t it needs for shading and then throws it
151// away. Depth now rides bits 32..55 of the same word and is stripped in one pass before the frame is
152// published, so no consumer -- page blit, gate frame scans, PNG proof -- ever sees a changed format.
153const FB_COLOR_MASK: i64 = 16777215
154const FB_DEPTH_SHIFT: i64 = 32
155const FB_DEPTH_MAX: i64 = 16777215
156
157// ★THE WIDTH THE HUD PIXEL SIZES WERE AUTHORED AT. Every HUD length below is scaled by rw/HUD_DESIGN_W
158// rather than held as a raw pixel count, for the same reason mob_draw's billboard cap is a fraction: a
159// constant pixel size means a different FRACTION OF THE SCREEN at every resolution, and the canvas is
160// sized to rw x rh and upscaled by the browser, so the fraction is what the player actually sees.
161const HUD_DESIGN_W: i64 = 480
162const HUD_PIP_MAX: i64 = 24
163const HUD_HOTBAR_N: i64 = 7
164
165const WX: i64 = 128 // world blocks (v2: 4x the area, taller)
166const WY: i64 = 48
167const WZ: i64 = 128
168const WATER_H: i64 = 9
169
170// FARMING-LIFE blocks (roadmap B1/B2): wetness lives IN the id and crops are separate stage ids,
171// so the v6 save format is UNTOUCHED -- voxels + the edit journal already persist every farm cell.
172const B_FARM: i64 = 12 // tilled farmland, dry
173const B_CROP0: i64 = 13 // crop sprout (placed by SEEDS onto farmland)
174const B_CROP1: i64 = 14 // crop growing
175const B_CROP2: i64 = 15 // crop MATURE -- breaking it is the HARVEST
176const B_FARMW: i64 = 16 // farmland, wet (rain or water within the 5x5 ring)
177
178// ★THE FRAMEBUFFER MOVED TO THE END OF THE ARENA so it can GROW without shifting a single other
179// offset. Every block below (O_ST .. O_GENP) keeps its absolute address, which is what makes a 16x
180// resolution change a 4-constant edit instead of a 12-offset relayout nobody could verify.
181// The 1,152,000 bytes at offset 0 are now unused and reclaimable -- stated, not hidden.
182const O_FB: i64 = 3592832 // W*H i64 packed R|G<<8|B<<16 (at the arena tail; see CRAFT_TOTAL)
183const O_ST: i64 = 1152000 // 64 state slots
184const O_INPUT: i64 = 1152512 // nx_input_abstract arena (64 words)
185const O_VOX: i64 = 1153024 // WX*WY*WZ u8 blocks
186const O_MOBS: i64 = 1939456 // nx_entity_store arena (certified part): en_bytes(16,7)=1632
187const MOB_CAP: i64 = 16
188const MOB_NCOMP: i64 = 7
189const MOB_BYTES: i64 = 1632
190const O_SPEC: i64 = 1941120 // GAME SPEC block (64 words) -- AFTER the arena's 1632B end
191const O_EJRN: i64 = 1941760 // EDIT JOURNAL: 8192 packed i64 hash slots at ABSOLUTE world
192 // coords (v6 streaming). Reuses the pre-v6 save staging spot.
193const EJRN_SLOTS: i64 = 8192
194const EJRN_BYTES: i64 = 65536
195const O_SAVE: i64 = 2730336 // v6 save image (relocated past MOBAUX): 128B header + voxels
196 // + mob arena + edit journal. The page reads save_off() so the
197 // relocation is invisible to every surface.
198const SAVE_HDR: i64 = 128
199const SAVE_BODY: i64 = 853600 // WX*WY*WZ + MOB_BYTES + EJRN_BYTES
200const SAVE_BODY_V5: i64 = 788064 // pre-streaming body (load-compat: v5 saves still open)
201const SAVE_LEN: i64 = 853728 // SAVE_HDR + SAVE_BODY
202const CRAFT_BYTES: i64 = 3584064 // O_SAVE + SAVE_LEN
203const O_MOBAUX: i64 = 2729952 // 16 mobs x (dx,dz,dy) last-applied step, i64 triples
204 // (384B, fits the 544B rounding slack past the save image;
205 // save format untouched). NON-PERSISTED display truth.
206 // The page's heading/speed used to be a JS derivative of
207 // positions -- a workaround; the ORGAN owns motion, so it
208 // exports the applied step incl the vertical component
209 // (climb cadence needs dy).
210// GAIT-1 -- 16 mobs x 1 word FACING (it-units, IT_PI = a half turn; forward = (sin,cos) in x,z,
211// the SAME convention the camera basis at mob_draw and the wander drive already use, so this
212// engine has ONE yaw convention and not two). 128B in the same free band as O_MOBVY:
213// 2729696 + 128 = O_MOBVY, and O_EJRN ends at 2007296, so 2007296..2729696 is unallocated --
214// the region is carved exactly the way O_MOBVY was and the save format is untouched for the
215// same reason. NON-PERSISTED: a zero arena faces +z, and every write is a deterministic
216// function of arena state, so the T4/T17 two-arena checksums hold by construction.
217// ⚠WHY A STATE WORD AND NOT A DERIVATIVE OF THE LAST STEP: a heading recomputed from the
218// current step every tick IS the wobble. The steering below is an 8-direction bang-bang signal
219// whose per-axis sign can flip in a single tick, so any facing derived from it inherits every
220// one of those flips. The low-pass has to live somewhere; this is that somewhere, one word.
221const O_MOBHDG: i64 = 2729696
222const O_MOBVY: i64 = 2729824 // GE12: 16 mobs x 1 word VERTICAL VELOCITY Q8/tick (128B, the slack
223 // directly BEFORE O_MOBAUX: 2729824 + 128 = O_MOBAUX; free since
224 // O_EJRN ends at 2007296). NON-PERSISTED: a zero arena is AT REST
225 // by construction and every write derives from deterministic
226 // state, so the T4/T17 two-arena checksums hold.
227const O_SOFT: i64 = 3584064 // A4 soft-body springs: 16 mobs x SB_PTS(6, R7 regions) x SD_STRIDE words.
228 // NON-PERSISTED display truth (pure function of root motion;
229 // re-seated on init/load/shift/summon -- the MOBAUX pattern).
230const O_NEED: i64 = 3588672 // C1 needs: 16 mobs x 4 words (hunger, energy, social, spare).
231 // NON-PERSISTED; re-seeded deterministically on init/load.
232const O_MIND: i64 = 3589184 // C3/C5 THE INNER LIFE: 16 girls x 24 words -- 8 THOUGHT
233 // slots (id<<8 | mag+128, expiry-tick) then 4 GOSSIP slots
234 // (subj<<16 | pred<<8 | conf, born-tick). NON-PERSISTED;
235 // every write derives from deterministic state, so the
236 // T4/T17 two-arena checksums hold by construction.
237const O_PASS: i64 = 3592256 // THE TRAVELER'S PASSPORT (the isekai carry): the
238 // CHARACTER crosses worlds while each world keeps its own
239 // v6 save. Wire = 12 words (magic ver charseed broken
240 // placed harv plant found lost ticks worldmask ck);
241 // words 16-24 = the in-arena delta SNAPSHOT so a world
242 // reload never double-counts a deed into the ledger.
243const PASS_MAGIC: i64 = 20260802001
244const PASS_LEN: i64 = 192 // 24 wire words: [0]magic [1]ver [2]charseed [3]broken
245 // [4]placed [5]harv [6]plant [7]found [8]lost [9]ticks
246 // [10]worldmask [11]party-count [12..20]=3x(kind,disg,
247 // gene) -- COMPANIONS CROSS WORLDS with their bond and
248 // bred genome intact -- [21]ck. Snapshot at words 32+.
249const O_GENP: i64 = 3592640 // W1c GEN-TIME RECIPE OVERRIDES (192B): [0] magic, [1] n,
250 // then idx,val pairs x11. Written by the page (NXGP block)
251 // or a native harness BEFORE init_v; init applies them
252 // AFTER wc_spec identity defaults and BEFORE genworld, so
253 // terrain-shape rows (0..6, 59, 60) become world DATA.
254 // Zero region (fresh arena) = no overrides by construction.
255const GENP_MAGIC: i64 = 20260813001
256const GENP_MAXP: i64 = 11
257// ★WRITTEN AS THE ARITHMETIC, NOT AS A TYPED-OUT TOTAL. The framebuffer TAILS the arena, so the
258// total is the pre-framebuffer arena plus the frame itself. Typing the sum by hand is what let the
259// ceiling silently outgrow the wasm linear memory: a hand-computed 22,022,528 looks exactly as
260// authoritative as a correct one. As arithmetic it re-derives itself whenever W, H or O_FB move,
261// and nx_wasm_craft_gate asserts it against WASM_MEM_BYTES so it can never again exceed the module's
262// own memory without the gate going RED first.
263// ★R21 SKINNED-CHARACTER RIG REGION (wc_mob_mesh). ONE rig per arena, shared by every girl: geometry is
264// species data, pose+genome are per-girl -- the same split the body canon uses (species = parameters,
265// individuals = seeded variation). The rig TAILS the framebuffer so every existing offset is untouched.
266const O_RIG: i64 = O_FB + W*H*8
267// == sk_bytes() (256 + 32*256 + 2048*64 + 2048*24 + 64). A const cannot call a func, so the value is
268// written out ONCE here and the gate asserts RIG_BYTES == sk_bytes() -- the derived-constant discipline:
269// the duplicate exists, and it CANNOT drift without a RED.
270const RIG_BYTES: i64 = 188736
271const O_PROJ: i64 = O_RIG + RIG_BYTES
272const PROJ_MAXV: i64 = 211 // projected-vertex slots == RIG_VERT_TOTAL (declared beside the
273 // rig tables; a const cannot forward-reference, so the value is
274 // written out ONCE here and gate T67 asserts the two are EQUAL
275 // and that the built rig fits -- the same derived-constant
276 // discipline as RIG_BYTES/T62. A silent overflow here is the
277 // pmboard zero-byte class: the projection loop would write past
278 // O_PROJ into the skin scratch with no error at all.
279const PROJ_BYTES: i64 = PROJ_MAXV * 24
280const O_SKIN3: i64 = O_PROJ + PROJ_BYTES // 3-word sRGB scratch for nx_skin_ita's out3 (wasm has no
281 // mmap; every buffer is an arena offset)
282// =====================================================================================================
283// H1 -- STRAND GUIDES IN THE ENGINE (2026-08-31). Operator standing order: "i dont want js powering any of
284// this it should be emitting all the way from the first byte up via nishi lang and nishi ecosystem". The
285// per-girl hair guide simulation -- rest curves from the asset's own HSTR section, colliders FITTED from the
286// asset's own rig (VERT/SKEL/DYNA), a per-tick solver (spring-to-rest + damping + gravity + the world's wind
287// field + the girl's own motion as an inertial drag), follow-the-leader length projection alternating with
288// capsule push-out, DFTL velocity correction, and the 2-nearest-guide render weights -- lives HERE as arena
289// state. The page may do exactly two things with it: copy the asset's raw section BYTES into the scratch
290// below once at load (never a computed value), and copy the export block OUT to a GL texture each frame.
291// Every number a visitor sees on a strand is computed in this file.
292// UNITS: the NXA's bind (mesh) space, z up, integers. Blocks -> bind units through the page's own pairing
293// (HG_UNITS_PER_178CM per 1.78 m of stature; GPE_UNITS_PER_178CM in the emitter is the same pairing).
294// TICK: HG_TPS per second -- the fixed sim cadence the page's accumulator steps (16.6667 ms) and
295// nx_hairdyn_lib's hd_ticks_per_s() derives (sqrt(SB_MHZ_TICK_SQ)/1000 = 60).
296// PLANT: SB_K_HAIR / SB_C_HAIR over SD_G -- the gate-pinned hair plant of nx_softbind, unchanged, so every
297// guide answers with the stiffness and damping the retired one-chain page solver had.
298// FRAME: each guide is solved in HER bind space with the root pinned to its rest root; her world step
299// enters as the viscous drag a world-frame damper exerts (the incumbent lag at walking speed), her heading
300// rotates the world wind and step into bind space (the page's own R(-hdg).(m.x,m.z,-m.y) composition).
301// Colliders are the BIND-pose body (the same v1 limit the dress overlay declares: an extreme swing can clip).
302// =====================================================================================================
303const WC_CAST_N: i64 = 12 // the cast genmobs places (placed < WC_CAST_N); hair state is sized to it
304const HG_MOBS: i64 = WC_CAST_N
305const HG_NP: i64 = 8 // points per HSTR strand: the section contract (GR_PTS in nx_nxa_groom)
306const HG_W: i64 = HG_NP*3 // words per strand (GR_WORDS)
307const HG_NSEG: i64 = HG_NP - 1
308const HG_REND_MAX: i64 = 1200 // render strands: the page's shipped NXH_GUIDES budget, PRESERVED and moved here
309const HG_SIM: i64 = 128 // simulated guides per girl. PICKED, named as picked: 1200/128 = 9.4 render
310 // strands per guide sits inside the guide/follow band real-time hair ships
311 // (TressFX: 4..16 follow hairs per simulated guide); bounded above by the
312 // arena fit (T60) and the WebGL2 texture floor (HG_MOBS*HG_SIM/HG_TEX_SR rows)
313const HG_TEX_SR: i64 = 4 // strands per guide-texture row: rows = strands/4 keep every hair texture under
314 // the WebGL2 MAX_TEXTURE_SIZE minimum (2048) at HG_REND_MAX and HG_MOBS*HG_SIM
315const HG_TAB_W: i64 = 8 // render-strand table row: [rest-idx nb1 nb2 w1 w2 lockw spanz 0]
316const HG_CAP_MAX: i64 = 32 // collider slots (mask bits): head neck 2 shoulders 2 arms torso + DYNA anchors
317const HG_CAP_W: i64 = 10 // ax ay az bx by bz r kind sx sy
318const HG_KIND_CAP: i64 = 0
319const HG_KIND_ELL: i64 = 1
320const HG_Q12: i64 = WATER_MAGIC_4096 // ellipse-scale / segment-parameter fixed point: the engine's fx4096
321const HG_SKEL_W: i64 = 8 // words per SKEL joint: parent x y z + 4 (the 64-byte joint record the page reads)
322const HG_DYNA_MINW: i64 = 8 // a DYNA row carries side x y z k c max infl before an anchor is readable
323const HG_DYNA_MAXW: i64 = 64 // a row wider than this is not this format (nx_nxa_dyna writes 12); bounds the count check
324const HG_DYNA_INFL: i64 = 7 // DYNA word: influence radius (nx_nxa_dyna payload layout)
325const HG_HDR_BYTES: i64 = 512
326const HG_H_LOADED: i64 = 0
327const HG_H_NSTR: i64 = 1
328const HG_H_NREND: i64 = 2
329const HG_H_NSIM: i64 = 3
330const HG_H_SKIN: i64 = 4
331const HG_H_LOCKW: i64 = 5
332const HG_H_NCAP: i64 = 6
333const HG_H_SEGLEN: i64 = 7
334const HG_H_SPAN: i64 = 8
335const HG_H_TICKS: i64 = 9
336const HG_H_PUSHES: i64 = 10
337const HG_H_INSIDE: i64 = 11
338const HG_H_MAXDISP: i64 = 12
339const HG_H_H: i64 = 13
340const HG_H_ZMN: i64 = 14
341const HG_H_HJ: i64 = 15
342const HG_H_RC: i64 = 16
343const HG_H_NOCOLL: i64 = 17 // gate lever: 1 skips the push-out (the neg-control that proves it fires)
344const HG_H_RESTIN: i64 = 18 // rest nodes inside a collider BODY at load: the clipping the operator sees at rest
345const HG_H_WINDOFF: i64 = 19 // gate lever: 1 ignores the wind field
346const HG_H_GUST: i64 = 20
347const HG_H_TICKED: i64 = 21 // girls ticked on the last hairtick
348const HG_RC_NOSTR: i64 = 0 - 1 // load refusals, each naming its conjunct
349const HG_RC_HSTRCAP: i64 = 0 - 2
350const HG_RC_NOVERT: i64 = 0 - 3
351const HG_RC_VERTCAP: i64 = 0 - 4
352const HG_RC_NOSKEL: i64 = 0 - 5
353const HG_RC_SKELCAP: i64 = 0 - 6
354// arena regions: tail the skin scratch, every byte accounted, CRAFT_TOTAL re-derived below
355const O_HGHDR: i64 = O_SKIN3 + 24
356const O_HGREST: i64 = O_HGHDR + HG_HDR_BYTES
357const O_HGRL: i64 = O_HGREST + HG_REND_MAX*HG_W*8
358const O_HGCAP: i64 = O_HGRL + HG_SIM*HG_NSEG*8
359const O_HGMASK: i64 = O_HGCAP + HG_CAP_MAX*HG_CAP_W*8
360const O_HGSIMIDX: i64 = O_HGMASK + HG_SIM*8
361const O_HGTAB: i64 = O_HGSIMIDX + HG_SIM*8
362const HG_BLK_BYTES: i64 = HG_MOBS*HG_SIM*HG_W*8
363const O_HGX: i64 = O_HGTAB + HG_REND_MAX*HG_TAB_W*8 // positions
364const O_HGP: i64 = O_HGX + HG_BLK_BYTES // previous positions (velocity = X - P)
365const O_HGD: i64 = O_HGP + HG_BLK_BYTES // THE EXPORT: displacement from rest, the buffer the page copies per frame
366const O_HGSCR: i64 = O_HGD + HG_BLK_BYTES // solver scratch: correction (HG_W) + collider probe (6) + point (3)
367const HG_SCR_WORDS: i64 = HG_W + 9
368// GE32 (2026-09-02): the frame-budget telemetry window -- PF_WORDS i64 owned by nx_perf_lib, fed by the page's
369// perf_frame door once per frame, read back through the perf_* doors. Tails the hair scratch; CRAFT_TOTAL below.
370const O_PERF: i64 = O_HGSCR + HG_SCR_WORDS*8
371// GE30 PER-WORKER TILE SCRATCH. The ray pass used ONE scratch (O_ST slots 46-50) for its five wray
372// outputs, which is correct for one thread and a DATA RACE the instant a second worker renders a band
373// of the same frame: both would write the same five words and each would read the other's crossing-t.
374// Every worker therefore gets its own TILE_W-word slot -- camera basis at +0 (8 words, written by
375// wc_cam so the band pass and the overlay pass share ONE camera ruler) and the ray outs at +TILE_HOUT.
376// APPENDED at the arena tail, so no existing offset moves and the v6 save image is untouched.
377const O_TILE: i64 = O_PERF + PF_WORDS*8
378const TILE_W: i64 = 32 // i64 words per worker slot
379const TILE_HOUT: i64 = 8 // word offset of the 5 wray outs inside a slot
380const TILE_MAX: i64 = 32 // the most workers a band pass may be cut into; the thread ladder
381 // (knowledge/tier_ladder.conf) picks the count from measured
382 // hardware and the page clamps to this, so it can never ask for a
383 // scratch slot that does not exist.
384// ---- GE55 RAW UNIFORM BLOCK (2026-09-05, operator: no JS, no Python, WebGPU as a pure SUBMISSION PIPE) ----
385// The sim packs its OWN state for the GPU. 40 little-endian 32-bit words, 160 B, APPENDED at the arena tail like
386// every region before it (no existing offset moves). The words are RAW: fixed-point ints, Q12 angles, packed RGB,
387// flags. This lane carries no f32 lowering (measured 2026-09-05: nx_compile_wat has no f32 ops), so every float the
388// shader needs (cam/256, sin and cos of yaw and pitch, the palette light dl2 = .22+.78*pow(df,.6), the sky unpack,
389// the sun direction) is DERIVED ON THE GPU from the one IR (nx_world_shader_src), never in JS and never here.
390// Word index = byte offset / 4, chosen so the WGSL struct {20 scalars, pal as 3 vec4u, palf as 2 vec4u} lays out
391// IDENTICALLY under the uniform address-space rules (nx_wgsl layout is the ONE ruler; a gate pins both sides).
392// GE53 THE SURFACE SOURCE: one Q8 height per column (WX x WZ i64 slots), filled by gencol from the SAME
393// eroded, ocean-shaped field the voxel column is cut from, BEFORE the one line that rounds it to whole
394// blocks. Under P_SURF the raycaster marches this field (bilinear between columns = sub-block precision)
395// instead of the cell grid, and the page uploads it as a texture so every tier reads ONE surface. Placed
396// BEFORE the raw block so CRAFT_TOTAL == O_URAW + URAW_BYTES (T91) still holds; 128 KB inside T60's headroom.
397const O_HQ: i64 = O_TILE + TILE_MAX*TILE_W*8
398const HQ_BYTES: i64 = WX*WZ*8
399const O_URAW: i64 = O_HQ + HQ_BYTES
400const URAW_WORDS: i64 = 44 // GE53: 41 words (r_surf at 40) padded to the vec4u boundary
401const 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)
402const UR_CAMX: i64 = 0 // Q8 world units (the page used camx()/256)
403const UR_CAMY: i64 = 1
404const UR_CAMZ: i64 = 2
405const UR_TNOW: i64 = 3
406const UR_YAW: i64 = 4 // Q12 radians (the page used yaw()/4096)
407const UR_PITCH: i64 = 5
408const UR_SUNEL: i64 = 6 // Q12 sine of the sun elevation (cal_sunel)
409const UR_DAYT: i64 = 7
410const UR_DLEN: i64 = 8
411const UR_RAIN: i64 = 9
412const UR_SKT: i64 = 10 // packed RGB (spec word 7)
413const UR_SKH: i64 = 11 // packed RGB (spec word 8)
414const UR_SUN: i64 = 12 // spec word 9 (the GPU applies the df>.04 daylight guard)
415const UR_CLD: i64 = 13 // spec word 10
416const UR_WMAX: i64 = 14
417const UR_SELB: i64 = 15 // sel_block(S_SEL)
418const UR_HOK: i64 = 16
419const UR_NPCT: i64 = 17 // npc target t, or -1
420const UR_BROKEN: i64 = 18 // edit counters (broken + placed): the bridge refreshes the voxel texture when their sum moves
421const UR_PLACED: i64 = 19
422const UR_PAL: i64 = 20 // 12 packed RGB words (spec 16..27), vec4u-aligned at byte 80
423const UR_PALF: i64 = 32 // 5 packed RGB words (spec 34..38) at byte 128
424const UR_RESW: i64 = 37 // canvas width in px -- the door tells the sim through set_res (the sim has no window)
425const UR_RESH: i64 = 38
426const UR_SURF: i64 = 40 // Continuous terrain representation.
427const UR_WATER_Q8: i64 = 41 // Water surface from P_WATER, Q8 world units; words42..43 remain padding.
428const UR_YFLIP: i64 = 39 // 1 on the WebGPU door (top-left fragment origin), 0 on WebGL2 -- set_yflip
429// Dedicated contact scratch: two six-word bounds, one three-word result, three audit words.
430// Persisted SAVE_* ranges precede this region and remain unchanged.
431const CONTACT_BOX_WORDS: i64 = 6
432const CONTACT_RESULT_WORDS: i64 = 3
433const CONTACT_STATE_WORDS: i64 = 3
434const O_CONTACT: i64 = O_URAW + URAW_BYTES
435// Transient journal batch index owns its own fixed arena span; no persisted offsets move.
436const EJ_INDEX_BUCKETS: i64 = EJRN_SLOTS*2
437const O_EJ_INDEX: i64 = O_CONTACT + (2*CONTACT_BOX_WORDS+CONTACT_RESULT_WORDS+CONTACT_STATE_WORDS)*8
438const O_EJ_NEXT: i64 = O_EJ_INDEX + EJ_INDEX_BUCKETS*8
439const CRAFT_TOTAL: i64 = O_EJ_NEXT + EJRN_SLOTS*8
440// ---- GE31/GE23 THE CAST CLIP EXTENSION (2026-09-06) --------------------------------------------
441// The ENGINE evaluates the cast's animation clip (nx_nxa_anim_lib) from each girl's own path-length
442// stride phase and exports the finished dual-quaternion joint rows; the page's animEval became a copy.
443// WHY AN EXTENSION BEYOND CRAFT_TOTAL RATHER THAN A REGION INSIDE IT: (1) T91 pins O_URAW as the arena
444// tail and T60 pins CRAFT_TOTAL inside the backend's DECLARED pages; (2) the vm-gate runs init and
445// render inside those declared pages, and nothing here is touched until the page has grown memory
446// and called nxa_ingest; (3) the clip does not fit anyway -- ref9e's ANIM section is 113,465 words
447// (nx_asset_floor_gate, 2026-09-06), 887 KB against a 282 KB headroom, so a region inside the base
448// arena would have been a lie about the asset. The backend declares WASM_PAGES initial pages and cannot
449// read a module static (G3, see WASM_PAGES above), so the size gets ONE owner the honest way: the
450// engine exports wasm_pages_req() DERIVED from CRAFT_EXT_TOTAL and the page grows memory to it before
451// init -- the MT twin already declares max = 2x, so growth is inside its ceiling by construction.
452// Every cap below is named for its purpose, derived from the SHIPPED asset, and refused BY NAME in
453// wc_nxa_ingest when exceeded; an asset over a cap is the next ladder rung, never a silent truncation.
454const NXA_NJ_CAP: i64 = 128 // ref9e 104 joints; the corpus tops out at 370 (nx_nxa_play) = the next rung
455const NXA_ANIM_CAP_W: i64 = 131072 // 1 MiB of key words; ref9e ANIM measured 113,465 words
456const NXA_POSE_CAP_W: i64 = 2048 // ref9e POSE measured 835 words (one frozen stand pose)
457const NXA_HDR_W: i64 = 16
458const NXA_H_LOADED: i64 = 0
459const NXA_H_NJ: i64 = 1
460const NXA_H_DUR: i64 = 2
461const NXA_H_MPB: i64 = 3
462const NXA_H_RJ: i64 = 4
463const NXA_H_POSE: i64 = 5
464const NXA_H_RV: i64 = 6 // six words: x0 y0 vx16 vy16 t0 span (nx_nxa_anim_lib NA_RV_W)
465const NXA_H_RC: i64 = 12
466const NXA_H_NAW: i64 = 13
467// Formerly unused header words; existing region offsets remain unchanged.
468const NXA_H_NPW: i64 = 14
469const NXA_H_MORF_TOKEN: i64 = 15
470const NXA_MOB_W: i64 = 4 // per girl: idle weight q12, clip-time adjustment ms, two spare
471const NXA_M_IW: i64 = 0
472const NXA_M_CTADJ: i64 = 1
473// the page's SHIPPED idle behaviour, carried not re-chosen (nx_game_page_emit castFrame, 2026-08-30):
474// pose-hold eases in at 5/s and out at 2.5/s, the clip eases to the nearest double-support at 6/s
475// while the hold blends in below 0.95, and a hold under 0.004 snaps to zero.
476const NXA_IW_IN_TENTHS_PER_S: i64 = 50
477const NXA_IW_OUT_TENTHS_PER_S: i64 = 25
478const NXA_SNAP_TENTHS_PER_S: i64 = 60
479const NXA_SNAP_IW_MAX_Q12: i64 = 3891
480const NXA_IW_FLOOR_Q12: i64 = 16
481const NXA_DT_MS_MAX: i64 = 1000 // a tab that slept a minute eases one second, it does not slam
482const NXA_RC_NOT_LOADED: i64 = 0 - 1
483const NXA_RC_NO_MOB: i64 = 0 - 2
484const NXA_RC_SLOT: i64 = 0 - 3
485const NXA_RC_NJ_ZERO: i64 = 0 - 11
486const NXA_RC_NJ_CAP: i64 = 0 - 12
487const NXA_RC_NAW_ZERO: i64 = 0 - 13
488const NXA_RC_NAW_CAP: i64 = 0 - 14
489const NXA_RC_NPW_CAP: i64 = 0 - 15
490const NXA_RC_POSE_OVERRUN: i64 = 0 - 16
491const NXA_RC_TRACKS: i64 = 0 - 20 // plus nx_nxa_anim_lib's own rc: -21 bad tracks, -22 overrun
492// Dedicated compiler-static reservation: one WebAssembly allocation page.
493// Build the plain and shared doors with the source-exported arena/static limits.
494// The compiler MUST refuse actual static data beyond this end; a page budget is
495// not a claim that future globals fit. Native importers keep ordinary globals.
496const CRAFT_STATIC_RESERVE_PAGES: i64 = 1
497const CRAFT_STATIC_BASE_PAGES: i64 = WASM_PAGES
498const CRAFT_STATIC_LIMIT_PAGES: i64 = CRAFT_STATIC_BASE_PAGES+CRAFT_STATIC_RESERVE_PAGES
499const CRAFT_STATIC_BASE: i64 = CRAFT_STATIC_BASE_PAGES*WASM_PAGE_BYTES
500const CRAFT_STATIC_LIMIT: i64 = CRAFT_STATIC_LIMIT_PAGES*WASM_PAGE_BYTES
501const O_NXA: i64 = CRAFT_STATIC_LIMIT
502const O_NXA_SKEL: i64 = O_NXA + NXA_HDR_W*8
503const O_NXA_TIDX: i64 = O_NXA_SKEL + NXA_NJ_CAP*NA_SKEL_W*8
504const O_NXA_PQ: i64 = O_NXA_TIDX + NXA_NJ_CAP*NA_IDX_W*8
505const O_NXA_PD: i64 = O_NXA_PQ + NXA_NJ_CAP*4*8
506const O_NXA_MOB: i64 = O_NXA_PD + NXA_NJ_CAP*3*8
507const O_NXA_SCR: i64 = O_NXA_MOB + WC_CAST_N*NXA_MOB_W*8
508const O_NXA_OUT: i64 = O_NXA_SCR + NA_SCR_W*8
509const O_NXA_POSE: i64 = O_NXA_OUT + WC_CAST_N*NXA_NJ_CAP*NA_ROW_W*8
510const O_NXA_ANIM: i64 = O_NXA_POSE + NXA_POSE_CAP_W*8
511// Append the ordering sidecar so all existing asset and output offsets remain stable.
512const O_NXA_ORDER: i64 = O_NXA_ANIM + NXA_ANIM_CAP_W*8
513
514// Contact-distance state is appended after the existing clip regions. The dynamic
515// morph bank follows the derived extension end and keeps its existing offset API.
516const O_NXA_GAIT: i64 = O_NXA_ORDER+NXA_NJ_CAP*8
517const NXA_GAIT_CAP: i64 = NXA_ANIM_CAP_W/NA_CH2_KEY_W
518const O_NXA_GAIT_GENERATION: i64 = O_NXA_GAIT+NA_GAIT_INPUT_W*8
519const O_NXA_GAIT_HEADER: i64 = O_NXA_GAIT_GENERATION+8
520const O_NXA_GAIT_TABLE: i64 = O_NXA_GAIT_HEADER+NA_GAIT_HEADER_W*8
521const NXA_M_PATH_Q14: i64 = 2
522const NXA_M_MOVING: i64 = 3
523const NXA_PATH_Q14: i64 = NA_Q12*4
524const NXA_SCALE_BASE: i64 = 940
525const NXA_SCALE_STEP: i64 = 30
526const NXA_SCALE_DEN: i64 = 1000
527
528const WC_STEER_W: i64 = 5
529const O_MOB_STEER: i64 = O_NXA_GAIT_TABLE+NXA_GAIT_CAP*NA_GAIT_ROW_W*8
530const O_NXA_LOCOMOTION: i64 = O_MOB_STEER+MOB_CAP*WC_STEER_W*8
531const NXA_LOCOMOTION_RAW: i64 = 0
532const NXA_LOCOMOTION_FORWARD: i64 = 1
533const CRAFT_EXT_TOTAL: i64 = O_NXA_LOCOMOTION+8
534// the engine's OWN page request -- derived, the one place the extended size is written
535const WASM_PAGES_REQ: i64 = (CRAFT_EXT_TOTAL + WASM_PAGE_BYTES - 1)/WASM_PAGE_BYTES
536// LOAD-TIME INPUT SCRATCH inside the framebuffer: the page copies the asset's raw HSTR/VERT/SKEL/DYNA section
537// bytes here and calls hairload, which consumes them before it returns; the next render overwrites the frame.
538// The caps are addresses inside a region the engine already owns (W*H*8 = 18.4 MB), not guesses about an
539// asset: DYNA 1 MiB holds 10,922 rows, HSTR 4 MiB 21,845 strands, VERT 8 MiB 349,525 vertices, SKEL 2 MiB
540// 32,767 joints. hairload REFUSES by name when a count exceeds its cap rather than reading past it.
541const HG_MIB: i64 = 1048576
542const HG_SCR_HSTR: i64 = O_FB
543const HG_SCR_HSTR_CAP: i64 = 4*HG_MIB
544const HG_SCR_VERT: i64 = O_FB + 4*HG_MIB
545const HG_SCR_VERT_CAP: i64 = 8*HG_MIB
546const HG_SCR_SKEL: i64 = O_FB + 12*HG_MIB
547const HG_SCR_SKEL_CAP: i64 = 2*HG_MIB
548const HG_SCR_DYNA: i64 = O_FB + 14*HG_MIB
549const HG_SCR_DYNA_CAP: i64 = HG_MIB
550// plant + units
551const HG_TPS: i64 = 60 // see the header: the page accumulator's 16.6667 ms, hd_ticks_per_s()
552const HG_UNITS_PER_178CM: i64 = 171530 // the page's pairing (GPE_UNITS_PER_178CM), named as the same number
553const HG_CM_178: i64 = 178
554const HG_CM_PER_M: i64 = 100
555const HG_UPB: i64 = HG_UNITS_PER_178CM*HG_CM_PER_M/HG_CM_178 // bind units per world block (1 block = 1 m): 96365
556const HG_G_CMS2: i64 = 981 // standard gravity, cm/s^2
557const 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
558const HG_FTL_S_PERMIL: i64 = 1000 - SB_C_HAIR*1000/SD_G // DFTL s_damping (Mueller 2012 "Fast Simulation of Inextensible Hair
559 // and Fur", band .9..1): 942, from the plant's own damping, not picked
560const HG_FENCE_DIV: i64 = 4 // the chain's small-angle validity fence: seglen/4 (SD_Q8/4 in the retired page solver)
561const HG_PROJ_ITERS: i64 = 3 // length/collision alternations per point; the LAST op is always the length projection
562const HG_LOCK_W_MIN: i64 = 900 // the ribbon builder's lock half-width floor (w09 = max(900, span*.045)), PRESERVED
563const HG_LOCK_W_PERMIL: i64 = 45
564const 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
565const HG_SKIN_DEN: i64 = 10
566const HG_REACH_DIV: i64 = 2 // collider mask reach = strand length / 2: twice the static fence (L/4), for overshoot
567const HG_GUST_TICKS: i64 = 2*HG_TPS // gust envelope cadence 0.5 Hz: the incumbent shader sway (3.1 rad/s), PRESERVED
568const HG_GUST_SALT: i64 = 3400 // whash seed offset (the weather lib salts with seed + 3300)
569const HG_TORSO_GATE_X: i64 = 15000 // the MFS torso gate (axb < 15000.), the same half-width the paint bands use
570// Drillis-Contini stature ratios (permil of the MEASURED stature), the landmarks the page derives its bands from
571const HG_R_HEADBAND: i64 = 885
572const HG_R_HEAD_J: i64 = 955
573const HG_R_ACROMION: i64 = 818
574const HG_R_CHEST: i64 = 720
575const HG_R_HIP: i64 = 520
576const HG_R_ELBOW: i64 = 630
577const HG_R_NECK_LO: i64 = 840
578const HG_R_SH_LO: i64 = 770
579const HG_R_SH_HI: i64 = 860
580const HG_R_ARM_LO: i64 = 600
581const HG_R_ARM_HI: i64 = 800
582const HG_R_ARM_XMIN: i64 = 60
583const HG_R_ELBOW_XMIN: i64 = 50
584
585// C3 thought ids (RimWorld's inspectable-mood law: a mood is a LEDGER, never a scalar mystery)
586const TH_RAIN: i64 = 1
587const TH_FEAR: i64 = 2
588const TH_MET: i64 = 3
589const TH_SLEPT: i64 = 4
590const TH_HUNGRY: i64 = 5
591const TH_SAWTAKEN: i64 = 6
592const TH_HEARD_TAKEN: i64 = 7
593const TH_HEARD_FRIEND: i64 = 8
594const TH_COMPANY: i64 = 9
595// C5 gossip predicates (Talk of the Town's law -- the differentiator no shipped game has)
596const GO_FRIEND: i64 = 1
597const GO_TAKEN: i64 = 2
598const SAVE_MAGIC: i64 = 20260728001
599const SAVE_VER: i64 = 6 // v6 = STREAMING WORLD (origin + edit journal in the image);
600 // v5 still LOADS (origin 0, empty journal); others REFUSED
601const SAVE_VER5: i64 = 5
602// mob components (nx_entity_store comp slots)
603const MC_X: i64 = 0
604const MC_Y: i64 = 1
605const MC_Z: i64 = 2
606const MC_KIND: i64 = 3
607const MC_PH: i64 = 4
608const MC_DISG: i64 = 5 // 1 = a HUMAN girl disguised as a monster girl (the lore:
609 // monster girls took the world; humans hide among them --
610 // her features are a worn costume, not grown)
611const MC_GENE: i64 = 6 // 20-bit APPEARANCE GENOME rolled at spawn -- every girl is
612 // GENERATED, not hand-built: bits 0-2 hair hue, 3-4 hair
613 // length, 5-6 height, 7-8 outfit tint, 9-10 skin tone,
614 // 11-12 feature size. The slot bred inheritance plugs into.
615
616// state slots
617const S_SEED: i64 = 0
618const S_CX: i64 = 1 // camera pos Q8 (256 = one block)
619const S_CY: i64 = 2
620const S_CZ: i64 = 3
621const S_YAW: i64 = 4 // it-units (IT_PI = half turn)
622const S_PITCH: i64 = 5
623const S_T: i64 = 6
624const S_BROKEN: i64 = 7
625const S_PLACED: i64 = 8
626const S_HX: i64 = 9 // crosshair DDA hit cache
627const S_HY: i64 = 10
628const S_HZ: i64 = 11
629const S_HFACE: i64 = 12 // 0 none, 1 +x, 2 -x, 3 +y, 4 -y, 5 +z, 6 -z
630const S_HOK: i64 = 13 // 1 = in reach
631const S_VY: i64 = 14 // vertical velocity Q8/tick (jump + gravity)
632const S_GROUNDED: i64 = 15 // 1 = standing on a surface (jump allowed)
633const S_SEL: i64 = 16 // hotbar slot 0..4 (Q cycles; sel_block maps to a block type)
634const S_LBX: i64 = 17 // last-broken cell (probes/particles; the hit cache retargets
635const S_LBY: i64 = 18 // every frame, so "what did I just break" needs its own slots)
636const S_LBZ: i64 = 19
637const S_Q: i64 = 20 // ray pixel size 2..5 -- ADAPTIVE: the organ tunes itself from
638const S_FMA: i64 = 21 // the surface's reported frame ms (EMA x16); shim only reports
639const S_WMAX: i64 = 22 // highest solid y in the world -- rays above it heading up/flat
640 // are SKY immediately (kills the 110-step horizon marches)
641const S_SPX: i64 = 23 // spawn point (H key + void-fall auto-respawn return here)
642const S_SPY: i64 = 24
643const S_SPZ: i64 = 25
644const S_NPCT: i64 = 26 // crosshair NPC target: dense index of the girl under the
645 // gaze (occlusion-aware, walls block), -1 = none
646const S_FOUND: i64 = 27 // disguised humans FOUND (met + identified = under protection)
647const S_LOST: i64 = 28 // found humans TAKEN by wardens (the cost of not protecting)
648const S_BCD: i64 = 29 // birth cooldown ticks (community pacing)
649const S_WOX: i64 = 30 // WORLD ORIGIN of the window, in blocks (v6 streaming): the
650const S_WOZ: i64 = 31 // arena is a 128x48x128 CACHE over unbounded absolute terrain
651const S_EJDROP: i64 = 32 // edits REFUSED because the journal was full (loud, never silent)
652const S_HARV: i64 = 33 // MATURE crops harvested (the farming loop's payoff counter)
653const S_PLANT: i64 = 34 // seeds planted
654const S_GROWN: i64 = 35 // crops that reached maturity (world truth, gate-readable)
655const S_VAR: i64 = 36 // which world identity this arena runs (the passport's
656 // visited-mask bit; set once at init)
657const S_GENP: i64 = 37
658const S_TGT: i64 = 38 // DISPLAY-DERIVED frame budget, EMA-x16 units (0 = shipped
659 // defaults): the page measures the device's real rAF interval
660 // once and reports it via target_ms; every controller line then
661 // derives from the DEVICE instead of a hand-picked millisecond // W1c: gen-time override rows APPLIED at init (world truth --
662 // a gate can read whether the recipe actually reached genworld)
663const S_BLDG: i64 = 39 // W3 settlements: buildings stamped into this arena (a
664 // monotone stamp-event counter -- a window slide that
665 // repaints a building recounts it; right after init it IS
666 // the number of buildings in the window, which is what the
667 // gate reads). NON-PERSISTED world truth.
668const S_BLDGX: i64 = 40 // last-stamped building anchor, arena-local (gate probe)
669const S_BLDGY: i64 = 41 // its floor height
670const S_BLDGZ: i64 = 42
671const S_RESW: i64 = 44 // GE55: canvas size and origin, written by the door (set_res / set_yflip)
672const S_RESH: i64 = 45
673const S_YFLIP: i64 = 46
674const S_FACE_RADIUS: i64 = 49
675const S_FACE_GAIN: i64 = 50
676const FACING_RADIUS_MAX_Q8: i64 = 2147483647
677const S_AGEN: i64 = 47
678const 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).
679const S_GT_KEEP: i64 = 43 // ground-truth capture: when 1, render_impl leaves the depth plane in
680 // the framebuffer's high bits instead of stripping it (nx_world_snap
681 // gt verb reads it and emits depth/normal channels). Zeroed by init, so
682 // the page and every gate keep the published colour-only format.
683const SHIFT_STRIDE: i64 = 16 // one window slide, in blocks
684const SHIFT_MARGIN: i64 = 32 // player this close to a window edge -> the world slides under them
685
686// spec slots (the game-identity DATA the engine reads -- nx_voxel_world's style-is-a-spec doctrine)
687const P_TBASE: i64 = 0 // terrain base height
688const P_TAMP1: i64 = 1 // large-noise amplitude
689const P_TAMP2: i64 = 2 // detail-noise amplitude
690const P_WATER: i64 = 3 // flood level
691const P_SNOW: i64 = 4 // snow line (99 = never)
692const P_TREE: i64 = 5 // tree sparsity modulus (0 = no trees)
693const P_CAVETH: i64 = 6 // cave carve threshold (lower = more cavern)
694const P_SKYTOP: i64 = 7 // packed zenith colour
695const P_SKYHOR: i64 = 8 // packed horizon colour
696const P_SUN: i64 = 9 // 1 = sun disc
697const P_CLOUD: i64 = 10 // 1 = cloud deck
698// WEATHER EXPORTS (2026-08-26): written each tick by wc_weather_tick from nx_weather_lib -- the
699// gate-proven continuous system (rates preserved to P_RAINS, front persistence, typed precip,
700// gradient wind). The page reads these five slots exactly as it reads the sky tones.
701const P_WXCOV: i64 = 11 // cloud coverage Q12 (drives the cloud density band)
702const P_WXWINDX: i64 = 12 // wind x component, Q12-scaled speed*cos(dir)
703const P_WXWINDZ: i64 = 13 // wind z component
704const P_WXTYPE: i64 = 14 // precip type this eighth: 0 none, 1 rain, 2 snow
705const P_WXTEMP: i64 = 15 // temperature Q12 (relative scale, freezing=1024)
706const P_PAL: i64 = 16 // +blocktype = packed base colour (0..11)
707const P_MOBC: i64 = 28 // +kind*2+half = packed mob colours (3 kinds x 2 tones)
708const P_PAL2: i64 = 34 // +b-12 = packed colour for farm blocks 12..16 (5 rows, 34-38)
709const P_DAYLEN: i64 = 40 // A1 calendar: ticks per day (ALL timing is spec DATA)
710const P_SEASD: i64 = 41 // days per season (4 seasons cycle)
711const P_GROWE: i64 = 42 // farm-tick cadence: one grow/hydrate pass every N ticks
712const P_GROWW: i64 = 43 // crop speed on WET farmland (Minecraft stencil speed)
713const P_GROWD: i64 = 44 // crop speed on DRY farmland
714const P_RAINS: i64 = 45 // +season = rain permil per day-eighth (4 rows, 45-48)
715// ---------------------------------------------------------------------------------------------
716// ART STYLE IS DATA (2026-09-01). Spec idx 49 -- one of the TWO dead holes this plane has carried
717// since it was laid out (39 and 49; world_recipes.conf names them both). 49 is the safer of the
718// two: P_PAL2's five farm rows 34-38 could plausibly widen by one, while P_RAINS' four rows are
719// four SEASONS and cannot. It sits inside the 7..58 band the recipe plane pokes POST-BOOT, which
720// is where a LOOK belongs -- a style is a property of how the world is drawn, never of how the
721// ground was generated, so it must not become gen-time data.
722// THE VOCABULARY IS ADOPTED, NOT INVENTED. buildroot/runtime/nx_voxel_world.nx line 2 has read
723// "Style is a spec field, NOT a hardcode -- the engine is not locked to one look" since it was
724// written, with const SP_STYLE and STYLE_REAL / STYLE_TOON / STYLE_FLAT, and
725// _hdl_build/nx_world_style_gate.nx already PROVES the three produce three DISTINCT frames from
726// one spec. That organ has SEVEN importers and EVERY ONE OF THEM IS A GATE (measured 2026-09-01,
727// nx_absent matches=8 coverage_complete=1 corpus_complete=1): the doctrine was proven and never
728// shipped. This is that doctrine reaching the SERVED engine, under the SAME three ids so the two
729// implementations cannot drift into two vocabularies for one idea.
730// SCOPE, STATED SO IT CANNOT BE OVERREAD: this is the SHADING axis. The world is still made of
731// voxels -- vox_off() -> O_VOX is still the only world door, and a second REPRESENTATION is a
732// separate, larger contract. A toon or flat world is a voxel world that stops looking photoreal;
733// it is not a world that stopped being cubes.
734// 0 = REAL, and 0 is what wc_spec's zeroing loop (while k < WC_SPECN) already writes for every
735// identity, so every world published before this renders BYTE-IDENTICALLY BY CONSTRUCTION rather
736// than by a preserved branch anyone could later delete.
737const P_STYLE: i64 = 49
738const 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.
739const WC_STYLE_REAL: i64 = 0 // textured, smooth light -- the shipped look, unchanged
740const WC_STYLE_TOON: i64 = 1 // banded light (anime/cel)
741const WC_STYLE_FLAT: i64 = 2 // untextured facets (artsy low-poly)
742const WC_STYLE_SOFT: i64 = 3 // SMOOTH TERRAIN: ground lit by a heightfield normal interpolated across the block (no grid bevel, no per-block facet)
743// SOFT neighbour scan: how far above/below the hit cell a neighbour column's top is searched. Bounded by
744// where the heightfield normal SATURATES -- a rise of 3 blocks over 1 already lights as a near-vertical
745// face, so a taller step is a cliff and reads correctly as the flat fallback. Derived, not tasted.
746const WC_SOFT_SCAN: i64 = 3
747const WC_STYLE_MAX: i64 = 3 // the highest id this engine owns; set_style REFUSES above it
748// nx_voxel_world's toon_band works on a 0..255 "bright"; wshade2 carries light in PERMIL
749// (wface_l returns 420..1000). Each of its three constants is therefore converted x1000/255 and
750// NOTHING here is tasted: 150 -> 588.2 -> 588, 105 -> 411.8 -> 412, 235 -> 921.6 -> 922.
751const WC_TOON_CUT: i64 = 588
752const WC_TOON_LO: i64 = 412
753const WC_TOON_HI: i64 = 922
754// FLAT is DERIVED, not chosen. The texture term enters this shader as
755// light = light*(870 + tex*260/256)/1000
756// which is exactly 1.000 at tex = 128, so 128 IS this shader's own no-op texel and "flat" is
757// spelled "hold tex at the value that makes the texture term vanish". No second constant is
758// introduced, and the incumbent does the same thing from the other side: its texel_col computes
759// its noise term ONLY under STYLE_REAL and adds zero otherwise.
760const WC_TEX_NEUTRAL: i64 = 128
761const P_ADV: i64 = 50 // +i = smart-object ADVERTISEMENTS (C1): packed
762 // block<<16 | need<<8 | strength; 6 rows 50-55, 0 = end.
763 // NPC minds read OBJECTS as data -- adding a row changes
764 // village life with zero new NPC code (The Sims' law).
765const P_HISTAGE: i64 = 60 // DECLARED geomorphic stage (Strahler bands): 0 = mature/
766 // equilibrium (HI 300-600 permil), 1 = youthful (HI >= 600).
767 // A world DECLARES its stage and gate T53 checks the
768 // MEASUREMENT matches -- widening one band until everything
769 // fits would hide a young landscape. (Ported 2026-08-02:
770 // existed only on the laptop line; the NAS gate ran 52 teeth
771 // while local ran 53 -- the LOCAL-IS-NOT-A-SUPERSET fork.)
772const P_TREEMAX: i64 = 59 // tree altitude ceiling (0 = the historic hardcoded 19)
773const P_TREESPEC: i64 = 61 // W2 SPECIES GENOME (packed, 0 = legacy 4-block stamp):
774 // bits 0-3 trunk base, 4-7 trunk variance, 8-11 canopy
775 // radius (<=4, the widened seam scan bound), 12-14 shape
776 // (0 legacy, 1 dome, 2 pine), 15-17 leaf-drop density.
777 // Bits 18-20 UNDERSTORY density + 21-22 kind (0 tufts,
778 // 1 shrubs, 2 mixed) -- W2b ground vegetation in the same
779 // genome; tree bits 0..17 zero = legacy forest preserved.
780 // A world declares its FOREST the way it declares its
781 // terrain -- species = parameters, individuals = seeded
782 // variation inside the envelope (the Infinigen law).
783const P_WARD: i64 = 58 // warden daytime hunt radius in BLOCKS (0 = the 12-block
784 // default). A world declares its own danger; the arriving
785 // traveler's LEVEL scales it further (isekai: new world,
786 // new challenge, and the challenge KNOWS who showed up).
787const P_OUTFIT: i64 = 57 // outfit mode: 0 = identity keeps everyone clothed;
788 // 1 = MIXED (beach): genome bits 18-19 pick each girl's
789 // beachwear -- clothed / topless / nude -- stable per
790 // girl, bred like every trait. Identity DATA decides
791 // whether the dimension is active at all.
792const P_CURI: i64 = 56 // curiosity threshold: a girl approaches the player only
793 // while her loneliness exceeds this (HABITUATION -- the
794 // operator's "they just follow me around": company
795 // satisfies, satisfied girls walk on with their lives.
796 // Fear never habituates; shy girls always keep distance).
797
798// GAME-FEEL TUNABLES -- every one carries a row in knowledge/gamefeel_oracle.conf (banked
799// reference bands: biomechanics, shipped-sim constants, modding-community defaults) and
800// nx_gamefeel_oracle_gate REFUSES any value outside its cited band. Feel is derived, not tasted.
801const P_BLDG: i64 = 62 // W3 settlement density: site-cell modulus (0 = none; the
802 // recipe plane can override it, idx 62 is gen-time data)
803const P_BLDGSPEC: i64 = 63 // low 4 bits = archetype row in nx_indoorgen_data
804const P_ERODE: i64 = 64 // E1 TALUS EROSION BUDGET in relaxation ticks (0 = OFF).
805 // Gen-time recipe DATA (world_recipes.conf spec idx 64),
806 // applied to the spec BEFORE genworld reads it. 0 does not
807 // merely default to nothing: it takes the branch out
808 // entirely, so a world that does not opt in generates the
809 // byte-identical terrain it generated before this existed.
810const P_ERTAL: i64 = 65 // DERIVED talus threshold, WC_ER_Q units. NEVER authored:
811 // wc_er_talus MEASURES it as the terrain's own mean per-cell
812 // largest 4-neighbour drop -- wp_erode_talus_derived's rule
813 // -- so material sheds where the ground is steeper than the
814 // ground's own average and no repose angle is picked by
815 // taste. Sentinels: 0 = not yet measured, WC_ER_FLAT = -1 =
816 // measured and the world has NO relief, which is the case
817 // wp_erode_bake_derived REFUSES rather than reporting a bake
818 // it did not do.
819// GE13b -- CLOTHING IS DATA (2026-08-30). The 3-value outfit (0 clothed / 1 topless / 2 nude) WAS
820// the whole wardrobe, and SWIMWEAR-ONLY rendered identically to a clothed village because no
821// swimwear garment existed anywhere in the engine (operator: "random dresses not beach outfits").
822// The wardrobe is now a GARMENT TABLE in this same spec plane: rows P_GARM .. P_GARM+GAR_N-1, one
823// packed word per garment, seeded by wc_spec for EVERY identity before its branch (an identity or a
824// recipe row overrides a garment exactly the way it overrides the sky). Garment id 0 = nothing worn
825// and is not a row; id i lives at sp[P_GARM + i - 1]. A ZERO row means "this garment does not exist
826// here" -- the selector then hands out nothing in that slot, which is what makes the gate's
827// missing-swim-row neg-control bite instead of silently reading a bare word as a garment.
828// bits 0-1 COVERAGE bit0 covers the top, bit1 the bottom: 1 top / 2 bottom / 3 full (one-piece,
829// dresses). The legacy 0/1/2 is DERIVED from the worn set's OR of these bits.
830// bits 2-4 CATEGORY 0 beach-swim 1 beach-cover 2 casual 3 evening
831// bits 8-16 HUE BASE degrees 0..359, where this garment's palette starts
832// bits 17-22 HUE SPAN degrees/4: genome bits 7-8 (the documented OUTFIT-TINT bits, MG_OUTFIT_SH)
833// pick one of four stops across it -- a girl's swimsuit colour is BRED like
834// her hair, and a bikini top and bottom share the stop, so the set matches
835// bits 23-26 SATURATION /15 bits 27-30 LIGHTNESS /15 (integer HSL, wc_hsl_rgb)
836// Index 69 stays UNOWNED on purpose: nx_world_recipe_gate T19 pins "spec idx 69 refuses" as the
837// recipe validator's upper edge, and putting a garment there would turn a pinned edge into a row.
838const P_GARM: i64 = 70
839const GAR_N: i64 = 9
840const GAR_BIKINI_TOP: i64 = 1
841const GAR_BIKINI_BOT: i64 = 2
842const GAR_ONEPIECE: i64 = 3
843const GAR_SARONG: i64 = 4
844const GAR_SUNDRESS: i64 = 5
845const GAR_TEE: i64 = 6
846const GAR_SHORTS: i64 = 7
847const GAR_SKIRT: i64 = 8
848const GAR_DRESS: i64 = 9
849const GAR_COV_TOP: i64 = 1
850const GAR_COV_BOT: i64 = 2
851const GAR_COV_FULL: i64 = 3
852const GAR_CAT_SWIM: i64 = 0
853const GAR_CAT_COVER: i64 = 1
854const GAR_CAT_CASUAL: i64 = 2
855const GAR_CAT_EVENING: i64 = 3
856const GAR_CAT_NONE: i64 = 4 // what mobgarc reports for a girl wearing nothing
857const GAR_CAT_SH: i64 = 2
858const GAR_CAT_MASK: i64 = 7
859const GAR_HUE_SH: i64 = 8
860const GAR_HUE_MASK: i64 = 511
861const GAR_SPAN_SH: i64 = 17
862const GAR_SPAN_MASK: i64 = 63
863const GAR_SPAN_UNIT_DEG: i64 = 4
864const GAR_SAT_SH: i64 = 23
865const GAR_LIT_SH: i64 = 27
866const GAR_NIB_MASK: i64 = 15
867const GAR_TINT_STOPS: i64 = 4 // MG_OUTFIT_MASK + 1: two genome bits, four stops
868const GAR_SLOT_SH: i64 = 8 // outfit word = upper id << GAR_SLOT_SH | lower id
869const GAR_ID_MASK: i64 = 255
870const HSL_DEG_FULL: i64 = 360
871const HSL_SECTOR_DEG: i64 = 60
872const MG_BEACH_SH: i64 = 18 // the beachwear genome bits the MIXED beach breeds (P_OUTFIT)
873const MG_BEACH_MASK: i64 = 3
874const MOB_POSE_SLEEP: i64 = 2 // mob_pose's published sleep id (the pose door's contract)
875const B_WATER: i64 = 4 // the water block (wshade2's shimmer branch, the shore ramp)
876const WC_SPECN: i64 = 79 // spec words the engine owns: 69 -> 79 for the GE13b wardrobe
877 // rows 70-78 (69 left unowned, see P_GARM). Was a bare 64 inside wc_spec.
878 // O_EJRN - O_SPEC = 640 B = 80 words, so this grows without
879 // moving a single other offset (the same law O_GENP was
880 // placed under).
881// GE13 -- THE OCEAN IS DATA (wsp_beach_ocean). One packed spec row turns any identity's far
882// side into a sea: bits 0-1 EDGE (0=+z 1=-z 2=+x 3=-x), bits 2-11 SHORELINE absolute
883// coordinate + 512 (WORLD space, so the streaming window regenerates it consistently),
884// bits 12-17 SLOPE width in blocks (the shore ramps down across this run), bits 18-23
885// SEABED height. 0 = no ocean: wsp_beach_ocean returns the height UNTOUCHED, so every
886// ocean-less identity generates byte-identically BY CONSTRUCTION (the KAT the gate holds).
887const P_OCEAN: i64 = 66
888// GE14a -- THE STAGED PROCGEN BIND. 0 = OFF, and OFF is the LEGACY TERRAIN BYTE-FOR-BYTE by
889// construction (wheight_raw returns before touching any of it). Non-zero = ON, and the value IS
890// the VERTICAL DIVISOR that maps nx_worldpipe_core's height space into this engine's block
891// column -- one row carrying both the switch and the scale, the shape P_ERODE already uses.
892// WHY A DIVISOR AND NOT A TASTED CONSTANT: the core's spline runs about -430..+420 before
893// relief, while a column here is 1..WY-8 blocks, so SOME map is required and the only honest
894// place for it is the recipe -- a world declares how much of its own vertical band it wants to
895// use, and nx_wasm_craft_gate asserts the resulting spread actually FILLS that band instead of
896// clamping flat at either end (a divisor that collapses the world is a measurable defect, not a
897// matter of taste).
898const P_WPIPE: i64 = 67
899// GE14a -- THE HORIZONTAL SCALE, and it is not a cosmetic knob: it is the unit conversion
900// between two coordinate systems, and MEASUREMENT is what proved it necessary. The staged
901// core's parameter fields have wavelengths of 1300..3400 units (continentalness the longest),
902// while a world window here is 128 BLOCKS. At 1 unit per block the whole window samples
903// essentially ONE POINT of the continent field, so the spline contributes a constant and only
904// the short ridge/detail terms vary: T79 measured spread 9 at divisor 30 and spread 10 at
905// divisor 18 -- a 40 percent smaller divisor bought ONE BLOCK, which is the signature of a
906// term that is constant across the sample, not of a scale that needs tuning. No vertical
907// divisor can fix that; the window has to span more of the field. 0 or 1 = one unit per block
908// (the legacy sampling); N = N units per block, so a 128-block window spans 128*N units.
909const P_WPSCALE: i64 = 68
910const P_SURF: i64 = 69 // GE53 SURFACE SOURCE: 0 = the cell grid (all voxel, byte-identical to
911 // every world shipped before this row), 1 = the continuous heightfield
912 // (no voxel ground: the ray marches the Q8 field). An identity declares
913 // it as DATA in wc_spec. All voxel or no voxel -- there is no partial.
914// The field is bilinear BETWEEN columns, so a sample a quarter block apart can never skip a column: the
915// marcher's step and the gradient's baseline are both this one span (Q8 units). DERIVED from the field's
916// own resolution (one column per block), not tuned.
917const WC_SURF_STEP_Q8: i64 = 64
918const WC_GAIT_BOB_Q8: i64 = 7 // thorax oscillation AMPLITUDE (~2.7cm, 5.5cm p2p --
919 // the band is peak-to-peak/2; 14 was a p2p-vs-amplitude
920 // conflation the recorder exposed as 11.3cm of chest)
921// RESPIRATION -- the idle drive. Derived, not tasted: resting adult breathing is 12-16/min;
922// at 14/min on the fixed 60Hz tick that is 60*60/14 = 257 ticks per cycle (0.233 Hz, inside the
923// 0.20-0.30 Hz band this rung is gated on). Amplitude is scaled off the GAIT constant above so
924// the two drives share one ruler: 7 q8 ~ 2.7cm => 1 q8 ~ 0.386cm, so 2 q8 ~ 0.77cm, inside the
925// declared 0.4-0.8cm resting-excursion band. A third value would have been a guess; this is an
926// arithmetic consequence of a constant already cited.
927const WC_BREATH_TICKS: i64 = 257
928// ★ AMPLITUDE, NOT PEAK-TO-PEAK -- and I got this wrong ONCE ALREADY on the gait constant.
929// Conversion, derived from the cited gait row: 7 q8 amplitude is documented as ~2.7cm, and
930// 7/256*100cm-per-block = 2.73cm, so the unit is q8 world units and p2p = 2*amp/256*100 cm.
931// At 2 q8 that is 1.56cm p2p -- OUTSIDE the 0.4-0.8cm resting band this rung is gated on, i.e.
932// 2x too large, the SAME p2p-vs-amplitude conflation the recorder caught in WC_GAIT_BOB_Q8 (14
933// -> 7). At 1 q8: 2/256*100 = 0.78cm p2p, inside the band. Caught by doing the arithmetic in the
934// unit the CRITERION is written in, before it shipped visibly.
935// ⚠KNOWN LIMIT, to be measured not assumed: 1 q8 is near the world-q8 resolution floor, so the
936// anchor steps coarsely; the spring integrates and should low-pass it, but ?breath=1 reports the
937// actual excursion so this is decided by measurement rather than by my expectation.
938const WC_BREATH_Q8: i64 = 1
939// speed at which GAIT fully owns the anchor. PROVISIONAL and deliberately marked so: the units
940// of the per-tick mob delta were never measured, so this is the one number here without a
941// derivation. The mobspd door added below exists to REPLACE it with a measurement rather than
942// leave a guess sitting in the engine pretending to be a constant.
943const WC_BREATH_CUT_Q8: i64 = 24
944const WC_STEP_EASE_UP: i64 = 48 // mob Y climb rate Q8/tick (a 1-block rise ~ 5 ticks)
945const WC_NIGHT_X8: i64 = 5 // night begins at this eighth of the day (5/8)
946
947const EYE: i64 = 435 // eye height Q8 (~1.7 blocks)
948const SPEED: i64 = 40 // walk Q8 per tick
949// GAIT DRIVE CONSTANTS -- declared HERE, above their first reader in the mob tick. The compiler
950// refuses a module const used before its declaration because it would silently read 0, and for the
951// gait accumulator that would have meant a permanently frozen drive that still compiled, still ran,
952// and looked exactly like the metronome it was written to replace.
953const WC_PH_PER_TICK: i64 = 5 // the free-running advance MC_PH still uses for WANDER
954const WC_PH_ANG: i64 = 214 // angle-units per phase unit (the incumbent's drive scaling)
955const WC_NEED_GAIT: i64 = 3 // the needs row's spare slot, named now that it carries a value
956// ---- THE GAIT MODEL, CITED (knowledge/gamefeel_oracle.conf, gait_* rows) -----------------------
957// Every number below is a published normative measurement carrying its cohort and its instrument.
958// None is a taste, and none may be "tuned" without moving the conf row and its source with it.
959// ⚠UNIT DISCIPLINE, AND THIS FILE HAS ALREADY PAID ONCE FOR GETTING IT WRONG (WC_GAIT_BOB_Q8 went
960// 14 -> 7 on exactly this): the gait literature reports RANGE of motion -- rRoM, ROM -- which is
961// PEAK-TO-PEAK. The AMPLITUDE is HALF of it. Every constant here is stored as the PUBLISHED RANGE
962// in DECIDEGREES so it can be compared straight against the paper, and the halving happens in
963// exactly one function (wc_amp_ddeg) so no caller can forget it.
964const WC_DDEG_HALFTURN: i64 = 1800 // decidegrees in IT_PI (a half turn): the ddeg -> it-unit scale
965// STRIDE = 2 x step length 0.73 m (mean, 21-30 age band, markerless normative database).
966// 1 BLOCK = 1 m is NOT assumed here, it is read off the engine: EYE = 435 q8 = 1.70 blocks is the
967// player's eye height and adult eye height is ~1.6-1.7 m, so a block IS a metre to within the
968// figure's own tolerance. 1.46 m = 1.46 blocks = 374 q8.
969// ★THE PUBLISHED TRIPLE RECONCILES, WHICH IS A FREE AUDIT OF THE SOURCE: step 0.73 m x cadence
970// 108.40 steps/min / 60 = 1.319 m/s against that table's own reported gait speed of 1.30 m/s.
971const WC_STRIDE_Q8: i64 = 374
972// PELVIS transverse rotation, rRoM = 5.2 deg (n=201 healthy adults, 5 km/h, surface topography).
973// ⚠SCOPE, STATED: surface topography estimates the pelvis from PSIS surface markers and reads
974// LOWER than bone-pin and marker-cluster methods, which put pelvic transverse range nearer 10 deg.
975// 5.2 is therefore a FLOOR from one named instrument, not a settled value, and it is used as the
976// reference the genome varies AROUND rather than as a ceiling.
977const WC_PELVIS_ROT_DDEG: i64 = 52
978// THORACIC counter-rotation, rRoM at T7 = 14.6 deg -- and this is the paper's headline finding,
979// explicitly CONTRARY to the previous functional understanding that T7 is the near-static point of
980// intersection: T7/T8 carry the LARGEST rotary amplitude of every vertebra C7..L4, and "the largest
981// rotary opposition was also found between the pelvis and T7/T8". The thorax rotates roughly THREE
982// TIMES the pelvis, against it.
983// ★THIS PHASE RELATIONSHIP IS THE MECHANISM READ AS "SWINGING HIPS". It is not an amplitude: what
984// the eye sees is the pelvis and the shoulders twisting in OPPOSITION about the line of travel.
985// It is encoded as a SIGN below and therefore needs no constant of its own -- deliberately absent.
986const WC_THORAX_ROT_DDEG: i64 = 146
987// ELBOW flexion-extension ROM through the gait cycle = 29.7 deg (SD 10.2). The forearm is NOT
988// rigid in walking; a locked elbow is the "stiff arms" report stated as a measurement, and this
989// row is what makes it a defect rather than an opinion.
990const WC_ELBOW_ROM_DDEG: i64 = 297
991// TURN ALLOWANCE, expressed as heading change per STRIDE rather than per tick, so it is
992// speed-coupled BY CONSTRUCTION: a standing girl cannot turn and a walking one turns in
993// proportion to the ground she covers. ⚠DERIVED-BY-ARGUMENT, NOT MEASURED, AND LABELLED SO: a
994// walking body re-places its feet once per stride and cannot change heading by more than about a
995// quarter turn in that time. Cross-check against the two rulers this engine already owns -- at
996// the cited stride and a mob's 4 q8/tick it works out at 68 it-units/tick = 57 deg/s, a little
997// over half the player's own TURN slew of 140 it-units/tick = 117 deg/s, and inside the 60-90
998// deg/s that comfortable walking turns are usually quoted at. What would SETTLE it is a cited
999// walking turn-rate band in gamefeel_oracle.conf; there is not one, and inventing a row that
1000// looked cited would be worse than naming the gap.
1001const WC_TURN_PER_STRIDE: i64 = IT_PI/2
1002const TURN: i64 = 140 // yaw it-units per tick (keyboard turn / legacy dir path)
1003const PITCHV: i64 = 90 // pitch it-units per tick (R/F keyboard look)
1004const PITCH_MAX: i64 = 5000
1005const LOOKS: i64 = 6 // mouselook: it-units per accumulated look count
1006const JUMPV: i64 = 66 // jump takeoff velocity Q8/tick
1007const GRAV: i64 = 9 // gravity Q8/tick^2
1008const VTERM: i64 = 120 // terminal fall velocity Q8/tick -- ONE ruler for the player AND every mob
1009 // (GE12 mob_step_gait; was an inline 120 in apply2_impl)
1010// FOOTSTRIKE/LANDING IMPULSE unit bridge -- ARITHMETIC of two existing conventions, not a tuning.
1011// Mob positions are world-q8 (256/block) and the softbind anchor is fed pos/4 (the
1012// sb_tick_mob_gene call in mob_tick), so ONE MODEL UNIT = 4 world-q8. sd_impulse's own contract
1013// (nx_softdyn: "model-units/tick * 256") takes model-q8/tick velocity kicks. Therefore one
1014// world-q8/tick of mob velocity = SD_Q8/4 solver velocity units, and a mob velocity change dv
1015// converts as dv*WC_IMP_SCALE with no free parameter anywhere in the chain.
1016const WC_IMP_SCALE: i64 = SD_Q8/4
1017const MAXSTEPS: i64 = 110 // DDA cells per ray (view distance)
1018const REACH_STEPS: i64 = 20 // crosshair edit reach in DDA cells
1019
1020func wst(base: i64) -> *i64 { return (base + O_ST) as *i64 }
1021func wsp(base: i64) -> *i64 { return (base + O_SPEC) as *i64 }
1022func wgp(base: i64) -> *i64 { return (base + O_GENP) as *i64 }
1023func mobp(base: i64) -> *i64 { return (base + O_MOBS) as *i64 }
1024func wfb(base: i64) -> *i64 { return (base + O_FB) as *i64 }
1025func wvx(base: i64) -> *u8 { return (base + O_VOX) as *u8 }
1026func winp(base: i64) -> *i64 { return (base + O_INPUT) as *i64 }
1027func wpack(r: i64, g: i64, b: i64) -> i64 { return r | (g << 8) | (b << 16) }
1028func wclamp(v: i64, lo: i64, hi: i64) -> i64 { if v < lo { return lo } if v > hi { return hi } return v }
1029
1030func vin(x: i64, y: i64, z: i64) -> i64 {
1031 if x < 0 { return 0 } if x >= WX { return 0 }
1032 if y < 0 { return 0 } if y >= WY { return 0 }
1033 if z < 0 { return 0 } if z >= WZ { return 0 }
1034 return 1
1035}
1036func vget(base: i64, x: i64, y: i64, z: i64) -> i64 {
1037 if vin(x, y, z) == 0 { return 0 }
1038 let v: *u8 = wvx(base)
1039 return (v[(y*WZ + z)*WX + x] & 0xff) as i64
1040}
1041func vset(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 {
1042 if vin(x, y, z) == 0 { return 0 }
1043 let v: *u8 = wvx(base)
1044 v[(y*WZ + z)*WX + x] = b as u8
1045 return 1
1046}
1047
1048// ---------- edit journal (v6 streaming): every PLAYER edit recorded at ABSOLUTE world coords ----------
1049// One packed i64 hash slot per touched cell: (key+1)<<8 | block, key = ax+2^24 (25b) : az+2^24 (25b)
1050// : ay (6b). The journal is the persistent truth for touched land; the window is a cache over
1051// (seed + journal) -- the voxchunk law (virgin land from the seed, touched land from history) wired
1052// into the live game. Bounded EJRN_SLOTS edits; a FULL journal REFUSES the whole edit LOUDLY
1053// (S_EJDROP counts refusals) so world and history can never disagree.
1054func ejp(base: i64) -> *i64 { return (base + O_EJRN) as *i64 }
1055func ej_key(ax: i64, ay: i64, az: i64) -> i64 {
1056 return ((ax + WATER_MAGIC_16777216) << 31) | ((az + WATER_MAGIC_16777216) << 6) | ay
1057}
1058// Existing wire remains 56-bit incremented coordinate tag plus one block byte.
1059const EJRN_KEY_MAX: i64 = 72057594037927935
1060const EJRN_TAG_MASK: i64 = 0-256
1061func ej_key_representable(ax: i64, ay: i64, az: i64) -> i64 {
1062 if ax < 0-WATER_MAGIC_16777216 || ax >= WATER_MAGIC_16777216 { return 0 }
1063 if az < 0-WATER_MAGIC_16777216 || az >= WATER_MAGIC_16777216 { return 0 }
1064 if ay < 0 || ay >= 64 { return 0 }
1065 if ej_key(ax,ay,az) == EJRN_KEY_MAX { return 0 }
1066 return 1
1067}
1068func ej_tag_matches(cur: i64, key: i64) -> i64 {
1069 if cur == 0 { return 0 }
1070 return (cur & EJRN_TAG_MASK) == ((key+1) << 8)
1071}
1072func ej_index_bucket(tag: i64) -> i64 {
1073 // Fold high coordinate bits before the bucket mask; raw-key low bits omit X.
1074 let k: i64 = tag >> 8
1075 let mixed: i64 = (k ^ (k >> 17) ^ (k >> 37))*EJRN_HASH_MUL
1076 return (mixed ^ (mixed >> 29)) & (EJ_INDEX_BUCKETS-1)
1077}
1078// A context is valid only for one synchronous mutation batch. It never survives
1079// save_apply, init, direct journal writes or another begin. No hidden active cache.
1080func ej_batch_begin(base: i64, available_bytes: i64) -> *i64 {
1081 if available_bytes < CRAFT_TOTAL { return 0 as *i64 }
1082 let heads: *i64 = (base+O_EJ_INDEX) as *i64
1083 let next: *i64 = (base+O_EJ_NEXT) as *i64
1084 let e: *i64 = ejp(base)
1085 var i: i64 = 0
1086 while i < EJ_INDEX_BUCKETS { heads[i]=0;i=i+1 }
1087 i=0
1088 while i < EJRN_SLOTS {
1089 next[i]=0
1090 let cur: i64 = e[i]
1091 if cur != 0 {
1092 let h: i64 = ej_index_bucket(cur & EJRN_TAG_MASK)
1093 next[i]=heads[h]
1094 heads[h]=i+1
1095 }
1096 i=i+1
1097 }
1098 return heads
1099}
1100func ej_index_get(base: i64, heads: *i64, ax: i64, ay: i64, az: i64) -> i64 {
1101 if ej_key_representable(ax,ay,az) == 0 { return 0-1 }
1102 let e: *i64 = ejp(base)
1103 let next: *i64 = (base+O_EJ_NEXT) as *i64
1104 let key: i64 = ej_key(ax,ay,az)
1105 var at: i64 = heads[ej_index_bucket((key+1)<<8)]
1106 var winner: i64 = 0-1
1107 var result: i64 = 0-1
1108 while at > 0 {
1109 let slot: i64 = at-1
1110 if ej_tag_matches(e[slot],key) == 1 {
1111 if slot > winner { winner=slot;result=e[slot]&255 }
1112 }
1113 at=next[slot]
1114 }
1115 return result
1116}
1117func ej_index_put(base: i64, heads: *i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 {
1118 if ej_key_representable(ax,ay,az) == 0 { return 0-2 }
1119 if b < 0 || b > 255 { return 0-2 }
1120 let e: *i64 = ejp(base)
1121 let next: *i64 = (base+O_EJ_NEXT) as *i64
1122 let key: i64 = ej_key(ax,ay,az)
1123 let tag: i64 = (key+1)<<8
1124 let bucket: i64 = ej_index_bucket(tag)
1125 var at: i64 = heads[bucket]
1126 var matched: i64 = 0
1127 while at > 0 {
1128 let slot: i64 = at-1
1129 if ej_tag_matches(e[slot],key) == 1 { e[slot]=tag|b;matched=1 }
1130 at=next[slot]
1131 }
1132 if matched == 1 { return 1 }
1133 // New keys retain the original persisted hash-probe insertion order.
1134 var i: i64 = (key*EJRN_HASH_MUL)&(EJRN_SLOTS-1)
1135 var n: i64 = 0
1136 while n < EJRN_SLOTS {
1137 if e[i] == 0 {
1138 e[i]=tag|b
1139 next[i]=heads[bucket]
1140 heads[bucket]=i+1
1141 return 1
1142 }
1143 i=(i+1)&(EJRN_SLOTS-1);n=n+1
1144 }
1145 return 0-1
1146}
1147func ej_put(base: i64, ax: i64, ay: i64, az: i64, b: i64) -> i64 {
1148 if ej_key_representable(ax,ay,az) == 0 { return 0-2 }
1149 if b < 0 || b > 255 { return 0-2 }
1150 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL)
1151 if (index as i64) == 0 { return 0-3 }
1152 return ej_index_put(base,index,ax,ay,az,b)
1153}
1154func ej_get(base: i64, ax: i64, ay: i64, az: i64) -> i64 {
1155 if ej_key_representable(ax,ay,az) == 0 { return 0-1 }
1156 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL)
1157 if (index as i64) == 0 { return 0-1 }
1158 return ej_index_get(base,index,ax,ay,az)
1159}
1160// overlay journal entries falling inside the local box [lx0..lx1) x [lz0..lz1) -- edits WIN over regen
1161func ej_overlay(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 {
1162 let s: *i64 = wst(base)
1163 let e: *i64 = ejp(base)
1164 var i: i64 = 0
1165 while i < EJRN_SLOTS {
1166 let cur: i64 = e[i]
1167 if cur != 0 {
1168 let k: i64 = (cur >> 8) - 1
1169 let ay: i64 = k & 63
1170 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216
1171 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216
1172 let lx: i64 = ax - s[S_WOX]
1173 let lz: i64 = az - s[S_WOZ]
1174 if lx >= lx0 { if lx < lx1 { if lz >= lz0 { if lz < lz1 {
1175 vset(base, lx, ay, lz, cur & 255)
1176 } } } }
1177 }
1178 i = i + 1
1179 }
1180 return 0
1181}
1182// the PLAYER-EDIT write path: journal at absolute coords FIRST (a full journal refuses the whole
1183// edit -- world and history stay consistent), then the window write. Gen/save paths keep raw vset.
1184func wc_edit(base: i64, x: i64, y: i64, z: i64, b: i64) -> i64 {
1185 if vin(x,y,z) == 0 { return 0 }
1186 let s: *i64 = wst(base)
1187 if ej_put(base, x + s[S_WOX], y, z + s[S_WOZ], b) < 0 {
1188 s[S_EJDROP] = s[S_EJDROP] + 1
1189 return 0
1190 }
1191 return vset(base, x, y, z, b)
1192}
1193// solid for collision: everything but air, water and CROPS (plants are walked through, not on)
1194func vsolid(base: i64, x: i64, y: i64, z: i64) -> i64 {
1195 let b: i64 = vget(base, x, y, z)
1196 if b == 0 { return 0 }
1197 if b == 4 { return 0 }
1198 if b >= B_CROP0 { if b <= B_CROP2 { return 0 } }
1199 return 1
1200}
1201
1202// ---------- worldgen: integer value noise -> heightmap -> columns -> trees ----------
1203func whash(x: i64, z: i64, sd: i64) -> i64 {
1204 var n: i64 = x*TERRAIN_HASH_X + z*TERRAIN_HASH_Z + sd*TERRAIN_HASH_SEED
1205 n = n & SAVE_CK_MASK
1206 n = (n ^ (n >> 13)) * TERRAIN_HASH_MIX
1207 n = n & SAVE_CK_MASK
1208 return (n ^ (n >> 16)) % 256
1209}
1210// bilinear value noise, lattice spacing `sc`, result 0..255
1211func wnoise(x: i64, z: i64, sc: i64, sd: i64) -> i64 {
1212 let cx: i64 = x / sc
1213 let cz: i64 = z / sc
1214 let fx: i64 = x % sc
1215 let fz: i64 = z % sc
1216 let c00: i64 = whash(cx, cz, sd)
1217 let c10: i64 = whash(cx+1, cz, sd)
1218 let c01: i64 = whash(cx, cz+1, sd)
1219 let c11: i64 = whash(cx+1, cz+1, sd)
1220 let v0: i64 = c00 + (c10 - c00)*fx/sc
1221 let v1: i64 = c01 + (c11 - c01)*fx/sc
1222 return v0 + (v1 - v0)*fz/sc
1223}
1224// the RAW two-octave surface: what wheight was in full before E1, unchanged and still the only
1225// thing the talus measurement is allowed to read (a threshold derived from an already-eroded
1226// surface would be measuring its own output).
1227func wheight_raw(base: i64, x: i64, z: i64, sd: i64) -> i64 {
1228 let sp: *i64 = wsp(base)
1229 // GE14a: when the recipe binds the staged pipeline, the ground IS the six-field
1230 // parameter space (continentalness -> spline, ridged relief scaled by weirdness and
1231 // flattened by erosion) rather than this engine's two octaves of value noise. The
1232 // core statics are set PER CALL, not once at init, deliberately: gates hold several
1233 // arenas at different seeds at the same time and a module-global seeded once would
1234 // silently generate one arena's terrain inside another. Four assignments against a
1235 // per-column noise evaluation is not a cost worth a correctness risk.
1236 let wpd: i64 = sp[P_WPIPE]
1237 if wpd != 0 {
1238 WP_SEED = sd
1239 WP_TEMP_BIAS = 0
1240 WP_CONT_BIAS = 0
1241 WP_MOUNT_SCALE = WP_MAGIC_1400
1242 var wsc: i64 = sp[P_WPSCALE]
1243 if wsc <= 0 { wsc = 1 }
1244 return wclamp(sp[P_TBASE] + wp_height_raw(x*wsc, z*wsc)/wpd, 1, WY - 8)
1245 }
1246 let n1: i64 = wnoise(x, z, 16, sd)
1247 let n2: i64 = wnoise(x, z, 5, sd + 7)
1248 var h: i64 = sp[P_TBASE] + n1*sp[P_TAMP1]/256 + n2*sp[P_TAMP2]/256
1249 return wclamp(h, 1, WY - 8)
1250}
1251
1252// ---------- E1: TALUS EROSION, EVALUATED POINTWISE (2026-08-25) ----------
1253// THE WORLD SCROLLS, SO EROSION HERE CANNOT BE A BAKED GRID. gencol regenerates strips at
1254// ABSOLUTE coordinates as the window slides (s[S_WOX] = s[S_WOX] + dx), which is exactly why the
1255// header above gencol calls the terrain "a pure function of (absolute position, seed) -> unbounded
1256// land". nx_worldpipe's wp_erode is the baked-grid shape and its OWN docstring states the cost:
1257// it returns zero "outside the baked span", a case "a caller must not be able to tell apart from
1258// no erosion here, because that is what they are". Baking it here would put eroded ground behind
1259// the player and raw noise in front of him with a hard seam between the two. Storing a grid is
1260// not available either -- "wasm has no mmap; every buffer is an arena offset", and the
1261// framebuffer TAILS the arena (T60), so a 128x128 heightfield would have to move WASM_MEM_BYTES.
1262// SO THE OPERATOR IS EVALUATED, NOT STORED. k passes of a radius-1 stencil have a domain of
1263// dependence of radius k, so the unrolled composition below returns at (x,z) exactly what a
1264// k-pass relaxation over an INFINITE grid would put there. No seam can exist because there is no
1265// grid to have an edge, and nothing has to be saved, shifted or invalidated when the world slides.
1266// The pass is thermal (talus) erosion in its symmetric PAIRWISE-EXCHANGE form: across each of the
1267// 4 edges material moves from the higher cell to the lower one ONLY where the drop exceeds the
1268// talus threshold. wc_er_flux is ANTISYMMETRIC -- flux(-d) == -flux(d) exactly, truncation toward
1269// zero included -- so both ends of every edge move by equal and opposite amounts and the pass
1270// CONSERVES MASS. That is what makes this erosion and not a blur: a blur lowers everything, this
1271// cuts steep faces back and fills the hollows immediately below them, and it leaves ground gentler
1272// than the threshold untouched entirely.
1273const WC_ER_Q: i64 = 256 // fixed point the pass runs in. World heights are
1274 // small integers (craft relief ~22 blocks), so a
1275 // pass done in whole blocks could only ever move 0
1276 // or >=1 and would quantise the effect away.
1277const WC_ER_STABLE_Q: i64 = WC_ER_Q / 4 // DERIVED, not tasted: an explicit 4-neighbour
1278 // exchange h' = h + r*sum(h_n - h) is stable iff
1279 // 4r <= 1, so r = 1/4 is the marginal limit and
1280 // oscillates AT it.
1281const WC_ER_RATE_Q: i64 = WC_ER_STABLE_Q / 2 // WRITTEN AS THE ARITHMETIC: half the stability
1282 // limit. This factor of 2 is the ONLY judgement in
1283 // the whole operator and it is named right here;
1284 // the per-world lever is the tick budget, which is
1285 // recipe DATA, not code.
1286const WC_ER_MAXK: i64 = 3 // STRUCTURAL, not a clamp: three unrolled levels
1287 // are written below and no fourth one exists. Cost
1288 // is 5^k raw height evaluations per column -- 125
1289 // at k=3; 625 at k=4 would put worldgen past a
1290 // second and a visitor would meet a blank canvas.
1291const WC_ER_FLAT: i64 = 0 - 1 // P_ERTAL sentinel: measured, and there is no relief
1292
1293// THE SAME SURFACE AT SUB-BLOCK RESOLUTION -- AND THE FIX FOR A MEASURED, GATE-CAUGHT DEFECT.
1294// wheight_raw's two truncating divisions by 256 round the land to WHOLE BLOCKS before anything
1295// can weather it, and feeding that pre-rounded field to the pass made the first cut of this
1296// operator measurably do nothing. With the input quantised, every neighbour drop is a multiple of
1297// 256; the MEASURED talus came out at 264, so a one-block step (256) sits BELOW the threshold and
1298// does not move at all, and a two-block step moves (512-264)/8 = 31 of the 128 needed to change a
1299// block. The wasm-VM gate reported moved=0 of 576 with HI 477 -> 477 and REFUSED the ship. That is
1300// the tooth doing its job, and the answer is not a bigger rate -- it is to weather the CONTINUOUS
1301// field and quantise only the result, which is what erosion does to real ground anyway.
1302func wheight_q(base: i64, x: i64, z: i64, sd: i64) -> i64 {
1303 let sp: *i64 = wsp(base)
1304 let n1: i64 = wnoise(x, z, 16, sd)
1305 let n2: i64 = wnoise(x, z, 5, sd + 7)
1306 var hq: i64 = sp[P_TBASE]*WC_ER_Q + n1*sp[P_TAMP1] + n2*sp[P_TAMP2]
1307 return wclamp(hq, WC_ER_Q, (WY - 8)*WC_ER_Q)
1308}
1309// signed transfer INTO this cell across one edge, given the neighbour-minus-self drop d.
1310// Antisymmetric by construction, so the two ends of an edge always move by equal and opposite
1311// amounts. That identity is what conserves mass, and the gate ASSERTS it rather than assuming the
1312// dialect truncates the way this reasoning needs.
1313func wc_er_flux(d: i64, t: i64) -> i64 {
1314 if d > t { return (d - t)*WC_ER_RATE_Q/WC_ER_Q }
1315 if d < 0 - t { return (d + t)*WC_ER_RATE_Q/WC_ER_Q }
1316 return 0
1317}
1318// THE THRESHOLD IS MEASURED, NEVER AUTHORED. Mean over a FIXED reference patch of each cell's
1319// largest 4-neighbour drop -- wp_erode_talus_derived's rule, applied to the surface actually being
1320// eroded. The patch is the absolute [0,WX)x[0,WZ) square rather than the player's current window,
1321// so the threshold stays a pure function of (spec, seed) and does not drift as the world slides
1322// under him. Result is in WC_ER_Q units; a world with no relief measures 0 and turns erosion off.
1323func wc_er_talus(base: i64, sd: i64) -> i64 {
1324 var sum: i64 = 0
1325 var z: i64 = 0
1326 while z < WZ {
1327 var x: i64 = 0
1328 while x < WX {
1329 let h: i64 = wheight_q(base, x, z, sd)
1330 var m: i64 = 0
1331 let da: i64 = wheight_q(base, x - 1, z, sd) - h
1332 if da > m { m = da }
1333 if 0 - da > m { m = 0 - da }
1334 let db: i64 = wheight_q(base, x + 1, z, sd) - h
1335 if db > m { m = db }
1336 if 0 - db > m { m = 0 - db }
1337 let dc: i64 = wheight_q(base, x, z - 1, sd) - h
1338 if dc > m { m = dc }
1339 if 0 - dc > m { m = 0 - dc }
1340 let dd: i64 = wheight_q(base, x, z + 1, sd) - h
1341 if dd > m { m = dd }
1342 if 0 - dd > m { m = 0 - dd }
1343 sum = sum + m
1344 x = x + 1
1345 }
1346 z = z + 1
1347 }
1348 return sum/(WX*WZ) // already in WC_ER_Q units: the field it measured is
1349}
1350// memoised into the spec so the sweep above runs ONCE per arena, never once per column. The
1351// sentinel makes "measured and flat" distinguishable from "not measured yet", which is the whole
1352// reason a flat world does not pay the sweep on every single query.
1353func wc_er_arm(base: i64, sd: i64) -> i64 {
1354 let sp: *i64 = wsp(base)
1355 if sp[P_ERTAL] != 0 { return sp[P_ERTAL] }
1356 let t: i64 = wc_er_talus(base, sd)
1357 if t <= 0 { sp[P_ERTAL] = WC_ER_FLAT } else { sp[P_ERTAL] = t }
1358 return sp[P_ERTAL]
1359}
1360// ONE PASS, UNROLLED THREE DEEP. No recursion anywhere: each level is its own function and calls
1361// only the level below it, so the maximum budget is a property of the SOURCE that a reader can
1362// count, rather than a runtime clamp that has to be trusted.
1363func wc_er1(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 {
1364 let h: i64 = wheight_q(base, x, z, sd)
1365 var a: i64 = h
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 + 1, z, sd) - h, t)
1368 a = a + wc_er_flux(wheight_q(base, x, z - 1, sd) - h, t)
1369 a = a + wc_er_flux(wheight_q(base, x, z + 1, sd) - h, t)
1370 return a
1371}
1372func wc_er2(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 {
1373 let h: i64 = wc_er1(base, x, z, sd, t)
1374 var a: i64 = h
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 + 1, z, sd, t) - h, t)
1377 a = a + wc_er_flux(wc_er1(base, x, z - 1, sd, t) - h, t)
1378 a = a + wc_er_flux(wc_er1(base, x, z + 1, sd, t) - h, t)
1379 return a
1380}
1381func wc_er3(base: i64, x: i64, z: i64, sd: i64, t: i64) -> i64 {
1382 let h: i64 = wc_er2(base, x, z, sd, t)
1383 var a: i64 = h
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 + 1, z, sd, t) - h, t)
1386 a = a + wc_er_flux(wc_er2(base, x, z - 1, sd, t) - h, t)
1387 a = a + wc_er_flux(wc_er2(base, x, z + 1, sd, t) - h, t)
1388 return a
1389}
1390// THE HEIGHT THE PLAYER WALKS ON. gencol builds every column from this and gentrees plants from
1391// it, so a change here is a change to the GROUND, not a shader drawn over it. All 7 call sites are
1392// worldgen or init; the renderer reads voxels, so the 5^k cost is paid once per strip and never
1393// per frame.
1394func wheight(base: i64, x: i64, z: i64, sd: i64) -> i64 {
1395 let sp: *i64 = wsp(base)
1396 var k: i64 = sp[P_ERODE]
1397 if k <= 0 { return wheight_raw(base, x, z, sd) }
1398 if k > WC_ER_MAXK { k = WC_ER_MAXK }
1399 let t: i64 = wc_er_arm(base, sd)
1400 if t <= 0 { return wheight_raw(base, x, z, sd) }
1401 var he: i64 = 0
1402 if k == 1 { he = wc_er1(base, x, z, sd, t) }
1403 if k == 2 { he = wc_er2(base, x, z, sd, t) }
1404 if k >= 3 { he = wc_er3(base, x, z, sd, t) }
1405 return wclamp((he + WC_ER_Q/2)/WC_ER_Q, 1, WY - 8)
1406}
1407// GE53: the SAME eroded height wheight returns, in WC_ER_Q units and NOT rounded -- the one value the
1408// surface source keeps that the voxel column throws away at wheight's last line.
1409func wheight_qe(base: i64, x: i64, z: i64, sd: i64) -> i64 {
1410 let sp: *i64 = wsp(base)
1411 var k: i64 = sp[P_ERODE]
1412 if k <= 0 { return wheight_q(base, x, z, sd) }
1413 if k > WC_ER_MAXK { k = WC_ER_MAXK }
1414 let t: i64 = wc_er_arm(base, sd)
1415 if t <= 0 { return wheight_q(base, x, z, sd) }
1416 var he: i64 = 0
1417 if k == 1 { he = wc_er1(base, x, z, sd, t) }
1418 if k == 2 { he = wc_er2(base, x, z, sd, t) }
1419 if k >= 3 { he = wc_er3(base, x, z, sd, t) }
1420 return wclamp(he, WC_ER_Q, (WY - 8)*WC_ER_Q)
1421}
1422// the ocean ramp in Q units -- the same arithmetic wsp_beach_ocean applies to whole blocks, so the field
1423// and the column agree on where the beach meets the sea.
1424func wsp_beach_ocean_q(sp: *i64, ax: i64, az: i64, hq: i64) -> i64 {
1425 let oc: i64 = sp[P_OCEAN]
1426 if oc == 0 { return hq }
1427 let d: i64 = wsp_ocean_d(sp, ax, az)
1428 if d <= 0 { return hq }
1429 let slopew: i64 = (oc >> 12) & 63
1430 let bedq: i64 = ((oc >> 18) & 63)*WC_ER_Q
1431 var t: i64 = bedq
1432 if d < slopew { t = hq - (hq - bedq)*d/slopew }
1433 if t < bedq { t = bedq }
1434 if t > hq { t = hq }
1435 return t
1436}
1437func hq_get(base: i64, x: i64, z: i64) -> i64 {
1438 if x < 0 { return 0 - 1 }
1439 if z < 0 { return 0 - 1 }
1440 if x >= WX { return 0 - 1 }
1441 if z >= WZ { return 0 - 1 }
1442 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64
1443 return p[0]
1444}
1445func hq_set(base: i64, x: i64, z: i64, v: i64) -> i64 {
1446 let p: *i64 = (base + O_HQ + (z*WX + x)*8) as *i64
1447 p[0] = v
1448 return 0
1449}
1450func hq_off() -> i64 { return O_HQ }
1451// wc_surface_source -- GE53's named symbol: the terrain SURFACE height (the top of the ground, Q8 world
1452// units) at a Q8 position, bilinear between the four surrounding columns. -1 outside the window. A
1453// column's Q height is the base of its top block, so the surface sits one block above it.
1454func wc_surface_source(base: i64, pxq: i64, pzq: i64) -> i64 {
1455 let cx: i64 = pxq >> 8
1456 let cz: i64 = pzq >> 8
1457 let fx: i64 = pxq & 255
1458 let fz: i64 = pzq & 255
1459 let h00: i64 = hq_get(base, cx, cz)
1460 let h10: i64 = hq_get(base, cx + 1, cz)
1461 let h01: i64 = hq_get(base, cx, cz + 1)
1462 let h11: i64 = hq_get(base, cx + 1, cz + 1)
1463 if h00 < 0 { return 0 - 1 }
1464 if h10 < 0 { return 0 - 1 }
1465 if h01 < 0 { return 0 - 1 }
1466 if h11 < 0 { return 0 - 1 }
1467 let top: i64 = h00*(256 - fx)*(256 - fz) + h10*fx*(256 - fz) + h01*(256 - fx)*fz + h11*fx*fz
1468 return top/65536 + 256
1469}
1470// terrain-class blocks: the ground the field replaces. Structures (wood, leaves, crops, water) stay cells.
1471func wterrain(b: i64) -> i64 {
1472 if b == 1 { return 1 }
1473 if b == 2 { return 1 }
1474 if b == 3 { return 1 }
1475 if b == 5 { return 1 }
1476 if b == 8 { return 1 }
1477 if b == 9 { return 1 }
1478 if b == 10 { return 1 }
1479 if b == 11 { return 1 }
1480 return 0
1481}
1482// trilinear 3D value noise 0..255 (cave carver)
1483func wnoise3(x: i64, y: i64, z: i64, sc: i64, sd: i64) -> i64 {
1484 let cx: i64 = x / sc
1485 let cy3: i64 = y / sc
1486 let cz: i64 = z / sc
1487 let fx: i64 = x % sc
1488 let fy: i64 = y % sc
1489 let fz: i64 = z % sc
1490 let a00: i64 = whash(cx + cy3*97, cz, sd)
1491 let a10: i64 = whash(cx + 1 + cy3*97, cz, sd)
1492 let a01: i64 = whash(cx + cy3*97, cz + 1, sd)
1493 let a11: i64 = whash(cx + 1 + cy3*97, cz + 1, sd)
1494 let b00: i64 = whash(cx + (cy3+1)*97, cz, sd)
1495 let b10: i64 = whash(cx + 1 + (cy3+1)*97, cz, sd)
1496 let b01: i64 = whash(cx + (cy3+1)*97, cz + 1, sd)
1497 let b11: i64 = whash(cx + 1 + (cy3+1)*97, cz + 1, sd)
1498 let a0: i64 = a00 + (a10 - a00)*fx/sc
1499 let a1: i64 = a01 + (a11 - a01)*fx/sc
1500 let av: i64 = a0 + (a1 - a0)*fz/sc
1501 let b0: i64 = b00 + (b10 - b00)*fx/sc
1502 let b1: i64 = b01 + (b11 - b01)*fx/sc
1503 let bv: i64 = b0 + (b1 - b0)*fz/sc
1504 return av + (bv - av)*fy/sc
1505}
1506// recompute the world's highest solid layer (init + save-load; place maintains it incrementally)
1507func wc_wmax(base: i64) -> i64 {
1508 let s: *i64 = wst(base)
1509 let vxp: *u8 = (base + O_VOX) as *u8
1510 var y: i64 = WY - 1
1511 while y >= 0 {
1512 var i: i64 = y*WZ*WX
1513 let end: i64 = (y + 1)*WZ*WX
1514 while i < end {
1515 if (vxp[i] & 0xff) != 0 { s[S_WMAX] = y; return y }
1516 i = i + 1
1517 }
1518 y = y - 1
1519 }
1520 s[S_WMAX] = 0
1521 return 0
1522}
1523
1524// generate ONE local column from ABSOLUTE world coords: the terrain is a pure function of
1525// (absolute position, seed) -> unbounded land, deterministic everywhere, no stored world needed
1526// for virgin ground (the voxchunk regen law wired into the live game).
1527// GE13 -- shore distance: how many blocks SEAWARD of the shoreline (ax,az) sits; <= 0 = inland,
1528// -1 = this identity has no ocean row at all.
1529func wsp_ocean_d(sp: *i64, ax: i64, az: i64) -> i64 {
1530 let oc: i64 = sp[P_OCEAN]
1531 if oc == 0 { return 0 - 1 }
1532 let edge: i64 = oc & 3
1533 let shore: i64 = ((oc >> 2) & 1023) - 512
1534 if edge == 0 { return az - shore }
1535 if edge == 1 { return shore - az }
1536 if edge == 2 { return ax - shore }
1537 return shore - ax
1538}
1539// GE45 REVIEW FRAMING (2026-09-04) -- the sea bearing of an identity, in yaw it-units (yaw 0 looks toward +z,
1540// x = sin, z = cos: the convention summon() and the page's review steering already share), or -1 when the
1541// identity carries no ocean row. Read by the spawn (the first frame faces the sea), by summon() (the review
1542// ring stands on the seaward arc so the shore is behind the girl the camera frames) and exported as the
1543// sea_yaw door for the HUD and the gate. Data: the same P_OCEAN row wsp_ocean_d decodes -- no second coastline.
1544func wsp_sea_yaw(sp: *i64) -> i64 {
1545 let oc: i64 = sp[P_OCEAN]
1546 if oc == 0 { return 0 - 1 }
1547 let edge: i64 = oc & 3
1548 if edge == 0 { return 0 }
1549 if edge == 1 { return IT_PI }
1550 if edge == 2 { return IT_PI/2 }
1551 return IT_PI*3/2
1552}
1553// the seaward review arc: the summoned cast spans one quarter turn centred on the sea bearing. A quarter turn
1554// is the widest arc whose every member still stands between the player and the shore (tan 45 degrees = 1, so
1555// the gate can assert it with integer arithmetic: |dx| <= dz for a +z sea).
1556const WC_REVIEW_ARC: i64 = IT_PI/2
1557// GE13 -- the ocean shaping rule (gameengine rung wsp_beach_ocean), applied to the PURE noise
1558// height wherever a column sits seaward of the shoreline: ramp the ground from its natural
1559// height down to the SEABED across the SLOPE width, then hold the seabed. gencol's existing
1560// flood rule (P_WATER) then fills the water and its sand rule paints the wet band -- beach,
1561// shallows and open sea all emerge from ONE data row, no per-world code. P_OCEAN == 0 returns
1562// h untouched, so every existing world is byte-identical by construction.
1563func wsp_beach_ocean(sp: *i64, ax: i64, az: i64, h: i64) -> i64 {
1564 let oc: i64 = sp[P_OCEAN]
1565 if oc == 0 { return h }
1566 let d: i64 = wsp_ocean_d(sp, ax, az)
1567 if d <= 0 { return h }
1568 let slopew: i64 = (oc >> 12) & 63
1569 let bed: i64 = (oc >> 18) & 63
1570 var t: i64 = bed
1571 if d < slopew { t = h - (h - bed)*d/slopew }
1572 if t < bed { t = bed }
1573 if t > h { t = h }
1574 return t
1575}
1576
1577// Runtime position validity uses the same terrain field and structural body sweep.
1578// This does not change the existing point footprint into a wider avatar.
1579func wc_player_position_clear(base: i64, x: i64, y: i64, z: i64) -> i64 {
1580 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return 0 }
1581 if wsp(base)[P_SURF] == 1 {
1582 let field: i64=wc_surface_source(base,x,z)
1583 if field < 0 || y-EYE < field { return 0 }
1584 }
1585 wc_player_body(base,x,y,z)
1586 beach_contact_world_sweep(base,wc_contact_body(base),wc_contact_obstacle(base),wc_contact_result(base),1,0)
1587 let contact: *BeachContactResult=wc_contact_result(base)
1588 if contact.initial_overlap == 1 { return 0 }
1589 return 1
1590}
1591// Return 0 unchanged,1 recovered,-1 unresolved. No arbitrary teleport across X/Z.
1592// A restore can carry a valid checksum yet contain an old penetrated camera.
1593
1594// Profile storage occupies the verified unused O_ST tail; existing 64-word ABI is unchanged.
1595const S_MOVE_MODE: i64 = 51
1596const S_MOVE_GRAV_MM: i64 = 52
1597const S_MOVE_JUMP_MM: i64 = 53
1598const S_MOVE_WALK_MM: i64 = 54
1599const S_MOVE_TERM_MM: i64 = 55
1600const S_MOVE_STEP_Q8: i64 = 56
1601const S_MOVE_REPEAT: i64 = 57
1602const S_MOVE_VNUM: i64 = 58
1603const S_MOVE_RY: i64 = 59
1604const S_MOVE_RX: i64 = 60
1605const S_MOVE_RZ: i64 = 61
1606const S_MOVE_LAST_JUMP: i64 = 62
1607const S_MOVE_REV: i64 = 63
1608const WC_MOVE_HZ: i64 = 60
1609const WC_MOVE_Q8: i64 = 256
1610const WC_MOVE_MM: i64 = 1000
1611const WC_MOVE_DEN: i64 = WC_MOVE_MM*WC_MOVE_HZ*WC_MOVE_HZ
1612const WC_MOVE_HDEN: i64 = WATER_MAGIC_4096*WC_MOVE_MM*WC_MOVE_HZ
1613// A request cannot traverse more than the vertical arena extent in one tick.
1614const WC_MOVE_SPEED_MAX_MM: i64 = WY*WC_MOVE_MM*WC_MOVE_HZ
1615const WC_MOVE_GRAV_MAX_MM: i64 = WC_MOVE_SPEED_MAX_MM*WC_MOVE_HZ
1616const WC_MOVE_RC_PROFILE: i64 = 0 - 81
1617const WC_MOVE_RC_ACTIVE: i64 = 0 - 82
1618
1619func wc_move_reset(base: i64) -> i64 {
1620 let s: *i64 = wst(base)
1621 s[S_MOVE_VNUM] = 0; s[S_MOVE_RY] = 0
1622 s[S_MOVE_RX] = 0; s[S_MOVE_RZ] = 0
1623 s[S_MOVE_LAST_JUMP] = 0
1624 return 0
1625}
1626func wc_move_valid(mode: i64, grav: i64, launch: i64, walk: i64,
1627 terminal: i64, step: i64, repeat: i64) -> i64 {
1628 if mode == 0 {
1629 if grav != 0 || launch != 0 || walk != 0 || terminal != 0 || step != 0 || repeat != 0 { return WC_MOVE_RC_PROFILE }
1630 return 0
1631 }
1632 if mode != 1 { return WC_MOVE_RC_PROFILE }
1633 if grav <= 0 || grav > WC_MOVE_GRAV_MAX_MM { return WC_MOVE_RC_PROFILE }
1634 if launch <= 0 || launch > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE }
1635 if walk < 0 || walk > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE }
1636 if terminal <= 0 || terminal > WC_MOVE_SPEED_MAX_MM { return WC_MOVE_RC_PROFILE }
1637 if step < 0 || step >= WY*WC_MOVE_Q8 { return WC_MOVE_RC_PROFILE }
1638 if repeat < 0 || repeat > 1 { return WC_MOVE_RC_PROFILE }
1639 return 0
1640}
1641func wc_move_commit_validated(base: i64, mode: i64, grav: i64, launch: i64, walk: i64,
1642 terminal: i64, step: i64, repeat: i64) -> i64 {
1643 let s: *i64 = wst(base)
1644 s[S_MOVE_MODE] = mode
1645 s[S_MOVE_GRAV_MM] = grav; s[S_MOVE_JUMP_MM] = launch
1646 s[S_MOVE_WALK_MM] = walk; s[S_MOVE_TERM_MM] = terminal
1647 s[S_MOVE_STEP_Q8] = step; s[S_MOVE_REPEAT] = repeat
1648 wc_move_reset(base)
1649 s[S_MOVE_REV] = s[S_MOVE_REV] + 1
1650 return 0
1651}
1652func wc_move_set(base: i64, mode: i64, grav: i64, launch: i64, walk: i64,
1653 terminal: i64, step: i64, repeat: i64) -> i64 {
1654 let valid: i64 = wc_move_valid(mode,grav,launch,walk,terminal,step,repeat)
1655 if valid != 0 { return valid }
1656 let s: *i64 = wst(base)
1657 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 }
1658 if s[S_GROUNDED] != 1 || s[S_VY] != 0 { return WC_MOVE_RC_ACTIVE }
1659 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 }
1660 let held: i64 = ia_held(winp(base))
1661 if (held & (IA_UP | IA_DOWN | IA_LEFT | IA_RIGHT | IA_JUMP)) != 0 { return WC_MOVE_RC_ACTIVE }
1662 return wc_move_commit_validated(base,mode,grav,launch,walk,terminal,step,repeat)
1663}
1664func wc_move_boot(base: i64, world: i64) -> i64 {
1665 if world != BEACH_RELEASE_WORLD { return 0 }
1666 // init preflights immutable recipe data before any arena mutation; grounded is established by motion.
1667 return wc_move_commit_validated(base,BEACH_MOVE_MODE,BEACH_MOVE_GRAV_MM,BEACH_MOVE_JUMP_MM,
1668 BEACH_MOVE_WALK_MM,BEACH_MOVE_TERM_MM,BEACH_MOVE_STEP_Q8,BEACH_MOVE_REPEAT)
1669}
1670func wc_move_horizontal(base: i64, axis: i64, direction: i64) -> i64 {
1671 let s: *i64 = wst(base)
1672 if s[S_MOVE_MODE] == 0 { return direction*SPEED/WATER_MAGIC_4096 }
1673 var slot: i64 = S_MOVE_RX
1674 if axis == 2 { slot = S_MOVE_RZ }
1675 if direction == 0 { s[slot] = 0; return 0 }
1676 let sum: i64 = s[slot] + direction*s[S_MOVE_WALK_MM]*WC_MOVE_Q8
1677 let delta: i64 = sum/WC_MOVE_HDEN
1678 s[slot] = sum - delta*WC_MOVE_HDEN
1679 return delta
1680}
1681func wc_move_vertical_request(base: i64, jump: i64) -> i64 {
1682 let s: *i64 = wst(base)
1683 var launch: i64 = jump
1684 if s[S_MOVE_REPEAT] == 0 && s[S_MOVE_LAST_JUMP] == 1 { launch = 0 }
1685 s[S_MOVE_LAST_JUMP] = jump
1686 var vn: i64 = s[S_MOVE_VNUM]
1687 if launch == 1 && s[S_GROUNDED] == 1 {
1688 vn = s[S_MOVE_JUMP_MM]*WC_MOVE_Q8*WC_MOVE_HZ
1689 s[S_MOVE_RY] = 0
1690 }
1691 vn = vn - s[S_MOVE_GRAV_MM]*WC_MOVE_Q8
1692 let terminal: i64 = s[S_MOVE_TERM_MM]*WC_MOVE_Q8*WC_MOVE_HZ
1693 if vn < 0 - terminal { vn = 0 - terminal }
1694 s[S_MOVE_VNUM] = vn
1695 let sum: i64 = s[S_MOVE_RY] + vn
1696 let delta: i64 = sum/WC_MOVE_DEN
1697 s[S_MOVE_RY] = sum - delta*WC_MOVE_DEN
1698 return delta
1699}
1700func movement_profile_set(mode: i64, grav_mm_s2: i64, jump_mm_s: i64,
1701 walk_mm_s: i64, terminal_mm_s: i64, step_q8: i64, held_repeat: i64) -> i64 {
1702 return wc_move_set(0,mode,grav_mm_s2,jump_mm_s,walk_mm_s,terminal_mm_s,step_q8,held_repeat)
1703}
1704func movement_profile_field(field: i64) -> i64 {
1705 if field < 0 || field > S_MOVE_REV-S_MOVE_MODE { return WC_MOVE_RC_PROFILE }
1706 return wst(0)[S_MOVE_MODE+field]
1707}
1708func movement_tick_hz() -> i64 { return WC_MOVE_HZ }
1709func movement_velocity_denominator() -> i64 { return WC_MOVE_DEN }
1710
1711func wc_player_recover(base: i64) -> i64 {
1712 let s: *i64=wst(base)
1713 let x: i64=s[S_CX];let y: i64=s[S_CY];let z: i64=s[S_CZ]
1714 if wc_player_position_clear(base,x,y,z) == 1 { return 0 }
1715 if x < 0 || z < 0 || x >= WX*256 || z >= WZ*256 { return -1 }
1716 var floor: i64=y-EYE
1717 if wsp(base)[P_SURF] == 1 {
1718 let field: i64=wc_surface_source(base,x,z)
1719 if field < 0 { return -1 }
1720 if field > floor { floor=field }
1721 }
1722 if floor < 0 { floor=0 }
1723 var ceiling: i64=floor
1724 while ceiling+EYE+128 <= WY*256 {
1725 let stand: i64=wc_player_support(base,x,z,ceiling)
1726 if stand >= y && stand <= ceiling+EYE {
1727 if wc_player_position_clear(base,x,stand,z) == 1 {
1728 s[S_CY]=stand;s[S_VY]=0;s[S_GROUNDED]=1;wc_move_reset(base)
1729 return 1
1730 }
1731 }
1732 // Include the continuous field first, then every possible structural cell top.
1733 ceiling=((ceiling >> 8)+1)*256
1734 }
1735 return -1
1736}
1737func player_position_clear() -> i64 {
1738 let s: *i64=wst(0)
1739 return wc_player_position_clear(0,s[S_CX],s[S_CY],s[S_CZ])
1740}
1741func player_recover() -> i64 { return wc_player_recover(0) }
1742
1743// Same column owner for normal generation and non-destructive restore rebuild.
1744func wc_hq_column(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 {
1745 let sp: *i64=wsp(base)
1746 if sp[P_SURF] == 1 { hq_set(base,x,z,wsp_beach_ocean_q(sp,ax,az,wheight_qe(base,ax,az,sd))) }
1747 return 0
1748}
1749func wc_hq_restore(base: i64) -> i64 {
1750 if wsp(base)[P_SURF] != 1 { return 0 }
1751 let s: *i64=wst(base)
1752 var z: i64=0
1753 while z < WZ {
1754 var x: i64=0
1755 while x < WX {
1756 wc_hq_column(base,x,z,x+s[S_WOX],z+s[S_WOZ],s[S_SEED])
1757 x=x+1
1758 }
1759 z=z+1
1760 }
1761 return 0
1762}
1763
1764func gencol(base: i64, x: i64, z: i64, ax: i64, az: i64, sd: i64) -> i64 {
1765 let sp: *i64 = wsp(base)
1766 let wl: i64 = sp[P_WATER]
1767 let h: i64 = wsp_beach_ocean(sp, ax, az, wheight(base, ax, az, sd)) // GE13: the ocean is data
1768 wc_hq_column(base,x,z,ax,az,sd) // Same height owner as coherent save restoration.
1769 var y: i64 = 0
1770 while y < WY {
1771 var b: i64 = 0
1772 if y <= h {
1773 b = 3 // stone
1774 if y > h - 3 { b = 2 } // dirt cap
1775 if y == h {
1776 b = 1 // grass
1777 if h <= wl { b = 5 } // sand at/below waterline
1778 if h >= sp[P_SNOW] { b = 8 } // snow high up
1779 }
1780 // caves: carve inside the crust (never the floor, never the top 2 = no surface holes,
1781 // and never under water columns so lakes stay sealed)
1782 if b == 3 { if y >= 2 { if y <= h - 2 { if h > wl {
1783 if wnoise3(ax, y, az, 7, sd + 55) > sp[P_CAVETH] { b = 0 }
1784 } } } }
1785 // ores seed the remaining stone: coal common, iron deeper, gold deepest
1786 if b == 3 {
1787 let orr: i64 = whash(ax*7 + y*131, az*11 + y*17, sd + 31) % 997
1788 if orr < 22 { b = 9 }
1789 if y < 14 { if orr >= 22 { if orr < 32 { b = 10 } } }
1790 if y < 9 { if orr >= 32 { if orr < 38 { b = 11 } } }
1791 }
1792 }
1793 if y > h { if y <= wl { b = 4 } } // flood low ground
1794 vset(base, x, y, z, b)
1795 y = y + 1
1796 }
1797 return 0
1798}
1799// paint a voxel ONLY inside the regen box -- a tree may never overwrite terrain (and its journal
1800// overlay) outside the strip being regenerated
1801func vset_box(base: i64, x: i64, y: i64, z: i64, b: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 {
1802 if x < lx0 { return 0 }
1803 if x >= lx1 { return 0 }
1804 if z < lz0 { return 0 }
1805 if z >= lz1 { return 0 }
1806 return vset(base, x, y, z, b)
1807}
1808// GE17 wsp_palm_shape -- THE PALM (W2 shape id 3, mirroring nx_treegen species 3: dep0=0 trunk-
1809// only + "a ring of LONG radial frond blobs from the trunk top" -- ONE species canon, two lanes,
1810// the PG36 rule). A bare, gently curved trunk with NO branches below the crown, then a frond
1811// rosette. Everything DERIVED, nothing tuned:
1812// LEAN -- phototropic, TOWARD OPEN WATER when the world declares an ocean (P_OCEAN edge
1813// bits: shoreline palms lean seaward for light), hash-picked axis otherwise. Tip
1814// displacement = th9/3 (tan ~18deg of trunk height, the shoreline coconut habit); profile
1815// quadratic in height (uniform curvature): lean(dy) = dy*dy/(3*th9), which lands the tip at
1816// exactly th9/3 with no constant of its own.
1817// FRONDS -- 8 directions (4 axial + 4 diagonal, the voxel ring), length = the genome's own
1818// canopy radius cr9, arch droop(r) = r*r/(2*cr9): the tip ends half the frond length below
1819// the crown, the same quadratic droop nx_treegen's palm crown uses (seg*seg*11 there).
1820// Painting is clipped to the regen box (vset_box) so it is seam-safe under the widened scan
1821// margin gentrees derives for shape 3. Trunk = wood (6), fronds + apical bud = leaves (7);
1822// on the shore identity those palette rows read driftwood-brown and scrub-green already.
1823func wsp_palm_shape(base: i64, sp: *i64, tx: i64, tz: i64, h2: i64, th9: i64, cr9: i64,
1824 ax: i64, az: i64, sd: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64) -> i64 {
1825 var pldx: i64 = 0
1826 var pldz: i64 = 0
1827 let poc9: i64 = sp[P_OCEAN]
1828 if poc9 != 0 {
1829 let pe9: i64 = poc9 & 3
1830 if pe9 == 0 { pldz = 1 }
1831 if pe9 == 1 { pldz = 0 - 1 }
1832 if pe9 == 2 { pldx = 1 }
1833 if pe9 == 3 { pldx = 0 - 1 }
1834 }
1835 if poc9 == 0 {
1836 let pd9: i64 = whash(ax*19 + 13, az*23 + 29, sd + 251) % 4
1837 if pd9 == 0 { pldx = 1 }
1838 if pd9 == 1 { pldx = 0 - 1 }
1839 if pd9 == 2 { pldz = 1 }
1840 if pd9 == 3 { pldz = 0 - 1 }
1841 }
1842 var pox: i64 = 0
1843 var poz: i64 = 0
1844 var pty: i64 = 1
1845 while pty <= th9 {
1846 let pl9: i64 = pty*pty/(3*th9)
1847 pox = pldx*pl9
1848 poz = pldz*pl9
1849 vset_box(base, tx + pox, h2 + pty, tz + poz, 6, lx0, lx1, lz0, lz1)
1850 pty = pty + 1
1851 }
1852 let pcx: i64 = tx + pox
1853 let pcz: i64 = tz + poz
1854 let ptop: i64 = h2 + th9
1855 vset_box(base, pcx, ptop + 1, pcz, 7, lx0, lx1, lz0, lz1)
1856 var pfd: i64 = 0
1857 while pfd < 8 {
1858 var fdx9: i64 = 0
1859 var fdz9: i64 = 0
1860 if pfd == 0 { fdx9 = 1 }
1861 if pfd == 1 { fdx9 = 0 - 1 }
1862 if pfd == 2 { fdz9 = 1 }
1863 if pfd == 3 { fdz9 = 0 - 1 }
1864 if pfd == 4 { fdx9 = 1; fdz9 = 1 }
1865 if pfd == 5 { fdx9 = 1; fdz9 = 0 - 1 }
1866 if pfd == 6 { fdx9 = 0 - 1; fdz9 = 1 }
1867 if pfd == 7 { fdx9 = 0 - 1; fdz9 = 0 - 1 }
1868 var pr9: i64 = 1
1869 while pr9 <= cr9 {
1870 vset_box(base, pcx + fdx9*pr9, ptop + 1 - pr9*pr9/(2*cr9), pcz + fdz9*pr9, 7, lx0, lx1, lz0, lz1)
1871 pr9 = pr9 + 1
1872 }
1873 pfd = pfd + 1
1874 }
1875 return 0
1876}
1877// trees whose TRUNK falls in the +-2-expanded ABSOLUTE range paint their blocks CLIPPED to the
1878// local box, so a tree crossing a strip seam is completed by whichever strip regenerates later.
1879// The trunk condition is PURE (grass by the gen rules: above water, below snow) -- no window peeking.
1880func gentrees(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 {
1881 let sp: *i64 = wsp(base)
1882 if sp[P_TREE] == 0 { return 0 }
1883 let s: *i64 = wst(base)
1884 let wl: i64 = sp[P_WATER]
1885 // scan expanded to +-4 (was +-2): a SPECIES canopy reaches up to radius 4, so a trunk that
1886 // far outside the box can paint inside it -- the strip-seam completion law, wider. Legacy
1887 // worlds are unchanged: an R=2 stamp 3-4 cells out paints nothing in-box (no-op scan rows).
1888 // GE17: a palm's phototropic lean displaces its crown by up to (tb+tv)/3 beyond the frond
1889 // radius, so a palm-genome world widens the seam scan by that maximum lean -- DERIVED from
1890 // the same genome rows the grower reads, not a second constant. Every other shape keeps
1891 // the historic +-4 margin bit-exactly, and the extra scan rows are no-ops by the vset_box
1892 // clip (the standing seam law, same argument as the +-2 -> +-4 widening above).
1893 var mg9: i64 = 4
1894 if ((sp[P_TREESPEC] >> 12) & 7) == 3 { mg9 = 4 + ((sp[P_TREESPEC] & 15) + ((sp[P_TREESPEC] >> 4) & 15))/3 }
1895 var az: i64 = s[S_WOZ] + lz0 - mg9
1896 while az <= s[S_WOZ] + lz1 + mg9 - 1 {
1897 var ax: i64 = s[S_WOX] + lx0 - mg9
1898 while ax <= s[S_WOX] + lx1 + mg9 - 1 {
1899 let hr9: i64 = wheight(base, ax, az, sd)
1900 let h2: i64 = wsp_beach_ocean(sp, ax, az, hr9) // GE13: no trees grow on the sea
1901 // GE17: DRY LAND is where the ocean rule was a NO-OP (h2 == hr9). Seaward of the
1902 // shoreline the ramp lowered this column -- that whole band is the beach slope and
1903 // its wet sand, and vegetation stays off it (palms out of the water, off the wet
1904 // band, by the ocean row's own geometry rather than a second coastline rule).
1905 // Worlds without an ocean row have h2 == hr9 everywhere BY CONSTRUCTION
1906 // (wsp_beach_ocean returns h untouched), so this conjunct changes nothing there.
1907 var trunk: i64 = 0
1908 // the tree altitude ceiling is a SPEC ROW, not an engine constant: hardcoded 19
1909 // silently capped forests for any identity whose land sits higher (gate T52 found
1910 // it -- vale's P_TREE 43->19 barely moved the trunk count because the CEILING, not
1911 // the density row, was binding). 0 = the historic 19, so craft/depths are unchanged.
1912 var tmax: i64 = sp[P_TREEMAX]
1913 if tmax <= 0 { tmax = 19 }
1914 if h2 < tmax { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 {
1915 if whash(ax*3 + 7, az*5 + 11, sd + 99) % sp[P_TREE] == 0 { trunk = 1 }
1916 } } } }
1917 if trunk == 1 {
1918 let tx: i64 = ax - s[S_WOX]
1919 let tz: i64 = az - s[S_WOZ]
1920 let ts9: i64 = sp[P_TREESPEC]
1921 // W2b: the TREE branch keys on the tree bits (0..17) alone -- a genome carrying
1922 // only understory bits (18+) keeps the LEGACY forest exactly (T57's wood-equality
1923 // tooth), and understory grows in its own pass below regardless of trunk sites.
1924 if (ts9 & 262143) == 0 {
1925 // legacy stamp, byte-for-byte: every identity-only world is unchanged
1926 var ty: i64 = h2 + 1
1927 while ty <= h2 + 4 { vset_box(base, tx, ty, tz, 6, lx0, lx1, lz0, lz1); ty = ty + 1 }
1928 var lz: i64 = tz - 2
1929 while lz <= tz + 2 {
1930 var lx: i64 = tx - 2
1931 while lx <= tx + 2 {
1932 var keep: i64 = 1
1933 if lx == tx { if lz == tz { keep = 0 } }
1934 if keep == 1 {
1935 vset_box(base, lx, h2 + 4, lz, 7, lx0, lx1, lz0, lz1)
1936 if lx >= tx - 1 { if lx <= tx + 1 { if lz >= tz - 1 { if lz <= tz + 1 {
1937 vset_box(base, lx, h2 + 5, lz, 7, lx0, lx1, lz0, lz1)
1938 } } } }
1939 }
1940 lx = lx + 1
1941 }
1942 lz = lz + 1
1943 }
1944 vset_box(base, tx, h2 + 6, tz, 7, lx0, lx1, lz0, lz1)
1945 } else {
1946 // W2 SPECIES GROWER: the individual varies inside the species envelope by
1947 // position hash -- deterministic, seam-safe (paint clipped to the box),
1948 // asset-free. Shapes: 1 dome (squashed integer ellipsoid), 2 pine (diamond
1949 // rings widening down from the tip). Density drops leaves by hash for airy
1950 // canopies. All bounds y-clamped by vset's own vin guard.
1951 let tb9: i64 = ts9 & 15
1952 let tv9: i64 = (ts9 >> 4) & 15
1953 var cr9: i64 = (ts9 >> 8) & 15
1954 if cr9 < 1 { cr9 = 1 }
1955 if cr9 > 4 { cr9 = 4 }
1956 let sh9: i64 = (ts9 >> 12) & 7
1957 let dn9: i64 = (ts9 >> 15) & 7
1958 let hv9: i64 = whash(ax*13 + 5, az*17 + 3, sd + 141)
1959 var th9: i64 = tb9 + hv9 % (tv9 + 1)
1960 if th9 < 2 { th9 = 2 }
1961 if sh9 == 3 {
1962 // GE17: shape 3 = PALM, the frond-rosette grower (wsp_palm_shape).
1963 // dn9 (leaf drop) is deliberately unused there: fronds are already
1964 // sparse lines, not a volume to thin.
1965 wsp_palm_shape(base, sp, tx, tz, h2, th9, cr9, ax, az, sd, lx0, lx1, lz0, lz1)
1966 } else {
1967 var ty2: i64 = h2 + 1
1968 while ty2 <= h2 + th9 { vset_box(base, tx, ty2, tz, 6, lx0, lx1, lz0, lz1); ty2 = ty2 + 1 }
1969 let top9: i64 = h2 + th9
1970 var dy9: i64 = 0 - cr9
1971 while dy9 <= cr9 + 1 {
1972 var dz9: i64 = 0 - cr9
1973 while dz9 <= cr9 {
1974 var dx9: i64 = 0 - cr9
1975 while dx9 <= cr9 {
1976 var put9: i64 = 0
1977 if sh9 == 2 {
1978 if dy9 <= 1 {
1979 var pr9: i64 = 1 - dy9
1980 if pr9 > cr9 { pr9 = cr9 }
1981 var ad9: i64 = dx9
1982 if ad9 < 0 { ad9 = 0 - ad9 }
1983 var az9: i64 = dz9
1984 if az9 < 0 { az9 = 0 - az9 }
1985 if ad9 + az9 <= pr9 { put9 = 1 }
1986 }
1987 } else {
1988 if dx9*dx9 + dz9*dz9 + dy9*dy9*2 <= cr9*cr9 { put9 = 1 }
1989 }
1990 if put9 == 1 { if dn9 > 0 {
1991 if whash(ax*29 + dx9*3 + dy9*7, az*31 + dz9*5, sd + 177) % 8 < dn9 { put9 = 0 }
1992 } }
1993 if put9 == 1 {
1994 var istrunk9: i64 = 0
1995 if dx9 == 0 { if dz9 == 0 { if dy9 < 0 { istrunk9 = 1 } } }
1996 if istrunk9 == 0 { vset_box(base, tx + dx9, top9 + dy9, tz + dz9, 7, lx0, lx1, lz0, lz1) }
1997 }
1998 dx9 = dx9 + 1
1999 }
2000 dz9 = dz9 + 1
2001 }
2002 dy9 = dy9 + 1
2003 }
2004 }
2005 }
2006 }
2007 // W2b UNDERSTORY (genome bits 18-20 density, 21-22 kind 0=tufts 1=shrubs 2=mixed):
2008 // ground vegetation per column, seeded independently of trunks, same grass belt,
2009 // trunk columns excluded; shrub = plus-clump radius 1 (inside the +-4 seam scan).
2010 let ud9: i64 = (sp[P_TREESPEC] >> 18) & 7
2011 if ud9 > 0 { if trunk == 0 { if h2 > wl { if h2 < sp[P_SNOW] { if h2 == hr9 {
2012 if whash(ax*41 + 3, az*43 + 9, sd + 203) % 8 < ud9 {
2013 let uk9: i64 = (sp[P_TREESPEC] >> 21) & 3
2014 let ux5: i64 = ax - s[S_WOX]
2015 let uz5: i64 = az - s[S_WOZ]
2016 var shrub9: i64 = 0
2017 if uk9 == 1 { shrub9 = 1 }
2018 if uk9 == 2 { if whash(ax*7 + 1, az*11 + 5, sd + 209) % 2 == 0 { shrub9 = 1 } }
2019 vset_box(base, ux5, h2 + 1, uz5, 7, lx0, lx1, lz0, lz1)
2020 if shrub9 == 1 {
2021 // vegetation FILLS AIR, never replaces solids: a clump reaching into a
2022 // neighbor column must not eat its trunk or its surface (T57 measured the
2023 // unguarded version eating 792 wood blocks). Deterministic under the fixed
2024 // scan order -- a later trunk overwrites a leaf, so wood wins either way.
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 - 1, h2 + 1, uz5) == 0 { vset_box(base, ux5 - 1, h2 + 1, uz5, 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 + 1, uz5 - 1) == 0 { vset_box(base, ux5, h2 + 1, uz5 - 1, 7, lx0, lx1, lz0, lz1) }
2029 if vget(base, ux5, h2 + 2, uz5) == 0 { vset_box(base, ux5, h2 + 2, uz5, 7, lx0, lx1, lz0, lz1) }
2030 }
2031 }
2032 } } } } }
2033 ax = ax + 1
2034 }
2035 az = az + 1
2036 }
2037 return 0
2038}
2039
2040// ---------- W3 SETTLEMENTS (GR6, the Infinigen-Indoors expansion, 2026-08-17) ----------
2041// Room LAYOUTS are solved OFFLINE by nx_indoorgen -- declarative constraints through the estate's
2042// part-placement solver, quantized, accept-rule-checked, REFUSED when unsatisfiable -- and land
2043// here as the imported data table (nx_indoorgen_data.nx). The engine only STAMPS: sites ride a
2044// coarse grid of BLDG_SITE-block cells hashed on ABSOLUTE coords (window-independent, so a
2045// building regenerates identically when the streaming window slides back -- the tree seam law at
2046// building scale); jitter, rotation and layout variant come from the same hash; and a building
2047// always fits INSIDE its own site cell (jitter 8 + max half-footprint 5 < SITE/2 = 20), so two
2048// sites can never collide. Terrain must be near-flat (4 rotated corners within 1 of the anchor
2049// height), dry and below the snowline, or the site deterministically stays empty. Painting is
2050// CLIPPED to the regen box (vset_box), and ej_overlay runs after every strip regen -- players can
2051// remodel a building and their edits win, exactly as they do against trees.
2052const BLDG_SITE: i64 = 40 // site-cell stride, blocks
2053const IG_SCAN0: i64 = 10 // W3 solve: first candidate anchor offset inside the site cell
2054const IG_SCANSTEP: i64 = 10 // candidate grid step: 3x3 covers offsets 10/20/30; footprint
2055 // half-extent (bw/2+1 <= 4) keeps every candidate's shell inside
2056 // its own cell, so neighbor cells can never overlap -- the
2057 // no-overlap rule holds by construction, not by test
2058const IG_MAXSLOPE: i64 = 2 // pre-declared accept rule: corners may deviate <=2 blocks from
2059 // the anchor; the IG_FOUND skirt reaches ground at exactly this
2060 // bound, so an accepted site is grounded. An unsatisfiable cell
2061 // stamps NOTHING (refuse, never float -- the constraint-solve law)
2062const IG_FOUND: i64 = 3 // foundation skirt courses below the floor (IG_MAXSLOPE + 1)
2063
2064// floor division for ABSOLUTE (possibly negative) coords -- truncating division reads the cell
2065// left of origin as cell 0 twice, which would double-place one building at the world seam
2066func igfloor(a: i64, b: i64) -> i64 {
2067 var q: i64 = a/b
2068 if a % b < 0 { q = q - 1 }
2069 return q
2070}
2071func ig_rotx(r: i64, x: i64, z: i64) -> i64 {
2072 if r == 1 { return z }
2073 if r == 2 { return 0 - x }
2074 if r == 3 { return 0 - z }
2075 return x
2076}
2077func ig_rotz(r: i64, x: i64, z: i64) -> i64 {
2078 if r == 1 { return 0 - x }
2079 if r == 2 { return 0 - z }
2080 if r == 3 { return x }
2081 return z
2082}
2083func genbuildings(base: i64, lx0: i64, lx1: i64, lz0: i64, lz1: i64, sd: i64) -> i64 {
2084 let sp: *i64 = wsp(base)
2085 if sp[P_BLDG] <= 0 { return 0 }
2086 let s: *i64 = wst(base)
2087 let wl: i64 = sp[P_WATER]
2088 let arch: i64 = sp[P_BLDGSPEC] & 15
2089 let dims: i64 = igd_dims(arch)
2090 let bw: i64 = dims & 255
2091 let bd: i64 = (dims >> 8) & 255
2092 let bh: i64 = (dims >> 16) & 255
2093 let mats: i64 = igd_mats(arch)
2094 let mwall: i64 = mats & 255
2095 let mfloor: i64 = (mats >> 8) & 255
2096 let mroof: i64 = (mats >> 16) & 255
2097 let dxo: i64 = igd_doorx(arch)
2098 let gx0: i64 = igfloor(s[S_WOX] + lx0 - BLDG_SITE + 1, BLDG_SITE)
2099 let gx1: i64 = igfloor(s[S_WOX] + lx1 + BLDG_SITE - 1, BLDG_SITE)
2100 let gz0: i64 = igfloor(s[S_WOZ] + lz0 - BLDG_SITE + 1, BLDG_SITE)
2101 let gz1: i64 = igfloor(s[S_WOZ] + lz1 + BLDG_SITE - 1, BLDG_SITE)
2102 var gz: i64 = gz0
2103 while gz <= gz1 {
2104 var gx: i64 = gx0
2105 while gx <= gx1 {
2106 var put: i64 = 1
2107 if whash(gx*7 + 1, gz*13 + 5, sd + 331) % sp[P_BLDG] != 0 { put = 0 }
2108 let rot: i64 = whash(gx*17 + 2, gz*19 + 6, sd + 499) % 4
2109 let bv: i64 = whash(gx*23 + 4, gz*29 + 8, sd + 541) % IGD_NVAR
2110 // W3 SOLVE: the anchor is not rolled, it is SEARCHED. 3x3 candidates per cell,
2111 // flattest wins (first-min on the fixed scan order = deterministic), and wheight is
2112 // pure noise over absolute coords, so the choice is window-independent (T73's law).
2113 // The measured failure this replaces: one hash-jittered roll + a dh>1 veto rejected
2114 // EVERY vale and craft cell (probe 2026-08-18: dhmax 2..12 across 36 cells) -- a
2115 // stamp with a veto is not a solve, and the village never existed.
2116 var axc: i64 = 0
2117 var azc: i64 = 0
2118 var h: i64 = 0
2119 var bestd9: i64 = 99
2120 if put == 1 {
2121 var co9: i64 = 0
2122 while co9 < 9 {
2123 let cox9: i64 = gx*BLDG_SITE + IG_SCAN0 + (co9 % 3)*IG_SCANSTEP
2124 let coz9: i64 = gz*BLDG_SITE + IG_SCAN0 + (co9 / 3)*IG_SCANSTEP
2125 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
2126 var dmax9: i64 = 0
2127 var ci: i64 = 0
2128 while ci < 4 {
2129 var clx: i64 = 0 - 1
2130 var clz: i64 = 0 - 1
2131 if ci == 1 { clx = bw }
2132 if ci == 2 { clz = bd }
2133 if ci == 3 { clx = bw; clz = bd }
2134 let cax: i64 = cox9 + ig_rotx(rot, clx - bw/2, clz - bd/2)
2135 let caz: i64 = coz9 + ig_rotz(rot, clx - bw/2, clz - bd/2)
2136 var dh: i64 = wsp_beach_ocean(sp, cax, caz, wheight(base, cax, caz, sd)) - hh9
2137 if dh < 0 { dh = 0 - dh }
2138 if dh > dmax9 { dmax9 = dh }
2139 ci = ci + 1
2140 }
2141 if dmax9 < bestd9 { bestd9 = dmax9; axc = cox9; azc = coz9; h = hh9 }
2142 co9 = co9 + 1
2143 }
2144 if bestd9 > IG_MAXSLOPE { put = 0 }
2145 if h <= wl { put = 0 }
2146 if h >= sp[P_SNOW] { put = 0 }
2147 if h + bh + 2 >= WY { put = 0 }
2148 }
2149 if put == 1 {
2150 // floor+foundation ring at h, walls h+1..h+bh (door and windows carved as air,
2151 // interior cleared of terrain and canopy), roof plate at h+bh+1
2152 var lz: i64 = 0 - 1
2153 while lz <= bd {
2154 var lx: i64 = 0 - 1
2155 while lx <= bw {
2156 let ax: i64 = axc + ig_rotx(rot, lx - bw/2, lz - bd/2) - s[S_WOX]
2157 let az: i64 = azc + ig_rotz(rot, lx - bw/2, lz - bd/2) - s[S_WOZ]
2158 var ring: i64 = 0
2159 if lx == 0 - 1 { ring = 1 }
2160 if lx == bw { ring = 1 }
2161 if lz == 0 - 1 { ring = 1 }
2162 if lz == bd { ring = 1 }
2163 var fb2: i64 = mfloor
2164 if ring == 1 { fb2 = mwall }
2165 vset_box(base, ax, h, az, fb2, lx0, lx1, lz0, lz1)
2166 // foundation skirt: IG_FOUND courses below the floor on the ring, so a
2167 // site accepted at the IG_MAXSLOPE bound is grounded on every side. On
2168 // flat ground the courses embed in terrain (a real footing, seen when
2169 // mined) -- bounded, deterministic, no reads.
2170 if ring == 1 {
2171 var fy9: i64 = h - 1
2172 while fy9 >= h - IG_FOUND {
2173 if fy9 >= 0 { vset_box(base, ax, fy9, az, mwall, lx0, lx1, lz0, lz1) }
2174 fy9 = fy9 - 1
2175 }
2176 }
2177 var wy2: i64 = h + 1
2178 while wy2 <= h + bh {
2179 var wb2: i64 = 0
2180 if ring == 1 {
2181 wb2 = mwall
2182 if lx == dxo { if lz == 0 - 1 { if wy2 <= h + 2 { wb2 = 0 } } }
2183 if wy2 == h + 2 { if lz == bd/2 {
2184 if lx == 0 - 1 { wb2 = 0 }
2185 if lx == bw { wb2 = 0 }
2186 } }
2187 }
2188 vset_box(base, ax, wy2, az, wb2, lx0, lx1, lz0, lz1)
2189 wy2 = wy2 + 1
2190 }
2191 vset_box(base, ax, h + bh + 1, az, mroof, lx0, lx1, lz0, lz1)
2192 lx = lx + 1
2193 }
2194 lz = lz + 1
2195 }
2196 // the solved furniture rows, rotated with the shell
2197 var fi: i64 = 0
2198 while fi < igd_nf(arch, bv) {
2199 let fr: i64 = igd_f(arch, bv, fi)
2200 let fax: i64 = axc + ig_rotx(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOX]
2201 let faz: i64 = azc + ig_rotz(rot, (fr & 255) - bw/2, ((fr >> 8) & 255) - bd/2) - s[S_WOZ]
2202 vset_box(base, fax, h + ((fr >> 24) & 255), faz, (fr >> 16) & 255, lx0, lx1, lz0, lz1)
2203 fi = fi + 1
2204 }
2205 // world truth: count the stamp when its anchor lands inside the regen box
2206 let axl: i64 = axc - s[S_WOX]
2207 let azl: i64 = azc - s[S_WOZ]
2208 if axl >= lx0 { if axl < lx1 { if azl >= lz0 { if azl < lz1 {
2209 s[S_BLDG] = s[S_BLDG] + 1
2210 s[S_BLDGX] = axl
2211 s[S_BLDGY] = h
2212 s[S_BLDGZ] = azl
2213 } } } }
2214 }
2215 gx = gx + 1
2216 }
2217 gz = gz + 1
2218 }
2219 return 0
2220}
2221
2222func genworld(base: i64, sd: i64) -> i64 {
2223 let s: *i64 = wst(base)
2224 var z: i64 = 0
2225 while z < WZ {
2226 var x: i64 = 0
2227 while x < WX {
2228 gencol(base, x, z, x + s[S_WOX], z + s[S_WOZ], sd)
2229 x = x + 1
2230 }
2231 z = z + 1
2232 }
2233 gentrees(base, 0, WX, 0, WZ, sd)
2234 genbuildings(base, 0, WX, 0, WZ, sd)
2235 return 0
2236}
2237
2238// ---------- v6 STREAMING: slide the window one stride along x or z ----------
2239// The world is unbounded; the arena is the cache. Order matters: move kept voxels -> bump the
2240// origin -> regen the incoming strip from absolute coords -> repaint its trees -> overlay the
2241// journal (edits WIN) -> translate every arena-space coordinate (player, spawn, mobs) -> rebuild
2242// wmax -> invalidate the crosshair cache. One call = 16 blocks; ticks trigger it at the margins.
2243// Preserve the retained continuous-height cache at the same absolute world coordinates.
2244// Incoming columns are regenerated by gencol after the origin advances.
2245func wc_hq_shift(base: i64, dx: i64, dz: i64) -> i64 {
2246 var z: i64 = 0
2247 var zend: i64 = WZ
2248 var zs: i64 = 1
2249 if dz < 0 { z = WZ - 1; zend = 0 - 1; zs = 0 - 1 }
2250 while z != zend {
2251 var x: i64 = 0
2252 var xend: i64 = WX
2253 var xs: i64 = 1
2254 if dx < 0 { x = WX - 1; xend = 0 - 1; xs = 0 - 1 }
2255 while x != xend {
2256 let sx: i64 = x + dx
2257 let sz: i64 = z + dz
2258 if sx >= 0 { if sx < WX { if sz >= 0 { if sz < WZ {
2259 hq_set(base, x, z, hq_get(base, sx, sz))
2260 } } } }
2261 x = x + xs
2262 }
2263 z = z + zs
2264 }
2265 return 0
2266}
2267
2268func wc_shift(base: i64, dx: i64, dz: i64) -> i64 {
2269 if dx==0&&dz==0 { return 0 }
2270 let s: *i64 = wst(base)
2271 let v: *u8 = wvx(base)
2272 let sd: i64 = s[S_SEED]
2273 if dx != 0 {
2274 wc_hq_shift(base, dx, 0)
2275 var y: i64 = 0
2276 while y < WY {
2277 var z: i64 = 0
2278 while z < WZ {
2279 let row: i64 = (y*WZ + z)*WX
2280 if dx > 0 {
2281 var x: i64 = 0
2282 while x < WX - dx { v[row + x] = v[row + x + dx]; x = x + 1 }
2283 } else {
2284 var x2: i64 = WX - 1
2285 while x2 >= 0 - dx { v[row + x2] = v[row + x2 + dx]; x2 = x2 - 1 }
2286 }
2287 z = z + 1
2288 }
2289 y = y + 1
2290 }
2291 s[S_WOX] = s[S_WOX] + dx
2292 var sx0: i64 = 0
2293 var sx1: i64 = 0 - dx
2294 if dx > 0 { sx0 = WX - dx; sx1 = WX }
2295 var rz: i64 = 0
2296 while rz < WZ {
2297 var rx: i64 = sx0
2298 while rx < sx1 { gencol(base, rx, rz, rx + s[S_WOX], rz + s[S_WOZ], sd); rx = rx + 1 }
2299 rz = rz + 1
2300 }
2301 gentrees(base, sx0, sx1, 0, WZ, sd)
2302 genbuildings(base, sx0, sx1, 0, WZ, sd)
2303 ej_overlay(base, sx0, sx1, 0, WZ)
2304 }
2305 if dz != 0 {
2306 wc_hq_shift(base, 0, dz)
2307 var y2: i64 = 0
2308 while y2 < WY {
2309 let plane: i64 = y2*WZ*WX
2310 if dz > 0 {
2311 var z2: i64 = 0
2312 while z2 < WZ - dz {
2313 let dstr: i64 = plane + z2*WX
2314 let srcr: i64 = plane + (z2 + dz)*WX
2315 var x3: i64 = 0
2316 while x3 < WX { v[dstr + x3] = v[srcr + x3]; x3 = x3 + 1 }
2317 z2 = z2 + 1
2318 }
2319 } else {
2320 var z3: i64 = WZ - 1
2321 while z3 >= 0 - dz {
2322 let dstr2: i64 = plane + z3*WX
2323 let srcr2: i64 = plane + (z3 + dz)*WX
2324 var x4: i64 = 0
2325 while x4 < WX { v[dstr2 + x4] = v[srcr2 + x4]; x4 = x4 + 1 }
2326 z3 = z3 - 1
2327 }
2328 }
2329 y2 = y2 + 1
2330 }
2331 s[S_WOZ] = s[S_WOZ] + dz
2332 var sz0: i64 = 0
2333 var sz1: i64 = 0 - dz
2334 if dz > 0 { sz0 = WZ - dz; sz1 = WZ }
2335 var rz2: i64 = sz0
2336 while rz2 < sz1 {
2337 var rx2: i64 = 0
2338 while rx2 < WX { gencol(base, rx2, rz2, rx2 + s[S_WOX], rz2 + s[S_WOZ], sd); rx2 = rx2 + 1 }
2339 rz2 = rz2 + 1
2340 }
2341 gentrees(base, 0, WX, sz0, sz1, sd)
2342 genbuildings(base, 0, WX, sz0, sz1, sd)
2343 ej_overlay(base, 0, WX, sz0, sz1)
2344 }
2345 // translate every arena-space coordinate by the slide
2346 s[S_CX] = s[S_CX] - dx*256
2347 s[S_CZ] = s[S_CZ] - dz*256
2348 s[S_SPX] = wclamp(s[S_SPX] - dx*256, 2*256, (WX - 2)*256)
2349 s[S_SPZ] = wclamp(s[S_SPZ] - dz*256, 2*256, (WZ - 2)*256)
2350 s[S_LBX] = s[S_LBX] - dx
2351 s[S_LBZ] = s[S_LBZ] - dz
2352 let m: *i64 = mobp(base)
2353 var k: i64 = 0
2354 while k < en_count(m) {
2355 let h: i64 = en_nth(m, k)
2356 // Changing the resident cache must not move an entity in world space.
2357 en_set(m, h, MC_X, en_get(m, h, MC_X) - dx*256)
2358 en_set(m, h, MC_Z, en_get(m, h, MC_Z) - dz*256)
2359 k = k + 1
2360 }
2361 wc_wmax(base)
2362 wc_steer_reset(base)
2363 wc_soft_seat_all(base) // the world slid under every girl: re-seat springs
2364 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)
2365 s[S_HOK] = 0
2366 return 0
2367}
2368
2369// ---------- DDA raycast ----------
2370// marches from (S_CX,S_CY,S_CZ) along (dx,dy,dz) (any scale). On hit writes out[0..4] =
2371// cellx,celly,cellz,face,tcross and returns the step count; returns -1 on miss (sky).
2372// skipw=1 treats water as air (the transparency continuation ray). The voxel read is INLINED --
2373// this loop runs ~2-8M times a second and a per-step call was the measured overhead.
2374// GE53: march the continuous surface. pos(t) = cam + d*t/65536 (Q8). Quarter-cell steps along the fastest
2375// axis, then six bisections at the crossing -- sub-block precision on a field that is itself sub-block.
2376// Returns the cells travelled (the fog term); writes the column's top cell, face 3 and t. -1 = no ground.
2377func wray_surf(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 {
2378 let s: *i64 = wst(base)
2379 let cxq: i64 = s[S_CX]
2380 let cyq: i64 = s[S_CY]
2381 let czq: i64 = s[S_CZ]
2382 var dm: i64 = dx
2383 if dm < 0 { dm = 0 - dm }
2384 var ady: i64 = dy
2385 if ady < 0 { ady = 0 - ady }
2386 var adz: i64 = dz
2387 if adz < 0 { adz = 0 - adz }
2388 if ady > dm { dm = ady }
2389 if adz > dm { dm = adz }
2390 if dm == 0 { return 0 - 1 }
2391 let dt: i64 = WC_SURF_STEP_Q8*WATER_MAGIC_65536/dm // a quarter cell along the fastest axis
2392 var t: i64 = 0
2393 var tprev: i64 = 0
2394 var step: i64 = 0
2395 let nmax: i64 = maxsteps*4
2396 var hit: i64 = 0
2397 while step < nmax {
2398 t = t + dt
2399 let py: i64 = cyq + dy*t/WATER_MAGIC_65536
2400 let px: i64 = cxq + dx*t/WATER_MAGIC_65536
2401 let pz: i64 = czq + dz*t/WATER_MAGIC_65536
2402 if dy >= 0 { if py > WY*256 { return 0 - 1 } } // climbing above every column: sky
2403 if px < 0 - 8*256 { return 0 - 1 }
2404 if px > (WX + 8)*256 { return 0 - 1 }
2405 if pz < 0 - 8*256 { return 0 - 1 }
2406 if pz > (WZ + 8)*256 { return 0 - 1 }
2407 let hs: i64 = wc_surface_source(base, px, pz)
2408 if hs >= 0 { if py <= hs { hit = 1; step = nmax } }
2409 if hit == 0 { tprev = t; step = step + 1 }
2410 }
2411 if hit == 0 { return 0 - 1 }
2412 var lo: i64 = tprev
2413 var hi: i64 = t
2414 var k: i64 = 0
2415 while k < 6 {
2416 let mid: i64 = (lo + hi)/2
2417 let py2: i64 = cyq + dy*mid/WATER_MAGIC_65536
2418 let px2: i64 = cxq + dx*mid/WATER_MAGIC_65536
2419 let pz2: i64 = czq + dz*mid/WATER_MAGIC_65536
2420 let h2: i64 = wc_surface_source(base, px2, pz2)
2421 var below: i64 = 0
2422 if h2 >= 0 { if py2 <= h2 { below = 1 } }
2423 if below == 1 { hi = mid } else { lo = mid }
2424 k = k + 1
2425 }
2426 let th: i64 = hi
2427 let hx: i64 = cxq + dx*th/WATER_MAGIC_65536
2428 let hz: i64 = czq + dz*th/WATER_MAGIC_65536
2429 let cx: i64 = hx >> 8
2430 let cz: i64 = hz >> 8
2431 // the colour cell: the column's top SOLID block, found by scanning down from the hit cell -- so it
2432 // matches whatever gencol cut, whichever rounding convention built the column (the field rounds,
2433 // wheight_raw truncates; guessing the index from the field put the cell one block up, in air)
2434 let hy: i64 = cyq + dy*th/WATER_MAGIC_65536
2435 var yy: i64 = hy >> 8
2436 if yy > WY - 1 { yy = WY - 1 }
2437 var run9: i64 = 1
2438 while run9 == 1 {
2439 if yy <= 0 { run9 = 0 }
2440 if run9 == 1 { if vget(base, cx, yy, cz) != 0 { run9 = 0 } }
2441 if run9 == 1 { yy = yy - 1 }
2442 }
2443 out[0] = cx
2444 out[1] = yy
2445 out[2] = cz
2446 out[3] = 3
2447 out[4] = th
2448 return th/(dt*(256/WC_SURF_STEP_Q8)) + 1
2449}
2450// GE53: under P_SURF the ground is the field and structures stay cells -- the nearer hit wins. With the
2451// row OFF this is exactly the cell marcher (wray3 with no terrain skip), so every shipped world is untouched.
2452func wray2(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64) -> i64 {
2453 if wsp(base)[P_SURF] != 1 { return wray3(base, dx, dy, dz, maxsteps, out, skipw, 0) }
2454 let ss: i64 = wray_surf(base, dx, dy, dz, maxsteps, out)
2455 let s0: i64 = out[0]
2456 let s1: i64 = out[1]
2457 let s2: i64 = out[2]
2458 let s3: i64 = out[3]
2459 let s4: i64 = out[4]
2460 let sd: i64 = wray3(base, dx, dy, dz, maxsteps, out, skipw, 1)
2461 if sd < 0 {
2462 if ss < 0 { return 0 - 1 }
2463 out[0] = s0
2464 out[1] = s1
2465 out[2] = s2
2466 out[3] = s3
2467 out[4] = s4
2468 return ss
2469 }
2470 if ss < 0 { return sd }
2471 if out[4] <= s4 { return sd }
2472 out[0] = s0
2473 out[1] = s1
2474 out[2] = s2
2475 out[3] = s3
2476 out[4] = s4
2477 return ss
2478}
2479func wray3(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64, skipw: i64, skipt: i64) -> i64 {
2480 let s: *i64 = wst(base)
2481 var cxq: i64 = s[S_CX]
2482 var cyq: i64 = s[S_CY]
2483 var czq: i64 = s[S_CZ]
2484 var cellx: i64 = cxq >> 8
2485 var celly: i64 = cyq >> 8
2486 var cellz: i64 = czq >> 8
2487 let HUGE: i64 = RAY_HUGE
2488 var stpx: i64 = 1
2489 if dx < 0 { stpx = 0-1 }
2490 var stpy: i64 = 1
2491 if dy < 0 { stpy = 0-1 }
2492 var stpz: i64 = 1
2493 if dz < 0 { stpz = 0-1 }
2494 // t units: pos_q8(t) = pos + d*t/65536; crossing one cell on axis c costs 256*65536/|dc|
2495 var tdx: i64 = HUGE
2496 if dx != 0 { tdx = 256*WATER_MAGIC_65536 / dx; if tdx < 0 { tdx = 0 - tdx } }
2497 var tdy: i64 = HUGE
2498 if dy != 0 { tdy = 256*WATER_MAGIC_65536 / dy; if tdy < 0 { tdy = 0 - tdy } }
2499 var tdz: i64 = HUGE
2500 if dz != 0 { tdz = 256*WATER_MAGIC_65536 / dz; if tdz < 0 { tdz = 0 - tdz } }
2501 var bx: i64 = (cellx << 8) - cxq // distance to boundary, Q8 (negative side)
2502 if stpx == 1 { bx = bx + 256 }
2503 var tmx: i64 = HUGE
2504 if dx != 0 { tmx = bx*WATER_MAGIC_65536 / dx; if tmx < 0 { tmx = 0 - tmx } }
2505 var by: i64 = (celly << 8) - cyq
2506 if stpy == 1 { by = by + 256 }
2507 var tmy: i64 = HUGE
2508 if dy != 0 { tmy = by*WATER_MAGIC_65536 / dy; if tmy < 0 { tmy = 0 - tmy } }
2509 var bz: i64 = (cellz << 8) - czq
2510 if stpz == 1 { bz = bz + 256 }
2511 var tmz: i64 = HUGE
2512 if dz != 0 { tmz = bz*WATER_MAGIC_65536 / dz; if tmz < 0 { tmz = 0 - tmz } }
2513 let vxp: *u8 = (base + O_VOX) as *u8
2514 var step: i64 = 0
2515 while step < maxsteps {
2516 var face: i64 = 0
2517 var tcross: i64 = 0
2518 if tmx <= tmy { if tmx <= tmz {
2519 cellx = cellx + stpx
2520 tcross = tmx
2521 tmx = tmx + tdx
2522 face = 1
2523 if stpx == 1 { face = 2 } // stepped +x => hit the -x... face 2 = west-lit
2524 } }
2525 if face == 0 { if tmy <= tmz {
2526 celly = celly + stpy
2527 tcross = tmy
2528 tmy = tmy + tdy
2529 face = 3
2530 if stpy == 1 { face = 4 } // stepped up => hit the block's bottom
2531 } }
2532 if face == 0 {
2533 cellz = cellz + stpz
2534 tcross = tmz
2535 tmz = tmz + tdz
2536 face = 5
2537 if stpz == 1 { face = 6 }
2538 }
2539 if celly >= WY { if stpy >= 0 { return 0 - 1 } } // heading skyward above the world
2540 if celly > s[S_WMAX] { if stpy >= 0 { return 0 - 1 } } // above every solid block, not diving
2541 if cellx < 0-8 { return 0 - 1 }
2542 if cellx > WX+8 { return 0 - 1 }
2543 if cellz < 0-8 { return 0 - 1 }
2544 if cellz > WZ+8 { return 0 - 1 }
2545 if celly < 0 { return 0 - 1 }
2546 var b: i64 = 0
2547 if cellx >= 0 { if cellx < WX { if celly < WY { if cellz >= 0 { if cellz < WZ {
2548 b = (vxp[(celly*WZ + cellz)*WX + cellx] & 0xff) as i64
2549 } } } } }
2550 if skipw == 1 { if b == 4 { b = 0 } }
2551 if skipt == 1 { if wterrain(b) == 1 { b = 0 } } // GE53: the ground is the field, not these cells
2552 if b != 0 {
2553 out[0] = cellx
2554 out[1] = celly
2555 out[2] = cellz
2556 out[3] = face
2557 out[4] = tcross // crossing t: hit point = pos + d*t/WATER_MAGIC_65536 (Q8)
2558 return step + 1
2559 }
2560 step = step + 1
2561 }
2562 return 0 - 1
2563}
2564
2565func wray(base: i64, dx: i64, dy: i64, dz: i64, maxsteps: i64, out: *i64) -> i64 {
2566 return wray2(base, dx, dy, dz, maxsteps, out, 0)
2567}
2568
2569// block base colour -- from the SPEC PALETTE (the game's look is data, not code)
2570func wcol(base: i64, b: i64) -> i64 {
2571 if b < 0 { return wpack(255, 0, 255) }
2572 if b >= 12 { if b <= 16 { return wsp(base)[P_PAL2 + b - 12] } }
2573 if b > 16 { return wpack(255, 0, 255) }
2574 if b > 11 { return wpack(255, 0, 255) }
2575 return wsp(base)[P_PAL + b]
2576}
2577// hotbar slot -> placeable block type
2578func sel_block(sel: i64) -> i64 {
2579 if sel == 1 { return 2 } // dirt
2580 if sel == 2 { return 6 } // wood
2581 if sel == 3 { return 7 } // leaves
2582 if sel == 4 { return 5 } // sand
2583 if sel == 5 { return B_FARM } // the HOE: tills the targeted grass/dirt top
2584 if sel == 6 { return B_CROP0 } // SEEDS: plant onto farmland
2585 return 3 // stone
2586}
2587// face brightness permil: top lit, bottom dark, x/z sides distinct so edges READ as 3d
2588func wface_l(face: i64) -> i64 {
2589 if face == 3 { return 1000 }
2590 if face == 4 { return 420 }
2591 if face == 1 { return 760 }
2592 if face == 2 { return 700 }
2593 if face == 5 { return 620 }
2594 return 560
2595}
2596func wsky(base: i64, syy: i64) -> i64 {
2597 let sp: *i64 = wsp(base)
2598 let hor: i64 = sp[P_SKYHOR]
2599 let top: i64 = sp[P_SKYTOP]
2600 // DERIVED, NOT PICKED (2026-08-29). RH is the q=8 fossil: line 91 of this file declares that
2601 // no resolution number below it is chosen by hand, and RW/RH/FOC three lines under that are
2602 // exactly 1920/8, 1200/8 and 1920/16. This function divided the horizon-to-zenith ramp by that
2603 // frozen 150 while the frame is wc_rh(base) tall, so for any q < 8 the ramp COMPLETED in the
2604 // bottom 150 rows and every row above saturated at P_SKYTOP -- the two spec rows describe a
2605 // gradient the visitor never saw. At q=1, which is exactly what nx_world_snap forces through
2606 // WS_Q_NATIVE for published world art, that is 87.5% of the sky column flat.
2607 // base is already a parameter here and wc_rh is the declared ONE OWNER of the written extent,
2608 // so the derivation needs no new plumbing and no hoist.
2609 var rh: i64 = wc_rh(base)
2610 if rh < 1 { rh = 1 } // q is 1..24 so this cannot fire; it exists so
2611 // that a bad q can never divide by zero here
2612 let t: i64 = wclamp(syy + rh/2, 0, rh) // 0 bottom .. rh top
2613 let r: i64 = (hor & 255) + ((top & 255) - (hor & 255))*t/rh
2614 let g: i64 = ((hor >> 8) & 255) + (((top >> 8) & 255) - ((hor >> 8) & 255))*t/rh
2615 let b: i64 = ((hor >> 16) & 255) + (((top >> 16) & 255) - ((hor >> 16) & 255))*t/rh
2616 return wpack(r, g, b)
2617}
2618// clouds: a flat noise plane above the world, sampled where an upward ray crosses it, slowly
2619// drifting with time. Returns 0..255 coverage for blending into the sky.
2620func wcloud(camx: i64, camy: i64, camz: i64, dx: i64, dy: i64, dz: i64, t: i64) -> i64 {
2621 if dy < 40 { return 0 }
2622 let plane: i64 = 56*256 // cloud deck above the 48-high world
2623 let tq: i64 = (plane - camy)*WATER_MAGIC_65536/dy
2624 if tq <= 0 { return 0 }
2625 let cx: i64 = (camx + dx*tq/WATER_MAGIC_65536) >> 9 // 2-block cloud texels
2626 let cz: i64 = (camz + dz*tq/WATER_MAGIC_65536) >> 9
2627 let n: i64 = wnoise(cx + t/40, cz + t/90, 6, 777)
2628 if n < 148 { return 0 }
2629 var cov: i64 = (n - 148)*255/60
2630 if cov > 235 { cov = 235 }
2631 return cov
2632}
2633// sky with a SUN: disc + glow around the sun's projected ray-pixel position (sunon=0 -> plain sky)
2634func wsky2(base: i64, syy: i64, px: i64, py: i64, sunx: i64, suny: i64, sunon: i64) -> i64 {
2635 let base2: i64 = wsky(base, syy)
2636 if sunon == 0 { return base2 }
2637 let ddx: i64 = px - sunx
2638 let ddy: i64 = py - suny
2639 let d2: i64 = ddx*ddx + ddy*ddy
2640 if d2 < 36 { return wpack(255, 250, 224) } // the disc
2641 if d2 < 900 { // the glow
2642 let w2: i64 = 255 - d2*255/900
2643 var r: i64 = (base2 & 255) + (255 - (base2 & 255))*w2/300
2644 var g: i64 = ((base2 >> 8) & 255) + (250 - ((base2 >> 8) & 255))*w2/340
2645 var b: i64 = ((base2 >> 16) & 255) + (224 - ((base2 >> 16) & 255))*w2/460
2646 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(b,0,255))
2647 }
2648 // ordered 2x2 dither breaks the gradient banding lines
2649 if ((px ^ py) & 1) == 1 {
2650 return wpack(wclamp((base2 & 255) + 2, 0, 255), wclamp(((base2 >> 8) & 255) + 2, 0, 255), wclamp(((base2 >> 16) & 255) + 2, 0, 255))
2651 }
2652 return base2
2653}
2654// textured face shading: per-texel hash variation from the HIT POINT's in-face UV (Q8 fractions),
2655// per-type character (wood grain, leaf speckle, water shimmer, ore mottle), edge BEVEL so the
2656// block grid reads crisply, then face light and step fog. All integer, all deterministic.
2657// corner AO: darken a face edge when a solid block sits beside it in the face's outward layer --
2658// the classic soft-corner cue that makes voxel scenes read as lit geometry instead of flat tiles
2659func wao(base: i64, cx2: i64, cy2b: i64, cz2: i64, face: i64, u: i64, v: i64) -> i64 {
2660 var ox2: i64 = cx2
2661 var oy2: i64 = cy2b
2662 var oz2: i64 = cz2
2663 if face == 1 { ox2 = ox2 + 1 }
2664 if face == 2 { ox2 = ox2 - 1 }
2665 if face == 3 { oy2 = oy2 + 1 }
2666 if face == 4 { oy2 = oy2 - 1 }
2667 if face == 5 { oz2 = oz2 + 1 }
2668 if face == 6 { oz2 = oz2 - 1 }
2669 var ao: i64 = 0
2670 // u-axis neighbours (u maps to x on y/z faces, to z on x faces)
2671 if u < 44 {
2672 var hit1: i64 = 0
2673 if face == 1 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) }
2674 if face == 2 { hit1 = vsolid(base, ox2, oy2, oz2 - 1) }
2675 if face == 3 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) }
2676 if face == 4 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) }
2677 if face == 5 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) }
2678 if face == 6 { hit1 = vsolid(base, ox2 - 1, oy2, oz2) }
2679 if hit1 == 1 { ao = ao + (44 - u)*30/44 }
2680 }
2681 if u > 211 {
2682 var hit2: i64 = 0
2683 if face == 1 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) }
2684 if face == 2 { hit2 = vsolid(base, ox2, oy2, oz2 + 1) }
2685 if face == 3 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) }
2686 if face == 4 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) }
2687 if face == 5 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) }
2688 if face == 6 { hit2 = vsolid(base, ox2 + 1, oy2, oz2) }
2689 if hit2 == 1 { ao = ao + (u - 211)*30/44 }
2690 }
2691 // v-axis neighbours (v maps to z on top/bottom faces, to y on side faces)
2692 if v < 44 {
2693 var hit3: i64 = 0
2694 if face == 3 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) }
2695 if face == 4 { hit3 = vsolid(base, ox2, oy2, oz2 - 1) }
2696 if face == 1 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) }
2697 if face == 2 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) }
2698 if face == 5 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) }
2699 if face == 6 { hit3 = vsolid(base, ox2, oy2 - 1, oz2) }
2700 if hit3 == 1 { ao = ao + (44 - v)*30/44 }
2701 }
2702 if v > 211 {
2703 var hit4: i64 = 0
2704 if face == 3 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) }
2705 if face == 4 { hit4 = vsolid(base, ox2, oy2, oz2 + 1) }
2706 if face == 1 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) }
2707 if face == 2 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) }
2708 if face == 5 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) }
2709 if face == 6 { hit4 = vsolid(base, ox2, oy2 + 1, oz2) }
2710 if hit4 == 1 { ao = ao + (v - 211)*30/44 }
2711 }
2712 if ao > 45 { ao = 45 }
2713 return ao
2714}
2715func 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 {
2716 var u: i64 = hpx & 255
2717 var v: i64 = hpz & 255
2718 if face == 1 { u = hpz & 255; v = hpy & 255 }
2719 if face == 2 { u = hpz & 255; v = hpy & 255 }
2720 if face == 5 { u = hpx & 255; v = hpy & 255 }
2721 if face == 6 { u = hpx & 255; v = hpy & 255 }
2722 // grass block SIDES are dirt with a grass strip at the top edge (the classic block identity)
2723 var b: i64 = b0
2724 if b0 == 1 { if face != 3 { if face != 4 {
2725 b = 2
2726 if v > 206 { b = 1 }
2727 } } }
2728 var tex: i64 = 0
2729 if b == 6 { // wood: vertical grain stripes
2730 tex = whash(u/12 + (hpx >> 8)*7 + (hpz >> 8)*13, 3, 99) % 256
2731 }
2732 if b != 6 {
2733 var amp: i64 = 70
2734 if b == 1 { amp = 95 }
2735 if b == 2 { amp = 85 }
2736 if b == 7 { amp = 130 }
2737 if b == 5 { amp = 55 }
2738 var us: i64 = u/16
2739 var vs: i64 = v/16
2740 if b == 4 { // water: time-drifted shimmer
2741 us = us + t2/3
2742 vs = vs - t2/5
2743 amp = 110
2744 }
2745 tex = whash(us + (hpx >> 8)*31, vs + (hpy >> 8)*17 + (hpz >> 8)*7, b*131) % 256
2746 tex = 128 + (tex - 128)*amp/130
2747 }
2748 // ART STYLE (P_STYLE), read once for this texel. An id this engine does not own falls through
2749 // BOTH style tests below and renders REAL. That is the fail-safe direction and it is chosen,
2750 // not inherited: REAL is the shipped look, so a garbage value poked into the plane degrades to
2751 // "unchanged", never to an undrawn or half-drawn world.
2752 let wst9: i64 = wsp(base)[P_STYLE]
2753 if wst9 == WC_STYLE_FLAT { tex = WC_TEX_NEUTRAL }
2754 var light: i64 = wface_l(face)
2755 // sun-directional face light (sun worlds only): east faces catch it, west faces shadow
2756 if wsp(base)[P_SUN] == 1 {
2757 if face == 1 { light = light*112/100 }
2758 if face == 2 { light = light*92/100 }
2759 if face == 5 { light = light*104/100 }
2760 }
2761 light = light*(870 + tex*260/256)/1000
2762 let wsurf9: i64 = wsp(base)[P_SURF]
2763 var smooth9: i64 = 0
2764 if wst9 == WC_STYLE_SOFT { smooth9 = 1 }
2765 if wsurf9 == 1 { smooth9 = 1 }
2766 if smooth9 == 0 {
2767 if u < 14 { light = light*82/100 } // edge bevel: the block grid (OFF on a smooth ground)
2768 if u > 241 { light = light*82/100 }
2769 if v < 14 { light = light*82/100 }
2770 if v > 241 { light = light*82/100 }
2771 }
2772 var ao2: i64 = 0
2773 if wsurf9 == 0 { ao2 = wao(base, clx, cly, clz, face, u, v) } // GE53: a continuous surface has no cell corners to darken
2774 if ao2 > 0 { light = light*(100 - ao2)/100 } // soft corners where geometry meets
2775 if wst9 == WC_STYLE_SOFT { if face == 3 {
2776 // ground: the heightfield normal replaces the flat top-face light; texture and AO re-applied
2777 light = wsoft_ground_light(base, clx, cly, clz, u, v)*(870 + tex*260/256)/1000
2778 if ao2 > 0 { light = light*(100 - ao2)/100 }
2779 } }
2780 if wsurf9 == 1 { if face == 3 {
2781 light = wsurf_light(base, hpx, hpz)*(870 + tex*260/256)/1000 // GE53: the field's own gradient lights the ground
2782 } }
2783 // TOON banding sits AFTER face light, texture and AO and BEFORE colour and fog -- the same
2784 // point in the pipeline at which the incumbent bands its own "bright". Fog must stay OUTSIDE
2785 // the band, or distance itself would quantise into two steps and the horizon would read as a
2786 // wall rather than as depth. Written as ONE assignment through a temporary rather than as two
2787 // ifs on the same variable: two ifs where the first mutates the value the second tests is the
2788 // desync idiom this estate has been bitten by, and it costs nothing to be immune to it.
2789 if wst9 == WC_STYLE_TOON {
2790 var lb9: i64 = WC_TOON_HI
2791 if light < WC_TOON_CUT { lb9 = WC_TOON_LO }
2792 light = lb9
2793 }
2794 let c: i64 = wcol(base, b)
2795 var r: i64 = (c & 255) * light / 1000
2796 var g: i64 = ((c >> 8) & 255) * light / 1000
2797 var bl: i64 = ((c >> 16) & 255) * light / 1000
2798 let sk: i64 = wsky(base, syy)
2799 var fog: i64 = steps*280/MAXSTEPS
2800 if fog > 236 { fog = 236 }
2801 r = r + ((sk & 255) - r)*fog/256
2802 g = g + (((sk >> 8) & 255) - g)*fog/256
2803 bl = bl + (((sk >> 16) & 255) - bl)*fog/256
2804 return wpack(wclamp(r,0,255), wclamp(g,0,255), wclamp(bl,0,255))
2805}
2806
2807// THE GAME SPEC WRITER -- two complete game identities as DATA over one engine.
2808// v0 = NISHI CRAFT (sunlit overworld). v1 = NISHI DEPTHS (twilight cavern plateau: no sun/clouds/
2809// trees, ember horizon, vast cave nets, mossy basalt, glowing ores and glow-mobs).
2810func wc_spec(base: i64, v: i64) -> i64 {
2811 let sp: *i64 = wsp(base)
2812 var k: i64 = 0
2813 while k < WC_SPECN { sp[k] = 0; k = k + 1 } // E1: was a bare 64. This loop is what re-arms
2814 // P_ERTAL to its not-yet-measured sentinel on
2815 // every identity load, so leaving it at 64 would
2816 // have carried one world's talus into the next.
2817 // GE13b THE WARDROBE -- identity-independent DATA, written before any identity branch so every
2818 // world owns the same table by default and may override a row below (or through a recipe row
2819 // once the page validator admits 70-78). Palettes are hue RANGES, never one colour: the genome
2820 // picks the stop. Swimwear vivid and wide (resort colour), the cover-up sun-bleached, casual
2821 // muted, the evening dress deep and narrow -- the one dress every girl used to wear.
2822 // coverage category hue span sat lit
2823 sp[P_GARM + GAR_BIKINI_TOP - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_SWIM, 330, 120, 13, 8)
2824 sp[P_GARM + GAR_BIKINI_BOT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_SWIM, 330, 120, 13, 8)
2825 sp[P_GARM + GAR_ONEPIECE - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_SWIM, 180, 100, 12, 6)
2826 sp[P_GARM + GAR_SARONG - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_COVER, 20, 60, 9, 11)
2827 sp[P_GARM + GAR_SUNDRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_CASUAL, 40, 80, 8, 12)
2828 sp[P_GARM + GAR_TEE - 1] = gar_pack(GAR_COV_TOP, GAR_CAT_CASUAL, 200, 160, 6, 10)
2829 sp[P_GARM + GAR_SHORTS - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 30, 40, 5, 6)
2830 sp[P_GARM + GAR_SKIRT - 1] = gar_pack(GAR_COV_BOT, GAR_CAT_CASUAL, 340, 80, 7, 7)
2831 sp[P_GARM + GAR_DRESS - 1] = gar_pack(GAR_COV_FULL, GAR_CAT_EVENING, 250, 90, 10, 4)
2832 if v == 3 {
2833 // v3 = NISHI VALE, the MEDIEVAL VILLAGE: rolling green highland, deep woods, cold
2834 // snowline, cave-riddled stone. THIRD WORLD, ZERO ENGINE CODE -- the recombination
2835 // claim at n=3. Wardens run wide here (P_WARD), so a traveler arrives to REAL stakes.
2836 sp[P_TBASE] = 8
2837 sp[P_TAMP1] = 22
2838 sp[P_TAMP2] = 7
2839 sp[P_WATER] = 7
2840 sp[P_SNOW] = 26
2841 sp[P_TREE] = 11 // deep woods, tuned to the PUBLISHED
2842 // 500-800 trees/ha band -- 19 measured 372/ha,
2843 // barely half a real forest (T53; ported from
2844 // the laptop line 2026-08-02, same fork as
2845 // P_HISTAGE -- the fix existed and never landed)
2846 sp[P_TREEMAX] = 25 // woods climb to the snowline here
2847 sp[P_HISTAGE] = 0 // MEASURED, not assumed: symmetric value-
2848 // noise yields HI ~594 permil = mature
2849 sp[P_CAVETH] = 168 // more cavern than craft's 182
2850 sp[P_SKYTOP] = wpack(86, 122, 176)
2851 sp[P_SKYHOR] = wpack(196, 200, 206)
2852 sp[P_SUN] = 1
2853 sp[P_CLOUD] = 1
2854 sp[P_PAL + 1] = wpack(72, 124, 56) // highland grass
2855 sp[P_PAL + 2] = wpack(94, 72, 50) // loam
2856 sp[P_PAL + 3] = wpack(118, 116, 120) // quarry stone
2857 sp[P_PAL + 4] = wpack(44, 82, 140) // cold water
2858 sp[P_PAL + 5] = wpack(190, 178, 150) // riverbank
2859 sp[P_PAL + 6] = wpack(88, 62, 36) // timber
2860 sp[P_PAL + 7] = wpack(40, 96, 44) // dark canopy
2861 sp[P_PAL + 8] = wpack(238, 240, 246) // snow
2862 sp[P_PAL + 9] = wpack(66, 66, 72)
2863 sp[P_PAL + 10] = wpack(176, 142, 118)
2864 sp[P_PAL + 11] = wpack(224, 188, 92)
2865 sp[P_MOBC + 0] = wpack(206, 160, 96)
2866 sp[P_MOBC + 1] = wpack(160, 118, 62)
2867 sp[P_MOBC + 2] = wpack(120, 158, 190)
2868 sp[P_MOBC + 3] = wpack(78, 110, 146)
2869 sp[P_MOBC + 4] = wpack(178, 120, 160)
2870 sp[P_MOBC + 5] = wpack(134, 86, 122)
2871 sp[P_PAL2 + 0] = wpack(88, 60, 38)
2872 sp[P_PAL2 + 1] = wpack(120, 186, 90)
2873 sp[P_PAL2 + 2] = wpack(92, 168, 58)
2874 sp[P_PAL2 + 3] = wpack(230, 200, 82)
2875 sp[P_PAL2 + 4] = wpack(58, 42, 30)
2876 sp[P_DAYLEN] = 72000
2877 sp[P_SEASD] = 3
2878 sp[P_GROWE] = 2400
2879 sp[P_GROWW] = 5 // a harder land: crops take longer
2880 sp[P_GROWD] = 1
2881 sp[P_RAINS + 0] = 420 // wet spring
2882 sp[P_RAINS + 1] = 220
2883 sp[P_RAINS + 2] = 380
2884 sp[P_RAINS + 3] = 180
2885 sp[P_ADV + 0] = (B_CROP2 << 16) | 9
2886 sp[P_ADV + 1] = (1 << 16) | 3
2887 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2
2888 sp[P_CURI] = 400
2889 sp[P_OUTFIT] = 0
2890 sp[P_WARD] = 20 // wardens hunt from 20 blocks by DAY here
2891 sp[P_BLDG] = 2 // W3: the medieval village -- densest settlement
2892 sp[P_BLDGSPEC] = 2 // stonecot archetype
2893 return 0
2894 }
2895 if v == 2 {
2896 sp[P_SURF] = 1 // GE53: NISHI SHORE is the NO-VOXEL world -- its ground is the continuous field
2897 // v2 = NISHI SHORE, the REVIEW STAGE (operator 2026-08-02): near-flat warm sand, a
2898 // sea, no trees/caves/snow -- body and sprite rendering judged WITHOUT environment
2899 // distraction, with the outfit dimension ACTIVE (mixed beach). One engine, one more
2900 // identity: this whole world is 30 data rows, which IS the recombination claim.
2901 sp[P_TBASE] = 11
2902 sp[P_TAMP1] = 2
2903 sp[P_TAMP2] = 1
2904 sp[P_WATER] = 9
2905 sp[P_SNOW] = 99
2906 sp[P_TREE] = 0
2907 sp[P_CAVETH] = 255
2908 // GE13: the sea this identity always PROMISED -- P_WATER 9 under base 11 never dipped
2909 // below the waterline, so the data declared a shore the terrain shape could not
2910 // produce (the operator's 2026-08-27 frame: a beach with no ocean). One row fixes it:
2911 // ocean toward +z, shoreline at absolute z=100 (inside the boot window, beyond the
2912 // review stage and both gate fixture plateaus), 20-block beach ramp, seabed 4 =>
2913 // up to 5 blocks of swimmable water at flood level 9.
2914 sp[P_OCEAN] = 0 + (612 << 2) + (20 << 12) + (4 << 18) // edge=+z shore=100+512 slope=20 bed=4
2915 sp[P_SKYTOP] = wpack(110, 168, 230)
2916 sp[P_SKYHOR] = wpack(214, 226, 240)
2917 sp[P_SUN] = 1
2918 sp[P_CLOUD] = 1
2919 sp[P_PAL + 1] = wpack(226, 204, 148) // shore sand (the "grass" slot)
2920 sp[P_PAL + 2] = wpack(206, 180, 128) // packed sand
2921 sp[P_PAL + 3] = wpack(180, 170, 158) // beach rock
2922 sp[P_PAL + 4] = wpack(56, 140, 196) // warm sea
2923 sp[P_PAL + 5] = wpack(232, 214, 160) // dry sand
2924 sp[P_PAL + 6] = wpack(150, 110, 70) // driftwood
2925 sp[P_PAL + 7] = wpack(96, 150, 96) // beach scrub
2926 sp[P_PAL + 8] = wpack(240, 240, 244)
2927 sp[P_PAL + 9] = wpack(120, 116, 110)
2928 sp[P_PAL + 10] = wpack(176, 142, 118)
2929 sp[P_PAL + 11] = wpack(224, 188, 92)
2930 sp[P_MOBC + 0] = wpack(240, 178, 84)
2931 sp[P_MOBC + 1] = wpack(196, 138, 56)
2932 sp[P_MOBC + 2] = wpack(96, 206, 196)
2933 sp[P_MOBC + 3] = wpack(64, 158, 150)
2934 sp[P_MOBC + 4] = wpack(238, 138, 186)
2935 sp[P_MOBC + 5] = wpack(190, 100, 144)
2936 sp[P_PAL2 + 0] = wpack(94, 64, 40)
2937 sp[P_PAL2 + 1] = wpack(120, 186, 90)
2938 sp[P_PAL2 + 2] = wpack(92, 168, 58)
2939 sp[P_PAL2 + 3] = wpack(230, 200, 82)
2940 sp[P_PAL2 + 4] = wpack(64, 46, 32)
2941 sp[P_DAYLEN] = 72000
2942 sp[P_SEASD] = 3
2943 sp[P_GROWE] = 2400
2944 sp[P_GROWW] = 6
2945 sp[P_GROWD] = 1
2946 sp[P_RAINS + 0] = 60 // a review stage stays mostly sunny
2947 sp[P_RAINS + 1] = 40
2948 sp[P_RAINS + 2] = 60
2949 sp[P_RAINS + 3] = 40
2950 sp[P_ADV + 0] = (4 << 16) | (2 << 8) | 4 // the water's edge is the gathering place
2951 sp[P_ADV + 1] = (1 << 16) | 3
2952 sp[P_CURI] = 350
2953 sp[P_OUTFIT] = 1
2954 sp[P_BLDG] = 4 // W3: sparse driftwood huts along the shore
2955 sp[P_BLDGSPEC] = 1 // hut archetype
2956 return 0
2957 }
2958 // FARMING-LIFE rows, shared by every identity (the loop itself is identity-independent DATA)
2959 sp[P_PAL2 + 0] = wpack(94, 64, 40) // tilled farmland, dry
2960 sp[P_PAL2 + 1] = wpack(120, 186, 90) // crop sprout
2961 sp[P_PAL2 + 2] = wpack(92, 168, 58) // crop growing
2962 sp[P_PAL2 + 3] = wpack(230, 200, 82) // crop MATURE (reads golden at a glance)
2963 sp[P_PAL2 + 4] = wpack(64, 46, 32) // farmland wet (soaked dark soil)
2964 sp[P_DAYLEN] = 72000 // 20 real minutes at the fixed 60Hz sim
2965 // tick -- the shipped-sim benchmark band
2966 // (Minecraft 20:00/day, Stardew 14:33,
2967 // Vintage Story ~24:00): a day you can
2968 // farm INSIDE, not a light show
2969 sp[P_SEASD] = 3
2970 sp[P_GROWE] = 2400 // one growth/hydration roll per farm cell
2971 // per ~40s -- Minecraft's random-tick
2972 // cadence (~47s/block avg) on our grid;
2973 // wet stencil den=5 => a watered crop
2974 // matures in ~6.7 min =~ 1/3 day (the
2975 // Minecraft wheat band)
2976 sp[P_GROWW] = 6
2977 sp[P_GROWD] = 1
2978 sp[P_RAINS + 0] = 340 // spring
2979 sp[P_RAINS + 1] = 180 // summer
2980 sp[P_RAINS + 2] = 300 // autumn
2981 sp[P_RAINS + 3] = 120 // winter
2982 sp[P_ADV + 0] = (B_CROP2 << 16) | 9 // a mature field draws foragers (need 0 = hunger)
2983 sp[P_ADV + 1] = (1 << 16) | 3 // grass meadow: light grazing
2984 sp[P_ADV + 2] = (4 << 16) | (2 << 8) | 2 // water's edge: where girls gather to talk
2985 sp[P_CURI] = 350
2986 if v == 1 {
2987 sp[P_TBASE] = 22
2988 sp[P_TAMP1] = 8
2989 sp[P_TAMP2] = 4
2990 sp[P_WATER] = 5
2991 sp[P_SNOW] = 99
2992 sp[P_TREE] = 0
2993 sp[P_CAVETH] = 148
2994 sp[P_SKYTOP] = wpack(28, 22, 40)
2995 sp[P_SKYHOR] = wpack(96, 48, 40)
2996 sp[P_SUN] = 0
2997 sp[P_CLOUD] = 0
2998 sp[P_PAL + 1] = wpack(74, 122, 84) // moss
2999 sp[P_PAL + 2] = wpack(88, 62, 48) // packed earth
3000 sp[P_PAL + 3] = wpack(98, 90, 104) // basalt
3001 sp[P_PAL + 4] = wpack(60, 190, 180) // glow-water
3002 sp[P_PAL + 5] = wpack(120, 100, 80)
3003 sp[P_PAL + 6] = wpack(70, 50, 36)
3004 sp[P_PAL + 7] = wpack(60, 90, 60)
3005 sp[P_PAL + 8] = wpack(200, 200, 210)
3006 sp[P_PAL + 9] = wpack(58, 58, 66)
3007 sp[P_PAL + 10] = wpack(198, 150, 116)
3008 sp[P_PAL + 11] = wpack(255, 206, 96) // gold veins GLOW down here
3009 sp[P_MOBC + 0] = wpack(255, 128, 64) // ember
3010 sp[P_MOBC + 1] = wpack(200, 84, 40)
3011 sp[P_MOBC + 2] = wpack(124, 220, 255) // ice-glow
3012 sp[P_MOBC + 3] = wpack(80, 160, 200)
3013 sp[P_MOBC + 4] = wpack(204, 124, 255) // violet
3014 sp[P_MOBC + 5] = wpack(150, 84, 200)
3015 return 0
3016 }
3017 sp[P_TBASE] = 4
3018 sp[P_TAMP1] = 17
3019 sp[P_TAMP2] = 5
3020 sp[P_WATER] = 9
3021 sp[P_SNOW] = 20
3022 sp[P_TREE] = 43
3023 sp[P_CAVETH] = 182
3024 // DEFAULT SKY TONES DERIVED, NOT PICKED (2026-08-26): zenith = 1 airmass, horizon = the
3025 // Kasten-Young 38-airmass bound, each channel single-scattered by lambda^-4 and display-
3026 // encoded -- nx_atmosphere's own worked example lands at (80,117,176) where the retired
3027 // hand-picked default sat at (86,122,176): the palette was approximating the physics.
3028 // Per-world identity overrides above KEEP their deliberate looks; only the default derives.
3029 let am_t: i64 = nx_atm_airmass_q(0)
3030 let am_h: i64 = nx_atm_airmass_q(NX_ATM_Q)
3031 sp[P_SKYTOP] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_t)),
3032 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_t)),
3033 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_t)))
3034 sp[P_SKYHOR] = wpack(nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_R_NM, am_h)),
3035 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_G_NM, am_h)),
3036 nx_atm_display_255(nx_atm_channel_q(NX_LAMBDA_B_NM, am_h)))
3037 sp[P_SUN] = 1
3038 sp[P_CLOUD] = 1
3039 sp[P_PAL + 1] = wpack(84, 158, 62) // grass
3040 sp[P_PAL + 2] = wpack(122, 86, 56) // dirt
3041 sp[P_PAL + 3] = wpack(126, 126, 132) // stone
3042 sp[P_PAL + 4] = wpack(52, 96, 190) // water
3043 sp[P_PAL + 5] = wpack(206, 190, 132) // sand
3044 sp[P_PAL + 6] = wpack(104, 74, 40) // wood
3045 sp[P_PAL + 7] = wpack(52, 122, 44) // leaves
3046 sp[P_PAL + 8] = wpack(232, 238, 244) // snow
3047 sp[P_PAL + 9] = wpack(72, 74, 80) // coal
3048 sp[P_PAL + 10] = wpack(176, 142, 118) // iron
3049 sp[P_PAL + 11] = wpack(224, 188, 92) // gold
3050 sp[P_MOBC + 0] = wpack(240, 178, 84)
3051 sp[P_MOBC + 1] = wpack(196, 138, 56)
3052 sp[P_MOBC + 2] = wpack(96, 206, 196)
3053 sp[P_MOBC + 3] = wpack(64, 158, 150)
3054 sp[P_MOBC + 4] = wpack(238, 138, 186)
3055 sp[P_MOBC + 5] = wpack(190, 100, 144)
3056 sp[P_BLDG] = 3 // W3: scattered cottages in the green hills
3057 sp[P_BLDGSPEC] = 0 // cottage archetype
3058 return 0
3059}
3060
3061// mobs: 12 creatures spawned on grass, deterministic, through the CERTIFIED entity store
3062// (handle = index+generation, stale-handle-proof by construction -- the part's gate owns that claim)
3063func genmobs(base: i64, sd: i64) -> i64 {
3064 let m: *i64 = mobp(base)
3065 en_init(m, MOB_CAP, MOB_NCOMP)
3066 wc_steer_reset(base)
3067 var i: i64 = 0
3068 var placed: i64 = 0
3069 while i < 200 {
3070 if placed < WC_CAST_N {
3071 let mx: i64 = 4 + whash(i*13 + 5, i*7 + 1, sd + 400) % (WX - 8)
3072 let mz: i64 = 4 + whash(i*17 + 3, i*29 + 9, sd + 500) % (WZ - 8)
3073 let h: i64 = wheight(base, mx, mz, sd)
3074 if h < wsp(base)[P_SNOW] - 1 { if vget(base, mx, h, mz) == 1 {
3075 let hd: i64 = en_spawn(m)
3076 if hd > 0 {
3077 en_set(m, hd, MC_X, mx*256 + 128)
3078 en_set(m, hd, MC_Y, wc_contact_floor_q(base,mx*256+128,mz*256+128,WY-1))
3079 en_set(m, hd, MC_Z, mz*256 + 128)
3080 en_set(m, hd, MC_KIND, whash(mx, mz, sd + 600) % 3)
3081 en_set(m, hd, MC_PH, whash(mz, mx, sd + 700) % WATER_MAGIC_4096)
3082 var dg: i64 = 0
3083 if whash(mx + 13, mz + 7, sd + 800) % 3 == 0 { dg = 1 }
3084 en_set(m, hd, MC_DISG, dg)
3085 let g1: i64 = whash(mx*3 + 1, mz*5 + 9, sd + 900)
3086 let g2: i64 = whash(mz*7 + 3, mx*11 + 5, sd + 901)
3087 // HAIR-HUE NIBBLE (2026-08-30, measured in-page: hist(gv&7)=[12,0,0,0,0,0,0,0]): bits 0-3 are
3088 // the declared hair-hue field (MC_GENE layout, L296) yet g1*4096 + g2*16 can never set them, so
3089 // every girl ever spawned shared ONE hair colour (blonde under the old palette, black under the
3090 // melanin one). Roll the low nibble from its own hash lane; the two existing lanes are untouched.
3091 let g3: i64 = whash(mx*13 + 7, mz*17 + 11, sd + 902) % 16
3092 en_set(m, hd, MC_GENE, (g1*WATER_MAGIC_4096 + g2*16 + g3) % WATER_MAGIC_1048576)
3093 placed = placed + 1
3094 }
3095 } }
3096 }
3097 i = i + 1
3098 }
3099 return placed
3100}
3101
3102// ---------- init / tick / render ----------
3103
3104// A spawn-relative scene fixture, written once into the same voxel buffer the GPU uploads.
3105// Preflight prevents partial stamps and preserves existing non-foliage geometry.
3106func wc_spawn_bush(base: i64, forward: i64, lateral: i64, radius: i64, height: i64, material: i64) -> i64 {
3107 if radius < 1 { return 0 - 1 }
3108 if height < 1 { return 0 - 1 }
3109 if radius >= WX/2 { return 0 - 1 }
3110 if height >= WY { return 0 - 1 }
3111 if material != BEACH_RELEASE_MATERIAL { return 0 - 1 }
3112 let s: *i64 = wst(base)
3113 let sy: i64 = it_sin4096(s[S_YAW])
3114 let co: i64 = it_cos4096(s[S_YAW])
3115 let cx: i64 = (s[S_SPX] >> 8) + (sy*forward + co*lateral)/4096
3116 let cz: i64 = (s[S_SPZ] >> 8) + (co*forward - sy*lateral)/4096
3117 if cx-radius < 0 { return 0 - 1 }
3118 if cx+radius >= WX { return 0 - 1 }
3119 if cz-radius < 0 { return 0 - 1 }
3120 if cz+radius >= WZ { return 0 - 1 }
3121 let raw: i64 = wheight(base, cx+s[S_WOX], cz+s[S_WOZ], s[S_SEED])
3122 let ground: i64 = wsp_beach_ocean(wsp(base), cx+s[S_WOX], cz+s[S_WOZ], raw)
3123 if ground <= wsp(base)[P_WATER] { return 0 - 1 }
3124 if ground+height >= WY { return 0 - 1 }
3125 var phase: i64 = 0
3126 var count: i64 = 0
3127 while phase < 2 {
3128 var y: i64 = 1
3129 while y <= height {
3130 var dz: i64 = 0-radius
3131 while dz <= radius {
3132 var dx: i64 = 0-radius
3133 while dx <= radius {
3134 var ax: i64 = dx; if ax < 0 { ax = 0-ax }
3135 var az: i64 = dz; if az < 0 { az = 0-az }
3136 if ax+az <= radius+height-y {
3137 if phase == 0 {
3138 let old: i64 = vget(base, cx+dx, ground+y, cz+dz)
3139 if old != 0 { if old != material { return 0 - 1 } }
3140 count = count+1
3141 } else {
3142 vset(base, cx+dx, ground+y, cz+dz, material)
3143 }
3144 }
3145 dx = dx+1
3146 }
3147 dz = dz+1
3148 }
3149 y = y+1
3150 }
3151 phase = phase+1
3152 }
3153 wc_wmax(base)
3154 return count
3155}
3156
3157func init_impl_v(base: i64, v: i64, seed: i64) -> i64 {
3158 if v == BEACH_RELEASE_WORLD {
3159 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)
3160 if mv != 0 { return mv }
3161 }
3162 wc_spec(base, v)
3163 // W1c: gen-time recipe overrides -- AFTER identity defaults, BEFORE genworld reads them.
3164 // Allowlist = the gen-time slots only (0..6 terrain shape, 59 treemax, 60 histage, 61
3165 // treespec, 62 settlement density, 63 settlement archetype); style
3166 // slots keep the post-boot poke lane so the two channels never blur. A zero region is a
3167 // clean no-op; the applied count lands in S_GENP below (announce-in-world-truth, sect-30d).
3168 let gp9: *i64 = wgp(base)
3169 let spg9: *i64 = wsp(base)
3170 var gpn9: i64 = 0
3171 if gp9[0] == GENP_MAGIC {
3172 var gk9: i64 = gp9[1]
3173 if gk9 < 0 { gk9 = 0 }
3174 if gk9 > GENP_MAXP { gk9 = GENP_MAXP }
3175 var gi9: i64 = 0
3176 while gi9 < gk9 {
3177 let gx9: i64 = gp9[2 + gi9*2]
3178 // THE ONE ALLOWLIST (nx_genp_allow_lib, 2026-09-04): this chain was hand-enumerated here and mirrored,
3179 // with drift, in nx_world_snap and nx_game_page_emit; all three now read genp_gen_ok, and T90 pins each
3180 // P_* slot to it. Gen-time because these rows shape what genworld is about to read -- poked after boot
3181 // they would be the silent no-op this whitelist exists for.
3182 let gok9: i64 = genp_gen_ok(gx9)
3183 if gok9 == 1 { spg9[gx9] = gp9[3 + gi9*2]; gpn9 = gpn9 + 1 }
3184 gi9 = gi9 + 1
3185 }
3186 }
3187 let s: *i64 = wst(base)
3188 let facing_radius: i64 = s[S_FACE_RADIUS]
3189 let facing_gain: i64 = s[S_FACE_GAIN]
3190 var k: i64 = 0
3191 while k < 64 { s[k] = 0; k = k + 1 }
3192 wc_set_facing_policy(base,facing_radius,facing_gain)
3193 let ej0: *i64 = ejp(base)
3194 var kj: i64 = 0
3195 while kj < EJRN_SLOTS { ej0[kj] = 0; kj = kj + 1 }
3196 s[S_SEED] = seed
3197 s[S_VAR] = v // after the zero loop -- an earlier set
3198 // here was wiped (the zero-loop-order class)
3199 s[S_GENP] = gpn9 // same zero-loop-order law as S_VAR above
3200 s[S_T] = wsp(base)[P_DAYLEN]/4 // first frame = MID-MORNING light (the
3201 // visitor's first impression; a dawn-dark
3202 // spawn read as night, screenshot-caught)
3203 genworld(base, seed)
3204 wc_wmax(base)
3205 genmobs(base, seed)
3206 // A4/C1: zero the spring + need regions (init may reuse a dirty arena), then seat and seed
3207 let sb0i: *i64 = (base + O_SOFT) as *i64
3208 var kzi: i64 = 0
3209 while kzi < MOB_CAP*SB_PTS*SD_STRIDE { sb0i[kzi] = 0; kzi = kzi + 1 }
3210 let nd0i: *i64 = (base + O_NEED) as *i64
3211 var kni: i64 = 0
3212 while kni < MOB_CAP*4 { nd0i[kni] = 0; kni = kni + 1 }
3213 wc_soft_seat_all(base)
3214 wc_need_seed(base)
3215 wc_mind_zero(base)
3216 // spawn on the TALLEST central column: from a local peak every direction is a vista,
3217 // never a cliff wall filling the first frame (the eyeball found exactly that)
3218 var sx: i64 = WX/2
3219 var sz: i64 = WZ/2
3220 var sh: i64 = 0
3221 var qz: i64 = WZ/2 - 12
3222 while qz < WZ/2 + 12 {
3223 var qx: i64 = WX/2 - 12
3224 while qx < WX/2 + 12 {
3225 let qh: i64 = wheight(base, qx, qz, seed)
3226 if qh > sh { sh = qh; sx = qx; sz = qz }
3227 qx = qx + 1
3228 }
3229 qz = qz + 1
3230 }
3231 // W2b: a spawn column may carry understory at feet height -- clear it. GUARDED so legacy
3232 // (understory-less) worlds stay byte-identical; gen-time vegetation is not journaled, so a
3233 // later window-slide repaint is harmless (the player has long moved).
3234 if ((wsp(base)[P_TREESPEC] >> 18) & 7) > 0 {
3235 vset(base, sx, sh + 1, sz, 0)
3236 vset(base, sx, sh + 2, sz, 0)
3237 }
3238 s[S_CX] = sx*256 + 128
3239 s[S_CZ] = sz*256 + 128
3240 s[S_CY] = (sh+1)*256 + EYE
3241 // Establish support from the same continuous field before querying the bounded floor.
3242 if wsp(base)[P_SURF] == 1 {
3243 let spawn_floor: i64 = wc_surface_source(base, s[S_CX], s[S_CZ])
3244 if spawn_floor >= 0 { s[S_CY] = spawn_floor + EYE }
3245 }
3246 let spawn_stand: i64 = wstand_here(base,s[S_CX],s[S_CZ])
3247 if spawn_stand >= 0 { s[S_CY] = spawn_stand }
3248 s[S_SPX] = s[S_CX]
3249 s[S_SPY] = s[S_CY]
3250 s[S_SPZ] = s[S_CZ]
3251 s[S_YAW] = 0
3252 // GE45 review framing (2026-09-04): an identity with an ocean row spawns FACING the sea. The shore identity's
3253 // +z edge is yaw 0 already, so this is byte-identical there and correct for any other edge a recipe declares.
3254 let sy0: i64 = wsp_sea_yaw(wsp(base))
3255 if sy0 >= 0 { s[S_YAW] = sy0 }
3256 s[S_PITCH] = 0
3257 s[S_Q] = Q_START
3258 if v == BEACH_RELEASE_WORLD {
3259 let release_cells: i64 = wc_spawn_bush(base, BEACH_RELEASE_FORWARD, BEACH_RELEASE_LATERAL, BEACH_RELEASE_RADIUS, BEACH_RELEASE_HEIGHT, BEACH_RELEASE_MATERIAL)
3260 // The release fixture is non-critical: a crowded or submerged site must not
3261 // prevent the world's input bindings and remaining startup from completing.
3262 // The fixture uses the world's foliage material; it must not recolor every leaf.
3263
3264 }
3265 ia_init(winp(base))
3266 ia_bind(winp(base), 82, IA_LUP) // R = look up (real action bits since seq1136)
3267 ia_bind(winp(base), 70, IA_LDOWN) // F = look down (G = party invite, below)
3268 ia_bind(winp(base), 32, IA_JUMP) // space = jump (touch center zone jumps too)
3269 ia_bind(winp(base), 81, IA_MOD) // Q = cycle the hotbar selection
3270 ia_bind(winp(base), 72, IA_HOME) // H = return to spawn (edge-fall rescue)
3271 return wc_move_boot(base,v)
3272}
3273func init_impl(base: i64, seed: i64) -> i64 { return init_impl_v(base, 0, seed) }
3274
3275// return to spawn: position + velocity reset, world untouched (the operator's reset button)
3276func wc_respawn(base: i64) -> i64 {
3277 let s: *i64 = wst(base)
3278 s[S_CX] = s[S_SPX]
3279 s[S_CY] = s[S_SPY]
3280 s[S_CZ] = s[S_SPZ]
3281 s[S_VY] = 0
3282 wc_move_reset(base)
3283 s[S_GROUNDED] = 1
3284 return 0
3285}
3286
3287// highest solid y at a column (collision floor), -1 if none
3288func wground(base: i64, x: i64, z: i64) -> i64 {
3289 var y: i64 = WY - 1
3290 while y >= 0 {
3291 if vsolid(base, x, y, z) == 1 { return y }
3292 y = y - 1
3293 }
3294 return 0 - 1
3295}
3296
3297// Collision uses the same continuous terrain field as rendering; non-terrain solids remain cells.
3298func wc_contact_floor_below_q(base: i64, xq: i64, zq: i64, top: i64, ceiling: i64) -> i64 {
3299 let sp: *i64 = wsp(base)
3300 var y: i64 = top
3301 if y >= WY { y = WY - 1 }
3302 var floor: i64 = 0 - 1
3303 if sp[P_SURF] == 1 {
3304 floor = wc_surface_source(base,xq,zq)
3305 if floor < 0 { return 0 - 1 }
3306 if floor > ceiling { floor = 0 - 1 }
3307 }
3308 while y >= 0 {
3309 let b: i64 = vget(base,xq >> 8,y,zq >> 8)
3310 var eligible: i64 = vsolid(base,xq >> 8,y,zq >> 8)
3311 if sp[P_SURF] == 1 { if wterrain(b) == 1 { eligible = 0 } }
3312 if eligible == 1 {
3313 let celltop: i64 = (y+1)*256
3314 if celltop <= ceiling {
3315 if celltop > floor { floor = celltop }
3316 return floor
3317 }
3318 }
3319 y = y - 1
3320 }
3321 return floor
3322}
3323
3324// Unbounded column query remains available to existing callers.
3325func wc_contact_floor_q(base: i64, xq: i64, zq: i64, top: i64) -> i64 {
3326 return wc_contact_floor_below_q(base,xq,zq,top,WY*256)
3327}
3328
3329// try to stand at (nxq, nzq): returns the required cam y (Q8) or -1 if the move is blocked
3330func wstand(base: i64, nxq: i64, nzq: i64, cyq: i64) -> i64 {
3331 // Preserve the existing step allowance; overhead surfaces outside it cannot be support.
3332 let step_allowance: i64 = 384
3333 let floor: i64 = wc_contact_floor_below_q(base, nxq, nzq, WY - 1, cyq - EYE + step_allowance)
3334 var stand: i64 = floor + EYE
3335 let wl2: i64 = wsp(base)[P_WATER]
3336 let wsurf: i64 = (wl2 + 1)*256 + EYE - 96 // float slightly sunk in water
3337 if stand < wsurf { if vget(base, nxq >> 8, wl2, nzq >> 8) == 4 { stand = wsurf } }
3338 // VOID COLUMN = WALL: no ground below means off the world's edge -- refuse the step (the
3339 // walk-off-and-vanish bug: wstand happily computed a hover height over nothing)
3340 if floor < 0 { return 0 - 1 }
3341 if stand - cyq > step_allowance { return 0 - 1 } // more than a 1.5-block rise = wall
3342 let heady: i64 = (stand + 128) >> 8
3343 if vsolid(base, nxq >> 8, heady, nzq >> 8) == 1 { return 0 - 1 }
3344 return stand
3345}
3346
3347// stand height for the CURRENT column (no wall refusal -- the vertical-physics target)
3348func wstand_here(base: i64, xq: i64, zq: i64) -> i64 {
3349 let floor: i64 = wc_contact_floor_below_q(base, xq, zq, WY - 1, wst(base)[S_CY] - EYE)
3350 if floor < 0 { return 0 - 1 }
3351 var stand: i64 = floor + EYE
3352 let wl3: i64 = wsp(base)[P_WATER]
3353 let wsurf: i64 = (wl3 + 1)*256 + EYE - 96
3354 if stand < wsurf { if vget(base, xq >> 8, wl3, zq >> 8) == 4 { stand = wsurf } }
3355 return stand
3356}
3357
3358// mob floor: first solid scanning DOWN from just above the mob's feet -- wground scans from the
3359// SKY and reads an overhanging leaf canopy as "ground 5 blocks up", which froze every mob under a
3360// tree (measured: phase advanced 982/tick = the refusal branch, position never moved).
3361// body clearance: a girl is ~2 blocks tall -- the two cells above the ground must be AIR or
3362// she stands with her head/shoulders inside an overhang (invisible as SDF; as a MESH her
3363// buried parts discard and the poking limbs read as floating shards -- operator-reported).
3364// GE12b -- BODY CLEARANCE. mob_fits (below) proves only her OWN cell's air column, but a girl
3365// is a CYLINDER of radius MOB_R_Q8, so standing near a cell edge her body overlaps the
3366// neighbouring solid: the operator's 2026-08-27 frame caught exactly that -- a girl leaning
3367// THROUGH a cliff wall with her shins inside the blocks. These clamp her fractional position
3368// away from any solid neighbour at either body course. Integer, deterministic, and a pure
3369// no-op in open ground (no solid neighbour => the position is returned untouched).
3370// RADIUS IS NOT A NEW NUMBER: npc_pick already models her body as r=.35 blocks for hit
3371// detection, and .35*256 = 89.6 -> 90 q8. One body, one radius; a second value here would be
3372// two rulers for one girl (she could be hittable where she is not present, and vice versa).
3373const MOB_R_Q8: i64 = 90
3374func mob_solid2(base: i64, x: i64, g: i64, z: i64) -> i64 {
3375 if vsolid(base, x, g + 1, z) == 1 { return 1 }
3376 if vsolid(base, x, g + 2, z) == 1 { return 1 }
3377 return 0
3378}
3379func mob_clear_x(base: i64, nx: i64, nz: i64, g: i64) -> i64 {
3380 let cx: i64 = nx >> 8
3381 let cz: i64 = nz >> 8
3382 let fr: i64 = nx - cx*256
3383 var r: i64 = nx
3384 if fr < MOB_R_Q8 { if mob_solid2(base, cx - 1, g, cz) == 1 { r = cx*256 + MOB_R_Q8 } }
3385 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx + 1, g, cz) == 1 { r = cx*256 + 256 - MOB_R_Q8 } }
3386 return r
3387}
3388func mob_clear_z(base: i64, nx: i64, nz: i64, g: i64) -> i64 {
3389 let cx: i64 = nx >> 8
3390 let cz: i64 = nz >> 8
3391 let fr: i64 = nz - cz*256
3392 var r: i64 = nz
3393 if fr < MOB_R_Q8 { if mob_solid2(base, cx, g, cz - 1) == 1 { r = cz*256 + MOB_R_Q8 } }
3394 if fr > 256 - MOB_R_Q8 { if mob_solid2(base, cx, g, cz + 1) == 1 { r = cz*256 + 256 - MOB_R_Q8 } }
3395 return r
3396}
3397func mob_fits(base: i64, x: i64, g: i64, z: i64) -> i64 {
3398 if vsolid(base, x, g + 1, z) == 1 { return 0 }
3399 if vsolid(base, x, g + 2, z) == 1 { return 0 }
3400 return 1
3401}
3402
3403func mob_ground(base: i64, x: i64, ytop: i64, z: i64) -> i64 {
3404 var y: i64 = ytop
3405 if y > WY - 1 { y = WY - 1 }
3406 while y >= 0 {
3407 if vsolid(base, x, y, z) == 1 { return y }
3408 y = y - 1
3409 }
3410 return 0 - 1
3411}
3412
3413// GE12 -- GAIT-PHASED VERTICAL LOCOMOTION (gameengine rung mob_step_gait). A mob's Y no longer
3414// EASES linearly toward the stand height (the 64 q8/tick glide the operator caught 2026-08-26:
3415// a climb glided and a drop floated). Two named regimes, one ruler each:
3416// STEP UP -> the cited stair-ascent rate WC_STEP_EASE_UP (gamefeel row step_ease_up_q8), and
3417// only in a tick where a stride step landed -- the caller is the move branch, so the
3418// rise is gait-phased BY CONSTRUCTION, never a free-running ramp;
3419// DROP -> the PLAYER'S OWN integrator (v -= GRAV per tick, clamped at VTERM, landing snaps to
3420// the stand height and zeroes v): every falling body in the world obeys one gravity.
3421// vyp[k] is her vertical velocity (O_MOBVY). Returns the new Y (q8). All inputs are arena state,
3422// so replay stays bit-identical (T4/T17). ph/gait are untouched: this is Y only.
3423func mob_step_gait(vyp: *i64, k: i64, cy0: i64, ng: i64) -> i64 {
3424 var vy9: i64 = vyp[k]
3425 var ny9: i64 = cy0
3426 if ng > cy0 {
3427 ny9 = cy0 + WC_STEP_EASE_UP
3428 if ny9 > ng { ny9 = ng }
3429 vy9 = 0
3430 }
3431 if ng < cy0 {
3432 vy9 = vy9 - GRAV
3433 if vy9 < 0 - VTERM { vy9 = 0 - VTERM }
3434 ny9 = cy0 + vy9
3435 if ny9 <= ng { ny9 = ng; vy9 = 0 }
3436 }
3437 if ng == cy0 { vy9 = 0 }
3438 vyp[k] = vy9
3439 return ny9
3440}
3441
3442// NPC HIT DETECTION: march the view ray in half-block samples up to 7 blocks; a solid voxel
3443// blocks it (walls occlude, real detection); a sample inside a girl's body cylinder (r=.35,
3444// h=1.7) targets her. Returns the dense index or -1. The same pass PUSHES the player out of
3445// bodies (they have PRESENCE now -- no more walking through people).
3446func npc_pick(base: i64, fx: i64, fy: i64, fz: i64) -> i64 {
3447 let s: *i64 = wst(base)
3448 let m: *i64 = mobp(base)
3449 var t: i64 = 1
3450 while t <= 14 {
3451 let px2: i64 = s[S_CX] + fx*t*128/WATER_MAGIC_4096
3452 let py2: i64 = s[S_CY] + fy*t*128/WATER_MAGIC_4096
3453 let pz2: i64 = s[S_CZ] + fz*t*128/WATER_MAGIC_4096
3454 if vsolid(base, px2 >> 8, py2 >> 8, pz2 >> 8) == 1 { return 0 - 1 }
3455 var k: i64 = 0
3456 while k < en_count(m) {
3457 let h: i64 = en_nth(m, k)
3458 var ddx: i64 = px2 - en_get(m, h, MC_X)
3459 if ddx < 0 { ddx = 0 - ddx }
3460 var ddz: i64 = pz2 - en_get(m, h, MC_Z)
3461 if ddz < 0 { ddz = 0 - ddz }
3462 let dy2: i64 = py2 - en_get(m, h, MC_Y)
3463 if ddx < 90 { if ddz < 90 { if dy2 >= 0 { if dy2 < 440 { return k } } } }
3464 k = k + 1
3465 }
3466 t = t + 1
3467 }
3468 return 0 - 1
3469}
3470
3471// ---------- A1: the integer tick calendar (day/night + 4 seasons) ----------
3472// Pure functions of (S_T, spec) -> bit-exact across arenas by construction. Every phase compare
3473// CROSS-MULTIPLIES (the banked integer-truncation law: never divide a value before comparing it).
3474// RECOMBINATION CONTRACT: a different game = a different spec; a recombined identity turns a
3475// subsystem OFF by zeroing its rows, so every consumer guards the zero (endless day, no rain,
3476// no farm clock) instead of trapping on a modulo-by-zero. Off is a state, never a crash.
3477func cal_dayt(base: i64) -> i64 {
3478 let dl: i64 = wsp(base)[P_DAYLEN]
3479 if dl <= 0 { return 0 }
3480 let s: *i64 = wst(base)
3481 return s[S_T] % dl
3482}
3483func cal_day(base: i64) -> i64 {
3484 let dl: i64 = wsp(base)[P_DAYLEN]
3485 if dl <= 0 { return 0 }
3486 let s: *i64 = wst(base)
3487 return s[S_T] / dl
3488}
3489func cal_season(base: i64) -> i64 {
3490 let sd: i64 = wsp(base)[P_SEASD]
3491 if sd <= 0 { return 0 }
3492 return (cal_day(base) / sd) % 4
3493}
3494// night = the last 3/8 of each day: dayt*8 >= DAYLEN*5, cross-multiplied
3495func cal_night(base: i64) -> i64 {
3496 if wsp(base)[P_DAYLEN] <= 0 { return 0 }
3497 if cal_dayt(base)*8 >= wsp(base)[P_DAYLEN]*WC_NIGHT_X8 { return 1 }
3498 return 0
3499}
3500// sun elevation as a Q12 sine: rises 0 at dawn, +4096 at noon, negative through the night
3501func cal_sunel(base: i64) -> i64 {
3502 let dl: i64 = wsp(base)[P_DAYLEN]
3503 if dl <= 0 { return 4096 } // calendar off = eternal noon
3504 let dt2: i64 = cal_dayt(base)
3505 if dt2*8 < dl*WC_NIGHT_X8 { return it_sin4096(dt2*8*IT_PI/(dl*WC_NIGHT_X8)) }
3506 return 0 - it_sin4096((dt2*8 - dl*WC_NIGHT_X8)*IT_PI/(dl*(8 - WC_NIGHT_X8)))
3507}
3508// deterministic weather: ONE roll per absolute day-eighth from (seed, segment, season table) --
3509// the same world replays the same storms forever
3510func cal_rain(base: i64) -> i64 {
3511 let dl: i64 = wsp(base)[P_DAYLEN]
3512 if dl <= 0 { return 0 }
3513 let s: *i64 = wst(base)
3514 let seg: i64 = s[S_T]*8/dl
3515 // DELEGATED (2026-08-26) to nx_weather_lib's gate-proven wx_rain: same seed lineage (the
3516 // +3300 salt fold), same one-roll-per-absolute-day-eighth semantics (seg IS the eighth), and
3517 // the gate PROVES the long-run rate stays inside each P_RAINS row's binomial envelope -- this
3518 // delegation cannot change any world's climate, and it gains the front persistence, typed
3519 // precipitation and gradient wind the old coin structurally lacked.
3520 return wx_rain(s[S_SEED] + 3300, seg, wsp(base)[P_RAINS + cal_season(base)])
3521}
3522
3523// the per-tick weather export writer: recomputes the eighth's state (pure fns -- cheap, replay
3524// exact) and publishes it in the spec block for the page and every other consumer.
3525func wc_weather_tick(base: i64) -> i64 {
3526 let dl: i64 = wsp(base)[P_DAYLEN]
3527 if dl <= 0 { return 0 }
3528 let s: *i64 = wst(base)
3529 let seg: i64 = s[S_T]*8/dl
3530 let sd: i64 = s[S_SEED] + 3300
3531 let row: i64 = wsp(base)[P_RAINS + cal_season(base)]
3532 let sp: *i64 = wsp(base)
3533 sp[P_WXCOV] = wx_coverage(sd, seg, row)
3534 let ws: i64 = wx_wind_speed(sd, seg)
3535 let wd: i64 = wx_wind_dir_q(sd, seg)
3536 // direction Q -> components via the sim's own it_cos4096/it_sin4096 (angle = wd scaled to tau)
3537 sp[P_WXWINDX] = ws*it_cos4096(wd*IT_PI*2/WX_Q)/4096
3538 sp[P_WXWINDZ] = ws*it_sin4096(wd*IT_PI*2/WX_Q)/4096
3539 sp[P_WXTYPE] = wx_precip(sd, seg, row, cal_season(base), cal_night(base))
3540 sp[P_WXTEMP] = wx_temp(cal_season(base), cal_night(base), sd, seg)
3541 return 0
3542}
3543// write bst into MC_DISG bits 3-5 WITHOUT touching the disguise/met bits (0-2) or the
3544// FRIENDSHIP byte (bits 6-13) -- the old (dg & 7) mask silently erased any upper state
3545func dg_bst(dg: i64, b: i64) -> i64 { return dg - ((dg >> 3) & 7)*8 + b*8 }
3546
3547// ---------- B1/B2: soil + crops. THE EDIT JOURNAL IS THE SPARSE ACTIVE LIST ----------
3548// Every farm cell was player-touched, so it is already journaled at absolute coords: no scan,
3549// no extra memory, and growth writes go through the same journal so world and history can
3550// never disagree. Growth is Minecraft's integer stencil: p = 1/(floor(25/speed)+1), speed
3551// from soil wetness; rolls are seed+coord+epoch hashes -> replay-safe by construction.
3552func wc_grow_set_indexed(base: i64, index: *i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 {
3553 let s: *i64 = wst(base)
3554 if ej_index_put(base,index, lx + s[S_WOX], ly, lz + s[S_WOZ], b) < 0 {
3555 s[S_EJDROP] = s[S_EJDROP] + 1
3556 return 0
3557 }
3558 return vset(base, lx, ly, lz, b)
3559}
3560func wc_grow_set(base: i64, lx: i64, ly: i64, lz: i64, b: i64) -> i64 {
3561 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL)
3562 if (index as i64) == 0 { return 0 }
3563 return wc_grow_set_indexed(base,index,lx,ly,lz,b)
3564}
3565// water within the 5x5 ring at soil level or one below (ponds sit lower than their fields)
3566func wc_wet_near(base: i64, lx: i64, ly: i64, lz: i64) -> i64 {
3567 var dz2: i64 = 0 - 2
3568 while dz2 <= 2 {
3569 var dx2: i64 = 0 - 2
3570 while dx2 <= 2 {
3571 if vget(base, lx + dx2, ly, lz + dz2) == 4 { return 1 }
3572 if vget(base, lx + dx2, ly - 1, lz + dz2) == 4 { return 1 }
3573 dx2 = dx2 + 1
3574 }
3575 dz2 = dz2 + 1
3576 }
3577 return 0
3578}
3579func wc_farm_tick(base: i64) -> i64 {
3580 let s: *i64 = wst(base)
3581 let e: *i64 = ejp(base)
3582 let sp: *i64 = wsp(base)
3583 let index: *i64 = ej_batch_begin(base,CRAFT_EXT_TOTAL)
3584 if (index as i64) == 0 { return 0-3 }
3585 let rain: i64 = cal_rain(base)
3586 var i: i64 = 0
3587 while i < EJRN_SLOTS {
3588 let cur: i64 = e[i]
3589 if cur != 0 {
3590 let b: i64 = cur & 255
3591 if b >= B_FARM { if b <= B_FARMW {
3592 let k: i64 = (cur >> 8) - 1
3593 let ay: i64 = k & 63
3594 let az: i64 = ((k >> 6) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216
3595 let ax: i64 = ((k >> 31) & WATER_MAGIC_33554431) - WATER_MAGIC_16777216
3596 let lx: i64 = ax - s[S_WOX]
3597 let lz: i64 = az - s[S_WOZ]
3598 // only cells inside the window tick (offscreen farms pause -- chunk law, honest)
3599 if vin(lx, ay, lz) == 1 { if vget(base, lx, ay, lz) == b {
3600 if b == B_FARM { if rain == 1 { wc_grow_set_indexed(base,index, lx, ay, lz, B_FARMW) } }
3601 if b == B_FARM { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 1 {
3602 wc_grow_set_indexed(base,index, lx, ay, lz, B_FARMW)
3603 } } }
3604 if b == B_FARMW { if rain == 0 { if wc_wet_near(base, lx, ay, lz) == 0 {
3605 wc_grow_set_indexed(base,index, lx, ay, lz, B_FARM)
3606 } } }
3607 if b >= B_CROP0 { if b <= B_CROP1 {
3608 var spd: i64 = sp[P_GROWD]
3609 let un: i64 = vget(base, lx, ay - 1, lz)
3610 if un == B_FARMW { spd = sp[P_GROWW] }
3611 if rain == 1 { if un == B_FARM { spd = sp[P_GROWW] } }
3612 if spd < 1 { spd = 1 }
3613 let den: i64 = 25/spd + 1
3614 if whash(ax*131 + ay, az*97, s[S_SEED] + s[S_T]/sp[P_GROWE]) % den == 0 {
3615 wc_grow_set_indexed(base,index, lx, ay, lz, b + 1)
3616 if b + 1 == B_CROP2 { s[S_GROWN] = s[S_GROWN] + 1 }
3617 }
3618 } }
3619 } }
3620 } }
3621 }
3622 i = i + 1
3623 }
3624 return 0
3625}
3626
3627// ---------- A4/C1 shared state maintenance (springs + needs) ----------
3628// GAIT DRIVE IS STILL A FREE-RUNNING CLOCK (debt 1785770635 STAYS OPEN) -- and the reason is now
3629// MEASURED rather than guessed, because the obvious fix was tried on 2026-08-25 and REFUTED by
3630// nx_wasm_craft_gate T36 before it could ship. Advancing MC_PH by distance travelled makes the
3631// tissue drive track her real cadence, which is correct and is what the oracle band wants. It is
3632// ALSO CIRCULAR: line ~1849 derives her wander heading FROM ph (dx = sin(ph*3), dz = cos(ph*3)),
3633// so a girl who stops moving freezes her phase, and a frozen phase freezes her heading -- she can
3634// never restart. The gate caught it exactly: the bold girl's approach distance stayed at her START
3635// value (1024, was 577) and the run went 52/53 RED. THE REAL FIX IS TO SPLIT THE TWO PHASES: a
3636// wander phase that must free-run for behaviour, and a gait phase that must track travel for
3637// tissue. That needs one word of per-mob state (accumulated stride distance), which touches the
3638// entity schema and therefore the save-format teeth (T15, T18, T50) -- a deliberate change, not a
3639// drive-by. Reverted here so the tree stays GREEN; the diagnosis is the deliverable.
3640func wc_soft_seat_all(base: i64) -> i64 {
3641 let m: *i64 = mobp(base)
3642 let sb0: *i64 = (base + O_SOFT) as *i64
3643 var k: i64 = 0
3644 while k < en_count(m) {
3645 let h: i64 = en_nth(m, k)
3646 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) }
3647 k = k + 1
3648 }
3649 return 0
3650}
3651// ---------- THE TRAVELER'S PASSPORT (isekai): character + party cross worlds ----------
3652func passp(base: i64) -> *i64 { return (base + O_PASS) as *i64 }
3653func wc_pass_ck(p: *i64) -> i64 {
3654 return gsc_fold_words(SAVE_CK_SEED, p, 0, 21, SAVE_CK_PRIME, SAVE_CK_MASK)
3655}
3656func wc_party_count(base: i64) -> i64 {
3657 let m: *i64 = mobp(base)
3658 var n: i64 = 0
3659 var k: i64 = 0
3660 while k < en_count(m) {
3661 let h: i64 = en_nth(m, k)
3662 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { n = n + 1 } }
3663 k = k + 1
3664 }
3665 return n
3666}
3667// fold the session's deltas into the lifetime ledger (snapshot words 32+ make this idempotent:
3668// a world reload or a second build never double-counts a deed)
3669func wc_pass_sync(base: i64) -> i64 {
3670 let p: *i64 = passp(base)
3671 let s: *i64 = wst(base)
3672 if p[0] != PASS_MAGIC {
3673 var z: i64 = 0
3674 while z < 48 { p[z] = 0; z = z + 1 }
3675 p[0] = PASS_MAGIC
3676 p[1] = 1
3677 p[2] = whash(s[S_SEED], s[S_T], 20260802)
3678 // snapshot stays ZERO on creation: a traveler born mid-world ABSORBS what he has
3679 // already done here as his first deeds. Baselining at current values silently
3680 // discarded them (gate T50 caught exactly that: 7 harvests -> ledger 0).
3681 }
3682 var d: i64 = s[S_BROKEN] - p[32]
3683 if d > 0 { p[3] = p[3] + d }
3684 p[32] = s[S_BROKEN]
3685 d = s[S_PLACED] - p[33]
3686 if d > 0 { p[4] = p[4] + d }
3687 p[33] = s[S_PLACED]
3688 d = s[S_HARV] - p[34]
3689 if d > 0 { p[5] = p[5] + d }
3690 p[34] = s[S_HARV]
3691 d = s[S_PLANT] - p[35]
3692 if d > 0 { p[6] = p[6] + d }
3693 p[35] = s[S_PLANT]
3694 d = s[S_FOUND] - p[36]
3695 if d > 0 { p[7] = p[7] + d }
3696 p[36] = s[S_FOUND]
3697 d = s[S_LOST] - p[37]
3698 if d > 0 { p[8] = p[8] + d }
3699 p[37] = s[S_LOST]
3700 d = s[S_T] - p[38]
3701 if d > 0 { p[9] = p[9] + d }
3702 p[38] = s[S_T]
3703 p[10] = p[10] | (1 << s[S_VAR])
3704 // the party rides along: up to 3 companions' (kind, bond-word, genome)
3705 let m: *i64 = mobp(base)
3706 var pc: i64 = 0
3707 var k: i64 = 0
3708 while k < en_count(m) {
3709 let h: i64 = en_nth(m, k)
3710 if h > 0 { if (en_get(m, h, MC_DISG) & 4) == 4 { if pc < 3 {
3711 p[12 + pc*3] = en_get(m, h, MC_KIND)
3712 p[13 + pc*3] = en_get(m, h, MC_DISG)
3713 p[14 + pc*3] = en_get(m, h, MC_GENE)
3714 pc = pc + 1
3715 } } }
3716 k = k + 1
3717 }
3718 p[11] = pc
3719 p[21] = wc_pass_ck(p)
3720 return PASS_LEN
3721}
3722// arriving traveler: validate, re-baseline the snapshot, and WALK THE PARTY OFF THE BOAT --
3723// each companion respawns beside the player with bond and genome intact. Refusal touches
3724// nothing: -1 magic, -2 version, -3 checksum (the save doors' law).
3725func wc_pass_apply(base: i64) -> i64 {
3726 let p: *i64 = passp(base)
3727 if p[0] != PASS_MAGIC { return 0 - 1 }
3728 if p[1] != 1 { return 0 - 2 }
3729 if wc_pass_ck(p) != p[21] { return 0 - 3 }
3730 let s: *i64 = wst(base)
3731 p[32] = s[S_BROKEN]
3732 p[33] = s[S_PLACED]
3733 p[34] = s[S_HARV]
3734 p[35] = s[S_PLANT]
3735 p[36] = s[S_FOUND]
3736 p[37] = s[S_LOST]
3737 p[38] = s[S_T]
3738 p[10] = p[10] | (1 << s[S_VAR])
3739 let m: *i64 = mobp(base)
3740 var pc: i64 = 0
3741 while pc < p[11] { if pc < 3 {
3742 let hn: i64 = en_spawn(m)
3743 if hn > 0 {
3744 let ang: i64 = pc*2*IT_PI/3 + IT_PI/6
3745 var ax: i64 = s[S_CX] + it_sin4096(ang)*3*256/WATER_MAGIC_4096
3746 var az: i64 = s[S_CZ] + it_cos4096(ang)*3*256/WATER_MAGIC_4096
3747 ax = wclamp(ax, 2*256, (WX - 2)*256)
3748 az = wclamp(az, 2*256, (WZ - 2)*256)
3749 let gy: i64 = mob_ground(base, ax >> 8, WY - 1, az >> 8)
3750 en_set(m, hn, MC_X, ax)
3751 en_set(m, hn, MC_Z, az)
3752 en_set(m, hn, MC_Y, wc_contact_floor_q(base,ax,az,WY-1))
3753 en_set(m, hn, MC_KIND, p[12 + pc*3])
3754 en_set(m, hn, MC_DISG, p[13 + pc*3])
3755 en_set(m, hn, MC_GENE, p[14 + pc*3])
3756 en_set(m, hn, MC_PH, whash(p[14 + pc*3], pc, s[S_SEED]) % WATER_MAGIC_4096)
3757 }
3758 pc = pc + 1
3759 } }
3760 wc_soft_seat_all(base)
3761 wc_need_seed(base)
3762 p[21] = wc_pass_ck(p)
3763 return 0
3764}
3765
3766// level + party-invite as BASE-PARAMETERIZED cores (the doors below are thin wrappers, so the
3767// gate exercises the same code the game runs -- one definition, zero drift)
3768func pass_level_of(base: i64) -> i64 {
3769 let p: *i64 = passp(base)
3770 if p[0] != PASS_MAGIC { return 1 }
3771 var sc: i64 = p[5]*4 + p[6] + p[7]*20 + p[3]/8 + p[4]/8 + p[9]/72000*3
3772 var lv: i64 = 1
3773 while sc >= lv*10 { sc = sc - lv*10; lv = lv + 1 }
3774 return lv
3775}
3776func party_of(base: i64) -> i64 {
3777 let s: *i64 = wst(base)
3778 if s[S_NPCT] < 0 { return 0 - 1 }
3779 let m: *i64 = mobp(base)
3780 let h: i64 = en_nth(m, s[S_NPCT])
3781 if h <= 0 { return 0 - 1 }
3782 let dg: i64 = en_get(m, h, MC_DISG)
3783 if ((dg >> 6) & 255) < 40 { return 0 - 2 } // a bond, not a kidnapping
3784 if (dg & 4) == 4 {
3785 en_set(m, h, MC_DISG, dg - 4) // toggle: she may also LEAVE
3786 return 0
3787 }
3788 if wc_party_count(base) >= 3 { return 0 - 3 }
3789 en_set(m, h, MC_DISG, dg | 4)
3790 th_add(base, s[S_NPCT], TH_MET, 20, 14400)
3791 return 1
3792}
3793
3794// outfit for girl k: identity data gates the dimension; her genome picks within it.
3795// 0 clothed · 1 topless · 2 nude (all figures are the one adult mesh)
3796// THE POSE DOOR (operator 2026-08-02: "interact with me and the environment in various poses
3797// beyond the one" -- the pose PIPELINE's first rung). The engine ALREADY computes behavioral
3798// states (T44: sleep/flee via MC_DISG bits 3-5; movement via O_MOBAUX deltas) and the renderer
3799// ignores every one of them: sleeping girls play the walk clip, idle girls walk in place. Same
3800// class as the face: THE DATA EXISTS AND DRIVES NOTHING -- so the consumer contract comes first.
3801// Pose ids (the page consumes; the coming NXA pose BANK indexes by these):
3802// 0 idle-stand (breath only) 1 walk 2 sleep-lying 3 flee-run 4 sit 5 lie-awake
3803// 4/5 are RESERVED rows: behaviors from the towel/smart-object chain select them; publishing
3804// the id space now means new poses arrive as DATA against a stable contract, not an engine edit.
3805func mob_pose(base: i64, k: i64) -> i64 {
3806 let m: *i64 = mobp(base)
3807 let st: i64 = (en_get(m, en_nth(m, k), MC_DISG) >> 3) & 7
3808 if st == 2 { return 2 }
3809 if st == 4 { return 3 }
3810 if mob_spd_q8i(base, k) > 0 { return 1 }
3811 return 0
3812}
3813func mobpose(k: i64) -> i64 { return mob_pose(0, k) }
3814
3815// GE13b THE SELECTOR: what a girl wears, from the world's outfit mode, her genome and her pose.
3816// Returns the OUTFIT word: upper garment id << GAR_SLOT_SH | lower garment id, 0 = nothing in that
3817// slot; one-piece and dresses cover both and ride the LOWER slot. Every branch is a table LOOKUP --
3818// no colour, no shape, no category is decided here; a world that rewrites a garment row rewrites
3819// what these ids mean, and a row the world does not carry (0) is not wearable.
3820// mode 0 (identity keeps everyone clothed): CASUAL/EVENING by the beach bits 18-19 -- tee+shorts,
3821// tee+skirt, sundress, evening dress. Before this every girl wore the one dress.
3822// mode 1 (MIXED beach): the incumbent bits, garment by garment -- 0 bikini top+bottom, 1 one-piece,
3823// 2 bikini bottom only (topless), 3 nothing (nude). Girl-for-girl the SAME 0/1/2 the old rule
3824// produced; gate T85 proves it against mob_outfit_v1 below.
3825// mode 2 (SWIMWEAR-ONLY): bit 18 picks bikini or one-piece; never a cover-up, never casual.
3826// mode 3 (NUDE BEACH): nothing worn.
3827// POSE OVERLAY: asleep (mob_pose SLEEP) on a beach with swim bottoms on, she wraps a SARONG
3828// (beach-cover) over them -- same coverage bit, so her legacy value never flickers -- unless
3829// she is in water, where a wrap is never worn (swim => swim).
3830func wc_mob_in_water(base: i64, k: i64) -> i64 {
3831 let m: *i64 = mobp(base)
3832 let h: i64 = en_nth(m, k)
3833 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 }
3834 return 0
3835}
3836func wc_outfit(base: i64, k: i64) -> i64 {
3837 let md: i64 = wsp(base)[P_OUTFIT]
3838 let m: *i64 = mobp(base)
3839 let gb: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> MG_BEACH_SH) & MG_BEACH_MASK
3840 var up: i64 = 0
3841 var lo: i64 = 0
3842 var beach: i64 = 0
3843 if md == 0 {
3844 if gb == 0 { up = GAR_TEE; lo = GAR_SHORTS }
3845 if gb == 1 { up = GAR_TEE; lo = GAR_SKIRT }
3846 if gb == 2 { lo = GAR_SUNDRESS }
3847 if gb == 3 { lo = GAR_DRESS }
3848 }
3849 if md == 1 {
3850 beach = 1
3851 if gb == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT }
3852 if gb == 1 { lo = GAR_ONEPIECE }
3853 if gb == 2 { lo = GAR_BIKINI_BOT }
3854 }
3855 if md == 2 {
3856 beach = 1
3857 if (gb & 1) == 0 { up = GAR_BIKINI_TOP; lo = GAR_BIKINI_BOT }
3858 if (gb & 1) == 1 { lo = GAR_ONEPIECE }
3859 }
3860 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 {
3861 if mob_pose(base, k) == MOB_POSE_SLEEP { if wc_mob_in_water(base, k) == 0 { lo = GAR_SARONG } }
3862 } } } }
3863 // a row the world does not carry is not a garment: the slot empties (the neg-control's lever)
3864 if gar_row(base, up) == 0 { up = 0 }
3865 if gar_row(base, lo) == 0 { lo = 0 }
3866 return (up << GAR_SLOT_SH) | lo
3867}
3868// 0 clothed / 1 topless / 2 nude, DERIVED from the worn set -- the contract every existing consumer
3869// (the page's uOF bands, T49, T77) keeps, now a consequence of the wardrobe instead of the wardrobe.
3870func mob_outfit(base: i64, k: i64) -> i64 {
3871 let o: i64 = wc_outfit(base, k)
3872 return gar_legacy(gar_cov(gar_row(base, o >> GAR_SLOT_SH)) | gar_cov(gar_row(base, o & GAR_ID_MASK)))
3873}
3874// THE PRE-WARDROBE RULE, kept RUNNABLE as the gate's oracle: T85 proves mob_outfit == mob_outfit_v1
3875// for every girl in every mode, so no consumer sees a different girl. Not called by the game.
3876func mob_outfit_v1(base: i64, k: i64) -> i64 {
3877 let md9: i64 = wsp(base)[P_OUTFIT]
3878 if md9 == 0 { return 0 }
3879 // GE13: per-world outfit FLAGS, all data -- 1 = MIXED (genome bits decide; the incumbent
3880 // beach), 2 = SWIMWEAR-ONLY (dimension active, variety off), 3 = NUDE BEACH (all bare).
3881 if md9 == 2 { return 0 }
3882 if md9 == 3 { return 2 }
3883 let m: *i64 = mobp(base)
3884 let g: i64 = (en_get(m, en_nth(m, k), MC_GENE) >> 18) & 3
3885 if g <= 1 { return 0 }
3886 if g == 2 { return 1 }
3887 return 2
3888}
3889
3890func wc_need_seed(base: i64) -> i64 {
3891 let m: *i64 = mobp(base)
3892 let s: *i64 = wst(base)
3893 let nd0: *i64 = (base + O_NEED) as *i64
3894 var k: i64 = 0
3895 while k < en_count(m) {
3896 nd0[k*4] = 300 + (whash(k, 11, s[S_SEED]) % 200)
3897 nd0[k*4 + 1] = 700
3898 nd0[k*4 + 2] = 300 + (whash(k, 23, s[S_SEED]) % 200)
3899 nd0[k*4 + 3] = 0
3900 k = k + 1
3901 }
3902 return 0
3903}
3904
3905// ---------- C3/C5: the inner life (thought ledger + gossip records) ----------
3906func mindp(base: i64) -> *i64 { return (base + O_MIND) as *i64 }
3907func wc_mind_zero(base: i64) -> i64 {
3908 let mp: *i64 = mindp(base)
3909 var i: i64 = 0
3910 while i < MOB_CAP*24 { mp[i] = 0; i = i + 1 }
3911 return 0
3912}
3913// add/refresh a thought: same id refreshes in place; else a dead slot; else rotate one out
3914func th_add(base: i64, k: i64, id: i64, mag: i64, ttl: i64) -> i64 {
3915 let mp: *i64 = mindp(base)
3916 let s: *i64 = wst(base)
3917 let b: i64 = k*24
3918 var slot: i64 = 0 - 1
3919 var i: i64 = 0
3920 while i < 8 {
3921 if (mp[b + i*2] >> 8) == id { slot = i }
3922 i = i + 1
3923 }
3924 if slot < 0 {
3925 i = 0
3926 while i < 8 {
3927 if slot < 0 { if mp[b + i*2 + 1] <= s[S_T] { slot = i } }
3928 i = i + 1
3929 }
3930 }
3931 if slot < 0 { slot = (s[S_T] + k) % 8 }
3932 mp[b + slot*2] = id*256 + (mag + 128)
3933 mp[b + slot*2 + 1] = s[S_T] + ttl
3934 return 0
3935}
3936// mood = the sum of LIVE thoughts, clamped -- always decomposable back into its reasons
3937func th_mood(base: i64, k: i64) -> i64 {
3938 let mp: *i64 = mindp(base)
3939 let s: *i64 = wst(base)
3940 let b: i64 = k*24
3941 var mo: i64 = 0
3942 var i: i64 = 0
3943 while i < 8 {
3944 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > s[S_T] { mo = mo + (mp[b + i*2] & 255) - 128 } }
3945 i = i + 1
3946 }
3947 if mo > 100 { mo = 100 }
3948 if mo < 0 - 100 { mo = 0 - 100 }
3949 return mo
3950}
3951// a gossip fact: (subject, predicate, confidence, born). A better-known copy never downgrades.
3952func go_add(base: i64, k: i64, subj: i64, pred: i64, conf: i64) -> i64 {
3953 let mp: *i64 = mindp(base)
3954 let s: *i64 = wst(base)
3955 let b: i64 = k*24 + 16
3956 var slot: i64 = 0 - 1
3957 var free: i64 = 0 - 1
3958 var oldest: i64 = 0
3959 var oldt: i64 = SAVE_CK_MASK
3960 var i: i64 = 0
3961 while i < 4 {
3962 let w: i64 = mp[b + i*2]
3963 if w == 0 { if free < 0 { free = i } }
3964 if w != 0 { if (w >> 16) == subj { if ((w >> 8) & 255) == pred { slot = i } } }
3965 if mp[b + i*2 + 1] < oldt { oldt = mp[b + i*2 + 1]; oldest = i }
3966 i = i + 1
3967 }
3968 if slot >= 0 { if (mp[b + slot*2] & 255) >= conf { return 0 } }
3969 if slot < 0 { slot = free }
3970 if slot < 0 { slot = oldest }
3971 mp[b + slot*2] = subj*WATER_MAGIC_65536 + pred*256 + conf
3972 mp[b + slot*2 + 1] = s[S_T]
3973 return 0
3974}
3975func go_newest(base: i64, k: i64) -> i64 {
3976 let mp: *i64 = mindp(base)
3977 let b: i64 = k*24 + 16
3978 var best: i64 = 0 - 1
3979 var bt: i64 = 0 - 1
3980 var i: i64 = 0
3981 while i < 4 {
3982 if mp[b + i*2] != 0 { if mp[b + i*2 + 1] > bt { bt = mp[b + i*2 + 1]; best = i } }
3983 i = i + 1
3984 }
3985 return best
3986}
3987
3988// ---- GAIT: THE PARAMETRIC DRIVE ----------------------------------------------------------------
3989// decidegrees -> it-units. This is nx_quadruped's qdeg idiom at 10x resolution; that organ's
3990// quad_gait_pose_g is the working precedent in this estate for "a gait is DATA, amplitudes and
3991// per-limb phase offsets are the gait's parameters". It is deliberately NOT imported: it calls
3992// sys_mmap and this engine targets wasm, so the IDIOM is reused and the code is not duplicated.
3993func wc_ddeg(d: i64) -> i64 { return d*IT_PI/WC_DDEG_HALFTURN }
3994// AMPLITUDE from a PUBLISHED RANGE. The halving lives here, once, so no caller can forget it and
3995// no future reader has to work out which of the two a stored constant is.
3996func wc_amp_ddeg(range_ddeg: i64) -> i64 { return wc_ddeg(range_ddeg)/2 }
3997// STRIDE PHASE: one full cycle per WC_STRIDE_Q8 of PATH TRAVELLED. Distance-driven by
3998// construction, which is what makes pelvic rotation phase-locked to stride -- the coupling is
3999// structural, not a tuning. Two consequences fall out for free: a girl who stops has a FROZEN
4000// stride phase, so she stands instead of marching on the spot; and a girl who walks faster takes
4001// the same-length strides more often, so cadence emerges from speed instead of being a constant.
4002// ⚠THIS IS A SECOND, DIFFERENT QUANTITY FROM wc_gait_ang -- NOT A DUPLICATE RULER. wc_gait_ang
4003// drives the THORAX BOB, which is the SECOND HARMONIC of the stride (two steps per cycle, each
4004// with its own vertical rise and fall), and its scale is calibrated against the gait_bob_q8 row.
4005// ★THEIR RATIO IS A CHECKABLE CLAIM AND IT DOES NOT CURRENTLY HOLD. wc_gait_ang implies one bob
4006// per 962 q8 of travel, hence one stride per 1924 q8 = 7.5 m, against the cited 1.46 m -- the
4007// incumbent gait drive is calibrated 5.1x too long, and separately it is calibrated at SPEED (40
4008// q8/tick) which no mob ever reaches: mobs walk at 4-5 q8/tick, so the bob it produces in the
4009// live world is ~0.25 Hz where walking thorax oscillation is ~1.8-2 Hz.
4010// ⛔THAT DISAGREEMENT IS NAMED HERE AND DELIBERATELY NOT FIXED BY EDITING THE SHARED CONSTANT.
4011// wc_gait_ang feeds the soft-body anchor that gate teeth T40 and T54 are calibrated against, and
4012// silently moving a constant another tooth is calibrated on is how a green gate stops meaning
4013// anything. The renderer takes the cited stride; the bob keeps its own calibration; the gap goes
4014// on the board as a measurement with its arithmetic attached rather than into a quiet edit.
4015func wc_stride_ang(g_q8: i64) -> i64 { return g_q8*2*IT_PI/WC_STRIDE_Q8 }
4016// shortest signed representative of an angle difference, in (-IT_PI, IT_PI].
4017func wc_angwrap(d: i64) -> i64 {
4018 var r: i64 = d % (2*IT_PI)
4019 if r > IT_PI { r = r - 2*IT_PI }
4020 if r < 0 - IT_PI { r = r + 2*IT_PI }
4021 return r
4022}
4023// THE HEADING LOW-PASS. This one function is the whole wobble fix AND the fluidity parameter.
4024// WHAT IT REPLACES: nothing. There was no heading state at all -- the body's yaw was the PLAYER'S
4025// camera yaw, so every girl pivoted with the camera while translating along her own path, and the
4026// steering that produced that path is an 8-direction bang-bang controller (dx = +/-4 per axis with
4027// an independent per-axis deadband) whose sign can flip in a single tick and whose diagonal is
4028// 41 percent faster than its axis-aligned step. Facing derived from that signal inherits all of it.
4029// HOW IT STEERS WITHOUT atan2: there is no it_atan2 anywhere in the corpus (proven, corpus_complete
4030// =1), and adding one would be a second trigonometric approximation beside the incumbent. It is not
4031// needed. The CROSS PRODUCT of the current forward with the desired direction is sin(error) scaled
4032// by |desired|, which already carries both the SIGN and, near convergence, the MAGNITUDE of the
4033// error -- so a proportional controller can be built from the sin/cos this engine already has.
4034// cr < 0 / cr > 0 -> which way to turn
4035// dt < 0 -> the target is BEHIND: turn at the full allowance, sign broken deterministically
4036// The step is proportional to sin(error), so it goes to zero AS the error goes to zero: the
4037// approach is asymptotic and cannot overshoot, which is what "fluid" means here as opposed to a
4038// bang-bang controller that snaps (locked) or an unclamped one that rings (floppy).
4039// The allowance is speed-coupled: mx = 0 when she is not moving, so nobody spins on the spot.
4040func wc_hdg_budget(hdg: i64, dx: i64, dz: i64, budget: i64) -> i64 {
4041 if budget <= 0 { return hdg }
4042 let mag: i64 = sd_isqrt(dx*dx + dz*dz)
4043 if mag <= 0 { return hdg }
4044 let fx: i64 = it_sin4096(hdg % (2*IT_PI))
4045 let fz: i64 = it_cos4096(hdg % (2*IT_PI))
4046 let cr: i64 = fx*dz - fz*dx
4047 let dot: i64 = fx*dx + fz*dz
4048 var step: i64 = 0 - budget*cr/(mag*WATER_MAGIC_4096)
4049 if dot < 0 {
4050 step = budget
4051 if cr > 0 { step = 0 - budget }
4052 }
4053 if step == 0 { if cr > 0 { step = 0 - 1 } }
4054 if step == 0 { if cr < 0 { step = 1 } }
4055 if step > budget { step = budget }
4056 if step < 0 - budget { step = 0 - budget }
4057 var next: i64 = hdg + step
4058 if next < 0 { next = next + 2*IT_PI }
4059 if next >= 2*IT_PI { next = next - 2*IT_PI }
4060 return next
4061}
4062// Forward-walk clips cancel travel along body heading. Preserve the authored intent
4063// and its existing turn budget; fractional world-axis remainders retain slow motion.
4064func wc_steer_reset(base:i64)->i64 {
4065 let state:*i64=(base+O_MOB_STEER) as *i64
4066 var i:i64=0
4067 while i<MOB_CAP*WC_STEER_W {state[i]=0;i=i+1}
4068 return 0
4069}
4070
4071// The resident loader declares an inspected clip policy after each successful ingest.
4072// Calibration supplies distance, not permission to reinterpret unknown clip direction.
4073func wc_nxa_locomotion(base:i64,mode:i64)->i64 {
4074 let policy:*i64=(base+O_NXA_LOCOMOTION) as *i64
4075 policy[0]=NXA_LOCOMOTION_RAW
4076 wc_steer_reset(base)
4077 if mode==NXA_LOCOMOTION_RAW {return 0}
4078 if mode!=NXA_LOCOMOTION_FORWARD {return 0-1}
4079 if nxa_hp(base)[NXA_H_LOADED]!=1 {return 0-2}
4080 policy[0]=mode
4081 return mode
4082}
4083func nxa_locomotion(mode:i64)->i64 {return wc_nxa_locomotion(0,mode)}
4084func wc_forward_policy(base:i64,k:i64)->i64 {
4085 if k<0||k>=WC_CAST_N {return 0}
4086 let policy:*i64=(base+O_NXA_LOCOMOTION) as *i64
4087 if policy[0]!=NXA_LOCOMOTION_FORWARD {return 0}
4088 if nxa_hp(base)[NXA_H_LOADED]!=1||wc_gait_header(base)[7]!=1 {return 0}
4089 return 1
4090}
4091func wc_motion_step(base:i64,k:i64,heading:i64,dx:i64,dz:i64)->*i64 {
4092 if wc_forward_policy(base,k)==1 {return wc_forward_steer(base,k,heading,dx,dz)}
4093 let state:*i64=(base+O_MOB_STEER+k*WC_STEER_W*8) as *i64
4094 state[0]=0;state[1]=0;state[2]=dx;state[3]=dz;state[4]=en_nth(mobp(base),k)
4095 return state
4096}
4097
4098func wc_forward_steer(base:i64,k:i64,heading:i64,dx:i64,dz:i64)->*i64 {
4099 let state:*i64=(base+O_MOB_STEER+k*WC_STEER_W*8) as *i64
4100 // Dense iteration can swap-remove or recycle an entity; fractions belong to its handle.
4101 let handle:i64=en_nth(mobp(base),k)
4102 if state[4]!=handle {state[0]=0;state[1]=0;state[4]=handle}
4103 state[2]=0;state[3]=0
4104 if dx==0&&dz==0 {return state}
4105 let magnitude:i64=sd_isqrt((dx*dx+dz*dz)*NA_Q12*NA_Q12)
4106 let xq:i64=magnitude*it_sin4096(heading)/NA_Q12+state[0]
4107 let zq:i64=magnitude*it_cos4096(heading)/NA_Q12+state[1]
4108 state[2]=xq/NA_Q12;state[3]=zq/NA_Q12
4109 state[0]=xq-state[2]*NA_Q12;state[1]=zq-state[3]*NA_Q12
4110 return state
4111}
4112func wc_hdg_step(hdg: i64, dx: i64, dz: i64) -> i64 {
4113 let mag: i64 = sd_isqrt(dx*dx + dz*dz)
4114 return wc_hdg_budget(hdg,dx,dz,mag*WC_TURN_PER_STRIDE/WC_STRIDE_Q8)
4115}
4116func wc_facing_step(hdg: i64, dx: i64, dz: i64, player_dx: i64, player_dz: i64, radius: i64, budget: i64) -> i64 {
4117 if dx != 0 || dz != 0 { return wc_hdg_step(hdg,dx,dz) }
4118 if radius <= 0 || budget <= 0 { return hdg }
4119 if player_dx*player_dx + player_dz*player_dz >= radius*radius { return hdg }
4120 return wc_hdg_budget(hdg,player_dx,player_dz,budget)
4121}
4122func wc_hdg_of(base: i64, k: i64) -> i64 { let hp: *i64 = (base + O_MOBHDG) as *i64; return hp[k] }
4123func wc_set_facing_policy(base: i64, radius: i64, gain: i64) -> i64 {
4124 if radius <= 0 || radius > FACING_RADIUS_MAX_Q8 || gain <= 0 || gain > IT_PI { return 0 - 1 }
4125 let state: *i64 = wst(base)
4126 state[S_FACE_RADIUS] = radius
4127 state[S_FACE_GAIN] = gain
4128 return 0
4129}
4130func set_facing_policy(radius: i64, gain: i64) -> i64 { return wc_set_facing_policy(0,radius,gain) }
4131func mob_heading(k: i64) -> i64 {
4132 if k < 0 || k >= en_count(mobp(0)) { return 0 - 1 }
4133 return wc_hdg_of(0,k)
4134}
4135// the girl's own stride phase, in it-units, from the path length she has actually walked
4136func wc_mob_sph(base: i64, k: i64) -> i64 {
4137 let nd: *i64 = (base + O_NEED) as *i64
4138 return wc_stride_ang(nd[k*4 + WC_NEED_GAIT]) % (2*IT_PI)
4139}
4140// ---- THE POSE, AS FIVE PURE FUNCTIONS OF STRIDE PHASE -------------------------------------------
4141// Extracted out of wc_mob_mesh deliberately: the renderer needs them and the GATE needs them, and a
4142// gate that recomputed these angles from the same formula would be testing a COPY of the mechanism
4143// rather than the mechanism. One definition, two callers, and a tooth that fails when the shipping
4144// code changes. They take only the phase, so they are trivially testable at any phase without a
4145// world, a camera, a rig or a framebuffer.
4146// SIGN CONVENTION, stated once: pelvis LEADS (+), thorax TRAILS (-, applied as a local yaw on the
4147// chest bone whose parent is the pelvis), legs and arms swing in elevation, elbow only flexes.
4148func wc_gp_pelvis(sph: i64) -> i64 { return wc_amp_ddeg(WC_PELVIS_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 }
4149func wc_gp_thorax(sph: i64) -> i64 { return wc_amp_ddeg(WC_THORAX_ROT_DDEG)*it_sin4096(sph % (2*IT_PI))/WATER_MAGIC_4096 }
4150func wc_gp_leg(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/6)/WATER_MAGIC_4096 }
4151func wc_gp_arm(sph: i64) -> i64 { return it_sin4096(sph % (2*IT_PI))*(IT_PI/12)/WATER_MAGIC_4096 }
4152// (1 - cos)/2 scaled by the cited ROM: 0 at phase 0, ROM at the half cycle, never negative, and no
4153// free parameter -- the anatomical floor at zero and the published range fix both ends between them.
4154func 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) }
4155
4156// mob wander: smooth deterministic drift (phase-driven sin/cos), terrain-following, player-curious
4157// within 6 blocks. Pure integer -- the T4 determinism checksum covers mobs by construction.
4158// Residency describes available collision data, not whether the entity exists.
4159// The inset retains the previous movement boundary and its neighbour-cell footprint.
4160func wc_mob_resident(base: i64, h: i64) -> i64 {
4161 let m: *i64 = mobp(base)
4162 if en_valid(m,h)!=1 { return 0 }
4163 let x: i64 = en_get(m,h,MC_X)
4164 let z: i64 = en_get(m,h,MC_Z)
4165 if x<2*256||x>(WX-2)*256||z<2*256||z>(WZ-2)*256 { return 0 }
4166 return 1
4167}
4168func mob_resident(k: i64) -> i64 {
4169 let m: *i64 = mobp(0)
4170 return wc_mob_resident(0,en_nth(m,k))
4171}
4172// Both movement intent and the taking phase select the same authored hunt target.
4173func wc_warden_target(base:i64,hw:i64,night:i64)->i64 {
4174 let m:*i64=mobp(base)
4175 var bestj: i64 = 0 - 1
4176 // the world declares its danger (P_WARD), night widens it, and the ARRIVING
4177 // TRAVELER'S LEVEL widens it further: a veteran isekai's stakes rise with him
4178 var wbase: i64 = wsp(base)[P_WARD]
4179 if wbase <= 0 { wbase = 12 }
4180 var bestd: i64 = wbase*256 + pass_level_of(base)*128
4181 if night == 1 { bestd = bestd + 8*256 } // the night belongs to the wardens
4182 var kj: i64 = 0
4183 while kj < en_count(m) {
4184 let hj: i64 = en_nth(m, kj)
4185 if (en_get(m, hj, MC_DISG) & 3) == 3 {
4186 var ddx2: i64 = en_get(m, hj, MC_X) - en_get(m, hw, MC_X)
4187 if ddx2 < 0 { ddx2 = 0 - ddx2 }
4188 var ddz2: i64 = en_get(m, hj, MC_Z) - en_get(m, hw, MC_Z)
4189 if ddz2 < 0 { ddz2 = 0 - ddz2 }
4190 if ddx2 + ddz2 < bestd { bestd = ddx2 + ddz2; bestj = kj }
4191 }
4192 kj = kj + 1
4193 }
4194 return bestj
4195}
4196
4197func mob_tick(base: i64) -> i64 {
4198 let m: *i64 = mobp(base)
4199 let s: *i64 = wst(base)
4200 let nd: *i64 = (base + O_NEED) as *i64
4201 let vyp: *i64 = (base + O_MOBVY) as *i64 // GE12 vertical velocity per mob
4202 let night: i64 = cal_night(base)
4203 var k: i64 = 0
4204 while k < en_count(m) {
4205 let h: i64 = en_nth(m, k)
4206 if h > 0 {
4207 var x: i64 = en_get(m, h, MC_X)
4208 var z: i64 = en_get(m, h, MC_Z)
4209 var ph: i64 = en_get(m, h, MC_PH) + 5
4210 // FOOTSTRIKE IMPULSE: bank the pre-move vertical velocity. After the movement code
4211 // below, (vy_pre < 0 && vyp[k] == 0) is precisely "GE12's integrator arrested a
4212 // fall this tick" -- ground contact -- and |vy_pre| IS the ground-reaction delta-v.
4213 let vy_pre: i64 = vyp[k]
4214 // C1 NEEDS drift (integer, staggered by handle -- the village never moves in lockstep)
4215 let nb: i64 = k*4
4216 if (s[S_T] + h) % 8 == 0 {
4217 if nd[nb] < 1000 { nd[nb] = nd[nb] + 2 } // hunger grows
4218 if nd[nb + 2] < 1000 { nd[nb + 2] = nd[nb + 2] + 3 } // loneliness grows
4219 if nd[nb + 1] > 0 { nd[nb + 1] = nd[nb + 1] - 1 } // energy drains
4220 }
4221 // C3: lived moments become LEDGER ENTRIES (staggered; each refreshes in place)
4222 if (s[S_T] + h) % 128 == 0 {
4223 let bst0: i64 = (en_get(m, h, MC_DISG) >> 3) & 7
4224 if cal_rain(base) == 1 { if bst0 != 2 { th_add(base, k, TH_RAIN, 0 - 8, 1200) } }
4225 if nd[nb] > 700 { th_add(base, k, TH_HUNGRY, 0 - 10, 900) }
4226 if night == 1 { if bst0 == 2 { th_add(base, k, TH_SLEPT, 6, 3600) } }
4227 }
4228 // BEHAVIOR LAYER (C1/C2 -- lives picked by NEEDS x the spec ADVERTISEMENT table,
4229 // not a dice roll): state in MC_DISG bits 3-5, repicked on the staggered 240-tick
4230 // clock. 0=WANDER 1=SOCIALIZE 2=REST 3=FORAGE 4=FLEE. At night the village SLEEPS
4231 // (the C2 schedule) -- while the wardens hunt wider. The old spec-weights TODO is
4232 // RESOLVED: behavior now reads needs + P_ADV rows, both data.
4233 let dg: i64 = en_get(m, h, MC_DISG)
4234 var bst: i64 = (dg >> 3) & 7
4235 if (s[S_T] + h*37) % 240 == 0 {
4236 var sc1: i64 = 220 + (whash(h*911, s[S_T]/240, s[S_SEED]) % 64)
4237 // C3 feedback: the ledger BENDS the life -- a glad girl seeks company, a sad
4238 // one withdraws to rest. Mood is data the argmax reads, not a scripted branch.
4239 let mo9: i64 = th_mood(base, k)
4240 var sc2: i64 = nd[nb + 2]
4241 if mo9 > 0 { sc2 = sc2 + mo9 }
4242 var sc3: i64 = 1000 - nd[nb + 1]
4243 if mo9 < 0 { sc3 = sc3 - mo9*2 }
4244 var sc4: i64 = 0
4245 var ai: i64 = 0
4246 while ai < 6 && wc_mob_resident(base,h)==1 {
4247 let ad: i64 = wsp(base)[P_ADV + ai]
4248 if ad != 0 { if ((ad >> 8) & 255) == 0 {
4249 let ab: i64 = (ad >> 16) & 255
4250 var fnd: i64 = 0
4251 var az2: i64 = (z >> 8) - 3
4252 while az2 <= (z >> 8) + 3 {
4253 var ax2: i64 = (x >> 8) - 3
4254 while ax2 <= (x >> 8) + 3 {
4255 let gy2: i64 = mob_ground(base, ax2, (en_get(m, h, MC_Y) >> 8) + 2, az2)
4256 if gy2 >= 0 {
4257 if vget(base, ax2, gy2, az2) == ab { fnd = 1 }
4258 if vget(base, ax2, gy2 + 1, az2) == ab { fnd = 1 }
4259 }
4260 ax2 = ax2 + 1
4261 }
4262 az2 = az2 + 1
4263 }
4264 if fnd == 1 {
4265 let cand: i64 = nd[nb]*(ad & 255)/8
4266 if cand > sc4 { sc4 = cand }
4267 }
4268 } }
4269 ai = ai + 1
4270 }
4271 bst = 0
4272 var top: i64 = sc1
4273 if sc2 > top { top = sc2; bst = 1 }
4274 if sc3 > top { top = sc3; bst = 2 }
4275 if sc4 > top { top = sc4; bst = 3 }
4276 if night == 1 { bst = 2 }
4277 en_set(m, h, MC_DISG, dg_bst(dg, bst))
4278 }
4279 if (dg & 3) == 3 {
4280 // a hidden human checks for hunters -- night widens the danger radius
4281 var wr: i64 = 8*256
4282 if night == 1 { wr = 12*256 }
4283 var wnd: i64 = wr
4284 var wnx: i64 = 0
4285 var wnz: i64 = 0
4286 var kf: i64 = 0
4287 while kf < en_count(m) {
4288 let hf: i64 = en_nth(m, kf)
4289 if en_get(m, hf, MC_KIND) == 2 { if (en_get(m, hf, MC_DISG) & 1) == 0 {
4290 var fdx: i64 = en_get(m, hf, MC_X) - x
4291 if fdx < 0 { fdx = 0 - fdx }
4292 var fdz: i64 = en_get(m, hf, MC_Z) - z
4293 if fdz < 0 { fdz = 0 - fdz }
4294 if fdx + fdz < wnd { wnd = fdx + fdz; wnx = en_get(m, hf, MC_X); wnz = en_get(m, hf, MC_Z) }
4295 } }
4296 kf = kf + 1
4297 }
4298 if wnd < wr { bst = 4; en_set(m, h, MC_DISG, dg_bst(en_get(m, h, MC_DISG), 4)) }
4299 }
4300 var dx: i64 = it_sin4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096
4301 var dz: i64 = it_cos4096(ph*3 % (2*IT_PI))*5/WATER_MAGIC_4096
4302 if bst == 1 {
4303 // SOCIALIZE: walk to the nearest other girl; inside 1.2 blocks, stand together
4304 var snd: i64 = SAVE_CK_MASK
4305 var snx: i64 = x
4306 var snz: i64 = z
4307 var snk: i64 = 0 - 1
4308 var ks: i64 = 0
4309 while ks < en_count(m) {
4310 let hs: i64 = en_nth(m, ks)
4311 if hs != h {
4312 var sdx: i64 = en_get(m, hs, MC_X) - x
4313 if sdx < 0 { sdx = 0 - sdx }
4314 var sdz: i64 = en_get(m, hs, MC_Z) - z
4315 if sdz < 0 { sdz = 0 - sdz }
4316 if sdx + sdz < snd { snd = sdx + sdz; snx = en_get(m, hs, MC_X); snz = en_get(m, hs, MC_Z); snk = ks }
4317 }
4318 ks = ks + 1
4319 }
4320 dx = 0
4321 dz = 0
4322 if snd > 300 {
4323 if snx > x + 32 { dx = 4 }
4324 if snx < x - 32 { dx = 0 - 4 }
4325 if snz > z + 32 { dz = 4 }
4326 if snz < z - 32 { dz = 0 - 4 }
4327 }
4328 if snd <= 300 {
4329 ph = ph - 4 // stilled gait: talking, not marching
4330 if (s[S_T] + h) % 4 == 0 { // company relieves loneliness
4331 nd[nb + 2] = nd[nb + 2] - 10
4332 if nd[nb + 2] < 0 { nd[nb + 2] = 0 }
4333 }
4334 // C5: CONVERSATION MOVES FACTS. One fact passes speaker->listener with
4335 // confidence -15; below conf 30 the predicate may FLIP (1<->2) -- rumor
4336 // decays into misinformation BY MECHANIC, and hearing it leaves a thought.
4337 if (s[S_T] + h) % 128 == 0 {
4338 th_add(base, k, TH_COMPANY, 5, 1200)
4339 let gi: i64 = go_newest(base, k)
4340 if gi >= 0 { if snk >= 0 {
4341 let gw: i64 = mindp(base)[k*24 + 16 + gi*2]
4342 let conf2: i64 = (gw & 255) - 15
4343 if conf2 > 0 {
4344 var pred2: i64 = (gw >> 8) & 255
4345 if conf2 < 30 { if whash(s[S_T], k*31 + snk, s[S_SEED] + 777) % 3 == 0 {
4346 pred2 = 3 - pred2
4347 } }
4348 go_add(base, snk, gw >> 16, pred2, conf2)
4349 if pred2 == GO_TAKEN { th_add(base, snk, TH_HEARD_TAKEN, 0 - 10, 7200) }
4350 if pred2 == GO_FRIEND { th_add(base, snk, TH_HEARD_FRIEND, 6, 7200) }
4351 }
4352 } }
4353 }
4354 }
4355 }
4356 if bst == 2 {
4357 dx = 0
4358 dz = 0
4359 ph = ph - 4 // REST: seated stillness
4360 if (s[S_T] + h) % 4 == 0 { // sleep restores; night sleep restores MORE
4361 var rg: i64 = 2
4362 if night == 1 { rg = 8 }
4363 nd[nb + 1] = nd[nb + 1] + rg
4364 if nd[nb + 1] > 1000 { nd[nb + 1] = 1000 }
4365 }
4366 }
4367 if bst == 3 {
4368 // FORAGE: graze rhythm -- steps then a pause, head-down cadence; grazing feeds her
4369 if (s[S_T] + h) % 16 >= 6 { dx = 0; dz = 0; ph = ph - 3 }
4370 if (s[S_T] + h) % 8 == 0 {
4371 nd[nb] = nd[nb] - 12
4372 if nd[nb] < 0 { nd[nb] = 0 }
4373 }
4374 }
4375 if bst == 4 {
4376 // FLEE: straight away from the nearest warden, fast
4377 var wnd2: i64 = SAVE_CK_MASK
4378 var wax: i64 = x
4379 var waz: i64 = z
4380 var kf2: i64 = 0
4381 while kf2 < en_count(m) {
4382 let hf2: i64 = en_nth(m, kf2)
4383 if en_get(m, hf2, MC_KIND) == 2 { if (en_get(m, hf2, MC_DISG) & 1) == 0 {
4384 var fdx2: i64 = en_get(m, hf2, MC_X) - x
4385 if fdx2 < 0 { fdx2 = 0 - fdx2 }
4386 var fdz2: i64 = en_get(m, hf2, MC_Z) - z
4387 if fdz2 < 0 { fdz2 = 0 - fdz2 }
4388 if fdx2 + fdz2 < wnd2 { wnd2 = fdx2 + fdz2; wax = en_get(m, hf2, MC_X); waz = en_get(m, hf2, MC_Z) }
4389 } }
4390 kf2 = kf2 + 1
4391 }
4392 dx = 0
4393 dz = 0
4394 if wax > x { dx = 0 - 6 }
4395 if wax <= x { dx = 6 }
4396 if waz > z { dz = 0 - 6 }
4397 if waz <= z { dz = 6 }
4398 }
4399 // PERSONALITY (genome bits 13-15, INHERITED): the bold<->shy spectrum photographers
4400 // know -- engagement is a RANGE, not one script. Near the player: shy girls (0-1)
4401 // retreat and keep 5 blocks; watchful ones (2-3) freeze and observe, backing off
4402 // only if crowded; warm ones (4-5) approach to a polite arm's length; bold ones
4403 // (6-7) come right to your side. FORAGE also reads it: bold girls gather TOWARD
4404 // you (the obvious pick-up), shy girls drift their gathering away (the oblivious).
4405 let pdx: i64 = s[S_CX] - x
4406 let pdz: i64 = s[S_CZ] - z
4407 var pd: i64 = pdx
4408 if pd < 0 { pd = 0 - pd }
4409 var pdz2: i64 = pdz
4410 if pdz2 < 0 { pdz2 = 0 - pdz2 }
4411 let bold: i64 = (en_get(m, h, MC_GENE) >> 13) & 7
4412 // HABITUATION: the approach/watch drive runs only while she is lonely enough to
4413 // care (the player is a smart object too -- company below relieves the need, and a
4414 // satisfied girl walks on). Shy retreat is FEAR, not curiosity: never gated.
4415 var curi: i64 = 1
4416 if nd[nb + 2] < wsp(base)[P_CURI] { curi = 0 }
4417 if bold <= 1 { curi = 1 }
4418 if curi == 1 { if bst != 2 { if bst != 4 { if pd + pdz2 < 6*256 {
4419 var twd: i64 = 0 // -1 retreat, 0 hold, +1 approach
4420 var stopd: i64 = 400
4421 var spd: i64 = 3
4422 if bold <= 1 { twd = 0 - 1; stopd = 5*256; spd = 5 }
4423 if bold >= 2 { if bold <= 3 {
4424 twd = 0
4425 if pd + pdz2 < 2*256 { twd = 0 - 1; stopd = 2*256; spd = 4 }
4426 } }
4427 if bold >= 4 { if bold <= 5 { twd = 1; stopd = 400; spd = 3 } }
4428 if bold >= 6 { twd = 1; stopd = 200; spd = 5 }
4429 if bst == 3 { if twd != 0 { spd = 2 } } // gathering: the drift is subtle
4430 if twd == 1 { if pd + pdz2 > stopd {
4431 // S1 F-FORMATION SLOT (the social-interaction brief, rung S1): her approach
4432 // target is HER slot on the ring around the player, never the player center
4433 // -- N approaching girls used to converge on one point and bunch into a
4434 // queue ("they just follow me around"). Slot angle = a stable hash of her
4435 // handle; radius = her OWN personality stop distance, so bold girls ring
4436 // close and warm girls ring at arm's length (proxemics stays personal).
4437 let sa9: i64 = (h*1741) % (2*IT_PI)
4438 let tx9: i64 = s[S_CX] + it_cos4096(sa9)*stopd/WATER_MAGIC_4096
4439 let tz9: i64 = s[S_CZ] + it_sin4096(sa9)*stopd/WATER_MAGIC_4096
4440 let sdx9: i64 = tx9 - x
4441 let sdz9: i64 = tz9 - z
4442 dx = 0
4443 if sdx9 > 128 { dx = spd }
4444 if sdx9 < 0 - 128 { dx = 0 - spd }
4445 dz = 0
4446 if sdz9 > 128 { dz = spd }
4447 if sdz9 < 0 - 128 { dz = 0 - spd }
4448 } }
4449 if twd == 1 { if pd + pdz2 <= stopd { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } }
4450 if twd == 0 - 1 { if pd + pdz2 < stopd {
4451 dx = spd
4452 if pdx > 0 { dx = 0 - spd }
4453 dz = spd
4454 if pdz > 0 { dz = 0 - spd }
4455 } }
4456 if twd == 0 { if bst == 0 { dx = 0; dz = 0; ph = ph - 4 } } // the watcher stands
4457 } } } }
4458 // RELATIONSHIP (the FLIAW arc): shared time within arm's reach becomes FRIENDSHIP,
4459 // stored in MC_DISG bits 6-13 (cap 250) -- persisted with the mob arena, so a bond
4460 // survives every save/load. Meeting her (E) adds a step-change on top.
4461 if pd + pdz2 < 3*256 { if (s[S_T] + h) % 64 == 0 {
4462 let dgf: i64 = en_get(m, h, MC_DISG)
4463 if ((dgf >> 6) & 255) < 250 { en_set(m, h, MC_DISG, dgf + 64) }
4464 } }
4465 // Intent still turns a blocked actor away from a wall. The forward clip now
4466 // travels along that bounded facing; existing clearance admits the projected step.
4467 // Behavioral targets and turn rate remain authored by the existing owners.
4468 // Declared forward locomotion admits chase intent through the same heading,
4469 // clearance, gravity and cadence update as other behavior; no second root move.
4470 if wc_forward_policy(base,k)==1 {
4471 if en_get(m,h,MC_KIND)==2&&(en_get(m,h,MC_DISG)&1)==0 {
4472 if na_abs(pdx)+na_abs(pdz)>2*256 {
4473 let hunt:i64=wc_warden_target(base,h,night)
4474 if hunt>=0 {
4475 let target:i64=en_nth(m,hunt)
4476 let tx:i64=en_get(m,target,MC_X)
4477 let tz:i64=en_get(m,target,MC_Z)
4478 if na_abs(tx-x)+na_abs(tz-z)>=220 {
4479 var speed:i64=4
4480 if night==1 {speed=7}
4481 dx=0;dz=0
4482 if tx>x+32 {dx=speed}
4483 if tx<x-32 {dx=0-speed}
4484 if tz>z+32 {dz=speed}
4485 if tz<z-32 {dz=0-speed}
4486 }
4487 }
4488 }
4489 }
4490 }
4491 let hdgp: *i64 = (base + O_MOBHDG) as *i64
4492 hdgp[k] = wc_facing_step(hdgp[k],dx,dz,pdx,pdz,s[S_FACE_RADIUS],s[S_FACE_GAIN])
4493 let forward_step:*i64=wc_motion_step(base,k,hdgp[k],dx,dz)
4494 dx=forward_step[2];dz=forward_step[3]
4495 if wc_mob_resident(base,h)==1 {
4496 let nx: i64 = x + dx
4497 let nz: i64 = z + dz
4498 let cy0: i64 = en_get(m, h, MC_Y)
4499 let g: i64 = mob_ground(base, nx >> 8, (cy0 >> 8) + 1, nz >> 8)
4500 var ok: i64 = 0
4501 if g >= 1 { if g < WY - 4 {
4502 let ng: i64 = wc_contact_floor_q(base,nx,nz,(cy0 >> 8)+1)
4503 var dyy: i64 = ng - cy0
4504 if dyy < 0 { dyy = 0 - dyy }
4505 if dyy <= 384 { if mob_fits(base, nx >> 8, g, nz >> 8) == 1 {
4506 ok = 1
4507 // GE12b: clamp her body out of any neighbouring solid, then RE-DERIVE the
4508 // applied step from the clamped result -- the motion doors and the gait
4509 // accumulator must report what actually happened, so a girl pinned against
4510 // a wall accumulates no stride (she is not walking; she is leaning).
4511 let cxq: i64 = mob_clear_x(base, nx, nz, g)
4512 let czq: i64 = mob_clear_z(base, nx, nz, g)
4513 dx = cxq - x
4514 dz = czq - z
4515 en_set(m, h, MC_X, cxq)
4516 en_set(m, h, MC_Z, czq)
4517 // STEP, don't teleport -- and DROP, don't glide (GE12): the vertical is
4518 // integrated by mob_step_gait (stair-ascent rate up, the player's own
4519 // gravity down), so a rise reads as a step and a drop accelerates.
4520 en_set(m, h, MC_Y, mob_step_gait(vyp, k, cy0, wc_contact_floor_q(base,cxq,czq,(cy0 >> 8)+1)))
4521 } }
4522 } }
4523 let aux: *i64 = (base + O_MOBAUX) as *i64
4524 if ok == 1 { aux[k*3] = dx; aux[k*3 + 1] = dz; aux[k*3 + 2] = en_get(m, h, MC_Y) - cy0 }
4525 if ok == 0 {
4526 // wall/cliff: turn away -- but GE12 never leaves her hanging: if her own column's
4527 // stand height is below her (a block broke under her feet), she keeps falling.
4528 let g0: i64 = mob_ground(base, x >> 8, (cy0 >> 8) + 1, z >> 8)
4529 var dy0: i64 = 0
4530 let ownfloor: i64 = wc_contact_floor_q(base,x,z,(cy0 >> 8)+1)
4531 if g0 >= 1 { if ownfloor >= 0 { if ownfloor < cy0 {
4532 let ny0: i64 = mob_step_gait(vyp, k, cy0, ownfloor)
4533 en_set(m, h, MC_Y, ny0)
4534 dy0 = ny0 - cy0
4535 } } }
4536 // Rejected intent is not travelled distance; gait and footstrikes consume the applied step below.
4537 dx = 0; dz = 0
4538 aux[k*3] = 0; aux[k*3 + 1] = 0; aux[k*3 + 2] = dy0; ph = ph + 977
4539 }
4540 } else {
4541 // Keep needs, social reasoning and identity alive while collision terrain is absent.
4542 dx=0;dz=0
4543 let pending_aux: *i64=(base+O_MOBAUX) as *i64
4544 pending_aux[k*3]=0;pending_aux[k*3+1]=0;pending_aux[k*3+2]=0
4545 }
4546 // PATH LENGTH for the gait drive -- Euclidean, and deliberately NOT the Manhattan proxy
4547 // mob_spd_q8i uses: that one is a calibrated blend THRESHOLD, this is a metric integral.
4548 // Conflating them would make a diagonal walk bob up to 41 percent fast, and would also
4549 // move a threshold that was measured against the proxy. Two named quantities, one job each.
4550 let ds9: i64 = sd_isqrt(dx*dx + dz*dz)
4551 let ga9: i64 = nd[nb + WC_NEED_GAIT]
4552 nd[nb + WC_NEED_GAIT] = ga9 + ds9
4553 // FOOTSTRIKE IMPULSE (sb_impulse_mob's FIRST world wiring -- gate-proven in
4554 // nx_softbind_gate and called by NO engine until now, so heel strike put NOTHING
4555 // into the tissue: the sponsored footfall row). Two ground-contact events kick
4556 // every spring point of this girl, both magnitudes DERIVED, converted into
4557 // sd_impulse's own units by WC_IMP_SCALE:
4558 // (1) HEEL STRIKE -- the stride-phase machinery places foot plant at the
4559 // leg-swing extremes sph = IT_PI/2 and 3*IT_PI/2 (wc_gp_leg is sin(sph);
4560 // its extremes are where the leading leg lands and double support begins).
4561 // In accumulated-path units those are ga == WC_STRIDE_Q8/4 modulo
4562 // WC_STRIDE_Q8/2, so (ga + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) counts foot
4563 // plants and an increment across this tick's travel IS one. Magnitude: each
4564 // step the body falls the gait bob's own declared peak-to-peak
4565 // (2*WC_GAIT_BOB_Q8) onto the leading leg and contact arrests it --
4566 // ballistic contact speed isqrt(2*GRAV * 2*WC_GAIT_BOB_Q8) = 15
4567 // world-q8/tick: the engine's own gravity through the engine's own declared
4568 // vertical excursion, no free parameter. (GRAV is the engine's stylized
4569 // gravity, so this inherits the same stylization every drop landing already
4570 // has -- consistent BY CONSTRUCTION, not calibrated to real-world g.)
4571 // (2) DROP LANDING -- GE12's integrator zeroed a real fall this tick; the
4572 // arrested |vy_pre| IS the ground-reaction delta-v, bounded by VTERM.
4573 // Sign: +y, the recoil-inheritance convention every softbind gate kick uses.
4574 // A standing girl accumulates no path and keeps vy == 0, so she is kicked by
4575 // nothing -- rest stays rest (the sd_deadsnap law undisturbed).
4576 if (ga9 + ds9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) != (ga9 + WC_STRIDE_Q8/4)/(WC_STRIDE_Q8/2) {
4577 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, sd_isqrt(2*GRAV*2*WC_GAIT_BOB_Q8)*WC_IMP_SCALE, 0)
4578 }
4579 if vy_pre < 0 { if vyp[k] == 0 {
4580 sb_impulse_mob((base + O_SOFT) as *i64, k, 0, (0 - vy_pre)*WC_IMP_SCALE, 0)
4581 } }
4582 en_set(m, h, MC_PH, ph)
4583 // A4: the soft-body springs tick from ROOT TRUTH + HER GAIT: the anchor carries a
4584 // cadence-coupled thorax bob (published gait biomechanics -- vertical thorax
4585 // oscillation is what drives chest motion; a flat anchor was why nothing moved),
4586 // and the chest band is BRED (genome bits 16-17: firm rides tight, soft swings).
4587 // ★THE SOLVER AND THE INSTRUMENT MUST SHARE ONE REFERENCE (fixed 2026-08-03).
4588 // This tick used to drive the spring toward a RAW gait sinusoid while sbyb and every
4589 // probe subtracted mob_anchor_q8 -- the gait<->breath crossfade. Their difference rode
4590 // the rendered offset as a spurious term, and because ph advances +5 EVERY TICK FOREVER
4591 // the raw bob never quiets, so a STANDING girl still bounced: the 2026-08-02 breath fix
4592 // landed in the INSTRUMENT path and never reached the PHYSICS path. (The comment that
4593 // stood here claimed the bob 'quiets when she stands'. It does not. A comment asserting
4594 // a behaviour the code does not have is a landmine, so it is deleted with the defect.)
4595 // Driving the solver from the SAME anchor the instrument reads makes rest-bouncing
4596 // impossible BY CONSTRUCTION rather than by tuning. At walking speed the crossfade
4597 // weight saturates and the anchor EQUALS the old raw bob exactly => no-op in motion,
4598 // fix at rest: the safest shape a drive change can have.
4599 // ⚠STILL OPEN (debt 1785770635): ph is a FREE-RUNNING clock, so the drive is a fixed
4600 // 2.50Hz regardless of her real cadence while the render clip is DISTANCE-synced. Until
4601 // ph advances from travel, foot plant and tissue drive remain uncorrelated -- which is
4602 // the operator's actual report and is NOT closed by this change.
4603 sb_tick_mob_gene((base + O_SOFT) as *i64, k,
4604 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,
4605 en_get(m, h, MC_GENE))
4606 }
4607 k = k + 1
4608 }
4609 // THE STAKES (losability doctrine: a find that cannot be lost is hollow): WARDENS -- real
4610 // demonkin -- hunt FOUND humans. Reached = TAKEN (the certified store's destroy, live in
4611 // production). The player's BODY blocks a warden within 2 blocks. One take per tick, max.
4612 var kw: i64 = 0
4613 var took: i64 = 0
4614 while kw < en_count(m) {
4615 if took == 0 {
4616 let hw: i64 = en_nth(m, kw)
4617 if en_get(m, hw, MC_KIND) == 2 { if (en_get(m, hw, MC_DISG) & 1) == 0 {
4618 let bestj:i64=wc_warden_target(base,hw,night)
4619 var bestd:i64=0
4620 if bestj>=0 {
4621 let target:i64=en_nth(m,bestj)
4622 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))
4623 }
4624 if bestj >= 0 {
4625 var pdx3: i64 = s[S_CX] - en_get(m, hw, MC_X)
4626 if pdx3 < 0 { pdx3 = 0 - pdx3 }
4627 var pdz3: i64 = s[S_CZ] - en_get(m, hw, MC_Z)
4628 if pdz3 < 0 { pdz3 = 0 - pdz3 }
4629 if pdx3 + pdz3 > 2*256 { // your presence stays her hand
4630 let hj2: i64 = en_nth(m, bestj)
4631 if bestd < 220 {
4632 // C3/C5: a TAKING is WITNESSED -- every girl within 16 blocks
4633 // carries the grief as a thought and the fact as gossip (source =
4634 // her own eyes, conf 100). The village REMEMBERS its losses.
4635 let tkx: i64 = en_get(m, hj2, MC_X)
4636 let tkz: i64 = en_get(m, hj2, MC_Z)
4637 var tkk: i64 = 0 - 1
4638 var kwi: i64 = 0
4639 while kwi < en_count(m) {
4640 if en_nth(m, kwi) == hj2 { tkk = kwi }
4641 kwi = kwi + 1
4642 }
4643 en_destroy(m, hj2)
4644 s[S_LOST] = s[S_LOST] + 1
4645 var kwj: i64 = 0
4646 while kwj < en_count(m) {
4647 let hwj: i64 = en_nth(m, kwj)
4648 if hwj > 0 {
4649 var wdx: i64 = en_get(m, hwj, MC_X) - tkx
4650 if wdx < 0 { wdx = 0 - wdx }
4651 var wdz: i64 = en_get(m, hwj, MC_Z) - tkz
4652 if wdz < 0 { wdz = 0 - wdz }
4653 if wdx + wdz < 16*256 {
4654 th_add(base, kwj, TH_SAWTAKEN, 0 - 25, 14400)
4655 if tkk >= 0 { go_add(base, kwj, tkk, GO_TAKEN, 100) }
4656 }
4657 }
4658 kwj = kwj + 1
4659 }
4660 took = 1
4661 }
4662 if bestd >= 220&&wc_forward_policy(base,kw)==0 { if took == 0 {
4663 let txq: i64 = en_get(m, hj2, MC_X)
4664 let tzq: i64 = en_get(m, hj2, MC_Z)
4665 var wv: i64 = 4
4666 if night == 1 { wv = 7 } // she closes faster in the dark
4667 var mx3: i64 = 0
4668 if txq > en_get(m, hw, MC_X) + 32 { mx3 = wv }
4669 if txq < en_get(m, hw, MC_X) - 32 { mx3 = 0 - wv }
4670 var mz3: i64 = 0
4671 if tzq > en_get(m, hw, MC_Z) + 32 { mz3 = wv }
4672 if tzq < en_get(m, hw, MC_Z) - 32 { mz3 = 0 - wv }
4673 en_set(m, hw, MC_X, en_get(m, hw, MC_X) + mx3)
4674 en_set(m, hw, MC_Z, en_get(m, hw, MC_Z) + mz3)
4675 } }
4676 }
4677 }
4678 } }
4679 }
4680 kw = kw + 1
4681 }
4682 // INHERITANCE (the past-DAZ lever, live): two MET girls keeping close company bear a
4683 // DAUGHTER -- her genome FIELD-CROSSED from both parents (the breeders gcross pattern),
4684 // spawned through the certified store (capacity-bounded), cooldown-paced. Display cap 12.
4685 if s[S_BCD] > 0 { s[S_BCD] = s[S_BCD] - 1 }
4686 if s[S_BCD] == 0 { if en_count(m) < MOB_CAP {
4687 var ka: i64 = 0
4688 var born: i64 = 0
4689 while ka < en_count(m) {
4690 if born == 0 {
4691 let ha: i64 = en_nth(m, ka)
4692 if (en_get(m, ha, MC_DISG) & 2) == 2 {
4693 var kb2: i64 = ka + 1
4694 while kb2 < en_count(m) {
4695 if born == 0 {
4696 let hb2: i64 = en_nth(m, kb2)
4697 if (en_get(m, hb2, MC_DISG) & 2) == 2 {
4698 var bdx4: i64 = en_get(m, ha, MC_X) - en_get(m, hb2, MC_X)
4699 if bdx4 < 0 { bdx4 = 0 - bdx4 }
4700 var bdz4: i64 = en_get(m, ha, MC_Z) - en_get(m, hb2, MC_Z)
4701 if bdz4 < 0 { bdz4 = 0 - bdz4 }
4702 if bdx4 + bdz4 < 400 {
4703 let hn: i64 = en_spawn(m)
4704 if hn > 0 {
4705 let ga: i64 = en_get(m, ha, MC_GENE)
4706 let gb: i64 = en_get(m, hb2, MC_GENE)
4707 let pick: i64 = whash(ga, gb, s[S_T])
4708 var gn: i64 = 0
4709 var fm: i64 = 0
4710 while fm < 8 {
4711 var msk: i64 = 7
4712 if fm == 1 { msk = 24 }
4713 if fm == 2 { msk = 96 }
4714 if fm == 3 { msk = 384 }
4715 if fm == 4 { msk = WATER_MAGIC_1536 }
4716 if fm == 5 { msk = WATER_MAGIC_6144 }
4717 if fm == 6 { msk = GENE_MASK_TEMPERAMENT } // bits 13-15: TEMPERAMENT (bold<->shy) is bred too
4718 if fm == 7 { msk = 983040 } // bits 16-19: BODY NATURE (firmness 16-17 +
4719 // beachwear nature 18-19) bred as one field --
4720 // un-crossed genome bits default every daughter
4721 // to one body (the class this row eats); pick
4722 // has only 8 hash bits, so 16-19 share fm 7
4723 if ((pick >> fm) & 1) == 1 { gn = gn | (ga & msk) }
4724 if ((pick >> fm) & 1) == 0 { gn = gn | (gb & msk) }
4725 fm = fm + 1
4726 }
4727 en_set(m, hn, MC_GENE, gn)
4728 en_set(m, hn, MC_X, (en_get(m, ha, MC_X) + en_get(m, hb2, MC_X))/2)
4729 en_set(m, hn, MC_Y, en_get(m, ha, MC_Y))
4730 en_set(m, hn, MC_Z, (en_get(m, ha, MC_Z) + en_get(m, hb2, MC_Z))/2)
4731 var kk: i64 = en_get(m, ha, MC_KIND)
4732 if ((pick >> 6) & 1) == 1 { kk = en_get(m, hb2, MC_KIND) }
4733 en_set(m, hn, MC_KIND, kk)
4734 let da: i64 = en_get(m, ha, MC_DISG) & 1
4735 let db: i64 = en_get(m, hb2, MC_DISG) & 1
4736 var dn: i64 = 0
4737 if da == 1 { if db == 1 { dn = 1 } }
4738 if da != db { dn = (pick >> 7) & 1 }
4739 en_set(m, hn, MC_DISG, dn)
4740 en_set(m, hn, MC_PH, whash(gn, pick, s[S_T]) % WATER_MAGIC_4096)
4741 // seat the newborn's springs + needs (dense tail slot)
4742 let nk9: i64 = en_count(m) - 1
4743 sb_seat_mob((base + O_SOFT) as *i64, nk9,
4744 en_get(m, hn, MC_X)/4, en_get(m, hn, MC_Y)/4, en_get(m, hn, MC_Z)/4)
4745 let nd9: *i64 = (base + O_NEED) as *i64
4746 nd9[nk9*4] = 400
4747 nd9[nk9*4 + 1] = 800
4748 nd9[nk9*4 + 2] = 500
4749 nd9[nk9*4 + 3] = 0
4750 s[S_BCD] = 900
4751 born = 1
4752 }
4753