Fog of war reveals the ground around the bot through rock (t17)
Also: board rule to write tasks from chat in our own words, task descriptions rewritten that way, and a note on lost web-board descriptions. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -234,6 +234,10 @@ above, including:
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the bag; Ctrl+click a bag name adds it to the blow mix and Ctrl+right-click to pick-up; the menu
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is one line per material because the first version was too large.
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- **Fog of war also reveals the ground around the bot (t17, 2026-10-24).** About 20 grains in every
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direction, through rock, fully clear with a soft edge. Line of sight alone hid everything inside
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the ground, so the owner couldn't see what was around them or where to dig.
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## Ideas not built yet
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- **Concrete**, as a stronger wall material from rubble.
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+2
-2
@@ -221,10 +221,10 @@ World state: the per-cell typed arrays, alloc(), ambient temperature by depth, w
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- functions: emit, bagCap, discover, alloc, depthU, depthY, computeAmbient, fillNoise, wakeXY, wakeHeatXY, wakeIdx, wakeHeatIdx
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- variables: W, H, N, CW, CH, NCH, mat, temp, life, flags, stamp, part, mach, digp, noiseB, airS, netId, isPow, occ, surfY, dirtY, graniteY, basaltY, magmaY, roofY, AMB, worldSeed, surfBase, underD, shallowD, lapse, BW, BH, NB, blockP, blockV, ents, bgm, flyers, ghostBlocks, ghostMolds, awake, hot, hotLvl, tick, tickStamp, machines, molds, nets, pcells, powerDirty, beltL, beltR, tubeLists, brokenMachines, ghostMachines, ghostBlocked, EV, bot, bag, bagTotal, player, seen, ledger, stats
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### src/sim/fog.js (35 lines)
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### src/sim/fog.js (46 lines)
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Exploration only: never changes grains or the random stream.
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- functions: fogAlloc, fogMark, fogSeen, fogInit, fogLook, fogRevealAround, fogRevealAll
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- variables: FOG, fog, FW, FH
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- variables: FOG, FOG_SENSE, fog, FW, FH
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### src/sim/cells.js (176 lines)
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Cell helpers (setCell, move, enter) and the falling-sand movement of powders, liquids and gases (simMove).
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@@ -4,6 +4,19 @@ What agents have done, newest first. Add an entry for every piece of work: the d
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note or request it was for, what changed, the files touched, the tests run, and anything left
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open or not verified. Keep each entry short; the git history has the details.
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## 2026-10-24: t17 Fog of war reveals the ground around the bot (Claude Code, Codex)
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- `src/sim/fog.js`: `FOG_SENSE = 20`; `fogLook` also reveals every fog cell within 20 grains,
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through rock (full to 16, fading to 20). Claude rewrote Codex's per-grain `Math.hypot` loop to
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work per fog cell. `fogLook` cost: 0.042 → 0.043 ms (every 4 ticks).
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- `test/t_fog.js`: rock 12 grains away is seen, near the edge partly, 25 away still hidden.
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- `docs/systems/fog.md`, DESIGN.md decision. Also: `.kandown/kandown_work.md` rule to write
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tasks from chat in our own words (no owner labels, dates or quotes); t16/t19 descriptions
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rewritten that way; `docs/kandown.md` notes that web-board descriptions were lost.
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- Tests: `run_all.py --browser` all pass (220 `play.py` checks). `t_smooth` half-resolution failed
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on two runs while the machine was loaded (load 6–10) and passed on the final run; timing
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`fogLook` showed the change is not the cause. Screenshot `shots/fog-sense.png` checked.
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## 2026-10-24: t19 Vacuum blow all visual (Claude Code, Codex)
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- The owner's description was lost in kandown; chosen in chat: bag rows light up and the card
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@@ -13,6 +13,10 @@ Every four ticks, 256 rays from the bot's centre reveal up to 48 grains. The las
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grains fade out. Solid and powder stop sight after a four-grain fade into their face;
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air, gas and liquid pass sight. Bars and machine voids do not block it.
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Each look also senses the ground around the bot through rock: every fog cell within
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`FOG_SENSE` (20 grains) of the bot is revealed, fully clear out to 16 grains and fading to
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nothing at 20, so the player can see ore and caves next to their tunnel and choose where to dig.
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## Saving
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The fog buffer is saved and exported with the other typed arrays, without a save version
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@@ -1,5 +1,6 @@
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// Exploration only: never changes grains or the random stream.
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const FOG = 2;
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const FOG_SENSE = 20; // Reveal nearby ground through rock, in grains.
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let fog, FW, FH;
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function fogAlloc() { FW = Math.ceil(W / FOG); FH = Math.ceil(H / FOG); fog = new Uint8Array(FW * FH); }
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function fogMark(x, y, v) {
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@@ -28,6 +29,16 @@ function fogLook(cx, cy) {
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fogMark(x, y, v);
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}
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}
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// one fog cell at a time, measured from its centre; full inside FOG_SENSE - 4, fading to the edge
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const R2 = FOG_SENSE * FOG_SENSE, in2 = (FOG_SENSE - 4) ** 2;
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const fy0 = Math.max(0, Math.floor((cy - FOG_SENSE) / FOG)), fy1 = Math.min(FH - 1, Math.floor((cy + FOG_SENSE) / FOG));
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const fx0 = Math.max(0, Math.floor((cx - FOG_SENSE) / FOG)), fx1 = Math.min(FW - 1, Math.floor((cx + FOG_SENSE) / FOG));
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for (let fy = fy0; fy <= fy1; fy++) for (let fx = fx0; fx <= fx1; fx++) {
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const dx = (fx + 0.5) * FOG - cx, dy = (fy + 0.5) * FOG - cy, d2 = dx * dx + dy * dy, i = fy * FW + fx;
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if (d2 >= R2) continue;
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const v = d2 <= in2 ? 255 : (FOG_SENSE - Math.sqrt(d2)) * 255 / 4;
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if (v > fog[i]) fog[i] = v;
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}
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}
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function fogRevealAround(x, y, r) {
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for (let yy = Math.max(0, Math.floor(y - r)); yy <= Math.min(H - 1, y + r); yy++) for (let xx = Math.max(0, Math.floor(x - r)); xx <= Math.min(W - 1, x + r); xx++) if ((xx - x) ** 2 + (yy - y) ** 2 <= r * r) fogMark(xx, yy, 255);
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@@ -9,6 +9,9 @@ rect(run, 40, 100, 140, 110, run('EMPTY'));
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rect(run, 40, 125, 140, 135, run('EMPTY'));
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run('bot.x = 60; bot.y = 102; fogLook(62.5, 104.5)');
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check('open pocket is visible', run('fogSeen(82, 104) >= 200'));
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check('sense test points are rock', run('mat[117 * W + 62] === STONE && mat[122 * W + 62] === STONE'));
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check('nearby rock is clearly seen through the floor', run('fogSeen(62, 117) >= 200'));
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check('rock near the sense edge is seen', run('fogSeen(62, 122) > 0'));
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check('rock hides separate pocket', run('fogSeen(62, 130) === 0'));
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check('one look has limited range', run('fogSeen(124, 104) === 0'));
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check('fog only increases', run('(()=>{const f = fog.slice(); fogLook(90,104); return f.every((v,i)=>fog[i]>=v)})()'));
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