Fog of war: wider fades and a grainy edge instead of stepped lines (t17)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 12:39:13 -04:00
co-authored by Claude Opus 5.5
parent 1f56d27ded
commit a18dcda8a4
7 changed files with 43 additions and 17 deletions
+2
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@@ -237,6 +237,8 @@ above, including:
- **Fog of war also reveals the ground around the bot (t17, 2026-10-24).** About 20 grains in every
direction, through rock, fully clear with a soft edge. Line of sight alone hid everything inside
the ground, so the owner couldn't see what was around them or where to dig.
As tuned: clear to 12 grains, fading out by 24, with a grainy edge; the owner found the first
version's narrow fade too sharp.
## Ideas not built yet
+3 -3
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@@ -221,10 +221,10 @@ World state: the per-cell typed arrays, alloc(), ambient temperature by depth, w
- functions: emit, bagCap, discover, alloc, depthU, depthY, computeAmbient, fillNoise, wakeXY, wakeHeatXY, wakeIdx, wakeHeatIdx
- 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
### src/sim/fog.js (46 lines)
### src/sim/fog.js (51 lines)
Exploration only: never changes grains or the random stream.
- functions: fogAlloc, fogMark, fogSeen, fogInit, fogLook, fogRevealAround, fogRevealAll
- variables: FOG, FOG_SENSE, fog, FW, FH
- variables: FOG, FOG_SENSE, FOG_SENSE_FADE, fog, FW, FH
### src/sim/cells.js (176 lines)
Cell helpers (setCell, move, enter) and the falling-sand movement of powders, liquids and gases (simMove).
@@ -343,7 +343,7 @@ Drawing (src/render/): browser only. This file: the renderer state R, colour tab
Propagated coloured light from glowing and burning cells.
- functions: computeLight
### src/render/world.js (297 lines)
### src/render/world.js (299 lines)
Scale colour without changing the smooth-look class.
- functions: fogColor, drawWorld
- variables: TUBE_CLASS
+12
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@@ -4,6 +4,18 @@ What agents have done, newest first. Add an entry for every piece of work: the d
note or request it was for, what changed, the files touched, the tests run, and anything left
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-24: t17 follow-up: softer fog edges (Claude Code, Codex)
- The owner found the edges sharp and stepped. `src/sim/fog.js`: sense ring 24 grains with a
12-grain fade (`FOG_SENSE_FADE`), rays fade 8 grains into rock and over the last 16 of range,
surface fade 16, `fogRevealAround` gets a 6-grain soft edge. `src/render/world.js`: partly seen
grains get ±40 of per-grain noise (`noiseB`), so edges look grainy, not stepped.
- `test/t_fog.js`: a point in the fade band is between 0 and 128. `docs/systems/fog.md` updated.
Screenshots `shots/fog-edge-{before,after}{,-nolight}.png` compared.
- Tests: all pass except `t_smooth` half-resolution, which failed 1 of 3 runs with the change and
passed 2 of 2 without, at load 6–12; that check runs with fog off, so the drawing change does
not run there. Fog drawing 0.43 → 0.45 ms.
## 2026-10-24: t17 Fog of war reveals the ground around the bot (Claude Code, Codex)
- `src/sim/fog.js`: `FOG_SENSE = 20`; `fogLook` also reveals every fog cell within 20 grains,
+11 -7
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@@ -7,26 +7,30 @@ surface start seen. Exploration never changes the simulation.
`src/sim/fog.js` keeps a `Uint8Array` at half the grain resolution (`FOG = 2`).
Values run from 0 (unseen) to 255 (seen) and only increase. `alloc` allocates it with
the other world arrays. `fogInit` reveals above `surfY` and fades eight grains below it.
the other world arrays. `fogInit` reveals above `surfY` and fades 16 grains below it.
Every four ticks, 256 rays from the bot's centre reveal up to 48 grains. The last eight
grains fade out. Solid and powder stop sight after a four-grain fade into their face;
Every four ticks, 256 rays from the bot's centre reveal up to 48 grains. The last 16
grains fade out. Solid and powder stop sight after an eight-grain fade into their face;
air, gas and liquid pass sight. Bars and machine voids do not block it.
Each look also senses the ground around the bot through rock: every fog cell within
`FOG_SENSE` (20 grains) of the bot is revealed, fully clear out to 16 grains and fading to
nothing at 20, so the player can see ore and caves next to their tunnel and choose where to dig.
`FOG_SENSE` (24 grains) of the bot is revealed, fully clear out to 12 grains and fading over
the outer 12 grains to nothing at 24, so the player can see ore and caves next to their tunnel
and choose where to dig.
## Saving
The fog buffer is saved and exported with the other typed arrays, without a save version
change. Older saves rebuild the surface, reveal a radius of 12 grains around built blocks,
machine footprints and molds, then look from the bot. Loading and generating also look
machine footprints and molds, fully clear inside six grains with a six-grain fade to the
radius edge, then look from the bot. Loading and generating also look
immediately from the bot.
## Drawing and setting
Both looks and the thermal lens sample fog bilinearly. Seen grains use the usual drawing;
Both looks and the thermal lens sample fog bilinearly. Partial values get stable per-grain
noise of about ±40, clamped to 1–255, to break up stepped edges. Unseen and fully seen
grains are unchanged. Seen grains use the usual drawing;
unseen grains use the out-of-world colour and smooth-look buffers, hiding their shapes.
Partial values dim foreground, background and trees. Bloom sources need at least 128;
bars, flyers, rain and particles need at least 64. Hover info and the cursor label say