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:
@@ -237,6 +237,8 @@ above, including:
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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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As tuned: clear to 12 grains, fading out by 24, with a grainy edge; the owner found the first
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version's narrow fade too sharp.
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## Ideas not built yet
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+3
-3
@@ -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 (46 lines)
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### src/sim/fog.js (51 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_SENSE, fog, FW, FH
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- variables: FOG, FOG_SENSE, FOG_SENSE_FADE, 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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@@ -343,7 +343,7 @@ Drawing (src/render/): browser only. This file: the renderer state R, colour tab
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Propagated coloured light from glowing and burning cells.
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- functions: computeLight
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### src/render/world.js (297 lines)
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### src/render/world.js (299 lines)
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Scale colour without changing the smooth-look class.
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- functions: fogColor, drawWorld
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- variables: TUBE_CLASS
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@@ -4,6 +4,18 @@ 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 follow-up: softer fog edges (Claude Code, Codex)
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- The owner found the edges sharp and stepped. `src/sim/fog.js`: sense ring 24 grains with a
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12-grain fade (`FOG_SENSE_FADE`), rays fade 8 grains into rock and over the last 16 of range,
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surface fade 16, `fogRevealAround` gets a 6-grain soft edge. `src/render/world.js`: partly seen
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grains get ±40 of per-grain noise (`noiseB`), so edges look grainy, not stepped.
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- `test/t_fog.js`: a point in the fade band is between 0 and 128. `docs/systems/fog.md` updated.
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Screenshots `shots/fog-edge-{before,after}{,-nolight}.png` compared.
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- Tests: all pass except `t_smooth` half-resolution, which failed 1 of 3 runs with the change and
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passed 2 of 2 without, at load 6–12; that check runs with fog off, so the drawing change does
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not run there. Fog drawing 0.43 → 0.45 ms.
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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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+11
-7
@@ -7,26 +7,30 @@ surface start seen. Exploration never changes the simulation.
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`src/sim/fog.js` keeps a `Uint8Array` at half the grain resolution (`FOG = 2`).
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Values run from 0 (unseen) to 255 (seen) and only increase. `alloc` allocates it with
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the other world arrays. `fogInit` reveals above `surfY` and fades eight grains below it.
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the other world arrays. `fogInit` reveals above `surfY` and fades 16 grains below it.
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Every four ticks, 256 rays from the bot's centre reveal up to 48 grains. The last eight
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grains fade out. Solid and powder stop sight after a four-grain fade into their face;
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Every four ticks, 256 rays from the bot's centre reveal up to 48 grains. The last 16
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grains fade out. Solid and powder stop sight after an eight-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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`FOG_SENSE` (24 grains) of the bot is revealed, fully clear out to 12 grains and fading over
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the outer 12 grains to nothing at 24, so the player can see ore and caves next to their tunnel
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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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change. Older saves rebuild the surface, reveal a radius of 12 grains around built blocks,
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machine footprints and molds, then look from the bot. Loading and generating also look
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machine footprints and molds, fully clear inside six grains with a six-grain fade to the
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radius edge, then look from the bot. Loading and generating also look
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immediately from the bot.
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## Drawing and setting
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Both looks and the thermal lens sample fog bilinearly. Seen grains use the usual drawing;
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Both looks and the thermal lens sample fog bilinearly. Partial values get stable per-grain
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noise of about ±40, clamped to 1–255, to break up stepped edges. Unseen and fully seen
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grains are unchanged. Seen grains use the usual drawing;
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unseen grains use the out-of-world colour and smooth-look buffers, hiding their shapes.
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Partial values dim foreground, background and trees. Bloom sources need at least 128;
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bars, flyers, rain and particles need at least 64. Hover info and the cursor label say
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