Level lakes at the end of world generation, keeping their water (t96)
Volume-preserving levelling pass for water bodies of 50+ cells; the dock foundation is placed first so it cannot erase levelled water. Seed hashes re-baselined (water and air only). Started by Codex, finished and reviewed by Claude after Codex hit its usage limit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -322,9 +322,9 @@ Bars and other loose objects (ents), and the bag: adding, taking, costs and refu
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- functions: entSolidCell, entSupportCount, entFreeAt, entMark, spawnBar, removeEnt, entScrewAt, entScrewFree, entScrewMove, entScrewLane, entScrewEdge, entScrewEnter, entScrewTick, entDiagonalScrewTick, entBeltScrewEnter, entSlopeBeltTick, entTick, entsInCircle, bagAdd, bagTake, giveOrDrop, refundAt, canAfford, payCost, fmtMoney, costText, needText
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- variables: BAR_W, BAR_H, entCurM, droppedLast
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### src/sim/tools.js (65 lines)
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### src/sim/tools.js (30 lines)
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Tool helpers: reach, brushes, and plain digging.
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- functions: setBuildRange, inBuildRange, inReach, forBrush, drillReach, inDrillReach, toolDig
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- functions: setBuildRange, inBuildRange, inReach, forBrush, drillReach, inDrillReach
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- variables: BUILD_MAX, buildBox
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### src/sim/drill.js (183 lines)
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@@ -378,12 +378,12 @@ The same chunk schedule runs inline or in workers. Workers only own a pass at a
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simTick: one simulation step, in order.
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- functions: simTick
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### src/sim/worldgen-helpers.js (61 lines)
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### src/sim/worldgen-helpers.js (131 lines)
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World generation helpers: noise and removal of tiny hard rock specks.
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- functions: makeNoise, fbm, clearHardSpecks
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- functions: makeNoise, fbm, clearHardSpecks, levelWorldWater
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- variables: SPECK_MIN
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### src/sim/worldgen.js (303 lines)
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### src/sim/worldgen.js (305 lines)
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World generation: staged terrain, ore, caves and placement, with synchronous and async entry points.
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- functions: generateWorld, generateWorldAsync
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@@ -397,9 +397,9 @@ Saving and loading a world (serializeWorld / deserializeWorld) and old-save migr
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- functions: serializeWorld, deserializeWorld, startLoadWake, wakeLoadArea, wakeLoadNearBot, loadWakeTick
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- variables: SAVE_VERSION, TOFF
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### src/render/setup.js (190 lines)
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### src/render/setup.js (188 lines)
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Drawing (src/render/): browser only. This file: the renderer state R, colour tables (glow, thermal palettes, pipes, trees, sky), canvas setup and the camera.
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- functions: glowIndex, thermIdx, pipeCellColor, pipeBodyCell, thinPipeColor, beltLike, buildSky, initRender, resizeRender, viewCells, updateCamera, snapCamera, screenToWorld, worldToScreenPx, renderMonoFont
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- functions: glowIndex, thermIdx, pipeCellColor, pipeBodyCell, thinPipeColor, buildSky, initRender, resizeRender, viewCells, updateCamera, snapCamera, screenToWorld, worldToScreenPx, renderMonoFont
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- variables: R, GLOW_W, GLOW_R, GLOW_G, GLOW_B, THERM, PC, TREE_R, TREE_G, TREE_B, BG, SKY_R, SKY_G, SKY_B
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### src/render/slope-belts.js (167 lines)
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@@ -664,7 +664,9 @@ The frame loop and boot.
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- `test/t_gpu_light.py`: The former CPU light behavioural checks, now read from the actual GPU light grid.
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- `test/t_import_save.js`: Import must preserve the running world before reading or replacing it.
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- `test/t_joins.js`: The oracle states the geometric rule independently of the precomputed neighbour tables.
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- `test/t_lakes.js`: Generated lakes wake without a tool, settle on their own, and have dry tree bases.
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- `test/t_lakes.py`: Pixel startup and fresh/reloaded flat lakes after 600 ticks; shots/t96-level.png.
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- `test/t_lakes.js`: Generated lakes start flat, conserve water, and have dry tree bases.
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- `test/t_lakes.py`: t96: flat generated lakes, fresh and reloaded, in the real pixel frame loop.
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- `test/t_load.js`: Reload wakes nearby areas first, without losing distant water, fire or saved state.
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- `test/t_molds.js`: Molds and furnaces stay usable: ingots drop below and keep their stubs, plugs over molds are cleared, spoiled castings can be knocked out, grains never drop through a grate by teleporting, and slag lets the fire breathe.
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- `test/t_nozzle.js`: Blowing aims within the nozzle's reach, with room for the brush and settling.
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