Deepgrain Foundry: move from a claude.ai artifact to a local repository

The game as of artifact version 24, ready for local development with
coding agents.

- Source split from three large files into 52 small ones under src/sim,
  src/render and src/ui, joined in the order in src/manifest.json by
  build.py. The joined code is unchanged apart from comments; every
  headless suite gives the same output, and screenshots in both looks
  are pixel-identical to before.
- Light tidying with no change in behaviour: one movement scan loop,
  shared hazard-stripe and belt shader helpers, unused code removed, a
  shared check helper for the test suites.
- World files can be exported as an ordinary download outside claude.ai.
- Tests: broken old scripts removed, experiments moved to tools/,
  test/run_all.py added. Tools: shot.py (repeatable screenshots),
  where.py, map.py.
- Docs: AGENTS.md, CLAUDE.md, NOTES.md (the owner's to-do inbox),
  docs/PROJECT_MAP.md, DESIGN.md, TESTING.md, systems notes, the
  owner's requests and an agent log.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01K9kLmYADKSEjuwUN3rFxDA
This commit is contained in:
2026-10-23 16:05:31 -04:00
co-authored by Claude Opus 5.5
commit b270c4e818
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// drawWorld: the per-grain pixel buffer (pixel look), also the input of the smooth look.
// ---------- World pixels ----------
// smooth-look class of a screw tube cell by direction: 9 up, 10 right, 11 down, 12 left
const TUBE_CLASS = new Uint8Array(9); TUBE_CLASS[1] = 9; TUBE_CLASS[4] = 10; TUBE_CLASS[2] = 11; TUBE_CLASS[3] = 12;
function drawWorld() {
const bw = R.bw, bh = R.bh, px = R.px;
R.vx0 = Math.floor(R.camX); R.vy0 = Math.floor(R.camY);
const vx0 = R.vx0, vy0 = R.vy0;
// how hard it is raining around the camera, eased so the sky greys over gently
R.rain = (R.rain || 0) * 0.98 + rainAt(Math.max(0, Math.min(W - 1, Math.floor(R.camX + bw / 2)))) * 0.02;
const rk = R.rain;
// Smooth look: the colours below are still worked out per grain, but each grain also gets a
// class (alpha byte) and the GPU draws rounded shapes from them (see smooth.js)
const sm = R.smoothOn = SET.look === 'smooth' && !R.lens && typeof smoothAvailable === 'function' && smoothAvailable();
const bpx = R.backPx, tpx = R.treePx, fpx = R.fieldPx, mmask = R.moldMask;
if (sm) {
mmask.fill(0);
for (const mo of molds) {
if (mo.x + 40 < vx0 || mo.x - 40 > vx0 + bw || mo.y + 40 < vy0 || mo.y - 40 > vy0 + bh) continue;
for (const i of moldCellsAt(mo.kind, mo.x, mo.y).walls) { const sx = (i % W) - vx0, sy = ((i / W) | 0) - vy0; if (sx >= 0 && sy >= 0 && sx < bw && sy < bh) mmask[sy * bw + sx] = 1; }
}
}
const OUT = sm ? 0x040a0a0c : 0xff0a0a0c;
const lighting = SET.lighting !== 'off' && !R.lens;
if (lighting && (R.frame % SET.lightEvery === 0 || !R.lw)) computeLight();
const grain = SET.grain, incand = SET.incandescence;
const anim = R.frame;
const lens = R.lens, tl = THERM[SET.thermalPalette] || THERM.inferno;
const glowOn = SET.glow !== 'off' && !lens;
const gpx = R.glowPx, gw = R.glowC.width;
if (glowOn) gpx.fill(0);
for (let by = 0; by < bh; by++) {
const y = vy0 + by;
const row = by * bw;
if (y < 0 || y >= H) { for (let bx = 0; bx < bw; bx++) { px[row + bx] = OUT; if (sm) { bpx[row + bx] = 0x000a0a0c; tpx[row + bx] = 0; fpx[row + bx] = 0xff; } } continue; }
const yw = y * W;
let skr = SKY_R[y], skg = SKY_G[y], skb = SKY_B[y];
if (rk > 0.01) { const gy = (skr + skg + skb) / 3 * 0.82; skr += (gy - skr) * rk * 0.7; skg += (gy - skg) * rk * 0.7; skb += (gy - skb) * rk * 0.65; }
for (let bx = 0; bx < bw; bx++) {
const x = vx0 + bx;
if (x < 0 || x >= W) { px[row + bx] = OUT; if (sm) { bpx[row + bx] = 0x000a0a0c; tpx[row + bx] = 0; fpx[row + bx] = 0xff; } continue; }
const i = yw + x, m = mat[i], nz = noiseB[i] - 128;
const T = temp[i];
let r, g, b;
if (lens) {
const ti = thermIdx(T);
if (m === EMPTY) { r = tl[ti] * 0.55; g = tl[ti + 1] * 0.55; b = tl[ti + 2] * 0.55; }
else { const v = (COLR[m] + COLG[m] + COLB[m]) / 3 * 0.25; r = tl[ti] * 0.78 + v; g = tl[ti + 1] * 0.78 + v; b = tl[ti + 2] * 0.78 + v; }
const p = part[i];
if (p && ((x + y) & 1)) { r = r * 0.7 + 40; g = g * 0.7 + 40; b = b * 0.7 + 40; }
px[row + bx] = 0xff000000 | ((b > 255 ? 255 : b) << 16) | ((g > 255 ? 255 : g) << 8) | (r > 255 ? 255 : r);
continue;
}
// background
let br, bgc, bb, sky = false;
const tb = bgm[i];
if (tb && !sm) { const v = nz * CVAR[tb] / 128; br = TREE_R[tb] + v; bgc = TREE_G[tb] + v; bb = TREE_B[tb] + v; if (digp[i]) { const f = 1 + digp[i] / 700; br *= f; bgc *= f; bb *= f; } }
else if (y < surfY[x]) { br = skr; bgc = skg; bb = skb; sky = true; }
else {
const L = y < dirtY[x] ? BG.dirt : y < graniteY[x] ? BG.stone : y < basaltY[x] ? BG.granite : BG.basalt;
const v = sm ? 0 : nz * 0.06;
br = L[0] + v; bgc = L[1] + v; bb = L[2] + v;
}
if (sm) {
// the colour behind the grain (alpha marks open sky), and a tree in front of that if there is one
bpx[row + bx] = (sky ? 0xff000000 : 0) | ((bb & 255) << 16) | ((bgc & 255) << 8) | (br & 255);
if (tb) {
const v = nz * CVAR[tb] / 256, f = digp[i] ? 1 + digp[i] / 700 : 1;
const tr = Math.max(0, Math.min(255, (TREE_R[tb] + v) * f)), tg = Math.max(0, Math.min(255, (TREE_G[tb] + v) * f)), tbb = Math.max(0, Math.min(255, (TREE_B[tb] + v) * f));
tpx[row + bx] = ((tb === LEAVES ? 0xff : 0x80) << 24) | (tbb << 16) | (tg << 8) | tr;
} else tpx[row + bx] = 0;
}
if (m === EMPTY) { r = br; g = bgc; b = bb; }
else {
const v = nz * CVAR[m] * (sm ? (PH[m] === PH_SOLID ? 0 : grain * 0.35) : grain) / 128;
r = COLR[m] + v; g = COLG[m] + v; b = COLB[m] + v;
if (m === FIRE) { const f = (life[i] & 15) * 6; r = 255; g = 120 + f; b = 30 + f * 0.5; }
else if (m === WATER && !sm) { const s = ((x * 3 + y * 5 + (anim >> 2)) & 15) === 0 ? 14 : 0; r += s; g += s; b += s; }
else if (m === BELTL || m === BELTR) {
const dir = m === BELTR ? -1 : 1, on = netSat(i) > 0, ly = y & 3, lx = x & 3;
if (ly === 0 || ly === 3) {
// top run moves with the load, bottom run returns the other way
const st = ((x + (ly === 0 ? dir : -dir) * (on ? anim >> 1 : 0)) >> 1) & 1;
const k = ly === 0 ? 1 : 0.72;
r = (st ? 92 : 56) * k; g = (st ? 96 : 58) * k; b = (st ? 104 : 66) * k;
} else if (lx === 1 || lx === 2) {
const spin = on ? ((anim >> 2) + (dir < 0 ? lx : 3 - lx) + ly) & 1 : (lx + ly) & 1;
r = spin ? 132 : 104; g = spin ? 120 : 94; b = spin ? 108 : 84; // copper rollers
} else { r = 46; g = 48; b = 54; }
} else if (m === PIPE) {
pipeCellColor(x, y, anim); r = PC[0]; g = PC[1]; b = PC[2];
} else if (m === SHAFT) {
const lx = x & 3, ly = y & 3;
if (lx === 0 || lx === 3 || ly === 0 || ly === 3) { if (((x + y) & 3) === 0) { r -= 22; g -= 20; b -= 16; } }
else { r -= 34; g -= 30; b -= 24; }
}
else if (m === GATE) { if ((x & 1) === 0 && (y & 3) !== 0) { r -= 40; g -= 24; b -= 20; } }
else if (m === CUTST) { const lx = x & 3, ly = y & 3; if (ly === 1 || ly === 3 || lx === (ly < 2 ? 3 : 1)) { r -= 34; g -= 33; b -= 30; } else if (ly === 0 || ly === 2) { r += 10; g += 10; b += 9; } }
else if (m === WOOD) { if ((y & 3) === 2 || ((x + (y >> 2) * 3) & 7) === 0) { r -= 26; g -= 22; b -= 16; } } // planks
else if (m === LWOOD) { if (((x * 3 + y) & 3) === 0) { r -= 30; g -= 26; b -= 18; } } // stringy fibres
else if (m === HULL) { if (((x * 7 + y * 3) & 15) === 0) { r += 20; g += 20; b += 22; } }
else if (m === SPRING) { if ((nz & 7) === 0) { r = 90; g = 150; b = 220; } }
const al = ALPHA[m];
if (al < 1) { r = br + (r - br) * al; g = bgc + (g - bgc) * al; b = bb + (b - bb) * al; }
const dp = digp[i];
if (dp) {
// shaken rock pales with dust and shivers before it shatters (the cracks are drawn over it)
const k = dp / 255, lift = k * 30 + Math.sin(anim * 1.9 + x * 1.3 + y * 0.7) * 6 * k;
r += lift; g += lift; b += lift * 1.08;
}
// built wall blocks read as tiles: light top-left edge, dark bottom-right edge
if (!sm && PH[m] === PH_SOLID && !(flags[i] & F_NAT) && blockP[(y >> 2) * BW + (x >> 2)] === BP_WALL) {
const lx = x & 3, ly = y & 3;
if (lx === 0 || ly === 0) { r += 16; g += 16; b += 16; }
else if (lx === 3 || ly === 3) { r -= 18; g -= 18; b -= 18; }
}
}
// field parts drawn over contents
const p = part[i];
if (p && sm && (p <= P_TR || p === P_FILTER)) { if (m === EMPTY || PH[m] === PH_GAS) { r = 0; g = 0; b = 0; } else { r = Math.max(1, r); } }
else if (p) {
if (p <= P_TR) {
const on = netSat(i) > 0;
const vert = p === P_TU || p === P_TD;
const axis = vert ? y : x, across = vert ? x & 3 : y & 3;
const dir = (p === P_TU || p === P_TL) ? 1 : -1;
if (across === 0 || across === 3) { // copper casing on the two long sides; its load shows through
if (m === EMPTY) { r = 150; g = 96; b = 64; } else { r = r * 0.72 + 44; g = g * 0.72 + 26; b = b * 0.72 + 14; }
if ((axis & 3) === 0) { r -= 24; g -= 18; b -= 12; }
} else {
// screw flights: a diagonal stripe that walks along the tube when powered
const ch = (((axis + across + dir * (on ? anim >> 1 : 0)) & 3) === 0);
if (m === EMPTY) { r = ch ? 120 : 46; g = ch ? 112 : 46; b = ch ? 104 : 52; }
else { r = r * 0.75 + (ch ? 34 : 8); g = g * 0.75 + (ch ? 30 : 8); b = b * 0.75 + (ch ? 28 : 10); }
}
} else if (p === P_FILTER) {
const lx = x & 3, ly = y & 3, fb = (y >> 2) * BW + (x >> 2), dir = blockV[fb] & 128 ? -1 : 1;
const fc = filterCfg.get(fb), fms = fc ? fc.m : null, fn = fms ? fms.length : 0, inv = fc && fc.inv;
if (ly === 0) { // rollers on top, turning the way the load rides; in carry mode, striped with what rides
const st = ((x + dir * (anim >> 1)) >> 1) & 1;
if (m === EMPTY || st) {
if (inv && fn && !st) { const c = fms[((x + dir * (anim >> 1)) >> 2 & 0xffff) % fn]; r = COLR[c] * 0.8; g = COLG[c] * 0.8; b = COLB[c] * 0.8; }
else { r = st ? 92 : 56; g = st ? 96 : 58; b = st ? 104 : 66; }
}
} else if (ly === 3) { // the belt's return run carries on under it, so belts and filters read as one belt
const st = ((x - dir * (anim >> 1)) >> 1) & 1;
if (m === EMPTY || st) { r = (st ? 92 : 56) * 0.72; g = (st ? 96 : 58) * 0.72; b = (st ? 104 : 66) * 0.72; }
} else if ((lx === 0 && !beltLike(fb - 1)) || (lx === 3 && !beltLike(fb + 1))) { if (m === EMPTY || ((x + y) & 1)) { r = 64; g = 66; b = 74; } } // frame only where the line ends
else if (m === EMPTY) { // mesh holes, tinted with what falls through them
if ((x + y) & 1) { r = 40; g = 42; b = 48; }
else if (inv) { r = 58; g = 74; b = 72; } // carry mode: everything else drops
else if (fn) { const c = fms[(((x >> 1) + (y >> 1)) & 0xffff) % fn]; r = COLR[c] * 0.75; g = COLG[c] * 0.75; b = COLB[c] * 0.75; }
else { r = 24; g = 25; b = 28; }
}
} else if (p === P_GRATE) {
if ((x + y) & 1) { r = 150; g = 78; b = 58; } else if (m === EMPTY) { r *= 0.6; g *= 0.6; b *= 0.6; }
} else if (p === P_GOPEN) {
if ((x & 3) === 0) { r = r * 0.6 + 50; g = g * 0.6 + 30; b = b * 0.6 + 26; }
} else if (p === P_INTAKE) {
if (m === EMPTY) { r = 30; g = 32; b = 36; }
if ((x & 1) === 0) { r += 50; g += 54; b += 60; }
} else if (p === P_PIPE) {
if (pipeBodyCell(x, y)) { thinPipeColor(x, y, anim); r = PC[0]; g = PC[1]; b = PC[2]; }
}
}
// incandescence
if (T > 450 && m !== EMPTY && incand) {
const gi = glowIndex(PH[m] === PH_SOLID ? T + nz * 0.9 : m === MAGMA ? T + Math.sin(x * 0.19 + y * 0.11 + anim * 0.03 + nz * 0.04) * 55 - 30 : T), w = GLOW_W[gi];
r = r * (1 - w) + GLOW_R[gi] * w; g = g * (1 - w) + GLOW_G[gi] * w; b = b * (1 - w) + GLOW_B[gi] * w;
if (glowOn && w > 0.3 && ((bx | by) & 1) === 0) {
const gk = (by >> 1) * gw + (bx >> 1), s = (w - 0.3) * 1.4;
gpx[gk] = 0xff000000 | (Math.min(255, GLOW_B[gi] * s) << 16) | (Math.min(255, GLOW_G[gi] * s) << 8) | Math.min(255, GLOW_R[gi] * s);
}
}
if (r < 0) r = 0; if (g < 0) g = 0; if (b < 0) b = 0;
let top = 0xff000000;
if (sm) {
// what kind of thing this grain is drawn as: 0 open, 1 terrain, 2 loose grain, 3 liquid,
// 4 built piece (drawn crisp), 5 smoke and flame, 6 built wall block (drawn as a tile)
let cl = 0;
const pt = p === P_PIPE && !pipeBodyCell(x, y) ? 0 : p; // the open parts of a pipe block show what is in them
if (pt >= P_TU && pt <= P_TR) cl = TUBE_CLASS[pt];
else if (p === P_FILTER) {
// filter: 13 carries left, 14 right; the tree buffer carries its colour tag (first material) and mode
const fb = (y >> 2) * BW + (x >> 2), fc = filterCfg.get(fb), fm = fc && fc.m.length ? fc.m[0] : 0;
cl = blockV[fb] & 128 ? 14 : 13;
tpx[row + bx] = ((fc && fc.inv ? 0x30 : 0x20) << 24) | (fm ? (COLB[fm] << 16) | (COLG[fm] << 8) | COLR[fm] : 0);
}
else if (m === BELTL || m === BELTR) cl = m === BELTL ? 7 : 8;
else if (pt || PARTMAT[m] || mmask[row + bx]) cl = 4;
else if (m !== EMPTY) {
const ph = PH[m];
if (ph === PH_SOLID) cl = (!(flags[i] & F_NAT) && blockP[(y >> 2) * BW + (x >> 2)] === BP_WALL) ? 6 : 1;
else if (ph === PH_POWDER) cl = 2;
else if (ph === PH_LIQUID) cl = 3;
else cl = 5;
}
top = cl << 24;
fpx[row + bx] = (tb ? 0xff000000 : 0) | (cl === 5 ? 0xff0000 : 0) | (cl === 3 ? 0xff00 : 0) | (cl === 1 || cl === 4 || cl === 6 ? 0xff : 0);
}
px[row + bx] = top | ((b > 255 ? 255 : b) << 16) | ((g > 255 ? 255 : g) << 8) | (r > 255 ? 255 : r);
}
}
// bars and other loose objects
if (!lens) for (const e of ents) {
const ex = e.ix - vx0, ey = e.iy - vy0;
if (ex + BAR_W < 0 || ey + BAR_H < 0 || ex >= bw || ey >= bh) continue;
const m = e.m;
for (let dy = 0; dy < BAR_H; dy++) for (let dx = 0; dx < BAR_W; dx++) {
const sx = ex + dx, sy = ey + dy;
if (sx < 0 || sy < 0 || sx >= bw || sy >= bh) continue;
let r = COLR[m], g = COLG[m], b = COLB[m];
const end = dx === 0 || dx === BAR_W - 1;
if (dy === 0) { r += end ? 10 : 34; g += end ? 8 : 28; b += end ? 6 : 24; } else { r -= end ? 34 : 18; g -= end ? 30 : 16; b -= end ? 26 : 14; }
if (e.T > 450 && incand) { const gi = glowIndex(e.T), w = GLOW_W[gi]; r = r * (1 - w) + GLOW_R[gi] * w; g = g * (1 - w) + GLOW_G[gi] * w; b = b * (1 - w) + GLOW_B[gi] * w; }
if (r < 0) r = 0; if (g < 0) g = 0; if (b < 0) b = 0;
px[sy * bw + sx] = (sm ? 0x04000000 : 0xff000000) | ((b > 255 ? 255 : b | 0) << 16) | ((g > 255 ? 255 : g | 0) << 8) | (r > 255 ? 255 : r | 0);
}
}
// grains in flight from the vacuum nozzle, a tube or a belt (rain and snow are drawn over the top, see drawRain)
if (!lens) for (const f of flyers) {
if (f.rain) continue;
const sx = Math.floor(f.x) - vx0, sy = Math.floor(f.y) - vy0;
if (sx < 0 || sy < 0 || sx >= bw || sy >= bh) continue;
const m = f.m, v = ((sx * 7 + sy * 13) & 15) - 8;
px[sy * bw + sx] = (sm ? 0x02000000 : 0xff000000) | (Math.max(0, Math.min(255, COLB[m] + v)) << 16) | (Math.max(0, Math.min(255, COLG[m] + v)) << 8) | Math.max(0, Math.min(255, COLR[m] + v));
}
// blueprint ghosts: blocks waiting to be built
if (ghostBlocks.size) {
const bx0 = vx0 >> 2, by0 = vy0 >> 2, bx1 = (vx0 + bw) >> 2, by1 = (vy0 + bh) >> 2;
const pulse = (R.frame >> 3) & 3;
for (const [b, gv] of ghostBlocks) {
const gbx = b % BW, gby = (b / BW) | 0;
if (gbx < bx0 || gbx > bx1 || gby < by0 || gby > by1) continue;
const blocked = ghostBlocked.has(b), code = gv[0], v = gv[1];
let tr = 90, tg = 190, tb = 230;
if (blocked) { tr = 230; tg = 70; tb = 60; }
else if (code === BP_WALL && WALL_OF[v]) { const wm = WALL_OF[v]; tr = (COLR[wm] + 90) / 2; tg = (COLG[wm] + 190) / 2; tb = (COLB[wm] + 230) / 2; }
for (let dy = 0; dy < BS; dy++) for (let dx = 0; dx < BS; dx++) {
const sx = gbx * BS + dx - vx0, sy = gby * BS + dy - vy0;
if (sx < 0 || sy < 0 || sx >= bw || sy >= bh) continue;
const k = sy * bw + sx, c = px[k];
const edge = dx === 0 || dy === 0 || dx === BS - 1 || dy === BS - 1;
const a = edge ? (((dx + dy + pulse) & 3) === 0 ? 0.85 : 0.6) : 0.28;
const pr = c & 255, pg = (c >> 8) & 255, pb = (c >> 16) & 255;
px[k] = (sm ? 0x04000000 : 0xff000000) | ((pb + (tb - pb) * a) << 16) | ((pg + (tg - pg) * a) << 8) | (pr + (tr - pr) * a);
}
}
}
if (sm) { smoothDraw(lighting, glowOn); return; }
R.bctx.putImageData(R.img, 0, 0);
const ctx = R.ctx, zp = R.zp;
ctx.imageSmoothingEnabled = false;
const ox = -(R.camX - vx0) * zp, oy = -(R.camY - vy0) * zp;
ctx.drawImage(R.buf, 0, 0, bw, bh, Math.round(ox), Math.round(oy), bw * zp, bh * zp);
if (lighting) {
const res = R.lres;
ctx.save();
ctx.globalCompositeOperation = 'multiply';
ctx.imageSmoothingEnabled = true;
const lx = (R.lx0 * res - R.camX) * zp, ly = (R.ly0 * res - R.camY) * zp;
ctx.drawImage(R.lightC, 0, 0, R.lw, R.lh, lx, ly, R.lw * res * zp, R.lh * res * zp);
ctx.restore();
}
if (glowOn) {
R.glowX.putImageData(R.glowImg, 0, 0);
ctx.save();
ctx.globalCompositeOperation = 'lighter';
ctx.globalAlpha = SET.glow === 'high' ? 0.9 : 0.5;
ctx.imageSmoothingEnabled = true;
const blur = Math.max(2, zp * (SET.glow === 'high' ? 3.2 : 2.2));
try { ctx.filter = `blur(${blur.toFixed(1)}px)`; } catch (e) { /* no filter support */ }
ctx.drawImage(R.glowC, 0, 0, R.glowC.width, R.glowC.height, Math.round(ox), Math.round(oy), R.glowC.width * 2 * zp, R.glowC.height * 2 * zp);
ctx.filter = 'none';
ctx.restore();
}
}