Piles near the bot sort, and 20 times faster; burning fuel keeps the slow pace (t21)

- SORTP 0.003 -> 0.06: ore sinks through 8 rows of ash in about 7 s near the bot.
- wakeBotPowder(): every 8 ticks, areas with loose grains within 100 grains of the bot get a
  sorting chance; far away, resting piles still sleep.
- Sinking through burning fuel stays at 0.003, so buried burning piles still char and furnace
  beds behave as tuned. World generation settles at the old rate: seeds are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 22:05:03 -04:00
co-authored by Claude Opus 5.5
parent f678165e1b
commit d3fc1d2cbc
8 changed files with 91 additions and 33 deletions
+7
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@@ -351,6 +351,13 @@ above, including:
- World generation settles the land at the old water speed, so every seed keeps making the
same world.
- **Piles near the player sort, and quickly (t21, 2026-10-24).** A grain at least twice as heavy as
the powder under it sinks through it at 20 times the old pace (ore through ash: 4 rows to the
bottom in about 7 s). Before, a resting pile went to sleep and never sorted. Now areas with loose
grains within about 100 grains of the bot get a sorting chance every 8 ticks; far away, piles
still sleep. Through burning fuel sinking stays at the old slow pace: furnace beds are tuned to
it, and dirt heaped on a burning pile must smother it into charcoal rather than sink through.
## Ideas not built yet
- **Concrete**, as a stronger wall material from rubble.
+6 -6
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@@ -216,20 +216,20 @@ Starter furnace designs and the milestone list shown in the notebook.
- functions: smelterBlueprint
- variables: STARTER_DESIGNS, MILESTONES
### src/sim/world.js (97 lines)
### src/sim/world.js (98 lines)
World state: the per-cell typed arrays, alloc(), ambient temperature by depth, waking.
- 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
- 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, powderArea, 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 (52 lines)
Exploration only: never changes grains or the random stream.
- functions: fogAlloc, fogMark, fogSeen, fogInit, fogLook, fogRevealAround, fogRevealAll
- variables: FOG, FOG_SENSE, FOG_SENSE_FADE, fog, FW, FH
### src/sim/cells.js (189 lines)
### src/sim/cells.js (206 lines)
Cell helpers (setCell, move, enter) and the falling-sand movement of powders, liquids and gases (simMove).
- functions: setCell, swapCells, move, enter, powder, passable, liquid, gas, simMove
- variables: SORTP, LSTEP, LFILM
- functions: setCell, swapCells, move, enter, powder, passable, liquid, gas, wakeBotPowder, simMove
- variables: SORTP, SORTP_FUEL, LSTEP, LFILM
### src/sim/heat.js (246 lines)
Heat: conduction, melting and freezing, reactions, fire and air, steel.
@@ -325,7 +325,7 @@ Weather: clouds from steam, rain and snow, and the world water count.
- functions: wrnd, resetWeather, rainGap, worldWater, absorbSteam, spawnRain, rainAt, weatherTick
- variables: WBAND, WS, weather
### src/sim/tick.js (26 lines)
### src/sim/tick.js (27 lines)
simTick: one simulation step, in order.
- functions: simTick
+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: t21: piles near the bot sort quickly (Claude Code, Codex)
- Owner: "a pile should sort when the player is nearby. the sorting shouldnt take long anyway."
- `src/sim/cells.js`: `SORTP` 0.003 -> 0.06, `SORTP_FUEL` 0.003 for sinking through burning fuel
(at 0.06 dirt sank through a buried burning wood pile and `t_world`'s charcoal check failed);
`wakeBotPowder()` every 8 ticks from `simTick` wakes areas with loose grains (`powderArea`
hint, kept by `simMove`) within 100 grains of the bot. `worldSteps` settles at 0.003: seeds
unchanged.
- Cost on a Medium dig site: 0.108 -> 0.134 ms/tick. `t_physics` sorting checks: near the bot ore
sorts in 432 ticks then sleeps; far away it stays; sand on dirt never sorts.
- Tests: `run_all.py --browser` ALL PASSED.
## 2026-10-24: t21 phase 2: physics test pass for sand, molten metal and gases (Claude Code, Codex)
- `test/t_physics.js` (41 checks): heaps, digging under a heap, ore sorting through ash, sand
+22 -5
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@@ -59,9 +59,12 @@ function enter(m, ph, j, dx, dy) {
}
// ---------- Movement ----------
// Heavy grains settle through a loose pile of much lighter ones, slowly. A sorting
// Heavy grains settle through a loose pile of much lighter ones. A sorting
// step keeps its area awake for a while so a pile finishes sorting even at rest.
let SORTP = 0.003;
// Through burning fuel it stays slow: a furnace bed is tuned to it, and dirt heaped on a burning
// pile has to smother it into charcoal, not sink through.
let SORTP = 0.06;
const SORTP_FUEL = 0.003;
// Liquids step up to LSTEP cells toward a drop in one tick (fewer the thicker they are), and a top-layer grain looks LFILM
// times as far for one (a two-times range strands the far end of a 200-grain-wide ledge).
// World generation settles with both at 1, so every seed keeps making the same world.
@@ -73,7 +76,7 @@ function powder(i, x, y, m) {
// a grain at least twice as dense works its way down through a loose pile. Unlit fuel
// packs too tight for that, so a mixed furnace charge stays mixed until the fire gets in.
const t = mat[b];
if (PH[t] === PH_POWDER && DENS[m] >= DENS[t] * 2 && (!FUEL[t] || (flags[b] & F_BURN)) && stamp[b] !== tickStamp && !occ[b] && part[b] !== P_GRATE && part[b] !== P_FILTER && rnd() < SORTP) { move(i, b, x, y, x, y + 1); awake[(y >> 5) * CW + (x >> 5)] = 40; return; }
if (PH[t] === PH_POWDER && DENS[m] >= DENS[t] * 2 && (!FUEL[t] || (flags[b] & F_BURN)) && stamp[b] !== tickStamp && !occ[b] && part[b] !== P_GRATE && part[b] !== P_FILTER && rnd() < (FUEL[t] ? SORTP_FUEL : SORTP)) { move(i, b, x, y, x, y + 1); awake[(y >> 5) * CW + (x >> 5)] = 40; return; }
// a grain lying right on a belt or filter is held by it: the surface carries it, it does not slide off the edge
if (t === BELTL || t === BELTR || part[b] === P_FILTER) return;
if (rnd() < STICK[m]) {
@@ -158,11 +161,23 @@ function gas(i, x, y, m) {
if (nx >= 0 && nx < W && mat[i + d] === EMPTY && passable(m, PH_GAS, i + d, d, 0)) { move(i, i + d, x, y, nx, y); }
}
}
function wakeBotPowder() {
const x = bot.x + bot.w / 2, y = bot.y + bot.h / 2;
const x0 = Math.max(0, Math.floor((x - 100) / 32)), x1 = Math.min(CW - 1, Math.floor((x + 100) / 32));
const y0 = Math.max(0, Math.floor((y - 100) / 32)), y1 = Math.min(CH - 1, Math.floor((y + 100) / 32));
for (let cy = y0; cy <= y1; cy++) for (let cx = x0; cx <= x1; cx++) {
const c = cy * CW + cx;
if (!powderArea[c] || awake[c]) continue;
const dx = Math.max(cx * 32 - x, 0, x - (cx * 32 + 31));
const dy = Math.max(cy * 32 - y, 0, y - (cy * 32 + 31));
if (dx * dx + dy * dy <= 10000) awake[c] = 1;
}
}
function simMove() {
for (let cy = CH - 1; cy >= 0; cy--) {
const rowBase = cy * CW;
let any = false;
for (let cx = 0; cx < CW; cx++) if (awake[rowBase + cx]) { any = true; break; }
for (let cx = 0; cx < CW; cx++) if (awake[rowBase + cx]) { any = true; powderArea[rowBase + cx] = 0; }
if (!any) continue;
const y0 = cy << 5, y1 = Math.min(H, y0 + 32);
for (let y = y1 - 1; y >= y0; y--) {
@@ -176,8 +191,10 @@ function simMove() {
const dx = ltr ? 1 : -1, xEnd = ltr ? x1 : x0 - 1;
for (let x = ltr ? x0 : x1 - 1; x !== xEnd; x += dx) {
const i = yw + x, m = mat[i];
if (m === EMPTY || stamp[i] === tickStamp) continue;
if (m === EMPTY) continue;
const ph = PH[m];
if (ph === PH_POWDER) powderArea[rowBase + cx] = 1;
if (stamp[i] === tickStamp) continue;
if (ph === PH_SOLID) continue;
const p = part[i];
if (p >= P_TU && p <= P_TR && ph === PH_POWDER) continue; // a screw tube moves its own grains
+1
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@@ -10,6 +10,7 @@ function simTick() {
pulseTick();
entTick();
if (flyers.length) flyTick();
if (tick % 8 === 0) wakeBotPowder();
simMove();
heatPass();
for (let c = 0; c < NCH; c++) if (awake[c]) awake[c]--;
+2 -1
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@@ -13,7 +13,7 @@ let ents = []; // loose objects (bars)
let bgm; // background layer: trees. Liquids, powders and gases pass in front of it.
let flyers = []; // grains in flight, blown out of the bot
let ghostBlocks = new Map(), ghostMolds = [];
let awake, hot, hotLvl;
let awake, hot, hotLvl, powderArea;
let tick = 0, tickStamp = 1;
let machines = [null], molds = [], nets = [null], pcells = new Set(), powerDirty = true;
let beltL = [], beltR = [], tubeLists = [[], [], [], [], []];
@@ -50,6 +50,7 @@ function alloc(w, h) {
surfY = new Int16Array(w); roofY = new Int16Array(w); dirtY = new Int16Array(w); graniteY = new Int16Array(w); basaltY = new Int16Array(w); magmaY = new Int16Array(w);
AMB = new Float32Array(h);
awake = new Uint8Array(NCH); hot = new Uint8Array(NCH); hotLvl = new Uint8Array(NCH);
powderArea = new Uint8Array(NCH).fill(1); // unknown areas get one visit before being ruled out
machines = [null]; molds = []; nets = [null]; pcells = new Set(); powerDirty = true;
beltL = []; beltR = []; tubeLists = [[], [], [], [], []]; brokenMachines = [];
ghostMachines = []; ghostBlocked = new Set();
+3 -3
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@@ -303,9 +303,9 @@ function* worldSteps(seedIn, w, h) {
}
fillNoise();
yield [0.75, 'Settling loose ground'];
// settle loose material, with water at the speed it had when the seeds were made
// settle loose material at the water and sorting speeds the seeds were made with
awake.fill(3);
const lstep = LSTEP, lfilm = LFILM; LSTEP = LFILM = 1;
const lstep = LSTEP, lfilm = LFILM, sortp = SORTP; LSTEP = LFILM = 1; SORTP = 0.003;
for (let k = 0; k < 260; k++) {
tick++; tickStamp = (tickStamp % 255) + 1;
simMove();
@@ -313,7 +313,7 @@ function* worldSteps(seedIn, w, h) {
if (!any) break;
if ((k & 31) === 0) yield [0.75 + 0.24 * k / 260, 'Settling loose ground'];
}
LSTEP = lstep; LFILM = lfilm;
LSTEP = lstep; LFILM = lfilm; SORTP = sortp;
yield [0.99, 'Finishing'];
// re-ambient after settling, then start clean
for (let i = 0; i < N; i++) { const m = mat[i]; if (m !== MAGMA) temp[i] = AMB[(i / w) | 0]; life[i] = PH[m] === PH_LIQUID && FRZ[m] ? 255 : 0; }
+36 -16
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@@ -24,25 +24,45 @@ ticks(run, 1800);
check('digging under a heap makes it fall into the hole', grains('SAND') === 400 && count(run, run('SAND'), 140, 120, 179, 159) > 300,
`${count(run, run('SAND'), 140, 120, 179, 159)} of ${grains('SAND')} in the hole`);
asleep('sand after digging');
// heavy ore works its way down through light ash, slowly, while the pile is being stirred (a
// working furnace bed is always awake); a pile left at rest goes to sleep and stays as it is
world();
rect(run, 150, 100, 151, 119, run('STONE')); rect(run, 170, 100, 171, 119, run('STONE'));
rect(run, 152, 112, 169, 119, run('ASH')); rect(run, 152, 108, 169, 111, run('CUORE'));
// Supported layers start asleep, just like a pile the bot walks up to.
const oreY = (m) => run(`(() => { let s = 0, n = 0; for (let i = 0; i < N; i++) if (mat[i] === ${m}) { s += (i / W) | 0; n++; } return s / n; })()`);
const ore0 = oreY(run('CUORE')); ticks(run, 3600); const oreRest = oreY(run('CUORE'));
check('a resting pile of ore on ash goes to sleep as it is', Math.abs(oreRest - ore0) < 0.5 && awake() === 0, `ore rows ${ore0.toFixed(1)} -> ${oreRest.toFixed(1)}, ${awake()} awake`);
const stir = n => run(`for (let k = 0; k < ${n}; k++) { if (k % 8 === 0) wakeXY(160, 112); simTick(); }`);
stir(600); const ore1 = oreY(run('CUORE')); stir(5400); const ore2 = oreY(run('CUORE'));
check('stirred, heavy ore sinks down through light ash, slowly', ore1 - oreRest < 2 && ore2 - oreRest > 2 && grains('CUORE') === 72 && grains('ASH') === 144,
`ore rows ${oreRest.toFixed(1)} -> ${ore1.toFixed(1)} -> ${ore2.toFixed(1)}`);
ticks(run, 1200); asleep('ore after stirring stops');
world();
function sortingPile(near, similar = false) {
world(640);
rect(run, 150, 100, 151, 119, run('STONE')); rect(run, 170, 100, 171, 119, run('STONE'));
rect(run, 152, 112, 169, 119, run('LDIRT')); rect(run, 152, 104, 169, 111, run('SAND'));
rect(run, 152, 112, 169, 119, run(similar ? 'LDIRT' : 'ASH'));
rect(run, 152, similar ? 104 : 108, 169, 111, run(similar ? 'SAND' : 'CUORE'));
run(`bot.x = ${near ? 158 : 530}; bot.y = 90; awake.fill(0);`);
}
sortingPile(true);
let sortedAt = 0;
for (let t = 8; t <= 600; t += 8) {
ticks(run, 8);
if (!sortedAt && count(run, run('CUORE'), 152, 116, 169, 119) === 72) sortedAt = t;
}
check('near the bot, resting ore sorts to the bottom of ash within 600 ticks', sortedAt > 0 && grains('CUORE') === 72 && grains('ASH') === 144,
`all 72 ore at bottom after ${sortedAt || '>600'} ticks, ${grains('CUORE')} ore + ${grains('ASH')} ash`);
ticks(run, 600); asleep('sorted ore near the bot');
sortingPile(false);
const ore0 = oreY(run('CUORE')); ticks(run, 1200);
check('far from the bot, resting ore on ash stays put and sleeps', oreY(run('CUORE')) === ore0 && grains('CUORE') === 72 && grains('ASH') === 144 && awake() === 0,
`ore rows ${ore0} -> ${oreY(run('CUORE'))}, ${awake()} awake`);
// Visiting an old sleeping pile must work, too (not only freshly placed grains).
run('bot.x = 158;'); ticks(run, 600);
check('approaching a sleeping pile starts sorting', count(run, run('CUORE'), 152, 116, 169, 119) === 72,
`${count(run, run('CUORE'), 152, 116, 169, 119)}/72 ore at bottom`);
for (const near of [true, false]) {
sortingPile(near, true);
const sand0 = oreY(run('SAND')); ticks(run, 6000);
check('sand on dirt (close in weight) stays where it is', Math.abs(oreY(run('SAND')) - sand0) < 0.5, `sand rows ${sand0.toFixed(1)} -> ${oreY(run('SAND')).toFixed(1)}`);
asleep('a pile of similar weights');
check(`sand on dirt (close in weight) stays put and sleeps ${near ? 'near' : 'far from'} the bot`, oreY(run('SAND')) === sand0 && grains('SAND') === 144 && grains('LDIRT') === 144 && awake() === 0,
`sand rows ${sand0} -> ${oreY(run('SAND'))}, ${awake()} awake`);
}
world(); ticks(run, 8); run('wakeBotPowder();');
check('nearby areas without powder are skipped after one visit', awake() === 0,
`${awake()} awake`);
rect(run, 152, 116, 169, 119, run('SAND')); ticks(run, 16);
run('wakeBotPowder();');
check('processed areas remember powder added after an empty visit', awake() > 0,
`${awake()} awake`);
// sand dropped into a pond sinks, and the water ends up on top
world();
rect(run, 150, 90, 151, 119, run('STONE')); rect(run, 190, 90, 191, 119, run('STONE'));