FEAR stains the forbidden ground in the cockpit too
The aura's warp-walking diamond — dreadDistance ≤ 3, extracted to one shared fearCells so the board's dashed ring, the cockpit's floor stain, and the engine's refusal can never disagree — now tints the flagstones violet in first person, breathing like the board's aura, beneath the dread ring already at the bearer's feet. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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co-authored by
Claude Fable 5
parent
203b6101bd
commit
19888f9e84
@@ -9,7 +9,8 @@
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import { terrainFallback, TERRAIN3D } from "./terrain3d";
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import { tokenArt } from "../art";
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import { PLAYER_COLORS } from "../colors";
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import type { GameView } from "@wizwar/engine";
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import { fearCells } from "@wizwar/engine";
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import type { GameView } from "@wizwar/engine";
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let {
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view,
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@@ -120,6 +121,23 @@
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}
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return px;
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}
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// The dread-stained squares, rasterized once per view (null = no fear).
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const dreadCache = new WeakMap<object, Uint8Array | null>();
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function dreadGridOf(v: GameView): Uint8Array | null {
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if (dreadCache.has(v)) return dreadCache.get(v)!;
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const cells = fearCells(v);
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let grid: Uint8Array | null = null;
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if (cells.size > 0) {
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grid = new Uint8Array(v.board.width * v.board.height);
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for (const k of cells) {
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const [fx, fy] = k.split(",").map(Number) as [number, number];
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if (fx >= 0 && fy >= 0 && fx < v.board.width && fy < v.board.height) grid[fy * v.board.width + fx] = 1;
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}
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}
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dreadCache.set(v, grid);
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return grid;
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}
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let frame: ImageData | null = null;
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// The floor wears decals: home emblems in their owners' colors, pits
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@@ -222,6 +240,10 @@
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if (lx >= 0 && ly >= 0 && lx < litBw && ly < litBh) litGrid[ly * litBw + lx] = 1;
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}
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}
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// FEAR's aura stains the forbidden ground itself, as the board draws
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// its dashed diamond — the same warp-walking yardstick behind both.
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const dreadGrid = dreadGridOf(view);
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const dreadBlend = dreadGrid ? 0.16 + 0.07 * Math.sin(time / 400) : 0;
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for (let row = 0; row < H; row++) {
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const below = row > half;
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const dz = below ? row - half : half - row;
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@@ -260,6 +282,14 @@
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const gx = (wx - u) | 0, gy = (wy - v) | 0;
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if (gx < 0 || gy < 0 || gx >= litBw || gy >= litBh || !litGrid[gy * litBw + gx]) sh *= 0.3;
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}
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if (dreadGrid && below) {
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const gx = (wx - u) | 0, gy = (wy - v) | 0;
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if (gx >= 0 && gy >= 0 && gx < litBw && gy < litBh && dreadGrid[gy * litBw + gx]) {
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r = r * (1 - dreadBlend) + 122 * dreadBlend;
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g = g * (1 - dreadBlend) + 74 * dreadBlend;
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b = b * (1 - dreadBlend) + 138 * dreadBlend;
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}
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}
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if (dec) {
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const hx = (wx - u) | 0, hy = (wy - v) | 0;
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if (hx >= 0 && hy >= 0 && hx < dec.bw && hy < dec.bh) {
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