Your own casts never cut away

Casting a door onto the wall you already faced tripped the blocked-
sight cutaway: the camera leapt to film the wall from another
vantage, reading as a spin that put your back to your own door. In
the live cockpit your own deeds now only ever TURN the head, gently
and never past a quarter-turn — cutaways remain for things done TO
you.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-27 16:09:57 -04:00
co-authored by Claude Fable 5
parent e2dfbd14e3
commit 72f5df5bba
+11 -5
View File
@@ -349,11 +349,17 @@
} else if (aim && !aim.self) { } else if (aim && !aim.self) {
const ax = aim.x + 0.5, ay = aim.y + 0.5; const ax = aim.x + 0.5, ay = aim.y + 0.5;
const wantFacing = Math.atan2(ay - ty, ax - tx); const wantFacing = Math.atan2(ay - ty, ax - tx);
// Your own magic turns your head — but never wrenches it: a deed const arc = Math.abs(shortestArc(camF, wantFacing));
// you aimed BEHIND you via the keymap stays behind you. Things if (actor === povId) {
// done TO you may still spin the world. // Your own magic turns your head — but never wrenches it and
if (actor === povId && Math.abs(shortestArc(camF, wantFacing)) > Math.PI * 0.55) { // NEVER cuts away: casting a door onto the wall you face must
// deliberately unaimed // not fling the eyes to some other vantage. A gentle turn when
// the deed is off to the side; nothing when it is behind you
// or already in frame.
if (arc <= Math.PI * 0.55) {
targetFacing = wantFacing;
aimed = true;
}
} else { } else {
const toAim = Math.hypot(ax - tx, ay - ty); const toAim = Math.hypot(ax - tx, ay - ty);
const sight = castRay(v, tx, ty, wantFacing); const sight = castRay(v, tx, ty, wantFacing);