Hedges stay in their squares; the eyes turn to the lock they pick
Eric's rosebush-through-a-wall, hunted to two roots. A camera-facing billboard viewed obliquely rotates out of its square, so cell-bound volumes are now windowed to the exact segment where their plane crosses their own cell — no end may paint beyond it. And the real smoking gun: the near-bias that lets a hedge win the tie against the wizard standing in it was applied to the OCCLUSION depth too, letting the hedge cheat a fifth of a cell through any neighboring wall. The bias now orders sprites among themselves only; walls always judge the true depth. Also answered: edge-deeds turn the head. Picking or jamming a lock, unlocking with the Master Key, raising or razing or drowning a wall — any edge-bearing deed by the reel's own wizard now aims the camera at that edge's midpoint before the outcome shows, same as any other target. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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285c91b2c8
commit
ccb5346a31
@@ -373,7 +373,7 @@
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}, ex, ey);
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if (s) sprites.push({ ...s, alpha: f.kind === "impact" ? 1 - p : 1, fallback: f.art });
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}
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sprites.sort((a, b) => b.depth - a.depth);
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sprites.sort((a, b) => b.sort - a.sort);
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for (const s of sprites) {
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const img = imageFor(s.src) ??
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(s.fallback
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@@ -391,6 +391,7 @@
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if (s.warped) {
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if (warpIdCol[col] !== (s.warpId ?? -2) || s.depth <= warpDistCol[col]!) continue;
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} else if (s.depth >= warpDistCol[col]!) continue;
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if (s.clampL !== undefined && (col < s.clampL || col > s.clampR!)) continue;
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const texX = ((col - s.left) / (s.right - s.left));
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if (img) {
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ctx.drawImage(
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@@ -488,11 +489,18 @@
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glow?: boolean;
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alpha?: number;
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fallback?: string;
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clampL?: number;
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clampR?: number;
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/** Sort key only: the near-bias orders sprites among THEMSELVES (a
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* hedge over the wizard standing in it) but must never let one
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* cheat past a wall — occlusion always uses the true depth. */
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sort: number;
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}
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function project(
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b: { x: number; y: number; src: string; scale: number; rise: number;
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aspect?: number; alpha?: number; glow?: boolean; bias?: number;
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fallback?: string; warped?: boolean; warpId?: number },
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fallback?: string; warped?: boolean; warpId?: number;
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clip?: { x: number; y: number } },
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ex: number, ey: number,
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): Projected | null {
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const relX = b.x - ex, relY = b.y - ey;
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@@ -511,9 +519,40 @@
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? size * b.aspect * (((W / 2) / Math.tan(FOV / 2)) / H)
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: size;
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const bottom = half + wallH / 2 - b.rise * wallH;
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// A cell-bound volume is windowed to its own square: the billboard's
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// camera-facing plane is intersected with the cell, and only that
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// lateral segment may paint — an obliquely-viewed hedge can no longer
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// poke its ends through the neighboring walls. (Virtual warp copies
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// skip this — their clip cell lives in another frame.)
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let clampL: number | undefined;
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let clampR: number | undefined;
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if (b.clip && !b.warped) {
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const sinF = Math.sin(facing), cosF = Math.cos(facing);
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let sMin = -Infinity, sMax = Infinity;
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if (Math.abs(sinF) > 1e-6) {
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const a1 = (b.x - b.clip.x) / sinF;
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const a2 = (b.x - (b.clip.x + 1)) / sinF;
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sMin = Math.max(sMin, Math.min(a1, a2));
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sMax = Math.min(sMax, Math.max(a1, a2));
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}
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if (Math.abs(cosF) > 1e-6) {
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const a1 = (b.clip.y - b.y) / cosF;
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const a2 = (b.clip.y + 1 - b.y) / cosF;
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sMin = Math.max(sMin, Math.min(a1, a2));
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sMax = Math.min(sMax, Math.max(a1, a2));
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}
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if (sMin <= sMax && Number.isFinite(sMin) && Number.isFinite(sMax)) {
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const sideC = -relX * sinF + relY * cosF;
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const fl = (W / 2) / Math.tan(FOV / 2);
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const e1 = W / 2 + ((sideC + sMin) / depth) * fl;
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const e2 = W / 2 + ((sideC + sMax) / depth) * fl;
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clampL = Math.min(e1, e2);
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clampR = Math.max(e1, e2);
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}
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}
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return {
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src: b.src, depth: depth - (b.bias ?? 0), warped: b.warped, warpId: b.warpId,
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alpha: b.alpha, glow: b.glow, fallback: b.fallback,
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src: b.src, depth, sort: depth - (b.bias ?? 0), warped: b.warped, warpId: b.warpId,
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alpha: b.alpha, glow: b.glow, fallback: b.fallback, clampL, clampR,
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left: screenX - wide / 2, right: screenX + wide / 2,
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top: bottom - size, bottom,
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};
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