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>
This commit is contained in:
Eric Wagoner
2026-08-23 20:28:24 -04:00
co-authored by Claude Fable 5
parent 285c91b2c8
commit ccb5346a31
3 changed files with 66 additions and 4 deletions
+15
View File
@@ -258,6 +258,21 @@
cell = v.players.find((p) => p.id === e.defender)?.position ?? null; cell = v.players.find((p) => p.id === e.defender)?.position ?? null;
} else if (e.type === "objectThrown" && e.attacker === povId) { } else if (e.type === "objectThrown" && e.attacker === povId) {
cell = e.landedAt; cell = e.landedAt;
} else if (
// Deeds done to an EDGE — a lock picked or jammed, a door
// unlocked, a wall raised, razed, or drowned — turn the eyes
// to the edge's midpoint just the same.
"edge" in e && typeof e.edge === "object" && e.edge !== null && "cell" in e.edge &&
(("caster" in e && e.caster === povId) || ("player" in e && e.player === povId))
) {
const edge = e.edge as { cell: { x: number; y: number }; side: "N" | "E" | "S" | "W" };
const m = edgeMid(edge.cell, edge.side);
// edgeMid sits ON the boundary; step half a texel toward the
// cell so the same-cell check below behaves.
if (Math.abs(m.x - (me.position.x + 0.5)) > 0.3 || Math.abs(m.y - (me.position.y + 0.5)) > 0.3) {
return { x: m.x - 0.5, y: m.y - 0.5 };
}
continue;
} }
if (cell && (cell.x !== me.position.x || cell.y !== me.position.y)) return cell; if (cell && (cell.x !== me.position.x || cell.y !== me.position.y)) return cell;
} }
+43 -4
View File
@@ -373,7 +373,7 @@
}, ex, ey); }, ex, ey);
if (s) sprites.push({ ...s, alpha: f.kind === "impact" ? 1 - p : 1, fallback: f.art }); if (s) sprites.push({ ...s, alpha: f.kind === "impact" ? 1 - p : 1, fallback: f.art });
} }
sprites.sort((a, b) => b.depth - a.depth); sprites.sort((a, b) => b.sort - a.sort);
for (const s of sprites) { for (const s of sprites) {
const img = imageFor(s.src) ?? const img = imageFor(s.src) ??
(s.fallback (s.fallback
@@ -391,6 +391,7 @@
if (s.warped) { if (s.warped) {
if (warpIdCol[col] !== (s.warpId ?? -2) || s.depth <= warpDistCol[col]!) continue; if (warpIdCol[col] !== (s.warpId ?? -2) || s.depth <= warpDistCol[col]!) continue;
} else if (s.depth >= warpDistCol[col]!) continue; } else if (s.depth >= warpDistCol[col]!) continue;
if (s.clampL !== undefined && (col < s.clampL || col > s.clampR!)) continue;
const texX = ((col - s.left) / (s.right - s.left)); const texX = ((col - s.left) / (s.right - s.left));
if (img) { if (img) {
ctx.drawImage( ctx.drawImage(
@@ -488,11 +489,18 @@
glow?: boolean; glow?: boolean;
alpha?: number; alpha?: number;
fallback?: string; fallback?: string;
clampL?: number;
clampR?: number;
/** Sort key only: the near-bias orders sprites among THEMSELVES (a
* hedge over the wizard standing in it) but must never let one
* cheat past a wall — occlusion always uses the true depth. */
sort: number;
} }
function project( function project(
b: { x: number; y: number; src: string; scale: number; rise: number; b: { x: number; y: number; src: string; scale: number; rise: number;
aspect?: number; alpha?: number; glow?: boolean; bias?: number; aspect?: number; alpha?: number; glow?: boolean; bias?: number;
fallback?: string; warped?: boolean; warpId?: number }, fallback?: string; warped?: boolean; warpId?: number;
clip?: { x: number; y: number } },
ex: number, ey: number, ex: number, ey: number,
): Projected | null { ): Projected | null {
const relX = b.x - ex, relY = b.y - ey; const relX = b.x - ex, relY = b.y - ey;
@@ -511,9 +519,40 @@
? size * b.aspect * (((W / 2) / Math.tan(FOV / 2)) / H) ? size * b.aspect * (((W / 2) / Math.tan(FOV / 2)) / H)
: size; : size;
const bottom = half + wallH / 2 - b.rise * wallH; const bottom = half + wallH / 2 - b.rise * wallH;
// A cell-bound volume is windowed to its own square: the billboard's
// camera-facing plane is intersected with the cell, and only that
// lateral segment may paint — an obliquely-viewed hedge can no longer
// poke its ends through the neighboring walls. (Virtual warp copies
// skip this — their clip cell lives in another frame.)
let clampL: number | undefined;
let clampR: number | undefined;
if (b.clip && !b.warped) {
const sinF = Math.sin(facing), cosF = Math.cos(facing);
let sMin = -Infinity, sMax = Infinity;
if (Math.abs(sinF) > 1e-6) {
const a1 = (b.x - b.clip.x) / sinF;
const a2 = (b.x - (b.clip.x + 1)) / sinF;
sMin = Math.max(sMin, Math.min(a1, a2));
sMax = Math.min(sMax, Math.max(a1, a2));
}
if (Math.abs(cosF) > 1e-6) {
const a1 = (b.clip.y - b.y) / cosF;
const a2 = (b.clip.y + 1 - b.y) / cosF;
sMin = Math.max(sMin, Math.min(a1, a2));
sMax = Math.min(sMax, Math.max(a1, a2));
}
if (sMin <= sMax && Number.isFinite(sMin) && Number.isFinite(sMax)) {
const sideC = -relX * sinF + relY * cosF;
const fl = (W / 2) / Math.tan(FOV / 2);
const e1 = W / 2 + ((sideC + sMin) / depth) * fl;
const e2 = W / 2 + ((sideC + sMax) / depth) * fl;
clampL = Math.min(e1, e2);
clampR = Math.max(e1, e2);
}
}
return { return {
src: b.src, depth: depth - (b.bias ?? 0), warped: b.warped, warpId: b.warpId, src: b.src, depth, sort: depth - (b.bias ?? 0), warped: b.warped, warpId: b.warpId,
alpha: b.alpha, glow: b.glow, fallback: b.fallback, alpha: b.alpha, glow: b.glow, fallback: b.fallback, clampL, clampR,
left: screenX - wide / 2, right: screenX + wide / 2, left: screenX - wide / 2, right: screenX + wide / 2,
top: bottom - size, bottom, top: bottom - size, bottom,
}; };
+8
View File
@@ -309,6 +309,10 @@ export interface Billboard {
fallback?: string; fallback?: string;
/** Identity for growth animation: a creature's id, or a cell key. */ /** Identity for growth animation: a creature's id, or a cell key. */
key?: string; key?: string;
/** Cell-bound volumes never paint outside their own square: a
* camera-facing hedge viewed obliquely would otherwise poke its ends
* through the neighboring walls. */
clip?: { x: number; y: number };
/** A reflection seen through a warp mouth, not the thing itself — /** A reflection seen through a warp mouth, not the thing itself —
* visible only through THAT warp's columns, beyond its mouth. */ * visible only through THAT warp's columns, beyond its mouth. */
warped?: boolean; warped?: boolean;
@@ -402,21 +406,25 @@ export function billboards(
out.push({ out.push({
...at, src: `/terrain3d/${content.kind}.png`, fallback: content.kind, ...at, src: `/terrain3d/${content.kind}.png`, fallback: content.kind,
scale: 0.5, aspect: 2.1, rise: 0, bias: 0.18, label: content.kind, key: k, scale: 0.5, aspect: 2.1, rise: 0, bias: 0.18, label: content.kind, key: k,
clip: { x: tx, y: ty },
}); });
} else if (content.kind === "ooze") { } else if (content.kind === "ooze") {
out.push({ out.push({
...at, src: "/terrain3d/jello.png", fallback: "jello", ...at, src: "/terrain3d/jello.png", fallback: "jello",
scale: 0.96, aspect: 1.04, rise: 0, alpha: 0.6, bias: 0.18, label: "ooze", key: k, scale: 0.96, aspect: 1.04, rise: 0, alpha: 0.6, bias: 0.18, label: "ooze", key: k,
clip: { x: tx, y: ty },
}); });
} else if (content.kind === "dust") { } else if (content.kind === "dust") {
out.push({ out.push({
...at, src: "/terrain3d/dust.png", fallback: "dust", ...at, src: "/terrain3d/dust.png", fallback: "dust",
scale: 0.85, aspect: 1.1, rise: 0, alpha: 0.55, bias: 0.18, label: "dust", key: k, scale: 0.85, aspect: 1.1, rise: 0, alpha: 0.55, bias: 0.18, label: "dust", key: k,
clip: { x: tx, y: ty },
}); });
} else if (content.kind === "safe") { } else if (content.kind === "safe") {
out.push({ out.push({
...at, src: "/terrain3d/safe.png", fallback: "safe", ...at, src: "/terrain3d/safe.png", fallback: "safe",
scale: 0.55, aspect: 1, rise: 0, bias: 0.18, label: "safe", scale: 0.55, aspect: 1, rise: 0, bias: 0.18, label: "safe",
clip: { x: Math.floor(at.x), y: Math.floor(at.y) },
}); });
} }
} }