[screen] regional moire, strain warps, 3-frame scram
growthMask() is the reusable spatial-artifact template: an fbm-ragged growth front creeping outward from a deterministic seed. The raggedness is load-bearing -- a clean circle reads as a spotlight, not as spreading crystal. Moire separates area from intensity: intensity saturates early while the mask keeps growing with tally, so a big shipment reads as "the maze has spread" rather than "everything got slightly shimmery". Seeded from the tick the crystal first landed. Tremor is ~1/4 of the brownout's judder and fever is a smooth haze against tremor's random jitter, so dread, fever and seizure stay distinguishable. Also clamps dt at both ends: a negative dt (clock rewind) turned ease()'s 1-exp(-dt/tau) into a huge negative multiplier and threw eased values into orbit. Unreachable from main.ts's monotonic clock, but not a landmine worth keeping. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -29,6 +29,8 @@ uniform float t;
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uniform float u_mosh, u_melt, u_chroma, u_tear, u_roll, u_burn, u_noise, u_freeze;
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uniform float u_block, u_ring, u_moire;
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uniform float u_drift, u_brownout, u_flash;
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uniform float u_strain, u_fever;
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uniform vec2 u_moireSeed;
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uniform sampler2D u_stampTex, u_scramTex;
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uniform float u_stampAmt, u_stampScale, u_scram, u_scramY;
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@ -41,6 +43,21 @@ float vnoise(vec2 p){
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float fbm(vec2 p){ return 0.5*vnoise(p)+0.25*vnoise(p*2.3)+0.125*vnoise(p*5.1); }
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float lu(vec3 c){ return dot(c, vec3(0.299,0.587,0.114)); }
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// REUSABLE SPATIAL-ARTIFACT TEMPLATE (round 2 proposal, round 3 build).
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// An irregular growth front creeping outward from the seed point. grow=0 is nothing, grow=1 has
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// swallowed the frame. The fbm term makes the front ragged and organic instead of a
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// tidy circle, so the artifact spreads like the codex's maze walls rather than a spotlight.
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// Any future artifact that should GROW FROM A PLACE rather than fade in everywhere should
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// multiply its amount by this.
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float growthMask(vec2 p, vec2 seed, float grow){
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vec2 d = p - seed;
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d.x *= 1.78; // 16:9 correction: grow circles, not ellipses
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float r = length(d);
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float ragged = (fbm(d*3.2 + seed*7.0) - 0.5) * 0.38;
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float front = grow * 1.35; // reach past the corners at grow=1
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return smoothstep(front + 0.10, front - 0.10, r + ragged);
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}
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void main(){
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// freeze quantizes the timebase everything else animates on.
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// A brownout slams the whole timebase into a hard stutter regardless of freeze.
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@ -51,6 +68,20 @@ void main(){
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// slow drift of the clean feed: bounded sinusoid, so no wrap seam
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uv += vec2(sin(t*0.07)*0.004, cos(t*0.05)*0.003) * u_drift;
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// signal strain: the reserve is draining. A tremor, not a seizure — deliberately about a
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// quarter of the brownout's amplitude, so dread reads as dread and the brownout still lands.
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if(u_strain > 0.001){
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float js = floor(tt*9.0);
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uv.x += (hash(vec2(js, 17.0))-0.5) * u_strain * 0.017;
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uv.y += (hash(vec2(js, 23.0))-0.5) * u_strain * 0.011;
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}
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// fever: the decoders are running hot. Slow heat-haze shimmer, no judder.
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if(u_fever > 0.001){
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uv.x += sin(uv.y*38.0 + tt*1.7) * u_fever * 0.0045;
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uv.y += sin(uv.x*26.0 + tt*1.1) * u_fever * 0.0030;
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}
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// desync judder: the frame itself loses its footing during a brownout
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if(u_brownout > 0.001){
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float j = floor(tt*12.0);
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@ -125,15 +156,21 @@ void main(){
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col += (col - blur) * u_ring * 1.5; // overshoot at the edge itself
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}
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// ---- moire: two near-identical lattices beating against the sensor grid
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// ---- moire: two near-identical lattices beating against the sensor grid.
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// REGIONAL: the crystal GROWS from a seeded place and creeps outward with the tally, rather
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// than fading in across the whole frame. Intensity saturates early while AREA keeps growing,
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// so a big shipment reads as "the maze has spread", not "everything got slightly shimmery".
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if(u_moire > 0.001){
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float ang = 0.06 + 0.02*sin(tt*0.07);
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vec2 r = vec2(vUv.x*cos(ang)-vUv.y*sin(ang), vUv.x*sin(ang)+vUv.y*cos(ang));
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float a = sin(vUv.x*640.0*0.55 + vUv.y*3.0);
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float b = sin(r.x*640.0*0.575 + r.y*2.0 + tt*0.25);
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float m = a*b; // the beat: swirling maze lattice
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vec3 sheen = 0.5+0.5*cos(6.2831*(vec3(0.0,0.33,0.67) + m*1.2 + tt*0.03));
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col = mix(col, col*0.4 + sheen*0.7, u_moire*clamp(abs(m)*1.5, 0., 1.));
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float mo = clamp(u_moire*2.2, 0.0, 1.0) * growthMask(vUv, u_moireSeed, u_moire);
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if(mo > 0.001){
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float ang = 0.06 + 0.02*sin(tt*0.07);
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vec2 r = vec2(vUv.x*cos(ang)-vUv.y*sin(ang), vUv.x*sin(ang)+vUv.y*cos(ang));
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float a = sin(vUv.x*640.0*0.55 + vUv.y*3.0);
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float b = sin(r.x*640.0*0.575 + r.y*2.0 + tt*0.25);
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float m = a*b; // the beat: swirling maze lattice
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vec3 sheen = 0.5+0.5*cos(6.2831*(vec3(0.0,0.33,0.67) + m*1.2 + tt*0.03));
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col = mix(col, col*0.4 + sheen*0.7, mo*clamp(abs(m)*1.5, 0., 1.));
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}
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}
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// static
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@ -161,6 +198,9 @@ void main(){
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col = mix(col, rim2, edge * (1.0 - smoothstep(0.05, 0.35, edge)) * 2.0 * u_burn);
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col = mix(col, vec3(0.02), smoothstep(0.3, 1.0, edge) * step(0.01, u_burn));
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// fever runs warm: the picture itself develops a temperature
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col = mix(col, col*vec3(1.12,0.98,0.88), u_fever*0.55);
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// faint scanlines for vibe (constant, not scored)
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col *= 0.92 + 0.08 * sin(vUv.y * 360.0 * 3.1415);
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@ -191,7 +231,7 @@ void main(){
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}`;
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type UniformKey =
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| Param | 't' | 'drift' | 'brownout' | 'flash'
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| Param | 't' | 'drift' | 'brownout' | 'flash' | 'strain' | 'fever' | 'moireSeed'
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| 'stampTex' | 'scramTex' | 'stampAmt' | 'stampScale' | 'scram' | 'scramY';
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export interface DrawState {
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@ -205,6 +245,12 @@ export interface DrawState {
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flash: number;
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/** nothing shipped yet — the clean feed still carries its chyron */
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idle: boolean;
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/** 0..1 tremor from the draining bandwidth reserve (weather, not climate) */
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strain: number;
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/** 0..1 feverish shimmer from aggregate machine heat */
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fever: number;
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/** where the moire crystal grows from, in screen uv */
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moireSeed: [number, number];
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/** 0..1 opacity of the shipment stamp */
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stampAmt: number;
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/** stamp size multiplier — bigger shipments stamp harder */
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@ -285,6 +331,9 @@ export function createGlitchStack(
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uni.drift = gl.getUniformLocation(prog, 'u_drift');
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uni.brownout = gl.getUniformLocation(prog, 'u_brownout');
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uni.flash = gl.getUniformLocation(prog, 'u_flash');
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uni.strain = gl.getUniformLocation(prog, 'u_strain');
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uni.fever = gl.getUniformLocation(prog, 'u_fever');
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uni.moireSeed = gl.getUniformLocation(prog, 'u_moireSeed');
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uni.stampAmt = gl.getUniformLocation(prog, 'u_stampAmt');
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uni.stampScale = gl.getUniformLocation(prog, 'u_stampScale');
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uni.scram = gl.getUniformLocation(prog, 'u_scram');
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@ -299,7 +348,8 @@ export function createGlitchStack(
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gl.uniform1f(uni.drift, 1);
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return {
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draw({ params, timeSec, drift, brownout, flash, idle, stampAmt, stampScale, scram, scramY, stampDirty }) {
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draw({ params, timeSec, drift, brownout, flash, idle, strain, fever, moireSeed,
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stampAmt, stampScale, scram, scramY, stampDirty }) {
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// Re-upload the clean feed only when it actually changed (timecode tick / chyron).
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if (base.update(timeSec * 1000, idle)) {
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gl.activeTexture(gl.TEXTURE0);
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@ -315,6 +365,9 @@ export function createGlitchStack(
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gl.uniform1f(uni.drift, drift);
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gl.uniform1f(uni.brownout, brownout);
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gl.uniform1f(uni.flash, flash);
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gl.uniform1f(uni.strain, strain);
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gl.uniform1f(uni.fever, fever);
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gl.uniform2f(uni.moireSeed, moireSeed[0], moireSeed[1]);
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gl.uniform1f(uni.stampAmt, stampAmt);
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gl.uniform1f(uni.stampScale, stampScale);
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gl.uniform1f(uni.scram, scram ? 1 : 0);
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@ -9,12 +9,13 @@
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* have ever shipped decides the intensity. Shipments arrive as waves, not switches —
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* every param eases toward its target.
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*/
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import type { GameData, ItemDef, ScreenFX, SimEvent } from '../contracts';
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import type { GameData, ItemDef, ScreenFX, SimEvent, SimSnapshot } from '../contracts';
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import { createBaseFeed } from './baseTexture';
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import { createGlitchStack, type GlitchStack } from './glitchStack';
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import { createOverlays } from './overlays';
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import { resolveLedger, unmappedItems, ESCALATION_ITEMS } from './corruptionMap';
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import { corruptionFor, resolveLedger, unmappedItems, ESCALATION_ITEMS } from './corruptionMap';
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import { PARAMS, ease, zeroParams, type ParamSet } from './params';
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import { computeStrain } from './strain';
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/** Seconds for a param to travel ~63% toward its target. Shipments feel like waves. */
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const EASE_TAU = 1.2;
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@ -29,9 +30,27 @@ const WOBBLE_RATE = [0.13, 0.19, 0.11, 0.23, 0.17, 0.29, 0.31, 0.07, 0.09, 0.37,
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const STAMP_LIFE = 0.4;
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/** A burst of shipments must not become a strobe: at most this many stamps wait their turn. */
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const STAMP_QUEUE_MAX = 2;
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/** Round 3: one frame was a flinch, not a legend. Three frames is readable. */
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const SCRAM_FRAMES = 3;
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/** Tremor tracks the reserve fairly tightly; fever is a slow burn. */
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const STRAIN_TAU = 0.35;
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const FEVER_TAU = 1.5;
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interface Stamp { name: string; count: number; color: string; age: number }
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/**
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* Where the moire crystal takes root. Deterministic in the tick it first appeared, so a given
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* run always grows the same maze, while different runs grow it somewhere else. Kept off the
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* edges so the growth reads as spreading rather than creeping in from off-screen.
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*/
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function seedFromTick(tick: number): [number, number] {
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const h = (n: number) => {
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const x = Math.sin(n * 12.9898 + 78.233) * 43758.5453;
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return x - Math.floor(x);
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};
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return [0.25 + h(tick + 1) * 0.5, 0.25 + h(tick + 99) * 0.5];
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}
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const clamp01 = (x: number) => Math.min(1, Math.max(0, x));
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function smoothstep(e0: number, e1: number, x: number): number {
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const t = clamp01((x - e0) / (e1 - e0));
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@ -59,9 +78,14 @@ export function createScreenFX(): ScreenFX {
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const stampQueue: Stamp[] = [];
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let stamp: Stamp | null = null;
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let stampDirty = false;
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let pendingScram = false;
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let scramFrames = 0;
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let scramY = 0.5;
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let strain = 0;
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let fever = 0;
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let moireSeed: [number, number] = [0.5, 0.44];
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let moireSeeded = false;
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let lastMs = 0;
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let frameCost = 0; // rolling avg ms of this module's CPU work
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@ -73,7 +97,7 @@ export function createScreenFX(): ScreenFX {
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ledgerDirty = false;
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}
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function ship(item: string, count: number) {
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function ship(item: string, count: number, tick = 0) {
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if (count <= 0) return;
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tally.set(item, (tally.get(item) ?? 0) + count);
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ledgerDirty = true;
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@ -81,6 +105,11 @@ export function createScreenFX(): ScreenFX {
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hasShipped = true;
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pendingFlash = true; // the awakening
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}
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// The crystal takes root where and when it first arrived, and grows from there.
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if (!moireSeeded && (corruptionFor(item).weights.moire ?? 0) > 0) {
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moireSeed = seedFromTick(tick);
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moireSeeded = true;
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}
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// One stamp per EVENT, not per unit: a 40-unit shipment is one big stamp.
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const def = items.get(item);
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stampQueue.push({
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@ -111,19 +140,26 @@ export function createScreenFX(): ScreenFX {
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(window as any).__fktryScreen = {
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ship,
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brownout: (on: boolean) => (brownoutTarget = on ? 1 : 0),
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scram: () => { pendingScram = true; scramY = 0.5; },
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scram: () => { scramFrames = SCRAM_FRAMES; scramY = 0.5; },
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reset: () => {
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tally.clear();
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ledgerDirty = true;
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hasShipped = false;
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stamp = null;
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stampQueue.length = 0;
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moireSeeded = false;
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moireSeed = [0.5, 0.44];
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strain = 0;
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fever = 0;
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for (const p of PARAMS) eased[p] = 0;
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},
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stats: () => ({
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units: +units.toFixed(2),
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total: +total.toFixed(3),
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idle: !hasShipped,
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strain: +strain.toFixed(3),
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fever: +fever.toFixed(3),
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moireSeed: moireSeed.map((n) => +n.toFixed(3)),
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brownout: +brownout.toFixed(2),
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msPerFrame: +frameCost.toFixed(3),
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tally: Object.fromEntries(tally),
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@ -135,26 +171,36 @@ export function createScreenFX(): ScreenFX {
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onEvents(events: SimEvent[]) {
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for (const e of events) {
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if (e.kind === 'shipped') ship(e.item, e.count);
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if (e.kind === 'shipped') ship(e.item, e.count, e.tick);
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else if (e.kind === 'brownout') brownoutTarget = e.on ? 1 : 0;
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else if (e.kind === 'scram' && e.on) {
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// A machine scrammed: the tape loses tracking. Bar position is derived from the
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// event rather than random, so the same run always wipes the same way.
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pendingScram = true;
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scramFrames = SCRAM_FRAMES;
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scramY = 0.15 + (((e.entity * 37 + e.tick * 13) % 100) / 100) * 0.7;
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}
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}
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},
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frame(timeMs: number) {
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frame(timeMs: number, snap?: SimSnapshot) {
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if (!stack) return;
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const t0 = performance.now();
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const dt = lastMs === 0 ? 1 / 60 : Math.min(0.1, (timeMs - lastMs) / 1000);
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// Clamp BOTH ends. A negative dt (clock rewind, a paused tab resuming oddly, a test
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// harness restarting its timebase) turns ease()'s 1-exp(-dt/tau) into a huge negative
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// multiplier and throws every eased value into orbit. The ceiling stops long stalls
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// from snapping params; the floor stops that.
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const dt = lastMs === 0 ? 1 / 60 : Math.min(0.1, Math.max(0, (timeMs - lastMs) / 1000));
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lastMs = timeMs;
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if (ledgerDirty) recompute();
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brownout = ease(brownout, brownoutTarget, dt, BROWNOUT_TAU);
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// v3: read-only peek. Collapsed to two scalars immediately — the snapshot is never
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// retained across frames, per the contract invariant.
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const target = computeStrain(snap);
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strain = ease(strain, target.tremor, dt, STRAIN_TAU);
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fever = ease(fever, target.fever, dt, FEVER_TAU);
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const timeSec = timeMs / 1000;
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const wobble =
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total > WOBBLE_THRESHOLD ? (total - WOBBLE_THRESHOLD) / (1 - WOBBLE_THRESHOLD) : 0;
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@ -191,10 +237,11 @@ export function createScreenFX(): ScreenFX {
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const flash = pendingFlash ? 1 : 0;
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stack.draw({
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params: out, timeSec, drift: 1, brownout, flash, idle: !hasShipped,
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stampAmt, stampScale, scram: pendingScram, scramY, stampDirty,
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strain, fever, moireSeed,
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stampAmt, stampScale, scram: scramFrames > 0, scramY, stampDirty,
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});
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pendingFlash = false;
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pendingScram = false;
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if (scramFrames > 0) scramFrames--;
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stampDirty = false;
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frameCost = frameCost * 0.95 + (performance.now() - t0) * 0.05;
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