Extracted from the T-1194 stipple, which was the first of a family: graffiti placement, cracks in textures, drifting cloud cover — presentation decisions that must look the same when the player returns to a place, and which the simulation has no opinion about and should not be burdened with. THE LINE IT DRAWS. It answers "how is this drawn", never "what is here". A cell's biome, a settlement's position, whether a wall exists — those are world data, derived once by the server and sampled everywhere (D-255(f) mechanism B), and the player eventually stands on them; inventing those here would put the map and the ground in disagreement. Stated on the class so the next consumer does not have to re-derive it: if the answer changes what is THERE it is not a ScatterField question; if it only changes how it is DRAWN, it is. Bit-identity with the server's Rust noise is explicitly NOT a requirement (Jeroen: "a seed is a seed and the functional intended outcome is repetition here"). Nothing here is compared against a server value or round-tripped through a save, so the contract is stability across sessions, not agreement across languages — which is precisely why paint belongs on this side: it buys visual density with no cross-language determinism burden. Seeded from GameState.world_seed, so two playthroughs scatter differently and one playthrough is stable forever. API: domain() resolves a name to a salt ONCE (the first consumer runs ~700,000 times per canvas rebuild, so the hot calls take an int, never a string); value/chance/pick/jitter for discrete marks; smooth() for continuous fields like cloud cover; an optional time axis for animation. Domains keep consumers uncorrelated — without them graffiti and cracks at the same wall coordinate would mark identical spots and read as one artefact. The tests pin the CONTRACT, not the numbers — freezing outputs would make any future improvement to the mixer a breaking change for no gain. They caught a real defect immediately: (-x, -y) collided with (x, y), because negated coordinates produce negated products and the sign-bit mask folded the pair together, mirroring every mark west and south of the origin onto its north-east counterpart. Not an edge case — the descent ladder's own anchor sits at y = -5,675,959. Fixed by zigzag-encoding coordinates before mixing. 1853 client tests, 0 failed (15 new). Global capture re-verified unchanged after migrating the stipple onto the service. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
184 lines
8.0 KiB
GDScript
184 lines
8.0 KiB
GDScript
class_name ScatterField
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extends RefCounted
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## Deterministic, seeded, position-keyed scatter for CLIENT-SIDE PAINT.
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##
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## The one job: answer "what belongs at this spot" the same way every time,
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## without asking the server. Presentation decisions that must look identical
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## when the player comes back to a place, but which the simulation has no
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## opinion about and should never be burdened with — stipple marks, graffiti
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## placement, cracks in a wall texture, drifting cloud cover.
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##
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## WHAT THIS IS NOT. It does not decide what EXISTS. A cell's biome, a
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## settlement's position, whether a wall is there at all — those are world data,
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## derived once by the server and sampled everywhere (D-255(f) mechanism B), and
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## the player will eventually stand on them. Inventing world data here would put
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## the map and the ground in disagreement. The rule that keeps the two apart:
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## **if the answer changes what is there, it is not a ScatterField question; if
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## it only changes how it is drawn, it is.**
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##
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## Bit-identity with the server's Rust noise is explicitly NOT a requirement
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## (Jeroen, 2026-08-07: *"a seed is a seed and the functional intended outcome
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## is repetition here"*). Nothing here is compared against a server value or
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## round-tripped through a save; the contract is stability across sessions, not
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## agreement across languages. That is exactly why paint belongs on this side —
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## it buys visual density with no cross-language determinism burden.
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##
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## SEEDED FROM THE WORLD. Every value mixes `GameState.world_seed`, so two
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## playthroughs scatter differently while one playthrough is stable forever.
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## A world seed of 0 (pre-connection) still works and is still deterministic —
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## it simply is not world-specific yet.
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##
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## PERFORMANCE. The first consumer runs per canvas cell — ~700,000 calls per
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## rebuild at 1290x540. So the hot calls take an int `salt`, resolved ONCE via
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## [method domain], never a string per call. Everything is integer hashing; no
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## allocation, no RNG object, no state.
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##
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## USAGE:
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## [codeblock]
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## const RELIEF := preload("res://scripts/scatter_field.gd")
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## var salt: int = RELIEF.domain(&"atlas/relief_stipple") # once
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## if RELIEF.chance(salt, col, row, 0.3): # per cell
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## draw_mark()
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## [/codeblock]
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## Per-domain salts, resolved once per name. Domains keep independent consumers
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## UNCORRELATED: without one, graffiti and cracks seeded at the same wall
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## coordinate would mark the same spots and read as a single artefact rather
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## than two. Cached because [method domain] hashes a string and the hot path
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## must not.
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static var _domains: Dictionary = {}
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## Mixed into every value so one playthrough is stable and two differ. Refreshed
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## from GameState lazily — see [method _seed].
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static var _world_seed: int = 0
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static var _world_seed_read: bool = false
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## Resolve a domain name to its salt. Call once, keep the int, pass that to the
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## hot functions. Names are free-form; the convention is `subsystem/purpose`
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## (`atlas/relief_stipple`, `world/graffiti`, `sky/cloud_cover`).
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static func domain(name: StringName) -> int:
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if _domains.has(name):
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return _domains[name]
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# FNV-1a over the name's UTF-8 — a stable string hash rather than Godot's
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# `hash()`, whose value is not contracted across engine versions and would
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# silently re-scatter every mark on an engine upgrade.
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var h: int = 0x811C9DC5
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for b: int in String(name).to_utf8_buffer():
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h = ((h ^ b) * 0x01000193) & 0xFFFFFFFF
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_domains[name] = h
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return h
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## Re-read the world seed on the next call — invoke when a new world loads.
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static func invalidate_world_seed() -> void:
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_world_seed_read = false
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static func _seed() -> int:
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if not _world_seed_read:
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# Read via the tree rather than a direct autoload reference: this file
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# carries a `class_name`, and an autoload touching a class_name symbol
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# at parse time is the documented parse-order hazard (CLAUDE.md).
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var loop := Engine.get_main_loop()
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if loop is SceneTree:
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var gs: Variant = (loop as SceneTree).root.get_node_or_null("/root/GameState")
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if gs != null:
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_world_seed = int(gs.world_seed)
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_world_seed_read = true
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return _world_seed
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## The core: a stable value in [0, 1) for (domain, x, y, t).
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##
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## `t` is an optional third axis — a time step for animation (cloud cover), or
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## a layer index when one consumer needs several uncorrelated fields at the
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## same position. Omit it for static paint.
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static func value(salt: int, x: int, y: int, t: int = 0) -> float:
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return float(_mix(salt, x, y, t) % 16777216) / 16777216.0
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## Does a mark land here? `p` is the probability in [0, 1].
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##
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## The workhorse: stipple dots, graffiti tags, crack seeds — anything that is
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## present-or-absent at a position. Uses its own value stream, so a consumer can
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## call [method chance] and [method pick] at one position without the two
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## correlating.
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static func chance(salt: int, x: int, y: int, p: float, t: int = 0) -> bool:
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return value(salt, x, y, t) < p
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## Choose one of `count` variants at this position — which graffiti sprite,
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## which crack pattern, which of four grass tufts. Returns 0 when `count <= 1`.
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static func pick(salt: int, x: int, y: int, count: int, t: int = 0) -> int:
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if count <= 1:
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return 0
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return int(_mix(salt ^ 0x5BF03635, x, y, t) % count)
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## A sub-cell offset in [-0.5, 0.5] on both axes — so scattered marks sit off
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## the lattice instead of betraying the grid they were chosen on. Two
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## independent streams, one per axis.
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static func jitter(salt: int, x: int, y: int, t: int = 0) -> Vector2:
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return Vector2(
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value(salt ^ 0x9E3779B1, x, y, t) - 0.5, value(salt ^ 0x7F4A7C15, x, y, t) - 0.5
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)
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## Smooth value noise in [0, 1] at world position (wx, wy) for one wavelength —
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## the continuous counterpart to [method value]'s per-cell hash.
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##
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## For anything that must read as a FIELD rather than as speckle: cloud cover,
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## damp patches on a floor, rust blooms. Animate by advancing `t`.
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static func smooth(salt: int, wx: float, wy: float, wavelength: float, t: int = 0) -> float:
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if wavelength <= 0.0:
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return value(salt, int(wx), int(wy), t)
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var fx: float = wx / wavelength
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var fy: float = wy / wavelength
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var x0: int = int(floor(fx))
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var y0: int = int(floor(fy))
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var tx: float = fx - float(x0)
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var ty: float = fy - float(y0)
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# Smoothstep so lattice cell edges are crease-free — the same shaping the
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# server's own value_noise uses, for the same reason.
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var sx: float = tx * tx * (3.0 - 2.0 * tx)
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var sy: float = ty * ty * (3.0 - 2.0 * ty)
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var c00: float = value(salt, x0, y0, t)
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var c10: float = value(salt, x0 + 1, y0, t)
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var c01: float = value(salt, x0, y0 + 1, t)
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var c11: float = value(salt, x0 + 1, y0 + 1, t)
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var a: float = c00 + (c10 - c00) * sx
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var b: float = c01 + (c11 - c01) * sx
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return a + (b - a) * sy
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## Integer avalanche over (world seed, salt, x, y, t). Splitmix-style finalizer:
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## every input bit reaches every output bit, so adjacent coordinates do not
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## produce adjacent values — which is the whole point, since the consumers walk
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## coordinates in order.
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static func _mix(salt: int, x: int, y: int, t: int) -> int:
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var h: int = _seed()
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h = (h ^ salt) * 0x9E3779B1
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h = (h ^ (_zig(x) * 0x85EBCA6B)) & 0x7FFFFFFFFFFFFFFF
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h = (h ^ (_zig(y) * 0xC2B2AE35)) & 0x7FFFFFFFFFFFFFFF
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if t != 0:
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h = (h ^ (_zig(t) * 0x27D4EB2F)) & 0x7FFFFFFFFFFFFFFF
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h = (h ^ (h >> 15)) * 0x2545F491
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h = (h ^ (h >> 13)) * 0x27220A95
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return absi(h ^ (h >> 16))
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## Zigzag-encode a signed coordinate to a distinct non-negative one
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## (0, -1, 1, -2, 2 -> 0, 1, 2, 3, 4).
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##
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## Required, not cosmetic. Without it `(-x, -y)` collided with `(x, y)`: the
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## products of negated coordinates are themselves negations, and the sign-bit
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## mask above then folded the pair together — so every mark west and south of
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## the world origin mirrored its counterpart to the north-east. World
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## coordinates are routinely negative (the descent ladder's own anchor is at
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## y = -5,675,959), so this was on the common path, not an edge case. Caught by
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## `test_negative_coordinates_are_supported`.
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static func _zig(v: int) -> int:
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return (v << 1) ^ (v >> 63)
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