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[1/2] art(world): Rusty Creek grown from a cut of its concept - #233
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world_paint.py join --only up-down --half above,below: the window can stop
above something in the lower chunk that must not move (a railway girder's
top edge); paint's prompt names the zone's look reference, never the style
master. world_gate.py reads zone.json "gate": {"waive": [...]}: a named
check on a named chunk passes as WAIVED with its reason and keeps its value.
The Hidden Garden's tracing helpers take a zone, and the underground key
prompt speaks of a pond or a creek.
The level row starts from the #227 concept's level band cut 1:1 (it is at game scale), approved by Alexander; two more level chunks grow sideways, the rust maze above and the drains below grow up and down from it. Piers, ladders, the lit culvert and a steel stair are feature windows. Collision: the level row measured, the bands above and below traced from their depth keys; every surface reachable and leavable (test_rusty_creek_zone.py). The kept maze's blockout is redrawn from its trace; its rivet repeats are waived. Gate: PASS. docs/09 records why painting a flat guide failed four ways and how the zone was grown instead.
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Stack: 1 of 2 (creek): base main. Merge bottom-up, only on Alexander's word. [2/2] (#236) replaces the creek stage with the zone (Alexander, 26 Oct).
What and why
#157, stages 2–7: Rusty Creek as a stacked 3 × 3 zone, the rust maze above, the creek path, the drains below. It is grown from one approved chunk, because painting from the blockout failed.
Start chunk (approved, 25 Oct): the [12/13] art: Rusty Creek as a stacked zone – the concepts #227 concept's level band, cut 1:1. The concept is already at game scale: its railing is about 50 px, roughly 1 m. Painting a flat guide failed four ways:
Details are in docs/09.
Growth:
grow_stage.py, routes in the zone'sboards.json);world_paint.py grow), then the seams are joined.Feature windows: the piers, the pier ladders, the lit culvert, and a steel stair that makes the drains walkable back.
Up seams: the first up/down joins moved the railway girder, so the joins now stop above it (
--half 150,44). The maze's posts and the tree line were then carried down onto the girder's flange.Collision:
Kept maze (Alexander's call):
zone.jsonwith that reason (world_gate.pyprints WAIVED).Red lines are floors, yellow boxes ladders, blue boxes water (no-go), magenta boxes the culvert and drain doors.
Issue
Refs #157. Still open in #157: getting the zone into the game ([2/2]), then the per-layer check over purple and white in debug mode.
Verification
world_gate.py art/zones/rusty-creek: PASS on every check. Two repeat checks are WAIVED.rusty_creek_zone.py: every surface reachable and leavable.test_rusty_creek_zone.pychecks the committed collision.pytest scripts: 172 passed, including the new waiver test.npm test: 358 passed.tscandcheck_docs.pyare clean.