Knowledge Map Naming¶
The runtime has one shared world Knowledge Map plus a separate Tracks Knowledge Map. These are low-resolution masks that store how much the player knows about specific world layers. Older code may still use discovery in identifiers, but UI and documentation should call these Knowledge Maps.
Terms¶
Knowledge Map: the shared low-resolution world knowledge mask owned byresourceDiscoveryRuntime.Tracks Knowledge Map: separate low-resolution tracks mask owned byresourceDiscoveryRuntimeunder thetracksmap id.Known View: gameplay visualization that combines the Knowledge Map with a resource or terrain map, for example known water contours.NAV Knowledge: the route-planning view of the Knowledge Map sampled onto the low-resolution route grid.Terrain Visibility: the NAV-only dither presentation driven by NAV Knowledge.Resource Stock: live and known stock/recovery data owned byresourceStockRuntime; this is separate from the Knowledge Map.
Mutation Rules¶
- Slider changes must not repaint or reset the Knowledge Map.
- Direct Knowledge Map edits happen through explicit actions such as
Apply Noise,Fill Known,Fill Unknown, andReveal Player. - Movement/scout gameplay can reveal the shared Knowledge Map as part of normal gameplay.
- Player movement can update the Tracks Knowledge Map. Scout birds do not update it; future hawks can.
- Map sidecar settings load and passive Inspect layer sync must not reset or reveal the Knowledge Map. The final map-loaded hook performs one reset/noise seed/player reveal after all sidecars, including
npc.json, have applied. - Resource stock actions must not be described as Knowledge Map edits.
Current Sharing Model¶
Water, plants, terrain visibility, and NAV all resolve to the same shared world Knowledge Map. Tracks resolve to the separate tracks map. Future resource-specific maps can be added by changing the resolver, but UI should not imply additional separate maps until they exist.