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	<id>https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Galactic_perimeter</id>
	<title>Galactic perimeter - Revision history</title>
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	<updated>2026-10-20T16:29:55Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_perimeter&amp;diff=1712&amp;oldid=prev</id>
		<title>CodexBot: Use Galaxy configuration and galaxy for the playable game area</title>
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		<updated>2026-10-12T06:06:07Z</updated>

		<summary type="html">&lt;p&gt;Use Galaxy configuration and galaxy for the playable game area&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The galactic perimeter is the outer limit of the playable galaxy. &amp;lt;code&amp;gt;UNIVMAX&amp;lt;/code&amp;gt; sets its radius in sectors, while &amp;lt;code&amp;gt;UNIVWRAP&amp;lt;/code&amp;gt; determines whether a ship crossing an edge wraps to the opposite side or is repelled. The default is a repelling perimeter.&lt;br /&gt;
&lt;br /&gt;
== Classic Galactic Empire ==&lt;br /&gt;
In the default non-wrapping galaxy, crossing an outer edge stops the ship, sets its crossed coordinate to &amp;lt;code&amp;gt;UNIVMAX - 2&amp;lt;/code&amp;gt; (or the corresponding negative coordinate), and applies the configured &amp;lt;code&amp;gt;TELEDAM&amp;lt;/code&amp;gt; collision damage. This is a fixed &amp;#039;&amp;#039;landing coordinate&amp;#039;&amp;#039;, not a distance measured back from the point of impact: a fast ship that overshoots the edge still lands at the same position as a slow ship. The ship&amp;#039;s heading is left unchanged. It must be steered away before resuming travel, although NPC navigation may eventually choose a new course.&lt;br /&gt;
&lt;br /&gt;
The X and Y boundaries are handled independently. A ship crossing both in one movement update can receive two collision messages and two damage applications. Classic also tests against &amp;lt;code&amp;gt;+UNIVMAX&amp;lt;/code&amp;gt; rather than the far edge of that positive-numbered sector. Consequently, with &amp;lt;code&amp;gt;UNIVMAX 300&amp;lt;/code&amp;gt;, sector 300 has no usable width: the effective galaxy is 600 by 600 sectors rather than the intended 601 by 601. These boundary and corner problems are detailed in [[Classic bug: Galactic perimeter edge errors]].&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;UNIVWRAP&amp;lt;/code&amp;gt; enabled, classic instead shifts each crossed coordinate to the opposite edge without collision damage. Its original boundary arithmetic has the same missing-positive-sector problem, including a wrap span of 600 rather than 601 sectors at the default radius.&lt;br /&gt;
&lt;br /&gt;
== ge-next ==&lt;br /&gt;
ge-next 0.1 corrected the galaxy&amp;#039;s limits and wrapping span. At the default radius of 300, sectors -300 through 300 are fully playable on each axis, giving a 601 by 601 galaxy. With wrapping enabled, crossing an edge brings the ship to the corresponding position on the opposite side; it does not trigger a repelling collision.&lt;br /&gt;
&lt;br /&gt;
For a non-wrapping collision, ge-next still stops the ship and applies boundary damage to a player, but the bounce grows with impact speed. The crossed coordinate is placed at &amp;lt;code&amp;gt;UNIVMAX - 2 - floor(speed / 1000)&amp;lt;/code&amp;gt; on the positive side, or its negative counterpart; &amp;lt;code&amp;gt;speed / 1000&amp;lt;/code&amp;gt; is the ship&amp;#039;s warp speed. For example, a warp-10 ship reaching the positive edge of a radius-300 galaxy is placed at coordinate 288. The ship is also rotated toward the center of sector 0 0, giving it an inward heading before it accelerates again. NPCs are stopped and pointed inward rather than repeatedly following an outward heading into the boundary.&lt;br /&gt;
&lt;br /&gt;
A corner crossing corrects both coordinates but triggers the collision routine only once, so it does not double the player&amp;#039;s damage or warning. ge-next&amp;#039;s [[Scan command|&amp;lt;code&amp;gt;SCAN RA&amp;lt;/code&amp;gt;]] and &amp;lt;code&amp;gt;SCAN LO&amp;lt;/code&amp;gt; maps also mark areas wholly beyond the galaxy with blue-highlighted dots. This makes the edge visible on a scan before a ship reaches it.&lt;br /&gt;
&lt;br /&gt;
=== Small galaxies and ge-arena ===&lt;br /&gt;
ge-next 0.3.2 capped the speed-derived part of the bounce at one third of &amp;lt;code&amp;gt;UNIVMAX&amp;lt;/code&amp;gt;, with a minimum cap of one sector unit. In a normal-sized galaxy this leaves ordinary collisions unchanged. In a small galaxy, such as a ge-arena match, it prevents a high-speed collision from placing the ship beyond the opposite perimeter and causing another immediate bounce. A radius-10 galaxy, for example, caps that part of the bounce at 3: even at warp 30, a collision with the positive edge places that coordinate at 5, not beyond the opposite edge. This shared correction also protects any small ge-next galaxy configured by a sysop.&lt;br /&gt;
&lt;br /&gt;
ge-arena&amp;#039;s separate staging and tiebreaker rule confines active players to sector 0 0 until combat is allowed or for the duration of the tiebreaker. Crossing that &amp;#039;&amp;#039;sector&amp;#039;&amp;#039; boundary uses a repulsion penalty, but it is not the outer galactic perimeter. The outer perimeter&amp;#039;s wrapping or repelling behavior remains controlled by &amp;lt;code&amp;gt;UNIVWRAP&amp;lt;/code&amp;gt; when players can travel through the galaxy.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Coordinate system]]&lt;br /&gt;
* [[Scan command]]&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Navigation]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
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