Part V — Glossary
| Term | Meaning (plain) |
|---|---|
| Voxel | A single cell in the 3D grid — empty, or holding one block. |
| Block | A voxel that exists: a material + shape + rotation (+ height, planned). |
| Chunk | A 16×16×16 group of voxels; maps are made of chunks. |
| Column | The stack of voxels at one grid position; terrain is columns. |
| Surface | A place a unit can stand, with an exact height. |
| Material | What a block is made of (grass, lava, water, wall…), named in the catalog. |
| Shape | The geometry a block occupies in its cell (full, half, slab, slope, wedge…). |
| Height | The fractional amount of a cell a block fills (planned per-voxel). |
| Registry / catalog | The append-only list of materials, referenced by index. |
| Codec | The code that packs/unpacks map files (.vmap). |
| Schema | The version number of the file format. |
| Facts | What the map stores: material, shape, rotation, height. |
| Rules layer | The modules that judge facts: passability, cost, hazards, mobility. |
| Move budget | The move points a unit has; each tile costs some. |
| Movement bubble | Every tile reachable within the move budget (FFT's movement range). |
| Hazard | A material that damages or affects a unit standing on it (lava, poison…). |
| Trait | A unit property that changes movement rules (float, fly, swim). |
| Status | A temporary effect on a unit (slow, stop, immobilize, wet…). |
| RAW view | The literal-data view of the map; the truth view. |
| RENDER view | The game-look view (smooth, lit, cosmetic). |
| Path | The ordered list of tiles a unit walks to reach a destination. |
| Affinity | A unit's damage multiplier for an element (0 immune, 2 weak, negative absorbs). |
| Charge Time (CT) | The clock that schedules turns: a unit acts when its CT reaches 100. |
| Commit | One ordered state change in the match log — a move, an action, a map edit. |
| Commit log | The append-only, sequence-numbered stream every client replays. |
| Element | One of the eight damage types (fire, ice, lightning, water, wind, earth, holy, dark). |
| Line of sight | Whether a straight line between two units is unblocked by solid terrain. |
| Ruleset version | The hash of rule data a match pins; clients that differ refuse to join. |
| Simulation seed | The seed driving the match's deterministic RNG. |
| Tick | One step of the global clock; CT and scheduled events advance per tick. |
| Deterministic RNG | The seeded PRNG used for all gameplay randomness. |
| Snapshot | A full capture of a match (ruleset, seeds, map, units, RNG, turn state) for reconnect. |
Mirrored to the wiki by tools/sync_wiki.py. Canonical source: this file.