<!-- SOLID CITY · part 665 -->
y + 2.4; S.ship.z = PAD.z; S.ship.speed = 0; levelShip(Math.PI); help('Ship boarded. Hit the big red LAUNCH button. Warp Speed mini-game: walk through the spaceport gate.'); }
function disembark() { S.mode = 'walk'; avatar.visible = true; S.p.x = PAD.x; S.p.z = PAD.z - 52; S.p.y = groundAt(S.p.x, S.p.z); S.p.face = Math.PI; setFlightUI(false); help('Clear of the pad — the hangar is behind you, the city ahead.'); }
function levelShip(heading) { S.ship.q.setFromAxisAngle(UP, heading); }
var countT = 0, countEnd = 0, countShown = '';
function startCountdown() {
  if (S.mode !== 'boarded') return; S.mode = 'countdown'; countT = 3.0; countEnd = performance.now() + 3000; countShown = ''; $('sc-launch').hidden = true; $('sc-act').hidden = true; $('sc-count').hidden = false;
}
function setFlightUI(on) { $('sc-thr').hidden = !on; $('sc-fbtns').hidden = !on; }
/* ROYAL FLIGHT (2026-10-12) — the King's sole power. Hyper calls this ONLY
   after the server-side Royal Rights unlock; nothing here self-grants. */
window.CityRoyal = {
  setFly: function (on) {
    if (S.mode !== 'walk') return false;
    if (on && !S.rfly) { S.rfly = true; S.rflyLand = false; S.rflyT = 0; S.rflyV = 0; help('You rise. Climb and sink with the gold arrows (or R / F). Tap WALK to land.', 6); }
    else if (!on && S.rfly) { S.rflyLand = true; }
    return true;
  },
  flying: function () { return !!S.rfly; },
  setRise: function (v) { S.rflyRise = v; },
  onLand: null
};
function returnToCity() { if (S.mode === 'fly' || S.mode === 'auto') startAuto(false); }
function startAuto(landNow) { S.mode = 'auto'; S.auto = { phase: 'cruise', land: true }; help('Autopilot: returning to the Orbital Spaceport. Move the stick to take back control.'); }
var helpTimer = 0;
function help(t, sec) { var h = $('sc-help'); h.textContent = t; h.style.opacity = 1; helpTimer = sec || 6; }

/* ---------------- walking ---------------- */
function updateWalk(dt) {
  var k = input.keys, mx = input.sx, my = input.sy;
  if (k.KeyW || k.ArrowUp) my -= 1; if (k.KeyS || k.ArrowDown) my += 1; if (k.KeyA || k.ArrowLeft) mx -= 1; if (k.KeyD || k.ArrowRight) mx += 1;
  var mag = Math.min(1, Math.hypot(mx, my)), P = S.p;
  if (mag > 0.08) {
    var sp = (k.ShiftLeft || k.ShiftRight || mag > 0.95 && IS_TOUCH ? 15 : 8) * mag;
    if (S.rfly) sp *= 2.2; // royal flight: the superhero covers ground
    var fx = -Math.sin(S.camYaw), fz = -Math.cos(S.camYaw), rx = Math.cos(S.camYaw), rz = -Math.sin(S.camYaw);
    var vx = (fx * -my + rx * mx) / (Math.hypot(mx, my) || 1), vz = (fz * -my + rz * mx) / (Math.hypot(mx, my) || 1);
    P.x += vx * sp * dt; P.z += vz * sp * dt;
    var want = Math.atan2(vx, vz), dA = ((want - P.face + Math.PI * 3) % (Math.PI * 2)) - Math.PI; P.face += dA * Math.min(1, dt * 10);
    P.walk = (P.walk || 0) + dt * sp * 1.4;
  }
  if (S.ai) { // Hyper Controller AI walk: user input always wins
    if (mag > 0.08) S.ai(null);
    else { var st = S.ai(dt); if (st) { P.x += st.vx * dt; P.z += st.vz * dt; var wa = Math.atan2(st.vx, st.vz), da = ((wa - P.face + Math.PI * 3) % (Math.PI * 2)) - Math.PI; P.face += da * Math.min(1, dt * 8); P.walk = (P.walk || 0) + dt * st.sp * 1.1; mag = 1; } }
  }
  // everything visible is solid
  collideXZ(P, 0.45, P.y + 1);
  var sx = SABLE_POS.x - P.x, sz = SABLE_POS.z - P.z, sd = Math.hypot(sx, sz); if (sd < 1.3 && sd > 0) { P.x = SABLE_POS.x - sx / sd * 1.3; P.z = SABLE_POS.z - sz / sd * 1.3; }
  var RF = !!S.rfly;
  if (RF) {
    var rise = S.rflyRise || 0;
    if (k.KeyR || k.Space) rise = 1; if (k.KeyF) rise = -1;
    S.rflyT = (S.rflyT || 0) + dt;
    if (S.rflyLand) rise = -1; else if (rise === 0 && S.rflyT < 1.1) rise = 1; // the lift-off
    S.rflyV = (S.rflyV || 0) + (rise * 14 - (S.rflyV || 0)) * Math.min(1, dt * 6);
    P.y += S.rflyV * dt;
    if (P.y > 420) P.y = 420;
  }
  var gy = groundAt(P.x, P.z); if (gy < 0.5) { gy = 0.5; } // wading at the shore, no deeper
  if (window.CityForge) { var fy = CityForge.standY(P.x, P.z, P.y); if (fy > gy) gy = fy; }   // stand on Forge pieces (steps, slabs)
  if (window.CityAncestorRoads && CityAncestorRoads.topY) { var ap = CityAncestorRoads.pos; if (Math.hypot(P.x - ap.x, P.z - ap.z) < 560) { var ay = CityAncestorRoads.topY(); if (ay > gy) gy = ay; } }   // stand on the Ancestral Roads terrace
  if (window.CityVillageMauna && CityVillageMauna.standY) { var vy = CityVillageMauna.standY(P.x, P.z); if (vy > gy) gy = vy; }
  if (window.CityMountainHomes && CityMountainHomes.standY) { var mhy = CityMountainHomes.standY(P.x, P.z, P.y); if (mhy > gy) gy = mhy; }   // stand in the Ancestors' Homes (pads, lanai, floors, stairs)   // stand on Kauhale Mauna terraces
  if (window.CityTunnelBore && CityTunnelBore.standY) { var ty = CityTunnelBore.standY(P.x, P.z); if (ty > gy) gy = ty; }   // stand on the Bore floor
  if (window.CityStarwell && CityStarwell.standY) { var wy = CityStarwell.standY(P.x, P.z); if (wy > gy) gy = wy; }   // stand on the Starwell floor