/**
 * Lane C selftests — wind field, storm timelines, rain, debris.
 *
 * The asserts live in weather.selftest.js as a plain case list, because they
 * import nothing but weather.core.js (no THREE, no DOM) and so also run under
 * `node web/world/js/tests/run-node.mjs` — a one-second loop for tuning a storm
 * curve, instead of a browser round trip. This file is the browser half: it
 * feeds them the fetched storms and adds the checks that need the real
 * weather.js adapter (contract shape, THREE.Vector3 out).
 *
 * Lane A: a.test.js's 'gust telegraph always gives at least 1.2 s of warning'
 * is lifted onto the real wind below, per your note — the stub's claim to it is
 * now redundant and yours to drop whenever suits. Logged in THREADS.
 */

import * as THREE from '../../vendor/three.module.js';
import { assert, assertClose, fixedLoop } from '../testkit.js';
import { FIXED_DT, checkContract, DEBRIS_PIECE_FIELDS, createStubWind } from '../contracts.js';
import { loadStorm, createWind, windForSite, forecastLines, forecastFor, leadFor } from '../weather.js';
import { loadSite, createWorld } from '../world.js';
// GATE 2.3 — the GAME's own wind wiring, IMPORTED rather than re-typed. A pin
// that copied main.js's two lines would agree with a copy of the game forever,
// including on the day the game itself changed. "Two harnesses, one number"
// means reaching for the real one.
import { createWindRouter } from '../main.js';
import { normalizeAxis, shelterAtten, worstSecond, STORM_KEYS as WIND_STORM_KEYS } from '../editor.wind.js';
import { createStormSel, stormSel, STORM_KEYS as SEL_STORM_KEYS, DEFAULT_SEL } from '../editor_storm.js';
import { createDebris } from '../debris.js';
import { createSkyFx, RainShadow } from '../skyfx.js';
import { SailRig, HARDWARE } from '../sail.js';
import { weatherCases } from './weather.selftest.js';
import { ENVELOPE_TESTS } from '../../../../tools/storm_envelope/envelope.selftest.js';

// Keep in step with data/storms/. The node runner globs the directory, so this
// list going stale shows up here first — as it did when storm_03 landed and the
// ponding case reached for a storm the browser half had never loaded.
const STORMS = [
  'storm_01_gentle', 'storm_02_wildnight', 'storm_03_southerly',
  // SPRINT6: the week's two variants — night 3 (same force, half the warning)
  // and night 5 (less wind, 2.8× the hail).
  'storm_03b_earlybuster', 'storm_02b_icenight',
];

/** @param {import('../testkit.js').Suite} t */
export default async function run(t) {
  const storms = {};
  for (const name of STORMS) storms[name] = await loadStorm(name);

  // --- the shared case list (also runs headless in node) ---
  const { cases } = weatherCases(storms);
  for (const c of cases) t.test(c.name, c.fn);

  // --- SPRINT12 gate 2.4: the storm-side envelope harness audits itself ---
  // Same pattern as sweep.selftest in b.test.js: the tool that second-guesses
  // B's audit must not be the thing that drifts. See envelope.selftest.js.
  for (const [name, fn] of ENVELOPE_TESTS) t.test(name, fn);

  // --- the bits that need the THREE adapter, not just the core ---

  t.test('weather.js satisfies the wind contract', () => {
    const wind = createWind(storms.storm_02_wildnight);
    const problems = checkContract('wind', wind);
    assert(problems.length === 0, problems.join('; '));
  });

  t.test('sample() returns a Vector3 and honours an out param', () => {
    const wind = createWind(storms.storm_02_wildnight);
    const pos = new THREE.Vector3(3, 0, -2);
    const a = wind.sample(pos, 12.5);
    assert(a instanceof THREE.Vector3, 'sample did not return a THREE.Vector3');
    assert(Number.isFinite(a.x) && Number.isFinite(a.y) && Number.isFinite(a.z),
      `sample returned a non-finite vector: ${a.x},${a.y},${a.z}`);
    // out param must not change the answer, only where it lands
    const out = new THREE.Vector3();
    const b = wind.sample(pos, 12.5, out);
    assert(b === out, 'out param was ignored');
    assert(a.x === b.x && a.y === b.y && a.z === b.z, 'out param changed the result');
  });

  // This assert once read `a.y === 0` — "wind is horizontal". SPRINT2 decision 3
  // made that false on purpose (gusts descend, so a flat sail pays); SPRINT3
  // decision 8 made the descent a fraction of TOTAL wind, so it's present
  // whenever it's windy, not only in gusts. Keeping the invariants that consumers
  // (player shove, rain angle, HUD) rely on: y is down-or-zero, never up, never
  // garbage, and speedAt() is horizontal-only.
  t.test('vertical wind is downward-only and rides the wind', () => {
    const wind = createWind(storms.storm_02_wildnight);
    const pos = new THREE.Vector3(0, 1.7, 0);
    const v = new THREE.Vector3();
    let sawDown = false;
    fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
      wind.sample(pos, time, v);
      assert(v.y <= 1e-9, `wind blew UP (y=${v.y.toFixed(3)}) at t=${time.toFixed(2)}`);
      assert(Number.isFinite(v.y), `vertical wind is not finite at t=${time.toFixed(2)}`);
      if (v.y < -2) sawDown = true;
    });
    assert(sawDown, 'never saw a downdraft worth the name in a whole wild night');
    // the wind meter must stay horizontal — falling air shouldn't spike the HUD
    const s = wind.sample(pos, 0.5);
    assert(Math.abs(wind.speedAt(pos, 0.5) - Math.hypot(s.x, s.z)) < 1e-9,
      'speedAt() is not the horizontal magnitude of sample()');
  });

  // Lifted from a.test.js onto the real wind (Lane A's note in this file's
  // header). This is the promise the whole storm rests on: the player can
  // always react. Deliberately walks the public surface, not the core.
  t.test('gust telegraph always gives at least 1.2 s of warning', () => {
    const wind = createWind(storms.storm_02_wildnight);
    let had = false, edges = 0;
    fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
      const tel = wind.gustTelegraph(time);
      if (tel && !had) {
        edges++;
        assert(tel.eta >= 1.2, `telegraph appeared with only ${tel.eta.toFixed(2)}s of warning`);
        assert(Number.isFinite(tel.power) && tel.power > 0, 'telegraph carried no power');
        assert(Number.isFinite(tel.dir), 'telegraph carried no direction');
      }
      had = !!tel;
    });
    assert(edges >= 5, `only ${edges} gusts telegraphed in a ${wind.duration}s storm — too quiet to test`);
  });

  // --- SPRINT2 decision 5: debris.pieces is Lane B's to read, so it's frozen ---
  t.test('debris conforms and its pieces match the frozen shape', () => {
    const wind = createWind(storms.storm_02_wildnight);
    const debris = createDebris({ wind });
    assert(checkContract('debris', debris).length === 0, checkContract('debris', debris).join('; '));

    const p = debris.spawn({ model: 'BlueCrate_v2', lateral: 0 }, 40);
    for (const [field, want] of Object.entries(DEBRIS_PIECE_FIELDS)) {
      const got = typeof p[field];
      assert(got === want, `piece.${field} is ${got}, contract says ${want}`);
      if (want === 'number') assert(Number.isFinite(p[field]), `piece.${field} is not finite`);
    }
    assert(debris.pieces.includes(p), 'spawn() returned a piece that is not in pieces');
    assert(p.r > 0 && p.mass > 0, 'a piece with no radius or no mass cannot be collided with');

    // The array is mutated in place and pieces are spliced on despawn — that's
    // documented, and B reads it fresh inside step(). Prove clear() empties it
    // rather than swapping in a new array behind their reference.
    const ref = debris.pieces;
    debris.clear();
    assert(ref === debris.pieces && debris.pieces.length === 0,
      'clear() replaced the pieces array instead of emptying it — B holds a reference');
  });

  // SPRINT13 gate 2.3 — ambient leaves. QA: "debris reads 0 through night 3";
  // the crates are event drama, the leaves are the continuous tell. Threshold
  // 8.3 m/s (30 km/h) matches D's lean threshold on purpose — the yard and the
  // body start telling the same story at the same speed. Count stays single
  // digits, they stream WITH the wind, and the layer is deterministic.
  t.test('ambient leaves: none in a calm, a streaming handful from ~30 km/h', () => {
    const stub = (sp) => ({
      seed: 5,
      sample: (p, t2, o) => o.set(sp, 0, 0),
      eventsBetween: () => [],
    });
    const calm = createDebris({ wind: stub(5) });
    fixedLoop(8, FIXED_DT, (dt, time) => calm.step(dt, time, {}));
    assert(calm.leafCount === 0,
      `${calm.leafCount} leaves flying at 18 km/h — below the threshold the yard is still`);

    const gale = createDebris({ wind: stub(13) });
    fixedLoop(8, FIXED_DT, (dt, time) => gale.step(dt, time, {}));
    assert(gale.leafCount > 0, 'no leaves at 47 km/h — the gale has no ambient tell');
    assert(gale.leafCount <= 9, `${gale.leafCount} leaves — the plan says single digits`);

    // they stream WITH the wind (+x here): over one step every leaf either
    // moves downwind or recycles ~a span upwind; none drifts against it
    const before = gale.leaves.map((pos) => pos.x);
    gale.step(FIXED_DT, 8, {});
    const after = gale.leaves.map((pos) => pos.x);
    assert(before.length === after.length, 'leaf count strobed across one step');
    for (let i = 0; i < before.length; i++) {
      const d = after[i] - before[i];
      assert(d > 0 || d < -10, `leaf ${i} moved ${d.toFixed(3)} m against a +x wind`);
    }

    // deterministic: same seed, same (dt, t) stream, same leaves — bit for bit
    const a = createDebris({ wind: stub(13) });
    const b = createDebris({ wind: stub(13) });
    fixedLoop(5, FIXED_DT, (dt, time) => { a.step(dt, time, {}); b.step(dt, time, {}); });
    assert(a.leafCount === b.leafCount && a.leaves.every((pos, i) =>
      pos.x === b.leaves[i].x && pos.y === b.leaves[i].y && pos.z === b.leaves[i].z),
      'two identical (dt, t) streams produced different leaves');

    // clear() rewinds the layer — next night starts from the same state
    gale.clear();
    assert(gale.leafCount === 0, 'clear() left leaves flying into the aftermath card');
  });

  // SPRINT13, the third time this repo learned it: the venturi lives in the
  // SITE json, not the storm def. B's site_audit flew site_02 funnel-OFF in
  // Sprint 11 (their sweep.selftest tells it); C's garden_bench did it again
  // in Sprint 13 — `def.wind.venturi` off a storm def LOOKS right and never
  // fires, and the funnel-off bench called the $80 line 91.5 FULL on a night
  // the real game scores it 39.8 TATTERED (D's live replay). windForSite is
  // the shared builder that makes the mistake unmakeable; this assert is
  // B's strictly-raises pin lifted onto it, with the REAL shipped funnel:
  // drop the setVenturi line and the two winds collapse to equal reads.
  const site02 = await loadSite('site_02_corner_block');   // awaited here: Suite.test() is sync
  t.test('windForSite flies the SITE venturi — the shipped funnel strictly raises the throat wind', () => {
    const def = storms.storm_02_wildnight;
    const site = site02;
    const vl = site.wind?.venturi ?? [];
    assert(vl.length > 0, "site_02 lost its venturi — this test (and the yard's weather) proves nothing");
    const bare = createWind(def);                    // storm def alone — the trap itself
    const funnelled = windForSite(def, site);
    const throat = new THREE.Vector3(vl[0].x, 1.5, vl[0].z);
    const a = new THREE.Vector3(), b = new THREE.Vector3();
    let bareMean = 0, funMean = 0, n = 0;
    for (let time = 20; time <= 80; time += 0.5) {
      bare.sample(throat, time, a);
      funnelled.sample(throat, time, b);
      bareMean += Math.hypot(a.x, a.z); funMean += Math.hypot(b.x, b.z); n++;
    }
    bareMean /= n; funMean /= n;
    assert(bareMean > 3, `the storm never blew at the throat (${bareMean.toFixed(1)} m/s) — vacuous`);
    assert(funMean > bareMean * 1.1,
      `throat wind ${funMean.toFixed(2)} vs bare ${bareMean.toFixed(2)} m/s — the site's venturi is not `
      + 'reaching windForSite\'s wind (it must call setVenturi the way main.js does at every site load)');
  });

  // D's aftermath find (S13, lane/d): the hail InstancedMesh at count:0 with
  // frustum culling and depthWrite both off still draws instance 0's identity
  // matrix — a ~5 cm always-on-top white sliver at the origin, the QA's "ghost
  // near the shed table". The gate is mesh.visible, not count. This flies the
  // wild night and demands the pool is invisible whenever no hail is falling
  // and visible whenever it is — both directions, whole storm.
  t.test("hail pool: invisible when nothing falls (D's aftermath sliver)", () => {
    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera();
    const wind = createWind(storms.storm_02_wildnight);
    const sky = createSkyFx({ scene, camera, wind });
    let sawHail = false, sawCalm = false;
    fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
      sky.step(dt, time, {});
      // the mesh draws floor(1300 × intensity) stones, so a burst's first
      // millisecond can honestly show zero — demand visibility only once the
      // intensity buys at least one stone, and invisibility only at exactly 0
      if (sky.hailAmount >= 1 / 1300) {
        sawHail = true;
        assert(sky.hail.mesh.visible, `hail falling at t=${time.toFixed(1)} but the pool is hidden`);
      } else if (sky.hailAmount === 0) {
        sawCalm = true;
        assert(!sky.hail.mesh.visible, `no hail at t=${time.toFixed(1)} but the pool still draws — the sliver`);
      }
    });
    assert(sawHail && sawCalm, 'storm never exercised both states — this test proves nothing');
    sky.dispose();
  });

  // Lane A rebuilds skyfx on every phase change, so dispose() is on the hot path.
  // They verified sun/hemi restore exactly and spotted that fog didn't; this pins
  // both. The vacuity guards matter — a restore test where nothing ever moved is
  // a test that passes forever and checks nothing.
  t.test('skyfx.dispose() hands the scene back exactly as it found it', () => {
    const scene = new THREE.Scene();
    scene.background = new THREE.Color(0x9fc4e8);
    scene.fog = new THREE.Fog(0x9fc4e8, 30, 140);
    const camera = new THREE.PerspectiveCamera();
    const sun = new THREE.DirectionalLight(0xfff4e0, 2.0);
    const hemi = new THREE.HemisphereLight(0xbfd8ff, 0x3a4a2a, 1.8);
    const before = {
      bg: scene.background, fogColor: scene.fog.color.getHex(),
      fogNear: scene.fog.near, fogFar: scene.fog.far,
      sun: sun.intensity, hemi: hemi.intensity, children: scene.children.length,
    };

    const wind = createWind(storms.storm_02_wildnight);
    const sky = createSkyFx({ scene, camera, wind, sun, hemi });
    fixedLoop(40, FIXED_DT, (dt, time) => sky.step(dt, time, {}));

    assert(sun.intensity < before.sun * 0.9, 'the storm never dimmed the sun — this test proves nothing');
    assert(scene.fog.near !== before.fogNear, 'the storm never touched the fog — this test proves nothing');

    sky.dispose();
    assert(sun.intensity === before.sun, `sun left at ${sun.intensity}, want ${before.sun}`);
    assert(hemi.intensity === before.hemi, `hemi left at ${hemi.intensity}, want ${before.hemi}`);
    assert(scene.background === before.bg, 'scene.background not restored');
    assert(scene.fog.color.getHex() === before.fogColor,
      `fog colour left at #${scene.fog.color.getHex().toString(16)}, want #${before.fogColor.toString(16)}`);
    assert(scene.fog.near === before.fogNear && scene.fog.far === before.fogFar,
      `fog left at near=${scene.fog.near} far=${scene.fog.far}, want ${before.fogNear}/${before.fogFar}`);
    assert(scene.children.length === before.children,
      `skyfx left ${scene.children.length - before.children} object(s) in the scene`);
  });

  // SPRINT13 gate 3.3 — A's M key. main.js feature-detects sky.setMute and only
  // advertises M once it exists, so this contract is what lights the key up.
  // The pre-unlock case is the one that bites: M pressed on the splash screen,
  // BEFORE the first gesture builds the audio graph, must survive the unlock.
  t.test('M-mute: setMute silences the bus, and a pre-unlock mute survives unlock', () => {
    const wind = createWind(storms.storm_02_wildnight);
    const sky = createSkyFx({ wind });               // headless — the bus needs no scene
    assert(typeof sky.setMute === 'function', "no setMute — A's M key has nothing to call");
    assert(sky.muted === false, 'a fresh sky must not start muted');
    sky.setMute(true);                               // before unlock — the splash case
    assert(sky.muted === true, 'setMute(true) did not take');
    sky.unlockAudio();
    if (sky.audio.ready) {                           // no AudioContext = nothing to silence
      assert(sky.audio.masterGain === 0,
        `unlock forgot a pre-unlock mute: master at ${sky.audio.masterGain}`);
      sky.setMute(false);
      assert(sky.audio.masterGain > 0, 'unmute left the master gain at 0');
    }
    sky.dispose();
  });

  // SPRINT13 gate 2.1 — the storm grade. The QA sighting: 65 km/h + driving
  // rain under a noon-blue sky with razor midday shadows. Cause: sky and sun
  // both multiplied the weather by the author's palette (`darkness`, 0.5 on
  // the southerly), so the dial could zero the weather's say — and nothing
  // touched shadow softness at all. Pins: the grade floors the darkness dial,
  // the sun dims/goes slate/softens, and dispose hands all of it back.
  t.test('storm grade: a mid-darkness gale dims the sun, softens shadows, restores on dispose', () => {
    const scene = new THREE.Scene();
    scene.background = new THREE.Color(0x9fc4e8);
    const camera = new THREE.PerspectiveCamera();
    const sun = new THREE.DirectionalLight(0xfff2dc, 2.0);
    const before = { sun: sun.intensity, color: sun.color.getHex(), radius: sun.shadow.radius };
    // a darkness-0.5 storm blowing 18 m/s (65 km/h) in full rain — the QA scene
    const gale = {
      seed: 1, def: { sky: { darkness: 0.5 } },
      sample: (p, t2, o) => o.set(18, 0, 0),
      speedAt: () => 18, rainAt: () => 1, rainMmPerHour: () => 30,
      gustTelegraph: () => null, eventsBetween: () => [], setSheltersFromTrees() {},
    };
    const sky = createSkyFx({ scene, camera, wind: gale, sun });
    fixedLoop(10, FIXED_DT, (dt, time) => sky.step(dt, time, {}));
    assert(sky.stormGrade > 0.7,
      `grade ${sky.stormGrade} — the darkness dial still zeroes the weather (the old formula reads 0.50 here)`);
    assert(sun.intensity < before.sun * 0.5,
      `sun at ${sun.intensity.toFixed(2)} of ${before.sun} — still noon at 65 km/h`);
    assert(sun.shadow.radius > 4,
      `shadow radius ${sun.shadow.radius} — razor-sharp midday shadows in a gale`);
    assert(sun.color.getHex() !== before.color, 'the sun disc never lost its noon warmth');
    sky.dispose();
    assert(sun.intensity === before.sun && sun.color.getHex() === before.color
      && sun.shadow.radius === before.radius,
      'dispose did not hand the sun back exactly (intensity / colour / shadow radius)');
  });

  // SPRINT13 gate 2.2 — the wall's edges, judged from in-yard eye height.
  // Two QA sightings, both geometry: a sliver of bright sky under the bank's
  // base (it stopped AT the camera's horizontal plane, above the ground's true
  // horizon), and a hard vertical seam at the arc ends (0.36 alpha at the
  // outer tenth). The band now overshoots the equator and the end fade is
  // steeper; these pins are what "grounded" and "feathered" mean in numbers.
  t.test('the change-front wall grounds below the horizon and feathers its ends', () => {
    const wind = createWind(storms.storm_03_southerly);
    const sky = createSkyFx({ wind });
    const geo = sky.front.geometry;
    geo.computeBoundingBox();
    assert(geo.boundingBox.min.y < -20,
      `front base at y=${geo.boundingBox.min.y.toFixed(1)} — a band stopping at eye level floats a sky sliver under the wall`);
    const uv = geo.attributes.uv, col = geo.attributes.color;
    assert(col && col.itemSize === 4, 'front lost its vertex alpha — the edges are hard cuts again');
    let edgeMax = 0;
    for (let i = 0; i < uv.count; i++) {
      const u = uv.getX(i);
      if (u <= 0.09 || u >= 0.91) edgeMax = Math.max(edgeMax, col.getW(i));
    }
    assert(edgeMax < 0.2,
      `arc-end alpha ${edgeMax.toFixed(2)} — the vertical seam QA saw at the bank's ends`);
    sky.dispose();
  });

  // --- SPRINT2 §Lane C.3: rain has to stop at the cloth ---
  // Driven with a synthetic 4×4 m panel rather than a whole cloth sim: the thing
  // under test is the projection, and a flat panel makes the right answer
  // something you can work out on paper.
  const PANEL = {
    pos: new Float32Array([-2, 3, -2, 2, 3, -2, 2, 3, 2, -2, 3, 2]),
    tris: [0, 1, 2, 0, 2, 3],
  };

  t.test('rain shadow: straight-down rain leaves a dry patch under the panel', () => {
    const s = new RainShadow();
    s.update(PANEL, 0, -1, 0);
    assert(s.live, 'shadow never built');
    assert(s.occluded(0, 1, 0), 'drop directly under the panel is still falling');
    assert(s.occluded(1.5, 0.1, 1.5), 'drop near the panel corner is still falling');
    assert(!s.occluded(0, 5, 0), 'drop ABOVE the panel was culled — it has not hit yet');
    assert(!s.occluded(8, 1, 0), 'drop well clear of the panel was culled');
    assert(!s.occluded(0, 1, 9), 'drop well clear of the panel was culled');
  });

  t.test('rain shadow leans with the rain, and follows the wind round', () => {
    const s = new RainShadow();
    // rain driving hard along +x: the dry ground moves +x, out from under the panel
    s.update(PANEL, 0.6, -0.8, 0);
    const shift = 3 * (0.6 / 0.8);          // 3 m of fall × the lean
    assert(s.occluded(shift, 0.05, 0), `dry patch is not downwind at x=${shift.toFixed(2)}`);
    assert(!s.occluded(-shift, 0.05, 0), 'dry patch went UPWIND — the projection is inverted');

    // swing the wind 180° and the patch has to swap sides. This is the southerly
    // change: the sail stops covering the bed without a single corner failing.
    s.update(PANEL, -0.6, -0.8, 0);
    assert(s.occluded(-shift, 0.05, 0), 'dry patch did not follow the wind round');
    assert(!s.occluded(shift, 0.05, 0), 'dry patch stayed put when the wind swung');
  });

  t.test('rain shadow: no sail, no shelter', () => {
    const s = new RainShadow();
    s.update(null, 0, -1, 0);
    assert(!s.live && !s.occluded(0, 1, 0), 'sheltered by a sail that does not exist');
    // and rain that is not falling can't cast a shadow (guards a divide by ~0)
    s.update(PANEL, 1, 0, 0);
    assert(!s.live, 'horizontal rain projected to infinity instead of bailing out');
  });

  t.test('rain shadow: fractionOver reads a rect the way coverageOver does', () => {
    const s = new RainShadow();
    s.update(PANEL, 0, -1, 0);
    // the panel spans x,z in [-2,2]; a rect inside it is fully covered
    assert(s.fractionOver({ x: 0, z: 0, w: 2, d: 2 }) === 1,
      'a rect wholly under the panel is not fully covered');
    assert(s.fractionOver({ x: 12, z: 0, w: 2, d: 2 }) === 0,
      'a rect nowhere near the panel is covered');
    const half = s.fractionOver({ x: 2, z: 0, w: 4, d: 2 });
    assert(half > 0.2 && half < 0.8, `a rect straddling the edge reads ${half}, want a partial`);
  });

  // --- decision 7: the drain helper Lane A wires garden HP to ---
  t.test('gardenExposure is rain AND no cover, and needs both', () => {
    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera();
    const wind = createWind(storms.storm_02_wildnight);
    const sky = createSkyFx({ scene, camera, wind });
    const bed = { x: 0, z: 0, w: 4, d: 3 };

    // no sail: exposure is simply the rain
    fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 70 + time, {}));
    const open = sky.gardenExposure(bed, 70);
    assert(Math.abs(open - wind.rainAt(70)) < 1e-9,
      `open ground should be exposed exactly as hard as it rains: ${open} vs ${wind.rainAt(70)}`);
    assert(open > 0.5, 'storm_02 at t=70 should be pouring');

    // a panel over the bed dries it out
    const panel = { pos: new Float32Array([-3, 3, -3, 3, 3, -3, 3, 3, 3, -3, 3, 3]), tris: [0, 1, 2, 0, 2, 3] };
    fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 70 + time, { sail: panel }));
    const covered = sky.gardenExposure(bed, 70);
    assert(covered < open * 0.5, `cloth over the bed barely helped: ${covered.toFixed(2)} vs open ${open.toFixed(2)}`);

    // and no rain means no drain, sail or not
    assert(sky.gardenExposure(bed, 0) === 0, 'the bed is draining before the rain has started');
    sky.dispose();
  });

  t.test('storm_02 lights up on its biggest gusts, storm_01 does not', () => {
    const mk = (name) => {
      const scene = new THREE.Scene();
      const wind = createWind(storms[name]);
      const sky = createSkyFx({ scene, camera: new THREE.PerspectiveCamera(), wind });
      let flashes = 0, peak = 0;
      let was = 0;
      fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
        sky.step(dt, time, {});
        if (sky.flash > was + 0.05) flashes++;      // a rising edge = a strike
        was = sky.flash;
        peak = Math.max(peak, sky.flash);
      });
      sky.dispose();
      return { flashes, peak };
    };
    const wild = mk('storm_02_wildnight');
    const gentle = mk('storm_01_gentle');
    // 3 authored strikes + the worst gusts; must be more than the authored ones
    assert(wild.flashes > 3, `wild night only flashed ${wild.flashes} times — the big gusts aren't lighting up`);
    assert(gentle.flashes === 0, `the gentle storm flashed ${gentle.flashes} times — it has no lightning at all`);
  });

  // --- SPRINT12 gate 3.4: the change announces itself ---
  // The corner block's thesis is "looks like night 2 and isn't" — storm_03b's
  // change lands at 18 s, not 30. The tell is a dark front wall standing in the
  // quarter the new wind comes FROM, rising across the 12 s before the change
  // and clearing after the swing. These asserts pin: the window (nothing before
  // the lead opens, gone after the fade), the rise (monotonic, reaches ~full),
  // the DIRECTION (the wall stands in the southern sky — +Z, the open fence
  // side — and the mesh really is rotated there), and that a changeless storm
  // never raises it. D judges whether it READS; this pins that it exists,
  // where it stands, and when.
  t.test('gate 3.4: the front wall rises before the buster, stands in the south, clears after', () => {
    const scene = new THREE.Scene();
    const wind = createWind(storms.storm_03b_earlybuster);
    const sky = createSkyFx({ scene, camera: new THREE.PerspectiveCamera(), wind });
    const ev = storms.storm_03b_earlybuster.events.find((e) => e.type === 'windchange');
    const t0 = ev.t, over = ev.over ?? 6;         // 18, 6

    let prev = 0, peak = 0, azAtChange = null, rotAtChange = null, opAtChange = 0, visAtChange = false;
    fixedLoop(40, FIXED_DT, (dt, time) => {
      sky.step(dt, time, {});
      const f = sky.changeFront;
      assert(Number.isFinite(f) && f >= 0 && f <= 1, `front out of range at t=${time.toFixed(2)}: ${f}`);
      if (time < t0 - 12.01) assert(f === 0, `front up at t=${time.toFixed(2)} — before its lead window opens`);
      if (time > t0 - 12 && time <= t0) {
        assert(f >= prev - 1e-9, `front FELL while rising: ${prev.toFixed(3)} → ${f.toFixed(3)} at t=${time.toFixed(2)}`);
        prev = f;
        if (f > peak) peak = f;
      }
      if (Math.abs(time - t0) < FIXED_DT) {
        azAtChange = sky.changeFrontAz;
        rotAtChange = sky.front.rotation.y;
        opAtChange = sky.front.material.opacity;
        visAtChange = sky.front.visible;
      }
      if (time > t0 + over + 8.1) assert(f === 0, `front still up at t=${time.toFixed(2)} — the swing has long cleared`);
    });

    assert(peak > 0.98, `front only reached ${peak.toFixed(3)} by the change — it should stand near full`);
    assert(visAtChange && opAtChange > 0.7, `wall not visible at the change (visible=${visAtChange}, opacity=${opAtChange})`);

    // direction: the wall stands where the new wind comes FROM. dirAt is the
    // heading the wind blows TOWARD, so from = settled post-change dir + π.
    const expected = wind.dirAt(t0 + over + 4) + Math.PI;
    assert(Math.abs(azAtChange - expected) < 1e-9,
      `front azimuth ${azAtChange} is not the settled post-change upwind quarter ${expected}`);
    // and that quarter is the SOUTH: the buster blows toward -Z (the house),
    // so it comes from +Z, the open fence side. sin(az) is the from-vector's z.
    assert(Math.sin(azAtChange) > 0.3,
      `the "southerly" front stands at azimuth ${azAtChange.toFixed(2)} — from-vector z=${Math.sin(azAtChange).toFixed(2)}, not the southern sky`);
    // the mesh is really rotated there (local band centre sits at azimuth π,
    // so rotation.y = π − az carries it to az; see skyfx geometry note)
    assert(Math.abs(rotAtChange - (Math.PI - azAtChange)) < 1e-9,
      `wall rotation ${rotAtChange} does not place the band at azimuth ${azAtChange}`);
    sky.dispose();
  });

  t.test('gate 3.4: night 2 teaches the same tell, a changeless storm never shows it, and it is pure in t', () => {
    // storm_03 (night 2): same wall, later — up but not full at t=20 (change 30)
    const mk = (name) => createSkyFx({
      scene: new THREE.Scene(), camera: new THREE.PerspectiveCamera(),
      wind: createWind(storms[name]),
    });
    const a = mk('storm_03_southerly'), b = mk('storm_03_southerly');
    let mid = 0;
    fixedLoop(21, FIXED_DT, (dt, time) => {
      a.step(dt, time, {}); b.step(dt, time, {});
      // determinism: two instances at the same t agree to the bit — no hidden
      // clock, no per-instance random draw in the tell
      assert(a.changeFront === b.changeFront,
        `two skyfx disagree on the front at t=${time.toFixed(2)}: ${a.changeFront} vs ${b.changeFront}`);
      mid = a.changeFront;
    });
    assert(mid > 0.05 && mid < 0.95,
      `night 2's wall should be RISING at t=21 (change at 30), reads ${mid.toFixed(3)}`);
    a.dispose(); b.dispose();

    // the gentle day has no windchange: no wall, ever
    const calm = mk('storm_01_gentle');
    fixedLoop(storms.storm_01_gentle.duration, FIXED_DT, (dt, time) => {
      calm.step(dt, time, {});
      assert(calm.changeFront === 0 && !calm.front.visible,
        `a changeless storm raised the front at t=${time.toFixed(2)}`);
    });
    calm.dispose();
  });

  // --- SPRINT5 decision 13: hail makes the garden score respond to the rig ---
  // The whole reason hail exists: a perfect rig scored 54% vs 48% for no rig,
  // because honest rain walks under a sail. Steep hail doesn't — a sail over the
  // bed shelters it. This is the gate-2 assert: no-sail hail damage ≥ 2× a good
  // rig's, over the real storm_02 hail, through the real gardenHailExposure.
  t.test('decision 13: no-sail garden takes ≥2× the hail of a well-covered bed', () => {
    const bed = { x: 1, z: 2, w: 6, d: 4 };

    // a good rig: a quad sitting over the bed, held on rated shackles
    const s = 3.6;
    const anchors = [
      { id: 'a', pos: { x: -2, y: s, z: -0.5 }, type: 'post', sway() { return this.pos; } },
      { id: 'b', pos: { x: 4, y: s + 0.4, z: -0.5 }, type: 'post', sway() { return this.pos; } },
      { id: 'c', pos: { x: 4, y: s, z: 4.5 }, type: 'post', sway() { return this.pos; } },
      { id: 'd', pos: { x: -2, y: s + 0.4, z: 4.5 }, type: 'post', sway() { return this.pos; } },
    ];
    const rig = new SailRig({ anchors, gridN: 10 });
    rig.attach(['a', 'b', 'c', 'd'], [2, 2, 2, 2].map((i) => HARDWARE[i]), 1.0);

    const damageOverStorm = (getWorld, rigToStep) => {
      const scene = new THREE.Scene();
      const camera = new THREE.PerspectiveCamera();
      camera.position.set(0, 6, 8);
      const wind = createWind(storms.storm_02_wildnight);
      const sky = createSkyFx({ scene, camera, wind });
      let dmg = 0;
      fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
        if (rigToStep) rigToStep.step(dt, wind, time);
        sky.step(dt, time, getWorld());
        dmg += sky.gardenHailExposure(bed, time) * dt;
      });
      const cover = rigToStep ? rigToStep.coverageOver(bed, { x: 0, y: 1, z: 0 }) : 0;
      sky.dispose();
      return { dmg, cover };
    };

    const open = damageOverStorm(() => ({}), null);
    const covered = damageOverStorm(() => ({ sail: rig }), rig);

    // sanity: the rig must actually be over the bed, or this proves nothing
    assert(covered.cover > 0.6, `test rig only covers ${(covered.cover * 100).toFixed(0)}% of the bed — fix the quad, not the mechanic`);
    assert(open.dmg > 0, 'no hail damage in the open at all — storm_02 should be pelting');
    const ratio = open.dmg / Math.max(1e-6, covered.dmg);
    assert(ratio >= 2,
      `open bed took only ${ratio.toFixed(1)}× the hail of the covered one — decision 13 wants ≥2×`);
  });

  t.test('hail exposure needs BOTH hail and no cover; steep shadow, unlike rain', () => {
    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera();
    const wind = createWind(storms.storm_02_wildnight);
    const sky = createSkyFx({ scene, camera, wind });
    const bed = { x: 0, z: 0, w: 4, d: 3 };
    // a flat panel well above the bed
    const panel = { pos: new Float32Array([-3, 4, -3, 3, 4, -3, 3, 4, 3, -3, 4, 3]), tris: [0, 1, 2, 0, 2, 3] };

    // storm_01 has no hail: exposure is zero regardless of cover
    const calm = createWind(storms.storm_01_gentle);
    const skyCalm = createSkyFx({ scene: new THREE.Scene(), camera, wind: calm });
    fixedLoop(1, FIXED_DT, (dt, time) => skyCalm.step(dt, 40 + time, {}));
    assert(skyCalm.gardenHailExposure(bed, 40) === 0, 'a hail-free storm still reported hail exposure');
    skyCalm.dispose();

    // at the wild night's hail peak, open bed is exposed; a panel over it is not
    fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 55 + time, {}));
    const openExp = sky.gardenHailExposure(bed, 56);
    assert(openExp > 0.5, `open bed hail exposure only ${openExp.toFixed(2)} at the burst — should be high`);
    fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 55 + time, { sail: panel }));
    const coveredExp = sky.gardenHailExposure(bed, 56);
    assert(coveredExp < openExp * 0.4, `steep hail still hit the covered bed: ${coveredExp.toFixed(2)} vs open ${openExp.toFixed(2)}`);
    sky.dispose();
  });

  // The trap that cost gate 0 two sprints, asserted so it cannot come back.
  // skyfx.step() used to open `if (!camera) return`, so a headless harness
  // skipped the shadow rebuild and scored every rig as if the sail weren't
  // there. A camera is a view, not a weather system: the grids are physics and
  // must build without one. If someone re-adds an early return, this goes red.
  t.test('skyfx shelters the bed with NO camera — the grids are physics, not view', () => {
    const bed = { x: 0, z: 0, w: 4, d: 3 };
    const panel = { pos: new Float32Array([-3, 4, -3, 3, 4, -3, 3, 4, 3, -3, 4, 3]), tris: [0, 1, 2, 0, 2, 3] };

    const run = (withCamera) => {
      const scene = new THREE.Scene();
      const wind = createWind(storms.storm_02_wildnight);
      const sky = createSkyFx(withCamera
        ? { scene, camera: new THREE.PerspectiveCamera(), wind }
        : { scene, wind });                       // headless: no camera at all
      fixedLoop(2, FIXED_DT, (dt, time) => sky.step(dt, 55 + time, { sail: panel }));
      const out = {
        hailShadow: sky.hailShadowOver(bed),
        rainShadow: sky.rainShadowOver(bed),
        hailExp: sky.gardenHailExposure(bed, 56),
        hail: sky.hailAmount,
      };
      sky.dispose();
      return out;
    };

    const headless = run(false);
    const viewed = run(true);
    assert(headless.hailShadow > 0.9,
      `no camera → hail shadow ${headless.hailShadow.toFixed(2)} — the grid did not build, the sail is invisible to scoring`);
    assert(headless.hail > 0.5, 'no camera → hail intensity was not tracked');
    assert(headless.hailExp < 0.1,
      `no camera → bed reads ${headless.hailExp.toFixed(2)} exposed under a panel — this is the hp-36 bare-bed bug`);
    // and a camera must not CHANGE the physics, only add the view
    assert(Math.abs(headless.hailShadow - viewed.hailShadow) < 1e-9,
      `the camera changed the hail shadow: ${headless.hailShadow} vs ${viewed.hailShadow}`);
    assert(Math.abs(headless.rainShadow - viewed.rainShadow) < 1e-9,
      `the camera changed the rain shadow: ${headless.rainShadow} vs ${viewed.rainShadow}`);
  });

  // The card's copy, not just the model — this is what a player actually reads.
  t.test('forecastLines: tonight is exact, a week out hedges, never a bare NaN', () => {
    const def = storms.storm_02_wildnight;

    const tonight = forecastLines(def, 0);
    assert(tonight.name === 'WILD NIGHT', `name reads "${tonight.name}"`);
    assert(tonight.night === true, 'the wild night should read as a NIGHT');
    assert(!/–/.test(tonight.wind), `tonight's wind should be exact, got "${tonight.wind}"`);
    assert(tonight.confidence === '', 'tonight should not print a confidence line — 100% is noise');
    assert(/hail likely/.test(tonight.rain), `tonight should call the hail: "${tonight.rain}"`);

    const far = forecastLines(def, 1);
    assert(/–/.test(far.wind), `a week out should hedge with a range, got "${far.wind}"`);
    assert(/confidence/.test(far.confidence), 'a distant forecast should state its confidence');

    // no NaN/undefined can reach the card, for any storm at any lead
    for (const [name, d] of Object.entries(storms)) {
      for (const lead of [0, 0.5, 1]) {
        const f = forecastLines(d, lead);
        for (const k of ['name', 'wind', 'rain', 'confidence']) {
          assert(typeof f[k] === 'string' && !/NaN|undefined/.test(f[k]),
            `${name} @lead ${lead}: ${k} reads "${f[k]}"`);
        }
      }
    }
    // a hail-free storm must not advertise hail
    assert(!/hail/.test(forecastLines(storms.storm_01_gentle, 0).rain),
      'the gentle storm advertised hail it does not have');
  });

  // SPRINT11 gate 2: the job sheet shows TOMORROW, and tomorrow becomes tonight.
  // A band that widens or jumps as the night approaches is a card that lied
  // once — so the RESOLVING is the contract, not just the width.
  //
  // What each half is worth, established by mutation (SPRINT11, see THREADS):
  //  · NESTING is the live one. It rests on the wander being the SAME seeded
  //    draw at every lead — reseed `r` per lead and this goes red immediately.
  //  · CONTAINMENT is structural under today's band(): the wander is 0.6 of the
  //    half-width, so c±w never crosses v, and the min/max clamps are belt-and-
  //    braces. Removing the clamps alone does NOT make it fail. It is kept as a
  //    contract guard for a future rewrite of band() (a percentile model, say),
  //    where it stops being free — not as proof of today's code.
  t.test('the forecast band resolves as the night approaches: nests, and never sheds the truth', () => {
    const keys = [
      ['sustained', (s) => s.sustained],
      ['gustPeak', (s) => s.gustPeak],
      ['rain', (s) => s.rainPeak],
      ['rainMmPerHour', (s) => s.rainPeakMmPerHour],
    ];
    for (const [name, def] of Object.entries(storms)) {
      for (const [k, truthOf] of keys) {
        let prev = null;
        // walk the week backwards: the far end -> tonight
        for (let i = 40; i >= 0; i--) {
          const f = forecastFor(def, i / 40);
          const b = f[k];
          const truth = truthOf(f.truth);
          assert(b.lo <= truth + 1e-9 && b.hi >= truth - 1e-9,
            `${name}.${k} @lead ${i / 40}: band ${b.lo}–${b.hi} rules out the truth ${truth}`);
          if (prev) {
            assert(b.lo >= prev.lo - 1e-9 && b.hi <= prev.hi + 1e-9,
              `${name}.${k} @lead ${i / 40}: band ${b.lo.toFixed(3)}–${b.hi.toFixed(3)} is not inside `
              + `the vaguer ${prev.lo.toFixed(3)}–${prev.hi.toFixed(3)} — it jumped instead of resolving`);
          }
          prev = b;
        }
        // and it must ARRIVE: tonight is the truth, not merely a narrow band
        const exact = forecastFor(def, 0);
        assert(exact[k].lo === exact[k].hi,
          `${name}.${k}: tonight should be exact, got ${exact[k].lo}–${exact[k].hi}`);
      }
    }
  });

  t.test('leadFor: tonight is exact, the far end of the week is vague, past it clamps', () => {
    assert(leadFor(0, 5) === 0, 'tonight must be lead 0 — the job sheet is not a guess');
    assert(leadFor(4, 5) === 1, "the week's far end must be lead 1");
    assert(leadFor(1, 5) === 0.25, `tomorrow @5 nights should be 0.25, got ${leadFor(1, 5)}`);
    assert(leadFor(9, 5) === 1, 'beyond the week must clamp, not exceed 1');
    assert(leadFor(-1, 5) === 0, 'a night already survived must not go negative');
    assert(leadFor(1, 1) === 1, 'a one-night week has no far end: anything but tonight is a guess');
    // the point of the param: tomorrow reads hedged, tonight does not
    const def = storms.storm_02_wildnight;
    assert(!/–/.test(forecastLines(def, leadFor(0, 5)).wind), 'tonight should not hedge');
    assert(/–/.test(forecastLines(def, leadFor(1, 5)).wind),
      `tomorrow should hedge, got "${forecastLines(def, leadFor(1, 5)).wind}"`);
  });

  t.test('every storm in data/storms/ loads and validates', () => {
    // loadStorm throws on invalid, so reaching here with all of them is the pass
    assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');
    for (const [name, def] of Object.entries(storms)) {
      assert(def.duration > 0, `${name} has no duration`);
      assert(Array.isArray(def.baseCurve), `${name} has no baseCurve`);
    }
  });

  // =========================================================================
  // GATE 2.3 — THE EDITOR'S WIND IS THE GAME'S WIND, PINNED EXACT
  //
  // Co-owned with Lane B. B proposed backyard_01 / storm_02_wildnight /
  // (1,0,2) / t=30; I moved all three and posted the receipts in THREADS, for
  // one reason: **B's pin could not have failed.**
  //   · backyard_01's `wind.venturi` is `[]`. On that site "setVenturi called
  //     with an empty list" and "setVenturi never called" are the same number,
  //     so the funnel-off regression the pin exists to catch is invisible.
  //   · the garden bed at (1,0,2) is outside the funnel radius even on
  //     site_02 — measured Δ 0.0000 m/s.
  //   · t=30 is a second where the wildnight's direction does not line up with
  //     the gap: at the throat the funnel is worth 0.4% there (0.0% on the
  //     southerly). A pin at 0.4% passes with the funnel wired backwards.
  // So: the ONLY site with a shipped venturi, the throat centre (authored site
  // geometry, not a magic number), and a second on the alignment plateau where
  // the funnel is worth a THIRD of the answer. Same storm B picked, same exact
  // `===`. The vacuity guard below is what stops this pin rotting back into
  // decoration — I am the lane that shipped half an assert made of decoration,
  // so the guard is not optional.
  const PIN = {
    site: 'site_02_corner_block',
    storm: 'storm_02_wildnight',
    probe: { x: -6, y: 0, z: 0 },     // the authored throat centre; speedAt ignores y
    t: 60.0,
  };

  const pinSite = await loadSite(PIN.site);
  let pinWorld = null;
  try {
    pinWorld = createWorld(new THREE.Scene(), {
      wind: createStubWind({ calm: true }), site: structuredClone(pinSite),
    });
    await pinWorld.dress();
  } catch (err) {
    console.warn('[c.test] gate 2.3: dress() unavailable, using graybox anchors:', err.message);
  }
  const pinAnchors = pinWorld ? pinWorld.anchors : [];
  const pinProbe = new THREE.Vector3(PIN.probe.x, PIN.probe.y, PIN.probe.z);

  /** The EDITOR's wind: `windForSite` off the site object, exactly as
   *  editor.wind.js's `buildWind()` and B's SCORE IT both build it. */
  const editorWind = () => windForSite(storms[PIN.storm], structuredClone(pinSite), pinAnchors);

  /** The GAME's wind: main.js's router, wired by main.js's own two lines
   *  (loadSiteInto, `wind.setVenturi(...)` + `wind.setSheltersFromTrees(...)`). */
  const gameWind = () => {
    const all = STORMS.map((k) => createWind(storms[k]));
    const router = createWindRouter(all);
    router.use(all[STORMS.indexOf(PIN.storm)]);
    router.setVenturi(pinSite.wind?.venturi ?? []);
    router.setSheltersFromTrees(pinAnchors.filter((a) => a.type === 'tree'));
    return router;
  };

  t.test('GATE 2.3: editor wind === game wind at the pinned probe and second (exact)', () => {
    const ed = editorWind().speedAt(pinProbe, PIN.t);
    const gm = gameWind().speedAt(pinProbe, PIN.t);
    assert(Number.isFinite(ed) && ed > 0, `the pin sampled nothing: ${ed} m/s — vacuous`);
    // EXACT, per B: two chains that agree to 1e-9 agree, and any epsilon big
    // enough to feel safe is big enough to hide a 33% funnel.
    assert(ed === gm,
      `editor ${ed} m/s vs game ${gm} m/s at (${PIN.probe.x},${PIN.probe.z}) t=${PIN.t} on `
      + `${PIN.site}/${PIN.storm} — the editor is scoring a yard the game does not play`);
    // the vector too, so a sign or a component can't drift under an equal scalar
    const a = editorWind().sample(pinProbe, PIN.t, new THREE.Vector3());
    const b = gameWind().sample(pinProbe, PIN.t, new THREE.Vector3());
    assert(a.x === b.x && a.y === b.y && a.z === b.z,
      `vector mismatch: editor (${a.x},${a.y},${a.z}) vs game (${b.x},${b.y},${b.z})`);
  });

  t.test('GATE 2.3 guard: the pinned probe/second is one the funnel actually decides', () => {
    // Without this, the pin above passes just as happily at a probe the venturi
    // never reaches — which is exactly how three harnesses measured a funnel-off
    // yard and believed it. Re-measure the funnel's worth AT THE PIN, and demand
    // it is a big fraction of the answer.
    const full = editorWind().speedAt(pinProbe, PIN.t);
    const funnelOff = createWind(storms[PIN.storm]);
    funnelOff.setSheltersFromTrees(pinAnchors.filter((a) => a.type === 'tree'));  // shelters ON
    const off = funnelOff.speedAt(pinProbe, PIN.t);                               // venturi OFF
    const share = (full - off) / full;
    assert(share > 0.25,
      `the venturi is worth only ${(share * 100).toFixed(1)}% of the wind at the pinned probe/second `
      + `(${full.toFixed(3)} vs ${off.toFixed(3)} m/s). The pin still passes — that is the problem. `
      + 'Move the probe/second back onto the funnel or the gate is decoration.');
  });

  t.test('GATE 2.3 (wider): editor and game agree across the yard and the storm', () => {
    // The single pin is a point. Shelters live nowhere near the throat, so a
    // point at the throat cannot see them: this sweep is what covers the tree
    // half of `windForSite`'s wiring.
    const ed = editorWind();
    const gm = gameWind();
    let checked = 0;
    let sheltered = 0;
    const bare = createWind(storms[PIN.storm]);        // no shelters, no venturi
    for (const time of [20, 45, 60, 75]) {
      for (let x = -11; x <= 11; x += 1.5) {
        for (let z = -7; z <= 7; z += 1.5) {
          const p = new THREE.Vector3(x, 0, z);
          const a = ed.speedAt(p, time);
          const b = gm.speedAt(p, time);
          assert(a === b, `editor ${a} vs game ${b} at (${x},${z}) t=${time}`);
          if (a < bare.speedAt(p, time) * 0.95) sheltered++;
          checked++;
        }
      }
    }
    // This floor caught its own sweep on the first run: at a 2 m step the grid
    // was 384 samples, not the >500 I had claimed. Densified to 1.5 m rather
    // than dropping the number to fit — a coverage floor edited down to match
    // whatever the loop happened to do is not a floor.
    assert(checked > 500, `only ${checked} samples — the sweep is not sweeping`);
    assert(sheltered > 0,
      'not one sampled point was materially slowed — the tree shelters are not reaching either '
      + 'chain, so this sweep proves nothing about setSheltersFromTrees');
  });

  // =========================================================================
  // GATE 2.2 (SPRINT15) — ONE STORM PICKER: the shared selection store
  //
  // Sprint 14's page had two pickers with two defaults, and D scored the
  // wildnight while looking at the southerly. editor_storm.js is the one
  // owner now; these asserts pin its contract. The DOM half (my select and
  // scrubber writing/reading it) cannot run here and is verified live on the
  // editor page — said plainly rather than papered over with a fake DOM.

  t.test('GATE 2.2: the shared storm selection refuses garbage, is silent on no-ops, and opens on the CONVERGED default', () => {
    // The default is the pair B and C agreed in THREADS (B's storm — the
    // authoring case: the wind overlay is live at page-open and the southerly
    // makes the funnel scream; my second — t=40 is the S14 receipt's align-100%
    // moment). Pinned HERE so neither lane's refactor can silently regrow a
    // private default: two defaults was the whole bug.
    assert(SEL_STORM_KEYS.includes(DEFAULT_SEL.storm), 'the default storm is not a real storm');
    assert(DEFAULT_SEL.storm === 'storm_03_southerly' && DEFAULT_SEL.time === 40,
      `the default selection (${DEFAULT_SEL.storm} @ ${DEFAULT_SEL.time}s) has drifted off the `
      + 'converged storm_03_southerly @ 40s — that pair is a B+C agreement (THREADS 2026-07-20), '
      + 'renegotiate it there before moving it here');

    const s = createStormSel();
    assert(s.storm === DEFAULT_SEL.storm && s.time === DEFAULT_SEL.time, 'a fresh store ignores the default');

    const seen = [];
    const off = s.onChange((p) => seen.push(p));

    // a real change fires exactly once, payload matches the getters, and the
    // writer's `source` tag (B's ask) rides the payload for debugging
    assert(s.setStorm('storm_02_wildnight', 'c.test') === true, 'a real storm change should return true');
    assert(seen.length === 1 && seen[0].storm === 'storm_02_wildnight' && seen[0].time === DEFAULT_SEL.time,
      `one change should mean one event with the new value, got ${JSON.stringify(seen)}`);
    assert(seen[0].source === 'c.test',
      `the payload should carry the writer's source tag, got ${JSON.stringify(seen[0])}`);

    // no-op writes are SILENT — this is what lets a subscriber clamp the
    // selection from inside its own change handler without ringing forever
    assert(s.setStorm('storm_02_wildnight') === false, 'a no-op storm write should return false');
    assert(s.setTime(s.time) === false, 'a no-op time write should return false');
    assert(seen.length === 1, `a no-op fired a listener — the anti-loop guard is gone (${seen.length} events)`);

    // garbage refused, loudly, without moving the selection or ringing
    for (const bad of ['storm_99_nope', '', null]) {
      let threw = false;
      try { s.setStorm(bad); } catch { threw = true; }
      assert(threw, `setStorm(${JSON.stringify(bad)}) was accepted — a selection that can hold a `
        + 'storm that does not exist is the _v1-404 bug one layer up');
    }
    for (const bad of [NaN, -1, Infinity, 'soon']) {
      let threw = false;
      try { s.setTime(bad); } catch { threw = true; }
      assert(threw, `setTime(${JSON.stringify(bad)}) was accepted`);
    }
    assert(s.storm === 'storm_02_wildnight' && seen.length === 1,
      'refused garbage moved the selection or fired a listener anyway');

    // a throwing listener must not sever delivery to the others
    const order = [];
    s.onChange(() => { order.push('a'); throw new Error('deliberate'); });
    s.onChange(() => order.push('b'));
    s.setTime(12.5);
    assert(order.join('') === 'ab', `a throwing listener severed its neighbours (delivered: ${order})`);

    // unsubscribe works: `seen` has the storm change + the 12.5 s write = 2,
    // and the write AFTER off() must not add a third
    off();
    s.setTime(20);
    assert(seen.length === 2, `unsubscribed listener still delivered (${seen.length} events)`);
  });

  t.test('GATE 2.2: one singleton, one storm list — every consumer holds the same objects', () => {
    // Import identity is the sharing mechanism, so it is the thing to pin.
    assert(stormSel() === stormSel(), 'stormSel() built two stores — the page is back to two pickers');
    assert(globalThis.EDITOR_STORM === stormSel(),
      "the console handle (B's EDITOR_STORM name, converged) points at a different store");
    // editor.wind.js re-exports the store's list — SAME ARRAY, not a copy that
    // can drift (two copies of this list is how the page grew two pickers).
    assert(WIND_STORM_KEYS === SEL_STORM_KEYS, 'editor.wind.js carries its own storm list again');
    // and the shared list agrees with this suite's (which the node runner
    // keeps honest against data/storms/)
    const a = [...SEL_STORM_KEYS].sort().join(',');
    const b = [...STORMS].sort().join(',');
    assert(a === b, `the shared storm list and the suite's disagree:\n  store: ${a}\n  suite: ${b}`);
  });

  t.test('worst-second finder: deterministic, self-consistent, and it cannot miss the pinned throat moment', () => {
    // The JUMP TO WORST SECOND button (SPRINT15 polish) is a claim about the
    // whole storm, so it gets the same discipline as any other number.
    const wind = editorWind();                       // site_02 × wildnight, dressed
    const yard = pinSite.yard ?? { width: 30, depth: 20 };
    const args = {
      width: yard.width, depth: yard.depth,
      probes: [{ x: PIN.probe.x, z: PIN.probe.z }],  // the throat, as the panel passes it
    };
    const a = worstSecond(wind, args);
    const b = worstSecond(wind, args);
    assert(a.t === b.t && a.speed === b.speed && a.x === b.x && a.z === b.z,
      `two identical scans disagreed: ${JSON.stringify(a)} vs ${JSON.stringify(b)} — the scan is not pure`);
    assert(Number.isFinite(a.speed) && a.speed > 0, `vacuous scan: ${JSON.stringify(a)}`);
    // the reported worst is a real sample, not an accumulator artefact
    assert(a.speed === wind.core.speedAt(a.x, a.z, a.t),
      `worst.speed ${a.speed} ≠ speedAt(worst) ${wind.core.speedAt(a.x, a.z, a.t)}`);
    // dominance at a point ON the scan lattice: the throat probe is scanned
    // exactly, and t=60.0 sits on the 0.5 s lattice, so the argmax reporting
    // anything BELOW the pinned throat moment means the comparator or the
    // probe wiring is broken. (An off-lattice point could legitimately exceed
    // the scan; an on-lattice one cannot.)
    const throatAtPin = wind.core.speedAt(PIN.probe.x, PIN.probe.z, PIN.t);
    assert(a.speed >= throatAtPin,
      `worst ${a.speed} m/s < throat@pin ${throatAtPin} m/s — the scan missed a lattice point it was given`);
    // probes are WIRED, proven by making them the only way to win: a tiny grid
    // pinned to the yard centre sits > 6 m from the throat — outside the
    // funnel's 4 m radius, so no grid point ever sees the gain — while the
    // throat probe does. If the probe list is dropped, the winner cannot be at
    // the throat. (Deterministic: same scan, same winner, every run.)
    const c = worstSecond(wind, { width: 4, depth: 4, step: 3, probes: [{ x: PIN.probe.x, z: PIN.probe.z }] });
    assert(c.x === PIN.probe.x && c.z === PIN.probe.z,
      `with the grid held off the funnel, the throat probe should win the scan — winner was `
      + `(${c.x}, ${c.z}) at ${c.speed} m/s, so the probes argument is not reaching the lattice`);
  });

  // =========================================================================
  // The gizmos tell the truth about the maths they draw

  t.test("shelter volume: the drawn attenuation IS weather.core's shelterFactor", () => {
    // editor.wind.js draws the tree-shelter volume from `shelterAtten`, which
    // mirrors weather.core's shelterFactor. Mirrors drift, and a gizmo that
    // disagrees with the sim while looking authoritative is worse than none —
    // so measure the mirror against the real field instead of trusting it.
    // speedAt is multiplicative (uniform × noise × shelter × venturi), so the
    // ratio of a sheltered field to an unsheltered one at the same (x,z,t) IS
    // shelterFactor, with the noise divided out.
    const def = storms.storm_02_wildnight;
    const S = { x: 2, z: -3, radius: 3, strength: 0.45, length: 14 };
    const withS = createWind(def).setShelters([S]);
    const noS = createWind(def).setShelters([]);
    let compared = 0;
    let sawRealShadow = false;
    for (const time of [12, 33, 58, 71]) {
      const d = withS.core.dirAt(time);
      const dx = Math.cos(d), dz = Math.sin(d);
      for (let along = 0.5; along <= 13; along += 1.5) {
        for (let perp = -2.5; perp <= 2.5; perp += 1.25) {
          const x = S.x + dx * along - dz * perp;
          const z = S.z + dz * along + dx * perp;
          const bare = noS.core.speedAt(x, z, time);
          if (bare <= 1e-9) continue;
          const factor = withS.core.speedAt(x, z, time) / bare;
          assertClose(factor, 1 - shelterAtten(S, along, perp), 1e-9,
            `shelterAtten disagrees with the sim at along=${along} perp=${perp} t=${time} — `
            + 'the drawn volume is not the shadow the wind actually casts');
          if (shelterAtten(S, along, perp) > 0.1) sawRealShadow = true;
          compared++;
        }
      }
    }
    assert(compared > 100, `only ${compared} comparisons`);
    assert(sawRealShadow, 'never sampled a point the shelter actually shades — vacuous');
  });

  t.test('the venturi axis is a LINE: axis and axis+π are the same gap', () => {
    // The fact the editor's UI teaches, asserted rather than asserted-in-a-
    // comment. weather.core aligns on |dot(wind, axis)|, so adding π must change
    // nothing anywhere. If this ever fails, the axis has quietly become a
    // heading and the mod-π UI is lying to whoever authored against it.
    const def = storms.storm_02_wildnight;
    const v = pinSite.wind.venturi[0];
    const mk = (axis) => windForSite(def, { ...pinSite, wind: { venturi: [{ ...v, axis }] } }, pinAnchors);
    const a = mk(v.axis);
    const b = mk(v.axis + Math.PI);
    let maxDiff = 0;
    let sawFunnel = false;
    const plain = createWind(def).setSheltersFromTrees(pinAnchors.filter((n) => n.type === 'tree'));
    for (const time of [30, 60, 60.5, 75]) {
      for (let x = -10; x <= -2; x += 1) {
        for (let z = -4; z <= 4; z += 1) {
          const p = new THREE.Vector3(x, 0, z);
          const sa = a.speedAt(p, time);
          maxDiff = Math.max(maxDiff, Math.abs(sa - b.speedAt(p, time)));
          if (sa > plain.speedAt(p, time) * 1.05) sawFunnel = true;
        }
      }
    }
    assert(sawFunnel, 'the funnel never fired anywhere in the sweep — this proves nothing');
    // not `===`: cos(θ+π) is only -cos(θ) to within floating point, so the two
    // fields agree to rounding, not to the bit. Rounding is the honest bar here.
    assert(maxDiff < 1e-9,
      `axis and axis+π gave different winds (max ${maxDiff} m/s) — the venturi is not mod π`);
  });

  t.test('normalizeAxis folds any angle into [0, π) without moving the gap', () => {
    const cases = [2.1, 2.1 + Math.PI, 2.1 - Math.PI, -1.08, 0, 7 * Math.PI, -3 * Math.PI / 4];
    for (const raw of cases) {
      const n = normalizeAxis(raw);
      assert(n >= 0 && n < Math.PI, `normalizeAxis(${raw}) = ${n} is outside [0, π)`);
      // same LINE: the direction vectors must be parallel or antiparallel
      const cross = Math.cos(raw) * Math.sin(n) - Math.sin(raw) * Math.cos(n);
      assertClose(cross, 0, 1e-12, `normalizeAxis(${raw}) rotated the gap instead of folding it`);
    }
    // the Sprint 11 pair, which cost two exchanges: 2.1 is the gap, -1.08 is the
    // southerly's heading, and they are NOT the same number — 2.2° apart.
    const gap = normalizeAxis(2.1);
    const heading = normalizeAxis(-1.08);
    assert(Math.abs(gap - heading) > 0.03,
      'the gap axis and the southerly heading have collapsed to the same value — they are '
      + 'different quantities that merely nearly coincide, and conflating them is the '
      + 'mistake THREADS records A and C both nearly making');
  });
}
