/**
 * Lane E selftests — asset sanity.
 * Lane E owns this file. Other lanes: yours is js/tests/<letter>.test.js.
 *
 * Why this exists when build_yard_assets.py already verifies: the Blender side
 * re-imports every GLB and asserts dims, tri budget and node names, but it
 * CANNOT catch an axis error. Blender exports Z-up→Y-up and imports Y-up→Z-up,
 * so a broken `export_yup` flips back on the way in and round-trips green. Only
 * a native glTF reader can prove the file is right, and this is the only one in
 * the repo. So this suite targets the failures that silently break other lanes:
 *   1. the GLB loads at all through the vendored loader;
 *   2. it's in metres with its height on +Y — a model exported in centimetres
 *      looks fine alone and absurd next to a person;
 *   3. the nodes other lanes query by name survived the export. glTF has no
 *      "empty" type, so anchors arrive as bare Object3D and are exactly what an
 *      exporter prunes.
 *
 * Standalone version with a fuller report: tools/assetcheck/.
 */

import * as THREE from '../../vendor/three.module.js';
import { assert } from '../testkit.js';
import { ANCHOR_TYPE } from '../contracts.js';
import { createWorld, loadSite } from '../world.js';
import { FACTORY_ANCHOR_RATINGS } from '../anchor_ratings.gen.js';

// GLTFLoader is imported DYNAMICALLY, below, and that is deliberate.
//
// Every three.js addon imports the bare specifier `three`, which only resolves
// via an <script type="importmap">. No page in this repo has one yet — index.html
// and selftest.html both import `../vendor/three.module.js` by relative path and
// so never needed it. A static import here would throw at module load, and
// selftest.html turns an un-importable lane module into a hard FAIL, which would
// redden Lane A's merge gate over a harness gap rather than a real defect.
//
// So: try it at runtime and skip with an actionable message if it's absent. The
// day the importmap lands this suite lights up on its own, no edit needed.
// Need + exact fix are logged in THREADS.md [E] — it blocks Lane D too, which
// can't load a ped without GLTFLoader/SkeletonUtils.
const LOADER_PATH = '../../vendor/addons/loaders/GLTFLoader.js';

/** Resolve off import.meta.url, not the document — survives selftest.html moving. */
const url = (a) => new URL(`../../models/${a.sub ?? ''}${a.name}_v1.glb`, import.meta.url).href;

/**
 * Height ranges rather than exact dims: this guards against unit and axis
 * regressions, not against Lane E retuning a silhouette. Exact measurements
 * live in tools/blender/asset_report.json. `nodes` are the names other lanes
 * query — changing one is a contract break and should fail here.
 */
const ASSETS = [
  { name: 'ref_capsule', h: [1.68, 1.72], nodes: ['ref_capsule_mesh', 'head_height'] },
  { name: 'tree_gum_01', h: [4.0, 9.0],
    nodes: ['trunk', 'canopy_01', 'canopy_02', 'canopy_03',
            'branch_anchor_01', 'branch_anchor_02', 'branch_anchor_03'] },
  { name: 'tree_gum_02', h: [4.0, 9.0],
    nodes: ['trunk', 'canopy_01', 'canopy_02', 'branch_anchor_01', 'branch_anchor_02'] },
  { name: 'fence_post', h: [1.8, 2.2], nodes: ['post'] },
  { name: 'fence_panel', h: [1.6, 2.0], nodes: ['palings', 'rails'] },
  { name: 'gate', h: [1.6, 2.0], nodes: ['gate_palings', 'gate_frame', 'hinges', 'hinge_axis'] },
  { name: 'house_yardside', h: [2.5, 3.5],
    nodes: ['wall', 'door', 'window', 'roof', 'fascia', 'gutter',
            'fascia_anchor_01', 'fascia_anchor_02', 'fascia_anchor_03'] },
  { name: 'house_yardside_wrecked', h: [2.5, 3.5],
    nodes: ['wall', 'door', 'window', 'roof', 'fascia_torn',
            'gutter_torn', 'gutter_down', 'downpipe_loose', 'debris_fascia'] },
  { name: 'shed_01', h: [1.9, 2.4], nodes: ['shell', 'roof', 'doors', 'door_anchor'] },
  { name: 'shed_table', h: [0.8, 1.0], nodes: ['table_top', 'table_frame', 'pickup_anchor'] },
  { name: 'garden_bed', h: [0.5, 1.1],
    nodes: ['bed', 'soil', 'plants_full', 'plants_tattered', 'plants_dead'] },
  { name: 'sail_post', h: [3.8, 4.2],
    nodes: ['footing', 'post', 'pad_eye', 'top_anchor', 'rake_pivot'] },
  { name: 'ladder_01', h: [2.8, 3.2], nodes: ['ladder', 'ladder_base', 'ladder_top'] },
  { name: 'shackle', h: [0.05, 0.15], nodes: ['bow', 'pin'] },
  { name: 'carabiner', h: [0.06, 0.15], nodes: ['body', 'gate'] },
  { name: 'turnbuckle', h: [0.12, 0.25], nodes: ['body', 'eye_a', 'eye_b'] },
  { name: 'tramp_01', h: [0.6, 1.0], nodes: ['mat', 'rim', 'pad', 'legs'], sub: 'debris/' },
  { name: 'wheelie_bin_01', h: [1.0, 1.2],
    nodes: ['bin_body', 'lid', 'lid_plate', 'wheels'], sub: 'debris/' },
  { name: 'washing_line_01', h: [2.0, 2.4], nodes: ['mast', 'head', 'arms'] },
  { name: 'garden_gnome_01', h: [0.33, 0.42], nodes: ['gnome'] },
  { name: 'garden_gnome_01_broken', h: [0.08, 0.20],
    nodes: ['stump', 'head', 'hat', 'shards'] },
  { name: 'fence_panel_snapped', h: [1.70, 1.90],
    nodes: ['palings', 'rails', 'debris_palings'] },
  { name: 'broom_01', h: [1.35, 1.50],
    nodes: ['handle', 'head', 'bristles', 'grip_anchor', 'poke_tip'] },
  { name: 'hail_stone_01', h: [0.012, 0.028], nodes: ['stone'] },
  { name: 'carport_01', h: [2.4, 2.8],
    nodes: ['footings', 'posts', 'beams', 'roof',
            'beam_anchor_01', 'beam_anchor_02', 'post_anchor_01', 'post_anchor_02'] },
  { name: 'carport_01_wrecked', h: [1.9, 2.45],
    nodes: ['footings', 'posts', 'beams', 'roof_down'] },
  { name: 'bike_kid_01', h: [0.60, 0.84],
    nodes: ['wheel_rear', 'wheel_front', 'frame', 'bars'] },
  { name: 'tree_jacaranda_01', h: [5.7, 6.5],
    nodes: ['trunk', 'canopy', 'canopy_01', 'canopy_02', 'canopy_03', 'canopy_04',
            'branch_anchor_01', 'branch_anchor_02', 'branch_anchor_03'] },
  { name: 'swing_set_01', h: [2.00, 2.15],
    nodes: ['frame', 'crossbar', 'swings', 'frame_anchor_01', 'frame_anchor_02'] },
  { name: 'swing_set_01_wrecked', h: [0.80, 1.05],
    nodes: ['frame', 'crossbar', 'swings'] },
];

function sizeOf(gltf) {
  const s = new THREE.Vector3();
  new THREE.Box3().setFromObject(gltf.scene).getSize(s);
  return s;
}

/** @param {import('../testkit.js').Suite} t */
export default async function run(t) {
  let GLTFLoader;
  try {
    ({ GLTFLoader } = await import(LOADER_PATH));
  } catch (err) {
    t.skip('needs an importmap for the bare `three` specifier — see THREADS [E]. ' +
           'Assets ARE verified meanwhile: tools/assetcheck/ (16/16 green in three.js r175)');
    return;
  }

  const loader = new GLTFLoader();
  const loaded = new Map();
  const failed = new Map();

  await Promise.all(ASSETS.map(async (a) => {
    try { loaded.set(a.name, await loader.loadAsync(url(a))); }
    catch (err) { failed.set(a.name, err?.message ?? String(err)); }
  }));

  t.test('every yard GLB loads through the vendored GLTFLoader', () => {
    const lost = [...failed].map(([n, e]) => `${n} (${e})`).join('; ');
    assert(failed.size === 0, `failed to load: ${lost}`);
  });

  // The anchor of the whole scale system. If this is wrong, every judgement
  // made against the contact sheet was made against a lie.
  t.test('ref_capsule is 1.70 m tall on +Y — the scale everything is judged against', () => {
    const g = loaded.get('ref_capsule');
    assert(g, 'ref_capsule did not load');
    const s = sizeOf(g);
    assert(Math.abs(s.y - 1.70) < 0.02, `capsule is ${s.y.toFixed(3)} m on Y, want 1.70`);
    assert(s.x < 0.6 && s.z < 0.6,
      `capsule is ${s.x.toFixed(2)} x ${s.z.toFixed(2)} in plan — height is not on +Y`);
  });

  for (const a of ASSETS) {
    const gltf = loaded.get(a.name);
    if (!gltf) continue;                      // already reported by the load test
    const s = sizeOf(gltf);

    t.test(`${a.name}: metre-scale, height on +Y`, () => {
      assert(s.y >= a.h[0] && s.y <= a.h[1],
        `${a.name} stands ${s.y.toFixed(3)} m, want ${a.h[0]}–${a.h[1]} m ` +
        `(box ${s.x.toFixed(2)} x ${s.y.toFixed(2)} x ${s.z.toFixed(2)})`);
    });

    t.test(`${a.name}: named nodes survive the export`, () => {
      const names = new Set();
      gltf.scene.traverse((o) => names.add(o.name));
      const missing = a.nodes.filter((n) => !names.has(n));
      assert(missing.length === 0,
        `${a.name} lost ${missing.join(', ')} — other lanes query these by name`);
    });
  }

  // site_02's whole personality is "nowhere to tie off", and it lives in these
  // four numbers rather than in any geometry. The carport is meant to LOOK like
  // four free anchors and be the worst steel in the game — worse even than the
  // house fascia, which DESIGN.md already calls a lie. If someone quietly
  // "fixes" these ratings upward the site stops teaching anything and just
  // becomes a smaller yard, so they're pinned here with the reason attached.
  // The trap has to be scoreable or it isn't a trap, only a warning. The anchors
  // said collateral="carport" from Sprint 9 but nothing said what a carport
  // COSTS, so Lane A's aftermath had no number to reach for and the site's whole
  // lesson was unpriced. main.js already reads world.gnome.collateralValue — this
  // is the same shape in the same place.
  t.test('the carport is priced, and it is the worst bill on the site', () => {
    const c = loaded.get('carport_01')?.scene.getObjectByName('carport_01');
    assert(c, 'carport_01 root missing');
    const cost = c.userData?.collateral_value;
    assert(typeof cost === 'number', `carport carries no collateral_value (${JSON.stringify(c.userData)})`);
    const gnome = loaded.get('garden_gnome_01')?.scene
      .getObjectByName('garden_gnome_01')?.userData?.collateral_value;
    assert(cost > gnome, `carport (${cost}) must cost more than the gnome (${gnome})`);
    // Wreckage carries the same price, so scoring can read either state.
    const w = loaded.get('carport_01_wrecked')?.scene.getObjectByName('carport_01_wrecked');
    assert(w?.userData?.collateral_value === cost,
      'the wrecked carport must be priced the same as the one it used to be');
    assert(w?.userData?.broken_variant_of === 'carport_01',
      'wrecked carport must name its intact twin so A can pair the swap');
  });

  // The gutter, priced — the carport ruling's second application (SPRINT12
  // §gate 3.3). backyard_01's fascia anchors have said collateral:"gutter"
  // since Sprint 6 and nobody ever priced one, so collateralFor('gutter')
  // returns null and the house is a FREE failure. The proposal is 90 and the
  // reasoning lives beside GUTTER_COLLATERAL in build_yard_assets.py; what THIS
  // pins is the calibration, not the digit: the gutter must cost more than the
  // ornament and less than the structure, because the fascia (0.35) is honestly
  // better steel than the carport beam (0.22) and the tutorial yard's trap must
  // cost you a night, not the week. A rules the number; if it moves, move it in
  // the factory and re-export — do not let site JSON and the GLB tell two prices.
  t.test('the gutter is priced, inside the band, and keyed to what the anchors say', () => {
    const h = loaded.get('house_yardside')?.scene.getObjectByName('house_yardside');
    assert(h, 'house_yardside root missing');
    const cost = h.userData?.collateral_value;
    assert(typeof cost === 'number', `house carries no collateral_value (${JSON.stringify(h.userData)})`);
    // collateral_key exists because, unlike the carport, the structure and the
    // thing you take have different names: the key says WHICH collateral string
    // this value prices, and it must be the one the fascia anchors carry or
    // Lane A's wiring prices nothing.
    assert(h.userData?.collateral_key === 'gutter',
      `collateral_key is ${JSON.stringify(h.userData?.collateral_key)} — must name the anchors' collateral string`);
    const a1 = loaded.get('house_yardside')?.scene.getObjectByName('fascia_anchor_01');
    assert(a1?.userData?.collateral === h.userData.collateral_key,
      `fascia anchor says collateral=${JSON.stringify(a1?.userData?.collateral)} but the price is keyed ${JSON.stringify(h.userData.collateral_key)} — the chain is broken`);
    const gnome = loaded.get('garden_gnome_01')?.scene
      .getObjectByName('garden_gnome_01')?.userData?.collateral_value;
    const carport = loaded.get('carport_01')?.scene
      .getObjectByName('carport_01')?.userData?.collateral_value;
    assert(cost > gnome, `gutter (${cost}) must cost more than the gnome (${gnome}) — structural collateral beats ornament`);
    assert(cost < carport, `gutter (${cost}) must cost less than the carport (${carport}) — the backyard's trap is the gentler one`);
    // Wreckage carries the same price, so scoring can read either state.
    const w = loaded.get('house_yardside_wrecked')?.scene.getObjectByName('house_yardside_wrecked');
    assert(w?.userData?.collateral_value === cost,
      'the wrecked house must price its gutter the same as the one it used to be');
    assert(w?.userData?.broken_variant_of === 'house_yardside',
      'wrecked house must name its intact twin so A can pair the swap');
  });

  // The wreck's whole message is vertical: the gutter that was UP at the eave is
  // DOWN. Both halves are measured, and the intact half is the negative control
  // that proves the measurement measures — if someone rebuilds the wreck with
  // the run back at the eave (or flips the export axis), gutter_down's box
  // lands ~2.6 m up and this goes red. Verified red once already: built with
  // the ground run at eave height as a negative control, this failed at
  // "tops out at y=2.68" (1 failed / 319 passed) while the Blender verify said
  // [PASS] 9.46 x 2.10 x 2.92 on the same bad file — the run's PLAN position
  // didn't move, so no box span changed. A bounding box cannot answer "did it
  // fall" unless something pins which height it fell FROM.
  t.test('the torn gutter is DOWN in the wreck, UP in the intact house', () => {
    const up = loaded.get('house_yardside')?.scene.getObjectByName('gutter');
    assert(up, 'intact house lost its gutter node');
    const upBox = new THREE.Box3().setFromObject(up);
    assert(upBox.max.y > 2.5,
      `intact gutter tops out at y=${upBox.max.y.toFixed(2)} — the control is broken, nothing below can mean anything`);

    const wreck = loaded.get('house_yardside_wrecked');
    assert(wreck, 'house_yardside_wrecked did not load');
    const down = new THREE.Box3().setFromObject(wreck.scene.getObjectByName('gutter_down'));
    assert(down.max.y < 0.5,
      `gutter_down tops out at y=${down.max.y.toFixed(2)} — the run is not on the grass`);
    const hang = new THREE.Box3().setFromObject(wreck.scene.getObjectByName('gutter_torn'));
    assert(hang.max.y > 2.3,
      `gutter_torn tops out at y=${hang.max.y.toFixed(2)} — it should still reach the eave it tore from`);
    assert(hang.min.y < 1.6,
      `gutter_torn bottoms out at y=${hang.min.y.toFixed(2)} — the torn end should sag well below the fascia line`);

    // And the house itself did NOT fall: unlike the carport, this wreck keeps
    // its full height, because only the eave line failed. A shorter (or taller)
    // wreck here means someone wrecked the building instead of the gutter.
    const hi = new THREE.Box3().setFromObject(loaded.get('house_yardside').scene);
    const hw = new THREE.Box3().setFromObject(wreck.scene);
    const dh = Math.abs((hi.max.y - hi.min.y) - (hw.max.y - hw.min.y));
    assert(dh < 0.05, `wreck height differs from the house by ${dh.toFixed(3)} m — a house does not fall when its gutter does`);
  });

  // You cannot re-tie to a ripped eave. An anchor that outlives its fascia
  // would be the free-failure bug back again, wearing a wreck for a costume —
  // world.anchors would keep offering the tie-off after the aftermath swap.
  t.test('no fascia anchor survives into the wreck', () => {
    const w = loaded.get('house_yardside_wrecked');
    assert(w, 'house_yardside_wrecked did not load');
    for (const n of ['fascia_anchor_01', 'fascia_anchor_02', 'fascia_anchor_03']) {
      assert(!w.scene.getObjectByName(n),
        `${n} survives in the wreck — the eave it anchored is gone, so it must be too`);
    }
  });

  // A wreck that stands taller than the thing it was is a bug, not a wreck.
  t.test('the wrecked carport is shorter than the carport', () => {
    const a = new THREE.Box3().setFromObject(loaded.get('carport_01').scene);
    const b = new THREE.Box3().setFromObject(loaded.get('carport_01_wrecked').scene);
    const hi = a.max.y - a.min.y, lo = b.max.y - b.min.y;
    assert(lo < hi, `wreck stands ${lo.toFixed(2)} m vs the intact ${hi.toFixed(2)} m`);
    assert(Math.abs(b.min.y) < 0.05, `wreck sits at y=${b.min.y.toFixed(2)} — roof sheet through the ground?`);
  });

  // A bike does not stand up on its own, so the lean is baked into the GLB
  // rather than left as a rotation for Lane A to remember. That makes the lean
  // DIRECTION an export-time fact, and export-time facts about axes are exactly
  // what this file exists to catch (see the header): Blender is Z-up and the
  // bike leans +Y there, but the exporter maps (x,y,z) -> (x,z,-y), so by the
  // time A places it in three.js it leans -Z.
  //
  // Nothing else can catch this. The Blender-side verify re-imports through the
  // same mapping and round-trips green, and the bounding box is the identical
  // size whichever way the thing tips. If someone flips the export convention or
  // quietly un-tilts the bike, the yard still loads, the dims still pass, and the
  // only symptom is a bike leaning into open air next to a fence — which reads as
  // a physics bug and would get chased in the wrong lane entirely.
  t.test('the kid\'s bike leans, and it leans toward -Z (fence side)', () => {
    const g = loaded.get('bike_kid_01');
    assert(g, 'bike_kid_01 did not load');
    const bars = g.scene.getObjectByName('bars');
    assert(bars, 'bike_kid_01 has no bars group to measure the lean by');

    // The bars are the top of the bike, so they travel furthest when it tips.
    const b = new THREE.Box3().setFromObject(bars);
    const z = (b.max.z + b.min.z) / 2;
    assert(z < -0.05, `bars sit at z=${z.toFixed(3)} — the bike is upright or leaning the wrong way`);

    // ...and it must still be ON the ground: the tyre contact points are the
    // pivot, so an un-pivoted lean would push the wheels through or above it.
    const all = new THREE.Box3().setFromObject(g.scene);
    assert(Math.abs(all.min.y) < 0.03,
      `bike sits at y=${all.min.y.toFixed(3)} — wheels through the ground or floating`);
  });

  t.test('carport anchors stay a trap — the corner block has no good tie-off', () => {
    const g = loaded.get('carport_01');
    assert(g, 'carport_01 did not load');
    const FASCIA = 0.35;              // house_yardside's, the previous worst
    for (const n of ['beam_anchor_01', 'beam_anchor_02']) {
      const o = g.scene.getObjectByName(n);
      assert(o, `${n} missing`);
      assert(o.userData?.rating_hint < FASCIA,
        `${n} rates ${o.userData?.rating_hint} — the carport beam must be worse than the fascia (${FASCIA})`);
      assert(o.userData?.collateral === 'carport',
        `${n} must carry collateral="carport" — taking it takes the roof`);
    }
    for (const n of ['post_anchor_01', 'post_anchor_02']) {
      const o = g.scene.getObjectByName(n);
      assert(o?.userData?.rating_hint < FASCIA,
        `${n} rates ${o?.userData?.rating_hint} — still a 90 mm post on a small pad`);
    }
  });

  // These five numbers are load-bearing for the whole repo: Lane A's winning
  // line rigs off t2, and every balance figure B and C measured assumes the
  // branch anchors sit exactly here. I reshaped the limbs in Sprint 7 for looks
  // and pinned the tips bit-for-bit to do it; this is the tripwire that keeps
  // the next bit of art from quietly invalidating a sprint of physics.
  // If it fails, the art moved an anchor — fix the art, don't touch the numbers.
  t.test('branch anchors have not moved — the balance numbers depend on them', () => {
    const EXPECT = {
      tree_gum_01: {
        branch_anchor_01: [-0.960, 3.636, -1.460],   // Blender (x,y,z) -> glTF (x,z,-y)
        branch_anchor_02: [-0.941, 4.145, 0.777],
        branch_anchor_03: [-1.382, 5.227, 0.978],
      },
      tree_gum_02: {
        branch_anchor_01: [-0.167, 2.950, 1.154],
        branch_anchor_02: [0.142, 3.722, 1.043],
      },
    };
    for (const [tree, anchors] of Object.entries(EXPECT)) {
      const g = loaded.get(tree);
      assert(g, `${tree} did not load`);
      g.scene.updateWorldMatrix(true, true);
      for (const [n, want] of Object.entries(anchors)) {
        const o = g.scene.getObjectByName(n);
        assert(o, `${tree}/${n} missing`);
        const p = new THREE.Vector3().setFromMatrixPosition(o.matrixWorld);
        const got = [p.x, p.y, p.z];
        for (let i = 0; i < 3; i++) {
          assert(Math.abs(got[i] - want[i]) < 0.005,
            `${tree}/${n} moved on ${'xyz'[i]}: ${got[i].toFixed(3)} vs ${want[i]} ` +
            `(full ${got.map((v) => v.toFixed(3)).join(', ')})`);
        }
      }
    }
  });

  // Anchors are the actual product here: Lane B pins cloth corners to them and
  // Lane A builds world.anchors from them. A surviving name isn't enough — the
  // position has to be usable.
  t.test('branch_anchor_01 resolves to a usable world position up the tree', () => {
    const g = loaded.get('tree_gum_01');
    assert(g, 'tree_gum_01 did not load');
    const anchor = g.scene.getObjectByName('branch_anchor_01');
    assert(anchor, 'branch_anchor_01 missing — glTF has no "empty", check it was not pruned');
    g.scene.updateWorldMatrix(true, true);
    const p = new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld);
    assert(p.y > 1.0 && p.y < 6.0,
      `anchor sits at y=${p.y.toFixed(2)} — want 1–6 m up the trunk`);
    assert(Number.isFinite(p.x) && Number.isFinite(p.z), 'anchor world position is not finite');
  });

  // A canopy that can't sway is just decoration, and the gust front the player
  // reads a beat before it hits the sail (world.js) is the canopy leaning. Lane A
  // rotates a `canopy` group; the blobs must swing about the TRUNK, not spin
  // about their own centres — a sphere spinning in place is invisible, which is
  // exactly the failure this catches.
  t.test('canopy sways about the trunk when Lane A rotates it', () => {
    const g = loaded.get('tree_gum_01');
    assert(g, 'tree_gum_01 did not load');
    const canopy = g.scene.getObjectByName('canopy');
    assert(canopy, 'no `canopy` group node — world.js rotates this to sway the tree');
    const blob = g.scene.getObjectByName('canopy_01');
    assert(blob, 'canopy_01 missing');

    g.scene.updateWorldMatrix(true, true);
    const before = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
    const restZ = canopy.rotation.z;
    canopy.rotation.z = restZ + 0.20;          // ≈ world.js's max lean of 0.22 rad
    canopy.updateWorldMatrix(true, true);
    const after = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
    canopy.rotation.z = restZ;
    canopy.updateWorldMatrix(true, true);

    const moved = before.distanceTo(after);
    assert(moved > 0.15,
      `canopy_01 moved only ${moved.toFixed(3)} m under a 0.2 rad lean — the pivot is at ` +
      'the blob centre, not the trunk top, so the tree cannot visibly sway');
  });

  // DESIGN.md: rake the post away from the load — so rake is a runtime rotation,
  // not baked. Rotating rake_pivot must carry the post and its top_anchor over
  // while the concrete footing stays level in the ground. A post whose footing
  // tips out of the dirt with it isn't raked, it's falling.
  t.test('sail_post rakes about rake_pivot with the footing left planted', () => {
    const g = loaded.get('sail_post');
    assert(g, 'sail_post did not load');
    const rake = g.scene.getObjectByName('rake_pivot');
    const anchor = g.scene.getObjectByName('top_anchor');
    const footing = g.scene.getObjectByName('footing');
    assert(rake && anchor && footing, 'sail_post needs rake_pivot, top_anchor and footing');

    const at = () => {
      g.scene.updateWorldMatrix(true, true);
      return [new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld),
              new THREE.Vector3().setFromMatrixPosition(footing.matrixWorld)];
    };
    const [a0, f0] = at();
    rake.rotation.x += (8 * Math.PI) / 180;       // Lane A rakes 8°
    const [a1, f1] = at();
    rake.rotation.x -= (8 * Math.PI) / 180;
    g.scene.updateWorldMatrix(true, true);

    const head = a0.distanceTo(a1), foot = f0.distanceTo(f1);
    assert(head > 0.3,
      `an 8° rake moved the head only ${head.toFixed(3)} m — rake_pivot has no children`);
    assert(foot < 0.01,
      `the footing moved ${foot.toFixed(3)} m — concrete should stay planted`);
  });

  // Same pivot class as the canopy: the Hills Hoist head freewheels, so spinning
  // it has to carry the arms round. If the arms were parented to the root, the
  // head would turn and nothing would move.
  t.test('washing line head carries the arms round when spun', () => {
    const g = loaded.get('washing_line_01');
    assert(g, 'washing_line_01 did not load');
    const head = g.scene.getObjectByName('head');
    const arms = g.scene.getObjectByName('arms');
    assert(head && arms, 'washing_line_01 needs both `head` and `arms`');
    assert(arms.parent === head || arms.parent?.parent === head,
      '`arms` is not under `head` — spinning the head would move nothing');

    g.scene.updateWorldMatrix(true, true);
    const before = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
    head.rotation.y += Math.PI / 2;
    head.updateWorldMatrix(true, true);
    const after = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
    head.rotation.y -= Math.PI / 2;
    head.updateWorldMatrix(true, true);
    // The arms group's own origin sits on the spin axis, so its centre barely
    // moves — what must hold is that it is genuinely under the rotating node.
    assert(Number.isFinite(before.x) && Number.isFinite(after.x), 'arms world position is not finite');
  });

  // Custom props are a contract, not decoration — and I have been telling other
  // lanes to read these since Sprint 1 without ever checking they survive the
  // export. glTF `extras` arrive as three's userData, but only if export_extras
  // held all the way through; if it silently dropped, Lane A's gnome scores $0
  // and Lane B's anchors all rate the same, both of which would look like a
  // gameplay decision rather than a missing field.
  t.test('glTF extras survive as userData — the props other lanes read', () => {
    const gnome = loaded.get('garden_gnome_01')?.scene.getObjectByName('garden_gnome_01');
    assert(gnome, 'gnome root node missing');
    assert(gnome.userData?.collateral_value === 25,
      `collateral_value lost (userData=${JSON.stringify(gnome.userData)}) — Lane A scores off this`);

    const canopy = loaded.get('tree_gum_01')?.scene.getObjectByName('canopy');
    assert(typeof canopy?.userData?.sway_amp === 'number',
      'canopy.sway_amp lost — world.js per-tree sway tuning reads it');

    const branch = loaded.get('tree_gum_01')?.scene.getObjectByName('branch_anchor_01');
    assert(typeof branch?.userData?.rating_hint === 'number',
      'branch_anchor_01.rating_hint lost — Lane B picks anchors on it');

    const bin = loaded.get('wheelie_bin_01')?.scene.getObjectByName('wheelie_bin_01');
    assert(typeof bin?.userData?.mass_hint === 'number',
      'wheelie_bin mass_hint lost — Lane C throws it with this');
  });

  // The wreckage has to drop into the intact asset's place, so both variants
  // stand on the same ground plane. If the broken one floats or sinks, Lane A's
  // swap needs a fudge offset per prop and will grow one.
  t.test('broken variants sit on the same ground plane as their intact twin', () => {
    for (const [intact, broken] of [['garden_gnome_01', 'garden_gnome_01_broken'],
                                    ['fence_panel', 'fence_panel_snapped'],
                                    ['swing_set_01', 'swing_set_01_wrecked'],
                                    ['house_yardside', 'house_yardside_wrecked']]) {
      for (const n of [intact, broken]) {
        const box = new THREE.Box3().setFromObject(loaded.get(n).scene);
        assert(Math.abs(box.min.y) < 0.03,
          `${n} rests at y=${box.min.y.toFixed(3)}, not on the ground`);
      }
    }
  });

  // glTF has no node-visibility flag and Blender's hide_render does NOT survive
  // the export — every node arrives visible:true. That shipped as a real bug
  // from Sprint 1 to Sprint 6: garden_bed drew full + tattered + dead
  // superimposed, and the asserts missed it because they only checked the nodes
  // EXISTED. So the flag rides in extras, and this pins the flag, not the node.
  t.test('optional nodes carry hidden_by_default — hide_render does not export', () => {
    const bed = loaded.get('garden_bed')?.scene;
    assert(bed, 'garden_bed did not load');
    const on = ['plants_full'], off = ['plants_tattered', 'plants_dead'];
    for (const n of on) {
      assert(!bed.getObjectByName(n).userData?.hidden_by_default,
        `${n} should start visible — it's the default state`);
    }
    for (const n of off) {
      assert(bed.getObjectByName(n).userData?.hidden_by_default === true,
        `${n} must carry hidden_by_default or the bed renders all three wilt states at once`);
    }
    const glow = loaded.get('house_yardside')?.scene.getObjectByName('window_glow');
    assert(glow?.userData?.hidden_by_default === true,
      'window_glow must carry hidden_by_default or the house is lit at noon');
  });

  // -------------------------------------------------------------------------
  // SPRINT14 gate 3.1 — THE PALETTE AUDIT, as three rules that can go red.
  //
  // The editor is about to offer these GLBs to an author by name, which turns
  // every silent field in them into a trap for whoever places one. These three
  // tests are the audit made permanent: run them, not a spreadsheet.
  // -------------------------------------------------------------------------

  /** Every node in every loaded GLB, as [assetName, node] pairs. */
  const allNodes = () => {
    const out = [];
    for (const [name, gltf] of loaded) {
      gltf.scene.traverse((o) => out.push([name, o]));
    }
    return out;
  };

  // RULE 1 — no silent anchors. `world.js:adoptAnchor` does
  // `anchor.ratingHint = node.userData?.rating_hint ?? 1`, so a node named
  // `*_anchor` with no hint is not "unrated", it is RATED PERFECT: better than
  // a gum fork, conjured out of a missing field. Four were sitting in the
  // palette before this sprint (door_anchor, pickup_anchor, grip_anchor,
  // window_light_anchor) — all of them carry points or lighting hints, none of
  // them steel. They now deny it explicitly (`tie_off: false`).
  //
  // The failure this prevents is the nastiest kind: a site author picks
  // `door_anchor` off the editor's node list, the yard boots, the sail holds,
  // and a shed door quietly outperforms a concreted post for the rest of the
  // game. Nothing crashes. Nothing looks wrong. The site is just a lie.
  t.test('no silent anchors: every *_anchor node rates itself or denies being one', () => {
    const silent = [];
    for (const [asset, o] of allNodes()) {
      if (!/_anchor(_\d+)?$/.test(o.name)) continue;
      const u = o.userData ?? {};
      const rated = typeof u.rating_hint === 'number';
      const denied = u.tie_off === false;
      if (!rated && !denied) silent.push(`${asset}/${o.name}`);
      assert(!(rated && denied),
        `${asset}/${o.name} both rates itself and denies being a tie-off — pick one`);
    }
    assert(silent.length === 0,
      `these nodes adopt at rating_hint 1 (the best steel in the game) purely by ` +
      `saying nothing: ${silent.join(', ')}. Give them a rating_hint, or ` +
      `not_a_tie_off() them in build_yard_assets.py`);
  });

  // RULE 2 — no unpriced collateral. The gutter was a FREE FAILURE for two
  // sprints: the fascia anchors said collateral:"gutter" from Sprint 6 and
  // nothing anywhere priced one, so collateralFor('gutter') returned null and
  // ripping the eave off the client's house cost the player a shackle. Fixing
  // that one string is not the fix; the fix is that a new asset cannot repeat
  // it. Every collateral string an anchor names must resolve to a number
  // somewhere in the palette, by construction, before it can ship.
  t.test('no unpriced collateral: every collateral string an anchor names has a price', () => {
    const priced = new Map();
    for (const [, o] of allNodes()) {
      const u = o.userData ?? {};
      if (typeof u.collateral_value !== 'number') continue;
      priced.set(u.collateral_key ?? u.shades_asset ?? o.name, u.collateral_value);
    }
    const orphans = [];
    for (const [asset, o] of allNodes()) {
      const key = o.userData?.collateral;
      if (typeof key !== 'string') continue;
      if (typeof priced.get(key) !== 'number') orphans.push(`${asset}/${o.name} → "${key}"`);
    }
    assert(orphans.length === 0,
      `anchors name collateral nothing prices, so breaking these is FREE: ` +
      `${orphans.join(', ')}. Priced keys are [${[...priced.keys()].join(', ')}]`);
  });

  // RULE 3 — the baked type is the checked type. `anchor_type` in a GLB and
  // ANCHOR_TYPE in contracts.js have to be the same vocabulary or the site's
  // enum check is validating a different thing than the asset says. The
  // carport needed the list widened (SPRINT11); the swing frame needed it
  // widened again this sprint. Widening it is the intended move — inventing a
  // word only the GLB knows is not.
  t.test('baked anchor_type strings are all in the checked ANCHOR_TYPE enum', () => {
    for (const [asset, o] of allNodes()) {
      const ty = o.userData?.anchor_type;
      if (ty === undefined) continue;
      assert(ANCHOR_TYPE.includes(ty),
        `${asset}/${o.name} is typed "${ty}", which no site may declare — ` +
        `add it to ANCHOR_TYPE in contracts.js or use one of [${ANCHOR_TYPE.join(', ')}]`);
    }
  });

  // --- the swing set: the temptation is the crossbar ------------------------
  // The prop exists to put an honest middle rung in a palette that only had a
  // ceiling (gum fork 1.0) and a trap (carport beam 0.22). Its whole design
  // rests on the rail NOT being an anchor while looking exactly like one, so
  // that is the thing pinned hardest.
  t.test('the swing set offers two anchors and a crossbar that is not one', () => {
    const g = loaded.get('swing_set_01');
    assert(g, 'swing_set_01 did not load');

    const rail = g.scene.getObjectByName('crossbar');
    assert(rail, 'crossbar node missing — it must stay its own node so the data can refuse it');
    assert(rail.userData?.tie_off === false,
      'the crossbar must carry tie_off:false — it is the most anchor-looking object in the palette');
    assert(rail.userData?.rating_hint === undefined,
      'the crossbar carries a rating_hint, which makes it adoptable — that is the whole thing this prop is about');

    // Exactly two, and no third one hiding on the rail or the seats.
    const anchors = [];
    g.scene.traverse((o) => { if (typeof o.userData?.rating_hint === 'number') anchors.push(o); });
    assert(anchors.length === 2,
      `swing_set_01 offers ${anchors.length} rated anchors (${anchors.map((a) => a.name).join(', ')}) — want exactly the two frame apexes`);

    const CARPORT_BEAM = 0.22, FASCIA = 0.35, GUM_FORK = 1.0;
    for (const n of ['frame_anchor_01', 'frame_anchor_02']) {
      const o = g.scene.getObjectByName(n);
      assert(o, `${n} missing`);
      assert(o.userData?.anchor_type === 'swing_frame',
        `${n} is typed "${o.userData?.anchor_type}" — a swing frame is not a post, and the type string is what the player reads before committing`);
      const r = o.userData?.rating_hint;
      assert(r > FASCIA && r < GUM_FORK,
        `${n} rates ${r} — the frame junction is sound steel on an unpegged frame: better than the fascia (${FASCIA}), nowhere near a fork (${GUM_FORK})`);
      assert(r > CARPORT_BEAM,
        `${n} rates ${r} — if it is worse than the carport beam it is a second trap, not the palette's honest middle`);
      assert(o.userData?.collateral === 'swing_set',
        `${n} must name what it takes with it (collateral="swing_set")`);
    }

    // Priced, in band, and the wreck agrees — the carport/gutter chain again.
    const root = g.scene.getObjectByName('swing_set_01');
    const cost = root?.userData?.collateral_value;
    const carport = loaded.get('carport_01')?.scene.getObjectByName('carport_01')?.userData?.collateral_value;
    const gutter = loaded.get('house_yardside')?.scene.getObjectByName('house_yardside')?.userData?.collateral_value;
    assert(typeof cost === 'number', 'swing_set_01 carries no collateral_value');
    assert(root.userData?.collateral_key === 'swing_set',
      'collateral_key must name the string the anchors carry, or the price prices nothing');
    assert(cost > gutter && cost < carport,
      `the swing set (${cost}) must sit between the gutter (${gutter}) and the carport (${carport}) — ` +
      'a toy costs more than a run of guttering and less than a structure with a roof');

    const w = loaded.get('swing_set_01_wrecked')?.scene.getObjectByName('swing_set_01_wrecked');
    assert(w?.userData?.collateral_value === cost,
      'the wrecked set must be priced the same as the one it used to be');
    assert(w?.userData?.broken_variant_of === 'swing_set_01',
      'the wreck must name its intact twin so A can pair the swap');
  });

  // Same rule as the torn fascia: you cannot re-tie to a frame lying on the
  // grass. An anchor that survives its structure is the free-failure bug in a
  // costume — world.anchors would keep offering the tie-off after the swap.
  t.test('the wrecked swing set is over, and offers nothing to tie to', () => {
    const w = loaded.get('swing_set_01_wrecked');
    assert(w, 'swing_set_01_wrecked did not load');
    for (const n of ['frame_anchor_01', 'frame_anchor_02']) {
      assert(!w.scene.getObjectByName(n), `${n} survives the wreck — the frame it was welded to is on the ground`);
    }

    // It went OVER, not down: measured, because "wrecked" has to mean a
    // specific pose or the next edit quietly turns it into rubble. The rail
    // used to be the highest thing on the prop; now it is on the grass, and
    // the far legs are the highest thing instead.
    const intact = loaded.get('swing_set_01');
    const railUp = new THREE.Box3().setFromObject(intact.scene.getObjectByName('crossbar'));
    assert(railUp.max.y > 2.0,
      `the intact rail tops out at y=${railUp.max.y.toFixed(2)} — the control is broken, nothing below can mean anything`);
    const railDown = new THREE.Box3().setFromObject(w.scene.getObjectByName('crossbar'));
    assert(railDown.max.y < 0.25,
      `the wrecked rail tops out at y=${railDown.max.y.toFixed(2)} — it is meant to be lying on the grass`);

    // And it reaches further along the ground than it ever stood tall.
    const box = new THREE.Box3().setFromObject(w.scene);
    const size = box.getSize(new THREE.Vector3());
    assert(size.z > size.y * 2,
      `the wreck is ${size.z.toFixed(2)} m deep and ${size.y.toFixed(2)} m tall — a set that fell over lies down`);
    const hi = new THREE.Box3().setFromObject(intact.scene);
    assert(size.y < hi.getSize(new THREE.Vector3()).y * 0.6,
      'the wreck stands too close to full height — it did not fall, it sagged');
  });

  // THE AXIS TRAP, third time paid for. The wreck goes over toward Blender −Y,
  // which arrives here as +Z, and the placement note baked in the GLB says so
  // in words. Words cannot fail; this can. It pins the CLAIM against the
  // GEOMETRY, so the extras and the mesh have to lie in the same direction at
  // the same time or the suite says which one moved.
  //
  // This matters at placement, not just in a docstring: standing, the set is
  // 0.95 m deep; fallen, it reaches 2.9 m to +Z. Nothing about the intact
  // bounds tells the editor that, so a swing set backed onto a fence looks
  // fine until the night it lays itself through the palings.
  t.test('the swing set falls toward +Z, and the GLB says so in the same direction', () => {
    const intact = loaded.get('swing_set_01');
    const root = intact.scene.getObjectByName('swing_set_01');
    const claim = root?.userData?.wreck_falls_toward;
    assert(claim === '+Z', `the GLB claims it falls toward ${JSON.stringify(claim)} — this assert only knows how to check +Z, so if the geometry really changed, change both`);

    const rail = new THREE.Box3()
      .setFromObject(loaded.get('swing_set_01_wrecked').scene.getObjectByName('crossbar'))
      .getCenter(new THREE.Vector3());
    assert(rail.z > 2.0,
      `the wrecked rail centres at z=${rail.z.toFixed(2)} — the claim says +Z and the mesh disagrees`);
    assert(Math.abs(rail.x) < 0.1,
      `the wrecked rail centres at x=${rail.x.toFixed(2)} — it should go over sideways, not slide along its own span`);

    // And the clearance number is the reach, not a guess someone typed.
    const box = new THREE.Box3().setFromObject(loaded.get('swing_set_01_wrecked').scene);
    const clear = root?.userData?.wreck_clearance_m;
    assert(typeof clear === 'number' && box.max.z <= clear,
      `the wreck reaches z=${box.max.z.toFixed(2)} but the GLB tells the editor to leave ${clear} m — the advice must cover the wreckage`);
  });

  // --- the second species: the ladder IS the feature ------------------------
  // Both gums carry 1.0/0.88/0.76 — forgiving by design, so height up a gum is
  // nearly free and "which tree" was never a real question. The jacaranda's
  // ladder collapses instead of stepping down, which is what makes tree choice
  // a decision. That claim is a NUMBER, so it gets an assert rather than a
  // docstring: flatten the ladder and this goes red.
  t.test('the jacaranda ladder falls away far harder than the gum ladder', () => {
    const rungs = (asset) => {
      const g = loaded.get(asset);
      assert(g, `${asset} did not load`);
      return ['branch_anchor_01', 'branch_anchor_02', 'branch_anchor_03']
        .map((n) => g.scene.getObjectByName(n)?.userData?.rating_hint)
        .filter((v) => typeof v === 'number');
    };
    const gum = rungs('tree_gum_01'), jac = rungs('tree_jacaranda_01');
    assert(gum.length === 3 && jac.length === 3,
      `need three rungs each; got gum=${gum.length}, jac=${jac.length}`);

    // Rung 1: the jacaranda's low fork is genuinely good steel — that is the
    // trade, not a consolation. It must stay close to the gum's.
    assert(jac[0] > 0.9, `jacaranda fork rates ${jac[0]} — the low fork is meant to be the best thing on the tree`);
    assert(jac[0] <= gum[0], `jacaranda fork (${jac[0]}) must not out-rate a gum fork (${gum[0]})`);

    // ...and then it must actually fall away. Twice the gum's drop is the
    // design claim, stated as the threshold it has to clear.
    const dGum = gum[0] - gum[2], dJac = jac[0] - jac[2];
    assert(dJac > dGum * 2,
      `the jacaranda drops ${dJac.toFixed(2)} across its ladder and the gum drops ${dGum.toFixed(2)} — ` +
      'if height costs the same on both species, the second tree is just a repaint');
    assert(jac[2] < 0.5,
      `the jacaranda's top rung rates ${jac[2]} — the whole point is that the high anchor is a gamble`);

    // Unpriced BY RULING, same as the bike: no limb-failure event exists for
    // a player to watch, and billing an unseen event is the lie the invoice
    // exists to kill. Price it when the limb can come down.
    const root = loaded.get('tree_jacaranda_01').scene.getObjectByName('tree_jacaranda_01');
    assert(root?.userData?.collateral_value === undefined,
      'the jacaranda is unpriced BY RULING — build the limb failure first');
  });

  // The silhouette carries the species read at 30 m, which is what an author
  // in the editor actually picks on. A jacaranda is broader than it is tall;
  // a gum is the other way round. If this flips, the palette has two trees
  // that look the same and one of them is lying about its ladder.
  t.test('the jacaranda reads as a different tree: broader than tall, unlike the gums', () => {
    const size = (n) => new THREE.Box3().setFromObject(loaded.get(n).scene).getSize(new THREE.Vector3());
    const j = size('tree_jacaranda_01'), g = size('tree_gum_01');
    assert(Math.max(j.x, j.z) > j.y,
      `jacaranda is ${Math.max(j.x, j.z).toFixed(2)} m across and ${j.y.toFixed(2)} m tall — it should be broader than tall`);
    assert(g.y > Math.max(g.x, g.z),
      `gum is ${g.y.toFixed(2)} m tall and ${Math.max(g.x, g.z).toFixed(2)} m across — the control is broken`);
  });

  // One GLB carries three wilt states as siblings; Lane A toggles .visible
  // rather than reloading, so all three have to be present at once.
  t.test('garden_bed carries all 3 damage states in one GLB', () => {
    const g = loaded.get('garden_bed');
    assert(g, 'garden_bed did not load');
    for (const state of ['plants_full', 'plants_tattered', 'plants_dead']) {
      assert(g.scene.getObjectByName(state), `${state} missing — Lane A toggles these by name`);
    }
  });

  // -------------------------------------------------------------------------
  // SPRINT15 gate 1.2 — RULE 4, the third pin of the S14 family: no silent
  // anchors, no unpriced collateral, and now NO BAKED HINT THAT NEVER ARRIVES.
  //
  // The bug this buries: `adoptAnchor` was the only wire from a baked
  // `rating_hint` to a live anchor, and it only runs for anchors that name a
  // GLB `node`. Every shipped sail post is a plain JSON entry with no node, so
  // the factory said 0.90, `?? 1` said 1.00, and the sim won BY ACCIDENT for
  // fourteen sprints. Gate 1.1 ruled the shipped 1.00 canon — which means the
  // values now agree BY CONSTRUCTION, so these pins compare runtime against
  // the generated MANIFEST (anchor_ratings.gen.js), never against a literal:
  // a pin that hard-codes 1.0 would have been green through the entire bug.
  //
  // Two directions, so nothing can drift silently:
  //   RULE 4a  manifest === GLBs   (a re-bake that skips regeneration → red)
  //   RULE 4b  runtime  === manifest (the adoptAnchor-shaped gap itself → red)
  // -------------------------------------------------------------------------

  t.test('RULE 4a — the ratings manifest matches the shipped GLBs, both directions', () => {
    const types = FACTORY_ANCHOR_RATINGS.types, ambig = FACTORY_ANCHOR_RATINGS.ambiguous;
    assert(Object.keys(types).length > 0,
      'vacuous: the manifest rates nothing — regenerate anchor_ratings.gen.js');
    const nodeOf = (src) => {
      const [asset, node] = src.split('/');
      return loaded.get(asset)?.scene.getObjectByName(node);
    };
    // manifest → GLB: every source it cites exists and carries the same bake.
    for (const [ty, entry] of Object.entries(types)) {
      assert(entry.sources.length > 0, `manifest type "${ty}" cites no sources`);
      for (const src of entry.sources) {
        const o = nodeOf(src);
        assert(o, `manifest type "${ty}" cites ${src}, which is not in the palette — stale manifest, regenerate`);
        assert(o.userData?.rating_hint === entry.rating_hint,
          `${src} bakes rating_hint ${o.userData?.rating_hint} but the manifest says ${entry.rating_hint} — ` +
          'the factory and the manifest disagree; regenerate, do not hand-edit');
        assert((o.userData?.collateral ?? null) === (entry.collateral ?? null),
          `${src} bakes collateral ${JSON.stringify(o.userData?.collateral)} but the manifest says ` +
          `${JSON.stringify(entry.collateral)} — regenerate`);
      }
    }
    // GLB → manifest: every rated, non-denying anchor node is accounted for.
    for (const [asset, o] of allNodes()) {
      const ty = o.userData?.anchor_type;
      if (ty === undefined || o.userData?.tie_off === false) continue;
      assert(types[ty] || ambig[ty],
        `${asset}/${o.name} is typed "${ty}", which the manifest does not know — regenerate`);
      if (types[ty]) {
        assert(o.userData?.rating_hint === types[ty].rating_hint,
          `${asset}/${o.name} bakes ${o.userData?.rating_hint} but manifest type "${ty}" says ` +
          `${types[ty].rating_hint} — either regenerate, or this type just became ambiguous ` +
          'and the manifest must say so');
      }
    }
  });

  // RULE 4b needs live worlds; Suite.test() refuses async fns, so the awaits
  // happen out here and the assert stays synchronous.
  const siteWorlds = [];
  for (const name of ['backyard_01', 'site_02_corner_block', 'site_03_swing_lawn']) {
    const site = await loadSite(name);
    siteWorlds.push({ name, site, world: createWorld(new THREE.Scene(), { site }) });
  }

  t.test('RULE 4b — a node-less JSON anchor of a factory-rated type carries the factory rating at runtime', () => {
    const types = FACTORY_ANCHOR_RATINGS.types, ambig = FACTORY_ANCHOR_RATINGS.ambiguous;
    let checked = 0;
    for (const { name, site, world } of siteWorlds) {
      // Every anchor a site DECLARES in JSON, with the same type defaults
      // world.js applies at each creation site.
      const declared = [
        ...(site.posts ?? []).map((p) => ({ ...p, type: p.type ?? 'post' })),
        ...(site.house?.anchors ?? []).map((a) => ({ ...a, type: a.type ?? 'house' })),
        ...(site.trees ?? []).flatMap((tr) => (tr.anchors ?? []).map((a) => ({ ...a, type: a.type ?? 'tree' }))),
        ...(site.structures ?? []).flatMap((s) => (s.anchors ?? []).map((a) => ({ ...a, type: a.type ?? 'post' }))),
      ].filter((a) => !a.node);   // node-carrying anchors are adoptAnchor's job at dress
      for (const d of declared) {
        assert(!ambig[d.type],
          `${name}/${d.id}: a node-less anchor of AMBIGUOUS type "${d.type}" has no honest ` +
          'rating — the runtime refuses to guess (ratings.js); declare a `node` instead');
        const entry = types[d.type];
        assert(entry,
          `${name}/${d.id}: type "${d.type}" is not factory-rated at all — bake a rating_hint ` +
          'in build_yard_assets.py or this anchor plays at the default hint forever');
        const rt = world.anchor(d.id);
        assert(rt, `${name}/${d.id}: declared in JSON but absent from world.anchors`);
        assert(rt.ratingHint === entry.rating_hint,
          `${name}/${d.id} plays at ratingHint ${rt.ratingHint}; the factory baked ` +
          `${entry.rating_hint} — the baked hint never arrived. This is the sail_post ` +
          '0.90/1.00 bug shape: factory and sim disagreeing with no error anywhere');
        assert((rt.collateral ?? null) === (entry.collateral ?? null),
          `${name}/${d.id} plays at collateral ${JSON.stringify(rt.collateral)}; the factory ` +
          `baked ${JSON.stringify(entry.collateral)} — same wire, same bug shape`);
        checked += 1;
      }
    }
    assert(checked > 0,
      'vacuous: no node-less declared anchors found across the shipped sites — this pin checked nothing');
  });

  for (const { world } of siteWorlds) world.dispose();
}
