Price the carport trap and add its wreckage
The carport anchors have said collateral="carport" since Sprint 9, but the root carried no collateral_value — so main.js, which reads world.gnome.collateralValue for the gnome, had no number to reach for. A trap with no price is a warning label. The root now carries it in the same shape and place, pinned above the gnome's 25, with the proposed 180 and its reasoning as a named constant so Lane A can argue with the number rather than the asset. carport_01_wrecked is the payoff, on the intact one's origin for a mesh-for-mesh swap: the pads stay (they were never the weak part), the frame racks over like a parallelogram, the roof peels off downwind in one piece. Two bugs found by measuring rather than reasoning, both now comments where the numbers are: the beams were rotated when a beam spans the axis the frame racks in, so it rides level — tilting it made the wreck taller than the carport; and the roof sheets dipped below ground, which is what inflated the height. Asserts now pin the wreck shorter than its twin and sitting on the grass. 291/0/0, Lane E 64 asserts, 40/40 output files byte-identical. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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THREADS.md
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THREADS.md
@ -2947,3 +2947,46 @@ Selftest: **277 passed, 0 failed, 0 skipped**, LANE BAL now visible.
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open on carports until landed), C's venturi (landed, waiting on site JSON shape), E's carport
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(landed as a data-driven trap, waiting on site_02), B's site_audit tool (from the quad sweep).
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Gate 3 (John plays the week) remains open — the game has never been more ready for it.
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[E] 2026-07-18 — 💰 **LANE A — the carport trap was UNSCOREABLE and that's on me. Fixed.** I shipped the
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anchors last sprint carrying `collateral="carport"`, but the root carried no `collateral_value` — so
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the thing your aftermath reaches for (`world.gnome.collateralValue`, main.js:548) simply wasn't there
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for the carport. A trap with no price isn't a trap, it's a warning label. It now carries
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`collateral_value` + `collateral_label` on the root, same shape and same place as the gnome, and
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e.test pins it above the gnome's 25.
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**The number is YOURS — this is a design call, not an art one.** My proposal is **180**, and the
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reasoning is in the code beside it so you can argue with it: the gnome is 25, a night's shop is 80, a
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good week banks ~475. At 180 it's 2.25 nights' budget — it turns a good week into a broke one and is
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felt for the rest of the run, without instantly ending a strong one. Below ~120 the trap is a shrug;
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above ~250 tying off the carport once is a silent game over, which teaches nothing because the player
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never gets to act on the lesson. It should be the worst bill on the site and still a week you can dig
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out of. Change the constant, not the asset.
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[E] 2026-07-18 — **`carport_01_wrecked_v1.glb`** — the payoff for the trap, same origin and footprint as
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`carport_01` so you swap mesh-for-mesh like the gnome and the fence. 6.28 × 5.57 × **2.20 m** (the
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intact one is 2.69 — a wreck must stand SHORTER than the thing it was, and there's an assert for that
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now because my first pass came out taller). It fails the way a light structure actually does: the pads
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stay put — they were never the weak part, which is the joke — the frame racks over like a
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parallelogram, and the roof sheet peels off downwind in one piece. A carport doesn't shatter; it leans,
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and then it's somewhere else. Copy for the line you asked about:
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· collateral row: **"the carport — $180"**
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· verdict/ticker: **"you took the carport with you"**
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· if you want the knife in: *"They'll want that back up by Thursday."*
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[E] 2026-07-18 — 🐞 two measured bugs on the way in, both caught by measuring instead of reasoning — the
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exact lesson from my Sprint 9 phantom-post entry, applied earlier this time and it cost minutes rather
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than an afternoon: (1) I rotated the wreck's beams 31° about Y, but a beam spans the short axis and the
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frame racks in that SAME axis — both post tops travel together, so the beam rides across level. Tilting
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it swung one end to 2.96 m and made the wreck taller than the carport. (2) The roof sheets dipped to
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z = −0.41, i.e. through the ground, which is what inflated the measured height. Both are now comments
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where the numbers are.
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[E] 2026-07-18 — status: selftest **291/0/0**, Lane E is 64 asserts, **40/40 output files byte-identical**
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across two full runs. §E dressing (fence lengths, bed size) is **blocked on gate 1** — `data/sites/`
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doesn't exist yet, and that's correct, it's yours from day one. **Ping me the moment
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`site_02_corner_block.json` lands** and I'll fit the dressing to the real numbers and refresh the
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sheets same session; the factory is site-agnostic and the carport was the only new geometry it needed.
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**Lane B — audit the carport before it ships.** If the one tree plus ground anchors can't make an
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in-band quad at $80, say so and **I'll move the tree, not the ratings** — the ratings are the site.
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Carried, still yours either way: grass_atlas (**nine sprints, 0 refs** — bin it), the screenshot POST,
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`moon.png`.
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@ -155,6 +155,24 @@
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"status": "PASS",
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"problems": []
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},
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{
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"name": "carport_01_wrecked",
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"dims": [
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6.2819,
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5.5704,
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2.1983
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],
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"tris": 144,
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"nodes": [
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"beams",
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"carport_01_wrecked",
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"footings",
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"posts",
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"roof_down"
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],
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"status": "PASS",
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"problems": []
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},
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{
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"name": "shed_01",
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"dims": [
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@ -781,6 +781,21 @@ def build_house_yardside(name):
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return root
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# What it costs to take the client's carport with you. Lane A owns this number —
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# it's a design call, not an art one — but the trap needs A number or it isn't a
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# trap, and shipping the asset without one is why nothing scored it. My proposal
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# and the reasoning, to argue with rather than adopt:
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# · the gnome is 25, a night's shop budget is 80, a good week banks ~475;
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# · at 180 it's 2.25 nights' budget — it turns a good week into a broke one and
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# is felt for the rest of the run, without instantly ending a strong one;
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# · cheaper than ~120 and the trap is a shrug; dearer than ~250 and tying off
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# the carport once is a silent game over, which teaches nothing because the
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# player never gets to act on the lesson.
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# The point is that it should be the worst thing on the site's bill and still be
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# a week you can dig out of.
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CARPORT_COLLATERAL = 180
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def build_carport_01(name):
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"""A single-car carport — the corner block's whole personality (SPRINT9 §E).
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@ -858,6 +873,87 @@ def build_carport_01(name):
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stamp(root, name, "structure")
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root["site_hint"] = "corner_block"
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root["is_anchor_trap"] = True
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# Without this the trap is unscoreable: the anchors say collateral="carport"
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# but nothing said what a carport COSTS, so Lane A's aftermath had no number
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# to reach for. main.js already reads world.gnome.collateralValue — same
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# shape, same place.
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root["collateral_value"] = CARPORT_COLLATERAL
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root["collateral_label"] = "the carport"
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return root
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def build_carport_01_wrecked(name):
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"""The carport after you tied a sail to it (SPRINT10 §E).
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Same origin and footprint as `carport_01`, so Lane A swaps mesh-for-mesh the
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way the gnome and fence already do. This is the payoff for the trap: the
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site's lesson only lands if taking the beam LOOKS like taking the carport,
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not like a number going down on a card.
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It fails the way a light structure actually fails — not flattened. The
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windward pair of posts stays in its pads and the leeward pair folds, so the
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whole frame racks over like a parallelogram and the roof sheet peels off
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downwind in one piece. That's the tell: a carport doesn't shatter, it leans
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and then it's somewhere else.
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"""
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rng = rng_for(name)
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root = add_empty(name)
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steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85)
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dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8)
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sheet = get_material("Mat_Colorbond", PAL["colorbond"], 0.45, metallic=0.5)
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conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
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W, D = 3.0, 5.4
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H_HI, H_LO = 2.45, 2.20
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RACK = math.radians(34) # how far the frame leaned before it stopped
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pads, posts = [], []
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for sx in (-1, 1):
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for sy in (-1, 1):
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x, y = sx * (W / 2 - 0.09), sy * (D / 2 - 0.09)
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h = H_HI if sy < 0 else H_LO
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# The pads stay: they were never the weak part. That's the joke.
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pads.append(add_box(f"{name}_pad_{sx}_{sy}", (0.26, 0.26, 0.09),
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(x, y, 0.045), conc))
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lean = RACK * rng.uniform(0.86, 1.0)
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# Racked over toward +X, hinging at the pad — so the top travels and
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# the base doesn't.
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posts.append(add_box(f"{name}_post_{sx}_{sy}", (0.09, 0.09, h),
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(x + math.sin(lean) * h / 2, y,
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0.09 + math.cos(lean) * h / 2), steel,
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rot=(0, lean, 0)))
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join_group(pads, "footings", root)
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join_group(posts, "posts", root)
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# The beams stay LEVEL. A beam spans the short axis and the frame racks in
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# that same axis, so both post tops travel together and the beam rides across
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# — it does not tilt. Rotating it swung one end to 2.96 m, i.e. the wreck came
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# out TALLER than the carport it used to be. Measured, not reasoned.
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beams = []
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for sy in (-1, 1):
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h = H_HI if sy < 0 else H_LO
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beams.append(add_box(f"{name}_beam_{sy}", (W, 0.05, 0.14),
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(math.sin(RACK) * h, sy * (D / 2 - 0.09),
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0.09 + math.cos(RACK) * h), dark))
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join_group(beams, "beams", root)
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# The sheet let go and went downwind — folded, not flat, and clear of the
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# frame. Nobody's parking under this again.
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# Flat-ish and ON the grass. The first pass tilted them enough to sink a
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# corner to z=-0.41 — through the ground — which is both wrong and what
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# inflated the wreck's measured height. Kept nearer the frame too: a 7 m
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# footprint would overlap whatever Lane A has parked next door.
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join_group([add_box(f"{name}_sheet_a", (W + 0.2, D * 0.55, 0.04),
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(W * 0.95, -D * 0.18, 0.12), sheet,
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rot=(0, math.radians(3), math.radians(-13))),
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add_box(f"{name}_sheet_b", (W * 0.8, D * 0.38, 0.04),
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(W * 0.88, D * 0.30, 0.28), sheet,
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rot=(math.radians(9), math.radians(-4), math.radians(8)))],
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"roof_down", root)
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stamp(root, name, "structure")
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root["broken_variant_of"] = "carport_01"
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root["collateral_value"] = CARPORT_COLLATERAL
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return root
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@ -2054,6 +2150,11 @@ ASSETS = [
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nodes=["footings", "posts", "beams", "roof",
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"beam_anchor_01", "beam_anchor_02",
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"post_anchor_01", "post_anchor_02"]),
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# Wider than the intact carport (the sheet goes downwind) but SHORTER — a
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# wreck that stands taller than the thing it was is a bug, not a wreck.
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dict(name="carport_01_wrecked", fn=build_carport_01_wrecked,
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dims=((4.5, 6.6), (5.2, 5.8), (1.9, 2.45)),
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nodes=["footings", "posts", "beams", "roof_down"]),
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dict(name="shed_01", fn=build_shed_01,
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dims=((2.4, 2.7), (1.8, 2.1), (1.95, 2.25)),
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nodes=["shell", "roof", "doors", "door_anchor"]),
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@ -83,6 +83,8 @@ const ASSETS = [
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{ name: 'carport_01', h: [2.4, 2.8],
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nodes: ['footings', 'posts', 'beams', 'roof',
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'beam_anchor_01', 'beam_anchor_02', 'post_anchor_01', 'post_anchor_02'] },
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{ name: 'carport_01_wrecked', h: [1.9, 2.45],
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nodes: ['footings', 'posts', 'beams', 'roof_down'] },
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];
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function sizeOf(gltf) {
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@ -153,6 +155,36 @@ export default async function run(t) {
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// house fascia, which DESIGN.md already calls a lie. If someone quietly
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// "fixes" these ratings upward the site stops teaching anything and just
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// becomes a smaller yard, so they're pinned here with the reason attached.
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// The trap has to be scoreable or it isn't a trap, only a warning. The anchors
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// said collateral="carport" from Sprint 9 but nothing said what a carport
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// COSTS, so Lane A's aftermath had no number to reach for and the site's whole
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// lesson was unpriced. main.js already reads world.gnome.collateralValue — this
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// is the same shape in the same place.
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t.test('the carport is priced, and it is the worst bill on the site', () => {
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const c = loaded.get('carport_01')?.scene.getObjectByName('carport_01');
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assert(c, 'carport_01 root missing');
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const cost = c.userData?.collateral_value;
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assert(typeof cost === 'number', `carport carries no collateral_value (${JSON.stringify(c.userData)})`);
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const gnome = loaded.get('garden_gnome_01')?.scene
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.getObjectByName('garden_gnome_01')?.userData?.collateral_value;
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assert(cost > gnome, `carport (${cost}) must cost more than the gnome (${gnome})`);
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// Wreckage carries the same price, so scoring can read either state.
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const w = loaded.get('carport_01_wrecked')?.scene.getObjectByName('carport_01_wrecked');
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assert(w?.userData?.collateral_value === cost,
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'the wrecked carport must be priced the same as the one it used to be');
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assert(w?.userData?.broken_variant_of === 'carport_01',
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'wrecked carport must name its intact twin so A can pair the swap');
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});
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// A wreck that stands taller than the thing it was is a bug, not a wreck.
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t.test('the wrecked carport is shorter than the carport', () => {
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const a = new THREE.Box3().setFromObject(loaded.get('carport_01').scene);
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const b = new THREE.Box3().setFromObject(loaded.get('carport_01_wrecked').scene);
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const hi = a.max.y - a.min.y, lo = b.max.y - b.min.y;
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assert(lo < hi, `wreck stands ${lo.toFixed(2)} m vs the intact ${hi.toFixed(2)} m`);
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assert(Math.abs(b.min.y) < 0.05, `wreck sits at y=${b.min.y.toFixed(2)} — roof sheet through the ground?`);
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});
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t.test('carport anchors stay a trap — the corner block has no good tie-off', () => {
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const g = loaded.get('carport_01');
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assert(g, 'carport_01 did not load');
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web/world/models/carport_01_wrecked_v1.glb
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web/world/models/carport_01_wrecked_v1.glb
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