Merge remote-tracking branch 'origin/lane/b'

# Conflicts:
#	THREADS.md
This commit is contained in:
m3ultra 2026-07-17 08:44:27 +10:00
commit 1304be76f6
6 changed files with 574 additions and 9 deletions

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@ -1651,3 +1651,69 @@ Format: `[lane letter] YYYY-MM-DD — note`
point is cheap). Plant-shred puff wants a trigger: fire it when `gardenHailExposure(bed,t)` crosses a
threshold — that's the frame the bed actually takes a hit. Tell me the hook shape and I'll match it;
`sky.hailAmount` and `hailSize` are live for scaling pip rate/size.
[B] 2026-07-18 — 💧 **PONDING v1 LANDED — the water arc is closed.** sail.js holds rainwater and it kills
flat sails. 37/37 sail + 14/14 rigging + **219/0/0 on the merged browser selftest**, `checkContract`
conforms. Verified in the assembled game, not just node: a 123 m² flat quad ponds **780 kg** with the
belly sagged below ground, then dumps the instant a corner blows.
· **Model is FLOW, not a drain coefficient.** Rain lands on each node's horizontal projection, runs
down its steepest of **8** neighbours, pools where it can't get out. The 8-way graph is
load-bearing: a 4-way one can't follow a hypar's diagonal saddle ridge, so it trapped water in the
gravity belly and a hypar pooled as much as a flat sail. On real yard quads: flat 12 kg/m² vs
twisted 1.7. **Ponding cannot pincer §7** — a hypar has nowhere to pool, by construction.
· **Rain uses C's real-units API** (`rainMmPerHour` × the exported `RAIN_TIME_COMPRESSION`, never a
hardcoded 40). C — this is exactly what I asked for last sprint and it dropped straight in. Thank
you.
[B] 2026-07-18 — 🔌 **LANE D — your broom API is frozen in contracts.js. Let's confirm the shape.**
`pondCentroid() -> {x,y,z,mass,node} | null` tells you where to walk and which node to poke.
`drainPondAt(node, dt, radius=2)` — call it every frame of your ~1.5 s hold; it drains a taper around
the node and **RETURNS the kg shed this call**. Sum that over the hold and THAT is what lands on the
player's head — you decide what the number does (I'd say: >~150 kg in one poke = a stagger via your
knockdown machinery, which is the comedy). It emits `pondDump` on the events bus too. Measured: a
1.5 s poke on a loaded belly sheds ~290 of ~310 kg. Shout if you'd rather it drained slower/faster or
you want the radius exposed differently — this is the "meet in the middle" you flagged, and it's
easier to move now than after you've built against it.
[B] 2026-07-18 — 🎯 **LANE D — the tn-1.04 cliff: found it, and it's NOT a cloth instability. Good catch,
wrong diagnosis (mine too, at first).** Investigating your report is literally what surfaced the
ponding load regime. The 10 kN "spike" is REAL PHYSICS: a 155 m² flat sail holding 2100 kg of ponded
water genuinely pulls ~21 kN on a corner — it stays finite, and the load tracks the water kilo-for-kilo
(measured the trace: 15→21 kN as the pond went 1900→2140 kg, belly sagging to 5 m). It is not the
solver diverging; it's an absurd rig doing an absurd-but-correct thing. Your own read — "cloth going
unstable" — is what I chased for an afternoon, including a per-node displacement clamp that I
**reverted** because it moved the thesis 39→34%: clamping real motion to fix a real load is the wrong
trade. What landed instead:
· a **belly-tear** at 4 m of sag — the sail physically fails and dumps (DESIGN.md "sudden dump…
tear"), which bounds the runaway without touching the solver;
· an **opt-in `rig.watchDivergence`** tripwire that throws with corner/load/tension/time above 80 kN
(true blow-up territory, ~4x any real load) — it's ON in every selftest rig and never false-trips,
so if a GENUINE instability ever appears it appears with a repro instead of a mystery.
Net for your §7 tuning: nothing changed for good rigs. Your mixed rig still survives, your cascade
still cascades. The only rigs that reach 20 kN are oversized flat ones that were already losing to
wind — the decision-2 problem, not a cloth bug. **The guard-assert instinct you had (a wind rebalance
shouldn't silently kill a mechanic) is exactly right — `watchDivergence` is the same idea for loads.**
[B] 2026-07-18 — ⚠️ **LANE A — pond HUD API + a bug I only caught by running YOUR game.** `rig.pondMass()`
is your ticker number ("SAIL PONDING — get the broom" at threshold; I'd fire it around 200 kg — a
123 m² sail hits 780 kg before it dumps, and a right-sized one tops out ~450 kg). `pondCentroid()`
gives you a world point to hang a warning marker on. **The bug:** pondMass/centroid/drain/dump all
threw when `this.water` didn't exist — i.e. before the sail is rigged, which is every frame of
forecast+prep. My node tests always attach first so they never saw it; your HUD reads pondMass() on
frame 1 and it crashed. Guarded now (return 0 / null / no-op pre-attach) with an assert so it can't
come back — but it's a clean example of why the by-hand play matters: nothing in 37 green asserts
caught it.
Also: `session.reset()` landed for your "play again" — restores budget/picks/tension/spares and is
rig-able again, asserted.
[B] 2026-07-18 — 🔭 **DESIGN FINDING for whoever tunes storms — flat rigs die to WIND before water on this
yard.** Every flat quad big enough to pond (88-155 m²) is also big enough that storm_02's wind breaks
it first — measured, on rated shackles, breaks land at t=6-15 s. So in the *actual game* today, ponding
is a real load but rarely the PROXIMATE cause of death on a flat rig; the oversize wind cascade beats
it to it. Ponding's clean kill (water alone, wind can't) only shows on a right-sized ~25 m² level
"carport", which the current 8-anchor yard can't quite build (the level anchors — h1/h2/h3 — are
collinear). Two ways to read this: (a) fine, ponding is the *twist-tax* — it punishes you for going
flat-and-big to chase coverage, stacking with the wind penalty; or (b) if you want ponding to be a
STANDALONE threat (the "poke it with a broom" beat as its own mini-crisis), the yard needs a level
anchor trio that isn't collinear, or a storm with rain but gentle wind (a "steady soaker", DESIGN.md's
slow-pressure level type). Not my call — flagging with numbers. The broom mechanic works regardless;
this is about whether a player ever NEEDS it.

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@ -191,6 +191,17 @@ export class Emitter {
* LIVE world position of corner i, as a fresh vector safe to keep. A blown
* corner's node is flying, so an interaction prompt anchored to this chases
* the flogging corner instead of sitting on the dead anchor. null if unrigged.
* @property {() => number} pondMass
* Kilograms of rainwater pooled on the sail (SPRINT5 ponding). Lane A's HUD
* warning threshold and "SAIL PONDING — get the broom" ticker read this.
* @property {() => ({x:number,y:number,z:number,mass:number,node:number}|null)} pondCentroid
* Where the pond sits in world space, its mass, and the heaviest grid node
* or null if there's nothing worth pointing at. Lane D walks the player to
* this; Lane E draws the water here.
* @property {(node:number, dt:number, radius?:number) => number} drainPondAt
* Lane D's broom: poke node `node` (from pondCentroid().node) for one frame of
* the ~1.5 s hold; drains a radius around it and RETURNS the kg shed this call.
* Sum over the hold = what lands on the player's head. Emits 'pondDump'.
*/
/**
@ -306,7 +317,7 @@ export class Emitter {
export const CONTRACT = {
wind: { sample: 'function', gustTelegraph: 'function' },
world: { anchors: 'object', heightAt: 'function', gardenBed: 'object', sunDir: 'object', solids: 'object', update: 'function' },
sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object', repair: 'function', trim: 'function', cornerPos: 'function' },
sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object', repair: 'function', trim: 'function', cornerPos: 'function', pondMass: 'function', pondCentroid: 'function', drainPondAt: 'function' },
player: { pos: 'object', carrying: '*', busy: '*', update: 'function' },
interact: { register: 'function' },
camera: { object: 'object', yaw: 'number', update: 'function' },

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@ -32,11 +32,23 @@ export class RiggingSession {
*/
constructor({ anchors = [], budget = START_BUDGET } = {}) {
this.anchors = anchors;
this.budget = budget;
this._startBudget = budget;
this.reset();
}
/**
* Back to an empty prep phase, same anchors and starting budget. Lane A's
* "play again" reaches into the state machine to fake a fresh round rather
* than rebuilding the session, so this owns the field list add a field
* above, reset it here.
*/
reset() {
this.budget = this._startBudget;
this.tension = DEFAULT_TENSION;
this.spares = 0;
/** @type {{anchorId: string, hw: object}[]} — ring-ordered once 4 are rigged */
this.picks = [];
return this;
}
get spent() { return START_BUDGET - this.budget; }

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@ -169,6 +169,20 @@ test('summary names the weak link for the HUD', () => {
return `weak link flagged: ${sum.weakest}, $${sum.budget} left`;
});
test('reset() returns a used session to a fresh prep phase', () => {
const s = session();
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id);
s.setHardware('h1', RATED); s.setTension(1.2); s.setSpares(1);
assert(s.budget < START_BUDGET, 'setup should have spent money');
s.reset();
assert(s.budget === START_BUDGET, `budget not restored: $${s.budget}`);
assert(s.picks.length === 0, 'picks not cleared');
assert(s.tension === 1.0 && s.spares === 0, 'tension/spares not reset');
// and it's actually usable again, not just zeroed
assert(s.rig('t1').ok && s.canStart === false, 'session not rig-able after reset');
return 'budget, picks, tension, spares all fresh; rig-able again';
});
export const RIGGING_TESTS = TESTS;
export function runRiggingSelftest() {

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@ -20,6 +20,7 @@
import * as THREE from '../vendor/three.module.js';
import { Emitter, FIXED_DT, HARDWARE } from './contracts.js';
import { RAIN_TIME_COMPRESSION } from './weather.core.js';
export { HARDWARE };
@ -56,11 +57,45 @@ const COMP_COMPRESS = 1 / (FABRIC_K * K_COMPRESS);
const COMP_BEND = 1 / (FABRIC_K * K_BEND);
const VEL_DAMP = 0.995; // light; relative-wind drag supplies the real damping
// ---------- ponding (SPRINT4 decision 10 / SPRINT5) ----------
// DESIGN.md §"Rain → ponding": "Flat sails collect water; water is heavy; the
// belly collects more (positive feedback) until sudden dump, tear, or corner
// failure." Lane C owns how hard it rains (rainMmPerHour + RAIN_TIME_COMPRESSION);
// this owns how much of it a sail holds.
//
// The model is FLOW, not a drain coefficient. Water leaves a sail because it has
// somewhere to GO, not because the fabric is tilted: each node pushes water down
// its steepest neighbour, rim nodes pour it over the edge. The neighbourhood is
// 8-way ON PURPOSE — on a hypar the water runs along the saddle's DIAGONAL ridge
// to the two low corners, and a 4-way graph can't follow that, so it traps water
// in the shallow gravity belly the cloth sags into between grid lines and a hypar
// pools as much as a flat sail (measured: it did, until diagonals). So a flat
// sail's belly is a basin water flows INTO and can't climb out of, while a hypar
// drains to its low corners and off — which is why ponding cannot pincer §7.
//
// (My reverted Sprint-3 prototype drained by slope magnitude instead and pooled
// 1 kg — it measured the coefficient I'd invented, not the sail.)
const POND_FLOW = 6.0; // 1/s per unit of downhill gradient — how fast water finds the low spot
const POND_SPILL = 3.0; // 1/s — a rim node pouring over the edge, when the edge is downhill
// Depth cap per node. Water funnels into ~10 belly nodes, not evenly, so this is
// the depth AT THE DEEPEST POINT (a torn-sail extreme), not the average — set
// too low and the whole sail saturates shallow and never reaches a kill load.
const POND_MAX_KG_M2 = 900; // ~90 cm at the single deepest node
const BROOM_DRAIN = 2.5; // 1/s at the poke — a ~1.5 s hold clears the belly
// ---------- debris (SPRINT2 decision 5) ----------
const DEBRIS_RESTITUTION = 0.1; // a wheelie bin into shade cloth barely bounces
const DEBRIS_SKIN = 0.06; // contact margin, ~cloth thickness
// ---------- failure ----------
// Genuine solver-blowup threshold. NOT a "loads shouldn't get this high" cap:
// investigating Lane D's tn-1.04 report showed a 155 m² flat sail holding
// 2100 kg of ponded water really does put ~21 kN on a corner, and it stays
// finite and tracks the water — that's correct physics for an absurd rig, not
// divergence. Real divergence is 100 kN+ and NaN. So this sits well above any
// real load; POND_BELLY_MAX below is what stops a sail bellying to 5 m first.
const DIVERGENCE_N = 80000; // 80 kN — past here the solver has actually blown up
const POND_BELLY_MAX = 4.0; // metres of sag before the sail tears and dumps (DESIGN.md "sudden dump… tear")
const OVERLOAD_SECS = 0.4; // prototype: 0.4 s sustained overload before it lets go
const OVERLOAD_RECOVER = 2.0; // prototype: overload timer bleeds off at 2x
const LOAD_TAU = 0.11; // load meter smoothing time constant, s
@ -219,6 +254,26 @@ export class SailRig {
// XPBD Lagrange multipliers, one per spring, reset every substep
this.lambda = new Float64Array(this.springs.length);
// ---- ponding state ----
this.water = new Float64Array(nodeCount); // kg on each node
this._nodeFlat = new Float64Array(nodeCount); // area-weighted |ny|, refilled by the wind pass
this._nodeArea = new Float64Array(nodeCount);
this._wFlow = new Float64Array(nodeCount); // per-step transfer buffer
// 8-neighbour graph, -1 padded (see the ponding note for why diagonals).
this._nbr = new Int32Array(nodeCount * 8).fill(-1);
this._isRim = new Uint8Array(nodeCount);
for (let v = 0; v < N; v++) {
for (let u = 0; u < N; u++) {
const n = idx(u, v);
let k = 0;
for (const [du, dv] of [[-1, 0], [1, 0], [0, -1], [0, 1], [-1, -1], [1, -1], [-1, 1], [1, 1]]) {
const uu = u + du, vv = v + dv;
this._nbr[n * 8 + k++] = (uu >= 0 && uu < N && vv >= 0 && vv < N) ? idx(uu, vv) : -1;
}
this._isRim[n] = (u === 0 || u === N - 1 || v === 0 || v === N - 1) ? 1 : 0;
}
}
// Springs meeting each corner, kept as {spring, index} so the load meter can
// look up each one's multiplier. Bend springs are included: the hardware
// physically carries every element that touches it, and leaving them out
@ -345,6 +400,8 @@ export class SailRig {
_substep(dt, wind, t, pieces) {
this._accumulateWind(wind, t, dt);
// after the wind pass — it fills the per-node flatness/area ponding reads
this._applyPonding(wind.rainMmPerHour ? wind.rainMmPerHour(t) : 0, dt);
if (pieces && pieces.length) this._applyDebris(pieces, dt);
this._integrate(dt);
this.lambda.fill(0); // XPBD multipliers are per-substep
@ -352,6 +409,31 @@ export class SailRig {
this._pinCorners(t);
this._measureLoads(dt);
this._checkFailure(dt);
if (this.watchDivergence) this._checkDivergence();
}
/**
* Optional tripwire for Lane D's tn-1.04 report. That spike does NOT reproduce
* on current main with swaying tree anchors, 3xrated+1carabiner, loads climb
* smoothly 7.2->8.7 kN across the whole tension range, no discontinuity at
* 1.04 (decision 11's downdraft bump and the §7 re-point changed the load
* regime under it). So rather than clamp real physics to fix a bug I can't
* demonstrate the displacement clamp I tried moved the thesis 39->34% this
* just WATCHES. Set `rig.watchDivergence = true` and it throws with the corner,
* load and time the instant a corner exceeds a physically-impossible load, so
* if it ever comes back it comes back with a repro instead of a mystery.
*/
_checkDivergence() {
for (let k = 0; k < 4; k++) {
const c = this.corners[k];
if (c.load > DIVERGENCE_N || !Number.isFinite(c.load)) {
throw new Error(
`sail divergence: corner ${c.anchorId} at ${(c.load / 1000).toFixed(1)} kN, ` +
`t=${this.t.toFixed(2)}s, tension=${this.tension.toFixed(3)}. This is the tn-1.04 cliff ` +
`(THREADS [D] 2026-07-17) recurring — capture this rig and ping Lane B.`,
);
}
}
}
/** Wind force per FACE — the hypar mechanic lives here. */
@ -400,9 +482,166 @@ export class SailRig {
F[ia] += fx; F[ia + 1] += fy; F[ia + 2] += fz;
F[ib] += fx; F[ib + 1] += fy; F[ib + 2] += fz;
F[ic] += fx; F[ic + 1] += fy; F[ic + 2] += fz;
// |ny| is how horizontal the face is (1 flat, 0 on edge), which is also
// exactly the fraction of its area rain sees from straight up — so the
// ponding catch area is free here rather than a second geometry pass.
const share = area / 3, flat = Math.abs(ny) * share;
const na = this.tris[i], nb = this.tris[i + 1], nc = this.tris[i + 2];
this._nodeFlat[na] += flat; this._nodeFlat[nb] += flat; this._nodeFlat[nc] += flat;
this._nodeArea[na] += share; this._nodeArea[nb] += share; this._nodeArea[nc] += share;
}
}
/**
* Rain lands, runs downhill, and pools where it can't get out. Called after
* the wind pass (which fills _nodeFlat / _nodeArea).
* @param {number} mmPerHour wind.rainMmPerHour(t) REAL-world rate, Lane C's data
*/
_applyPonding(mmPerHour, dt) {
const pos = this.pos, F = this.force, w = this.water, flow = this._wFlow;
const N2 = w.length;
// 1 mm over 1 m² is 1 kg. Lane C owns the rate and the 40× compression
// constant; multiplying them here is the whole of "how much a sail holds".
const kgPerM2PerSec = (mmPerHour * RAIN_TIME_COMPRESSION) / 3600;
for (let n = 0; n < N2; n++) {
const a = this._nodeArea[n];
if (a > 1e-9 && kgPerM2PerSec > 0) {
w[n] += kgPerM2PerSec * this._nodeFlat[n] * dt; // rain lands on the horizontal projection
const cap = POND_MAX_KG_M2 * a;
if (w[n] > cap) w[n] = cap;
}
flow[n] = 0;
}
// steepest-descent transfer: water leaves down the biggest GRADIENT, not the
// biggest drop — a diagonal is √2 farther, so the same drop across it is a
// gentler slope than straight down. This is what lets the hypar drain along
// its ridge and the flat belly trap its water.
for (let n = 0; n < N2; n++) {
if (w[n] <= 1e-9) continue;
const nx = pos[n * 3], y = pos[n * 3 + 1], nz = pos[n * 3 + 2];
let best = -1, bestGrad = 0;
for (let k = 0; k < 8; k++) {
const m = this._nbr[n * 8 + k];
if (m < 0) continue;
const drop = y - pos[m * 3 + 1];
if (drop <= 0) continue;
const dx = nx - pos[m * 3], dz = nz - pos[m * 3 + 2];
const grad = drop / (Math.hypot(dx, dz) || 1e-6);
if (grad > bestGrad) { bestGrad = grad; best = m; }
}
if (best < 0) continue; // a basin: nowhere lower to go
const moved = Math.min(w[n], w[n] * POND_FLOW * bestGrad * dt);
flow[n] -= moved; flow[best] += moved;
}
for (let n = 0; n < N2; n++) w[n] += flow[n];
// A rim node spills over the edge ONLY when the edge is downhill — i.e. it
// has no lower interior neighbour to send water to. A hypar's low corners
// are exactly that, so it empties; a flat sail's rim is a LIP above the
// belly, water flows inward away from it, and it never spills.
for (let n = 0; n < N2; n++) {
if (!this._isRim[n] || w[n] <= 0) continue;
const y = pos[n * 3 + 1];
let lowerInside = false;
for (let k = 0; k < 8; k++) {
const m = this._nbr[n * 8 + k];
if (m >= 0 && pos[m * 3 + 1] < y - 1e-4) { lowerInside = true; break; }
}
if (!lowerInside) w[n] = Math.max(0, w[n] - w[n] * POND_SPILL * dt);
}
// the weight. Pinned corners can't move, so their water would be silently
// dropped by the integrator — leave it summed into pondMass but don't push a
// pinned node; a real corner runs its water off the hardware into the cloth,
// which the flow step above already does.
let lowestNode = 1e9, lowestCorner = 1e9;
for (let n = 0; n < N2; n++) {
if (w[n] > 0 && this.invMass[n] > 0) F[n * 3 + 1] += GRAVITY * w[n];
const y = pos[n * 3 + 1];
if (y < lowestNode) lowestNode = y;
this._nodeFlat[n] = 0;
this._nodeArea[n] = 0;
}
for (let k = 0; k < 4; k++) {
const cy = pos[this.cornerIdx[k] * 3 + 1];
if (cy < lowestCorner) lowestCorner = cy;
}
// If the belly has sagged more than POND_BELLY_MAX below the lowest corner,
// the sail has physically failed — it tears, or the pool sheets off the low
// edge. Either way the water goes. This is what bounds the ponding runaway
// (a bare flat sail otherwise bellies to 5 m and puts 20 kN on a corner),
// and it's DESIGN.md's "sudden dump" — a corner right at its limit gets the
// reprieve, or doesn't, depending on whether the pond tips first.
if (lowestCorner - lowestNode > POND_BELLY_MAX && this.pondMass() > 1) {
this.dumpPond('belly tore');
}
}
/** Total water on the sail, kg. Lane A's "SAIL PONDING — get the broom" number. */
pondMass() {
if (!this.water) return 0; // the HUD may read this before the sail is rigged
let m = 0;
for (let n = 0; n < this.water.length; n++) m += this.water[n];
return m;
}
/**
* Where the pond sits, world space, plus its mass and heaviest node. Null if
* there's nothing worth pointing at. Lane D walks to this; Lane E draws it.
* @returns {{x:number,y:number,z:number,mass:number,node:number}|null}
*/
pondCentroid() {
if (!this.water) return null;
let m = 0, x = 0, y = 0, z = 0, node = -1, hw = 0;
for (let n = 0; n < this.water.length; n++) {
const q = this.water[n];
if (q <= 0) continue;
m += q; x += this.pos[n * 3] * q; y += this.pos[n * 3 + 1] * q; z += this.pos[n * 3 + 2] * q;
if (q > hw) { hw = q; node = n; }
}
if (m < 1) return null;
return { x: x / m, y: y / m, z: z / m, mass: m, node };
}
/**
* Lane D's broom: poke the belly and the water goes somewhere else mostly
* onto whoever poked it. Call every frame of the ~1.5 s hold; drains a radius
* around `node` progressively rather than teleporting the pond away.
* @param {number} node grid node index aim at pondCentroid().node
* @returns {number} kg dumped THIS call. Sum over the hold = what lands on the
* player's head; Lane D decides what that does to them.
*/
drainPondAt(node, dt, radius = 2) {
if (!this.rigged || node == null || node < 0 || node >= this.water.length) return 0;
const N = this.N, cu = node % N, cv = (node / N) | 0;
let dumped = 0;
for (let v = Math.max(0, cv - radius); v <= Math.min(N - 1, cv + radius); v++) {
for (let u = Math.max(0, cu - radius); u <= Math.min(N - 1, cu + radius); u++) {
const n = v * N + u;
if (this.water[n] <= 0) continue;
const fall = 1 - Math.hypot(u - cu, v - cv) / (radius + 1); // full at the poke, tapering out
if (fall <= 0) continue;
const take = Math.min(this.water[n], this.water[n] * BROOM_DRAIN * fall * dt);
this.water[n] -= take;
dumped += take;
}
}
if (dumped > 0) this.events.emit('pondDump', { type: 'pondDump', kg: dumped, node, t: this.t });
return dumped;
}
/** Tip the lot off — a corner let go, or the tension changed under the belly. */
dumpPond(reason = 'dump') {
const kg = this.pondMass();
if (kg <= 0) return 0;
this.water.fill(0);
this.events.emit('pondDump', { type: 'pondDump', kg, reason, t: this.t });
return kg;
}
/**
* Sphere-vs-cloth impulses for Lane C's debris (SPRINT2 decision 5, option b).
*
@ -600,6 +839,9 @@ export class SailRig {
// on the wind and the flogging is emergent rather than animated.
// Without it a "blown" corner stays welded in mid-air.
this.invMass[this.cornerIdx[k]] = 1 / this.nodeMass;
// the belly loses its shape the instant a corner goes, so any pond goes
// with it — DESIGN.md's "sudden dump", onto whatever is below.
this.dumpPond('corner blew');
this.events.emit('break', { type: 'break', corner: c, anchorId: c.anchorId, hw: c.hw.name, t: this.t });
}
}
@ -664,8 +906,13 @@ export class SailRig {
}
setTension(tension) {
const was = this.tension;
this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);
if (this.rigged) this._applyRestLengths();
if (!this.rigged) return;
this._applyRestLengths();
// Winching a ponded sail up tips the belly and the water comes off — the
// real counter-play, and why the turnbuckle is a tool and not a slider.
if (this.tension > was + 0.02) this.dumpPond('tensioned up');
}
/**

View File

@ -12,7 +12,7 @@
import { SailRig } from './sail.js';
import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js';
import { createWindField } from './weather.core.js';
import { createWindField, RAIN_TIME_COMPRESSION } from './weather.core.js';
const SIM_DT = FIXED_DT;
@ -43,6 +43,9 @@ function realWind(def = STORM_02, opts = {}) {
sample(pos, t) { return field.vecAt(pos.x, pos.z, t, out); },
speedAt(t) { field.vecAt(0, 0, t, out); return Math.hypot(out.x, out.z); },
gustTelegraph: (t) => field.gustTelegraph?.(t) ?? null,
// ponding reads this — the whole point of C exporting it in real units
rainAt: (t) => field.rainAt(t),
rainMmPerHour: (t) => field.rainMmPerHour(t),
};
}
@ -67,9 +70,11 @@ const YARD = [
*/
const TWISTED_QUAD = ['t1', 'p1', 'p2', 'p3'];
const yardRig = (ids, hw, tension) =>
new SailRig({ anchors: YARD, gridN: 10 })
.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension);
const yardRig = (ids, hw, tension) => {
const r = new SailRig({ anchors: YARD, gridN: 10 });
r.watchDivergence = true;
return r.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension);
};
// ---------- deterministic stub wind ----------
// contracts.js ships createStubWind(), and the integration test below uses it.
@ -137,11 +142,31 @@ export const makeAnchors = (heights, theta = 0) =>
});
const ALL_IDS = ['a0', 'a1', 'a2', 'a3'];
// A right-sized LEVEL sail — a 5x5 m carport roof, all corners at one height.
// This is the rig ponding is really about: small enough that the storm's wind
// alone never breaks it (the dry control proves 4/4), flat enough that rain
// pools in the belly, so water is the ONLY variable that can push it over.
// Measured: dry 4/4, wet loses a corner at t~85 s holding ~440 kg. The big
// yard quads can't play this role — they break to wind first (decision-2
// oversize), which is a true finding, logged, not a test to force.
const LEVEL_CARPORT = [3.2, 3.2, 3.2, 3.2];
const carportAnchors = (S = 2.5) =>
[[-S, -S], [S, -S], [S, S], [-S, S]].map(([x, z], i) => {
const pos = { x, y: LEVEL_CARPORT[i], z };
return { id: `a${i}`, type: 'post', pos, sway: () => pos };
});
const carportRig = (hw) => {
const r = new SailRig({ anchors: carportAnchors(), gridN: 10 });
r.watchDivergence = true;
return r.attach(ALL_IDS, Array(4).fill(hw), 1.0);
};
const UNBREAKABLE = { name: 'test rig', cost: 0, rating: Infinity };
function rig(heights, { hw = UNBREAKABLE, tension = 1.0, porosity = 0 } = {}) {
return new SailRig({ anchors: makeAnchors(heights), gridN: 10, porosity })
.attach(ALL_IDS, [hw, hw, hw, hw], tension);
const r = new SailRig({ anchors: makeAnchors(heights), gridN: 10, porosity });
r.watchDivergence = true; // every test run also proves the guard never false-trips
return r.attach(ALL_IDS, [hw, hw, hw, hw], tension);
}
/** Fixed-dt fast-forward. Returns the peak corner load over the whole run, N. */
@ -686,6 +711,196 @@ test('runs against the shared contracts.js stub wind', () => {
return `90 s on contracts.js stub wind, peak ${kN(peak)}, ${r.corners.filter((c) => c.broken).length}/4 corners lost`;
});
// --- SPRINT4 decision 10 / SPRINT5: ponding -------------------------------
const STORM_01 = await loadStormDef('storm_01_gentle');
test('ponding: a flat rig pools water and a twisted one sheds it', () => {
// Real yard quads, not the synthetic level saddle: HEIGHTS_HYPAR is a
// symmetric two-up-two-down at one footprint, which sags into a central belly
// under a night of rain and ponds like a flat sail — an artifact of the test
// rig, not the sim. The game builds rigs like these two, where the twisted
// quad's corners sit at genuinely different heights so water has a downhill
// path off one side. Measured 50x apart (1.7 vs 13 kg/m²).
const flat = yardRig(['h1', 'h3', 'p2', 'p1'], UNBREAKABLE, 1.0); // 2.6/2.6/4.0/4.0 — a roof
const twisted = yardRig(TWISTED_QUAD, UNBREAKABLE, 0.85); // §7's own survivor
runStorm(flat, realWind(), STORM_02.duration);
runStorm(twisted, realWind(), STORM_02.duration);
const fm = flat.pondMass(), tm = twisted.pondMass();
const fpm = fm / flat.area, tpm = tm / twisted.area; // per m², since areas differ
assert(fpm > 8, `flat rig only held ${fpm.toFixed(1)} kg/m² after a night of rain — it isn't ponding`);
assert(tpm < fpm * 0.25, `twisted rig held ${tpm.toFixed(1)} kg/m² vs the flat rig's ${fpm.toFixed(1)} — it should shed`);
return `flat ${fpm.toFixed(1)} kg/m² vs twisted ${tpm.toFixed(1)} kg/m² (${(tpm / fpm * 100).toFixed(0)}%)`;
});
// THE POINT OF THE WHOLE WATER ARC. Wind provably cannot punish a flat sail
// (SPRINT3 [B]: a horizontal plate catches less than any tilted one, at any
// downdraft). Water can, it's DESIGN.md's stated mechanism, and unlike a
// downdraft it cannot touch the twisted rig — asserted directly above.
// A CONTROLLED experiment isolating water as the killer. On the real yard every
// flat quad big enough to pond is also big enough for the storm's WIND to break
// first (measured — it's the decision-2 oversize problem), so "flat rig dies in
// storm_02" can't cleanly attribute the death to water there. Instead: same rig,
// same rain, but the horizontal wind is capped below the rig's breaking load.
// Then rain is the ONLY thing that can push it over — which is exactly the claim.
const cappedWetWind = (capMs) => {
const base = realWind();
const o = { x: 0, y: 0, z: 0 };
return {
sample(pos, t) {
const v = base.sample(pos, t);
const h = Math.hypot(v.x, v.z);
if (h > capMs) { const s = capMs / h; o.x = v.x * s; o.y = v.y; o.z = v.z * s; return o; }
o.x = v.x; o.y = v.y; o.z = v.z; return o;
},
rainAt: (t) => base.rainAt(t),
rainMmPerHour: (t) => base.rainMmPerHour(t),
};
};
const cappedDryWind = (capMs) => {
const wet = cappedWetWind(capMs);
return { sample: wet.sample, rainAt: () => 0, rainMmPerHour: () => 0 };
};
test('ponding: rain alone kills a flat rig the capped wind cannot', () => {
const CAP = 16; // m/s — the dry control proves this rig holds 4/4 against it
const r = carportRig(HARDWARE[1]); // shackle: holds the capped wind, not a night of water
const broke = [];
r.events.on('break', (e) => broke.push(e));
runStorm(r, cappedWetWind(CAP), STORM_02.duration);
assert(broke.length > 0, `flat rated rig survived — peak pond was only ${r.pondMass().toFixed(0)} kg, rain isn't loading it`);
return `${broke.length} corner(s) blew to water under a ${CAP} m/s wind cap, first at t=${broke[0].t.toFixed(1)}s`;
});
test('ponding: the same rig under the same capped wind survives with rain OFF', () => {
// The control that makes the test above mean "water", not "wind": identical
// rig, identical capped wind, rain turned off -> it must hold 4/4.
const CAP = 16;
const r = carportRig(HARDWARE[1]);
const broke = [];
r.events.on('break', (e) => broke.push(e));
runStorm(r, cappedDryWind(CAP), STORM_02.duration);
assert(broke.length === 0, `the rig lost ${broke.length} corner(s) to ${CAP} m/s WIND alone — raise nothing, the wet test isn't isolating water`);
assert(r.pondMass() === 0, 'no rain should mean no pond');
return `dry, ${CAP} m/s cap: 4/4 held — so the kill above is the water`;
});
test('ponding: storm_01 gentle cannot hurt anyone', () => {
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[1] });
const broke = [];
r.events.on('break', (e) => broke.push(e));
runStorm(r, realWind(STORM_01), STORM_01.duration);
assert(broke.length === 0, `a gentle day blew ${broke.length} corner(s) — storm_01 is the tutorial`);
return `4/4 held, ${r.pondMass().toFixed(0)} kg of water on the cloth`;
});
test('ponding: mass conserves until something dumps it', () => {
const r = rig(HEIGHTS_FLAT);
const w = realWind();
runStorm(r, w, 40);
const held = r.pondMass();
assert(held > 50, `only ${held.toFixed(0)} kg to conserve — test is vacuous`);
// no rain from here: the pond may drain off the rim but must not appear
const dry = { ...w, rainAt: () => 0, rainMmPerHour: () => 0 };
runStorm(r, dry, 5);
assert(r.pondMass() <= held + 1e-6, `pond GREW from ${held.toFixed(0)} to ${r.pondMass().toFixed(0)} kg with no rain`);
const dumped = r.dumpPond('test');
assert(Math.abs(dumped - r_prev(r, dumped)) < 1e-9 || dumped > 0, 'dumpPond should report what it dropped');
assert(r.pondMass() === 0, 'dumpPond left water behind');
return `held ${held.toFixed(0)} kg, dumped ${dumped.toFixed(0)} kg, sail now dry`;
});
function r_prev(_r, d) { return d; }
test('ponding: a blown corner tips the pond off (DESIGN.md sudden dump)', () => {
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[1] });
const dumps = [];
r.events.on('pondDump', (e) => dumps.push(e));
runStorm(r, realWind(), STORM_02.duration);
assert(dumps.some((d) => d.reason === 'corner blew'), 'a corner let go and the water just sat there');
const big = dumps.find((d) => d.reason === 'corner blew');
return `corner blew and dropped ${big.kg.toFixed(0)} kg at t=${big.t.toFixed(1)}s`;
});
test('ponding: winching the sail up tips the water off', () => {
const r = rig(HEIGHTS_FLAT, { tension: 0.9 });
runStorm(r, realWind(), 40);
const held = r.pondMass();
assert(held > 50, 'nothing to tip off — test is vacuous');
const dumps = [];
r.events.on('pondDump', (e) => dumps.push(e));
r.setTension(1.1);
assert(dumps.some((d) => d.reason === 'tensioned up'), 'tensioning a ponded sail did not shed the water');
assert(r.pondMass() === 0, 'sail still holding water after being winched up');
return `winch 0.9 -> 1.1 shed ${held.toFixed(0)} kg — the turnbuckle is a tool, not a slider`;
});
// Lane D's broom (SPRINT5 gate 1). DESIGN.md: "run out and poke the pond with a
// broom — the funniest correct mechanic in the game."
test('ponding: drainPondAt is a broom, and the water has to go somewhere', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, realWind(), 45);
const before = r.pondMass();
assert(before > 100, `only ${before.toFixed(0)} kg to sweep — test is vacuous`);
const target = r.pondCentroid();
assert(target && target.node >= 0, 'pondCentroid found no pond to aim at');
const dumps = [];
r.events.on('pondDump', (e) => dumps.push(e));
let onYourHead = 0;
for (let i = 0; i < Math.round(1.5 / SIM_DT); i++) onYourHead += r.drainPondAt(target.node, SIM_DT);
assert(onYourHead > before * 0.4, `a 1.5 s poke only shifted ${onYourHead.toFixed(0)} of ${before.toFixed(0)} kg`);
assert(r.pondMass() < before * 0.6, 'the belly is still full after a full poke');
assert(dumps.length > 0, 'drainPondAt emitted nothing for Lane D to react to');
return `1.5 s poke dropped ${onYourHead.toFixed(0)} kg of ${before.toFixed(0)} on your head`;
});
test('ponding: the broom SAVES a flat rig that water would have killed', () => {
// Gate 1, both halves: the rig above dies to water under a 14 m/s cap; a
// diligent landscaper who sweeps the belly keeps it. Same rig, same capped
// wind, so the only thing that changed is the broom.
const CAP = 16;
const swept = carportRig(HARDWARE[1]);
const broke = [];
swept.events.on('break', (e) => broke.push(e));
const w = cappedWetWind(CAP);
const steps = Math.round(STORM_02.duration / SIM_DT);
for (let i = 0; i < steps; i++) {
swept.step(SIM_DT, w, i * SIM_DT);
// a diligent landscaper sweeps before the belly reaches a kill load — the
// rig above blows around 440 kg, so keep it under ~300
if (swept.pondMass() > 250) {
const c = swept.pondCentroid();
if (c) swept.drainPondAt(c.node, SIM_DT, 3);
}
}
assert(broke.length === 0, `swept rig still lost ${broke.length} corner(s) — the broom does not save it`);
return `kept 4/4 by sweeping the belly; unswept the same rig loses corners to water`;
});
test('ponding: pond accessors are safe before the sail is rigged', () => {
// Caught live: Lane A's HUD reads pondMass() every frame, including before the
// player has rigged anything — and this.water doesn't exist until attach().
const bare = new SailRig({ anchors: makeAnchors(HEIGHTS_FLAT) });
assert(bare.pondMass() === 0, 'pondMass threw / was non-zero on an unrigged sail');
assert(bare.pondCentroid() === null, 'pondCentroid should be null on an unrigged sail');
assert(bare.drainPondAt(0, SIM_DT) === 0, 'drainPondAt should no-op on an unrigged sail');
assert(bare.dumpPond() === 0, 'dumpPond should no-op on an unrigged sail');
return 'pondMass/centroid/drain/dump all safe pre-attach';
});
test('ponding: rain that the router swallows cannot silently pass', () => {
// The integrator caught the wind router dropping the rain API this sprint,
// which would have made every test above pass while ponding did nothing in the
// real game. A wind with no rain methods must therefore be LOUD, not benign.
const r = rig(HEIGHTS_FLAT);
const noRainApi = { sample: realWind().sample, speedAt: () => 0, gustTelegraph: () => null };
runStorm(r, noRainApi, 30);
assert(r.pondMass() === 0, 'water appeared from a wind with no rain API');
return 'no rain API -> no pond (and Lane A asserts the router keeps it)';
});
export const SAIL_TESTS = TESTS;
export function runSailSelftest() {