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

This commit is contained in:
m3ultra 2026-07-16 22:14:20 +10:00
commit 31d9946a04
7 changed files with 1304 additions and 18 deletions

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@ -81,6 +81,92 @@ Format: `[lane letter] YYYY-MM-DD — note`
`~/Documents/shades-laneD/` and work there** — B, C and E already have their own. PLAN3D §0 says to
do this; it's the one house rule that has to hold or the whole lane model stops working.
[D] 2026-07-16 — Worktree collision: mine, sorry — acknowledged and fixed. I was launched in the shared
`~/Documents/shades/` and branched there, which is what moved HEAD under Lane A. Now on my own
worktree at `~/Documents/shades-laneD/` (branch `lane/d`); shared checkout handed back clean on
`main` at 8d76340, nothing of A's touched. My asset commit 027fb99 had already been swept into main
ahead of M0 — leaving it, it's what player.js loads.
[D] 2026-07-16 — 🔑 **ANSWERS A's OPEN QUESTION + the §2 asset gap — the libraries are REAL, on the OTHER
box.** Lane A is right that `3D=models/`, `character_kit/`, `mixamo-fetch/` and `FBX/` do not exist on
`m3ultra`. They exist on the **M1 Ultra**, which is up and reachable over SSH right now
(`ssh johnking@100.91.239.7`, hostname `ultra.local`, no password needed). Verified there:
· `~/Documents/FBX/` — Running.fbx, Falling.fbx, Crouch To Stand.fbx, Reaction.fbx, Death.fbx…
· `~/Documents/3D=models/animations/` — 32 clips incl. Happy Idle.fbx, Walk.fbx, Start Walking.fbx
· `~/Documents/character_kit/` (rigged/, scripts/merge_anims.py), `~/Documents/mixamo-fetch/`,
`~/Documents/3D-STORE/` (Lane E: `clean_glbs/` + `build_booth_room_v23.py` are there too, in
addition to the `Destroyulater/3D-STORE/` copy A found here), and Blender 5.0.1.
**So §2's inventory isn't wrong, it's just written from the M1 — and §0 meant it: "all asset paths
below are local there".** This does NOT mean lanes should move. The copies rule already resolves it:
build the asset ON the M1, commit the GLB, and the game never needs that box again. That's what I did
`player_anims.glb` was built there and is committed; `python3 server.py` on m3ultra needs nothing
remote. **Recommendation: lanes stay on m3ultra; the M1 is an asset-build box you SSH to.** Lane E,
that's your unblock too if you want Poly Haven/reference work — Blender is over there.
[D] 2026-07-16 — ⚠️ **BLOCKS THE PLAYER SWAP — Lane A, one line in index.html.** Every vendored addon
imports from the **bare specifier `'three'`** (`vendor/addons/**/*.js` all end `} from 'three';`).
index.html has no importmap, so the moment it imports player.js it dies with "Failed to resolve
module specifier 'three'". Nothing hit this before because main/world/camera.js import
`../vendor/three.module.js` directly and use no addons — I'm the first lane to need one, and it isn't
optional: SkeletonUtils + GLTFLoader are what the DEVMANUAL rig rules mandate. Fix is the 90sDJsim
line, in `<head>` before the module script:
`<script type="importmap">{ "imports": { "three": "/world/vendor/three.module.js",
"three/addons/": "/world/vendor/addons/" } }</script>`
(selftest.html does NOT need it — d.test.js only imports the zero-dep sim, which is why it's green.)
**Lane E: this will land on you too** the moment you load a GLB. Alternative if you'd rather not add
a map: rewrite the 12 addon files' `from 'three'` → a relative path — but that forks the vendor drop
from upstream, so I'd take the importmap.
[D] 2026-07-16 — **PLAYER LANDED** on `lane/d`, rebased on M0, ready for the boot() swap.
`player.sim.js` (deterministic core, zero imports) · `player.js` (rig/view + `createPlayer`) ·
`interact.js` (hold-E + `wireYardActions`) · `js/tests/d.test.js` · `dev_player.html` (my mock
harness — Lane A owns the real shell; I never touched main.js/index.html/selftest.html).
Selftest: **38 pass / 3 skip**, 20 of them Lane D. Verified in a real scene, not just asserts:
head bone **1.715 m** at fig scale 0.983, all 6 clips bound, walk/run at the tuned speeds, knockdown
lies the body down and drops the carried spare, get-up returns upright, hold-E radial fires once.
`checkContract('player', createPlayer(...))`**CONFORMS**, and it clamps to `world.heightAt()`.
**Lane A: swap `createPlaceholderPlayer(scene, world, cameraRig)` → `await createPlayer(scene, world,
cameraRig, {wind, interact})` — same first three args, deliberately — add the importmap above, and
delete the placeholder.** It's async (two GLB fetches), so boot() must await it.
[D] 2026-07-16 — ❗ **CONTRACT NEEDS FROM LANE B — not urgent, but §5-D.4 can't finish without them.**
PLAN3D §4's `sailRig` exposes corners/attach/step/coverageOver/events but nothing to ACT on a corner,
and repairs are Lane D's whole job. `interact.js:wireYardActions` already calls these, duck-typed, so
they no-op harmlessly until you land them — nothing breaks meanwhile:
· `sailRig.repair(i)` — re-rig corner i (I gate it on the player carrying a spare, 2.5 s hold, and
I consume the spare). Needed for the M2 "one mid-storm repair must be survivable" line in §7.
· `sailRig.trim(i, delta)` — per-corner turnbuckle, ±tension at ONE corner (1.2 s hold). This is
§5-D.4's "new vs prototype, makes corners individual".
· `corner.pos` (or `sailRig.cornerPos(i)`) → world Vector3 — I need somewhere to put the prompt.
Live-read each frame, so a flogging corner's prompt tracks it.
Shout if the shapes fight your sim and I'll adapt — you own sail.js, I'll move.
[D] 2026-07-16 — 📌 **PLAN3D §5-D.1 is not buildable as written — the peds cannot go through Blender.**
§5-D.1 says merge clips onto a ped via the character_kit pipeline. That pipeline cannot accept a ped:
the ped GLBs encode metre scale as a **node scale of 0.01 on `mixamorig*:Hips`** with every child bone
in centimetres (Spine T=+10.05, LeftLeg T=+42.8). Blender bones have no rest scale, so the glTF
importer silently drops that 0.01 — straight after import the rig already reads Hips at 0.99 (metres)
while HeadTop_End reads 76.88 (centimetres) and LeftToe_End sits **96 m under the floor**. Exploded
before a single clip is merged. (It's also why `dancer.glb` is 30x small — its base, Hum_M_1.fbx, is
an FBX with no such trick, head bone 0.0563 m. And `merge_anims.py`'s own comment warns about exactly
this class of bug from the other end.) **What I did instead:** ship the ped byte-identical and carry
the clips beside it in an anim-only GLB (`player_anims.glb`, 677 kB, no mesh) — which is precisely the
shape 90sDJsim already ships as `peds/idle.glb` + `peds/walk.glb`, so it's the house pattern, not a
workaround. Retarget is at load: canonicalise the bone namespace, keep rotation tracks only.
Rebuild: `tools/character/build_player_anims.py` (header has the full why + the ssh one-liner).
Two gotchas worth knowing if you touch rigs:
· three.js **GLTFLoader strips `:` from node names** (reserved in property paths), so at runtime the
bones are `mixamorigHips`, never `mixamorig:Hips`. `_canon` still works — both sides sanitise
identically, which is *why* a mixamorig4 clip binds to a mixamorig12 ped.
· Blender 5.0 **removed `Action.fcurves`** (slotted actions — they're under
`layers[].strips[].channelbags[]`), so `character_kit/scripts/merge_anims.py` no longer runs there
as written. My script handles both layouts.
[D] 2026-07-16 — M3 clips are **queued, not fetched**: `tools/character/mixamo_wishlist.txt` (Climbing
Ladder, Turning Key, Digging + repair/storm extras). `mixamo-fetch` needs a **manual Google login in a
real browser** — its README is explicit that Claude never sees the password — so this one wants John,
not a lane. Everything M0M2 needs is already on disk and in `player_anims.glb`.
[A] 2026-07-16 — ❓ **OPEN QUESTION, needs a human.** PLAN3D §0 says lanes run on "the M1 Ultra
(`johnking@100.91.239.7`, Tailscale)", but this box is `m3ultra` and already has
`~/Documents/shades-laneB/` and `shades-laneE/` checked out — so lanes are in fact running here, and

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@ -0,0 +1,34 @@
# SHADES animation wishlist — Mixamo search terms, one per line. (Lane D, for M3)
#
# Same pipeline as 90sDJsim's dj_wishlist.txt and the op-shop clerk's wishlist.txt:
# cd ~/Documents/mixamo-fetch
# node fetch.cjs login # a real browser opens; John logs in by hand, once
# cp <this file> ./shades_wishlist.txt
# node fetch.cjs anims # loops the wishlist, downloads each "Without Skin"
# then add the new FBX to CLIPS in tools/character/build_player_anims.py and rebuild the pack.
#
# NOTE: fetch.cjs needs a MANUAL Google login in a real browser window (its README is explicit that
# Claude never sees the password), so this list is queued for John to run — not something a lane
# fetches on its own. Everything M0-M2 needs is already on disk and already in player_anims.glb:
# Idle / Walk / Run / Falling / CrouchToStand / Reaction.
#
# '#' and blank lines ignored. Names are fuzzy search terms (top hit wins); a miss is skipped.
# In-place clips only — the game translates the player itself, and player.js keeps rotation tracks
# only, so anything with big root travel is wasted.
## --- M3: the repair verbs (PLAN3D §5-D.1) ---
Climbing Ladder
Turning Key
Digging
## --- M3: worth having while the browser is open (DESIGN.md "limited hands" toolset) ---
Hammering
Sweeping Floor
Picking Up Object
Carrying Box
Standing Up Ready
## --- storm reactions (better than reusing Reaction for everything) ---
Covering Head
Bracing
Stumble Backwards

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web/world/dev_player.html Normal file
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<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>SHADES — Lane D player harness</title>
<style>
html, body { margin: 0; height: 100%; background: #6f7f8c; overflow: hidden; font: 12px/1.5 ui-monospace, Menlo, monospace; }
canvas { display: block; }
#hud { position: fixed; top: 8px; left: 8px; color: #fff; text-shadow: 0 1px 2px #000; white-space: pre; pointer-events: none; }
#panel { position: fixed; top: 8px; right: 8px; color: #fff; text-shadow: 0 1px 2px #000; text-align: right; }
#panel button { font: inherit; margin: 1px; }
#panel input { vertical-align: middle; }
#prompt { position: fixed; left: 50%; bottom: 64px; transform: translateX(-50%); color: #fff;
text-shadow: 0 1px 3px #000; font-size: 15px; text-align: center; pointer-events: none; }
#bar { width: 160px; height: 5px; background: #0006; margin: 5px auto 0; border-radius: 3px; overflow: hidden; }
#fill { height: 100%; width: 0; background: #ffd54a; }
</style>
<!--
REQUIRED, don't delete: every vendored addon (GLTFLoader, SkeletonUtils, …) imports from the bare
specifier 'three', so any page that pulls in player.js needs this map. index.html has no importmap
yet because nothing there uses an addon — flagged for Lane A in THREADS.md, since the placeholder
swap will need it too.
-->
<script type="importmap">
{ "imports": { "three": "/world/vendor/three.module.js", "three/addons/": "/world/vendor/addons/" } }
</script>
</head>
<body>
<canvas id="c"></canvas>
<div id="hud"></div>
<div id="panel">
wind <input id="wind" type="range" min="0" max="40" step="0.5" value="4"> <span id="wv">4</span> m/s<br>
dir <input id="dir" type="range" min="0" max="6.28" step="0.01" value="0"><br>
<button id="gust">gust (+18, 1.6s)</button>
<button id="knock">knockdown</button>
<button id="stag">stagger</button>
</div>
<div id="prompt"></div>
<!--
Lane D dev harness. NOT the game — Lane A owns index.html, world.js, camera.js, hud.js.
Everything here that isn't player.js / interact.js is a throwaway mock standing in until M0 lands:
the ground, the wind, the camera and the prompt UI. PLAN3D §0 says lanes develop against contracts
+ mocks until Lane A's skeleton merges; this is that mock.
-->
<script type="module">
import * as THREE from 'three';
import { loadPlayer, KeyboardInput, STATES } from '/world/js/player.js';
import { Interact, wireYardActions } from '/world/js/interact.js';
const renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('c'), antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x8fa6b6);
scene.fog = new THREE.Fog(0x8fa6b6, 30, 90);
const cam = new THREE.PerspectiveCamera(55, 1, 0.1, 300);
const resize = () => {
renderer.setSize(innerWidth, innerHeight);
cam.aspect = innerWidth / innerHeight; cam.updateProjectionMatrix();
};
addEventListener('resize', resize); resize();
const sun = new THREE.DirectionalLight(0xfff3e0, 2.4);
sun.position.set(-8, 14, 6); sun.castShadow = true;
sun.shadow.mapSize.set(2048, 2048);
Object.assign(sun.shadow.camera, { left: -18, right: 18, top: 18, bottom: -18, near: 1, far: 50 });
scene.add(sun, new THREE.HemisphereLight(0xbfd8e8, 0x4a5a3a, 1.1));
// --- mock yard: 30x20 m, flat. Lane A's world.js replaces this (and gives real terrain height). ---
const ground = new THREE.Mesh(new THREE.PlaneGeometry(30, 20),
new THREE.MeshLambertMaterial({ color: 0x6f8f4e }));
ground.rotation.x = -Math.PI / 2; ground.receiveShadow = true;
scene.add(ground);
const grid = new THREE.GridHelper(30, 30, 0x33502a, 0x5d7a45);
grid.position.y = 0.01; scene.add(grid);
// scale references: a 4 m sail post and a 1.7 m capsule. PLAN3D §5-D.1 wants the player to read
// "small person" beside a 4 m post — this is how we check that by eye.
const post = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.08, 4, 12),
new THREE.MeshLambertMaterial({ color: 0xcfd4d8 }));
post.position.set(-4, 2, -3); post.castShadow = true; scene.add(post);
const capsule = new THREE.Mesh(new THREE.CapsuleGeometry(0.28, 1.7 - 0.56, 6, 12),
new THREE.MeshLambertMaterial({ color: 0xd08a5a }));
capsule.position.set(-2.6, 0.85, -3); capsule.castShadow = true; scene.add(capsule);
// interact fixtures: a shed table (pick up a spare) and a broken sail corner (re-rig)
const table = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.06, 0.6),
new THREE.MeshLambertMaterial({ color: 0x8a6b45 }));
table.position.set(5, 0.8, 2); table.castShadow = true; scene.add(table);
const cornerPos = new THREE.Vector3(0, 2.6, -5);
const cornerDot = new THREE.Mesh(new THREE.SphereGeometry(0.13, 12, 10),
new THREE.MeshBasicMaterial({ color: 0xff5252 }));
cornerDot.position.copy(cornerPos); scene.add(cornerDot);
// --- mock wind, standing in for Lane C's weather.js wind.sample(pos,t) ---
const windEl = document.getElementById('wind'), dirEl = document.getElementById('dir');
const wv = document.getElementById('wv');
let gustUntil = -1, gustAdd = 0;
const wind = {
sample(_pos, t) {
const base = +windEl.value;
const extra = t < gustUntil ? gustAdd : 0;
const a = +dirEl.value;
const s = base + extra;
return new THREE.Vector3(Math.cos(a) * s, 0, Math.sin(a) * s);
},
};
windEl.oninput = () => { wv.textContent = windEl.value; };
// --- player ---
const { sim, view, step } = await loadPlayer(scene, {
start: { x: 0, y: 0, z: 3 },
height: 1.72,
groundAt: () => 0, // Lane A's world.js supplies the real terrain height
});
const input = new KeyboardInput();
// --- interactions (the real thing: interact.js + wireYardActions) ---
const interact = new Interact();
const corner = { anchorId: 'post_nw', broken: true, load: 0, pos: cornerPos };
wireYardActions(interact, {
sailRig: {
corners: [corner],
repair: () => { corner.broken = false; cornerDot.material.color.set(0x4caf50); },
trim: () => { cornerDot.scale.setScalar(cornerDot.scale.x * 1.08); },
},
world: { shedTable: { pos: table.position } },
});
document.getElementById('gust').onclick = () => { gustAdd = 18; gustUntil = clock.t + 1.6; };
document.getElementById('knock').onclick = () => sim.knockdown(clock.t, +windEl.value ? 1 : 0, 0);
document.getElementById('stag').onclick = () => sim.staggerHit(clock.t);
// --- mock third-person camera. Lane A's camera.js replaces this; RMB-drag orbits. ---
const orbit = { yaw: Math.PI, pitch: 0.28, dist: 6 };
let drag = false;
addEventListener('contextmenu', (e) => e.preventDefault());
addEventListener('mousedown', (e) => { if (e.button === 2) drag = true; });
addEventListener('mouseup', () => { drag = false; });
addEventListener('mousemove', (e) => {
if (!drag) return;
orbit.yaw -= e.movementX * 0.005;
orbit.pitch = Math.max(-0.2, Math.min(1.1, orbit.pitch + e.movementY * 0.004));
});
addEventListener('wheel', (e) => { orbit.dist = Math.max(2.5, Math.min(14, orbit.dist + e.deltaY * 0.01)); });
const hud = document.getElementById('hud');
const promptEl = document.getElementById('prompt');
const DT = 1 / 60;
const clock = { t: 0, acc: 0, last: performance.now() };
function frame(now) {
requestAnimationFrame(frame);
// rAF drives the VIEW; the sim is stepped at a fixed dt so it matches selftest exactly
let elapsed = Math.min(0.25, (now - clock.last) / 1000);
clock.last = now;
clock.acc += elapsed;
while (clock.acc >= DT) {
clock.acc -= DT;
clock.t += DT;
step(DT, clock.t, input.read(orbit.yaw), wind);
interact.step(DT, clock.t, sim, input.holding);
}
// camera: shoulder-follow, orbits on RMB
const h = 1.5;
cam.position.set(
sim.pos.x + Math.sin(orbit.yaw) * Math.cos(orbit.pitch) * orbit.dist,
sim.pos.y + h + Math.sin(orbit.pitch) * orbit.dist,
sim.pos.z + Math.cos(orbit.yaw) * Math.cos(orbit.pitch) * orbit.dist);
cam.lookAt(sim.pos.x, sim.pos.y + 1.1, sim.pos.z);
const near = interact.nearest(sim);
promptEl.innerHTML = near
? `[E] ${interact.labelOf(near, sim)}<div id="bar"><div id="fill" style="width:${(interact.progress * 100).toFixed(0)}%"></div></div>`
: '';
hud.textContent =
`state ${sim.state}${sim.busy ? ' (busy)' : ''}\n` +
`clip ${STATES[sim.state].clip}\n` +
`speed ${sim.speed.toFixed(2)} m/s\n` +
`pos ${sim.pos.x.toFixed(1)}, ${sim.pos.z.toFixed(1)}\n` +
`wind ${sim.windSpeed.toFixed(1)} m/s (base ${sim.windBase.toFixed(1)}, gust ${sim.gust.toFixed(1)})\n` +
`shove ${Math.hypot(sim.shove.x, sim.shove.z).toFixed(2)} m/s\n` +
`exposure ${sim.exposure.toFixed(2)} / ${sim.tune.knockSustain}\n` +
`pitch ${sim.pitch.toFixed(2)}\n` +
`carrying ${sim.carrying || '—'}\n` +
`bound ${view.clipNames.join(' ')}\n` +
`\nWASD move · shift run · E hold · RMB orbit`;
renderer.render(scene, cam);
}
requestAnimationFrame(frame);
// expose for console poking / screenshot checks
Object.assign(window, { sim, view, interact, scene, cam, orbit, clock, THREE });
</script>
</body>
</html>

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/**
* interact.js hold-E actions with radial progress. (Lane D)
*
* contracts.js: interact.register({id, pos, radius, holdSecs, label, canUse()->bool, onDone()})
*
* Zero imports (same reason as player.sim.js): the whole thing is fixed-dt and headless-testable.
* `pos` is duck-typed {x,y,z}, so a THREE.Vector3 or a plain object both work.
*
* The busy handshake: this module both ENTERS and LEAVES the player's `busy` state. Nothing else
* writes it, so a dropped release cannot strand the player and if the world takes the player away
* mid-hold (a gust puts them down), we notice `player.state` is no longer 'busy' and abort without
* stomping on the state the world just set.
*/
export class Interact {
constructor() {
this.targets = new Map();
this.active = null; // the target currently being held
this.progress = 0; // 0..1 — the radial
this.latched = false; // a completed action re-arms only after E is released (see step)
this.events = []; // {type:'done'|'cancel', id, t} — drained by hud.js
}
/**
* @param {object} spec
* @param {string} spec.id
* @param {object} spec.pos {x,y,z} read live each step, so it may move (a sail corner does)
* @param {number} [spec.radius] metres
* @param {number} [spec.holdSecs]
* @param {string|function} [spec.label] string, or (player)->string for live text
* @param {function} [spec.canUse] (player) -> bool
* @param {function} [spec.onDone] (player, t) -> void
* @returns {function} unregister
*/
register(spec) {
if (!spec || !spec.id) throw new Error('interact.register: id required');
const target = {
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, ...spec,
};
this.targets.set(target.id, target);
return () => this.unregister(target.id);
}
unregister(id) {
if (this.active && this.active.id === id) this.active = null, this.progress = 0;
return this.targets.delete(id);
}
labelOf(target, player) {
return typeof target.label === 'function' ? target.label(player) : target.label;
}
_usable(target, player) {
return !target.canUse || !!target.canUse(player);
}
/** Nearest registered target in range whose canUse() passes. */
nearest(player) {
let best = null, bestD = Infinity;
for (const target of this.targets.values()) {
const p = typeof target.pos === 'function' ? target.pos() : target.pos;
if (!p) continue;
const d = Math.hypot(p.x - player.pos.x, p.z - player.pos.z);
if (d <= target.radius && d < bestD && this._usable(target, player)) { best = target; bestD = d; }
}
return best;
}
cancel(t, player) {
if (!this.active) return;
// only hand the player back if they're still ours — a knockdown mid-hold already re-stated them
if (player.state === 'busy') player.setState('idle', t);
this.events.push({ type: 'cancel', id: this.active.id, t });
this.active = null;
this.progress = 0;
}
/**
* @param {number} dt @param {number} t
* @param {PlayerSim} player
* @param {boolean} holding is E held this frame
* @returns {{target, progress, label, holding}} for hud.js to draw the prompt + radial
*/
step(dt, t, player, holding) {
// One press, one action: a completed hold latches until E is released. Without this, a held key
// re-arms the instant the action finishes and the same action fires every holdSecs forever
// (leaning on the shed table would deal you a spare a second, indefinitely).
if (!holding) this.latched = false;
const near = this.nearest(player);
if (this.active) {
const stolen = player.state !== 'busy'; // something else claimed the player
if (!holding || near !== this.active || !this._usable(this.active, player) || stolen) {
this.cancel(t, player);
}
}
if (!this.active && holding && !this.latched && near && !player.busy) {
this.active = near;
this.progress = 0;
player.setState('busy', t);
}
if (this.active) {
this.progress += dt / Math.max(1e-6, this.active.holdSecs);
if (this.progress >= 1) {
const done = this.active;
this.active = null;
this.progress = 0;
this.latched = true;
player.setState('idle', t); // release busy FIRST — onDone may pickUp(), which refuses while busy
if (done.onDone) done.onDone(player, t);
this.events.push({ type: 'done', id: done.id, t });
}
}
const shown = this.active || near;
return {
target: shown,
progress: this.progress,
label: shown ? this.labelOf(shown, player) : '',
holding: !!this.active,
};
}
}
/**
* Register the standard yard actions (PLAN3D §5-D.4). Duck-typed against the contracts so Lane D
* never edits Lane B's or Lane A's files anything not yet landed is simply skipped.
*
* @param {Interact} interact
* @param {object} deps {sailRig, world, spares}
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
* sailRig.repair(i) -> void [PROPOSED see THREADS.md]
* sailRig.trim(i,d) -> void [PROPOSED per-corner turnbuckle, see THREADS.md]
* world.shedTable -> {pos} (Lane A/E)
*/
export function wireYardActions(interact, deps = {}) {
const { sailRig, world } = deps;
const wired = [];
if (sailRig && Array.isArray(sailRig.corners)) {
sailRig.corners.forEach((corner, i) => {
// re-rig a broken corner — costs the spare you're carrying
wired.push(interact.register({
id: `rerig_${i}`,
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
radius: 1.8,
holdSecs: 2.5,
label: 're-rig corner',
canUse: (p) => corner.broken && p.carrying === 'spare',
onDone: (p) => { p.carrying = null; if (sailRig.repair) sailRig.repair(i); },
}));
// per-corner turnbuckle trim — new vs the prototype; makes corners individual
wired.push(interact.register({
id: `trim_${i}`,
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
radius: 1.8,
holdSecs: 1.2,
label: 'tighten turnbuckle',
canUse: () => !corner.broken && !!sailRig.trim,
onDone: () => sailRig.trim && sailRig.trim(i, +0.1),
}));
});
}
if (world && world.shedTable) {
wired.push(interact.register({
id: 'spare_table',
pos: world.shedTable.pos,
radius: 1.5,
holdSecs: 0.6,
label: (p) => (p.carrying ? 'hands full' : 'take a spare'),
canUse: (p) => !p.carrying, // hands-full rule
onDone: (p, t) => p.pickUp('spare', t),
}));
}
return () => wired.forEach((un) => un());
}

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/**
* player.js the small person: rig, clips, camera-relative control. (Lane D)
*
* The deterministic half lives in player.sim.js; this file is the view. It follows the 90sDJsim
* DEVMANUAL "Rigged animated characters" rules, which are law here:
* · SkeletonUtils.clone() for instances a plain .clone() breaks skinned meshes
* · height-normalise off the HEAD BONE and plant the feet Mixamo scale is unreliable, so the
* scale factor is always MEASURED, never a blind setScalar of a guessed constant
* · canonicalise the bone namespace so any clip binds to any character
*
* Assets (see models/MODELS.md): player_01.glb is an untouched ped (metre-scale, head bone 1.75 m);
* player_anims.glb is an anim-only carrier built by tools/character/build_player_anims.py. The clips
* are retargeted onto the ped at load see _rotOnly for why that is safe at any carrier scale.
*/
import * as THREE from '../vendor/three.module.js';
import { clone as skeletonClone } from '../vendor/addons/utils/SkeletonUtils.js';
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
import { PlayerSim, STATES, TUNE } from './player.sim.js';
export { PlayerSim, STATES, TUNE };
export const CHAR_URL = '/world/models/player_01.glb';
export const ANIM_URL = '/world/models/player_anims.glb';
/**
* Canonicalise the Mixamo skeleton namespace (mixamorig4: vs mixamorig12:) so any clip binds to any
* character. Every Mixamo auto-rig upload gets its own numbered namespace and three.js binds tracks
* BY NODE NAME a mismatched clip binds to nothing and plays a silent T-pose, with no error.
* (Straight from 90sDJsim index.html. The \d+ is deliberate: a bare "mixamorig:" is already canonical.)
*/
const _canon = (s) => s.replace(/mixamorig\d+/g, 'mixamorig');
const canonRig = (r) => {
if (!r) return r;
if (r.scene) r.scene.traverse((o) => { o.name = _canon(o.name); });
if (r.anims) r.anims.forEach((a) => a.tracks.forEach((t) => { t.name = _canon(t.name); }));
return r;
};
/**
* Shared-clip filter: keep limb/spine rotations only. Drop ALL position tracks (a different-scale
* source inflates or crumples the target) AND Hips.quaternion (a different-orientation source lays
* the target flat). Quaternions are scale-invariant, which is the whole reason a clip carrier at any
* scale retargets cleanly onto the metre-scale ped.
*
* The cost is that a clip can no longer lie the body down so the knockdown does NOT come from the
* Falling clip's root. player.sim.js pitches the root itself, which is also how the fall gets to go
* DOWNWIND of the gust that caused it. The clip only supplies the flail.
*/
const _rotOnly = (c) => new THREE.AnimationClip(c.name, c.duration,
c.tracks.filter((t) => t.name.endsWith('.quaternion') && !/Hips\.quaternion$/i.test(t.name)));
const _loadGLTF = (loader, url) => new Promise((res, rej) =>
loader.load(url, (g) => res({ scene: g.scene, anims: g.animations }), undefined,
() => rej(new Error(`player: failed to load ${url}`))));
const UP = new THREE.Vector3(0, 1, 0);
export class PlayerView {
/**
* @param {object} rig {scene, anims} the character
* @param {Array} clips retargeted AnimationClips
* @param {number} height metres to the top of the head
*/
constructor(rig, clips, height = 1.72) {
// root: world position + facing + knockdown pitch. fig: the rig, lifted so its feet sit at y=0.
this.root = new THREE.Group();
this.root.name = 'player';
const fig = skeletonClone(rig.scene);
this.fig = fig;
fig.traverse((o) => { if (o.isMesh) { o.frustumCulled = false; o.castShadow = true; } });
this.root.add(fig);
this.root.updateWorldMatrix(true, true);
// measure, then scale — never a blind setScalar (DEVMANUAL). /head/i matches both Head and
// HeadTop_End; max() takes the crown, which is what "height" means.
const wp = new THREE.Vector3();
let headY = 0;
fig.traverse((o) => {
if (!o.isBone) return;
o.getWorldPosition(wp);
if (/head/i.test(o.name)) headY = Math.max(headY, wp.y);
});
if (headY > 1e-4) { fig.scale.setScalar(height / headY); fig.updateWorldMatrix(true, true); }
this.height = height;
// plant the feet: lift the rig so its lowest bone sits on the root's origin
let minY = Infinity;
fig.traverse((o) => { if (o.isBone) { o.getWorldPosition(wp); minY = Math.min(minY, wp.y); } });
if (minY < Infinity) fig.position.y = -minY;
this.mixer = new THREE.AnimationMixer(fig);
this.actions = {};
// some characters lack bones a shared clip animates (thumb joints, say) — bind only what exists,
// else three.js spams "No target node found" for every missing bone
const nodes = new Set();
fig.traverse((o) => { if (o.name) nodes.add(o.name); });
for (const clip of clips) {
const bindable = clip.tracks.filter((t) => nodes.has(t.name.split('.')[0]));
if (!bindable.length) continue;
const use = bindable.length === clip.tracks.length
? clip : new THREE.AnimationClip(clip.name, clip.duration, bindable);
this.actions[clip.name] = this.mixer.clipAction(use);
}
this.current = null;
this._axis = new THREE.Vector3();
this._qYaw = new THREE.Quaternion();
this._qPitch = new THREE.Quaternion();
}
/** @returns {string[]} clip names that bound to at least one bone */
get clipNames() { return Object.keys(this.actions); }
play(name, loop = true, fade = 0.18) {
const next = this.actions[name];
if (!next || next === this.current) return;
next.reset();
next.setEffectiveWeight(1);
next.setLoop(loop ? THREE.LoopRepeat : THREE.LoopOnce, loop ? Infinity : 1);
next.clampWhenFinished = !loop;
if (this.current) next.crossFadeFrom(this.current, fade, false);
next.play();
this.current = next;
}
/** Push one sim frame onto the rig. dt drives the mixer only — the sim already stepped. */
sync(sim, dt) {
const st = STATES[sim.state];
this.play(st.clip, st.loop !== false);
this.root.position.set(sim.pos.x, sim.pos.y, sim.pos.z);
// yaw, then tip over about a world-horizontal axis square to the fall direction, pivoting at the
// feet. At pitch 0 this is exactly the yaw, so upright play is untouched.
this._qYaw.setFromAxisAngle(UP, sim.facing);
if (sim.pitch > 1e-4) {
this._axis.set(sim.knockDir.z, 0, -sim.knockDir.x);
if (this._axis.lengthSq() < 1e-8) this._axis.set(1, 0, 0);
this._qPitch.setFromAxisAngle(this._axis.normalize(), sim.pitch * Math.PI * 0.5);
this.root.quaternion.copy(this._qPitch).multiply(this._qYaw);
} else {
this.root.quaternion.copy(this._qYaw);
}
this.mixer.update(dt);
}
dispose() {
this.mixer.stopAllAction();
this.root.removeFromParent();
}
}
/**
* Load the player and attach it to a scene.
* @param {THREE.Scene|THREE.Object3D} scene
* @param {object} [opts] {start, facing, height, groundAt, tune, charUrl, animUrl}
* @returns {Promise<{sim: PlayerSim, view: PlayerView, step: function}>}
*/
export async function loadPlayer(scene, opts = {}) {
const loader = new GLTFLoader();
const [rig, animPack] = await Promise.all([
_loadGLTF(loader, opts.charUrl || CHAR_URL),
_loadGLTF(loader, opts.animUrl || ANIM_URL),
]);
canonRig(rig);
canonRig(animPack);
const clips = animPack.anims.map(_rotOnly).filter((c) => c.tracks.length);
const view = new PlayerView(rig, clips, opts.height || 1.72);
scene.add(view.root);
const sim = new PlayerSim(opts);
const missing = Object.values(STATES).map((s) => s.clip).filter((c, i, a) =>
a.indexOf(c) === i && !view.actions[c]);
if (missing.length) console.warn('player: state machine wants clips that did not bind:', missing);
return {
sim,
view,
/** Convenience: step the sim then push it to the rig. */
step(dt, t, input, wind) {
sim.step(dt, t, input, wind);
view.sync(sim, dt);
return sim.state;
},
};
}
/**
* The `Player` contract factory (contracts.js) this is the one main.js calls.
* Drop-in for createPlaceholderPlayer(scene, world, cameraRig): same first three args, so boot()
* only changes which function it calls. Everything the player needs per frame it pulls itself, so
* `update(dt, t)` matches the contract's signature exactly.
*
* @param {THREE.Object3D} scene
* @param {object} world contracts World `heightAt(x,z)` clamps the player to the ground
* @param {object} cameraRig contracts Camera `yaw` is what WASD is relative to
* @param {object} [opts] {wind, interact, start, facing, height, tune, charUrl, animUrl}
* @returns {Promise<object>} satisfies checkContract('player', )
*/
export async function createPlayer(scene, world, cameraRig, opts = {}) {
const p = await loadPlayer(scene, {
...opts,
groundAt: world && world.heightAt ? (x, z) => world.heightAt(x, z) : undefined,
start: opts.start || { x: 0, y: 0, z: 6 },
});
const keyboard = new KeyboardInput();
const { sim, view } = p;
return {
get pos() { return sim.pos; },
get carrying() { return sim.carrying; },
set carrying(v) { sim.carrying = v; },
get busy() { return sim.busy; },
/** @param {number} dt @param {number} t — main.js's fixed-dt loop drives this */
update(dt, t) {
const input = keyboard.read(cameraRig ? cameraRig.yaw || 0 : 0);
sim.step(dt, t, input, opts.wind);
if (opts.interact) opts.interact.step(dt, t, sim, keyboard.holding);
view.sync(sim, dt);
},
/** The Object3D to follow/frame. Lane A's camera wants this, not the raw rig. */
get object() { return view.root; },
sim,
view,
keyboard,
dispose() { keyboard.dispose(); view.dispose(); },
};
}
/**
* Keyboard the sim's input shape. Camera yaw comes from Lane A's camera each frame.
* Kept out of PlayerSim so the sim stays headless.
*/
export class KeyboardInput {
constructor(target = window) {
this.keys = new Set();
this._down = (e) => {
this.keys.add(e.code);
if (/^(Arrow|Space)/.test(e.code)) e.preventDefault();
};
this._up = (e) => this.keys.delete(e.code);
target.addEventListener('keydown', this._down);
target.addEventListener('keyup', this._up);
this._target = target;
}
get holding() { return this.keys.has('KeyE'); }
/** @param {number} camYaw radians */
read(camYaw = 0) {
const k = this.keys;
const x = (k.has('KeyD') || k.has('ArrowRight') ? 1 : 0) - (k.has('KeyA') || k.has('ArrowLeft') ? 1 : 0);
const z = (k.has('KeyW') || k.has('ArrowUp') ? 1 : 0) - (k.has('KeyS') || k.has('ArrowDown') ? 1 : 0);
return { x, z, run: k.has('ShiftLeft') || k.has('ShiftRight'), camYaw };
}
dispose() {
this._target.removeEventListener('keydown', this._down);
this._target.removeEventListener('keyup', this._up);
}
}

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/**
* player.sim.js the small person's deterministic core. (Lane D)
*
* Zero imports, on purpose. PLAN3D §0 requires the sim to be fast-forwardable in selftest with a
* fixed dt and no renderer, so nothing in here touches THREE, the DOM, rAF, Date.now() or
* Math.random(). `step(dt, t, …)` is the entire clock: same inputs same trace, every run.
*
* player.js owns the view (rig, clips, camera). This file owns the truth: where the person is,
* what state they're in, and what the wind is doing to them.
*/
/**
* The state machine, as a table (PLAN3D §5-D.5 asks for a table test).
* clip clip name in player_anims.glb
* locked movement input is ignored, and `player.busy` is true
* secs timed states auto-advance to `next` after this long
* Invariant the selftest enforces: every locked state either has a `next` (so it drains on its own)
* or is released by an external actor. `busy` is the only externally-released state interact.js
* both enters and leaves it, so a dropped release can't strand the player.
*/
export const STATES = {
idle: { clip: 'Idle', locked: false, loop: true },
walk: { clip: 'Walk', locked: false, loop: true },
run: { clip: 'Run', locked: false, loop: true },
busy: { clip: 'Idle', locked: true, loop: true, releasedBy: 'interact' },
stagger: { clip: 'Reaction', locked: true, loop: false, secs: 0.9, next: 'idle' },
knocked: { clip: 'Falling', locked: true, loop: false, secs: 1.4, next: 'getup' },
getup: { clip: 'CrouchToStand', locked: true, loop: false, secs: 1.3, next: 'idle' },
};
/**
* Tuning. Ported from the 2D prototype's shape (prototype/game.js:250-252), retuned to metres and
* m/s per PLAN3D §1 ("port the behaviour, retune the constants").
*/
export const TUNE = {
walkSpeed: 1.5, // m/s — a person crossing a 30 m yard, unhurried
runSpeed: 4.4, // m/s — shift
accel: 16, // m/s² toward the wanted velocity
turnRate: 11, // rad/s — facing chases the movement direction
// prototype: slow = 1 - min(0.35, wind.speed / 160). Its wind ran ~4 (calm) to ~38 (gust peak),
// which is already m/s-shaped, so the curve ports across directly.
slowMax: 0.35,
slowRef: 160,
// prototype: push = ws*ws*0.55 — "wind pressure goes with speed², gusts have teeth"; and shove
// only applied while wind.gust > 8, never from the base wind.
shoveK: 0.0035, // shove accel (m/s²) = shoveK · ws² → ~3.2 m/s² in a 30 m/s gust
shoveGustMin: 8, // m/s of gust (over baseline) before the wind can push you at all
shoveDamp: 2.5, // 1/s foot-friction bleed → terminal drift ≈ shoveK·ws²/shoveDamp
// Baseline tracker: contracts.js exposes wind.sample() (total) and wind.gustTelegraph() (before
// the gust), but nothing reports gust magnitude DURING the hold. Rather than widen Lane C's
// contract, we recover it: a slow EMA of local wind speed is the base curve, and everything above
// it is gust. Self-calibrating to whatever storm JSON Lane C authors.
baseTrack: 0.25, // 1/s — ~4 s memory; gust holds are ~1.7 s, so they read as gust, not base
// Knockdown mirrors the sail's failure rule (PLAN3D §1: break after 0.4 s SUSTAINED overload) —
// same verb for cloth and for people, so the player reads one language.
knockWind: 30, // m/s sustained local wind → you go down
knockSustain: 0.5, // s above knockWind before it happens
knockBleed: 2, // exposure drains this many × faster than it fills
pitchSecs: 0.35, // s for the body to swing down / back up (view reads sim.pitch)
};
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/** Shortest-arc angle step from a toward b, at most `maxStep` radians. */
function turnToward(a, b, maxStep) {
let d = (b - a) % (Math.PI * 2);
if (d > Math.PI) d -= Math.PI * 2;
if (d < -Math.PI) d += Math.PI * 2;
return a + clamp(d, -maxStep, maxStep);
}
export class PlayerSim {
/**
* @param {object} [opts]
* @param {object} [opts.start] {x,y,z} spawn, metres
* @param {function} [opts.groundAt] (x,z) -> y. Lane A's world.js provides the real one.
* @param {object} [opts.tune] overrides for TUNE
*/
constructor(opts = {}) {
const s = opts.start || { x: 0, y: 0, z: 0 };
this.pos = { x: s.x, y: s.y || 0, z: s.z };
this.vel = { x: 0, z: 0 }; // intended (input-driven) velocity
this.shove = { x: 0, z: 0 }; // wind-driven velocity, decays through foot friction
this.facing = opts.facing || 0; // yaw; models face +Z at 0 (90sDJsim convention)
this.state = 'idle';
this.stateT = 0;
this.carrying = null; // contract: player.carrying — one item, hands-full rule
this.events = []; // {type:'state'|'drop'|'knockdown', …} drained by the view/HUD
this.exposure = 0; // s spent above knockWind
this.windBase = 0; // EMA baseline (see TUNE.baseTrack)
this.windSpeed = 0; // last sampled local speed, m/s — HUD/audio read this
this.gust = 0; // windSpeed - windBase, clamped ≥0
this.pitch = 0; // 0 upright … 1 flat on the ground
this.knockDir = { x: 0, z: 1 }; // which way the body went down
this.groundAt = opts.groundAt || (() => 0);
this.tune = { ...TUNE, ...(opts.tune || {}) };
}
/** contract: player.busy */
get busy() { return !!STATES[this.state].locked; }
get clip() { return STATES[this.state].clip; }
get speed() { return Math.hypot(this.vel.x, this.vel.z); }
setState(s, t = 0) {
if (this.state === s) return false;
if (!STATES[s]) throw new Error(`player: unknown state ${s}`);
this.state = s;
this.stateT = 0;
this.events.push({ type: 'state', state: s, t });
return true;
}
/** Drop whatever's carried (knockdown does this per PLAN3D §5-D.3). */
drop(t = 0) {
if (!this.carrying) return null;
const item = this.carrying;
this.carrying = null;
this.events.push({ type: 'drop', item, t });
return item;
}
/** @returns {boolean} true if the pickup was accepted (hands-full rule). */
pickUp(item, t = 0) {
if (this.carrying || this.busy) return false;
this.carrying = item;
this.events.push({ type: 'pickup', item, t });
return true;
}
/** Light hit — a glancing debris clip. Ignored if already down. */
staggerHit(t = 0) {
if (this.state === 'knocked' || this.state === 'getup') return false;
return this.setState('stagger', t);
}
/**
* Put the player on the ground. debris.js (Lane C) calls this on a solid hit; the sim calls it
* itself on sustained extreme wind.
* @param {number} [dirX] @param {number} [dirZ] which way to fall defaults to downwind/facing.
*/
knockdown(t = 0, dirX, dirZ) {
if (this.state === 'knocked' || this.state === 'getup') return false;
let x = dirX, z = dirZ;
if (x === undefined || (x === 0 && z === 0)) { x = Math.sin(this.facing); z = Math.cos(this.facing); }
const m = Math.hypot(x, z) || 1;
this.knockDir = { x: x / m, z: z / m };
this.setState('knocked', t);
this.exposure = 0;
this.vel.x = this.vel.z = 0;
this.drop(t);
this.events.push({ type: 'knockdown', t, dir: { ...this.knockDir } });
return true;
}
/**
* @param {number} dt fixed step, seconds
* @param {number} t storm time, seconds
* @param {object} input {x,z} camera-relative axes in -1..1, {run}, {camYaw} radians
* @param {object} wind contracts wind ({sample(pos,t)->Vector3}) or a plain {x,z} vector
*/
step(dt, t, input = {}, wind = null) {
const T = this.tune;
this.stateT += dt;
// --- local wind, and how much of it is gust ---
let wx = 0, wz = 0;
if (wind) {
const v = typeof wind.sample === 'function' ? wind.sample(this.pos, t) : wind;
if (v) { wx = v.x || 0; wz = v.z || 0; }
}
const ws = Math.hypot(wx, wz);
this.windSpeed = ws;
this.windBase += (ws - this.windBase) * clamp(dt * T.baseTrack, 0, 1);
this.gust = Math.max(0, ws - this.windBase);
// --- sustained extreme wind puts you down (same rule as a sail corner letting go) ---
if (ws > T.knockWind) this.exposure += dt;
else this.exposure = Math.max(0, this.exposure - dt * T.knockBleed);
if (this.exposure >= T.knockSustain) this.knockdown(t, wx, wz);
const st = STATES[this.state];
// --- movement ---
const slow = 1 - Math.min(T.slowMax, ws / T.slowRef); // prototype: rain + wind slow you
let wantX = 0, wantZ = 0;
if (!st.locked) {
const ix = input.x || 0, iz = input.z || 0;
const mag = Math.hypot(ix, iz);
if (mag > 1e-3) {
// camera-relative: at camYaw 0 three.js looks down -Z, so forward = (-sin, -cos).
const cy = input.camYaw || 0;
const sin = Math.sin(cy), cos = Math.cos(cy);
const nx = ix / mag, nz = iz / mag;
const dx = nx * cos - nz * sin;
const dz = -nx * sin - nz * cos;
const target = (input.run ? T.runSpeed : T.walkSpeed) * Math.min(1, mag) * slow;
wantX = dx * target; wantZ = dz * target;
this.facing = turnToward(this.facing, Math.atan2(dx, dz), T.turnRate * dt);
}
}
// approach the wanted velocity at a fixed accel (both directions — stopping is the same law)
const dvx = wantX - this.vel.x, dvz = wantZ - this.vel.z;
const dvm = Math.hypot(dvx, dvz);
const step = T.accel * dt;
if (dvm <= step || dvm < 1e-6) { this.vel.x = wantX; this.vel.z = wantZ; }
else { this.vel.x += dvx / dvm * step; this.vel.z += dvz / dvm * step; }
// --- gust shove: pressure ∝ speed², gust only, never while you're already on the ground ---
const grounded = this.state === 'knocked' || this.state === 'getup';
if (!grounded && this.gust > T.shoveGustMin && ws > 1e-3) {
const a = T.shoveK * ws * ws;
this.shove.x += (wx / ws) * a * dt;
this.shove.z += (wz / ws) * a * dt;
}
const bleed = Math.exp(-T.shoveDamp * dt);
this.shove.x *= bleed; this.shove.z *= bleed;
this.pos.x += (this.vel.x + this.shove.x) * dt;
this.pos.z += (this.vel.z + this.shove.z) * dt;
this.pos.y = this.groundAt(this.pos.x, this.pos.z);
// --- body pitch: the sim owns it so a knockdown is deterministic and falls DOWNWIND,
// which a canned clip can't do. player.js just reads sim.pitch + sim.knockDir. ---
const wantPitch = this.state === 'knocked' ? 1
: this.state === 'getup' ? Math.max(0, 1 - this.stateT / (st.secs || 1))
: 0;
const pstep = dt / T.pitchSecs;
this.pitch = clamp(this.pitch + clamp(wantPitch - this.pitch, -pstep, pstep), 0, 1);
// --- locomotion state from actual speed (so shove/slow can't desync the feet) ---
if (!st.locked) {
const sp = this.speed;
this.setState(sp < 0.15 ? 'idle' : sp > T.walkSpeed * 1.35 ? 'run' : 'walk', t);
} else if (st.secs && this.stateT >= st.secs && st.next) {
this.setState(st.next, t);
}
return this.state;
}
}

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/**
* Lane D selftests player state machine and interactions.
* Lane D selftests player state machine, weather effects, interactions. (PLAN3D §5-D.5)
*
* Lane D owns this file. Lane A pre-created it so adding your suite never means
* editing selftest.html.
* Everything asserted here is renderer-free: player.sim.js and interact.js import nothing, so this
* suite is pure logic driven at fixed dt, never rAF. (rAF being throttled in a hidden tab is not
* theoretical this lane's dev harness froze mid-knockdown at stateT=0.333 until it was driven by
* a fixed loop, which is exactly the trap Lane A called out.)
*
* The asserts PLAN3D §5-D asks for, once player.js lands:
* 1. anim state machine table test every state reachable, none stuck
* (idle/walk/run + one-shot interact + knockdown get-up).
* 2. interact radius respects the busy and carrying flags.
*
* Note for integration: main.js currently drives a placeholder capsule that
* satisfies the Player contract ({pos, carrying, busy, update}). When player.js
* lands, Lane A swaps the factory call in boot() and deletes the placeholder
* you shouldn't need to touch main.js yourself. Ping THREADS.md when you're
* ready and Lane A will do the swap.
*
* Useful imports:
* import { FIXED_DT, createStubWind } from '../contracts.js';
* import { assert, assertEq, fixedLoop } from '../testkit.js';
* The rig half of player.js bone binding, head-bone scale, clip retarget can't be asserted
* headlessly; it needs a GL context and two GLB fetches. That is verified by hand in
* web/world/dev_player.html and written up in THREADS.md: head bone 1.715 m at fig scale 0.983,
* all six clips bound, Hips tracks correctly absent.
*/
import { PlayerSim, STATES, TUNE } from '../player.sim.js';
import { Interact, wireYardActions } from '../interact.js';
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
import { FIXED_DT } from '../contracts.js';
const DT = FIXED_DT;
/** Steady wind blowing +X at `speed` m/s. */
const windX = (speed) => ({ x: speed, y: 0, z: 0 });
/** Drive the sim for `secs` at fixed dt. */
const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
fixedLoop(secs, DT, (dt, t) => sim.step(dt, t0 + t, input, wind));
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
t.skip('player.js not landed yet — Lane D');
// ---------------------------------------------------------------- state machine table
t.test('state table: every state\'s clip exists in player_anims.glb', () => {
const clips = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction']);
for (const [name, st] of Object.entries(STATES)) {
assert(clips.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
}
});
t.test('state table: no stuck states — every locked state drains to a free one', () => {
for (const [name, st] of Object.entries(STATES)) {
if (!st.locked) continue;
assert((st.next && st.secs > 0) || !!st.releasedBy,
`locked state ${name} has neither a timed exit nor an external releaser`);
if (st.next) assert(!!STATES[st.next], `state ${name}.next=${st.next} is not a state`);
}
for (const name of Object.keys(STATES)) {
let cur = name, hops = 0;
const seen = new Set();
while (STATES[cur].locked && STATES[cur].next && hops < 16 && !seen.has(cur)) {
seen.add(cur); cur = STATES[cur].next; hops++;
}
assert(!STATES[cur].locked || !!STATES[cur].releasedBy,
`state ${name} chains into a dead end at ${cur}`);
}
});
// ---------------------------------------------------------------- locomotion
t.test('locomotion: idle -> walk -> run -> idle at the tuned speeds', () => {
const sim = new PlayerSim();
assertEq(sim.state, 'idle', 'spawns idle');
assert(!sim.busy, 'idle is not busy');
drive(sim, 1.0, { x: 0, z: 1, camYaw: 0 });
assertEq(sim.state, 'walk', 'W walks');
assertClose(sim.speed, TUNE.walkSpeed, 0.05, 'walk speed');
drive(sim, 1.0, { x: 0, z: 1, run: true, camYaw: 0 });
assertEq(sim.state, 'run', 'shift runs');
assertClose(sim.speed, TUNE.runSpeed, 0.05, 'run speed');
drive(sim, 1.0, {});
assertEq(sim.state, 'idle', 'releasing input returns to idle');
assertLess(sim.speed, 0.15, 'and stops');
});
t.test('locomotion: movement is relative to camera.yaw', () => {
const a = new PlayerSim(); drive(a, 1.0, { x: 0, z: 1, camYaw: 0 });
assertLess(a.pos.z, -0.5, 'at yaw 0, W drives -Z (three.js camera-forward)');
assertClose(a.pos.x, 0, 1e-6, 'and not sideways');
const b = new PlayerSim(); drive(b, 1.0, { x: 0, z: 1, camYaw: Math.PI / 2 });
assertLess(b.pos.x, -0.5, 'at yaw 90 deg, the same key drives -X');
assertClose(b.pos.z, 0, 1e-6, 'and not forward');
assertClose(Math.abs(a.facing), Math.PI, 0.05, 'facing chases the movement direction');
});
// ---------------------------------------------------------------- weather on the player
t.test('weather: wind slows you, capped at TUNE.slowMax', () => {
const calm = new PlayerSim(); drive(calm, 2, { x: 0, z: 1, camYaw: 0 }, windX(0));
const blow = new PlayerSim(); drive(blow, 2, { x: 0, z: 1, camYaw: 0 }, windX(20));
assertLess(blow.speed, calm.speed, 'wind slows you');
// Isolate the slow curve from the knockdown — in a real 1e4 m/s you are flat on your back
// inside half a second (which is correct, and is what this assert used to accidentally measure).
const gale = new PlayerSim({ tune: { knockWind: Infinity } });
drive(gale, 2, { x: 0, z: 1, camYaw: 0 }, windX(1e4));
assertClose(gale.speed, TUNE.walkSpeed * (1 - TUNE.slowMax), 0.05,
'slow saturates at slowMax and never goes past it');
});
t.test('weather: steady wind reads as baseline, not as a gust', () => {
const s = new PlayerSim();
drive(s, 60, {}, windX(20));
assertLess(s.gust, 1.0, 'the EMA learns a constant 20 m/s as base');
assertLess(Math.hypot(s.shove.x, s.shove.z), 0.05, 'so it does not shove you forever');
});
t.test('weather: a gust over the baseline shoves you downwind, and scales with speed squared', () => {
const s = new PlayerSim();
drive(s, 30, {}, windX(6)); // learn a calm baseline
const x0 = s.pos.x;
drive(s, 1.6, {}, windX(22), 30); // 16 m/s over baseline -> past shoveGustMin
assert(s.pos.x - x0 > 0.05, `gust should shove downwind, dx=${(s.pos.x - x0).toFixed(3)}`);
const push = (ws) => {
const p = new PlayerSim();
drive(p, 30, {}, windX(2));
const p0 = p.pos.x;
drive(p, 1.0, {}, windX(ws), 30);
return p.pos.x - p0;
};
const p15 = push(15), p30 = push(30);
assert(p30 > p15 * 2.5,
`shove must grow faster than linearly with speed: ${p15.toFixed(3)} -> ${p30.toFixed(3)}`);
});
// ---------------------------------------------------------------- knockdown
t.test('knockdown: needs SUSTAINED overload, like a sail corner letting go', () => {
const brief = new PlayerSim();
drive(brief, 0.3, {}, windX(TUNE.knockWind + 5));
assert(brief.state !== 'knocked', 'a brief spike must not put you down');
const held = new PlayerSim();
held.carrying = 'spare';
drive(held, TUNE.knockSustain + 0.2, {}, windX(TUNE.knockWind + 5));
assertEq(held.state, 'knocked', 'sustained overload does');
assertEq(held.carrying, null, 'and drops what you were carrying');
assert(held.knockDir.x > 0.99, 'and you fall downwind');
});
t.test('knockdown: exposure bleeds off — flickering gusts never creep into one', () => {
const s = new PlayerSim();
fixedLoop(10, DT, (dt, t) => {
const on = Math.round(t / DT) % 40 < 10; // 0.17 s on, 0.5 s off
s.step(dt, t, {}, windX(on ? TUNE.knockWind + 5 : 5));
});
assert(s.state !== 'knocked',
`flickering gusts must not accumulate (exposure=${s.exposure.toFixed(3)})`);
});
t.test('knockdown: knocked -> getup -> idle, unaided, and upright again', () => {
const s = new PlayerSim();
s.knockdown(0);
assert(s.busy, 'knocked is locked');
drive(s, 0.5, { x: 0, z: 1, camYaw: 0 });
assertClose(s.pos.z, 0, 1e-9, 'knocked ignores movement input');
assert(s.pitch > 0.99, 'body goes flat');
drive(s, 1.1, {});
assertEq(s.state, 'getup', 'knocked drains to getup on its own');
drive(s, 1.4, {});
assertEq(s.state, 'idle', 'getup drains to idle on its own');
assertLess(s.pitch, 0.01, 'and the body is upright again');
assert(!s.busy, 'player is free');
});
// ---------------------------------------------------------------- determinism (PLAN3D §4)
t.test('determinism: two identical 50 s runs produce byte-equal traces', () => {
const trace = () => {
const s = new PlayerSim();
const out = [];
fixedLoop(50, DT, (dt, tt) => {
const w = { x: 6 + 24 * Math.max(0, Math.sin(tt * 0.7)), y: 0, z: 3 * Math.cos(tt * 0.31) };
s.step(dt, tt, { x: Math.sin(tt), z: Math.cos(tt * 0.5), run: tt % 4 < 2, camYaw: tt * 0.2 }, w);
out.push(`${s.state}|${s.pos.x.toFixed(9)}|${s.pos.z.toFixed(9)}|${s.pitch.toFixed(9)}`);
});
return out.join(';');
};
assertEq(trace(), trace(), 'same inputs must give the same trace');
});
// ---------------------------------------------------------------- interact
const mk = () => {
const sim = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
const it = new Interact();
let done = 0;
it.register({ id: 'x', pos: { x: 0, y: 0, z: 0 }, radius: 1.5, holdSecs: 1, label: 'do it',
onDone: () => { done++; } });
return { sim, it, done: () => done };
};
t.test('interact: radius gates the action', () => {
const { sim, it, done } = mk();
sim.pos.x = 5;
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(done(), 0, 'out of radius never fires');
assert(!sim.busy, 'and never makes you busy');
});
t.test('interact: hold to completion fires once and hands the player back', () => {
const { sim, it, done } = mk();
fixedLoop(70 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(done(), 1, 'fires once');
assert(!sim.busy && sim.state === 'idle', 'player released');
assert(it.events.some((e) => e.type === 'done' && e.id === 'x'), 'emits a done event');
});
t.test('interact: player is busy mid-hold, with a partial radial', () => {
const { sim, it } = mk();
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
assert(sim.busy && sim.state === 'busy', 'busy while holding');
assert(it.progress > 0.4 && it.progress < 0.6, `radial partway, got ${it.progress.toFixed(2)}`);
});
t.test('interact: one press, one action — a held key must not re-arm itself', () => {
const { sim, it, done } = mk();
fixedLoop(6.7, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(done(), 1, 'holding E for 6.7 s over a 1 s action still fires once');
it.step(DT, 7, sim, false);
fixedLoop(70 * DT, DT, (dt, tt) => it.step(dt, 7 + tt, sim, true));
assertEq(done(), 2, 'releasing re-arms it');
});
t.test('interact: releasing or walking away cancels the hold', () => {
const a = mk();
fixedLoop(30 * DT, DT, (dt, tt) => a.it.step(dt, tt, a.sim, true));
a.it.step(DT, 0.5, a.sim, false);
assertEq(a.it.progress, 0, 'release cancels');
assert(!a.sim.busy && a.sim.state === 'idle', 'and frees the player');
const b = mk();
fixedLoop(30 * DT, DT, (dt, tt) => b.it.step(dt, tt, b.sim, true));
b.sim.pos.x = 9;
b.it.step(DT, 0.5, b.sim, true);
assertEq(b.it.progress, 0, 'leaving the radius cancels');
assertEq(b.done(), 0, 'without firing');
});
t.test('interact: a knockdown mid-hold aborts without stomping the knocked state', () => {
const { sim, it, done } = mk();
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
sim.knockdown(0.5);
it.step(DT, 0.51, sim, true);
assertEq(it.progress, 0, 'hold aborted');
assertEq(done(), 0, 'action did not fire');
assertEq(sim.state, 'knocked', 'and the abort did not overwrite the knocked state');
});
t.test('interact: canUse() gates on the carrying flag', () => {
const sim = new PlayerSim();
const it = new Interact();
let fired = 0;
it.register({ id: 'gated', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5,
canUse: (p) => !p.carrying, onDone: () => { fired++; } });
sim.carrying = 'spare';
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(fired, 0, 'hands full: gated');
assert(!sim.busy, 'and never went busy');
sim.carrying = null;
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(fired, 1, 'fires once the gate opens');
});
// ---------------------------------------------------------------- hands-full + wiring
t.test('hands-full rule: one item at a time', () => {
const sim = new PlayerSim();
assertEq(sim.pickUp('spare'), true, 'first item accepted');
assertEq(sim.pickUp('wrench'), false, 'second refused');
assertEq(sim.carrying, 'spare', 'still holding the first');
assertEq(sim.drop(), 'spare', 'drop returns it');
assertEq(sim.carrying, null, 'hands empty');
});
t.test('wireYardActions: duck-types against a half-landed world', () => {
const empty = new Interact();
wireYardActions(empty, {});
assertEq(empty.targets.size, 0, 'no sailRig yet (Lane B) -> no actions, no crash');
const it = new Interact();
const corners = [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 }, load: 0 }];
let repaired = -1;
wireYardActions(it, {
sailRig: { corners, repair: (i) => { repaired = i; }, trim: () => {} },
world: { shedTable: { pos: { x: 10, y: 0, z: 0 } } },
});
assertEq(it.targets.size, 3, 're-rig + trim + spare table');
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
assertEq(repaired, -1, 're-rig refuses without a spare');
p.carrying = 'spare';
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, 10 + tt, p, true));
assertEq(repaired, 0, 're-rig fires with a spare');
assertEq(p.carrying, null, 'and consumes it');
});
}