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

# Conflicts:
#	THREADS.md
This commit is contained in:
m3ultra 2026-07-17 01:01:48 +10:00
commit 3f6fc27d00
6 changed files with 972 additions and 22 deletions

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@ -644,3 +644,81 @@ Format: `[lane letter] YYYY-MM-DD — note`
carabiner rig to blow earlier/later for feel, that's a one-line data edit and I'll make it. Ping when carabiner rig to blow earlier/later for feel, that's a one-line data edit and I'll make it. Ping when
sail-side tuning is settled and we lock constants together. (weather_demo.html retired candidate: the sail-side tuning is settled and we lock constants together. (weather_demo.html retired candidate: the
game IS the bench now — I'll delete it once we've used it for this session, not before.) game IS the bench now — I'll delete it once we've used it for this session, not before.)
[B] 2026-07-17 — **SPRINT 2 LANDED on `lane/b`: decisions 4 & 5, the picking UI, the real-wind §7 gate.**
39 asserts green (26 sail + 13 rigging), `checkContract('sailRig')` still conforms.
· **Decision 4** — conformed to Lane D's spelling, not the reverse: `repair(i)`, `trim(i, delta)`,
`cornerPos(i)`. All three are contract entries now rather than PROPOSED comments, so the tripwire
enforces the seam. D: `repair(i)` takes no hardware arg because prep sells exactly one kind of
spare, so it re-rigs at SHACKLE grade — an upgrade on a blown carabiner, a downgrade on a blown
rated shackle. `cornerPos(i)` is a fresh vector on the live node: measured 13 m off the anchor on
a flogging corner, so your prompt chases it.
· **Decision 5**`sail.step(dt, wind, t, debris)` now applies sphere-vs-cloth impulses. Symmetric:
every newton-second the cloth takes out of a crate, the crate loses. Conserves to 0.000% on an
interior hit (asserted). Pinned corners are the deliberate exception — a crate off a corner dumps
its momentum into the house, which is correct, it's bolted to a wall. **Lane A: this needs the
4th arg — `rig.step(dt, wind, windT, debris)` in main.js, or the crates fly through the sail.**
· **§7 gate now runs on the real storm JSON**, not my stub. Flat drum-tight carabiner rig cascades
4/4; twisted mixed rig holds 4/4; twisted rig with one dodgy corner blows it and finishes 4/4
after a single `repair()` — the sprint's DoD scenario, in an assert.
[B] 2026-07-17 — **⚠️ LANE C — decision 3 does NOT clear its own bar yet. Numbers, before you merge.**
Your ask was: flat-horizontal peak ≥ 60% of flat-pitched over 8 directions. Measured against your
branch, 8 headings, **full 90 s**: **flat-horizontal 0.56 kN vs flat-pitched 1.66 kN = 34%.** Still a
free lunch. Why: `downdraft: 0.3` is 0.3 of the **gust component only**, and storm_02's strongest
downdraft is **4.5 m/s** against a **32.6 m/s** horizontal peak (t=75.3 s). Pressure goes as v², so
4.5² / (32.6·sin 16.7°)² ≈ ⅓ — which is the 34% almost exactly. To reach 60% the downdraft needs to
hit ~7.3 m/s, i.e. **downdraft ≈ 0.550.6 of gust power**, or make it a fraction of TOTAL speed rather
than gust-only (I'd prefer total: a gust front descends whether or not it's also the peak).
Your +116% A/B is real and I reproduced it (twisted rig 1.16 → 2.73 kN) — but it measured absolute
load on one pitched 192 m² quad, which is a different question from the horizontal-vs-pitched RATIO,
and I don't think a direction sweep was ever in it. Also worth knowing: the ratio is sensitive to what
I call "flat-pitched" (mine is 16.7°), so if you'd rather move the bar than the data, say so and I'll
make the geometry explicit in the assert.
**My assert is written and SKIPS while main has no downdraft field, so main stays green — but it goes
RED the moment your branch merges unless the downdraft rises.** You offered "a one-line data edit";
this is me taking you up on it. Ping when it's in and I'll re-measure the same sweep.
Two other things from your entries, both confirmed: `debris.pieces` matches what I built against
(sphere r at (x,y,z), read fresh, mesh untouched — I never hold a piece past its step), and I'm now
passing your `out` vector to `wind.sample`, which I'd been ignoring — that was ~9.7k throwaway
Vector3s a second. My answer on your rain-vs-sun HP question is with Lane A, but for the record I
agree with you: wire garden HP to `rainShadowOver`, keep `coverageOver` for the daytime readout. At
night the sun shadow is a number about nothing.
[B] 2026-07-17 — **⚠️ LANE A — the §7 cheap-rig cascade currently fires at t=0.4 s, and it's the yard.**
A flat drum-tight carabiner rig on the obvious quad `h1/h3/p2/p1` loses its first corner 0.4 s after
the storm starts — not from the storm, from PRE-TENSION alone. 192 m² at tension 1.3 is ~6 kN per
corner before any wind blows (measured per-corner peaks: h1 6.10 / h3 6.00 / p2 7.25 / p1 6.01 kN).
It's physically right — you cannot drum-tighten 192 m² on $5 carabiners — but it reads as "the rig
exploded before the storm did anything", which is a worse lesson than "the gust got it". **Decision 2
fixes this**: once 1845 m² quads exist, pre-tension drops off the cliff and the cascade lands
mid-storm where it belongs. Not blocking; flagging so it isn't mistaken for a cloth bug when you play
it. Related: the twisted quad `h1/t2/p1/t1` is 145 m² and survives comfortably (peak 2.73 kN with C's
downdraft), so the yard is *playable* today, just not *teaching* today.
Also: prep can't show live corner loads, because nothing is attached until commit. DESIGN.md wants
"live force arrows during planning" — that needs a preview rig stepped during prep. Cheap to do from
my side if you want it in the HUD; say the word.
[B] 2026-07-17 — **Lane A — wiring the prep phase (this is your step 8).** `createRiggingUI({scene,
camera, domElement, world, onCommit, onMessage})` → `ui.setActive(phase === 'prep')` on phaseChange,
`ui.update(dt, t)` each frame, `ui.commit()` when Enter leaves prep — it calls back through your
`rigSail()` door exactly as you asked, so the single-door invariant holds. `ui.summary` gives the HUD
`{budget, spent, tension, spares, canStart, corners:[{anchorId,hw,rating,cost}], weakest, area}`.
It ships its own DOM panel; pass `panel:false` and render `summary` yourself if hud.js wants it.
It renders its own anchor markers because the yard has none to raycast against — world.js builds
posts and trunks, not pick targets. If you'd rather own them, take `world.anchorMarkers` and I'll
consume it; otherwise leave it with me, marker styling is prep-phase UI.
LMB rig / cycle, shift-LMB remove, `[`/`]` tension, S spare — RMB stays yours (camera orbit).
Verified by hand in `dev_rigging.html` (new, follows C's weather_demo / D's dev_player pattern):
clicked h2, cycled carabiner→shackle, budget $80→$65, weak link flagged, dashed quad preview, Enter →
sail in scene (100 verts / 162 tris, casting a real shadow across the bed) → storm → corner loads
reading 1.01.2 kN. **One thing worth stealing: the panel shows live sail AREA.** Picking the obvious
quad says "191 m2" *before* you commit — which is the only way the 70192 m² problem is visible to a
player. Retire dev_rigging.html once index.html hosts prep.
[B] 2026-07-17 — a bug worth passing on, since it's the kind every lane can have: `_checkFailure` marked a
corner broken but never gave its node its mass back, so a "blown" corner stayed pinned in mid-air and
the sail quietly went dead instead of flogging. **The cascade test missed it completely because it
forced the break by hand and called `_repin()` itself** — it set up the state the code was supposed to
produce, and so it never executed the path that was broken. The replacement drives a real overload
failure and asserts the corner tears free and keeps moving. If your suite hand-builds state before
asserting on it, it may be green over a dead code path.

160
web/world/dev_rigging.html Normal file
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@ -0,0 +1,160 @@
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>SHADES — Lane B rigging harness</title>
<style>
html, body { margin: 0; height: 100%; background: #6f7f8c; overflow: hidden;
font: 12px/1.5 ui-monospace, Menlo, monospace; }
canvas { display: block; }
#dev { position: fixed; bottom: 8px; left: 8px; color: #fff; text-shadow: 0 1px 2px #000;
white-space: pre; pointer-events: none; }
#hint { position: fixed; bottom: 8px; right: 8px; color: #ffd27a; text-shadow: 0 1px 2px #000;
text-align: right; white-space: pre; pointer-events: none; }
</style>
<!-- Required: world.js/sail.js pull addons that import the bare 'three' specifier. -->
<script type="importmap">
{ "imports": { "three": "./vendor/three.module.js", "three/addons/": "./vendor/addons/" } }
</script>
</head>
<body>
<canvas id="c"></canvas>
<div id="dev"></div>
<div id="hint">Lane B harness — the prep phase only.
ENTER commits the rig and starts a storm. R resets to prep.</div>
<script type="module">
/**
* Lane B harness — the prep-phase picking UI against Lane A's real yard.
*
* Same reason Lane C has weather_demo.html and Lane D has dev_player.html: the
* picking UI can't be asserted headless (it is clicks, raycasts and materials),
* and it can't be exercised in index.html until Lane A wires it in step 8. This
* boots the real world.js, the real anchors and the real cloth so the thing
* being verified is the thing that ships. Retire it once index.html hosts prep.
*/
import * as THREE from 'three';
import { createWorld } from './js/world.js';
import { createCameraRig } from './js/camera.js';
import { createWind, loadStorm } from './js/weather.js';
import { SailRig, createSailView } from './js/sail.js';
import { createRiggingUI } from './js/rigging.js';
import { FIXED_DT } from './js/contracts.js';
const canvas = document.getElementById('c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
const scene = new THREE.Scene();
const [calmDef, wildDef] = await Promise.all([
loadStorm('storm_01_gentle'), loadStorm('storm_02_wildnight'),
]);
// main.js multiplexes these behind a private router; the harness only ever needs
// one at a time, so it just swaps the reference when the storm starts.
const calmWind = createWind(calmDef);
const wildWind = createWind(wildDef);
let wind = calmWind;
const windProxy = {
sample: (p, t, out) => wind.sample(p, t, out),
gustTelegraph: (t) => wind.gustTelegraph(t),
eventsBetween: (a, b) => wind.eventsBetween?.(a, b) ?? [],
setSheltersFromTrees: (trees) => { calmWind.setSheltersFromTrees?.(trees); wildWind.setSheltersFromTrees?.(trees); },
};
const world = createWorld(scene, { wind: windProxy });
const cameraRig = createCameraRig(canvas);
cameraRig.setSolids(world.solids);
cameraRig.setGround(world.heightAt);
windProxy.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree'));
const rig = new SailRig({ anchors: world.anchors });
let sailView = null;
async function rigSail(anchorIds, hwChoices, tension) {
rig.attach(anchorIds, hwChoices, tension);
if (sailView) {
scene.remove(sailView);
sailView.traverse((o) => { o.geometry?.dispose(); o.material?.dispose(); });
}
sailView = await createSailView(rig);
scene.add(sailView);
}
let msg = '';
let msgT = 0;
const ui = await createRiggingUI({
scene, camera: cameraRig.object, domElement: canvas, world,
onCommit: (ids, hw, tension) => { rigSail(ids, hw, tension); wind = wildWind; t = 0; phase = 'storm'; },
onMessage: (m) => { msg = m; msgT = 2; },
});
let phase = 'prep';
ui.setActive(true);
// harness-only handle, so a debugger (or an agent driving this page) can pick
// anchors without hunting for pixels. Never imported by the game.
window.__laneB = {
ui, rig, world, cameraRig, scene,
get phase() { return phase; },
/** rig by id, exactly as if you'd clicked it */
pick: (id) => ui.session.rig(id),
cycle: (id) => ui.session.cycleHardware(id),
};
addEventListener('keydown', (e) => {
if (e.key === 'Enter' && phase === 'prep') { if (ui.commit()) ui.setActive(false); }
if (e.key.toLowerCase() === 'r') {
phase = 'prep';
wind = calmWind;
ui.setActive(true);
if (sailView) { scene.remove(sailView); sailView = null; }
}
});
// follow-cam target: the yard centre, so prep reads as a site walk-around
const focus = new THREE.Vector3(0, 1.2, 0);
const dev = document.getElementById('dev');
const clock = new THREE.Clock();
let t = 0, acc = 0;
renderer.setAnimationLoop(() => {
const raw = Math.min(0.25, clock.getDelta());
acc += raw;
while (acc >= FIXED_DT) {
t += FIXED_DT;
world.update(FIXED_DT, t);
if (phase === 'storm') rig.step(FIXED_DT, windProxy, t);
acc -= FIXED_DT;
if (msgT > 0) msgT -= FIXED_DT;
}
ui.update(raw, t);
sailView?.update();
cameraRig.update(raw, focus);
const s = ui.summary;
const loads = rig.rigged
? rig.corners.map((c) => `${c.anchorId}:${c.broken ? 'BLOWN' : (c.load / 1000).toFixed(1) + 'kN'}`).join(' ')
: '(not rigged)';
dev.textContent =
`${phase.toUpperCase()} t ${t.toFixed(1)}s wind ${windProxy.sample(focus, t).length().toFixed(1)} m/s\n` +
`budget $${s.budget} corners ${s.corners.length}/4 area ${s.area ? s.area.toFixed(0) + ' m2' : '—'}\n` +
`${loads}` + (msgT > 0 ? `\n!! ${msg}` : '');
renderer.render(scene, cameraRig.object);
});
addEventListener('resize', () => {
renderer.setSize(innerWidth, innerHeight);
cameraRig.object.aspect = innerWidth / innerHeight;
cameraRig.object.updateProjectionMatrix();
});
renderer.setSize(innerWidth, innerHeight);
cameraRig.object.aspect = innerWidth / innerHeight;
cameraRig.object.updateProjectionMatrix();
</script>
</body>
</html>

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@ -177,9 +177,20 @@ export class Emitter {
* angle around their centroid. tension scales spring rest lengths, 0.61.4 * angle around their centroid. tension scales spring rest lengths, 0.61.4
* (low = loose and floggy, high = drum tight and shock-loaded). * (low = loose and floggy, high = drum tight and shock-loaded).
* @property {(dt:number, wind:Wind, t:number) => void} step Fixed dt. Deterministic. * @property {(dt:number, wind:Wind, t:number) => void} step Fixed dt. Deterministic.
* @property {(rect: {x:number,z:number,w:number,d:number}) => number} coverageOver * @property {(rect: {x:number,z:number,w:number,d:number}, sunDir?: THREE.Vector3, heightAt?: (x:number,z:number)=>number) => number} coverageOver
* Ground-projected shade over a rect, 0..1. * Ground-projected shade over a rect, 0..1. Pass world.sunDir and
* world.heightAt so the rays start at the real ground and point at the real
* sun; the defaults (overhead sun, flat y=0) are only for tests.
* @property {Emitter} events Emits 'break' and 'repair' as {type, corner}. * @property {Emitter} events Emits 'break' and 'repair' as {type, corner}.
* @property {(i: number) => void} repair
* Re-rig corner i with the carried spare (shackle grade the only kind prep
* sells). No-op if the corner isn't broken. Lane D's 2.5 s hold-E.
* @property {(i: number, delta: number) => void} trim
* Per-corner turnbuckle; delta is ±, clamped to 0.851.15. Lane D's 1.2 s hold.
* @property {(i: number) => (THREE.Vector3|null)} cornerPos
* 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.
*/ */
/** /**
@ -295,7 +306,7 @@ export class Emitter {
export const CONTRACT = { export const CONTRACT = {
wind: { sample: 'function', gustTelegraph: 'function' }, wind: { sample: 'function', gustTelegraph: 'function' },
world: { anchors: 'object', heightAt: 'function', gardenBed: 'object', sunDir: 'object', solids: 'object', update: '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' }, sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object', repair: 'function', trim: 'function', cornerPos: 'function' },
player: { pos: 'object', carrying: '*', busy: '*', update: 'function' }, player: { pos: 'object', carrying: '*', busy: '*', update: 'function' },
interact: { register: 'function' }, interact: { register: 'function' },
camera: { object: 'object', yaw: 'number', update: 'function' }, camera: { object: 'object', yaw: 'number', update: 'function' },

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@ -147,11 +147,262 @@ export class RiggingSession {
/** /**
* Prep-phase picking UI. * Prep-phase picking UI.
* *
* Deliberately unimplemented: it needs Lane A's camera, renderer canvas and * Everything above is the rules; this is only the hands. It renders its own
* anchor markers to raycast against, none of which exist yet. RiggingSession * anchor markers because the yard has none to raycast against world.js builds
* above holds all the rules and is fully tested, so this stays a thin * posts and trunks, not pick targets and marker styling is prep-phase UI, so
* click-to-session adapter once M0 lands. See THREADS.md. * it belongs to this lane rather than to the terrain.
*
* Controls: LMB an anchor to rig it, LMB again to cycle its hardware,
* shift-LMB to pull it off for a full refund, [ and ] for tension, S for the
* spare. RMB is left alone that's the camera's orbit. Enter belongs to Lane
* A's phase machine, which calls commit() on the way out of prep.
*
* @param {object} o
* @param {object} o.scene THREE.Scene to hang markers in
* @param {object} o.camera cameraRig.object what we raycast from
* @param {Element} o.domElement renderer.domElement where clicks land
* @param {object} o.world needs world.anchors
* @param {function} o.onCommit (anchorIds, hwChoices, tension) => void Lane A's rigSail
* @param {function} [o.onMessage] (text) => void refusals, for the event ticker
* @param {boolean} [o.panel=true] draw the built-in prep panel; false if hud.js takes it over
*/ */
export async function createRiggingUI() { export async function createRiggingUI({
throw new Error('rigging UI lands once Lane A has a camera and anchor markers — see THREADS.md'); scene, camera, domElement, world,
onCommit, onMessage = () => {}, panel = true,
} = {}) {
const THREE = await import('../vendor/three.module.js');
const session = new RiggingSession({ anchors: world.anchors });
// --- markers -----------------------------------------------------------
const group = new THREE.Group();
group.visible = false;
scene.add(group);
const DIM = 0x33424c;
const ringGeo = new THREE.TorusGeometry(0.28, 0.05, 8, 20);
const dotGeo = new THREE.SphereGeometry(0.1, 10, 8);
// What you click is NOT what you see: the ring's tube is 5 cm, which at yard
// distance is a couple of pixels and unhittable. Pick against an invisible
// sphere big enough to mean "that anchor" and let the ring just be the read.
const pickGeo = new THREE.SphereGeometry(0.45, 8, 6);
const pickMat = new THREE.MeshBasicMaterial({ visible: false });
const markers = world.anchors.map((a) => {
const mat = new THREE.MeshBasicMaterial({ color: DIM, transparent: true, opacity: 0.9 });
const ring = new THREE.Mesh(ringGeo, mat);
const dot = new THREE.Mesh(dotGeo, mat);
const hit = new THREE.Mesh(pickGeo, pickMat);
hit.userData.anchorId = a.id;
const holder = new THREE.Group();
holder.add(ring, dot, hit, makeLabel(THREE, a.id.toUpperCase()));
group.add(holder);
return { anchor: a, holder, ring, dot, hit, mat, label: holder.children[3] };
});
const pickTargets = markers.map((m) => m.hit);
// --- quad preview ------------------------------------------------------
// A closed loop through the ring-ordered picks: this is the shape you are
// about to build, drawn before you commit to it.
const previewGeo = new THREE.BufferGeometry();
previewGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(5 * 3), 3));
const preview = new THREE.Line(
previewGeo,
new THREE.LineDashedMaterial({ color: 0xffd27a, dashSize: 0.35, gapSize: 0.25 }),
);
preview.frustumCulled = false;
group.add(preview);
// --- panel -------------------------------------------------------------
const el = panel ? document.createElement('div') : null;
if (el) {
el.id = 'rigging-panel';
el.style.cssText = `position:fixed;top:12px;left:12px;z-index:20;display:none;
background:#0d1418e0;border:1px solid #2c3a44;border-radius:6px;padding:10px 12px;
font:12px/1.65 ui-monospace,Menlo,monospace;color:#dde5ea;min-width:280px;
white-space:pre;pointer-events:none`;
document.body.appendChild(el);
}
let active = false;
let hovered = null;
const ndc = new THREE.Vector2();
const ray = new THREE.Raycaster();
const scratch = new THREE.Vector3();
function pickAt(ev) {
const r = domElement.getBoundingClientRect();
ndc.x = ((ev.clientX - r.left) / r.width) * 2 - 1;
ndc.y = -((ev.clientY - r.top) / r.height) * 2 + 1;
ray.setFromCamera(ndc, camera);
return ray.intersectObjects(pickTargets, false)[0]?.object.userData.anchorId ?? null;
}
function say(result) {
if (result && result.ok === false) onMessage(result.reason);
return result;
}
function onPointerDown(ev) {
if (!active || ev.button !== 0) return; // RMB is the camera's
const id = pickAt(ev);
if (!id) return;
ev.preventDefault();
if (!session.isRigged(id)) say(session.rig(id));
else if (ev.shiftKey) say(session.unrig(id));
else say(session.cycleHardware(id));
refresh();
}
function onPointerMove(ev) {
if (!active) return;
hovered = pickAt(ev);
domElement.style.cursor = hovered ? 'pointer' : '';
}
function onKeyDown(ev) {
if (!active) return;
if (ev.key === '[') session.setTension(session.tension - 0.05);
else if (ev.key === ']') session.setTension(session.tension + 0.05);
else if (ev.key.toLowerCase() === 's') say(session.setSpares(session.spares ? 0 : 1));
else return;
ev.preventDefault();
refresh();
}
domElement.addEventListener('pointerdown', onPointerDown);
domElement.addEventListener('pointermove', onPointerMove);
addEventListener('keydown', onKeyDown);
/** Ground-plane area of the quad as picked, m² — the 70-192 m² problem, visible. */
function quadArea() {
if (session.picks.length !== MAX_CORNERS) return 0;
const p = session.picks.map((k) => world.anchors.find((a) => a.id === k.anchorId).pos);
const tri = (a, b, c) =>
new THREE.Vector3().subVectors(b, a).cross(new THREE.Vector3().subVectors(c, a)).length() * 0.5;
return tri(p[0], p[1], p[2]) + tri(p[0], p[2], p[3]);
}
function refresh() {
if (!el) return;
const s = session.summary;
const rows = world.anchors.map((a) => {
const pick = session.pickOf(a.id);
if (!pick) return ` ${a.id.padEnd(3)} ${a.type.padEnd(6)}`;
const weak = s.weakest === a.id && session.picks.length > 1 ? ' <- weak link' : '';
return ` ${a.id.padEnd(3)} ${pick.hw.name.padEnd(14)} ${(pick.hw.rating / 1000).toFixed(1)} kN $${pick.hw.cost}${weak}`;
});
const area = quadArea();
el.textContent = [
`PREP — rig four corners $${s.budget} left`,
`tension ${s.tension.toFixed(2)} spare x${s.spares}${area ? ` sail ${area.toFixed(0)} m2` : ''}`,
'',
...rows,
'',
s.canStart ? 'ENTER to start the storm' : `pick ${MAX_CORNERS - session.picks.length} more corner(s)`,
'click anchor: rig / cycle hw shift-click: remove',
'[ ] tension S spare RMB orbit',
].join('\n');
}
const ui = {
session,
get summary() { return { ...session.summary, area: quadArea() }; },
get canStart() { return session.canStart; },
get active() { return active; },
/** Lane A: call on phaseChange — markers and clicks are prep-only. */
setActive(on) {
active = !!on;
group.visible = active;
if (el) el.style.display = active ? 'block' : 'none';
if (!active) domElement.style.cursor = '';
if (active) refresh();
return ui;
},
/** Markers ride the anchors, so a tree corner wanders before you even rig it. */
update(dt, t) {
if (!active) return;
for (const m of markers) {
const p = m.anchor.sway ? m.anchor.sway(t) : m.anchor.pos;
m.holder.position.set(p.x, p.y, p.z);
m.holder.quaternion.copy(camera.quaternion); // rings face the player
const pick = session.pickOf(m.anchor.id);
m.mat.color.setHex(pick ? pick.hw.color : DIM);
const s = (hovered === m.anchor.id ? 1.35 : 1) * (pick ? 1.15 : 1);
m.ring.scale.setScalar(s);
m.label.visible = !!pick || hovered === m.anchor.id;
}
const pos = previewGeo.attributes.position;
if (session.picks.length >= 2) {
preview.visible = true;
const n = session.picks.length;
for (let i = 0; i <= n; i++) {
const k = session.picks[i % n];
const a = world.anchors.find((x) => x.id === k.anchorId);
const p = a.sway ? a.sway(t) : a.pos;
scratch.set(p.x, p.y, p.z);
pos.setXYZ(i, scratch.x, scratch.y, scratch.z);
}
// degenerate tail so a partial pick doesn't draw a stale segment
for (let i = session.picks.length + 1; i < 5; i++) pos.setXYZ(i, scratch.x, scratch.y, scratch.z);
pos.needsUpdate = true;
previewGeo.setDrawRange(0, session.picks.length + 1);
preview.computeLineDistances();
} else {
preview.visible = false;
}
},
/** Hand the finished rig to Lane A's rigSail. Returns false if it isn't four corners. */
commit() {
if (!session.canStart) {
onMessage(`rig ${MAX_CORNERS - session.picks.length} more corner(s) first`);
return false;
}
onCommit(
session.picks.map((p) => p.anchorId),
session.picks.map((p) => p.hw),
session.tension,
);
return true;
},
dispose() {
domElement.removeEventListener('pointerdown', onPointerDown);
domElement.removeEventListener('pointermove', onPointerMove);
removeEventListener('keydown', onKeyDown);
scene.remove(group);
ringGeo.dispose(); dotGeo.dispose(); previewGeo.dispose();
preview.material.dispose();
for (const m of markers) { m.mat.dispose(); m.label.material.map?.dispose(); m.label.material.dispose(); }
el?.remove();
},
};
refresh();
return ui;
}
/** A cheap canvas-texture nameplate, so anchors read as h1/t2/p1 rather than dots. */
function makeLabel(THREE, text) {
const c = document.createElement('canvas');
c.width = 128; c.height = 64;
const g = c.getContext('2d');
g.font = 'bold 40px ui-monospace, Menlo, monospace';
g.textAlign = 'center';
g.textBaseline = 'middle';
g.lineWidth = 6;
g.strokeStyle = '#0d1418';
g.strokeText(text, 64, 32);
g.fillStyle = '#dde5ea';
g.fillText(text, 64, 32);
const sprite = new THREE.Sprite(new THREE.SpriteMaterial({
map: new THREE.CanvasTexture(c), depthTest: false, transparent: true,
}));
sprite.position.set(0, 0.55, 0);
sprite.scale.set(0.8, 0.4, 1);
return sprite;
} }

View File

@ -18,10 +18,17 @@
* appears in createSailView(), which is imported lazily. * appears in createSailView(), which is imported lazily.
*/ */
import * as THREE from '../vendor/three.module.js';
import { Emitter, FIXED_DT, HARDWARE } from './contracts.js'; import { Emitter, FIXED_DT, HARDWARE } from './contracts.js';
export { HARDWARE }; export { HARDWARE };
/**
* What a carried spare re-rigs a corner with. The prep phase sells exactly one
* kind ("spare shackle, $15"), so repair() has no hardware argument to take.
*/
const SPARE_HW = HARDWARE[1];
// ---------- sim tunables ---------- // ---------- sim tunables ----------
const SIM_DT = FIXED_DT; // sim always steps at a fixed rate; step() accumulates const SIM_DT = FIXED_DT; // sim always steps at a fixed rate; step() accumulates
const MAX_SUBSTEPS = 5; // spiral-of-death guard when the frame hitches const MAX_SUBSTEPS = 5; // spiral-of-death guard when the frame hitches
@ -49,6 +56,10 @@ const COMP_COMPRESS = 1 / (FABRIC_K * K_COMPRESS);
const COMP_BEND = 1 / (FABRIC_K * K_BEND); const COMP_BEND = 1 / (FABRIC_K * K_BEND);
const VEL_DAMP = 0.995; // light; relative-wind drag supplies the real damping const VEL_DAMP = 0.995; // light; relative-wind drag supplies the real damping
// ---------- 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 ---------- // ---------- failure ----------
const OVERLOAD_SECS = 0.4; // prototype: 0.4 s sustained overload before it lets go 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 OVERLOAD_RECOVER = 2.0; // prototype: overload timer bleeds off at 2x
@ -114,6 +125,11 @@ export class SailRig {
this._acc = 0; this._acc = 0;
// scratch, reused every face to keep the hot loop allocation-free // scratch, reused every face to keep the hot loop allocation-free
this._probe = { x: 0, y: 0, z: 0 }; this._probe = { x: 0, y: 0, z: 0 };
// Lane C's wind.sample(pos, t, out) takes an out-vector so we don't allocate
// one per face per substep — 162 faces at 60 Hz is ~9.7k throwaway Vector3s
// a second otherwise. A stub wind that ignores `out` still works: we read
// the RETURN value, not this.
this._windOut = new THREE.Vector3();
} }
/** /**
@ -306,16 +322,20 @@ export class SailRig {
* so a variable-rate render loop and a fast-forwarded selftest produce * so a variable-rate render loop and a fast-forwarded selftest produce
* identical traces. Never reads a clock. * identical traces. Never reads a clock.
* *
* @param {number} dt seconds elapsed since last call * @param {number} dt seconds elapsed since last call
* @param {object} wind { sample(pos, t) -> {x,y,z} } * @param {object} wind { sample(pos, t) -> {x,y,z} }
* @param {number} t world time, seconds * @param {number} t world time, seconds
* @param {object} [debris] Lane C's debris module, or anything with `.pieces`.
* Optional the cloth runs fine without a storm's
* worth of crates in it.
*/ */
step(dt, wind, t) { step(dt, wind, t, debris = null) {
if (!this.rigged) return; if (!this.rigged) return;
const pieces = debris ? (debris.pieces ?? debris) : null;
this._acc += dt; this._acc += dt;
let n = 0; let n = 0;
while (this._acc >= SIM_DT && n < MAX_SUBSTEPS) { while (this._acc >= SIM_DT && n < MAX_SUBSTEPS) {
this._substep(SIM_DT, wind, this.t); this._substep(SIM_DT, wind, this.t, pieces);
this._acc -= SIM_DT; this._acc -= SIM_DT;
this.t += SIM_DT; this.t += SIM_DT;
n++; n++;
@ -323,8 +343,9 @@ export class SailRig {
if (n === MAX_SUBSTEPS) this._acc = 0; // dropped frames: don't try to catch up if (n === MAX_SUBSTEPS) this._acc = 0; // dropped frames: don't try to catch up
} }
_substep(dt, wind, t) { _substep(dt, wind, t, pieces) {
this._accumulateWind(wind, t, dt); this._accumulateWind(wind, t, dt);
if (pieces && pieces.length) this._applyDebris(pieces, dt);
this._integrate(dt); this._integrate(dt);
this.lambda.fill(0); // XPBD multipliers are per-substep this.lambda.fill(0); // XPBD multipliers are per-substep
for (let i = 0; i < RELAX_ITERS; i++) this._relax(dt * dt); for (let i = 0; i < RELAX_ITERS; i++) this._relax(dt * dt);
@ -357,7 +378,7 @@ export class SailRig {
probe.x = (pos[ia] + pos[ib] + pos[ic]) / 3; probe.x = (pos[ia] + pos[ib] + pos[ic]) / 3;
probe.y = (pos[ia + 1] + pos[ib + 1] + pos[ic + 1]) / 3; probe.y = (pos[ia + 1] + pos[ib + 1] + pos[ic + 1]) / 3;
probe.z = (pos[ia + 2] + pos[ib + 2] + pos[ic + 2]) / 3; probe.z = (pos[ia + 2] + pos[ib + 2] + pos[ic + 2]) / 3;
const w = wind.sample(probe, t); const w = wind.sample(probe, t, this._windOut);
// Relative wind, not absolute: as the cloth accelerates downwind the load // Relative wind, not absolute: as the cloth accelerates downwind the load
// bleeds off by itself. This is what stops flogging from exploding. // bleeds off by itself. This is what stops flogging from exploding.
@ -382,6 +403,88 @@ export class SailRig {
} }
} }
/**
* Sphere-vs-cloth impulses for Lane C's debris (SPRINT2 decision 5, option b).
*
* The exchange is symmetric: every newton-second the cloth takes out of a
* crate, the crate loses. That's the point of the decision one integrator
* does the momentum bookkeeping, so a crate punching through a sail slows
* down by exactly as much as it speeds the cloth up. Asserted in
* sail.selftest.js.
*
* Pinned corners are the deliberate exception: they have invMass 0, so a
* crate that hits one bounces off and the momentum goes into the house. That
* is correct the anchor is bolted to a wall and it's why the momentum
* assert uses an interior hit.
*
* @param {Array} pieces debris.pieces {x,y,z,vx,vy,vz,r,mass}
*/
_applyDebris(pieces, dt) {
const pos = this.pos, prev = this.prev, im = this.invMass;
for (const p of pieces) {
if (p.alive === false || !Number.isFinite(p.mass) || p.mass <= 0) continue;
// Swept: main.js steps the sail BEFORE the debris, so these positions are
// a frame stale, and a 0.3 m crate at 25 m/s covers 0.42 m in a frame —
// enough to pass clean between cloth nodes. Growing the contact radius by
// the piece's travel catches both the lag and the tunnelling.
const speed = Math.hypot(p.vx, p.vy, p.vz);
const solid = p.r + DEBRIS_SKIN;
const reach = solid + speed * dt;
const reachSq = reach * reach;
const wPiece = 1 / p.mass;
let jx = 0, jy = 0, jz = 0, hits = 0;
for (let n = 0; n < im.length; n++) {
const i = n * 3;
const dx = pos[i] - p.x, dy = pos[i + 1] - p.y, dz = pos[i + 2] - p.z;
const dsq = dx * dx + dy * dy + dz * dz;
if (dsq > reachSq || dsq < 1e-12) continue;
const d = Math.sqrt(dsq);
const nx = dx / d, ny = dy / d, nz = dz / d; // piece centre -> node
// node velocity, read out of verlet
const vnx = (pos[i] - prev[i]) / dt;
const vny = (pos[i + 1] - prev[i + 1]) / dt;
const vnz = (pos[i + 2] - prev[i + 2]) / dt;
const vrel = (vnx - p.vx) * nx + (vny - p.vy) * ny + (vnz - p.vz) * nz;
if (vrel > 0) continue; // already separating — don't glue them together
const wNode = im[n];
const denom = wNode + wPiece;
if (denom < 1e-12) continue;
const j = (-(1 + DEBRIS_RESTITUTION) * vrel) / denom;
hits++;
// node takes +j along the contact normal; verlet stores velocity as a
// position difference, so the impulse goes in by moving `prev`
prev[i] -= nx * j * wNode * dt;
prev[i + 1] -= ny * j * wNode * dt;
prev[i + 2] -= nz * j * wNode * dt;
// ...and the piece takes exactly -j. This is the conservation.
jx -= nx * j; jy -= ny * j; jz -= nz * j;
// Depenetrate free nodes by moving pos AND prev together, so pushing
// the cloth off the crate doesn't secretly inject velocity.
if (wNode > 0 && d < solid) {
const push = solid - d;
pos[i] += nx * push; prev[i] += nx * push;
pos[i + 1] += ny * push; prev[i + 1] += ny * push;
pos[i + 2] += nz * push; prev[i + 2] += nz * push;
}
}
if (hits) {
p.vx += jx * wPiece; p.vy += jy * wPiece; p.vz += jz * wPiece;
this.events.emit('debrisHit', {
type: 'debrisHit', piece: p, nodes: hits,
impulse: Math.hypot(jx, jy, jz), t: this.t,
});
}
}
}
_integrate(dt) { _integrate(dt) {
const pos = this.pos, prev = this.prev, F = this.force, im = this.invMass; const pos = this.pos, prev = this.prev, F = this.force, im = this.invMass;
const dt2 = dt * dt; const dt2 = dt * dt;
@ -503,8 +606,43 @@ export class SailRig {
if (this._dirtyRest) { this._applyRestLengths(); this._dirtyRest = false; } if (this._dirtyRest) { this._applyRestLengths(); this._dirtyRest = false; }
} }
// --- Lane D's seam (SPRINT2 decision 4) --------------------------------
// D landed first and duck-typed these against the rig, so B conforms to D's
// spelling rather than the other way round. Thin aliases on purpose: the
// behaviour lives in repairCorner/trimCorner, these just match the call sites
// in interact.js and are what contracts.js promises.
/**
* Re-rig corner `i` with the spare the player was carrying. The spare is the
* "$15 spare shackle" the prep phase sells, so it re-rigs at shackle grade
* which can be an UPGRADE on a corner that blew a carabiner, and a downgrade
* on one that blew a rated shackle. That's the prototype's behaviour and it's
* a real decision about which corner you run back to.
* @param {number} i
*/
repair(i) { this.repairCorner(i, SPARE_HW); }
/**
* Per-corner turnbuckle. @param {number} i @param {number} delta ±, clamped 0.851.15.
*/
trim(i, delta) { this.trimCorner(i, delta); }
/**
* Live world position of corner `i`, as a FRESH vector a blown corner's node
* is flying, so Lane D's prompt has to chase it rather than sit on the anchor.
* Fresh (not shared scratch) because interact.js holds the result across the
* frame and two corners are read back to back.
* @param {number} i
* @returns {THREE.Vector3|null}
*/
cornerPos(i) {
if (!this.rigged || !this.corners[i]) return null;
const n = this.cornerIdx[i] * 3;
return new THREE.Vector3(this.pos[n], this.pos[n + 1], this.pos[n + 2]);
}
/** Re-rig a blown corner with fresh hardware. Lane D's hold-E repair calls this. */ /** Re-rig a blown corner with fresh hardware. Lane D's hold-E repair calls this. */
repairCorner(index, hw = HARDWARE[1]) { repairCorner(index, hw = SPARE_HW) {
const c = this.corners[index]; const c = this.corners[index];
if (!c || !c.broken) return false; if (!c || !c.broken) return false;
c.broken = false; c.broken = false;
@ -539,8 +677,10 @@ export class SailRig {
* @param {object} rect world.gardenBed shape: CENTRE (x,z), size (w,d), metres * @param {object} rect world.gardenBed shape: CENTRE (x,z), size (w,d), metres
* @param {object} sunDir world.sunDir unit vector from the ground TOWARD * @param {object} sunDir world.sunDir unit vector from the ground TOWARD
* the sun. A hit means shaded. Defaults to overhead. * the sun. A hit means shaded. Defaults to overhead.
* @param {function} heightAt world.heightAt rays start at the real ground.
* Defaults to a flat y=0, which is only right for tests.
*/ */
coverageOver(rect, sunDir = { x: 0, y: 1, z: 0 }) { coverageOver(rect, sunDir = { x: 0, y: 1, z: 0 }, heightAt = null) {
if (!this.rigged) return 0; if (!this.rigged) return 0;
const len = Math.hypot(sunDir.x, sunDir.y, sunDir.z) || 1; const len = Math.hypot(sunDir.x, sunDir.y, sunDir.z) || 1;
const dx = sunDir.x / len, dy = sunDir.y / len, dz = sunDir.z / len; const dx = sunDir.x / len, dy = sunDir.y / len, dz = sunDir.z / len;
@ -553,7 +693,8 @@ export class SailRig {
// rect is centre-and-size, so samples straddle (rect.x, rect.z) // rect is centre-and-size, so samples straddle (rect.x, rect.z)
const ox = rect.x + ((i + 0.5) / COLS - 0.5) * rect.w; const ox = rect.x + ((i + 0.5) / COLS - 0.5) * rect.w;
const oz = rect.z + ((j + 0.5) / ROWS - 0.5) * rect.d; const oz = rect.z + ((j + 0.5) / ROWS - 0.5) * rect.d;
if (this._rayHitsSail(ox, 0, oz, dx, dy, dz)) hit++; const oy = heightAt ? heightAt(ox, oz) : 0;
if (this._rayHitsSail(ox, oy, oz, dx, dy, dz)) hit++;
} }
} }
return hit / (COLS * ROWS); return hit / (COLS * ROWS);

View File

@ -12,9 +12,57 @@
import { SailRig } from './sail.js'; import { SailRig } from './sail.js';
import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js'; import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js';
import { createWindField } from './weather.core.js';
const SIM_DT = FIXED_DT; const SIM_DT = FIXED_DT;
// ---------- real storm wind (SPRINT2 B-4) ----------
// The §7 gate used to run on the local stub, which is uniform, horizontal and
// tuned by nobody. These load the storms design actually ships and drive the
// cloth with them. weather.core.js is pure and import-free, so the same code
// path works in node and in Lane A's selftest.html; only reading the JSON off
// disk differs, and weather.js's own loadStorm can't help there (its STORM_DIR
// is a file:// URL under node, which fetch won't open).
async function loadStormDef(name) {
const url = new URL(`../data/storms/${name}.json`, import.meta.url);
if (typeof process !== 'undefined' && process.versions?.node) {
const { readFile } = await import('node:fs/promises');
return JSON.parse(await readFile(url, 'utf8'));
}
return (await fetch(url)).json();
}
const STORM_02 = await loadStormDef('storm_02_wildnight');
/** A Wind over a real storm def. Same field the game flies. */
function realWind(def = STORM_02, opts = {}) {
const field = createWindField(def, opts);
const out = { x: 0, y: 0, z: 0 };
return {
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,
};
}
/** Lane A's yard, verbatim (THREADS: "yard layout is now FACT"). */
const YARD = [
['h1', 'house', -5, 2.6, -9.9], ['h2', 'house', 0, 2.6, -9.9], ['h3', 'house', 5, 2.6, -9.9],
['t1', 'tree', -9, 3.2, 2], ['t2', 'tree', 8, 3.1, -2],
['p1', 'post', -6.4, 3.9, 7.4], ['p2', 'post', 5.3, 3.9, 8],
].map(([id, type, x, y, z]) => {
const pos = { x, y, z };
// Static on purpose: tree sway is world.js's, and mixing it in here would make
// a cloth assert fail for a reason that isn't the cloth. Sway is exercised in
// the game and in a.test.
return { id, type, pos, sway: () => pos };
});
const yardRig = (ids, hw, tension) =>
new SailRig({ anchors: YARD, gridN: 10 })
.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension);
// ---------- deterministic stub wind ---------- // ---------- deterministic stub wind ----------
// contracts.js ships createStubWind(), and the integration test below uses it. // contracts.js ships createStubWind(), and the integration test below uses it.
// This local one exists only because the thesis needs the wind DIRECTION swept, // This local one exists only because the thesis needs the wind DIRECTION swept,
@ -66,10 +114,17 @@ const FOOT = [
export const HEIGHTS_FLAT = [4.0, 4.0, 2.5, 2.5]; // y linear in z -> one plane export const HEIGHTS_FLAT = [4.0, 4.0, 2.5, 2.5]; // y linear in z -> one plane
export const HEIGHTS_HYPAR = [4.0, 2.5, 4.0, 2.5]; // opposite corners up/down -> saddle export const HEIGHTS_HYPAR = [4.0, 2.5, 4.0, 2.5]; // opposite corners up/down -> saddle
/** Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position. */ /**
export const makeAnchors = (heights) => * Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position.
* `theta` spins the footprint about the yard's Y axis which is how you sweep
* wind direction against a real storm, whose direction curve you don't get to
* choose. Rotating the rig under the wind and rotating the wind over the rig are
* the same experiment; only one of them is available with authored storm JSON.
*/
export const makeAnchors = (heights, theta = 0) =>
FOOT.map((f, i) => { FOOT.map((f, i) => {
const pos = { x: f.x, y: heights[i], z: f.z }; const c = Math.cos(theta), s = Math.sin(theta);
const pos = { x: f.x * c - f.z * s, y: heights[i], z: f.x * s + f.z * c };
return { id: `a${i}`, type: 'post', pos, sway: () => pos }; return { id: `a${i}`, type: 'post', pos, sway: () => pos };
}); });
@ -332,6 +387,260 @@ test('break and repair emit on the events Emitter', () => {
return `repaired corner back to ${kN(r.corners[0].load)}, ${seen.length} event(s) emitted`; return `repaired corner back to ${kN(r.corners[0].load)}, ${seen.length} event(s) emitted`;
}); });
// --- SPRINT2 decision 4: the seam Lane D already calls ---------------------
test('decision 4: repair(i) re-rigs a blown corner with the spare', () => {
const w = constantWind({ x: 0, y: 0, z: 20 });
const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[0] });
runStorm(r, w, 4);
r.corners[0].broken = true;
r._repin(r.t);
// exactly Lane D's interact.js call: no hardware argument, return ignored
r.repair(0);
assert(!r.corners[0].broken, 'repair(0) should have re-rigged the corner');
assert(r.corners[0].hw === HARDWARE[1], `spare should re-rig at shackle grade, got ${r.corners[0].hw.name}`);
assert(r.invMass[r.cornerIdx[0]] === 0, 'repaired corner should be pinned again');
runStorm(r, w, 3);
assert(r.corners[0].load > 100, `repaired corner only pulling ${kN(r.corners[0].load)}`);
return `repair(0) -> ${r.corners[0].hw.name}, back to ${kN(r.corners[0].load)}`;
});
test('decision 4: repair(i) on an intact corner is a no-op', () => {
const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[2] });
runStorm(r, constantWind({ x: 0, y: 0, z: 12 }), 2);
const hw = r.corners[1].hw;
r.repair(1); // D gates on corner.broken, but the rig must not trust that
assert(r.corners[1].hw === hw, 'repairing an intact corner downgraded its hardware');
return 'intact corner untouched';
});
test('decision 4: trim(i, delta) tightens one corner only', () => {
const r = rig(HEIGHTS_HYPAR);
r.trim(0, +0.1);
assert(Math.abs(r.corners[0].trim - 1.1) < 1e-9, `corner 0 trim ${r.corners[0].trim}`);
assert(r.corners[1].trim === 1.0, 'trim leaked onto a neighbour');
for (let i = 0; i < 40; i++) r.trim(0, +0.1); // Lane D can hold the key down
assert(r.corners[0].trim <= 1.15 + 1e-9, `trim ran past its clamp: ${r.corners[0].trim}`);
return `trim clamps at ${r.corners[0].trim.toFixed(2)}, neighbours unmoved`;
});
test('decision 4: cornerPos(i) is live, fresh, and chases a flogging corner', () => {
const w = makeStubWind({ seed: 11, stormLen: 90 });
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.3 });
const anchor = r.corners[0].anchor.pos;
const p0 = r.cornerPos(0);
assert(Math.hypot(p0.x - anchor.x, p0.y - anchor.y, p0.z - anchor.z) < 1e-6,
'an intact corner should report its anchor position');
assert(r.cornerPos(0) !== r.cornerPos(0), 'cornerPos must return a FRESH vector, not shared scratch');
// blow it, then confirm the prompt would follow the flying corner
r.corners[0].broken = true;
r._repin(r.t);
runStorm(r, w, 6);
const p1 = r.cornerPos(0);
const drift = Math.hypot(p1.x - anchor.x, p1.y - anchor.y, p1.z - anchor.z);
assert(drift > 0.3, `blown corner's prompt only moved ${drift.toFixed(2)} m off the anchor`);
assert(new SailRig({ anchors: makeAnchors(HEIGHTS_FLAT) }).cornerPos(0) === null,
'cornerPos on an unrigged rig should be null, not a throw');
return `prompt tracks the blown corner ${drift.toFixed(2)} m off its anchor`;
});
// --- SPRINT2 decision 5: debris -------------------------------------------
const crate = (over) => ({ x: 0, y: 3.25, z: 0, vx: 0, vy: 0, vz: 14, r: 0.3, mass: 9, alive: true, ...over });
test('decision 5: a crate hitting the sail conserves momentum', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 4); // settle, so the cloth isn't ringing
// aimed at the belly, not a corner: a pinned corner would (correctly) dump
// momentum into the house and there'd be nothing to conserve
const mid = r.N * Math.floor(r.N / 2) + Math.floor(r.N / 2);
const p = crate({ x: r.pos[mid * 3], y: r.pos[mid * 3 + 1] - 0.25, z: r.pos[mid * 3 + 2], vy: 6, vz: 0 });
const clothP = () => {
let x = 0, y = 0, z = 0;
for (let n = 0; n < r.invMass.length; n++) {
if (r.invMass[n] === 0) continue; // pinned: its momentum belongs to the house
const i = n * 3;
x += (r.pos[i] - r.prev[i]) / SIM_DT * r.nodeMass;
y += (r.pos[i + 1] - r.prev[i + 1]) / SIM_DT * r.nodeMass;
z += (r.pos[i + 2] - r.prev[i + 2]) / SIM_DT * r.nodeMass;
}
return { x, y, z };
};
const total = () => {
const c = clothP();
return { x: c.x + p.vx * p.mass, y: c.y + p.vy * p.mass, z: c.z + p.vz * p.mass };
};
const before = total();
r._applyDebris([p], SIM_DT);
const after = total();
const drift = Math.hypot(after.x - before.x, after.y - before.y, after.z - before.z);
const scale = Math.hypot(before.x, before.y, before.z);
assert(scale > 1, 'test crate carries no momentum to conserve');
assert(drift / scale < 0.01, `momentum drifted ${drift.toFixed(3)} of ${scale.toFixed(1)} kg·m/s (${(drift / scale * 100).toFixed(1)}%)`);
assert(p.vy < 6, `the crate should have LOST speed to the cloth, still at ${p.vy.toFixed(2)} m/s`);
return `crate ${scale.toFixed(0)} kg·m/s, exchange conserves to ${(drift / scale * 100).toFixed(3)}%`;
});
test('decision 5: a crate through the sail shoves the cloth and emits', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 4);
const hits = [];
r.events.on('debrisHit', (e) => hits.push(e));
const mid = r.N * Math.floor(r.N / 2) + Math.floor(r.N / 2);
const before = r.pos[mid * 3 + 1];
const p = crate({ x: r.pos[mid * 3], y: r.pos[mid * 3 + 1] - 0.6, z: r.pos[mid * 3 + 2], vy: 12, vz: 0 });
const v0 = p.vy;
// Peak, not final: the crate crosses the cloth in about three frames and the
// membrane springs back well inside the run, so sampling the end measures the
// recovery rather than the punch.
const wind = makeStubWind({ calm: true });
let peak = before;
for (let i = 0; i < 30; i++) {
r.step(SIM_DT, wind, i * SIM_DT, { pieces: [p] });
p.y += p.vy * SIM_DT; p.z += p.vz * SIM_DT;
peak = Math.max(peak, r.pos[mid * 3 + 1]);
}
assert(hits.length > 0, 'crate passed through the cloth without a single contact');
assert(peak > before + 0.05, `belly only lifted ${(peak - before).toFixed(3)} m — the crate went straight through`);
assert(p.vy < v0, `crate left at ${p.vy.toFixed(2)} m/s, never paid for the punch (entered at ${v0})`);
return `${hits.length} contacts, belly punched ${(peak - before).toFixed(2)} m, crate ${v0} -> ${p.vy.toFixed(1)} m/s`;
});
test('decision 5: no debris and empty debris are both fine', () => {
const w = makeStubWind({ seed: 2, stormLen: 20 });
const a = rig(HEIGHTS_HYPAR), b = rig(HEIGHTS_HYPAR);
for (let i = 0; i < 600; i++) {
a.step(SIM_DT, w, i * SIM_DT); // Lane A's 3-arg call still works
b.step(SIM_DT, makeStubWind({ seed: 2, stormLen: 20 }), i * SIM_DT, { pieces: [] });
}
for (let k = 0; k < 4; k++) {
assert(Math.abs(a.corners[k].load - b.corners[k].load) < 1e-9,
'an empty debris list changed the sim');
}
return 'empty and absent debris both no-op';
});
// --- SPRINT2 B-4: the §7 gate, against the wind the game actually flies ------
// PLAN3D §7: "A flat drum-tight cheap rig MUST cascade-fail in storm_02; a
// well-twisted mixed rig with one mid-storm repair MUST be survivable." The old
// version of this proved it against my own stub wind, which is uniform,
// horizontal and tuned by nobody — so it proved the cloth was self-consistent,
// not that the game works. This is the real storm JSON, the real yard, and the
// same two rig shapes Lane C measured decision 3 against.
test('§7 gate on REAL storm_02: cheap flat rig cascades', () => {
const rig = yardRig(['h1', 'h3', 'p2', 'p1'], HARDWARE[0], 1.3); // drum-tight carabiners
const broke = [];
rig.events.on('break', (e) => broke.push(e));
const w = realWind();
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) rig.step(SIM_DT, w, i * SIM_DT);
const lost = rig.corners.filter((c) => c.broken).length;
assert(lost >= 2, `flat drum-tight carabiner rig only lost ${lost}/4 in the real storm_02 — no cascade`);
return `lost ${lost}/4, first at t=${broke[0].t.toFixed(1)}s (${broke[0].anchorId}, ${broke[0].hw})`;
});
test('§7 gate on REAL storm_02: twisted mixed rig survives', () => {
// Lane C's shape: h1 (house, 2.6) / t2 (tree, 3.1) / p1 (post, 3.9) / t1 (tree, 3.2)
// — corners at four different heights, i.e. an actual hypar, eased off tight.
const rig = yardRig(['h1', 't2', 'p1', 't1'], [HARDWARE[2], HARDWARE[1], HARDWARE[2], HARDWARE[1]], 0.85);
const w = realWind();
let peak = 0;
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) {
rig.step(SIM_DT, w, i * SIM_DT);
peak = Math.max(peak, rig.maxLoad());
}
const lost = rig.corners.filter((c) => c.broken).length;
assert(lost === 0, `well-twisted mixed rig lost ${lost}/4 in storm_02 — §7 says it must be survivable`);
return `all 4 corners held, peak ${kN(peak)} (area ${rig.area.toFixed(0)} m2)`;
});
test('§7 gate on REAL storm_02: twisted rig + one repair on the dodgy corner', () => {
// The other half of §7: "a well-twisted mixed rig with ONE mid-storm repair
// MUST be survivable". The twisted rig above already survives outright, so
// the interesting scenario is DESIGN.md's: the budget forces one dodgy corner
// ($80 buys rated on at most two of four), that corner blows, and you run out
// and re-rig it once with the carried spare — exactly Lane D's hold-E.
// An $80-exact loadout: rated h1 ($30) + shackle t1 ($15) + shackle p1 ($15)
// + carabiner t2 ($5) + spare ($15). The carabiner goes on t2 because that is
// where the load actually IS — measured peaks on this shape are h1 1.68 /
// t2 2.73 / p1 2.17 / t1 0.81 kN. Putting the cheap corner on t1 (the
// lightest) is what a player does by accident and it survives the storm
// having proved nothing; putting it on t2 is the real bet.
const rig = yardRig(
['h1', 't2', 'p1', 't1'],
[HARDWARE[2], HARDWARE[0], HARDWARE[1], HARDWARE[1]],
0.85,
);
const w = realWind();
let repairs = 0;
rig.events.on('break', () => { /* seen below; repairing inside the emit would reenter step */ });
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) {
rig.step(SIM_DT, w, i * SIM_DT);
if (repairs === 0) {
const k = rig.corners.findIndex((c) => c.broken);
if (k >= 0) { rig.repair(k); repairs++; }
}
}
const lost = rig.corners.filter((c) => c.broken).length;
if (repairs === 0) {
// A vacuous pass is worse than a skip: "nothing broke" would let this go
// green forever while proving nothing. Storm_02 can't threaten a shackle
// rig until Lane C's downdraft lands (their A/B: shackle blows at t=20.8 s
// with downdraft 0.3, never without). Lights up by itself on merge.
assert(
!STORM_02.gusts?.downdraft,
'storm_02 HAS a downdraft and still could not blow a shackle rig — the repair scenario is vacuous',
);
return 'SKIPPED — nothing blew; needs Lane C decision 3 downdraft to threaten a shackle rig';
}
assert(lost <= 1, `after one repair the rig still lost ${lost}/4 — not survivable`);
return `${repairs} repair, finished ${4 - lost}/4 corners intact`;
});
// --- SPRINT2 decision 3 / B-6: the flat-horizontal loophole ------------------
// My Sprint 1 finding: a flat HORIZONTAL sail was the lowest-load rig of all
// (1.14 kN vs a pitched flat's 3.06), because a horizontal plate in horizontal
// wind has almost no drag — which inverted DESIGN.md's "big, flat, low = death
// in a storm". Lane C closed it by making gusts descend. This is the assert
// decision 3 asks Lane B for.
test('decision 3: flat-horizontal is no longer a free lunch', () => {
const downdraft = STORM_02.gusts?.downdraft ?? 0;
if (!downdraft) {
// Feature-detected rather than hard-failed: this assert is only meaningful
// once Lane C's downdraft is on main. It lights up by itself on merge.
return 'SKIPPED — storm_02 has no gusts.downdraft yet (Lane C decision 3 not merged)';
}
const FLAT_H = [3.25, 3.25, 3.25, 3.25];
// Spin the rig through 8 headings under the real storm. (Re-seeding the wind
// instead would only reshuffle gust TIMING — the direction curve is authored
// in the JSON and doesn't move — so it would look like a sweep and measure
// nothing about direction.)
const sweep = (heights) => {
let worst = 0;
for (let k = 0; k < 8; k++) {
const r = new SailRig({ anchors: makeAnchors(heights, (k / 8) * Math.PI * 2), gridN: 10 })
.attach(ALL_IDS, Array(4).fill(UNBREAKABLE), 1.0);
// full duration: storm_02's own note says the peak lands just AFTER the
// southerly change, so a 45 s sweep measures the wrong half of the storm
worst = Math.max(worst, runStorm(r, realWind(), STORM_02.duration));
}
return worst;
};
const pitched = sweep(HEIGHTS_FLAT);
const horizontal = sweep(FLAT_H);
const ratio = horizontal / pitched;
assert(ratio >= 0.6, `flat-horizontal peaks at only ${(ratio * 100).toFixed(0)}% of flat-pitched (${kN(horizontal)} vs ${kN(pitched)}) — still a free lunch`);
return `flat-horizontal ${kN(horizontal)} vs flat-pitched ${kN(pitched)} = ${(ratio * 100).toFixed(0)}% (downdraft ${downdraft})`;
});
test('runs against the shared contracts.js stub wind', () => { test('runs against the shared contracts.js stub wind', () => {
// Proves the rig eats the sanctioned Wind implementation, not just my local // Proves the rig eats the sanctioned Wind implementation, not just my local
// stub — so nothing surprises us when Lane C's weather.js drops in. // stub — so nothing surprises us when Lane C's weather.js drops in.