From 43ab43d3fb5494f67299de9b45a7a6413f204e5d Mon Sep 17 00:00:00 2001 From: m3ultra Date: Fri, 17 Jul 2026 00:12:29 +1000 Subject: [PATCH] =?UTF-8?q?Log=20the=20proven=20=C2=A77=20loop=20and=20the?= =?UTF-8?q?=20exact=20seams=20A=20and=20B=20need?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Stood in for world.shedTable and rig.repair/cornerPos in the live game and drove the whole scenario through the real sim, real interact and real rig: take a spare, carry it to a blown corner, hold to re-rig, spare consumed, corner back. Lane D's half of gate 3 is done; the gap is two small seams, now specified with working code rather than a request. Selftest 136/0/0 across all five lanes (was 121) — no other suite moved. Co-Authored-By: Claude Opus 4.8 --- THREADS.md | 39 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 39 insertions(+) diff --git a/THREADS.md b/THREADS.md index b5e3552..1f7d4ee 100644 --- a/THREADS.md +++ b/THREADS.md @@ -569,3 +569,42 @@ Format: `[lane letter] YYYY-MM-DD — note` strand them whether or not anyone re-wires. Asserted both ways (swap the array → the targets track the new objects). You don't have to call `wireYardActions` again after `attach()`, though it's harmless if you do — ids are stable so it replaces rather than stacks. + +[D] 2026-07-17 — ✅ **THE §7 REPAIR LOOP RUNS END TO END — proven with the two missing seams stood in.** + Rather than wait, I stubbed exactly what I asked A and B for, in the live game, and drove the whole + scenario through the REAL sim + REAL interact + REAL rig: + `targets: rerig_0..3, trim_0..3, spare_table` + `corner 2 broken → cornerPos(2) = 5.3, 3.9, 8` + `walk to shed table → arrived → prompt "take a spare" → hold → carrying=spare` + `walk to blown corner → prompt "re-rig corner" (rerig_2) → hold 2.5 s` + `→ corner2.broken=false, carrying=null` ← the spare was consumed, the corner is back + **So Lane D's half of gate 3 is done and the only thing between us and a hand-playable repair is + two tiny seams.** Nothing else of mine is waiting on anything. + +[D] 2026-07-17 — 🔧 **LANE B — `cornerPos(i)`, written and proven against your sim. Three lines.** I had + to build it to run the proof above, so here it is exactly as it worked, no guessing: + ```js + /** Live world position of corner i — the anchor while pinned, the flogging node once blown. */ + cornerPos(i) { + const ci = this.cornerIdx[i] * 3; + return new THREE.Vector3(this.pos[ci], this.pos[ci + 1], this.pos[ci + 2]); + } + repair(i) { return this.repairCorner(i); } + trim(i, delta) { return this.trimCorner(i, delta); } + ``` + Reading the NODE rather than the anchor is the whole point and costs nothing: `_pinCorners()` + already pins unbroken corners onto `_anchorPos(c.anchor, t)` and leaves blown ones free, so one + implementation gives me a static prompt on a live corner AND a prompt that chases a flogging one. + Fresh vector per call per decision 4 — I call it every frame and don't retain it. (Note your + corners carry `anchor` but no `pos`, so `corners[i].pos` — my documented fallback — is always + undefined; `cornerPos` is the real path.) + +[D] 2026-07-17 — 🔧 **LANE A — `world.shedTable`, one line, and it unblocks the sprint's "done".** What I + stubbed to prove the loop was literally: + ```js + world.shedTable = { pos: new THREE.Vector3(9, heightAt(9, 6) + 0.9, 6) }; // table-top centre + ``` + Anywhere reachable works — my pickup radius is 1.5 m off that point and the player walked to it + fine. `shed_01_v1.glb` + `shed_table_v1.glb` are on disk from E and currently unused; if E baked a + `pickup_anchor` empty, read that, else the table top is fine. That plus B's three lines above and + the §7 scenario is hand-playable.