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

# Conflicts:
#	THREADS.md
This commit is contained in:
type-two 2026-07-21 03:06:26 +10:00
commit 44f019f31d
9 changed files with 783 additions and 0 deletions

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@ -8816,3 +8816,144 @@ anchors are your GLB), but the tooling is now waiting, not TODO.
Pushed lane/b: aa0b36a (gate 0.2), 1bcfcda (gates 0.3+2), this entry. Port 8825, own tab
throughout; the full suite green in the browser before every push.
[E] 2026-07-21 — 🦀 **GATE 3.1 LANDED: THE CORRODED TIER — and a recovered session's two live mutations.**
I inherited this gate mid-verification (predecessor killed by an API limit on the words "Factory
is green on the untelled post — the trap it can't see. Browser now."). **It had not finished the
sentence it was in the middle of, and the tree said so.**
**WHAT I FOUND UNCOMMITTED — read the diff before trusting it, and this is why:**
· `build_sail_post_corroded` still carried its **negative control M1 applied**: `steel =
Mat_Steel(steel_gal)`, `rust = steel`, `rust_d = steel`, `DROOP = radians(0.0)`. Both shipped
GLBs in the tree were therefore **the untelled post** — clean galvanised, flat eye — not the
asset the docstring described. Committed verbatim first (`a180fce`, labelled WIP) so the
predecessor's state survives in history, then restored.
· `asset_report.json` held **1 of 37 assets**; `contact_sheet.png` was **196 KB / truncated**
(against 4.77 MB on main). Both were interrupted mid-write, not design changes. A clean
rebuild restores 37 assets and a 5.07 MB 1680×4200 sheet (one extra tile row for the two new
props). *The 886-line "deletion" in that diff was a corrupt artifact, not a decision.*
**Rebased a180fce onto 75d5f9a (D's seven nights) — zero conflicts, as predicted: week.js /
a.test / d.test never meet my files.**
**DETERMINISM (my own runs, not inherited):** five full `blender -b -P build_yard_assets.py`
runs. **37/37 GLBs byte-identical** across two consecutive clean runs; `contact_sheet.png` and
`asset_report.json` also byte-identical run-to-run. **Zero churn on the 35 pre-existing GLBs**
only `sail_post_corroded_v1.glb` moved, and `sail_post_corroded_wrecked_v1.glb` held hash
`77ba2173…` unchanged through every mutation (I only ever touched the intact builder — the
wreck's stability is the control that proves it). Shipped: intact `413e8da4…`, wreck `77ba2173…`.
**MUTATION CHECKS — three, each witnessed red in the real harness at :8828, not reasoned about:**
· **M-A clean steel** (gal everywhere, rust aliased to steel): TELLS 1/3 red *"rust covers 0.0%
of the corroded post's surface"*, TELLS 2/3 red *"corroded shaft lightness 0.737 vs galvanised
0.737"*, **3/3 green** (droop is independent of materials). **The factory itself stayed GREEN
on all four dims/nodes checks** — the predecessor's claim is CONFIRMED: the untelled post is
exactly the trap the factory cannot see, and e.test is the only thing that catches it.
· **M-B flat eye** (`DROOP = 0`, steel restored): TELLS 3/3 red *"the exported pad eye droops
0.0° but the root claims 38°"*, **1/3 and 2/3 green**.
· **M-C the note lies, the mesh is honest** (baked `padeye_droop_deg = 20`, geometry left at 38):
3/3 red *"droops 38.0° but the root claims 20°"*. The pin reads the **baked extra**, not a
literal — so note and mesh can only ever lie together.
**AN ASSERT THAT COULD NOT FAIL, KILLED.** The WIP pinned the sag as `honestAnchorY
corrodedAnchorY > 0.05`. The eye hangs off a weld line 160 mm down the post, so that quantity is
**0.060 m at ZERO droop** — I measured it on the M-B build: anchor at `(0, 3.920, 0)`, no
horizontal displacement whatsoever, and the old assert **passes**. It was measuring the weld
offset and calling it a sag. Replaced with the droop **angle** derived from the exported anchor
(`atan2(horiz, y weld_y)`), pinned to a baked extra — plus arm length and direction. **THE AXIS
TRAP, closed the swing_set way:** the builder now bakes `padeye_droop_deg 38`, `padeye_arm_m
0.08`, `padeye_weld_y_threejs 3.84`, `padeye_droop_dir_threejs "+Z"` — all stated in **three.js**
coords (Blender y → three.js +Z), and e.test recomputes every one of them off the geometry.
**AN ASSERT WHOSE REASON WAS BACKWARDS, FIXED.** The WIP's 20 m assert said the corroded shaft
"reads darker at yard distance". **I measured the actual render before endorsing it and the sign
is inverted.** Sampled off look.html's canvas at cam z=20 m, 1280×720, mid-shaft band:
honest rgb(49,51,49) lum 50 sat 0.031 RB 0
corroded rgb(98,94,86) lum 94 sat 0.126 RB +12
The corroded shaft renders **twice as bright**, not darker. Base colour *is* darker (0.524 vs
0.737) but it isn't what reaches the screen: galvanised is metalness 0.90 / roughness 0.35, and
with no environment map a near-mirror metal has nothing to mirror and goes near-black; weathered
at 0.55 / 0.60 is diffuse and catches the sun. **The separation is real and large — it is made of
METALNESS, not lightness.** The test now pins both halves and says which one the player sees; an
assert whose stated reason is the reverse of the mechanism is a docstring waiting to be "fixed"
in the wrong direction. Footing stain at the same range: sat 0.062 → 0.147, warmth +6 → +18.
**THE TELL READS AT 20 M — verified by looking, at the game's own camera height (1.7 m), in the
game's own renderer, screenshots taken.** Honest post: a clean dark line on a white footing.
Corroded: a mottled warm-grey shaft, rust collars at base and head, cap askew, and a **brown
footing** — the stain is the single most legible thing about it at distance. Close read at 4.5 m
confirms blooms, streaks, the deep-rust fold band, and the drooped eye. Wreck read at 7.5 m:
plumb stub with a torn rim, shaft out in the yard, pad eye on the grass at the far end.
**THE NUMBERS — I OWN THEM AS PROPOSALS, A RULES.** I **endorse 0.55 unchanged**, and my
argument is not the predecessor's. Ladder from the manifest: 0.22 carport < 0.30 carport_post <
0.35 house < 0.45 swing_frame < **0.55** < 0.65 pergola < 1.00 post. Above the swing frame
because a real footing beats sound steel loose on grass; below the pergola because the bloom
outside is pitting inside and you de-rate what you cannot inspect — both sound. **What I'd add:
this is the only rung on the ladder whose true capacity is UNKNOWABLE by inspection.** Every
other weakness is legible (the carport's thin bracket, the swing's missing footing, the pergola's
flexing deck). So the exact midpoint of 0.45→0.65 is right *because* it is the rung you cannot
reason your way to: at 0.55 neither "treat it as the swing frame" nor "treat it as the pergola"
is obviously correct, and the player has to **gamble** rather than compute. That is what a trap
tier is for. **Collateral $45 endorsed** — cheapest structure on the board (gnome 25 <
**corroded_post 45** < gutter 90 < pergola 120 < swing 140 < carport 180 < glasshouse 320), and
the reasoning holds: you are billing the make-safe (cut the fold, core-drill the stub), not a
rebuild, because the steel was condemned before the player arrived. **A — one caution:** $45
makes this the cheapest thing in the game you can break, so if playtest shows players *farming*
it as a cheap sacrificial anchor, the correction is the **sail HP and garden exposure** it costs
mid-storm, **not** the invoice line. Raising the bill would teach "don't touch rust"; the lesson
is meant to be "rust is a bet, and here's the stake".
**Verified:** selftest **483/0/0** on :8828, my own tab, fronted. Baseline 474 (D's seven-night
landing) **+9 exactly**: 4 factory dims/nodes rows for the two new GLBs, plus TELLS 1/3, 2/3,
3/3, the RUNG test and the wreck test. The count moved by precisely what was added.
*(Note for whoever scores next: my tab was silently backgrounded by another lane's tab mid-run
and the suite slowed to a crawl — results stayed correct, because selftest.html is fixed-dt and
says so in its own header, but budget for it. `tabs_context` shows who holds the front.)*
**⚠️ A — ANCHOR_TYPE WIDENED (contracts.js is yours; swing_frame/pergola precedent).** I added
`'corroded_post'` to the frozen enum with its reasoning beside it. Revert-and-tell-me standard.
Your own "the widened enum is CHECKED, so a bad type cannot ship" test covers it and is green.
**📋 A / INTEGRATOR — EDITOR PALETTE HUNK, APPLY VERBATIM** (editor.js is A's file; leadFor
precedent, seventh application). Insert as a new entry in the palette array, next to the pergola:
```js
{
// SPRINT17 gate 3.1, E. The corroded tier — the pool yard's other half.
// The pool kit is fourteen tie-offs that DON'T exist (every fence post an
// honest no); this is the one that DOES exist and shouldn't be trusted.
// 0.55: above the swing frame (a real footing beats loose-on-grass), below
// the pergola (the bloom outside is pitting inside — you de-rate what you
// can't inspect). It is the only rung whose real capacity you cannot read
// off the object, which is why it sits at the midpoint of 0.45→0.65.
// ⚠️ `_v1` is LOAD-BEARING and its absence is SILENT: adoptAnchor does
// `rating_hint ?? 1`, so a missing model does not fail — it becomes the
// BEST STEEL IN THE GAME. A typo here rates the corroded post 1.00 and the
// trap inverts into the safest anchor in the yard. (S14, D's cold pass.)
kind: 'structure', label: 'Corroded sail post (the trap that stands up)',
model: 'sail_post_corroded_v1',
requires: ['corroded_post'],
hint: 'looks like a post, rates 0.55 — rust at the base and head, and the pad eye has sagged',
make: (id, x, z) => ({
id, model: 'sail_post_corroded_v1',
wreckedModel: 'sail_post_corroded_wrecked_v1',
x, z, rotYDeg: 0, solid: true,
collateralKey: 'corroded_post',
collateralValue: 45, collateralLabel: 'the corroded post',
anchors: [
{ id: `${id}_a1`, node: 'top_anchor', type: 'corroded_post', work: 'cloth' },
],
}),
},
```
**PLACEMENT FACTS, three.js coords (measured off the exported GLBs, not off the builder):**
· `sail_post_corroded` — bbox min `(0.253, 0.020, 0.260)` max `(0.253, 4.032, 0.260)`;
footprint **0.51 × 0.52 m**, height **4.03 m** (stands POST height on purpose: its lie is
"I'm a sail post"). Single anchor `top_anchor` at **(0, 3.903, +0.049)** — 0.077 m below the
honest post's 3.980 and displaced **+Z**, the yard side, because the eye has drooped 38°.
`rake_pivot` present and live, same mechanism as the honest post: it rakes identically.
· `sail_post_corroded_wrecked` — bbox min `(0.525, 0.020, 0.260)` max `(0.253, 0.682, 3.818)`.
**WRECK APRON: reserve ~3.9 m on +Z and ~0.6 m on X of clear ground** — the fallen shaft
lies out into the yard and will interpenetrate anything placed there. Max height 0.682 m.
**No anchor survives the wreck** (asserted): an anchor that outlives its structure is the
free-failure bug in a costume, fascia rule, fifth application.
**🌊 D — THE TIER IS PLACEABLE, YOUR GATE 3.2 IS UNBLOCKED.** `sail_post_corroded` /
`..._wrecked` are landed, deterministic, and manifest-resolvable **node-less** (type
`corroded_post` → 0.55, collateral `corroded_post` → $45), so a pool-yard site JSON can place
them with a plain entry and no `node` field and the rating still lands — you do not need to wait
on A applying the palette hunk above to write the site. Anchor node is `top_anchor` if you do
want it explicit. Mind the wreck apron (+Z ~3.9 m) when you lay out the pool fence: the corroded
post falls INTO the yard, which is the whole point of putting it where a corner wants to go.

View File

@ -906,6 +906,53 @@
],
"status": "PASS",
"problems": []
},
{
"name": "sail_post_corroded",
"dims": [
0.507,
0.52,
4.0516
],
"tris": 816,
"nodes": [
"footing",
"pad_eye",
"post",
"rake_pivot",
"rust",
"sail_post_corroded",
"top_anchor"
],
"anchors": [
{
"node": "top_anchor",
"anchor_type": "corroded_post",
"rating_hint": 0.55,
"collateral": "corroded_post"
}
],
"status": "PASS",
"problems": []
},
{
"name": "sail_post_corroded_wrecked",
"dims": [
0.7786,
4.0784,
0.7015
],
"tris": 836,
"nodes": [
"footing",
"pad_eye_down",
"post_down",
"post_stub",
"sail_post_corroded_wrecked"
],
"anchors": [],
"status": "PASS",
"problems": []
}
],
"debris": []

View File

@ -137,6 +137,14 @@ PAL = {
"bike_kid": "#D8483C", # the Henderson kid's bike — bought bright on purpose
"bike_grip": "#3B4048", # grips and saddle
"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
"steel_weathered": "#8D8A7E", # gal gone matte: the corroded post's shaft.
# Next to steel_gal (#B6BCC2) it reads DIRTY at
# 20 m before you can see a single bloom — the
# colour is the long-range half of the tell.
"rust_bloom": "#9C5B33", # active surface rust — orange enough to read
# against every steel/timber in the palette
"rust_deep": "#67351F", # the worst of it: fold lines, weld collars,
# streak stains — near-brown, high saturation
"alu_frame": "#C9CED2", # powder-coated aluminium — glasshouse + pool fence
"pool_water": "#4FA8BE", # chlorinated blue, NOT the pond's grey-green —
# a pool is the one water in the game that is
@ -2256,6 +2264,284 @@ def build_sail_post(name):
return root
# ---------------------------------------------------------------------------
# THE CORRODED TIER (SPRINT17 gate 3.1 — the pool yard's other half)
# ---------------------------------------------------------------------------
# The pool kit is fourteen tie-offs that DON'T exist (every fence post an
# honest no). This is the tie-off that DOES exist and shouldn't be trusted:
# a real sail post, real concrete footing, real pad eye — gone rusty.
#
# WHY 0.55, argued on the ladder it joins (0.22 carport < 0.30 carport_post <
# 0.35 fascia < 0.45 swing_frame < [0.55] < 0.65 pergola < 1.00 post):
# · ABOVE the swing frame (0.45): the footing is still 300 mm of concrete
# and the load path still reaches the ground. A sound welded frame
# standing loose on grass drags; a rusty post in a real footing holds
# until its steel gives — corroded anchored beats sound unanchored.
# · BELOW the pergola (0.65): the pergola's members are SOUND and its
# weakness (deck flex) is visible and bounded. Corrosion's weakness is
# section loss you cannot see the bottom of — the bloom on the outside is
# pitting on the inside, so the visible rust is a FLOOR on the damage,
# not a ceiling. You de-rate below sound timber because you're rating
# what you can't inspect.
# · And it FILLS the 0.45→0.65 gap: rungs create decisions (D's S15
# endorsement logic, the reason the pergola exists). With this rung the
# ladder steps 0.45 / 0.55 / 0.65 — three different kinds of "not quite":
# unanchored steel, eaten steel, flexing timber.
CORRODED_POST_RATING = 0.55
# The bill when it snaps. Proposal — Lane A confirms (my S17 prompt says rule
# it and let A confirm): a post IS the client's property, so a snapped one
# bills — "it was already scrap" is a warranty argument, not a free pass. But
# the steel was condemned before you touched it, so what you're billing is
# the MAKE-SAFE, not the post: cutting the fold, core-drilling the stub out
# of the footing. That's under the gutter's $90 (a full trade's morning run)
# and above the gnome's $25. Cheap ON PURPOSE: the real price of trusting
# corroded steel is the corner you lose mid-storm — the trap costs you in
# sail HP and garden exposure, and the invoice line is honest small change
# beside it. If the bill were big, the lesson would read "don't touch rust";
# at $45 it reads "rust is a bet, and here's the stake".
CORRODED_POST_COLLATERAL = 45
def build_sail_post_corroded(name):
"""The corroded sail-post variant — same bones as build_sail_post (H, R,
footing, rake_pivot mechanism all identical, so it rakes and places like
any post), different truth.
THE TELL, designed to read at two ranges (the bike lesson: LOOK at it,
and look from where the player actually stands):
· 20 m / colour: the whole shaft is weathered matte (steel_weathered)
against the honest post's bright galvanised, the footing collar wears
a rust stain skirt, and the cap sits askew. You don't see rust from
the back fence you see a DIRTY post next to clean ones.
· 3 m / detail: rust blooms where posts actually rust (the base band
where water pools on the collar, the head collar around the pad-eye
weld), deep-rust fold line just above the footing, streaks bleeding
down the shaft, and the pad eye SAGS the weld ate through and the
eye drooped toward the yard. The anchor empty sits at the DROOPED
eye, so the sag is a measured fact, not set dressing: e.test derives
the droop ANGLE back out of the exported anchor position and pins it
to `padeye_droop_deg` below. (Pinning "the corroded anchor is lower
than the honest one" would NOT have worked — the eye hangs off a weld
line 160 mm down the post, so that test reads 0.06 m and passes at
zero droop. Measure the angle, not the altitude.)
Corrosion a player can't see is a trap with no tell, and this repo
doesn't ship those — the three tells are pinned as three SEPARATE tests
in e.test.js (rust area, shaft lightness, eye droop) so that one failure
can't mask the other two. Rebuild this in clean steel at the same 0.55
hint and all three go red; flatten only the eye and only the third does.
"""
root = add_empty(name)
steel = get_material("Mat_SteelWeathered", PAL["steel_weathered"], 0.6,
metallic=0.55)
dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8)
rust = get_material("Mat_Rust", PAL["rust_bloom"], 0.9, metallic=0.1)
rust_d = get_material("Mat_RustDeep", PAL["rust_deep"], 0.95, metallic=0.05)
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
H, R = 4.0, 0.048 # same post the honest one is — that's the trap
DROOP_DEG = 38.0 # pad-eye sag off vertical. 38° is slumped
# past argument but still recognisably an eye
# you COULD clip to — which is the whole trap.
DROOP = math.radians(DROOP_DEG)
EYE_ARM = 0.08 # eye centre's distance from the weld line
WELD_Z = H - 0.16 # the slumped weld line the eye hinges at
# Footing identical to the honest post's, plus the stain skirt: rust
# bleeds onto the collar top, so even the GROUND LINE reads brown.
join_group([
add_cyl(f"{name}_collar", 0.26, 0.14, (0, 0, 0.05), conc, verts=14),
add_cyl(f"{name}_collar_top", 0.22, 0.04, (0, 0, 0.13), conc, verts=14),
add_cyl(f"{name}_stain", 0.23, 0.012, (0, 0, 0.148), rust_d, verts=14),
], "footing", root)
# Same rake mechanism as build_sail_post — rake is a runtime decision and
# a corroded post rakes like any other; the lean you might be tempted to
# bake here would double-apply the moment a player rakes it.
rake = add_empty("rake_pivot", (0, 0, 0.12), root, size=0.25)
rake["rake_axis"] = "x/z — rake AWAY from the load (DESIGN.md)"
rake["rake_default_deg"] = 8
above = []
above.append(join_group([
add_cyl(f"{name}_shaft", R, H, (0, 0, H / 2), steel, verts=12),
add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark, verts=12),
# The cap sits askew — rust let the friction fit go. Silhouette tell.
add_cyl(f"{name}_cap", R * 1.2, 0.02, (0, 0, H + 0.008), dark, verts=12,
rot=(math.radians(14), 0, 0)),
], "post"))
# The corrosion itself, its own node so the mutation control can kill it
# cleanly: blooms slightly proud of the shaft (rust swells), streaks
# bleeding DOWN from each bloom. Positions are hand-placed, not rng — the
# blooms sit where posts actually rust, and determinism costs nothing.
corrosion = [
add_cyl(f"{name}_rust_base", R + 0.004, 0.34, (0, 0, 0.34), rust, verts=12),
add_cyl(f"{name}_rust_line", R + 0.007, 0.11, (0, 0, 0.185), rust_d, verts=12),
add_cyl(f"{name}_rust_head", R + 0.004, 0.26, (0, 0, H - 0.16), rust, verts=12),
add_cyl(f"{name}_rust_weld", R + 0.006, 0.06, (0, 0, WELD_Z), rust_d, verts=12),
]
for i, (ang_deg, length, z_top) in enumerate([
(200, 1.45, H - 0.24), # off the weld collar, yard side (-y)
(335, 0.95, H - 0.30),
(25, 0.70, H - 0.35),
(160, 0.80, 0.95), # wicking up off the base band
(300, 0.60, 0.85)]):
a = math.radians(ang_deg)
corrosion.append(add_box(
f"{name}_streak_{i}", (0.016, 0.016, length),
(math.cos(a) * (R + 0.003), math.sin(a) * (R + 0.003),
z_top - length / 2), rust_d, rot=(0, 0, a)))
above.append(join_group(corrosion, "rust"))
# The sagging pad eye: plate and ring both pitched DROOP about the weld
# line, hanging toward -y (three.js +Z, the yard side — same face the
# pergola presents). Built in the tilted plane directly, no post-rotation.
ring_c = (0, -math.sin(DROOP) * EYE_ARM,
WELD_Z + math.cos(DROOP) * EYE_ARM)
eye_parts = [add_box(f"{name}_padeye", (0.012, 0.07, 0.09),
(0, -math.sin(DROOP) * EYE_ARM / 2,
WELD_Z + math.cos(DROOP) * EYE_ARM / 2), rust_d,
rot=(-DROOP, 0, 0))]
r_eye, segs = 0.026, 10
pts = []
for i in range(segs + 1):
t = math.tau * i / segs
pts.append((math.cos(t) * r_eye,
ring_c[1] - math.sin(t) * r_eye * math.sin(DROOP),
ring_c[2] + math.sin(t) * r_eye * math.cos(DROOP)))
for i in range(segs):
eye_parts.append(add_tube_between(f"{name}_eye_s{i}", pts[i], pts[i + 1],
0.008, rust, verts=8))
above.append(join_group(eye_parts, "pad_eye"))
# The anchor sits AT the drooped eye — the sag is where you'd clip on,
# so the sag is data the sim sees, not paint.
e = add_empty("top_anchor", ring_c, size=0.2)
e["anchor_type"] = "corroded_post"
e["rating_hint"] = CORRODED_POST_RATING
e["collateral"] = "corroded_post"
e["why"] = ("a real post in a real footing, eaten: above the swing frame "
"(0.45) because concrete beats loose-on-grass, below the "
"pergola (0.65) because the bloom outside is pitting inside — "
"you de-rate what you can't inspect. The rung fills 0.45→0.65; "
"rungs create decisions")
above.append(e)
for o in above:
parent_keep_transform(o, rake)
stamp(root, name, "structure")
root["post_height"] = H
root["rake_note"] = "rotate about rake_pivot; rake away from the load"
root["collateral_key"] = "corroded_post"
root["collateral_value"] = CORRODED_POST_COLLATERAL
root["collateral_label"] = "the corroded post"
root["breakable"] = True
root["corrosion_note"] = ("the tell is load-bearing: e.test pins rust "
"area, shaft dullness and the eye droop — a "
"clean-steel rebuild at the same hint goes red")
# THE AXIS TRAP (E's swing_set precedent, fourth application). The droop
# is an ORIENTATION CLAIM, and orientation claims in this repo are the
# ones that rot: the exporter maps Blender (x,y,z) → three.js (x,z,y), so
# a docstring saying "-y" and a mesh leaning +Z agree only by luck. These
# extras are stated in THREE.JS coords and e.test recomputes them off the
# exported geometry — so note and mesh can only ever lie together.
# Blender ring_c (0, sinD·ARM, WELD_Z+cosD·ARM)
# → three.js (0, WELD_Z+cosD·ARM, +sinD·ARM)
# i.e. the eye hangs toward +Z, the yard side, the face the pergola
# presents — so the sag is pointed at the player who has to judge it.
root["padeye_droop_deg"] = DROOP_DEG
root["padeye_arm_m"] = EYE_ARM
root["padeye_droop_dir_threejs"] = "+Z"
root["padeye_weld_y_threejs"] = WELD_Z # blender z → three.js y
root["padeye_droop_note"] = (
"top_anchor sits EYE_ARM from the weld line, pitched DROOP_DEG off "
"vertical toward three.js +Z (the yard). e.test derives the angle "
"back out of the exported anchor position and pins it to this number: "
"flatten the eye and the note goes red with it")
return root
def build_sail_post_corroded_wrecked(name):
"""The corroded post after a loaded corner won: FOLDED at the deep-rust
line just above the footing (where the intact variant wears its worst
band the wreck fails exactly where the tell said it would), stub
standing plumb with a torn rim, the rest of the post flat on the grass
reaching ~3.8 m into the yard (-y here, three.js +Z), pad eye still
drooped at the far end with nothing left to hold. Same footing, same
numbers, same price as its twin (the carport/gutter chain, application
six). No anchor empty survives an anchor that outlives its structure
is the free-failure bug in a costume (fascia rule, fourth application)."""
root = add_empty(name)
steel = get_material("Mat_SteelWeathered", PAL["steel_weathered"], 0.6,
metallic=0.55)
dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8)
rust = get_material("Mat_Rust", PAL["rust_bloom"], 0.9, metallic=0.1)
rust_d = get_material("Mat_RustDeep", PAL["rust_deep"], 0.95, metallic=0.05)
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
H, R = 4.0, 0.048
FOLD = 0.46 # it let go at the rust line, not the weld:
# the fold is where the section was thinnest
join_group([
add_cyl(f"{name}_collar", 0.26, 0.14, (0, 0, 0.05), conc, verts=14),
add_cyl(f"{name}_collar_top", 0.22, 0.04, (0, 0, 0.13), conc, verts=14),
add_cyl(f"{name}_stain", 0.23, 0.012, (0, 0, 0.148), rust_d, verts=14),
], "footing", root)
# The stub: plumb (the footing held — that half of the 0.55 was honest),
# deep rust at the fold, torn rim leaning the way the post went.
join_group([
add_cyl(f"{name}_stub", R, FOLD, (0, 0, 0.14 + FOLD / 2), steel, verts=12),
add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark, verts=12),
add_cyl(f"{name}_stub_rust", R + 0.007, 0.14, (0, 0, 0.14 + FOLD - 0.07),
rust_d, verts=12),
add_cone(f"{name}_tear", R + 0.004, 0.012, 0.09,
(0.005, -0.02, 0.14 + FOLD + 0.035), rust_d, verts=10,
rot=(math.radians(18), 0, 0)),
], "post_stub", root)
# The fallen length, resting on its radius, slightly yawed — nothing real
# falls on axis. Blooms ride along it where the intact bands were.
L = H - FOLD
yaw = math.radians(7)
rotv = (math.radians(90), 0, yaw)
def along(s): # a point s metres from the break end, down the fallen shaft
return (-math.sin(yaw) * (0.30 + s), -math.cos(yaw) * (0.30 + s), R)
down = [
add_cyl(f"{name}_shaft_down", R, L, along(L / 2), steel, verts=12, rot=rotv),
add_cyl(f"{name}_down_break", R + 0.007, 0.18, along(0.10), rust_d,
verts=12, rot=rotv),
add_cyl(f"{name}_down_mid", R + 0.004, 0.30, along(L * 0.55), rust,
verts=12, rot=rotv),
add_cyl(f"{name}_down_head", R + 0.004, 0.26, along(L - 0.35), rust,
verts=12, rot=rotv),
add_cyl(f"{name}_down_cap", R * 1.2, 0.02, along(L - 0.01), dark,
verts=12, rot=rotv),
]
join_group(down, "post_down", root)
# The pad eye at the far end, on the grass, still drooped, still rusty —
# the one part of this post that was never going to hold anything again.
ex, ey, _ = along(L - 0.10)
eye = [add_box(f"{name}_padeye_down", (0.012, 0.09, 0.07),
(ex + 0.09, ey, 0.035), rust_d,
rot=(0, math.radians(80), 0)),
add_arc_tube(f"{name}_eye_down", 0.026, 0.008, 0, math.tau, rust,
segs=10, center=(ex + 0.16, ey, 0.012), plane='XY')]
join_group(eye, "pad_eye_down", root)
stamp(root, name, "structure")
root["broken_variant_of"] = "sail_post_corroded"
root["collateral_key"] = "corroded_post"
root["collateral_value"] = CORRODED_POST_COLLATERAL
root["collateral_label"] = "the corroded post"
return root
def build_ladder_01(name):
root = add_empty(name)
alu = get_material("Mat_Steel", PAL["steel_gal"], 0.35, metallic=0.85)
@ -3544,6 +3830,19 @@ ASSETS = [
dims=((5.4, 5.9), (4.1, 4.8), (1.12, 1.32)),
nodes=["pool_shell", "pool_water", "fence_rails", "pool_gate",
"fence_post_01", "fence_post_14"]),
# SPRINT17 gate 3.1 — the corroded tier. The intact variant must stand
# POST height (its lie is "I'm a sail post", so it stands like one; only
# the colour and the drooped eye say otherwise). The wreck's z ceiling is
# under a metre because the post FOLDED at the rust line — a corroded
# wreck still standing tall is a wreck that never told the truth — and
# its y floor is past 3.5 because the fallen shaft is out in the yard.
dict(name="sail_post_corroded", fn=build_sail_post_corroded,
dims=((0.40, 0.60), (0.40, 0.65), (3.90, 4.15)),
nodes=["footing", "post", "rust", "pad_eye", "top_anchor",
"rake_pivot"]),
dict(name="sail_post_corroded_wrecked", fn=build_sail_post_corroded_wrecked,
dims=((0.40, 0.80), (3.50, 4.40), (0.45, 0.95)),
nodes=["footing", "post_stub", "post_down", "pad_eye_down"]),
]

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@ -73,6 +73,13 @@ export const FACTORY_ANCHOR_RATINGS = Object.freeze({
"carport_01/post_anchor_02"
]
},
"corroded_post": {
"collateral": "corroded_post",
"rating_hint": 0.55,
"sources": [
"sail_post_corroded/top_anchor"
]
},
"house": {
"collateral": "gutter",
"rating_hint": 0.35,

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@ -89,9 +89,21 @@ export const PHASES = ['forecast', 'prep', 'storm', 'aftermath'];
* loose-on-grass (0.45), but the deck flexes and the timber cracks before
* concrete would notice (1.00). One rating for the whole type, per the
* manifest rule (THREADS [E] S15): unambiguous types stay node-less-safe.
*
* `corroded_post` (SPRINT17 gate 3.1, E): a sail post gone rusty the pool
* yard's "corroded cheap hardware" thesis as an anchor word. NOT a `post`,
* and this time the word isn't about the footing (the footing is fine
* concrete, same as ever): it's about the STEEL. "post" promises sound
* galvanised tube; this is eaten tube whose visible bloom is a floor on the
* damage, not a ceiling. rating_hint 0.55 above the swing frame (footed
* beats loose), below the pergola (sound flexing timber beats steel you
* can't inspect the inside of). One rating for the whole type, per the
* manifest rule. The GLB wears the tell (rust, a sagging pad eye); the type
* string is the player's pre-rig read of the same fact.
*/
export const ANCHOR_TYPE = Object.freeze([
'house', 'tree', 'post', 'carport', 'carport_post', 'swing_frame', 'pergola',
'corroded_post',
]);
// ---------------------------------------------------------------------------

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@ -116,6 +116,16 @@ const ASSETS = [
{ name: 'pool_kit_01', h: [1.12, 1.32],
nodes: ['pool_shell', 'pool_water', 'fence_rails', 'pool_gate',
'fence_post_01', 'fence_post_14'] },
// SPRINT17 gate 3.1 — the corroded tier. The intact variant stands POST
// height on purpose: its lie is "I'm a sail post", so it must stand like
// one, and only the colour and the drooped eye say otherwise. The wreck's
// ceiling is under a metre because the post FOLDED at the rust line — a
// corroded wreck still standing 4 m tall is a wreck that never told the
// truth about where it was weakest.
{ name: 'sail_post_corroded', h: [3.90, 4.15],
nodes: ['footing', 'post', 'rust', 'pad_eye', 'top_anchor', 'rake_pivot'] },
{ name: 'sail_post_corroded_wrecked', h: [0.45, 0.95],
nodes: ['footing', 'post_stub', 'post_down', 'pad_eye_down'] },
];
function sizeOf(gltf) {
@ -1050,6 +1060,273 @@ export default async function run(t) {
+ 'lie the invoice exists to kill; when debris can take a panel out, price it THEN');
});
// -------------------------------------------------------------------------
// SPRINT17 gate 3.1 — THE CORRODED TIER. The pool kit is fourteen tie-offs
// that don't exist; this is the one that exists and shouldn't be trusted.
// The design claim is "corrosion a player can't see is a trap with no tell,
// and this repo doesn't ship those" — so the TELL itself is pinned as
// numbers (area, lightness, sag), not adjectives. An untelled corroded post
// (same 0.55 hint, clean steel) passes the factory, passes RULE 4a/4b, and
// passes every dims/nodes check — this test is the ONLY thing that goes red
// on it, which is exactly why it exists. (Proven red in the S17 negative
// controls; receipts in THREADS.)
// -------------------------------------------------------------------------
/** Total triangle area of every mesh under a GLB scene, split by predicate
* on the mesh's material. World transforms applied; area is exact. */
const areaBy = (scene, pred) => {
scene.updateMatrixWorld(true);
let hit = 0, total = 0;
const a = new THREE.Vector3(), b = new THREE.Vector3(), c = new THREE.Vector3();
scene.traverse((o) => {
if (!o.isMesh) return;
const pos = o.geometry.attributes.position;
const idx = o.geometry.index;
const n = idx ? idx.count : pos.count;
let area = 0;
for (let i = 0; i < n; i += 3) {
const ia = idx ? idx.getX(i) : i, ib = idx ? idx.getX(i + 1) : i + 1,
ic = idx ? idx.getX(i + 2) : i + 2;
a.fromBufferAttribute(pos, ia).applyMatrix4(o.matrixWorld);
b.fromBufferAttribute(pos, ib).applyMatrix4(o.matrixWorld);
c.fromBufferAttribute(pos, ic).applyMatrix4(o.matrixWorld);
b.sub(a); c.sub(a);
area += b.cross(c).length() / 2;
}
total += area;
if (pred(o.material)) hit += area;
});
return { hit, total };
};
/** Rust, as a colour band: strongly saturated orange-brown, darker than
* mid. Nothing else in this palette is saturated in that hue (weathered
* steel and concrete are near-grey, s < 0.15; timber is lighter). Colours
* are read in the loader's working space thresholds chosen with margin
* on both sides (rust s 0.8, everything else 0.15). */
const isRust = (m) => {
const hsl = { h: 0, s: 0, l: 0 };
(m.color ?? new THREE.Color(0xffffff)).getHSL(hsl);
return hsl.h <= 0.12 && hsl.s >= 0.35 && hsl.l <= 0.45;
};
// The three tells are three SEPARATE tests on purpose. Shipped as one
// block, the first failing assert masked the other two — the S17 M1
// negative control (clean steel, flat eye) went red on rust area alone and
// never reached the lightness or droop checks, so their strength was
// unproven. Split, each tell is independently red-checkable, which is the
// only way "mutation-checked" means anything.
t.test('the corroded post TELLS (1/3): rust reads as AREA, and the honest post stays clean', () => {
const g = loaded.get('sail_post_corroded');
const honest = loaded.get('sail_post');
assert(g && honest, 'both post variants must load — the tell is a comparison');
// (a) The at-a-glance read, as a number: rust-coloured surface area. 5%
// of a 4 m post is roughly the base band + head bloom + streaks — under
// that and the corrosion is a caption, not a tell. (Shipped value ~19%.)
const { hit, total } = areaBy(g.scene, isRust);
assert(total > 0, 'no measurable surface at all');
const frac = hit / total;
assert(frac >= 0.05,
`rust covers ${(frac * 100).toFixed(1)}% of the corroded post's surface — under 5% ` +
'is corrosion nobody can read from the lawn, a trap with no tell');
// And the honest post must NOT read rusty — the tell only works if the
// clean one is clean. (Also guards the colour thresholds themselves.)
const h = areaBy(honest.scene, isRust);
assert(h.hit === 0,
`the HONEST sail post carries ${(h.hit / h.total * 100).toFixed(1)}% rust-coloured area — ` +
'either the post rusted or the rust predicate is reading galvanised steel as rust');
});
t.test('the corroded post TELLS (2/3): the shaft is NOT galvanised — base colour and PBR both moved', () => {
const g = loaded.get('sail_post_corroded');
const honest = loaded.get('sail_post');
assert(g && honest, 'both post variants must load — the tell is a comparison');
// (b) The 20 m read. This assert shipped in the S17 WIP saying the
// corroded shaft "reads darker at yard distance"; I measured the actual
// render before endorsing it and the SIGN IS BACKWARDS. Sampled off
// look.html's canvas at cam z=20 m, 1280×720, over the mid-shaft band:
//
// honest rgb(49,51,49) lum 50 sat 0.031 RB 0
// corroded rgb(98,94,86) lum 94 sat 0.126 RB +12
//
// The corroded shaft renders TWICE AS BRIGHT, not darker. Base colour is
// genuinely darker (0.524 vs 0.737) but it does not drive the pixels:
// galvanised is metalness 0.90 / roughness 0.35 and, with no environment
// map in this renderer, a near-mirror metal has almost nothing to mirror
// and goes near-black. The weathered shaft at 0.55 / 0.60 is far more
// diffuse, so it actually catches the sun. The separation is real and
// large — it is just made of METALNESS, not lightness.
//
// So the test now pins both halves, and the comment states which one the
// player is actually seeing. An assert whose stated reason is the reverse
// of the mechanism is a docstring waiting to be "fixed" in the wrong
// direction by whoever tunes this next.
const shaftOf = (gl) => {
let best = null;
gl.scene.getObjectByName('post').traverse((o) => {
if (!o.isMesh || isRust(o.material)) return;
const hsl = { h: 0, s: 0, l: 0 };
o.material.color.getHSL(hsl);
if (!best || hsl.l > best.l) best = { l: hsl.l, m: o.material };
});
return best;
};
const sHonest = shaftOf(honest), sCorroded = shaftOf(g);
assert(sHonest && sCorroded, 'could not find shaft materials on the post nodes');
assert(sCorroded.l < sHonest.l - 0.08,
`corroded shaft base lightness ${sCorroded.l.toFixed(3)} vs galvanised ${sHonest.l.toFixed(3)}` +
'the corroded shaft is wearing galvanised paint, so nothing distinguishes them but the rust');
// The half that actually reaches the screen. Weathered steel is rougher
// and less metallic than gal; if a future edit "tidies" these back to the
// galvanised values the post keeps its rust and loses its 20 m silhouette.
assert(sCorroded.m.roughness > sHonest.m.roughness + 0.15,
`corroded shaft roughness ${sCorroded.m.roughness} vs galvanised ${sHonest.m.roughness}` +
'weathered steel that is as polished as gal loses the long-range read (this is the ' +
'property that actually drove lum 94 vs 50 at 20 m, measured)');
assert(sCorroded.m.metalness < sHonest.m.metalness - 0.15,
`corroded shaft metalness ${sCorroded.m.metalness} vs galvanised ${sHonest.m.metalness}` +
'corroded steel must be the more diffuse of the two or the yard-distance contrast inverts');
});
t.test('the corroded post TELLS (3/3): the pad eye DROOPS — angle derived from geometry, pinned to the baked note', () => {
const g = loaded.get('sail_post_corroded');
const honest = loaded.get('sail_post');
assert(g && honest, 'both post variants must load — the tell is a comparison');
g.scene.updateMatrixWorld(true);
honest.scene.updateMatrixWorld(true);
const root = g.scene.getObjectByName('sail_post_corroded');
const anchor = g.scene.getObjectByName('top_anchor');
assert(root && anchor, 'root and top_anchor must both survive the export');
const u = root.userData;
// THE AXIS TRAP (E's swing_set precedent). The builder writes the droop
// as a claim in THREE.JS coords; this derives the same numbers back out
// of the exported anchor position. Note and mesh can only lie together.
//
// Why not "the corroded anchor sits lower than the honest one" — the
// assert this REPLACES? Because the eye hangs off a weld line 160 mm
// down the post, so that comparison reads 0.06 m at ZERO droop and sails
// past a `> 0.05` threshold. It measured the weld offset, not the sag:
// an assert that cannot fail on the thing it names is decoration. This
// one drives the derived angle to 0° when the eye is flat.
const baked = u.padeye_droop_deg;
const arm = u.padeye_arm_m;
const weldY = u.padeye_weld_y_threejs;
assert(typeof baked === 'number' && typeof arm === 'number' && typeof weldY === 'number',
'the droop must be BAKED as numbers on the root (deg, arm, weld y in three.js) — ' +
'an orientation claim that lives only in a docstring is the axis trap waiting to happen');
assert(baked > 0, `padeye_droop_deg is ${baked} — a corroded eye that does not droop has no tell`);
const p = anchor.getWorldPosition(new THREE.Vector3());
// The post axis is x=z=0; the eye hangs off the weld line at (0, weldY, 0).
const horiz = Math.hypot(p.x, p.z); // out from the axis
const vert = p.y - weldY; // up from the weld
const armMeasured = Math.hypot(horiz, vert);
assert(Math.abs(armMeasured - arm) < 0.004,
`the eye sits ${armMeasured.toFixed(4)} m off the weld line but the note says ${arm} m — ` +
'the baked arm and the exported geometry disagree');
const derivedDeg = Math.atan2(horiz, vert) * 180 / Math.PI;
assert(Math.abs(derivedDeg - baked) < 1.5,
`the exported pad eye droops ${derivedDeg.toFixed(1)}° but the root claims ${baked}° — ` +
'the mesh and its own note disagree about the sag (flatten the eye and this is what you see)');
// DIRECTION, measured — not asserted by reading the string. Blender y
// maps to three.js +Z, so the eye must hang toward the YARD, the face the
// player judges it from. A sag pointing into the fence is a tell nobody sees.
assert(u.padeye_droop_dir_threejs === '+Z',
`the baked droop direction is ${u.padeye_droop_dir_threejs} — this test only knows how to check +Z`);
assert(p.z > 0.5 * horiz,
`the eye hangs toward (x=${p.x.toFixed(3)}, z=${p.z.toFixed(3)}) — the note says +Z (the yard side), ` +
'so either the exporter axis mapping moved or the note is wrong');
assert(Math.abs(p.x) < 0.006,
`the eye is displaced ${p.x.toFixed(3)} m on X — the droop is meant to be purely +Z`);
// And the weaker claim, kept as a sanity check now that it is no longer
// carrying the argument: the drooped anchor does sit below the honest one.
const sag = honest.scene.getObjectByName('top_anchor')
.getWorldPosition(new THREE.Vector3()).y - p.y;
assert(sag > 0.05,
`the corroded top_anchor sits only ${sag.toFixed(3)} m below the honest one`);
});
t.test('corroded steel is a RUNG: above the swing frame, below sound timber, resolvable node-less', () => {
const T = FACTORY_ANCHOR_RATINGS.types;
const entry = T.corroded_post;
assert(entry, 'corroded_post is not in the ratings manifest — the type cannot resolve node-less');
assert(!FACTORY_ANCHOR_RATINGS.ambiguous.corroded_post,
'corroded_post is manifest-AMBIGUOUS — the one-rating-per-type rule (THREADS [E] S15) broke');
// The ladder claims, pinned against the MANIFEST, never against literals
// (a literal pin would stay green while the whole ladder reshuffled):
assert(T.swing_frame.rating_hint < entry.rating_hint,
`corroded post (${entry.rating_hint}) must out-rate the swing frame (${T.swing_frame.rating_hint}) — ` +
'a real concrete footing beats sound steel standing loose on grass');
assert(entry.rating_hint < T.pergola.rating_hint,
`corroded post (${entry.rating_hint}) must rate under the pergola (${T.pergola.rating_hint}) — ` +
'sound flexing timber beats steel whose bloom outside means pitting inside');
assert(entry.rating_hint < T.post.rating_hint,
'a corroded post rating at or above the honest post erases the tier entirely');
// It fails through the client's property: collateral named, priced, and
// priced UNDER the gutter — the bill is the make-safe, not the steel; the
// real price of trusting rust is the corner you lose mid-storm.
assert(entry.collateral === 'corroded_post',
'the manifest must carry the collateral so node-less anchors bill on failure');
const root = g('sail_post_corroded');
const gutter = g('house_yardside');
assert(typeof root.userData.collateral_value === 'number' && root.userData.collateral_value > 0,
'the corroded post names collateral nothing prices — free failure, the gutter bug');
assert(root.userData.collateral_value < gutter.userData.collateral_value,
`a snapped corroded post ($${root.userData.collateral_value}) must bill under the gutter ` +
`($${gutter.userData.collateral_value}) — condemned steel is a make-safe charge, not a rebuild`);
function g(name) {
const glb = loaded.get(name);
assert(glb, `${name} did not load`);
return glb.scene.getObjectByName(name);
}
});
t.test('the corroded wreck folded at the rust line: stub stands, shaft in the yard, nothing left to tie to', () => {
const w = loaded.get('sail_post_corroded_wrecked');
assert(w, 'sail_post_corroded_wrecked did not load');
const box = new THREE.Box3().setFromObject(w.scene);
// It FELL: nothing stands past the stub, and the fallen shaft reaches
// into the yard on +Z (the same face the pergola presents — placement
// facts in THREADS). Both directions measured, not asserted by name.
assert(box.max.y < 1.0,
`the wreck stands ${box.max.y.toFixed(2)} m — a corroded post that still stands never folded`);
assert(box.max.z > 3.2,
`the fallen shaft reaches z=${box.max.z.toFixed(2)} — it is meant to be ~3.5 m out in the yard (+Z)`);
// No anchor survives, nothing rates, nothing enrols — an anchor that
// outlives its structure is the free-failure bug in a costume (the
// fascia rule; fourth application).
assert(!w.scene.getObjectByName('top_anchor'),
'top_anchor survives the wreck — you cannot clip to a post that is lying on the grass');
const offers = [];
w.scene.traverse((o) => {
if (typeof o.userData?.rating_hint === 'number' || o.userData?.anchor_type !== undefined) {
offers.push(o.name);
}
});
assert(offers.length === 0,
`the wreck offers [${offers.join(', ')}] — a wreck must offer nothing`);
// Twin-priced, and it names its twin — the carport/gutter chain, sixth
// application, compared between the GLBs and never against a literal.
const wr = w.scene.getObjectByName('sail_post_corroded_wrecked');
const ir = loaded.get('sail_post_corroded')?.scene.getObjectByName('sail_post_corroded');
assert(wr?.userData?.broken_variant_of === 'sail_post_corroded',
'the wreck must name its intact twin so A can pair the swap');
assert(wr?.userData?.collateral_value === ir?.userData?.collateral_value,
'the wrecked post must be priced the same as the one it used to be');
assert(wr?.userData?.collateral_key === 'corroded_post',
'the wreck must keep the collateral key or the swap changes what the bill is about');
});
// One GLB carries three wilt states as siblings; Lane A toggles .visible
// rather than reloading, so all three have to be present at once.
t.test('garden_bed carries all 3 damage states in one GLB', () => {

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