Add wind field, storm timelines and weather selftest

Implements the contracts.js wind surface (PLAN3D §4): sample(pos,t) and
gustTelegraph(t), plus storm defs as data.

The prototype scheduled gusts by integrating (wind.gustT += dt). We can't:
sample(pos,t) is called by sail/player/debris/rain at arbitrary t, so gusts
are precomputed into a timeline from a seeded PRNG at load and read from t.
Envelope shape is a faithful port — telegraph 1.5s / ramp 0.8s / hold 1.7s /
fade 1.0s.

Maths lives in weather.core.js with zero imports (no THREE, no DOM, no
Date.now), so the determinism rule is structural and the suite runs in node
without waiting on Lane A's M0.

storm_01_gentle peaks at 11 m/s; storm_02_wildnight sustains 20 m/s and gusts
to 32 (BOM 'destructive'), with the southerly change landing just before the
worst of it — the corners that were slack all storm are the ones that cop it.

15 asserts green: telegraph lead >=1.2s, wind continuity in time and space,
storm JSON validator (incl. 14 deliberately-broken defs it must reject),
determinism, sample-order independence, tree wind shadow.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-16 21:24:56 +10:00
parent 8d76340f49
commit 84f647a90c
6 changed files with 863 additions and 0 deletions

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{
"name": "Sea Breeze",
"blurb": "Fresh afternoon breeze, chance of a light shower. Good day to test a rig.",
"rating": 1,
"seed": 1017,
"duration": 90,
"baseCurve": [[0, 3.0], [20, 5.0], [50, 6.5], [75, 6.0], [90, 5.5]],
"gusts": {
"firstAt": 4,
"minGap": 6,
"maxGap": 14,
"powBase": 2,
"powRand": 3,
"powRamp": 2
},
"dirCurve": [[0, 0.9], [45, 1.0], [90, 1.15]],
"dirWander": { "amp": 0.35, "rate": 0.09 },
"spatial": { "amp": 0.15, "scale": 12, "advect": 0.5 },
"events": [],
"rain": { "curve": [[0, 0], [30, 0.15], [55, 0.2], [80, 0.08], [90, 0]] },
"sky": { "darkness": 0.15, "cloudScroll": 0.02 }
}

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{
"name": "Wild Night",
"blurb": "Front crossing after dark. Southerly change around the hour mark, damaging gusts. Rig for the swing, not the lull.",
"rating": 4,
"seed": 20260716,
"duration": 90,
"_comment": "Sustained builds 7 -> 20 m/s (25 -> 72 km/h); worst gusts land near 33 m/s (~120 km/h), which is BOM 'destructive' and is what shreds a flat drum-tight cheap rig. Peak arrives just AFTER the southerly change, so the corners that were slack all storm are the ones that cop it.",
"baseCurve": [[0, 7.0], [15, 11.0], [40, 17.0], [60, 20.0], [78, 19.0], [90, 16.0]],
"gusts": {
"firstAt": 3,
"minGap": 5.5,
"maxGap": 11,
"powBase": 3,
"powRand": 5,
"powRamp": 7
},
"dirCurve": [[0, 0.85], [50, 0.95], [55, 1.2], [59, 2.45], [70, 2.6], [90, 2.5]],
"dirWander": { "amp": 0.25, "rate": 0.13 },
"spatial": { "amp": 0.2, "scale": 11, "advect": 0.5 },
"events": [
{ "t": 38, "type": "debris", "model": "BlueCrate_v2", "lateral": -3.5, "mass": 9, "text": "a crate comes through the fence line" },
{ "t": 52, "type": "lightning", "power": 0.7 },
{ "t": 55, "type": "windchange", "telegraph": 6, "over": 6, "text": "the wind swings around" },
{ "t": 64, "type": "lightning", "power": 1.0 },
{ "t": 66, "type": "debris", "model": "BlackTub_v2", "lateral": 2.0, "mass": 5, "text": "someone's tub is airborne" },
{ "t": 74, "type": "debris", "model": "WoodenBin_v2", "lateral": -1.0, "mass": 14, "text": "the neighbour's bin lets go" },
{ "t": 79, "type": "lightning", "power": 0.5 }
],
"rain": { "curve": [[0, 0], [10, 0.25], [35, 0.6], [55, 0.85], [70, 1.0], [90, 0.7]] },
"sky": { "darkness": 0.8, "cloudScroll": 0.09 }
}

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#!/usr/bin/env node
'use strict';
// SHADES — Lane C — headless runner for the weather suite.
//
// node web/world/js/tests/run-node.mjs
//
// The same suite Lane A's selftest.html runs, but with no browser and no server,
// so tuning a storm curve is a one-second loop. Exits non-zero on failure.
import { readFileSync, readdirSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
import { runWeatherSuite } from './weather.selftest.js';
const here = dirname(fileURLToPath(import.meta.url));
const stormDir = join(here, '..', '..', 'data', 'storms');
const storms = {};
for (const f of readdirSync(stormDir).filter((f) => f.endsWith('.json')).sort()) {
storms[f.replace(/\.json$/, '')] = JSON.parse(readFileSync(join(stormDir, f), 'utf8'));
}
const r = runWeatherSuite(storms);
for (const res of r.results) {
console.log(res.ok ? ` ok ${res.name}` : ` FAIL ${res.name}\n ${res.err}`);
}
console.log('\n metrics (Lane B: tune cloth rho against these):');
for (const [k, v] of Object.entries(r.metrics)) console.log(` ${k.padEnd(32)} ${v}`);
console.log(`\n ${r.pass} passed, ${r.fail} failed\n`);
process.exit(r.fail ? 1 : 0);

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'use strict';
// SHADES — Lane C — weather selftest.
//
// Imports the pure core only (no THREE, no DOM), so this runs in node OR from
// Lane A's selftest.html. Fixed-dt loops, never rAF (rAF pauses in hidden tabs
// — PLAN3D §0).
//
// node web/world/js/tests/run-node.mjs
//
// Lane A: `import { runWeatherSuite } from './js/tests/weather.selftest.js'` and
// call it with the fetched storm defs.
import {
createWindField, validateStorm, gustEnvelope, GUST,
} from '../weather.core.js';
const DT = 1 / 60;
// yard is ~30×20 m, origin at centre — probe the corners and the middle
const PROBES = [
{ x: 0, z: 0 }, { x: -14, z: -9 }, { x: 14, z: -9 },
{ x: -14, z: 9 }, { x: 14, z: 9 }, { x: 5, z: -3 },
];
const TREE_SHELTERS = [
{ x: -9, z: 4, radius: 3, strength: 0.45, length: 14 },
{ x: 8, z: -5, radius: 2.5, strength: 0.4, length: 12 },
];
export function runWeatherSuite(storms) {
const results = [];
const metrics = {};
const test = (name, fn) => {
try {
fn();
results.push({ name, ok: true });
} catch (e) {
results.push({ name, ok: false, err: e.message });
}
};
const assert = (cond, msg) => { if (!cond) throw new Error(msg); };
const defs = Object.entries(storms);
// ---- 1. gust telegraph lead (PLAN3D §5-C.5: always >= 1.2 s before ramp) ----
// The whole gust read is "you SEE it coming, then it hits". If the lead ever
// collapses, the storm stops being fair and starts being a dice roll.
for (const [name, def] of defs) {
test(`${name}: gust telegraph lead >= 1.2s`, () => {
const field = createWindField(def);
assert(field.gusts.length > 0, 'storm scheduled no gusts at all');
const step = 1 / 240;
let worst = Infinity;
for (const g of field.gusts) {
// when does THIS gust first actually push?
let rise = null;
for (let t = g.t0; t < g.endAt; t += step) {
if (gustEnvelope(t - g.t0, g.pow) > 1e-6) { rise = t; break; }
}
assert(rise !== null, `gust at t=${g.t0.toFixed(2)} never rises`);
// when did the HUD first get told about it?
let announced = null;
for (let t = Math.max(0, g.t0 - 2); t < rise; t += step) {
const tg = field.telegraph(t);
if (tg && Math.abs(tg.eta - (g.rampAt - t)) < 1e-6) { announced = t; break; }
}
assert(announced !== null, `gust at t=${g.t0.toFixed(2)} was never telegraphed`);
const lead = rise - announced;
worst = Math.min(worst, lead);
assert(lead >= 1.2,
`gust at t=${g.t0.toFixed(2)}: telegraph lead ${lead.toFixed(3)}s < 1.2s`);
// and the telegraph window must be silent — no force before the ramp
for (let t = g.t0; t < g.rampAt; t += step) {
assert(gustEnvelope(t - g.t0, g.pow) === 0,
`gust at t=${g.t0.toFixed(2)} pushes during its telegraph window`);
}
}
metrics[`${name}.worstTelegraphLead`] = +worst.toFixed(3);
});
}
// ---- 2. wind.sample continuity ----
// Sail load goes with wind², so a discontinuity here is an impulse that can
// snap a corner out of nowhere. Both axes matter: time (a standing player)
// and space (a running one).
const MAX_JUMP = 1.5; // m/s per 1/60 frame
for (const [name, def] of defs) {
test(`${name}: wind continuity in time (< ${MAX_JUMP} m/s per frame)`, () => {
const field = createWindField(def).setShelters(TREE_SHELTERS);
const a = { x: 0, y: 0, z: 0 }, b = { x: 0, y: 0, z: 0 };
let worst = 0, worstT = 0, worstP = null;
for (const p of PROBES) {
field.vecAt(p.x, p.z, 0, a);
for (let t = DT; t <= field.duration; t += DT) {
field.vecAt(p.x, p.z, t, b);
const d = Math.hypot(b.x - a.x, b.y - a.y, b.z - a.z);
if (d > worst) { worst = d; worstT = t; worstP = p; }
a.x = b.x; a.y = b.y; a.z = b.z;
}
}
metrics[`${name}.maxTemporalJump`] = +worst.toFixed(4);
assert(worst < MAX_JUMP,
`jump ${worst.toFixed(3)} m/s at t=${worstT.toFixed(2)} probe=(${worstP.x},${worstP.z})`);
});
test(`${name}: wind continuity in space (< ${MAX_JUMP} m/s per 0.1 m)`, () => {
const field = createWindField(def).setShelters(TREE_SHELTERS);
const a = { x: 0, y: 0, z: 0 }, b = { x: 0, y: 0, z: 0 };
let worst = 0, worstAt = null;
// sweep the yard at the storm's angriest moments, straight through both trees
for (const t of [10, 30, 57, 64, 80]) {
for (let z = -10; z <= 10; z += 1) {
field.vecAt(-15, z, t, a);
for (let x = -15 + 0.1; x <= 15; x += 0.1) {
field.vecAt(x, z, t, b);
const d = Math.hypot(b.x - a.x, b.y - a.y, b.z - a.z);
if (d > worst) { worst = d; worstAt = { x: +x.toFixed(1), z, t }; }
a.x = b.x; a.y = b.y; a.z = b.z;
}
}
}
metrics[`${name}.maxSpatialJump`] = +worst.toFixed(4);
assert(worst < MAX_JUMP,
`jump ${worst.toFixed(3)} m/s at ${JSON.stringify(worstAt)}`);
});
}
// ---- 3. storm JSON validator ----
for (const [name, def] of defs) {
test(`${name}: validates`, () => {
const { ok, errors } = validateStorm(def, name);
assert(ok, errors.join('; '));
});
}
// A validator that only ever says yes isn't a validator.
test('validator rejects broken storms', () => {
const base = () => JSON.parse(JSON.stringify(storms.storm_02_wildnight));
const cases = [
['duration missing', (d) => { delete d.duration; }],
['duration negative', (d) => { d.duration = -5; }],
['baseCurve absent', (d) => { delete d.baseCurve; }],
['baseCurve non-monotonic t', (d) => { d.baseCurve = [[0, 5], [50, 9], [20, 7], [90, 6]]; }],
['baseCurve negative speed', (d) => { d.baseCurve = [[0, 5], [90, -2]]; }],
['baseCurve ends before duration', (d) => { d.baseCurve = [[0, 5], [40, 9]]; }],
['dirCurve absent', (d) => { delete d.dirCurve; }],
['gusts absent', (d) => { delete d.gusts; }],
['gusts.minGap zero', (d) => { d.gusts.minGap = 0; }],
['gusts.maxGap < minGap', (d) => { d.gusts.minGap = 9; d.gusts.maxGap = 4; }],
['gusts overlap (minGap < gust length)', (d) => { d.gusts.minGap = 2; }],
['debris event with no model', (d) => { d.events = [{ t: 10, type: 'debris' }]; }],
['event with no type', (d) => { d.events = [{ t: 10 }]; }],
['windchange that dirCurve never delivers', (d) => {
d.dirCurve = [[0, 0.9], [90, 1.0]];
d.events = [{ t: 55, type: 'windchange', telegraph: 6 }];
}],
];
for (const [label, mutate] of cases) {
const d = base();
mutate(d);
const { ok } = validateStorm(d, 'broken');
assert(!ok, `validator ACCEPTED a storm with: ${label}`);
}
});
// ---- 4. determinism ----
// Everything downstream (selftest fast-forward, Lane B's byte-equal load
// traces) rests on this. Two builds of the same storm must be indiscernible.
test('same def + same seed => identical trace', () => {
const def = storms.storm_02_wildnight;
const a = createWindField(def).setShelters(TREE_SHELTERS);
const b = createWindField(def).setShelters(TREE_SHELTERS);
const va = { x: 0, y: 0, z: 0 }, vb = { x: 0, y: 0, z: 0 };
for (let t = 0; t <= def.duration; t += DT) {
for (const p of PROBES) {
a.vecAt(p.x, p.z, t, va);
b.vecAt(p.x, p.z, t, vb);
assert(va.x === vb.x && va.z === vb.z,
`diverged at t=${t.toFixed(3)} probe=(${p.x},${p.z})`);
}
}
assert(a.gusts.length === b.gusts.length, 'gust timelines differ in length');
a.gusts.forEach((g, i) => {
assert(g.t0 === b.gusts[i].t0 && g.pow === b.gusts[i].pow, `gust ${i} differs`);
});
});
test('different seed => different storm', () => {
const def = storms.storm_02_wildnight;
const a = createWindField(def, { seed: 1 });
const b = createWindField(def, { seed: 2 });
const same = a.gusts.length === b.gusts.length
&& a.gusts.every((g, i) => g.t0 === b.gusts[i].t0 && g.pow === b.gusts[i].pow);
assert(!same, 'seed is being ignored — every storm would be identical');
});
// ---- 5. sampling order must not matter ----
// sample() is called by sail/player/debris/rain in whatever order the frame
// happens to run. If it ever depends on call order, storms stop replaying.
test('sample order independent', () => {
const def = storms.storm_02_wildnight;
// same fixed t values, walked in two different orders, on two fields
const times = [0, 3.5, 17.3, 4.1, 55.0, 88.9, 63.2, 21.7, 39.9, 70.4];
const sorted = [...times].sort((a, b) => a - b);
const inOrder = createWindField(def).setShelters(TREE_SHELTERS);
const shuffled = createWindField(def).setShelters(TREE_SHELTERS);
const va = { x: 0, y: 0, z: 0 }, vb = { x: 0, y: 0, z: 0 };
const seen = new Map();
for (const t of sorted) {
inOrder.vecAt(3, -2, t, va);
seen.set(t, { x: va.x, z: va.z });
}
for (const t of times) { // deliberately out of order, and jumping backwards
shuffled.vecAt(3, -2, t, vb);
const want = seen.get(t);
assert(vb.x === want.x && vb.z === want.z,
`sampling order changed the wind at t=${t}: ${vb.x},${vb.z} vs ${want.x},${want.z}`);
}
});
// ---- 6. the storms are what the design says they are (PLAN3D §7) ----
// storm_02 has to be able to destroy a flat cheap rig; storm_01 must not.
test('storm_02 is genuinely violent, storm_01 is not', () => {
const wild = createWindField(storms.storm_02_wildnight);
const gentle = createWindField(storms.storm_01_gentle);
const peak = (f) => {
let mx = 0, mxBase = 0;
for (let t = 0; t <= f.duration; t += DT) {
mx = Math.max(mx, f.uniformSpeed(t));
mxBase = Math.max(mxBase, f.uniformSpeed(t) - f.gustOnly(t));
}
return { mx, mxBase };
};
const w = peak(wild), g = peak(gentle);
metrics['storm_02.peakGustSpeed'] = +w.mx.toFixed(2);
metrics['storm_02.peakSustained'] = +w.mxBase.toFixed(2);
metrics['storm_01.peakGustSpeed'] = +g.mx.toFixed(2);
metrics['storm_01.peakSustained'] = +g.mxBase.toFixed(2);
assert(w.mx >= 30, `storm_02 peaks at only ${w.mx.toFixed(1)} m/s — won't break a cheap rig`);
assert(w.mxBase >= 18, `storm_02 sustained peaks at only ${w.mxBase.toFixed(1)} m/s`);
assert(g.mx <= 15, `storm_01 peaks at ${g.mx.toFixed(1)} m/s — too wild for the gentle storm`);
assert(w.mx > g.mx * 2, 'storm_02 should be far worse than storm_01');
});
// ---- 7. wind change actually swings the wind ----
test('storm_02 southerly change swings the wind', () => {
const f = createWindField(storms.storm_02_wildnight);
const ev = (storms.storm_02_wildnight.events || []).find((e) => e.type === 'windchange');
assert(ev, 'storm_02 has no windchange event');
const before = f.dirAt(ev.t - 5);
const after = f.dirAt(ev.t + 8);
const swing = Math.abs(after - before);
metrics['storm_02.changeSwingRad'] = +swing.toFixed(3);
assert(swing > 0.9, `change only swings ${swing.toFixed(2)} rad — should be a real slew`);
// and the player must be warned before it lands
assert((ev.telegraph ?? 0) >= 4, 'windchange telegraph is too short to react to');
});
// ---- 8. shelters ----
test('tree wind shadow bites downwind and nowhere else', () => {
const def = storms.storm_02_wildnight;
const bare = createWindField(def);
const shad = createWindField(def).setShelters([{ x: 0, z: 0, radius: 3, strength: 0.5, length: 14 }]);
const t = 30;
const d = bare.dirAt(t);
const dx = Math.cos(d), dz = Math.sin(d);
const lee = { x: dx * 5, z: dz * 5 }; // 5 m downwind of the tree
const luv = { x: -dx * 5, z: -dz * 5 }; // 5 m upwind
const leeS = shad.speedAt(lee.x, lee.z, t), leeB = bare.speedAt(lee.x, lee.z, t);
const luvS = shad.speedAt(luv.x, luv.z, t), luvB = bare.speedAt(luv.x, luv.z, t);
metrics['shelter.leeDrop'] = +(1 - leeS / leeB).toFixed(3);
assert(leeS < leeB * 0.85, `lee side only dropped to ${(leeS / leeB).toFixed(2)}× — shadow too weak`);
assert(Math.abs(luvS - luvB) < 1e-9, 'upwind side is being sheltered — shadow is pointing the wrong way');
});
const pass = results.filter((r) => r.ok).length;
return { suite: 'weather', pass, fail: results.length - pass, results, metrics };
}

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'use strict';
// SHADES — Lane C — wind field core.
//
// Pure math. Zero imports: no THREE, no DOM, no Date.now, no rAF. Everything is
// a closed-form function of (pos, t) given a storm def + seed, which buys us:
// - selftest can fast-forward a 90 s storm and get identical numbers every run
// - consumers can sample any t, in any order, as often as they like
// - the determinism rule (PLAN3D §4) is structural, not a promise
//
// weather.js wraps this to expose the contracts.js surface (Vector3 in/out).
// The prototype scheduled gusts by INTEGRATING (wind.gustT += dt). We can't —
// sample(pos,t) is called by everyone at arbitrary t. So gusts are precomputed
// into a timeline from a seeded PRNG at storm load; the envelope shape below is
// a faithful port of prototype/game.js, just read from t instead of accumulated.
// ---------- gust envelope (ported from prototype/game.js windVec) ----------
// telegraph: wind hasn't risen yet, but you can SEE it coming (grass, band, audio)
export const GUST = Object.freeze({
TELEGRAPH: 1.5, // gt < 1.5 → 0 "it's coming"
RAMP: 0.8, // 1.5 .. 2.3 → 0 → pow
HOLD: 1.7, // 2.3 .. 4.0 → pow
FADE: 1.0, // 4.0 .. 5.0 → pow → 0
TOTAL: 5.0,
});
const RAMP_AT = GUST.TELEGRAPH; // 1.5
const HOLD_AT = RAMP_AT + GUST.RAMP; // 2.3
const FADE_AT = HOLD_AT + GUST.HOLD; // 4.0
const END_AT = FADE_AT + GUST.FADE; // 5.0
/** Gust strength at local gust time gt (seconds since telegraph began). */
export function gustEnvelope(gt, pow) {
if (gt <= 0 || gt >= END_AT) return 0;
if (gt < RAMP_AT) return 0; // telegraph window
if (gt < HOLD_AT) return pow * (gt - RAMP_AT) / GUST.RAMP;
if (gt < FADE_AT) return pow;
return pow * (END_AT - gt) / GUST.FADE;
}
// ---------- deterministic noise ----------
// mulberry32 — small, fast, good enough, and identical in every JS engine.
export function mulberry32(seed) {
let a = seed >>> 0;
return function () {
a = (a + 0x6D2B79F5) | 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
// int32 hash — Math.imul keeps it exact (plain * would drift past 2^31 as a double)
function hash2(ix, iz, seed) {
let h = (Math.imul(ix, 374761393) + Math.imul(iz, 668265263) + Math.imul(seed, 1274126177)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
const smooth = (f) => f * f * (3 - 2 * f);
/** Value noise, 0..1, C1-continuous (smoothstep interp) so wind never steps. */
function valueNoise2(x, z, seed) {
const ix = Math.floor(x), iz = Math.floor(z);
const ux = smooth(x - ix), uz = smooth(z - iz);
const a = hash2(ix, iz, seed), b = hash2(ix + 1, iz, seed);
const c = hash2(ix, iz + 1, seed), d = hash2(ix + 1, iz + 1, seed);
return (a + (b - a) * ux) * (1 - uz) + (c + (d - c) * ux) * uz;
}
export function smoothstep(e0, e1, x) {
if (e0 === e1) return x < e0 ? 0 : 1;
const f = Math.min(1, Math.max(0, (x - e0) / (e1 - e0)));
return smooth(f);
}
// ---------- curves ----------
/** Piecewise-linear [[t,v],...] lookup, clamped at both ends. */
export function sampleCurve(curve, t) {
if (!curve || curve.length === 0) return 0;
if (t <= curve[0][0]) return curve[0][1];
const last = curve[curve.length - 1];
if (t >= last[0]) return last[1];
for (let i = 1; i < curve.length; i++) {
if (t <= curve[i][0]) {
const [ta, va] = curve[i - 1], [tb, vb] = curve[i];
const span = tb - ta;
return span <= 0 ? vb : va + (vb - va) * ((t - ta) / span);
}
}
return last[1];
}
/** Shortest-arc angle lerp — so a curve crossing ±π doesn't spin the long way. */
export function lerpAngle(a, b, k) {
const TAU = Math.PI * 2;
let d = ((b - a + Math.PI) % TAU + TAU) % TAU - Math.PI;
return a + d * k;
}
function sampleAngleCurve(curve, t) {
if (!curve || curve.length === 0) return 0;
if (t <= curve[0][0]) return curve[0][1];
const last = curve[curve.length - 1];
if (t >= last[0]) return last[1];
for (let i = 1; i < curve.length; i++) {
if (t <= curve[i][0]) {
const [ta, va] = curve[i - 1], [tb, vb] = curve[i];
const span = tb - ta;
return span <= 0 ? vb : lerpAngle(va, vb, (t - ta) / span);
}
}
return last[1];
}
// ---------- gust timeline ----------
// Prototype: pow = 12 + rand*16 + 10*p, next = t + 5 + rand*7. Same shape, from JSON.
export function buildGustTimeline(def, seed) {
const g = def.gusts || {};
const rng = mulberry32(seed >>> 0);
const minGap = g.minGap ?? 5, maxGap = g.maxGap ?? 12;
const out = [];
let t = g.firstAt ?? 3;
// hard cap: a malformed gap can't spin us forever
while (t < def.duration && out.length < 512) {
const p = def.duration > 0 ? t / def.duration : 0;
const pow = (g.powBase ?? 12) + rng() * (g.powRand ?? 16) + (g.powRamp ?? 10) * p;
out.push({ t0: t, pow, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
t += minGap + rng() * Math.max(0, maxGap - minGap);
}
return out;
}
// ---------- the field ----------
/**
* @param {object} def parsed storm JSON (see data/storms/*.json)
* @param {object} [opts] {seed}
*/
export function createWindField(def, opts = {}) {
const seed = (opts.seed ?? def.seed ?? 1) >>> 0;
const duration = def.duration ?? 90;
const gusts = buildGustTimeline(def, seed);
const sp = def.spatial || {};
const amp = sp.amp ?? 0.18; // ±18% speed across the yard
const scale = sp.scale ?? 12; // metres per noise cell — yard is 30×20
const advect = sp.advect ?? 0.5; // noise drifts downwind (frozen turbulence)
const wander = def.dirWander || {};
const wAmp = wander.amp ?? 0.25, wRate = wander.rate ?? 0.13;
const nSeed = (seed ^ 0x9e3779b9) | 0;
let shelters = [];
/** Spatially-uniform part: base curve + every gust envelope live at t. */
function uniformSpeed(t) {
let s = sampleCurve(def.baseCurve, t);
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (t <= g.t0) break; // sorted — nothing later can be live
if (t < g.endAt) s += gustEnvelope(t - g.t0, g.pow);
}
return s;
}
function gustOnly(t) {
let s = 0;
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (t <= g.t0) break;
if (t < g.endAt) s += gustEnvelope(t - g.t0, g.pow);
}
return s;
}
function dirAt(t) {
return sampleAngleCurve(def.dirCurve, t) + wAmp * Math.sin(t * wRate);
}
// ---- noise drift ----
// The noise pattern rides downwind with the mean flow (Taylor's frozen
// turbulence), so a gust visibly travels ACROSS the yard instead of blinking on
// everywhere at once. That displacement is an integral, D(t) = ∫ advect·U·dir dτ,
// and it has to be integrated as one: the obvious closed form `U(t)·advect·t`
// is not the integral, and it whips the whole accumulated field sideways the
// instant U or dir moves — a 6.8 m/s single-frame jump at the southerly change,
// which the continuity assert caught. So integrate once at build time into an
// immutable table; sampling stays a pure function of t.
// Mean flow only (base curve, no gusts): eddies are carried by the wind, they
// don't surf their own gust, and it keeps the drift rate smooth.
const DRIFT_DT = 0.25;
const driftX = [], driftZ = [];
{
let dx = 0, dz = 0;
const n = Math.ceil((duration + 2) / DRIFT_DT) + 2;
for (let i = 0; i < n; i++) {
driftX.push(dx); driftZ.push(dz);
const tt = i * DRIFT_DT;
const u = sampleCurve(def.baseCurve, tt) * advect;
const d = dirAt(tt);
dx += Math.cos(d) * u * DRIFT_DT;
dz += Math.sin(d) * u * DRIFT_DT;
}
}
const drift = { x: 0, z: 0 };
function driftAt(t) {
if (t <= 0) { drift.x = 0; drift.z = 0; return drift; }
const f = t / DRIFT_DT;
let i = Math.floor(f);
if (i > driftX.length - 2) i = driftX.length - 2; // past the end: extrapolate
const k = f - i;
drift.x = driftX[i] + (driftX[i + 1] - driftX[i]) * k;
drift.z = driftZ[i] + (driftZ[i + 1] - driftZ[i]) * k;
return drift;
}
/** Speed multiplier: smooth noise, carried downwind. */
function spatialFactor(x, z, t) {
if (amp <= 0) return 1;
const d = driftAt(t);
const nx = (x - d.x) / scale;
const nz = (z - d.z) / scale;
const n = 0.65 * valueNoise2(nx, nz, nSeed)
+ 0.35 * valueNoise2(nx * 2.2 + 31.7, nz * 2.2 + 11.3, nSeed ^ 0x51ed270b);
return 1 + (n - 0.5) * 2 * amp;
}
/** Trees knock a hole downwind of themselves. Cheap, and very juicy. */
function shelterFactor(x, z, dirX, dirZ) {
let f = 1;
for (let i = 0; i < shelters.length; i++) {
const s = shelters[i];
const rx = x - s.x, rz = z - s.z;
const along = rx * dirX + rz * dirZ; // >0 = downwind of the tree
if (along <= 0 || along >= s.length) continue;
const perp = Math.abs(rx * dirZ - rz * dirX);
if (perp >= s.radius) continue;
// ramp in over the first half-radius so the shadow can't snap on at along=0
const fAlong = smoothstep(0, s.radius * 0.5, along) * (1 - smoothstep(0, s.length, along));
const fPerp = 1 - smoothstep(0, s.radius, perp);
f *= 1 - s.strength * fAlong * fPerp;
}
return f;
}
const field = {
def,
seed,
gusts,
duration,
/**
* Trees/house register wind shadows. Lane A calls this after building the
* yard; unset = no shadows, so nothing breaks before world.js lands.
* @param {Array<{x,z,radius,strength,length}>} list
*/
setShelters(list) {
shelters = (list || []).map((s) => ({
x: s.x, z: s.z,
radius: s.radius ?? 2.5,
strength: Math.min(1, Math.max(0, s.strength ?? 0.45)),
length: s.length ?? (s.radius ?? 2.5) * 4,
}));
return field;
},
get shelters() { return shelters; },
/** Scalar wind speed (m/s) at a point. The cheap path — no allocation. */
speedAt(x, z, t) {
const uni = uniformSpeed(t);
const d = dirAt(t);
const s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, Math.cos(d), Math.sin(d));
return s > 0 ? s : 0;
},
dirAt,
uniformSpeed,
gustOnly,
/** Writes wind velocity (m/s) into out {x,y,z}. Ground plane is XZ, +Y up. */
vecAt(x, z, t, out) {
const uni = uniformSpeed(t);
const d = dirAt(t);
const dirX = Math.cos(d), dirZ = Math.sin(d);
let s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ);
if (s < 0) s = 0;
out.x = dirX * s;
out.y = 0; // wind is horizontal; lift is the sail's job (Lane B)
out.z = dirZ * s;
return out;
},
/**
* The next gust that has been telegraphed but hasn't started ramping.
* eta = seconds until the wind actually rises. Null when nothing's inbound.
*/
telegraph(t) {
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (t < g.t0) return null; // sorted — next one hasn't telegraphed yet
if (t < g.rampAt) {
return { eta: g.rampAt - t, dir: dirAt(g.rampAt), power: g.pow };
}
}
return null;
},
/** Storm events (windchange/debris) fired in (a, b]. Pure — replayable. */
eventsBetween(a, b) {
const evs = def.events || [];
const out = [];
for (let i = 0; i < evs.length; i++) {
if (evs[i].t > a && evs[i].t <= b) out.push(evs[i]);
}
return out;
},
/** 0..1 rain intensity for skyfx. */
rainAt(t) {
const r = def.rain;
if (!r) return 0;
if (r.curve) return Math.min(1, Math.max(0, sampleCurve(r.curve, t)));
return Math.min(1, Math.max(0, r.intensity ?? 0));
},
};
return field;
}
// ---------- storm JSON validator ----------
// Storms are data so design can tune without code (PLAN3D §4) — which means a
// typo is a data bug, and data bugs should fail loud, not silently blow calm.
export function validateStorm(def, name = 'storm') {
const errors = [];
const bad = (m) => errors.push(`${name}: ${m}`);
const isCurve = (c) => Array.isArray(c) && c.length > 0
&& c.every((p) => Array.isArray(p) && p.length === 2 && p.every(Number.isFinite));
const monotonic = (c) => c.every((p, i) => i === 0 || p[0] >= c[i - 1][0]);
if (!def || typeof def !== 'object') { bad('not an object'); return { ok: false, errors }; }
if (!Number.isFinite(def.duration) || def.duration <= 0) bad('duration must be a positive number');
if (!isCurve(def.baseCurve)) bad('baseCurve must be [[t,speed],...] of finite numbers');
else {
if (!monotonic(def.baseCurve)) bad('baseCurve t must be non-decreasing');
if (def.baseCurve.some((p) => p[1] < 0)) bad('baseCurve speed must be >= 0');
const end = def.baseCurve[def.baseCurve.length - 1][0];
if (Number.isFinite(def.duration) && end < def.duration) {
bad(`baseCurve ends at t=${end} but storm runs to ${def.duration} — tail would flatline`);
}
}
if (!isCurve(def.dirCurve)) bad('dirCurve must be [[t,radians],...] of finite numbers');
else if (!monotonic(def.dirCurve)) bad('dirCurve t must be non-decreasing');
const g = def.gusts;
if (!g || typeof g !== 'object') bad('gusts block missing');
else {
const minGap = g.minGap ?? 5, maxGap = g.maxGap ?? 12;
if (!(minGap > 0)) bad('gusts.minGap must be > 0 (else the timeline never advances)');
if (maxGap < minGap) bad('gusts.maxGap must be >= minGap');
// Overlapping gusts stack, and a stacked telegraph is unreadable to the player.
if (minGap < GUST.TOTAL) bad(`gusts.minGap (${minGap}) < gust length ${GUST.TOTAL}s — gusts would overlap`);
if ((g.powBase ?? 12) < 0) bad('gusts.powBase must be >= 0');
}
for (const e of def.events || []) {
if (!Number.isFinite(e.t)) bad(`event ${JSON.stringify(e)} has no finite t`);
if (!e.type) bad(`event at t=${e.t} has no type`);
if (e.type === 'debris' && !e.model) bad(`debris event at t=${e.t} has no model`);
// A windchange event is HUD metadata; dirCurve is the physics. If they drift
// apart the player gets warned about a swing that never comes.
if (e.type === 'windchange' && isCurve(def.dirCurve)) {
const before = sampleAngleCurve(def.dirCurve, e.t - 0.5);
const after = sampleAngleCurve(def.dirCurve, e.t + (e.over ?? 6));
const swing = Math.abs(lerpAngle(before, after, 1) - before);
if (swing < 0.5) {
bad(`windchange at t=${e.t} promises a swing but dirCurve only turns ${swing.toFixed(2)} rad by t=${e.t + (e.over ?? 6)}`);
}
}
}
if (def.rain && def.rain.curve && !isCurve(def.rain.curve)) bad('rain.curve must be [[t,intensity],...]');
return { ok: errors.length === 0, errors };
}

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'use strict';
// SHADES — Lane C — weather: the wind field everyone samples.
//
// Implements the contracts.js wind surface (PLAN3D §4):
// wind.sample(pos, t) -> Vector3 m/s, includes gusts & local effects
// wind.gustTelegraph(t) -> {eta, dir, power} | null
//
// All the maths lives in weather.core.js (pure, no imports). This file is just
// the THREE adapter + storm loading, so the sim stays node-testable and the
// determinism rule can't be broken by accident.
import * as THREE from 'three';
import { createWindField, validateStorm, GUST } from './weather.core.js';
export { GUST, validateStorm };
const STORM_DIR = '/world/data/storms';
/** Fetch + validate a storm def. Throws loud on bad data — storms are content. */
export async function loadStorm(name, dir = STORM_DIR) {
const url = `${dir}/${name}.json`;
const res = await fetch(url);
if (!res.ok) throw new Error(`weather: cannot load ${url} (${res.status})`);
const def = await res.json();
const { ok, errors } = validateStorm(def, name);
if (!ok) throw new Error(`weather: ${url} is invalid:\n ${errors.join('\n ')}`);
return def;
}
/**
* @param {object} def parsed storm JSON
* @param {object} [opts] {seed} same seed + same def = same storm, every run
* @returns the `wind` object from contracts.js
*/
export function createWind(def, opts = {}) {
const field = createWindField(def, opts);
const scratch = { x: 0, y: 0, z: 0 };
const wind = {
/**
* Wind velocity at a world position, m/s.
* @param {THREE.Vector3} pos
* @param {number} t storm time, seconds
* @param {THREE.Vector3} [out] pass one to avoid allocating sail.js
* samples per-face per-frame, so this matters
*/
sample(pos, t, out) {
const v = out || new THREE.Vector3();
field.vecAt(pos.x, pos.z, t, scratch);
return v.set(scratch.x, scratch.y, scratch.z);
},
/** Scalar speed — for HUD, rain, grass. Cheaper than sample(); no allocation. */
speedAt(pos, t) {
return field.speedAt(pos.x, pos.z, t);
},
/** {eta, dir, power} while a gust is inbound but hasn't risen yet, else null. */
gustTelegraph(t) {
return field.telegraph(t);
},
/**
* Register wind shadows (trees, house). Lane A: call after the yard is built.
* Until then there are simply no shadows nothing breaks.
* @param {Array<{x,z,radius,strength,length}>} list
*/
setShelters(list) { field.setShelters(list); return wind; },
/** Convenience: take shadows straight off world.anchors' tree entries. */
setSheltersFromTrees(trees, o = {}) {
return wind.setShelters(trees.map((tr) => ({
x: tr.pos ? tr.pos.x : tr.x,
z: tr.pos ? tr.pos.z : tr.z,
radius: o.radius ?? tr.radius ?? 3,
strength: o.strength ?? 0.45,
length: o.length ?? 14,
})));
},
/** Storm events fired in (a,b] — poll with (t-dt, t). Deterministic. */
eventsBetween(a, b) { return field.eventsBetween(a, b); },
/** 0..1 rain intensity. */
rainAt(t) { return field.rainAt(t); },
/** Direction (radians, XZ plane from +X toward +Z) ignoring local effects. */
dirAt(t) { return field.dirAt(t); },
get duration() { return field.duration; },
get gusts() { return field.gusts; },
get def() { return field.def; },
get seed() { return field.seed; },
core: field,
};
return wind;
}