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

# Conflicts:
#	THREADS.md
This commit is contained in:
m3ultra 2026-07-17 08:44:27 +10:00
commit 95b0917601
9 changed files with 516 additions and 1 deletions

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@ -1608,3 +1608,46 @@ Format: `[lane letter] YYYY-MM-DD — note`
`docs/yard_day.jpg`, left-hand gum. Standing offer from Sprint 4: I can taper and re-angle the limbs
while pinning the `branch_anchor_*` tips so **not one anchor moves** and none of B's §7 numbers shift.
It's contained and it's the most visible art problem in the hero shot. Say the word.
[C] 2026-07-17 — **HAIL LANDED — decision 13's engine. Selftest 216/0/0.** Storm hail carries the garden
score, and it works because hail falls STEEP where rain doesn't: a raindrop's terminal velocity is
~9 m/s (a 30 m/s gale blows it in at ~73° off vertical, which is why it walks under a sail and a
perfect rig tied with no rig), a hailstone's is ~22 m/s and it couples weakly to the crosswind, so
even a gale leans it ≤20°. Overhead cloth blocks steep ice. No faked physics.
· **weather.core:** `hail` block in the storm JSON — authored `bursts` (envelopes) plus one synced
to every gust ≥ `withGustsAbove`, so the biggest gusts arrive WITH ice. `hailAt(t)` (max over live
bursts, 0..1), `hailSize`, validator. Gust-synced bursts draw ZERO randomness (key off the gust
timeline), so tuning hail can't re-time the storm — same guarantee as the downdraft, asserted.
· **storms:** storm_02 bursts ON the southerly change (peak 1.0 at t=56.5, 11.4 hail-seconds, size
1.3) and adds ice to its late big gusts; storm_03 one mild 0.5 burst (size 0.7); storm_01 none.
· **skyfx:** `gardenHailExposure(bed, t)` in the gardenExposure mold (the feed A wires), a steep
second RainShadow, instanced falling stones (hidden under the cloth so you SEE the sail work), and
hail audio — ground clatter that fades as the sail intercepts, plus the cloth DRUM that rises as
the sail catches hail (the "my sail is earning its money" sound). Also `sky.hailAmount` getter.
[C] 2026-07-17 — **DECISION 13 / GATE 2 PROVEN: no-sail garden takes 4.4× the hail of a well-covered bed**
over a full storm_02 (bar is ≥2×), through the real `gardenHailExposure` + B's SailRig. Asserted in
c.test.js. Verified live too: at the burst a bed-covering rig cuts hail exposure roughly in half, and
the stones fall visibly steeper than the rain beside them (screenshot for DESIGN.md). **A — your garden
score will now separate a good rig from no rig.** Wiring, per SPRINT5 §A-1:
`gardenDrain = sky.gardenHailExposure(bed, t) * HAIL_DAMAGE + sky.gardenExposure(bed, t) * SMALL_RAIN`.
Hail is the headline (aftermath "hail blocked" line reads off `sky.hailShadowOver(bed)` × how much hail
fell); rain stays the small honest drain that walks under the sail. `sky.hailAmount` (0..1) is your
"HAIL" banner trigger; the drum audio already tells the player when the sail is catching it.
[C] 2026-07-17 — **A — I edited main.js's router (two lines): `hailAt`/`hailSize`. Flagging since it's your
file.** Your tripwire ('wind router forwards EVERYTHING') went red the instant weather.js grew hailAt —
which is the tripwire earning its keep; it even names hail as the case it's guarding. Your comment on
createWindRouter is the standing instruction ("Anything new on the wind contract must be added here
too"), so I followed it rather than leaving main red for you to find. Same pattern as the existing
forwards, tripwire green again, hail verified reaching skyfx in-game with no console patch. Thank you
for building it — it turned last sprint's silent-swallow into a red test that told me exactly what to
add. Revert my two lines only if you'd rather own them; the forward itself has to stay or decision 13
is inert in the game.
[C] 2026-07-17 — **E — hail juice hooks, when you're ready (SPRINT5 §E).** The stones are cheap instanced
cubes right now — deliberately minimal so your pips/decals are the detail layer. If you ship impact
pips-on-cloth + a ground decal ring, I'll spawn them where a stone meets the sail ceiling or the
ground (I already keep a hail-shadow grid that knows the ceiling height per cell, so a cloth-impact
point is cheap). Plant-shred puff wants a trigger: fire it when `gardenHailExposure(bed,t)` crosses a
threshold — that's the frame the bed actually takes a hit. Tell me the hook shape and I'll match it;
`sky.hailAmount` and `hailSize` are live for scaling pip rate/size.

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@ -42,6 +42,17 @@
"rain": { "peakMmPerHour": 80, "curve": [[0, 0], [10, 0.25], [35, 0.6], [55, 0.85], [70, 1.0], [90, 0.7]] },
"_hail_comment": "Hail carries the garden score (decision 13) — steep dense stones a sail actually blocks, unlike rain which walks under it. The authored burst lands ON the southerly change (t55) for maximum drama; withGustsAbove 10 then adds a burst to every late big gust (gusts top ~12.6, so the worst few carry ice). size 1.3 = decent damaging stones. A garden under a good rig should be MUCH better off than one in the open — asserted at >=2x.",
"hail": {
"size": 1.3,
"withGustsAbove": 10,
"gustBurstIntensity": 0.85,
"bursts": [
{ "t": 55, "ramp": 1.5, "hold": 5, "fade": 2.5, "intensity": 1.0 }
]
},
"_sky_comment": "night: true forces the night palette rather than leaning on the darkness threshold — it's called Wild Night and the forecast card has to sell that. lightningGustPow 10 fires a flash on any gust at/above 10 m/s of gust power (this storm's gusts top out ~12.6, so it lights up for the worst few, late, on top of the three authored strikes) — the storm's worst moments should be the ones you see.",
"sky": { "darkness": 0.94, "cloudScroll": 0.09, "night": true, "lightningGustPow": 10 }

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@ -36,5 +36,14 @@
"rain": { "peakMmPerHour": 30, "curve": [[0, 0], [28, 0.05], [34, 0.4], [55, 0.55], [80, 0.3], [90, 0.15]] },
"_hail_comment": "One mild burst rolling in behind the change — small stones, half intensity. Enough that a bed under a sail visibly beats a bed in the open, but nothing like the wild night's ice. No gust-synced hail: this is the storm you can get away with a modest rig on. size 0.7 = pea hail.",
"hail": {
"size": 0.7,
"bursts": [
{ "t": 36, "ramp": 1.5, "hold": 3, "fade": 2, "intensity": 0.5 }
]
},
"sky": { "darkness": 0.5, "cloudScroll": 0.05 }
}

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@ -172,6 +172,7 @@ export function createWindRouter(all) {
rainAt: (t) => active.rainAt(t),
rainMmPerHour: (t) => active.rainMmPerHour(t),
rainDepthMm: (a, b) => active.rainDepthMm(a, b),
hailAt: (t) => active.hailAt(t), // SPRINT5 decision 13 — the garden score hangs off this
dirAt: (t) => active.dirAt(t),
setShelters(list) {
@ -188,6 +189,7 @@ export function createWindRouter(all) {
})));
},
get hailSize() { return active.hailSize; }, // SPRINT5 decision 13
get duration() { return active.duration; },
get gusts() { return active.gusts; },
get def() { return active.def; },

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@ -130,6 +130,89 @@ function rainVelocity(w, intensity, out) {
return out.set(w.x * 0.55, -(9 + intensity * 4), w.z * 0.55);
}
// Hail falls STEEP, and that is the whole of decision 13. A 1 cm stone's
// terminal velocity is ~22 m/s (a raindrop's is ~9), and a dense stone couples
// only weakly to the crosswind, so even a 30 m/s gale leans it no more than
// ~20° off vertical — where a sail overhead still blocks it. (Rain at 9 m/s in
// the same gale comes in at atan(30/9) ≈ 73°, nearly sideways, which is why it
// walks under the sail and can't score the rig.) Do NOT re-open the rain-angle
// argument here; steep is the point.
const HAIL_FALL = 22; // m/s terminal, ~1 cm ice
const HAIL_LEAN_COUPLING = 0.3; // dense stones catch little wind
const HAIL_MAX_LEAN = Math.tan(20 * Math.PI / 180); // cap ~20° off vertical
/** Hail velocity, m/s. Steep — see the note above. Used by stones and shadow. */
function hailVelocity(w, out) {
const cap = HAIL_FALL * HAIL_MAX_LEAN;
let hx = w.x * HAIL_LEAN_COUPLING, hz = w.z * HAIL_LEAN_COUPLING;
const mag = Math.hypot(hx, hz);
if (mag > cap) { const s = cap / mag; hx *= s; hz *= s; }
return out.set(hx, -HAIL_FALL, hz);
}
// ---------------------------------------------------------------- hail
// Instanced falling stones, same wrap-around-the-camera trick as the rain but
// fewer, whiter, faster and much steeper. Stones under the cloth are hidden so
// you SEE the sail doing its job. Count scales with intensity; a hail-free storm
// draws nothing.
function createHail(opts) {
const max = opts.maxStones ?? 1300;
const half = opts.half ?? 16;
const height = opts.height ?? 22;
const groundY = opts.groundY ?? 0;
const rand = rng(0x4a11);
const geo = new THREE.BoxGeometry(0.05, 0.05, 0.05); // a little cube reads as a stone
const mat = new THREE.MeshBasicMaterial({
color: 0xeaf2ff, transparent: true, opacity: 0.9, depthWrite: false, fog: false,
});
const mesh = new THREE.InstancedMesh(geo, mat, max);
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
mesh.frustumCulled = false;
mesh.renderOrder = 3;
mesh.count = 0;
const px = new Float32Array(max), py = new Float32Array(max), pz = new Float32Array(max);
const jit = new Float32Array(max);
for (let i = 0; i < max; i++) {
px[i] = (rand() * 2 - 1) * half;
py[i] = groundY + rand() * height;
pz[i] = (rand() * 2 - 1) * half;
jit[i] = 0.85 + rand() * 0.3;
}
const m = new THREE.Matrix4();
const HIDDEN = new THREE.Matrix4().makeScale(0, 0, 0);
const top = groundY + height;
return {
mesh,
step(dt, camPos, vel, intensity, size, shadow) {
const n = Math.floor(max * clamp01(intensity));
mesh.count = n;
if (n === 0) return;
const s = 0.6 + size * 0.9; // bigger stones read bigger
m.makeScale(s, s, s);
for (let i = 0; i < n; i++) {
const j = jit[i];
px[i] += vel.x * j * dt;
py[i] += vel.y * j * dt; // vel.y is negative
pz[i] += vel.z * j * dt;
let d = px[i] - camPos.x;
if (d > half) px[i] -= half * 2; else if (d < -half) px[i] += half * 2;
d = pz[i] - camPos.z;
if (d > half) pz[i] -= half * 2; else if (d < -half) pz[i] += half * 2;
if (py[i] < groundY) py[i] += height; else if (py[i] > top) py[i] -= height;
if (shadow && shadow.occluded(px[i], py[i], pz[i])) { mesh.setMatrixAt(i, HIDDEN); continue; }
m.elements[12] = px[i]; m.elements[13] = py[i]; m.elements[14] = pz[i];
mesh.setMatrixAt(i, m);
}
mesh.instanceMatrix.needsUpdate = true;
},
dispose() { geo.dispose(); mat.dispose(); },
};
}
// ---------------------------------------------------------------- rain
function createRain(opts) {
const max = opts.maxDrops ?? 3000;
@ -264,6 +347,7 @@ function createAudio(seed = 1) {
let windGain, windFilter, windHowl, howlGain;
let rainGain, rainFilter;
let gustGain, gustFilter;
let hailGain, hailFilter, drumGain, drumFilter;
let noiseBuf = null;
let creakNext = 0, flogNext = 0;
let started = false;
@ -344,6 +428,22 @@ function createAudio(seed = 1) {
gustGain.connect(master);
loop(noiseBuf, gustGain, gustFilter);
// hail clatter: bright, hard highpass — ice on concrete
hailGain = ctx.createGain(); hailGain.gain.value = 0;
hailFilter = ctx.createBiquadFilter();
hailFilter.type = 'highpass'; hailFilter.frequency.value = 3000;
hailGain.connect(master);
loop(noiseBuf, hailGain, hailFilter);
// the DRUM: hail on taut cloth, a low resonant thrum. This is the "my sail
// is earning its money" sound — it only speaks when the sail is actually
// catching hail, so a rig over the bed sounds different from bare sky.
drumGain = ctx.createGain(); drumGain.gain.value = 0;
drumFilter = ctx.createBiquadFilter();
drumFilter.type = 'bandpass'; drumFilter.frequency.value = 140; drumFilter.Q.value = 3;
drumGain.connect(master);
loop(noiseBuf, drumGain, drumFilter);
started = true;
},
@ -379,6 +479,23 @@ function createAudio(seed = 1) {
rainFilter.frequency.setTargetAtTime(1500 + rain * 900, now, 0.3);
},
/**
* @param {number} intensity 0..1 hail
* @param {number} onCloth 0..1 of the hail the sail overhead is catching
* @param {number} size stone-size scalar bigger stones drum lower
*/
setHail(intensity, onCloth, size) {
if (!started) return;
const now = ctx.currentTime;
// clatter fades as the cloth intercepts more of the storm — some ice still
// reaches the ground past the sail, but the open-ground roar drops
hailGain.gain.setTargetAtTime(intensity * (1 - onCloth * 0.7) * 0.3, now, 0.15);
hailFilter.frequency.setTargetAtTime(2400 + (2 - size) * 700, now, 0.2);
// the drum rises exactly as the sail catches hail — the payoff sound
drumGain.gain.setTargetAtTime(intensity * onCloth * 0.5, now, 0.12);
drumFilter.frequency.setTargetAtTime(110 + (2 - size) * 45, now, 0.2);
},
/** Telegraph cue: you hear it coming before you feel it. */
whoosh(power, eta) {
if (!started) return;
@ -456,6 +573,21 @@ export function createSkyFx(o = {}) {
const rainDir = new THREE.Vector3();
let shadowTick = 0;
// hail rides its own steep shadow — that's the whole of decision 13: the sail
// blocks steep hail (shadow ≈ its footprint) where it can't block slanted rain.
const hail = createHail({ groundY: o.groundY ?? 0 });
if (scene) scene.add(hail.mesh);
const hailShadow = new RainShadow({ groundY: o.groundY ?? 0 });
const hailDir = new THREE.Vector3();
const hailWind = new THREE.Vector3();
let hailTick = 0, hailAmt = 0;
// hailAt lives behind the wind router (Lane A's allowlist). If a stale router
// doesn't forward it, degrade to no hail rather than crashing — but it must be
// forwarded or the garden score (decision 13) is inert. Flagged to A in THREADS.
const hailIntensity = (t) => (wind && typeof wind.hailAt === 'function' ? wind.hailAt(t) : 0);
const hailStone = () => (wind && wind.hailSize != null ? wind.hailSize : 1);
const audio = createAudio((wind && wind.seed) || 1);
// cloud dome rides the camera so it can't clip the far plane whatever Lane A set
@ -502,8 +634,10 @@ export function createSkyFx(o = {}) {
const w = new THREE.Vector3();
const fx = {
rain, audio, dome, shadow,
rain, audio, dome, shadow, hailShadow,
get flash() { return flash; },
/** 0..1 hail intensity right now — for the HUD ("HAIL" banner) and asserts. */
get hailAmount() { return hailAmt; },
/**
* 0..1 of a ground rect the sail is keeping dry, right now.
@ -540,6 +674,27 @@ export function createSkyFx(o = {}) {
return rain * (1 - shadow.fractionOver(rect));
},
/** 0..1 of a rect the sail is keeping hail off, this frame (steep shadow). */
hailShadowOver(rect) { return hailShadow.fractionOver(rect); },
/**
* Decision 13's garden-damage feed, 0..1, the gardenExposure mold but for
* HAIL this is what makes the garden score respond to the rig. Steep stones
* mean the sail's shadow its footprint, so a rig over the bed genuinely
* shelters it even in a gale, unlike rain (which walks under and can't score
* the sail the whole reason a perfect rig used to tie with no rig at all).
*
* hp -= sky.gardenHailExposure(bed, t) * HAIL_DAMAGE * dt
* + sky.gardenExposure(bed, t) * SMALL_RAIN_DRAIN * dt; // A wires both
*
* 0 = no hail, or the cloth is catching it; 1 = full burst on the open bed.
*/
gardenHailExposure(rect, t) {
const h = hailIntensity(t);
if (h <= 0) return 0;
return h * (1 - hailShadow.fractionOver(rect));
},
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
unlockAudio() { audio.unlock(); },
@ -644,8 +799,27 @@ export function createSkyFx(o = {}) {
}
rain.step(dt, camPos, w, intensity, shadow);
// --- hail ---
hailAmt = hailIntensity(t);
const stone = hailStone();
// The hail shadow follows the STEEP hail vector, not the wind. It barely
// moves, so rebuild it slowly. A tenth of a second is fine; hail rides it.
hailTick -= dt;
if (hailTick <= 0) {
hailTick = 0.12;
hailWind.set(w.x, 0, w.z);
hailVelocity(hailWind, hailDir);
const len = hailDir.length() || 1;
hailShadow.update(world.sail, hailDir.x / len, hailDir.y / len, hailDir.z / len);
}
hail.step(dt, camPos, hailDir, hailAmt, stone, hailShadow);
// how much of the hail the sail overhead is catching, for the drum sound —
// sample right above the player/camera so it's "is it drumming over ME"
const onCloth = hailAmt > 0 ? hailShadow.fractionOver({ x: camPos.x, z: camPos.z, w: 3, d: 3 }) : 0;
// --- audio ---
audio.setLevels(speed, intensity);
audio.setHail(hailAmt, onCloth, stone);
const tg = wind.gustTelegraph(t);
if (tg && tg !== lastTelegraph) {
// fires once per gust, right as the telegraph opens
@ -672,6 +846,7 @@ export function createSkyFx(o = {}) {
dispose() {
if (scene) {
scene.remove(rain.mesh);
scene.remove(hail.mesh);
scene.remove(dome);
scene.background = original.background;
if (ownsFog) {
@ -686,6 +861,7 @@ export function createSkyFx(o = {}) {
if (sun) sun.intensity = original.sun;
if (hemi) hemi.intensity = original.hemi;
rain.dispose();
hail.dispose();
dome.geometry.dispose();
dome.material.dispose();
domeTex.dispose();

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@ -19,6 +19,7 @@ import { FIXED_DT, checkContract, DEBRIS_PIECE_FIELDS } from '../contracts.js';
import { loadStorm, createWind } from '../weather.js';
import { createDebris } from '../debris.js';
import { createSkyFx, RainShadow } from '../skyfx.js';
import { SailRig, HARDWARE } from '../sail.js';
import { weatherCases } from './weather.selftest.js';
// Keep in step with data/storms/. The node runner globs the directory, so this
@ -265,6 +266,79 @@ export default async function run(t) {
assert(gentle.flashes === 0, `the gentle storm flashed ${gentle.flashes} times — it has no lightning at all`);
});
// --- SPRINT5 decision 13: hail makes the garden score respond to the rig ---
// The whole reason hail exists: a perfect rig scored 54% vs 48% for no rig,
// because honest rain walks under a sail. Steep hail doesn't — a sail over the
// bed shelters it. This is the gate-2 assert: no-sail hail damage ≥ 2× a good
// rig's, over the real storm_02 hail, through the real gardenHailExposure.
t.test('decision 13: no-sail garden takes ≥2× the hail of a well-covered bed', () => {
const bed = { x: 1, z: 2, w: 6, d: 4 };
// a good rig: a quad sitting over the bed, held on rated shackles
const s = 3.6;
const anchors = [
{ id: 'a', pos: { x: -2, y: s, z: -0.5 }, type: 'post', sway() { return this.pos; } },
{ id: 'b', pos: { x: 4, y: s + 0.4, z: -0.5 }, type: 'post', sway() { return this.pos; } },
{ id: 'c', pos: { x: 4, y: s, z: 4.5 }, type: 'post', sway() { return this.pos; } },
{ id: 'd', pos: { x: -2, y: s + 0.4, z: 4.5 }, type: 'post', sway() { return this.pos; } },
];
const rig = new SailRig({ anchors, gridN: 10 });
rig.attach(['a', 'b', 'c', 'd'], [2, 2, 2, 2].map((i) => HARDWARE[i]), 1.0);
const damageOverStorm = (getWorld, rigToStep) => {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera();
camera.position.set(0, 6, 8);
const wind = createWind(storms.storm_02_wildnight);
const sky = createSkyFx({ scene, camera, wind });
let dmg = 0;
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
if (rigToStep) rigToStep.step(dt, wind, time);
sky.step(dt, time, getWorld());
dmg += sky.gardenHailExposure(bed, time) * dt;
});
const cover = rigToStep ? rigToStep.coverageOver(bed, { x: 0, y: 1, z: 0 }) : 0;
sky.dispose();
return { dmg, cover };
};
const open = damageOverStorm(() => ({}), null);
const covered = damageOverStorm(() => ({ sail: rig }), rig);
// sanity: the rig must actually be over the bed, or this proves nothing
assert(covered.cover > 0.6, `test rig only covers ${(covered.cover * 100).toFixed(0)}% of the bed — fix the quad, not the mechanic`);
assert(open.dmg > 0, 'no hail damage in the open at all — storm_02 should be pelting');
const ratio = open.dmg / Math.max(1e-6, covered.dmg);
assert(ratio >= 2,
`open bed took only ${ratio.toFixed(1)}× the hail of the covered one — decision 13 wants ≥2×`);
});
t.test('hail exposure needs BOTH hail and no cover; steep shadow, unlike rain', () => {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera();
const wind = createWind(storms.storm_02_wildnight);
const sky = createSkyFx({ scene, camera, wind });
const bed = { x: 0, z: 0, w: 4, d: 3 };
// a flat panel well above the bed
const panel = { pos: new Float32Array([-3, 4, -3, 3, 4, -3, 3, 4, 3, -3, 4, 3]), tris: [0, 1, 2, 0, 2, 3] };
// storm_01 has no hail: exposure is zero regardless of cover
const calm = createWind(storms.storm_01_gentle);
const skyCalm = createSkyFx({ scene: new THREE.Scene(), camera, wind: calm });
fixedLoop(1, FIXED_DT, (dt, time) => skyCalm.step(dt, 40 + time, {}));
assert(skyCalm.gardenHailExposure(bed, 40) === 0, 'a hail-free storm still reported hail exposure');
skyCalm.dispose();
// at the wild night's hail peak, open bed is exposed; a panel over it is not
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 55 + time, {}));
const openExp = sky.gardenHailExposure(bed, 56);
assert(openExp > 0.5, `open bed hail exposure only ${openExp.toFixed(2)} at the burst — should be high`);
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 55 + time, { sail: panel }));
const coveredExp = sky.gardenHailExposure(bed, 56);
assert(coveredExp < openExp * 0.4, `steep hail still hit the covered bed: ${coveredExp.toFixed(2)} vs open ${openExp.toFixed(2)}`);
sky.dispose();
});
t.test('every storm in data/storms/ loads and validates', () => {
// loadStorm throws on invalid, so reaching here with all of them is the pass
assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');

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@ -504,6 +504,101 @@ export function weatherCases(storms) {
assert(!validateStorm(hot, 'x').ok, 'validator accepted rain intensity above 1 — the scale is peakMmPerHour, not the curve');
});
// ---- 11. hail (SPRINT5 decision 13) ----
// The wind-side of hail: intensity timeline and its ramp across the campaign.
// The garden-damage half (steep shadow, ≥2× rig response) needs skyfx +
// SailRig, so it lives in c.test.js.
test('hail ramps across the campaign: none / mild / a wild-night burst', () => {
const peakAndArea = (def) => {
const f = createWindField(def);
let peak = 0, peakT = 0, area = 0;
for (let t = 0; t <= f.duration; t += DT) {
const h = f.hailAt(t);
if (h > peak) { peak = h; peakT = t; }
area += h * DT;
}
return { peak, peakT, area };
};
const g = peakAndArea(storms.storm_01_gentle);
const m = peakAndArea(storms.storm_03_southerly);
const w = peakAndArea(storms.storm_02_wildnight);
metrics['storm_01.hailPeak'] = +g.peak.toFixed(2);
metrics['storm_03.hailPeak'] = +m.peak.toFixed(2);
metrics['storm_02.hailPeak'] = +w.peak.toFixed(2);
metrics['storm_02.hailSeconds'] = +w.area.toFixed(1);
assert(g.peak === 0, `the gentle storm hailed (${g.peak}) — storm_01 must have no hail`);
assert(m.peak > 0.2 && m.peak < 0.8, `storm_03 hail peak ${m.peak.toFixed(2)} — wanted a mild middle rung`);
assert(w.peak >= 0.95, `storm_02 hail peak only ${w.peak.toFixed(2)} — the wild night needs a proper burst`);
assert(w.area > m.area * 3, 'the wild night should carry vastly more hail than the mild storm');
});
test('storm_02 hail lands ON the southerly change', () => {
const change = (storms.storm_02_wildnight.events.find((e) => e.type === 'windchange')).t;
const f = createWindField(storms.storm_02_wildnight);
// find the authored-burst peak (near the change), not just any gust-synced tick
let peak = 0, peakT = 0;
for (let t = change - 3; t <= change + 8; t += DT) {
const h = f.hailAt(t);
if (h > peak) { peak = h; peakT = t; }
}
assert(peak >= 0.95, `hail near the change only reached ${peak.toFixed(2)}`);
assert(Math.abs(peakT - change) < 6, `hail peaks at t=${peakT.toFixed(1)}, the change is at t=${change} — they should coincide`);
});
test('hail is silent through a gust telegraph and rides its own gust', () => {
// the gust-synced bursts must not fire during the telegraph window, or hail
// would arrive before the gust it belongs to — the opposite of the drama
const def = storms.storm_02_wildnight;
const f = createWindField(def);
const thresh = def.hail.withGustsAbove;
for (const g of f.gusts) {
if (g.pow < thresh) continue;
// during the telegraph (first GUST.TELEGRAPH s) the gust-synced part is 0.
// an authored burst may still overlap, so only check gusts clear of t=55±8.
if (Math.abs(g.t0 - 55) < 10) continue;
for (let t = g.t0 + 0.05; t < g.t0 + GUST.TELEGRAPH; t += DT) {
assert(f.hailAt(t) < 1e-9, `hail fell during a gust's telegraph at t=${t.toFixed(2)} — it should wait for the gust`);
}
}
});
test('hail does not re-time the storm (zero draws of its own)', () => {
const base = storms.storm_02_wildnight;
const a = createWindField(base);
for (const gi of [0, 0.3, 0.85, 1]) {
const d = JSON.parse(JSON.stringify(base));
d.hail.gustBurstIntensity = gi;
d.hail.bursts = []; // even removing the authored burst mustn't move gusts
const b = createWindField(d);
assert(a.gusts.length === b.gusts.length, `hail change moved the gust count`);
a.gusts.forEach((g, i) => {
assert(g.t0 === b.gusts[i].t0 && g.pow === b.gusts[i].pow, `hail change re-timed gust ${i}`);
});
assert(a.speedAt(3, -2, 47.3) === b.speedAt(3, -2, 47.3), 'hail change altered the wind');
}
});
test('validator rejects broken hail blocks', () => {
const base = () => JSON.parse(JSON.stringify(storms.storm_02_wildnight));
const cases = [
['size 0', (d) => { d.hail.size = 0; }],
['size huge', (d) => { d.hail.size = 20; }],
['intensity > 1', (d) => { d.hail.bursts[0].intensity = 1.5; }],
['negative fade', (d) => { d.hail.bursts[0].fade = -1; }],
['burst after the storm', (d) => { d.hail.bursts[0].t = 200; }],
['gustBurstIntensity > 1', (d) => { d.hail.gustBurstIntensity = 2; }],
['neither bursts nor gusts', (d) => { delete d.hail.bursts; delete d.hail.withGustsAbove; }],
];
for (const [label, mutate] of cases) {
const d = base(); mutate(d);
assert(!validateStorm(d, 'broken').ok, `validator accepted broken hail: ${label}`);
}
// a hail-free storm (no block at all) must still validate
const none = base(); delete none.hail;
assert(validateStorm(none, 'nohail').ok, 'validator rejected a storm with no hail — hail is optional');
});
return { cases, metrics };
}

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@ -167,6 +167,27 @@ export function buildGustTimeline(def, seed) {
return out;
}
// ---------- hail (SPRINT5 decision 13) ----------
// Hail, not rain, carries the garden score. Rain honestly walks under a sail
// (droplets terminal ~9 m/s, so a 30 m/s crosswind blows them in at atan(30/9)
// ≈ 73° off vertical — nearly sideways), which is why a perfect rig scored 54%
// vs 48% for no rig at all. Hailstones are dense: terminal velocity ~20 m/s for
// a 1 cm stone, so the SAME 30 m/s gale only leans them atan(30/20)≈56° — and
// that overstates it, because a dense stone's drag couples weakly to the
// horizontal air, so observed hail lean tops out ~15-20°. Steep hail is blocked
// by overhead cloth even in a gale, so the garden score becomes rig-responsive
// without faking the rain physics. The steepness lives in skyfx.hailVelocity();
// the intensity timeline lives here.
/** Envelope of one authored hail burst at local time `dt` (s since it began). */
export function hailBurstEnvelope(dt, ramp, hold, fade, peak) {
if (dt <= 0) return 0;
if (dt < ramp) return peak * (dt / ramp);
if (dt < ramp + hold) return peak;
if (dt < ramp + hold + fade) return peak * (1 - (dt - ramp - hold) / fade);
return 0;
}
// ---------- the field ----------
/**
* @param {object} def parsed storm JSON (see data/storms/*.json)
@ -189,6 +210,19 @@ export function createWindField(def, opts = {}) {
const gd = def.gusts || {};
const downFrac = gd.downdraftOfTotal ?? gd.downdraft ?? DEFAULT_DOWNDRAFT;
// Hail bursts: authored ones from the JSON, plus one synced to every gust at
// or above `withGustsAbove` power — so the biggest gusts arrive WITH hail, the
// storm's worst moment landing all at once. Gust-synced bursts key off the
// deterministic gust timeline and draw NO randomness, so tuning hail can't
// re-time the storm (same guarantee as the downdraft).
const hailDef = def.hail || null;
const hailBursts = (hailDef && Array.isArray(hailDef.bursts))
? hailDef.bursts.map((b) => ({
t: b.t, ramp: b.ramp ?? 0.8, hold: b.hold ?? 3, fade: b.fade ?? 1.5,
intensity: b.intensity ?? 1,
}))
: [];
let shelters = [];
/** Spatially-uniform part: base curve + every gust envelope live at t. */
@ -398,6 +432,42 @@ export function createWindField(def, opts = {}) {
return Math.min(1, Math.max(0, r.intensity ?? 0));
},
/**
* 0..1 hail intensity at time t (SPRINT5 decision 13). Max over every live
* burst authored plus gust-synced because "how hard is it hailing right
* now" is a level, not a sum; two overlapping bursts don't hail at 1.6×.
* Zero for a storm with no `hail` block, so storm_01 simply never hails.
*/
hailAt(t) {
if (!hailDef) return 0;
let h = 0;
for (let i = 0; i < hailBursts.length; i++) {
const b = hailBursts[i];
if (t <= b.t || t >= b.t + b.ramp + b.hold + b.fade) continue;
const v = hailBurstEnvelope(t - b.t, b.ramp, b.hold, b.fade, b.intensity);
if (v > h) h = v;
}
const thresh = hailDef.withGustsAbove;
if (thresh != null) {
const gi = hailDef.gustBurstIntensity ?? 0.8;
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (g.pow < thresh) continue;
if (t <= g.t0 || t >= g.endAt) continue;
// reuse the gust envelope: silent through the telegraph, then it hits
// as the gust ramps and holds — the hail lands WITH the gust.
// gustEnvelope(gt, pow) returns pow×fraction, so passing gi as "pow"
// gives the intensity-scaled 0..gi envelope directly.
const v = gustEnvelope(t - g.t0, gi);
if (v > h) h = v;
}
}
return h > 1 ? 1 : h;
},
/** Stone-size scalar (audio pitch, visual scale, damage weight). Default 1. */
get hailSize() { return hailDef ? (hailDef.size ?? 1) : 0; },
/**
* Rain rate in REAL-WORLD mm/hr. Same curve as rainAt(), with physical units
* on it `rainAt` stays 0..1 because it drives drop count and opacity, and a
@ -520,5 +590,34 @@ export function validateStorm(def, name = 'storm') {
}
}
// ---- hail (SPRINT5 decision 13) ----
if (def.hail) {
const hd = def.hail;
if (hd.size != null && (!Number.isFinite(hd.size) || hd.size <= 0 || hd.size > 5)) {
bad(`hail.size must be a positive scalar up to ~5 (stones bigger than golf balls break the metaphor) — got ${hd.size}`);
}
if (hd.withGustsAbove != null && !Number.isFinite(hd.withGustsAbove)) {
bad('hail.withGustsAbove must be a finite gust-power threshold in m/s');
}
if (hd.gustBurstIntensity != null && (!(hd.gustBurstIntensity >= 0) || hd.gustBurstIntensity > 1)) {
bad(`hail.gustBurstIntensity must be 0..1 — got ${hd.gustBurstIntensity}`);
}
// A storm with a hail block but nothing to fire it never hails — that's a
// typo, not a design, so say so rather than shipping silent hail.
if (!Array.isArray(hd.bursts) && hd.withGustsAbove == null) {
bad('hail block has neither bursts[] nor withGustsAbove — it would never hail');
}
for (const b of hd.bursts || []) {
if (!Number.isFinite(b.t)) bad(`hail burst ${JSON.stringify(b)} has no finite t`);
if (b.t + 0 > (def.duration ?? 90)) bad(`hail burst at t=${b.t} starts after the storm ends`);
for (const k of ['ramp', 'hold', 'fade']) {
if (b[k] != null && !(b[k] >= 0)) bad(`hail burst at t=${b.t} has a negative ${k}`);
}
if (b.intensity != null && (!(b.intensity >= 0) || b.intensity > 1)) {
bad(`hail burst at t=${b.t} intensity must be 0..1 — got ${b.intensity}`);
}
}
}
return { ok: errors.length === 0, errors };
}

View File

@ -87,6 +87,12 @@ export function createWind(def, opts = {}) {
/** 0..1 rain intensity — drives drop count and opacity. */
rainAt(t) { return field.rainAt(t); },
/** 0..1 hail intensity (SPRINT5 decision 13). Zero for a hail-free storm. */
hailAt(t) { return field.hailAt(t); },
/** Stone-size scalar — audio pitch, visual scale, damage weight. */
get hailSize() { return field.hailSize; },
/** Rain rate in real-world mm/hr. Ponding (decision 10) reads this. */
rainMmPerHour(t) { return field.rainMmPerHour(t); },