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 `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. 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. 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]] }, "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_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 } "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]] }, "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 } "sky": { "darkness": 0.5, "cloudScroll": 0.05 }
} }

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@ -172,6 +172,7 @@ export function createWindRouter(all) {
rainAt: (t) => active.rainAt(t), rainAt: (t) => active.rainAt(t),
rainMmPerHour: (t) => active.rainMmPerHour(t), rainMmPerHour: (t) => active.rainMmPerHour(t),
rainDepthMm: (a, b) => active.rainDepthMm(a, b), 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), dirAt: (t) => active.dirAt(t),
setShelters(list) { setShelters(list) {
@ -188,6 +189,7 @@ export function createWindRouter(all) {
}))); })));
}, },
get hailSize() { return active.hailSize; }, // SPRINT5 decision 13
get duration() { return active.duration; }, get duration() { return active.duration; },
get gusts() { return active.gusts; }, get gusts() { return active.gusts; },
get def() { return active.def; }, 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); 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 // ---------------------------------------------------------------- rain
function createRain(opts) { function createRain(opts) {
const max = opts.maxDrops ?? 3000; const max = opts.maxDrops ?? 3000;
@ -264,6 +347,7 @@ function createAudio(seed = 1) {
let windGain, windFilter, windHowl, howlGain; let windGain, windFilter, windHowl, howlGain;
let rainGain, rainFilter; let rainGain, rainFilter;
let gustGain, gustFilter; let gustGain, gustFilter;
let hailGain, hailFilter, drumGain, drumFilter;
let noiseBuf = null; let noiseBuf = null;
let creakNext = 0, flogNext = 0; let creakNext = 0, flogNext = 0;
let started = false; let started = false;
@ -344,6 +428,22 @@ function createAudio(seed = 1) {
gustGain.connect(master); gustGain.connect(master);
loop(noiseBuf, gustGain, gustFilter); 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; started = true;
}, },
@ -379,6 +479,23 @@ function createAudio(seed = 1) {
rainFilter.frequency.setTargetAtTime(1500 + rain * 900, now, 0.3); 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. */ /** Telegraph cue: you hear it coming before you feel it. */
whoosh(power, eta) { whoosh(power, eta) {
if (!started) return; if (!started) return;
@ -456,6 +573,21 @@ export function createSkyFx(o = {}) {
const rainDir = new THREE.Vector3(); const rainDir = new THREE.Vector3();
let shadowTick = 0; 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); const audio = createAudio((wind && wind.seed) || 1);
// cloud dome rides the camera so it can't clip the far plane whatever Lane A set // 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 w = new THREE.Vector3();
const fx = { const fx = {
rain, audio, dome, shadow, rain, audio, dome, shadow, hailShadow,
get flash() { return flash; }, 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. * 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)); 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. */ /** Wire to the first click/keydown — browsers won't start audio otherwise. */
unlockAudio() { audio.unlock(); }, unlockAudio() { audio.unlock(); },
@ -644,8 +799,27 @@ export function createSkyFx(o = {}) {
} }
rain.step(dt, camPos, w, intensity, shadow); 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 ---
audio.setLevels(speed, intensity); audio.setLevels(speed, intensity);
audio.setHail(hailAmt, onCloth, stone);
const tg = wind.gustTelegraph(t); const tg = wind.gustTelegraph(t);
if (tg && tg !== lastTelegraph) { if (tg && tg !== lastTelegraph) {
// fires once per gust, right as the telegraph opens // fires once per gust, right as the telegraph opens
@ -672,6 +846,7 @@ export function createSkyFx(o = {}) {
dispose() { dispose() {
if (scene) { if (scene) {
scene.remove(rain.mesh); scene.remove(rain.mesh);
scene.remove(hail.mesh);
scene.remove(dome); scene.remove(dome);
scene.background = original.background; scene.background = original.background;
if (ownsFog) { if (ownsFog) {
@ -686,6 +861,7 @@ export function createSkyFx(o = {}) {
if (sun) sun.intensity = original.sun; if (sun) sun.intensity = original.sun;
if (hemi) hemi.intensity = original.hemi; if (hemi) hemi.intensity = original.hemi;
rain.dispose(); rain.dispose();
hail.dispose();
dome.geometry.dispose(); dome.geometry.dispose();
dome.material.dispose(); dome.material.dispose();
domeTex.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 { loadStorm, createWind } from '../weather.js';
import { createDebris } from '../debris.js'; import { createDebris } from '../debris.js';
import { createSkyFx, RainShadow } from '../skyfx.js'; import { createSkyFx, RainShadow } from '../skyfx.js';
import { SailRig, HARDWARE } from '../sail.js';
import { weatherCases } from './weather.selftest.js'; import { weatherCases } from './weather.selftest.js';
// Keep in step with data/storms/. The node runner globs the directory, so this // 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`); 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', () => { t.test('every storm in data/storms/ loads and validates', () => {
// loadStorm throws on invalid, so reaching here with all of them is the pass // 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'); 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'); 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 }; return { cases, metrics };
} }

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@ -167,6 +167,27 @@ export function buildGustTimeline(def, seed) {
return out; 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 ---------- // ---------- the field ----------
/** /**
* @param {object} def parsed storm JSON (see data/storms/*.json) * @param {object} def parsed storm JSON (see data/storms/*.json)
@ -189,6 +210,19 @@ export function createWindField(def, opts = {}) {
const gd = def.gusts || {}; const gd = def.gusts || {};
const downFrac = gd.downdraftOfTotal ?? gd.downdraft ?? DEFAULT_DOWNDRAFT; 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 = []; let shelters = [];
/** Spatially-uniform part: base curve + every gust envelope live at t. */ /** 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)); 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 * 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 * 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 }; return { ok: errors.length === 0, errors };
} }

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@ -87,6 +87,12 @@ export function createWind(def, opts = {}) {
/** 0..1 rain intensity — drives drop count and opacity. */ /** 0..1 rain intensity — drives drop count and opacity. */
rainAt(t) { return field.rainAt(t); }, 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. */ /** Rain rate in real-world mm/hr. Ponding (decision 10) reads this. */
rainMmPerHour(t) { return field.rainMmPerHour(t); }, rainMmPerHour(t) { return field.rainMmPerHour(t); },