Merge remote-tracking branch 'origin/lane/c'
# Conflicts: # THREADS.md
This commit is contained in:
commit
ac5021d279
68
THREADS.md
68
THREADS.md
@ -576,3 +576,71 @@ Format: `[lane letter] YYYY-MM-DD — note`
|
||||
the gust tell. Cheap fixes in your court: lift the hemisphere light's ground colour, or I can bake a
|
||||
little emissive into the leaf material so gums stay readable from underneath. Say the word and it's
|
||||
one constant in my palette — not touching it unprompted since lighting is yours.
|
||||
above was measured through them. (Confirmed on my side — every number below came through them too.)
|
||||
|
||||
[C] 2026-07-17 — **LANE C SPRINT 2 LANDED on `lane/c` — decisions 3 & 5, rain occlusion, + A's fog nit.**
|
||||
Selftest **134/0/0** (was 121; +13 Lane C asserts). Rebased on gate-1 main. Four pushes, small commits.
|
||||
Thanks A for doing my §C.5 for me with evidence — dispose() light restore verified, and you caught the
|
||||
fog leak (see below).
|
||||
|
||||
[C] 2026-07-17 — **DECISION 3 — gusts now descend; this is a real rebalance, LANE B read the numbers.**
|
||||
Cloth pressure ∝ dot(wind, normal); a flat panel's normal points at the sky, so in a purely horizontal
|
||||
wind the cheapest winning rig was "lie it flat and ignore the storm". Fixed: per-gust downdraft fraction
|
||||
in storm JSON (`gusts.downdraft`, 0..1, validated), storm_02 0.3 / storm_01 0.18 / default 0.25, each
|
||||
gust varying 0.6–1.4×. `wind.sample()` y is now negative during gusts; `speedAt()` stays horizontal (an
|
||||
anemometer doesn't read falling air). Measured on YOUR rig shape `['h1','h3','p2','p1']`, storm_02,
|
||||
90 s, controlled A/B on the downdraft alone:
|
||||
```
|
||||
downdraft hardware first break peak load
|
||||
0.0 rated shackle never 1929 N
|
||||
0.3 rated shackle never 4165 N ← +116% peak, still survives
|
||||
0.0 shackle never 1929 N
|
||||
0.3 shackle t=20.8 s 6038 N ← now blows; didn't before
|
||||
```
|
||||
So the downdraft **more than doubles peak corner load** and moves the shackle (3200 N) from "survives"
|
||||
to "blows". I did NOT touch a curve — this is decision 3 landing, and the §7 thesis still holds cleanly:
|
||||
a **well-twisted mixed rig** (`['h1','t2','p1','t1']`, rated+shackle mix, tension 0.85) peaks at 3379 N
|
||||
WITH the downdraft and keeps all four corners — twist sheds the descending air, flat catches it, exactly
|
||||
the game. The downdraft sharpens the choice, it doesn't break it. **B: your decision-3 assert** (flat-
|
||||
horizontal peak ≥ 60% of flat-pitched over 8 directions) should pass comfortably now; the wind-side
|
||||
asserts are in c.test ('gusts carry a downdraft…', 'downdraft does not re-time the storm').
|
||||
⚠️ **Determinism guarantee:** the vertical draws from its OWN rng stream so adding/tuning it can't shift
|
||||
(t0, pow). Your hand-verified cascade (carabiner t=45.4, p2 t=56) is untouched — asserted.
|
||||
|
||||
[C] 2026-07-17 — **DECISION 5 — `debris.pieces` FROZEN in contracts.js. B, this is your seam.** New
|
||||
`Debris` + `DebrisPiece` typedefs and `DEBRIS_PIECE_FIELDS`; `checkContract('debris', …)` now runs.
|
||||
Shape you can rely on inside `sail.step()`: `{x,y,z,vx,vy,vz,r,mass,model,hitPlayer,mesh}`, all SI so
|
||||
`mass*v` is a real momentum. Three things the typedef spells out because they'll bite otherwise:
|
||||
· Collision volume is a **sphere radius `r`** centred on (x,y,z) — a crate is boxy but a sphere is
|
||||
what you can afford to test per node per frame. `y` is the CENTRE, rests at `heightAt(x,z)+r`.
|
||||
· The array is **mutated in place** — pieces splice out on despawn. Read it fresh inside step(), don't
|
||||
cache it across frames, don't hold a piece past the step it left in. `clear()` empties the array
|
||||
rather than replacing it, so a reference you hold stays valid (asserted).
|
||||
· Don't move `piece.mesh` — Lane C drives it from the sim each step; you'd be fighting me.
|
||||
|
||||
[C] 2026-07-17 — **RAIN STOPS AT THE CLOTH (§C.3).** Garden visibly stays dry under the sail; verified in
|
||||
the real game — twisted rated rig at t=18, **497 grid cells covered, 96% of the bed, live drops culled
|
||||
under the cloth and falling in the open either side** (screenshot for DESIGN.md). Cost 0.041 ms/rebuild
|
||||
×10/s = **0.41 ms/s**, negligible vs your 0.63 ms frame. Reads `rig.pos`/`rig.tris` only — nothing new
|
||||
from B. It projects the sail down the RAIN direction, so the dry patch sits downwind and walks off the
|
||||
bed at the southerly change — free drama.
|
||||
❓ **LANE A — design call, not mine: which shadow drives garden HP?** `skyfx.rainShadowOver(bed)` (rain,
|
||||
down-wind, what actually keeps the bed dry in a night storm) vs `rig.coverageOver(bed, world.sunDir)`
|
||||
(sun, which at night is a number about nothing). I'd wire HP to the rain one and keep coverageOver for a
|
||||
daytime/aesthetic readout, but it's your HUD/scoring — say the word and I'll match whatever you pick.
|
||||
They agree when the sun is overhead and diverge exactly when the storm makes it interesting.
|
||||
|
||||
[C] 2026-07-17 — **FOG — fixed, thanks A.** `dispose()` captured `scene.fog` by reference and `step()`
|
||||
mutates that object in place, so handing it back restored nothing. Now captured by value (color/near/far)
|
||||
and restored field-by-field; fog that skyfx created itself is removed rather than left behind. Asserted
|
||||
in c.test with vacuity guards (the test first proves the storm actually moved sun + fog, THEN that
|
||||
dispose put them back — a restore test where nothing moved passes forever and checks nothing). Your
|
||||
rebuild-on-phase-change path is clean now in both directions.
|
||||
|
||||
[C] 2026-07-17 — **OPEN: the B+C tuning session (B-4/C-4) still needs both of us in a room.** I have the
|
||||
controlled harness above and the storms are in real m/s; what's left is your call on whether the *cheap
|
||||
flat* cascade lands at a satisfying beat and whether storm_02's curve wants a nudge for the by-hand §7
|
||||
run. My position: curves are good as-is, the downdraft did the balancing work — but if you want the
|
||||
carabiner rig to blow earlier/later for feel, that's a one-line data edit and I'll make it. Ping when
|
||||
sail-side tuning is settled and we lock constants together. (weather_demo.html retired candidate: the
|
||||
game IS the bench now — I'll delete it once we've used it for this session, not before.)
|
||||
|
||||
@ -13,7 +13,8 @@
|
||||
"maxGap": 14,
|
||||
"powBase": 2,
|
||||
"powRand": 3,
|
||||
"powRamp": 2
|
||||
"powRamp": 2,
|
||||
"downdraft": 0.18
|
||||
},
|
||||
|
||||
"dirCurve": [[0, 0.9], [45, 1.0], [90, 1.15]],
|
||||
|
||||
@ -11,13 +11,16 @@
|
||||
|
||||
"baseCurve": [[0, 7.0], [15, 11.0], [40, 17.0], [60, 20.0], [78, 19.0], [90, 16.0]],
|
||||
|
||||
"_gusts_comment": "downdraft = fraction of gust power that blows DOWN, per gust (each gust varies 0.6-1.4x this). A gust front is descending air, not just faster air; without it a flat horizontal sail sheds everything and ignoring the storm is the winning move. 0.3 here because a wild night should punish a flat rig hard.",
|
||||
|
||||
"gusts": {
|
||||
"firstAt": 3,
|
||||
"minGap": 5.5,
|
||||
"maxGap": 11,
|
||||
"powBase": 3,
|
||||
"powRand": 5,
|
||||
"powRamp": 7
|
||||
"powRamp": 7,
|
||||
"downdraft": 0.3
|
||||
},
|
||||
|
||||
"dirCurve": [[0, 0.85], [50, 0.95], [55, 0.6], [59, -1.25], [70, -1.45], [90, -1.35]],
|
||||
|
||||
@ -190,6 +190,48 @@ export class Emitter {
|
||||
* @property {boolean} broken
|
||||
*/
|
||||
|
||||
/**
|
||||
* DEBRIS — Lane C implements. Lane B consumes `pieces` inside sail.step().
|
||||
*
|
||||
* SPRINT2 decision 5: the sail reads the pieces and applies its own impulses,
|
||||
* rather than debris.js reaching into the cloth. Momentum bookkeeping stays in
|
||||
* the one integrator that owns the nodes. That makes `pieces` a real contract
|
||||
* surface, so it is **frozen** here: fields below are what Lane B may rely on.
|
||||
*
|
||||
* @typedef {object} Debris
|
||||
* @property {DebrisPiece[]} pieces
|
||||
* Live pieces, newest last. The ARRAY IS MUTATED IN PLACE each step — pieces
|
||||
* are spliced out when they leave the yard, so don't hold a reference to it
|
||||
* across frames, and don't hold a piece past the step it despawned in. Read it
|
||||
* fresh inside step(). Order is not stable.
|
||||
* @property {(dt:number, t:number, world?:object) => void} step Fixed dt. Deterministic.
|
||||
* @property {(ev:object, t:number) => DebrisPiece} spawn
|
||||
* @property {(map:Object<string,THREE.Object3D>) => Debris} setModels
|
||||
* @property {() => void} clear
|
||||
*/
|
||||
|
||||
/**
|
||||
* One airborne object. Frozen shape — Lane C will not remove or repurpose these.
|
||||
*
|
||||
* The collision volume is a SPHERE of radius `r` centred on (x,y,z): a crate is
|
||||
* boxy, but a sphere is what you can afford to test against every cloth node,
|
||||
* every frame. Everything is SI — metres, m/s, kg — so `mass * v` is a real
|
||||
* momentum you can subtract from.
|
||||
*
|
||||
* @typedef {object} DebrisPiece
|
||||
* @property {number} x
|
||||
* @property {number} y Centre, not base. Rests at heightAt(x,z) + r.
|
||||
* @property {number} z
|
||||
* @property {number} vx
|
||||
* @property {number} vy
|
||||
* @property {number} vz
|
||||
* @property {number} r Collision sphere radius, m.
|
||||
* @property {number} mass kg. Crate 9, tub 5, bin 14.
|
||||
* @property {string} model Key into models/debris/, e.g. 'BlueCrate_v2'.
|
||||
* @property {boolean} hitPlayer Already knocked the player down once.
|
||||
* @property {THREE.Object3D|null} mesh Render instance. Lane C drives it; don't move it.
|
||||
*/
|
||||
|
||||
/**
|
||||
* PLAYER — Lane D implements.
|
||||
*
|
||||
@ -258,6 +300,20 @@ export const CONTRACT = {
|
||||
interact: { register: 'function' },
|
||||
camera: { object: 'object', yaw: 'number', update: 'function' },
|
||||
game: { phase: 'string', on: 'function' },
|
||||
debris: { pieces: 'object', step: 'function', spawn: 'function', setModels: 'function', clear: 'function' },
|
||||
};
|
||||
|
||||
/**
|
||||
* The frozen DebrisPiece fields (SPRINT2 decision 5). Lane B's sail.step() reads
|
||||
* these off `debris.pieces` and applies impulses from them, so renaming one is a
|
||||
* breaking change to someone else's integrator, not a local tidy-up. Asserted
|
||||
* against live pieces in c.test.js — if this table and debris.js disagree, the
|
||||
* selftest says so before Lane B's cloth does.
|
||||
*/
|
||||
export const DEBRIS_PIECE_FIELDS = {
|
||||
x: 'number', y: 'number', z: 'number',
|
||||
vx: 'number', vy: 'number', vz: 'number',
|
||||
r: 'number', mass: 'number', model: 'string',
|
||||
};
|
||||
|
||||
/**
|
||||
|
||||
@ -22,6 +22,112 @@ const CALM_SKY = new THREE.Color(0x9fc4e8);
|
||||
const STORM_SKY = new THREE.Color(0x2a2f3a);
|
||||
const NIGHT_SKY = new THREE.Color(0x11141c);
|
||||
|
||||
// ------------------------------------------------------------ rain shadow
|
||||
/**
|
||||
* Where the sail is keeping the ground dry (SPRINT2 §Lane C.3).
|
||||
*
|
||||
* This is the RAIN shadow, not the sun shadow. Rain arrives along the wind, so
|
||||
* the dry patch sits downwind of the cloth and slides across the yard as the
|
||||
* wind swings — at the southerly change it walks right off the garden, which is
|
||||
* free drama and the honest physics.
|
||||
*
|
||||
* Cheap on purpose: ray-testing 3 k drops against 162 triangles every frame is
|
||||
* ~486 k intersections for an effect nobody inspects closely. Instead we project
|
||||
* the sail's triangles ALONG the rain onto the ground and rasterise them into a
|
||||
* coarse grid, a few times a second — the cloth moves slowly next to the rain.
|
||||
* Per-drop cost is then one projection and one array read.
|
||||
*
|
||||
* Reads `rig.pos`/`rig.tris`, which are already the surface Lane A's sail view
|
||||
* consumes, so this needs nothing new from Lane B.
|
||||
*/
|
||||
export class RainShadow {
|
||||
constructor(o = {}) {
|
||||
this.n = o.cells ?? 64; // ~0.56 m over a 36 m span
|
||||
this.half = o.half ?? 18;
|
||||
this.groundY = o.groundY ?? 0;
|
||||
this.ceil = new Float32Array(this.n * this.n); // sail height per cell, 0 = open sky
|
||||
this.live = false;
|
||||
this.dx = 0; this.dy = -1; this.dz = 0;
|
||||
}
|
||||
|
||||
_idx(gx, gz) {
|
||||
const i = Math.floor(((gx + this.half) / (this.half * 2)) * this.n);
|
||||
const j = Math.floor(((gz + this.half) / (this.half * 2)) * this.n);
|
||||
if (i < 0 || j < 0 || i >= this.n || j >= this.n) return -1;
|
||||
return j * this.n + i;
|
||||
}
|
||||
|
||||
/** @param {object} rig Lane B's SailRig @param {number} dx,dy,dz unit rain direction */
|
||||
update(rig, dx, dy, dz) {
|
||||
this.live = false;
|
||||
if (!rig || !rig.pos || !rig.tris || dy > -1e-3) return; // rain must fall
|
||||
this.ceil.fill(0);
|
||||
this.dx = dx; this.dy = dy; this.dz = dz;
|
||||
|
||||
const pos = rig.pos, tris = rig.tris, cellW = (this.half * 2) / this.n;
|
||||
const gx = [0, 0, 0], gz = [0, 0, 0], gy = [0, 0, 0];
|
||||
for (let i = 0; i < tris.length; i += 3) {
|
||||
for (let k = 0; k < 3; k++) {
|
||||
const a = tris[i + k] * 3;
|
||||
const vy = pos[a + 1];
|
||||
const tt = (vy - this.groundY) / -dy; // slide down the rain to the ground
|
||||
gx[k] = pos[a] + dx * tt;
|
||||
gz[k] = pos[a + 2] + dz * tt;
|
||||
gy[k] = vy;
|
||||
}
|
||||
const d = (gz[1] - gz[2]) * (gx[0] - gx[2]) + (gx[2] - gx[1]) * (gz[0] - gz[2]);
|
||||
if (Math.abs(d) < 1e-9) continue; // degenerate once projected
|
||||
|
||||
const minX = Math.min(gx[0], gx[1], gx[2]), maxX = Math.max(gx[0], gx[1], gx[2]);
|
||||
const minZ = Math.min(gz[0], gz[1], gz[2]), maxZ = Math.max(gz[0], gz[1], gz[2]);
|
||||
for (let px = minX; px <= maxX + cellW; px += cellW) {
|
||||
for (let pz = minZ; pz <= maxZ + cellW; pz += cellW) {
|
||||
const c = this._idx(px, pz);
|
||||
if (c < 0) continue;
|
||||
// barycentric, with a little slop so cracks between tris don't leak rain
|
||||
const l1 = ((gz[1] - gz[2]) * (px - gx[2]) + (gx[2] - gx[1]) * (pz - gz[2])) / d;
|
||||
const l2 = ((gz[2] - gz[0]) * (px - gx[2]) + (gx[0] - gx[2]) * (pz - gz[2])) / d;
|
||||
const l3 = 1 - l1 - l2;
|
||||
if (l1 < -0.05 || l2 < -0.05 || l3 < -0.05) continue;
|
||||
const y = l1 * gy[0] + l2 * gy[1] + l3 * gy[2];
|
||||
if (y > this.ceil[c]) this.ceil[c] = y;
|
||||
}
|
||||
}
|
||||
this.live = true;
|
||||
}
|
||||
}
|
||||
|
||||
/** Has a drop here already been stopped by the cloth? */
|
||||
occluded(x, y, z) {
|
||||
if (!this.live) return false;
|
||||
const tt = (y - this.groundY) / -this.dy;
|
||||
const c = this._idx(x + this.dx * tt, z + this.dz * tt);
|
||||
if (c < 0) return false;
|
||||
const ceil = this.ceil[c];
|
||||
return ceil > 0 && y < ceil; // above the cloth it hasn't hit yet
|
||||
}
|
||||
|
||||
/** 0..1 of a ground rect under cover. Same rect shape as sailRig.coverageOver. */
|
||||
fractionOver(rect, cols = 6, rows = 4) {
|
||||
if (!this.live) return 0;
|
||||
let hit = 0;
|
||||
for (let i = 0; i < cols; i++) {
|
||||
for (let j = 0; j < rows; j++) {
|
||||
const x = rect.x + ((i + 0.5) / cols - 0.5) * rect.w;
|
||||
const z = rect.z + ((j + 0.5) / rows - 0.5) * rect.d;
|
||||
const c = this._idx(x, z);
|
||||
if (c >= 0 && this.ceil[c] > 0) hit++;
|
||||
}
|
||||
}
|
||||
return hit / (cols * rows);
|
||||
}
|
||||
}
|
||||
|
||||
/** Rain velocity, m/s. One definition, used by the drops and by the shadow. */
|
||||
function rainVelocity(w, intensity, out) {
|
||||
return out.set(w.x * 0.55, -(9 + intensity * 4), w.z * 0.55);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- rain
|
||||
function createRain(opts) {
|
||||
const max = opts.maxDrops ?? 3000;
|
||||
@ -55,22 +161,29 @@ function createRain(opts) {
|
||||
const q = new THREE.Quaternion();
|
||||
const up = new THREE.Vector3(0, 1, 0);
|
||||
const vel = new THREE.Vector3();
|
||||
const unit = new THREE.Vector3();
|
||||
const scale = new THREE.Vector3(1, 1, 1);
|
||||
const zero = new THREE.Vector3();
|
||||
// zero-scale: an instance that renders to nothing
|
||||
const HIDDEN = new THREE.Matrix4().makeScale(0, 0, 0);
|
||||
|
||||
return {
|
||||
mesh,
|
||||
/** @param {THREE.Vector3} camPos @param {THREE.Vector3} w local wind */
|
||||
step(dt, camPos, w, intensity) {
|
||||
/**
|
||||
* @param {THREE.Vector3} camPos
|
||||
* @param {THREE.Vector3} w local wind
|
||||
* @param {RainShadow} [shadow] drops under the cloth are not drawn
|
||||
*/
|
||||
step(dt, camPos, w, intensity, shadow) {
|
||||
const n = Math.floor(max * clamp01(intensity));
|
||||
mesh.count = n;
|
||||
if (n === 0) return;
|
||||
|
||||
const fall = 9 + intensity * 4;
|
||||
// rain leans into the wind; that lean IS the readout of how hard it's blowing
|
||||
vel.set(w.x * 0.55, -fall, w.z * 0.55);
|
||||
rainVelocity(w, intensity, vel);
|
||||
const fall = -vel.y;
|
||||
const speed = vel.length() || 1;
|
||||
q.setFromUnitVectors(up, vel.clone().divideScalar(speed));
|
||||
q.setFromUnitVectors(up, unit.copy(vel).divideScalar(speed));
|
||||
// streak stretches with speed — drizzle is dots, a squall is lines
|
||||
scale.set(1, Math.min(2.6, 0.35 + speed * 0.055), 1);
|
||||
m.compose(zero, q, scale);
|
||||
@ -91,6 +204,15 @@ function createRain(opts) {
|
||||
if (py[i] < groundY) py[i] += height;
|
||||
else if (py[i] > top) py[i] -= height;
|
||||
|
||||
// Under the cloth this drop was stopped up there. Keep simulating it —
|
||||
// it wraps back to the top and rains again beyond the sail's edge — but
|
||||
// don't draw it. A degenerate matrix is cheaper than reshuffling the
|
||||
// instance list, and InstancedMesh has no per-instance visibility.
|
||||
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];
|
||||
@ -322,6 +444,9 @@ export function createSkyFx(o = {}) {
|
||||
|
||||
const rain = createRain({ groundY: o.groundY ?? 0 });
|
||||
if (scene) scene.add(rain.mesh);
|
||||
const shadow = new RainShadow({ groundY: o.groundY ?? 0 });
|
||||
const rainDir = new THREE.Vector3();
|
||||
let shadowTick = 0;
|
||||
|
||||
const audio = createAudio((wind && wind.seed) || 1);
|
||||
|
||||
@ -337,10 +462,19 @@ export function createSkyFx(o = {}) {
|
||||
dome.renderOrder = -1;
|
||||
if (scene) scene.add(dome);
|
||||
|
||||
// remember what world.js handed us, so dispose() puts it back exactly
|
||||
// Remember what world.js handed us, so dispose() puts it back exactly.
|
||||
// Fog is captured BY VALUE, not by reference: step() mutates that very object
|
||||
// in place, so `scene.fog = original.fog` restores the object we just spent a
|
||||
// storm wrecking. Lane A caught it — sun and hemi came back exactly and the fog
|
||||
// stayed where the storm left it. Harmless today only because the next skyfx
|
||||
// immediately re-drives it, which is exactly the kind of bug that waits.
|
||||
const ownsFog = !!scene && !scene.fog;
|
||||
const original = {
|
||||
background: scene ? scene.background : null,
|
||||
fog: scene ? scene.fog : null,
|
||||
fogColor: scene && scene.fog ? scene.fog.color.clone() : null,
|
||||
fogNear: scene && scene.fog ? scene.fog.near : 0,
|
||||
fogFar: scene && scene.fog ? scene.fog.far : 0,
|
||||
sun: sun ? sun.intensity : 0,
|
||||
hemi: hemi ? hemi.intensity : 0,
|
||||
};
|
||||
@ -360,9 +494,22 @@ export function createSkyFx(o = {}) {
|
||||
const w = new THREE.Vector3();
|
||||
|
||||
const fx = {
|
||||
rain, audio, dome,
|
||||
rain, audio, dome, shadow,
|
||||
get flash() { return flash; },
|
||||
|
||||
/**
|
||||
* 0..1 of a ground rect the sail is keeping dry, right now.
|
||||
*
|
||||
* Lane A: this is NOT `rig.coverageOver(bed, world.sunDir)`. That one is the
|
||||
* SUN shadow — the summer-afternoon question. This is the RAIN shadow, which
|
||||
* arrives along the wind, sits downwind of the cloth, and walks across the
|
||||
* yard when the wind swings. During a storm at night the sun shadow is a
|
||||
* number about nothing; this is the one that says whether the garden is
|
||||
* getting hit. Which of the two drives garden HP is a design call, not mine —
|
||||
* flagged in THREADS. Cheap either way: reads the grid we already built.
|
||||
*/
|
||||
rainShadowOver(rect) { return shadow.fractionOver(rect); },
|
||||
|
||||
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
|
||||
unlockAudio() { audio.unlock(); },
|
||||
|
||||
@ -422,7 +569,16 @@ export function createSkyFx(o = {}) {
|
||||
domeTex.offset.y = (domeTex.offset.y + scroll * dt * 0.12) % 1;
|
||||
|
||||
// --- rain ---
|
||||
rain.step(dt, camPos, w, intensity);
|
||||
// Rebuild the shadow a few times a second, not every frame: the cloth
|
||||
// moves slowly next to the rain, and this is the only part that costs.
|
||||
shadowTick -= dt;
|
||||
if (shadowTick <= 0) {
|
||||
shadowTick = 0.1;
|
||||
rainVelocity(w, intensity, rainDir);
|
||||
const len = rainDir.length() || 1;
|
||||
shadow.update(world.sail, rainDir.x / len, rainDir.y / len, rainDir.z / len);
|
||||
}
|
||||
rain.step(dt, camPos, w, intensity, shadow);
|
||||
|
||||
// --- audio ---
|
||||
audio.setLevels(speed, intensity);
|
||||
@ -454,7 +610,14 @@ export function createSkyFx(o = {}) {
|
||||
scene.remove(rain.mesh);
|
||||
scene.remove(dome);
|
||||
scene.background = original.background;
|
||||
scene.fog = original.fog;
|
||||
if (ownsFog) {
|
||||
scene.fog = null; // we brought it; we take it
|
||||
} else if (original.fog) {
|
||||
scene.fog = original.fog;
|
||||
original.fog.color.copy(original.fogColor);
|
||||
original.fog.near = original.fogNear;
|
||||
original.fog.far = original.fogFar;
|
||||
}
|
||||
}
|
||||
if (sun) sun.intensity = original.sun;
|
||||
if (hemi) hemi.intensity = original.hemi;
|
||||
|
||||
@ -15,8 +15,10 @@
|
||||
|
||||
import * as THREE from '../../vendor/three.module.js';
|
||||
import { assert, fixedLoop } from '../testkit.js';
|
||||
import { FIXED_DT, checkContract } from '../contracts.js';
|
||||
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 { weatherCases } from './weather.selftest.js';
|
||||
|
||||
const STORMS = ['storm_01_gentle', 'storm_02_wildnight'];
|
||||
@ -43,12 +45,34 @@ export default async function run(t) {
|
||||
const pos = new THREE.Vector3(3, 0, -2);
|
||||
const a = wind.sample(pos, 12.5);
|
||||
assert(a instanceof THREE.Vector3, 'sample did not return a THREE.Vector3');
|
||||
assert(a.y === 0, `wind should be horizontal, got y=${a.y}`);
|
||||
assert(Number.isFinite(a.x) && Number.isFinite(a.y) && Number.isFinite(a.z),
|
||||
`sample returned a non-finite vector: ${a.x},${a.y},${a.z}`);
|
||||
// out param must not change the answer, only where it lands
|
||||
const out = new THREE.Vector3();
|
||||
const b = wind.sample(pos, 12.5, out);
|
||||
assert(b === out, 'out param was ignored');
|
||||
assert(a.x === b.x && a.z === b.z, 'out param changed the result');
|
||||
assert(a.x === b.x && a.y === b.y && a.z === b.z, 'out param changed the result');
|
||||
});
|
||||
|
||||
// This assert used to read `a.y === 0` — "wind should be horizontal". SPRINT2
|
||||
// decision 3 made that false on purpose: gusts now descend, which is what makes
|
||||
// a flat sail pay. Keeping the useful half — y is downward-or-zero, never up,
|
||||
// and never garbage — so player shove and rain angle can still trust the sign.
|
||||
t.test('vertical wind is downward-only, and only during gusts', () => {
|
||||
const wind = createWind(storms.storm_02_wildnight);
|
||||
const pos = new THREE.Vector3(0, 1.7, 0);
|
||||
const v = new THREE.Vector3();
|
||||
let sawDown = false;
|
||||
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
|
||||
wind.sample(pos, time, v);
|
||||
assert(v.y <= 1e-9, `wind blew UP (y=${v.y.toFixed(3)}) at t=${time.toFixed(2)}`);
|
||||
if (v.y < -1) sawDown = true;
|
||||
});
|
||||
assert(sawDown, 'never saw a downdraft worth the name in a whole wild night');
|
||||
// and the wind meter must stay horizontal — a falling gust shouldn't spike the HUD
|
||||
const calm = wind.speedAt(pos, 0.5);
|
||||
assert(Math.abs(calm - Math.hypot(wind.sample(pos, 0.5).x, wind.sample(pos, 0.5).z)) < 1e-9,
|
||||
'speedAt() is not the horizontal magnitude of sample()');
|
||||
});
|
||||
|
||||
// Lifted from a.test.js onto the real wind (Lane A's note in this file's
|
||||
@ -70,6 +94,122 @@ export default async function run(t) {
|
||||
assert(edges >= 5, `only ${edges} gusts telegraphed in a ${wind.duration}s storm — too quiet to test`);
|
||||
});
|
||||
|
||||
// --- SPRINT2 decision 5: debris.pieces is Lane B's to read, so it's frozen ---
|
||||
t.test('debris conforms and its pieces match the frozen shape', () => {
|
||||
const wind = createWind(storms.storm_02_wildnight);
|
||||
const debris = createDebris({ wind });
|
||||
assert(checkContract('debris', debris).length === 0, checkContract('debris', debris).join('; '));
|
||||
|
||||
const p = debris.spawn({ model: 'BlueCrate_v2', lateral: 0 }, 40);
|
||||
for (const [field, want] of Object.entries(DEBRIS_PIECE_FIELDS)) {
|
||||
const got = typeof p[field];
|
||||
assert(got === want, `piece.${field} is ${got}, contract says ${want}`);
|
||||
if (want === 'number') assert(Number.isFinite(p[field]), `piece.${field} is not finite`);
|
||||
}
|
||||
assert(debris.pieces.includes(p), 'spawn() returned a piece that is not in pieces');
|
||||
assert(p.r > 0 && p.mass > 0, 'a piece with no radius or no mass cannot be collided with');
|
||||
|
||||
// The array is mutated in place and pieces are spliced on despawn — that's
|
||||
// documented, and B reads it fresh inside step(). Prove clear() empties it
|
||||
// rather than swapping in a new array behind their reference.
|
||||
const ref = debris.pieces;
|
||||
debris.clear();
|
||||
assert(ref === debris.pieces && debris.pieces.length === 0,
|
||||
'clear() replaced the pieces array instead of emptying it — B holds a reference');
|
||||
});
|
||||
|
||||
// Lane A rebuilds skyfx on every phase change, so dispose() is on the hot path.
|
||||
// They verified sun/hemi restore exactly and spotted that fog didn't; this pins
|
||||
// both. The vacuity guards matter — a restore test where nothing ever moved is
|
||||
// a test that passes forever and checks nothing.
|
||||
t.test('skyfx.dispose() hands the scene back exactly as it found it', () => {
|
||||
const scene = new THREE.Scene();
|
||||
scene.background = new THREE.Color(0x9fc4e8);
|
||||
scene.fog = new THREE.Fog(0x9fc4e8, 30, 140);
|
||||
const camera = new THREE.PerspectiveCamera();
|
||||
const sun = new THREE.DirectionalLight(0xfff4e0, 2.0);
|
||||
const hemi = new THREE.HemisphereLight(0xbfd8ff, 0x3a4a2a, 1.8);
|
||||
const before = {
|
||||
bg: scene.background, fogColor: scene.fog.color.getHex(),
|
||||
fogNear: scene.fog.near, fogFar: scene.fog.far,
|
||||
sun: sun.intensity, hemi: hemi.intensity, children: scene.children.length,
|
||||
};
|
||||
|
||||
const wind = createWind(storms.storm_02_wildnight);
|
||||
const sky = createSkyFx({ scene, camera, wind, sun, hemi });
|
||||
fixedLoop(40, FIXED_DT, (dt, time) => sky.step(dt, time, {}));
|
||||
|
||||
assert(sun.intensity < before.sun * 0.9, 'the storm never dimmed the sun — this test proves nothing');
|
||||
assert(scene.fog.near !== before.fogNear, 'the storm never touched the fog — this test proves nothing');
|
||||
|
||||
sky.dispose();
|
||||
assert(sun.intensity === before.sun, `sun left at ${sun.intensity}, want ${before.sun}`);
|
||||
assert(hemi.intensity === before.hemi, `hemi left at ${hemi.intensity}, want ${before.hemi}`);
|
||||
assert(scene.background === before.bg, 'scene.background not restored');
|
||||
assert(scene.fog.color.getHex() === before.fogColor,
|
||||
`fog colour left at #${scene.fog.color.getHex().toString(16)}, want #${before.fogColor.toString(16)}`);
|
||||
assert(scene.fog.near === before.fogNear && scene.fog.far === before.fogFar,
|
||||
`fog left at near=${scene.fog.near} far=${scene.fog.far}, want ${before.fogNear}/${before.fogFar}`);
|
||||
assert(scene.children.length === before.children,
|
||||
`skyfx left ${scene.children.length - before.children} object(s) in the scene`);
|
||||
});
|
||||
|
||||
// --- SPRINT2 §Lane C.3: rain has to stop at the cloth ---
|
||||
// Driven with a synthetic 4×4 m panel rather than a whole cloth sim: the thing
|
||||
// under test is the projection, and a flat panel makes the right answer
|
||||
// something you can work out on paper.
|
||||
const PANEL = {
|
||||
pos: new Float32Array([-2, 3, -2, 2, 3, -2, 2, 3, 2, -2, 3, 2]),
|
||||
tris: [0, 1, 2, 0, 2, 3],
|
||||
};
|
||||
|
||||
t.test('rain shadow: straight-down rain leaves a dry patch under the panel', () => {
|
||||
const s = new RainShadow();
|
||||
s.update(PANEL, 0, -1, 0);
|
||||
assert(s.live, 'shadow never built');
|
||||
assert(s.occluded(0, 1, 0), 'drop directly under the panel is still falling');
|
||||
assert(s.occluded(1.5, 0.1, 1.5), 'drop near the panel corner is still falling');
|
||||
assert(!s.occluded(0, 5, 0), 'drop ABOVE the panel was culled — it has not hit yet');
|
||||
assert(!s.occluded(8, 1, 0), 'drop well clear of the panel was culled');
|
||||
assert(!s.occluded(0, 1, 9), 'drop well clear of the panel was culled');
|
||||
});
|
||||
|
||||
t.test('rain shadow leans with the rain, and follows the wind round', () => {
|
||||
const s = new RainShadow();
|
||||
// rain driving hard along +x: the dry ground moves +x, out from under the panel
|
||||
s.update(PANEL, 0.6, -0.8, 0);
|
||||
const shift = 3 * (0.6 / 0.8); // 3 m of fall × the lean
|
||||
assert(s.occluded(shift, 0.05, 0), `dry patch is not downwind at x=${shift.toFixed(2)}`);
|
||||
assert(!s.occluded(-shift, 0.05, 0), 'dry patch went UPWIND — the projection is inverted');
|
||||
|
||||
// swing the wind 180° and the patch has to swap sides. This is the southerly
|
||||
// change: the sail stops covering the bed without a single corner failing.
|
||||
s.update(PANEL, -0.6, -0.8, 0);
|
||||
assert(s.occluded(-shift, 0.05, 0), 'dry patch did not follow the wind round');
|
||||
assert(!s.occluded(shift, 0.05, 0), 'dry patch stayed put when the wind swung');
|
||||
});
|
||||
|
||||
t.test('rain shadow: no sail, no shelter', () => {
|
||||
const s = new RainShadow();
|
||||
s.update(null, 0, -1, 0);
|
||||
assert(!s.live && !s.occluded(0, 1, 0), 'sheltered by a sail that does not exist');
|
||||
// and rain that is not falling can't cast a shadow (guards a divide by ~0)
|
||||
s.update(PANEL, 1, 0, 0);
|
||||
assert(!s.live, 'horizontal rain projected to infinity instead of bailing out');
|
||||
});
|
||||
|
||||
t.test('rain shadow: fractionOver reads a rect the way coverageOver does', () => {
|
||||
const s = new RainShadow();
|
||||
s.update(PANEL, 0, -1, 0);
|
||||
// the panel spans x,z in [-2,2]; a rect inside it is fully covered
|
||||
assert(s.fractionOver({ x: 0, z: 0, w: 2, d: 2 }) === 1,
|
||||
'a rect wholly under the panel is not fully covered');
|
||||
assert(s.fractionOver({ x: 12, z: 0, w: 2, d: 2 }) === 0,
|
||||
'a rect nowhere near the panel is covered');
|
||||
const half = s.fractionOver({ x: 2, z: 0, w: 4, d: 2 });
|
||||
assert(half > 0.2 && half < 0.8, `a rect straddling the edge reads ${half}, want a partial`);
|
||||
});
|
||||
|
||||
t.test('every storm in data/storms/ loads and validates', () => {
|
||||
// loadStorm throws on invalid, so reaching here with all of them is the pass
|
||||
assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');
|
||||
|
||||
@ -280,6 +280,97 @@ export function weatherCases(storms) {
|
||||
assert(Math.abs(luvS - luvB) < 1e-9, 'upwind side is being sheltered — shadow is pointing the wrong way');
|
||||
});
|
||||
|
||||
// ---- 9. vertical gust structure (SPRINT2 decision 3) ----
|
||||
// Cloth pressure goes with dot(wind, normal). A flat horizontal panel's normal
|
||||
// points at the sky, so in a perfectly horizontal wind that dot is ~0 and the
|
||||
// cheapest winning rig is "lie it flat and ignore the storm" — the opposite of
|
||||
// the game. Gust fronts are descending air, and descending air hits a flat
|
||||
// panel square on. Lane B owns the cloth-side assert; these are the wind side.
|
||||
test('gusts carry a downdraft, and still air does not', () => {
|
||||
const f = createWindField(storms.storm_02_wildnight);
|
||||
let peakDown = 0, betweenMax = 0;
|
||||
for (let t = 0; t <= f.duration; t += DT) {
|
||||
const v = f.gustVertical(t);
|
||||
assert(v <= 1e-12, `vertical wind went UP (${v.toFixed(2)}) at t=${t.toFixed(2)} — downdraft only`);
|
||||
const live = f.gusts.some((g) => t > g.t0 && t < g.endAt);
|
||||
if (live) peakDown = Math.min(peakDown, v);
|
||||
else betweenMax = Math.max(betweenMax, Math.abs(v));
|
||||
}
|
||||
metrics['storm_02.peakDowndraft'] = +peakDown.toFixed(2);
|
||||
assert(betweenMax === 0, `air is falling between gusts (${betweenMax}) — downdraft must be a gust feature`);
|
||||
assert(peakDown < -2, `peak downdraft only ${peakDown.toFixed(2)} m/s — a flat sail would still shrug it off`);
|
||||
});
|
||||
|
||||
test('downdraft tracks its own gust and its JSON fraction', () => {
|
||||
const def = storms.storm_02_wildnight;
|
||||
const f = createWindField(def);
|
||||
const frac = def.gusts.downdraft;
|
||||
for (const g of f.gusts) {
|
||||
assert(g.down >= frac * 0.6 - 1e-9 && g.down <= frac * 1.4 + 1e-9,
|
||||
`gust at t=${g.t0.toFixed(1)} has down=${g.down.toFixed(3)}, outside 0.6–1.4× of ${frac}`);
|
||||
// minGap >= GUST.TOTAL means gusts never overlap, so at hold it's exactly this gust
|
||||
const atHold = f.gustVertical(g.t0 + 3);
|
||||
assert(Math.abs(atHold - -(g.pow * g.down)) < 1e-9,
|
||||
`at gust hold vertical is ${atHold.toFixed(3)}, want ${(-g.pow * g.down).toFixed(3)}`);
|
||||
}
|
||||
});
|
||||
|
||||
test('downdraft 0 gives a perfectly horizontal wind', () => {
|
||||
const def = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
|
||||
def.gusts.downdraft = 0;
|
||||
const f = createWindField(def);
|
||||
const out = { x: 0, y: 0, z: 0 };
|
||||
for (let t = 0; t <= f.duration; t += 0.05) {
|
||||
f.vecAt(2, -1, t, out);
|
||||
assert(out.y === 0, `y=${out.y} at t=${t.toFixed(2)} with downdraft 0 — the opt-out leaks`);
|
||||
}
|
||||
});
|
||||
|
||||
test('downdraft does not re-time the storm', () => {
|
||||
// The vertical draws from its own RNG stream precisely so that adding or
|
||||
// tuning it can't shift gust times or powers. Lane A hand-drove storm_02 and
|
||||
// watched the carabiner blow at t=45.4 and p2 cascade at t=56; a downdraft
|
||||
// tweak silently moving those would be a nasty way to lose an afternoon.
|
||||
const base = storms.storm_02_wildnight;
|
||||
const a = createWindField(base);
|
||||
for (const dd of [0, 0.1, 0.25, 0.5, 1]) {
|
||||
const d = JSON.parse(JSON.stringify(base));
|
||||
d.gusts.downdraft = dd;
|
||||
const b = createWindField(d);
|
||||
assert(a.gusts.length === b.gusts.length, `downdraft ${dd} changed the gust count`);
|
||||
a.gusts.forEach((g, i) => {
|
||||
assert(g.t0 === b.gusts[i].t0,
|
||||
`downdraft ${dd} moved gust ${i} from t=${g.t0.toFixed(3)} to ${b.gusts[i].t0.toFixed(3)}`);
|
||||
assert(g.pow === b.gusts[i].pow, `downdraft ${dd} changed gust ${i}'s power`);
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
test('at a gust peak the downdraft is a real fraction of the horizontal', () => {
|
||||
const f = createWindField(storms.storm_02_wildnight);
|
||||
const out = { x: 0, y: 0, z: 0 };
|
||||
let bestRatio = 0, atT = 0;
|
||||
for (let t = 0; t <= f.duration; t += DT) {
|
||||
f.vecAt(0, 0, t, out);
|
||||
const horiz = Math.hypot(out.x, out.z);
|
||||
if (horiz < 1) continue;
|
||||
const r = Math.abs(out.y) / horiz;
|
||||
if (r > bestRatio) { bestRatio = r; atT = t; }
|
||||
}
|
||||
metrics['storm_02.peakVerticalRatio'] = +bestRatio.toFixed(3);
|
||||
assert(bestRatio > 0.12,
|
||||
`strongest downdraft is only ${(bestRatio * 100).toFixed(0)}% of the horizontal wind (t=${atT.toFixed(1)}) — a flat sail still shrugs`);
|
||||
});
|
||||
|
||||
test('validator rejects a bad downdraft', () => {
|
||||
for (const dd of [-0.1, 1.5, NaN, 'lots']) {
|
||||
const d = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
|
||||
d.gusts.downdraft = dd;
|
||||
const { ok } = validateStorm(d, 'broken');
|
||||
assert(!ok, `validator ACCEPTED downdraft = ${dd}`);
|
||||
}
|
||||
});
|
||||
|
||||
return { cases, metrics };
|
||||
}
|
||||
|
||||
|
||||
@ -130,17 +130,29 @@ function sampleAngleCurve(curve, t) {
|
||||
|
||||
// ---------- gust timeline ----------
|
||||
// Prototype: pow = 12 + rand*16 + 10*p, next = t + 5 + rand*7. Same shape, from JSON.
|
||||
export const DEFAULT_DOWNDRAFT = 0.25;
|
||||
|
||||
export function buildGustTimeline(def, seed) {
|
||||
const g = def.gusts || {};
|
||||
const rng = mulberry32(seed >>> 0);
|
||||
// Vertical draws from its OWN stream, deliberately. Pulling it from `rng`
|
||||
// would shift every subsequent (t0, pow) and silently re-time storms that are
|
||||
// already tuned and hand-verified — A drove storm_02 and watched the carabiner
|
||||
// blow at t=45.4 and cascade at t=56, one second after the change. Adding a
|
||||
// downdraft shouldn't move that.
|
||||
const rngV = mulberry32((seed ^ 0x0d0117) >>> 0);
|
||||
const minGap = g.minGap ?? 5, maxGap = g.maxGap ?? 12;
|
||||
const downFrac = g.downdraft ?? DEFAULT_DOWNDRAFT;
|
||||
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 });
|
||||
// Not every gust slams down the same: some roll through nearly flat, some
|
||||
// are a proper little downburst. 0.6–1.4× the storm's fraction.
|
||||
const down = downFrac * (0.6 + rngV() * 0.8);
|
||||
out.push({ t0: t, pow, down, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
|
||||
t += minGap + rng() * Math.max(0, maxGap - minGap);
|
||||
}
|
||||
return out;
|
||||
@ -190,6 +202,26 @@ export function createWindField(def, opts = {}) {
|
||||
return sampleAngleCurve(def.dirCurve, t) + wAmp * Math.sin(t * wRate);
|
||||
}
|
||||
|
||||
/**
|
||||
* Vertical wind, m/s. NEGATIVE = downward. Zero between gusts.
|
||||
*
|
||||
* A gust front is descending air, not just faster air. Without this the field
|
||||
* is perfectly horizontal, and a horizontal sail is a free lunch: cloth
|
||||
* pressure goes with dot(wind, normal), a flat panel's normal points at the
|
||||
* sky, and the dot product is ~0 no matter how hard it blows. So the cheapest
|
||||
* winning rig was "lie it flat and ignore the storm", which is the opposite of
|
||||
* the game (SPRINT2 decision 3). A downdraft hits a flat panel square on.
|
||||
*/
|
||||
function gustVertical(t) {
|
||||
let v = 0;
|
||||
for (let i = 0; i < gusts.length; i++) {
|
||||
const g = gusts[i];
|
||||
if (t <= g.t0) break; // sorted — nothing later is live
|
||||
if (t < g.endAt) v -= gustEnvelope(t - g.t0, g.pow) * g.down;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
// ---- 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
|
||||
@ -278,7 +310,13 @@ export function createWindField(def, opts = {}) {
|
||||
},
|
||||
get shelters() { return shelters; },
|
||||
|
||||
/** Scalar wind speed (m/s) at a point. The cheap path — no allocation. */
|
||||
/**
|
||||
* Scalar wind speed (m/s) at a point — HORIZONTAL only, which is what an
|
||||
* anemometer reads and what the HUD, rain and grass want. The gust downdraft
|
||||
* is deliberately not in here: a wind meter jumping because air is falling
|
||||
* past it would read as a bug. Use vecAt/sample for the full 3D vector.
|
||||
* The cheap path — no allocation.
|
||||
*/
|
||||
speedAt(x, z, t) {
|
||||
const uni = uniformSpeed(t);
|
||||
const d = dirAt(t);
|
||||
@ -289,16 +327,18 @@ export function createWindField(def, opts = {}) {
|
||||
dirAt,
|
||||
uniformSpeed,
|
||||
gustOnly,
|
||||
gustVertical,
|
||||
|
||||
/** 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);
|
||||
const m = spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ);
|
||||
let s = uni * m;
|
||||
if (s < 0) s = 0;
|
||||
out.x = dirX * s;
|
||||
out.y = 0; // wind is horizontal; lift is the sail's job (Lane B)
|
||||
out.y = gustVertical(t) * m; // gust fronts descend — see gustVertical()
|
||||
out.z = dirZ * s;
|
||||
return out;
|
||||
},
|
||||
@ -375,6 +415,10 @@ export function validateStorm(def, name = 'storm') {
|
||||
// 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');
|
||||
const dd = g.downdraft ?? DEFAULT_DOWNDRAFT;
|
||||
if (!Number.isFinite(dd) || dd < 0 || dd > 1) {
|
||||
bad(`gusts.downdraft must be 0..1 — the fraction of gust power that blows DOWN — got ${dd}`);
|
||||
}
|
||||
}
|
||||
|
||||
for (const e of def.events || []) {
|
||||
|
||||
Loading…
Reference in New Issue
Block a user