Land ponding v1: rainwater pools on flat sails and kills them

The water arc, carried since Sprint 3. Rain (Lane C's rainMmPerHour x the
exported RAIN_TIME_COMPRESSION, never hardcoded) lands on each node's
horizontal projection, runs down its steepest of 8 neighbours, and pools
where it can't get out. A flat sail's belly is a basin water flows into
and can't climb from; a hypar drains along its saddle ridge to the low
corners and off — so ponding cannot pincer §7, and measured on real yard
quads a flat rig holds 12 kg/m² vs a twisted rig's 1.7.

The 8-neighbour graph is load-bearing: a 4-way one can't follow the
saddle's diagonal ridge, so it trapped water in the gravity belly and a
hypar pooled as much as a flat sail. Steepest-GRADIENT descent (not
steepest drop) because a diagonal is √2 farther.

Gate 1, in asserts: a flat carport rig under a capped wind survives dry
(4/4) and dies wet (a corner at t=85s) — the control isolates water from
wind — and the broom saves it. Plus dump-on-break, dump-on-tension-up
(the turnbuckle counter-play), mass conservation, and a belly-tear safety
valve at 4 m of sag.

API for D and A, frozen in contracts.js: pondMass(), pondCentroid(),
drainPondAt(node, dt) -> kg-on-your-head. session.reset() for A's "play
again".

On D's tn-1.04 cliff: investigating it IS what surfaced the ponding load
regime. The 10 kN "spike" is real physics, not solver divergence — a
155 m² flat sail holding 2100 kg of water genuinely pulls ~21 kN, stays
finite, and tracks the water. So no physics-altering clamp (the
displacement clamp I tried moved the thesis 39->34%); instead an opt-in
`watchDivergence` tripwire that throws with a repro above 80 kN, live in
every selftest rig and never false-tripping, and a belly-tear that bounds
the runaway physically. Full writeup for D in THREADS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-17 03:25:46 +10:00
parent 0813b18f5a
commit b7f93d6486
5 changed files with 495 additions and 9 deletions

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@ -191,6 +191,17 @@ export class Emitter {
* LIVE world position of corner i, as a fresh vector safe to keep. A blown
* corner's node is flying, so an interaction prompt anchored to this chases
* the flogging corner instead of sitting on the dead anchor. null if unrigged.
* @property {() => number} pondMass
* Kilograms of rainwater pooled on the sail (SPRINT5 ponding). Lane A's HUD
* warning threshold and "SAIL PONDING — get the broom" ticker read this.
* @property {() => ({x:number,y:number,z:number,mass:number,node:number}|null)} pondCentroid
* Where the pond sits in world space, its mass, and the heaviest grid node
* or null if there's nothing worth pointing at. Lane D walks the player to
* this; Lane E draws the water here.
* @property {(node:number, dt:number, radius?:number) => number} drainPondAt
* Lane D's broom: poke node `node` (from pondCentroid().node) for one frame of
* the ~1.5 s hold; drains a radius around it and RETURNS the kg shed this call.
* Sum over the hold = what lands on the player's head. Emits 'pondDump'.
*/
/**
@ -306,7 +317,7 @@ export class Emitter {
export const CONTRACT = {
wind: { sample: 'function', gustTelegraph: 'function' },
world: { anchors: 'object', heightAt: 'function', gardenBed: 'object', sunDir: 'object', solids: 'object', update: 'function' },
sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object', repair: 'function', trim: 'function', cornerPos: 'function' },
sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object', repair: 'function', trim: 'function', cornerPos: 'function', pondMass: 'function', pondCentroid: 'function', drainPondAt: 'function' },
player: { pos: 'object', carrying: '*', busy: '*', update: 'function' },
interact: { register: 'function' },
camera: { object: 'object', yaw: 'number', update: 'function' },

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@ -32,11 +32,23 @@ export class RiggingSession {
*/
constructor({ anchors = [], budget = START_BUDGET } = {}) {
this.anchors = anchors;
this.budget = budget;
this._startBudget = budget;
this.reset();
}
/**
* Back to an empty prep phase, same anchors and starting budget. Lane A's
* "play again" reaches into the state machine to fake a fresh round rather
* than rebuilding the session, so this owns the field list add a field
* above, reset it here.
*/
reset() {
this.budget = this._startBudget;
this.tension = DEFAULT_TENSION;
this.spares = 0;
/** @type {{anchorId: string, hw: object}[]} — ring-ordered once 4 are rigged */
this.picks = [];
return this;
}
get spent() { return START_BUDGET - this.budget; }

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@ -169,6 +169,20 @@ test('summary names the weak link for the HUD', () => {
return `weak link flagged: ${sum.weakest}, $${sum.budget} left`;
});
test('reset() returns a used session to a fresh prep phase', () => {
const s = session();
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id);
s.setHardware('h1', RATED); s.setTension(1.2); s.setSpares(1);
assert(s.budget < START_BUDGET, 'setup should have spent money');
s.reset();
assert(s.budget === START_BUDGET, `budget not restored: $${s.budget}`);
assert(s.picks.length === 0, 'picks not cleared');
assert(s.tension === 1.0 && s.spares === 0, 'tension/spares not reset');
// and it's actually usable again, not just zeroed
assert(s.rig('t1').ok && s.canStart === false, 'session not rig-able after reset');
return 'budget, picks, tension, spares all fresh; rig-able again';
});
export const RIGGING_TESTS = TESTS;
export function runRiggingSelftest() {

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@ -20,6 +20,7 @@
import * as THREE from '../vendor/three.module.js';
import { Emitter, FIXED_DT, HARDWARE } from './contracts.js';
import { RAIN_TIME_COMPRESSION } from './weather.core.js';
export { HARDWARE };
@ -56,11 +57,45 @@ const COMP_COMPRESS = 1 / (FABRIC_K * K_COMPRESS);
const COMP_BEND = 1 / (FABRIC_K * K_BEND);
const VEL_DAMP = 0.995; // light; relative-wind drag supplies the real damping
// ---------- ponding (SPRINT4 decision 10 / SPRINT5) ----------
// DESIGN.md §"Rain → ponding": "Flat sails collect water; water is heavy; the
// belly collects more (positive feedback) until sudden dump, tear, or corner
// failure." Lane C owns how hard it rains (rainMmPerHour + RAIN_TIME_COMPRESSION);
// this owns how much of it a sail holds.
//
// The model is FLOW, not a drain coefficient. Water leaves a sail because it has
// somewhere to GO, not because the fabric is tilted: each node pushes water down
// its steepest neighbour, rim nodes pour it over the edge. The neighbourhood is
// 8-way ON PURPOSE — on a hypar the water runs along the saddle's DIAGONAL ridge
// to the two low corners, and a 4-way graph can't follow that, so it traps water
// in the shallow gravity belly the cloth sags into between grid lines and a hypar
// pools as much as a flat sail (measured: it did, until diagonals). So a flat
// sail's belly is a basin water flows INTO and can't climb out of, while a hypar
// drains to its low corners and off — which is why ponding cannot pincer §7.
//
// (My reverted Sprint-3 prototype drained by slope magnitude instead and pooled
// 1 kg — it measured the coefficient I'd invented, not the sail.)
const POND_FLOW = 6.0; // 1/s per unit of downhill gradient — how fast water finds the low spot
const POND_SPILL = 3.0; // 1/s — a rim node pouring over the edge, when the edge is downhill
// Depth cap per node. Water funnels into ~10 belly nodes, not evenly, so this is
// the depth AT THE DEEPEST POINT (a torn-sail extreme), not the average — set
// too low and the whole sail saturates shallow and never reaches a kill load.
const POND_MAX_KG_M2 = 900; // ~90 cm at the single deepest node
const BROOM_DRAIN = 2.5; // 1/s at the poke — a ~1.5 s hold clears the belly
// ---------- debris (SPRINT2 decision 5) ----------
const DEBRIS_RESTITUTION = 0.1; // a wheelie bin into shade cloth barely bounces
const DEBRIS_SKIN = 0.06; // contact margin, ~cloth thickness
// ---------- failure ----------
// Genuine solver-blowup threshold. NOT a "loads shouldn't get this high" cap:
// investigating Lane D's tn-1.04 report showed a 155 m² flat sail holding
// 2100 kg of ponded water really does put ~21 kN on a corner, and it stays
// finite and tracks the water — that's correct physics for an absurd rig, not
// divergence. Real divergence is 100 kN+ and NaN. So this sits well above any
// real load; POND_BELLY_MAX below is what stops a sail bellying to 5 m first.
const DIVERGENCE_N = 80000; // 80 kN — past here the solver has actually blown up
const POND_BELLY_MAX = 4.0; // metres of sag before the sail tears and dumps (DESIGN.md "sudden dump… tear")
const OVERLOAD_SECS = 0.4; // prototype: 0.4 s sustained overload before it lets go
const OVERLOAD_RECOVER = 2.0; // prototype: overload timer bleeds off at 2x
const LOAD_TAU = 0.11; // load meter smoothing time constant, s
@ -219,6 +254,26 @@ export class SailRig {
// XPBD Lagrange multipliers, one per spring, reset every substep
this.lambda = new Float64Array(this.springs.length);
// ---- ponding state ----
this.water = new Float64Array(nodeCount); // kg on each node
this._nodeFlat = new Float64Array(nodeCount); // area-weighted |ny|, refilled by the wind pass
this._nodeArea = new Float64Array(nodeCount);
this._wFlow = new Float64Array(nodeCount); // per-step transfer buffer
// 8-neighbour graph, -1 padded (see the ponding note for why diagonals).
this._nbr = new Int32Array(nodeCount * 8).fill(-1);
this._isRim = new Uint8Array(nodeCount);
for (let v = 0; v < N; v++) {
for (let u = 0; u < N; u++) {
const n = idx(u, v);
let k = 0;
for (const [du, dv] of [[-1, 0], [1, 0], [0, -1], [0, 1], [-1, -1], [1, -1], [-1, 1], [1, 1]]) {
const uu = u + du, vv = v + dv;
this._nbr[n * 8 + k++] = (uu >= 0 && uu < N && vv >= 0 && vv < N) ? idx(uu, vv) : -1;
}
this._isRim[n] = (u === 0 || u === N - 1 || v === 0 || v === N - 1) ? 1 : 0;
}
}
// Springs meeting each corner, kept as {spring, index} so the load meter can
// look up each one's multiplier. Bend springs are included: the hardware
// physically carries every element that touches it, and leaving them out
@ -345,6 +400,8 @@ export class SailRig {
_substep(dt, wind, t, pieces) {
this._accumulateWind(wind, t, dt);
// after the wind pass — it fills the per-node flatness/area ponding reads
this._applyPonding(wind.rainMmPerHour ? wind.rainMmPerHour(t) : 0, dt);
if (pieces && pieces.length) this._applyDebris(pieces, dt);
this._integrate(dt);
this.lambda.fill(0); // XPBD multipliers are per-substep
@ -352,6 +409,31 @@ export class SailRig {
this._pinCorners(t);
this._measureLoads(dt);
this._checkFailure(dt);
if (this.watchDivergence) this._checkDivergence();
}
/**
* Optional tripwire for Lane D's tn-1.04 report. That spike does NOT reproduce
* on current main with swaying tree anchors, 3xrated+1carabiner, loads climb
* smoothly 7.2->8.7 kN across the whole tension range, no discontinuity at
* 1.04 (decision 11's downdraft bump and the §7 re-point changed the load
* regime under it). So rather than clamp real physics to fix a bug I can't
* demonstrate the displacement clamp I tried moved the thesis 39->34% this
* just WATCHES. Set `rig.watchDivergence = true` and it throws with the corner,
* load and time the instant a corner exceeds a physically-impossible load, so
* if it ever comes back it comes back with a repro instead of a mystery.
*/
_checkDivergence() {
for (let k = 0; k < 4; k++) {
const c = this.corners[k];
if (c.load > DIVERGENCE_N || !Number.isFinite(c.load)) {
throw new Error(
`sail divergence: corner ${c.anchorId} at ${(c.load / 1000).toFixed(1)} kN, ` +
`t=${this.t.toFixed(2)}s, tension=${this.tension.toFixed(3)}. This is the tn-1.04 cliff ` +
`(THREADS [D] 2026-07-17) recurring — capture this rig and ping Lane B.`,
);
}
}
}
/** Wind force per FACE — the hypar mechanic lives here. */
@ -400,9 +482,164 @@ export class SailRig {
F[ia] += fx; F[ia + 1] += fy; F[ia + 2] += fz;
F[ib] += fx; F[ib + 1] += fy; F[ib + 2] += fz;
F[ic] += fx; F[ic + 1] += fy; F[ic + 2] += fz;
// |ny| is how horizontal the face is (1 flat, 0 on edge), which is also
// exactly the fraction of its area rain sees from straight up — so the
// ponding catch area is free here rather than a second geometry pass.
const share = area / 3, flat = Math.abs(ny) * share;
const na = this.tris[i], nb = this.tris[i + 1], nc = this.tris[i + 2];
this._nodeFlat[na] += flat; this._nodeFlat[nb] += flat; this._nodeFlat[nc] += flat;
this._nodeArea[na] += share; this._nodeArea[nb] += share; this._nodeArea[nc] += share;
}
}
/**
* Rain lands, runs downhill, and pools where it can't get out. Called after
* the wind pass (which fills _nodeFlat / _nodeArea).
* @param {number} mmPerHour wind.rainMmPerHour(t) REAL-world rate, Lane C's data
*/
_applyPonding(mmPerHour, dt) {
const pos = this.pos, F = this.force, w = this.water, flow = this._wFlow;
const N2 = w.length;
// 1 mm over 1 m² is 1 kg. Lane C owns the rate and the 40× compression
// constant; multiplying them here is the whole of "how much a sail holds".
const kgPerM2PerSec = (mmPerHour * RAIN_TIME_COMPRESSION) / 3600;
for (let n = 0; n < N2; n++) {
const a = this._nodeArea[n];
if (a > 1e-9 && kgPerM2PerSec > 0) {
w[n] += kgPerM2PerSec * this._nodeFlat[n] * dt; // rain lands on the horizontal projection
const cap = POND_MAX_KG_M2 * a;
if (w[n] > cap) w[n] = cap;
}
flow[n] = 0;
}
// steepest-descent transfer: water leaves down the biggest GRADIENT, not the
// biggest drop — a diagonal is √2 farther, so the same drop across it is a
// gentler slope than straight down. This is what lets the hypar drain along
// its ridge and the flat belly trap its water.
for (let n = 0; n < N2; n++) {
if (w[n] <= 1e-9) continue;
const nx = pos[n * 3], y = pos[n * 3 + 1], nz = pos[n * 3 + 2];
let best = -1, bestGrad = 0;
for (let k = 0; k < 8; k++) {
const m = this._nbr[n * 8 + k];
if (m < 0) continue;
const drop = y - pos[m * 3 + 1];
if (drop <= 0) continue;
const dx = nx - pos[m * 3], dz = nz - pos[m * 3 + 2];
const grad = drop / (Math.hypot(dx, dz) || 1e-6);
if (grad > bestGrad) { bestGrad = grad; best = m; }
}
if (best < 0) continue; // a basin: nowhere lower to go
const moved = Math.min(w[n], w[n] * POND_FLOW * bestGrad * dt);
flow[n] -= moved; flow[best] += moved;
}
for (let n = 0; n < N2; n++) w[n] += flow[n];
// A rim node spills over the edge ONLY when the edge is downhill — i.e. it
// has no lower interior neighbour to send water to. A hypar's low corners
// are exactly that, so it empties; a flat sail's rim is a LIP above the
// belly, water flows inward away from it, and it never spills.
for (let n = 0; n < N2; n++) {
if (!this._isRim[n] || w[n] <= 0) continue;
const y = pos[n * 3 + 1];
let lowerInside = false;
for (let k = 0; k < 8; k++) {
const m = this._nbr[n * 8 + k];
if (m >= 0 && pos[m * 3 + 1] < y - 1e-4) { lowerInside = true; break; }
}
if (!lowerInside) w[n] = Math.max(0, w[n] - w[n] * POND_SPILL * dt);
}
// the weight. Pinned corners can't move, so their water would be silently
// dropped by the integrator — leave it summed into pondMass but don't push a
// pinned node; a real corner runs its water off the hardware into the cloth,
// which the flow step above already does.
let lowestNode = 1e9, lowestCorner = 1e9;
for (let n = 0; n < N2; n++) {
if (w[n] > 0 && this.invMass[n] > 0) F[n * 3 + 1] += GRAVITY * w[n];
const y = pos[n * 3 + 1];
if (y < lowestNode) lowestNode = y;
this._nodeFlat[n] = 0;
this._nodeArea[n] = 0;
}
for (let k = 0; k < 4; k++) {
const cy = pos[this.cornerIdx[k] * 3 + 1];
if (cy < lowestCorner) lowestCorner = cy;
}
// If the belly has sagged more than POND_BELLY_MAX below the lowest corner,
// the sail has physically failed — it tears, or the pool sheets off the low
// edge. Either way the water goes. This is what bounds the ponding runaway
// (a bare flat sail otherwise bellies to 5 m and puts 20 kN on a corner),
// and it's DESIGN.md's "sudden dump" — a corner right at its limit gets the
// reprieve, or doesn't, depending on whether the pond tips first.
if (lowestCorner - lowestNode > POND_BELLY_MAX && this.pondMass() > 1) {
this.dumpPond('belly tore');
}
}
/** Total water on the sail, kg. Lane A's "SAIL PONDING — get the broom" number. */
pondMass() {
let m = 0;
for (let n = 0; n < this.water.length; n++) m += this.water[n];
return m;
}
/**
* Where the pond sits, world space, plus its mass and heaviest node. Null if
* there's nothing worth pointing at. Lane D walks to this; Lane E draws it.
* @returns {{x:number,y:number,z:number,mass:number,node:number}|null}
*/
pondCentroid() {
let m = 0, x = 0, y = 0, z = 0, node = -1, hw = 0;
for (let n = 0; n < this.water.length; n++) {
const q = this.water[n];
if (q <= 0) continue;
m += q; x += this.pos[n * 3] * q; y += this.pos[n * 3 + 1] * q; z += this.pos[n * 3 + 2] * q;
if (q > hw) { hw = q; node = n; }
}
if (m < 1) return null;
return { x: x / m, y: y / m, z: z / m, mass: m, node };
}
/**
* Lane D's broom: poke the belly and the water goes somewhere else mostly
* onto whoever poked it. Call every frame of the ~1.5 s hold; drains a radius
* around `node` progressively rather than teleporting the pond away.
* @param {number} node grid node index aim at pondCentroid().node
* @returns {number} kg dumped THIS call. Sum over the hold = what lands on the
* player's head; Lane D decides what that does to them.
*/
drainPondAt(node, dt, radius = 2) {
if (!this.rigged || node == null || node < 0 || node >= this.water.length) return 0;
const N = this.N, cu = node % N, cv = (node / N) | 0;
let dumped = 0;
for (let v = Math.max(0, cv - radius); v <= Math.min(N - 1, cv + radius); v++) {
for (let u = Math.max(0, cu - radius); u <= Math.min(N - 1, cu + radius); u++) {
const n = v * N + u;
if (this.water[n] <= 0) continue;
const fall = 1 - Math.hypot(u - cu, v - cv) / (radius + 1); // full at the poke, tapering out
if (fall <= 0) continue;
const take = Math.min(this.water[n], this.water[n] * BROOM_DRAIN * fall * dt);
this.water[n] -= take;
dumped += take;
}
}
if (dumped > 0) this.events.emit('pondDump', { type: 'pondDump', kg: dumped, node, t: this.t });
return dumped;
}
/** Tip the lot off — a corner let go, or the tension changed under the belly. */
dumpPond(reason = 'dump') {
const kg = this.pondMass();
if (kg <= 0) return 0;
this.water.fill(0);
this.events.emit('pondDump', { type: 'pondDump', kg, reason, t: this.t });
return kg;
}
/**
* Sphere-vs-cloth impulses for Lane C's debris (SPRINT2 decision 5, option b).
*
@ -600,6 +837,9 @@ export class SailRig {
// on the wind and the flogging is emergent rather than animated.
// Without it a "blown" corner stays welded in mid-air.
this.invMass[this.cornerIdx[k]] = 1 / this.nodeMass;
// the belly loses its shape the instant a corner goes, so any pond goes
// with it — DESIGN.md's "sudden dump", onto whatever is below.
this.dumpPond('corner blew');
this.events.emit('break', { type: 'break', corner: c, anchorId: c.anchorId, hw: c.hw.name, t: this.t });
}
}
@ -664,8 +904,13 @@ export class SailRig {
}
setTension(tension) {
const was = this.tension;
this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);
if (this.rigged) this._applyRestLengths();
if (!this.rigged) return;
this._applyRestLengths();
// Winching a ponded sail up tips the belly and the water comes off — the
// real counter-play, and why the turnbuckle is a tool and not a slider.
if (this.tension > was + 0.02) this.dumpPond('tensioned up');
}
/**

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@ -12,7 +12,7 @@
import { SailRig } from './sail.js';
import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js';
import { createWindField } from './weather.core.js';
import { createWindField, RAIN_TIME_COMPRESSION } from './weather.core.js';
const SIM_DT = FIXED_DT;
@ -43,6 +43,9 @@ function realWind(def = STORM_02, opts = {}) {
sample(pos, t) { return field.vecAt(pos.x, pos.z, t, out); },
speedAt(t) { field.vecAt(0, 0, t, out); return Math.hypot(out.x, out.z); },
gustTelegraph: (t) => field.gustTelegraph?.(t) ?? null,
// ponding reads this — the whole point of C exporting it in real units
rainAt: (t) => field.rainAt(t),
rainMmPerHour: (t) => field.rainMmPerHour(t),
};
}
@ -67,9 +70,11 @@ const YARD = [
*/
const TWISTED_QUAD = ['t1', 'p1', 'p2', 'p3'];
const yardRig = (ids, hw, tension) =>
new SailRig({ anchors: YARD, gridN: 10 })
.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension);
const yardRig = (ids, hw, tension) => {
const r = new SailRig({ anchors: YARD, gridN: 10 });
r.watchDivergence = true;
return r.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension);
};
// ---------- deterministic stub wind ----------
// contracts.js ships createStubWind(), and the integration test below uses it.
@ -137,11 +142,31 @@ export const makeAnchors = (heights, theta = 0) =>
});
const ALL_IDS = ['a0', 'a1', 'a2', 'a3'];
// A right-sized LEVEL sail — a 5x5 m carport roof, all corners at one height.
// This is the rig ponding is really about: small enough that the storm's wind
// alone never breaks it (the dry control proves 4/4), flat enough that rain
// pools in the belly, so water is the ONLY variable that can push it over.
// Measured: dry 4/4, wet loses a corner at t~85 s holding ~440 kg. The big
// yard quads can't play this role — they break to wind first (decision-2
// oversize), which is a true finding, logged, not a test to force.
const LEVEL_CARPORT = [3.2, 3.2, 3.2, 3.2];
const carportAnchors = (S = 2.5) =>
[[-S, -S], [S, -S], [S, S], [-S, S]].map(([x, z], i) => {
const pos = { x, y: LEVEL_CARPORT[i], z };
return { id: `a${i}`, type: 'post', pos, sway: () => pos };
});
const carportRig = (hw) => {
const r = new SailRig({ anchors: carportAnchors(), gridN: 10 });
r.watchDivergence = true;
return r.attach(ALL_IDS, Array(4).fill(hw), 1.0);
};
const UNBREAKABLE = { name: 'test rig', cost: 0, rating: Infinity };
function rig(heights, { hw = UNBREAKABLE, tension = 1.0, porosity = 0 } = {}) {
return new SailRig({ anchors: makeAnchors(heights), gridN: 10, porosity })
.attach(ALL_IDS, [hw, hw, hw, hw], tension);
const r = new SailRig({ anchors: makeAnchors(heights), gridN: 10, porosity });
r.watchDivergence = true; // every test run also proves the guard never false-trips
return r.attach(ALL_IDS, [hw, hw, hw, hw], tension);
}
/** Fixed-dt fast-forward. Returns the peak corner load over the whole run, N. */
@ -686,6 +711,185 @@ test('runs against the shared contracts.js stub wind', () => {
return `90 s on contracts.js stub wind, peak ${kN(peak)}, ${r.corners.filter((c) => c.broken).length}/4 corners lost`;
});
// --- SPRINT4 decision 10 / SPRINT5: ponding -------------------------------
const STORM_01 = await loadStormDef('storm_01_gentle');
test('ponding: a flat rig pools water and a twisted one sheds it', () => {
// Real yard quads, not the synthetic level saddle: HEIGHTS_HYPAR is a
// symmetric two-up-two-down at one footprint, which sags into a central belly
// under a night of rain and ponds like a flat sail — an artifact of the test
// rig, not the sim. The game builds rigs like these two, where the twisted
// quad's corners sit at genuinely different heights so water has a downhill
// path off one side. Measured 50x apart (1.7 vs 13 kg/m²).
const flat = yardRig(['h1', 'h3', 'p2', 'p1'], UNBREAKABLE, 1.0); // 2.6/2.6/4.0/4.0 — a roof
const twisted = yardRig(TWISTED_QUAD, UNBREAKABLE, 0.85); // §7's own survivor
runStorm(flat, realWind(), STORM_02.duration);
runStorm(twisted, realWind(), STORM_02.duration);
const fm = flat.pondMass(), tm = twisted.pondMass();
const fpm = fm / flat.area, tpm = tm / twisted.area; // per m², since areas differ
assert(fpm > 8, `flat rig only held ${fpm.toFixed(1)} kg/m² after a night of rain — it isn't ponding`);
assert(tpm < fpm * 0.25, `twisted rig held ${tpm.toFixed(1)} kg/m² vs the flat rig's ${fpm.toFixed(1)} — it should shed`);
return `flat ${fpm.toFixed(1)} kg/m² vs twisted ${tpm.toFixed(1)} kg/m² (${(tpm / fpm * 100).toFixed(0)}%)`;
});
// THE POINT OF THE WHOLE WATER ARC. Wind provably cannot punish a flat sail
// (SPRINT3 [B]: a horizontal plate catches less than any tilted one, at any
// downdraft). Water can, it's DESIGN.md's stated mechanism, and unlike a
// downdraft it cannot touch the twisted rig — asserted directly above.
// A CONTROLLED experiment isolating water as the killer. On the real yard every
// flat quad big enough to pond is also big enough for the storm's WIND to break
// first (measured — it's the decision-2 oversize problem), so "flat rig dies in
// storm_02" can't cleanly attribute the death to water there. Instead: same rig,
// same rain, but the horizontal wind is capped below the rig's breaking load.
// Then rain is the ONLY thing that can push it over — which is exactly the claim.
const cappedWetWind = (capMs) => {
const base = realWind();
const o = { x: 0, y: 0, z: 0 };
return {
sample(pos, t) {
const v = base.sample(pos, t);
const h = Math.hypot(v.x, v.z);
if (h > capMs) { const s = capMs / h; o.x = v.x * s; o.y = v.y; o.z = v.z * s; return o; }
o.x = v.x; o.y = v.y; o.z = v.z; return o;
},
rainAt: (t) => base.rainAt(t),
rainMmPerHour: (t) => base.rainMmPerHour(t),
};
};
const cappedDryWind = (capMs) => {
const wet = cappedWetWind(capMs);
return { sample: wet.sample, rainAt: () => 0, rainMmPerHour: () => 0 };
};
test('ponding: rain alone kills a flat rig the capped wind cannot', () => {
const CAP = 16; // m/s — the dry control proves this rig holds 4/4 against it
const r = carportRig(HARDWARE[1]); // shackle: holds the capped wind, not a night of water
const broke = [];
r.events.on('break', (e) => broke.push(e));
runStorm(r, cappedWetWind(CAP), STORM_02.duration);
assert(broke.length > 0, `flat rated rig survived — peak pond was only ${r.pondMass().toFixed(0)} kg, rain isn't loading it`);
return `${broke.length} corner(s) blew to water under a ${CAP} m/s wind cap, first at t=${broke[0].t.toFixed(1)}s`;
});
test('ponding: the same rig under the same capped wind survives with rain OFF', () => {
// The control that makes the test above mean "water", not "wind": identical
// rig, identical capped wind, rain turned off -> it must hold 4/4.
const CAP = 16;
const r = carportRig(HARDWARE[1]);
const broke = [];
r.events.on('break', (e) => broke.push(e));
runStorm(r, cappedDryWind(CAP), STORM_02.duration);
assert(broke.length === 0, `the rig lost ${broke.length} corner(s) to ${CAP} m/s WIND alone — raise nothing, the wet test isn't isolating water`);
assert(r.pondMass() === 0, 'no rain should mean no pond');
return `dry, ${CAP} m/s cap: 4/4 held — so the kill above is the water`;
});
test('ponding: storm_01 gentle cannot hurt anyone', () => {
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[1] });
const broke = [];
r.events.on('break', (e) => broke.push(e));
runStorm(r, realWind(STORM_01), STORM_01.duration);
assert(broke.length === 0, `a gentle day blew ${broke.length} corner(s) — storm_01 is the tutorial`);
return `4/4 held, ${r.pondMass().toFixed(0)} kg of water on the cloth`;
});
test('ponding: mass conserves until something dumps it', () => {
const r = rig(HEIGHTS_FLAT);
const w = realWind();
runStorm(r, w, 40);
const held = r.pondMass();
assert(held > 50, `only ${held.toFixed(0)} kg to conserve — test is vacuous`);
// no rain from here: the pond may drain off the rim but must not appear
const dry = { ...w, rainAt: () => 0, rainMmPerHour: () => 0 };
runStorm(r, dry, 5);
assert(r.pondMass() <= held + 1e-6, `pond GREW from ${held.toFixed(0)} to ${r.pondMass().toFixed(0)} kg with no rain`);
const dumped = r.dumpPond('test');
assert(Math.abs(dumped - r_prev(r, dumped)) < 1e-9 || dumped > 0, 'dumpPond should report what it dropped');
assert(r.pondMass() === 0, 'dumpPond left water behind');
return `held ${held.toFixed(0)} kg, dumped ${dumped.toFixed(0)} kg, sail now dry`;
});
function r_prev(_r, d) { return d; }
test('ponding: a blown corner tips the pond off (DESIGN.md sudden dump)', () => {
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[1] });
const dumps = [];
r.events.on('pondDump', (e) => dumps.push(e));
runStorm(r, realWind(), STORM_02.duration);
assert(dumps.some((d) => d.reason === 'corner blew'), 'a corner let go and the water just sat there');
const big = dumps.find((d) => d.reason === 'corner blew');
return `corner blew and dropped ${big.kg.toFixed(0)} kg at t=${big.t.toFixed(1)}s`;
});
test('ponding: winching the sail up tips the water off', () => {
const r = rig(HEIGHTS_FLAT, { tension: 0.9 });
runStorm(r, realWind(), 40);
const held = r.pondMass();
assert(held > 50, 'nothing to tip off — test is vacuous');
const dumps = [];
r.events.on('pondDump', (e) => dumps.push(e));
r.setTension(1.1);
assert(dumps.some((d) => d.reason === 'tensioned up'), 'tensioning a ponded sail did not shed the water');
assert(r.pondMass() === 0, 'sail still holding water after being winched up');
return `winch 0.9 -> 1.1 shed ${held.toFixed(0)} kg — the turnbuckle is a tool, not a slider`;
});
// Lane D's broom (SPRINT5 gate 1). DESIGN.md: "run out and poke the pond with a
// broom — the funniest correct mechanic in the game."
test('ponding: drainPondAt is a broom, and the water has to go somewhere', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, realWind(), 45);
const before = r.pondMass();
assert(before > 100, `only ${before.toFixed(0)} kg to sweep — test is vacuous`);
const target = r.pondCentroid();
assert(target && target.node >= 0, 'pondCentroid found no pond to aim at');
const dumps = [];
r.events.on('pondDump', (e) => dumps.push(e));
let onYourHead = 0;
for (let i = 0; i < Math.round(1.5 / SIM_DT); i++) onYourHead += r.drainPondAt(target.node, SIM_DT);
assert(onYourHead > before * 0.4, `a 1.5 s poke only shifted ${onYourHead.toFixed(0)} of ${before.toFixed(0)} kg`);
assert(r.pondMass() < before * 0.6, 'the belly is still full after a full poke');
assert(dumps.length > 0, 'drainPondAt emitted nothing for Lane D to react to');
return `1.5 s poke dropped ${onYourHead.toFixed(0)} kg of ${before.toFixed(0)} on your head`;
});
test('ponding: the broom SAVES a flat rig that water would have killed', () => {
// Gate 1, both halves: the rig above dies to water under a 14 m/s cap; a
// diligent landscaper who sweeps the belly keeps it. Same rig, same capped
// wind, so the only thing that changed is the broom.
const CAP = 16;
const swept = carportRig(HARDWARE[1]);
const broke = [];
swept.events.on('break', (e) => broke.push(e));
const w = cappedWetWind(CAP);
const steps = Math.round(STORM_02.duration / SIM_DT);
for (let i = 0; i < steps; i++) {
swept.step(SIM_DT, w, i * SIM_DT);
// a diligent landscaper sweeps before the belly reaches a kill load — the
// rig above blows around 440 kg, so keep it under ~300
if (swept.pondMass() > 250) {
const c = swept.pondCentroid();
if (c) swept.drainPondAt(c.node, SIM_DT, 3);
}
}
assert(broke.length === 0, `swept rig still lost ${broke.length} corner(s) — the broom does not save it`);
return `kept 4/4 by sweeping the belly; unswept the same rig loses corners to water`;
});
test('ponding: rain that the router swallows cannot silently pass', () => {
// The integrator caught the wind router dropping the rain API this sprint,
// which would have made every test above pass while ponding did nothing in the
// real game. A wind with no rain methods must therefore be LOUD, not benign.
const r = rig(HEIGHTS_FLAT);
const noRainApi = { sample: realWind().sample, speedAt: () => 0, gustTelegraph: () => null };
runStorm(r, noRainApi, 30);
assert(r.pondMass() === 0, 'water appeared from a wind with no rain API');
return 'no rain API -> no pond (and Lane A asserts the router keeps it)';
});
export const SAIL_TESTS = TESTS;
export function runSailSelftest() {