Tripwire the wind router; take Lane C's gardenExposure helper

The router is a hand-maintained delegation list and it has already cost us once:
when Lane C added rainMmPerHour/rainDepthMm, it didn't forward them, and nothing
went red — every suite holds a real wind, only the GAME holds the router. Lane B's
ponding would have passed every assert it had and done nothing in the yard; the
integrator caught it by hand at merge.

The class matters more than the instance. Sprint 5's headline system is Lane C's
hailAt(), and decision 13 hangs the whole garden score off it — the same silent
swallow would make rigging look irrelevant to the garden all over again, which is
the exact thing the sprint exists to fix. The assert diffs the router against a
real wind and names what's missing. Verified it fires rather than just passing:
rebuilt Sprint 4's pre-fix router and it reports exactly rainMmPerHour,
rainDepthMm.

Garden drain now goes through sky.gardenExposure() — same arithmetic, but it's
Lane C's term to own, and decision 13 extends precisely this shape, so hail lands
as one added term rather than a rewrite. Numbers unmoved: good rig 53%.

Also re-measured Sprint 4's headline finding against a TRUE control (fresh boot,
nothing ever rigged, shadow over bed 0.000) because my original control left the
previous round's sail in the shadow grid: no-sail is 48.5% vs a good rig's 53%.
The finding stands, and decision 13's premise with it.

Selftest 209/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-17 02:55:32 +10:00
parent 0813b18f5a
commit eb6986d1a0
2 changed files with 81 additions and 10 deletions

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@ -65,9 +65,18 @@ function createGarden(world) {
get hp() { return hp; },
get state() { return state; },
reset() { hp = 100; state = 'full'; world.setPlants('full'); },
/** @param {number} rain 0..1 @param {number} dry 0..1 fraction kept dry by the sail */
step(dt, rain, dry) {
if (rain > 0) hp = Math.max(0, hp - GARDEN_DRAIN * rain * (1 - dry) * dt);
/**
* @param {number} dt
* @param {number} exposure 0..1 how hard the bed is being hit right now.
* 0 = nothing reaching it (no weather, or cloth is over it); 1 = taking it
* full in the open. Lane C's sky.gardenExposure() computes it.
*
* SPRINT5 decision 13 lands here and nowhere else: garden damage becomes
* hail exposure + a small rain drain, so this stays one number and the
* only change is which helper(s) feed it.
*/
step(dt, exposure) {
if (exposure > 0) hp = Math.max(0, hp - GARDEN_DRAIN * exposure * dt);
const next = hp > 66 ? 'full' : hp > 33 ? 'tattered' : 'dead';
if (next !== state) { state = next; world.setPlants(next); }
},
@ -134,9 +143,21 @@ export function createGame() {
* Shelters are applied to every storm rather than just the active one: they
* describe the yard's trees, which don't stop existing when the weather turns.
*
* **This delegation list is hand-maintained, and that has already cost us
* once.** When Lane C added rainMmPerHour/rainDepthMm for ponding, this router
* didn't forward them: every test still passed, because tests hold a real wind
* while only the GAME holds the router so B's ponding would have been green
* across the board and done nothing in the actual yard. The integrator caught it
* by hand at merge.
*
* Anything new on the wind contract must be added here too. `js/tests/a.test.js`
* has a tripwire that diffs this object against a real wind and fails naming
* whatever is missing, so the next omission is a red test rather than a system
* that silently isn't plugged in.
*
* @param {object[]} all every wind this session can switch between
*/
function createWindRouter(all) {
export function createWindRouter(all) {
let active = all[0];
const router = {
@ -515,12 +536,15 @@ export async function boot(opts = {}) {
sky?.step(dt, windT, { sail: rig });
rigging.update(dt, windT);
// Decision 7: what kills the garden is rain that the sail didn't stop.
// Only during the storm — the calm day's drizzle is scenery.
// Decision 7: what hurts the garden is weather the sail didn't stop. Only
// during the storm — the calm day's drizzle is scenery.
//
// Through Lane C's combined helper rather than my own rain × (1 shadow):
// it's the same arithmetic, it's their term to own, and SPRINT5 decision 13
// extends exactly this shape (+ gardenHailExposure) — so when hail lands
// this is one added term here, not a rewrite.
if (game.phase === 'storm') {
const rain = wind.rainAt(windT);
const dry = sky?.rainShadowOver ? sky.rainShadowOver(world.gardenBed) : 0;
garden.step(dt, rain, dry);
garden.step(dt, sky?.gardenExposure ? sky.gardenExposure(world.gardenBed, windT) : 0);
}
}

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@ -7,8 +7,9 @@ import * as THREE from '../../vendor/three.module.js';
import { FIXED_DT, STORM_LEN, YARD, checkContract, createStubWind } from '../contracts.js';
import { createWorld, heightAt } from '../world.js';
import { createCameraRig } from '../camera.js';
import { createGame } from '../main.js';
import { createGame, createWindRouter } from '../main.js';
import { orderRing } from '../sail.js';
import { loadStorm, createWind } from '../weather.js';
import { assert, assertEq, assertLess, fixedLoop } from '../testkit.js';
/** @param {import('../testkit.js').Suite} t */
@ -50,6 +51,52 @@ export default async function run(t) {
assertEq(checkContract('game', createGame()).join('; '), '');
});
// --- the wind router -----------------------------------------------------
t.test('wind router forwards EVERYTHING the real wind exposes', async () => {
// This exists because the omission it catches has already shipped once.
//
// Lane C added rainMmPerHour/rainDepthMm for ponding; main.js's router — a
// hand-maintained delegation list — didn't forward them. Nothing went red:
// every suite holds a real wind, and only the GAME holds the router. So
// Lane B's ponding would have passed every assert it had and done nothing
// in the actual yard, and it took the integrator noticing by hand at merge.
//
// The class of bug is worse than the instance. Sprint 5's headline system is
// Lane C's hailAt(), and decision 13 hangs the entire garden score off it —
// so the same silent swallow would make rigging look irrelevant to the
// garden all over again, which is the exact thing this sprint exists to fix.
// Diffing the two objects means the next omission is a red test that names
// the missing member, rather than a system that quietly isn't plugged in.
const real = createWind(await loadStorm('storm_02_wildnight'));
const router = createWindRouter([real]);
const missing = Object.keys(real).filter((k) => !(k in router));
assert(missing.length === 0,
`the wind router swallows ${missing.join(', ')} — add ${missing.length > 1 ? 'them' : 'it'} ` +
`to createWindRouter in main.js, or the game silently runs without ${missing.length > 1 ? 'those' : 'that'}`);
// Present isn't enough — a forwarded method has to actually reach the wind.
const wrongType = Object.keys(real).filter((k) => typeof real[k] === 'function' && typeof router[k] !== 'function');
assert(wrongType.length === 0, `router has ${wrongType.join(', ')} but not as callable(s)`);
});
t.test('wind router delegates live — use() re-points every consumer at once', async () => {
// The router's whole reason to exist: consumers bind once at construction,
// so a storm swap has to be a re-point rather than a re-wire.
const gentle = createWind(await loadStorm('storm_01_gentle'));
const wild = createWind(await loadStorm('storm_02_wildnight'));
const router = createWindRouter([gentle, wild]);
const at = new THREE.Vector3(0, 0, 0);
router.use(gentle);
const calm = router.speedAt(at, 60);
router.use(wild);
const gale = router.speedAt(at, 60);
assertLess(calm, gale, 'swapping to the wild night must change what consumers read');
assertEq(router.def, wild.def, 'def follows the active storm (skyfx reads it at construction)');
});
// --- camera --------------------------------------------------------------
t.test('camera keeps a clear line to the player from every angle', () => {