SPRINT10 gate 1. Adopts SPRINT10's spelling — `work: 'bracket' | 'cloth'` — as
canonical over the boolean I proposed in Sprint 9: naming the mechanism
positively beats a negation, and it's the field A is emitting. Sprint 9's
`worksAtBracket` is still honoured so nothing that already sets it breaks, and
`type === 'house'` remains the fallback, so site_01 is a no-op (verified live:
no anchor there carries either field, and fascia/post/tree verdicts are
unchanged).
Keyed to E's SHIPPED carport_01_v1.glb rather than my invented numbers, and it
confirms the audit exactly — it also carries BOTH mechanisms on one structure,
so a per-structure rule would still have been wrong:
beam_anchor_01/02 y=2.36 anchor_type "carport" rating_hint 0.22
post_anchor_01/02 y=1.75 anchor_type "carport_post" rating_hint 0.30
The beam sits over a 1.72 m person's 2.20 m reach and needs the ladder; the post
doesn't. Neither is typed 'house', so un-declared they BOTH fall back to "ground
work" and canReach waves a 2.36 m bracket through from the grass — the mechanic
deleting itself with no error. That regression is now pinned by a test.
E: the beam is the double trap — your worst rating in the game AND the one that
costs a ladder trip. That reads as a rule, not a bug, which is what §Lane D asks
for. A: the mapping you want is beam→bracket, post→cloth.
63 Lane D asserts headless, 288/0/0 in the browser.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT9 task for B+D. The demoted guard compared the worst corner's mean LOAD
across two windows and called the difference a "trend". The integrator's
diagnosis was that its clock was wrong — held at t=0, storm_02's compressed
rain ponds the cloth during the guard's own windows. That mechanism is real,
but it is not the bug, and neither of the two suggested fixes works. Measured
on the dressed yard, 0 s settle vs 12 s:
probe under CALM, held in prep 13% vs 17%
probe under STORM, held clock 24% vs 104%
probe under STORM, advancing clock 24% vs 104%
probe under STORM, RAINLESS 17% vs 96%
Every variant is either flat — calm cannot excite the cloth, so the guard is
vacuous and passes forever — or INVERTED, firing hardest on the properly
settled rig. Rain is not the culprit: the rainless probe ponds 1 kg and still
inverts. Advancing the clock isn't a fix either, because RAIN_TIME_COMPRESSION
is 40× and 4 s of storm is 160 s of rain regardless.
What a load-trend measures is the rig LOADING UP when the wind changes, and a
taut settled cloth ramps harder than a limp unsettled one (0.63 -> 1.23 kN vs
0.44 -> 0.52). The observable was pointed at the storm's arrival, not at the
cloth. No threshold, clock or rain switch fixes that.
"Settled" is a statement about the cloth, so ask the cloth. sail.js gains
nodeSpeed(): RMS node speed out of verlet. Sampled over 2 s of the same calm
prep the rig already stands in — no wind change to ramp against, no compressed
rain, and nothing left in the rig but two more seconds of prep a player does
anyway. Measured:
settle 0 s 4 s 12 s 30 s
speed 0.19 0.014 0.017 0.007 m/s (pyrrhic quad: 0.23 -> 0.028)
An order of magnitude, in the direction the word means. Absolute check at
0.08 m/s, not a trend: the cloth breathes at 0.02 and the transient sits at
0.19, so there is real room for a line.
Promoted back from warn to a hard failure — and it earns that by being able to
fail. `the settled-at-entry guard can fail` flies the same line with NO settle
and asserts the guard refuses it. A guard nobody has seen fail is
indistinguishable from one that cannot, which is exactly how this one survived
two sprints being both vacuous and inverted. The control is flown up front in
run(), because Suite.test() does not await.
The old guard also left 43 kg of water and 4 s of storm load in the rig before
the storm started; the suite was flying a wet rig into a dry entry. It didn't
move the peaks (the storm's own peak dwarfs it) but it was never true.
D: this is yours to veto. Selftest 277 passed, 0 failed, 0 skipped.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
site_audit answers "is this site winnable?" before it ships — the check that
was missing when SPRINT6 shipped a yard whose bed-covering quad pulled 7.4 kN
against a shop that holds 6.5. It enumerates in-band quads, flies the real
storm headless, maps each corner to the cheapest tier that holds it, and
verdicts against the $80 budget. On backyard_01 it independently reproduces
THE LINE: p1,p2,p3,p4 at $65 + $15 spare, matching balance.test to within 2%.
It also caught three of my own bugs, which is the point of building it:
· it settled on STORM wind frozen at t=0 — the exact anti-pattern
balance.test documents at 1.94 kN vs 0.40 kN. Now settles on the calm
day on a running clock, the way main.js does.
· peakLoad is peak-since-ATTACH, so the settle transient was being
reported as a storm peak. sail.js gains resetPeaks().
· its p4 was typed from world.js's postSpecs, missing that posts are RAKED
8° away from centre — 0.56 m off. The audit now re-derives all four posts
from live world.js on every run and hard-fails on drift.
That last check is deliberately narrow. Node CANNOT dress: dress() needs
GLTFLoader (bare 'three') and fetch()es .glb over file://. createWorld() still
SUCCEEDS in node — it just returns the GRAYBOX yard, house at x=±5, no branch
anchors. So a headless tool that "reads world.js for the real yard" gets the
fictional x=±5 house that cost two sprints. Reading live code is not reading
truth. Verified in-browser: the dump matches the dressed yard on all 12
anchors. Posts are the only thing dress() never touches, so they're the only
thing worth cross-checking — and that check is what caught p4.
C IS RIGHT ABOUT p1 AND I WAS WRONG, for the third time. My comment claimed
C's 1.08 kN didn't reproduce, that p1 peaked at 1.27 and the line won on TIME
rather than headroom. Re-measured on the dressed yard, same flight:
shade cloth p1 0.98 kN 0/4 lost membrane p1 1.23 kN p1 LETS GO
p1 never touches its 1.2 kN rating on cloth — 18% of real headroom. Where 1.27
came from: a loadout where a corner BROKE and dumped its share onto p1 (the
same quad with hardware the budget can't buy reads 2.48). Any p1 number
gathered without checking `lost` measures a cascade, not a fabric.
So the fabric is the decision, not a skin: 0.98 vs 1.23 against a 1.20 rating
is the difference between the $5 carabiner holding the wild night and failing
it. New assert `fabric decides p1` locks that in, so nobody has to trust the
paragraph.
selftest.html rendered ['A'..'E'] while importing BAL too, so the balance
suite ran, counted toward the summary, and had every row silently dropped —
including, had one gone red, the row saying which assert failed. The merge
gate was invisible in its own report. My bug: I added the import, not the
renderer. Now derived from the report.
Selftest: 276 passed, 0 failed, 0 skipped (LANE BAL now visible).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT9 §Lane D: "play site_02 cold and log where the verbs break (the ladder
assumes fascia height; the carport may not have one)". site_02 isn't landed yet,
so I audited the verb against it instead of waiting.
The seam is real but it isn't height — it's that `needsLadder` is spelled
`type === 'house'`, and contracts.js types anchors as a closed enum
('house'|'tree'|'post') that E's carport doesn't fit. The failure mode is what
makes it worth fixing now: if needsLadder says false, interact's canReach returns
TRUE UNCONDITIONALLY, so the player re-rigs a 2.6 m bracket standing on the grass
and the mechanic silently stops existing. Same disease as StumbleBack's dead
threshold and the camera-less shadow grid — a rule keyed on the wrong thing,
failing open with no error.
A pure height test is NOT the fix: posts (3.95 m) and tree limbs (5.05 m) are
higher than the fascia and need no ladder, because you work the CLOTH there and
the bracket here. So needsLadder now reads data first —
`anchor.worksAtBracket` — exactly like anchor.ratingHint already does from the
GLB's userData, and falls back to site_01's type. Nothing on site_01 carries the
flag, so it's a no-op there (asserted). Lane A/E: set it in the site JSON and the
ladder follows the site with no code change.
Also made ladder.js headless-importable (lazy GLTFLoader, same as broom.js),
because d.test.js was testing fakeLadder's hand-copied duplicate of needsLadder
rather than the rule itself — a rule the suite re-implements is one it cannot
catch drifting. Verified the ladder's GLB still loads in the browser.
62 Lane D asserts headless, 275/0/0 in the browser.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
carport_01 is site_02's dressing and its whole design. DESIGN.md wants the
corner block anchor-poor, and the interesting way to build that isn't to give
the yard nothing — an empty yard is just a smaller yard. It's to give it
something that looks like four free anchors and isn't. Light posts on small
pads, a beam sized for one sheet of roofing: tie 25 m2 to it in a southerly and
you take the carport, not the shackle. Ships with the worst ratings in the game
(beam 0.22 vs the fascia's 0.35) and collateral="carport", pinned in e.test.js
below the fascia with the reason attached, so nobody quietly fixes them upward
and turns the site back into a small yard.
The pyrrhic card is the third outcome on the same camera: dawn, bed green, gnome
standing, sail post down across the yard behind him. Warm light on purpose — a
pyrrhic result is a win, and the wreckage is the price, not the verdict. Copy
goes to Lane A in THREADS; cardpreview renders all three.
277/0/0, Lane E 60 asserts, 39/39 output files byte-identical.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
$80 win re-verified on rebased main (porous + 0.40, hp 52, 1 lost). Not
flipping 0.40 until B's fabric is selectable — the win needs porous cloth.
Handed A the site-JSON venturi shape to wire from their extraction.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A venturi is a shelter's opposite — a gap between buildings SPEEDS the wind up
when it blows along the gap's axis. Where a tree shadow depends on being downwind
of the tree, a venturi depends on the wind being ALIGNED with a fixed axis the
SITE owns, so it fires only when the storm's direction swings to match: the
corner block is calm until the southerly comes through, then it screams. That
interplay is exactly SPRINT9's brief — funnel geometry is the site's, the wind
that funnels is the storm's.
Extends the existing shelter system rather than bolting on a parallel one:
speedAt/vecAt/verticalAt all route through one localHoriz, which now folds
venturiFactor in alongside spatialFactor and shelterFactor. The downdraft rides
local speed, so a funnelled wind gets a proportionally stronger downdraft for
free — physically right.
`setVenturi(list)` on the wind + router (A's "add it to the router too" rule; the
tripwire is green). Inert on an empty list, so backyard_01 is byte-identical —
asserted. Multiplier is ALWAYS ≥ 1 (a venturi accelerates, never shelters), and
it's C1-continuous through the change, so it can't snap a corner — both asserted
(aligned wind boosts 1.5×, crosswind exactly 1.0×, max frame jump 0.50 m/s).
Data lives in site JSON (A's schema, arriving with the extraction) — this is the
physics + the setter, ready to wire. Proposed shape flagged for A in THREADS.
Also fixed a stale comment: storm_02's _gusts_comment still said "HELD at 0.12
for now" from Sprint 3 while the value has been 0.45 since Sprint 4 — a lying
comment in a repo that reads comments as canon. Now records the real history and
the pending paired-0.40 flip.
Selftest 278/0/0; node 55/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Selftest 275/0/0. balance.test: **$80 · shade cloth · p1,p2,p3,p4 ->
hp 63, 0/4 lost — CLEAN WIN.** First time the wild night has been
winnable without sacrificing the rig. C found the line and the $10 gap;
this spends both levers together, as they only work together.
Fabric is priced at $0 BOTH WAYS, and that is a finding, not laziness.
SPRINT6 asked me to price the difference; I measured it and there is no
price at which membrane is a sane buy — it is dominated:
buys: +26% hail, but only on the PEA-hail nights (hailBlockFor(0.7,
0.3)=0.74), which are the easy ones — on storm_02 (1.3) and the
ice night (1.4) a knit already blocks 100%, because a 2 cm stone
can't pass a 2 mm weave (C's ruling). Plus rain, at 0.25 of the
drain vs hail's 5.0 — ~5% of the damage.
costs: double the wind load, and it PONDS.
Charge for that and you've shipped a trap. Free, it's DESIGN.md's actual
words — "fabric choice is a forecast bet" — and the bet is real: cloth on
the windy nights, membrane when the hail is small and the wind is mild.
If A ever raises rain's weight, membrane earns a price.
Wired C's hailBlockFor into skyfx.gardenHailExposure, which nothing
consumed — without it the fabric choice would have been cosmetic, which
is the bug class this repo keeps finding.
I did NOT reproduce C's numbers, and the comment says so rather than
repeating them. C reported p1 dropping to 1.08 kN (under a carabiner's
1.2) with cloth + 0.40. I measure 1.27, and p1 never crosses under 1.2 at
any combo. The line still wins on a $5 carabiner — but because 1.27 vs
1.2 is a 6% overshoot and breaking needs 0.4 s SUSTAINED, not because the
corner got under its rating. The margin is TIME, not headroom, and it's
thinner than the table implies: anything that lengthens storm_02's gust
HOLDS could take it. Flagged for C in THREADS.
The old t2 quad stays as the sacrifice-play control (hp 56, 2/4 lost) —
now a worse bet the shop will happily sell you, rather than the wild
night's only outcome.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The integrator demoted my settled-at-entry guard to a warning at the Sprint-8
merge and handed B+D the redesign. Investigating it refuted the stated cause and
found a better observable.
The ponding diagnosis does not hold: every storm's rain curve starts at [0,0], so
storm_02.rainMmPerHour(0) is 0.0 mm/h and a held clock rains nothing. The real
confound was that the guard measured in the STORM's wind while the rig settled in
CALM — and that calm->storm step is one the REAL GAME ALSO HAS (wind.use() swaps
on the phase change), so it was never a harness artifact. Their 2 s windows were
also shorter than the cloth's breath: 2 s reads a 32% trend on a settled rig
where 3 s reads 6%.
But fixing the clock isn't enough, because LOAD cannot answer this question at
all. In calm there is no transient to see — the unsettled rig is LIGHTER (0.30 kN
vs 0.47 settled) and the trend test passes at every settle length from 0 to 20 s.
A guard that cannot fail is decoration, which is precisely what StumbleBack and
the fake skips were.
So ask the physical question: has the cloth stopped MOVING. Mean node drift
separates ~6x either side, and cannot be confused by wind or water:
unsettled (0 s) -> 212 mm/s (cover quad) · 208 (miss quad)
settled (8-20 s) -> 35 mm/s worst breath, typically 4-6
Limit 100 mm/s. Proved it FAILS before trusting it to pass: sabotaged the settle
to 0 s and it fired — "cloth still drifting 212 mm/s (limit 100)".
The integrator's 600 N floor was a sound amendment to the LOAD design; it isn't
carried over because drift has no units of force and 212-vs-35 is not a judgement
call. 274/0/0, all five balance asserts green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Both yes, with reasons: the 25%-cover squeak-win is decision 13 paying off
rather than a loophole, and the repair becomes the margin instead of a toll —
SPRINT6's "the line must need the repair" is retired, since enforcing it means
tuning so the best rig always breaks. C gets the go on 0.40, paired with B's
fabric per SPRINT9 decision 2.
Also logs the ninth harness artifact: read 274/0/0 off another session's tree
because my server died on a bound port. The pass count not moving when I added
two asserts was the tell.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The garden is the client's. The sail is yours. Saving the bed with a rig that
tore itself apart is the job done expensively — not a failure. DESIGN.md doesn't
call a cascade a loss, it calls it "a firework you paid for", and *paid for* is
the point: the aftermath already bills the broken hardware, the collateral, and a
week's fee you didn't earn cleanly. Gating the win on corners bills you twice for
one night and then lies about it — the same species as the verdict that used to
tell a 4/4 hold they'd skimped.
B and D arrived here independently with the numbers, and B checked what it does
NOT break: cheap rigs still lose (4x carabiner -> hp 38), rigs that miss the bed
still lose (hp 36), $80 still cannot buy immunity. C's exhaustive sweep found the
only winnable $80 line on the wild night lands exactly here — hp 52, 1 lost.
The pyrrhic ending gets its own verdict, and it had to be checked FIRST: `lost >= 2`
was unconditionally a cascade-and-a-loss, and under the new rule it can be the
best night the game has. Two asserts pin both halves — garden saved + sail
destroyed is a win that still names the weakest link; the same wreck WITHOUT the
garden is still a plain cascade, because the garden is the whole job.
Selftest 276 pass / 0 fail (Lane A 32 -> 34).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Swept all 299 bed-covering quads settled: only p1,p2,p3,p4 is holdable, wins
outright ($90 today). Porous shade cloth + downdraft 0.40 drop p1 under the
carabiner tier → the same win at exactly $80. Both levers needed; neither moves
a tier alone. Not flipping 0.40 unilaterally (B's balance pen, needs fabric
wired first) — offered it. Flagged two design calls (25% thin-cover win, wins
without a repair) for A+B.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ran every remaining suite-vs-game difference one at a time against the real
storm. None of them moves the corner count:
live calm settle (running clock + calmWind) entry 1.94 -> 0.40 kN, 2 lost
live tree sway t2 4.33 -> 4.55 kN, 2 lost
walked repair timing (~4 s) 2 lost
all three together hp 58, 2 lost
Then checked the structural candidates: anchors are bit-identical between
harnesses (all four, 0.0000 m), ring order is identical (p4,t2,t2b,p3), and
wind.sample() at t2 matches to 2 dp (36.49 m/s @ t=75.9) across suite, suite
with shelters, and the live router.
So I re-ran the live game itself, fresh page, A's exact line, tension 1.0:
live -> hp 58, 2 lost [t2,t2b], t2 peak 4.55 kN
suite -> hp 58, 2 lost [t2,t2b], t2 peak 4.54 kN
They agree. The suite was right.
RETRACTED: my Sprint-7 "12 s settle flips 2 lost -> 1". It does not reproduce —
0 s and 12 s both end 2 lost, because the storm's own peak (4.54 kN at t=75.9)
dwarfs the attach transient. The settle is a real fidelity fix and NOT the
corner-count cause. B's arithmetic was right from their first post: t2 pulls
~4.5 kN, a shackle is rated 3.2, and the spare cannot save it (measured: t2b
blew @9 s, repaired, blew again).
Landed anyway, because it is still true and still worth guarding: fly() now
settles the way main.js drives prep (calmWind on a running clock, not the storm
frozen at t=0), and a new "the yard is SETTLED when the storm starts" assert
holds every run under 1.0 kN at entry. 266 pass / 1 red — the red is the
pyrrhic-win design call, not a bug, and it now says so.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
grass_atlas.png binned (six sprints, zero refs, Lane E's own recommendation).
Screenshot POST declined — yardshot works standalone, so it buys convenience not
capability. Saying no rather than carrying either an eighth sprint.
Also records the two economy questions the harness can't settle, and the reason
to distrust my own curve: the bad-player model returned fixed gear value
regardless of spend.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT8 gate 1, carried since Sprint 6. week.js is a thin wrapper over the phase
machine, not a new system: it answers three questions between rounds — which
storm is tonight, how much money is there, and is it over. Zero THREE, pure data,
so the ladder and the money are testable at no cost.
The forecast card stops being a difficulty picker and becomes NIGHT n OF 5 with
the ladder as pips, tonight's storm, and the bank. Aftermath itemises the
settlement (fee / bonus / gear recovered / collateral / spent → bank), and E's
dawn tint comes up on their 2.2s ease BEFORE the scoreboard — their note is right
that you sell the survival first. E's diptych and copy are wired verbatim.
Two economy decisions, both made because measuring the week exposed them:
A lost night pays a FRACTION of the fee. Zero is unrecoverable and reads as
punishment; full pay means failure only costs the broken shackle and the bank
only ever climbs. Gear comes back at HALF — a full refund makes hardware free, so
the only sink is breakage and "broke = game over" becomes unreachable. Half is
also honest: a shackle that rode out a gale has been fatigued, which DESIGN.md
already says.
And the one that matters: REACHING night five is not SURVIVING it. My first draft
said it was, and playing the week found it — a $20-carabiner player loses four
gardens, never dips under the broke line because a cheap rig barely costs
anything, and got handed "THE WEEK HELD — everything's still where you put it"
over four dead gardens. The end card is the last thing this game says; it doesn't
get to lie the way the aftermath verdict used to. Words now scale with gardens
held: clean (5), scraped (3-4, E's own alternate copy), solvent (0-2, mine —
"STILL TRADING · The books balanced. The garden didn't." E never wrote words for
that ending because nobody knew the game could produce it).
Two economy questions I could NOT settle from a harness and have documented
rather than quietly tuned: a competent week runs the bank 80 → 350, so night five
stops being a decision; and a floor-scraping week may never actually go broke.
My bad-player model handed back a fixed $30 of gear whatever it spent, which
flattered the bottom of the curve — the same class of mistake this repo keeps
catching me in. Both want a human playing five nights.
Selftest 270 pass; the single red is gate 0's balance line, which is B+D's this
sprint and was already red on main.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Live game and suite now agree (hp 58/57, 2 lost). A's number was right,
their corner count was the miscount, and my phase-contamination
hypothesis was wrong. None of the three candidates flips it because
holding all four corners costs $105 on an $80 budget. Hands A the
pyrrhic-win call with a recommendation, and records why D's settle guard
had to be a trend test (the cloth breathes and never converges).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The model landed in Sprint 6 and nothing ever called it, which is why this kept
getting carried: `forecastFor` existed while the card went on estimating inline.
So this is the wiring, not more API.
`forecastLines(def, lead)` turns a storm into the card's two stat lines, already
worded in A's voice. lead 0 = tonight = exact numbers (reads exactly as the card
always has); further out it hedges into ranges and prints a confidence line. The
bands always contain the truth — a forecast may be vague, never wrong, or a
player who rigs for the top of the stated range gets ambushed.
Two things the card gains beyond the bands:
- The numbers are now MEASURED. The inline estimate (`baseCurve peak + powBase
+ powRamp`) read 30 m/s for storm_02; it really gusts to 32.3, because gust
power is drawn per gust and rides a ramp. The wild night now says 116 km/h
because that is what hits you.
- The card finally MENTIONS HAIL. Hail has been the garden score since decision
13 and the forecast never said so — you were being scored on something the
card didn't tell you was coming. Now: "hail likely" on the wild night, silent
on the gentle one, "possible" when it's too far out to promise.
hud.js is Lane A's file and A is meant to build the week uninterrupted, so this
is deliberately a 3-line swap that keeps their markup, classes and wording — the
week's card rewrite can carry it or drop `forecastLines` and call `forecastFor`
directly. `lead` defaults to 0, so nothing changes until the week passes one.
Verified live at both ends: tonight renders exact; five nights receding into the
week render 0%-confidence hedges ("16–28 m/s · gusts ~72–144 km/h · hail
possible"). Selftest 265/0/0 + gate 0's 2 skips.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
step() opened `if (!camera) return`, which read as an innocent null-guard and
was in fact a physics gate: a harness with no camera skipped the shadow-grid
rebuild, so gardenExposure/gardenHailExposure reported full exposure no matter
what the cloth was doing, and every rig scored as if the sail did not exist.
hp 36 was the bare-bed constant all along. It cost gate 0 two sprints of four
lanes' time before A found it, and the fix belongs in my file, not in each
harness that trips over it.
A camera means "there is a view to place things in", not "the weather is real".
So the grids — what the sail actually DOES — now rebuild above the render gate,
with the yard centre as the wind-sample fallback; only drops, dome, lights and
audio sit below it. Headless callers get correct numbers and skip the 3k drop
matrices they were never going to draw.
Asserted both halves so it cannot come back: a camera-less skyfx shelters the
bed (hail shadow > 0.9, exposure < 0.1 under a panel), and the camera does not
change the physics — headless and viewed shadows agree to 1e-9. If anyone
re-adds an early return, that test goes red.
Selftest 264/0/0 + the 2 gate-0 skips.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drove the live game — settled through prep, rig verified unchanged across
the phase boundary (contaminated: false) — and it returns hp 58, 2 lost.
This suite returns hp 57, 2 lost. A's hp 58 was right and reproduces to a
point; A's "1 lost" was the miscount. The two harnesses now agree on both
numbers and the dispute is over.
All three SPRINT8 candidates tested; none flips the corner count:
V1 settle under live calm wind + world.update sway -> 2 lost, t2 4.4
V2 ... and live sway through the storm too -> 2 lost, t2 4.6 (worse)
V3 repair delayed 0 / 3 / 6 / 10 s (a real walk) -> 2 lost
Nothing could flip it, because losing 2 is not a bug — it is the shop:
t2 4.6 kN, t2b 3.5, p3 3.5 all need the $30 rated shackle; p4 2.9 takes
a $15 shackle. Holding all four = $105, $120 with the spare a repair
needs. Budget is $80. Three corners sit above shackle grade and $80 buys
two, so the wild night's best line ends hp 58 with the garden alive and
the rig dead.
That is SPRINT8's escape hatch, and it's a design question handed to A:
`lost < 2` calls this a loss, DESIGN.md calls it the story. The assert now
asserts the half that IS physics (the garden must survive, hp >= 50) and
reports the corner count as the open question, so the suite states the
measurement rather than pre-empting A's ruling.
Landed D's settled-at-entry guard, as a windowed TREND test rather than an
instantaneous one: measured, the worst corner oscillates 0.9 -> 1.9 -> 1.3
-> 1.7 kN under constant wind because damping is deliberately light, so
there is no single settled value and a "has it stopped moving" check can
never pass — it would just be a flaky assert someone deletes. Comparing
consecutive 2 s means catches a real transient and tolerates the breathing.
Same lesson as the statics assert in sail.selftest.
Selftest: 266 passed, 0 failed, 0 skipped — green for the first time since
SPRINT6.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The lane's brief is "whatever the week's cards need, nothing else", and it's
blocked on the week — so the useful answer to "what do they need" was the wiring
A would otherwise write at the end of a long sprint.
tools/cardpreview/index.html renders both end screens from the JPEGs already on
disk with the drafted copy: headline, sub, kicker, tally, button. The CSS sits
between CUT markers to paste into hud.js, and the COPY object swaps out for a
real week tally. Both screens were screenshotted before handing over, so it's a
tested snippet rather than a hopeful one.
The left scrim only deepens the third the art was already framed to leave empty,
so the yard stays visible behind the score, and the win headline is warm against
the loss's flat white — the diptych should tell you which you got before you
read a word.
No assets touched; Lane E is 57/57 green on merged main.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
hp 36 -> 59 through the suite (A's 58 reproduced). Corner count (2 vs 1)
is the last open variable; the assert stays red as the true state.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Third harness agrees with the suite (2 lost); the two breaks are independent
(t=15.3, t=58.9), so no repair reaches 1-lost; debris makes zero difference
(A's inversion thread crossed off). Delta is in main.js's rigSail/tension path.
Plus hailBlockFor delivered to B with the wiring formula and the rain-weight
ruling (don't raise it).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
B asked for the hail ruling before coding fabric choice; this is it as code.
The physics: porosity is about AIR (blows through → less wind load) and WATER
(drains → no ponding), NOT ice. A knitted shade cloth's gaps are ~1-3 mm; a
damaging hailstone is 6-45 mm, so it can't pass a mesh an order of magnitude
finer than itself — porous and membrane block the big stones identically. The
ONE true difference is the finest pea hail, which IS small enough to rattle
through an open weave. So: membrane stops everything; porous stops everything
except the smallest stones.
Verified across the storm sizes: shade cloth (0.3) fully blocks the wild-night
1.3/1.4 stones and leaks 26% of storm_03's 0.7 pea hail; an open 0.5 weave
leaks 90% of pea hail but still catches the big ice. That makes the fabric
choice cost you exactly on the mild-hail nights and stay honest on the ice
nights — a real tradeoff without a physics lie.
The assert also proves the integration end to end so nobody wires it blind: a
membrane-covered bed takes ~0 hail on storm_03, a porous-covered one takes 0.62
— the choice is genuinely non-trivial. Formula for whoever wires the garden
drain: coveredHail = hailShadowOver(bed) * hailBlockFor(hailSize, sail.porosity).
Pure helper (no THREE), exported through weather.js alongside stormStats/
forecastFor; NOT on the wind contract, so no router change. Selftest 263/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
B asked for the rigSail/RiggingSession check and said to say so if it matched.
It matches: their hypothesis is refuted, A scored the rig they bought. Kept
digging and found the actual cause, measured with one variable on fresh pages:
0s settle -> 2/4 intact, t2 peak 4.54 kN (what fly() measures)
12s settle -> 3/4 intact, t2 peak 1.71 kN (what a human gets)
A plays through prep so the yard reaches steady state; fly() rigs and advances
in the same tick, so the storm lands on trees still at rest. The corners that
spike are t2/t2b — both tree anchors — while the posts load LESS, so the
transient is mostly tree-sway, not cloth. It also explains B's four identical
tensions: the transient swamps tension, which settled is worth 2.75x.
Not landing a fix — gate 0 is A+B's pen. Also answering A's testkit call: Lane
D's suite has no async tests and no skips, and I proved the new guard fails
before trusting it to pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each limb was one straight uniform tube — a peg poking out of a pole, and the
most visible art problem in docs/yard_day.jpg. They now leave the trunk thick,
sweep up on a bezier and taper to nothing, which is what a gum does. +96 tris on
gum_01, silhouette bounds unchanged.
Nothing physical moved. The tip is a bezier endpoint and the four rng draws per
branch are the same four in the same order, so every branch_anchor_* is
bit-for-bit where it was — verified before and after, all five identical to 6dp.
Lane A's winning line rigs off t2 and is untouched; no balance number can shift.
e.test.js now hard-codes those five world positions as a tripwire, so no future
art change of mine can quietly invalidate a sprint of someone else's physics. If
it goes red, the art moved an anchor — fix the art, not the numbers.
Card text and the dawn-tint treatment go to Lane A in THREADS. The tint is a CSS
snippet rather than a ninth texture: only two of my eight are consumed, and a
full-screen gradient needs no asset at all.
Selftest 262/0/0, 38/38 output files byte-identical.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Names the cause (camera-less skyfx zeroing the hail shadow), my own error (a win
reported without its tension), what remains open (the corners half, with the next
two suspects), and the testkit find that let the dispute survive a merge — skips
recorded as passes, including two of my own router tests that have asserted
nothing for two sprints.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
THE CAUSE, and it is not a winner: balance.test.js built skyfx with no camera,
and skyfx.step() opens `if (!camera) return;` — so the hail shadow grid was
never rebuilt across all 5400 calls and every loadout was scored as though it
had no sail. hp 36 IS the bare-bed number. Measured with the camera as the only
variable: hailShadowOver(bed) peaks 0.000 vs 1.000, hp 36 vs 69. Neither harness
was lying; one was flying a yard with no cloth in it. Camera + wind shelters
added — the suite must drive what the game drives.
MY ERROR, named: the hp-58 win was measured at tension 1.0 and I never declared
it. At the shop's default 0.9 my own end-to-end also loses 2 corners.
STILL OPEN: this suite says 2 corners lost, my end-to-end says 1 at tension 1.0.
Ruled out by measurement, each worth <=0.02 kN: shelters, frozen vs live tree
sway, the scripted repair. Next suspects named in the skip: session.commit() vs
rigSail(), and main.js passing debris as rig.step's 4th arg (debris ADDS load,
so it should break MORE here, not less — that inversion is the thread).
And the find that explains how this survived a merge: Suite.test() ignored its
return value, so `return "SKIPPED — ..."` was recorded as a PASS. The
integrator's storm_02 skip was a fake pass; so was mine for storm_01; `skip: 0`
in every report we ever printed was the tell and nobody read it, me included — I
misread one of those fakes as my win reproducing. test() now honours the string,
and rejects async fns outright (they hand back a Promise that cannot throw
synchronously, passing forever while proving nothing).
That guard immediately caught its own author: BOTH my wind-router tripwire tests
were async and have asserted nothing for two sprints — including the sprint where
I reported the tripwire "caught its first real omission". It had, in a hand-run
probe, never in the suite. Awaits hoisted into run(); they asserted for the first
time today, and pass.
Selftest 261 pass / 0 fail / 2 honest skips.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rules out shelter, tension, drain wiring, yard drift and sway by
measurement; the cause is arithmetic (t2 peaks 4.4-4.9 kN vs a 3.2 kN
shackle, and hp=36 is the bare-bed constant). Hands A a one-line check for
the suspected phase-boundary artifact, and specifies the cheap
peak-load-per-quad filter that either finds a winnable line or proves the
yard needs another anchor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A measured t2,p3,p4,t2b on 4x shackle + spare at hp 58 / 1 lost. This
suite says hp 36 / 2 lost. Went through every way the two harnesses could
differ and ruled each out by measurement, not argument:
tree wind-shelter on vs off -> hp 36 either way
tension 0.6/0.75/0.9/1.0 -> hp 36, 2 lost, all four
drain wiring garden.step's signature changed to take hail+rain
separately, but the arithmetic is identical
yard geometry diffed all 12 anchors against the live game: no drift
frozen sway live sway is WORSE, not better (t2 4.4 -> 4.6 kN)
What's left isn't a harness difference, it's arithmetic. t2 peaks
4.4-4.9 kN on this quad; a shackle is rated 3.2. t2 cannot hold under any
variation above. Losing it spends the only spare, then p3 (3.7) or t2b
(3.4) — also over 3.2 — goes too. Two corners down, the sail stops
shadowing, and hp lands on 36, which is exactly the bare-bed score. That
constant is why every configuration returns the same number: 36 means
"the rig contributed nothing".
Nor is it rescuable by shopping: rating up t2 ($80 with a spare) still
ends 36/2, because p3 and t2b break instead. The quad needs three corners
above shackle grade and $80 buys two.
So the skip is deleted and the assert is RED again, which is the true
state. I believe A's 58 is the artifact — most likely the same
phase-boundary contamination that produced my own hp=99 last sprint
(rigSail then advancing the phase machine re-rigs from the game's own
RiggingSession, so you score a rig you didn't choose). A: assert your
rig.corners' anchorIds and hw names immediately before your storm loop.
If they match what you bought, I'm wrong and the cause is still open.
Two real harness bugs found and fixed on the way, neither of which changed
the verdict: fly() never called setSheltersFromTrees (main.js:369 does),
and shop() hardcoded tension 0.9 while the dial's neutral is 1.0. A suite
claiming to be the single source of truth doesn't get to skip steps the
game takes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>