The aftermath was lying. Any run under 50 hp read "the rain found what you
skimped on" — including Lane B's twisted quad that holds 4/4 corners and skimps
on nothing. The verdict is the game's entire feedback channel: DESIGN.md wants
every disaster to replay as "…the shackle, I knew about the shackle", and
blaming the wrong thing teaches the opposite of the lesson the storm just spent
90 seconds giving.
The garden now keeps its damage split by cause, because the caller was pre-summing
hail and rain into one number and that sum is exactly the information the verdict
needs and can never recover afterwards. A garden that only knows it went 100 → 39
cannot tell a player whether their hardware let go or their perfectly-held sail
simply wasn't over the bed — opposite mistakes, opposite fixes.
verdictFor() is pure and lifted to module scope so it can be asserted directly.
It picks from modes the run can PROVE: cascade (naming the weakest link as going
first, not whichever was listed first), single corner, uncovered, rain, broomed,
ponded, clean. The integrator's exact case now reads "THE GARDEN IS GONE — and
every corner held. The hail fell where your sail wasn't."
Aftermath also gains decision 13's headline: "51 HP to hail, 13 to rain".
Verified live on the reported scenario, not just in asserts. Selftest 244/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A's router tripwire ('wind router forwards EVERYTHING the real wind exposes')
went red the moment weather.js grew hailAt/hailSize — which is the tripwire doing
exactly its job. A's own comment on createWindRouter is the standing instruction:
"Anything new on the wind contract must be added here too." Without this, the
garden score (which hangs entirely off gardenHailExposure → hailAt) would be
inert in the game while every assert passed — the precise silent-swallow this
tripwire exists to prevent, and the second time it would have bitten hail.
Two forwards, matching the existing pattern. Selftest 216/0/0, tripwire green,
and hail now reaches skyfx in-game with no console patch (verified). Flagged to A
in THREADS since it's their file.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
SPRINT4 §Lane A 1-5. Everything the game already simulated was invisible to a
stranger; you can now play a whole round with eyes and a mouse and never open the
console.
hud.js only ever READS — it takes no decisions and owns no state worth keeping,
so it can be this chatty without anything drifting. Corner load bars are
world-anchored rather than screen-anchored because a number in the corner of the
screen can't tell you WHICH shackle is about to go, and that is the entire
"...the shackle, I knew about the shackle" moment. They hold constant screen size
with distance: a house corner is 18 m away from the posts, where a world-sized
bar is a few unreadable pixels.
Prep is Lane B's createRiggingUI wired to the phase machine — their picking was
already complete, this is the hands. Forecast reads the three authored storms, so
the difficulty select came free: Sea Breeze / Southerly Buster / Wild Night with
real peak wind, gust character and change time.
Two bugs the wiring surfaced, both found by playing rather than reading:
- The rigging session survived "play again": a second round started at $35 with
three corners already hung, and the four anchors you clicked were silently
ignored because the session was full. resetRig() walks it back through the
session's own public moves, so the economy stays the one source of truth.
- The forecast card's lifetime was owned by its own button, so any other route
into prep left a card floating over a live game eating input. The phase owns it
now.
Verified by playing it: good rig on the wild night wins at 53%, the same yard's
cheap drum-tight span loses 4 corners, the gentle night with a good rig ends at
93% "not a leaf out of place". Selftest 184/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT3 decision 9 / §Lane A.1. Lane D's §7 loop — rig, carry a spare, repair
mid-storm — had nowhere to pick a spare up, so wireYardActions self-skipped the
pickup and nothing in the game could put one in your hands.
world.shedTable.pos is published synchronously from constants even though the
meshes arrive later: createWorld() has to stay sync (a.test.js and the selftest
build a yard with no server), and wireYardActions reads the position at wiring
time. dress() then refines it onto Lane E's baked pickup_anchor — which moved it
5 cm off my guess at where a table top is, so it was worth reading.
dress() is async and separate from createWorld for the same reason: a fetch in
the constructor would make the selftest slow and flaky, or break it. Each load is
guarded individually, so a missing GLB leaves its graybox standing instead of
taking the boot down.
Verified by hand rather than by registration check: walk up, hold E, spare in
hand; a second hold says "hands full"; leaning on the table with E held for 6 s
deals exactly one spare (D's latch works); nothing fires from across the yard.
Selftest 169/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT2 §Lane A steps 1-4. The placeholder capsule and stub wind are gone; every
lane's proven module now runs in one yard.
Wind goes through a router. Every consumer binds to `wind` exactly once at
construction — the yard closes over it for tree sway, createPlayer takes it in
opts, createDebris reads its event stream — so swapping storm_01 for storm_02 at
the phase change has to be a re-point, not a re-wire, or half the game would
still be sampling a calm day while the other half is in a gale. Shelters apply to
every storm, since the trees don't stop existing when the weather turns.
skyfx is rebuilt rather than re-pointed: it reads the storm's sky block at
construction. Verified its dispose() hands world.sun/world.hemi back exactly
(2.0/1.8 after a 40 s storm had them at 1.07/1.13) and that nothing compounds
over repeated phase cycles — that was Lane C's §Lane C.5 ask.
Two seams needed care. createSailView reads rig.pos/rig.tris, which don't exist
until attach() allocates them, and a re-rig can change the grid — so rigSail() is
the one door both boot and Lane B's picking adapter come through, rebuilding the
view and re-wiring interact (whose targets close over a corners array that
attach() replaces). And knockdown(t, dirX, dirZ) takes the sim clock first, not
the impact: passing debris impact there would jam ~40 into the state machine's
start time and the player would never get up.
Storm_02 verified end to end by hand: the carabiner blows at t=45.4 s, and p2's
shackle cascades at t=56 s — one second after the southerly change. Coverage over
the bed is 1.0 intact and 0 once two corners are gone, which is the whole game in
one number. 0.63 ms/frame (0.17 sim + 0.45 render) against a 16.67 ms budget.
Selftest 121/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The yard's meshes are placeholders; its layout is not. Anchor positions, ground
heights, the garden rect and the sun direction are what the other lanes build
against, so Lane E's GLBs drop into named slots without anyone re-deriving them.
Sun sits in the north (Australian yard), which puts the house's yard-facing wall
in permanent backlight. That's correct, but the fascia line carries three of the
seven anchors, so sky fill is turned up to keep it readable rather than a void.
Camera collision resolves toward the geometry, not away from it: clamping up to
a comfort distance after the raycast is what put the camera 17cm inside the
north wall. Ground is handled by heightAt() instead of a raycast — exact, can't
be tunnelled, and free.
main.js runs a fixed-dt accumulator so sim modules only ever see FIXED_DT. That
is what lets selftest fast-forward a 90s storm and get the numbers the player
got. Nothing auto-runs on import; index.html calls boot().
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>