4aee055f2d
10 Commits
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756994d98e |
Ship forecast uncertainty to the card (carried twice — now visible)
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>
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807c02fb9e |
Kill the headless-zero-shadow trap at its source (skyfx)
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> |
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40be89c238 |
The week's two storm variants + forecast uncertainty
Variants for A's five-night week. Each gets ONE new trick, and neither is "the same storm but harder": - storm_03b_earlybuster (night 3): same force as storm_03 (21 m/s gust, 13 sustained) but the change lands at t=18 instead of t=30. You rig for a hot NW'er and get a southerly a third of the way in. Tests timing, not budget. - storm_02b_icenight (night 5): LESS wind than the wild night (28 vs 32 gust, 19 vs 20 sustained) and 2.8× the hail — 32 hail-seconds vs 11.4, held 26 s straight across the change, size 1.4 stones, ice on every gust ≥9. Hail is the score (decision 13), so this asks the one question storm_02 only asks for nine seconds: is the bed actually covered, and does the cover hold? A rig that survives storm_02 by hiding in a small quad off the bed loses here. Week escalation now reads 11.3 / 21.4 / 21.2 / 32.3 / 28.3 m/s peak gust with 0 / 2.4 / 2.4 / 11.4 / 32.0 hail-seconds — force ramps then plateaus while the question changes underneath it. Forecast uncertainty (DESIGN.md partial-information canon): `forecastFor(def, lead)` + `stormStats(def)`, pure functions on a def rather than methods on the wind — the card holds defs, doesn't want a field, and this keeps forecasting off the wind contract and out of A's router. Bands widen with lead and resolve to the exact truth at lead 0; deterministic per storm, so re-reading the card can't reroll it. The invariant, asserted across every storm at five leads: a band ALWAYS contains the truth. That's the line between partial information and a lie — a player who rigs for the top of the stated range must never be ambushed. stormStats also measures what the card was estimating: storm_02 gusts to 32.3 m/s, not the 30 that `baseCurve peak + powBase + powRamp` implied. Selftest 253/0/0; node 49/0/0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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f1d51d6b87 |
Hail — the system that makes the garden score respond to the rig (decision 13)
Rain honestly walks under a sail (a droplet's terminal velocity is ~9 m/s, so a 30 m/s crosswind blows it in at ~73° off vertical), which is why a perfect rig scored 54% garden vs 48% for no rig at all. Hail is dense: terminal ~22 m/s, and a dense stone couples weakly to the crosswind, so even a gale leans it ≤20°. Steep hail is blocked by overhead cloth, so the garden score becomes rig-responsive without faking the rain physics — and it was always DESIGN.md canon (hail shreds gardens; drainage answers rain, later). weather.core: `hail` block in storm JSON — authored bursts (envelopes) plus one synced to every gust at/above `withGustsAbove`, so the biggest gusts arrive WITH ice. `hailAt(t)` (max over live bursts), `hailSize`, validator. Gust-synced bursts key off the deterministic gust timeline and draw ZERO randomness, so tuning hail can't re-time the storm — asserted, same guarantee as the downdraft. storm_02 bursts on the southerly change (peak 1.0 at t=56.5, 11.4 hail-seconds); storm_03 a mild 0.5; storm_01 none. skyfx: `hailVelocity` (steep, ≤20° lean, terminal-velocity reasoning cited so nobody re-opens the rain-angle argument), a second RainShadow fed the steep vector, `gardenHailExposure(bed, t)` in the gardenExposure mold (A wires the drain), instanced falling stones (hidden under the cloth so you SEE the sail working), and hail audio: ground clatter that fades as the sail intercepts, plus the cloth DRUM that rises exactly as the sail catches hail — the "my sail is earning its money" sound. Decision-13 gate proven: no-sail garden takes 4.4× the hail of a bed under a good rig over a full storm_02 (bar is ≥2×), through the real gardenHailExposure and B's SailRig. Verified live too (router-patched): stones fall visibly steeper than the rain beside them, and a bed-covering rig cuts hail exposure roughly in half at the burst. Selftest 214/0/0 (was 207); node 36/0/0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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1f99cd9bca |
Rain gets physical units for ponding; night pass on wildnight
SPRINT4 §Lane C 2/3/4. PONDING DATA (decision 10). rainAt() was a dimensionless 0..1 — fine for drop count and opacity, useless for water mass. Lane B would have had to invent the mm/hr scale, which is exactly the "default-off code tuned by a constant I invented" they rightly reverted. So the scale is storm data now: rain.peakMmPerHour (validated 0..300; a rain curve without one is a hard error, since ponding would silently use the default instead of what the author meant), plus wind.rainMmPerHour(t) and rainDepthMm(t0,t1). RAIN_TIME_COMPRESSION=40 is exported from weather.core so B applies it cloth-side rather than either of us hardcoding 40 twice: how hard it rains is mine, how much water a sail holds is theirs. Calibrated to B's own arithmetic, and the numbers land on it: storm_02 80 mm/hr severe -> 50.9 mm = 3.12 kN/corner (B predicted 3.1) storm_03 30 mm/hr moderate -> 8.3 mm = 0.51 kN/corner (teases a carabiner) storm_01 8 mm/hr shower -> 0.9 mm = 0.06 kN/corner (harmless, as designed) against a storm_02 wind load of 0.2-1.1 kN. A flat rig should drown in the wild night; a hypar pools nothing and won't notice. Asserted with B's arithmetic so the storms are provably fit for their water before their cloth lands. DECISION 7 helper for Lane A: sky.gardenExposure(bed, t) = rainAt x (1-shadow), the whole drain term in one call. Note it moves on its own — the rain shadow follows the wind, so the southerly change walks the dry patch off the bed and the drain climbs with no corner having failed. NIGHT PASS. sky.night is now the author's call (was: inferred from a darkness threshold), and darkening scene.background did nothing anyway — the cloud dome covers it at 0.85 opacity, so an overcast-grey texture was what you actually saw. The dome now tints AND crushes (a lerp alone lands #717273: it runs in linear space and the texture is baked near-white). Stops at 0.78 because the yard has no lights and a storm you can't see is a black screen. Lightning now lights the cloud it's inside (#3e3e3f -> #d4ddf2), and fires on the biggest gusts via sky.lightningGustPow, not just the three authored strikes — driven off the telegraph so the flash lands with the gust that earned it. Also: c.test's storm list was hardcoded to two storms while the node runner globs the directory, so storm_03 was untested in the browser half. Its own ponding assert caught it. Selftest 195/0/0 (was 184). Verified live: night reads as night, flash lights the cloud, exposure responds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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576422e1f0 |
Downdraft as fraction of total wind (decision 8) + storm_03
The gust-only downdraft could not satisfy B's 60% no-free-lunch bar and the §7
twisted-survives gate together: the downdraft peaked at the gust peak, where
the horizontal peaked too, so a flat sail never reached 60% of a pitched one's
load without a spike so violent it also broke the twisted rig. The integrator
measured the pincer (0.58 -> 48% and still breaks twisted).
Fix: the downdraft is now a fraction of the LOCAL total wind speed, not of gust
power (weather.core verticalAt = -frac * localHoriz). It presses a flat roof
steadily across the whole storm — peak total 32.6 m/s dwarfs peak gust power
12.6 — so the ratio clears 60% at a gentle fraction, with no gust-peak spike.
It rides the local speed, so a tree's wind shadow shelters from falling air too.
speedAt() stays horizontal (a wind meter doesn't read falling air).
Field renamed downdraft -> downdraftOfTotal; the validator rejects the old name
rather than silently re-meaning it. The vertical now carries NO rng draws at
all, so the determinism guarantee (tuning can't re-time gusts) is structural,
not just separate-stream.
Measured both gates myself with B's SailRig (8-direction flat-vs-pitched sweep +
§7 legs). Target for storm_02 is 0.45: 69% of-max / 60% worst-heading on the
bar, twisted rated rig survives with ~21% margin. HELD at 0.12 this commit —
the current yard's only twisted quad ('h1,t2,p1,t1', ~190 m2) starts losing a
corner near 0.15 in the exact solver, so 0.45 would red B's §7. 0.12 ~= the old
gust-only 0.3 in peak downdraft (-4.2 vs -4.5 m/s). Bump to 0.45 is a one-number
joint step once A lands decision-2 anchors (18-45 m2 quads) and B re-points §7.
storm_03_southerly: campaign ramp between gentle and wildnight — peak gust 21
m/s, sustained 13, one moderate southerly change. Auto-swept by the suite.
Selftest 170/0/0 (all three §7 legs green). Verified live: downdraft/horizontal
ratio is exactly 0.12 in-game, rain occlusion still covers the bed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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6971f31984 |
Rain stops at the cloth (SPRINT2 Lane C.3)
The garden visibly stays dry under the sail. 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 bed, free drama and honest physics. Cheap on purpose. Ray-testing 3k drops against 162 triangles every frame is ~486k intersections for an effect nobody inspects closely. Instead project the sail's triangles ALONG the rain onto the ground into a coarse height grid, a few times a second (the cloth moves slowly next to the rain); per-drop cost is one grid read, and occluded drops get a zero-scale matrix rather than a raycast. Measured 0.041 ms/rebuild, 10x/s = 0.41 ms/s against A's 0.63 ms frame — negligible. Reads rig.pos/rig.tris, so nothing new needed from Lane B. Verified in the real game with a surviving twisted rated rig: 497 grid cells covered, 96% of the garden bed under cover, live drops culled under the cloth and falling in the open yard either side. Screenshot for DESIGN.md. skyfx exposes rainShadowOver(rect) — NOT the same as rig.coverageOver(bed, sunDir). That one is the SUN shadow; this is the RAIN shadow (down the wind). Which drives garden HP is a design call — flagged for A in THREADS. Selftest 134/0/0 (8 new rain-shadow asserts). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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135511fb05 |
Add vertical gusts, freeze debris.pieces, fix fog restore
SPRINT2 decisions 3 and 5, plus Lane A's fog nit. Decision 3 — gusts now descend. Cloth pressure goes with dot(wind, normal); a flat panel's normal points at the sky, so in a perfectly horizontal wind the dot is ~0 and "lie it flat and ignore the storm" was the cheapest winning rig. A gust front is descending air, not just faster air. Per-gust downdraft fraction in storm JSON (storm_02 0.3, storm_01 0.18, default 0.25, validated 0..1), each gust varying 0.6-1.4x. Peak downdraft in storm_02 is 4.4 m/s, 17% of the horizontal. Lane B: the cloth-side assert is yours. The vertical draws from its OWN rng stream, and there's an assert pinning that: pulling it from the main stream would shift every subsequent (t0, pow) and silently re-time storms Lane A has already hand-verified. Their carabiner still blows at t=45.4 and cascades at t=56. speedAt() stays horizontal — an anemometer doesn't read falling air, and a wind meter that spikes because a gust is descending reads as a bug. Decision 5 — debris.pieces frozen and documented in contracts.js as the seam Lane B reads in sail.step(), with the sphere/SI/mutated-in-place semantics spelled out and an assert tying the live shape to the contract table. Fog: dispose() captured scene.fog by reference and step() mutates that object in place, so restoring it restored nothing (Lane A caught it). Now captured by value, and fog we created ourselves is removed rather than left behind. Selftest 130/0/0 (was 121); Lane C 28 asserts. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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383471d0f5 |
Add debris, skyfx and the Lane C bench; align to landed contracts
debris.js: hand-rolled kinematic tumble, drag ∝ speed² so the gust that spikes a corner is the one that launches the neighbour's bin. Ground bounce via world.heightAt (contracts.js documents it as ours), sphere-vs-player knockdown reported to Lane D, sphere-vs-sail-node impulse duck-typed so it lights up when Lane B exposes nodes and stays silent until then. skyfx.js: instanced rain that wraps around the camera rather than respawning, storm sky + procedural cloud dome, lightning, and synthesized WebAudio layers (wind bed, howl, rain, gust whoosh on the telegraph, rope creak off the worst corner, flog when one blows). It modulates Lane A's lights and hands them back on dispose() rather than owning them. weather_demo.html: graybox bench to drive all three before M0 — mock sail, storm scrub, 4x, throw-a-crate. Aligned to contracts.js now that it has landed: relative three imports (there is no importmap), contracts' rng() instead of a local copy, and storm paths resolved off import.meta.url — server.py serves the repo root, so an absolute /world/... would have 404'd at integration. storm_02: fix the southerly change. contracts.js puts north at -Z and the wind vector blows toward (cos d, sin d), so the old swing to +2.6 blew toward due south — a northerly wearing a southerly's name. Now slews to -1.35: a SSW buster off the open side of the yard, into the house. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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1049dece24 |
Add selftest harness with one suite per lane
selftest.html only imports; each lane owns js/tests/<letter>.test.js. Five lanes sharing one selftest.html would be the single guaranteed merge conflict in the repo, so the stubs are pre-created with each lane's PLAN3D asserts written into the header. No rAF anywhere: it's throttled in a hidden tab, so a rAF-driven selftest would pass only while you watch it. fixedLoop() drives time instead. Lane A's suite covers the §5-A acceptance criteria, including "camera never clips through house" — stated as the underlying invariant (no solid between the player's head and the camera) so it survives Lane E swapping the house GLB. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |