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>
Independently corroborates A's p4 finding: downdraft is the weakest lever
(-4.9% vs porosity's -15%), so storm_02 stays at 0.45. Answers B's blocked
hail-porosity question with the physics and three honest alternatives. Hands A
the week's variants and forecast uncertainty.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Measured against A's gate-1 winning line (t2+p3+p4+t2b, 4x shackle + spare,
tension 1.0, one repair) under an identical harness: the first draft's 26 s
hold gave 32 hail-seconds and landed ~39 HP below storm_02. That is not a
harder night — no amount of play recovers 39 HP when you are already flying the
best rig the shop sells. Hold 26 -> 12 s puts it at 21.1 hail-seconds (1.6x
storm_02, was 2.8x) and 13 HP below it, which excellent rigging + the repair +
the broom can answer — and night 5 arrives with four nights of banked money,
which is the campaign's own answer to escalation.
Week now: gust 11.3 / 21.4 / 21.2 / 32.3 / 28.3, hail-seconds 0 / 2.4 / 2.4 /
11.4 / 21.1. Force ramps then plateaus while the question changes underneath.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
hide_render does not survive glTF export — verified in three r175, every node
arrives visible:true. So garden_bed has been drawing plants_full, tattered AND
dead superimposed since Sprint 1, and my THREADS note told Lane A the opposite.
The asserts missed it by checking the nodes existed rather than that only one
was on. The flag now rides in extras, which does export, and consumers apply it
in one line; e.test.js pins the flag instead of the node.
Night dressing: house_yardside gains window_glow, an unlit emissive pane marked
hidden_by_default, plus window_light_anchor. A warm window means someone is
inside, which is why the player is out in the dark keeping the sail on. Plus a
moon sprite whose halo, not its disc, is the part that survives cloud.
End cards are rendered from the game's own props as a diptych: identical camera
and yard, only the night's outcome differs. The left third is left empty for
Lane A's text.
Cards are opt-in behind --cards because EEVEE's shadow pass is not
byte-reproducible across processes in 5.1 — proven with a minimal repro, not
PYTHONHASHSEED, and present even with a hard sun. The dawn shadow is the art, so
the cards become committed art rather than build output. Everything the game
loads stays byte-identical: 38/38 verified.
Selftest 241/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The wild night's blocker is geometry, not drain weights: the best
bed-covering quad puts 7.4 kN on p1, above the 6.5 kN rated shackle, so
no loadout at any price holds it. Re-orders the lever list toward load.
Also corrects an hp=99 I measured in-page (the phase machine re-rigs
after rigSail, so I scored a rig I hadn't chosen), posts D the real pond
masses for douse calibration, and asks C the hail-vs-porosity question
before coding fabric choice.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The gate asks the only question no per-lane suite can: can the night be
won through the real $80 shop. It buys loadouts via RiggingSession, flies
the real storm JSON over the real yard, integrates skyfx's real hail/rain
exposure into main.js's real garden drain, and judges with main.js's own
win rule.
Status: storm_01 warm-up PASS, cheap-rig-punished PASS, decision-13
miss-the-bed control PASS, and **storm_02's winnable line FAILS** at
hp=36, 2/4 lost. That reproduces the integrator's finding exactly and is
the gate doing its job — SPRINT6 says everything waits on gate 1.
Two things I got wrong on the way, both worth the comments they now
carry:
- The first draft hardcoded the anchor table from a THREADS entry and
was badly wrong (the dressed yard has the house at x=±3, not ±5). It
flew a fictional yard. It now reads the yard from world.js and freezes
only the sway — the yard IS the balance, so it cannot be a copy. Same
failure as Sprint 3's 16.7° reference rig.
- The asserts were async. testkit's Suite.test() calls fn() WITHOUT
awaiting, so every one would have passed forever while proving nothing
— the exact vacuous-test pattern I've flagged three times. Storms are
now flown up front in run() (which runAll does await) and the asserts
are synchronous judgements over the results.
Registers as a sixth 'BAL' entry in selftest.html. A: your "nobody
touches this file" rule guards against five lanes conflicting here; one
jointly-owned entry is the case it makes room for. Revert if you disagree.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Rebuilt the broom against B's FROZEN contract, which is not the shape I asked
for and is better: pondCentroid() (one pond, not a list — B's belly pools into a
single heaviest place) and drainPondAt(node, dt, radius) draining PER FRAME and
returning the kg shed that call. Added interact `onHold` for actions that do work
over the hold rather than at the end of it; the total is only knowable by
accumulating. Falls out nicely: an interrupted poke sheds only what it got
through, which is the honest rule.
Calibration, measured on B's live sim rather than modelled (flat rig, storm_02,
pond mass at poke → kg shed → outcome):
8s · 85 kg → 76 shed → wet (caught it before the ticker)
12s · 152 kg → 104 shed → stagger (you answered the warning)
20s · 281 kg → 182 shed → knocked (you ignored it)
Bands sit under those so all three are REACHABLE — my Sprint-5 guesses (60/120)
would have flattened the player on every poke, and my first pass at real numbers
(150/350) put the knockdown above anything this rig can shed, i.e. dead code.
That is the StumbleBack lesson exactly, so d.test.js guards reachability with the
measured numbers and will fail loudly when gate 1 moves pond masses.
Bug the live sim found that no stub could: a loaded belly SAGS toward you — real
ponds ride from y=1.2 down through y=-1.0 — and my reach gate rejected `up < 0`,
so the broom answered "nothing pooling here" with 281 kg hanging over the garden.
Sagging toward you is the mechanic working. Gate is now a physical band between
sagFloor and reach, with the floor set between two measured cases: a live 281 kg
belly at y=-0.8 (pokeable) and post-tear wreckage at y=-4.5 (nothing to poke).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Tells B and C to re-measure before spending the drain-weight and downdraft
levers — stacking them blind makes attribution impossible. Includes the p4
position sweep and the "do not pull it closer" boundary, since a.test.js's
>45 m2 floor is the tradeoff's only guard.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT6 gate 1's anchor lever, placed by measurement rather than by guess.
The wild night had no winnable line for a geometric reason: every anchor near
the bed (p1/p2/p3) is SOUTH of it, and nothing stands north short of the house
10 m away. So covering rigs had to span the yard and died, while rigs small
enough to survive sat beside the bed rather than over it. p4 supplies the
missing north-west corner.
Its position is swept, not chosen. Against the smallest quad covering 90% of the
bed: (-2.2,-1.2) → 44.4 m², (-3.2,-1.2) → 48.6, (-3.2,-2.0) → 51.7, beyond
z=-4 → no effect at all. Pulling it inward to 44.4 would put full coverage
INSIDE the survivable band and collapse DESIGN.md's central tension — covering
the bed has to cost risk. a.test.js's >45 m² floor is what shouts if anyone
moves it in. With the 8° rake the top anchor lands at (-3.72, -1.40), and full
coverage costs 51.6 m² against 63.5 before: a real new option, 19% cheaper,
still bigger than the 23-38 m² rigs that survive unaided.
Measured through the real $80 shop: t2+p3+p4+t2b, four shackles and a spare
($75), ends hp 58 with 1 corner lost — a WIN, where before every covering rig
lost 2-3 corners and ended at 36%. Hail damage falls 51 → 34 HP versus an
uncovered rig, so decision 13 is visibly doing its job.
Selftest 244/0/0; both yard tensions still green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>