Rebased onto M0 and reconciled against the real spine. checkContract
('sailRig') now conforms and js/tests/b.test.js runs 28 asserts green.
Contract fixes:
- anchor.sway(t) is the ABSOLUTE position, not an offset (thanks A —
I had it adding sway to pos, which would have flung every
tree-anchored corner to double its coordinates).
- events is an Emitter emitting {type, corner}, not a drained array.
- coverageOver() rects are centre+size, matching world.gardenBed. It
consumes world.sunDir directly: a hit along sunDir means shaded.
- START_BUDGET/SPARE_COST/HARDWARE/FIXED_DT now come from contracts.js
rather than being redeclared here.
Bug: a corner that blew was marked broken but never had its mass
returned, so invMass stayed 0 and the "blown" corner sat welded in
mid-air — no flogging, and the sail silently went dead. PLAN3D §5-B
wants flogging emergent from the freed node, so _checkFailure now frees
it. The cascade test missed this because it called _repin() by hand;
the new test drives a real overload failure instead and asserts the
corner tears 2 m off its anchor and keeps moving.
Tension dial remapped from the prototype's rest/tension to a real
pre-strain. rest/tension asks for 17% strain at dial 1.2 and 29% at 1.4
— stretching an 18 m sail by three metres — and put 68 kN on a corner of
the yard's biggest quad with no wind blowing. At 0.10 strain-per-dial it
swings a 5x5 rig's peak load 2.1x loose-to-tight and redlines a 192 m2
quad at 8.3 kN drum-tight, which is punishing and correct.
HARDWARE ratings retuned in contracts.js to real newtons per the
standing note there that Lane B owns these numbers. Costs and tier shape
untouched; $80 still buys rated hardware on at most 2 of 4 corners.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
player.sim.js Deterministic core, zero imports: camera-relative movement, the
state-machine table, wind slow/gust-shove/knockdown. step(dt,t)
is the whole clock — no Date.now, no Math.random, no rAF — so a
storm fast-forwards identically in selftest and in the game.
player.js The view: rig load per the 90sDJsim DEVMANUAL rig rules
(SkeletonUtils.clone, height-normalise off the MEASURED head
bone, canonicalised bone namespace), clip retarget, and
createPlayer() satisfying the Player contract.
interact.js Hold-E with radial progress + wireYardActions (re-rig 2.5 s,
turnbuckle trim 1.2 s, carry-one-item), duck-typed so it no-ops
cleanly until Lane B lands sailRig.repair/trim.
d.test.js 20 asserts in Lane A's harness: 38 pass / 3 skip overall.
Ported from the 2D prototype's shape (game.js:250-252), retuned to m/s: the
slow curve, and shove gated to gusts only and scaling with speed² so gusts have
teeth. Knockdown needs 0.5 s of SUSTAINED overload — deliberately the same rule
as a sail corner letting go, so cloth and people speak one language.
Two decisions worth the review:
- The knockdown pitches the root in code rather than playing the Falling clip's
root. Shared clips must drop Hips.quaternion (a different-orientation source
lays the target flat), so a clip physically cannot lie the body down. Doing it
in code also lets the fall go DOWNWIND of the gust that caused it, which a
canned clip could never do, and keeps it deterministic.
- Gust magnitude is recovered from a slow EMA of local wind rather than widening
Lane C's contract: wind.sample() gives the total and gustTelegraph() only fires
BEFORE a gust, so nothing reports gust size during the hold. The EMA
self-calibrates to whatever storm JSON Lane C authors.
Verified in a real scene, not only in asserts: head bone 1.715 m at fig scale
0.983, all six clips bound, walk/run at the tuned speeds, the body lies down and
gets back up, hold-E fires exactly once per press.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replaces the skip stub with the checks Lane A's header asked for — every GLB
loads, is metre-scale with height on +Y, and keeps the nodes other lanes query
by name — plus anchor world-position and the garden bed's three damage states.
This catches what the Blender side structurally cannot: Blender exports
Z-up->Y-up and imports Y-up->Z-up, so a broken export_yup round-trips green.
A native glTF reader is the only thing that can prove the file.
GLTFLoader is imported dynamically on purpose. Three.js addons import the bare
specifier `three`, no page in the repo has an importmap yet, and selftest.html
turns an un-importable lane module into a hard FAIL — so a static import would
redden Lane A's merge gate over a harness gap rather than a real defect. It
skips with the fix instead, and lights up by itself once the importmap lands.
Verified behind a temporary probe first: 36/36 pass. Need logged in THREADS.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three bugs the bench found once it was actually running a storm:
- Debris was glued to the floor. The scrape `v *= 0.86` ran every frame while
grounded, which is 0.86^60 per second — it pinned a 9 kg crate at 0.7 m/s in
a 19 m/s wind. Friction now applies on impact, with dt-scaled rolling
friction while resting. A crate crosses the whole yard at ~6 m/s.
- Debris slid instead of tumbling: wind is horizontal, so once down there was
no vertical force at all and it skated at constant height. Added tumbling
lift that flips sign as it rolls — bins hop now.
- The cloud dome had a dead straight seam across the sky. The fbm claimed to
tile and didn't; now each octave wraps at its own integer period.
Also: shelters and the bench now use Lane A's landed yard coords (t1 -9,2 /
t2 8,-2, gardenBed 1,2) instead of my guesses, so shelter tuning means
something.
Verified in-browser against a real storm: crate crosses the yard and the t=74
bin spawns from storm JSON; sail node shoved 0.32 m; a 14 kg bin at 20 m/s
knocks the player down and a tub drifting at 0.3 m/s correctly does not;
lightning peaks 0.88. Lane A's selftest: 37 pass / 3 skip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Implements the contracts.js wind surface (PLAN3D §4): sample(pos,t) and
gustTelegraph(t), plus storm defs as data.
The prototype scheduled gusts by integrating (wind.gustT += dt). We can't:
sample(pos,t) is called by sail/player/debris/rain at arbitrary t, so gusts
are precomputed into a timeline from a seeded PRNG at load and read from t.
Envelope shape is a faithful port — telegraph 1.5s / ramp 0.8s / hold 1.7s /
fade 1.0s.
Maths lives in weather.core.js with zero imports (no THREE, no DOM, no
Date.now), so the determinism rule is structural and the suite runs in node
without waiting on Lane A's M0.
storm_01_gentle peaks at 11 m/s; storm_02_wildnight sustains 20 m/s and gusts
to 32 (BOM 'destructive'), with the southerly change landing just before the
worst of it — the corners that were slack all storm are the ones that cop it.
15 asserts green: telegraph lead >=1.2s, wind continuity in time and space,
storm JSON validator (incl. 14 deliberately-broken defs it must reject),
determinism, sample-order independence, tree wind shadow.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>