Gate 3.1 pins (c.test): the soaker over site_02 through gardenfly, porosity
the only variable — bare <30 (17.5), best cloth line <50 (42.3, still >bare:
the leak is partial), same $75 ring on membrane >90 FULL (96.5) with lost<2
and cost<=80, $60 membrane ring wins too (68.8), separation >40 (54.2). The
inverse guard: membrane on carabiners reads WORSE than cloth (19.1/3 lost vs
24.5/2) — the F key is a bet, not an upgrade. Gate 3.3: forecastLines grows
stones + rainRate (worded, banded); stormStats.hailSize + forecastFor
hail.size band, spread 0.30, nesting/truth-holding pinned in the resolving
loop; existing card fields byte-identical (new band draws last). storm_06 in
STORM_KEYS + suite STORMS (sync assert is the tripwire). Envelope tool flown:
throat 21.55 @ 59.2, q1 17.78 (rated slot), q2 wind-coldest yet cloth-side
second-hottest — the pond's signature isolated between harnesses. Mutations,
separate runs, red-then-green: gardenfly seam hardcoded -> both 3.1 pins red;
STORM_KEYS drop -> list-sync red with diff; stormgen rng -> byte-equal red.
Browser selftest 438/0/0 (418 + 4 storm honesty + 12 stormgen + 4 gate-3).
THREADS: gate entries + D pairing receipt + B seam/finding notes.
editor_stormsel.js -> editor_storm.js (B's name); globalThis.EDITOR_STORM
(B's name); setStorm/setTime carry B's source tag in the payload; default
becomes B's storm_03_southerly at my receipted t=40 (the pin stays pinned
in c.test — it never needed to be the default, and the c.test assert now
pins the CONVERGED pair instead so a private default cannot regrow).
Zero-delta second harness: envelope.html week mode, both shipped yards,
all five nights vs my S13 tables — byte-identical everywhere (site_02 x
earlybuster all 11 rows; backyard h1-h3 Pa/hint 266/946-1037/2093-2505/
1844-1933; branch ladder 0.88/0.76; t1 southerly 15.45). Measured on
lane/c @ gate-2.2 commit atop main c182fc1, pre-E-re-bake; zero expected
under the 1.00 ruling, zero measured, nothing to flag.
Selftest 413/0/0; mutations 6 (default drift) and 7 (source dropped)
red-then-green on top of the five in the previous commit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Gate 1.1 RULED in THREADS: the honest post is 1.00 — the shipped value
becomes canon, E re-bakes to match, and the adoption mechanism must make
a baked hint reach JSON-declared anchors (same integration, no 0.90
window). B's re-measure becomes a zero-delta verification.
Gate 3: numInput/textInput commit on Enter (idempotent — a no-op commit
pays no rebuild); boundsFaults() rides the validation cache so header,
panel and export read one measurement, export leads with _OUT_OF_BOUNDS
(not _INVALID — that key's sentence would lie); the yard rectangle draws
as an amber line where fence-off sides hid it; +/- zoom on the wheel's
own curve; separation ruled a measured pin with the SITE panel saying so.
New a.test mutation-checked both ways in the browser harness. 410/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two same-day integrations reconciled: their SPRINT15 (post ruling, editor
iterative, honest edges) stands and runs first because it re-measures the
numbers TEETH pins; the TEETH plan moves to SPRINT16 with a fires-after-15
banner, its D gate rewired to the landed swing lawn. ROADMAP arc 0 records
the fork. THREADS keeps both sides chronologically.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
main.js said panel:false in the comment and passed panel:true for two
sprints — the call was right (B's panel is the only prep UI), the
comment now says so. README retitled HARD YARDS with the SHADES codename
noted. THREADS carries the fresh-eyes review receipts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Headline for A: editor.js palette entries 239/243/257/260 omit the _v1 suffix every
other entry carries, so swing_set_01 and tree_jacaranda_01 404, never draw, and
adopt at ratingHint 1.00 instead of E's designed 0.45 and 0.95/0.52/0.40.
adoptAnchor's `rating_hint ?? 1` turns a missing model into the best steel in the
game, and the palette writes the bad name into the exported site JSON. Negative-
controlled both directions on a local patch; editor.js untouched on lane/d.
Also: site_03 candidate authored, scored (82.5 s, winnable at $80, 11 clean of 81)
and played (trap bites: t1c breaks, 83.9 vs a bare 83.7). Phantom sail verified
dead across a live site transition. Friction filed by owner; three candidate
findings checked and withdrawn.
Selftest 406/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate 1.5 -- the round trip. a.test drives the editor's OWN placement function
(placeEntry, exported for exactly this) through
template -> place -> export -> parse -> validateSite -> createWorld -> dress,
then asserts the GLB-backed anchors ADOPTED and the carport's 0.22/0.30 came
out the far side. Mutation-checked with five deliberate breakages; four went
red and ONE DID NOT -- the key-order test shuffled only root keys, every one
of which is in KEY_ORDER, so the alphabetical fallback it claimed to protect
was never reached. Rewritten around unknown keys, re-mutated, red in both
halves. A determinism test that passed while testing nothing.
Picking bug, found by dispatching real PointerEvents rather than reading the
code: clicking an object's FOOT selected nothing, because the pick handle is a
cylinder centred 1.7 m up and from a raised camera the ray has already run
~2 m horizontally by the time it climbs there. pickRef now falls back to
nearest-placed-thing within 1.3 m of the ground hit -- camera-angle
independent, so it can't rot when the pitch changes.
Phantom sail (pool, filed unlanded in S13) -- LANDED and negative-controlled.
Teardown factored into disposeSailView() and called from loadSiteInto before
refreshCameraSolids (which reads sailView and would re-register a disposed
mesh as a camera collider). Rig state goes with the view. Verified through the
real game both ways: with the fix removed the cloth still hangs over the
corner block, screenshotted.
Dev-line (pool) -- two findings, both landed. The line counted `pieces` only,
so it read "debris 0" while seven leaves flew; now reports both populations
off C's leafCount. And index.html's boot-failure handler wrote into #dev,
which is display:none off localhost -- so a failed boot on partly.party showed
a stranger a blank page. It has its own visible #fatal element now.
E's gap 2, runtime half -- and it was worse than "one click away": nextId
namespaces structures s1, s2..., so the FIRST carport the editor places was
already free. collateralFor/wreckStructure/isWrecked now resolve through
structKey (site collateralKey, then GLB collateral_key, then id last so every
existing site is untouched). Negative-controlled: id-equality prices an
editor carport to null. E's tie_off:false honoured at both ends. E's swing set
and jacaranda are in the palette behind a `requires` gate, so they switch
themselves on when the ANCHOR_TYPE widening merges.
Also: `return t.skip(msg)` is a fake pass -- Suite.skip pushes a new result and
lets the current test record as pass. a.test had six; all converted to the
documented 'SKIPPED --' idiom.
Selftest 373/0/0, no skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
web/world/editor.html + js/editor.js. Loads any existing site or an empty
template and renders the REAL dressed world through the same
loadSite/createWorld/dress path the game boots -- not a diagram, and no
second renderer to keep in sync. Place/drag/delete on the ground plane by
raycast, writing the SAME named-key site-JSON shapes world.js already reads
(the gnome pattern; there is deliberately no generic props[] and the editor
does not invent one). Live validateSite into a panel, canonical
stable-key-order export with a loud _INVALID key, visible _design/_why
authoring fields, and an export panel that says export != shipped.
Published the DOM seam contract in editor.html's header so B's SCORE IT and
C's wind authoring can start against it immediately -- mountPanel + a class
kit, the way E's .letterhead kit worked in Sprint 12.
Two rendering bugs in world.js that the editor surfaced in its first ten
minutes, both verified by looking at the yard rather than by reasoning:
- the graybox house was built unconditionally and dress() only retires it
when a house GLB loads, so site_02_corner_block -- which declares no house
-- has been shipping a 16x3x6 m grey slab across night 3's whole north
horizon, in solids, on the public URL.
- SHED alone was bound raw while SHED_TABLE/GNOME/BIKE all get their degrees
converted, so SHED.rotY was undefined, the shed's quaternion was all NaN,
and three.js silently declines to draw a NaN world matrix. The Hendersons'
shed has never rendered; ladder.js has been leaning the ladder on thin air.
Also: createWorld threw on a site with no shedTable (unreachable for both
shipped sites, reached by the editor template on its first frame). Now null,
which every consumer already guards and which CONTRACT.world permits.
Selftest 362/0/0. Asserts for the two fixes land with the round-trip test in
the next commit -- pushing now because B and C are blocked on the seam.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Played night 4 on the pinned line through the real UI (D's protocol):
hp 55.7 WIN, 2/4 lost, pyrrhic verdict — the ~8 gap to the sim chain is the
t=38 crate + ponding landing on p2's 4% margin. Ruled deliberate: the wild
night sells no clean line; the pyrrhic win is the intended reading.
- Site block records _playedReference; a.test pin re-labeled as the
deterministic sim-chain tripwire whose margin is what keeps the PLAYED
night over the win line. Band 18-45 ruled an availability floor (B's 1c).
- THREADS: full second ruling, night-5 canon, Sprint-14 notes.
D's live replay caught landmine 1: bench.js read def.wind.venturi off the
STORM def where a venturi never lives (it is SITE data, main.js:453), and the
probes never attempted it — every site_02 bench number was funnel-off, the
third harness to make B's Sprint-11 mistake. Verifying the fix exposed
landmine 2: the tools remapped anchors to a static sway:()=>pos, freezing the
gum tree whose sway is the dynamic load a tr1 rig eats (ablation on the $80
line's q4: 1.02 funnel-off/static, 1.03 funnel-on/static, 1.24 funnel-on/real
anchors). Backyard numbers matched D's UI to the decimal precisely because
p1..p4 are posts — both landmines are no-ops there.
Fix: windForSite(stormDef, siteDef, anchors) in weather.js is the one shared
wind builder (venturi + shelters, exactly main.js's wiring); all garden_bench
tools build wind through it, fly world.anchors themselves via a re-pointable
wind proxy, print the venturi in their headers, and drop the phantom 12 s
settle (commit->attach->storm is one keypress, and the settle skewed storm
sampling via SailRig's internal clock). c.test.js pins the helper with B's
strictly-raises assert against the real shipped funnel (mutation-checked).
Corrected numbers: $80 line wildnight 91.9 with q4 at 1.24-vs-1.2 rating - a
knife edge the real game falls off (D UI: q3+q4 break, 39.8 TATTERED; D's UI
is canonical there, and a corner over its rating is not a safe line either
way). Buster verdict stands (95.2 bench / 97.9 D live). Icenight 9 DEAD 2/4.
Bench still under-reads UI peaks ~5-15% on site_02 - residual in the pool,
stated in THREADS. Separation-target site_02 example withdrawn to A.
Selftest 341/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate 1: C's model confirmed to the decimal in play (backyard 61.3 exact, carport
82.6 exact, fascia 2.27 eff / t=1 settle tear, QA 88 reproduced). The $80-line
wildnight headline does not survive the real game: probe4/bench read venturi off
the storm def, the site def is where it lives — funnel on, q3+q4 break before
the hail and the line reads 39.8 vs cheap 38.5. Separation table for A's ruling;
the proposed target is currently satisfiable nowhere (bare never reads DEAD).
Gate 2: storm grade, wall (both QA sightings dead from in-yard), leaves (cap 7,
one-wind onset with the lean), lean-under-grade, A's spawn fix (160 px clear on
receipts), hail sliver dead twice over. Plus two sightings: last night's sail
haunts the next prep across a site change; hidden-canvas boot NaNs the camera.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Leaves: a pooled handful (cap 7) streaming with the wind from 8.3 m/s — the
same number D keys the player's lean on, so the yard and the body start
telling one story at one speed. Count rides a 2.5 s speed EMA so it doesn't
strobe; own seeded rng (seed ^ 0x1eaf) so the pool never shifts the crate
sequence; bit-identical under identical (dt, t) streams (asserted).
debris.clear() rewinds the layer. dev_skyfx flies the debris layer now and
warms it to the scrub point, so ?t=50 shows the leaves t=50 would have.
D's aftermath sliver, exactly as diagnosed on lane/d: the hail InstancedMesh
at count:0 with frustum culling and depthWrite off still draws instance 0's
identity matrix — a 5 cm always-on-top speck at the origin. mesh.visible now
gates on n > 0, sky.hail joins the public fx object, and a whole-storm assert
demands hidden-at-zero / shown-when-falling in both directions (gated on
floor(1300 x intensity) >= 1: a burst's first frames honestly draw nothing).
THREADS: gate-2 wrap entry — D's judging unblocked, A's M key live.
Selftest 340/0/0 (+2 tests). Mutation-checked: dropped stepLeaves, a 3 m/s
threshold, and an always-visible hail pool all go red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The gate-1 diagnosis the sprint chartered, inverted by measurement: the shadow
geometry is exact (probe2: raycast and rasteriser agree 1.0000/1.0000), the
canonical measuring lines just don't cover the bed against vertical hail, and
site_02's tr1+q1+q3+q4 at exactly $80 already separates 91.5 FULL vs 35.7 bare
(sep 55.8, 0/4 lost) with no model change. Full findings + separation-target
proposal in THREADS.
Re-verified after the authoring session died un-pushed: all headline numbers
reproduce; the bench drives RiggingSession.commit(rig) -> rig.attach(), not the
bypassed-attach seam D's landmine names; balance.test's canonical shade-cloth
peaks reproduce per-anchor to the last digit. One fix over the original staging:
probe3/probe4 labelled per-corner peaks in plan order, but rig.corners is ring
order — labels now come from corners[k].anchorId (values were always true; the
$80 line's two RATED corners read swapped). Selftest 335/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Done/green on lane/d: wind lean, ladder knockdown fix, label, E clip
contract, C/B diagnoses. Gate-1 verdict and gate-2 visual judging blocked
on C (still at integration commit).
Documented a measurement trap before it becomes a false alarm: a headless
garden-separation harness showed zero separation, which looks like 'the
sail casts no shadow'. It's an artifact — (1) sky.step's third param is
named 'world' so world.sail is the passed {sail:rig}, not the global; (2)
session.commit() bypasses onCommit->rigSail->rig.attach, so the sail is
never built and every rig scores as bare (the hp-36 constant skyfx.js:803
warns cost gate 0 two sprints). Garden must be measured via real play or
the full attach path. No baseline numbers posted — a bypassed measurement
is worse than none.
Wired the wind lean as a root pose per E's analysis. Keyed on windBase not
raw speedAt (measured: raw strobes 8-18 flips/min, windBase 0-2 per storm).
Verified live at 71 km/h, leanDir dot wind = 1.0. gate 2.4 wind-clips line
is done with zero new clips: brace and stagger already shipped/wired, lean
is root. Open question to E: is the WindPosture additive worth authoring.
D's mixed-hardware exhibit, measured on the corner block carport quad:
unbreakable (audit's view): cb1 peaks 3122 N
fuse (cb rated + q carabiner, $70): q3 blows at the change, sail sheds,
cb1 peaks only 1169 N — holds, pays +$147
uniform rated ($120): sail stays intact, cb1/cb2 both blow at 1602 N > 1430
The cheap corner is a genuine fuse — paying more breaks the beam, paying less
saves it. Ruling: it's real, physical, legible depth. Keep it.
The hole is in the tool: auditSweep flies unbreakable hardware, so it prices
every corner to its unbroken peak and marks D's winning quad
"cb1 3.1kN->NONE, affordable:false" — unwinnable. Third face of the SPRINT6
trap (unriggable -> cheap -> unwinnable), each time because the tool modelled
less than the sim. It's a false FAIL not a false PASS, so it never called the
site unshippable — but it hides the best-value line from guidance.
Fix folded into the post-C re-audit (fly breakable hardware, detect the shed):
the "best net" claim is garden-inclusive and moves when C's model lands, so
measuring it now measures a number that changes. Flagged, not rushed.
D measured it live: interact.js gated the shed-table spare on !player.carrying
alone, never reading the count, so a player who bought zero walked off with
unlimited free shackles mid-storm — the spare economy the ladder cost is
balanced against, free on the spare side, on the public deploy.
My half of the cross-lane seam: RiggingSession gains sparesRemaining (getter)
and takeSpare(). `spares` is the shed-table count, so takeSpare() decrements it
— which also fixes a second bug for free: main.js:720 refunds
session.spares * SPARE_COST as "a spare you never had to use", so you were being
refunded for spares you'd already spent. Decrementing makes that honest with no
change to main.js.
Wiring stays A's (thread the session into wireYardActions) and the gate+consume
stays D's (two lines, posted in THREADS, D offered). Asserted: take-without-buy
fails, table runs dry, consumed spare no longer refundable.
rigging.selftest 21/21.
Four of the QA/D "smalls", one of which was not small.
rig.t never reset between nights: main.js builds one SailRig at boot and
re-attach()es it each night while step() runs in every phase, so the clock ran
on and night 2 sampled its storm from wherever night 1's aftermath left off —
30-50% weaker, past the end of the curve, and offset by however long the invoice
was on screen. A determinism break. Fixed in attach() (zeroes t and _acc);
asserted as "two identical nights, one rig -> byte-equal traces", mutation-checked.
standing-kN preview (D's "$60 blind"): the prep panel shows each corner's
still-air load vs its effective rating, and a summary line, so the tension dial's
static cost is visible before you pay. At 1.4, p4 reads 1.62/1.2 kN !! RIPS AT
REST. session.standingLoads() measures on unbreakable hardware (measuring load,
not rehearsing failure). Cross-checks D's in-play 46m2 number (1.41 kN) exactly.
Panel honesty (D): prep list prints effective rating with the hint shown as its
discount (cb1 0.12/0.3 kN×0.22) — the weak-link arrow now explains itself.
setHardware() throws on non-shop hardware (incl. lookalikes — the shop compares
by identity) instead of silently no-opping; player-reachable failures still
return {ok:false}. balance.test documents the old silent-fail bite.
BLOWN label collision (hud.js — A's file, flagged in THREADS): screen-space
de-collision stacks overlapping corner bars. Verified by projecting cb1/cb2's
real positions through a swept camera — 6/72 viewpoints collide (all ~12m, where
the QA played), thresholds catch exactly those.
Gate 1.2 and the fuse-line stretch stay held on C's geometry fix + A's garden
export. Withdrew my night-1 flag (the card says it's the tutorial night by
design); the ice-night win-line question stands.
selftest 339/0/0 (335 + 4 new).
- The aftermath 'ghost sliver' QA blamed on my ladder is C's hail
InstancedMesh at the origin: count:0 but frustumCulled:false +
depthWrite:false leaves instance-0 drawn as a 5cm always-on-top speck.
Fix is mesh.visible = n>0 or scale-to-zero when intensity is 0. skyfx.js.
- The shed-table spare is free and infinite: interact.js gates only on
!carrying and never reads rigging.session.spares. Took a spare 3x with 0
bought. Deletes the spare economy the ladder cost is balanced against.
Cross-lane: the count lives in B's session, main.js wires
wireYardActions without it. Needs A to thread rigging in; B owns the
economy. Flagged both. Should land before gate 4 (public difficulty hole).
Gate 2.4 asked for lean/stagger/brace clips staged by wind band. The answer,
measured twice, is that the asset shouldn't exist.
1. The lean cannot be a clip. _rotOnly drops Hips.quaternion from every clip at
load (player.js:53, applied :239). Parsed the shipped pack to confirm rather
than trust the read: 17 clips, 195 channels each, 64 survive. A lean baked
into a clip's hips is discarded. And stripping it is right — the wind's
bearing swings (the change; site_02's venturi) and a canned clip has one
fixed lean axis, so only the sim can aim it. Same trick as the knockdown and
climbY. The lean is D's root pitch; thresholds proposed off Beaufort 7
("inconvenience felt when walking against the wind" = 13.9 m/s), which lands
storm_01 never leaning, storm_03 gusting through the line, storm_02 in gale.
2. Mixamo has no wind animations. Searched the real API, not assumed: shiver
returns zero, brace returns eleven ledge-hang clips, wind returns Catwalk
Turn. The factory header already recorded this in Sprint 3.
Rendered the two real candidates on a skinned rig, twice each — as authored and
as the game shows them. Pushing is a squat shoving a couch. Leaning is a man
waiting for a bus. Both rejected. Both would have passed every check we own:
they load, they're metre-scale, their nodes survive. Dims can't answer "is this
the right shape" — the bike rule, catching a whole feature this time.
Brace and stagger already ship (TakeCover, StumbleBack, Reaction). D should wire
the root lean first; I'll hand-author a WindPosture additive into the gap we can
both see, if one remains. Spine rotation survives _rotOnly, so it would land.
Evidence, harness and repro in tools/character/windclip_candidates/, plus the
four pipeline traps I hit in order so the next lane doesn't.
selftest 335/0/0, unchanged — no asset added, no shipped file touched.
Posting before export, per SPRINT13 gate 2.4 ('agree the clip names and band
thresholds with D in THREADS before you export').
The headline is a correction to the brief, measured not argued: _rotOnly drops
Hips.quaternion from every clip at load (player.js:53, applied :239), so a lean
baked into a Mixamo clip is discarded. Parsed the shipped GLB to confirm — 17
clips, 195 channels each, 64 survive. The lean has to be a root pitch in D's
sim, aimed at wind.dirAt(t), because the wind's bearing swings and a clip's
lean axis can't. Same trick as the knockdown and climbY.
Thresholds anchored on Beaufort 7 ('inconvenience felt when walking against the
wind') = 13.9 m/s, which lands storm_01 never leaning, storm_03 gusting through
the line, storm_02 in gale all night. Not tuned to get that.
Mixamo has no wind clips — searched the real API, not assumed.
Gate 1 evidence, posted early because C's model fix and A's export are both
downstream of it.
garden_probe.html flies the sim's own garden loop (skyfx gardenExposure +
gardenHailExposure, stepped the way main.js does) per rig line and prints the
garden HP the sim would report. Browser-only by necessity: skyfx needs
`document` (node throws), so garden prediction can never live in audit.mjs.
The finding, every corner held on rated shackles (the sail's best case):
night 1 gentle no hail bare 97.6 best 99.1 sail worth +1.5
night 2 southerly 0.7 bare 83.7 best 90.1 sail worth +6.4
night 3 buster 0.7 bare 82.6 best 90.1 sail worth +7.5
night 4 wild night 1.3 bare 35.7 best 60.5 sail worth +24.8
night 5 ice night 1.4 bare 0.0 best 27.7 sail worth +27.7
The separation IS hail size, exactly as A's GARDEN_DRAIN comment predicted:
cloth blocks 100% of 1.3+ stones, 74% of pea hail, and rain at 73 degrees walks
under and does nothing. No value of GARDEN_DRAIN can separate a good rig from
none — it scales both by the same factor.
Also found: my own audit's cover% is the SUN shadow, which C's skyfx comment
already called "a number about nothing" during a storm. On the wild night it
predicts the garden BACKWARDS (r = -0.42): the best garden line is p1,p2,p3,p4
at 25% cover / $65 / 60.5 HP, beating a 71% cover / $120 line at 52.8 HP. D's
"$20 rig banked 39/45" and the QA's +$97 are the same fact — I sorted the table
by the wrong quantity.
Flagged to A: the ice night's garden cannot be saved at any price (best 27.7 vs
WIN >= 50), and night 1's sail is worth 1.5 HP.
The probe carries a TEMPORARY marked copy of main.js's private garden constants;
asked A to export the model so audit and sim share one copy. Nothing ships
against the copy — the probe is evidence, not a feature.
Gate 2.4 asks E to agree names+thresholds with D before exporting. Filed:
- Blocker E can't see from a JING5 clone: build_player_anims.py's source
libraries (~/Documents/FBX, 3D=models/animations, mixamo-fetch) do not
exist on this laptop. All three are on ultra. The pack ships built but is
not rebuildable here.
- The asked-for clips aren't on disk anywhere (only Stumble Backwards and
Taking Cover are lean-adjacent, both already shipped), and new Mixamo
fetches need John's manual browser login. Brace and stagger are ALREADY
shipped and wired (TakeCover on KeyC, Reaction/StumbleBack on gusts) —
the lean is the only genuinely new posture.
- Bands measured at the player spawn across all five storms:
calm <8.3 / lean 8.3-17 / gale >=17 m/s, hysteresis +/-1.5. 8.3 m/s is
30 km/h, the same number C's leaves start at. Band ladder lands on the
storm rating ladder.
- Signal is sim.windBase (existing ~4s EMA), not raw wind.speedAt: raw
strobes at 8-18 band flips/min, windBase gives 0-2 per 90s storm.
Sustained = posture, gust = event. Deviation from the prompt's literal
wording flagged to A with the table.