Commit Graph

4 Commits

Author SHA1 Message Date
m3ultra
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>
2026-07-17 03:14:27 +10:00
m3ultra
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>
2026-07-17 02:28:09 +10:00
m3ultra
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>
2026-07-16 21:38:21 +10:00
m3ultra
84f647a90c Add wind field, storm timelines and weather selftest
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>
2026-07-16 21:38:12 +10:00