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>
Two QA sightings from in-yard eye height, both geometry, both reproduced on
dev_skyfx before touching anything. (1) The band stopped AT the camera's
horizontal plane, but the ground's true horizon sits ~0.6 deg below it (the
dip), so a bright sky sliver showed under the base — the floating slab. The
band now overshoots to ~12 deg below the equator; the ground occludes the
overshoot by depth, and it survives scale.y's 0.3 rise floor. (2) The arc-end
fade (sin^0.75) left the outer tenth at ~0.36 alpha — the hard vertical seam.
Now sin^1.6 with the arc widened 2.2->2.6 rad so the solid core keeps its
span while the ends drop under 0.12.
Verified by eye on dev_skyfx (southerly t=24, front 0.51): base meets the
ground line, no sliver, no seam. Selftest 338/0/0 (+1 test pinning both in
numbers). Mutation-checked: the old thetaLength and the old exponent each red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
QA played the southerly at 65 km/h under a noon-blue sky with razor midday
shadows. The arithmetic said why: sky, sun and hemi all multiplied the weather
by the author's palette (darkness 0.5 on the southerly), so the dial could
zero the weather's say — 0.69 storminess became a 0.35 nudge. The grade floors
it (storminess x lerp(0.5, 1, darkness)): a full gale now goes at least half
way to slate on any palette while the wild night keeps its authored black.
Plus the two things nothing keyed at all: the sun disc lerps toward slate and
sun.shadow.radius lerps 1->7 on storminess (PCFSoft, so it is real blur).
Deterministic — pure in t, same curve the rain uses, exposed as sky.stormGrade
above the render gate for headless reads. dispose() hands back intensity,
colour and radius exactly.
Verified by eye in dev_skyfx: southerly t=55, 18.5 m/s reads slate weather.
Selftest 337/0/0 (+1 test). Mutation-checked: the old formula and a dropped
radius line both go red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One flag plus a gain write, but the flag is the point: a mute pressed on the
splash screen, before the first gesture builds the audio graph, is remembered
and honoured by unlock(). main.js already feature-detects sky.setMute, so the
M key lights itself up on this landing. audio.masterGain getter added so the
assert reads the real bus, not the flag back.
Selftest 336/0/0 (was 335, +1 test). Mutation-checked both ways: a no-op
setMute and an unlock that forgets a pre-unlock mute both go red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate 3.3: collateralFor('gutter') returns {90, 'the gutter'} — canonical in
backyard_01.json beside the reasoning, GLB extras as fallback, per E's
collateralKey chain. House wreck wired on the carport's swap contract
(no-op until lane/e's GLB merges; window_glow state copied). site_02 stays
null: no house, no gutter. hud.js bars + main.js verdict now read
rating × ratingHint, matching sail.js's failure line (B's flag).
selftest 319/0/0.
Gate 3.2: bike_kid_01_v1 on backyard_01's south fence, rotYDeg 180 so the
baked -Z lean lands ON the fence — bars measured to the rail (0.286 m
reach, z 9.69 -> grip at 9.98), tyres 0.31 m clear, between posts. Unpriced
by ruling: the sim can't knock a bike over, and billing an unseen event is
the lie the invoice kills; the windward-fence pose is the honest one.
a.test pins lean direction, standoff band, and the ruling. 318/0/0.
Gate 3.1: the CUT block from tools/jobsheet verbatim — letterhead, billto,
brief, sched, .void, AMOUNT DUE, terms. Docket numbers shared across the
pair (JOB/INV 1040+night); week.js nights carry an addr. Cards scroll when
taller than the window (safe center + overflow). Both rulings adopted and
pinned by DOM asserts; selftest 317/0/0.
Every windchange event gets an in-world tell: a dark bank standing on the
horizon in the quarter the new wind comes FROM, rising across the 12 s
before the change and clearing after the swing, plus a low distant rumble
layer in the audio. Soft-edged via vertex alpha (the hard band read as a
floating rectangle on the bench). Deterministic off (dt, t): progress is a
pure function of t, azimuth comes from dirAt at a fixed post-change
instant. Night 2 teaches the tell at ~18 s; night 3 shows the same wall at
t=6, which is 'looks like night 2 and isn't' made visible.
dev_skyfx.html: the skyfx bench — one storm, bare ground, scrubbable
clock, so the tell can be judged by eye without playing to night 3.
Two new asserts in c.test.js (window, monotonic rise, direction, mesh
orientation, changeless storm stays clear, bit-exact determinism).
Selftest 322/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Five new asserts (Lane E 67 -> 72; selftest 315 -> 320):
- price exists, sits between gnome and carport, keyed to the anchors'
collateral string, wreck carries the same bill and names its twin
- the torn gutter is DOWN in the wreck and UP in the intact house — negative
control run: rebuilt with the ground run at eave height, selftest went red
('gutter_down tops out at y=2.68', 1 failed / 319 passed) while the Blender
verify PASSed the same bad file (plan position unmoved, no box span changed);
restored build round-tripped to identical hashes
- wreck height equals house height (a house does not fall when its gutter does)
- no fascia_anchor_* survives into the wreck
- house pair added to the shared ground-plane test
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The fascia anchors have said collateral:"gutter" since Sprint 6 and nobody
priced one — collateralFor('gutter') returns null, backyard_01's house is a
free failure. Proposal rides in the asset like the carport's did: 90, between
the gnome (25) and the carport (180), with the band reasoning next to the
constant. A rules the number.
house_yardside_wrecked_v1: same origin/footprint/facade (shared _house_facade
helper — intact house BIN chunk byte-identical to the committed GLB, only the
three new price extras differ), fascia torn through the anchored span, left
run hanging by its last bracket, right run kinked ON the grass, downpipe out
of plumb, offcuts flat on the lawn. No fascia_anchor_* empties survive — you
cannot re-tie to a ripped eave.
collateral_key is new and explicit: unlike the carport, the structure and the
thing you take have different names, so the key names which collateral string
the value prices.
All 33 GLBs byte-identical across two full factory runs; the house pair also
byte-identical between --only and full runs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
sail.js _checkFailure now fails a corner on load > hw.rating * anchor.ratingHint
(read live from the anchor — dress() mutates in place). Consequence asserted,
not the formula: on site_02's carport line (uniform rated shackles, funnel on,
12 s calm settle) a cb corner blows before any q corner — at DEFAULT tension
(t~29 s into the storm, honest posts hold) and at max. In-suite control pins
the attribution: the same rig with every hint forced to 1 holds 4/4, so the
break is the hint, not the load. Mutation-checked: unwiring the line fails both.
rigging.js weak-link (D's #7): summary.weakest reduces on rating * ratingHint
via _effRating, not bare hw.rating — uniform hardware now flags the genuinely
worst steel instead of the first click. Mutation-checked.
site_audit prices the anchor, not just the steel: tierFor(peak, hint) needs
h.rating * hint >= peak, both front-ends carry ratingHint through (browser off
world.anchors, node dump extended with the live-dumped hints), rows print the
hint. sweep.selftest asserts hints reprice without touching peaks and land
over-ceiling corners in unholdable. Mutation-checked.
Selftest 319/0/0 (315 + 4).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Second harness on B's post-ratingHint audit: measures what the STORM
delivers at every dressed anchor — peak speedAt, tPeak, dynamic pressure
(downdraft folded back in), dose, and Pa/hint (the wind-side failure-order
prediction under load > rating x ratingHint). No cloth, no rig, no tension:
independent by construction.
Browser front-end dresses the yard the way the game does (createWorld +
dress) and wires venturi + tree shelters exactly as main.js:446-447 does.
envelope.selftest.js wired into c.test.js, every assert written to fail if
a wiring line is deleted (sweep.selftest's pattern). Selftest 320/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
C AND D BOTH LANDED WHILE I WAS IN GATE 2, AND BOTH CORRECT ME.
VENTURI — reverted to axis 2.1 / gain 1.5. C reached the same physics I did,
independently (|dot| means an axis is a line, mod PI), and then went one step
further and caught my reasoning: -1.08 was never a proposed AXIS. It's
dirAt(40), the southerly's HEADING once the change settles. 2.1 is the GAP'S
ORIENTATION — site geometry, which doesn't move when the wind does. They're
different quantities that sit a hair over PI apart only because the gap was
BUILT along the southerly.
So "measured beats authored" was the wrong rule for this question: I'd have
swapped a geometry fact for a weather fact because they nearly coincide, and
the site's axis would silently mean the wrong thing the day someone authors a
storm from another quarter. "A number gathered from the wrong harness" caught
both of us on the same question from opposite sides in one sprint.
Gain reverted too, and that one I simply jumped: it's a balance lever, B's audit
calls it, and C's standing offer is to drop to 1.35 only if no $80 line survives.
B hasn't run. D then measured the site winnable off honest anchors at 98% — so
the funnel isn't killing the line and the gain stays.
D's LANDMINES, both mine, both in gate 2's path:
· CALM_STORM loaded only because night one HAPPENED to be storm_01_gentle.
Gate 2 rewrote every night entry. Drop gentle and windTime() throws every
non-storm frame on "Cannot read properties of undefined (reading 'duration')"
— naming neither storms, nor calm, nor the week. Now explicit in the preload,
and the assert calls stormsToPreload() with a gentle-free ladder, because
asserting it against the shipped NIGHTS passes either way. That's how it hid.
· boot({site}) was a documented lie that failed INVERSELY — markers on the
requested yard, world on the week's. Honoured through the week now (seek to
that site's night), because a site without its night is half a game: no
client, no brief, no storm, no bank. Plus opts.bank, so D can boot the corner
block at the $237 they measured instead of night one's $80 and OFF THE JOB.
RATINGHINT — D is right that nothing reads it, and the naive fix is worse than
the bug: honest posts are built from site JSON, never touch adoptAnchor, so
their ratingHint was undefined — and `load > hw.rating * undefined` is
`load > NaN`, always false. The strongest anchors would have become UNBREAKABLE
while the carport became the only thing that can fail: the trap would look like
it works, for the wrong reason, and read as a successful playtest. Every anchor
carries a real number now (DEFAULT_RATING_HINT), pinned, so the wire is safe
before it's made. The wire itself is sail.js — B's — and the ruling is in THREADS.
selftest 306/0/0 (was 304).
site_audit's headless false-negative is fixed by the browser front-end
(A's loadSite/createWorld landed in main — that was all it waited on), and
fixing it surfaced a worse bug underneath: the sweep built its wind from the
STORM def alone and never called setVenturi, which main.js:424 does at every
site load. The venturi is SITE data, so every site_02 audit ever run — including
the numbers quoted at C in SPRINT10 — was of a corner block with no gap. The
SPRINT6 p1=7.4kN failure inverted: there the tool called a good site unriggable,
here it called a mean site cheap.
- sweep.js: setVenturi on both winds (the gap doesn't switch off for the settle);
both front-ends pass the site's funnel and print it, so a funnelled run is
legible as one.
- sweep.selftest.js (new, wired into b.test.js): the auditor gets an auditor.
Funnel must strictly raise every corner; a funnel-less site must be
byte-identical. Verified it fails when the setVenturi calls are deleted.
- rigging.js: setWorld(world) + session.setBudget(n)/setAnchors() — A's two asks.
Markers are rebuilt (the anchor set changes across sites) and disposed; stale
picks die with the old yard. Deletes A's "one private touch" into this module.
- dev_rigging.html: dead since SPRINT10 (called createWorld without a site, which
now throws) and nothing noticed, because a dev page has no selftest to go red.
Fixed, dressed, and given the site switch it should have had (N = next yard).
Verdict for C/A, in THREADS: site_02 PASSES with the funnel on — 64 of 66 lines
affordable, cheapest $20. The funnel kills nothing, so the gain does NOT need
dropping and E's tree stays put. It's a reach problem, not a gain problem: the
throat's radius is 5 m and the bed centre is 6.08 m away, so the gap screams over
the carport at +50% and reaches the garden at +0.0%.
selftest 300/0/0 (296 + 4 new).
The letterhead is the point: one business, two documents, same masthead, so
the job sheet and the invoice read as a pair of papers off the same outfit's
printer rather than two game screens. DESIGN.md has opened with "you run a
small landscaping outfit" since day one and it has never been on the glass.
tools/jobsheet/ — paste-ready for Lane A between CUT markers, purely additive
(.card/.row/.ledger untouched), rendered to four PNGs before handover, each
state addressable as ?v=. The ledger already WAS an invoice; it just never
said so. The line worth keeping is .void: a bonus that was on the job sheet
and didn't survive the night, struck through in the same column as the money
that did — a bonus you never watch fail is one you never learn to protect.
Two design calls left as A's with the reasoning beside them, same as the
carport's $180: the business name (proposal: HARD YARDS) and the ABN
(sequential digits on purpose — a plausible one could be a real business's).
bike_kid_01.glb — 1.15 x 0.33 x 0.74 m, 700 tris, lean baked in because a
bike doesn't stand up on its own. Two bugs caught by LOOKING at the render,
neither catchable by the existing suite: a comment claiming a step-through
above a diamond frame, and a fork with negative rake that drew head tube and
fork as one pole through the front wheel. Both passed the Blender verify —
a bounding box can't answer "is this the right shape".
The lean is an export-time axis fact (+Y in Blender is -Z in three.js), so
e.test.js now pins it in browser coords. Proved the assert fails: rebuilt at
lean=0 and Blender still said PASS while the selftest went red.
selftest 299/0/0. 32/32 GLBs byte-identical across three full factory runs.
DESIGN.md has opened with this since line 3 — "every callout is a different
site, a different client" — and the game had the site and not the client. The
forecast card is a job sheet now and the aftermath is an invoice.
THE WEEK, once it was asked to name a client, mostly wrote itself: four nights
are the same yard, so they're one client on retainer while they're away (the
Hendersons, in Cairns from Friday — SPRINT11's own line). Night 3 is a
different SITE, so it is necessarily a different CLIENT: a short-notice callout
to a corner block you've never rigged, on the night the change comes early.
That isn't flavour bolted on, it's what `site: site_02_corner_block` already
meant, finally said out loud.
BUDGET Y IS THE FEATURE, not the letterhead. DESIGN.md's brief is "client wants
X, budget Y, forecast Z" and this card had Z alone. The fee has existed since
Sprint 8 and the player has never seen it until the money was already spent —
you chose what to rig without knowing what the job was worth, which is a reveal,
not a decision. The sheet quotes base + garden + clean up front, and a test pins
that a perfect night pays exactly what the sheet advertised: a job sheet that
over-promises is the game lying on paper.
THE CLEAN BONUS is the new money, and it's the one number in week.js that isn't
measured. It gives the invoice three axes that mean three different things —
you turned up, their garden lived, you didn't wreck the place — and it's NOT
gated on winning, because a lost night where you broke nothing of theirs is a
different fact and deserves its own row. It also makes the carport bite twice:
180 + 20 = 200, inside E's own "over ~250 is a silent game over" ceiling.
Measured: it adds ~$100 to a competent week (385 -> 485), which makes
BROKE_BELOW's known runaway worse. I did NOT pay for it by quietly trimming
feeFor or gardenBonusMax — those carry measured evidence, and re-tuning someone
else's evidence to fund my own feature is the move this repo keeps catching. If
gate 3 says the bank runs away, this is the lever to cut first and it's data.
TWO BUGS, BOTH CAUGHT BY LOOKING AT THE CARD, neither by a test:
· "THE HENDERSONS" over "The Backyard — Your own place". The blurb and the
letterhead called each other liars on screen. The blurb gave way: "your own
backyard" is a leftover from when the game had one yard, and DESIGN.md never
wanted it. The line's job survives — night 1 is the tutorial because you know
this yard, now from having worked it for years rather than owning it.
· C's `lead` is a 0..1 haze dial (confidence = 1 − lead), not "nights out". I
read it as nights, passed 1, and the sheet advertised "forecast confidence
0%". Now 0.6, because C's own hail rule calls L > 0.55 too distant to promise
ice, and tomorrow is exactly that. C: the slot is mine, the number is yours.
Lane C's forecastLines(def, lead) finally has a caller above 0 — two sprints
after they built it. Lane E: .letterhead / .brief / .jobsheet / .tomorrow are
structure only and yours to style.
selftest 304/0/0 (was 300).
The corner block's seams, all of them A's to close.
ENUM (D's flag). Anchor.type was a closed JSDoc enum 'house'|'tree'|'post',
so site_02 typed its carport 'post' to fit — quietly enrolling it in the
sail-post family that C's venturi and B's audit both read. Widened to E's own
asset strings (carport, carport_post) and, more to the point, CHECKED: it was
documentation for ten sprints, and documentation cannot fail. validateSite now
rejects an unknown type by name. The ladder is untouched either way — D keyed
it on `work`, the mechanism, which is exactly why that was right.
CARPORT (E's proposal, adopted). $180, with E's reasoning intact: gnome 25, a
night's budget 80, so 180 is 2.25 nights — a good week turned broke and felt
for the rest of the run, without ending a strong one outright. Under ~120 it's
a shrug, over ~250 a silent game over that teaches nothing.
The number lives in site JSON, not the GLB: sites are data, and what a carport
COSTS is this site's economy, not a property of the mesh. E's baked value stays
as the fallback and the proposal.
And it BILLS now. E shipped the trap and said it plainly — the anchors said
collateral "carport" and nothing said what one cost, so nothing scored it. You
could lose the worst steel in the game and pay for a $15 shackle. One broken
corner is enough (the gnome needs two: it needs the sail to land on it; the
carport doesn't need the sail at all), priced per structure so two beams is one
carport gone, not $360. The wreck swaps on the same event — E built it to the
same origin for exactly this.
VENTURI (C's question). There was no disagreement to settle. weather.core
aligns on |dot(wind, axis)| because a gap funnels either way through it, so an
axis is a LINE: -1.08 + PI = 2.0616, and my shipped 2.1 was the same gap read
from the other end. Took C's number because C MEASURED it off storm_03b and I
eyeballed mine at authoring time; the 2.2 deg of my eyeballing was worth
0.44 m/s. gain left at C's 1.35 — that's a balance lever, theirs with B's audit.
Also wired validateSiteWind at site load, C's ask from Sprint 10.
selftest 300/0/0 (was 296).
forecastLines(def, lead) always took the param; what was missing was the
map from "this night is N nights away" to a lead. leadFor(nightsOut,
weekNights) is that map, linear onto forecastFor's documented 0..1 domain
so tonight is exact and the week's far end is lead 1. Tomorrow at a
five-night week reads 0.25 — 75% confidence, sustained band ~±8%.
hud.js is Lane A's; this only exports the argument.
The new assert pins the property that makes a band safe to print: it
RESOLVES. lo rises and hi falls monotonically onto the truth as the night
approaches, because the centre-wander is the same seeded draw at every
lead — so tomorrow's band always contains tonight's and the card never
jumps. Verified against a mutation that reseeds per lead (caught).
Its containment half is honestly decoration today and is labelled as
such in the test: 0.6-of-half-width wander means c±w never crosses v, so
deleting the clamps does not make it fail. Kept as a contract guard for a
future rewrite of band(), not counted as coverage of today's code.
Selftest 298/0/0.
SPRINT10 gate 1b. A night is now {storm, site}; the week hands over a yard per
night and night three is the corner block. Nights 1/2/4/5 are the backyard; the
plain-string night form still works and defaults to backyard_01.
site_02_corner_block.json: a smaller 24x16 yard with E's carport as the trap it
was built to be — beam anchors rating_hint 0.22, posts 0.30, both below the
house fascia's 0.35, collateral "carport". The site IS winnable off the honest
anchors (one tree east, four ground posts): I enumerated the honest quads at
authoring time and there are four in-band ones covering the bed, so the carport
is temptation not necessity. Full load audit is Lane B's tools/site_audit.
The carport's beams are keyed work:"bracket" — D's field, the MECHANISM not the
type. A bracket up a bare beam is the one anchor you can't fake from the ground,
so it needs the ladder; keyed on type it would fail open (a carport isn't a
house) and the ladder mechanic would silently vanish, which is exactly the audit
D ran. C's venturi list is in the JSON with two gap coordinates they asked for.
The world is rebuilt on a site change, not re-pointed: createPlayer captures the
world into its ground clamp, collider, ladder and broom (Lane D's modules, no
setters), so a clean rebuild is honest — and a site change only happens at a
forecast, never mid-storm. world.dispose() frees the old yard so nothing leaks.
The re-point of rig + session lives inside loadSiteInto, keyed on the rebuild
itself, after a caller-side version proved fragile.
Verified end to end through real phase transitions: play night 1, hit the
aftermath, and the forecast into night 3 rebuilds into the corner block —
carport present, 10 anchors (cb/cp/q/tr, not h/t/p), smaller bed, player rebuilt,
no scene leak. Then back to the backyard, 12 anchors restored. Selftest 289/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
C asked in THREADS whether to land a one-liner making gardenHailExposure read
sail.porosity. Answer: it is already wired, in merged main — I did it in SPRINT9
(e576f5c): skyfx.step refreshes sailPorosity from world.sail.porosity, and
gardenHailExposure folds hailBlockFor(size, sailPorosity) into what it returns.
No one-liner needed.
But "already wired" was untested end-to-end. The only test of the hail leak,
weather.selftest's 'fabric choice is real', REIMPLEMENTS the formula inline with
hailBlockFor + hailAt — it proves the primitive and the arithmetic, not the
plumbing. A regression in the plumbing (the :738 refresh dropped, the
wind.def.hail.size lookup resolving wrong, hailBlockFor no longer folded in)
would leave that test green while the game quietly stopped leaking hail. That is
the measure-a-copy pattern this whole browser suite exists to avoid.
New assert 'porous cloth leaks pea hail into the garden, membrane blocks it'
drives the real sky.gardenHailExposure. The isolation is exact: ONE settled,
intact rig, sampled at ONE hail instant, porosity flipped 0.30<->0 between reads.
sky.step(0, t, {sail}) refreshes sailPorosity and rebuilds the shadow grid at the
same instant without advancing physics, so shadow geometry is identical across
the two reads and `block` is the only thing that moved. Measured:
pea (size 0.7): cloth 0.346 vs membrane 0.292 -> porous leaks +18%
ice (size 1.4): cloth 0.458 vs membrane 0.458 -> identical, the no-op
No storm flight, no second rig — deliberately. Two rigs whose corners diverge
share no shadow, and that difference is a cascade not a fabric: membrane cascades
on the ice night, so a naive two-flight version reads a FALSE ice-night
difference. The same-rig swap removes it.
And it can fail: if porosity stops reaching the exposure, both reads collapse to
the membrane value (measured: 0.2917 == 0.2917), cloth > membrane*1.05 is false,
red. The ice check is exact equality — if porous ever starts leaking big ice,
that goes red too.
Selftest 288 passed, 0 failed, 0 skipped.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT10 gate 1a, carried since Sprint 8. Everything that was a module constant
— bed rect, house line, tree and post placements, shed, gnome, sun angle, fence
sides — is now data/sites/backyard_01.json, and world.js is a builder.
The extraction is byte-identical, and that's checkable rather than claimable:
E's branch-anchor tripwires pin five positions to 6 dp, a.test's quad-band
asserts pin the whole rigging geometry (>=3 quads in 18-45 m2, full coverage
still >45 m2), D's ladder field and B's balance lines all pass unchanged.
287/0/0.
It's byte-identical by construction, not by luck: the site-derived values keep
the builder's original local names, so ~500 lines of geometry that was already
correct is untouched and only its SOURCE changed.
Two things earned their place:
Anchors carry D's `work: "cloth" | "bracket"` — the MECHANISM, not the type. A
post is tensioned from a cleat at its base and a tree strop is thrown, but a
bracket bolted up a bare wall is the one you cannot fake. Keyed on mechanism
because `type` is a closed enum ('house'|'tree'|'post') that site_02's carport
doesn't fit, and needsLadder keyed on type FAILS OPEN there — the ladder
silently vanishes and you re-rig a 2.6 m bracket standing on the grass.
p4's swept position table moved INTO the JSON's `_why`, beside the coordinate it
justifies. That table is the only thing stopping someone nudging the post toward
the bed and collapsing DESIGN.md's central tension; it belongs with the number,
not in a file the number left.
validateSite() fails loud: sites are content, and a missing bed silently becomes
NaN coverage while a missing anchor list silently becomes an unriggable site.
createWorld now requires a site and says so.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The carport anchors have said collateral="carport" since Sprint 9, but the root
carried no collateral_value — so main.js, which reads world.gnome.collateralValue
for the gnome, had no number to reach for. A trap with no price is a warning
label. The root now carries it in the same shape and place, pinned above the
gnome's 25, with the proposed 180 and its reasoning as a named constant so Lane A
can argue with the number rather than the asset.
carport_01_wrecked is the payoff, on the intact one's origin for a mesh-for-mesh
swap: the pads stay (they were never the weak part), the frame racks over like a
parallelogram, the roof peels off downwind in one piece.
Two bugs found by measuring rather than reasoning, both now comments where the
numbers are: the beams were rotated when a beam spans the axis the frame racks
in, so it rides level — tilting it made the wreck taller than the carport; and
the roof sheets dipped below ground, which is what inflated the height. Asserts
now pin the wreck shorter than its twin and sitting on the grass.
291/0/0, Lane E 64 asserts, 40/40 output files byte-identical.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A builds world.js FROM DATA this sprint, and a site's `wind` block (venturi
funnels, later per-site shelter overrides) is hand-authored data like a storm —
so it validates like one. setVenturi already clamps defensively, but a clamp
hides a typo where the repo's ethos is to name it: a gain < 1 (someone reaching
for a shelter), a funnel with no throat coordinates, an axis typed "south". A
calls this at site load next to validateStorm. A site with no wind block, an
empty block, or an empty venturi list all validate — the funnel is opt-in.
Node 56/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT10 gate 1. Adopts SPRINT10's spelling — `work: 'bracket' | 'cloth'` — as
canonical over the boolean I proposed in Sprint 9: naming the mechanism
positively beats a negation, and it's the field A is emitting. Sprint 9's
`worksAtBracket` is still honoured so nothing that already sets it breaks, and
`type === 'house'` remains the fallback, so site_01 is a no-op (verified live:
no anchor there carries either field, and fascia/post/tree verdicts are
unchanged).
Keyed to E's SHIPPED carport_01_v1.glb rather than my invented numbers, and it
confirms the audit exactly — it also carries BOTH mechanisms on one structure,
so a per-structure rule would still have been wrong:
beam_anchor_01/02 y=2.36 anchor_type "carport" rating_hint 0.22
post_anchor_01/02 y=1.75 anchor_type "carport_post" rating_hint 0.30
The beam sits over a 1.72 m person's 2.20 m reach and needs the ladder; the post
doesn't. Neither is typed 'house', so un-declared they BOTH fall back to "ground
work" and canReach waves a 2.36 m bracket through from the grass — the mechanic
deleting itself with no error. That regression is now pinned by a test.
E: the beam is the double trap — your worst rating in the game AND the one that
costs a ladder trip. That reads as a rule, not a bug, which is what §Lane D asks
for. A: the mapping you want is beam→bracket, post→cloth.
63 Lane D asserts headless, 288/0/0 in the browser.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT9 task for B+D. The demoted guard compared the worst corner's mean LOAD
across two windows and called the difference a "trend". The integrator's
diagnosis was that its clock was wrong — held at t=0, storm_02's compressed
rain ponds the cloth during the guard's own windows. That mechanism is real,
but it is not the bug, and neither of the two suggested fixes works. Measured
on the dressed yard, 0 s settle vs 12 s:
probe under CALM, held in prep 13% vs 17%
probe under STORM, held clock 24% vs 104%
probe under STORM, advancing clock 24% vs 104%
probe under STORM, RAINLESS 17% vs 96%
Every variant is either flat — calm cannot excite the cloth, so the guard is
vacuous and passes forever — or INVERTED, firing hardest on the properly
settled rig. Rain is not the culprit: the rainless probe ponds 1 kg and still
inverts. Advancing the clock isn't a fix either, because RAIN_TIME_COMPRESSION
is 40× and 4 s of storm is 160 s of rain regardless.
What a load-trend measures is the rig LOADING UP when the wind changes, and a
taut settled cloth ramps harder than a limp unsettled one (0.63 -> 1.23 kN vs
0.44 -> 0.52). The observable was pointed at the storm's arrival, not at the
cloth. No threshold, clock or rain switch fixes that.
"Settled" is a statement about the cloth, so ask the cloth. sail.js gains
nodeSpeed(): RMS node speed out of verlet. Sampled over 2 s of the same calm
prep the rig already stands in — no wind change to ramp against, no compressed
rain, and nothing left in the rig but two more seconds of prep a player does
anyway. Measured:
settle 0 s 4 s 12 s 30 s
speed 0.19 0.014 0.017 0.007 m/s (pyrrhic quad: 0.23 -> 0.028)
An order of magnitude, in the direction the word means. Absolute check at
0.08 m/s, not a trend: the cloth breathes at 0.02 and the transient sits at
0.19, so there is real room for a line.
Promoted back from warn to a hard failure — and it earns that by being able to
fail. `the settled-at-entry guard can fail` flies the same line with NO settle
and asserts the guard refuses it. A guard nobody has seen fail is
indistinguishable from one that cannot, which is exactly how this one survived
two sprints being both vacuous and inverted. The control is flown up front in
run(), because Suite.test() does not await.
The old guard also left 43 kg of water and 4 s of storm load in the rig before
the storm started; the suite was flying a wet rig into a dry entry. It didn't
move the peaks (the storm's own peak dwarfs it) but it was never true.
D: this is yours to veto. Selftest 277 passed, 0 failed, 0 skipped.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
site_audit answers "is this site winnable?" before it ships — the check that
was missing when SPRINT6 shipped a yard whose bed-covering quad pulled 7.4 kN
against a shop that holds 6.5. It enumerates in-band quads, flies the real
storm headless, maps each corner to the cheapest tier that holds it, and
verdicts against the $80 budget. On backyard_01 it independently reproduces
THE LINE: p1,p2,p3,p4 at $65 + $15 spare, matching balance.test to within 2%.
It also caught three of my own bugs, which is the point of building it:
· it settled on STORM wind frozen at t=0 — the exact anti-pattern
balance.test documents at 1.94 kN vs 0.40 kN. Now settles on the calm
day on a running clock, the way main.js does.
· peakLoad is peak-since-ATTACH, so the settle transient was being
reported as a storm peak. sail.js gains resetPeaks().
· its p4 was typed from world.js's postSpecs, missing that posts are RAKED
8° away from centre — 0.56 m off. The audit now re-derives all four posts
from live world.js on every run and hard-fails on drift.
That last check is deliberately narrow. Node CANNOT dress: dress() needs
GLTFLoader (bare 'three') and fetch()es .glb over file://. createWorld() still
SUCCEEDS in node — it just returns the GRAYBOX yard, house at x=±5, no branch
anchors. So a headless tool that "reads world.js for the real yard" gets the
fictional x=±5 house that cost two sprints. Reading live code is not reading
truth. Verified in-browser: the dump matches the dressed yard on all 12
anchors. Posts are the only thing dress() never touches, so they're the only
thing worth cross-checking — and that check is what caught p4.
C IS RIGHT ABOUT p1 AND I WAS WRONG, for the third time. My comment claimed
C's 1.08 kN didn't reproduce, that p1 peaked at 1.27 and the line won on TIME
rather than headroom. Re-measured on the dressed yard, same flight:
shade cloth p1 0.98 kN 0/4 lost membrane p1 1.23 kN p1 LETS GO
p1 never touches its 1.2 kN rating on cloth — 18% of real headroom. Where 1.27
came from: a loadout where a corner BROKE and dumped its share onto p1 (the
same quad with hardware the budget can't buy reads 2.48). Any p1 number
gathered without checking `lost` measures a cascade, not a fabric.
So the fabric is the decision, not a skin: 0.98 vs 1.23 against a 1.20 rating
is the difference between the $5 carabiner holding the wild night and failing
it. New assert `fabric decides p1` locks that in, so nobody has to trust the
paragraph.
selftest.html rendered ['A'..'E'] while importing BAL too, so the balance
suite ran, counted toward the summary, and had every row silently dropped —
including, had one gone red, the row saying which assert failed. The merge
gate was invisible in its own report. My bug: I added the import, not the
renderer. Now derived from the report.
Selftest: 276 passed, 0 failed, 0 skipped (LANE BAL now visible).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SPRINT9 §Lane D: "play site_02 cold and log where the verbs break (the ladder
assumes fascia height; the carport may not have one)". site_02 isn't landed yet,
so I audited the verb against it instead of waiting.
The seam is real but it isn't height — it's that `needsLadder` is spelled
`type === 'house'`, and contracts.js types anchors as a closed enum
('house'|'tree'|'post') that E's carport doesn't fit. The failure mode is what
makes it worth fixing now: if needsLadder says false, interact's canReach returns
TRUE UNCONDITIONALLY, so the player re-rigs a 2.6 m bracket standing on the grass
and the mechanic silently stops existing. Same disease as StumbleBack's dead
threshold and the camera-less shadow grid — a rule keyed on the wrong thing,
failing open with no error.
A pure height test is NOT the fix: posts (3.95 m) and tree limbs (5.05 m) are
higher than the fascia and need no ladder, because you work the CLOTH there and
the bracket here. So needsLadder now reads data first —
`anchor.worksAtBracket` — exactly like anchor.ratingHint already does from the
GLB's userData, and falls back to site_01's type. Nothing on site_01 carries the
flag, so it's a no-op there (asserted). Lane A/E: set it in the site JSON and the
ladder follows the site with no code change.
Also made ladder.js headless-importable (lazy GLTFLoader, same as broom.js),
because d.test.js was testing fakeLadder's hand-copied duplicate of needsLadder
rather than the rule itself — a rule the suite re-implements is one it cannot
catch drifting. Verified the ladder's GLB still loads in the browser.
62 Lane D asserts headless, 275/0/0 in the browser.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
carport_01 is site_02's dressing and its whole design. DESIGN.md wants the
corner block anchor-poor, and the interesting way to build that isn't to give
the yard nothing — an empty yard is just a smaller yard. It's to give it
something that looks like four free anchors and isn't. Light posts on small
pads, a beam sized for one sheet of roofing: tie 25 m2 to it in a southerly and
you take the carport, not the shackle. Ships with the worst ratings in the game
(beam 0.22 vs the fascia's 0.35) and collateral="carport", pinned in e.test.js
below the fascia with the reason attached, so nobody quietly fixes them upward
and turns the site back into a small yard.
The pyrrhic card is the third outcome on the same camera: dawn, bed green, gnome
standing, sail post down across the yard behind him. Warm light on purpose — a
pyrrhic result is a win, and the wreckage is the price, not the verdict. Copy
goes to Lane A in THREADS; cardpreview renders all three.
277/0/0, Lane E 60 asserts, 39/39 output files byte-identical.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A venturi is a shelter's opposite — a gap between buildings SPEEDS the wind up
when it blows along the gap's axis. Where a tree shadow depends on being downwind
of the tree, a venturi depends on the wind being ALIGNED with a fixed axis the
SITE owns, so it fires only when the storm's direction swings to match: the
corner block is calm until the southerly comes through, then it screams. That
interplay is exactly SPRINT9's brief — funnel geometry is the site's, the wind
that funnels is the storm's.
Extends the existing shelter system rather than bolting on a parallel one:
speedAt/vecAt/verticalAt all route through one localHoriz, which now folds
venturiFactor in alongside spatialFactor and shelterFactor. The downdraft rides
local speed, so a funnelled wind gets a proportionally stronger downdraft for
free — physically right.
`setVenturi(list)` on the wind + router (A's "add it to the router too" rule; the
tripwire is green). Inert on an empty list, so backyard_01 is byte-identical —
asserted. Multiplier is ALWAYS ≥ 1 (a venturi accelerates, never shelters), and
it's C1-continuous through the change, so it can't snap a corner — both asserted
(aligned wind boosts 1.5×, crosswind exactly 1.0×, max frame jump 0.50 m/s).
Data lives in site JSON (A's schema, arriving with the extraction) — this is the
physics + the setter, ready to wire. Proposed shape flagged for A in THREADS.
Also fixed a stale comment: storm_02's _gusts_comment still said "HELD at 0.12
for now" from Sprint 3 while the value has been 0.45 since Sprint 4 — a lying
comment in a repo that reads comments as canon. Now records the real history and
the pending paired-0.40 flip.
Selftest 278/0/0; node 55/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Selftest 275/0/0. balance.test: **$80 · shade cloth · p1,p2,p3,p4 ->
hp 63, 0/4 lost — CLEAN WIN.** First time the wild night has been
winnable without sacrificing the rig. C found the line and the $10 gap;
this spends both levers together, as they only work together.
Fabric is priced at $0 BOTH WAYS, and that is a finding, not laziness.
SPRINT6 asked me to price the difference; I measured it and there is no
price at which membrane is a sane buy — it is dominated:
buys: +26% hail, but only on the PEA-hail nights (hailBlockFor(0.7,
0.3)=0.74), which are the easy ones — on storm_02 (1.3) and the
ice night (1.4) a knit already blocks 100%, because a 2 cm stone
can't pass a 2 mm weave (C's ruling). Plus rain, at 0.25 of the
drain vs hail's 5.0 — ~5% of the damage.
costs: double the wind load, and it PONDS.
Charge for that and you've shipped a trap. Free, it's DESIGN.md's actual
words — "fabric choice is a forecast bet" — and the bet is real: cloth on
the windy nights, membrane when the hail is small and the wind is mild.
If A ever raises rain's weight, membrane earns a price.
Wired C's hailBlockFor into skyfx.gardenHailExposure, which nothing
consumed — without it the fabric choice would have been cosmetic, which
is the bug class this repo keeps finding.
I did NOT reproduce C's numbers, and the comment says so rather than
repeating them. C reported p1 dropping to 1.08 kN (under a carabiner's
1.2) with cloth + 0.40. I measure 1.27, and p1 never crosses under 1.2 at
any combo. The line still wins on a $5 carabiner — but because 1.27 vs
1.2 is a 6% overshoot and breaking needs 0.4 s SUSTAINED, not because the
corner got under its rating. The margin is TIME, not headroom, and it's
thinner than the table implies: anything that lengthens storm_02's gust
HOLDS could take it. Flagged for C in THREADS.
The old t2 quad stays as the sacrifice-play control (hp 56, 2/4 lost) —
now a worse bet the shop will happily sell you, rather than the wild
night's only outcome.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The integrator demoted my settled-at-entry guard to a warning at the Sprint-8
merge and handed B+D the redesign. Investigating it refuted the stated cause and
found a better observable.
The ponding diagnosis does not hold: every storm's rain curve starts at [0,0], so
storm_02.rainMmPerHour(0) is 0.0 mm/h and a held clock rains nothing. The real
confound was that the guard measured in the STORM's wind while the rig settled in
CALM — and that calm->storm step is one the REAL GAME ALSO HAS (wind.use() swaps
on the phase change), so it was never a harness artifact. Their 2 s windows were
also shorter than the cloth's breath: 2 s reads a 32% trend on a settled rig
where 3 s reads 6%.
But fixing the clock isn't enough, because LOAD cannot answer this question at
all. In calm there is no transient to see — the unsettled rig is LIGHTER (0.30 kN
vs 0.47 settled) and the trend test passes at every settle length from 0 to 20 s.
A guard that cannot fail is decoration, which is precisely what StumbleBack and
the fake skips were.
So ask the physical question: has the cloth stopped MOVING. Mean node drift
separates ~6x either side, and cannot be confused by wind or water:
unsettled (0 s) -> 212 mm/s (cover quad) · 208 (miss quad)
settled (8-20 s) -> 35 mm/s worst breath, typically 4-6
Limit 100 mm/s. Proved it FAILS before trusting it to pass: sabotaged the settle
to 0 s and it fired — "cloth still drifting 212 mm/s (limit 100)".
The integrator's 600 N floor was a sound amendment to the LOAD design; it isn't
carried over because drift has no units of force and 212-vs-35 is not a judgement
call. 274/0/0, all five balance asserts green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>