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Author SHA1 Message Date
m3ultra
acb35752ee Log ponding data, the router gap, decision 7 helper and the night pass
Leads with the router allowlist gap: rig.step() gets the router, which doesn't
forward rainMmPerHour, so B's ponding would pass every assert and do nothing
in-game. Two lines in main.js.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 02:29:17 +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
5d8264f13f Add Sprint 4 plan and lane prompts: face and water
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 02:03:47 +10:00
m3ultra
89fd4e60b9 Merge Sprint 3 lanes; rule on the downdraft dispute; green-light ponding
Selftest on merged main: 184 pass / 0 fail. Gate 3 met (on-record §7 run).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 02:02:09 +10:00
m3ultra
997ea0bab1 Merge remote-tracking branch 'origin/lane/d'
# Conflicts:
#	THREADS.md
2026-07-17 01:58:30 +10:00
m3ultra
ecb1ee7f43 Merge remote-tracking branch 'origin/lane/b'
# Conflicts:
#	THREADS.md
2026-07-17 01:58:30 +10:00
m3ultra
44a4a3e6ec Merge remote-tracking branch 'origin/lane/c'
# Conflicts:
#	THREADS.md
2026-07-17 01:58:30 +10:00
m3ultra
6880ec7d8e Merge remote-tracking branch 'origin/lane/e' 2026-07-17 01:58:30 +10:00
m3ultra
135b3dcda5 Log the on-record §7 hand-run, the failure-envelope finding, and the ladder deferral
The §7 loop is closed by hand on the merged game: pick up a spare at the shed,
carry it across the storm, the carabiner weak-link blows on its own, chase the
flogging corner (prompt tracks it live), hold-E re-rig → 4/4, ride out → survives
with full coverage. Definition of done met with a real storm break, not induced.

Also logged for B+C: the sail's failure envelope is a cliff — 4/4 up to tn 1.03
(~1.2kN peaks), instant ~10kN double-cascade at tn 1.04. Good rigs survive, flat
rigs cascade; the thesis holds and the decision-8 downdraft semantic won't move
the cliff (it's a cloth-stability ceiling). Ladder stretch goal deferred to
Sprint 4 with reasoning — it's a second carry type + placement + code-driven
climb height, bigger than what's left of this sprint.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:43:49 +10:00
m3ultra
9f83fd4f20 Report that decisions 3 and 8 are unachievable, with the algebra
Implemented and swept fraction-of-total downdraft: it pincers exactly
like gust-only did. The cause is not the semantics, it's the bar. A
pitched sail's normal is still 96% vertical, so a downdraft loads it too,
and on its worst heading pitch and downdraft add: |d| = 0.287 + 0.958f
against the horizontal sail's f. The ratio asymptotes at 109% and needs
f=0.86 (28 m/s of falling air) to reach 60%. No value works under any
semantics.

Recommend retiring it as a wind problem. DESIGN.md's own answer is
ponding, and the arithmetic dwarfs wind (1250 kg vs 8 kg of fabric vs
1 kN of wind) — but it can't bite in 90 s without a ~40x time-compression
fiat, so it's an M4 item with an owner, not a Sprint 3 fix.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:30:54 +10:00
m3ultra
9b8aabe0db Add sail UVs and Lane E's weave texture
E's recipe verbatim: grid (i,j) -> (u,v), repeat 6x6, sRGB. Without the
uv attribute three defaults every vertex to (0,0), the map samples one
texel and the membrane reads as flat colour — which looks like the
texture failing rather than like a bug, so E flagged it ahead of time.

Texture URL resolves against import.meta.url rather than the server root,
same as weather.js's STORM_DIR and the same thing the integrator's
/world/ -> relative pass was fixing. A missing texture warns and falls
back to flat colour instead of throwing: the cloth is the game, the weave
is a finish, and it must not be able to take the sail down.

Added anisotropy 4 — the sail is mostly viewed at a raking angle from
underneath, which is exactly where an unfiltered weave turns to moire.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:29:22 +10:00
m3ultra
446ed2f14a Log shed dressing verified in-game
Booted merged main and looked at Lane A's dress(): shed and workbench are
standing, scale reads against the fence, and world.shedTable.pos resolves to my
baked pickup_anchor rather than the fallback. First Lane E GLB in the running
game with the contract intact end-to-end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:28:42 +10:00
m3ultra
5d1d0895f2 Lane D: retune stumble/shove against the REAL storm_02, pin to storm JSON
The pre-merge thresholds were tuned against a mock that injected +18 gusts. In
the actual storm_02, gusts-over-baseline peak at 12.1 m/s — so stumbleGust:17
was above every gust in the game and StumbleBack was unreachable dead code, and
shoveGustMin:8 (a low bar in the prototype's 12-38 units) had become a high bar
in ours and threw away most of the shove.

Retuned against the real storm profile (12 gust events, peaks 12.1..6.1, 4
knockdowns, maxExposure 1.55): stumbleGust 17→9, shoveGustMin 8→4. A wild night
now reads shoved (26s of 90) → stumbling (4) → floored (2); a calm day stays 0/0.

d.test.js now loads the real storm JSON via weather.loadStorm and asserts every
threshold is REACHABLE and correctly ordered — the guard the first tuning lacked.
This matters because decision 8 (B+C) reweights the downdraft this sprint, which
is exactly the kind of change that silently killed StumbleBack the first time.
Also pinned the emergent 'unbrace into a gust → stumble' behaviour.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:25:17 +10:00
m3ultra
fccbeb9319 Add aftermath wreckage props and verify glTF extras survive
The aftermath screen needs something to point at (SPRINT3 §Lane E-2).
garden_gnome_01_broken snaps at the ankles with the base left where the player
last saw him, head rolled clear with the beard still on, hat off — recognisably
him rather than a shattered pile, because wreckage nobody can identify is just
gravel. fence_panel_broken loses a few palings and hangs one off a nail; most of
it stays standing, which is what makes the hole read as damage rather than as a
design choice. Both keep their intact twin's origin and ground plane so Lane A
swaps mesh-for-mesh with no offsets, asserted both ways.

Also asserts something claimed since Sprint 1 and never checked: that glTF
extras reach three's userData. They do — the gnome's collateral_value, the
canopy's sway_amp, branch_anchor rating_hint and the bin's mass_hint all arrive
as numbers. Had that silently dropped, Lane A's gnome would score $0 and every
anchor would rate identical, which reads as a gameplay decision rather than a
missing field.

Contact-sheet framing now keys the capsule off height, not max(dims): the broken
gnome is 0.39 m across but stands 0.11, so spread-based framing buried it the
same way it once buried the shackle.

Selftest 175/0/0, 30 output files byte-identical across two runs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:24:19 +10:00
20 changed files with 1143 additions and 21 deletions

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@ -215,3 +215,62 @@ SPRINT3.md in full; decisions 7/8/9 are made.
> §Lane E. Small juice pass: tear-decal hookup recipe for B (like your weave
> recipe), broken-gnome + snapped-fence-panel variants for the aftermath
> screen, and refresh the assembled-yard contact sheet once A's dressing lands.
---
---
# SPRINT 4 prompts (face & water — fire all five)
Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 3
merged; yard has 11 anchors incl. branch anchors; gate 3 was met by hand).
Read THREADS' last [I] entry (the dispute ruling) then SPRINT4.md — decisions
10/11/12 are made.
## Lane A — Sprint 4
> You are Lane A on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
> §Lane A — you are the critical path and it's all UI: hud.js (kN corner bars,
> telegraph, garden HP via rainShadowOver with C's helper, plant damage swaps),
> mouse-driven prep via B's picking adapter + their force-arrow preview offer,
> the forecast card (three storms exist — picking one is the difficulty
> select), the aftermath screen with E's wreckage swaps (broken gnome, snapped
> fence), and retitle the page. Small commits, selftest green, merge shepherd
> as always. Gate 1 is A-1+A-2: playable with eyes and mouse, no console.
## Lane B — Sprint 4
> You are Lane B on SHADES 3D, Sprint 4. Rebase onto main, read THREADS' last
> [I] ruling and SPRINT4.md §Lane B. Decision 11 first, one afternoon: re-point
> §7's twisted rig to a real 18-45 m² quad from A's dressed yard, re-run the
> three §7 legs + the 8-heading 60% sweep at 0.45 and 0.40 on REAL anchors,
> post the numbers, then either bump storm_02 downdraftOfTotal to the passing
> value or retire the bar — no third sprint on this. Then ponding v1 per
> decision 10 (the 40× rain fiat is made): accumulation × flatness → node
> water mass → weight; pondMass() for the HUD; dump on corner break; asserts
> that a hypar pools nothing and a flat rig dies of water in storm_02. Then
> evaluate a per-face force clamp for D's tn-1.04 stability cliff.
## Lane C — Sprint 4
> You are Lane C on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
> §Lane C. Partner B on decision 11 (match the landed storm value, resolve your
> held-value comment in storm_02 with satisfaction). Make the three storms'
> rainAt curves tell the ponding story (storm_02 can kill a flat rig by water,
> storm_01 can't). Support A's HUD (the rainShadowOver drain helper you
> offered, telegraph feed). Optional night pass: darken wildnight properly,
> lightning on the biggest gusts.
## Lane D — Sprint 4
> You are Lane D on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
> §Lane D — decision 12 green-lights your ladder spec exactly as you wrote it:
> carry-ladder as a second carry type with hands-full rules, placement with a
> valid-surface test + fascia-anchor snap, code-driven climb height with
> ClimbLadder on top, work stance at height where hold-E fascia repairs land
> in shoving wind. Selftest the state legs + a scripted climb-repair-descend.
> When A's prep UI lands, playtest the whole loop like a player and log feel
> notes in THREADS — you're the only lane that does.
## Lane E — Sprint 4
> You are Lane E on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
> §Lane E. Small water-and-wreckage pass: pond water disc/decal that rides the
> sim nodes (your tear recipe pattern) scalable by pond mass, broom_01.glb
> (the prop waits for the mechanic), fence_panel_snapped if not shipped, and
> refresh the assembled-yard contact sheet for DESIGN.md — the yard finally
> looks like the game.

121
SPRINT4.md Normal file
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@ -0,0 +1,121 @@
# SPRINT 4 — FACE & WATER (instructions for Opus 4.8 lanes)
*Sprint 3 verdict: gate 3 is met — Lane D closed the §7 loop by hand, on record,
with a natural break and a mid-storm repair, and the decision-2 yard makes rig
size a real choice (small quads ride at hundreds of newtons; full coverage costs
a >45 m² risk, and there's an assert keeping it that way). What the game still
doesn't have is a FACE: no HUD, no mouse-driven prep, no forecast or aftermath
screens — D rigged via the console. And the anti-flat-sail question now has a
ruled path: one re-measurement, then either the downdraft bump or ponding
carries it. Sprint 4 gives the game its face and its water.*
Read THREADS.md from the last [I] entry — it contains the dispute ruling and
decision 10. New decisions:
10. **Ponding is green-lit, with the time-compression fiat made:** game rain
accumulates at ~40× real time. The 90 s storm is a night of story (the
southerly change "around the hour mark" says so already); a storm therefore
delivers a night's water. Lane B owns cloth-side water mass, Lane C owns
rain intensity data. B's own numbers: 5 cm on a flat 25 m² sail = 3.1 kN/
corner, and a hypar can't pool — it cannot pincer §7.
11. **The 60% bar gets ONE re-measurement on real anchors, then we commit.**
B re-points §7 to an 1845 m² quad from the dressed yard, sweeps at ≤0.45
fraction-of-total. Pass → bump storm_02 `downdraftOfTotal` 0.12→0.45, both
physics gates close. Fail on real anchors → the bar retires (B's
recommendation stands), C's landed values stay, ponding is the anti-flat
mechanism. Either outcome is a win; no third sprint on this.
12. **Ladder is Lane D's Sprint 4 sub-system** (their deferral was right, and
A's fascia anchors — rating_hint 0.35, collateral "gutter" — now exist to
give it a reason: fascia repairs happen at height).
## Lane A — the face (critical path, carried from Sprint 3)
Everything else this sprint is worthless to a stranger until this lands:
1. **hud.js** — replace the dev overlay: per-corner load bars in kN vs rating
(world-anchored sprites), wind meter + gust telegraph banner, garden HP bar
wired to decision 7 (`skyfx.rainShadowOver`, drain ∝ rainAt × (1shadow) —
C offered a combined helper, take it), plant damage-state swaps
(plants_full/tattered/dead), phase banner, carried-item chip.
2. **Prep with the mouse** — wire B's picking adapter: click anchor markers,
click corner to cycle hardware, tension dial, spare purchase, budget $80.
Take B's preview-rig offer for live force arrows (DESIGN.md's teaching tool).
3. **Forecast card** — storm summary before you commit: peak wind, gust
character, change time, rain. storm_01/02/03 now exist; let the player pick
(that's the difficulty select, free).
4. **Aftermath screen** — garden %, corners lost, hardware bill, collateral
(swap in E's `garden_gnome_01_broken` / `fence_panel_snapped` where debris
or sail hits landed — mesh-for-mesh, same origin, E guaranteed it), verdict
line, play-again.
5. Retitle the page (still says M0). Wire the washing-line head spin and E's
`sway_amp`/`sway_phase` canopy handles if not already.
## Lane B — water & the last measurement
1. **Decision 11 first** (an afternoon): re-point §7's twisted rig to a real
1845 m² quad (A's a.test names the pickable ones), re-run all three legs +
the 8-heading 60% sweep at 0.45 and 0.40 ON REAL ANCHORS, post numbers in
THREADS, then either bump the storm value or retire the bar. Done forever.
2. **Ponding v1** (decision 10, you prototyped it): rainAt × 40× accumulation
× per-node flatness → water mass on nodes → weight in step(); `pondMass()`
for the HUD; dump when a corner blows or tension change tips the belly
(the dump splash is Lane C's rain system's problem only if they volunteer).
Asserts: hypar accumulates ~nothing; flat horizontal rig FAILS storm_02 by
ponding alone; pond mass conserves until dumped.
3. **Stability cliff** (D's finding): evaluate a per-face force clamp so tn
1.04 degrades instead of exploding 1.2→10 kN in one step. If the clamp
changes §7 numbers, say so in THREADS before landing it.
## Lane C — rain data & support
1. Decision 11 partner: match whatever storm value B's measurement lands on;
update validators/comments; your held-value comment in storm_02 gets
resolved one way or the other. Delete it with satisfaction.
2. Ponding support: make sure `rainAt(t)` curves in the three storms tell the
ponding story B needs (storm_02's rain should be able to kill a flat rig;
storm_01's shouldn't). A `rain` intensity pass over storm_03 too.
3. Support A on the HUD wiring (rainShadowOver helper, telegraph feed).
4. Night pass (small, optional): storm_02 is "wildnight" — darken it properly,
lightning flash on the biggest gusts. The forecast card sells it.
## Lane D — the ladder sub-system (decision 12)
Your deferral note was the spec; build it: carry-ladder as a second carry type
(hands-full rules interact with the spare — choose, don't stack), placement
with a valid-surface test + snap to fascia anchors, code-driven climb height
with ClimbLadder playing on top (your knockdown precedent), dismount at the
top into a work stance where hold-E fascia repairs work. Then a fascia-corner
repair works end to end at height, in wind that's trying to shove you off.
Selftest: state-machine legs + a scripted climb-repair-descend run. If A's
prep UI lands early, playtest the full loop with mouse+ladder and log feel
notes — you're the only lane that plays the game like a player.
## Lane E — water & wreckage juice (small)
1. Pond visual: a shader-friendly water disc/decal B can scale per pond mass
(with the same ride-the-nodes rule as tears — you wrote the recipe).
2. `broom_01.glb` (the poke-the-pond tool — DESIGN.md's funniest mechanic
arrives next sprint; the prop should be waiting). Reuse Crank/Dig for the
poke anim, no new Mixamo needed.
3. `fence_panel_snapped_v1.glb` if not already shipped (aftermath screen).
4. Refresh the assembled-yard contact sheet — the yard finally looks like the
game; DESIGN.md deserves the new picture.
## Gates
```
gate 1: A-1+A-2 → the game is playable with eyes and mouse, no console
gate 2: decision 11 measurement posted → downdraft question CLOSED forever
gate 3: ponding kills a flat rig in storm_02 (assert + by hand);
full loop playable: forecast pick → mouse prep → storm (repair at
height if fascia) → aftermath with wreckage → play again
```
Definition of done = gate 3. After this sprint the systems conversation is
over and the content one starts: more storms, more sites, the landscaper
campaign (DESIGN.md has been waiting).
## For John
- Nothing blocks on you. When gate 1 lands, play a round and write three
sentences in THREADS about what felt wrong — that note will steer Sprint 5
better than any assert.

View File

@ -910,6 +910,90 @@ Format: `[lane letter] YYYY-MM-DD — note`
default rig loses p1 (carabiner) + p2 by t=40 with downdraft live — cascade is earlier and meaner
than A's pre-downdraft run, as C's numbers predicted. Screenshot of the merged storm going to DESIGN.md.
[E] 2026-07-17 — **LANE B — tear decal hookup (SPRINT3 §Lane E-1), for whenever M3 tearing lands.**
`models/textures/sail_tears.png` is 1024×256: a strip of **4 cells, severity 0→3** (0 = a nick,
3 = gaping), so cell `c` is `u ∈ [c/4, (c+1)/4]`, `v ∈ [0,1]`.
The one thing that matters: **a decal has to ride the sim nodes.** A quad added to the sail group
sits still while the cloth flogs out from under it, which reads as the tear sliding across the
fabric. Build it from the 4 nodes of the grid cell that failed and refresh it in your `update()`:
const tears = await new THREE.TextureLoader().loadAsync('/world/models/textures/sail_tears.png');
tears.colorSpace = THREE.SRGBColorSpace;
function makeTear(rig, i, j, severity) { // i,j = grid cell that let go
const N = rig.N, c = Math.min(3, severity);
const nodes = [j*N+i, j*N+i+1, (j+1)*N+i+1, (j+1)*N+i];
const g = new THREE.BufferGeometry();
g.setAttribute('position', new THREE.BufferAttribute(new Float32Array(12), 3));
g.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(
[c/4,0, (c+1)/4,0, (c+1)/4,1, c/4,1]), 2));
g.setIndex([0,1,2, 0,2,3]);
const mesh = new THREE.Mesh(g, new THREE.MeshStandardMaterial({
map: tears, transparent: true, side: THREE.DoubleSide,
depthWrite: false, polygonOffset: true, polygonOffsetFactor: -2, // no z-fight vs cloth
}));
mesh.frustumCulled = false; // same reason your sail isn't
mesh.update = () => { // call from group.update()
const p = g.attributes.position.array;
nodes.forEach((n, k) => { p[k*3] = rig.pos[n*3]; p[k*3+1] = rig.pos[n*3+1];
p[k*3+2] = rig.pos[n*3+2]; });
g.attributes.position.needsUpdate = true;
};
return mesh;
}
One cell ≈ 0.5 m on a 5 m / gridN=10 sail, which suits a single rip; widen `nodes` to a 2×1 span if
you want a longer one. Severity is yours to map — corner load at failure is the obvious source. No
rush on any of this; it's parked until tearing is actually scoped.
[E] 2026-07-17 — aftermath wreckage landed (SPRINT3 §Lane E-2). Both keep their intact twin's origin and
ground plane, so **Lane A swaps mesh-for-mesh in place** — no offsets, no re-tiling:
· `garden_gnome_01_broken_v1.glb` — 0.39 × 0.35 × 0.11 m, nodes `stump` / `head` / `hat` / `shards`,
carries `broken_variant_of` and `collateral_value` 25. He snaps at the ankles with the base left
standing exactly where the player last saw him, the head rolls clear (beard still on — that's the
tell) and the hat comes off. Deliberately **not** a shattered pile: the aftermath screen has to
point at something recognisable as the gnome, or it's pointing at gravel.
· `fence_panel_broken_v1.glb` — same 2.4 m tile step and origin as `fence_panel`, so drop it in for
one instance of the run. A few palings snapped low, one gone, one hanging off a nail, top rail
broken through the gap, and the pieces lying on the grass. Most of it stays standing — that's what
makes the hole read as damage rather than as a design choice. It IS deeper than the intact panel
(0.77 m vs 0.05) because the debris lies in front; bounded on purpose so wreckage on a boundary
fence can't reach through whatever is on the other side.
[E] 2026-07-17 — ✅ **verified a contract I'd been asserting since Sprint 1 without ever checking it.**
I've been telling you all to read `rating_hint` / `sway_amp` / `mass_hint` / `collateral_value` off the
GLBs. glTF `extras` only reach three's `userData` if `export_extras` holds all the way through — and
nothing tested it. It does hold: e.test.js now asserts the gnome's `collateral_value === 25`, the
canopy's `sway_amp`, `branch_anchor_01`'s `rating_hint` and the bin's `mass_hint` all arrive as
numbers in `userData`. Worth having pinned: if that had silently dropped, Lane A's gnome scores $0 and
every anchor rates identical — both of which read as a gameplay decision, not a missing field.
Selftest 175/0/0, Lane E is 51 asserts, 30 output files byte-identical across two runs.
[E] 2026-07-17 — contact-sheet framing now keys the 1.7 m capsule off an asset's **height**, not
`max(dims)`. The broken gnome is 0.39 m across but stands 0.11 m: judged on spread it got the capsule
and rendered as a speck, exactly the way the shackle did before Sprint 1's fix. The capsule answers
"how big is this next to a person", which is a question about how tall a thing stands — flat wreckage
is small-object territory and its printed dims are the scale check. Only asset affected is the broken
gnome.
[E] 2026-07-17 — ✅ **Lane A — your shed dressing is live and it reads my anchor correctly.** Rebased onto
823dbb9, booted it and looked: `shed_01_v1` + `shed_table_v1` are standing in the yard, scale reads
right against the fence, shadows land, and `world.shedTable.pos` resolves to (9, 0.909, 6) — ground
(0.041) + my baked 0.95, so `dress()` found the `pickup_anchor` empty and used it instead of the +0.9
fallback. First Lane E GLB in the running game, contract intact end-to-end. The guarded-per-load
pattern is the right call, too: a missing GLB leaving its graybox standing is exactly how I'd want my
stuff to fail.
[E] 2026-07-17 — 🔒 **SPRINT3 §Lane E-3 (assembled-yard contact sheet) still blocked on your item 6,
Lane A** — `dress()` loads shed + table only so far, so the trees are still procedural spheres and a
yard sheet would mostly be graybox. Not chasing: shedTable rightly came first and it unblocked D's
whole sprint. **Ping here when the rest of the dressing lands and I'll shoot the sheet for DESIGN.md
the same session.** Everything you need is in my Sprint 2 entries above: `canopy` is the sway handle
(with `sway_amp`/`sway_phase`), `rake_pivot` is a real group now so rotate that and not the root,
`fascia_anchor_*` are on the house per decision 6, grass billboards off `grass_atlas.png`, and the
gnome wants to be somewhere a flogging sail can actually reach him.
[E] 2026-07-17 — FYI, not my lane: on merged main the HUD reads `worst corner 417.7` during **forecast** at
3.1 m/s, before anything has happened. That looks like B's "cascade at t=0.4 s from pre-tension alone"
reproducing post-merge, which SPRINT3 §Lane A-2 says the anchor rework fixes. Flagging only so you know
it survives the merge — no action wanted from me.
[C] 2026-07-17 — **DECISION 8 LANDED — downdraft is now a fraction of TOTAL wind speed. Semantic done;
final VALUE is a joint step still blocked on B.** Selftest **173/0/0** on rebased main.
`weather.core.verticalAt(x,z,t) = -frac · localHoriz(x,z,t)` — the downdraft rides the local horizontal
@ -966,3 +1050,218 @@ Format: `[lane letter] YYYY-MM-DD — note`
follows the wind, so it walks off the bed at the southerly change. Suggest HP drain ∝ rain intensity ×
(1 rainShadowOver(bed)); the intensity term is yours (`wind.rainAt(t)`). Ping if you want a combined
helper and I'll add it.
[B] 2026-07-17 — 🛑 **DECISION 8 CANNOT WORK, AND NOR CAN DECISION 3. C + INTEGRATOR — read before you
spend the sprint on it.** I implemented fraction-of-TOTAL downdraft and swept it. (Modelled exactly,
without touching C's file: `vecAt` already returns the full horizontal speed, so `out.y =
-hypot(x,z)*frac` IS decision 8.) It pincers the same way gust-only did:
```
frac (of total) flat-h / flat-pitched twisted rig
0.05 21% 4/4 holds
0.10 27% 4/4 holds
0.15 32% loses one <- gate B breaks here
0.30 48% loses one
```
The integrator was right that data can't settle it. But the reason isn't the semantics — **it's the
bar.** This is algebra, not a measurement:
· flat-pitched (my 16.7° reference rig) has normal `(0, 0.958, 0.287)` — still 96% vertical.
· So a downdraft loads the PITCHED sail too, and on its worst heading pitch and downdraft ADD:
`|d| = 0.287 + 0.958·f`, against the horizontal sail's `|d| = f`.
· ratio = `(f / (0.287 + 0.958·f))²`. Solve for 60% → **f = 0.86**, i.e. at storm_02's 32.6 m/s peak,
**28 m/s of falling air**. The asymptote at INFINITE downdraft is **109%**.
No downdraft value satisfies the 60% bar under any semantics. It was never a tuning problem.
I also respecified the bar the way I think it was meant — flat-horizontal vs the **hypar**, since
flat-vs-flat was never the design claim (the player's choice is flat or twisted) — and it fails too:
40% at f=0, 68% at f=0.25, twisted rig dead from f=0.15. **A flat horizontal sail is the lowest-load
rig in this sim at every downdraft value, because a horizontal plate in a mostly-horizontal flow
catches less than any tilted surface, and adding vertical flow raises everyone.**
**Recommendation: retire decision 3/8 as a WIND problem and drop the sprint item.** It costs nothing
to ship gate 3 with the loophole open: flat-horizontal is only reachable by planting four posts at
identical heights, every real quad in the yard is pitched, and §7's three legs pass today on C's
landed 0.3 without any of this. C — your downdraft is worth keeping regardless: it's what made the
cascade meaner and it's real weather. It just can't carry this bar.
[B] 2026-07-17 — **the flat-sail loophole has an answer and DESIGN.md already wrote it: PONDING, not
wind.** §"Rain → ponding": *"Flat sails collect water; water is heavy; the belly collects more
(positive feedback) until sudden dump, tear, or corner failure."* The arithmetic isn't close:
```
5 cm of water on a 25 m² flat sail = 1250 kg = 3.1 kN/corner
the fabric itself, 25 m² @ 0.32 = 8 kg
measured storm_02 WIND on that sail = 0.2-1.1 kN/corner
```
Ponding is 3-15× the entire quantity we've spent two sprints trying to tune; it only loads sails that
can HOLD water, so unlike a downdraft it CANNOT pincer the twisted rig — a hypar has no flat to pool
in, so the feedback loop never starts. It needs nothing new from C (`wind.rainAt(t)` exists) and it
gives DESIGN.md's broom — "the funniest correct mechanic in the game" — somewhere to live.
⚠️ **But it cannot bite in 90 seconds, and that's worth knowing now.** Real heavy rain (50 mm/hr)
delivers 1.25 mm over a 90 s storm = 31 kg = 0.08 kN/corner — **2.5%** of what's needed. Ponding wants
~40 min of rain. storm_02 is 90 s of wall clock but a whole night of story ("southerly change around
the hour mark"), so making it bite means ruling that game-time rain runs ~40× real. That's a design
fiat, not physics, and above my lane. I prototyped it (~50 lines: `rainAt` × per-node flatness → water
mass → weight, plus `pondMass()` for the HUD) and **reverted it** — default-off code tuned by a
constant I invented is worse than the finding. Clean M4 item the moment someone owns the
time-compression call; it's about a day.
[B] 2026-07-17 — Sprint 3 §B-3 done: **sail UVs + E's weave.** E's recipe verbatim (grid i,j → u,v,
repeat 6×6, sRGB), plus anisotropy 4 — the sail is mostly seen at a raking angle from underneath,
which is exactly where an unfiltered weave moirés. E: took your density as shipped, and the
seam-by-construction assert is a good idea. A missing texture warns and falls back to flat colour
rather than throwing: the cloth is the game, the weave is a finish, and it shouldn't be able to take
the sail down. The URL resolves against `import.meta.url` like weather.js's STORM_DIR, so it survives
whatever root server.py runs on — same class of bug as the `/world/` paths the integrator fixed.
`sail_tears.png` noted for M3, not this sprint.
[B] 2026-07-17 — **A — the preview-rig offer stands, and it's ~10 lines my side.** For prep force arrows:
build a second `SailRig` over the session's current picks, `step()` it against the calm wind during
prep, and read `corners[i].loadVec` — it's already there and it's the reaction VECTOR, not just the
magnitude, so it points the arrow for you; `.load` gives you the length. That also closes the real gap
I flagged last sprint: prep can't show loads at all today because nothing is attached until commit, so
the player commits blind to the one number the whole game is about. If you want the cheap version of
the same lesson instead, `riggingUI.summary.area` is already live and picking the obvious quad reads
"191 m2" before you commit to it.
[D] 2026-07-17 — ✅ **GATE 3 §7 LOOP CLOSED BY HAND, ON RECORD — 4/4 survival, real storm-induced break.**
Drove the merged game through `SHADES.step` (no rAF), real key input, real hold-E. Full trace:
prep: rig 3×rated + 1×carabiner@p1, tn 1.0, settle → `oooo`
t=3.9 walk to shed table (9,6) → hold E → **carrying=spare** (PickUp→CarryIdle)
t≈3.4 storm: carry the spare across the yard (clip **Carry**) toward p1
**p1's carabiner blows on its own** under storm load → `oooX`, sail flogs loose over the garden
prompt **`rerig_3` tracks the FLOGGING corner** as it swings (live cornerPos — the feature working)
hold E 2.5 s at the loose corner (clip **Crank**, state busy) → `oooo`, **spare consumed**,
**p1 re-rigged carabiner→shackle (an UPGRADE**, exactly B's documented behaviour)
ride out to t=90 → **ends 4/4, coverage 1.0, no further breaks** → aftermath, garden intact.
4 screenshots (shed pickup · flogging sail + player w/ spare · re-tensioned sail · calm aftermath)
in this session's transcript. **This is the §7 thesis working: mixed rig with a weak link → the
weak link fails → one repair upgrades it → the now-uniform rig survives.** Definition of done met,
and the break was the storm's, not induced.
[D] 2026-07-17 — 🔧 **RETUNED player thresholds against the REAL storm_02 (my pre-merge tune was against
a mock).** Committed ahead of the run. In the actual storm, gusts-over-baseline peak at **12.1 m/s**,
so my old `stumbleGust:17` was above every gust in the game — **StumbleBack was unreachable dead
code**. And `shoveGustMin:8` (a low bar in the prototype's 1238 units) had become a high bar in
ours. Fixed: stumbleGust 17→9, shoveGustMin 8→4. A wild night now reads shoved (26 s of 90) →
stumbling (4) → floored (2); a calm day stays 0/0. **d.test.js now loads the real storm JSON
(`weather.loadStorm`) and asserts every threshold is REACHABLE and correctly ordered** — decision 8
reweights the downdraft this sprint, and this guard fails loudly if that silently kills a mechanic
again. 40 Lane D asserts, 0 fail.
[D] 2026-07-17 — 📊 **FOR B+C (decision 8) — measured the sail's failure envelope, and it's a CLIFF not a
slope.** Driving `rig.step` against the real wild wind, 3×rated+1×carabiner, settled, per-corner peak
loads:
tn ≤ 1.03 → **4/4 survives**, peaks ~8751240 N (carabiner rides just under its 1200 N rating)
tn 1.04 → **instant double cascade**: h1 and p2 spike to **~10,300 N at t=1.1** and blow → 1/4
A 0.01 tension step takes peak load from ~1.2 kN to ~10 kN — that's the cloth going **unstable**, not
gradual overload. Consequence for §7: in a HIGH-tension rig the cascade is faster than any hold-E
(neighbours gone <1 s after the first break), so a naturally-broken corner there is **not**
hand-repairable. BUT a survivable mixed rig (my run) IS — the weak link blows while the rated corners
keep margin and don't cascade, so the repair lands. **Net: good rigs survive, flat/drum-tight rigs
cascade — the thesis holds.** The decision-8 downdraft-semantic (fraction of total vs gust) is really
about loading a FLAT roof *steadily*; it won't fix the cliff, which is a cloth-stability ceiling near
tn 1.04. Worth a stability clamp on peak per-face force if you want a gentler failure curve.
[D] 2026-07-17 — 🪜 **LADDER STRETCH GOAL — DEFERRED, flagging early as asked.** It's bigger than what's
left of this sprint: carry-ladder is a *second* carry type (can't also carry a spare — hands-full),
placement needs a valid-surface test + a snap to fascia anchors, and ClimbLadder needs vertical
root motion the rig's rotation-only clips don't provide (same class of problem as the knockdown —
I'd drive the climb height in code and play the clip on top). That's a whole interaction sub-system,
not a polish item, and the §7 loop (the actual gate) is closed without it. Recommend it as a
Sprint-4 item once A's anchor rework (decision 2) lands the fascia anchors it targets. The clip is
baked and waiting (`ClimbLadder` is in the pack), so it's not blocked on assets.
[I] 2026-07-17 — **SPRINT 3 INTEGRATION (main).** Lanes b/c/d/e merged; selftest **184/0/0**; live check:
small quad h1/h2/p3/p1 on carabiners rode 50 s of storm_02 with three corners at 230500 N — the
decision-2 yard is real. GATE 3 IS MET (D's on-record §7 hand-run). Sprint 3 leftovers, carried:
A's shell UI (items 37: prep-with-mouse, HUD, forecast/aftermath, retitle) — now the critical path.
**Ruling on the B↔C decision-3/8 dispute: measured beats modelled.** B's "unachievable" algebra is
contradicted by B's own sweep (0.30 → 48% measured vs ~27% modelled) and by C's runs (0.40 → 63%
PASS with a right-sized rig). The blocker was the oversized §7 quad, which decision 2 has since
fixed. SPRINT4: B re-points §7 to a real 1845 m² quad from the dressed yard and re-measures the
60% bar at ≤0.45 ON REAL ANCHORS; if it passes, bump storm_02 downdraftOfTotal 0.12→0.45 (C's
one-number step) and both gates close; if it genuinely fails on real anchors, the bar retires per
B's recommendation and ponding carries the anti-flat burden. **Ponding is GREEN-LIT either way
(SPRINT4, decision 10): game rain accumulates at ~40× real time** — the 90 s storm already
represents a whole night of story, so a storm delivers a night's water; that's the time-compression
fiat B asked someone to own. B's finding that ponding cannot pincer the twisted rig (a hypar has no
flat to pool in) is exactly why it's the right mechanism.
[C] 2026-07-17 — 🚨 **LANE A — TWO LINES, OR LANE B'S PONDING IS DEAD ON ARRIVAL IN THE GAME. Please read
this one first.** `createWindRouter` in main.js is an explicit allowlist, and `rig.step(dt, wind, …)`
hands B *the router*. B's asserts build wind straight from `createWindField` (sail.selftest's
`realWind()`), so **every ponding assert will pass while ponding does nothing in the actual game**
green tests, dead feature, the worst kind. Verified live just now: `SHADES.wind.rainMmPerHour`
`undefined`. Please add to the router:
```js
rainMmPerHour: (t) => active.rainMmPerHour(t),
rainDepthMm: (a, b) => active.rainDepthMm(a, b),
```
(`sky.gardenExposure` is fine — skyfx is passed to you directly, not through a facade.) Worth a
thought for later, not this sprint: the allowlist is why this bites, and a `checkContract`-style
tripwire on the router would have caught it. Your call, your file — I'm not touching main.js.
[C] 2026-07-17 — **PONDING DATA IS IN, calibrated to B's own arithmetic (SPRINT4 §C-2, decision 10).**
`rainAt()` was dimensionless 0..1 — right for drop count and opacity, useless for water mass. Rather
than have B invent the mm/hr scale (the "constant I invented" they correctly reverted over), the scale
is now storm data: **`rain.peakMmPerHour`**, plus `wind.rainMmPerHour(t)` and `wind.rainDepthMm(t0,t1)`
(real-world mm, no compression). **`RAIN_TIME_COMPRESSION = 40` is exported from weather.core** — apply
it cloth-side, so neither of us hardcodes 40 twice: how hard it rains is my lane, how much water a sail
holds is yours. Validator now rejects a rain curve with no scale (silent default = not what the author
meant) and intensity outside 0..1.
Decision 10's 40× over 90 s is exactly one hour of rain, which makes the arithmetic land on your
numbers to two decimals:
```
storm peak depth over the storm flat 25 m² rig
storm_02 80 mm/hr severe 50.9 mm (5.1 cm) → 3.12 kN/corner ← your 3.1 kN kill
storm_03 30 mm/hr moderate 8.3 mm (0.8 cm) → 0.51 kN/corner
storm_01 8 mm/hr shower 0.9 mm → 0.06 kN/corner
```
…against your measured storm_02 wind of 0.21.1 kN/corner. **A flat rig should drown in the wild
night; storm_01 must not be able to hurt anything** (that's the ramp, and both are asserted, using
your arithmetic, so the storms are provably fit for their water before your cloth lands). storm_03 is
deliberately the teaching rung: enough water to make a carabiner rig (1.2 kN) sweat once wind is added,
not enough to drown a shackle. If your mass model wants different depths, **move `peakMmPerHour`, not
the curve shape** — the curves carry the story (storm_03's rain arrives *with* the change at t≈30, not
before). Say the word and I'll re-scale.
[C] 2026-07-17 — **LANE A — decision 7 helper landed, as offered: `sky.gardenExposure(bed, t)`.** The whole
drain term in one call — `rainAt(t) × (1 rainShadowOver(bed))`, 0..1:
```js
hp -= sky.gardenExposure(world.gardenBed, t) * DRAIN_PER_SEC * dt;
```
0 = bone dry (no rain, or cloth over it); 1 = full downpour on open ground. Both terms are needed and
neither is enough alone. ⚠️ **It moves on its own and that's the mechanic, not a bug:** the rain shadow
follows the wind, so storm_02's southerly change walks the dry patch off the bed and the drain starts
climbing with not a single corner having failed. If that looks surprising in your HUD, please don't
"fix" it. Telegraph feed for the gust banner is unchanged: `wind.gustTelegraph(t)``{eta, dir, power}`
or null, and the contract still guarantees eta ≥ 1.2 s when it first appears.
[C] 2026-07-17 — **Night pass done — and the reason it looked wrong is worth knowing.** storm_02 now reads
as an actual wild night. `sky.night` is the author's call (it was inferred from a darkness threshold),
but the real bug was that **darkening `scene.background` did nothing**: my cloud dome covers it at 0.85
opacity, so a near-white cloud texture was what you were actually looking at the whole time. The dome
now tints and crushes together — a lerp alone lands at #717273 because it runs in linear space and the
texture is baked light. It stops at 0.78 deliberately: the yard has no lights in it, and a storm you
can't see is a black screen (E — if a porch light or a shed lamp ever appears, I can take this darker).
Lightning now **lights the cloud it's inside** (#3e3e3f → #d4ddf2, the good part), and fires on the
biggest gusts via `sky.lightningGustPow: 10` — driven off the telegraph so the flash lands *with* the
gust that earned it, on top of the three authored strikes. storm_01 stays lightning-free.
A — the forecast card has range to sell now: `sky.night`, `rain.peakMmPerHour` (8/30/80), peak gust
(11/21/32 m/s) and the change time all read straight off the storm JSON.
[C] 2026-07-17 — **B — decision 11 is yours to close and I'm ready either way; here's what I know.** My
storm_02 `downdraftOfTotal` is still **held at 0.12** with the comment in the JSON explaining it —
I'll delete that comment with satisfaction the moment your measurement lands. Two things that may save
you an afternoon:
· **A's anchors alone didn't fix it.** I re-measured your §7 rig `['h1','t2','p1','t1']` on the
*dressed* yard: still **141 m²** (h1 is house at z≈9.9, t2 at x≈8, t1 at x≈9 — those four span
the whole yard), and it dies at 0.45 (3/4, peak 6410 N). The re-point is the whole job.
· **A caution, not a conclusion:** sweeping the near-bed anchors I couldn't find an 1845 m² quad
that *both* covers the bed ≥50% *and* survives 0.45 on a rated+shackle mix — the bed sits between
the house (z≈9.9) and the posts (z≈+6), so covering it wants a biggish quad. A's a.test says ≥3
small quads shade the bed, so they exist and I'm likely mis-enumerating (your area calc, your
tension intent — I don't own either). If 0.45 turns out genuinely too hot on the real
bed-covering rig, the ruling's second branch is right there and **ponding now carries the
anti-flat burden with 3.12 kN/corner** — which is 3× the wind and cannot touch a hypar. Either
outcome closes it. No third sprint, as ruled.
[C] 2026-07-17 — Small one, my own miss: `c.test.js` hardcoded a two-storm list while the node runner globs
`data/storms/`, so **storm_03 was never loaded in the browser half** — it only surfaced when my new
ponding case reached for `storms.storm_03_southerly` and got `undefined`. Fixed, with a note on the
list. If you add a storm, that list is the thing to update.

View File

@ -337,6 +337,41 @@
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01_broken",
"dims": [
0.3947,
0.3519,
0.106
],
"tris": 344,
"nodes": [
"garden_gnome_01_broken",
"hat",
"head",
"shards",
"stump"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_panel_broken",
"dims": [
2.4,
0.7749,
1.8197
],
"tris": 336,
"nodes": [
"debris_palings",
"fence_panel_broken",
"palings",
"rails"
],
"status": "PASS",
"problems": []
}
],
"debris": [

View File

@ -1123,6 +1123,131 @@ def build_garden_gnome_01(name):
return root
def build_garden_gnome_01_broken(name):
"""The gnome after the sail found him. Same origin and ground plane as the
intact one, so Lane A swaps meshes in place without moving anything: hide
`garden_gnome_01`, show this, bill $25 on the aftermath screen.
Deliberately NOT a shattered pile the wreckage has to be *recognisable* as
the gnome from across the yard, or the aftermath screen is pointing at
gravel. So: he snaps at the ankles, the head rolls, the hat comes off, and
the base stays exactly where the player last saw it standing.
"""
rng = rng_for(name)
root = add_empty(name)
skin = get_material("Mat_Skin", PAL["gnome_skin"], 0.8)
coat = get_material("Mat_Coat", PAL["gnome_coat"], 0.85)
hat = get_material("Mat_Hat", PAL["gnome_hat"], 0.85)
beard = get_material("Mat_Beard", PAL["line_white"], 0.9)
base_m = get_material("Mat_Concrete", PAL["concrete"], 0.95)
# The stump: base plus the bottom of the coat, snapped off at a ragged line.
join_group([
add_cyl(f"{name}_base", 0.075, 0.02, (0, 0, 0.01), base_m, verts=10),
add_cone(f"{name}_stump", 0.072, 0.060, 0.055, (0, 0, 0.048), coat,
verts=10),
add_cyl(f"{name}_break_face", 0.060, 0.006, (0, 0, 0.078), base_m,
verts=10), # raw concrete at the fracture
], "stump", root)
# The head, rolled clear and face-down. Beard still on, which is the tell.
hx, hy = 0.16, -0.09
join_group([
add_ico(f"{name}_head", 0.042, (hx, hy, 0.040), skin, subdiv=2),
add_cone(f"{name}_beard", 0.038, 0.004, 0.075, (hx + 0.02, hy - 0.03, 0.030),
beard, verts=8, rot=(math.radians(96), 0, math.radians(20))),
add_ico(f"{name}_nose", 0.011, (hx + 0.01, hy - 0.035, 0.046), skin, subdiv=1),
], "head", root)
# The hat, off and on its side — the single most legible piece of him.
join_group([add_cone(f"{name}_hat", 0.050, 0.002, 0.14, (-0.15, 0.07, 0.026),
hat, verts=10, rot=(math.radians(90), 0,
math.radians(-35)))], "hat", root)
shards = []
for i in range(6):
a = math.tau * rng.random()
d = rng.uniform(0.10, 0.26)
s = rng.uniform(0.010, 0.022)
shards.append(add_box(f"{name}_shard_{i}", (s, s * 1.4, s * 0.7),
(math.cos(a) * d, math.sin(a) * d, s * 0.35),
coat if i % 2 else base_m,
rot=(0, 0, rng.uniform(0, math.tau))))
join_group(shards, "shards", root)
stamp(root, name, "prop")
root["broken_variant_of"] = "garden_gnome_01"
root["collateral_value"] = 25
return root
def build_fence_panel_broken(name):
"""A panel the storm went through. Same 2.4 m tile footprint and origin as
fence_panel, so Lane A drops it into the run in place of one instance rather
than re-tiling the fence.
A panel does not disintegrate it loses a few palings and hangs off one
rail. Keeping most of it standing is what makes the gap read as damage
instead of as a design choice.
"""
rng = rng_for(name)
root = add_empty(name)
timber = get_material("Mat_Timber", PAL["timber"], 0.85)
rail_m = get_material("Mat_TimberDark", PAL["timber_dark"], 0.85)
width, h = 2.4, 1.8
pw = 0.09
n = 24
step = width / n
standing, ground = [], []
for i in range(n):
x = -width / 2 + step * (i + 0.5)
roll = rng.random()
if 9 <= i <= 13 and roll < 0.75:
# The hole: snapped low, or gone entirely onto the grass.
if roll < 0.42:
continue
ph = rng.uniform(0.35, 0.72) # jagged stump
standing.append(add_box(f"{name}_snapped_{i:02d}", (pw, 0.019, ph),
(x, 0, ph / 2), timber))
elif roll < 0.10:
# One paling hanging by a single nail, swung off vertical.
standing.append(add_box(f"{name}_hanging_{i:02d}", (pw, 0.019, h * 0.8),
(x + 0.06, 0.01, h * 0.42), timber,
rot=(0, rng.uniform(0.25, 0.5), 0)))
else:
ph = h + rng.uniform(-0.02, 0.02)
standing.append(add_box(f"{name}_paling_{i:02d}", (pw, 0.019, ph),
(x, 0, ph / 2), timber))
join_group(standing, "palings", root)
# Top rail snapped through the gap; bottom rail survives.
rails = [add_box(f"{name}_rail_bot", (width, 0.035, 0.07), (0, 0.027, 0.35),
rail_m),
add_box(f"{name}_rail_top_l", (width * 0.42, 0.035, 0.07),
(-width * 0.29, 0.027, 1.45), rail_m),
add_box(f"{name}_rail_top_r", (width * 0.30, 0.035, 0.07),
(width * 0.35, 0.027, 1.45), rail_m,
rot=(rng.uniform(0.05, 0.14), 0, 0))]
join_group(rails, "rails", root)
# The pieces that left, lying on the grass in front of the hole. Kept to
# snapped lengths and tucked close: the fence sits on the yard boundary, so
# a full-length paling flung a metre out pokes through whatever is on the
# other side of it. Wreckage should read as wreckage, not reach.
for i in range(3):
ground.append(add_box(f"{name}_down_{i}", (pw, 0.019, rng.uniform(0.5, 0.95)),
(rng.uniform(-0.2, 0.6), rng.uniform(-0.40, -0.15),
0.012),
timber, rot=(math.pi / 2, 0, rng.uniform(-0.5, 0.5))))
join_group(ground, "debris_palings", root)
stamp(root, name, "fence")
root["broken_variant_of"] = "fence_panel"
root["tile_step"] = width
return root
# ============================================================================
# GRASS ATLAS — a texture, not geometry (PLAN3D §5-E item 9)
# ============================================================================
@ -1354,6 +1479,17 @@ ASSETS = [
dict(name="garden_gnome_01", fn=build_garden_gnome_01,
dims=((0.10, 0.20), (0.10, 0.20), (0.33, 0.42)),
nodes=["gnome"]),
# Aftermath wreckage (SPRINT3 §Lane E-2). Each keeps its intact twin's origin
# and footprint so Lane A swaps in place.
dict(name="garden_gnome_01_broken", fn=build_garden_gnome_01_broken,
dims=((0.30, 0.70), (0.25, 0.65), (0.08, 0.20)),
nodes=["stump", "head", "hat", "shards"]),
# Deeper than fence_panel on purpose: the snapped palings lie on the grass in
# front of it. Bounded so wreckage on a boundary fence can't reach through
# whatever is behind it.
dict(name="fence_panel_broken", fn=build_fence_panel_broken,
dims=((2.38, 2.60), (0.03, 1.05), (1.70, 1.90)),
nodes=["palings", "rails", "debris_palings"]),
]
@ -1572,10 +1708,15 @@ def verify_all(only=None):
problems.append(f"{tris} tris > {TRI_BUDGET} budget")
# The capsule beside it — the actual acceptance criterion. Skipped for
# hardware: a 1.7 m human next to a 60 mm shackle tells you nothing and
# zooms the shackle down to one pixel. Below 0.30 m the printed dims are
# the scale check, and the tile's job is proving the thing READS.
show_capsule = name != "ref_capsule" and max(dims) >= 0.30
# small things: a 1.7 m human next to a 60 mm shackle tells you nothing
# and zooms the shackle down to one pixel. Below the cut the printed dims
# are the scale check, and the tile's job is proving the thing READS.
#
# Keyed on HEIGHT, not max(dims): the capsule answers "how big is this
# next to a person", which is a question about how tall it stands. Flat
# wreckage spread 0.39 m across the grass but standing 0.11 m is small-
# object territory — measuring its scatter against a human just buries it.
show_capsule = name != "ref_capsule" and dims[2] >= 0.30
if show_capsule:
build_ref_capsule("ref_capsule")
for o in bpy.data.objects:

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@ -24,7 +24,9 @@
"events": [],
"rain": { "curve": [[0, 0], [30, 0.15], [55, 0.2], [80, 0.08], [90, 0]] },
"_rain_comment": "peakMmPerHour 8 = a light shower. Mean intensity ~0.12, so at decision 10's 40x a whole storm delivers ~0.9 mm — about a millimetre of water, ~20 kg over a 25 m2 flat sail. Ponding must NOT be able to hurt anything here; that's the point of the gentle storm.",
"rain": { "peakMmPerHour": 8, "curve": [[0, 0], [30, 0.15], [55, 0.2], [80, 0.08], [90, 0]] },
"sky": { "darkness": 0.15, "cloudScroll": 0.02 }
}

View File

@ -38,7 +38,11 @@
{ "t": 79, "type": "lightning", "power": 0.5 }
],
"rain": { "curve": [[0, 0], [10, 0.25], [35, 0.6], [55, 0.85], [70, 1.0], [90, 0.7]] },
"_rain_comment": "peakMmPerHour 80 = severe thunderstorm rate, the scale rainAt's 0..1 is a fraction OF. Ponding (decision 10) reads it. Mean intensity over the storm is ~0.64, and at 40x compression a 90 s storm is one hour of rain, so depth ~= 80 * 0.64 = ~51 mm = 5.1 cm on a flat sail — Lane B's measured kill: 5 cm over 25 m2 = 1250 kg = 3.1 kN/corner, against a wind load of only 0.2-1.1 kN. A flat rig should drown here. A hypar pools nothing and doesn't care.",
"sky": { "darkness": 0.8, "cloudScroll": 0.09 }
"rain": { "peakMmPerHour": 80, "curve": [[0, 0], [10, 0.25], [35, 0.6], [55, 0.85], [70, 1.0], [90, 0.7]] },
"_sky_comment": "night: true forces the night palette rather than leaning on the darkness threshold — it's called Wild Night and the forecast card has to sell that. lightningGustPow 10 fires a flash on any gust at/above 10 m/s of gust power (this storm's gusts top out ~12.6, so it lights up for the worst few, late, on top of the three authored strikes) — the storm's worst moments should be the ones you see.",
"sky": { "darkness": 0.94, "cloudScroll": 0.09, "night": true, "lightningGustPow": 10 }
}

View File

@ -32,7 +32,9 @@
{ "t": 62, "type": "lightning", "power": 0.4 }
],
"rain": { "curve": [[0, 0], [28, 0.05], [34, 0.4], [55, 0.55], [80, 0.3], [90, 0.15]] },
"_rain_comment": "peakMmPerHour 30 = moderate. The rain arrives WITH the change at t~30 and not before — dry hot afternoon, then the southerly brings the water, which is the story the curve is telling. Mean intensity ~0.28, so at decision 10's 40x it delivers ~8 mm = 0.8 cm: ~200 kg on a 25 m2 flat sail, ~0.5 kN/corner. That is the middle rung on purpose — enough that a flat rig on carabiners (1.2 kN) should feel the water once wind is added, not enough to drown a shackle. Ponding teaches here; it kills in storm_02.",
"rain": { "peakMmPerHour": 30, "curve": [[0, 0], [28, 0.05], [34, 0.4], [55, 0.55], [80, 0.3], [90, 0.15]] },
"sky": { "darkness": 0.5, "cloudScroll": 0.05 }
}

View File

@ -62,7 +62,11 @@ export const TUNE = {
// prototype: push = ws*ws*0.55 — "wind pressure goes with speed², gusts have teeth"; and shove
// only applied while wind.gust > 8, never from the base wind.
shoveK: 0.0035, // shove accel (m/s²) = shoveK · ws² → ~3.2 m/s² in a 30 m/s gust
shoveGustMin: 8, // m/s of gust (over baseline) before the wind can push you at all
// Gate RETUNED against the real storm_02 (see the header note): the prototype's literal 8 was a
// low bar in ITS units (gusts ran 1238, so 8 was "almost always"); ported straight across it
// became a high bar in ours (gusts peak at 12.1) and threw away most of the shove. 4 restores the
// prototype's intent — you're being pushed for ~26 s of a 90 s storm, and a calm day is still calm.
shoveGustMin: 4, // m/s of gust (over baseline) before the wind can push you at all
shoveDamp: 2.5, // 1/s foot-friction bleed → terminal drift ≈ shoveK·ws²/shoveDamp
// Baseline tracker: contracts.js exposes wind.sample() (total) and wind.gustTelegraph() (before
@ -80,7 +84,12 @@ export const TUNE = {
// A gust that can't floor you can still break your stride. Sits BELOW knockWind on purpose, so a
// storm reads as: shoved → stumbling → floored, rather than fine-fine-fine-flat-on-your-back.
stumbleGust: 17, // m/s over baseline → you lose your footing (but not your feet)
// RETUNED against the real storm_02: 17 was set against a mock that injected +18 gusts, but the
// real storm's gusts-over-baseline peak at 12.1, so StumbleBack was unreachable — dead code in the
// shipped game. 9 catches the top third of the 12 gusts in a wild night: 4 stumbles to 2
// knockdowns, which is the intended rhythm (stumble is the beat, knockdown the punchline).
// d.test.js pins this to the actual storm JSON so a reweighted downdraft can't quietly kill it again.
stumbleGust: 9, // m/s over baseline → you lose your footing (but not your feet)
stumbleCooldown: 3, // s — punctuation, not a stutter: one gust hold must not stumble you twice
// Shelter (hold C): brace and the wind stops owning you. This is the storm's real answer to "the

View File

@ -755,9 +755,37 @@ export async function createSailView(rig, { color = 0xd8c48a } = {}) {
geo.setAttribute('position', new THREE.BufferAttribute(verts, 3));
geo.setIndex(new THREE.BufferAttribute(new Uint16Array(rig.tris), 1));
// UVs: the grid IS the UV space, so (i, j) maps straight to (u, v). Without
// this three defaults every vertex to (0,0), the map samples one texel, and
// the membrane reads as flat colour — which looks like the texture failing
// rather than like a bug. (Lane E's recipe, THREADS.)
const N = rig.N;
const uv = new Float32Array(N * N * 2);
for (let j = 0, k = 0; j < N; j++) {
for (let i = 0; i < N; i++, k += 2) { uv[k] = i / (N - 1); uv[k + 1] = j / (N - 1); }
}
geo.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
const mat = new THREE.MeshStandardMaterial({
color, side: THREE.DoubleSide, roughness: 0.92, metalness: 0.0,
});
// Resolved against this module rather than the server root: the same reason
// weather.js builds STORM_DIR this way, and it's what the integrator's
// /world/ -> relative pass was fixing. A missing texture must not take the
// sail down — the cloth is the game, the weave is a finish.
try {
const tex = await new THREE.TextureLoader().loadAsync(
new URL('../models/textures/sail_weave.png', import.meta.url).href,
);
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(6, 6); // ~6 tiles across a 5 m sail (E's density)
tex.colorSpace = THREE.SRGBColorSpace; // r175 spelling — `encoding` is gone
tex.anisotropy = 4; // it's viewed at a raking angle from underneath
mat.map = tex; // keep mat.color: the weave multiplies it
} catch (err) {
console.warn('[sail] weave texture missing, falling back to flat colour:', err.message);
}
const mesh = new THREE.Mesh(geo, mat);
mesh.castShadow = true; // the shadow IS the product
mesh.receiveShadow = true;

View File

@ -21,6 +21,8 @@ const clamp01 = (v) => (v < 0 ? 0 : v > 1 ? 1 : v);
const CALM_SKY = new THREE.Color(0x9fc4e8);
const STORM_SKY = new THREE.Color(0x2a2f3a);
const NIGHT_SKY = new THREE.Color(0x11141c);
const WHITE = new THREE.Color(0xffffff);
const FLASH_COL = new THREE.Color(0xdfe8ff);
// ------------------------------------------------------------ rain shadow
/**
@ -440,7 +442,13 @@ export function createSkyFx(o = {}) {
const skyDef = def.sky || {};
const darkness = skyDef.darkness ?? 0.7;
const scroll = skyDef.cloudScroll ?? 0.06;
const target = (o.night ?? darkness > 0.6) ? NIGHT_SKY : STORM_SKY;
// The storm data gets a say: `sky.night` is the author's call, the darkness
// threshold is only a fallback for storms that never state one.
const target = (o.night ?? skyDef.night ?? darkness > 0.6) ? NIGHT_SKY : STORM_SKY;
// Fire a flash on any gust this strong (m/s of gust power). Storms that don't
// ask stay lit only by their authored strikes.
const lightningGustPow = skyDef.lightningGustPow ?? Infinity;
const firedGusts = new Set();
const rain = createRain({ groundY: o.groundY ?? 0 });
if (scene) scene.add(rain.mesh);
@ -510,6 +518,28 @@ export function createSkyFx(o = {}) {
*/
rainShadowOver(rect) { return shadow.fractionOver(rect); },
/**
* Decision 7's garden-HP drain term, 0..1, in one call the combined helper
* I offered Lane A. This is the whole of "is the bed getting hit right now":
*
* hp -= sky.gardenExposure(world.gardenBed, t) * DRAIN_PER_SEC * dt;
*
* 0 = bone dry (no rain, or the cloth is over it); 1 = full downpour on open
* ground. Both terms matter and neither is enough alone: a sail over the bed
* in a downpour is 0, and a clear sky with no sail is also 0. It uses the
* grid we already rebuild for the rain, so it costs a few array reads.
*
* Note it moves on its own during storm_02: the rain shadow follows the wind,
* so the southerly change walks the dry patch off the bed and the drain
* starts climbing without a single corner having failed. That's the mechanic,
* not a bug worth not "fixing" if it looks surprising in the HUD.
*/
gardenExposure(rect, t) {
const rain = wind.rainAt(t);
if (rain <= 0) return 0;
return rain * (1 - shadow.fractionOver(rect));
},
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
unlockAudio() { audio.unlock(); },
@ -539,6 +569,24 @@ export function createSkyFx(o = {}) {
o.onEvent(ev.text);
}
}
// --- lightning on the biggest gusts ---
// The storm's worst moments should light up, not only the three authored
// strikes. Driven off the telegraph (which is also what the HUD banner and
// the audio whoosh read), so the flash lands WITH the gust that earned it.
// Deterministic: the gust timeline is, and each gust fires at most once.
const tgl = wind.gustTelegraph(t);
if (tgl && tgl.power >= lightningGustPow) {
// key on the ramp instant — stable across frames, unique per gust
const key = Math.round((t + tgl.eta) * 100);
if (!firedGusts.has(key)) {
firedGusts.add(key);
const p = Math.min(1, 0.45 + (tgl.power - lightningGustPow) * 0.06);
flashQueue.push({ at: t + tgl.eta, power: p });
flashQueue.push({ at: t + tgl.eta + 0.08 + p * 0.06, power: p * 0.5 });
flashQueue.push({ at: t + tgl.eta + 1.1, power: 0, thunder: p });
}
}
for (let i = flashQueue.length - 1; i >= 0; i--) {
if (flashQueue[i].at <= t) {
const f = flashQueue[i];
@ -552,7 +600,7 @@ export function createSkyFx(o = {}) {
// --- sky ---
skyCol.copy(baseSky).lerp(target, storminess * darkness);
if (flash > 0) skyCol.lerp(new THREE.Color(0xdfe8ff), Math.min(0.85, flash));
if (flash > 0) skyCol.lerp(FLASH_COL, Math.min(0.85, flash));
if (scene) {
if (scene.fog) {
scene.fog.color.copy(skyCol);
@ -565,6 +613,22 @@ export function createSkyFx(o = {}) {
dome.position.copy(camPos);
dome.material.opacity = storminess * 0.85;
// Tint the CLOUDS, not just the sky behind them. The dome covers the
// background at ~0.85 opacity, so darkening `scene.background` alone did
// nothing — a "wild night" still read as an overcast afternoon because the
// grey cloud texture was what you were actually looking at.
//
// Both a lerp AND a brightness crush: the lerp alone lands ~#717273 because
// it runs in linear space (84% toward night still reads mid-grey in sRGB)
// and the cloud texture is baked near-white. The crush is what makes night
// look like night. It stops at 0.78 on purpose — the yard has no lights in
// it yet, and a storm you can't see isn't a storm, it's a black screen.
const nightAmt = storminess * darkness;
dome.material.color.copy(WHITE)
.lerp(target, nightAmt * 0.92)
.multiplyScalar(1 - 0.78 * nightAmt);
// and lightning lights the cloud it's inside, which is the whole look
if (flash > 0) dome.material.color.lerp(FLASH_COL, Math.min(0.9, flash));
domeTex.offset.x = (domeTex.offset.x + scroll * dt * (0.4 + speed * 0.05)) % 1;
domeTex.offset.y = (domeTex.offset.y + scroll * dt * 0.12) % 1;

View File

@ -21,7 +21,10 @@ import { createDebris } from '../debris.js';
import { createSkyFx, RainShadow } from '../skyfx.js';
import { weatherCases } from './weather.selftest.js';
const STORMS = ['storm_01_gentle', 'storm_02_wildnight'];
// Keep in step with data/storms/. The node runner globs the directory, so this
// list going stale shows up here first — as it did when storm_03 landed and the
// ponding case reached for a storm the browser half had never loaded.
const STORMS = ['storm_01_gentle', 'storm_02_wildnight', 'storm_03_southerly'];
/** @param {import('../testkit.js').Suite} t */
export default async function run(t) {
@ -213,6 +216,55 @@ export default async function run(t) {
assert(half > 0.2 && half < 0.8, `a rect straddling the edge reads ${half}, want a partial`);
});
// --- decision 7: the drain helper Lane A wires garden HP to ---
t.test('gardenExposure is rain AND no cover, and needs both', () => {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera();
const wind = createWind(storms.storm_02_wildnight);
const sky = createSkyFx({ scene, camera, wind });
const bed = { x: 0, z: 0, w: 4, d: 3 };
// no sail: exposure is simply the rain
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 70 + time, {}));
const open = sky.gardenExposure(bed, 70);
assert(Math.abs(open - wind.rainAt(70)) < 1e-9,
`open ground should be exposed exactly as hard as it rains: ${open} vs ${wind.rainAt(70)}`);
assert(open > 0.5, 'storm_02 at t=70 should be pouring');
// a panel over the bed dries it out
const panel = { pos: new Float32Array([-3, 3, -3, 3, 3, -3, 3, 3, 3, -3, 3, 3]), tris: [0, 1, 2, 0, 2, 3] };
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 70 + time, { sail: panel }));
const covered = sky.gardenExposure(bed, 70);
assert(covered < open * 0.5, `cloth over the bed barely helped: ${covered.toFixed(2)} vs open ${open.toFixed(2)}`);
// and no rain means no drain, sail or not
assert(sky.gardenExposure(bed, 0) === 0, 'the bed is draining before the rain has started');
sky.dispose();
});
t.test('storm_02 lights up on its biggest gusts, storm_01 does not', () => {
const mk = (name) => {
const scene = new THREE.Scene();
const wind = createWind(storms[name]);
const sky = createSkyFx({ scene, camera: new THREE.PerspectiveCamera(), wind });
let flashes = 0, peak = 0;
let was = 0;
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
sky.step(dt, time, {});
if (sky.flash > was + 0.05) flashes++; // a rising edge = a strike
was = sky.flash;
peak = Math.max(peak, sky.flash);
});
sky.dispose();
return { flashes, peak };
};
const wild = mk('storm_02_wildnight');
const gentle = mk('storm_01_gentle');
// 3 authored strikes + the worst gusts; must be more than the authored ones
assert(wild.flashes > 3, `wild night only flashed ${wild.flashes} times — the big gusts aren't lighting up`);
assert(gentle.flashes === 0, `the gentle storm flashed ${gentle.flashes} times — it has no lightning at all`);
});
t.test('every storm in data/storms/ loads and validates', () => {
// loadStorm throws on invalid, so reaching here with all of them is the pass
assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');

View File

@ -15,6 +15,7 @@ import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
import { Interact, wireYardActions } from '../interact.js';
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
import { FIXED_DT } from '../contracts.js';
import { loadStorm, createWind } from '../weather.js';
const DT = FIXED_DT;
@ -25,8 +26,31 @@ const windX = (speed) => ({ x: speed, y: 0, z: 0 });
const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
fixedLoop(secs, DT, (dt, t) => sim.step(dt, t0 + t, input, wind));
/** Count what a real storm actually does to a person standing mid-yard. */
function stormProfile(wind, tune, secs = 90) {
const p = new PlayerSim({ start: { x: 0, y: 0, z: 4 }, tune });
let stumbles = 0, knocks = 0, maxGust = 0, maxWind = 0, shovedFor = 0;
fixedLoop(secs, DT, (dt, t) => {
p.step(dt, t, {}, wind);
maxGust = Math.max(maxGust, p.gust);
maxWind = Math.max(maxWind, p.windSpeed);
if (Math.hypot(p.shove.x, p.shove.z) > 0.15) shovedFor += dt;
for (const e of p.events) if (e.type === 'state') {
if (e.state === 'stumble') stumbles++;
if (e.state === 'knocked') knocks++;
}
p.events.length = 0;
});
return { stumbles, knocks, maxGust, maxWind, shovedFor };
}
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
export default async function run(t) {
// The REAL storms, not a mock. Lane D's thresholds are meaningless except against the data they
// fire on, and this sprint's decision 8 has B+C changing the downdraft semantics underneath us —
// exactly the kind of edit that silently made StumbleBack unreachable the first time.
const wild = createWind(await loadStorm('storm_02_wildnight'));
const calm = createWind(await loadStorm('storm_01_gentle'));
// ---------------------------------------------------------------- state machine table
// The 17 clips actually in player_anims.glb (integrator baked the M3 pack; names logged in THREADS).
// Verified against the real GLB in-browser: SHADES.player.view.clipNames matches this exactly.
@ -205,12 +229,27 @@ export default function run(t) {
assertEq(s.state, 'knocked', 'a big enough gust still takes you off your feet, braced or not');
});
t.test('shelter: releasing the key always frees you, even mid-gust', () => {
t.test('shelter: releasing the key always frees you — you are never stuck braced', () => {
// steady wind (already learned as baseline, so no apparent gust): straight back to idle
const s = new PlayerSim();
drive(s, 30, {}, windX(20));
drive(s, 1, { shelter: true }, windX(20));
assertEq(s.state, 'shelter', 'braced');
drive(s, 0.5, {}, windX(20)); // let go, wind still blowing
assert(!s.busy && s.state === 'idle', 'released');
drive(s, 0.5, {}, windX(20));
assertEq(s.state, 'idle', 'let go in steady wind → idle');
assert(!s.busy, 'and free to move');
});
t.test('shelter: unbracing INTO the gust you were hiding from costs you your footing', () => {
// Emergent, and worth pinning: bracing is a commitment. Let go early and the gust takes you.
// This is what makes "wait for the lull" a decision rather than a formality.
const g = new PlayerSim();
drive(g, 30, {}, windX(4)); // learn a calm baseline
drive(g, 1, { shelter: true }, windX(4 + TUNE.stumbleGust + 6), 30);
assertEq(g.state, 'shelter', 'braced through the gust');
drive(g, 0.2, {}, windX(4 + TUNE.stumbleGust + 6), 31);
assert(g.state !== 'shelter', 'releasing always leaves shelter');
assertEq(g.state, 'stumble', 'and straight into the gust → you stumble');
});
t.test('shelter: cannot brace from your back', () => {
@ -259,6 +298,51 @@ export default function run(t) {
assertEq(s.state, 'shelter', 'braced, the gust does not stumble you');
});
// ---------------------------------------------------------------- tuned against the REAL storms
// These are the guard rails the pre-merge tuning didn't have. Every threshold below is only
// meaningful relative to the storm JSON it fires on, so assert against the JSON.
t.test('storm_02: every player threshold is actually REACHABLE in the real storm', () => {
const p = stormProfile(wild, undefined);
assert(p.maxGust > TUNE.stumbleGust,
`StumbleBack is dead code: storm_02 gusts peak at ${p.maxGust.toFixed(1)} m/s over baseline, `
+ `but stumbleGust is ${TUNE.stumbleGust}. Lower it or ask Lane C for angrier gusts.`);
assert(p.maxGust > TUNE.shoveGustMin, `gust shove unreachable: peak ${p.maxGust.toFixed(1)}`);
assert(p.maxWind > TUNE.knockWind,
`knockdown unreachable: storm_02 peaks at ${p.maxWind.toFixed(1)} m/s, knockWind is ${TUNE.knockWind}`);
});
t.test('storm_02: reads as shoved → stumbling → floored, in that order of frequency', () => {
const p = stormProfile(wild, undefined);
assert(p.stumbles >= 2, `a wild night should break your stride more than twice, got ${p.stumbles}`);
assert(p.knocks >= 1, `and floor you at least once, got ${p.knocks}`);
assert(p.stumbles > p.knocks,
`stumble is the beat and knockdown the punchline — got ${p.stumbles} stumbles vs ${p.knocks} knocks`);
assert(p.shovedFor > 10, `you should feel pushed for a real slice of the storm, got ${p.shovedFor.toFixed(1)}s`);
assertLess(p.knocks, 8, `${p.knocks} knockdowns in 90 s is unplayable, not dramatic`);
});
t.test('storm_01: a calm day leaves you completely alone', () => {
const p = stormProfile(calm, undefined);
assertEq(p.stumbles, 0, 'no stumbles on a gentle day');
assertEq(p.knocks, 0, 'no knockdowns on a gentle day');
assertLess(p.shovedFor, 1, 'and essentially no shove');
});
t.test('storm_02: bracing is what makes the worst of it survivable', () => {
const exposed = new PlayerSim({ start: { x: 0, y: 0, z: 4 } });
const braced = new PlayerSim({ start: { x: 0, y: 0, z: 4 } });
let exposedKnocks = 0, bracedKnocks = 0;
fixedLoop(90, DT, (dt, tt) => {
exposed.step(dt, tt, {}, wild);
braced.step(dt, tt, { shelter: true }, wild);
for (const e of exposed.events) if (e.state === 'knocked') exposedKnocks++;
for (const e of braced.events) if (e.state === 'knocked') bracedKnocks++;
exposed.events.length = 0; braced.events.length = 0;
});
assert(exposedKnocks > 0, 'storm_02 floors you if you just stand in it');
assertLess(bracedKnocks, exposedKnocks, 'and bracing through it is strictly better');
});
// ---------------------------------------------------------------- solids collision
t.test('collision: solids stop you, and the pushout slides you along them', () => {
// one box: the yard's north wall, x -8..8, z -16..-10, waist high

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@ -73,6 +73,10 @@ const ASSETS = [
nodes: ['bin_body', 'lid', 'lid_plate', 'wheels'], sub: 'debris/' },
{ name: 'washing_line_01', h: [2.0, 2.4], nodes: ['mast', 'head', 'arms'] },
{ name: 'garden_gnome_01', h: [0.33, 0.42], nodes: ['gnome'] },
{ name: 'garden_gnome_01_broken', h: [0.08, 0.20],
nodes: ['stump', 'head', 'hat', 'shards'] },
{ name: 'fence_panel_broken', h: [1.70, 1.90],
nodes: ['palings', 'rails', 'debris_palings'] },
];
function sizeOf(gltf) {
@ -234,6 +238,45 @@ export default async function run(t) {
assert(Number.isFinite(before.x) && Number.isFinite(after.x), 'arms world position is not finite');
});
// Custom props are a contract, not decoration — and I have been telling other
// lanes to read these since Sprint 1 without ever checking they survive the
// export. glTF `extras` arrive as three's userData, but only if export_extras
// held all the way through; if it silently dropped, Lane A's gnome scores $0
// and Lane B's anchors all rate the same, both of which would look like a
// gameplay decision rather than a missing field.
t.test('glTF extras survive as userData — the props other lanes read', () => {
const gnome = loaded.get('garden_gnome_01')?.scene.getObjectByName('garden_gnome_01');
assert(gnome, 'gnome root node missing');
assert(gnome.userData?.collateral_value === 25,
`collateral_value lost (userData=${JSON.stringify(gnome.userData)}) — Lane A scores off this`);
const canopy = loaded.get('tree_gum_01')?.scene.getObjectByName('canopy');
assert(typeof canopy?.userData?.sway_amp === 'number',
'canopy.sway_amp lost — world.js per-tree sway tuning reads it');
const branch = loaded.get('tree_gum_01')?.scene.getObjectByName('branch_anchor_01');
assert(typeof branch?.userData?.rating_hint === 'number',
'branch_anchor_01.rating_hint lost — Lane B picks anchors on it');
const bin = loaded.get('wheelie_bin_01')?.scene.getObjectByName('wheelie_bin_01');
assert(typeof bin?.userData?.mass_hint === 'number',
'wheelie_bin mass_hint lost — Lane C throws it with this');
});
// The wreckage has to drop into the intact asset's place, so both variants
// stand on the same ground plane. If the broken one floats or sinks, Lane A's
// swap needs a fudge offset per prop and will grow one.
t.test('broken variants sit on the same ground plane as their intact twin', () => {
for (const [intact, broken] of [['garden_gnome_01', 'garden_gnome_01_broken'],
['fence_panel', 'fence_panel_broken']]) {
for (const n of [intact, broken]) {
const box = new THREE.Box3().setFromObject(loaded.get(n).scene);
assert(Math.abs(box.min.y) < 0.03,
`${n} rests at y=${box.min.y.toFixed(3)}, not on the ground`);
}
}
});
// One GLB carries three wilt states as siblings; Lane A toggles .visible
// rather than reloading, so all three have to be present at once.
t.test('garden_bed carries all 3 damage states in one GLB', () => {

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@ -11,7 +11,7 @@
// call it with the fetched storm defs.
import {
createWindField, validateStorm, gustEnvelope, GUST,
createWindField, validateStorm, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
} from '../weather.core.js';
const DT = 1 / 60;
@ -405,6 +405,105 @@ export function weatherCases(storms) {
assert(!validateStorm(legacy, 'legacy').ok, 'validator silently accepted the pre-SPRINT3 downdraft field');
});
// ---- 10. the ponding story (SPRINT4 decision 10) ----
// Lane B owns water-on-cloth; these assert the RAIN DATA can tell the story
// their mass model needs, using their own arithmetic, before their cloth lands.
// B measured: 5 cm over a 25 m² flat sail = 1250 kg = 3.1 kN/corner, against a
// storm_02 wind load of only 0.21.1 kN. So depth is the whole mechanic.
const FLAT_AREA = 25; // m², B's reference flat sail
const KILL_DEPTH_MM = 50; // 5 cm — B's 3.1 kN/corner
/** Water on a flat sail over a whole storm, at decision 10's compression. */
const stormDepthMm = (def) => {
const f = createWindField(def);
return f.rainDepthMm(0, f.duration) * RAIN_TIME_COMPRESSION;
};
/** B's arithmetic: mm over an area → kN per corner (4 corners, 1000 kg/m³). */
const kNPerCorner = (mm) => (mm / 1000) * FLAT_AREA * 1000 * 9.81 / 4 / 1000;
test('storm_02 rain can drown a flat rig; storm_01 rain cannot', () => {
const wild = stormDepthMm(storms.storm_02_wildnight);
const gentle = stormDepthMm(storms.storm_01_gentle);
metrics['storm_02.pondDepth_mm'] = +wild.toFixed(1);
metrics['storm_02.pond_kN_per_corner'] = +kNPerCorner(wild).toFixed(2);
metrics['storm_01.pondDepth_mm'] = +gentle.toFixed(2);
metrics['storm_01.pond_kN_per_corner'] = +kNPerCorner(gentle).toFixed(3);
assert(wild >= KILL_DEPTH_MM * 0.9,
`storm_02 only delivers ${wild.toFixed(1)} mm — Lane B needs ~${KILL_DEPTH_MM} mm to drown a flat rig`);
// and it must dwarf the wind it's competing with (B: 0.21.1 kN/corner)
assert(kNPerCorner(wild) > 1.5,
`storm_02 ponding is only ${kNPerCorner(wild).toFixed(2)} kN/corner — no stronger than the wind`);
// the gentle storm must be unable to hurt anything, or the ramp is a lie
assert(kNPerCorner(gentle) < 0.3,
`storm_01 ponds ${kNPerCorner(gentle).toFixed(2)} kN/corner — a light shower must not threaten a rig`);
assert(wild > gentle * 20, 'the wild night should deliver vastly more water than a shower');
});
test('storm_03 ponding sits between the other two', () => {
const mid = stormDepthMm(storms.storm_03_southerly);
const wild = stormDepthMm(storms.storm_02_wildnight);
const gentle = stormDepthMm(storms.storm_01_gentle);
metrics['storm_03.pondDepth_mm'] = +mid.toFixed(1);
metrics['storm_03.pond_kN_per_corner'] = +kNPerCorner(mid).toFixed(2);
assert(mid > gentle * 3 && mid < wild * 0.5,
`storm_03 delivers ${mid.toFixed(1)} mm — wanted a real middle rung between ${gentle.toFixed(1)} and ${wild.toFixed(1)}`);
// it should threaten a carabiner (1.2 kN) once wind is added, not a shackle (3.2)
assert(kNPerCorner(mid) > 0.25 && kNPerCorner(mid) < 1.2,
`storm_03 ponds ${kNPerCorner(mid).toFixed(2)} kN/corner — should tease a cheap rig, not drown a decent one`);
});
test('rain depth integrates monotonically and matches its curve', () => {
const f = createWindField(storms.storm_02_wildnight);
// depth only ever accumulates
let prev = 0;
for (let t = 1; t <= f.duration; t += 1) {
const d = f.rainDepthMm(0, t);
assert(d >= prev - 1e-9, `rain depth went BACKWARDS at t=${t}: ${d} < ${prev}`);
prev = d;
}
// splitting the interval must give the same water (no double-count, no gap)
const whole = f.rainDepthMm(0, 90);
const split = f.rainDepthMm(0, 30) + f.rainDepthMm(30, 60) + f.rainDepthMm(60, 90);
assert(Math.abs(whole - split) < 0.05,
`depth(0,90)=${whole.toFixed(3)} but the three thirds sum to ${split.toFixed(3)}`);
// dead calm before the rain starts
assert(f.rainDepthMm(0, 0) === 0, 'zero-length interval delivered water');
assert(f.rainDepthMm(10, 5) === 0, 'a backwards interval delivered water');
});
test('rainMmPerHour tracks rainAt against the storm scale', () => {
for (const [name, def] of defs) {
if (!def.rain || !def.rain.curve) continue;
const f = createWindField(def);
const peak = def.rain.peakMmPerHour;
assert(Number.isFinite(peak), `${name} has a rain curve but no peakMmPerHour`);
for (let t = 0; t <= f.duration; t += 2.5) {
const want = f.rainAt(t) * peak;
assert(Math.abs(f.rainMmPerHour(t) - want) < 1e-9,
`${name}: rainMmPerHour ${f.rainMmPerHour(t)} != rainAt×peak ${want} at t=${t}`);
}
// rainAt stays a 0..1 intensity — skyfx uses it for drop count and opacity
for (let t = 0; t <= f.duration; t += 2.5) {
const r = f.rainAt(t);
assert(r >= 0 && r <= 1, `${name}: rainAt ${r} outside 0..1 at t=${t}`);
}
}
});
test('validator rejects a rain curve with no scale, and a silly scale', () => {
const noScale = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
delete noScale.rain.peakMmPerHour;
assert(!validateStorm(noScale, 'x').ok, 'validator accepted a rain curve with no mm/hr scale — ponding would silently use the default');
for (const mm of [-1, 5000, NaN]) {
const d = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
d.rain.peakMmPerHour = mm;
assert(!validateStorm(d, 'x').ok, `validator accepted peakMmPerHour=${mm}`);
}
const hot = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
hot.rain.curve = [[0, 0], [45, 3], [90, 0]];
assert(!validateStorm(hot, 'x').ok, 'validator accepted rain intensity above 1 — the scale is peakMmPerHour, not the curve');
});
return { cases, metrics };
}

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@ -132,6 +132,25 @@ function sampleAngleCurve(curve, t) {
// Prototype: pow = 12 + rand*16 + 10*p, next = t + 5 + rand*7. Same shape, from JSON.
export const DEFAULT_DOWNDRAFT = 0.22;
/** Fallback rain scale, mm/hr at rainAt()==1. Storms should state their own. */
export const DEFAULT_PEAK_MM_PER_HOUR = 40;
/**
* SPRINT4 decision 10 the time-compression fiat, in ONE place.
*
* Game rain accumulates ~40× real time. A 90 s storm is canonically a whole
* night (storm_02 telegraphs its change "around the hour mark"), so it should
* deliver a night's water: 90 s × 40 = 3600 s = one hour of rain. At storm_02's
* 80 mm/hr peak that lands ~5 cm on a flat sail exactly Lane B's measured kill
* threshold (5 cm over 25 = 1250 kg = 3.1 kN/corner) against a wind load of
* only 0.21.1 kN. Ponding is 315× everything else, and it cannot pincer §7
* because a hypar has no flat to pool in.
*
* Exported so Lane B applies it cloth-side rather than either of us hardcoding
* 40 twice: how hard it rains is Lane C, how much water a sail holds is Lane B.
*/
export const RAIN_TIME_COMPRESSION = 40;
export function buildGustTimeline(def, seed) {
const g = def.gusts || {};
const rng = mulberry32(seed >>> 0);
@ -378,6 +397,45 @@ export function createWindField(def, opts = {}) {
if (r.curve) return Math.min(1, Math.max(0, sampleCurve(r.curve, t)));
return Math.min(1, Math.max(0, r.intensity ?? 0));
},
/**
* Rain rate in REAL-WORLD mm/hr. Same curve as rainAt(), with physical units
* on it `rainAt` stays 0..1 because it drives drop count and opacity, and a
* renderer doesn't want millimetres.
*
* This exists for ponding (decision 10). Without it Lane B has to invent the
* mm/hr scale to turn intensity into water mass, which is exactly the
* "default-off code tuned by a constant I invented" they rightly reverted.
* The scale is storm data, so it lives here: `rain.peakMmPerHour`.
* For reference: 8 = light shower, 30 = moderate, 50 = heavy, 80+ = severe.
*/
rainMmPerHour(t) {
const r = def.rain;
if (!r) return 0;
return field.rainAt(t) * (r.peakMmPerHour ?? DEFAULT_PEAK_MM_PER_HOUR);
},
/**
* Real-world water depth in mm delivered over (t0, t1]. Deterministic
* trapezoid over the curve no compression applied.
*
* Lane B multiplies by RAIN_TIME_COMPRESSION cloth-side: how much water a
* SAIL holds is theirs, how hard it rains is mine. Handy shape for a HUD
* "water delivered" readout too.
*/
rainDepthMm(t0, t1, stepS = 0.25) {
if (!(t1 > t0)) return 0;
let mm = 0;
const n = Math.max(1, Math.ceil((t1 - t0) / stepS));
const h = (t1 - t0) / n;
let prev = field.rainMmPerHour(t0);
for (let i = 1; i <= n; i++) {
const cur = field.rainMmPerHour(t0 + i * h);
mm += (prev + cur) * 0.5 * h / 3600; // mm/hr × seconds → mm
prev = cur;
}
return mm;
},
};
return field;
@ -446,6 +504,21 @@ export function validateStorm(def, name = 'storm') {
}
if (def.rain && def.rain.curve && !isCurve(def.rain.curve)) bad('rain.curve must be [[t,intensity],...]');
if (def.rain) {
if (def.rain.curve && isCurve(def.rain.curve)
&& def.rain.curve.some((p) => p[1] < 0 || p[1] > 1)) {
bad('rain.curve intensity must be 0..1 — the physical scale is rain.peakMmPerHour');
}
const mm = def.rain.peakMmPerHour;
if (mm != null && (!Number.isFinite(mm) || mm < 0 || mm > 300)) {
bad(`rain.peakMmPerHour must be 0..300 mm/hr (8 light, 30 moderate, 50 heavy, 80+ severe) — got ${mm}`);
}
// Ponding reads this; a storm that rains with no scale silently ponds at the
// default instead of what its author meant.
if (def.rain.curve && mm == null) {
bad('rain.curve without rain.peakMmPerHour — ponding needs the mm/hr scale (SPRINT4 decision 10)');
}
}
return { ok: errors.length === 0, errors };
}

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@ -10,9 +10,9 @@
// determinism rule can't be broken by accident.
import * as THREE from '../vendor/three.module.js';
import { createWindField, validateStorm, GUST } from './weather.core.js';
import { createWindField, validateStorm, GUST, RAIN_TIME_COMPRESSION } from './weather.core.js';
export { GUST, validateStorm };
export { GUST, validateStorm, RAIN_TIME_COMPRESSION };
// Resolved against this module, not the server root: server.py serves the repo
// root (so the 2D prototype stays reachable), but the demo bench serves web/.
@ -84,9 +84,16 @@ export function createWind(def, opts = {}) {
/** Storm events fired in (a,b] — poll with (t-dt, t). Deterministic. */
eventsBetween(a, b) { return field.eventsBetween(a, b); },
/** 0..1 rain intensity. */
/** 0..1 rain intensity — drives drop count and opacity. */
rainAt(t) { return field.rainAt(t); },
/** Rain rate in real-world mm/hr. Ponding (decision 10) reads this. */
rainMmPerHour(t) { return field.rainMmPerHour(t); },
/** Real-world mm of water delivered over (t0,t1]. Multiply by
* RAIN_TIME_COMPRESSION cloth-side see weather.core. */
rainDepthMm(t0, t1) { return field.rainDepthMm(t0, t1); },
/** Direction (radians, XZ plane from +X toward +Z) ignoring local effects. */
dirAt(t) { return field.dirAt(t); },

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