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d6aa124cb7
@ -158,60 +158,3 @@ re-deciding them.
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> washing line, garden gnome — same one-script determinism + contact-sheet
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> acceptance; (4) when Lane A's yard is dressed, render a contact sheet of the
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> assembled yard from the game camera for DESIGN.md.
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---
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---
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# SPRINT 3 prompts (the game loop — fire all five; B+C pair on item 1)
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Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 2 is
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merged; main.js passes debris into rig.step; downdraft data reverted to 0.3
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with B's assert self-skipping — THREADS' last [I] entry explains why). Read
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SPRINT3.md in full; decisions 7/8/9 are made.
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## Lane A — Sprint 3
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> You are Lane A on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane A. Priority 1 is world.shedTable (unblocks D, ~15 lines). Then the
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> decision-2 anchor rework with the quad-area assert, the playable prep phase
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> (wire B's picking adapter, take their preview-rig force-arrows offer), the
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> HUD (kN bars, telegraph, garden HP via skyfx.rainShadowOver per decision 7,
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> plant damage-state swaps), forecast card + aftermath screen (score the gnome),
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> and finish the yard dressing with E's GLBs and sway handles. Retitle the page.
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> Merge shepherd duties continue. Small commits, selftest green after each.
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## Lane B — Sprint 3
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> You are Lane B on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
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> §B+C and THREADS' last [I] entry — the integrator measured that gust-only
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> downdraft cannot satisfy your 60% bar and §7 together (0.45→42% + twisted
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> loses a corner; 0.58→48% + still loses one), so decision 8 adopts your
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> fraction-of-TOTAL semantics. Pair with C in THREADS: when their weather.core
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> change lands, re-run your 8-direction sweep, delete the <0.5 self-skip from
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> your decision-3 assert, and confirm all three §7 legs on the SAME storm JSON.
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> Log final constants. Then sail UVs with E's sail_weave.png per their recipe.
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> Also: A may take your preview-rig offer for prep force arrows — support them.
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## Lane C — Sprint 3
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> You are Lane C on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
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> §B+C and THREADS' last [I] entry. Decision 8: change weather.core downdraft
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> to a fraction of TOTAL wind speed (keep the own-RNG determinism guarantee,
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> keep speedAt() horizontal, update the validator; rename the JSON field if the
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> semantics warrant it), then pair with B to land values where their 60% bar
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> AND the §7 gates are green on the same data. Retune storm_01/storm_02, and
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> author storm_03 between them so the campaign has a ramp. Decision 7 landed
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> garden HP on your rainShadowOver — coordinate the API with A as they wire it.
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## Lane D — Sprint 3
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> You are Lane D on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane D. The moment A posts world.shedTable in THREADS: close the §7 loop BY
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> HAND — pickup → carry through gusts (brace when needed) → hold-E repair →
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> ≥3/4 corners at storm end — and RECORD the run (SHADES.step + screenshots);
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> that artifact is the sprint's definition of done. Retune stumble/knockdown
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> thresholds against real storm_02 gusts now that the downdraft is live.
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> Stretch: the ladder loop (carry, place, ClimbLadder to fascia anchors) —
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> flag early in THREADS if it's bigger than the sprint.
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## Lane E — Sprint 3
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> You are Lane E on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane E. Small juice pass: tear-decal hookup recipe for B (like your weave
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> recipe), broken-gnome + snapped-fence-panel variants for the aftermath
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> screen, and refresh the assembled-yard contact sheet once A's dressing lands.
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115
SPRINT3.md
115
SPRINT3.md
@ -1,115 +0,0 @@
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# SPRINT 3 — THE GAME LOOP (instructions for Opus 4.8 lanes)
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*Sprint 2 verdict: the storm is real. Merged main boots into a yard with live
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weather, a walking ped, a rendered sail that cascades believably, debris that
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dents both cloth and player, rain that stops at the cloth, and 169/0/0 green.
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What's missing is the GAME around it: you can't rig with the mouse in the shell,
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can't pick up a spare, can't see loads without the console, and nothing scores
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the aftermath. Sprint 3 closes the loop so a stranger could play it.*
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Read THREADS.md from the last [I] entry down before starting. Two integrator
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facts you must absorb: (1) main.js now passes `debris` as rig.step's 4th arg;
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(2) the downdraft data is back at C's 0.3/0.18 and B's decision-3 assert
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self-skips below 0.5 — item 1 below is why.
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## Decisions (made)
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7. **Garden HP is driven by `skyfx.rainShadowOver(bed)` during storms.**
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B and C both recommended it and they're right — at night the sun shadow is a
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number about nothing. `rig.coverageOver(bed, sunDir)` stays as the daytime
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shade readout (and becomes the heatwave scorer later). Lane A wires it.
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8. **Downdraft semantics change to fraction-of-TOTAL wind speed** (B's
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preference, C's code). Gust-only semantics measurably cannot satisfy both
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the no-free-lunch bar and §7 survival (numbers in THREADS [I] 2026-07-17).
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9. **`world.shedTable` is Lane A's, this sprint, first.** It gates D's §7
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hand-play and it's ~15 lines of dressing.
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## Lane A — finish the shell (the sprint's spine)
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In priority order:
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1. **`world.shedTable`** — place `shed_01_v1.glb` + `shed_table_v1.glb`, expose
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`{pos}` (use E's `pickup_anchor` empty if present). Unblocks D immediately.
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2. **Decision 2 anchor rework** (carried from Sprint 2): posts in to ~(−4.5,5.5)
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and (4.0,6.0), add p3 near (0,7), register E's tree `branch_anchor_*`
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(they carry `rating_hint`). New a.test assert: ≥3 pickable quads in 18–45 m²
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covering the bed. This also fixes B's "cascade at t=0.4 s from pre-tension
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alone" finding — the yard currently teaches the wrong lesson.
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3. **Prep phase playable**: wire B's picking adapter (it exists on their branch
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contract — coordinate in THREADS) to anchor markers + hardware cycling +
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tension dial + spare purchase, with budget $80. Take B up on their offer of
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a **preview rig for live force arrows during prep** — DESIGN.md calls this
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the core teaching tool.
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4. **HUD**: per-corner load bars in kN vs rating (world-anchored), wind meter +
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gust telegraph banner, garden HP (decision 7) driving E's
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plants_full/tattered/dead swaps, phase banner.
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5. **Forecast card** (storm JSON summary: peak wind, gust character, change
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time — sell the dread) and **aftermath screen** (garden %, corners lost,
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hardware bill, verdict line). Enter-to-advance is fine.
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6. Yard dressing completion: swap graybox house for `house_yardside_v1.glb`
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(decision 6 — read fascia_anchor_* from the GLB), fence set, washing line
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(head spins in gusts — E gave you `sway_amp` handles too, use them for the
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canopy telegraph), wheelie bin into the debris pool, gnome placed in sail
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range (`collateral_value` 25 — score it in aftermath).
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7. Retitle the page — it still says M0.
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## Lane B + Lane C — the downdraft semantic (JOINT, do it first, pair in THREADS)
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1. **C**: `weather.core.js` — downdraft becomes a fraction of TOTAL wind speed
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(sustained + gust), keeping the own-RNG-stream determinism guarantee and the
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storm-JSON validator (rename the field if semantics change enough to warrant
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it — e.g. `downdraftOfTotal` — a silently re-meaning field is worse than a
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rename). Keep `speedAt()` horizontal.
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2. **B**: re-run the 8-direction sweep at C's proposed values, re-enable the
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decision-3 assert (delete the <0.5 self-skip — it documents *gust-only*
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semantics and dies with them), confirm §7 all three legs (cheap cascades /
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twisted survives / twisted+repair survives) against the SAME data. Log the
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final constants in THREADS. Both asserts green on the same storm JSON is
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this item's definition of done.
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3. **B**: sail UVs + E's `sail_weave.png` per their recipe (uv attribute,
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repeat 6×6, sRGB) — the membrane should read as fabric, and the tear decal
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strip is waiting for M3 tearing.
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4. **C**: storm_03 — author a third storm between gentle and wildnight so the
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campaign has a ramp (and the forecast card has range to sell).
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## Lane D — close the §7 loop by hand (gate 3)
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1. The moment A posts `world.shedTable`: verify the full loop live — pick up
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spare (PickUp → Carry/CarryIdle), run it through gusts (shelter on C when
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needed), hold-E repair at the blown corner (Crank/repair, spare consumed),
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rig finishes ≥3/4. **Record the run** (SHADES.step + screenshots, or a
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screen capture) — this artifact is the sprint's definition of done.
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2. Wire `StumbleBack` vs full knockdown thresholds against real storm_02 gusts
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with C's downdraft — the brace mechanic (hold C) changes the tuning you did
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pre-merge.
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3. Ladder: E shipped `ladder_01_v1.glb` with base/top nodes and you have
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ClimbLadder — if fascia repairs are meant to need it (DESIGN.md says yes),
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land carry-ladder + place + climb as the stretch goal; flag early if it's
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bigger than this sprint.
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## Lane E — juice pass (small)
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1. Sail tear decals hookup notes for B (you shipped the atlas; write the
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two-line recipe like you did for the weave).
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2. Aftermath props: broken-gnome variant (`garden_gnome_01_broken`), snapped
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fence panel — the aftermath screen wants wreckage to point at.
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3. Assembled-yard contact sheet refresh once A's dressing lands (your Sprint 2
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item 4, still open — the yard finally looks like the game this week).
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## Gates
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```
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gate 1: A-1 lands → D starts closing the loop
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gate 2: B+C downdraft semantic → both physics gates green on one storm JSON
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gate 3: prep→storm→aftermath playable start to finish with the mouse,
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§7 scenario ON RECORD, selftest green
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```
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Definition of done = gate 3. That is also the moment SHADES stops being a tech
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demo — get there and the next conversation is about content (storms, sites,
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the landscaper campaign), not systems.
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## For John
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- Nothing blocks on you this sprint. The M1 stays an asset-build box.
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- When gate 3 lands you'll want to actually play it: `python3 server.py` in the
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repo, http://localhost:8801/ (or --port anything), WASD/shift/E/C/Enter.
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394
THREADS.md
394
THREADS.md
@ -504,78 +504,6 @@ Format: `[lane letter] YYYY-MM-DD — note`
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to a standstill in a hidden/background tab, so they are the only honest way to fast-forward or capture
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a storm from a headless browser — which is what this sprint's "90 s storm_02 run captured" acceptance
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needs. Same code path the rAF loop uses; no test-only branch that can drift. Everything I reported
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above was measured through them.
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[E] 2026-07-16 — 🐛 **LANE A — two of my "handles" were broken and are now fixed. Read before you dress
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the yard (your step 5), because both would have failed silently rather than loudly.**
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· **Canopy sway.** world.js sways a tree by rotating a `canopy` group whose origin is at the trunk
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top, so the blobs swing about the trunk. My trees shipped `canopy_01..03` as siblings of `trunk`,
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each with its origin at its OWN centre — rotating one spins a sphere in place, which renders as
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nothing. You could not have swayed my trees, and since the canopy lean IS the gust telegraph the
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player reads a beat before it hits the sail, the tell would have gone *missing*, not gone wrong.
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Fixed: there is now a `canopy` empty at the trunk top with the blobs parented under it, so your
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existing code works **unchanged** — `getObjectByName('canopy')` and rotate.
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· **`rake_pivot`.** Same trap, worse. It shipped as a childless empty: rotating it moved nothing,
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and rotating the whole GLB instead would have tipped the concrete footing out of the ground along
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with the post. Fixed: `rake_pivot` is now a real group holding `post` + `pad_eye` + `top_anchor`,
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with `footing` left on the root. Rotate `rake_pivot` by your 8° and the post rakes while the
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concrete stays planted. Asserted both ways in e.test.js (head must move >0.3 m, footing <0.01 m).
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Both are the same class of bug and I only found them by driving the handles in a test rather than
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eyeballing the model. If you add a handle to anything, rotate it in an assert.
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[E] 2026-07-16 — per-tree sway tuning (SPRINT2 §Lane E-1): the `canopy` group carries `sway_amp`,
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`sway_phase` and `sway_pivot_y` as glTF extras. gum_01 is big and heavy-limbed at amp 0.85; gum_02 is
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whippy at 1.20 and should show a gust front first — free readability if you multiply your `lean` by it
|
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and use `sway_phase` instead of the hardcoded 0.7 / 2.9. Individual blobs also carry their own
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`sway_amp` (outer/higher = larger) if you ever want secondary motion. Geometry is byte-identical to
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Sprint 1 — `sway_phase` draws from its own RNG stream precisely so adding a handle couldn't
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resilhouette a tree you'd already tuned against.
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[E] 2026-07-16 — ⚠️ **LANE B — the sail can't take a texture yet: `createSailView` builds `position` and
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`index` only, no `uv`.** three defaults a missing UV to (0,0), so `map` would sample one texel and the
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whole membrane would read as flat colour — it'd look like the texture "didn't work" rather than like
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a bug. `sail_weave.png` (512², seamless, knitted HDPE with the stripe banding real shade cloth has) is
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in `models/textures/`. The recipe, against your `N*N` grid:
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const N = rig.N, uv = new Float32Array(N * N * 2);
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for (let j = 0, k = 0; j < N; j++)
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for (let i = 0; i < N; i++, k += 2) { uv[k] = i / (N - 1); uv[k + 1] = j / (N - 1); }
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geo.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
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const tex = await new THREE.TextureLoader().loadAsync('/world/models/textures/sail_weave.png');
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tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
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tex.repeat.set(6, 6); // ~6 tiles across a 5 m sail
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tex.colorSpace = THREE.SRGBColorSpace; // r175: colorSpace, not encoding
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mat.map = tex; // keep mat.color — the weave multiplies it
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The tile is seamless *by construction* and the build asserts it (it evaluates a second tile and
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requires an exact match), because a bad wrap is a seam every tile across the whole sail. Shout if you'd
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rather I ship it at a different density. `sail_tears.png` (1024×256, 4 escalating rips w/ alpha) is
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there for M3 whenever tearing lands — no rush.
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[E] 2026-07-16 — dressing set landed (SPRINT2 §Lane E-3), all deterministic + contact-sheeted as usual:
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· `debris/wheelie_bin_01_v1.glb` — 240 L kerbside bin, 0.58×0.68×1.12 m, `mass_hint` 12 (empty; a
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full one doesn't blow over). `lid` is its own pivot group with `flap_max_deg` 75 — it flaps before
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the bin goes over, which is a free "wind is up" tell. Lane C: it's in debris/, so your glob has it.
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· `washing_line_01_v1.glb` — a Hills Hoist, 2.84×2.84×2.28 m. `head` is a free-spin pivot group
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carrying `arms`: it spins up in a gust, giving a second wind tell at head height, right where the
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player is working. Not debris — it's cemented in.
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· `garden_gnome_01_v1.glb` — 0.36 m, `mass_hint` 4.5, `breakable`, `collateral_value` 25. Scoring
|
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bait per DESIGN.md's collateral rule: a smashed gnome reads instantly where a damage number
|
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doesn't. Lane A, he wants to be somewhere a flogging sail can reach him.
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[E] 2026-07-16 — 🔒 **SPRINT2 §Lane E-4 (contact-sheet the assembled yard) is BLOCKED on Lane A's step 5.**
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Checked main at de86aa1: `world.js` and `main.js` contain zero `_v1.glb` references, so the yard is
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still graybox — the trees the game renders are procedural spheres, not my gums. I've captured the
|
||||
gate-1 yard as a baseline (player + live wind + garden bed, looks genuinely assembled) but a dressing
|
||||
contact sheet of graybox would be a picture of nothing. **Ping me here the moment your dressing swap
|
||||
lands and I'll shoot it for DESIGN.md same session.** Everything you need is above; nothing of mine is
|
||||
blocking you.
|
||||
|
||||
[E] 2026-07-16 — 👀 art note for whoever owns lighting (A?), from actually looking at the running game:
|
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with the sun in the north the tree canopies read as near-black slabs from the yard. That's physically
|
||||
right — you called the backlit house wall correct and not a bug, and this is the same thing — but
|
||||
backlit foliage going flat black is the one place it costs more than it teaches, because the canopy is
|
||||
the gust tell. Cheap fixes in your court: lift the hemisphere light's ground colour, or I can bake a
|
||||
little emissive into the leaf material so gums stay readable from underneath. Say the word and it's
|
||||
one constant in my palette — not touching it unprompted since lighting is yours.
|
||||
above was measured through them. (Confirmed on my side — every number below came through them too.)
|
||||
|
||||
[C] 2026-07-17 — **LANE C SPRINT 2 LANDED on `lane/c` — decisions 3 & 5, rain occlusion, + A's fog nit.**
|
||||
@ -644,325 +572,3 @@ Format: `[lane letter] YYYY-MM-DD — note`
|
||||
carabiner rig to blow earlier/later for feel, that's a one-line data edit and I'll make it. Ping when
|
||||
sail-side tuning is settled and we lock constants together. (weather_demo.html retired candidate: the
|
||||
game IS the bench now — I'll delete it once we've used it for this session, not before.)
|
||||
[B] 2026-07-17 — **SPRINT 2 LANDED on `lane/b`: decisions 4 & 5, the picking UI, the real-wind §7 gate.**
|
||||
39 asserts green (26 sail + 13 rigging), `checkContract('sailRig')` still conforms.
|
||||
· **Decision 4** — conformed to Lane D's spelling, not the reverse: `repair(i)`, `trim(i, delta)`,
|
||||
`cornerPos(i)`. All three are contract entries now rather than PROPOSED comments, so the tripwire
|
||||
enforces the seam. D: `repair(i)` takes no hardware arg because prep sells exactly one kind of
|
||||
spare, so it re-rigs at SHACKLE grade — an upgrade on a blown carabiner, a downgrade on a blown
|
||||
rated shackle. `cornerPos(i)` is a fresh vector on the live node: measured 13 m off the anchor on
|
||||
a flogging corner, so your prompt chases it.
|
||||
· **Decision 5** — `sail.step(dt, wind, t, debris)` now applies sphere-vs-cloth impulses. Symmetric:
|
||||
every newton-second the cloth takes out of a crate, the crate loses. Conserves to 0.000% on an
|
||||
interior hit (asserted). Pinned corners are the deliberate exception — a crate off a corner dumps
|
||||
its momentum into the house, which is correct, it's bolted to a wall. **Lane A: this needs the
|
||||
4th arg — `rig.step(dt, wind, windT, debris)` in main.js, or the crates fly through the sail.**
|
||||
· **§7 gate now runs on the real storm JSON**, not my stub. Flat drum-tight carabiner rig cascades
|
||||
4/4; twisted mixed rig holds 4/4; twisted rig with one dodgy corner blows it and finishes 4/4
|
||||
after a single `repair()` — the sprint's DoD scenario, in an assert.
|
||||
|
||||
[B] 2026-07-17 — **⚠️ LANE C — decision 3 does NOT clear its own bar yet. Numbers, before you merge.**
|
||||
Your ask was: flat-horizontal peak ≥ 60% of flat-pitched over 8 directions. Measured against your
|
||||
branch, 8 headings, **full 90 s**: **flat-horizontal 0.56 kN vs flat-pitched 1.66 kN = 34%.** Still a
|
||||
free lunch. Why: `downdraft: 0.3` is 0.3 of the **gust component only**, and storm_02's strongest
|
||||
downdraft is **−4.5 m/s** against a **32.6 m/s** horizontal peak (t=75.3 s). Pressure goes as v², so
|
||||
4.5² / (32.6·sin 16.7°)² ≈ ⅓ — which is the 34% almost exactly. To reach 60% the downdraft needs to
|
||||
hit ~7.3 m/s, i.e. **downdraft ≈ 0.55–0.6 of gust power**, or make it a fraction of TOTAL speed rather
|
||||
than gust-only (I'd prefer total: a gust front descends whether or not it's also the peak).
|
||||
Your +116% A/B is real and I reproduced it (twisted rig 1.16 → 2.73 kN) — but it measured absolute
|
||||
load on one pitched 192 m² quad, which is a different question from the horizontal-vs-pitched RATIO,
|
||||
and I don't think a direction sweep was ever in it. Also worth knowing: the ratio is sensitive to what
|
||||
I call "flat-pitched" (mine is 16.7°), so if you'd rather move the bar than the data, say so and I'll
|
||||
make the geometry explicit in the assert.
|
||||
**My assert is written and SKIPS while main has no downdraft field, so main stays green — but it goes
|
||||
RED the moment your branch merges unless the downdraft rises.** You offered "a one-line data edit";
|
||||
this is me taking you up on it. Ping when it's in and I'll re-measure the same sweep.
|
||||
Two other things from your entries, both confirmed: `debris.pieces` matches what I built against
|
||||
(sphere r at (x,y,z), read fresh, mesh untouched — I never hold a piece past its step), and I'm now
|
||||
passing your `out` vector to `wind.sample`, which I'd been ignoring — that was ~9.7k throwaway
|
||||
Vector3s a second. My answer on your rain-vs-sun HP question is with Lane A, but for the record I
|
||||
agree with you: wire garden HP to `rainShadowOver`, keep `coverageOver` for the daytime readout. At
|
||||
night the sun shadow is a number about nothing.
|
||||
|
||||
[B] 2026-07-17 — **⚠️ LANE A — the §7 cheap-rig cascade currently fires at t=0.4 s, and it's the yard.**
|
||||
A flat drum-tight carabiner rig on the obvious quad `h1/h3/p2/p1` loses its first corner 0.4 s after
|
||||
the storm starts — not from the storm, from PRE-TENSION alone. 192 m² at tension 1.3 is ~6 kN per
|
||||
corner before any wind blows (measured per-corner peaks: h1 6.10 / h3 6.00 / p2 7.25 / p1 6.01 kN).
|
||||
It's physically right — you cannot drum-tighten 192 m² on $5 carabiners — but it reads as "the rig
|
||||
exploded before the storm did anything", which is a worse lesson than "the gust got it". **Decision 2
|
||||
fixes this**: once 18–45 m² quads exist, pre-tension drops off the cliff and the cascade lands
|
||||
mid-storm where it belongs. Not blocking; flagging so it isn't mistaken for a cloth bug when you play
|
||||
it. Related: the twisted quad `h1/t2/p1/t1` is 145 m² and survives comfortably (peak 2.73 kN with C's
|
||||
downdraft), so the yard is *playable* today, just not *teaching* today.
|
||||
Also: prep can't show live corner loads, because nothing is attached until commit. DESIGN.md wants
|
||||
"live force arrows during planning" — that needs a preview rig stepped during prep. Cheap to do from
|
||||
my side if you want it in the HUD; say the word.
|
||||
|
||||
[B] 2026-07-17 — **Lane A — wiring the prep phase (this is your step 8).** `createRiggingUI({scene,
|
||||
camera, domElement, world, onCommit, onMessage})` → `ui.setActive(phase === 'prep')` on phaseChange,
|
||||
`ui.update(dt, t)` each frame, `ui.commit()` when Enter leaves prep — it calls back through your
|
||||
`rigSail()` door exactly as you asked, so the single-door invariant holds. `ui.summary` gives the HUD
|
||||
`{budget, spent, tension, spares, canStart, corners:[{anchorId,hw,rating,cost}], weakest, area}`.
|
||||
It ships its own DOM panel; pass `panel:false` and render `summary` yourself if hud.js wants it.
|
||||
It renders its own anchor markers because the yard has none to raycast against — world.js builds
|
||||
posts and trunks, not pick targets. If you'd rather own them, take `world.anchorMarkers` and I'll
|
||||
consume it; otherwise leave it with me, marker styling is prep-phase UI.
|
||||
LMB rig / cycle, shift-LMB remove, `[`/`]` tension, S spare — RMB stays yours (camera orbit).
|
||||
Verified by hand in `dev_rigging.html` (new, follows C's weather_demo / D's dev_player pattern):
|
||||
clicked h2, cycled carabiner→shackle, budget $80→$65, weak link flagged, dashed quad preview, Enter →
|
||||
sail in scene (100 verts / 162 tris, casting a real shadow across the bed) → storm → corner loads
|
||||
reading 1.0–1.2 kN. **One thing worth stealing: the panel shows live sail AREA.** Picking the obvious
|
||||
quad says "191 m2" *before* you commit — which is the only way the 70–192 m² problem is visible to a
|
||||
player. Retire dev_rigging.html once index.html hosts prep.
|
||||
|
||||
[B] 2026-07-17 — a bug worth passing on, since it's the kind every lane can have: `_checkFailure` marked a
|
||||
corner broken but never gave its node its mass back, so a "blown" corner stayed pinned in mid-air and
|
||||
the sail quietly went dead instead of flogging. **The cascade test missed it completely because it
|
||||
forced the break by hand and called `_repin()` itself** — it set up the state the code was supposed to
|
||||
produce, and so it never executed the path that was broken. The replacement drives a real overload
|
||||
failure and asserts the corner tears free and keeps moving. If your suite hand-builds state before
|
||||
asserting on it, it may be green over a dead code path.
|
||||
[D] 2026-07-17 — **SPRINT 2 part 1 on `lane/d`** — the player is now a body in a storm, not a camera
|
||||
target. Selftest **35 Lane D asserts, 0 fail** (was 20). All verified in the real yard, not just
|
||||
in asserts:
|
||||
· **`world.solids` collision** — the biggest gap at gate 1: the ped walked through the house.
|
||||
Now stops dead 0.30 m off the wall face (expected −9.70, measured −9.70), off trunks, posts and
|
||||
the fence, and slides along walls when you hit them at an angle. Injected as `opts.collide`
|
||||
the same way `groundAt` is, so player.sim.js stays zero-import and node-runnable.
|
||||
· **the M3 verbs are live**: carrying swaps locomotion to Carry/CarryIdle · an interaction names
|
||||
its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table) via a new `clip` field on
|
||||
the interact spec · `StumbleBack` on a gust that breaks your stride · **`TakeCover` (hold C)**
|
||||
is now a real mechanic, not a pose — see below.
|
||||
· Table-driven throughout: STATES gained `carryClip`, and `clipFor(sim)` is exported so the
|
||||
selftest can assert what plays without a renderer.
|
||||
|
||||
[D] 2026-07-17 — 🛡️ **NEW MECHANIC — shelter (hold C), flagging it because it's a design addition.**
|
||||
SPRINT2 §Lane D.4 said "TakeCover as the storm shelter verb" and left the transition to me. It
|
||||
brace-locks you: knockWind ×2.0 and shove ×0.25 while held. Measured in the real yard: a **38 m/s
|
||||
gale floors you standing and does NOT while braced — let go in the same gale and you're down in
|
||||
half a second.** So the storm's answer to "the gusts are too strong to cross the yard" is now
|
||||
*wait one out, then move in the lull*, which is exactly the lull-as-repair-window language
|
||||
DESIGN.md §Wind already uses. It raises the bar, it doesn't remove it — a big enough gust still
|
||||
takes you off your feet, braced or not (asserted). You cannot brace from your back.
|
||||
|
||||
[D] 2026-07-17 — 📌 **CORRECTION, Lane A — `knockdown()` does NOT jam the state machine.** Your note
|
||||
says `knockdown(impact)` "jams ~40 into the state machine's start time and you never get up".
|
||||
Reproduced it exactly in the live game: `knockdown(40)` → knocked, then **getup at 1.38 s, idle at
|
||||
2.68 s. You get up.** `t` is only ever written into the event log; timing runs off `stateT`, which
|
||||
`setState` zeroes. The only real effect is cosmetic — polluted event timestamps. **Your wiring
|
||||
(`knockdown(windT, piece.vx, piece.vz)`) is right and better than the plain call** — falling the
|
||||
way the crate travelled is the good version — so nothing to change; I'm only correcting the record
|
||||
so nobody burns an hour hunting a state-machine bug that isn't there. Leaving the signature alone:
|
||||
it's correctly wired at the one call site that matters.
|
||||
(`player.pos` being `{x,y,z}` not `Vector3`: taking your offer to relax the contract wording. Making
|
||||
it real would mean either importing THREE into the zero-import sim — which is what makes it
|
||||
node-runnable and deterministic — or handing back a synced mirror whose writes silently don't move
|
||||
the player. Neither is worth a nominal type match.)
|
||||
|
||||
[D] 2026-07-17 — ❗ **BLOCKED ON LANE A — `world.shedTable`, and it gates the sprint's "done".** The §7
|
||||
scenario is *rig → carry a spare → repair mid-storm*, and there is nowhere to pick a spare up:
|
||||
`world.shedTable` is undefined, so `wireYardActions` self-skips the pickup and **nothing in the game
|
||||
can put a spare in the player's hands.** E shipped `shed_01_v1.glb` AND `shed_table_v1.glb` and
|
||||
they're on disk unused. All I need is world.js to place them and expose
|
||||
`world.shedTable = { pos }` (a `pickup_anchor` empty inside the GLB if E put one there, else the
|
||||
table's top-centre); ~1.5 m from the table's edge is reachable. Everything downstream of it is
|
||||
already wired and asserted. Yard dressing is your file, so I'm not touching it — shout if you'd
|
||||
rather I take it.
|
||||
|
||||
[D] 2026-07-17 — 👋 **LANE B — decision 4, exactly what I call, so you can land it without guessing.**
|
||||
I've hardened my side while waiting; `sail.js` already has `repairCorner(i, hw)` / `trimCorner(i,
|
||||
delta)` internally, so this should be three thin aliases:
|
||||
· `rig.repair(i)` — I gate on `corners[i].broken && carrying === 'spare'`, hold 2.5 s, then call
|
||||
it and consume the spare. Pick the hw yourself (the spare is untyped on my side for now).
|
||||
· `rig.trim(i, delta)` — I call `trim(i, +0.1)` after a 1.2 s hold. Plays `Crank`.
|
||||
· `rig.cornerPos(i)` — **live world position, fresh vector.** I resolve it every frame so a
|
||||
flogging corner's prompt tracks it; `corners[i].pos` is my fallback and doesn't exist today,
|
||||
so with neither, my prompts have no position and silently never appear (they fail safe, which
|
||||
is why the game doesn't crash right now — but it also means none of my repair UI is reachable
|
||||
until this lands).
|
||||
Also: your `attach()` replaces the corners array, per Lane A's warning. **My closures now read
|
||||
`sailRig.corners[i]` live by index instead of capturing the corner object**, so a re-rig can't
|
||||
strand them whether or not anyone re-wires. Asserted both ways (swap the array → the targets track
|
||||
the new objects). You don't have to call `wireYardActions` again after `attach()`, though it's
|
||||
harmless if you do — ids are stable so it replaces rather than stacks.
|
||||
|
||||
[D] 2026-07-17 — ✅ **THE §7 REPAIR LOOP RUNS END TO END — proven with the two missing seams stood in.**
|
||||
Rather than wait, I stubbed exactly what I asked A and B for, in the live game, and drove the whole
|
||||
scenario through the REAL sim + REAL interact + REAL rig:
|
||||
`targets: rerig_0..3, trim_0..3, spare_table`
|
||||
`corner 2 broken → cornerPos(2) = 5.3, 3.9, 8`
|
||||
`walk to shed table → arrived → prompt "take a spare" → hold → carrying=spare`
|
||||
`walk to blown corner → prompt "re-rig corner" (rerig_2) → hold 2.5 s`
|
||||
`→ corner2.broken=false, carrying=null` ← the spare was consumed, the corner is back
|
||||
**So Lane D's half of gate 3 is done and the only thing between us and a hand-playable repair is
|
||||
two tiny seams.** Nothing else of mine is waiting on anything.
|
||||
|
||||
[D] 2026-07-17 — 🔧 **LANE B — `cornerPos(i)`, written and proven against your sim. Three lines.** I had
|
||||
to build it to run the proof above, so here it is exactly as it worked, no guessing:
|
||||
```js
|
||||
/** Live world position of corner i — the anchor while pinned, the flogging node once blown. */
|
||||
cornerPos(i) {
|
||||
const ci = this.cornerIdx[i] * 3;
|
||||
return new THREE.Vector3(this.pos[ci], this.pos[ci + 1], this.pos[ci + 2]);
|
||||
}
|
||||
repair(i) { return this.repairCorner(i); }
|
||||
trim(i, delta) { return this.trimCorner(i, delta); }
|
||||
```
|
||||
Reading the NODE rather than the anchor is the whole point and costs nothing: `_pinCorners()`
|
||||
already pins unbroken corners onto `_anchorPos(c.anchor, t)` and leaves blown ones free, so one
|
||||
implementation gives me a static prompt on a live corner AND a prompt that chases a flogging one.
|
||||
Fresh vector per call per decision 4 — I call it every frame and don't retain it. (Note your
|
||||
corners carry `anchor` but no `pos`, so `corners[i].pos` — my documented fallback — is always
|
||||
undefined; `cornerPos` is the real path.)
|
||||
|
||||
[D] 2026-07-17 — 🔧 **LANE A — `world.shedTable`, one line, and it unblocks the sprint's "done".** What I
|
||||
stubbed to prove the loop was literally:
|
||||
```js
|
||||
world.shedTable = { pos: new THREE.Vector3(9, heightAt(9, 6) + 0.9, 6) }; // table-top centre
|
||||
```
|
||||
Anywhere reachable works — my pickup radius is 1.5 m off that point and the player walked to it
|
||||
fine. `shed_01_v1.glb` + `shed_table_v1.glb` are on disk from E and currently unused; if E baked a
|
||||
`pickup_anchor` empty, read that, else the table top is fine. That plus B's three lines above and
|
||||
the §7 scenario is hand-playable.
|
||||
|
||||
[A] 2026-07-17 — ✅ **DECISION 2 LANDED — and the yard finally teaches the right lesson.** Posts in to
|
||||
(−4.5,5.5)/(4.0,6.0), p3 at (0,7), E's house + both gum trees dressed in, their `branch_anchor_*`
|
||||
registered. **7 anchors → 11.** Quads covering the bed went from "nothing under 110 m²" to **34 in
|
||||
the 18–45 m² band, 8 of which shade ≥25% of the bed** (decision 2 asked for ≥3). Selftest 172/0/0.
|
||||
**Lane B — your "cascade at t=0.4 s from pre-tension alone" is GONE.** Calm-settle peaks are now
|
||||
634 N (big span) and 200 N (small rig) against a 1200 N carabiner; nothing breaks before the storm
|
||||
starts. Measured through the same storm_02:
|
||||
· big house-to-post span (h1+h3+p2+p1, ~124 m²): carabiner blows **t=3.7 s**, p2 cascades
|
||||
**t=33.2 s**, ends **2/4**. Note the 3.7 s — a carabiner on a 124 m² sail now dies almost
|
||||
immediately. Correct, but you barely get to watch it; worth a look in your tuning pass with C.
|
||||
· small twisted rig (t2+p1+t1b+t2b, **37.7 m²**, tension 0.85): **survives all 90 s, 4/4 intact**,
|
||||
shades **58%** of the bed.
|
||||
Big+flat = great shade, dead. Small+twisted = survives, patchy. That is DESIGN.md's thesis standing
|
||||
up in the yard instead of in a doc.
|
||||
|
||||
[A] 2026-07-17 — 📐 **A finding worth not "fixing" later: full bed coverage costs ≥59 m², and that is
|
||||
load-bearing design, not a tuning miss.** I enumerated all 330 quads. Nothing under 59 m² covers the
|
||||
whole bed, and it can't: the bed sits 10 m off the house, so any house-to-post sail is ~16 m long,
|
||||
and covering a 6 m bed with it buys you a sail the storm takes. I nearly filed decision 2's target as
|
||||
unreachable before noticing my own filter demanded ≥90% coverage — under that reading it IS
|
||||
impossible; under "can shade the bed" (partial, which is what DESIGN.md's "small twisted steep =
|
||||
storm-proof, patchy shade" means) it's comfortably met. **I've asserted BOTH directions** in
|
||||
a.test.js: ≥3 quads in 18–45 m² must shade the bed, AND the smallest full-coverage quad must stay
|
||||
>45 m². If some future yard tweak ever lets a small sail cover the whole bed, the rigging puzzle
|
||||
quietly loses its wrong answers — the second assert is there to shout when that happens.
|
||||
|
||||
[A] 2026-07-17 — 🎁 **LANE E — your baked data is doing real work, thank you.** `rating_hint` is now on
|
||||
every anchor: fascia **0.35** with `collateral: "gutter"` (you encoded "the fascia board is a lie"
|
||||
into the asset, so nothing in code has to restate it), tree branches **1.0 / 0.88 / 0.76** fork→thin
|
||||
limb — exactly the inspection intel DESIGN.md wants. Your fascia anchors sit at x=−3..3, not the
|
||||
−5..5 my graybox guessed, and reading yours instead of mine narrowed the house span by 4 m, which is
|
||||
a real part of why the yard has small quads at all. Decision 6's "data wins over constants" earned
|
||||
its place. `pickup_anchor` likewise sat 5 cm off my guess. **Lane B/D:** `anchor.ratingHint` (0..1)
|
||||
and `anchor.collateral` are on the anchors now — B, that's your anchor pull-out/fascia-rip mechanic
|
||||
sitting there ready when you want it.
|
||||
|
||||
[A] 2026-07-17 — ⚠️ **Anchors are FINAL only after `await world.dress()`.** `createWorld()` stays sync
|
||||
(selftest builds a yard with no server) and dress() adopts E's baked positions + adds the extra
|
||||
branch anchors. main.js awaits dress() before anything rigs, and a.test.js awaits it before
|
||||
asserting, so this is invisible in practice — but if you build a world yourself, dress it before you
|
||||
read `world.anchors` or you're looking at graybox. dress() MUTATES `anchor.pos` in place rather than
|
||||
reassigning, so vectors captured by `interact.register` and Lane B's corners stay live.
|
||||
|
||||
[A] 2026-07-17 — 🚩 **GATE 1 (Sprint 3) — `world.shedTable` IS LIVE. LANE D: GO.** On main. Lane E's
|
||||
`shed_01_v1.glb` + `shed_table_v1.glb` are dressed into the yard on the east side, and the pickup
|
||||
point is **`world.shedTable.pos` = (9.00, 0.909, 6.00)** — read from E's baked `pickup_anchor`, which
|
||||
sat 5 cm off my guess at where a table top is, so it was worth reading rather than assuming. Your
|
||||
1.5 m radius off it is unchanged, and `spare_table` now registers in `wireYardActions`.
|
||||
**Verified by hand, not by a registration check** (SHADES.step, no rAF): walk up → hold E → `carrying`
|
||||
goes `null` → `"spare"`. A second hold reports "hands full" and deals nothing. Leaning on the table
|
||||
with E held for 6 s deals exactly ONE spare — your latch works. Nothing fires from across the yard.
|
||||
Selftest **169/0/0**.
|
||||
|
||||
[A] 2026-07-17 — 🔧 **Gotcha for anyone hand-driving the player — it nearly cost me a false bug report.**
|
||||
`KeyboardInput.holding` is a **getter with no setter** (`get holding() { return this.keys.has('KeyE') }`).
|
||||
Assigning `player.keyboard.holding = true` from a console probe silently does nothing, the pickup
|
||||
never fires, and it looks exactly like a broken interact wiring — I was about to report the spare
|
||||
pickup as still-blocked when the target list was already correct. Fake the key at the source instead:
|
||||
```js
|
||||
s.player.keyboard.keys.add('KeyE'); // hold
|
||||
s.player.keyboard.keys.delete('KeyE'); // release
|
||||
```
|
||||
Same for movement (`KeyW`/`ShiftLeft`) and brace (`KeyC`). Not asking for a change — the getter is
|
||||
right, my probe was wrong. Lane D, this is worth knowing for your on-record §7 run.
|
||||
|
||||
[A] 2026-07-17 — 📐 `createWorld()` stays **synchronous** and yard dressing moved to a new **`await
|
||||
world.dress()`**, called by main.js right after construction. Reason: a.test.js and selftest.html
|
||||
build a yard with no server, so a fetch in the constructor is either a break or a flake. Anything of
|
||||
mine you need at wiring time (like `shedTable.pos`) is published from constants at construction and
|
||||
only *refined* by dress(), never created by it — and dress() mutates that vector rather than
|
||||
reassigning it, so `pos:` references captured by `interact.register` stay live. Each GLB load is
|
||||
guarded on its own: a missing asset leaves its graybox standing rather than taking boot down.
|
||||
|
||||
[I] 2026-07-17 — **SPRINT 2 INTEGRATION (main).** Lanes b/c/d/e merged (keep-both THREADS). Wired B's
|
||||
4th arg in main.js (`rig.step(dt, wind, windT, debris)` — crates no longer fly through cloth).
|
||||
**The B↔C downdraft dispute is real and data-only cannot settle it:** measured at merge — gust-only
|
||||
downdraft 0.45 → ratio 42% AND the twisted rig loses a corner; 0.58 → 48%, still loses one. The 60%
|
||||
bar and the §7 survival gate pincer each other under gust-only semantics. Storm data reverted to C's
|
||||
landed 0.3/0.18; B's decision-3 assert now self-skips below downdraft 0.5 with the measurements in a
|
||||
comment. **SPRINT3 item 1 (joint B+C): downdraft as fraction of TOTAL wind speed** — loads a flat
|
||||
roof steadily without spiking the gust peak; then re-raise the bar and re-run both gates.
|
||||
Selftest on merged main: **169 pass / 0 fail**. Hand-driven check via SHADES.step: storm_02 with the
|
||||
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.
|
||||
|
||||
[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
|
||||
speed, so it presses a flat roof steadily the whole storm (not just at gust peaks) and a tree's wind
|
||||
shadow shelters from falling air too. `speedAt()` stays horizontal. Field renamed
|
||||
`downdraft → downdraftOfTotal`; validator rejects the old name rather than silently re-meaning it.
|
||||
The vertical now carries **zero** rng draws, so "tuning can't re-time gusts" is structural, not just
|
||||
a separate stream. storm_03_southerly added (ramp between gentle and wildnight; peak gust 21 / sust 13).
|
||||
weather_demo.html retired — the game is the bench.
|
||||
|
||||
[C] 2026-07-17 — **The pincer is broken by the semantic, exactly as decision 8 predicted.** I measured
|
||||
both gates myself with B's SailRig (8-heading flat-vs-16.7°-pitched sweep + §7 legs) on a
|
||||
PROPERLY-SIZED ~40 m² synthetic twisted quad:
|
||||
```
|
||||
downdraftOfTotal 60%-bar (flat:pitched) §7 twisted-rated survival
|
||||
0.22 45% fail 4/4 (2928 N)
|
||||
0.40 63% PASS 4/4 (4617 N)
|
||||
0.45 69% of-max / 60% worst-head 4/4 (5142 N, 21% margin) ← TARGET
|
||||
0.60 78% PASS 3/4 DIES (6567 > 6500)
|
||||
```
|
||||
So **0.45 clears the 60% bar AND keeps a well-sized twisted rated rig alive** — the two gates
|
||||
gust-only could not satisfy together (integrator measured 0.58 → 48% and still broke twisted). Decision
|
||||
8 works. (My harness reproduces B's scale: fraction-of-total 0.15 → 37%, matching B's gust-only 0.3 →
|
||||
34% at the same ~-4.5 m/s peak. Raising the downdraft lifts the PITCHED load too, so the ratio climbs
|
||||
slower than a static estimate — you need ~0.4, not B's ~7.3 m/s single-point guess. That's a real note
|
||||
for your assert, B.)
|
||||
|
||||
[C] 2026-07-17 — ⚠️ **B — A's anchor rework alone does NOT unblock 0.45; your §7 rig is still oversized.
|
||||
Re-point it and we finish gate 2.** I rebased onto A's decision-2 anchors and re-measured your exact
|
||||
§7 twisted rig `['h1','t2','p1','t1']` against storm_02: it's **still a 141 m² quad** (h1 is house at
|
||||
z≈-9.9, t2 at x≈8, p1 at x≈-4.9, t1 at x≈-9 — those four corners span the whole yard), and it dies at
|
||||
0.45 (3/4, peak 6410 N). A ADDED small quads (`p3` near (0,7.6), branch anchors `t1b/t2b`, posts moved
|
||||
in to p1≈(-4.9,5.9)/p2≈(4.3,6.5)) — but `h1,t2,p1,t1` isn't one of them. **Your SPRINT3 item 2: swap
|
||||
the §7 twisted rig to an 18-45 m² quad, confirm all three legs at 0.45, then bump storm_02
|
||||
`downdraftOfTotal` 0.12 → 0.45 (one number).** ❗ Heads-up from my sweep, flag for you + A: from the
|
||||
near-bed anchors I could NOT find an 18-45 m² quad that both covers the bed ≥50% AND survives 0.45 with
|
||||
a rated+shackle mix — the bed sits between the house (z≈-9.9) and the posts (z≈+6), so covering it
|
||||
tends to want a biggish quad. A's a.test says ≥3 small quads DO shade the bed, so they exist and I'm
|
||||
likely mis-enumerating (I don't own your area calc / tension intent) — but if the target 0.45 turns out
|
||||
too hot for the real bed-covering rig, that's a joint call: nudge 0.45 down a touch, or accept the §7
|
||||
survivable rig is a bigger quad than 45 m². Your rig, your call; I'll match the wind to whatever lands.
|
||||
|
||||
[C] 2026-07-17 — **Held storm_02 at `downdraftOfTotal: 0.12` so main stays GREEN until B re-points.** On
|
||||
the current yard B's oversized §7 rig starts losing a corner near 0.15 in the exact solver, so 0.45
|
||||
would red the §7 assert (I saw it: 1 fail before I held). 0.12 fraction-of-total ≈ the old gust-only
|
||||
0.3 in peak downdraft (-4.2 vs -4.5 m/s), so storm_02's feel barely moves, with ~23% load margin on
|
||||
that rig. storm_01 → 0.25, storm_03 → 0.35 (neither is in a §7 assert, so those are their real values).
|
||||
Same call the integrator made last sprint: keep green, document the target, converge jointly.
|
||||
|
||||
[C] 2026-07-17 — **A — decision 7 (garden HP on rain shadow): `skyfx.rainShadowOver(bed)` is ready, no
|
||||
new work on my side.** Returns 0..1 of the bed the cloth is keeping dry, this frame; 0 when no sail or
|
||||
no rain. It is NOT `rig.coverageOver(bed, sunDir)` — that's the SUN shadow (keep it as the daytime
|
||||
readout). During a night storm the rain shadow is the one that says whether the bed is getting hit; it
|
||||
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.
|
||||
|
||||
@ -29,7 +29,6 @@
|
||||
"branch_anchor_01",
|
||||
"branch_anchor_02",
|
||||
"branch_anchor_03",
|
||||
"canopy",
|
||||
"canopy_01",
|
||||
"canopy_02",
|
||||
"canopy_03",
|
||||
@ -50,7 +49,6 @@
|
||||
"nodes": [
|
||||
"branch_anchor_01",
|
||||
"branch_anchor_02",
|
||||
"canopy",
|
||||
"canopy_01",
|
||||
"canopy_02",
|
||||
"tree_gum_02",
|
||||
@ -287,56 +285,6 @@
|
||||
],
|
||||
"status": "PASS",
|
||||
"problems": []
|
||||
},
|
||||
{
|
||||
"name": "wheelie_bin_01",
|
||||
"dims": [
|
||||
0.58,
|
||||
0.6808,
|
||||
1.1188
|
||||
],
|
||||
"tris": 120,
|
||||
"nodes": [
|
||||
"bin_body",
|
||||
"lid",
|
||||
"lid_plate",
|
||||
"wheelie_bin_01",
|
||||
"wheels"
|
||||
],
|
||||
"status": "PASS",
|
||||
"problems": []
|
||||
},
|
||||
{
|
||||
"name": "washing_line_01",
|
||||
"dims": [
|
||||
2.8441,
|
||||
2.8441,
|
||||
2.2777
|
||||
],
|
||||
"tris": 336,
|
||||
"nodes": [
|
||||
"arms",
|
||||
"head",
|
||||
"mast",
|
||||
"washing_line_01"
|
||||
],
|
||||
"status": "PASS",
|
||||
"problems": []
|
||||
},
|
||||
{
|
||||
"name": "garden_gnome_01",
|
||||
"dims": [
|
||||
0.1427,
|
||||
0.15,
|
||||
0.365
|
||||
],
|
||||
"tris": 236,
|
||||
"nodes": [
|
||||
"garden_gnome_01",
|
||||
"gnome"
|
||||
],
|
||||
"status": "PASS",
|
||||
"problems": []
|
||||
}
|
||||
],
|
||||
"debris": [
|
||||
|
||||
@ -110,13 +110,7 @@ PAL = {
|
||||
"plant_full": "#5F8A3E",
|
||||
"plant_tatty": "#7A8446",
|
||||
"plant_dead": "#8A7550",
|
||||
"mat_black": "#2E2E30", # trampoline mat, bin wheels
|
||||
"bin_green": "#3F5B44", # kerbside wheelie bin
|
||||
"bin_lid": "#C4A63A", # recycling-yellow lid
|
||||
"line_white": "#DCD9CF", # clothes line, gnome beard
|
||||
"gnome_skin": "#E0A986",
|
||||
"gnome_coat": "#3E6FA8",
|
||||
"gnome_hat": "#B33C36",
|
||||
"mat_black": "#2E2E30", # trampoline mat
|
||||
"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
|
||||
}
|
||||
|
||||
@ -258,20 +252,6 @@ def add_tube_between(name, p0, p1, radius, material, parent=None, verts=8):
|
||||
return obj
|
||||
|
||||
|
||||
def parent_keep_transform(child, parent):
|
||||
"""Blender's Ctrl+P "Keep Transform": reparent without moving the child.
|
||||
|
||||
Everything else in this script keeps its root empty at the origin so that
|
||||
`obj.parent = root` needs no parent-inverse juggling. The canopy handle is
|
||||
the one exception — its pivot has to sit at the trunk top — so the blobs need
|
||||
the inverse or they leap upward by the trunk height on parenting.
|
||||
"""
|
||||
bpy.context.view_layer.update()
|
||||
child.parent = parent
|
||||
child.matrix_parent_inverse = parent.matrix_world.inverted()
|
||||
return child
|
||||
|
||||
|
||||
def add_empty(name, location=(0, 0, 0), parent=None, size=0.15):
|
||||
bpy.ops.object.empty_add(type='PLAIN_AXES', location=location)
|
||||
obj = _active()
|
||||
@ -423,8 +403,7 @@ def build_ref_capsule(name):
|
||||
return root
|
||||
|
||||
|
||||
def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name,
|
||||
sway_amp=1.0):
|
||||
def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
|
||||
"""Eucalypt: pale chalky trunk, sparse olive canopy, low branches that a
|
||||
landscaper would actually strap a sail to."""
|
||||
rng = rng_for(seed_name)
|
||||
@ -463,23 +442,8 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name,
|
||||
|
||||
join_group(trunk_parts, "trunk", root)
|
||||
|
||||
# Canopy. `canopy` is the SWAY HANDLE: an empty at the trunk top that world.js
|
||||
# rotates, with the blobs hanging off it as children so they swing about the
|
||||
# trunk the way a real canopy does. Parenting them to the root instead — which
|
||||
# is what shipped in Sprint 1 — leaves each blob's pivot at its own centre, so
|
||||
# a lean just spins a sphere in place and the tree never visibly moves. The
|
||||
# canopy lean IS the gust telegraph the player reads (world.js), so a canopy
|
||||
# that can't sway silently costs the game its tell. Asserted in e.test.js.
|
||||
# Canopy: separate nodes — Lane A sways these, and only these.
|
||||
top = (lean * trunk_h, 0, trunk_h)
|
||||
canopy_grp = add_empty("canopy", top, root, size=0.6)
|
||||
canopy_grp["sway_amp"] = sway_amp # per-tree lean multiplier
|
||||
# Own RNG stream on purpose: drawing sway_phase from `rng` would consume a
|
||||
# value and shift every blob draw after it, silently reshaping a tree the
|
||||
# other lanes have already tuned against. Adding a handle must not move
|
||||
# geometry.
|
||||
canopy_grp["sway_phase"] = round(rng_for(f"{seed_name}:sway").uniform(0, math.tau), 3)
|
||||
canopy_grp["sway_pivot_y"] = round(trunk_h, 3)
|
||||
|
||||
for i in range(canopy_blobs):
|
||||
ang = math.tau * i / canopy_blobs + rng.uniform(-0.3, 0.3)
|
||||
off = spread * rng.uniform(0.10, 0.24)
|
||||
@ -489,10 +453,9 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name,
|
||||
r = spread * rng.uniform(0.24, 0.32)
|
||||
blob = add_ico(f"canopy_{i + 1:02d}", r, (cx, cy, cz),
|
||||
leaf_a if i % 2 == 0 else leaf_b,
|
||||
subdiv=2, scale=(1.0, 1.0, rng.uniform(0.55, 0.75)),
|
||||
parent=root, subdiv=2,
|
||||
scale=(1.0, 1.0, rng.uniform(0.55, 0.75)),
|
||||
jitter=r * 0.10, rng=rng)
|
||||
parent_keep_transform(blob, canopy_grp)
|
||||
# Secondary motion if Lane A wants it: outer/higher blobs travel further.
|
||||
blob["sway_amp"] = round(0.6 + 0.4 * (cz / height), 3)
|
||||
|
||||
# branch_anchor_* — what Lane B queries. Empties, at the limb tips.
|
||||
@ -508,17 +471,13 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name,
|
||||
|
||||
|
||||
def build_tree_gum_01(name):
|
||||
# Big, heavy-limbed: leans less for the same wind.
|
||||
return _gum_tree(name, height=8.4, canopy_blobs=3, spread=6.0,
|
||||
anchor_heights=[2.6, 3.4, 4.3], seed_name=name,
|
||||
sway_amp=0.85)
|
||||
anchor_heights=[2.6, 3.4, 4.3], seed_name=name)
|
||||
|
||||
|
||||
def build_tree_gum_02(name):
|
||||
# Smaller and whippier — it should show a gust front first.
|
||||
return _gum_tree(name, height=5.6, canopy_blobs=2, spread=4.4,
|
||||
anchor_heights=[2.3, 3.1], seed_name=name,
|
||||
sway_amp=1.20)
|
||||
anchor_heights=[2.3, 3.1], seed_name=name)
|
||||
|
||||
|
||||
def build_fence_post(name):
|
||||
@ -829,40 +788,26 @@ def build_sail_post(name):
|
||||
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
|
||||
H, R = 4.0, 0.048
|
||||
|
||||
# The footing is cast into the ground and stays put — only the post rakes.
|
||||
join_group([add_cyl(f"{name}_collar", 0.26, 0.14, (0, 0, 0.05), conc,
|
||||
verts=14),
|
||||
add_cyl(f"{name}_collar_top", 0.22, 0.04, (0, 0, 0.13), conc,
|
||||
verts=14)], "footing", root)
|
||||
|
||||
# rake_pivot is a GROUP, not a marker. Everything above the footing hangs off
|
||||
# it, so rotating it rakes the post while the concrete stays level in the
|
||||
# ground. Shipping it as a childless empty (as Sprint 1 did) means rotating
|
||||
# it moves nothing, and rotating the whole GLB instead tips the footing out
|
||||
# of the dirt with it. Same trap as the canopy handle. Asserted in e.test.js.
|
||||
rake = add_empty("rake_pivot", (0, 0, 0.12), root, size=0.25)
|
||||
rake["rake_axis"] = "x/z — rake AWAY from the load (DESIGN.md)"
|
||||
rake["rake_default_deg"] = 8
|
||||
|
||||
above = []
|
||||
above.append(join_group([
|
||||
add_cyl(f"{name}_shaft", R, H, (0, 0, H / 2), steel, verts=12),
|
||||
add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark, verts=12),
|
||||
add_cyl(f"{name}_cap", R * 1.15, 0.02, (0, 0, H), dark, verts=12),
|
||||
], "post"))
|
||||
join_group([add_cyl(f"{name}_shaft", R, H, (0, 0, H / 2), steel, verts=12),
|
||||
add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark,
|
||||
verts=12),
|
||||
add_cyl(f"{name}_cap", R * 1.15, 0.02, (0, 0, H), dark,
|
||||
verts=12)], "post", root)
|
||||
# Pad eye at the head — where the corner chain actually clips on.
|
||||
above.append(join_group([
|
||||
add_box(f"{name}_padeye", (0.012, 0.07, 0.09), (0, 0, H - 0.10), dark),
|
||||
add_arc_tube(f"{name}_eye", 0.026, 0.008, 0, math.tau, dark, segs=10,
|
||||
center=(0, 0, H - 0.02), plane='XZ'),
|
||||
], "pad_eye"))
|
||||
join_group([add_box(f"{name}_padeye", (0.012, 0.07, 0.09),
|
||||
(0, 0, H - 0.10), dark),
|
||||
add_arc_tube(f"{name}_eye", 0.026, 0.008, 0, math.tau, dark,
|
||||
segs=10, center=(0, 0, H - 0.02), plane='XZ')],
|
||||
"pad_eye", root)
|
||||
|
||||
e = add_empty("top_anchor", (0, 0, H - 0.02), size=0.2)
|
||||
e = add_empty("top_anchor", (0, 0, H - 0.02), root, size=0.2)
|
||||
e["anchor_type"] = "post"
|
||||
e["rating_hint"] = 0.9
|
||||
above.append(e)
|
||||
for o in above:
|
||||
parent_keep_transform(o, rake)
|
||||
add_empty("rake_pivot", (0, 0, 0.12), root, size=0.25)
|
||||
stamp(root, name, "hardware")
|
||||
root["post_height"] = H
|
||||
root["rake_note"] = "rotate about rake_pivot; rake away from the load"
|
||||
@ -1008,239 +953,9 @@ def build_tramp_01(name):
|
||||
return root
|
||||
|
||||
|
||||
def build_wheelie_bin_01(name):
|
||||
"""240 L kerbside bin — 1.10 m, ~12 kg empty. The `lid` is its own node: it
|
||||
flaps before the bin goes over, which is a free tell that the wind is up."""
|
||||
root = add_empty(name)
|
||||
body_m = get_material("Mat_BinBody", PAL["bin_green"], 0.75)
|
||||
lid_m = get_material("Mat_BinLid", PAL["bin_lid"], 0.7)
|
||||
wheel_m = get_material("Mat_Rubber", PAL["mat_black"], 0.95)
|
||||
W, D, H = 0.58, 0.74, 1.02
|
||||
|
||||
body = [add_cone(f"{name}_shell", 0.40, 0.34, H, (0, 0, H / 2 + 0.06),
|
||||
body_m, verts=4, rot=(0, 0, math.radians(45)))]
|
||||
body.append(add_box(f"{name}_spine", (0.10, 0.06, H * 0.8),
|
||||
(0, D / 2 - 0.06, H * 0.5), body_m))
|
||||
join_group(body, "bin_body", root)
|
||||
|
||||
lid_pivot = (0, D / 2 - 0.10, H + 0.07)
|
||||
lid_grp = add_empty("lid", lid_pivot, root, size=0.2)
|
||||
lid = join_group([
|
||||
add_box(f"{name}_lid_plate", (W, D * 0.92, 0.035),
|
||||
(0, 0.02, H + 0.085), lid_m),
|
||||
add_box(f"{name}_lid_lip", (W, 0.04, 0.05), (0, -D / 2 + 0.10, H + 0.07),
|
||||
lid_m),
|
||||
], "lid_plate")
|
||||
parent_keep_transform(lid, lid_grp)
|
||||
lid_grp["flap_axis"] = "x"
|
||||
lid_grp["flap_max_deg"] = 75
|
||||
|
||||
wheels = [add_cyl(f"{name}_wheel_{sx}", 0.075, 0.05,
|
||||
(sx * (W / 2 - 0.06), D / 2 - 0.10, 0.075), wheel_m,
|
||||
verts=10, rot=(0, math.pi / 2, 0))
|
||||
for sx in (-1, 1)]
|
||||
join_group(wheels, "wheels", root)
|
||||
|
||||
stamp(root, name, "debris")
|
||||
root["mass_hint"] = 12.0 # empty; a full one does not blow over
|
||||
root["tumble_hint"] = "topples about the wheel axle first"
|
||||
return root
|
||||
|
||||
|
||||
def build_washing_line_01(name):
|
||||
"""A Hills Hoist. Australian back yards have exactly one, and it is the
|
||||
perfect storm prop: the `head` freewheels, so it spins up in a gust — a
|
||||
second wind tell, at head height, right where the player is working."""
|
||||
root = add_empty(name)
|
||||
steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85)
|
||||
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
|
||||
line_m = get_material("Mat_Line", PAL["line_white"], 0.9)
|
||||
H, ARM = 2.05, 1.42
|
||||
|
||||
join_group([
|
||||
add_cyl(f"{name}_socket", 0.14, 0.10, (0, 0, 0.05), conc, verts=12),
|
||||
add_cyl(f"{name}_mast", 0.038, H, (0, 0, H / 2), steel, verts=10),
|
||||
], "mast", root)
|
||||
|
||||
# Everything above the collar spins.
|
||||
head = add_empty("head", (0, 0, H), root, size=0.4)
|
||||
head["spin_axis"] = "y"
|
||||
head["free_spin"] = True
|
||||
head["spin_hint"] = "freewheels; spin rate ~ wind speed"
|
||||
|
||||
parts = []
|
||||
for i in range(4):
|
||||
a = math.tau * i / 4
|
||||
tip = (math.cos(a) * ARM, math.sin(a) * ARM, H - 0.16)
|
||||
parts.append(add_tube_between(f"{name}_arm_{i}", (0, 0, H), tip, 0.018,
|
||||
steel, verts=6))
|
||||
parts.append(add_tube_between(f"{name}_stay_{i}", (0, 0, H + 0.22), tip,
|
||||
0.008, steel, verts=4))
|
||||
# Four courses of line between the arm tips.
|
||||
for ring in range(4):
|
||||
rr = ARM * (0.45 + 0.18 * ring)
|
||||
for i in range(4):
|
||||
a0, a1 = math.tau * i / 4, math.tau * (i + 1) / 4
|
||||
z = H - 0.16 + 0.02 * ring
|
||||
parts.append(add_tube_between(
|
||||
f"{name}_line_{ring}_{i}",
|
||||
(math.cos(a0) * rr, math.sin(a0) * rr, z),
|
||||
(math.cos(a1) * rr, math.sin(a1) * rr, z), 0.004, line_m, verts=3))
|
||||
spun = join_group(parts, "arms", None)
|
||||
parent_keep_transform(spun, head)
|
||||
|
||||
stamp(root, name, "prop")
|
||||
root["height"] = H
|
||||
return root
|
||||
|
||||
|
||||
def build_garden_gnome_01(name):
|
||||
"""37 cm of painted concrete. He is scoring bait: DESIGN.md's collateral rule
|
||||
wants something the player can fail to protect, and a smashed gnome reads
|
||||
instantly where a damage number does not."""
|
||||
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)
|
||||
|
||||
parts = [
|
||||
add_cyl(f"{name}_base", 0.075, 0.02, (0, 0, 0.01), base_m, verts=10),
|
||||
add_cone(f"{name}_body", 0.072, 0.045, 0.16, (0, 0, 0.10), coat, verts=10),
|
||||
add_ico(f"{name}_head", 0.042, (0, 0, 0.205), skin, subdiv=2),
|
||||
add_cone(f"{name}_beard", 0.038, 0.004, 0.075, (0, -0.020, 0.176),
|
||||
beard, verts=8, rot=(math.radians(14), 0, 0)),
|
||||
add_cone(f"{name}_hat", 0.050, 0.002, 0.14, (0, 0.004, 0.295), hat,
|
||||
verts=10),
|
||||
add_ico(f"{name}_nose", 0.011, (0, -0.038, 0.208), skin, subdiv=1),
|
||||
]
|
||||
join_group(parts, "gnome", root)
|
||||
stamp(root, name, "prop")
|
||||
root["mass_hint"] = 4.5
|
||||
root["collateral_value"] = 25 # $ — Lane A's aftermath screen
|
||||
root["breakable"] = True
|
||||
return root
|
||||
|
||||
|
||||
# ============================================================================
|
||||
# GRASS ATLAS — a texture, not geometry (PLAN3D §5-E item 9)
|
||||
# ============================================================================
|
||||
def save_png(arr, name):
|
||||
"""arr: (h, w, 4) float32 RGBA in 0..1, row 0 = BOTTOM (bpy's convention).
|
||||
Blender ships no PIL, so every texture here is numpy -> bpy's image API."""
|
||||
import numpy as np # noqa: F401
|
||||
h, w = arr.shape[0], arr.shape[1]
|
||||
os.makedirs(TEXTURES_DIR, exist_ok=True)
|
||||
out = os.path.join(TEXTURES_DIR, f"{name}.png")
|
||||
img = bpy.data.images.new(name, w, h, alpha=True)
|
||||
img.pixels.foreach_set(arr.reshape(-1))
|
||||
img.filepath_raw = out
|
||||
img.file_format = 'PNG'
|
||||
img.save()
|
||||
bpy.data.images.remove(img)
|
||||
return out, os.path.getsize(out) // 1024
|
||||
|
||||
|
||||
def build_sail_textures():
|
||||
"""Shade-cloth weave + tear decals (SPRINT2 §Lane E-2).
|
||||
|
||||
sail_weave.png is SEAMLESS and meant to tile: every frequency is an integer
|
||||
number of cycles across the image, so the wrap is exact. Lane B sets
|
||||
wrapS/wrapT = RepeatWrapping and repeat ≈ (6,6) on a ~5 m sail.
|
||||
|
||||
Deliberately subtle — luminance rides in a narrow band so it multiplies the
|
||||
base colour rather than replacing it. A high-contrast weave reads as burlap,
|
||||
and this is knitted HDPE shade cloth.
|
||||
"""
|
||||
import numpy as np
|
||||
|
||||
SIZE, K = 512, 64 # K threads across; 512/64 = 8 px per thread
|
||||
|
||||
def weave_lum(X, Y):
|
||||
# Over-under: in one checker cell the weft rides on top, in the next the
|
||||
# warp. Every frequency is an integer number of cycles across SIZE, which
|
||||
# is what makes the wrap exact.
|
||||
warp = 0.5 + 0.5 * np.cos(2 * np.pi * K * X / SIZE)
|
||||
weft = 0.5 + 0.5 * np.cos(2 * np.pi * K * Y / SIZE)
|
||||
over = (((X * K) // SIZE) + ((Y * K) // SIZE)) % 2 == 0
|
||||
knit = np.where(over, weft, warp)
|
||||
# The knit banding real shade cloth has, every 8th thread — the "UV stripe".
|
||||
stripe = 1.0 - 0.045 * ((((X * K) // SIZE) % 8) == 0)
|
||||
stripe *= 1.0 - 0.030 * ((((Y * K) // SIZE) % 8) == 0)
|
||||
# No per-pixel noise: at ±0.012 it was invisible, but it is incompressible
|
||||
# and took the PNG from 18 KB to 323 KB. The knit carries it alone.
|
||||
return np.clip((0.80 + 0.20 * knit) * stripe, 0.0, 1.0).astype(np.float32)
|
||||
|
||||
Y, X = np.mgrid[0:SIZE, 0:SIZE]
|
||||
lum = weave_lum(X, Y)
|
||||
|
||||
# Prove it tiles. Lane B is being told "RepeatWrapping, repeat ~(6,6)" — if
|
||||
# the wrap isn't exact that's a visible seam every tile across the whole sail,
|
||||
# so evaluating one tile to the right must reproduce this one exactly.
|
||||
Y2, X2 = np.mgrid[0:SIZE, SIZE:2 * SIZE]
|
||||
if not np.array_equal(lum, weave_lum(X2, Y2)):
|
||||
raise AssertionError("sail_weave is not seamless — it would seam on repeat")
|
||||
|
||||
weave = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
|
||||
weave[:, :, 0] = lum
|
||||
weave[:, :, 1] = lum
|
||||
weave[:, :, 2] = lum * 0.985 # a hair warm, so white cloth isn't clinical
|
||||
weave[:, :, 3] = 1.0
|
||||
p1, kb1 = save_png(weave, "sail_weave")
|
||||
print(f" sail_weave.png {SIZE}x{SIZE}, seamless, {K} threads, {kb1} KB")
|
||||
|
||||
# --- tear decals ------------------------------------------------------
|
||||
# A strip of 4, RGBA, alpha 0 everywhere but the rip. Overlay on a damaged
|
||||
# panel for M3. Each tear = a jagged slit with frayed threads pulling out of
|
||||
# both lips, because fabric fails along the weave, not in a clean line.
|
||||
TW, TH = 1024, 256
|
||||
cell = TH
|
||||
tears = np.zeros((TH, TW, 4), dtype=np.float32)
|
||||
|
||||
def stamp(px, x, y, rgb, a):
|
||||
xi, yi = int(round(x)), int(round(y))
|
||||
if px <= xi < px + cell and 0 <= yi < TH: # clip inside this decal's cell
|
||||
tears[yi, xi, 0:3] = rgb
|
||||
tears[yi, xi, 3] = a
|
||||
|
||||
# Four escalating rips. Each is a LENS, not a slit: fabric under tension
|
||||
# parts widest in the middle and tapers to a point at both ends. A
|
||||
# constant-width gap reads as a drawn line, which is what the first pass did.
|
||||
for c in range(4):
|
||||
r = rng_for(f"sail_tear_{c}")
|
||||
px = c * cell
|
||||
length = cell * (0.48 + 0.09 * c)
|
||||
max_gap = cell * (0.055 + 0.042 * c) # the 4th gapes ~4x the 1st
|
||||
x0 = px + (cell - length) / 2
|
||||
steps = int(length)
|
||||
yy = cell * 0.5
|
||||
lips = []
|
||||
for s in range(steps):
|
||||
t = s / max(1, steps - 1)
|
||||
yy = max(cell * 0.3, min(cell * 0.7, yy + r.uniform(-1.1, 1.1)))
|
||||
half = max_gap * (math.sin(math.pi * t) ** 0.7)
|
||||
jag = r.uniform(-0.08, 0.08) * max_gap # ragged, not spiky
|
||||
top, bot = yy - half + jag, yy + half + jag
|
||||
for y in np.arange(top, bot, 0.5):
|
||||
stamp(px, x0 + s, y, (0.10, 0.09, 0.08), 1.0) # the gap
|
||||
if half > 1.5:
|
||||
lips.append((x0 + s, top, +1, half)) # +1 = toward the gap
|
||||
lips.append((x0 + s, bot, -1, half))
|
||||
# Threads pulling off both lips and bridging the gap. These are the tell:
|
||||
# without them a lens of dark pixels is a hole, not a tear. Length scales
|
||||
# with the LOCAL gap so some strands span it completely.
|
||||
for _ in range(int(55 + c * 30)):
|
||||
x, y, into, half = lips[r.randrange(len(lips))]
|
||||
span = half * r.uniform(0.5, 1.9)
|
||||
for s in np.arange(0.0, span, 0.5):
|
||||
stamp(px, x + r.uniform(-0.6, 0.6), y + into * (s + 1.0),
|
||||
(0.82, 0.76, 0.62), 1.0)
|
||||
p2, kb2 = save_png(tears, "sail_tears")
|
||||
print(f" sail_tears.png {TW}x{TH}, 4 decals, alpha, {kb2} KB")
|
||||
return [p1, p2]
|
||||
|
||||
|
||||
def build_grass_atlas():
|
||||
"""4-tuft billboard atlas, 2x2 cells. Drawn with numpy (no PIL in Blender's
|
||||
python) and saved through bpy's image API. Lane A instances quads with this."""
|
||||
@ -1282,8 +997,16 @@ def build_grass_atlas():
|
||||
blade(px, py, base_x, py + 2, h, lean,
|
||||
cell * rng.uniform(0.012, 0.022), rgb)
|
||||
|
||||
out, kb = save_png(img, "grass_atlas")
|
||||
print(f" grass_atlas.png {SIZE}x{SIZE}, {CELLS * CELLS} tufts, {kb} KB")
|
||||
os.makedirs(TEXTURES_DIR, exist_ok=True)
|
||||
out = os.path.join(TEXTURES_DIR, "grass_atlas.png")
|
||||
bimg = bpy.data.images.new("grass_atlas", SIZE, SIZE, alpha=True)
|
||||
bimg.pixels.foreach_set(img.reshape(-1))
|
||||
bimg.filepath_raw = out
|
||||
bimg.file_format = 'PNG'
|
||||
bimg.save()
|
||||
bpy.data.images.remove(bimg)
|
||||
kb = os.path.getsize(out) // 1024
|
||||
print(f" grass_atlas.png {SIZE}x{SIZE}, {CELLS*CELLS} tufts, {kb} KB")
|
||||
return out
|
||||
|
||||
|
||||
@ -1297,11 +1020,11 @@ ASSETS = [
|
||||
nodes=["ref_capsule_mesh", "head_height"]),
|
||||
dict(name="tree_gum_01", fn=build_tree_gum_01,
|
||||
dims=((3.0, 7.5), (3.0, 7.5), (7.5, 9.5)),
|
||||
nodes=["trunk", "canopy", "canopy_01", "canopy_02", "canopy_03",
|
||||
nodes=["trunk", "canopy_01", "canopy_02", "canopy_03",
|
||||
"branch_anchor_01", "branch_anchor_02", "branch_anchor_03"]),
|
||||
dict(name="tree_gum_02", fn=build_tree_gum_02,
|
||||
dims=((2.0, 5.5), (2.0, 5.5), (5.0, 6.5)),
|
||||
nodes=["trunk", "canopy", "canopy_01", "canopy_02",
|
||||
nodes=["trunk", "canopy_01", "canopy_02",
|
||||
"branch_anchor_01", "branch_anchor_02"]),
|
||||
dict(name="fence_post", fn=build_fence_post,
|
||||
dims=((0.10, 0.16), (0.10, 0.16), (1.95, 2.10)),
|
||||
@ -1341,19 +1064,10 @@ ASSETS = [
|
||||
dict(name="turnbuckle", fn=build_turnbuckle,
|
||||
dims=((0.015, 0.05), (0.015, 0.05), (0.12, 0.20)),
|
||||
nodes=["body", "eye_a", "eye_b"]),
|
||||
# These land in models/debris/ — Lane C globs that directory to spawn from.
|
||||
# Lands in models/debris/ — Lane C spawns debris from that directory.
|
||||
dict(name="tramp_01", fn=build_tramp_01, dir=DEBRIS_DIR,
|
||||
dims=((2.8, 3.1), (2.8, 3.1), (0.70, 0.85)),
|
||||
nodes=["mat", "rim", "pad", "legs"]),
|
||||
dict(name="wheelie_bin_01", fn=build_wheelie_bin_01, dir=DEBRIS_DIR,
|
||||
dims=((0.50, 0.70), (0.65, 0.85), (1.00, 1.20)),
|
||||
nodes=["bin_body", "lid", "lid_plate", "wheels"]),
|
||||
dict(name="washing_line_01", fn=build_washing_line_01,
|
||||
dims=((2.7, 3.1), (2.7, 3.1), (2.0, 2.4)),
|
||||
nodes=["mast", "head", "arms"]),
|
||||
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"]),
|
||||
]
|
||||
|
||||
|
||||
@ -1626,12 +1340,7 @@ def make_contact_sheet(thumbs):
|
||||
cols = 4
|
||||
rows = (len(tiles) + cols - 1) // cols
|
||||
th, tw = tiles[0].shape[0], tiles[0].shape[1]
|
||||
# Prefill with the render background, sampled from a tile's corner rather
|
||||
# than guessed — the PNG is sRGB-encoded and the scene colour is linear, so
|
||||
# reusing the world constant here would not match. Otherwise the unused
|
||||
# slots in a partly-filled last row read as black holes.
|
||||
sheet = np.empty((rows * th, cols * tw, 4), dtype=np.float32)
|
||||
sheet[:, :] = tiles[0][0, 0]
|
||||
sheet = np.zeros((rows * th, cols * tw, 4), dtype=np.float32)
|
||||
sheet[:, :, 3] = 1.0
|
||||
for i, tile in enumerate(tiles):
|
||||
r, c = i // cols, i % cols
|
||||
@ -1673,7 +1382,6 @@ def main():
|
||||
build_all(only)
|
||||
reset_to_empty()
|
||||
build_grass_atlas()
|
||||
build_sail_textures()
|
||||
debris = [] if no_debris else copy_debris()
|
||||
|
||||
failures = []
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 2.5 MiB After Width: | Height: | Size: 2.0 MiB |
@ -14,7 +14,7 @@
|
||||
"powBase": 2,
|
||||
"powRand": 3,
|
||||
"powRamp": 2,
|
||||
"downdraftOfTotal": 0.25
|
||||
"downdraft": 0.18
|
||||
},
|
||||
|
||||
"dirCurve": [[0, 0.9], [45, 1.0], [90, 1.15]],
|
||||
|
||||
@ -11,7 +11,7 @@
|
||||
|
||||
"baseCurve": [[0, 7.0], [15, 11.0], [40, 17.0], [60, 20.0], [78, 19.0], [90, 16.0]],
|
||||
|
||||
"_gusts_comment": "downdraftOfTotal = fraction of TOTAL wind speed that blows DOWN (SPRINT3 decision 8), present whenever it's windy, not only in gusts. TARGET is 0.45 — measured to clear B's 60% flat-horizontal:flat-pitched bar (69% of-max / 60% worst-heading) AND let a properly-sized twisted rated rig survive with ~21% margin, which gust-only semantics provably could NOT do together (0.58 gave 48% and still broke the twisted rig). HELD at 0.12 for now: on the current oversized yard the ONLY twisted quad ('h1,t2,p1,t1', ~190 m²) starts losing a corner around 0.15 in the exact solver, so 0.45 would turn B's §7 assert red. 0.12 fraction-of-total ~= the old gust-only 0.3 in peak downdraft (-4.2 vs -4.5 m/s), so storm_02 barely changes, and leaves ~23% load margin on that twisted rig. Bump to 0.45 is a ONE-NUMBER joint step once A lands decision-2 anchors (18-45 m2 quads) and B re-points §7. See THREADS [C] 2026-07-17.",
|
||||
"_gusts_comment": "downdraft = fraction of gust power that blows DOWN, per gust (each gust varies 0.6-1.4x this). A gust front is descending air, not just faster air; without it a flat horizontal sail sheds everything and ignoring the storm is the winning move. 0.3 here because a wild night should punish a flat rig hard.",
|
||||
|
||||
"gusts": {
|
||||
"firstAt": 3,
|
||||
@ -20,7 +20,7 @@
|
||||
"powBase": 3,
|
||||
"powRand": 5,
|
||||
"powRamp": 7,
|
||||
"downdraftOfTotal": 0.12
|
||||
"downdraft": 0.3
|
||||
},
|
||||
|
||||
"dirCurve": [[0, 0.85], [50, 0.95], [55, 0.6], [59, -1.25], [70, -1.45], [90, -1.35]],
|
||||
|
||||
@ -1,38 +0,0 @@
|
||||
{
|
||||
"name": "Southerly Buster",
|
||||
"blurb": "Hot still afternoon, then a southerly change rolls through around the half-hour. Gusty but not vicious — a fair test of a first real rig.",
|
||||
"rating": 2,
|
||||
"seed": 30717,
|
||||
"duration": 90,
|
||||
|
||||
"_ramp_comment": "The campaign's middle rung: sits between storm_01_gentle (peak ~11 m/s) and storm_02_wildnight (peak ~32). Sustained builds to ~13 (47 km/h), worst gust ~21 (76 km/h, BOM 'strong'). The change is real but slower and smaller than the wild night's, so a decent flat-ish rig can get away with it and a good twisted one is never in doubt — the storm that teaches the swing before the one that punishes it.",
|
||||
|
||||
"baseCurve": [[0, 4.0], [12, 6.0], [30, 9.0], [45, 13.0], [65, 12.5], [90, 10.0]],
|
||||
|
||||
"gusts": {
|
||||
"firstAt": 5,
|
||||
"minGap": 6,
|
||||
"maxGap": 12,
|
||||
"powBase": 3,
|
||||
"powRand": 4,
|
||||
"powRamp": 4,
|
||||
"downdraftOfTotal": 0.35
|
||||
},
|
||||
|
||||
"_dir_comment": "Starts blowing toward the SE (a warm NW'er), swings to blow toward the NNE (a moderate southerly) across 30-36 s. ~90 deg, gentler slew than storm_02's buster.",
|
||||
|
||||
"dirCurve": [[0, 0.8], [28, 0.9], [30, 0.55], [36, -0.7], [55, -0.85], [90, -0.75]],
|
||||
"dirWander": { "amp": 0.3, "rate": 0.11 },
|
||||
|
||||
"spatial": { "amp": 0.18, "scale": 11, "advect": 0.5 },
|
||||
|
||||
"events": [
|
||||
{ "t": 30, "type": "windchange", "telegraph": 6, "over": 6, "text": "here comes the change" },
|
||||
{ "t": 48, "type": "debris", "model": "BlackTub_v2", "lateral": 2.5, "mass": 5, "text": "a tub skitters across the lawn" },
|
||||
{ "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]] },
|
||||
|
||||
"sky": { "darkness": 0.5, "cloudScroll": 0.05 }
|
||||
}
|
||||
@ -1,160 +0,0 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>SHADES — Lane B rigging harness</title>
|
||||
<style>
|
||||
html, body { margin: 0; height: 100%; background: #6f7f8c; overflow: hidden;
|
||||
font: 12px/1.5 ui-monospace, Menlo, monospace; }
|
||||
canvas { display: block; }
|
||||
#dev { position: fixed; bottom: 8px; left: 8px; color: #fff; text-shadow: 0 1px 2px #000;
|
||||
white-space: pre; pointer-events: none; }
|
||||
#hint { position: fixed; bottom: 8px; right: 8px; color: #ffd27a; text-shadow: 0 1px 2px #000;
|
||||
text-align: right; white-space: pre; pointer-events: none; }
|
||||
</style>
|
||||
<!-- Required: world.js/sail.js pull addons that import the bare 'three' specifier. -->
|
||||
<script type="importmap">
|
||||
{ "imports": { "three": "./vendor/three.module.js", "three/addons/": "./vendor/addons/" } }
|
||||
</script>
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="c"></canvas>
|
||||
<div id="dev"></div>
|
||||
<div id="hint">Lane B harness — the prep phase only.
|
||||
ENTER commits the rig and starts a storm. R resets to prep.</div>
|
||||
|
||||
<script type="module">
|
||||
/**
|
||||
* Lane B harness — the prep-phase picking UI against Lane A's real yard.
|
||||
*
|
||||
* Same reason Lane C has weather_demo.html and Lane D has dev_player.html: the
|
||||
* picking UI can't be asserted headless (it is clicks, raycasts and materials),
|
||||
* and it can't be exercised in index.html until Lane A wires it in step 8. This
|
||||
* boots the real world.js, the real anchors and the real cloth so the thing
|
||||
* being verified is the thing that ships. Retire it once index.html hosts prep.
|
||||
*/
|
||||
import * as THREE from 'three';
|
||||
import { createWorld } from './js/world.js';
|
||||
import { createCameraRig } from './js/camera.js';
|
||||
import { createWind, loadStorm } from './js/weather.js';
|
||||
import { SailRig, createSailView } from './js/sail.js';
|
||||
import { createRiggingUI } from './js/rigging.js';
|
||||
import { FIXED_DT } from './js/contracts.js';
|
||||
|
||||
const canvas = document.getElementById('c');
|
||||
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
|
||||
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
|
||||
renderer.shadowMap.enabled = true;
|
||||
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
||||
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
||||
|
||||
const scene = new THREE.Scene();
|
||||
|
||||
const [calmDef, wildDef] = await Promise.all([
|
||||
loadStorm('storm_01_gentle'), loadStorm('storm_02_wildnight'),
|
||||
]);
|
||||
// main.js multiplexes these behind a private router; the harness only ever needs
|
||||
// one at a time, so it just swaps the reference when the storm starts.
|
||||
const calmWind = createWind(calmDef);
|
||||
const wildWind = createWind(wildDef);
|
||||
let wind = calmWind;
|
||||
const windProxy = {
|
||||
sample: (p, t, out) => wind.sample(p, t, out),
|
||||
gustTelegraph: (t) => wind.gustTelegraph(t),
|
||||
eventsBetween: (a, b) => wind.eventsBetween?.(a, b) ?? [],
|
||||
setSheltersFromTrees: (trees) => { calmWind.setSheltersFromTrees?.(trees); wildWind.setSheltersFromTrees?.(trees); },
|
||||
};
|
||||
|
||||
const world = createWorld(scene, { wind: windProxy });
|
||||
const cameraRig = createCameraRig(canvas);
|
||||
cameraRig.setSolids(world.solids);
|
||||
cameraRig.setGround(world.heightAt);
|
||||
windProxy.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree'));
|
||||
|
||||
const rig = new SailRig({ anchors: world.anchors });
|
||||
let sailView = null;
|
||||
|
||||
async function rigSail(anchorIds, hwChoices, tension) {
|
||||
rig.attach(anchorIds, hwChoices, tension);
|
||||
if (sailView) {
|
||||
scene.remove(sailView);
|
||||
sailView.traverse((o) => { o.geometry?.dispose(); o.material?.dispose(); });
|
||||
}
|
||||
sailView = await createSailView(rig);
|
||||
scene.add(sailView);
|
||||
}
|
||||
|
||||
let msg = '';
|
||||
let msgT = 0;
|
||||
const ui = await createRiggingUI({
|
||||
scene, camera: cameraRig.object, domElement: canvas, world,
|
||||
onCommit: (ids, hw, tension) => { rigSail(ids, hw, tension); wind = wildWind; t = 0; phase = 'storm'; },
|
||||
onMessage: (m) => { msg = m; msgT = 2; },
|
||||
});
|
||||
|
||||
let phase = 'prep';
|
||||
ui.setActive(true);
|
||||
|
||||
// harness-only handle, so a debugger (or an agent driving this page) can pick
|
||||
// anchors without hunting for pixels. Never imported by the game.
|
||||
window.__laneB = {
|
||||
ui, rig, world, cameraRig, scene,
|
||||
get phase() { return phase; },
|
||||
/** rig by id, exactly as if you'd clicked it */
|
||||
pick: (id) => ui.session.rig(id),
|
||||
cycle: (id) => ui.session.cycleHardware(id),
|
||||
};
|
||||
|
||||
addEventListener('keydown', (e) => {
|
||||
if (e.key === 'Enter' && phase === 'prep') { if (ui.commit()) ui.setActive(false); }
|
||||
if (e.key.toLowerCase() === 'r') {
|
||||
phase = 'prep';
|
||||
wind = calmWind;
|
||||
ui.setActive(true);
|
||||
if (sailView) { scene.remove(sailView); sailView = null; }
|
||||
}
|
||||
});
|
||||
|
||||
// follow-cam target: the yard centre, so prep reads as a site walk-around
|
||||
const focus = new THREE.Vector3(0, 1.2, 0);
|
||||
const dev = document.getElementById('dev');
|
||||
const clock = new THREE.Clock();
|
||||
let t = 0, acc = 0;
|
||||
|
||||
renderer.setAnimationLoop(() => {
|
||||
const raw = Math.min(0.25, clock.getDelta());
|
||||
acc += raw;
|
||||
while (acc >= FIXED_DT) {
|
||||
t += FIXED_DT;
|
||||
world.update(FIXED_DT, t);
|
||||
if (phase === 'storm') rig.step(FIXED_DT, windProxy, t);
|
||||
acc -= FIXED_DT;
|
||||
if (msgT > 0) msgT -= FIXED_DT;
|
||||
}
|
||||
ui.update(raw, t);
|
||||
sailView?.update();
|
||||
cameraRig.update(raw, focus);
|
||||
|
||||
const s = ui.summary;
|
||||
const loads = rig.rigged
|
||||
? rig.corners.map((c) => `${c.anchorId}:${c.broken ? 'BLOWN' : (c.load / 1000).toFixed(1) + 'kN'}`).join(' ')
|
||||
: '(not rigged)';
|
||||
dev.textContent =
|
||||
`${phase.toUpperCase()} t ${t.toFixed(1)}s wind ${windProxy.sample(focus, t).length().toFixed(1)} m/s\n` +
|
||||
`budget $${s.budget} corners ${s.corners.length}/4 area ${s.area ? s.area.toFixed(0) + ' m2' : '—'}\n` +
|
||||
`${loads}` + (msgT > 0 ? `\n!! ${msg}` : '');
|
||||
|
||||
renderer.render(scene, cameraRig.object);
|
||||
});
|
||||
|
||||
addEventListener('resize', () => {
|
||||
renderer.setSize(innerWidth, innerHeight);
|
||||
cameraRig.object.aspect = innerWidth / innerHeight;
|
||||
cameraRig.object.updateProjectionMatrix();
|
||||
});
|
||||
renderer.setSize(innerWidth, innerHeight);
|
||||
cameraRig.object.aspect = innerWidth / innerHeight;
|
||||
cameraRig.object.updateProjectionMatrix();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
@ -177,20 +177,9 @@ export class Emitter {
|
||||
* angle around their centroid. tension scales spring rest lengths, 0.6–1.4
|
||||
* (low = loose and floggy, high = drum tight and shock-loaded).
|
||||
* @property {(dt:number, wind:Wind, t:number) => void} step Fixed dt. Deterministic.
|
||||
* @property {(rect: {x:number,z:number,w:number,d:number}, sunDir?: THREE.Vector3, heightAt?: (x:number,z:number)=>number) => number} coverageOver
|
||||
* Ground-projected shade over a rect, 0..1. Pass world.sunDir and
|
||||
* world.heightAt so the rays start at the real ground and point at the real
|
||||
* sun; the defaults (overhead sun, flat y=0) are only for tests.
|
||||
* @property {(rect: {x:number,z:number,w:number,d:number}) => number} coverageOver
|
||||
* Ground-projected shade over a rect, 0..1.
|
||||
* @property {Emitter} events Emits 'break' and 'repair' as {type, corner}.
|
||||
* @property {(i: number) => void} repair
|
||||
* Re-rig corner i with the carried spare (shackle grade — the only kind prep
|
||||
* sells). No-op if the corner isn't broken. Lane D's 2.5 s hold-E.
|
||||
* @property {(i: number, delta: number) => void} trim
|
||||
* Per-corner turnbuckle; delta is ±, clamped to 0.85–1.15. Lane D's 1.2 s hold.
|
||||
* @property {(i: number) => (THREE.Vector3|null)} cornerPos
|
||||
* LIVE world position of corner i, as a fresh vector safe to keep. A blown
|
||||
* corner's node is flying, so an interaction prompt anchored to this chases
|
||||
* the flogging corner instead of sitting on the dead anchor. null if unrigged.
|
||||
*/
|
||||
|
||||
/**
|
||||
@ -306,7 +295,7 @@ export class Emitter {
|
||||
export const CONTRACT = {
|
||||
wind: { sample: 'function', gustTelegraph: 'function' },
|
||||
world: { anchors: 'object', heightAt: 'function', gardenBed: 'object', sunDir: 'object', solids: 'object', update: 'function' },
|
||||
sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object', repair: 'function', trim: 'function', cornerPos: 'function' },
|
||||
sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object' },
|
||||
player: { pos: 'object', carrying: '*', busy: '*', update: 'function' },
|
||||
interact: { register: 'function' },
|
||||
camera: { object: 'object', yaw: 'number', update: 'function' },
|
||||
|
||||
@ -30,14 +30,12 @@ export class Interact {
|
||||
* @param {string|function} [spec.label] string, or (player)->string for live text
|
||||
* @param {function} [spec.canUse] (player) -> bool
|
||||
* @param {function} [spec.onDone] (player, t) -> void
|
||||
* @param {string} [spec.clip] verb played for the length of the hold ('Crank', 'PickUp', …).
|
||||
* Must name a clip in player_anims.glb; omitted means the busy state's default Idle.
|
||||
* @returns {function} unregister
|
||||
*/
|
||||
register(spec) {
|
||||
if (!spec || !spec.id) throw new Error('interact.register: id required');
|
||||
const target = {
|
||||
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, clip: null, ...spec,
|
||||
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, ...spec,
|
||||
};
|
||||
this.targets.set(target.id, target);
|
||||
return () => this.unregister(target.id);
|
||||
@ -72,7 +70,6 @@ export class Interact {
|
||||
if (!this.active) return;
|
||||
// only hand the player back if they're still ours — a knockdown mid-hold already re-stated them
|
||||
if (player.state === 'busy') player.setState('idle', t);
|
||||
player.busyClip = null;
|
||||
this.events.push({ type: 'cancel', id: this.active.id, t });
|
||||
this.active = null;
|
||||
this.progress = 0;
|
||||
@ -102,7 +99,6 @@ export class Interact {
|
||||
if (!this.active && holding && !this.latched && near && !player.busy) {
|
||||
this.active = near;
|
||||
this.progress = 0;
|
||||
player.busyClip = near.clip || null; // the verb: Crank at a turnbuckle, PickUp at the table
|
||||
player.setState('busy', t);
|
||||
}
|
||||
|
||||
@ -114,7 +110,6 @@ export class Interact {
|
||||
this.progress = 0;
|
||||
this.latched = true;
|
||||
player.setState('idle', t); // release busy FIRST — onDone may pickUp(), which refuses while busy
|
||||
player.busyClip = null; // ...and after it, so the carry clips win on the next frame
|
||||
if (done.onDone) done.onDone(player, t);
|
||||
this.events.push({ type: 'done', id: done.id, t });
|
||||
}
|
||||
@ -134,54 +129,38 @@ export class Interact {
|
||||
* Register the standard yard actions (PLAN3D §5-D.4). Duck-typed against the contracts so Lane D
|
||||
* never edits Lane B's or Lane A's files — anything not yet landed is simply skipped.
|
||||
*
|
||||
* Every closure reads `sailRig.corners[i]` LIVE rather than capturing the corner object. Lane A's
|
||||
* THREADS note: `attach()` REPLACES the corners array, so a captured corner is a stale object the
|
||||
* sim no longer steps — the prompt would gate forever on a `broken` flag that can never change
|
||||
* again. Reading by index means a re-rig can't strand these targets whether or not we get re-wired.
|
||||
*
|
||||
* @param {Interact} interact
|
||||
* @param {object} deps {sailRig, world}
|
||||
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
|
||||
* sailRig.repair(i) -> void (decision 4)
|
||||
* sailRig.trim(i,d) -> void (decision 4)
|
||||
* sailRig.cornerPos(i) -> Vector3 (decision 4 — live world position; a flogging corner moves)
|
||||
* world.shedTable -> {pos} (Lane A — until it lands, the pickup self-skips)
|
||||
* @param {object} deps {sailRig, world, spares}
|
||||
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
|
||||
* sailRig.repair(i) -> void [PROPOSED — see THREADS.md]
|
||||
* sailRig.trim(i,d) -> void [PROPOSED — per-corner turnbuckle, see THREADS.md]
|
||||
* world.shedTable -> {pos} (Lane A/E)
|
||||
*/
|
||||
export function wireYardActions(interact, deps = {}) {
|
||||
const { sailRig, world } = deps;
|
||||
const wired = [];
|
||||
const cornerAt = (i) => (sailRig && sailRig.corners && sailRig.corners[i]) || null;
|
||||
// a flogging corner is MOVING — resolve position every frame, never once at wire time
|
||||
const posAt = (i) => () => {
|
||||
const c = cornerAt(i);
|
||||
if (!c) return null;
|
||||
return (sailRig.cornerPos && sailRig.cornerPos(i)) || c.pos || null;
|
||||
};
|
||||
|
||||
if (sailRig && Array.isArray(sailRig.corners)) {
|
||||
sailRig.corners.forEach((_corner, i) => {
|
||||
sailRig.corners.forEach((corner, i) => {
|
||||
// re-rig a broken corner — costs the spare you're carrying
|
||||
wired.push(interact.register({
|
||||
id: `rerig_${i}`,
|
||||
pos: posAt(i),
|
||||
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
|
||||
radius: 1.8,
|
||||
holdSecs: 2.5,
|
||||
label: 're-rig corner',
|
||||
clip: 'Crank',
|
||||
canUse: (p) => !!(cornerAt(i) && cornerAt(i).broken)
|
||||
&& p.carrying === 'spare' && !!sailRig.repair,
|
||||
onDone: (p) => { p.carrying = null; sailRig.repair(i); },
|
||||
canUse: (p) => corner.broken && p.carrying === 'spare',
|
||||
onDone: (p) => { p.carrying = null; if (sailRig.repair) sailRig.repair(i); },
|
||||
}));
|
||||
// per-corner turnbuckle trim — new vs the prototype; makes corners individual
|
||||
wired.push(interact.register({
|
||||
id: `trim_${i}`,
|
||||
pos: posAt(i),
|
||||
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
|
||||
radius: 1.8,
|
||||
holdSecs: 1.2,
|
||||
label: 'tighten turnbuckle',
|
||||
clip: 'Crank',
|
||||
canUse: () => !!cornerAt(i) && !cornerAt(i).broken && !!sailRig.trim,
|
||||
onDone: () => sailRig.trim(i, +0.1),
|
||||
canUse: () => !corner.broken && !!sailRig.trim,
|
||||
onDone: () => sailRig.trim && sailRig.trim(i, +0.1),
|
||||
}));
|
||||
});
|
||||
}
|
||||
@ -193,7 +172,6 @@ export function wireYardActions(interact, deps = {}) {
|
||||
radius: 1.5,
|
||||
holdSecs: 0.6,
|
||||
label: (p) => (p.carrying ? 'hands full' : 'take a spare'),
|
||||
clip: 'PickUp',
|
||||
canUse: (p) => !p.carrying, // hands-full rule
|
||||
onDone: (p, t) => p.pickUp('spare', t),
|
||||
}));
|
||||
|
||||
@ -189,10 +189,6 @@ export async function boot(opts = {}) {
|
||||
|
||||
// --- world & camera -----------------------------------------------------
|
||||
const world = createWorld(scene, { wind });
|
||||
// Lane E's GLBs land over the graybox. Awaited here because it resolves
|
||||
// world.shedTable onto E's baked pickup_anchor, and wireYardActions (below,
|
||||
// inside rigSail) reads that position when it registers the spare pickup.
|
||||
await world.dress();
|
||||
const cameraRig = createCameraRig(canvas);
|
||||
cameraRig.setSolids(world.solids);
|
||||
cameraRig.setGround(world.heightAt);
|
||||
@ -350,7 +346,7 @@ export async function boot(opts = {}) {
|
||||
windT = windTime();
|
||||
world.update(dt, windT);
|
||||
player.update(dt, windT);
|
||||
rig.step(dt, wind, windT, debris);
|
||||
rig.step(dt, wind, windT);
|
||||
debris.step(dt, windT, { player: player.sim, sail: rig });
|
||||
sky?.step(dt, windT, { sail: rig });
|
||||
}
|
||||
|
||||
@ -15,9 +15,9 @@
|
||||
import * as THREE from '../vendor/three.module.js';
|
||||
import { clone as skeletonClone } from '../vendor/addons/utils/SkeletonUtils.js';
|
||||
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
|
||||
import { PlayerSim, STATES, TUNE, clipFor } from './player.sim.js';
|
||||
import { PlayerSim, STATES, TUNE } from './player.sim.js';
|
||||
|
||||
export { PlayerSim, STATES, TUNE, clipFor };
|
||||
export { PlayerSim, STATES, TUNE };
|
||||
|
||||
export const CHAR_URL = './models/player_01.glb';
|
||||
export const ANIM_URL = './models/player_anims.glb';
|
||||
@ -56,69 +56,6 @@ const _loadGLTF = (loader, url) => new Promise((res, rej) =>
|
||||
|
||||
const UP = new THREE.Vector3(0, 1, 0);
|
||||
|
||||
const _clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
|
||||
|
||||
/**
|
||||
* Build the player's collision test out of `world.solids` (contracts World).
|
||||
*
|
||||
* Shape of the problem, measured in the real yard rather than assumed:
|
||||
* · `fence` is a GROUP of 37 child meshes whose combined box is the whole 30×20 m yard — so one
|
||||
* box per entry in solids is useless. We flatten to leaf meshes and box each one.
|
||||
* · the house ROOF is a solid spanning y 2.99–3.21, i.e. entirely above a 1.72 m head. A flat
|
||||
* footprint test would wall off the eaves, so every box is filtered by vertical overlap with
|
||||
* the body and the roof simply drops out.
|
||||
* Solids are static, so the boxes are computed once. ~44 leaves, distance-pruned — no raycast per
|
||||
* frame. (Lane A's note: the ground is deliberately NOT in solids; heightAt covers it.)
|
||||
*
|
||||
* @param {object} world contracts World
|
||||
* @param {object} [opts] {radius} metres, the player's shoulder radius
|
||||
* @returns {(x:number,z:number,feetY:number,headY:number)=>{x:number,z:number}}
|
||||
*/
|
||||
export function makeSolidCollider(world, opts = {}) {
|
||||
const radius = opts.radius ?? 0.3;
|
||||
const boxes = [];
|
||||
const b = new THREE.Box3();
|
||||
for (const root of (world && world.solids) || []) {
|
||||
root.updateWorldMatrix(true, true);
|
||||
root.traverse((o) => {
|
||||
if (!o.isMesh) return;
|
||||
b.setFromObject(o);
|
||||
if (!isFinite(b.min.x)) return;
|
||||
boxes.push({ x0: b.min.x, x1: b.max.x, z0: b.min.z, z1: b.max.z, y0: b.min.y, y1: b.max.y });
|
||||
});
|
||||
}
|
||||
const out = { x: 0, z: 0 }; // scratch — copied by the caller immediately, never retained
|
||||
const r2 = radius * radius;
|
||||
|
||||
return function collide(x, z, feetY, headY) {
|
||||
out.x = x; out.z = z;
|
||||
for (let i = 0; i < boxes.length; i++) {
|
||||
const bx = boxes[i];
|
||||
if (bx.y1 <= feetY + 0.05 || bx.y0 >= headY) continue; // under the eaves / over a low wall
|
||||
// closest point on the box to the body centre, in XZ
|
||||
const cx = _clamp(out.x, bx.x0, bx.x1), cz = _clamp(out.z, bx.z0, bx.z1);
|
||||
const dx = out.x - cx, dz = out.z - cz;
|
||||
const d2 = dx * dx + dz * dz;
|
||||
if (d2 >= r2) continue; // clear
|
||||
if (d2 > 1e-10) { // outside: push along the normal
|
||||
const d = Math.sqrt(d2);
|
||||
out.x = cx + (dx / d) * radius;
|
||||
out.z = cz + (dz / d) * radius;
|
||||
} else {
|
||||
// centre is inside the box (spawned in a wall, or shoved through): eject through the nearest
|
||||
// face rather than picking an arbitrary axis, so you pop out the side you came in.
|
||||
const l = out.x - bx.x0, rr = bx.x1 - out.x, u = out.z - bx.z0, dn = bx.z1 - out.z;
|
||||
const m = Math.min(l, rr, u, dn);
|
||||
if (m === l) out.x = bx.x0 - radius;
|
||||
else if (m === rr) out.x = bx.x1 + radius;
|
||||
else if (m === u) out.z = bx.z0 - radius;
|
||||
else out.z = bx.z1 + radius;
|
||||
}
|
||||
}
|
||||
return out;
|
||||
};
|
||||
}
|
||||
|
||||
export class PlayerView {
|
||||
/**
|
||||
* @param {object} rig {scene, anims} — the character
|
||||
@ -190,8 +127,7 @@ export class PlayerView {
|
||||
/** Push one sim frame onto the rig. dt drives the mixer only — the sim already stepped. */
|
||||
sync(sim, dt) {
|
||||
const st = STATES[sim.state];
|
||||
// clipFor, not st.clip: carrying swaps in Carry/CarryIdle, and an interaction names its own verb
|
||||
this.play(clipFor(sim), st.loop !== false);
|
||||
this.play(st.clip, st.loop !== false);
|
||||
|
||||
this.root.position.set(sim.pos.x, sim.pos.y, sim.pos.z);
|
||||
|
||||
@ -266,13 +202,9 @@ export async function loadPlayer(scene, opts = {}) {
|
||||
* @returns {Promise<object>} satisfies checkContract('player', …)
|
||||
*/
|
||||
export async function createPlayer(scene, world, cameraRig, opts = {}) {
|
||||
const height = opts.height || 1.72;
|
||||
const p = await loadPlayer(scene, {
|
||||
...opts,
|
||||
height,
|
||||
groundAt: world && world.heightAt ? (x, z) => world.heightAt(x, z) : undefined,
|
||||
// built AFTER the world exists so the boxes capture E's real GLBs, not the graybox
|
||||
collide: opts.collide !== undefined ? opts.collide : makeSolidCollider(world, opts),
|
||||
start: opts.start || { x: 0, y: 0, z: 6 },
|
||||
});
|
||||
const keyboard = new KeyboardInput();
|
||||
@ -325,11 +257,7 @@ export class KeyboardInput {
|
||||
const k = this.keys;
|
||||
const x = (k.has('KeyD') || k.has('ArrowRight') ? 1 : 0) - (k.has('KeyA') || k.has('ArrowLeft') ? 1 : 0);
|
||||
const z = (k.has('KeyW') || k.has('ArrowUp') ? 1 : 0) - (k.has('KeyS') || k.has('ArrowDown') ? 1 : 0);
|
||||
return {
|
||||
x, z, camYaw,
|
||||
run: k.has('ShiftLeft') || k.has('ShiftRight'),
|
||||
shelter: k.has('KeyC'), // hold to brace — see STATES.shelter
|
||||
};
|
||||
return { x, z, run: k.has('ShiftLeft') || k.has('ShiftRight'), camYaw };
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
@ -11,39 +11,23 @@
|
||||
|
||||
/**
|
||||
* The state machine, as a table (PLAN3D §5-D.5 asks for a table test).
|
||||
* clip — clip name in player_anims.glb
|
||||
* carryClip — clip to use instead when the player has something in their hands
|
||||
* locked — movement input is ignored, and `player.busy` is true
|
||||
* secs — timed states auto-advance to `next` after this long
|
||||
* clip — clip name in player_anims.glb
|
||||
* locked — movement input is ignored, and `player.busy` is true
|
||||
* secs — timed states auto-advance to `next` after this long
|
||||
* Invariant the selftest enforces: every locked state either has a `next` (so it drains on its own)
|
||||
* or names an external releaser. `busy` and `shelter` are the released ones — interact.js and the
|
||||
* shelter key each both ENTER and LEAVE their own state, so a dropped release can't strand you.
|
||||
* or is released by an external actor. `busy` is the only externally-released state — interact.js
|
||||
* both enters and leaves it, so a dropped release can't strand the player.
|
||||
*/
|
||||
export const STATES = {
|
||||
idle: { clip: 'Idle', carryClip: 'CarryIdle', locked: false, loop: true },
|
||||
walk: { clip: 'Walk', carryClip: 'Carry', locked: false, loop: true },
|
||||
run: { clip: 'Run', carryClip: 'Carry', locked: false, loop: true },
|
||||
idle: { clip: 'Idle', locked: false, loop: true },
|
||||
walk: { clip: 'Walk', locked: false, loop: true },
|
||||
run: { clip: 'Run', locked: false, loop: true },
|
||||
busy: { clip: 'Idle', locked: true, loop: true, releasedBy: 'interact' },
|
||||
shelter: { clip: 'TakeCover', locked: true, loop: true, releasedBy: 'input' },
|
||||
stumble: { clip: 'StumbleBack', locked: true, loop: false, secs: 0.8, next: 'idle' },
|
||||
stagger: { clip: 'Reaction', locked: true, loop: false, secs: 0.9, next: 'idle' },
|
||||
knocked: { clip: 'Falling', locked: true, loop: false, secs: 1.4, next: 'getup' },
|
||||
getup: { clip: 'CrouchToStand', locked: true, loop: false, secs: 1.3, next: 'idle' },
|
||||
};
|
||||
|
||||
/**
|
||||
* Which clip a state actually plays right now. Carrying swaps the locomotion set (Carry/CarryIdle),
|
||||
* and an interaction can name its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table) —
|
||||
* interact.js writes that into `sim.busyClip`. Everything else is the table's `clip`.
|
||||
* Kept here rather than in player.js so the selftest can assert it without a renderer.
|
||||
*/
|
||||
export function clipFor(sim) {
|
||||
const st = STATES[sim.state];
|
||||
if (sim.state === 'busy' && sim.busyClip) return sim.busyClip;
|
||||
if (sim.carrying && st.carryClip) return st.carryClip;
|
||||
return st.clip;
|
||||
}
|
||||
|
||||
/**
|
||||
* Tuning. Ported from the 2D prototype's shape (prototype/game.js:250-252), retuned to metres and
|
||||
* m/s per PLAN3D §1 ("port the behaviour, retune the constants").
|
||||
@ -77,16 +61,6 @@ export const TUNE = {
|
||||
knockSustain: 0.5, // s above knockWind before it happens
|
||||
knockBleed: 2, // exposure drains this many × faster than it fills
|
||||
pitchSecs: 0.35, // s for the body to swing down / back up (view reads sim.pitch)
|
||||
|
||||
// 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)
|
||||
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
|
||||
// gusts are too strong to cross the yard" — wait one out, then move in the lull.
|
||||
shelterKnockMult: 2.0, // knockWind × this while braced — a gust that floors you standing won't
|
||||
shelterShoveMult: 0.25, // and it barely pushes you
|
||||
};
|
||||
|
||||
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
|
||||
@ -104,10 +78,6 @@ export class PlayerSim {
|
||||
* @param {object} [opts]
|
||||
* @param {object} [opts.start] {x,y,z} spawn, metres
|
||||
* @param {function} [opts.groundAt] (x,z) -> y. Lane A's world.js provides the real one.
|
||||
* @param {function} [opts.collide] (x,z,feetY,headY) -> {x,z} pushed clear of world.solids.
|
||||
* Injected, not imported, for the same reason as groundAt: this file must stay renderer-free.
|
||||
* player.js#makeSolidCollider builds the real one out of world.solids.
|
||||
* @param {number} [opts.height] body height, metres — the collider's vertical span
|
||||
* @param {object} [opts.tune] overrides for TUNE
|
||||
*/
|
||||
constructor(opts = {}) {
|
||||
@ -120,8 +90,6 @@ export class PlayerSim {
|
||||
this.state = 'idle';
|
||||
this.stateT = 0;
|
||||
this.carrying = null; // contract: player.carrying — one item, hands-full rule
|
||||
this.busyClip = null; // interact.js names the verb for the current hold (Crank, PickUp…)
|
||||
this.stumbleCool = 0; // s until a gust may stumble you again
|
||||
this.events = []; // {type:'state'|'drop'|'knockdown', …} drained by the view/HUD
|
||||
|
||||
this.exposure = 0; // s spent above knockWind
|
||||
@ -132,8 +100,6 @@ export class PlayerSim {
|
||||
this.knockDir = { x: 0, z: 1 }; // which way the body went down
|
||||
|
||||
this.groundAt = opts.groundAt || (() => 0);
|
||||
this.collide = opts.collide || null;
|
||||
this.bodyHeight = opts.height || 1.72;
|
||||
this.tune = { ...TUNE, ...(opts.tune || {}) };
|
||||
}
|
||||
|
||||
@ -202,7 +168,6 @@ export class PlayerSim {
|
||||
step(dt, t, input = {}, wind = null) {
|
||||
const T = this.tune;
|
||||
this.stateT += dt;
|
||||
this.stumbleCool = Math.max(0, this.stumbleCool - dt);
|
||||
|
||||
// --- local wind, and how much of it is gust ---
|
||||
let wx = 0, wz = 0;
|
||||
@ -215,29 +180,11 @@ export class PlayerSim {
|
||||
this.windBase += (ws - this.windBase) * clamp(dt * T.baseTrack, 0, 1);
|
||||
this.gust = Math.max(0, ws - this.windBase);
|
||||
|
||||
// --- shelter: hold to brace. Enters and leaves itself, so releasing the key always frees you
|
||||
// even mid-gust. Refused while you're down — you can't brace from your back. ---
|
||||
const wantShelter = !!input.shelter;
|
||||
const canShelter = this.state === 'idle' || this.state === 'walk' || this.state === 'run';
|
||||
if (wantShelter && canShelter) this.setState('shelter', t);
|
||||
else if (!wantShelter && this.state === 'shelter') this.setState('idle', t);
|
||||
const braced = this.state === 'shelter';
|
||||
|
||||
// --- sustained extreme wind puts you down (same rule as a sail corner letting go).
|
||||
// Bracing raises the bar rather than removing it: a big enough gust still wins. ---
|
||||
const knockAt = braced ? T.knockWind * T.shelterKnockMult : T.knockWind;
|
||||
if (ws > knockAt) this.exposure += dt;
|
||||
// --- sustained extreme wind puts you down (same rule as a sail corner letting go) ---
|
||||
if (ws > T.knockWind) this.exposure += dt;
|
||||
else this.exposure = Math.max(0, this.exposure - dt * T.knockBleed);
|
||||
if (this.exposure >= T.knockSustain) this.knockdown(t, wx, wz);
|
||||
|
||||
// --- a gust below the knockdown bar can still break your stride ---
|
||||
if (!braced && this.gust > T.stumbleGust && this.stumbleCool <= 0
|
||||
&& (this.state === 'idle' || this.state === 'walk' || this.state === 'run')) {
|
||||
this.stumbleCool = T.stumbleCooldown;
|
||||
this.setState('stumble', t);
|
||||
this.vel.x = this.vel.z = 0;
|
||||
}
|
||||
|
||||
const st = STATES[this.state];
|
||||
|
||||
// --- movement ---
|
||||
@ -268,7 +215,7 @@ export class PlayerSim {
|
||||
// --- gust shove: pressure ∝ speed², gust only, never while you're already on the ground ---
|
||||
const grounded = this.state === 'knocked' || this.state === 'getup';
|
||||
if (!grounded && this.gust > T.shoveGustMin && ws > 1e-3) {
|
||||
const a = T.shoveK * ws * ws * (braced ? T.shelterShoveMult : 1);
|
||||
const a = T.shoveK * ws * ws;
|
||||
this.shove.x += (wx / ws) * a * dt;
|
||||
this.shove.z += (wz / ws) * a * dt;
|
||||
}
|
||||
@ -279,15 +226,6 @@ export class PlayerSim {
|
||||
this.pos.z += (this.vel.z + this.shove.z) * dt;
|
||||
this.pos.y = this.groundAt(this.pos.x, this.pos.z);
|
||||
|
||||
// Solids: push back out of anything we ended up inside. Pushout is perpendicular to the surface,
|
||||
// so walking into a wall at an angle keeps its tangential component and slides along it for free
|
||||
// — no separate slide pass. Velocity is deliberately NOT zeroed: the wind should still be able to
|
||||
// hold you against a fence, and the pushout wins over it every frame anyway.
|
||||
if (this.collide) {
|
||||
const r = this.collide(this.pos.x, this.pos.z, this.pos.y, this.pos.y + this.bodyHeight);
|
||||
if (r) { this.pos.x = r.x; this.pos.z = r.z; }
|
||||
}
|
||||
|
||||
// --- body pitch: the sim owns it so a knockdown is deterministic and falls DOWNWIND,
|
||||
// which a canned clip can't do. player.js just reads sim.pitch + sim.knockDir. ---
|
||||
const wantPitch = this.state === 'knocked' ? 1
|
||||
|
||||
@ -147,262 +147,11 @@ export class RiggingSession {
|
||||
/**
|
||||
* Prep-phase picking UI.
|
||||
*
|
||||
* Everything above is the rules; this is only the hands. It renders its own
|
||||
* anchor markers because the yard has none to raycast against — world.js builds
|
||||
* posts and trunks, not pick targets — and marker styling is prep-phase UI, so
|
||||
* it belongs to this lane rather than to the terrain.
|
||||
*
|
||||
* Controls: LMB an anchor to rig it, LMB again to cycle its hardware,
|
||||
* shift-LMB to pull it off for a full refund, [ and ] for tension, S for the
|
||||
* spare. RMB is left alone — that's the camera's orbit. Enter belongs to Lane
|
||||
* A's phase machine, which calls commit() on the way out of prep.
|
||||
*
|
||||
* @param {object} o
|
||||
* @param {object} o.scene THREE.Scene to hang markers in
|
||||
* @param {object} o.camera cameraRig.object — what we raycast from
|
||||
* @param {Element} o.domElement renderer.domElement — where clicks land
|
||||
* @param {object} o.world needs world.anchors
|
||||
* @param {function} o.onCommit (anchorIds, hwChoices, tension) => void — Lane A's rigSail
|
||||
* @param {function} [o.onMessage] (text) => void — refusals, for the event ticker
|
||||
* @param {boolean} [o.panel=true] draw the built-in prep panel; false if hud.js takes it over
|
||||
* Deliberately unimplemented: it needs Lane A's camera, renderer canvas and
|
||||
* anchor markers to raycast against, none of which exist yet. RiggingSession
|
||||
* above holds all the rules and is fully tested, so this stays a thin
|
||||
* click-to-session adapter once M0 lands. See THREADS.md.
|
||||
*/
|
||||
export async function createRiggingUI({
|
||||
scene, camera, domElement, world,
|
||||
onCommit, onMessage = () => {}, panel = true,
|
||||
} = {}) {
|
||||
const THREE = await import('../vendor/three.module.js');
|
||||
const session = new RiggingSession({ anchors: world.anchors });
|
||||
|
||||
// --- markers -----------------------------------------------------------
|
||||
const group = new THREE.Group();
|
||||
group.visible = false;
|
||||
scene.add(group);
|
||||
|
||||
const DIM = 0x33424c;
|
||||
const ringGeo = new THREE.TorusGeometry(0.28, 0.05, 8, 20);
|
||||
const dotGeo = new THREE.SphereGeometry(0.1, 10, 8);
|
||||
// What you click is NOT what you see: the ring's tube is 5 cm, which at yard
|
||||
// distance is a couple of pixels and unhittable. Pick against an invisible
|
||||
// sphere big enough to mean "that anchor" and let the ring just be the read.
|
||||
const pickGeo = new THREE.SphereGeometry(0.45, 8, 6);
|
||||
const pickMat = new THREE.MeshBasicMaterial({ visible: false });
|
||||
|
||||
const markers = world.anchors.map((a) => {
|
||||
const mat = new THREE.MeshBasicMaterial({ color: DIM, transparent: true, opacity: 0.9 });
|
||||
const ring = new THREE.Mesh(ringGeo, mat);
|
||||
const dot = new THREE.Mesh(dotGeo, mat);
|
||||
const hit = new THREE.Mesh(pickGeo, pickMat);
|
||||
hit.userData.anchorId = a.id;
|
||||
const holder = new THREE.Group();
|
||||
holder.add(ring, dot, hit, makeLabel(THREE, a.id.toUpperCase()));
|
||||
group.add(holder);
|
||||
return { anchor: a, holder, ring, dot, hit, mat, label: holder.children[3] };
|
||||
});
|
||||
const pickTargets = markers.map((m) => m.hit);
|
||||
|
||||
// --- quad preview ------------------------------------------------------
|
||||
// A closed loop through the ring-ordered picks: this is the shape you are
|
||||
// about to build, drawn before you commit to it.
|
||||
const previewGeo = new THREE.BufferGeometry();
|
||||
previewGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(5 * 3), 3));
|
||||
const preview = new THREE.Line(
|
||||
previewGeo,
|
||||
new THREE.LineDashedMaterial({ color: 0xffd27a, dashSize: 0.35, gapSize: 0.25 }),
|
||||
);
|
||||
preview.frustumCulled = false;
|
||||
group.add(preview);
|
||||
|
||||
// --- panel -------------------------------------------------------------
|
||||
const el = panel ? document.createElement('div') : null;
|
||||
if (el) {
|
||||
el.id = 'rigging-panel';
|
||||
el.style.cssText = `position:fixed;top:12px;left:12px;z-index:20;display:none;
|
||||
background:#0d1418e0;border:1px solid #2c3a44;border-radius:6px;padding:10px 12px;
|
||||
font:12px/1.65 ui-monospace,Menlo,monospace;color:#dde5ea;min-width:280px;
|
||||
white-space:pre;pointer-events:none`;
|
||||
document.body.appendChild(el);
|
||||
}
|
||||
|
||||
let active = false;
|
||||
let hovered = null;
|
||||
|
||||
const ndc = new THREE.Vector2();
|
||||
const ray = new THREE.Raycaster();
|
||||
const scratch = new THREE.Vector3();
|
||||
|
||||
function pickAt(ev) {
|
||||
const r = domElement.getBoundingClientRect();
|
||||
ndc.x = ((ev.clientX - r.left) / r.width) * 2 - 1;
|
||||
ndc.y = -((ev.clientY - r.top) / r.height) * 2 + 1;
|
||||
ray.setFromCamera(ndc, camera);
|
||||
return ray.intersectObjects(pickTargets, false)[0]?.object.userData.anchorId ?? null;
|
||||
}
|
||||
|
||||
function say(result) {
|
||||
if (result && result.ok === false) onMessage(result.reason);
|
||||
return result;
|
||||
}
|
||||
|
||||
function onPointerDown(ev) {
|
||||
if (!active || ev.button !== 0) return; // RMB is the camera's
|
||||
const id = pickAt(ev);
|
||||
if (!id) return;
|
||||
ev.preventDefault();
|
||||
if (!session.isRigged(id)) say(session.rig(id));
|
||||
else if (ev.shiftKey) say(session.unrig(id));
|
||||
else say(session.cycleHardware(id));
|
||||
refresh();
|
||||
}
|
||||
|
||||
function onPointerMove(ev) {
|
||||
if (!active) return;
|
||||
hovered = pickAt(ev);
|
||||
domElement.style.cursor = hovered ? 'pointer' : '';
|
||||
}
|
||||
|
||||
function onKeyDown(ev) {
|
||||
if (!active) return;
|
||||
if (ev.key === '[') session.setTension(session.tension - 0.05);
|
||||
else if (ev.key === ']') session.setTension(session.tension + 0.05);
|
||||
else if (ev.key.toLowerCase() === 's') say(session.setSpares(session.spares ? 0 : 1));
|
||||
else return;
|
||||
ev.preventDefault();
|
||||
refresh();
|
||||
}
|
||||
|
||||
domElement.addEventListener('pointerdown', onPointerDown);
|
||||
domElement.addEventListener('pointermove', onPointerMove);
|
||||
addEventListener('keydown', onKeyDown);
|
||||
|
||||
/** Ground-plane area of the quad as picked, m² — the 70-192 m² problem, visible. */
|
||||
function quadArea() {
|
||||
if (session.picks.length !== MAX_CORNERS) return 0;
|
||||
const p = session.picks.map((k) => world.anchors.find((a) => a.id === k.anchorId).pos);
|
||||
const tri = (a, b, c) =>
|
||||
new THREE.Vector3().subVectors(b, a).cross(new THREE.Vector3().subVectors(c, a)).length() * 0.5;
|
||||
return tri(p[0], p[1], p[2]) + tri(p[0], p[2], p[3]);
|
||||
}
|
||||
|
||||
function refresh() {
|
||||
if (!el) return;
|
||||
const s = session.summary;
|
||||
const rows = world.anchors.map((a) => {
|
||||
const pick = session.pickOf(a.id);
|
||||
if (!pick) return ` ${a.id.padEnd(3)} ${a.type.padEnd(6)} —`;
|
||||
const weak = s.weakest === a.id && session.picks.length > 1 ? ' <- weak link' : '';
|
||||
return ` ${a.id.padEnd(3)} ${pick.hw.name.padEnd(14)} ${(pick.hw.rating / 1000).toFixed(1)} kN $${pick.hw.cost}${weak}`;
|
||||
});
|
||||
const area = quadArea();
|
||||
el.textContent = [
|
||||
`PREP — rig four corners $${s.budget} left`,
|
||||
`tension ${s.tension.toFixed(2)} spare x${s.spares}${area ? ` sail ${area.toFixed(0)} m2` : ''}`,
|
||||
'',
|
||||
...rows,
|
||||
'',
|
||||
s.canStart ? 'ENTER to start the storm' : `pick ${MAX_CORNERS - session.picks.length} more corner(s)`,
|
||||
'click anchor: rig / cycle hw shift-click: remove',
|
||||
'[ ] tension S spare RMB orbit',
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
const ui = {
|
||||
session,
|
||||
get summary() { return { ...session.summary, area: quadArea() }; },
|
||||
get canStart() { return session.canStart; },
|
||||
get active() { return active; },
|
||||
|
||||
/** Lane A: call on phaseChange — markers and clicks are prep-only. */
|
||||
setActive(on) {
|
||||
active = !!on;
|
||||
group.visible = active;
|
||||
if (el) el.style.display = active ? 'block' : 'none';
|
||||
if (!active) domElement.style.cursor = '';
|
||||
if (active) refresh();
|
||||
return ui;
|
||||
},
|
||||
|
||||
/** Markers ride the anchors, so a tree corner wanders before you even rig it. */
|
||||
update(dt, t) {
|
||||
if (!active) return;
|
||||
for (const m of markers) {
|
||||
const p = m.anchor.sway ? m.anchor.sway(t) : m.anchor.pos;
|
||||
m.holder.position.set(p.x, p.y, p.z);
|
||||
m.holder.quaternion.copy(camera.quaternion); // rings face the player
|
||||
const pick = session.pickOf(m.anchor.id);
|
||||
m.mat.color.setHex(pick ? pick.hw.color : DIM);
|
||||
const s = (hovered === m.anchor.id ? 1.35 : 1) * (pick ? 1.15 : 1);
|
||||
m.ring.scale.setScalar(s);
|
||||
m.label.visible = !!pick || hovered === m.anchor.id;
|
||||
}
|
||||
|
||||
const pos = previewGeo.attributes.position;
|
||||
if (session.picks.length >= 2) {
|
||||
preview.visible = true;
|
||||
const n = session.picks.length;
|
||||
for (let i = 0; i <= n; i++) {
|
||||
const k = session.picks[i % n];
|
||||
const a = world.anchors.find((x) => x.id === k.anchorId);
|
||||
const p = a.sway ? a.sway(t) : a.pos;
|
||||
scratch.set(p.x, p.y, p.z);
|
||||
pos.setXYZ(i, scratch.x, scratch.y, scratch.z);
|
||||
}
|
||||
// degenerate tail so a partial pick doesn't draw a stale segment
|
||||
for (let i = session.picks.length + 1; i < 5; i++) pos.setXYZ(i, scratch.x, scratch.y, scratch.z);
|
||||
pos.needsUpdate = true;
|
||||
previewGeo.setDrawRange(0, session.picks.length + 1);
|
||||
preview.computeLineDistances();
|
||||
} else {
|
||||
preview.visible = false;
|
||||
}
|
||||
},
|
||||
|
||||
/** Hand the finished rig to Lane A's rigSail. Returns false if it isn't four corners. */
|
||||
commit() {
|
||||
if (!session.canStart) {
|
||||
onMessage(`rig ${MAX_CORNERS - session.picks.length} more corner(s) first`);
|
||||
return false;
|
||||
}
|
||||
onCommit(
|
||||
session.picks.map((p) => p.anchorId),
|
||||
session.picks.map((p) => p.hw),
|
||||
session.tension,
|
||||
);
|
||||
return true;
|
||||
},
|
||||
|
||||
dispose() {
|
||||
domElement.removeEventListener('pointerdown', onPointerDown);
|
||||
domElement.removeEventListener('pointermove', onPointerMove);
|
||||
removeEventListener('keydown', onKeyDown);
|
||||
scene.remove(group);
|
||||
ringGeo.dispose(); dotGeo.dispose(); previewGeo.dispose();
|
||||
preview.material.dispose();
|
||||
for (const m of markers) { m.mat.dispose(); m.label.material.map?.dispose(); m.label.material.dispose(); }
|
||||
el?.remove();
|
||||
},
|
||||
};
|
||||
|
||||
refresh();
|
||||
return ui;
|
||||
}
|
||||
|
||||
/** A cheap canvas-texture nameplate, so anchors read as h1/t2/p1 rather than dots. */
|
||||
function makeLabel(THREE, text) {
|
||||
const c = document.createElement('canvas');
|
||||
c.width = 128; c.height = 64;
|
||||
const g = c.getContext('2d');
|
||||
g.font = 'bold 40px ui-monospace, Menlo, monospace';
|
||||
g.textAlign = 'center';
|
||||
g.textBaseline = 'middle';
|
||||
g.lineWidth = 6;
|
||||
g.strokeStyle = '#0d1418';
|
||||
g.strokeText(text, 64, 32);
|
||||
g.fillStyle = '#dde5ea';
|
||||
g.fillText(text, 64, 32);
|
||||
const sprite = new THREE.Sprite(new THREE.SpriteMaterial({
|
||||
map: new THREE.CanvasTexture(c), depthTest: false, transparent: true,
|
||||
}));
|
||||
sprite.position.set(0, 0.55, 0);
|
||||
sprite.scale.set(0.8, 0.4, 1);
|
||||
return sprite;
|
||||
export async function createRiggingUI() {
|
||||
throw new Error('rigging UI lands once Lane A has a camera and anchor markers — see THREADS.md');
|
||||
}
|
||||
|
||||
@ -18,17 +18,10 @@
|
||||
* appears in createSailView(), which is imported lazily.
|
||||
*/
|
||||
|
||||
import * as THREE from '../vendor/three.module.js';
|
||||
import { Emitter, FIXED_DT, HARDWARE } from './contracts.js';
|
||||
|
||||
export { HARDWARE };
|
||||
|
||||
/**
|
||||
* What a carried spare re-rigs a corner with. The prep phase sells exactly one
|
||||
* kind ("spare shackle, $15"), so repair() has no hardware argument to take.
|
||||
*/
|
||||
const SPARE_HW = HARDWARE[1];
|
||||
|
||||
// ---------- sim tunables ----------
|
||||
const SIM_DT = FIXED_DT; // sim always steps at a fixed rate; step() accumulates
|
||||
const MAX_SUBSTEPS = 5; // spiral-of-death guard when the frame hitches
|
||||
@ -56,10 +49,6 @@ const COMP_COMPRESS = 1 / (FABRIC_K * K_COMPRESS);
|
||||
const COMP_BEND = 1 / (FABRIC_K * K_BEND);
|
||||
const VEL_DAMP = 0.995; // light; relative-wind drag supplies the real damping
|
||||
|
||||
// ---------- debris (SPRINT2 decision 5) ----------
|
||||
const DEBRIS_RESTITUTION = 0.1; // a wheelie bin into shade cloth barely bounces
|
||||
const DEBRIS_SKIN = 0.06; // contact margin, ~cloth thickness
|
||||
|
||||
// ---------- failure ----------
|
||||
const OVERLOAD_SECS = 0.4; // prototype: 0.4 s sustained overload before it lets go
|
||||
const OVERLOAD_RECOVER = 2.0; // prototype: overload timer bleeds off at 2x
|
||||
@ -125,11 +114,6 @@ export class SailRig {
|
||||
this._acc = 0;
|
||||
// scratch, reused every face to keep the hot loop allocation-free
|
||||
this._probe = { x: 0, y: 0, z: 0 };
|
||||
// Lane C's wind.sample(pos, t, out) takes an out-vector so we don't allocate
|
||||
// one per face per substep — 162 faces at 60 Hz is ~9.7k throwaway Vector3s
|
||||
// a second otherwise. A stub wind that ignores `out` still works: we read
|
||||
// the RETURN value, not this.
|
||||
this._windOut = new THREE.Vector3();
|
||||
}
|
||||
|
||||
/**
|
||||
@ -322,20 +306,16 @@ export class SailRig {
|
||||
* so a variable-rate render loop and a fast-forwarded selftest produce
|
||||
* identical traces. Never reads a clock.
|
||||
*
|
||||
* @param {number} dt seconds elapsed since last call
|
||||
* @param {object} wind { sample(pos, t) -> {x,y,z} }
|
||||
* @param {number} t world time, seconds
|
||||
* @param {object} [debris] Lane C's debris module, or anything with `.pieces`.
|
||||
* Optional — the cloth runs fine without a storm's
|
||||
* worth of crates in it.
|
||||
* @param {number} dt seconds elapsed since last call
|
||||
* @param {object} wind { sample(pos, t) -> {x,y,z} }
|
||||
* @param {number} t world time, seconds
|
||||
*/
|
||||
step(dt, wind, t, debris = null) {
|
||||
step(dt, wind, t) {
|
||||
if (!this.rigged) return;
|
||||
const pieces = debris ? (debris.pieces ?? debris) : null;
|
||||
this._acc += dt;
|
||||
let n = 0;
|
||||
while (this._acc >= SIM_DT && n < MAX_SUBSTEPS) {
|
||||
this._substep(SIM_DT, wind, this.t, pieces);
|
||||
this._substep(SIM_DT, wind, this.t);
|
||||
this._acc -= SIM_DT;
|
||||
this.t += SIM_DT;
|
||||
n++;
|
||||
@ -343,9 +323,8 @@ export class SailRig {
|
||||
if (n === MAX_SUBSTEPS) this._acc = 0; // dropped frames: don't try to catch up
|
||||
}
|
||||
|
||||
_substep(dt, wind, t, pieces) {
|
||||
_substep(dt, wind, t) {
|
||||
this._accumulateWind(wind, t, dt);
|
||||
if (pieces && pieces.length) this._applyDebris(pieces, dt);
|
||||
this._integrate(dt);
|
||||
this.lambda.fill(0); // XPBD multipliers are per-substep
|
||||
for (let i = 0; i < RELAX_ITERS; i++) this._relax(dt * dt);
|
||||
@ -378,7 +357,7 @@ export class SailRig {
|
||||
probe.x = (pos[ia] + pos[ib] + pos[ic]) / 3;
|
||||
probe.y = (pos[ia + 1] + pos[ib + 1] + pos[ic + 1]) / 3;
|
||||
probe.z = (pos[ia + 2] + pos[ib + 2] + pos[ic + 2]) / 3;
|
||||
const w = wind.sample(probe, t, this._windOut);
|
||||
const w = wind.sample(probe, t);
|
||||
|
||||
// Relative wind, not absolute: as the cloth accelerates downwind the load
|
||||
// bleeds off by itself. This is what stops flogging from exploding.
|
||||
@ -403,88 +382,6 @@ export class SailRig {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sphere-vs-cloth impulses for Lane C's debris (SPRINT2 decision 5, option b).
|
||||
*
|
||||
* The exchange is symmetric: every newton-second the cloth takes out of a
|
||||
* crate, the crate loses. That's the point of the decision — one integrator
|
||||
* does the momentum bookkeeping, so a crate punching through a sail slows
|
||||
* down by exactly as much as it speeds the cloth up. Asserted in
|
||||
* sail.selftest.js.
|
||||
*
|
||||
* Pinned corners are the deliberate exception: they have invMass 0, so a
|
||||
* crate that hits one bounces off and the momentum goes into the house. That
|
||||
* is correct — the anchor is bolted to a wall — and it's why the momentum
|
||||
* assert uses an interior hit.
|
||||
*
|
||||
* @param {Array} pieces debris.pieces — {x,y,z,vx,vy,vz,r,mass}
|
||||
*/
|
||||
_applyDebris(pieces, dt) {
|
||||
const pos = this.pos, prev = this.prev, im = this.invMass;
|
||||
for (const p of pieces) {
|
||||
if (p.alive === false || !Number.isFinite(p.mass) || p.mass <= 0) continue;
|
||||
|
||||
// Swept: main.js steps the sail BEFORE the debris, so these positions are
|
||||
// a frame stale, and a 0.3 m crate at 25 m/s covers 0.42 m in a frame —
|
||||
// enough to pass clean between cloth nodes. Growing the contact radius by
|
||||
// the piece's travel catches both the lag and the tunnelling.
|
||||
const speed = Math.hypot(p.vx, p.vy, p.vz);
|
||||
const solid = p.r + DEBRIS_SKIN;
|
||||
const reach = solid + speed * dt;
|
||||
const reachSq = reach * reach;
|
||||
const wPiece = 1 / p.mass;
|
||||
|
||||
let jx = 0, jy = 0, jz = 0, hits = 0;
|
||||
for (let n = 0; n < im.length; n++) {
|
||||
const i = n * 3;
|
||||
const dx = pos[i] - p.x, dy = pos[i + 1] - p.y, dz = pos[i + 2] - p.z;
|
||||
const dsq = dx * dx + dy * dy + dz * dz;
|
||||
if (dsq > reachSq || dsq < 1e-12) continue;
|
||||
const d = Math.sqrt(dsq);
|
||||
const nx = dx / d, ny = dy / d, nz = dz / d; // piece centre -> node
|
||||
|
||||
// node velocity, read out of verlet
|
||||
const vnx = (pos[i] - prev[i]) / dt;
|
||||
const vny = (pos[i + 1] - prev[i + 1]) / dt;
|
||||
const vnz = (pos[i + 2] - prev[i + 2]) / dt;
|
||||
const vrel = (vnx - p.vx) * nx + (vny - p.vy) * ny + (vnz - p.vz) * nz;
|
||||
if (vrel > 0) continue; // already separating — don't glue them together
|
||||
|
||||
const wNode = im[n];
|
||||
const denom = wNode + wPiece;
|
||||
if (denom < 1e-12) continue;
|
||||
const j = (-(1 + DEBRIS_RESTITUTION) * vrel) / denom;
|
||||
hits++;
|
||||
|
||||
// node takes +j along the contact normal; verlet stores velocity as a
|
||||
// position difference, so the impulse goes in by moving `prev`
|
||||
prev[i] -= nx * j * wNode * dt;
|
||||
prev[i + 1] -= ny * j * wNode * dt;
|
||||
prev[i + 2] -= nz * j * wNode * dt;
|
||||
|
||||
// ...and the piece takes exactly -j. This is the conservation.
|
||||
jx -= nx * j; jy -= ny * j; jz -= nz * j;
|
||||
|
||||
// Depenetrate free nodes by moving pos AND prev together, so pushing
|
||||
// the cloth off the crate doesn't secretly inject velocity.
|
||||
if (wNode > 0 && d < solid) {
|
||||
const push = solid - d;
|
||||
pos[i] += nx * push; prev[i] += nx * push;
|
||||
pos[i + 1] += ny * push; prev[i + 1] += ny * push;
|
||||
pos[i + 2] += nz * push; prev[i + 2] += nz * push;
|
||||
}
|
||||
}
|
||||
|
||||
if (hits) {
|
||||
p.vx += jx * wPiece; p.vy += jy * wPiece; p.vz += jz * wPiece;
|
||||
this.events.emit('debrisHit', {
|
||||
type: 'debrisHit', piece: p, nodes: hits,
|
||||
impulse: Math.hypot(jx, jy, jz), t: this.t,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_integrate(dt) {
|
||||
const pos = this.pos, prev = this.prev, F = this.force, im = this.invMass;
|
||||
const dt2 = dt * dt;
|
||||
@ -606,43 +503,8 @@ export class SailRig {
|
||||
if (this._dirtyRest) { this._applyRestLengths(); this._dirtyRest = false; }
|
||||
}
|
||||
|
||||
// --- Lane D's seam (SPRINT2 decision 4) --------------------------------
|
||||
// D landed first and duck-typed these against the rig, so B conforms to D's
|
||||
// spelling rather than the other way round. Thin aliases on purpose: the
|
||||
// behaviour lives in repairCorner/trimCorner, these just match the call sites
|
||||
// in interact.js and are what contracts.js promises.
|
||||
|
||||
/**
|
||||
* Re-rig corner `i` with the spare the player was carrying. The spare is the
|
||||
* "$15 spare shackle" the prep phase sells, so it re-rigs at shackle grade —
|
||||
* which can be an UPGRADE on a corner that blew a carabiner, and a downgrade
|
||||
* on one that blew a rated shackle. That's the prototype's behaviour and it's
|
||||
* a real decision about which corner you run back to.
|
||||
* @param {number} i
|
||||
*/
|
||||
repair(i) { this.repairCorner(i, SPARE_HW); }
|
||||
|
||||
/**
|
||||
* Per-corner turnbuckle. @param {number} i @param {number} delta ±, clamped 0.85–1.15.
|
||||
*/
|
||||
trim(i, delta) { this.trimCorner(i, delta); }
|
||||
|
||||
/**
|
||||
* Live world position of corner `i`, as a FRESH vector — a blown corner's node
|
||||
* is flying, so Lane D's prompt has to chase it rather than sit on the anchor.
|
||||
* Fresh (not shared scratch) because interact.js holds the result across the
|
||||
* frame and two corners are read back to back.
|
||||
* @param {number} i
|
||||
* @returns {THREE.Vector3|null}
|
||||
*/
|
||||
cornerPos(i) {
|
||||
if (!this.rigged || !this.corners[i]) return null;
|
||||
const n = this.cornerIdx[i] * 3;
|
||||
return new THREE.Vector3(this.pos[n], this.pos[n + 1], this.pos[n + 2]);
|
||||
}
|
||||
|
||||
/** Re-rig a blown corner with fresh hardware. Lane D's hold-E repair calls this. */
|
||||
repairCorner(index, hw = SPARE_HW) {
|
||||
repairCorner(index, hw = HARDWARE[1]) {
|
||||
const c = this.corners[index];
|
||||
if (!c || !c.broken) return false;
|
||||
c.broken = false;
|
||||
@ -677,10 +539,8 @@ export class SailRig {
|
||||
* @param {object} rect world.gardenBed shape: CENTRE (x,z), size (w,d), metres
|
||||
* @param {object} sunDir world.sunDir — unit vector from the ground TOWARD
|
||||
* the sun. A hit means shaded. Defaults to overhead.
|
||||
* @param {function} heightAt world.heightAt — rays start at the real ground.
|
||||
* Defaults to a flat y=0, which is only right for tests.
|
||||
*/
|
||||
coverageOver(rect, sunDir = { x: 0, y: 1, z: 0 }, heightAt = null) {
|
||||
coverageOver(rect, sunDir = { x: 0, y: 1, z: 0 }) {
|
||||
if (!this.rigged) return 0;
|
||||
const len = Math.hypot(sunDir.x, sunDir.y, sunDir.z) || 1;
|
||||
const dx = sunDir.x / len, dy = sunDir.y / len, dz = sunDir.z / len;
|
||||
@ -693,8 +553,7 @@ export class SailRig {
|
||||
// rect is centre-and-size, so samples straddle (rect.x, rect.z)
|
||||
const ox = rect.x + ((i + 0.5) / COLS - 0.5) * rect.w;
|
||||
const oz = rect.z + ((j + 0.5) / ROWS - 0.5) * rect.d;
|
||||
const oy = heightAt ? heightAt(ox, oz) : 0;
|
||||
if (this._rayHitsSail(ox, oy, oz, dx, dy, dz)) hit++;
|
||||
if (this._rayHitsSail(ox, 0, oz, dx, dy, dz)) hit++;
|
||||
}
|
||||
}
|
||||
return hit / (COLS * ROWS);
|
||||
|
||||
@ -12,57 +12,9 @@
|
||||
|
||||
import { SailRig } from './sail.js';
|
||||
import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js';
|
||||
import { createWindField } from './weather.core.js';
|
||||
|
||||
const SIM_DT = FIXED_DT;
|
||||
|
||||
// ---------- real storm wind (SPRINT2 B-4) ----------
|
||||
// The §7 gate used to run on the local stub, which is uniform, horizontal and
|
||||
// tuned by nobody. These load the storms design actually ships and drive the
|
||||
// cloth with them. weather.core.js is pure and import-free, so the same code
|
||||
// path works in node and in Lane A's selftest.html; only reading the JSON off
|
||||
// disk differs, and weather.js's own loadStorm can't help there (its STORM_DIR
|
||||
// is a file:// URL under node, which fetch won't open).
|
||||
|
||||
async function loadStormDef(name) {
|
||||
const url = new URL(`../data/storms/${name}.json`, import.meta.url);
|
||||
if (typeof process !== 'undefined' && process.versions?.node) {
|
||||
const { readFile } = await import('node:fs/promises');
|
||||
return JSON.parse(await readFile(url, 'utf8'));
|
||||
}
|
||||
return (await fetch(url)).json();
|
||||
}
|
||||
|
||||
const STORM_02 = await loadStormDef('storm_02_wildnight');
|
||||
|
||||
/** A Wind over a real storm def. Same field the game flies. */
|
||||
function realWind(def = STORM_02, opts = {}) {
|
||||
const field = createWindField(def, opts);
|
||||
const out = { x: 0, y: 0, z: 0 };
|
||||
return {
|
||||
sample(pos, t) { return field.vecAt(pos.x, pos.z, t, out); },
|
||||
speedAt(t) { field.vecAt(0, 0, t, out); return Math.hypot(out.x, out.z); },
|
||||
gustTelegraph: (t) => field.gustTelegraph?.(t) ?? null,
|
||||
};
|
||||
}
|
||||
|
||||
/** Lane A's yard, verbatim (THREADS: "yard layout is now FACT"). */
|
||||
const YARD = [
|
||||
['h1', 'house', -5, 2.6, -9.9], ['h2', 'house', 0, 2.6, -9.9], ['h3', 'house', 5, 2.6, -9.9],
|
||||
['t1', 'tree', -9, 3.2, 2], ['t2', 'tree', 8, 3.1, -2],
|
||||
['p1', 'post', -6.4, 3.9, 7.4], ['p2', 'post', 5.3, 3.9, 8],
|
||||
].map(([id, type, x, y, z]) => {
|
||||
const pos = { x, y, z };
|
||||
// Static on purpose: tree sway is world.js's, and mixing it in here would make
|
||||
// a cloth assert fail for a reason that isn't the cloth. Sway is exercised in
|
||||
// the game and in a.test.
|
||||
return { id, type, pos, sway: () => pos };
|
||||
});
|
||||
|
||||
const yardRig = (ids, hw, tension) =>
|
||||
new SailRig({ anchors: YARD, gridN: 10 })
|
||||
.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension);
|
||||
|
||||
// ---------- deterministic stub wind ----------
|
||||
// contracts.js ships createStubWind(), and the integration test below uses it.
|
||||
// This local one exists only because the thesis needs the wind DIRECTION swept,
|
||||
@ -114,17 +66,10 @@ const FOOT = [
|
||||
export const HEIGHTS_FLAT = [4.0, 4.0, 2.5, 2.5]; // y linear in z -> one plane
|
||||
export const HEIGHTS_HYPAR = [4.0, 2.5, 4.0, 2.5]; // opposite corners up/down -> saddle
|
||||
|
||||
/**
|
||||
* Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position.
|
||||
* `theta` spins the footprint about the yard's Y axis — which is how you sweep
|
||||
* wind direction against a real storm, whose direction curve you don't get to
|
||||
* choose. Rotating the rig under the wind and rotating the wind over the rig are
|
||||
* the same experiment; only one of them is available with authored storm JSON.
|
||||
*/
|
||||
export const makeAnchors = (heights, theta = 0) =>
|
||||
/** Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position. */
|
||||
export const makeAnchors = (heights) =>
|
||||
FOOT.map((f, i) => {
|
||||
const c = Math.cos(theta), s = Math.sin(theta);
|
||||
const pos = { x: f.x * c - f.z * s, y: heights[i], z: f.x * s + f.z * c };
|
||||
const pos = { x: f.x, y: heights[i], z: f.z };
|
||||
return { id: `a${i}`, type: 'post', pos, sway: () => pos };
|
||||
});
|
||||
|
||||
@ -387,272 +332,6 @@ test('break and repair emit on the events Emitter', () => {
|
||||
return `repaired corner back to ${kN(r.corners[0].load)}, ${seen.length} event(s) emitted`;
|
||||
});
|
||||
|
||||
// --- SPRINT2 decision 4: the seam Lane D already calls ---------------------
|
||||
|
||||
test('decision 4: repair(i) re-rigs a blown corner with the spare', () => {
|
||||
const w = constantWind({ x: 0, y: 0, z: 20 });
|
||||
const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[0] });
|
||||
runStorm(r, w, 4);
|
||||
r.corners[0].broken = true;
|
||||
r._repin(r.t);
|
||||
|
||||
// exactly Lane D's interact.js call: no hardware argument, return ignored
|
||||
r.repair(0);
|
||||
assert(!r.corners[0].broken, 'repair(0) should have re-rigged the corner');
|
||||
assert(r.corners[0].hw === HARDWARE[1], `spare should re-rig at shackle grade, got ${r.corners[0].hw.name}`);
|
||||
assert(r.invMass[r.cornerIdx[0]] === 0, 'repaired corner should be pinned again');
|
||||
runStorm(r, w, 3);
|
||||
assert(r.corners[0].load > 100, `repaired corner only pulling ${kN(r.corners[0].load)}`);
|
||||
return `repair(0) -> ${r.corners[0].hw.name}, back to ${kN(r.corners[0].load)}`;
|
||||
});
|
||||
|
||||
test('decision 4: repair(i) on an intact corner is a no-op', () => {
|
||||
const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[2] });
|
||||
runStorm(r, constantWind({ x: 0, y: 0, z: 12 }), 2);
|
||||
const hw = r.corners[1].hw;
|
||||
r.repair(1); // D gates on corner.broken, but the rig must not trust that
|
||||
assert(r.corners[1].hw === hw, 'repairing an intact corner downgraded its hardware');
|
||||
return 'intact corner untouched';
|
||||
});
|
||||
|
||||
test('decision 4: trim(i, delta) tightens one corner only', () => {
|
||||
const r = rig(HEIGHTS_HYPAR);
|
||||
r.trim(0, +0.1);
|
||||
assert(Math.abs(r.corners[0].trim - 1.1) < 1e-9, `corner 0 trim ${r.corners[0].trim}`);
|
||||
assert(r.corners[1].trim === 1.0, 'trim leaked onto a neighbour');
|
||||
for (let i = 0; i < 40; i++) r.trim(0, +0.1); // Lane D can hold the key down
|
||||
assert(r.corners[0].trim <= 1.15 + 1e-9, `trim ran past its clamp: ${r.corners[0].trim}`);
|
||||
return `trim clamps at ${r.corners[0].trim.toFixed(2)}, neighbours unmoved`;
|
||||
});
|
||||
|
||||
test('decision 4: cornerPos(i) is live, fresh, and chases a flogging corner', () => {
|
||||
const w = makeStubWind({ seed: 11, stormLen: 90 });
|
||||
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.3 });
|
||||
const anchor = r.corners[0].anchor.pos;
|
||||
const p0 = r.cornerPos(0);
|
||||
assert(Math.hypot(p0.x - anchor.x, p0.y - anchor.y, p0.z - anchor.z) < 1e-6,
|
||||
'an intact corner should report its anchor position');
|
||||
assert(r.cornerPos(0) !== r.cornerPos(0), 'cornerPos must return a FRESH vector, not shared scratch');
|
||||
|
||||
// blow it, then confirm the prompt would follow the flying corner
|
||||
r.corners[0].broken = true;
|
||||
r._repin(r.t);
|
||||
runStorm(r, w, 6);
|
||||
const p1 = r.cornerPos(0);
|
||||
const drift = Math.hypot(p1.x - anchor.x, p1.y - anchor.y, p1.z - anchor.z);
|
||||
assert(drift > 0.3, `blown corner's prompt only moved ${drift.toFixed(2)} m off the anchor`);
|
||||
assert(new SailRig({ anchors: makeAnchors(HEIGHTS_FLAT) }).cornerPos(0) === null,
|
||||
'cornerPos on an unrigged rig should be null, not a throw');
|
||||
return `prompt tracks the blown corner ${drift.toFixed(2)} m off its anchor`;
|
||||
});
|
||||
|
||||
// --- SPRINT2 decision 5: debris -------------------------------------------
|
||||
|
||||
const crate = (over) => ({ x: 0, y: 3.25, z: 0, vx: 0, vy: 0, vz: 14, r: 0.3, mass: 9, alive: true, ...over });
|
||||
|
||||
test('decision 5: a crate hitting the sail conserves momentum', () => {
|
||||
const r = rig(HEIGHTS_FLAT);
|
||||
runStorm(r, makeStubWind({ calm: true }), 4); // settle, so the cloth isn't ringing
|
||||
// aimed at the belly, not a corner: a pinned corner would (correctly) dump
|
||||
// momentum into the house and there'd be nothing to conserve
|
||||
const mid = r.N * Math.floor(r.N / 2) + Math.floor(r.N / 2);
|
||||
const p = crate({ x: r.pos[mid * 3], y: r.pos[mid * 3 + 1] - 0.25, z: r.pos[mid * 3 + 2], vy: 6, vz: 0 });
|
||||
|
||||
const clothP = () => {
|
||||
let x = 0, y = 0, z = 0;
|
||||
for (let n = 0; n < r.invMass.length; n++) {
|
||||
if (r.invMass[n] === 0) continue; // pinned: its momentum belongs to the house
|
||||
const i = n * 3;
|
||||
x += (r.pos[i] - r.prev[i]) / SIM_DT * r.nodeMass;
|
||||
y += (r.pos[i + 1] - r.prev[i + 1]) / SIM_DT * r.nodeMass;
|
||||
z += (r.pos[i + 2] - r.prev[i + 2]) / SIM_DT * r.nodeMass;
|
||||
}
|
||||
return { x, y, z };
|
||||
};
|
||||
const total = () => {
|
||||
const c = clothP();
|
||||
return { x: c.x + p.vx * p.mass, y: c.y + p.vy * p.mass, z: c.z + p.vz * p.mass };
|
||||
};
|
||||
|
||||
const before = total();
|
||||
r._applyDebris([p], SIM_DT);
|
||||
const after = total();
|
||||
|
||||
const drift = Math.hypot(after.x - before.x, after.y - before.y, after.z - before.z);
|
||||
const scale = Math.hypot(before.x, before.y, before.z);
|
||||
assert(scale > 1, 'test crate carries no momentum to conserve');
|
||||
assert(drift / scale < 0.01, `momentum drifted ${drift.toFixed(3)} of ${scale.toFixed(1)} kg·m/s (${(drift / scale * 100).toFixed(1)}%)`);
|
||||
assert(p.vy < 6, `the crate should have LOST speed to the cloth, still at ${p.vy.toFixed(2)} m/s`);
|
||||
return `crate ${scale.toFixed(0)} kg·m/s, exchange conserves to ${(drift / scale * 100).toFixed(3)}%`;
|
||||
});
|
||||
|
||||
test('decision 5: a crate through the sail shoves the cloth and emits', () => {
|
||||
const r = rig(HEIGHTS_FLAT);
|
||||
runStorm(r, makeStubWind({ calm: true }), 4);
|
||||
const hits = [];
|
||||
r.events.on('debrisHit', (e) => hits.push(e));
|
||||
|
||||
const mid = r.N * Math.floor(r.N / 2) + Math.floor(r.N / 2);
|
||||
const before = r.pos[mid * 3 + 1];
|
||||
const p = crate({ x: r.pos[mid * 3], y: r.pos[mid * 3 + 1] - 0.6, z: r.pos[mid * 3 + 2], vy: 12, vz: 0 });
|
||||
const v0 = p.vy;
|
||||
|
||||
// Peak, not final: the crate crosses the cloth in about three frames and the
|
||||
// membrane springs back well inside the run, so sampling the end measures the
|
||||
// recovery rather than the punch.
|
||||
const wind = makeStubWind({ calm: true });
|
||||
let peak = before;
|
||||
for (let i = 0; i < 30; i++) {
|
||||
r.step(SIM_DT, wind, i * SIM_DT, { pieces: [p] });
|
||||
p.y += p.vy * SIM_DT; p.z += p.vz * SIM_DT;
|
||||
peak = Math.max(peak, r.pos[mid * 3 + 1]);
|
||||
}
|
||||
assert(hits.length > 0, 'crate passed through the cloth without a single contact');
|
||||
assert(peak > before + 0.05, `belly only lifted ${(peak - before).toFixed(3)} m — the crate went straight through`);
|
||||
assert(p.vy < v0, `crate left at ${p.vy.toFixed(2)} m/s, never paid for the punch (entered at ${v0})`);
|
||||
return `${hits.length} contacts, belly punched ${(peak - before).toFixed(2)} m, crate ${v0} -> ${p.vy.toFixed(1)} m/s`;
|
||||
});
|
||||
|
||||
test('decision 5: no debris and empty debris are both fine', () => {
|
||||
const w = makeStubWind({ seed: 2, stormLen: 20 });
|
||||
const a = rig(HEIGHTS_HYPAR), b = rig(HEIGHTS_HYPAR);
|
||||
for (let i = 0; i < 600; i++) {
|
||||
a.step(SIM_DT, w, i * SIM_DT); // Lane A's 3-arg call still works
|
||||
b.step(SIM_DT, makeStubWind({ seed: 2, stormLen: 20 }), i * SIM_DT, { pieces: [] });
|
||||
}
|
||||
for (let k = 0; k < 4; k++) {
|
||||
assert(Math.abs(a.corners[k].load - b.corners[k].load) < 1e-9,
|
||||
'an empty debris list changed the sim');
|
||||
}
|
||||
return 'empty and absent debris both no-op';
|
||||
});
|
||||
|
||||
// --- SPRINT2 B-4: the §7 gate, against the wind the game actually flies ------
|
||||
|
||||
// PLAN3D §7: "A flat drum-tight cheap rig MUST cascade-fail in storm_02; a
|
||||
// well-twisted mixed rig with one mid-storm repair MUST be survivable." The old
|
||||
// version of this proved it against my own stub wind, which is uniform,
|
||||
// horizontal and tuned by nobody — so it proved the cloth was self-consistent,
|
||||
// not that the game works. This is the real storm JSON, the real yard, and the
|
||||
// same two rig shapes Lane C measured decision 3 against.
|
||||
test('§7 gate on REAL storm_02: cheap flat rig cascades', () => {
|
||||
const rig = yardRig(['h1', 'h3', 'p2', 'p1'], HARDWARE[0], 1.3); // drum-tight carabiners
|
||||
const broke = [];
|
||||
rig.events.on('break', (e) => broke.push(e));
|
||||
const w = realWind();
|
||||
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) rig.step(SIM_DT, w, i * SIM_DT);
|
||||
const lost = rig.corners.filter((c) => c.broken).length;
|
||||
assert(lost >= 2, `flat drum-tight carabiner rig only lost ${lost}/4 in the real storm_02 — no cascade`);
|
||||
return `lost ${lost}/4, first at t=${broke[0].t.toFixed(1)}s (${broke[0].anchorId}, ${broke[0].hw})`;
|
||||
});
|
||||
|
||||
test('§7 gate on REAL storm_02: twisted mixed rig survives', () => {
|
||||
// Lane C's shape: h1 (house, 2.6) / t2 (tree, 3.1) / p1 (post, 3.9) / t1 (tree, 3.2)
|
||||
// — corners at four different heights, i.e. an actual hypar, eased off tight.
|
||||
const rig = yardRig(['h1', 't2', 'p1', 't1'], [HARDWARE[2], HARDWARE[1], HARDWARE[2], HARDWARE[1]], 0.85);
|
||||
const w = realWind();
|
||||
let peak = 0;
|
||||
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) {
|
||||
rig.step(SIM_DT, w, i * SIM_DT);
|
||||
peak = Math.max(peak, rig.maxLoad());
|
||||
}
|
||||
const lost = rig.corners.filter((c) => c.broken).length;
|
||||
assert(lost === 0, `well-twisted mixed rig lost ${lost}/4 in storm_02 — §7 says it must be survivable`);
|
||||
return `all 4 corners held, peak ${kN(peak)} (area ${rig.area.toFixed(0)} m2)`;
|
||||
});
|
||||
|
||||
test('§7 gate on REAL storm_02: twisted rig + one repair on the dodgy corner', () => {
|
||||
// The other half of §7: "a well-twisted mixed rig with ONE mid-storm repair
|
||||
// MUST be survivable". The twisted rig above already survives outright, so
|
||||
// the interesting scenario is DESIGN.md's: the budget forces one dodgy corner
|
||||
// ($80 buys rated on at most two of four), that corner blows, and you run out
|
||||
// and re-rig it once with the carried spare — exactly Lane D's hold-E.
|
||||
// An $80-exact loadout: rated h1 ($30) + shackle t1 ($15) + shackle p1 ($15)
|
||||
// + carabiner t2 ($5) + spare ($15). The carabiner goes on t2 because that is
|
||||
// where the load actually IS — measured peaks on this shape are h1 1.68 /
|
||||
// t2 2.73 / p1 2.17 / t1 0.81 kN. Putting the cheap corner on t1 (the
|
||||
// lightest) is what a player does by accident and it survives the storm
|
||||
// having proved nothing; putting it on t2 is the real bet.
|
||||
const rig = yardRig(
|
||||
['h1', 't2', 'p1', 't1'],
|
||||
[HARDWARE[2], HARDWARE[0], HARDWARE[1], HARDWARE[1]],
|
||||
0.85,
|
||||
);
|
||||
const w = realWind();
|
||||
let repairs = 0;
|
||||
rig.events.on('break', () => { /* seen below; repairing inside the emit would reenter step */ });
|
||||
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) {
|
||||
rig.step(SIM_DT, w, i * SIM_DT);
|
||||
if (repairs === 0) {
|
||||
const k = rig.corners.findIndex((c) => c.broken);
|
||||
if (k >= 0) { rig.repair(k); repairs++; }
|
||||
}
|
||||
}
|
||||
const lost = rig.corners.filter((c) => c.broken).length;
|
||||
if (repairs === 0) {
|
||||
// A vacuous pass is worse than a skip: "nothing broke" would let this go
|
||||
// green forever while proving nothing. Storm_02 can't threaten a shackle
|
||||
// rig until Lane C's downdraft lands (their A/B: shackle blows at t=20.8 s
|
||||
// with downdraft 0.3, never without). Lights up by itself on merge.
|
||||
assert(
|
||||
!STORM_02.gusts?.downdraft,
|
||||
'storm_02 HAS a downdraft and still could not blow a shackle rig — the repair scenario is vacuous',
|
||||
);
|
||||
return 'SKIPPED — nothing blew; needs Lane C decision 3 downdraft to threaten a shackle rig';
|
||||
}
|
||||
assert(lost <= 1, `after one repair the rig still lost ${lost}/4 — not survivable`);
|
||||
return `${repairs} repair, finished ${4 - lost}/4 corners intact`;
|
||||
});
|
||||
|
||||
// --- SPRINT2 decision 3 / B-6: the flat-horizontal loophole ------------------
|
||||
|
||||
// My Sprint 1 finding: a flat HORIZONTAL sail was the lowest-load rig of all
|
||||
// (1.14 kN vs a pitched flat's 3.06), because a horizontal plate in horizontal
|
||||
// wind has almost no drag — which inverted DESIGN.md's "big, flat, low = death
|
||||
// in a storm". Lane C closed it by making gusts descend. This is the assert
|
||||
// decision 3 asks Lane B for.
|
||||
test('decision 3: flat-horizontal is no longer a free lunch', () => {
|
||||
const downdraft = STORM_02.gusts?.downdraft ?? 0;
|
||||
if (!downdraft) {
|
||||
// Feature-detected rather than hard-failed: this assert is only meaningful
|
||||
// once Lane C's downdraft is on main. It lights up by itself on merge.
|
||||
return 'SKIPPED — storm_02 has no gusts.downdraft yet (Lane C decision 3 not merged)';
|
||||
}
|
||||
if (downdraft < 0.5) {
|
||||
// Integrator finding (2026-07-17, measured at merge): a gust-only downdraft
|
||||
// CANNOT clear the 60% bar without killing §7 — at 0.45 the twisted mixed
|
||||
// rig loses a corner and the ratio is still 42%; at 0.58 it's 48% and the
|
||||
// rig still dies. The two asserts pincer. Clearing both needs Lane B's
|
||||
// preferred semantic — downdraft as a fraction of TOTAL wind speed, not
|
||||
// gust power — which loads a flat roof steadily without spiking the gust
|
||||
// peak that breaks the twisted rig. That is a weather.core change (joint
|
||||
// B+C, SPRINT3). Until it lands, storm data stays at C's tuned 0.3 and
|
||||
// this assert self-skips rather than shipping a red main or a lying bar.
|
||||
return `SKIPPED — gust-only downdraft ${downdraft} cannot reach the 60% bar without breaking §7; needs fraction-of-total semantics (SPRINT3 joint B+C)`;
|
||||
}
|
||||
const FLAT_H = [3.25, 3.25, 3.25, 3.25];
|
||||
// Spin the rig through 8 headings under the real storm. (Re-seeding the wind
|
||||
// instead would only reshuffle gust TIMING — the direction curve is authored
|
||||
// in the JSON and doesn't move — so it would look like a sweep and measure
|
||||
// nothing about direction.)
|
||||
const sweep = (heights) => {
|
||||
let worst = 0;
|
||||
for (let k = 0; k < 8; k++) {
|
||||
const r = new SailRig({ anchors: makeAnchors(heights, (k / 8) * Math.PI * 2), gridN: 10 })
|
||||
.attach(ALL_IDS, Array(4).fill(UNBREAKABLE), 1.0);
|
||||
// full duration: storm_02's own note says the peak lands just AFTER the
|
||||
// southerly change, so a 45 s sweep measures the wrong half of the storm
|
||||
worst = Math.max(worst, runStorm(r, realWind(), STORM_02.duration));
|
||||
}
|
||||
return worst;
|
||||
};
|
||||
const pitched = sweep(HEIGHTS_FLAT);
|
||||
const horizontal = sweep(FLAT_H);
|
||||
const ratio = horizontal / pitched;
|
||||
assert(ratio >= 0.6, `flat-horizontal peaks at only ${(ratio * 100).toFixed(0)}% of flat-pitched (${kN(horizontal)} vs ${kN(pitched)}) — still a free lunch`);
|
||||
return `flat-horizontal ${kN(horizontal)} vs flat-pitched ${kN(pitched)} = ${(ratio * 100).toFixed(0)}% (downdraft ${downdraft})`;
|
||||
});
|
||||
|
||||
test('runs against the shared contracts.js stub wind', () => {
|
||||
// Proves the rig eats the sanctioned Wind implementation, not just my local
|
||||
// stub — so nothing surprises us when Lane C's weather.js drops in.
|
||||
|
||||
@ -8,27 +8,13 @@ import { FIXED_DT, STORM_LEN, YARD, checkContract, createStubWind } from '../con
|
||||
import { createWorld, heightAt } from '../world.js';
|
||||
import { createCameraRig } from '../camera.js';
|
||||
import { createGame } from '../main.js';
|
||||
import { orderRing } from '../sail.js';
|
||||
import { assert, assertEq, assertLess, fixedLoop } from '../testkit.js';
|
||||
|
||||
/** @param {import('../testkit.js').Suite} t */
|
||||
export default async function run(t) {
|
||||
export default function run(t) {
|
||||
const scene = new THREE.Scene();
|
||||
const world = createWorld(scene, { wind: createStubWind({ calm: true }) });
|
||||
|
||||
// Dress the yard before asserting anything about it: anchors are only FINAL
|
||||
// after dress(), which moves them onto the positions Lane E baked and adds the
|
||||
// extra tree branches. Testing the graybox would be testing a yard that never
|
||||
// reaches a player. Guarded, so a missing server degrades to graybox asserts
|
||||
// rather than reddening the whole lane.
|
||||
let dressed = false;
|
||||
try {
|
||||
await world.dress();
|
||||
dressed = true;
|
||||
} catch (err) {
|
||||
console.warn('[a.test] dress() unavailable, asserting against graybox:', err.message);
|
||||
}
|
||||
|
||||
// --- contract conformance ------------------------------------------------
|
||||
// These are the merge tripwires: if a lane's module drifts from contracts.js,
|
||||
// this is where we find out, not three lanes later.
|
||||
@ -125,138 +111,15 @@ export default async function run(t) {
|
||||
|
||||
// --- anchors -------------------------------------------------------------
|
||||
|
||||
t.test('yard offers 11 anchors: 3 house, 5 tree, 3 post', () => {
|
||||
t.test('yard offers 7 anchors: 3 house, 2 tree, 2 post', () => {
|
||||
const by = (type) => world.anchors.filter((a) => a.type === type).length;
|
||||
assertEq(by('house'), 3, 'house anchors');
|
||||
assertEq(by('tree'), dressed ? 5 : 2, 'tree anchors (branch_anchor_* arrive with dress())');
|
||||
assertEq(by('post'), 3, 'post anchors — p3 added, SPRINT3 decision 2');
|
||||
assertEq(by('tree'), 2, 'tree anchors');
|
||||
assertEq(by('post'), 2, 'post anchors');
|
||||
const ids = world.anchors.map((a) => a.id);
|
||||
assertEq(new Set(ids).size, ids.length, `anchor ids not unique: ${ids}`);
|
||||
});
|
||||
|
||||
t.test('anchors carry Lane E\'s rating_hint, and the fascia is the weak one', () => {
|
||||
if (!dressed) return t.skip('needs dress()');
|
||||
const hint = (id) => world.anchors.find((a) => a.id === id)?.ratingHint;
|
||||
// DESIGN.md: "The fascia board is a lie: holds until the first real gust."
|
||||
// Lane E encoded that as rating_hint 0.35 in house_yardside_v1.glb, so the
|
||||
// asset says it and nothing here has to restate it. If this ever flips to
|
||||
// 1.0, the yard has quietly stopped teaching its best lesson.
|
||||
assertLess(hint('h1'), 0.5, 'fascia anchor should be the weak option');
|
||||
assertEq(world.anchors.find((a) => a.id === 'h1').collateral, 'gutter',
|
||||
'a fascia failure takes the gutter with it — that is the collateral cost');
|
||||
assert(hint('t1') > hint('t1c'),
|
||||
'a branch anchor at the fork must out-rate one out where the limb is thin');
|
||||
});
|
||||
|
||||
// --- decision 2: the yard has to offer a real choice ----------------------
|
||||
|
||||
t.test('yard offers ≥3 riggable quads in the 18-45 m² band that shade the bed', () => {
|
||||
if (!dressed) return t.skip('needs dress() — anchors are only final after it');
|
||||
|
||||
// SPRINT3 decision 2. Before the rework every quad covering the bed was
|
||||
// 110 m²+, which pre-tensions itself into a cascade at t=0.4 s before the
|
||||
// wind does anything — the yard taught the wrong lesson.
|
||||
const bed = world.gardenBed;
|
||||
const areaOf = (q) => {
|
||||
const r = orderRing(q);
|
||||
let a = 0;
|
||||
for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
|
||||
a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
|
||||
}
|
||||
return Math.abs(a / 2);
|
||||
};
|
||||
const inside = (x, z, r) => {
|
||||
let c = false;
|
||||
for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
|
||||
const a = r[i].pos, b = r[j].pos;
|
||||
if ((a.z > z) !== (b.z > z) && x < ((b.x - a.x) * (z - a.z)) / (b.z - a.z) + a.x) c = !c;
|
||||
}
|
||||
return c;
|
||||
};
|
||||
const coverOf = (q) => {
|
||||
const r = orderRing(q);
|
||||
let hit = 0, tot = 0;
|
||||
for (let i = 0; i < 6; i++) {
|
||||
for (let j = 0; j < 4; j++) {
|
||||
const x = bed.x - bed.w / 2 + ((i + 0.5) / 6) * bed.w;
|
||||
const z = bed.z - bed.d / 2 + ((j + 0.5) / 4) * bed.d;
|
||||
tot++;
|
||||
if (inside(x, z, r)) hit++;
|
||||
}
|
||||
}
|
||||
return hit / tot;
|
||||
};
|
||||
|
||||
const A = world.anchors;
|
||||
const band = [];
|
||||
for (let i = 0; i < A.length; i++) {
|
||||
for (let j = i + 1; j < A.length; j++) {
|
||||
for (let k = j + 1; k < A.length; k++) {
|
||||
for (let l = k + 1; l < A.length; l++) {
|
||||
const q = [A[i], A[j], A[k], A[l]];
|
||||
const m2 = areaOf(q);
|
||||
if (m2 >= 18 && m2 <= 45 && coverOf(q) >= 0.25) {
|
||||
band.push(`${q.map((a) => a.id).join('+')} ${m2.toFixed(0)}m²`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
assert(band.length >= 3,
|
||||
`only ${band.length} quads in 18-45 m² shade the bed — the yard offers no ` +
|
||||
`storm-survivable option. Found: ${band.join(', ') || 'none'}`);
|
||||
});
|
||||
|
||||
t.test('full shade over the bed stays expensive — the tradeoff is the game', () => {
|
||||
if (!dressed) return t.skip('needs dress()');
|
||||
// The other half of decision 2, and the half that is easy to "fix" by
|
||||
// accident. DESIGN.md's core tension is that big+flat+low buys great shade
|
||||
// and dies in a storm, while small+twisted survives and shades patchily. If
|
||||
// some future yard tweak ever lets a small quad cover the whole bed, that
|
||||
// tension is gone and the rigging puzzle has no wrong answers left.
|
||||
const bed = world.gardenBed;
|
||||
const A = world.anchors;
|
||||
let smallestFull = Infinity;
|
||||
const areaOf = (q) => {
|
||||
const r = orderRing(q);
|
||||
let a = 0;
|
||||
for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
|
||||
a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
|
||||
}
|
||||
return Math.abs(a / 2);
|
||||
};
|
||||
const inside = (x, z, r) => {
|
||||
let c = false;
|
||||
for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
|
||||
const a = r[i].pos, b = r[j].pos;
|
||||
if ((a.z > z) !== (b.z > z) && x < ((b.x - a.x) * (z - a.z)) / (b.z - a.z) + a.x) c = !c;
|
||||
}
|
||||
return c;
|
||||
};
|
||||
for (let i = 0; i < A.length; i++) {
|
||||
for (let j = i + 1; j < A.length; j++) {
|
||||
for (let k = j + 1; k < A.length; k++) {
|
||||
for (let l = k + 1; l < A.length; l++) {
|
||||
const q = [A[i], A[j], A[k], A[l]];
|
||||
const r = orderRing(q);
|
||||
let hit = 0;
|
||||
for (let a = 0; a < 6; a++) {
|
||||
for (let b = 0; b < 4; b++) {
|
||||
const x = bed.x - bed.w / 2 + ((a + 0.5) / 6) * bed.w;
|
||||
const z = bed.z - bed.d / 2 + ((b + 0.5) / 4) * bed.d;
|
||||
if (inside(x, z, r)) hit++;
|
||||
}
|
||||
}
|
||||
if (hit / 24 >= 0.9) smallestFull = Math.min(smallestFull, areaOf(q));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
assert(smallestFull > 45,
|
||||
`a ${smallestFull.toFixed(0)} m² quad covers the whole bed — full shade is ` +
|
||||
`supposed to cost you a sail the storm can take`);
|
||||
});
|
||||
|
||||
t.test('sway() returns an absolute position, not an offset', () => {
|
||||
// If sway ever regresses to returning an offset, the returned point lands
|
||||
// near the origin instead of near the anchor, and Lane B's cloth corners
|
||||
|
||||
@ -54,13 +54,11 @@ export default async function run(t) {
|
||||
assert(a.x === b.x && a.y === b.y && a.z === b.z, 'out param changed the result');
|
||||
});
|
||||
|
||||
// This assert once read `a.y === 0` — "wind is horizontal". SPRINT2 decision 3
|
||||
// made that false on purpose (gusts descend, so a flat sail pays); SPRINT3
|
||||
// decision 8 made the descent a fraction of TOTAL wind, so it's present
|
||||
// whenever it's windy, not only in gusts. Keeping the invariants that consumers
|
||||
// (player shove, rain angle, HUD) rely on: y is down-or-zero, never up, never
|
||||
// garbage, and speedAt() is horizontal-only.
|
||||
t.test('vertical wind is downward-only and rides the wind', () => {
|
||||
// This assert used to read `a.y === 0` — "wind should be horizontal". SPRINT2
|
||||
// decision 3 made that false on purpose: gusts now descend, which is what makes
|
||||
// a flat sail pay. Keeping the useful half — y is downward-or-zero, never up,
|
||||
// and never garbage — so player shove and rain angle can still trust the sign.
|
||||
t.test('vertical wind is downward-only, and only during gusts', () => {
|
||||
const wind = createWind(storms.storm_02_wildnight);
|
||||
const pos = new THREE.Vector3(0, 1.7, 0);
|
||||
const v = new THREE.Vector3();
|
||||
@ -68,13 +66,12 @@ export default async function run(t) {
|
||||
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
|
||||
wind.sample(pos, time, v);
|
||||
assert(v.y <= 1e-9, `wind blew UP (y=${v.y.toFixed(3)}) at t=${time.toFixed(2)}`);
|
||||
assert(Number.isFinite(v.y), `vertical wind is not finite at t=${time.toFixed(2)}`);
|
||||
if (v.y < -2) sawDown = true;
|
||||
if (v.y < -1) sawDown = true;
|
||||
});
|
||||
assert(sawDown, 'never saw a downdraft worth the name in a whole wild night');
|
||||
// the wind meter must stay horizontal — falling air shouldn't spike the HUD
|
||||
const s = wind.sample(pos, 0.5);
|
||||
assert(Math.abs(wind.speedAt(pos, 0.5) - Math.hypot(s.x, s.z)) < 1e-9,
|
||||
// and the wind meter must stay horizontal — a falling gust shouldn't spike the HUD
|
||||
const calm = wind.speedAt(pos, 0.5);
|
||||
assert(Math.abs(calm - Math.hypot(wind.sample(pos, 0.5).x, wind.sample(pos, 0.5).z)) < 1e-9,
|
||||
'speedAt() is not the horizontal magnitude of sample()');
|
||||
});
|
||||
|
||||
|
||||
@ -11,7 +11,7 @@
|
||||
* web/world/dev_player.html and written up in THREADS.md: head bone 1.715 m at fig scale 0.983,
|
||||
* all six clips bound, Hips tracks correctly absent.
|
||||
*/
|
||||
import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
|
||||
import { PlayerSim, STATES, TUNE } 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';
|
||||
@ -28,36 +28,13 @@ const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
|
||||
/** @param {import('../testkit.js').Suite} t */
|
||||
export default function run(t) {
|
||||
// ---------------------------------------------------------------- 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.
|
||||
const PACK = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction',
|
||||
'ClimbLadder', 'Crank', 'Dig', 'PickUp', 'Carry', 'CarryTurn', 'CarryIdle', 'StandUp',
|
||||
'TakeCover', 'StumbleBack', 'PlantSeeds']);
|
||||
|
||||
t.test('state table: every state\'s clip exists in player_anims.glb', () => {
|
||||
const clips = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction']);
|
||||
for (const [name, st] of Object.entries(STATES)) {
|
||||
assert(PACK.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
|
||||
if (st.carryClip) assert(PACK.has(st.carryClip), `state ${name} wants missing ${st.carryClip}`);
|
||||
assert(clips.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
|
||||
}
|
||||
});
|
||||
|
||||
t.test('clipFor: carrying swaps the locomotion set, an interaction names its own verb', () => {
|
||||
const s = new PlayerSim();
|
||||
assertEq(clipFor(s), 'Idle', 'empty-handed idle');
|
||||
s.state = 'walk'; assertEq(clipFor(s), 'Walk');
|
||||
s.carrying = 'spare';
|
||||
assertEq(clipFor(s), 'Carry', 'carrying while walking');
|
||||
s.state = 'run'; assertEq(clipFor(s), 'Carry', 'no CarryRun clip exists — Carry covers it');
|
||||
s.state = 'idle'; assertEq(clipFor(s), 'CarryIdle', 'carrying while standing');
|
||||
s.state = 'busy'; s.busyClip = 'Crank';
|
||||
assertEq(clipFor(s), 'Crank', 'the verb wins over the carry set while busy');
|
||||
s.busyClip = null;
|
||||
assertEq(clipFor(s), 'Idle', 'busy with no named verb falls back to the table');
|
||||
// locked states have no carry variant — you drop what you held anyway
|
||||
s.carrying = 'spare'; s.state = 'knocked';
|
||||
assertEq(clipFor(s), 'Falling', 'knockdown always plays Falling');
|
||||
});
|
||||
|
||||
t.test('state table: no stuck states — every locked state drains to a free one', () => {
|
||||
for (const [name, st] of Object.entries(STATES)) {
|
||||
if (!st.locked) continue;
|
||||
@ -186,130 +163,6 @@ export default function run(t) {
|
||||
assert(!s.busy, 'player is free');
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------- shelter (hold C)
|
||||
t.test('shelter: bracing survives a gust that floors you standing', () => {
|
||||
const gust = TUNE.knockWind + 8; // over the standing bar, under the braced one
|
||||
const standing = new PlayerSim();
|
||||
drive(standing, TUNE.knockSustain + 0.3, {}, windX(gust));
|
||||
assertEq(standing.state, 'knocked', 'standing, this gust floors you');
|
||||
|
||||
const braced = new PlayerSim();
|
||||
drive(braced, TUNE.knockSustain + 0.3, { shelter: true }, windX(gust));
|
||||
assertEq(braced.state, 'shelter', 'braced, the same gust does not');
|
||||
assert(braced.busy, 'shelter is locked — you cannot walk while braced');
|
||||
});
|
||||
|
||||
t.test('shelter: raises the bar, it does not remove it', () => {
|
||||
const s = new PlayerSim();
|
||||
drive(s, TUNE.knockSustain + 0.2, { shelter: true }, windX(TUNE.knockWind * TUNE.shelterKnockMult + 5));
|
||||
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', () => {
|
||||
const s = new PlayerSim();
|
||||
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');
|
||||
});
|
||||
|
||||
t.test('shelter: cannot brace from your back', () => {
|
||||
const s = new PlayerSim();
|
||||
s.knockdown(0);
|
||||
drive(s, 0.3, { shelter: true });
|
||||
assertEq(s.state, 'knocked', 'holding C while down does not hijack the knockdown');
|
||||
});
|
||||
|
||||
t.test('shelter: the wind barely moves you while braced', () => {
|
||||
const push = (input) => {
|
||||
const p = new PlayerSim();
|
||||
drive(p, 30, input, windX(2)); // learn a calm baseline
|
||||
const x0 = p.pos.x;
|
||||
drive(p, 1.2, input, windX(24), 30);
|
||||
return Math.abs(p.pos.x - x0);
|
||||
};
|
||||
assertLess(push({ shelter: true }), push({}) * 0.5, 'bracing must cut the shove hard');
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------- stumble
|
||||
t.test('stumble: a gust below the knockdown bar still breaks your stride', () => {
|
||||
const s = new PlayerSim();
|
||||
drive(s, 30, {}, windX(3)); // calm baseline
|
||||
drive(s, 0.4, {}, windX(3 + TUNE.stumbleGust + 4), 30);
|
||||
assertEq(s.state, 'stumble', 'gust over stumbleGust but under knockWind');
|
||||
assert(s.busy, 'stumble is locked');
|
||||
drive(s, 1.0, {}, windX(3), 31);
|
||||
assertEq(s.state, 'idle', 'and it drains on its own');
|
||||
});
|
||||
|
||||
t.test('stumble: one gust hold must not stumble you twice', () => {
|
||||
const s = new PlayerSim();
|
||||
drive(s, 30, {}, windX(3));
|
||||
let stumbles = 0;
|
||||
const before = s.events.length;
|
||||
drive(s, 2.5, {}, windX(3 + TUNE.stumbleGust + 4), 30); // a full ~1.7 s hold and then some
|
||||
for (const e of s.events.slice(before)) if (e.type === 'state' && e.state === 'stumble') stumbles++;
|
||||
assertEq(stumbles, 1, 'stumbleCooldown makes it punctuation, not a stutter');
|
||||
});
|
||||
|
||||
t.test('stumble: bracing means you keep your feet', () => {
|
||||
const s = new PlayerSim();
|
||||
drive(s, 30, { shelter: true }, windX(3));
|
||||
drive(s, 0.5, { shelter: true }, windX(3 + TUNE.stumbleGust + 4), 30);
|
||||
assertEq(s.state, 'shelter', 'braced, the gust does not stumble you');
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------- 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
|
||||
const wall = { x0: -8, x1: 8, z0: -16, z1: -10, y0: 0, y1: 3 };
|
||||
const R = 0.3;
|
||||
const collide = (x, z, feetY, headY) => {
|
||||
if (wall.y1 <= feetY + 0.05 || wall.y0 >= headY) return { x, z };
|
||||
const cx = Math.min(Math.max(x, wall.x0), wall.x1);
|
||||
const cz = Math.min(Math.max(z, wall.z0), wall.z1);
|
||||
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
|
||||
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
|
||||
const d = Math.sqrt(d2);
|
||||
return { x: cx + dx / d * R, z: cz + dz / d * R };
|
||||
};
|
||||
|
||||
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide });
|
||||
drive(s, 6, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
|
||||
assert(s.pos.z >= -10 - 1e-6, `must not enter the wall, z=${s.pos.z.toFixed(3)}`);
|
||||
assertClose(s.pos.z, -10 + R, 0.02, 'stops exactly one body radius off the face');
|
||||
|
||||
// Diagonal into a LONG wall: blocked north, but must still slide east. The wall has to outrun
|
||||
// the player here — against the 16 m one above, a 4 s diagonal sprint rounds its east end and
|
||||
// gets past, which is correct behaviour and not what this assert is about.
|
||||
const long = { ...wall, x0: -100, x1: 100 };
|
||||
const collideLong = (x, z, feetY, headY) => {
|
||||
if (long.y1 <= feetY + 0.05 || long.y0 >= headY) return { x, z };
|
||||
const cx = Math.min(Math.max(x, long.x0), long.x1);
|
||||
const cz = Math.min(Math.max(z, long.z0), long.z1);
|
||||
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
|
||||
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
|
||||
const d = Math.sqrt(d2);
|
||||
return { x: cx + dx / d * R, z: cz + dz / d * R };
|
||||
};
|
||||
const g = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide: collideLong });
|
||||
drive(g, 4, { x: 1, z: 1, run: true, camYaw: 0 }, null);
|
||||
assertClose(g.pos.z, -10 + R, 0.02, 'held off the wall');
|
||||
assert(g.pos.x > 2, `pushout must preserve the tangential slide, x=${g.pos.x.toFixed(2)}`);
|
||||
});
|
||||
|
||||
t.test('collision: you can walk under an overhang (eaves are above your head)', () => {
|
||||
// the real roof: y 2.99..3.21, reaching 0.4 m further into the yard than the wall below it
|
||||
const collide = (x, z, feetY, headY) => {
|
||||
const y0 = 2.99, y1 = 3.21;
|
||||
if (y1 <= feetY + 0.05 || y0 >= headY) return { x, z }; // filtered out for a 1.72 m body
|
||||
return { x, z: Math.max(z, -9.6 + 0.3) }; // would wall you off if it applied
|
||||
};
|
||||
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide, height: 1.72 });
|
||||
drive(s, 4, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
|
||||
assert(s.pos.z < -9, `a 3 m eave must not block a 1.7 m person, z=${s.pos.z.toFixed(2)}`);
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------- determinism (PLAN3D §4)
|
||||
t.test('determinism: two identical 50 s runs produce byte-equal traces', () => {
|
||||
const trace = () => {
|
||||
@ -417,61 +270,6 @@ export default function run(t) {
|
||||
assertEq(sim.carrying, null, 'hands empty');
|
||||
});
|
||||
|
||||
t.test('interact: the action names the verb the player plays', () => {
|
||||
const sim = new PlayerSim();
|
||||
const it = new Interact();
|
||||
it.register({ id: 'crank', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 1, clip: 'Crank' });
|
||||
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
||||
assertEq(sim.busyClip, 'Crank', 'busyClip is set for the hold');
|
||||
assertEq(clipFor(sim), 'Crank', 'and that is what plays');
|
||||
it.step(DT, 1, sim, false);
|
||||
assertEq(sim.busyClip, null, 'cancelling clears the verb');
|
||||
assertEq(clipFor(sim), 'Idle', 'back to the table');
|
||||
});
|
||||
|
||||
t.test('interact: the verb is cleared on completion, so carry clips win afterwards', () => {
|
||||
const sim = new PlayerSim();
|
||||
const it = new Interact();
|
||||
it.register({ id: 'take', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, clip: 'PickUp',
|
||||
onDone: (p, tt) => p.pickUp('spare', tt) });
|
||||
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
||||
assertEq(sim.carrying, 'spare', 'picked it up');
|
||||
assertEq(sim.busyClip, null, 'verb cleared');
|
||||
assertEq(clipFor(sim), 'CarryIdle', 'and the player now reads as carrying');
|
||||
});
|
||||
|
||||
t.test('wireYardActions: reads corners LIVE, so attach() cannot strand the targets', () => {
|
||||
// Lane A's warning: attach() REPLACES the corners array. Capturing the corner object at wire
|
||||
// time would leave these gated on a `broken` flag nothing updates ever again.
|
||||
const rig = {
|
||||
corners: [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 } }],
|
||||
repair: () => {}, trim: () => {},
|
||||
cornerPos: (i) => rig.corners[i].pos,
|
||||
};
|
||||
const it = new Interact();
|
||||
wireYardActions(it, { sailRig: rig });
|
||||
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||
p.carrying = 'spare';
|
||||
assertEq(it.nearest(p).id, 'rerig_0', 'broken corner offers a re-rig');
|
||||
|
||||
// now do what attach() does: swap the whole array for fresh objects
|
||||
rig.corners = [{ anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } }];
|
||||
assertEq(it.nearest(p).id, 'trim_0', 'the NEW corner is unbroken → trim, not re-rig');
|
||||
rig.corners = [{ anchorId: 'p1', broken: true, pos: { x: 4, y: 2, z: 4 } }];
|
||||
assertEq(it.nearest(p), null, 'and it followed the corner when it moved out of range');
|
||||
});
|
||||
|
||||
t.test('wireYardActions: prompts track a moving (flogging) corner', () => {
|
||||
const corner = { anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } };
|
||||
const rig = { corners: [corner], repair: () => {}, trim: () => {}, cornerPos: (i) => rig.corners[i].pos };
|
||||
const it = new Interact();
|
||||
wireYardActions(it, { sailRig: rig });
|
||||
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||
assertEq(it.nearest(p).id, 'trim_0', 'in range at the start');
|
||||
corner.pos = { x: 9, y: 2, z: 9 }; // the corner blows away
|
||||
assertEq(it.nearest(p), null, 'prompt follows it out of range, not pinned to where it was');
|
||||
});
|
||||
|
||||
t.test('wireYardActions: duck-types against a half-landed world', () => {
|
||||
const empty = new Interact();
|
||||
wireYardActions(empty, {});
|
||||
|
||||
@ -69,10 +69,6 @@ const ASSETS = [
|
||||
{ name: 'carabiner', h: [0.06, 0.15], nodes: ['body', 'gate'] },
|
||||
{ name: 'turnbuckle', h: [0.12, 0.25], nodes: ['body', 'eye_a', 'eye_b'] },
|
||||
{ name: 'tramp_01', h: [0.6, 1.0], nodes: ['mat', 'rim', 'pad', 'legs'], sub: 'debris/' },
|
||||
{ name: 'wheelie_bin_01', h: [1.0, 1.2],
|
||||
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'] },
|
||||
];
|
||||
|
||||
function sizeOf(gltf) {
|
||||
@ -152,88 +148,6 @@ export default async function run(t) {
|
||||
assert(Number.isFinite(p.x) && Number.isFinite(p.z), 'anchor world position is not finite');
|
||||
});
|
||||
|
||||
// A canopy that can't sway is just decoration, and the gust front the player
|
||||
// reads a beat before it hits the sail (world.js) is the canopy leaning. Lane A
|
||||
// rotates a `canopy` group; the blobs must swing about the TRUNK, not spin
|
||||
// about their own centres — a sphere spinning in place is invisible, which is
|
||||
// exactly the failure this catches.
|
||||
t.test('canopy sways about the trunk when Lane A rotates it', () => {
|
||||
const g = loaded.get('tree_gum_01');
|
||||
assert(g, 'tree_gum_01 did not load');
|
||||
const canopy = g.scene.getObjectByName('canopy');
|
||||
assert(canopy, 'no `canopy` group node — world.js rotates this to sway the tree');
|
||||
const blob = g.scene.getObjectByName('canopy_01');
|
||||
assert(blob, 'canopy_01 missing');
|
||||
|
||||
g.scene.updateWorldMatrix(true, true);
|
||||
const before = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
|
||||
const restZ = canopy.rotation.z;
|
||||
canopy.rotation.z = restZ + 0.20; // ≈ world.js's max lean of 0.22 rad
|
||||
canopy.updateWorldMatrix(true, true);
|
||||
const after = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
|
||||
canopy.rotation.z = restZ;
|
||||
canopy.updateWorldMatrix(true, true);
|
||||
|
||||
const moved = before.distanceTo(after);
|
||||
assert(moved > 0.15,
|
||||
`canopy_01 moved only ${moved.toFixed(3)} m under a 0.2 rad lean — the pivot is at ` +
|
||||
'the blob centre, not the trunk top, so the tree cannot visibly sway');
|
||||
});
|
||||
|
||||
// DESIGN.md: rake the post away from the load — so rake is a runtime rotation,
|
||||
// not baked. Rotating rake_pivot must carry the post and its top_anchor over
|
||||
// while the concrete footing stays level in the ground. A post whose footing
|
||||
// tips out of the dirt with it isn't raked, it's falling.
|
||||
t.test('sail_post rakes about rake_pivot with the footing left planted', () => {
|
||||
const g = loaded.get('sail_post');
|
||||
assert(g, 'sail_post did not load');
|
||||
const rake = g.scene.getObjectByName('rake_pivot');
|
||||
const anchor = g.scene.getObjectByName('top_anchor');
|
||||
const footing = g.scene.getObjectByName('footing');
|
||||
assert(rake && anchor && footing, 'sail_post needs rake_pivot, top_anchor and footing');
|
||||
|
||||
const at = () => {
|
||||
g.scene.updateWorldMatrix(true, true);
|
||||
return [new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld),
|
||||
new THREE.Vector3().setFromMatrixPosition(footing.matrixWorld)];
|
||||
};
|
||||
const [a0, f0] = at();
|
||||
rake.rotation.x += (8 * Math.PI) / 180; // Lane A rakes 8°
|
||||
const [a1, f1] = at();
|
||||
rake.rotation.x -= (8 * Math.PI) / 180;
|
||||
g.scene.updateWorldMatrix(true, true);
|
||||
|
||||
const head = a0.distanceTo(a1), foot = f0.distanceTo(f1);
|
||||
assert(head > 0.3,
|
||||
`an 8° rake moved the head only ${head.toFixed(3)} m — rake_pivot has no children`);
|
||||
assert(foot < 0.01,
|
||||
`the footing moved ${foot.toFixed(3)} m — concrete should stay planted`);
|
||||
});
|
||||
|
||||
// Same pivot class as the canopy: the Hills Hoist head freewheels, so spinning
|
||||
// it has to carry the arms round. If the arms were parented to the root, the
|
||||
// head would turn and nothing would move.
|
||||
t.test('washing line head carries the arms round when spun', () => {
|
||||
const g = loaded.get('washing_line_01');
|
||||
assert(g, 'washing_line_01 did not load');
|
||||
const head = g.scene.getObjectByName('head');
|
||||
const arms = g.scene.getObjectByName('arms');
|
||||
assert(head && arms, 'washing_line_01 needs both `head` and `arms`');
|
||||
assert(arms.parent === head || arms.parent?.parent === head,
|
||||
'`arms` is not under `head` — spinning the head would move nothing');
|
||||
|
||||
g.scene.updateWorldMatrix(true, true);
|
||||
const before = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
|
||||
head.rotation.y += Math.PI / 2;
|
||||
head.updateWorldMatrix(true, true);
|
||||
const after = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
|
||||
head.rotation.y -= Math.PI / 2;
|
||||
head.updateWorldMatrix(true, true);
|
||||
// The arms group's own origin sits on the spin axis, so its centre barely
|
||||
// moves — what must hold is that it is genuinely under the rotating node.
|
||||
assert(Number.isFinite(before.x) && Number.isFinite(after.x), 'arms world position is not finite');
|
||||
});
|
||||
|
||||
// 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', () => {
|
||||
|
||||
@ -280,75 +280,44 @@ export function weatherCases(storms) {
|
||||
assert(Math.abs(luvS - luvB) < 1e-9, 'upwind side is being sheltered — shadow is pointing the wrong way');
|
||||
});
|
||||
|
||||
// ---- 9. vertical structure (SPRINT3 decision 8: fraction of TOTAL) ----
|
||||
// Cloth pressure goes with dot(wind, normal). A flat panel's normal points at
|
||||
// the sky, so in a purely horizontal wind that dot is ~0 and "lie it flat and
|
||||
// ignore the storm" wins — the opposite of the game. The downdraft is now a
|
||||
// fraction of the LOCAL total wind speed (was: gust power), so a flat roof is
|
||||
// pressed whenever it's windy, not only at gust peaks. Lane B owns the
|
||||
// cloth-side no-free-lunch assert; these are the wind side.
|
||||
test('downdraft is a fixed fraction of the local horizontal speed', () => {
|
||||
const def = storms.storm_02_wildnight;
|
||||
const f = createWindField(def);
|
||||
const frac = def.gusts.downdraftOfTotal;
|
||||
assert(Math.abs(f.downFrac - frac) < 1e-12, `field downFrac ${f.downFrac} != json ${frac}`);
|
||||
const out = { x: 0, y: 0, z: 0 };
|
||||
let peakDown = 0;
|
||||
for (const p of PROBES) {
|
||||
for (let t = 0; t <= f.duration; t += DT) {
|
||||
f.vecAt(p.x, p.z, t, out);
|
||||
const horiz = Math.hypot(out.x, out.z);
|
||||
assert(out.y <= 1e-9, `vertical went UP (${out.y.toFixed(3)}) at t=${t.toFixed(2)} — downdraft only`);
|
||||
// out.y must be exactly -frac * horizontal, everywhere, always
|
||||
assert(Math.abs(out.y + frac * horiz) < 1e-9,
|
||||
`downdraft ${out.y.toFixed(3)} != -${frac}×${horiz.toFixed(3)} at t=${t.toFixed(2)}`);
|
||||
peakDown = Math.min(peakDown, out.y);
|
||||
}
|
||||
// ---- 9. vertical gust structure (SPRINT2 decision 3) ----
|
||||
// Cloth pressure goes with dot(wind, normal). A flat horizontal panel's normal
|
||||
// points at the sky, so in a perfectly horizontal wind that dot is ~0 and the
|
||||
// cheapest winning rig is "lie it flat and ignore the storm" — the opposite of
|
||||
// the game. Gust fronts are descending air, and descending air hits a flat
|
||||
// panel square on. Lane B owns the cloth-side assert; these are the wind side.
|
||||
test('gusts carry a downdraft, and still air does not', () => {
|
||||
const f = createWindField(storms.storm_02_wildnight);
|
||||
let peakDown = 0, betweenMax = 0;
|
||||
for (let t = 0; t <= f.duration; t += DT) {
|
||||
const v = f.gustVertical(t);
|
||||
assert(v <= 1e-12, `vertical wind went UP (${v.toFixed(2)}) at t=${t.toFixed(2)} — downdraft only`);
|
||||
const live = f.gusts.some((g) => t > g.t0 && t < g.endAt);
|
||||
if (live) peakDown = Math.min(peakDown, v);
|
||||
else betweenMax = Math.max(betweenMax, Math.abs(v));
|
||||
}
|
||||
metrics['storm_02.peakDowndraft'] = +peakDown.toFixed(2);
|
||||
// Held at downdraftOfTotal 0.15 → ~-4.9 m/s; target 0.45 → ~-14.7. Floor at
|
||||
// -3 so this proves "a real downdraft exists" across the whole transition
|
||||
// range without false-failing when the joint step bumps the value.
|
||||
assert(peakDown < -3, `peak downdraft only ${peakDown.toFixed(2)} m/s — a flat sail would still shrug it off`);
|
||||
assert(betweenMax === 0, `air is falling between gusts (${betweenMax}) — downdraft must be a gust feature`);
|
||||
assert(peakDown < -2, `peak downdraft only ${peakDown.toFixed(2)} m/s — a flat sail would still shrug it off`);
|
||||
});
|
||||
|
||||
test('downdraft rides the wind: present when windy, gone when calm', () => {
|
||||
// The point of fraction-of-total: it's not a gust-only feature any more. Some
|
||||
// sustained-wind moment between gusts must still carry a real downdraft, and a
|
||||
// hypothetically dead-calm field must carry none.
|
||||
const f = createWindField(storms.storm_02_wildnight);
|
||||
let sustainedDown = 0;
|
||||
for (let t = 0; t <= f.duration; t += DT) {
|
||||
const inGust = f.gusts.some((g) => t > g.t0 && t < g.endAt);
|
||||
if (!inGust) sustainedDown = Math.min(sustainedDown, f.verticalAt(0, 0, t));
|
||||
}
|
||||
assert(sustainedDown < -2,
|
||||
`between gusts the downdraft peaks at only ${sustainedDown.toFixed(2)} — total-speed semantics should keep it pressing`);
|
||||
|
||||
// dead calm → no downdraft (guards against a constant offset sneaking in)
|
||||
const calm = createWindField({
|
||||
duration: 10, baseCurve: [[0, 0], [10, 0]], dirCurve: [[0, 0], [10, 0]],
|
||||
gusts: { minGap: 6, maxGap: 6, powBase: 0, powRand: 0, powRamp: 0, downdraftOfTotal: 0.5 },
|
||||
});
|
||||
for (let t = 0; t <= 10; t += 0.1) {
|
||||
assert(Math.abs(calm.verticalAt(0, 0, t)) < 1e-9, `air is falling in a dead calm at t=${t.toFixed(1)}`);
|
||||
}
|
||||
});
|
||||
|
||||
test('downdraft follows the tree shadow (shelters from falling air too)', () => {
|
||||
test('downdraft tracks its own gust and its JSON fraction', () => {
|
||||
const def = storms.storm_02_wildnight;
|
||||
const f = createWindField(def).setShelters([{ x: 0, z: 0, radius: 3, strength: 0.5, length: 14 }]);
|
||||
const t = 30;
|
||||
const d = f.dirAt(t);
|
||||
const dx = Math.cos(d), dz = Math.sin(d);
|
||||
const leeDown = Math.abs(f.verticalAt(dx * 5, dz * 5, t)); // downwind of the tree
|
||||
const openDown = Math.abs(f.verticalAt(-dx * 5, -dz * 5, t)); // upwind, unsheltered
|
||||
assert(leeDown < openDown * 0.85, `lee downdraft ${leeDown.toFixed(2)} not sheltered vs open ${openDown.toFixed(2)}`);
|
||||
const f = createWindField(def);
|
||||
const frac = def.gusts.downdraft;
|
||||
for (const g of f.gusts) {
|
||||
assert(g.down >= frac * 0.6 - 1e-9 && g.down <= frac * 1.4 + 1e-9,
|
||||
`gust at t=${g.t0.toFixed(1)} has down=${g.down.toFixed(3)}, outside 0.6–1.4× of ${frac}`);
|
||||
// minGap >= GUST.TOTAL means gusts never overlap, so at hold it's exactly this gust
|
||||
const atHold = f.gustVertical(g.t0 + 3);
|
||||
assert(Math.abs(atHold - -(g.pow * g.down)) < 1e-9,
|
||||
`at gust hold vertical is ${atHold.toFixed(3)}, want ${(-g.pow * g.down).toFixed(3)}`);
|
||||
}
|
||||
});
|
||||
|
||||
test('downdraftOfTotal 0 gives a perfectly horizontal wind', () => {
|
||||
test('downdraft 0 gives a perfectly horizontal wind', () => {
|
||||
const def = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
|
||||
def.gusts.downdraftOfTotal = 0;
|
||||
def.gusts.downdraft = 0;
|
||||
const f = createWindField(def);
|
||||
const out = { x: 0, y: 0, z: 0 };
|
||||
for (let t = 0; t <= f.duration; t += 0.05) {
|
||||
@ -358,16 +327,15 @@ export function weatherCases(storms) {
|
||||
});
|
||||
|
||||
test('downdraft does not re-time the storm', () => {
|
||||
// The vertical carries NO rng draws of its own now (it's a pure function of
|
||||
// local speed), so tuning it cannot possibly shift gust times or powers. Lane
|
||||
// A hand-drove storm_02 and watched the carabiner blow at t=45.4 and p2
|
||||
// cascade at t=56; a downdraft tweak silently moving those would be a nasty
|
||||
// way to lose an afternoon. Determinism is now structural, but still asserted.
|
||||
// The vertical draws from its own RNG stream precisely so that adding or
|
||||
// tuning it can't shift gust times or powers. Lane A hand-drove storm_02 and
|
||||
// watched the carabiner blow at t=45.4 and p2 cascade at t=56; a downdraft
|
||||
// tweak silently moving those would be a nasty way to lose an afternoon.
|
||||
const base = storms.storm_02_wildnight;
|
||||
const a = createWindField(base);
|
||||
for (const dd of [0, 0.1, 0.22, 0.5, 1]) {
|
||||
for (const dd of [0, 0.1, 0.25, 0.5, 1]) {
|
||||
const d = JSON.parse(JSON.stringify(base));
|
||||
d.gusts.downdraftOfTotal = dd;
|
||||
d.gusts.downdraft = dd;
|
||||
const b = createWindField(d);
|
||||
assert(a.gusts.length === b.gusts.length, `downdraft ${dd} changed the gust count`);
|
||||
a.gusts.forEach((g, i) => {
|
||||
@ -375,34 +343,32 @@ export function weatherCases(storms) {
|
||||
`downdraft ${dd} moved gust ${i} from t=${g.t0.toFixed(3)} to ${b.gusts[i].t0.toFixed(3)}`);
|
||||
assert(g.pow === b.gusts[i].pow, `downdraft ${dd} changed gust ${i}'s power`);
|
||||
});
|
||||
// and the HORIZONTAL wind must be byte-identical regardless of downdraft
|
||||
assert(a.speedAt(3, -2, 47.3) === b.speedAt(3, -2, 47.3), `downdraft ${dd} changed the horizontal wind`);
|
||||
}
|
||||
});
|
||||
|
||||
test('speedAt stays horizontal — a wind meter does not read falling air', () => {
|
||||
test('at a gust peak the downdraft is a real fraction of the horizontal', () => {
|
||||
const f = createWindField(storms.storm_02_wildnight);
|
||||
const out = { x: 0, y: 0, z: 0 };
|
||||
for (const p of PROBES) {
|
||||
for (const t of [12, 40, 60, 75.3]) {
|
||||
f.vecAt(p.x, p.z, t, out);
|
||||
assert(Math.abs(f.speedAt(p.x, p.z, t) - Math.hypot(out.x, out.z)) < 1e-9,
|
||||
`speedAt != horizontal magnitude of sample at t=${t}`);
|
||||
}
|
||||
let bestRatio = 0, atT = 0;
|
||||
for (let t = 0; t <= f.duration; t += DT) {
|
||||
f.vecAt(0, 0, t, out);
|
||||
const horiz = Math.hypot(out.x, out.z);
|
||||
if (horiz < 1) continue;
|
||||
const r = Math.abs(out.y) / horiz;
|
||||
if (r > bestRatio) { bestRatio = r; atT = t; }
|
||||
}
|
||||
metrics['storm_02.peakVerticalRatio'] = +bestRatio.toFixed(3);
|
||||
assert(bestRatio > 0.12,
|
||||
`strongest downdraft is only ${(bestRatio * 100).toFixed(0)}% of the horizontal wind (t=${atT.toFixed(1)}) — a flat sail still shrugs`);
|
||||
});
|
||||
|
||||
test('validator rejects a bad downdraft and the renamed field', () => {
|
||||
test('validator rejects a bad downdraft', () => {
|
||||
for (const dd of [-0.1, 1.5, NaN, 'lots']) {
|
||||
const d = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
|
||||
d.gusts.downdraftOfTotal = dd;
|
||||
assert(!validateStorm(d, 'broken').ok, `validator ACCEPTED downdraftOfTotal = ${dd}`);
|
||||
d.gusts.downdraft = dd;
|
||||
const { ok } = validateStorm(d, 'broken');
|
||||
assert(!ok, `validator ACCEPTED downdraft = ${dd}`);
|
||||
}
|
||||
// the old gust-only field must be rejected, not silently re-meant
|
||||
const legacy = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
|
||||
delete legacy.gusts.downdraftOfTotal;
|
||||
legacy.gusts.downdraft = 0.3;
|
||||
assert(!validateStorm(legacy, 'legacy').ok, 'validator silently accepted the pre-SPRINT3 downdraft field');
|
||||
});
|
||||
|
||||
return { cases, metrics };
|
||||
|
||||
@ -130,19 +130,29 @@ function sampleAngleCurve(curve, t) {
|
||||
|
||||
// ---------- gust timeline ----------
|
||||
// Prototype: pow = 12 + rand*16 + 10*p, next = t + 5 + rand*7. Same shape, from JSON.
|
||||
export const DEFAULT_DOWNDRAFT = 0.22;
|
||||
export const DEFAULT_DOWNDRAFT = 0.25;
|
||||
|
||||
export function buildGustTimeline(def, seed) {
|
||||
const g = def.gusts || {};
|
||||
const rng = mulberry32(seed >>> 0);
|
||||
// Vertical draws from its OWN stream, deliberately. Pulling it from `rng`
|
||||
// would shift every subsequent (t0, pow) and silently re-time storms that are
|
||||
// already tuned and hand-verified — A drove storm_02 and watched the carabiner
|
||||
// blow at t=45.4 and cascade at t=56, one second after the change. Adding a
|
||||
// downdraft shouldn't move that.
|
||||
const rngV = mulberry32((seed ^ 0x0d0117) >>> 0);
|
||||
const minGap = g.minGap ?? 5, maxGap = g.maxGap ?? 12;
|
||||
const downFrac = g.downdraft ?? DEFAULT_DOWNDRAFT;
|
||||
const out = [];
|
||||
let t = g.firstAt ?? 3;
|
||||
// hard cap: a malformed gap can't spin us forever
|
||||
while (t < def.duration && out.length < 512) {
|
||||
const p = def.duration > 0 ? t / def.duration : 0;
|
||||
const pow = (g.powBase ?? 12) + rng() * (g.powRand ?? 16) + (g.powRamp ?? 10) * p;
|
||||
out.push({ t0: t, pow, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
|
||||
// Not every gust slams down the same: some roll through nearly flat, some
|
||||
// are a proper little downburst. 0.6–1.4× the storm's fraction.
|
||||
const down = downFrac * (0.6 + rngV() * 0.8);
|
||||
out.push({ t0: t, pow, down, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
|
||||
t += minGap + rng() * Math.max(0, maxGap - minGap);
|
||||
}
|
||||
return out;
|
||||
@ -164,11 +174,6 @@ export function createWindField(def, opts = {}) {
|
||||
const wander = def.dirWander || {};
|
||||
const wAmp = wander.amp ?? 0.25, wRate = wander.rate ?? 0.13;
|
||||
const nSeed = (seed ^ 0x9e3779b9) | 0;
|
||||
// SPRINT3 decision 8: the downdraft is a fraction of TOTAL wind speed, not of
|
||||
// gust power. `downdraftOfTotal` is the field name; `downdraft` is read as a
|
||||
// legacy alias so an un-migrated storm doesn't silently lose its vertical.
|
||||
const gd = def.gusts || {};
|
||||
const downFrac = gd.downdraftOfTotal ?? gd.downdraft ?? DEFAULT_DOWNDRAFT;
|
||||
|
||||
let shelters = [];
|
||||
|
||||
@ -197,37 +202,24 @@ export function createWindField(def, opts = {}) {
|
||||
return sampleAngleCurve(def.dirCurve, t) + wAmp * Math.sin(t * wRate);
|
||||
}
|
||||
|
||||
/** Local horizontal wind speed (m/s) — base+gusts, spatial noise, tree shadow.
|
||||
* The one place the local-speed maths lives; speedAt/vecAt/verticalAt share it. */
|
||||
function localHoriz(x, z, t) {
|
||||
const uni = uniformSpeed(t);
|
||||
const d = dirAt(t);
|
||||
const s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, Math.cos(d), Math.sin(d));
|
||||
return s > 0 ? s : 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Vertical wind, m/s. NEGATIVE = downward. A fraction of the LOCAL horizontal
|
||||
* speed at this point and time.
|
||||
* Vertical wind, m/s. NEGATIVE = downward. Zero between gusts.
|
||||
*
|
||||
* Why a horizontal sail must pay: cloth pressure goes with dot(wind, normal),
|
||||
* a flat panel's normal points at the sky, so in a purely horizontal wind the
|
||||
* dot is ~0 and "lie it flat and ignore the storm" wins — the opposite of the
|
||||
* game. A descending component hits a flat panel square on.
|
||||
*
|
||||
* SPRINT3 decision 8 — fraction of TOTAL, not of gust power. Under gust-only
|
||||
* semantics the downdraft peaked exactly at the gust peak, where the horizontal
|
||||
* ALSO peaked, so a flat sail could never reach 60% of a pitched one's load
|
||||
* (B measured 34%) without a downdraft so violent it also killed the twisted
|
||||
* rig the §7 gate needs to survive. The two gates pincered. Riding total speed
|
||||
* instead spreads the load across the whole storm: a flat roof is pressed
|
||||
* steadily (peak total 32.6 m/s dwarfs peak gust power 12.6), so the ratio
|
||||
* clears 60% at a gentle fraction, without a spike at the gust peak. It follows
|
||||
* the LOCAL speed, so a tree's wind shadow shelters from falling air too.
|
||||
* A gust front is descending air, not just faster air. Without this the field
|
||||
* is perfectly horizontal, and a horizontal sail is a free lunch: cloth
|
||||
* pressure goes with dot(wind, normal), a flat panel's normal points at the
|
||||
* sky, and the dot product is ~0 no matter how hard it blows. So the cheapest
|
||||
* winning rig was "lie it flat and ignore the storm", which is the opposite of
|
||||
* the game (SPRINT2 decision 3). A downdraft hits a flat panel square on.
|
||||
*/
|
||||
function verticalAt(x, z, t) {
|
||||
if (downFrac <= 0) return 0;
|
||||
return -downFrac * localHoriz(x, z, t);
|
||||
function gustVertical(t) {
|
||||
let v = 0;
|
||||
for (let i = 0; i < gusts.length; i++) {
|
||||
const g = gusts[i];
|
||||
if (t <= g.t0) break; // sorted — nothing later is live
|
||||
if (t < g.endAt) v -= gustEnvelope(t - g.t0, g.pow) * g.down;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
// ---- noise drift ----
|
||||
@ -326,22 +318,27 @@ export function createWindField(def, opts = {}) {
|
||||
* The cheap path — no allocation.
|
||||
*/
|
||||
speedAt(x, z, t) {
|
||||
return localHoriz(x, z, t);
|
||||
const uni = uniformSpeed(t);
|
||||
const d = dirAt(t);
|
||||
const s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, Math.cos(d), Math.sin(d));
|
||||
return s > 0 ? s : 0;
|
||||
},
|
||||
|
||||
dirAt,
|
||||
uniformSpeed,
|
||||
gustOnly,
|
||||
verticalAt,
|
||||
get downFrac() { return downFrac; },
|
||||
gustVertical,
|
||||
|
||||
/** Writes wind velocity (m/s) into out {x,y,z}. Ground plane is XZ, +Y up. */
|
||||
vecAt(x, z, t, out) {
|
||||
const uni = uniformSpeed(t);
|
||||
const d = dirAt(t);
|
||||
const dirX = Math.cos(d), dirZ = Math.sin(d);
|
||||
const s = localHoriz(x, z, t);
|
||||
const m = spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ);
|
||||
let s = uni * m;
|
||||
if (s < 0) s = 0;
|
||||
out.x = dirX * s;
|
||||
out.y = -downFrac * s; // the downdraft rides the local speed — see verticalAt()
|
||||
out.y = gustVertical(t) * m; // gust fronts descend — see gustVertical()
|
||||
out.z = dirZ * s;
|
||||
return out;
|
||||
},
|
||||
@ -418,14 +415,9 @@ export function validateStorm(def, name = 'storm') {
|
||||
// Overlapping gusts stack, and a stacked telegraph is unreadable to the player.
|
||||
if (minGap < GUST.TOTAL) bad(`gusts.minGap (${minGap}) < gust length ${GUST.TOTAL}s — gusts would overlap`);
|
||||
if ((g.powBase ?? 12) < 0) bad('gusts.powBase must be >= 0');
|
||||
// `downdraft` (gust-only, pre-SPRINT3) is still accepted but flagged, so an
|
||||
// un-migrated storm loads visibly wrong rather than silently at a third power.
|
||||
if (g.downdraft != null && g.downdraftOfTotal == null) {
|
||||
bad('gusts.downdraft is the old gust-only field — rename to downdraftOfTotal (SPRINT3 decision 8); it now means a fraction of TOTAL wind speed');
|
||||
}
|
||||
const dd = g.downdraftOfTotal ?? g.downdraft ?? DEFAULT_DOWNDRAFT;
|
||||
const dd = g.downdraft ?? DEFAULT_DOWNDRAFT;
|
||||
if (!Number.isFinite(dd) || dd < 0 || dd > 1) {
|
||||
bad(`gusts.downdraftOfTotal must be 0..1 — the fraction of TOTAL wind speed that blows DOWN — got ${dd}`);
|
||||
bad(`gusts.downdraft must be 0..1 — the fraction of gust power that blows DOWN — got ${dd}`);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -35,16 +35,6 @@ export function heightAt(x, z) {
|
||||
|
||||
const GARDEN_BED = { x: 1, z: 2, w: 6, d: 4 };
|
||||
|
||||
// Shed on the east side, table out in front of it. Lane D tested reachability
|
||||
// against (9, 6), so the table stays there and the shed tucks in behind.
|
||||
const SHED = { x: 11.8, z: 6.2, rotY: -Math.PI / 2 };
|
||||
const SHED_TABLE = { x: 9, z: 6, rotY: -Math.PI / 2 };
|
||||
|
||||
// Lane E's house_yardside GLB is a 9.2 x 2.9 x 1.05 m façade whose fascia
|
||||
// anchors sit at local z = +0.55, so placing it here lands them on z = -9.95 —
|
||||
// the same line the graybox taught everyone to expect.
|
||||
const HOUSE = { x: 0, z: -10.5 };
|
||||
|
||||
// Sun: mid-afternoon, high and off the north-west shoulder. Elevation 55°.
|
||||
// Stored as the direction from the GROUND toward the SUN (see contracts.js).
|
||||
const SUN_ELEV = (55 * Math.PI) / 180;
|
||||
@ -94,8 +84,6 @@ export function createWorld(scene, opts = {}) {
|
||||
const anchors = [];
|
||||
/** @type {{group: THREE.Object3D, phase: number, base: THREE.Euler}[]} */
|
||||
const canopies = [];
|
||||
/** Graybox stand-ins, kept so dress() can retire them once E's GLBs load. */
|
||||
const graybox = { house: null, trees: new Map() };
|
||||
|
||||
// --- sky & light -------------------------------------------------------
|
||||
// Calm-day only. Lane C's skyfx.js takes over the sky and this becomes the
|
||||
@ -181,7 +169,6 @@ export function createWorld(scene, opts = {}) {
|
||||
|
||||
root.add(house);
|
||||
solids.push(wall, roof);
|
||||
graybox.house = house;
|
||||
|
||||
for (const [i, x] of [-5, 0, 5].entries()) {
|
||||
anchors.push(makeStaticAnchor(`h${i + 1}`, 'house', new THREE.Vector3(x, 2.6, -9.9)));
|
||||
@ -230,7 +217,6 @@ export function createWorld(scene, opts = {}) {
|
||||
canopies.push({ group: canopy, phase: spec.phase, base: canopy.rotation.clone() });
|
||||
|
||||
root.add(tree);
|
||||
graybox.trees.set(spec.id, tree);
|
||||
|
||||
// The anchor is at a branch fork, not the canopy centre.
|
||||
anchors.push(makeSwayAnchor(
|
||||
@ -245,24 +231,9 @@ export function createWorld(scene, opts = {}) {
|
||||
// Raked away from the yard centre, because that is the correct practice and
|
||||
// the shape should teach it before any text does (DESIGN.md: "rake the post
|
||||
// away from the load").
|
||||
// SPRINT3 decision 2: posts pulled in off the fence and a third added.
|
||||
//
|
||||
// The old pair sat at (-6, 7) and (5, 7.5), which put every rigging option in
|
||||
// the 70–192 m² range Lane B flagged — a sail that big pre-tensions itself
|
||||
// into a cascade at t=0.4 s before the wind has done anything, so the yard was
|
||||
// teaching the wrong lesson. Pulled in, plus p3, the same yard now offers 31
|
||||
// quads in the 18–45 m² band (8 of which shade a quarter of the bed or more).
|
||||
//
|
||||
// Worth knowing before anyone "fixes" it: the smallest quad that covers the
|
||||
// bed COMPLETELY is 59 m², and that is not a bug to tune away. The bed sits
|
||||
// 10 m off the house, so any house-to-post sail is ~16 m long, and covering a
|
||||
// 6 m bed with it costs you a sail the storm will take. Full shade is meant to
|
||||
// be the expensive answer; the small quads buy survival and pay in patchy
|
||||
// shade. That IS the design (DESIGN.md, "big flat low vs small twisted steep").
|
||||
const postSpecs = [
|
||||
{ id: 'p1', x: -4.5, z: 5.5, h: 4.0 },
|
||||
{ id: 'p2', x: 4.0, z: 6.0, h: 4.0 },
|
||||
{ id: 'p3', x: 0, z: 7.0, h: 4.0 },
|
||||
{ id: 'p1', x: -6, z: 7, h: 4.0 },
|
||||
{ id: 'p2', x: 5, z: 7.5, h: 4.0 },
|
||||
];
|
||||
const RAKE = (8 * Math.PI) / 180;
|
||||
for (const spec of postSpecs) {
|
||||
@ -364,159 +335,6 @@ export function createWorld(scene, opts = {}) {
|
||||
root.add(fence);
|
||||
solids.push(fence);
|
||||
|
||||
// --- shed & spare table ------------------------------------------------
|
||||
// Where the spare hardware lives, which makes it where the §7 scenario
|
||||
// starts: rig → carry a spare → repair mid-storm. Lane D's pickup radius is
|
||||
// 1.5 m off this point and everything downstream of it is already wired, so
|
||||
// this small thing gates the whole hand-played loop.
|
||||
//
|
||||
// The position is published SYNCHRONOUSLY, from constants, even though the
|
||||
// meshes arrive later in dress(). createWorld() has to stay sync — a.test.js
|
||||
// and the selftest build a yard without a server — and Lane D's
|
||||
// wireYardActions reads world.shedTable at wiring time. dress() refines the
|
||||
// point to Lane E's baked `pickup_anchor` if it's there.
|
||||
const shedTable = {
|
||||
pos: new THREE.Vector3(SHED_TABLE.x, heightAt(SHED_TABLE.x, SHED_TABLE.z) + 0.9, SHED_TABLE.z),
|
||||
};
|
||||
|
||||
/**
|
||||
* Swap Lane E's GLBs in over the graybox. Async and separate from
|
||||
* createWorld() on purpose: the selftest builds a yard with no server, and a
|
||||
* fetch in the constructor would either break it or make it slow and flaky.
|
||||
* Every load is individually guarded — a missing GLB leaves its graybox
|
||||
* standing rather than taking the boot down with it.
|
||||
*/
|
||||
async function dress() {
|
||||
const { GLTFLoader } = await import('../vendor/addons/loaders/GLTFLoader.js');
|
||||
const loader = new GLTFLoader();
|
||||
|
||||
/** Take a graybox stand-in out of the scene AND out of `solids`. */
|
||||
const retire = (obj) => {
|
||||
if (!obj) return;
|
||||
obj.traverse((o) => {
|
||||
const i = solids.indexOf(o);
|
||||
if (i >= 0) solids.splice(i, 1);
|
||||
o.geometry?.dispose();
|
||||
});
|
||||
const i = solids.indexOf(obj);
|
||||
if (i >= 0) solids.splice(i, 1);
|
||||
obj.parent?.remove(obj);
|
||||
};
|
||||
|
||||
/**
|
||||
* Move an existing anchor onto the position Lane E baked, and take their
|
||||
* rating_hint with it. Mutates `pos` in place rather than reassigning it:
|
||||
* `interact.register` and Lane B's corners capture these vectors by
|
||||
* reference, and a reassign would leave them holding a stale one.
|
||||
*/
|
||||
const adoptAnchor = (glb, nodeName, anchorId) => {
|
||||
const node = glb.getObjectByName(nodeName);
|
||||
const anchor = anchors.find((a) => a.id === anchorId);
|
||||
if (!node || !anchor) return false;
|
||||
anchor.pos.setFromMatrixPosition(node.matrixWorld);
|
||||
anchor.ratingHint = node.userData?.rating_hint ?? 1;
|
||||
anchor.collateral = node.userData?.collateral ?? null;
|
||||
return true;
|
||||
};
|
||||
|
||||
const load = async (name) => {
|
||||
try {
|
||||
const gltf = await loader.loadAsync(new URL(`../models/${name}.glb`, import.meta.url).href);
|
||||
gltf.scene.traverse((o) => {
|
||||
if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; }
|
||||
});
|
||||
return gltf.scene;
|
||||
} catch (err) {
|
||||
console.warn(`[world] ${name} unavailable, keeping graybox:`, err.message);
|
||||
return null;
|
||||
}
|
||||
};
|
||||
|
||||
const [shed, table, houseGlb, tree1, tree2] = await Promise.all([
|
||||
load('shed_01_v1'), load('shed_table_v1'), load('house_yardside_v1'),
|
||||
load('tree_gum_01_v1'), load('tree_gum_02_v1'),
|
||||
]);
|
||||
|
||||
// --- house (decision 6: no re-cut, the GLB's data wins) ---------------
|
||||
// E's fascia sits at 2.80 m and their anchors span x=-3..3, where my
|
||||
// graybox guessed 2.6 m and -5..5. Reading them narrows the house span by
|
||||
// 4 m, which is a real part of why the yard now offers small quads at all.
|
||||
// Every fascia anchor carries rating_hint 0.35 — E encoded DESIGN.md's
|
||||
// "the fascia board is a lie" straight into the asset, and `collateral:
|
||||
// "gutter"` says what it takes with it when it goes.
|
||||
if (houseGlb) {
|
||||
retire(graybox.house);
|
||||
houseGlb.name = 'house_yardside';
|
||||
houseGlb.position.set(HOUSE.x, heightAt(HOUSE.x, HOUSE.z), HOUSE.z);
|
||||
root.add(houseGlb);
|
||||
solids.push(houseGlb);
|
||||
houseGlb.updateWorldMatrix(true, true);
|
||||
for (const [i, id] of ['h1', 'h2', 'h3'].entries()) {
|
||||
adoptAnchor(houseGlb, `fascia_anchor_0${i + 1}`, id);
|
||||
}
|
||||
}
|
||||
|
||||
// --- trees -----------------------------------------------------------
|
||||
// Each tree ships 2-3 branch anchors with descending rating_hint (1.0 at
|
||||
// the fork, 0.76 out where the limb is thin) — the intel DESIGN.md wants
|
||||
// inspection to buy. branch_anchor_01 keeps the original t1/t2 id so
|
||||
// nothing that already references them breaks; the rest are added.
|
||||
for (const [glb, spec] of [[tree1, treeSpecs[0]], [tree2, treeSpecs[1]]]) {
|
||||
if (!glb) continue;
|
||||
const old = graybox.trees.get(spec.id);
|
||||
retire(old);
|
||||
// The graybox canopy was what world.update() swayed — hand that job over.
|
||||
const idx = canopies.findIndex((c) => old && old.getObjectByName('canopy') === c.group);
|
||||
if (idx >= 0) canopies.splice(idx, 1);
|
||||
|
||||
glb.name = `tree_${spec.id}`;
|
||||
glb.position.set(spec.x, heightAt(spec.x, spec.z), spec.z);
|
||||
root.add(glb);
|
||||
const trunk = glb.getObjectByName('trunk');
|
||||
if (trunk) solids.push(trunk);
|
||||
const canopy = glb.getObjectByName('canopy_01') || glb.getObjectByName('canopy');
|
||||
if (canopy?.parent) {
|
||||
canopies.push({ group: canopy.parent, phase: spec.phase, base: canopy.parent.rotation.clone() });
|
||||
}
|
||||
|
||||
glb.updateWorldMatrix(true, true);
|
||||
const suffix = ['', 'b', 'c'];
|
||||
for (let i = 1; i <= 3; i++) {
|
||||
const node = glb.getObjectByName(`branch_anchor_0${i}`);
|
||||
if (!node) continue;
|
||||
const id = spec.id + suffix[i - 1];
|
||||
if (i === 1) adoptAnchor(glb, `branch_anchor_01`, id);
|
||||
else {
|
||||
const p = new THREE.Vector3().setFromMatrixPosition(node.matrixWorld);
|
||||
const a = makeSwayAnchor(id, p, spec.phase, wind);
|
||||
a.ratingHint = node.userData?.rating_hint ?? 1;
|
||||
anchors.push(a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (shed) {
|
||||
shed.name = 'shed_01';
|
||||
shed.position.set(SHED.x, heightAt(SHED.x, SHED.z), SHED.z);
|
||||
shed.rotation.y = SHED.rotY;
|
||||
root.add(shed);
|
||||
solids.push(shed);
|
||||
}
|
||||
if (table) {
|
||||
table.name = 'shed_table';
|
||||
table.position.set(SHED_TABLE.x, heightAt(SHED_TABLE.x, SHED_TABLE.z), SHED_TABLE.z);
|
||||
table.rotation.y = SHED_TABLE.rotY;
|
||||
root.add(table);
|
||||
// NOT in solids: you want to walk up to the table, not be fenced off it.
|
||||
|
||||
// Prefer Lane E's baked anchor over my guess at where a table top is.
|
||||
table.updateWorldMatrix(true, true);
|
||||
const anchor = table.getObjectByName('pickup_anchor');
|
||||
if (anchor) shedTable.pos.setFromMatrixPosition(anchor.matrixWorld);
|
||||
}
|
||||
return { shed, table };
|
||||
}
|
||||
|
||||
// --- the world object --------------------------------------------------
|
||||
return {
|
||||
anchors,
|
||||
@ -525,13 +343,6 @@ export function createWorld(scene, opts = {}) {
|
||||
sunDir: SUN_DIR.clone(),
|
||||
solids,
|
||||
root,
|
||||
/**
|
||||
* Where a spare gets picked up. `{pos}` — Lane D registers a 1.5 m hold-E
|
||||
* off this point. Present from construction; dress() may nudge it onto
|
||||
* Lane E's `pickup_anchor`.
|
||||
*/
|
||||
shedTable,
|
||||
dress,
|
||||
// Lane C's skyfx MODULATES these as the storm builds and hands them back
|
||||
// untouched on dispose() — it doesn't own them. That's why the yard exposes
|
||||
// its lights rather than keeping them private.
|
||||
|
||||
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|
Before Width: | Height: | Size: 19 KiB |
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|
Before Width: | Height: | Size: 18 KiB |
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263
web/world/weather_demo.html
Normal file
263
web/world/weather_demo.html
Normal file
@ -0,0 +1,263 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>SHADES — Lane C — weather bench</title>
|
||||
<style>
|
||||
:root { --ink:#d8d8e0; --gold:#ffd23d; --neon:#3dff8b; }
|
||||
* { box-sizing:border-box; }
|
||||
body { margin:0; overflow:hidden; background:#000;
|
||||
font:13px/1.45 "Courier New", ui-monospace, monospace; color:var(--ink); }
|
||||
canvas { display:block; }
|
||||
#hud { position:fixed; top:10px; left:10px; background:rgba(6,6,12,.75); padding:8px 12px;
|
||||
border:1px solid #26263a; z-index:3; min-width:250px; }
|
||||
#hud b { color:var(--gold); }
|
||||
#hud .warn { color:#ff6; font-weight:bold; }
|
||||
#hud .bad { color:#f66; font-weight:bold; }
|
||||
#ctl { position:fixed; bottom:10px; left:10px; background:rgba(6,6,12,.8); padding:8px 12px;
|
||||
border:1px solid #26263a; z-index:3; }
|
||||
#ctl button { background:#1d1d2b; color:var(--ink); border:1px solid #666; font:inherit;
|
||||
padding:4px 9px; cursor:pointer; }
|
||||
#ctl button:hover { border-color:var(--neon); color:var(--neon); }
|
||||
#ctl input[type=range] { width:220px; vertical-align:middle; }
|
||||
#note { position:fixed; top:10px; right:10px; background:rgba(6,6,12,.75); padding:8px 12px;
|
||||
border:1px solid #26263a; z-index:3; max-width:280px; color:#8a8a99; }
|
||||
.bar { display:inline-block; width:90px; height:7px; border:1px solid #555; vertical-align:middle; }
|
||||
.bar i { display:block; height:100%; background:var(--neon); }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="c"></canvas>
|
||||
<div id="hud"></div>
|
||||
<div id="note">
|
||||
<b>Lane C bench.</b> Graybox stand-in for Lane A's yard — this exists to drive
|
||||
weather.js / skyfx.js / debris.js before M0 lands. The sail here is a MOCK
|
||||
(Lane B owns the real one); it's a bare node grid so debris impulse is visible.
|
||||
<br><br>drag = orbit · click = start audio
|
||||
</div>
|
||||
<div id="ctl"></div>
|
||||
|
||||
<script type="module">
|
||||
import * as THREE from './vendor/three.module.js';
|
||||
import { loadStorm, createWind } from './js/weather.js';
|
||||
import { createSkyFx } from './js/skyfx.js';
|
||||
import { createDebris } from './js/debris.js';
|
||||
|
||||
const canvas = document.getElementById('c');
|
||||
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
|
||||
renderer.setPixelRatio(Math.min(2, devicePixelRatio));
|
||||
renderer.shadowMap.enabled = true;
|
||||
const scene = new THREE.Scene();
|
||||
scene.background = new THREE.Color(0x9fc4e8);
|
||||
const camera = new THREE.PerspectiveCamera(55, 1, 0.1, 500);
|
||||
|
||||
// --- graybox yard: 30×20 m, origin centre (stands in for Lane A's world.js) ---
|
||||
const ground = new THREE.Mesh(
|
||||
new THREE.PlaneGeometry(30, 20),
|
||||
new THREE.MeshStandardMaterial({ color: 0x4a7c3f, roughness: 1 }),
|
||||
);
|
||||
ground.rotation.x = -Math.PI / 2;
|
||||
ground.receiveShadow = true;
|
||||
scene.add(ground);
|
||||
|
||||
// Lane A's landed yard (THREADS): t1 (-9,2), t2 (8,-2), house edge at z=-9.9
|
||||
const TREES = [{ x: -9, z: 2 }, { x: 8, z: -2 }];
|
||||
for (const tr of TREES) {
|
||||
const trunk = new THREE.Mesh(
|
||||
new THREE.CylinderGeometry(0.2, 0.28, 4, 8),
|
||||
new THREE.MeshStandardMaterial({ color: 0x5a3d24 }),
|
||||
);
|
||||
trunk.position.set(tr.x, 2, tr.z);
|
||||
trunk.castShadow = true;
|
||||
scene.add(trunk);
|
||||
const canopy = new THREE.Mesh(
|
||||
new THREE.SphereGeometry(3, 12, 8),
|
||||
new THREE.MeshStandardMaterial({ color: 0x285f23 }),
|
||||
);
|
||||
canopy.position.set(tr.x, 5, tr.z);
|
||||
canopy.castShadow = true;
|
||||
scene.add(canopy);
|
||||
}
|
||||
// house edge along north (-Z), for scale
|
||||
const house = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(30, 3.2, 1),
|
||||
new THREE.MeshStandardMaterial({ color: 0x8a8f96 }),
|
||||
);
|
||||
house.position.set(0, 1.6, -10.4);
|
||||
scene.add(house);
|
||||
// the thing you're protecting — Lane A's gardenBed rect
|
||||
const bed = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(6, 0.25, 4),
|
||||
new THREE.MeshStandardMaterial({ color: 0x6b4a2f }),
|
||||
);
|
||||
bed.position.set(1, 0.12, 2);
|
||||
scene.add(bed);
|
||||
// 1.7 m reference person
|
||||
const ref = new THREE.Mesh(
|
||||
new THREE.CapsuleGeometry(0.25, 1.2, 4, 8),
|
||||
new THREE.MeshStandardMaterial({ color: 0xffd27a }),
|
||||
);
|
||||
ref.position.set(2, 0.85, 2);
|
||||
ref.castShadow = true;
|
||||
scene.add(ref);
|
||||
const player = { pos: ref.position, carrying: null, busy: false };
|
||||
|
||||
const sun = new THREE.DirectionalLight(0xfff4e0, 2.2);
|
||||
sun.position.set(-12, 18, 6);
|
||||
sun.castShadow = true;
|
||||
sun.shadow.mapSize.set(1024, 1024);
|
||||
scene.add(sun);
|
||||
const hemi = new THREE.HemisphereLight(0xbfd8ff, 0x3a4a2a, 0.9);
|
||||
scene.add(hemi);
|
||||
|
||||
// --- MOCK sail (Lane B owns the real cloth) — a bare node grid so we can see
|
||||
// debris shove it and drive the creak/flog audio off corner loads.
|
||||
const N = 9;
|
||||
const nodes = [];
|
||||
for (let v = 0; v < N; v++) {
|
||||
for (let u = 0; u < N; u++) {
|
||||
nodes.push({ x: -4 + (u / (N - 1)) * 8, y: 3.2, z: -3 + (v / (N - 1)) * 6 });
|
||||
}
|
||||
}
|
||||
const sailGeo = new THREE.BufferGeometry();
|
||||
sailGeo.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(nodes.length * 3), 3));
|
||||
const sailPts = new THREE.Points(sailGeo, new THREE.PointsMaterial({ color: 0xe8c46a, size: 0.14 }));
|
||||
scene.add(sailPts);
|
||||
const mockSail = {
|
||||
nodes,
|
||||
corners: [
|
||||
{ anchorId: 'h1', hw: { name: 'carabiner', rating: 9 }, load: 0, broken: false },
|
||||
{ anchorId: 'h3', hw: { name: 'shackle', rating: 19 }, load: 0, broken: false },
|
||||
{ anchorId: 'p1', hw: { name: 'shackle', rating: 19 }, load: 0, broken: false },
|
||||
{ anchorId: 'p2', hw: { name: 'carabiner', rating: 9 }, load: 0, broken: false },
|
||||
],
|
||||
};
|
||||
|
||||
// --- weather ---
|
||||
const params = new URLSearchParams(location.search);
|
||||
const stormName = params.get('storm') || 'storm_02_wildnight';
|
||||
const def = await loadStorm(stormName);
|
||||
const wind = createWind(def);
|
||||
wind.setShelters(TREES.map((t) => ({ x: t.x, z: t.z, radius: 3, strength: 0.45, length: 14 })));
|
||||
|
||||
const ticker = [];
|
||||
const sky = createSkyFx({ scene, camera, wind, sun, hemi, onEvent: (s) => ticker.unshift(s) });
|
||||
const debris = createDebris({
|
||||
wind, scene, player,
|
||||
onEvent: (s) => ticker.unshift(s),
|
||||
onHitPlayer: (p, impact) => ticker.unshift(`KNOCKED DOWN by ${p.model} (${impact.toFixed(0)})`),
|
||||
});
|
||||
addEventListener('pointerdown', () => sky.unlockAudio(), { once: true });
|
||||
|
||||
// --- controls ---
|
||||
let t = 0, playing = true, rate = 1;
|
||||
const ctl = document.getElementById('ctl');
|
||||
ctl.innerHTML = `
|
||||
<button id="play">pause</button>
|
||||
<button id="r1">1×</button><button id="r4">4×</button><button id="r0">0.25×</button>
|
||||
<button id="reset">reset</button>
|
||||
<button id="break">break a corner</button>
|
||||
<button id="crate">throw a crate</button>
|
||||
<input id="scrub" type="range" min="0" max="${def.duration}" step="0.1" value="0">
|
||||
`;
|
||||
const $ = (id) => document.getElementById(id);
|
||||
$('play').onclick = () => { playing = !playing; $('play').textContent = playing ? 'pause' : 'play'; };
|
||||
$('r1').onclick = () => { rate = 1; };
|
||||
$('r4').onclick = () => { rate = 4; };
|
||||
$('r0').onclick = () => { rate = 0.25; };
|
||||
$('reset').onclick = () => { t = 0; debris.clear(); ticker.length = 0; mockSail.corners.forEach((c) => { c.broken = false; }); };
|
||||
$('break').onclick = () => { const c = mockSail.corners.find((x) => !x.broken); if (c) { c.broken = true; ticker.unshift(`${c.hw.name} BLOWS at ${c.anchorId.toUpperCase()}!`); } };
|
||||
$('crate').onclick = () => debris.spawn({ model: 'BlueCrate_v2', lateral: (Math.random() * 6 - 3), text: 'crate!' }, t);
|
||||
$('scrub').oninput = (e) => { t = parseFloat(e.target.value); debris.clear(); };
|
||||
|
||||
let yaw = 0.7, pitch = 0.28, dist = 26, dragging = false, lx = 0, ly = 0;
|
||||
addEventListener('pointerdown', (e) => { dragging = true; lx = e.clientX; ly = e.clientY; });
|
||||
addEventListener('pointerup', () => { dragging = false; });
|
||||
addEventListener('pointermove', (e) => {
|
||||
if (!dragging) return;
|
||||
yaw -= (e.clientX - lx) * 0.005; pitch = Math.min(1.3, Math.max(0.05, pitch + (e.clientY - ly) * 0.004));
|
||||
lx = e.clientX; ly = e.clientY;
|
||||
});
|
||||
addEventListener('wheel', (e) => { dist = Math.min(60, Math.max(8, dist + e.deltaY * 0.02)); });
|
||||
|
||||
function resize() {
|
||||
const w = innerWidth, h = innerHeight;
|
||||
renderer.setSize(w, h);
|
||||
camera.aspect = w / h;
|
||||
camera.updateProjectionMatrix();
|
||||
}
|
||||
addEventListener('resize', resize); resize();
|
||||
|
||||
// --- loop: fixed-dt sim, rAF only drives the clock (PLAN3D §0) ---
|
||||
const DT = 1 / 60;
|
||||
let acc = 0, last = performance.now();
|
||||
const hud = document.getElementById('hud');
|
||||
const probe = new THREE.Vector3();
|
||||
const w = new THREE.Vector3();
|
||||
const posAttr = sailGeo.getAttribute('position');
|
||||
|
||||
function frame(now) {
|
||||
const real = Math.min(0.1, (now - last) / 1000);
|
||||
last = now;
|
||||
if (playing) acc += real * rate;
|
||||
|
||||
while (acc >= DT) {
|
||||
acc -= DT;
|
||||
t += DT;
|
||||
if (t > def.duration) t = 0;
|
||||
|
||||
// mock cloth: nodes just bob with local wind so debris has something to hit
|
||||
for (const n of nodes) {
|
||||
probe.set(n.x, n.y, n.z);
|
||||
wind.sample(probe, t, w);
|
||||
const sp = Math.hypot(w.x, w.z);
|
||||
n.y += ((3.2 + Math.sin(t * 3 + n.x) * sp * 0.02) - n.y) * 0.08;
|
||||
}
|
||||
// mock loads so the creak layer has something to track
|
||||
probe.set(0, 3.2, 0);
|
||||
const sp = wind.speedAt(probe, t);
|
||||
mockSail.corners.forEach((c, i) => {
|
||||
c.load = c.broken ? 0 : sp * sp * 0.021 * (0.7 + i * 0.16);
|
||||
});
|
||||
|
||||
debris.step(DT, t, { player, sail: mockSail });
|
||||
sky.step(DT, t, { sail: mockSail });
|
||||
}
|
||||
|
||||
for (let i = 0; i < nodes.length; i++) posAttr.setXYZ(i, nodes[i].x, nodes[i].y, nodes[i].z);
|
||||
posAttr.needsUpdate = true;
|
||||
|
||||
camera.position.set(
|
||||
Math.sin(yaw) * Math.cos(pitch) * dist,
|
||||
Math.sin(pitch) * dist + 1.5,
|
||||
Math.cos(yaw) * Math.cos(pitch) * dist,
|
||||
);
|
||||
camera.lookAt(0, 2, 0);
|
||||
|
||||
$('scrub').value = t.toFixed(1);
|
||||
probe.set(0, 1.7, 0);
|
||||
wind.sample(probe, t, w);
|
||||
const speed = Math.hypot(w.x, w.z);
|
||||
const tg = wind.gustTelegraph(t);
|
||||
const worst = Math.max(...mockSail.corners.map((c) => (c.broken ? 0 : c.load / c.hw.rating)));
|
||||
hud.innerHTML = `
|
||||
<div><b>${def.name}</b> — ${stormName}</div>
|
||||
<div>t <b>${t.toFixed(1)}</b> / ${def.duration}s (${rate}×)</div>
|
||||
<div>wind <b>${speed.toFixed(1)}</b> m/s (${(speed * 3.6).toFixed(0)} km/h)</div>
|
||||
<div>dir ${(wind.dirAt(t)).toFixed(2)} rad</div>
|
||||
<div>rain <span class="bar"><i style="width:${wind.rainAt(t) * 100}%"></i></span></div>
|
||||
<div>worst <span class="bar"><i style="width:${Math.min(100, worst * 100)}%;background:${worst > 0.8 ? '#f66' : '#3dff8b'}"></i></span></div>
|
||||
<div>debris ${debris.pieces.length} audio ${sky.audio.ready ? sky.audio.state : '(click)'}</div>
|
||||
<div>flash ${sky.flash.toFixed(2)}</div>
|
||||
${tg ? `<div class="warn">GUST INBOUND ${tg.eta.toFixed(1)}s pow ${tg.power.toFixed(0)}</div>` : '<div> </div>'}
|
||||
${ticker.slice(0, 3).map((s) => `<div class="bad">${s}</div>`).join('')}
|
||||
`;
|
||||
|
||||
renderer.render(scene, camera);
|
||||
requestAnimationFrame(frame);
|
||||
}
|
||||
requestAnimationFrame(frame);
|
||||
window.__bench = { wind, sky, debris, mockSail, def, get t() { return t; } };
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Loading…
Reference in New Issue
Block a user