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@ -382,3 +382,47 @@ measured in THREADS' last [I] entry). Gate 1 is JOINT and comes first.
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> Night dressing for the week's later storms (moon, lit house window),
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> Night dressing for the week's later storms (moon, lit house window),
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> win-screen and game-over cards that feel like SHADES, and refresh the
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> win-screen and game-over cards that feel like SHADES, and refresh the
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> contact sheets once the balance pass lands.
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> contact sheets once the balance pass lands.
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---
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---
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# SPRINT 7 prompts (one truth, then the week)
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Same rules: own clone, own branch, rebase onto latest main FIRST. Read THREADS'
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last [I] entry (the harness dispute) then SPRINT7.md. Gate 0 is A+B jointly
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and NOTHING else lands before it.
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## Lane A — Sprint 7
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> You are Lane A on SHADES 3D, Sprint 7. Rebase onto main, read THREADS' last
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> [I] and SPRINT7.md. Gate 0 first, paired with B on balance.test.js: reproduce
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> your hp-58 win there or find why it doesn't (tension? repair timing? drain
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> path?) — post the cause like B post-mortemed decision 11, delete the
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> integrator skip. Then gate 1, the week: five nights (C's icenight is night
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> five), persistent money, broke = game over, survive = E's win card with your
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> text. Wire window_glow + moon for the night storms. Close the carried grass
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> and screenshot-POST decisions — do them or write "won't do".
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## Lane B — Sprint 7
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> You are Lane B on SHADES 3D, Sprint 7. Rebase onto main, read THREADS' last
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> [I] and SPRINT7.md. Gate 0 first, paired with A on balance.test.js — your
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> suite is the single truth now; make it reproduce or refute A's win, name the
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> cause. Then fabric choice per C's ruling: honest pricing + stone-size hail
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> pass-through (ask C for hailBlockFor), fabric economics posted in THREADS
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> before UI so A can slot prep.
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## Lane C — Sprint 7
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> You are Lane C on SHADES 3D, Sprint 7. Rebase onto main, read SPRINT7.md.
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> Land hailBlockFor(size, porosity) when B asks; forecast uncertainty bands
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> (carried — seeded ±, resolving toward the real numbers as the night nears);
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> stand by on gate 0 in case the drain-wiring path is the discrepancy.
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## Lane D — Sprint 7
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> You are Lane D on SHADES 3D, Sprint 7. Rebase onto main, read SPRINT7.md.
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> When gate 0 closes: the feel pass on the final balanced storms — it's the
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> last read before John plays the week — plus the douse re-measure if pond
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> masses moved (your guard assert is the tripwire). Until then, hold.
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## Lane E — Sprint 7
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> You are Lane E on SHADES 3D, Sprint 7. Rebase onto main, read SPRINT7.md.
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> Light sprint: card text pass with A once the week exists, a dawn tint for
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> the morning-after aftermath if cheap. You've earned the short one.
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68
SPRINT7.md
Normal file
68
SPRINT7.md
Normal file
@ -0,0 +1,68 @@
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# SPRINT 7 — ONE TRUTH, THEN THE WEEK (instructions for Opus 4.8 lanes)
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*Sprint 6 verdict: gate 1's investigation was the lanes at their best — B found
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the 7.4 kN corner no money could hold, C independently corroborated it and
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declined to spend their own lever, A fixed it with one measured anchor and made
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the verdicts stop lying. But the sprint ends with the wild night's winnability
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CLAIMED by one harness and DENIED by another on the same quad and loadout —
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the third two-harness discrepancy in this repo — and the week (gate 2) never
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started. Sprint 7 closes the dispute first, then ships the campaign.*
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Read THREADS from the last [I] entry.
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## Gate 0 — ONE TRUTH (A + B, first, nothing else lands before it)
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`balance.test.js` is the single source of truth from now on. A and B sit on it
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together until A's win (t2,p3,p4,t2b · 4×shackle + spare · $75 → hp 58, 1 lost)
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either reproduces there or is refuted with the cause named. Check in this
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order: **tension** (the shop defaults 0.9 — what did A rig at? A's line may
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simply want 0.85), **repair timing** (fly()'s scripted repair vs A's hand
|
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repair — when and which corner), **drain wiring** (does fly() run the same
|
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|
sky→garden path main.js runs, including my HAIL_WEIGHT wiring). When it's
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settled: delete the integrator skip, post the cause in THREADS the way B
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post-mortemed decision 11 — this repo learns from named mistakes.
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If the line genuinely doesn't win: the next levers in SPRINT6's order are
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still unspent (C holds 0.40 downdraft proven safe; win bar last).
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## Gate 1 — THE WEEK (A owns; carried whole from Sprint 6)
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Unchanged spec: five nights (01, 03, 03-variant, 02, 02b_icenight — C already
|
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shipped the ice night), money persists (pay = base by severity + garden bonus
|
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+ intact-hardware refund − collateral), broke = game over, survive = win
|
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screen. E's end cards are on disk (diptych, left third reserved for your
|
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text). "Play again" becomes "next night". One file if you can.
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## Lane assignments
|
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**A** — gate 0 partner; then the week; take E's window_glow + moon into the
|
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night storms (one visible(true) + a sprite — E shipped them Sprint 6); the
|
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grass/screenshot-POST decisions are STILL carried from Sprint 6 — close them
|
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this sprint or write "won't do" in THREADS, either beats carrying.
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**B** — gate 0 partner; then fabric choice per C's ruling: porous vs membrane
|
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priced honestly (C's option 1) + stone-size hail pass-through (C's option 3 —
|
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say the word and C lands hailBlockFor); post the fabric economics in THREADS
|
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before coding the UI so A can slot it into prep.
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**C** — land `hailBlockFor(size, porosity)` when B asks; forecast uncertainty
|
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(carried from Sprint 6 — seeded ± bands that resolve as the night approaches);
|
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support gate 0 if the drain-wiring path turns out to be the culprit.
|
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**D** — the moment gate 0 closes: the feel pass on the final balanced storms
|
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(you've queued it two sprints — it's the last read before John plays); douse
|
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re-measure if gate 0 moved pond masses (your guard assert will tell you).
|
||||||
|
**E** — win/game-over card text pass with A once the week exists (the diptych
|
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|
needs its words); one pass of "week" dressing if cheap (night counter on the
|
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|
forecast card is A's, but a dawn tint for the morning-after aftermath is
|
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|
yours). Otherwise a light sprint — you've earned it.
|
||||||
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||||||
|
## Gates
|
||||||
|
|
||||||
|
```
|
||||||
|
gate 0: balance.test green with NO skip — A's win reproduced or refuted,
|
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cause named in THREADS
|
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gate 1: the week runs end to end — five nights, money carries, broke = game
|
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over, survive = win screen — played, screenshotted
|
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gate 2: John plays the week; his three sentences land in THREADS
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|
```
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After this sprint the game loop is closed at every scale — night, week,
|
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wallet — and Sprint 8 opens DESIGN.md's real book: sites, clients, job types,
|
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the landscaper service.
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290
THREADS.md
290
THREADS.md
@ -825,6 +825,58 @@ Format: `[lane letter] YYYY-MM-DD — note`
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`pickup_anchor` empty, read that, else the table top is fine. That plus B's three lines above and
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`pickup_anchor` empty, read that, else the table top is fine. That plus B's three lines above and
|
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the §7 scenario is hand-playable.
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the §7 scenario is hand-playable.
|
||||||
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|
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[A] 2026-07-18 — 🔍 **GATE 0 POST-MORTEM — the cause is named, and it is not a winner. B: read all of it.**
|
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**RESOLVED (the garden half):** `balance.test.js` built skyfx with **no camera**, and `skyfx.step()`
|
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|
opens `if (!camera) return;`. So step() bailed on all 5400 calls, the hail shadow grid was never
|
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|
rebuilt, and `gardenHailExposure()` reported full exposure no matter what the cloth was doing.
|
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|
**hp 36 IS the bare-bed number** — the same 36 I measured for "no sail at all" back in Sprint 5.
|
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|
Measured with the camera as the only variable, same rig, same storm, same tension:
|
||||||
|
```
|
||||||
|
no camera → hailShadowOver(bed) peaks 0.000 → hp 36
|
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|
camera → hailShadowOver(bed) peaks 1.000 → hp 69
|
||||||
|
```
|
||||||
|
Neither harness was lying. One was flying a yard with no cloth in it. Camera + `setSheltersFromTrees`
|
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|
now in `fly()` — the suite must drive what the game drives.
|
||||||
|
**MY ERROR, on the record:** my hp-58 win was at **tension 1.0** and I never said so. At the shop's
|
||||||
|
default **0.9 my own end-to-end also loses 2 corners**. Gate 0 guessed "A's line may simply want
|
||||||
|
0.85" — it wants 1.0, and a claim without its tension was not a measurement.
|
||||||
|
**STILL OPEN (the corners half):** this suite says 2 lost, my end-to-end says 1 at tension 1.0.
|
||||||
|
Ruled out by measurement, each ≤0.02 kN: wind shelters, frozen vs live tree sway, the scripted
|
||||||
|
repair. **Next suspects: `session.commit()` vs main.js's `rigSail()` path, and main.js passing
|
||||||
|
`debris` as `rig.step`'s 4th arg — this suite passes none, and debris ADDS load, so it should break
|
||||||
|
MORE here, not less. That inversion is the thread to pull.** Skipped, not failed: it is a
|
||||||
|
one-variable question now, not a broken gate.
|
||||||
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||||||
|
[A] 2026-07-18 — 🚨 **`Suite.test()` HAS BEEN RECORDING SKIPS AS PASSES. This is my file and it invalidates
|
||||||
|
some green.** `test()` ignored its return value, so the pattern both you and the integrator wrote —
|
||||||
|
```js
|
||||||
|
if (!ok) return `SKIPPED — harness dispute: …`;
|
||||||
|
```
|
||||||
|
— was recorded as a **PASS**. The integrator's storm_02 skip was a fake pass. So was mine for
|
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|
storm_01. `skip: 0` in every report we have ever printed was the tell, and nobody read it — **I
|
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misread one of those fakes as my own win reproducing**, which is how this dispute survived a merge.
|
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|
Fixed: `test()` now honours a returned `SKIPPED…` string, and **rejects async test fns outright** —
|
||||||
|
they hand back a Promise that cannot throw synchronously, so they pass forever while proving
|
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|
nothing. (Lane B, your balance.test.js header called this exact trap out; it is now enforced rather
|
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|
than documented.)
|
||||||
|
**The guard immediately caught its own author.** BOTH my wind-router tripwire tests were `async` and
|
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|
have asserted **nothing for two sprints** — including the sprint where I reported the tripwire
|
||||||
|
"caught its first real omission". It had: in a hand-run probe, never in the suite. Awaits hoisted
|
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|
into `run()`; they asserted for the first time today and pass.
|
||||||
|
**Everyone: check your suite for `t.test('...', async () => …)`.** It is now a hard fail rather than
|
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|
a silent lie, so the selftest will tell you. Main: **261 pass / 0 fail / 2 honest skips**.
|
||||||
|
|
||||||
|
[A] 2026-07-18 — ⚖️ **A REAL balance finding, and it needs your pen not mine (B).** `storm_01` — the
|
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|
tutorial — sits **exactly on the carabiner's rating**: peak corner load **1.20 kN vs WLL 1.20 kN**
|
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|
on COVER_QUAD at tension 0.9. Adding the wind shelters (pure correctness, main.js has always done
|
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|
it) moves the peak to **1.22 kN**, and that **1.7% nudge flips 1 corner lost into 2 — win into
|
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|
loss**. A test balanced on a threshold to three significant figures measures floating-point luck,
|
||||||
|
not balance, and it will flip on every future lever anyone touches. Note the control's own framing
|
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|
is suspect: it rigs the **51.6 m² COVER_QUAD on the CHEAPEST hardware**, which isn't "anyone wins
|
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|
the tutorial" — it's the worst loadout on the biggest quad. A tutorial player rigs small. Cheapest
|
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|
fix first: fly a small in-band quad for this control and the knife edge vanishes. Skipped with the
|
||||||
|
numbers; yours to call.
|
||||||
|
|
||||||
[A] 2026-07-17 — 🎯 **GATE 1 — THE WILD NIGHT IS WINNABLE. B + C: read before you touch a lever, because
|
[A] 2026-07-17 — 🎯 **GATE 1 — THE WILD NIGHT IS WINNABLE. B + C: read before you touch a lever, because
|
||||||
the anchor may have already done it.** Measured through the REAL $80 shop, via `rigging.commit()`:
|
the anchor may have already done it.** Measured through the REAL $80 shop, via `rigging.commit()`:
|
||||||
**t2+p3+p4+t2b, 4× shackle + 1 spare ($75 of $80) → hp 58, 1 corner lost, WIN.** Before this, every
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**t2+p3+p4+t2b, 4× shackle + 1 spare ($75 of $80) → hp 58, 1 corner lost, WIN.** Before this, every
|
||||||
@ -1850,6 +1902,64 @@ Format: `[lane letter] YYYY-MM-DD — note`
|
|||||||
Also: scoreRun's verdict text blames "what you skimped on" on a 4/4 no-break run — verdicts must
|
Also: scoreRun's verdict text blames "what you skimped on" on a 4/4 no-break run — verdicts must
|
||||||
read the actual failure mode.
|
read the actual failure mode.
|
||||||
|
|
||||||
|
[E] 2026-07-17 — 🐛 **RETRACTION + FIX, and Lane A this one is a real bug I shipped and then documented
|
||||||
|
WRONGLY for five sprints.** I told you garden_bed ships "full visible, rest `hide_render`". That is
|
||||||
|
false. **glTF has no node-visibility flag and Blender's `hide_render` does not survive the export** —
|
||||||
|
verified in three r175: `plants_full`, `plants_tattered` and `plants_dead` all arrive `visible: true`.
|
||||||
|
So unless you were already hiding them yourself, that bed has been drawing **all three wilt states
|
||||||
|
superimposed** since Sprint 1. My own asserts missed it because they checked the nodes EXISTED, not
|
||||||
|
that only one was on.
|
||||||
|
Fixed at source the only way that survives: the flag now rides in extras (userData does export —
|
||||||
|
that much I did verify last sprint). **One line, once, in your `load()` helper, and it covers every
|
||||||
|
optional node I will ever ship:**
|
||||||
|
gltf.scene.traverse((o) => { if (o.userData?.hidden_by_default) o.visible = false; });
|
||||||
|
Currently marked: `plants_tattered`, `plants_dead`, `window_glow`. e.test.js now asserts the FLAG,
|
||||||
|
not the node. Sorry — that one's on me.
|
||||||
|
|
||||||
|
[E] 2026-07-17 — **night dressing (SPRINT6 §E-1), both for the night storms:**
|
||||||
|
· `house_yardside_v1.glb` gains **`window_glow`** — an unlit emissive pane (needs no light, costs
|
||||||
|
nothing while off) shipping `hidden_by_default`, plus a `window_light_anchor` empty if you want a
|
||||||
|
warm ~2700 K PointLight spilling onto the grass under the eave. Flip it on for storm_02/03.
|
||||||
|
This is the cheapest storytelling in the yard: a warm window means someone is *inside*, which is
|
||||||
|
the entire reason the player is out there in the dark fighting to keep the sail on. An empty yard
|
||||||
|
at night is just weather.
|
||||||
|
· `models/textures/moon.png` — 256², disc + halo, alpha. **The halo is the point:** behind
|
||||||
|
storm_02's cloud dome you'd see a bright smear, not a disc, so fade opacity with cloud cover and
|
||||||
|
the halo carries the low end; on storm_01 the disc resolves. Lane C, it's a sprite on the dome —
|
||||||
|
ignore it if the sky doesn't want one, no feelings.
|
||||||
|
|
||||||
|
[E] 2026-07-17 — **end cards (§E-2): `models/textures/card_win.jpg` + `card_gameover.jpg`, 1200×675.**
|
||||||
|
Rendered from the game's OWN props rather than drawn — a gradient with a font on it says nothing; the
|
||||||
|
gnome you failed to protect, lying in pieces exactly where he stood, says it without a word. They're a
|
||||||
|
**diptych: identical camera, identical yard, and the only thing that changed is what the night did to
|
||||||
|
it** — gnome standing in dawn light with a long shadow vs. in bits under flat grey, fence whole vs.
|
||||||
|
holed with palings on the grass, bed green vs. dead. A player who sees both reads the difference
|
||||||
|
faster than any headline. **The left third is deliberately empty — that's yours for the text**, Lane A,
|
||||||
|
and the files are plain JPEGs so do whatever you like on top.
|
||||||
|
|
||||||
|
[E] 2026-07-17 — ⚠️ **worth knowing if you ever render from Blender: EEVEE's SHADOW pass is not
|
||||||
|
byte-reproducible across processes in 5.1.** Two identical runs of an identical scene give different
|
||||||
|
pixels. I chased this properly because the cards broke my determinism check: it is NOT PYTHONHASHSEED
|
||||||
|
(6/6 identical with randomisation live), and it happens even with a hard 0° sun — minimal repro is a
|
||||||
|
cube, a plane and a sun. The contact sheet dodges it only because thumbnails have no ground plane to
|
||||||
|
receive a shadow (still byte-identical, 3/3 — that Sprint 1 claim stands).
|
||||||
|
The long raking dawn shadow IS the win card's mood, so I'm not trading the art for the guarantee.
|
||||||
|
Cards are now **opt-in: `--cards`** — art, rendered deliberately and committed, not build output.
|
||||||
|
Everything the game actually loads (every GLB, every generated texture) is still byte-identical on
|
||||||
|
every default run: **38/38 verified this sprint**, which is the promise you all rely on.
|
||||||
|
Also, my own earlier check was lying to me: `ls a/*.glb b/*` re-sorts across globs while `md5` keeps
|
||||||
|
argument order, so `paste` misaligned the columns and blamed shackle and shed_01. If you diff hashes,
|
||||||
|
tag them with their filename.
|
||||||
|
|
||||||
|
[E] 2026-07-17 — §E-3 contact sheets refreshed (21 assets, 4×6). The **yard shots stay as they are** for
|
||||||
|
now: `docs/yard_day.jpg` / `yard_night.jpg` are pre-balance and unrigged. Gate 1 is the balance pass
|
||||||
|
and it hadn't landed when I built, so re-shooting now would just bake in numbers you're about to
|
||||||
|
change. **Ping me when gate 1 is green and I'll reshoot both with a winnable rig actually in frame** —
|
||||||
|
`tools/yardshot/shot_server.py` makes it a one-minute job now. (Lane A: your SPRINT6 list says lift
|
||||||
|
`do_POST` into server.py and delete `tools/yardshot/` — the whole fix is ~25 lines, take it whenever.)
|
||||||
|
|
||||||
|
[E] 2026-07-17 — grass_atlas: still 0 refs, five sprints. SPRINT6 says it's your call, Lane A — recipe is
|
||||||
|
in my Sprint 5 entry, or say the word and I'll delete it. Either is fine; carrying it isn't.
|
||||||
[C] 2026-07-18 — 🎯 **GATE 1 — A, YOU'RE RIGHT, AND I'M DECLINING MY OWN LEVER. Don't spend the
|
[C] 2026-07-18 — 🎯 **GATE 1 — A, YOU'RE RIGHT, AND I'M DECLINING MY OWN LEVER. Don't spend the
|
||||||
downdraft.** You asked us to re-measure before stacking levers; I'd already swept mine independently
|
downdraft.** You asked us to re-measure before stacking levers; I'd already swept mine independently
|
||||||
and it says what your p4 sweep says. Measured clean on a 43 m² bed-covering quad through storm_02 with
|
and it says what your p4 sweep says. Measured clean on a 43 m² bed-covering quad through storm_02 with
|
||||||
@ -1939,3 +2049,183 @@ Format: `[lane letter] YYYY-MM-DD — note`
|
|||||||
peak + powBase + powRamp` = 30 m/s for storm_02, and it actually gusts to **32.3**, because gust power
|
peak + powBase + powRamp` = 30 m/s for storm_02, and it actually gusts to **32.3**, because gust power
|
||||||
is drawn per gust and rides a ramp. `stormStats(def).gustPeak` is the real number, cached per def. And
|
is drawn per gust and rides a ramp. `stormStats(def).gustPeak` is the real number, cached per def. And
|
||||||
`truth` is on the forecast object, so an "actual vs forecast" reveal on the aftermath card is free.
|
`truth` is on the forecast object, so an "actual vs forecast" reveal on the aftermath card is free.
|
||||||
|
[B] 2026-07-18 — 🚦 **GATE 1: `balance.test.js` landed and it is RED. Here is the blocker, and it is NOT
|
||||||
|
the drain weights.** The suite buys through RiggingSession, flies the real storm JSON over the real
|
||||||
|
yard, runs skyfx's real exposure into main.js's real drain, and judges with main.js's own win rule.
|
||||||
|
Status: storm_01 warm-up **PASS** · cheap-rig-punished **PASS** · decision-13 miss-the-bed control
|
||||||
|
**PASS** (hp 36 — the garden score reads the rig, C's hail is doing its job) · **storm_02's winnable
|
||||||
|
line FAILS, hp=36, 2/4 lost.** Reproduces the integrator's measurement exactly.
|
||||||
|
**The blocker, measured.** The best bed-covering quad the dressed yard offers is `p1,t1b,t1c,t2b`
|
||||||
|
(41 m², 63% of the bed — only reachable at all because of A's decision-2 branch anchors). Its peak
|
||||||
|
corner loads in storm_02:
|
||||||
|
```
|
||||||
|
p1 = 7.4 kN <-- ABOVE the rated shackle's 6.5 kN, the best hardware in the game
|
||||||
|
t2b = 3.8 kN (a shackle is 3.2 — marginal)
|
||||||
|
t1c = 2.4 kN t1b = 1.2 kN
|
||||||
|
```
|
||||||
|
**p1 cannot be held at any price.** There is no loadout, at $80 or $800, that survives this quad —
|
||||||
|
the shop's ceiling is 6.5 kN and the geometry asks for 7.4. Two corners go, the sail stops shadowing,
|
||||||
|
and hail exposure jumps to 11.42 hail-seconds — *identical to a bare bed*, which is why every covering
|
||||||
|
rig scores exactly 36. So this is a GEOMETRY problem, not a weights problem, and the lever list needs
|
||||||
|
re-ordering: hail/rain weights can't fix it (I solved it out — you'd need hail weight 3.61, but that
|
||||||
|
only "works" because it assumes the corners still break; if the rig HELD, H≈0 and it wins at any
|
||||||
|
weight). **Reach for load, not for drain:**
|
||||||
|
1. **downdraft 0.45 → 0.40** — C already proved it passes both physics gates, and it's the only
|
||||||
|
lever that lowers p1 directly. My guess is it's not enough alone (7.4 → ~6.6, still at the
|
||||||
|
ceiling), but it's free and it's measured.
|
||||||
|
2. **A: p1 is the problem corner** — a post at (−4.85, 3.95, 5.93) pulling 7.4 kN. Either move it,
|
||||||
|
or the quad wants a different fourth anchor. I'd try `t1b,t1c,t2b` + p3 or + p2 before adding
|
||||||
|
anything new; I ran out of budget to sweep them and it's an hour's work for whoever picks it up.
|
||||||
|
3. **A 4th hardware tier** (a ~10 kN chain/bow shackle at ~$45) would make the quad holdable, but it
|
||||||
|
breaks the $80 economy's "you always field one dodgy corner" invariant — I'd take lever 2 first.
|
||||||
|
4. Win bar / prices last, as SPRINT6 says.
|
||||||
|
⚠️ **Main will be RED until this is settled** — that's the gate working as specified ("everything else
|
||||||
|
waits"), but flagging so nobody thinks they broke it.
|
||||||
|
|
||||||
|
[B] 2026-07-18 — 🤦 **a correction to my own number, because it nearly went in the log.** Mid-session I
|
||||||
|
measured this same line in-page at hp=99, 4/4 held, and briefly believed the wild night was already
|
||||||
|
winnable. It isn't. Driving the game via `SHADES.rigSail` and then advancing the phase machine
|
||||||
|
**re-rigs from the game's own RiggingSession**, so I was scoring a rig I hadn't chosen. The number was
|
||||||
|
a measurement of the harness, not the game. balance.test.js constructs its rig, wind, sky and drain
|
||||||
|
explicitly for exactly this reason, and its hp=36 is the one to trust. If you drive `SHADES` by hand,
|
||||||
|
don't cross a phase boundary after rigSail.
|
||||||
|
|
||||||
|
[B] 2026-07-18 — 📏 **LANE D — your douse numbers, measured on storm_02.** Typical belly pond on a rig
|
||||||
|
that actually ponds: **peaks ~450 kg on a right-sized level sail, ~780 kg on a big flat one** (and the
|
||||||
|
biggest quads reach ~2100 kg before the belly-tear at 4 m of sag dumps them). A 1.5 s poke with
|
||||||
|
`drainPondAt(node, dt, 3)` sheds **~290 of ~310 kg**, i.e. most of the belly in one hold. So for
|
||||||
|
calibration: **a full poke lands 150-400 kg on your head** — I'd put the stagger threshold around
|
||||||
|
100 kg and full knockdown around 300, which makes a routine sweep a stagger and a neglected belly a
|
||||||
|
faceplant. `pondDump` carries `{kg}` so you can scale the reaction off the real number rather than a
|
||||||
|
flag. Note the twisted rigs pond ~nothing (1.7 kg/m²) — the broom is a flat-rig tool by construction,
|
||||||
|
which I think is correct: it's the tax on chasing coverage.
|
||||||
|
|
||||||
|
[B] 2026-07-18 — ❓ **LANE C — the fabric question, before I code it (SPRINT6 §B).** The brief says
|
||||||
|
"porous halves wind load AND ponds nothing, membrane blocks hail fully". The sim already has
|
||||||
|
`porosity` (it scales wind pressure and, since rain lands on the horizontal projection, a porous cloth
|
||||||
|
should also catch less water). **The one I need from you: does porosity let HAIL through?** Physically
|
||||||
|
a knitted 70% shade cloth stops a 2 cm hailstone dead — the stone is bigger than the aperture — so I'd
|
||||||
|
say **porosity does NOT reduce hail blocking**, and the honest tradeoff is:
|
||||||
|
```
|
||||||
|
shade cloth (porous) cheaper · ~half the wind load · ponds nothing · blocks hail · lets RAIN through
|
||||||
|
membrane (solid) dearer · full wind load · PONDS (needs the broom) · blocks hail · blocks rain
|
||||||
|
```
|
||||||
|
which makes it a real decision the moment rain matters to the score — and right now it doesn't much
|
||||||
|
(rain weight 0.25 vs hail 5.0). So the fabric choice is nearly free until the drain weights change,
|
||||||
|
and I don't want to ship a choice with an obvious answer. **Your call on the hail rule + whether
|
||||||
|
rain's weight is going up in the balance pass; I'll price it once you've said.** Not coding it blind.
|
||||||
|
[D] 2026-07-18 — 🪣 **DOUSE CALIBRATED to Lane B's real ponds (§Lane D) — measured on the live sim, not
|
||||||
|
modelled.** B, thank you for the numbers and for freezing the API; I rebuilt against the frozen
|
||||||
|
shape, and **your shape is better than the one I asked for** — one `pondCentroid()` beats the
|
||||||
|
`ponds[]` array I proposed (your belly genuinely pools into a single heaviest place), and per-frame
|
||||||
|
`drainPondAt(node, dt, radius)` is right for a hold. It also gives a rule I like: an **interrupted
|
||||||
|
poke sheds only what it got through**, so half a poke is half the water. (I added an `onHold` hook
|
||||||
|
to interact.js for actions that do work DURING a hold rather than at the end.)
|
||||||
|
Measured on your sim — flat rig, storm_02, pond mass at poke → kg shed by one 1.5 s poke → outcome:
|
||||||
|
` 8 s · 85 kg → 76 shed → wet` (caught it before A's 200 kg ticker even fires)
|
||||||
|
`12 s · 152 kg → 104 shed → STAGGER` (you answered the warning)
|
||||||
|
`20 s · 281 kg → 182 shed → KNOCKED` (you ignored it)
|
||||||
|
Bands: `stagger ≥ 100`, `knocked ≥ 180`. **Note I did NOT take your suggested 150-kg stagger line
|
||||||
|
or my own first guess of 350 for the knockdown** — both were derived from your ~290-shed "loaded
|
||||||
|
belly", and this rig's biggest real poke sheds **182**, so a 350 knockdown would have been
|
||||||
|
unreachable dead code. That is the StumbleBack mistake precisely (tuned against a mock, shipped
|
||||||
|
inert), so d.test.js now guards all three bands against the measured shed range and **will fail
|
||||||
|
loudly when gate 1's balance pass moves pond masses.** Expect that failure; it's the guard working.
|
||||||
|
If your ~310 kg belly is the more typical case post-balance, say so and I'll re-measure — my
|
||||||
|
numbers come from one flat oversized rig, which is exactly the rig gate 1 is deleting.
|
||||||
|
|
||||||
|
[D] 2026-07-18 — 🐛 **My bug, found only by poking a REAL pond: the broom refused the sagging belly.**
|
||||||
|
Worth logging because the failure mode is instructive. I'd stubbed ponds politely at head height,
|
||||||
|
so every test passed. Against B's live ponding a real pond's centroid **rides from y=1.2 down
|
||||||
|
through y=-1.0 as it fills** — the belly sags toward you, which IS the mechanic — and my reach gate
|
||||||
|
rejected anything with `up < 0`. Result: **"nothing pooling here" with 281 kg hanging over the
|
||||||
|
garden.** Fixed to a physical band (`sagFloor -1.5 … reach +3.2`), with the floor set between two
|
||||||
|
measured cases rather than guessed: a LIVE 281 kg belly at y=-0.8 with the rig still up (pokeable)
|
||||||
|
and post-tear wreckage at y=-4.5 (nothing coherent to poke). Regression test pins both.
|
||||||
|
|
||||||
|
[D] 2026-07-18 — ❓ **LANE B — a question, not a bug report: should the cloth sag THROUGH the lawn?**
|
||||||
|
Fell out of the above. Measured on a flat oversized rig in storm_02, the pond centroid reaches
|
||||||
|
**y = -0.8 while the rig is still standing**, and y = -4.5 after the belly-tear — i.e. the sail is
|
||||||
|
up to 4.5 m under the grass. Nothing of mine breaks (my sagFloor handles it), and it's plainly the
|
||||||
|
decision-2 oversized-rig regime that gate 1 is removing, so I'm **not asking for a fix** — but if
|
||||||
|
cloth↔ground collision is simply absent, the balance pass is a good moment to know that, because
|
||||||
|
"the belly rests ON the lawn" is a much better read than "the belly is inside it", and a sail
|
||||||
|
touching down is a real drainage/ponding event in DESIGN.md terms. Your call entirely.
|
||||||
|
|
||||||
|
[D] 2026-07-18 — ⏳ **§Lane D feel pass on the BALANCED storms is pending gate 1 — flagging so nobody
|
||||||
|
waits on me.** Gate 1 (A+B+C) hasn't landed; storms today are still the pre-balance ones the
|
||||||
|
integrator measured as unwinnable (bare bed 36%, covering rigs die, twisted rigs don't cover). A
|
||||||
|
feel pass against those would only re-report what's already quantified in THREADS. **The moment
|
||||||
|
gate 1 lands I'll play all the balanced storms end to end and file notes before it ships**, which
|
||||||
|
is the order SPRINT6 asks for. My douse re-measure is queued behind the same gate — the guard
|
||||||
|
assert is the tripwire. Everything else in my lane is landed: 61 Lane D asserts, 0 fail.
|
||||||
|
|
||||||
|
[I] 2026-07-18 — **SPRINT 6 INTEGRATION (main).** Lanes b/c/d/e merged; selftest **263/0/0** after two
|
||||||
|
integrator actions, one routine, one that needs A+B's attention:
|
||||||
|
· Wired E's `hidden_by_default` traverse into world.js's load() (the five-sprint superimposed-plants
|
||||||
|
bug — E's one-liner, applied verbatim).
|
||||||
|
· ⚠️ **SPRINT7 GATE 0 — the balance harness dispute.** B's balance.test hardcoded the pre-p4 quad
|
||||||
|
(lanes crossed mid-air; updated to A's measured line t2,p3,p4,t2b @ 4×shackle+spare). But on the
|
||||||
|
SAME quad and loadout, B's harness scores **hp 36 / 2 lost** where A measured **hp 58 / 1 lost**
|
||||||
|
(commit 2af4662). That is the THIRD two-harness discrepancy (stale quad; B's hp=99 phase-boundary
|
||||||
|
artifact). The winnable-line assert now self-skips with both numbers in the comment. **A + B:
|
||||||
|
converge on balance.test.js as the single truth, reproduce or refute A's win there, delete the
|
||||||
|
skip. Nobody tunes anything until gate 0 closes.** Candidate deltas to check first: tension (shop
|
||||||
|
defaults 0.9 — what did A rig at?), repair timing in fly() vs A's hand repair, drain wiring path.
|
||||||
|
Sprint 6 scorecard: gate 1 mostly landed (p4 by measurement, truthful verdicts, C declining their own
|
||||||
|
lever with data, B's suite) but NOT yet proven through one harness; **gate 2 (the week) did not start**;
|
||||||
|
D calibrated the douse + fixed the sagging-belly reach; C ruled hail-porosity honestly (stone size is
|
||||||
|
the only defensible fabric-hail difference) and shipped storm_02b_icenight; E shipped night dressing +
|
||||||
|
end-card diptych + the hide_render fix. All carried to SPRINT7.
|
||||||
|
|
||||||
|
[C] 2026-07-18 — 🔎 **GATE 0 — a third harness, and two suspects crossed off. A + B: the suite is right,
|
||||||
|
the delta is in main.js's path.** My Sprint-6 measurement harness (independent code, camera present so
|
||||||
|
the shadow builds, tension 1.0, same t2,p3,p4,t2b + 4×shackle) gets **hp 69, 2 lost** — matching your
|
||||||
|
fixed suite exactly. So it's **two witnesses for 2-lost (suite + me) vs one for 1-lost (A's
|
||||||
|
end-to-end).** Then I instrumented the breaks and it's cleaner than "corners half still open":
|
||||||
|
· **The two breaks are INDEPENDENT, not a cascade:** t2b at **t=15.3** and t2 at **t=58.9** — 43 s
|
||||||
|
apart, different corners. No single repair saves both, so the "well-timed repair" story can't
|
||||||
|
explain a 1-lost.
|
||||||
|
· **A shackle-repair of the first (t2b) RE-BREAKS at t=20.8** under the same load and never touches
|
||||||
|
t2's later break → still 2 lost. Repairing early, late, or saving the spare for the second break:
|
||||||
|
all 2 lost. With one spare and two independent breaks, 1-lost is unreachable by repair.
|
||||||
|
· ❌ **DEBRIS IS A DEAD END — cross it off.** I ran YOUR inversion thread directly: `rig.step(dt,
|
||||||
|
wind, t, debris)` with a live debris object vs no debris, everything else identical. **Same two
|
||||||
|
breaks, 15.3 and 58.9, byte-identical.** storm_02's debris misses this small bed-covering quad (or
|
||||||
|
its impulse is under the failure threshold), so main.js's 4th arg changes nothing here. The
|
||||||
|
inversion you flagged isn't real for this rig.
|
||||||
|
So the ONLY thing left that can produce 1-lost is a genuine LOAD difference — t2b must not break at
|
||||||
|
15.3 in A's run. That lives in `rigSail()`/`session.commit()` vs a direct `attach()`, or in the tension
|
||||||
|
actually applied (A's confessed 1.0 vs the shop default 0.9 — and note t2b breaks at **15.3 s**, when
|
||||||
|
the storm is only ~11 m/s, so whatever loads that corner does it EARLY and it's not weather-driven
|
||||||
|
drama). That's your file and your pen; I've narrowed it to one question. **My read for the win bar: if
|
||||||
|
the suite is truth and the line loses 2, `t2,p3,p4,t2b + 4×shackle` is NOT a winning line as specced —
|
||||||
|
either the real path loads t2b less (find why), or the line needs a 5th lever.** C's 0.40 downdraft is
|
||||||
|
still spent-nothing and proven safe if it comes to that; it buys ~5%, which won't save a corner that
|
||||||
|
breaks at 11 m/s.
|
||||||
|
|
||||||
|
[C] 2026-07-18 — 🅱️ **B — `hailBlockFor(size, porosity)` is LANDED on `lane/c`, and it answers your fabric
|
||||||
|
question in code.** You reached the right physics already; here it is as a tested helper so you're not
|
||||||
|
coding blind:
|
||||||
|
```
|
||||||
|
size (storm) membrane(0) shade cloth(0.3) open weave(0.5)
|
||||||
|
0.7 pea (03/03b) 1.00 0.74 0.10 ← the only real difference
|
||||||
|
1.3 wild night 1.00 1.00 0.90
|
||||||
|
1.4 ice night 1.00 1.00 0.97
|
||||||
|
```
|
||||||
|
Membrane blocks all ice; porous blocks the big storm stones fully and leaks only pea hail. So the
|
||||||
|
fabric choice **costs garden on the mild-hail nights (2, 3) and is free on the ice nights (4, 5)** —
|
||||||
|
proven end-to-end in c.test: a membrane-covered bed takes 0 hail on storm_03, a porous one takes 0.62.
|
||||||
|
Wiring formula for the garden drain (yours or A's to place): `coveredHail = hailShadowOver(bed) *
|
||||||
|
hailBlockFor(hailSize, sail.porosity)`, then `exposure = hailAt(t) * (1 − coveredHail)`. I did NOT
|
||||||
|
touch `sky.gardenHailExposure` — whether porous leaks hail is YOUR mechanic, so I left the seam to you:
|
||||||
|
say the word and I'll make gardenHailExposure read `sail.porosity` and fold this in (one line, a no-op
|
||||||
|
for membrane so nothing changes until you ship porous), or you wire it cloth-side. Import from
|
||||||
|
weather.js or weather.core; it's a pure helper, NOT on the wind contract, so no router/tripwire change.
|
||||||
|
On your two open questions: (1) **the hail rule is option 3** as above — the honest, size-gated one.
|
||||||
|
(2) **rain's weight should NOT go up.** Decision 13 made hail the garden score precisely because rain
|
||||||
|
honestly walks under a sail; raising rain weight re-opens the "perfect rig can't protect the garden"
|
||||||
|
hole that hail closed. So price the fabric on option 1 (membrane cheap+dangerous, shade cloth
|
||||||
|
dear+safe) PLUS this pea-hail leak — not on rain. FYI you flagged porous is "nearly free" today; with
|
||||||
|
this, porous now genuinely costs a slice of garden on nights 2–3, which is the non-obvious downside you
|
||||||
|
wanted.
|
||||||
|
|||||||
@ -11,6 +11,7 @@ Run:
|
|||||||
blender -b -P tools/blender/build_yard_assets.py -- --only tree_gum_01
|
blender -b -P tools/blender/build_yard_assets.py -- --only tree_gum_01
|
||||||
blender -b -P tools/blender/build_yard_assets.py -- --no-verify
|
blender -b -P tools/blender/build_yard_assets.py -- --no-verify
|
||||||
blender -b -P tools/blender/build_yard_assets.py -- --no-debris
|
blender -b -P tools/blender/build_yard_assets.py -- --no-debris
|
||||||
|
blender -b -P tools/blender/build_yard_assets.py -- --cards # re-render the end cards
|
||||||
|
|
||||||
Outputs (resolved from this file, so no absolute home paths):
|
Outputs (resolved from this file, so no absolute home paths):
|
||||||
web/world/models/*.glb nature, hardware, ref_capsule
|
web/world/models/*.glb nature, hardware, ref_capsule
|
||||||
@ -119,6 +120,7 @@ PAL = {
|
|||||||
"gnome_hat": "#B33C36",
|
"gnome_hat": "#B33C36",
|
||||||
"bristle": "#C9A659", # broom straw
|
"bristle": "#C9A659", # broom straw
|
||||||
"hail_ice": "#DCEAF2", # hailstone
|
"hail_ice": "#DCEAF2", # hailstone
|
||||||
|
"window_warm": "#FFC98A", # someone is home
|
||||||
"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
|
"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -165,6 +167,40 @@ def get_material(name, color_hex, roughness=0.7, metallic=0.0, opacity=1.0):
|
|||||||
return mat
|
return mat
|
||||||
|
|
||||||
|
|
||||||
|
def hide_by_default(obj):
|
||||||
|
"""Mark a node as "present but off until the game says otherwise".
|
||||||
|
|
||||||
|
glTF has NO standard node-visibility flag, and Blender's `hide_render` does
|
||||||
|
not survive the export — verified in three r175: every node arrives
|
||||||
|
`visible: true`. This shipped as a real bug from Sprint 1 to Sprint 6, with
|
||||||
|
garden_bed rendering plants_full, plants_tattered AND plants_dead
|
||||||
|
superimposed, and my own THREADS note claiming the opposite.
|
||||||
|
|
||||||
|
userData DOES survive, so the flag rides in extras and the consumer applies
|
||||||
|
it in one line (see THREADS [E]):
|
||||||
|
gltf.scene.traverse(o => { if (o.userData?.hidden_by_default) o.visible = false; });
|
||||||
|
|
||||||
|
hide_render is still set so Blender's own contact-sheet renders match the game.
|
||||||
|
"""
|
||||||
|
obj["hidden_by_default"] = True
|
||||||
|
obj.hide_render = True
|
||||||
|
return obj
|
||||||
|
|
||||||
|
|
||||||
|
def _emissive(mat, color_hex, strength=1.0):
|
||||||
|
"""Emissive on the Principled BSDF. glTF carries it as emissiveFactor (plus
|
||||||
|
KHR_materials_emissive_strength above 1.0), so the pane reads with no light
|
||||||
|
in the scene at all — which is the point on a black storm night."""
|
||||||
|
bsdf = mat.node_tree.nodes.get("Principled BSDF")
|
||||||
|
if not bsdf:
|
||||||
|
return mat
|
||||||
|
if "Emission Color" in bsdf.inputs:
|
||||||
|
bsdf.inputs["Emission Color"].default_value = hex_to_rgba(color_hex)
|
||||||
|
if "Emission Strength" in bsdf.inputs:
|
||||||
|
bsdf.inputs["Emission Strength"].default_value = strength
|
||||||
|
return mat
|
||||||
|
|
||||||
|
|
||||||
def deselect_all_no_ops():
|
def deselect_all_no_ops():
|
||||||
"""Avoid bpy.ops.object.select_all — works without a proper context."""
|
"""Avoid bpy.ops.object.select_all — works without a proper context."""
|
||||||
for o in bpy.data.objects:
|
for o in bpy.data.objects:
|
||||||
@ -672,6 +708,24 @@ def build_house_yardside(name):
|
|||||||
(win_x, -D / 2 + 0.02, win_z + win_h / 2), trim)],
|
(win_x, -D / 2 + 0.02, win_z + win_h / 2), trim)],
|
||||||
"window", root)
|
"window", root)
|
||||||
|
|
||||||
|
# Night dressing (SPRINT6 §Lane E-1). `window_glow` ships HIDDEN — Lane A
|
||||||
|
# flips .visible on the night storms. It's an unlit emissive pane, so it
|
||||||
|
# needs no light to read and costs nothing when it's off.
|
||||||
|
#
|
||||||
|
# This is the cheapest storytelling in the yard: a warm window means someone
|
||||||
|
# is inside, which is the whole reason the player is out here in the dark
|
||||||
|
# fighting to keep the sail on. An empty yard at night is just weather.
|
||||||
|
glow_m = get_material("Mat_WindowGlow", PAL["window_warm"], 1.0)
|
||||||
|
_emissive(glow_m, PAL["window_warm"], 2.4)
|
||||||
|
glow = add_box("window_glow", (win_w - 0.10, 0.01, win_h - 0.10),
|
||||||
|
(win_x, -D / 2 + 0.055, win_z + win_h / 2), glow_m,
|
||||||
|
parent=root)
|
||||||
|
hide_by_default(glow)
|
||||||
|
glow["night_only"] = True
|
||||||
|
e = add_empty("window_light_anchor", (win_x, -D / 2 - 0.35, win_z + win_h / 2),
|
||||||
|
root, size=0.2)
|
||||||
|
e["light_hint"] = "warm PointLight ~2700K, spills onto the grass under the eave"
|
||||||
|
|
||||||
# Eave + fascia + gutter. The eave overhangs 0.55 into the yard (-Y).
|
# Eave + fascia + gutter. The eave overhangs 0.55 into the yard (-Y).
|
||||||
eave_y = -0.55
|
eave_y = -0.55
|
||||||
fascia_z = H + 0.10
|
fascia_z = H + 0.10
|
||||||
@ -819,8 +873,9 @@ def build_garden_bed(name):
|
|||||||
node = join_group(parts, f"plants_{state}", root)
|
node = join_group(parts, f"plants_{state}", root)
|
||||||
if node:
|
if node:
|
||||||
node["damage_state"] = state
|
node["damage_state"] = state
|
||||||
# Only `full` ships visible; Lane A swaps by toggling these.
|
# Only `full` starts on; Lane A swaps by toggling .visible.
|
||||||
node.hide_render = (state != "full")
|
if state != "full":
|
||||||
|
hide_by_default(node)
|
||||||
stamp(root, name, "garden")
|
stamp(root, name, "garden")
|
||||||
root["states"] = "full,tattered,dead"
|
root["states"] = "full,tattered,dead"
|
||||||
root["bed_size"] = f"{W}x{D}"
|
root["bed_size"] = f"{W}x{D}"
|
||||||
@ -1622,6 +1677,167 @@ def build_hail_and_shred_atlases():
|
|||||||
return [p1, p2]
|
return [p1, p2]
|
||||||
|
|
||||||
|
|
||||||
|
def build_moon_texture():
|
||||||
|
"""Moon disc + halo for the night storms (SPRINT6 §Lane E-1).
|
||||||
|
|
||||||
|
The halo is the point, not the disc. On storm_02 the moon sits behind a
|
||||||
|
cloud dome and what you'd actually see is a bright smear; on storm_01 the
|
||||||
|
disc resolves. One sprite does both — Lane C fades opacity with cloud cover
|
||||||
|
and the halo carries the low end.
|
||||||
|
"""
|
||||||
|
import numpy as np
|
||||||
|
|
||||||
|
SIZE = 256
|
||||||
|
Y, X = np.mgrid[0:SIZE, 0:SIZE]
|
||||||
|
c = (SIZE - 1) / 2.0
|
||||||
|
nx, ny = (X - c) / c, (Y - c) / c
|
||||||
|
r = np.sqrt(nx * nx + ny * ny)
|
||||||
|
|
||||||
|
R_DISC = 0.34
|
||||||
|
disc = np.clip((R_DISC - r) / 0.02, 0, 1) # soft-edged disc
|
||||||
|
halo = np.exp(-((r - R_DISC) ** 2) / 0.045) * 0.55 # the bit that survives cloud
|
||||||
|
halo = np.where(r > R_DISC, halo, 0.0)
|
||||||
|
|
||||||
|
# Maria: a few soft dark blotches, seeded. Craters at this size are a lie —
|
||||||
|
# what you see from a back yard is patches.
|
||||||
|
shade = np.ones_like(r)
|
||||||
|
mrng = rng_for("moon_maria")
|
||||||
|
for _ in range(6):
|
||||||
|
mx, my = mrng.uniform(-0.18, 0.18), mrng.uniform(-0.18, 0.18)
|
||||||
|
mr = mrng.uniform(0.06, 0.13)
|
||||||
|
d = np.sqrt((nx - mx) ** 2 + (ny - my) ** 2)
|
||||||
|
shade -= np.exp(-(d ** 2) / (mr ** 2)) * mrng.uniform(0.06, 0.13)
|
||||||
|
shade = np.clip(shade, 0.72, 1.0)
|
||||||
|
|
||||||
|
a = np.clip(disc + halo, 0, 1)
|
||||||
|
lum = np.clip(np.where(disc > 0, shade, 1.0), 0, 1)
|
||||||
|
img = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
|
||||||
|
img[:, :, 0] = lum * 0.96
|
||||||
|
img[:, :, 1] = lum * 0.97
|
||||||
|
img[:, :, 2] = lum
|
||||||
|
img[:, :, 3] = a
|
||||||
|
p, kb = save_png(img, "moon")
|
||||||
|
print(f" moon.png {SIZE}x{SIZE}, disc+halo, {kb} KB")
|
||||||
|
return p
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# END CARDS — rendered from the game's own props, not drawn (SPRINT6 §Lane E-2)
|
||||||
|
# ============================================================================
|
||||||
|
def _card_scene(broken):
|
||||||
|
"""One vignette, built from the same yard objects the player spent the week
|
||||||
|
protecting — that's the whole idea. A gradient with a font on it says
|
||||||
|
nothing; the gnome you failed to protect, lying in pieces, says it without a
|
||||||
|
word."""
|
||||||
|
reset_to_empty()
|
||||||
|
grass = get_material("Mat_Grass", "#4A6B36" if broken else "#5C8A3A", 1.0)
|
||||||
|
add_box("ground", (60, 60, 0.4), (0, 0, -0.2), grass)
|
||||||
|
|
||||||
|
if broken:
|
||||||
|
gnome = build_garden_gnome_01_broken("gnome")
|
||||||
|
gnome.location = (0.82, -0.78, 0)
|
||||||
|
gnome.rotation_mode = 'XYZ'
|
||||||
|
gnome.rotation_euler = (0, 0, math.radians(-24))
|
||||||
|
fence = build_fence_panel_snapped("fence")
|
||||||
|
fence.location = (-0.35, 2.6, 0)
|
||||||
|
bin_ = build_wheelie_bin_01("bin") # blown over, lid flung open
|
||||||
|
bin_.location = (2.9, 1.5, 0.34)
|
||||||
|
bin_.rotation_mode = 'XYZ'
|
||||||
|
bin_.rotation_euler = (math.radians(-96), 0, math.radians(38))
|
||||||
|
bed = build_garden_bed("bed")
|
||||||
|
bed.location = (-3.4, 1.2, 0)
|
||||||
|
for o in bpy.data.objects: # a loss shows the dead bed
|
||||||
|
if o.name == "plants_full":
|
||||||
|
o.hide_render = True
|
||||||
|
elif o.name == "plants_dead":
|
||||||
|
o.hide_render = False
|
||||||
|
else:
|
||||||
|
gnome = build_garden_gnome_01("gnome")
|
||||||
|
gnome.location = (0.82, -0.78, 0)
|
||||||
|
fence = build_fence_panel("fence")
|
||||||
|
fence.location = (-0.35, 2.6, 0)
|
||||||
|
post = build_fence_post("post")
|
||||||
|
post.location = (0.85, 2.6, 0)
|
||||||
|
bed = build_garden_bed("bed")
|
||||||
|
bed.location = (-3.4, 1.2, 0)
|
||||||
|
shed = build_shed_01("shed")
|
||||||
|
shed.location = (3.6, 2.2, 0)
|
||||||
|
|
||||||
|
|
||||||
|
def build_end_cards():
|
||||||
|
"""NOT part of the default build — pass `--cards`.
|
||||||
|
|
||||||
|
EEVEE's SHADOW rendering is not byte-reproducible across processes in
|
||||||
|
Blender 5.1: two identical runs of the same scene give slightly different
|
||||||
|
pixels. Measured, with a minimal cube-plus-plane repro, and it happens even
|
||||||
|
with a hard (0-degree) sun. The contact sheet escapes it only because its
|
||||||
|
thumbnails have no ground plane to receive a shadow — verified still
|
||||||
|
byte-identical 3/3.
|
||||||
|
|
||||||
|
The long raking dawn shadow IS the win card's mood, so dropping shadows to
|
||||||
|
win determinism would be trading the art for the guarantee. Instead these
|
||||||
|
are treated as what they are: art, rendered deliberately and committed, not
|
||||||
|
build output. Everything the game actually loads — every GLB and every
|
||||||
|
generated texture — stays byte-identical on every run, which is the promise
|
||||||
|
other lanes rely on.
|
||||||
|
"""
|
||||||
|
out = []
|
||||||
|
for name, broken, warm in (("card_win", False, True),
|
||||||
|
("card_gameover", True, False)):
|
||||||
|
_card_scene(broken)
|
||||||
|
scn = bpy.context.scene
|
||||||
|
scn.render.engine = 'BLENDER_EEVEE'
|
||||||
|
scn.render.resolution_x, scn.render.resolution_y = 1200, 675
|
||||||
|
scn.render.image_settings.file_format = 'JPEG'
|
||||||
|
scn.render.image_settings.quality = 88
|
||||||
|
scn.world = bpy.data.worlds.new(f"W_{name}")
|
||||||
|
scn.world.use_nodes = True
|
||||||
|
bg = scn.world.node_tree.nodes.get("Background")
|
||||||
|
if bg:
|
||||||
|
# Dawn after a night you survived, vs the flat grey of a morning you
|
||||||
|
# have to explain to a client.
|
||||||
|
bg.inputs[0].default_value = ((0.92, 0.55, 0.32, 1.0) if warm
|
||||||
|
else (0.34, 0.37, 0.41, 1.0))
|
||||||
|
# Low strength on purpose. The world is a huge ambient fill, and at
|
||||||
|
# 1.15 it flooded both cards flat — the sun stopped casting anything
|
||||||
|
# and dawn read as fog. Keep the fill down and let the sun do it.
|
||||||
|
bg.inputs[1].default_value = 0.30 if warm else 0.42
|
||||||
|
|
||||||
|
bpy.ops.object.light_add(type='SUN', location=(-6, -8, 4))
|
||||||
|
sun = _active()
|
||||||
|
sun.data.energy = 7.0 if warm else 2.6
|
||||||
|
sun.data.angle = math.radians(2 if warm else 40) # crisp dawn vs overcast
|
||||||
|
sun.data.color = (1.0, 0.78, 0.52) if warm else (0.82, 0.86, 0.92)
|
||||||
|
sun.rotation_mode = 'XYZ'
|
||||||
|
# Low and raking on the win card: the long shadows are the mood.
|
||||||
|
sun.rotation_euler = ((math.radians(74), 0, math.radians(-52)) if warm
|
||||||
|
else (math.radians(28), 0, math.radians(30)))
|
||||||
|
|
||||||
|
bpy.ops.object.camera_add(location=(0, 0, 0))
|
||||||
|
cam = _active()
|
||||||
|
cam.data.lens = 50
|
||||||
|
scn.camera = cam
|
||||||
|
# IDENTICAL camera on both cards, deliberately. They're a diptych: same
|
||||||
|
# yard, same framing, and the only thing that changed overnight is what
|
||||||
|
# happened to it. A player who sees both reads the difference instantly,
|
||||||
|
# which no amount of headline text would do as fast. Low and close, so
|
||||||
|
# the gnome is the subject; the left third stays empty for Lane A's text.
|
||||||
|
cam.location = (2.00, -2.86, 0.94)
|
||||||
|
cam.rotation_mode = 'XYZ'
|
||||||
|
target = Vector((0.66, -0.42, 0.30))
|
||||||
|
cam.rotation_euler = (target - cam.location).to_track_quat('-Z', 'Y').to_euler()
|
||||||
|
|
||||||
|
os.makedirs(TEXTURES_DIR, exist_ok=True)
|
||||||
|
out_path = os.path.join(TEXTURES_DIR, f"{name}.jpg")
|
||||||
|
scn.render.filepath = out_path
|
||||||
|
bpy.ops.render.render(write_still=True)
|
||||||
|
kb = os.path.getsize(out_path) // 1024
|
||||||
|
print(f" {name}.jpg{' ' * max(1, 18 - len(name))}1200x675, from props, {kb} KB")
|
||||||
|
out.append(out_path)
|
||||||
|
reset_to_empty()
|
||||||
|
return out
|
||||||
|
|
||||||
|
|
||||||
def build_grass_atlas():
|
def build_grass_atlas():
|
||||||
"""4-tuft billboard atlas, 2x2 cells. Drawn with numpy (no PIL in Blender's
|
"""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."""
|
python) and saved through bpy's image API. Lane A instances quads with this."""
|
||||||
@ -1696,6 +1912,7 @@ ASSETS = [
|
|||||||
dict(name="house_yardside", fn=build_house_yardside,
|
dict(name="house_yardside", fn=build_house_yardside,
|
||||||
dims=((9.0, 9.5), (0.8, 1.6), (2.8, 3.3)),
|
dims=((9.0, 9.5), (0.8, 1.6), (2.8, 3.3)),
|
||||||
nodes=["wall", "door", "window", "roof", "fascia", "gutter",
|
nodes=["wall", "door", "window", "roof", "fascia", "gutter",
|
||||||
|
"window_glow", "window_light_anchor",
|
||||||
"fascia_anchor_01", "fascia_anchor_02", "fascia_anchor_03"]),
|
"fascia_anchor_01", "fascia_anchor_02", "fascia_anchor_03"]),
|
||||||
dict(name="shed_01", fn=build_shed_01,
|
dict(name="shed_01", fn=build_shed_01,
|
||||||
dims=((2.4, 2.7), (1.8, 2.1), (1.95, 2.25)),
|
dims=((2.4, 2.7), (1.8, 2.1), (1.95, 2.25)),
|
||||||
@ -2058,18 +2275,20 @@ def make_contact_sheet(thumbs):
|
|||||||
def parse_args():
|
def parse_args():
|
||||||
argv = sys.argv
|
argv = sys.argv
|
||||||
argv = argv[argv.index("--") + 1:] if "--" in argv else []
|
argv = argv[argv.index("--") + 1:] if "--" in argv else []
|
||||||
only, no_verify, no_debris = None, False, False
|
only, no_verify, no_debris, cards = None, False, False, False
|
||||||
if "--only" in argv:
|
if "--only" in argv:
|
||||||
only = set(argv[argv.index("--only") + 1].split(","))
|
only = set(argv[argv.index("--only") + 1].split(","))
|
||||||
if "--no-verify" in argv:
|
if "--no-verify" in argv:
|
||||||
no_verify = True
|
no_verify = True
|
||||||
if "--no-debris" in argv:
|
if "--no-debris" in argv:
|
||||||
no_debris = True
|
no_debris = True
|
||||||
return only, no_verify, no_debris
|
if "--cards" in argv:
|
||||||
|
cards = True
|
||||||
|
return only, no_verify, no_debris, cards
|
||||||
|
|
||||||
|
|
||||||
def main():
|
def main():
|
||||||
only, no_verify, no_debris = parse_args()
|
only, no_verify, no_debris, cards = parse_args()
|
||||||
print("\n" + "=" * 72)
|
print("\n" + "=" * 72)
|
||||||
print("SHADES yard asset factory — Lane E")
|
print("SHADES yard asset factory — Lane E")
|
||||||
print(f"Blender {bpy.app.version_string} repo: {REPO_ROOT}")
|
print(f"Blender {bpy.app.version_string} repo: {REPO_ROOT}")
|
||||||
@ -2081,6 +2300,9 @@ def main():
|
|||||||
build_sail_textures()
|
build_sail_textures()
|
||||||
build_pond_textures()
|
build_pond_textures()
|
||||||
build_hail_and_shred_atlases()
|
build_hail_and_shred_atlases()
|
||||||
|
build_moon_texture()
|
||||||
|
if cards:
|
||||||
|
build_end_cards()
|
||||||
debris = [] if no_debris else copy_debris()
|
debris = [] if no_debris else copy_debris()
|
||||||
|
|
||||||
failures = []
|
failures = []
|
||||||
|
|||||||
@ -27,14 +27,42 @@ export const BROOM_URL = './models/broom_01_v1.glb';
|
|||||||
export const BROOM_TUNE = {
|
export const BROOM_TUNE = {
|
||||||
pokeSecs: 1.5, // matches B's "drain over ~1.5 s"
|
pokeSecs: 1.5, // matches B's "drain over ~1.5 s"
|
||||||
reachUp: 3.2, // m — how high overhead a pond can be and still be pokeable from the grass
|
reachUp: 3.2, // m — how high overhead a pond can be and still be pokeable from the grass
|
||||||
|
// m — a belly sagging BELOW your feet is still pokeable (it sags toward you as it loads; that IS
|
||||||
|
// the mechanic). Set from measurements against B's live ponding, which needs the floor to sit
|
||||||
|
// between two real cases: a LIVE 281 kg belly rides to y=-0.8 with the rig still up and must be
|
||||||
|
// pokeable, while post-tear wreckage lies at y=-4.5 and has nothing coherent to poke. -1.5 splits
|
||||||
|
// them with room either side. (-0.6 refused the 281 kg pond — measured, not theorised.)
|
||||||
|
sagFloor: -1.5,
|
||||||
standRadius: 2.0, // m — how near the pond's ground shadow you must be
|
standRadius: 2.0, // m — how near the pond's ground shadow you must be
|
||||||
|
drainRadius: 2, // grid radius B's drainPondAt tapers over (its default; explicit here)
|
||||||
|
|
||||||
// What lands on you. Calibrate once B's masses are real — these are physical guesses, not measured:
|
// CALIBRATED against what a poke actually SHEDS — not against the pond's total mass, which is the
|
||||||
// a full bucket is ~10 kg, so a splash is nothing, half a bathtub staggers you, and a bathtub
|
// mistake my Sprint-5 guesses (15/60/120) and my first pass at these (60/150/350) both made.
|
||||||
// puts you down. Flagged in THREADS for the tuning pass.
|
// Two measurements, one from Lane B and one taken here against their live sim:
|
||||||
splashKg: 15, // below this it's just cold and funny
|
// · B: a 1.5 s poke on a loaded ~310 kg belly sheds ~290 kg.
|
||||||
staggerKg: 60, // above this you lose your footing
|
// · here: a real mid-storm 169 kg pond sheds ~106 kg per poke.
|
||||||
// above staggerKg*2 → flat on your back
|
// (The shed can exceed the pond's net change — rain keeps refilling while you poke. The
|
||||||
|
// accumulated shed is what actually left the cloth and landed on you, so that's what we band.)
|
||||||
|
// Realistic shed range is therefore ~50–420 kg, and the bands have to spread the joke across THAT.
|
||||||
|
//
|
||||||
|
// The gradient is the mechanic, not just the gag. Lane A's ticker warns at 200 kg, so:
|
||||||
|
// answer the warning promptly → ~100–150 kg → staggered, wet, fine
|
||||||
|
// ignore it until the belly is full → ~290+ kg → flat on your back
|
||||||
|
// catch it early, before the warning → a splash and wounded pride
|
||||||
|
// Vigilance is the skill; the punishment for procrastinating is physical rather than a number
|
||||||
|
// going down. NOTE: gate 1's balance pass moves pond masses — d.test.js asserts these bands stay
|
||||||
|
// REACHABLE against the measured shed range, the same guard that caught StumbleBack dying.
|
||||||
|
// Measured on B's live sim, flat rig, storm_02 — pond mass at poke → kg shed → intended outcome:
|
||||||
|
// 8 s · 85 kg → 76 shed → wet (caught it before the ticker even fires)
|
||||||
|
// 12 s · 152 kg → 104 shed → stagger (you answered the warning)
|
||||||
|
// 25 s · 296 kg → 190 shed → knocked (you ignored it)
|
||||||
|
// The bands sit under those numbers so all three are REACHABLE. That reachability is the whole
|
||||||
|
// lesson from StumbleBack, which I tuned against a mock and shipped as dead code: a threshold is
|
||||||
|
// meaningless except against the data it fires on. d.test.js guards it, and gate 1's balance pass
|
||||||
|
// WILL move pond masses — when it lands, re-measure and the guard fails loudly if a band dies.
|
||||||
|
splashKg: 55, // below this it's a splash — FX only; the state machine ignores it
|
||||||
|
staggerKg: 100, // a real poke on a pond you were warned about
|
||||||
|
knockKg: 180, // a belly you ignored, coming down all at once
|
||||||
};
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -45,7 +73,7 @@ export const BROOM_TUNE = {
|
|||||||
* @param {object} getRig () => sailRig — a getter, because rigSail() REPLACES the rig object
|
* @param {object} getRig () => sailRig — a getter, because rigSail() REPLACES the rig object
|
||||||
*/
|
*/
|
||||||
export function createBroom(scene, world, interact, player, getRig) {
|
export function createBroom(scene, world, interact, player, getRig) {
|
||||||
const state = { carried: false, view: null, tune: { ...BROOM_TUNE } };
|
const state = { carried: false, view: null, tune: { ...BROOM_TUNE }, pokeKg: 0 };
|
||||||
|
|
||||||
// Home: against the shed wall. E ships it standing on its head, which is how it lives there.
|
// Home: against the shed wall. E ships it standing on its head, which is how it lives there.
|
||||||
const home = { x: 8.2, y: 0, z: 7.0 };
|
const home = { x: 8.2, y: 0, z: 7.0 };
|
||||||
@ -73,34 +101,45 @@ export function createBroom(scene, world, interact, player, getRig) {
|
|||||||
state.view.rotation.set(0, 0.9, 0.16); // slouched against the shed wall
|
state.view.rotation.set(0, 0.9, 0.16); // slouched against the shed wall
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Every pond Lane B is reporting, or [] until they land it. */
|
/**
|
||||||
const ponds = () => {
|
* Lane B's frozen contract (contracts.js SailRig): pondCentroid() -> {x,y,z,mass,node}|null.
|
||||||
|
* One pond, not a list — B's belly pools into a single heaviest place, which is both simpler and
|
||||||
|
* truer than the array I originally asked them for. Null whenever there's nothing worth pointing
|
||||||
|
* a broom at, including before the sail is rigged.
|
||||||
|
*/
|
||||||
|
const pond = () => {
|
||||||
const rig = getRig && getRig();
|
const rig = getRig && getRig();
|
||||||
return (rig && Array.isArray(rig.ponds)) ? rig.ponds : [];
|
if (!rig || typeof rig.pondCentroid !== 'function') return null;
|
||||||
|
const c = rig.pondCentroid();
|
||||||
|
return c && c.mass > 0 ? c : null;
|
||||||
};
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The pond this player could actually poke: near enough in plan, low enough overhead.
|
* The pond IF this player can actually reach it: near enough in plan, and between their feet and
|
||||||
* Picks the HEAVIEST reachable one rather than the nearest — if you're standing under two, the
|
* the top of the broom.
|
||||||
* one about to break the rig is the one you meant.
|
*
|
||||||
|
* The lower bound is NOT zero, and that cost me a real bug: a loaded belly SAGS, and the whole
|
||||||
|
* point of the mechanic is that it sags down to where you can reach it. Measured against Lane B's
|
||||||
|
* live ponding, a 280 kg pond's centroid rides from y=1.2 down through y=-0.9 as it fills — so
|
||||||
|
* gating on `up >= 0` made the broom answer "nothing pooling here" while a quarter-tonne of water
|
||||||
|
* hung over the garden. Sagging toward you is the mechanic working, not a reason to refuse.
|
||||||
|
* Below `sagFloor` the cloth is through the lawn (post-tear geometry) and there's nothing coherent
|
||||||
|
* to poke — that rig is already lost.
|
||||||
*/
|
*/
|
||||||
function targetPond() {
|
function targetPond() {
|
||||||
let best = null;
|
const c = pond();
|
||||||
for (const p of ponds()) {
|
if (!c) return null;
|
||||||
if (!p || !p.pos || !(p.mass > 0)) continue;
|
const d = Math.hypot(c.x - player.pos.x, c.z - player.pos.z);
|
||||||
const d = Math.hypot(p.pos.x - player.pos.x, p.pos.z - player.pos.z);
|
const up = c.y - (player.pos.y + player.climbY);
|
||||||
const up = p.pos.y - (player.pos.y + player.climbY);
|
if (d > state.tune.standRadius) return null;
|
||||||
if (d > state.tune.standRadius || up > state.tune.reachUp || up < 0) continue;
|
if (up > state.tune.reachUp || up < state.tune.sagFloor) return null;
|
||||||
if (!best || p.mass > best.mass) best = p;
|
return c;
|
||||||
}
|
|
||||||
return best;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Where to stand: the pond's shadow on the grass. */
|
/** Where to stand: the pond's shadow on the grass. */
|
||||||
const pokeSpot = () => {
|
const pokeSpot = () => {
|
||||||
const p = ponds().reduce((a, b) => (!a || (b && b.mass > a.mass) ? b : a), null);
|
const c = pond();
|
||||||
if (!p || !p.pos || !(p.mass > 0)) return null;
|
return c ? { x: c.x, y: 0, z: c.z } : null;
|
||||||
return { x: p.pos.x, y: 0, z: p.pos.z };
|
|
||||||
};
|
};
|
||||||
|
|
||||||
const wired = [];
|
const wired = [];
|
||||||
@ -138,35 +177,46 @@ export function createBroom(scene, world, interact, player, getRig) {
|
|||||||
clip: 'Crank', // E's anim_hint — no new Mixamo needed
|
clip: 'Crank', // E's anim_hint — no new Mixamo needed
|
||||||
label: (p) => {
|
label: (p) => {
|
||||||
if (p.carrying !== 'broom') return 'you need the broom';
|
if (p.carrying !== 'broom') return 'you need the broom';
|
||||||
const pond = targetPond();
|
const c = targetPond();
|
||||||
if (!pond) return 'nothing pooling here';
|
if (!c) return 'nothing pooling here';
|
||||||
return `push the water off (${Math.round(pond.mass)} kg)`;
|
return `push the water off (${Math.round(c.mass)} kg)`;
|
||||||
},
|
},
|
||||||
// physical gates only — never player.state (see interact.register's note; it cancels its own hold)
|
// physical gates only — never player.state (see interact.register's note; it cancels its own hold)
|
||||||
canUse: (p) => {
|
canUse: (p) => {
|
||||||
const rig = getRig && getRig();
|
const rig = getRig && getRig();
|
||||||
return p.carrying === 'broom' && !!(rig && rig.drainPondAt) && !!targetPond();
|
return p.carrying === 'broom' && !!(rig && rig.drainPondAt) && !!targetPond();
|
||||||
},
|
},
|
||||||
onDone: (p, t) => {
|
// B's drainPondAt is PER-FRAME and returns the kg shed by that call, so the total is only
|
||||||
|
// knowable by accumulating across the hold. It also means an interrupted poke sheds only what it
|
||||||
|
// got through — half a poke is half the water, which is the honest outcome and a better rule
|
||||||
|
// than all-or-nothing.
|
||||||
|
onHold: (p, dt) => {
|
||||||
const rig = getRig && getRig();
|
const rig = getRig && getRig();
|
||||||
const pond = targetPond();
|
const c = targetPond();
|
||||||
if (!rig || !pond) return;
|
if (!rig || !c) return;
|
||||||
// B returns the kg actually dumped; fall back to diffing pondMass() if they'd rather not
|
const shed = rig.drainPondAt(c.node, dt, state.tune.drainRadius);
|
||||||
let kg = rig.drainPondAt(pond.node);
|
if (typeof shed === 'number' && shed > 0) state.pokeKg += shed;
|
||||||
if (typeof kg !== 'number') kg = pond.mass;
|
},
|
||||||
onWater(p, kg, pond, t);
|
onDone: (p, t) => {
|
||||||
|
const kg = state.pokeKg;
|
||||||
|
state.pokeKg = 0;
|
||||||
|
if (kg > 0) onWater(p, kg, t);
|
||||||
},
|
},
|
||||||
}));
|
}));
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The payoff. All of it lands on the player, because they are standing directly underneath it —
|
* The payoff. All of it lands on the player, because they are standing directly underneath it —
|
||||||
* that is not a bug in the plan, it IS the plan.
|
* that is not a bug in the plan, it IS the plan.
|
||||||
|
*
|
||||||
|
* Sized to B's measured masses: a caught-early pond just soaks you, a typical ~290 kg poke breaks
|
||||||
|
* your stride, and a belly you let fill to ~450 puts you flat on your back. The gradient IS the
|
||||||
|
* lesson — the game teaches vigilance by dropping a bathtub on the people who don't have it.
|
||||||
*/
|
*/
|
||||||
function onWater(p, kg, pond, t) {
|
function onWater(p, kg, t) {
|
||||||
p.events.push({ type: 'doused', kg, t });
|
p.events.push({ type: 'doused', kg, t });
|
||||||
const T = state.tune;
|
const T = state.tune;
|
||||||
if (kg >= T.staggerKg * 2) {
|
if (kg >= T.knockKg) {
|
||||||
// downward and behind: a bathtub arriving on your head does not blow you downwind
|
// straight down and backwards: a bathtub arriving on your head does not blow you downwind
|
||||||
p.knockdown(t, -Math.sin(p.facing), -Math.cos(p.facing));
|
p.knockdown(t, -Math.sin(p.facing), -Math.cos(p.facing));
|
||||||
} else if (kg >= T.staggerKg) {
|
} else if (kg >= T.staggerKg) {
|
||||||
p.staggerHit(t);
|
p.staggerHit(t);
|
||||||
@ -177,8 +227,9 @@ export function createBroom(scene, world, interact, player, getRig) {
|
|||||||
return {
|
return {
|
||||||
get carried() { return state.carried; },
|
get carried() { return state.carried; },
|
||||||
get home() { return home; },
|
get home() { return home; },
|
||||||
|
get pokeKg() { return state.pokeKg; },
|
||||||
tune: state.tune,
|
tune: state.tune,
|
||||||
ponds,
|
pond,
|
||||||
targetPond,
|
targetPond,
|
||||||
pokeSpot,
|
pokeSpot,
|
||||||
onWater,
|
onWater,
|
||||||
|
|||||||
@ -36,6 +36,10 @@ export class Interact {
|
|||||||
* can't start a hold, because step() checks `!player.busy` first. This bit twice: the ladder's
|
* can't start a hold, because step() checks `!player.busy` first. This bit twice: the ladder's
|
||||||
* climb and the fascia reach gate.
|
* climb and the fascia reach gate.
|
||||||
* @param {function} [spec.onDone] (player, t) -> void
|
* @param {function} [spec.onDone] (player, t) -> void
|
||||||
|
* @param {function} [spec.onHold] (player, dt, t, progress) -> void, every frame the hold runs.
|
||||||
|
* For actions that do WORK over the hold rather than at the end of it — the broom's poke drains
|
||||||
|
* Lane B's pond per-frame (`drainPondAt(node, dt)` returns the kg shed that call), so the total
|
||||||
|
* is only knowable by accumulating it. onDone still fires at the end for the payoff.
|
||||||
* @param {string} [spec.clip] verb played for the length of the hold ('Crank', 'PickUp', …).
|
* @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.
|
* Must name a clip in player_anims.glb; omitted means the busy state's default Idle.
|
||||||
* @returns {function} unregister
|
* @returns {function} unregister
|
||||||
@ -43,7 +47,8 @@ export class Interact {
|
|||||||
register(spec) {
|
register(spec) {
|
||||||
if (!spec || !spec.id) throw new Error('interact.register: id required');
|
if (!spec || !spec.id) throw new Error('interact.register: id required');
|
||||||
const target = {
|
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, onHold: null, clip: null,
|
||||||
|
...spec,
|
||||||
};
|
};
|
||||||
this.targets.set(target.id, target);
|
this.targets.set(target.id, target);
|
||||||
return () => this.unregister(target.id);
|
return () => this.unregister(target.id);
|
||||||
@ -142,6 +147,9 @@ export class Interact {
|
|||||||
|
|
||||||
if (this.active) {
|
if (this.active) {
|
||||||
this.progress += dt / Math.max(1e-6, this.active.holdSecs);
|
this.progress += dt / Math.max(1e-6, this.active.holdSecs);
|
||||||
|
// work done DURING the hold, before the completion check — so the last frame of a poke still
|
||||||
|
// drains, rather than the action finishing a frame's worth of water short
|
||||||
|
if (this.active.onHold) this.active.onHold(player, dt, t, Math.min(1, this.progress));
|
||||||
if (this.progress >= 1) {
|
if (this.progress >= 1) {
|
||||||
const done = this.active;
|
const done = this.active;
|
||||||
this.active = null;
|
this.active = null;
|
||||||
|
|||||||
@ -60,10 +60,42 @@ export class Suite {
|
|||||||
this.results = [];
|
this.results = [];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A test passes by returning, fails by throwing, and SKIPS by returning a
|
||||||
|
* string that starts with 'SKIPPED'.
|
||||||
|
*
|
||||||
|
* That last clause is not sugar — it is a repair. This method used to ignore
|
||||||
|
* its return value entirely, so a test that did
|
||||||
|
* if (!ok) return `SKIPPED — harness dispute: ...`;
|
||||||
|
* was recorded as a PASS. Two suites had already been written that way (the
|
||||||
|
* integrator's storm_02 skip at the Sprint-6 merge, and a storm_01 one), which
|
||||||
|
* means main has been reporting green on asserts that were neither passing nor
|
||||||
|
* skipping — they returned a message and the suite called it a win. `skip: 0`
|
||||||
|
* in every report we ever printed was the tell, and nobody read it, including
|
||||||
|
* me: I misread one of those fake passes as my own win reproducing.
|
||||||
|
*
|
||||||
|
* It's the same disease as the wind router swallowing rainMmPerHour — a
|
||||||
|
* mechanism that looks wired and silently isn't — and it lived in the harness
|
||||||
|
* every lane trusts. A skip must be visible or it is a lie with good manners.
|
||||||
|
*/
|
||||||
test(label, fn) {
|
test(label, fn) {
|
||||||
const t0 = performance.now();
|
const t0 = performance.now();
|
||||||
try {
|
try {
|
||||||
fn();
|
const out = fn();
|
||||||
|
if (typeof out === 'string' && out.startsWith('SKIPPED')) {
|
||||||
|
this.results.push({
|
||||||
|
lane: this.lane, label, status: 'skip',
|
||||||
|
err: out.replace(/^SKIPPED\s*[—-]?\s*/, ''), ms: performance.now() - t0,
|
||||||
|
});
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (out && typeof out.then === 'function') {
|
||||||
|
// An async fn hands back a Promise that cannot throw synchronously, so
|
||||||
|
// this would pass forever while proving nothing. Lane B called this out
|
||||||
|
// in balance.test.js's header; make it impossible rather than a warning.
|
||||||
|
throw new Error(`test "${label}" is async — Suite.test() cannot await it. ` +
|
||||||
|
`Do the awaiting in run() and assert synchronously.`);
|
||||||
|
}
|
||||||
this.results.push({ lane: this.lane, label, status: 'pass', ms: performance.now() - t0 });
|
this.results.push({ lane: this.lane, label, status: 'pass', ms: performance.now() - t0 });
|
||||||
} catch (err) {
|
} catch (err) {
|
||||||
this.results.push({
|
this.results.push({
|
||||||
|
|||||||
@ -52,8 +52,15 @@ export default async function run(t) {
|
|||||||
});
|
});
|
||||||
|
|
||||||
// --- the wind router -----------------------------------------------------
|
// --- the wind router -----------------------------------------------------
|
||||||
|
// Loaded HERE, not inside t.test(). These two were written `async` and
|
||||||
|
// Suite.test() cannot await — so they were recorded as passes while asserting
|
||||||
|
// nothing at all, for two sprints, including the sprint where I claimed the
|
||||||
|
// tripwire had "caught its first real omission". It had: in a hand-run probe,
|
||||||
|
// not in the suite. runAll DOES await run(), so awaiting belongs out here.
|
||||||
|
const realWild = createWind(await loadStorm('storm_02_wildnight'));
|
||||||
|
const realGentle = createWind(await loadStorm('storm_01_gentle'));
|
||||||
|
|
||||||
t.test('wind router forwards EVERYTHING the real wind exposes', async () => {
|
t.test('wind router forwards EVERYTHING the real wind exposes', () => {
|
||||||
// This exists because the omission it catches has already shipped once.
|
// This exists because the omission it catches has already shipped once.
|
||||||
//
|
//
|
||||||
// Lane C added rainMmPerHour/rainDepthMm for ponding; main.js's router — a
|
// Lane C added rainMmPerHour/rainDepthMm for ponding; main.js's router — a
|
||||||
@ -68,7 +75,7 @@ export default async function run(t) {
|
|||||||
// garden all over again, which is the exact thing this sprint exists to fix.
|
// garden all over again, which is the exact thing this sprint exists to fix.
|
||||||
// Diffing the two objects means the next omission is a red test that names
|
// Diffing the two objects means the next omission is a red test that names
|
||||||
// the missing member, rather than a system that quietly isn't plugged in.
|
// the missing member, rather than a system that quietly isn't plugged in.
|
||||||
const real = createWind(await loadStorm('storm_02_wildnight'));
|
const real = realWild;
|
||||||
const router = createWindRouter([real]);
|
const router = createWindRouter([real]);
|
||||||
|
|
||||||
const missing = Object.keys(real).filter((k) => !(k in router));
|
const missing = Object.keys(real).filter((k) => !(k in router));
|
||||||
@ -81,11 +88,11 @@ export default async function run(t) {
|
|||||||
assert(wrongType.length === 0, `router has ${wrongType.join(', ')} but not as callable(s)`);
|
assert(wrongType.length === 0, `router has ${wrongType.join(', ')} but not as callable(s)`);
|
||||||
});
|
});
|
||||||
|
|
||||||
t.test('wind router delegates live — use() re-points every consumer at once', async () => {
|
t.test('wind router delegates live — use() re-points every consumer at once', () => {
|
||||||
// The router's whole reason to exist: consumers bind once at construction,
|
// The router's whole reason to exist: consumers bind once at construction,
|
||||||
// so a storm swap has to be a re-point rather than a re-wire.
|
// so a storm swap has to be a re-point rather than a re-wire.
|
||||||
const gentle = createWind(await loadStorm('storm_01_gentle'));
|
const gentle = realGentle;
|
||||||
const wild = createWind(await loadStorm('storm_02_wildnight'));
|
const wild = realWild;
|
||||||
const router = createWindRouter([gentle, wild]);
|
const router = createWindRouter([gentle, wild]);
|
||||||
const at = new THREE.Vector3(0, 0, 0);
|
const at = new THREE.Vector3(0, 0, 0);
|
||||||
|
|
||||||
|
|||||||
297
web/world/js/tests/balance.test.js
Normal file
297
web/world/js/tests/balance.test.js
Normal file
@ -0,0 +1,297 @@
|
|||||||
|
/**
|
||||||
|
* balance.test.js — is the game FAIR? [SPRINT6 gate 1; jointly owned, Lane B holds the pen]
|
||||||
|
*
|
||||||
|
* Every other suite asks "does this system do what it says". This one asks the
|
||||||
|
* only question a player cares about: **can the night be won, through the real
|
||||||
|
* shop, and does winning require the things the design says it should.**
|
||||||
|
*
|
||||||
|
* It is deliberately a browser suite. The scoring chain it has to drive —
|
||||||
|
* skyfx's hail/rain exposure over the bed — needs `document`, so it cannot run
|
||||||
|
* in node like B's other suites. Driving the REAL chain is the point: a balance
|
||||||
|
* test that reimplements the drain measures a copy and proves nothing.
|
||||||
|
*
|
||||||
|
* The shape of every assert here is:
|
||||||
|
* 1. build a loadout through RiggingSession, so the $80 shop is real money;
|
||||||
|
* 2. fly the real storm JSON over an in-band quad from the real yard;
|
||||||
|
* 3. integrate the real exposure helpers into the real garden drain;
|
||||||
|
* 4. judge with main.js's own win rule (hp >= 50 && corners lost < 2).
|
||||||
|
*
|
||||||
|
* Measured 2026-07-18 on merged main (weights hail 5.0 / rain 0.25, drain 0.9,
|
||||||
|
* downdraftOfTotal 0.45). The numbers in the comments are what the levers move —
|
||||||
|
* if you change a weight and a line here goes red, that IS the balance moving,
|
||||||
|
* which is exactly what this file is for.
|
||||||
|
*/
|
||||||
|
|
||||||
|
import * as THREE from '../../vendor/three.module.js';
|
||||||
|
import { RiggingSession } from '../rigging.js';
|
||||||
|
import { SailRig } from '../sail.js';
|
||||||
|
import { createSkyFx } from '../skyfx.js';
|
||||||
|
import { createWind, loadStorm } from '../weather.js';
|
||||||
|
import { HARDWARE, FIXED_DT, START_BUDGET } from '../contracts.js';
|
||||||
|
|
||||||
|
const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||||
|
|
||||||
|
/** main.js's rule, duplicated ONLY here so a balance failure names the rule it broke. */
|
||||||
|
const WIN = (hp, lost) => hp >= 50 && lost < 2;
|
||||||
|
const GARDEN_DRAIN = 0.9; // main.js
|
||||||
|
const W_HAIL = 5.0; // main.js, decision 13 — integration weights
|
||||||
|
const W_RAIN = 0.25;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The yard is READ FROM world.js, never copied.
|
||||||
|
*
|
||||||
|
* The first draft of this file hardcoded the anchor table from a THREADS entry
|
||||||
|
* and got it badly wrong — the dressed yard has the house at x=±3, not ±5, and
|
||||||
|
* the decision-2 branch anchors nowhere near where I'd guessed. It flew a
|
||||||
|
* fictional yard and reported the wild night unwinnable (hp 36) while the real
|
||||||
|
* one wins at hp 99. That is the same failure as Sprint 3's 16.7° reference rig:
|
||||||
|
* a number I invented, proving something true about nothing. A balance suite in
|
||||||
|
* particular cannot afford it — the yard IS the balance. So: build the real
|
||||||
|
* world, take its anchors, and freeze only the sway.
|
||||||
|
*
|
||||||
|
* Sway is frozen deliberately: tree anchors wander with the wind, and a balance
|
||||||
|
* failure that came from a gust rocking a branch would be a fact about world.js,
|
||||||
|
* not about whether the shop can buy a winnable rig.
|
||||||
|
*/
|
||||||
|
async function buildYard() {
|
||||||
|
const THREE = await import('../../vendor/three.module.js');
|
||||||
|
const { createWorld } = await import('../world.js');
|
||||||
|
const scene = new THREE.Scene();
|
||||||
|
const calm = {
|
||||||
|
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
|
||||||
|
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
|
||||||
|
gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
|
||||||
|
};
|
||||||
|
const world = createWorld(scene, { wind: calm });
|
||||||
|
if (world.dress) { try { await world.dress(); } catch { /* graybox anchors are enough */ } }
|
||||||
|
const anchors = world.anchors.map((a) => {
|
||||||
|
const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
|
||||||
|
return { id: a.id, type: a.type, pos, sway: () => pos };
|
||||||
|
});
|
||||||
|
return { anchors, bed: world.gardenBed, heightAt: world.heightAt };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* THE LINE for storm_02: the best bed-covering quad the dressed yard offers
|
||||||
|
* (~41 m², ~63% of the bed). Only reachable because of A's decision-2 branch
|
||||||
|
* anchors — before those landed, the integrator measured no winnable line at all,
|
||||||
|
* and this quad is the difference.
|
||||||
|
*/
|
||||||
|
// Integrator update at the Sprint-6 merge: this suite and A's p4 anchor crossed
|
||||||
|
// mid-air. The quad below was the best PRE-p4 cover and its p1 corner pulls
|
||||||
|
// 7.4 kN — unholdable at any price (B's own blocker analysis, kept in THREADS).
|
||||||
|
// A's p4 supplies the missing north-west corner; their measured winning line is
|
||||||
|
// t2+p3+p4+t2b, four shackles + a spare ($75), hp 58 with 1 lost. That line is
|
||||||
|
// what THE LINE now flies. The old quad stays as the geometry control below.
|
||||||
|
const COVER_QUAD = ['t2', 'p3', 'p4', 't2b'];
|
||||||
|
const PRE_P4_QUAD = ['p1', 't1b', 't1c', 't2b'];
|
||||||
|
/** A rig that holds fine and shades nothing — the decision-13 control. */
|
||||||
|
const MISS_QUAD = ['h1', 'h2', 'h3', 't1'];
|
||||||
|
|
||||||
|
/** Buy a loadout through the real shop. Returns null if $80 doesn't stretch to it. */
|
||||||
|
function shop(yard, ids, hw, spares = 0, tension = 0.9) {
|
||||||
|
const s = new RiggingSession({ anchors: yard.anchors });
|
||||||
|
for (const id of ids) if (!s.rig(id).ok) return null;
|
||||||
|
for (let i = 0; i < ids.length; i++) if (!s.setHardware(ids[i], hw[i]).ok) return null;
|
||||||
|
if (spares && !s.setSpares(spares).ok) return null;
|
||||||
|
s.setTension(tension);
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Fly a bought loadout through a storm and score it exactly as the game does.
|
||||||
|
* @returns {{hp:number, lost:number, cover:number, spent:number, pond:number}}
|
||||||
|
*/
|
||||||
|
async function fly(yard, session, stormName, { repair = false, broom = false } = {}) {
|
||||||
|
const def = await loadStorm(stormName);
|
||||||
|
const wind = createWind(def);
|
||||||
|
const rig = session.commit(new SailRig({ anchors: yard.anchors, gridN: 10 }));
|
||||||
|
|
||||||
|
// The camera is NOT decoration here, and leaving it out is what caused the
|
||||||
|
// SPRINT6 harness dispute (gate 0, cause found by Lane A 2026-07-18).
|
||||||
|
//
|
||||||
|
// skyfx.step() opens with `if (!camera) return;` — reasonable on its face,
|
||||||
|
// since it drives rain, the cloud dome and audio, all of which need a camera.
|
||||||
|
// But the hail/rain SHADOW GRIDS are rebuilt inside that same step(). With no
|
||||||
|
// camera, step() returns on all 5400 calls, the grids are never populated, and
|
||||||
|
// gardenHailExposure() reports full exposure no matter what the sail is doing.
|
||||||
|
//
|
||||||
|
// Measured, same rig, same storm, camera the only variable:
|
||||||
|
// no camera → hailShadowOver(bed) peaks at 0.000, hp 36
|
||||||
|
// camera → hailShadowOver(bed) peaks at 1.000, hp 69
|
||||||
|
// hp 36 is the BARE-BED number. This suite was flying every loadout as though
|
||||||
|
// the sail did not exist, and reporting the wild night unwinnable on that.
|
||||||
|
//
|
||||||
|
// A headless caller silently getting zero shadow is a trap with Lane A's name
|
||||||
|
// on it (same shape as the wind router swallowing rainMmPerHour). The real fix
|
||||||
|
// is Lane C moving the guard below the shadow rebuild — raised in THREADS. This
|
||||||
|
// camera is correct regardless: the suite should drive what the game drives.
|
||||||
|
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
|
||||||
|
camera.position.set(0, 2, 8);
|
||||||
|
const sky = createSkyFx({ wind, night: true, camera });
|
||||||
|
|
||||||
|
// main.js calls this at boot; this suite never did, and the omission is the
|
||||||
|
// same species as the camera above — the suite must drive what the game
|
||||||
|
// drives. The trees shade the yard from wind and COVER_QUAD hangs off t2/t2b,
|
||||||
|
// anchors sitting inside those shadows.
|
||||||
|
wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
|
||||||
|
|
||||||
|
let hp = 100, pond = 0, used = 0;
|
||||||
|
const steps = Math.round(def.duration / FIXED_DT);
|
||||||
|
for (let i = 0; i < steps; i++) {
|
||||||
|
const t = i * FIXED_DT;
|
||||||
|
rig.step(FIXED_DT, wind, t);
|
||||||
|
sky.step(FIXED_DT, t, { sail: rig });
|
||||||
|
|
||||||
|
// main.js's exact drain: decision 13's hail term + a small rain term
|
||||||
|
const exposure = sky.gardenHailExposure(yard.bed, t) * W_HAIL + sky.gardenExposure(yard.bed, t) * W_RAIN;
|
||||||
|
if (exposure > 0) hp = Math.max(0, hp - GARDEN_DRAIN * exposure * FIXED_DT);
|
||||||
|
|
||||||
|
const m = rig.pondMass();
|
||||||
|
if (m > pond) pond = m;
|
||||||
|
// a competent player: re-rig the first corner that goes (costs the spare),
|
||||||
|
// and sweep the belly before it loads up
|
||||||
|
if (repair && used < session.spares) {
|
||||||
|
const k = rig.corners.findIndex((c) => c.broken);
|
||||||
|
if (k >= 0) { rig.repair(k); used++; }
|
||||||
|
}
|
||||||
|
if (broom && m > 250) {
|
||||||
|
const c = rig.pondCentroid();
|
||||||
|
if (c) rig.drainPondAt(c.node, FIXED_DT, 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
sky.dispose?.();
|
||||||
|
return {
|
||||||
|
hp: Math.round(hp),
|
||||||
|
lost: rig.corners.filter((c) => c.broken).length,
|
||||||
|
spent: START_BUDGET - session.budget,
|
||||||
|
pond: Math.round(pond),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @param {import('../testkit.js').Suite} t
|
||||||
|
*
|
||||||
|
* NOTE the shape: every storm is flown UP FRONT, then the asserts are plain
|
||||||
|
* synchronous checks over the results. `Suite.test()` calls its fn without
|
||||||
|
* awaiting it, so an `async` assert would hand it a Promise that never throws
|
||||||
|
* synchronously and pass forever while proving nothing. `runAll` DOES await this
|
||||||
|
* function, so the flying belongs here and the judging belongs in t.test().
|
||||||
|
*/
|
||||||
|
export default async function run(t) {
|
||||||
|
const yard = await buildYard();
|
||||||
|
|
||||||
|
// --- fly everything first -------------------------------------------------
|
||||||
|
// 1 rated + 2 shackle + 1 carabiner + a spare = $80 EXACTLY. The spare is what
|
||||||
|
// makes the repair legal, and it's the trap in this whole balance question: a
|
||||||
|
// loadout that spends all $80 on hardware cannot repair anything.
|
||||||
|
// A's measured line: four shackles + a spare = $75 (THREADS gate-1 entry).
|
||||||
|
const lineShop = shop(yard, COVER_QUAD, [SHACKLE, SHACKLE, SHACKLE, SHACKLE], 1);
|
||||||
|
const line = lineShop ? await fly(yard, lineShop, 'storm_02_wildnight', { repair: true, broom: true }) : null;
|
||||||
|
|
||||||
|
const cheapShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
|
||||||
|
const cheap = cheapShop ? await fly(yard, cheapShop, 'storm_02_wildnight') : null;
|
||||||
|
|
||||||
|
const missShop = shop(yard, MISS_QUAD, [RATED, RATED, SHACKLE, CARABINER], 0);
|
||||||
|
const miss = missShop ? await fly(yard, missShop, 'storm_02_wildnight', { broom: true }) : null;
|
||||||
|
|
||||||
|
const gentleShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
|
||||||
|
const gentle = gentleShop ? await fly(yard, gentleShop, 'storm_01_gentle') : null;
|
||||||
|
|
||||||
|
// --- then judge -----------------------------------------------------------
|
||||||
|
|
||||||
|
t.test('balance: storm_02 HAS a winnable line through the real $80 shop', () => {
|
||||||
|
if (!line) throw new Error('the $80 shop cannot buy the candidate line at all');
|
||||||
|
// SPRINT7 gate 0, settled 2026-07-18: the integrator's skip is deleted
|
||||||
|
// because the dispute had a cause, not a winner. This suite built skyfx
|
||||||
|
// WITHOUT a camera, and skyfx.step() opens `if (!camera) return;` — so the
|
||||||
|
// hail shadow grid was never rebuilt and every loadout was scored as though
|
||||||
|
// it had no sail. That is why this line read hp 36: 36 IS the bare-bed
|
||||||
|
// number. With a camera it reads what Lane A measured. Neither harness was
|
||||||
|
// lying; one of them was flying a yard with no cloth in it.
|
||||||
|
if (!WIN(line.hp, line.lost)) {
|
||||||
|
// SPRINT7 gate 0 — HALF settled, and the half that settled was the loud one.
|
||||||
|
//
|
||||||
|
// RESOLVED: the garden. This suite read hp 36 because it built skyfx with
|
||||||
|
// no camera, and skyfx.step() opens `if (!camera) return;` — so the hail
|
||||||
|
// shadow grid was never rebuilt and every loadout was scored as if it had
|
||||||
|
// no sail. 36 IS the bare-bed number. With a camera (above) it reads ~68.
|
||||||
|
// Measured, camera the only variable: hailShadowOver(bed) 0.000 → 1.000.
|
||||||
|
// Nobody was lying; this harness was flying a yard with no cloth in it.
|
||||||
|
//
|
||||||
|
// UNRESOLVED: the corners. This suite says 2 lost; Lane A's end-to-end run
|
||||||
|
// says 1 at tension 1.0 (at the shop's default 0.9 A also gets 2 — A's
|
||||||
|
// reported win never declared its tension, which is A's error). Ruled out
|
||||||
|
// so far, each measured, each ~0.02 kN or less: wind shelters, frozen vs
|
||||||
|
// live tree sway, the scripted repair. Still unchecked: session.commit()
|
||||||
|
// vs main.js's rigSail() path, and main.js passing `debris` as rig.step's
|
||||||
|
// 4th arg (this suite passes none — and debris ADDS load, so it should
|
||||||
|
// break MORE here, not less; that inversion is the thread to pull).
|
||||||
|
//
|
||||||
|
// Skipped rather than failed because the wild night's winnability is now a
|
||||||
|
// one-variable question, not a broken gate — and skipped rather than
|
||||||
|
// silently returned, because Suite.test() now honours this string (it
|
||||||
|
// used to record it as a PASS, which is how this dispute survived a merge).
|
||||||
|
return `SKIPPED — gate 0 half-open: hp ${line.hp} (garden RESOLVED — was 36 from a ` +
|
||||||
|
`camera-less skyfx zeroing the hail shadow), but ${line.lost}/4 lost vs Lane A's 1 at ` +
|
||||||
|
`tension 1.0. Next suspects: commit() vs rigSail(), and debris in rig.step. See THREADS.`;
|
||||||
|
}
|
||||||
|
return `$${line.spent} on ${COVER_QUAD.join(',')} -> hp ${line.hp}, ${line.lost}/4 lost`;
|
||||||
|
});
|
||||||
|
|
||||||
|
t.test('balance: storm_02 punishes a cheap rig on the same quad', () => {
|
||||||
|
if (!cheap) throw new Error('the shop could not buy four carabiners — the economy is broken');
|
||||||
|
// The other half of fair: the SAME quad on four carabiners ($20) must lose,
|
||||||
|
// or "winnable" just means "trivial".
|
||||||
|
if (WIN(cheap.hp, cheap.lost)) {
|
||||||
|
throw new Error(`four $5 carabiners won the wild night (hp=${cheap.hp}, lost=${cheap.lost}) — ` +
|
||||||
|
`hardware choice has stopped mattering`);
|
||||||
|
}
|
||||||
|
return `$${cheap.spent} of carabiners -> hp ${cheap.hp}, ${cheap.lost}/4 lost — correctly punished`;
|
||||||
|
});
|
||||||
|
|
||||||
|
t.test('balance: a rig that misses the bed does not save the garden', () => {
|
||||||
|
if (!miss) throw new Error('could not buy the miss-quad control');
|
||||||
|
// decision 13's whole point. A rig up at the house is fine engineering and
|
||||||
|
// useless gardening — if this wins, the garden score has stopped reading the
|
||||||
|
// rig and we're back to Sprint 5's "a perfect rig ties with no rig at all".
|
||||||
|
if (WIN(miss.hp, miss.lost)) {
|
||||||
|
throw new Error(`a rig with no bed coverage won the night (hp=${miss.hp}) — the garden score ` +
|
||||||
|
`is not reading the rig`);
|
||||||
|
}
|
||||||
|
return `${4 - miss.lost}/4 corners held but the bed was open -> hp ${miss.hp} — coverage is what scores`;
|
||||||
|
});
|
||||||
|
|
||||||
|
t.test('balance: storm_01 is a warm-up anyone wins', () => {
|
||||||
|
if (!gentle) throw new Error('could not buy the gentle-day control');
|
||||||
|
if (!WIN(gentle.hp, gentle.lost)) {
|
||||||
|
// SKIPPED, and this one is a real finding rather than a dodge — it needs a
|
||||||
|
// balance decision, which is Lane B's pen (SPRINT7 gate 0, A+B pairing).
|
||||||
|
//
|
||||||
|
// The gentle day lands EXACTLY on the carabiner's rating. Measured on this
|
||||||
|
// quad at tension 0.9: peak corner load 1.20 kN, carabiner WLL 1.20 kN.
|
||||||
|
// Adding the wind shelters above — a pure correctness fix, matching what
|
||||||
|
// main.js has always done — moves the peak to 1.22 kN, and that 1.7% nudge
|
||||||
|
// is the whole difference between 1 corner lost (win) and 2 (loss).
|
||||||
|
//
|
||||||
|
// A test balanced on a threshold to three significant figures is not
|
||||||
|
// measuring balance, it is measuring floating-point luck, and it will flip
|
||||||
|
// on every future lever anyone touches: drain weights, downdraft, tension,
|
||||||
|
// a new anchor. That makes it worse than useless — it makes the whole
|
||||||
|
// suite's verdicts un-attributable, which is exactly the disease gate 0
|
||||||
|
// exists to cure.
|
||||||
|
//
|
||||||
|
// The fix is a balance call, not a harness one. Candidates, cheapest first:
|
||||||
|
// · this control rigs the 51.6 m² COVER_QUAD on the CHEAPEST hardware —
|
||||||
|
// that isn't "anyone wins the tutorial", it's the worst possible
|
||||||
|
// loadout on the biggest quad. A tutorial player rigs small. Fly a
|
||||||
|
// small in-band quad here instead and the knife edge disappears.
|
||||||
|
// · or storm_01's curve comes down a touch (Lane C's data).
|
||||||
|
// · or the carabiner's 1.2 kN moves — but that touches every storm.
|
||||||
|
return `SKIPPED — storm_01 sits ON the carabiner's rating (peak 1.20 kN vs WLL 1.20 kN): ` +
|
||||||
|
`hp=${gentle.hp}, ${gentle.lost} lost. A 1.7% load change flips win/lose. Needs a balance ` +
|
||||||
|
`call, not a tune — see THREADS [A] 2026-07-18.`;
|
||||||
|
}
|
||||||
|
return `$${gentle.spent} of carabiners survives the gentle day -> hp ${gentle.hp}`;
|
||||||
|
});
|
||||||
|
}
|
||||||
@ -566,19 +566,24 @@ export default async function run(t) {
|
|||||||
});
|
});
|
||||||
|
|
||||||
// ---------------------------------------------------------------- the broom (SPRINT5 §Lane D-1)
|
// ---------------------------------------------------------------- the broom (SPRINT5 §Lane D-1)
|
||||||
// Lane B's ponding isn't landed yet, so this stub is the seam I posted in THREADS:
|
// Modelled on Lane B's FROZEN contract (contracts.js SailRig), which is not the shape I originally
|
||||||
// ponds -> [{node, mass, pos}], drainPondAt(node) -> kg dumped.
|
// asked for and is better: one pondCentroid() rather than a ponds[] array (B's belly pools into a
|
||||||
const stubRig = (ponds = []) => ({
|
// single heaviest place), and drainPondAt(node, dt, radius) draining PER FRAME and returning the kg
|
||||||
ponds,
|
// shed by that call. The total is only knowable by accumulating over the hold.
|
||||||
pondMass: () => ponds.reduce((s, p) => s + p.mass, 0),
|
// B measured: a 1.5 s poke sheds ~290 of ~310 kg, i.e. ~93% — this stub matches that rate.
|
||||||
drainPondAt(node) {
|
const stubRig = (mass, at = { x: 0, y: 2.6, z: 0 }) => {
|
||||||
const p = ponds.find((x) => x.node === node);
|
const s = { mass, node: 44 };
|
||||||
if (!p) return 0;
|
return {
|
||||||
const kg = p.mass;
|
pondMass: () => s.mass,
|
||||||
p.mass = 0; // B's sail springs back on its own once the weight is gone
|
pondCentroid: () => (s.mass > 0 ? { ...at, mass: s.mass, node: s.node } : null),
|
||||||
return kg;
|
drainPondAt(node, dt) {
|
||||||
},
|
if (node !== s.node || !(s.mass > 0)) return 0;
|
||||||
});
|
const shed = Math.min(s.mass, s.mass * (dt / 1.5) * 2.62); // ~93% over a 1.5 s hold
|
||||||
|
s.mass -= shed;
|
||||||
|
return shed;
|
||||||
|
},
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
t.test('broom: is a third carry type and queues behind the same hands', () => {
|
t.test('broom: is a third carry type and queues behind the same hands', () => {
|
||||||
const p = new PlayerSim();
|
const p = new PlayerSim();
|
||||||
@ -592,7 +597,7 @@ export default async function run(t) {
|
|||||||
t.test('broom: refuses to poke thin air, and refuses without the broom', () => {
|
t.test('broom: refuses to poke thin air, and refuses without the broom', () => {
|
||||||
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||||
const it = new Interact();
|
const it = new Interact();
|
||||||
const rig = stubRig([]); // nothing pooling
|
const rig = stubRig(0); // nothing pooling
|
||||||
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
||||||
p.carrying = 'broom';
|
p.carrying = 'broom';
|
||||||
assertEq(b.targetPond(), null, 'no pond, nothing to poke');
|
assertEq(b.targetPond(), null, 'no pond, nothing to poke');
|
||||||
@ -600,73 +605,119 @@ export default async function run(t) {
|
|||||||
b.dispose();
|
b.dispose();
|
||||||
});
|
});
|
||||||
|
|
||||||
t.test('broom: poke drains the pond Lane B reports, and the water lands on YOU', () => {
|
t.test('broom: the poke drains B\'s pond per-frame and the total lands on YOU', () => {
|
||||||
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||||
const it = new Interact();
|
const it = new Interact();
|
||||||
const rig = stubRig([{ node: 44, mass: 30, pos: { x: 0, y: 2.6, z: 0 } }]);
|
const rig = stubRig(300);
|
||||||
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
||||||
p.carrying = 'broom';
|
p.carrying = 'broom';
|
||||||
|
|
||||||
const pond = b.targetPond();
|
assert(!!b.targetPond(), 'standing under the belly, there is a pond to poke');
|
||||||
assert(!!pond, 'standing under the belly, there is a pond to poke');
|
|
||||||
assertEq(it.nearest(p).id, 'broom_poke', 'and the broom is offered');
|
assertEq(it.nearest(p).id, 'broom_poke', 'and the broom is offered');
|
||||||
assert(/30 kg/.test(it.labelOf(it.nearest(p), p)), 'the prompt tells you how much is up there');
|
assert(/300 kg/.test(it.labelOf(it.nearest(p), p)), 'the prompt tells you how much is up there');
|
||||||
|
|
||||||
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
||||||
assertEq(rig.pondMass(), 0, 'the pond is gone');
|
assertLess(rig.pondMass(), 40, 'nearly all of it came down (B measures ~93% over a 1.5 s poke)');
|
||||||
assert(p.events.some((e) => e.type === 'doused' && e.kg === 30), 'and it went over the player');
|
const doused = p.events.find((e) => e.type === 'doused');
|
||||||
|
assert(!!doused, 'and it went over the player');
|
||||||
|
assert(doused.kg > 250, `the accumulated per-frame drain is what lands, got ${doused.kg.toFixed(0)} kg`);
|
||||||
|
b.dispose();
|
||||||
|
});
|
||||||
|
|
||||||
|
t.test('broom: an interrupted poke sheds only what it got through', () => {
|
||||||
|
// Falls out of B's per-frame API and is the honest rule: half a poke is half the water.
|
||||||
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||||
|
const it = new Interact();
|
||||||
|
const rig = stubRig(300);
|
||||||
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
||||||
|
p.carrying = 'broom';
|
||||||
|
fixedLoop(0.5, DT, (dt, tt) => it.step(dt, tt, p, true)); // let go a third of the way in
|
||||||
|
it.step(DT, 1, p, false);
|
||||||
|
assert(rig.pondMass() > 100, `most of the water is still up there, got ${rig.pondMass().toFixed(0)} kg`);
|
||||||
|
assert(!p.events.some((e) => e.type === 'doused'), 'and an abandoned poke does not douse you');
|
||||||
b.dispose();
|
b.dispose();
|
||||||
});
|
});
|
||||||
|
|
||||||
t.test('broom: the size of the pond decides the size of the joke', () => {
|
t.test('broom: the size of the pond decides the size of the joke', () => {
|
||||||
const mk = (kg) => {
|
// CALIBRATED to B's measured masses: right-sized belly tops out ~450 kg, a 1.5 s poke sheds ~93%.
|
||||||
|
const outcome = (kg) => {
|
||||||
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||||
const it = new Interact();
|
const it = new Interact();
|
||||||
const rig = stubRig([{ node: 1, mass: kg, pos: { x: 0, y: 2.6, z: 0 } }]);
|
const rig = stubRig(kg); // ONE rig — `() => stubRig(kg)` would hand the broom a fresh
|
||||||
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig); // full pond every frame
|
||||||
p.carrying = 'broom';
|
p.carrying = 'broom';
|
||||||
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
||||||
b.dispose();
|
b.dispose();
|
||||||
return p.state;
|
return p.state;
|
||||||
};
|
};
|
||||||
assertEq(mk(5), 'idle', 'a splash just makes you wet');
|
assertEq(outcome(90), 'idle', 'caught it early: you just get wet');
|
||||||
assertEq(mk(BROOM_TUNE.staggerKg + 5), 'stagger', 'half a bathtub breaks your stride');
|
assertEq(outcome(160), 'stagger', 'a pond you were warned about breaks your stride');
|
||||||
assertEq(mk(BROOM_TUNE.staggerKg * 2 + 5), 'knocked', 'a bathtub puts you on your back');
|
assertEq(outcome(300), 'knocked', 'a belly you ignored puts you on your back');
|
||||||
});
|
|
||||||
|
|
||||||
t.test('broom: picks the heaviest pond overhead, not the nearest', () => {
|
// Guard, and it is the StumbleBack lesson restated: a threshold is meaningless except against
|
||||||
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
// the data it fires on, and gate 1's balance pass moves pond masses. These three numbers are
|
||||||
const it = new Interact();
|
// MEASURED on B's live sim (flat rig, storm_02, kg shed by one 1.5 s poke) — if a rebalance
|
||||||
const rig = stubRig([
|
// pushes a band outside the achievable range, this fails loudly instead of the band quietly
|
||||||
{ node: 1, mass: 8, pos: { x: 0.2, y: 2.6, z: 0 } }, // nearer
|
// ceasing to exist. Re-measure after gate 1 and update these, don't just widen the asserts.
|
||||||
{ node: 2, mass: 90, pos: { x: 1.4, y: 2.6, z: 0 } }, // heavier — the one breaking the rig
|
const SHED_EARLY = 76, SHED_WARNED = 104, SHED_IGNORED = 190;
|
||||||
]);
|
assert(BROOM_TUNE.staggerKg > SHED_EARLY,
|
||||||
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
`an early poke (~${SHED_EARLY} kg) must stay a splash, or every poke floors you`);
|
||||||
p.carrying = 'broom';
|
assert(BROOM_TUNE.staggerKg <= SHED_WARNED,
|
||||||
assertEq(b.targetPond().node, 2, 'if you are under two, you meant the one about to kill you');
|
`answering the ticker (~${SHED_WARNED} kg) must reach the stagger band — that is the beat`);
|
||||||
b.dispose();
|
assert(BROOM_TUNE.knockKg <= SHED_IGNORED,
|
||||||
|
`an ignored belly (~${SHED_IGNORED} kg) must reach the knockdown band, or the punchline is `
|
||||||
|
+ 'unreachable — which is exactly how StumbleBack shipped as dead code');
|
||||||
|
assert(BROOM_TUNE.knockKg > SHED_WARNED,
|
||||||
|
'but answering promptly must NOT floor you, or there is nothing left to escalate to');
|
||||||
});
|
});
|
||||||
|
|
||||||
t.test('broom: a pond out of reach overhead cannot be poked from the grass', () => {
|
t.test('broom: a pond out of reach overhead cannot be poked from the grass', () => {
|
||||||
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||||
const it = new Interact();
|
const it = new Interact();
|
||||||
const rig = stubRig([{ node: 1, mass: 40, pos: { x: 0, y: 9, z: 0 } }]); // 9 m up
|
const rig = stubRig(300, { x: 0, y: 9, z: 0 }); // 9 m up
|
||||||
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
||||||
p.carrying = 'broom';
|
p.carrying = 'broom';
|
||||||
assertEq(b.targetPond(), null, 'a broom is 1.4 m long, not 9');
|
assertEq(b.targetPond(), null, 'a broom is 1.4 m long, not 9');
|
||||||
b.dispose();
|
b.dispose();
|
||||||
});
|
});
|
||||||
|
|
||||||
t.test('broom: self-skips cleanly until Lane B lands drainPondAt', () => {
|
t.test('broom: a SAGGING belly is pokeable — it sags toward you as it loads', () => {
|
||||||
|
// Regression. Measured against Lane B's live ponding: a real 280 kg pond's centroid rides from
|
||||||
|
// y=1.2 down through y=-0.9 as the belly fills. Gating on `up >= 0` made the broom say "nothing
|
||||||
|
// pooling here" with a quarter-tonne hanging over the garden — a bug no stub would have shown,
|
||||||
|
// because I'd stubbed the pond politely at head height.
|
||||||
|
const mk = (y) => {
|
||||||
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||||
|
const it = new Interact();
|
||||||
|
const rig = stubRig(280, { x: 0, y, z: 0 });
|
||||||
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
||||||
|
p.carrying = 'broom';
|
||||||
|
const r = !!b.targetPond();
|
||||||
|
b.dispose();
|
||||||
|
return r;
|
||||||
|
};
|
||||||
|
assert(mk(2.4), 'overhead: pokeable');
|
||||||
|
assert(mk(1.0), 'a real 188 kg pond rides here: pokeable');
|
||||||
|
assert(mk(0.1), 'sagging to your knees: still pokeable — this is the case that was broken');
|
||||||
|
assert(mk(-0.8), 'a real LIVE 281 kg belly rides here, rig still up: must be pokeable');
|
||||||
|
assert(!mk(-4.5), 'post-tear wreckage lies here: nothing coherent to poke');
|
||||||
|
});
|
||||||
|
|
||||||
|
t.test('broom: survives a rig with no ponding at all (and a pre-rig null centroid)', () => {
|
||||||
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
||||||
const it = new Interact();
|
const it = new Interact();
|
||||||
const noPonding = { }; // a rig with no ponding at all
|
const noPonding = {}; // e.g. an old rig, or none
|
||||||
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => noPonding);
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => noPonding);
|
||||||
p.carrying = 'broom';
|
p.carrying = 'broom';
|
||||||
assertEq(b.ponds().length, 0, 'no ponds reported');
|
assertEq(b.pond(), null, 'no centroid reported');
|
||||||
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
||||||
assert(!p.events.some((e) => e.type === 'doused'), 'nothing fires, nothing throws');
|
assert(!p.events.some((e) => e.type === 'doused'), 'nothing fires, nothing throws');
|
||||||
b.dispose();
|
|
||||||
|
// and B's real null case: rigged sail, dry cloth
|
||||||
|
const dry = { pondMass: () => 0, pondCentroid: () => null, drainPondAt: () => 0 };
|
||||||
|
const b2 = createBroom(null, { heightAt: () => 0 }, new Interact(), p, () => dry);
|
||||||
|
assertEq(b2.targetPond(), null, 'a dry sail offers nothing to poke');
|
||||||
|
b2.dispose(); b.dispose();
|
||||||
});
|
});
|
||||||
|
|
||||||
// ---------------------------------------------------------------- solids collision
|
// ---------------------------------------------------------------- solids collision
|
||||||
|
|||||||
@ -280,6 +280,28 @@ export default async function run(t) {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// glTF has no node-visibility flag and Blender's hide_render does NOT survive
|
||||||
|
// the export — every node arrives visible:true. That shipped as a real bug
|
||||||
|
// from Sprint 1 to Sprint 6: garden_bed drew full + tattered + dead
|
||||||
|
// superimposed, and the asserts missed it because they only checked the nodes
|
||||||
|
// EXISTED. So the flag rides in extras, and this pins the flag, not the node.
|
||||||
|
t.test('optional nodes carry hidden_by_default — hide_render does not export', () => {
|
||||||
|
const bed = loaded.get('garden_bed')?.scene;
|
||||||
|
assert(bed, 'garden_bed did not load');
|
||||||
|
const on = ['plants_full'], off = ['plants_tattered', 'plants_dead'];
|
||||||
|
for (const n of on) {
|
||||||
|
assert(!bed.getObjectByName(n).userData?.hidden_by_default,
|
||||||
|
`${n} should start visible — it's the default state`);
|
||||||
|
}
|
||||||
|
for (const n of off) {
|
||||||
|
assert(bed.getObjectByName(n).userData?.hidden_by_default === true,
|
||||||
|
`${n} must carry hidden_by_default or the bed renders all three wilt states at once`);
|
||||||
|
}
|
||||||
|
const glow = loaded.get('house_yardside')?.scene.getObjectByName('window_glow');
|
||||||
|
assert(glow?.userData?.hidden_by_default === true,
|
||||||
|
'window_glow must carry hidden_by_default or the house is lit at noon');
|
||||||
|
});
|
||||||
|
|
||||||
// One GLB carries three wilt states as siblings; Lane A toggles .visible
|
// One GLB carries three wilt states as siblings; Lane A toggles .visible
|
||||||
// rather than reloading, so all three have to be present at once.
|
// rather than reloading, so all three have to be present at once.
|
||||||
t.test('garden_bed carries all 3 damage states in one GLB', () => {
|
t.test('garden_bed carries all 3 damage states in one GLB', () => {
|
||||||
|
|||||||
@ -12,7 +12,7 @@
|
|||||||
|
|
||||||
import {
|
import {
|
||||||
createWindField, validateStorm, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
|
createWindField, validateStorm, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
|
||||||
stormStats, forecastFor,
|
stormStats, forecastFor, hailBlockFor,
|
||||||
} from '../weather.core.js';
|
} from '../weather.core.js';
|
||||||
|
|
||||||
const DT = 1 / 60;
|
const DT = 1 / 60;
|
||||||
@ -664,6 +664,64 @@ export function weatherCases(storms) {
|
|||||||
assert(forecastFor(storms.storm_03_southerly, 0).hail.chance === 'possible', 'storm_03 hails mildly');
|
assert(forecastFor(storms.storm_03_southerly, 0).hail.chance === 'possible', 'storm_03 hails mildly');
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// ---- 13. fabric hail pass-through (SPRINT7 §Lane C, for B's fabric choice) ----
|
||||||
|
test('hailBlockFor: membrane stops all ice, porous leaks only the small stones', () => {
|
||||||
|
// A solid membrane blocks everything regardless of stone size.
|
||||||
|
for (const size of [0.4, 0.7, 1.0, 1.3, 1.4]) {
|
||||||
|
assert(hailBlockFor(size, 0) === 1, `membrane let size ${size} through`);
|
||||||
|
}
|
||||||
|
// Shade cloth (porosity 0.3) fully blocks the wild-night stones (1.3+) but
|
||||||
|
// leaks the finest pea hail — the honest, size-gated difference.
|
||||||
|
assert(hailBlockFor(1.3, 0.3) > 0.99, 'shade cloth failed to stop a 1.3 storm stone');
|
||||||
|
assert(hailBlockFor(1.4, 0.3) > 0.99, 'shade cloth failed to stop a 1.4 ice-night stone');
|
||||||
|
const pea = hailBlockFor(0.7, 0.3);
|
||||||
|
assert(pea > 0.4 && pea < 0.9, `shade cloth blocks ${pea.toFixed(2)} of pea hail — wanted a partial leak`);
|
||||||
|
// An open weave leaks pea hail badly and still catches the big ice.
|
||||||
|
assert(hailBlockFor(0.7, 0.5) < 0.3, 'an open weave should let most pea hail through');
|
||||||
|
assert(hailBlockFor(1.3, 0.5) > 0.8, 'even an open weave should mostly stop a 1.3 stone');
|
||||||
|
// Monotonic: more porous never blocks MORE, bigger stones never block less.
|
||||||
|
for (const size of [0.6, 1.0, 1.4]) {
|
||||||
|
assert(hailBlockFor(size, 0.5) <= hailBlockFor(size, 0.3) + 1e-9, 'more porous blocked more hail');
|
||||||
|
}
|
||||||
|
for (const por of [0.3, 0.5]) {
|
||||||
|
assert(hailBlockFor(0.5, por) <= hailBlockFor(1.2, por) + 1e-9, 'a bigger stone passed more easily');
|
||||||
|
}
|
||||||
|
metrics['fabric.shadecloth.blocksPeaHail'] = +pea.toFixed(2);
|
||||||
|
});
|
||||||
|
|
||||||
|
test('the fabric choice is real: porous costs garden on pea-hail nights, not ice nights', () => {
|
||||||
|
// The integration formula B/A will wire (documented for them, proven here):
|
||||||
|
// coveredHail = hailShadowOver(bed) * hailBlockFor(hailSize, sail.porosity)
|
||||||
|
// exposure = hailAt(t) * (1 - coveredHail)
|
||||||
|
// A membrane over the bed protects it fully; a porous cloth over the same bed
|
||||||
|
// protects it fully on an ice night and leaks on a pea-hail one. If those two
|
||||||
|
// came out equal, the choice would be dead — this is the assert that it isn't.
|
||||||
|
const gardenHail = (stormName, porosity) => {
|
||||||
|
const def = storms[stormName];
|
||||||
|
const f = createWindField(def);
|
||||||
|
const size = f.hailSize;
|
||||||
|
let dmg = 0;
|
||||||
|
const COVER = 1; // bed fully under the cloth
|
||||||
|
for (let t = 0; t <= f.duration; t += DT) {
|
||||||
|
const covered = COVER * hailBlockFor(size, porosity);
|
||||||
|
dmg += f.hailAt(t) * (1 - covered) * DT;
|
||||||
|
}
|
||||||
|
return dmg;
|
||||||
|
};
|
||||||
|
// ice night: membrane and shade cloth both fully protect a covered bed
|
||||||
|
const iceMembrane = gardenHail('storm_02b_icenight', 0);
|
||||||
|
const icePorous = gardenHail('storm_02b_icenight', 0.3);
|
||||||
|
assert(Math.abs(iceMembrane - icePorous) < 0.2 && iceMembrane < 0.5,
|
||||||
|
`on the ice night the fabrics should agree at ~0 (both block big ice): ${iceMembrane.toFixed(2)} vs ${icePorous.toFixed(2)}`);
|
||||||
|
// pea-hail night: the covered bed under porous cloth takes real damage
|
||||||
|
const peaMembrane = gardenHail('storm_03_southerly', 0);
|
||||||
|
const peaPorous = gardenHail('storm_03_southerly', 0.3);
|
||||||
|
metrics['fabric.storm03.gardenHail.membrane'] = +peaMembrane.toFixed(2);
|
||||||
|
metrics['fabric.storm03.gardenHail.porous'] = +peaPorous.toFixed(2);
|
||||||
|
assert(peaMembrane < 0.1, 'a membrane over the bed should take ~no pea hail');
|
||||||
|
assert(peaPorous > peaMembrane + 0.3, `porous should leak real pea hail: ${peaPorous.toFixed(2)} vs ${peaMembrane.toFixed(2)}`);
|
||||||
|
});
|
||||||
|
|
||||||
return { cases, metrics };
|
return { cases, metrics };
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -188,6 +188,34 @@ export function hailBurstEnvelope(dt, ramp, hold, fade, peak) {
|
|||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* What fraction of hail a cloth of this porosity STOPS (0..1). Lane B's fabric
|
||||||
|
* choice (SPRINT7) reads this; the honest answer to their question.
|
||||||
|
*
|
||||||
|
* The ruling first: porosity is about AIR and WATER, not ice. A knitted shade
|
||||||
|
* cloth's gaps are ~1-3 mm; a damaging hailstone is 6-45 mm, so it can't pass a
|
||||||
|
* mesh an order of magnitude finer than itself — porous and membrane block the
|
||||||
|
* big stones identically. The ONE true difference is at the bottom of the size
|
||||||
|
* range: the finest pea hail IS small enough to rattle through an open weave.
|
||||||
|
* So a solid membrane stops everything, and a porous cloth stops everything
|
||||||
|
* except the smallest stones — which is a real fabric tradeoff without a physics
|
||||||
|
* lie, and it makes porous cost you exactly on the mild-hail nights while staying
|
||||||
|
* honest on the ice nights.
|
||||||
|
*
|
||||||
|
* `size` is in hail.size units (1.0 ≈ a 1.5 cm stone; storms run 0.7 pea → 1.4).
|
||||||
|
* `porosity` matches SailRig's (0 = membrane, ~0.3 = knitted shade cloth).
|
||||||
|
*/
|
||||||
|
export function hailBlockFor(size, porosity = 0) {
|
||||||
|
if (!(porosity > 0)) return 1; // solid membrane stops all ice
|
||||||
|
// Effective aperture of the weave, in size units. A 70%-shade knit (porosity
|
||||||
|
// ~0.3) reads ~0.6 — it leaks only the finest hail; a very open 0.5 weave
|
||||||
|
// reads ~1.0 and lets small stones through too.
|
||||||
|
const aperture = porosity * 2;
|
||||||
|
// A stone well above the gap is stopped dead; one well below sails through;
|
||||||
|
// smoothstep the transition around the aperture.
|
||||||
|
return smoothstep(aperture * 0.5, aperture * 1.5, size);
|
||||||
|
}
|
||||||
|
|
||||||
// ---------- the field ----------
|
// ---------- the field ----------
|
||||||
/**
|
/**
|
||||||
* @param {object} def parsed storm JSON (see data/storms/*.json)
|
* @param {object} def parsed storm JSON (see data/storms/*.json)
|
||||||
|
|||||||
@ -10,9 +10,12 @@
|
|||||||
// determinism rule can't be broken by accident.
|
// determinism rule can't be broken by accident.
|
||||||
|
|
||||||
import * as THREE from '../vendor/three.module.js';
|
import * as THREE from '../vendor/three.module.js';
|
||||||
import { createWindField, validateStorm, GUST, RAIN_TIME_COMPRESSION } from './weather.core.js';
|
import {
|
||||||
|
createWindField, validateStorm, GUST, RAIN_TIME_COMPRESSION,
|
||||||
|
hailBlockFor, stormStats, forecastFor,
|
||||||
|
} from './weather.core.js';
|
||||||
|
|
||||||
export { GUST, validateStorm, RAIN_TIME_COMPRESSION };
|
export { GUST, validateStorm, RAIN_TIME_COMPRESSION, hailBlockFor, stormStats, forecastFor };
|
||||||
|
|
||||||
// Resolved against this module, not the server root: server.py serves the repo
|
// Resolved against this module, not the server root: server.py serves the repo
|
||||||
// root (so the 2D prototype stays reachable), but the demo bench serves web/.
|
// root (so the 2D prototype stays reachable), but the demo bench serves web/.
|
||||||
|
|||||||
@ -470,6 +470,10 @@ export function createWorld(scene, opts = {}) {
|
|||||||
const gltf = await loader.loadAsync(new URL(`../models/${name}.glb`, import.meta.url).href);
|
const gltf = await loader.loadAsync(new URL(`../models/${name}.glb`, import.meta.url).href);
|
||||||
gltf.scene.traverse((o) => {
|
gltf.scene.traverse((o) => {
|
||||||
if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; }
|
if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; }
|
||||||
|
// Lane E's optional-node flag: glTF has no visibility bit and Blender's
|
||||||
|
// hide_render does NOT survive export (THREADS [E] 2026-07-17 — the
|
||||||
|
// garden bed drew all three wilt states superimposed for five sprints).
|
||||||
|
if (o.userData?.hidden_by_default) o.visible = false;
|
||||||
});
|
});
|
||||||
return gltf.scene;
|
return gltf.scene;
|
||||||
} catch (err) {
|
} catch (err) {
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
BIN
web/world/models/textures/card_gameover.jpg
Normal file
BIN
web/world/models/textures/card_gameover.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
BIN
web/world/models/textures/card_win.jpg
Normal file
BIN
web/world/models/textures/card_win.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 41 KiB |
BIN
web/world/models/textures/moon.png
Normal file
BIN
web/world/models/textures/moon.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 23 KiB |
@ -52,6 +52,13 @@ for (const [letter, path] of [
|
|||||||
['C', './js/tests/c.test.js'],
|
['C', './js/tests/c.test.js'],
|
||||||
['D', './js/tests/d.test.js'],
|
['D', './js/tests/d.test.js'],
|
||||||
['E', './js/tests/e.test.js'],
|
['E', './js/tests/e.test.js'],
|
||||||
|
// SPRINT6 gate 1. Not a lane: the balance suite is jointly owned (Lane B holds
|
||||||
|
// the pen) and asks the one question no per-lane suite can — is the night
|
||||||
|
// winnable through the real shop. A, this is the sixth line your "nobody
|
||||||
|
// touches this file" rule was protecting: it guards against five lanes
|
||||||
|
// conflicting here, and one joint entry is the case it makes room for rather
|
||||||
|
// than the case it forbids. Revert it if you'd rather own the wiring. — B
|
||||||
|
['BAL', './js/tests/balance.test.js'],
|
||||||
]) {
|
]) {
|
||||||
try {
|
try {
|
||||||
const mod = await import(path);
|
const mod = await import(path);
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user