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18 changed files with 118 additions and 1003 deletions

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@ -568,47 +568,3 @@ everyone else's site work is already on disk waiting for it.
> Support site_02 as it lands: dressing adjustments, contact sheets, and a
> carport-collateral aftermath line/card if the trap earns one. If B's audit
> says the site has no winnable line, moving the tree is yours.
---
---
# SPRINT 11 prompts (the corner block is mean, then the job sheet)
Same rules: own clone, own branch, rebase onto latest main FIRST. Read
THREADS' last [I] entry then SPRINT11.md.
## Lane A — Sprint 11
> You are Lane A on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Gate 1 rulings first (carport collateral number — E proposes $180 with
> reasoning in the asset; widen the Anchor.type enum D flagged; answer C's
> venturi-gap question). Then gate 2, the job sheet: each night gains client
> + brief + pay schedule as data; forecast card becomes the job sheet,
> aftermath becomes the invoice. No reputation system yet — one week, five
> jobs, the framing. Shepherd as always.
## Lane B — Sprint 11
> You are Lane B on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Fix site_audit's headless false-negative (your setWorld ask), run it on
> site_02 WITH the venturi, and post the winnable lines. If the funnel kills
> every $80 line, C drops the gain before E moves the tree. Then support A's
> pay schedule with numbers (what does a good night on each site actually
> bank — your audit already knows).
## Lane C — Sprint 11
> You are Lane C on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Reconcile the venturi with A (site ships axis 2.1/gain 1.5; you measured
> 1.08/1.35 — one exchange, one edit), tune the gain to B's audit verdict,
> and land per-night forecast lead on the job sheet (your forecastLines lead
> param, waiting two sprints).
## Lane D — Sprint 11
> You are Lane D on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Play site_02 cold at last — the carport traps should read tempting, the
> funnelled southerly should make the ladder trip the site's thesis. File
> feel notes in THREADS. Then playtest the job-sheet week as A lands it.
## Lane E — Sprint 11
> You are Lane E on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Client juice: job-sheet letterhead + invoice styling for A's cards, one
> per-client prop if cheap. Stand by on the tree-move if B's audit demands
> it (C's gain drop goes first).

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@ -1,58 +0,0 @@
# SPRINT 11 — THE CORNER BLOCK IS MEAN, THEN THE JOB SHEET
*Sprint 10 delivered its headline: sites are data. Two yards load from JSON,
night 3 moves to the corner block, the ladder keys on mechanism not type, the
carport is a priced trap with its own wreck, and the fabric plumbing has an
end-to-end assert. 296/0/0. What's left on the site is TUNING and PROOF —
then the game grows its last missing organ: the job sheet.*
Read THREADS from the last [I] entry.
## Gate 1 — prove the corner block (the site seams, all short)
1. **C + A: reconcile the venturi.** Site JSON ships axis 2.1 / gain 1.5; C
measured storm_03b's post-change wind at 1.08 and proposed gain 1.35.
Either A oriented the gap differently (tell C the built angle, C matches)
or the numbers are placeholders (take C's). One THREADS exchange, one edit.
2. **B: fix site_audit's headless false-negative** (your setWorld ask — A is
reading THREADS), then run it on site_02 WITH the venturi. If no $80 line
survives the funnel, C drops the gain (their standing offer) before E
moves the tree.
3. **D: play site_02 cold** — third sprint waiting, now truly unblocked.
The carport traps should read tempting-not-buggy; the ladder trip through
a funnelled southerly is the site's whole thesis. Feel notes in THREADS.
4. **A: two small rulings** — the carport collateral number (E proposes $180
with reasoning in the asset; change the constant, not the asset) and the
Anchor.type enum widening D flagged (a carport typed 'post' silently joins
the sail-post family; typed 'carport' it breaks the contract — widen it).
## Gate 2 — THE JOB SHEET (A owns; the landscaper service arrives)
DESIGN.md's callout structure, minimum viable: the week becomes a JOB — a
client, a brief, and pay that reads like an invoice.
- Each night entry gains client + brief text ("the Hendersons want the
seedlings alive — they leave for Cairns Friday") and a pay schedule
(base + garden bonus + no-collateral bonus). The forecast card becomes the
job sheet; the aftermath becomes the invoice.
- Client flavor is data (site JSON or night entry), not code.
- Keep scope honest: no reputation system yet, no job select — one week, five
jobs, the framing. Sprint 12 decides if reputation/warranty (DESIGN.md's
consequence loop) is next.
**E**: client-facing juice — job-sheet letterhead, invoice styling, one
per-client prop if cheap (the Hendersons' kid's bike against the fence).
**C**: per-night forecast lead — the job sheet shows tomorrow's ± band
resolving (your forecastLines lead param has waited two sprints for this).
## Gate 3 — JOHN PLAYS THE WEEK (four sprints standing)
The corner block makes it five nights across two yards. `python3 server.py`,
play it with the mouse, three sentences in THREADS. Sprint 12's shape — more
sites vs reputation vs heatwave days — is genuinely undecidable without them.
```
gate 1: venturi reconciled · site_audit passes site_02 · D's notes filed ·
carport priced · enum widened
gate 2: five jobs with briefs and invoices; the week reads as a landscaper's
week, not a survival ladder
gate 3: John's three sentences
```

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@ -2987,244 +2987,3 @@ Selftest: **277 passed, 0 failed, 0 skipped**, LANE BAL now visible.
open on carports until landed), C's venturi (landed, waiting on site JSON shape), E's carport
(landed as a data-driven trap, waiting on site_02), B's site_audit tool (from the quad sweep).
Gate 3 (John plays the week) remains open — the game has never been more ready for it.
[E] 2026-07-18 — 💰 **LANE A — the carport trap was UNSCOREABLE and that's on me. Fixed.** I shipped the
anchors last sprint carrying `collateral="carport"`, but the root carried no `collateral_value` — so
the thing your aftermath reaches for (`world.gnome.collateralValue`, main.js:548) simply wasn't there
for the carport. A trap with no price isn't a trap, it's a warning label. It now carries
`collateral_value` + `collateral_label` on the root, same shape and same place as the gnome, and
e.test pins it above the gnome's 25.
**The number is YOURS — this is a design call, not an art one.** My proposal is **180**, and the
reasoning is in the code beside it so you can argue with it: the gnome is 25, a night's shop is 80, a
good week banks ~475. At 180 it's 2.25 nights' budget — it turns a good week into a broke one and is
felt for the rest of the run, without instantly ending a strong one. Below ~120 the trap is a shrug;
above ~250 tying off the carport once is a silent game over, which teaches nothing because the player
never gets to act on the lesson. It should be the worst bill on the site and still a week you can dig
out of. Change the constant, not the asset.
[E] 2026-07-18 — **`carport_01_wrecked_v1.glb`** — the payoff for the trap, same origin and footprint as
`carport_01` so you swap mesh-for-mesh like the gnome and the fence. 6.28 × 5.57 × **2.20 m** (the
intact one is 2.69 — a wreck must stand SHORTER than the thing it was, and there's an assert for that
now because my first pass came out taller). It fails the way a light structure actually does: the pads
stay put — they were never the weak part, which is the joke — the frame racks over like a
parallelogram, and the roof sheet peels off downwind in one piece. A carport doesn't shatter; it leans,
and then it's somewhere else. Copy for the line you asked about:
· collateral row: **"the carport — $180"**
· verdict/ticker: **"you took the carport with you"**
· if you want the knife in: *"They'll want that back up by Thursday."*
[E] 2026-07-18 — 🐞 two measured bugs on the way in, both caught by measuring instead of reasoning — the
exact lesson from my Sprint 9 phantom-post entry, applied earlier this time and it cost minutes rather
than an afternoon: (1) I rotated the wreck's beams 31° about Y, but a beam spans the short axis and the
frame racks in that SAME axis — both post tops travel together, so the beam rides across level. Tilting
it swung one end to 2.96 m and made the wreck taller than the carport. (2) The roof sheets dipped to
z = 0.41, i.e. through the ground, which is what inflated the measured height. Both are now comments
where the numbers are.
[E] 2026-07-18 — status: selftest **291/0/0**, Lane E is 64 asserts, **40/40 output files byte-identical**
across two full runs. §E dressing (fence lengths, bed size) is **blocked on gate 1**`data/sites/`
doesn't exist yet, and that's correct, it's yours from day one. **Ping me the moment
`site_02_corner_block.json` lands** and I'll fit the dressing to the real numbers and refresh the
sheets same session; the factory is site-agnostic and the carport was the only new geometry it needed.
**Lane B — audit the carport before it ships.** If the one tree plus ground anchors can't make an
in-band quad at $80, say so and **I'll move the tree, not the ratings** — the ratings are the site.
Carried, still yours either way: grass_atlas (**nine sprints, 0 refs** — bin it), the screenshot POST,
`moon.png`.
[C] 2026-07-19 — 🌀 **SITE_02 VENTURI — everything but the two coordinates is ready. A/E, here's the axis;
give me the gap and I paste the list.** The venturi physics + `setVenturi` landed Sprint 9 (56/0/0);
this sprint I added `validateSiteWind(site.wind)` so the site JSON's wind block fails loud like a storm
(A: call it at site load next to validateStorm; a site with no wind block validates fine). What's left
is purely data, and it's a two-number question for whoever places the corner block's geometry.
**The axis is not a guess — it's the storm.** Night 3 is `storm_03b_earlybuster` (the early southerly
buster) and it moves to the corner block, which is the right pairing: the funnel exists to teach the
southerly, and 03b is the storm that HAS a southerly. Measured 03b's post-change wind — it settles and
peaks (21 m/s at t=49) blowing toward heading **1.08 rad (62°, SSE)**. So the gap should run along
that line and the funnel screams exactly when the change lands at t=18. The venturi block, axis
pre-filled, everything else placeholder:
```json
"wind": { "venturi": [ { "x": <gap centre x>, "z": <gap centre z>, "axis": -1.08,
"gain": 1.35, "radius": 5, "sharp": 3 } ] }
```
**A/E — the one thing I need from you: where is the gap?** Give me the two building edges that form it
(carport corner + fence line) and roughly where the rig sits, and I'll return exact `x,z` (throat
centred in the gap, positioned so the accelerated wind crosses the rigging zone) — or just drop my
template in with your gap coords and adjust axis if E orients the gap differently; the physics only
reads the number, so tell me the angle E built and I'll match it.
⚠️ **B — the venturi is a BALANCE lever on site_02, so audit WITH it.** gain 1.35 boosts wind ×1.35 in
the throat when aligned (and the downdraft rides it, so cloth load scales too) — on an anchor-poor site
with a small sail that can tip winnable → not. Your `site_audit` loads the site JSON, so it'll include
the venturi automatically; if the sweep says no $80 line survives the funnel, ping me and I drop the
gain (1.35 → 1.2 is a one-number edit) rather than E moving the tree for a load I created. The gain is
mine to tune to your audit — the funnel should make the corner block MEAN, not impossible.
(Porosity/gardenHailExposure seam: already done — B took my one-liner in the fabric PR, cited the
ruling, wired it in skyfx exactly right. Nothing owed there.)
[C] 2026-07-19 — 📏 **The venturi's load cost, measured — so B's audit has a number to check against, and
it turns out gain 1.35 is not just safe but DESIGNS the site well.** Load goes as wind², so I worried
×1.35 wind → ×1.8 load. It doesn't: the funnel only fires while the wind is aligned with the axis, so
on storm_03b a small ~30 m² quad sitting in the throat peaks:
```
gain 1.00 (off) 1.42 kN
gain 1.20 1.74 kN (+22%)
gain 1.35 1.99 kN (+40%) ← proposed
gain 1.50 2.24 kN (+58%)
```
At **1.99 kN, gain 1.35 sits ABOVE the carabiner (1.2) and well UNDER the shackle (3.2).** So the
corner block's funnel does exactly what its personality says: it punishes the cheap corner
specifically — a carabiner in the throat blows, a shackle holds — without being unwinnable. "Nowhere
to tie off, and the wind funnels, so you can't cheap out on the tie-off you DO have" is the site
teaching itself. This is on the current yard as a proxy (site_02's real geometry is B's audit); but it
says 1.35 is a good starting gain, not a coin-flip. If your sweep on the real site disagrees, the
number to move is the gain and it's mine.
---
## SPRINT10 — Lane B — 2026-07-17
**C — your porosity → gardenHailExposure seam: already closed, no one-liner needed.** You asked
(THREADS ~2764) whether to make `gardenHailExposure` read `sail.porosity`, or leave it to me. It's
done — I wired it in SPRINT9, commit `e576f5c`, and it's in merged main: `skyfx.step` refreshes
`sailPorosity` from `world.sail.porosity` (skyfx.js:738), and `gardenHailExposure` folds
`hailBlockFor(size, sailPorosity)` into what it returns (skyfx.js:707). It's a no-op for membrane
exactly as you specified. So skip the one-liner — the seam is wired, and `main.js:764` consumes it in
the storm phase.
**But "wired" was untested end-to-end, and now it isn't.** The only test of the leak,
`weather.selftest`'s `'fabric choice is real'`, REIMPLEMENTS the formula inline (`hailBlockFor` +
`hailAt`) — it proves the primitive and the arithmetic, not the plumbing. A regression in the
plumbing (the :738 refresh dropped, `wind.def.hail.size` resolving wrong, `hailBlockFor` no longer
folded in) leaves it green while the game quietly stops leaking hail. That's the measure-a-copy
pattern this whole browser suite exists to avoid. New assert in balance.test:
`'porous cloth leaks pea hail into the garden, membrane blocks it'` drives the REAL
`sky.gardenHailExposure`:
pea (storm_03, size 0.7): cloth 0.346 vs membrane 0.292 → porous leaks +18%
ice (storm_02b, size 1.4): cloth 0.458 vs membrane 0.458 → identical (the no-op)
Isolation is exact: ONE settled intact rig, ONE hail instant, porosity flipped 0.30↔0 between reads
(`sky.step(0, t, {sail})` refreshes sailPorosity and rebuilds the shadow grid at the same instant
without advancing physics). No second rig — deliberately: two rigs whose corners diverge share no
shadow, and membrane cascades on the ice night, so the naive two-flight version reads a FALSE
ice-night difference. And it can fail: unwire porosity and both reads collapse to the membrane value
(0.2917 == 0.2917) → red. Selftest **288 pass / 0 fail**.
**⚠️ A — my site_audit cannot read your site JSON headless, and this shapes gate 2.** I ran the tool
on your committed `data/sites/backyard_01.json` (origin/lane/a). It reported *"no quad shades the bed
— the site cannot be rigged."* That's the SPRINT6 unwinnable trap IN REVERSE: a false negative, the
site is fine, the TOOL can't read the schema. Two reasons, both real and both by YOUR design (which is
correct for the game — I'm flagging what it costs a headless auditor):
1. **Posts are pre-rake.** The JSON has `{id,x,z,h}`; `world.js:361` leans each post 8° off centre
before it's an anchor. `p4`'s spec `(-3.2,-1.2)` dresses to `(-3.72,-1.40)` — the *exact* 0.56 m
error my own snapshot shipped in SPRINT9. A tool reading `x/z` raw re-commits it.
2. **House/tree anchors carry no coordinates** — only `node` (a GLB empty name). Their world
position exists only after `dress()` reads `matrixWorld`, and `dress()` needs GLTFLoader + fetch,
neither of which runs in node. The branch anchors are exactly where the dangerous quads live
(`t2b` at 10 kN in SPRINT9), so a headless tool that drops them silently under-reports the worst
corners — the failure this tool exists to prevent.
The single source of dressed positions is `createWorld(site).anchors`. So the audit's real home is
**in the browser, off your `createWorld(site)`** — zero drift, handles rake and GLB natively. That's
what I'll wire the moment your loadSite/createWorld lands in **main** (it's on lane/a now; I don't
want to build against an unmerged, still-"proposed" API). Until then the tool REFUSES dress-source
JSON with this reason and exits 2 (distinct from a real winnability FAIL's exit 1), and still audits
the built-in dressed snapshot + any resolved `{anchors:[{id,type,pos}]}` export.
**Your call, A:** (a) I audit `site_02` in-browser via `createWorld(site).anchors` once you merge — my
preference, it's the game's own truth; or (b) if you want a fast headless/CI path, emit a resolved
`anchors` array (dressed x/y/z) alongside the dress-source site, and I'll read that too. Either works;
(a) needs nothing from you but the merge.
**E — your standing offer to move the tree still stands, and I'll take you up on it the moment I can
actually audit `site_02`** (browser path, post-A-merge). I can't call a winnable line on the corner
block until its carport/tree anchors resolve, and those are your GLB's — so the audit and your tree
nudge are both downstream of A's gate 1. Ready to run the instant it lands.
site_02 audit: **BLOCKED on A's gate 1** (no `data/sites/site_02_corner_block.json` on any branch yet).
Everything else on my plate is done: C answered + proven, the tool is schema-aware and safe.
---
## SPRINT10 — Lane B — 2026-07-17 (update: browser audit BUILT)
A's gate-1 `createWorld(site)` + `loadSite` landed in main mid-sprint, so I built the browser audit I
flagged above instead of waiting. **`tools/site_audit/audit.html` is the gate-2 tool now** — it does
what node can't: `createWorld(await loadSite(name))` + `dress()`, then reads the REAL dressed
`world.anchors` (GLB fascia + branch anchors, 8°-raked posts) and runs the sweep.
tools/site_audit/audit.html?site=backyard_01
tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03_southerly
Validated against backyard_01: **dressed 12/12 anchors, PASS, best line p1,p2,p3,p4 $65 + $15 spare**
— identical to the node snapshot AND to balance.test, off your real data with no snapshot anywhere.
That three-way agreement also independently re-proves your extraction is byte-identical.
The winnability math is now one file, `sweep.js`, imported by both the node and browser front-ends —
I wasn't going to ship a tool that catches reimplemented-formula drift while keeping two copies of its
own sweep. audit.mjs output is byte-identical after the refactor.
**A — two knock-ons from your merge, both handled, one worth a glance:**
1. `createWorld` now throws without a site. It crashed my tool's post cross-check (it called
`createWorld(scene,{wind})`); fixed by reading the shipped `backyard_01.json` and passing it. The
cross-check now validates the snapshot against your SHIPPED DATA — strictly better.
2. Your `balance.test.js` `buildYard` edit (site-loading) and my new fabric-hail assert crossed in
main; the rebase merged them cleanly and the whole suite is **288 green** through your
site-loading path. Your "byte-identical yard" claim is now asserted by every balance number in
the suite, since they all read the dressed yard and none moved.
**E — the tree-move offer:** the browser audit is ready, so the moment `site_02_corner_block.json`
lands I run `audit.html?site=site_02_corner_block` and post the winnable line(s) or the blocking
corner. If it's the latter, that's your cue. I can't audit the carport until it's on disk (its beam
anchors are your GLB), but the tooling is now waiting, not TODO.
**site_02 audit: still BLOCKED on the file existing** — but the wait is now one URL, not a build.
[D] 2026-07-18 — 🪜 **`needsLadder` LANDED on the work field (§gate 1), keyed to E's real carport.**
Took SPRINT10's spelling — **`work: 'bracket' | 'cloth'`** — over the boolean I proposed in
Sprint 9. Naming the mechanism positively beats a negation, and it's the field A is emitting;
`worksAtBracket` still resolves so nothing already setting it breaks, and `type === 'house'` stays
the fallback. **site_01 is a no-op, verified live**: no anchor there carries either field, and the
fascia/post/tree verdicts are identical. E's anchor tripwires stay green.
**Keyed to `carport_01_v1.glb` rather than my invented numbers — and E, your asset carries BOTH
mechanisms, which makes a per-structure rule wrong too:**
```
beam_anchor_01/02 y=2.36 "carport" rating_hint 0.22 → over the 2.20 m reach: BRACKET
post_anchor_01/02 y=1.75 "carport_post" rating_hint 0.30 → under it, reachable: CLOTH
```
**The beam is a double trap and I love it**: your worst rating in the game AND the corner that
costs a ladder trip in a southerly. That is a rule, not a bug — which is exactly what §Lane D asks
the traps to read as. Confirmed the regression too: **un-declared, both carport anchors fall back
to the type, read as "ground work", and `canReach` waves a 2.36 m bracket through from the
grass** — the mechanic deleting itself with no error. Pinned by a test now.
**Lane A — the mapping is `beam_anchor → work: "bracket"`, `post_anchor → work: "cloth"`.** Emit
`work` per anchor in the site JSON and the ladder follows with no code change. 288/0/0.
[D] 2026-07-18 — ❗ **LANE A — one thing to watch when you emit the site JSON, from the same audit.**
`contracts.js` types `Anchor.type` as a closed enum **`'house'|'tree'|'post'`**, and E's carport
ships `anchor_type: "carport"` / `"carport_post"`. Whatever you map those to, two things stay true
and they pull in opposite directions:
· `needsLadder` no longer cares — it reads `work` — so the ladder is safe either way.
· but `world.js` filters trees for `wind.setSheltersFromTrees(...)` on `type === 'tree'`, and
**C's venturi + B's audit both key off geometry that reads `type`.** A carport typed `'post'`
would quietly join the sail-post family; typed `'carport'` it falls outside the enum contract.
Not my call and not blocking me — flagging it before it becomes a merge-time discovery, because
"a rule keyed on a type string that a new site doesn't fit" is the exact shape of the bug I just
landed the fix for. If you widen the enum, B/C/E and I can all read `type` honestly again.
[D] 2026-07-18 — ⏳ **Playing site_02 cold: still blocked, third sprint — flagging, not nagging.** A's
site extraction hasn't started (lane/a is at the sprint-plan commit), so there is no site_02 to
play. Everything of mine that can be done ahead of it is done: the ladder field is landed and
tested against E's shipped GLB, and the moment `site_02_corner_block.json` exists my feel pass is
the only thing between it and gate 2. Nothing of mine blocks anyone. Douse guard still green, so
pond masses haven't moved.
[I] 2026-07-19 — **SPRINT 10 INTEGRATION (main).** All lanes merged clean; selftest **296/0/0**. Sites
are DATA: backyard_01 + site_02_corner_block load from JSON, night 3 is the early buster on the
corner block, needsLadder keys on the work field (beam=bracket trap, post=cloth), the carport has
a price proposal ($180, E's reasoning in the asset) and a wreck, and B's porosity plumbing has a
real end-to-end assert. Open seams carried to SPRINT11, none blocking boot:
· venturi numbers need the C↔A reconciliation — site JSON ships axis 2.1 / gain 1.5, C measured
the storm at 1.08 and proposed gain 1.35 tuned to B's audit ("the funnel should make the
corner block MEAN, not impossible");
· B's site_audit false-negative on headless site JSON (their setWorld ask to A);
· D's cold playthrough of site_02 — unblocked at last;
· A decides the carport collateral number and the Anchor.type enum widening D flagged;
· gate 3 (John plays the week) — FOUR sprints standing.

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@ -155,24 +155,6 @@
"status": "PASS",
"problems": []
},
{
"name": "carport_01_wrecked",
"dims": [
6.2819,
5.5704,
2.1983
],
"tris": 144,
"nodes": [
"beams",
"carport_01_wrecked",
"footings",
"posts",
"roof_down"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_01",
"dims": [

View File

@ -781,21 +781,6 @@ def build_house_yardside(name):
return root
# What it costs to take the client's carport with you. Lane A owns this number —
# it's a design call, not an art one — but the trap needs A number or it isn't a
# trap, and shipping the asset without one is why nothing scored it. My proposal
# and the reasoning, to argue with rather than adopt:
# · the gnome is 25, a night's shop budget is 80, a good week banks ~475;
# · at 180 it's 2.25 nights' budget — it turns a good week into a broke one and
# is felt for the rest of the run, without instantly ending a strong one;
# · cheaper than ~120 and the trap is a shrug; dearer than ~250 and tying off
# the carport once is a silent game over, which teaches nothing because the
# player never gets to act on the lesson.
# The point is that it should be the worst thing on the site's bill and still be
# a week you can dig out of.
CARPORT_COLLATERAL = 180
def build_carport_01(name):
"""A single-car carport — the corner block's whole personality (SPRINT9 §E).
@ -873,87 +858,6 @@ def build_carport_01(name):
stamp(root, name, "structure")
root["site_hint"] = "corner_block"
root["is_anchor_trap"] = True
# Without this the trap is unscoreable: the anchors say collateral="carport"
# but nothing said what a carport COSTS, so Lane A's aftermath had no number
# to reach for. main.js already reads world.gnome.collateralValue — same
# shape, same place.
root["collateral_value"] = CARPORT_COLLATERAL
root["collateral_label"] = "the carport"
return root
def build_carport_01_wrecked(name):
"""The carport after you tied a sail to it (SPRINT10 §E).
Same origin and footprint as `carport_01`, so Lane A swaps mesh-for-mesh the
way the gnome and fence already do. This is the payoff for the trap: the
site's lesson only lands if taking the beam LOOKS like taking the carport,
not like a number going down on a card.
It fails the way a light structure actually fails not flattened. The
windward pair of posts stays in its pads and the leeward pair folds, so the
whole frame racks over like a parallelogram and the roof sheet peels off
downwind in one piece. That's the tell: a carport doesn't shatter, it leans
and then it's somewhere else.
"""
rng = rng_for(name)
root = add_empty(name)
steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85)
dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8)
sheet = get_material("Mat_Colorbond", PAL["colorbond"], 0.45, metallic=0.5)
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
W, D = 3.0, 5.4
H_HI, H_LO = 2.45, 2.20
RACK = math.radians(34) # how far the frame leaned before it stopped
pads, posts = [], []
for sx in (-1, 1):
for sy in (-1, 1):
x, y = sx * (W / 2 - 0.09), sy * (D / 2 - 0.09)
h = H_HI if sy < 0 else H_LO
# The pads stay: they were never the weak part. That's the joke.
pads.append(add_box(f"{name}_pad_{sx}_{sy}", (0.26, 0.26, 0.09),
(x, y, 0.045), conc))
lean = RACK * rng.uniform(0.86, 1.0)
# Racked over toward +X, hinging at the pad — so the top travels and
# the base doesn't.
posts.append(add_box(f"{name}_post_{sx}_{sy}", (0.09, 0.09, h),
(x + math.sin(lean) * h / 2, y,
0.09 + math.cos(lean) * h / 2), steel,
rot=(0, lean, 0)))
join_group(pads, "footings", root)
join_group(posts, "posts", root)
# The beams stay LEVEL. A beam spans the short axis and the frame racks in
# that same axis, so both post tops travel together and the beam rides across
# — it does not tilt. Rotating it swung one end to 2.96 m, i.e. the wreck came
# out TALLER than the carport it used to be. Measured, not reasoned.
beams = []
for sy in (-1, 1):
h = H_HI if sy < 0 else H_LO
beams.append(add_box(f"{name}_beam_{sy}", (W, 0.05, 0.14),
(math.sin(RACK) * h, sy * (D / 2 - 0.09),
0.09 + math.cos(RACK) * h), dark))
join_group(beams, "beams", root)
# The sheet let go and went downwind — folded, not flat, and clear of the
# frame. Nobody's parking under this again.
# Flat-ish and ON the grass. The first pass tilted them enough to sink a
# corner to z=-0.41 — through the ground — which is both wrong and what
# inflated the wreck's measured height. Kept nearer the frame too: a 7 m
# footprint would overlap whatever Lane A has parked next door.
join_group([add_box(f"{name}_sheet_a", (W + 0.2, D * 0.55, 0.04),
(W * 0.95, -D * 0.18, 0.12), sheet,
rot=(0, math.radians(3), math.radians(-13))),
add_box(f"{name}_sheet_b", (W * 0.8, D * 0.38, 0.04),
(W * 0.88, D * 0.30, 0.28), sheet,
rot=(math.radians(9), math.radians(-4), math.radians(8)))],
"roof_down", root)
stamp(root, name, "structure")
root["broken_variant_of"] = "carport_01"
root["collateral_value"] = CARPORT_COLLATERAL
return root
@ -2150,11 +2054,6 @@ ASSETS = [
nodes=["footings", "posts", "beams", "roof",
"beam_anchor_01", "beam_anchor_02",
"post_anchor_01", "post_anchor_02"]),
# Wider than the intact carport (the sheet goes downwind) but SHORTER — a
# wreck that stands taller than the thing it was is a bug, not a wreck.
dict(name="carport_01_wrecked", fn=build_carport_01_wrecked,
dims=((4.5, 6.6), (5.2, 5.8), (1.9, 2.45)),
nodes=["footings", "posts", "beams", "roof_down"]),
dict(name="shed_01", fn=build_shed_01,
dims=((2.4, 2.7), (1.8, 2.1), (1.95, 2.25)),
nodes=["shell", "roof", "doors", "door_anchor"]),

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@ -1,132 +0,0 @@
<!doctype html>
<!--
site_audit, browser front-end. [Lane B, SPRINT10 — the gate-2 tool]
The node front-end (audit.mjs) is fast but blind: it cannot dress, so it only
sees posts + a hand-kept snapshot, and it REFUSES dress-source site JSON rather
than lie about a yard it can't resolve. This page is the honest audit. It builds
the site exactly the way the game does — createWorld(await loadSite(name)) then
dress() — and reads world.anchors, the single source of DRESSED positions:
house fascia and tree branch anchors baked into E's GLBs, posts raked 8°, all of
it. Then it runs the SAME sweep.js the node tool runs. This is the only way to
audit a site with a carport (site_02) before it ships.
tools/site_audit/audit.html?site=backyard_01
tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03_southerly
Served from the repo root (server.py), so the relative imports resolve.
-->
<meta charset="utf-8">
<title>site_audit</title>
<style>
body { background:#111; color:#ddd; font:13px/1.5 ui-monospace,Menlo,monospace; margin:0; padding:20px; }
h1 { font-size:15px; color:#fff; margin:0 0 2px; }
.sub { color:#888; margin-bottom:14px; white-space:pre-wrap; }
table { border-collapse:collapse; margin:8px 0; }
td { padding:1px 10px 1px 0; white-space:nowrap; }
.ok { color:#6c6; } .bad { color:#e66; } .warn { color:#dc6; }
.verdict { font-size:14px; margin-top:14px; padding:10px 12px; border-radius:6px; white-space:pre-wrap; }
.verdict.pass { background:#132; color:#8e8; } .verdict.fail { background:#311; color:#f99; }
.corner { color:#9ab; } .none { color:#e66; font-weight:bold; }
</style>
<h1>site_audit</h1>
<div class="sub" id="sub">loading…</div>
<div id="out"></div>
<div id="verdict"></div>
<script type="importmap">
{ "imports": {
"three": "../../web/world/vendor/three.module.js",
"three/addons/": "../../web/world/vendor/addons/"
} }
</script>
<script type="module">
import * as THREE from '../../web/world/vendor/three.module.js';
import { createWorld, loadSite } from '../../web/world/js/world.js';
import { HARDWARE, START_BUDGET } from '../../web/world/js/contracts.js';
import { AUDIT, auditSweep } from './sweep.js';
const q = new URLSearchParams(location.search);
const siteName = q.get('site') || 'backyard_01';
const stormName = q.get('storm') || 'storm_02_wildnight';
const el = (id) => document.getElementById(id);
const loadJSON = async (path) => (await fetch(path)).json();
async function run() {
// Build the site the way the game does — data in, dressed yard out.
const site = await loadSite(siteName);
const scene = new THREE.Scene();
const calmStub = {
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: calmStub, site });
let dressed = false;
if (world.dress) { try { await world.dress(); dressed = true; } catch (e) { /* fall through, flagged below */ } }
// world.anchors are the REAL dressed positions — freeze sway like balance.test.
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 };
});
const stormDef = await loadJSON(`../../web/world/data/storms/${stormName}.json`);
const calmDef = await loadJSON(`../../web/world/data/storms/${AUDIT.CALM_STORM}.json`);
el('sub').textContent =
`${site.name || siteName} — ${anchors.length} dressed anchors ${dressed ? '(GLBs loaded ✓)' : '(⚠ dress() FAILED — graybox positions, not what ships)'}\n` +
`storm: ${stormName} (${stormDef.duration}s, downdraft ${stormDef.gusts?.downdraftOfTotal ?? '—'})\n` +
`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}`;
const { cands, rows, verdict, winners } = auditSweep({ anchors, bed: world.gardenBed, stormDef, calmDef });
// render rows
const tbl = document.createElement('table');
for (const r of rows) {
const tr = tbl.insertRow();
tr.insertCell().textContent = r.ids.join(',');
tr.insertCell().textContent = `${r.area.toFixed(0)} m²`;
tr.insertCell().textContent = `cover ${(r.cover * 100).toFixed(0)}%`;
const mk = tr.insertCell();
if (r.unholdable.length) { mk.textContent = '✗ unholdable'; mk.className = 'bad'; }
else if (r.hw <= START_BUDGET) { mk.textContent = `✓ $${r.hw}`; mk.className = 'ok'; }
else { mk.textContent = `✗ $${r.hw} > $${START_BUDGET}`; mk.className = 'warn'; }
const cs = tr.insertCell(); cs.className = 'corner';
cs.innerHTML = r.tiers.map((c) =>
`${c.id} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : '<span class="none">NONE</span>'}`).join(' ');
}
el('out').appendChild(tbl);
// verdict
const v = el('verdict');
if (verdict.code === 'no-cover') {
v.className = 'verdict fail';
v.textContent = `✗ FAIL — no quad in the ${AUDIT.BAND.lo}-${AUDIT.BAND.hi} m² band shades the bed at all.\n` +
`The site cannot be rigged. It needs an anchor near the bed before it ships.`;
} else if (!verdict.ok) {
const b = verdict.best;
v.className = 'verdict fail';
v.textContent = `✗ FAIL — no affordable holding line. Cheapest is ${b.ids.join(',')} at $${b.hw} on a $${START_BUDGET} budget` +
(b.unholdable.length ? `, and ${b.unholdable.map((c) => c.id).join('/')} is over the shop's ${(HARDWARE.at(-1).rating / 1000).toFixed(1)} kN ceiling at any price.` : '.') +
`\nThe SPRINT6 p1=7.4 kN failure. Move an anchor (E's standing offer), or the site ships unwinnable.`;
} else {
const w = verdict.best;
v.className = 'verdict pass';
v.textContent = `✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')} — $${w.hw} hardware` +
`${w.total <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${w.total}, inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.`;
}
// a machine-readable line, so this page can also be driven headless-in-browser
window.__audit = { site: siteName, storm: stormName, dressed, anchors: anchors.length, cands: cands.length, verdict, winners: winners.map((w) => ({ ids: w.ids, hw: w.hw })) };
document.title = `site_audit — ${verdict.ok ? 'PASS' : 'FAIL'}`;
}
run().catch((e) => {
el('verdict').className = 'verdict fail';
el('verdict').textContent = `site_audit crashed: ${e.message}\n${e.stack || ''}`;
window.__audit = { error: e.message };
document.title = 'site_audit — ERROR';
});
</script>

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@ -24,8 +24,17 @@
*/
import { readFile } from 'node:fs/promises';
import { HARDWARE, START_BUDGET } from '../../web/world/js/contracts.js';
import { AUDIT, auditSweep } from './sweep.js';
import { SailRig, orderRing } from '../../web/world/js/sail.js';
import { createWind } from '../../web/world/js/weather.js';
import { HARDWARE, START_BUDGET, FIXED_DT } from '../../web/world/js/contracts.js';
const [CARABINER, SHACKLE, RATED] = HARDWARE;
const SPARE_COST = 15;
const BAND = { lo: 18, hi: 45 }; // A's a.test rigging band
const MIN_COVER = 0.25; // A's "shades the bed" bar
const SETTLE_S = 12; // D's settle — a player plays through prep
const CALM_STORM = 'storm_01_gentle'; // main.js's CALM_STORM: what wind.use() hands the rig in prep
const PRE_GUST_S = 3; // hold the settle inside gentle's pre-gust window (balance.test)
const argv = process.argv.slice(2);
const stormArg = (() => { const i = argv.indexOf('--storm'); return i >= 0 ? argv[i + 1] : 'storm_02_wildnight'; })();
@ -82,12 +91,6 @@ const VERIFIABLE = new Set(['p1', 'p2', 'p3', 'p4']);
/**
* Re-derive the posts from live world.js and fail loudly if the dump drifted.
* The one guard-rail a hand-typed yard can actually have.
*
* SPRINT10: world.js stopped being code createWorld now REQUIRES a site and
* throws without one. It reads the site from data/sites/backyard_01.json, which
* is exactly the extraction A shipped, so this cross-check now compares the dump
* against the DATA's posts (raked in createWorld, no dress needed). loadSite()
* itself fetch()es and can't run in node, so read the JSON and hand it over raw.
*/
async function verifyPosts(site) {
const THREE = await import('../../web/world/vendor/three.module.js');
@ -97,8 +100,7 @@ async function verifyPosts(site) {
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
};
const siteData = JSON.parse(await readFile(new URL('../../web/world/data/sites/backyard_01.json', import.meta.url), 'utf8'));
const world = createWorld(new THREE.Scene(), { wind: stub, site: siteData }); // graybox: fine, posts are raked in createWorld
const world = createWorld(new THREE.Scene(), { wind: stub }); // graybox: fine, posts are graybox
const live = new Map(world.anchors.map((a) => [a.id, a.pos]));
const drift = [];
for (const a of site.anchors) {
@ -117,46 +119,7 @@ async function verifyPosts(site) {
async function loadSite(path) {
if (!path) return BACKYARD_01;
const j = JSON.parse(await readFile(path, 'utf8'));
// A's committed site schema (SPRINT10, world.js loadSite/createWorld) is
// DRESS-SOURCE, not resolved positions, and headless node cannot turn one into
// the other. Two reasons, both load-bearing for an audit that must not lie:
//
// · POSTS are pre-rake. The JSON carries {id,x,z,h}; world.js:361 leans every
// post 8° away from the yard centre before it becomes an anchor. p4's JSON
// spec (-3.2,-1.2) dresses to (-3.72,-1.40) — 0.56 m, the exact error this
// tool's own snapshot shipped with in SPRINT9. Reading x/z raw re-makes it.
// · HOUSE and TREE anchors have NO coordinates at all — just `node`, a name
// baked into E's GLB (fascia_anchor_01, branch_anchor_02…). Their world
// position exists only after dress() reads the empty's matrixWorld, and
// dress() needs GLTFLoader + fetch, neither of which runs in node.
//
// So a headless read of this file gets posts wrong and tree/house anchors not
// at all — and the branch anchors are exactly where the dangerous quads live
// (t2b pulled 10 kN in SPRINT9). Reporting on that silently is the SPRINT6
// trap in reverse: a site called unriggable because the TOOL couldn't read it.
//
// The correct source of dressed positions is createWorld(site).anchors — which
// is browser-only. Until that path lands (this is raised to A in THREADS), the
// honest move is to refuse this schema loudly, not to guess at it.
const dressSource = Array.isArray(j.posts) || j.house || Array.isArray(j.trees) || Array.isArray(j.structures);
const resolved = Array.isArray(j.anchors) && j.anchors.length
&& j.anchors.every((a) => Number.isFinite(a.pos?.x ?? a.x));
if (dressSource && !resolved) {
const name = (j.id || j.name || 'the_site').replace(/\.json$/, '');
throw new Error(
`"${j.name || j.id || path}" is a DRESS-SOURCE site (posts/house/trees), and its anchor\n` +
` positions cannot be resolved headless: posts are pre-rake (world.js leans them 8°) and\n` +
` house/tree anchors are GLB node refs that only exist after dress(), which node cannot run.\n` +
` → Audit it in the browser, off the real dressed world.anchors:\n` +
` tools/site_audit/audit.html?site=${name}\n` +
` (serve the repo with server.py, open that URL — it dresses the yard the way the game\n` +
` does and runs the same sweep). Or hand THIS tool a resolved\n` +
` { anchors:[{id,type,pos:{x,y,z}}] } export. No argument audits the built-in snapshot.`);
}
// Resolved-positions shape: a flat anchors[] each carrying real coordinates.
// This is what a dressed export (or a future createWorld dump) would hand us.
// site-as-data shape (Lane A, gate 2). Tolerant: only anchors + bed are needed.
const anchors = (j.anchors || []).map((a) => ({
id: a.id, type: a.type || 'post',
pos: { x: a.pos?.x ?? a.x, y: a.pos?.y ?? a.y, z: a.pos?.z ?? a.z },
@ -166,11 +129,21 @@ async function loadSite(path) {
const withSway = (list) => list.map((a) => ({ ...a, sway: () => a.pos }));
/** Ground-plane area, shoelace over the ring — the same formula a.test uses. */
function areaOf(q) {
const r = orderRing(q);
let a = 0;
for (let i = 0, j = r.length - 1; i < r.length; j = i++) a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
return Math.abs(a / 2);
}
/** Cheapest hardware that holds a corner at `peak` kN, or null if the shop can't. */
const tierFor = (peakN) => HARDWARE.find((h) => h.rating >= peakN) || null;
async function main() {
const site = await loadSite(sitePath);
const anchors = withSway(site.anchors);
const def = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${stormArg}.json`, import.meta.url), 'utf8'));
const calmDef = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${AUDIT.CALM_STORM}.json`, import.meta.url), 'utf8'));
console.log(`\nsite_audit — ${site.name}`);
if (site.dumped) {
@ -189,15 +162,71 @@ async function main() {
console.log(`storm: ${stormArg} (${def.duration}s, downdraftOfTotal ${def.gusts?.downdraftOfTotal ?? '—'})`);
console.log(`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}\n`);
// The sweep itself is shared with the browser front-end — see sweep.js.
const { cands, rows, winners, verdict } = auditSweep({ anchors, bed: site.bed, stormDef: def, calmDef });
// 1. every quad, in the rigging band, that shades the bed
const cands = [];
const A = anchors;
for (let a = 0; a < A.length; a++) for (let b = a + 1; b < A.length; b++)
for (let c = b + 1; c < A.length; c++) for (let d = c + 1; d < A.length; d++) {
const q = [A[a], A[b], A[c], A[d]];
const area = areaOf(q);
if (area < BAND.lo || area > BAND.hi) continue;
let rig;
try {
rig = new SailRig({ anchors, gridN: 10 }).attach(q.map((x) => x.id), Array(4).fill(HARDWARE[2]), 1.0);
} catch { continue; } // degenerate ring
const cover = rig.coverageOver(site.bed, { x: 0, y: 1, z: 0 });
if (cover >= MIN_COVER) cands.push({ ids: q.map((x) => x.id), area, cover });
}
if (verdict.code === 'no-cover') {
console.log(`✗ FAIL — no quad in the ${AUDIT.BAND.lo}-${AUDIT.BAND.hi} m² band shades the bed at all.`);
if (!cands.length) {
console.log(`✗ FAIL — no quad in the ${BAND.lo}-${BAND.hi} m² band shades the bed at all.`);
console.log(` The site cannot be rigged. It needs an anchor near the bed before it ships.\n`);
process.exit(1);
}
// 2. peak corner loads, settled, on the real storm. This is the p1=7.4 kN check.
//
// This drives the wind the way main.js does, and every clause below is here
// because the first draft skipped it and MIS-MEASURED:
//
// · createWind (not the raw field) + setSheltersFromTrees — trees knock a
// hole downwind, and a quad hanging off tree anchors sits in it. main.js
// does this at boot.
// · the settle runs on the CALM day on a RUNNING clock, because that is what
// wind.use() hands the rig during prep. The first draft settled on STORM
// wind frozen at t=0 — the exact anti-pattern balance.test documents at
// 1.94 kN vs 0.40 kN of standing load at storm entry.
// · resetPeaks() at storm entry, because peakLoad is peak-since-ATTACH and
// was quietly folding the attach transient + settle into the storm peak.
//
// A tool that vets sites is worthless if it doesn't fly the storm the game
// flies. It reported p1 at 1.1 kN with all three of those wrong.
const trees = site.anchors.filter((a) => a.type === 'tree');
const wind = createWind(def);
wind.setSheltersFromTrees(trees);
const calmDef = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${CALM_STORM}.json`, import.meta.url), 'utf8'));
const calmWind = createWind(calmDef);
calmWind.setSheltersFromTrees(trees);
const rows = [];
for (const cnd of cands) {
// shade cloth: the fabric a competent player takes into a windy night
const rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 })
.attach(cnd.ids, Array(4).fill({ name: 'audit', cost: 0, rating: Infinity }), 1.0);
for (let i = 0, n = Math.round(SETTLE_S / FIXED_DT); i < n; i++) {
rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % PRE_GUST_S);
}
rig.resetPeaks(); // ← the storm starts HERE
for (let i = 0; i < def.duration * 60; i++) rig.step(FIXED_DT, wind, i * FIXED_DT);
const corners = rig.corners.map((c) => ({ id: c.anchorId, peak: c.peakLoad }));
const tiers = corners.map((c) => ({ ...c, tier: tierFor(c.peak) }));
const unholdable = tiers.filter((c) => !c.tier);
const hw = tiers.reduce((s, c) => s + (c.tier ? c.tier.cost : 0), 0);
rows.push({ ...cnd, tiers, unholdable, hw, total: hw + SPARE_COST, affordable: !unholdable.length && hw <= START_BUDGET });
}
rows.sort((a, b) => (a.affordable === b.affordable ? a.hw - b.hw : a.affordable ? -1 : 1));
console.log(`${cands.length} quad(s) in band shading the bed:\n`);
for (const r of rows) {
const cs = r.tiers.map((c) => `${c.id} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : 'NONE'}`).join(' ');
@ -205,17 +234,18 @@ async function main() {
console.log(` ${r.ids.join(',').padEnd(18)} ${r.area.toFixed(0).padStart(3)} m² cover ${(r.cover * 100).toFixed(0).padStart(3)}% ${mark.padEnd(14)} ${cs}`);
}
const winners = rows.filter((r) => r.affordable);
console.log('');
if (!verdict.ok) {
const best = verdict.best;
if (!winners.length) {
const best = rows[0];
console.log(`✗ FAIL — no affordable holding line. Cheapest is ${best.ids.join(',')} at $${best.hw} on a $${START_BUDGET} budget` +
(best.unholdable.length ? `, and ${best.unholdable.map((c) => c.id).join('/')} exceeds the shop's ${(HARDWARE.at(-1).rating / 1000).toFixed(1)} kN ceiling at any price.` : '.'));
console.log(` This is the SPRINT6 p1=7.4 kN failure. Move an anchor, or the site ships unwinnable.\n`);
process.exit(1);
}
const w = verdict.best;
const w = winners[0];
console.log(`✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')}$${w.hw} hardware` +
`${w.total <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${w.total}, still inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
`${w.total <= START_BUDGET ? ` (+$${SPARE_COST} spare = $${w.total}, still inside budget)` : ` — no room for a $${SPARE_COST} spare`}` +
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.\n`);
}

View File

@ -1,106 +0,0 @@
/**
* sweep.js the winnability sweep, shared by BOTH front-ends. [Lane B, SPRINT10]
*
* There is exactly one copy of "is this site winnable" and this is it. audit.mjs
* (node, fast, but blind to GLB-dressed anchors) and audit.html (browser, reads
* the fully dressed createWorld(site).anchors) both import auditSweep and only
* differ in how they GET the anchors and how they PRINT the result. A tool built
* to catch reimplemented-formula drift must not carry two copies of its own math.
*
* Pure given its inputs: hand it resolved anchors (each {id, type, pos, sway}),
* the bed rect, and the storm + calm-day defs. It flies the same settle+storm the
* game flies and returns ranked rows + a verdict. No I/O, no process, no DOM.
*/
import { SailRig, orderRing } from '../../web/world/js/sail.js';
import { createWind } from '../../web/world/js/weather.js';
import { HARDWARE, START_BUDGET, FIXED_DT } from '../../web/world/js/contracts.js';
/** Audit knobs, in one place so both front-ends and any future site agree. */
export const AUDIT = {
BAND: { lo: 18, hi: 45 }, // A's a.test rigging band, m²
MIN_COVER: 0.25, // A's "shades the bed" bar
SETTLE_S: 12, // D's settle — a player plays through prep
PRE_GUST_S: 3, // hold the settle inside gentle's pre-gust window (balance.test)
SPARE_COST: 15, // a $15 spare is the difference between a repair and a prayer
CALM_STORM: 'storm_01_gentle',
};
/** Ground-plane area, shoelace over the ring — the same formula a.test uses. */
export function areaOf(q) {
const r = orderRing(q);
let a = 0;
for (let i = 0, j = r.length - 1; i < r.length; j = i++) a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
return Math.abs(a / 2);
}
/** Cheapest hardware that holds a corner at `peakN` newtons, or null if the shop can't. */
export const tierFor = (peakN) => HARDWARE.find((h) => h.rating >= peakN) || null;
/**
* Sweep every bed-covering quad and price the cheapest holding line.
* @param {object} o
* @param {Array} o.anchors resolved anchors: { id, type, pos:{x,y,z}, sway }
* @param {object} o.bed garden bed rect { x, z, w, d }
* @param {object} o.stormDef the storm JSON to fly
* @param {object} o.calmDef the calm-day JSON to settle on (storm_01_gentle)
* @returns {{ cands, rows, winners, verdict:{ ok:boolean, code:string, best } }}
*/
export function auditSweep({ anchors, bed, stormDef, calmDef }) {
// 1. every quad, in the rigging band, that shades the bed
const cands = [];
for (let a = 0; a < anchors.length; a++) for (let b = a + 1; b < anchors.length; b++)
for (let c = b + 1; c < anchors.length; c++) for (let d = c + 1; d < anchors.length; d++) {
const q = [anchors[a], anchors[b], anchors[c], anchors[d]];
const area = areaOf(q);
if (area < AUDIT.BAND.lo || area > AUDIT.BAND.hi) continue;
let rig;
try {
rig = new SailRig({ anchors, gridN: 10 }).attach(q.map((x) => x.id), Array(4).fill(HARDWARE[2]), 1.0);
} catch { continue; } // degenerate ring
const cover = rig.coverageOver(bed, { x: 0, y: 1, z: 0 });
if (cover >= AUDIT.MIN_COVER) cands.push({ ids: q.map((x) => x.id), area, cover });
}
if (!cands.length) return { cands, rows: [], winners: [], verdict: { ok: false, code: 'no-cover', best: null } };
// 2. peak corner loads, settled the way the game settles, on the real storm.
// Every clause here is a bug the first draft shipped:
// · createWind + setSheltersFromTrees — trees knock a hole downwind.
// · settle on the CALM day on a RUNNING clock (main.js's prep), not storm
// wind frozen at t=0 (that read 1.94 kN of standing load vs the true 0.40).
// · resetPeaks() at entry — peakLoad is peak-since-ATTACH otherwise, folding
// the settle transient into the storm peak.
const trees = anchors.filter((a) => a.type === 'tree');
const wind = createWind(stormDef);
wind.setSheltersFromTrees(trees);
const calmWind = createWind(calmDef);
calmWind.setSheltersFromTrees(trees);
const rows = [];
for (const cnd of cands) {
// shade cloth (porosity 0.30): the fabric a competent player takes into a windy night
const rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 })
.attach(cnd.ids, Array(4).fill({ name: 'audit', cost: 0, rating: Infinity }), 1.0);
for (let i = 0, n = Math.round(AUDIT.SETTLE_S / FIXED_DT); i < n; i++) {
rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % AUDIT.PRE_GUST_S);
}
rig.resetPeaks(); // ← the storm starts HERE
for (let i = 0; i < stormDef.duration * 60; i++) rig.step(FIXED_DT, wind, i * FIXED_DT);
const tiers = rig.corners.map((c) => ({ id: c.anchorId, peak: c.peakLoad, tier: tierFor(c.peakLoad) }));
const unholdable = tiers.filter((c) => !c.tier);
const hw = tiers.reduce((s, c) => s + (c.tier ? c.tier.cost : 0), 0);
rows.push({ ...cnd, tiers, unholdable, hw, total: hw + AUDIT.SPARE_COST,
affordable: !unholdable.length && hw <= START_BUDGET });
}
rows.sort((a, b) => (a.affordable === b.affordable ? a.hw - b.hw : a.affordable ? -1 : 1));
const winners = rows.filter((r) => r.affordable);
return {
cands, rows, winners,
verdict: winners.length
? { ok: true, code: 'pass', best: winners[0] }
: { ok: false, code: 'unaffordable', best: rows[0] },
};
}

View File

@ -36,36 +36,23 @@ export const LADDER_URL = './models/ladder_01_v1.glb';
* at the bracket on the wall, while a blown post or tree corner is re-made on the cloth, which has
* fallen to somewhere you can stand. Height is a coincidence of that; the bracket is the reason.
*
* SPRINT10 §Gate 1 keyed on the MECHANISM, from site data. `type === 'house'` was site_01's
* spelling of the idea, not the idea itself, and contracts.js types anchors as a closed enum
* `'house'|'tree'|'post'` that site_02's carport does not fit. That mattered because it fails OPEN:
* when `needsLadder` says false, `canReach` in interact.js returns true UNCONDITIONALLY, so the
* player re-rigs a bracket well over their head while standing on the grass and the whole mechanic
* quietly stops existing no error, no red. Same disease as StumbleBack's dead threshold and the
* camera-less shadow grid: a rule keyed on the wrong thing, failing silently open.
* SPRINT9, site_02 (SPRINT9 §Lane D "the ladder assumes fascia height; the carport may not have
* one"): `type === 'house'` is site_01's spelling of that idea, not the idea itself. The corner
* block has a CARPORT a roofline you'd also work at the bracket and contracts.js types anchors
* as a closed enum `'house'|'tree'|'post'` that a carport doesn't fit. Whatever E types it, this
* must not fail OPEN: if `needsLadder` says false, `canReach` in interact.js returns true
* unconditionally and the player re-rigs a 2.6 m bracket standing on the grass the mechanic just
* quietly stops existing, with no error. That is the same disease as StumbleBack's dead threshold
* and the camera-less shadow grid: a rule keyed on the wrong thing, failing silently open.
*
* Measured against E's shipped `carport_01_v1.glb`, which is exactly the case the audit predicted
* and note it carries BOTH mechanisms, so a per-STRUCTURE rule would still be wrong:
* beam_anchor_01/02 y=2.36 anchor_type "carport" over the 2.20 m reach: BRACKET
* post_anchor_01/02 y=1.75 anchor_type "carport_post" under it, reachable: CLOTH
* Neither is typed 'house'. The beam is the double trap E's worst rating in the game (0.22) AND
* the one you need the ladder for.
*
* Reads DATA first, exactly like `anchor.ratingHint` already does from the GLB's `userData`:
* · `work: 'bracket' | 'cloth'` SPRINT10's spelling, and the canonical one. Positive about the
* mechanism rather than a negation, which is why it beats the boolean I proposed in Sprint 9.
* · `worksAtBracket: boolean` my Sprint-9 spelling, still honoured so nothing that already
* sets it breaks.
* · else `type === 'house'` site_01's shape. Nothing there carries either field, so this is
* a no-op on backyard_01 and E's anchor tripwires stay green.
* Lane A: emit `work` per anchor in the site JSON and the ladder follows the site with no code
* change. The carport mapping you want is beambracket, postcloth, per the heights above.
* So it reads DATA first, exactly like `anchor.ratingHint` already does (world.js pulls that from
* the GLB's `userData.rating_hint`), and falls back to site_01's shape. Lane A/E: set
* `anchor.worksAtBracket = true` on the carport's anchors in the site JSON and the ladder follows
* the site with no code change. Nothing on site_01 carries the flag, so this is a no-op there.
*/
export const needsLadder = (anchor) => {
if (!anchor) return false;
if (anchor.work === 'bracket') return true; // SPRINT10 spelling
if (anchor.work === 'cloth') return false;
if (typeof anchor.worksAtBracket === 'boolean') return anchor.worksAtBracket; // Sprint-9 spelling
if (typeof anchor.worksAtBracket === 'boolean') return anchor.worksAtBracket; // site data wins
return anchor.type === 'house'; // site_01's shape
};

View File

@ -334,63 +334,6 @@ async function fly(yard, session, stormName, { repair = false, broom = false, se
};
}
/**
* Read the REAL sky.gardenHailExposure over the bed at one hail instant, with the
* sail's porosity swapped between shade cloth (0.30) and membrane (0) and NOTHING
* else touched. Returns { cloth, membrane } exposure numbers.
*
* This exists to close a gap C's fabric-hail seam left open. porosity now feeds
* the garden hail score in production rig.porosity -> skyfx.step reads it into
* sailPorosity (skyfx.js) -> gardenHailExposure folds hailBlockFor(size, porosity)
* into what it returns (wired SPRINT9, e576f5c). But the only test of that leak,
* weather.selftest's 'fabric choice is real', REIMPLEMENTS the formula inline with
* hailBlockFor + hailAt it proves the primitive and the arithmetic, not the
* plumbing. A regression in the plumbing (the size lookup resolving wrong, the
* :738 refresh dropped, sailPorosity read stale) would leave that test green while
* the game stopped leaking hail. This drives the actual return, which is the whole
* reason balance.test is a browser suite: measure the real chain, never a copy.
*
* The swap is exact and unconfounded: ONE settled, intact rig, sampled at ONE t,
* porosity flipped between reads. `sky.step(0, t, {sail})` refreshes sailPorosity
* and rebuilds the shadow grid at the same instant without advancing physics, so
* the shadow geometry is identical across the two reads and `block` is the only
* thing that moved. No storm flight and no second rig which is what kept the
* SPRINT9 fabric measurements honest: two rigs whose corners diverge share no
* shadow, and that difference is a cascade, not a fabric (membrane cascades on the
* ice night, so the naive two-flight version reads a false ice-night difference).
*
* `burstT` must land inside the storm's hail burst, or hailIntensity(t) is 0 and
* both reads are 0. storm_03_southerly bursts at t=36 (pea, size 0.7);
* storm_02b_icenight at t=50 (ice, size 1.4).
*/
async function gardenHailByPorosity(yard, stormName, burstT) {
const def = await loadStorm(stormName);
const wind = createWind(def);
wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
const calmWind = createWind(await loadStorm(CALM_STORM));
calmWind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
const s = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
if (!s) return null;
s.setFabric('cloth');
const rig = s.commit(new SailRig({ anchors: yard.anchors, gridN: 10 }));
// Camera is load-bearing, not decoration — without it skyfx returns before the
// shadow grid is rebuilt and every read is the bare-bed value. Same reason as fly().
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
camera.position.set(0, 2, 8);
const sky = createSkyFx({ wind, night: true, camera });
// settle on the calm day so the cloth holds a real drape and stays intact — the
// shadow just has to be stable and non-zero, not storm-deformed, to test the plumbing.
for (let i = 0, n = Math.round(12 / FIXED_DT); i < n; i++) rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % 3);
rig.porosity = 0.30; sky.step(0, burstT, { sail: rig });
const cloth = sky.gardenHailExposure(yard.bed, burstT);
rig.porosity = 0; sky.step(0, burstT, { sail: rig });
const membrane = sky.gardenHailExposure(yard.bed, burstT);
sky.dispose?.();
return { cloth, membrane, lost: rig.corners.filter((c) => c.broken).length };
}
/**
* @param {import('../testkit.js').Suite} t
*
@ -429,13 +372,6 @@ export default async function run(t) {
if (membraneShop) membraneShop.setFabric('membrane');
const membrane = membraneShop ? await fly(yard, membraneShop, 'storm_02_wildnight', { broom: true }) : null;
// The fabric's OTHER half, and the one C wired the primitive for: porous cloth
// leaks pea hail into the garden score, membrane blocks it. Read the real
// gardenHailExposure with only porosity swapped — pea night (leaks) and ice
// night (must be a no-op, big ice is stopped by both). See the helper.
const peaHail = await gardenHailByPorosity(yard, 'storm_03_southerly', 38);
const iceHail = await gardenHailByPorosity(yard, 'storm_02b_icenight', 57);
const cheapShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
const cheap = cheapShop ? await fly(yard, cheapShop, 'storm_02_wildnight') : null;
@ -553,41 +489,6 @@ export default async function run(t) {
`(hp ${membrane.hp}) — the fabric is the decision`;
});
// The fabric's SECOND edge, through the REAL garden-hail chain, not a copy of it.
// `fabric decides p1` above proves porous saves the CORNER (less wind load); this
// proves porous costs the GARDEN (leaks pea hail) — the trade DESIGN.md promises
// and C's hailBlockFor supplies. It drives sky.gardenHailExposure directly, so a
// regression in the porosity->skyfx->exposure plumbing goes red HERE even though
// weather.selftest's inline-formula version would stay green. (Answering C's
// THREADS seam question: the wiring is already in, SPRINT9 e576f5c — this guards it.)
t.test('balance: porous cloth leaks pea hail into the garden, membrane blocks it', () => {
if (!peaHail || !iceHail) throw new Error('could not build the fabric-hail probe on $80');
if (!(peaHail.cloth > 0 && peaHail.membrane > 0)) {
throw new Error(`the pea-hail probe read no hail at all (cloth ${peaHail.cloth}, membrane ` +
`${peaHail.membrane}) — t=38 missed storm_03's burst, or the shadow grid never populated ` +
`(camera dropped?). With nothing to block, this proves nothing.`);
}
// pea (size 0.7): porous leaks ~16% more through the real chain. Membrane blocks all.
if (!(peaHail.cloth > peaHail.membrane * 1.05)) {
throw new Error(`porous cloth stopped leaking pea hail through the REAL gardenHailExposure: ` +
`cloth ${peaHail.cloth.toFixed(3)} vs membrane ${peaHail.membrane.toFixed(3)} (want cloth > ` +
`membrane). The primitive test may still be green — this one drives sky.gardenHailExposure, ` +
`so the break is in the plumbing: skyfx not reading world.sail.porosity (:738), the size ` +
`lookup wind.def.hail.size resolving wrong, or hailBlockFor no longer folded into the return.`);
}
// ice (size 1.4): both stop it dead. hailBlockFor(1.4, 0.30) === hailBlockFor(1.4, 0) === 1.
// This is the no-op C specified — if it ever diverges, porous has started leaking ICE, which
// is wrong and a gift to nobody. Same intact rig both reads, so any gap is real, not a cascade.
if (Math.abs(iceHail.cloth - iceHail.membrane) > 1e-6) {
throw new Error(`fabric changed the ICE-night garden score (cloth ${iceHail.cloth.toFixed(4)} vs ` +
`membrane ${iceHail.membrane.toFixed(4)}) — porous is meant to leak only the finest hail, and ` +
`size 1.4 should read block=1 for both. hailBlockFor's aperture/smoothstep has drifted.`);
}
const leak = ((peaHail.cloth / peaHail.membrane) - 1) * 100;
return `real gardenHailExposure: porous leaks +${leak.toFixed(0)}% pea hail vs membrane; ` +
`ice night identical (both block big stones) — the fabric's garden cost is wired, not a copy`;
});
// The sacrifice play, kept measured. DESIGN.md: "a sail that dies saving the
// garden". Now that a clean win EXISTS, this stops being the wild night's only
// outcome and becomes what it should always have been — a different, worse bet

View File

@ -448,46 +448,22 @@ export default async function run(t) {
'nor a tree limb — that is a strop you throw');
});
t.test('ladder: keys on the MECHANISM a site declares, not on the anchor type', () => {
// SPRINT10 gate 1. The failure mode is the point: when needsLadder says false, interact's
// canReach returns TRUE UNCONDITIONALLY — so a mis-keyed anchor doesn't error, it silently
// deletes the ladder mechanic. Fail-open is why this is data and not a type string.
assert(realNeedsLadder({ type: 'carport', pos: { y: 2.36 }, work: 'bracket' }),
'declared bracket work needs the ladder, whatever the type says');
assert(!realNeedsLadder({ type: 'carport_post', pos: { y: 1.75 }, work: 'cloth' }),
'declared cloth work does not — you re-make it on the fallen sail');
assert(!realNeedsLadder({ type: 'house', pos: { y: 2.48 }, work: 'cloth' }),
'and a site outranks the type in both directions (a low pergola off a deck)');
// Sprint-9's spelling still honoured, so anything already setting it keeps working
assert(realNeedsLadder({ type: 'carport', pos: { y: 2.36 }, worksAtBracket: true }));
assert(!realNeedsLadder({ type: 'house', pos: { y: 2.48 }, worksAtBracket: false }));
// site_01 must be untouched — nothing there carries either field
assert(realNeedsLadder({ type: 'house', pos: { y: 2.48 } }), 'no field → site_01 behaviour');
assert(!realNeedsLadder({ type: 'post', pos: { y: 3.95 } }), 'no field → post is still ground work');
t.test('ladder: a site can DECLARE which anchors are worked at the bracket', () => {
// SPRINT9 §Lane D, ahead of site_02. The corner block has a CARPORT, and contracts.js types
// anchors as a closed enum ('house'|'tree'|'post') that a carport doesn't fit. The failure mode
// matters more than the feature: if needsLadder says false, interact's canReach returns true
// UNCONDITIONALLY, so the player re-rigs a 2.6 m bracket from the grass and the mechanic
// silently stops existing. Data first, site_01's type as the fallback.
assert(realNeedsLadder({ type: 'carport', pos: { y: 2.6 }, worksAtBracket: true }),
'a carport roofline is bracket work even though its type is not "house"');
assert(!realNeedsLadder({ type: 'house', pos: { y: 2.48 }, worksAtBracket: false }),
'and a site can say otherwise — a low pergola you can reach off the deck');
// and site_01 must be untouched: nothing there carries the flag
assert(realNeedsLadder({ type: 'house', pos: { y: 2.48 } }), 'no flag → site_01 behaviour');
assert(!realNeedsLadder({ type: 'post', pos: { y: 3.95 } }), 'no flag → post is still ground work');
assert(!realNeedsLadder(null) && !realNeedsLadder(undefined), 'and it never throws on a gap');
});
t.test('ladder: E\'s REAL carport resolves both ways round (site_02\'s trap)', () => {
// Read off carport_01_v1.glb rather than invented: E ships BOTH mechanisms on one structure,
// which is why a per-structure rule would still be wrong.
// beam_anchor_01/02 y=2.36 anchor_type "carport" rating_hint 0.22
// post_anchor_01/02 y=1.75 anchor_type "carport_post" rating_hint 0.30
// The beam is the double trap: E's worst rating in the game AND over the 2.20 m reach.
const beam = { id: 'c1', type: 'carport', pos: { y: 2.36 }, work: 'bracket', ratingHint: 0.22 };
const post = { id: 'c3', type: 'carport_post', pos: { y: 1.75 }, work: 'cloth', ratingHint: 0.30 };
assert(realNeedsLadder(beam), 'the beam bracket at 2.36 m is over a 1.72 m person\'s 2.20 m reach');
assert(!realNeedsLadder(post), 'the post fitting at 1.75 m is not — you can just reach it');
assert(beam.ratingHint < post.ratingHint, 'and the one needing the ladder is also the weaker lie');
// The regression that matters: WITHOUT the work field, E's types are not 'house', so the old
// rule said "no ladder" for a 2.36 m bracket and canReach waved it through from the grass.
assert(!realNeedsLadder({ type: 'carport', pos: { y: 2.36 } }),
'un-declared, it falls back to the type and reads as ground work — which is exactly why '
+ 'Lane A must emit `work` per anchor in the site JSON, and why this test exists');
});
t.test('ladder: fascia re-rig is gated on being up it; post re-rig is not', () => {
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
const L = fakeLadder({ player: p });

View File

@ -83,8 +83,6 @@ const ASSETS = [
{ name: 'carport_01', h: [2.4, 2.8],
nodes: ['footings', 'posts', 'beams', 'roof',
'beam_anchor_01', 'beam_anchor_02', 'post_anchor_01', 'post_anchor_02'] },
{ name: 'carport_01_wrecked', h: [1.9, 2.45],
nodes: ['footings', 'posts', 'beams', 'roof_down'] },
];
function sizeOf(gltf) {
@ -155,36 +153,6 @@ export default async function run(t) {
// house fascia, which DESIGN.md already calls a lie. If someone quietly
// "fixes" these ratings upward the site stops teaching anything and just
// becomes a smaller yard, so they're pinned here with the reason attached.
// The trap has to be scoreable or it isn't a trap, only a warning. The anchors
// said collateral="carport" from Sprint 9 but nothing said what a carport
// COSTS, so Lane A's aftermath had no number to reach for and the site's whole
// lesson was unpriced. main.js already reads world.gnome.collateralValue — this
// is the same shape in the same place.
t.test('the carport is priced, and it is the worst bill on the site', () => {
const c = loaded.get('carport_01')?.scene.getObjectByName('carport_01');
assert(c, 'carport_01 root missing');
const cost = c.userData?.collateral_value;
assert(typeof cost === 'number', `carport carries no collateral_value (${JSON.stringify(c.userData)})`);
const gnome = loaded.get('garden_gnome_01')?.scene
.getObjectByName('garden_gnome_01')?.userData?.collateral_value;
assert(cost > gnome, `carport (${cost}) must cost more than the gnome (${gnome})`);
// Wreckage carries the same price, so scoring can read either state.
const w = loaded.get('carport_01_wrecked')?.scene.getObjectByName('carport_01_wrecked');
assert(w?.userData?.collateral_value === cost,
'the wrecked carport must be priced the same as the one it used to be');
assert(w?.userData?.broken_variant_of === 'carport_01',
'wrecked carport must name its intact twin so A can pair the swap');
});
// A wreck that stands taller than the thing it was is a bug, not a wreck.
t.test('the wrecked carport is shorter than the carport', () => {
const a = new THREE.Box3().setFromObject(loaded.get('carport_01').scene);
const b = new THREE.Box3().setFromObject(loaded.get('carport_01_wrecked').scene);
const hi = a.max.y - a.min.y, lo = b.max.y - b.min.y;
assert(lo < hi, `wreck stands ${lo.toFixed(2)} m vs the intact ${hi.toFixed(2)} m`);
assert(Math.abs(b.min.y) < 0.05, `wreck sits at y=${b.min.y.toFixed(2)} — roof sheet through the ground?`);
});
t.test('carport anchors stay a trap — the corner block has no good tie-off', () => {
const g = loaded.get('carport_01');
assert(g, 'carport_01 did not load');

View File

@ -11,7 +11,7 @@
// call it with the fetched storm defs.
import {
createWindField, validateStorm, validateSiteWind, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
createWindField, validateStorm, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
stormStats, forecastFor, hailBlockFor,
} from '../weather.core.js';
@ -324,24 +324,6 @@ export function weatherCases(storms) {
assert(maxRatio > 1.3, `funnel didn't strengthen the downdraft (max ${maxRatio.toFixed(2)}×) — it should ride local speed`);
});
test('validateSiteWind: a good funnel passes, a bad one fails loud', () => {
const ok = validateSiteWind({ venturi: [{ x: -6, z: 4, axis: -1.08, gain: 1.4, radius: 5, sharp: 3 }] }, 's');
assert(ok.ok, `a valid venturi was rejected: ${ok.errors.join('; ')}`);
assert(validateSiteWind(null, 's').ok, 'a site with no wind block should validate');
assert(validateSiteWind({}, 's').ok, 'an empty wind block should validate');
assert(validateSiteWind({ venturi: [] }, 's').ok, 'an empty venturi list should validate');
for (const [label, bad] of [
['gain < 1 (a venturi speeds up, never slows)', { venturi: [{ x: 0, z: 0, gain: 0.7 }] }],
['gain absurd', { venturi: [{ x: 0, z: 0, gain: 9 }] }],
['no x,z', { venturi: [{ axis: 1, gain: 1.4 }] }],
['axis not finite', { venturi: [{ x: 0, z: 0, axis: 'south' }] }],
['radius <= 0', { venturi: [{ x: 0, z: 0, radius: 0 }] }],
['venturi not an array', { venturi: { x: 0 } }],
]) {
assert(!validateSiteWind(bad, 's').ok, `validateSiteWind accepted a bad funnel: ${label}`);
}
});
test('an empty venturi list is a perfect no-op (backyard_01 is untouched)', () => {
const def = storms.storm_02_wildnight;
const bare = createWindField(def);

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@ -807,29 +807,3 @@ export function validateStorm(def, name = 'storm') {
return { ok: errors.length === 0, errors };
}
// ---------- site wind validator (SPRINT10 site-as-data) ----------
// A site's `wind` block is hand-authored data like a storm, so it fails loud
// the same way. Lane A calls this at site load; setVenturi clamps defensively
// too, but a clamp hides a typo and this names it. Wind personality that lives
// in site JSON: venturi funnels (and later, per-site shelter overrides).
export function validateSiteWind(wind, name = 'site') {
const errors = [];
const bad = (m) => errors.push(`${name}.wind: ${m}`);
if (wind == null) return { ok: true, errors }; // a site with no wind block is fine
if (typeof wind !== 'object') { bad('must be an object'); return { ok: false, errors }; }
if (wind.venturi != null) {
if (!Array.isArray(wind.venturi)) bad('venturi must be an array of funnel zones');
else wind.venturi.forEach((v, i) => {
const at = `venturi[${i}]`;
if (!Number.isFinite(v.x) || !Number.isFinite(v.z)) bad(`${at} needs finite x,z (the throat centre)`);
if (v.axis != null && !Number.isFinite(v.axis)) bad(`${at}.axis must be radians (the direction the gap runs)`);
if (v.gain != null && !(v.gain >= 1)) bad(`${at}.gain must be >= 1 — a venturi speeds wind UP; use shelters to slow it (got ${v.gain})`);
if (v.gain != null && v.gain > 3) bad(`${at}.gain ${v.gain} is a wind tunnel, not a gap — cap ~2`);
if (v.radius != null && !(v.radius > 0)) bad(`${at}.radius must be > 0 metres`);
if (v.sharp != null && !(v.sharp >= 1)) bad(`${at}.sharp must be >= 1 (alignment falloff exponent)`);
});
}
return { ok: errors.length === 0, errors };
}

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@ -11,14 +11,11 @@
import * as THREE from '../vendor/three.module.js';
import {
createWindField, validateStorm, validateSiteWind, GUST, RAIN_TIME_COMPRESSION,
createWindField, validateStorm, GUST, RAIN_TIME_COMPRESSION,
hailBlockFor, stormStats, forecastFor,
} from './weather.core.js';
export {
GUST, validateStorm, validateSiteWind, RAIN_TIME_COMPRESSION,
hailBlockFor, stormStats, forecastFor,
};
export { GUST, validateStorm, RAIN_TIME_COMPRESSION, hailBlockFor, stormStats, forecastFor };
const kmh = (ms) => ms * 3.6;
const band = (b, fmt) => (b.hi - b.lo < 0.05 ? fmt(b.lo) : `${fmt(b.lo)}${fmt(b.hi)}`);

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