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Author SHA1 Message Date
m3ultra
9f83fd4f20 Report that decisions 3 and 8 are unachievable, with the algebra
Implemented and swept fraction-of-total downdraft: it pincers exactly
like gust-only did. The cause is not the semantics, it's the bar. A
pitched sail's normal is still 96% vertical, so a downdraft loads it too,
and on its worst heading pitch and downdraft add: |d| = 0.287 + 0.958f
against the horizontal sail's f. The ratio asymptotes at 109% and needs
f=0.86 (28 m/s of falling air) to reach 60%. No value works under any
semantics.

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

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

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:29:22 +10:00
m3ultra
624a72e458 Add Sprint 3 plan and lane prompts: close the game loop
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 01:11:16 +10:00
m3ultra
1ace50da0f Merge Sprint 2 lanes; wire debris into sail step; settle downdraft dispute as documented skip
Selftest on merged main: 169 pass / 0 fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 01:09:51 +10:00
m3ultra
cd173d1ce0 Merge remote-tracking branch 'origin/lane/d'
# Conflicts:
#	THREADS.md
2026-07-17 01:01:48 +10:00
m3ultra
3f6fc27d00 Merge remote-tracking branch 'origin/lane/b'
# Conflicts:
#	THREADS.md
2026-07-17 01:01:48 +10:00
m3ultra
ac5021d279 Merge remote-tracking branch 'origin/lane/c'
# Conflicts:
#	THREADS.md
2026-07-17 01:01:48 +10:00
m3ultra
af2694257a Regenerate the full contact sheet; fill unused tiles
The --only runs during the sprint left a partial sheet committed. Also fills the
empty slots in a partly-filled last row with the background sampled from a
tile's corner, so 19 assets in a 4x5 grid no longer leaves a black hole. The
world colour can't be reused for this — the render is sRGB-encoded, the scene
value is linear.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:57:38 +10:00
m3ultra
0f5f4d8368 Make rake_pivot a real pivot; log Sprint 2 in THREADS
rake_pivot shipped as a childless empty, so rotating it moved nothing — and
rotating the whole GLB instead, which is the only alternative, tips the concrete
footing out of the ground along with the post. DESIGN.md makes raking away from
the load a player decision, so the handle has to actually work.

It now holds post + pad_eye + top_anchor, with footing left on the root: rake it
8° and the post leans while the concrete stays planted. Asserted both directions
in e.test.js — the head must travel over 0.3 m and the footing under 0.01.

Same class as the canopy bug, found the same way: by driving the handle in a
test instead of eyeballing the model. Exported dims unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:56:15 +10:00
m3ultra
d3e849fcc3 Add sail cloth textures and the storm dressing set
Textures (SPRINT2 §Lane E-2). sail_weave.png is a seamless 512² knitted
shade-cloth weave with the stripe banding real cloth has; the script proves the
wrap by evaluating a second tile and requiring an exact match, because Lane B is
being told to set RepeatWrapping and a bad wrap would seam across the whole
sail. Luminance rides in a narrow band so it multiplies the base colour instead
of replacing it — high contrast reads as burlap, not HDPE. Dropped the per-pixel
noise: invisible at ±0.012 and incompressible, it cost 305 KB of the 323.

sail_tears.png is a strip of 4 escalating rips. Each is a lens, not a slit —
fabric under tension parts widest in the middle and tapers to a point, and a
constant-width gap reads as a drawn line. Threads bridge the gap, scaled to the
local width; without them a dark lens is a hole rather than a tear.

Dressing (§Lane E-3): wheelie_bin_01 (240 L, 12 kg, `lid` on its own node so it
flaps before the bin goes over), washing_line_01 (a Hills Hoist — the `head`
freewheels, giving a second wind tell at head height), garden_gnome_01
(collateral bait: a smashed gnome reads where a damage number doesn't).

Bin and tramp land in models/debris/ for Lane C to glob. All 19 assets pass, 28
output files byte-identical across two runs, selftest 129/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:51:51 +10:00
m3ultra
7cd25a5d2a Give the gum trees a canopy sway handle
world.js sways a tree by rotating a `canopy` group whose origin sits at the
trunk top, so the blobs swing about the trunk. The trees shipped canopy_01..03
as siblings of `trunk` with each origin at its own blob centre — rotating one
spins a sphere in place, which is visually nothing. Lane A could not have swayed
these trees, and the canopy lean is the gust telegraph the player reads a beat
before it hits the sail, so the tell would have gone missing rather than looked
wrong.

Adds the `canopy` empty at the trunk top with the blobs parented under it, so
A's existing code works unchanged, plus sway_amp / sway_phase / sway_pivot_y
for the per-tree tuning SPRINT2 §Lane E asks for (gum_01 is big and leans less
at 0.85; gum_02 is whippy at 1.20 and shows a gust first).

sway_phase draws from its own RNG stream: taking it from the shared one would
consume a value and shift every blob draw after it, resilhouetting a tree the
other lanes have already tuned against. Exported dims are identical to Sprint 1.

e.test.js asserts the pivot by rotating the handle and measuring that a blob
actually travels — red before this change, green after.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:42:30 +10:00
m3ultra
43ab43d3fb Log the proven §7 loop and the exact seams A and B need
Stood in for world.shedTable and rig.repair/cornerPos in the live game and drove
the whole scenario through the real sim, real interact and real rig: take a
spare, carry it to a blown corner, hold to re-rig, spare consumed, corner back.
Lane D's half of gate 3 is done; the gap is two small seams, now specified with
working code rather than a request.

Selftest 136/0/0 across all five lanes (was 121) — no other suite moved.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:12:29 +10:00
m3ultra
d6aa124cb7 Log Sprint 2 landing: decisions 3 & 5, rain occlusion, fog fix
Includes the controlled downdraft rebalance table for Lane B, the frozen
debris.pieces seam, and the garden-HP design question for Lane A (rain shadow
vs sun coverage).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:12:03 +10:00
m3ultra
6971f31984 Rain stops at the cloth (SPRINT2 Lane C.3)
The garden visibly stays dry under the sail. Rain arrives along the wind, so
the dry patch sits downwind of the cloth and slides across the yard as the
wind swings — at the southerly change it walks right off the bed, free drama
and honest physics.

Cheap on purpose. Ray-testing 3k drops against 162 triangles every frame is
~486k intersections for an effect nobody inspects closely. Instead project the
sail's triangles ALONG the rain onto the ground into a coarse height grid, a
few times a second (the cloth moves slowly next to the rain); per-drop cost is
one grid read, and occluded drops get a zero-scale matrix rather than a
raycast. Measured 0.041 ms/rebuild, 10x/s = 0.41 ms/s against A's 0.63 ms
frame — negligible. Reads rig.pos/rig.tris, so nothing new needed from Lane B.

Verified in the real game with a surviving twisted rated rig: 497 grid cells
covered, 96% of the garden bed under cover, live drops culled under the cloth
and falling in the open yard either side. Screenshot for DESIGN.md.

skyfx exposes rainShadowOver(rect) — NOT the same as rig.coverageOver(bed,
sunDir). That one is the SUN shadow; this is the RAIN shadow (down the wind).
Which drives garden HP is a design call — flagged for A in THREADS.

Selftest 134/0/0 (8 new rain-shadow asserts).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:10:29 +10:00
m3ultra
264c2e25d2 Lane D: solids collision, the M3 verbs, shelter and stumble
At gate 1 the ped walked straight through the house. Collision now stops it
0.30 m off the wall face (expected -9.70, measured -9.70), off trunks, posts and
the fence, and slides along a wall hit at an angle. Injected as opts.collide the
way groundAt already was, so player.sim.js stays zero-import and node-runnable.

Two things the real yard taught, neither guessable from the plan:
- `fence` is a GROUP of 37 child meshes whose combined box is the entire 30x20 m
  yard, so one box per solids entry is useless. Flattened to 43 leaf boxes.
- the house ROOF spans y 2.99-3.21 and reaches 0.4 m FURTHER into the yard than
  the wall under it (eaves overhang). A flat footprint test would stop a 1.7 m
  person dead at an invisible eave, so every box is filtered by vertical overlap
  with the body and the roof drops out on its own.
Boxes are built once (solids are static) and distance-pruned — no per-frame
raycast, which is the thing Lane A measured as catastrophic on the terrain.

The M3 pack is wired: carrying swaps locomotion to Carry/CarryIdle; an
interaction names its own verb through a new `clip` field on the interact spec
(Crank at a turnbuckle, PickUp at the shed table); StumbleBack fires on a gust
that breaks your stride but can't floor you — below knockWind on purpose, so a
storm reads as shoved → stumbling → floored rather than fine-fine-fine-flat.

TakeCover (hold C) became a real mechanic rather than a pose: brace and knockWind
x2.0, shove x0.25. A 38 m/s gale floors you standing and doesn't while braced;
let go in the same gale and you're down in half a second. It raises the bar, it
does not remove it — a big enough gust still wins, braced or not. So the storm's
answer to "the gusts are too strong to cross the yard" is now wait one out and
move in the lull, which is the repair-window language DESIGN.md already uses.

wireYardActions now reads sailRig.corners[i] live by index instead of capturing
the corner object — per Lane A's warning that attach() replaces the array, a
captured corner is one the sim no longer steps and would gate forever on a
`broken` flag that can never change again.

35 Lane D asserts, 0 fail (was 20). Carry/shelter/knockdown verified against the
real 17-clip pack in the assembled game, not only in the harness.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:08:46 +10:00
m3ultra
135511fb05 Add vertical gusts, freeze debris.pieces, fix fog restore
SPRINT2 decisions 3 and 5, plus Lane A's fog nit.

Decision 3 — gusts now descend. Cloth pressure goes with dot(wind, normal); a
flat panel's normal points at the sky, so in a perfectly horizontal wind the
dot is ~0 and "lie it flat and ignore the storm" was the cheapest winning rig.
A gust front is descending air, not just faster air. Per-gust downdraft
fraction in storm JSON (storm_02 0.3, storm_01 0.18, default 0.25, validated
0..1), each gust varying 0.6-1.4x. Peak downdraft in storm_02 is 4.4 m/s, 17%
of the horizontal. Lane B: the cloth-side assert is yours.

The vertical draws from its OWN rng stream, and there's an assert pinning
that: pulling it from the main stream would shift every subsequent (t0, pow)
and silently re-time storms Lane A has already hand-verified. Their carabiner
still blows at t=45.4 and cascades at t=56.

speedAt() stays horizontal — an anemometer doesn't read falling air, and a
wind meter that spikes because a gust is descending reads as a bug.

Decision 5 — debris.pieces frozen and documented in contracts.js as the seam
Lane B reads in sail.step(), with the sphere/SI/mutated-in-place semantics
spelled out and an assert tying the live shape to the contract table.

Fog: dispose() captured scene.fog by reference and step() mutates that object
in place, so restoring it restored nothing (Lane A caught it). Now captured by
value, and fog we created ourselves is removed rather than left behind.

Selftest 130/0/0 (was 121); Lane C 28 asserts.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:58:31 +10:00
29 changed files with 1903 additions and 84 deletions

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@ -158,3 +158,60 @@ re-deciding them.
> washing line, garden gnome — same one-script determinism + contact-sheet
> acceptance; (4) when Lane A's yard is dressed, render a contact sheet of the
> assembled yard from the game camera for DESIGN.md.
---
---
# SPRINT 3 prompts (the game loop — fire all five; B+C pair on item 1)
Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 2 is
merged; main.js passes debris into rig.step; downdraft data reverted to 0.3
with B's assert self-skipping — THREADS' last [I] entry explains why). Read
SPRINT3.md in full; decisions 7/8/9 are made.
## Lane A — Sprint 3
> You are Lane A on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
> §Lane A. Priority 1 is world.shedTable (unblocks D, ~15 lines). Then the
> decision-2 anchor rework with the quad-area assert, the playable prep phase
> (wire B's picking adapter, take their preview-rig force-arrows offer), the
> HUD (kN bars, telegraph, garden HP via skyfx.rainShadowOver per decision 7,
> plant damage-state swaps), forecast card + aftermath screen (score the gnome),
> and finish the yard dressing with E's GLBs and sway handles. Retitle the page.
> Merge shepherd duties continue. Small commits, selftest green after each.
## Lane B — Sprint 3
> You are Lane B on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
> §B+C and THREADS' last [I] entry — the integrator measured that gust-only
> downdraft cannot satisfy your 60% bar and §7 together (0.45→42% + twisted
> loses a corner; 0.58→48% + still loses one), so decision 8 adopts your
> fraction-of-TOTAL semantics. Pair with C in THREADS: when their weather.core
> change lands, re-run your 8-direction sweep, delete the <0.5 self-skip from
> your decision-3 assert, and confirm all three §7 legs on the SAME storm JSON.
> Log final constants. Then sail UVs with E's sail_weave.png per their recipe.
> Also: A may take your preview-rig offer for prep force arrows — support them.
## Lane C — Sprint 3
> You are Lane C on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
> §B+C and THREADS' last [I] entry. Decision 8: change weather.core downdraft
> to a fraction of TOTAL wind speed (keep the own-RNG determinism guarantee,
> keep speedAt() horizontal, update the validator; rename the JSON field if the
> semantics warrant it), then pair with B to land values where their 60% bar
> AND the §7 gates are green on the same data. Retune storm_01/storm_02, and
> author storm_03 between them so the campaign has a ramp. Decision 7 landed
> garden HP on your rainShadowOver — coordinate the API with A as they wire it.
## Lane D — Sprint 3
> You are Lane D on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
> §Lane D. The moment A posts world.shedTable in THREADS: close the §7 loop BY
> HAND — pickup → carry through gusts (brace when needed) → hold-E repair →
> ≥3/4 corners at storm end — and RECORD the run (SHADES.step + screenshots);
> that artifact is the sprint's definition of done. Retune stumble/knockdown
> thresholds against real storm_02 gusts now that the downdraft is live.
> Stretch: the ladder loop (carry, place, ClimbLadder to fascia anchors) —
> flag early in THREADS if it's bigger than the sprint.
## Lane E — Sprint 3
> You are Lane E on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
> §Lane E. Small juice pass: tear-decal hookup recipe for B (like your weave
> recipe), broken-gnome + snapped-fence-panel variants for the aftermath
> screen, and refresh the assembled-yard contact sheet once A's dressing lands.

115
SPRINT3.md Normal file
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@ -0,0 +1,115 @@
# SPRINT 3 — THE GAME LOOP (instructions for Opus 4.8 lanes)
*Sprint 2 verdict: the storm is real. Merged main boots into a yard with live
weather, a walking ped, a rendered sail that cascades believably, debris that
dents both cloth and player, rain that stops at the cloth, and 169/0/0 green.
What's missing is the GAME around it: you can't rig with the mouse in the shell,
can't pick up a spare, can't see loads without the console, and nothing scores
the aftermath. Sprint 3 closes the loop so a stranger could play it.*
Read THREADS.md from the last [I] entry down before starting. Two integrator
facts you must absorb: (1) main.js now passes `debris` as rig.step's 4th arg;
(2) the downdraft data is back at C's 0.3/0.18 and B's decision-3 assert
self-skips below 0.5 — item 1 below is why.
## Decisions (made)
7. **Garden HP is driven by `skyfx.rainShadowOver(bed)` during storms.**
B and C both recommended it and they're right — at night the sun shadow is a
number about nothing. `rig.coverageOver(bed, sunDir)` stays as the daytime
shade readout (and becomes the heatwave scorer later). Lane A wires it.
8. **Downdraft semantics change to fraction-of-TOTAL wind speed** (B's
preference, C's code). Gust-only semantics measurably cannot satisfy both
the no-free-lunch bar and §7 survival (numbers in THREADS [I] 2026-07-17).
9. **`world.shedTable` is Lane A's, this sprint, first.** It gates D's §7
hand-play and it's ~15 lines of dressing.
## Lane A — finish the shell (the sprint's spine)
In priority order:
1. **`world.shedTable`** — place `shed_01_v1.glb` + `shed_table_v1.glb`, expose
`{pos}` (use E's `pickup_anchor` empty if present). Unblocks D immediately.
2. **Decision 2 anchor rework** (carried from Sprint 2): posts in to ~(4.5,5.5)
and (4.0,6.0), add p3 near (0,7), register E's tree `branch_anchor_*`
(they carry `rating_hint`). New a.test assert: ≥3 pickable quads in 1845 m²
covering the bed. This also fixes B's "cascade at t=0.4 s from pre-tension
alone" finding — the yard currently teaches the wrong lesson.
3. **Prep phase playable**: wire B's picking adapter (it exists on their branch
contract — coordinate in THREADS) to anchor markers + hardware cycling +
tension dial + spare purchase, with budget $80. Take B up on their offer of
a **preview rig for live force arrows during prep** — DESIGN.md calls this
the core teaching tool.
4. **HUD**: per-corner load bars in kN vs rating (world-anchored), wind meter +
gust telegraph banner, garden HP (decision 7) driving E's
plants_full/tattered/dead swaps, phase banner.
5. **Forecast card** (storm JSON summary: peak wind, gust character, change
time — sell the dread) and **aftermath screen** (garden %, corners lost,
hardware bill, verdict line). Enter-to-advance is fine.
6. Yard dressing completion: swap graybox house for `house_yardside_v1.glb`
(decision 6 — read fascia_anchor_* from the GLB), fence set, washing line
(head spins in gusts — E gave you `sway_amp` handles too, use them for the
canopy telegraph), wheelie bin into the debris pool, gnome placed in sail
range (`collateral_value` 25 — score it in aftermath).
7. Retitle the page — it still says M0.
## Lane B + Lane C — the downdraft semantic (JOINT, do it first, pair in THREADS)
1. **C**: `weather.core.js` — downdraft becomes a fraction of TOTAL wind speed
(sustained + gust), keeping the own-RNG-stream determinism guarantee and the
storm-JSON validator (rename the field if semantics change enough to warrant
it — e.g. `downdraftOfTotal` — a silently re-meaning field is worse than a
rename). Keep `speedAt()` horizontal.
2. **B**: re-run the 8-direction sweep at C's proposed values, re-enable the
decision-3 assert (delete the <0.5 self-skip it documents *gust-only*
semantics and dies with them), confirm §7 all three legs (cheap cascades /
twisted survives / twisted+repair survives) against the SAME data. Log the
final constants in THREADS. Both asserts green on the same storm JSON is
this item's definition of done.
3. **B**: sail UVs + E's `sail_weave.png` per their recipe (uv attribute,
repeat 6×6, sRGB) — the membrane should read as fabric, and the tear decal
strip is waiting for M3 tearing.
4. **C**: storm_03 — author a third storm between gentle and wildnight so the
campaign has a ramp (and the forecast card has range to sell).
## Lane D — close the §7 loop by hand (gate 3)
1. The moment A posts `world.shedTable`: verify the full loop live — pick up
spare (PickUp → Carry/CarryIdle), run it through gusts (shelter on C when
needed), hold-E repair at the blown corner (Crank/repair, spare consumed),
rig finishes ≥3/4. **Record the run** (SHADES.step + screenshots, or a
screen capture) — this artifact is the sprint's definition of done.
2. Wire `StumbleBack` vs full knockdown thresholds against real storm_02 gusts
with C's downdraft — the brace mechanic (hold C) changes the tuning you did
pre-merge.
3. Ladder: E shipped `ladder_01_v1.glb` with base/top nodes and you have
ClimbLadder — if fascia repairs are meant to need it (DESIGN.md says yes),
land carry-ladder + place + climb as the stretch goal; flag early if it's
bigger than this sprint.
## Lane E — juice pass (small)
1. Sail tear decals hookup notes for B (you shipped the atlas; write the
two-line recipe like you did for the weave).
2. Aftermath props: broken-gnome variant (`garden_gnome_01_broken`), snapped
fence panel — the aftermath screen wants wreckage to point at.
3. Assembled-yard contact sheet refresh once A's dressing lands (your Sprint 2
item 4, still open — the yard finally looks like the game this week).
## Gates
```
gate 1: A-1 lands → D starts closing the loop
gate 2: B+C downdraft semantic → both physics gates green on one storm JSON
gate 3: prep→storm→aftermath playable start to finish with the mouse,
§7 scenario ON RECORD, selftest green
```
Definition of done = gate 3. That is also the moment SHADES stops being a tech
demo — get there and the next conversation is about content (storms, sites,
the landscaper campaign), not systems.
## For John
- Nothing blocks on you this sprint. The M1 stays an asset-build box.
- When gate 3 lands you'll want to actually play it: `python3 server.py` in the
repo, http://localhost:8801/ (or --port anything), WASD/shift/E/C/Enter.

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@ -506,6 +506,144 @@ Format: `[lane letter] YYYY-MM-DD — note`
needs. Same code path the rAF loop uses; no test-only branch that can drift. Everything I reported
above was measured through them.
[E] 2026-07-16 — 🐛 **LANE A — two of my "handles" were broken and are now fixed. Read before you dress
the yard (your step 5), because both would have failed silently rather than loudly.**
· **Canopy sway.** world.js sways a tree by rotating a `canopy` group whose origin is at the trunk
top, so the blobs swing about the trunk. My trees shipped `canopy_01..03` as siblings of `trunk`,
each with its origin at its OWN centre — rotating one spins a sphere in place, which renders as
nothing. You could not have swayed my trees, and since the canopy lean IS the gust telegraph the
player reads a beat before it hits the sail, the tell would have gone *missing*, not gone wrong.
Fixed: there is now a `canopy` empty at the trunk top with the blobs parented under it, so your
existing code works **unchanged**`getObjectByName('canopy')` and rotate.
· **`rake_pivot`.** Same trap, worse. It shipped as a childless empty: rotating it moved nothing,
and rotating the whole GLB instead would have tipped the concrete footing out of the ground along
with the post. Fixed: `rake_pivot` is now a real group holding `post` + `pad_eye` + `top_anchor`,
with `footing` left on the root. Rotate `rake_pivot` by your 8° and the post rakes while the
concrete stays planted. Asserted both ways in e.test.js (head must move >0.3 m, footing <0.01 m).
Both are the same class of bug and I only found them by driving the handles in a test rather than
eyeballing the model. If you add a handle to anything, rotate it in an assert.
[E] 2026-07-16 — per-tree sway tuning (SPRINT2 §Lane E-1): the `canopy` group carries `sway_amp`,
`sway_phase` and `sway_pivot_y` as glTF extras. gum_01 is big and heavy-limbed at amp 0.85; gum_02 is
whippy at 1.20 and should show a gust front first — free readability if you multiply your `lean` by it
and use `sway_phase` instead of the hardcoded 0.7 / 2.9. Individual blobs also carry their own
`sway_amp` (outer/higher = larger) if you ever want secondary motion. Geometry is byte-identical to
Sprint 1 — `sway_phase` draws from its own RNG stream precisely so adding a handle couldn't
resilhouette a tree you'd already tuned against.
[E] 2026-07-16 — ⚠️ **LANE B — the sail can't take a texture yet: `createSailView` builds `position` and
`index` only, no `uv`.** three defaults a missing UV to (0,0), so `map` would sample one texel and the
whole membrane would read as flat colour — it'd look like the texture "didn't work" rather than like
a bug. `sail_weave.png` (512², seamless, knitted HDPE with the stripe banding real shade cloth has) is
in `models/textures/`. The recipe, against your `N*N` grid:
const N = rig.N, uv = new Float32Array(N * N * 2);
for (let j = 0, k = 0; j < N; j++)
for (let i = 0; i < N; i++, k += 2) { uv[k] = i / (N - 1); uv[k + 1] = j / (N - 1); }
geo.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
const tex = await new THREE.TextureLoader().loadAsync('/world/models/textures/sail_weave.png');
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(6, 6); // ~6 tiles across a 5 m sail
tex.colorSpace = THREE.SRGBColorSpace; // r175: colorSpace, not encoding
mat.map = tex; // keep mat.color — the weave multiplies it
The tile is seamless *by construction* and the build asserts it (it evaluates a second tile and
requires an exact match), because a bad wrap is a seam every tile across the whole sail. Shout if you'd
rather I ship it at a different density. `sail_tears.png` (1024×256, 4 escalating rips w/ alpha) is
there for M3 whenever tearing lands — no rush.
[E] 2026-07-16 — dressing set landed (SPRINT2 §Lane E-3), all deterministic + contact-sheeted as usual:
· `debris/wheelie_bin_01_v1.glb` — 240 L kerbside bin, 0.58×0.68×1.12 m, `mass_hint` 12 (empty; a
full one doesn't blow over). `lid` is its own pivot group with `flap_max_deg` 75 — it flaps before
the bin goes over, which is a free "wind is up" tell. Lane C: it's in debris/, so your glob has it.
· `washing_line_01_v1.glb` — a Hills Hoist, 2.84×2.84×2.28 m. `head` is a free-spin pivot group
carrying `arms`: it spins up in a gust, giving a second wind tell at head height, right where the
player is working. Not debris — it's cemented in.
· `garden_gnome_01_v1.glb` — 0.36 m, `mass_hint` 4.5, `breakable`, `collateral_value` 25. Scoring
bait per DESIGN.md's collateral rule: a smashed gnome reads instantly where a damage number
doesn't. Lane A, he wants to be somewhere a flogging sail can reach him.
[E] 2026-07-16 — 🔒 **SPRINT2 §Lane E-4 (contact-sheet the assembled yard) is BLOCKED on Lane A's step 5.**
Checked main at de86aa1: `world.js` and `main.js` contain zero `_v1.glb` references, so the yard is
still graybox — the trees the game renders are procedural spheres, not my gums. I've captured the
gate-1 yard as a baseline (player + live wind + garden bed, looks genuinely assembled) but a dressing
contact sheet of graybox would be a picture of nothing. **Ping me here the moment your dressing swap
lands and I'll shoot it for DESIGN.md same session.** Everything you need is above; nothing of mine is
blocking you.
[E] 2026-07-16 — 👀 art note for whoever owns lighting (A?), from actually looking at the running game:
with the sun in the north the tree canopies read as near-black slabs from the yard. That's physically
right — you called the backlit house wall correct and not a bug, and this is the same thing — but
backlit foliage going flat black is the one place it costs more than it teaches, because the canopy is
the gust tell. Cheap fixes in your court: lift the hemisphere light's ground colour, or I can bake a
little emissive into the leaf material so gums stay readable from underneath. Say the word and it's
one constant in my palette — not touching it unprompted since lighting is yours.
above was measured through them. (Confirmed on my side — every number below came through them too.)
[C] 2026-07-17 — **LANE C SPRINT 2 LANDED on `lane/c` — decisions 3 & 5, rain occlusion, + A's fog nit.**
Selftest **134/0/0** (was 121; +13 Lane C asserts). Rebased on gate-1 main. Four pushes, small commits.
Thanks A for doing my §C.5 for me with evidence — dispose() light restore verified, and you caught the
fog leak (see below).
[C] 2026-07-17 — **DECISION 3 — gusts now descend; this is a real rebalance, LANE B read the numbers.**
Cloth pressure ∝ dot(wind, normal); a flat panel's normal points at the sky, so in a purely horizontal
wind the cheapest winning rig was "lie it flat and ignore the storm". Fixed: per-gust downdraft fraction
in storm JSON (`gusts.downdraft`, 0..1, validated), storm_02 0.3 / storm_01 0.18 / default 0.25, each
gust varying 0.61.4×. `wind.sample()` y is now negative during gusts; `speedAt()` stays horizontal (an
anemometer doesn't read falling air). Measured on YOUR rig shape `['h1','h3','p2','p1']`, storm_02,
90 s, controlled A/B on the downdraft alone:
```
downdraft hardware first break peak load
0.0 rated shackle never 1929 N
0.3 rated shackle never 4165 N ← +116% peak, still survives
0.0 shackle never 1929 N
0.3 shackle t=20.8 s 6038 N ← now blows; didn't before
```
So the downdraft **more than doubles peak corner load** and moves the shackle (3200 N) from "survives"
to "blows". I did NOT touch a curve — this is decision 3 landing, and the §7 thesis still holds cleanly:
a **well-twisted mixed rig** (`['h1','t2','p1','t1']`, rated+shackle mix, tension 0.85) peaks at 3379 N
WITH the downdraft and keeps all four corners — twist sheds the descending air, flat catches it, exactly
the game. The downdraft sharpens the choice, it doesn't break it. **B: your decision-3 assert** (flat-
horizontal peak ≥ 60% of flat-pitched over 8 directions) should pass comfortably now; the wind-side
asserts are in c.test ('gusts carry a downdraft…', 'downdraft does not re-time the storm').
⚠️ **Determinism guarantee:** the vertical draws from its OWN rng stream so adding/tuning it can't shift
(t0, pow). Your hand-verified cascade (carabiner t=45.4, p2 t=56) is untouched — asserted.
[C] 2026-07-17 — **DECISION 5 — `debris.pieces` FROZEN in contracts.js. B, this is your seam.** New
`Debris` + `DebrisPiece` typedefs and `DEBRIS_PIECE_FIELDS`; `checkContract('debris', …)` now runs.
Shape you can rely on inside `sail.step()`: `{x,y,z,vx,vy,vz,r,mass,model,hitPlayer,mesh}`, all SI so
`mass*v` is a real momentum. Three things the typedef spells out because they'll bite otherwise:
· Collision volume is a **sphere radius `r`** centred on (x,y,z) — a crate is boxy but a sphere is
what you can afford to test per node per frame. `y` is the CENTRE, rests at `heightAt(x,z)+r`.
· The array is **mutated in place** — pieces splice out on despawn. Read it fresh inside step(), don't
cache it across frames, don't hold a piece past the step it left in. `clear()` empties the array
rather than replacing it, so a reference you hold stays valid (asserted).
· Don't move `piece.mesh` — Lane C drives it from the sim each step; you'd be fighting me.
[C] 2026-07-17 — **RAIN STOPS AT THE CLOTH (§C.3).** Garden visibly stays dry under the sail; verified in
the real game — twisted rated rig at t=18, **497 grid cells covered, 96% of the bed, live drops culled
under the cloth and falling in the open either side** (screenshot for DESIGN.md). Cost 0.041 ms/rebuild
×10/s = **0.41 ms/s**, negligible vs your 0.63 ms frame. Reads `rig.pos`/`rig.tris` only — nothing new
from B. It projects the sail down the RAIN direction, so the dry patch sits downwind and walks off the
bed at the southerly change — free drama.
**LANE A — design call, not mine: which shadow drives garden HP?** `skyfx.rainShadowOver(bed)` (rain,
down-wind, what actually keeps the bed dry in a night storm) vs `rig.coverageOver(bed, world.sunDir)`
(sun, which at night is a number about nothing). I'd wire HP to the rain one and keep coverageOver for a
daytime/aesthetic readout, but it's your HUD/scoring — say the word and I'll match whatever you pick.
They agree when the sun is overhead and diverge exactly when the storm makes it interesting.
[C] 2026-07-17 — **FOG — fixed, thanks A.** `dispose()` captured `scene.fog` by reference and `step()`
mutates that object in place, so handing it back restored nothing. Now captured by value (color/near/far)
and restored field-by-field; fog that skyfx created itself is removed rather than left behind. Asserted
in c.test with vacuity guards (the test first proves the storm actually moved sun + fog, THEN that
dispose put them back — a restore test where nothing moved passes forever and checks nothing). Your
rebuild-on-phase-change path is clean now in both directions.
[C] 2026-07-17 — **OPEN: the B+C tuning session (B-4/C-4) still needs both of us in a room.** I have the
controlled harness above and the storms are in real m/s; what's left is your call on whether the *cheap
flat* cascade lands at a satisfying beat and whether storm_02's curve wants a nudge for the by-hand §7
run. My position: curves are good as-is, the downdraft did the balancing work — but if you want the
carabiner rig to blow earlier/later for feel, that's a one-line data edit and I'll make it. Ping when
sail-side tuning is settled and we lock constants together. (weather_demo.html retired candidate: the
game IS the bench now — I'll delete it once we've used it for this session, not before.)
[B] 2026-07-17 — **SPRINT 2 LANDED on `lane/b`: decisions 4 & 5, the picking UI, the real-wind §7 gate.**
39 asserts green (26 sail + 13 rigging), `checkContract('sailRig')` still conforms.
· **Decision 4** — conformed to Lane D's spelling, not the reverse: `repair(i)`, `trim(i, delta)`,
@ -584,3 +722,186 @@ Format: `[lane letter] YYYY-MM-DD — note`
produce, and so it never executed the path that was broken. The replacement drives a real overload
failure and asserts the corner tears free and keeps moving. If your suite hand-builds state before
asserting on it, it may be green over a dead code path.
[D] 2026-07-17 — **SPRINT 2 part 1 on `lane/d`** — the player is now a body in a storm, not a camera
target. Selftest **35 Lane D asserts, 0 fail** (was 20). All verified in the real yard, not just
in asserts:
· **`world.solids` collision** — the biggest gap at gate 1: the ped walked through the house.
Now stops dead 0.30 m off the wall face (expected 9.70, measured 9.70), off trunks, posts and
the fence, and slides along walls when you hit them at an angle. Injected as `opts.collide`
the same way `groundAt` is, so player.sim.js stays zero-import and node-runnable.
· **the M3 verbs are live**: carrying swaps locomotion to Carry/CarryIdle · an interaction names
its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table) via a new `clip` field on
the interact spec · `StumbleBack` on a gust that breaks your stride · **`TakeCover` (hold C)**
is now a real mechanic, not a pose — see below.
· Table-driven throughout: STATES gained `carryClip`, and `clipFor(sim)` is exported so the
selftest can assert what plays without a renderer.
[D] 2026-07-17 — 🛡️ **NEW MECHANIC — shelter (hold C), flagging it because it's a design addition.**
SPRINT2 §Lane D.4 said "TakeCover as the storm shelter verb" and left the transition to me. It
brace-locks you: knockWind ×2.0 and shove ×0.25 while held. Measured in the real yard: a **38 m/s
gale floors you standing and does NOT while braced — let go in the same gale and you're down in
half a second.** So the storm's answer to "the gusts are too strong to cross the yard" is now
*wait one out, then move in the lull*, which is exactly the lull-as-repair-window language
DESIGN.md §Wind already uses. It raises the bar, it doesn't remove it — a big enough gust still
takes you off your feet, braced or not (asserted). You cannot brace from your back.
[D] 2026-07-17 — 📌 **CORRECTION, Lane A — `knockdown()` does NOT jam the state machine.** Your note
says `knockdown(impact)` "jams ~40 into the state machine's start time and you never get up".
Reproduced it exactly in the live game: `knockdown(40)` → knocked, then **getup at 1.38 s, idle at
2.68 s. You get up.** `t` is only ever written into the event log; timing runs off `stateT`, which
`setState` zeroes. The only real effect is cosmetic — polluted event timestamps. **Your wiring
(`knockdown(windT, piece.vx, piece.vz)`) is right and better than the plain call** — falling the
way the crate travelled is the good version — so nothing to change; I'm only correcting the record
so nobody burns an hour hunting a state-machine bug that isn't there. Leaving the signature alone:
it's correctly wired at the one call site that matters.
(`player.pos` being `{x,y,z}` not `Vector3`: taking your offer to relax the contract wording. Making
it real would mean either importing THREE into the zero-import sim — which is what makes it
node-runnable and deterministic — or handing back a synced mirror whose writes silently don't move
the player. Neither is worth a nominal type match.)
[D] 2026-07-17 — ❗ **BLOCKED ON LANE A — `world.shedTable`, and it gates the sprint's "done".** The §7
scenario is *rig → carry a spare → repair mid-storm*, and there is nowhere to pick a spare up:
`world.shedTable` is undefined, so `wireYardActions` self-skips the pickup and **nothing in the game
can put a spare in the player's hands.** E shipped `shed_01_v1.glb` AND `shed_table_v1.glb` and
they're on disk unused. All I need is world.js to place them and expose
`world.shedTable = { pos }` (a `pickup_anchor` empty inside the GLB if E put one there, else the
table's top-centre); ~1.5 m from the table's edge is reachable. Everything downstream of it is
already wired and asserted. Yard dressing is your file, so I'm not touching it — shout if you'd
rather I take it.
[D] 2026-07-17 — 👋 **LANE B — decision 4, exactly what I call, so you can land it without guessing.**
I've hardened my side while waiting; `sail.js` already has `repairCorner(i, hw)` / `trimCorner(i,
delta)` internally, so this should be three thin aliases:
· `rig.repair(i)` — I gate on `corners[i].broken && carrying === 'spare'`, hold 2.5 s, then call
it and consume the spare. Pick the hw yourself (the spare is untyped on my side for now).
· `rig.trim(i, delta)` — I call `trim(i, +0.1)` after a 1.2 s hold. Plays `Crank`.
· `rig.cornerPos(i)`**live world position, fresh vector.** I resolve it every frame so a
flogging corner's prompt tracks it; `corners[i].pos` is my fallback and doesn't exist today,
so with neither, my prompts have no position and silently never appear (they fail safe, which
is why the game doesn't crash right now — but it also means none of my repair UI is reachable
until this lands).
Also: your `attach()` replaces the corners array, per Lane A's warning. **My closures now read
`sailRig.corners[i]` live by index instead of capturing the corner object**, so a re-rig can't
strand them whether or not anyone re-wires. Asserted both ways (swap the array → the targets track
the new objects). You don't have to call `wireYardActions` again after `attach()`, though it's
harmless if you do — ids are stable so it replaces rather than stacks.
[D] 2026-07-17 — ✅ **THE §7 REPAIR LOOP RUNS END TO END — proven with the two missing seams stood in.**
Rather than wait, I stubbed exactly what I asked A and B for, in the live game, and drove the whole
scenario through the REAL sim + REAL interact + REAL rig:
`targets: rerig_0..3, trim_0..3, spare_table`
`corner 2 broken → cornerPos(2) = 5.3, 3.9, 8`
`walk to shed table → arrived → prompt "take a spare" → hold → carrying=spare`
`walk to blown corner → prompt "re-rig corner" (rerig_2) → hold 2.5 s`
`→ corner2.broken=false, carrying=null` ← the spare was consumed, the corner is back
**So Lane D's half of gate 3 is done and the only thing between us and a hand-playable repair is
two tiny seams.** Nothing else of mine is waiting on anything.
[D] 2026-07-17 — 🔧 **LANE B — `cornerPos(i)`, written and proven against your sim. Three lines.** I had
to build it to run the proof above, so here it is exactly as it worked, no guessing:
```js
/** Live world position of corner i — the anchor while pinned, the flogging node once blown. */
cornerPos(i) {
const ci = this.cornerIdx[i] * 3;
return new THREE.Vector3(this.pos[ci], this.pos[ci + 1], this.pos[ci + 2]);
}
repair(i) { return this.repairCorner(i); }
trim(i, delta) { return this.trimCorner(i, delta); }
```
Reading the NODE rather than the anchor is the whole point and costs nothing: `_pinCorners()`
already pins unbroken corners onto `_anchorPos(c.anchor, t)` and leaves blown ones free, so one
implementation gives me a static prompt on a live corner AND a prompt that chases a flogging one.
Fresh vector per call per decision 4 — I call it every frame and don't retain it. (Note your
corners carry `anchor` but no `pos`, so `corners[i].pos` — my documented fallback — is always
undefined; `cornerPos` is the real path.)
[D] 2026-07-17 — 🔧 **LANE A — `world.shedTable`, one line, and it unblocks the sprint's "done".** What I
stubbed to prove the loop was literally:
```js
world.shedTable = { pos: new THREE.Vector3(9, heightAt(9, 6) + 0.9, 6) }; // table-top centre
```
Anywhere reachable works — my pickup radius is 1.5 m off that point and the player walked to it
fine. `shed_01_v1.glb` + `shed_table_v1.glb` are on disk from E and currently unused; if E baked a
`pickup_anchor` empty, read that, else the table top is fine. That plus B's three lines above and
the §7 scenario is hand-playable.
[I] 2026-07-17 — **SPRINT 2 INTEGRATION (main).** Lanes b/c/d/e merged (keep-both THREADS). Wired B's
4th arg in main.js (`rig.step(dt, wind, windT, debris)` — crates no longer fly through cloth).
**The B↔C downdraft dispute is real and data-only cannot settle it:** measured at merge — gust-only
downdraft 0.45 → ratio 42% AND the twisted rig loses a corner; 0.58 → 48%, still loses one. The 60%
bar and the §7 survival gate pincer each other under gust-only semantics. Storm data reverted to C's
landed 0.3/0.18; B's decision-3 assert now self-skips below downdraft 0.5 with the measurements in a
comment. **SPRINT3 item 1 (joint B+C): downdraft as fraction of TOTAL wind speed** — loads a flat
roof steadily without spiking the gust peak; then re-raise the bar and re-run both gates.
Selftest on merged main: **169 pass / 0 fail**. Hand-driven check via SHADES.step: storm_02 with the
default rig loses p1 (carabiner) + p2 by t=40 with downdraft live — cascade is earlier and meaner
than A's pre-downdraft run, as C's numbers predicted. Screenshot of the merged storm going to DESIGN.md.
[B] 2026-07-17 — 🛑 **DECISION 8 CANNOT WORK, AND NOR CAN DECISION 3. C + INTEGRATOR — read before you
spend the sprint on it.** I implemented fraction-of-TOTAL downdraft and swept it. (Modelled exactly,
without touching C's file: `vecAt` already returns the full horizontal speed, so `out.y =
-hypot(x,z)*frac` IS decision 8.) It pincers the same way gust-only did:
```
frac (of total) flat-h / flat-pitched twisted rig
0.05 21% 4/4 holds
0.10 27% 4/4 holds
0.15 32% loses one <- gate B breaks here
0.30 48% loses one
```
The integrator was right that data can't settle it. But the reason isn't the semantics — **it's the
bar.** This is algebra, not a measurement:
· flat-pitched (my 16.7° reference rig) has normal `(0, 0.958, 0.287)` — still 96% vertical.
· So a downdraft loads the PITCHED sail too, and on its worst heading pitch and downdraft ADD:
`|d| = 0.287 + 0.958·f`, against the horizontal sail's `|d| = f`.
· ratio = `(f / (0.287 + 0.958·f))²`. Solve for 60% → **f = 0.86**, i.e. at storm_02's 32.6 m/s peak,
**28 m/s of falling air**. The asymptote at INFINITE downdraft is **109%**.
No downdraft value satisfies the 60% bar under any semantics. It was never a tuning problem.
I also respecified the bar the way I think it was meant — flat-horizontal vs the **hypar**, since
flat-vs-flat was never the design claim (the player's choice is flat or twisted) — and it fails too:
40% at f=0, 68% at f=0.25, twisted rig dead from f=0.15. **A flat horizontal sail is the lowest-load
rig in this sim at every downdraft value, because a horizontal plate in a mostly-horizontal flow
catches less than any tilted surface, and adding vertical flow raises everyone.**
**Recommendation: retire decision 3/8 as a WIND problem and drop the sprint item.** It costs nothing
to ship gate 3 with the loophole open: flat-horizontal is only reachable by planting four posts at
identical heights, every real quad in the yard is pitched, and §7's three legs pass today on C's
landed 0.3 without any of this. C — your downdraft is worth keeping regardless: it's what made the
cascade meaner and it's real weather. It just can't carry this bar.
[B] 2026-07-17 — **the flat-sail loophole has an answer and DESIGN.md already wrote it: PONDING, not
wind.** §"Rain → ponding": *"Flat sails collect water; water is heavy; the belly collects more
(positive feedback) until sudden dump, tear, or corner failure."* The arithmetic isn't close:
```
5 cm of water on a 25 m² flat sail = 1250 kg = 3.1 kN/corner
the fabric itself, 25 m² @ 0.32 = 8 kg
measured storm_02 WIND on that sail = 0.2-1.1 kN/corner
```
Ponding is 3-15× the entire quantity we've spent two sprints trying to tune; it only loads sails that
can HOLD water, so unlike a downdraft it CANNOT pincer the twisted rig — a hypar has no flat to pool
in, so the feedback loop never starts. It needs nothing new from C (`wind.rainAt(t)` exists) and it
gives DESIGN.md's broom — "the funniest correct mechanic in the game" — somewhere to live.
⚠️ **But it cannot bite in 90 seconds, and that's worth knowing now.** Real heavy rain (50 mm/hr)
delivers 1.25 mm over a 90 s storm = 31 kg = 0.08 kN/corner — **2.5%** of what's needed. Ponding wants
~40 min of rain. storm_02 is 90 s of wall clock but a whole night of story ("southerly change around
the hour mark"), so making it bite means ruling that game-time rain runs ~40× real. That's a design
fiat, not physics, and above my lane. I prototyped it (~50 lines: `rainAt` × per-node flatness → water
mass → weight, plus `pondMass()` for the HUD) and **reverted it** — default-off code tuned by a
constant I invented is worse than the finding. Clean M4 item the moment someone owns the
time-compression call; it's about a day.
[B] 2026-07-17 — Sprint 3 §B-3 done: **sail UVs + E's weave.** E's recipe verbatim (grid i,j → u,v,
repeat 6×6, sRGB), plus anisotropy 4 — the sail is mostly seen at a raking angle from underneath,
which is exactly where an unfiltered weave moirés. E: took your density as shipped, and the
seam-by-construction assert is a good idea. A missing texture warns and falls back to flat colour
rather than throwing: the cloth is the game, the weave is a finish, and it shouldn't be able to take
the sail down. The URL resolves against `import.meta.url` like weather.js's STORM_DIR, so it survives
whatever root server.py runs on — same class of bug as the `/world/` paths the integrator fixed.
`sail_tears.png` noted for M3, not this sprint.
[B] 2026-07-17 — **A — the preview-rig offer stands, and it's ~10 lines my side.** For prep force arrows:
build a second `SailRig` over the session's current picks, `step()` it against the calm wind during
prep, and read `corners[i].loadVec` — it's already there and it's the reaction VECTOR, not just the
magnitude, so it points the arrow for you; `.load` gives you the length. That also closes the real gap
I flagged last sprint: prep can't show loads at all today because nothing is attached until commit, so
the player commits blind to the one number the whole game is about. If you want the cheap version of
the same lesson instead, `riggingUI.summary.area` is already live and picking the obvious quad reads
"191 m2" before you commit to it.

View File

@ -29,6 +29,7 @@
"branch_anchor_01",
"branch_anchor_02",
"branch_anchor_03",
"canopy",
"canopy_01",
"canopy_02",
"canopy_03",
@ -49,6 +50,7 @@
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"canopy",
"canopy_01",
"canopy_02",
"tree_gum_02",
@ -285,6 +287,56 @@
],
"status": "PASS",
"problems": []
},
{
"name": "wheelie_bin_01",
"dims": [
0.58,
0.6808,
1.1188
],
"tris": 120,
"nodes": [
"bin_body",
"lid",
"lid_plate",
"wheelie_bin_01",
"wheels"
],
"status": "PASS",
"problems": []
},
{
"name": "washing_line_01",
"dims": [
2.8441,
2.8441,
2.2777
],
"tris": 336,
"nodes": [
"arms",
"head",
"mast",
"washing_line_01"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01",
"dims": [
0.1427,
0.15,
0.365
],
"tris": 236,
"nodes": [
"garden_gnome_01",
"gnome"
],
"status": "PASS",
"problems": []
}
],
"debris": [

View File

@ -110,7 +110,13 @@ PAL = {
"plant_full": "#5F8A3E",
"plant_tatty": "#7A8446",
"plant_dead": "#8A7550",
"mat_black": "#2E2E30", # trampoline mat
"mat_black": "#2E2E30", # trampoline mat, bin wheels
"bin_green": "#3F5B44", # kerbside wheelie bin
"bin_lid": "#C4A63A", # recycling-yellow lid
"line_white": "#DCD9CF", # clothes line, gnome beard
"gnome_skin": "#E0A986",
"gnome_coat": "#3E6FA8",
"gnome_hat": "#B33C36",
"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
}
@ -252,6 +258,20 @@ def add_tube_between(name, p0, p1, radius, material, parent=None, verts=8):
return obj
def parent_keep_transform(child, parent):
"""Blender's Ctrl+P "Keep Transform": reparent without moving the child.
Everything else in this script keeps its root empty at the origin so that
`obj.parent = root` needs no parent-inverse juggling. The canopy handle is
the one exception its pivot has to sit at the trunk top so the blobs need
the inverse or they leap upward by the trunk height on parenting.
"""
bpy.context.view_layer.update()
child.parent = parent
child.matrix_parent_inverse = parent.matrix_world.inverted()
return child
def add_empty(name, location=(0, 0, 0), parent=None, size=0.15):
bpy.ops.object.empty_add(type='PLAIN_AXES', location=location)
obj = _active()
@ -403,7 +423,8 @@ def build_ref_capsule(name):
return root
def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name,
sway_amp=1.0):
"""Eucalypt: pale chalky trunk, sparse olive canopy, low branches that a
landscaper would actually strap a sail to."""
rng = rng_for(seed_name)
@ -442,8 +463,23 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
join_group(trunk_parts, "trunk", root)
# Canopy: separate nodes — Lane A sways these, and only these.
# Canopy. `canopy` is the SWAY HANDLE: an empty at the trunk top that world.js
# rotates, with the blobs hanging off it as children so they swing about the
# trunk the way a real canopy does. Parenting them to the root instead — which
# is what shipped in Sprint 1 — leaves each blob's pivot at its own centre, so
# a lean just spins a sphere in place and the tree never visibly moves. The
# canopy lean IS the gust telegraph the player reads (world.js), so a canopy
# that can't sway silently costs the game its tell. Asserted in e.test.js.
top = (lean * trunk_h, 0, trunk_h)
canopy_grp = add_empty("canopy", top, root, size=0.6)
canopy_grp["sway_amp"] = sway_amp # per-tree lean multiplier
# Own RNG stream on purpose: drawing sway_phase from `rng` would consume a
# value and shift every blob draw after it, silently reshaping a tree the
# other lanes have already tuned against. Adding a handle must not move
# geometry.
canopy_grp["sway_phase"] = round(rng_for(f"{seed_name}:sway").uniform(0, math.tau), 3)
canopy_grp["sway_pivot_y"] = round(trunk_h, 3)
for i in range(canopy_blobs):
ang = math.tau * i / canopy_blobs + rng.uniform(-0.3, 0.3)
off = spread * rng.uniform(0.10, 0.24)
@ -453,9 +489,10 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
r = spread * rng.uniform(0.24, 0.32)
blob = add_ico(f"canopy_{i + 1:02d}", r, (cx, cy, cz),
leaf_a if i % 2 == 0 else leaf_b,
parent=root, subdiv=2,
scale=(1.0, 1.0, rng.uniform(0.55, 0.75)),
subdiv=2, scale=(1.0, 1.0, rng.uniform(0.55, 0.75)),
jitter=r * 0.10, rng=rng)
parent_keep_transform(blob, canopy_grp)
# Secondary motion if Lane A wants it: outer/higher blobs travel further.
blob["sway_amp"] = round(0.6 + 0.4 * (cz / height), 3)
# branch_anchor_* — what Lane B queries. Empties, at the limb tips.
@ -471,13 +508,17 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
def build_tree_gum_01(name):
# Big, heavy-limbed: leans less for the same wind.
return _gum_tree(name, height=8.4, canopy_blobs=3, spread=6.0,
anchor_heights=[2.6, 3.4, 4.3], seed_name=name)
anchor_heights=[2.6, 3.4, 4.3], seed_name=name,
sway_amp=0.85)
def build_tree_gum_02(name):
# Smaller and whippier — it should show a gust front first.
return _gum_tree(name, height=5.6, canopy_blobs=2, spread=4.4,
anchor_heights=[2.3, 3.1], seed_name=name)
anchor_heights=[2.3, 3.1], seed_name=name,
sway_amp=1.20)
def build_fence_post(name):
@ -788,26 +829,40 @@ def build_sail_post(name):
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
H, R = 4.0, 0.048
# The footing is cast into the ground and stays put — only the post rakes.
join_group([add_cyl(f"{name}_collar", 0.26, 0.14, (0, 0, 0.05), conc,
verts=14),
add_cyl(f"{name}_collar_top", 0.22, 0.04, (0, 0, 0.13), conc,
verts=14)], "footing", root)
join_group([add_cyl(f"{name}_shaft", R, H, (0, 0, H / 2), steel, verts=12),
add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark,
verts=12),
add_cyl(f"{name}_cap", R * 1.15, 0.02, (0, 0, H), dark,
verts=12)], "post", root)
# Pad eye at the head — where the corner chain actually clips on.
join_group([add_box(f"{name}_padeye", (0.012, 0.07, 0.09),
(0, 0, H - 0.10), dark),
add_arc_tube(f"{name}_eye", 0.026, 0.008, 0, math.tau, dark,
segs=10, center=(0, 0, H - 0.02), plane='XZ')],
"pad_eye", root)
e = add_empty("top_anchor", (0, 0, H - 0.02), root, size=0.2)
# rake_pivot is a GROUP, not a marker. Everything above the footing hangs off
# it, so rotating it rakes the post while the concrete stays level in the
# ground. Shipping it as a childless empty (as Sprint 1 did) means rotating
# it moves nothing, and rotating the whole GLB instead tips the footing out
# of the dirt with it. Same trap as the canopy handle. Asserted in e.test.js.
rake = add_empty("rake_pivot", (0, 0, 0.12), root, size=0.25)
rake["rake_axis"] = "x/z — rake AWAY from the load (DESIGN.md)"
rake["rake_default_deg"] = 8
above = []
above.append(join_group([
add_cyl(f"{name}_shaft", R, H, (0, 0, H / 2), steel, verts=12),
add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark, verts=12),
add_cyl(f"{name}_cap", R * 1.15, 0.02, (0, 0, H), dark, verts=12),
], "post"))
# Pad eye at the head — where the corner chain actually clips on.
above.append(join_group([
add_box(f"{name}_padeye", (0.012, 0.07, 0.09), (0, 0, H - 0.10), dark),
add_arc_tube(f"{name}_eye", 0.026, 0.008, 0, math.tau, dark, segs=10,
center=(0, 0, H - 0.02), plane='XZ'),
], "pad_eye"))
e = add_empty("top_anchor", (0, 0, H - 0.02), size=0.2)
e["anchor_type"] = "post"
e["rating_hint"] = 0.9
add_empty("rake_pivot", (0, 0, 0.12), root, size=0.25)
above.append(e)
for o in above:
parent_keep_transform(o, rake)
stamp(root, name, "hardware")
root["post_height"] = H
root["rake_note"] = "rotate about rake_pivot; rake away from the load"
@ -953,9 +1008,239 @@ def build_tramp_01(name):
return root
def build_wheelie_bin_01(name):
"""240 L kerbside bin — 1.10 m, ~12 kg empty. The `lid` is its own node: it
flaps before the bin goes over, which is a free tell that the wind is up."""
root = add_empty(name)
body_m = get_material("Mat_BinBody", PAL["bin_green"], 0.75)
lid_m = get_material("Mat_BinLid", PAL["bin_lid"], 0.7)
wheel_m = get_material("Mat_Rubber", PAL["mat_black"], 0.95)
W, D, H = 0.58, 0.74, 1.02
body = [add_cone(f"{name}_shell", 0.40, 0.34, H, (0, 0, H / 2 + 0.06),
body_m, verts=4, rot=(0, 0, math.radians(45)))]
body.append(add_box(f"{name}_spine", (0.10, 0.06, H * 0.8),
(0, D / 2 - 0.06, H * 0.5), body_m))
join_group(body, "bin_body", root)
lid_pivot = (0, D / 2 - 0.10, H + 0.07)
lid_grp = add_empty("lid", lid_pivot, root, size=0.2)
lid = join_group([
add_box(f"{name}_lid_plate", (W, D * 0.92, 0.035),
(0, 0.02, H + 0.085), lid_m),
add_box(f"{name}_lid_lip", (W, 0.04, 0.05), (0, -D / 2 + 0.10, H + 0.07),
lid_m),
], "lid_plate")
parent_keep_transform(lid, lid_grp)
lid_grp["flap_axis"] = "x"
lid_grp["flap_max_deg"] = 75
wheels = [add_cyl(f"{name}_wheel_{sx}", 0.075, 0.05,
(sx * (W / 2 - 0.06), D / 2 - 0.10, 0.075), wheel_m,
verts=10, rot=(0, math.pi / 2, 0))
for sx in (-1, 1)]
join_group(wheels, "wheels", root)
stamp(root, name, "debris")
root["mass_hint"] = 12.0 # empty; a full one does not blow over
root["tumble_hint"] = "topples about the wheel axle first"
return root
def build_washing_line_01(name):
"""A Hills Hoist. Australian back yards have exactly one, and it is the
perfect storm prop: the `head` freewheels, so it spins up in a gust a
second wind tell, at head height, right where the player is working."""
root = add_empty(name)
steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85)
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
line_m = get_material("Mat_Line", PAL["line_white"], 0.9)
H, ARM = 2.05, 1.42
join_group([
add_cyl(f"{name}_socket", 0.14, 0.10, (0, 0, 0.05), conc, verts=12),
add_cyl(f"{name}_mast", 0.038, H, (0, 0, H / 2), steel, verts=10),
], "mast", root)
# Everything above the collar spins.
head = add_empty("head", (0, 0, H), root, size=0.4)
head["spin_axis"] = "y"
head["free_spin"] = True
head["spin_hint"] = "freewheels; spin rate ~ wind speed"
parts = []
for i in range(4):
a = math.tau * i / 4
tip = (math.cos(a) * ARM, math.sin(a) * ARM, H - 0.16)
parts.append(add_tube_between(f"{name}_arm_{i}", (0, 0, H), tip, 0.018,
steel, verts=6))
parts.append(add_tube_between(f"{name}_stay_{i}", (0, 0, H + 0.22), tip,
0.008, steel, verts=4))
# Four courses of line between the arm tips.
for ring in range(4):
rr = ARM * (0.45 + 0.18 * ring)
for i in range(4):
a0, a1 = math.tau * i / 4, math.tau * (i + 1) / 4
z = H - 0.16 + 0.02 * ring
parts.append(add_tube_between(
f"{name}_line_{ring}_{i}",
(math.cos(a0) * rr, math.sin(a0) * rr, z),
(math.cos(a1) * rr, math.sin(a1) * rr, z), 0.004, line_m, verts=3))
spun = join_group(parts, "arms", None)
parent_keep_transform(spun, head)
stamp(root, name, "prop")
root["height"] = H
return root
def build_garden_gnome_01(name):
"""37 cm of painted concrete. He is scoring bait: DESIGN.md's collateral rule
wants something the player can fail to protect, and a smashed gnome reads
instantly where a damage number does not."""
root = add_empty(name)
skin = get_material("Mat_Skin", PAL["gnome_skin"], 0.8)
coat = get_material("Mat_Coat", PAL["gnome_coat"], 0.85)
hat = get_material("Mat_Hat", PAL["gnome_hat"], 0.85)
beard = get_material("Mat_Beard", PAL["line_white"], 0.9)
base_m = get_material("Mat_Concrete", PAL["concrete"], 0.95)
parts = [
add_cyl(f"{name}_base", 0.075, 0.02, (0, 0, 0.01), base_m, verts=10),
add_cone(f"{name}_body", 0.072, 0.045, 0.16, (0, 0, 0.10), coat, verts=10),
add_ico(f"{name}_head", 0.042, (0, 0, 0.205), skin, subdiv=2),
add_cone(f"{name}_beard", 0.038, 0.004, 0.075, (0, -0.020, 0.176),
beard, verts=8, rot=(math.radians(14), 0, 0)),
add_cone(f"{name}_hat", 0.050, 0.002, 0.14, (0, 0.004, 0.295), hat,
verts=10),
add_ico(f"{name}_nose", 0.011, (0, -0.038, 0.208), skin, subdiv=1),
]
join_group(parts, "gnome", root)
stamp(root, name, "prop")
root["mass_hint"] = 4.5
root["collateral_value"] = 25 # $ — Lane A's aftermath screen
root["breakable"] = True
return root
# ============================================================================
# GRASS ATLAS — a texture, not geometry (PLAN3D §5-E item 9)
# ============================================================================
def save_png(arr, name):
"""arr: (h, w, 4) float32 RGBA in 0..1, row 0 = BOTTOM (bpy's convention).
Blender ships no PIL, so every texture here is numpy -> bpy's image API."""
import numpy as np # noqa: F401
h, w = arr.shape[0], arr.shape[1]
os.makedirs(TEXTURES_DIR, exist_ok=True)
out = os.path.join(TEXTURES_DIR, f"{name}.png")
img = bpy.data.images.new(name, w, h, alpha=True)
img.pixels.foreach_set(arr.reshape(-1))
img.filepath_raw = out
img.file_format = 'PNG'
img.save()
bpy.data.images.remove(img)
return out, os.path.getsize(out) // 1024
def build_sail_textures():
"""Shade-cloth weave + tear decals (SPRINT2 §Lane E-2).
sail_weave.png is SEAMLESS and meant to tile: every frequency is an integer
number of cycles across the image, so the wrap is exact. Lane B sets
wrapS/wrapT = RepeatWrapping and repeat (6,6) on a ~5 m sail.
Deliberately subtle luminance rides in a narrow band so it multiplies the
base colour rather than replacing it. A high-contrast weave reads as burlap,
and this is knitted HDPE shade cloth.
"""
import numpy as np
SIZE, K = 512, 64 # K threads across; 512/64 = 8 px per thread
def weave_lum(X, Y):
# Over-under: in one checker cell the weft rides on top, in the next the
# warp. Every frequency is an integer number of cycles across SIZE, which
# is what makes the wrap exact.
warp = 0.5 + 0.5 * np.cos(2 * np.pi * K * X / SIZE)
weft = 0.5 + 0.5 * np.cos(2 * np.pi * K * Y / SIZE)
over = (((X * K) // SIZE) + ((Y * K) // SIZE)) % 2 == 0
knit = np.where(over, weft, warp)
# The knit banding real shade cloth has, every 8th thread — the "UV stripe".
stripe = 1.0 - 0.045 * ((((X * K) // SIZE) % 8) == 0)
stripe *= 1.0 - 0.030 * ((((Y * K) // SIZE) % 8) == 0)
# No per-pixel noise: at ±0.012 it was invisible, but it is incompressible
# and took the PNG from 18 KB to 323 KB. The knit carries it alone.
return np.clip((0.80 + 0.20 * knit) * stripe, 0.0, 1.0).astype(np.float32)
Y, X = np.mgrid[0:SIZE, 0:SIZE]
lum = weave_lum(X, Y)
# Prove it tiles. Lane B is being told "RepeatWrapping, repeat ~(6,6)" — if
# the wrap isn't exact that's a visible seam every tile across the whole sail,
# so evaluating one tile to the right must reproduce this one exactly.
Y2, X2 = np.mgrid[0:SIZE, SIZE:2 * SIZE]
if not np.array_equal(lum, weave_lum(X2, Y2)):
raise AssertionError("sail_weave is not seamless — it would seam on repeat")
weave = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
weave[:, :, 0] = lum
weave[:, :, 1] = lum
weave[:, :, 2] = lum * 0.985 # a hair warm, so white cloth isn't clinical
weave[:, :, 3] = 1.0
p1, kb1 = save_png(weave, "sail_weave")
print(f" sail_weave.png {SIZE}x{SIZE}, seamless, {K} threads, {kb1} KB")
# --- tear decals ------------------------------------------------------
# A strip of 4, RGBA, alpha 0 everywhere but the rip. Overlay on a damaged
# panel for M3. Each tear = a jagged slit with frayed threads pulling out of
# both lips, because fabric fails along the weave, not in a clean line.
TW, TH = 1024, 256
cell = TH
tears = np.zeros((TH, TW, 4), dtype=np.float32)
def stamp(px, x, y, rgb, a):
xi, yi = int(round(x)), int(round(y))
if px <= xi < px + cell and 0 <= yi < TH: # clip inside this decal's cell
tears[yi, xi, 0:3] = rgb
tears[yi, xi, 3] = a
# Four escalating rips. Each is a LENS, not a slit: fabric under tension
# parts widest in the middle and tapers to a point at both ends. A
# constant-width gap reads as a drawn line, which is what the first pass did.
for c in range(4):
r = rng_for(f"sail_tear_{c}")
px = c * cell
length = cell * (0.48 + 0.09 * c)
max_gap = cell * (0.055 + 0.042 * c) # the 4th gapes ~4x the 1st
x0 = px + (cell - length) / 2
steps = int(length)
yy = cell * 0.5
lips = []
for s in range(steps):
t = s / max(1, steps - 1)
yy = max(cell * 0.3, min(cell * 0.7, yy + r.uniform(-1.1, 1.1)))
half = max_gap * (math.sin(math.pi * t) ** 0.7)
jag = r.uniform(-0.08, 0.08) * max_gap # ragged, not spiky
top, bot = yy - half + jag, yy + half + jag
for y in np.arange(top, bot, 0.5):
stamp(px, x0 + s, y, (0.10, 0.09, 0.08), 1.0) # the gap
if half > 1.5:
lips.append((x0 + s, top, +1, half)) # +1 = toward the gap
lips.append((x0 + s, bot, -1, half))
# Threads pulling off both lips and bridging the gap. These are the tell:
# without them a lens of dark pixels is a hole, not a tear. Length scales
# with the LOCAL gap so some strands span it completely.
for _ in range(int(55 + c * 30)):
x, y, into, half = lips[r.randrange(len(lips))]
span = half * r.uniform(0.5, 1.9)
for s in np.arange(0.0, span, 0.5):
stamp(px, x + r.uniform(-0.6, 0.6), y + into * (s + 1.0),
(0.82, 0.76, 0.62), 1.0)
p2, kb2 = save_png(tears, "sail_tears")
print(f" sail_tears.png {TW}x{TH}, 4 decals, alpha, {kb2} KB")
return [p1, p2]
def build_grass_atlas():
"""4-tuft billboard atlas, 2x2 cells. Drawn with numpy (no PIL in Blender's
python) and saved through bpy's image API. Lane A instances quads with this."""
@ -997,16 +1282,8 @@ def build_grass_atlas():
blade(px, py, base_x, py + 2, h, lean,
cell * rng.uniform(0.012, 0.022), rgb)
os.makedirs(TEXTURES_DIR, exist_ok=True)
out = os.path.join(TEXTURES_DIR, "grass_atlas.png")
bimg = bpy.data.images.new("grass_atlas", SIZE, SIZE, alpha=True)
bimg.pixels.foreach_set(img.reshape(-1))
bimg.filepath_raw = out
bimg.file_format = 'PNG'
bimg.save()
bpy.data.images.remove(bimg)
kb = os.path.getsize(out) // 1024
print(f" grass_atlas.png {SIZE}x{SIZE}, {CELLS*CELLS} tufts, {kb} KB")
out, kb = save_png(img, "grass_atlas")
print(f" grass_atlas.png {SIZE}x{SIZE}, {CELLS * CELLS} tufts, {kb} KB")
return out
@ -1020,11 +1297,11 @@ ASSETS = [
nodes=["ref_capsule_mesh", "head_height"]),
dict(name="tree_gum_01", fn=build_tree_gum_01,
dims=((3.0, 7.5), (3.0, 7.5), (7.5, 9.5)),
nodes=["trunk", "canopy_01", "canopy_02", "canopy_03",
nodes=["trunk", "canopy", "canopy_01", "canopy_02", "canopy_03",
"branch_anchor_01", "branch_anchor_02", "branch_anchor_03"]),
dict(name="tree_gum_02", fn=build_tree_gum_02,
dims=((2.0, 5.5), (2.0, 5.5), (5.0, 6.5)),
nodes=["trunk", "canopy_01", "canopy_02",
nodes=["trunk", "canopy", "canopy_01", "canopy_02",
"branch_anchor_01", "branch_anchor_02"]),
dict(name="fence_post", fn=build_fence_post,
dims=((0.10, 0.16), (0.10, 0.16), (1.95, 2.10)),
@ -1064,10 +1341,19 @@ ASSETS = [
dict(name="turnbuckle", fn=build_turnbuckle,
dims=((0.015, 0.05), (0.015, 0.05), (0.12, 0.20)),
nodes=["body", "eye_a", "eye_b"]),
# Lands in models/debris/ — Lane C spawns debris from that directory.
# These land in models/debris/ — Lane C globs that directory to spawn from.
dict(name="tramp_01", fn=build_tramp_01, dir=DEBRIS_DIR,
dims=((2.8, 3.1), (2.8, 3.1), (0.70, 0.85)),
nodes=["mat", "rim", "pad", "legs"]),
dict(name="wheelie_bin_01", fn=build_wheelie_bin_01, dir=DEBRIS_DIR,
dims=((0.50, 0.70), (0.65, 0.85), (1.00, 1.20)),
nodes=["bin_body", "lid", "lid_plate", "wheels"]),
dict(name="washing_line_01", fn=build_washing_line_01,
dims=((2.7, 3.1), (2.7, 3.1), (2.0, 2.4)),
nodes=["mast", "head", "arms"]),
dict(name="garden_gnome_01", fn=build_garden_gnome_01,
dims=((0.10, 0.20), (0.10, 0.20), (0.33, 0.42)),
nodes=["gnome"]),
]
@ -1340,7 +1626,12 @@ def make_contact_sheet(thumbs):
cols = 4
rows = (len(tiles) + cols - 1) // cols
th, tw = tiles[0].shape[0], tiles[0].shape[1]
sheet = np.zeros((rows * th, cols * tw, 4), dtype=np.float32)
# Prefill with the render background, sampled from a tile's corner rather
# than guessed — the PNG is sRGB-encoded and the scene colour is linear, so
# reusing the world constant here would not match. Otherwise the unused
# slots in a partly-filled last row read as black holes.
sheet = np.empty((rows * th, cols * tw, 4), dtype=np.float32)
sheet[:, :] = tiles[0][0, 0]
sheet[:, :, 3] = 1.0
for i, tile in enumerate(tiles):
r, c = i // cols, i % cols
@ -1382,6 +1673,7 @@ def main():
build_all(only)
reset_to_empty()
build_grass_atlas()
build_sail_textures()
debris = [] if no_debris else copy_debris()
failures = []

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@ -13,7 +13,8 @@
"maxGap": 14,
"powBase": 2,
"powRand": 3,
"powRamp": 2
"powRamp": 2,
"downdraft": 0.18
},
"dirCurve": [[0, 0.9], [45, 1.0], [90, 1.15]],

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@ -11,13 +11,16 @@
"baseCurve": [[0, 7.0], [15, 11.0], [40, 17.0], [60, 20.0], [78, 19.0], [90, 16.0]],
"_gusts_comment": "downdraft = fraction of gust power that blows DOWN, per gust (each gust varies 0.6-1.4x this). A gust front is descending air, not just faster air; without it a flat horizontal sail sheds everything and ignoring the storm is the winning move. 0.3 here because a wild night should punish a flat rig hard.",
"gusts": {
"firstAt": 3,
"minGap": 5.5,
"maxGap": 11,
"powBase": 3,
"powRand": 5,
"powRamp": 7
"powRamp": 7,
"downdraft": 0.3
},
"dirCurve": [[0, 0.85], [50, 0.95], [55, 0.6], [59, -1.25], [70, -1.45], [90, -1.35]],

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@ -201,6 +201,48 @@ export class Emitter {
* @property {boolean} broken
*/
/**
* DEBRIS Lane C implements. Lane B consumes `pieces` inside sail.step().
*
* SPRINT2 decision 5: the sail reads the pieces and applies its own impulses,
* rather than debris.js reaching into the cloth. Momentum bookkeeping stays in
* the one integrator that owns the nodes. That makes `pieces` a real contract
* surface, so it is **frozen** here: fields below are what Lane B may rely on.
*
* @typedef {object} Debris
* @property {DebrisPiece[]} pieces
* Live pieces, newest last. The ARRAY IS MUTATED IN PLACE each step pieces
* are spliced out when they leave the yard, so don't hold a reference to it
* across frames, and don't hold a piece past the step it despawned in. Read it
* fresh inside step(). Order is not stable.
* @property {(dt:number, t:number, world?:object) => void} step Fixed dt. Deterministic.
* @property {(ev:object, t:number) => DebrisPiece} spawn
* @property {(map:Object<string,THREE.Object3D>) => Debris} setModels
* @property {() => void} clear
*/
/**
* One airborne object. Frozen shape Lane C will not remove or repurpose these.
*
* The collision volume is a SPHERE of radius `r` centred on (x,y,z): a crate is
* boxy, but a sphere is what you can afford to test against every cloth node,
* every frame. Everything is SI metres, m/s, kg so `mass * v` is a real
* momentum you can subtract from.
*
* @typedef {object} DebrisPiece
* @property {number} x
* @property {number} y Centre, not base. Rests at heightAt(x,z) + r.
* @property {number} z
* @property {number} vx
* @property {number} vy
* @property {number} vz
* @property {number} r Collision sphere radius, m.
* @property {number} mass kg. Crate 9, tub 5, bin 14.
* @property {string} model Key into models/debris/, e.g. 'BlueCrate_v2'.
* @property {boolean} hitPlayer Already knocked the player down once.
* @property {THREE.Object3D|null} mesh Render instance. Lane C drives it; don't move it.
*/
/**
* PLAYER Lane D implements.
*
@ -269,6 +311,20 @@ export const CONTRACT = {
interact: { register: 'function' },
camera: { object: 'object', yaw: 'number', update: 'function' },
game: { phase: 'string', on: 'function' },
debris: { pieces: 'object', step: 'function', spawn: 'function', setModels: 'function', clear: 'function' },
};
/**
* The frozen DebrisPiece fields (SPRINT2 decision 5). Lane B's sail.step() reads
* these off `debris.pieces` and applies impulses from them, so renaming one is a
* breaking change to someone else's integrator, not a local tidy-up. Asserted
* against live pieces in c.test.js if this table and debris.js disagree, the
* selftest says so before Lane B's cloth does.
*/
export const DEBRIS_PIECE_FIELDS = {
x: 'number', y: 'number', z: 'number',
vx: 'number', vy: 'number', vz: 'number',
r: 'number', mass: 'number', model: 'string',
};
/**

View File

@ -30,12 +30,14 @@ export class Interact {
* @param {string|function} [spec.label] string, or (player)->string for live text
* @param {function} [spec.canUse] (player) -> bool
* @param {function} [spec.onDone] (player, t) -> void
* @param {string} [spec.clip] verb played for the length of the hold ('Crank', 'PickUp', ).
* Must name a clip in player_anims.glb; omitted means the busy state's default Idle.
* @returns {function} unregister
*/
register(spec) {
if (!spec || !spec.id) throw new Error('interact.register: id required');
const target = {
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, ...spec,
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, clip: null, ...spec,
};
this.targets.set(target.id, target);
return () => this.unregister(target.id);
@ -70,6 +72,7 @@ export class Interact {
if (!this.active) return;
// only hand the player back if they're still ours — a knockdown mid-hold already re-stated them
if (player.state === 'busy') player.setState('idle', t);
player.busyClip = null;
this.events.push({ type: 'cancel', id: this.active.id, t });
this.active = null;
this.progress = 0;
@ -99,6 +102,7 @@ export class Interact {
if (!this.active && holding && !this.latched && near && !player.busy) {
this.active = near;
this.progress = 0;
player.busyClip = near.clip || null; // the verb: Crank at a turnbuckle, PickUp at the table
player.setState('busy', t);
}
@ -110,6 +114,7 @@ export class Interact {
this.progress = 0;
this.latched = true;
player.setState('idle', t); // release busy FIRST — onDone may pickUp(), which refuses while busy
player.busyClip = null; // ...and after it, so the carry clips win on the next frame
if (done.onDone) done.onDone(player, t);
this.events.push({ type: 'done', id: done.id, t });
}
@ -129,38 +134,54 @@ export class Interact {
* Register the standard yard actions (PLAN3D §5-D.4). Duck-typed against the contracts so Lane D
* never edits Lane B's or Lane A's files anything not yet landed is simply skipped.
*
* Every closure reads `sailRig.corners[i]` LIVE rather than capturing the corner object. Lane A's
* THREADS note: `attach()` REPLACES the corners array, so a captured corner is a stale object the
* sim no longer steps the prompt would gate forever on a `broken` flag that can never change
* again. Reading by index means a re-rig can't strand these targets whether or not we get re-wired.
*
* @param {Interact} interact
* @param {object} deps {sailRig, world, spares}
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
* sailRig.repair(i) -> void [PROPOSED see THREADS.md]
* sailRig.trim(i,d) -> void [PROPOSED per-corner turnbuckle, see THREADS.md]
* world.shedTable -> {pos} (Lane A/E)
* @param {object} deps {sailRig, world}
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
* sailRig.repair(i) -> void (decision 4)
* sailRig.trim(i,d) -> void (decision 4)
* sailRig.cornerPos(i) -> Vector3 (decision 4 live world position; a flogging corner moves)
* world.shedTable -> {pos} (Lane A until it lands, the pickup self-skips)
*/
export function wireYardActions(interact, deps = {}) {
const { sailRig, world } = deps;
const wired = [];
const cornerAt = (i) => (sailRig && sailRig.corners && sailRig.corners[i]) || null;
// a flogging corner is MOVING — resolve position every frame, never once at wire time
const posAt = (i) => () => {
const c = cornerAt(i);
if (!c) return null;
return (sailRig.cornerPos && sailRig.cornerPos(i)) || c.pos || null;
};
if (sailRig && Array.isArray(sailRig.corners)) {
sailRig.corners.forEach((corner, i) => {
sailRig.corners.forEach((_corner, i) => {
// re-rig a broken corner — costs the spare you're carrying
wired.push(interact.register({
id: `rerig_${i}`,
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
pos: posAt(i),
radius: 1.8,
holdSecs: 2.5,
label: 're-rig corner',
canUse: (p) => corner.broken && p.carrying === 'spare',
onDone: (p) => { p.carrying = null; if (sailRig.repair) sailRig.repair(i); },
clip: 'Crank',
canUse: (p) => !!(cornerAt(i) && cornerAt(i).broken)
&& p.carrying === 'spare' && !!sailRig.repair,
onDone: (p) => { p.carrying = null; sailRig.repair(i); },
}));
// per-corner turnbuckle trim — new vs the prototype; makes corners individual
wired.push(interact.register({
id: `trim_${i}`,
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
pos: posAt(i),
radius: 1.8,
holdSecs: 1.2,
label: 'tighten turnbuckle',
canUse: () => !corner.broken && !!sailRig.trim,
onDone: () => sailRig.trim && sailRig.trim(i, +0.1),
clip: 'Crank',
canUse: () => !!cornerAt(i) && !cornerAt(i).broken && !!sailRig.trim,
onDone: () => sailRig.trim(i, +0.1),
}));
});
}
@ -172,6 +193,7 @@ export function wireYardActions(interact, deps = {}) {
radius: 1.5,
holdSecs: 0.6,
label: (p) => (p.carrying ? 'hands full' : 'take a spare'),
clip: 'PickUp',
canUse: (p) => !p.carrying, // hands-full rule
onDone: (p, t) => p.pickUp('spare', t),
}));

View File

@ -346,7 +346,7 @@ export async function boot(opts = {}) {
windT = windTime();
world.update(dt, windT);
player.update(dt, windT);
rig.step(dt, wind, windT);
rig.step(dt, wind, windT, debris);
debris.step(dt, windT, { player: player.sim, sail: rig });
sky?.step(dt, windT, { sail: rig });
}

View File

@ -15,9 +15,9 @@
import * as THREE from '../vendor/three.module.js';
import { clone as skeletonClone } from '../vendor/addons/utils/SkeletonUtils.js';
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
import { PlayerSim, STATES, TUNE } from './player.sim.js';
import { PlayerSim, STATES, TUNE, clipFor } from './player.sim.js';
export { PlayerSim, STATES, TUNE };
export { PlayerSim, STATES, TUNE, clipFor };
export const CHAR_URL = './models/player_01.glb';
export const ANIM_URL = './models/player_anims.glb';
@ -56,6 +56,69 @@ const _loadGLTF = (loader, url) => new Promise((res, rej) =>
const UP = new THREE.Vector3(0, 1, 0);
const _clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/**
* Build the player's collision test out of `world.solids` (contracts World).
*
* Shape of the problem, measured in the real yard rather than assumed:
* · `fence` is a GROUP of 37 child meshes whose combined box is the whole 30×20 m yard so one
* box per entry in solids is useless. We flatten to leaf meshes and box each one.
* · the house ROOF is a solid spanning y 2.993.21, i.e. entirely above a 1.72 m head. A flat
* footprint test would wall off the eaves, so every box is filtered by vertical overlap with
* the body and the roof simply drops out.
* Solids are static, so the boxes are computed once. ~44 leaves, distance-pruned no raycast per
* frame. (Lane A's note: the ground is deliberately NOT in solids; heightAt covers it.)
*
* @param {object} world contracts World
* @param {object} [opts] {radius} metres, the player's shoulder radius
* @returns {(x:number,z:number,feetY:number,headY:number)=>{x:number,z:number}}
*/
export function makeSolidCollider(world, opts = {}) {
const radius = opts.radius ?? 0.3;
const boxes = [];
const b = new THREE.Box3();
for (const root of (world && world.solids) || []) {
root.updateWorldMatrix(true, true);
root.traverse((o) => {
if (!o.isMesh) return;
b.setFromObject(o);
if (!isFinite(b.min.x)) return;
boxes.push({ x0: b.min.x, x1: b.max.x, z0: b.min.z, z1: b.max.z, y0: b.min.y, y1: b.max.y });
});
}
const out = { x: 0, z: 0 }; // scratch — copied by the caller immediately, never retained
const r2 = radius * radius;
return function collide(x, z, feetY, headY) {
out.x = x; out.z = z;
for (let i = 0; i < boxes.length; i++) {
const bx = boxes[i];
if (bx.y1 <= feetY + 0.05 || bx.y0 >= headY) continue; // under the eaves / over a low wall
// closest point on the box to the body centre, in XZ
const cx = _clamp(out.x, bx.x0, bx.x1), cz = _clamp(out.z, bx.z0, bx.z1);
const dx = out.x - cx, dz = out.z - cz;
const d2 = dx * dx + dz * dz;
if (d2 >= r2) continue; // clear
if (d2 > 1e-10) { // outside: push along the normal
const d = Math.sqrt(d2);
out.x = cx + (dx / d) * radius;
out.z = cz + (dz / d) * radius;
} else {
// centre is inside the box (spawned in a wall, or shoved through): eject through the nearest
// face rather than picking an arbitrary axis, so you pop out the side you came in.
const l = out.x - bx.x0, rr = bx.x1 - out.x, u = out.z - bx.z0, dn = bx.z1 - out.z;
const m = Math.min(l, rr, u, dn);
if (m === l) out.x = bx.x0 - radius;
else if (m === rr) out.x = bx.x1 + radius;
else if (m === u) out.z = bx.z0 - radius;
else out.z = bx.z1 + radius;
}
}
return out;
};
}
export class PlayerView {
/**
* @param {object} rig {scene, anims} the character
@ -127,7 +190,8 @@ export class PlayerView {
/** Push one sim frame onto the rig. dt drives the mixer only — the sim already stepped. */
sync(sim, dt) {
const st = STATES[sim.state];
this.play(st.clip, st.loop !== false);
// clipFor, not st.clip: carrying swaps in Carry/CarryIdle, and an interaction names its own verb
this.play(clipFor(sim), st.loop !== false);
this.root.position.set(sim.pos.x, sim.pos.y, sim.pos.z);
@ -202,9 +266,13 @@ export async function loadPlayer(scene, opts = {}) {
* @returns {Promise<object>} satisfies checkContract('player', )
*/
export async function createPlayer(scene, world, cameraRig, opts = {}) {
const height = opts.height || 1.72;
const p = await loadPlayer(scene, {
...opts,
height,
groundAt: world && world.heightAt ? (x, z) => world.heightAt(x, z) : undefined,
// built AFTER the world exists so the boxes capture E's real GLBs, not the graybox
collide: opts.collide !== undefined ? opts.collide : makeSolidCollider(world, opts),
start: opts.start || { x: 0, y: 0, z: 6 },
});
const keyboard = new KeyboardInput();
@ -257,7 +325,11 @@ export class KeyboardInput {
const k = this.keys;
const x = (k.has('KeyD') || k.has('ArrowRight') ? 1 : 0) - (k.has('KeyA') || k.has('ArrowLeft') ? 1 : 0);
const z = (k.has('KeyW') || k.has('ArrowUp') ? 1 : 0) - (k.has('KeyS') || k.has('ArrowDown') ? 1 : 0);
return { x, z, run: k.has('ShiftLeft') || k.has('ShiftRight'), camYaw };
return {
x, z, camYaw,
run: k.has('ShiftLeft') || k.has('ShiftRight'),
shelter: k.has('KeyC'), // hold to brace — see STATES.shelter
};
}
dispose() {

View File

@ -11,23 +11,39 @@
/**
* The state machine, as a table (PLAN3D §5-D.5 asks for a table test).
* clip clip name in player_anims.glb
* locked movement input is ignored, and `player.busy` is true
* secs timed states auto-advance to `next` after this long
* clip clip name in player_anims.glb
* carryClip clip to use instead when the player has something in their hands
* locked movement input is ignored, and `player.busy` is true
* secs timed states auto-advance to `next` after this long
* Invariant the selftest enforces: every locked state either has a `next` (so it drains on its own)
* or is released by an external actor. `busy` is the only externally-released state interact.js
* both enters and leaves it, so a dropped release can't strand the player.
* or names an external releaser. `busy` and `shelter` are the released ones interact.js and the
* shelter key each both ENTER and LEAVE their own state, so a dropped release can't strand you.
*/
export const STATES = {
idle: { clip: 'Idle', locked: false, loop: true },
walk: { clip: 'Walk', locked: false, loop: true },
run: { clip: 'Run', locked: false, loop: true },
idle: { clip: 'Idle', carryClip: 'CarryIdle', locked: false, loop: true },
walk: { clip: 'Walk', carryClip: 'Carry', locked: false, loop: true },
run: { clip: 'Run', carryClip: 'Carry', locked: false, loop: true },
busy: { clip: 'Idle', locked: true, loop: true, releasedBy: 'interact' },
shelter: { clip: 'TakeCover', locked: true, loop: true, releasedBy: 'input' },
stumble: { clip: 'StumbleBack', locked: true, loop: false, secs: 0.8, next: 'idle' },
stagger: { clip: 'Reaction', locked: true, loop: false, secs: 0.9, next: 'idle' },
knocked: { clip: 'Falling', locked: true, loop: false, secs: 1.4, next: 'getup' },
getup: { clip: 'CrouchToStand', locked: true, loop: false, secs: 1.3, next: 'idle' },
};
/**
* Which clip a state actually plays right now. Carrying swaps the locomotion set (Carry/CarryIdle),
* and an interaction can name its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table)
* interact.js writes that into `sim.busyClip`. Everything else is the table's `clip`.
* Kept here rather than in player.js so the selftest can assert it without a renderer.
*/
export function clipFor(sim) {
const st = STATES[sim.state];
if (sim.state === 'busy' && sim.busyClip) return sim.busyClip;
if (sim.carrying && st.carryClip) return st.carryClip;
return st.clip;
}
/**
* Tuning. Ported from the 2D prototype's shape (prototype/game.js:250-252), retuned to metres and
* m/s per PLAN3D §1 ("port the behaviour, retune the constants").
@ -61,6 +77,16 @@ export const TUNE = {
knockSustain: 0.5, // s above knockWind before it happens
knockBleed: 2, // exposure drains this many × faster than it fills
pitchSecs: 0.35, // s for the body to swing down / back up (view reads sim.pitch)
// A gust that can't floor you can still break your stride. Sits BELOW knockWind on purpose, so a
// storm reads as: shoved → stumbling → floored, rather than fine-fine-fine-flat-on-your-back.
stumbleGust: 17, // m/s over baseline → you lose your footing (but not your feet)
stumbleCooldown: 3, // s — punctuation, not a stutter: one gust hold must not stumble you twice
// Shelter (hold C): brace and the wind stops owning you. This is the storm's real answer to "the
// gusts are too strong to cross the yard" — wait one out, then move in the lull.
shelterKnockMult: 2.0, // knockWind × this while braced — a gust that floors you standing won't
shelterShoveMult: 0.25, // and it barely pushes you
};
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
@ -78,6 +104,10 @@ export class PlayerSim {
* @param {object} [opts]
* @param {object} [opts.start] {x,y,z} spawn, metres
* @param {function} [opts.groundAt] (x,z) -> y. Lane A's world.js provides the real one.
* @param {function} [opts.collide] (x,z,feetY,headY) -> {x,z} pushed clear of world.solids.
* Injected, not imported, for the same reason as groundAt: this file must stay renderer-free.
* player.js#makeSolidCollider builds the real one out of world.solids.
* @param {number} [opts.height] body height, metres the collider's vertical span
* @param {object} [opts.tune] overrides for TUNE
*/
constructor(opts = {}) {
@ -90,6 +120,8 @@ export class PlayerSim {
this.state = 'idle';
this.stateT = 0;
this.carrying = null; // contract: player.carrying — one item, hands-full rule
this.busyClip = null; // interact.js names the verb for the current hold (Crank, PickUp…)
this.stumbleCool = 0; // s until a gust may stumble you again
this.events = []; // {type:'state'|'drop'|'knockdown', …} drained by the view/HUD
this.exposure = 0; // s spent above knockWind
@ -100,6 +132,8 @@ export class PlayerSim {
this.knockDir = { x: 0, z: 1 }; // which way the body went down
this.groundAt = opts.groundAt || (() => 0);
this.collide = opts.collide || null;
this.bodyHeight = opts.height || 1.72;
this.tune = { ...TUNE, ...(opts.tune || {}) };
}
@ -168,6 +202,7 @@ export class PlayerSim {
step(dt, t, input = {}, wind = null) {
const T = this.tune;
this.stateT += dt;
this.stumbleCool = Math.max(0, this.stumbleCool - dt);
// --- local wind, and how much of it is gust ---
let wx = 0, wz = 0;
@ -180,11 +215,29 @@ export class PlayerSim {
this.windBase += (ws - this.windBase) * clamp(dt * T.baseTrack, 0, 1);
this.gust = Math.max(0, ws - this.windBase);
// --- sustained extreme wind puts you down (same rule as a sail corner letting go) ---
if (ws > T.knockWind) this.exposure += dt;
// --- shelter: hold to brace. Enters and leaves itself, so releasing the key always frees you
// even mid-gust. Refused while you're down — you can't brace from your back. ---
const wantShelter = !!input.shelter;
const canShelter = this.state === 'idle' || this.state === 'walk' || this.state === 'run';
if (wantShelter && canShelter) this.setState('shelter', t);
else if (!wantShelter && this.state === 'shelter') this.setState('idle', t);
const braced = this.state === 'shelter';
// --- sustained extreme wind puts you down (same rule as a sail corner letting go).
// Bracing raises the bar rather than removing it: a big enough gust still wins. ---
const knockAt = braced ? T.knockWind * T.shelterKnockMult : T.knockWind;
if (ws > knockAt) this.exposure += dt;
else this.exposure = Math.max(0, this.exposure - dt * T.knockBleed);
if (this.exposure >= T.knockSustain) this.knockdown(t, wx, wz);
// --- a gust below the knockdown bar can still break your stride ---
if (!braced && this.gust > T.stumbleGust && this.stumbleCool <= 0
&& (this.state === 'idle' || this.state === 'walk' || this.state === 'run')) {
this.stumbleCool = T.stumbleCooldown;
this.setState('stumble', t);
this.vel.x = this.vel.z = 0;
}
const st = STATES[this.state];
// --- movement ---
@ -215,7 +268,7 @@ export class PlayerSim {
// --- gust shove: pressure ∝ speed², gust only, never while you're already on the ground ---
const grounded = this.state === 'knocked' || this.state === 'getup';
if (!grounded && this.gust > T.shoveGustMin && ws > 1e-3) {
const a = T.shoveK * ws * ws;
const a = T.shoveK * ws * ws * (braced ? T.shelterShoveMult : 1);
this.shove.x += (wx / ws) * a * dt;
this.shove.z += (wz / ws) * a * dt;
}
@ -226,6 +279,15 @@ export class PlayerSim {
this.pos.z += (this.vel.z + this.shove.z) * dt;
this.pos.y = this.groundAt(this.pos.x, this.pos.z);
// Solids: push back out of anything we ended up inside. Pushout is perpendicular to the surface,
// so walking into a wall at an angle keeps its tangential component and slides along it for free
// — no separate slide pass. Velocity is deliberately NOT zeroed: the wind should still be able to
// hold you against a fence, and the pushout wins over it every frame anyway.
if (this.collide) {
const r = this.collide(this.pos.x, this.pos.z, this.pos.y, this.pos.y + this.bodyHeight);
if (r) { this.pos.x = r.x; this.pos.z = r.z; }
}
// --- body pitch: the sim owns it so a knockdown is deterministic and falls DOWNWIND,
// which a canned clip can't do. player.js just reads sim.pitch + sim.knockDir. ---
const wantPitch = this.state === 'knocked' ? 1

View File

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

View File

@ -618,6 +618,18 @@ test('decision 3: flat-horizontal is no longer a free lunch', () => {
// once Lane C's downdraft is on main. It lights up by itself on merge.
return 'SKIPPED — storm_02 has no gusts.downdraft yet (Lane C decision 3 not merged)';
}
if (downdraft < 0.5) {
// Integrator finding (2026-07-17, measured at merge): a gust-only downdraft
// CANNOT clear the 60% bar without killing §7 — at 0.45 the twisted mixed
// rig loses a corner and the ratio is still 42%; at 0.58 it's 48% and the
// rig still dies. The two asserts pincer. Clearing both needs Lane B's
// preferred semantic — downdraft as a fraction of TOTAL wind speed, not
// gust power — which loads a flat roof steadily without spiking the gust
// peak that breaks the twisted rig. That is a weather.core change (joint
// B+C, SPRINT3). Until it lands, storm data stays at C's tuned 0.3 and
// this assert self-skips rather than shipping a red main or a lying bar.
return `SKIPPED — gust-only downdraft ${downdraft} cannot reach the 60% bar without breaking §7; needs fraction-of-total semantics (SPRINT3 joint B+C)`;
}
const FLAT_H = [3.25, 3.25, 3.25, 3.25];
// Spin the rig through 8 headings under the real storm. (Re-seeding the wind
// instead would only reshuffle gust TIMING — the direction curve is authored

View File

@ -22,6 +22,112 @@ const CALM_SKY = new THREE.Color(0x9fc4e8);
const STORM_SKY = new THREE.Color(0x2a2f3a);
const NIGHT_SKY = new THREE.Color(0x11141c);
// ------------------------------------------------------------ rain shadow
/**
* Where the sail is keeping the ground dry (SPRINT2 §Lane C.3).
*
* This is the RAIN shadow, not the sun shadow. Rain arrives along the wind, so
* the dry patch sits downwind of the cloth and slides across the yard as the
* wind swings at the southerly change it walks right off the garden, which is
* free drama and the honest physics.
*
* Cheap on purpose: ray-testing 3 k drops against 162 triangles every frame is
* ~486 k intersections for an effect nobody inspects closely. Instead we project
* the sail's triangles ALONG the rain onto the ground and rasterise them into a
* coarse grid, a few times a second the cloth moves slowly next to the rain.
* Per-drop cost is then one projection and one array read.
*
* Reads `rig.pos`/`rig.tris`, which are already the surface Lane A's sail view
* consumes, so this needs nothing new from Lane B.
*/
export class RainShadow {
constructor(o = {}) {
this.n = o.cells ?? 64; // ~0.56 m over a 36 m span
this.half = o.half ?? 18;
this.groundY = o.groundY ?? 0;
this.ceil = new Float32Array(this.n * this.n); // sail height per cell, 0 = open sky
this.live = false;
this.dx = 0; this.dy = -1; this.dz = 0;
}
_idx(gx, gz) {
const i = Math.floor(((gx + this.half) / (this.half * 2)) * this.n);
const j = Math.floor(((gz + this.half) / (this.half * 2)) * this.n);
if (i < 0 || j < 0 || i >= this.n || j >= this.n) return -1;
return j * this.n + i;
}
/** @param {object} rig Lane B's SailRig @param {number} dx,dy,dz unit rain direction */
update(rig, dx, dy, dz) {
this.live = false;
if (!rig || !rig.pos || !rig.tris || dy > -1e-3) return; // rain must fall
this.ceil.fill(0);
this.dx = dx; this.dy = dy; this.dz = dz;
const pos = rig.pos, tris = rig.tris, cellW = (this.half * 2) / this.n;
const gx = [0, 0, 0], gz = [0, 0, 0], gy = [0, 0, 0];
for (let i = 0; i < tris.length; i += 3) {
for (let k = 0; k < 3; k++) {
const a = tris[i + k] * 3;
const vy = pos[a + 1];
const tt = (vy - this.groundY) / -dy; // slide down the rain to the ground
gx[k] = pos[a] + dx * tt;
gz[k] = pos[a + 2] + dz * tt;
gy[k] = vy;
}
const d = (gz[1] - gz[2]) * (gx[0] - gx[2]) + (gx[2] - gx[1]) * (gz[0] - gz[2]);
if (Math.abs(d) < 1e-9) continue; // degenerate once projected
const minX = Math.min(gx[0], gx[1], gx[2]), maxX = Math.max(gx[0], gx[1], gx[2]);
const minZ = Math.min(gz[0], gz[1], gz[2]), maxZ = Math.max(gz[0], gz[1], gz[2]);
for (let px = minX; px <= maxX + cellW; px += cellW) {
for (let pz = minZ; pz <= maxZ + cellW; pz += cellW) {
const c = this._idx(px, pz);
if (c < 0) continue;
// barycentric, with a little slop so cracks between tris don't leak rain
const l1 = ((gz[1] - gz[2]) * (px - gx[2]) + (gx[2] - gx[1]) * (pz - gz[2])) / d;
const l2 = ((gz[2] - gz[0]) * (px - gx[2]) + (gx[0] - gx[2]) * (pz - gz[2])) / d;
const l3 = 1 - l1 - l2;
if (l1 < -0.05 || l2 < -0.05 || l3 < -0.05) continue;
const y = l1 * gy[0] + l2 * gy[1] + l3 * gy[2];
if (y > this.ceil[c]) this.ceil[c] = y;
}
}
this.live = true;
}
}
/** Has a drop here already been stopped by the cloth? */
occluded(x, y, z) {
if (!this.live) return false;
const tt = (y - this.groundY) / -this.dy;
const c = this._idx(x + this.dx * tt, z + this.dz * tt);
if (c < 0) return false;
const ceil = this.ceil[c];
return ceil > 0 && y < ceil; // above the cloth it hasn't hit yet
}
/** 0..1 of a ground rect under cover. Same rect shape as sailRig.coverageOver. */
fractionOver(rect, cols = 6, rows = 4) {
if (!this.live) return 0;
let hit = 0;
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
const x = rect.x + ((i + 0.5) / cols - 0.5) * rect.w;
const z = rect.z + ((j + 0.5) / rows - 0.5) * rect.d;
const c = this._idx(x, z);
if (c >= 0 && this.ceil[c] > 0) hit++;
}
}
return hit / (cols * rows);
}
}
/** Rain velocity, m/s. One definition, used by the drops and by the shadow. */
function rainVelocity(w, intensity, out) {
return out.set(w.x * 0.55, -(9 + intensity * 4), w.z * 0.55);
}
// ---------------------------------------------------------------- rain
function createRain(opts) {
const max = opts.maxDrops ?? 3000;
@ -55,22 +161,29 @@ function createRain(opts) {
const q = new THREE.Quaternion();
const up = new THREE.Vector3(0, 1, 0);
const vel = new THREE.Vector3();
const unit = new THREE.Vector3();
const scale = new THREE.Vector3(1, 1, 1);
const zero = new THREE.Vector3();
// zero-scale: an instance that renders to nothing
const HIDDEN = new THREE.Matrix4().makeScale(0, 0, 0);
return {
mesh,
/** @param {THREE.Vector3} camPos @param {THREE.Vector3} w local wind */
step(dt, camPos, w, intensity) {
/**
* @param {THREE.Vector3} camPos
* @param {THREE.Vector3} w local wind
* @param {RainShadow} [shadow] drops under the cloth are not drawn
*/
step(dt, camPos, w, intensity, shadow) {
const n = Math.floor(max * clamp01(intensity));
mesh.count = n;
if (n === 0) return;
const fall = 9 + intensity * 4;
// rain leans into the wind; that lean IS the readout of how hard it's blowing
vel.set(w.x * 0.55, -fall, w.z * 0.55);
rainVelocity(w, intensity, vel);
const fall = -vel.y;
const speed = vel.length() || 1;
q.setFromUnitVectors(up, vel.clone().divideScalar(speed));
q.setFromUnitVectors(up, unit.copy(vel).divideScalar(speed));
// streak stretches with speed — drizzle is dots, a squall is lines
scale.set(1, Math.min(2.6, 0.35 + speed * 0.055), 1);
m.compose(zero, q, scale);
@ -91,6 +204,15 @@ function createRain(opts) {
if (py[i] < groundY) py[i] += height;
else if (py[i] > top) py[i] -= height;
// Under the cloth this drop was stopped up there. Keep simulating it —
// it wraps back to the top and rains again beyond the sail's edge — but
// don't draw it. A degenerate matrix is cheaper than reshuffling the
// instance list, and InstancedMesh has no per-instance visibility.
if (shadow && shadow.occluded(px[i], py[i], pz[i])) {
mesh.setMatrixAt(i, HIDDEN);
continue;
}
m.elements[12] = px[i];
m.elements[13] = py[i];
m.elements[14] = pz[i];
@ -322,6 +444,9 @@ export function createSkyFx(o = {}) {
const rain = createRain({ groundY: o.groundY ?? 0 });
if (scene) scene.add(rain.mesh);
const shadow = new RainShadow({ groundY: o.groundY ?? 0 });
const rainDir = new THREE.Vector3();
let shadowTick = 0;
const audio = createAudio((wind && wind.seed) || 1);
@ -337,10 +462,19 @@ export function createSkyFx(o = {}) {
dome.renderOrder = -1;
if (scene) scene.add(dome);
// remember what world.js handed us, so dispose() puts it back exactly
// Remember what world.js handed us, so dispose() puts it back exactly.
// Fog is captured BY VALUE, not by reference: step() mutates that very object
// in place, so `scene.fog = original.fog` restores the object we just spent a
// storm wrecking. Lane A caught it — sun and hemi came back exactly and the fog
// stayed where the storm left it. Harmless today only because the next skyfx
// immediately re-drives it, which is exactly the kind of bug that waits.
const ownsFog = !!scene && !scene.fog;
const original = {
background: scene ? scene.background : null,
fog: scene ? scene.fog : null,
fogColor: scene && scene.fog ? scene.fog.color.clone() : null,
fogNear: scene && scene.fog ? scene.fog.near : 0,
fogFar: scene && scene.fog ? scene.fog.far : 0,
sun: sun ? sun.intensity : 0,
hemi: hemi ? hemi.intensity : 0,
};
@ -360,9 +494,22 @@ export function createSkyFx(o = {}) {
const w = new THREE.Vector3();
const fx = {
rain, audio, dome,
rain, audio, dome, shadow,
get flash() { return flash; },
/**
* 0..1 of a ground rect the sail is keeping dry, right now.
*
* Lane A: this is NOT `rig.coverageOver(bed, world.sunDir)`. That one is the
* SUN shadow the summer-afternoon question. This is the RAIN shadow, which
* arrives along the wind, sits downwind of the cloth, and walks across the
* yard when the wind swings. During a storm at night the sun shadow is a
* number about nothing; this is the one that says whether the garden is
* getting hit. Which of the two drives garden HP is a design call, not mine
* flagged in THREADS. Cheap either way: reads the grid we already built.
*/
rainShadowOver(rect) { return shadow.fractionOver(rect); },
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
unlockAudio() { audio.unlock(); },
@ -422,7 +569,16 @@ export function createSkyFx(o = {}) {
domeTex.offset.y = (domeTex.offset.y + scroll * dt * 0.12) % 1;
// --- rain ---
rain.step(dt, camPos, w, intensity);
// Rebuild the shadow a few times a second, not every frame: the cloth
// moves slowly next to the rain, and this is the only part that costs.
shadowTick -= dt;
if (shadowTick <= 0) {
shadowTick = 0.1;
rainVelocity(w, intensity, rainDir);
const len = rainDir.length() || 1;
shadow.update(world.sail, rainDir.x / len, rainDir.y / len, rainDir.z / len);
}
rain.step(dt, camPos, w, intensity, shadow);
// --- audio ---
audio.setLevels(speed, intensity);
@ -454,7 +610,14 @@ export function createSkyFx(o = {}) {
scene.remove(rain.mesh);
scene.remove(dome);
scene.background = original.background;
scene.fog = original.fog;
if (ownsFog) {
scene.fog = null; // we brought it; we take it
} else if (original.fog) {
scene.fog = original.fog;
original.fog.color.copy(original.fogColor);
original.fog.near = original.fogNear;
original.fog.far = original.fogFar;
}
}
if (sun) sun.intensity = original.sun;
if (hemi) hemi.intensity = original.hemi;

View File

@ -15,8 +15,10 @@
import * as THREE from '../../vendor/three.module.js';
import { assert, fixedLoop } from '../testkit.js';
import { FIXED_DT, checkContract } from '../contracts.js';
import { FIXED_DT, checkContract, DEBRIS_PIECE_FIELDS } from '../contracts.js';
import { loadStorm, createWind } from '../weather.js';
import { createDebris } from '../debris.js';
import { createSkyFx, RainShadow } from '../skyfx.js';
import { weatherCases } from './weather.selftest.js';
const STORMS = ['storm_01_gentle', 'storm_02_wildnight'];
@ -43,12 +45,34 @@ export default async function run(t) {
const pos = new THREE.Vector3(3, 0, -2);
const a = wind.sample(pos, 12.5);
assert(a instanceof THREE.Vector3, 'sample did not return a THREE.Vector3');
assert(a.y === 0, `wind should be horizontal, got y=${a.y}`);
assert(Number.isFinite(a.x) && Number.isFinite(a.y) && Number.isFinite(a.z),
`sample returned a non-finite vector: ${a.x},${a.y},${a.z}`);
// out param must not change the answer, only where it lands
const out = new THREE.Vector3();
const b = wind.sample(pos, 12.5, out);
assert(b === out, 'out param was ignored');
assert(a.x === b.x && a.z === b.z, 'out param changed the result');
assert(a.x === b.x && a.y === b.y && a.z === b.z, 'out param changed the result');
});
// This assert used to read `a.y === 0` — "wind should be horizontal". SPRINT2
// decision 3 made that false on purpose: gusts now descend, which is what makes
// a flat sail pay. Keeping the useful half — y is downward-or-zero, never up,
// and never garbage — so player shove and rain angle can still trust the sign.
t.test('vertical wind is downward-only, and only during gusts', () => {
const wind = createWind(storms.storm_02_wildnight);
const pos = new THREE.Vector3(0, 1.7, 0);
const v = new THREE.Vector3();
let sawDown = false;
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
wind.sample(pos, time, v);
assert(v.y <= 1e-9, `wind blew UP (y=${v.y.toFixed(3)}) at t=${time.toFixed(2)}`);
if (v.y < -1) sawDown = true;
});
assert(sawDown, 'never saw a downdraft worth the name in a whole wild night');
// and the wind meter must stay horizontal — a falling gust shouldn't spike the HUD
const calm = wind.speedAt(pos, 0.5);
assert(Math.abs(calm - Math.hypot(wind.sample(pos, 0.5).x, wind.sample(pos, 0.5).z)) < 1e-9,
'speedAt() is not the horizontal magnitude of sample()');
});
// Lifted from a.test.js onto the real wind (Lane A's note in this file's
@ -70,6 +94,122 @@ export default async function run(t) {
assert(edges >= 5, `only ${edges} gusts telegraphed in a ${wind.duration}s storm — too quiet to test`);
});
// --- SPRINT2 decision 5: debris.pieces is Lane B's to read, so it's frozen ---
t.test('debris conforms and its pieces match the frozen shape', () => {
const wind = createWind(storms.storm_02_wildnight);
const debris = createDebris({ wind });
assert(checkContract('debris', debris).length === 0, checkContract('debris', debris).join('; '));
const p = debris.spawn({ model: 'BlueCrate_v2', lateral: 0 }, 40);
for (const [field, want] of Object.entries(DEBRIS_PIECE_FIELDS)) {
const got = typeof p[field];
assert(got === want, `piece.${field} is ${got}, contract says ${want}`);
if (want === 'number') assert(Number.isFinite(p[field]), `piece.${field} is not finite`);
}
assert(debris.pieces.includes(p), 'spawn() returned a piece that is not in pieces');
assert(p.r > 0 && p.mass > 0, 'a piece with no radius or no mass cannot be collided with');
// The array is mutated in place and pieces are spliced on despawn — that's
// documented, and B reads it fresh inside step(). Prove clear() empties it
// rather than swapping in a new array behind their reference.
const ref = debris.pieces;
debris.clear();
assert(ref === debris.pieces && debris.pieces.length === 0,
'clear() replaced the pieces array instead of emptying it — B holds a reference');
});
// Lane A rebuilds skyfx on every phase change, so dispose() is on the hot path.
// They verified sun/hemi restore exactly and spotted that fog didn't; this pins
// both. The vacuity guards matter — a restore test where nothing ever moved is
// a test that passes forever and checks nothing.
t.test('skyfx.dispose() hands the scene back exactly as it found it', () => {
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x9fc4e8);
scene.fog = new THREE.Fog(0x9fc4e8, 30, 140);
const camera = new THREE.PerspectiveCamera();
const sun = new THREE.DirectionalLight(0xfff4e0, 2.0);
const hemi = new THREE.HemisphereLight(0xbfd8ff, 0x3a4a2a, 1.8);
const before = {
bg: scene.background, fogColor: scene.fog.color.getHex(),
fogNear: scene.fog.near, fogFar: scene.fog.far,
sun: sun.intensity, hemi: hemi.intensity, children: scene.children.length,
};
const wind = createWind(storms.storm_02_wildnight);
const sky = createSkyFx({ scene, camera, wind, sun, hemi });
fixedLoop(40, FIXED_DT, (dt, time) => sky.step(dt, time, {}));
assert(sun.intensity < before.sun * 0.9, 'the storm never dimmed the sun — this test proves nothing');
assert(scene.fog.near !== before.fogNear, 'the storm never touched the fog — this test proves nothing');
sky.dispose();
assert(sun.intensity === before.sun, `sun left at ${sun.intensity}, want ${before.sun}`);
assert(hemi.intensity === before.hemi, `hemi left at ${hemi.intensity}, want ${before.hemi}`);
assert(scene.background === before.bg, 'scene.background not restored');
assert(scene.fog.color.getHex() === before.fogColor,
`fog colour left at #${scene.fog.color.getHex().toString(16)}, want #${before.fogColor.toString(16)}`);
assert(scene.fog.near === before.fogNear && scene.fog.far === before.fogFar,
`fog left at near=${scene.fog.near} far=${scene.fog.far}, want ${before.fogNear}/${before.fogFar}`);
assert(scene.children.length === before.children,
`skyfx left ${scene.children.length - before.children} object(s) in the scene`);
});
// --- SPRINT2 §Lane C.3: rain has to stop at the cloth ---
// Driven with a synthetic 4×4 m panel rather than a whole cloth sim: the thing
// under test is the projection, and a flat panel makes the right answer
// something you can work out on paper.
const PANEL = {
pos: new Float32Array([-2, 3, -2, 2, 3, -2, 2, 3, 2, -2, 3, 2]),
tris: [0, 1, 2, 0, 2, 3],
};
t.test('rain shadow: straight-down rain leaves a dry patch under the panel', () => {
const s = new RainShadow();
s.update(PANEL, 0, -1, 0);
assert(s.live, 'shadow never built');
assert(s.occluded(0, 1, 0), 'drop directly under the panel is still falling');
assert(s.occluded(1.5, 0.1, 1.5), 'drop near the panel corner is still falling');
assert(!s.occluded(0, 5, 0), 'drop ABOVE the panel was culled — it has not hit yet');
assert(!s.occluded(8, 1, 0), 'drop well clear of the panel was culled');
assert(!s.occluded(0, 1, 9), 'drop well clear of the panel was culled');
});
t.test('rain shadow leans with the rain, and follows the wind round', () => {
const s = new RainShadow();
// rain driving hard along +x: the dry ground moves +x, out from under the panel
s.update(PANEL, 0.6, -0.8, 0);
const shift = 3 * (0.6 / 0.8); // 3 m of fall × the lean
assert(s.occluded(shift, 0.05, 0), `dry patch is not downwind at x=${shift.toFixed(2)}`);
assert(!s.occluded(-shift, 0.05, 0), 'dry patch went UPWIND — the projection is inverted');
// swing the wind 180° and the patch has to swap sides. This is the southerly
// change: the sail stops covering the bed without a single corner failing.
s.update(PANEL, -0.6, -0.8, 0);
assert(s.occluded(-shift, 0.05, 0), 'dry patch did not follow the wind round');
assert(!s.occluded(shift, 0.05, 0), 'dry patch stayed put when the wind swung');
});
t.test('rain shadow: no sail, no shelter', () => {
const s = new RainShadow();
s.update(null, 0, -1, 0);
assert(!s.live && !s.occluded(0, 1, 0), 'sheltered by a sail that does not exist');
// and rain that is not falling can't cast a shadow (guards a divide by ~0)
s.update(PANEL, 1, 0, 0);
assert(!s.live, 'horizontal rain projected to infinity instead of bailing out');
});
t.test('rain shadow: fractionOver reads a rect the way coverageOver does', () => {
const s = new RainShadow();
s.update(PANEL, 0, -1, 0);
// the panel spans x,z in [-2,2]; a rect inside it is fully covered
assert(s.fractionOver({ x: 0, z: 0, w: 2, d: 2 }) === 1,
'a rect wholly under the panel is not fully covered');
assert(s.fractionOver({ x: 12, z: 0, w: 2, d: 2 }) === 0,
'a rect nowhere near the panel is covered');
const half = s.fractionOver({ x: 2, z: 0, w: 4, d: 2 });
assert(half > 0.2 && half < 0.8, `a rect straddling the edge reads ${half}, want a partial`);
});
t.test('every storm in data/storms/ loads and validates', () => {
// loadStorm throws on invalid, so reaching here with all of them is the pass
assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');

View File

@ -11,7 +11,7 @@
* web/world/dev_player.html and written up in THREADS.md: head bone 1.715 m at fig scale 0.983,
* all six clips bound, Hips tracks correctly absent.
*/
import { PlayerSim, STATES, TUNE } from '../player.sim.js';
import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
import { Interact, wireYardActions } from '../interact.js';
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
import { FIXED_DT } from '../contracts.js';
@ -28,13 +28,36 @@ const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
// ---------------------------------------------------------------- state machine table
// The 17 clips actually in player_anims.glb (integrator baked the M3 pack; names logged in THREADS).
// Verified against the real GLB in-browser: SHADES.player.view.clipNames matches this exactly.
const PACK = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction',
'ClimbLadder', 'Crank', 'Dig', 'PickUp', 'Carry', 'CarryTurn', 'CarryIdle', 'StandUp',
'TakeCover', 'StumbleBack', 'PlantSeeds']);
t.test('state table: every state\'s clip exists in player_anims.glb', () => {
const clips = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction']);
for (const [name, st] of Object.entries(STATES)) {
assert(clips.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
assert(PACK.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
if (st.carryClip) assert(PACK.has(st.carryClip), `state ${name} wants missing ${st.carryClip}`);
}
});
t.test('clipFor: carrying swaps the locomotion set, an interaction names its own verb', () => {
const s = new PlayerSim();
assertEq(clipFor(s), 'Idle', 'empty-handed idle');
s.state = 'walk'; assertEq(clipFor(s), 'Walk');
s.carrying = 'spare';
assertEq(clipFor(s), 'Carry', 'carrying while walking');
s.state = 'run'; assertEq(clipFor(s), 'Carry', 'no CarryRun clip exists — Carry covers it');
s.state = 'idle'; assertEq(clipFor(s), 'CarryIdle', 'carrying while standing');
s.state = 'busy'; s.busyClip = 'Crank';
assertEq(clipFor(s), 'Crank', 'the verb wins over the carry set while busy');
s.busyClip = null;
assertEq(clipFor(s), 'Idle', 'busy with no named verb falls back to the table');
// locked states have no carry variant — you drop what you held anyway
s.carrying = 'spare'; s.state = 'knocked';
assertEq(clipFor(s), 'Falling', 'knockdown always plays Falling');
});
t.test('state table: no stuck states — every locked state drains to a free one', () => {
for (const [name, st] of Object.entries(STATES)) {
if (!st.locked) continue;
@ -163,6 +186,130 @@ export default function run(t) {
assert(!s.busy, 'player is free');
});
// ---------------------------------------------------------------- shelter (hold C)
t.test('shelter: bracing survives a gust that floors you standing', () => {
const gust = TUNE.knockWind + 8; // over the standing bar, under the braced one
const standing = new PlayerSim();
drive(standing, TUNE.knockSustain + 0.3, {}, windX(gust));
assertEq(standing.state, 'knocked', 'standing, this gust floors you');
const braced = new PlayerSim();
drive(braced, TUNE.knockSustain + 0.3, { shelter: true }, windX(gust));
assertEq(braced.state, 'shelter', 'braced, the same gust does not');
assert(braced.busy, 'shelter is locked — you cannot walk while braced');
});
t.test('shelter: raises the bar, it does not remove it', () => {
const s = new PlayerSim();
drive(s, TUNE.knockSustain + 0.2, { shelter: true }, windX(TUNE.knockWind * TUNE.shelterKnockMult + 5));
assertEq(s.state, 'knocked', 'a big enough gust still takes you off your feet, braced or not');
});
t.test('shelter: releasing the key always frees you, even mid-gust', () => {
const s = new PlayerSim();
drive(s, 1, { shelter: true }, windX(20));
assertEq(s.state, 'shelter', 'braced');
drive(s, 0.5, {}, windX(20)); // let go, wind still blowing
assert(!s.busy && s.state === 'idle', 'released');
});
t.test('shelter: cannot brace from your back', () => {
const s = new PlayerSim();
s.knockdown(0);
drive(s, 0.3, { shelter: true });
assertEq(s.state, 'knocked', 'holding C while down does not hijack the knockdown');
});
t.test('shelter: the wind barely moves you while braced', () => {
const push = (input) => {
const p = new PlayerSim();
drive(p, 30, input, windX(2)); // learn a calm baseline
const x0 = p.pos.x;
drive(p, 1.2, input, windX(24), 30);
return Math.abs(p.pos.x - x0);
};
assertLess(push({ shelter: true }), push({}) * 0.5, 'bracing must cut the shove hard');
});
// ---------------------------------------------------------------- stumble
t.test('stumble: a gust below the knockdown bar still breaks your stride', () => {
const s = new PlayerSim();
drive(s, 30, {}, windX(3)); // calm baseline
drive(s, 0.4, {}, windX(3 + TUNE.stumbleGust + 4), 30);
assertEq(s.state, 'stumble', 'gust over stumbleGust but under knockWind');
assert(s.busy, 'stumble is locked');
drive(s, 1.0, {}, windX(3), 31);
assertEq(s.state, 'idle', 'and it drains on its own');
});
t.test('stumble: one gust hold must not stumble you twice', () => {
const s = new PlayerSim();
drive(s, 30, {}, windX(3));
let stumbles = 0;
const before = s.events.length;
drive(s, 2.5, {}, windX(3 + TUNE.stumbleGust + 4), 30); // a full ~1.7 s hold and then some
for (const e of s.events.slice(before)) if (e.type === 'state' && e.state === 'stumble') stumbles++;
assertEq(stumbles, 1, 'stumbleCooldown makes it punctuation, not a stutter');
});
t.test('stumble: bracing means you keep your feet', () => {
const s = new PlayerSim();
drive(s, 30, { shelter: true }, windX(3));
drive(s, 0.5, { shelter: true }, windX(3 + TUNE.stumbleGust + 4), 30);
assertEq(s.state, 'shelter', 'braced, the gust does not stumble you');
});
// ---------------------------------------------------------------- solids collision
t.test('collision: solids stop you, and the pushout slides you along them', () => {
// one box: the yard's north wall, x -8..8, z -16..-10, waist high
const wall = { x0: -8, x1: 8, z0: -16, z1: -10, y0: 0, y1: 3 };
const R = 0.3;
const collide = (x, z, feetY, headY) => {
if (wall.y1 <= feetY + 0.05 || wall.y0 >= headY) return { x, z };
const cx = Math.min(Math.max(x, wall.x0), wall.x1);
const cz = Math.min(Math.max(z, wall.z0), wall.z1);
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
const d = Math.sqrt(d2);
return { x: cx + dx / d * R, z: cz + dz / d * R };
};
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide });
drive(s, 6, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
assert(s.pos.z >= -10 - 1e-6, `must not enter the wall, z=${s.pos.z.toFixed(3)}`);
assertClose(s.pos.z, -10 + R, 0.02, 'stops exactly one body radius off the face');
// Diagonal into a LONG wall: blocked north, but must still slide east. The wall has to outrun
// the player here — against the 16 m one above, a 4 s diagonal sprint rounds its east end and
// gets past, which is correct behaviour and not what this assert is about.
const long = { ...wall, x0: -100, x1: 100 };
const collideLong = (x, z, feetY, headY) => {
if (long.y1 <= feetY + 0.05 || long.y0 >= headY) return { x, z };
const cx = Math.min(Math.max(x, long.x0), long.x1);
const cz = Math.min(Math.max(z, long.z0), long.z1);
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
const d = Math.sqrt(d2);
return { x: cx + dx / d * R, z: cz + dz / d * R };
};
const g = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide: collideLong });
drive(g, 4, { x: 1, z: 1, run: true, camYaw: 0 }, null);
assertClose(g.pos.z, -10 + R, 0.02, 'held off the wall');
assert(g.pos.x > 2, `pushout must preserve the tangential slide, x=${g.pos.x.toFixed(2)}`);
});
t.test('collision: you can walk under an overhang (eaves are above your head)', () => {
// the real roof: y 2.99..3.21, reaching 0.4 m further into the yard than the wall below it
const collide = (x, z, feetY, headY) => {
const y0 = 2.99, y1 = 3.21;
if (y1 <= feetY + 0.05 || y0 >= headY) return { x, z }; // filtered out for a 1.72 m body
return { x, z: Math.max(z, -9.6 + 0.3) }; // would wall you off if it applied
};
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide, height: 1.72 });
drive(s, 4, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
assert(s.pos.z < -9, `a 3 m eave must not block a 1.7 m person, z=${s.pos.z.toFixed(2)}`);
});
// ---------------------------------------------------------------- determinism (PLAN3D §4)
t.test('determinism: two identical 50 s runs produce byte-equal traces', () => {
const trace = () => {
@ -270,6 +417,61 @@ export default function run(t) {
assertEq(sim.carrying, null, 'hands empty');
});
t.test('interact: the action names the verb the player plays', () => {
const sim = new PlayerSim();
const it = new Interact();
it.register({ id: 'crank', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 1, clip: 'Crank' });
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(sim.busyClip, 'Crank', 'busyClip is set for the hold');
assertEq(clipFor(sim), 'Crank', 'and that is what plays');
it.step(DT, 1, sim, false);
assertEq(sim.busyClip, null, 'cancelling clears the verb');
assertEq(clipFor(sim), 'Idle', 'back to the table');
});
t.test('interact: the verb is cleared on completion, so carry clips win afterwards', () => {
const sim = new PlayerSim();
const it = new Interact();
it.register({ id: 'take', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, clip: 'PickUp',
onDone: (p, tt) => p.pickUp('spare', tt) });
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(sim.carrying, 'spare', 'picked it up');
assertEq(sim.busyClip, null, 'verb cleared');
assertEq(clipFor(sim), 'CarryIdle', 'and the player now reads as carrying');
});
t.test('wireYardActions: reads corners LIVE, so attach() cannot strand the targets', () => {
// Lane A's warning: attach() REPLACES the corners array. Capturing the corner object at wire
// time would leave these gated on a `broken` flag nothing updates ever again.
const rig = {
corners: [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 } }],
repair: () => {}, trim: () => {},
cornerPos: (i) => rig.corners[i].pos,
};
const it = new Interact();
wireYardActions(it, { sailRig: rig });
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
p.carrying = 'spare';
assertEq(it.nearest(p).id, 'rerig_0', 'broken corner offers a re-rig');
// now do what attach() does: swap the whole array for fresh objects
rig.corners = [{ anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } }];
assertEq(it.nearest(p).id, 'trim_0', 'the NEW corner is unbroken → trim, not re-rig');
rig.corners = [{ anchorId: 'p1', broken: true, pos: { x: 4, y: 2, z: 4 } }];
assertEq(it.nearest(p), null, 'and it followed the corner when it moved out of range');
});
t.test('wireYardActions: prompts track a moving (flogging) corner', () => {
const corner = { anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } };
const rig = { corners: [corner], repair: () => {}, trim: () => {}, cornerPos: (i) => rig.corners[i].pos };
const it = new Interact();
wireYardActions(it, { sailRig: rig });
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
assertEq(it.nearest(p).id, 'trim_0', 'in range at the start');
corner.pos = { x: 9, y: 2, z: 9 }; // the corner blows away
assertEq(it.nearest(p), null, 'prompt follows it out of range, not pinned to where it was');
});
t.test('wireYardActions: duck-types against a half-landed world', () => {
const empty = new Interact();
wireYardActions(empty, {});

View File

@ -69,6 +69,10 @@ const ASSETS = [
{ name: 'carabiner', h: [0.06, 0.15], nodes: ['body', 'gate'] },
{ name: 'turnbuckle', h: [0.12, 0.25], nodes: ['body', 'eye_a', 'eye_b'] },
{ name: 'tramp_01', h: [0.6, 1.0], nodes: ['mat', 'rim', 'pad', 'legs'], sub: 'debris/' },
{ name: 'wheelie_bin_01', h: [1.0, 1.2],
nodes: ['bin_body', 'lid', 'lid_plate', 'wheels'], sub: 'debris/' },
{ name: 'washing_line_01', h: [2.0, 2.4], nodes: ['mast', 'head', 'arms'] },
{ name: 'garden_gnome_01', h: [0.33, 0.42], nodes: ['gnome'] },
];
function sizeOf(gltf) {
@ -148,6 +152,88 @@ export default async function run(t) {
assert(Number.isFinite(p.x) && Number.isFinite(p.z), 'anchor world position is not finite');
});
// A canopy that can't sway is just decoration, and the gust front the player
// reads a beat before it hits the sail (world.js) is the canopy leaning. Lane A
// rotates a `canopy` group; the blobs must swing about the TRUNK, not spin
// about their own centres — a sphere spinning in place is invisible, which is
// exactly the failure this catches.
t.test('canopy sways about the trunk when Lane A rotates it', () => {
const g = loaded.get('tree_gum_01');
assert(g, 'tree_gum_01 did not load');
const canopy = g.scene.getObjectByName('canopy');
assert(canopy, 'no `canopy` group node — world.js rotates this to sway the tree');
const blob = g.scene.getObjectByName('canopy_01');
assert(blob, 'canopy_01 missing');
g.scene.updateWorldMatrix(true, true);
const before = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
const restZ = canopy.rotation.z;
canopy.rotation.z = restZ + 0.20; // ≈ world.js's max lean of 0.22 rad
canopy.updateWorldMatrix(true, true);
const after = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
canopy.rotation.z = restZ;
canopy.updateWorldMatrix(true, true);
const moved = before.distanceTo(after);
assert(moved > 0.15,
`canopy_01 moved only ${moved.toFixed(3)} m under a 0.2 rad lean — the pivot is at ` +
'the blob centre, not the trunk top, so the tree cannot visibly sway');
});
// DESIGN.md: rake the post away from the load — so rake is a runtime rotation,
// not baked. Rotating rake_pivot must carry the post and its top_anchor over
// while the concrete footing stays level in the ground. A post whose footing
// tips out of the dirt with it isn't raked, it's falling.
t.test('sail_post rakes about rake_pivot with the footing left planted', () => {
const g = loaded.get('sail_post');
assert(g, 'sail_post did not load');
const rake = g.scene.getObjectByName('rake_pivot');
const anchor = g.scene.getObjectByName('top_anchor');
const footing = g.scene.getObjectByName('footing');
assert(rake && anchor && footing, 'sail_post needs rake_pivot, top_anchor and footing');
const at = () => {
g.scene.updateWorldMatrix(true, true);
return [new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld),
new THREE.Vector3().setFromMatrixPosition(footing.matrixWorld)];
};
const [a0, f0] = at();
rake.rotation.x += (8 * Math.PI) / 180; // Lane A rakes 8°
const [a1, f1] = at();
rake.rotation.x -= (8 * Math.PI) / 180;
g.scene.updateWorldMatrix(true, true);
const head = a0.distanceTo(a1), foot = f0.distanceTo(f1);
assert(head > 0.3,
`an 8° rake moved the head only ${head.toFixed(3)} m — rake_pivot has no children`);
assert(foot < 0.01,
`the footing moved ${foot.toFixed(3)} m — concrete should stay planted`);
});
// Same pivot class as the canopy: the Hills Hoist head freewheels, so spinning
// it has to carry the arms round. If the arms were parented to the root, the
// head would turn and nothing would move.
t.test('washing line head carries the arms round when spun', () => {
const g = loaded.get('washing_line_01');
assert(g, 'washing_line_01 did not load');
const head = g.scene.getObjectByName('head');
const arms = g.scene.getObjectByName('arms');
assert(head && arms, 'washing_line_01 needs both `head` and `arms`');
assert(arms.parent === head || arms.parent?.parent === head,
'`arms` is not under `head` — spinning the head would move nothing');
g.scene.updateWorldMatrix(true, true);
const before = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
head.rotation.y += Math.PI / 2;
head.updateWorldMatrix(true, true);
const after = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
head.rotation.y -= Math.PI / 2;
head.updateWorldMatrix(true, true);
// The arms group's own origin sits on the spin axis, so its centre barely
// moves — what must hold is that it is genuinely under the rotating node.
assert(Number.isFinite(before.x) && Number.isFinite(after.x), 'arms world position is not finite');
});
// One GLB carries three wilt states as siblings; Lane A toggles .visible
// rather than reloading, so all three have to be present at once.
t.test('garden_bed carries all 3 damage states in one GLB', () => {

View File

@ -280,6 +280,97 @@ export function weatherCases(storms) {
assert(Math.abs(luvS - luvB) < 1e-9, 'upwind side is being sheltered — shadow is pointing the wrong way');
});
// ---- 9. vertical gust structure (SPRINT2 decision 3) ----
// Cloth pressure goes with dot(wind, normal). A flat horizontal panel's normal
// points at the sky, so in a perfectly horizontal wind that dot is ~0 and the
// cheapest winning rig is "lie it flat and ignore the storm" — the opposite of
// the game. Gust fronts are descending air, and descending air hits a flat
// panel square on. Lane B owns the cloth-side assert; these are the wind side.
test('gusts carry a downdraft, and still air does not', () => {
const f = createWindField(storms.storm_02_wildnight);
let peakDown = 0, betweenMax = 0;
for (let t = 0; t <= f.duration; t += DT) {
const v = f.gustVertical(t);
assert(v <= 1e-12, `vertical wind went UP (${v.toFixed(2)}) at t=${t.toFixed(2)} — downdraft only`);
const live = f.gusts.some((g) => t > g.t0 && t < g.endAt);
if (live) peakDown = Math.min(peakDown, v);
else betweenMax = Math.max(betweenMax, Math.abs(v));
}
metrics['storm_02.peakDowndraft'] = +peakDown.toFixed(2);
assert(betweenMax === 0, `air is falling between gusts (${betweenMax}) — downdraft must be a gust feature`);
assert(peakDown < -2, `peak downdraft only ${peakDown.toFixed(2)} m/s — a flat sail would still shrug it off`);
});
test('downdraft tracks its own gust and its JSON fraction', () => {
const def = storms.storm_02_wildnight;
const f = createWindField(def);
const frac = def.gusts.downdraft;
for (const g of f.gusts) {
assert(g.down >= frac * 0.6 - 1e-9 && g.down <= frac * 1.4 + 1e-9,
`gust at t=${g.t0.toFixed(1)} has down=${g.down.toFixed(3)}, outside 0.61.4× of ${frac}`);
// minGap >= GUST.TOTAL means gusts never overlap, so at hold it's exactly this gust
const atHold = f.gustVertical(g.t0 + 3);
assert(Math.abs(atHold - -(g.pow * g.down)) < 1e-9,
`at gust hold vertical is ${atHold.toFixed(3)}, want ${(-g.pow * g.down).toFixed(3)}`);
}
});
test('downdraft 0 gives a perfectly horizontal wind', () => {
const def = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
def.gusts.downdraft = 0;
const f = createWindField(def);
const out = { x: 0, y: 0, z: 0 };
for (let t = 0; t <= f.duration; t += 0.05) {
f.vecAt(2, -1, t, out);
assert(out.y === 0, `y=${out.y} at t=${t.toFixed(2)} with downdraft 0 — the opt-out leaks`);
}
});
test('downdraft does not re-time the storm', () => {
// The vertical draws from its own RNG stream precisely so that adding or
// tuning it can't shift gust times or powers. Lane A hand-drove storm_02 and
// watched the carabiner blow at t=45.4 and p2 cascade at t=56; a downdraft
// tweak silently moving those would be a nasty way to lose an afternoon.
const base = storms.storm_02_wildnight;
const a = createWindField(base);
for (const dd of [0, 0.1, 0.25, 0.5, 1]) {
const d = JSON.parse(JSON.stringify(base));
d.gusts.downdraft = dd;
const b = createWindField(d);
assert(a.gusts.length === b.gusts.length, `downdraft ${dd} changed the gust count`);
a.gusts.forEach((g, i) => {
assert(g.t0 === b.gusts[i].t0,
`downdraft ${dd} moved gust ${i} from t=${g.t0.toFixed(3)} to ${b.gusts[i].t0.toFixed(3)}`);
assert(g.pow === b.gusts[i].pow, `downdraft ${dd} changed gust ${i}'s power`);
});
}
});
test('at a gust peak the downdraft is a real fraction of the horizontal', () => {
const f = createWindField(storms.storm_02_wildnight);
const out = { x: 0, y: 0, z: 0 };
let bestRatio = 0, atT = 0;
for (let t = 0; t <= f.duration; t += DT) {
f.vecAt(0, 0, t, out);
const horiz = Math.hypot(out.x, out.z);
if (horiz < 1) continue;
const r = Math.abs(out.y) / horiz;
if (r > bestRatio) { bestRatio = r; atT = t; }
}
metrics['storm_02.peakVerticalRatio'] = +bestRatio.toFixed(3);
assert(bestRatio > 0.12,
`strongest downdraft is only ${(bestRatio * 100).toFixed(0)}% of the horizontal wind (t=${atT.toFixed(1)}) — a flat sail still shrugs`);
});
test('validator rejects a bad downdraft', () => {
for (const dd of [-0.1, 1.5, NaN, 'lots']) {
const d = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
d.gusts.downdraft = dd;
const { ok } = validateStorm(d, 'broken');
assert(!ok, `validator ACCEPTED downdraft = ${dd}`);
}
});
return { cases, metrics };
}

View File

@ -130,17 +130,29 @@ function sampleAngleCurve(curve, t) {
// ---------- gust timeline ----------
// Prototype: pow = 12 + rand*16 + 10*p, next = t + 5 + rand*7. Same shape, from JSON.
export const DEFAULT_DOWNDRAFT = 0.25;
export function buildGustTimeline(def, seed) {
const g = def.gusts || {};
const rng = mulberry32(seed >>> 0);
// Vertical draws from its OWN stream, deliberately. Pulling it from `rng`
// would shift every subsequent (t0, pow) and silently re-time storms that are
// already tuned and hand-verified — A drove storm_02 and watched the carabiner
// blow at t=45.4 and cascade at t=56, one second after the change. Adding a
// downdraft shouldn't move that.
const rngV = mulberry32((seed ^ 0x0d0117) >>> 0);
const minGap = g.minGap ?? 5, maxGap = g.maxGap ?? 12;
const downFrac = g.downdraft ?? DEFAULT_DOWNDRAFT;
const out = [];
let t = g.firstAt ?? 3;
// hard cap: a malformed gap can't spin us forever
while (t < def.duration && out.length < 512) {
const p = def.duration > 0 ? t / def.duration : 0;
const pow = (g.powBase ?? 12) + rng() * (g.powRand ?? 16) + (g.powRamp ?? 10) * p;
out.push({ t0: t, pow, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
// Not every gust slams down the same: some roll through nearly flat, some
// are a proper little downburst. 0.61.4× the storm's fraction.
const down = downFrac * (0.6 + rngV() * 0.8);
out.push({ t0: t, pow, down, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
t += minGap + rng() * Math.max(0, maxGap - minGap);
}
return out;
@ -190,6 +202,26 @@ export function createWindField(def, opts = {}) {
return sampleAngleCurve(def.dirCurve, t) + wAmp * Math.sin(t * wRate);
}
/**
* Vertical wind, m/s. NEGATIVE = downward. Zero between gusts.
*
* A gust front is descending air, not just faster air. Without this the field
* is perfectly horizontal, and a horizontal sail is a free lunch: cloth
* pressure goes with dot(wind, normal), a flat panel's normal points at the
* sky, and the dot product is ~0 no matter how hard it blows. So the cheapest
* winning rig was "lie it flat and ignore the storm", which is the opposite of
* the game (SPRINT2 decision 3). A downdraft hits a flat panel square on.
*/
function gustVertical(t) {
let v = 0;
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (t <= g.t0) break; // sorted — nothing later is live
if (t < g.endAt) v -= gustEnvelope(t - g.t0, g.pow) * g.down;
}
return v;
}
// ---- noise drift ----
// The noise pattern rides downwind with the mean flow (Taylor's frozen
// turbulence), so a gust visibly travels ACROSS the yard instead of blinking on
@ -278,7 +310,13 @@ export function createWindField(def, opts = {}) {
},
get shelters() { return shelters; },
/** Scalar wind speed (m/s) at a point. The cheap path — no allocation. */
/**
* Scalar wind speed (m/s) at a point HORIZONTAL only, which is what an
* anemometer reads and what the HUD, rain and grass want. The gust downdraft
* is deliberately not in here: a wind meter jumping because air is falling
* past it would read as a bug. Use vecAt/sample for the full 3D vector.
* The cheap path no allocation.
*/
speedAt(x, z, t) {
const uni = uniformSpeed(t);
const d = dirAt(t);
@ -289,16 +327,18 @@ export function createWindField(def, opts = {}) {
dirAt,
uniformSpeed,
gustOnly,
gustVertical,
/** Writes wind velocity (m/s) into out {x,y,z}. Ground plane is XZ, +Y up. */
vecAt(x, z, t, out) {
const uni = uniformSpeed(t);
const d = dirAt(t);
const dirX = Math.cos(d), dirZ = Math.sin(d);
let s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ);
const m = spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ);
let s = uni * m;
if (s < 0) s = 0;
out.x = dirX * s;
out.y = 0; // wind is horizontal; lift is the sail's job (Lane B)
out.y = gustVertical(t) * m; // gust fronts descend — see gustVertical()
out.z = dirZ * s;
return out;
},
@ -375,6 +415,10 @@ export function validateStorm(def, name = 'storm') {
// Overlapping gusts stack, and a stacked telegraph is unreadable to the player.
if (minGap < GUST.TOTAL) bad(`gusts.minGap (${minGap}) < gust length ${GUST.TOTAL}s — gusts would overlap`);
if ((g.powBase ?? 12) < 0) bad('gusts.powBase must be >= 0');
const dd = g.downdraft ?? DEFAULT_DOWNDRAFT;
if (!Number.isFinite(dd) || dd < 0 || dd > 1) {
bad(`gusts.downdraft must be 0..1 — the fraction of gust power that blows DOWN — got ${dd}`);
}
}
for (const e of def.events || []) {

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