/** * SHADES — the yard. Lane A owns this file. * * M0 is deliberately graybox: every mesh here is a stand-in with the right * dimensions and the right NAME, so Lane E's real GLBs drop into the same slots * without anyone re-deriving positions. What is NOT placeholder, and what other * lanes should build against, is the layout: anchor positions, ground heights, * the garden rect and the sun direction. * * Geometry conventions: meters, +Y up, origin at yard centre on the ground. * North (-Z) is the house edge. The yard is 30 (x) by 20 (z). */ import * as THREE from '../vendor/three.module.js'; import { ANCHOR_TYPE, createStubWind } from './contracts.js'; import { validateSiteWind } from './weather.core.js'; /** * Full strength: this anchor takes whatever its hardware is rated for. * * SPRINT11 — Lane D's landmine, defused before anyone can step on it. Every * anchor now carries a NUMBER here, always. It used to be set only by * `adoptAnchor`, off Lane E's baked `rating_hint` — so GLB-backed anchors had it * and the ones built straight from site JSON (site_02's honest posts q1..q4) did * not. Their `ratingHint` was `undefined`. * * That matters the moment anyone wires the ratings into the failure threshold, * which is the open question D put to me. The naive wire is * `load > hw.rating * anchor.ratingHint`, and with `undefined` that is * `load > NaN` — **always false**. The honest posts wouldn't read weak, they'd * be UNBREAKABLE, and the carport would become the only anchor in the yard that * can fail. The trap would appear to work, for entirely the wrong reason, and it * would have looked like a successful playtest. * * "Default before you multiply" — D's words. This is the default, at the source, * so no consumer has to remember. 1 = honest steel; E's traps ship lower. */ const DEFAULT_RATING_HINT = 1; /** Degrees → radians. Site JSON is authored in degrees; nobody writes π/2 by hand. */ const rad = (deg) => ((deg ?? 0) * Math.PI) / 180; /** * Ground height in meters at a world XZ. Pure and cheap — this is called by the * player every frame and by every piece of debris, so it stays closed-form * rather than sampling a texture. Gentle by design (about ±0.3 m): enough that * water has somewhere to go and the yard doesn't read as a table, not so much * that it fights the rigging puzzle. * * @param {number} x * @param {number} z * @returns {number} */ export function heightAt(x, z) { return ( 0.18 * Math.sin(x * 0.21 + 1.3) * Math.cos(z * 0.27 - 0.4) + 0.09 * Math.sin(x * 0.53 - 2.1) * Math.sin(z * 0.41 + 0.8) - 0.06 * Math.cos(x * 0.11) ); } const SITE_DIR = new URL('../data/sites', import.meta.url).href; /** * Load a site. SPRINT10 gate 1 — the yard stopped being code today. * * Everything that used to be a constant in this file (bed rect, house line, * tree and post placements, shed, gnome, sun angle) is now `data/sites/*.json`, * and world.js is a builder. The proof of a faithful extraction is that nothing * moved: Lane E's anchor tripwires pin five branch positions to 6 dp and * a.test's quad-band asserts pin the whole rigging geometry, so a byte-identical * backyard_01 is checkable rather than claimable. * * Async and separate from createWorld() for the same reason dress() is: the * selftest builds yards with no server, and a fetch in the constructor is either * a break or a flake. Callers load the site, then build. * * @param {string} name e.g. 'backyard_01' */ export async function loadSite(name, dir = SITE_DIR) { const url = `${dir}/${name}.json`; const res = await fetch(url); if (!res.ok) throw new Error(`world: cannot load site ${url} (${res.status})`); return validateSite(await res.json(), name); } /** * Sites are content, so they fail loud rather than half-build. Every field this * checks is one that would otherwise produce a yard that looks fine and is * subtly wrong — an absent bed silently becomes NaN coverage, a missing anchor * list silently becomes an unriggable site. */ export function validateSite(site, name = site?.id ?? '?') { const bad = []; if (!site || typeof site !== 'object') bad.push('not an object'); else { if (!site.yard?.width || !site.yard?.depth) bad.push('yard.width/depth'); if (!site.gardenBed) bad.push('gardenBed'); if (!Number.isFinite(site.sun?.elevationDeg)) bad.push('sun.elevationDeg'); if (!Number.isFinite(site.sun?.azimuthDeg)) bad.push('sun.azimuthDeg'); const ids = [ ...(site.house?.anchors ?? []).map((a) => a.id), ...(site.trees ?? []).flatMap((t) => (t.anchors ?? []).map((a) => a.id)), ...(site.posts ?? []).map((p) => p.id), ...(site.structures ?? []).flatMap((s) => (s.anchors ?? []).map((a) => a.id)), ]; if (!ids.length) bad.push('no anchors at all — nothing to rig to'); const dupes = ids.filter((id, i) => ids.indexOf(id) !== i); if (dupes.length) bad.push(`duplicate anchor ids: ${[...new Set(dupes)].join(', ')}`); // Lane D's field. `work` is the MECHANISM, not the anchor's type: a post is // tensioned from a cleat at its base and a tree strop is thrown, but a // bracket bolted up a bare wall is the one you cannot fake — so that, and // only that, wants the ladder. Keyed on mechanism because `type` is a closed // enum ('house'|'tree'|'post') that site_02's carport doesn't fit, and // needsLadder keyed on type FAILS OPEN there: the ladder mechanic silently // vanishes and you re-rig a 2.6 m bracket standing on the grass (D's audit). const works = [ ...(site.house?.anchors ?? []), ...(site.trees ?? []).flatMap((t) => t.anchors ?? []), ...(site.posts ?? []), ...(site.structures ?? []).flatMap((s) => s.anchors ?? []), ]; for (const a of works) { if (a.work !== 'cloth' && a.work !== 'bracket') { bad.push(`anchor ${a.id}: work must be "cloth" or "bracket", got ${JSON.stringify(a.work)}`); } // SPRINT11 — the enum is CHECKED now, not just documented. It was a JSDoc // comment before, which is why site_02 could type a carport 'post' and // nothing said a word (D's flag). An unenforced enum is decoration; this // one fails loud, so the next site that doesn't fit argues with the list // in contracts.js instead of quietly joining the wrong family. if (!ANCHOR_TYPE.includes(a.type)) { bad.push(`anchor ${a.id}: type ${JSON.stringify(a.type)} is not one of ${ANCHOR_TYPE.join('|')}`); } } // C's validator, wired at site load as they asked in SPRINT10: a site's wind // block is hand-authored data, so it fails loud like a storm's rather than // being silently clamped. A site with no wind block passes (backyard_01 has // no funnel) — that's C's contract, not an accident. bad.push(...validateSiteWind(site.wind, name).errors); } if (bad.length) throw new Error(`world: site '${name}' is invalid:\n ${bad.join('\n ')}`); return site; } /** Direction from the GROUND toward the SUN (see contracts.js), off site data. */ function sunDirOf(site) { const el = (site.sun.elevationDeg * Math.PI) / 180; const az = (site.sun.azimuthDeg * Math.PI) / 180; return new THREE.Vector3( Math.cos(el) * Math.sin(az), Math.sin(el), Math.cos(el) * Math.cos(az), ).normalize(); } const COLORS = { sky: 0x9fc4dd, grass: 0x4a7c3f, soil: 0x6b4a2f, plant: 0x7fce6a, house: 0x8a8f96, trim: 0x6e737a, bark: 0x5a3d24, leaf: 0x2f6b28, steel: 0x9aa4ad, timber: 0x7a6a4f, }; // (kept explicit rather than clever — Lane E will replace these with materials // baked into the GLBs, at which point this table shrinks to nothing.) /** * Build the yard. * * @param {THREE.Scene} scene * @param {object} [opts] * @param {import('./contracts.js').Wind} [opts.wind] * Wind is injected because tree anchors sway with it, and sway is dynamic * load — the whole reason a tree anchor is scarier than a post. Defaults to * the calm stub so world.js is usable headless before Lane C lands. * @returns {import('./contracts.js').World} */ export function createWorld(scene, opts = {}) { const wind = opts.wind ?? createStubWind({ calm: true }); // SPRINT10 gate 1. Every one of these was a module constant in this file an // hour ago; they're site data now. They keep their old local names on purpose // — the builder below is ~500 lines of geometry that was already correct, and // rebinding the names is a change of SOURCE, not of behaviour. That's what // makes "backyard_01 is byte-identical" a structural claim rather than a hope. const site = validateSite( opts.site ?? (() => { throw new Error( 'world: createWorld now needs a site — `createWorld(scene, { wind, site: await loadSite("backyard_01") })`. ' + 'The yard stopped being code in SPRINT10; data/sites/*.json is the source of truth.'); })(), ); const YARD = site.yard; const GARDEN_BED = site.gardenBed; const SUN_DIR = sunDirOf(site); const HOUSE = site.house; // SPRINT14 — `rotY` was MISSING here, and it made the shed invisible. // // Every other rotatable prop gets its degrees converted on the way in // (SHED_TABLE, GNOME, BIKE, all one line below); the shed alone was bound // raw, so `SHED.rotY` was `undefined`, `shed.rotation.y = undefined` gave the // object an all-NaN quaternion, and three.js quietly declines to draw a mesh // whose world matrix is NaN. No throw, no warning, nothing on the console — // the Hendersons' shed has simply never been in the yard, through every // sprint and onto the public URL, while `ladder.js` has been parking the // ladder "leaning on the shed" against thin air and the camera has been // colliding with it (it is in `solids`). // // Found by opening backyard_01 in the yard editor and noticing an object in // the scene graph that was not on the glass. Proven by assigning a real // radian value at runtime and watching the shed appear. There is now an // a.test assert on the composed matrix, because "nothing is NaN" is exactly // the kind of claim that has to be able to fail. const SHED = site.shed ? { ...site.shed, rotY: rad(site.shed.rotYDeg) } : null; const SHED_TABLE = site.shedTable ? { ...site.shedTable, rotY: rad(site.shedTable.rotYDeg) } : null; const GNOME = site.gnome ? { ...site.gnome, rotY: rad(site.gnome.rotYDeg) } : null; // SPRINT12: the per-client prop, the gnome pattern — a named top-level key, // not a generic props[]. See the site JSON's _why for the lean/fence math. const BIKE = site.bike ? { ...site.bike, rotY: rad(site.bike.rotYDeg) } : null; const treeSpecs = site.trees ?? []; const postSpecs = site.posts ?? []; const root = new THREE.Group(); root.name = 'yard'; scene.add(root); /** @type {THREE.Object3D[]} */ const solids = []; /** @type {import('./contracts.js').Anchor[]} */ const anchors = []; /** @type {{group: THREE.Object3D, phase: number, base: THREE.Euler}[]} */ const canopies = []; /** Graybox stand-ins, kept so dress() can retire them once E's GLBs load. */ const graybox = { house: null, trees: new Map(), bed: null }; /** * E's three wilt states, siblings in one GLB — toggled by visibility rather * than reloaded, which is why they all ship together. * @type {{full: THREE.Object3D, tattered: THREE.Object3D, dead: THREE.Object3D}|null} */ let plants = null; // --- sky & light ------------------------------------------------------- // Calm-day only. Lane C's skyfx.js takes over the sky and this becomes the // "before" state the storm darkens away from. scene.background = new THREE.Color(COLORS.sky); scene.fog = new THREE.Fog(COLORS.sky, 34, 95); // Sky fill carries more here than it would in most scenes. The sun sits in // the NORTH (this is an Australian yard — "southerly change", gum trees), and // the house is the yard's north edge, so the wall the player spends the whole // game looking at is permanently backlit. That's correct, and it's also how // a real south-facing rear wall looks — but the fascia line carries three of // the seven anchors, so it has to stay readable in shadow rather than going // to a void. Sky bounce is what does that in the real yard too. const hemi = new THREE.HemisphereLight(0xbfd8ea, COLORS.grass, 1.8); scene.add(hemi); const sun = new THREE.DirectionalLight(0xfff2dc, 2.0); sun.position.copy(SUN_DIR).multiplyScalar(40); sun.target.position.set(0, 0, 0); sun.castShadow = true; sun.shadow.mapSize.set(2048, 2048); // Frame the yard tightly — a loose shadow frustum is why sail shadows go // soft and blocky, and the sail's shadow IS the product here. const sc = sun.shadow.camera; sc.left = -19; sc.right = 19; sc.top = 15; sc.bottom = -15; sc.near = 1; sc.far = 90; sun.shadow.bias = -0.0006; sun.shadow.normalBias = 0.02; scene.add(sun); scene.add(sun.target); // --- terrain ----------------------------------------------------------- const groundGeo = new THREE.PlaneGeometry(YARD.width, YARD.depth, 60, 40); groundGeo.rotateX(-Math.PI / 2); const gpos = groundGeo.attributes.position; for (let i = 0; i < gpos.count; i++) { gpos.setY(i, heightAt(gpos.getX(i), gpos.getZ(i))); } gpos.needsUpdate = true; groundGeo.computeVertexNormals(); const ground = new THREE.Mesh( groundGeo, new THREE.MeshStandardMaterial({ color: COLORS.grass, roughness: 0.95 }), ); ground.name = 'ground'; ground.receiveShadow = true; root.add(ground); // Deliberately NOT in `solids`: the ground is answered by heightAt(), which // is exact and free. Raycasting it would be 4800 triangles a frame to learn // something we already know in closed form. // --- house (north edge) ------------------------------------------------ // Rear wall sits exactly on z = -10 so the fascia anchors have a round // number to live on. Lane E's house_yardside.glb replaces this group and // should keep fascia_anchor_* at these positions. // // SPRINT14 — ONLY WHEN THE SITE DECLARES A HOUSE. This graybox used to be // built unconditionally, and dress() only retires it when a house GLB loads, // so a site with no `house` key kept it forever. site_02_corner_block has no // house — it has two streets — and has therefore been shipping a 16 × 3 × 6 m // featureless grey slab across the whole north horizon of night 3, in // `solids`, on the public URL. Found by opening the corner block in the yard // editor and standing in it at eye height; nothing else in the repo looks // north from inside that yard, which is why five sprints of green tests never // said a word. The anchor loop below was already `HOUSE?.anchors ?? []` — the // data path was guarded and the geometry path was not. let house = null; if (HOUSE) { house = new THREE.Group(); house.name = 'house_yardside'; const wall = new THREE.Mesh( new THREE.BoxGeometry(16, 3.0, 6), new THREE.MeshStandardMaterial({ color: COLORS.house, roughness: 0.85 }), ); wall.position.set(0, 1.5, -13); wall.castShadow = true; wall.receiveShadow = true; house.add(wall); const roof = new THREE.Mesh( new THREE.BoxGeometry(16.8, 0.22, 6.8), new THREE.MeshStandardMaterial({ color: COLORS.trim, roughness: 0.7 }), ); roof.position.set(0, 3.1, -13); roof.castShadow = true; house.add(roof); // The fascia line — the lie the player will be tempted by (DESIGN.md). const fascia = new THREE.Mesh( new THREE.BoxGeometry(16, 0.24, 0.12), new THREE.MeshStandardMaterial({ color: COLORS.trim, roughness: 0.6 }), ); fascia.position.set(0, 2.72, -9.98); house.add(fascia); root.add(house); solids.push(wall, roof); graybox.house = house; } // Graybox stand-ins at the graybox's own spacing. dress() moves every one of // these onto the position Lane E baked, which is why the numbers here don't // matter and the IDS do — the site names them, and everything downstream // (Lane B's quads, D's prompts, the balance suite) refers to them by name. for (const [i, a] of (HOUSE?.anchors ?? []).entries()) { anchors.push(Object.assign( makeStaticAnchor(a.id, a.type ?? 'house', new THREE.Vector3(-5 + i * 5, 2.6, -9.9)), { work: a.work }, )); } // --- trees ------------------------------------------------------------- // Two, on opposite shoulders, mirroring the prototype's tree placement. // Canopies are separate named nodes so they can be swayed independently — // Lane E's tree_gum_01.glb must keep `trunk` / `canopy_*` / `branch_anchor_*`. // (treeSpecs is site.trees — bound at the top of createWorld.) for (const spec of treeSpecs) { const y0 = heightAt(spec.x, spec.z); const tree = new THREE.Group(); tree.name = `tree_${spec.id}`; tree.position.set(spec.x, y0, spec.z); const trunk = new THREE.Mesh( new THREE.CylinderGeometry(0.18, 0.28, spec.trunkH, 8), new THREE.MeshStandardMaterial({ color: COLORS.bark, roughness: 1 }), ); trunk.name = 'trunk'; trunk.position.y = spec.trunkH / 2; trunk.castShadow = true; tree.add(trunk); solids.push(trunk); const canopy = new THREE.Group(); canopy.name = 'canopy'; canopy.position.y = spec.trunkH; const blobMat = new THREE.MeshStandardMaterial({ color: COLORS.leaf, roughness: 1 }); for (const [j, b] of [ { x: 0, y: 0.7, z: 0, r: 2.1 }, { x: 1.1, y: 0.1, z: 0.5, r: 1.4 }, { x: -0.9, y: 0.3, z: -0.6, r: 1.5 }, ].entries()) { const blob = new THREE.Mesh(new THREE.SphereGeometry(b.r, 12, 8), blobMat); blob.name = `canopy_${j}`; blob.position.set(b.x, b.y, b.z); blob.castShadow = true; canopy.add(blob); } tree.add(canopy); canopies.push({ group: canopy, phase: spec.phase, base: canopy.rotation.clone() }); root.add(tree); graybox.trees.set(spec.id, tree); // The anchor is at a branch fork, not the canopy centre. One per entry in // the site's list; dress() moves each onto its baked branch_anchor_* node. for (const a of spec.anchors ?? []) { anchors.push(Object.assign( makeSwayAnchor(a.id, new THREE.Vector3(spec.x, y0 + spec.anchorY, spec.z), spec.phase, wind), { work: a.work }, )); } } // --- posts ------------------------------------------------------------- // Raked away from the yard centre, because that is the correct practice and // the shape should teach it before any text does (DESIGN.md: "rake the post // away from the load"). // SPRINT3 decision 2: posts pulled in off the fence and a third added. // // The old pair sat at (-6, 7) and (5, 7.5), which put every rigging option in // the 70–192 m² range Lane B flagged — a sail that big pre-tensions itself // into a cascade at t=0.4 s before the wind has done anything, so the yard was // teaching the wrong lesson. Pulled in, plus p3, the same yard now offers 31 // quads in the 18–45 m² band (8 of which shade a quarter of the bed or more). // // Worth knowing before anyone "fixes" it: the smallest quad that covers the // bed COMPLETELY is 59 m², and that is not a bug to tune away. The bed sits // 10 m off the house, so any house-to-post sail is ~16 m long, and covering a // 6 m bed with it costs you a sail the storm will take. Full shade is meant to // be the expensive answer; the small quads buy survival and pay in patchy // shade. That IS the design (DESIGN.md, "big flat low vs small twisted steep"). // SPRINT6 gate 1: p4 is the ONE close anchor the balance pass allows, and its // position is measured rather than guessed — and the measurement moved with // the data. p4's swept position table now lives in backyard_01.json's `_why`, // beside the coordinate it justifies, because that is the number someone will // be tempted to nudge. (postSpecs is site.posts, bound at the top.) const RAKE = (8 * Math.PI) / 180; for (const spec of postSpecs) { const y0 = heightAt(spec.x, spec.z); // Lean away from the centre of the yard, in the XZ plane. const away = new THREE.Vector2(spec.x, spec.z).normalize(); const top = new THREE.Vector3( spec.x + Math.sin(RAKE) * spec.h * away.x, y0 + Math.cos(RAKE) * spec.h, spec.z + Math.sin(RAKE) * spec.h * away.y, ); const post = new THREE.Mesh( new THREE.CylinderGeometry(0.06, 0.08, spec.h, 8), new THREE.MeshStandardMaterial({ color: COLORS.steel, roughness: 0.5, metalness: 0.6 }), ); post.name = `sail_post_${spec.id}`; post.position.set((spec.x + top.x) / 2, (y0 + top.y) / 2, (spec.z + top.z) / 2); post.quaternion.setFromUnitVectors( new THREE.Vector3(0, 1, 0), top.clone().sub(new THREE.Vector3(spec.x, y0, spec.z)).normalize(), ); post.castShadow = true; root.add(post); solids.push(post); const footing = new THREE.Mesh( new THREE.CylinderGeometry(0.22, 0.26, 0.18, 10), new THREE.MeshStandardMaterial({ color: 0x9c9c96, roughness: 0.95 }), ); footing.position.set(spec.x, y0 + 0.06, spec.z); footing.receiveShadow = true; root.add(footing); anchors.push(Object.assign( makeStaticAnchor(spec.id, spec.type ?? 'post', top), { work: spec.work }, )); } // --- structures (the carport, and whatever else a site tacks on) ------- // These carry ANCHORS, which is the whole point: site_02's carport looks like // four free tie-offs and is the worst steel in the game. Graybox positions are // approximate; dress() moves each anchor onto the node Lane E baked, with the // rating_hint / collateral that make it a trap. The site's own asserts (E's // e.test) pin those ratings below the fascia's — do not "fix" them upward. const structures = new Map(); /** * SPRINT12 — the house's collateral seam, taught rather than restructured. * E named the trap precisely: collateralFor()/wreckStructure() iterate * `structures`, and the house is NOT a structure — so the gutter stayed * unpriced and unswappable. The alternative was moving the house into * structures[] (it fits the shape), but the house is the one building with * extra jobs — graybox stand-in, north boundary, the thing validateSite and * two other lanes' code read at `site.house` — and re-homing it mid-sprint * to avoid two small branches is churn, not design. If a third house-like * thing ever appears, THEN generalise. `collateralKey` (E's field, baked in * the GLB, canonical in site JSON) names which collateral string this * price answers — the carport never needed it because there structure id * and collateral string are the same word. */ const houseEntry = { spec: HOUSE, glb: null, wreck: null }; const houseKey = () => HOUSE ? (HOUSE.collateralKey ?? houseEntry.glb?.userData?.collateral_key ?? null) : null; for (const st of site.structures ?? []) { const marker = new THREE.Group(); marker.name = st.id; marker.position.set(st.x, heightAt(st.x, st.z), st.z); marker.rotation.y = rad(st.rotYDeg); root.add(marker); structures.set(st.id, { spec: st, marker }); for (const a of st.anchors ?? []) { // Graybox guess: near the structure origin, above head height. dress() // corrects it; until then the site is at least riggable in the selftest. anchors.push(Object.assign( makeStaticAnchor(a.id, a.type ?? 'post', new THREE.Vector3(st.x, heightAt(st.x, st.z) + 2.4, st.z)), { work: a.work }, )); } } // --- garden bed (the thing you are protecting) ------------------------- const bed = new THREE.Group(); bed.name = 'garden_bed'; const bedY = heightAt(GARDEN_BED.x, GARDEN_BED.z); bed.position.set(GARDEN_BED.x, bedY, GARDEN_BED.z); const soil = new THREE.Mesh( new THREE.BoxGeometry(GARDEN_BED.w, 0.3, GARDEN_BED.d), new THREE.MeshStandardMaterial({ color: COLORS.soil, roughness: 1 }), ); soil.position.y = 0.15; soil.receiveShadow = true; bed.add(soil); const plantMat = new THREE.MeshStandardMaterial({ color: COLORS.plant, roughness: 0.9 }); for (let i = 0; i < 6; i++) { for (let j = 0; j < 4; j++) { const plant = new THREE.Mesh(new THREE.SphereGeometry(0.28, 8, 6), plantMat); plant.position.set( (-0.5 + (i + 0.5) / 6) * GARDEN_BED.w, 0.42, (-0.5 + (j + 0.5) / 4) * GARDEN_BED.d, ); plant.castShadow = true; plant.receiveShadow = true; bed.add(plant); } } root.add(bed); graybox.bed = bed; // --- boundary fence ---------------------------------------------------- // East, south and west only: the house is the north boundary. const fence = new THREE.Group(); fence.name = 'fence'; const railMat = new THREE.MeshStandardMaterial({ color: 0x7a6a4f, roughness: 1 }); const hx = YARD.width / 2, hz = YARD.depth / 2; const SIDES = { south: { from: [-hx, hz], to: [hx, hz] }, west: { from: [-hx, -hz], to: [-hx, hz] }, east: { from: [hx, -hz], to: [hx, hz] }, north: { from: [-hx, -hz], to: [hx, -hz] }, }; // backyard_01 fences south/west/east — the house IS its north boundary. The // corner block has a street on two sides and fences the other two, which is // the whole reason this is a site field rather than three hardcoded runs. const runs = (site.fence?.sides ?? ['south', 'west', 'east']).map((s) => SIDES[s]).filter(Boolean); for (const run of runs) { const [x0, z0] = run.from, [x1, z1] = run.to; const len = Math.hypot(x1 - x0, z1 - z0); const n = Math.round(len / 2.5); for (let i = 0; i <= n; i++) { const f = i / n; const x = x0 + (x1 - x0) * f, z = z0 + (z1 - z0) * f; const p = new THREE.Mesh(new THREE.BoxGeometry(0.1, 1.6, 0.1), railMat); p.position.set(x, heightAt(x, z) + 0.8, z); p.castShadow = true; fence.add(p); } for (const ry of [0.6, 1.35]) { const rail = new THREE.Mesh(new THREE.BoxGeometry(len, 0.12, 0.04), railMat); rail.position.set((x0 + x1) / 2, heightAt((x0 + x1) / 2, (z0 + z1) / 2) + ry, (z0 + z1) / 2); rail.rotation.y = Math.atan2(-(z1 - z0), x1 - x0); rail.castShadow = true; fence.add(rail); } } root.add(fence); solids.push(fence); // --- shed & spare table ------------------------------------------------ // Where the spare hardware lives, which makes it where the §7 scenario // starts: rig → carry a spare → repair mid-storm. Lane D's pickup radius is // 1.5 m off this point and everything downstream of it is already wired, so // this small thing gates the whole hand-played loop. // // The position is published SYNCHRONOUSLY, from constants, even though the // meshes arrive later in dress(). createWorld() has to stay sync — a.test.js // and the selftest build a yard without a server — and Lane D's // wireYardActions reads world.shedTable at wiring time. dress() refines the // point to Lane E's baked `pickup_anchor` if it's there. // SPRINT14: null when the site declares no table, rather than throwing on // `SHED_TABLE.x`. Both shipped sites have one, so this had never been reached // — the editor reaches it on its first frame, because the empty template has // no shed and you can delete the table off a yard. Every consumer already // guards it (`if (world.shedTable)` in interact.js, ladder.js, broom.js, // whose comment even says "until it lands, the pickup self-skips"), so the // null branch was designed for and merely unreachable. `shedTable` is not in // CONTRACT.world, so this stays contract-legal. const shedTable = SHED_TABLE ? { pos: new THREE.Vector3(SHED_TABLE.x, heightAt(SHED_TABLE.x, SHED_TABLE.z) + 0.9, SHED_TABLE.z), } : null; /** * Show one of E's three wilt states. No-op against the graybox bed, so the * HUD can call it unconditionally. * @param {'full'|'tattered'|'dead'} which */ function setPlants(which) { if (!plants) return; for (const [k, node] of Object.entries(plants)) { if (node) node.visible = k === which; } } /** * Swap Lane E's GLBs in over the graybox. Async and separate from * createWorld() on purpose: the selftest builds a yard with no server, and a * fetch in the constructor would either break it or make it slow and flaky. * Every load is individually guarded — a missing GLB leaves its graybox * standing rather than taking the boot down with it. */ async function dress() { const { GLTFLoader } = await import('../vendor/addons/loaders/GLTFLoader.js'); const loader = new GLTFLoader(); /** Take a graybox stand-in out of the scene AND out of `solids`. */ const retire = (obj) => { if (!obj) return; obj.traverse((o) => { const i = solids.indexOf(o); if (i >= 0) solids.splice(i, 1); o.geometry?.dispose(); }); const i = solids.indexOf(obj); if (i >= 0) solids.splice(i, 1); obj.parent?.remove(obj); }; /** * Move an existing anchor onto the position Lane E baked, and take their * rating_hint with it. Mutates `pos` in place rather than reassigning it: * `interact.register` and Lane B's corners capture these vectors by * reference, and a reassign would leave them holding a stale one. */ const adoptAnchor = (glb, nodeName, anchorId) => { const node = glb.getObjectByName(nodeName); const anchor = anchors.find((a) => a.id === anchorId); if (!node || !anchor) return false; anchor.pos.setFromMatrixPosition(node.matrixWorld); anchor.ratingHint = node.userData?.rating_hint ?? 1; anchor.collateral = node.userData?.collateral ?? null; return true; }; const load = async (name) => { if (!name) return null; // the site simply doesn't have one try { const gltf = await loader.loadAsync(new URL(`../models/${name}.glb`, import.meta.url).href); gltf.scene.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; } // Lane E's optional-node flag: glTF has no visibility bit and Blender's // hide_render does NOT survive export (THREADS [E] 2026-07-17 — the // garden bed drew all three wilt states superimposed for five sprints). if (o.userData?.hidden_by_default) o.visible = false; }); return gltf.scene; } catch (err) { console.warn(`[world] ${name} unavailable, keeping graybox:`, err.message); return null; } }; // Model names come off the site now. `load(null)` resolves null, so a site // that simply has no shed (site_02 has a carport) skips it without a branch. const [shed, table, houseGlb, bedGlb, gnome, bike] = await Promise.all([ load(SHED?.model), load(SHED_TABLE?.model), load(HOUSE?.model), load(site.gardenBedModel ?? 'garden_bed_v1'), load(GNOME?.model), load(BIKE?.model), ]); const treeGlbs = await Promise.all(treeSpecs.map((s) => load(s.model))); // --- garden bed ------------------------------------------------------ if (bedGlb) { retire(graybox.bed); bedGlb.name = 'garden_bed'; bedGlb.position.set(GARDEN_BED.x, heightAt(GARDEN_BED.x, GARDEN_BED.z), GARDEN_BED.z); root.add(bedGlb); const pick = (n) => bedGlb.getObjectByName(n) ?? null; plants = { full: pick('plants_full'), tattered: pick('plants_tattered'), dead: pick('plants_dead') }; setPlants('full'); } // --- gnome (aftermath collateral bait) ------------------------------- // Placed under the sail's likely footprint on purpose: DESIGN.md wants your // own failures to be the worst debris, and something breakable has to be // standing there for that to land. if (gnome) { gnome.name = 'garden_gnome_01'; gnome.position.set(GNOME.x, heightAt(GNOME.x, GNOME.z), GNOME.z); gnome.rotation.y = GNOME.rotY; root.add(gnome); } // --- the kid's bike (per-client juice, SPRINT12) ---------------------- // The lean is baked into the GLB toward local −Z (E's export note — in // Blender it leans +Y; the exporter maps (x,y,z)→(x,z,−y)), so placement's // ONE job is to point that lean at the fence. rotY comes from site data; // the site's _why records the measured bars-to-rail arithmetic. Not in // solids — you can walk past a kid's bike — and not billed: unpriced by // ruling until wind can knock it over. if (bike) { bike.name = 'bike_kid_01'; bike.position.set(BIKE.x, heightAt(BIKE.x, BIKE.z), BIKE.z); bike.rotation.y = BIKE.rotY; root.add(bike); } // --- house (decision 6: no re-cut, the GLB's data wins) --------------- // E's fascia sits at 2.80 m and their anchors span x=-3..3, where my // graybox guessed 2.6 m and -5..5. Reading them narrows the house span by // 4 m, which is a real part of why the yard now offers small quads at all. // Every fascia anchor carries rating_hint 0.35 — E encoded DESIGN.md's // "the fascia board is a lie" straight into the asset, and `collateral: // "gutter"` says what it takes with it when it goes. if (houseGlb) { retire(graybox.house); houseGlb.name = 'house_yardside'; houseGlb.position.set(HOUSE.x, heightAt(HOUSE.x, HOUSE.z), HOUSE.z); root.add(houseGlb); solids.push(houseGlb); houseGlb.updateWorldMatrix(true, true); for (const a of HOUSE.anchors ?? []) adoptAnchor(houseGlb, a.node, a.id); houseEntry.glb = houseGlb; // SPRINT12 — the torn-gutter wreck, the carport pattern on the one // building that is not a structure. Loaded now and parked invisible for // the same reason the carport's is: the swap happens as the storm ends, // and an async load there drops the payoff frames after the card. if (HOUSE.wreckedModel) { const wreck = await load(HOUSE.wreckedModel); if (wreck) { wreck.name = 'house_yardside_wrecked'; wreck.position.copy(houseGlb.position); wreck.visible = false; root.add(wreck); houseEntry.wreck = wreck; } } } // --- trees ----------------------------------------------------------- // Each tree ships 2-3 branch anchors with descending rating_hint (1.0 at // the fork, 0.76 out where the limb is thin) — the intel DESIGN.md wants // inspection to buy. branch_anchor_01 keeps the original t1/t2 id so // nothing that already references them breaks; the rest are added. for (const [i, spec] of treeSpecs.entries()) { const glb = treeGlbs[i]; if (!glb) continue; const old = graybox.trees.get(spec.id); retire(old); // The graybox canopy was what world.update() swayed — hand that job over. const idx = canopies.findIndex((c) => old && old.getObjectByName('canopy') === c.group); if (idx >= 0) canopies.splice(idx, 1); glb.name = `tree_${spec.id}`; glb.position.set(spec.x, heightAt(spec.x, spec.z), spec.z); root.add(glb); const trunk = glb.getObjectByName('trunk'); if (trunk) solids.push(trunk); const canopy = glb.getObjectByName('canopy_01') || glb.getObjectByName('canopy'); if (canopy?.parent) { canopies.push({ group: canopy.parent, phase: spec.phase, base: canopy.parent.rotation.clone() }); } // Every branch anchor the site names now EXISTS before dress() runs (they // were created off spec.anchors above), so this only has to move them onto // the nodes Lane E baked. That deleted the old suffix-guessing loop, which // built t1/t1b/t1c out of an array index and could only ever describe the // two trees it was written for. glb.updateWorldMatrix(true, true); for (const a of spec.anchors ?? []) adoptAnchor(glb, a.node, a.id); } if (shed) { shed.name = 'shed_01'; shed.position.set(SHED.x, heightAt(SHED.x, SHED.z), SHED.z); shed.rotation.y = SHED.rotY; root.add(shed); solids.push(shed); } if (table) { table.name = 'shed_table'; table.position.set(SHED_TABLE.x, heightAt(SHED_TABLE.x, SHED_TABLE.z), SHED_TABLE.z); table.rotation.y = SHED_TABLE.rotY; root.add(table); // NOT in solids: you want to walk up to the table, not be fenced off it. // Prefer Lane E's baked anchor over my guess at where a table top is. table.updateWorldMatrix(true, true); const anchor = table.getObjectByName('pickup_anchor'); if (anchor) shedTable.pos.setFromMatrixPosition(anchor.matrixWorld); } // --- structures ------------------------------------------------------ // The carport, and its trap. Load the GLB, drop it on its graybox marker, // and move each anchor onto the node E baked — carrying the rating_hint and // collateral that make it the worst tie-off in the game. adoptAnchor reads // both off userData, so the "0.22 beam" trap arrives with the geometry. for (const st of site.structures ?? []) { const entry = structures.get(st.id); const glb = await load(st.model); if (!glb) continue; retire(entry.marker); glb.name = st.id; glb.position.set(st.x, heightAt(st.x, st.z), st.z); glb.rotation.y = rad(st.rotYDeg); root.add(glb); if (st.solid) glb.traverse((o) => { if (o.isMesh) solids.push(o); }); glb.updateWorldMatrix(true, true); for (const a of st.anchors ?? []) adoptAnchor(glb, a.node, a.id); entry.glb = glb; // SPRINT11 — the wreck, loaded NOW and parked invisible. E built it to the // same origin and footprint so it swaps mesh-for-mesh (their e.test pins // that, and that it carries the same price and names its intact twin). // Loaded during dress rather than at the moment it's needed because the // swap happens as the storm ends: an async load there would drop the // payoff frames after the aftermath card, or not at all offline. if (st.wreckedModel) { const wreck = await load(st.wreckedModel); if (wreck) { wreck.name = `${st.id}_wrecked`; wreck.position.copy(glb.position); wreck.rotation.y = glb.rotation.y; wreck.visible = false; root.add(wreck); entry.wreck = wreck; } } } return { shed, table }; } // --- the world object -------------------------------------------------- return { anchors, heightAt, gardenBed: GARDEN_BED, sunDir: SUN_DIR.clone(), solids, root, /** * Where a spare gets picked up. `{pos}` — Lane D registers a 1.5 m hold-E * off this point. Present from construction; dress() may nudge it onto * Lane E's `pickup_anchor`. */ shedTable, dress, /** @param {'full'|'tattered'|'dead'} which */ setPlants, /** Where the breakable client property stands, and what breaking it costs. */ gnome: GNOME, // Lane C's skyfx MODULATES these as the storm builds and hands them back // untouched on dispose() — it doesn't own them. That's why the yard exposes // its lights rather than keeping them private. sun, hemi, /** @param {string} id */ anchor(id) { return anchors.find((a) => a.id === id) ?? null; }, /** * What the client's property costs you when your rig takes it with it. * * The key is the string E bakes as `collateral` on the anchor (site_02's * carport anchors all say "carport"), so the chain is: tie to the beam → * the beam's anchor carries `collateral:"carport"` → this prices it. The * PRICE lives in site JSON, not the GLB: sites are data, and what a carport * costs is this site's economy, not a property of the mesh. E's baked * `collateral_value` is the fallback and their proposal (SPRINT11: 180, * adopted with their reasoning). * * Returns null for an unpriced label, and that is deliberate rather than a * zero: the house's fascia anchors carry `collateral:"gutter"` and NOBODY * has priced a gutter yet. A missing price must read as "not scored", never * as "free" — see THREADS, it's an open seam. * * @param {string} key * @returns {{cost:number, label:string}|null} */ collateralFor(key) { if (!key) return null; for (const { spec, glb } of structures.values()) { if (spec.id !== key) continue; const cost = spec.collateralValue ?? glb?.userData?.collateral_value ?? null; if (!Number.isFinite(cost)) return null; return { cost, label: spec.collateralLabel ?? glb?.userData?.collateral_label ?? spec.id }; } // SPRINT12 — the gutter (A's ruling: $90, E's proposal adopted; the // reasoning is in backyard_01.json beside the number). Same contract as // structures: site JSON canonical, GLB extras fallback, null when // unpriced — a site whose house declares no collateralKey still reads // "not scored", never "free". if (HOUSE && key === houseKey()) { const cost = HOUSE.collateralValue ?? houseEntry.glb?.userData?.collateral_value ?? null; if (!Number.isFinite(cost)) return null; return { cost, label: HOUSE.collateralLabel ?? houseEntry.glb?.userData?.collateral_label ?? key }; } return null; }, /** * Swap a structure for its wreck. The payoff for the trap: you don't break a * shackle, you take the carport, and the aftermath has to SHOW that. * No-op (returns false) when the site declares no wreck or the GLB is * missing — the graybox and headless paths still score the bill, they just * can't show it. Idempotent. * @param {string} id */ wreckStructure(id) { const entry = structures.get(id); if (entry?.wreck && entry.glb) { entry.glb.visible = false; entry.wreck.visible = true; return true; } // The house, keyed by its collateral string ('gutter'): the gutter // unzips, the house stands. E's window_glow warning honoured — the wreck // ships its glow hidden_by_default under the same name, so the swap // copies the intact house's current glow state or the client's lights // would go out with the gutter if this ever lands mid-night. if (HOUSE && id === houseKey() && houseEntry.wreck && houseEntry.glb) { const glowWas = houseEntry.glb.getObjectByName('window_glow')?.visible ?? false; const glow = houseEntry.wreck.getObjectByName('window_glow'); if (glow) glow.visible = glowWas; houseEntry.glb.visible = false; houseEntry.wreck.visible = true; return true; } return false; }, /** Is this structure standing? Lane D asked for a poke-able truth. */ isWrecked(id) { if (HOUSE && id === houseKey()) return houseEntry.wreck?.visible === true; return structures.get(id)?.wreck?.visible === true; }, /** * Take the whole yard out of the scene and free its GPU memory. SPRINT10: * the week rebuilds the world when the site changes between nights, and * without this each new yard leaks the last one's geometry and its lights * pile up in the scene. Removes the root and both lights (skyfx borrows the * lights and hands them back on its own dispose, so by here they're ours). */ dispose() { root.traverse((o) => { o.geometry?.dispose?.(); o.material?.dispose?.(); }); root.parent?.remove(root); sun.parent?.remove(sun); sun.target.parent?.remove(sun.target); hemi.parent?.remove(hemi); }, update(dt, t) { // Canopies lean with the wind they actually stand in — this is the tell // the player reads a gust front from, a beat before it reaches the sail. for (const c of canopies) { const w = wind.sample(c.group.getWorldPosition(_worldPos), t); const speed = w.length(); const lean = Math.min(0.22, speed * 0.007); const flutter = 0.55 + 0.45 * Math.sin(t * 2.3 + c.phase); c.group.rotation.z = c.base.z - Math.cos(Math.atan2(w.z, w.x)) * lean * flutter; c.group.rotation.x = c.base.x + Math.sin(Math.atan2(w.z, w.x)) * lean * flutter; } }, }; } const _worldPos = new THREE.Vector3(); /** @returns {import('./contracts.js').Anchor} */ function makeStaticAnchor(id, type, pos) { const p = pos.clone(); return { id, type, pos: p, sway: () => p, ratingHint: DEFAULT_RATING_HINT }; } /** * A tree anchor. Wanders with the wind it stands in, which is exactly why it is * the dangerous choice: the sway is dynamic load the rig has to eat, and a * drum-tight rig on a swaying tree snaps turnbuckles (DESIGN.md). * * @returns {import('./contracts.js').Anchor} */ function makeSwayAnchor(id, pos, phase, wind) { const p = pos.clone(); const scratch = new THREE.Vector3(); // per-anchor, so two anchors never alias return { id, type: 'tree', pos: p, ratingHint: DEFAULT_RATING_HINT, sway(t) { const speed = wind.sample(p, t).length(); const amp = Math.min(0.35, speed * 0.012); const s = Math.sin(t * 1.9 + phase); return scratch.set( p.x + s * amp, p.y - Math.abs(s) * amp * 0.25, p.z + Math.cos(t * 1.3 + phase) * amp * 0.5, ); }, }; }