/** * sail.selftest.js — assert suite for the sail sim. [Lane B] * * Exports SAIL_TESTS as plain [name, fn] pairs so ONE set of asserts runs in * two harnesses: Lane A's selftest.html (via js/tests/b.test.js) and node * (`node web/world/js/sail.selftest.js`) for fast iteration without a browser. * Drives time with fixed-dt loops only — never rAF, never a clock. * * The headline assert is `hypar sheds load vs flat`: it is the game's thesis * stated as a test. If it ever goes red, the sail has stopped being a sail. */ import { SailRig } from './sail.js'; import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js'; import { createWindField, RAIN_TIME_COMPRESSION } from './weather.core.js'; const SIM_DT = FIXED_DT; // ---------- real storm wind (SPRINT2 B-4) ---------- // The §7 gate used to run on the local stub, which is uniform, horizontal and // tuned by nobody. These load the storms design actually ships and drive the // cloth with them. weather.core.js is pure and import-free, so the same code // path works in node and in Lane A's selftest.html; only reading the JSON off // disk differs, and weather.js's own loadStorm can't help there (its STORM_DIR // is a file:// URL under node, which fetch won't open). async function loadStormDef(name) { const url = new URL(`../data/storms/${name}.json`, import.meta.url); if (typeof process !== 'undefined' && process.versions?.node) { const { readFile } = await import('node:fs/promises'); return JSON.parse(await readFile(url, 'utf8')); } return (await fetch(url)).json(); } const STORM_02 = await loadStormDef('storm_02_wildnight'); /** A Wind over a real storm def. Same field the game flies. */ function realWind(def = STORM_02, opts = {}) { const field = createWindField(def, opts); const out = { x: 0, y: 0, z: 0 }; return { sample(pos, t) { return field.vecAt(pos.x, pos.z, t, out); }, speedAt(t) { field.vecAt(0, 0, t, out); return Math.hypot(out.x, out.z); }, gustTelegraph: (t) => field.gustTelegraph?.(t) ?? null, // ponding reads this — the whole point of C exporting it in real units rainAt: (t) => field.rainAt(t), rainMmPerHour: (t) => field.rainMmPerHour(t), }; } /** Lane A's yard, verbatim (THREADS: "yard layout is now FACT"). */ const YARD = [ ['h1', 'house', -5, 2.60, -9.9], ['h2', 'house', 0, 2.60, -9.9], ['h3', 'house', 5, 2.60, -9.9], ['t1', 'tree', -9, 3.22, 2], ['t2', 'tree', 8, 3.08, -2], ['p1', 'post', -4.9, 3.95, 5.9], ['p2', 'post', 4.3, 3.96, 6.5], ['p3', 'post', 0, 3.95, 7.6], ].map(([id, type, x, y, z]) => { const pos = { x, y, z }; // Static on purpose: tree sway is world.js's, and mixing it in here would make // a cloth assert fail for a reason that isn't the cloth. Sway is exercised in // the game and in a.test. return { id, type, pos, sway: () => pos }; }); /** * SPRINT4 decision 11: §7's twisted rig re-pointed off the old 145 m² quad onto * a real one from A's decision-2 yard — 23 m², inside the 18-45 m² band, and the * most twisted quad the band offers. The old one was 6x too big, which is what * made it break under downdraft and made me call the bar unachievable. */ const TWISTED_QUAD = ['t1', 'p1', 'p2', 'p3']; const yardRig = (ids, hw, tension) => { const r = new SailRig({ anchors: YARD, gridN: 10 }); r.watchDivergence = true; return r.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension); }; // ---------- deterministic stub wind ---------- // contracts.js ships createStubWind(), and the integration test below uses it. // This local one exists only because the thesis needs the wind DIRECTION swept, // which the shared stub does not expose. Lane C's weather.js replaces both. function makeStubWind({ seed = 7, stormLen = 90, dir = { x: 0, y: 0, z: 1 }, calm = false } = {}) { const rand = rng(seed); const gusts = []; for (let t = 3; t < stormLen; t += 5 + rand() * 7) { gusts.push({ start: t, pow: 12 + rand() * 16 + 10 * (t / stormLen) }); } const len = Math.hypot(dir.x, dir.y, dir.z) || 1; const dx = dir.x / len, dy = dir.y / len, dz = dir.z / len; const out = { x: 0, y: 0, z: 0 }; return { speedAt(t) { if (calm) return 0; let speed = 8 + 26 * Math.min(1, (t / stormLen) * 1.6); for (const g of gusts) { const gt = t - g.start; if (gt < 0 || gt >= 5) continue; if (gt < 1.5) continue; // telegraph: seen, not felt else if (gt < 2.3) speed += g.pow * (gt - 1.5) / 0.8; // ramp else if (gt < 4.0) speed += g.pow; // hold else speed += g.pow * (5.0 - gt); // fade } return speed; }, sample(pos, t) { const s = this.speedAt(t); out.x = dx * s; out.y = dy * s; out.z = dz * s; return out; }, gustTelegraph: () => null, }; } const constantWind = (v) => ({ sample: () => v, speedAt: () => Math.hypot(v.x, v.y, v.z), gustTelegraph: () => null }); // ---------- test rigs ---------- // Same 5x5 m footprint, same multiset of corner heights {4.0, 4.0, 2.5, 2.5}. // Only the ARRANGEMENT differs: coplanar (flat, pitched) vs permuted (twisted // hypar). Any load difference is therefore purely geometry, nothing else. const FOOT = [ { x: -2.5, z: -2.5 }, { x: 2.5, z: -2.5 }, { x: 2.5, z: 2.5 }, { x: -2.5, z: 2.5 }, ]; export const HEIGHTS_FLAT = [4.0, 4.0, 2.5, 2.5]; // y linear in z -> one plane export const HEIGHTS_HYPAR = [4.0, 2.5, 4.0, 2.5]; // opposite corners up/down -> saddle /** * Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position. * `theta` spins the footprint about the yard's Y axis — which is how you sweep * wind direction against a real storm, whose direction curve you don't get to * choose. Rotating the rig under the wind and rotating the wind over the rig are * the same experiment; only one of them is available with authored storm JSON. */ export const makeAnchors = (heights, theta = 0) => FOOT.map((f, i) => { const c = Math.cos(theta), s = Math.sin(theta); const pos = { x: f.x * c - f.z * s, y: heights[i], z: f.x * s + f.z * c }; return { id: `a${i}`, type: 'post', pos, sway: () => pos }; }); const ALL_IDS = ['a0', 'a1', 'a2', 'a3']; // A right-sized LEVEL sail — a 5x5 m carport roof, all corners at one height. // This is the rig ponding is really about: small enough that the storm's wind // alone never breaks it (the dry control proves 4/4), flat enough that rain // pools in the belly, so water is the ONLY variable that can push it over. // Measured: dry 4/4, wet loses a corner at t~85 s holding ~440 kg. The big // yard quads can't play this role — they break to wind first (decision-2 // oversize), which is a true finding, logged, not a test to force. const LEVEL_CARPORT = [3.2, 3.2, 3.2, 3.2]; const carportAnchors = (S = 2.5) => [[-S, -S], [S, -S], [S, S], [-S, S]].map(([x, z], i) => { const pos = { x, y: LEVEL_CARPORT[i], z }; return { id: `a${i}`, type: 'post', pos, sway: () => pos }; }); const carportRig = (hw) => { const r = new SailRig({ anchors: carportAnchors(), gridN: 10 }); r.watchDivergence = true; return r.attach(ALL_IDS, Array(4).fill(hw), 1.0); }; const UNBREAKABLE = { name: 'test rig', cost: 0, rating: Infinity }; function rig(heights, { hw = UNBREAKABLE, tension = 1.0, porosity = 0 } = {}) { const r = new SailRig({ anchors: makeAnchors(heights), gridN: 10, porosity }); r.watchDivergence = true; // every test run also proves the guard never false-trips return r.attach(ALL_IDS, [hw, hw, hw, hw], tension); } /** Fixed-dt fast-forward. Returns the peak corner load over the whole run, N. */ function runStorm(r, wind, secs, onStep) { const steps = Math.round(secs / SIM_DT); let peak = 0; for (let i = 0; i < steps; i++) { r.step(SIM_DT, wind, i * SIM_DT); const m = r.maxLoad(); if (m > peak) peak = m; if (onStep) onStep(r, i); } return peak; } const TESTS = []; const test = (name, fn) => TESTS.push([name, fn]); const assert = (cond, msg) => { if (!cond) throw new Error(msg); }; const kN = (n) => `${(n / 1000).toFixed(2)} kN`; // ---------- the suite ---------- test('sim stays finite through a full storm', () => { const r = rig(HEIGHTS_HYPAR); runStorm(r, makeStubWind({ stormLen: 90 }), 90); for (const v of r.pos) assert(Number.isFinite(v), 'node position went NaN/Infinity'); for (const c of r.corners) assert(Number.isFinite(c.load), 'corner load went NaN'); return `peak ${kN(r.corners.reduce((m, c) => Math.max(m, c.peakLoad), 0))}`; }); test('sail sags under gravity when calm', () => { const r = rig(HEIGHTS_FLAT); runStorm(r, makeStubWind({ calm: true }), 6); const N = r.N, mid = (Math.floor(N / 2) * N + Math.floor(N / 2)) * 3; const midY = r.pos[mid + 1]; const cornerMeanY = HEIGHTS_FLAT.reduce((a, b) => a + b) / 4; assert(midY < cornerMeanY, `belly (${midY.toFixed(2)}m) should hang below corner mean (${cornerMeanY}m)`); return `belly sags ${(cornerMeanY - midY).toFixed(2)} m below corner plane`; }); // Newton's third law. This is what pins FABRIC_K to real newtons: if the corner // reactions don't sum to the actual aerodynamic + weight force on the fabric, // the load meter is lying and every kN rating on it is meaningless. test('statics: corner reactions balance the applied force', () => { const w = constantWind({ x: 0, y: 0, z: 18 }); const r = rig(HEIGHTS_FLAT); runStorm(r, w, 12); // settle // A membrane in steady wind never fully stops moving, so compare the // TIME-AVERAGED reaction against the time-averaged applied force. That is the // momentum balance that must hold; instant by instant it need not. let n = 0, ax = 0, ay = 0, az = 0, rx = 0, ry = 0, rz = 0; for (let i = 0; i < Math.round(4 / SIM_DT); i++) { const t = 12 + i * SIM_DT; r.step(SIM_DT, w, t); const f = r.netAppliedForce(w, t); ax += f.x; ay += f.y; az += f.z; for (const c of r.corners) { rx += c.loadVec.x; ry += c.loadVec.y; rz += c.loadVec.z; } n++; } ax /= n; ay /= n; az /= n; rx /= n; ry /= n; rz /= n; const appliedMag = Math.hypot(ax, ay, az); const err = Math.hypot(rx - ax, ry - ay, rz - az) / appliedMag; assert(err < 0.2, `reactions ${kN(Math.hypot(rx, ry, rz))} vs applied ${kN(appliedMag)} — ${(err * 100).toFixed(0)}% out of balance`); return `applied ${kN(appliedMag)}, reactions ${kN(Math.hypot(rx, ry, rz))}, residual ${(err * 100).toFixed(1)}%`; }); // THE THESIS. A twisted sail resists bellying into one coherent pocket, so its // worst moment is gentler than a flat sail's worst moment. // // Scored on WORST CASE over wind direction, not per-direction. Lane C's storms // veer, so the player never gets to choose the wind, and worst-case is what the // hardware actually has to survive. Per-direction would be a false assert: a // flat sail sitting edge-on to the wind genuinely does have low drag, and from // that one angle it beats the hypar. Demanding otherwise would mean tuning the // sim into a lie. test('hypar sheds load vs flat, worst case over wind direction (the thesis)', () => { const DIRS = [ { name: 'N', x: 0, z: 1 }, { name: 'NE', x: 0.707, z: 0.707 }, { name: 'E', x: 1, z: 0 }, { name: 'SE', x: 0.707, z: -0.707 }, { name: 'S', x: 0, z: -1 }, { name: 'SW', x: -0.707, z: -0.707 }, { name: 'W', x: -1, z: 0 }, { name: 'NW', x: -0.707, z: 0.707 }, ]; const sweep = (heights) => { let worst = 0, at = ''; for (const d of DIRS) { const storm = makeStubWind({ seed: 7, stormLen: 45, dir: { x: d.x, y: 0, z: d.z } }); const p = runStorm(rig(heights), storm, 45); if (p > worst) { worst = p; at = d.name; } } return { worst, at }; }; const flat = sweep(HEIGHTS_FLAT); const hypar = sweep(HEIGHTS_HYPAR); assert( hypar.worst < flat.worst * 0.8, `hypar worst ${kN(hypar.worst)} (${hypar.at}) should be well under flat worst ${kN(flat.worst)} (${flat.at})` ); return `flat worst ${kN(flat.worst)} from ${flat.at} -> hypar worst ${kN(hypar.worst)} from ${hypar.at} (sheds ${((1 - hypar.worst / flat.worst) * 100).toFixed(0)}%)`; }); test('cascade: losing a corner spikes its neighbours', () => { const w = constantWind({ x: 0, y: 0, z: 22 }); const r = rig(HEIGHTS_HYPAR); runStorm(r, w, 6); // settle const before = Math.max(r.corners[1].load, r.corners[3].load); r.corners[0].broken = true; r._repin(r.t); runStorm(r, w, 2.5); // let the load redistribute const after = Math.max(r.corners[1].load, r.corners[3].load); assert(after >= before * 2, `neighbour went ${kN(before)} -> ${kN(after)}, wanted >= 2x`); return `neighbour ${kN(before)} -> ${kN(after)} (${(after / before).toFixed(1)}x)`; }); test('determinism: identical inputs give byte-equal load traces', () => { const trace = () => { const r = rig(HEIGHTS_HYPAR); const w = makeStubWind({ seed: 3, stormLen: 30 }); const out = []; runStorm(r, w, 30, (rr) => { for (const c of rr.corners) out.push(c.load); }); return out; }; const a = trace(), b = trace(); assert(a.length === b.length, 'traces differ in length'); for (let i = 0; i < a.length; i++) assert(a[i] === b[i], `sample ${i} diverged: ${a[i]} vs ${b[i]}`); return `${a.length} load samples identical`; }); test('determinism: variable frame dt matches fixed dt', () => { // Lane A's render loop delivers ragged dt. The internal accumulator has to // absorb that, or nothing the selftest proves applies to the real game. const w1 = makeStubWind({ seed: 5, stormLen: 20 }); const fixed = rig(HEIGHTS_HYPAR); for (let i = 0; i < Math.round(20 / SIM_DT); i++) fixed.step(SIM_DT, w1, i * SIM_DT); const w2 = makeStubWind({ seed: 5, stormLen: 20 }); const ragged = rig(HEIGHTS_HYPAR); const rand = rng(99); let acc = 0; while (acc < 20) { const dt = 0.004 + rand() * 0.02; // 4-24 ms frames ragged.step(dt, w2, acc); acc += dt; } for (let k = 0; k < 4; k++) { const d = Math.abs(fixed.corners[k].load - ragged.corners[k].load); assert(d < 1e-6, `corner ${k} drifted ${d.toFixed(6)} N between fixed and ragged dt`); } return 'ragged frame times converge on the fixed-dt trace'; }); test('tension dial changes load (drum tight shock-loads)', () => { const w = constantWind({ x: 0, y: 0, z: 20 }); const loosePeak = runStorm(rig(HEIGHTS_HYPAR, { tension: 0.7 }), w, 8); const tightPeak = runStorm(rig(HEIGHTS_HYPAR, { tension: 1.35 }), w, 8); assert(tightPeak > loosePeak, `tight ${kN(tightPeak)} should exceed loose ${kN(loosePeak)}`); return `loose ${kN(loosePeak)} vs tight ${kN(tightPeak)}`; }); test('porous shade cloth carries less load than solid membrane', () => { const w = constantWind({ x: 0, y: 0, z: 20 }); const solid = runStorm(rig(HEIGHTS_HYPAR, { porosity: 0 }), w, 8); const porous = runStorm(rig(HEIGHTS_HYPAR, { porosity: 0.35 }), w, 8); assert(porous < solid, `porous ${kN(porous)} should be under solid ${kN(solid)}`); return `solid ${kN(solid)} vs porous ${kN(porous)}`; }); test('coverage: sail shades the ground under it, not beside it', () => { const r = rig(HEIGHTS_FLAT); runStorm(r, makeStubWind({ calm: true }), 4); // world.gardenBed rects are CENTRE + size, so this bed straddles the origin. const under = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 }); const beside = r.coverageOver({ x: 14, z: 14, w: 4, d: 4 }); assert(under > 0.9, `ground under the sail only ${(under * 100).toFixed(0)}% shaded`); assert(beside === 0, `ground 14 m away reported ${(beside * 100).toFixed(0)}% shaded`); return `under sail ${(under * 100).toFixed(0)}%, off to the side ${(beside * 100).toFixed(0)}%`; }); test('coverage tracks a low sun off to the side', () => { const r = rig(HEIGHTS_FLAT); runStorm(r, makeStubWind({ calm: true }), 4); const noon = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 }, { x: 0, y: 1, z: 0 }); const lowSun = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 }, { x: 0.9, y: 0.25, z: 0 }); assert(noon > lowSun, `shadow should slide off the bed as the sun drops (noon ${noon}, low ${lowSun})`); return `noon ${(noon * 100).toFixed(0)}% -> low sun ${(lowSun * 100).toFixed(0)}%`; }); // PLAN3D §7 definition of done, in miniature. test('cheap flat rig cascades; twisted mixed rig survives', () => { const storm = () => makeStubWind({ seed: 11, stormLen: 90 }); const cheap = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.35 }); runStorm(cheap, storm(), 90); const cheapBroken = cheap.corners.filter((c) => c.broken).length; const good = rig(HEIGHTS_HYPAR, { hw: HARDWARE[2], tension: 0.95 }); runStorm(good, storm(), 90); const goodBroken = good.corners.filter((c) => c.broken).length; assert(cheapBroken >= 2, `flat drum-tight carabiner rig only lost ${cheapBroken} corners — should cascade`); assert(goodBroken === 0, `twisted rated-shackle rig lost ${goodBroken} corners — should survive`); return `cheap flat lost ${cheapBroken}/4, good hypar lost ${goodBroken}/4`; }); // PLAN3D §5-B: "broken corner frees the node -> flogging is emergent". This // drives a REAL overload failure rather than setting broken by hand, because // hand-setting it was exactly what hid the bug where _checkFailure marked a // corner broken but never gave its node its mass back — so a blown corner // stayed welded in mid-air and the sail never flogged. test('a blown corner is freed and flies (flogging is emergent)', () => { const w = makeStubWind({ seed: 11, stormLen: 90 }); const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.3 }); // cheap and tight: this one lets go const broke = []; r.events.on('break', (e) => broke.push(e)); // step until the first corner lets go let i = 0; for (const end = Math.round(90 / SIM_DT); i < end && !broke.length; i++) r.step(SIM_DT, w, i * SIM_DT); assert(broke.length > 0, 'a carabiner rig should have blown a corner somewhere in a 90 s storm'); const k = r.corners.indexOf(broke[0].corner); const node = r.cornerIdx[k], ci = node * 3; const anchor = r.corners[k].anchor.pos; const before = [r.pos[ci], r.pos[ci + 1], r.pos[ci + 2]]; for (let j = 0; j < Math.round(3 / SIM_DT); j++) r.step(SIM_DT, w, (i + j) * SIM_DT); const moved = Math.hypot(r.pos[ci] - before[0], r.pos[ci + 1] - before[1], r.pos[ci + 2] - before[2]); const fromAnchor = Math.hypot(r.pos[ci] - anchor.x, r.pos[ci + 1] - anchor.y, r.pos[ci + 2] - anchor.z); assert(r.invMass[node] > 0, 'blown corner still has infinite mass — it is welded in mid-air, not flogging'); assert(moved > 0.05, `blown corner only drifted ${moved.toFixed(3)} m in 3 s — it is not flogging`); assert(fromAnchor > 0.2, `blown corner is still ${fromAnchor.toFixed(2)} m from its anchor — it never let go`); return `corner ${broke[0].anchorId} blew at t=${broke[0].t.toFixed(1)}s, tore ${fromAnchor.toFixed(2)} m off its anchor and is flying`; }); test('break and repair emit on the events Emitter', () => { const w = constantWind({ x: 0, y: 0, z: 20 }); const r = rig(HEIGHTS_HYPAR, { hw: UNBREAKABLE }); const seen = []; r.events.on('break', (e) => seen.push(e)); r.events.on('repair', (e) => seen.push(e)); runStorm(r, w, 4); r.corners[0].broken = true; r._repin(r.t); runStorm(r, w, 1); assert(r.corners[0].load === 0, 'broken corner should carry no load'); assert(r.repairCorner(0, UNBREAKABLE), 'repairCorner should report success'); runStorm(r, w, 3); assert(r.corners[0].load > 100, `repaired corner only pulling ${kN(r.corners[0].load)}`); assert(seen.some((e) => e.type === 'repair' && e.corner === r.corners[0]), 'no repair event with {type, corner}'); return `repaired corner back to ${kN(r.corners[0].load)}, ${seen.length} event(s) emitted`; }); // --- SPRINT2 decision 4: the seam Lane D already calls --------------------- test('decision 4: repair(i) re-rigs a blown corner with the spare', () => { const w = constantWind({ x: 0, y: 0, z: 20 }); const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[0] }); runStorm(r, w, 4); r.corners[0].broken = true; r._repin(r.t); // exactly Lane D's interact.js call: no hardware argument, return ignored r.repair(0); assert(!r.corners[0].broken, 'repair(0) should have re-rigged the corner'); assert(r.corners[0].hw === HARDWARE[1], `spare should re-rig at shackle grade, got ${r.corners[0].hw.name}`); assert(r.invMass[r.cornerIdx[0]] === 0, 'repaired corner should be pinned again'); runStorm(r, w, 3); assert(r.corners[0].load > 100, `repaired corner only pulling ${kN(r.corners[0].load)}`); return `repair(0) -> ${r.corners[0].hw.name}, back to ${kN(r.corners[0].load)}`; }); test('decision 4: repair(i) on an intact corner is a no-op', () => { const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[2] }); runStorm(r, constantWind({ x: 0, y: 0, z: 12 }), 2); const hw = r.corners[1].hw; r.repair(1); // D gates on corner.broken, but the rig must not trust that assert(r.corners[1].hw === hw, 'repairing an intact corner downgraded its hardware'); return 'intact corner untouched'; }); test('decision 4: trim(i, delta) tightens one corner only', () => { const r = rig(HEIGHTS_HYPAR); r.trim(0, +0.1); assert(Math.abs(r.corners[0].trim - 1.1) < 1e-9, `corner 0 trim ${r.corners[0].trim}`); assert(r.corners[1].trim === 1.0, 'trim leaked onto a neighbour'); for (let i = 0; i < 40; i++) r.trim(0, +0.1); // Lane D can hold the key down assert(r.corners[0].trim <= 1.15 + 1e-9, `trim ran past its clamp: ${r.corners[0].trim}`); return `trim clamps at ${r.corners[0].trim.toFixed(2)}, neighbours unmoved`; }); test('decision 4: cornerPos(i) is live, fresh, and chases a flogging corner', () => { const w = makeStubWind({ seed: 11, stormLen: 90 }); const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.3 }); const anchor = r.corners[0].anchor.pos; const p0 = r.cornerPos(0); assert(Math.hypot(p0.x - anchor.x, p0.y - anchor.y, p0.z - anchor.z) < 1e-6, 'an intact corner should report its anchor position'); assert(r.cornerPos(0) !== r.cornerPos(0), 'cornerPos must return a FRESH vector, not shared scratch'); // blow it, then confirm the prompt would follow the flying corner r.corners[0].broken = true; r._repin(r.t); runStorm(r, w, 6); const p1 = r.cornerPos(0); const drift = Math.hypot(p1.x - anchor.x, p1.y - anchor.y, p1.z - anchor.z); assert(drift > 0.3, `blown corner's prompt only moved ${drift.toFixed(2)} m off the anchor`); assert(new SailRig({ anchors: makeAnchors(HEIGHTS_FLAT) }).cornerPos(0) === null, 'cornerPos on an unrigged rig should be null, not a throw'); return `prompt tracks the blown corner ${drift.toFixed(2)} m off its anchor`; }); // --- SPRINT2 decision 5: debris ------------------------------------------- const crate = (over) => ({ x: 0, y: 3.25, z: 0, vx: 0, vy: 0, vz: 14, r: 0.3, mass: 9, alive: true, ...over }); test('decision 5: a crate hitting the sail conserves momentum', () => { const r = rig(HEIGHTS_FLAT); runStorm(r, makeStubWind({ calm: true }), 4); // settle, so the cloth isn't ringing // aimed at the belly, not a corner: a pinned corner would (correctly) dump // momentum into the house and there'd be nothing to conserve const mid = r.N * Math.floor(r.N / 2) + Math.floor(r.N / 2); const p = crate({ x: r.pos[mid * 3], y: r.pos[mid * 3 + 1] - 0.25, z: r.pos[mid * 3 + 2], vy: 6, vz: 0 }); const clothP = () => { let x = 0, y = 0, z = 0; for (let n = 0; n < r.invMass.length; n++) { if (r.invMass[n] === 0) continue; // pinned: its momentum belongs to the house const i = n * 3; x += (r.pos[i] - r.prev[i]) / SIM_DT * r.nodeMass; y += (r.pos[i + 1] - r.prev[i + 1]) / SIM_DT * r.nodeMass; z += (r.pos[i + 2] - r.prev[i + 2]) / SIM_DT * r.nodeMass; } return { x, y, z }; }; const total = () => { const c = clothP(); return { x: c.x + p.vx * p.mass, y: c.y + p.vy * p.mass, z: c.z + p.vz * p.mass }; }; const before = total(); r._applyDebris([p], SIM_DT); const after = total(); const drift = Math.hypot(after.x - before.x, after.y - before.y, after.z - before.z); const scale = Math.hypot(before.x, before.y, before.z); assert(scale > 1, 'test crate carries no momentum to conserve'); assert(drift / scale < 0.01, `momentum drifted ${drift.toFixed(3)} of ${scale.toFixed(1)} kg·m/s (${(drift / scale * 100).toFixed(1)}%)`); assert(p.vy < 6, `the crate should have LOST speed to the cloth, still at ${p.vy.toFixed(2)} m/s`); return `crate ${scale.toFixed(0)} kg·m/s, exchange conserves to ${(drift / scale * 100).toFixed(3)}%`; }); test('decision 5: a crate through the sail shoves the cloth and emits', () => { const r = rig(HEIGHTS_FLAT); runStorm(r, makeStubWind({ calm: true }), 4); const hits = []; r.events.on('debrisHit', (e) => hits.push(e)); const mid = r.N * Math.floor(r.N / 2) + Math.floor(r.N / 2); const before = r.pos[mid * 3 + 1]; const p = crate({ x: r.pos[mid * 3], y: r.pos[mid * 3 + 1] - 0.6, z: r.pos[mid * 3 + 2], vy: 12, vz: 0 }); const v0 = p.vy; // Peak, not final: the crate crosses the cloth in about three frames and the // membrane springs back well inside the run, so sampling the end measures the // recovery rather than the punch. const wind = makeStubWind({ calm: true }); let peak = before; for (let i = 0; i < 30; i++) { r.step(SIM_DT, wind, i * SIM_DT, { pieces: [p] }); p.y += p.vy * SIM_DT; p.z += p.vz * SIM_DT; peak = Math.max(peak, r.pos[mid * 3 + 1]); } assert(hits.length > 0, 'crate passed through the cloth without a single contact'); assert(peak > before + 0.05, `belly only lifted ${(peak - before).toFixed(3)} m — the crate went straight through`); assert(p.vy < v0, `crate left at ${p.vy.toFixed(2)} m/s, never paid for the punch (entered at ${v0})`); return `${hits.length} contacts, belly punched ${(peak - before).toFixed(2)} m, crate ${v0} -> ${p.vy.toFixed(1)} m/s`; }); test('decision 5: no debris and empty debris are both fine', () => { const w = makeStubWind({ seed: 2, stormLen: 20 }); const a = rig(HEIGHTS_HYPAR), b = rig(HEIGHTS_HYPAR); for (let i = 0; i < 600; i++) { a.step(SIM_DT, w, i * SIM_DT); // Lane A's 3-arg call still works b.step(SIM_DT, makeStubWind({ seed: 2, stormLen: 20 }), i * SIM_DT, { pieces: [] }); } for (let k = 0; k < 4; k++) { assert(Math.abs(a.corners[k].load - b.corners[k].load) < 1e-9, 'an empty debris list changed the sim'); } return 'empty and absent debris both no-op'; }); // --- SPRINT2 B-4: the §7 gate, against the wind the game actually flies ------ // PLAN3D §7: "A flat drum-tight cheap rig MUST cascade-fail in storm_02; a // well-twisted mixed rig with one mid-storm repair MUST be survivable." The old // version of this proved it against my own stub wind, which is uniform, // horizontal and tuned by nobody — so it proved the cloth was self-consistent, // not that the game works. This is the real storm JSON, the real yard, and the // same two rig shapes Lane C measured decision 3 against. test('§7 gate on REAL storm_02: cheap flat rig cascades', () => { const rig = yardRig(['h1', 'h3', 'p2', 'p1'], HARDWARE[0], 1.3); // drum-tight carabiners const broke = []; rig.events.on('break', (e) => broke.push(e)); const w = realWind(); for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) rig.step(SIM_DT, w, i * SIM_DT); const lost = rig.corners.filter((c) => c.broken).length; assert(lost >= 2, `flat drum-tight carabiner rig only lost ${lost}/4 in the real storm_02 — no cascade`); return `lost ${lost}/4, first at t=${broke[0].t.toFixed(1)}s (${broke[0].anchorId}, ${broke[0].hw})`; }); test('§7 gate on REAL storm_02: twisted mixed rig survives', () => { // Lane C's shape: h1 (house, 2.6) / t2 (tree, 3.1) / p1 (post, 3.9) / t1 (tree, 3.2) // — corners at four different heights, i.e. an actual hypar, eased off tight. const rig = yardRig(TWISTED_QUAD, [HARDWARE[2], HARDWARE[1], HARDWARE[2], HARDWARE[1]], 0.85); const w = realWind(); let peak = 0; for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) { rig.step(SIM_DT, w, i * SIM_DT); peak = Math.max(peak, rig.maxLoad()); } const lost = rig.corners.filter((c) => c.broken).length; assert(lost === 0, `well-twisted mixed rig lost ${lost}/4 in storm_02 — §7 says it must be survivable`); return `all 4 corners held, peak ${kN(peak)} (area ${rig.area.toFixed(0)} m2)`; }); test('§7 gate on REAL storm_02: twisted rig + one repair on the dodgy corner', () => { // The other half of §7: "a well-twisted mixed rig with ONE mid-storm repair // MUST be survivable". The twisted rig above already survives outright, so // the interesting scenario is DESIGN.md's: the budget forces one dodgy corner // ($80 buys rated on at most two of four), that corner blows, and you run out // and re-rig it once with the carried spare — exactly Lane D's hold-E. // An $80-exact loadout on the decision-11 quad: rated t1 ($30) + shackle p1 // ($15) + carabiner p2 ($5) + shackle p3 ($15) + spare ($15). // // The carabiner goes on p2 because that is where the load actually IS — // measured peaks on this quad are t1 2.43 / p2 2.35 / p3 0.82 / p1 0.60 kN. // Hanging the cheap corner on p1 (the lightest) is what a player does by // accident: it rides the whole storm out and proves nothing. p2 is the real // bet, and it's the one that has to blow for this test to mean anything. const rig = yardRig( TWISTED_QUAD, // ['t1','p1','p2','p3'] [HARDWARE[2], HARDWARE[1], HARDWARE[0], HARDWARE[1]], 0.85, ); const w = realWind(); let repairs = 0; rig.events.on('break', () => { /* seen below; repairing inside the emit would reenter step */ }); for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) { rig.step(SIM_DT, w, i * SIM_DT); if (repairs === 0) { const k = rig.corners.findIndex((c) => c.broken); if (k >= 0) { rig.repair(k); repairs++; } } } const lost = rig.corners.filter((c) => c.broken).length; if (repairs === 0) { // A vacuous pass is worse than a skip: "nothing broke" would let this go // green forever while proving nothing. Storm_02 can't threaten a shackle // rig until Lane C's downdraft lands (their A/B: shackle blows at t=20.8 s // with downdraft 0.3, never without). Lights up by itself on merge. // Decision 11 landed the downdraft for real, so there is no longer an excuse // for nothing breaking: a vacuous pass here would mean the §7 repair leg — // the sprint's whole definition of done — is checking nothing. assert(false, 'nothing blew, so the repair scenario proved nothing — the dodgy corner is not on a loaded corner'); } assert(lost <= 1, `after one repair the rig still lost ${lost}/4 — not survivable`); return `${repairs} repair, finished ${4 - lost}/4 corners intact`; }); // --- SPRINT2 decision 3 / B-6: the flat-horizontal loophole ------------------ // Sprint 1 finding: a flat HORIZONTAL sail was the lowest-load rig of all, // because a horizontal plate in horizontal wind has almost no drag — which // inverted DESIGN.md's "big, flat, low = death in a storm". Lane C closed it by // making the wind descend (decision 8: a fraction of TOTAL speed, present // whenever it's windy). // // THE REFERENCE RIG IS THE WHOLE TEST, and getting it wrong is what made me // declare this bar unachievable for two sprints (SPRINT3 [B], and I was wrong). // The ratio is `(f / (sin p + cos p·f))²` for reference pitch p, so it depends // on p far more than on the downdraft: // // pitch f=0.12 f=0.45 the bar is 60% // 16.7° 8.9% 39.2% <- my old synthetic rig: unreachable, // asymptote 109%, would need f=0.86 // 4.8° 34.9% 71.5% <- the yard: clears comfortably // // A steeply-pitched reference catches the downdraft nearly as well as a // horizontal one does (its normal is still 96% vertical), so it can never be // out-loaded. The yard cannot BUILD a 16.7° sail: house fascia is 2.60 m and // the posts are 3.95 m, ~16 m apart — 4.8°. Measuring against a rig the game // can't rig proved something true about nothing. const YARD_PITCH_DEG = 4.8; // house 2.60 -> post 3.95 over ~16 m, from world.js test('decision 3: flat-horizontal is no longer a free lunch', () => { const f = STORM_02.gusts?.downdraftOfTotal ?? STORM_02.gusts?.downdraft ?? 0; assert(f > 0, 'storm_02 has no downdraft at all — decision 3/8 has regressed out of the data'); // Footprint sized and pitched like a real quad from the dressed yard, spun // through 8 headings under the real storm. (Re-seeding the wind instead only // reshuffles gust TIMING — the direction curve is authored — so it would look // like a sweep and measure nothing about direction.) const S = Math.sqrt(30); // ~30 m², mid of A's 18-45 band const rise = Math.tan((YARD_PITCH_DEG * Math.PI) / 180) * S; const PITCHED = [3.2 + rise / 2, 3.2 + rise / 2, 3.2 - rise / 2, 3.2 - rise / 2]; const HORIZ = [3.2, 3.2, 3.2, 3.2]; const foot = [[-S / 2, -S / 2], [S / 2, -S / 2], [S / 2, S / 2], [-S / 2, S / 2]]; const at = (hs, th) => foot.map(([x, z], i) => { const c = Math.cos(th), s = Math.sin(th); const pos = { x: x * c - z * s, y: hs[i], z: x * s + z * c }; return { id: `a${i}`, type: 'post', pos, sway: () => pos }; }); const sweep = (hs) => { let worst = 0; for (let k = 0; k < 8; k++) { const r = new SailRig({ anchors: at(hs, (k / 8) * Math.PI * 2), gridN: 10 }) .attach(ALL_IDS, Array(4).fill(UNBREAKABLE), 1.0); // full duration: storm_02's own note says the peak lands just AFTER the // southerly change, so a short sweep measures the wrong half of the storm worst = Math.max(worst, runStorm(r, realWind(), STORM_02.duration)); } return worst; }; const pitched = sweep(PITCHED); const horizontal = sweep(HORIZ); const ratio = horizontal / pitched; assert(ratio >= 0.6, `flat-horizontal peaks at only ${(ratio * 100).toFixed(0)}% of flat-pitched (${kN(horizontal)} vs ${kN(pitched)}) — still a free lunch`); return `flat-horizontal ${kN(horizontal)} vs flat-pitched ${kN(pitched)} = ${(ratio * 100).toFixed(0)}% at ${YARD_PITCH_DEG}° yard pitch, downdraftOfTotal ${f}`; }); test('runs against the shared contracts.js stub wind', () => { // Proves the rig eats the sanctioned Wind implementation, not just my local // stub — so nothing surprises us when Lane C's weather.js drops in. const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[1] }); const wind = createStubWind({ seed: 1, stormLen: 90 }); const peak = runStorm(r, wind, 90); for (const v of r.pos) assert(Number.isFinite(v), 'went NaN on the shared stub wind'); assert(peak > 0, 'shared stub wind produced no load at all'); return `90 s on contracts.js stub wind, peak ${kN(peak)}, ${r.corners.filter((c) => c.broken).length}/4 corners lost`; }); // --- SPRINT4 decision 10 / SPRINT5: ponding ------------------------------- const STORM_01 = await loadStormDef('storm_01_gentle'); test('ponding: a flat rig pools water and a twisted one sheds it', () => { // Real yard quads, not the synthetic level saddle: HEIGHTS_HYPAR is a // symmetric two-up-two-down at one footprint, which sags into a central belly // under a night of rain and ponds like a flat sail — an artifact of the test // rig, not the sim. The game builds rigs like these two, where the twisted // quad's corners sit at genuinely different heights so water has a downhill // path off one side. Measured 50x apart (1.7 vs 13 kg/m²). const flat = yardRig(['h1', 'h3', 'p2', 'p1'], UNBREAKABLE, 1.0); // 2.6/2.6/4.0/4.0 — a roof const twisted = yardRig(TWISTED_QUAD, UNBREAKABLE, 0.85); // §7's own survivor runStorm(flat, realWind(), STORM_02.duration); runStorm(twisted, realWind(), STORM_02.duration); const fm = flat.pondMass(), tm = twisted.pondMass(); const fpm = fm / flat.area, tpm = tm / twisted.area; // per m², since areas differ assert(fpm > 8, `flat rig only held ${fpm.toFixed(1)} kg/m² after a night of rain — it isn't ponding`); assert(tpm < fpm * 0.25, `twisted rig held ${tpm.toFixed(1)} kg/m² vs the flat rig's ${fpm.toFixed(1)} — it should shed`); return `flat ${fpm.toFixed(1)} kg/m² vs twisted ${tpm.toFixed(1)} kg/m² (${(tpm / fpm * 100).toFixed(0)}%)`; }); // THE POINT OF THE WHOLE WATER ARC. Wind provably cannot punish a flat sail // (SPRINT3 [B]: a horizontal plate catches less than any tilted one, at any // downdraft). Water can, it's DESIGN.md's stated mechanism, and unlike a // downdraft it cannot touch the twisted rig — asserted directly above. // A CONTROLLED experiment isolating water as the killer. On the real yard every // flat quad big enough to pond is also big enough for the storm's WIND to break // first (measured — it's the decision-2 oversize problem), so "flat rig dies in // storm_02" can't cleanly attribute the death to water there. Instead: same rig, // same rain, but the horizontal wind is capped below the rig's breaking load. // Then rain is the ONLY thing that can push it over — which is exactly the claim. const cappedWetWind = (capMs) => { const base = realWind(); const o = { x: 0, y: 0, z: 0 }; return { sample(pos, t) { const v = base.sample(pos, t); const h = Math.hypot(v.x, v.z); if (h > capMs) { const s = capMs / h; o.x = v.x * s; o.y = v.y; o.z = v.z * s; return o; } o.x = v.x; o.y = v.y; o.z = v.z; return o; }, rainAt: (t) => base.rainAt(t), rainMmPerHour: (t) => base.rainMmPerHour(t), }; }; const cappedDryWind = (capMs) => { const wet = cappedWetWind(capMs); return { sample: wet.sample, rainAt: () => 0, rainMmPerHour: () => 0 }; }; test('ponding: rain alone kills a flat rig the capped wind cannot', () => { const CAP = 16; // m/s — the dry control proves this rig holds 4/4 against it const r = carportRig(HARDWARE[1]); // shackle: holds the capped wind, not a night of water const broke = []; r.events.on('break', (e) => broke.push(e)); runStorm(r, cappedWetWind(CAP), STORM_02.duration); assert(broke.length > 0, `flat rated rig survived — peak pond was only ${r.pondMass().toFixed(0)} kg, rain isn't loading it`); return `${broke.length} corner(s) blew to water under a ${CAP} m/s wind cap, first at t=${broke[0].t.toFixed(1)}s`; }); test('ponding: the same rig under the same capped wind survives with rain OFF', () => { // The control that makes the test above mean "water", not "wind": identical // rig, identical capped wind, rain turned off -> it must hold 4/4. const CAP = 16; const r = carportRig(HARDWARE[1]); const broke = []; r.events.on('break', (e) => broke.push(e)); runStorm(r, cappedDryWind(CAP), STORM_02.duration); assert(broke.length === 0, `the rig lost ${broke.length} corner(s) to ${CAP} m/s WIND alone — raise nothing, the wet test isn't isolating water`); assert(r.pondMass() === 0, 'no rain should mean no pond'); return `dry, ${CAP} m/s cap: 4/4 held — so the kill above is the water`; }); test('ponding: storm_01 gentle cannot hurt anyone', () => { const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[1] }); const broke = []; r.events.on('break', (e) => broke.push(e)); runStorm(r, realWind(STORM_01), STORM_01.duration); assert(broke.length === 0, `a gentle day blew ${broke.length} corner(s) — storm_01 is the tutorial`); return `4/4 held, ${r.pondMass().toFixed(0)} kg of water on the cloth`; }); test('ponding: mass conserves until something dumps it', () => { const r = rig(HEIGHTS_FLAT); const w = realWind(); runStorm(r, w, 40); const held = r.pondMass(); assert(held > 50, `only ${held.toFixed(0)} kg to conserve — test is vacuous`); // no rain from here: the pond may drain off the rim but must not appear const dry = { ...w, rainAt: () => 0, rainMmPerHour: () => 0 }; runStorm(r, dry, 5); assert(r.pondMass() <= held + 1e-6, `pond GREW from ${held.toFixed(0)} to ${r.pondMass().toFixed(0)} kg with no rain`); const dumped = r.dumpPond('test'); assert(Math.abs(dumped - r_prev(r, dumped)) < 1e-9 || dumped > 0, 'dumpPond should report what it dropped'); assert(r.pondMass() === 0, 'dumpPond left water behind'); return `held ${held.toFixed(0)} kg, dumped ${dumped.toFixed(0)} kg, sail now dry`; }); function r_prev(_r, d) { return d; } test('ponding: a blown corner tips the pond off (DESIGN.md sudden dump)', () => { const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[1] }); const dumps = []; r.events.on('pondDump', (e) => dumps.push(e)); runStorm(r, realWind(), STORM_02.duration); assert(dumps.some((d) => d.reason === 'corner blew'), 'a corner let go and the water just sat there'); const big = dumps.find((d) => d.reason === 'corner blew'); return `corner blew and dropped ${big.kg.toFixed(0)} kg at t=${big.t.toFixed(1)}s`; }); test('ponding: winching the sail up tips the water off', () => { const r = rig(HEIGHTS_FLAT, { tension: 0.9 }); runStorm(r, realWind(), 40); const held = r.pondMass(); assert(held > 50, 'nothing to tip off — test is vacuous'); const dumps = []; r.events.on('pondDump', (e) => dumps.push(e)); r.setTension(1.1); assert(dumps.some((d) => d.reason === 'tensioned up'), 'tensioning a ponded sail did not shed the water'); assert(r.pondMass() === 0, 'sail still holding water after being winched up'); return `winch 0.9 -> 1.1 shed ${held.toFixed(0)} kg — the turnbuckle is a tool, not a slider`; }); // Lane D's broom (SPRINT5 gate 1). DESIGN.md: "run out and poke the pond with a // broom — the funniest correct mechanic in the game." test('ponding: drainPondAt is a broom, and the water has to go somewhere', () => { const r = rig(HEIGHTS_FLAT); runStorm(r, realWind(), 45); const before = r.pondMass(); assert(before > 100, `only ${before.toFixed(0)} kg to sweep — test is vacuous`); const target = r.pondCentroid(); assert(target && target.node >= 0, 'pondCentroid found no pond to aim at'); const dumps = []; r.events.on('pondDump', (e) => dumps.push(e)); let onYourHead = 0; for (let i = 0; i < Math.round(1.5 / SIM_DT); i++) onYourHead += r.drainPondAt(target.node, SIM_DT); assert(onYourHead > before * 0.4, `a 1.5 s poke only shifted ${onYourHead.toFixed(0)} of ${before.toFixed(0)} kg`); assert(r.pondMass() < before * 0.6, 'the belly is still full after a full poke'); assert(dumps.length > 0, 'drainPondAt emitted nothing for Lane D to react to'); return `1.5 s poke dropped ${onYourHead.toFixed(0)} kg of ${before.toFixed(0)} on your head`; }); test('ponding: the broom SAVES a flat rig that water would have killed', () => { // Gate 1, both halves: the rig above dies to water under a 14 m/s cap; a // diligent landscaper who sweeps the belly keeps it. Same rig, same capped // wind, so the only thing that changed is the broom. const CAP = 16; const swept = carportRig(HARDWARE[1]); const broke = []; swept.events.on('break', (e) => broke.push(e)); const w = cappedWetWind(CAP); const steps = Math.round(STORM_02.duration / SIM_DT); for (let i = 0; i < steps; i++) { swept.step(SIM_DT, w, i * SIM_DT); // a diligent landscaper sweeps before the belly reaches a kill load — the // rig above blows around 440 kg, so keep it under ~300 if (swept.pondMass() > 250) { const c = swept.pondCentroid(); if (c) swept.drainPondAt(c.node, SIM_DT, 3); } } assert(broke.length === 0, `swept rig still lost ${broke.length} corner(s) — the broom does not save it`); return `kept 4/4 by sweeping the belly; unswept the same rig loses corners to water`; }); test('ponding: pond accessors are safe before the sail is rigged', () => { // Caught live: Lane A's HUD reads pondMass() every frame, including before the // player has rigged anything — and this.water doesn't exist until attach(). const bare = new SailRig({ anchors: makeAnchors(HEIGHTS_FLAT) }); assert(bare.pondMass() === 0, 'pondMass threw / was non-zero on an unrigged sail'); assert(bare.pondCentroid() === null, 'pondCentroid should be null on an unrigged sail'); assert(bare.drainPondAt(0, SIM_DT) === 0, 'drainPondAt should no-op on an unrigged sail'); assert(bare.dumpPond() === 0, 'dumpPond should no-op on an unrigged sail'); return 'pondMass/centroid/drain/dump all safe pre-attach'; }); test('ponding: rain that the router swallows cannot silently pass', () => { // The integrator caught the wind router dropping the rain API this sprint, // which would have made every test above pass while ponding did nothing in the // real game. A wind with no rain methods must therefore be LOUD, not benign. const r = rig(HEIGHTS_FLAT); const noRainApi = { sample: realWind().sample, speedAt: () => 0, gustTelegraph: () => null }; runStorm(r, noRainApi, 30); assert(r.pondMass() === 0, 'water appeared from a wind with no rain API'); return 'no rain API -> no pond (and Lane A asserts the router keeps it)'; }); // --- SPRINT12: THE RATINGS ARE REAL (A's ruling, THREADS sprint 11) --------- // sail.js fails a corner on load > hw.rating * anchor.ratingHint. This test // asserts the CONSEQUENCE, not the formula: on the corner block, at max // tension, through the funnel, the carport blows before an honest post — the // yard's whole thesis, which D measured to be UNENFORCED before the wiring // (at any tension the sim had no reason to prefer cb over q; the lever that // decided the trap was tension, not steel). const STORM_03B = await loadStormDef('storm_03b_earlybuster'); /** * site_02_corner_block, DRESSED — dumped live from world.anchors after dress() * (browser, SPRINT12), same provenance as tools/site_audit's backyard dump. * Node cannot dress (GLTFLoader + fetch), and the graybox positions are a * different yard — see audit.mjs's header for the whole sermon. ratingHint is * E's baked number, adopted by adoptAnchor; q1..q4 are site-JSON posts at * world.js's DEFAULT_RATING_HINT = 1. */ const SITE2_DRESSED = [ ['tr1', 'tree', 6.833, 2.992, 0.154, 1.0], ['tr1b', 'tree', 7.142, 3.764, 0.043, 0.88], ['q1', 'post', -3.953, 3.937, -2.824, 1.0], ['q2', 'post', 3.983, 4.001, -2.276, 1.0], ['q3', 'post', 2.249, 3.991, 4.498, 1.0], ['q4', 'post', -3.334, 4.022, 4.445, 1.0], ['cb1', 'carport', -8.41, 2.289, -3, 0.22], ['cb2', 'carport', -5.59, 2.289, -3, 0.22], ['cp1', 'carport_post', -8.41, 1.679, -0.39, 0.3], ['cp2', 'carport_post', -8.41, 1.679, -5.61, 0.3], ].map(([id, type, x, y, z, ratingHint]) => { const pos = { x, y, z }; return { id, type, ratingHint, pos, sway: () => pos }; }); /** site_02's funnel, verbatim from the site JSON — the yard's personality. */ const SITE2_VENTURI = [{ x: -6, z: 0, axis: 2.1, gain: 1.5, radius: 5, sharp: 3 }]; /** realWind() with the SITE's venturi on it, the way main.js sets it at load. */ function site2Wind(def) { const field = createWindField(def); field.setVenturi(SITE2_VENTURI); const out = { x: 0, y: 0, z: 0 }; return { sample(pos, t) { return field.vecAt(pos.x, pos.z, t, out); }, speedAt(t) { field.vecAt(-6, 0, t, out); return Math.hypot(out.x, out.z); }, gustTelegraph: () => null, rainAt: (t) => field.rainAt(t), rainMmPerHour: (t) => field.rainMmPerHour(t), }; } /** * D's exact carport line (cb1 cb2 q2 q3) on UNIFORM rated shackles, settled 12 s * on the calm day (funnel on — the gap doesn't switch off for prep, same as the * audit), then flown through the whole early buster. Uniform hardware ON * PURPOSE: the only asymmetry left is the anchors themselves, so if a cb corner * goes first it can only be ratingHint. Returns breaks with the rig's OWN clock * on them — settle is t 0..12, the storm is t 12..102. */ const flyCarportLine = (anchors, tension) => { const r = new SailRig({ anchors, gridN: 10, porosity: 0.30 }); r.watchDivergence = true; r.attach(['cb1', 'cb2', 'q2', 'q3'], Array(4).fill(HARDWARE[2]), tension); const breaks = []; r.events.on('break', (e) => breaks.push({ id: e.anchorId, t: e.t })); const calm = site2Wind(STORM_01), storm = site2Wind(STORM_03B); for (let i = 0, n = Math.round(12 / SIM_DT); i < n; i++) r.step(SIM_DT, calm, (i * SIM_DT) % 3); const SETTLE_END = r.t; for (let i = 0; i < Math.round(STORM_03B.duration / SIM_DT); i++) r.step(SIM_DT, storm, i * SIM_DT); return { breaks, SETTLE_END }; }; test('ruling: on site_02 the CARPORT blows before an honest post — at DEFAULT tension', () => { // The half D's cold pass proved missing: pre-wiring, at tension 1.0 the // honest post blew first and the carport cost nothing, so the lever that // decided the trap was tension. Now the same rig, default tension, survives // prep and loses the CARPORT mid-storm while both honest posts hold — the // anchor decides, not the dial. (Measured: cb1 lets go around t≈41 with // q2/q3 peaking ~1.8/2.5 kN, well under a bare 6.5 kN rated shackle.) const { breaks, SETTLE_END } = flyCarportLine(SITE2_DRESSED, 1.0); assert(breaks.length > 0, 'nothing blew at default tension: ratingHint is not reaching _checkFailure — the trap is still tension-gated'); const firstCb = breaks.findIndex((b) => b.id.startsWith('cb')); const firstQ = breaks.findIndex((b) => b.id.startsWith('q')); assert(firstCb >= 0, `the carport never blew (breaks: ${breaks.map((b) => b.id).join(',')})`); assert(firstQ === -1 || firstCb < firstQ, `an honest post (${breaks[firstQ]?.id}) blew before the carport — the trap is pointing the wrong way`); assert(breaks[firstCb].t > SETTLE_END, `the beam let go at t=${breaks[firstCb].t.toFixed(1)}s, INSIDE the ${SETTLE_END.toFixed(0)}s prep settle — ` + 'at default tension the trap should fire in the storm, not on the shop floor'); return `default tension: ${breaks[firstCb].id} blew at t=${(breaks[firstCb].t - SETTLE_END).toFixed(1)}s into the storm, honest posts held`; }); test('ruling: at MAX tension the carport still goes first — and the hint is doing it', () => { // The sprint's literal shape (max tension through the funnel), plus the // control that makes both tests mean "the HINT", not "the load". const { breaks } = flyCarportLine(SITE2_DRESSED, 1.4); // TENSION_MAX const firstCb = breaks.findIndex((b) => b.id.startsWith('cb')); const firstQ = breaks.findIndex((b) => b.id.startsWith('q')); assert(firstCb >= 0, `max tension and the carport still never blew (breaks: ${breaks.map((b) => b.id).join(',')})`); assert(firstQ === -1 || firstCb < firstQ, `an honest post (${breaks[firstQ]?.id}) blew before the carport at max tension`); // Identical yard, every hint forced to 1 — bare hardware ratings, the // pre-wiring game — must survive the same night intact: rated shackles at // 6.5 kN hold these loads (worst peak ~3.4 kN); only 6.5 × 0.22 = 1.43 kN // lets go. This is the mutation control IN the suite: unwire sail.js and // both tests above go red because the wired and unhinted runs collapse into // this one. If THIS half ever breaks, the loads moved and the cb-first // asserts stop isolating the wiring — re-measure before touching thresholds. const unhinted = flyCarportLine( SITE2_DRESSED.map((a) => ({ ...a, ratingHint: 1, sway: a.sway })), 1.4).breaks; assert(unhinted.length === 0, `hint-free control lost ${unhinted.map((b) => b.id).join(',')} — bare rated shackles no longer hold this line; ` + 'the cb-first asserts are no longer attributing the break to ratingHint'); return `max tension: ${breaks[firstCb].id} first at t=${breaks[firstCb].t.toFixed(1)}s; hint-free control held 4/4`; }); export const SAIL_TESTS = TESTS; export function runSailSelftest() { const results = TESTS.map(([name, fn]) => { try { return { name, pass: true, detail: fn() || '' }; } catch (e) { return { name, pass: false, detail: e.message }; } }); return { pass: results.every((r) => r.pass), results }; } export function report(out) { const lines = out.results.map( (r) => `${r.pass ? 'PASS' : 'FAIL'} ${r.name}${r.detail ? `\n ${r.detail}` : ''}` ); return `${lines.join('\n')}\n\n${out.pass ? 'ALL GREEN' : 'FAILURES'} — ${out.results.filter((r) => r.pass).length}/${out.results.length}`; } // Run only when invoked directly; importing this module must not run the suite. if (typeof process !== 'undefined' && process.versions?.node && import.meta.filename === process.argv[1]) { const out = runSailSelftest(); console.log(report(out)); process.exit(out.pass ? 0 : 1); } export { makeStubWind };