""" SHADES — yard asset factory (Lane E) ==================================== ONE deterministic script that regenerates every nature + hardware GLB the game needs. Nothing here is hand-edited afterwards: change the script, re-run, commit the new GLBs (PLAN3D §0, "asset copies rule"). Run: blender -b -P tools/blender/build_yard_assets.py blender -b -P tools/blender/build_yard_assets.py -- --only tree_gum_01 blender -b -P tools/blender/build_yard_assets.py -- --no-verify blender -b -P tools/blender/build_yard_assets.py -- --no-debris blender -b -P tools/blender/build_yard_assets.py -- --cards # re-render the end cards Outputs (resolved from this file, so no absolute home paths): web/world/models/*.glb nature, hardware, ref_capsule web/world/models/debris/*.glb copied verbatim from the 3D-STORE library web/world/models/textures/grass_atlas.png tools/blender/contact_sheet.png verification render vs the 1.7 m capsule tools/blender/asset_report.json measured dims / tris / node names Idiom follows ~/Documents/Destroyulater/3D-STORE/racks_to_glb.py: reset_to_empty() per asset -> build under a root empty AT THE ORIGIN -> join by group -> stamp custom props -> export_scene.gltf(export_yup=True, export_extras=True, export_apply=True). Gotchas this script respects (all learned the hard way elsewhere in the house): - Blender's glTF importer leaves objects at rotation_mode='QUATERNION', and assigning .rotation_euler is then SILENTLY IGNORED. That is the bug that hid every fix across booth_room v3..v18. import_glb() forces 'XYZ' immediately. - Material.blend_method is deprecated under EEVEE Next; prefer surface_render_method when it exists. - Blender is Z-up, glTF is Y-up. Build Z-up here; export_yup=True flips it. A branch_anchor at Blender (0, 0, 3) arrives in three.js at (0, 3, 0). - Root empties stay at the world origin so `obj.parent = root` needs no parent-inverse juggling. Contract notes for other lanes (see THREADS.md): - Trees expose `trunk` + `canopy_01..03` as separate nodes so Lane A can sway canopies without moving the trunk, plus `branch_anchor_*` empties for world.anchors. - house_yardside exposes `fascia_anchor_01..03` — the fascia is a lie (DESIGN.md), and these are the anchors that are supposed to betray you. - sail_post is exported VERTICAL with a `rake_pivot` empty at the footing and a `top_anchor` at the head. Rake is a gameplay decision, so it is a runtime rotation about rake_pivot, not baked into the mesh. - shackle/carabiner/turnbuckle keep their failure-mode part as its own node (`pin`, `gate`, `body`) so the break animation can move just that piece. """ import bpy import bmesh # noqa: F401 (imported for parity with the house scripts) import json import math import os import random import shutil import sys from mathutils import Vector # ============================================================================ # CONFIG # ============================================================================ SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__)) REPO_ROOT = os.path.abspath(os.path.join(SCRIPT_DIR, "..", "..")) MODELS_DIR = os.path.join(REPO_ROOT, "web", "world", "models") DEBRIS_DIR = os.path.join(MODELS_DIR, "debris") TEXTURES_DIR = os.path.join(MODELS_DIR, "textures") CONTACT_SHEET = os.path.join(SCRIPT_DIR, "contact_sheet.png") REPORT_JSON = os.path.join(SCRIPT_DIR, "asset_report.json") # The 3D-STORE library on this box. PLAN3D §2 lists ~/Documents/3D-STORE (that # path is from the M1 Ultra); on the M3 Ultra the library lives here. Checked in # order, first hit wins, missing -> debris copy is skipped with a warning. DEBRIS_SOURCES = [ os.path.expanduser("~/Documents/Destroyulater/3D-STORE/clean_glbs"), os.path.expanduser("~/Documents/3D-STORE/clean_glbs"), ] DEBRIS_FILES = [ "BlueCrate_v2.glb", "BlackTub_v2.glb", "WhiteTub_v2.glb", "WoodenBin_v2.glb", ] TRI_BUDGET = 15000 # PLAN3D §5-E REF_HEIGHT = 1.70 # the person the whole yard is scaled against SEED_SALT = "shades-lane-e" # ============================================================================ # PALETTE — low-poly stylized, flat colours, sits beside the 90sDJsim ped fleet # ============================================================================ PAL = { "bark_gum": "#BFB8A8", # eucalypt: pale, chalky, not brown "bark_shadow": "#8C8577", "leaf_gum": "#7C8F5E", # sage/olive, not lawn green "leaf_gum_2": "#6B7E52", "timber": "#B08A5E", # palings, sleepers "timber_dark": "#8A6B47", "steel_gal": "#B6BCC2", # galvanised: posts, hardware "steel_dark": "#7E858C", "colorbond": "#9AA5A0", # shed / fence sheet "concrete": "#B9B6AE", "brick": "#A8705C", "render_wall": "#D8D2C4", "roof_tile": "#6E6A66", "glass": "#8FB3C4", "soil": "#5B4436", "plant_full": "#5F8A3E", "plant_tatty": "#7A8446", "plant_dead": "#8A7550", "mat_black": "#2E2E30", # trampoline mat, bin wheels "bin_green": "#3F5B44", # kerbside wheelie bin "bin_lid": "#C4A63A", # recycling-yellow lid "line_white": "#DCD9CF", # clothes line, gnome beard "gnome_skin": "#E0A986", "gnome_coat": "#3E6FA8", "gnome_hat": "#B33C36", "bristle": "#C9A659", # broom straw "hail_ice": "#DCEAF2", # hailstone "window_warm": "#FFC98A", # someone is home "bark_jac": "#A79C90", # jacaranda: thin grey bark, browner than a gum "leaf_jac": "#8C7FC0", # in flower — lilac, and unmistakable at 30 m "leaf_jac_2": "#6E5FA8", "bike_kid": "#D8483C", # the Henderson kid's bike — bought bright on purpose "bike_grip": "#3B4048", # grips and saddle "ref_pink": "#E85C8A", # the reference capsule — deliberately loud } # Rainwater caught in a sail is not swimming-pool blue. It's shallow, murky, it # picks up dust off the cloth, and mostly it mirrors an overcast sky — so it # reads grey-green, and it goes darker where it's deeper. WATER_SHALLOW = (0.46, 0.51, 0.46) WATER_DEEP = (0.22, 0.28, 0.26) # ============================================================================ # UTILS — lifted from racks_to_glb.py, kept deliberately close to the original # ============================================================================ def hex_to_rgba(hex_str, alpha=1.0): h = (hex_str or "#888888").lstrip("#") if len(h) != 6: h = "888888" return (int(h[0:2], 16) / 255.0, int(h[2:4], 16) / 255.0, int(h[4:6], 16) / 255.0, alpha) _MAT_CACHE = {} def get_material(name, color_hex, roughness=0.7, metallic=0.0, opacity=1.0): if name in _MAT_CACHE and _MAT_CACHE[name].name in bpy.data.materials: return _MAT_CACHE[name] mat = bpy.data.materials.new(name=name) mat.use_nodes = True bsdf = mat.node_tree.nodes.get("Principled BSDF") if bsdf: bsdf.inputs["Base Color"].default_value = hex_to_rgba(color_hex, opacity) bsdf.inputs["Roughness"].default_value = max(0.0, min(1.0, roughness)) bsdf.inputs["Metallic"].default_value = max(0.0, min(1.0, metallic)) if "Alpha" in bsdf.inputs: bsdf.inputs["Alpha"].default_value = max(0.0, min(1.0, opacity)) if opacity < 1.0: # EEVEE Next renamed this; keep both paths so the script survives both. if hasattr(mat, "surface_render_method"): mat.surface_render_method = 'BLENDED' elif hasattr(mat, "blend_method"): mat.blend_method = 'BLEND' _MAT_CACHE[name] = mat return mat def hide_by_default(obj): """Mark a node as "present but off until the game says otherwise". glTF has NO standard node-visibility flag, and Blender's `hide_render` does not survive the export — verified in three r175: every node arrives `visible: true`. This shipped as a real bug from Sprint 1 to Sprint 6, with garden_bed rendering plants_full, plants_tattered AND plants_dead superimposed, and my own THREADS note claiming the opposite. userData DOES survive, so the flag rides in extras and the consumer applies it in one line (see THREADS [E]): gltf.scene.traverse(o => { if (o.userData?.hidden_by_default) o.visible = false; }); hide_render is still set so Blender's own contact-sheet renders match the game. """ obj["hidden_by_default"] = True obj.hide_render = True return obj def _emissive(mat, color_hex, strength=1.0): """Emissive on the Principled BSDF. glTF carries it as emissiveFactor (plus KHR_materials_emissive_strength above 1.0), so the pane reads with no light in the scene at all — which is the point on a black storm night.""" bsdf = mat.node_tree.nodes.get("Principled BSDF") if not bsdf: return mat if "Emission Color" in bsdf.inputs: bsdf.inputs["Emission Color"].default_value = hex_to_rgba(color_hex) if "Emission Strength" in bsdf.inputs: bsdf.inputs["Emission Strength"].default_value = strength return mat def deselect_all_no_ops(): """Avoid bpy.ops.object.select_all — works without a proper context.""" for o in bpy.data.objects: try: o.select_set(False) except Exception: pass def _active(): return bpy.context.view_layer.objects.active def _apply_transform(obj, location=False, rotation=False, scale=True): deselect_all_no_ops() obj.select_set(True) bpy.context.view_layer.objects.active = obj bpy.ops.object.transform_apply(location=location, rotation=rotation, scale=scale) def add_box(name, dims, location, material, parent=None, rot=None): sx, sy, sz = dims bpy.ops.mesh.primitive_cube_add(size=1.0, location=location) obj = _active() obj.name = name obj.scale = (sx, sy, sz) obj.rotation_mode = 'XYZ' if rot: obj.rotation_euler = rot _apply_transform(obj, scale=True) obj.data.materials.append(material) if parent is not None: obj.parent = parent return obj def add_cyl(name, radius, depth, location, material, parent=None, verts=10, rot=None): bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=location) obj = _active() obj.name = name obj.rotation_mode = 'XYZ' if rot: obj.rotation_euler = rot obj.data.materials.append(material) if parent is not None: obj.parent = parent return obj def add_cone(name, r1, r2, depth, location, material, parent=None, verts=10, rot=None): bpy.ops.mesh.primitive_cone_add(vertices=verts, radius1=r1, radius2=r2, depth=depth, location=location) obj = _active() obj.name = name obj.rotation_mode = 'XYZ' if rot: obj.rotation_euler = rot obj.data.materials.append(material) if parent is not None: obj.parent = parent return obj def add_ico(name, radius, location, material, parent=None, subdiv=2, scale=(1, 1, 1), jitter=0.0, rng=None): bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=subdiv, radius=radius, location=location) obj = _active() obj.name = name obj.scale = scale _apply_transform(obj, scale=True) if jitter > 0.0 and rng is not None: # Seeded per-vertex nudge: organic silhouette, still byte-deterministic. for v in obj.data.vertices: v.co += Vector((rng.uniform(-jitter, jitter), rng.uniform(-jitter, jitter), rng.uniform(-jitter, jitter))) obj.data.materials.append(material) if parent is not None: obj.parent = parent return obj def add_tube_between(name, p0, p1, radius, material, parent=None, verts=8): """Cylinder spanning p0->p1. The workhorse for arcs, branches, rungs.""" a, b = Vector(p0), Vector(p1) d = b - a length = d.length if length < 1e-6: return None obj = add_cyl(name, radius, length, tuple((a + b) / 2.0), material, parent=parent, verts=verts) obj.rotation_mode = 'XYZ' obj.rotation_euler = d.to_track_quat('Z', 'Y').to_euler() return obj def parent_keep_transform(child, parent): """Blender's Ctrl+P "Keep Transform": reparent without moving the child. Everything else in this script keeps its root empty at the origin so that `obj.parent = root` needs no parent-inverse juggling. The canopy handle is the one exception — its pivot has to sit at the trunk top — so the blobs need the inverse or they leap upward by the trunk height on parenting. """ bpy.context.view_layer.update() child.parent = parent child.matrix_parent_inverse = parent.matrix_world.inverted() return child def add_empty(name, location=(0, 0, 0), parent=None, size=0.15): bpy.ops.object.empty_add(type='PLAIN_AXES', location=location) obj = _active() obj.name = name obj.empty_display_size = size if parent is not None: obj.parent = parent return obj def not_a_tie_off(empty, role, why): """Mark an `*_anchor` empty that is NOT something you can strap a sail to. SPRINT14 palette audit. `world.js:adoptAnchor` reads `rating_hint` off the node and falls back to **1** when it is absent — so any empty whose name ends in `_anchor` and carries no hint is, the moment a site names it, the BEST tie-off in the game: better than a gum fork (1.0 is the ceiling), a perfect anchor conjured out of a missing field. Four of those were sitting in the palette (`door_anchor`, `pickup_anchor`, `grip_anchor`, `window_light_anchor`), every one of them a carry point or a light hint. Silence read as "flawless steel"; that is the free-failure bug inverted, and the editor is about to offer these nodes to an author by name. So say it in the data. `tie_off: False` is the explicit denial the missing field only pretended to be; e.test.js pins that every `*_anchor` node in every GLB carries either a rating_hint or this flag, so a new anchor cannot arrive silent again. """ empty["tie_off"] = False empty["anchor_role"] = role empty["why"] = why return empty def join_group(objs, name, parent=None): """Join a list of meshes into one named node. Groups are the sway/animation unit, so this is per-group, NOT per-asset like racks_to_glb.py — Lane A has to be able to move canopy_01 without moving the trunk.""" objs = [o for o in objs if o is not None] if not objs: return None deselect_all_no_ops() for o in objs: o.select_set(True) bpy.context.view_layer.objects.active = objs[0] if len(objs) > 1: try: bpy.ops.object.join() except Exception as e: print(f" ! join failed for {name}: {e}") res = _active() res.name = name # Bake the rotation objs[0] contributed into the vertices, so the node's # LOCAL box is world-axis-aligned and therefore tight. # # This is not cosmetic. THREE.Box3.setFromObject() (and Blender's # obj.bound_box, and three's frustum culling) expand the LOCAL bounding box # by the world matrix. A joined node inherits objs[0]'s rotation — for an # arc, that's half a segment step off-axis — so every consumer computing # bounds the normal way would over-report these assets by ~11% and cull # them late. Verified against three.js r175: without this, Box3 reports # tramp_01 as 3.29 x 1.27 instead of its true 2.96 x 0.78. _apply_transform(res, rotation=True, scale=True) if parent is not None: res.parent = parent return res def arc_points(radius, a0, a1, segs, center=(0, 0, 0), plane='XZ', radius2=None): """Points along a circular arc, or an elliptical one when radius2 is given (radius = first axis, radius2 = second). The ellipse is what turns a ring into a D — a carabiner is ~100 mm long and ~55 mm wide, never round.""" r2 = radius if radius2 is None else radius2 pts = [] for i in range(segs + 1): t = a0 + (a1 - a0) * i / float(segs) c, s = math.cos(t) * radius, math.sin(t) * r2 if plane == 'XZ': pts.append((center[0] + c, center[1], center[2] + s)) else: pts.append((center[0] + c, center[1] + s, center[2])) return pts def add_arc_tube(name, radius, tube_r, a0, a1, material, parent=None, segs=12, center=(0, 0, 0), plane='XZ', radius2=None): pts = arc_points(radius, a0, a1, segs, center, plane, radius2) parts = [add_tube_between(f"{name}_s{i}", pts[i], pts[i + 1], tube_r, material, verts=8) for i in range(segs)] return join_group(parts, name, parent) def reset_to_empty(): deselect_all_no_ops() for obj in list(bpy.data.objects): bpy.data.objects.remove(obj, do_unlink=True) for mesh in list(bpy.data.meshes): bpy.data.meshes.remove(mesh, do_unlink=True) for mat in list(bpy.data.materials): bpy.data.materials.remove(mat, do_unlink=True) for cam in list(bpy.data.cameras): bpy.data.cameras.remove(cam, do_unlink=True) for light in list(bpy.data.lights): bpy.data.lights.remove(light, do_unlink=True) for txt in list(bpy.data.curves): bpy.data.curves.remove(txt, do_unlink=True) scn = bpy.context.scene for coll in list(bpy.data.collections): if coll != scn.collection: bpy.data.collections.remove(coll) _MAT_CACHE.clear() def rng_for(name): """Deterministic per-asset RNG: asset N never depends on asset N-1's draws, so --only produces byte-identical output to a full run.""" return random.Random(f"{SEED_SALT}:{name}") def stamp(root, asset_name, kind): root["shades_asset"] = asset_name root["shades_kind"] = kind root["shades_source"] = "build_yard_assets.py" def export_asset(root, out_path): deselect_all_no_ops() def sel(o): try: o.select_set(True) except Exception: pass for c in o.children: sel(c) sel(root) bpy.context.view_layer.objects.active = root bpy.ops.export_scene.gltf( filepath=out_path, use_selection=True, export_format='GLB', export_yup=True, export_extras=True, export_apply=True, export_materials='EXPORT', export_image_format='AUTO', export_lights=False, export_cameras=False, ) # ============================================================================ # BUILDERS — one per asset, each returns the root empty # ============================================================================ def build_ref_capsule(name): """The 1.7 m person every other asset is judged against. Loud pink on purpose: if you can't see it in a contact sheet, the framing is wrong.""" root = add_empty(name) mat = get_material("Mat_Ref", PAL["ref_pink"], 0.5) r = 0.20 parts = [ add_cyl(f"{name}_body", r, REF_HEIGHT - 2 * r, (0, 0, REF_HEIGHT / 2), mat, verts=16), add_ico(f"{name}_bot", r, (0, 0, r), mat, subdiv=2), add_ico(f"{name}_top", r, (0, 0, REF_HEIGHT - r), mat, subdiv=2), ] join_group(parts, "ref_capsule_mesh", root) add_empty("head_height", (0, 0, REF_HEIGHT), root, size=0.1) stamp(root, name, "reference") return root def _limb(name, base, tip, r_base, r_tip, mat, segs=3, sweep=0.30): """A tapered, up-swept limb from base to tip. A single straight uniform tube is what made these read as coat hooks in docs/yard_day.jpg — a peg poking out of a pole. Real gum limbs leave the trunk thick, sweep upward, and thin to nothing. The tip is a quadratic-bezier ENDPOINT, so it lands on `tip` exactly. That matters more than the look: branch_anchor_* sit on these tips, Lane A's winning line rigs off t2, and every balance number in the repo assumes those points don't move. Consumes NO rng — the caller's draw order is untouched. """ b, t = Vector(base), Vector(tip) ctrl = (b + t) / 2 + Vector((0, 0, (t.z - b.z) * sweep + 0.12)) parts, prev = [], b for i in range(1, segs + 1): u = i / segs pt = (1 - u) ** 2 * b + 2 * (1 - u) * u * ctrl + u ** 2 * t # u=1 -> exactly t r = r_base + (r_tip - r_base) * ((i - 0.5) / segs) parts.append(add_tube_between(f"{name}_s{i}", prev, pt, r, mat, verts=6)) prev = pt return parts def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name, sway_amp=1.0): """Eucalypt: pale chalky trunk, sparse olive canopy, low branches that a landscaper would actually strap a sail to.""" rng = rng_for(seed_name) root = add_empty(name) bark = get_material("Mat_Bark", PAL["bark_gum"], 0.85) bark_d = get_material("Mat_BarkShadow", PAL["bark_shadow"], 0.9) leaf_a = get_material("Mat_Leaf", PAL["leaf_gum"], 0.8) leaf_b = get_material("Mat_Leaf2", PAL["leaf_gum_2"], 0.8) # Trunk: tapered, slight lean — no gum ever grew plumb. r_base, r_top = height * 0.045, height * 0.022 trunk_h = height * 0.62 lean = rng.uniform(-0.04, 0.04) trunk_parts = [add_cone(f"{name}_trunk_main", r_base, r_top, trunk_h, (lean * trunk_h * 0.5, 0, trunk_h / 2), bark, verts=10, rot=(0, lean, 0))] # Root flare, so it doesn't look like a pipe stuck in the lawn. trunk_parts.append(add_cone(f"{name}_flare", r_base * 1.55, r_base, height * 0.05, (0, 0, height * 0.025), bark_d, verts=10)) # Branches: each anchor height gets a real limb to hang off. anchors = [] for i, ah in enumerate(anchor_heights): ang = rng.uniform(0, math.tau) reach = spread * rng.uniform(0.20, 0.30) z0 = ah base = (lean * z0, 0, z0) tip = (base[0] + math.cos(ang) * reach, base[1] + math.sin(ang) * reach, z0 + reach * rng.uniform(0.35, 0.6)) # Same four rng draws, same order, so every tip is bit-for-bit where it # was — only the geometry hanging off them changed. r_limb = r_top * rng.uniform(0.5, 0.7) trunk_parts.extend(_limb(f"{name}_branch_{i:02d}", base, tip, r_limb * 1.9, r_limb * 0.42, bark)) anchors.append(tip) join_group(trunk_parts, "trunk", root) # Canopy. `canopy` is the SWAY HANDLE: an empty at the trunk top that world.js # rotates, with the blobs hanging off it as children so they swing about the # trunk the way a real canopy does. Parenting them to the root instead — which # is what shipped in Sprint 1 — leaves each blob's pivot at its own centre, so # a lean just spins a sphere in place and the tree never visibly moves. The # canopy lean IS the gust telegraph the player reads (world.js), so a canopy # that can't sway silently costs the game its tell. Asserted in e.test.js. top = (lean * trunk_h, 0, trunk_h) canopy_grp = add_empty("canopy", top, root, size=0.6) canopy_grp["sway_amp"] = sway_amp # per-tree lean multiplier # Own RNG stream on purpose: drawing sway_phase from `rng` would consume a # value and shift every blob draw after it, silently reshaping a tree the # other lanes have already tuned against. Adding a handle must not move # geometry. canopy_grp["sway_phase"] = round(rng_for(f"{seed_name}:sway").uniform(0, math.tau), 3) canopy_grp["sway_pivot_y"] = round(trunk_h, 3) for i in range(canopy_blobs): ang = math.tau * i / canopy_blobs + rng.uniform(-0.3, 0.3) off = spread * rng.uniform(0.10, 0.24) cx = top[0] + math.cos(ang) * off cy = top[1] + math.sin(ang) * off cz = trunk_h + height * rng.uniform(0.08, 0.22) r = spread * rng.uniform(0.24, 0.32) blob = add_ico(f"canopy_{i + 1:02d}", r, (cx, cy, cz), leaf_a if i % 2 == 0 else leaf_b, subdiv=2, scale=(1.0, 1.0, rng.uniform(0.55, 0.75)), jitter=r * 0.10, rng=rng) parent_keep_transform(blob, canopy_grp) # Secondary motion if Lane A wants it: outer/higher blobs travel further. blob["sway_amp"] = round(0.6 + 0.4 * (cz / height), 3) # branch_anchor_* — what Lane B queries. Empties, at the limb tips. for i, tip in enumerate(anchors): e = add_empty(f"branch_anchor_{i + 1:02d}", tip, root, size=0.25) e["anchor_type"] = "tree" # Thicker limb = more trustworthy. Free intel for the inspection layer. e["rating_hint"] = round(1.0 - 0.12 * i, 2) stamp(root, name, "tree") root["canopy_count"] = canopy_blobs return root def build_tree_gum_01(name): # Big, heavy-limbed: leans less for the same wind. return _gum_tree(name, height=8.4, canopy_blobs=3, spread=6.0, anchor_heights=[2.6, 3.4, 4.3], seed_name=name, sway_amp=0.85) def build_tree_gum_02(name): # Smaller and whippier — it should show a gust front first. return _gum_tree(name, height=5.6, canopy_blobs=2, spread=4.4, anchor_heights=[2.3, 3.1], seed_name=name, sway_amp=1.20) def build_tree_jacaranda_01(name): """The second species — and the point of it is the LADDER, not the leaves. SPRINT14 gate 3.1. Both existing trees are gums, and both carry the same branch ladder: 1.0 / 0.88 / 0.76, twelve points a rung. That ladder is forgiving by design (Sprint 7) — on a gum you can climb for height and pay almost nothing for it, so "which tree, and how high" was never really a question, only "is there a tree". A jacaranda answers it differently, and honestly. It forks low and heavy: the union at 2.4 m is a genuine two-hands-around-it fork, as good as anything in the yard (0.95). Above that it is a different tree. Jacaranda wood is famously brittle — fast-grown, light, and the long straight leaders above the fork are the first things down in any real storm. So the ladder falls off a cliff instead of stepping down: gum 1.00 / 0.88 / 0.76 climb freely, pay 24% jacaranda 0.95 / 0.52 / 0.40 climb at all, pay 58% THAT is the decision the palette was missing. A sail wants height on its high corner (rain has to run off somewhere, DESIGN.md), and on a gum height is nearly free. Put a jacaranda in the same spot and the author has bought a real dilemma for the player: tie low into excellent steel and cut the sail flat, or reach for the height and rig off a limb rated 0.40. It is not priced and has no wreck, deliberately — same ruling as the bike. Nothing in the sim brings a limb down as an event the player can watch, and billing collateral for a thing nobody sees break is the lie the invoice exists to kill. When limb failure is a visible event, price it then. Shape follows the ladder rather than decorating it: low fork, three long leaders, and a wide flat crown (7.2 m of spread on a 6.6 m tree — a jacaranda is broader than it is tall, which is also why it makes such good shade and such tempting bad anchors). """ rng = rng_for(name) root = add_empty(name) height, spread = 6.6, 7.2 bark = get_material("Mat_BarkJac", PAL["bark_jac"], 0.85) bark_d = get_material("Mat_BarkShadow", PAL["bark_shadow"], 0.9) leaf_a = get_material("Mat_LeafJac", PAL["leaf_jac"], 0.8) leaf_b = get_material("Mat_LeafJac2", PAL["leaf_jac_2"], 0.8) # The fork is LOW — 0.36 of the tree's height, where a gum's is 0.62. This # single number is most of why the two species read differently at a # glance, and all of why the good anchor is reachable off a ladder. fork_h = height * 0.36 r_base, r_fork = height * 0.046, height * 0.027 lean = rng.uniform(-0.03, 0.03) parts = [add_cone(f"{name}_trunk", r_base, r_fork, fork_h, (lean * fork_h * 0.5, 0, fork_h / 2), bark, verts=10, rot=(0, lean, 0))] parts.append(add_cone(f"{name}_flare", r_base * 1.4, r_base, height * 0.045, (0, 0, height * 0.0225), bark_d, verts=10)) # Three leaders off the fork, sweeping out and up. These are the brittle # part; the anchors on them are what the low fork is being compared to. fork_pt = (lean * fork_h, 0, fork_h) leader_tips = [] for i in range(3): ang = math.tau * i / 3 + rng.uniform(-0.25, 0.25) reach = spread * rng.uniform(0.26, 0.34) tip = (fork_pt[0] + math.cos(ang) * reach, fork_pt[1] + math.sin(ang) * reach, fork_h + height * rng.uniform(0.22, 0.34)) parts.extend(_limb(f"{name}_leader_{i:02d}", fork_pt, tip, r_fork * 0.72, r_fork * 0.30, bark, segs=4, sweep=0.45)) leader_tips.append(tip) join_group(parts, "trunk", root) # Canopy: wide, flat, and low-domed. Blobs are squashed hard on Z (0.30–0.42 # against a gum's 0.55–0.75) because that flat umbrella IS the silhouette. top = (fork_pt[0], fork_pt[1], height * 0.68) canopy_grp = add_empty("canopy", top, root, size=0.7) canopy_grp["sway_amp"] = 1.05 canopy_grp["sway_phase"] = round(rng_for(f"{name}:sway").uniform(0, math.tau), 3) canopy_grp["sway_pivot_y"] = round(height * 0.68, 3) for i in range(4): ang = math.tau * i / 4 + rng.uniform(-0.25, 0.25) off = spread * rng.uniform(0.16, 0.30) cz = height * 0.68 + height * rng.uniform(0.02, 0.12) r = spread * rng.uniform(0.22, 0.30) blob = add_ico(f"canopy_{i + 1:02d}", r, (top[0] + math.cos(ang) * off, top[1] + math.sin(ang) * off, cz), leaf_a if i % 2 == 0 else leaf_b, subdiv=2, scale=(1.0, 1.0, rng.uniform(0.30, 0.42)), jitter=r * 0.10, rng=rng) parent_keep_transform(blob, canopy_grp) blob["sway_amp"] = round(0.6 + 0.4 * (cz / height), 3) # The ladder, as data. branch_anchor_01 is the FORK — the one piece of # honest steel this tree has — and 02/03 are out on the leaders. LADDER = [ (fork_pt, 0.95, "the main fork at 2.4 m: a two-hands-around-it union, and the best " "thing this tree will ever offer you"), (leader_tips[0], 0.52, "a jacaranda leader — fast-grown, light, brittle; it is holding " "itself up and not much else"), (leader_tips[1], 0.40, "further out on the same kind of limb; this is the rung that ends " "the night"), ] for i, (pt, hint, why) in enumerate(LADDER): e = add_empty(f"branch_anchor_{i + 1:02d}", pt, root, size=0.25) e["anchor_type"] = "tree" e["rating_hint"] = hint e["why"] = why stamp(root, name, "tree") root["canopy_count"] = 4 root["species"] = "jacaranda" root["branch_ladder"] = "0.95/0.52/0.40" root["ladder_note"] = ("steeper than the gums' 1.0/0.88/0.76 on purpose — " "on this tree, height costs you") root["priced"] = False root["unpriced_why"] = "no limb-failure event exists for the player to see" return root def build_fence_post(name): root = add_empty(name) timber = get_material("Mat_Timber", PAL["timber"], 0.85) cap = get_material("Mat_TimberDark", PAL["timber_dark"], 0.85) h = 2.0 parts = [ add_box(f"{name}_shaft", (0.10, 0.10, h), (0, 0, h / 2), timber), add_box(f"{name}_cap", (0.13, 0.13, 0.03), (0, 0, h + 0.015), cap), ] join_group(parts, "post", root) stamp(root, name, "fence") root["tile_step"] = 2.4 # matches fence_panel width return root def build_fence_panel(name): """Tileable: exactly 2.4 m in X, centred on the origin, so Lane A can instance at x = i * 2.4 with no seam arithmetic.""" rng = rng_for(name) root = add_empty(name) timber = get_material("Mat_Timber", PAL["timber"], 0.85) rail_m = get_material("Mat_TimberDark", PAL["timber_dark"], 0.85) width, h = 2.4, 1.8 pw, gap = 0.09, 0.006 step = pw + gap n = int(width / step) # Distribute the rounding slop into the gaps so the panel is exactly 2.4. step = width / n palings = [] for i in range(n): x = -width / 2 + step * (i + 0.5) # Palings weather unevenly; a few mm of height scatter kills the # picket-fence-perfect look for free. ph = h + rng.uniform(-0.02, 0.02) palings.append(add_box(f"{name}_paling_{i:02d}", (pw, 0.019, ph), (x, 0, ph / 2), timber)) join_group(palings, "palings", root) rails = [add_box(f"{name}_rail_{j}", (width, 0.035, 0.07), (0, 0.027, z), rail_m) for j, z in ((0, 0.35), (1, 1.45))] join_group(rails, "rails", root) stamp(root, name, "fence") root["tile_step"] = width return root def build_gate(name): """Origin at the hinge edge, base — so Lane A swings it by rotating the root about Z. `hinge_axis` marks it explicitly.""" root = add_empty(name) timber = get_material("Mat_Timber", PAL["timber"], 0.85) rail_m = get_material("Mat_TimberDark", PAL["timber_dark"], 0.85) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.35, metallic=0.9) w, h = 1.0, 1.75 pw, gap = 0.09, 0.008 step = pw + gap n = int(w / step) step = w / n palings = [add_box(f"{name}_paling_{i:02d}", (pw, 0.019, h), (step * (i + 0.5), 0, h / 2 + 0.08), timber) for i in range(n)] join_group(palings, "gate_palings", root) frame = [ add_box(f"{name}_rail_top", (w, 0.032, 0.07), (w / 2, 0.026, 1.70), rail_m), add_box(f"{name}_rail_bot", (w, 0.032, 0.07), (w / 2, 0.026, 0.24), rail_m), ] # The diagonal brace runs from the bottom hinge corner UP to the far top — # that's the direction that carries the leaf in compression. Get it backwards # and a real gate droops within a season. frame.append(add_tube_between(f"{name}_brace", (0.06, 0.026, 0.26), (w - 0.06, 0.026, 1.68), 0.022, rail_m, verts=6)) join_group(frame, "gate_frame", root) hinges = [add_cyl(f"{name}_hinge_{i}", 0.022, 0.09, (0.0, 0.03, z), steel, verts=8, rot=(0, math.pi / 2, 0)) for i, z in ((0, 0.30), (1, 1.62))] join_group(hinges, "hinges", root) add_empty("hinge_axis", (0, 0, 0), root, size=0.3) stamp(root, name, "fence") root["swing_deg"] = 100 return root def _house_facade(name, root): """The rear façade shared VERBATIM by the intact house and its torn-gutter wreck — wall ring, door, window, night glow, roof. Split out in Sprint 12 because a house does not fall down when a sail rips its eave line off (the carport folds; brick veneer shrugs), so the two variants have to be the SAME building or the aftermath swap reads as the house moving. One set of numbers, two eave lines. Returns the measurements and materials the eave line is built from, because the eave is exactly the part that differs between the two callers.""" wall_m = get_material("Mat_Render", PAL["render_wall"], 0.9) brick_m = get_material("Mat_Brick", PAL["brick"], 0.9) trim = get_material("Mat_Timber", PAL["timber_dark"], 0.8) roof_m = get_material("Mat_Roof", PAL["roof_tile"], 0.85) glass_m = get_material("Mat_Glass", PAL["glass"], 0.15, opacity=0.55) gutter_m = get_material("Mat_Colorbond", PAL["colorbond"], 0.5, metallic=0.6) W, H, D = 9.0, 2.70, 0.30 # Wall as a ring of boxes around the openings — cheaper than a boolean and # it never produces the n-gon mess booleans leave behind. door_w, door_h, door_x = 0.90, 2.05, -2.4 win_w, win_h, win_z, win_x = 1.80, 1.10, 1.55, 1.9 wall = [] wall.append(add_box(f"{name}_plinth", (W, D + 0.06, 0.35), (0, 0, 0.175), brick_m)) seg_l = door_x - door_w / 2 - (-W / 2) wall.append(add_box(f"{name}_w_left", (seg_l, D, H - 0.35), (-W / 2 + seg_l / 2, 0, 0.35 + (H - 0.35) / 2), wall_m)) mid_l = win_x - win_w / 2 - (door_x + door_w / 2) wall.append(add_box(f"{name}_w_mid", (mid_l, D, H - 0.35), (door_x + door_w / 2 + mid_l / 2, 0, 0.35 + (H - 0.35) / 2), wall_m)) seg_r = W / 2 - (win_x + win_w / 2) wall.append(add_box(f"{name}_w_right", (seg_r, D, H - 0.35), (win_x + win_w / 2 + seg_r / 2, 0, 0.35 + (H - 0.35) / 2), wall_m)) wall.append(add_box(f"{name}_w_overdoor", (door_w, D, H - door_h), (door_x, 0, door_h + (H - door_h) / 2), wall_m)) wall.append(add_box(f"{name}_w_underwin", (win_w, D, win_z - 0.35), (win_x, 0, 0.35 + (win_z - 0.35) / 2), wall_m)) wall.append(add_box(f"{name}_w_overwin", (win_w, D, H - win_z - win_h), (win_x, 0, win_z + win_h + (H - win_z - win_h) / 2), wall_m)) join_group(wall, "wall", root) join_group([add_box(f"{name}_door_leaf", (door_w - 0.04, 0.05, door_h - 0.04), (door_x, -D / 2 + 0.03, (door_h - 0.04) / 2 + 0.02), trim)], "door", root) join_group([add_box(f"{name}_win_glass", (win_w - 0.08, 0.02, win_h - 0.08), (win_x, -D / 2 + 0.04, win_z + win_h / 2), glass_m), add_box(f"{name}_win_frame", (win_w, 0.04, win_h), (win_x, -D / 2 + 0.02, win_z + win_h / 2), trim)], "window", root) # Night dressing (SPRINT6 §Lane E-1). `window_glow` ships HIDDEN — Lane A # flips .visible on the night storms. It's an unlit emissive pane, so it # needs no light to read and costs nothing when it's off. # # This is the cheapest storytelling in the yard: a warm window means someone # is inside, which is the whole reason the player is out here in the dark # fighting to keep the sail on. An empty yard at night is just weather. glow_m = get_material("Mat_WindowGlow", PAL["window_warm"], 1.0) _emissive(glow_m, PAL["window_warm"], 2.4) glow = add_box("window_glow", (win_w - 0.10, 0.01, win_h - 0.10), (win_x, -D / 2 + 0.055, win_z + win_h / 2), glow_m, parent=root) hide_by_default(glow) glow["night_only"] = True e = add_empty("window_light_anchor", (win_x, -D / 2 - 0.35, win_z + win_h / 2), root, size=0.2) e["light_hint"] = "warm PointLight ~2700K, spills onto the grass under the eave" not_a_tie_off(e, "where Lane A hangs the warm window light", "a lighting hint at a window pane — the fascia anchors are " "the house's tie-offs, and they rate 0.35 for a reason") # The roof and its eave. The eave overhangs 0.55 into the yard (-Y). eave_y = -0.55 fascia_z = H + 0.10 join_group([add_box(f"{name}_roof", (W + 0.2, D + 0.75, 0.10), (0, (eave_y + D / 2) / 2, H + 0.05), roof_m, rot=(math.radians(-6), 0, 0))], "roof", root) return dict(W=W, H=H, D=D, eave_y=eave_y, fascia_z=fascia_z, trim=trim, gutter_m=gutter_m) # What it costs to take the client's gutter — and the fascia it hangs off — # with you. Same deal as CARPORT_COLLATERAL below, second time around: Lane A # owns this number, it's a design call, not an art one. But the fascia anchors # have said collateral:"gutter" since Sprint 6 and NOBODY has ever priced one — # collateralFor('gutter') returns null, so backyard_01's house is a free # failure: tie 25 m² to a 0.35 fascia, rip it off, pay for a shackle. My # proposal and the reasoning, to argue with rather than adopt: # · the band is established now: gnome 25 at the floor, carport 180, my # stated ceiling ~250. The gutter goes between the ornament and the # structure, because that is what it is; # · a night's shop budget is 80 and the wild night's fee is ~76 (feeFor at a # 32 m/s peak). At 90 the gutter costs slightly more than EITHER — the # night it fires on is wiped, kit and fee together. That is the fascia's # lesson in one number: the "free" anchors were the dearest kit in the yard; # · under ~50 it's a shrug — less than the fee alone, so the trap couldn't # even wipe its own night; # · over ~130 the backyard outbids half a carport for a smaller lie: the # fascia (0.35) is honestly better steel than the beam (0.22), it's three # anchors not four, and it's the tutorial yard — the first trap a player # can hit should cost them a night, not the week. GUTTER_COLLATERAL = 90 def build_house_yardside(name): """Rear façade only — no interior. The fascia is the point: DESIGN.md says it holds until the first real gust, then leaves with the gutter.""" root = add_empty(name) f = _house_facade(name, root) W, H, eave_y, fascia_z = f["W"], f["H"], f["eave_y"], f["fascia_z"] trim, gutter_m = f["trim"], f["gutter_m"] fascia = add_box("fascia", (W + 0.2, 0.035, 0.20), (0, eave_y, fascia_z), trim, parent=root) gutter = join_group([ add_cyl(f"{name}_gutter_run", 0.055, W + 0.2, (0, eave_y - 0.05, fascia_z - 0.12), gutter_m, verts=8, rot=(0, math.pi / 2, 0)), add_cyl(f"{name}_downpipe", 0.04, H, (W / 2 - 0.25, eave_y - 0.05, H / 2), gutter_m, verts=8), ], "gutter", root) gutter["collateral_of"] = "fascia" # rip the fascia, the gutter goes too # fascia_anchor_* — scarce, fixed, and a lie. Three of them, spread wide. for i, fx in enumerate((-3.0, 0.0, 3.0)): e = add_empty(f"fascia_anchor_{i + 1:02d}", (fx, eave_y, fascia_z - 0.06), root, size=0.2) e["anchor_type"] = "house" e["rating_hint"] = 0.35 # low: this is the trap anchor e["collateral"] = "gutter" stamp(root, name, "structure") root["facade_width"] = W # The proposal rides in the asset, exactly like the carport's did (and A # adopted that one into site JSON, where the canonical number now lives — # sites are data; this is the fallback and the argument). collateral_key is # NEW and explicit because the carport never needed it: there, the priced # thing and the structure share a name. Here the structure is "house" and # the thing you take is the GUTTER — the key names which collateral string # this value prices, so Lane A's wiring never has to guess. root["collateral_key"] = "gutter" root["collateral_value"] = GUTTER_COLLATERAL root["collateral_label"] = "the gutter" return root def build_house_yardside_wrecked(name): """The house after the fascia let go (SPRINT12 §gate 3.3) — DESIGN.md's line made geometry: "holds until the first real gust, then rips off taking the gutter with it". Same origin, same footprint, same façade — _house_facade, shared verbatim — because a house does not fall down when a sail takes its eave line; only what the anchors betrayed changes. The fascia is torn through the span the fixings held, and the gutter it carried is in two states at once: the left run still hangs off the surviving board by its last bracket, torn end sagged toward the grass, and the right run is ON the grass out in the yard, kinked where it landed, with the downpipe leaning out of plumb after it. A gutter doesn't shatter — it unzips, springs, and lands where the wind was going. NO fascia_anchor_* empties survive into this file. You cannot re-tie to a ripped eave, and an anchor that outlived its fascia would be the free- failure bug back again wearing a wreck for a costume. e.test.js pins that, and that the gutter is DOWN here while its intact twin's is UP at the eave. """ rng = rng_for(name) root = add_empty(name) f = _house_facade(name, root) W, eave_y, fascia_z = f["W"], f["eave_y"], f["fascia_z"] trim, gutter_m = f["trim"], f["gutter_m"] # The fascia, minus what the sail took: a 3.4 m board survives on the left, # a stub clings to the far right corner, and both torn ends splinter past # the break. The gap in between is where fascia_anchor_02 used to be. fascia = [ add_box(f"{name}_fascia_left", (3.4, 0.035, 0.20), (-2.9, eave_y, fascia_z), trim), add_box(f"{name}_fascia_stub", (0.6, 0.035, 0.20), (4.3, eave_y, fascia_z), trim), ] for i, (bx, ang) in enumerate(((-1.05, 14), (3.85, -18))): fascia.append(add_box(f"{name}_fascia_splinter_{i}", (0.38, 0.028, 0.09), (bx, eave_y, fascia_z + 0.02), trim, rot=(0, math.radians(ang + rng.uniform(-3, 3)), 0))) join_group(fascia, "fascia_torn", root) # The left run: still bracketed at the healthy end, torn free at the break, # hanging diagonally with the freed end sprung out over the grass. join_group([add_tube_between( f"{name}_gutter_hang", (-4.4, eave_y - 0.05, fascia_z - 0.12), (-0.55, eave_y - 0.34, 1.28), 0.055, gutter_m, verts=8)], "gutter_torn", root) # The right run went where the wind was going: out over the yard, down on # the grass, kinked where it hit. Flat ON the grass — the carport wreck's # first-pass lesson (a corner sunk to z=-0.41) is why nothing here sinks. kx = 2.4 + rng.uniform(-0.3, 0.3) join_group([ add_tube_between(f"{name}_gutter_ground_a", (0.35, -1.35, 0.055), (kx, -1.72, 0.055), 0.055, gutter_m, verts=8), add_tube_between(f"{name}_gutter_ground_b", (kx, -1.72, 0.055), (4.85, -1.48, 0.055), 0.055, gutter_m, verts=8), ], "gutter_down", root) # The downpipe keeps its bottom strap and loses the top one with the run — # so it leans out of plumb into the yard. Cheapest possible "this eave is # finished" tell: it reads from across the lawn at night. join_group([add_tube_between( f"{name}_downpipe_loose", (W / 2 - 0.25, eave_y - 0.05, 0.02), (W / 2 - 0.12, eave_y - 0.62, 2.58), 0.04, gutter_m, verts=8)], "downpipe_loose", root) # What a ripped fascia leaves on the lawn: offcuts scattered near where the # run came down, every board flat on the grass. debris = [] for i, (dx, dy, ln, ang) in enumerate(((1.35, -1.15, 0.85, 22), (3.25, -1.58, 0.55, -34), (2.15, -0.92, 0.34, 63))): debris.append(add_box(f"{name}_fascia_bit_{i}", (ln, 0.20, 0.035), (dx + rng.uniform(-0.08, 0.08), dy + rng.uniform(-0.08, 0.08), 0.0175), trim, rot=(0, 0, math.radians(ang + rng.uniform(-6, 6))))) join_group(debris, "debris_fascia", root) stamp(root, name, "structure") root["broken_variant_of"] = "house_yardside" root["facade_width"] = W # Same price as the state it used to be, so scoring can read either — # the carport wreck's rule, verbatim. root["collateral_key"] = "gutter" root["collateral_value"] = GUTTER_COLLATERAL root["collateral_label"] = "the gutter" return root # What it costs to take the client's carport with you. Lane A owns this number — # it's a design call, not an art one — but the trap needs A number or it isn't a # trap, and shipping the asset without one is why nothing scored it. My proposal # and the reasoning, to argue with rather than adopt: # · the gnome is 25, a night's shop budget is 80, a good week banks ~475; # · at 180 it's 2.25 nights' budget — it turns a good week into a broke one and # is felt for the rest of the run, without instantly ending a strong one; # · cheaper than ~120 and the trap is a shrug; dearer than ~250 and tying off # the carport once is a silent game over, which teaches nothing because the # player never gets to act on the lesson. # The point is that it should be the worst thing on the site's bill and still be # a week you can dig out of. CARPORT_COLLATERAL = 180 def build_carport_01(name): """A single-car carport — the corner block's whole personality (SPRINT9 §E). DESIGN.md says that site is anchor-poor: "nowhere to tie off". The interesting way to build that is NOT to give the yard nothing — an empty yard is just a smaller yard. It's to give it something that LOOKS like four free anchors and isn't. A carport is exactly that lie, and it's the same lie the house fascia tells: light C-section posts on shallow pads, a roof beam sized to hold up a sheet of Colorbond and precisely nothing else. Tie a 25 m² sail to it in a southerly and you don't break the shackle, you take the carport. So the anchors ship with honest, terrible numbers: · `beam_anchor_01..02` — rating_hint 0.22, the worst in the game (the house fascia is 0.35). collateral="carport": pull these and the roof goes. · `post_anchor_01..02` — 0.30. Better, because a post at least stands on a pad, but it's still a 90 mm post in 200 mm of concrete. Lane A/B: these are meant to be TAKEN and to hurt. The site is winnable off ground anchors and the one tree; the carport is the trap that teaches why. """ root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85) dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8) sheet = get_material("Mat_Colorbond", PAL["colorbond"], 0.45, metallic=0.5) conc = get_material("Mat_Concrete", PAL["concrete"], 0.95) W, D = 3.0, 5.4 # one car, tight — it's a corner block H_HI, H_LO = 2.45, 2.20 # skillion, falling away from the street posts, pads = [], [] for sx in (-1, 1): for sy in (-1, 1): x, y = sx * (W / 2 - 0.09), sy * (D / 2 - 0.09) h = H_HI if sy < 0 else H_LO pads.append(add_box(f"{name}_pad_{sx}_{sy}", (0.26, 0.26, 0.09), (x, y, 0.045), conc)) # 90 mm box section. Light, and meant to look it. posts.append(add_box(f"{name}_post_{sx}_{sy}", (0.09, 0.09, h), (x, y, h / 2 + 0.09), steel)) join_group(pads, "footings", root) join_group(posts, "posts", root) beams = [] for sy in (-1, 1): h = H_HI if sy < 0 else H_LO beams.append(add_box(f"{name}_beam_{sy}", (W, 0.05, 0.14), (0, sy * (D / 2 - 0.09), h + 0.09), dark)) for sx in (-1, 1): beams.append(add_tube_between( f"{name}_rafter_{sx}", (sx * (W / 2 - 0.09), -D / 2 + 0.09, H_HI + 0.16), (sx * (W / 2 - 0.09), D / 2 - 0.09, H_LO + 0.16), 0.035, dark, verts=6)) join_group(beams, "beams", root) fall = math.atan2(H_HI - H_LO, D) join_group([add_box(f"{name}_roof", (W + 0.24, D + 0.20, 0.04), (0, 0, (H_HI + H_LO) / 2 + 0.22), sheet, rot=(fall, 0, 0))], "roof", root) # The trap, wired as data. Numbers are deliberately the worst in the game. for i, sx in enumerate((-1, 1)): e = add_empty(f"beam_anchor_{i + 1:02d}", (sx * (W / 2 - 0.09), 0.0, H_LO + 0.16), root, size=0.18) e["anchor_type"] = "carport" e["rating_hint"] = 0.22 # worse than the house fascia's 0.35 e["collateral"] = "carport" e["why"] = "sized for one sheet of roofing; a loaded sail takes the lot" for i, sy in enumerate((-1, 1)): e = add_empty(f"post_anchor_{i + 1:02d}", (-(W / 2 - 0.09), sy * (D / 2 - 0.09), 1.75), root, size=0.18) e["anchor_type"] = "carport_post" e["rating_hint"] = 0.30 e["collateral"] = "carport" e["why"] = "90 mm post on a 200 mm pad — better than the beam, still a lie" stamp(root, name, "structure") root["site_hint"] = "corner_block" root["is_anchor_trap"] = True # Without this the trap is unscoreable: the anchors say collateral="carport" # but nothing said what a carport COSTS, so Lane A's aftermath had no number # to reach for. main.js already reads world.gnome.collateralValue — same # shape, same place. # # SPRINT14 palette audit — `collateral_key` added, and the new audit assert # is what found it. The price used to resolve only because site_02 happens # to name its structure "carport", matching the string on the anchors: # `collateralFor(key)` looks for a STRUCTURE whose site-JSON id === key. # That held for exactly one yard. The moment the editor places a second one # — and it will generate "carport_2" for uniqueness, because it must — the # anchors still say collateral:"carport", no structure carries that id, and # collateralFor returns null: the carport becomes a FREE failure, which is # the gutter bug reborn in the sprint meant to bury it. The GLB now names # which collateral string its price answers to, exactly as the house does # for "gutter". Lane A: the runtime half is yours — collateralFor could # fall back to `glb.userData.collateral_key` when no structure id matches. root["collateral_key"] = "carport" root["collateral_value"] = CARPORT_COLLATERAL root["collateral_label"] = "the carport" return root def build_carport_01_wrecked(name): """The carport after you tied a sail to it (SPRINT10 §E). Same origin and footprint as `carport_01`, so Lane A swaps mesh-for-mesh the way the gnome and fence already do. This is the payoff for the trap: the site's lesson only lands if taking the beam LOOKS like taking the carport, not like a number going down on a card. It fails the way a light structure actually fails — not flattened. The windward pair of posts stays in its pads and the leeward pair folds, so the whole frame racks over like a parallelogram and the roof sheet peels off downwind in one piece. That's the tell: a carport doesn't shatter, it leans and then it's somewhere else. """ rng = rng_for(name) root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85) dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8) sheet = get_material("Mat_Colorbond", PAL["colorbond"], 0.45, metallic=0.5) conc = get_material("Mat_Concrete", PAL["concrete"], 0.95) W, D = 3.0, 5.4 H_HI, H_LO = 2.45, 2.20 RACK = math.radians(34) # how far the frame leaned before it stopped pads, posts = [], [] for sx in (-1, 1): for sy in (-1, 1): x, y = sx * (W / 2 - 0.09), sy * (D / 2 - 0.09) h = H_HI if sy < 0 else H_LO # The pads stay: they were never the weak part. That's the joke. pads.append(add_box(f"{name}_pad_{sx}_{sy}", (0.26, 0.26, 0.09), (x, y, 0.045), conc)) lean = RACK * rng.uniform(0.86, 1.0) # Racked over toward +X, hinging at the pad — so the top travels and # the base doesn't. posts.append(add_box(f"{name}_post_{sx}_{sy}", (0.09, 0.09, h), (x + math.sin(lean) * h / 2, y, 0.09 + math.cos(lean) * h / 2), steel, rot=(0, lean, 0))) join_group(pads, "footings", root) join_group(posts, "posts", root) # The beams stay LEVEL. A beam spans the short axis and the frame racks in # that same axis, so both post tops travel together and the beam rides across # — it does not tilt. Rotating it swung one end to 2.96 m, i.e. the wreck came # out TALLER than the carport it used to be. Measured, not reasoned. beams = [] for sy in (-1, 1): h = H_HI if sy < 0 else H_LO beams.append(add_box(f"{name}_beam_{sy}", (W, 0.05, 0.14), (math.sin(RACK) * h, sy * (D / 2 - 0.09), 0.09 + math.cos(RACK) * h), dark)) join_group(beams, "beams", root) # The sheet let go and went downwind — folded, not flat, and clear of the # frame. Nobody's parking under this again. # Flat-ish and ON the grass. The first pass tilted them enough to sink a # corner to z=-0.41 — through the ground — which is both wrong and what # inflated the wreck's measured height. Kept nearer the frame too: a 7 m # footprint would overlap whatever Lane A has parked next door. join_group([add_box(f"{name}_sheet_a", (W + 0.2, D * 0.55, 0.04), (W * 0.95, -D * 0.18, 0.12), sheet, rot=(0, math.radians(3), math.radians(-13))), add_box(f"{name}_sheet_b", (W * 0.8, D * 0.38, 0.04), (W * 0.88, D * 0.30, 0.28), sheet, rot=(math.radians(9), math.radians(-4), math.radians(8)))], "roof_down", root) stamp(root, name, "structure") root["broken_variant_of"] = "carport_01" root["collateral_key"] = "carport" # SPRINT14 audit — see the intact twin root["collateral_value"] = CARPORT_COLLATERAL return root # --------------------------------------------------------------------------- # THE SWING SET (SPRINT14 gate 3.1 — a temptation prop for D's palette) # --------------------------------------------------------------------------- # One shape, stated once, used by the intact set AND the wreck. The carport and # the house both taught this: a wreck built from re-typed numbers drifts away # from its twin one edit at a time, and the swap starts needing a fudge offset. SWING = dict( SPAN=2.30, # crossbar, apex to apex (a two-seat domestic A-frame) SPLAY=0.45, # each leg foot this far fore/aft of the apex H=2.05, # top rail height — a shade over head height, which is # exactly why it reads as a tie-off R_LEG=0.024, # 48 mm OD galvanised tube R_RAIL=0.019, # 38 mm OD top rail SEAT_Z=0.45, SEAT_X=(-0.55, 0.55), ) # What it costs to bend the client's swing set. Proposal — Lane A owns the # number, same as the carport's 180 and the gutter's 90: # · the band is a ladder now, and this has to slot into it honestly: # gnome 25 (ornament) < gutter 90 (a run of one trade's work) < SWING 140 # < carport 180 (a structure with a roof on it); # · what actually fails is the two apex junctions and the legs under them — # bent tube, not matchwood. That's a frame replacement and a re-hang on a # set that costs $250–350 new, so 140 is the repair, not the receipt; # · under ~90 it's cheaper than the gutter, which would say a whole item of # the kid's play equipment is worth less than a length of guttering — # the client would not agree and neither would the bill; # · over ~180 it outbids the carport, and a swing set is a toy: the carport # must stay the worst thing on any yard's bill or the corner block's # lesson gets quietly outranked by a prop. # It is priced (unlike the bike) because the sim CAN destroy it: the frame # anchors carry collateral="swing_set", so losing that corner bills it through # exactly the chain the carport already proved, and the wreck is the thing the # player sees. SWING_COLLATERAL = 140 def _swing_frame(name, root, steel, seat_m, chain_m, *, wrecked=False): """Build the set. `wrecked=False` is the standing one; True tips it over. Returns the two apex points (Blender coords) so the caller hangs the anchors on the exact points the geometry ended up at, rather than on a second copy of the arithmetic. HOW IT FAILS, and why the wreck is a transform rather than a second model: an A-frame swing set is not bolted to anything. The feet sit on the grass (the ground pegs are in the shed; they always are). Load a corner of a 25 m² sail onto it and nothing snaps — the frame walks, then it goes over sideways in one piece. So the wreck is the same triangle, rotated about the foot line it tips OVER (y = −SPLAY), by 100° — past horizontal. That angle is not a look, it is the resting position: the frame comes to rest on that foot rail and on the crossbar, which puts the far pair of legs in the air at ~0.89 m, pointing up. That is what a fallen A-frame looks like in every yard I have ever seen one in, and it is unmistakable at a glance from across a yard — which is the job, because the player has to read "I did that" instantly. Tipping about the far foot instead (the obvious first try) drives the near feet 0.88 m through the lawn — the same class of error as a wreck that stands taller than its twin, and the reason both are asserted. """ S = SWING half = S["SPAN"] / 2 apex_l, apex_r = (-half, 0.0, S["H"]), (half, 0.0, S["H"]) if wrecked: th = math.radians(100.0) c, s = math.cos(th), math.sin(th) y0 = -S["SPLAY"] # the foot line it goes over # It rests ON its tubes, so lift by a leg radius: without this the # capped ends of the now-near-horizontal legs sit ~24 mm under the # grass, and "broken variants sit on the ground" is a real assert. lift = S["R_LEG"] + 0.002 def R(p): x, y, z = p yr = y - y0 return (x, yr * c - z * s + y0, yr * s + z * c + lift) else: def R(p): return p legs, feet = [], [] for sx in (-1, 1): ax = sx * half for sy in (-1, 1): legs.append(add_tube_between( f"{name}_leg_{sx}_{sy}", R((ax, sy * S["SPLAY"], 0.0)), R((ax, 0.0, S["H"])), S["R_LEG"], steel, verts=6)) # The foot rail — the bit that is supposed to be pegged down and is # not. It survives the wreck: it is the part that dragged. feet.append(add_tube_between( f"{name}_footrail_{sx}", R((ax, -S["SPLAY"], 0.03)), R((ax, S["SPLAY"], 0.03)), S["R_LEG"] * 0.8, steel, verts=6)) join_group(legs + feet, "frame", root) # The crossbar gets its OWN node, and that is a gameplay decision, not a # modelling one: it is the single most tempting-looking thing on the prop # (a straight steel rail at 2.05 m, dead level, right where a sail corner # wants to be) and it is not an anchor. Keeping it separate means the data # can say so on the node itself, and means the wreck can lay it on the # grass as one recognisable piece. rail = join_group([add_tube_between( f"{name}_rail", R(apex_l), R(apex_r), S["R_RAIL"], steel, verts=8)], "crossbar", root) not_a_tie_off( rail, "the top rail — a swing hangs off it, a sail does not", "38 mm tube spanning 2.3 m between two unpegged A-frames: it holds a " "child in bending, and a sail corner pulls it sideways, which is the " "one direction nothing here resists") swing_parts = [] for i, sx in enumerate(S["SEAT_X"]): if wrecked: # Chains do not stay rigid when the frame they hang from is on the # grass. The rail is down at (y≈−2.55, z≈0.09); the seats ended up # just past it, flat, with the chains slack across the lawn. hang = R((sx, 0.0, S["H"])) seat_at = (sx, hang[1] - 0.28, 0.03) for sy in (-1, 1): swing_parts.append(add_tube_between( f"{name}_chain_{i}_{sy}", (hang[0] + sy * 0.05, hang[1], hang[2]), (seat_at[0] + sy * 0.07, seat_at[1], seat_at[2] + 0.02), 0.006, chain_m, verts=4)) swing_parts.append(add_box( f"{name}_seat_{i}", (0.44, 0.16, 0.03), seat_at, seat_m, rot=(0, 0, math.radians(7 * (1 if i else -1))))) else: for sy in (-1, 1): swing_parts.append(add_tube_between( f"{name}_chain_{i}_{sy}", (sx, 0.0, S["H"]), (sx, sy * 0.09, S["SEAT_Z"]), 0.006, chain_m, verts=4)) swing_parts.append(add_box( f"{name}_seat_{i}", (0.44, 0.16, 0.03), (sx, 0.0, S["SEAT_Z"]), seat_m)) join_group(swing_parts, "swings", root) return [R(apex_l), R(apex_r)] def build_swing_set_01(name): """A two-seat backyard swing set — the palette's honest middle option. SPRINT14 gate 3.1. D needs things worth placing, and "worth placing" means the author has a real decision to make. The palette had a ceiling (a gum fork, 1.0), a floor (the carport beam, 0.22, a pure trap) and almost nothing in between — so every yard was either "there is good steel here" or "there is a lie here". The swing set is the middle: it genuinely holds, and it costs you if you lean on it. THE TEMPTATION IS THE CROSSBAR. A dead-level steel rail at 2.05 m, spanning 2.3 m, at the exact height a sail corner wants — it is the most anchor- looking object I have built. It is not an anchor, and the data says so (`tie_off: False` on the `crossbar` node). What IS offered is the two apex junctions, where four legs and the rail all meet a welded corner casting: `frame_anchor_01/02`, rating_hint 0.45, typed `swing_frame`. WHY 0.45, and why its own enum type. The junction itself is sound steel — better than the house fascia (0.35) and much better than the carport beam (0.22). What it is NOT is anchored: the whole set stands on four feet on grass, with the ground pegs still in the shed. So it holds a moderate pull and then the SET moves, which is a completely different failure from a post pulling out of concrete. That is also why it is not typed `post`: the enum string is what the player reads before they commit (MANUAL, "the enum gives it its pre-rig read"), and calling this a post would promise 4 m of concreted steel. It is a swing frame. It says swing frame. Priced at SWING_COLLATERAL, with a wreck, because the sim can actually do it: `collateral="swing_set"` on both anchors, the value keyed on the root, the same chain the carport proved. (Compare the bike, which stays unpriced because nothing can knock it over yet.) """ root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85) seat_m = get_material("Mat_SwingSeat", PAL["bike_kid"], 0.75) chain_m = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8) apexes = _swing_frame(name, root, steel, seat_m, chain_m, wrecked=False) for i, ap in enumerate(apexes): e = add_empty(f"frame_anchor_{i + 1:02d}", ap, root, size=0.18) e["anchor_type"] = "swing_frame" e["rating_hint"] = 0.45 e["collateral"] = "swing_set" e["why"] = ("welded apex casting — sound steel on a frame that is " "standing on grass, not pegged into it") stamp(root, name, "prop") root["collateral_key"] = "swing_set" root["collateral_value"] = SWING_COLLATERAL root["collateral_label"] = "the swing set" root["breakable"] = True root["mass_hint"] = 38.0 # ** WHICH WAY IT FALLS — a placement fact, MEASURED, not reasoned. ** # In Blender the wreck goes over toward −Y. You do not work in Blender: the # exporter maps (x, y, z) → (x, z, −y), so in three.js it lands on +Z. I am # only willing to write that down because I loaded the GLB in the browser # and read the crossbar's world box: centre (0.00, 0.11, +2.55), footprint # z = 0.45 … 2.93. My bike docstring lied about exactly this axis and only a # browser-coords assert caught it, so these two extras are pinned by one in # e.test.js as well — the claim and the geometry now go red together. # # Lane A / D: leave ~3 m clear on the prop's +Z side or the wreck lays # itself through whatever is standing there. The intact footprint is only # ~0.95 m deep, so the editor cannot infer this from the standing bounds. root["wreck_falls_toward"] = "+Z" root["wreck_clearance_m"] = 3.0 return root def build_swing_set_01_wrecked(name): """The swing set after you tied a sail corner to it. Same origin, same parts, one number different (`wrecked=True` racks the frame 62° about the ground line) — so intact and wrecked cannot drift, and the swap is mesh-for-mesh like the carport's and the house's. It is racked over, not flattened: the rail is on the grass with both seats still hanging off it and the feet have dragged. A swing set that came apart into pieces would read as vandalism; one lying on its side with the swings tangled reads as exactly what it is, which is a thing you pulled over. """ root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85) seat_m = get_material("Mat_SwingSeat", PAL["bike_kid"], 0.75) chain_m = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8) _swing_frame(name, root, steel, seat_m, chain_m, wrecked=True) # No frame_anchor_* survives, for the same reason no fascia_anchor survives # the torn eave: you cannot re-tie to a frame lying on the grass, and an # anchor that outlives its structure is the free-failure bug in a costume. stamp(root, name, "prop") root["broken_variant_of"] = "swing_set_01" root["collateral_key"] = "swing_set" root["collateral_value"] = SWING_COLLATERAL root["collateral_label"] = "the swing set" return root def build_shed_01(name): """Colorbond garden shed, skillion roof. Spare hardware lives in here.""" root = add_empty(name) sheet = get_material("Mat_Colorbond", PAL["colorbond"], 0.45, metallic=0.5) dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.5, metallic=0.5) slab = get_material("Mat_Concrete", PAL["concrete"], 0.95) W, D, H = 2.40, 1.80, 2.05 fall = 0.22 # skillion drop front-to-back parts = [add_box(f"{name}_slab", (W + 0.16, D + 0.16, 0.08), (0, 0, 0.04), slab)] parts.append(add_box(f"{name}_back", (W, 0.04, H), (0, D / 2, 0.08 + H / 2), sheet)) parts.append(add_box(f"{name}_left", (0.04, D, H - fall / 2), (-W / 2, 0, 0.08 + (H - fall / 2) / 2), sheet)) parts.append(add_box(f"{name}_right", (0.04, D, H - fall / 2), (W / 2, 0, 0.08 + (H - fall / 2) / 2), sheet)) parts.append(add_box(f"{name}_front", (W, 0.04, H - fall), (0, -D / 2, 0.08 + (H - fall) / 2), sheet)) join_group(parts, "shell", root) join_group([add_box(f"{name}_roof", (W + 0.18, D + 0.18, 0.045), (0, 0, 0.08 + H - fall / 2 + 0.06), sheet, rot=(math.radians(math.degrees(math.atan2(fall, D))), 0, 0))], "roof", root) join_group([ add_box(f"{name}_door_l", (W / 2 - 0.06, 0.02, H - fall - 0.16), (-W / 4, -D / 2 - 0.03, 0.08 + (H - fall - 0.16) / 2), dark), add_box(f"{name}_door_r", (W / 2 - 0.06, 0.02, H - fall - 0.16), (W / 4, -D / 2 - 0.03, 0.08 + (H - fall - 0.16) / 2), dark), ], "doors", root) not_a_tie_off(add_empty("door_anchor", (0, -D / 2 - 0.6, 0.9), root, size=0.2), "stand point in front of the shed doors", "a Colorbond door skin on a sheet-metal shed; there is no " "steel here to strap to, only 0.5 mm of cladding") stamp(root, name, "structure") return root def build_shed_table(name): """The spare-hardware pickup point. `pickup_anchor` is where Lane D should register the hold-E, so the prompt lands on the bench top, not the floor.""" root = add_empty(name) timber = get_material("Mat_Timber", PAL["timber"], 0.8) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85) W, D, H = 1.60, 0.60, 0.90 top = add_box("table_top", (W, D, 0.045), (0, 0, H - 0.0225), timber, parent=root) legs = [] for sx in (-1, 1): for sy in (-1, 1): legs.append(add_box(f"{name}_leg_{sx}_{sy}", (0.05, 0.05, H - 0.045), (sx * (W / 2 - 0.07), sy * (D / 2 - 0.07), (H - 0.045) / 2), steel)) legs.append(add_box(f"{name}_shelf", (W - 0.16, D - 0.12, 0.03), (0, 0, 0.22), timber)) join_group(legs, "table_frame", root) not_a_tie_off(add_empty("pickup_anchor", (0, 0, H + 0.05), root, size=0.2), "where spare hardware sits and where the hold-E prompt lands", "a bench top, not a bollard — the table would come with you") stamp(root, name, "prop") return root def _plant_tuft(prefix, origin, mat, rng, blades, height, lean, parts): """A tuft of tapered blades fanning from a point. Cheap, and reads as a plant instead of the green X's you get from crossed quads.""" for b in range(blades): ang = math.tau * b / blades + rng.uniform(-0.25, 0.25) hgt = height * rng.uniform(0.7, 1.15) tip = (origin[0] + math.cos(ang) * lean * hgt, origin[1] + math.sin(ang) * lean * hgt, origin[2] + hgt) mid = (origin[0] + math.cos(ang) * lean * hgt * 0.35, origin[1] + math.sin(ang) * lean * hgt * 0.35, origin[2] + hgt * 0.6) parts.append(add_tube_between(f"{prefix}_b{b}_lo", origin, mid, 0.012, mat, verts=4)) parts.append(add_tube_between(f"{prefix}_b{b}_hi", mid, tip, 0.005, mat, verts=4)) def build_garden_bed(name): """Raised sleeper bed + THREE plant states as sibling nodes in one GLB: plants_full / plants_tattered / plants_dead. Lane A toggles .visible — one load, instant swap, no pop-in, and no morph-target export risk.""" rng = rng_for(name) root = add_empty(name) sleeper = get_material("Mat_Timber", PAL["timber_dark"], 0.9) soil = get_material("Mat_Soil", PAL["soil"], 1.0) W, D, H = 3.0, 1.2, 0.40 frame = [] for sy in (-1, 1): frame.append(add_box(f"{name}_side_{sy}", (W, 0.05, H), (0, sy * (D / 2 - 0.025), H / 2), sleeper)) for sx in (-1, 1): frame.append(add_box(f"{name}_end_{sx}", (0.05, D - 0.1, H), (sx * (W / 2 - 0.025), 0, H / 2), sleeper)) join_group(frame, "bed", root) join_group([add_box(f"{name}_soil", (W - 0.1, D - 0.1, 0.06), (0, 0, H - 0.05), soil)], "soil", root) # Same tuft positions across all three states — the bed must not appear to # rearrange itself when it takes damage, only to wilt. spots = [] for i in range(7): spots.append((-W / 2 + 0.35 + i * ((W - 0.7) / 6.0), rng.uniform(-D / 4, D / 4), H - 0.02)) for state, mat_hex, blades, hgt, lean in ( ("full", PAL["plant_full"], 7, 0.42, 0.30), ("tattered", PAL["plant_tatty"], 5, 0.26, 0.55), ("dead", PAL["plant_dead"], 3, 0.15, 0.85)): mat = get_material(f"Mat_Plant_{state}", mat_hex, 0.9) srng = rng_for(f"{name}:{state}") parts = [] for i, sp in enumerate(spots): _plant_tuft(f"{name}_{state}_{i}", sp, mat, srng, blades, hgt, lean, parts) node = join_group(parts, f"plants_{state}", root) if node: node["damage_state"] = state # Only `full` starts on; Lane A swaps by toggling .visible. if state != "full": hide_by_default(node) stamp(root, name, "garden") root["states"] = "full,tattered,dead" root["bed_size"] = f"{W}x{D}" return root def build_sail_post(name): """Exported VERTICAL. DESIGN.md says correct practice is to rake the post away from the load — but that's the player's call, so rake is a runtime rotation about `rake_pivot`, not baked geometry.""" root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.35, metallic=0.9) dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8) conc = get_material("Mat_Concrete", PAL["concrete"], 0.95) H, R = 4.0, 0.048 # The footing is cast into the ground and stays put — only the post rakes. join_group([add_cyl(f"{name}_collar", 0.26, 0.14, (0, 0, 0.05), conc, verts=14), add_cyl(f"{name}_collar_top", 0.22, 0.04, (0, 0, 0.13), conc, verts=14)], "footing", root) # rake_pivot is a GROUP, not a marker. Everything above the footing hangs off # it, so rotating it rakes the post while the concrete stays level in the # ground. Shipping it as a childless empty (as Sprint 1 did) means rotating # it moves nothing, and rotating the whole GLB instead tips the footing out # of the dirt with it. Same trap as the canopy handle. Asserted in e.test.js. rake = add_empty("rake_pivot", (0, 0, 0.12), root, size=0.25) rake["rake_axis"] = "x/z — rake AWAY from the load (DESIGN.md)" rake["rake_default_deg"] = 8 above = [] above.append(join_group([ add_cyl(f"{name}_shaft", R, H, (0, 0, H / 2), steel, verts=12), add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark, verts=12), add_cyl(f"{name}_cap", R * 1.15, 0.02, (0, 0, H), dark, verts=12), ], "post")) # Pad eye at the head — where the corner chain actually clips on. above.append(join_group([ add_box(f"{name}_padeye", (0.012, 0.07, 0.09), (0, 0, H - 0.10), dark), add_arc_tube(f"{name}_eye", 0.026, 0.008, 0, math.tau, dark, segs=10, center=(0, 0, H - 0.02), plane='XZ'), ], "pad_eye")) e = add_empty("top_anchor", (0, 0, H - 0.02), size=0.2) e["anchor_type"] = "post" e["rating_hint"] = 0.9 above.append(e) for o in above: parent_keep_transform(o, rake) stamp(root, name, "hardware") root["post_height"] = H root["rake_note"] = "rotate about rake_pivot; rake away from the load" return root def build_ladder_01(name): root = add_empty(name) alu = get_material("Mat_Steel", PAL["steel_gal"], 0.35, metallic=0.85) H, W = 3.0, 0.42 parts = [] for sx in (-1, 1): parts.append(add_box(f"{name}_rail_{sx}", (0.035, 0.075, H), (sx * W / 2, 0, H / 2), alu)) n = int(H / 0.28) for i in range(1, n): parts.append(add_cyl(f"{name}_rung_{i:02d}", 0.016, W, (0, 0, i * 0.28), alu, verts=8, rot=(0, math.pi / 2, 0))) join_group(parts, "ladder", root) add_empty("ladder_base", (0, 0, 0.05), root, size=0.2) add_empty("ladder_top", (0, 0, H - 0.1), root, size=0.2) stamp(root, name, "prop") root["climb_height"] = H return root def build_shackle(name): """Bow shackle, ~80 mm. The `pin` is its own node because the pin is the whole story: unmoused, flogging unscrews it, and then it shears.""" root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.3, metallic=0.95) pin_m = get_material("Mat_SteelDark", PAL["steel_dark"], 0.35, metallic=0.95) R, tr = 0.022, 0.005 body = [add_arc_tube(f"{name}_bow", R, tr, math.radians(-28), math.radians(208), steel, segs=14, center=(0, 0, 0.048), plane='XZ')] # Straight legs down from the bow ends to the pin eyes. for sx in (-1, 1): x = sx * R * math.cos(math.radians(28)) body.append(add_tube_between(f"{name}_leg_{sx}", (x, 0, 0.048 - R * math.sin(math.radians(28))), (x, 0, 0.012), tr, steel, verts=8)) body.append(add_cyl(f"{name}_ear_{sx}", tr * 1.9, 0.006, (x, 0, 0.010), steel, verts=8, rot=(0, math.pi / 2, 0))) join_group(body, "bow", root) pin = join_group([ add_cyl(f"{name}_pin_shaft", 0.0042, R * 2.4, (0, 0, 0.010), pin_m, verts=8, rot=(0, math.pi / 2, 0)), add_cyl(f"{name}_pin_head", 0.0095, 0.005, (-R * 1.25, 0, 0.010), pin_m, verts=8, rot=(0, math.pi / 2, 0)), ], "pin", root) pin["failure_mode"] = "unscrews_then_shears" stamp(root, name, "hardware") root["hw_class"] = "shackle" return root def build_carabiner(name): """~100 mm. `gate` is its own node — DESIGN.md: the gate flutters open.""" root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.3, metallic=0.95) gate_m = get_material("Mat_SteelDark", PAL["steel_dark"], 0.35, metallic=0.9) # Elliptical: 52 mm across, 94 mm long. A circle here reads as a keyring. # The gap is on a LONG SIDE, not the bottom — the gate is the straight bar # chording the curved spine, and that silhouette is the whole tell. RX, RZ, CZ, tr = 0.026, 0.047, 0.052, 0.0045 a0, a1 = math.radians(55), math.radians(305) body = [add_arc_tube(f"{name}_spine", RX, tr, a0, a1, steel, segs=16, center=(0, 0, CZ), plane='XZ', radius2=RZ)] join_group(body, "body", root) p0 = (RX * math.cos(a1), 0, CZ + RZ * math.sin(a1)) p1 = (RX * math.cos(a0), 0, CZ + RZ * math.sin(a0)) gate = join_group([add_tube_between(f"{name}_gate_bar", p0, p1, tr * 0.8, gate_m, verts=8)], "gate", root) gate["failure_mode"] = "gate_flutters_open" stamp(root, name, "hardware") root["hw_class"] = "carabiner" return root def build_turnbuckle(name): """~160 mm closed. `body` spins to tension — it is both the adjuster and, when it's cheap, the thing whose thread strips.""" root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.3, metallic=0.95) dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.4, metallic=0.9) body_len, br = 0.075, 0.011 frame = [ add_cyl(f"{name}_frame_a", br * 0.55, body_len, (0, br, 0.08), steel, verts=6), add_cyl(f"{name}_frame_b", br * 0.55, body_len, (0, -br, 0.08), steel, verts=6), ] for sz in (-1, 1): frame.append(add_cyl(f"{name}_boss_{sz}", br, 0.012, (0, 0, 0.08 + sz * body_len / 2), steel, verts=10)) body = join_group(frame, "body", root) body["failure_mode"] = "thread_strips_or_bends" for i, sz in enumerate((-1, 1)): z_end = 0.08 + sz * (body_len / 2) eye_z = z_end + sz * 0.035 join_group([ add_cyl(f"{name}_thread_{i}", 0.0045, 0.030, (0, 0, z_end + sz * 0.016), dark, verts=8), add_arc_tube(f"{name}_eyering_{i}", 0.011, 0.0038, 0, math.tau, dark, segs=10, center=(0, 0, eye_z + sz * 0.011), plane='XZ'), ], f"eye_{'a' if i == 0 else 'b'}", root) stamp(root, name, "hardware") root["hw_class"] = "turnbuckle" return root def build_tramp_01(name): """The funniest debris in the game. Every Australian storm produces at least one airborne trampoline; the physics are Lane C's problem.""" root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85) mat_m = get_material("Mat_TrampMat", PAL["mat_black"], 0.9) pad = get_material("Mat_Pad", PAL["leaf_gum_2"], 0.9) R, H = 1.45, 0.75 join_group([add_cyl(f"{name}_mat", R * 0.80, 0.015, (0, 0, H), mat_m, verts=24)], "mat", root) join_group([add_arc_tube(f"{name}_rim", R, 0.028, 0, math.tau, steel, segs=24, center=(0, 0, H), plane='XY')], "rim", root) join_group([add_cyl(f"{name}_pad", R * 0.93, 0.05, (0, 0, H - 0.01), pad, verts=24)], "pad", root) legs = [] for i in range(6): a = math.tau * i / 6 x, y = math.cos(a) * R * 0.86, math.sin(a) * R * 0.86 legs.append(add_tube_between(f"{name}_leg_{i}", (x, y, H), (x * 1.06, y * 1.06, 0), 0.020, steel, verts=6)) join_group(legs, "legs", root) stamp(root, name, "debris") root["mass_hint"] = 45.0 # SPRINT14 audit — the trampoline is UNPRICED, and that is a statement, not # an omission. It carries no anchor node (nothing here is a tie-off: a rim # on six unpegged legs is the least trustworthy steel in any yard), and # nothing in the runtime spawns it yet, so no player-visible event can # destroy it. Same ruling as the bike: billing collateral for a thing the # player never sees break is the lie the invoice exists to kill. If Lane C # ever throws one, price it THEN — the number is easy, the event is the # hard part. root["priced"] = False root["unpriced_why"] = "no anchor, and nothing in the sim can wreck it yet" return root def build_wheelie_bin_01(name): """240 L kerbside bin — 1.10 m, ~12 kg empty. The `lid` is its own node: it flaps before the bin goes over, which is a free tell that the wind is up.""" root = add_empty(name) body_m = get_material("Mat_BinBody", PAL["bin_green"], 0.75) lid_m = get_material("Mat_BinLid", PAL["bin_lid"], 0.7) wheel_m = get_material("Mat_Rubber", PAL["mat_black"], 0.95) W, D, H = 0.58, 0.74, 1.02 body = [add_cone(f"{name}_shell", 0.40, 0.34, H, (0, 0, H / 2 + 0.06), body_m, verts=4, rot=(0, 0, math.radians(45)))] body.append(add_box(f"{name}_spine", (0.10, 0.06, H * 0.8), (0, D / 2 - 0.06, H * 0.5), body_m)) join_group(body, "bin_body", root) lid_pivot = (0, D / 2 - 0.10, H + 0.07) lid_grp = add_empty("lid", lid_pivot, root, size=0.2) lid = join_group([ add_box(f"{name}_lid_plate", (W, D * 0.92, 0.035), (0, 0.02, H + 0.085), lid_m), add_box(f"{name}_lid_lip", (W, 0.04, 0.05), (0, -D / 2 + 0.10, H + 0.07), lid_m), ], "lid_plate") parent_keep_transform(lid, lid_grp) lid_grp["flap_axis"] = "x" lid_grp["flap_max_deg"] = 75 wheels = [add_cyl(f"{name}_wheel_{sx}", 0.075, 0.05, (sx * (W / 2 - 0.06), D / 2 - 0.10, 0.075), wheel_m, verts=10, rot=(0, math.pi / 2, 0)) for sx in (-1, 1)] join_group(wheels, "wheels", root) stamp(root, name, "debris") root["mass_hint"] = 12.0 # empty; a full one does not blow over root["tumble_hint"] = "topples about the wheel axle first" return root def build_washing_line_01(name): """A Hills Hoist. Australian back yards have exactly one, and it is the perfect storm prop: the `head` freewheels, so it spins up in a gust — a second wind tell, at head height, right where the player is working.""" root = add_empty(name) steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85) conc = get_material("Mat_Concrete", PAL["concrete"], 0.95) line_m = get_material("Mat_Line", PAL["line_white"], 0.9) H, ARM = 2.05, 1.42 join_group([ add_cyl(f"{name}_socket", 0.14, 0.10, (0, 0, 0.05), conc, verts=12), add_cyl(f"{name}_mast", 0.038, H, (0, 0, H / 2), steel, verts=10), ], "mast", root) # Everything above the collar spins. head = add_empty("head", (0, 0, H), root, size=0.4) head["spin_axis"] = "y" head["free_spin"] = True head["spin_hint"] = "freewheels; spin rate ~ wind speed" parts = [] for i in range(4): a = math.tau * i / 4 tip = (math.cos(a) * ARM, math.sin(a) * ARM, H - 0.16) parts.append(add_tube_between(f"{name}_arm_{i}", (0, 0, H), tip, 0.018, steel, verts=6)) parts.append(add_tube_between(f"{name}_stay_{i}", (0, 0, H + 0.22), tip, 0.008, steel, verts=4)) # Four courses of line between the arm tips. for ring in range(4): rr = ARM * (0.45 + 0.18 * ring) for i in range(4): a0, a1 = math.tau * i / 4, math.tau * (i + 1) / 4 z = H - 0.16 + 0.02 * ring parts.append(add_tube_between( f"{name}_line_{ring}_{i}", (math.cos(a0) * rr, math.sin(a0) * rr, z), (math.cos(a1) * rr, math.sin(a1) * rr, z), 0.004, line_m, verts=3)) spun = join_group(parts, "arms", None) parent_keep_transform(spun, head) stamp(root, name, "prop") root["height"] = H return root def build_garden_gnome_01(name): """37 cm of painted concrete. He is scoring bait: DESIGN.md's collateral rule wants something the player can fail to protect, and a smashed gnome reads instantly where a damage number does not.""" root = add_empty(name) skin = get_material("Mat_Skin", PAL["gnome_skin"], 0.8) coat = get_material("Mat_Coat", PAL["gnome_coat"], 0.85) hat = get_material("Mat_Hat", PAL["gnome_hat"], 0.85) beard = get_material("Mat_Beard", PAL["line_white"], 0.9) base_m = get_material("Mat_Concrete", PAL["concrete"], 0.95) parts = [ add_cyl(f"{name}_base", 0.075, 0.02, (0, 0, 0.01), base_m, verts=10), add_cone(f"{name}_body", 0.072, 0.045, 0.16, (0, 0, 0.10), coat, verts=10), add_ico(f"{name}_head", 0.042, (0, 0, 0.205), skin, subdiv=2), add_cone(f"{name}_beard", 0.038, 0.004, 0.075, (0, -0.020, 0.176), beard, verts=8, rot=(math.radians(14), 0, 0)), add_cone(f"{name}_hat", 0.050, 0.002, 0.14, (0, 0.004, 0.295), hat, verts=10), add_ico(f"{name}_nose", 0.011, (0, -0.038, 0.208), skin, subdiv=1), ] join_group(parts, "gnome", root) stamp(root, name, "prop") root["mass_hint"] = 4.5 root["collateral_value"] = 25 # $ — Lane A's aftermath screen root["breakable"] = True return root def build_garden_gnome_01_broken(name): """The gnome after the sail found him. Same origin and ground plane as the intact one, so Lane A swaps meshes in place without moving anything: hide `garden_gnome_01`, show this, bill $25 on the aftermath screen. Deliberately NOT a shattered pile — the wreckage has to be *recognisable* as the gnome from across the yard, or the aftermath screen is pointing at gravel. So: he snaps at the ankles, the head rolls, the hat comes off, and the base stays exactly where the player last saw it standing. """ rng = rng_for(name) root = add_empty(name) skin = get_material("Mat_Skin", PAL["gnome_skin"], 0.8) coat = get_material("Mat_Coat", PAL["gnome_coat"], 0.85) hat = get_material("Mat_Hat", PAL["gnome_hat"], 0.85) beard = get_material("Mat_Beard", PAL["line_white"], 0.9) base_m = get_material("Mat_Concrete", PAL["concrete"], 0.95) # The stump: base plus the bottom of the coat, snapped off at a ragged line. join_group([ add_cyl(f"{name}_base", 0.075, 0.02, (0, 0, 0.01), base_m, verts=10), add_cone(f"{name}_stump", 0.072, 0.060, 0.055, (0, 0, 0.048), coat, verts=10), add_cyl(f"{name}_break_face", 0.060, 0.006, (0, 0, 0.078), base_m, verts=10), # raw concrete at the fracture ], "stump", root) # The head, rolled clear and face-down. Beard still on, which is the tell. hx, hy = 0.16, -0.09 join_group([ add_ico(f"{name}_head", 0.042, (hx, hy, 0.040), skin, subdiv=2), add_cone(f"{name}_beard", 0.038, 0.004, 0.075, (hx + 0.02, hy - 0.03, 0.030), beard, verts=8, rot=(math.radians(96), 0, math.radians(20))), add_ico(f"{name}_nose", 0.011, (hx + 0.01, hy - 0.035, 0.046), skin, subdiv=1), ], "head", root) # The hat, off and on its side — the single most legible piece of him. join_group([add_cone(f"{name}_hat", 0.050, 0.002, 0.14, (-0.15, 0.07, 0.026), hat, verts=10, rot=(math.radians(90), 0, math.radians(-35)))], "hat", root) shards = [] for i in range(6): a = math.tau * rng.random() d = rng.uniform(0.10, 0.26) s = rng.uniform(0.010, 0.022) shards.append(add_box(f"{name}_shard_{i}", (s, s * 1.4, s * 0.7), (math.cos(a) * d, math.sin(a) * d, s * 0.35), coat if i % 2 else base_m, rot=(0, 0, rng.uniform(0, math.tau)))) join_group(shards, "shards", root) stamp(root, name, "prop") root["broken_variant_of"] = "garden_gnome_01" root["collateral_value"] = 25 return root def build_bike_kid_01(name): """A kid's 16-inch bike, dropped against the fence (SPRINT11 §Lane E — the per-client prop). The Hendersons have a kid; the kid has a bike; the bike is against the fence because that is where bikes live. It exists to make the job sheet's brief — "the seedlings have to be alive when we get back" — land on a yard that visibly belongs to somebody. LEAN IS BAKED IN, and that's deliberate. A bike does not stand up on its own, so an upright GLB would be a prop that reads as a bug the moment it's placed. The whole thing is built through `_tilt()`, a rotation about X applied to every point at author time. The origin is the ground line, and the tilt is about the X axis THROUGH that origin — so the tyre contact points (z = 0) map to themselves and the bike sits on the ground, not through it or above it. Drop it at ground level like the gnome and rotate about the up axis to aim it. ** WHICH WAY IT LEANS — read this before you place it, Lane A. ** In THIS file the bike leans toward +Y, because Blender is Z-up. You do not work in Blender. The exporter maps Blender (x, y, z) -> glTF (x, z, -y), so in three.js the bike leans toward **-Z**, and -Z is the side the fence goes. Put the fence on +Z and the bike will lean away from it into thin air, which is a bug that looks exactly like a physics bug and isn't one. I wrote "+Y is the fence side" here first and it would have been a lie by the time it reached you — this is the axis trap the header of e.test.js exists to catch, and it caught me writing the docstring, not the geometry. There's now an assert in that file pinning the lean to -Z in browser coords, so if anyone ever un-tilts this or flips the export, the suite says so instead of you finding out by eye. Stand it ~0.10 m off the palings — the bars, not the tyres, are what touch a fence. Not breakable and not priced: it's juice, not a trap. See my THREADS note if you want it to be collateral — that's your call and it has a number in it. """ root = add_empty(name) frame_m = get_material("Mat_BikeFrame", PAL["bike_kid"], 0.55) tyre_m = get_material("Mat_BikeTyre", PAL["mat_black"], 0.9) steel = get_material("Mat_SteelDark", PAL["steel_dark"], 0.5, metallic=0.6) grip_m = get_material("Mat_BikeGrip", PAL["bike_grip"], 0.85) # The lean. −11° about X tips the bike toward +Y. Shallow on purpose: past # about 15° it reads as "knocked over" rather than "parked", and this bike # is meant to be resting, not already a casualty of the storm. lean = math.radians(-11.0) cl, sl = math.cos(lean), math.sin(lean) def _tilt(p): x, y, z = p return (x, y * cl - z * sl, y * sl + z * cl) R = 0.203 # 16" wheel: 406 mm diameter, the real kid-bike size AX = 0.355 # axle from centre — 0.71 m wheelbase # --- wheels. arc_points gives me the rim in the upright XZ plane; every # point then goes through _tilt, which is the same thing add_arc_tube does # internally minus the lean. Ten segments reads round at yard distance and # keeps the pair under ~450 tris. for side, cx in (("rear", -AX), ("front", AX)): pts = arc_points(R, 0, math.tau, 10, center=(cx, 0, R), plane='XZ') segs = [add_tube_between(f"{name}_{side}_tyre_s{i}", _tilt(pts[i]), _tilt(pts[(i + 1) % len(pts)]), 0.019, tyre_m, verts=6) for i in range(len(pts))] segs.append(add_tube_between(f"{name}_{side}_hub", _tilt((cx, -0.028, R)), _tilt((cx, 0.028, R)), 0.016, steel, verts=6)) join_group(segs, f"wheel_{side}", root) # --- frame. Upright coordinates, tilted on the way in. # # It's a STEP-THROUGH: the tube from the head drops to the MIDDLE of the seat # tube instead of running level to the top of it. That dropped diagonal is # the entire reason this reads as a kid's bike from across the yard rather # than as a small adult one — at 20 m you cannot judge absolute size, so the # silhouette has to carry it. Scale alone would not. # # First pass built a diamond frame while the comment above it claimed a # step-through, and I only caught it by looking at the render — the dims # passed either way, because "is it the right shape" is not something a # bounding box can answer. Same lesson as the Sprint 10 phantom post. bb = (-0.05, 0, 0.175) # bottom bracket seat_top = (-0.165, 0, 0.600) head_top = (0.245, 0, 0.615) head_bot = (0.285, 0, 0.430) # 45% up the seat tube — where the step-through's diagonal lands. step_join = (-0.102, 0, 0.366) tubes = [ ("seat_tube", bb, seat_top, 0.017), ("down_tube", bb, head_bot, 0.018), ("step_tube", head_top, step_join, 0.015), # the step-through drop ("chain_stay", bb, (-AX, 0, R), 0.012), ("seat_stay", seat_top, (-AX, 0, R), 0.011), # The fork is RAKED — the axle sits ~21 mm FORWARD of the head tube's # axis extended to axle height. Sign matters and I got it backwards # first: with the axle behind that line, head tube and fork drew as one # straight pole down through the front wheel, which is a pogo stick with # wheels. Rake is what puts the bend in the silhouette. ("fork", head_bot, (AX, 0, R), 0.013), ("head_tube", head_bot, head_top, 0.016), ] parts = [add_tube_between(f"{name}_{n}", _tilt(a), _tilt(b), r, frame_m, verts=6) for (n, a, b, r) in tubes] join_group(parts, "frame", root) # --- the bits a kid actually touches. Bars sit across Y; the grips are the # only two things on this bike that are worn, and they're the reason it # reads as USED rather than as a showroom asset dropped in a yard. bars = [ add_tube_between(f"{name}_stem", _tilt(head_top), _tilt((0.225, 0, 0.685)), 0.013, steel, verts=6), add_tube_between(f"{name}_bar", _tilt((0.225, -0.155, 0.685)), _tilt((0.225, 0.155, 0.685)), 0.012, steel, verts=6), add_tube_between(f"{name}_grip_l", _tilt((0.225, -0.155, 0.685)), _tilt((0.225, -0.095, 0.685)), 0.016, grip_m, verts=6), add_tube_between(f"{name}_grip_r", _tilt((0.225, 0.095, 0.685)), _tilt((0.225, 0.155, 0.685)), 0.016, grip_m, verts=6), add_tube_between(f"{name}_saddle", _tilt((-0.200, 0, 0.615)), _tilt((-0.130, 0, 0.622)), 0.030, grip_m, verts=6), add_tube_between(f"{name}_crank", _tilt((-0.05, -0.075, 0.175)), _tilt((-0.05, 0.075, 0.175)), 0.010, steel, verts=6), ] join_group(bars, "bars", root) stamp(root, name, "prop") # A 16" kid's bike is ~8 kg. Lane A/C: this is here so the wind CAN have it # later — a bike that ignores a 32 m/s gust is a worse lie than no bike. root["mass_hint"] = 8.0 root["breakable"] = False return root def build_hail_stone_01(name): """One hailstone, ~22 mm (SPRINT5 §Lane E-1, "stone mesh if C wants geometry over sprites"). Lane C — this is offered, not imposed: your rain is a BoxGeometry with a flat material and no texture, and this drops into that exact pattern (`new THREE.InstancedMesh(stoneGeo, stoneMat, n)`). If you'd rather stones be a box like the streaks, ignore this and the pip atlas still stands on its own. Lumpy on purpose — a sphere at this size reads as a bubble, and real stones are accreted knobbles. 80 tris. """ rng = rng_for(name) root = add_empty(name) ice = get_material("Mat_Ice", PAL["hail_ice"], 0.25) stone = add_ico(f"{name}_stone", 0.011, (0, 0, 0.011), ice, subdiv=1, scale=(1.0, rng.uniform(0.82, 0.95), rng.uniform(0.78, 0.92)), jitter=0.0018, rng=rng) join_group([stone], "stone", root) stamp(root, name, "weather") root["diameter_m"] = 0.022 root["mass_hint"] = 0.006 return root def build_broom_01(name): """The poke-the-pond tool (SPRINT4 §Lane E-2). Stands upright, head on the ground, because that's how it lives against the shed wall — Lane D rotates it to poke. `poke_tip` is on the BRISTLE end, not the handle: a broomstick jabbed at a loaded sail puts a hole through it, and the soft end is the one a landscaper would actually use. `grip_anchor` is where the hand goes, two thirds up. """ rng = rng_for(name) root = add_empty(name) dowel = get_material("Mat_Timber", PAL["timber"], 0.7) head_m = get_material("Mat_TimberDark", PAL["timber_dark"], 0.85) bristle = get_material("Mat_Bristle", PAL["bristle"], 0.95) H, HEAD_W = 1.42, 0.30 join_group([add_cyl(f"{name}_handle", 0.014, H - 0.10, (0, 0, 0.10 + (H - 0.10) / 2), dowel, verts=8)], "handle", root) join_group([add_box(f"{name}_head", (HEAD_W, 0.055, 0.05), (0, 0, 0.125), head_m), add_cone(f"{name}_ferrule", 0.020, 0.014, 0.05, (0, 0, 0.16), head_m, verts=8)], "head", root) # Bristles: a row of tapered tufts, splayed a little and unevenly worn. A # solid block reads as a paint roller. tufts = [] n = 11 for i in range(n): x = -HEAD_W / 2 + 0.02 + i * ((HEAD_W - 0.04) / (n - 1)) ln = rng.uniform(0.085, 0.105) lean = (x / (HEAD_W / 2)) * rng.uniform(0.04, 0.09) tufts.append(add_tube_between(f"{name}_tuft_{i:02d}", (x, 0, 0.10), (x + lean, rng.uniform(-0.01, 0.01), 0.10 - ln), 0.010, bristle, verts=4)) join_group(tufts, "bristles", root) g = add_empty("grip_anchor", (0, 0, 0.95), root, size=0.12) g["carry_type"] = "broom" not_a_tie_off(g, "where the player's hand takes the broom", "a carry point on a 1.2 kg tool; it is the thing that blows " "away, not the thing that holds") p = add_empty("poke_tip", (0, 0, 0.02), root, size=0.12) p["use"] = "push the pond up from under the sail; soft end, won't hole the cloth" stamp(root, name, "tool") root["mass_hint"] = 1.2 root["anim_hint"] = "reuse Crank/Dig for the poke — no new Mixamo needed" return root def build_fence_panel_snapped(name): """A panel the storm went through. Same 2.4 m tile footprint and origin as fence_panel, so Lane A drops it into the run in place of one instance rather than re-tiling the fence. A panel does not disintegrate — it loses a few palings and hangs off one rail. Keeping most of it standing is what makes the gap read as damage instead of as a design choice. """ rng = rng_for(name) root = add_empty(name) timber = get_material("Mat_Timber", PAL["timber"], 0.85) rail_m = get_material("Mat_TimberDark", PAL["timber_dark"], 0.85) width, h = 2.4, 1.8 pw = 0.09 n = 24 step = width / n standing, ground = [], [] for i in range(n): x = -width / 2 + step * (i + 0.5) roll = rng.random() if 9 <= i <= 13 and roll < 0.75: # The hole: snapped low, or gone entirely onto the grass. if roll < 0.42: continue ph = rng.uniform(0.35, 0.72) # jagged stump standing.append(add_box(f"{name}_snapped_{i:02d}", (pw, 0.019, ph), (x, 0, ph / 2), timber)) elif roll < 0.10: # One paling hanging by a single nail, swung off vertical. standing.append(add_box(f"{name}_hanging_{i:02d}", (pw, 0.019, h * 0.8), (x + 0.06, 0.01, h * 0.42), timber, rot=(0, rng.uniform(0.25, 0.5), 0))) else: ph = h + rng.uniform(-0.02, 0.02) standing.append(add_box(f"{name}_paling_{i:02d}", (pw, 0.019, ph), (x, 0, ph / 2), timber)) join_group(standing, "palings", root) # Top rail snapped through the gap; bottom rail survives. rails = [add_box(f"{name}_rail_bot", (width, 0.035, 0.07), (0, 0.027, 0.35), rail_m), add_box(f"{name}_rail_top_l", (width * 0.42, 0.035, 0.07), (-width * 0.29, 0.027, 1.45), rail_m), add_box(f"{name}_rail_top_r", (width * 0.30, 0.035, 0.07), (width * 0.35, 0.027, 1.45), rail_m, rot=(rng.uniform(0.05, 0.14), 0, 0))] join_group(rails, "rails", root) # The pieces that left, lying on the grass in front of the hole. Kept to # snapped lengths and tucked close: the fence sits on the yard boundary, so # a full-length paling flung a metre out pokes through whatever is on the # other side of it. Wreckage should read as wreckage, not reach. for i in range(3): ground.append(add_box(f"{name}_down_{i}", (pw, 0.019, rng.uniform(0.5, 0.95)), (rng.uniform(-0.2, 0.6), rng.uniform(-0.40, -0.15), 0.012), timber, rot=(math.pi / 2, 0, rng.uniform(-0.5, 0.5)))) join_group(ground, "debris_palings", root) stamp(root, name, "fence") root["broken_variant_of"] = "fence_panel" root["tile_step"] = width return root # ============================================================================ # GRASS ATLAS — a texture, not geometry (PLAN3D §5-E item 9) # ============================================================================ def save_png(arr, name): """arr: (h, w, 4) float32 RGBA in 0..1, row 0 = BOTTOM (bpy's convention). Blender ships no PIL, so every texture here is numpy -> bpy's image API.""" import numpy as np # noqa: F401 h, w = arr.shape[0], arr.shape[1] os.makedirs(TEXTURES_DIR, exist_ok=True) out = os.path.join(TEXTURES_DIR, f"{name}.png") img = bpy.data.images.new(name, w, h, alpha=True) img.pixels.foreach_set(arr.reshape(-1)) img.filepath_raw = out img.file_format = 'PNG' img.save() bpy.data.images.remove(img) return out, os.path.getsize(out) // 1024 def build_sail_textures(): """Shade-cloth weave + tear decals (SPRINT2 §Lane E-2). sail_weave.png is SEAMLESS and meant to tile: every frequency is an integer number of cycles across the image, so the wrap is exact. Lane B sets wrapS/wrapT = RepeatWrapping and repeat ≈ (6,6) on a ~5 m sail. Deliberately subtle — luminance rides in a narrow band so it multiplies the base colour rather than replacing it. A high-contrast weave reads as burlap, and this is knitted HDPE shade cloth. """ import numpy as np SIZE, K = 512, 64 # K threads across; 512/64 = 8 px per thread def weave_lum(X, Y): # Over-under: in one checker cell the weft rides on top, in the next the # warp. Every frequency is an integer number of cycles across SIZE, which # is what makes the wrap exact. warp = 0.5 + 0.5 * np.cos(2 * np.pi * K * X / SIZE) weft = 0.5 + 0.5 * np.cos(2 * np.pi * K * Y / SIZE) over = (((X * K) // SIZE) + ((Y * K) // SIZE)) % 2 == 0 knit = np.where(over, weft, warp) # The knit banding real shade cloth has, every 8th thread — the "UV stripe". stripe = 1.0 - 0.045 * ((((X * K) // SIZE) % 8) == 0) stripe *= 1.0 - 0.030 * ((((Y * K) // SIZE) % 8) == 0) # No per-pixel noise: at ±0.012 it was invisible, but it is incompressible # and took the PNG from 18 KB to 323 KB. The knit carries it alone. return np.clip((0.80 + 0.20 * knit) * stripe, 0.0, 1.0).astype(np.float32) Y, X = np.mgrid[0:SIZE, 0:SIZE] lum = weave_lum(X, Y) # Prove it tiles. Lane B is being told "RepeatWrapping, repeat ~(6,6)" — if # the wrap isn't exact that's a visible seam every tile across the whole sail, # so evaluating one tile to the right must reproduce this one exactly. Y2, X2 = np.mgrid[0:SIZE, SIZE:2 * SIZE] if not np.array_equal(lum, weave_lum(X2, Y2)): raise AssertionError("sail_weave is not seamless — it would seam on repeat") weave = np.zeros((SIZE, SIZE, 4), dtype=np.float32) weave[:, :, 0] = lum weave[:, :, 1] = lum weave[:, :, 2] = lum * 0.985 # a hair warm, so white cloth isn't clinical weave[:, :, 3] = 1.0 p1, kb1 = save_png(weave, "sail_weave") print(f" sail_weave.png {SIZE}x{SIZE}, seamless, {K} threads, {kb1} KB") # --- tear decals ------------------------------------------------------ # A strip of 4, RGBA, alpha 0 everywhere but the rip. Overlay on a damaged # panel for M3. Each tear = a jagged slit with frayed threads pulling out of # both lips, because fabric fails along the weave, not in a clean line. TW, TH = 1024, 256 cell = TH tears = np.zeros((TH, TW, 4), dtype=np.float32) def stamp(px, x, y, rgb, a): xi, yi = int(round(x)), int(round(y)) if px <= xi < px + cell and 0 <= yi < TH: # clip inside this decal's cell tears[yi, xi, 0:3] = rgb tears[yi, xi, 3] = a # Four escalating rips. Each is a LENS, not a slit: fabric under tension # parts widest in the middle and tapers to a point at both ends. A # constant-width gap reads as a drawn line, which is what the first pass did. for c in range(4): r = rng_for(f"sail_tear_{c}") px = c * cell length = cell * (0.48 + 0.09 * c) max_gap = cell * (0.055 + 0.042 * c) # the 4th gapes ~4x the 1st x0 = px + (cell - length) / 2 steps = int(length) yy = cell * 0.5 lips = [] for s in range(steps): t = s / max(1, steps - 1) yy = max(cell * 0.3, min(cell * 0.7, yy + r.uniform(-1.1, 1.1))) half = max_gap * (math.sin(math.pi * t) ** 0.7) jag = r.uniform(-0.08, 0.08) * max_gap # ragged, not spiky top, bot = yy - half + jag, yy + half + jag for y in np.arange(top, bot, 0.5): stamp(px, x0 + s, y, (0.10, 0.09, 0.08), 1.0) # the gap if half > 1.5: lips.append((x0 + s, top, +1, half)) # +1 = toward the gap lips.append((x0 + s, bot, -1, half)) # Threads pulling off both lips and bridging the gap. These are the tell: # without them a lens of dark pixels is a hole, not a tear. Length scales # with the LOCAL gap so some strands span it completely. for _ in range(int(55 + c * 30)): x, y, into, half = lips[r.randrange(len(lips))] span = half * r.uniform(0.5, 1.9) for s in np.arange(0.0, span, 0.5): stamp(px, x + r.uniform(-0.6, 0.6), y + into * (s + 1.0), (0.82, 0.76, 0.62), 1.0) p2, kb2 = save_png(tears, "sail_tears") print(f" sail_tears.png {TW}x{TH}, 4 decals, alpha, {kb2} KB") return [p1, p2] def build_pond_textures(): """The pond in a flat sail's belly (SPRINT4 §Lane E-1, decision 10). Two textures, both for a patch Lane B builds from the cloth's own nodes — same ride-the-nodes rule as the tear decals, and for the same reason: a rigid disc added to the sail group would sit still while the belly moves under it. pond_water.png — RGBA decal. Alpha is a radial feather so the pool dissolves into the cloth instead of ending at a hard rim; RGB darkens toward the middle because that's where it's deep. Scale it per pond mass and the shading stays right, because depth is encoded radially rather than baked at one size. pond_normal.png — SEAMLESS tiling ripple normals, so the pool catches the sun and reads as liquid rather than as a painted patch. Tiles because B will repeat it across whatever area the pond has. """ import numpy as np # 256², not 512²: both of these are smooth, low-frequency content (a radial # gradient and some sine ripples), so the extra resolution buys nothing you # can see and costs 4x the bytes. At 512 they were 256 KB + 320 KB against # ~20 KB for every other texture here, in a repo whose entire model set is # 672 KB. The fastest pond is the one that isn't most of the download. SIZE = 256 Y, X = np.mgrid[0:SIZE, 0:SIZE] c = (SIZE - 1) / 2.0 nx, ny = (X - c) / (SIZE / 2.0), (Y - c) / (SIZE / 2.0) r = np.clip(np.sqrt(nx * nx + ny * ny), 0.0, 1.0) # Wind chop. Not concentric rings — a puddle ringed like a dartboard reads as # a target. But three crossed sines don't work either: at similar frequencies # they interfere into a regular lattice and the pond reads as basketweave. # Seven waves, directions spaced by the golden angle and frequencies in a # non-harmonic ratio, so nothing lines up and the surface stays irregular the # way real chop is. Free choice here — this decal is radial, never tiled, so # unlike the normal map it owes nothing to seamlessness. chop = np.zeros((SIZE, SIZE), dtype=np.float32) rw = rng_for("pond_chop") total = 0.0 for i in range(7): ang = i * 2.39996 # golden angle: maximally non-repeating freq = 5.0 * (1.37 ** i) # non-harmonic progression amp = 1.0 / (1.0 + i * 0.8) chop += amp * np.sin((nx * math.cos(ang) + ny * math.sin(ang)) * freq * math.pi + rw.uniform(0, math.tau)) total += amp chop = np.clip(0.5 + 0.5 * chop / total, 0.0, 1.0) depth = np.clip(1.0 - r, 0.0, 1.0) ** 0.7 water = np.zeros((SIZE, SIZE, 4), dtype=np.float32) for i in range(3): base = WATER_SHALLOW[i] + (WATER_DEEP[i] - WATER_SHALLOW[i]) * depth water[:, :, i] = np.clip(base * (0.86 + 0.28 * chop), 0.0, 1.0) # Feather the last quarter of the radius: a hard edge would read as a decal. a = np.clip((1.0 - r) / 0.25, 0.0, 1.0) water[:, :, 3] = (a * a * (3.0 - 2.0 * a)).astype(np.float32) # smoothstep p1, kb1 = save_png(water, "pond_water") print(f" pond_water.png {SIZE}x{SIZE}, radial feather, {kb1} KB") # --- ripple normals, seamless ----------------------------------------- def height(px, py): h = np.zeros_like(px, dtype=np.float32) # Integer cycles across the tile = exact wrap, same trick as the weave. # Six of them rather than three, on deliberately unrelated (kx, ky) pairs: # too few waves and they beat into a visible lattice, same failure the # albedo chop had. Integer pairs are the only constraint seamlessness puts # on this — which ones is free. for kx, ky, amp in ((3, 5, 1.0), (7, 2, 0.62), (11, 9, 0.36), (2, 13, 0.28), (13, 4, 0.20), (5, 11, 0.16)): h += amp * np.sin(2 * np.pi * (kx * px + ky * py) / SIZE) return h Yn, Xn = np.mgrid[0:SIZE, 0:SIZE] e = 1.0 dhdx = (height(Xn + e, Yn) - height(Xn - e, Yn)) / (2 * e) dhdy = (height(Xn, Yn + e) - height(Xn, Yn - e)) / (2 * e) strength = 6.0 nxv, nyv, nzv = -dhdx * strength, -dhdy * strength, np.ones_like(dhdx) ln = np.sqrt(nxv * nxv + nyv * nyv + nzv * nzv) normal = np.zeros((SIZE, SIZE, 4), dtype=np.float32) normal[:, :, 0] = (nxv / ln) * 0.5 + 0.5 normal[:, :, 1] = (nyv / ln) * 0.5 + 0.5 normal[:, :, 2] = (nzv / ln) * 0.5 + 0.5 normal[:, :, 3] = 1.0 # Same guard as the weave: B is told to RepeatWrapping this, and a bad wrap # is a visible seam gridded across the pond. if not np.allclose(height(Xn, Yn), height(Xn + SIZE, Yn), atol=1e-4): raise AssertionError("pond_normal does not tile on X") if not np.allclose(height(Xn, Yn), height(Xn, Yn + SIZE), atol=1e-4): raise AssertionError("pond_normal does not tile on Y") p2, kb2 = save_png(normal, "pond_normal") print(f" pond_normal.png {SIZE}x{SIZE}, seamless ripples, {kb2} KB") return [p1, p2] def build_hail_and_shred_atlases(): """Hail impact pips + plant shred fragments (SPRINT5 §Lane E-1/2). Both are 2x2 atlases of alpha sprites for InstancedMesh billboards, which is the shape Lane C's rain already has — instanced quads, DynamicDrawUsage, depthWrite off. The one thing a flat-coloured quad cannot do is be round, and an impact is round, which is the whole reason these are textures at all. Cells (hail_pips): 0 sharp pip, 1 spiked burst, 2 splash ring (the ground decal), 3 soft fading pip. Pick per age so one impact can play 0 -> 1 -> 3 and a ground hit can just use 2. """ import numpy as np SIZE, CELL = 256, 128 pips = np.zeros((SIZE, SIZE, 4), dtype=np.float32) for idx in range(4): cy, cx = (idx // 2) * CELL, (idx % 2) * CELL Y, X = np.mgrid[0:CELL, 0:CELL] c = (CELL - 1) / 2.0 nx, ny = (X - c) / c, (Y - c) / c r = np.sqrt(nx * nx + ny * ny) th = np.arctan2(ny, nx) if idx == 0: # sharp pip: hot core, fast falloff a = np.clip(1.0 - r, 0, 1) ** 3.2 elif idx == 1: # burst: core plus radiating spikes spikes = 0.5 + 0.5 * np.cos(th * 8.0) a = np.clip(1.0 - r, 0, 1) ** 2.6 + 0.5 * spikes * np.clip(1.0 - r, 0, 1) ** 5.0 elif idx == 2: # splash ring — the ground decal a = np.exp(-((r - 0.62) ** 2) / 0.012) * np.clip(1.0 - r, 0, 1) ** 0.4 else: # soft, dying a = np.exp(-(r ** 2) / 0.20) * 0.75 a = np.clip(a, 0, 1) # Hail is ice: near-white with a cold rim, so it reads against both the # sand-coloured cloth and dark wet grass. pips[cy:cy + CELL, cx:cx + CELL, 0] = 0.88 + 0.12 * a pips[cy:cy + CELL, cx:cx + CELL, 1] = 0.94 + 0.06 * a pips[cy:cy + CELL, cx:cx + CELL, 2] = 1.0 pips[cy:cy + CELL, cx:cx + CELL, 3] = a p1, kb1 = save_png(pips, "hail_pips") print(f" hail_pips.png {SIZE}x{SIZE}, 4 cells (pip/burst/ring/soft), {kb1} KB") # --- plant shred ------------------------------------------------------ # Torn leaf fragments, not dots: the bed is being shredded, and a green dot # reads as a bug. Each cell is one ragged blade-scrap with a darker midrib. shred = np.zeros((SIZE, SIZE, 4), dtype=np.float32) for idx in range(4): r_ = rng_for(f"plant_shred_{idx}") cy, cx = (idx // 2) * CELL, (idx % 2) * CELL Y, X = np.mgrid[0:CELL, 0:CELL] c = (CELL - 1) / 2.0 nx, ny = (X - c) / c, (Y - c) / c th = np.arctan2(ny, nx) r = np.sqrt(nx * nx + ny * ny) # A torn blade-scrap: genuinely elongated, then ripped along the edge. # A radial lobe alone gives a teardrop, which at particle size reads as a # green potato — it's the long axis plus the midrib that says "leaf". # Aspect varies per cell so one burst isn't four copies of a shape. aspect = r_.uniform(0.38, 0.62) ex, ey = nx * aspect, ny / aspect er = np.sqrt(ex * ex + ey * ey) tear = np.zeros_like(th) for k in range(1, 5): tear += (0.06 / k) * np.sin(th * (2 * k + 1) + r_.uniform(0, math.tau)) inside = er < (0.42 + tear) g = r_.uniform(0.42, 0.62) rib = np.abs(ny) < 0.035 # the midrib, darker col = np.where(rib, 0.65, 1.0) shred[cy:cy + CELL, cx:cx + CELL, 0] = np.where(inside, g * 0.55 * col, 0) shred[cy:cy + CELL, cx:cx + CELL, 1] = np.where(inside, g * col, 0) shred[cy:cy + CELL, cx:cx + CELL, 2] = np.where(inside, g * 0.34 * col, 0) shred[cy:cy + CELL, cx:cx + CELL, 3] = np.where(inside, 1.0, 0.0) p2, kb2 = save_png(shred, "plant_shred") print(f" plant_shred.png {SIZE}x{SIZE}, 4 leaf scraps, {kb2} KB") return [p1, p2] def build_moon_texture(): """Moon disc + halo for the night storms (SPRINT6 §Lane E-1). The halo is the point, not the disc. On storm_02 the moon sits behind a cloud dome and what you'd actually see is a bright smear; on storm_01 the disc resolves. One sprite does both — Lane C fades opacity with cloud cover and the halo carries the low end. """ import numpy as np SIZE = 256 Y, X = np.mgrid[0:SIZE, 0:SIZE] c = (SIZE - 1) / 2.0 nx, ny = (X - c) / c, (Y - c) / c r = np.sqrt(nx * nx + ny * ny) R_DISC = 0.34 disc = np.clip((R_DISC - r) / 0.02, 0, 1) # soft-edged disc halo = np.exp(-((r - R_DISC) ** 2) / 0.045) * 0.55 # the bit that survives cloud halo = np.where(r > R_DISC, halo, 0.0) # Maria: a few soft dark blotches, seeded. Craters at this size are a lie — # what you see from a back yard is patches. shade = np.ones_like(r) mrng = rng_for("moon_maria") for _ in range(6): mx, my = mrng.uniform(-0.18, 0.18), mrng.uniform(-0.18, 0.18) mr = mrng.uniform(0.06, 0.13) d = np.sqrt((nx - mx) ** 2 + (ny - my) ** 2) shade -= np.exp(-(d ** 2) / (mr ** 2)) * mrng.uniform(0.06, 0.13) shade = np.clip(shade, 0.72, 1.0) a = np.clip(disc + halo, 0, 1) lum = np.clip(np.where(disc > 0, shade, 1.0), 0, 1) img = np.zeros((SIZE, SIZE, 4), dtype=np.float32) img[:, :, 0] = lum * 0.96 img[:, :, 1] = lum * 0.97 img[:, :, 2] = lum img[:, :, 3] = a p, kb = save_png(img, "moon") print(f" moon.png {SIZE}x{SIZE}, disc+halo, {kb} KB") return p # ============================================================================ # END CARDS — rendered from the game's own props, not drawn (SPRINT6 §Lane E-2) # ============================================================================ def _card_scene(state): """One vignette, built from the same yard objects the player spent the week protecting — that's the whole idea. A gradient with a font on it says nothing; the gnome you failed to protect, lying in pieces, says it without a word. Three endings, one camera (SPRINT9 gate 1 adds the pyrrhic): · win — everything stands, dawn. You got away with it. · pyrrhic — the bed is green and the gnome is fine, but a post is on its face and the fence is gone. DESIGN.md's actual thesis: the sail is not the point, the garden is, and a rig that dies saving it did its job. Warm light, because you WON — the wreckage is the price, not the verdict. · lose — gnome in bits, bed dead, flat grey. Nothing was saved. """ reset_to_empty() lost = state == "lose" wrecked = state != "win" # the fence goes in both bad endings grass = get_material("Mat_Grass", "#4A6B36" if lost else "#5C8A3A", 1.0) add_box("ground", (60, 60, 0.4), (0, 0, -0.2), grass) if lost: gnome = build_garden_gnome_01_broken("gnome") gnome.rotation_mode = 'XYZ' gnome.rotation_euler = (0, 0, math.radians(-24)) else: gnome = build_garden_gnome_01("gnome") gnome.location = (0.82, -0.78, 0) fence = (build_fence_panel_snapped if wrecked else build_fence_panel)("fence") fence.location = (-0.35, 2.6, 0) bed = build_garden_bed("bed") bed.location = (-3.4, 1.2, 0) if lost: for o in bpy.data.objects: # only a loss shows the dead bed if o.name == "plants_full": o.hide_render = True elif o.name == "plants_dead": o.hide_render = False if state == "pyrrhic": # The post came out of the ground rather than the shackle letting go — # DESIGN.md's "a post in wet ground pulls out slowly, with creaking". # Rotating the ROOT (not rake_pivot) tips the footing with it, which is # exactly right here: the concrete is out of the dirt. # # Placement is the whole trick, and three measured failures got here: # stood up, the head sits 41.7 deg above the camera axis when the # vertical half-FOV is 11.4, so it clips off the top; based at the fence # line the footing hides behind the palings; and Rx(t) sends +Z to # (0, -sin t, cos t), so a NEGATIVE angle lays it AWAY from camera and # out of shot. Flat, forward of the fence, crossing behind the gnome: # the rig let go, he didn't. post = build_sail_post("post_down") post.location = (2.60, 2.00, 0.05) post.rotation_mode = 'XYZ' post.rotation_euler = (math.radians(88), 0, math.radians(-60)) elif state == "win": p = build_fence_post("post") p.location = (0.85, 2.6, 0) shed = build_shed_01("shed") shed.location = (3.6, 2.2, 0) def build_end_cards(): """NOT part of the default build — pass `--cards`. EEVEE's SHADOW rendering is not byte-reproducible across processes in Blender 5.1: two identical runs of the same scene give slightly different pixels. Measured, with a minimal cube-plus-plane repro, and it happens even with a hard (0-degree) sun. The contact sheet escapes it only because its thumbnails have no ground plane to receive a shadow — verified still byte-identical 3/3. The long raking dawn shadow IS the win card's mood, so dropping shadows to win determinism would be trading the art for the guarantee. Instead these are treated as what they are: art, rendered deliberately and committed, not build output. Everything the game actually loads — every GLB and every generated texture — stays byte-identical on every run, which is the promise other lanes rely on. """ out = [] for name, state in (("card_win", "win"), ("card_pyrrhic", "pyrrhic"), ("card_gameover", "lose")): _card_scene(state) warm = state != "lose" scn = bpy.context.scene scn.render.engine = 'BLENDER_EEVEE' scn.render.resolution_x, scn.render.resolution_y = 1200, 675 scn.render.image_settings.file_format = 'JPEG' scn.render.image_settings.quality = 88 scn.world = bpy.data.worlds.new(f"W_{name}") scn.world.use_nodes = True bg = scn.world.node_tree.nodes.get("Background") if bg: # Dawn after a night you survived, vs the flat grey of a morning you # have to explain to a client. The pyrrhic card gets the dawn: it is # a win, and the light should say so before the text does. bg.inputs[0].default_value = ((0.92, 0.55, 0.32, 1.0) if warm else (0.34, 0.37, 0.41, 1.0)) # Low strength on purpose. The world is a huge ambient fill, and at # 1.15 it flooded both cards flat — the sun stopped casting anything # and dawn read as fog. Keep the fill down and let the sun do it. bg.inputs[1].default_value = 0.30 if warm else 0.42 bpy.ops.object.light_add(type='SUN', location=(-6, -8, 4)) sun = _active() sun.data.energy = 7.0 if warm else 2.6 sun.data.angle = math.radians(2 if warm else 40) # crisp dawn vs overcast sun.data.color = (1.0, 0.78, 0.52) if warm else (0.82, 0.86, 0.92) sun.rotation_mode = 'XYZ' # Low and raking on the win card: the long shadows are the mood. sun.rotation_euler = ((math.radians(74), 0, math.radians(-52)) if warm else (math.radians(28), 0, math.radians(30))) bpy.ops.object.camera_add(location=(0, 0, 0)) cam = _active() cam.data.lens = 50 scn.camera = cam # IDENTICAL camera on every card, deliberately. They're a set: same yard, # same framing, and the only thing that changed overnight is what happened # to it. A player who has seen one reads the next instantly, which no # amount of headline text would do as fast. Low and close, so the gnome is # the subject; the left third stays empty for Lane A's text. cam.location = (2.00, -2.86, 0.94) cam.rotation_mode = 'XYZ' target = Vector((0.66, -0.42, 0.30)) cam.rotation_euler = (target - cam.location).to_track_quat('-Z', 'Y').to_euler() os.makedirs(TEXTURES_DIR, exist_ok=True) out_path = os.path.join(TEXTURES_DIR, f"{name}.jpg") scn.render.filepath = out_path bpy.ops.render.render(write_still=True) kb = os.path.getsize(out_path) // 1024 print(f" {name}.jpg{' ' * max(1, 18 - len(name))}1200x675, from props, {kb} KB") out.append(out_path) reset_to_empty() return out def build_grass_atlas(): """4-tuft billboard atlas, 2x2 cells. Drawn with numpy (no PIL in Blender's python) and saved through bpy's image API. Lane A instances quads with this.""" import numpy as np SIZE, CELLS = 512, 2 cell = SIZE // CELLS img = np.zeros((SIZE, SIZE, 4), dtype=np.float32) def blade(px, py, cx, base_y, height, lean, w0, rgb): steps = max(24, int(height)) for s in range(steps + 1): t = s / steps x = cx + lean * (t ** 2) y = base_y + height * t hw = max(0.6, w0 * ((1.0 - t) ** 0.7)) shade = 0.55 + 0.45 * t # darker at the base x0, x1 = int(x - hw), int(math.ceil(x + hw)) yi = int(y) if yi < 0 or yi >= SIZE: continue for xi in range(max(px, x0), min(px + cell, x1 + 1)): if 0 <= xi < SIZE: img[yi, xi, 0:3] = [c * shade for c in rgb] img[yi, xi, 3] = 1.0 for cy in range(CELLS): for cx_i in range(CELLS): idx = cy * CELLS + cx_i rng = rng_for(f"grass_tuft_{idx}") px, py = cx_i * cell, cy * cell n = 5 + idx for b in range(n): base_x = px + cell * rng.uniform(0.28, 0.72) h = cell * rng.uniform(0.55, 0.92) lean = cell * rng.uniform(-0.30, 0.30) g = rng.uniform(0.42, 0.62) rgb = (g * 0.55, g, g * 0.38) blade(px, py, base_x, py + 2, h, lean, cell * rng.uniform(0.012, 0.022), rgb) out, kb = save_png(img, "grass_atlas") print(f" grass_atlas.png {SIZE}x{SIZE}, {CELLS * CELLS} tufts, {kb} KB") return out # ============================================================================ # REGISTRY — expected dims are asserted in the verify pass, so a silent scale # regression can never reach main. (dx, dy, dz) ranges in metres. # ============================================================================ ASSETS = [ dict(name="ref_capsule", fn=build_ref_capsule, dims=((0.38, 0.42), (0.38, 0.42), (1.68, 1.72)), nodes=["ref_capsule_mesh", "head_height"]), dict(name="tree_gum_01", fn=build_tree_gum_01, dims=((3.0, 7.5), (3.0, 7.5), (7.5, 9.5)), nodes=["trunk", "canopy", "canopy_01", "canopy_02", "canopy_03", "branch_anchor_01", "branch_anchor_02", "branch_anchor_03"]), dict(name="tree_gum_02", fn=build_tree_gum_02, dims=((2.0, 5.5), (2.0, 5.5), (5.0, 6.5)), nodes=["trunk", "canopy", "canopy_01", "canopy_02", "branch_anchor_01", "branch_anchor_02"]), # The second species (SPRINT14). Broader than it is tall — if x/y ever # measure under the height, someone has quietly turned it back into a gum. dict(name="tree_jacaranda_01", fn=build_tree_jacaranda_01, dims=((7.0, 8.2), (6.1, 7.2), (5.7, 6.5)), nodes=["trunk", "canopy", "canopy_01", "canopy_02", "canopy_03", "canopy_04", "branch_anchor_01", "branch_anchor_02", "branch_anchor_03"]), dict(name="fence_post", fn=build_fence_post, dims=((0.10, 0.16), (0.10, 0.16), (1.95, 2.10)), nodes=["post"]), dict(name="fence_panel", fn=build_fence_panel, dims=((2.38, 2.42), (0.03, 0.10), (1.75, 1.85)), nodes=["palings", "rails"]), dict(name="gate", fn=build_gate, dims=((0.95, 1.10), (0.03, 0.12), (1.70, 1.85)), nodes=["gate_palings", "gate_frame", "hinges", "hinge_axis"]), dict(name="house_yardside", fn=build_house_yardside, dims=((9.0, 9.5), (0.8, 1.6), (2.8, 3.3)), nodes=["wall", "door", "window", "roof", "fascia", "gutter", "window_glow", "window_light_anchor", "fascia_anchor_01", "fascia_anchor_02", "fascia_anchor_03"]), # The torn-gutter aftermath (SPRINT12 §gate 3.3). Same height as the intact # house — a house doesn't fall, only its eave line does — but DEEPER (y), # because the right gutter run and the fascia offcuts are on the grass out # in the yard. If y ever measures ~1.2 again someone un-tore it. dict(name="house_yardside_wrecked", fn=build_house_yardside_wrecked, dims=((9.0, 9.9), (1.7, 2.6), (2.8, 3.3)), nodes=["wall", "door", "window", "roof", "window_glow", "fascia_torn", "gutter_torn", "gutter_down", "downpipe_loose", "debris_fascia"]), # site_02 (corner block): the anchor trap, not just dressing. dict(name="carport_01", fn=build_carport_01, dims=((3.0, 3.5), (5.2, 5.8), (2.4, 2.8)), nodes=["footings", "posts", "beams", "roof", "beam_anchor_01", "beam_anchor_02", "post_anchor_01", "post_anchor_02"]), # Wider than the intact carport (the sheet goes downwind) but SHORTER — a # wreck that stands taller than the thing it was is a bug, not a wreck. dict(name="carport_01_wrecked", fn=build_carport_01_wrecked, dims=((4.5, 6.6), (5.2, 5.8), (1.9, 2.45)), nodes=["footings", "posts", "beams", "roof_down"]), # The temptation prop (SPRINT14). Spans the crossbar on x, splays on y, # and stands a shade over head height — the three numbers that make the # rail look like an anchor. dict(name="swing_set_01", fn=build_swing_set_01, dims=((2.30, 2.45), (0.85, 1.05), (2.00, 2.15)), nodes=["frame", "crossbar", "swings", "frame_anchor_01", "frame_anchor_02"]), # Over on its side: it reaches FURTHER on y than it ever stood on z. A # wreck that still measures ~2.05 tall is a wreck that never fell. dict(name="swing_set_01_wrecked", fn=build_swing_set_01_wrecked, dims=((2.30, 2.45), (2.30, 3.20), (0.80, 1.05)), nodes=["frame", "crossbar", "swings"]), dict(name="shed_01", fn=build_shed_01, dims=((2.4, 2.7), (1.8, 2.1), (1.95, 2.25)), nodes=["shell", "roof", "doors", "door_anchor"]), dict(name="shed_table", fn=build_shed_table, dims=((1.55, 1.65), (0.55, 0.65), (0.85, 0.95)), nodes=["table_top", "table_frame", "pickup_anchor"]), dict(name="garden_bed", fn=build_garden_bed, dims=((2.95, 3.15), (1.15, 1.35), (0.55, 1.00)), nodes=["bed", "soil", "plants_full", "plants_tattered", "plants_dead"]), dict(name="sail_post", fn=build_sail_post, dims=((0.40, 0.60), (0.40, 0.60), (3.95, 4.10)), nodes=["footing", "post", "pad_eye", "top_anchor", "rake_pivot"]), dict(name="ladder_01", fn=build_ladder_01, dims=((0.40, 0.50), (0.05, 0.20), (2.95, 3.05)), nodes=["ladder", "ladder_base", "ladder_top"]), dict(name="shackle", fn=build_shackle, dims=((0.03, 0.07), (0.005, 0.02), (0.05, 0.09)), nodes=["bow", "pin"]), dict(name="carabiner", fn=build_carabiner, dims=((0.045, 0.07), (0.005, 0.02), (0.085, 0.11)), nodes=["body", "gate"]), dict(name="turnbuckle", fn=build_turnbuckle, dims=((0.015, 0.05), (0.015, 0.05), (0.12, 0.20)), nodes=["body", "eye_a", "eye_b"]), # These land in models/debris/ — Lane C globs that directory to spawn from. dict(name="tramp_01", fn=build_tramp_01, dir=DEBRIS_DIR, dims=((2.8, 3.1), (2.8, 3.1), (0.70, 0.85)), nodes=["mat", "rim", "pad", "legs"]), dict(name="wheelie_bin_01", fn=build_wheelie_bin_01, dir=DEBRIS_DIR, dims=((0.50, 0.70), (0.65, 0.85), (1.00, 1.20)), nodes=["bin_body", "lid", "lid_plate", "wheels"]), dict(name="washing_line_01", fn=build_washing_line_01, dims=((2.7, 3.1), (2.7, 3.1), (2.0, 2.4)), nodes=["mast", "head", "arms"]), dict(name="garden_gnome_01", fn=build_garden_gnome_01, dims=((0.10, 0.20), (0.10, 0.20), (0.33, 0.42)), nodes=["gnome"]), # The per-client prop. Leaning, so the Y span is wider and the Z shorter than # an upright bike's — that asymmetry IS the lean, and if it ever measures # square again someone has quietly un-tilted it. dict(name="bike_kid_01", fn=build_bike_kid_01, dims=((1.00, 1.25), (0.24, 0.52), (0.60, 0.84)), nodes=["wheel_rear", "wheel_front", "frame", "bars"]), # Aftermath wreckage (SPRINT3 §Lane E-2). Each keeps its intact twin's origin # and footprint so Lane A swaps in place. dict(name="garden_gnome_01_broken", fn=build_garden_gnome_01_broken, dims=((0.30, 0.70), (0.25, 0.65), (0.08, 0.20)), nodes=["stump", "head", "hat", "shards"]), # Deeper than fence_panel on purpose: the snapped palings lie on the grass in # front of it. Bounded so wreckage on a boundary fence can't reach through # whatever is behind it. # Wider than the 0.30 head: the bristles splay past it, which is what a worn # broom does. A real yard broom is 0.30–0.45 m across. dict(name="hail_stone_01", fn=build_hail_stone_01, dims=((0.015, 0.030), (0.012, 0.028), (0.012, 0.028)), nodes=["stone"]), dict(name="broom_01", fn=build_broom_01, dims=((0.28, 0.45), (0.04, 0.12), (1.35, 1.50)), nodes=["handle", "head", "bristles", "grip_anchor", "poke_tip"]), dict(name="fence_panel_snapped", fn=build_fence_panel_snapped, dims=((2.38, 2.60), (0.03, 1.05), (1.70, 1.90)), nodes=["palings", "rails", "debris_palings"]), ] def asset_path(a): return os.path.join(a.get("dir", MODELS_DIR), f"{a['name']}_v1.glb") # ============================================================================ # BUILD # ============================================================================ def build_all(only=None): os.makedirs(MODELS_DIR, exist_ok=True) os.makedirs(DEBRIS_DIR, exist_ok=True) todo = [a for a in ASSETS if only is None or a["name"] in only] print(f"\n--- BUILD {len(todo)} ASSETS -> {MODELS_DIR} ---\n") built = [] for a in todo: name = a["name"] reset_to_empty() root = a["fn"](name) out = asset_path(a) export_asset(root, out) tris = count_tris_in_scene() kb = os.path.getsize(out) // 1024 flag = "" if tris <= TRI_BUDGET else f" ** OVER {TRI_BUDGET} TRI BUDGET **" print(f" {name:<18s} -> {os.path.basename(out):<26s} " f"({tris:>6,d} tris, {kb:>4d} KB){flag}") built.append(name) return built def count_tris_in_scene(): total = 0 dg = bpy.context.evaluated_depsgraph_get() for o in bpy.data.objects: if o.type != 'MESH': continue eo = o.evaluated_get(dg) me = eo.to_mesh() me.calc_loop_triangles() total += len(me.loop_triangles) eo.to_mesh_clear() return total # ============================================================================ # DEBRIS — copy verbatim from the library, then measure. House rule: runtime # GLBs are COPIES; if the scale is wrong we fix it at source, not here. # ============================================================================ def import_glb(path): before = set(bpy.data.objects) bpy.ops.import_scene.gltf(filepath=path) new = [o for o in bpy.data.objects if o not in before] for o in new: # THE gotcha: the glTF importer leaves rotation_mode='QUATERNION' and # every later rotation_euler write is silently dropped. Force XYZ now, # BEFORE anything downstream touches rotation. o.rotation_mode = 'XYZ' return new def measure_bounds(objs): """World-space AABB over real VERTICES. Do not be tempted by obj.bound_box here: that is the LOCAL box, and pushing its 8 corners through matrix_world over-estimates for any rotated object — you get the AABB of the rotated box, not of the geometry. join_group leaves each joined node carrying parts[0]'s rotation, so every tube-built asset (arcs, branches, plant blades) measured ~11% too wide that way, purely as a reporting artefact. Vertices are exact and cheap at these poly counts. """ lo = Vector((1e9, 1e9, 1e9)) hi = Vector((-1e9, -1e9, -1e9)) found = False dg = bpy.context.evaluated_depsgraph_get() for o in objs: if o.type != 'MESH': continue eo = o.evaluated_get(dg) me = eo.to_mesh() mw = o.matrix_world for v in me.vertices: w = mw @ v.co lo = Vector((min(lo[i], w[i]) for i in range(3))) hi = Vector((max(hi[i], w[i]) for i in range(3))) found = True eo.to_mesh_clear() return (lo, hi) if found else None def measure_objects(objs): b = measure_bounds(objs) if b is None: return (0.0, 0.0, 0.0) lo, hi = b return tuple(round(hi[i] - lo[i], 4) for i in range(3)) def copy_debris(): src = next((d for d in DEBRIS_SOURCES if os.path.isdir(d)), None) if src is None: print("\n ! debris library not found; checked:") for d in DEBRIS_SOURCES: print(f" {d}") print(" skipping debris copy (models/debris/ left as-is)\n") return [] os.makedirs(DEBRIS_DIR, exist_ok=True) print(f"\n--- DEBRIS (copies from {src}) ---\n") out = [] for fn in DEBRIS_FILES: s = os.path.join(src, fn) if not os.path.isfile(s): print(f" ! missing in library: {fn}") continue d = os.path.join(DEBRIS_DIR, fn) shutil.copy2(s, d) reset_to_empty() objs = import_glb(d) dims = measure_objects(objs) # A storm projectile has to be a believable real-world object; anything # outside this is authored in the wrong unit and needs a source fix. sane = all(0.15 <= v <= 1.5 for v in dims) print(f" {fn:<20s} {dims[0]:.2f} x {dims[1]:.2f} x {dims[2]:.2f} m " f"{'ok' if sane else '** SCALE SUSPECT — fix at source **'}") out.append(dict(file=fn, dims=dims, sane=sane)) reset_to_empty() return out # ============================================================================ # VERIFY — re-import each exported GLB fresh and prove it, then render it # against the 1.7 m capsule. This checks the FILE, not the in-memory scene. # ============================================================================ def setup_render_scene(): scn = bpy.context.scene scn.render.engine = 'BLENDER_EEVEE' scn.render.resolution_x = 420 scn.render.resolution_y = 420 scn.render.film_transparent = False scn.world = bpy.data.worlds.new("W") scn.world.use_nodes = True bg = scn.world.node_tree.nodes.get("Background") if bg: bg.inputs[0].default_value = (0.16, 0.17, 0.19, 1.0) bpy.ops.object.light_add(type='SUN', location=(4, -6, 9)) sun = _active() sun.data.energy = 4.0 sun.rotation_mode = 'XYZ' sun.rotation_euler = (math.radians(52), 0, math.radians(35)) bpy.ops.object.camera_add(location=(0, -6, 2)) cam = _active() cam.rotation_mode = 'XYZ' scn.camera = cam return cam def frame_camera(cam, target, radius): """3/4 view fitted to a bounding sphere, so a 0.06 m shackle and an 8.4 m gum each fill their own tile. Distance comes from the lens, not a magic number: to fit radius R at half-FOV a, you need R / sin(a).""" half_fov = cam.data.angle / 2.0 d = max(radius / max(math.sin(half_fov), 1e-3) * 1.15, 0.05) az, el = math.radians(52), math.radians(20) pos = Vector(target) + Vector((math.sin(az) * d * math.cos(el), -math.cos(az) * d * math.cos(el), math.sin(el) * d)) cam.location = pos cam.rotation_euler = (Vector(target) - pos).to_track_quat('-Z', 'Y').to_euler() # Small assets need the near clip pulled in or a shackle vanishes entirely. cam.data.clip_start = min(0.1, d * 0.05) def add_label(cam, text): bpy.ops.object.text_add(location=(0, 0, 0)) t = _active() t.data.body = text t.data.align_x = 'CENTER' t.data.size = 0.030 # camera frame at z=-1 is only ~±0.36 wide t.parent = cam # parented to the camera = always in frame t.location = (0.0, -0.29, -1.0) t.rotation_mode = 'XYZ' t.rotation_euler = (0, 0, 0) m = get_material("Mat_Label", "#FFFFFF", 1.0) t.data.materials.append(m) return t def verify_all(only=None): todo = [a for a in ASSETS if only is None or a["name"] in only] print(f"\n--- VERIFY {len(todo)} GLBs (re-import + assert + render) ---\n") os.makedirs(os.path.join(SCRIPT_DIR, "thumbs"), exist_ok=True) report, failures, thumbs = [], [], [] for a in todo: name = a["name"] path = asset_path(a) if not os.path.isfile(path): failures.append(f"{name}: GLB missing at {path}") continue reset_to_empty() cam = setup_render_scene() objs = import_glb(path) names = {o.name for o in objs} dims = measure_objects(objs) tris = count_tris_in_scene() problems = [] for i, axis in enumerate("xyz"): lo, hi = a["dims"][i] if not (lo <= dims[i] <= hi): problems.append(f"{axis}={dims[i]:.3f} outside [{lo}, {hi}]") missing = [n for n in a["nodes"] if n not in names] if missing: problems.append(f"nodes missing after round-trip: {missing}") if tris > TRI_BUDGET: problems.append(f"{tris} tris > {TRI_BUDGET} budget") # The capsule beside it — the actual acceptance criterion. Skipped for # small things: a 1.7 m human next to a 60 mm shackle tells you nothing # and zooms the shackle down to one pixel. Below the cut the printed dims # are the scale check, and the tile's job is proving the thing READS. # # Keyed on HEIGHT, not max(dims): the capsule answers "how big is this # next to a person", which is a question about how tall it stands. Flat # wreckage spread 0.39 m across the grass but standing 0.11 m is small- # object territory — measuring its scatter against a human just buries it. show_capsule = name != "ref_capsule" and dims[2] >= 0.30 if show_capsule: build_ref_capsule("ref_capsule") for o in bpy.data.objects: if o.name.startswith("ref_capsule_mesh"): o.location.x = dims[0] / 2 + 0.55 bounds = measure_bounds([o for o in bpy.data.objects if o.type == 'MESH']) lo, hi = bounds frame_camera(cam, (lo + hi) / 2.0, max((hi - lo).length / 2.0, 0.04)) add_label(cam, f"{name}\n{dims[0]:.2f} x {dims[1]:.2f} x {dims[2]:.2f} m" f"\n{tris:,} tris") thumb = os.path.join(SCRIPT_DIR, "thumbs", f"{name}.png") bpy.context.scene.render.filepath = thumb bpy.ops.render.render(write_still=True) thumbs.append(thumb) status = "PASS" if not problems else "FAIL" if problems: failures.append(f"{name}: " + "; ".join(problems)) print(f" [{status}] {name:<18s} {dims[0]:6.2f} x {dims[1]:5.2f} x " f"{dims[2]:5.2f} m {tris:>6,d} tris") for p in problems: print(f" -> {p}") report.append(dict(name=name, dims=dims, tris=tris, nodes=sorted(names), status=status, problems=problems)) return report, failures, thumbs def make_contact_sheet(thumbs): """Tile the thumbnails into one sheet. numpy only — Blender ships no PIL.""" import numpy as np if not thumbs: return None tiles = [] for t in thumbs: if not os.path.isfile(t): continue im = bpy.data.images.load(t) w, h = im.size buf = np.empty(w * h * 4, dtype=np.float32) im.pixels.foreach_get(buf) tiles.append(buf.reshape(h, w, 4)[::-1]) # bpy rows are bottom-up bpy.data.images.remove(im) if not tiles: return None cols = 4 rows = (len(tiles) + cols - 1) // cols th, tw = tiles[0].shape[0], tiles[0].shape[1] # Prefill with the render background, sampled from a tile's corner rather # than guessed — the PNG is sRGB-encoded and the scene colour is linear, so # reusing the world constant here would not match. Otherwise the unused # slots in a partly-filled last row read as black holes. sheet = np.empty((rows * th, cols * tw, 4), dtype=np.float32) sheet[:, :] = tiles[0][0, 0] sheet[:, :, 3] = 1.0 for i, tile in enumerate(tiles): r, c = i // cols, i % cols sheet[r * th:(r + 1) * th, c * tw:(c + 1) * tw] = tile out_img = bpy.data.images.new("contact_sheet", cols * tw, rows * th, alpha=True) out_img.pixels.foreach_set(sheet[::-1].reshape(-1)) out_img.filepath_raw = CONTACT_SHEET out_img.file_format = 'PNG' out_img.save() bpy.data.images.remove(out_img) print(f"\n contact sheet -> {CONTACT_SHEET} ({cols}x{rows} tiles)") return CONTACT_SHEET # ============================================================================ # MAIN # ============================================================================ def parse_args(): argv = sys.argv argv = argv[argv.index("--") + 1:] if "--" in argv else [] only, no_verify, no_debris, cards = None, False, False, False if "--only" in argv: only = set(argv[argv.index("--only") + 1].split(",")) if "--no-verify" in argv: no_verify = True if "--no-debris" in argv: no_debris = True if "--cards" in argv: cards = True return only, no_verify, no_debris, cards def main(): only, no_verify, no_debris, cards = parse_args() print("\n" + "=" * 72) print("SHADES yard asset factory — Lane E") print(f"Blender {bpy.app.version_string} repo: {REPO_ROOT}") print("=" * 72) build_all(only) reset_to_empty() build_grass_atlas() build_sail_textures() build_pond_textures() build_hail_and_shred_atlases() build_moon_texture() if cards: build_end_cards() debris = [] if no_debris else copy_debris() failures = [] if not no_verify: report, failures, thumbs = verify_all(only) reset_to_empty() make_contact_sheet(thumbs) with open(REPORT_JSON, "w") as f: json.dump(dict(blender=bpy.app.version_string, assets=report, debris=debris), f, indent=2) print(f" report -> {REPORT_JSON}") print("\n" + "=" * 72) if failures: print(f"FAILED ({len(failures)}):") for f_ in failures: print(f" - {f_}") else: print("ALL ASSETS PASS — dims, tri budget, and node names all survive " "the GLB round-trip.") print("=" * 72 + "\n") return 1 if failures else 0 main()