/** * SHADES — boot, game loop, phase machine. Lane A owns this file. * * This is the assembly point: every other lane's module is proven in isolation, * and this file is where they become one game. Two rules make that possible and * are worth not breaking: * * - **Nothing auto-runs on import.** index.html calls boot(). That keeps * createGame() importable from selftest.html, which must never construct a * WebGLRenderer. * - **The loop is a fixed-dt accumulator.** Sim modules only ever see FIXED_DT, * never a real frame delta. That is the whole reason selftest can fast-forward * a 90 s storm in milliseconds and get the numbers the player got. */ import * as THREE from '../vendor/three.module.js'; import { FIXED_DT, PHASES, STORM_LEN, HARDWARE, SPARE_COST, Emitter } from './contracts.js'; import { createWorld, loadSite } from './world.js'; import { createCameraRig, spawnYawFor } from './camera.js'; import { loadStorm, createWind } from './weather.js'; import { SailRig, createSailView } from './sail.js'; import { createPlayer } from './player.js'; import { Interact, wireYardActions } from './interact.js'; import { createDebris } from './debris.js'; import { createSkyFx } from './skyfx.js'; import { createRiggingUI } from './rigging.js'; import { createHud } from './hud.js'; import { createWeek, NIGHTS, nightAt } from './week.js'; import { createGarden } from './garden.js'; /** The calm day the forecast and prep phases run under. */ export const CALM_STORM = 'storm_01_gentle'; /** * The distinct storm keys the session preloads. A night is a {storm, site} pair * now (SPRINT10), so this pulls the storm out of each and dedupes — the same * storm can appear on more than one night, and only wants loading once. * * CALM_STORM is in the list EXPLICITLY (SPRINT11, Lane D's landmine) because * prep and forecast run under it whether or not any night does. It used to load * only because night one happened to be `storm_01_gentle` — an invariant nothing * stated and nothing checked. Take gentle out of NIGHTS and `calmWind` is * undefined, `windTime()` throws every non-storm frame, and the game dies at boot * on "Cannot read properties of undefined (reading 'duration')" — a message that * mentions neither storms, nor calm, nor the week. D lost ten minutes to it * rewriting NIGHTS[0] for a harness, and gate 2 is the sprint that rewrote every * night entry. Same species as the enum: an invariant nothing checks. * * A function, and exported, so the invariant IS checkable: the test feeds it a * ladder with no gentle storm anywhere and asserts the calm day survives. Assert * it against the shipped NIGHTS instead and it passes whether or not the fix is * there — night one is gentle today, so the bug hides. That assert would be * decoration, which is the exact failure mode this repo keeps naming. * * @param {string[]} [nights] storm keys, defaults to the shipped ladder */ export function stormsToPreload(nights = NIGHTS.map((_, i) => nightAt(i).storm)) { return [...new Set([CALM_STORM, ...nights])]; } const STORMS = stormsToPreload(); /** * May Enter commit the rig right now? The ONLY route into `game.advance()` that * a key may take. * * A function, and exported, because it is a security-shaped rule on a PUBLIC * game and the handler that used to hold it is inside boot(), behind a canvas * and a WebGL context — i.e. somewhere no assert can reach. That's precisely how * the exploit shipped: `addEventListener('keydown', …)` fell through to * `game.advance()` in EVERY phase, so Enter DURING a storm jumped straight to a * perfect invoice — the storm never ran, "every corner held", full pay, clean * bonus, +$90 banked on partly.party where strangers could find it. The * integrator hit it in a QA pass, not a test, because there was no seam to test. * * So the rule is a value now. Enter means ONE thing: commit the rig and start * the night. * · `prep` only — forecast and aftermath advance through their own cards, and * a storm advances when it ENDS. Nothing else may move the phase machine. * · not while a card is open — the card owns the keyboard, and its button is * the only way through. * * @param {string} phase game.phase * @param {boolean} cardOpen hud.cardOpen */ export function enterCommits(phase, cardOpen) { return phase === 'prep' && !cardOpen; } /** * Can this device play HARD YARDS at all? (SPRINT13 gate 3 — the touch notice.) * * The question is NOT "is this a touchscreen", and getting that wrong is the * whole reason this is a function with a comment. `(pointer: coarse)` asks what * the PRIMARY pointer is, so a touchscreen laptop — finger on the glass, mouse * on the desk, perfectly able to play — answers "coarse" and gets locked out by * a courtesy card. That's a worse bug than the dead canvas it replaces, because * it takes the game away from someone who could play it. * * `(any-pointer: fine)` asks the question that actually matters: is there a * mouse, trackpad or stylus attached AT ALL? A phone says no. A tablet says no. * A hybrid laptop says yes and plays. Detection errs toward LETTING PEOPLE IN: * an old browser that doesn't know the query returns `matches: false` for both, * and the `?? true` means an unknown device gets the game rather than a lecture. * * Keyboard can't be feature-detected at all — no browser exposes "is there a * keyboard" — so a fine pointer is the honest proxy, and the notice says what we * need in words rather than pretending to know. */ /** * The fixed-dt accumulator, as a value: how many steps does this frame owe, and * what's left over? (SPRINT13 gate 3 — P.) * * Pulled out of `frame()` for the same reason `enterCommits` was pulled out of * the keydown handler: `frame()` is only ever called by requestAnimationFrame, * and rAF does not fire in a hidden tab — so a pause "test" driven through the * real loop sits there measuring a sim that was already frozen and reports * success. I wrote that probe, and it passed: simT advanced 0 while paused, and * 0 while running. The pause rule is a value now, so it can be checked by * something other than luck. * * PAUSED DRAINS THE ACCUMULATOR rather than leaving it standing. `acc` holds up * to one FIXED_DT of unspent real time; carrying it across a pause spends it on * the first frame after resume — a free sixtieth of a second of storm nobody * asked for, which is invisible right up until two runs of a deterministic sim * disagree about a gust. * * @param {number} acc unspent seconds carried from last frame * @param {number} raw this frame's real delta, already clamped by the caller * @param {boolean} paused * @param {number} [max] step ceiling — a breakpoint must not run 4000 steps * @returns {{steps:number, acc:number}} */ export function accumulate(acc, raw, paused, max = 60) { if (paused) return { steps: 0, acc: 0 }; let left = acc + raw; let steps = 0; while (left >= FIXED_DT && steps < max) { steps++; left -= FIXED_DT; } return { steps, acc: left }; } export function canPlayHere(mm = typeof matchMedia === 'function' ? matchMedia : null) { if (!mm) return true; // no matchMedia (node, old): let them in try { return mm('(any-pointer: fine)').matches ?? true; } catch { return true; } } /** * Push the mute state at C's audio bus, honestly. Returns whether a bus took * it — false means the flag is UI-only on this tree and the HUD must not * advertise M (hud.setAudioMuteAvailable reads the same feature-detect). * * A value rather than a closure so the selftest can fail it (the Enter-guard * lesson): the wiring bug this pins is calling `sky.setMute?.()` and never * noticing it no-ops, or muting the flag and forgetting the bus after makeSky() * hands back a fresh skyfx at a phase change. * * @param {{ setMute?: (on: boolean) => void } | null} sky * @param {boolean} on * @returns {boolean} true iff a real bus received the state */ export function applyMute(sky, on) { const bus = typeof sky?.setMute === 'function'; if (bus) sky.setMute(!!on); return bus; } /* * The garden model — GARDEN_DRAIN, HAIL_WEIGHT, RAIN_WEIGHT, createGarden — * moved to garden.js (SPRINT13 gate 1.2, B's export ask): the audit must * predict the sim's garden off the sim's OWN code, and module-locals here made * that impossible without a drifting copy. The gate-1.4 ruling on GARDEN_DRAIN * (it does not move, and why) lives on the constant itself, over there. */ /** * Why the night went the way it did — read from what ACTUALLY happened. * * This is the whole of the game's feedback channel, and it was lying: any run * ending under 50 read "the rain found what you skimped on", including a run * that held 4/4 corners and skimped on nothing. That is not a typo-grade bug. * DESIGN.md wants every disaster to replay in the player's head as "…the * shackle, I knew about the shackle" — a verdict that blames the wrong thing * teaches the opposite of the lesson the storm just spent 90 seconds giving. * * So: pick from the failure modes the run can prove, in the order the player * most needs to hear them. The two garden losses are deliberately different * sentences, because they are opposite mistakes — hardware you under-bought * versus a rig that held perfectly and simply wasn't over the bed. * * @returns {{verdict: string, mode: string}} */ export function verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped, beyondSaving = false }) { // SPRINT12 — B's flag, actioned: "weakest link that went first" reduces on // the EFFECTIVE rating (rating × ratingHint), matching sail.js's failure // line and B's summary.weakest tie-break fix. On the bare rating a rated // shackle on the carport beam (6.5 × 0.22 = 1.43 kN effective) out-ranks a // carabiner on honest steel and the verdict names the wrong culprit — this // sentence exists to teach which steel lied. const eff = (c) => c.hw.rating * (c.anchor?.ratingHint ?? 1); const worst = lost.length ? lost.reduce((a, c) => (a && eff(a) <= eff(c) ? a : c)) : null; const named = worst ? `${worst.hw.name} at ${worst.anchorId.toUpperCase()}` : ''; const hailKilled = dmg.hail > dmg.rain; // SPRINT9 decision 1. This case had to come FIRST because it did not used to // exist: `lost >= 2` was unconditionally a cascade-and-a-loss, and under the // new rule it can be the best night the game has. A sail that tore itself // apart while the bed came through is DESIGN.md's actual story — the firework // you paid for — and the aftermath's hardware bill is where that payment goes. if (win && lost.length >= 2) { return { mode: 'pyrrhic', verdict: `THE GARDEN MADE IT. The sail didn't — the ${named} went first and took ` + `${lost.length - 1} more with it. That is what the sail was for.` }; } // SPRINT13 gate 1.4 — A's night-5 ruling (week.js gardenBeyondSaving): on a // night whose data says the garden cannot reach the win line at ANY price, // every "you could have rigged better" sentence below is a lie, and the // uncovered/rain modes are the worst liars — they blame placement on a night // where no placement wins. This branch comes before every loss mode: the // garden's fate was sealed at the forecast; only the STEEL's fate was the // player's. Note it deliberately does NOT fire on a win — if a retune ever // makes the flagged night winnable, the flag is stale and week.js says to // delete it, not to trust this to paper over it. if (!win && beyondSaving) { if (lost.length >= 1) { return { mode: 'beyond-saving', verdict: `THE BED WAS BEYOND SAVING — no sail in the shop stops this much ice. ` + `The ${named} letting go is the part that's on you.` }; } return { mode: 'beyond-saving', verdict: 'THE BED WAS BEYOND SAVING — no sail in the shop stops this much ice. ' + 'Yours held anyway. That was the whole job tonight, and you did it.' }; } if (!win && lost.length >= 2) { return { mode: 'cascade', verdict: `THE SAIL LOST. The ${named} went first — and took ${lost.length - 1} more with it.` }; } if (lost.length === 1 && !win) { return { mode: 'corner', verdict: `THE SAIL LOST. One corner short: the ${named} let go.` }; } if (!win && hailKilled) { // The lesson the old verdict destroyed. Every corner held; the rig was // simply not over the thing it was paid to protect. return { mode: 'uncovered', verdict: 'THE GARDEN IS GONE — and every corner held. The hail fell where your sail wasn\'t.' }; } if (!win) { return { mode: 'rain', verdict: 'THE GARDEN IS GONE. Not dramatic — just a long night of rain on open ground.' }; } if (pondDumped > 50) { return { mode: 'broomed', verdict: `THE GARDEN MADE IT. You put ${Math.round(pondDumped)} kg of water on your own head to do it.` }; } if (pondPeak > 80) { return { mode: 'ponded', verdict: 'THE GARDEN MADE IT — with a belly full of water. That flat spot will find you.' }; } if (lost.length === 1) { return { mode: 'held-one-down', verdict: `THE GARDEN MADE IT. The ${named} let go and the rest carried it.` }; } if (hp >= 85) { return { mode: 'clean', verdict: 'THE GARDEN MADE IT — not a leaf out of place.' }; } return { mode: 'mostly', verdict: 'THE GARDEN MADE IT. Mostly.' }; } // --------------------------------------------------------------------------- // Phase machine // --------------------------------------------------------------------------- /** * forecast → prep → storm → aftermath → forecast. * @returns {import('./contracts.js').Game} */ export function createGame() { const emitter = new Emitter(); let phase = 'forecast'; let phaseT = 0; return { get phase() { return phase; }, /** Seconds since this phase began. The storm clock. */ get phaseT() { return phaseT; }, on(type, fn) { return emitter.on(type, fn); }, /** @param {'forecast'|'prep'|'storm'|'aftermath'} next */ setPhase(next) { if (!PHASES.includes(next)) throw new Error(`unknown phase '${next}'`); if (next === phase) return; const from = phase; phase = next; phaseT = 0; emitter.emit('phaseChange', { from, to: next }); }, /** Advance to the next phase in loop order. */ advance() { this.setPhase(PHASES[(PHASES.indexOf(phase) + 1) % PHASES.length]); }, tick(dt) { phaseT += dt; // The storm is on a timer; every other phase waits for the player. if (phase === 'storm' && phaseT >= STORM_LEN) this.setPhase('aftermath'); }, }; } // --------------------------------------------------------------------------- // Wind router // --------------------------------------------------------------------------- /** * One wind object whose identity never changes, delegating to whichever storm * is currently running. * * Every consumer binds to wind exactly once, at construction — the yard closes * over it for tree sway, createPlayer takes it in opts, createDebris reads its * event stream. So swapping storm_01 for storm_02 at the phase change has to be * a re-point, not a re-wire, or half the game would still be sampling the calm * day while the other half is in a gale. * * Shelters are applied to every storm rather than just the active one: they * describe the yard's trees, which don't stop existing when the weather turns. * * ⚠️ **This delegation list is hand-maintained, and that has already cost us * once.** When Lane C added rainMmPerHour/rainDepthMm for ponding, this router * didn't forward them: every test still passed, because tests hold a real wind * while only the GAME holds the router — so B's ponding would have been green * across the board and done nothing in the actual yard. The integrator caught it * by hand at merge. * * Anything new on the wind contract must be added here too. `js/tests/a.test.js` * has a tripwire that diffs this object against a real wind and fails naming * whatever is missing, so the next omission is a red test rather than a system * that silently isn't plugged in. * * @param {object[]} all every wind this session can switch between */ export function createWindRouter(all) { let active = all[0]; const router = { /** The wind currently in force. Assign through use(). */ get active() { return active; }, use(w) { active = w; return router; }, sample: (pos, t, out) => active.sample(pos, t, out), speedAt: (pos, t) => active.speedAt(pos, t), gustTelegraph: (t) => active.gustTelegraph(t), eventsBetween: (a, b) => active.eventsBetween(a, b), rainAt: (t) => active.rainAt(t), rainMmPerHour: (t) => active.rainMmPerHour(t), rainDepthMm: (a, b) => active.rainDepthMm(a, b), hailAt: (t) => active.hailAt(t), // SPRINT5 decision 13 — the garden score hangs off this dirAt: (t) => active.dirAt(t), setShelters(list) { for (const w of all) w.setShelters(list); return router; }, setSheltersFromTrees(trees, o = {}) { return router.setShelters(trees.map((tr) => ({ x: tr.pos ? tr.pos.x : tr.x, z: tr.pos ? tr.pos.z : tr.z, radius: o.radius ?? tr.radius ?? 3, strength: o.strength ?? 0.45, length: o.length ?? 14, }))); }, setVenturi(list) { // SPRINT9 site_02 — funnels are site geometry for (const w of all) w.setVenturi(list); return router; }, get venturi() { return active.venturi; }, get hailSize() { return active.hailSize; }, // SPRINT5 decision 13 get duration() { return active.duration; }, get gusts() { return active.gusts; }, get def() { return active.def; }, get seed() { return active.seed; }, get core() { return active.core; }, }; return router; } // --------------------------------------------------------------------------- // Debris models // --------------------------------------------------------------------------- /** * Lane E's crates and tubs, keyed by the names storm JSON spawns and debris.js * has radii for. A browser can't glob a directory, so the list is explicit — * and it should stay matched to MODEL_SPEC in debris.js (Lane C's ask: tell them * rather than fighting the radii). * * Missing files are not fatal: debris.js falls back to a graybox box per piece, * which is exactly the degrade-quietly behaviour Lane C designed for. */ const DEBRIS_MODELS = ['BlueCrate_v2', 'BlackTub_v2', 'WhiteTub_v2', 'WoodenBin_v2']; async function loadDebrisModels() { const { GLTFLoader } = await import('../vendor/addons/loaders/GLTFLoader.js'); const loader = new GLTFLoader(); const out = {}; await Promise.all(DEBRIS_MODELS.map(async (name) => { try { const gltf = await loader.loadAsync(`./models/debris/${name}.glb`); gltf.scene.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; } }); out[name] = gltf.scene; } catch (err) { console.warn(`[main] debris model ${name} unavailable, using graybox:`, err.message); } })); return out; } // --------------------------------------------------------------------------- // Boot // --------------------------------------------------------------------------- /** * @param {object} [opts] * @param {HTMLCanvasElement} [opts.canvas] */ export async function boot(opts = {}) { const canvas = opts.canvas ?? document.getElementById('c'); const renderer = new THREE.WebGLRenderer({ canvas, antialias: true }); renderer.setPixelRatio(Math.min(devicePixelRatio, 2)); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = 1.0; const scene = new THREE.Scene(); // --- 1. weather --------------------------------------------------------- // Every storm loads up front: the forecast card has to read their shapes to // sell them before the player has agreed to face one. const defs = Object.fromEntries( await Promise.all(STORMS.map(async (k) => [k, await loadStorm(k)])), ); const winds = Object.fromEntries(Object.entries(defs).map(([k, def]) => [k, createWind(def)])); const calmWind = winds[CALM_STORM]; let stormKey = 'storm_02_wildnight'; const wind = createWindRouter(Object.values(winds)); // --- world & camera ----------------------------------------------------- // SPRINT10: the yard is data, and the week hands over a different one per // night — night three is the corner block. `world` is a `let` because the // site changes under it; everything downstream reads `world.*` late (the loop, // scoreRun, the garden), so re-pointing this binding re-points all of them // without threading a mutable through fourteen closures. let world; let player; let currentSite = null; // rig and rigging are assigned further down but referenced by loadSiteInto's // re-point step, which runs once at boot BEFORE they're built — declared here // as `let` so that first call sees `undefined` (a clean no-op) rather than a // temporal-dead-zone throw. Boot builds them against the same fresh world. let rig; let rigging; // Same reason, same trap (SPRINT13): loadSiteInto now refreshes the camera's // solid set, and that reads sailView — on a first call that happens at boot, // before any cloth exists. Declared up here with the others so it reads // `undefined` (no cloth yet: use the yard's solids) instead of throwing TDZ // from a line whose only crime was being honest about what the camera needs. // Caught by the page going blank, which is the loudest a TDZ ever gets. let sailView = null; const cameraRig = createCameraRig(canvas); const interact = new Interact(); // Site blurbs for the forecast card, so a new yard announces itself. Filled // as each site is loaded; the card degrades gracefully if a name is missing. const siteMeta = {}; /** * Build (or rebuild) the yard for a site. Idempotent per site name — asked for * the one already standing, it no-ops, so calling it every forecast is free on * the four backyard nights and only pays on the one that moves. * * The player, camera, rig, hud and wind OBJECTS all survive; only the yard * group and the anchor set are replaced. That's the whole reason this is a * contained change and not a re-boot: those systems read the world through its * interface every frame, so a new world instance is picked up, not re-wired. */ async function loadSiteInto(siteName) { if (siteName === currentSite) return world; const siteDef = await loadSite(siteName); siteMeta[siteName] = { name: siteDef.name, blurb: siteDef.blurb }; if (world) { world.dispose(); player?.dispose?.(); } // SPRINT14 — the phantom sail, landed. Last night's cloth does not haunt // tonight's prep: the view dies WITH the yard it was rigged in, not when // the next commit happens to replace it. Before `refreshCameraSolids()` // deliberately — that call reads `sailView`, so leaving it a beat later // would re-register a disposed mesh as a camera collider on the new site. disposeSailView(); // …and the rig STATE goes with the view, or four kN corner labels keep // floating over the new yard on their own (the hud draws them off // `rig.rigged`, which B's fix resets on attach — the seam D named). B: if // `SailRig` ever grows a real `detach()`, it wins; until then this is the // same direct re-point as `rig.anchors` two lines down, and it is simply // true — a rig attached to a yard that no longer exists is not rigged. if (rig) { if (rig.detach) rig.detach(); else rig.rigged = false; } world = createWorld(scene, { wind, site: siteDef }); await world.dress(); currentSite = siteName; refreshCameraSolids(); cameraRig.setGround(world.heightAt); // Lane C: local wind effects are per-yard. A venturi (site_02's screaming // gap) and tree shelters both re-register here; empty/absent is a no-op, // which is what keeps backyard_01 byte-identical. wind.setVenturi?.(siteDef.wind?.venturi ?? []); wind.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree')); // The player is rebuilt with the yard, not re-pointed: createPlayer captures // world into its ground clamp, solid collider, ladder and broom, none of // which have a setter (Lane D's modules). A site change only happens at a // forecast, never mid-storm, so a clean rebuild is honest and cheap. player = await createPlayer(scene, world, cameraRig, { wind, interact }); // SPRINT13 gate 2.5 — the opening frame, per YARD rather than per game. // Done here because the spawn is here: the player and the yard are rebuilt // together, so the frame that introduces them is a property of the site, not // a constant. site_02 spawns somewhere else with its posts somewhere else, // and a yaw hand-tuned against the backyard would frame the corner block by // luck. Obstacles come from the site's own data — every vertical thing a // pole-through-the-head could be. cameraRig.yaw = spawnYawFor( player.pos, { x: world.gardenBed.x, z: world.gardenBed.z }, [ ...(siteDef.posts ?? []), ...(siteDef.trees ?? []), ...(siteDef.structures ?? []), ].map((o) => ({ x: o.x, z: o.z })), ); // Re-point everything that captured the old anchor set. Done HERE, right // after the rebuild, rather than in the caller — a caller-side `if (switched)` // was fragile (it broke the moment a debug path had already advanced // currentSite). If the world was rebuilt, these are stale, full stop. // · rig / session: created at boot, hold anchors by reference. // · rigging UI markers: Lane B's file builds clickable markers from // world.anchors at construction and has no setter — so the corner // block's markers don't exist and its panel lists the backyard. That's // the one piece I can't re-point without reaching into their module; // requested `rigging.setWorld(world)` in THREADS. Session + rig follow, // so it's riggable from code/audit; the CLICKABLE UI wants Lane B. // (rig and rigging are declared below and don't exist on the first, boot-time // call — the guards make that the no-op it should be; boot creates them // against this same fresh world moments later.) if (rig) rig.anchors = world.anchors; if (rigging) { rigging.session.anchors = world.anchors; rigging.setWorld?.(world); } return world; } // The opening yard. `opts.site` is honoured by seeking the WEEK to that site's // night (see below, where the week exists) — showTonight() then loads it as // that night's site, which is why this can just load it directly here: the two // agree by construction now instead of racing. Before SPRINT11 they didn't, // and the markers ended up on a different yard than the world. await loadSiteInto(opts.site ?? nightAt(0).site); // --- 3. sail ------------------------------------------------------------ rig = new SailRig({ anchors: world.anchors }); /** * What the camera may not pass through: the yard's solids, PLUS the cloth. * * SPRINT13 gate 2.5 — "in aftermath the dead draped sail can swallow the * camera whole" (QA pass). The camera has collided with the house since * Sprint 2 for exactly this reason, and the sail was simply never in the list: * while it is up it hangs above head height and nothing notices, but a sail * that has FAILED lies in the yard at head height, which is the one moment the * player most wants to look at it. * * Called from both rebuilds, because they invalidate the list independently: * loadSiteInto() makes new world.solids, rigSail() makes a new cloth. Either * one alone leaves the camera holding a mesh that was disposed. * * The cloth's bounding sphere is recomputed in sailView.update() every frame, * so the raycast reads live geometry rather than the shape it had at rig time. * Cheap: the default grid is 10x10, so ~162 triangles against a whole house. */ function refreshCameraSolids() { cameraRig.setSolids(sailView ? [...world.solids, sailView] : world.solids); } /** * Attach the cloth across 4 anchors and (re)build its view. * * The order here is load-bearing. createSailView reads rig.pos and rig.tris, * which don't exist until attach() allocates them in _build() — build the view * first and it throws on an undefined array. A re-rig can also change the grid, * so the view has to be rebuilt rather than reused. Both facts make this the * single door that boot and Lane B's picking adapter should come through. * * Re-wiring interact each time is deliberate: its targets close over corner * objects and attach() makes a fresh corners array, so stale closures would * point at corners the sim no longer steps. The ids are stable, so this * replaces the old targets rather than stacking duplicates. */ /** * Take the cloth off the glass and free it. SPRINT14 — the phantom sail. * * This teardown used to be open-coded inside `rigSail` and NOWHERE else, * which meant the only thing that could ever remove a sail from the scene was * rigging the next one. So night 3's committed rig — cloth, and its kN corner * labels, with `rig.t` still at 90.8 — hung in mid-air over the Hendersons' * backyard through night 4's forecast and prep until the new commit * re-attached (D's sighting, Sprint 13; I ruled the view half mine and filed * it rather than landing a UI-lifecycle change I hadn't watched in play). * * Two call sites now, one disposal: a re-rig replaces the cloth, and a SITE * CHANGE ends it. Also disposes the material's texture, which the open-coded * version missed — `traverse` disposes geometry and material but a material's * `.map` is a separate GPU object, and the weave was leaking one per re-rig. */ function disposeSailView() { if (!sailView) return; scene.remove(sailView); sailView.traverse((o) => { o.geometry?.dispose(); o.material?.map?.dispose(); o.material?.dispose(); }); sailView = null; } async function rigSail(anchorIds, hwChoices, tension = 1.0) { rig.attach(anchorIds, hwChoices, tension); disposeSailView(); sailView = await createSailView(rig); scene.add(sailView); refreshCameraSolids(); // the new cloth; the one it replaced is disposed wireYardActions(interact, { sailRig: rig, world }); return sailView; } // Until Lane B's prep-phase picking adapter lands (SPRINT2 §B.3), rig a // default quad so the yard has a live sail and Lane D has something to // repair. Deliberately the prototype's AUTO loadout — one dodgy carabiner // corner. It also spans most of the yard, which is the 70–192 m² problem // decision 2 fixes in step 6, not a fault in the cloth. const game = createGame(); const garden = createGarden(world); // --- clocks ------------------------------------------------------------- // Two of them, and the distinction matters. `simT` is wall-clock seconds since // boot. `windT` is STORM time — storm JSON is authored with t=0 at the storm's // first gust, so it's phase time during the storm, and off-storm it wraps the // calm day around its own duration so the breeze keeps breathing however long // you spend rigging. Every sim module samples windT; nothing samples simT. let simT = 0; let windT = 0; let acc = 0; /** SPRINT13 gate 3 — the front door's two comfort keys. Neither is sim state: */ let paused = false; // P: the accumulator stops; nothing deterministic sees a dt let muted = false; // M: Lane C's bus, once it has a tap (see setMuted) function windTime() { if (game.phase === 'storm') return game.phaseT; return simT % Math.max(1, calmWind.duration); } // --- 4. sky, audio, debris --------------------------------------------- const events = []; const pushEvent = (text) => { events.push({ t: game.phaseT, text }); if (events.length > 4) events.shift(); }; const debris = createDebris({ wind, scene, heightAt: world.heightAt, // knockdown(t, dirX, dirZ) — the first arg is the sim clock, NOT the impact // magnitude. Passing `impact` here would jam ~40 into the state machine's // start time and the player would never get up. The piece's own velocity is // the direction, so you fall the way the crate was travelling. onHitPlayer: (piece) => player.sim.knockdown(windT, piece.vx, piece.vz), onEvent: pushEvent, }); debris.setModels(await loadDebrisModels()); // skyfx reads the storm's `sky` block at construction (darkness, cloud scroll, // night), so it is rebuilt when the storm changes rather than re-pointed like // wind. dispose() hands world.sun/world.hemi back exactly as they were, which // is what makes that safe to do mid-session. let sky = null; let audioUnlocked = false; function makeSky() { if (sky) sky.dispose(); sky = createSkyFx({ scene, camera: cameraRig.object, wind, sun: world.sun, hemi: world.hemi, onEvent: pushEvent, }); if (audioUnlocked) sky.unlockAudio(); return sky; } makeSky(); // Browsers won't start an AudioContext without a gesture. Without this the // storm is silent, and half of DESIGN.md's threat model is audible. const unlock = () => { if (audioUnlocked) return; audioUnlocked = true; sky?.unlockAudio(); removeEventListener('pointerdown', unlock); removeEventListener('keydown', unlock); }; addEventListener('pointerdown', unlock); addEventListener('keydown', unlock); // --- 5. the face -------------------------------------------------------- const banner = document.getElementById('banner'); const hud = createHud({ scene, camera: cameraRig.object, game, world, wind, player, rig, garden, events, getSky: () => sky, }); // Lane B's picking adapter. `panel:true` is DELIBERATE and the old comment // here ("panel:false — hud.js owns the screen") described an intent that // never happened: hud.js never grew a prep table, so B's panel is the only // prep UI there is. If hud.js ever takes prep over, flip this to false in // the same commit — two panels drawing at once is the bug the old comment // was worried about, and it was half right: the flag and the comment // disagreed for two sprints and nobody could tell which one was the plan. rigging = await createRiggingUI({ scene, camera: cameraRig.object, domElement: canvas, world, onCommit: (ids, hw, tension) => { void rigSail(ids, hw, tension); }, onMessage: pushEvent, panel: true, }); /** * Clear last round's rig so "play again" is a new job, not a continuation. * * Without this you inherit the previous round's corners AND its spent budget — * a second round starts at $35 with three corners already hung, and the four * anchors you click get silently ignored because the session is already full. * That is not a subtle failure; it makes the second round unplayable. * * Done through the session's own public moves rather than by reaching into its * fields: unrig() refunds the corner's CURRENT hardware and setSpares(0) * refunds the spare, so the budget walks back to $80 on its own and the * economy stays the single source of truth. (Lane B: a `session.reset()` would * say this better than five lines of mine — asked in THREADS.) */ function resetRig() { const s = rigging.session; for (const p of [...s.picks]) s.unrig(p.anchorId); s.setSpares(0); s.setTension(1.0); } /** What the storm cost, assembled at the moment it ends. */ function scoreRun() { const lost = rig.corners.filter((c) => c.broken); const bill = lost.reduce((s, c) => s + c.hw.cost, 0); const collateral = []; // The gnome is collateral if the sail came down over it. DESIGN.md: the // worst debris in any storm is your own failed work. if (lost.length >= 2) collateral.push({ what: 'garden gnome', cost: world.gnome.collateralValue }); /** * SPRINT11 — the carport trap finally BILLS (§gate 1). * * E shipped the trap in Sprint 10 and said it plainly: the anchors say * `collateral:"carport"` but nothing said what a carport COSTS, so nothing * scored it. Until now you could tie 25 m2 to the worst steel in the game, * lose it, and pay for a $15 shackle. The temptation was real and the * consequence was decoration — the site's whole thesis, missing its verb. * * ONE broken corner is enough, unlike the gnome's two. The gnome needs the * sail to come down over it; the carport doesn't need the sail at all. That * beam is rated 0.22 and holds a roof — let go of it under load and the roof * is what leaves. Requiring a second failure would say the first one was * free, which is the lie this ruling exists to delete. * * Priced per STRUCTURE, not per corner: two beams letting go is one carport * gone, not $360. It bills once and the wreck swaps once. */ const taken = new Set(); for (const c of lost) { const key = world.anchor(c.anchorId)?.collateral; const priced = key ? world.collateralFor(key) : null; if (!priced || taken.has(key)) continue; taken.add(key); collateral.push({ what: priced.label, cost: priced.cost }); world.wreckStructure(key); // false offline/graybox — the bill still lands } const s = rigging.summary; const hp = garden.hp; /** * SPRINT9 decision 1 — Lane A's ruling on the pyrrhic win. It was * `hp >= 50 && lost.length < 2`; the corner clause is gone. * * **The garden is the client's. The sail is yours.** Saving the bed with a * rig that tore itself apart is the job done expensively — not a failure. * DESIGN.md doesn't call a cascade a loss, it calls it "a firework you paid * for", and *paid for* is the whole point: the aftermath already bills you * for the broken hardware, the collateral, and a week's fee you didn't earn * cleanly. Gating the win on corners bills you twice for the same night and * then lies about it — which is the same species as the verdict that used to * tell a 4/4 hold they'd skimped. * * B and D both arrived here independently with the numbers, and B checked * what it does NOT break: cheap rigs still lose (4× carabiner → hp 38), rigs * that miss the bed still lose (hp 36), and $80 still cannot buy immunity. * The corners are priced, not gated. */ const win = hp >= 50; const dmg = garden.damage; const { verdict, mode } = verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped, beyondSaving: week.job.gardenBeyondSaving }); return { hp, cornersLost: lost.length, cornersTotal: rig.corners.length || 4, bill, collateral, budgetLeft: Math.max(0, s.budget - bill - collateral.reduce((a, c) => a + c.cost, 0)), win, subtitle: lost.length ? `${lost.map((c) => `${c.hw.name} at ${c.anchorId.toUpperCase()}`).join(', ')} let go.` : 'Every corner held.', /** Decision 13's headline: how much of the bed's damage the cloth stopped. */ hailBlocked: dmg.hail + dmg.rain > 0 ? `${Math.round(dmg.hail)} HP to hail, ${Math.round(dmg.rain)} to rain` : 'Nothing reached the bed.', /** * What you can unclip and take home: hardware still on an unbroken corner, * plus a spare you never had to use. week.js refunds it at half — a shackle * that rode out a gale isn't new any more. Broken gear is worth nothing, * which is the whole of `bill`. */ intactHardwareValue: rig.corners.filter((c) => !c.broken).reduce((sum, c) => sum + c.hw.cost, 0) + (rigging.session.spares ?? 0) * SPARE_COST, pondPeak, pondDumped, verdict, /** Which failure mode the verdict is speaking from. Asserted in a.test.js. */ verdictMode: mode, }; } // --- the week ------------------------------------------------------------ // Five nights, one wallet. The forecast stops being a difficulty picker — the // ladder decides what's coming and the only question left is what you rig // against it with the money you have. // `opts.bank` — a debug boot's wallet (SPRINT11, for Lane D). Seeking to a // night doesn't EARN the nights before it, so `boot({site:'site_02...'})` alone // puts you on night three with night one's $80 and the shop reads OFF THE JOB — // which is precisely the harness artefact D had to explain away in their // playtest ("the $0 above is MY harness's fault, not your balance"). They // measured the real night-three bank at $237. `boot({site, bank:237})` is that // run, honestly, without rewriting NIGHTS to get it. const week = createWeek({ bank: opts.bank }); let spentThisNight = 0; /** * `boot({site})` — honoured through the WEEK, which is the only way it can be * true (SPRINT11, Lane D's bug 2). * * It was a documented lie: :468 loaded opts.site, then showTonight() re-ran * `loadSiteInto(week.site)` and overwrote it — but the markers had been built * in between, off the requested site. So it failed INVERSELY, markers on one * yard and world on another, from the first frame. Worse than not working: the * hook anyone debugging a site reaches for first handed them a hybrid. * * Seeking the week is the fix rather than forcing the site, because a site * without its night is half a game — no client, no brief, no storm, no bank. * Night 3 debugged at night 1's $80 reads "OFF THE JOB" and tells you nothing * about the corner block; at its own night it's the $237 bank D measured. D * had to rewrite NIGHTS[0] to get a coherent cold boot; this is that, honestly. */ if (opts.site) { const i = NIGHTS.findIndex((_, n) => nightAt(n).site === opts.site); if (i < 0) throw new Error(`main: boot({site:'${opts.site}'}) — no night in NIGHTS uses that site`); for (let n = 0; n < i; n++) week.advance(); } /** * Tonight's card. Reads the bank, not START_BUDGET. * * NOTE the `budget` we hand the shop: `rigging.session.spent` computes * `START_BUDGET - budget` against the module constant rather than the session's * own starting cash, so with a bank of $63 it reports $17 spent before you buy * anything. Lane B's file, flagged in THREADS — main.js therefore tracks * `spentThisNight` itself off the bank rather than trusting `.spent`. */ async function showTonight() { // SPRINT10: tonight's yard. loadSiteInto no-ops when the site is unchanged // (the four backyard nights) and rebuilds + re-points everything holding the // old anchor set when it isn't (night three). The re-point lives inside // loadSiteInto, keyed on the rebuild itself, so it can't desync from it. await loadSiteInto(week.site); // B's setBudget (SPRINT11): re-bank + reset in one named call. This was // main.js's one private touch into their session (`_startBudget` + reset(), // asked in THREADS, landed, fake deleted — same route reset() took). rigging.session.setBudget(week.bank); spentThisNight = 0; // SPRINT11 — the job sheet reads three new things off the week: tonight's // JOB (client + brief), the QUOTE (what it pays, before you rig it, which is // the half of DESIGN.md's brief the game never showed), and TOMORROW's storm // def for Lane C's forecast lead — every storm is loaded up front, so // tomorrow costs nothing but an index. Null on the final night: there is no // tomorrow, and a card that hedges about one would be lying. const tomorrowDef = week.isFinalNight ? null : defs[nightAt(week.night).storm]; hud.showForecast( { key: week.stormKey, def: defs[week.stormKey], site: siteMeta[week.site], tomorrowDef }, { night: week.night, nights: week.nights, bank: week.bank, log: week.log, job: week.job, quote: week.quote(defs[week.stormKey]), isFinalNight: week.isFinalNight, }, () => { stormKey = week.stormKey; game.setPhase('prep'); }, ); } // --- the night's evidence ------------------------------------------------ // What the sail carried and what the player took on the head, so the verdict // can point at things that actually happened rather than infer from the score. let pondPeak = 0; let pondDumped = 0; // Subscribed once: rigSail() calls attach() on the same rig object, so the // Emitter survives a re-rig. Lane B tags a dump with `reason` when the water // left because something failed (corner break, belly tear) and leaves it off // when the player poked it out with the broom — which is the difference // between "the sail lost its water" and "you wore it". rig.events.on('pondDump', (e) => { if (!e.reason) pondDumped += e.kg; }); // --- phases ------------------------------------------------------------- game.on('phaseChange', ({ to }) => { // Prep and forecast happen on the calm day; the storm you picked only // arrives when you say go. wind.use(to === 'storm' ? winds[stormKey] : calmWind); makeSky(); events.length = 0; rigging.setActive(to === 'prep'); // A pause never survives the phase it was taken in. Leaving `paused` true on // the way out of a storm would carry it into the next night, where P is // inert (nothing but the storm has a clock) — so the flag would be stuck on, // unreachable, and the following storm would open frozen with no way to // unfreeze it. That's a soft-lock built out of a comfort feature, which is // the same shape as the night-3 one D found: a state nothing could clear. // makeSky() also hands back a fresh skyfx, so the mute has to be re-applied // or muting silently expires at the phase boundary. if (paused) { paused = false; hud.setPaused(false); } if (muted) setMuted(true); if (to === 'storm') { pondPeak = 0; pondDumped = 0; } if (to === 'forecast') { hud.setDawn(false); // showTonight rebuilds the yard when the site changes, so it MUST run // before the resets that touch the world (garden.reset → world.setPlants) // or the player (rebuilt inside it). Awaited via .then so the resets land // on the new world/player, not the old one mid-swap. This is the only // phase transition that can rebuild the scene, so it's the only one that // has to sequence like this. showTonight().then(() => { garden.reset(); resetRig(); player.sim.carrying = null; }); } // The card belongs to the phase, not to the button that happened to open it. // Tying its lifetime to the forecast button meant any other route into prep // (a debug jump, a future timer, "play again" landing somewhere new) left a // card floating over a live game, swallowing input. if (to === 'prep' || to === 'storm') hud.hideCard(); if (to === 'prep') { hud.setHelp('click an anchor to rig · click again to cycle hardware · shift-click to remove · [ ] tension · S spare · ENTER when you have four'); } if (to === 'storm') { // P is only offered where it does something (the storm is the one clock // that doesn't wait), and M only once C's bus has a tap — hud owns that // question, because a help line that lists a dead key is a help line that // teaches a stranger the game is broken. hud.setHelp(`WASD move · shift run · E repair/pickup · C brace · RMB orbit · ${hud.comfortKeysHint()}`); } if (to === 'aftermath') { // The dawn comes up BEFORE the scoreboard, on E's 2.2 s ease. Their note // is right and it's the whole reason this isn't one call: the storm ends, // the light returns, and only then are you told how you did. Sell the // survival first. hud.setDawn(true); const run = scoreRun(); const settlement = week.settle(run, defs[week.stormKey], spentThisNight); hud.showAftermath({ ...run, week: settlement }, () => { if (settlement.outcome === 'continue') { week.advance(); game.setPhase('forecast'); } else hud.showEndCard(settlement, () => { week.reset(); game.setPhase('forecast'); }); }); } if (banner && to !== 'forecast' && to !== 'aftermath') { banner.textContent = to.toUpperCase(); banner.style.opacity = '1'; setTimeout(() => { banner.style.opacity = '0'; }, 1400); } }); addEventListener('keydown', (e) => { if (e.key !== 'Enter') return; if (!enterCommits(game.phase, hud.cardOpen)) return; if (!rigging.commit()) return; // Off the bank, not off START_BUDGET — see the note on showTonight(). spentThisNight = week.bank - rigging.summary.budget; player.sim.carrying = null; if (rigging.summary.spares > 0) pushEvent(`spare shackle on the shed table — grab it before you need it`); game.advance(); }); /** * P — pause. Storm only, and that is not a limitation, it's the whole scope: * forecast and aftermath are already paused by construction (their cards are * up and the sim isn't running), and prep has no clock. The storm is the only * ninety seconds in the game that don't wait for you, which is exactly why a * stranger on a public URL needs a way to stop it. */ function setPaused(on) { if (game.phase !== 'storm') on = false; // nothing else has a clock to stop if (on === paused) return paused; paused = on; hud.setPaused(paused); return paused; } /** * M — mute. The tap is C's `sky.setMute(on)` (landed lane/c 8a3dc32, with the * pre-unlock case: M pressed on the splash before the first gesture builds * the audio graph is remembered and honoured by unlock()). The application is * `applyMute` — a value, so a.test can fail it — and the feature-detect stays * because on any tree where the tap is absent, `?.()` on a missing method is * a no-op that looks like a call (D's rigging.setWorld lesson). The HUD asks * before it advertises M (hud.setAudioMuteAvailable): the key lights up on * exactly the trees where it does something, and nowhere else. */ function setMuted(on) { muted = !!on; const bus = applyMute(sky, muted); hud.setMuted(muted); return bus; } addEventListener('keydown', (e) => { if (hud.cardOpen) return; // a card owns the keyboard const k = e.key.toLowerCase(); if (k === 'p') setPaused(!paused); else if (k === 'm') setMuted(!muted); }); // SPRINT13 gate 3 — the front door, in front of the forecast. // // The job sheet used to be the first thing a stranger saw: an invoice-shaped // card from a business they'd never heard of, quoting money for a job nobody // had explained. It's a good SECOND card. partly.party's arcade can drop // someone here cold, so the game says what it is first. // // `opts.splash === false` skips it — the selftest, the dev benches and D's // playtest harness all boot straight into a night, and none of them should // have to click through a door. hud.setAudioMuteAvailable(typeof sky?.setMute === 'function'); if (!canPlayHere()) { hud.showTouchNotice(); // no way through, on purpose: see hud.showTouchNotice } else if (opts.splash === false) { showTonight(); } else { hud.showSplash(() => showTonight()); } // --- resize ------------------------------------------------------------- function resize() { const w = canvas.clientWidth || innerWidth; const h = canvas.clientHeight || innerHeight; renderer.setSize(w, h, false); cameraRig.resize(w, h); } addEventListener('resize', resize); resize(); // --- loop --------------------------------------------------------------- const clock = new THREE.Clock(); let frames = 0, fpsT = 0, fps = 0; /** * The dev line: fps, phase, sim clock, debris count. * * On by default for anyone developing (localhost, and every lane clone is * localhost) and for anyone who asks with `?dev=1` — D's playtests read it, * and taking it away to tidy a public page would cost more than it saves. * Off everywhere else, which today means partly.party: it's the only thing on * the glass that talks to us instead of the player. */ const devWanted = (() => { try { if (new URLSearchParams(location.search).has('dev')) return true; return /^(localhost|127\.0\.0\.1|\[::1\])$/.test(location.hostname); } catch { return false; } })(); const dev = devWanted ? document.getElementById('dev') : null; dev?.classList.add('on'); function step(dt) { game.tick(dt); simT += dt; windT = windTime(); world.update(dt, windT); player.update(dt, windT); rig.step(dt, wind, windT, debris); debris.step(dt, windT, { player: player.sim, sail: rig }); sky?.step(dt, windT, { sail: rig }); rigging.update(dt, windT); // Decision 7: what hurts the garden is weather the sail didn't stop. Only // during the storm — the calm day's drizzle is scenery. // // Through Lane C's combined helper rather than my own rain × (1 − shadow): // it's the same arithmetic, it's their term to own, and SPRINT5 decision 13 // extends exactly this shape (+ gardenHailExposure) — so when hail lands // this is one added term here, not a rewrite. if (game.phase === 'storm') { // Decision 13 (SPRINT5): hail is the headline garden threat — it falls // steep, so the sail blocks it and the score finally rewards rigging // (C proved 4.4× separation). Rain stays as the small honest drain that // walks under a sail in a gale. Weights chosen so storm_02 unprotected // loses ~50 HP to its hail bursts (11.4 hail-seconds × 5.0 × 0.9/s) and // ~10 to rain, while a bed-covering rig cuts the hail term ~4.4×. const rainExp = sky?.gardenExposure ? sky.gardenExposure(world.gardenBed, windT) : 0; const hailExp = sky?.gardenHailExposure ? sky.gardenHailExposure(world.gardenBed, windT) : 0; // Passed separately, not pre-summed: the split is what makes the verdict // able to tell "your hardware went" from "your sail wasn't over the bed". garden.step(dt, hailExp, rainExp); // Pond evidence for the aftermath. Peak is what the sail carried at its // worst; dumped is what the player took on the head with the broom. Both // are things the verdict can honestly point at. if (typeof rig.pondMass === 'function') { pondPeak = Math.max(pondPeak, rig.pondMass()); } } } function frame() { // Clamped so a background tab or a breakpoint doesn't make the sim try to // catch up over thousands of steps and lock the page. const raw = Math.min(0.25, clock.getDelta()); // SPRINT13 gate 3 — P pauses the ACCUMULATOR, not the frame: the sim stops // dead (no step(), so no dt reaches anything deterministic) while the render // keeps going, which is what lets the pause veil sit over a frozen yard // instead of a black screen. The rule itself is `accumulate` — a value, and // tested, because nothing here is reachable from a test. const a = accumulate(acc, raw, paused); for (let i = 0; i < a.steps; i++) step(FIXED_DT); acc = a.acc; cameraRig.update(raw, player.pos); sailView?.update(); renderer.render(scene, cameraRig.object); hud.update(raw, windT); frames++; fpsT += raw; if (fpsT >= 0.5) { fps = frames / fpsT; frames = 0; fpsT = 0; } // SPRINT14 pool (D's nit, Sprint 13): this counted `pieces` only, so it read // "debris 0" while seven leaves streamed through frame — the line was // telling a playtester the storm was empty at the exact moment C's ambient // leaves were the best "this is a gale" tell on the glass. They are two // populations with two lifetimes (events vs. a recycled ambient pool), so // they get two numbers rather than one merged count that could never be // reconciled against either. `leafCount` is C's own accessor, built for // this. if (dev) { dev.textContent = `${fps.toFixed(0)} fps · ${game.phase} ${game.phaseT.toFixed(1)}s` + ` · t ${simT.toFixed(0)}s · debris ${debris.pieces.length} · leaves ${debris.leafCount}`; } requestAnimationFrame(frame); } requestAnimationFrame(frame); // Handy for poking at the world from the console, and for the selftest-free // hand checks the sprint's acceptance actually turns on. const api = { renderer, scene, cameraRig, game, wind, rig, rigSail, // world and player are rebuilt on a site change (SPRINT10), so these are // getters — a captured reference would be last night's yard. get world() { return world; }, get player() { return player; }, get currentSite() { return currentSite; }, week, loadSiteInto, get sailView() { return sailView; }, debris, interact, events, hud, rigging, garden, defs, winds, get stormKey() { return stormKey; }, set stormKey(k) { stormKey = k; }, scoreRun, get sky() { return sky; }, get simT() { return simT; }, windTime, calmWind, /** * Drive the sim by hand at fixed dt, and draw on demand. rAF is throttled to * a standstill in a hidden tab, so these are the only honest way to * fast-forward a storm or capture one from a headless browser — which is * exactly what this sprint's "90 s storm_02 run captured" acceptance needs. * Same code path the rAF loop uses; no test-only branch to drift. */ step, render() { sailView?.update(); renderer.render(scene, cameraRig.object); }, }; globalThis.SHADES = api; return api; }