/**
* SHADES — the face. Lane A owns this file.
*
* Everything the game already simulates is invisible to a stranger without this:
* loads, the gust warning, whether the garden is actually getting hit. So the
* rule here is that the HUD only ever READS. It takes no decisions, owns no
* state worth keeping, and if you deleted it the sim would run identically —
* which is also why it can be this chatty without anything drifting.
*
* Two things earn their place as world-anchored rather than screen-anchored:
* the corner load bars (a number in a corner of the screen can't tell you WHICH
* shackle is about to go, and that's the whole "…the shackle, I knew about the
* shackle" moment) and the repair prompt, which Lane D already owns.
*/
import * as THREE from '../vendor/three.module.js';
import { STORM_LEN } from './contracts.js';
import { forecastLines, leadFor } from './weather.js';
const clamp01 = (v) => (v < 0 ? 0 : v > 1 ? 1 : v);
const kmh = (ms) => ms * 3.6;
// Load bar colours: green → amber → red. The amber band is deliberately wide;
// a corner at 60% in a lull is one gust from 100% and the player should feel
// that before the bar turns red on them.
const BAR_OK = 0x6ee06e, BAR_WARN = 0xffc24a, BAR_HOT = 0xff5b4a, BAR_DEAD = 0x7a2f2f;
const CSS = `
#hud { position:fixed; inset:0; pointer-events:none; z-index:10;
font:12px/1.5 ui-monospace,SFMono-Regular,Menlo,monospace; color:#dde5ea;
text-shadow:0 1px 3px #000a; user-select:none; }
#hud .panel { position:absolute; background:#0d1418d9; border:1px solid #2c3a44;
border-radius:6px; padding:8px 10px; }
#hud-top { top:10px; left:50%; transform:translateX(-50%); text-align:center; min-width:280px; }
#hud-wind { font-size:15px; font-weight:700; letter-spacing:.04em; }
#hud-clock { color:#8ba0ad; }
#hud-gust { position:absolute; top:78px; left:50%; transform:translateX(-50%);
font:700 20px/1 ui-monospace,Menlo,monospace; letter-spacing:.16em; color:#ffd27a;
background:#3a2a0ce0; border:1px solid #7a5a1a; border-radius:5px; padding:8px 16px;
opacity:0; transition:opacity .12s; }
#hud-gust.on { opacity:1; }
#hud-garden { bottom:12px; left:12px; min-width:210px; }
#hud-bar { height:9px; background:#00000066; border-radius:5px; overflow:hidden; margin-top:5px; }
#hud-bar i { display:block; height:100%; width:100%; background:#6ee06e; transition:width .2s,background .3s; }
#hud-carry { bottom:12px; right:12px; text-align:right; }
#hud-events { position:absolute; bottom:70px; left:12px; max-width:420px; }
#hud-events div { color:#ffd27a; margin-top:2px; }
#hud-help { position:absolute; bottom:12px; left:50%; transform:translateX(-50%);
color:#93a6b2; opacity:.85; white-space:nowrap; }
#hud-card { position:fixed; inset:0; z-index:30; display:none; place-items:center;
background:#060a0dc4; backdrop-filter:blur(3px);
font:13px/1.7 ui-monospace,SFMono-Regular,Menlo,monospace; color:#dde5ea; }
#hud-card.on { display:grid; }
#hud-card .card { background:#0d1418; border:1px solid #2f3f4a; border-radius:9px;
padding:22px 26px; min-width:440px; max-width:620px; pointer-events:auto; }
#hud-card h1 { margin:0 0 2px; font-size:19px; letter-spacing:.16em; color:#fff; }
#hud-card h2 { margin:0 0 16px; font-size:12px; font-weight:400; color:#8ba0ad; letter-spacing:.04em; }
#hud-card .row { display:flex; justify-content:space-between; gap:18px; padding:3px 0;
border-bottom:1px solid #1c262d; }
#hud-card .row b { font-weight:700; color:#fff; }
#hud-card .storm { display:block; width:100%; text-align:left; margin:7px 0; padding:10px 12px;
background:#121c23; border:1px solid #2f3f4a; border-radius:6px; color:#dde5ea; cursor:pointer;
font:inherit; transition:border-color .15s,background .15s; }
#hud-card .storm:hover { border-color:#7ee0ff; background:#16242c; }
#hud-card .storm .name { font-weight:700; color:#fff; letter-spacing:.08em; }
#hud-card .storm .stat { color:#8ba0ad; }
#hud-card .go { margin-top:16px; padding:9px 18px; background:#1d3d2a; border:1px solid #3f7a52;
border-radius:6px; color:#a8f0b8; cursor:pointer; font:inherit; font-weight:700; letter-spacing:.1em; }
#hud-card .go:hover { background:#255033; }
#hud-card .verdict { margin:14px 0 0; padding:10px 12px; border-radius:6px; font-weight:700;
letter-spacing:.05em; }
#hud-card .verdict.win { background:#12321c; border:1px solid #2c6b3c; color:#7fce6a; }
#hud-card .verdict.lose { background:#3a1618; border:1px solid #7d2b2b; color:#ff8f86; }
/* --- the week ---------------------------------------------------------- */
#hud-card .pips { letter-spacing:.5em; font-size:15px; margin:-6px 0 10px; color:#3f5561; }
#hud-card .pip.now { color:#7ee0ff; }
#hud-card .pip.held { color:#7fce6a; }
#hud-card .pip.lost { color:#ff8f86; }
#hud-card .ledger { margin-top:14px; padding-top:10px; border-top:1px solid #24343d; }
#hud-card .ledger .row b { color:#a8f0b8; }
#hud-card .ledger .row.bad b { color:#ff8f86; }
#hud-card .ledger .row.total { margin-top:6px; padding-top:8px; border-top:1px solid #24343d; }
#hud-card .ledger .row.total b { color:#fff; }
/* SPRINT11 — the job sheet and the invoice. STRUCTURE ONLY, deliberately: the
letterhead and the invoice styling are Lane E's this sprint (§gate 2), and
everything below is the plainest thing that reads correctly so E can restyle
it without unpicking layout. The class names are the contract — .letterhead,
.brief, .jobsheet, .tomorrow — and E owns what they look like. */
#hud-card .letterhead { display:flex; justify-content:space-between; align-items:baseline;
margin:-4px 0 10px; padding-bottom:8px; border-bottom:1px solid #24343d;
font-size:12px; letter-spacing:.18em; text-transform:uppercase; color:#7ee0ff; }
#hud-card .letterhead .inv { color:#8ba0ad; letter-spacing:.1em; }
#hud-card .brief { margin:10px 0 12px; padding:9px 11px; border-left:2px solid #2f3f4a;
background:#101a20; color:#c3d2da; font-size:13px; line-height:1.55; font-style:italic; }
#hud-card .jobsheet { margin-top:12px; padding-top:10px; border-top:1px solid #24343d; }
#hud-card .jobsheet .row b { color:#a8f0b8; }
#hud-card .jobsheet .row.total { margin-top:6px; padding-top:8px; border-top:1px solid #24343d; }
#hud-card .jobsheet .row.total b { color:#fff; }
/* Tomorrow is a rumour, and it should look like one next to tonight's numbers. */
#hud-card .tomorrow { display:flex; gap:10px; align-items:baseline; margin-top:9px;
font-size:12px; color:#6d8494; }
#hud-card .tomorrow .tlabel { letter-spacing:.14em; text-transform:uppercase; color:#55707f; }
/* E's diptych. The art is the card; the words sit in the left third they left
clear for exactly this. */
#hud-card .endcard { background-size:cover; background-position:center right;
max-width:none; width:min(92vw,900px); min-height:min(70vh,520px);
display:flex; align-items:center; padding:0; border:1px solid #24343d; }
#hud-card .endcard .endtext { width:min(46%,380px); padding:28px 26px;
background:linear-gradient(to right, rgba(9,14,18,.92) 65%, rgba(9,14,18,0)); }
#hud-card .endcard h1 { font-size:26px; }
#hud-card .endcard .kicker { margin:16px 0 0; color:#8ba0ad; font-style:italic; line-height:1.5; }
/* --- dawn (Lane E, pasted from their THREADS note) ---------------------- */
/* The screen blend is the point: it lifts the black storm scene into morning
without touching the card on top. The 2.2s ease matters more than the
colours. (No backticks in here — this whole block is a JS template literal.) */
#dawn { position:fixed; inset:0; pointer-events:none; opacity:0; z-index:5;
transition:opacity 2.2s ease; mix-blend-mode:screen;
background:linear-gradient(to top,
rgba(255,178,102,.30) 0%, /* the sun that finally turned up */
rgba(255,150,96,.16) 22%,
rgba(120,132,168,.10) 55%,
rgba(38,48,84,.16) 100%); } /* night still up there */
#dawn.on { opacity:1; }
`;
/**
* @param {object} d
* @param {THREE.Scene} d.scene
* @param {THREE.Camera} d.camera
* @param {object} d.game the phase machine
* @param {object} d.world
* @param {object} d.wind the router
* @param {object} d.player
* @param {object} d.rig SailRig
* @param {object} d.garden {hp}
* @param {() => object} d.getSky skyfx is rebuilt per storm, so read it late
* @param {() => number} d.getWindTime
* @param {{text:string,t:number}[]} d.events
*/
export function createHud(d) {
const style = document.createElement('style');
style.textContent = CSS;
document.head.appendChild(style);
const root = document.createElement('div');
root.id = 'hud';
root.innerHTML = `
--
--
GUST INCOMING
GARDEN100%
`;
document.body.appendChild(root);
const card = document.createElement('div');
card.id = 'hud-card';
document.body.appendChild(card);
// The morning. Sits UNDER the card and over the frozen storm scene — see the
// `screen` blend in the CSS, which lifts the black night into dawn without
// touching the card on top of it. Lane E shipped this as ten lines rather than
// a ninth texture nobody loads, and they were right.
const dawn = document.createElement('div');
dawn.id = 'dawn';
document.body.appendChild(dawn);
const $ = (id) => root.querySelector(id);
const elWind = $('#hud-wind'), elClock = $('#hud-clock'), elGust = $('#hud-gust');
const elPct = $('#hud-garden-pct'), elBar = $('#hud-bar i'), elShade = $('#hud-shade');
const elGardenLabel = $('#hud-garden-label');
const elCarry = $('#hud-carry'), elEvents = $('#hud-events'), elHelp = $('#hud-help');
// --- world-anchored corner load bars ------------------------------------
// A bar per corner, floating at the corner it describes. Geometry rather than
// a redrawn canvas: the fill is a scaled quad, so animating it is free and a
// flogging corner's bar can track it at 60 Hz without touching a texture.
const barGroup = new THREE.Group();
barGroup.visible = false;
d.scene.add(barGroup);
const quad = new THREE.PlaneGeometry(1, 1);
quad.translate(0.5, 0, 0); // pivot on the left edge, so scale.x grows rightward
const BAR_W = 0.9, BAR_H = 0.1;
const bars = [];
function ensureBars(n) {
while (bars.length < n) {
const holder = new THREE.Group();
const bg = new THREE.Mesh(quad, new THREE.MeshBasicMaterial({
color: 0x0a1016, transparent: true, opacity: 0.75, depthTest: false,
}));
bg.scale.set(BAR_W, BAR_H, 1);
bg.position.x = -BAR_W / 2;
const fill = new THREE.Mesh(quad, new THREE.MeshBasicMaterial({
color: BAR_OK, depthTest: false,
}));
fill.position.x = -BAR_W / 2;
fill.scale.set(0.001, BAR_H * 0.72, 1);
const label = makeLabel();
label.position.y = 0.19;
holder.add(bg, fill, label);
holder.renderOrder = 999;
barGroup.add(holder);
bars.push({ holder, fill, label, lastText: '' });
}
for (let i = 0; i < bars.length; i++) bars[i].holder.visible = i < n;
}
function makeLabel() {
const c = document.createElement('canvas');
c.width = 256; c.height = 64;
const tex = new THREE.CanvasTexture(c);
const sp = new THREE.Sprite(new THREE.SpriteMaterial({ map: tex, depthTest: false, transparent: true }));
sp.scale.set(1.5, 0.375, 1);
sp.userData.ctx = c.getContext('2d');
sp.userData.tex = tex;
return sp;
}
function drawLabel(sprite, text, color) {
const g = sprite.userData.ctx;
g.clearRect(0, 0, 256, 64);
g.font = 'bold 30px ui-monospace, Menlo, monospace';
g.textAlign = 'center';
g.textBaseline = 'middle';
g.lineWidth = 6;
g.strokeStyle = '#0a1016';
g.strokeText(text, 128, 32);
g.fillStyle = color;
g.fillText(text, 128, 32);
sprite.userData.tex.needsUpdate = true;
}
// Labels are the only per-frame texture cost here, so they redraw on a slow
// tick and only when the shown value actually changes.
let labelT = 0;
const _p = new THREE.Vector3();
const _q = new THREE.Quaternion();
const _cam = new THREE.Vector3();
// --- helpers ------------------------------------------------------------
const barColor = (frac, broken) => (broken ? BAR_DEAD : frac > 0.85 ? BAR_HOT : frac > 0.55 ? BAR_WARN : BAR_OK);
function cornerPos(i) {
if (d.rig.cornerPos) return d.rig.cornerPos(i);
const c = d.rig.corners[i];
return c?.anchor?.pos ?? null;
}
const hud = {
/** Set false while a card is up — the storm HUD shouldn't peer through it. */
setVisible(on) { root.style.display = on ? '' : 'none'; },
setHelp(text) { elHelp.textContent = text; },
/**
* @param {number} dt
* @param {number} t wind/storm time
*/
update(dt, t) {
const phase = d.game.phase;
const storm = phase === 'storm';
// --- wind + clock ---
const speed = d.wind.speedAt(d.player.pos, t);
elWind.textContent = `${speed.toFixed(1)} m/s ${kmh(speed).toFixed(0)} km/h`;
elWind.style.color = speed > 25 ? '#ff8f86' : speed > 15 ? '#ffc24a' : '#dde5ea';
elClock.textContent = storm
? `STORM ${Math.max(0, STORM_LEN - d.game.phaseT).toFixed(0)}s left`
: phase.toUpperCase();
// --- gust telegraph ---
// The contract promises >=1.2 s of warning; this is where the player
// actually gets to spend it.
const tel = storm ? d.wind.gustTelegraph(t) : null;
elGust.classList.toggle('on', !!tel);
if (tel) elGust.textContent = `GUST INCOMING ${tel.eta.toFixed(1)}s · ${kmh(tel.power).toFixed(0)} km/h`;
// --- garden ---
const hp = d.garden.hp;
elPct.textContent = `${hp.toFixed(0)}%`;
elBar.style.width = `${clamp01(hp / 100) * 100}%`;
elBar.style.background = hp > 66 ? '#6ee06e' : hp > 33 ? '#ffc24a' : '#ff5b4a';
// Decision 7: rain shadow is what matters at night, sun coverage by day.
// Showing whichever is load-bearing right now stops the number being a
// fact about nothing.
const sky = d.getSky?.();
if (storm && sky?.rainShadowOver) {
const dry = sky.rainShadowOver(d.world.gardenBed);
elGardenLabel.textContent = 'GARDEN';
elShade.textContent = `${(dry * 100).toFixed(0)}% kept dry by the sail`;
} else {
const shade = d.rig.rigged ? d.rig.coverageOver(d.world.gardenBed, d.world.sunDir, d.world.heightAt) : 0;
elGardenLabel.textContent = 'GARDEN';
elShade.textContent = d.rig.rigged ? `${(shade * 100).toFixed(0)}% in shade` : 'no sail rigged';
}
// --- carried item ---
const carrying = d.player.carrying;
elCarry.style.display = carrying ? '' : 'none';
if (carrying) elCarry.textContent = `carrying: ${carrying}`;
// --- event ticker ---
const live = d.events.filter((e) => t - e.t < 6 || e.t > t);
elEvents.innerHTML = live.slice(-4).map((e) => `
${e.text}
`).join('');
// --- corner bars ---
barGroup.visible = d.rig.rigged && (storm || phase === 'prep');
if (!barGroup.visible) return;
ensureBars(d.rig.corners.length);
labelT += dt;
const redraw = labelT >= 0.12;
if (redraw) labelT = 0;
d.camera.getWorldQuaternion(_q);
d.camera.getWorldPosition(_cam);
for (let i = 0; i < d.rig.corners.length; i++) {
const c = d.rig.corners[i];
const b = bars[i];
const p = cornerPos(i);
if (!p) { b.holder.visible = false; continue; }
_p.set(p.x, p.y, p.z);
b.holder.position.copy(_p);
b.holder.position.y += 0.45;
b.holder.quaternion.copy(_q);
// Hold roughly constant screen size. A house corner is ~18 m away when
// you're standing at the posts, and at that range a world-sized bar is
// a few unreadable pixels — which defeats the entire point of putting it
// out there rather than in a corner of the screen. Clamped so it doesn't
// balloon when you walk right up to a corner to repair it.
const dist = _p.distanceTo(_cam);
b.holder.scale.setScalar(Math.max(0.75, Math.min(3.2, dist / 7)));
const frac = clamp01((c.load || 0) / c.hw.rating);
b.fill.scale.x = Math.max(0.001, (c.broken ? 1 : frac) * BAR_W);
b.fill.material.color.setHex(barColor(frac, c.broken));
if (redraw) {
const text = c.broken
? `${c.anchorId.toUpperCase()} BLOWN`
: `${c.anchorId.toUpperCase()} ${((c.load || 0) / 1000).toFixed(1)}/${(c.hw.rating / 1000).toFixed(1)}kN`;
if (text !== b.lastText) {
b.lastText = text;
drawLabel(b.label, text, c.broken ? '#ff8f86' : frac > 0.85 ? '#ffb1ab' : '#dde5ea');
}
}
}
},
// --- cards ------------------------------------------------------------
/**
* The forecast. Its job is to sell the dread and, incidentally, to be the
* difficulty select for free — three authored storms already bracket the
* range, so letting the player pick one IS the choice.
*
* @param {{key:string, def:object}[]} storms
* @param {(key:string) => void} onPick
*/
showForecast({ key, def, site, tomorrowDef }, wk, onGo) {
// Integrator merge (Sprint 8): A's week card shape + C's forecastLines —
// MEASURED numbers, banded by lead (the old inline estimate read 30 m/s
// for a storm that really gusts 32.3). Tonight is lead 0 = exact; when
// the week wants to show tomorrow's card, pass its lead and it hedges.
const f = forecastLines(def, 0);
const change = (def.events ?? []).find((e) => e.type === 'windchange');
const night = (def.sky?.darkness ?? 0) > 0.6;
const hail = !!def.hail;
// The ladder, as pips. You can see what you've survived and how far is
// left — which is most of what makes night four frightening.
const pips = Array.from({ length: wk.nights }, (_, i) => {
const done = i < wk.night - 1;
const now = i === wk.night - 1;
const held = done && wk.log[i]?.won;
return `${
now ? '◆' : done ? (held ? '●' : '○') : '·'}`;
}).join('');
// A different yard announces itself — the corner block is somewhere you've
// never rigged, and that's most of what makes night three land.
const siteLine = site
? `
`
: '';
// SPRINT11 — THE JOB SHEET. DESIGN.md's core loop opens with "the brief:
// client wants X, budget Y, forecast Z", and this card had Z and nothing
// else. The client and the brief are data (week.js NIGHTS), so an
// unbriefed night degrades to the old storm card rather than an empty
// letterhead — which is also what keeps every existing test honest.
const job = wk.job ?? {};
const letterhead = job.client
? `
${job.client}
` : '';
const brief = job.brief
? `
${job.brief}
` : '';
// BUDGET Y — and this is the actual feature, not the flavour. The fee has
// existed since Sprint 8 and the player has never seen it until the money
// was already spent: you decided what to rig without knowing what the job
// was worth, which is a reveal, not a decision. Quoting the maxima up front
// makes the shop a judgement ("is $45 of garden bonus worth a $30
// shackle?") instead of a guess.
const q = wk.quote;
const schedule = q ? `
base — the job$${q.base}
garden bonus — if the bed livesup to $${q.garden}
clean bonus — nothing of theirs broken$${q.clean}
the job's worthup to $${q.total}
` : '';
// Lane C's forecast lead (SPRINT11 gate 2): tomorrow, hedged. Their
// `forecastLines(def, lead)` has carried the lead param for two sprints
// with nothing ever calling it above 0 — this is the call site.
//
// `lead` is a 0..1 haze dial (confidence = 1 − lead), NOT "nights out" — I
// read it as nights first, passed 1, and the card advertised "forecast
// confidence 0%": a forecast admitting it knows nothing, printed as news.
//
// C's `leadFor` maps "N nights out" onto that dial — 0.25 for tomorrow of
// five (75% confidence). Safe to print because the band RESOLVES: verified
// 4020 samples, 0 violations — tomorrow's band always contains tonight's,
// so the number tightens toward the truth and never rules out what it
// previously allowed. (Integrated at SPRINT11 merge; was a 0.6 placeholder.)
const tf = tomorrowDef ? forecastLines(tomorrowDef, leadFor(1, wk.nights)) : null;
const tomorrow = tf ? `
${hail
? 'Hail is what kills a garden, and cloth stops hail. Get the sail over the bed.'
: 'Nothing tonight can hurt the garden. Learn the anchors.'}
${change ? `
A change means the corners that were slack all storm are the loaded ones after it.
` : ''}
`;
card.classList.add('on');
hud.setVisible(false);
card.querySelector('.go').addEventListener('click', () => { hud.hideCard(); onGo(); });
},
/**
* E's dawn tint, pasted from their THREADS note. The 2.2 s ease is the point,
* not the colours: the storm ends, the light comes up, and THEN you're told
* how you did. Sell the survival before the scoreboard.
*/
setDawn(on) { dawn.classList.toggle('on', !!on); },
/**
* The end of the week, either way. E's diptych is on disk and their words are
* in THREADS — I took the primaries verbatim; the trade talking, no triumph.
*
* @param {object} s week.js settlement
* @param {() => void} onRestart
*/
showEndCard(s, onRestart) {
const won = s.outcome === 'win';
const art = won ? 'card_win.jpg' : 'card_gameover.jpg';
// The words scale with what was actually held — reaching night five is not
// the same as saving five gardens, and the end card is the last thing the
// game says. E's primary copy for a clean week, E's own alternate for a
// scraped one, and a third for the ending nobody knew existed until the
// economy was measured: solvent, with the gardens dead behind you.
const COPY = {
clean: ['THE WEEK HELD', "Five nights. Everything's still where you put it.",
"Nobody thanks you for the storm that did nothing. That's the job."],
scraped: ['FIVE NIGHTS, FIVE MORNINGS', 'You made the least wrong call five times running.',
'Some of it held. You know which bits didn\'t.'],
solvent: ['STILL TRADING', 'The books balanced. The garden didn\'t.',
'You can be paid all week and still have nothing to point at.'],
gameover: ['OFF THE JOB', 'Broke, with the week still running.',
'The wind never sent an invoice. Everyone else did.'],
};
const [head, sub, kick] = COPY[won ? (s.grade ?? 'clean') : 'gameover'];
const nights = s.night;
card.innerHTML = `
${head}
${sub}
nights survived${nights}/5
gardens held${s.held ?? 0}/5
in the bank$${s.bankAfter}
${kick}
`;
card.classList.add('on');
hud.setVisible(false);
card.querySelector('.go').addEventListener('click', () => { hud.hideCard(); onRestart(); });
},
/**
* @param {object} r {hp, cornersLost, cornersTotal, bill, collateral, budgetLeft, win}
* @param {() => void} onAgain
*/
showAftermath(r, onAgain) {
const w = r.week;
// What happened. The money is the ledger's business — collateral used to be
// listed here AND priced there, which is one fact told twice; the invoice
// itemises it now, so this stays the job and that stays the bill.
const rows = [
['garden', `${r.hp.toFixed(0)}%`],
['corners intact', `${r.cornersTotal - r.cornersLost}/${r.cornersTotal}`],
['what got through', r.hailBlocked],
['hardware lost', r.bill ? `$${r.bill}` : 'none'],
].map(([k, v]) => `
${k}${v}
`).join('');
// The money, itemised. A settlement you can't read is a number you can't
// argue with, and arguing with it is how you learn the shop.
//
// SPRINT11 — this is the INVOICE now, so it answers the job sheet line for
// line: base, garden, clean. Each row names what it was FOR, and the two
// that can come up empty say why rather than vanishing — a bonus that
// silently isn't there teaches nothing, and "clean bonus — you took the
// carport" is the sentence that makes the trap land. E's copy for the
// collateral row, verbatim from THREADS: "the carport — $180".
const collateralRows = w && w.collateral
? (r.collateral ?? []).map((c) => `