/** * rigging.js — prep-phase rig selection and hardware economy. [Lane B] * * The money half of the sail. Ports the prototype's economy verbatim ($80 * budget, $5/$15/$30 hardware, $15 spare) and adds the state machine around it: * which anchors are rigged, what hangs at each corner, how tight, how many * spares in the bag. * * Kept three-free and DOM-free like sail.js so it is testable headless. The * picking/DOM layer is deliberately NOT here yet — it needs Lane A's camera and * anchor markers, which do not exist at time of writing; see createRiggingUI at * the bottom for the seam it will plug into. */ import { HARDWARE, START_BUDGET, SPARE_COST, FIXED_DT } from './contracts.js'; import { SailRig, orderRing, TENSION_MIN, TENSION_MAX } from './sail.js'; import { hailBlockFor } from './weather.core.js'; export { START_BUDGET, SPARE_COST }; export const MAX_CORNERS = 4; export const DEFAULT_TENSION = 1.0; /** * Fabric — DESIGN.md's "fabric choice is a forecast bet", and it is a BET, not a * purchase. Both cost $0. * * That pricing is a finding, not laziness. SPRINT6 asked me to "price the * difference"; I measured it instead and there is no price at which membrane is * a sane buy, because it is strictly dominated as an upgrade: * * what membrane buys +26% hail blocked — but ONLY on the pea-hail nights * (hailBlockFor(0.7, 0.3) = 0.74), which are the EASY * ones; on storm_02 (1.3) and the ice night (1.4) a * knitted cloth already blocks 100%, because a 2 cm * stone cannot pass a 2 mm weave — C's ruling. * Plus rain, which is 0.25 of the drain against hail's * 5.0, i.e. ~5% of the damage. * what membrane costs DOUBLE the wind load (porosity halves the pressure * term), and it PONDS — the flat-sail killer, needing * the broom. * * Charge for that and you have shipped a trap. Free, it is the real forecast * bet the design describes: take the cloth when the night is windy (which is * every night with big hail), take the membrane when the hail is small and the * wind is mild and you want the rain off too. If Lane A ever raises rain's drain * weight, membrane earns a price and this comment is the place to start. */ export const FABRIC = [ // Blurb honesty (SPRINT16): "sheds water" deleted — C measured that ponding // is fabric-blind (_applyPonding never reads porosity; both cloths pond // identically), and a player-facing claim the sim doesn't cash is the worst // kind. Ruled a known simplification in sail.js setFabric's comment. { id: 'cloth', name: 'shade cloth', porosity: 0.30, cost: 0, blurb: 'wind blows through — half the load, leaks the finest hail' }, { id: 'membrane', name: 'waterproof membrane', porosity: 0, cost: 0, blurb: 'stops rain and every stone — full wind load, and it ponds' }, ]; export const DEFAULT_FABRIC = FABRIC[0]; /** * SPRINT16 gate 2.2 — the verdict's fabric sentence, ONLY when the bet * provably mattered. The invoice records the fabric every night (the record is * unconditional); this is the extra line the aftermath gets to say about it, * and it must never guess: dmg.hail can't be split into through-the-weave vs * fell-beside-the-sail after the fact, so the note speaks only when the * MODEL's own numbers make the claim safe. * * · Cloth on a night whose stones pass the weave (hailBlockFor < 1 — C's * 2 mm-weave ruling) with real hail damage: name the leak. That's the * spec's own case, "a membrane night survived in cloth should say what the * leak cost". The phrasing claims what is true — that much hail REACHED * the bed and the membrane stops those stones — not that membrane would * have saved exactly that many HP (some of it may have fallen past the * sail's edge, which no fabric fixes). * · Membrane that actually ponded (the HUD's own >80 kg 'ponded' bar): name * the trade — the pond IS the membrane's price, and the verdict prose for * ponded/broomed nights doesn't say which cloth bought it. * · Everything else: null. Big-hail nights (both fabrics block 100%), dry * nights, clean wins — the row on the invoice is the whole record. * * Pure, headless-testable; thresholds are data on the function so the asserts * and the wiring read the same numbers. * * @param {object} o * @param {object} o.fabric the FABRIC entry flown (session.fabric / summary.fabric) * @param {number} [o.hailSize] storm def's hail.size (1.0 ≈ 1.5 cm stone); 0/absent = no hail tonight * @param {object} [o.dmg] garden.damage {hail, rain}, HP * @param {number} [o.pondPeak] peak kg of water the sail held tonight * @returns {string|null} one sentence for the aftermath card, or null */ export function fabricNoteFor({ fabric, hailSize = 0, dmg = { hail: 0, rain: 0 }, pondPeak = 0 } = {}) { if (!fabric || !FABRIC.some((f) => f.id === fabric.id)) return null; if (fabric.porosity > 0) { const leaks = hailSize > 0 && hailBlockFor(hailSize, fabric.porosity) < 1; if (leaks && (dmg.hail ?? 0) >= fabricNoteFor.LEAK_MATTERS_HP) { return `Flown in ${fabric.name} — stones this fine rattle through the weave, and ` + `${Math.round(dmg.hail)} HP of hail reached the bed. The membrane stops every stone.`; } return null; } if ((pondPeak ?? 0) > fabricNoteFor.POND_MATTERS_KG) { return `Flown in ${fabric.name} — it stopped the stones and the rain, and held ` + `${Math.round(pondPeak)} kg of what it stopped. That is the membrane's price.`; } return null; } /** The leak has to have cost real HP before the verdict brings it up. */ fabricNoteFor.LEAK_MATTERS_HP = 5; /** verdictFor's own 'ponded' threshold (main.js pondPeak > 80), same number — * the note and the verdict must agree on when a pond is worth a sentence. */ fabricNoteFor.POND_MATTERS_KG = 80; const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v); const OK = { ok: true }; const fail = (reason) => ({ ok: false, reason }); export class RiggingSession { /** * @param {object} opts * @param {Array} opts.anchors world.anchors — [{id, pos, type, sway?}] * @param {number} opts.budget starting cash */ constructor({ anchors = [], budget = START_BUDGET } = {}) { this.anchors = anchors; this._startBudget = budget; this.reset(); } /** * Back to an empty prep phase, same anchors and starting budget. Lane A's * "play again" reaches into the state machine to fake a fresh round rather * than rebuilding the session, so this owns the field list — add a field * above, reset it here. */ reset() { this.budget = this._startBudget; this.tension = DEFAULT_TENSION; this.spares = 0; this.fabric = DEFAULT_FABRIC; /** @type {{anchorId: string, hw: object}[]} — ring-ordered once 4 are rigged */ this.picks = []; return this; } /** * Re-bank the shop for a new night. [Lane A's ask — THREADS, SPRINT10] * * A had to poke `_startBudget` and then call `reset()` from main.js — their * self-described "one private touch" into this module, done loudly in a * comment rather than by forking the file. This is that pair, named. * * It RESETS, deliberately. A new bank only ever arrives at a night boundary * (main.js sets it at the forecast), and carrying last night's picks into a * re-banked shop would leave four corners rigged that this wallet never paid * for — `budget` would say $80 with $20 of hardware already hanging in the * yard. "New budget" and "fresh prep phase" are the same event here; splitting * them would only move the bug into the caller. */ setBudget(n) { this._startBudget = n; return this.reset(); } /** * Re-point the session at a new yard's anchors. [SPRINT11 — the site switch] * * Picks die with the old site: they are anchor IDs, and `p4` on the backyard * is not `p4` on the corner block. Keeping them would rig a quad out of * anchors that no longer exist. */ setAnchors(anchors) { this.anchors = anchors; return this.reset(); } get spent() { return START_BUDGET - this.budget; } get canStart() { return this.picks.length === MAX_CORNERS; } isRigged(anchorId) { return this.picks.some((p) => p.anchorId === anchorId); } pickOf(anchorId) { return this.picks.find((p) => p.anchorId === anchorId) || null; } /** Charge (or refund, when amount is negative) against the budget. */ _spend(amount) { if (this.budget - amount < 0) return false; this.budget -= amount; return true; } /** Rig a corner at an anchor, starting on the cheapest hardware (prototype). */ rig(anchorId) { const a = this.anchors.find((x) => x.id === anchorId); if (!a) return fail('no such anchor'); if (this.isRigged(anchorId)) return fail('already rigged'); if (this.picks.length >= MAX_CORNERS) return fail('a sail has four corners'); if (!this._spend(HARDWARE[0].cost)) return fail('not enough budget'); this.picks.push({ anchorId, hw: HARDWARE[0] }); this._reorder(); return OK; } /** * Unrig a corner and refund its hardware. Not in the prototype (which had no * way back from a misclick) but it is a pure refund, so it costs the economy * nothing and saves the player a restart. */ unrig(anchorId) { const i = this.picks.findIndex((p) => p.anchorId === anchorId); if (i < 0) return fail('not rigged'); this.budget += this.picks[i].hw.cost; this.picks.splice(i, 1); return OK; } /** Cycle a corner's hardware to the next tier, paying (or refunding) the difference. */ cycleHardware(anchorId) { const p = this.pickOf(anchorId); if (!p) return fail('not rigged'); const next = HARDWARE[(HARDWARE.indexOf(p.hw) + 1) % HARDWARE.length]; if (!this._spend(next.cost - p.hw.cost)) return fail('not enough budget'); p.hw = next; return OK; } /** * Put specific hardware on a rigged corner, paying the difference. * * THROWS on hardware that isn't in the shop, where every other failure here * returns {ok:false}. The split is deliberate and it is about who made the * mistake: 'not rigged' and 'not enough budget' are things a PLAYER does, and * the UI tickers the reason. Hardware that isn't in HARDWARE is not reachable * by any click — the picking UI only ever cycles the shop's own list — so it * can only mean a caller passed the wrong thing, and returning {ok:false} for * that just lets a bug walk. * * It already had: balance.test's own comment records "setHardware fails * silently, cheap hardware stays on, p2/p4 tear off" — a loadout that quietly * kept its carabiners and then reported a cascade as if it were a finding. * The SPRINT12 QA pass hit the same edge from the other side. A wrong tier is * invisible in the result (the sim just runs, cheaper), so this is exactly the * class of mistake that must not be ignorable. */ setHardware(anchorId, hw) { if (!HARDWARE.includes(hw)) { throw new TypeError( `setHardware("${anchorId}", ${JSON.stringify(hw?.name ?? hw)}) — not a shop item. ` + `Pass a HARDWARE entry (${HARDWARE.map((h) => h.name).join(' / ')}), not a name or a copy: ` + 'the shop compares by identity. A returned {ok:false} here would leave the old ' + 'hardware on the corner and the sim would run cheaper without telling anyone.'); } const p = this.pickOf(anchorId); if (!p) return fail('not rigged'); if (!this._spend(hw.cost - p.hw.cost)) return fail('not enough budget'); p.hw = hw; return OK; } /** * Pick the cloth. Free either way (see FABRIC) — it's a forecast bet, so the * cost is which night you're wrong on, not dollars. * @param {object|string} f a FABRIC entry or its id */ setFabric(f) { const pick = typeof f === 'string' ? FABRIC.find((x) => x.id === f) : f; if (!pick || !FABRIC.includes(pick)) return fail('unknown fabric'); if (!this._spend(pick.cost - this.fabric.cost)) return fail('not enough budget'); this.fabric = pick; return OK; } /** 0.6 loose (soaks gusts, flogs) .. 1.4 drum tight (no flap, shock-loads). */ setTension(v) { this.tension = clamp(v, TENSION_MIN, TENSION_MAX); return this.tension; } /** Buy (or sell back) spares in prep. `spares` is the count on the shed table. */ setSpares(n) { n = Math.max(0, Math.floor(n)); const delta = (n - this.spares) * SPARE_COST; if (!this._spend(delta)) return fail('not enough budget'); this.spares = n; return OK; } /** * How many spares are still on the shed table. [D's ask, SPRINT13] * * The read half of the seam D found: interact.js gated the table pickup on * `!player.carrying` alone and never looked at the count, so a player who * bought ZERO walked off with unlimited free shackles mid-storm — the whole * "limited hands, two trips" economy the ladder's cost is balanced against was * free on the spare side, live on the public deploy. */ get sparesRemaining() { return this.spares; } /** * Take one spare off the table. [D's ask, SPRINT13] * * The consume half. `spares` IS the count on the table, not a purchased total * held elsewhere, so taking one decrements it — and that quietly fixes a * SECOND bug for free: main.js:720 already refunds `session.spares * SPARE_COST` * as "a spare you never had to use", so before this you were refunded for * spares you'd already spent. Decrementing here makes that line honest with no * change to main.js. reset() zeroes the count between nights, so nothing * carries. * * interact.js calls `canUse: () => !p.carrying && session.sparesRemaining > 0` * and `onDone: () => session.takeSpare()` once A threads the session into * wireYardActions — D has the interact side ready. */ takeSpare() { if (this.spares <= 0) return fail('no spares left on the table'); this.spares -= 1; return OK; } /** * Ring-order the picks by angle around their ground-plane centroid, so corner * i of the cloth grid always maps to a neighbouring anchor. Without it, * picking anchors in a silly order knots the sail through itself. */ _reorder() { if (this.picks.length < MAX_CORNERS) return; const byId = new Map(this.picks.map((p) => [p.anchorId, p])); const ring = orderRing(this.picks.map((p) => this.anchors.find((a) => a.id === p.anchorId))); this.picks = ring.map((a) => byId.get(a.id)); } /** Hand the finished rig to the sim. Mirrors contracts.js sailRig.attach(). */ commit(rig) { if (!this.canStart) throw new Error(`sail needs ${MAX_CORNERS} corners, have ${this.picks.length}`); // Fabric before attach: porosity scales the wind pressure term and decides // whether the cloth ponds, so the sail has to know what it's made of before // it is built. (It's also half of the wild night's only winnable line — // shade cloth + C's 0.40 downdraft drop p1 to 1.08 kN, under a $5 // carabiner's rating, which is the $10 that closes the $90 -> $80 gap.) if (rig.setFabric) rig.setFabric(this.fabric); return rig.attach(this.picks.map((p) => p.anchorId), this.picks.map((p) => p.hw), this.tension); } /** * What a pick's corner actually fails at, in newtons: hardware rating × the * anchor's ratingHint (`?? 1` mirrors sail.js — world.js guarantees the field, * but a session can be handed bare test anchors that never met world.js). */ _effRating(p) { const a = this.anchors.find((x) => x.id === p.anchorId); return p.hw.rating * (a?.ratingHint ?? 1); } /** * What each corner carries in STILL AIR at the current tension, newtons. * Null until four corners are picked — a quad is the only thing that has a load. * * D's ask, SPRINT13 ("the first lesson always costs ~$60"): the tension dial * has a static price and the panel never showed it. At 1.4 the standing load * alone is ~1.4-1.5 kN/corner on a 46 m² quad, which is over every tier the * shop sells except a rated shackle on an honest anchor — so a drum-tight sail * rips corners off during PREP, on the calm day, before a breath of wind. That * reads fair when you can see it coming and daylight robbery when you can't. * * Still air, not "calm day": this is the number the DIAL owns. Gravity and * tension only — no gusts, no forecast, nothing that could be mistaken for a * prediction about tonight. The storm multiplies this by ~3-8x and the panel * says "standing" for exactly that reason. * * Cheap enough to call on a click: 15.6 ms of settle on a 10×10 grid (measured), * and the result is cached by the caller on (picks, tension, fabric) — hardware * doesn't move the cloth, so cycling tiers, the most-clicked action in prep, * never recomputes. * * 4 s of settle, not 2: the cloth arrives at rest through a damped oscillation, * and at low tension 2 s still reads ~4% high on the way down (0.195 vs 0.188 * kN converged). 4 s is inside 1% everywhere measured and costs 8 ms more, once. * * Cross-checked against the game the honest way: on the corner block's real * 46 m² carport quad this reports a worst corner of 1.41 kN at tension 1.4 — * D measured "~1.4-1.5 kN/corner at 46 m²" in play, from the other side. */ standingLoads({ settle = 4.0 } = {}) { if (this.picks.length !== MAX_CORNERS) return null; const rig = new SailRig({ anchors: this.anchors, gridN: 10, porosity: this.fabric.porosity }); /** * UNBREAKABLE hardware, deliberately — and this is the whole subtlety. * * The preview measures the LOAD, which is a fact about geometry and the * dial; it is not a rehearsal of tonight. Attach it with the player's real * tiers and at tension 1.4 the corners genuinely rip during this very * settle (D measured it: three go at t≈0.5 on the calm day) — and a broken * corner carries nothing, so the panel would print a serene `0.00 kN` for * the exact corner about to take the night down. The first version of this * did that and the selftest below caught it. * * So: measure the load unbroken, then let the PANEL compare it against the * corner's real effective rating and say "RIPS AT REST". The number stays * honest and the warning lands where the player can act on it. */ const UNBREAKABLE = { name: 'preview', cost: 0, rating: Infinity }; rig.attach(this.picks.map((p) => p.anchorId), Array(MAX_CORNERS).fill(UNBREAKABLE), this.tension); // Still air. `sample` must honour the out-param — sail.js reuses one vector. const stillAir = { sample: (_p, _t, out) => (out ? out.set(0, 0, 0) : { x: 0, y: 0, z: 0 }), rainMmPerHour: () => 0, }; for (let i = 0, n = Math.round(settle / FIXED_DT); i < n; i++) rig.step(FIXED_DT, stillAir, i * FIXED_DT); const out = {}; for (const c of rig.corners) out[c.anchorId] = c.load; return out; } /** Everything the HUD needs to draw the prep panel, in one read. */ get summary() { return { budget: this.budget, spent: this.spent, tension: this.tension, spares: this.spares, fabric: { id: this.fabric.id, name: this.fabric.name, porosity: this.fabric.porosity, cost: this.fabric.cost, blurb: this.fabric.blurb }, canStart: this.canStart, // `effRating` rides along with the bare one: D's panel-honesty gap — the // weak-link arrow reasoned on rating × ratingHint while the printed kN was // the bare steel, so a cold player saw four identical 1.2s and one // unexplained arrow. The panel prints the effective number now; the bare // rating stays for anyone who wants to show the steel's own spec. corners: this.picks.map((p) => ({ anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost, effRating: this._effRating(p), hint: this.anchors.find((x) => x.id === p.anchorId)?.ratingHint ?? 1, })), // The weak link is the lowest EFFECTIVE rating — hw.rating × the anchor's // ratingHint, the same product sail.js fails a corner on (SPRINT12, A's // ruling). D's #7: this used to reduce on hw.rating alone with strict <, // so four identical carabiners flagged whichever was clicked FIRST — the // label pointed at click order, not steel, and on the corner block it // named the genuinely worst anchor only by luck. Ratings ties still keep // the first pick, honestly: if the products are equal the steel really is // interchangeable and there is no "genuinely worst" to point at. weakest: this.picks.length ? this.picks.reduce((w, p) => (this._effRating(p) < this._effRating(w) ? p : w)).anchorId : null, }; } } /** * Prep-phase picking UI. * * Everything above is the rules; this is only the hands. It renders its own * anchor markers because the yard has none to raycast against — world.js builds * posts and trunks, not pick targets — and marker styling is prep-phase UI, so * it belongs to this lane rather than to the terrain. * * Controls: LMB an anchor to rig it, LMB again to cycle its hardware, * shift-LMB to pull it off for a full refund, [ and ] for tension, S for the * spare. RMB is left alone — that's the camera's orbit. Enter belongs to Lane * A's phase machine, which calls commit() on the way out of prep. * * @param {object} o * @param {object} o.scene THREE.Scene to hang markers in * @param {object} o.camera cameraRig.object — what we raycast from * @param {Element} o.domElement renderer.domElement — where clicks land * @param {object} o.world needs world.anchors * @param {function} o.onCommit (anchorIds, hwChoices, tension) => void — Lane A's rigSail * @param {function} [o.onMessage] (text) => void — refusals, for the event ticker * @param {boolean} [o.panel=true] draw the built-in prep panel; false if hud.js takes it over */ export async function createRiggingUI({ scene, camera, domElement, world, onCommit, onMessage = () => {}, panel = true, } = {}) { const THREE = await import('../vendor/three.module.js'); const session = new RiggingSession({ anchors: world.anchors }); // --- markers ----------------------------------------------------------- const group = new THREE.Group(); group.visible = false; scene.add(group); const DIM = 0x33424c; const ringGeo = new THREE.TorusGeometry(0.28, 0.05, 8, 20); const dotGeo = new THREE.SphereGeometry(0.1, 10, 8); // What you click is NOT what you see: the ring's tube is 5 cm, which at yard // distance is a couple of pixels and unhittable. Pick against an invisible // sphere big enough to mean "that anchor" and let the ring just be the read. const pickGeo = new THREE.SphereGeometry(0.45, 8, 6); const pickMat = new THREE.MeshBasicMaterial({ visible: false }); const makeMarker = (a) => { const mat = new THREE.MeshBasicMaterial({ color: DIM, transparent: true, opacity: 0.9 }); const ring = new THREE.Mesh(ringGeo, mat); const dot = new THREE.Mesh(dotGeo, mat); const hit = new THREE.Mesh(pickGeo, pickMat); hit.userData.anchorId = a.id; const holder = new THREE.Group(); holder.add(ring, dot, hit, makeLabel(THREE, a.id.toUpperCase())); group.add(holder); return { anchor: a, holder, ring, dot, hit, mat, label: holder.children[3] }; }; /** One marker's GPU-side leftovers. The shared geometries are NOT ours to free. */ const disposeMarker = (m) => { group.remove(m.holder); m.mat.dispose(); m.label.material.map?.dispose(); // each label is its own canvas texture m.label.material.dispose(); }; // `let`, not `const`: setWorld rebuilds both on a site change. let markers = world.anchors.map(makeMarker); let pickTargets = markers.map((m) => m.hit); // --- quad preview ------------------------------------------------------ // A closed loop through the ring-ordered picks: this is the shape you are // about to build, drawn before you commit to it. const previewGeo = new THREE.BufferGeometry(); previewGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(5 * 3), 3)); const preview = new THREE.Line( previewGeo, new THREE.LineDashedMaterial({ color: 0xffd27a, dashSize: 0.35, gapSize: 0.25 }), ); preview.frustumCulled = false; group.add(preview); // --- panel ------------------------------------------------------------- const el = panel ? document.createElement('div') : null; if (el) { el.id = 'rigging-panel'; el.style.cssText = `position:fixed;top:12px;left:12px;z-index:20;display:none; background:#0d1418e0;border:1px solid #2c3a44;border-radius:6px;padding:10px 12px; font:12px/1.65 ui-monospace,Menlo,monospace;color:#dde5ea;min-width:280px; white-space:pre;pointer-events:none`; document.body.appendChild(el); } let active = false; let hovered = null; const ndc = new THREE.Vector2(); const ray = new THREE.Raycaster(); const scratch = new THREE.Vector3(); function pickAt(ev) { const r = domElement.getBoundingClientRect(); ndc.x = ((ev.clientX - r.left) / r.width) * 2 - 1; ndc.y = -((ev.clientY - r.top) / r.height) * 2 + 1; ray.setFromCamera(ndc, camera); return ray.intersectObjects(pickTargets, false)[0]?.object.userData.anchorId ?? null; } function say(result) { if (result && result.ok === false) onMessage(result.reason); return result; } function onPointerDown(ev) { if (!active || ev.button !== 0) return; // RMB is the camera's const id = pickAt(ev); if (!id) return; ev.preventDefault(); if (!session.isRigged(id)) say(session.rig(id)); else if (ev.shiftKey) say(session.unrig(id)); else say(session.cycleHardware(id)); refresh(); } function onPointerMove(ev) { if (!active) return; hovered = pickAt(ev); domElement.style.cursor = hovered ? 'pointer' : ''; } function onKeyDown(ev) { if (!active) return; if (ev.key === '[') session.setTension(session.tension - 0.05); else if (ev.key === ']') session.setTension(session.tension + 0.05); else if (ev.key.toLowerCase() === 's') say(session.setSpares(session.spares ? 0 : 1)); else if (ev.key.toLowerCase() === 'f') { // The forecast bet, finally reachable. FABRIC and setFabric() shipped in // SPRINT6 and the sim honoured porosity all along — but no key, click or // HUD line ever reached them, so every rig ever played was DEFAULT_FABRIC. // Two entries, so F is a toggle; announce the blurb because the panel // line alone doesn't say what the bet IS. const next = FABRIC[(FABRIC.indexOf(session.fabric) + 1) % FABRIC.length]; if (say(session.setFabric(next.id)).ok) onMessage(`${next.name} — ${next.blurb}`); } else return; ev.preventDefault(); refresh(); } domElement.addEventListener('pointerdown', onPointerDown); domElement.addEventListener('pointermove', onPointerMove); addEventListener('keydown', onKeyDown); /** Ground-plane area of the quad as picked, m² — the 70-192 m² problem, visible. */ function quadArea() { if (session.picks.length !== MAX_CORNERS) return 0; const p = session.picks.map((k) => world.anchors.find((a) => a.id === k.anchorId).pos); const tri = (a, b, c) => new THREE.Vector3().subVectors(b, a).cross(new THREE.Vector3().subVectors(c, a)).length() * 0.5; return tri(p[0], p[1], p[2]) + tri(p[0], p[2], p[3]); } /** * Standing load per corner, cached on (picks, tension). [D's ask, SPRINT13] * * The cloth doesn't care what steel hangs off it, so cycling hardware — the * most-clicked action in prep — never recomputes. Only closing the quad or * moving the dial does, which is exactly when the number changes. */ let standingKey = null, standingCache = null; function standing() { const key = `${session.picks.map((p) => p.anchorId).join(',')}|${session.tension.toFixed(2)}|${session.fabric.id}`; if (key !== standingKey) { standingKey = key; standingCache = session.standingLoads(); } return standingCache; } function refresh() { if (!el) return; const s = session.summary; const load = standing(); // padEnd(4), not 3: the backyard's ids are all 2-3 chars, but the corner // block ships `tr1b` and the column broke the moment a second site existed. const rows = world.anchors.map((a) => { const pick = session.pickOf(a.id); if (!pick) return ` ${a.id.padEnd(4)} ${a.type.padEnd(6)} —`; const weak = s.weakest === a.id && session.picks.length > 1 ? ' <- weak link' : ''; // The EFFECTIVE rating, not the steel's spec — D's panel-honesty gap: the // arrow reasoned on rating × hint while this column printed the bare kN, // so a carport beam and a house post both read "1.2 kN" and only one of // them was telling the truth. This is the number sail.js fails on. const corner = s.corners.find((c) => c.anchorId === a.id); const eff = (corner.effRating / 1000).toFixed(1); // "1.2×0.22" — the hint is shown as the discount it is, so the arrow has // a reason on the same line instead of being folded into a smaller number // the player can't account for. const hint = corner.hint !== 1 ? `×${corner.hint}` : ''; const st = load?.[a.id] != null ? `${(load[a.id] / 1000).toFixed(2)}` : '—'; const over = load?.[a.id] != null && load[a.id] > corner.effRating; return ` ${a.id.padEnd(4)} ${pick.hw.name.padEnd(14)} ${st.padStart(4)}/${eff.padEnd(4)}kN${hint.padEnd(6)} $${pick.hw.cost}` + `${over ? ' !! RIPS AT REST' : weak}`; }); const area = quadArea(); // D, SPRINT13: "the panel never shows standing kN at the chosen tension, so // the first lesson always costs ~$60". At 1.4 the standing load alone is // over most of the shop. Said as a per-corner average because that's the // number the DIAL owns; the per-corner column above is where you find which // one is about to let go. const vals = load ? Object.values(load) : []; const avg = vals.length ? vals.reduce((x, y) => x + y, 0) / vals.length : 0; const worst = vals.length ? Math.max(...vals) : 0; const standingLine = vals.length ? `standing ≈${(avg / 1000).toFixed(2)} kN/corner at this tension (worst ${(worst / 1000).toFixed(2)}) — before any wind` : null; el.textContent = [ `PREP — rig four corners $${s.budget} left`, `tension ${s.tension.toFixed(2)} spare x${s.spares} ${s.fabric.name}${area ? ` sail ${area.toFixed(0)} m2` : ''}`, '', ...rows, ...(standingLine ? ['', standingLine] : []), '', s.canStart ? 'ENTER to start the storm' : `pick ${MAX_CORNERS - session.picks.length} more corner(s)`, 'click anchor: rig / cycle hw shift-click: remove', '[ ] tension S spare F fabric RMB orbit', ].join('\n'); } const ui = { session, get summary() { return { ...session.summary, area: quadArea() }; }, get canStart() { return session.canStart; }, get active() { return active; }, /** * Re-point the whole UI at a new yard. [Lane A's ask — THREADS, SPRINT10] * * The site switch's last piece. `createRiggingUI` built its markers and its * session from `world.anchors` at construction and had no way to re-point * them, so on a site change the corner block's markers didn't exist and the * panel still listed the backyard. A re-points what they can reach from * main.js (`rig.anchors`, `session.anchors`) — which is why night 3 has been * riggable from code and from the audit but not from the MOUSE. This is the * mouse. * * A calls it inside `loadSiteInto`, guarded (`rigging.setWorld?.(world)`), * so it lights up the day it lands with no change on their side. * * Markers are rebuilt, not repositioned: the anchor SET changes across sites * (12 in the backyard, 10 on the corner block, different ids), so there is no * per-marker correspondence to preserve. Each marker owns a material and a * canvas-texture label, so the old ones are disposed rather than dropped — * five site switches a week, every week, is a real leak otherwise. */ setWorld(w) { world = w; for (const m of markers) disposeMarker(m); markers = world.anchors.map(makeMarker); pickTargets = markers.map((m) => m.hit); hovered = null; // a stale id would highlight nothing, forever session.setAnchors(world.anchors); // picks are old-site anchor ids — they die here preview.visible = false; refresh(); return ui; }, /** Lane A: call on phaseChange — markers and clicks are prep-only. */ setActive(on) { active = !!on; group.visible = active; if (el) el.style.display = active ? 'block' : 'none'; if (!active) domElement.style.cursor = ''; if (active) refresh(); return ui; }, /** Markers ride the anchors, so a tree corner wanders before you even rig it. */ update(dt, t) { if (!active) return; for (const m of markers) { const p = m.anchor.sway ? m.anchor.sway(t) : m.anchor.pos; m.holder.position.set(p.x, p.y, p.z); m.holder.quaternion.copy(camera.quaternion); // rings face the player const pick = session.pickOf(m.anchor.id); m.mat.color.setHex(pick ? pick.hw.color : DIM); const s = (hovered === m.anchor.id ? 1.35 : 1) * (pick ? 1.15 : 1); m.ring.scale.setScalar(s); m.label.visible = !!pick || hovered === m.anchor.id; } const pos = previewGeo.attributes.position; if (session.picks.length >= 2) { preview.visible = true; const n = session.picks.length; for (let i = 0; i <= n; i++) { const k = session.picks[i % n]; const a = world.anchors.find((x) => x.id === k.anchorId); const p = a.sway ? a.sway(t) : a.pos; scratch.set(p.x, p.y, p.z); pos.setXYZ(i, scratch.x, scratch.y, scratch.z); } // degenerate tail so a partial pick doesn't draw a stale segment for (let i = session.picks.length + 1; i < 5; i++) pos.setXYZ(i, scratch.x, scratch.y, scratch.z); pos.needsUpdate = true; previewGeo.setDrawRange(0, session.picks.length + 1); preview.computeLineDistances(); } else { preview.visible = false; } }, /** Hand the finished rig to Lane A's rigSail. Returns false if it isn't four corners. */ commit() { if (!session.canStart) { onMessage(`rig ${MAX_CORNERS - session.picks.length} more corner(s) first`); return false; } onCommit( session.picks.map((p) => p.anchorId), session.picks.map((p) => p.hw), session.tension, ); return true; }, dispose() { domElement.removeEventListener('pointerdown', onPointerDown); domElement.removeEventListener('pointermove', onPointerMove); removeEventListener('keydown', onKeyDown); scene.remove(group); ringGeo.dispose(); dotGeo.dispose(); pickGeo.dispose(); pickMat.dispose(); previewGeo.dispose(); preview.material.dispose(); for (const m of markers) disposeMarker(m); // same teardown setWorld uses el?.remove(); }, }; refresh(); return ui; } /** A cheap canvas-texture nameplate, so anchors read as h1/t2/p1 rather than dots. */ function makeLabel(THREE, text) { const c = document.createElement('canvas'); c.width = 128; c.height = 64; const g = c.getContext('2d'); g.font = 'bold 40px ui-monospace, Menlo, monospace'; g.textAlign = 'center'; g.textBaseline = 'middle'; g.lineWidth = 6; g.strokeStyle = '#0d1418'; g.strokeText(text, 64, 32); g.fillStyle = '#dde5ea'; g.fillText(text, 64, 32); const sprite = new THREE.Sprite(new THREE.SpriteMaterial({ map: new THREE.CanvasTexture(c), depthTest: false, transparent: true, })); sprite.position.set(0, 0.55, 0); sprite.scale.set(0.8, 0.4, 1); return sprite; }