HardYards/web/world/js/broom.js
m3ultra 106a33cb31 Lane D: calibrate the douse to B's real ponds; fix the sagging-belly refusal
Rebuilt the broom against B's FROZEN contract, which is not the shape I asked
for and is better: pondCentroid() (one pond, not a list — B's belly pools into a
single heaviest place) and drainPondAt(node, dt, radius) draining PER FRAME and
returning the kg shed that call. Added interact `onHold` for actions that do work
over the hold rather than at the end of it; the total is only knowable by
accumulating. Falls out nicely: an interrupted poke sheds only what it got
through, which is the honest rule.

Calibration, measured on B's live sim rather than modelled (flat rig, storm_02,
pond mass at poke → kg shed → outcome):
     8s ·  85 kg →  76 shed → wet      (caught it before the ticker)
    12s · 152 kg → 104 shed → stagger  (you answered the warning)
    20s · 281 kg → 182 shed → knocked  (you ignored it)
Bands sit under those so all three are REACHABLE — my Sprint-5 guesses (60/120)
would have flattened the player on every poke, and my first pass at real numbers
(150/350) put the knockdown above anything this rig can shed, i.e. dead code.
That is the StumbleBack lesson exactly, so d.test.js guards reachability with the
measured numbers and will fail loudly when gate 1 moves pond masses.

Bug the live sim found that no stub could: a loaded belly SAGS toward you — real
ponds ride from y=1.2 down through y=-1.0 — and my reach gate rejected `up < 0`,
so the broom answered "nothing pooling here" with 281 kg hanging over the garden.
Sagging toward you is the mechanic working. Gate is now a physical band between
sagFloor and reach, with the floor set between two measured cases: a live 281 kg
belly at y=-0.8 (pokeable) and post-tear wreckage at y=-4.5 (nothing to poke).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 09:23:17 +10:00

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/**
* broom.js — DESIGN.md's funniest correct mechanic. (Lane D, SPRINT5 §Lane D-1)
*
* A flat sail pools water. The water is heavier than anything else in the game and it will pull the
* rig down. The fix is a bloke with a broom walking under the belly and poking it upward — at which
* point forty kilos of cold water arrives on his head. That is both the correct engineering answer
* and the joke, and they are the same thing, which is the best kind of mechanic.
*
* Everything here defers to the asset. E baked the intent into broom_01_v1.glb:
* grip_anchor extras.carry_type = "broom"
* poke_tip extras.use = "push the pond up from under the sail; soft end, won't hole the cloth"
* — on the BRISTLE end, deliberately: a broomstick jabbed at a loaded sail holes it.
* root extras.anim_hint = "reuse Crank/Dig for the poke — no new Mixamo needed"
* so the carry type, the working end and the animation are all read, not invented.
*
* Seam with Lane B (posted in THREADS before either of us built): sailRig.ponds -> [{node,mass,pos}]
* and drainPondAt(node) -> kg dumped. Duck-typed: with no ponding landed the broom still carries,
* walks and refuses to poke thin air, and the moment B lands it the whole thing lights up.
*/
// No top-level THREE/GLTFLoader import, deliberately: the vendored addons import the bare specifier
// 'three', which only resolves under index.html's importmap — so importing them here would drag the
// whole GL chain into d.test.js and cost this lane its headless suite (node resolves relative paths
// only). The pond logic below is the part worth asserting and it is pure; the view is loaded
// dynamically, which never happens outside a browser.
export const BROOM_URL = './models/broom_01_v1.glb';
export const BROOM_TUNE = {
pokeSecs: 1.5, // matches B's "drain over ~1.5 s"
reachUp: 3.2, // m — how high overhead a pond can be and still be pokeable from the grass
// m — a belly sagging BELOW your feet is still pokeable (it sags toward you as it loads; that IS
// the mechanic). Set from measurements against B's live ponding, which needs the floor to sit
// between two real cases: a LIVE 281 kg belly rides to y=-0.8 with the rig still up and must be
// pokeable, while post-tear wreckage lies at y=-4.5 and has nothing coherent to poke. -1.5 splits
// them with room either side. (-0.6 refused the 281 kg pond — measured, not theorised.)
sagFloor: -1.5,
standRadius: 2.0, // m — how near the pond's ground shadow you must be
drainRadius: 2, // grid radius B's drainPondAt tapers over (its default; explicit here)
// CALIBRATED against what a poke actually SHEDS — not against the pond's total mass, which is the
// mistake my Sprint-5 guesses (15/60/120) and my first pass at these (60/150/350) both made.
// Two measurements, one from Lane B and one taken here against their live sim:
// · B: a 1.5 s poke on a loaded ~310 kg belly sheds ~290 kg.
// · here: a real mid-storm 169 kg pond sheds ~106 kg per poke.
// (The shed can exceed the pond's net change — rain keeps refilling while you poke. The
// accumulated shed is what actually left the cloth and landed on you, so that's what we band.)
// Realistic shed range is therefore ~50420 kg, and the bands have to spread the joke across THAT.
//
// The gradient is the mechanic, not just the gag. Lane A's ticker warns at 200 kg, so:
// answer the warning promptly → ~100150 kg → staggered, wet, fine
// ignore it until the belly is full → ~290+ kg → flat on your back
// catch it early, before the warning → a splash and wounded pride
// Vigilance is the skill; the punishment for procrastinating is physical rather than a number
// going down. NOTE: gate 1's balance pass moves pond masses — d.test.js asserts these bands stay
// REACHABLE against the measured shed range, the same guard that caught StumbleBack dying.
// Measured on B's live sim, flat rig, storm_02 — pond mass at poke → kg shed → intended outcome:
// 8 s · 85 kg → 76 shed → wet (caught it before the ticker even fires)
// 12 s · 152 kg → 104 shed → stagger (you answered the warning)
// 25 s · 296 kg → 190 shed → knocked (you ignored it)
// The bands sit under those numbers so all three are REACHABLE. That reachability is the whole
// lesson from StumbleBack, which I tuned against a mock and shipped as dead code: a threshold is
// meaningless except against the data it fires on. d.test.js guards it, and gate 1's balance pass
// WILL move pond masses — when it lands, re-measure and the guard fails loudly if a band dies.
splashKg: 55, // below this it's a splash — FX only; the state machine ignores it
staggerKg: 100, // a real poke on a pond you were warned about
knockKg: 180, // a belly you ignored, coming down all at once
};
/**
* @param {THREE.Object3D} scene
* @param {object} world contracts World (dressed)
* @param {object} interact Lane D's Interact
* @param {object} player PlayerSim
* @param {object} getRig () => sailRig — a getter, because rigSail() REPLACES the rig object
*/
export function createBroom(scene, world, interact, player, getRig) {
const state = { carried: false, view: null, tune: { ...BROOM_TUNE }, pokeKg: 0 };
// Home: against the shed wall. E ships it standing on its head, which is how it lives there.
const home = { x: 8.2, y: 0, z: 7.0 };
if (world.shedTable && world.shedTable.pos) {
home.x = world.shedTable.pos.x - 0.8;
home.z = world.shedTable.pos.z + 1.0;
}
home.y = world.heightAt ? world.heightAt(home.x, home.z) : 0;
if (scene) {
import('../vendor/addons/loaders/GLTFLoader.js').then(({ GLTFLoader }) => {
new GLTFLoader().load(BROOM_URL, (g) => {
g.scene.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.frustumCulled = false; } });
state.view = g.scene;
scene.add(g.scene);
sync();
}, undefined, () => { /* no asset: the mechanic still runs, you just can't see the broom */ });
}).catch(() => { /* headless (selftest/node): logic only, no view */ });
}
function sync() {
if (!state.view) return;
state.view.visible = !state.carried;
state.view.position.set(home.x, home.y, home.z);
state.view.rotation.set(0, 0.9, 0.16); // slouched against the shed wall
}
/**
* Lane B's frozen contract (contracts.js SailRig): pondCentroid() -> {x,y,z,mass,node}|null.
* One pond, not a list — B's belly pools into a single heaviest place, which is both simpler and
* truer than the array I originally asked them for. Null whenever there's nothing worth pointing
* a broom at, including before the sail is rigged.
*/
const pond = () => {
const rig = getRig && getRig();
if (!rig || typeof rig.pondCentroid !== 'function') return null;
const c = rig.pondCentroid();
return c && c.mass > 0 ? c : null;
};
/**
* The pond IF this player can actually reach it: near enough in plan, and between their feet and
* the top of the broom.
*
* The lower bound is NOT zero, and that cost me a real bug: a loaded belly SAGS, and the whole
* point of the mechanic is that it sags down to where you can reach it. Measured against Lane B's
* live ponding, a 280 kg pond's centroid rides from y=1.2 down through y=-0.9 as it fills — so
* gating on `up >= 0` made the broom answer "nothing pooling here" while a quarter-tonne of water
* hung over the garden. Sagging toward you is the mechanic working, not a reason to refuse.
* Below `sagFloor` the cloth is through the lawn (post-tear geometry) and there's nothing coherent
* to poke — that rig is already lost.
*/
function targetPond() {
const c = pond();
if (!c) return null;
const d = Math.hypot(c.x - player.pos.x, c.z - player.pos.z);
const up = c.y - (player.pos.y + player.climbY);
if (d > state.tune.standRadius) return null;
if (up > state.tune.reachUp || up < state.tune.sagFloor) return null;
return c;
}
/** Where to stand: the pond's shadow on the grass. */
const pokeSpot = () => {
const c = pond();
return c ? { x: c.x, y: 0, z: c.z } : null;
};
const wired = [];
// 1. take the broom off the shed wall — a third carry type, so it queues behind the same hands
wired.push(interact.register({
id: 'broom_take',
pos: () => (state.carried ? null : home),
radius: 1.5,
holdSecs: 0.7,
clip: 'PickUp',
label: (p) => (p.carrying ? 'hands full' : 'take the broom'),
canUse: (p) => !state.carried && !p.carrying && p.climbY < 0.02,
onDone: (p, t) => { state.carried = true; p.pickUp('broom', t); sync(); },
}));
// 2. put it back
wired.push(interact.register({
id: 'broom_drop',
pos: () => (state.carried ? { x: home.x, y: home.y, z: home.z } : null),
radius: 1.5,
holdSecs: 0.4,
clip: 'PickUp',
label: 'put the broom back',
canUse: (p) => state.carried && p.carrying === 'broom',
onDone: (p, t) => { state.carried = false; p.drop(t); sync(); },
}));
// 3. THE POKE. Stand under the belly, push up, wear it.
wired.push(interact.register({
id: 'broom_poke',
pos: pokeSpot,
radius: state.tune.standRadius,
holdSecs: state.tune.pokeSecs,
clip: 'Crank', // E's anim_hint — no new Mixamo needed
label: (p) => {
if (p.carrying !== 'broom') return 'you need the broom';
const c = targetPond();
if (!c) return 'nothing pooling here';
return `push the water off (${Math.round(c.mass)} kg)`;
},
// physical gates only — never player.state (see interact.register's note; it cancels its own hold)
canUse: (p) => {
const rig = getRig && getRig();
return p.carrying === 'broom' && !!(rig && rig.drainPondAt) && !!targetPond();
},
// B's drainPondAt is PER-FRAME and returns the kg shed by that call, so the total is only
// knowable by accumulating across the hold. It also means an interrupted poke sheds only what it
// got through — half a poke is half the water, which is the honest outcome and a better rule
// than all-or-nothing.
onHold: (p, dt) => {
const rig = getRig && getRig();
const c = targetPond();
if (!rig || !c) return;
const shed = rig.drainPondAt(c.node, dt, state.tune.drainRadius);
if (typeof shed === 'number' && shed > 0) state.pokeKg += shed;
},
onDone: (p, t) => {
const kg = state.pokeKg;
state.pokeKg = 0;
if (kg > 0) onWater(p, kg, t);
},
}));
/**
* The payoff. All of it lands on the player, because they are standing directly underneath it —
* that is not a bug in the plan, it IS the plan.
*
* Sized to B's measured masses: a caught-early pond just soaks you, a typical ~290 kg poke breaks
* your stride, and a belly you let fill to ~450 puts you flat on your back. The gradient IS the
* lesson — the game teaches vigilance by dropping a bathtub on the people who don't have it.
*/
function onWater(p, kg, t) {
p.events.push({ type: 'doused', kg, t });
const T = state.tune;
if (kg >= T.knockKg) {
// straight down and backwards: a bathtub arriving on your head does not blow you downwind
p.knockdown(t, -Math.sin(p.facing), -Math.cos(p.facing));
} else if (kg >= T.staggerKg) {
p.staggerHit(t);
}
// below splashKg: you just get wet, which is its own reward
}
return {
get carried() { return state.carried; },
get home() { return home; },
get pokeKg() { return state.pokeKg; },
tune: state.tune,
pond,
targetPond,
pokeSpot,
onWater,
update() { sync(); },
dispose() { wired.forEach((un) => un()); if (state.view) scene.remove(state.view); },
};
}