HardYards/web/world/js/interact.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

282 lines
13 KiB
JavaScript

/**
* interact.js — hold-E actions with radial progress. (Lane D)
*
* contracts.js: interact.register({id, pos, radius, holdSecs, label, canUse()->bool, onDone()})
*
* Zero imports (same reason as player.sim.js): the whole thing is fixed-dt and headless-testable.
* `pos` is duck-typed {x,y,z}, so a THREE.Vector3 or a plain object both work.
*
* The busy handshake: this module both ENTERS and LEAVES the player's `busy` state. Nothing else
* writes it, so a dropped release cannot strand the player — and if the world takes the player away
* mid-hold (a gust puts them down), we notice `player.state` is no longer 'busy' and abort without
* stomping on the state the world just set.
*/
export class Interact {
constructor() {
this.targets = new Map();
this.active = null; // the target currently being held
this.progress = 0; // 0..1 — the radial
this.latched = false; // a completed action re-arms only after E is released (see step)
this.events = []; // {type:'done'|'cancel', id, t} — drained by hud.js
}
/**
* @param {object} spec
* @param {string} spec.id
* @param {object} spec.pos {x,y,z} — read live each step, so it may move (a sail corner does)
* @param {number} [spec.radius] metres
* @param {number} [spec.holdSecs]
* @param {string|function} [spec.label] string, or (player)->string for live text
* @param {function} [spec.canUse] (player) -> bool.
* **Do not test `player.state` in here.** canUse is re-checked every frame to KEEP a hold alive,
* and starting a hold moves the player into `busy` — so `canUse: p => p.state === 'idle'` goes
* false on frame one and the action silently cancels its own hold. It looks exactly like a dead
* prompt. Gate on physical facts instead (carrying, position, height); locked states already
* can't start a hold, because step() checks `!player.busy` first. This bit twice: the ladder's
* climb and the fascia reach gate.
* @param {function} [spec.onDone] (player, t) -> void
* @param {function} [spec.onHold] (player, dt, t, progress) -> void, every frame the hold runs.
* For actions that do WORK over the hold rather than at the end of it — the broom's poke drains
* Lane B's pond per-frame (`drainPondAt(node, dt)` returns the kg shed that call), so the total
* is only knowable by accumulating it. onDone still fires at the end for the payoff.
* @param {string} [spec.clip] verb played for the length of the hold ('Crank', 'PickUp', …).
* Must name a clip in player_anims.glb; omitted means the busy state's default Idle.
* @returns {function} unregister
*/
register(spec) {
if (!spec || !spec.id) throw new Error('interact.register: id required');
const target = {
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, onHold: null, clip: null,
...spec,
};
this.targets.set(target.id, target);
return () => this.unregister(target.id);
}
unregister(id) {
if (this.active && this.active.id === id) this.active = null, this.progress = 0;
return this.targets.delete(id);
}
labelOf(target, player) {
return typeof target.label === 'function' ? target.label(player) : target.label;
}
_usable(target, player) {
return !target.canUse || !!target.canUse(player);
}
/** Nearest registered target in range whose canUse() passes. This is what a hold-E acts on. */
nearest(player) {
let best = null, bestD = Infinity;
for (const target of this.targets.values()) {
const p = typeof target.pos === 'function' ? target.pos() : target.pos;
if (!p) continue;
const d = Math.hypot(p.x - player.pos.x, p.z - player.pos.z);
if (d <= target.radius && d < bestD && this._usable(target, player)) { best = target; bestD = d; }
}
return best;
}
/**
* What the HUD should SHOW, which is not the same question as what E acts on.
*
* A usable action always wins. But when nothing is usable, this returns the nearest action that
* is merely unavailable, so the prompt can say WHY instead of vanishing. That distinction came
* out of playing it: walking to the shed table with the ladder in your hands made the prompt
* disappear, which reads as a broken game rather than a full pair of hands — and every target
* already had a perfectly good sentence sitting in its `label`, unreachable, because canUse had
* filtered it out before the label was ever asked.
*
* @returns {{target, usable, label}|null}
*/
visible(player) {
const usable = this.nearest(player);
if (usable) return { target: usable, usable: true, label: this.labelOf(usable, player) };
let best = null, bestD = Infinity;
for (const target of this.targets.values()) {
const p = typeof target.pos === 'function' ? target.pos() : target.pos;
if (!p) continue;
const d = Math.hypot(p.x - player.pos.x, p.z - player.pos.z);
if (d <= target.radius && d < bestD) { best = target; bestD = d; }
}
return best ? { target: best, usable: false, label: this.labelOf(best, player) } : null;
}
cancel(t, player) {
if (!this.active) return;
// only hand the player back if they're still ours — a knockdown mid-hold already re-stated them
if (player.state === 'busy') player.setState('idle', t);
player.busyClip = null;
this.events.push({ type: 'cancel', id: this.active.id, t });
this.active = null;
this.progress = 0;
}
/**
* @param {number} dt @param {number} t
* @param {PlayerSim} player
* @param {boolean} holding is E held this frame
* @returns {{target, progress, label, holding, usable}} for hud.js to draw the prompt + radial.
* `usable:false` means the prompt is a REASON, not an offer — grey it out and don't show a
* radial. Lane A: this is the greyed-prompt surface I offered; `label` is already the sentence
* ("hands full", "out of reach — needs the ladder", "you need the broom").
*/
step(dt, t, player, holding) {
// One press, one action: a completed hold latches until E is released. Without this, a held key
// re-arms the instant the action finishes and the same action fires every holdSecs forever
// (leaning on the shed table would deal you a spare a second, indefinitely).
if (!holding) this.latched = false;
const near = this.nearest(player);
if (this.active) {
const stolen = player.state !== 'busy'; // something else claimed the player
if (!holding || near !== this.active || !this._usable(this.active, player) || stolen) {
this.cancel(t, player);
}
}
if (!this.active && holding && !this.latched && near && !player.busy) {
this.active = near;
this.progress = 0;
player.busyClip = near.clip || null; // the verb: Crank at a turnbuckle, PickUp at the table
player.setState('busy', t);
}
if (this.active) {
this.progress += dt / Math.max(1e-6, this.active.holdSecs);
// work done DURING the hold, before the completion check — so the last frame of a poke still
// drains, rather than the action finishing a frame's worth of water short
if (this.active.onHold) this.active.onHold(player, dt, t, Math.min(1, this.progress));
if (this.progress >= 1) {
const done = this.active;
this.active = null;
this.progress = 0;
this.latched = true;
player.setState('idle', t); // release busy FIRST — onDone may pickUp(), which refuses while busy
player.busyClip = null; // ...and after it, so the carry clips win on the next frame
if (done.onDone) done.onDone(player, t);
this.events.push({ type: 'done', id: done.id, t });
}
}
if (this.active) {
return {
target: this.active,
progress: this.progress,
label: this.labelOf(this.active, player),
holding: true,
usable: true,
};
}
const shown = this.visible(player);
return {
target: shown ? shown.target : null,
progress: 0,
label: shown ? shown.label : '',
holding: false,
usable: !!(shown && shown.usable),
};
}
}
/**
* Register the standard yard actions (PLAN3D §5-D.4). Duck-typed against the contracts so Lane D
* never edits Lane B's or Lane A's files — anything not yet landed is simply skipped.
*
* Every closure reads `sailRig.corners[i]` LIVE rather than capturing the corner object. Lane A's
* THREADS note: `attach()` REPLACES the corners array, so a captured corner is a stale object the
* sim no longer steps — the prompt would gate forever on a `broken` flag that can never change
* again. Reading by index means a re-rig can't strand these targets whether or not we get re-wired.
*
* @param {Interact} interact
* @param {object} deps {sailRig, world}
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
* sailRig.repair(i) -> void (decision 4)
* sailRig.trim(i,d) -> void (decision 4)
* sailRig.cornerPos(i) -> Vector3 (decision 4 — live world position; a flogging corner moves)
* world.shedTable -> {pos} (Lane A — until it lands, the pickup self-skips)
*/
export function wireYardActions(interact, deps = {}) {
const { sailRig, world } = deps;
// createLadder publishes itself onto the Interact instance, so main.js doesn't have to thread a
// ladder through to get the fascia reach gate. An explicit dep still wins (tests pass one).
const ladder = deps.ladder || interact.ladder || null;
// Publish the CURRENT rig for lane-D systems built before it exists (the broom needs ponds +
// drainPondAt). main.js re-calls wireYardActions through rigSail() every time attach() replaces
// the rig object, so reading `interact.sailRig` is always the live one — which is the same reason
// the corner closures below read by index rather than capturing.
interact.sailRig = sailRig || null;
const wired = [];
const cornerAt = (i) => (sailRig && sailRig.corners && sailRig.corners[i]) || null;
const anchorOf = (i) => {
const c = cornerAt(i);
if (!c) return null;
return c.anchor || (world && world.anchors && world.anchors.find((a) => a.id === c.anchorId)) || null;
};
// a flogging corner is MOVING — resolve position every frame, never once at wire time
const posAt = (i) => () => {
const c = cornerAt(i);
if (!c) return null;
// A fascia corner is worked AT THE BRACKET, not at the cloth: the corner has detached and the
// sail is hanging down somewhere, but re-attaching it means getting a shackle onto a fitting
// 2.48 m up a wall. So the prompt lives at the anchor and you need the ladder to hold it.
if (ladder && ladder.needsLadder(anchorOf(i))) {
const a = anchorOf(i);
return { x: a.pos.x, y: a.pos.y, z: a.pos.z + 0.9 };
}
return (sailRig.cornerPos && sailRig.cornerPos(i)) || c.pos || null;
};
/** Fascia work needs you up the ladder that's planted under THAT bracket. */
const canReach = (i, p) => {
const a = anchorOf(i);
if (!ladder || !ladder.needsLadder(a)) return true; // everything else is ground work
return ladder.isWorking(a.id) && p.reachY >= a.pos.y;
};
if (sailRig && Array.isArray(sailRig.corners)) {
sailRig.corners.forEach((_corner, i) => {
// re-rig a broken corner — costs the spare you're carrying
wired.push(interact.register({
id: `rerig_${i}`,
pos: posAt(i),
radius: 1.8,
holdSecs: 2.5,
label: (p) => (canReach(i, p) ? 're-rig corner' : 'out of reach — needs the ladder'),
clip: 'Crank',
canUse: (p) => !!(cornerAt(i) && cornerAt(i).broken)
&& p.carrying === 'spare' && !!sailRig.repair && canReach(i, p),
onDone: (p) => { p.carrying = null; sailRig.repair(i); },
}));
// per-corner turnbuckle trim — new vs the prototype; makes corners individual
wired.push(interact.register({
id: `trim_${i}`,
pos: posAt(i),
radius: 1.8,
holdSecs: 1.2,
label: (p) => (canReach(i, p) ? 'tighten turnbuckle' : 'out of reach — needs the ladder'),
clip: 'Crank',
canUse: (p) => !!cornerAt(i) && !cornerAt(i).broken && !!sailRig.trim && canReach(i, p),
onDone: () => sailRig.trim(i, +0.1),
}));
});
}
if (world && world.shedTable) {
wired.push(interact.register({
id: 'spare_table',
pos: world.shedTable.pos,
radius: 1.5,
holdSecs: 0.6,
label: (p) => (p.carrying ? 'hands full' : 'take a spare'),
clip: 'PickUp',
canUse: (p) => !p.carrying, // hands-full rule
onDone: (p, t) => p.pickUp('spare', t),
}));
}
return () => wired.forEach((un) => un());
}