HardYards/web/world/js/player.js
type-two 008de38766 Lane D S18 gate 1.3: THE KNIFE — hold X at a cleat, and the verbs finally on the glass
DESIGN.md line 165's signature decision gets its verb. One hold, the whole
sail, at a cleat you can reach from the grass — because the corner taking the
$180 carport is bracket work and the ladder is a luxury a 5.9-second window
does not have. That is the mechanic, not a limitation: the ladder is for
repairs, the knife is for the seconds you actually have.

X and not a third hold-E target (interact.nearest picks by DISTANCE, and the
one input a player must never misfire is the irreversible one). A hold and not
a press, so the decision has a length and a gust can take it off you. And it
never writes player.busy: interact.js owns that state, and a second writer is
how a player gets stranded in a lock nothing releases.

The panel is the other half, and it is five sprints overdue. interact.step()
has always returned {target, progress, label, usable} "for hud.js to draw the
prompt + radial" — and nothing ever drew it. Every sentence this lane wrote
for the player's hands ("out of reach — needs the ladder", "push the water off
(169 kg)", "hands full") has never reached a player. Same disease as setFabric:
the code was right, the wire was missing, and no assert could see it because
the gap was on the glass. It lives in knife.js rather than player.js because
player.js statically imports GLTFLoader, so the suite has never been able to
reach it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 21:29:21 +10:00

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/**
* player.js — the small person: rig, clips, camera-relative control. (Lane D)
*
* The deterministic half lives in player.sim.js; this file is the view. It follows the 90sDJsim
* DEVMANUAL "Rigged animated characters" rules, which are law here:
* · SkeletonUtils.clone() for instances — a plain .clone() breaks skinned meshes
* · height-normalise off the HEAD BONE and plant the feet — Mixamo scale is unreliable, so the
* scale factor is always MEASURED, never a blind setScalar of a guessed constant
* · canonicalise the bone namespace so any clip binds to any character
*
* Assets (see models/MODELS.md): player_01.glb is an untouched ped (metre-scale, head bone 1.75 m);
* player_anims.glb is an anim-only carrier built by tools/character/build_player_anims.py. The clips
* are retargeted onto the ped at load — see _rotOnly for why that is safe at any carrier scale.
*/
import * as THREE from '../vendor/three.module.js';
import { clone as skeletonClone } from '../vendor/addons/utils/SkeletonUtils.js';
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
import { PlayerSim, STATES, TUNE, clipFor, onLadder } from './player.sim.js';
import { createLadder } from './ladder.js';
import { createBroom } from './broom.js';
import { createKnife, createVerbPanel, KNIFE_TUNE } from './knife.js';
export { PlayerSim, STATES, TUNE, clipFor, onLadder, createLadder, createBroom,
createKnife, createVerbPanel, KNIFE_TUNE };
export const CHAR_URL = './models/player_01.glb';
export const ANIM_URL = './models/player_anims.glb';
/**
* Canonicalise the Mixamo skeleton namespace (mixamorig4: vs mixamorig12:) so any clip binds to any
* character. Every Mixamo auto-rig upload gets its own numbered namespace and three.js binds tracks
* BY NODE NAME — a mismatched clip binds to nothing and plays a silent T-pose, with no error.
* (Straight from 90sDJsim index.html. The \d+ is deliberate: a bare "mixamorig:" is already canonical.)
*/
const _canon = (s) => s.replace(/mixamorig\d+/g, 'mixamorig');
const canonRig = (r) => {
if (!r) return r;
if (r.scene) r.scene.traverse((o) => { o.name = _canon(o.name); });
if (r.anims) r.anims.forEach((a) => a.tracks.forEach((t) => { t.name = _canon(t.name); }));
return r;
};
/**
* Shared-clip filter: keep limb/spine rotations only. Drop ALL position tracks (a different-scale
* source inflates or crumples the target) AND Hips.quaternion (a different-orientation source lays
* the target flat). Quaternions are scale-invariant, which is the whole reason a clip carrier at any
* scale retargets cleanly onto the metre-scale ped.
*
* The cost is that a clip can no longer lie the body down — so the knockdown does NOT come from the
* Falling clip's root. player.sim.js pitches the root itself, which is also how the fall gets to go
* DOWNWIND of the gust that caused it. The clip only supplies the flail.
*/
const _rotOnly = (c) => new THREE.AnimationClip(c.name, c.duration,
c.tracks.filter((t) => t.name.endsWith('.quaternion') && !/Hips\.quaternion$/i.test(t.name)));
const _loadGLTF = (loader, url) => new Promise((res, rej) =>
loader.load(url, (g) => res({ scene: g.scene, anims: g.animations }), undefined,
() => rej(new Error(`player: failed to load ${url}`))));
const UP = new THREE.Vector3(0, 1, 0);
const _clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/**
* Build the player's collision test out of `world.solids` (contracts World).
*
* Shape of the problem, measured in the real yard rather than assumed:
* · `fence` is a GROUP of 37 child meshes whose combined box is the whole 30×20 m yard — so one
* box per entry in solids is useless. We flatten to leaf meshes and box each one.
* · the house ROOF is a solid spanning y 2.993.21, i.e. entirely above a 1.72 m head. A flat
* footprint test would wall off the eaves, so every box is filtered by vertical overlap with
* the body and the roof simply drops out.
* Solids are static, so the boxes are computed once. ~44 leaves, distance-pruned — no raycast per
* frame. (Lane A's note: the ground is deliberately NOT in solids; heightAt covers it.)
*
* @param {object} world contracts World
* @param {object} [opts] {radius} metres, the player's shoulder radius
* @returns {(x:number,z:number,feetY:number,headY:number)=>{x:number,z:number}}
*/
export function makeSolidCollider(world, opts = {}) {
const radius = opts.radius ?? 0.3;
const boxes = [];
const b = new THREE.Box3();
for (const root of (world && world.solids) || []) {
root.updateWorldMatrix(true, true);
root.traverse((o) => {
if (!o.isMesh) return;
b.setFromObject(o);
if (!isFinite(b.min.x)) return;
boxes.push({ x0: b.min.x, x1: b.max.x, z0: b.min.z, z1: b.max.z, y0: b.min.y, y1: b.max.y });
});
}
const out = { x: 0, z: 0 }; // scratch — copied by the caller immediately, never retained
const r2 = radius * radius;
return function collide(x, z, feetY, headY) {
out.x = x; out.z = z;
for (let i = 0; i < boxes.length; i++) {
const bx = boxes[i];
if (bx.y1 <= feetY + 0.05 || bx.y0 >= headY) continue; // under the eaves / over a low wall
// closest point on the box to the body centre, in XZ
const cx = _clamp(out.x, bx.x0, bx.x1), cz = _clamp(out.z, bx.z0, bx.z1);
const dx = out.x - cx, dz = out.z - cz;
const d2 = dx * dx + dz * dz;
if (d2 >= r2) continue; // clear
if (d2 > 1e-10) { // outside: push along the normal
const d = Math.sqrt(d2);
out.x = cx + (dx / d) * radius;
out.z = cz + (dz / d) * radius;
} else {
// centre is inside the box (spawned in a wall, or shoved through): eject through the nearest
// face rather than picking an arbitrary axis, so you pop out the side you came in.
const l = out.x - bx.x0, rr = bx.x1 - out.x, u = out.z - bx.z0, dn = bx.z1 - out.z;
const m = Math.min(l, rr, u, dn);
if (m === l) out.x = bx.x0 - radius;
else if (m === rr) out.x = bx.x1 + radius;
else if (m === u) out.z = bx.z0 - radius;
else out.z = bx.z1 + radius;
}
}
return out;
};
}
export class PlayerView {
/**
* @param {object} rig {scene, anims} — the character
* @param {Array} clips retargeted AnimationClips
* @param {number} height metres to the top of the head
*/
constructor(rig, clips, height = 1.72) {
// root: world position + facing + knockdown pitch. fig: the rig, lifted so its feet sit at y=0.
this.root = new THREE.Group();
this.root.name = 'player';
const fig = skeletonClone(rig.scene);
this.fig = fig;
fig.traverse((o) => { if (o.isMesh) { o.frustumCulled = false; o.castShadow = true; } });
this.root.add(fig);
this.root.updateWorldMatrix(true, true);
// measure, then scale — never a blind setScalar (DEVMANUAL). /head/i matches both Head and
// HeadTop_End; max() takes the crown, which is what "height" means.
const wp = new THREE.Vector3();
let headY = 0;
fig.traverse((o) => {
if (!o.isBone) return;
o.getWorldPosition(wp);
if (/head/i.test(o.name)) headY = Math.max(headY, wp.y);
});
if (headY > 1e-4) { fig.scale.setScalar(height / headY); fig.updateWorldMatrix(true, true); }
this.height = height;
// plant the feet: lift the rig so its lowest bone sits on the root's origin
let minY = Infinity;
fig.traverse((o) => { if (o.isBone) { o.getWorldPosition(wp); minY = Math.min(minY, wp.y); } });
if (minY < Infinity) fig.position.y = -minY;
this.mixer = new THREE.AnimationMixer(fig);
this.actions = {};
// some characters lack bones a shared clip animates (thumb joints, say) — bind only what exists,
// else three.js spams "No target node found" for every missing bone
const nodes = new Set();
fig.traverse((o) => { if (o.name) nodes.add(o.name); });
for (const clip of clips) {
const bindable = clip.tracks.filter((t) => nodes.has(t.name.split('.')[0]));
if (!bindable.length) continue;
const use = bindable.length === clip.tracks.length
? clip : new THREE.AnimationClip(clip.name, clip.duration, bindable);
this.actions[clip.name] = this.mixer.clipAction(use);
}
this.current = null;
this._axis = new THREE.Vector3();
this._qYaw = new THREE.Quaternion();
this._qPitch = new THREE.Quaternion();
this._leanAxis = new THREE.Vector3();
this._qLean = new THREE.Quaternion();
}
/** @returns {string[]} clip names that bound to at least one bone */
get clipNames() { return Object.keys(this.actions); }
play(name, loop = true, fade = 0.18) {
const next = this.actions[name];
if (!next || next === this.current) return;
next.reset();
next.setEffectiveWeight(1);
next.setLoop(loop ? THREE.LoopRepeat : THREE.LoopOnce, loop ? Infinity : 1);
next.clampWhenFinished = !loop;
if (this.current) next.crossFadeFrom(this.current, fade, false);
next.play();
this.current = next;
}
/** Push one sim frame onto the rig. dt drives the mixer only — the sim already stepped. */
sync(sim, dt) {
const st = STATES[sim.state];
// clipFor, not st.clip: carrying swaps in Carry/CarryIdle, and an interaction names its own verb
this.play(clipFor(sim), st.loop !== false);
// climbY lifts the whole rig up the rungs. Same trick as the knockdown pitch: _rotOnly strips
// the root from every clip, so ClimbLadder can't raise the body — the sim does, and the clip
// just supplies the arms and legs.
this.root.position.set(sim.pos.x, sim.pos.y + (sim.climbY || 0), sim.pos.z);
// yaw, then tip over about a world-horizontal axis square to the fall direction, pivoting at the
// feet. At pitch 0 this is exactly the yaw, so upright play is untouched.
this._qYaw.setFromAxisAngle(UP, sim.facing);
if (sim.pitch > 1e-4) {
this._axis.set(sim.knockDir.z, 0, -sim.knockDir.x);
if (this._axis.lengthSq() < 1e-8) this._axis.set(1, 0, 0);
this._qPitch.setFromAxisAngle(this._axis.normalize(), sim.pitch * Math.PI * 0.5);
this.root.quaternion.copy(this._qPitch).multiply(this._qYaw);
} else if (sim.lean > 1e-3) {
// Wind lean (SPRINT13): the same foot-pivot tip as the knockdown, but small and toward the
// wind's downwind bearing (leanDir) rather than the fall direction. The sim suppresses lean
// whenever pitch > 0, so these two never fight — this is the else branch by construction, not
// by luck. leanMaxRad is the whole tip; a knockdown's is π/2, so a full lean is ~a third of a
// fall. Yaw still applies underneath, so you lean while facing wherever you're walking.
this._leanAxis.set(sim.leanDir.z, 0, -sim.leanDir.x);
if (this._leanAxis.lengthSq() < 1e-8) this._leanAxis.set(1, 0, 0);
this._qLean.setFromAxisAngle(this._leanAxis.normalize(), sim.lean * sim.leanMaxRad);
this.root.quaternion.copy(this._qLean).multiply(this._qYaw);
} else {
this.root.quaternion.copy(this._qYaw);
}
this.mixer.update(dt);
}
dispose() {
this.mixer.stopAllAction();
this.root.removeFromParent();
}
}
/**
* Load the player and attach it to a scene.
* @param {THREE.Scene|THREE.Object3D} scene
* @param {object} [opts] {start, facing, height, groundAt, tune, charUrl, animUrl}
* @returns {Promise<{sim: PlayerSim, view: PlayerView, step: function}>}
*/
export async function loadPlayer(scene, opts = {}) {
const loader = new GLTFLoader();
const [rig, animPack] = await Promise.all([
_loadGLTF(loader, opts.charUrl || CHAR_URL),
_loadGLTF(loader, opts.animUrl || ANIM_URL),
]);
canonRig(rig);
canonRig(animPack);
const clips = animPack.anims.map(_rotOnly).filter((c) => c.tracks.length);
const view = new PlayerView(rig, clips, opts.height || 1.72);
scene.add(view.root);
const sim = new PlayerSim(opts);
const missing = Object.values(STATES).map((s) => s.clip).filter((c, i, a) =>
a.indexOf(c) === i && !view.actions[c]);
if (missing.length) console.warn('player: state machine wants clips that did not bind:', missing);
return {
sim,
view,
/** Convenience: step the sim then push it to the rig. */
step(dt, t, input, wind) {
sim.step(dt, t, input, wind);
view.sync(sim, dt);
return sim.state;
},
};
}
/**
* The `Player` contract factory (contracts.js) — this is the one main.js calls.
* Drop-in for createPlaceholderPlayer(scene, world, cameraRig): same first three args, so boot()
* only changes which function it calls. Everything the player needs per frame it pulls itself, so
* `update(dt, t)` matches the contract's signature exactly.
*
* @param {THREE.Object3D} scene
* @param {object} world contracts World — `heightAt(x,z)` clamps the player to the ground
* @param {object} cameraRig contracts Camera — `yaw` is what WASD is relative to
* @param {object} [opts] {wind, interact, start, facing, height, tune, charUrl, animUrl}
* @returns {Promise<object>} satisfies checkContract('player', …)
*/
export async function createPlayer(scene, world, cameraRig, opts = {}) {
const height = opts.height || 1.72;
const p = await loadPlayer(scene, {
...opts,
height,
groundAt: world && world.heightAt ? (x, z) => world.heightAt(x, z) : undefined,
// built AFTER the world exists so the boxes capture E's real GLBs, not the graybox
collide: opts.collide !== undefined ? opts.collide : makeSolidCollider(world, opts),
start: opts.start || { x: 0, y: 0, z: 6 },
});
const keyboard = new KeyboardInput();
const { sim, view } = p;
// The ladder self-wires from here rather than from main.js: createPlayer is already handed the
// scene, the world and interact, which is everything it needs — so Lane A's file doesn't have to
// change to get a whole sub-system. Opt out with {ladder: false} if a harness doesn't want it.
const ladder = (opts.ladder === false || !opts.interact)
? null : createLadder(scene, world, opts.interact, sim);
// The broom needs the sail rig, which createPlayer isn't handed — but wireYardActions is, and
// main.js re-calls it through rigSail() whenever attach() swaps the rig. So read it live off
// interact rather than capturing a rig that's about to be replaced.
const broom = (opts.broom === false || !opts.interact)
? null : createBroom(scene, world, opts.interact, sim, () => opts.interact.sailRig);
/**
* THE KNIFE (SPRINT18 gate 1.3). Same self-wiring as the ladder and the broom — the rig is read
* LIVE off interact, because `rigSail()` replaces the object on every commit. Everything main.js
* has to supply is optional and injected as a GETTER, not a value: `game` and `garden` are
* declared in boot() BELOW the first `await loadSiteInto()` that builds the player, so a plain
* `{ game, garden }` would be a temporal-dead-zone throw at boot — the trap A has documented twice
* in that file. A getter is read at frame time, when both exist.
*/
const knife = (opts.knife === false || !opts.interact) ? null : createKnife({
player: sim,
getRig: () => opts.interact.sailRig,
getWorld: () => world,
getPhase: opts.getPhase,
getGarden: opts.getGarden,
collateralAtRisk: opts.collateralAtRisk,
secsLeft: opts.secsLeft,
});
const verbs = opts.verbPanel === false ? null : createVerbPanel({ getPhase: opts.getPhase });
return {
get pos() { return sim.pos; },
get carrying() { return sim.carrying; },
set carrying(v) { sim.carrying = v; },
get busy() { return sim.busy; },
/** @param {number} dt @param {number} t — main.js's fixed-dt loop drives this */
update(dt, t) {
const input = keyboard.read(cameraRig ? cameraRig.yaw || 0 : 0);
sim.step(dt, t, input, opts.wind);
if (ladder) ladder.update(dt, t, input);
if (broom) broom.update(dt, t, input);
// The prompt state is KEPT now rather than dropped on the floor — see createVerbPanel.
const prompt = opts.interact ? opts.interact.step(dt, t, sim, keyboard.holding) : null;
const cut = knife ? knife.step(dt, t, keyboard.cutting) : null;
verbs?.update(prompt, cut);
view.sync(sim, dt);
},
/** The Object3D to follow/frame. Lane A's camera wants this, not the raw rig. */
get object() { return view.root; },
sim,
view,
ladder,
broom,
knife,
verbs,
keyboard,
dispose() {
keyboard.dispose(); view.dispose();
if (ladder) ladder.dispose();
if (broom) broom.dispose();
// The panel is rebuilt with the player on every site change (loadSiteInto disposes the old
// one), so a leaked overlay would stack a second #verbs on the third night.
if (verbs) verbs.dispose();
},
};
}
/**
* Keyboard → the sim's input shape. Camera yaw comes from Lane A's camera each frame.
* Kept out of PlayerSim so the sim stays headless.
*/
export class KeyboardInput {
constructor(target = window) {
this.keys = new Set();
this._down = (e) => {
this.keys.add(e.code);
if (/^(Arrow|Space)/.test(e.code)) e.preventDefault();
};
this._up = (e) => this.keys.delete(e.code);
target.addEventListener('keydown', this._down);
target.addEventListener('keyup', this._up);
this._target = target;
}
get holding() { return this.keys.has('KeyE'); }
/**
* SPRINT18 — THE KNIFE'S KEY. X, held.
*
* Its own key rather than a third hold-E target, because at a post base E already offers two
* things (re-rig, tighten) and `interact.nearest()` picks by DISTANCE — a knife registered at the
* same position would race the repair for the same key, and the one input the player must never
* misfire is the irreversible one. X is free (WASD/arrows, shift, C brace, E hold, P, M, Enter,
* and prep's [ ] S F are the whole keyboard), and it is next to C on the row your left hand
* already lives on during a storm.
*/
get cutting() { return this.keys.has('KeyX'); }
/** @param {number} camYaw radians */
read(camYaw = 0) {
const k = this.keys;
const x = (k.has('KeyD') || k.has('ArrowRight') ? 1 : 0) - (k.has('KeyA') || k.has('ArrowLeft') ? 1 : 0);
const z = (k.has('KeyW') || k.has('ArrowUp') ? 1 : 0) - (k.has('KeyS') || k.has('ArrowDown') ? 1 : 0);
return {
x, z, camYaw,
run: k.has('ShiftLeft') || k.has('ShiftRight'),
shelter: k.has('KeyC'), // hold to brace — see STATES.shelter
};
}
dispose() {
this._target.removeEventListener('keydown', this._down);
this._target.removeEventListener('keyup', this._up);
}
}