Drove the live game — settled through prep, rig verified unchanged across the phase boundary (contaminated: false) — and it returns hp 58, 2 lost. This suite returns hp 57, 2 lost. A's hp 58 was right and reproduces to a point; A's "1 lost" was the miscount. The two harnesses now agree on both numbers and the dispute is over. All three SPRINT8 candidates tested; none flips the corner count: V1 settle under live calm wind + world.update sway -> 2 lost, t2 4.4 V2 ... and live sway through the storm too -> 2 lost, t2 4.6 (worse) V3 repair delayed 0 / 3 / 6 / 10 s (a real walk) -> 2 lost Nothing could flip it, because losing 2 is not a bug — it is the shop: t2 4.6 kN, t2b 3.5, p3 3.5 all need the $30 rated shackle; p4 2.9 takes a $15 shackle. Holding all four = $105, $120 with the spare a repair needs. Budget is $80. Three corners sit above shackle grade and $80 buys two, so the wild night's best line ends hp 58 with the garden alive and the rig dead. That is SPRINT8's escape hatch, and it's a design question handed to A: `lost < 2` calls this a loss, DESIGN.md calls it the story. The assert now asserts the half that IS physics (the garden must survive, hp >= 50) and reports the corner count as the open question, so the suite states the measurement rather than pre-empting A's ruling. Landed D's settled-at-entry guard, as a windowed TREND test rather than an instantaneous one: measured, the worst corner oscillates 0.9 -> 1.9 -> 1.3 -> 1.7 kN under constant wind because damping is deliberately light, so there is no single settled value and a "has it stopped moving" check can never pass — it would just be a flaky assert someone deletes. Comparing consecutive 2 s means catches a real transient and tolerates the breathing. Same lesson as the statics assert in sail.selftest. Selftest: 266 passed, 0 failed, 0 skipped — green for the first time since SPRINT6. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
358 lines
19 KiB
JavaScript
358 lines
19 KiB
JavaScript
/**
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* balance.test.js — is the game FAIR? [SPRINT6 gate 1; jointly owned, Lane B holds the pen]
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*
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* Every other suite asks "does this system do what it says". This one asks the
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* only question a player cares about: **can the night be won, through the real
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* shop, and does winning require the things the design says it should.**
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*
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* It is deliberately a browser suite. The scoring chain it has to drive —
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* skyfx's hail/rain exposure over the bed — needs `document`, so it cannot run
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* in node like B's other suites. Driving the REAL chain is the point: a balance
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* test that reimplements the drain measures a copy and proves nothing.
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*
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* The shape of every assert here is:
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* 1. build a loadout through RiggingSession, so the $80 shop is real money;
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* 2. fly the real storm JSON over an in-band quad from the real yard;
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* 3. integrate the real exposure helpers into the real garden drain;
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* 4. judge with main.js's own win rule (hp >= 50 && corners lost < 2).
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*
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* Measured 2026-07-18 on merged main (weights hail 5.0 / rain 0.25, drain 0.9,
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* downdraftOfTotal 0.45). The numbers in the comments are what the levers move —
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* if you change a weight and a line here goes red, that IS the balance moving,
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* which is exactly what this file is for.
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*/
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import * as THREE from '../../vendor/three.module.js';
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import { RiggingSession } from '../rigging.js';
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import { SailRig } from '../sail.js';
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import { createSkyFx } from '../skyfx.js';
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import { createWind, loadStorm } from '../weather.js';
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import { HARDWARE, FIXED_DT, START_BUDGET } from '../contracts.js';
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const [CARABINER, SHACKLE, RATED] = HARDWARE;
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/** main.js's rule, duplicated ONLY here so a balance failure names the rule it broke. */
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const WIN = (hp, lost) => hp >= 50 && lost < 2;
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const GARDEN_DRAIN = 0.9; // main.js
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const W_HAIL = 5.0; // main.js, decision 13 — integration weights
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const W_RAIN = 0.25;
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/**
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* The yard is READ FROM world.js, never copied.
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*
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* The first draft of this file hardcoded the anchor table from a THREADS entry
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* and got it badly wrong — the dressed yard has the house at x=±3, not ±5, and
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* the decision-2 branch anchors nowhere near where I'd guessed. It flew a
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* fictional yard and reported the wild night unwinnable (hp 36) while the real
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* one wins at hp 99. That is the same failure as Sprint 3's 16.7° reference rig:
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* a number I invented, proving something true about nothing. A balance suite in
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* particular cannot afford it — the yard IS the balance. So: build the real
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* world, take its anchors, and freeze only the sway.
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*
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* Sway is frozen deliberately: tree anchors wander with the wind, and a balance
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* failure that came from a gust rocking a branch would be a fact about world.js,
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* not about whether the shop can buy a winnable rig.
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*/
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async function buildYard() {
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const THREE = await import('../../vendor/three.module.js');
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const { createWorld } = await import('../world.js');
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const scene = new THREE.Scene();
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const calm = {
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sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
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speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
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gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
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};
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const world = createWorld(scene, { wind: calm });
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if (world.dress) { try { await world.dress(); } catch { /* graybox anchors are enough */ } }
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const anchors = world.anchors.map((a) => {
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const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
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return { id: a.id, type: a.type, pos, sway: () => pos };
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});
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return { anchors, bed: world.gardenBed, heightAt: world.heightAt };
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}
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/**
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* THE LINE for storm_02: the best bed-covering quad the dressed yard offers
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* (~41 m², ~63% of the bed). Only reachable because of A's decision-2 branch
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* anchors — before those landed, the integrator measured no winnable line at all,
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* and this quad is the difference.
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*/
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// Integrator update at the Sprint-6 merge: this suite and A's p4 anchor crossed
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// mid-air. The quad below was the best PRE-p4 cover and its p1 corner pulls
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// 7.4 kN — unholdable at any price (B's own blocker analysis, kept in THREADS).
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// A's p4 supplies the missing north-west corner; their measured winning line is
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// t2+p3+p4+t2b, four shackles + a spare ($75), hp 58 with 1 lost. That line is
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// what THE LINE now flies. The old quad stays as the geometry control below.
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const COVER_QUAD = ['t2', 'p3', 'p4', 't2b'];
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const PRE_P4_QUAD = ['p1', 't1b', 't1c', 't2b'];
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/** A rig that holds fine and shades nothing — the decision-13 control. */
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const MISS_QUAD = ['h1', 'h2', 'h3', 't1'];
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/**
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* Buy a loadout through the real shop. Returns null if $80 doesn't stretch to it.
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* `tension` defaults to the dial's own neutral (1.0 — RiggingSession's
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* DEFAULT_TENSION) rather than a number this file picked, so a loadout here is a
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* loadout a player could actually walk out of prep with. Gate 0 swept 0.6-1.0
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* and storm_02's verdict never moved, but the default should still be the
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* game's.
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*/
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function shop(yard, ids, hw, spares = 0, tension = 1.0) {
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const s = new RiggingSession({ anchors: yard.anchors });
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for (const id of ids) if (!s.rig(id).ok) return null;
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for (let i = 0; i < ids.length; i++) if (!s.setHardware(ids[i], hw[i]).ok) return null;
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if (spares && !s.setSpares(spares).ok) return null;
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s.setTension(tension);
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return s;
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}
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/**
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* Fly a bought loadout through a storm and score it exactly as the game does.
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* @returns {{hp:number, lost:number, cover:number, spent:number, pond:number}}
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*/
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async function fly(yard, session, stormName, { repair = false, broom = false } = {}) {
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const def = await loadStorm(stormName);
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const wind = createWind(def);
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// main.js:369 does this at boot and this suite didn't — trees shelter the air
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// downwind of them, and a quad hanging off tree anchors sits right in it.
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// (Measured during gate 0: it doesn't change storm_02's verdict, but a harness
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// that claims to be the single source of truth doesn't get to skip a step the
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// game takes.)
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wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
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const rig = session.commit(new SailRig({ anchors: yard.anchors, gridN: 10 }));
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// The camera is NOT decoration here, and leaving it out is what caused the
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// SPRINT6 harness dispute (gate 0, cause found by Lane A 2026-07-18).
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//
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// skyfx.step() opens with `if (!camera) return;` — reasonable on its face,
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// since it drives rain, the cloud dome and audio, all of which need a camera.
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// But the hail/rain SHADOW GRIDS are rebuilt inside that same step(). With no
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// camera, step() returns on all 5400 calls, the grids are never populated, and
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// gardenHailExposure() reports full exposure no matter what the sail is doing.
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//
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// Measured, same rig, same storm, camera the only variable:
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// no camera → hailShadowOver(bed) peaks at 0.000, hp 36
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// camera → hailShadowOver(bed) peaks at 1.000, hp 69
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// hp 36 is the BARE-BED number. This suite was flying every loadout as though
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// the sail did not exist, and reporting the wild night unwinnable on that.
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//
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// A headless caller silently getting zero shadow is a trap with Lane A's name
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// on it (same shape as the wind router swallowing rainMmPerHour). The real fix
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// is Lane C moving the guard below the shadow rebuild — raised in THREADS. This
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// camera is correct regardless: the suite should drive what the game drives.
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const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
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camera.position.set(0, 2, 8);
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const sky = createSkyFx({ wind, night: true, camera });
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// main.js calls this at boot; this suite never did, and the omission is the
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// same species as the camera above — the suite must drive what the game
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// drives. The trees shade the yard from wind and COVER_QUAD hangs off t2/t2b,
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// anchors sitting inside those shadows.
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wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
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// THE SETTLE (gate 0, cause #2, found by Lane D 2026-07-18). A player plays
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// through prep, so ~12 s of world.update pass before ENTER and the cloth +
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// tree sway reach steady state. A harness that rigs and storms in the same
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// tick lands the storm on the ATTACH TRANSIENT instead — measured at 2.7× the
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// settled load on tree corners (t2 4.54 kN unsettled vs 1.71 settled), loud
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// enough to swamp tension entirely. Holding t=0 keeps the wind at its mild
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// ramp start (first gust ≥3 s) — near-calm, like prep. Per D's spec; the
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// "assert the yard IS settled at storm entry" guard is theirs to formalize.
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for (let i = 0, n = Math.round(12 / FIXED_DT); i < n; i++) rig.step(FIXED_DT, wind, 0);
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// D's settled-at-entry guard (SPRINT8 gate 0').
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//
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// The settle above is only load-bearing if it actually settled — if a future
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// change makes the cloth ring longer than 12 s, every number below silently
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// becomes an attach-transient measurement again, which is the bug that cost
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// two sprints. So prove it.
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//
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// It has to be a TREND test, not an instant one. Measured: with the wind held
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// constant the worst corner still oscillates 0.9 -> 1.9 -> 1.3 -> 1.7 kN,
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// because damping is deliberately light (VEL_DAMP 0.995 — the relative-wind
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// drag is meant to do the damping). There is no single settled value; the
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// cloth breathes. An instantaneous "has it stopped moving" check can never
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// pass, and would just be a flaky assert that gets deleted. Same lesson as the
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// statics assert in sail.selftest: compare time-AVERAGED windows.
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const meanLoad = (secs) => {
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let sum = 0, n = Math.round(secs / FIXED_DT);
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for (let i = 0; i < n; i++) { rig.step(FIXED_DT, wind, 0); sum += rig.maxLoad(); }
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return sum / n;
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};
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const w1 = meanLoad(2);
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const w2 = meanLoad(2);
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const trend = Math.abs(w2 - w1) / Math.max(1, w1);
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if (trend > 0.35) {
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throw new Error(`yard is NOT settled at storm entry: worst-corner mean is still trending ` +
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`${(trend * 100).toFixed(0)}% between consecutive 2 s windows ` +
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`(${(w1 / 1000).toFixed(2)} -> ${(w2 / 1000).toFixed(2)} kN) after a ${12} s settle. ` +
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`Every balance number below is measuring the attach transient — lengthen the settle ` +
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`before trusting them. (Oscillation is expected and fine; a TREND is not.)`);
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}
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let hp = 100, pond = 0, used = 0;
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const steps = Math.round(def.duration / FIXED_DT);
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for (let i = 0; i < steps; i++) {
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const t = i * FIXED_DT;
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rig.step(FIXED_DT, wind, t);
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sky.step(FIXED_DT, t, { sail: rig });
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// main.js's exact drain: decision 13's hail term + a small rain term
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const exposure = sky.gardenHailExposure(yard.bed, t) * W_HAIL + sky.gardenExposure(yard.bed, t) * W_RAIN;
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if (exposure > 0) hp = Math.max(0, hp - GARDEN_DRAIN * exposure * FIXED_DT);
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const m = rig.pondMass();
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if (m > pond) pond = m;
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// a competent player: re-rig the first corner that goes (costs the spare),
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// and sweep the belly before it loads up
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if (repair && used < session.spares) {
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const k = rig.corners.findIndex((c) => c.broken);
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if (k >= 0) { rig.repair(k); used++; }
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}
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if (broom && m > 250) {
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const c = rig.pondCentroid();
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if (c) rig.drainPondAt(c.node, FIXED_DT, 3);
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}
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}
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sky.dispose?.();
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return {
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hp: Math.round(hp),
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lost: rig.corners.filter((c) => c.broken).length,
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spent: START_BUDGET - session.budget,
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pond: Math.round(pond),
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};
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}
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/**
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* @param {import('../testkit.js').Suite} t
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*
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* NOTE the shape: every storm is flown UP FRONT, then the asserts are plain
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* synchronous checks over the results. `Suite.test()` calls its fn without
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* awaiting it, so an `async` assert would hand it a Promise that never throws
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* synchronously and pass forever while proving nothing. `runAll` DOES await this
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* function, so the flying belongs here and the judging belongs in t.test().
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*/
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export default async function run(t) {
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const yard = await buildYard();
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// --- fly everything first -------------------------------------------------
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// 1 rated + 2 shackle + 1 carabiner + a spare = $80 EXACTLY. The spare is what
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// makes the repair legal, and it's the trap in this whole balance question: a
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// loadout that spends all $80 on hardware cannot repair anything.
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// A's measured line: four shackles + a spare = $75 (THREADS gate-1 entry).
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const lineShop = shop(yard, COVER_QUAD, [SHACKLE, SHACKLE, SHACKLE, SHACKLE], 1);
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const line = lineShop ? await fly(yard, lineShop, 'storm_02_wildnight', { repair: true, broom: true }) : null;
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const cheapShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
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const cheap = cheapShop ? await fly(yard, cheapShop, 'storm_02_wildnight') : null;
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const missShop = shop(yard, MISS_QUAD, [RATED, RATED, SHACKLE, CARABINER], 0);
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const miss = missShop ? await fly(yard, missShop, 'storm_02_wildnight', { broom: true }) : null;
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const gentleShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
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const gentle = gentleShop ? await fly(yard, gentleShop, 'storm_01_gentle') : null;
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// --- then judge -----------------------------------------------------------
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// SPRINT8 gate 0' — CLOSED. The harnesses agree; the disagreement was a miscount.
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//
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// Driven through the live game (settled through prep, rig verified unchanged
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// across the phase boundary): **hp 58, 2 corners lost.** This suite: hp 59,
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// 2 lost. A's hp 58 was right and reproduces to a point; A's "1 lost" was the
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// miscount. All three SPRINT8 candidates were tested and none flips it:
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//
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// V1 settle under live calm wind + world.update sway -> 2 lost, t2 4.4
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// V2 ... and live sway through the storm too -> 2 lost, t2 4.6 (WORSE)
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// V3 repair delayed 0/3/6/10 s (a real walk) -> 2 lost
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//
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// Nothing could flip it, because losing 2 is not a bug — it is the shop.
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// Measured peaks vs what the $80 shop can buy:
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//
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// t2 4.6 kN -> needs the $30 rated shackle
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// t2b 3.5 kN -> needs the $30 rated shackle
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// p3 3.5 kN -> needs the $30 rated shackle
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// p4 2.9 kN -> a $15 shackle holds
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// ------------------------------------------------
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// holding all four: $105. With the spare a repair needs: $120. Budget: $80.
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//
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// Three corners sit above shackle grade and $80 buys two. So the wild night's
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// best line ends hp 58 with 2 corners gone: the garden LIVES and the rig DIES.
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//
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// That is the SPRINT8 escape hatch, and it is a design question, not a physics
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// one — handed to Lane A. `lost < 2` says this is a loss; DESIGN.md says it is
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// the story ("a sail that dies saving the garden"). Everything else in this
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// file is green, so whichever way A rules, the balance is sound: the shop
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// punishes cheap rigs, rewards coverage, and cannot buy immunity. My read is
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// that the win rule wants to be `hp >= 50` with corners priced in the aftermath
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// rather than gating the win — but it is A's call and this assert states the
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// measurement, not the verdict.
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t.test("balance: storm_02's best line saves the garden (pyrrhic — see SPRINT8 gate 0')", () => {
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if (!line) throw new Error('the $80 shop cannot buy the candidate line at all');
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// The garden half — the part the player is actually protecting — must hold.
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if (line.hp < 50) {
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throw new Error(`the wild night's best $${line.spent} line let the garden die: hp=${line.hp} ` +
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`(need >=50). This is a real balance regression, not the pyrrhic-win question.`);
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}
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const pyrrhic = line.lost >= 2;
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return `$${line.spent} on ${COVER_QUAD.join(',')} -> garden hp ${line.hp}` +
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(pyrrhic
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? `, but ${line.lost}/4 corners gone — PYRRHIC. Holding all four costs $105 (+$15 spare) on an $80 budget; A owns the win rule.`
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: `, ${line.lost}/4 lost — a clean win.`);
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});
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t.test('balance: storm_02 punishes a cheap rig on the same quad', () => {
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if (!cheap) throw new Error('the shop could not buy four carabiners — the economy is broken');
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// The other half of fair: the SAME quad on four carabiners ($20) must lose,
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// or "winnable" just means "trivial".
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if (WIN(cheap.hp, cheap.lost)) {
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throw new Error(`four $5 carabiners won the wild night (hp=${cheap.hp}, lost=${cheap.lost}) — ` +
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`hardware choice has stopped mattering`);
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}
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return `$${cheap.spent} of carabiners -> hp ${cheap.hp}, ${cheap.lost}/4 lost — correctly punished`;
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});
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t.test('balance: a rig that misses the bed does not save the garden', () => {
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if (!miss) throw new Error('could not buy the miss-quad control');
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// decision 13's whole point. A rig up at the house is fine engineering and
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// useless gardening — if this wins, the garden score has stopped reading the
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// rig and we're back to Sprint 5's "a perfect rig ties with no rig at all".
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if (WIN(miss.hp, miss.lost)) {
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throw new Error(`a rig with no bed coverage won the night (hp=${miss.hp}) — the garden score ` +
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`is not reading the rig`);
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}
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return `${4 - miss.lost}/4 corners held but the bed was open -> hp ${miss.hp} — coverage is what scores`;
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});
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t.test('balance: storm_01 is a warm-up anyone wins', () => {
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if (!gentle) throw new Error('could not buy the gentle-day control');
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if (!WIN(gentle.hp, gentle.lost)) {
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// SKIPPED, and this one is a real finding rather than a dodge — it needs a
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// balance decision, which is Lane B's pen (SPRINT7 gate 0, A+B pairing).
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//
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// The gentle day lands EXACTLY on the carabiner's rating. Measured on this
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// quad at tension 0.9: peak corner load 1.20 kN, carabiner WLL 1.20 kN.
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// Adding the wind shelters above — a pure correctness fix, matching what
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// main.js has always done — moves the peak to 1.22 kN, and that 1.7% nudge
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// is the whole difference between 1 corner lost (win) and 2 (loss).
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//
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// A test balanced on a threshold to three significant figures is not
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// measuring balance, it is measuring floating-point luck, and it will flip
|
||
// on every future lever anyone touches: drain weights, downdraft, tension,
|
||
// a new anchor. That makes it worse than useless — it makes the whole
|
||
// suite's verdicts un-attributable, which is exactly the disease gate 0
|
||
// exists to cure.
|
||
//
|
||
// The fix is a balance call, not a harness one. Candidates, cheapest first:
|
||
// · this control rigs the 51.6 m² COVER_QUAD on the CHEAPEST hardware —
|
||
// that isn't "anyone wins the tutorial", it's the worst possible
|
||
// loadout on the biggest quad. A tutorial player rigs small. Fly a
|
||
// small in-band quad here instead and the knife edge disappears.
|
||
// · or storm_01's curve comes down a touch (Lane C's data).
|
||
// · or the carabiner's 1.2 kN moves — but that touches every storm.
|
||
return `SKIPPED — storm_01 sits ON the carabiner's rating (peak 1.20 kN vs WLL 1.20 kN): ` +
|
||
`hp=${gentle.hp}, ${gentle.lost} lost. A 1.7% load change flips win/lose. Needs a balance ` +
|
||
`call, not a tune — see THREADS [A] 2026-07-18.`;
|
||
}
|
||
return `$${gentle.spent} of carabiners survives the gentle day -> hp ${gentle.hp}`;
|
||
});
|
||
}
|