SPRINT6 gate 1's anchor lever, placed by measurement rather than by guess. The wild night had no winnable line for a geometric reason: every anchor near the bed (p1/p2/p3) is SOUTH of it, and nothing stands north short of the house 10 m away. So covering rigs had to span the yard and died, while rigs small enough to survive sat beside the bed rather than over it. p4 supplies the missing north-west corner. Its position is swept, not chosen. Against the smallest quad covering 90% of the bed: (-2.2,-1.2) → 44.4 m², (-3.2,-1.2) → 48.6, (-3.2,-2.0) → 51.7, beyond z=-4 → no effect at all. Pulling it inward to 44.4 would put full coverage INSIDE the survivable band and collapse DESIGN.md's central tension — covering the bed has to cost risk. a.test.js's >45 m² floor is what shouts if anyone moves it in. With the 8° rake the top anchor lands at (-3.72, -1.40), and full coverage costs 51.6 m² against 63.5 before: a real new option, 19% cheaper, still bigger than the 23-38 m² rigs that survive unaided. Measured through the real $80 shop: t2+p3+p4+t2b, four shackles and a spare ($75), ends hp 58 with 1 corner lost — a WIN, where before every covering rig lost 2-3 corners and ended at 36%. Hail damage falls 51 → 34 HP versus an uncovered rig, so decision 13 is visibly doing its job. Selftest 244/0/0; both yard tensions still green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
475 lines
21 KiB
JavaScript
475 lines
21 KiB
JavaScript
/**
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* Lane A selftests — contracts, yard layout, anchors, phase machine.
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* Lane A owns this file. Other lanes: yours is js/tests/<letter>.test.js.
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*/
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import * as THREE from '../../vendor/three.module.js';
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import { FIXED_DT, STORM_LEN, YARD, checkContract, createStubWind } from '../contracts.js';
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import { createWorld, heightAt } from '../world.js';
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import { createCameraRig } from '../camera.js';
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import { createGame, createWindRouter, verdictFor } from '../main.js';
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import { orderRing } from '../sail.js';
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import { loadStorm, createWind } from '../weather.js';
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import { assert, assertEq, assertLess, fixedLoop } from '../testkit.js';
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/** @param {import('../testkit.js').Suite} t */
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export default async function run(t) {
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const scene = new THREE.Scene();
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const world = createWorld(scene, { wind: createStubWind({ calm: true }) });
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// Dress the yard before asserting anything about it: anchors are only FINAL
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// after dress(), which moves them onto the positions Lane E baked and adds the
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// extra tree branches. Testing the graybox would be testing a yard that never
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// reaches a player. Guarded, so a missing server degrades to graybox asserts
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// rather than reddening the whole lane.
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let dressed = false;
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try {
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await world.dress();
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dressed = true;
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} catch (err) {
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console.warn('[a.test] dress() unavailable, asserting against graybox:', err.message);
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}
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// --- contract conformance ------------------------------------------------
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// These are the merge tripwires: if a lane's module drifts from contracts.js,
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// this is where we find out, not three lanes later.
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t.test('contract: stub wind conforms', () => {
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assertEq(checkContract('wind', createStubWind()).join('; '), '');
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});
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t.test('contract: world conforms', () => {
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assertEq(checkContract('world', world).join('; '), '');
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});
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t.test('contract: camera rig conforms', () => {
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const rig = createCameraRig(document.createElement('div'));
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assertEq(checkContract('camera', rig).join('; '), '');
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});
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t.test('contract: game conforms', () => {
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assertEq(checkContract('game', createGame()).join('; '), '');
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});
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// --- the wind router -----------------------------------------------------
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t.test('wind router forwards EVERYTHING the real wind exposes', async () => {
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// This exists because the omission it catches has already shipped once.
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//
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// Lane C added rainMmPerHour/rainDepthMm for ponding; main.js's router — a
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// hand-maintained delegation list — didn't forward them. Nothing went red:
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// every suite holds a real wind, and only the GAME holds the router. So
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// Lane B's ponding would have passed every assert it had and done nothing
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// in the actual yard, and it took the integrator noticing by hand at merge.
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//
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// The class of bug is worse than the instance. Sprint 5's headline system is
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// Lane C's hailAt(), and decision 13 hangs the entire garden score off it —
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// so the same silent swallow would make rigging look irrelevant to the
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// garden all over again, which is the exact thing this sprint exists to fix.
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// Diffing the two objects means the next omission is a red test that names
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// the missing member, rather than a system that quietly isn't plugged in.
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const real = createWind(await loadStorm('storm_02_wildnight'));
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const router = createWindRouter([real]);
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const missing = Object.keys(real).filter((k) => !(k in router));
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assert(missing.length === 0,
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`the wind router swallows ${missing.join(', ')} — add ${missing.length > 1 ? 'them' : 'it'} ` +
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`to createWindRouter in main.js, or the game silently runs without ${missing.length > 1 ? 'those' : 'that'}`);
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// Present isn't enough — a forwarded method has to actually reach the wind.
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const wrongType = Object.keys(real).filter((k) => typeof real[k] === 'function' && typeof router[k] !== 'function');
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assert(wrongType.length === 0, `router has ${wrongType.join(', ')} but not as callable(s)`);
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});
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t.test('wind router delegates live — use() re-points every consumer at once', async () => {
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// The router's whole reason to exist: consumers bind once at construction,
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// so a storm swap has to be a re-point rather than a re-wire.
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const gentle = createWind(await loadStorm('storm_01_gentle'));
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const wild = createWind(await loadStorm('storm_02_wildnight'));
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const router = createWindRouter([gentle, wild]);
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const at = new THREE.Vector3(0, 0, 0);
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router.use(gentle);
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const calm = router.speedAt(at, 60);
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router.use(wild);
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const gale = router.speedAt(at, 60);
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assertLess(calm, gale, 'swapping to the wild night must change what consumers read');
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assertEq(router.def, wild.def, 'def follows the active storm (skyfx reads it at construction)');
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});
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// --- verdicts tell the truth (SPRINT6 gate 1) ----------------------------
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t.test('a run that held every corner is never told it skimped', () => {
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// The bug this pins shipped and was caught by playing, not by asserting:
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// any run under 50 hp read "the rain found what you skimped on", including
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// Lane B's twisted quad that held 4/4 and skimped on nothing. The verdict is
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// the game's whole feedback channel — DESIGN.md wants every disaster to
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// replay as "…the shackle, I knew about the shackle", and blaming the wrong
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// thing teaches the exact opposite of the lesson the storm just gave.
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const heldAll = verdictFor({
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hp: 39, lost: [], win: false,
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dmg: { hail: 48, rain: 13 }, pondPeak: 0, pondDumped: 0,
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});
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assertEq(heldAll.mode, 'uncovered',
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'a 4/4 hold that lost the garden to hail is a COVERAGE failure, not a hardware one');
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assert(!/skimp/i.test(heldAll.verdict),
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`verdict accused a player who broke nothing of skimping: "${heldAll.verdict}"`);
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assert(/held/i.test(heldAll.verdict),
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`verdict should credit the corners that held: "${heldAll.verdict}"`);
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});
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t.test('verdict names the weakest link that actually let go', () => {
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// "…the shackle. I knew about the shackle." The whole point is that the
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// player recognises the corner they gambled on.
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const carabiner = { anchorId: 'p1', hw: { name: 'carabiner', rating: 1200, cost: 5 } };
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const shackle = { anchorId: 'h3', hw: { name: 'shackle', rating: 3200, cost: 15 } };
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const cascade = verdictFor({
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hp: 20, lost: [shackle, carabiner], win: false,
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dmg: { hail: 60, rain: 20 }, pondPeak: 0, pondDumped: 0,
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});
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assertEq(cascade.mode, 'cascade');
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assert(/carabiner at P1/.test(cascade.verdict),
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`a cascade must name the WEAKEST link as going first, not whichever was listed first: "${cascade.verdict}"`);
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const single = verdictFor({
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hp: 30, lost: [shackle], win: false,
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dmg: { hail: 60, rain: 10 }, pondPeak: 0, pondDumped: 0,
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});
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assertEq(single.mode, 'corner');
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assert(/shackle at H3/.test(single.verdict), `should name it: "${single.verdict}"`);
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});
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t.test('verdict distinguishes the two ways a garden dies', () => {
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// Opposite mistakes, opposite fixes: under-bought hardware vs a rig that
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// held perfectly over the wrong patch of grass. One sentence each.
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const hailed = verdictFor({ hp: 20, lost: [], win: false, dmg: { hail: 70, rain: 10 }, pondPeak: 0, pondDumped: 0 });
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const rained = verdictFor({ hp: 20, lost: [], win: false, dmg: { hail: 0, rain: 80 }, pondPeak: 0, pondDumped: 0 });
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assertEq(hailed.mode, 'uncovered');
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assertEq(rained.mode, 'rain');
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assert(hailed.verdict !== rained.verdict, 'hail and rain deaths must not read identically');
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});
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t.test('a clean hold reads as a clean hold, and the broom gets its credit', () => {
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const clean = verdictFor({ hp: 96, lost: [], win: true, dmg: { hail: 2, rain: 2 }, pondPeak: 0, pondDumped: 0 });
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assertEq(clean.mode, 'clean');
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const broomed = verdictFor({ hp: 70, lost: [], win: true, dmg: { hail: 20, rain: 10 }, pondPeak: 400, pondDumped: 380 });
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assertEq(broomed.mode, 'broomed', 'wearing 380 kg of water to save the rig should be the story');
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assert(/380 kg/.test(broomed.verdict), `say what it cost: "${broomed.verdict}"`);
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});
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// --- camera --------------------------------------------------------------
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t.test('camera keeps a clear line to the player from every angle', () => {
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// PLAN3D §5-A acceptance: "camera never clips through house". Stated here
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// as the underlying invariant — no solid between the player's head and the
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// camera — so it still means something after Lane E swaps the graybox house
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// for house_yardside.glb.
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const rig = createCameraRig(document.createElement('div'));
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rig.setSolids(world.solids);
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rig.setGround(heightAt);
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const ray = new THREE.Raycaster();
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const head = new THREE.Vector3();
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const spots = [
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[0, -9.4], // backed against the house — the case that caught it
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[-5, -9.2], // under a fascia anchor
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[-9, 2.6], // hard against a tree trunk
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[-6, 7], // hard against a post
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[0, 9.2], // against the south fence
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];
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for (const [x, z] of spots) {
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const spot = new THREE.Vector3(x, heightAt(x, z), z);
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for (let k = 0; k < 6; k++) {
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rig.yaw = (k / 6) * Math.PI * 2;
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// 60 steps = 1 s of smoothing at lambda 9, i.e. 99.99% settled. Every
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// step is a raycast against the whole yard, so this bound is the
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// difference between a 1 s selftest and a 4 s one — and every lane runs
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// it after every merge.
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for (let i = 0; i < 60; i++) rig.update(1 / 60, spot);
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head.set(spot.x, spot.y + 1.55, spot.z);
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const cam = rig.object.position;
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const d = head.distanceTo(cam);
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assert(d > 0.1, `camera collapsed onto the player (${d.toFixed(3)}m) at (${x},${z})`);
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ray.set(head, cam.clone().sub(head).divideScalar(d));
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ray.far = d - 0.02;
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const blocked = ray.intersectObjects(world.solids, true)[0];
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assert(
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!blocked,
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`'${blocked?.object.name || '?'}' sits between the player at (${x},${z}) ` +
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`and the camera at yaw ${rig.yaw.toFixed(2)}`,
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);
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// The ground isn't a solid (heightAt handles it), so the raycast above
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// can't speak for it — assert it separately.
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assert(
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cam.y > heightAt(cam.x, cam.z),
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`camera is underground at (${cam.x.toFixed(1)},${cam.z.toFixed(1)}), ` +
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`y=${cam.y.toFixed(2)} vs terrain ${heightAt(cam.x, cam.z).toFixed(2)}`,
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);
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}
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}
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});
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// --- terrain -------------------------------------------------------------
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t.test('heightAt is pure and gentle across the whole yard', () => {
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for (let x = -15; x <= 15; x += 1.5) {
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for (let z = -10; z <= 10; z += 1.5) {
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const h = heightAt(x, z);
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assertEq(h, heightAt(x, z), `heightAt(${x},${z}) not pure`);
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assert(Math.abs(h) < 0.5, `heightAt(${x},${z}) = ${h}: terrain should stay gentle`);
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}
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}
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});
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t.test('garden bed sits inside the yard', () => {
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const b = world.gardenBed;
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assert(Math.abs(b.x) + b.w / 2 < YARD.width / 2, 'bed overhangs east/west');
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assert(Math.abs(b.z) + b.d / 2 < YARD.depth / 2, 'bed overhangs north/south');
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});
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// --- anchors -------------------------------------------------------------
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t.test('yard offers 12 anchors: 3 house, 5 tree, 4 post', () => {
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const by = (type) => world.anchors.filter((a) => a.type === type).length;
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assertEq(by('house'), 3, 'house anchors');
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assertEq(by('tree'), dressed ? 5 : 2, 'tree anchors (branch_anchor_* arrive with dress())');
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assertEq(by('post'), 4, 'post anchors — p3 (SPRINT3 dec 2), p4 (SPRINT6 gate 1)');
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const ids = world.anchors.map((a) => a.id);
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assertEq(new Set(ids).size, ids.length, `anchor ids not unique: ${ids}`);
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});
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t.test('anchors carry Lane E\'s rating_hint, and the fascia is the weak one', () => {
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if (!dressed) return t.skip('needs dress()');
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const hint = (id) => world.anchors.find((a) => a.id === id)?.ratingHint;
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// DESIGN.md: "The fascia board is a lie: holds until the first real gust."
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// Lane E encoded that as rating_hint 0.35 in house_yardside_v1.glb, so the
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// asset says it and nothing here has to restate it. If this ever flips to
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// 1.0, the yard has quietly stopped teaching its best lesson.
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assertLess(hint('h1'), 0.5, 'fascia anchor should be the weak option');
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assertEq(world.anchors.find((a) => a.id === 'h1').collateral, 'gutter',
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'a fascia failure takes the gutter with it — that is the collateral cost');
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assert(hint('t1') > hint('t1c'),
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'a branch anchor at the fork must out-rate one out where the limb is thin');
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});
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// --- decision 2: the yard has to offer a real choice ----------------------
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t.test('yard offers ≥3 riggable quads in the 18-45 m² band that shade the bed', () => {
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if (!dressed) return t.skip('needs dress() — anchors are only final after it');
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// SPRINT3 decision 2. Before the rework every quad covering the bed was
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// 110 m²+, which pre-tensions itself into a cascade at t=0.4 s before the
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// wind does anything — the yard taught the wrong lesson.
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const bed = world.gardenBed;
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const areaOf = (q) => {
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const r = orderRing(q);
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let a = 0;
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for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
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a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
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}
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return Math.abs(a / 2);
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};
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const inside = (x, z, r) => {
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let c = false;
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for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
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const a = r[i].pos, b = r[j].pos;
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if ((a.z > z) !== (b.z > z) && x < ((b.x - a.x) * (z - a.z)) / (b.z - a.z) + a.x) c = !c;
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}
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return c;
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};
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const coverOf = (q) => {
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const r = orderRing(q);
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let hit = 0, tot = 0;
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for (let i = 0; i < 6; i++) {
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for (let j = 0; j < 4; j++) {
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const x = bed.x - bed.w / 2 + ((i + 0.5) / 6) * bed.w;
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const z = bed.z - bed.d / 2 + ((j + 0.5) / 4) * bed.d;
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tot++;
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if (inside(x, z, r)) hit++;
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}
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}
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return hit / tot;
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};
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const A = world.anchors;
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const band = [];
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for (let i = 0; i < A.length; i++) {
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for (let j = i + 1; j < A.length; j++) {
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for (let k = j + 1; k < A.length; k++) {
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for (let l = k + 1; l < A.length; l++) {
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const q = [A[i], A[j], A[k], A[l]];
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const m2 = areaOf(q);
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if (m2 >= 18 && m2 <= 45 && coverOf(q) >= 0.25) {
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band.push(`${q.map((a) => a.id).join('+')} ${m2.toFixed(0)}m²`);
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}
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}
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}
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}
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}
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assert(band.length >= 3,
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`only ${band.length} quads in 18-45 m² shade the bed — the yard offers no ` +
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`storm-survivable option. Found: ${band.join(', ') || 'none'}`);
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});
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t.test('full shade over the bed stays expensive — the tradeoff is the game', () => {
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if (!dressed) return t.skip('needs dress()');
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// The other half of decision 2, and the half that is easy to "fix" by
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// accident. DESIGN.md's core tension is that big+flat+low buys great shade
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// and dies in a storm, while small+twisted survives and shades patchily. If
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// some future yard tweak ever lets a small quad cover the whole bed, that
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// tension is gone and the rigging puzzle has no wrong answers left.
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const bed = world.gardenBed;
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const A = world.anchors;
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let smallestFull = Infinity;
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const areaOf = (q) => {
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const r = orderRing(q);
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let a = 0;
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for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
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a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
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}
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return Math.abs(a / 2);
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};
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const inside = (x, z, r) => {
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let c = false;
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for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
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const a = r[i].pos, b = r[j].pos;
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if ((a.z > z) !== (b.z > z) && x < ((b.x - a.x) * (z - a.z)) / (b.z - a.z) + a.x) c = !c;
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}
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return c;
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};
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for (let i = 0; i < A.length; i++) {
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for (let j = i + 1; j < A.length; j++) {
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for (let k = j + 1; k < A.length; k++) {
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for (let l = k + 1; l < A.length; l++) {
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const q = [A[i], A[j], A[k], A[l]];
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const r = orderRing(q);
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let hit = 0;
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for (let a = 0; a < 6; a++) {
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for (let b = 0; b < 4; b++) {
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const x = bed.x - bed.w / 2 + ((a + 0.5) / 6) * bed.w;
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const z = bed.z - bed.d / 2 + ((b + 0.5) / 4) * bed.d;
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if (inside(x, z, r)) hit++;
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}
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}
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if (hit / 24 >= 0.9) smallestFull = Math.min(smallestFull, areaOf(q));
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}
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}
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}
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}
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assert(smallestFull > 45,
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`a ${smallestFull.toFixed(0)} m² quad covers the whole bed — full shade is ` +
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`supposed to cost you a sail the storm can take`);
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});
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t.test('sway() returns an absolute position, not an offset', () => {
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// If sway ever regresses to returning an offset, the returned point lands
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// near the origin instead of near the anchor, and Lane B's cloth corners
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// all snap to the middle of the yard. Catch it here.
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for (const a of world.anchors) {
|
|
const p = a.sway(3.1);
|
|
assertLess(p.distanceTo(a.pos), 0.6, `${a.id}.sway() is ${p.length().toFixed(2)}m from origin but should be near pos`);
|
|
}
|
|
});
|
|
|
|
t.test('house and post anchors are rigid; tree anchors move', () => {
|
|
for (const a of world.anchors.filter((x) => x.type !== 'tree')) {
|
|
assertEq(a.sway(0).distanceTo(a.sway(12.5)), 0, `${a.id} should not move`);
|
|
}
|
|
for (const a of world.anchors.filter((x) => x.type === 'tree')) {
|
|
// Sampled at two times a half-period apart; a static tree would score 0.
|
|
const spread = a.sway(0).clone().distanceTo(a.sway(0.83));
|
|
assert(spread > 1e-4, `${a.id} should sway with the wind, moved ${spread}m`);
|
|
}
|
|
});
|
|
|
|
t.test('anchors do not alias each other scratch vectors', () => {
|
|
// Two tree anchors handing out the same scratch Vector3 would silently
|
|
// corrupt whichever corner was read first.
|
|
const t1 = world.anchor('t1'), t2 = world.anchor('t2');
|
|
const p1 = t1.sway(2);
|
|
const x1 = p1.x;
|
|
const p2 = t2.sway(2);
|
|
assert(p1 !== p2, 't1 and t2 handed out the same vector object');
|
|
assertEq(p1.x, x1, 'reading t2 mutated the vector t1 returned');
|
|
});
|
|
|
|
// --- wind stub -----------------------------------------------------------
|
|
|
|
t.test('gust telegraph always gives at least 1.2 s of warning', () => {
|
|
// The promise the whole storm rests on: the player can always react.
|
|
// Lane C must keep this true for the real weather.js.
|
|
const wind = createStubWind({ seed: 7 });
|
|
let had = false, edges = 0;
|
|
fixedLoop(STORM_LEN, FIXED_DT, (dt, time) => {
|
|
const tel = wind.gustTelegraph(time);
|
|
if (tel && !had) {
|
|
edges++;
|
|
assert(tel.eta >= 1.2, `telegraph appeared with only ${tel.eta.toFixed(2)}s of warning`);
|
|
}
|
|
had = !!tel;
|
|
});
|
|
assert(edges >= 5, `only ${edges} gusts telegraphed in a ${STORM_LEN}s storm — too quiet to test`);
|
|
});
|
|
|
|
t.test('wind stub is deterministic: same seed, same storm', () => {
|
|
const a = createStubWind({ seed: 42 });
|
|
const b = createStubWind({ seed: 42 });
|
|
const p = new THREE.Vector3(1, 1, 1);
|
|
for (let time = 0; time < STORM_LEN; time += 0.37) {
|
|
const va = a.sample(p, time).clone();
|
|
const vb = b.sample(p, time);
|
|
assertEq(va.x, vb.x, `x diverged at t=${time}`);
|
|
assertEq(va.z, vb.z, `z diverged at t=${time}`);
|
|
}
|
|
});
|
|
|
|
t.test('wind stub gets angrier as the storm runs', () => {
|
|
const wind = createStubWind({ seed: 3 });
|
|
const p = new THREE.Vector3();
|
|
assertLess(wind.sample(p, 1).length(), wind.sample(p, STORM_LEN - 1).length());
|
|
});
|
|
|
|
// --- phase machine -------------------------------------------------------
|
|
|
|
t.test('phases cycle forecast → prep → storm → aftermath → forecast', () => {
|
|
const game = createGame();
|
|
assertEq(game.phase, 'forecast');
|
|
game.advance(); assertEq(game.phase, 'prep');
|
|
game.advance(); assertEq(game.phase, 'storm');
|
|
game.advance(); assertEq(game.phase, 'aftermath');
|
|
game.advance(); assertEq(game.phase, 'forecast');
|
|
});
|
|
|
|
t.test('phaseChange fires once, with from and to', () => {
|
|
const game = createGame();
|
|
const seen = [];
|
|
game.on('phaseChange', (p) => seen.push(p));
|
|
game.setPhase('prep');
|
|
game.setPhase('prep'); // no-op: already there
|
|
assertEq(seen.length, 1, 'phaseChange fired for a no-op transition');
|
|
assertEq(seen[0].from, 'forecast');
|
|
assertEq(seen[0].to, 'prep');
|
|
});
|
|
|
|
t.test('a 90 s storm ends itself (fast-forwarded, no rAF)', () => {
|
|
const game = createGame();
|
|
game.setPhase('storm');
|
|
fixedLoop(STORM_LEN - 1, FIXED_DT, () => game.tick(FIXED_DT));
|
|
assertEq(game.phase, 'storm', 'storm ended early');
|
|
fixedLoop(2, FIXED_DT, () => game.tick(FIXED_DT));
|
|
assertEq(game.phase, 'aftermath', 'storm never ended');
|
|
});
|
|
|
|
t.test('unknown phase is rejected', () => {
|
|
const game = createGame();
|
|
let threw = false;
|
|
try { game.setPhase('apocalypse'); } catch { threw = true; }
|
|
assert(threw, 'setPhase accepted a phase that does not exist');
|
|
});
|
|
}
|