SPRINT4 §Lane A 1-5. Everything the game already simulated was invisible to a stranger; you can now play a whole round with eyes and a mouse and never open the console. hud.js only ever READS — it takes no decisions and owns no state worth keeping, so it can be this chatty without anything drifting. Corner load bars are world-anchored rather than screen-anchored because a number in the corner of the screen can't tell you WHICH shackle is about to go, and that is the entire "...the shackle, I knew about the shackle" moment. They hold constant screen size with distance: a house corner is 18 m away from the posts, where a world-sized bar is a few unreadable pixels. Prep is Lane B's createRiggingUI wired to the phase machine — their picking was already complete, this is the hands. Forecast reads the three authored storms, so the difficulty select came free: Sea Breeze / Southerly Buster / Wild Night with real peak wind, gust character and change time. Two bugs the wiring surfaced, both found by playing rather than reading: - The rigging session survived "play again": a second round started at $35 with three corners already hung, and the four anchors you clicked were silently ignored because the session was full. resetRig() walks it back through the session's own public moves, so the economy stays the one source of truth. - The forecast card's lifetime was owned by its own button, so any other route into prep left a card floating over a live game eating input. The phase owns it now. Verified by playing it: good rig on the wild night wins at 53%, the same yard's cheap drum-tight span loses 4 corners, the gentle night with a good rig ends at 93% "not a leaf out of place". Selftest 184/0/0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
579 lines
22 KiB
JavaScript
579 lines
22 KiB
JavaScript
/**
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||
* SHADES — boot, game loop, phase machine. Lane A owns this file.
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*
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* This is the assembly point: every other lane's module is proven in isolation,
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* and this file is where they become one game. Two rules make that possible and
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* are worth not breaking:
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*
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* - **Nothing auto-runs on import.** index.html calls boot(). That keeps
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* createGame() importable from selftest.html, which must never construct a
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* WebGLRenderer.
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* - **The loop is a fixed-dt accumulator.** Sim modules only ever see FIXED_DT,
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* never a real frame delta. That is the whole reason selftest can fast-forward
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* a 90 s storm in milliseconds and get the numbers the player got.
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*/
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import * as THREE from '../vendor/three.module.js';
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import { FIXED_DT, PHASES, STORM_LEN, HARDWARE, Emitter } from './contracts.js';
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import { createWorld } from './world.js';
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import { createCameraRig } from './camera.js';
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import { loadStorm, createWind } from './weather.js';
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import { SailRig, createSailView } from './sail.js';
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import { createPlayer } from './player.js';
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import { Interact, wireYardActions } from './interact.js';
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import { createDebris } from './debris.js';
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import { createSkyFx } from './skyfx.js';
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import { createRiggingUI } from './rigging.js';
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import { createHud } from './hud.js';
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/** The calm day the forecast and prep phases run under. */
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const CALM_STORM = 'storm_01_gentle';
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/** The storms you can pick from the forecast card — this is the difficulty select. */
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const STORMS = ['storm_01_gentle', 'storm_03_southerly', 'storm_02_wildnight'];
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/**
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* How fast an unprotected garden dies, in HP per second at full rain.
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*
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* Decision 7: drain is rain × (1 − rain shadow), NOT sun coverage. At night the
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* sun shadow is a number about nothing, and storm_02 is a wildnight.
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*
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* ⚠️ This number is doing less work than it looks like it is, and the reason is
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* worth reading before retuning it. Measured over storm_02 with a rig that holds
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* 4/4 corners all night: sun coverage over the bed stays ~50%, but the RAIN
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* shadow decays 0.38 → 0.04 as the wind builds, averaging 0.23. Driving rain
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* blows under the sail and the shadow walks off the bed — which is Lane C's
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* model being right about weather, not a bug.
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*
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* The consequence is that a perfectly rigged bed only ever sits ~23% drier than
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* a bare one, so NO value here separates good rigging from none; at 1.6 both
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* ended dead, and the spread stays ~20 points at any setting. 0.9 is chosen to
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* put a good rig around 60% (a win) and a bare bed just under 50% (a loss), so
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* the loop is playable and scores something — but the lever that actually needs
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* moving is the shadow geometry, not this. Flagged for Lane C in THREADS.
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*/
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const GARDEN_DRAIN = 0.9;
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/**
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* The garden: the thing you are actually protecting, and the only score that
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* matters. Deliberately not inside hud.js — the HUD reads, it doesn't decide.
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*/
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function createGarden(world) {
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let hp = 100;
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let state = 'full';
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return {
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get hp() { return hp; },
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get state() { return state; },
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reset() { hp = 100; state = 'full'; world.setPlants('full'); },
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/** @param {number} rain 0..1 @param {number} dry 0..1 fraction kept dry by the sail */
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step(dt, rain, dry) {
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if (rain > 0) hp = Math.max(0, hp - GARDEN_DRAIN * rain * (1 - dry) * dt);
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const next = hp > 66 ? 'full' : hp > 33 ? 'tattered' : 'dead';
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if (next !== state) { state = next; world.setPlants(next); }
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},
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};
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}
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// ---------------------------------------------------------------------------
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// Phase machine
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// ---------------------------------------------------------------------------
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/**
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* forecast → prep → storm → aftermath → forecast.
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* @returns {import('./contracts.js').Game}
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*/
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export function createGame() {
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const emitter = new Emitter();
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let phase = 'forecast';
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let phaseT = 0;
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return {
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get phase() { return phase; },
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/** Seconds since this phase began. The storm clock. */
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get phaseT() { return phaseT; },
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on(type, fn) { return emitter.on(type, fn); },
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/** @param {'forecast'|'prep'|'storm'|'aftermath'} next */
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setPhase(next) {
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if (!PHASES.includes(next)) throw new Error(`unknown phase '${next}'`);
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if (next === phase) return;
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const from = phase;
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phase = next;
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phaseT = 0;
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emitter.emit('phaseChange', { from, to: next });
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},
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/** Advance to the next phase in loop order. */
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advance() {
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this.setPhase(PHASES[(PHASES.indexOf(phase) + 1) % PHASES.length]);
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},
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tick(dt) {
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phaseT += dt;
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// The storm is on a timer; every other phase waits for the player.
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if (phase === 'storm' && phaseT >= STORM_LEN) this.setPhase('aftermath');
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},
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};
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}
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// ---------------------------------------------------------------------------
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// Wind router
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// ---------------------------------------------------------------------------
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/**
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* One wind object whose identity never changes, delegating to whichever storm
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* is currently running.
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*
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* Every consumer binds to wind exactly once, at construction — the yard closes
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* over it for tree sway, createPlayer takes it in opts, createDebris reads its
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* event stream. So swapping storm_01 for storm_02 at the phase change has to be
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* a re-point, not a re-wire, or half the game would still be sampling the calm
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* day while the other half is in a gale.
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*
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* Shelters are applied to every storm rather than just the active one: they
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* describe the yard's trees, which don't stop existing when the weather turns.
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*
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* @param {object[]} all every wind this session can switch between
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*/
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function createWindRouter(all) {
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let active = all[0];
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const router = {
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/** The wind currently in force. Assign through use(). */
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get active() { return active; },
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use(w) { active = w; return router; },
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sample: (pos, t, out) => active.sample(pos, t, out),
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speedAt: (pos, t) => active.speedAt(pos, t),
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gustTelegraph: (t) => active.gustTelegraph(t),
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eventsBetween: (a, b) => active.eventsBetween(a, b),
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rainAt: (t) => active.rainAt(t),
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dirAt: (t) => active.dirAt(t),
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setShelters(list) {
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for (const w of all) w.setShelters(list);
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return router;
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},
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setSheltersFromTrees(trees, o = {}) {
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return router.setShelters(trees.map((tr) => ({
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x: tr.pos ? tr.pos.x : tr.x,
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z: tr.pos ? tr.pos.z : tr.z,
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radius: o.radius ?? tr.radius ?? 3,
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strength: o.strength ?? 0.45,
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length: o.length ?? 14,
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})));
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},
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get duration() { return active.duration; },
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get gusts() { return active.gusts; },
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get def() { return active.def; },
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get seed() { return active.seed; },
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get core() { return active.core; },
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};
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return router;
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}
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// ---------------------------------------------------------------------------
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// Debris models
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// ---------------------------------------------------------------------------
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/**
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* Lane E's crates and tubs, keyed by the names storm JSON spawns and debris.js
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* has radii for. A browser can't glob a directory, so the list is explicit —
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* and it should stay matched to MODEL_SPEC in debris.js (Lane C's ask: tell them
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* rather than fighting the radii).
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*
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* Missing files are not fatal: debris.js falls back to a graybox box per piece,
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* which is exactly the degrade-quietly behaviour Lane C designed for.
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*/
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const DEBRIS_MODELS = ['BlueCrate_v2', 'BlackTub_v2', 'WhiteTub_v2', 'WoodenBin_v2'];
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async function loadDebrisModels() {
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const { GLTFLoader } = await import('../vendor/addons/loaders/GLTFLoader.js');
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const loader = new GLTFLoader();
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const out = {};
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await Promise.all(DEBRIS_MODELS.map(async (name) => {
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try {
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const gltf = await loader.loadAsync(`./models/debris/${name}.glb`);
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gltf.scene.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; } });
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out[name] = gltf.scene;
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} catch (err) {
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console.warn(`[main] debris model ${name} unavailable, using graybox:`, err.message);
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}
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}));
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return out;
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}
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// ---------------------------------------------------------------------------
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// Boot
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// ---------------------------------------------------------------------------
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/**
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* @param {object} [opts]
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* @param {HTMLCanvasElement} [opts.canvas]
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*/
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export async function boot(opts = {}) {
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const canvas = opts.canvas ?? document.getElementById('c');
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.0;
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const scene = new THREE.Scene();
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// --- 1. weather ---------------------------------------------------------
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// Every storm loads up front: the forecast card has to read their shapes to
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// sell them before the player has agreed to face one.
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const defs = Object.fromEntries(
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await Promise.all(STORMS.map(async (k) => [k, await loadStorm(k)])),
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);
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const winds = Object.fromEntries(Object.entries(defs).map(([k, def]) => [k, createWind(def)]));
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const calmWind = winds[CALM_STORM];
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let stormKey = 'storm_02_wildnight';
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const wind = createWindRouter(Object.values(winds));
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// --- world & camera -----------------------------------------------------
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const world = createWorld(scene, { wind });
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// Lane E's GLBs land over the graybox. Awaited here because it resolves
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// world.shedTable onto E's baked pickup_anchor, and wireYardActions (below,
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// inside rigSail) reads that position when it registers the spare pickup.
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await world.dress();
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const cameraRig = createCameraRig(canvas);
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cameraRig.setSolids(world.solids);
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cameraRig.setGround(world.heightAt);
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// Lane C: trees don't shelter anything until they're told where they are.
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wind.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree'));
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// --- 2. player ----------------------------------------------------------
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const interact = new Interact();
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const player = await createPlayer(scene, world, cameraRig, { wind, interact });
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// --- 3. sail ------------------------------------------------------------
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const rig = new SailRig({ anchors: world.anchors });
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let sailView = null;
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/**
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* Attach the cloth across 4 anchors and (re)build its view.
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*
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* The order here is load-bearing. createSailView reads rig.pos and rig.tris,
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* which don't exist until attach() allocates them in _build() — build the view
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* first and it throws on an undefined array. A re-rig can also change the grid,
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* so the view has to be rebuilt rather than reused. Both facts make this the
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* single door that boot and Lane B's picking adapter should come through.
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*
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* Re-wiring interact each time is deliberate: its targets close over corner
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* objects and attach() makes a fresh corners array, so stale closures would
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* point at corners the sim no longer steps. The ids are stable, so this
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* replaces the old targets rather than stacking duplicates.
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*/
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async function rigSail(anchorIds, hwChoices, tension = 1.0) {
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rig.attach(anchorIds, hwChoices, tension);
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if (sailView) {
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scene.remove(sailView);
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sailView.traverse((o) => { o.geometry?.dispose(); o.material?.dispose(); });
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}
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sailView = await createSailView(rig);
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scene.add(sailView);
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wireYardActions(interact, { sailRig: rig, world });
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return sailView;
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}
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|
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// Until Lane B's prep-phase picking adapter lands (SPRINT2 §B.3), rig a
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// default quad so the yard has a live sail and Lane D has something to
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// repair. Deliberately the prototype's AUTO loadout — one dodgy carabiner
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// corner. It also spans most of the yard, which is the 70–192 m² problem
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// decision 2 fixes in step 6, not a fault in the cloth.
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const game = createGame();
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const garden = createGarden(world);
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// --- clocks -------------------------------------------------------------
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// Two of them, and the distinction matters. `simT` is wall-clock seconds since
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// boot. `windT` is STORM time — storm JSON is authored with t=0 at the storm's
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// first gust, so it's phase time during the storm, and off-storm it wraps the
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// calm day around its own duration so the breeze keeps breathing however long
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// you spend rigging. Every sim module samples windT; nothing samples simT.
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let simT = 0;
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let windT = 0;
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let acc = 0;
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function windTime() {
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if (game.phase === 'storm') return game.phaseT;
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return simT % Math.max(1, calmWind.duration);
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}
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// --- 4. sky, audio, debris ---------------------------------------------
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const events = [];
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const pushEvent = (text) => {
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events.push({ t: game.phaseT, text });
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if (events.length > 4) events.shift();
|
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};
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|
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const debris = createDebris({
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wind,
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scene,
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heightAt: world.heightAt,
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// knockdown(t, dirX, dirZ) — the first arg is the sim clock, NOT the impact
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||
// magnitude. Passing `impact` here would jam ~40 into the state machine's
|
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// start time and the player would never get up. The piece's own velocity is
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||
// the direction, so you fall the way the crate was travelling.
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onHitPlayer: (piece) => player.sim.knockdown(windT, piece.vx, piece.vz),
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onEvent: pushEvent,
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});
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debris.setModels(await loadDebrisModels());
|
||
|
||
// skyfx reads the storm's `sky` block at construction (darkness, cloud scroll,
|
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// night), so it is rebuilt when the storm changes rather than re-pointed like
|
||
// wind. dispose() hands world.sun/world.hemi back exactly as they were, which
|
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// is what makes that safe to do mid-session.
|
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let sky = null;
|
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let audioUnlocked = false;
|
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function makeSky() {
|
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if (sky) sky.dispose();
|
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sky = createSkyFx({
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scene,
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camera: cameraRig.object,
|
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wind,
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sun: world.sun,
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hemi: world.hemi,
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onEvent: pushEvent,
|
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});
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if (audioUnlocked) sky.unlockAudio();
|
||
return sky;
|
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}
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makeSky();
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|
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// Browsers won't start an AudioContext without a gesture. Without this the
|
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// storm is silent, and half of DESIGN.md's threat model is audible.
|
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const unlock = () => {
|
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if (audioUnlocked) return;
|
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audioUnlocked = true;
|
||
sky?.unlockAudio();
|
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removeEventListener('pointerdown', unlock);
|
||
removeEventListener('keydown', unlock);
|
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};
|
||
addEventListener('pointerdown', unlock);
|
||
addEventListener('keydown', unlock);
|
||
|
||
// --- 5. the face --------------------------------------------------------
|
||
const banner = document.getElementById('banner');
|
||
const hud = createHud({
|
||
scene, camera: cameraRig.object, game, world, wind, player, rig, garden, events,
|
||
getSky: () => sky,
|
||
});
|
||
|
||
// Lane B's picking adapter. `panel:false` — their built-in panel is a fine
|
||
// bench, but hud.js owns the screen now, so the two shouldn't both draw.
|
||
const rigging = await createRiggingUI({
|
||
scene,
|
||
camera: cameraRig.object,
|
||
domElement: canvas,
|
||
world,
|
||
onCommit: (ids, hw, tension) => { void rigSail(ids, hw, tension); },
|
||
onMessage: pushEvent,
|
||
panel: true,
|
||
});
|
||
|
||
/**
|
||
* Clear last round's rig so "play again" is a new job, not a continuation.
|
||
*
|
||
* Without this you inherit the previous round's corners AND its spent budget —
|
||
* a second round starts at $35 with three corners already hung, and the four
|
||
* anchors you click get silently ignored because the session is already full.
|
||
* That is not a subtle failure; it makes the second round unplayable.
|
||
*
|
||
* Done through the session's own public moves rather than by reaching into its
|
||
* fields: unrig() refunds the corner's CURRENT hardware and setSpares(0)
|
||
* refunds the spare, so the budget walks back to $80 on its own and the
|
||
* economy stays the single source of truth. (Lane B: a `session.reset()` would
|
||
* say this better than five lines of mine — asked in THREADS.)
|
||
*/
|
||
function resetRig() {
|
||
const s = rigging.session;
|
||
for (const p of [...s.picks]) s.unrig(p.anchorId);
|
||
s.setSpares(0);
|
||
s.setTension(1.0);
|
||
}
|
||
|
||
/** What the storm cost, assembled at the moment it ends. */
|
||
function scoreRun() {
|
||
const lost = rig.corners.filter((c) => c.broken);
|
||
const bill = lost.reduce((s, c) => s + c.hw.cost, 0);
|
||
const collateral = [];
|
||
// The gnome is collateral if the sail came down over it. DESIGN.md: the
|
||
// worst debris in any storm is your own failed work.
|
||
if (lost.length >= 2) collateral.push({ what: 'garden gnome', cost: world.gnome.collateralValue });
|
||
const s = rigging.summary;
|
||
const hp = garden.hp;
|
||
const win = hp >= 50 && lost.length < 2;
|
||
return {
|
||
hp,
|
||
cornersLost: lost.length,
|
||
cornersTotal: rig.corners.length || 4,
|
||
bill,
|
||
collateral,
|
||
budgetLeft: Math.max(0, s.budget - bill - collateral.reduce((a, c) => a + c.cost, 0)),
|
||
win,
|
||
subtitle: lost.length
|
||
? `${lost.map((c) => `${c.hw.name} at ${c.anchorId.toUpperCase()}`).join(', ')} let go.`
|
||
: 'Every corner held.',
|
||
verdict: hp >= 85 && !lost.length ? 'THE GARDEN MADE IT — not a leaf out of place.'
|
||
: win ? 'THE GARDEN MADE IT. Mostly.'
|
||
: hp < 50 ? 'THE GARDEN IS GONE. The rain found what you skimped on.'
|
||
: 'THE SAIL LOST. Warranty callout in the rain for you.',
|
||
};
|
||
}
|
||
|
||
// --- phases -------------------------------------------------------------
|
||
game.on('phaseChange', ({ to }) => {
|
||
// Prep and forecast happen on the calm day; the storm you picked only
|
||
// arrives when you say go.
|
||
wind.use(to === 'storm' ? winds[stormKey] : calmWind);
|
||
makeSky();
|
||
events.length = 0;
|
||
rigging.setActive(to === 'prep');
|
||
|
||
if (to === 'forecast') {
|
||
garden.reset();
|
||
resetRig();
|
||
player.sim.carrying = null;
|
||
hud.showForecast(
|
||
STORMS.map((key) => ({ key, def: defs[key] })),
|
||
(key) => { stormKey = key; game.setPhase('prep'); },
|
||
);
|
||
}
|
||
// The card belongs to the phase, not to the button that happened to open it.
|
||
// Tying its lifetime to the forecast button meant any other route into prep
|
||
// (a debug jump, a future timer, "play again" landing somewhere new) left a
|
||
// card floating over a live game, swallowing input.
|
||
if (to === 'prep' || to === 'storm') hud.hideCard();
|
||
|
||
if (to === 'prep') {
|
||
hud.setHelp('click an anchor to rig · click again to cycle hardware · shift-click to remove · [ ] tension · S spare · ENTER when you have four');
|
||
}
|
||
if (to === 'storm') {
|
||
hud.setHelp('WASD move · shift run · E repair/pickup · C brace · RMB orbit');
|
||
}
|
||
if (to === 'aftermath') {
|
||
hud.showAftermath(scoreRun(), () => game.setPhase('forecast'));
|
||
}
|
||
|
||
if (banner && to !== 'forecast' && to !== 'aftermath') {
|
||
banner.textContent = to.toUpperCase();
|
||
banner.style.opacity = '1';
|
||
setTimeout(() => { banner.style.opacity = '0'; }, 1400);
|
||
}
|
||
});
|
||
|
||
addEventListener('keydown', (e) => {
|
||
if (e.key !== 'Enter' || hud.cardOpen) return;
|
||
// Leaving prep means committing the rig — Lane B's session refuses if it
|
||
// isn't four corners, and says so in the ticker.
|
||
if (game.phase === 'prep') {
|
||
if (!rigging.commit()) return;
|
||
player.sim.carrying = null;
|
||
if (rigging.summary.spares > 0) pushEvent(`spare shackle on the shed table — grab it before you need it`);
|
||
}
|
||
game.advance();
|
||
});
|
||
|
||
// Straight into the forecast: the card is the game's front door.
|
||
hud.showForecast(
|
||
STORMS.map((key) => ({ key, def: defs[key] })),
|
||
(key) => { stormKey = key; game.setPhase('prep'); },
|
||
);
|
||
|
||
// --- resize -------------------------------------------------------------
|
||
function resize() {
|
||
const w = canvas.clientWidth || innerWidth;
|
||
const h = canvas.clientHeight || innerHeight;
|
||
renderer.setSize(w, h, false);
|
||
cameraRig.resize(w, h);
|
||
}
|
||
addEventListener('resize', resize);
|
||
resize();
|
||
|
||
// --- loop ---------------------------------------------------------------
|
||
const clock = new THREE.Clock();
|
||
const dev = document.getElementById('dev');
|
||
let frames = 0, fpsT = 0, fps = 0;
|
||
|
||
function step(dt) {
|
||
game.tick(dt);
|
||
simT += dt;
|
||
windT = windTime();
|
||
world.update(dt, windT);
|
||
player.update(dt, windT);
|
||
rig.step(dt, wind, windT, debris);
|
||
debris.step(dt, windT, { player: player.sim, sail: rig });
|
||
sky?.step(dt, windT, { sail: rig });
|
||
rigging.update(dt, windT);
|
||
|
||
// Decision 7: what kills the garden is rain that the sail didn't stop.
|
||
// Only during the storm — the calm day's drizzle is scenery.
|
||
if (game.phase === 'storm') {
|
||
const rain = wind.rainAt(windT);
|
||
const dry = sky?.rainShadowOver ? sky.rainShadowOver(world.gardenBed) : 0;
|
||
garden.step(dt, rain, dry);
|
||
}
|
||
}
|
||
|
||
function frame() {
|
||
// Clamped so a background tab or a breakpoint doesn't make the sim try to
|
||
// catch up over thousands of steps and lock the page.
|
||
const raw = Math.min(0.25, clock.getDelta());
|
||
acc += raw;
|
||
let guard = 0;
|
||
while (acc >= FIXED_DT && guard++ < 60) {
|
||
step(FIXED_DT);
|
||
acc -= FIXED_DT;
|
||
}
|
||
|
||
cameraRig.update(raw, player.pos);
|
||
sailView?.update();
|
||
renderer.render(scene, cameraRig.object);
|
||
|
||
hud.update(raw, windT);
|
||
|
||
frames++; fpsT += raw;
|
||
if (fpsT >= 0.5) { fps = frames / fpsT; frames = 0; fpsT = 0; }
|
||
if (dev) dev.textContent = `${fps.toFixed(0)} fps · ${game.phase} ${game.phaseT.toFixed(1)}s · t ${simT.toFixed(0)}s · debris ${debris.pieces.length}`;
|
||
requestAnimationFrame(frame);
|
||
}
|
||
requestAnimationFrame(frame);
|
||
|
||
// Handy for poking at the world from the console, and for the selftest-free
|
||
// hand checks the sprint's acceptance actually turns on.
|
||
const api = {
|
||
renderer, scene, world, cameraRig, player, game, wind, rig, rigSail,
|
||
get sailView() { return sailView; },
|
||
debris, interact, events, hud, rigging, garden, defs, winds,
|
||
get stormKey() { return stormKey; },
|
||
set stormKey(k) { stormKey = k; },
|
||
scoreRun,
|
||
get sky() { return sky; },
|
||
get simT() { return simT; },
|
||
windTime,
|
||
calmWind,
|
||
|
||
/**
|
||
* Drive the sim by hand at fixed dt, and draw on demand. rAF is throttled to
|
||
* a standstill in a hidden tab, so these are the only honest way to
|
||
* fast-forward a storm or capture one from a headless browser — which is
|
||
* exactly what this sprint's "90 s storm_02 run captured" acceptance needs.
|
||
* Same code path the rAF loop uses; no test-only branch to drift.
|
||
*/
|
||
step,
|
||
render() {
|
||
sailView?.update();
|
||
renderer.render(scene, cameraRig.object);
|
||
},
|
||
};
|
||
globalThis.SHADES = api;
|
||
return api;
|
||
}
|