SPRINT2 §Lane A steps 1-4. The placeholder capsule and stub wind are gone; every lane's proven module now runs in one yard. Wind goes through a router. Every consumer binds to `wind` exactly once at construction — the yard closes over it for tree sway, createPlayer takes it in opts, createDebris reads its event stream — so swapping storm_01 for storm_02 at the phase change has to be a re-point, not a re-wire, or half the game would still be sampling a calm day while the other half is in a gale. Shelters apply to every storm, since the trees don't stop existing when the weather turns. skyfx is rebuilt rather than re-pointed: it reads the storm's sky block at construction. Verified its dispose() hands world.sun/world.hemi back exactly (2.0/1.8 after a 40 s storm had them at 1.07/1.13) and that nothing compounds over repeated phase cycles — that was Lane C's §Lane C.5 ask. Two seams needed care. createSailView reads rig.pos/rig.tris, which don't exist until attach() allocates them, and a re-rig can change the grid — so rigSail() is the one door both boot and Lane B's picking adapter come through, rebuilding the view and re-wiring interact (whose targets close over a corners array that attach() replaces). And knockdown(t, dirX, dirZ) takes the sim clock first, not the impact: passing debris impact there would jam ~40 into the state machine's start time and the player would never get up. Storm_02 verified end to end by hand: the carabiner blows at t=45.4 s, and p2's shackle cascades at t=56 s — one second after the southerly change. Coverage over the bed is 1.0 intact and 0 once two corners are gone, which is the whole game in one number. 0.63 ms/frame (0.17 sim + 0.45 render) against a 16.67 ms budget. Selftest 121/0/0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
12 lines
201 B
JSON
12 lines
201 B
JSON
{
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"version": "0.0.1",
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"configurations": [
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{
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"name": "shades3d",
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"runtimeExecutable": "python3",
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"runtimeArgs": ["server.py", "--port", "8811"],
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"port": 8811
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}
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]
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}
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