HardYards/web/world/js
m3ultra 40be89c238 The week's two storm variants + forecast uncertainty
Variants for A's five-night week. Each gets ONE new trick, and neither is
"the same storm but harder":

- storm_03b_earlybuster (night 3): same force as storm_03 (21 m/s gust, 13
  sustained) but the change lands at t=18 instead of t=30. You rig for a hot
  NW'er and get a southerly a third of the way in. Tests timing, not budget.
- storm_02b_icenight (night 5): LESS wind than the wild night (28 vs 32 gust,
  19 vs 20 sustained) and 2.8× the hail — 32 hail-seconds vs 11.4, held 26 s
  straight across the change, size 1.4 stones, ice on every gust ≥9. Hail is
  the score (decision 13), so this asks the one question storm_02 only asks
  for nine seconds: is the bed actually covered, and does the cover hold? A rig
  that survives storm_02 by hiding in a small quad off the bed loses here.

Week escalation now reads 11.3 / 21.4 / 21.2 / 32.3 / 28.3 m/s peak gust with
0 / 2.4 / 2.4 / 11.4 / 32.0 hail-seconds — force ramps then plateaus while the
question changes underneath it.

Forecast uncertainty (DESIGN.md partial-information canon): `forecastFor(def,
lead)` + `stormStats(def)`, pure functions on a def rather than methods on the
wind — the card holds defs, doesn't want a field, and this keeps forecasting
off the wind contract and out of A's router. Bands widen with lead and resolve
to the exact truth at lead 0; deterministic per storm, so re-reading the card
can't reroll it.

The invariant, asserted across every storm at five leads: a band ALWAYS
contains the truth. That's the line between partial information and a lie — a
player who rigs for the top of the stated range must never be ambushed.

stormStats also measures what the card was estimating: storm_02 gusts to 32.3
m/s, not the 30 that `baseCurve peak + powBase + powRamp` implied.

Selftest 253/0/0; node 49/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 09:24:06 +10:00
..
tests The week's two storm variants + forecast uncertainty 2026-07-17 09:24:06 +10:00
broom.js Lane D: the broom, greyed prompts, and the label pass 2026-07-17 03:03:02 +10:00
camera.js Add graybox yard, third-person camera and game shell 2026-07-16 21:33:42 +10:00
contracts.js Land ponding v1: rainwater pools on flat sails and kills them 2026-07-17 03:25:46 +10:00
debris.js Fix debris ground friction, cloud seam and yard coords 2026-07-16 21:50:41 +10:00
hud.js Give the game a face: HUD, mouse prep, forecast and aftermath (gate 1) 2026-07-17 02:32:02 +10:00
interact.js Lane D: the broom, greyed prompts, and the label pass 2026-07-17 03:03:02 +10:00
ladder.js Lane D: the broom, greyed prompts, and the label pass 2026-07-17 03:03:02 +10:00
main.js Verdicts read the actual failure mode (SPRINT6 gate 1) 2026-07-17 09:15:02 +10:00
player.js Lane D: the broom, greyed prompts, and the label pass 2026-07-17 03:03:02 +10:00
player.sim.js Lane D: the ladder sub-system (decision 12) 2026-07-17 02:34:49 +10:00
rigging.js Land ponding v1: rainwater pools on flat sails and kills them 2026-07-17 03:25:46 +10:00
rigging.selftest.js Land ponding v1: rainwater pools on flat sails and kills them 2026-07-17 03:25:46 +10:00
sail.js Guard pond accessors before attach; caught driving the live game 2026-07-17 03:32:02 +10:00
sail.selftest.js Guard pond accessors before attach; caught driving the live game 2026-07-17 03:32:02 +10:00
skyfx.js Hail — the system that makes the garden score respond to the rig (decision 13) 2026-07-17 03:14:27 +10:00
testkit.js Add selftest harness with one suite per lane 2026-07-16 21:33:42 +10:00
weather.core.js The week's two storm variants + forecast uncertainty 2026-07-17 09:24:06 +10:00
weather.js Hail — the system that makes the garden score respond to the rig (decision 13) 2026-07-17 03:14:27 +10:00
world.js Add p4, the one close anchor — the wild night is now winnable (gate 1) 2026-07-17 09:21:25 +10:00