D's live replay caught landmine 1: bench.js read def.wind.venturi off the STORM def where a venturi never lives (it is SITE data, main.js:453), and the probes never attempted it — every site_02 bench number was funnel-off, the third harness to make B's Sprint-11 mistake. Verifying the fix exposed landmine 2: the tools remapped anchors to a static sway:()=>pos, freezing the gum tree whose sway is the dynamic load a tr1 rig eats (ablation on the $80 line's q4: 1.02 funnel-off/static, 1.03 funnel-on/static, 1.24 funnel-on/real anchors). Backyard numbers matched D's UI to the decimal precisely because p1..p4 are posts — both landmines are no-ops there. Fix: windForSite(stormDef, siteDef, anchors) in weather.js is the one shared wind builder (venturi + shelters, exactly main.js's wiring); all garden_bench tools build wind through it, fly world.anchors themselves via a re-pointable wind proxy, print the venturi in their headers, and drop the phantom 12 s settle (commit->attach->storm is one keypress, and the settle skewed storm sampling via SailRig's internal clock). c.test.js pins the helper with B's strictly-raises assert against the real shipped funnel (mutation-checked). Corrected numbers: $80 line wildnight 91.9 with q4 at 1.24-vs-1.2 rating - a knife edge the real game falls off (D UI: q3+q4 break, 39.8 TATTERED; D's UI is canonical there, and a corner over its rating is not a safe line either way). Buster verdict stands (95.2 bench / 97.9 D live). Icenight 9 DEAD 2/4. Bench still under-reads UI peaks ~5-15% on site_02 - residual in the pool, stated in THREADS. Separation-target site_02 example withdrawn to A. Selftest 341/0/0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
763 lines
40 KiB
JavaScript
763 lines
40 KiB
JavaScript
/**
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* Lane C selftests — wind field, storm timelines, rain, debris.
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*
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* The asserts live in weather.selftest.js as a plain case list, because they
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* import nothing but weather.core.js (no THREE, no DOM) and so also run under
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* `node web/world/js/tests/run-node.mjs` — a one-second loop for tuning a storm
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* curve, instead of a browser round trip. This file is the browser half: it
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* feeds them the fetched storms and adds the checks that need the real
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* weather.js adapter (contract shape, THREE.Vector3 out).
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*
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* Lane A: a.test.js's 'gust telegraph always gives at least 1.2 s of warning'
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* is lifted onto the real wind below, per your note — the stub's claim to it is
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* now redundant and yours to drop whenever suits. Logged in THREADS.
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*/
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import * as THREE from '../../vendor/three.module.js';
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import { assert, fixedLoop } from '../testkit.js';
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import { FIXED_DT, checkContract, DEBRIS_PIECE_FIELDS } from '../contracts.js';
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import { loadStorm, createWind, windForSite, forecastLines, forecastFor, leadFor } from '../weather.js';
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import { loadSite } from '../world.js';
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import { createDebris } from '../debris.js';
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import { createSkyFx, RainShadow } from '../skyfx.js';
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import { SailRig, HARDWARE } from '../sail.js';
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import { weatherCases } from './weather.selftest.js';
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import { ENVELOPE_TESTS } from '../../../../tools/storm_envelope/envelope.selftest.js';
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// Keep in step with data/storms/. The node runner globs the directory, so this
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// list going stale shows up here first — as it did when storm_03 landed and the
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// ponding case reached for a storm the browser half had never loaded.
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const STORMS = [
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'storm_01_gentle', 'storm_02_wildnight', 'storm_03_southerly',
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// SPRINT6: the week's two variants — night 3 (same force, half the warning)
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// and night 5 (less wind, 2.8× the hail).
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'storm_03b_earlybuster', 'storm_02b_icenight',
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];
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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 storms = {};
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for (const name of STORMS) storms[name] = await loadStorm(name);
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// --- the shared case list (also runs headless in node) ---
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const { cases } = weatherCases(storms);
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for (const c of cases) t.test(c.name, c.fn);
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// --- SPRINT12 gate 2.4: the storm-side envelope harness audits itself ---
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// Same pattern as sweep.selftest in b.test.js: the tool that second-guesses
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// B's audit must not be the thing that drifts. See envelope.selftest.js.
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for (const [name, fn] of ENVELOPE_TESTS) t.test(name, fn);
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// --- the bits that need the THREE adapter, not just the core ---
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t.test('weather.js satisfies the wind contract', () => {
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const wind = createWind(storms.storm_02_wildnight);
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const problems = checkContract('wind', wind);
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assert(problems.length === 0, problems.join('; '));
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});
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t.test('sample() returns a Vector3 and honours an out param', () => {
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const wind = createWind(storms.storm_02_wildnight);
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const pos = new THREE.Vector3(3, 0, -2);
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const a = wind.sample(pos, 12.5);
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assert(a instanceof THREE.Vector3, 'sample did not return a THREE.Vector3');
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assert(Number.isFinite(a.x) && Number.isFinite(a.y) && Number.isFinite(a.z),
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`sample returned a non-finite vector: ${a.x},${a.y},${a.z}`);
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// out param must not change the answer, only where it lands
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const out = new THREE.Vector3();
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const b = wind.sample(pos, 12.5, out);
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assert(b === out, 'out param was ignored');
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assert(a.x === b.x && a.y === b.y && a.z === b.z, 'out param changed the result');
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});
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// This assert once read `a.y === 0` — "wind is horizontal". SPRINT2 decision 3
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// made that false on purpose (gusts descend, so a flat sail pays); SPRINT3
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// decision 8 made the descent a fraction of TOTAL wind, so it's present
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// whenever it's windy, not only in gusts. Keeping the invariants that consumers
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// (player shove, rain angle, HUD) rely on: y is down-or-zero, never up, never
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// garbage, and speedAt() is horizontal-only.
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t.test('vertical wind is downward-only and rides the wind', () => {
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const wind = createWind(storms.storm_02_wildnight);
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const pos = new THREE.Vector3(0, 1.7, 0);
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const v = new THREE.Vector3();
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let sawDown = false;
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fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
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wind.sample(pos, time, v);
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assert(v.y <= 1e-9, `wind blew UP (y=${v.y.toFixed(3)}) at t=${time.toFixed(2)}`);
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assert(Number.isFinite(v.y), `vertical wind is not finite at t=${time.toFixed(2)}`);
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if (v.y < -2) sawDown = true;
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});
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assert(sawDown, 'never saw a downdraft worth the name in a whole wild night');
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// the wind meter must stay horizontal — falling air shouldn't spike the HUD
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const s = wind.sample(pos, 0.5);
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assert(Math.abs(wind.speedAt(pos, 0.5) - Math.hypot(s.x, s.z)) < 1e-9,
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'speedAt() is not the horizontal magnitude of sample()');
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});
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// Lifted from a.test.js onto the real wind (Lane A's note in this file's
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// header). This is the promise the whole storm rests on: the player can
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// always react. Deliberately walks the public surface, not the core.
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t.test('gust telegraph always gives at least 1.2 s of warning', () => {
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const wind = createWind(storms.storm_02_wildnight);
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let had = false, edges = 0;
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fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
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const tel = wind.gustTelegraph(time);
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if (tel && !had) {
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edges++;
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assert(tel.eta >= 1.2, `telegraph appeared with only ${tel.eta.toFixed(2)}s of warning`);
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assert(Number.isFinite(tel.power) && tel.power > 0, 'telegraph carried no power');
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assert(Number.isFinite(tel.dir), 'telegraph carried no direction');
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}
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had = !!tel;
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});
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assert(edges >= 5, `only ${edges} gusts telegraphed in a ${wind.duration}s storm — too quiet to test`);
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});
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// --- SPRINT2 decision 5: debris.pieces is Lane B's to read, so it's frozen ---
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t.test('debris conforms and its pieces match the frozen shape', () => {
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const wind = createWind(storms.storm_02_wildnight);
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const debris = createDebris({ wind });
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assert(checkContract('debris', debris).length === 0, checkContract('debris', debris).join('; '));
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const p = debris.spawn({ model: 'BlueCrate_v2', lateral: 0 }, 40);
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for (const [field, want] of Object.entries(DEBRIS_PIECE_FIELDS)) {
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const got = typeof p[field];
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assert(got === want, `piece.${field} is ${got}, contract says ${want}`);
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if (want === 'number') assert(Number.isFinite(p[field]), `piece.${field} is not finite`);
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}
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assert(debris.pieces.includes(p), 'spawn() returned a piece that is not in pieces');
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assert(p.r > 0 && p.mass > 0, 'a piece with no radius or no mass cannot be collided with');
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// The array is mutated in place and pieces are spliced on despawn — that's
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// documented, and B reads it fresh inside step(). Prove clear() empties it
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// rather than swapping in a new array behind their reference.
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const ref = debris.pieces;
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debris.clear();
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assert(ref === debris.pieces && debris.pieces.length === 0,
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'clear() replaced the pieces array instead of emptying it — B holds a reference');
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});
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// SPRINT13 gate 2.3 — ambient leaves. QA: "debris reads 0 through night 3";
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// the crates are event drama, the leaves are the continuous tell. Threshold
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// 8.3 m/s (30 km/h) matches D's lean threshold on purpose — the yard and the
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// body start telling the same story at the same speed. Count stays single
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// digits, they stream WITH the wind, and the layer is deterministic.
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t.test('ambient leaves: none in a calm, a streaming handful from ~30 km/h', () => {
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const stub = (sp) => ({
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seed: 5,
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sample: (p, t2, o) => o.set(sp, 0, 0),
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eventsBetween: () => [],
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});
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const calm = createDebris({ wind: stub(5) });
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fixedLoop(8, FIXED_DT, (dt, time) => calm.step(dt, time, {}));
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assert(calm.leafCount === 0,
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`${calm.leafCount} leaves flying at 18 km/h — below the threshold the yard is still`);
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const gale = createDebris({ wind: stub(13) });
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fixedLoop(8, FIXED_DT, (dt, time) => gale.step(dt, time, {}));
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assert(gale.leafCount > 0, 'no leaves at 47 km/h — the gale has no ambient tell');
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assert(gale.leafCount <= 9, `${gale.leafCount} leaves — the plan says single digits`);
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// they stream WITH the wind (+x here): over one step every leaf either
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// moves downwind or recycles ~a span upwind; none drifts against it
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const before = gale.leaves.map((pos) => pos.x);
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gale.step(FIXED_DT, 8, {});
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const after = gale.leaves.map((pos) => pos.x);
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assert(before.length === after.length, 'leaf count strobed across one step');
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for (let i = 0; i < before.length; i++) {
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const d = after[i] - before[i];
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assert(d > 0 || d < -10, `leaf ${i} moved ${d.toFixed(3)} m against a +x wind`);
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}
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// deterministic: same seed, same (dt, t) stream, same leaves — bit for bit
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const a = createDebris({ wind: stub(13) });
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const b = createDebris({ wind: stub(13) });
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fixedLoop(5, FIXED_DT, (dt, time) => { a.step(dt, time, {}); b.step(dt, time, {}); });
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assert(a.leafCount === b.leafCount && a.leaves.every((pos, i) =>
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pos.x === b.leaves[i].x && pos.y === b.leaves[i].y && pos.z === b.leaves[i].z),
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'two identical (dt, t) streams produced different leaves');
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// clear() rewinds the layer — next night starts from the same state
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gale.clear();
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assert(gale.leafCount === 0, 'clear() left leaves flying into the aftermath card');
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});
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// SPRINT13, the third time this repo learned it: the venturi lives in the
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// SITE json, not the storm def. B's site_audit flew site_02 funnel-OFF in
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// Sprint 11 (their sweep.selftest tells it); C's garden_bench did it again
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// in Sprint 13 — `def.wind.venturi` off a storm def LOOKS right and never
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// fires, and the funnel-off bench called the $80 line 91.5 FULL on a night
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// the real game scores it 39.8 TATTERED (D's live replay). windForSite is
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// the shared builder that makes the mistake unmakeable; this assert is
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// B's strictly-raises pin lifted onto it, with the REAL shipped funnel:
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// drop the setVenturi line and the two winds collapse to equal reads.
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const site02 = await loadSite('site_02_corner_block'); // awaited here: Suite.test() is sync
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t.test('windForSite flies the SITE venturi — the shipped funnel strictly raises the throat wind', () => {
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const def = storms.storm_02_wildnight;
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const site = site02;
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const vl = site.wind?.venturi ?? [];
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assert(vl.length > 0, "site_02 lost its venturi — this test (and the yard's weather) proves nothing");
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const bare = createWind(def); // storm def alone — the trap itself
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const funnelled = windForSite(def, site);
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const throat = new THREE.Vector3(vl[0].x, 1.5, vl[0].z);
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const a = new THREE.Vector3(), b = new THREE.Vector3();
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let bareMean = 0, funMean = 0, n = 0;
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for (let time = 20; time <= 80; time += 0.5) {
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bare.sample(throat, time, a);
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funnelled.sample(throat, time, b);
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bareMean += Math.hypot(a.x, a.z); funMean += Math.hypot(b.x, b.z); n++;
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}
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bareMean /= n; funMean /= n;
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assert(bareMean > 3, `the storm never blew at the throat (${bareMean.toFixed(1)} m/s) — vacuous`);
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assert(funMean > bareMean * 1.1,
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`throat wind ${funMean.toFixed(2)} vs bare ${bareMean.toFixed(2)} m/s — the site's venturi is not `
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+ 'reaching windForSite\'s wind (it must call setVenturi the way main.js does at every site load)');
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});
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// D's aftermath find (S13, lane/d): the hail InstancedMesh at count:0 with
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// frustum culling and depthWrite both off still draws instance 0's identity
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// matrix — a ~5 cm always-on-top white sliver at the origin, the QA's "ghost
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// near the shed table". The gate is mesh.visible, not count. This flies the
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// wild night and demands the pool is invisible whenever no hail is falling
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// and visible whenever it is — both directions, whole storm.
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t.test("hail pool: invisible when nothing falls (D's aftermath sliver)", () => {
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera();
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const wind = createWind(storms.storm_02_wildnight);
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const sky = createSkyFx({ scene, camera, wind });
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let sawHail = false, sawCalm = false;
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fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
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sky.step(dt, time, {});
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// the mesh draws floor(1300 × intensity) stones, so a burst's first
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// millisecond can honestly show zero — demand visibility only once the
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// intensity buys at least one stone, and invisibility only at exactly 0
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if (sky.hailAmount >= 1 / 1300) {
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sawHail = true;
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assert(sky.hail.mesh.visible, `hail falling at t=${time.toFixed(1)} but the pool is hidden`);
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} else if (sky.hailAmount === 0) {
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sawCalm = true;
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assert(!sky.hail.mesh.visible, `no hail at t=${time.toFixed(1)} but the pool still draws — the sliver`);
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}
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});
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assert(sawHail && sawCalm, 'storm never exercised both states — this test proves nothing');
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sky.dispose();
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});
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// Lane A rebuilds skyfx on every phase change, so dispose() is on the hot path.
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// They verified sun/hemi restore exactly and spotted that fog didn't; this pins
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// both. The vacuity guards matter — a restore test where nothing ever moved is
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// a test that passes forever and checks nothing.
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t.test('skyfx.dispose() hands the scene back exactly as it found it', () => {
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x9fc4e8);
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scene.fog = new THREE.Fog(0x9fc4e8, 30, 140);
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const camera = new THREE.PerspectiveCamera();
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const sun = new THREE.DirectionalLight(0xfff4e0, 2.0);
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const hemi = new THREE.HemisphereLight(0xbfd8ff, 0x3a4a2a, 1.8);
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const before = {
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bg: scene.background, fogColor: scene.fog.color.getHex(),
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fogNear: scene.fog.near, fogFar: scene.fog.far,
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sun: sun.intensity, hemi: hemi.intensity, children: scene.children.length,
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};
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const wind = createWind(storms.storm_02_wildnight);
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const sky = createSkyFx({ scene, camera, wind, sun, hemi });
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fixedLoop(40, FIXED_DT, (dt, time) => sky.step(dt, time, {}));
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assert(sun.intensity < before.sun * 0.9, 'the storm never dimmed the sun — this test proves nothing');
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assert(scene.fog.near !== before.fogNear, 'the storm never touched the fog — this test proves nothing');
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sky.dispose();
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assert(sun.intensity === before.sun, `sun left at ${sun.intensity}, want ${before.sun}`);
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assert(hemi.intensity === before.hemi, `hemi left at ${hemi.intensity}, want ${before.hemi}`);
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assert(scene.background === before.bg, 'scene.background not restored');
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assert(scene.fog.color.getHex() === before.fogColor,
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`fog colour left at #${scene.fog.color.getHex().toString(16)}, want #${before.fogColor.toString(16)}`);
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assert(scene.fog.near === before.fogNear && scene.fog.far === before.fogFar,
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`fog left at near=${scene.fog.near} far=${scene.fog.far}, want ${before.fogNear}/${before.fogFar}`);
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assert(scene.children.length === before.children,
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`skyfx left ${scene.children.length - before.children} object(s) in the scene`);
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});
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// SPRINT13 gate 3.3 — A's M key. main.js feature-detects sky.setMute and only
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// advertises M once it exists, so this contract is what lights the key up.
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// The pre-unlock case is the one that bites: M pressed on the splash screen,
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// BEFORE the first gesture builds the audio graph, must survive the unlock.
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t.test('M-mute: setMute silences the bus, and a pre-unlock mute survives unlock', () => {
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const wind = createWind(storms.storm_02_wildnight);
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const sky = createSkyFx({ wind }); // headless — the bus needs no scene
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assert(typeof sky.setMute === 'function', "no setMute — A's M key has nothing to call");
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assert(sky.muted === false, 'a fresh sky must not start muted');
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sky.setMute(true); // before unlock — the splash case
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assert(sky.muted === true, 'setMute(true) did not take');
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sky.unlockAudio();
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if (sky.audio.ready) { // no AudioContext = nothing to silence
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assert(sky.audio.masterGain === 0,
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`unlock forgot a pre-unlock mute: master at ${sky.audio.masterGain}`);
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sky.setMute(false);
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assert(sky.audio.masterGain > 0, 'unmute left the master gain at 0');
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}
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sky.dispose();
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});
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// SPRINT13 gate 2.1 — the storm grade. The QA sighting: 65 km/h + driving
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// rain under a noon-blue sky with razor midday shadows. Cause: sky and sun
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// both multiplied the weather by the author's palette (`darkness`, 0.5 on
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// the southerly), so the dial could zero the weather's say — and nothing
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// touched shadow softness at all. Pins: the grade floors the darkness dial,
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// the sun dims/goes slate/softens, and dispose hands all of it back.
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t.test('storm grade: a mid-darkness gale dims the sun, softens shadows, restores on dispose', () => {
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x9fc4e8);
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const camera = new THREE.PerspectiveCamera();
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const sun = new THREE.DirectionalLight(0xfff2dc, 2.0);
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const before = { sun: sun.intensity, color: sun.color.getHex(), radius: sun.shadow.radius };
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// a darkness-0.5 storm blowing 18 m/s (65 km/h) in full rain — the QA scene
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const gale = {
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seed: 1, def: { sky: { darkness: 0.5 } },
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sample: (p, t2, o) => o.set(18, 0, 0),
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speedAt: () => 18, rainAt: () => 1, rainMmPerHour: () => 30,
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gustTelegraph: () => null, eventsBetween: () => [], setSheltersFromTrees() {},
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};
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const sky = createSkyFx({ scene, camera, wind: gale, sun });
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fixedLoop(10, FIXED_DT, (dt, time) => sky.step(dt, time, {}));
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assert(sky.stormGrade > 0.7,
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`grade ${sky.stormGrade} — the darkness dial still zeroes the weather (the old formula reads 0.50 here)`);
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||
assert(sun.intensity < before.sun * 0.5,
|
||
`sun at ${sun.intensity.toFixed(2)} of ${before.sun} — still noon at 65 km/h`);
|
||
assert(sun.shadow.radius > 4,
|
||
`shadow radius ${sun.shadow.radius} — razor-sharp midday shadows in a gale`);
|
||
assert(sun.color.getHex() !== before.color, 'the sun disc never lost its noon warmth');
|
||
sky.dispose();
|
||
assert(sun.intensity === before.sun && sun.color.getHex() === before.color
|
||
&& sun.shadow.radius === before.radius,
|
||
'dispose did not hand the sun back exactly (intensity / colour / shadow radius)');
|
||
});
|
||
|
||
// SPRINT13 gate 2.2 — the wall's edges, judged from in-yard eye height.
|
||
// Two QA sightings, both geometry: a sliver of bright sky under the bank's
|
||
// base (it stopped AT the camera's horizontal plane, above the ground's true
|
||
// horizon), and a hard vertical seam at the arc ends (0.36 alpha at the
|
||
// outer tenth). The band now overshoots the equator and the end fade is
|
||
// steeper; these pins are what "grounded" and "feathered" mean in numbers.
|
||
t.test('the change-front wall grounds below the horizon and feathers its ends', () => {
|
||
const wind = createWind(storms.storm_03_southerly);
|
||
const sky = createSkyFx({ wind });
|
||
const geo = sky.front.geometry;
|
||
geo.computeBoundingBox();
|
||
assert(geo.boundingBox.min.y < -20,
|
||
`front base at y=${geo.boundingBox.min.y.toFixed(1)} — a band stopping at eye level floats a sky sliver under the wall`);
|
||
const uv = geo.attributes.uv, col = geo.attributes.color;
|
||
assert(col && col.itemSize === 4, 'front lost its vertex alpha — the edges are hard cuts again');
|
||
let edgeMax = 0;
|
||
for (let i = 0; i < uv.count; i++) {
|
||
const u = uv.getX(i);
|
||
if (u <= 0.09 || u >= 0.91) edgeMax = Math.max(edgeMax, col.getW(i));
|
||
}
|
||
assert(edgeMax < 0.2,
|
||
`arc-end alpha ${edgeMax.toFixed(2)} — the vertical seam QA saw at the bank's ends`);
|
||
sky.dispose();
|
||
});
|
||
|
||
// --- SPRINT2 §Lane C.3: rain has to stop at the cloth ---
|
||
// Driven with a synthetic 4×4 m panel rather than a whole cloth sim: the thing
|
||
// under test is the projection, and a flat panel makes the right answer
|
||
// something you can work out on paper.
|
||
const PANEL = {
|
||
pos: new Float32Array([-2, 3, -2, 2, 3, -2, 2, 3, 2, -2, 3, 2]),
|
||
tris: [0, 1, 2, 0, 2, 3],
|
||
};
|
||
|
||
t.test('rain shadow: straight-down rain leaves a dry patch under the panel', () => {
|
||
const s = new RainShadow();
|
||
s.update(PANEL, 0, -1, 0);
|
||
assert(s.live, 'shadow never built');
|
||
assert(s.occluded(0, 1, 0), 'drop directly under the panel is still falling');
|
||
assert(s.occluded(1.5, 0.1, 1.5), 'drop near the panel corner is still falling');
|
||
assert(!s.occluded(0, 5, 0), 'drop ABOVE the panel was culled — it has not hit yet');
|
||
assert(!s.occluded(8, 1, 0), 'drop well clear of the panel was culled');
|
||
assert(!s.occluded(0, 1, 9), 'drop well clear of the panel was culled');
|
||
});
|
||
|
||
t.test('rain shadow leans with the rain, and follows the wind round', () => {
|
||
const s = new RainShadow();
|
||
// rain driving hard along +x: the dry ground moves +x, out from under the panel
|
||
s.update(PANEL, 0.6, -0.8, 0);
|
||
const shift = 3 * (0.6 / 0.8); // 3 m of fall × the lean
|
||
assert(s.occluded(shift, 0.05, 0), `dry patch is not downwind at x=${shift.toFixed(2)}`);
|
||
assert(!s.occluded(-shift, 0.05, 0), 'dry patch went UPWIND — the projection is inverted');
|
||
|
||
// swing the wind 180° and the patch has to swap sides. This is the southerly
|
||
// change: the sail stops covering the bed without a single corner failing.
|
||
s.update(PANEL, -0.6, -0.8, 0);
|
||
assert(s.occluded(-shift, 0.05, 0), 'dry patch did not follow the wind round');
|
||
assert(!s.occluded(shift, 0.05, 0), 'dry patch stayed put when the wind swung');
|
||
});
|
||
|
||
t.test('rain shadow: no sail, no shelter', () => {
|
||
const s = new RainShadow();
|
||
s.update(null, 0, -1, 0);
|
||
assert(!s.live && !s.occluded(0, 1, 0), 'sheltered by a sail that does not exist');
|
||
// and rain that is not falling can't cast a shadow (guards a divide by ~0)
|
||
s.update(PANEL, 1, 0, 0);
|
||
assert(!s.live, 'horizontal rain projected to infinity instead of bailing out');
|
||
});
|
||
|
||
t.test('rain shadow: fractionOver reads a rect the way coverageOver does', () => {
|
||
const s = new RainShadow();
|
||
s.update(PANEL, 0, -1, 0);
|
||
// the panel spans x,z in [-2,2]; a rect inside it is fully covered
|
||
assert(s.fractionOver({ x: 0, z: 0, w: 2, d: 2 }) === 1,
|
||
'a rect wholly under the panel is not fully covered');
|
||
assert(s.fractionOver({ x: 12, z: 0, w: 2, d: 2 }) === 0,
|
||
'a rect nowhere near the panel is covered');
|
||
const half = s.fractionOver({ x: 2, z: 0, w: 4, d: 2 });
|
||
assert(half > 0.2 && half < 0.8, `a rect straddling the edge reads ${half}, want a partial`);
|
||
});
|
||
|
||
// --- decision 7: the drain helper Lane A wires garden HP to ---
|
||
t.test('gardenExposure is rain AND no cover, and needs both', () => {
|
||
const scene = new THREE.Scene();
|
||
const camera = new THREE.PerspectiveCamera();
|
||
const wind = createWind(storms.storm_02_wildnight);
|
||
const sky = createSkyFx({ scene, camera, wind });
|
||
const bed = { x: 0, z: 0, w: 4, d: 3 };
|
||
|
||
// no sail: exposure is simply the rain
|
||
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 70 + time, {}));
|
||
const open = sky.gardenExposure(bed, 70);
|
||
assert(Math.abs(open - wind.rainAt(70)) < 1e-9,
|
||
`open ground should be exposed exactly as hard as it rains: ${open} vs ${wind.rainAt(70)}`);
|
||
assert(open > 0.5, 'storm_02 at t=70 should be pouring');
|
||
|
||
// a panel over the bed dries it out
|
||
const panel = { pos: new Float32Array([-3, 3, -3, 3, 3, -3, 3, 3, 3, -3, 3, 3]), tris: [0, 1, 2, 0, 2, 3] };
|
||
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 70 + time, { sail: panel }));
|
||
const covered = sky.gardenExposure(bed, 70);
|
||
assert(covered < open * 0.5, `cloth over the bed barely helped: ${covered.toFixed(2)} vs open ${open.toFixed(2)}`);
|
||
|
||
// and no rain means no drain, sail or not
|
||
assert(sky.gardenExposure(bed, 0) === 0, 'the bed is draining before the rain has started');
|
||
sky.dispose();
|
||
});
|
||
|
||
t.test('storm_02 lights up on its biggest gusts, storm_01 does not', () => {
|
||
const mk = (name) => {
|
||
const scene = new THREE.Scene();
|
||
const wind = createWind(storms[name]);
|
||
const sky = createSkyFx({ scene, camera: new THREE.PerspectiveCamera(), wind });
|
||
let flashes = 0, peak = 0;
|
||
let was = 0;
|
||
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
|
||
sky.step(dt, time, {});
|
||
if (sky.flash > was + 0.05) flashes++; // a rising edge = a strike
|
||
was = sky.flash;
|
||
peak = Math.max(peak, sky.flash);
|
||
});
|
||
sky.dispose();
|
||
return { flashes, peak };
|
||
};
|
||
const wild = mk('storm_02_wildnight');
|
||
const gentle = mk('storm_01_gentle');
|
||
// 3 authored strikes + the worst gusts; must be more than the authored ones
|
||
assert(wild.flashes > 3, `wild night only flashed ${wild.flashes} times — the big gusts aren't lighting up`);
|
||
assert(gentle.flashes === 0, `the gentle storm flashed ${gentle.flashes} times — it has no lightning at all`);
|
||
});
|
||
|
||
// --- SPRINT12 gate 3.4: the change announces itself ---
|
||
// The corner block's thesis is "looks like night 2 and isn't" — storm_03b's
|
||
// change lands at 18 s, not 30. The tell is a dark front wall standing in the
|
||
// quarter the new wind comes FROM, rising across the 12 s before the change
|
||
// and clearing after the swing. These asserts pin: the window (nothing before
|
||
// the lead opens, gone after the fade), the rise (monotonic, reaches ~full),
|
||
// the DIRECTION (the wall stands in the southern sky — +Z, the open fence
|
||
// side — and the mesh really is rotated there), and that a changeless storm
|
||
// never raises it. D judges whether it READS; this pins that it exists,
|
||
// where it stands, and when.
|
||
t.test('gate 3.4: the front wall rises before the buster, stands in the south, clears after', () => {
|
||
const scene = new THREE.Scene();
|
||
const wind = createWind(storms.storm_03b_earlybuster);
|
||
const sky = createSkyFx({ scene, camera: new THREE.PerspectiveCamera(), wind });
|
||
const ev = storms.storm_03b_earlybuster.events.find((e) => e.type === 'windchange');
|
||
const t0 = ev.t, over = ev.over ?? 6; // 18, 6
|
||
|
||
let prev = 0, peak = 0, azAtChange = null, rotAtChange = null, opAtChange = 0, visAtChange = false;
|
||
fixedLoop(40, FIXED_DT, (dt, time) => {
|
||
sky.step(dt, time, {});
|
||
const f = sky.changeFront;
|
||
assert(Number.isFinite(f) && f >= 0 && f <= 1, `front out of range at t=${time.toFixed(2)}: ${f}`);
|
||
if (time < t0 - 12.01) assert(f === 0, `front up at t=${time.toFixed(2)} — before its lead window opens`);
|
||
if (time > t0 - 12 && time <= t0) {
|
||
assert(f >= prev - 1e-9, `front FELL while rising: ${prev.toFixed(3)} → ${f.toFixed(3)} at t=${time.toFixed(2)}`);
|
||
prev = f;
|
||
if (f > peak) peak = f;
|
||
}
|
||
if (Math.abs(time - t0) < FIXED_DT) {
|
||
azAtChange = sky.changeFrontAz;
|
||
rotAtChange = sky.front.rotation.y;
|
||
opAtChange = sky.front.material.opacity;
|
||
visAtChange = sky.front.visible;
|
||
}
|
||
if (time > t0 + over + 8.1) assert(f === 0, `front still up at t=${time.toFixed(2)} — the swing has long cleared`);
|
||
});
|
||
|
||
assert(peak > 0.98, `front only reached ${peak.toFixed(3)} by the change — it should stand near full`);
|
||
assert(visAtChange && opAtChange > 0.7, `wall not visible at the change (visible=${visAtChange}, opacity=${opAtChange})`);
|
||
|
||
// direction: the wall stands where the new wind comes FROM. dirAt is the
|
||
// heading the wind blows TOWARD, so from = settled post-change dir + π.
|
||
const expected = wind.dirAt(t0 + over + 4) + Math.PI;
|
||
assert(Math.abs(azAtChange - expected) < 1e-9,
|
||
`front azimuth ${azAtChange} is not the settled post-change upwind quarter ${expected}`);
|
||
// and that quarter is the SOUTH: the buster blows toward -Z (the house),
|
||
// so it comes from +Z, the open fence side. sin(az) is the from-vector's z.
|
||
assert(Math.sin(azAtChange) > 0.3,
|
||
`the "southerly" front stands at azimuth ${azAtChange.toFixed(2)} — from-vector z=${Math.sin(azAtChange).toFixed(2)}, not the southern sky`);
|
||
// the mesh is really rotated there (local band centre sits at azimuth π,
|
||
// so rotation.y = π − az carries it to az; see skyfx geometry note)
|
||
assert(Math.abs(rotAtChange - (Math.PI - azAtChange)) < 1e-9,
|
||
`wall rotation ${rotAtChange} does not place the band at azimuth ${azAtChange}`);
|
||
sky.dispose();
|
||
});
|
||
|
||
t.test('gate 3.4: night 2 teaches the same tell, a changeless storm never shows it, and it is pure in t', () => {
|
||
// storm_03 (night 2): same wall, later — up but not full at t=20 (change 30)
|
||
const mk = (name) => createSkyFx({
|
||
scene: new THREE.Scene(), camera: new THREE.PerspectiveCamera(),
|
||
wind: createWind(storms[name]),
|
||
});
|
||
const a = mk('storm_03_southerly'), b = mk('storm_03_southerly');
|
||
let mid = 0;
|
||
fixedLoop(21, FIXED_DT, (dt, time) => {
|
||
a.step(dt, time, {}); b.step(dt, time, {});
|
||
// determinism: two instances at the same t agree to the bit — no hidden
|
||
// clock, no per-instance random draw in the tell
|
||
assert(a.changeFront === b.changeFront,
|
||
`two skyfx disagree on the front at t=${time.toFixed(2)}: ${a.changeFront} vs ${b.changeFront}`);
|
||
mid = a.changeFront;
|
||
});
|
||
assert(mid > 0.05 && mid < 0.95,
|
||
`night 2's wall should be RISING at t=21 (change at 30), reads ${mid.toFixed(3)}`);
|
||
a.dispose(); b.dispose();
|
||
|
||
// the gentle day has no windchange: no wall, ever
|
||
const calm = mk('storm_01_gentle');
|
||
fixedLoop(storms.storm_01_gentle.duration, FIXED_DT, (dt, time) => {
|
||
calm.step(dt, time, {});
|
||
assert(calm.changeFront === 0 && !calm.front.visible,
|
||
`a changeless storm raised the front at t=${time.toFixed(2)}`);
|
||
});
|
||
calm.dispose();
|
||
});
|
||
|
||
// --- SPRINT5 decision 13: hail makes the garden score respond to the rig ---
|
||
// The whole reason hail exists: a perfect rig scored 54% vs 48% for no rig,
|
||
// because honest rain walks under a sail. Steep hail doesn't — a sail over the
|
||
// bed shelters it. This is the gate-2 assert: no-sail hail damage ≥ 2× a good
|
||
// rig's, over the real storm_02 hail, through the real gardenHailExposure.
|
||
t.test('decision 13: no-sail garden takes ≥2× the hail of a well-covered bed', () => {
|
||
const bed = { x: 1, z: 2, w: 6, d: 4 };
|
||
|
||
// a good rig: a quad sitting over the bed, held on rated shackles
|
||
const s = 3.6;
|
||
const anchors = [
|
||
{ id: 'a', pos: { x: -2, y: s, z: -0.5 }, type: 'post', sway() { return this.pos; } },
|
||
{ id: 'b', pos: { x: 4, y: s + 0.4, z: -0.5 }, type: 'post', sway() { return this.pos; } },
|
||
{ id: 'c', pos: { x: 4, y: s, z: 4.5 }, type: 'post', sway() { return this.pos; } },
|
||
{ id: 'd', pos: { x: -2, y: s + 0.4, z: 4.5 }, type: 'post', sway() { return this.pos; } },
|
||
];
|
||
const rig = new SailRig({ anchors, gridN: 10 });
|
||
rig.attach(['a', 'b', 'c', 'd'], [2, 2, 2, 2].map((i) => HARDWARE[i]), 1.0);
|
||
|
||
const damageOverStorm = (getWorld, rigToStep) => {
|
||
const scene = new THREE.Scene();
|
||
const camera = new THREE.PerspectiveCamera();
|
||
camera.position.set(0, 6, 8);
|
||
const wind = createWind(storms.storm_02_wildnight);
|
||
const sky = createSkyFx({ scene, camera, wind });
|
||
let dmg = 0;
|
||
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
|
||
if (rigToStep) rigToStep.step(dt, wind, time);
|
||
sky.step(dt, time, getWorld());
|
||
dmg += sky.gardenHailExposure(bed, time) * dt;
|
||
});
|
||
const cover = rigToStep ? rigToStep.coverageOver(bed, { x: 0, y: 1, z: 0 }) : 0;
|
||
sky.dispose();
|
||
return { dmg, cover };
|
||
};
|
||
|
||
const open = damageOverStorm(() => ({}), null);
|
||
const covered = damageOverStorm(() => ({ sail: rig }), rig);
|
||
|
||
// sanity: the rig must actually be over the bed, or this proves nothing
|
||
assert(covered.cover > 0.6, `test rig only covers ${(covered.cover * 100).toFixed(0)}% of the bed — fix the quad, not the mechanic`);
|
||
assert(open.dmg > 0, 'no hail damage in the open at all — storm_02 should be pelting');
|
||
const ratio = open.dmg / Math.max(1e-6, covered.dmg);
|
||
assert(ratio >= 2,
|
||
`open bed took only ${ratio.toFixed(1)}× the hail of the covered one — decision 13 wants ≥2×`);
|
||
});
|
||
|
||
t.test('hail exposure needs BOTH hail and no cover; steep shadow, unlike rain', () => {
|
||
const scene = new THREE.Scene();
|
||
const camera = new THREE.PerspectiveCamera();
|
||
const wind = createWind(storms.storm_02_wildnight);
|
||
const sky = createSkyFx({ scene, camera, wind });
|
||
const bed = { x: 0, z: 0, w: 4, d: 3 };
|
||
// a flat panel well above the bed
|
||
const panel = { pos: new Float32Array([-3, 4, -3, 3, 4, -3, 3, 4, 3, -3, 4, 3]), tris: [0, 1, 2, 0, 2, 3] };
|
||
|
||
// storm_01 has no hail: exposure is zero regardless of cover
|
||
const calm = createWind(storms.storm_01_gentle);
|
||
const skyCalm = createSkyFx({ scene: new THREE.Scene(), camera, wind: calm });
|
||
fixedLoop(1, FIXED_DT, (dt, time) => skyCalm.step(dt, 40 + time, {}));
|
||
assert(skyCalm.gardenHailExposure(bed, 40) === 0, 'a hail-free storm still reported hail exposure');
|
||
skyCalm.dispose();
|
||
|
||
// at the wild night's hail peak, open bed is exposed; a panel over it is not
|
||
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 55 + time, {}));
|
||
const openExp = sky.gardenHailExposure(bed, 56);
|
||
assert(openExp > 0.5, `open bed hail exposure only ${openExp.toFixed(2)} at the burst — should be high`);
|
||
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 55 + time, { sail: panel }));
|
||
const coveredExp = sky.gardenHailExposure(bed, 56);
|
||
assert(coveredExp < openExp * 0.4, `steep hail still hit the covered bed: ${coveredExp.toFixed(2)} vs open ${openExp.toFixed(2)}`);
|
||
sky.dispose();
|
||
});
|
||
|
||
// The trap that cost gate 0 two sprints, asserted so it cannot come back.
|
||
// skyfx.step() used to open `if (!camera) return`, so a headless harness
|
||
// skipped the shadow rebuild and scored every rig as if the sail weren't
|
||
// there. A camera is a view, not a weather system: the grids are physics and
|
||
// must build without one. If someone re-adds an early return, this goes red.
|
||
t.test('skyfx shelters the bed with NO camera — the grids are physics, not view', () => {
|
||
const bed = { x: 0, z: 0, w: 4, d: 3 };
|
||
const panel = { pos: new Float32Array([-3, 4, -3, 3, 4, -3, 3, 4, 3, -3, 4, 3]), tris: [0, 1, 2, 0, 2, 3] };
|
||
|
||
const run = (withCamera) => {
|
||
const scene = new THREE.Scene();
|
||
const wind = createWind(storms.storm_02_wildnight);
|
||
const sky = createSkyFx(withCamera
|
||
? { scene, camera: new THREE.PerspectiveCamera(), wind }
|
||
: { scene, wind }); // headless: no camera at all
|
||
fixedLoop(2, FIXED_DT, (dt, time) => sky.step(dt, 55 + time, { sail: panel }));
|
||
const out = {
|
||
hailShadow: sky.hailShadowOver(bed),
|
||
rainShadow: sky.rainShadowOver(bed),
|
||
hailExp: sky.gardenHailExposure(bed, 56),
|
||
hail: sky.hailAmount,
|
||
};
|
||
sky.dispose();
|
||
return out;
|
||
};
|
||
|
||
const headless = run(false);
|
||
const viewed = run(true);
|
||
assert(headless.hailShadow > 0.9,
|
||
`no camera → hail shadow ${headless.hailShadow.toFixed(2)} — the grid did not build, the sail is invisible to scoring`);
|
||
assert(headless.hail > 0.5, 'no camera → hail intensity was not tracked');
|
||
assert(headless.hailExp < 0.1,
|
||
`no camera → bed reads ${headless.hailExp.toFixed(2)} exposed under a panel — this is the hp-36 bare-bed bug`);
|
||
// and a camera must not CHANGE the physics, only add the view
|
||
assert(Math.abs(headless.hailShadow - viewed.hailShadow) < 1e-9,
|
||
`the camera changed the hail shadow: ${headless.hailShadow} vs ${viewed.hailShadow}`);
|
||
assert(Math.abs(headless.rainShadow - viewed.rainShadow) < 1e-9,
|
||
`the camera changed the rain shadow: ${headless.rainShadow} vs ${viewed.rainShadow}`);
|
||
});
|
||
|
||
// The card's copy, not just the model — this is what a player actually reads.
|
||
t.test('forecastLines: tonight is exact, a week out hedges, never a bare NaN', () => {
|
||
const def = storms.storm_02_wildnight;
|
||
|
||
const tonight = forecastLines(def, 0);
|
||
assert(tonight.name === 'WILD NIGHT', `name reads "${tonight.name}"`);
|
||
assert(tonight.night === true, 'the wild night should read as a NIGHT');
|
||
assert(!/–/.test(tonight.wind), `tonight's wind should be exact, got "${tonight.wind}"`);
|
||
assert(tonight.confidence === '', 'tonight should not print a confidence line — 100% is noise');
|
||
assert(/hail likely/.test(tonight.rain), `tonight should call the hail: "${tonight.rain}"`);
|
||
|
||
const far = forecastLines(def, 1);
|
||
assert(/–/.test(far.wind), `a week out should hedge with a range, got "${far.wind}"`);
|
||
assert(/confidence/.test(far.confidence), 'a distant forecast should state its confidence');
|
||
|
||
// no NaN/undefined can reach the card, for any storm at any lead
|
||
for (const [name, d] of Object.entries(storms)) {
|
||
for (const lead of [0, 0.5, 1]) {
|
||
const f = forecastLines(d, lead);
|
||
for (const k of ['name', 'wind', 'rain', 'confidence']) {
|
||
assert(typeof f[k] === 'string' && !/NaN|undefined/.test(f[k]),
|
||
`${name} @lead ${lead}: ${k} reads "${f[k]}"`);
|
||
}
|
||
}
|
||
}
|
||
// a hail-free storm must not advertise hail
|
||
assert(!/hail/.test(forecastLines(storms.storm_01_gentle, 0).rain),
|
||
'the gentle storm advertised hail it does not have');
|
||
});
|
||
|
||
// SPRINT11 gate 2: the job sheet shows TOMORROW, and tomorrow becomes tonight.
|
||
// A band that widens or jumps as the night approaches is a card that lied
|
||
// once — so the RESOLVING is the contract, not just the width.
|
||
//
|
||
// What each half is worth, established by mutation (SPRINT11, see THREADS):
|
||
// · NESTING is the live one. It rests on the wander being the SAME seeded
|
||
// draw at every lead — reseed `r` per lead and this goes red immediately.
|
||
// · CONTAINMENT is structural under today's band(): the wander is 0.6 of the
|
||
// half-width, so c±w never crosses v, and the min/max clamps are belt-and-
|
||
// braces. Removing the clamps alone does NOT make it fail. It is kept as a
|
||
// contract guard for a future rewrite of band() (a percentile model, say),
|
||
// where it stops being free — not as proof of today's code.
|
||
t.test('the forecast band resolves as the night approaches: nests, and never sheds the truth', () => {
|
||
const keys = [
|
||
['sustained', (s) => s.sustained],
|
||
['gustPeak', (s) => s.gustPeak],
|
||
['rain', (s) => s.rainPeak],
|
||
['rainMmPerHour', (s) => s.rainPeakMmPerHour],
|
||
];
|
||
for (const [name, def] of Object.entries(storms)) {
|
||
for (const [k, truthOf] of keys) {
|
||
let prev = null;
|
||
// walk the week backwards: the far end -> tonight
|
||
for (let i = 40; i >= 0; i--) {
|
||
const f = forecastFor(def, i / 40);
|
||
const b = f[k];
|
||
const truth = truthOf(f.truth);
|
||
assert(b.lo <= truth + 1e-9 && b.hi >= truth - 1e-9,
|
||
`${name}.${k} @lead ${i / 40}: band ${b.lo}–${b.hi} rules out the truth ${truth}`);
|
||
if (prev) {
|
||
assert(b.lo >= prev.lo - 1e-9 && b.hi <= prev.hi + 1e-9,
|
||
`${name}.${k} @lead ${i / 40}: band ${b.lo.toFixed(3)}–${b.hi.toFixed(3)} is not inside `
|
||
+ `the vaguer ${prev.lo.toFixed(3)}–${prev.hi.toFixed(3)} — it jumped instead of resolving`);
|
||
}
|
||
prev = b;
|
||
}
|
||
// and it must ARRIVE: tonight is the truth, not merely a narrow band
|
||
const exact = forecastFor(def, 0);
|
||
assert(exact[k].lo === exact[k].hi,
|
||
`${name}.${k}: tonight should be exact, got ${exact[k].lo}–${exact[k].hi}`);
|
||
}
|
||
}
|
||
});
|
||
|
||
t.test('leadFor: tonight is exact, the far end of the week is vague, past it clamps', () => {
|
||
assert(leadFor(0, 5) === 0, 'tonight must be lead 0 — the job sheet is not a guess');
|
||
assert(leadFor(4, 5) === 1, "the week's far end must be lead 1");
|
||
assert(leadFor(1, 5) === 0.25, `tomorrow @5 nights should be 0.25, got ${leadFor(1, 5)}`);
|
||
assert(leadFor(9, 5) === 1, 'beyond the week must clamp, not exceed 1');
|
||
assert(leadFor(-1, 5) === 0, 'a night already survived must not go negative');
|
||
assert(leadFor(1, 1) === 1, 'a one-night week has no far end: anything but tonight is a guess');
|
||
// the point of the param: tomorrow reads hedged, tonight does not
|
||
const def = storms.storm_02_wildnight;
|
||
assert(!/–/.test(forecastLines(def, leadFor(0, 5)).wind), 'tonight should not hedge');
|
||
assert(/–/.test(forecastLines(def, leadFor(1, 5)).wind),
|
||
`tomorrow should hedge, got "${forecastLines(def, leadFor(1, 5)).wind}"`);
|
||
});
|
||
|
||
t.test('every storm in data/storms/ loads and validates', () => {
|
||
// loadStorm throws on invalid, so reaching here with all of them is the pass
|
||
assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');
|
||
for (const [name, def] of Object.entries(storms)) {
|
||
assert(def.duration > 0, `${name} has no duration`);
|
||
assert(Array.isArray(def.baseCurve), `${name} has no baseCurve`);
|
||
}
|
||
});
|
||
}
|