HardYards/web/world/js/ladder.js
type-two d7658fb7af Lane D: ladder survives a mid-carry knockdown, and the prompt names the right bracket
SPRINT13 gate 2.6 pool, both found by the integrator's QA and both silent
(no error, no red, just a mechanic that stopped):

- The ladder left the game if the wind took you over while carrying it.
  knockdown() -> drop() nulls player.carrying but nothing told the ladder,
  so state.carried stayed true: the mesh hid (visible = !carried), pos()
  returned null so there was nothing to walk to, and canUse gated on
  !carried so it could never be picked up again. Swept the whole yard post-
  knockdown: no usable ladder offer anywhere, while ladder_place still said
  'it's by the shed'. On the corner block that silently ends the site's
  thesis (cb1/cb2 are bracket work). Fix: reconcile against the player's
  hands every frame in update() and let the ladder fall flat where it was
  lost, findable and re-takeable. Verified in the running game.

- The place label hardcoded 'the fascia' — a lie on a carport beam. Now
  keyed on anchor.type (a checked enum since Sprint 11): house -> the
  fascia, carport -> the carport bracket, unknown -> the bracket (vague but
  never false). And it stops claiming 'by the shed' once the ladder is
  dropped in the yard.

Two new asserts against the REAL createLadder, not the fake: the drop-
reconcile and the label. Mutation-checked — reverting the reconcile turns
both red on the right assertions. Selftest 337/0/0 (335 + 2).
2026-07-18 01:00:01 +10:00

309 lines
16 KiB
JavaScript

/**
* ladder.js — the ladder sub-system. (Lane D, SPRINT4 decision 12)
*
* Why it exists: the house fascia brackets sit at y=2.48 and a 1.72 m person's hands reach 2.20.
* Two hundred millimetres is the whole mechanic. Everything else in the yard you can rig from the
* ground — a sail post is tensioned from a cleat at its base, a tree anchor is a strop you throw —
* but a bracket bolted 2.5 m up a bare wall is not negotiable, and E's ladder tops out at exactly
* 2.9 m. The asset and the yard were built for each other; this file is the verb between them.
*
* The loop it creates is the "limited hands" rule from DESIGN.md doing real work:
* ladder and spare are BOTH carry items, and you can only hold one.
* So a fascia repair costs two trips — fetch the ladder, plant it, go back for the spare —
* while a post repair costs one. The house is the expensive anchor to depend on, which is
* exactly what E's ratingHint 0.35 / collateral "gutter" is already telling you in the data.
*
* Ownership: Lane D. Self-wires from createPlayer() in player.js, so main.js (Lane A's file) needs
* no change to get this — it already hands createPlayer the scene, world and interact.
*/
import * as THREE from '../vendor/three.module.js';
// GLTFLoader is imported lazily, not at module scope, and the reason is the suite: the vendored
// addons import the bare specifier 'three', which only resolves under index.html's importmap, so a
// top-level import here would drag the whole GL chain in and make this file unloadable from
// d.test.js (node resolves relative paths only — three.module.js is fine, its addons are not).
// That mattered: needsLadder below is a RULE, and the suite was testing a hand-copied duplicate of
// it rather than the rule itself. Same reasoning as broom.js.
export const LADDER_URL = './models/ladder_01_v1.glb';
/**
* Which anchors you cannot rig from the ground.
*
* NOT a height test, deliberately. A pure "is it above reach?" rule would rope in the posts (3.95 m)
* and tree limbs (up to 5.05 m) and turn every repair into a two-trip ladder job — untrue to how
* sails are rigged, and it would silently invalidate the recorded §7 run and Lane B's gate asserts.
* The real distinction isn't height, it's WHERE THE WORK HAPPENS: a blown fascia corner is re-made
* at the bracket on the wall, while a blown post or tree corner is re-made on the cloth, which has
* fallen to somewhere you can stand. Height is a coincidence of that; the bracket is the reason.
*
* SPRINT10 §Gate 1 — keyed on the MECHANISM, from site data. `type === 'house'` was site_01's
* spelling of the idea, not the idea itself, and contracts.js types anchors as a closed enum
* `'house'|'tree'|'post'` that site_02's carport does not fit. That mattered because it fails OPEN:
* when `needsLadder` says false, `canReach` in interact.js returns true UNCONDITIONALLY, so the
* player re-rigs a bracket well over their head while standing on the grass and the whole mechanic
* quietly stops existing — no error, no red. Same disease as StumbleBack's dead threshold and the
* camera-less shadow grid: a rule keyed on the wrong thing, failing silently open.
*
* Measured against E's shipped `carport_01_v1.glb`, which is exactly the case the audit predicted —
* and note it carries BOTH mechanisms, so a per-STRUCTURE rule would still be wrong:
* beam_anchor_01/02 y=2.36 anchor_type "carport" → over the 2.20 m reach: BRACKET
* post_anchor_01/02 y=1.75 anchor_type "carport_post" → under it, reachable: CLOTH
* Neither is typed 'house'. The beam is the double trap — E's worst rating in the game (0.22) AND
* the one you need the ladder for.
*
* Reads DATA first, exactly like `anchor.ratingHint` already does from the GLB's `userData`:
* · `work: 'bracket' | 'cloth'` — SPRINT10's spelling, and the canonical one. Positive about the
* mechanism rather than a negation, which is why it beats the boolean I proposed in Sprint 9.
* · `worksAtBracket: boolean` — my Sprint-9 spelling, still honoured so nothing that already
* sets it breaks.
* · else `type === 'house'` — site_01's shape. Nothing there carries either field, so this is
* a no-op on backyard_01 and E's anchor tripwires stay green.
* Lane A: emit `work` per anchor in the site JSON and the ladder follows the site with no code
* change. The carport mapping you want is beam→bracket, post→cloth, per the heights above.
*/
export const needsLadder = (anchor) => {
if (!anchor) return false;
if (anchor.work === 'bracket') return true; // SPRINT10 spelling
if (anchor.work === 'cloth') return false;
if (typeof anchor.worksAtBracket === 'boolean') return anchor.worksAtBracket; // Sprint-9 spelling
return anchor.type === 'house'; // site_01's shape
};
/**
* What to call the thing the ladder serves, in the player's own words.
*
* SPRINT13 pool (the integrator's QA pass): the place label hardcoded "the fascia" — true on
* backyard_01, a lie on the corner block, where the bracket is a carport beam. Keyed on `type`,
* which has been a CHECKED enum since Sprint 11 (`validateSite` rejects an unknown one), so a new
* site can only arrive here with a type somebody typed on purpose.
*
* The fallback names the MECHANISM, not a guessed structure: an unmapped bracket reads "the bracket
* needs the ladder", which is vague but never false. Same instinct as `needsLadder` itself — the
* thing that broke here was a rule keyed on site_01's spelling of the idea instead of the idea.
*/
const BRACKET_NOUN = { house: 'the fascia', carport: 'the carport bracket' };
const bracketNoun = (a) => BRACKET_NOUN[a?.type] ?? 'the bracket';
/** Where the player stands to work a bracket anchor: out from the wall, at the anchor's x. */
const STAND_OFF = 0.9; // m clear of the wall face
const PLACE_RANGE = 2.6; // m — how close you must be to a fascia anchor to plant the ladder
const RUNG_CLEAR = 0.55; // m — feet this far below the top rung, so the fascia is at chest height
/**
* @param {THREE.Object3D} scene
* @param {object} world contracts World (must be dressed — anchors are final only after dress())
* @param {object} interact Lane D's Interact
* @param {object} player the PlayerSim
* @returns {object} the ladder system
*/
export function createLadder(scene, world, interact, player) {
const anchors = (world.anchors || []).filter(needsLadder);
if (!anchors.length) {
// no fascia in this yard (a bare harness, say) — the whole sub-system is moot, don't half-wire it
return { placedAt: null, carried: false, needsLadder, isWorking: () => false,
workY: () => 0, servedAnchor: () => null, update() {}, dispose() {} };
}
const state = {
carried: false, // in the player's hands
placedAt: null, // anchor id, or null while stowed/carried
base: new THREE.Vector3(),
topY: 2.9, // overwritten from the GLB's ladder_top node
view: null,
dropped: false, // lying in the grass where it was lost (see the reconcile in update)
dropYaw: 0,
};
// Home: leaning on the shed, near the spare table but NOT on top of it. Read from world.shedTable
// so it follows the shed if Lane A moves it. The offset is deliberately ~3 m: at 1.4 m the two
// prompts overlapped and standing at the ladder offered you "take a spare", which is the kind of
// thing that reads as a broken game rather than a crowded shed.
const home = new THREE.Vector3(10.4, 0, 3.4);
if (world.shedTable && world.shedTable.pos) {
home.set(world.shedTable.pos.x + 1.4, 0, world.shedTable.pos.z - 2.6);
}
home.y = world.heightAt ? world.heightAt(home.x, home.z) : 0;
state.base.copy(home);
// --- view -----------------------------------------------------------------
// Dynamic import: only ever runs in a browser (see the note at the top of the file).
if (scene) {
import('../vendor/addons/loaders/GLTFLoader.js').then(({ GLTFLoader }) => {
new GLTFLoader().load(LADDER_URL, (g) => {
const obj = g.scene;
const top = obj.getObjectByName('ladder_top');
if (top) state.topY = top.position.y;
obj.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.frustumCulled = false; } });
state.view = obj;
scene.add(obj);
syncView();
}, undefined, () => { /* missing asset: the mechanic still works, you just can't see it */ });
}).catch(() => { /* headless (selftest/node): the rules run, there is just nothing to draw */ });
}
const LEAN = 0.26; // rad (~15°) — a ladder stood bolt upright reads as a post, not a ladder
function syncView() {
if (!state.view) return;
state.view.visible = !state.carried;
state.view.position.copy(state.base);
const a = state.placedAt && world.anchors.find((x) => x.id === state.placedAt);
if (a) {
// planted: yaw so local +Z faces the wall, then tip the head into it. +X rotation carries the
// top toward local +Z, which is the wall — so the feet stand off and the head rests on it.
state.view.rotation.set(LEAN, Math.atan2(a.pos.x - state.base.x, a.pos.z - state.base.z), 0);
} else if (state.dropped) {
// Dropped, not stowed: it lies FLAT where it fell. The stowed pose is a slouch against the
// shed wall, and a slouch in open grass reads as a ladder leaning on thin air — which looks
// like a bug at exactly the moment the player is hunting for the thing.
state.view.rotation.set(Math.PI / 2, state.dropYaw, 0);
} else {
state.view.rotation.set(0, 0.6, 0.22); // stowed: slouched against the shed
}
}
/** The fascia anchor this ladder is currently serving, if any. */
const servedAnchor = () => (state.placedAt ? world.anchors.find((a) => a.id === state.placedAt) : null);
/** Standing height at the top of the ladder — feet a rung or two down from the very top. */
const workY = () => Math.max(0, state.topY - RUNG_CLEAR);
/**
* True if the player is up THIS ladder and can work the given anchor.
* Height only, deliberately — hold-E moves the player into `busy`, so testing for state 'atTop'
* here would make a fascia repair un-usable the moment it started and cancel its own hold.
*/
function isWorking(anchorId) {
return state.placedAt === anchorId && player.climbY > workY() - 0.15;
}
// --- interactions ---------------------------------------------------------
const wired = [];
// 1. pick the ladder up (from its home, or from wherever it's planted)
wired.push(interact.register({
id: 'ladder_take',
pos: () => (state.carried ? null : state.base),
radius: 1.6,
holdSecs: 0.8,
clip: 'PickUp',
label: (p) => (p.carrying ? 'hands full' : state.placedAt ? 'take the ladder back' : 'take the ladder'),
canUse: (p) => !state.carried && !p.carrying && p.climbY < 0.02,
onDone: (p, t) => {
state.carried = true;
state.placedAt = null;
state.dropped = false;
p.pickUp('ladder', t);
syncView();
},
}));
// 2. plant it at a fascia anchor
for (const a of anchors) {
wired.push(interact.register({
id: `ladder_place_${a.id}`,
// stand off the wall, on the yard side — the ladder leans in toward the bracket
pos: () => ({ x: a.pos.x, y: 0, z: a.pos.z + STAND_OFF }),
radius: PLACE_RANGE,
holdSecs: 1.0,
clip: 'PickUp',
// Reads as an offer when you can, and as a reason when you can't — interact.visible() now
// shows unusable targets greyed, and a label written only as an offer explains nothing there.
// Standing under a blown bracket holding a spare, "the fascia needs the ladder" is the single
// most useful sentence in the game — so it has to name the RIGHT structure, or it's the single
// most confusing one. It said "fascia" in the corner block until SPRINT13.
// ...and it must not lie about WHERE. "it's by the shed" is true until the wind takes it out
// of your hands, and then it's the game sending you to the wrong end of the yard mid-storm.
label: (p) => (p.carrying === 'ladder'
? `set the ladder under ${a.id.toUpperCase()}`
: `${bracketNoun(a)} needs the ladder — ${state.dropped ? 'you dropped it out there' : "it's by the shed"}`),
canUse: (p) => p.carrying === 'ladder',
onDone: (p, t) => {
state.carried = false;
state.placedAt = a.id;
state.dropped = false;
state.base.set(a.pos.x, world.heightAt ? world.heightAt(a.pos.x, a.pos.z + STAND_OFF) : 0,
a.pos.z + STAND_OFF);
p.carrying = null;
p.events.push({ type: 'ladderPlaced', anchorId: a.id, t });
syncView();
},
}));
}
// 3. climb it — only when it's planted, and only from the ground
wired.push(interact.register({
id: 'ladder_climb',
pos: () => (state.placedAt && !state.carried ? state.base : null),
radius: 1.5,
holdSecs: 0.4,
clip: 'PickUp',
label: 'climb',
// NB: no test on p.state here. Starting a hold moves the player into `busy`, so a canUse that
// reads state goes false the instant the hold begins and cancels itself. climbY is the honest
// gate (are you on the ground?), and locked states can't start a hold anyway.
canUse: (p) => !!state.placedAt && !state.carried && p.climbY < 0.02,
onDone: (p, t) => {
p.pos.x = state.base.x; p.pos.z = state.base.z; // step onto the rungs
const a = servedAnchor();
if (a) p.facing = Math.atan2(a.pos.x - state.base.x, a.pos.z - state.base.z);
p.climbTo(workY(), t);
},
}));
const api = {
get placedAt() { return state.placedAt; },
get carried() { return state.carried; },
get base() { return state.base; },
get topY() { return state.topY; },
workY,
isWorking,
servedAnchor,
needsLadder,
/**
* Drive descent from input. Held S climbs down; nothing else can strand you up there, and a
* knockdown already drops climbY to 0 on its own.
* player.js calls this each frame from the same input it reads for movement.
*/
update(dt, t, input) {
// SPRINT13 pool — "the dropped spare's whereabouts are unknown" is the small half of this.
// The player can lose the ladder without telling us: knockdown() calls drop() (player.sim.js),
// which nulls `carrying` and pushes an event nothing here listens for. state.carried stayed
// true forever, and every consequence of that is silent:
// · syncView hides the mesh (`visible = !carried`) → the ladder is invisible
// · ladder_take.pos() returns null while carried → nothing to walk to
// · ladder_take.canUse needs !state.carried → it can never be picked up again
// Blown over mid-carry and the ladder left the game, while ladder_place went on saying "it's
// by the shed". It wasn't. On the corner block that silently ends the site's whole thesis:
// cb1/cb2 are bracket work, and bracket work needs a ladder that no longer exists.
// The player's hands are the one source of truth, so reconcile against them every frame and
// let the ladder FALL where it was lost — the same instinct as STATES.shelter, which enters
// and leaves itself so a dropped release can't strand you. Fetching it is now a cost you can
// see and walk to, which is what the mechanic wanted from the knockdown in the first place.
if (state.carried && player.carrying !== 'ladder') {
state.carried = false;
state.placedAt = null;
state.dropped = true;
state.dropYaw = player.facing ?? 0;
state.base.set(player.pos.x,
world.heightAt ? world.heightAt(player.pos.x, player.pos.z) : 0,
player.pos.z);
}
if (player.state === 'atTop' && input && input.z < 0) player.climbTo(0, t);
syncView();
},
dispose() {
wired.forEach((un) => un());
if (interact.ladder === api) interact.ladder = null;
if (state.view) scene.remove(state.view);
},
};
// Publish onto the Interact instance so wireYardActions can find the reach gate without main.js
// (Lane A's file) having to learn about ladders and thread it through. Interact is Lane D's own
// class, so this stays inside the lane; an explicit `deps.ladder` still wins if anyone passes one.
interact.ladder = api;
return api;
}