SPRINT9 §Lane D: "play site_02 cold and log where the verbs break (the ladder
assumes fascia height; the carport may not have one)". site_02 isn't landed yet,
so I audited the verb against it instead of waiting.
The seam is real but it isn't height — it's that `needsLadder` is spelled
`type === 'house'`, and contracts.js types anchors as a closed enum
('house'|'tree'|'post') that E's carport doesn't fit. The failure mode is what
makes it worth fixing now: if needsLadder says false, interact's canReach returns
TRUE UNCONDITIONALLY, so the player re-rigs a 2.6 m bracket standing on the grass
and the mechanic silently stops existing. Same disease as StumbleBack's dead
threshold and the camera-less shadow grid — a rule keyed on the wrong thing,
failing open with no error.
A pure height test is NOT the fix: posts (3.95 m) and tree limbs (5.05 m) are
higher than the fascia and need no ladder, because you work the CLOTH there and
the bracket here. So needsLadder now reads data first —
`anchor.worksAtBracket` — exactly like anchor.ratingHint already does from the
GLB's userData, and falls back to site_01's type. Nothing on site_01 carries the
flag, so it's a no-op there (asserted). Lane A/E: set it in the site JSON and the
ladder follows the site with no code change.
Also made ladder.js headless-importable (lazy GLTFLoader, same as broom.js),
because d.test.js was testing fakeLadder's hand-copied duplicate of needsLadder
rather than the rule itself — a rule the suite re-implements is one it cannot
catch drifting. Verified the ladder's GLB still loads in the browser.
62 Lane D asserts headless, 275/0/0 in the browser.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>