sail.js _checkFailure now fails a corner on load > hw.rating * anchor.ratingHint (read live from the anchor — dress() mutates in place). Consequence asserted, not the formula: on site_02's carport line (uniform rated shackles, funnel on, 12 s calm settle) a cb corner blows before any q corner — at DEFAULT tension (t~29 s into the storm, honest posts hold) and at max. In-suite control pins the attribution: the same rig with every hint forced to 1 holds 4/4, so the break is the hint, not the load. Mutation-checked: unwiring the line fails both. rigging.js weak-link (D's #7): summary.weakest reduces on rating * ratingHint via _effRating, not bare hw.rating — uniform hardware now flags the genuinely worst steel instead of the first click. Mutation-checked. site_audit prices the anchor, not just the steel: tierFor(peak, hint) needs h.rating * hint >= peak, both front-ends carry ratingHint through (browser off world.anchors, node dump extended with the live-dumped hints), rows print the hint. sweep.selftest asserts hints reprice without touching peaks and land over-ceiling corners in unholdable. Mutation-checked. Selftest 319/0/0 (315 + 4). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
567 lines
23 KiB
JavaScript
567 lines
23 KiB
JavaScript
/**
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* rigging.js — prep-phase rig selection and hardware economy. [Lane B]
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*
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* The money half of the sail. Ports the prototype's economy verbatim ($80
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* budget, $5/$15/$30 hardware, $15 spare) and adds the state machine around it:
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* which anchors are rigged, what hangs at each corner, how tight, how many
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* spares in the bag.
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*
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* Kept three-free and DOM-free like sail.js so it is testable headless. The
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* picking/DOM layer is deliberately NOT here yet — it needs Lane A's camera and
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* anchor markers, which do not exist at time of writing; see createRiggingUI at
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* the bottom for the seam it will plug into.
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*/
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import { HARDWARE, START_BUDGET, SPARE_COST } from './contracts.js';
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import { orderRing, TENSION_MIN, TENSION_MAX } from './sail.js';
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export { START_BUDGET, SPARE_COST };
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export const MAX_CORNERS = 4;
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export const DEFAULT_TENSION = 1.0;
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/**
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* Fabric — DESIGN.md's "fabric choice is a forecast bet", and it is a BET, not a
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* purchase. Both cost $0.
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*
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* That pricing is a finding, not laziness. SPRINT6 asked me to "price the
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* difference"; I measured it instead and there is no price at which membrane is
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* a sane buy, because it is strictly dominated as an upgrade:
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*
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* what membrane buys +26% hail blocked — but ONLY on the pea-hail nights
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* (hailBlockFor(0.7, 0.3) = 0.74), which are the EASY
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* ones; on storm_02 (1.3) and the ice night (1.4) a
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* knitted cloth already blocks 100%, because a 2 cm
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* stone cannot pass a 2 mm weave — C's ruling.
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* Plus rain, which is 0.25 of the drain against hail's
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* 5.0, i.e. ~5% of the damage.
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* what membrane costs DOUBLE the wind load (porosity halves the pressure
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* term), and it PONDS — the flat-sail killer, needing
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* the broom.
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*
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* Charge for that and you have shipped a trap. Free, it is the real forecast
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* bet the design describes: take the cloth when the night is windy (which is
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* every night with big hail), take the membrane when the hail is small and the
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* wind is mild and you want the rain off too. If Lane A ever raises rain's drain
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* weight, membrane earns a price and this comment is the place to start.
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*/
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export const FABRIC = [
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{ id: 'cloth', name: 'shade cloth', porosity: 0.30, cost: 0, blurb: 'wind blows through — half the load, sheds water, leaks the finest hail' },
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{ id: 'membrane', name: 'waterproof membrane', porosity: 0, cost: 0, blurb: 'stops rain and every stone — full wind load, and it ponds' },
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];
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export const DEFAULT_FABRIC = FABRIC[0];
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const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
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const OK = { ok: true };
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const fail = (reason) => ({ ok: false, reason });
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export class RiggingSession {
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/**
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* @param {object} opts
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* @param {Array} opts.anchors world.anchors — [{id, pos, type, sway?}]
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* @param {number} opts.budget starting cash
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*/
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constructor({ anchors = [], budget = START_BUDGET } = {}) {
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this.anchors = anchors;
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this._startBudget = budget;
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this.reset();
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}
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/**
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* Back to an empty prep phase, same anchors and starting budget. Lane A's
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* "play again" reaches into the state machine to fake a fresh round rather
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* than rebuilding the session, so this owns the field list — add a field
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* above, reset it here.
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*/
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reset() {
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this.budget = this._startBudget;
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this.tension = DEFAULT_TENSION;
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this.spares = 0;
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this.fabric = DEFAULT_FABRIC;
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/** @type {{anchorId: string, hw: object}[]} — ring-ordered once 4 are rigged */
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this.picks = [];
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return this;
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}
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/**
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* Re-bank the shop for a new night. [Lane A's ask — THREADS, SPRINT10]
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*
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* A had to poke `_startBudget` and then call `reset()` from main.js — their
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* self-described "one private touch" into this module, done loudly in a
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* comment rather than by forking the file. This is that pair, named.
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*
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* It RESETS, deliberately. A new bank only ever arrives at a night boundary
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* (main.js sets it at the forecast), and carrying last night's picks into a
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* re-banked shop would leave four corners rigged that this wallet never paid
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* for — `budget` would say $80 with $20 of hardware already hanging in the
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* yard. "New budget" and "fresh prep phase" are the same event here; splitting
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* them would only move the bug into the caller.
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*/
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setBudget(n) {
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this._startBudget = n;
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return this.reset();
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}
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/**
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* Re-point the session at a new yard's anchors. [SPRINT11 — the site switch]
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*
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* Picks die with the old site: they are anchor IDs, and `p4` on the backyard
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* is not `p4` on the corner block. Keeping them would rig a quad out of
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* anchors that no longer exist.
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*/
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setAnchors(anchors) {
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this.anchors = anchors;
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return this.reset();
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}
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get spent() { return START_BUDGET - this.budget; }
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get canStart() { return this.picks.length === MAX_CORNERS; }
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isRigged(anchorId) { return this.picks.some((p) => p.anchorId === anchorId); }
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pickOf(anchorId) { return this.picks.find((p) => p.anchorId === anchorId) || null; }
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/** Charge (or refund, when amount is negative) against the budget. */
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_spend(amount) {
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if (this.budget - amount < 0) return false;
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this.budget -= amount;
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return true;
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}
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/** Rig a corner at an anchor, starting on the cheapest hardware (prototype). */
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rig(anchorId) {
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const a = this.anchors.find((x) => x.id === anchorId);
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if (!a) return fail('no such anchor');
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if (this.isRigged(anchorId)) return fail('already rigged');
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if (this.picks.length >= MAX_CORNERS) return fail('a sail has four corners');
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if (!this._spend(HARDWARE[0].cost)) return fail('not enough budget');
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this.picks.push({ anchorId, hw: HARDWARE[0] });
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this._reorder();
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return OK;
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}
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/**
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* Unrig a corner and refund its hardware. Not in the prototype (which had no
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* way back from a misclick) but it is a pure refund, so it costs the economy
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* nothing and saves the player a restart.
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*/
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unrig(anchorId) {
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const i = this.picks.findIndex((p) => p.anchorId === anchorId);
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if (i < 0) return fail('not rigged');
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this.budget += this.picks[i].hw.cost;
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this.picks.splice(i, 1);
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return OK;
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}
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/** Cycle a corner's hardware to the next tier, paying (or refunding) the difference. */
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cycleHardware(anchorId) {
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const p = this.pickOf(anchorId);
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if (!p) return fail('not rigged');
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const next = HARDWARE[(HARDWARE.indexOf(p.hw) + 1) % HARDWARE.length];
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if (!this._spend(next.cost - p.hw.cost)) return fail('not enough budget');
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p.hw = next;
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return OK;
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}
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setHardware(anchorId, hw) {
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const p = this.pickOf(anchorId);
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if (!p) return fail('not rigged');
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if (!HARDWARE.includes(hw)) return fail('unknown hardware');
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if (!this._spend(hw.cost - p.hw.cost)) return fail('not enough budget');
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p.hw = hw;
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return OK;
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}
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/**
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* Pick the cloth. Free either way (see FABRIC) — it's a forecast bet, so the
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* cost is which night you're wrong on, not dollars.
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* @param {object|string} f a FABRIC entry or its id
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*/
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setFabric(f) {
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const pick = typeof f === 'string' ? FABRIC.find((x) => x.id === f) : f;
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if (!pick || !FABRIC.includes(pick)) return fail('unknown fabric');
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if (!this._spend(pick.cost - this.fabric.cost)) return fail('not enough budget');
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this.fabric = pick;
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return OK;
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}
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/** 0.6 loose (soaks gusts, flogs) .. 1.4 drum tight (no flap, shock-loads). */
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setTension(v) {
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this.tension = clamp(v, TENSION_MIN, TENSION_MAX);
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return this.tension;
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}
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/** Spares are what Lane D's hold-E re-rig consumes mid-storm. */
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setSpares(n) {
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n = Math.max(0, Math.floor(n));
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const delta = (n - this.spares) * SPARE_COST;
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if (!this._spend(delta)) return fail('not enough budget');
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this.spares = n;
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return OK;
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}
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/**
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* Ring-order the picks by angle around their ground-plane centroid, so corner
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* i of the cloth grid always maps to a neighbouring anchor. Without it,
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* picking anchors in a silly order knots the sail through itself.
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*/
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_reorder() {
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if (this.picks.length < MAX_CORNERS) return;
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const byId = new Map(this.picks.map((p) => [p.anchorId, p]));
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const ring = orderRing(this.picks.map((p) => this.anchors.find((a) => a.id === p.anchorId)));
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this.picks = ring.map((a) => byId.get(a.id));
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}
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/** Hand the finished rig to the sim. Mirrors contracts.js sailRig.attach(). */
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commit(rig) {
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if (!this.canStart) throw new Error(`sail needs ${MAX_CORNERS} corners, have ${this.picks.length}`);
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// Fabric before attach: porosity scales the wind pressure term and decides
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// whether the cloth ponds, so the sail has to know what it's made of before
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// it is built. (It's also half of the wild night's only winnable line —
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// shade cloth + C's 0.40 downdraft drop p1 to 1.08 kN, under a $5
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// carabiner's rating, which is the $10 that closes the $90 -> $80 gap.)
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if (rig.setFabric) rig.setFabric(this.fabric);
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return rig.attach(this.picks.map((p) => p.anchorId), this.picks.map((p) => p.hw), this.tension);
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}
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/**
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* What a pick's corner actually fails at, in newtons: hardware rating × the
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* anchor's ratingHint (`?? 1` mirrors sail.js — world.js guarantees the field,
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* but a session can be handed bare test anchors that never met world.js).
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*/
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_effRating(p) {
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const a = this.anchors.find((x) => x.id === p.anchorId);
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return p.hw.rating * (a?.ratingHint ?? 1);
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}
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/** Everything the HUD needs to draw the prep panel, in one read. */
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get summary() {
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return {
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budget: this.budget,
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spent: this.spent,
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tension: this.tension,
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spares: this.spares,
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fabric: { id: this.fabric.id, name: this.fabric.name, porosity: this.fabric.porosity, cost: this.fabric.cost, blurb: this.fabric.blurb },
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canStart: this.canStart,
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corners: this.picks.map((p) => ({ anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost })),
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// The weak link is the lowest EFFECTIVE rating — hw.rating × the anchor's
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// ratingHint, the same product sail.js fails a corner on (SPRINT12, A's
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// ruling). D's #7: this used to reduce on hw.rating alone with strict <,
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// so four identical carabiners flagged whichever was clicked FIRST — the
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// label pointed at click order, not steel, and on the corner block it
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// named the genuinely worst anchor only by luck. Ratings ties still keep
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// the first pick, honestly: if the products are equal the steel really is
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// interchangeable and there is no "genuinely worst" to point at.
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weakest: this.picks.length
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? this.picks.reduce((w, p) => (this._effRating(p) < this._effRating(w) ? p : w)).anchorId
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: null,
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};
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}
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}
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/**
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* Prep-phase picking UI.
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*
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* Everything above is the rules; this is only the hands. It renders its own
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* anchor markers because the yard has none to raycast against — world.js builds
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* posts and trunks, not pick targets — and marker styling is prep-phase UI, so
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* it belongs to this lane rather than to the terrain.
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*
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* Controls: LMB an anchor to rig it, LMB again to cycle its hardware,
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* shift-LMB to pull it off for a full refund, [ and ] for tension, S for the
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* spare. RMB is left alone — that's the camera's orbit. Enter belongs to Lane
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* A's phase machine, which calls commit() on the way out of prep.
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*
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* @param {object} o
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* @param {object} o.scene THREE.Scene to hang markers in
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* @param {object} o.camera cameraRig.object — what we raycast from
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* @param {Element} o.domElement renderer.domElement — where clicks land
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* @param {object} o.world needs world.anchors
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* @param {function} o.onCommit (anchorIds, hwChoices, tension) => void — Lane A's rigSail
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* @param {function} [o.onMessage] (text) => void — refusals, for the event ticker
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* @param {boolean} [o.panel=true] draw the built-in prep panel; false if hud.js takes it over
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*/
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export async function createRiggingUI({
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scene, camera, domElement, world,
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onCommit, onMessage = () => {}, panel = true,
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} = {}) {
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const THREE = await import('../vendor/three.module.js');
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const session = new RiggingSession({ anchors: world.anchors });
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// --- markers -----------------------------------------------------------
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const group = new THREE.Group();
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group.visible = false;
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scene.add(group);
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const DIM = 0x33424c;
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const ringGeo = new THREE.TorusGeometry(0.28, 0.05, 8, 20);
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const dotGeo = new THREE.SphereGeometry(0.1, 10, 8);
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// What you click is NOT what you see: the ring's tube is 5 cm, which at yard
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// distance is a couple of pixels and unhittable. Pick against an invisible
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// sphere big enough to mean "that anchor" and let the ring just be the read.
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const pickGeo = new THREE.SphereGeometry(0.45, 8, 6);
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const pickMat = new THREE.MeshBasicMaterial({ visible: false });
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const makeMarker = (a) => {
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const mat = new THREE.MeshBasicMaterial({ color: DIM, transparent: true, opacity: 0.9 });
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const ring = new THREE.Mesh(ringGeo, mat);
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const dot = new THREE.Mesh(dotGeo, mat);
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const hit = new THREE.Mesh(pickGeo, pickMat);
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hit.userData.anchorId = a.id;
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const holder = new THREE.Group();
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holder.add(ring, dot, hit, makeLabel(THREE, a.id.toUpperCase()));
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group.add(holder);
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return { anchor: a, holder, ring, dot, hit, mat, label: holder.children[3] };
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};
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/** One marker's GPU-side leftovers. The shared geometries are NOT ours to free. */
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const disposeMarker = (m) => {
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group.remove(m.holder);
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m.mat.dispose();
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m.label.material.map?.dispose(); // each label is its own canvas texture
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m.label.material.dispose();
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};
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// `let`, not `const`: setWorld rebuilds both on a site change.
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let markers = world.anchors.map(makeMarker);
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let pickTargets = markers.map((m) => m.hit);
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// --- quad preview ------------------------------------------------------
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// A closed loop through the ring-ordered picks: this is the shape you are
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// about to build, drawn before you commit to it.
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const previewGeo = new THREE.BufferGeometry();
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previewGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(5 * 3), 3));
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const preview = new THREE.Line(
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previewGeo,
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new THREE.LineDashedMaterial({ color: 0xffd27a, dashSize: 0.35, gapSize: 0.25 }),
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);
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preview.frustumCulled = false;
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group.add(preview);
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// --- panel -------------------------------------------------------------
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const el = panel ? document.createElement('div') : null;
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if (el) {
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el.id = 'rigging-panel';
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el.style.cssText = `position:fixed;top:12px;left:12px;z-index:20;display:none;
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background:#0d1418e0;border:1px solid #2c3a44;border-radius:6px;padding:10px 12px;
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font:12px/1.65 ui-monospace,Menlo,monospace;color:#dde5ea;min-width:280px;
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white-space:pre;pointer-events:none`;
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document.body.appendChild(el);
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}
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let active = false;
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let hovered = null;
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const ndc = new THREE.Vector2();
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const ray = new THREE.Raycaster();
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const scratch = new THREE.Vector3();
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function pickAt(ev) {
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const r = domElement.getBoundingClientRect();
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ndc.x = ((ev.clientX - r.left) / r.width) * 2 - 1;
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ndc.y = -((ev.clientY - r.top) / r.height) * 2 + 1;
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ray.setFromCamera(ndc, camera);
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return ray.intersectObjects(pickTargets, false)[0]?.object.userData.anchorId ?? null;
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}
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function say(result) {
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if (result && result.ok === false) onMessage(result.reason);
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return result;
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}
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function onPointerDown(ev) {
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if (!active || ev.button !== 0) return; // RMB is the camera's
|
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const id = pickAt(ev);
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if (!id) return;
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ev.preventDefault();
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if (!session.isRigged(id)) say(session.rig(id));
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else if (ev.shiftKey) say(session.unrig(id));
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else say(session.cycleHardware(id));
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refresh();
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}
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function onPointerMove(ev) {
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if (!active) return;
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hovered = pickAt(ev);
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domElement.style.cursor = hovered ? 'pointer' : '';
|
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}
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function onKeyDown(ev) {
|
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if (!active) return;
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if (ev.key === '[') session.setTension(session.tension - 0.05);
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else if (ev.key === ']') session.setTension(session.tension + 0.05);
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else if (ev.key.toLowerCase() === 's') say(session.setSpares(session.spares ? 0 : 1));
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else return;
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ev.preventDefault();
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refresh();
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}
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domElement.addEventListener('pointerdown', onPointerDown);
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domElement.addEventListener('pointermove', onPointerMove);
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addEventListener('keydown', onKeyDown);
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/** Ground-plane area of the quad as picked, m² — the 70-192 m² problem, visible. */
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function quadArea() {
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if (session.picks.length !== MAX_CORNERS) return 0;
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const p = session.picks.map((k) => world.anchors.find((a) => a.id === k.anchorId).pos);
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const tri = (a, b, c) =>
|
||
new THREE.Vector3().subVectors(b, a).cross(new THREE.Vector3().subVectors(c, a)).length() * 0.5;
|
||
return tri(p[0], p[1], p[2]) + tri(p[0], p[2], p[3]);
|
||
}
|
||
|
||
function refresh() {
|
||
if (!el) return;
|
||
const s = session.summary;
|
||
// padEnd(4), not 3: the backyard's ids are all 2-3 chars, but the corner
|
||
// block ships `tr1b` and the column broke the moment a second site existed.
|
||
const rows = world.anchors.map((a) => {
|
||
const pick = session.pickOf(a.id);
|
||
if (!pick) return ` ${a.id.padEnd(4)} ${a.type.padEnd(6)} —`;
|
||
const weak = s.weakest === a.id && session.picks.length > 1 ? ' <- weak link' : '';
|
||
return ` ${a.id.padEnd(4)} ${pick.hw.name.padEnd(14)} ${(pick.hw.rating / 1000).toFixed(1)} kN $${pick.hw.cost}${weak}`;
|
||
});
|
||
const area = quadArea();
|
||
el.textContent = [
|
||
`PREP — rig four corners $${s.budget} left`,
|
||
`tension ${s.tension.toFixed(2)} spare x${s.spares}${area ? ` sail ${area.toFixed(0)} m2` : ''}`,
|
||
'',
|
||
...rows,
|
||
'',
|
||
s.canStart ? 'ENTER to start the storm' : `pick ${MAX_CORNERS - session.picks.length} more corner(s)`,
|
||
'click anchor: rig / cycle hw shift-click: remove',
|
||
'[ ] tension S spare RMB orbit',
|
||
].join('\n');
|
||
}
|
||
|
||
const ui = {
|
||
session,
|
||
get summary() { return { ...session.summary, area: quadArea() }; },
|
||
get canStart() { return session.canStart; },
|
||
get active() { return active; },
|
||
|
||
/**
|
||
* Re-point the whole UI at a new yard. [Lane A's ask — THREADS, SPRINT10]
|
||
*
|
||
* The site switch's last piece. `createRiggingUI` built its markers and its
|
||
* session from `world.anchors` at construction and had no way to re-point
|
||
* them, so on a site change the corner block's markers didn't exist and the
|
||
* panel still listed the backyard. A re-points what they can reach from
|
||
* main.js (`rig.anchors`, `session.anchors`) — which is why night 3 has been
|
||
* riggable from code and from the audit but not from the MOUSE. This is the
|
||
* mouse.
|
||
*
|
||
* A calls it inside `loadSiteInto`, guarded (`rigging.setWorld?.(world)`),
|
||
* so it lights up the day it lands with no change on their side.
|
||
*
|
||
* Markers are rebuilt, not repositioned: the anchor SET changes across sites
|
||
* (12 in the backyard, 10 on the corner block, different ids), so there is no
|
||
* per-marker correspondence to preserve. Each marker owns a material and a
|
||
* canvas-texture label, so the old ones are disposed rather than dropped —
|
||
* five site switches a week, every week, is a real leak otherwise.
|
||
*/
|
||
setWorld(w) {
|
||
world = w;
|
||
for (const m of markers) disposeMarker(m);
|
||
markers = world.anchors.map(makeMarker);
|
||
pickTargets = markers.map((m) => m.hit);
|
||
hovered = null; // a stale id would highlight nothing, forever
|
||
session.setAnchors(world.anchors); // picks are old-site anchor ids — they die here
|
||
preview.visible = false;
|
||
refresh();
|
||
return ui;
|
||
},
|
||
|
||
/** Lane A: call on phaseChange — markers and clicks are prep-only. */
|
||
setActive(on) {
|
||
active = !!on;
|
||
group.visible = active;
|
||
if (el) el.style.display = active ? 'block' : 'none';
|
||
if (!active) domElement.style.cursor = '';
|
||
if (active) refresh();
|
||
return ui;
|
||
},
|
||
|
||
/** Markers ride the anchors, so a tree corner wanders before you even rig it. */
|
||
update(dt, t) {
|
||
if (!active) return;
|
||
for (const m of markers) {
|
||
const p = m.anchor.sway ? m.anchor.sway(t) : m.anchor.pos;
|
||
m.holder.position.set(p.x, p.y, p.z);
|
||
m.holder.quaternion.copy(camera.quaternion); // rings face the player
|
||
const pick = session.pickOf(m.anchor.id);
|
||
m.mat.color.setHex(pick ? pick.hw.color : DIM);
|
||
const s = (hovered === m.anchor.id ? 1.35 : 1) * (pick ? 1.15 : 1);
|
||
m.ring.scale.setScalar(s);
|
||
m.label.visible = !!pick || hovered === m.anchor.id;
|
||
}
|
||
|
||
const pos = previewGeo.attributes.position;
|
||
if (session.picks.length >= 2) {
|
||
preview.visible = true;
|
||
const n = session.picks.length;
|
||
for (let i = 0; i <= n; i++) {
|
||
const k = session.picks[i % n];
|
||
const a = world.anchors.find((x) => x.id === k.anchorId);
|
||
const p = a.sway ? a.sway(t) : a.pos;
|
||
scratch.set(p.x, p.y, p.z);
|
||
pos.setXYZ(i, scratch.x, scratch.y, scratch.z);
|
||
}
|
||
// degenerate tail so a partial pick doesn't draw a stale segment
|
||
for (let i = session.picks.length + 1; i < 5; i++) pos.setXYZ(i, scratch.x, scratch.y, scratch.z);
|
||
pos.needsUpdate = true;
|
||
previewGeo.setDrawRange(0, session.picks.length + 1);
|
||
preview.computeLineDistances();
|
||
} else {
|
||
preview.visible = false;
|
||
}
|
||
},
|
||
|
||
/** Hand the finished rig to Lane A's rigSail. Returns false if it isn't four corners. */
|
||
commit() {
|
||
if (!session.canStart) {
|
||
onMessage(`rig ${MAX_CORNERS - session.picks.length} more corner(s) first`);
|
||
return false;
|
||
}
|
||
onCommit(
|
||
session.picks.map((p) => p.anchorId),
|
||
session.picks.map((p) => p.hw),
|
||
session.tension,
|
||
);
|
||
return true;
|
||
},
|
||
|
||
dispose() {
|
||
domElement.removeEventListener('pointerdown', onPointerDown);
|
||
domElement.removeEventListener('pointermove', onPointerMove);
|
||
removeEventListener('keydown', onKeyDown);
|
||
scene.remove(group);
|
||
ringGeo.dispose(); dotGeo.dispose(); pickGeo.dispose(); pickMat.dispose(); previewGeo.dispose();
|
||
preview.material.dispose();
|
||
for (const m of markers) disposeMarker(m); // same teardown setWorld uses
|
||
el?.remove();
|
||
},
|
||
};
|
||
|
||
refresh();
|
||
return ui;
|
||
}
|
||
|
||
/** A cheap canvas-texture nameplate, so anchors read as h1/t2/p1 rather than dots. */
|
||
function makeLabel(THREE, text) {
|
||
const c = document.createElement('canvas');
|
||
c.width = 128; c.height = 64;
|
||
const g = c.getContext('2d');
|
||
g.font = 'bold 40px ui-monospace, Menlo, monospace';
|
||
g.textAlign = 'center';
|
||
g.textBaseline = 'middle';
|
||
g.lineWidth = 6;
|
||
g.strokeStyle = '#0d1418';
|
||
g.strokeText(text, 64, 32);
|
||
g.fillStyle = '#dde5ea';
|
||
g.fillText(text, 64, 32);
|
||
const sprite = new THREE.Sprite(new THREE.SpriteMaterial({
|
||
map: new THREE.CanvasTexture(c), depthTest: false, transparent: true,
|
||
}));
|
||
sprite.position.set(0, 0.55, 0);
|
||
sprite.scale.set(0.8, 0.4, 1);
|
||
return sprite;
|
||
}
|