HardYards/web/world
m3ultra 13fc4bd14d Land needsLadder on the work field, measured against E's real carport
SPRINT10 gate 1. Adopts SPRINT10's spelling — `work: 'bracket' | 'cloth'` — as
canonical over the boolean I proposed in Sprint 9: naming the mechanism
positively beats a negation, and it's the field A is emitting. Sprint 9's
`worksAtBracket` is still honoured so nothing that already sets it breaks, and
`type === 'house'` remains the fallback, so site_01 is a no-op (verified live:
no anchor there carries either field, and fascia/post/tree verdicts are
unchanged).

Keyed to E's SHIPPED carport_01_v1.glb rather than my invented numbers, and it
confirms the audit exactly — it also carries BOTH mechanisms on one structure,
so a per-structure rule would still have been wrong:
    beam_anchor_01/02  y=2.36  anchor_type "carport"       rating_hint 0.22
    post_anchor_01/02  y=1.75  anchor_type "carport_post"  rating_hint 0.30
The beam sits over a 1.72 m person's 2.20 m reach and needs the ladder; the post
doesn't. Neither is typed 'house', so un-declared they BOTH fall back to "ground
work" and canReach waves a 2.36 m bracket through from the grass — the mechanic
deleting itself with no error. That regression is now pinned by a test.

E: the beam is the double trap — your worst rating in the game AND the one that
costs a ladder trip. That reads as a rule, not a bug, which is what §Lane D asks
for. A: the mapping you want is beam→bracket, post→cloth.

63 Lane D asserts headless, 288/0/0 in the browser.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:28:47 +10:00
..
data/storms Merge remote-tracking branch 'origin/lane/b' 2026-07-17 15:05:56 +10:00
js Land needsLadder on the work field, measured against E's real carport 2026-07-17 15:28:47 +10:00
models Add carport_01 for site_02, and the pyrrhic end card 2026-07-17 14:29:08 +10:00
vendor Vendor three.js r175, add stdlib dev server and launch config 2026-07-16 21:33:42 +10:00
dev_player.html Merge all lanes; add importmap; fix /world/ absolute paths 2026-07-16 22:23:20 +10:00
dev_rigging.html Add prep-phase picking UI over RiggingSession (unblocks A step 8) 2026-07-17 00:14:34 +10:00
index.html Give the game a face: HUD, mouse prep, forecast and aftermath (gate 1) 2026-07-17 02:32:02 +10:00
selftest.html Add tools/site_audit; retract the p1 claim against C; show LANE BAL 2026-07-17 14:52:31 +10:00