SPRINT10 gate 1a, carried since Sprint 8. Everything that was a module constant
— bed rect, house line, tree and post placements, shed, gnome, sun angle, fence
sides — is now data/sites/backyard_01.json, and world.js is a builder.
The extraction is byte-identical, and that's checkable rather than claimable:
E's branch-anchor tripwires pin five positions to 6 dp, a.test's quad-band
asserts pin the whole rigging geometry (>=3 quads in 18-45 m2, full coverage
still >45 m2), D's ladder field and B's balance lines all pass unchanged.
287/0/0.
It's byte-identical by construction, not by luck: the site-derived values keep
the builder's original local names, so ~500 lines of geometry that was already
correct is untouched and only its SOURCE changed.
Two things earned their place:
Anchors carry D's `work: "cloth" | "bracket"` — the MECHANISM, not the type. A
post is tensioned from a cleat at its base and a tree strop is thrown, but a
bracket bolted up a bare wall is the one you cannot fake. Keyed on mechanism
because `type` is a closed enum ('house'|'tree'|'post') that site_02's carport
doesn't fit, and needsLadder keyed on type FAILS OPEN there — the ladder
silently vanishes and you re-rig a 2.6 m bracket standing on the grass.
p4's swept position table moved INTO the JSON's `_why`, beside the coordinate it
justifies. That table is the only thing stopping someone nudging the post toward
the bed and collapsing DESIGN.md's central tension; it belongs with the number,
not in a file the number left.
validateSite() fails loud: sites are content, and a missing bed silently becomes
NaN coverage while a missing anchor list silently becomes an unriggable site.
createWorld now requires a site and says so.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
583 lines
27 KiB
JavaScript
583 lines
27 KiB
JavaScript
/**
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* Lane A selftests — contracts, yard layout, anchors, phase machine.
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* Lane A owns this file. Other lanes: yours is js/tests/<letter>.test.js.
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*/
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import * as THREE from '../../vendor/three.module.js';
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import { FIXED_DT, STORM_LEN, YARD, checkContract, createStubWind } from '../contracts.js';
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import { createWorld, heightAt, loadSite, validateSite } from '../world.js';
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import { createCameraRig } from '../camera.js';
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import { createGame, createWindRouter, verdictFor } from '../main.js';
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import { orderRing } from '../sail.js';
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import { loadStorm, createWind } from '../weather.js';
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import { createWeek, NIGHTS, gradeFor, BROKE_BELOW } from '../week.js';
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import { assert, assertEq, assertLess, fixedLoop } from '../testkit.js';
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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 scene = new THREE.Scene();
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// SPRINT10: the yard is data now. Loading the REAL site rather than a fixture
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// is the point — these asserts are the proof that the extraction moved nothing.
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const site = await loadSite('backyard_01');
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const world = createWorld(scene, { wind: createStubWind({ calm: true }), site });
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// Dress the yard before asserting anything about it: anchors are only FINAL
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// after dress(), which moves them onto the positions Lane E baked and adds the
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// extra tree branches. Testing the graybox would be testing a yard that never
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// reaches a player. Guarded, so a missing server degrades to graybox asserts
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// rather than reddening the whole lane.
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let dressed = false;
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try {
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await world.dress();
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dressed = true;
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} catch (err) {
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console.warn('[a.test] dress() unavailable, asserting against graybox:', err.message);
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}
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// --- contract conformance ------------------------------------------------
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// These are the merge tripwires: if a lane's module drifts from contracts.js,
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// this is where we find out, not three lanes later.
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t.test('contract: stub wind conforms', () => {
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assertEq(checkContract('wind', createStubWind()).join('; '), '');
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});
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t.test('contract: world conforms', () => {
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assertEq(checkContract('world', world).join('; '), '');
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});
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t.test('contract: camera rig conforms', () => {
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const rig = createCameraRig(document.createElement('div'));
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assertEq(checkContract('camera', rig).join('; '), '');
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});
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t.test('contract: game conforms', () => {
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assertEq(checkContract('game', createGame()).join('; '), '');
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});
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// --- the week (SPRINT8 gate 1) -------------------------------------------
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t.test('the week is five escalating nights and the ladder never reorders', () => {
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assertEq(NIGHTS.length, 5);
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assertEq(NIGHTS[0], 'storm_01_gentle', 'night one must be the one that cannot hurt you');
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assertEq(NIGHTS[4], 'storm_02b_icenight', 'night five is the ice night');
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const w = createWeek();
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assertEq(w.night, 1); assertEq(w.bank, 80);
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assert(!w.isFinalNight);
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for (let i = 0; i < 4; i++) w.advance();
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assertEq(w.night, 5);
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assert(w.isFinalNight, 'night five is the last');
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w.advance();
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assertEq(w.night, 5, 'the ladder does not walk off its own end');
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});
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t.test('money persists across nights, and the bank is next night\'s shop', () => {
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const w = createWeek();
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const def = { baseCurve: [[0, 10]], gusts: { powBase: 5, powRamp: 5 } };
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const s = w.settle(
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{ hp: 80, win: true, collateral: [], intactHardwareValue: 60 }, def, 70,
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);
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assertEq(s.bankBefore, 80);
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assertEq(s.bankAfter, 80 - 70 + s.pay, 'bank = bank − spent + pay, nothing else');
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assertEq(s.pay, s.fee + s.bonus + s.refund - s.collateral, 'the ledger adds up as shown');
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assertEq(s.refund, 30, 'gear comes home at half — a shackle that rode a gale is not new');
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w.advance();
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assertEq(w.bank, s.bankAfter, 'the bank IS the next shop');
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});
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t.test('a lost night pays a fraction of the fee, not zero and not all of it', () => {
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const def = { baseCurve: [[0, 10]], gusts: { powBase: 5, powRamp: 5 } };
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const won = createWeek().settle({ hp: 80, win: true, collateral: [], intactHardwareValue: 0 }, def, 0);
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const lost = createWeek().settle({ hp: 80, win: false, collateral: [], intactHardwareValue: 0 }, def, 0);
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assertLess(lost.fee, won.fee, 'losing must cost you the fee');
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assert(lost.fee > 0, 'but not all of it — you turned up. Zero is unrecoverable, not hard');
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});
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t.test('reaching night five is NOT the same as saving five gardens', () => {
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// The bug this pins shipped in my own first draft and only measurement
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// caught it: a $20-carabiner player loses four gardens, never dips under the
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// broke line because a cheap rig barely costs anything, and was handed "THE
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// WEEK HELD — everything's still where you put it" over four dead gardens.
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// Outlasting the week is not surviving it, and the end card is the last
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// thing this game says to anyone.
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assertEq(gradeFor(5), 'clean', 'five held is the only clean week');
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assertEq(gradeFor(4), 'scraped');
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assertEq(gradeFor(3), 'scraped');
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assertEq(gradeFor(1), 'solvent', 'one garden out of five is not a triumph');
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assertEq(gradeFor(0), 'solvent');
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});
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t.test('going broke ends the week, but never on the final night', () => {
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const def = { baseCurve: [[0, 10]], gusts: { powBase: 5, powRamp: 5 } };
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const ruin = { hp: 0, win: false, collateral: [{ what: 'gnome', cost: 25 }], intactHardwareValue: 0 };
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const w = createWeek();
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const s = w.settle(ruin, def, 80); // spend the lot, get almost nothing back
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assert(s.bankAfter < BROKE_BELOW, `bank ${s.bankAfter} should be under the $${BROKE_BELOW} floor`);
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assertEq(s.outcome, 'gameover', 'you cannot rig four corners, so the week is over');
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// On the last night there is no next shop to be unable to afford, so being
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// broke is just being broke — the week still finished.
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const w2 = createWeek();
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for (let i = 0; i < 4; i++) w2.advance();
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assertEq(w2.settle(ruin, def, 80).outcome, 'win', 'night five always ends the week, not the run');
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});
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// --- the wind router -----------------------------------------------------
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// Loaded HERE, not inside t.test(). These two were written `async` and
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// Suite.test() cannot await — so they were recorded as passes while asserting
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// nothing at all, for two sprints, including the sprint where I claimed the
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// tripwire had "caught its first real omission". It had: in a hand-run probe,
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// not in the suite. runAll DOES await run(), so awaiting belongs out here.
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const realWild = createWind(await loadStorm('storm_02_wildnight'));
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const realGentle = createWind(await loadStorm('storm_01_gentle'));
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t.test('wind router forwards EVERYTHING the real wind exposes', () => {
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// This exists because the omission it catches has already shipped once.
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//
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// Lane C added rainMmPerHour/rainDepthMm for ponding; main.js's router — a
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// hand-maintained delegation list — didn't forward them. Nothing went red:
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// every suite holds a real wind, and only the GAME holds the router. So
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// Lane B's ponding would have passed every assert it had and done nothing
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// in the actual yard, and it took the integrator noticing by hand at merge.
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//
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// The class of bug is worse than the instance. Sprint 5's headline system is
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// Lane C's hailAt(), and decision 13 hangs the entire garden score off it —
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// so the same silent swallow would make rigging look irrelevant to the
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// garden all over again, which is the exact thing this sprint exists to fix.
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// Diffing the two objects means the next omission is a red test that names
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// the missing member, rather than a system that quietly isn't plugged in.
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const real = realWild;
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const router = createWindRouter([real]);
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const missing = Object.keys(real).filter((k) => !(k in router));
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assert(missing.length === 0,
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`the wind router swallows ${missing.join(', ')} — add ${missing.length > 1 ? 'them' : 'it'} ` +
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`to createWindRouter in main.js, or the game silently runs without ${missing.length > 1 ? 'those' : 'that'}`);
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// Present isn't enough — a forwarded method has to actually reach the wind.
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const wrongType = Object.keys(real).filter((k) => typeof real[k] === 'function' && typeof router[k] !== 'function');
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assert(wrongType.length === 0, `router has ${wrongType.join(', ')} but not as callable(s)`);
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});
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t.test('wind router delegates live — use() re-points every consumer at once', () => {
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// The router's whole reason to exist: consumers bind once at construction,
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// so a storm swap has to be a re-point rather than a re-wire.
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const gentle = realGentle;
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const wild = realWild;
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const router = createWindRouter([gentle, wild]);
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const at = new THREE.Vector3(0, 0, 0);
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router.use(gentle);
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const calm = router.speedAt(at, 60);
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router.use(wild);
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const gale = router.speedAt(at, 60);
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assertLess(calm, gale, 'swapping to the wild night must change what consumers read');
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assertEq(router.def, wild.def, 'def follows the active storm (skyfx reads it at construction)');
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});
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// --- verdicts tell the truth (SPRINT6 gate 1) ----------------------------
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t.test('a run that held every corner is never told it skimped', () => {
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// The bug this pins shipped and was caught by playing, not by asserting:
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// any run under 50 hp read "the rain found what you skimped on", including
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// Lane B's twisted quad that held 4/4 and skimped on nothing. The verdict is
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// the game's whole feedback channel — DESIGN.md wants every disaster to
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// replay as "…the shackle, I knew about the shackle", and blaming the wrong
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// thing teaches the exact opposite of the lesson the storm just gave.
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const heldAll = verdictFor({
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hp: 39, lost: [], win: false,
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dmg: { hail: 48, rain: 13 }, pondPeak: 0, pondDumped: 0,
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});
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assertEq(heldAll.mode, 'uncovered',
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'a 4/4 hold that lost the garden to hail is a COVERAGE failure, not a hardware one');
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assert(!/skimp/i.test(heldAll.verdict),
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`verdict accused a player who broke nothing of skimping: "${heldAll.verdict}"`);
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assert(/held/i.test(heldAll.verdict),
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`verdict should credit the corners that held: "${heldAll.verdict}"`);
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});
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t.test('the pyrrhic win: a sail that dies saving the garden is a WIN', () => {
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// SPRINT9 decision 1, Lane A's ruling. The garden is the client's; the sail
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// is yours. This night used to score as a flat LOSS, which was the repo's
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// longest-running dead end — C measured the only $80 line on the wild night
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// and it lands here.
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const carabiner = { anchorId: 'p1', hw: { name: 'carabiner', rating: 1200, cost: 5 } };
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const shackle = { anchorId: 'p3', hw: { name: 'shackle', rating: 3200, cost: 15 } };
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const v = verdictFor({
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hp: 52, lost: [shackle, carabiner], win: true,
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dmg: { hail: 40, rain: 8 }, pondPeak: 0, pondDumped: 0,
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});
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assertEq(v.mode, 'pyrrhic', 'garden saved + sail destroyed is its own ending, not a cascade');
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assert(/GARDEN MADE IT/.test(v.verdict), `it is a win and must read as one: "${v.verdict}"`);
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assert(/carabiner at P1/.test(v.verdict), 'and still names the weakest link that went first');
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});
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t.test('the same wreck WITHOUT the garden is still a plain cascade', () => {
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// The other half of the ruling: corners are priced, not gated — but the
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// garden is still the whole job. Lose it and two corners and you lost.
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const carabiner = { anchorId: 'p1', hw: { name: 'carabiner', rating: 1200, cost: 5 } };
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const shackle = { anchorId: 'p3', hw: { name: 'shackle', rating: 3200, cost: 15 } };
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const v = verdictFor({
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hp: 20, lost: [shackle, carabiner], win: false,
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dmg: { hail: 70, rain: 10 }, pondPeak: 0, pondDumped: 0,
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});
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assertEq(v.mode, 'cascade');
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assert(/SAIL LOST/.test(v.verdict), `no garden, no win: "${v.verdict}"`);
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});
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t.test('verdict names the weakest link that actually let go', () => {
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// "…the shackle. I knew about the shackle." The whole point is that the
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// player recognises the corner they gambled on.
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const carabiner = { anchorId: 'p1', hw: { name: 'carabiner', rating: 1200, cost: 5 } };
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const shackle = { anchorId: 'h3', hw: { name: 'shackle', rating: 3200, cost: 15 } };
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const cascade = verdictFor({
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hp: 20, lost: [shackle, carabiner], win: false,
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dmg: { hail: 60, rain: 20 }, pondPeak: 0, pondDumped: 0,
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});
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assertEq(cascade.mode, 'cascade');
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assert(/carabiner at P1/.test(cascade.verdict),
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`a cascade must name the WEAKEST link as going first, not whichever was listed first: "${cascade.verdict}"`);
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const single = verdictFor({
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hp: 30, lost: [shackle], win: false,
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dmg: { hail: 60, rain: 10 }, pondPeak: 0, pondDumped: 0,
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});
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assertEq(single.mode, 'corner');
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assert(/shackle at H3/.test(single.verdict), `should name it: "${single.verdict}"`);
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});
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t.test('verdict distinguishes the two ways a garden dies', () => {
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// Opposite mistakes, opposite fixes: under-bought hardware vs a rig that
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// held perfectly over the wrong patch of grass. One sentence each.
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const hailed = verdictFor({ hp: 20, lost: [], win: false, dmg: { hail: 70, rain: 10 }, pondPeak: 0, pondDumped: 0 });
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const rained = verdictFor({ hp: 20, lost: [], win: false, dmg: { hail: 0, rain: 80 }, pondPeak: 0, pondDumped: 0 });
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assertEq(hailed.mode, 'uncovered');
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assertEq(rained.mode, 'rain');
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assert(hailed.verdict !== rained.verdict, 'hail and rain deaths must not read identically');
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});
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t.test('a clean hold reads as a clean hold, and the broom gets its credit', () => {
|
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const clean = verdictFor({ hp: 96, lost: [], win: true, dmg: { hail: 2, rain: 2 }, pondPeak: 0, pondDumped: 0 });
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assertEq(clean.mode, 'clean');
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const broomed = verdictFor({ hp: 70, lost: [], win: true, dmg: { hail: 20, rain: 10 }, pondPeak: 400, pondDumped: 380 });
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assertEq(broomed.mode, 'broomed', 'wearing 380 kg of water to save the rig should be the story');
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assert(/380 kg/.test(broomed.verdict), `say what it cost: "${broomed.verdict}"`);
|
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});
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|
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// --- camera --------------------------------------------------------------
|
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|
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t.test('camera keeps a clear line to the player from every angle', () => {
|
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// PLAN3D §5-A acceptance: "camera never clips through house". Stated here
|
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// as the underlying invariant — no solid between the player's head and the
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// camera — so it still means something after Lane E swaps the graybox house
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// for house_yardside.glb.
|
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const rig = createCameraRig(document.createElement('div'));
|
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rig.setSolids(world.solids);
|
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rig.setGround(heightAt);
|
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const ray = new THREE.Raycaster();
|
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const head = new THREE.Vector3();
|
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|
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const spots = [
|
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[0, -9.4], // backed against the house — the case that caught it
|
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[-5, -9.2], // under a fascia anchor
|
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[-9, 2.6], // hard against a tree trunk
|
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[-6, 7], // hard against a post
|
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[0, 9.2], // against the south fence
|
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];
|
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for (const [x, z] of spots) {
|
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const spot = new THREE.Vector3(x, heightAt(x, z), z);
|
||
for (let k = 0; k < 6; k++) {
|
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rig.yaw = (k / 6) * Math.PI * 2;
|
||
// 60 steps = 1 s of smoothing at lambda 9, i.e. 99.99% settled. Every
|
||
// step is a raycast against the whole yard, so this bound is the
|
||
// difference between a 1 s selftest and a 4 s one — and every lane runs
|
||
// it after every merge.
|
||
for (let i = 0; i < 60; i++) rig.update(1 / 60, spot);
|
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|
||
head.set(spot.x, spot.y + 1.55, spot.z);
|
||
const cam = rig.object.position;
|
||
const d = head.distanceTo(cam);
|
||
assert(d > 0.1, `camera collapsed onto the player (${d.toFixed(3)}m) at (${x},${z})`);
|
||
|
||
ray.set(head, cam.clone().sub(head).divideScalar(d));
|
||
ray.far = d - 0.02;
|
||
const blocked = ray.intersectObjects(world.solids, true)[0];
|
||
assert(
|
||
!blocked,
|
||
`'${blocked?.object.name || '?'}' sits between the player at (${x},${z}) ` +
|
||
`and the camera at yaw ${rig.yaw.toFixed(2)}`,
|
||
);
|
||
|
||
// The ground isn't a solid (heightAt handles it), so the raycast above
|
||
// can't speak for it — assert it separately.
|
||
assert(
|
||
cam.y > heightAt(cam.x, cam.z),
|
||
`camera is underground at (${cam.x.toFixed(1)},${cam.z.toFixed(1)}), ` +
|
||
`y=${cam.y.toFixed(2)} vs terrain ${heightAt(cam.x, cam.z).toFixed(2)}`,
|
||
);
|
||
}
|
||
}
|
||
});
|
||
|
||
// --- terrain -------------------------------------------------------------
|
||
|
||
t.test('heightAt is pure and gentle across the whole yard', () => {
|
||
for (let x = -15; x <= 15; x += 1.5) {
|
||
for (let z = -10; z <= 10; z += 1.5) {
|
||
const h = heightAt(x, z);
|
||
assertEq(h, heightAt(x, z), `heightAt(${x},${z}) not pure`);
|
||
assert(Math.abs(h) < 0.5, `heightAt(${x},${z}) = ${h}: terrain should stay gentle`);
|
||
}
|
||
}
|
||
});
|
||
|
||
t.test('garden bed sits inside the yard', () => {
|
||
const b = world.gardenBed;
|
||
assert(Math.abs(b.x) + b.w / 2 < YARD.width / 2, 'bed overhangs east/west');
|
||
assert(Math.abs(b.z) + b.d / 2 < YARD.depth / 2, 'bed overhangs north/south');
|
||
});
|
||
|
||
// --- anchors -------------------------------------------------------------
|
||
|
||
t.test('yard offers 12 anchors: 3 house, 5 tree, 4 post', () => {
|
||
const by = (type) => world.anchors.filter((a) => a.type === type).length;
|
||
assertEq(by('house'), 3, 'house anchors');
|
||
assertEq(by('tree'), dressed ? 5 : 2, 'tree anchors (branch_anchor_* arrive with dress())');
|
||
assertEq(by('post'), 4, 'post anchors — p3 (SPRINT3 dec 2), p4 (SPRINT6 gate 1)');
|
||
const ids = world.anchors.map((a) => a.id);
|
||
assertEq(new Set(ids).size, ids.length, `anchor ids not unique: ${ids}`);
|
||
});
|
||
|
||
t.test('anchors carry Lane E\'s rating_hint, and the fascia is the weak one', () => {
|
||
if (!dressed) return t.skip('needs dress()');
|
||
const hint = (id) => world.anchors.find((a) => a.id === id)?.ratingHint;
|
||
// DESIGN.md: "The fascia board is a lie: holds until the first real gust."
|
||
// Lane E encoded that as rating_hint 0.35 in house_yardside_v1.glb, so the
|
||
// asset says it and nothing here has to restate it. If this ever flips to
|
||
// 1.0, the yard has quietly stopped teaching its best lesson.
|
||
assertLess(hint('h1'), 0.5, 'fascia anchor should be the weak option');
|
||
assertEq(world.anchors.find((a) => a.id === 'h1').collateral, 'gutter',
|
||
'a fascia failure takes the gutter with it — that is the collateral cost');
|
||
assert(hint('t1') > hint('t1c'),
|
||
'a branch anchor at the fork must out-rate one out where the limb is thin');
|
||
});
|
||
|
||
// --- decision 2: the yard has to offer a real choice ----------------------
|
||
|
||
t.test('yard offers ≥3 riggable quads in the 18-45 m² band that shade the bed', () => {
|
||
if (!dressed) return t.skip('needs dress() — anchors are only final after it');
|
||
|
||
// SPRINT3 decision 2. Before the rework every quad covering the bed was
|
||
// 110 m²+, which pre-tensions itself into a cascade at t=0.4 s before the
|
||
// wind does anything — the yard taught the wrong lesson.
|
||
const bed = world.gardenBed;
|
||
const areaOf = (q) => {
|
||
const r = orderRing(q);
|
||
let a = 0;
|
||
for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
|
||
a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
|
||
}
|
||
return Math.abs(a / 2);
|
||
};
|
||
const inside = (x, z, r) => {
|
||
let c = false;
|
||
for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
|
||
const a = r[i].pos, b = r[j].pos;
|
||
if ((a.z > z) !== (b.z > z) && x < ((b.x - a.x) * (z - a.z)) / (b.z - a.z) + a.x) c = !c;
|
||
}
|
||
return c;
|
||
};
|
||
const coverOf = (q) => {
|
||
const r = orderRing(q);
|
||
let hit = 0, tot = 0;
|
||
for (let i = 0; i < 6; i++) {
|
||
for (let j = 0; j < 4; j++) {
|
||
const x = bed.x - bed.w / 2 + ((i + 0.5) / 6) * bed.w;
|
||
const z = bed.z - bed.d / 2 + ((j + 0.5) / 4) * bed.d;
|
||
tot++;
|
||
if (inside(x, z, r)) hit++;
|
||
}
|
||
}
|
||
return hit / tot;
|
||
};
|
||
|
||
const A = world.anchors;
|
||
const band = [];
|
||
for (let i = 0; i < A.length; i++) {
|
||
for (let j = i + 1; j < A.length; j++) {
|
||
for (let k = j + 1; k < A.length; k++) {
|
||
for (let l = k + 1; l < A.length; l++) {
|
||
const q = [A[i], A[j], A[k], A[l]];
|
||
const m2 = areaOf(q);
|
||
if (m2 >= 18 && m2 <= 45 && coverOf(q) >= 0.25) {
|
||
band.push(`${q.map((a) => a.id).join('+')} ${m2.toFixed(0)}m²`);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
assert(band.length >= 3,
|
||
`only ${band.length} quads in 18-45 m² shade the bed — the yard offers no ` +
|
||
`storm-survivable option. Found: ${band.join(', ') || 'none'}`);
|
||
});
|
||
|
||
t.test('full shade over the bed stays expensive — the tradeoff is the game', () => {
|
||
if (!dressed) return t.skip('needs dress()');
|
||
// The other half of decision 2, and the half that is easy to "fix" by
|
||
// accident. DESIGN.md's core tension is that big+flat+low buys great shade
|
||
// and dies in a storm, while small+twisted survives and shades patchily. If
|
||
// some future yard tweak ever lets a small quad cover the whole bed, that
|
||
// tension is gone and the rigging puzzle has no wrong answers left.
|
||
const bed = world.gardenBed;
|
||
const A = world.anchors;
|
||
let smallestFull = Infinity;
|
||
const areaOf = (q) => {
|
||
const r = orderRing(q);
|
||
let a = 0;
|
||
for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
|
||
a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
|
||
}
|
||
return Math.abs(a / 2);
|
||
};
|
||
const inside = (x, z, r) => {
|
||
let c = false;
|
||
for (let i = 0, j = r.length - 1; i < r.length; j = i++) {
|
||
const a = r[i].pos, b = r[j].pos;
|
||
if ((a.z > z) !== (b.z > z) && x < ((b.x - a.x) * (z - a.z)) / (b.z - a.z) + a.x) c = !c;
|
||
}
|
||
return c;
|
||
};
|
||
for (let i = 0; i < A.length; i++) {
|
||
for (let j = i + 1; j < A.length; j++) {
|
||
for (let k = j + 1; k < A.length; k++) {
|
||
for (let l = k + 1; l < A.length; l++) {
|
||
const q = [A[i], A[j], A[k], A[l]];
|
||
const r = orderRing(q);
|
||
let hit = 0;
|
||
for (let a = 0; a < 6; a++) {
|
||
for (let b = 0; b < 4; b++) {
|
||
const x = bed.x - bed.w / 2 + ((a + 0.5) / 6) * bed.w;
|
||
const z = bed.z - bed.d / 2 + ((b + 0.5) / 4) * bed.d;
|
||
if (inside(x, z, r)) hit++;
|
||
}
|
||
}
|
||
if (hit / 24 >= 0.9) smallestFull = Math.min(smallestFull, areaOf(q));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
assert(smallestFull > 45,
|
||
`a ${smallestFull.toFixed(0)} m² quad covers the whole bed — full shade is ` +
|
||
`supposed to cost you a sail the storm can take`);
|
||
});
|
||
|
||
t.test('sway() returns an absolute position, not an offset', () => {
|
||
// If sway ever regresses to returning an offset, the returned point lands
|
||
// near the origin instead of near the anchor, and Lane B's cloth corners
|
||
// all snap to the middle of the yard. Catch it here.
|
||
for (const a of world.anchors) {
|
||
const p = a.sway(3.1);
|
||
assertLess(p.distanceTo(a.pos), 0.6, `${a.id}.sway() is ${p.length().toFixed(2)}m from origin but should be near pos`);
|
||
}
|
||
});
|
||
|
||
t.test('house and post anchors are rigid; tree anchors move', () => {
|
||
for (const a of world.anchors.filter((x) => x.type !== 'tree')) {
|
||
assertEq(a.sway(0).distanceTo(a.sway(12.5)), 0, `${a.id} should not move`);
|
||
}
|
||
for (const a of world.anchors.filter((x) => x.type === 'tree')) {
|
||
// Sampled at two times a half-period apart; a static tree would score 0.
|
||
const spread = a.sway(0).clone().distanceTo(a.sway(0.83));
|
||
assert(spread > 1e-4, `${a.id} should sway with the wind, moved ${spread}m`);
|
||
}
|
||
});
|
||
|
||
t.test('anchors do not alias each other scratch vectors', () => {
|
||
// Two tree anchors handing out the same scratch Vector3 would silently
|
||
// corrupt whichever corner was read first.
|
||
const t1 = world.anchor('t1'), t2 = world.anchor('t2');
|
||
const p1 = t1.sway(2);
|
||
const x1 = p1.x;
|
||
const p2 = t2.sway(2);
|
||
assert(p1 !== p2, 't1 and t2 handed out the same vector object');
|
||
assertEq(p1.x, x1, 'reading t2 mutated the vector t1 returned');
|
||
});
|
||
|
||
// --- wind stub -----------------------------------------------------------
|
||
|
||
t.test('gust telegraph always gives at least 1.2 s of warning', () => {
|
||
// The promise the whole storm rests on: the player can always react.
|
||
// Lane C must keep this true for the real weather.js.
|
||
const wind = createStubWind({ seed: 7 });
|
||
let had = false, edges = 0;
|
||
fixedLoop(STORM_LEN, FIXED_DT, (dt, time) => {
|
||
const tel = wind.gustTelegraph(time);
|
||
if (tel && !had) {
|
||
edges++;
|
||
assert(tel.eta >= 1.2, `telegraph appeared with only ${tel.eta.toFixed(2)}s of warning`);
|
||
}
|
||
had = !!tel;
|
||
});
|
||
assert(edges >= 5, `only ${edges} gusts telegraphed in a ${STORM_LEN}s storm — too quiet to test`);
|
||
});
|
||
|
||
t.test('wind stub is deterministic: same seed, same storm', () => {
|
||
const a = createStubWind({ seed: 42 });
|
||
const b = createStubWind({ seed: 42 });
|
||
const p = new THREE.Vector3(1, 1, 1);
|
||
for (let time = 0; time < STORM_LEN; time += 0.37) {
|
||
const va = a.sample(p, time).clone();
|
||
const vb = b.sample(p, time);
|
||
assertEq(va.x, vb.x, `x diverged at t=${time}`);
|
||
assertEq(va.z, vb.z, `z diverged at t=${time}`);
|
||
}
|
||
});
|
||
|
||
t.test('wind stub gets angrier as the storm runs', () => {
|
||
const wind = createStubWind({ seed: 3 });
|
||
const p = new THREE.Vector3();
|
||
assertLess(wind.sample(p, 1).length(), wind.sample(p, STORM_LEN - 1).length());
|
||
});
|
||
|
||
// --- phase machine -------------------------------------------------------
|
||
|
||
t.test('phases cycle forecast → prep → storm → aftermath → forecast', () => {
|
||
const game = createGame();
|
||
assertEq(game.phase, 'forecast');
|
||
game.advance(); assertEq(game.phase, 'prep');
|
||
game.advance(); assertEq(game.phase, 'storm');
|
||
game.advance(); assertEq(game.phase, 'aftermath');
|
||
game.advance(); assertEq(game.phase, 'forecast');
|
||
});
|
||
|
||
t.test('phaseChange fires once, with from and to', () => {
|
||
const game = createGame();
|
||
const seen = [];
|
||
game.on('phaseChange', (p) => seen.push(p));
|
||
game.setPhase('prep');
|
||
game.setPhase('prep'); // no-op: already there
|
||
assertEq(seen.length, 1, 'phaseChange fired for a no-op transition');
|
||
assertEq(seen[0].from, 'forecast');
|
||
assertEq(seen[0].to, 'prep');
|
||
});
|
||
|
||
t.test('a 90 s storm ends itself (fast-forwarded, no rAF)', () => {
|
||
const game = createGame();
|
||
game.setPhase('storm');
|
||
fixedLoop(STORM_LEN - 1, FIXED_DT, () => game.tick(FIXED_DT));
|
||
assertEq(game.phase, 'storm', 'storm ended early');
|
||
fixedLoop(2, FIXED_DT, () => game.tick(FIXED_DT));
|
||
assertEq(game.phase, 'aftermath', 'storm never ended');
|
||
});
|
||
|
||
t.test('unknown phase is rejected', () => {
|
||
const game = createGame();
|
||
let threw = false;
|
||
try { game.setPhase('apocalypse'); } catch { threw = true; }
|
||
assert(threw, 'setPhase accepted a phase that does not exist');
|
||
});
|
||
}
|