HardYards/web/world/js/weather.js
type-two d03712ae47 Lane C S16: gate 3 lands — the fabric bet pinned, forecast argues it, storm in the lists; selftest 438/0/0
Gate 3.1 pins (c.test): the soaker over site_02 through gardenfly, porosity
the only variable — bare <30 (17.5), best cloth line <50 (42.3, still >bare:
the leak is partial), same $75 ring on membrane >90 FULL (96.5) with lost<2
and cost<=80, $60 membrane ring wins too (68.8), separation >40 (54.2). The
inverse guard: membrane on carabiners reads WORSE than cloth (19.1/3 lost vs
24.5/2) — the F key is a bet, not an upgrade. Gate 3.3: forecastLines grows
stones + rainRate (worded, banded); stormStats.hailSize + forecastFor
hail.size band, spread 0.30, nesting/truth-holding pinned in the resolving
loop; existing card fields byte-identical (new band draws last). storm_06 in
STORM_KEYS + suite STORMS (sync assert is the tripwire). Envelope tool flown:
throat 21.55 @ 59.2, q1 17.78 (rated slot), q2 wind-coldest yet cloth-side
second-hottest — the pond's signature isolated between harnesses. Mutations,
separate runs, red-then-green: gardenfly seam hardcoded -> both 3.1 pins red;
STORM_KEYS drop -> list-sync red with diff; stormgen rng -> byte-equal red.
Browser selftest 438/0/0 (418 + 4 storm honesty + 12 stormgen + 4 gate-3).
THREADS: gate entries + D pairing receipt + B seam/finding notes.
2026-07-20 20:33:10 +10:00

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'use strict';
// SHADES — Lane C — weather: the wind field everyone samples.
//
// Implements the contracts.js wind surface (PLAN3D §4):
// wind.sample(pos, t) -> Vector3 m/s, includes gusts & local effects
// wind.gustTelegraph(t) -> {eta, dir, power} | null
//
// All the maths lives in weather.core.js (pure, no imports). This file is just
// the THREE adapter + storm loading, so the sim stays node-testable and the
// determinism rule can't be broken by accident.
import * as THREE from '../vendor/three.module.js';
import {
createWindField, validateStorm, validateSiteWind, GUST, RAIN_TIME_COMPRESSION,
hailBlockFor, stormStats, forecastFor,
} from './weather.core.js';
export {
GUST, validateStorm, validateSiteWind, RAIN_TIME_COMPRESSION,
hailBlockFor, stormStats, forecastFor,
};
const kmh = (ms) => ms * 3.6;
const band = (b, fmt) => (b.hi - b.lo < 0.05 ? fmt(b.lo) : `${fmt(b.lo)}${fmt(b.hi)}`);
/**
* How vague a night reads when it is `nightsOut` nights away — the week IS the
* forecast horizon, so tonight is exact (0) and the far end of the week is as
* vague as this game forecasts (1). Linear, because that maps the week onto
* forecastFor's documented 0..1 domain with nothing invented in between.
*
* For a five-night week: tomorrow reads at lead 0.25 — 75% confidence, a
* sustained band about ±8% wide. Visibly hedged, still worth rigging to.
*
* Lane A: this is the job sheet's missing argument. `forecastLines(def, 0)` is
* tonight; `forecastLines(tomorrowDef, leadFor(1, wk.nights))` is tomorrow's
* band. Nights beyond the week (or a one-night week) clamp to 1 and 0.
*
* @param {number} nightsOut 0 = tonight, 1 = tomorrow
* @param {number} [weekNights] nights in the week (5)
* @returns {number} lead, 0..1
*/
export function leadFor(nightsOut, weekNights = 5) {
if (!(nightsOut > 0)) return 0;
const horizon = weekNights - 1;
if (!(horizon > 0)) return 1; // a one-night week: anything but tonight is a guess
return Math.min(1, nightsOut / horizon);
}
/**
* The forecast card's two stat lines, already worded — DESIGN.md's partial
* information made visible. Lane A owns the card; this owns the numbers, so the
* card stays one call instead of re-deriving the storm inline.
*
* `lead` is how far out the night is: 0 = tonight (exact numbers, reads exactly
* as the card always has), 1 = the far end of the week (wide bands, low
* confidence). The bands ALWAYS contain the truth — a forecast may be vague but
* it must never rule out what actually happens, or a player who rigs for the top
* of the stated range gets ambushed.
*
* Numbers are MEASURED (stormStats), not estimated: the card's old inline
* `baseCurve peak + powBase + powRamp` read 30 m/s for storm_02, which really
* gusts to 32.3, because gust power is drawn per gust and rides a ramp.
*
* @param {object} def parsed storm JSON
* @param {number} [lead] 0..1
* @returns {{name, night, wind, rain, confidence, hail, truth}}
*/
export function forecastLines(def, lead = 0) {
const f = forecastFor(def, lead);
const i = (v) => v.toFixed(0);
const sustained = band(f.sustained, i);
const gusts = band({ lo: kmh(f.gustPeak.lo), hi: kmh(f.gustPeak.hi) }, i);
const sustainedKmh = band({ lo: kmh(f.sustained.lo), hi: kmh(f.sustained.hi) }, i);
// rain reads as a word, and a vague forecast hedges across two
const word = (v) => (v >= 0.8 ? 'heavy' : v >= 0.4 ? 'steady' : 'light');
const rainWord = word(f.rain.lo) === word(f.rain.hi)
? word(f.rain.hi) : `${word(f.rain.lo)}${word(f.rain.hi)}`;
const change = f.changeAt
? `· southerly change ${lead > 0 ? band(f.changeAt, i) + 's' : `at ${i(f.changeAt.lo)}s`}`
: '· no change forecast';
const hail = f.hail.chance === 'none' ? '' : `· hail ${f.hail.chance}`;
// SPRINT16 gate 3.3 — the stone and the rain RATE join the card (A prints
// them; this owns the wording, same split as every other line here). The
// stone is the fabric bet's whole argument: pea hail rattles through a
// 2 mm weave, anything bigger cannot — so the size word is what tells a
// player which fabric tonight wants, before a dollar is spent. Words map
// hail.size units (1.0 ≈ a 1.5 cm stone): storm_03's 0.7 reads "pea" (its
// own comment's word), the soaker's 0.45 "fine pea", the wild night's 1.3
// and the ice night's 1.4 read "golf balls" — the sizes cloth stops dead.
const stoneWord = (v) => (v < 0.6 ? 'fine pea' : v <= 0.9 ? 'pea' : v <= 1.2 ? 'marble' : 'golf ball');
const sz = f.hail.size;
const stones = f.hail.chance === 'none' ? '' : (
stoneWord(sz.lo) === stoneWord(sz.hi)
? `${stoneWord(sz.hi)} stones`
: `${stoneWord(sz.lo)}${stoneWord(sz.hi)} stones`
);
return {
name: (def.name ?? '').replace(/_/g, ' ').toUpperCase(),
night: (def.sky?.night ?? (def.sky?.darkness ?? 0) > 0.6),
wind: `sustained to ${sustained} m/s (${sustainedKmh} km/h) · gusts to ~${gusts} km/h`,
rain: `rain ${rainWord} ${change} ${hail}`.trim(),
// The gate-3.3 lines, separate fields so A's card can place them without
// re-deriving anything. Empty string = nothing to print, same rule as
// `confidence` below; both bands contain the truth at every lead.
rainRate: `rain to ${band(f.rainMmPerHour, i)} mm/hr`,
stones,
// Only worth showing when it isn't tonight — "CONFIDENCE 100%" is noise.
confidence: lead > 0 ? `forecast confidence ${Math.round(f.confidence * 100)}%` : '',
hail: f.hail,
truth: f.truth,
};
}
// Resolved against this module, not the server root: server.py serves the repo
// root (so the 2D prototype stays reachable), but the demo bench serves web/.
// import.meta.url is right under both, and under whatever Lane A does next.
const STORM_DIR = new URL('../data/storms', import.meta.url).href;
/** Fetch + validate a storm def. Throws loud on bad data — storms are content. */
export async function loadStorm(name, dir = STORM_DIR) {
const url = `${dir}/${name}.json`;
const res = await fetch(url);
if (!res.ok) throw new Error(`weather: cannot load ${url} (${res.status})`);
const def = await res.json();
const { ok, errors } = validateStorm(def, name);
if (!ok) throw new Error(`weather: ${url} is invalid:\n ${errors.join('\n ')}`);
return def;
}
/**
* The wind a YARD actually flies — storm def + the SITE's local effects,
* wired exactly as main.js does at every site load (setVenturi from
* siteDef.wind.venturi, tree shelters from the anchors). SPRINT13:
*
* THREE harnesses have now measured site_02 with the funnel switched OFF by
* building wind from the storm def alone — B's site_audit (Sprint 11, their
* sweep.selftest tells the story), C's garden_bench (Sprint 13, where it
* flipped the $80-line headline: 91.5 FULL funnel-off vs 39.8 TATTERED in
* D's live replay), and probe4, which never attempted it. The venturi lives
* in the SITE json, not the storm, so `def.wind.venturi` off a storm def
* LOOKS right and never fires. Any tool measuring a yard builds its wind
* HERE, or it is measuring a yard that doesn't ship. The strictly-raises
* assert in c.test.js goes red if the setVenturi line is ever dropped.
*
* @param {object} stormDef parsed storm JSON
* @param {object} [siteDef] parsed site JSON (loadSite) — its wind.venturi list
* @param {Array} [anchors] world anchors; trees become wind shelters
* @param {object} [opts] forwarded to createWind ({seed})
*/
export function windForSite(stormDef, siteDef, anchors = [], opts = {}) {
const wind = createWind(stormDef, opts);
wind.setVenturi(siteDef?.wind?.venturi ?? []);
wind.setSheltersFromTrees(anchors.filter((a) => a.type === 'tree'));
return wind;
}
/**
* @param {object} def parsed storm JSON
* @param {object} [opts] {seed} — same seed + same def = same storm, every run
* @returns the `wind` object from contracts.js
*/
export function createWind(def, opts = {}) {
const field = createWindField(def, opts);
const scratch = { x: 0, y: 0, z: 0 };
const wind = {
/**
* Wind velocity at a world position, m/s.
* @param {THREE.Vector3} pos
* @param {number} t storm time, seconds
* @param {THREE.Vector3} [out] pass one to avoid allocating — sail.js
* samples per-face per-frame, so this matters
*/
sample(pos, t, out) {
const v = out || new THREE.Vector3();
field.vecAt(pos.x, pos.z, t, scratch);
return v.set(scratch.x, scratch.y, scratch.z);
},
/** Scalar speed — for HUD, rain, grass. Cheaper than sample(); no allocation. */
speedAt(pos, t) {
return field.speedAt(pos.x, pos.z, t);
},
/** {eta, dir, power} while a gust is inbound but hasn't risen yet, else null. */
gustTelegraph(t) {
return field.telegraph(t);
},
/**
* Register wind shadows (trees, house). Lane A: call after the yard is built.
* Until then there are simply no shadows — nothing breaks.
* @param {Array<{x,z,radius,strength,length}>} list
*/
setShelters(list) { field.setShelters(list); return wind; },
/** Convenience: take shadows straight off world.anchors' tree entries. */
setSheltersFromTrees(trees, o = {}) {
return wind.setShelters(trees.map((tr) => ({
x: tr.pos ? tr.pos.x : tr.x,
z: tr.pos ? tr.pos.z : tr.z,
radius: o.radius ?? tr.radius ?? 3,
strength: o.strength ?? 0.45,
length: o.length ?? 14,
})));
},
/**
* A site's wind funnels (SPRINT9 site_02). Lane A: call with the site JSON's
* `wind.venturi` after building the yard. Empty/absent = no funnels, so
* backyard_01 reads exactly as it always has.
* @param {Array<{x,z,axis,gain,radius,sharp}>} list
*/
setVenturi(list) { field.setVenturi(list); return wind; },
get venturi() { return field.venturi; },
/** Storm events fired in (a,b] — poll with (t-dt, t). Deterministic. */
eventsBetween(a, b) { return field.eventsBetween(a, b); },
/** 0..1 rain intensity — drives drop count and opacity. */
rainAt(t) { return field.rainAt(t); },
/** 0..1 hail intensity (SPRINT5 decision 13). Zero for a hail-free storm. */
hailAt(t) { return field.hailAt(t); },
/** Stone-size scalar — audio pitch, visual scale, damage weight. */
get hailSize() { return field.hailSize; },
/** Rain rate in real-world mm/hr. Ponding (decision 10) reads this. */
rainMmPerHour(t) { return field.rainMmPerHour(t); },
/** Real-world mm of water delivered over (t0,t1]. Multiply by
* RAIN_TIME_COMPRESSION cloth-side — see weather.core. */
rainDepthMm(t0, t1) { return field.rainDepthMm(t0, t1); },
/** Direction (radians, XZ plane from +X toward +Z) ignoring local effects. */
dirAt(t) { return field.dirAt(t); },
get duration() { return field.duration; },
get gusts() { return field.gusts; },
get def() { return field.def; },
get seed() { return field.seed; },
core: field,
};
return wind;
}