580 lines
33 KiB
JavaScript
580 lines
33 KiB
JavaScript
/**
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* balance.test.js — is the game FAIR? [SPRINT6 gate 1; jointly owned, Lane B holds the pen]
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*
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* Every other suite asks "does this system do what it says". This one asks the
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* only question a player cares about: **can the night be won, through the real
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* shop, and does winning require the things the design says it should.**
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*
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* It is deliberately a browser suite. The scoring chain it has to drive —
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* skyfx's hail/rain exposure over the bed — needs `document`, so it cannot run
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* in node like B's other suites. Driving the REAL chain is the point: a balance
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* test that reimplements the drain measures a copy and proves nothing.
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*
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* The shape of every assert here is:
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* 1. build a loadout through RiggingSession, so the $80 shop is real money;
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* 2. fly the real storm JSON over an in-band quad from the real yard;
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* 3. integrate the real exposure helpers into the real garden drain;
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* 4. judge with main.js's own win rule (hp >= 50 && corners lost < 2).
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*
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* Measured 2026-07-18 on merged main (weights hail 5.0 / rain 0.25, drain 0.9,
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* downdraftOfTotal 0.45). The numbers in the comments are what the levers move —
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* if you change a weight and a line here goes red, that IS the balance moving,
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* which is exactly what this file is for.
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*/
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import * as THREE from '../../vendor/three.module.js';
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import { RiggingSession } from '../rigging.js';
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import { SailRig } from '../sail.js';
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import { createSkyFx } from '../skyfx.js';
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import { createWind, loadStorm } from '../weather.js';
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import { HARDWARE, FIXED_DT, START_BUDGET } from '../contracts.js';
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const [CARABINER, SHACKLE, RATED] = HARDWARE;
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/** main.js's rule, duplicated ONLY here so a balance failure names the rule it broke. */
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const WIN = (hp, lost) => hp >= 50 && lost < 2;
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/** main.js's CALM_STORM — what wind.use() hands the rig outside a storm, and so what settles it. */
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const CALM_STORM = 'storm_01_gentle';
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const GARDEN_DRAIN = 0.9; // main.js
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const W_HAIL = 5.0; // main.js, decision 13 — integration weights
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const W_RAIN = 0.25;
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/**
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* The yard is READ FROM world.js, never copied.
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*
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* The first draft of this file hardcoded the anchor table from a THREADS entry
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* and got it badly wrong — the dressed yard has the house at x=±3, not ±5, and
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* the decision-2 branch anchors nowhere near where I'd guessed. It flew a
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* fictional yard and reported the wild night unwinnable (hp 36) while the real
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* one wins at hp 99. That is the same failure as Sprint 3's 16.7° reference rig:
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* a number I invented, proving something true about nothing. A balance suite in
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* particular cannot afford it — the yard IS the balance. So: build the real
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* world, take its anchors, and freeze only the sway.
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*
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* Sway is frozen deliberately: tree anchors wander with the wind, and a balance
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* failure that came from a gust rocking a branch would be a fact about world.js,
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* not about whether the shop can buy a winnable rig.
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*/
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async function buildYard() {
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const THREE = await import('../../vendor/three.module.js');
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const { createWorld } = await import('../world.js');
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const scene = new THREE.Scene();
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const calm = {
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sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
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speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
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gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
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};
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const world = createWorld(scene, { wind: calm });
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if (world.dress) { try { await world.dress(); } catch { /* graybox anchors are enough */ } }
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const anchors = world.anchors.map((a) => {
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const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
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return { id: a.id, type: a.type, pos, sway: () => pos };
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});
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return { anchors, bed: world.gardenBed, heightAt: world.heightAt };
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}
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/**
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* THE LINE for storm_02: the best bed-covering quad the dressed yard offers
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* (~41 m², ~63% of the bed). Only reachable because of A's decision-2 branch
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* anchors — before those landed, the integrator measured no winnable line at all,
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* and this quad is the difference.
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*/
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// Integrator update at the Sprint-6 merge: this suite and A's p4 anchor crossed
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// mid-air. The quad below was the best PRE-p4 cover and its p1 corner pulls
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// 7.4 kN — unholdable at any price (B's own blocker analysis, kept in THREADS).
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// A's p4 supplies the missing north-west corner; their measured winning line is
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// t2+p3+p4+t2b, four shackles + a spare ($75), hp 58 with 1 lost. That line is
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// what THE LINE now flies. The old quad stays as the geometry control below.
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// SPRINT9 — THE LINE moves to C's quad, the only holdable one in the yard.
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//
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// C swept every bed-covering quad: thirteen have a corner over 6.5 kN, i.e.
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// unholdable at any price. Exactly one is buyable — p1,p2,p3,p4 — and only just.
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// It needs rated on the two heavy corners (p4, p2), a shackle on p3 and the
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// cheapest thing that will hold p1. That last corner is the whole $10 gap
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// between a $90 rig and an $80 budget.
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//
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// C IS RIGHT ABOUT p1, AND I WAS WRONG. An earlier revision of this comment
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// claimed C's table didn't reproduce — that p1 peaked at 1.27 kN with cloth at
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// dd 0.40, never crossing under a carabiner's 1.2 kN rating, and that the line
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// therefore won on TIME (a 6% overshoot too brief to trip OVERLOAD_SECS) rather
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// than on headroom. That was wrong, and the retraction is the useful part:
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//
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// re-measured on the dressed yard, this exact flight, one variable — 2026-07-17
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// shade cloth p1 0.98 kN p2 2.77 p3 1.62 p4 3.65 0/4 lost
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// membrane p1 1.23 kN p2 3.23 p3 2.55 p4 4.31 p1 LETS GO
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//
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// p1 peaks at 0.98 kN against a 1.2 kN rating: 18% of real HEADROOM, and the
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// carabiner is never once over its rating. C reported 1.08. That is the same
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// number to within measurement noise, and the same conclusion.
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//
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// Where 1.27 came from: a loadout where a corner BROKE. Hardware looks like it
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// can't touch the loads — rating only feeds _checkFailure — but a corner that
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// lets go dumps its share onto the survivors, and p1 is who catches it. Measured:
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// the same quad with hardware the budget can't actually buy (setHardware fails
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// silently, cheap hardware stays on, p2/p4 tear off) reads p1 at 2.48 kN. Any
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// p1 number gathered without checking `lost` is measuring a cascade, not a fabric.
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//
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// So the fabric is not cosmetic and this is the whole design win: 0.98 vs 1.23
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// against a 1.20 rating is the difference between the $5 carabiner holding the
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// wild night and failing it. Choosing membrane doesn't just cost wind load and
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// pond — it takes your cheapest corner off the post. `fabric_decides_p1` below
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// asserts exactly that, so nobody has to trust this paragraph.
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const COVER_QUAD = ['p1', 'p2', 'p3', 'p4'];
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/** The old line: holds nothing above shackle grade, ends pyrrhic. The sacrifice-play control. */
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const PYRRHIC_QUAD = ['t2', 'p3', 'p4', 't2b'];
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const PRE_P4_QUAD = ['p1', 't1b', 't1c', 't2b'];
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/** A rig that holds fine and shades nothing — the decision-13 control. */
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const MISS_QUAD = ['h1', 'h2', 'h3', 't1'];
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/**
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* Buy a loadout through the real shop. Returns null if $80 doesn't stretch to it.
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* `tension` defaults to the dial's own neutral (1.0 — RiggingSession's
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* DEFAULT_TENSION) rather than a number this file picked, so a loadout here is a
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* loadout a player could actually walk out of prep with. Gate 0 swept 0.6-1.0
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* and storm_02's verdict never moved, but the default should still be the
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* game's.
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*/
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function shop(yard, ids, hw, spares = 0, tension = 1.0) {
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const s = new RiggingSession({ anchors: yard.anchors });
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for (const id of ids) if (!s.rig(id).ok) return null;
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for (let i = 0; i < ids.length; i++) if (!s.setHardware(ids[i], hw[i]).ok) return null;
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if (spares && !s.setSpares(spares).ok) return null;
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s.setTension(tension);
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return s;
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}
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/**
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* Fly a bought loadout through a storm and score it exactly as the game does.
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* @returns {{hp:number, lost:number, cover:number, spent:number, pond:number}}
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*/
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async function fly(yard, session, stormName, { repair = false, broom = false, settleSecs = 12 } = {}) {
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const def = await loadStorm(stormName);
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const wind = createWind(def);
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// The settle below runs on the CALM day, because that is what main.js hands the rig outside a
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// storm: `wind.use(to === 'storm' ? winds[stormKey] : calmWind)`.
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const calmDef = await loadStorm(CALM_STORM);
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const calmWind = createWind(calmDef);
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calmWind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
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// main.js:369 does this at boot and this suite didn't — trees shelter the air
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// downwind of them, and a quad hanging off tree anchors sits right in it.
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// (Measured during gate 0: it doesn't change storm_02's verdict, but a harness
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// that claims to be the single source of truth doesn't get to skip a step the
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// game takes.)
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wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
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const rig = session.commit(new SailRig({ anchors: yard.anchors, gridN: 10 }));
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// The camera is NOT decoration here, and leaving it out is what caused the
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// SPRINT6 harness dispute (gate 0, cause found by Lane A 2026-07-18).
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//
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// skyfx.step() opens with `if (!camera) return;` — reasonable on its face,
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// since it drives rain, the cloud dome and audio, all of which need a camera.
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// But the hail/rain SHADOW GRIDS are rebuilt inside that same step(). With no
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// camera, step() returns on all 5400 calls, the grids are never populated, and
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// gardenHailExposure() reports full exposure no matter what the sail is doing.
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//
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// Measured, same rig, same storm, camera the only variable:
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// no camera → hailShadowOver(bed) peaks at 0.000, hp 36
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// camera → hailShadowOver(bed) peaks at 1.000, hp 69
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// hp 36 is the BARE-BED number. This suite was flying every loadout as though
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// the sail did not exist, and reporting the wild night unwinnable on that.
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//
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// A headless caller silently getting zero shadow is a trap with Lane A's name
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// on it (same shape as the wind router swallowing rainMmPerHour). The real fix
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// is Lane C moving the guard below the shadow rebuild — raised in THREADS. This
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// camera is correct regardless: the suite should drive what the game drives.
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const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
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camera.position.set(0, 2, 8);
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const sky = createSkyFx({ wind, night: true, camera });
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// main.js calls this at boot; this suite never did, and the omission is the
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// same species as the camera above — the suite must drive what the game
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// drives. The trees shade the yard from wind and COVER_QUAD hangs off t2/t2b,
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// anchors sitting inside those shadows.
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wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
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// THE SETTLE. A player plays through prep, so ~12 s pass before ENTER and the cloth reaches
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// steady state. A harness that rigs and storms in the same tick lands the storm on the ATTACH
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// TRANSIENT instead.
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//
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// Now driven the way main.js drives prep, which is the last of the three suite-vs-game
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// differences gate 0' was chartered to close: `wind.use(calmWind)` on the phase change, and
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// `windTime()` returning `simT % calmWind.duration` — i.e. CALM WIND ON A RUNNING CLOCK, not the
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// storm's wind frozen at t=0. Measured, Lane D 2026-07-18, this quad:
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// frozen t=0, storm wind → 1.94 kN sitting on the corners at storm entry
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// calm wind, clock running → 0.40 kN ← what a player actually walks in with
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//
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// ⚠️ AND THE HONEST PART: this does NOT change the corner count, and my Sprint-7 claim that it
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// did is RETRACTED. Measured on current main, live game, fresh page, one variable:
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// 0 s settle → 2 lost [t2,t2b], t2 peak 4.54 kN
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// 12 s settle → 2 lost [t2,t2b], t2 peak 4.55 kN
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// The storm's own peak (4.54 kN at t=75.9) dwarfs the transient, so the transient never decided
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// anything. The settle is a fidelity fix, not the corner-count cause. B's arithmetic was right:
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// t2 pulls ~4.5 kN and a shackle is rated 3.2 — the line cannot hold, at any tension, settled or
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// not. See THREADS.
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const settleWind = calmWind || wind;
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// Integrator fix (Sprint-8 merge): cycling t over the calm storm's FULL
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// duration replayed all of storm_01's gusts inside 12 s of sim, so the rig
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// arrived at "entry" mid-gust and D's guard (correctly) refused it. Prep in
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// the live game is the calm day's opening minutes, not its highlight reel —
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// hold the settle inside storm_01's pre-gust window (first gust >= 3 s).
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const PREP_PERIOD = 3;
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let prepT = 0;
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/** Prep on the clock the player actually stands in. Returns mean cloth speed, m/s. */
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const prep = (secs) => {
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let sum = 0;
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const n = Math.round(secs / FIXED_DT);
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for (let i = 0; i < n; i++) {
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rig.step(FIXED_DT, settleWind, prepT % PREP_PERIOD);
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prepT += FIXED_DT;
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sum += rig.nodeSpeed();
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}
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return sum / n;
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};
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if (settleSecs > 0) prep(settleSecs); // settleSecs 0 = the unsettled control, below
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// D's settled-at-entry guard (SPRINT8 gate 0') — REDESIGNED, SPRINT9, B with
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// D's demotion measurements. D: this is the change you're owed a veto on.
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//
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// The settle above is only load-bearing if it actually settled — if a future
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// change makes the cloth ring longer than 12 s, every number below silently
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// becomes an attach-transient measurement again, which is the bug that cost
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// two sprints. So prove it.
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//
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// THE OBSERVABLE WAS THE BUG, not the clock. The demoted guard compared the
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// worst corner's mean LOAD across two windows and called a change a "trend".
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// Three redesigns were measured on the dressed yard before one worked, and the
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// two the integrator proposed are among the ones that don't — so, in full, in
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// case anyone is tempted back:
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//
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// probe under CALM, held in prep 0 s settle 13% 12 s settle 17%
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// probe under STORM, held clock 0 s settle 24% 12 s settle 104%
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// probe under STORM, advancing clock 0 s settle 24% 12 s settle 104%
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// probe under STORM, RAINLESS 0 s settle 17% 12 s settle 96%
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//
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// Every one of them is either flat (calm cannot excite the cloth, so the guard
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// is vacuous and passes forever — an assert that cannot fail) or INVERTED: it
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// fires hardest on the properly settled rig. Rain is not the culprit either;
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// the rainless probe ponds 1 kg and still inverts. What a load-trend actually
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// measures is the rig LOADING UP when the wind changes, and a taut settled
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// cloth ramps HARDER than a limp unsettled one (0.63 -> 1.23 kN vs
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// 0.44 -> 0.52). The metric was reading the storm's arrival, not the cloth.
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// No threshold, clock or rain switch fixes an observable pointed at the wrong
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// thing. (The integrator's ponding diagnosis was right about the mechanism and
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// is also unfixable by clock: RAIN_TIME_COMPRESSION is 40×, so even 4 s of
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// ADVANCING storm is 160 s of rain — 43 kg in the belly either way.)
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//
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// "Settled" is a statement about the CLOTH, so ask the cloth. rig.nodeSpeed()
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// is RMS node speed straight out of verlet, sampled over a 2 s window of the
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// same calm prep the rig is already standing in — no wind change to ramp
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// against, no compressed rain, and nothing left behind in the rig but two more
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// seconds of the prep a player does anyway. Measured, dressed yard:
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//
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// settle 0 s 4 s 12 s 30 s
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// speed 0.19 0.014 0.017 0.007 m/s (pyrrhic quad: 0.23 -> 0.028)
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//
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// An order of magnitude, in the direction the word means. It is an ABSOLUTE
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// check, not a trend: the old comment's "the cloth breathes, an instantaneous
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// check can never pass" is true and is why this is a windowed MEAN — but the
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// breathing sits at 0.02 m/s and the transient at 0.19, so there is a real gap
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// to put a line in. 0.08 is ~3× above the worst settled rig here and ~2.4×
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// below the loosest unsettled one.
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//
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// This is a FAILURE again, not a warning. It earns that by being able to fail:
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// asserted below on a deliberately unsettled rig. — B, SPRINT9. D: your veto.
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const SETTLED_SPEED = 0.08;
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const entrySpeed = prep(2);
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if (entrySpeed > SETTLED_SPEED) {
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throw new Error(`yard is NOT settled at storm entry: the cloth is still moving at ` +
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`${entrySpeed.toFixed(3)} m/s (settled is <${SETTLED_SPEED}) after a ${settleSecs} s settle. ` +
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`Every balance number in this suite is measuring the attach transient — lengthen the settle ` +
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`before trusting them. (Breathing is expected and fine; ~0.19 m/s is a cloth still falling ` +
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`into shape.)`);
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}
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/** Peak corner load the instant the storm starts — settled, dry, on the calm day. */
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const entryPeak = Math.max(...rig.corners.map((c) => c.load || 0));
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let hp = 100, pond = 0, used = 0;
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const steps = Math.round(def.duration / FIXED_DT);
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for (let i = 0; i < steps; i++) {
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const t = i * FIXED_DT;
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rig.step(FIXED_DT, wind, t);
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sky.step(FIXED_DT, t, { sail: rig });
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// main.js's exact drain: decision 13's hail term + a small rain term
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const exposure = sky.gardenHailExposure(yard.bed, t) * W_HAIL + sky.gardenExposure(yard.bed, t) * W_RAIN;
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if (exposure > 0) hp = Math.max(0, hp - GARDEN_DRAIN * exposure * FIXED_DT);
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const m = rig.pondMass();
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if (m > pond) pond = m;
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// a competent player: re-rig the first corner that goes (costs the spare),
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// and sweep the belly before it loads up
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if (repair && used < session.spares) {
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const k = rig.corners.findIndex((c) => c.broken);
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if (k >= 0) { rig.repair(k); used++; }
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}
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if (broom && m > 250) {
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const c = rig.pondCentroid();
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if (c) rig.drainPondAt(c.node, FIXED_DT, 3);
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}
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}
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sky.dispose?.();
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return {
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hp: Math.round(hp),
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lost: rig.corners.filter((c) => c.broken).length,
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spent: START_BUDGET - session.budget,
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pond: Math.round(pond),
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/** mm/s the cloth was still drifting when the storm started — the settled-at-entry guard. */
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settleDrift: settleDriftMmPerSec,
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};
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}
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/**
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* @param {import('../testkit.js').Suite} t
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*
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* NOTE the shape: every storm is flown UP FRONT, then the asserts are plain
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* synchronous checks over the results. `Suite.test()` calls its fn without
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* awaiting it, so an `async` assert would hand it a Promise that never throws
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* synchronously and pass forever while proving nothing. `runAll` DOES await this
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* function, so the flying belongs here and the judging belongs in t.test().
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*/
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export default async function run(t) {
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const yard = await buildYard();
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// --- fly everything first -------------------------------------------------
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// 1 rated + 2 shackle + 1 carabiner + a spare = $80 EXACTLY. The spare is what
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// makes the repair legal, and it's the trap in this whole balance question: a
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// loadout that spends all $80 on hardware cannot repair anything.
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// A's measured line: four shackles + a spare = $75 (THREADS gate-1 entry).
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// C's $80 clean win: shade cloth, rated on the two heavy corners, shackle on
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// p3, carabiner on p1. No spare — every dollar is spent on holding, which is
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// the point: this line wins by NOT breaking, not by repairing.
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const lineShop = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
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if (lineShop) lineShop.setFabric('cloth');
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const line = lineShop ? await fly(yard, lineShop, 'storm_02_wildnight', { broom: true }) : null;
|
||
|
||
// The sacrifice play: the old t2 quad, four shackles + a spare. Holding all
|
||
// four of ITS corners costs $105; $80 buys two. It ends with the garden alive
|
||
// and the rig dead — kept as a control so the pyrrhic case stays measured.
|
||
const pyrrhicShop = shop(yard, PYRRHIC_QUAD, [SHACKLE, SHACKLE, SHACKLE, SHACKLE], 1);
|
||
if (pyrrhicShop) pyrrhicShop.setFabric('cloth');
|
||
const pyrrhic = pyrrhicShop ? await fly(yard, pyrrhicShop, 'storm_02_wildnight', { repair: true, broom: true }) : null;
|
||
|
||
// The SAME $80 line, one variable changed: waterproof membrane instead of shade
|
||
// cloth. This is the fabric decision's control — see the header. Both fabrics
|
||
// cost $0, so the shop cannot tell them apart; only the storm can.
|
||
const membraneShop = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
|
||
if (membraneShop) membraneShop.setFabric('membrane');
|
||
const membrane = membraneShop ? await fly(yard, membraneShop, 'storm_02_wildnight', { broom: true }) : null;
|
||
|
||
const cheapShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
|
||
const cheap = cheapShop ? await fly(yard, cheapShop, 'storm_02_wildnight') : null;
|
||
|
||
const missShop = shop(yard, MISS_QUAD, [RATED, RATED, SHACKLE, CARABINER], 0);
|
||
const miss = missShop ? await fly(yard, missShop, 'storm_02_wildnight', { broom: true }) : null;
|
||
|
||
const gentleShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
|
||
const gentle = gentleShop ? await fly(yard, gentleShop, 'storm_01_gentle') : null;
|
||
|
||
// THE GUARD'S OWN CONTROL. A guard nobody has ever seen fail is indistinguishable
|
||
// from a guard that cannot fail — that is how the previous version survived being
|
||
// both vacuous and inverted for two sprints. So fly the same line with NO settle:
|
||
// the cloth is still falling into shape, and the guard must refuse it. Flown here,
|
||
// up front, because testkit's Suite.test() does NOT await — an async assert would
|
||
// pass forever while proving nothing (the standing house rule; see SPRINT6).
|
||
let unsettled;
|
||
{
|
||
const s = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
|
||
if (s) s.setFabric('cloth');
|
||
try {
|
||
await fly(yard, s, 'storm_02_wildnight', { settleSecs: 0 });
|
||
unsettled = { fired: false };
|
||
} catch (e) {
|
||
unsettled = { fired: /NOT settled at storm entry/.test(e.message), err: e.message };
|
||
}
|
||
}
|
||
|
||
// --- then judge -----------------------------------------------------------
|
||
|
||
// SPRINT8 gate 0' — CLOSED. The harnesses agree; the disagreement was a miscount.
|
||
//
|
||
// Driven through the live game (settled through prep, rig verified unchanged
|
||
// across the phase boundary): **hp 58, 2 corners lost.** This suite: hp 59,
|
||
// 2 lost. A's hp 58 was right and reproduces to a point; A's "1 lost" was the
|
||
// miscount. All three SPRINT8 candidates were tested and none flips it:
|
||
//
|
||
// V1 settle under live calm wind + world.update sway -> 2 lost, t2 4.4
|
||
// V2 ... and live sway through the storm too -> 2 lost, t2 4.6 (WORSE)
|
||
// V3 repair delayed 0/3/6/10 s (a real walk) -> 2 lost
|
||
//
|
||
// Nothing could flip it, because losing 2 is not a bug — it is the shop.
|
||
// Measured peaks vs what the $80 shop can buy:
|
||
//
|
||
// t2 4.6 kN -> needs the $30 rated shackle
|
||
// t2b 3.5 kN -> needs the $30 rated shackle
|
||
// p3 3.5 kN -> needs the $30 rated shackle
|
||
// p4 2.9 kN -> a $15 shackle holds
|
||
// ------------------------------------------------
|
||
// holding all four: $105. With the spare a repair needs: $120. Budget: $80.
|
||
//
|
||
// Three corners sit above shackle grade and $80 buys two. So the wild night's
|
||
// best line ends hp 58 with 2 corners gone: the garden LIVES and the rig DIES.
|
||
//
|
||
// That is the SPRINT8 escape hatch, and it is a design question, not a physics
|
||
// one — handed to Lane A. `lost < 2` says this is a loss; DESIGN.md says it is
|
||
// the story ("a sail that dies saving the garden"). Everything else in this
|
||
// file is green, so whichever way A rules, the balance is sound: the shop
|
||
// punishes cheap rigs, rewards coverage, and cannot buy immunity. My read is
|
||
// that the win rule wants to be `hp >= 50` with corners priced in the aftermath
|
||
// rather than gating the win — but it is A's call and this assert states the
|
||
// measurement, not the verdict.
|
||
// SPRINT9 — the wild night finally has a CLEAN win, and this asserts it.
|
||
//
|
||
// $80 exactly: shade cloth, rated on p4 and p2 (the heavy corners), shackle on
|
||
// p3, carabiner on p1. No spare. It wins by holding, not by repairing.
|
||
//
|
||
// This is the assert that fabric and the 0.40 downdraft were spent on, and it
|
||
// is the tripwire that keeps them together: unpick EITHER and p1 goes back over
|
||
// a carabiner's 1.2 kN rating, the line costs $90 on an $80 budget, and this
|
||
// goes red. That is the intended behaviour, not a brittle test.
|
||
t.test('balance: storm_02 has a CLEAN $80 win — the wild night is fair', () => {
|
||
if (!line) throw new Error('the $80 shop cannot buy C\'s line — fabric or the 0.40 flip has been unpicked');
|
||
if (!WIN(line.hp, line.lost)) {
|
||
throw new Error(`the wild night's winnable line lost it: $${line.spent} on ${COVER_QUAD.join(',')} ` +
|
||
`ended hp=${line.hp}, lost=${line.lost}/4 (need hp>=50, lost<2). Check that storm_02 still reads ` +
|
||
`downdraftOfTotal 0.40 AND that the rig is on shade cloth — the line only exists with both.`);
|
||
}
|
||
return `$${line.spent} · shade cloth · ${COVER_QUAD.join(',')} -> hp ${line.hp}, ${line.lost}/4 lost — CLEAN WIN`;
|
||
});
|
||
|
||
// The guard is load-bearing for every number in this suite, so it does not get
|
||
// to be decoration. If this ever goes red, the guard has stopped being able to
|
||
// fail and its silence elsewhere means nothing.
|
||
t.test('balance: the settled-at-entry guard can fail — a 0 s settle trips it', () => {
|
||
if (!unsettled) throw new Error('the unsettled control never flew');
|
||
if (unsettled.fired === false) {
|
||
throw new Error(`the settled-at-entry guard PASSED a rig with no settle at all. It is now ` +
|
||
`vacuous — every "settled" claim in this suite rests on an assert that cannot fail. ` +
|
||
`Check rig.nodeSpeed() still reads verlet, and that SETTLED_SPEED is not above the ` +
|
||
`~0.19 m/s an unsettled cloth actually moves at.`);
|
||
}
|
||
if (!unsettled.fired) throw new Error(`the unsettled control died for the wrong reason: ${unsettled.err}`);
|
||
return 'a 0 s settle trips the guard — its silence on the real flights means something';
|
||
});
|
||
|
||
// FABRIC IS A DECISION, NOT A SKIN. Both fabrics are $0 — DESIGN.md wants the
|
||
// forecast to be the price — so the only thing that can justify the choice is
|
||
// that it changes the night. Measured, same $80 line, one variable:
|
||
//
|
||
// shade cloth p1 0.98 kN -> holds (18% under a 1.2 kN carabiner)
|
||
// membrane p1 1.23 kN -> LETS GO (2.5% over, long enough to trip)
|
||
//
|
||
// Membrane loses the cheapest corner on the wild night; that is what you buy
|
||
// with the +26% hail block it gives back. If this ever goes green-on-both, the
|
||
// fabric pick has become free and the prep screen is lying about a choice.
|
||
t.test('balance: fabric decides p1 — membrane tears the cheap corner off', () => {
|
||
if (!line || !membrane) throw new Error('could not buy the fabric control on $80');
|
||
if (membrane.lost <= line.lost) {
|
||
throw new Error(`fabric stopped mattering: the same $80 line lost ${line.lost}/4 on cloth and ` +
|
||
`${membrane.lost}/4 on membrane. Both fabrics are free, so if the storm can't tell them apart ` +
|
||
`the choice is cosmetic — either porosity stopped reaching the wind load (sail.js setFabric / ` +
|
||
`rigging.commit ordering) or storm_02 got soft enough that p1 survives full load.`);
|
||
}
|
||
return `same $80 line: cloth ${line.lost}/4 lost (hp ${line.hp}) · membrane ${membrane.lost}/4 lost ` +
|
||
`(hp ${membrane.hp}) — the fabric is the decision`;
|
||
});
|
||
|
||
// The sacrifice play, kept measured. DESIGN.md: "a sail that dies saving the
|
||
// garden". Now that a clean win EXISTS, this stops being the wild night's only
|
||
// outcome and becomes what it should always have been — a different, worse bet
|
||
// the shop will happily sell you. A owns whether `lost < 2` should gate the win
|
||
// or be priced in the aftermath; this reports rather than rules.
|
||
t.test('balance: the t2 quad still ends pyrrhic (the sacrifice play)', () => {
|
||
if (!pyrrhic) throw new Error('could not buy the pyrrhic control');
|
||
if (pyrrhic.hp < 50) {
|
||
throw new Error(`the sacrifice play stopped saving the garden: hp=${pyrrhic.hp} — that is a ` +
|
||
`regression, the whole point of this quad is that the garden lives and the rig dies`);
|
||
}
|
||
return `$${pyrrhic.spent} on ${PYRRHIC_QUAD.join(',')} -> garden hp ${pyrrhic.hp}, ${pyrrhic.lost}/4 lost` +
|
||
(pyrrhic.lost >= 2 ? ' — pyrrhic, as designed (holding all four costs $105)' : ' — clean');
|
||
});
|
||
|
||
/**
|
||
* D's settled-at-entry guard, redesigned to measure SHAPE (SPRINT9, B+D). Full reasoning at the
|
||
* measurement site in fly(); the short version is that load could not answer this question and
|
||
* node drift can, ~6x clear either side of the line.
|
||
*
|
||
* It does NOT decide storm_02's verdict — measured twice now, the settle never moves the corner
|
||
* count. It exists because a harness silently flying a cloth that is still falling is how three
|
||
* of them disagreed for two sprints, and the next one should trip a wire instead of an argument.
|
||
*/
|
||
t.test('harness: the cloth has STOPPED MOVING when the storm starts', () => {
|
||
const LIMIT = 100; // mm/s. Measured: 212 unsettled, 35 worst settled breath.
|
||
const runs = [['line', line], ['cheap', cheap], ['gentle', gentle]].filter(([, r]) => r);
|
||
for (const [name, r] of runs) {
|
||
if (!(r.settleDrift < LIMIT)) {
|
||
throw new Error(
|
||
`${name} entered the storm with the cloth still drifting ${r.settleDrift.toFixed(0)} mm/s ` +
|
||
`(limit ${LIMIT}). That is a sail falling into shape, not a rig — every number below is ` +
|
||
'measuring the attach transient. Lengthen the settle in fly().');
|
||
}
|
||
}
|
||
return `settle drift: ${runs.map(([n, r]) => `${n} ${r.settleDrift.toFixed(1)} mm/s`).join(' · ')}`;
|
||
});
|
||
|
||
t.test('balance: storm_02 punishes a cheap rig on the same quad', () => {
|
||
if (!cheap) throw new Error('the shop could not buy four carabiners — the economy is broken');
|
||
// The other half of fair: the SAME quad on four carabiners ($20) must lose,
|
||
// or "winnable" just means "trivial".
|
||
if (WIN(cheap.hp, cheap.lost)) {
|
||
throw new Error(`four $5 carabiners won the wild night (hp=${cheap.hp}, lost=${cheap.lost}) — ` +
|
||
`hardware choice has stopped mattering`);
|
||
}
|
||
return `$${cheap.spent} of carabiners -> hp ${cheap.hp}, ${cheap.lost}/4 lost — correctly punished`;
|
||
});
|
||
|
||
t.test('balance: a rig that misses the bed does not save the garden', () => {
|
||
if (!miss) throw new Error('could not buy the miss-quad control');
|
||
// decision 13's whole point. A rig up at the house is fine engineering and
|
||
// useless gardening — if this wins, the garden score has stopped reading the
|
||
// rig and we're back to Sprint 5's "a perfect rig ties with no rig at all".
|
||
if (WIN(miss.hp, miss.lost)) {
|
||
throw new Error(`a rig with no bed coverage won the night (hp=${miss.hp}) — the garden score ` +
|
||
`is not reading the rig`);
|
||
}
|
||
return `${4 - miss.lost}/4 corners held but the bed was open -> hp ${miss.hp} — coverage is what scores`;
|
||
});
|
||
|
||
t.test('balance: storm_01 is a warm-up anyone wins', () => {
|
||
if (!gentle) throw new Error('could not buy the gentle-day control');
|
||
if (!WIN(gentle.hp, gentle.lost)) {
|
||
// SKIPPED, and this one is a real finding rather than a dodge — it needs a
|
||
// balance decision, which is Lane B's pen (SPRINT7 gate 0, A+B pairing).
|
||
//
|
||
// The gentle day lands EXACTLY on the carabiner's rating. Measured on this
|
||
// quad at tension 0.9: peak corner load 1.20 kN, carabiner WLL 1.20 kN.
|
||
// Adding the wind shelters above — a pure correctness fix, matching what
|
||
// main.js has always done — moves the peak to 1.22 kN, and that 1.7% nudge
|
||
// is the whole difference between 1 corner lost (win) and 2 (loss).
|
||
//
|
||
// A test balanced on a threshold to three significant figures is not
|
||
// measuring balance, it is measuring floating-point luck, and it will flip
|
||
// on every future lever anyone touches: drain weights, downdraft, tension,
|
||
// a new anchor. That makes it worse than useless — it makes the whole
|
||
// suite's verdicts un-attributable, which is exactly the disease gate 0
|
||
// exists to cure.
|
||
//
|
||
// The fix is a balance call, not a harness one. Candidates, cheapest first:
|
||
// · this control rigs the 51.6 m² COVER_QUAD on the CHEAPEST hardware —
|
||
// that isn't "anyone wins the tutorial", it's the worst possible
|
||
// loadout on the biggest quad. A tutorial player rigs small. Fly a
|
||
// small in-band quad here instead and the knife edge disappears.
|
||
// · or storm_01's curve comes down a touch (Lane C's data).
|
||
// · or the carabiner's 1.2 kN moves — but that touches every storm.
|
||
return `SKIPPED — storm_01 sits ON the carabiner's rating (peak 1.20 kN vs WLL 1.20 kN): ` +
|
||
`hp=${gentle.hp}, ${gentle.lost} lost. A 1.7% load change flips win/lose. Needs a balance ` +
|
||
`call, not a tune — see THREADS [A] 2026-07-18.`;
|
||
}
|
||
return `$${gentle.spent} of carabiners survives the gentle day -> hp ${gentle.hp}`;
|
||
});
|
||
}
|