- site_03 re-scored on the post-ruling tree, S15 loop, FUNNEL ON: every number reproduces the S14 card to the digit (81 quads, 11 clean/16 marginal, cheapest honest $65 h3,t2,t2b,p1 85.3 FULL, bare 83.7, best clean 90.0, sep +6.3, best-reading 91.8 MARGINAL). Nothing moved; nothing to fix; B's PIN REFUSED (measured) card renders the finding on this yard. - NIGHTS is six: gentle, southerly, earlybuster(s02), SOUTHERLY over the SWING LAWN (new site, survived storm), icenight (flag intact, no longer final), SOAKER over the CORNER BLOCK (C's measured pairing). Two new briefs: Ruby's swing set sells the crossbar trap; the Vasilaros return sells the cloth default the forecast argues against. - THE STRUCTURAL CONSEQUENCE, filed loudly: six slots cannot hold five old storms + a survived-storm debut + the soaker. The WILD NIGHT leaves the rotation (every other candidate is load-bearing); storm file, tests and the pinned backyard separation all stand. If the eviction is wrong the fix is a seven-night week — one entry, a ruling. - week asserts updated (a.test): six nights, final-night=6 both directions on the broke rule, three clients with night 6 a RETURN booking. - four six-night-law pins in d.test: one new site / one new storm / never same night; survived-storm debut; soaker pairing (C's receipt in the message); beyond-saving night neither new nor final. - hud surfaces read NIGHTS.length (splash, morning header, end card) — flagged for A; hardcoded 'five' would lie on every paper. - selftest 473/0/0 (469 + 4); mutations M1 soaker→backyard, M2 debut→wildnight, M3 flag→final each RED with the law's own words, restored, green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1199 lines
61 KiB
JavaScript
1199 lines
61 KiB
JavaScript
/**
|
|
* Lane D selftests — player state machine, weather effects, interactions. (PLAN3D §5-D.5)
|
|
*
|
|
* Everything asserted here is renderer-free: player.sim.js and interact.js import nothing, so this
|
|
* suite is pure logic driven at fixed dt, never rAF. (rAF being throttled in a hidden tab is not
|
|
* theoretical — this lane's dev harness froze mid-knockdown at stateT=0.333 until it was driven by
|
|
* a fixed loop, which is exactly the trap Lane A called out.)
|
|
*
|
|
* The rig half of player.js — bone binding, head-bone scale, clip retarget — can't be asserted
|
|
* headlessly; it needs a GL context and two GLB fetches. That is verified by hand in
|
|
* web/world/dev_player.html and written up in THREADS.md: head bone 1.715 m at fig scale 0.983,
|
|
* all six clips bound, Hips tracks correctly absent.
|
|
*/
|
|
import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
|
|
import { Interact, wireYardActions } from '../interact.js';
|
|
import { createBroom, BROOM_TUNE } from '../broom.js';
|
|
// The REAL rule, not the fakeLadder's hand-copied duplicate of it — a rule the suite re-implements
|
|
// is a rule the suite cannot catch drifting. (ladder.js is headless-importable for this reason.)
|
|
import { needsLadder as realNeedsLadder, createLadder } from '../ladder.js';
|
|
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
|
|
import { FIXED_DT } from '../contracts.js';
|
|
import { loadStorm, createWind } from '../weather.js';
|
|
// SPRINT16 gate 4: the six-night law pins at the bottom of this file read the
|
|
// ladder. week.js is contracts-only underneath, so this stays headless-safe.
|
|
import { NIGHTS, nightAt } from '../week.js';
|
|
|
|
const DT = FIXED_DT;
|
|
|
|
/** Steady wind blowing +X at `speed` m/s. */
|
|
const windX = (speed) => ({ x: speed, y: 0, z: 0 });
|
|
|
|
/** Drive the sim for `secs` at fixed dt. */
|
|
const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
|
|
fixedLoop(secs, DT, (dt, t) => sim.step(dt, t0 + t, input, wind));
|
|
|
|
/** Count what a real storm actually does to a person standing mid-yard. */
|
|
function stormProfile(wind, tune, secs = 90) {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 4 }, tune });
|
|
let stumbles = 0, knocks = 0, maxGust = 0, maxWind = 0, shovedFor = 0;
|
|
fixedLoop(secs, DT, (dt, t) => {
|
|
p.step(dt, t, {}, wind);
|
|
maxGust = Math.max(maxGust, p.gust);
|
|
maxWind = Math.max(maxWind, p.windSpeed);
|
|
if (Math.hypot(p.shove.x, p.shove.z) > 0.15) shovedFor += dt;
|
|
for (const e of p.events) if (e.type === 'state') {
|
|
if (e.state === 'stumble') stumbles++;
|
|
if (e.state === 'knocked') knocks++;
|
|
}
|
|
p.events.length = 0;
|
|
});
|
|
return { stumbles, knocks, maxGust, maxWind, shovedFor };
|
|
}
|
|
|
|
/** @param {import('../testkit.js').Suite} t */
|
|
export default async function run(t) {
|
|
// The REAL storms, not a mock. Lane D's thresholds are meaningless except against the data they
|
|
// fire on, and this sprint's decision 8 has B+C changing the downdraft semantics underneath us —
|
|
// exactly the kind of edit that silently made StumbleBack unreachable the first time.
|
|
const wild = createWind(await loadStorm('storm_02_wildnight'));
|
|
const calm = createWind(await loadStorm('storm_01_gentle'));
|
|
// ---------------------------------------------------------------- state machine table
|
|
// The 17 clips actually in player_anims.glb (integrator baked the M3 pack; names logged in THREADS).
|
|
// Verified against the real GLB in-browser: SHADES.player.view.clipNames matches this exactly.
|
|
const PACK = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction',
|
|
'ClimbLadder', 'Crank', 'Dig', 'PickUp', 'Carry', 'CarryTurn', 'CarryIdle', 'StandUp',
|
|
'TakeCover', 'StumbleBack', 'PlantSeeds']);
|
|
|
|
t.test('state table: every state\'s clip exists in player_anims.glb', () => {
|
|
for (const [name, st] of Object.entries(STATES)) {
|
|
assert(PACK.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
|
|
if (st.carryClip) assert(PACK.has(st.carryClip), `state ${name} wants missing ${st.carryClip}`);
|
|
}
|
|
});
|
|
|
|
t.test('clipFor: carrying swaps the locomotion set, an interaction names its own verb', () => {
|
|
const s = new PlayerSim();
|
|
assertEq(clipFor(s), 'Idle', 'empty-handed idle');
|
|
s.state = 'walk'; assertEq(clipFor(s), 'Walk');
|
|
s.carrying = 'spare';
|
|
assertEq(clipFor(s), 'Carry', 'carrying while walking');
|
|
s.state = 'run'; assertEq(clipFor(s), 'Carry', 'no CarryRun clip exists — Carry covers it');
|
|
s.state = 'idle'; assertEq(clipFor(s), 'CarryIdle', 'carrying while standing');
|
|
s.state = 'busy'; s.busyClip = 'Crank';
|
|
assertEq(clipFor(s), 'Crank', 'the verb wins over the carry set while busy');
|
|
s.busyClip = null;
|
|
assertEq(clipFor(s), 'Idle', 'busy with no named verb falls back to the table');
|
|
// locked states have no carry variant — you drop what you held anyway
|
|
s.carrying = 'spare'; s.state = 'knocked';
|
|
assertEq(clipFor(s), 'Falling', 'knockdown always plays Falling');
|
|
});
|
|
|
|
t.test('state table: no stuck states — every locked state drains to a free one', () => {
|
|
for (const [name, st] of Object.entries(STATES)) {
|
|
if (!st.locked) continue;
|
|
assert((st.next && st.secs > 0) || !!st.releasedBy,
|
|
`locked state ${name} has neither a timed exit nor an external releaser`);
|
|
if (st.next) assert(!!STATES[st.next], `state ${name}.next=${st.next} is not a state`);
|
|
}
|
|
for (const name of Object.keys(STATES)) {
|
|
let cur = name, hops = 0;
|
|
const seen = new Set();
|
|
while (STATES[cur].locked && STATES[cur].next && hops < 16 && !seen.has(cur)) {
|
|
seen.add(cur); cur = STATES[cur].next; hops++;
|
|
}
|
|
assert(!STATES[cur].locked || !!STATES[cur].releasedBy,
|
|
`state ${name} chains into a dead end at ${cur}`);
|
|
}
|
|
});
|
|
|
|
// ---------------------------------------------------------------- locomotion
|
|
t.test('locomotion: idle -> walk -> run -> idle at the tuned speeds', () => {
|
|
const sim = new PlayerSim();
|
|
assertEq(sim.state, 'idle', 'spawns idle');
|
|
assert(!sim.busy, 'idle is not busy');
|
|
|
|
drive(sim, 1.0, { x: 0, z: 1, camYaw: 0 });
|
|
assertEq(sim.state, 'walk', 'W walks');
|
|
assertClose(sim.speed, TUNE.walkSpeed, 0.05, 'walk speed');
|
|
|
|
drive(sim, 1.0, { x: 0, z: 1, run: true, camYaw: 0 });
|
|
assertEq(sim.state, 'run', 'shift runs');
|
|
assertClose(sim.speed, TUNE.runSpeed, 0.05, 'run speed');
|
|
|
|
drive(sim, 1.0, {});
|
|
assertEq(sim.state, 'idle', 'releasing input returns to idle');
|
|
assertLess(sim.speed, 0.15, 'and stops');
|
|
});
|
|
|
|
t.test('locomotion: movement is relative to camera.yaw', () => {
|
|
const a = new PlayerSim(); drive(a, 1.0, { x: 0, z: 1, camYaw: 0 });
|
|
assertLess(a.pos.z, -0.5, 'at yaw 0, W drives -Z (three.js camera-forward)');
|
|
assertClose(a.pos.x, 0, 1e-6, 'and not sideways');
|
|
|
|
const b = new PlayerSim(); drive(b, 1.0, { x: 0, z: 1, camYaw: Math.PI / 2 });
|
|
assertLess(b.pos.x, -0.5, 'at yaw 90 deg, the same key drives -X');
|
|
assertClose(b.pos.z, 0, 1e-6, 'and not forward');
|
|
|
|
assertClose(Math.abs(a.facing), Math.PI, 0.05, 'facing chases the movement direction');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- weather on the player
|
|
t.test('weather: wind slows you, capped at TUNE.slowMax', () => {
|
|
const calm = new PlayerSim(); drive(calm, 2, { x: 0, z: 1, camYaw: 0 }, windX(0));
|
|
const blow = new PlayerSim(); drive(blow, 2, { x: 0, z: 1, camYaw: 0 }, windX(20));
|
|
assertLess(blow.speed, calm.speed, 'wind slows you');
|
|
|
|
// Isolate the slow curve from the knockdown — in a real 1e4 m/s you are flat on your back
|
|
// inside half a second (which is correct, and is what this assert used to accidentally measure).
|
|
const gale = new PlayerSim({ tune: { knockWind: Infinity } });
|
|
drive(gale, 2, { x: 0, z: 1, camYaw: 0 }, windX(1e4));
|
|
assertClose(gale.speed, TUNE.walkSpeed * (1 - TUNE.slowMax), 0.05,
|
|
'slow saturates at slowMax and never goes past it');
|
|
});
|
|
|
|
t.test('weather: steady wind reads as baseline, not as a gust', () => {
|
|
const s = new PlayerSim();
|
|
drive(s, 60, {}, windX(20));
|
|
assertLess(s.gust, 1.0, 'the EMA learns a constant 20 m/s as base');
|
|
assertLess(Math.hypot(s.shove.x, s.shove.z), 0.05, 'so it does not shove you forever');
|
|
});
|
|
|
|
t.test('weather: a gust over the baseline shoves you downwind, and scales with speed squared', () => {
|
|
const s = new PlayerSim();
|
|
drive(s, 30, {}, windX(6)); // learn a calm baseline
|
|
const x0 = s.pos.x;
|
|
drive(s, 1.6, {}, windX(22), 30); // 16 m/s over baseline -> past shoveGustMin
|
|
assert(s.pos.x - x0 > 0.05, `gust should shove downwind, dx=${(s.pos.x - x0).toFixed(3)}`);
|
|
|
|
const push = (ws) => {
|
|
const p = new PlayerSim();
|
|
drive(p, 30, {}, windX(2));
|
|
const p0 = p.pos.x;
|
|
drive(p, 1.0, {}, windX(ws), 30);
|
|
return p.pos.x - p0;
|
|
};
|
|
const p15 = push(15), p30 = push(30);
|
|
assert(p30 > p15 * 2.5,
|
|
`shove must grow faster than linearly with speed: ${p15.toFixed(3)} -> ${p30.toFixed(3)}`);
|
|
});
|
|
|
|
// ---------------------------------------------------------------- wind lean (SPRINT13 gate 2.4)
|
|
t.test('lean: calm leaves you upright, wind tips you, and it scales with the sustained speed', () => {
|
|
const calm = new PlayerSim();
|
|
drive(calm, 20, {}, windX(TUNE.leanWindMin - 3)); // below the threshold, all storm
|
|
assertLess(calm.lean, 1e-3, 'under leanWindMin you stand up straight');
|
|
|
|
const mid = new PlayerSim();
|
|
drive(mid, 40, {}, windX((TUNE.leanWindMin + TUNE.leanWindFull) / 2));
|
|
assert(mid.lean > 0.35 && mid.lean < 0.65, `mid wind is a partial lean, got ${mid.lean.toFixed(2)}`);
|
|
|
|
const gale = new PlayerSim();
|
|
drive(gale, 40, {}, windX(TUNE.leanWindFull + 6));
|
|
assertClose(gale.lean, 1, 1e-2, 'past leanWindFull you are fully into it');
|
|
assert(gale.lean >= mid.lean, 'more sustained wind is more lean');
|
|
});
|
|
|
|
t.test('lean: keys on the SUSTAINED base, not the gust — a single gust does not snap you over', () => {
|
|
const s = new PlayerSim();
|
|
drive(s, 30, {}, windX(4)); // learn a calm baseline: no lean
|
|
const before = s.lean;
|
|
drive(s, 1.2, {}, windX(TUNE.leanWindFull + 10), 30); // one big gust, shorter than leanSecs momentum
|
|
// windBase barely moves in 1.2 s (baseTrack ~4 s memory), so the posture must not jump to full.
|
|
assertLess(s.lean, 0.5, `a brief gust is a stumble, not a lean — got ${s.lean.toFixed(2)} from ${before.toFixed(2)}`);
|
|
});
|
|
|
|
t.test('lean: it points downwind, and it is suppressed on your back, braced, or up a ladder', () => {
|
|
// downwind: wind blowing +X should tip leanDir toward +X.
|
|
const s = new PlayerSim();
|
|
drive(s, 30, {}, windX(TUNE.leanWindFull + 5));
|
|
assert(s.lean > 0.5, 'leaning');
|
|
assertClose(s.leanDir.x, 1, 1e-6, 'leanDir points the way the wind blows (x)');
|
|
assertClose(s.leanDir.z, 0, 1e-6, 'and not sideways (z)');
|
|
|
|
// braced: holding C must zero the lean — TakeCover is its own pose.
|
|
const braced = new PlayerSim();
|
|
drive(braced, 30, { shelter: true }, windX(TUNE.leanWindFull + 5));
|
|
assertEq(braced.state, 'shelter', 'C braces');
|
|
assertLess(braced.lean, 1e-2, 'and a brace is not a lean');
|
|
|
|
// knocked down: pitch owns the body, lean eases out.
|
|
const floored = new PlayerSim();
|
|
drive(floored, 30, {}, windX(TUNE.leanWindFull + 5));
|
|
assert(floored.lean > 0.5, 'leaning before the fall');
|
|
floored.knockdown(0, 1, 0);
|
|
drive(floored, 1, {}, windX(TUNE.leanWindFull + 5));
|
|
assertLess(floored.lean, 1e-2, 'flat on your back is not a lean');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- knockdown
|
|
t.test('knockdown: needs SUSTAINED overload, like a sail corner letting go', () => {
|
|
const brief = new PlayerSim();
|
|
drive(brief, 0.3, {}, windX(TUNE.knockWind + 5));
|
|
assert(brief.state !== 'knocked', 'a brief spike must not put you down');
|
|
|
|
const held = new PlayerSim();
|
|
held.carrying = 'spare';
|
|
drive(held, TUNE.knockSustain + 0.2, {}, windX(TUNE.knockWind + 5));
|
|
assertEq(held.state, 'knocked', 'sustained overload does');
|
|
assertEq(held.carrying, null, 'and drops what you were carrying');
|
|
assert(held.knockDir.x > 0.99, 'and you fall downwind');
|
|
});
|
|
|
|
t.test('knockdown: exposure bleeds off — flickering gusts never creep into one', () => {
|
|
const s = new PlayerSim();
|
|
fixedLoop(10, DT, (dt, t) => {
|
|
const on = Math.round(t / DT) % 40 < 10; // 0.17 s on, 0.5 s off
|
|
s.step(dt, t, {}, windX(on ? TUNE.knockWind + 5 : 5));
|
|
});
|
|
assert(s.state !== 'knocked',
|
|
`flickering gusts must not accumulate (exposure=${s.exposure.toFixed(3)})`);
|
|
});
|
|
|
|
t.test('knockdown: knocked -> getup -> idle, unaided, and upright again', () => {
|
|
const s = new PlayerSim();
|
|
s.knockdown(0);
|
|
assert(s.busy, 'knocked is locked');
|
|
drive(s, 0.5, { x: 0, z: 1, camYaw: 0 });
|
|
assertClose(s.pos.z, 0, 1e-9, 'knocked ignores movement input');
|
|
assert(s.pitch > 0.99, 'body goes flat');
|
|
drive(s, 1.1, {});
|
|
assertEq(s.state, 'getup', 'knocked drains to getup on its own');
|
|
drive(s, 1.4, {});
|
|
assertEq(s.state, 'idle', 'getup drains to idle on its own');
|
|
assertLess(s.pitch, 0.01, 'and the body is upright again');
|
|
assert(!s.busy, 'player is free');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- shelter (hold C)
|
|
t.test('shelter: bracing survives a gust that floors you standing', () => {
|
|
const gust = TUNE.knockWind + 8; // over the standing bar, under the braced one
|
|
const standing = new PlayerSim();
|
|
drive(standing, TUNE.knockSustain + 0.3, {}, windX(gust));
|
|
assertEq(standing.state, 'knocked', 'standing, this gust floors you');
|
|
|
|
const braced = new PlayerSim();
|
|
drive(braced, TUNE.knockSustain + 0.3, { shelter: true }, windX(gust));
|
|
assertEq(braced.state, 'shelter', 'braced, the same gust does not');
|
|
assert(braced.busy, 'shelter is locked — you cannot walk while braced');
|
|
});
|
|
|
|
t.test('shelter: raises the bar, it does not remove it', () => {
|
|
const s = new PlayerSim();
|
|
drive(s, TUNE.knockSustain + 0.2, { shelter: true }, windX(TUNE.knockWind * TUNE.shelterKnockMult + 5));
|
|
assertEq(s.state, 'knocked', 'a big enough gust still takes you off your feet, braced or not');
|
|
});
|
|
|
|
t.test('shelter: releasing the key always frees you — you are never stuck braced', () => {
|
|
// steady wind (already learned as baseline, so no apparent gust): straight back to idle
|
|
const s = new PlayerSim();
|
|
drive(s, 30, {}, windX(20));
|
|
drive(s, 1, { shelter: true }, windX(20));
|
|
assertEq(s.state, 'shelter', 'braced');
|
|
drive(s, 0.5, {}, windX(20));
|
|
assertEq(s.state, 'idle', 'let go in steady wind → idle');
|
|
assert(!s.busy, 'and free to move');
|
|
});
|
|
|
|
t.test('shelter: unbracing INTO the gust you were hiding from costs you your footing', () => {
|
|
// Emergent, and worth pinning: bracing is a commitment. Let go early and the gust takes you.
|
|
// This is what makes "wait for the lull" a decision rather than a formality.
|
|
const g = new PlayerSim();
|
|
drive(g, 30, {}, windX(4)); // learn a calm baseline
|
|
drive(g, 1, { shelter: true }, windX(4 + TUNE.stumbleGust + 6), 30);
|
|
assertEq(g.state, 'shelter', 'braced through the gust');
|
|
drive(g, 0.2, {}, windX(4 + TUNE.stumbleGust + 6), 31);
|
|
assert(g.state !== 'shelter', 'releasing always leaves shelter');
|
|
assertEq(g.state, 'stumble', 'and straight into the gust → you stumble');
|
|
});
|
|
|
|
t.test('shelter: cannot brace from your back', () => {
|
|
const s = new PlayerSim();
|
|
s.knockdown(0);
|
|
drive(s, 0.3, { shelter: true });
|
|
assertEq(s.state, 'knocked', 'holding C while down does not hijack the knockdown');
|
|
});
|
|
|
|
t.test('shelter: the wind barely moves you while braced', () => {
|
|
const push = (input) => {
|
|
const p = new PlayerSim();
|
|
drive(p, 30, input, windX(2)); // learn a calm baseline
|
|
const x0 = p.pos.x;
|
|
drive(p, 1.2, input, windX(24), 30);
|
|
return Math.abs(p.pos.x - x0);
|
|
};
|
|
assertLess(push({ shelter: true }), push({}) * 0.5, 'bracing must cut the shove hard');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- stumble
|
|
t.test('stumble: a gust below the knockdown bar still breaks your stride', () => {
|
|
const s = new PlayerSim();
|
|
drive(s, 30, {}, windX(3)); // calm baseline
|
|
drive(s, 0.4, {}, windX(3 + TUNE.stumbleGust + 4), 30);
|
|
assertEq(s.state, 'stumble', 'gust over stumbleGust but under knockWind');
|
|
assert(s.busy, 'stumble is locked');
|
|
drive(s, 1.0, {}, windX(3), 31);
|
|
assertEq(s.state, 'idle', 'and it drains on its own');
|
|
});
|
|
|
|
t.test('stumble: one gust hold must not stumble you twice', () => {
|
|
const s = new PlayerSim();
|
|
drive(s, 30, {}, windX(3));
|
|
let stumbles = 0;
|
|
const before = s.events.length;
|
|
drive(s, 2.5, {}, windX(3 + TUNE.stumbleGust + 4), 30); // a full ~1.7 s hold and then some
|
|
for (const e of s.events.slice(before)) if (e.type === 'state' && e.state === 'stumble') stumbles++;
|
|
assertEq(stumbles, 1, 'stumbleCooldown makes it punctuation, not a stutter');
|
|
});
|
|
|
|
t.test('stumble: bracing means you keep your feet', () => {
|
|
const s = new PlayerSim();
|
|
drive(s, 30, { shelter: true }, windX(3));
|
|
drive(s, 0.5, { shelter: true }, windX(3 + TUNE.stumbleGust + 4), 30);
|
|
assertEq(s.state, 'shelter', 'braced, the gust does not stumble you');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- tuned against the REAL storms
|
|
// These are the guard rails the pre-merge tuning didn't have. Every threshold below is only
|
|
// meaningful relative to the storm JSON it fires on, so assert against the JSON.
|
|
t.test('storm_02: every player threshold is actually REACHABLE in the real storm', () => {
|
|
const p = stormProfile(wild, undefined);
|
|
assert(p.maxGust > TUNE.stumbleGust,
|
|
`StumbleBack is dead code: storm_02 gusts peak at ${p.maxGust.toFixed(1)} m/s over baseline, `
|
|
+ `but stumbleGust is ${TUNE.stumbleGust}. Lower it or ask Lane C for angrier gusts.`);
|
|
assert(p.maxGust > TUNE.shoveGustMin, `gust shove unreachable: peak ${p.maxGust.toFixed(1)}`);
|
|
assert(p.maxWind > TUNE.knockWind,
|
|
`knockdown unreachable: storm_02 peaks at ${p.maxWind.toFixed(1)} m/s, knockWind is ${TUNE.knockWind}`);
|
|
});
|
|
|
|
t.test('storm_02: reads as shoved → stumbling → floored, in that order of frequency', () => {
|
|
const p = stormProfile(wild, undefined);
|
|
assert(p.stumbles >= 2, `a wild night should break your stride more than twice, got ${p.stumbles}`);
|
|
assert(p.knocks >= 1, `and floor you at least once, got ${p.knocks}`);
|
|
assert(p.stumbles > p.knocks,
|
|
`stumble is the beat and knockdown the punchline — got ${p.stumbles} stumbles vs ${p.knocks} knocks`);
|
|
assert(p.shovedFor > 10, `you should feel pushed for a real slice of the storm, got ${p.shovedFor.toFixed(1)}s`);
|
|
assertLess(p.knocks, 8, `${p.knocks} knockdowns in 90 s is unplayable, not dramatic`);
|
|
});
|
|
|
|
t.test('storm_01: a calm day leaves you completely alone', () => {
|
|
const p = stormProfile(calm, undefined);
|
|
assertEq(p.stumbles, 0, 'no stumbles on a gentle day');
|
|
assertEq(p.knocks, 0, 'no knockdowns on a gentle day');
|
|
assertLess(p.shovedFor, 1, 'and essentially no shove');
|
|
});
|
|
|
|
t.test('storm_02: bracing is what makes the worst of it survivable', () => {
|
|
const exposed = new PlayerSim({ start: { x: 0, y: 0, z: 4 } });
|
|
const braced = new PlayerSim({ start: { x: 0, y: 0, z: 4 } });
|
|
let exposedKnocks = 0, bracedKnocks = 0;
|
|
fixedLoop(90, DT, (dt, tt) => {
|
|
exposed.step(dt, tt, {}, wild);
|
|
braced.step(dt, tt, { shelter: true }, wild);
|
|
for (const e of exposed.events) if (e.state === 'knocked') exposedKnocks++;
|
|
for (const e of braced.events) if (e.state === 'knocked') bracedKnocks++;
|
|
exposed.events.length = 0; braced.events.length = 0;
|
|
});
|
|
assert(exposedKnocks > 0, 'storm_02 floors you if you just stand in it');
|
|
assertLess(bracedKnocks, exposedKnocks, 'and bracing through it is strictly better');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- the ladder (decision 12)
|
|
// A fake ladder standing in for ladder.js's THREE half: same shape, no GLB, no scene. The real
|
|
// one is verified by hand in the game; these pin the legs of the state machine.
|
|
const fakeLadder = (opts = {}) => {
|
|
const st = { placedAt: opts.placedAt || null, carried: false };
|
|
return {
|
|
needsLadder: (a) => !!a && a.type === 'house',
|
|
workY: () => 2.35,
|
|
// height only, mirroring the real ladder.js — see the note there on why testing for 'atTop'
|
|
// here makes the repair cancel its own hold
|
|
isWorking: (id) => st.placedAt === id && !!opts.player && opts.player.climbY > 2.2,
|
|
servedAnchor: () => null,
|
|
get placedAt() { return st.placedAt; },
|
|
_place: (id) => { st.placedAt = id; },
|
|
update() {}, dispose() {},
|
|
};
|
|
};
|
|
|
|
t.test('ladder: climb is code-driven and lands in a work stance', () => {
|
|
const s = new PlayerSim();
|
|
assertEq(s.climbY, 0, 'starts on the ground');
|
|
s.climbTo(2.35);
|
|
assertEq(s.state, 'climb', 'climbing');
|
|
assert(s.busy, 'you cannot be interrupted mid-rung');
|
|
assertEq(clipFor(s), 'ClimbLadder', 'and ClimbLadder plays');
|
|
drive(s, 0.5);
|
|
assert(s.climbY > 0.3 && s.climbY < 2.35, `partway up, got ${s.climbY.toFixed(2)}`);
|
|
drive(s, 3);
|
|
assertEq(s.state, 'atTop', 'arrives in the work stance');
|
|
assertClose(s.climbY, 2.35, 1e-6, 'at the top rung');
|
|
assert(!s.busy, 'atTop must NOT be busy — the whole point is that hold-E works up there');
|
|
});
|
|
|
|
t.test('ladder: the fascia is out of reach from the ground and in reach from the top', () => {
|
|
const s = new PlayerSim();
|
|
const FASCIA_Y = 2.48; // measured in the real yard
|
|
assertLess(s.reachY, FASCIA_Y, 'standing on the ground, a 1.72 m person cannot reach the bracket');
|
|
s.climbTo(2.35); drive(s, 4);
|
|
assert(s.reachY >= FASCIA_Y, `up the ladder they can, reach=${s.reachY.toFixed(2)}`);
|
|
});
|
|
|
|
t.test('ladder: you cannot walk while you are on it', () => {
|
|
const s = new PlayerSim();
|
|
s.climbTo(2.35); drive(s, 4);
|
|
assertEq(s.state, 'atTop');
|
|
const x0 = s.pos.x, z0 = s.pos.z;
|
|
drive(s, 1.5, { x: 1, z: 1, run: true, camYaw: 0 });
|
|
assertClose(s.pos.x, x0, 1e-9, 'WASD does not walk you off a ladder');
|
|
assertClose(s.pos.z, z0, 1e-9);
|
|
assertEq(s.state, 'atTop', 'and you stay in the work stance');
|
|
});
|
|
|
|
t.test('ladder: descending returns you to the ground and frees you', () => {
|
|
const s = new PlayerSim();
|
|
s.climbTo(2.35); drive(s, 4);
|
|
s.climbTo(0);
|
|
assertEq(s.state, 'climb', 'going down is the same clip');
|
|
drive(s, 4);
|
|
assertEq(s.state, 'idle', 'back on your feet');
|
|
assertEq(s.climbY, 0);
|
|
drive(s, 1, { x: 0, z: 1, camYaw: 0 });
|
|
assertEq(s.state, 'walk', 'and walking again');
|
|
});
|
|
|
|
t.test('ladder: you cannot brace up there — both hands are on the rungs', () => {
|
|
const s = new PlayerSim();
|
|
s.climbTo(2.35); drive(s, 4);
|
|
// a wind under even the ladder's lowered bar, so this isolates the brace refusal from the fall
|
|
drive(s, 1, { shelter: true }, windX(TUNE.knockWind * TUNE.ladderKnockMult - 4));
|
|
assertEq(s.state, 'atTop', 'holding C on a ladder does nothing');
|
|
});
|
|
|
|
t.test('ladder: the wind is meaner at height, and being blown off is a FALL', () => {
|
|
// a wind that is survivable standing must be able to take you off the ladder
|
|
const between = TUNE.knockWind * TUNE.ladderKnockMult + 2; // over the ladder bar, under the standing one
|
|
assertLess(between, TUNE.knockWind, 'the test wind must be survivable on the ground');
|
|
|
|
const ground = new PlayerSim();
|
|
drive(ground, TUNE.knockSustain + 0.5, {}, windX(between));
|
|
assertEq(ground.state, 'idle', 'on your feet this wind is nothing');
|
|
|
|
const up = new PlayerSim();
|
|
up.climbTo(2.35); drive(up, 4);
|
|
up.carrying = 'spare';
|
|
drive(up, TUNE.knockSustain + 0.3, {}, windX(between));
|
|
assertEq(up.state, 'knocked', 'the same wind takes you off the ladder');
|
|
assertEq(up.climbY, 0, 'you are on the ground now, not floating at height');
|
|
assertClose(up.fellFrom, 2.35, 1e-6, 'and the fall height is recorded');
|
|
assertEq(up.carrying, null, 'you dropped the spare on the way down');
|
|
drive(up, 3);
|
|
assertEq(up.state, 'idle', 'the ladder gets the normal get-up chain for free');
|
|
});
|
|
|
|
t.test('ladder: needsLadder is scoped to the fascia, not to everything above head height', () => {
|
|
assert(realNeedsLadder({ type: 'house', pos: { y: 2.48 } }), 'the fascia bracket needs it');
|
|
assert(!realNeedsLadder({ type: 'post', pos: { y: 3.95 } }),
|
|
'a 4 m post does NOT — you tension it from a cleat at the base');
|
|
assert(!realNeedsLadder({ type: 'tree', pos: { y: 5.05 } }),
|
|
'nor a tree limb — that is a strop you throw');
|
|
});
|
|
|
|
// --- SPRINT13 pool: the real createLadder, not the fake. These two pin the things the QA pass
|
|
// found by playing, and both were silent — no error, no red, just a mechanic that stopped.
|
|
// (createLadder is scene-free with scene=null: the view is the only THREE it needs.)
|
|
const realLadderWorld = () => ({
|
|
anchors: [
|
|
{ id: 'h2', type: 'house', work: 'bracket', pos: { x: 0, y: 2.48, z: -9.95 } },
|
|
{ id: 'cb1', type: 'carport', work: 'bracket', pos: { x: -8.4, y: 2.29, z: -3 } },
|
|
],
|
|
shedTable: { pos: { x: 9, y: 0.9, z: 6 } },
|
|
heightAt: () => 0,
|
|
});
|
|
|
|
t.test('ladder: a knockdown mid-carry drops it in the grass — it does not leave the game', () => {
|
|
const world = realLadderWorld();
|
|
const interact = new Interact();
|
|
const player = new PlayerSim({ start: { x: 4, y: 0, z: 2 } });
|
|
const ladder = createLadder(null, world, interact, player);
|
|
const takeTarget = [...interact.targets.values()].find((x) => x.id === 'ladder_take');
|
|
|
|
// in your hands, walking it out to the bracket — through the target's OWN onDone, because
|
|
// player.pickUp alone fills your hands without telling the ladder, which is not a state the
|
|
// game can produce and would test the fixture rather than the code.
|
|
takeTarget.onDone(player, 0);
|
|
ladder.update(DT, 0, {});
|
|
assert(ladder.carried, 'carried');
|
|
assertEq(player.carrying, 'ladder', 'and the hands agree');
|
|
assertEq(takeTarget.pos(), null, 'nothing to walk to while it is in your hands');
|
|
|
|
// the wind takes you over at (4, 2). knockdown() -> drop() nulls carrying, and before SPRINT13
|
|
// nothing told the ladder: it stayed "carried" by nobody, invisible and un-takeable forever.
|
|
player.knockdown(0, 1, 0);
|
|
assertEq(player.carrying, null, 'the knockdown took it out of your hands');
|
|
ladder.update(DT, 0, {});
|
|
|
|
assert(!ladder.carried, 'the ladder knows it is no longer being carried');
|
|
const p = takeTarget.pos();
|
|
assert(p, 'and it is somewhere you can walk to');
|
|
assertClose(p.x, 4, 1e-6, 'it fell where you did (x)');
|
|
assertClose(p.z, 2, 1e-6, 'it fell where you did (z)');
|
|
assert(takeTarget.canUse({ carrying: null, climbY: 0 }),
|
|
'and you can pick it up again — this is the assert that fails if the reconcile is reverted');
|
|
});
|
|
|
|
t.test('ladder: the place prompt names the structure it is under, and where the ladder is', () => {
|
|
const world = realLadderWorld();
|
|
const interact = new Interact();
|
|
const player = new PlayerSim({ start: { x: 4, y: 0, z: 2 } });
|
|
const ladder = createLadder(null, world, interact, player);
|
|
const placeAt = (id) => [...interact.targets.values()].find((x) => x.id === `ladder_place_${id}`);
|
|
const empty = { carrying: null };
|
|
|
|
// QA pass: this said "the fascia" while you stood under a carport beam.
|
|
assert(/fascia/.test(interact.labelOf(placeAt('h2'), empty)), 'the house bracket IS the fascia');
|
|
assert(/carport/.test(interact.labelOf(placeAt('cb1'), empty)),
|
|
`a carport beam is not a fascia — got "${interact.labelOf(placeAt('cb1'), empty)}"`);
|
|
assert(!/fascia/.test(interact.labelOf(placeAt('cb1'), empty)),
|
|
'and it must not call it one');
|
|
|
|
// ...and it must not lie about where the ladder is once the wind has taken it.
|
|
assert(/by the shed/.test(interact.labelOf(placeAt('cb1'), empty)), 'stowed: it is by the shed');
|
|
[...interact.targets.values()].find((x) => x.id === 'ladder_take').onDone(player, 0);
|
|
ladder.update(DT, 0, {});
|
|
player.knockdown(0, 1, 0);
|
|
ladder.update(DT, 0, {});
|
|
assert(!/by the shed/.test(interact.labelOf(placeAt('cb1'), empty)),
|
|
'dropped: the shed is exactly where it is NOT');
|
|
});
|
|
|
|
t.test('ladder: keys on the MECHANISM a site declares, not on the anchor type', () => {
|
|
// SPRINT10 gate 1. The failure mode is the point: when needsLadder says false, interact's
|
|
// canReach returns TRUE UNCONDITIONALLY — so a mis-keyed anchor doesn't error, it silently
|
|
// deletes the ladder mechanic. Fail-open is why this is data and not a type string.
|
|
assert(realNeedsLadder({ type: 'carport', pos: { y: 2.36 }, work: 'bracket' }),
|
|
'declared bracket work needs the ladder, whatever the type says');
|
|
assert(!realNeedsLadder({ type: 'carport_post', pos: { y: 1.75 }, work: 'cloth' }),
|
|
'declared cloth work does not — you re-make it on the fallen sail');
|
|
assert(!realNeedsLadder({ type: 'house', pos: { y: 2.48 }, work: 'cloth' }),
|
|
'and a site outranks the type in both directions (a low pergola off a deck)');
|
|
|
|
// Sprint-9's spelling still honoured, so anything already setting it keeps working
|
|
assert(realNeedsLadder({ type: 'carport', pos: { y: 2.36 }, worksAtBracket: true }));
|
|
assert(!realNeedsLadder({ type: 'house', pos: { y: 2.48 }, worksAtBracket: false }));
|
|
|
|
// site_01 must be untouched — nothing there carries either field
|
|
assert(realNeedsLadder({ type: 'house', pos: { y: 2.48 } }), 'no field → site_01 behaviour');
|
|
assert(!realNeedsLadder({ type: 'post', pos: { y: 3.95 } }), 'no field → post is still ground work');
|
|
assert(!realNeedsLadder(null) && !realNeedsLadder(undefined), 'and it never throws on a gap');
|
|
});
|
|
|
|
t.test('ladder: E\'s REAL carport resolves both ways round (site_02\'s trap)', () => {
|
|
// Read off carport_01_v1.glb rather than invented: E ships BOTH mechanisms on one structure,
|
|
// which is why a per-structure rule would still be wrong.
|
|
// beam_anchor_01/02 y=2.36 anchor_type "carport" rating_hint 0.22
|
|
// post_anchor_01/02 y=1.75 anchor_type "carport_post" rating_hint 0.30
|
|
// The beam is the double trap: E's worst rating in the game AND over the 2.20 m reach.
|
|
const beam = { id: 'c1', type: 'carport', pos: { y: 2.36 }, work: 'bracket', ratingHint: 0.22 };
|
|
const post = { id: 'c3', type: 'carport_post', pos: { y: 1.75 }, work: 'cloth', ratingHint: 0.30 };
|
|
assert(realNeedsLadder(beam), 'the beam bracket at 2.36 m is over a 1.72 m person\'s 2.20 m reach');
|
|
assert(!realNeedsLadder(post), 'the post fitting at 1.75 m is not — you can just reach it');
|
|
assert(beam.ratingHint < post.ratingHint, 'and the one needing the ladder is also the weaker lie');
|
|
|
|
// The regression that matters: WITHOUT the work field, E's types are not 'house', so the old
|
|
// rule said "no ladder" for a 2.36 m bracket and canReach waved it through from the grass.
|
|
assert(!realNeedsLadder({ type: 'carport', pos: { y: 2.36 } }),
|
|
'un-declared, it falls back to the type and reads as ground work — which is exactly why '
|
|
+ 'Lane A must emit `work` per anchor in the site JSON, and why this test exists');
|
|
});
|
|
|
|
t.test('ladder: fascia re-rig is gated on being up it; post re-rig is not', () => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const L = fakeLadder({ player: p });
|
|
const anchors = [{ id: 'h2', type: 'house', pos: { x: 0, y: 2.48, z: 0.9 } },
|
|
{ id: 'p1', type: 'post', pos: { x: 0, y: 3.95, z: 0 } }];
|
|
const corners = [{ anchorId: 'h2', broken: true }, { anchorId: 'p1', broken: true }];
|
|
let repaired = [];
|
|
const it = new Interact();
|
|
wireYardActions(it, {
|
|
ladder: L,
|
|
world: { anchors },
|
|
sailRig: { corners, repair: (i) => repaired.push(i), trim: () => {},
|
|
cornerPos: () => ({ x: 0, y: 0.4, z: 0 }) },
|
|
});
|
|
p.carrying = 'spare';
|
|
|
|
// the POST corner: repairable from the ground, exactly as it was before the ladder existed
|
|
p.pos.x = 0; p.pos.z = 0;
|
|
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
|
|
assert(repaired.includes(1), 'post corner still re-rigs from the ground — the ladder changed nothing here');
|
|
|
|
// the FASCIA corner: same spare, standing right under it, refused
|
|
repaired = []; p.carrying = 'spare'; p.pos.x = 0; p.pos.z = 0.9;
|
|
it.latched = false;
|
|
const near = it.nearest(p);
|
|
assert(!near || near.id !== 'rerig_0', 'standing under the bracket is not enough');
|
|
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
|
|
assert(!repaired.includes(0), 'fascia re-rig refused from the ground');
|
|
|
|
// plant the ladder and climb it → now it lands
|
|
L._place('h2');
|
|
p.climbTo(2.35); drive(p, 4);
|
|
assertEq(p.state, 'atTop');
|
|
p.carrying = 'spare';
|
|
it.latched = false;
|
|
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
|
|
assert(repaired.includes(0), 'up the ladder, the fascia re-rig lands');
|
|
assertEq(p.carrying, null, 'and it ate the spare');
|
|
});
|
|
|
|
t.test('ladder: the scripted loop — carry, plant, fetch spare, climb, repair, descend', () => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const L = fakeLadder({ player: p });
|
|
const anchors = [{ id: 'h2', type: 'house', pos: { x: 0, y: 2.48, z: 0.9 } }];
|
|
const corners = [{ anchorId: 'h2', broken: true }];
|
|
let repaired = false;
|
|
const it = new Interact();
|
|
wireYardActions(it, { ladder: L, world: { anchors },
|
|
sailRig: { corners, repair: () => { repaired = true; }, trim: () => {},
|
|
cornerPos: () => ({ x: 0, y: 0.4, z: 0 }) } });
|
|
|
|
// hands-full: the ladder and the spare compete for the same pair of hands
|
|
assertEq(p.pickUp('ladder'), true, 'pick the ladder up');
|
|
assertEq(p.pickUp('spare'), false, 'you cannot also carry a spare — that is the two-trip cost');
|
|
assertEq(p.drop(), 'ladder', 'put it down');
|
|
|
|
// trip 2: the spare, then up
|
|
assertEq(p.pickUp('spare'), true);
|
|
L._place('h2');
|
|
p.climbTo(L.workY()); drive(p, 4);
|
|
assertEq(p.state, 'atTop', 'up the ladder with the spare');
|
|
it.latched = false;
|
|
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
|
|
assert(repaired, 'fascia repaired at height');
|
|
assertEq(p.carrying, null, 'spare consumed');
|
|
|
|
// and back down
|
|
p.climbTo(0); drive(p, 4);
|
|
assertEq(p.state, 'idle', 'down and free');
|
|
assertEq(p.climbY, 0);
|
|
});
|
|
|
|
// ---------------------------------------------------------------- the greyed-prompt surface
|
|
t.test('prompt: a usable action always wins over a reason', () => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
it.register({ id: 'gated', pos: { x: 0, y: 0, z: 0 }, radius: 3, canUse: () => false,
|
|
label: 'hands full' });
|
|
it.register({ id: 'open', pos: { x: 0, y: 0, z: 1 }, radius: 3, label: 'take a spare' });
|
|
const v = it.visible(p);
|
|
assertEq(v.target.id, 'open', 'the thing you CAN do is the thing you are offered');
|
|
assert(v.usable, 'and it is offered, not explained');
|
|
});
|
|
|
|
t.test('prompt: an unavailable action explains itself instead of vanishing', () => {
|
|
// The bug this fixes, found by playing: walk to the shed table carrying the ladder and the
|
|
// prompt disappeared, because canUse filtered the target out of nearest() before its label
|
|
// could ever say "hands full". No prompt reads as a broken game; a greyed one reads as a rule.
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
it.register({ id: 'spare_table', pos: { x: 0, y: 0, z: 0 }, radius: 3,
|
|
label: (pl) => (pl.carrying ? 'hands full' : 'take a spare'),
|
|
canUse: (pl) => !pl.carrying });
|
|
|
|
assertEq(it.visible(p).label, 'take a spare', 'empty-handed: an offer');
|
|
assert(it.visible(p).usable);
|
|
|
|
p.carrying = 'ladder';
|
|
const v = it.visible(p);
|
|
assert(!!v, 'carrying something, the prompt must NOT vanish');
|
|
assertEq(v.label, 'hands full', 'it says why');
|
|
assert(!v.usable, 'and is flagged unusable so the HUD can grey it');
|
|
assertEq(it.nearest(p), null, 'while nearest() — what E acts on — still correctly refuses it');
|
|
});
|
|
|
|
t.test('prompt: step() reports usable so the HUD can grey the radial', () => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
it.register({ id: 'x', pos: { x: 0, y: 0, z: 0 }, radius: 3, holdSecs: 1, label: 'do it',
|
|
canUse: (pl) => !pl.carrying });
|
|
p.carrying = 'broom';
|
|
let r = it.step(DT, 0, p, true);
|
|
assert(!r.usable, 'unusable');
|
|
assertEq(r.progress, 0, 'and no radial creeps up on an action that cannot run');
|
|
p.carrying = null;
|
|
r = it.step(DT, 0.1, p, true);
|
|
assert(r.usable, 'usable once the hands are free');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- the broom (SPRINT5 §Lane D-1)
|
|
// Modelled on Lane B's FROZEN contract (contracts.js SailRig), which is not the shape I originally
|
|
// asked for and is better: one pondCentroid() rather than a ponds[] array (B's belly pools into a
|
|
// single heaviest place), and drainPondAt(node, dt, radius) draining PER FRAME and returning the kg
|
|
// shed by that call. The total is only knowable by accumulating over the hold.
|
|
// B measured: a 1.5 s poke sheds ~290 of ~310 kg, i.e. ~93% — this stub matches that rate.
|
|
const stubRig = (mass, at = { x: 0, y: 2.6, z: 0 }) => {
|
|
const s = { mass, node: 44 };
|
|
return {
|
|
pondMass: () => s.mass,
|
|
pondCentroid: () => (s.mass > 0 ? { ...at, mass: s.mass, node: s.node } : null),
|
|
drainPondAt(node, dt) {
|
|
if (node !== s.node || !(s.mass > 0)) return 0;
|
|
const shed = Math.min(s.mass, s.mass * (dt / 1.5) * 2.62); // ~93% over a 1.5 s hold
|
|
s.mass -= shed;
|
|
return shed;
|
|
},
|
|
};
|
|
};
|
|
|
|
t.test('broom: is a third carry type and queues behind the same hands', () => {
|
|
const p = new PlayerSim();
|
|
assertEq(p.pickUp('broom'), true, 'take the broom');
|
|
assertEq(p.pickUp('spare'), false, 'no spare as well');
|
|
assertEq(p.pickUp('ladder'), false, 'no ladder as well');
|
|
assertEq(clipFor(p), 'CarryIdle', 'and you read as carrying');
|
|
assertEq(p.drop(), 'broom');
|
|
});
|
|
|
|
t.test('broom: refuses to poke thin air, and refuses without the broom', () => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
const rig = stubRig(0); // nothing pooling
|
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
|
p.carrying = 'broom';
|
|
assertEq(b.targetPond(), null, 'no pond, nothing to poke');
|
|
assertEq(it.nearest(p), null, 'and no offer');
|
|
b.dispose();
|
|
});
|
|
|
|
t.test('broom: the poke drains B\'s pond per-frame and the total lands on YOU', () => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
const rig = stubRig(300);
|
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
|
p.carrying = 'broom';
|
|
|
|
assert(!!b.targetPond(), 'standing under the belly, there is a pond to poke');
|
|
assertEq(it.nearest(p).id, 'broom_poke', 'and the broom is offered');
|
|
assert(/300 kg/.test(it.labelOf(it.nearest(p), p)), 'the prompt tells you how much is up there');
|
|
|
|
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
|
assertLess(rig.pondMass(), 40, 'nearly all of it came down (B measures ~93% over a 1.5 s poke)');
|
|
const doused = p.events.find((e) => e.type === 'doused');
|
|
assert(!!doused, 'and it went over the player');
|
|
assert(doused.kg > 250, `the accumulated per-frame drain is what lands, got ${doused.kg.toFixed(0)} kg`);
|
|
b.dispose();
|
|
});
|
|
|
|
t.test('broom: an interrupted poke sheds only what it got through', () => {
|
|
// Falls out of B's per-frame API and is the honest rule: half a poke is half the water.
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
const rig = stubRig(300);
|
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
|
p.carrying = 'broom';
|
|
fixedLoop(0.5, DT, (dt, tt) => it.step(dt, tt, p, true)); // let go a third of the way in
|
|
it.step(DT, 1, p, false);
|
|
assert(rig.pondMass() > 100, `most of the water is still up there, got ${rig.pondMass().toFixed(0)} kg`);
|
|
assert(!p.events.some((e) => e.type === 'doused'), 'and an abandoned poke does not douse you');
|
|
b.dispose();
|
|
});
|
|
|
|
t.test('broom: the size of the pond decides the size of the joke', () => {
|
|
// CALIBRATED to B's measured masses: right-sized belly tops out ~450 kg, a 1.5 s poke sheds ~93%.
|
|
const outcome = (kg) => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
const rig = stubRig(kg); // ONE rig — `() => stubRig(kg)` would hand the broom a fresh
|
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig); // full pond every frame
|
|
p.carrying = 'broom';
|
|
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
|
b.dispose();
|
|
return p.state;
|
|
};
|
|
assertEq(outcome(90), 'idle', 'caught it early: you just get wet');
|
|
assertEq(outcome(160), 'stagger', 'a pond you were warned about breaks your stride');
|
|
assertEq(outcome(300), 'knocked', 'a belly you ignored puts you on your back');
|
|
|
|
// Guard, and it is the StumbleBack lesson restated: a threshold is meaningless except against
|
|
// the data it fires on, and gate 1's balance pass moves pond masses. These three numbers are
|
|
// MEASURED on B's live sim (flat rig, storm_02, kg shed by one 1.5 s poke) — if a rebalance
|
|
// pushes a band outside the achievable range, this fails loudly instead of the band quietly
|
|
// ceasing to exist. Re-measure after gate 1 and update these, don't just widen the asserts.
|
|
const SHED_EARLY = 76, SHED_WARNED = 104, SHED_IGNORED = 190;
|
|
assert(BROOM_TUNE.staggerKg > SHED_EARLY,
|
|
`an early poke (~${SHED_EARLY} kg) must stay a splash, or every poke floors you`);
|
|
assert(BROOM_TUNE.staggerKg <= SHED_WARNED,
|
|
`answering the ticker (~${SHED_WARNED} kg) must reach the stagger band — that is the beat`);
|
|
assert(BROOM_TUNE.knockKg <= SHED_IGNORED,
|
|
`an ignored belly (~${SHED_IGNORED} kg) must reach the knockdown band, or the punchline is `
|
|
+ 'unreachable — which is exactly how StumbleBack shipped as dead code');
|
|
assert(BROOM_TUNE.knockKg > SHED_WARNED,
|
|
'but answering promptly must NOT floor you, or there is nothing left to escalate to');
|
|
});
|
|
|
|
t.test('broom: a pond out of reach overhead cannot be poked from the grass', () => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
const rig = stubRig(300, { x: 0, y: 9, z: 0 }); // 9 m up
|
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
|
p.carrying = 'broom';
|
|
assertEq(b.targetPond(), null, 'a broom is 1.4 m long, not 9');
|
|
b.dispose();
|
|
});
|
|
|
|
t.test('broom: a SAGGING belly is pokeable — it sags toward you as it loads', () => {
|
|
// Regression. Measured against Lane B's live ponding: a real 280 kg pond's centroid rides from
|
|
// y=1.2 down through y=-0.9 as the belly fills. Gating on `up >= 0` made the broom say "nothing
|
|
// pooling here" with a quarter-tonne hanging over the garden — a bug no stub would have shown,
|
|
// because I'd stubbed the pond politely at head height.
|
|
const mk = (y) => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
const rig = stubRig(280, { x: 0, y, z: 0 });
|
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => rig);
|
|
p.carrying = 'broom';
|
|
const r = !!b.targetPond();
|
|
b.dispose();
|
|
return r;
|
|
};
|
|
assert(mk(2.4), 'overhead: pokeable');
|
|
assert(mk(1.0), 'a real 188 kg pond rides here: pokeable');
|
|
assert(mk(0.1), 'sagging to your knees: still pokeable — this is the case that was broken');
|
|
assert(mk(-0.8), 'a real LIVE 281 kg belly rides here, rig still up: must be pokeable');
|
|
assert(!mk(-4.5), 'post-tear wreckage lies here: nothing coherent to poke');
|
|
});
|
|
|
|
t.test('broom: survives a rig with no ponding at all (and a pre-rig null centroid)', () => {
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
const noPonding = {}; // e.g. an old rig, or none
|
|
const b = createBroom(null, { heightAt: () => 0 }, it, p, () => noPonding);
|
|
p.carrying = 'broom';
|
|
assertEq(b.pond(), null, 'no centroid reported');
|
|
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, p, true));
|
|
assert(!p.events.some((e) => e.type === 'doused'), 'nothing fires, nothing throws');
|
|
|
|
// and B's real null case: rigged sail, dry cloth
|
|
const dry = { pondMass: () => 0, pondCentroid: () => null, drainPondAt: () => 0 };
|
|
const b2 = createBroom(null, { heightAt: () => 0 }, new Interact(), p, () => dry);
|
|
assertEq(b2.targetPond(), null, 'a dry sail offers nothing to poke');
|
|
b2.dispose(); b.dispose();
|
|
});
|
|
|
|
// ---------------------------------------------------------------- solids collision
|
|
t.test('collision: solids stop you, and the pushout slides you along them', () => {
|
|
// one box: the yard's north wall, x -8..8, z -16..-10, waist high
|
|
const wall = { x0: -8, x1: 8, z0: -16, z1: -10, y0: 0, y1: 3 };
|
|
const R = 0.3;
|
|
const collide = (x, z, feetY, headY) => {
|
|
if (wall.y1 <= feetY + 0.05 || wall.y0 >= headY) return { x, z };
|
|
const cx = Math.min(Math.max(x, wall.x0), wall.x1);
|
|
const cz = Math.min(Math.max(z, wall.z0), wall.z1);
|
|
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
|
|
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
|
|
const d = Math.sqrt(d2);
|
|
return { x: cx + dx / d * R, z: cz + dz / d * R };
|
|
};
|
|
|
|
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide });
|
|
drive(s, 6, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
|
|
assert(s.pos.z >= -10 - 1e-6, `must not enter the wall, z=${s.pos.z.toFixed(3)}`);
|
|
assertClose(s.pos.z, -10 + R, 0.02, 'stops exactly one body radius off the face');
|
|
|
|
// Diagonal into a LONG wall: blocked north, but must still slide east. The wall has to outrun
|
|
// the player here — against the 16 m one above, a 4 s diagonal sprint rounds its east end and
|
|
// gets past, which is correct behaviour and not what this assert is about.
|
|
const long = { ...wall, x0: -100, x1: 100 };
|
|
const collideLong = (x, z, feetY, headY) => {
|
|
if (long.y1 <= feetY + 0.05 || long.y0 >= headY) return { x, z };
|
|
const cx = Math.min(Math.max(x, long.x0), long.x1);
|
|
const cz = Math.min(Math.max(z, long.z0), long.z1);
|
|
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
|
|
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
|
|
const d = Math.sqrt(d2);
|
|
return { x: cx + dx / d * R, z: cz + dz / d * R };
|
|
};
|
|
const g = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide: collideLong });
|
|
drive(g, 4, { x: 1, z: 1, run: true, camYaw: 0 }, null);
|
|
assertClose(g.pos.z, -10 + R, 0.02, 'held off the wall');
|
|
assert(g.pos.x > 2, `pushout must preserve the tangential slide, x=${g.pos.x.toFixed(2)}`);
|
|
});
|
|
|
|
t.test('collision: you can walk under an overhang (eaves are above your head)', () => {
|
|
// the real roof: y 2.99..3.21, reaching 0.4 m further into the yard than the wall below it
|
|
const collide = (x, z, feetY, headY) => {
|
|
const y0 = 2.99, y1 = 3.21;
|
|
if (y1 <= feetY + 0.05 || y0 >= headY) return { x, z }; // filtered out for a 1.72 m body
|
|
return { x, z: Math.max(z, -9.6 + 0.3) }; // would wall you off if it applied
|
|
};
|
|
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide, height: 1.72 });
|
|
drive(s, 4, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
|
|
assert(s.pos.z < -9, `a 3 m eave must not block a 1.7 m person, z=${s.pos.z.toFixed(2)}`);
|
|
});
|
|
|
|
// ---------------------------------------------------------------- determinism (PLAN3D §4)
|
|
t.test('determinism: two identical 50 s runs produce byte-equal traces', () => {
|
|
const trace = () => {
|
|
const s = new PlayerSim();
|
|
const out = [];
|
|
fixedLoop(50, DT, (dt, tt) => {
|
|
const w = { x: 6 + 24 * Math.max(0, Math.sin(tt * 0.7)), y: 0, z: 3 * Math.cos(tt * 0.31) };
|
|
s.step(dt, tt, { x: Math.sin(tt), z: Math.cos(tt * 0.5), run: tt % 4 < 2, camYaw: tt * 0.2 }, w);
|
|
out.push(`${s.state}|${s.pos.x.toFixed(9)}|${s.pos.z.toFixed(9)}|${s.pitch.toFixed(9)}`);
|
|
});
|
|
return out.join(';');
|
|
};
|
|
assertEq(trace(), trace(), 'same inputs must give the same trace');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- interact
|
|
const mk = () => {
|
|
const sim = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
const it = new Interact();
|
|
let done = 0;
|
|
it.register({ id: 'x', pos: { x: 0, y: 0, z: 0 }, radius: 1.5, holdSecs: 1, label: 'do it',
|
|
onDone: () => { done++; } });
|
|
return { sim, it, done: () => done };
|
|
};
|
|
|
|
t.test('interact: radius gates the action', () => {
|
|
const { sim, it, done } = mk();
|
|
sim.pos.x = 5;
|
|
fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assertEq(done(), 0, 'out of radius never fires');
|
|
assert(!sim.busy, 'and never makes you busy');
|
|
});
|
|
|
|
t.test('interact: hold to completion fires once and hands the player back', () => {
|
|
const { sim, it, done } = mk();
|
|
fixedLoop(70 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assertEq(done(), 1, 'fires once');
|
|
assert(!sim.busy && sim.state === 'idle', 'player released');
|
|
assert(it.events.some((e) => e.type === 'done' && e.id === 'x'), 'emits a done event');
|
|
});
|
|
|
|
t.test('interact: player is busy mid-hold, with a partial radial', () => {
|
|
const { sim, it } = mk();
|
|
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assert(sim.busy && sim.state === 'busy', 'busy while holding');
|
|
assert(it.progress > 0.4 && it.progress < 0.6, `radial partway, got ${it.progress.toFixed(2)}`);
|
|
});
|
|
|
|
t.test('interact: one press, one action — a held key must not re-arm itself', () => {
|
|
const { sim, it, done } = mk();
|
|
fixedLoop(6.7, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assertEq(done(), 1, 'holding E for 6.7 s over a 1 s action still fires once');
|
|
it.step(DT, 7, sim, false);
|
|
fixedLoop(70 * DT, DT, (dt, tt) => it.step(dt, 7 + tt, sim, true));
|
|
assertEq(done(), 2, 'releasing re-arms it');
|
|
});
|
|
|
|
t.test('interact: releasing or walking away cancels the hold', () => {
|
|
const a = mk();
|
|
fixedLoop(30 * DT, DT, (dt, tt) => a.it.step(dt, tt, a.sim, true));
|
|
a.it.step(DT, 0.5, a.sim, false);
|
|
assertEq(a.it.progress, 0, 'release cancels');
|
|
assert(!a.sim.busy && a.sim.state === 'idle', 'and frees the player');
|
|
|
|
const b = mk();
|
|
fixedLoop(30 * DT, DT, (dt, tt) => b.it.step(dt, tt, b.sim, true));
|
|
b.sim.pos.x = 9;
|
|
b.it.step(DT, 0.5, b.sim, true);
|
|
assertEq(b.it.progress, 0, 'leaving the radius cancels');
|
|
assertEq(b.done(), 0, 'without firing');
|
|
});
|
|
|
|
t.test('interact: a knockdown mid-hold aborts without stomping the knocked state', () => {
|
|
const { sim, it, done } = mk();
|
|
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
sim.knockdown(0.5);
|
|
it.step(DT, 0.51, sim, true);
|
|
assertEq(it.progress, 0, 'hold aborted');
|
|
assertEq(done(), 0, 'action did not fire');
|
|
assertEq(sim.state, 'knocked', 'and the abort did not overwrite the knocked state');
|
|
});
|
|
|
|
t.test('interact: a hold survives the busy transition it causes', () => {
|
|
// The bug this pins bit twice while building the ladder, and is invisible: canUse is re-checked
|
|
// every frame to keep the hold alive, and starting the hold sets state='busy' — so any canUse
|
|
// reading player.state goes false on frame one and cancels itself. Prompt looks dead, no error.
|
|
const sim = new PlayerSim();
|
|
const it = new Interact();
|
|
let fired = 0;
|
|
it.register({ id: 'ok', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5,
|
|
canUse: (p) => p.climbY < 0.02, onDone: () => { fired++; } }); // physical gate — fine
|
|
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assertEq(fired, 1, 'a physically-gated action completes');
|
|
|
|
const sim2 = new PlayerSim();
|
|
const it2 = new Interact();
|
|
let fired2 = 0;
|
|
it2.register({ id: 'trap', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5,
|
|
canUse: (p) => p.state === 'idle', onDone: () => { fired2++; } }); // state gate — the trap
|
|
fixedLoop(1, DT, (dt, tt) => it2.step(dt, tt, sim2, true));
|
|
assertEq(fired2, 0,
|
|
'a state-gated canUse cancels its own hold — documented on register(); gate on physical facts');
|
|
});
|
|
|
|
t.test('interact: canUse() gates on the carrying flag', () => {
|
|
const sim = new PlayerSim();
|
|
const it = new Interact();
|
|
let fired = 0;
|
|
it.register({ id: 'gated', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5,
|
|
canUse: (p) => !p.carrying, onDone: () => { fired++; } });
|
|
sim.carrying = 'spare';
|
|
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assertEq(fired, 0, 'hands full: gated');
|
|
assert(!sim.busy, 'and never went busy');
|
|
sim.carrying = null;
|
|
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assertEq(fired, 1, 'fires once the gate opens');
|
|
});
|
|
|
|
// ---------------------------------------------------------------- hands-full + wiring
|
|
t.test('hands-full rule: one item at a time', () => {
|
|
const sim = new PlayerSim();
|
|
assertEq(sim.pickUp('spare'), true, 'first item accepted');
|
|
assertEq(sim.pickUp('wrench'), false, 'second refused');
|
|
assertEq(sim.carrying, 'spare', 'still holding the first');
|
|
assertEq(sim.drop(), 'spare', 'drop returns it');
|
|
assertEq(sim.carrying, null, 'hands empty');
|
|
});
|
|
|
|
t.test('interact: the action names the verb the player plays', () => {
|
|
const sim = new PlayerSim();
|
|
const it = new Interact();
|
|
it.register({ id: 'crank', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 1, clip: 'Crank' });
|
|
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assertEq(sim.busyClip, 'Crank', 'busyClip is set for the hold');
|
|
assertEq(clipFor(sim), 'Crank', 'and that is what plays');
|
|
it.step(DT, 1, sim, false);
|
|
assertEq(sim.busyClip, null, 'cancelling clears the verb');
|
|
assertEq(clipFor(sim), 'Idle', 'back to the table');
|
|
});
|
|
|
|
t.test('interact: the verb is cleared on completion, so carry clips win afterwards', () => {
|
|
const sim = new PlayerSim();
|
|
const it = new Interact();
|
|
it.register({ id: 'take', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, clip: 'PickUp',
|
|
onDone: (p, tt) => p.pickUp('spare', tt) });
|
|
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
|
|
assertEq(sim.carrying, 'spare', 'picked it up');
|
|
assertEq(sim.busyClip, null, 'verb cleared');
|
|
assertEq(clipFor(sim), 'CarryIdle', 'and the player now reads as carrying');
|
|
});
|
|
|
|
t.test('wireYardActions: reads corners LIVE, so attach() cannot strand the targets', () => {
|
|
// Lane A's warning: attach() REPLACES the corners array. Capturing the corner object at wire
|
|
// time would leave these gated on a `broken` flag nothing updates ever again.
|
|
const rig = {
|
|
corners: [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 } }],
|
|
repair: () => {}, trim: () => {},
|
|
cornerPos: (i) => rig.corners[i].pos,
|
|
};
|
|
const it = new Interact();
|
|
wireYardActions(it, { sailRig: rig });
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
p.carrying = 'spare';
|
|
assertEq(it.nearest(p).id, 'rerig_0', 'broken corner offers a re-rig');
|
|
|
|
// now do what attach() does: swap the whole array for fresh objects
|
|
rig.corners = [{ anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } }];
|
|
assertEq(it.nearest(p).id, 'trim_0', 'the NEW corner is unbroken → trim, not re-rig');
|
|
rig.corners = [{ anchorId: 'p1', broken: true, pos: { x: 4, y: 2, z: 4 } }];
|
|
assertEq(it.nearest(p), null, 'and it followed the corner when it moved out of range');
|
|
});
|
|
|
|
t.test('wireYardActions: prompts track a moving (flogging) corner', () => {
|
|
const corner = { anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } };
|
|
const rig = { corners: [corner], repair: () => {}, trim: () => {}, cornerPos: (i) => rig.corners[i].pos };
|
|
const it = new Interact();
|
|
wireYardActions(it, { sailRig: rig });
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
assertEq(it.nearest(p).id, 'trim_0', 'in range at the start');
|
|
corner.pos = { x: 9, y: 2, z: 9 }; // the corner blows away
|
|
assertEq(it.nearest(p), null, 'prompt follows it out of range, not pinned to where it was');
|
|
});
|
|
|
|
t.test('wireYardActions: duck-types against a half-landed world', () => {
|
|
const empty = new Interact();
|
|
wireYardActions(empty, {});
|
|
assertEq(empty.targets.size, 0, 'no sailRig yet (Lane B) -> no actions, no crash');
|
|
|
|
const it = new Interact();
|
|
const corners = [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 }, load: 0 }];
|
|
let repaired = -1;
|
|
wireYardActions(it, {
|
|
sailRig: { corners, repair: (i) => { repaired = i; }, trim: () => {} },
|
|
world: { shedTable: { pos: { x: 10, y: 0, z: 0 } } },
|
|
});
|
|
assertEq(it.targets.size, 3, 're-rig + trim + spare table');
|
|
|
|
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
|
|
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
|
|
assertEq(repaired, -1, 're-rig refuses without a spare');
|
|
p.carrying = 'spare';
|
|
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, 10 + tt, p, true));
|
|
assertEq(repaired, 0, 're-rig fires with a spare');
|
|
assertEq(p.carrying, null, 'and consumes it');
|
|
});
|
|
|
|
// ================================================================ SPRINT16 gate 4
|
|
// THE SIX-NIGHT LAW, pinned next to its owner. a.test pins the ladder's
|
|
// shape (which storm, which site, which slot); these pin the RULES the
|
|
// ordering must obey, so a future re-order that keeps six nights but breaks
|
|
// the law goes red with the law's own words. Every threshold here is
|
|
// ROADMAP principle 5 or a measured THREADS receipt, not taste.
|
|
|
|
t.test('SPRINT16 six-night law: exactly one new site, exactly one new storm, never the same night', () => {
|
|
const nights = NIGHTS.map((_, i) => nightAt(i));
|
|
const PRE_S16_SITES = ['backyard_01', 'site_02_corner_block'];
|
|
const PRE_S16_STORMS = ['storm_01_gentle', 'storm_02_wildnight', 'storm_02b_icenight',
|
|
'storm_03_southerly', 'storm_03b_earlybuster'];
|
|
const newSiteNights = nights.filter((n) => !PRE_S16_SITES.includes(n.site));
|
|
const newStormNights = nights.filter((n) => !PRE_S16_STORMS.includes(n.storm));
|
|
assertEq(newSiteNights.length, 1, 'exactly ONE night is the new site');
|
|
assertEq(newSiteNights[0].site, 'site_03_swing_lawn');
|
|
assertEq(newStormNights.length, 1, 'exactly ONE night flies the new storm');
|
|
assertEq(newStormNights[0].storm, 'storm_06_soaker');
|
|
assert(newSiteNights[0] !== newStormNights[0],
|
|
'and they are NOT the same night — a player who loses must be able to name what beat them');
|
|
});
|
|
|
|
t.test('SPRINT16 six-night law: the new site debuts under a storm already survived', () => {
|
|
const idx = NIGHTS.findIndex((_, i) => nightAt(i).site === 'site_03_swing_lawn');
|
|
assert(idx > 0, 'the swing lawn is in the rotation and is not night one');
|
|
const debut = nightAt(idx);
|
|
const earlier = NIGHTS.slice(0, idx).map((_, i) => nightAt(i).storm);
|
|
assert(earlier.includes(debut.storm),
|
|
`night ${idx + 1} flies ${debut.storm}, which must have flown on an earlier night — `
|
|
+ 'at the swing lawn\'s debut the yard is the ONLY new variable');
|
|
});
|
|
|
|
t.test("SPRINT16 six-night law: the soaker flies the corner block — C's measured pairing", () => {
|
|
// THREADS [C] 2026-07-20: the backyard's buyable geometry caps hail cover
|
|
// over the bed at ~31% — best membrane line there reads 37.5, a bet with
|
|
// no win in it. The soaker over anything but site_02 needs a re-measure
|
|
// FIRST; this pin is where a re-pairing finds that out.
|
|
const soaker = NIGHTS.map((_, i) => nightAt(i)).find((n) => n.storm === 'storm_06_soaker');
|
|
assert(soaker, 'the soaker is in the week');
|
|
assertEq(soaker.site, 'site_02_corner_block',
|
|
'storm_06 over any other yard is unmeasured — fly gardenfly over the new pairing before moving this');
|
|
const debutIdx = NIGHTS.findIndex((_, i) => nightAt(i).site === soaker.site);
|
|
const soakerIdx = NIGHTS.findIndex((_, i) => nightAt(i).storm === 'storm_06_soaker');
|
|
assert(debutIdx < soakerIdx, 'and the yard was taught on an earlier night — the storm is the only new variable');
|
|
});
|
|
|
|
t.test('SPRINT16 six-night law: the beyond-saving night is neither new nor final', () => {
|
|
const flagged = NIGHTS.map((_, i) => nightAt(i)).filter((n) => n.gardenBeyondSaving);
|
|
assertEq(flagged.length, 1, 'exactly one designed loss in the week');
|
|
assertEq(flagged[0].storm, 'storm_02b_icenight', 'and it is the ice night — the flag is a measured fact about');
|
|
assertEq(flagged[0].site, 'backyard_01', 'THIS yard under THIS storm (bare 0.0, best buyable 27.7, win at 50)');
|
|
const idx = NIGHTS.findIndex((_, i) => nightAt(i).gardenBeyondSaving);
|
|
assert(idx !== NIGHTS.length - 1,
|
|
'the designed loss must not be the final night: its dawn breaks need a morning to book warranty on '
|
|
+ '(A filed the night-5-final gap in THREADS — the six-night order is what closes it)');
|
|
});
|
|
}
|