Three bugs the bench found once it was actually running a storm: - Debris was glued to the floor. The scrape `v *= 0.86` ran every frame while grounded, which is 0.86^60 per second — it pinned a 9 kg crate at 0.7 m/s in a 19 m/s wind. Friction now applies on impact, with dt-scaled rolling friction while resting. A crate crosses the whole yard at ~6 m/s. - Debris slid instead of tumbling: wind is horizontal, so once down there was no vertical force at all and it skated at constant height. Added tumbling lift that flips sign as it rolls — bins hop now. - The cloud dome had a dead straight seam across the sky. The fbm claimed to tile and didn't; now each octave wraps at its own integer period. Also: shelters and the bench now use Lane A's landed yard coords (t1 -9,2 / t2 8,-2, gardenBed 1,2) instead of my guesses, so shelter tuning means something. Verified in-browser against a real storm: crate crosses the yard and the t=74 bin spawns from storm JSON; sail node shoved 0.32 m; a 14 kg bin at 20 m/s knocks the player down and a tub drifting at 0.3 m/s correctly does not; lightning peaks 0.88. Lane A's selftest: 37 pass / 3 skip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
255 lines
9.5 KiB
JavaScript
255 lines
9.5 KiB
JavaScript
'use strict';
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// SHADES — Lane C — debris: things that should have been tied down.
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//
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// Hand-rolled kinematic tumble (PLAN3D §5-C.4). No physics engine, no deps.
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// Deterministic: step(dt, t), seeded RNG, no Date.now — so a storm replays.
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//
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// Spawns off `debris` events in the storm JSON, upwind of the yard, and lets the
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// wind field carry it across. Drag goes with speed², same as the sail, so the
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// same gust that spikes a corner is the one that launches the neighbour's bin.
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import * as THREE from '../vendor/three.module.js';
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import { rng } from './contracts.js';
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const RHO = 1.2; // air density, kg/m³
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const GRAVITY = -9.81;
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// Deceleration while resting on the ground, m/s². Drag in a 19 m/s wind gives a
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// 9 kg crate ~7 m/s², so it still skitters downwind — which is the whole point.
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const GROUND_FRICTION = 3.5;
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// Fallback specs for Lane E's debris set (3D-STORE crates/tubs). Radius is the
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// collision sphere, not the render bounds — a crate is boxy, but a sphere is
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// what you can afford to test 6 of per node per frame.
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const MODEL_SPEC = {
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BlueCrate_v2: { r: 0.30, mass: 9, cd: 1.05 },
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BlackTub_v2: { r: 0.34, mass: 5, cd: 1.10 },
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WhiteTub_v2: { r: 0.34, mass: 5, cd: 1.10 },
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WoodenBin_v2: { r: 0.42, mass: 14, cd: 1.05 },
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LibraryTrolley_v1: { r: 0.45, mass: 22, cd: 0.95 },
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};
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const DEFAULT_SPEC = { r: 0.35, mass: 8, cd: 1.05 };
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/**
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* @param {object} o
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* @param {object} o.wind from weather.js
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* @param {THREE.Object3D} o.scene
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* @param {Object<string,THREE.Object3D>} [o.models] name -> template (Lane E's GLBs)
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* @param {function} [o.onHitPlayer] (piece, impact) — Lane D knocks the player down
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* @param {function} [o.onEvent] (text) — HUD ticker
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* @param {object} [o.bounds] {x, z} half-extents before despawn
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*/
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export function createDebris(o = {}) {
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const wind = o.wind;
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const scene = o.scene || null;
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const models = o.models || {};
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const bounds = o.bounds || { x: 26, z: 20 };
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// contracts.js documents world.heightAt as the thing Lane C bounces debris off.
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// Flat fallback so this still runs against a graybox yard.
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const groundAt = o.heightAt || (() => o.groundY ?? 0);
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const rand = rng(((wind && wind.seed) || 1) ^ 0x5eed1e);
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const pieces = [];
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const w = new THREE.Vector3();
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const probe = new THREE.Vector3();
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/** Graybox stand-in so a missing GLB can't break Lane A's merge. */
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function placeholder(spec) {
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const g = new THREE.BoxGeometry(spec.r * 1.8, spec.r * 1.8, spec.r * 1.8);
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const m = new THREE.MeshStandardMaterial({ color: 0x8a6a3a, roughness: 0.9 });
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return new THREE.Mesh(g, m);
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}
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function spawn(ev, t) {
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const spec = { ...(MODEL_SPEC[ev.model] || DEFAULT_SPEC) };
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if (Number.isFinite(ev.mass)) spec.mass = ev.mass;
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// upwind of the yard, offset sideways, so it crosses the whole thing
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const d = wind.dirAt(t);
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const dx = Math.cos(d), dz = Math.sin(d);
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const lat = ev.lateral ?? 0;
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const dist = ev.spawnDist ?? 18;
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const x = -dx * dist - dz * lat;
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const z = -dz * dist + dx * lat;
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const y = groundAt(x, z) + spec.r + (ev.height ?? 0.2 + rand() * 1.2);
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const tmpl = models[ev.model];
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const mesh = tmpl ? tmpl.clone(true) : placeholder(spec);
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mesh.castShadow = true;
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if (scene) scene.add(mesh);
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// already moving — it's been blowing across the neighbour's yard for a while
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probe.set(x, y, z);
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wind.sample(probe, t, w);
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const piece = {
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model: ev.model,
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x, y, z,
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vx: w.x * 0.8, vy: 0, vz: w.z * 0.8,
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// spin axis is arbitrary but seeded; rate scales with airspeed in step()
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sx: rand() * 2 - 1, sy: rand() * 2 - 1, sz: rand() * 2 - 1,
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spin: 0,
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phase: rand() * 6.283, // so two crates don't hop in lockstep
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r: spec.r, mass: spec.mass, cd: spec.cd,
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area: Math.PI * spec.r * spec.r,
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hitPlayer: false,
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mesh,
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alive: true,
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};
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pieces.push(piece);
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if (ev.text && o.onEvent) o.onEvent(ev.text);
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return piece;
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}
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function despawn(p) {
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p.alive = false;
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if (scene && p.mesh) scene.remove(p.mesh);
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}
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const debris = {
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get pieces() { return pieces; },
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/** Lane E's GLBs, once they land. name -> Object3D template. */
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setModels(map) { Object.assign(models, map); return debris; },
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/** Manual spawn — handy for tuning and for Lane A's debug keys. */
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spawn,
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/**
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* @param {number} dt fixed step
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* @param {number} t storm time
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* @param {object} [world] {player, sail} — both optional, both duck-typed
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*/
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step(dt, t, world = {}) {
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// storm JSON drives the spawns; poll the window so nothing is missed
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if (wind) {
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for (const ev of wind.eventsBetween(t - dt, t)) {
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if (ev.type === 'debris') spawn(ev, t);
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}
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}
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const player = world.player;
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const sail = world.sail;
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for (let i = pieces.length - 1; i >= 0; i--) {
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const p = pieces[i];
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probe.set(p.x, p.y, p.z);
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wind.sample(probe, t, w);
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// drag against the AIR, not the ground: F = ½ρ Cd A |w-v| (w-v)
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const rx = w.x - p.vx, ry = w.y - p.vy, rz = w.z - p.vz;
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const rel = Math.hypot(rx, ry, rz);
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const k = 0.5 * RHO * p.cd * p.area * rel / p.mass;
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p.vx += rx * k * dt;
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p.vy += ry * k * dt + GRAVITY * dt;
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p.vz += rz * k * dt;
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// A tumbling bluff body doesn't just get shoved, it gets picked up: lift
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// flips sign as it rolls, which is why a bin HOPS across a yard instead
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// of sliding. Wind is horizontal (weather.js keeps y=0), so without this
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// there is no vertical force at all once it's down and it just skates.
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p.vy += (0.5 * rel * rel * Math.sin(p.spin * 1.7 + p.phase) / p.mass) * dt;
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p.x += p.vx * dt;
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p.y += p.vy * dt;
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p.z += p.vz * dt;
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// ground
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const floor = groundAt(p.x, p.z) + p.r;
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if (p.y <= floor) {
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p.y = floor;
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if (p.vy < -0.5) {
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// a real impact: bounce, and lose some tangential speed to the hit
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p.vy = -p.vy * 0.32; // dead-ish, it's a plastic tub
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p.vx *= 0.72; p.vz *= 0.72;
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} else {
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if (p.vy < 0) p.vy = 0;
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// Resting: rolling friction as a dt-scaled DECELERATION, not a
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// per-frame multiplier. `v *= 0.86` every frame is 0.86^60 per
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// second — that isn't scrape, it's glue, and it pinned a 9 kg crate
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// at 0.7 m/s in a 19 m/s wind.
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const sp = Math.hypot(p.vx, p.vz);
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if (sp > 1e-4) {
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const drop = Math.min(sp, GROUND_FRICTION * dt);
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p.vx -= (p.vx / sp) * drop;
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p.vz -= (p.vz / sp) * drop;
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}
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}
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}
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// tumble rate follows airspeed — becalmed debris shouldn't keep spinning
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p.spin += rel * 0.35 * dt;
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if (p.mesh) {
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p.mesh.position.set(p.x, p.y, p.z);
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p.mesh.rotation.set(p.sx * p.spin, p.sy * p.spin, p.sz * p.spin);
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}
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// --- sphere vs player: knockdown ---
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// Contract gives us player.pos; the knockdown itself is Lane D's (§5-D.3),
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// so we just report the hit and let them run the state machine.
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if (player && player.pos && !p.hitPlayer) {
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const px = player.pos.x, pz = player.pos.z;
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const py = player.pos.y + 0.9; // centre of mass, not feet
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const dsq = (p.x - px) ** 2 + (p.y - py) ** 2 + (p.z - pz) ** 2;
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const hit = p.r + 0.35;
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if (dsq < hit * hit) {
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const impact = Math.hypot(p.vx, p.vy, p.vz) * p.mass;
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// a bin rolling gently past your ankles shouldn't floor you
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if (impact > 25 && o.onHitPlayer) {
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p.hitPlayer = true; // one knockdown per piece
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o.onHitPlayer(p, impact);
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p.vx *= 0.4; p.vz *= 0.4;
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}
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}
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}
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// --- sphere vs sail nodes: impulse ---
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// Duck-typed: lights up the moment Lane B exposes nodes, silent until
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// then. See THREADS — B owns sail.js, so this is the seam we agreed on.
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if (sail && sail.nodes) applyToSail(p, sail);
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if (p.y < groundAt(p.x, p.z) - 5 || Math.abs(p.x) > bounds.x || Math.abs(p.z) > bounds.z) {
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despawn(p);
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pieces.splice(i, 1);
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}
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}
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},
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/** Drop everything (phase change, restart). */
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clear() {
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for (const p of pieces) despawn(p);
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pieces.length = 0;
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},
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};
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/**
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* Shove any cloth node the piece is intersecting, and lose some of the piece's
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* own momentum doing it. Expects sail.nodes: [{x,y,z,px,py,pz}] (verlet, so we
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* move position and let the integrator turn it into velocity).
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*/
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function applyToSail(p, sail) {
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const nodes = sail.nodes;
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const reach = p.r + 0.15;
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const reachSq = reach * reach;
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let hits = 0;
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for (let i = 0; i < nodes.length; i++) {
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const n = nodes[i];
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const dx = n.x - p.x, dy = n.y - p.y, dz = n.z - p.z;
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const dsq = dx * dx + dy * dy + dz * dz;
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if (dsq > reachSq || dsq < 1e-9) continue;
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const d = Math.sqrt(dsq);
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// push the node out to the sphere surface along the contact normal
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const push = (reach - d) / d;
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n.x += dx * push; n.y += dy * push; n.z += dz * push;
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hits++;
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}
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if (hits) {
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const drag = Math.min(0.5, (hits * p.mass) / 400);
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p.vx *= 1 - drag; p.vy *= 1 - drag; p.vz *= 1 - drag;
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if (sail.onDebrisHit) sail.onDebrisHit(p, hits);
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}
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}
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return debris;
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}
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