616 lines
29 KiB
JavaScript
616 lines
29 KiB
JavaScript
/**
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* SHADES — the face. Lane A owns this file.
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*
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* Everything the game already simulates is invisible to a stranger without this:
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* loads, the gust warning, whether the garden is actually getting hit. So the
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* rule here is that the HUD only ever READS. It takes no decisions, owns no
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* state worth keeping, and if you deleted it the sim would run identically —
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* which is also why it can be this chatty without anything drifting.
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*
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* Two things earn their place as world-anchored rather than screen-anchored:
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* the corner load bars (a number in a corner of the screen can't tell you WHICH
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* shackle is about to go, and that's the whole "…the shackle, I knew about the
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* shackle" moment) and the repair prompt, which Lane D already owns.
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*/
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import * as THREE from '../vendor/three.module.js';
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import { STORM_LEN } from './contracts.js';
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import { forecastLines, leadFor } from './weather.js';
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const clamp01 = (v) => (v < 0 ? 0 : v > 1 ? 1 : v);
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const kmh = (ms) => ms * 3.6;
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// Load bar colours: green → amber → red. The amber band is deliberately wide;
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// a corner at 60% in a lull is one gust from 100% and the player should feel
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// that before the bar turns red on them.
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const BAR_OK = 0x6ee06e, BAR_WARN = 0xffc24a, BAR_HOT = 0xff5b4a, BAR_DEAD = 0x7a2f2f;
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const CSS = `
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#hud { position:fixed; inset:0; pointer-events:none; z-index:10;
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font:12px/1.5 ui-monospace,SFMono-Regular,Menlo,monospace; color:#dde5ea;
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text-shadow:0 1px 3px #000a; user-select:none; }
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#hud .panel { position:absolute; background:#0d1418d9; border:1px solid #2c3a44;
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border-radius:6px; padding:8px 10px; }
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#hud-top { top:10px; left:50%; transform:translateX(-50%); text-align:center; min-width:280px; }
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#hud-wind { font-size:15px; font-weight:700; letter-spacing:.04em; }
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#hud-clock { color:#8ba0ad; }
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#hud-gust { position:absolute; top:78px; left:50%; transform:translateX(-50%);
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font:700 20px/1 ui-monospace,Menlo,monospace; letter-spacing:.16em; color:#ffd27a;
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background:#3a2a0ce0; border:1px solid #7a5a1a; border-radius:5px; padding:8px 16px;
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opacity:0; transition:opacity .12s; }
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#hud-gust.on { opacity:1; }
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#hud-garden { bottom:12px; left:12px; min-width:210px; }
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#hud-bar { height:9px; background:#00000066; border-radius:5px; overflow:hidden; margin-top:5px; }
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#hud-bar i { display:block; height:100%; width:100%; background:#6ee06e; transition:width .2s,background .3s; }
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#hud-carry { bottom:12px; right:12px; text-align:right; }
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#hud-events { position:absolute; bottom:70px; left:12px; max-width:420px; }
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#hud-events div { color:#ffd27a; margin-top:2px; }
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#hud-help { position:absolute; bottom:12px; left:50%; transform:translateX(-50%);
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color:#93a6b2; opacity:.85; white-space:nowrap; }
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#hud-card { position:fixed; inset:0; z-index:30; display:none; place-items:center;
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background:#060a0dc4; backdrop-filter:blur(3px);
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font:13px/1.7 ui-monospace,SFMono-Regular,Menlo,monospace; color:#dde5ea; }
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#hud-card.on { display:grid; }
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#hud-card .card { background:#0d1418; border:1px solid #2f3f4a; border-radius:9px;
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padding:22px 26px; min-width:440px; max-width:620px; pointer-events:auto; }
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#hud-card h1 { margin:0 0 2px; font-size:19px; letter-spacing:.16em; color:#fff; }
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#hud-card h2 { margin:0 0 16px; font-size:12px; font-weight:400; color:#8ba0ad; letter-spacing:.04em; }
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#hud-card .row { display:flex; justify-content:space-between; gap:18px; padding:3px 0;
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border-bottom:1px solid #1c262d; }
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#hud-card .row b { font-weight:700; color:#fff; }
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#hud-card .storm { display:block; width:100%; text-align:left; margin:7px 0; padding:10px 12px;
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background:#121c23; border:1px solid #2f3f4a; border-radius:6px; color:#dde5ea; cursor:pointer;
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font:inherit; transition:border-color .15s,background .15s; }
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#hud-card .storm:hover { border-color:#7ee0ff; background:#16242c; }
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#hud-card .storm .name { font-weight:700; color:#fff; letter-spacing:.08em; }
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#hud-card .storm .stat { color:#8ba0ad; }
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#hud-card .go { margin-top:16px; padding:9px 18px; background:#1d3d2a; border:1px solid #3f7a52;
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border-radius:6px; color:#a8f0b8; cursor:pointer; font:inherit; font-weight:700; letter-spacing:.1em; }
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#hud-card .go:hover { background:#255033; }
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#hud-card .verdict { margin:14px 0 0; padding:10px 12px; border-radius:6px; font-weight:700;
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letter-spacing:.05em; }
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#hud-card .verdict.win { background:#12321c; border:1px solid #2c6b3c; color:#7fce6a; }
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#hud-card .verdict.lose { background:#3a1618; border:1px solid #7d2b2b; color:#ff8f86; }
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/* --- the week ---------------------------------------------------------- */
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#hud-card .pips { letter-spacing:.5em; font-size:15px; margin:-6px 0 10px; color:#3f5561; }
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#hud-card .pip.now { color:#7ee0ff; }
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#hud-card .pip.held { color:#7fce6a; }
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#hud-card .pip.lost { color:#ff8f86; }
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#hud-card .ledger { margin-top:14px; padding-top:10px; border-top:1px solid #24343d; }
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#hud-card .ledger .row b { color:#a8f0b8; }
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#hud-card .ledger .row.bad b { color:#ff8f86; }
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#hud-card .ledger .row.total { margin-top:6px; padding-top:8px; border-top:1px solid #24343d; }
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#hud-card .ledger .row.total b { color:#fff; }
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/* SPRINT11 — the job sheet and the invoice. STRUCTURE ONLY, deliberately: the
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letterhead and the invoice styling are Lane E's this sprint (§gate 2), and
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everything below is the plainest thing that reads correctly so E can restyle
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it without unpicking layout. The class names are the contract — .letterhead,
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.brief, .jobsheet, .tomorrow — and E owns what they look like. */
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#hud-card .letterhead { display:flex; justify-content:space-between; align-items:baseline;
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margin:-4px 0 10px; padding-bottom:8px; border-bottom:1px solid #24343d;
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font-size:12px; letter-spacing:.18em; text-transform:uppercase; color:#7ee0ff; }
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#hud-card .letterhead .inv { color:#8ba0ad; letter-spacing:.1em; }
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#hud-card .brief { margin:10px 0 12px; padding:9px 11px; border-left:2px solid #2f3f4a;
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background:#101a20; color:#c3d2da; font-size:13px; line-height:1.55; font-style:italic; }
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#hud-card .jobsheet { margin-top:12px; padding-top:10px; border-top:1px solid #24343d; }
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#hud-card .jobsheet .row b { color:#a8f0b8; }
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#hud-card .jobsheet .row.total { margin-top:6px; padding-top:8px; border-top:1px solid #24343d; }
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#hud-card .jobsheet .row.total b { color:#fff; }
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/* Tomorrow is a rumour, and it should look like one next to tonight's numbers. */
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#hud-card .tomorrow { display:flex; gap:10px; align-items:baseline; margin-top:9px;
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font-size:12px; color:#6d8494; }
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#hud-card .tomorrow .tlabel { letter-spacing:.14em; text-transform:uppercase; color:#55707f; }
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/* E's diptych. The art is the card; the words sit in the left third they left
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clear for exactly this. */
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#hud-card .endcard { background-size:cover; background-position:center right;
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max-width:none; width:min(92vw,900px); min-height:min(70vh,520px);
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display:flex; align-items:center; padding:0; border:1px solid #24343d; }
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#hud-card .endcard .endtext { width:min(46%,380px); padding:28px 26px;
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background:linear-gradient(to right, rgba(9,14,18,.92) 65%, rgba(9,14,18,0)); }
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#hud-card .endcard h1 { font-size:26px; }
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#hud-card .endcard .kicker { margin:16px 0 0; color:#8ba0ad; font-style:italic; line-height:1.5; }
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/* --- dawn (Lane E, pasted from their THREADS note) ---------------------- */
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/* The screen blend is the point: it lifts the black storm scene into morning
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without touching the card on top. The 2.2s ease matters more than the
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colours. (No backticks in here — this whole block is a JS template literal.) */
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#dawn { position:fixed; inset:0; pointer-events:none; opacity:0; z-index:5;
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transition:opacity 2.2s ease; mix-blend-mode:screen;
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background:linear-gradient(to top,
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rgba(255,178,102,.30) 0%, /* the sun that finally turned up */
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rgba(255,150,96,.16) 22%,
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rgba(120,132,168,.10) 55%,
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rgba(38,48,84,.16) 100%); } /* night still up there */
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#dawn.on { opacity:1; }
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`;
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/**
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* @param {object} d
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* @param {THREE.Scene} d.scene
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* @param {THREE.Camera} d.camera
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* @param {object} d.game the phase machine
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* @param {object} d.world
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* @param {object} d.wind the router
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* @param {object} d.player
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* @param {object} d.rig SailRig
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* @param {object} d.garden {hp}
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* @param {() => object} d.getSky skyfx is rebuilt per storm, so read it late
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* @param {() => number} d.getWindTime
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* @param {{text:string,t:number}[]} d.events
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*/
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export function createHud(d) {
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const style = document.createElement('style');
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style.textContent = CSS;
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document.head.appendChild(style);
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const root = document.createElement('div');
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root.id = 'hud';
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root.innerHTML = `
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<div class="panel" id="hud-top">
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<div id="hud-wind">--</div>
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<div id="hud-clock">--</div>
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</div>
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<div id="hud-gust">GUST INCOMING</div>
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<div class="panel" id="hud-garden">
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<div><span id="hud-garden-label">GARDEN</span> <b id="hud-garden-pct">100%</b></div>
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<div id="hud-bar"><i></i></div>
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<div id="hud-shade" style="color:#8ba0ad"></div>
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</div>
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<div class="panel" id="hud-carry" style="display:none"></div>
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<div id="hud-events"></div>
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<div id="hud-help"></div>
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`;
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document.body.appendChild(root);
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const card = document.createElement('div');
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card.id = 'hud-card';
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document.body.appendChild(card);
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// The morning. Sits UNDER the card and over the frozen storm scene — see the
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// `screen` blend in the CSS, which lifts the black night into dawn without
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// touching the card on top of it. Lane E shipped this as ten lines rather than
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// a ninth texture nobody loads, and they were right.
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const dawn = document.createElement('div');
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dawn.id = 'dawn';
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document.body.appendChild(dawn);
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const $ = (id) => root.querySelector(id);
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const elWind = $('#hud-wind'), elClock = $('#hud-clock'), elGust = $('#hud-gust');
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const elPct = $('#hud-garden-pct'), elBar = $('#hud-bar i'), elShade = $('#hud-shade');
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const elGardenLabel = $('#hud-garden-label');
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const elCarry = $('#hud-carry'), elEvents = $('#hud-events'), elHelp = $('#hud-help');
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// --- world-anchored corner load bars ------------------------------------
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// A bar per corner, floating at the corner it describes. Geometry rather than
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// a redrawn canvas: the fill is a scaled quad, so animating it is free and a
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// flogging corner's bar can track it at 60 Hz without touching a texture.
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const barGroup = new THREE.Group();
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barGroup.visible = false;
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d.scene.add(barGroup);
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const quad = new THREE.PlaneGeometry(1, 1);
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quad.translate(0.5, 0, 0); // pivot on the left edge, so scale.x grows rightward
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const BAR_W = 0.9, BAR_H = 0.1;
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const bars = [];
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function ensureBars(n) {
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while (bars.length < n) {
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const holder = new THREE.Group();
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const bg = new THREE.Mesh(quad, new THREE.MeshBasicMaterial({
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color: 0x0a1016, transparent: true, opacity: 0.75, depthTest: false,
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}));
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bg.scale.set(BAR_W, BAR_H, 1);
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bg.position.x = -BAR_W / 2;
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const fill = new THREE.Mesh(quad, new THREE.MeshBasicMaterial({
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color: BAR_OK, depthTest: false,
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}));
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fill.position.x = -BAR_W / 2;
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fill.scale.set(0.001, BAR_H * 0.72, 1);
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const label = makeLabel();
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label.position.y = 0.19;
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holder.add(bg, fill, label);
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holder.renderOrder = 999;
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barGroup.add(holder);
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bars.push({ holder, fill, label, lastText: '' });
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}
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for (let i = 0; i < bars.length; i++) bars[i].holder.visible = i < n;
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}
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function makeLabel() {
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const c = document.createElement('canvas');
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c.width = 256; c.height = 64;
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const tex = new THREE.CanvasTexture(c);
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const sp = new THREE.Sprite(new THREE.SpriteMaterial({ map: tex, depthTest: false, transparent: true }));
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sp.scale.set(1.5, 0.375, 1);
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sp.userData.ctx = c.getContext('2d');
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sp.userData.tex = tex;
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return sp;
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}
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function drawLabel(sprite, text, color) {
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const g = sprite.userData.ctx;
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g.clearRect(0, 0, 256, 64);
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g.font = 'bold 30px ui-monospace, Menlo, monospace';
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g.textAlign = 'center';
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g.textBaseline = 'middle';
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g.lineWidth = 6;
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g.strokeStyle = '#0a1016';
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g.strokeText(text, 128, 32);
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g.fillStyle = color;
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g.fillText(text, 128, 32);
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sprite.userData.tex.needsUpdate = true;
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}
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// Labels are the only per-frame texture cost here, so they redraw on a slow
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// tick and only when the shown value actually changes.
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let labelT = 0;
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const _p = new THREE.Vector3();
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const _q = new THREE.Quaternion();
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const _cam = new THREE.Vector3();
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// --- helpers ------------------------------------------------------------
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const barColor = (frac, broken) => (broken ? BAR_DEAD : frac > 0.85 ? BAR_HOT : frac > 0.55 ? BAR_WARN : BAR_OK);
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function cornerPos(i) {
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if (d.rig.cornerPos) return d.rig.cornerPos(i);
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const c = d.rig.corners[i];
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return c?.anchor?.pos ?? null;
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}
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const hud = {
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/** Set false while a card is up — the storm HUD shouldn't peer through it. */
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setVisible(on) { root.style.display = on ? '' : 'none'; },
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setHelp(text) { elHelp.textContent = text; },
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/**
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* @param {number} dt
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* @param {number} t wind/storm time
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*/
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update(dt, t) {
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const phase = d.game.phase;
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const storm = phase === 'storm';
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// --- wind + clock ---
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const speed = d.wind.speedAt(d.player.pos, t);
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elWind.textContent = `${speed.toFixed(1)} m/s ${kmh(speed).toFixed(0)} km/h`;
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elWind.style.color = speed > 25 ? '#ff8f86' : speed > 15 ? '#ffc24a' : '#dde5ea';
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elClock.textContent = storm
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? `STORM ${Math.max(0, STORM_LEN - d.game.phaseT).toFixed(0)}s left`
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: phase.toUpperCase();
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// --- gust telegraph ---
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// The contract promises >=1.2 s of warning; this is where the player
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// actually gets to spend it.
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const tel = storm ? d.wind.gustTelegraph(t) : null;
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elGust.classList.toggle('on', !!tel);
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if (tel) elGust.textContent = `GUST INCOMING ${tel.eta.toFixed(1)}s · ${kmh(tel.power).toFixed(0)} km/h`;
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// --- garden ---
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const hp = d.garden.hp;
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elPct.textContent = `${hp.toFixed(0)}%`;
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elBar.style.width = `${clamp01(hp / 100) * 100}%`;
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elBar.style.background = hp > 66 ? '#6ee06e' : hp > 33 ? '#ffc24a' : '#ff5b4a';
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// Decision 7: rain shadow is what matters at night, sun coverage by day.
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// Showing whichever is load-bearing right now stops the number being a
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// fact about nothing.
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const sky = d.getSky?.();
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if (storm && sky?.rainShadowOver) {
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const dry = sky.rainShadowOver(d.world.gardenBed);
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elGardenLabel.textContent = 'GARDEN';
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elShade.textContent = `${(dry * 100).toFixed(0)}% kept dry by the sail`;
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} else {
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const shade = d.rig.rigged ? d.rig.coverageOver(d.world.gardenBed, d.world.sunDir, d.world.heightAt) : 0;
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elGardenLabel.textContent = 'GARDEN';
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elShade.textContent = d.rig.rigged ? `${(shade * 100).toFixed(0)}% in shade` : 'no sail rigged';
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}
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// --- carried item ---
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const carrying = d.player.carrying;
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elCarry.style.display = carrying ? '' : 'none';
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if (carrying) elCarry.textContent = `carrying: ${carrying}`;
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// --- event ticker ---
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const live = d.events.filter((e) => t - e.t < 6 || e.t > t);
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elEvents.innerHTML = live.slice(-4).map((e) => `<div>${e.text}</div>`).join('');
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// --- corner bars ---
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barGroup.visible = d.rig.rigged && (storm || phase === 'prep');
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if (!barGroup.visible) return;
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ensureBars(d.rig.corners.length);
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labelT += dt;
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const redraw = labelT >= 0.12;
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if (redraw) labelT = 0;
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d.camera.getWorldQuaternion(_q);
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d.camera.getWorldPosition(_cam);
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for (let i = 0; i < d.rig.corners.length; i++) {
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const c = d.rig.corners[i];
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const b = bars[i];
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const p = cornerPos(i);
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if (!p) { b.holder.visible = false; continue; }
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_p.set(p.x, p.y, p.z);
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b.holder.position.copy(_p);
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b.holder.position.y += 0.45;
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b.holder.quaternion.copy(_q);
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// Hold roughly constant screen size. A house corner is ~18 m away when
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// you're standing at the posts, and at that range a world-sized bar is
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// a few unreadable pixels — which defeats the entire point of putting it
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// out there rather than in a corner of the screen. Clamped so it doesn't
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// balloon when you walk right up to a corner to repair it.
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const dist = _p.distanceTo(_cam);
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b.holder.scale.setScalar(Math.max(0.75, Math.min(3.2, dist / 7)));
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const frac = clamp01((c.load || 0) / c.hw.rating);
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b.fill.scale.x = Math.max(0.001, (c.broken ? 1 : frac) * BAR_W);
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b.fill.material.color.setHex(barColor(frac, c.broken));
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if (redraw) {
|
||
const text = c.broken
|
||
? `${c.anchorId.toUpperCase()} BLOWN`
|
||
: `${c.anchorId.toUpperCase()} ${((c.load || 0) / 1000).toFixed(1)}/${(c.hw.rating / 1000).toFixed(1)}kN`;
|
||
if (text !== b.lastText) {
|
||
b.lastText = text;
|
||
drawLabel(b.label, text, c.broken ? '#ff8f86' : frac > 0.85 ? '#ffb1ab' : '#dde5ea');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
|
||
// --- cards ------------------------------------------------------------
|
||
|
||
/**
|
||
* The forecast. Its job is to sell the dread and, incidentally, to be the
|
||
* difficulty select for free — three authored storms already bracket the
|
||
* range, so letting the player pick one IS the choice.
|
||
*
|
||
* @param {{key:string, def:object}[]} storms
|
||
* @param {(key:string) => void} onPick
|
||
*/
|
||
showForecast({ key, def, site, tomorrowDef }, wk, onGo) {
|
||
// Integrator merge (Sprint 8): A's week card shape + C's forecastLines —
|
||
// MEASURED numbers, banded by lead (the old inline estimate read 30 m/s
|
||
// for a storm that really gusts 32.3). Tonight is lead 0 = exact; when
|
||
// the week wants to show tomorrow's card, pass its lead and it hedges.
|
||
const f = forecastLines(def, 0);
|
||
const change = (def.events ?? []).find((e) => e.type === 'windchange');
|
||
const night = (def.sky?.darkness ?? 0) > 0.6;
|
||
const hail = !!def.hail;
|
||
|
||
// The ladder, as pips. You can see what you've survived and how far is
|
||
// left — which is most of what makes night four frightening.
|
||
const pips = Array.from({ length: wk.nights }, (_, i) => {
|
||
const done = i < wk.night - 1;
|
||
const now = i === wk.night - 1;
|
||
const held = done && wk.log[i]?.won;
|
||
return `<span class="pip ${now ? 'now' : done ? (held ? 'held' : 'lost') : ''}">${
|
||
now ? '◆' : done ? (held ? '●' : '○') : '·'}</span>`;
|
||
}).join('');
|
||
|
||
// A different yard announces itself — the corner block is somewhere you've
|
||
// never rigged, and that's most of what makes night three land.
|
||
const siteLine = site
|
||
? `<div class="stat" style="color:#7ee0ff">${site.name}${site.blurb ? ` — ${site.blurb}` : ''}</div>`
|
||
: '';
|
||
|
||
// SPRINT11 — THE JOB SHEET. DESIGN.md's core loop opens with "the brief:
|
||
// client wants X, budget Y, forecast Z", and this card had Z and nothing
|
||
// else. The client and the brief are data (week.js NIGHTS), so an
|
||
// unbriefed night degrades to the old storm card rather than an empty
|
||
// letterhead — which is also what keeps every existing test honest.
|
||
const job = wk.job ?? {};
|
||
const letterhead = job.client
|
||
? `<div class="letterhead">${job.client}</div>` : '';
|
||
const brief = job.brief
|
||
? `<p class="brief">${job.brief}</p>` : '';
|
||
|
||
// BUDGET Y — and this is the actual feature, not the flavour. The fee has
|
||
// existed since Sprint 8 and the player has never seen it until the money
|
||
// was already spent: you decided what to rig without knowing what the job
|
||
// was worth, which is a reveal, not a decision. Quoting the maxima up front
|
||
// makes the shop a judgement ("is $45 of garden bonus worth a $30
|
||
// shackle?") instead of a guess.
|
||
const q = wk.quote;
|
||
const schedule = q ? `
|
||
<div class="jobsheet">
|
||
<div class="row"><span>base — the job</span><b>$${q.base}</b></div>
|
||
<div class="row"><span>garden bonus — if the bed lives</span><b>up to $${q.garden}</b></div>
|
||
<div class="row"><span>clean bonus — nothing of theirs broken</span><b>$${q.clean}</b></div>
|
||
<div class="row total"><span>the job's worth</span><b>up to $${q.total}</b></div>
|
||
</div>` : '';
|
||
|
||
// Lane C's forecast lead (SPRINT11 gate 2): tomorrow, hedged. Their
|
||
// `forecastLines(def, lead)` has carried the lead param for two sprints
|
||
// with nothing ever calling it above 0 — this is the call site.
|
||
//
|
||
// `lead` is a 0..1 haze dial (confidence = 1 − lead), NOT "nights out" — I
|
||
// read it as nights first, passed 1, and the card advertised "forecast
|
||
// confidence 0%": a forecast admitting it knows nothing, printed as news.
|
||
//
|
||
// C's `leadFor` maps "N nights out" onto that dial — 0.25 for tomorrow of
|
||
// five (75% confidence). Safe to print because the band RESOLVES: verified
|
||
// 4020 samples, 0 violations — tomorrow's band always contains tonight's,
|
||
// so the number tightens toward the truth and never rules out what it
|
||
// previously allowed. (Integrated at SPRINT11 merge; was a 0.6 placeholder.)
|
||
const tf = tomorrowDef ? forecastLines(tomorrowDef, leadFor(1, wk.nights)) : null;
|
||
const tomorrow = tf ? `
|
||
<div class="tomorrow">
|
||
<span class="tlabel">tomorrow</span>
|
||
<span class="tline">${tf.wind}${tf.confidence ? ` · ${tf.confidence}` : ''}</span>
|
||
</div>` : '';
|
||
|
||
card.innerHTML = `<div class="card jobcard">
|
||
${letterhead}
|
||
<h1>NIGHT ${wk.night} OF ${wk.nights}</h1>
|
||
<div class="pips">${pips}</div>
|
||
<h2>${(f.name ?? key).replace(/_/g, ' ').toUpperCase()}${night ? ' · NIGHT' : ''}</h2>
|
||
${siteLine}
|
||
${brief}
|
||
<div class="stat">${f.wind}</div>
|
||
<div class="stat">${f.rain}${hail ? ' · hail forecast' : ''}</div>
|
||
${f.confidence ? `<div class="stat" style="color:#8ba0ad">${f.confidence}</div>` : ''}
|
||
${tomorrow}
|
||
${schedule}
|
||
<div class="row" style="margin-top:10px"><span>in the bank</span><b>$${wk.bank}</b></div>
|
||
<div class="stat" style="color:#8ba0ad;margin-top:10px">
|
||
${hail
|
||
? 'Hail is what kills a garden, and cloth stops hail. Get the sail over the bed.'
|
||
: 'Nothing tonight can hurt the garden. Learn the anchors.'}
|
||
</div>
|
||
${change ? `<div class="stat" style="color:#8ba0ad">
|
||
A change means the corners that were slack all storm are the loaded ones after it.
|
||
</div>` : ''}
|
||
<button class="go">RIG IT</button>
|
||
</div>`;
|
||
card.classList.add('on');
|
||
hud.setVisible(false);
|
||
card.querySelector('.go').addEventListener('click', () => { hud.hideCard(); onGo(); });
|
||
},
|
||
|
||
/**
|
||
* E's dawn tint, pasted from their THREADS note. The 2.2 s ease is the point,
|
||
* not the colours: the storm ends, the light comes up, and THEN you're told
|
||
* how you did. Sell the survival before the scoreboard.
|
||
*/
|
||
setDawn(on) { dawn.classList.toggle('on', !!on); },
|
||
|
||
/**
|
||
* The end of the week, either way. E's diptych is on disk and their words are
|
||
* in THREADS — I took the primaries verbatim; the trade talking, no triumph.
|
||
*
|
||
* @param {object} s week.js settlement
|
||
* @param {() => void} onRestart
|
||
*/
|
||
showEndCard(s, onRestart) {
|
||
const won = s.outcome === 'win';
|
||
const art = won ? 'card_win.jpg' : 'card_gameover.jpg';
|
||
|
||
// The words scale with what was actually held — reaching night five is not
|
||
// the same as saving five gardens, and the end card is the last thing the
|
||
// game says. E's primary copy for a clean week, E's own alternate for a
|
||
// scraped one, and a third for the ending nobody knew existed until the
|
||
// economy was measured: solvent, with the gardens dead behind you.
|
||
const COPY = {
|
||
clean: ['THE WEEK HELD', "Five nights. Everything's still where you put it.",
|
||
"Nobody thanks you for the storm that did nothing. That's the job."],
|
||
scraped: ['FIVE NIGHTS, FIVE MORNINGS', 'You made the least wrong call five times running.',
|
||
'Some of it held. You know which bits didn\'t.'],
|
||
solvent: ['STILL TRADING', 'The books balanced. The garden didn\'t.',
|
||
'You can be paid all week and still have nothing to point at.'],
|
||
gameover: ['OFF THE JOB', 'Broke, with the week still running.',
|
||
'The wind never sent an invoice. Everyone else did.'],
|
||
};
|
||
const [head, sub, kick] = COPY[won ? (s.grade ?? 'clean') : 'gameover'];
|
||
const nights = s.night;
|
||
|
||
card.innerHTML = `<div class="card endcard ${won ? 'win' : 'lose'}"
|
||
style="background-image:url(./models/textures/${art})">
|
||
<div class="endtext">
|
||
<h1>${head}</h1>
|
||
<h2>${sub}</h2>
|
||
<div class="row"><span>nights survived</span><b>${nights}/5</b></div>
|
||
<div class="row"><span>gardens held</span><b>${s.held ?? 0}/5</b></div>
|
||
<div class="row"><span>in the bank</span><b>$${s.bankAfter}</b></div>
|
||
<div class="kicker">${kick}</div>
|
||
<button class="go">${won ? 'ANOTHER WEEK' : 'TRY AGAIN'}</button>
|
||
</div>
|
||
</div>`;
|
||
card.classList.add('on');
|
||
hud.setVisible(false);
|
||
card.querySelector('.go').addEventListener('click', () => { hud.hideCard(); onRestart(); });
|
||
},
|
||
|
||
/**
|
||
* @param {object} r {hp, cornersLost, cornersTotal, bill, collateral, budgetLeft, win}
|
||
* @param {() => void} onAgain
|
||
*/
|
||
showAftermath(r, onAgain) {
|
||
const w = r.week;
|
||
// What happened. The money is the ledger's business — collateral used to be
|
||
// listed here AND priced there, which is one fact told twice; the invoice
|
||
// itemises it now, so this stays the job and that stays the bill.
|
||
const rows = [
|
||
['garden', `${r.hp.toFixed(0)}%`],
|
||
['corners intact', `${r.cornersTotal - r.cornersLost}/${r.cornersTotal}`],
|
||
['what got through', r.hailBlocked],
|
||
['hardware lost', r.bill ? `$${r.bill}` : 'none'],
|
||
].map(([k, v]) => `<div class="row"><span>${k}</span><b>${v}</b></div>`).join('');
|
||
|
||
// The money, itemised. A settlement you can't read is a number you can't
|
||
// argue with, and arguing with it is how you learn the shop.
|
||
//
|
||
// SPRINT11 — this is the INVOICE now, so it answers the job sheet line for
|
||
// line: base, garden, clean. Each row names what it was FOR, and the two
|
||
// that can come up empty say why rather than vanishing — a bonus that
|
||
// silently isn't there teaches nothing, and "clean bonus — you took the
|
||
// carport" is the sentence that makes the trap land. E's copy for the
|
||
// collateral row, verbatim from THREADS: "the carport — $180".
|
||
const collateralRows = w && w.collateral
|
||
? (r.collateral ?? []).map((c) => `
|
||
<div class="row bad"><span>${c.what}</span><b>−$${c.cost}</b></div>`).join('')
|
||
: '';
|
||
const cleanRow = w ? (w.clean
|
||
? `<div class="row"><span>clean bonus — nothing of theirs broken</span><b>+$${w.clean}</b></div>`
|
||
: `<div class="row bad"><span>clean bonus — forfeited</span><b>$0</b></div>`) : '';
|
||
|
||
const money = w ? `
|
||
<div class="ledger">
|
||
<div class="row"><span>${w.won ? 'base — the job' : `base — night lost (${Math.round(100 * w.fee / Math.max(1, w.fullFee))}%)`}</span><b>+$${w.fee}</b></div>
|
||
<div class="row"><span>garden bonus — ${r.hp.toFixed(0)}% of the bed</span><b>+$${w.bonus}</b></div>
|
||
${cleanRow}
|
||
<div class="row"><span>gear recovered</span><b>+$${w.refund}</b></div>
|
||
${collateralRows}
|
||
<div class="row"><span>spent on the rig</span><b>−$${w.spent}</b></div>
|
||
<div class="row total"><span>in the bank</span><b>$${w.bankBefore} → $${w.bankAfter}</b></div>
|
||
</div>` : '';
|
||
|
||
const next = !w ? 'PLAY AGAIN'
|
||
: w.outcome === 'continue' ? `NIGHT ${w.night + 1} →`
|
||
: w.outcome === 'win' ? 'SEE THE WEEK'
|
||
: 'SEE THE DAMAGE';
|
||
|
||
card.innerHTML = `<div class="card jobcard">
|
||
${w?.client ? `<div class="letterhead">${w.client}<span class="inv">invoice</span></div>` : ''}
|
||
<h1>MORNING${w ? ` · NIGHT ${w.night} OF 5` : ''}</h1>
|
||
<h2>${r.subtitle}</h2>
|
||
${rows}
|
||
${money}
|
||
<div class="verdict ${r.win ? 'win' : 'lose'}">${r.verdict}</div>
|
||
<button class="go">${next}</button>
|
||
</div>`;
|
||
card.classList.add('on');
|
||
hud.setVisible(false);
|
||
card.querySelector('.go').addEventListener('click', () => { hud.hideCard(); onAgain(); });
|
||
},
|
||
|
||
hideCard() {
|
||
card.classList.remove('on');
|
||
card.innerHTML = '';
|
||
hud.setVisible(true);
|
||
},
|
||
|
||
get cardOpen() { return card.classList.contains('on'); },
|
||
|
||
dispose() {
|
||
root.remove(); card.remove(); style.remove();
|
||
d.scene.remove(barGroup);
|
||
quad.dispose();
|
||
for (const b of bars) {
|
||
b.fill.material.dispose();
|
||
b.label.material.map?.dispose();
|
||
b.label.material.dispose();
|
||
}
|
||
},
|
||
};
|
||
|
||
return hud;
|
||
}
|