1002 lines
44 KiB
JavaScript
1002 lines
44 KiB
JavaScript
/**
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* SHADES — boot, game loop, phase machine. Lane A owns this file.
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*
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* This is the assembly point: every other lane's module is proven in isolation,
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* and this file is where they become one game. Two rules make that possible and
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* are worth not breaking:
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*
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* - **Nothing auto-runs on import.** index.html calls boot(). That keeps
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* createGame() importable from selftest.html, which must never construct a
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* WebGLRenderer.
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* - **The loop is a fixed-dt accumulator.** Sim modules only ever see FIXED_DT,
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* never a real frame delta. That is the whole reason selftest can fast-forward
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* a 90 s storm in milliseconds and get the numbers the player got.
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*/
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import * as THREE from '../vendor/three.module.js';
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import { FIXED_DT, PHASES, STORM_LEN, HARDWARE, SPARE_COST, Emitter } from './contracts.js';
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import { createWorld, loadSite } from './world.js';
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import { createCameraRig } from './camera.js';
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import { loadStorm, createWind } from './weather.js';
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import { SailRig, createSailView } from './sail.js';
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import { createPlayer } from './player.js';
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import { Interact, wireYardActions } from './interact.js';
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import { createDebris } from './debris.js';
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import { createSkyFx } from './skyfx.js';
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import { createRiggingUI } from './rigging.js';
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import { createHud } from './hud.js';
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import { createWeek, NIGHTS, nightAt } from './week.js';
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/** The calm day the forecast and prep phases run under. */
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export const CALM_STORM = 'storm_01_gentle';
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/**
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* The distinct storm keys the session preloads. A night is a {storm, site} pair
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* now (SPRINT10), so this pulls the storm out of each and dedupes — the same
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* storm can appear on more than one night, and only wants loading once.
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*
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* CALM_STORM is in the list EXPLICITLY (SPRINT11, Lane D's landmine) because
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* prep and forecast run under it whether or not any night does. It used to load
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* only because night one happened to be `storm_01_gentle` — an invariant nothing
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* stated and nothing checked. Take gentle out of NIGHTS and `calmWind` is
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* undefined, `windTime()` throws every non-storm frame, and the game dies at boot
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* on "Cannot read properties of undefined (reading 'duration')" — a message that
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* mentions neither storms, nor calm, nor the week. D lost ten minutes to it
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* rewriting NIGHTS[0] for a harness, and gate 2 is the sprint that rewrote every
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* night entry. Same species as the enum: an invariant nothing checks.
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*
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* A function, and exported, so the invariant IS checkable: the test feeds it a
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* ladder with no gentle storm anywhere and asserts the calm day survives. Assert
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* it against the shipped NIGHTS instead and it passes whether or not the fix is
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* there — night one is gentle today, so the bug hides. That assert would be
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* decoration, which is the exact failure mode this repo keeps naming.
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*
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* @param {string[]} [nights] storm keys, defaults to the shipped ladder
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*/
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export function stormsToPreload(nights = NIGHTS.map((_, i) => nightAt(i).storm)) {
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return [...new Set([CALM_STORM, ...nights])];
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}
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const STORMS = stormsToPreload();
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/**
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* How fast an unprotected garden dies, in HP per second at full rain.
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*
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* Decision 7: drain is rain × (1 − rain shadow), NOT sun coverage. At night the
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* sun shadow is a number about nothing, and storm_02 is a wildnight.
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*
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* ⚠️ This number is doing less work than it looks like it is, and the reason is
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* worth reading before retuning it. Measured over storm_02 with a rig that holds
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* 4/4 corners all night: sun coverage over the bed stays ~50%, but the RAIN
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* shadow decays 0.38 → 0.04 as the wind builds, averaging 0.23. Driving rain
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* blows under the sail and the shadow walks off the bed — which is Lane C's
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* model being right about weather, not a bug.
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*
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* The consequence is that a perfectly rigged bed only ever sits ~23% drier than
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* a bare one, so NO value here separates good rigging from none; at 1.6 both
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* ended dead, and the spread stays ~20 points at any setting. 0.9 is chosen to
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* put a good rig around 60% (a win) and a bare bed just under 50% (a loss), so
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* the loop is playable and scores something — but the lever that actually needs
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* moving is the shadow geometry, not this. Flagged for Lane C in THREADS.
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*/
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const GARDEN_DRAIN = 0.9;
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/**
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* Decision 13's weights. Hail is what actually kills a garden and cloth honestly
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* stops it (stones fall ≤20° off vertical; rain leans 73° in a gale and walks
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* straight under the sail — Lane C's numbers). Rain is demoted to a drizzle of
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* damage so the night still costs you something when it isn't hailing.
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*
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* SPRINT6 gate 1 lists these first among the balance levers.
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*/
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const HAIL_WEIGHT = 5.0;
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const RAIN_WEIGHT = 0.25;
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/**
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* The garden: the thing you are actually protecting, and the only score that
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* matters. Deliberately not inside hud.js — the HUD reads, it doesn't decide.
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*
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* It keeps its damage split by CAUSE, and that isn't bookkeeping for its own
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* sake: the aftermath verdict is the game's entire feedback channel, and a
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* verdict that guesses teaches the wrong lesson. A garden that only knows it
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* went from 100 to 39 cannot tell a player whether their hardware let go or
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* their perfectly-held sail simply wasn't over the bed — and those are opposite
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* mistakes with opposite fixes.
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*/
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function createGarden(world) {
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let hp = 100;
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let state = 'full';
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let byHail = 0;
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let byRain = 0;
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return {
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get hp() { return hp; },
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get state() { return state; },
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/** HP lost to each cause this run. The verdict reads these. */
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get damage() { return { hail: byHail, rain: byRain }; },
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reset() { hp = 100; state = 'full'; byHail = 0; byRain = 0; world.setPlants('full'); },
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/**
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* Decision 13, and the two terms stay SEPARATE on the way in rather than
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* being pre-summed by the caller — that sum is exactly the information the
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* verdict needs and can never recover afterwards.
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*
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* @param {number} dt
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* @param {number} hail 0..1 sky.gardenHailExposure(bed, t)
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* @param {number} rain 0..1 sky.gardenExposure(bed, t)
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*/
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step(dt, hail, rain) {
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const dHail = HAIL_WEIGHT * hail * GARDEN_DRAIN * dt;
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const dRain = RAIN_WEIGHT * rain * GARDEN_DRAIN * dt;
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const total = Math.min(hp, dHail + dRain);
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if (total > 0) {
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// Attribute proportionally, so the split still adds up on the last tick
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// when the garden bottoms out at 0 mid-step.
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const scale = total / (dHail + dRain);
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byHail += dHail * scale;
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byRain += dRain * scale;
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hp -= total;
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}
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const next = hp > 66 ? 'full' : hp > 33 ? 'tattered' : 'dead';
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if (next !== state) { state = next; world.setPlants(next); }
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},
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};
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}
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/**
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* Why the night went the way it did — read from what ACTUALLY happened.
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*
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* This is the whole of the game's feedback channel, and it was lying: any run
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* ending under 50 read "the rain found what you skimped on", including a run
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* that held 4/4 corners and skimped on nothing. That is not a typo-grade bug.
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* DESIGN.md wants every disaster to replay in the player's head as "…the
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* shackle, I knew about the shackle" — a verdict that blames the wrong thing
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* teaches the opposite of the lesson the storm just spent 90 seconds giving.
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*
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* So: pick from the failure modes the run can prove, in the order the player
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* most needs to hear them. The two garden losses are deliberately different
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* sentences, because they are opposite mistakes — hardware you under-bought
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* versus a rig that held perfectly and simply wasn't over the bed.
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*
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* @returns {{verdict: string, mode: string}}
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*/
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export function verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped }) {
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const worst = lost.length
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? lost.reduce((a, c) => (a && a.hw.rating <= c.hw.rating ? a : c))
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: null;
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const named = worst ? `${worst.hw.name} at ${worst.anchorId.toUpperCase()}` : '';
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const hailKilled = dmg.hail > dmg.rain;
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// SPRINT9 decision 1. This case had to come FIRST because it did not used to
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// exist: `lost >= 2` was unconditionally a cascade-and-a-loss, and under the
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// new rule it can be the best night the game has. A sail that tore itself
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// apart while the bed came through is DESIGN.md's actual story — the firework
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// you paid for — and the aftermath's hardware bill is where that payment goes.
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if (win && lost.length >= 2) {
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return { mode: 'pyrrhic',
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verdict: `THE GARDEN MADE IT. The sail didn't — the ${named} went first and took `
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+ `${lost.length - 1} more with it. That is what the sail was for.` };
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}
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if (!win && lost.length >= 2) {
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return { mode: 'cascade',
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verdict: `THE SAIL LOST. The ${named} went first — and took ${lost.length - 1} more with it.` };
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}
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if (lost.length === 1 && !win) {
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return { mode: 'corner',
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verdict: `THE SAIL LOST. One corner short: the ${named} let go.` };
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}
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if (!win && hailKilled) {
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// The lesson the old verdict destroyed. Every corner held; the rig was
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// simply not over the thing it was paid to protect.
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return { mode: 'uncovered',
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verdict: 'THE GARDEN IS GONE — and every corner held. The hail fell where your sail wasn\'t.' };
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}
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if (!win) {
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return { mode: 'rain',
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verdict: 'THE GARDEN IS GONE. Not dramatic — just a long night of rain on open ground.' };
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}
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if (pondDumped > 50) {
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return { mode: 'broomed',
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verdict: `THE GARDEN MADE IT. You put ${Math.round(pondDumped)} kg of water on your own head to do it.` };
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}
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if (pondPeak > 80) {
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return { mode: 'ponded',
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verdict: 'THE GARDEN MADE IT — with a belly full of water. That flat spot will find you.' };
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}
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if (lost.length === 1) {
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return { mode: 'held-one-down',
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verdict: `THE GARDEN MADE IT. The ${named} let go and the rest carried it.` };
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}
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if (hp >= 85) {
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return { mode: 'clean', verdict: 'THE GARDEN MADE IT — not a leaf out of place.' };
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}
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return { mode: 'mostly', verdict: 'THE GARDEN MADE IT. Mostly.' };
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}
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// ---------------------------------------------------------------------------
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// Phase machine
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// ---------------------------------------------------------------------------
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/**
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* forecast → prep → storm → aftermath → forecast.
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* @returns {import('./contracts.js').Game}
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*/
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export function createGame() {
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const emitter = new Emitter();
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let phase = 'forecast';
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let phaseT = 0;
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return {
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get phase() { return phase; },
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/** Seconds since this phase began. The storm clock. */
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get phaseT() { return phaseT; },
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on(type, fn) { return emitter.on(type, fn); },
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/** @param {'forecast'|'prep'|'storm'|'aftermath'} next */
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setPhase(next) {
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if (!PHASES.includes(next)) throw new Error(`unknown phase '${next}'`);
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if (next === phase) return;
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const from = phase;
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phase = next;
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phaseT = 0;
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emitter.emit('phaseChange', { from, to: next });
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},
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/** Advance to the next phase in loop order. */
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advance() {
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this.setPhase(PHASES[(PHASES.indexOf(phase) + 1) % PHASES.length]);
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},
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tick(dt) {
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phaseT += dt;
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// The storm is on a timer; every other phase waits for the player.
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if (phase === 'storm' && phaseT >= STORM_LEN) this.setPhase('aftermath');
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},
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};
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}
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// ---------------------------------------------------------------------------
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// Wind router
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// ---------------------------------------------------------------------------
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/**
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* One wind object whose identity never changes, delegating to whichever storm
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* is currently running.
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*
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* Every consumer binds to wind exactly once, at construction — the yard closes
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* over it for tree sway, createPlayer takes it in opts, createDebris reads its
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* event stream. So swapping storm_01 for storm_02 at the phase change has to be
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* a re-point, not a re-wire, or half the game would still be sampling the calm
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* day while the other half is in a gale.
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*
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* Shelters are applied to every storm rather than just the active one: they
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* describe the yard's trees, which don't stop existing when the weather turns.
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*
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* ⚠️ **This delegation list is hand-maintained, and that has already cost us
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* once.** When Lane C added rainMmPerHour/rainDepthMm for ponding, this router
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* didn't forward them: every test still passed, because tests hold a real wind
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* while only the GAME holds the router — so B's ponding would have been green
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* across the board and done nothing in the actual yard. The integrator caught it
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* by hand at merge.
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*
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* Anything new on the wind contract must be added here too. `js/tests/a.test.js`
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* has a tripwire that diffs this object against a real wind and fails naming
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* whatever is missing, so the next omission is a red test rather than a system
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* that silently isn't plugged in.
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*
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* @param {object[]} all every wind this session can switch between
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*/
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export function createWindRouter(all) {
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let active = all[0];
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const router = {
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/** The wind currently in force. Assign through use(). */
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get active() { return active; },
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use(w) { active = w; return router; },
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sample: (pos, t, out) => active.sample(pos, t, out),
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speedAt: (pos, t) => active.speedAt(pos, t),
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gustTelegraph: (t) => active.gustTelegraph(t),
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eventsBetween: (a, b) => active.eventsBetween(a, b),
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rainAt: (t) => active.rainAt(t),
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rainMmPerHour: (t) => active.rainMmPerHour(t),
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rainDepthMm: (a, b) => active.rainDepthMm(a, b),
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hailAt: (t) => active.hailAt(t), // SPRINT5 decision 13 — the garden score hangs off this
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dirAt: (t) => active.dirAt(t),
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setShelters(list) {
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for (const w of all) w.setShelters(list);
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return router;
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},
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setSheltersFromTrees(trees, o = {}) {
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return router.setShelters(trees.map((tr) => ({
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x: tr.pos ? tr.pos.x : tr.x,
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z: tr.pos ? tr.pos.z : tr.z,
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radius: o.radius ?? tr.radius ?? 3,
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strength: o.strength ?? 0.45,
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length: o.length ?? 14,
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})));
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},
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setVenturi(list) { // SPRINT9 site_02 — funnels are site geometry
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for (const w of all) w.setVenturi(list);
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return router;
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},
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get venturi() { return active.venturi; },
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get hailSize() { return active.hailSize; }, // SPRINT5 decision 13
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get duration() { return active.duration; },
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get gusts() { return active.gusts; },
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get def() { return active.def; },
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get seed() { return active.seed; },
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get core() { return active.core; },
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};
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return router;
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}
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// ---------------------------------------------------------------------------
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// Debris models
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// ---------------------------------------------------------------------------
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/**
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* Lane E's crates and tubs, keyed by the names storm JSON spawns and debris.js
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* has radii for. A browser can't glob a directory, so the list is explicit —
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* and it should stay matched to MODEL_SPEC in debris.js (Lane C's ask: tell them
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* rather than fighting the radii).
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*
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* Missing files are not fatal: debris.js falls back to a graybox box per piece,
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* which is exactly the degrade-quietly behaviour Lane C designed for.
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*/
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const DEBRIS_MODELS = ['BlueCrate_v2', 'BlackTub_v2', 'WhiteTub_v2', 'WoodenBin_v2'];
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async function loadDebrisModels() {
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const { GLTFLoader } = await import('../vendor/addons/loaders/GLTFLoader.js');
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const loader = new GLTFLoader();
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const out = {};
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await Promise.all(DEBRIS_MODELS.map(async (name) => {
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try {
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const gltf = await loader.loadAsync(`./models/debris/${name}.glb`);
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gltf.scene.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; } });
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out[name] = gltf.scene;
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} catch (err) {
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console.warn(`[main] debris model ${name} unavailable, using graybox:`, err.message);
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}
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}));
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return out;
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}
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// ---------------------------------------------------------------------------
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// Boot
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// ---------------------------------------------------------------------------
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/**
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* @param {object} [opts]
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* @param {HTMLCanvasElement} [opts.canvas]
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*/
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export async function boot(opts = {}) {
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const canvas = opts.canvas ?? document.getElementById('c');
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.0;
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const scene = new THREE.Scene();
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// --- 1. weather ---------------------------------------------------------
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// Every storm loads up front: the forecast card has to read their shapes to
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// sell them before the player has agreed to face one.
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const defs = Object.fromEntries(
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await Promise.all(STORMS.map(async (k) => [k, await loadStorm(k)])),
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);
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const winds = Object.fromEntries(Object.entries(defs).map(([k, def]) => [k, createWind(def)]));
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const calmWind = winds[CALM_STORM];
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let stormKey = 'storm_02_wildnight';
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const wind = createWindRouter(Object.values(winds));
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// --- world & camera -----------------------------------------------------
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// SPRINT10: the yard is data, and the week hands over a different one per
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// night — night three is the corner block. `world` is a `let` because the
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// site changes under it; everything downstream reads `world.*` late (the loop,
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// scoreRun, the garden), so re-pointing this binding re-points all of them
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// without threading a mutable through fourteen closures.
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let world;
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let player;
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let currentSite = null;
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// rig and rigging are assigned further down but referenced by loadSiteInto's
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// re-point step, which runs once at boot BEFORE they're built — declared here
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// as `let` so that first call sees `undefined` (a clean no-op) rather than a
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// temporal-dead-zone throw. Boot builds them against the same fresh world.
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let rig;
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let rigging;
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const cameraRig = createCameraRig(canvas);
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const interact = new Interact();
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// Site blurbs for the forecast card, so a new yard announces itself. Filled
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// as each site is loaded; the card degrades gracefully if a name is missing.
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const siteMeta = {};
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/**
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* Build (or rebuild) the yard for a site. Idempotent per site name — asked for
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* the one already standing, it no-ops, so calling it every forecast is free on
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* the four backyard nights and only pays on the one that moves.
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*
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* The player, camera, rig, hud and wind OBJECTS all survive; only the yard
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* group and the anchor set are replaced. That's the whole reason this is a
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* contained change and not a re-boot: those systems read the world through its
|
||
* interface every frame, so a new world instance is picked up, not re-wired.
|
||
*/
|
||
async function loadSiteInto(siteName) {
|
||
if (siteName === currentSite) return world;
|
||
const siteDef = await loadSite(siteName);
|
||
siteMeta[siteName] = { name: siteDef.name, blurb: siteDef.blurb };
|
||
if (world) { world.dispose(); player?.dispose?.(); }
|
||
world = createWorld(scene, { wind, site: siteDef });
|
||
await world.dress();
|
||
currentSite = siteName;
|
||
|
||
cameraRig.setSolids(world.solids);
|
||
cameraRig.setGround(world.heightAt);
|
||
// Lane C: local wind effects are per-yard. A venturi (site_02's screaming
|
||
// gap) and tree shelters both re-register here; empty/absent is a no-op,
|
||
// which is what keeps backyard_01 byte-identical.
|
||
wind.setVenturi?.(siteDef.wind?.venturi ?? []);
|
||
wind.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree'));
|
||
|
||
// The player is rebuilt with the yard, not re-pointed: createPlayer captures
|
||
// world into its ground clamp, solid collider, ladder and broom, none of
|
||
// which have a setter (Lane D's modules). A site change only happens at a
|
||
// forecast, never mid-storm, so a clean rebuild is honest and cheap.
|
||
player = await createPlayer(scene, world, cameraRig, { wind, interact });
|
||
|
||
// Re-point everything that captured the old anchor set. Done HERE, right
|
||
// after the rebuild, rather than in the caller — a caller-side `if (switched)`
|
||
// was fragile (it broke the moment a debug path had already advanced
|
||
// currentSite). If the world was rebuilt, these are stale, full stop.
|
||
// · rig / session: created at boot, hold anchors by reference.
|
||
// · rigging UI markers: Lane B's file builds clickable markers from
|
||
// world.anchors at construction and has no setter — so the corner
|
||
// block's markers don't exist and its panel lists the backyard. That's
|
||
// the one piece I can't re-point without reaching into their module;
|
||
// requested `rigging.setWorld(world)` in THREADS. Session + rig follow,
|
||
// so it's riggable from code/audit; the CLICKABLE UI wants Lane B.
|
||
// (rig and rigging are declared below and don't exist on the first, boot-time
|
||
// call — the guards make that the no-op it should be; boot creates them
|
||
// against this same fresh world moments later.)
|
||
if (rig) rig.anchors = world.anchors;
|
||
if (rigging) {
|
||
rigging.session.anchors = world.anchors;
|
||
rigging.setWorld?.(world);
|
||
}
|
||
return world;
|
||
}
|
||
|
||
// The opening yard. `opts.site` is honoured by seeking the WEEK to that site's
|
||
// night (see below, where the week exists) — showTonight() then loads it as
|
||
// that night's site, which is why this can just load it directly here: the two
|
||
// agree by construction now instead of racing. Before SPRINT11 they didn't,
|
||
// and the markers ended up on a different yard than the world.
|
||
await loadSiteInto(opts.site ?? nightAt(0).site);
|
||
|
||
// --- 3. sail ------------------------------------------------------------
|
||
rig = new SailRig({ anchors: world.anchors });
|
||
let sailView = null;
|
||
|
||
/**
|
||
* Attach the cloth across 4 anchors and (re)build its view.
|
||
*
|
||
* The order here is load-bearing. createSailView reads rig.pos and rig.tris,
|
||
* which don't exist until attach() allocates them in _build() — build the view
|
||
* first and it throws on an undefined array. A re-rig can also change the grid,
|
||
* so the view has to be rebuilt rather than reused. Both facts make this the
|
||
* single door that boot and Lane B's picking adapter should come through.
|
||
*
|
||
* Re-wiring interact each time is deliberate: its targets close over corner
|
||
* objects and attach() makes a fresh corners array, so stale closures would
|
||
* point at corners the sim no longer steps. The ids are stable, so this
|
||
* replaces the old targets rather than stacking duplicates.
|
||
*/
|
||
async function rigSail(anchorIds, hwChoices, tension = 1.0) {
|
||
rig.attach(anchorIds, hwChoices, tension);
|
||
if (sailView) {
|
||
scene.remove(sailView);
|
||
sailView.traverse((o) => { o.geometry?.dispose(); o.material?.dispose(); });
|
||
}
|
||
sailView = await createSailView(rig);
|
||
scene.add(sailView);
|
||
wireYardActions(interact, { sailRig: rig, world });
|
||
return sailView;
|
||
}
|
||
|
||
// Until Lane B's prep-phase picking adapter lands (SPRINT2 §B.3), rig a
|
||
// default quad so the yard has a live sail and Lane D has something to
|
||
// repair. Deliberately the prototype's AUTO loadout — one dodgy carabiner
|
||
// corner. It also spans most of the yard, which is the 70–192 m² problem
|
||
// decision 2 fixes in step 6, not a fault in the cloth.
|
||
const game = createGame();
|
||
const garden = createGarden(world);
|
||
|
||
// --- clocks -------------------------------------------------------------
|
||
// Two of them, and the distinction matters. `simT` is wall-clock seconds since
|
||
// boot. `windT` is STORM time — storm JSON is authored with t=0 at the storm's
|
||
// first gust, so it's phase time during the storm, and off-storm it wraps the
|
||
// calm day around its own duration so the breeze keeps breathing however long
|
||
// you spend rigging. Every sim module samples windT; nothing samples simT.
|
||
let simT = 0;
|
||
let windT = 0;
|
||
let acc = 0;
|
||
|
||
function windTime() {
|
||
if (game.phase === 'storm') return game.phaseT;
|
||
return simT % Math.max(1, calmWind.duration);
|
||
}
|
||
|
||
// --- 4. sky, audio, debris ---------------------------------------------
|
||
const events = [];
|
||
const pushEvent = (text) => {
|
||
events.push({ t: game.phaseT, text });
|
||
if (events.length > 4) events.shift();
|
||
};
|
||
|
||
const debris = createDebris({
|
||
wind,
|
||
scene,
|
||
heightAt: world.heightAt,
|
||
// knockdown(t, dirX, dirZ) — the first arg is the sim clock, NOT the impact
|
||
// magnitude. Passing `impact` here would jam ~40 into the state machine's
|
||
// start time and the player would never get up. The piece's own velocity is
|
||
// the direction, so you fall the way the crate was travelling.
|
||
onHitPlayer: (piece) => player.sim.knockdown(windT, piece.vx, piece.vz),
|
||
onEvent: pushEvent,
|
||
});
|
||
debris.setModels(await loadDebrisModels());
|
||
|
||
// skyfx reads the storm's `sky` block at construction (darkness, cloud scroll,
|
||
// night), so it is rebuilt when the storm changes rather than re-pointed like
|
||
// wind. dispose() hands world.sun/world.hemi back exactly as they were, which
|
||
// is what makes that safe to do mid-session.
|
||
let sky = null;
|
||
let audioUnlocked = false;
|
||
function makeSky() {
|
||
if (sky) sky.dispose();
|
||
sky = createSkyFx({
|
||
scene,
|
||
camera: cameraRig.object,
|
||
wind,
|
||
sun: world.sun,
|
||
hemi: world.hemi,
|
||
onEvent: pushEvent,
|
||
});
|
||
if (audioUnlocked) sky.unlockAudio();
|
||
return sky;
|
||
}
|
||
makeSky();
|
||
|
||
// Browsers won't start an AudioContext without a gesture. Without this the
|
||
// storm is silent, and half of DESIGN.md's threat model is audible.
|
||
const unlock = () => {
|
||
if (audioUnlocked) return;
|
||
audioUnlocked = true;
|
||
sky?.unlockAudio();
|
||
removeEventListener('pointerdown', unlock);
|
||
removeEventListener('keydown', unlock);
|
||
};
|
||
addEventListener('pointerdown', unlock);
|
||
addEventListener('keydown', unlock);
|
||
|
||
// --- 5. the face --------------------------------------------------------
|
||
const banner = document.getElementById('banner');
|
||
const hud = createHud({
|
||
scene, camera: cameraRig.object, game, world, wind, player, rig, garden, events,
|
||
getSky: () => sky,
|
||
});
|
||
|
||
// Lane B's picking adapter. `panel:false` — their built-in panel is a fine
|
||
// bench, but hud.js owns the screen now, so the two shouldn't both draw.
|
||
rigging = await createRiggingUI({
|
||
scene,
|
||
camera: cameraRig.object,
|
||
domElement: canvas,
|
||
world,
|
||
onCommit: (ids, hw, tension) => { void rigSail(ids, hw, tension); },
|
||
onMessage: pushEvent,
|
||
panel: true,
|
||
});
|
||
|
||
/**
|
||
* Clear last round's rig so "play again" is a new job, not a continuation.
|
||
*
|
||
* Without this you inherit the previous round's corners AND its spent budget —
|
||
* a second round starts at $35 with three corners already hung, and the four
|
||
* anchors you click get silently ignored because the session is already full.
|
||
* That is not a subtle failure; it makes the second round unplayable.
|
||
*
|
||
* Done through the session's own public moves rather than by reaching into its
|
||
* fields: unrig() refunds the corner's CURRENT hardware and setSpares(0)
|
||
* refunds the spare, so the budget walks back to $80 on its own and the
|
||
* economy stays the single source of truth. (Lane B: a `session.reset()` would
|
||
* say this better than five lines of mine — asked in THREADS.)
|
||
*/
|
||
function resetRig() {
|
||
const s = rigging.session;
|
||
for (const p of [...s.picks]) s.unrig(p.anchorId);
|
||
s.setSpares(0);
|
||
s.setTension(1.0);
|
||
}
|
||
|
||
/** What the storm cost, assembled at the moment it ends. */
|
||
function scoreRun() {
|
||
const lost = rig.corners.filter((c) => c.broken);
|
||
const bill = lost.reduce((s, c) => s + c.hw.cost, 0);
|
||
const collateral = [];
|
||
// The gnome is collateral if the sail came down over it. DESIGN.md: the
|
||
// worst debris in any storm is your own failed work.
|
||
if (lost.length >= 2) collateral.push({ what: 'garden gnome', cost: world.gnome.collateralValue });
|
||
|
||
/**
|
||
* SPRINT11 — the carport trap finally BILLS (§gate 1).
|
||
*
|
||
* E shipped the trap in Sprint 10 and said it plainly: the anchors say
|
||
* `collateral:"carport"` but nothing said what a carport COSTS, so nothing
|
||
* scored it. Until now you could tie 25 m2 to the worst steel in the game,
|
||
* lose it, and pay for a $15 shackle. The temptation was real and the
|
||
* consequence was decoration — the site's whole thesis, missing its verb.
|
||
*
|
||
* ONE broken corner is enough, unlike the gnome's two. The gnome needs the
|
||
* sail to come down over it; the carport doesn't need the sail at all. That
|
||
* beam is rated 0.22 and holds a roof — let go of it under load and the roof
|
||
* is what leaves. Requiring a second failure would say the first one was
|
||
* free, which is the lie this ruling exists to delete.
|
||
*
|
||
* Priced per STRUCTURE, not per corner: two beams letting go is one carport
|
||
* gone, not $360. It bills once and the wreck swaps once.
|
||
*/
|
||
const taken = new Set();
|
||
for (const c of lost) {
|
||
const key = world.anchor(c.anchorId)?.collateral;
|
||
const priced = key ? world.collateralFor(key) : null;
|
||
if (!priced || taken.has(key)) continue;
|
||
taken.add(key);
|
||
collateral.push({ what: priced.label, cost: priced.cost });
|
||
world.wreckStructure(key); // false offline/graybox — the bill still lands
|
||
}
|
||
const s = rigging.summary;
|
||
const hp = garden.hp;
|
||
/**
|
||
* SPRINT9 decision 1 — Lane A's ruling on the pyrrhic win. It was
|
||
* `hp >= 50 && lost.length < 2`; the corner clause is gone.
|
||
*
|
||
* **The garden is the client's. The sail is yours.** Saving the bed with a
|
||
* rig that tore itself apart is the job done expensively — not a failure.
|
||
* DESIGN.md doesn't call a cascade a loss, it calls it "a firework you paid
|
||
* for", and *paid for* is the whole point: the aftermath already bills you
|
||
* for the broken hardware, the collateral, and a week's fee you didn't earn
|
||
* cleanly. Gating the win on corners bills you twice for the same night and
|
||
* then lies about it — which is the same species as the verdict that used to
|
||
* tell a 4/4 hold they'd skimped.
|
||
*
|
||
* B and D both arrived here independently with the numbers, and B checked
|
||
* what it does NOT break: cheap rigs still lose (4× carabiner → hp 38), rigs
|
||
* that miss the bed still lose (hp 36), and $80 still cannot buy immunity.
|
||
* The corners are priced, not gated.
|
||
*/
|
||
const win = hp >= 50;
|
||
const dmg = garden.damage;
|
||
const { verdict, mode } = verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped });
|
||
|
||
return {
|
||
hp,
|
||
cornersLost: lost.length,
|
||
cornersTotal: rig.corners.length || 4,
|
||
bill,
|
||
collateral,
|
||
budgetLeft: Math.max(0, s.budget - bill - collateral.reduce((a, c) => a + c.cost, 0)),
|
||
win,
|
||
subtitle: lost.length
|
||
? `${lost.map((c) => `${c.hw.name} at ${c.anchorId.toUpperCase()}`).join(', ')} let go.`
|
||
: 'Every corner held.',
|
||
/** Decision 13's headline: how much of the bed's damage the cloth stopped. */
|
||
hailBlocked: dmg.hail + dmg.rain > 0
|
||
? `${Math.round(dmg.hail)} HP to hail, ${Math.round(dmg.rain)} to rain`
|
||
: 'Nothing reached the bed.',
|
||
/**
|
||
* What you can unclip and take home: hardware still on an unbroken corner,
|
||
* plus a spare you never had to use. week.js refunds it at half — a shackle
|
||
* that rode out a gale isn't new any more. Broken gear is worth nothing,
|
||
* which is the whole of `bill`.
|
||
*/
|
||
intactHardwareValue:
|
||
rig.corners.filter((c) => !c.broken).reduce((sum, c) => sum + c.hw.cost, 0)
|
||
+ (rigging.session.spares ?? 0) * SPARE_COST,
|
||
pondPeak,
|
||
pondDumped,
|
||
verdict,
|
||
/** Which failure mode the verdict is speaking from. Asserted in a.test.js. */
|
||
verdictMode: mode,
|
||
};
|
||
}
|
||
|
||
// --- the week ------------------------------------------------------------
|
||
// Five nights, one wallet. The forecast stops being a difficulty picker — the
|
||
// ladder decides what's coming and the only question left is what you rig
|
||
// against it with the money you have.
|
||
// `opts.bank` — a debug boot's wallet (SPRINT11, for Lane D). Seeking to a
|
||
// night doesn't EARN the nights before it, so `boot({site:'site_02...'})` alone
|
||
// puts you on night three with night one's $80 and the shop reads OFF THE JOB —
|
||
// which is precisely the harness artefact D had to explain away in their
|
||
// playtest ("the $0 above is MY harness's fault, not your balance"). They
|
||
// measured the real night-three bank at $237. `boot({site, bank:237})` is that
|
||
// run, honestly, without rewriting NIGHTS to get it.
|
||
const week = createWeek({ bank: opts.bank });
|
||
let spentThisNight = 0;
|
||
|
||
/**
|
||
* `boot({site})` — honoured through the WEEK, which is the only way it can be
|
||
* true (SPRINT11, Lane D's bug 2).
|
||
*
|
||
* It was a documented lie: :468 loaded opts.site, then showTonight() re-ran
|
||
* `loadSiteInto(week.site)` and overwrote it — but the markers had been built
|
||
* in between, off the requested site. So it failed INVERSELY, markers on one
|
||
* yard and world on another, from the first frame. Worse than not working: the
|
||
* hook anyone debugging a site reaches for first handed them a hybrid.
|
||
*
|
||
* Seeking the week is the fix rather than forcing the site, because a site
|
||
* without its night is half a game — no client, no brief, no storm, no bank.
|
||
* Night 3 debugged at night 1's $80 reads "OFF THE JOB" and tells you nothing
|
||
* about the corner block; at its own night it's the $237 bank D measured. D
|
||
* had to rewrite NIGHTS[0] to get a coherent cold boot; this is that, honestly.
|
||
*/
|
||
if (opts.site) {
|
||
const i = NIGHTS.findIndex((_, n) => nightAt(n).site === opts.site);
|
||
if (i < 0) throw new Error(`main: boot({site:'${opts.site}'}) — no night in NIGHTS uses that site`);
|
||
for (let n = 0; n < i; n++) week.advance();
|
||
}
|
||
|
||
/**
|
||
* Tonight's card. Reads the bank, not START_BUDGET.
|
||
*
|
||
* NOTE the `budget` we hand the shop: `rigging.session.spent` computes
|
||
* `START_BUDGET - budget` against the module constant rather than the session's
|
||
* own starting cash, so with a bank of $63 it reports $17 spent before you buy
|
||
* anything. Lane B's file, flagged in THREADS — main.js therefore tracks
|
||
* `spentThisNight` itself off the bank rather than trusting `.spent`.
|
||
*/
|
||
async function showTonight() {
|
||
// SPRINT10: tonight's yard. loadSiteInto no-ops when the site is unchanged
|
||
// (the four backyard nights) and rebuilds + re-points everything holding the
|
||
// old anchor set when it isn't (night three). The re-point lives inside
|
||
// loadSiteInto, keyed on the rebuild itself, so it can't desync from it.
|
||
await loadSiteInto(week.site);
|
||
|
||
// B's setBudget (SPRINT11): re-bank + reset in one named call. This was
|
||
// main.js's one private touch into their session (`_startBudget` + reset(),
|
||
// asked in THREADS, landed, fake deleted — same route reset() took).
|
||
rigging.session.setBudget(week.bank);
|
||
spentThisNight = 0;
|
||
// SPRINT11 — the job sheet reads three new things off the week: tonight's
|
||
// JOB (client + brief), the QUOTE (what it pays, before you rig it, which is
|
||
// the half of DESIGN.md's brief the game never showed), and TOMORROW's storm
|
||
// def for Lane C's forecast lead — every storm is loaded up front, so
|
||
// tomorrow costs nothing but an index. Null on the final night: there is no
|
||
// tomorrow, and a card that hedges about one would be lying.
|
||
const tomorrowDef = week.isFinalNight ? null : defs[nightAt(week.night).storm];
|
||
hud.showForecast(
|
||
{ key: week.stormKey, def: defs[week.stormKey], site: siteMeta[week.site], tomorrowDef },
|
||
{
|
||
night: week.night, nights: week.nights, bank: week.bank, log: week.log,
|
||
job: week.job, quote: week.quote(defs[week.stormKey]), isFinalNight: week.isFinalNight,
|
||
},
|
||
() => { stormKey = week.stormKey; game.setPhase('prep'); },
|
||
);
|
||
}
|
||
|
||
// --- the night's evidence ------------------------------------------------
|
||
// What the sail carried and what the player took on the head, so the verdict
|
||
// can point at things that actually happened rather than infer from the score.
|
||
let pondPeak = 0;
|
||
let pondDumped = 0;
|
||
|
||
// Subscribed once: rigSail() calls attach() on the same rig object, so the
|
||
// Emitter survives a re-rig. Lane B tags a dump with `reason` when the water
|
||
// left because something failed (corner break, belly tear) and leaves it off
|
||
// when the player poked it out with the broom — which is the difference
|
||
// between "the sail lost its water" and "you wore it".
|
||
rig.events.on('pondDump', (e) => {
|
||
if (!e.reason) pondDumped += e.kg;
|
||
});
|
||
|
||
// --- phases -------------------------------------------------------------
|
||
game.on('phaseChange', ({ to }) => {
|
||
// Prep and forecast happen on the calm day; the storm you picked only
|
||
// arrives when you say go.
|
||
wind.use(to === 'storm' ? winds[stormKey] : calmWind);
|
||
makeSky();
|
||
events.length = 0;
|
||
rigging.setActive(to === 'prep');
|
||
|
||
if (to === 'storm') { pondPeak = 0; pondDumped = 0; }
|
||
|
||
if (to === 'forecast') {
|
||
hud.setDawn(false);
|
||
// showTonight rebuilds the yard when the site changes, so it MUST run
|
||
// before the resets that touch the world (garden.reset → world.setPlants)
|
||
// or the player (rebuilt inside it). Awaited via .then so the resets land
|
||
// on the new world/player, not the old one mid-swap. This is the only
|
||
// phase transition that can rebuild the scene, so it's the only one that
|
||
// has to sequence like this.
|
||
showTonight().then(() => {
|
||
garden.reset();
|
||
resetRig();
|
||
player.sim.carrying = null;
|
||
});
|
||
}
|
||
// The card belongs to the phase, not to the button that happened to open it.
|
||
// Tying its lifetime to the forecast button meant any other route into prep
|
||
// (a debug jump, a future timer, "play again" landing somewhere new) left a
|
||
// card floating over a live game, swallowing input.
|
||
if (to === 'prep' || to === 'storm') hud.hideCard();
|
||
|
||
if (to === 'prep') {
|
||
hud.setHelp('click an anchor to rig · click again to cycle hardware · shift-click to remove · [ ] tension · S spare · ENTER when you have four');
|
||
}
|
||
if (to === 'storm') {
|
||
hud.setHelp('WASD move · shift run · E repair/pickup · C brace · RMB orbit');
|
||
}
|
||
if (to === 'aftermath') {
|
||
// The dawn comes up BEFORE the scoreboard, on E's 2.2 s ease. Their note
|
||
// is right and it's the whole reason this isn't one call: the storm ends,
|
||
// the light returns, and only then are you told how you did. Sell the
|
||
// survival first.
|
||
hud.setDawn(true);
|
||
const run = scoreRun();
|
||
const settlement = week.settle(run, defs[week.stormKey], spentThisNight);
|
||
hud.showAftermath({ ...run, week: settlement }, () => {
|
||
if (settlement.outcome === 'continue') { week.advance(); game.setPhase('forecast'); }
|
||
else hud.showEndCard(settlement, () => { week.reset(); game.setPhase('forecast'); });
|
||
});
|
||
}
|
||
|
||
if (banner && to !== 'forecast' && to !== 'aftermath') {
|
||
banner.textContent = to.toUpperCase();
|
||
banner.style.opacity = '1';
|
||
setTimeout(() => { banner.style.opacity = '0'; }, 1400);
|
||
}
|
||
});
|
||
|
||
addEventListener('keydown', (e) => {
|
||
if (e.key !== 'Enter' || hud.cardOpen) return;
|
||
// Leaving prep means committing the rig — Lane B's session refuses if it
|
||
// isn't four corners, and says so in the ticker.
|
||
if (game.phase === 'prep') {
|
||
if (!rigging.commit()) return;
|
||
// Off the bank, not off START_BUDGET — see the note on showTonight().
|
||
spentThisNight = week.bank - rigging.summary.budget;
|
||
player.sim.carrying = null;
|
||
if (rigging.summary.spares > 0) pushEvent(`spare shackle on the shed table — grab it before you need it`);
|
||
}
|
||
game.advance();
|
||
});
|
||
|
||
// Straight into the forecast: the card is the game's front door, and it now
|
||
// opens on night one of five rather than a difficulty menu.
|
||
showTonight();
|
||
|
||
// --- resize -------------------------------------------------------------
|
||
function resize() {
|
||
const w = canvas.clientWidth || innerWidth;
|
||
const h = canvas.clientHeight || innerHeight;
|
||
renderer.setSize(w, h, false);
|
||
cameraRig.resize(w, h);
|
||
}
|
||
addEventListener('resize', resize);
|
||
resize();
|
||
|
||
// --- loop ---------------------------------------------------------------
|
||
const clock = new THREE.Clock();
|
||
const dev = document.getElementById('dev');
|
||
let frames = 0, fpsT = 0, fps = 0;
|
||
|
||
function step(dt) {
|
||
game.tick(dt);
|
||
simT += dt;
|
||
windT = windTime();
|
||
world.update(dt, windT);
|
||
player.update(dt, windT);
|
||
rig.step(dt, wind, windT, debris);
|
||
debris.step(dt, windT, { player: player.sim, sail: rig });
|
||
sky?.step(dt, windT, { sail: rig });
|
||
rigging.update(dt, windT);
|
||
|
||
// Decision 7: what hurts the garden is weather the sail didn't stop. Only
|
||
// during the storm — the calm day's drizzle is scenery.
|
||
//
|
||
// Through Lane C's combined helper rather than my own rain × (1 − shadow):
|
||
// it's the same arithmetic, it's their term to own, and SPRINT5 decision 13
|
||
// extends exactly this shape (+ gardenHailExposure) — so when hail lands
|
||
// this is one added term here, not a rewrite.
|
||
if (game.phase === 'storm') {
|
||
// Decision 13 (SPRINT5): hail is the headline garden threat — it falls
|
||
// steep, so the sail blocks it and the score finally rewards rigging
|
||
// (C proved 4.4× separation). Rain stays as the small honest drain that
|
||
// walks under a sail in a gale. Weights chosen so storm_02 unprotected
|
||
// loses ~50 HP to its hail bursts (11.4 hail-seconds × 5.0 × 0.9/s) and
|
||
// ~10 to rain, while a bed-covering rig cuts the hail term ~4.4×.
|
||
const rainExp = sky?.gardenExposure ? sky.gardenExposure(world.gardenBed, windT) : 0;
|
||
const hailExp = sky?.gardenHailExposure ? sky.gardenHailExposure(world.gardenBed, windT) : 0;
|
||
// Passed separately, not pre-summed: the split is what makes the verdict
|
||
// able to tell "your hardware went" from "your sail wasn't over the bed".
|
||
garden.step(dt, hailExp, rainExp);
|
||
|
||
// Pond evidence for the aftermath. Peak is what the sail carried at its
|
||
// worst; dumped is what the player took on the head with the broom. Both
|
||
// are things the verdict can honestly point at.
|
||
if (typeof rig.pondMass === 'function') {
|
||
pondPeak = Math.max(pondPeak, rig.pondMass());
|
||
}
|
||
}
|
||
}
|
||
|
||
function frame() {
|
||
// Clamped so a background tab or a breakpoint doesn't make the sim try to
|
||
// catch up over thousands of steps and lock the page.
|
||
const raw = Math.min(0.25, clock.getDelta());
|
||
acc += raw;
|
||
let guard = 0;
|
||
while (acc >= FIXED_DT && guard++ < 60) {
|
||
step(FIXED_DT);
|
||
acc -= FIXED_DT;
|
||
}
|
||
|
||
cameraRig.update(raw, player.pos);
|
||
sailView?.update();
|
||
renderer.render(scene, cameraRig.object);
|
||
|
||
hud.update(raw, windT);
|
||
|
||
frames++; fpsT += raw;
|
||
if (fpsT >= 0.5) { fps = frames / fpsT; frames = 0; fpsT = 0; }
|
||
if (dev) dev.textContent = `${fps.toFixed(0)} fps · ${game.phase} ${game.phaseT.toFixed(1)}s · t ${simT.toFixed(0)}s · debris ${debris.pieces.length}`;
|
||
requestAnimationFrame(frame);
|
||
}
|
||
requestAnimationFrame(frame);
|
||
|
||
// Handy for poking at the world from the console, and for the selftest-free
|
||
// hand checks the sprint's acceptance actually turns on.
|
||
const api = {
|
||
renderer, scene, cameraRig, game, wind, rig, rigSail,
|
||
// world and player are rebuilt on a site change (SPRINT10), so these are
|
||
// getters — a captured reference would be last night's yard.
|
||
get world() { return world; },
|
||
get player() { return player; },
|
||
get currentSite() { return currentSite; },
|
||
week, loadSiteInto,
|
||
get sailView() { return sailView; },
|
||
debris, interact, events, hud, rigging, garden, defs, winds,
|
||
get stormKey() { return stormKey; },
|
||
set stormKey(k) { stormKey = k; },
|
||
scoreRun,
|
||
get sky() { return sky; },
|
||
get simT() { return simT; },
|
||
windTime,
|
||
calmWind,
|
||
|
||
/**
|
||
* Drive the sim by hand at fixed dt, and draw on demand. rAF is throttled to
|
||
* a standstill in a hidden tab, so these are the only honest way to
|
||
* fast-forward a storm or capture one from a headless browser — which is
|
||
* exactly what this sprint's "90 s storm_02 run captured" acceptance needs.
|
||
* Same code path the rAF loop uses; no test-only branch to drift.
|
||
*/
|
||
step,
|
||
render() {
|
||
sailView?.update();
|
||
renderer.render(scene, cameraRig.object);
|
||
},
|
||
};
|
||
globalThis.SHADES = api;
|
||
return api;
|
||
}
|