HardYards/web/world/js/tests/d.test.js
type-two 7758b65331 Lane D: the player leans into the wind (gate 2.4 — as a root pose, not a clip)
The QA pass's biggest player finding: 'stands bolt upright and unbothered'
at 65 km/h. E rendered the two Mixamo lean candidates and rejected both on
screen, and proved the deeper reason a clip can't do this: _rotOnly drops
Hips.quaternion from every clip at load, so a baked lean is discarded, and
a clip's lean axis is fixed while the wind's bearing swings. So the lean is
the ROOT, the same machine as the knockdown pitch and climbY lift.

sim (player.sim.js): sim.lean 0..1 + sim.leanDir, eased over leanSecs.
Magnitude off windBase (the ~4s EMA), NOT raw windSpeed — measured: raw
strobes the posture 8-18x/min across the storms, windBase settles it to 0-2
changes per 90s. Sustained wind = posture; the gust is already the
stumble/knock event. Suppressed on your back (pitch owns the body), braced
(TakeCover is its own hunch), and up a ladder. Bands land on the storm
rating ladder: night 1 upright, 2-3 lean, 4-5 in the gale.

view (player.js): a foot-pivot tip toward leanDir, max leanMaxRad (~17deg,
a third of a knockdown's pi/2), composed under the yaw. It's the else branch
of the pitch tip by construction — the sim guarantees lean=0 whenever
pitch>0, so they never fight.

Three asserts: magnitude scales with sustained speed, a lone gust does NOT
snap you over (windBase inertia), and it's downwind + suppressed when
floored/braced/aloft. Mutation-checked: forcing lean to 0 reddens two.
Verified live at 71 km/h — leanDir dot wind = 1.0, the figure visibly
braces. Selftest 340/0/0. This is the root lean E asked me to wire first;
whether their WindPosture additive follows is a look-at-it-together call.
2026-07-18 01:33:47 +10:00

1139 lines
57 KiB
JavaScript

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