HardYards/web/world/js
m3ultra f1d51d6b87 Hail — the system that makes the garden score respond to the rig (decision 13)
Rain honestly walks under a sail (a droplet's terminal velocity is ~9 m/s, so a
30 m/s crosswind blows it in at ~73° off vertical), which is why a perfect rig
scored 54% garden vs 48% for no rig at all. Hail is dense: terminal ~22 m/s, and
a dense stone couples weakly to the crosswind, so even a gale leans it ≤20°.
Steep hail is blocked by overhead cloth, so the garden score becomes
rig-responsive without faking the rain physics — and it was always DESIGN.md
canon (hail shreds gardens; drainage answers rain, later).

weather.core: `hail` block in storm JSON — authored bursts (envelopes) plus one
synced to every gust at/above `withGustsAbove`, so the biggest gusts arrive WITH
ice. `hailAt(t)` (max over live bursts), `hailSize`, validator. Gust-synced
bursts key off the deterministic gust timeline and draw ZERO randomness, so
tuning hail can't re-time the storm — asserted, same guarantee as the downdraft.
storm_02 bursts on the southerly change (peak 1.0 at t=56.5, 11.4 hail-seconds);
storm_03 a mild 0.5; storm_01 none.

skyfx: `hailVelocity` (steep, ≤20° lean, terminal-velocity reasoning cited so
nobody re-opens the rain-angle argument), a second RainShadow fed the steep
vector, `gardenHailExposure(bed, t)` in the gardenExposure mold (A wires the
drain), instanced falling stones (hidden under the cloth so you SEE the sail
working), and hail audio: ground clatter that fades as the sail intercepts, plus
the cloth DRUM that rises exactly as the sail catches hail — the "my sail is
earning its money" sound.

Decision-13 gate proven: no-sail garden takes 4.4× the hail of a bed under a
good rig over a full storm_02 (bar is ≥2×), through the real gardenHailExposure
and B's SailRig. Verified live too (router-patched): stones fall visibly steeper
than the rain beside them, and a bed-covering rig cuts hail exposure roughly in
half at the burst.

Selftest 214/0/0 (was 207); node 36/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 03:14:27 +10:00
..
tests Hail — the system that makes the garden score respond to the rig (decision 13) 2026-07-17 03:14:27 +10:00
camera.js Add graybox yard, third-person camera and game shell 2026-07-16 21:33:42 +10:00
contracts.js Merge remote-tracking branch 'origin/lane/b' 2026-07-17 01:01:48 +10:00
debris.js Fix debris ground friction, cloud seam and yard coords 2026-07-16 21:50:41 +10:00
hud.js Give the game a face: HUD, mouse prep, forecast and aftermath (gate 1) 2026-07-17 02:32:02 +10:00
interact.js Lane D: the ladder sub-system (decision 12) 2026-07-17 02:34:49 +10:00
ladder.js Lane D: the ladder sub-system (decision 12) 2026-07-17 02:34:49 +10:00
main.js Tripwire the wind router; take Lane C's gardenExposure helper 2026-07-17 02:55:32 +10:00
player.js Lane D: the ladder sub-system (decision 12) 2026-07-17 02:34:49 +10:00
player.sim.js Lane D: the ladder sub-system (decision 12) 2026-07-17 02:34:49 +10:00
rigging.js Add prep-phase picking UI over RiggingSession (unblocks A step 8) 2026-07-17 00:14:34 +10:00
rigging.selftest.js Align sail lane to contracts.js; free blown corners so they flog 2026-07-16 21:55:37 +10:00
sail.js Add sail UVs and Lane E's weave texture 2026-07-17 01:29:22 +10:00
sail.selftest.js Decision 11: the 60% bar passes. I was wrong; bump the storm to 0.45 2026-07-17 02:21:27 +10:00
skyfx.js Hail — the system that makes the garden score respond to the rig (decision 13) 2026-07-17 03:14:27 +10:00
testkit.js Add selftest harness with one suite per lane 2026-07-16 21:33:42 +10:00
weather.core.js Hail — the system that makes the garden score respond to the rig (decision 13) 2026-07-17 03:14:27 +10:00
weather.js Hail — the system that makes the garden score respond to the rig (decision 13) 2026-07-17 03:14:27 +10:00
world.js Give the game a face: HUD, mouse prep, forecast and aftermath (gate 1) 2026-07-17 02:32:02 +10:00