Briefs: Headshell Workshop (cartridge assembly) + Glow-Up art pass
Fresh-eyes review outcomes as two parallel-safe Opus briefs: - WORKSHOP_CARTRIDGE.md: the stylus node becomes a five-stage cartridge assembly - seat/rotate the cart, crimp four color-coded wires onto stubborn pins (catenary carry, continuity lamp), torque screws evenly (tilt = azimuth error), balance the counterweight while RIDING the seesawing tonearm, then a needle-drop test where every mistake is audible + drawn on a diegetic scope. Multiplayer-shared state. - GLOWUP_ART.md: atlas v2 (32px, tile variants), selective LED bloom, screen-print decals + party flyers, mixer-face density, PCB pagodas. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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docs/briefs/GLOWUP_ART.md
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# BRIEF — The Glow-Up (art & atmosphere pass)
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*Fresh-eyes verdict: the bones are great, the surfaces are underdressed.
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This pass closes the gap to the concept art. Pure art/atmosphere — no
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gameplay logic — so it can run in parallel with WORKSHOP_CARTRIDGE.md.*
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**For one Opus 4.8 session.** Read `docs/CONTRACTS.md`,
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`docs/INTEGRATION_NOTES.md`, `src/engine/atlas.ts`, `src/engine/renderer.ts`,
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`src/worldgen/buildBooth.ts`, `src/fx/` first.
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**You own:** `src/engine/atlas.ts`, `src/engine/renderer.ts`,
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`src/worldgen/**` (dressing additions), `src/fx/**` (decals module),
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`src/ui/Menu.ts` (one settings row). **Merge point with the workshop
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brief:** `src/main.ts` and `src/worldgen/buildBooth.ts` — keep your edits
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small and additive there. Do not touch `src/machines/**`, `src/interact/**`,
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`src/audio/**`, `src/net/**`, `server/**`.
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## Findings this brief fixes (from the review, with screenshots taken)
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1. **Mixer face is an empty black plain** — knob clusters are specks on a
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82×95 desert; real DJMs are dense. No screen-print labels anywhere.
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2. **PCB Depths read as green wallpaper** — one tile repeated makes
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astroturf, not circuitry; caverns lack vertical interest.
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3. **Textures are flat at 16px** — brushed_alu reads as concrete speckle
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up close; vinyl tiers are matte plastic; no tile variation anywhere.
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4. **LEDs don't bloom** — emissive blocks read as flat colored squares;
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the concept art's glow is absent.
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5. Fader alleys/vents are void-black slots with no depth cues.
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## Tasks
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### G1. Atlas v2 (engine/atlas.ts)
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- Tiles 16→**32 px**, and give patterns **per-block-position variation**:
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hash (x,y,z) → one of up to 4 painted variants per pattern (requires
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the mesher's UV path to pick a variant — if that's invasive, an
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acceptable fallback is 4 variants painted for `pcb` only, chosen by a
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world-position hash in the shader patch; document your choice).
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- Pattern quality: `brushed` = long directional strokes (not noise);
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`grooves` = concentric arcs with a subtle specular line; `pcb` = 3–4
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variants that visually tile into routed traces + via dots + silkscreen
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flecks; `plywood` = longer wavy grain, end-grain variant for `ply_edge`.
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- Keep `NearestFilter` chunkiness — sharper *pattern*, same voxel soul.
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- Material feel: give the two chunk materials a slightly higher
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`envMapIntensity`-free polish via roughness tuning only (no env maps).
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### G2. Bloom (engine/renderer.ts + main.ts + Menu)
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- Selective bloom for emissive: `EffectComposer` + `UnrealBloomPass`
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(three/examples), threshold tuned so ONLY LEDs/strobe/lamps bloom
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(~strength 0.55, radius 0.4). This is the single biggest step toward
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the concept art.
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- Gate on quality: add a `bloom` boolean to Settings (default on;
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auto-off when quality = 'fast'). `createRenderer` returns a `render()`
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that internally uses the composer when enabled — main.ts keeps calling
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`render()` unchanged apart from passing the setting through.
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- Budget: ≥ 100 fps must survive on the current test machine; measure
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before/after and record numbers in your handoff.
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### G3. Screen-print decal system (fx/decals.ts + worldgen anchors)
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- A tiny module that bakes text/markings onto canvas textures applied as
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thin plane meshes (0.05 proud, `polygonOffset` to avoid z-fight).
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- Print set (all positions derived from LAYOUT/anchors):
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- Mixer face: `CH 1–4` under each fader alley, tick marks along alleys,
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`TURNCRAFT-800` model text at the top edge, crossfader `A ↔ B`.
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- Decks: `START·STOP`, `33` `45` beside buttons, pitch `+/−` scale,
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Technics-style script line on the plinth rear ("Quartz Direct Drive").
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- Patch bay: tiny socket numbers. Fuse box: `FUSE 250V`.
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- Booth walls: 3–4 procedural **party flyers** (canvas typography:
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random gig names from a word bank, big condensed type, one accent
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color each) pasted like posters near the patch bay and front lip.
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- Keep total decal draw calls < 25 (merge planes per gear piece where easy).
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### G4. Worldgen density pass (buildBooth.ts — additive only)
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- **Mixer face**: mushroom knob caps (2×2 cap on 1×1 stem, mixed heights)
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replacing the flat single-voxel caps; double the knob rows per channel
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strip (EQ + trim + filter row); 1-voxel panel seam grooves (matte_black
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→ rubber lines) sectioning the face; LED pips beside each alley.
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- **PCB Depths**: IC-chip **pagoda buildings** (matte_black slabs on
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solder pin-legs you can walk under, 2–3 sizes, a few stacked), ribbon
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cable walls (alternating cable_black/cable_white columns), more copper
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trace inlays connecting features, sparse led_green "status" pips near
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ICs (they pulse post-win via existing emissive boost — free).
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- **Fader alleys/vents**: a dim led_amber pip at the bottom of each alley
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and inside vent mouths so dark slots read as *deep*, not void.
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- Keep `buildBooth` deterministic (same seed), build time < 800 ms, and
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do NOT move any LAYOUT/QUEST_POS anchor (machines depend on them).
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### G5. Record material moment
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- The vinyl tier sides get a subtle groove-sheen: a fine repeating
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light/dark ring texture on the tier side cylinders (machines/platter.ts
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is workshop-owned — instead provide the improved texture via
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`blockMaterial`'s existing tint path or hand the workshop session a
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`recordSideTexture()` in `src/fx/decals.ts` and note it in your handoff
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for them to wire — do not edit platter.ts yourself).
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## Acceptance
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- [ ] Before/after screenshots of: mixer face, PCB depths, deck top,
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full-booth win state (use `window.TURNCRAFT_CINE`)
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- [ ] Bloom on LEDs only (plywood must NOT glow), toggleable, fps ≥ 100
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measured and recorded
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- [ ] All decals legible at play distance, no z-fighting while circling
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- [ ] buildBooth deterministic, anchors untouched (grep QUEST_POS usage),
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build < 800 ms, chunk meshes < 600
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- [ ] `npm run typecheck` clean, zero console errors, live smoke of the
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full quest still passes (don't break the game for prettiness)
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- [ ] Handoff note listing every file touched + the two merge points
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## Out of scope
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Mobs/critters, mobile UI, new blocks (atlas is at 31/32 ids — variants
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must come from painting, not new ids), any machines/audio/net code.
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docs/briefs/WORKSHOP_CARTRIDGE.md
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# BRIEF — The Headshell Workshop
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*Expands the `stylus` quest node from a 30-second fetch into the game's
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centerpiece: a full cartridge assembly — four stubborn wires, alignment,
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screws, and balancing a tonearm you're standing on.*
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**For one Opus 4.8 session.** Read `docs/CONTRACTS.md`, `docs/DESIGN.md`,
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`docs/INTEGRATION_NOTES.md` and skim `src/machines/tonearm.ts`,
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`src/machines/faders.ts` (the push-sled mechanic you'll reuse),
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`src/interact/interaction.ts`, `src/audio/AudioEngine.ts`, `src/ui/Hud.ts`,
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`src/net/NetClient.ts`, `server/relay.mjs` before writing code.
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**You own:** new `src/machines/workshop/**`, plus surgical edits to
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`src/machines/tonearm.ts`, `src/interact/interaction.ts`,
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`src/audio/AudioEngine.ts` (additive methods only), `src/ui/Hud.ts`
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(additive), `src/worldgen/buildBooth.ts` (workbench dressing only),
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`src/net/NetClient.ts` + `server/relay.mjs` (one new message type),
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`src/core/events.ts` (adding `workshop:*` events is sanctioned — keep them
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additive), `src/main.ts` (wiring). Do not restructure existing systems.
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## Why this design
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Real headshell assembly is: 4 colored tag-wires onto tiny cartridge pins,
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cartridge aligned square in the shell, two screws tightened evenly, then
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counterweight balancing for tracking force. It's fiddly for full-size
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humans. At 7 mm tall it's *civil engineering* — and every real-world
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failure mode has an **audible** consequence, which is this game's language:
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sound is the win state.
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Design laws:
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1. **Nothing hard-fails.** Every mistake is visible/audible and reversible.
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2. **Diegetic feedback.** A continuity lamp, a bubble level, and a scope
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block tell you what's wrong — no tutorial text walls.
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3. **Every stage is multiplayer-shared** — two players can split the work.
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## The five stages
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State machine `WorkshopState` (authoritative shape, also what syncs):
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```ts
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interface WorkshopState {
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cartSeated: boolean;
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cartRotation: 0 | 1 | 2 | 3; // quarter turns; 0 = correct (stylus forward)
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wires: (0 | 1 | 2 | 3 | null)[]; // wire i (R,W,G,B) -> pin index or unattached
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screws: [number, number]; // 0..1 torque each
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weightNotch: number; // 0..10 along the arm; 7 = zero-balance, 8 = 2g target
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tested: boolean; // last needle-drop was clean
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}
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```
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### Stage 1 — Seat the cartridge
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- The existing parts-bin chrome pickup **becomes the cartridge** (rename in
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help text; same block item 11, same carry flow).
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- At the tonearm pedestal (Deck A), the arm rests in a **service clip**:
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add a `rest_clip` visual on the pedestal and a new Tonearm state
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`'service'` — arm parked low over the pedestal, headshell at
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player-reachable height (~`Y_PLINTH_TOP + 3`), colliders inert.
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- `use` with the cartridge on the headshell (existing route in
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`interaction.ts`) now **seats** instead of instantly repairing: consume
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the item, spawn the cartridge body visual (a chunky box ~4×2.5×3 with a
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cantilever + needle tip) in a **random wrong rotation** (1–3).
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- E on the seated cartridge cycles rotation 90°. Correct orientation:
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needle tip glints (small emissive flash) + a soft click. Wrong is
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allowed — it just can't pass the needle-drop test.
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### Stage 2 — The four wires (the iconic bit)
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- A **wire loom** stands on the pedestal (new worldgen dressing: a small
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spool rack). Four tag-wires hang from it: red, white, green, blue.
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- The cartridge back is a wall with **four pin posts**, color-capped:
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R+ red, L+ white, R− green, L− blue — but shuffled physically (pin
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*positions* are fixed per world; color caps tell you the truth).
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- Mechanic: E on a wire end → you're **carrying the wire**; a rendered
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catenary line (THREE.Line, ~12 segments, sag by distance) trails from
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the loom to your hand. Walk to a pin, **hold E 1.2 s** to crimp it on —
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the hold has a wiggle animation (the pin is stubborn). E on an attached
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wire pulls it off again. Any wire can go on any pin.
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- **Continuity lamp**: a 4-LED strip block on the loom rack; LED *i*
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lights green when wire *i* is on its correct pin. (Solvable by sight.)
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- Carrying a wire caps jump velocity at half (the wire tugs) — release to
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climb. Dropping (walking > 30 voxels away or pressing Q) returns the
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wire to the loom.
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### Stage 3 — Screws
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- Two screw posts sit beside the shell slots. **Hold E** on a screw to
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torque it: a radial HUD meter (new Hud element, bottom-center) fills
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0→1 over ~2.5 s. **Shift+hold E** backs it off.
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- Balance rule: if `|screws[0] − screws[1]| > 0.4` while either is > 0.3,
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the cartridge **visibly tilts** toward the tighter side + a creak SFX.
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Finishing tilted (both ≥ 0.9 while tilted) = azimuth error (test
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consequence below). Even torquing squares it up with a satisfying CLUNK.
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### Stage 4 — Balance the arm (the showstopper)
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- E on the cue lever releases the arm from the service clip → it becomes a
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**live seesaw**: tilt angle driven by `weightNotch` vs the (now
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cartridge-laden) head mass. Tail-heavy → arm tips back; nose-heavy →
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needle dives.
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- The **counterweight is a push-sled** (reuse the Fader mechanic on a rail
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along the arm tube, 11 notches): walk into it to shove it. The arm is a
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kinematic collider chain that **tilts in real time under your feet** —
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the player typically stands ON the arm while doing this. Physics: update
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the arm segment colliders' transforms per tick from tilt; Lane B's
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min-penetration cylinder/aabb resolution handles the ride (see
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`INTEGRATION_NOTES.md` physics section — verify no slingshot on tilt).
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- **Bubble level**: a block on the pedestal with an emissive dot that
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drifts left/right of center with tilt; centered = zero balance
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(`weightNotch === 7`). One more notch (8) = correct 2 g tracking force
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(detent click + the dot settles into a marked ring). 9–10 = too heavy.
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≤6 = too light.
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### Stage 5 — Drop the needle (the test)
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- E on the cue lever again: arm swings over the (must-be-spinning) record
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and drops. A **test signal** plays — implement
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`AudioEngine.playTestSignal(errors: TestErrors)`: a bare kick+bass loop
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routed through an error chain:
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- `swapLR` (R/W wires crossed with G/B partners): hard pan flip —
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ping-pong the kick L/R so it's obvious.
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- `phaseCancel` (a +/− pair swapped): invert one channel + collapse to
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mono momentarily — thin, hollow, "wrong" sound.
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- `azimuthTilt` (screws uneven): one channel −12 dB + light distortion
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(waveshaper).
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- `trackingLight` (notch ≤ 6): stutter — gate the signal 80 ms on/off
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randomly + arm visibly bounces.
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- `trackingHeavy` (notch ≥ 9): lowpass 1.2 kHz + platter rpm sag −15%
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(temporarily scale the platter's target omega).
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- Rotation wrong: needle skates — arm slides straight to the spindle
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with a zip SFX, test aborts.
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- The **scope block** near the pedestal (canvas-textured face, ~6×4)
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draws the verdict: clean sine when perfect; recognizable glyphs per
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error (mirrored trace = swap, thin double line = phase, sagging line =
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heavy…). Also emit `workshop:test` with the error list so the HUD
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subtitle names the problem ("LEFT AND RIGHT ARE SWAPPED").
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- All clean → `quest.repair('stylus')` (existing event does the rest:
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stem unlock, LED trace), plus a confetti burst of tiny screws (reuse
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`Burst`), and the workshop machines lock into their final pose. The arm
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then behaves exactly as the pre-existing tonearm (cue/track/return).
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## Multiplayer
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- One new message both ways: `{ t: 'workshop', s: WorkshopState }` —
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last-write-wins, relayed and stored on the server beside `platters`
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(validate: shape, enums, numbers in range). Late joiners get it in
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`hello.state`.
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- `NetClient`: send on any local state change (reuse the `applyingRemote`
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guard pattern); apply remote by calling `workshop.setState(s)` which
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diffs and animates.
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- If `repaired.stylus` is already true on join, the workshop spawns in
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its completed pose (cart seated, wires on, weight at 8).
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## Quest gating changes
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- The `stylus` node's help text changes (Menu HELP_HTML): "…find the
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cartridge in the parts bin, then assemble it at the Deck A workbench —
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wires, screws, balance. The lamp, the bubble and the scope will tell
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you what's wrong."
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- Power-switch gating (`canPowerOn`) is unchanged — `stylus` just takes
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honest work now.
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## Acceptance (verify each in a live browser, and two-tab the sync)
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- [ ] Full assembly happy-path completes and repairs `stylus`; ~5 min
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first time, all stages revisitable
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- [ ] Each of the 6 error modes is audible AND readable on the scope, and
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fixable without restarting
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- [ ] Standing on the arm while pushing the counterweight: the seesaw
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tilts under you with no physics explosions (test at 33 AND stopped)
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- [ ] Wire carry: catenary renders, jump-cap applies, Q/distance returns it
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- [ ] Two tabs: one attaches wires while the other torques screws; states
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converge; joiner sees mid-assembly state correctly
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- [ ] Completed-workshop pose on join when stylus already repaired
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- [ ] `npm run typecheck` clean; zero console errors in a full session;
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relay validates the new message (fuzz: bad shapes dropped)
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- [ ] Update `docs/INTEGRATION_NOTES.md` with a short section + any
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contract additions listed
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## Out of scope
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Deck B's arm (stays pre-assembled), anti-skate dial (stretch note only),
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mobile input, any rework of existing quest nodes.
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