diff --git a/docs/briefs/GLOWUP_ART.md b/docs/briefs/GLOWUP_ART.md new file mode 100644 index 0000000..54d1a51 --- /dev/null +++ b/docs/briefs/GLOWUP_ART.md @@ -0,0 +1,111 @@ +# BRIEF — The Glow-Up (art & atmosphere pass) + +*Fresh-eyes verdict: the bones are great, the surfaces are underdressed. +This pass closes the gap to the concept art. Pure art/atmosphere — no +gameplay logic — so it can run in parallel with WORKSHOP_CARTRIDGE.md.* + +**For one Opus 4.8 session.** Read `docs/CONTRACTS.md`, +`docs/INTEGRATION_NOTES.md`, `src/engine/atlas.ts`, `src/engine/renderer.ts`, +`src/worldgen/buildBooth.ts`, `src/fx/` first. + +**You own:** `src/engine/atlas.ts`, `src/engine/renderer.ts`, +`src/worldgen/**` (dressing additions), `src/fx/**` (decals module), +`src/ui/Menu.ts` (one settings row). **Merge point with the workshop +brief:** `src/main.ts` and `src/worldgen/buildBooth.ts` — keep your edits +small and additive there. Do not touch `src/machines/**`, `src/interact/**`, +`src/audio/**`, `src/net/**`, `server/**`. + +## Findings this brief fixes (from the review, with screenshots taken) + +1. **Mixer face is an empty black plain** — knob clusters are specks on a + 82×95 desert; real DJMs are dense. No screen-print labels anywhere. +2. **PCB Depths read as green wallpaper** — one tile repeated makes + astroturf, not circuitry; caverns lack vertical interest. +3. **Textures are flat at 16px** — brushed_alu reads as concrete speckle + up close; vinyl tiers are matte plastic; no tile variation anywhere. +4. **LEDs don't bloom** — emissive blocks read as flat colored squares; + the concept art's glow is absent. +5. Fader alleys/vents are void-black slots with no depth cues. + +## Tasks + +### G1. Atlas v2 (engine/atlas.ts) +- Tiles 16→**32 px**, and give patterns **per-block-position variation**: + hash (x,y,z) → one of up to 4 painted variants per pattern (requires + the mesher's UV path to pick a variant — if that's invasive, an + acceptable fallback is 4 variants painted for `pcb` only, chosen by a + world-position hash in the shader patch; document your choice). +- Pattern quality: `brushed` = long directional strokes (not noise); + `grooves` = concentric arcs with a subtle specular line; `pcb` = 3–4 + variants that visually tile into routed traces + via dots + silkscreen + flecks; `plywood` = longer wavy grain, end-grain variant for `ply_edge`. +- Keep `NearestFilter` chunkiness — sharper *pattern*, same voxel soul. +- Material feel: give the two chunk materials a slightly higher + `envMapIntensity`-free polish via roughness tuning only (no env maps). + +### G2. Bloom (engine/renderer.ts + main.ts + Menu) +- Selective bloom for emissive: `EffectComposer` + `UnrealBloomPass` + (three/examples), threshold tuned so ONLY LEDs/strobe/lamps bloom + (~strength 0.55, radius 0.4). This is the single biggest step toward + the concept art. +- Gate on quality: add a `bloom` boolean to Settings (default on; + auto-off when quality = 'fast'). `createRenderer` returns a `render()` + that internally uses the composer when enabled — main.ts keeps calling + `render()` unchanged apart from passing the setting through. +- Budget: ≥ 100 fps must survive on the current test machine; measure + before/after and record numbers in your handoff. + +### G3. Screen-print decal system (fx/decals.ts + worldgen anchors) +- A tiny module that bakes text/markings onto canvas textures applied as + thin plane meshes (0.05 proud, `polygonOffset` to avoid z-fight). +- Print set (all positions derived from LAYOUT/anchors): + - Mixer face: `CH 1–4` under each fader alley, tick marks along alleys, + `TURNCRAFT-800` model text at the top edge, crossfader `A ↔ B`. + - Decks: `START·STOP`, `33` `45` beside buttons, pitch `+/−` scale, + Technics-style script line on the plinth rear ("Quartz Direct Drive"). + - Patch bay: tiny socket numbers. Fuse box: `FUSE 250V`. + - Booth walls: 3–4 procedural **party flyers** (canvas typography: + random gig names from a word bank, big condensed type, one accent + color each) pasted like posters near the patch bay and front lip. +- Keep total decal draw calls < 25 (merge planes per gear piece where easy). + +### G4. Worldgen density pass (buildBooth.ts — additive only) +- **Mixer face**: mushroom knob caps (2×2 cap on 1×1 stem, mixed heights) + replacing the flat single-voxel caps; double the knob rows per channel + strip (EQ + trim + filter row); 1-voxel panel seam grooves (matte_black + → rubber lines) sectioning the face; LED pips beside each alley. +- **PCB Depths**: IC-chip **pagoda buildings** (matte_black slabs on + solder pin-legs you can walk under, 2–3 sizes, a few stacked), ribbon + cable walls (alternating cable_black/cable_white columns), more copper + trace inlays connecting features, sparse led_green "status" pips near + ICs (they pulse post-win via existing emissive boost — free). +- **Fader alleys/vents**: a dim led_amber pip at the bottom of each alley + and inside vent mouths so dark slots read as *deep*, not void. +- Keep `buildBooth` deterministic (same seed), build time < 800 ms, and + do NOT move any LAYOUT/QUEST_POS anchor (machines depend on them). + +### G5. Record material moment +- The vinyl tier sides get a subtle groove-sheen: a fine repeating + light/dark ring texture on the tier side cylinders (machines/platter.ts + is workshop-owned — instead provide the improved texture via + `blockMaterial`'s existing tint path or hand the workshop session a + `recordSideTexture()` in `src/fx/decals.ts` and note it in your handoff + for them to wire — do not edit platter.ts yourself). + +## Acceptance + +- [ ] Before/after screenshots of: mixer face, PCB depths, deck top, + full-booth win state (use `window.TURNCRAFT_CINE`) +- [ ] Bloom on LEDs only (plywood must NOT glow), toggleable, fps ≥ 100 + measured and recorded +- [ ] All decals legible at play distance, no z-fighting while circling +- [ ] buildBooth deterministic, anchors untouched (grep QUEST_POS usage), + build < 800 ms, chunk meshes < 600 +- [ ] `npm run typecheck` clean, zero console errors, live smoke of the + full quest still passes (don't break the game for prettiness) +- [ ] Handoff note listing every file touched + the two merge points + +## Out of scope + +Mobs/critters, mobile UI, new blocks (atlas is at 31/32 ids — variants +must come from painting, not new ids), any machines/audio/net code. diff --git a/docs/briefs/WORKSHOP_CARTRIDGE.md b/docs/briefs/WORKSHOP_CARTRIDGE.md new file mode 100644 index 0000000..dea924d --- /dev/null +++ b/docs/briefs/WORKSHOP_CARTRIDGE.md @@ -0,0 +1,178 @@ +# BRIEF — The Headshell Workshop + +*Expands the `stylus` quest node from a 30-second fetch into the game's +centerpiece: a full cartridge assembly — four stubborn wires, alignment, +screws, and balancing a tonearm you're standing on.* + +**For one Opus 4.8 session.** Read `docs/CONTRACTS.md`, `docs/DESIGN.md`, +`docs/INTEGRATION_NOTES.md` and skim `src/machines/tonearm.ts`, +`src/machines/faders.ts` (the push-sled mechanic you'll reuse), +`src/interact/interaction.ts`, `src/audio/AudioEngine.ts`, `src/ui/Hud.ts`, +`src/net/NetClient.ts`, `server/relay.mjs` before writing code. + +**You own:** new `src/machines/workshop/**`, plus surgical edits to +`src/machines/tonearm.ts`, `src/interact/interaction.ts`, +`src/audio/AudioEngine.ts` (additive methods only), `src/ui/Hud.ts` +(additive), `src/worldgen/buildBooth.ts` (workbench dressing only), +`src/net/NetClient.ts` + `server/relay.mjs` (one new message type), +`src/core/events.ts` (adding `workshop:*` events is sanctioned — keep them +additive), `src/main.ts` (wiring). Do not restructure existing systems. + +## Why this design + +Real headshell assembly is: 4 colored tag-wires onto tiny cartridge pins, +cartridge aligned square in the shell, two screws tightened evenly, then +counterweight balancing for tracking force. It's fiddly for full-size +humans. At 7 mm tall it's *civil engineering* — and every real-world +failure mode has an **audible** consequence, which is this game's language: +sound is the win state. + +Design laws: +1. **Nothing hard-fails.** Every mistake is visible/audible and reversible. +2. **Diegetic feedback.** A continuity lamp, a bubble level, and a scope + block tell you what's wrong — no tutorial text walls. +3. **Every stage is multiplayer-shared** — two players can split the work. + +## The five stages + +State machine `WorkshopState` (authoritative shape, also what syncs): + +```ts +interface WorkshopState { + cartSeated: boolean; + cartRotation: 0 | 1 | 2 | 3; // quarter turns; 0 = correct (stylus forward) + wires: (0 | 1 | 2 | 3 | null)[]; // wire i (R,W,G,B) -> pin index or unattached + screws: [number, number]; // 0..1 torque each + weightNotch: number; // 0..10 along the arm; 7 = zero-balance, 8 = 2g target + tested: boolean; // last needle-drop was clean +} +``` + +### Stage 1 — Seat the cartridge +- The existing parts-bin chrome pickup **becomes the cartridge** (rename in + help text; same block item 11, same carry flow). +- At the tonearm pedestal (Deck A), the arm rests in a **service clip**: + add a `rest_clip` visual on the pedestal and a new Tonearm state + `'service'` — arm parked low over the pedestal, headshell at + player-reachable height (~`Y_PLINTH_TOP + 3`), colliders inert. +- `use` with the cartridge on the headshell (existing route in + `interaction.ts`) now **seats** instead of instantly repairing: consume + the item, spawn the cartridge body visual (a chunky box ~4×2.5×3 with a + cantilever + needle tip) in a **random wrong rotation** (1–3). +- E on the seated cartridge cycles rotation 90°. Correct orientation: + needle tip glints (small emissive flash) + a soft click. Wrong is + allowed — it just can't pass the needle-drop test. + +### Stage 2 — The four wires (the iconic bit) +- A **wire loom** stands on the pedestal (new worldgen dressing: a small + spool rack). Four tag-wires hang from it: red, white, green, blue. +- The cartridge back is a wall with **four pin posts**, color-capped: + R+ red, L+ white, R− green, L− blue — but shuffled physically (pin + *positions* are fixed per world; color caps tell you the truth). +- Mechanic: E on a wire end → you're **carrying the wire**; a rendered + catenary line (THREE.Line, ~12 segments, sag by distance) trails from + the loom to your hand. Walk to a pin, **hold E 1.2 s** to crimp it on — + the hold has a wiggle animation (the pin is stubborn). E on an attached + wire pulls it off again. Any wire can go on any pin. +- **Continuity lamp**: a 4-LED strip block on the loom rack; LED *i* + lights green when wire *i* is on its correct pin. (Solvable by sight.) +- Carrying a wire caps jump velocity at half (the wire tugs) — release to + climb. Dropping (walking > 30 voxels away or pressing Q) returns the + wire to the loom. + +### Stage 3 — Screws +- Two screw posts sit beside the shell slots. **Hold E** on a screw to + torque it: a radial HUD meter (new Hud element, bottom-center) fills + 0→1 over ~2.5 s. **Shift+hold E** backs it off. +- Balance rule: if `|screws[0] − screws[1]| > 0.4` while either is > 0.3, + the cartridge **visibly tilts** toward the tighter side + a creak SFX. + Finishing tilted (both ≥ 0.9 while tilted) = azimuth error (test + consequence below). Even torquing squares it up with a satisfying CLUNK. + +### Stage 4 — Balance the arm (the showstopper) +- E on the cue lever releases the arm from the service clip → it becomes a + **live seesaw**: tilt angle driven by `weightNotch` vs the (now + cartridge-laden) head mass. Tail-heavy → arm tips back; nose-heavy → + needle dives. +- The **counterweight is a push-sled** (reuse the Fader mechanic on a rail + along the arm tube, 11 notches): walk into it to shove it. The arm is a + kinematic collider chain that **tilts in real time under your feet** — + the player typically stands ON the arm while doing this. Physics: update + the arm segment colliders' transforms per tick from tilt; Lane B's + min-penetration cylinder/aabb resolution handles the ride (see + `INTEGRATION_NOTES.md` physics section — verify no slingshot on tilt). +- **Bubble level**: a block on the pedestal with an emissive dot that + drifts left/right of center with tilt; centered = zero balance + (`weightNotch === 7`). One more notch (8) = correct 2 g tracking force + (detent click + the dot settles into a marked ring). 9–10 = too heavy. + ≤6 = too light. + +### Stage 5 — Drop the needle (the test) +- E on the cue lever again: arm swings over the (must-be-spinning) record + and drops. A **test signal** plays — implement + `AudioEngine.playTestSignal(errors: TestErrors)`: a bare kick+bass loop + routed through an error chain: + - `swapLR` (R/W wires crossed with G/B partners): hard pan flip — + ping-pong the kick L/R so it's obvious. + - `phaseCancel` (a +/− pair swapped): invert one channel + collapse to + mono momentarily — thin, hollow, "wrong" sound. + - `azimuthTilt` (screws uneven): one channel −12 dB + light distortion + (waveshaper). + - `trackingLight` (notch ≤ 6): stutter — gate the signal 80 ms on/off + randomly + arm visibly bounces. + - `trackingHeavy` (notch ≥ 9): lowpass 1.2 kHz + platter rpm sag −15% + (temporarily scale the platter's target omega). + - Rotation wrong: needle skates — arm slides straight to the spindle + with a zip SFX, test aborts. +- The **scope block** near the pedestal (canvas-textured face, ~6×4) + draws the verdict: clean sine when perfect; recognizable glyphs per + error (mirrored trace = swap, thin double line = phase, sagging line = + heavy…). Also emit `workshop:test` with the error list so the HUD + subtitle names the problem ("LEFT AND RIGHT ARE SWAPPED"). +- All clean → `quest.repair('stylus')` (existing event does the rest: + stem unlock, LED trace), plus a confetti burst of tiny screws (reuse + `Burst`), and the workshop machines lock into their final pose. The arm + then behaves exactly as the pre-existing tonearm (cue/track/return). + +## Multiplayer + +- One new message both ways: `{ t: 'workshop', s: WorkshopState }` — + last-write-wins, relayed and stored on the server beside `platters` + (validate: shape, enums, numbers in range). Late joiners get it in + `hello.state`. +- `NetClient`: send on any local state change (reuse the `applyingRemote` + guard pattern); apply remote by calling `workshop.setState(s)` which + diffs and animates. +- If `repaired.stylus` is already true on join, the workshop spawns in + its completed pose (cart seated, wires on, weight at 8). + +## Quest gating changes + +- The `stylus` node's help text changes (Menu HELP_HTML): "…find the + cartridge in the parts bin, then assemble it at the Deck A workbench — + wires, screws, balance. The lamp, the bubble and the scope will tell + you what's wrong." +- Power-switch gating (`canPowerOn`) is unchanged — `stylus` just takes + honest work now. + +## Acceptance (verify each in a live browser, and two-tab the sync) + +- [ ] Full assembly happy-path completes and repairs `stylus`; ~5 min + first time, all stages revisitable +- [ ] Each of the 6 error modes is audible AND readable on the scope, and + fixable without restarting +- [ ] Standing on the arm while pushing the counterweight: the seesaw + tilts under you with no physics explosions (test at 33 AND stopped) +- [ ] Wire carry: catenary renders, jump-cap applies, Q/distance returns it +- [ ] Two tabs: one attaches wires while the other torques screws; states + converge; joiner sees mid-assembly state correctly +- [ ] Completed-workshop pose on join when stylus already repaired +- [ ] `npm run typecheck` clean; zero console errors in a full session; + relay validates the new message (fuzz: bad shapes dropped) +- [ ] Update `docs/INTEGRATION_NOTES.md` with a short section + any + contract additions listed + +## Out of scope + +Deck B's arm (stays pre-assembled), anti-skate dial (stretch note only), +mobile input, any rework of existing quest nodes.