Lanes A (engine), B (player), C (worldgen), D (machines/quest), E (audio/fx/ui) as landed, each with HANDOFF.md + update docs. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
117 lines
7.6 KiB
Markdown
117 lines
7.6 KiB
Markdown
# LANE D — Machines, Interaction & Quest — Progress Update
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**Status: complete.** All brief tasks (D1–D6) implemented, `npm run typecheck`
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clean, every acceptance criterion verified at runtime. Adversarially reviewed:
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6 confirmed defects found (incl. one quest deadlock) — **all fixed and
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re-verified**. Ready for integration.
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_For Fable / the integrator. Companion doc: [`src/machines/HANDOFF.md`](../src/machines/HANDOFF.md) (API surface + contract friction)._
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---
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## What I built
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Everything that moves or responds in the booth, plus the interaction layer and
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the quest.
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| Area | Files | Delivers |
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|---|---|---|
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| Framework (D1) | `machines/machine.ts`, `machines/util.ts` | `MachineBase`, block-tint materials, procedural record texture |
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| Platters ×2 (D2) | `machines/platter.ts` | rotating ride cylinder, `velocityAt = ω×r`, spin-up/brake, `platter:state` |
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| Tonearms ×2 (D3) | `machines/tonearm.ts` | pivoting arm, cue→inward-track→return, needle-plow headshell collider, stylus socket |
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| Faders + buttons (D4) | `machines/faders.ts`, `machines/buttons.ts`, `machines/rca.ts` | pitch/channel/crossfader sleds, start-stop/33-45/cue/power, RCA plug |
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| Quest (D6) | `machines/quest.ts` | `SIGNAL_NODES` state machine, `signal:repair` / `game:win` |
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| Assembly | `machines/index.ts` | `createMachines(world, questPos?) → MachineSet` (wires everything) |
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| Interaction (D5) | `interact/raycast.ts`, `interact/interaction.ts`, `interact/hotbar.ts` | DDA+analytic raycast, break/place/use, 9-slot hotbar |
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| Demo | `demo-machines.html`, `demo/machinesDemo.ts` | first-person free-fly harness, quest panel, bus logging |
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**Public surface** (for integration wiring): `createMachines(world, questPos?)`
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returns `{ machines, quest, tonearmA, getColliders(), update(dt), getObject3Ds(),
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attachPlayer(player) }`; `new Interaction(world, player, machines, hotbar)`;
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`new Hotbar()`. Full details in HANDOFF.md.
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## Acceptance criteria — verified at runtime (not just typecheck)
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Drove the real machine/quest/interaction code (browser + a headless raycast test):
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- **Platter `velocityAt = ω×r`** — measured @33: r=10 → **2.08 v/s**, r=41 → **8.52 v/s**;
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@45: r=41 → **11.57 v/s**; `v·r == 0` (perfectly tangential); **0 when stopped**.
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Matches the DESIGN targets (label ~2, rim ~8.6/11.6) exactly. Exponential
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spin-up/brake confirmed.
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- **Tonearm tracks inward** — headshell radius-from-spindle **42 (rest) → 35 (cue)
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→ 24.6 (after 80 s tracking)**; headshell collider carries real velocity during
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the cue (the plow pushes).
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- **Faders operable; crossfader gated** — crossfader refuses to move while its
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slot holds dust; after mining the plug, one full slide **repairs `crossfader`**.
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- **DDA raycast, no tunneling** — 8/8 headless assertions: correct face/distance,
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`maxDist` respected, a shallow diagonal does **not** tunnel a wall, ray↔cylinder
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and ray↔aabb hit, and **a nearer machine collider beats a farther block**.
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- **Quest end-to-end** — `game:win` fires **exactly once**, both platters
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**auto-start on win**, `power` is refused until the other four are done,
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re-repairing a node is a no-op (exactly 4 repair events for 4 fixes).
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- No console errors across the session; `npm run typecheck` and `vite build` clean.
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## Adversarial review (multi-agent, this session)
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Ran a 5-dimension review (platter physics · raycast/DDA · quest/interaction ·
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faders/tonearm/buttons · contract compliance), each finding independently
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verified by a skeptic. **It found 6 confirmed defects — all now fixed and
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re-verified through the real code paths**, plus 1 refuted nit. This caught a bug
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my own runtime pass missed because I'd cleared the crossfader dust with a direct
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`setBlock` instead of mining it.
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| # | sev | fix |
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|---|---|---|
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| 1 | **high** | **Crossfader deadlock** — the crossfader cap collider *enclosed* its own jam dust, so the interaction ray always hit the machine (cap) instead of the block (dust) → dust un-mineable → gate never cleared → `game:win` unreachable. Fixed by excluding Fader caps from the interaction ray (faders are push-operated, never aimed at). Re-verified: dust now mines via the real ray+hold path → crossfader repairs. |
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| 2 | **high** | **Tonearm phantom collider** — the arm was one AABB bounding pivot→head, ballooning into a ~700-voxel² box over the rideable record when diagonal. Replaced with a 3-segment AABB chain tiling the tube (~126 voxel²; a far ride point is now outside all arm colliders). |
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| 3 | med | Mixer channel-fader / crossfader coords were hardcoded — now derived from `LAYOUT.mixer` and `pos.crossfaderSlot` (keeps gate + geometry coincident). |
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| 4 | low | `Platter.velocityAt` returned a fresh array each call (physics hot path) — now writes a reused per-collider scratch (documented "consume immediately"). |
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| 5 | low | Tonearm allocated a `THREE.Vector3` per tick — hoisted to a module scratch. |
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| 6 | low | `raycast` allocated short-lived arrays per collider — `rayAabb`/`rayCylinder` unrolled. |
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| — | refuted | A stopped deck could re-emit a byte-identical `platter:state`; verified harmless (brief says "emit on play/speed change"), but I deduped it anyway. |
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Re-verified after the fixes: velocity exact (2.094 / 8.587, tangential=0),
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`game:win` once, both platters auto-start, crossfader repairs via real mining,
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tonearm still tracks inward, raycast 8/8, no console errors, typecheck clean.
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## What the integrator needs to know (3 friction points)
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1. **`createMachines` takes an optional 2nd arg** `questPos: Partial<QuestPositions>`.
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Pass Lane C's `QUEST_POS`; omit it and LAYOUT-derived defaults are used.
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`QuestPositions` is defined in `machines/quest.ts` — Lane C's
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`worldgen/questPositions.ts` should export that shape (I never import Lane C).
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2. **Call `machines.attachPlayer(player)`** right after building the Lane B player
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(a new step ~6.5 in INTEGRATION). Faders (walk-to-push) and walk-press buttons
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need the player view, which doesn't exist at `createMachines` time.
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3. **Quest item blocks** (`QUEST_ITEMS`): stylus pickup = `chrome` (11), fuse
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pickup = `glass` (22). Lane C should place these in the PCB-Depths parts bin.
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No contract files were edited; no other lane's concrete code is imported; all
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positions derive from `LAYOUT`/`PLATTER`. One small addition to the event surface
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was avoided — hotbar changes use `hotbar.onChange(fn)` (the core bus has no
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hotbar events by contract); Lane E's HUD subscribes to that.
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## Suggested next steps (for Fable to assign)
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- **Integration**: wire `src/main.ts` per INTEGRATION.md; add the `attachPlayer`
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step; confirm Lane C's `QUEST_POS` matches `QuestPositions`.
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- **Cross-lane check with C**: my default quest/gear positions come from `LAYOUT`;
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once C's booth lands, verify the crossfader slot span, fuse-box voxel, RCA
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plug/socket, and headshell socket line up with C's actual geometry.
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- **Cross-lane check with E**: confirm Lane E listens to `platter:state`,
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`signal:repair`, `game:win`, `machine:interact`, `fader:move`, and renders the
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`Hotbar` via `onChange`.
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- **Optional polish** (not blocking): per-deck tonearm side-swing tuning once C's
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plinths exist; a `unlocked45` gate if DESIGN's "45 unlocked at win" is taken
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literally (I kept 45 always-on for the INTEGRATION rim-launch smoke test).
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---
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### Notes / repo state
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- Local tree is **not a git repo** (`git status` → not a repository). I did not
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init or push to `ssh://git@100.71.119.27:222/monster/TURNCRAFT.git` — say the
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word and I'll `git init`, commit Lane D, and push, but I didn't want to make an
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outward-facing push without a go-ahead.
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- Demo dev server was on `localhost:5180` during verification (now can be stopped).
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