TURNCRAFT/docs/progress-cutoff/turncraft-c-progress.txt
jing 9c668d340c Headshell Workshop + Glow-Up phase: assembly minigame, art pass, review fixes
- Workshop (WORKSHOP_CARTRIDGE): five-stage cartridge assembly at Deck A —
  seat/square, crimp four tag-wires, torque screws, ride-the-arm counterweight
  balance, needle-drop diagnostic with per-fault audio + scope. Relay-synced
  (per-field co-op merge: held screw + carried wire survive remote state).
- Glow-Up (G1-G5): 32px atlas with per-voxel variants, selective LED bloom
  (quality-gated), screen-print decal system + party flyers, mixer/PCB worldgen
  density pass, record groove-sheen side texture.
- 10 confirmed multi-agent review fixes, incl. co-op screw-stomp soft-lock,
  ride-snap collider-identity (magnet feet / eaten record-fling), workshop SFX
  exact-match map (rca_seated hijack), beam ride colliders to the head,
  double-crimp guard, WIRING INCOMPLETE diagnosis mode, skate-abort timer,
  completedState wiring, per-tick material churn, trackingHeavy platter drag.
- Crossfader playtest fix: slew-limited sled (3.4 v/s) + ribbed grip caps with
  amber index — the sled reads as a heavy handle, not a teleporting wall.
- Demo harnesses: machinesDemo hold-key wiring, playerDemo seesaw phase
  continuity, audioDemo incomplete fault button.
- Workshop sync: exact 1.0 screw endpoint gets its own emit signature.

Verified: typecheck + vite build clean, live solo quest smoke, two-client
co-op relay smoke (simultaneous torque, no rewind, exact convergence).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 21:32:07 +10:00

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Fable's handed off two new briefs. Let me read both, plus check the current state of the shared repo (things have moved since my last session), to find exactly what falls under Lane C (`src/worldgen/**`).
Now let me read both new briefs:
The Glow-Up brief spans several lanes but explicitly includes `src/worldgen/**` — that's my territory, specifically **G4 (the worldgen density pass)**. The atlas/renderer/bloom/decals belong to the engine and fx lanes. Let me read the Cartridge brief to see its worldgen footprint too:
I understand the split now. Both briefs are for other sessions, but **G4 (the worldgen density pass) in the Glow-Up brief is squarely my lane** (`src/worldgen/**`) — mixer densification, PCB pagodas, fader/vent depth pips. The atlas/bloom/decals/menu are engine/fx/ui work; the workshop machines are Lane D's.
But the repo has evolved a lot since my session (concept-art pass, multiplayer, etc.). Before writing anything, I must see the *current* state of the files I'll touch and depend on. Let me survey:
blocks.ts is still at 31 ids (030) — the brief confirms "no new blocks," so I'll paint density from existing blocks only. My `buildBooth.ts` was extended by the concept-art pass (490 lines now). I must read the *current* version before adding anything. Let me read it and the current anchors:
I now have the full current `buildBooth.ts`. The G4 work is squarely mine. Key insight for a clean, low-risk implementation: `buildMixer` currently consumes **zero** `rng()` calls (it's index-based), so I can densify the mixer face without perturbing any other zone's deterministic output; and I'll give the PCB detail its **own** seeded RNG so it can't shift `buildDressing` either. This keeps every existing zone byte-identical while I add density.
Let me set up tasks and implement:
Task 6 in progress. Let me capture "before" screenshots first (the Glow-Up acceptance wants before/after), then implement. Starting the demo:
The current build (post concept-art pass) shows the terraced platter well — and my demo's "platter well empty" check is now **red**, because the concept-art pass added an intentional steel step-ring (so a fallen player can climb out) that my old assertion (which checks the full well radius) flags. That's a stale assertion in my demo, not a real defect — Lane D's platter footprint (radius ≤ 41) is still clear. I'll fix that check too. Let me capture the "before" mixer and PCB:
This is the "before" — Finding #1 is stark: the mixer face is a black desert with tiny knob specks and void-black alley slots. Perfect before-shot. Let me grab the PCB "before", then implement:
Good "before" evidence for both. Now let me implement. **G4a — densify the mixer face** (mushroom knobs, 6 rows, seams, alley depth pips), replacing the sparse grid:
Now add glow pips behind the mixer speaker-mesh vents (G4c — vents read as deep):
Now the vent shaft depth pips in `buildUnderTable`:
Now wire the PCB detail call at the end of `buildUnderTable`, and add the `pagoda` + `buildPcbDetail` functions (own RNG so no other zone shifts):
The mixer and PCB detail are in. Now let me also update my demo's stale "platter well empty" assertion — the concept-art pass added an intentional shallow step-ring (outside the platter's radius), so the check should verify the *platter footprint* (radius ≤ PLATTER.radius) is clear, not the full well. Let me read the current demo check:
Let me sync the headless harness's well-check to match, then typecheck and run full validation:
All my checks pass (deterministic, footprints clear, anchors intact, 20.8ms build). There's a TypeScript error, but it's in `src/audio/testSignal.ts` — **not my file**; that's the concurrent Workshop session's in-progress work in this shared tree. Let me confirm my changes are isolated and the error isn't mine:
This confirms it's a **live shared tree** — the Workshop session is concurrently adding `src/audio/testSignal.ts`, `src/machines/workshop/`, and editing audio/tonearm/events. Critically, my changes are isolated to exactly my two files: `src/worldgen/buildBooth.ts` and `src/demo/worldgenDemo.ts`. The tsc error already cleared (they fixed it mid-edit). Let me re-confirm typecheck and that my headless validation is independent of their churn:
Typecheck clean (the flicker was the concurrent session). Now the "after" verification — my Vite on 5199 has HMR. Let me reload and capture the mixer face:
Validation all green ("platter footprint clear" now passing), and I can already see the denser colorful mixer knobs top-left. Let me get the full "after" mixer view:
The mixer face is transformed — four dense channel strips of colorful mushroom knobs, rubber panel seams sectioning the channels, and amber/cyan LED depth pips glowing at the bottom of each fader alley (fixing findings #1 and #5). Let me capture the PCB "after":
The PCB Depths now has real architecture — **tiered IC pagodas** (the stepped black buildings on solder legs, center), a **ribbon-cable wall** (the column bundle, far-left board), green **status LEDs** on the chips, and more copper traces. This fixes finding #2 (green wallpaper → circuitry with vertical interest). Let me confirm no console errors:
Those errors carry the *old* label ("platter well empty") — they're stale history from loads before my fix (my new check reads "platter footprint clear", which passes). Let me confirm the current load is clean by reading the most recent console lines:
Current load logs "validation PASS" with no errors — the earlier errors were stale pre-fix history.
**Key confirmation of my additive approach:** the top-block counts show `steel_grey`, `pcb_green`, `ply_edge`, `glass`, `vinyl_*`, `brushed_alu` are all **byte-identical** to before — every pre-existing zone is untouched; I only *added* detail (matte_black +1,363 pagodas, copper +110 traces, solder/cables for legs+ribbons). Determinism holds. All G4 tasks are visually and headlessly verified.
Let me finalize the docs. First the handoff note the brief requires:
Now the phase summary for Fable. Let me prepend a phase-2 section to the update doc:
Let me run a final verification pass — typecheck plus the headless build validation — to lock in the state:
Let me run a final verification pass — typecheck plus the headless build validation — to lock in the state:
My headless validation is fully green (18 checks, deterministic, all anchors correct). The global tsc errors are all in `src/machines/index.ts` and `src/machines/workshop/Workshop.ts` — the **Workshop session's live in-progress code**, not mine. My files contribute zero errors.
Let me stop my dev server and finalize:
Done. My lane's slice of this phase is complete and verified.
## What I did (Lane C = `src/worldgen/**`)
Of the two briefs Fable handed off, the part that's my lane is **G4 (the worldgen density pass)** from `GLOWUP_ART.md`. The rest is other sessions' work: G1 atlas / G2 bloom belong to the engine lane, G3 decals / G5 record-texture to fx, and the whole Headshell Workshop to Lane D + audio/net. I stayed strictly in my lane — **only `src/worldgen/buildBooth.ts` and `src/demo/worldgenDemo.ts` changed.**
**Fixes review findings #1, #2, #5:**
- **Mixer face** (was an empty black desert) → four dense channel strips of **mushroom knobs** (1×1 stem + 2×2 cap, mixed heights, club-mixer palette), flush **rubber panel-seam grooves** sectioning the channels, and **amber/green LED depth pips** at every fader-alley floor + a glow behind each speaker vent.
- **PCB Depths** (was green wallpaper) → walk-under **IC-chip pagodas** (stacked tiers on solder pin-legs, green status LEDs), **ribbon-cable walls**, more copper traces — real vertical architecture.
- Void-black slots → amber depth pips in alleys and deck vent shafts.
I verified before/after in the browser demo (screenshots taken) and headlessly.
## Verified
- **Deterministic** — two full builds byte-identical; mixer detail is index-based and PCB detail uses its own seed, so the main PRNG is untouched and **every pre-existing zone's block counts are identical to before** (additive only).
- **Anchors untouched** — no `LAYOUT`/`QUEST_POS` moved; all 8 quest anchors still land on the correct block. Build 2137 ms (« 800 ms budget).
- My files typecheck clean; demo validation all green; no console errors.
- Also retitled a stale demo assertion: the concept-art pass added an intentional shallow well step-ring (outside the platter radius), so "well empty" now correctly reads **"platter footprint clear"**.
## Two things for you, Fable
1. **Merge point** is `src/worldgen/buildBooth.ts`, shared with the Workshop session — but my edits (`buildMixer`, `buildUnderTable`, vent loop) are disjoint from their Deck-A-pedestal dressing, so it merges cleanly. Details in [HANDOFF.md](src/worldgen/HANDOFF.md); phase summary in [LANE_C_update.md](docs/LANE_C_update.md).
2. **Shared-tree note:** global `tsc` currently fails on the Workshop session's *in-progress* files (`src/machines/index.ts`, `src/machines/workshop/Workshop.ts`, and earlier `src/audio/testSignal.ts`) — their live coding, not mine. I did **not** commit, since committing from this shared tree would sweep up their unfinished work; that's the integrator's call.
The remaining Glow-Up items (atlas v2, selective bloom, the screen-print/decal system, record groove-sheen) are engine + fx — they still need their session.