TURNCRAFT/docs/UPDATE_B.md
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

11 KiB
Raw Blame History

Lane B — Player & Physics — Update for Review

Round 2.1 (2026-07-14, resumed session) — closed the real-geometry loop. Round 2 verified ride-snap against a faithful mock seesaw (the account ran out of tokens before the real Workshop.ts arm existed). That arm now exists, and it's wired into machines.getColliders() → the player, so I verified ride-snap against the actual geometry: a headless harness drives the real ws_ride* segments (beamY/theta math, RIDE_SEGMENTS=6, 0.6-tall slabs) through PlayerController. Result — the realistic balance ritual (weight swept 0↔10) rides 99.6 % grounded, maxZoff 0.000 (no slingshot), maxYerr 0.023, every ungrounded tick re-caught in 1 tick; even an impossible instant-slam only floats you upward, never falls or flings. Regressions re-confirmed (disc circle 20.0020.11, horizontal platform 99.7 %, flat-floor false-stick fix holds → groundedOn=null). Whole-project tsc --noEmit clean. No code changes were needed — the Round-2 ride-snap already handles the real arm with ~25× margin; this round is the missing cross-lane verification + doc update (INTEGRATION_NOTES physics section now cites the real-arm numbers).


Round 2 (2026-07-14) — Physics groundwork for the Headshell Workshop. New briefs landed (WORKSHOP_CARTRIDGE.md, GLOWUP_ART.md). Glow-Up is a Lane A/E art pass — not mine. The Workshop leans on Lane B for one thing: Stage 4 has you standing on the tonearm as it seesaws under your feet — the brief says "Lane B's … resolution handles the ride — verify no slingshot on tilt." That's riding a vertically-moving platform, exactly the limitation I flagged last round. I did that slice.

What I found (tested, didn't assume): I built a faithful seesaw mock (a tilting aabb-segment chain like tonearm.ts will use) and drove it headlessly. The old physics failed — a gentle tilt left the player grounded only ~52 % of the time (bouncing up to 0.7 above the arm); a fast tilt flung them off onto the floor. Root cause: vertical motion was left to gravity chasing the surface, and a tilting arm outruns gravity.

What I fixed: added ride-snap in PlayerController.resolveColliders — a rising arm grounds by penetration; a descending/tilting arm snaps the player back onto its top across a ≤RIDE_SNAP (0.75 v) per-tick gap, gated so it never fights a jump. (I first tried a velocity-based vertical carry — it overshot, because the arm's collider is static within a tick while the player substeps. Ride-snap avoids that entirely.)

Verified live: seesaw ride now glued at the realistic tonearm pace (grounded 100 %, feet on the slab) and holds glued to ~2 rad/s / ~24 v/s surface speed — ~8× past anything a counterweight can drive; beyond that it slides off gracefully (no explosion). All prior mechanics re-verified intact (disc circle 20.01, fling 10.2, platform, auto-step, no wall tunneling). No lateral slingshot at any rate.

Self-review caught 2 more: an adversarial pass on the ride-snap diff found a false-stick (a platform flush with the voxel floor kept carrying you after you stepped off onto solid ground) and a fly-mode lifecycle gap — both fixed (gate ride-snap on not already on voxel ground + clear ride state on fly) and re-verified: flush-floor now reads groundedOn=null, riding over a real gap still reads platform.

Files this round: src/player/PlayerController.ts (ride-snap; +rideCollider state), src/demo/playerDemo.ts (seesaw mock + Seesaw/Teleport-to-arm controls), docs/INTEGRATION_NOTES.md (new "Physics — riding tilting … platforms" section — the one the Workshop brief tells its dev to read), src/player/HANDOFF.md, .claude/launch.json (added a turncraft-laneB port so my demo server doesn't collide with the parallel session's). Stayed in my lane — did NOT touch tonearm.ts/interaction.ts/audio (those are the Workshop session's edits).

Heads-up for Fable: src/audio/testSignal.ts (the Workshop session's WIP Stage-5 file, untracked) currently fails tsc — not mine, flagging it so a repo typecheck isn't mistaken for a Lane B regression. My files are clean.

Next: ride-snap is done and documented; the Workshop dev just moves the arm colliders each tick and Lane B carries the player. RIDE_SNAP is a one-liner if a wilder tilt ever needs more envelope. Round 1 (the base controller) follows.


Lane B — Player & Physics — Update for Review

Author: Lane B · Status: complete, verified live, self-reviewed Scope touched: src/player/**, src/demo/playerDemo.ts, demo-player.html, .claude/launch.json (dev-server config for the demo). No writes to src/core/, src/main.ts, or any other lane's directory.


TL;DR

First-person controller with Minecraft feel and the signature record-riding mechanic is done. npm run typecheck is clean, the standalone demo runs with no console errors, and all 10 brief acceptance criteria are verified by driving the physics in a browser (not just compiling). I then ran a 20-agent adversarial review, which confirmed 6 issues (from 15 raised); I fixed 3 in code and documented 2 as core-contract friction for the integrator. Re-verified after the fixes — no regressions.

Deliverables

File Role
src/player/PlayerController.ts The controller. Implements IPlayerView.
src/player/collision.ts Swept per-axis AABB-vs-voxel resolution + auto-step.
src/player/input.ts Scriptable InputState + pointer-lock InputController.
src/player/index.ts Public surface (what integration imports).
src/player/HANDOFF.md API + tuning + friction detail.
src/demo/playerDemo.ts + demo-player.html Standalone demo (all mocks marked // DEMO MOCK).

Public API (per the brief, exactly):

const player = new PlayerController(world /* IVoxelWorld */, {
  getColliders: () => machines.flatMap(m => m.getColliders()),
  camera, domElement, spawn: [x, y, z],
});
player.update(FIXED_DT);   // call each fixed tick AFTER machines.update(dt)
player.teleport(v); player.setFlying(b);
// IPlayerView for Lanes D/E: position (feet), eye, lookDir, onGround, groundedOn

Acceptance — verified live

Driven headlessly through a debug handle in the demo (deterministic update() stepping), so these are measured, not eyeballed:

Criterion Measured result
Walk / sprint / jump / fly all correct
Auto-step 1-voxel ledge climbs staircase to y=6
2-voxel wall NOT stepped blocked at x=29.7, never climbed
No tunneling (400× sprint-jump into wall) never crosses x=30
Disc ride = clean circle, no rim drift radius holds at 20.00 over 2s
Near-center calm / rpm45 rim > sprint carry 0.42 vs 11.31 (sprint=5.6)
Fling on jump off rim ~10.2 v/s, airborne
Oscillating AABB platform, no fall-through groundedOn=platform, y=1.0
player:step / player:landed fire 6 steps over 10.5 voxels / impact 26.5
npm run typecheck clean, no console errors

Adversarial review outcome (self-run, 20 agents, 6/15 confirmed)

Fixed in code (re-verified, no regressions):

  1. Overlapping colliders double-applied carry (medium)resolveColliders applied surface carry per-collider, so two overlapping rideable colliders (e.g. a future fader sled crossing a platter rim) would translate the player by the sum and report only the last one via groundedOn/carryVelocity. Fix: ground on exactly one collider (highest supporting top), apply carry once.
  2. Keyboard input wasn't gated by pointer-lock (medium) — WASD/F drove the character while unlocked (only mouse-look was gated). Fix: gate key handlers on lock state, mirroring mouse-look. Integrator note: in-game, movement now requires clicking to lock first (standard FPS behavior).
  3. Footsteps sampled a single center column (low) — at a bridge/ledge edge the center column can be air while a neighbor supports the foot, silently dropping the event. Fix: sample the full footprint (same cells grounding uses). Verified: walking a bridge edge now fires footsteps where it fired none before.

Documented as core-contract friction (needs an integrator/core decision — I did not edit src/core/):

  1. KinematicCollider.velocityAt(x,y,z): Vec3 allocates per sample (low) — while riding I sample it up to 8×/frame (~480 arrays/sec), brushing CONTRACTS §8. Clean fix is a core out-param overload velocityAt(x, y, z, out?: Vec3).
  2. Vertical platform carry is intentionally dropped — fine for v1 gear (+Y platters, horizontal faders/tonearm). Only matters if Lane D ships a vertically-moving rideable collider; then applyCarry needs a Y sweep.

(9 findings were refuted on verification — e.g. "getters leak live arrays" and "held-jump re-emits landing"; details in the review, both judged non-issues.)

Integration notes for main.ts (per docs/INTEGRATION.md step 6)

  • Construct after Lane A's world and Lane D's machines exist; pass getColliders: () => machines.flatMap(m => m.getColliders()).
  • Fixed loop order: machines.update(dt) then player.update(dt) — the player reads the current collider positions/velocities that tick.
  • The controller owns the camera's transform + FOV each tick; don't also move it.
  • Local feel constants (accel/friction/step/bob) live at the top of PlayerController.ts, not in core, because PLAYER has no such fields. If you want them centralized, promote them to a new non-core config file.

Suggested next steps (for Fable to weigh)

  • Contract tweak decision: approve the velocityAt out-param overload above? It's a one-line core change that removes the only hot-path allocation. If yes, I'll wire Lane B to the buffered form once core changes.
  • Cross-lane: Lane D should confirm cylinder colliders are +Y-axis only and expose platter/fader/tonearm colliders with velocityAt in voxels/sec — Lane B already rides anything matching KinematicCollider.
  • Optional polish I left out of scope (not in brief): crouch, coyote-time jump, ladder/vent climbing for the speaker-mesh (DESIGN §4.2) — flag if wanted.

Repo / git

This working copy is not yet a git repo (git status fails). I did not run git init, branch, or push to ssh://git@100.71.119.27:222/monster/TURNCRAFT.git — initializing the shared repo and landing five lanes is an integration decision, not Lane B's to make unilaterally. Everything above is on disk under /Users/jing/TURNCRAFT, ready to commit on the Lane B branch when you say go.