Commit Graph

5 Commits

Author SHA1 Message Date
type-two
dc1591d0e6 [render] scram latches with hysteresis, mirroring sim (fixes a ~4s visual lie)
SIM landed heat this round, so I read their implementation: `scrammed` lives
on their internal Ent, never on EntityState; they deliberately clear `jammed`
on scram ("reported by its own event, not as a flow jam"); and Renderer only
ever receives snapshots, never events. So the latched-off state is not
snapshot-visible at all.

A plain `heat >= 1` test (what I shipped earlier today) therefore un-scrams the
moment a machine starts cooling. With HEAT_RESTART=0.5 and dissipation
0.004/tick, the sim holds it dead for ~125 ticks (~4s) while heat falls 1.0 ->
0.5 — the renderer showed it alive, glowing and animating, that whole window.

Now latches at 1.0 and releases below SCRAM_RELEASE=0.5, mirroring them.
Verified: 1.0 dead -> 0.7 STAYS dead -> 0.3 releases and recovers.

This duplicates SIM's constant, which is the wrong place for it to live —
EntityState.scrammed is filed as a contract request with the evidence.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:47:15 +10:00
type-two
30deed10dc [render] round 2 NOTES
Verification numbers, the MachineDef.color conflict written up in full, and
3 contract requests (settle color's meaning, EntityState.scrammed, BeltItem.side).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:36:09 +10:00
type-two
86d765f90b [orchestrator] round 1 review + contracts v2 + round 2 orders
Review: all 5 lanes pass — 70/70 tests, tsc clean, ownership audit clean,
integration verified live (sim -> events -> UI ticker + SCREEN corruption).

Contracts v2 (granted from lane requests): UIBus.pickTile (wired), BeltItem.id?,
MachineDef.{color,flavor,heatPerTick,bufferCap}?, CommissionDef.repeat?,
SimEvent 'scram'. main.ts: non-left pointerdown no longer places. happy-dom added.

Rulings: canon melt chain IS M1 (masterplan updated); rank-routing stays, splitters
next; anchor-slab sanitizing -> Correction buyback fiction; build-bar paging approved;
per-lane dev ports 8151-8155. Round 2 orders written in all lane docs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 16:42:58 +10:00
type-two
5ee0fb9e78 [render] round 1 NOTES
Decisions, verification evidence, honest limitations, and 3 contract
requests (BeltItem stable id, optional MachineDef.color, main.ts placing
on any pointer button).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:31:10 +10:00
type-two
1a769e6cbd Baseline: GLYTCH prototype, FKTRY lore codex, scaffold + 5-lane orchestration docs
- index.html: WIMVEE GLYTCH match-the-glitch prototype (playable)
- docs/FKTRY_LORE.md: world bible / MODELBEAST asset codex
- fktry/: vite+three+TS scaffold, contracts, main loop, seed data
- fktry/MASTERPLAN.md + CONTRACTS.md + lanes/LANE-{SIM,RENDER,UI,SCREEN,DATA}.md:
  round protocol and Round 1 orders for parallel Opus 4.8 executors

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:51:12 +10:00