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jing 29cca53675 [lane F] Mid-round-2 recovery: the glue that makes L2 a game
All round-2 lane sessions were cut off 15:08-15:16 before NOTES/commits; the three prior
commits preserve their work verbatim. This commit is the wiring B was cut off inside of,
plus the run-state boot owes per ruling #4:

- combat/index.js: fiction-id -> archetype resolve via C's getEnemy() (the round's declared
  ONE blocker), theta-array + spread fan-out for group spawns, hazards + pickups constructed
  and updated (order: enemies -> weapons -> hazards -> pickups, so a torpedo can neutralize
  a surge the frame it detonates), pickup score/samples onto the combat:state scoreboard,
  combat.reset(fromS) for respawn.
- flight/player.js: kill/shove/refill — the API B's new modules call; kill ignores iframes
  by design (boost-dodging through C's lethal acid wall is not a read). Deleted the
  crestSpeed fallback guard per its own comment — A's law landed.
- boot.js: run state. checkpoint crossed -> remembered; death -> 2s -> respawn at it +
  combat.reset() re-arms hazard timelines (pump deliberately does NOT rewind: no
  double-spawns, collected stays collected); gate -> level:complete {stats, par} for E's
  medal card. Exported step(dt) so the stepped-sim harness drives the REAL loop.
- ROUND2_INSTRUCTIONS: MID-ROUND STATUS box for the resuming lanes; f-progress entry.

Verified (deterministic stepped sim via boot.step, :8140): full L2 run fires all 47 events
with ZERO console warns (was: 11 spawn no-ops), all 5 hazard telegraphs, 2400 proximity
ticks, 14 pickups collected, finish 157s vs par 180 while surfing 94s of it. Death path:
throttle 0.7 into the finale -> killed by acid s=3386 -> respawn at Cardia Approach 2980 ->
surge re-arms -> second attempt escapes -> level:complete {deaths: 1}. Survivable AND
losable. Evidence: docs/shots/laneF/round2_L2_integrated_full_run.png. qa.sh GREEN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 16:39:44 +10:00
.claude [lane F] Round 1 integration + ROUND2 instructions: the game is a game 2026-07-16 14:39:02 +10:00
docs [lane F] Mid-round-2 recovery: the glue that makes L2 a game 2026-07-16 16:39:44 +10:00
pipeline [lane D] Round 1: first texture pack + audio proof, exact-tiling pipeline 2026-07-16 14:17:17 +10:00
tools [lane F] Round 1 integration + ROUND2 instructions: the game is a game 2026-07-16 14:39:02 +10:00
web [lane F] Mid-round-2 recovery: the glue that makes L2 a game 2026-07-16 16:39:44 +10:00
.gitignore [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00
README.md [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00

GUTS — a fantastic voyage through the alimentary canal

Browser flight-combat game (three.js, zero build step). You pilot ENDO-1, a microscopic probe, mouth → rectum through five anatomically-grounded biomes: ride peristalsis down the esophagus, cross the acid sea of the stomach, thread the villi forest of the small intestine, survive the gas swamps of the colon. Fantastic Voyage × Star Fox × Descent.

Run it

cd web && python3 -m http.server 8140
# http://localhost:8140            — the game
# http://localhost:8140/?stub=1&dbg=1  — stub world + debug HUD (works from day 0)

No bundler, no npm, no build. ES modules + import map; three.js r175 vendored in web/vendor/ (never CDN — the game must run offline). Before you finish a session: bash tools/qa.sh.

The one-paragraph tech pitch

The whole canal is a spline. World position is (s, θ, ρ) — distance along the canal, angle and radius in the cross-section. Tube walls are chunked extrusions along parallel-transport frames; peristalsis and breathing are vertex-shader displacement (cheap, squishy, everywhere); collision is an analytic radius test (no physics engine). Caverns (mouth, stomach) switch the same controller to free 6DOF. Look is synthetic scanner — dark endoscope void, SEM-style monochrome walls with FLUX-generated detail textures, emissive-coded enemies. Everything is seeded + deterministic, and every asset is optional at runtime — the game boots and plays asset-free with procedural fallbacks.

Hard laws (all lanes)

  1. Determinism. No Math.random outside js/core/rng.js. Seeded RNG only. qa.sh greps.
  2. Assets are optional. Missing texture/model/audio ⇒ procedural fallback, never a crash.
  3. Eyeball everything. Visual work isn't done until a screenshot is in docs/shots/laneX/.
  4. Perf budget: ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via window.DBG.
  5. Free-first. Local MODELBEAST generation before any paid API; fal.ai is a gated fallback (John's go). See PIPELINE.md.
  6. Git: stage only your exact paths, commit + push each session, never git add ..

Deploy

Target: partly.party (static). Not wired yet — when it's time, consult the deploy-map skill and run ship-check first. Origin: ssh://git@100.71.119.27:222/monster/guts.git.