A five-way audit of the shipped build found the first thirty seconds are broken in three
independent ways. All three are verified, not inferred.
1. THE CONTROLS WERE NEVER STATED. The title said "press any key", and aim + fire are both gated
on pointer lock (input.js:45 onMouseMove early-returns unlocked; input.js:50 the first
mousedown only REQUESTS the lock) — so a player who dismissed with a key got no mouse look and
a cannon that silently did nothing. Worse: in an ARENA the forward axis belongs solely to
intent.throttle (player.js), so an untaught player coasts to a dead stop in front of L1's Mast
Cell and reasonably concludes the game is broken. Six arenas across L1/L3/L5/LS are the same
trap. The card now says CLICK TO FLY, takes the pointer lock on any dismissal, and prints the
legend that has existed — written and styled — in flight/dev.html since round 1, visible only
to whoever was running Lane B's harness.
2. DYING DELETED THE BOSS. boot's pump advanced `_ei` monotonically and never rewound. That
reasoning is right for `spawn` and `pickup` (re-firing double-spawns survivors and resurrects
banked pickups) but it silently applied to `boss` as well: die to any of the five, respawn,
fly through an empty lair, cross the gate, and collect a graded medal for a fight that never
happened. Dying was the fastest route past every boss in the game. Now a REARM set ({boss,
acid}) re-fires on respawn while everything else is retired into `_spent`. Verified by event
trace: start:mast_cell -> end:wipe -> start:mast_cell. Also despawns the sentinel's body on a
wipe, which the fix exposed as a duplicate (1 -> 2 Mast Cells per death).
3. L1'S TIDE WAS UNWINNABLE, AND MINE. I authored it this morning at speed 5 in a flow-2 segment,
reasoning "5 against 2 catches a dawdler". The player ceiling there is 2.8 u/s sustained
(throttleMax 1.4 x flow 2); boost peaks 5.2 for 0.55s on a 2.4s cooldown. C's own --sim prints
the verdict in plain text — "required 2.50x UNWINNABLE" — and I never ran it. Because
hazards.js grazes on gap<=catchRadius and the gap stays negative once passed, it was a ~74 dps
loop back onto the s=475 checkpoint: a brand-new player, in the default level, hard-stopped
three minutes in. Retuned to 2.4 (required 1.20x — the same shape as L2's teaching burp).
The validator was exempting it: `if (!c.lethal) continue` in levels/index.js meant qa.sh went
green over a death loop. An unwinnable chase is a design failure whatever its lethality — a
non-lethal one you cannot outrun is a continuous-damage trap. That exemption is gone, and all
six levels still validate.
Also: DEFAULT_LEVEL was still 'L2_esophagus' from when L2 was the only finished level, so every
new player skipped the tutorial entirely and started mid-campaign. LANE_C_NOTES §→ Lane F #2
said "change it if you would rather it be L1". It is L1 now.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
304 lines
14 KiB
JavaScript
304 lines
14 KiB
JavaScript
// boot.js (Lane F) — the shell. Creates renderer/scene/loop, picks the world (real or
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// stub), constructs assets + player + combat, pumps level events, hosts DBG.
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// Lanes: request wiring via NOTES, don't edit here. Round 2: A/B/C/D snippets integrated.
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import * as THREE from 'three';
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import { parseFlags } from './core/flags.js';
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import { createRng } from './core/rng.js';
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import { createBus } from './core/bus.js';
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import { createAssets } from './core/assets.js';
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import { createWorld as createStubWorld, STUB_LEVEL } from './stub/world_stub.js';
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import { createPlayer } from './flight/player.js';
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import { createCombat } from './combat/index.js';
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const flags = parseFlags();
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const bus = createBus();
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const renderer = new THREE.WebGLRenderer({ antialias: true, preserveDrawingBuffer: true });
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
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renderer.setSize(innerWidth, innerHeight);
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document.getElementById('game').appendChild(renderer.domElement);
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const assets = await createAssets({ flags, renderer });
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async function loadLevel(id) {
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try {
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const mod = await import('./levels/index.js'); // Lane C's registry
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return mod.getLevel(id); // default level lives there
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} catch (e) {
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console.info('[boot] Lane C registry not available —', e.message);
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return null;
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}
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}
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async function pickWorld() {
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const level = (await loadLevel(flags.lvl)) ?? STUB_LEVEL;
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const rng = createRng(flags.seed ?? level.seed);
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if (!flags.stub) {
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try {
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const mod = await import('./world/index.js'); // Lane A's world
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return mod.createWorld(level, { rng, assets });
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} catch (e) {
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console.info('[boot] Lane A world not available, using stub —', e.message);
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}
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}
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return createStubWorld(level, { rng, assets }); // ?stub=1&lvl=<id> composes (beat 1 only — stub is single-segment)
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}
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const world = await pickWorld();
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, innerWidth / innerHeight, 0.1, 600);
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scene.add(world.group);
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scene.background = new THREE.Color(world.biomeAt(0).palette.void);
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// --- player + combat (Lane B). ?fly=1 keeps the noclip/drift camera instead. ---
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const rng = createRng(flags.seed ?? world.level?.seed ?? 0);
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const player = flags.fly ? null
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: createPlayer({ scene, world, bus, rng, flags, camera, dom: renderer.domElement });
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// `assets` is not optional here, and leaving it out was a silent, months-old bug: combat
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// defaults it to null, so `assets.get('models', type)` in enemies.js always returned null and
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// EVERY enemy quietly drew its procedural primitive. Lane D's GLBs loaded fine, were verified
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// fine, and were never once rendered — the fallback path is indistinguishable from success
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// unless you check the pool's geometry, which nothing did.
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const combat = player ? createCombat({ scene, world, bus, rng, flags, assets, player }) : null;
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// --- UI (Lane E). Constructed here because #ui needs an owner and E is bus-only: it never
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// sees player/combat, just the events they emit. After combat so every subscription exists
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// before the first state emit; skipped under ?fly=1, which has no player to instrument.
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let ui = null;
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if (player) {
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try {
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const [hudMod, commsMod, fbMod, cardsMod, audioMod] = await Promise.all([
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import('./ui/hud.js'), import('./ui/comms.js'), import('./ui/feedback.js'),
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import('./ui/cards.js'), import('./audio/engine.js'),
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]);
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const args = { bus, flags, assets, level: world.level, world };
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// Each module is constructed independently: one that throws must not cost us the rest.
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// A missing score readout is a blemish; a UI layer that fails to build in a game whose
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// only other feedback is the wall rushing past is an unplayable build.
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const parts = {};
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for (const [key, make] of [
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['hud', () => hudMod.createHUD({ bus, flags, level: world.level })],
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['comms', () => commsMod.createComms({ bus, flags })],
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['feedback', () => fbMod.createFeedback(args)],
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['cards', () => cardsMod.createCards(args)],
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['audio', () => audioMod.createAudio(args)],
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]) {
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try { parts[key] = make(); } catch (e) { console.info(`[boot] Lane E ${key} failed —`, e.message); }
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}
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const ticking = Object.values(parts).filter((p) => typeof p?.update === 'function');
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ui = {
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...parts,
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// The HUD is bus-driven and needs no tick; the audio heartbeat, the corruption decay
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// and the card animations do. Called from frame(), never from step(): step() is the
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// deterministic sim that stepped-sim harnesses drive thousands of times a second, and
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// it must not do DOM or WebAudio work.
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update(dt) { for (const p of ticking) p.update(dt); },
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dispose() { for (const p of Object.values(parts)) { try { p?.dispose?.(); } catch { /* keep going */ } } },
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};
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} catch (e) {
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console.info('[boot] Lane E UI not available —', e.message);
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}
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}
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// Pause. cards.js raises ui:pause; somebody has to honour it or the button is a lie (its
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// reviewer flagged exactly that, and it is boot's to fix — E cannot reach the loop).
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// Gated in frame(), NOT in step(), so a paused game still renders and animates its overlay
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// while the simulation holds still — and so stepped sims, which call step() directly, are
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// unaffected by a UI state they have no business knowing about.
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let paused = false;
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bus.on('ui:pause', (e) => { paused = !!e?.paused; });
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// The acid sea's level. world/acid.js exposes set(y, dt) and says "C's event pump drives this",
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// so an `acid` level event names a target height and the sim eases toward it every step — a
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// rising tide is a beat C can author, and because it is eased in step() (not frame()) it stays
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// deterministic for stepped sims. No sea on this level => the event is inert.
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let acidTarget = null;
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bus.on('level:event', (ev) => { if (ev?.type === 'acid') acidTarget = ev.height ?? 0; });
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// --- level-event pump (owned by boot per round-2 ruling): emits C's events as the
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// player crosses their s. Each event fires ONCE per run — respawn does not rewind the pump
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// (no double-spawns, collected pickups stay collected); hazards re-arm via combat.reset(),
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// which is the one replay a death actually needs (the thing that killed you works again).
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let _evts = [...(world.level?.events ?? [])].sort((a, b) => a.s - b.s), _ei = 0;
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const _spent = new Set(); // indices consumed for good — never re-fire these
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// Which event types must COME BACK after a death. The original pump was strictly monotonic and
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// the reasoning was right for most types (re-firing `spawn` double-spawns enemies that survived
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// your death; re-firing `pickup` resurrects ones you already banked) — but it silently applied
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// to `boss` too, so dying to any of the five bosses DELETED it: you respawned, flew through an
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// empty lair, crossed the gate and were handed a graded medal card for a fight that never
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// happened. boss.js's own header promises "a wipe costs seconds", which only holds if the
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// encounter re-arms. `acid` re-fires so L3's tide sits where the checkpoint left it.
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const REARM = new Set(['boss', 'acid']);
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const pumpTo = (s) => {
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while (_ei < _evts.length && s >= _evts[_ei].s) {
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const i = _ei++;
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if (!_spent.has(i)) bus.emit('level:event', _evts[i]);
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}
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};
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/** Respawn: rewind the pump to `s`, retiring everything that must not happen twice. */
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const rewindTo = (s) => {
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let i = 0;
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while (i < _evts.length && _evts[i].s < s) i++;
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for (let k = i; k < _ei; k++) if (!REARM.has(_evts[k].type)) _spent.add(k);
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_ei = i;
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};
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// --- run state: checkpoint -> death -> respawn, gate -> level:complete ------------------
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// C's authoring laws carry this: checkpoints sit outside hazard zones and <=30s apart, so
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// "respawn at the last checkpoint crossed" is safe by construction. Stats accumulate across
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// deaths (a run's story includes its deaths); E renders the medal card off level:complete.
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const run = { t: 0, deaths: 0, checkpointS: player?.state.s ?? 0, respawnT: 0, done: false };
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bus.on('level:event', (ev) => {
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if (ev.type === 'checkpoint') {
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run.checkpointS = ev.s;
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bus.emit('audio:cue', { name: 'checkpoint' });
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} else if (ev.type === 'gate' && !run.done) {
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run.done = true;
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// A gate may carry a SECRET branch (`secretTo` + `secretNeed`): C's ileocecal valve opens
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// onto the appendix instead of the colon when BIOME STANDING has earned it. Resolved here
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// because boot owns where the run goes next, and read at the moment of crossing — the
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// reputation you hold when you arrive is the one that counts.
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const standing = combat?.karma ?? 0; // conduct, not the spendable meter
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const secret = ev.secretTo && standing >= (ev.secretNeed ?? 70);
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const to = secret ? ev.secretTo : (ev.to ?? null);
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if (secret) bus.emit('secret:open', { gate: ev.id ?? null, to, standing });
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bus.emit('level:complete', {
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id: world.level?.id ?? null, to, gate: ev.id ?? null, secret: !!secret,
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stats: {
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time: run.t, deaths: run.deaths,
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score: combat?.score.value ?? 0, kills: combat?.score.kills ?? 0,
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samples: combat?.score.samples ?? 0,
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},
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par: world.level?.par ?? null,
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});
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}
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});
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// CONTINUE on the medal card -> load the next segment. cards.js raises ui:continue with C's
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// `next` id; consuming it here is what makes the campaign a campaign rather than three levels
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// in a folder. A full page load is deliberate (ponytail: the alternative is rebuilding world +
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// player + combat + UI in place and re-wiring every bus listener, to save ~1s on a transition
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// that happens 4 times a run) — it also guarantees no leaked pools or stale event pumps.
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// Flags ride along, so ?dbg=1 / ?seed= survive the hop. Unknown/absent `to` = campaign over:
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// stay on the card rather than dumping the player into the stub tube.
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bus.on('ui:continue', async (e) => {
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if (!e?.to) return;
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const mod = await import('./levels/index.js').catch(() => null);
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if (!mod?.CAMPAIGN?.includes(e.to)) { console.info(`[boot] no level "${e.to}" yet — campaign ends here`); return; }
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const q = new URLSearchParams(location.search);
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q.set('lvl', e.to);
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location.search = q.toString();
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});
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bus.on('player:death', () => { run.deaths++; run.respawnT = 2.0; }); // 2s of feed-drop, then back
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function updateRun(dt) {
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if (!run.done) run.t += dt;
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if (run.respawnT > 0 && player) {
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run.respawnT -= dt;
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if (run.respawnT <= 0) {
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combat?.reset(run.checkpointS); // re-arm hazards at/ahead of the checkpoint
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rewindTo(run.checkpointS); // ...and the boss you just died to
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player.respawn(run.checkpointS);
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}
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}
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}
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// --- debug drift/fly camera (?fly=1, or fallback when B's player is absent) ---
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let sCam = 5, look = { yaw: 0, pitch: 0 }, dragging = false, speed = world.biomeAt(0).flow * 0.6;
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const keys = new Set();
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addEventListener('keydown', (e) => keys.add(e.code));
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addEventListener('keyup', (e) => keys.delete(e.code));
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addEventListener('mousedown', () => (dragging = true));
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addEventListener('mouseup', () => (dragging = false));
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addEventListener('mousemove', (e) => {
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if (!dragging || player) return;
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look.yaw -= e.movementX * 0.003;
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look.pitch = THREE.MathUtils.clamp(look.pitch - e.movementY * 0.003, -1.2, 1.2);
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});
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function updateCamera(dt) {
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if (flags.fly) {
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if (keys.has('KeyW')) sCam += speed * 2 * dt;
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if (keys.has('KeyS')) sCam -= speed * 2 * dt;
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} else {
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sCam += speed * dt; // title-screen auto-drift
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}
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sCam = ((sCam % world.length) + world.length) % world.length;
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const f = world.sample(sCam), ahead = world.sample(Math.min(sCam + 12, world.length));
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camera.position.copy(f.pos).addScaledVector(f.nor, -f.radius * 0.25);
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const target = ahead.pos.clone()
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.addScaledVector(f.bin, Math.sin(look.yaw) * 8)
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.addScaledVector(f.nor, Math.sin(look.pitch) * 8);
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camera.up.copy(f.nor);
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camera.lookAt(target);
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}
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// --- DBG (?dbg=1) — cite these numbers in NOTES; DBG.shot('name') saves a frame ---
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const dbgEl = document.getElementById('dbg');
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let frames = 0, fpsT = 0, fps = 0;
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renderer.info.autoReset = false; // three resets info at render end — cache per-frame instead
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const stats = { draws: 0, tris: 0 };
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window.DBG = {
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get draws() { return stats.draws; },
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get tris() { return stats.tris; },
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get fps() { return fps; },
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world, player, combat, assets, ui,
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shot(name = 'shot') {
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const a = document.createElement('a');
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a.download = `${name}.png`;
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a.href = renderer.domElement.toDataURL('image/png');
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a.click();
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},
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};
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addEventListener('resize', () => {
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camera.aspect = innerWidth / innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(innerWidth, innerHeight);
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});
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// One deterministic simulation step — the whole game minus rendering. Exported so the
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// stepped-sim harness (f-progress documents it; rAF never fires in a hidden pane) exercises
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// the REAL loop — pump, run state and all — instead of a hand-rolled copy that drifts.
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function step(dt) {
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if (player) {
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player.update(dt); // must run first: combat hit-tests this frame's ship position
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pumpTo(player.state.s);
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combat.update(dt);
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updateRun(dt);
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if (acidTarget !== null && world.acid) world.acid.set(acidTarget, dt); // the tide eases
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world.update(dt, player.state.s);
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} else {
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updateCamera(dt); // ?fly=1 noclip / title drift
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world.update(dt, sCam);
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}
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}
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let last = performance.now();
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function frame(now) {
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const dt = Math.min((now - last) / 1000, 0.05);
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last = now;
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if (!paused) step(dt);
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ui?.update?.(dt); // overlay keeps animating while paused — the pause card moves
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renderer.render(scene, camera);
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stats.draws = renderer.info.render.calls;
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stats.tris = renderer.info.render.triangles;
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renderer.info.reset();
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frames++; fpsT += dt;
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if (fpsT >= 0.5) {
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fps = Math.round(frames / fpsT); frames = 0; fpsT = 0;
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if (flags.dbg && !flags.shots) {
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const s = player?.state.s ?? sCam;
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dbgEl.textContent = `${fps} fps · ${DBG.draws} draws · ${(DBG.tris / 1000) | 0}k tris · s=${s.toFixed(0)} · ${world.level?.id ?? '?'} ${world.hash?.() ?? ''}`;
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}
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}
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requestAnimationFrame(frame);
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}
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if (flags.dbg && !flags.shots) dbgEl.style.display = 'block';
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requestAnimationFrame(frame);
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export { scene, camera, renderer, bus, flags, world, player, combat, assets, ui, step };
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