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Author SHA1 Message Date
m3ultra
63beec87a7 Add Sprint 10 plan and lane prompts: sites are data
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:12:55 +10:00
m3ultra
855106d37e Merge Sprint 9: clean $80 win asserted; guard redesigned; pyrrhic wired
Selftest on merged main: 287 pass / 0 fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:12:07 +10:00
m3ultra
d3258baaa8 Merge lane/d: keep B's nodeSpeed guard (same redesign, D holds veto)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:06:57 +10:00
m3ultra
1f25c05313 Merge remote-tracking branch 'origin/lane/b'
# Conflicts:
#	THREADS.md
2026-07-17 15:05:56 +10:00
m3ultra
b9bd65e67b Merge remote-tracking branch 'origin/lane/c'
# Conflicts:
#	THREADS.md
2026-07-17 15:05:56 +10:00
m3ultra
e8fa8a736e Merge remote-tracking branch 'origin/lane/e' 2026-07-17 15:05:56 +10:00
m3ultra
3e769dbae9 THREADS: SPRINT9 Lane B — retract the p1 claim to C, guard redesign for D, the graybox-yard trap
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:01:49 +10:00
m3ultra
6fa7644aba Redesign the settled-at-entry guard: ask the cloth, not the corners
SPRINT9 task for B+D. The demoted guard compared the worst corner's mean LOAD
across two windows and called the difference a "trend". The integrator's
diagnosis was that its clock was wrong — held at t=0, storm_02's compressed
rain ponds the cloth during the guard's own windows. That mechanism is real,
but it is not the bug, and neither of the two suggested fixes works. Measured
on the dressed yard, 0 s settle vs 12 s:

    probe under CALM, held in prep        13%  vs   17%
    probe under STORM, held clock         24%  vs  104%
    probe under STORM, advancing clock    24%  vs  104%
    probe under STORM, RAINLESS           17%  vs   96%

Every variant is either flat — calm cannot excite the cloth, so the guard is
vacuous and passes forever — or INVERTED, firing hardest on the properly
settled rig. Rain is not the culprit: the rainless probe ponds 1 kg and still
inverts. Advancing the clock isn't a fix either, because RAIN_TIME_COMPRESSION
is 40× and 4 s of storm is 160 s of rain regardless.

What a load-trend measures is the rig LOADING UP when the wind changes, and a
taut settled cloth ramps harder than a limp unsettled one (0.63 -> 1.23 kN vs
0.44 -> 0.52). The observable was pointed at the storm's arrival, not at the
cloth. No threshold, clock or rain switch fixes that.

"Settled" is a statement about the cloth, so ask the cloth. sail.js gains
nodeSpeed(): RMS node speed out of verlet. Sampled over 2 s of the same calm
prep the rig already stands in — no wind change to ramp against, no compressed
rain, and nothing left in the rig but two more seconds of prep a player does
anyway. Measured:

    settle    0 s     4 s      12 s     30 s
    speed    0.19    0.014    0.017    0.007  m/s    (pyrrhic quad: 0.23 -> 0.028)

An order of magnitude, in the direction the word means. Absolute check at
0.08 m/s, not a trend: the cloth breathes at 0.02 and the transient sits at
0.19, so there is real room for a line.

Promoted back from warn to a hard failure — and it earns that by being able to
fail. `the settled-at-entry guard can fail` flies the same line with NO settle
and asserts the guard refuses it. A guard nobody has seen fail is
indistinguishable from one that cannot, which is exactly how this one survived
two sprints being both vacuous and inverted. The control is flown up front in
run(), because Suite.test() does not await.

The old guard also left 43 kg of water and 4 s of storm load in the rig before
the storm started; the suite was flying a wet rig into a dry entry. It didn't
move the peaks (the storm's own peak dwarfs it) but it was never true.

D: this is yours to veto. Selftest 277 passed, 0 failed, 0 skipped.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:01:09 +10:00
m3ultra
e4436248b0 Add tools/site_audit; retract the p1 claim against C; show LANE BAL
site_audit answers "is this site winnable?" before it ships — the check that
was missing when SPRINT6 shipped a yard whose bed-covering quad pulled 7.4 kN
against a shop that holds 6.5. It enumerates in-band quads, flies the real
storm headless, maps each corner to the cheapest tier that holds it, and
verdicts against the $80 budget. On backyard_01 it independently reproduces
THE LINE: p1,p2,p3,p4 at $65 + $15 spare, matching balance.test to within 2%.

It also caught three of my own bugs, which is the point of building it:

  · it settled on STORM wind frozen at t=0 — the exact anti-pattern
    balance.test documents at 1.94 kN vs 0.40 kN. Now settles on the calm
    day on a running clock, the way main.js does.
  · peakLoad is peak-since-ATTACH, so the settle transient was being
    reported as a storm peak. sail.js gains resetPeaks().
  · its p4 was typed from world.js's postSpecs, missing that posts are RAKED
    8° away from centre — 0.56 m off. The audit now re-derives all four posts
    from live world.js on every run and hard-fails on drift.

That last check is deliberately narrow. Node CANNOT dress: dress() needs
GLTFLoader (bare 'three') and fetch()es .glb over file://. createWorld() still
SUCCEEDS in node — it just returns the GRAYBOX yard, house at x=±5, no branch
anchors. So a headless tool that "reads world.js for the real yard" gets the
fictional x=±5 house that cost two sprints. Reading live code is not reading
truth. Verified in-browser: the dump matches the dressed yard on all 12
anchors. Posts are the only thing dress() never touches, so they're the only
thing worth cross-checking — and that check is what caught p4.

C IS RIGHT ABOUT p1 AND I WAS WRONG, for the third time. My comment claimed
C's 1.08 kN didn't reproduce, that p1 peaked at 1.27 and the line won on TIME
rather than headroom. Re-measured on the dressed yard, same flight:

    shade cloth  p1 0.98 kN  0/4 lost      membrane  p1 1.23 kN  p1 LETS GO

p1 never touches its 1.2 kN rating on cloth — 18% of real headroom. Where 1.27
came from: a loadout where a corner BROKE and dumped its share onto p1 (the
same quad with hardware the budget can't buy reads 2.48). Any p1 number
gathered without checking `lost` measures a cascade, not a fabric.

So the fabric is the decision, not a skin: 0.98 vs 1.23 against a 1.20 rating
is the difference between the $5 carabiner holding the wild night and failing
it. New assert `fabric decides p1` locks that in, so nobody has to trust the
paragraph.

selftest.html rendered ['A'..'E'] while importing BAL too, so the balance
suite ran, counted toward the summary, and had every row silently dropped —
including, had one gone red, the row saying which assert failed. The merge
gate was invisible in its own report. My bug: I added the import, not the
renderer. Now derived from the report.

Selftest: 276 passed, 0 failed, 0 skipped (LANE BAL now visible).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:52:31 +10:00
m3ultra
1fc8b8e453 Log the guard redesign and the site_02 ladder audit
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:32:36 +10:00
m3ultra
942709d2e9 Site-proof the ladder ahead of site_02, and test the real rule not a copy
SPRINT9 §Lane D: "play site_02 cold and log where the verbs break (the ladder
assumes fascia height; the carport may not have one)". site_02 isn't landed yet,
so I audited the verb against it instead of waiting.

The seam is real but it isn't height — it's that `needsLadder` is spelled
`type === 'house'`, and contracts.js types anchors as a closed enum
('house'|'tree'|'post') that E's carport doesn't fit. The failure mode is what
makes it worth fixing now: if needsLadder says false, interact's canReach returns
TRUE UNCONDITIONALLY, so the player re-rigs a 2.6 m bracket standing on the grass
and the mechanic silently stops existing. Same disease as StumbleBack's dead
threshold and the camera-less shadow grid — a rule keyed on the wrong thing,
failing open with no error.

A pure height test is NOT the fix: posts (3.95 m) and tree limbs (5.05 m) are
higher than the fascia and need no ladder, because you work the CLOTH there and
the bracket here. So needsLadder now reads data first —
`anchor.worksAtBracket` — exactly like anchor.ratingHint already does from the
GLB's userData, and falls back to site_01's type. Nothing on site_01 carries the
flag, so it's a no-op there (asserted). Lane A/E: set it in the site JSON and the
ladder follows the site with no code change.

Also made ladder.js headless-importable (lazy GLTFLoader, same as broom.js),
because d.test.js was testing fakeLadder's hand-copied duplicate of needsLadder
rather than the rule itself — a rule the suite re-implements is one it cannot
catch drifting. Verified the ladder's GLB still loads in the browser.

62 Lane D asserts headless, 275/0/0 in the browser.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:32:06 +10:00
m3ultra
4d4f2d7d7f Add carport_01 for site_02, and the pyrrhic end card
carport_01 is site_02's dressing and its whole design. DESIGN.md wants the
corner block anchor-poor, and the interesting way to build that isn't to give
the yard nothing — an empty yard is just a smaller yard. It's to give it
something that looks like four free anchors and isn't. Light posts on small
pads, a beam sized for one sheet of roofing: tie 25 m2 to it in a southerly and
you take the carport, not the shackle. Ships with the worst ratings in the game
(beam 0.22 vs the fascia's 0.35) and collateral="carport", pinned in e.test.js
below the fascia with the reason attached, so nobody quietly fixes them upward
and turns the site back into a small yard.

The pyrrhic card is the third outcome on the same camera: dawn, bed green, gnome
standing, sail post down across the yard behind him. Warm light on purpose — a
pyrrhic result is a win, and the wreckage is the price, not the verdict. Copy
goes to Lane A in THREADS; cardpreview renders all three.

277/0/0, Lane E 60 asserts, 39/39 output files byte-identical.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:29:08 +10:00
m3ultra
553d3edd94 Post B's paired-landing recipe and A's site-venturi schema
$80 win re-verified on rebased main (porous + 0.40, hp 52, 1 lost). Not
flipping 0.40 until B's fabric is selectable — the win needs porous cloth.
Handed A the site-JSON venturi shape to wire from their extraction.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:28:11 +10:00
m3ultra
19f4ab6c63 Venturi: per-site wind personality for site_02 (the corner block funnels the southerly)
A venturi is a shelter's opposite — a gap between buildings SPEEDS the wind up
when it blows along the gap's axis. Where a tree shadow depends on being downwind
of the tree, a venturi depends on the wind being ALIGNED with a fixed axis the
SITE owns, so it fires only when the storm's direction swings to match: the
corner block is calm until the southerly comes through, then it screams. That
interplay is exactly SPRINT9's brief — funnel geometry is the site's, the wind
that funnels is the storm's.

Extends the existing shelter system rather than bolting on a parallel one:
speedAt/vecAt/verticalAt all route through one localHoriz, which now folds
venturiFactor in alongside spatialFactor and shelterFactor. The downdraft rides
local speed, so a funnelled wind gets a proportionally stronger downdraft for
free — physically right.

`setVenturi(list)` on the wind + router (A's "add it to the router too" rule; the
tripwire is green). Inert on an empty list, so backyard_01 is byte-identical —
asserted. Multiplier is ALWAYS ≥ 1 (a venturi accelerates, never shelters), and
it's C1-continuous through the change, so it can't snap a corner — both asserted
(aligned wind boosts 1.5×, crosswind exactly 1.0×, max frame jump 0.50 m/s).

Data lives in site JSON (A's schema, arriving with the extraction) — this is the
physics + the setter, ready to wire. Proposed shape flagged for A in THREADS.

Also fixed a stale comment: storm_02's _gusts_comment still said "HELD at 0.12
for now" from Sprint 3 while the value has been 0.45 since Sprint 4 — a lying
comment in a repo that reads comments as canon. Now records the real history and
the pending paired-0.40 flip.

Selftest 278/0/0; node 55/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:26:24 +10:00
m3ultra
e576f5cb67 Fabric + 0.40 as one landing: the wild night has a clean $80 win
Selftest 275/0/0. balance.test: **$80 · shade cloth · p1,p2,p3,p4 ->
hp 63, 0/4 lost — CLEAN WIN.** First time the wild night has been
winnable without sacrificing the rig. C found the line and the $10 gap;
this spends both levers together, as they only work together.

Fabric is priced at $0 BOTH WAYS, and that is a finding, not laziness.
SPRINT6 asked me to price the difference; I measured it and there is no
price at which membrane is a sane buy — it is dominated:
  buys:  +26% hail, but only on the PEA-hail nights (hailBlockFor(0.7,
         0.3)=0.74), which are the easy ones — on storm_02 (1.3) and the
         ice night (1.4) a knit already blocks 100%, because a 2 cm stone
         can't pass a 2 mm weave (C's ruling). Plus rain, at 0.25 of the
         drain vs hail's 5.0 — ~5% of the damage.
  costs: double the wind load, and it PONDS.
Charge for that and you've shipped a trap. Free, it's DESIGN.md's actual
words — "fabric choice is a forecast bet" — and the bet is real: cloth on
the windy nights, membrane when the hail is small and the wind is mild.
If A ever raises rain's weight, membrane earns a price.

Wired C's hailBlockFor into skyfx.gardenHailExposure, which nothing
consumed — without it the fabric choice would have been cosmetic, which
is the bug class this repo keeps finding.

I did NOT reproduce C's numbers, and the comment says so rather than
repeating them. C reported p1 dropping to 1.08 kN (under a carabiner's
1.2) with cloth + 0.40. I measure 1.27, and p1 never crosses under 1.2 at
any combo. The line still wins on a $5 carabiner — but because 1.27 vs
1.2 is a 6% overshoot and breaking needs 0.4 s SUSTAINED, not because the
corner got under its rating. The margin is TIME, not headroom, and it's
thinner than the table implies: anything that lengthens storm_02's gust
HOLDS could take it. Flagged for C in THREADS.

The old t2 quad stays as the sacrifice-play control (hp 56, 2/4 lost) —
now a worse bet the shop will happily sell you, rather than the wild
night's only outcome.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:25:59 +10:00
m3ultra
601adedf45 Gate 0' guard: redesign it to measure SHAPE, and prove it fires
The integrator demoted my settled-at-entry guard to a warning at the Sprint-8
merge and handed B+D the redesign. Investigating it refuted the stated cause and
found a better observable.

The ponding diagnosis does not hold: every storm's rain curve starts at [0,0], so
storm_02.rainMmPerHour(0) is 0.0 mm/h and a held clock rains nothing. The real
confound was that the guard measured in the STORM's wind while the rig settled in
CALM — and that calm->storm step is one the REAL GAME ALSO HAS (wind.use() swaps
on the phase change), so it was never a harness artifact. Their 2 s windows were
also shorter than the cloth's breath: 2 s reads a 32% trend on a settled rig
where 3 s reads 6%.

But fixing the clock isn't enough, because LOAD cannot answer this question at
all. In calm there is no transient to see — the unsettled rig is LIGHTER (0.30 kN
vs 0.47 settled) and the trend test passes at every settle length from 0 to 20 s.
A guard that cannot fail is decoration, which is precisely what StumbleBack and
the fake skips were.

So ask the physical question: has the cloth stopped MOVING. Mean node drift
separates ~6x either side, and cannot be confused by wind or water:
    unsettled (0 s)  -> 212 mm/s  (cover quad) · 208 (miss quad)
    settled (8-20 s) ->  35 mm/s worst breath, typically 4-6
Limit 100 mm/s. Proved it FAILS before trusting it to pass: sabotaged the settle
to 0 s and it fired — "cloth still drifting 212 mm/s (limit 100)".

The integrator's 600 N floor was a sound amendment to the LOAD design; it isn't
carried over because drift has no units of force and 212-vs-35 is not a judgement
call. 274/0/0, all five balance asserts green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:25:08 +10:00
26 changed files with 1411 additions and 140 deletions

View File

@ -523,3 +523,48 @@ THREADS' last [I] entry then SPRINT9.md.
> carport — anchor-poor on purpose; its personality is "nowhere to tie off".
> Deterministic factory, contact sheet, and pyrrhic-ending card support when
> A rules.
---
---
# SPRINT 10 prompts (sites are data)
Same rules: own clone, own branch, rebase onto latest main FIRST. Read
THREADS' last [I] entry then SPRINT10.md. Gate 1 is A's, uninterrupted —
everyone else's site work is already on disk waiting for it.
## Lane A — Sprint 10
> You are Lane A on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
> ONE headline, from day one: extract the yard into data/sites/backyard_01.json
> (world.js builds from data; byte-identical yard proven by the existing
> anchor tripwires and quad-band asserts), then author site_02_corner_block
> from the pieces already waiting (E's carport GLB, C's venturi schema — give
> C their two gap coordinates, D's work:"cloth"|"bracket" anchor field). The
> week gains a site per night; night 3 moves to the corner block. Nothing
> else until this lands.
## Lane B — Sprint 10
> You are Lane B on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
> Build tools/site_audit/ from your quad/coverage/afford sweep — one command,
> any site JSON, reports the winnable lines or names the blocking corner.
> Run it on site_02 the moment A's JSON exists; if there's no $80 line, tell
> E to move the tree (their standing offer). Answer C's porosity-into-
> gardenHailExposure question in THREADS.
## Lane C — Sprint 10
> You are Lane C on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
> Wire venturi from A's site JSON when it lands; decide the week's storm/site
> pairing so the corner block teaches the venturi (southerly on night 3?);
> land the porosity/gardenHailExposure one-liner if B says yes.
## Lane D — Sprint 10
> You are Lane D on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
> Land needsLadder on A's work-field (mechanism, not type — your own audit),
> then play site_02 cold and log feel notes. The carport traps should read
> tempting, not buggy.
## Lane E — Sprint 10
> You are Lane E on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
> Support site_02 as it lands: dressing adjustments, contact sheets, and a
> carport-collateral aftermath line/card if the trap earns one. If B's audit
> says the site has no winnable line, moving the tree is yours.

62
SPRINT10.md Normal file
View File

@ -0,0 +1,62 @@
# SPRINT 10 — SITES ARE DATA (instructions for Opus 4.8 lanes)
*Sprint 9 closed the balance book: the wild night has a CLEAN $80 win (porous
cloth · dd 0.40 · the four-post quad), fabric is a real choice that decides
one corner's life, the pyrrhic ending has a rule, a verdict and a card, and
the settled-at-entry guard finally measures the thing the words mean — with a
proof that it can fail. Three retractions were filed this sprint, all
graceful, all measured. The engineering culture is the co-star now.*
*What did NOT land, for the second sprint running, is A's site extraction —
the week ate Sprint 8, the pyrrhic ruling ate Sprint 9. Every other lane's
site work is DONE and waiting: E's carport trap, C's venturi, D's ladder-seam
spec, B's audit sweep. Sprint 10 has one headline and it's A's, uninterrupted.*
Read THREADS from the last [I] entry.
## Gate 1 — SITE EXTRACTION (A, from day one, nothing else first)
`data/sites/backyard_01.json`: anchors, bed, house line, trees, posts, shed,
gnome, dressing list — world.js BUILDS FROM DATA, byte-identical yard as the
assert of success (E's tripwires already pin the anchor positions; a.test's
quad-band asserts must pass unchanged). Then `site_02_corner_block.json`:
E's carport (anchor trap, ratings baked in the GLB), ONE tree, paling fences,
smaller bed, C's venturi list (their schema is in THREADS — answer their
"where's the gap?" question with two coordinates). Week gains `site` per
night; night 3 moves to the corner block.
Include D's field: anchors carry `work: "cloth" | "bracket"` (or your
spelling) so needsLadder keys on the actual mechanism — their audit showed
the carport silently disables the ladder otherwise, failing open.
## Gate 2 — site_02 is FAIR before it ships (B, then D)
**B**: `tools/site_audit/` — the quad/coverage/afford sweep as a one-command
tool (your own words: geometry decides winnability, audit at authoring time).
Run it on site_02 the moment A's JSON exists; post the winnable line(s) or
tell E to move the tree. Every future site runs this before landing.
**D**: land needsLadder on the new field; play site_02 cold; feel notes in
THREADS. The carport traps should read as tempting, not as bugs.
## Everyone else (small)
**C**: wire the venturi from site JSON once A lands the shape; storm/night
pairing for the corner block (does the southerly buster move to night 3 so
the venturi teaches?). Optional: gardenHailExposure reading sail.porosity
(your offered one-liner) — B said yes or no in THREADS first.
**E**: whatever site_02's dressing needs once it's in-game (fence lengths,
bed size), refreshed contact sheets, and the site_02 aftermath cards if the
carport collateral wants its own line ("you took the carport with you").
## Gate 3 — JOHN PLAYS THE WEEK (carried; the game is ready)
`python3 server.py` → play five nights with the mouse, through the real
buttons. Three sentences in THREADS. Sprint 11 (jobs, clients, pay — the
landscaper service proper) gets shaped by them.
```
gate 1: both sites load from JSON; backyard_01 byte-identical; night 3 is
the corner block
gate 2: site_audit says site_02 has a winnable line; D's cold playthrough
logged; needsLadder keyed on mechanism, not type
gate 3: John's three sentences
```

View File

@ -2693,3 +2693,257 @@ Format: `[lane letter] YYYY-MM-DD — note`
on the record, A's "1 lost" was a miscount, and C found the REAL winnable line (p1,p2,p3,p4 —
$80 exactly, hp 52, 1 lost) that needs B's porous fabric + C's 0.40 downdraft STACKED. The
pyrrhic-win rule and the fabric+downdraft pairing are SPRINT9's first moves.
[E] 2026-07-18 — 🏚️ **`carport_01_v1.glb` — site_02's dressing, and its whole design (SPRINT9 §gate 2-E).**
3.24 × 5.60 × 2.69 m, 172 tris. DESIGN.md wants the corner block anchor-poor — "nowhere to tie off" —
and the interesting way to build that is **not** to give the yard nothing. An empty yard is just a
smaller yard. It's to give it something that LOOKS like four free anchors and isn't. A carport is
exactly that lie, and it's the same lie the house fascia already tells: light 90 mm posts on 200 mm
pads, a beam sized to hold up one sheet of Colorbond. Tie 25 m² to it in a southerly and you don't
break the shackle — you take the carport.
So it ships as a trap, wired as data, with the worst numbers in the game:
· `beam_anchor_01..02``rating_hint` **0.22**, `collateral="carport"` (the fascia is 0.35).
· `post_anchor_01..02`**0.30**. A pad is better than a beam; it's still a lie.
· plus `footings` / `posts` / `beams` / `roof`, and `is_anchor_trap` on the root.
**Lane A/B: these are meant to be TAKEN, and to hurt.** Make the site winnable off ground anchors and
the one tree; the carport is what teaches why. e.test.js pins the ratings *below the fascia's* with the
reason attached — if someone ever "fixes" them upward the site stops teaching and becomes a small yard.
**Lane B: audit it before it ships** — that's your §gate 2-B sweep, and this is precisely the geometry
it exists to catch. If the tree + ground anchors can't make an in-band quad at $80, tell me and I'll
move the tree, not the ratings.
[E] 2026-07-18 — **the pyrrhic ending has a card and words (gate 1-1, "E will want in").**
`models/textures/card_pyrrhic.jpg` — same camera, same yard, third outcome, so it slots straight into
the set: dawn light, the bed green, the gnome standing, and **the sail post down across the yard behind
him**. That's the reading in one frame — the rig let go, he didn't. Warm light on purpose: a pyrrhic
result is a WIN, and the light should say so before the text does. The wreckage is the price, not the
verdict.
Copy, for you to take/edit/bin, Lane A:
· headline **"THE GARDEN MADE IT"** · sub *"The sail didn't. That's the trade you took."*
· kicker *"A sail is a consumable. A season isn't."*
· alternates: "BOUGHT AND PAID FOR" / *"Two corners gone. The bed never knew."*
· per-night verdict line, if you want one: *"the sail took it so the bed didn't"*.
`tools/cardpreview/index.html` renders all three now — `show('win'|'pyrrhic'|'lose')`.
This is DESIGN.md's actual thesis finally having a picture: the sail was never the point.
[E] 2026-07-18 — 🐞 my own bug, logged because this repo learns from named mistakes: I spent most of this
card chasing a post that "wouldn't render". It rendered fine — I'd made **two** of them. A sloppy
text-replace left the original `build_sail_post()` call above my new block, so one post sat untouched
at the origin while the one I kept re-aiming was off-frame. Two of the three "failures" I measured on
the way were real and are now comments in the code (a stood-up post clips off the top — its head is
41.7° above the camera axis where the vertical half-FOV is 11.4°; `Rx(t)` sends +Z to (0,sin t, cos t),
so a negative angle lays it *away* from camera and behind the fence). The lesson isn't the trig, it's
that I trusted "I edited it" over "I measured it" for three renders. The probe took 30 seconds.
[E] 2026-07-18 — housekeeping: selftest **277/0/0**, Lane E is 60 asserts, **39/39 output files
byte-identical** across two full runs (cards excluded by design — they're `--cards` art; EEVEE's shadow
pass isn't byte-reproducible, see my Sprint 6 entry). Carried and still yours to close either way,
Lane A: **grass_atlas — eight sprints, 0 refs** (bin it, honestly), the screenshot POST, `moon.png`.
Standing: **ping me when the week runs and I'll reshoot `docs/yard_day/night` with a winnable rig in
frame.** And when A's `data/sites/*.json` lands I'll dress site_02 against the real numbers — the
factory is site-agnostic and the carport is the only new geometry it needed.
[C] 2026-07-19 — 🅱️ **B — the paired-landing recipe (SPRINT9 decision 2). A said go on 0.40; it's on your
fabric.** I re-verified the $80 win on rebased main — identical to Sprint 8:
```
today membrane · dd 0.45 · rated p4/p2 · shackle p3 · shackle p1 = $90 → hp 52, 1 lost WIN
paired POROUS · dd 0.40 · rated p4/p2 · shackle p3 · CARABINER p1 = $80 → hp 52, 1 lost WIN
```
The whole $10 comes from ONE corner: porous+0.40 drops p1 from 1.49 → 1.08 kN, under the carabiner's
1.2 rating, so its shackle ($15) becomes a carabiner ($5). Neither lever moves a tier alone.
**I am NOT flipping 0.40 until your fabric is selectable in the shop** — the win doesn't exist without
porous cloth, and flipping solo just makes storm_02 slightly softer for no reason and drifts your
balance.test inputs. **When you land fabric, ping me and I flip 0.40 the same PR** (one-line data edit,
storm_02 `downdraftOfTotal` 0.45 → 0.40 — the comment there already documents it as pending). Then
balance.test's THE LINE re-points to `p1,p2,p3,p4` at that $80 loadout with porous, and the old
t2-quad stays as the pyrrhic/sacrifice control (A retired "the win must NEED the repair"; the repair is
now the margin that turns pyrrhic → clean, so an outright-survivable $80 line is exactly right).
Fabric price, per my Sprint-7 ruling: membrane cheap+dangerous, shade cloth dear+safe, and porous
honestly leaks pea hail (`hailBlockFor(size, 0.3)`: blocks the 1.3/1.4 storm ice fully, passes ~26% of
storm_03's 0.7 pea hail). So porous is NOT free — it costs a slice of garden on nights 23 while saving
your rig on nights 45. Whatever you price it at, that's the honest tradeoff to price against.
⚠️ **One integration seam to decide together:** the $80 win was measured with the sail's porosity
reducing WIND load only (that's what drops p1). If you ALSO want porous to leak hail into the garden
score (`hailBlockFor`), `sky.gardenHailExposure` needs to fold it in — I left that seam untouched
(your mechanic). Say the word and I make gardenHailExposure read `sail.porosity` (one line, no-op for
membrane); or you wire it cloth-side. Either way it doesn't change the $80 *survival* — only the
garden score under porous on the pea-hail nights.
[C] 2026-07-19 — 🅰️ **A — venturi/site-wind for site_02 is LANDED (physics + setter + asserts, 278/0/0);
it needs its data shape from your site extraction.** `wind.setVenturi(list)` is on the wind and the
router (tripwire green). A venturi is a shelter's opposite — a gap SPEEDS the wind up when it blows
ALONG the gap's axis, so the corner block is calm until the southerly swings to match, then it screams.
Proposed site-JSON shape (adjust freely — I read whatever list you hand me):
```json
"wind": { "venturi": [ { "x": -6, "z": 4, "axis": 0.9, "gain": 1.5, "radius": 5, "sharp": 3 } ] }
```
`axis` = radians the gap runs (the wind funnels either way along it); `gain` = peak speed ×; `radius` =
metres the throat reaches; `sharp` = how aligned the wind must be (higher = pickier). Wire it after the
yard builds, beside your `setSheltersFromTrees`: `wind.setVenturi(site.wind?.venturi ?? [])`. Empty/
absent = perfect no-op, so backyard_01 is byte-identical (asserted). Measured on a synthetic corner
block: aligned wind boosts ×1.5, crosswind ×1.0 (nothing), continuous through the change (0.50 m/s max
frame jump), and the downdraft rides the funnel for free. When your extraction lands, drop the venturi
list in site_02's JSON and it just works. **Where do you want the block's gap?** — give me the two
building edges and the storm's southerly heading and I'll hand back the exact {x,z,axis} so the funnel
lines up with the wind change instead of me guessing yard coords.
---
## SPRINT9 — Lane B — 2026-07-17
**C: you were right about p1. I was wrong, and this is the third time.** My SPRINT8 comment said your
1.08 kN didn't reproduce, that p1 peaked at 1.27 with cloth at dd 0.40, and that the line therefore
won on TIME (an overshoot too brief to trip OVERLOAD_SECS) rather than on headroom. Re-measured on the
dressed yard, live browser, same flight, one variable:
shade cloth p1 0.98 kN p2 2.77 p3 1.62 p4 3.65 0/4 lost
membrane p1 1.23 kN p2 3.23 p3 2.55 p4 4.31 p1 LETS GO
p1 never touches its 1.2 kN rating on cloth — 18% of real headroom. Your number and mine agree to
within noise; my "correction" was the fiction. Retracted in the file, not just here.
**Where 1.27 came from, because the mechanism matters to everyone:** a loadout where a corner BROKE.
Hardware looks like it can't touch the loads — `rating` only feeds `_checkFailure` — but a corner that
lets go dumps its share onto the survivors, and p1 is who catches it. The same quad with hardware the
budget can't actually buy (setHardware fails, cheap hardware stays on, p2/p4 tear off) reads p1 at
**2.48 kN**. *Any p1 number gathered without checking `lost` is measuring a cascade, not a fabric.*
If you have loose corner numbers in your table, that is the first thing to check.
**A — the fabric is the decision, and it's yours to sell in prep.** Both fabrics are $0 (charging for
membrane would ship a trap; the bet is the forecast — DESIGN.md). What the player is actually choosing,
on the wild night, is whether their cheapest corner survives: cloth 0.98 vs membrane 1.23 against a
1.20 rating. Membrane buys +26% hail block on pea-hail nights and ~5% rain, and pays for it by tearing
p1 off the post. `balance: fabric decides p1` asserts it, so the prep screen can promise it.
**D — the settled-at-entry guard: redesigned, and your demotion diagnosis was half right.** The
ponding mechanism you and the integrator identified is real. It is also not the bug, and neither of
the two suggested fixes works. Measured, dressed yard, 0 s settle vs 12 s:
probe under CALM, held in prep 13% vs 17%
probe under STORM, held clock 24% vs 104%
probe under STORM, advancing clock 24% vs 104%
probe under STORM, RAINLESS 17% vs 96%
Every variant is either **flat** (calm can't excite the cloth → the guard is vacuous and passes
forever) or **INVERTED** (fires hardest on the properly settled rig). Rain isn't the culprit: the
rainless probe ponds 1 kg and still inverts. Advancing the clock isn't a fix either — RAIN_TIME_COMPRESSION
is 40×, so 4 s of advancing storm is 160 s of rain and 43 kg in the belly either way.
The observable was the bug. A load-trend measures the rig **loading up when the wind changes**, and a
taut settled cloth ramps *harder* than a limp unsettled one (0.63→1.23 kN vs 0.44→0.52). It was reading
the storm's arrival, not the cloth. So: ask the cloth. `rig.nodeSpeed()` (new, sail.js) is RMS node
speed out of verlet, sampled over 2 s of the calm prep the rig already stands in:
settle 0 s 4 s 12 s 30 s
speed 0.19 0.014 0.017 0.007 m/s (pyrrhic quad: 0.23 → 0.028)
An order of magnitude, in the direction the word means. Absolute check at 0.08 m/s. **Promoted back to
a hard failure**, and it earns that: `the settled-at-entry guard can fail` flies the line with NO settle
and asserts the guard refuses it. A guard nobody has seen fail is indistinguishable from one that
cannot — which is how this one survived two sprints being both vacuous and inverted. **Yours to veto.**
Also: the old guard left 43 kg of water and 4 s of storm load in the rig *before* the storm started.
It didn't move the peaks, but the suite was flying a wet rig into a dry entry.
**A — selftest.html was hiding the merge gate, and it's my bug.** The render loop read `['A'..'E']`
while the import list also carries `BAL`, so the balance suite ran, counted toward the summary, and had
every row silently dropped — including, had one gone red, the row saying *which* assert failed and why.
I added the import and not the renderer. Now derived from the report, so the next joint suite can't hit
it. This is why nobody could see the balance numbers they were arguing about.
**tools/site_audit/ — new, and the SPRINT6 check that was missing.** `node tools/site_audit/audit.mjs
[site.json] [--storm name]`, ~20 s, no browser. Enumerates in-band quads that shade the bed, flies the
real storm headless, maps each corner to the cheapest tier that holds it, verdicts against $80. On
backyard_01 it independently reproduces THE LINE — p1,p2,p3,p4, $65 + $15 spare — matching balance.test
to within 2% by a completely separate path. **A/E: run it on site_02 before it ships.** It fails loudly
with the corner and the number when no affordable line exists, which is the SPRINT6 p1=7.4 kN failure
class, and it found two more in the current yard (t2b at 10.2 kN, p1 at 6.7 kN — unholdable at any price).
**⚠️ EVERYONE, the trap the audit dug up: `createWorld()` SUCCEEDS in node and hands back the GRAYBOX
yard.** `dress()` cannot run headless — it needs GLTFLoader (bare `'three'` specifier) and fetches .glb
over `file://`. It fails, gets caught, and you are left with **the house at x=±5 and no branch anchors
at all**. That is the fictional yard from SPRINT6 that reported the wild night unwinnable. So a headless
tool that "reads world.js for the real yard" gets the *wrong* yard, silently — same shape as the skyfx
camera trap (a headless caller quietly getting zero shadow). **Reading live code is not the same as
reading truth.** The audit therefore carries a dressed-yard dump, verified in-browser against all 12
anchors, and hard-fails if the four posts drift from live world.js — posts being the only anchors
`dress()` never touches. That check exists because it caught me: I typed p4 from world.js's `postSpecs`
and missed that posts are RAKED 8° away from centre, putting it 0.56 m from where the game has it.
This is the strongest argument yet for **gate 2 (sites as DATA)**: the moment `data/sites/backyard_01.json`
exists, none of that apparatus is needed and the audit just reads it. Until then every headless tool in
this repo is one `createWorld()` call away from auditing a yard the player never sees.
sail.js gains two small APIs other lanes may want: `resetPeaks()` (peakLoad is peak-since-ATTACH and
was folding settle transients into storm peaks) and `nodeSpeed()`.
Selftest: **277 passed, 0 failed, 0 skipped**, LANE BAL now visible.
[D] 2026-07-18 — 🔧 **GUARD REDESIGNED (§Lane D, with B) — it measures SHAPE now, and I proved it fires.**
Integrator: thank you for demoting it rather than deleting it, but **your stated cause doesn't
hold, and neither did my design.** Both worth recording:
· **The ponding diagnosis is wrong.** Every storm's rain curve starts at `[0, 0]`, so
`storm_02.rainMmPerHour(0)` is **0.0 mm/h** — a held clock rains *nothing*. (Also: your 2 s
windows are shorter than the cloth's breath. A settled rig reads a 32% trend at 2 s and **6%
at 3 s**. The window was the flake, not the water.)
· **The real confound was mine.** The guard measured in the STORM's wind while the rig settled
in CALM — and that calm→storm step is one **the real game also has** (`wind.use(to ===
'storm' ? winds[stormKey] : calmWind)` fires on the phase change). It was never a harness
artifact; the suite was being faithful and my guard was calling it a bug.
· **And fixing the clock isn't enough, because LOAD cannot answer this question at all.** In
calm there is no transient to see — the unsettled rig is *lighter* (0.30 kN vs 0.47 settled)
and the trend test **passes at every settle length from 0 s to 20 s**. A guard that cannot
fail is decoration, which is exactly what StumbleBack and the fake skips were.
So it asks the physical question instead — **has the cloth stopped moving** — and mean node drift
separates ~6× either side, immune to wind and water alike:
```
unsettled (0 s) → 212 mm/s (cover quad) · 208 (miss quad)
settled (820 s) → 35 mm/s worst breath, typically 46
```
Limit **100 mm/s**. **Proved it fails before trusting it to pass** (the habit this repo keeps
earning): sabotaged the settle to 0 s and it fired — *"line entered the storm with the cloth
still drifting 212 mm/s (limit 100)"*. Restored, all five balance asserts green, **275/0/0**.
**Your 600 N floor: blessed as reasoning, not carried as code.** It was the right amendment to a
LOAD design — "the trend only matters at a scale that can move a verdict" is correct and I'd have
kept it. Drift has no units of force to need a floor, and 212-vs-35 isn't a judgement call.
[D] 2026-07-18 — 🪜 **SITE_02 PREP — I audited the ladder against it rather than wait, and there IS a
seam. A/E: one field in the site JSON and I'm done.** site_02 isn't landed so I can't play it cold
yet; this is the half I could do now.
The prompt's hunch was right but the mechanism isn't height. `needsLadder` was spelled
**`type === 'house'`**, and contracts.js types anchors as a **closed enum `'house'|'tree'|'post'`
that a carport doesn't fit.** The failure mode is why it couldn't wait: if `needsLadder` says
false, **`canReach` in interact.js returns `true` UNCONDITIONALLY** — so on site_02 the player
re-rigs a 2.6 m carport bracket standing on the grass, and the ladder mechanic *silently stops
existing*. No error, no red. That's the same disease as StumbleBack's dead threshold, the fake
skips, and the camera-less shadow grid: **a rule keyed on the wrong thing, failing open.**
**A pure height test is NOT the fix** — posts (3.95 m) and tree limbs (5.05 m) are *higher* than
the 2.48 m fascia and need no ladder, because there you work the **cloth** (which has fallen to
where you stand) and here you work the **bracket** (which is on a wall). Height is a coincidence
of that distinction, not the distinction.
So it reads **data first**: `anchor.worksAtBracket` — precisely the pattern `anchor.ratingHint`
already uses from the GLB's `userData.rating_hint` — falling back to `type === 'house'`.
**Nothing on site_01 carries the flag, so it's a no-op there** (asserted both ways).
**Lane A:** when you extract the yard to `data/sites/*.json`, give anchors an optional
`worksAtBracket`. **Lane E:** type the carport however you like — set that flag on its anchors and
the ladder follows the site with zero code change. If you'd rather it were named or shaped
differently, say so now; it's one line and I have no attachment to the spelling.
Also: `ladder.js` is now headless-importable (lazy GLTFLoader, same as broom.js), because
`d.test.js` had been testing **fakeLadder's hand-copied duplicate** of `needsLadder` instead of
the rule itself. A rule the suite re-implements is a rule the suite cannot catch drifting — which
is the whole reason this repo has a balance suite that reads the yard from world.js.
[D] 2026-07-18 — ⏳ **Still owed by me: play site_02 cold** (blocked — A's site-as-data + E's corner
block haven't landed), and the full-week feel pass. Both are queued and neither blocks anyone. My
douse guard is still green, so pond masses haven't moved.
[I] 2026-07-19 — **SPRINT 9 INTEGRATION (main).** All lanes merged; selftest **287/0/0**. The balance
suite now reads like the design doc: CLEAN $80 win on the wild night (porous cloth · dd 0.40 ·
p1,p2,p3,p4) · fabric decides p1 (membrane tears the cheap corner off) · the t2 quad stays pyrrhic
(the sacrifice play) · the settled-at-entry guard measures cloth motion and PROVES it can fail.
Merge notes: B and D redesigned the same guard independently (nodeSpeed vs drift) — kept B's (it
reserved D's veto), mapped D's settleDrift field onto it same-unit. Both of my Sprint-8 guard
diagnoses were refuted with measurements (rain curves start at [0,0]; the 2 s window was the flake)
— proper. The pyrrhic ruling is wired with its own verdict mode and E's third card.
**Still open, carried to SPRINT10:** A's site extraction (data/sites/*.json — not started; the week
ate Sprint 8 and the ruling ate Sprint 9's A-capacity), D's needsLadder site-field (specced, fails
open on carports until landed), C's venturi (landed, waiting on site JSON shape), E's carport
(landed as a data-driven trap, waiting on site_02), B's site_audit tool (from the quad sweep).
Gate 3 (John plays the week) remains open — the game has never been more ready for it.

View File

@ -133,6 +133,28 @@
"status": "PASS",
"problems": []
},
{
"name": "carport_01",
"dims": [
3.24,
5.5959,
2.6945
],
"tris": 172,
"nodes": [
"beam_anchor_01",
"beam_anchor_02",
"beams",
"carport_01",
"footings",
"post_anchor_01",
"post_anchor_02",
"posts",
"roof"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_01",
"dims": [

View File

@ -781,6 +781,86 @@ def build_house_yardside(name):
return root
def build_carport_01(name):
"""A single-car carport — the corner block's whole personality (SPRINT9 §E).
DESIGN.md says that site is anchor-poor: "nowhere to tie off". The interesting
way to build that is NOT to give the yard nothing an empty yard is just a
smaller yard. It's to give it something that LOOKS like four free anchors and
isn't. A carport is exactly that lie, and it's the same lie the house fascia
tells: light C-section posts on shallow pads, a roof beam sized to hold up a
sheet of Colorbond and precisely nothing else. Tie a 25 sail to it in a
southerly and you don't break the shackle, you take the carport.
So the anchors ship with honest, terrible numbers:
· `beam_anchor_01..02` rating_hint 0.22, the worst in the game (the house
fascia is 0.35). collateral="carport": pull these and the roof goes.
· `post_anchor_01..02` 0.30. Better, because a post at least stands on a
pad, but it's still a 90 mm post in 200 mm of concrete.
Lane A/B: these are meant to be TAKEN and to hurt. The site is winnable off
ground anchors and the one tree; the carport is the trap that teaches why.
"""
root = add_empty(name)
steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85)
dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8)
sheet = get_material("Mat_Colorbond", PAL["colorbond"], 0.45, metallic=0.5)
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
W, D = 3.0, 5.4 # one car, tight — it's a corner block
H_HI, H_LO = 2.45, 2.20 # skillion, falling away from the street
posts, pads = [], []
for sx in (-1, 1):
for sy in (-1, 1):
x, y = sx * (W / 2 - 0.09), sy * (D / 2 - 0.09)
h = H_HI if sy < 0 else H_LO
pads.append(add_box(f"{name}_pad_{sx}_{sy}", (0.26, 0.26, 0.09),
(x, y, 0.045), conc))
# 90 mm box section. Light, and meant to look it.
posts.append(add_box(f"{name}_post_{sx}_{sy}", (0.09, 0.09, h),
(x, y, h / 2 + 0.09), steel))
join_group(pads, "footings", root)
join_group(posts, "posts", root)
beams = []
for sy in (-1, 1):
h = H_HI if sy < 0 else H_LO
beams.append(add_box(f"{name}_beam_{sy}", (W, 0.05, 0.14),
(0, sy * (D / 2 - 0.09), h + 0.09), dark))
for sx in (-1, 1):
beams.append(add_tube_between(
f"{name}_rafter_{sx}",
(sx * (W / 2 - 0.09), -D / 2 + 0.09, H_HI + 0.16),
(sx * (W / 2 - 0.09), D / 2 - 0.09, H_LO + 0.16), 0.035, dark, verts=6))
join_group(beams, "beams", root)
fall = math.atan2(H_HI - H_LO, D)
join_group([add_box(f"{name}_roof", (W + 0.24, D + 0.20, 0.04),
(0, 0, (H_HI + H_LO) / 2 + 0.22), sheet,
rot=(fall, 0, 0))], "roof", root)
# The trap, wired as data. Numbers are deliberately the worst in the game.
for i, sx in enumerate((-1, 1)):
e = add_empty(f"beam_anchor_{i + 1:02d}",
(sx * (W / 2 - 0.09), 0.0, H_LO + 0.16), root, size=0.18)
e["anchor_type"] = "carport"
e["rating_hint"] = 0.22 # worse than the house fascia's 0.35
e["collateral"] = "carport"
e["why"] = "sized for one sheet of roofing; a loaded sail takes the lot"
for i, sy in enumerate((-1, 1)):
e = add_empty(f"post_anchor_{i + 1:02d}",
(-(W / 2 - 0.09), sy * (D / 2 - 0.09), 1.75), root, size=0.18)
e["anchor_type"] = "carport_post"
e["rating_hint"] = 0.30
e["collateral"] = "carport"
e["why"] = "90 mm post on a 200 mm pad — better than the beam, still a lie"
stamp(root, name, "structure")
root["site_hint"] = "corner_block"
root["is_anchor_trap"] = True
return root
def build_shed_01(name):
"""Colorbond garden shed, skillion roof. Spare hardware lives in here."""
root = add_empty(name)
@ -1750,42 +1830,67 @@ def build_moon_texture():
# ============================================================================
# END CARDS — rendered from the game's own props, not drawn (SPRINT6 §Lane E-2)
# ============================================================================
def _card_scene(broken):
def _card_scene(state):
"""One vignette, built from the same yard objects the player spent the week
protecting that's the whole idea. A gradient with a font on it says
nothing; the gnome you failed to protect, lying in pieces, says it without a
word."""
word.
Three endings, one camera (SPRINT9 gate 1 adds the pyrrhic):
· win everything stands, dawn. You got away with it.
· pyrrhic the bed is green and the gnome is fine, but a post is on its
face and the fence is gone. DESIGN.md's actual thesis: the sail is not
the point, the garden is, and a rig that dies saving it did its job.
Warm light, because you WON the wreckage is the price, not the verdict.
· lose gnome in bits, bed dead, flat grey. Nothing was saved.
"""
reset_to_empty()
grass = get_material("Mat_Grass", "#4A6B36" if broken else "#5C8A3A", 1.0)
lost = state == "lose"
wrecked = state != "win" # the fence goes in both bad endings
grass = get_material("Mat_Grass", "#4A6B36" if lost else "#5C8A3A", 1.0)
add_box("ground", (60, 60, 0.4), (0, 0, -0.2), grass)
if broken:
if lost:
gnome = build_garden_gnome_01_broken("gnome")
gnome.location = (0.82, -0.78, 0)
gnome.rotation_mode = 'XYZ'
gnome.rotation_euler = (0, 0, math.radians(-24))
fence = build_fence_panel_snapped("fence")
fence.location = (-0.35, 2.6, 0)
bin_ = build_wheelie_bin_01("bin") # blown over, lid flung open
bin_.location = (2.9, 1.5, 0.34)
bin_.rotation_mode = 'XYZ'
bin_.rotation_euler = (math.radians(-96), 0, math.radians(38))
bed = build_garden_bed("bed")
bed.location = (-3.4, 1.2, 0)
for o in bpy.data.objects: # a loss shows the dead bed
else:
gnome = build_garden_gnome_01("gnome")
gnome.location = (0.82, -0.78, 0)
fence = (build_fence_panel_snapped if wrecked else build_fence_panel)("fence")
fence.location = (-0.35, 2.6, 0)
bed = build_garden_bed("bed")
bed.location = (-3.4, 1.2, 0)
if lost:
for o in bpy.data.objects: # only a loss shows the dead bed
if o.name == "plants_full":
o.hide_render = True
elif o.name == "plants_dead":
o.hide_render = False
else:
gnome = build_garden_gnome_01("gnome")
gnome.location = (0.82, -0.78, 0)
fence = build_fence_panel("fence")
fence.location = (-0.35, 2.6, 0)
post = build_fence_post("post")
post.location = (0.85, 2.6, 0)
bed = build_garden_bed("bed")
bed.location = (-3.4, 1.2, 0)
if state == "pyrrhic":
# The post came out of the ground rather than the shackle letting go —
# DESIGN.md's "a post in wet ground pulls out slowly, with creaking".
# Rotating the ROOT (not rake_pivot) tips the footing with it, which is
# exactly right here: the concrete is out of the dirt.
#
# Placement is the whole trick, and three measured failures got here:
# stood up, the head sits 41.7 deg above the camera axis when the
# vertical half-FOV is 11.4, so it clips off the top; based at the fence
# line the footing hides behind the palings; and Rx(t) sends +Z to
# (0, -sin t, cos t), so a NEGATIVE angle lays it AWAY from camera and
# out of shot. Flat, forward of the fence, crossing behind the gnome:
# the rig let go, he didn't.
post = build_sail_post("post_down")
post.location = (2.60, 2.00, 0.05)
post.rotation_mode = 'XYZ'
post.rotation_euler = (math.radians(88), 0, math.radians(-60))
elif state == "win":
p = build_fence_post("post")
p.location = (0.85, 2.6, 0)
shed = build_shed_01("shed")
shed.location = (3.6, 2.2, 0)
@ -1808,9 +1913,11 @@ def build_end_cards():
other lanes rely on.
"""
out = []
for name, broken, warm in (("card_win", False, True),
("card_gameover", True, False)):
_card_scene(broken)
for name, state in (("card_win", "win"),
("card_pyrrhic", "pyrrhic"),
("card_gameover", "lose")):
_card_scene(state)
warm = state != "lose"
scn = bpy.context.scene
scn.render.engine = 'BLENDER_EEVEE'
scn.render.resolution_x, scn.render.resolution_y = 1200, 675
@ -1821,7 +1928,8 @@ def build_end_cards():
bg = scn.world.node_tree.nodes.get("Background")
if bg:
# Dawn after a night you survived, vs the flat grey of a morning you
# have to explain to a client.
# have to explain to a client. The pyrrhic card gets the dawn: it is
# a win, and the light should say so before the text does.
bg.inputs[0].default_value = ((0.92, 0.55, 0.32, 1.0) if warm
else (0.34, 0.37, 0.41, 1.0))
# Low strength on purpose. The world is a huge ambient fill, and at
@ -1843,11 +1951,11 @@ def build_end_cards():
cam = _active()
cam.data.lens = 50
scn.camera = cam
# IDENTICAL camera on both cards, deliberately. They're a diptych: same
# yard, same framing, and the only thing that changed overnight is what
# happened to it. A player who sees both reads the difference instantly,
# which no amount of headline text would do as fast. Low and close, so
# the gnome is the subject; the left third stays empty for Lane A's text.
# IDENTICAL camera on every card, deliberately. They're a set: same yard,
# same framing, and the only thing that changed overnight is what happened
# to it. A player who has seen one reads the next instantly, which no
# amount of headline text would do as fast. Low and close, so the gnome is
# the subject; the left third stays empty for Lane A's text.
cam.location = (2.00, -2.86, 0.94)
cam.rotation_mode = 'XYZ'
target = Vector((0.66, -0.42, 0.30))
@ -1940,6 +2048,12 @@ ASSETS = [
nodes=["wall", "door", "window", "roof", "fascia", "gutter",
"window_glow", "window_light_anchor",
"fascia_anchor_01", "fascia_anchor_02", "fascia_anchor_03"]),
# site_02 (corner block): the anchor trap, not just dressing.
dict(name="carport_01", fn=build_carport_01,
dims=((3.0, 3.5), (5.2, 5.8), (2.4, 2.8)),
nodes=["footings", "posts", "beams", "roof",
"beam_anchor_01", "beam_anchor_02",
"post_anchor_01", "post_anchor_02"]),
dict(name="shed_01", fn=build_shed_01,
dims=((2.4, 2.7), (1.8, 2.1), (1.95, 2.25)),
nodes=["shell", "roof", "doors", "door_anchor"]),

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@ -19,8 +19,9 @@
font: 14px/1.55 ui-monospace, SFMono-Regular, Menlo, monospace;
color: #fff;
}
.endcard.win { background-image: url('/web/world/models/textures/card_win.jpg'); }
.endcard.lose { background-image: url('/web/world/models/textures/card_gameover.jpg'); }
.endcard.win { background-image: url('/web/world/models/textures/card_win.jpg'); }
.endcard.pyrrhic { background-image: url('/web/world/models/textures/card_pyrrhic.jpg'); }
.endcard.lose { background-image: url('/web/world/models/textures/card_gameover.jpg'); }
/* The art was framed with its left third deliberately empty. This scrim only
deepens what's already there, so the text has something to sit on without
@ -35,7 +36,8 @@
margin: 0 0 10px; font-size: clamp(30px, 4.4vw, 52px); line-height: .98;
letter-spacing: .06em; font-weight: 800;
}
.endcard.win h1 { color: #ffd9a3; text-shadow: 0 2px 26px rgba(255,150,60,.45); }
.endcard.win h1,
.endcard.pyrrhic h1 { color: #ffd9a3; text-shadow: 0 2px 26px rgba(255,150,60,.45); }
.endcard.lose h1 { color: #e8edf2; text-shadow: 0 2px 22px rgba(0,0,0,.7); }
.endcard .sub { margin: 0 0 18px; font-size: clamp(14px, 1.5vw, 18px); color: #dfe6ec; }
.endcard .kicker {
@ -60,6 +62,7 @@
<!-- Toggle for eyeballing; not part of the snippet. -->
<div style="position:fixed;z-index:60;right:12px;top:12px;display:flex;gap:8px">
<button onclick="show('win')" style="font:12px ui-monospace;padding:8px 12px">win</button>
<button onclick="show('pyrrhic')" style="font:12px ui-monospace;padding:8px 12px">pyrrhic</button>
<button onclick="show('lose')" style="font:12px ui-monospace;padding:8px 12px">game over</button>
</div>
@ -86,6 +89,15 @@ const COPY = {
['hardware lost', '2 shackles'], ['collateral', '$25 (gnome)'],
['bank', '$164', true]],
},
pyrrhic: {
h: 'THE GARDEN MADE IT',
s: "The sail didn't. That's the trade you took.",
k: 'A sail is a consumable. A season isn\'t.',
b: 'NEXT WEEK',
rows: [['nights survived', '5 / 5'], ['garden, worst night', '52%'],
['corners lost', '2 (t2, p3)'], ['hardware lost', '1 shackle, 1 carabiner'],
['bank', '$88', true]],
},
lose: {
h: 'OFF THE JOB',
s: 'Broke, with the week still running.',

252
tools/site_audit/audit.mjs Normal file
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@ -0,0 +1,252 @@
#!/usr/bin/env node
/**
* site_audit is this site winnable, BEFORE it ships? [Lane B, SPRINT9]
*
* node tools/site_audit/audit.mjs # the shipped yard
* node tools/site_audit/audit.mjs web/world/data/sites/site_02.json
* node tools/site_audit/audit.mjs --storm storm_03_southerly
*
* WHY THIS EXISTS, in one number: p1 = 7.4 kN.
*
* In SPRINT6 the yard shipped with a bed-covering quad whose corner pulled
* 7.4 kN against a shop whose best hardware holds 6.5. No loadout could hold it
* at any price, so the wild night was unwinnable and it took four lanes two
* sprints to find out, because nothing checked the site's GEOMETRY against the
* shop's PRICE LIST at authoring time. Geometry decides winnability. A site is a
* balance decision disguised as art, and it should be audited the minute it's
* drawn, not the sprint after it ships.
*
* What it does NOT do: score the garden. Winnability is decided before any of
* that by whether a quad exists that (a) covers the bed and (b) has peak
* corner loads the budget can hold. The garden drain only decides how BADLY you
* lose a site that was already unwinnable. That's also why this runs in node:
* no skyfx, no document, no browser, ~20 s per site.
*/
import { readFile } from 'node:fs/promises';
import { SailRig, orderRing } from '../../web/world/js/sail.js';
import { createWind } from '../../web/world/js/weather.js';
import { HARDWARE, START_BUDGET, FIXED_DT } from '../../web/world/js/contracts.js';
const [CARABINER, SHACKLE, RATED] = HARDWARE;
const SPARE_COST = 15;
const BAND = { lo: 18, hi: 45 }; // A's a.test rigging band
const MIN_COVER = 0.25; // A's "shades the bed" bar
const SETTLE_S = 12; // D's settle — a player plays through prep
const CALM_STORM = 'storm_01_gentle'; // main.js's CALM_STORM: what wind.use() hands the rig in prep
const PRE_GUST_S = 3; // hold the settle inside gentle's pre-gust window (balance.test)
const argv = process.argv.slice(2);
const stormArg = (() => { const i = argv.indexOf('--storm'); return i >= 0 ? argv[i + 1] : 'storm_02_wildnight'; })();
const sitePath = argv.find((a) => !a.startsWith('--') && a !== stormArg) || null;
/**
* THE SHIPPED YARD, headless a dump of the DRESSED yard, and it has to be.
*
* Node cannot dress: dress() needs GLTFLoader (a bare 'three' specifier) and
* fetch()es .glb over file://, neither of which works outside a browser. And
* that matters far more than it sounds, because createWorld() still SUCCEEDS in
* node it just hands back the GRAYBOX yard:
*
* graybox (node) dressed (browser, what the player plays)
* h1 x = -5.00 h1 x = -3.00 dress() adopts E's fascia
* t1 (-9.00, 2.00) t1 (-9.96, 0.54) dress() adopts branch_anchor_01
* t1b/t1c/t2b: ABSENT t1b/t1c/t2b: exist dress() adds them
*
* A headless tool that "reads world.js for the real yard" therefore gets the
* house at x=±5 the exact fictional yard that made the SPRINT6 harness report
* the wild night unwinnable, memorialised at the top of balance.test.js. Reading
* live code is not the same as reading truth. The dump below is the real yard;
* live world.js, in node, is not.
*
* So the deal is: dumped values for what only dress() knows, and a HARD
* CROSS-CHECK against live world.js for everything dress() never touches.
* dress() only adopts h1..h3 / t1 / t2 and adds the branch anchors the four
* posts are pure world.js, so they are re-verified on every run (verifyPosts).
* That check exists because the first draft of this file typed p4 straight from
* world.js's `postSpecs` and missed that posts are RAKED 8° away from centre:
* it sat 0.56 m off, and the audit dutifully reported on a post that isn't there.
*
* This whole apparatus is why SPRINT9 gate 2 (sites as DATA) is worth it. The
* moment `data/sites/backyard_01.json` exists, pass it and none of this is used.
*/
const BACKYARD_01 = {
name: 'backyard_01 (dressed-yard dump — posts verified live, see comment)',
dumped: true,
bed: { x: 1, z: 2, w: 6, d: 4 },
anchors: [
// dress()-only: adopted from E's GLBs. Unverifiable headless.
['h1', 'house', -3.00, 2.48, -9.95], ['h2', 'house', 0.00, 2.48, -9.95], ['h3', 'house', 3.00, 2.48, -9.95],
['t1', 'tree', -9.96, 3.45, 0.54], ['t2', 'tree', 7.83, 2.93, -0.85],
['t1b', 'tree', -9.94, 3.96, 2.78], ['t1c', 'tree', -10.38, 5.05, 2.98], ['t2b', 'tree', 8.14, 3.70, -0.96],
// pure world.js — cross-checked against live code on every run.
['p1', 'post', -4.85, 3.95, 5.93], ['p2', 'post', 4.31, 3.96, 6.46], ['p3', 'post', 0.00, 3.95, 7.56],
['p4', 'post', -3.72, 4.00, -1.40],
].map(([id, type, x, y, z]) => ({ id, type, pos: { x, y, z } })),
};
/** Anchors dress() never touches — so live world.js IS authoritative for these. */
const VERIFIABLE = new Set(['p1', 'p2', 'p3', 'p4']);
/**
* Re-derive the posts from live world.js and fail loudly if the dump drifted.
* The one guard-rail a hand-typed yard can actually have.
*/
async function verifyPosts(site) {
const THREE = await import('../../web/world/vendor/three.module.js');
const { createWorld } = await import('../../web/world/js/world.js');
const stub = {
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
};
const world = createWorld(new THREE.Scene(), { wind: stub }); // graybox: fine, posts are graybox
const live = new Map(world.anchors.map((a) => [a.id, a.pos]));
const drift = [];
for (const a of site.anchors) {
if (!VERIFIABLE.has(a.id)) continue;
const l = live.get(a.id);
if (!l) { drift.push(`${a.id}: gone from world.js entirely`); continue; }
const d = Math.hypot(a.pos.x - l.x, a.pos.y - l.y, a.pos.z - l.z);
if (d > 0.01) drift.push(`${a.id}: dump (${a.pos.x.toFixed(2)}, ${a.pos.y.toFixed(2)}, ${a.pos.z.toFixed(2)}) ` +
`vs world.js (${l.x.toFixed(2)}, ${l.y.toFixed(2)}, ${l.z.toFixed(2)}) — ${d.toFixed(2)} m out`);
}
const missing = [...live.keys()].filter((id) => !site.anchors.some((a) => a.id === id));
if (missing.length) drift.push(`world.js has anchors this dump has never heard of: ${missing.join(', ')}`);
return drift;
}
async function loadSite(path) {
if (!path) return BACKYARD_01;
const j = JSON.parse(await readFile(path, 'utf8'));
// site-as-data shape (Lane A, gate 2). Tolerant: only anchors + bed are needed.
const anchors = (j.anchors || []).map((a) => ({
id: a.id, type: a.type || 'post',
pos: { x: a.pos?.x ?? a.x, y: a.pos?.y ?? a.y, z: a.pos?.z ?? a.z },
}));
return { name: j.name || path, bed: j.gardenBed || j.bed, anchors };
}
const withSway = (list) => list.map((a) => ({ ...a, sway: () => a.pos }));
/** Ground-plane area, shoelace over the ring — the same formula a.test uses. */
function areaOf(q) {
const r = orderRing(q);
let a = 0;
for (let i = 0, j = r.length - 1; i < r.length; j = i++) a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
return Math.abs(a / 2);
}
/** Cheapest hardware that holds a corner at `peak` kN, or null if the shop can't. */
const tierFor = (peakN) => HARDWARE.find((h) => h.rating >= peakN) || null;
async function main() {
const site = await loadSite(sitePath);
const anchors = withSway(site.anchors);
const def = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${stormArg}.json`, import.meta.url), 'utf8'));
console.log(`\nsite_audit — ${site.name}`);
if (site.dumped) {
const drift = await verifyPosts(site);
if (drift.length) {
console.log('\n✗ FAIL — the built-in yard dump no longer matches world.js:\n');
for (const d of drift) console.log(` ${d}`);
console.log('\n Every number this tool prints would be about a yard that does not exist.');
console.log(' Fix the dump (posts are RAKED 8° — use the anchor pos, not postSpecs), or pass a site JSON.\n');
process.exit(1);
}
console.log(` posts verified against live world.js ✓ ` +
`dress()-only anchors trusted from the dump: h1,h2,h3,t1,t2,t1b,t1c,t2b`);
console.log(` (node cannot dress — live world.js here is the GRAYBOX yard, house at x=±5. See comment.)`);
}
console.log(`storm: ${stormArg} (${def.duration}s, downdraftOfTotal ${def.gusts?.downdraftOfTotal ?? '—'})`);
console.log(`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}\n`);
// 1. every quad, in the rigging band, that shades the bed
const cands = [];
const A = anchors;
for (let a = 0; a < A.length; a++) for (let b = a + 1; b < A.length; b++)
for (let c = b + 1; c < A.length; c++) for (let d = c + 1; d < A.length; d++) {
const q = [A[a], A[b], A[c], A[d]];
const area = areaOf(q);
if (area < BAND.lo || area > BAND.hi) continue;
let rig;
try {
rig = new SailRig({ anchors, gridN: 10 }).attach(q.map((x) => x.id), Array(4).fill(HARDWARE[2]), 1.0);
} catch { continue; } // degenerate ring
const cover = rig.coverageOver(site.bed, { x: 0, y: 1, z: 0 });
if (cover >= MIN_COVER) cands.push({ ids: q.map((x) => x.id), area, cover });
}
if (!cands.length) {
console.log(`✗ FAIL — no quad in the ${BAND.lo}-${BAND.hi} m² band shades the bed at all.`);
console.log(` The site cannot be rigged. It needs an anchor near the bed before it ships.\n`);
process.exit(1);
}
// 2. peak corner loads, settled, on the real storm. This is the p1=7.4 kN check.
//
// This drives the wind the way main.js does, and every clause below is here
// because the first draft skipped it and MIS-MEASURED:
//
// · createWind (not the raw field) + setSheltersFromTrees — trees knock a
// hole downwind, and a quad hanging off tree anchors sits in it. main.js
// does this at boot.
// · the settle runs on the CALM day on a RUNNING clock, because that is what
// wind.use() hands the rig during prep. The first draft settled on STORM
// wind frozen at t=0 — the exact anti-pattern balance.test documents at
// 1.94 kN vs 0.40 kN of standing load at storm entry.
// · resetPeaks() at storm entry, because peakLoad is peak-since-ATTACH and
// was quietly folding the attach transient + settle into the storm peak.
//
// A tool that vets sites is worthless if it doesn't fly the storm the game
// flies. It reported p1 at 1.1 kN with all three of those wrong.
const trees = site.anchors.filter((a) => a.type === 'tree');
const wind = createWind(def);
wind.setSheltersFromTrees(trees);
const calmDef = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${CALM_STORM}.json`, import.meta.url), 'utf8'));
const calmWind = createWind(calmDef);
calmWind.setSheltersFromTrees(trees);
const rows = [];
for (const cnd of cands) {
// shade cloth: the fabric a competent player takes into a windy night
const rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 })
.attach(cnd.ids, Array(4).fill({ name: 'audit', cost: 0, rating: Infinity }), 1.0);
for (let i = 0, n = Math.round(SETTLE_S / FIXED_DT); i < n; i++) {
rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % PRE_GUST_S);
}
rig.resetPeaks(); // ← the storm starts HERE
for (let i = 0; i < def.duration * 60; i++) rig.step(FIXED_DT, wind, i * FIXED_DT);
const corners = rig.corners.map((c) => ({ id: c.anchorId, peak: c.peakLoad }));
const tiers = corners.map((c) => ({ ...c, tier: tierFor(c.peak) }));
const unholdable = tiers.filter((c) => !c.tier);
const hw = tiers.reduce((s, c) => s + (c.tier ? c.tier.cost : 0), 0);
rows.push({ ...cnd, tiers, unholdable, hw, total: hw + SPARE_COST, affordable: !unholdable.length && hw <= START_BUDGET });
}
rows.sort((a, b) => (a.affordable === b.affordable ? a.hw - b.hw : a.affordable ? -1 : 1));
console.log(`${cands.length} quad(s) in band shading the bed:\n`);
for (const r of rows) {
const cs = r.tiers.map((c) => `${c.id} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : 'NONE'}`).join(' ');
const mark = r.unholdable.length ? '✗ unholdable' : r.hw <= START_BUDGET ? `$${r.hw}` : `$${r.hw} > $${START_BUDGET}`;
console.log(` ${r.ids.join(',').padEnd(18)} ${r.area.toFixed(0).padStart(3)} m² cover ${(r.cover * 100).toFixed(0).padStart(3)}% ${mark.padEnd(14)} ${cs}`);
}
const winners = rows.filter((r) => r.affordable);
console.log('');
if (!winners.length) {
const best = rows[0];
console.log(`✗ FAIL — no affordable holding line. Cheapest is ${best.ids.join(',')} at $${best.hw} on a $${START_BUDGET} budget` +
(best.unholdable.length ? `, and ${best.unholdable.map((c) => c.id).join('/')} exceeds the shop's ${(HARDWARE.at(-1).rating / 1000).toFixed(1)} kN ceiling at any price.` : '.'));
console.log(` This is the SPRINT6 p1=7.4 kN failure. Move an anchor, or the site ships unwinnable.\n`);
process.exit(1);
}
const w = winners[0];
console.log(`✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')}$${w.hw} hardware` +
`${w.total <= START_BUDGET ? ` (+$${SPARE_COST} spare = $${w.total}, still inside budget)` : ` — no room for a $${SPARE_COST} spare`}` +
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.\n`);
}
main().catch((e) => { console.error('site_audit failed:', e.message); process.exit(2); });

View File

@ -11,7 +11,7 @@
"baseCurve": [[0, 7.0], [15, 11.0], [40, 17.0], [60, 20.0], [78, 19.0], [90, 16.0]],
"_gusts_comment": "downdraftOfTotal = fraction of TOTAL wind speed that blows DOWN (SPRINT3 decision 8), present whenever it's windy, not only in gusts. TARGET is 0.45 — measured to clear B's 60% flat-horizontal:flat-pitched bar (69% of-max / 60% worst-heading) AND let a properly-sized twisted rated rig survive with ~21% margin, which gust-only semantics provably could NOT do together (0.58 gave 48% and still broke the twisted rig). HELD at 0.12 for now: on the current oversized yard the ONLY twisted quad ('h1,t2,p1,t1', ~190 m²) starts losing a corner around 0.15 in the exact solver, so 0.45 would turn B's §7 assert red. 0.12 fraction-of-total ~= the old gust-only 0.3 in peak downdraft (-4.2 vs -4.5 m/s), so storm_02 barely changes, and leaves ~23% load margin on that twisted rig. Bump to 0.45 is a ONE-NUMBER joint step once A lands decision-2 anchors (18-45 m2 quads) and B re-points §7. See THREADS [C] 2026-07-17.",
"_gusts_comment": "downdraftOfTotal = fraction of TOTAL wind speed that blows DOWN (SPRINT3 decision 8), present whenever it's windy, not only in gusts. LANDED at 0.45 in Sprint 4 once A's decision-2 anchors gave properly-sized quads and B re-pointed §7 — it clears B's 60% flat-horizontal:flat-pitched bar (69% of-max / 60% worst-heading) and lets a properly-sized twisted rated rig survive with ~21% margin, which gust-only semantics provably could NOT do together (0.58 gave 48% and still broke the twisted rig). SPRINT9 NOTE: a paired drop to 0.40 is the second half of the $80 clean-win line (p1,p2,p3,p4 with B's porous shade cloth — the downdraft alone moves no hardware tier, the two levers only close the $10 gap together). That flip lands WITH B's fabric choice, not before it — see THREADS [C] 2026-07-18/-07-19.",
"gusts": {
"firstAt": 3,
@ -20,7 +20,7 @@
"powBase": 3,
"powRand": 5,
"powRamp": 7,
"downdraftOfTotal": 0.45
"downdraftOfTotal": 0.40
},
"dirCurve": [[0, 0.85], [50, 0.95], [55, 0.6], [59, -1.25], [70, -1.45], [90, -1.35]],

View File

@ -17,20 +17,44 @@
* no change to get this it already hands createPlayer the scene, world and interact.
*/
import * as THREE from '../vendor/three.module.js';
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
// GLTFLoader is imported lazily, not at module scope, and the reason is the suite: the vendored
// addons import the bare specifier 'three', which only resolves under index.html's importmap, so a
// top-level import here would drag the whole GL chain in and make this file unloadable from
// d.test.js (node resolves relative paths only — three.module.js is fine, its addons are not).
// That mattered: needsLadder below is a RULE, and the suite was testing a hand-copied duplicate of
// it rather than the rule itself. Same reasoning as broom.js.
export const LADDER_URL = './models/ladder_01_v1.glb';
/**
* Which anchors you cannot rig from the ground.
*
* Deliberately keyed on the anchor TYPE, not on a height test. A pure "is it above reach?" rule
* would rope in the posts (3.95 m) and tree limbs (up to 5.05 m) and turn every single repair into
* a two-trip ladder job which is both untrue to how sails are actually rigged and would have
* silently invalidated the recorded §7 run and Lane B's gate asserts. Decision 12 scopes this to
* the fascia; this is that scope, in one line, where it can be found and argued with.
* NOT a height test, deliberately. A pure "is it above reach?" rule would rope in the posts (3.95 m)
* and tree limbs (up to 5.05 m) and turn every repair into a two-trip ladder job untrue to how
* sails are rigged, and it would silently invalidate the recorded §7 run and Lane B's gate asserts.
* The real distinction isn't height, it's WHERE THE WORK HAPPENS: a blown fascia corner is re-made
* at the bracket on the wall, while a blown post or tree corner is re-made on the cloth, which has
* fallen to somewhere you can stand. Height is a coincidence of that; the bracket is the reason.
*
* SPRINT9, site_02 (SPRINT9 §Lane D "the ladder assumes fascia height; the carport may not have
* one"): `type === 'house'` is site_01's spelling of that idea, not the idea itself. The corner
* block has a CARPORT a roofline you'd also work at the bracket and contracts.js types anchors
* as a closed enum `'house'|'tree'|'post'` that a carport doesn't fit. Whatever E types it, this
* must not fail OPEN: if `needsLadder` says false, `canReach` in interact.js returns true
* unconditionally and the player re-rigs a 2.6 m bracket standing on the grass the mechanic just
* quietly stops existing, with no error. That is the same disease as StumbleBack's dead threshold
* and the camera-less shadow grid: a rule keyed on the wrong thing, failing silently open.
*
* So it reads DATA first, exactly like `anchor.ratingHint` already does (world.js pulls that from
* the GLB's `userData.rating_hint`), and falls back to site_01's shape. Lane A/E: set
* `anchor.worksAtBracket = true` on the carport's anchors in the site JSON and the ladder follows
* the site with no code change. Nothing on site_01 carries the flag, so this is a no-op there.
*/
export const needsLadder = (anchor) => !!anchor && anchor.type === 'house';
export const needsLadder = (anchor) => {
if (!anchor) return false;
if (typeof anchor.worksAtBracket === 'boolean') return anchor.worksAtBracket; // site data wins
return anchor.type === 'house'; // site_01's shape
};
/** Where the player stands to work a fascia anchor: out from the wall, at the anchor's x. */
const STAND_OFF = 0.9; // m clear of the wall face
@ -72,15 +96,20 @@ export function createLadder(scene, world, interact, player) {
state.base.copy(home);
// --- view -----------------------------------------------------------------
new GLTFLoader().load(LADDER_URL, (g) => {
const obj = g.scene;
const top = obj.getObjectByName('ladder_top');
if (top) state.topY = top.position.y;
obj.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.frustumCulled = false; } });
state.view = obj;
scene.add(obj);
syncView();
}, undefined, () => { /* missing asset: the mechanic still works, you just can't see it */ });
// Dynamic import: only ever runs in a browser (see the note at the top of the file).
if (scene) {
import('../vendor/addons/loaders/GLTFLoader.js').then(({ GLTFLoader }) => {
new GLTFLoader().load(LADDER_URL, (g) => {
const obj = g.scene;
const top = obj.getObjectByName('ladder_top');
if (top) state.topY = top.position.y;
obj.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.frustumCulled = false; } });
state.view = obj;
scene.add(obj);
syncView();
}, undefined, () => { /* missing asset: the mechanic still works, you just can't see it */ });
}).catch(() => { /* headless (selftest/node): the rules run, there is just nothing to draw */ });
}
const LEAN = 0.26; // rad (~15°) — a ladder stood bolt upright reads as a post, not a ladder
function syncView() {

View File

@ -297,6 +297,11 @@ export function createWindRouter(all) {
length: o.length ?? 14,
})));
},
setVenturi(list) { // SPRINT9 site_02 — funnels are site geometry
for (const w of all) w.setVenturi(list);
return router;
},
get venturi() { return active.venturi; },
get hailSize() { return active.hailSize; }, // SPRINT5 decision 13
get duration() { return active.duration; },

View File

@ -19,6 +19,37 @@ export { START_BUDGET, SPARE_COST };
export const MAX_CORNERS = 4;
export const DEFAULT_TENSION = 1.0;
/**
* Fabric DESIGN.md's "fabric choice is a forecast bet", and it is a BET, not a
* purchase. Both cost $0.
*
* That pricing is a finding, not laziness. SPRINT6 asked me to "price the
* difference"; I measured it instead and there is no price at which membrane is
* a sane buy, because it is strictly dominated as an upgrade:
*
* what membrane buys +26% hail blocked but ONLY on the pea-hail nights
* (hailBlockFor(0.7, 0.3) = 0.74), which are the EASY
* ones; on storm_02 (1.3) and the ice night (1.4) a
* knitted cloth already blocks 100%, because a 2 cm
* stone cannot pass a 2 mm weave C's ruling.
* Plus rain, which is 0.25 of the drain against hail's
* 5.0, i.e. ~5% of the damage.
* what membrane costs DOUBLE the wind load (porosity halves the pressure
* term), and it PONDS the flat-sail killer, needing
* the broom.
*
* Charge for that and you have shipped a trap. Free, it is the real forecast
* bet the design describes: take the cloth when the night is windy (which is
* every night with big hail), take the membrane when the hail is small and the
* wind is mild and you want the rain off too. If Lane A ever raises rain's drain
* weight, membrane earns a price and this comment is the place to start.
*/
export const FABRIC = [
{ id: 'cloth', name: 'shade cloth', porosity: 0.30, cost: 0, blurb: 'wind blows through — half the load, sheds water, leaks the finest hail' },
{ id: 'membrane', name: 'waterproof membrane', porosity: 0, cost: 0, blurb: 'stops rain and every stone — full wind load, and it ponds' },
];
export const DEFAULT_FABRIC = FABRIC[0];
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
const OK = { ok: true };
@ -46,6 +77,7 @@ export class RiggingSession {
this.budget = this._startBudget;
this.tension = DEFAULT_TENSION;
this.spares = 0;
this.fabric = DEFAULT_FABRIC;
/** @type {{anchorId: string, hw: object}[]} — ring-ordered once 4 are rigged */
this.picks = [];
return this;
@ -107,6 +139,19 @@ export class RiggingSession {
return OK;
}
/**
* Pick the cloth. Free either way (see FABRIC) it's a forecast bet, so the
* cost is which night you're wrong on, not dollars.
* @param {object|string} f a FABRIC entry or its id
*/
setFabric(f) {
const pick = typeof f === 'string' ? FABRIC.find((x) => x.id === f) : f;
if (!pick || !FABRIC.includes(pick)) return fail('unknown fabric');
if (!this._spend(pick.cost - this.fabric.cost)) return fail('not enough budget');
this.fabric = pick;
return OK;
}
/** 0.6 loose (soaks gusts, flogs) .. 1.4 drum tight (no flap, shock-loads). */
setTension(v) {
this.tension = clamp(v, TENSION_MIN, TENSION_MAX);
@ -137,6 +182,12 @@ export class RiggingSession {
/** Hand the finished rig to the sim. Mirrors contracts.js sailRig.attach(). */
commit(rig) {
if (!this.canStart) throw new Error(`sail needs ${MAX_CORNERS} corners, have ${this.picks.length}`);
// Fabric before attach: porosity scales the wind pressure term and decides
// whether the cloth ponds, so the sail has to know what it's made of before
// it is built. (It's also half of the wild night's only winnable line —
// shade cloth + C's 0.40 downdraft drop p1 to 1.08 kN, under a $5
// carabiner's rating, which is the $10 that closes the $90 -> $80 gap.)
if (rig.setFabric) rig.setFabric(this.fabric);
return rig.attach(this.picks.map((p) => p.anchorId), this.picks.map((p) => p.hw), this.tension);
}
@ -147,6 +198,7 @@ export class RiggingSession {
spent: this.spent,
tension: this.tension,
spares: this.spares,
fabric: { id: this.fabric.id, name: this.fabric.name, porosity: this.fabric.porosity, cost: this.fabric.cost, blurb: this.fabric.blurb },
canStart: this.canStart,
corners: this.picks.map((p) => ({ anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost })),
weakest: this.picks.length

View File

@ -823,6 +823,46 @@ export class SailRig {
}
}
/**
* Zero the peak-load watermarks to the CURRENT load. `peakLoad` is otherwise
* peak-since-attach, which silently folds the attach transient and any settle
* into whatever you meant to measure call this where measurement starts.
*
* Written for tools/site_audit, which was reporting a 12 s settle's transient
* as a storm peak until it called this. `load` itself is untouched.
*/
resetPeaks() {
for (const c of this.corners) c.peakLoad = c.load;
return this;
}
/**
* RMS speed of the cloth's nodes, m/s read straight out of verlet, since
* position IS the state here and velocity is just (pos - prev)/dt.
*
* This is what "is the sail settled" actually asks. Corner LOAD cannot answer
* it: measured on the dressed yard, a load-trend guard reads 17% on a rig with
* NO settle and 96% on a properly settled one, because what it really sees is
* the rig loading up when the wind changes the better-settled the cloth, the
* sharper that ramp. Motion inverts none of that. Under unchanged conditions:
*
* 0 s settle 0.19 m/s 12 s settle 0.02 m/s 30 s 0.007
*
* an order of magnitude, and in the direction the word "settled" means. Sample
* it over a window, not per-step: the cloth breathes and never reaches zero.
*/
nodeSpeed() {
const p = this.pos, q = this.prev;
if (!p || !q) return 0;
let sum = 0, n = 0;
for (let i = 0; i < p.length; i += 3) {
const dx = p[i] - q[i], dy = p[i + 1] - q[i + 1], dz = p[i + 2] - q[i + 2];
sum += dx * dx + dy * dy + dz * dz;
n++;
}
return n ? Math.sqrt(sum / n) / SIM_DT : 0;
}
/** Ported from the prototype: 0.4 s sustained over the rating and it lets go. */
_checkFailure(dt) {
for (let k = 0; k < 4; k++) {
@ -905,6 +945,19 @@ export class SailRig {
return true;
}
/**
* What the sail is made of. Porosity scales the wind pressure term and, since
* rain lands on the horizontal projection of a face, an open weave sheds the
* water it can't hold so a porous cloth also ponds far less. Set BEFORE
* attach(); RiggingSession.commit() does that.
* @param {{porosity:number}|number} f a FABRIC entry or a raw porosity
*/
setFabric(f) {
const p = typeof f === 'number' ? f : (f && f.porosity);
if (Number.isFinite(p)) this.porosity = clamp(p, 0, 0.9);
return this;
}
setTension(tension) {
const was = this.tension;
this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);

View File

@ -13,7 +13,7 @@
import * as THREE from '../vendor/three.module.js';
import { rng } from './contracts.js';
import { valueNoise2 } from './weather.core.js';
import { valueNoise2 , hailBlockFor } from './weather.core.js';
const lerp = (a, b, k) => a + (b - a) * k;
const clamp01 = (v) => (v < 0 ? 0 : v > 1 ? 1 : v);
@ -586,6 +586,8 @@ export function createSkyFx(o = {}) {
// doesn't forward it, degrade to no hail rather than crashing — but it must be
// forwarded or the garden score (decision 13) is inert. Flagged to A in THREADS.
const hailIntensity = (t) => (wind && typeof wind.hailAt === 'function' ? wind.hailAt(t) : 0);
// what the sail is made of, refreshed from step()'s {sail} — 0 (membrane) until told otherwise
let sailPorosity = 0;
const hailStone = () => (wind && wind.hailSize != null ? wind.hailSize : 1);
const audio = createAudio((wind && wind.seed) || 1);
@ -692,7 +694,18 @@ export function createSkyFx(o = {}) {
gardenHailExposure(rect, t) {
const h = hailIntensity(t);
if (h <= 0) return 0;
return h * (1 - hailShadow.fractionOver(rect));
// The cloth only blocks what it can catch. hailBlockFor is Lane C's ruling
// (weather.core): porosity is about AIR and WATER, not ice — a 2 cm stone
// cannot pass a 2 mm weave, so porous and membrane stop the big hail
// identically, and the ONE real difference is the finest pea hail
// rattling through an open knit. Wired here because this is the only
// place that knows both the stone size and what the sail is made of.
// Measured: storm_02 (1.3) and the ice night (1.4) -> shade cloth blocks
// 100%; the southerly's pea hail (0.7) -> it blocks 74%, and THAT is the
// night membrane earns its keep. Lane B, SPRINT9 fabric landing.
const size = (wind && wind.def && wind.def.hail && wind.def.hail.size) || 1;
const block = hailBlockFor(size, sailPorosity);
return h * (1 - hailShadow.fractionOver(rect) * block);
},
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
@ -718,6 +731,11 @@ export function createSkyFx(o = {}) {
const rendering = !!camera;
if (rendering) camera.getWorldPosition(camPos);
else camPos.set(0, 1.7, 0);
// Refresh what the sail is made of — gardenHailExposure needs it, and a
// re-rig between phases can change the fabric. Read live rather than
// cached at construction, for the same reason the shadow grids are rebuilt
// every step: this must never quietly describe a sail that isn't there.
if (world.sail && Number.isFinite(world.sail.porosity)) sailPorosity = world.sail.porosity;
wind.sample(camPos, t, w);
const speed = Math.hypot(w.x, w.z);
const intensity = wind.rainAt(t);

View File

@ -85,7 +85,43 @@ async function buildYard() {
// A's p4 supplies the missing north-west corner; their measured winning line is
// t2+p3+p4+t2b, four shackles + a spare ($75), hp 58 with 1 lost. That line is
// what THE LINE now flies. The old quad stays as the geometry control below.
const COVER_QUAD = ['t2', 'p3', 'p4', 't2b'];
// SPRINT9 — THE LINE moves to C's quad, the only holdable one in the yard.
//
// C swept every bed-covering quad: thirteen have a corner over 6.5 kN, i.e.
// unholdable at any price. Exactly one is buyable — p1,p2,p3,p4 — and only just.
// It needs rated on the two heavy corners (p4, p2), a shackle on p3 and the
// cheapest thing that will hold p1. That last corner is the whole $10 gap
// between a $90 rig and an $80 budget.
//
// C IS RIGHT ABOUT p1, AND I WAS WRONG. An earlier revision of this comment
// claimed C's table didn't reproduce — that p1 peaked at 1.27 kN with cloth at
// dd 0.40, never crossing under a carabiner's 1.2 kN rating, and that the line
// therefore won on TIME (a 6% overshoot too brief to trip OVERLOAD_SECS) rather
// than on headroom. That was wrong, and the retraction is the useful part:
//
// re-measured on the dressed yard, this exact flight, one variable — 2026-07-17
// shade cloth p1 0.98 kN p2 2.77 p3 1.62 p4 3.65 0/4 lost
// membrane p1 1.23 kN p2 3.23 p3 2.55 p4 4.31 p1 LETS GO
//
// p1 peaks at 0.98 kN against a 1.2 kN rating: 18% of real HEADROOM, and the
// carabiner is never once over its rating. C reported 1.08. That is the same
// number to within measurement noise, and the same conclusion.
//
// Where 1.27 came from: a loadout where a corner BROKE. Hardware looks like it
// can't touch the loads — rating only feeds _checkFailure — but a corner that
// lets go dumps its share onto the survivors, and p1 is who catches it. Measured:
// the same quad with hardware the budget can't actually buy (setHardware fails
// silently, cheap hardware stays on, p2/p4 tear off) reads p1 at 2.48 kN. Any
// p1 number gathered without checking `lost` is measuring a cascade, not a fabric.
//
// So the fabric is not cosmetic and this is the whole design win: 0.98 vs 1.23
// against a 1.20 rating is the difference between the $5 carabiner holding the
// wild night and failing it. Choosing membrane doesn't just cost wind load and
// pond — it takes your cheapest corner off the post. `fabric_decides_p1` below
// asserts exactly that, so nobody has to trust this paragraph.
const COVER_QUAD = ['p1', 'p2', 'p3', 'p4'];
/** The old line: holds nothing above shackle grade, ends pyrrhic. The sacrifice-play control. */
const PYRRHIC_QUAD = ['t2', 'p3', 'p4', 't2b'];
const PRE_P4_QUAD = ['p1', 't1b', 't1c', 't2b'];
/** A rig that holds fine and shades nothing — the decision-13 control. */
const MISS_QUAD = ['h1', 'h2', 'h3', 't1'];
@ -111,7 +147,7 @@ function shop(yard, ids, hw, spares = 0, tension = 1.0) {
* Fly a bought loadout through a storm and score it exactly as the game does.
* @returns {{hp:number, lost:number, cover:number, spent:number, pond:number}}
*/
async function fly(yard, session, stormName, { repair = false, broom = false } = {}) {
async function fly(yard, session, stormName, { repair = false, broom = false, settleSecs = 12 } = {}) {
const def = await loadStorm(stormName);
const wind = createWind(def);
// The settle below runs on the CALM day, because that is what main.js hands the rig outside a
@ -175,65 +211,88 @@ async function fly(yard, session, stormName, { repair = false, broom = false } =
// anything. The settle is a fidelity fix, not the corner-count cause. B's arithmetic was right:
// t2 pulls ~4.5 kN and a shackle is rated 3.2 — the line cannot hold, at any tension, settled or
// not. See THREADS.
{
const settleWind = calmWind || wind;
// Integrator fix (Sprint-8 merge): cycling t over the calm storm's FULL
// duration replayed all of storm_01's gusts inside 12 s of sim, so the rig
// arrived at "entry" mid-gust and D's guard (correctly) refused it. Prep in
// the live game is the calm day's opening minutes, not its highlight reel —
// hold the settle inside storm_01's pre-gust window (first gust >= 3 s).
const period = 3;
for (let i = 0, n = Math.round(12 / FIXED_DT); i < n; i++) {
rig.step(FIXED_DT, settleWind, (i * FIXED_DT) % period);
const settleWind = calmWind || wind;
// Integrator fix (Sprint-8 merge): cycling t over the calm storm's FULL
// duration replayed all of storm_01's gusts inside 12 s of sim, so the rig
// arrived at "entry" mid-gust and D's guard (correctly) refused it. Prep in
// the live game is the calm day's opening minutes, not its highlight reel —
// hold the settle inside storm_01's pre-gust window (first gust >= 3 s).
const PREP_PERIOD = 3;
let prepT = 0;
/** Prep on the clock the player actually stands in. Returns mean cloth speed, m/s. */
const prep = (secs) => {
let sum = 0;
const n = Math.round(secs / FIXED_DT);
for (let i = 0; i < n; i++) {
rig.step(FIXED_DT, settleWind, prepT % PREP_PERIOD);
prepT += FIXED_DT;
sum += rig.nodeSpeed();
}
}
/** Peak corner load the instant the storm starts — the settled-at-entry guard reads this. */
const entryPeak = Math.max(...rig.corners.map((c) => c.load || 0));
// D's settled-at-entry guard (SPRINT8 gate 0').
return sum / n;
};
if (settleSecs > 0) prep(settleSecs); // settleSecs 0 = the unsettled control, below
// D's settled-at-entry guard (SPRINT8 gate 0') — REDESIGNED, SPRINT9, B with
// D's demotion measurements. D: this is the change you're owed a veto on.
//
// The settle above is only load-bearing if it actually settled — if a future
// change makes the cloth ring longer than 12 s, every number below silently
// becomes an attach-transient measurement again, which is the bug that cost
// two sprints. So prove it.
//
// It has to be a TREND test, not an instant one. Measured: with the wind held
// constant the worst corner still oscillates 0.9 -> 1.9 -> 1.3 -> 1.7 kN,
// because damping is deliberately light (VEL_DAMP 0.995 — the relative-wind
// drag is meant to do the damping). There is no single settled value; the
// cloth breathes. An instantaneous "has it stopped moving" check can never
// pass, and would just be a flaky assert that gets deleted. Same lesson as the
// statics assert in sail.selftest: compare time-AVERAGED windows.
const meanLoad = (secs) => {
let sum = 0, n = Math.round(secs / FIXED_DT);
for (let i = 0; i < n; i++) { rig.step(FIXED_DT, wind, 0); sum += rig.maxLoad(); }
return sum / n;
};
const w1 = meanLoad(2);
const w2 = meanLoad(2);
const trend = Math.abs(w2 - w1) / Math.max(1, w1);
// Integrator amendment (Sprint-8 merge, D to bless): the trend only matters
// at a scale that can move a verdict. The transient that cost two sprints was
// kN-scale; a dry settled rig still shows a decaying ~0.2 kN tail that reads
// as 40%+ RELATIVE while being noise against a 1.2 kN carabiner rating.
// ⚠️ INTEGRATOR DEMOTION (Sprint-8 merge) — B+D, this guard needs a redesign,
// not a threshold. It was authored before ponding merged, and at a held clock
// storm_02's compressed rain (~35 kg/s on a 40 m² sail) ponds the cloth DURING
// the guard's own windows — the "trend" it reads is water arriving, which no
// settle length fixes (measured tonight: 105% with full-curve settle, 46%
// dried, 73% dried-every-step; entryPeak also read a 3.04 kN water belly).
// The guard's idea is right; its clock is wrong. Redesign: measure the trend
// over the storm's own advancing first seconds (rain then follows the real
// curve, mild at t=0), or dry-and-hold in a rainless probe. Until then it
// WARNS instead of failing so the merged suite reports the balance truthfully.
if (trend > 0.35 && Math.max(w1, w2) > 600) {
console.warn(`yard is NOT settled at storm entry: worst-corner mean is still trending ` +
`${(trend * 100).toFixed(0)}% between consecutive 2 s windows ` +
`(${(w1 / 1000).toFixed(2)} -> ${(w2 / 1000).toFixed(2)} kN) after a ${12} s settle. ` +
`Every balance number below is measuring the attach transient — lengthen the settle ` +
`before trusting them. (Oscillation is expected and fine; a TREND is not.)`);
// THE OBSERVABLE WAS THE BUG, not the clock. The demoted guard compared the
// worst corner's mean LOAD across two windows and called a change a "trend".
// Three redesigns were measured on the dressed yard before one worked, and the
// two the integrator proposed are among the ones that don't — so, in full, in
// case anyone is tempted back:
//
// probe under CALM, held in prep 0 s settle 13% 12 s settle 17%
// probe under STORM, held clock 0 s settle 24% 12 s settle 104%
// probe under STORM, advancing clock 0 s settle 24% 12 s settle 104%
// probe under STORM, RAINLESS 0 s settle 17% 12 s settle 96%
//
// Every one of them is either flat (calm cannot excite the cloth, so the guard
// is vacuous and passes forever — an assert that cannot fail) or INVERTED: it
// fires hardest on the properly settled rig. Rain is not the culprit either;
// the rainless probe ponds 1 kg and still inverts. What a load-trend actually
// measures is the rig LOADING UP when the wind changes, and a taut settled
// cloth ramps HARDER than a limp unsettled one (0.63 -> 1.23 kN vs
// 0.44 -> 0.52). The metric was reading the storm's arrival, not the cloth.
// No threshold, clock or rain switch fixes an observable pointed at the wrong
// thing. (The integrator's ponding diagnosis was right about the mechanism and
// is also unfixable by clock: RAIN_TIME_COMPRESSION is 40×, so even 4 s of
// ADVANCING storm is 160 s of rain — 43 kg in the belly either way.)
//
// "Settled" is a statement about the CLOTH, so ask the cloth. rig.nodeSpeed()
// is RMS node speed straight out of verlet, sampled over a 2 s window of the
// same calm prep the rig is already standing in — no wind change to ramp
// against, no compressed rain, and nothing left behind in the rig but two more
// seconds of the prep a player does anyway. Measured, dressed yard:
//
// settle 0 s 4 s 12 s 30 s
// speed 0.19 0.014 0.017 0.007 m/s (pyrrhic quad: 0.23 -> 0.028)
//
// An order of magnitude, in the direction the word means. It is an ABSOLUTE
// check, not a trend: the old comment's "the cloth breathes, an instantaneous
// check can never pass" is true and is why this is a windowed MEAN — but the
// breathing sits at 0.02 m/s and the transient at 0.19, so there is a real gap
// to put a line in. 0.08 is ~3× above the worst settled rig here and ~2.4×
// below the loosest unsettled one.
//
// This is a FAILURE again, not a warning. It earns that by being able to fail:
// asserted below on a deliberately unsettled rig. — B, SPRINT9. D: your veto.
const SETTLED_SPEED = 0.08;
const entrySpeed = prep(2);
if (entrySpeed > SETTLED_SPEED) {
throw new Error(`yard is NOT settled at storm entry: the cloth is still moving at ` +
`${entrySpeed.toFixed(3)} m/s (settled is <${SETTLED_SPEED}) after a ${settleSecs} s settle. ` +
`Every balance number in this suite is measuring the attach transient — lengthen the settle ` +
`before trusting them. (Breathing is expected and fine; ~0.19 m/s is a cloth still falling ` +
`into shape.)`);
}
/** Peak corner load the instant the storm starts — settled, dry, on the calm day. */
const entryPeak = Math.max(...rig.corners.map((c) => c.load || 0));
let hp = 100, pond = 0, used = 0;
const steps = Math.round(def.duration / FIXED_DT);
for (let i = 0; i < steps; i++) {
@ -264,8 +323,9 @@ async function fly(yard, session, stormName, { repair = false, broom = false } =
lost: rig.corners.filter((c) => c.broken).length,
spent: START_BUDGET - session.budget,
pond: Math.round(pond),
/** kN on the worst corner at storm entry — the settled-at-entry guard's number. */
entryPeak: entryPeak / 1000,
/** mm/s the cloth was still moving when the storm started the settled-at-entry guard.
* (Merge note: B's nodeSpeed guard kept; D's drift metric mapped onto it, same unit.) */
settleDrift: entrySpeed * 1000,
};
}
@ -286,8 +346,26 @@ export default async function run(t) {
// makes the repair legal, and it's the trap in this whole balance question: a
// loadout that spends all $80 on hardware cannot repair anything.
// A's measured line: four shackles + a spare = $75 (THREADS gate-1 entry).
const lineShop = shop(yard, COVER_QUAD, [SHACKLE, SHACKLE, SHACKLE, SHACKLE], 1);
const line = lineShop ? await fly(yard, lineShop, 'storm_02_wildnight', { repair: true, broom: true }) : null;
// C's $80 clean win: shade cloth, rated on the two heavy corners, shackle on
// p3, carabiner on p1. No spare — every dollar is spent on holding, which is
// the point: this line wins by NOT breaking, not by repairing.
const lineShop = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
if (lineShop) lineShop.setFabric('cloth');
const line = lineShop ? await fly(yard, lineShop, 'storm_02_wildnight', { broom: true }) : null;
// The sacrifice play: the old t2 quad, four shackles + a spare. Holding all
// four of ITS corners costs $105; $80 buys two. It ends with the garden alive
// and the rig dead — kept as a control so the pyrrhic case stays measured.
const pyrrhicShop = shop(yard, PYRRHIC_QUAD, [SHACKLE, SHACKLE, SHACKLE, SHACKLE], 1);
if (pyrrhicShop) pyrrhicShop.setFabric('cloth');
const pyrrhic = pyrrhicShop ? await fly(yard, pyrrhicShop, 'storm_02_wildnight', { repair: true, broom: true }) : null;
// The SAME $80 line, one variable changed: waterproof membrane instead of shade
// cloth. This is the fabric decision's control — see the header. Both fabrics
// cost $0, so the shop cannot tell them apart; only the storm can.
const membraneShop = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
if (membraneShop) membraneShop.setFabric('membrane');
const membrane = membraneShop ? await fly(yard, membraneShop, 'storm_02_wildnight', { broom: true }) : null;
const cheapShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
const cheap = cheapShop ? await fly(yard, cheapShop, 'storm_02_wildnight') : null;
@ -298,6 +376,24 @@ export default async function run(t) {
const gentleShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
const gentle = gentleShop ? await fly(yard, gentleShop, 'storm_01_gentle') : null;
// THE GUARD'S OWN CONTROL. A guard nobody has ever seen fail is indistinguishable
// from a guard that cannot fail — that is how the previous version survived being
// both vacuous and inverted for two sprints. So fly the same line with NO settle:
// the cloth is still falling into shape, and the guard must refuse it. Flown here,
// up front, because testkit's Suite.test() does NOT await — an async assert would
// pass forever while proving nothing (the standing house rule; see SPRINT6).
let unsettled;
{
const s = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
if (s) s.setFabric('cloth');
try {
await fly(yard, s, 'storm_02_wildnight', { settleSecs: 0 });
unsettled = { fired: false };
} catch (e) {
unsettled = { fired: /NOT settled at storm entry/.test(e.message), err: e.message };
}
}
// --- then judge -----------------------------------------------------------
// SPRINT8 gate 0' — CLOSED. The harnesses agree; the disagreement was a miscount.
@ -332,37 +428,98 @@ export default async function run(t) {
// that the win rule wants to be `hp >= 50` with corners priced in the aftermath
// rather than gating the win — but it is A's call and this assert states the
// measurement, not the verdict.
t.test("balance: storm_02's best line saves the garden (pyrrhic — see SPRINT8 gate 0')", () => {
if (!line) throw new Error('the $80 shop cannot buy the candidate line at all');
// The garden half — the part the player is actually protecting — must hold.
if (line.hp < 50) {
throw new Error(`the wild night's best $${line.spent} line let the garden die: hp=${line.hp} ` +
`(need >=50). This is a real balance regression, not the pyrrhic-win question.`);
// SPRINT9 — the wild night finally has a CLEAN win, and this asserts it.
//
// $80 exactly: shade cloth, rated on p4 and p2 (the heavy corners), shackle on
// p3, carabiner on p1. No spare. It wins by holding, not by repairing.
//
// This is the assert that fabric and the 0.40 downdraft were spent on, and it
// is the tripwire that keeps them together: unpick EITHER and p1 goes back over
// a carabiner's 1.2 kN rating, the line costs $90 on an $80 budget, and this
// goes red. That is the intended behaviour, not a brittle test.
t.test('balance: storm_02 has a CLEAN $80 win — the wild night is fair', () => {
if (!line) throw new Error('the $80 shop cannot buy C\'s line — fabric or the 0.40 flip has been unpicked');
if (!WIN(line.hp, line.lost)) {
throw new Error(`the wild night's winnable line lost it: $${line.spent} on ${COVER_QUAD.join(',')} ` +
`ended hp=${line.hp}, lost=${line.lost}/4 (need hp>=50, lost<2). Check that storm_02 still reads ` +
`downdraftOfTotal 0.40 AND that the rig is on shade cloth — the line only exists with both.`);
}
const pyrrhic = line.lost >= 2;
return `$${line.spent} on ${COVER_QUAD.join(',')} -> garden hp ${line.hp}` +
(pyrrhic
? `, but ${line.lost}/4 corners gone — PYRRHIC. Holding all four costs $105 (+$15 spare) on an $80 budget; A owns the win rule.`
: `, ${line.lost}/4 lost — a clean win.`);
return `$${line.spent} · shade cloth · ${COVER_QUAD.join(',')} -> hp ${line.hp}, ${line.lost}/4 lost — CLEAN WIN`;
});
// The guard is load-bearing for every number in this suite, so it does not get
// to be decoration. If this ever goes red, the guard has stopped being able to
// fail and its silence elsewhere means nothing.
t.test('balance: the settled-at-entry guard can fail — a 0 s settle trips it', () => {
if (!unsettled) throw new Error('the unsettled control never flew');
if (unsettled.fired === false) {
throw new Error(`the settled-at-entry guard PASSED a rig with no settle at all. It is now ` +
`vacuous — every "settled" claim in this suite rests on an assert that cannot fail. ` +
`Check rig.nodeSpeed() still reads verlet, and that SETTLED_SPEED is not above the ` +
`~0.19 m/s an unsettled cloth actually moves at.`);
}
if (!unsettled.fired) throw new Error(`the unsettled control died for the wrong reason: ${unsettled.err}`);
return 'a 0 s settle trips the guard — its silence on the real flights means something';
});
// FABRIC IS A DECISION, NOT A SKIN. Both fabrics are $0 — DESIGN.md wants the
// forecast to be the price — so the only thing that can justify the choice is
// that it changes the night. Measured, same $80 line, one variable:
//
// shade cloth p1 0.98 kN -> holds (18% under a 1.2 kN carabiner)
// membrane p1 1.23 kN -> LETS GO (2.5% over, long enough to trip)
//
// Membrane loses the cheapest corner on the wild night; that is what you buy
// with the +26% hail block it gives back. If this ever goes green-on-both, the
// fabric pick has become free and the prep screen is lying about a choice.
t.test('balance: fabric decides p1 — membrane tears the cheap corner off', () => {
if (!line || !membrane) throw new Error('could not buy the fabric control on $80');
if (membrane.lost <= line.lost) {
throw new Error(`fabric stopped mattering: the same $80 line lost ${line.lost}/4 on cloth and ` +
`${membrane.lost}/4 on membrane. Both fabrics are free, so if the storm can't tell them apart ` +
`the choice is cosmetic — either porosity stopped reaching the wind load (sail.js setFabric / ` +
`rigging.commit ordering) or storm_02 got soft enough that p1 survives full load.`);
}
return `same $80 line: cloth ${line.lost}/4 lost (hp ${line.hp}) · membrane ${membrane.lost}/4 lost ` +
`(hp ${membrane.hp}) — the fabric is the decision`;
});
// The sacrifice play, kept measured. DESIGN.md: "a sail that dies saving the
// garden". Now that a clean win EXISTS, this stops being the wild night's only
// outcome and becomes what it should always have been — a different, worse bet
// the shop will happily sell you. A owns whether `lost < 2` should gate the win
// or be priced in the aftermath; this reports rather than rules.
t.test('balance: the t2 quad still ends pyrrhic (the sacrifice play)', () => {
if (!pyrrhic) throw new Error('could not buy the pyrrhic control');
if (pyrrhic.hp < 50) {
throw new Error(`the sacrifice play stopped saving the garden: hp=${pyrrhic.hp} — that is a ` +
`regression, the whole point of this quad is that the garden lives and the rig dies`);
}
return `$${pyrrhic.spent} on ${PYRRHIC_QUAD.join(',')} -> garden hp ${pyrrhic.hp}, ${pyrrhic.lost}/4 lost` +
(pyrrhic.lost >= 2 ? ' — pyrrhic, as designed (holding all four costs $105)' : ' — clean');
});
/**
* D's settled-at-entry guard (SPRINT8 §Lane D). The suite must enter the storm with the yard in
* the state a player hands it: rigged, breathing on the calm day, corners loaded by nothing worse
* than their own tension. It does not decide storm_02's verdict — measured, it doesn't but a
* harness silently measuring the attach transient is how three of them disagreed for two sprints,
* and the transient IS worth 2.7× on tree corners in the moment it exists.
* D's settled-at-entry guard, redesigned to measure SHAPE (SPRINT9, B+D). Full reasoning at the
* measurement site in fly(); the short version is that load could not answer this question and
* node drift can, ~6x clear either side of the line.
*
* It does NOT decide storm_02's verdict measured twice now, the settle never moves the corner
* count. It exists because a harness silently flying a cloth that is still falling is how three
* of them disagreed for two sprints, and the next one should trip a wire instead of an argument.
*/
t.test('harness: the yard is SETTLED when the storm starts', () => {
t.test('harness: the cloth has STOPPED MOVING when the storm starts', () => {
const LIMIT = 100; // mm/s. Measured: 212 unsettled, 35 worst settled breath.
const runs = [['line', line], ['cheap', cheap], ['gentle', gentle]].filter(([, r]) => r);
for (const [name, r] of runs) {
if (!(r.entryPeak < 1.0)) {
if (!(r.settleDrift < LIMIT)) {
throw new Error(
`${name} entered the storm carrying ${r.entryPeak.toFixed(2)} kN — that is an attach ` +
'transient, not a rig. Settle on the calm day with a running clock, as main.js does.');
`${name} entered the storm with the cloth still drifting ${r.settleDrift.toFixed(0)} mm/s ` +
`(limit ${LIMIT}). That is a sail falling into shape, not a rig — every number below is ` +
'measuring the attach transient. Lengthen the settle in fly().');
}
}
return `entry loads: ${runs.map(([n, r]) => `${n} ${r.entryPeak.toFixed(2)} kN`).join(' · ')}`;
return `settle drift: ${runs.map(([n, r]) => `${n} ${r.settleDrift.toFixed(1)} mm/s`).join(' · ')}`;
});
t.test('balance: storm_02 punishes a cheap rig on the same quad', () => {

View File

@ -14,6 +14,9 @@
import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
import { Interact, wireYardActions } from '../interact.js';
import { createBroom, BROOM_TUNE } from '../broom.js';
// The REAL rule, not the fakeLadder's hand-copied duplicate of it — a rule the suite re-implements
// is a rule the suite cannot catch drifting. (ladder.js is headless-importable for this reason.)
import { needsLadder as realNeedsLadder } from '../ladder.js';
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
import { FIXED_DT } from '../contracts.js';
import { loadStorm, createWind } from '../weather.js';
@ -438,14 +441,29 @@ export default async function run(t) {
});
t.test('ladder: needsLadder is scoped to the fascia, not to everything above head height', () => {
const L = fakeLadder();
assert(L.needsLadder({ type: 'house', pos: { y: 2.48 } }), 'the fascia bracket needs it');
assert(!L.needsLadder({ type: 'post', pos: { y: 3.95 } }),
assert(realNeedsLadder({ type: 'house', pos: { y: 2.48 } }), 'the fascia bracket needs it');
assert(!realNeedsLadder({ type: 'post', pos: { y: 3.95 } }),
'a 4 m post does NOT — you tension it from a cleat at the base');
assert(!L.needsLadder({ type: 'tree', pos: { y: 5.05 } }),
assert(!realNeedsLadder({ type: 'tree', pos: { y: 5.05 } }),
'nor a tree limb — that is a strop you throw');
});
t.test('ladder: a site can DECLARE which anchors are worked at the bracket', () => {
// SPRINT9 §Lane D, ahead of site_02. The corner block has a CARPORT, and contracts.js types
// anchors as a closed enum ('house'|'tree'|'post') that a carport doesn't fit. The failure mode
// matters more than the feature: if needsLadder says false, interact's canReach returns true
// UNCONDITIONALLY, so the player re-rigs a 2.6 m bracket from the grass and the mechanic
// silently stops existing. Data first, site_01's type as the fallback.
assert(realNeedsLadder({ type: 'carport', pos: { y: 2.6 }, worksAtBracket: true }),
'a carport roofline is bracket work even though its type is not "house"');
assert(!realNeedsLadder({ type: 'house', pos: { y: 2.48 }, worksAtBracket: false }),
'and a site can say otherwise — a low pergola you can reach off the deck');
// and site_01 must be untouched: nothing there carries the flag
assert(realNeedsLadder({ type: 'house', pos: { y: 2.48 } }), 'no flag → site_01 behaviour');
assert(!realNeedsLadder({ type: 'post', pos: { y: 3.95 } }), 'no flag → post is still ground work');
assert(!realNeedsLadder(null) && !realNeedsLadder(undefined), 'and it never throws on a gap');
});
t.test('ladder: fascia re-rig is gated on being up it; post re-rig is not', () => {
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
const L = fakeLadder({ player: p });

View File

@ -80,6 +80,9 @@ const ASSETS = [
{ name: 'broom_01', h: [1.35, 1.50],
nodes: ['handle', 'head', 'bristles', 'grip_anchor', 'poke_tip'] },
{ name: 'hail_stone_01', h: [0.012, 0.028], nodes: ['stone'] },
{ name: 'carport_01', h: [2.4, 2.8],
nodes: ['footings', 'posts', 'beams', 'roof',
'beam_anchor_01', 'beam_anchor_02', 'post_anchor_01', 'post_anchor_02'] },
];
function sizeOf(gltf) {
@ -144,6 +147,31 @@ export default async function run(t) {
});
}
// site_02's whole personality is "nowhere to tie off", and it lives in these
// four numbers rather than in any geometry. The carport is meant to LOOK like
// four free anchors and be the worst steel in the game — worse even than the
// house fascia, which DESIGN.md already calls a lie. If someone quietly
// "fixes" these ratings upward the site stops teaching anything and just
// becomes a smaller yard, so they're pinned here with the reason attached.
t.test('carport anchors stay a trap — the corner block has no good tie-off', () => {
const g = loaded.get('carport_01');
assert(g, 'carport_01 did not load');
const FASCIA = 0.35; // house_yardside's, the previous worst
for (const n of ['beam_anchor_01', 'beam_anchor_02']) {
const o = g.scene.getObjectByName(n);
assert(o, `${n} missing`);
assert(o.userData?.rating_hint < FASCIA,
`${n} rates ${o.userData?.rating_hint} — the carport beam must be worse than the fascia (${FASCIA})`);
assert(o.userData?.collateral === 'carport',
`${n} must carry collateral="carport" — taking it takes the roof`);
}
for (const n of ['post_anchor_01', 'post_anchor_02']) {
const o = g.scene.getObjectByName(n);
assert(o?.userData?.rating_hint < FASCIA,
`${n} rates ${o?.userData?.rating_hint} — still a 90 mm post on a small pad`);
}
});
// These five numbers are load-bearing for the whole repo: Lane A's winning
// line rigs off t2, and every balance figure B and C measured assumes the
// branch anchors sit exactly here. I reshaped the limbs in Sprint 7 for looks

View File

@ -281,6 +281,80 @@ export function weatherCases(storms) {
assert(Math.abs(luvS - luvB) < 1e-9, 'upwind side is being sheltered — shadow is pointing the wrong way');
});
// ---- 8b. venturi (SPRINT9 site_02 — the corner block funnels the southerly) ----
test('venturi speeds the wind up when it blows along the gap, not across it', () => {
const def = storms.storm_02_wildnight;
// a funnel whose axis runs NESW (0.9 rad ≈ 51°), at the yard centre
const AXIS = 0.9;
const bare = createWindField(def);
const funnel = createWindField(def).setVenturi([{ x: 0, z: 0, axis: AXIS, gain: 1.5, radius: 5, sharp: 3 }]);
// when the wind blows ALONG the axis, the throat should scream
const dt = 1 / 60;
let alongBoost = 1, crossBoost = 1, alongT = 0, crossT = 0;
for (let t = 0; t <= def.duration; t += dt) {
const d = bare.dirAt(t);
// alignment of the wind with the funnel axis, |dot|
const align = Math.abs(Math.cos(d) * Math.cos(AXIS) + Math.sin(d) * Math.sin(AXIS));
const boost = funnel.speedAt(0, 0, t) / bare.speedAt(0, 0, t);
if (align > 0.98 && boost > alongBoost) { alongBoost = boost; alongT = t; }
if (align < 0.15 && boost < crossBoost) { crossBoost = boost; crossT = t; }
}
metrics['venturi.alignedBoost'] = +alongBoost.toFixed(3);
metrics['venturi.crosswindBoost'] = +crossBoost.toFixed(3);
assert(alongBoost > 1.35, `a dead-on wind only boosted ${alongBoost.toFixed(2)}× at t=${alongT.toFixed(1)} — funnel too weak`);
assert(crossBoost < 1.03, `a crosswind still boosted ${crossBoost.toFixed(2)}× at t=${crossT.toFixed(1)} — a funnel shouldn't fire across its axis`);
// never slows the wind (a venturi accelerates, it doesn't shelter)
assert(alongBoost >= 1 && crossBoost >= 1, 'venturi reduced the wind somewhere — it can only speed it up');
});
test('venturi only reaches inside its radius, and downdraft rides it', () => {
const def = storms.storm_02_wildnight;
const f = createWindField(def).setVenturi([{ x: 0, z: 0, axis: 0.9, gain: 1.5, radius: 5, sharp: 3 }]);
const bare = createWindField(def);
// far outside the throat: untouched
assert(Math.abs(f.speedAt(20, 0, 40) - bare.speedAt(20, 0, 40)) < 1e-9, 'venturi reached 20 m away');
// the vertical downdraft is a fraction of local speed, so it funnels too
const out = { x: 0, y: 0, z: 0 }, outBare = { x: 0, y: 0, z: 0 };
let maxRatio = 0;
for (let t = 0; t <= def.duration; t += 1 / 60) {
f.vecAt(0, 0, t, out); bare.vecAt(0, 0, t, outBare);
if (outBare.y < -0.1) maxRatio = Math.max(maxRatio, out.y / outBare.y); // both negative
}
assert(maxRatio > 1.3, `funnel didn't strengthen the downdraft (max ${maxRatio.toFixed(2)}×) — it should ride local speed`);
});
test('an empty venturi list is a perfect no-op (backyard_01 is untouched)', () => {
const def = storms.storm_02_wildnight;
const bare = createWindField(def);
const set = createWindField(def).setVenturi([]);
for (const p of PROBES) {
for (const t of [10, 40, 60, 75]) {
assert(bare.speedAt(p.x, p.z, t) === set.speedAt(p.x, p.z, t),
`setVenturi([]) changed the wind at (${p.x},${p.z}) t=${t}`);
}
}
});
test('venturi keeps the wind continuous — no frame-to-frame snap', () => {
// a discontinuity in the funnel would be an impulse straight into a corner;
// both axes matter — a standing sail (time) and a swinging wind (alignment).
const def = storms.storm_02_wildnight;
const f = createWindField(def).setVenturi([{ x: 0, z: 0, axis: 0.9, gain: 1.6, radius: 5, sharp: 3 }]);
const a = { x: 0, y: 0, z: 0 }, b = { x: 0, y: 0, z: 0 };
let worst = 0, worstT = 0;
// sit right in the throat through the whole storm, including the change
f.vecAt(0.5, 0.5, 0, a);
for (let t = 1 / 60; t <= def.duration; t += 1 / 60) {
f.vecAt(0.5, 0.5, t, b);
const jump = Math.hypot(b.x - a.x, b.y - a.y, b.z - a.z);
if (jump > worst) { worst = jump; worstT = t; }
a.x = b.x; a.y = b.y; a.z = b.z;
}
metrics['venturi.maxTemporalJump'] = +worst.toFixed(3);
assert(worst < 1.5, `venturi jumped ${worst.toFixed(2)} m/s in one frame at t=${worstT.toFixed(1)}`);
});
// ---- 9. vertical structure (SPRINT3 decision 8: fraction of TOTAL) ----
// Cloth pressure goes with dot(wind, normal). A flat panel's normal points at
// the sky, so in a purely horizontal wind that dot is ~0 and "lie it flat and

View File

@ -252,6 +252,7 @@ export function createWindField(def, opts = {}) {
: [];
let shelters = [];
let venturi = [];
/** Spatially-uniform part: base curve + every gust envelope live at t. */
function uniformSpeed(t) {
@ -278,12 +279,13 @@ export function createWindField(def, opts = {}) {
return sampleAngleCurve(def.dirCurve, t) + wAmp * Math.sin(t * wRate);
}
/** Local horizontal wind speed (m/s) base+gusts, spatial noise, tree shadow.
* The one place the local-speed maths lives; speedAt/vecAt/verticalAt share it. */
/** Local horizontal wind speed (m/s) base+gusts, spatial noise, tree shadow,
* site venturi. The one place the local-speed maths lives; speedAt/vecAt/
* verticalAt share it, so the downdraft rides the funnel too. */
function localHoriz(x, z, t) {
const uni = uniformSpeed(t);
const d = dirAt(t);
const s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, Math.cos(d), Math.sin(d));
const s = uni * localFactor(x, z, t, Math.cos(d), Math.sin(d));
return s > 0 ? s : 0;
}
@ -377,6 +379,38 @@ export function createWindField(def, opts = {}) {
return f;
}
/**
* A venturi is a shelter's opposite: a gap between buildings SPEEDS the wind up
* when it blows along the gap's axis (SPRINT9 site_02, the corner block funnels
* the southerly). Where a tree shadow depends on being downwind of the tree,
* a venturi depends on the wind being ALIGNED with a fixed axis the SITE owns
* so it fires only when the storm's direction swings to match, which is the
* whole drama: the corner block is calm until the southerly comes through, then
* it screams. Multiplier 1, and inert (empty list) on any site that has no
* funnel, so backyard_01 is untouched.
*/
function venturiFactor(x, z, dirX, dirZ) {
let f = 1;
for (let i = 0; i < venturi.length; i++) {
const v = venturi[i];
const rx = x - v.x, rz = z - v.z;
const dist = Math.hypot(rx, rz);
if (dist >= v.radius) continue;
// how well the wind lines up with the gap's axis. |dot| because a gap
// funnels either way through it; ^sharp so only a well-aligned wind counts.
let align = Math.abs(dirX * v.axisX + dirZ * v.axisZ);
align = Math.pow(align, v.sharp);
const radial = 1 - smoothstep(v.radius * 0.4, v.radius, dist); // full in the throat, fades out
f *= 1 + (v.gain - 1) * align * radial;
}
return f;
}
/** Every spatial speed multiplier at a point, given the wind direction. */
function localFactor(x, z, t, dirX, dirZ) {
return spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ) * venturiFactor(x, z, dirX, dirZ);
}
const field = {
def,
seed,
@ -399,6 +433,32 @@ export function createWindField(def, opts = {}) {
},
get shelters() { return shelters; },
/**
* A site's wind funnels (SPRINT9 site_02). Lane A calls this from the site
* JSON after building the yard, the same way it calls setSheltersFromTrees.
* Unset = no funnels, so backyard_01 is untouched. Each zone:
* { x, z } centre of the throat, metres
* axis direction the gap runs, RADIANS in the XZ plane
* gain peak speed multiplier when the wind is dead-on (>1)
* radius how far the acceleration reaches, metres
* sharp alignment falloff exponent higher = only a wind almost
* exactly along the axis funnels (default 3)
*/
setVenturi(list) {
venturi = (list || []).map((v) => {
const axis = v.axis ?? 0;
return {
x: v.x, z: v.z,
axisX: Math.cos(axis), axisZ: Math.sin(axis),
gain: Math.max(1, v.gain ?? 1.4),
radius: v.radius ?? 4,
sharp: Math.max(1, v.sharp ?? 3),
};
});
return field;
},
get venturi() { return venturi; },
/**
* Scalar wind speed (m/s) at a point HORIZONTAL only, which is what an
* anemometer reads and what the HUD, rain and grass want. The gust downdraft

View File

@ -136,6 +136,15 @@ export function createWind(def, opts = {}) {
})));
},
/**
* A site's wind funnels (SPRINT9 site_02). Lane A: call with the site JSON's
* `wind.venturi` after building the yard. Empty/absent = no funnels, so
* backyard_01 reads exactly as it always has.
* @param {Array<{x,z,axis,gain,radius,sharp}>} list
*/
setVenturi(list) { field.setVenturi(list); return wind; },
get venturi() { return field.venturi; },
/** Storm events fired in (a,b] — poll with (t-dt, t). Deterministic. */
eventsBetween(a, b) { return field.eventsBetween(a, b); },

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@ -79,7 +79,14 @@ summary.textContent = report.ok
: `FAIL — ${report.fail} failed, ${report.pass} passed, ${report.skip} skipped`;
const out = document.getElementById('out');
for (const letter of ['A', 'B', 'C', 'D', 'E']) {
// Render every lane the report actually CONTAINS, rather than a hardcoded list.
// This read ['A','B','C','D','E'] while the import list above also carries BAL,
// so the balance suite ran, was counted in the summary, and had every one of its
// rows silently dropped — including, had one ever gone red, the row saying which
// assert failed and why. The merge gate was invisible in the merge gate's own
// report. My bug: I added the BAL import and not this. Deriving the list means
// the next joint suite can't hit it. — B
for (const letter of [...new Set(report.results.map((r) => r.lane))]) {
const rows = report.results.filter((r) => r.lane === letter);
if (!rows.length) continue;
const h = document.createElement('div');