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601adedf45 |
@ -523,3 +523,48 @@ THREADS' last [I] entry then SPRINT9.md.
|
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> carport — anchor-poor on purpose; its personality is "nowhere to tie off".
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> Deterministic factory, contact sheet, and pyrrhic-ending card support when
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> A rules.
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---
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---
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# SPRINT 10 prompts (sites are data)
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Same rules: own clone, own branch, rebase onto latest main FIRST. Read
|
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THREADS' last [I] entry then SPRINT10.md. Gate 1 is A's, uninterrupted —
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everyone else's site work is already on disk waiting for it.
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## Lane A — Sprint 10
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> You are Lane A on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
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> ONE headline, from day one: extract the yard into data/sites/backyard_01.json
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> (world.js builds from data; byte-identical yard proven by the existing
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> anchor tripwires and quad-band asserts), then author site_02_corner_block
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> from the pieces already waiting (E's carport GLB, C's venturi schema — give
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> C their two gap coordinates, D's work:"cloth"|"bracket" anchor field). The
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> week gains a site per night; night 3 moves to the corner block. Nothing
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> else until this lands.
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## Lane B — Sprint 10
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> You are Lane B on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
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> Build tools/site_audit/ from your quad/coverage/afford sweep — one command,
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> any site JSON, reports the winnable lines or names the blocking corner.
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> Run it on site_02 the moment A's JSON exists; if there's no $80 line, tell
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> E to move the tree (their standing offer). Answer C's porosity-into-
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> gardenHailExposure question in THREADS.
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## Lane C — Sprint 10
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> You are Lane C on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
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> Wire venturi from A's site JSON when it lands; decide the week's storm/site
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> pairing so the corner block teaches the venturi (southerly on night 3?);
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> land the porosity/gardenHailExposure one-liner if B says yes.
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## Lane D — Sprint 10
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> You are Lane D on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
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> Land needsLadder on A's work-field (mechanism, not type — your own audit),
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> then play site_02 cold and log feel notes. The carport traps should read
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> tempting, not buggy.
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## Lane E — Sprint 10
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> You are Lane E on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
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> Support site_02 as it lands: dressing adjustments, contact sheets, and a
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> carport-collateral aftermath line/card if the trap earns one. If B's audit
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> says the site has no winnable line, moving the tree is yours.
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62
SPRINT10.md
Normal file
@ -0,0 +1,62 @@
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# SPRINT 10 — SITES ARE DATA (instructions for Opus 4.8 lanes)
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*Sprint 9 closed the balance book: the wild night has a CLEAN $80 win (porous
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cloth · dd 0.40 · the four-post quad), fabric is a real choice that decides
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one corner's life, the pyrrhic ending has a rule, a verdict and a card, and
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the settled-at-entry guard finally measures the thing the words mean — with a
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proof that it can fail. Three retractions were filed this sprint, all
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graceful, all measured. The engineering culture is the co-star now.*
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*What did NOT land, for the second sprint running, is A's site extraction —
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the week ate Sprint 8, the pyrrhic ruling ate Sprint 9. Every other lane's
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site work is DONE and waiting: E's carport trap, C's venturi, D's ladder-seam
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spec, B's audit sweep. Sprint 10 has one headline and it's A's, uninterrupted.*
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Read THREADS from the last [I] entry.
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## Gate 1 — SITE EXTRACTION (A, from day one, nothing else first)
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`data/sites/backyard_01.json`: anchors, bed, house line, trees, posts, shed,
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gnome, dressing list — world.js BUILDS FROM DATA, byte-identical yard as the
|
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assert of success (E's tripwires already pin the anchor positions; a.test's
|
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quad-band asserts must pass unchanged). Then `site_02_corner_block.json`:
|
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E's carport (anchor trap, ratings baked in the GLB), ONE tree, paling fences,
|
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smaller bed, C's venturi list (their schema is in THREADS — answer their
|
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"where's the gap?" question with two coordinates). Week gains `site` per
|
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night; night 3 moves to the corner block.
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Include D's field: anchors carry `work: "cloth" | "bracket"` (or your
|
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spelling) so needsLadder keys on the actual mechanism — their audit showed
|
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the carport silently disables the ladder otherwise, failing open.
|
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|
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## Gate 2 — site_02 is FAIR before it ships (B, then D)
|
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|
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**B**: `tools/site_audit/` — the quad/coverage/afford sweep as a one-command
|
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tool (your own words: geometry decides winnability, audit at authoring time).
|
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Run it on site_02 the moment A's JSON exists; post the winnable line(s) or
|
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tell E to move the tree. Every future site runs this before landing.
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**D**: land needsLadder on the new field; play site_02 cold; feel notes in
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THREADS. The carport traps should read as tempting, not as bugs.
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|
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## Everyone else (small)
|
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|
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**C**: wire the venturi from site JSON once A lands the shape; storm/night
|
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pairing for the corner block (does the southerly buster move to night 3 so
|
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the venturi teaches?). Optional: gardenHailExposure reading sail.porosity
|
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(your offered one-liner) — B said yes or no in THREADS first.
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**E**: whatever site_02's dressing needs once it's in-game (fence lengths,
|
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bed size), refreshed contact sheets, and the site_02 aftermath cards if the
|
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carport collateral wants its own line ("you took the carport with you").
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## Gate 3 — JOHN PLAYS THE WEEK (carried; the game is ready)
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`python3 server.py` → play five nights with the mouse, through the real
|
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buttons. Three sentences in THREADS. Sprint 11 (jobs, clients, pay — the
|
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landscaper service proper) gets shaped by them.
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|
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```
|
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gate 1: both sites load from JSON; backyard_01 byte-identical; night 3 is
|
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the corner block
|
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gate 2: site_audit says site_02 has a winnable line; D's cold playthrough
|
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logged; needsLadder keyed on mechanism, not type
|
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gate 3: John's three sentences
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```
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254
THREADS.md
@ -2693,3 +2693,257 @@ Format: `[lane letter] YYYY-MM-DD — note`
|
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on the record, A's "1 lost" was a miscount, and C found the REAL winnable line (p1,p2,p3,p4 —
|
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$80 exactly, hp 52, 1 lost) that needs B's porous fabric + C's 0.40 downdraft STACKED. The
|
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pyrrhic-win rule and the fabric+downdraft pairing are SPRINT9's first moves.
|
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|
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[E] 2026-07-18 — 🏚️ **`carport_01_v1.glb` — site_02's dressing, and its whole design (SPRINT9 §gate 2-E).**
|
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3.24 × 5.60 × 2.69 m, 172 tris. DESIGN.md wants the corner block anchor-poor — "nowhere to tie off" —
|
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and the interesting way to build that is **not** to give the yard nothing. An empty yard is just a
|
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smaller yard. It's to give it something that LOOKS like four free anchors and isn't. A carport is
|
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exactly that lie, and it's the same lie the house fascia already tells: light 90 mm posts on 200 mm
|
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pads, a beam sized to hold up one sheet of Colorbond. Tie 25 m² to it in a southerly and you don't
|
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break the shackle — you take the carport.
|
||||
So it ships as a trap, wired as data, with the worst numbers in the game:
|
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· `beam_anchor_01..02` — `rating_hint` **0.22**, `collateral="carport"` (the fascia is 0.35).
|
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· `post_anchor_01..02` — **0.30**. A pad is better than a beam; it's still a lie.
|
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· plus `footings` / `posts` / `beams` / `roof`, and `is_anchor_trap` on the root.
|
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**Lane A/B: these are meant to be TAKEN, and to hurt.** Make the site winnable off ground anchors and
|
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the one tree; the carport is what teaches why. e.test.js pins the ratings *below the fascia's* with the
|
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reason attached — if someone ever "fixes" them upward the site stops teaching and becomes a small yard.
|
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**Lane B: audit it before it ships** — that's your §gate 2-B sweep, and this is precisely the geometry
|
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it exists to catch. If the tree + ground anchors can't make an in-band quad at $80, tell me and I'll
|
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move the tree, not the ratings.
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|
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[E] 2026-07-18 — **the pyrrhic ending has a card and words (gate 1-1, "E will want in").**
|
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`models/textures/card_pyrrhic.jpg` — same camera, same yard, third outcome, so it slots straight into
|
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the set: dawn light, the bed green, the gnome standing, and **the sail post down across the yard behind
|
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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
|
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verdict.
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Copy, for you to take/edit/bin, Lane A:
|
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· headline **"THE GARDEN MADE IT"** · sub *"The sail didn't. That's the trade you took."*
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· kicker *"A sail is a consumable. A season isn't."*
|
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· alternates: "BOUGHT AND PAID FOR" / *"Two corners gone. The bed never knew."*
|
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· per-night verdict line, if you want one: *"the sail took it so the bed didn't"*.
|
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`tools/cardpreview/index.html` renders all three now — `show('win'|'pyrrhic'|'lose')`.
|
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This is DESIGN.md's actual thesis finally having a picture: the sail was never the point.
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[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 2–3 while saving
|
||||
your rig on nights 4–5. 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 (8–20 s) → 35 mm/s worst breath, typically 4–6
|
||||
```
|
||||
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.
|
||||
|
||||
@ -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": [
|
||||
|
||||
@ -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 m² 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"]),
|
||||
|
||||
|
Before Width: | Height: | Size: 3.0 MiB After Width: | Height: | Size: 3.0 MiB |
@ -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
@ -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); });
|
||||
@ -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]],
|
||||
|
||||
@ -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() {
|
||||
|
||||
@ -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; },
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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', () => {
|
||||
|
||||
@ -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 });
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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 NE–SW (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
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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); },
|
||||
|
||||
|
||||
BIN
web/world/models/carport_01_v1.glb
Normal file
|
Before Width: | Height: | Size: 28 KiB After Width: | Height: | Size: 28 KiB |
BIN
web/world/models/textures/card_pyrrhic.jpg
Normal file
|
After Width: | Height: | Size: 50 KiB |
|
Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 41 KiB |
BIN
web/world/models/textures/grass_atlas.png
Normal file
|
After Width: | Height: | Size: 28 KiB |
@ -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');
|
||||
|
||||