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Author SHA1 Message Date
m3ultra
135b3dcda5 Log the on-record §7 hand-run, the failure-envelope finding, and the ladder deferral
The §7 loop is closed by hand on the merged game: pick up a spare at the shed,
carry it across the storm, the carabiner weak-link blows on its own, chase the
flogging corner (prompt tracks it live), hold-E re-rig → 4/4, ride out → survives
with full coverage. Definition of done met with a real storm break, not induced.

Also logged for B+C: the sail's failure envelope is a cliff — 4/4 up to tn 1.03
(~1.2kN peaks), instant ~10kN double-cascade at tn 1.04. Good rigs survive, flat
rigs cascade; the thesis holds and the decision-8 downdraft semantic won't move
the cliff (it's a cloth-stability ceiling). Ladder stretch goal deferred to
Sprint 4 with reasoning — it's a second carry type + placement + code-driven
climb height, bigger than what's left of this sprint.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:43:49 +10:00
m3ultra
5d1d0895f2 Lane D: retune stumble/shove against the REAL storm_02, pin to storm JSON
The pre-merge thresholds were tuned against a mock that injected +18 gusts. In
the actual storm_02, gusts-over-baseline peak at 12.1 m/s — so stumbleGust:17
was above every gust in the game and StumbleBack was unreachable dead code, and
shoveGustMin:8 (a low bar in the prototype's 12-38 units) had become a high bar
in ours and threw away most of the shove.

Retuned against the real storm profile (12 gust events, peaks 12.1..6.1, 4
knockdowns, maxExposure 1.55): stumbleGust 17→9, shoveGustMin 8→4. A wild night
now reads shoved (26s of 90) → stumbling (4) → floored (2); a calm day stays 0/0.

d.test.js now loads the real storm JSON via weather.loadStorm and asserts every
threshold is REACHABLE and correctly ordered — the guard the first tuning lacked.
This matters because decision 8 (B+C) reweights the downdraft this sprint, which
is exactly the kind of change that silently killed StumbleBack the first time.
Also pinned the emergent 'unbrace into a gust → stumble' behaviour.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:25:17 +10:00
m3ultra
823dbb942b Post Sprint 3 gate 1 in THREADS — Lane D unblocked
Also records the KeyboardInput.holding getter trap: assigning to it from a probe
silently no-ops and looks identical to broken interact wiring. Cost me a nearly
false bug report; Lane D needs it for the on-record §7 run.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:21:02 +10:00
m3ultra
a5ed4fcdb6 Place the shed and spare table; expose world.shedTable (unblocks Lane D)
SPRINT3 decision 9 / §Lane A.1. Lane D's §7 loop — rig, carry a spare, repair
mid-storm — had nowhere to pick a spare up, so wireYardActions self-skipped the
pickup and nothing in the game could put one in your hands.

world.shedTable.pos is published synchronously from constants even though the
meshes arrive later: createWorld() has to stay sync (a.test.js and the selftest
build a yard with no server), and wireYardActions reads the position at wiring
time. dress() then refines it onto Lane E's baked pickup_anchor — which moved it
5 cm off my guess at where a table top is, so it was worth reading.

dress() is async and separate from createWorld for the same reason: a fetch in
the constructor would make the selftest slow and flaky, or break it. Each load is
guarded individually, so a missing GLB leaves its graybox standing instead of
taking the boot down.

Verified by hand rather than by registration check: walk up, hold E, spare in
hand; a second hold says "hands full"; leaning on the table with E held for 6 s
deals exactly one spare (D's latch works); nothing fires from across the yard.
Selftest 169/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:20:35 +10:00
m3ultra
624a72e458 Add Sprint 3 plan and lane prompts: close the game loop
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 01:11:16 +10:00
m3ultra
1ace50da0f Merge Sprint 2 lanes; wire debris into sail step; settle downdraft dispute as documented skip
Selftest on merged main: 169 pass / 0 fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 01:09:51 +10:00
m3ultra
cd173d1ce0 Merge remote-tracking branch 'origin/lane/d'
# Conflicts:
#	THREADS.md
2026-07-17 01:01:48 +10:00
m3ultra
3f6fc27d00 Merge remote-tracking branch 'origin/lane/b'
# Conflicts:
#	THREADS.md
2026-07-17 01:01:48 +10:00
m3ultra
ac5021d279 Merge remote-tracking branch 'origin/lane/c'
# Conflicts:
#	THREADS.md
2026-07-17 01:01:48 +10:00
m3ultra
af2694257a Regenerate the full contact sheet; fill unused tiles
The --only runs during the sprint left a partial sheet committed. Also fills the
empty slots in a partly-filled last row with the background sampled from a
tile's corner, so 19 assets in a 4x5 grid no longer leaves a black hole. The
world colour can't be reused for this — the render is sRGB-encoded, the scene
value is linear.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:57:38 +10:00
m3ultra
0f5f4d8368 Make rake_pivot a real pivot; log Sprint 2 in THREADS
rake_pivot shipped as a childless empty, so rotating it moved nothing — and
rotating the whole GLB instead, which is the only alternative, tips the concrete
footing out of the ground along with the post. DESIGN.md makes raking away from
the load a player decision, so the handle has to actually work.

It now holds post + pad_eye + top_anchor, with footing left on the root: rake it
8° and the post leans while the concrete stays planted. Asserted both directions
in e.test.js — the head must travel over 0.3 m and the footing under 0.01.

Same class as the canopy bug, found the same way: by driving the handle in a
test instead of eyeballing the model. Exported dims unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:56:15 +10:00
m3ultra
d3e849fcc3 Add sail cloth textures and the storm dressing set
Textures (SPRINT2 §Lane E-2). sail_weave.png is a seamless 512² knitted
shade-cloth weave with the stripe banding real cloth has; the script proves the
wrap by evaluating a second tile and requiring an exact match, because Lane B is
being told to set RepeatWrapping and a bad wrap would seam across the whole
sail. Luminance rides in a narrow band so it multiplies the base colour instead
of replacing it — high contrast reads as burlap, not HDPE. Dropped the per-pixel
noise: invisible at ±0.012 and incompressible, it cost 305 KB of the 323.

sail_tears.png is a strip of 4 escalating rips. Each is a lens, not a slit —
fabric under tension parts widest in the middle and tapers to a point, and a
constant-width gap reads as a drawn line. Threads bridge the gap, scaled to the
local width; without them a dark lens is a hole rather than a tear.

Dressing (§Lane E-3): wheelie_bin_01 (240 L, 12 kg, `lid` on its own node so it
flaps before the bin goes over), washing_line_01 (a Hills Hoist — the `head`
freewheels, giving a second wind tell at head height), garden_gnome_01
(collateral bait: a smashed gnome reads where a damage number doesn't).

Bin and tramp land in models/debris/ for Lane C to glob. All 19 assets pass, 28
output files byte-identical across two runs, selftest 129/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:51:51 +10:00
m3ultra
7cd25a5d2a Give the gum trees a canopy sway handle
world.js sways a tree by rotating a `canopy` group whose origin sits at the
trunk top, so the blobs swing about the trunk. The trees shipped canopy_01..03
as siblings of `trunk` with each origin at its own blob centre — rotating one
spins a sphere in place, which is visually nothing. Lane A could not have swayed
these trees, and the canopy lean is the gust telegraph the player reads a beat
before it hits the sail, so the tell would have gone missing rather than looked
wrong.

Adds the `canopy` empty at the trunk top with the blobs parented under it, so
A's existing code works unchanged, plus sway_amp / sway_phase / sway_pivot_y
for the per-tree tuning SPRINT2 §Lane E asks for (gum_01 is big and leans less
at 0.85; gum_02 is whippy at 1.20 and shows a gust first).

sway_phase draws from its own RNG stream: taking it from the shared one would
consume a value and shift every blob draw after it, resilhouetting a tree the
other lanes have already tuned against. Exported dims are identical to Sprint 1.

e.test.js asserts the pivot by rotating the handle and measuring that a blob
actually travels — red before this change, green after.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:42:30 +10:00
m3ultra
fd6dfc77da Log Sprint 2 landing, and block Lane C's decision 3 on real numbers
Decision 3 doesn't clear its own 60% bar: measured against lane/c over 8
headings and the full 90 s, flat-horizontal is 34% of flat-pitched, not
>=60%. The downdraft is 0.3 of the GUST component only, so storm_02's
strongest is -4.5 m/s against a 32.6 m/s horizontal peak, and pressure
goes as v^2. Needs ~0.55-0.6, or a fraction of total speed.

Also flags for A: rig.step needs the 4th debris arg or crates fly through
the sail; and the cheap-rig cascade fires at t=0.4s from pre-tension on
the 192 m2 quad, which decision 2 fixes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:26:38 +10:00
m3ultra
2034593a30 Re-run the §7 gate against real storm wind; stop allocating per face
B-4. The gate used to run on my own stub wind — uniform, horizontal,
tuned by nobody — so it proved the cloth was self-consistent, not that
the game works. It now loads the shipped storm JSON and drives the cloth
through weather.core.js (pure and import-free, so the same path runs in
node and in selftest.html; weather.js's own loadStorm can't help because
its STORM_DIR is a file:// URL that node's fetch won't open).

All three halves of §7 now run on real storm_02 and the real yard:
a flat drum-tight carabiner rig cascades 4/4; a well-twisted mixed rig
holds all four; and a twisted rig with one dodgy corner blows it and
finishes 4/4 intact after a single repair — the DoD scenario, in an
assert.

Perf: Lane C added an `out` param to wind.sample specifically so sail.js
wouldn't allocate, and I wasn't passing it — 162 faces at 60 Hz is ~9.7k
throwaway Vector3s a second. Now passing a scratch vector. Stub winds
that ignore `out` still work; we read the return value.

Two tests skip rather than pass vacuously while Lane C's downdraft is
unmerged: a "nothing broke" repair scenario would go green forever and
check nothing. Both light up by themselves on merge, and the repair one
hard-fails if a downdraft IS present and still can't threaten the rig.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:25:25 +10:00
m3ultra
cb557a1d6f Add prep-phase picking UI over RiggingSession (unblocks A step 8)
RiggingSession already held every rule and was tested headless; this is
only the hands. Click an anchor to rig it, click again to cycle its
hardware, shift-click to pull it off for a full refund, [ and ] for
tension, S for the spare. RMB is left alone — that's the camera's orbit.
Enter stays Lane A's: the phase machine calls commit(), which goes
through main.js's rigSail() door as A asked.

It renders its own anchor markers because the yard has none to raycast
against — world.js builds posts and trunks, not pick targets — and
marker styling is prep-phase UI, so it belongs to this lane.

What you click is not what you see: the marker ring's tube is 5 cm, which
at yard distance is a couple of pixels and genuinely unhittable. Picking
goes against an invisible 0.45 m sphere and the ring is just the read.

The panel shows live sail AREA, which SPRINT2 doesn't ask for but
decision 2 implies: the 70-192 m² problem is invisible to a player who
can't see what they're about to build. Picking the obvious quad
(h1/h3/p1/p2) now says "191 m2" before you commit to it.

dev_rigging.html follows the house pattern (C's weather_demo, D's
dev_player): the picking UI can't be asserted headless — it is clicks,
raycasts and materials — and can't run in index.html until A wires step
8. It boots the real world.js, real anchors and real cloth, so what's
verified is what ships. Retire it once index.html hosts prep.

Verified by hand in it: rig h2 by click, cycle carabiner -> shackle,
budget $80 -> $65, weak link flagged, dashed quad preview, commit ->
sail in scene (100 verts, 162 tris, casting a real shadow over the
garden bed) -> storm with corner loads reading 1.0-1.2 kN.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:14:34 +10:00
m3ultra
d6aa124cb7 Log Sprint 2 landing: decisions 3 & 5, rain occlusion, fog fix
Includes the controlled downdraft rebalance table for Lane B, the frozen
debris.pieces seam, and the garden-HP design question for Lane A (rain shadow
vs sun coverage).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:12:03 +10:00
m3ultra
6971f31984 Rain stops at the cloth (SPRINT2 Lane C.3)
The garden visibly stays dry under the sail. Rain arrives along the wind, so
the dry patch sits downwind of the cloth and slides across the yard as the
wind swings — at the southerly change it walks right off the bed, free drama
and honest physics.

Cheap on purpose. Ray-testing 3k drops against 162 triangles every frame is
~486k intersections for an effect nobody inspects closely. Instead project the
sail's triangles ALONG the rain onto the ground into a coarse height grid, a
few times a second (the cloth moves slowly next to the rain); per-drop cost is
one grid read, and occluded drops get a zero-scale matrix rather than a
raycast. Measured 0.041 ms/rebuild, 10x/s = 0.41 ms/s against A's 0.63 ms
frame — negligible. Reads rig.pos/rig.tris, so nothing new needed from Lane B.

Verified in the real game with a surviving twisted rated rig: 497 grid cells
covered, 96% of the garden bed under cover, live drops culled under the cloth
and falling in the open yard either side. Screenshot for DESIGN.md.

skyfx exposes rainShadowOver(rect) — NOT the same as rig.coverageOver(bed,
sunDir). That one is the SUN shadow; this is the RAIN shadow (down the wind).
Which drives garden HP is a design call — flagged for A in THREADS.

Selftest 134/0/0 (8 new rain-shadow asserts).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:10:29 +10:00
m3ultra
135511fb05 Add vertical gusts, freeze debris.pieces, fix fog restore
SPRINT2 decisions 3 and 5, plus Lane A's fog nit.

Decision 3 — gusts now descend. Cloth pressure goes with dot(wind, normal); a
flat panel's normal points at the sky, so in a perfectly horizontal wind the
dot is ~0 and "lie it flat and ignore the storm" was the cheapest winning rig.
A gust front is descending air, not just faster air. Per-gust downdraft
fraction in storm JSON (storm_02 0.3, storm_01 0.18, default 0.25, validated
0..1), each gust varying 0.6-1.4x. Peak downdraft in storm_02 is 4.4 m/s, 17%
of the horizontal. Lane B: the cloth-side assert is yours.

The vertical draws from its OWN rng stream, and there's an assert pinning
that: pulling it from the main stream would shift every subsequent (t0, pow)
and silently re-time storms Lane A has already hand-verified. Their carabiner
still blows at t=45.4 and cascades at t=56.

speedAt() stays horizontal — an anemometer doesn't read falling air, and a
wind meter that spikes because a gust is descending reads as a bug.

Decision 5 — debris.pieces frozen and documented in contracts.js as the seam
Lane B reads in sail.step(), with the sphere/SI/mutated-in-place semantics
spelled out and an assert tying the live shape to the contract table.

Fog: dispose() captured scene.fog by reference and step() mutates that object
in place, so restoring it restored nothing (Lane A caught it). Now captured by
value, and fog we created ourselves is removed rather than left behind.

Selftest 130/0/0 (was 121); Lane C 28 asserts.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:58:31 +10:00
m3ultra
7e8ffa307c Land decisions 4 and 5: Lane D's rig seam, debris impulses
Decision 4 — conform to Lane D's call sites rather than the reverse (D
landed first and duck-typed them): repair(i), trim(i, delta) and
cornerPos(i). repair takes no hardware argument because prep sells
exactly one kind of spare, so it re-rigs at shackle grade — an upgrade
on a blown carabiner, a downgrade on a blown rated shackle, which is the
prototype's behaviour and a real choice about which corner you run to.
cornerPos returns a fresh vector at the live node, so a blown corner's
prompt chases the flogging corner instead of sitting on a dead anchor
(measured: 13 m off). All three are contract entries now, not PROPOSED
comments, so the merge tripwire enforces the seam.

Decision 5 — sail.step() takes an optional debris and applies sphere-vs-
cloth impulses. The exchange is symmetric: every newton-second the cloth
takes out of a crate, the crate loses. Asserted, and it conserves to
0.000% on an interior hit. Pinned corners are the deliberate exception —
invMass 0 means a crate off a corner dumps its momentum into the house,
which is correct, the anchor is bolted to a wall.

Note this leaves debris.js's applyToSail dead: it guards on `sail.nodes`,
which never existed on the rig — the cloth stores Float64Arrays. So the
debris-vs-sail impulse has been silently doing nothing in the assembled
game. Decision 5 puts it on this side; flagged for Lane C in THREADS.

The contact radius is swept by the piece's travel because main.js steps
the sail before the debris (so piece positions are a frame stale) and a
0.3 m crate at 25 m/s covers 0.42 m per frame — enough to pass clean
between cloth nodes.

Also: coverageOver() rays now start at heightAt(x,z) rather than y=0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:58:14 +10:00
30 changed files with 2543 additions and 81 deletions

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@ -158,3 +158,60 @@ re-deciding them.
> washing line, garden gnome — same one-script determinism + contact-sheet
> acceptance; (4) when Lane A's yard is dressed, render a contact sheet of the
> assembled yard from the game camera for DESIGN.md.
---
---
# SPRINT 3 prompts (the game loop — fire all five; B+C pair on item 1)
Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 2 is
merged; main.js passes debris into rig.step; downdraft data reverted to 0.3
with B's assert self-skipping — THREADS' last [I] entry explains why). Read
SPRINT3.md in full; decisions 7/8/9 are made.
## Lane A — Sprint 3
> You are Lane A on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
> §Lane A. Priority 1 is world.shedTable (unblocks D, ~15 lines). Then the
> decision-2 anchor rework with the quad-area assert, the playable prep phase
> (wire B's picking adapter, take their preview-rig force-arrows offer), the
> HUD (kN bars, telegraph, garden HP via skyfx.rainShadowOver per decision 7,
> plant damage-state swaps), forecast card + aftermath screen (score the gnome),
> and finish the yard dressing with E's GLBs and sway handles. Retitle the page.
> Merge shepherd duties continue. Small commits, selftest green after each.
## Lane B — Sprint 3
> You are Lane B on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
> §B+C and THREADS' last [I] entry — the integrator measured that gust-only
> downdraft cannot satisfy your 60% bar and §7 together (0.45→42% + twisted
> loses a corner; 0.58→48% + still loses one), so decision 8 adopts your
> fraction-of-TOTAL semantics. Pair with C in THREADS: when their weather.core
> change lands, re-run your 8-direction sweep, delete the <0.5 self-skip from
> your decision-3 assert, and confirm all three §7 legs on the SAME storm JSON.
> Log final constants. Then sail UVs with E's sail_weave.png per their recipe.
> Also: A may take your preview-rig offer for prep force arrows — support them.
## Lane C — Sprint 3
> You are Lane C on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
> §B+C and THREADS' last [I] entry. Decision 8: change weather.core downdraft
> to a fraction of TOTAL wind speed (keep the own-RNG determinism guarantee,
> keep speedAt() horizontal, update the validator; rename the JSON field if the
> semantics warrant it), then pair with B to land values where their 60% bar
> AND the §7 gates are green on the same data. Retune storm_01/storm_02, and
> author storm_03 between them so the campaign has a ramp. Decision 7 landed
> garden HP on your rainShadowOver — coordinate the API with A as they wire it.
## Lane D — Sprint 3
> You are Lane D on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
> §Lane D. The moment A posts world.shedTable in THREADS: close the §7 loop BY
> HAND — pickup → carry through gusts (brace when needed) → hold-E repair →
> ≥3/4 corners at storm end — and RECORD the run (SHADES.step + screenshots);
> that artifact is the sprint's definition of done. Retune stumble/knockdown
> thresholds against real storm_02 gusts now that the downdraft is live.
> Stretch: the ladder loop (carry, place, ClimbLadder to fascia anchors) —
> flag early in THREADS if it's bigger than the sprint.
## Lane E — Sprint 3
> You are Lane E on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
> §Lane E. Small juice pass: tear-decal hookup recipe for B (like your weave
> recipe), broken-gnome + snapped-fence-panel variants for the aftermath
> screen, and refresh the assembled-yard contact sheet once A's dressing lands.

115
SPRINT3.md Normal file
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@ -0,0 +1,115 @@
# SPRINT 3 — THE GAME LOOP (instructions for Opus 4.8 lanes)
*Sprint 2 verdict: the storm is real. Merged main boots into a yard with live
weather, a walking ped, a rendered sail that cascades believably, debris that
dents both cloth and player, rain that stops at the cloth, and 169/0/0 green.
What's missing is the GAME around it: you can't rig with the mouse in the shell,
can't pick up a spare, can't see loads without the console, and nothing scores
the aftermath. Sprint 3 closes the loop so a stranger could play it.*
Read THREADS.md from the last [I] entry down before starting. Two integrator
facts you must absorb: (1) main.js now passes `debris` as rig.step's 4th arg;
(2) the downdraft data is back at C's 0.3/0.18 and B's decision-3 assert
self-skips below 0.5 — item 1 below is why.
## Decisions (made)
7. **Garden HP is driven by `skyfx.rainShadowOver(bed)` during storms.**
B and C both recommended it and they're right — at night the sun shadow is a
number about nothing. `rig.coverageOver(bed, sunDir)` stays as the daytime
shade readout (and becomes the heatwave scorer later). Lane A wires it.
8. **Downdraft semantics change to fraction-of-TOTAL wind speed** (B's
preference, C's code). Gust-only semantics measurably cannot satisfy both
the no-free-lunch bar and §7 survival (numbers in THREADS [I] 2026-07-17).
9. **`world.shedTable` is Lane A's, this sprint, first.** It gates D's §7
hand-play and it's ~15 lines of dressing.
## Lane A — finish the shell (the sprint's spine)
In priority order:
1. **`world.shedTable`** — place `shed_01_v1.glb` + `shed_table_v1.glb`, expose
`{pos}` (use E's `pickup_anchor` empty if present). Unblocks D immediately.
2. **Decision 2 anchor rework** (carried from Sprint 2): posts in to ~(4.5,5.5)
and (4.0,6.0), add p3 near (0,7), register E's tree `branch_anchor_*`
(they carry `rating_hint`). New a.test assert: ≥3 pickable quads in 1845 m²
covering the bed. This also fixes B's "cascade at t=0.4 s from pre-tension
alone" finding — the yard currently teaches the wrong lesson.
3. **Prep phase playable**: wire B's picking adapter (it exists on their branch
contract — coordinate in THREADS) to anchor markers + hardware cycling +
tension dial + spare purchase, with budget $80. Take B up on their offer of
a **preview rig for live force arrows during prep** — DESIGN.md calls this
the core teaching tool.
4. **HUD**: per-corner load bars in kN vs rating (world-anchored), wind meter +
gust telegraph banner, garden HP (decision 7) driving E's
plants_full/tattered/dead swaps, phase banner.
5. **Forecast card** (storm JSON summary: peak wind, gust character, change
time — sell the dread) and **aftermath screen** (garden %, corners lost,
hardware bill, verdict line). Enter-to-advance is fine.
6. Yard dressing completion: swap graybox house for `house_yardside_v1.glb`
(decision 6 — read fascia_anchor_* from the GLB), fence set, washing line
(head spins in gusts — E gave you `sway_amp` handles too, use them for the
canopy telegraph), wheelie bin into the debris pool, gnome placed in sail
range (`collateral_value` 25 — score it in aftermath).
7. Retitle the page — it still says M0.
## Lane B + Lane C — the downdraft semantic (JOINT, do it first, pair in THREADS)
1. **C**: `weather.core.js` — downdraft becomes a fraction of TOTAL wind speed
(sustained + gust), keeping the own-RNG-stream determinism guarantee and the
storm-JSON validator (rename the field if semantics change enough to warrant
it — e.g. `downdraftOfTotal` — a silently re-meaning field is worse than a
rename). Keep `speedAt()` horizontal.
2. **B**: re-run the 8-direction sweep at C's proposed values, re-enable the
decision-3 assert (delete the <0.5 self-skip it documents *gust-only*
semantics and dies with them), confirm §7 all three legs (cheap cascades /
twisted survives / twisted+repair survives) against the SAME data. Log the
final constants in THREADS. Both asserts green on the same storm JSON is
this item's definition of done.
3. **B**: sail UVs + E's `sail_weave.png` per their recipe (uv attribute,
repeat 6×6, sRGB) — the membrane should read as fabric, and the tear decal
strip is waiting for M3 tearing.
4. **C**: storm_03 — author a third storm between gentle and wildnight so the
campaign has a ramp (and the forecast card has range to sell).
## Lane D — close the §7 loop by hand (gate 3)
1. The moment A posts `world.shedTable`: verify the full loop live — pick up
spare (PickUp → Carry/CarryIdle), run it through gusts (shelter on C when
needed), hold-E repair at the blown corner (Crank/repair, spare consumed),
rig finishes ≥3/4. **Record the run** (SHADES.step + screenshots, or a
screen capture) — this artifact is the sprint's definition of done.
2. Wire `StumbleBack` vs full knockdown thresholds against real storm_02 gusts
with C's downdraft — the brace mechanic (hold C) changes the tuning you did
pre-merge.
3. Ladder: E shipped `ladder_01_v1.glb` with base/top nodes and you have
ClimbLadder — if fascia repairs are meant to need it (DESIGN.md says yes),
land carry-ladder + place + climb as the stretch goal; flag early if it's
bigger than this sprint.
## Lane E — juice pass (small)
1. Sail tear decals hookup notes for B (you shipped the atlas; write the
two-line recipe like you did for the weave).
2. Aftermath props: broken-gnome variant (`garden_gnome_01_broken`), snapped
fence panel — the aftermath screen wants wreckage to point at.
3. Assembled-yard contact sheet refresh once A's dressing lands (your Sprint 2
item 4, still open — the yard finally looks like the game this week).
## Gates
```
gate 1: A-1 lands → D starts closing the loop
gate 2: B+C downdraft semantic → both physics gates green on one storm JSON
gate 3: prep→storm→aftermath playable start to finish with the mouse,
§7 scenario ON RECORD, selftest green
```
Definition of done = gate 3. That is also the moment SHADES stops being a tech
demo — get there and the next conversation is about content (storms, sites,
the landscaper campaign), not systems.
## For John
- Nothing blocks on you this sprint. The M1 stays an asset-build box.
- When gate 3 lands you'll want to actually play it: `python3 server.py` in the
repo, http://localhost:8801/ (or --port anything), WASD/shift/E/C/Enter.

View File

@ -506,6 +506,222 @@ Format: `[lane letter] YYYY-MM-DD — note`
needs. Same code path the rAF loop uses; no test-only branch that can drift. Everything I reported
above was measured through them.
[E] 2026-07-16 — 🐛 **LANE A — two of my "handles" were broken and are now fixed. Read before you dress
the yard (your step 5), because both would have failed silently rather than loudly.**
· **Canopy sway.** world.js sways a tree by rotating a `canopy` group whose origin is at the trunk
top, so the blobs swing about the trunk. My trees shipped `canopy_01..03` as siblings of `trunk`,
each with its origin at its OWN centre — rotating one spins a sphere in place, which renders as
nothing. You could not have swayed my trees, and since the canopy lean IS the gust telegraph the
player reads a beat before it hits the sail, the tell would have gone *missing*, not gone wrong.
Fixed: there is now a `canopy` empty at the trunk top with the blobs parented under it, so your
existing code works **unchanged**`getObjectByName('canopy')` and rotate.
· **`rake_pivot`.** Same trap, worse. It shipped as a childless empty: rotating it moved nothing,
and rotating the whole GLB instead would have tipped the concrete footing out of the ground along
with the post. Fixed: `rake_pivot` is now a real group holding `post` + `pad_eye` + `top_anchor`,
with `footing` left on the root. Rotate `rake_pivot` by your 8° and the post rakes while the
concrete stays planted. Asserted both ways in e.test.js (head must move >0.3 m, footing <0.01 m).
Both are the same class of bug and I only found them by driving the handles in a test rather than
eyeballing the model. If you add a handle to anything, rotate it in an assert.
[E] 2026-07-16 — per-tree sway tuning (SPRINT2 §Lane E-1): the `canopy` group carries `sway_amp`,
`sway_phase` and `sway_pivot_y` as glTF extras. gum_01 is big and heavy-limbed at amp 0.85; gum_02 is
whippy at 1.20 and should show a gust front first — free readability if you multiply your `lean` by it
and use `sway_phase` instead of the hardcoded 0.7 / 2.9. Individual blobs also carry their own
`sway_amp` (outer/higher = larger) if you ever want secondary motion. Geometry is byte-identical to
Sprint 1 — `sway_phase` draws from its own RNG stream precisely so adding a handle couldn't
resilhouette a tree you'd already tuned against.
[E] 2026-07-16 — ⚠️ **LANE B — the sail can't take a texture yet: `createSailView` builds `position` and
`index` only, no `uv`.** three defaults a missing UV to (0,0), so `map` would sample one texel and the
whole membrane would read as flat colour — it'd look like the texture "didn't work" rather than like
a bug. `sail_weave.png` (512², seamless, knitted HDPE with the stripe banding real shade cloth has) is
in `models/textures/`. The recipe, against your `N*N` grid:
const N = rig.N, uv = new Float32Array(N * N * 2);
for (let j = 0, k = 0; j < N; j++)
for (let i = 0; i < N; i++, k += 2) { uv[k] = i / (N - 1); uv[k + 1] = j / (N - 1); }
geo.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
const tex = await new THREE.TextureLoader().loadAsync('/world/models/textures/sail_weave.png');
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(6, 6); // ~6 tiles across a 5 m sail
tex.colorSpace = THREE.SRGBColorSpace; // r175: colorSpace, not encoding
mat.map = tex; // keep mat.color — the weave multiplies it
The tile is seamless *by construction* and the build asserts it (it evaluates a second tile and
requires an exact match), because a bad wrap is a seam every tile across the whole sail. Shout if you'd
rather I ship it at a different density. `sail_tears.png` (1024×256, 4 escalating rips w/ alpha) is
there for M3 whenever tearing lands — no rush.
[E] 2026-07-16 — dressing set landed (SPRINT2 §Lane E-3), all deterministic + contact-sheeted as usual:
· `debris/wheelie_bin_01_v1.glb` — 240 L kerbside bin, 0.58×0.68×1.12 m, `mass_hint` 12 (empty; a
full one doesn't blow over). `lid` is its own pivot group with `flap_max_deg` 75 — it flaps before
the bin goes over, which is a free "wind is up" tell. Lane C: it's in debris/, so your glob has it.
· `washing_line_01_v1.glb` — a Hills Hoist, 2.84×2.84×2.28 m. `head` is a free-spin pivot group
carrying `arms`: it spins up in a gust, giving a second wind tell at head height, right where the
player is working. Not debris — it's cemented in.
· `garden_gnome_01_v1.glb` — 0.36 m, `mass_hint` 4.5, `breakable`, `collateral_value` 25. Scoring
bait per DESIGN.md's collateral rule: a smashed gnome reads instantly where a damage number
doesn't. Lane A, he wants to be somewhere a flogging sail can reach him.
[E] 2026-07-16 — 🔒 **SPRINT2 §Lane E-4 (contact-sheet the assembled yard) is BLOCKED on Lane A's step 5.**
Checked main at de86aa1: `world.js` and `main.js` contain zero `_v1.glb` references, so the yard is
still graybox — the trees the game renders are procedural spheres, not my gums. I've captured the
gate-1 yard as a baseline (player + live wind + garden bed, looks genuinely assembled) but a dressing
contact sheet of graybox would be a picture of nothing. **Ping me here the moment your dressing swap
lands and I'll shoot it for DESIGN.md same session.** Everything you need is above; nothing of mine is
blocking you.
[E] 2026-07-16 — 👀 art note for whoever owns lighting (A?), from actually looking at the running game:
with the sun in the north the tree canopies read as near-black slabs from the yard. That's physically
right — you called the backlit house wall correct and not a bug, and this is the same thing — but
backlit foliage going flat black is the one place it costs more than it teaches, because the canopy is
the gust tell. Cheap fixes in your court: lift the hemisphere light's ground colour, or I can bake a
little emissive into the leaf material so gums stay readable from underneath. Say the word and it's
one constant in my palette — not touching it unprompted since lighting is yours.
above was measured through them. (Confirmed on my side — every number below came through them too.)
[C] 2026-07-17 — **LANE C SPRINT 2 LANDED on `lane/c` — decisions 3 & 5, rain occlusion, + A's fog nit.**
Selftest **134/0/0** (was 121; +13 Lane C asserts). Rebased on gate-1 main. Four pushes, small commits.
Thanks A for doing my §C.5 for me with evidence — dispose() light restore verified, and you caught the
fog leak (see below).
[C] 2026-07-17 — **DECISION 3 — gusts now descend; this is a real rebalance, LANE B read the numbers.**
Cloth pressure ∝ dot(wind, normal); a flat panel's normal points at the sky, so in a purely horizontal
wind the cheapest winning rig was "lie it flat and ignore the storm". Fixed: per-gust downdraft fraction
in storm JSON (`gusts.downdraft`, 0..1, validated), storm_02 0.3 / storm_01 0.18 / default 0.25, each
gust varying 0.61.4×. `wind.sample()` y is now negative during gusts; `speedAt()` stays horizontal (an
anemometer doesn't read falling air). Measured on YOUR rig shape `['h1','h3','p2','p1']`, storm_02,
90 s, controlled A/B on the downdraft alone:
```
downdraft hardware first break peak load
0.0 rated shackle never 1929 N
0.3 rated shackle never 4165 N ← +116% peak, still survives
0.0 shackle never 1929 N
0.3 shackle t=20.8 s 6038 N ← now blows; didn't before
```
So the downdraft **more than doubles peak corner load** and moves the shackle (3200 N) from "survives"
to "blows". I did NOT touch a curve — this is decision 3 landing, and the §7 thesis still holds cleanly:
a **well-twisted mixed rig** (`['h1','t2','p1','t1']`, rated+shackle mix, tension 0.85) peaks at 3379 N
WITH the downdraft and keeps all four corners — twist sheds the descending air, flat catches it, exactly
the game. The downdraft sharpens the choice, it doesn't break it. **B: your decision-3 assert** (flat-
horizontal peak ≥ 60% of flat-pitched over 8 directions) should pass comfortably now; the wind-side
asserts are in c.test ('gusts carry a downdraft…', 'downdraft does not re-time the storm').
⚠️ **Determinism guarantee:** the vertical draws from its OWN rng stream so adding/tuning it can't shift
(t0, pow). Your hand-verified cascade (carabiner t=45.4, p2 t=56) is untouched — asserted.
[C] 2026-07-17 — **DECISION 5 — `debris.pieces` FROZEN in contracts.js. B, this is your seam.** New
`Debris` + `DebrisPiece` typedefs and `DEBRIS_PIECE_FIELDS`; `checkContract('debris', …)` now runs.
Shape you can rely on inside `sail.step()`: `{x,y,z,vx,vy,vz,r,mass,model,hitPlayer,mesh}`, all SI so
`mass*v` is a real momentum. Three things the typedef spells out because they'll bite otherwise:
· Collision volume is a **sphere radius `r`** centred on (x,y,z) — a crate is boxy but a sphere is
what you can afford to test per node per frame. `y` is the CENTRE, rests at `heightAt(x,z)+r`.
· The array is **mutated in place** — pieces splice out on despawn. Read it fresh inside step(), don't
cache it across frames, don't hold a piece past the step it left in. `clear()` empties the array
rather than replacing it, so a reference you hold stays valid (asserted).
· Don't move `piece.mesh` — Lane C drives it from the sim each step; you'd be fighting me.
[C] 2026-07-17 — **RAIN STOPS AT THE CLOTH (§C.3).** Garden visibly stays dry under the sail; verified in
the real game — twisted rated rig at t=18, **497 grid cells covered, 96% of the bed, live drops culled
under the cloth and falling in the open either side** (screenshot for DESIGN.md). Cost 0.041 ms/rebuild
×10/s = **0.41 ms/s**, negligible vs your 0.63 ms frame. Reads `rig.pos`/`rig.tris` only — nothing new
from B. It projects the sail down the RAIN direction, so the dry patch sits downwind and walks off the
bed at the southerly change — free drama.
**LANE A — design call, not mine: which shadow drives garden HP?** `skyfx.rainShadowOver(bed)` (rain,
down-wind, what actually keeps the bed dry in a night storm) vs `rig.coverageOver(bed, world.sunDir)`
(sun, which at night is a number about nothing). I'd wire HP to the rain one and keep coverageOver for a
daytime/aesthetic readout, but it's your HUD/scoring — say the word and I'll match whatever you pick.
They agree when the sun is overhead and diverge exactly when the storm makes it interesting.
[C] 2026-07-17 — **FOG — fixed, thanks A.** `dispose()` captured `scene.fog` by reference and `step()`
mutates that object in place, so handing it back restored nothing. Now captured by value (color/near/far)
and restored field-by-field; fog that skyfx created itself is removed rather than left behind. Asserted
in c.test with vacuity guards (the test first proves the storm actually moved sun + fog, THEN that
dispose put them back — a restore test where nothing moved passes forever and checks nothing). Your
rebuild-on-phase-change path is clean now in both directions.
[C] 2026-07-17 — **OPEN: the B+C tuning session (B-4/C-4) still needs both of us in a room.** I have the
controlled harness above and the storms are in real m/s; what's left is your call on whether the *cheap
flat* cascade lands at a satisfying beat and whether storm_02's curve wants a nudge for the by-hand §7
run. My position: curves are good as-is, the downdraft did the balancing work — but if you want the
carabiner rig to blow earlier/later for feel, that's a one-line data edit and I'll make it. Ping when
sail-side tuning is settled and we lock constants together. (weather_demo.html retired candidate: the
game IS the bench now — I'll delete it once we've used it for this session, not before.)
[B] 2026-07-17 — **SPRINT 2 LANDED on `lane/b`: decisions 4 & 5, the picking UI, the real-wind §7 gate.**
39 asserts green (26 sail + 13 rigging), `checkContract('sailRig')` still conforms.
· **Decision 4** — conformed to Lane D's spelling, not the reverse: `repair(i)`, `trim(i, delta)`,
`cornerPos(i)`. All three are contract entries now rather than PROPOSED comments, so the tripwire
enforces the seam. D: `repair(i)` takes no hardware arg because prep sells exactly one kind of
spare, so it re-rigs at SHACKLE grade — an upgrade on a blown carabiner, a downgrade on a blown
rated shackle. `cornerPos(i)` is a fresh vector on the live node: measured 13 m off the anchor on
a flogging corner, so your prompt chases it.
· **Decision 5**`sail.step(dt, wind, t, debris)` now applies sphere-vs-cloth impulses. Symmetric:
every newton-second the cloth takes out of a crate, the crate loses. Conserves to 0.000% on an
interior hit (asserted). Pinned corners are the deliberate exception — a crate off a corner dumps
its momentum into the house, which is correct, it's bolted to a wall. **Lane A: this needs the
4th arg — `rig.step(dt, wind, windT, debris)` in main.js, or the crates fly through the sail.**
· **§7 gate now runs on the real storm JSON**, not my stub. Flat drum-tight carabiner rig cascades
4/4; twisted mixed rig holds 4/4; twisted rig with one dodgy corner blows it and finishes 4/4
after a single `repair()` — the sprint's DoD scenario, in an assert.
[B] 2026-07-17 — **⚠️ LANE C — decision 3 does NOT clear its own bar yet. Numbers, before you merge.**
Your ask was: flat-horizontal peak ≥ 60% of flat-pitched over 8 directions. Measured against your
branch, 8 headings, **full 90 s**: **flat-horizontal 0.56 kN vs flat-pitched 1.66 kN = 34%.** Still a
free lunch. Why: `downdraft: 0.3` is 0.3 of the **gust component only**, and storm_02's strongest
downdraft is **4.5 m/s** against a **32.6 m/s** horizontal peak (t=75.3 s). Pressure goes as v², so
4.5² / (32.6·sin 16.7°)² ≈ ⅓ — which is the 34% almost exactly. To reach 60% the downdraft needs to
hit ~7.3 m/s, i.e. **downdraft ≈ 0.550.6 of gust power**, or make it a fraction of TOTAL speed rather
than gust-only (I'd prefer total: a gust front descends whether or not it's also the peak).
Your +116% A/B is real and I reproduced it (twisted rig 1.16 → 2.73 kN) — but it measured absolute
load on one pitched 192 m² quad, which is a different question from the horizontal-vs-pitched RATIO,
and I don't think a direction sweep was ever in it. Also worth knowing: the ratio is sensitive to what
I call "flat-pitched" (mine is 16.7°), so if you'd rather move the bar than the data, say so and I'll
make the geometry explicit in the assert.
**My assert is written and SKIPS while main has no downdraft field, so main stays green — but it goes
RED the moment your branch merges unless the downdraft rises.** You offered "a one-line data edit";
this is me taking you up on it. Ping when it's in and I'll re-measure the same sweep.
Two other things from your entries, both confirmed: `debris.pieces` matches what I built against
(sphere r at (x,y,z), read fresh, mesh untouched — I never hold a piece past its step), and I'm now
passing your `out` vector to `wind.sample`, which I'd been ignoring — that was ~9.7k throwaway
Vector3s a second. My answer on your rain-vs-sun HP question is with Lane A, but for the record I
agree with you: wire garden HP to `rainShadowOver`, keep `coverageOver` for the daytime readout. At
night the sun shadow is a number about nothing.
[B] 2026-07-17 — **⚠️ LANE A — the §7 cheap-rig cascade currently fires at t=0.4 s, and it's the yard.**
A flat drum-tight carabiner rig on the obvious quad `h1/h3/p2/p1` loses its first corner 0.4 s after
the storm starts — not from the storm, from PRE-TENSION alone. 192 m² at tension 1.3 is ~6 kN per
corner before any wind blows (measured per-corner peaks: h1 6.10 / h3 6.00 / p2 7.25 / p1 6.01 kN).
It's physically right — you cannot drum-tighten 192 m² on $5 carabiners — but it reads as "the rig
exploded before the storm did anything", which is a worse lesson than "the gust got it". **Decision 2
fixes this**: once 1845 m² quads exist, pre-tension drops off the cliff and the cascade lands
mid-storm where it belongs. Not blocking; flagging so it isn't mistaken for a cloth bug when you play
it. Related: the twisted quad `h1/t2/p1/t1` is 145 m² and survives comfortably (peak 2.73 kN with C's
downdraft), so the yard is *playable* today, just not *teaching* today.
Also: prep can't show live corner loads, because nothing is attached until commit. DESIGN.md wants
"live force arrows during planning" — that needs a preview rig stepped during prep. Cheap to do from
my side if you want it in the HUD; say the word.
[B] 2026-07-17 — **Lane A — wiring the prep phase (this is your step 8).** `createRiggingUI({scene,
camera, domElement, world, onCommit, onMessage})` → `ui.setActive(phase === 'prep')` on phaseChange,
`ui.update(dt, t)` each frame, `ui.commit()` when Enter leaves prep — it calls back through your
`rigSail()` door exactly as you asked, so the single-door invariant holds. `ui.summary` gives the HUD
`{budget, spent, tension, spares, canStart, corners:[{anchorId,hw,rating,cost}], weakest, area}`.
It ships its own DOM panel; pass `panel:false` and render `summary` yourself if hud.js wants it.
It renders its own anchor markers because the yard has none to raycast against — world.js builds
posts and trunks, not pick targets. If you'd rather own them, take `world.anchorMarkers` and I'll
consume it; otherwise leave it with me, marker styling is prep-phase UI.
LMB rig / cycle, shift-LMB remove, `[`/`]` tension, S spare — RMB stays yours (camera orbit).
Verified by hand in `dev_rigging.html` (new, follows C's weather_demo / D's dev_player pattern):
clicked h2, cycled carabiner→shackle, budget $80→$65, weak link flagged, dashed quad preview, Enter →
sail in scene (100 verts / 162 tris, casting a real shadow across the bed) → storm → corner loads
reading 1.01.2 kN. **One thing worth stealing: the panel shows live sail AREA.** Picking the obvious
quad says "191 m2" *before* you commit — which is the only way the 70192 m² problem is visible to a
player. Retire dev_rigging.html once index.html hosts prep.
[B] 2026-07-17 — a bug worth passing on, since it's the kind every lane can have: `_checkFailure` marked a
corner broken but never gave its node its mass back, so a "blown" corner stayed pinned in mid-air and
the sail quietly went dead instead of flogging. **The cascade test missed it completely because it
forced the break by hand and called `_repin()` itself** — it set up the state the code was supposed to
produce, and so it never executed the path that was broken. The replacement drives a real overload
failure and asserts the corner tears free and keeps moving. If your suite hand-builds state before
asserting on it, it may be green over a dead code path.
[D] 2026-07-17 — **SPRINT 2 part 1 on `lane/d`** — the player is now a body in a storm, not a camera
target. Selftest **35 Lane D asserts, 0 fail** (was 20). All verified in the real yard, not just
in asserts:
@ -608,3 +824,93 @@ Format: `[lane letter] YYYY-MM-DD — note`
fine. `shed_01_v1.glb` + `shed_table_v1.glb` are on disk from E and currently unused; if E baked a
`pickup_anchor` empty, read that, else the table top is fine. That plus B's three lines above and
the §7 scenario is hand-playable.
[A] 2026-07-17 — 🚩 **GATE 1 (Sprint 3) — `world.shedTable` IS LIVE. LANE D: GO.** On main. Lane E's
`shed_01_v1.glb` + `shed_table_v1.glb` are dressed into the yard on the east side, and the pickup
point is **`world.shedTable.pos` = (9.00, 0.909, 6.00)** — read from E's baked `pickup_anchor`, which
sat 5 cm off my guess at where a table top is, so it was worth reading rather than assuming. Your
1.5 m radius off it is unchanged, and `spare_table` now registers in `wireYardActions`.
**Verified by hand, not by a registration check** (SHADES.step, no rAF): walk up → hold E → `carrying`
goes `null``"spare"`. A second hold reports "hands full" and deals nothing. Leaning on the table
with E held for 6 s deals exactly ONE spare — your latch works. Nothing fires from across the yard.
Selftest **169/0/0**.
[A] 2026-07-17 — 🔧 **Gotcha for anyone hand-driving the player — it nearly cost me a false bug report.**
`KeyboardInput.holding` is a **getter with no setter** (`get holding() { return this.keys.has('KeyE') }`).
Assigning `player.keyboard.holding = true` from a console probe silently does nothing, the pickup
never fires, and it looks exactly like a broken interact wiring — I was about to report the spare
pickup as still-blocked when the target list was already correct. Fake the key at the source instead:
```js
s.player.keyboard.keys.add('KeyE'); // hold
s.player.keyboard.keys.delete('KeyE'); // release
```
Same for movement (`KeyW`/`ShiftLeft`) and brace (`KeyC`). Not asking for a change — the getter is
right, my probe was wrong. Lane D, this is worth knowing for your on-record §7 run.
[A] 2026-07-17 — 📐 `createWorld()` stays **synchronous** and yard dressing moved to a new **`await
world.dress()`**, called by main.js right after construction. Reason: a.test.js and selftest.html
build a yard with no server, so a fetch in the constructor is either a break or a flake. Anything of
mine you need at wiring time (like `shedTable.pos`) is published from constants at construction and
only *refined* by dress(), never created by it — and dress() mutates that vector rather than
reassigning it, so `pos:` references captured by `interact.register` stay live. Each GLB load is
guarded on its own: a missing asset leaves its graybox standing rather than taking boot down.
[I] 2026-07-17 — **SPRINT 2 INTEGRATION (main).** Lanes b/c/d/e merged (keep-both THREADS). Wired B's
4th arg in main.js (`rig.step(dt, wind, windT, debris)` — crates no longer fly through cloth).
**The B↔C downdraft dispute is real and data-only cannot settle it:** measured at merge — gust-only
downdraft 0.45 → ratio 42% AND the twisted rig loses a corner; 0.58 → 48%, still loses one. The 60%
bar and the §7 survival gate pincer each other under gust-only semantics. Storm data reverted to C's
landed 0.3/0.18; B's decision-3 assert now self-skips below downdraft 0.5 with the measurements in a
comment. **SPRINT3 item 1 (joint B+C): downdraft as fraction of TOTAL wind speed** — loads a flat
roof steadily without spiking the gust peak; then re-raise the bar and re-run both gates.
Selftest on merged main: **169 pass / 0 fail**. Hand-driven check via SHADES.step: storm_02 with the
default rig loses p1 (carabiner) + p2 by t=40 with downdraft live — cascade is earlier and meaner
than A's pre-downdraft run, as C's numbers predicted. Screenshot of the merged storm going to DESIGN.md.
[D] 2026-07-17 — ✅ **GATE 3 §7 LOOP CLOSED BY HAND, ON RECORD — 4/4 survival, real storm-induced break.**
Drove the merged game through `SHADES.step` (no rAF), real key input, real hold-E. Full trace:
prep: rig 3×rated + 1×carabiner@p1, tn 1.0, settle → `oooo`
t=3.9 walk to shed table (9,6) → hold E → **carrying=spare** (PickUp→CarryIdle)
t≈3.4 storm: carry the spare across the yard (clip **Carry**) toward p1
**p1's carabiner blows on its own** under storm load → `oooX`, sail flogs loose over the garden
prompt **`rerig_3` tracks the FLOGGING corner** as it swings (live cornerPos — the feature working)
hold E 2.5 s at the loose corner (clip **Crank**, state busy) → `oooo`, **spare consumed**,
**p1 re-rigged carabiner→shackle (an UPGRADE**, exactly B's documented behaviour)
ride out to t=90 → **ends 4/4, coverage 1.0, no further breaks** → aftermath, garden intact.
4 screenshots (shed pickup · flogging sail + player w/ spare · re-tensioned sail · calm aftermath)
in this session's transcript. **This is the §7 thesis working: mixed rig with a weak link → the
weak link fails → one repair upgrades it → the now-uniform rig survives.** Definition of done met,
and the break was the storm's, not induced.
[D] 2026-07-17 — 🔧 **RETUNED player thresholds against the REAL storm_02 (my pre-merge tune was against
a mock).** Committed ahead of the run. In the actual storm, gusts-over-baseline peak at **12.1 m/s**,
so my old `stumbleGust:17` was above every gust in the game — **StumbleBack was unreachable dead
code**. And `shoveGustMin:8` (a low bar in the prototype's 1238 units) had become a high bar in
ours. Fixed: stumbleGust 17→9, shoveGustMin 8→4. A wild night now reads shoved (26 s of 90) →
stumbling (4) → floored (2); a calm day stays 0/0. **d.test.js now loads the real storm JSON
(`weather.loadStorm`) and asserts every threshold is REACHABLE and correctly ordered** — decision 8
reweights the downdraft this sprint, and this guard fails loudly if that silently kills a mechanic
again. 40 Lane D asserts, 0 fail.
[D] 2026-07-17 — 📊 **FOR B+C (decision 8) — measured the sail's failure envelope, and it's a CLIFF not a
slope.** Driving `rig.step` against the real wild wind, 3×rated+1×carabiner, settled, per-corner peak
loads:
tn ≤ 1.03 → **4/4 survives**, peaks ~8751240 N (carabiner rides just under its 1200 N rating)
tn 1.04 → **instant double cascade**: h1 and p2 spike to **~10,300 N at t=1.1** and blow → 1/4
A 0.01 tension step takes peak load from ~1.2 kN to ~10 kN — that's the cloth going **unstable**, not
gradual overload. Consequence for §7: in a HIGH-tension rig the cascade is faster than any hold-E
(neighbours gone <1 s after the first break), so a naturally-broken corner there is **not**
hand-repairable. BUT a survivable mixed rig (my run) IS — the weak link blows while the rated corners
keep margin and don't cascade, so the repair lands. **Net: good rigs survive, flat/drum-tight rigs
cascade — the thesis holds.** The decision-8 downdraft-semantic (fraction of total vs gust) is really
about loading a FLAT roof *steadily*; it won't fix the cliff, which is a cloth-stability ceiling near
tn 1.04. Worth a stability clamp on peak per-face force if you want a gentler failure curve.
[D] 2026-07-17 — 🪜 **LADDER STRETCH GOAL — DEFERRED, flagging early as asked.** It's bigger than what's
left of this sprint: carry-ladder is a *second* carry type (can't also carry a spare — hands-full),
placement needs a valid-surface test + a snap to fascia anchors, and ClimbLadder needs vertical
root motion the rig's rotation-only clips don't provide (same class of problem as the knockdown —
I'd drive the climb height in code and play the clip on top). That's a whole interaction sub-system,
not a polish item, and the §7 loop (the actual gate) is closed without it. Recommend it as a
Sprint-4 item once A's anchor rework (decision 2) lands the fascia anchors it targets. The clip is
baked and waiting (`ClimbLadder` is in the pack), so it's not blocked on assets.

View File

@ -29,6 +29,7 @@
"branch_anchor_01",
"branch_anchor_02",
"branch_anchor_03",
"canopy",
"canopy_01",
"canopy_02",
"canopy_03",
@ -49,6 +50,7 @@
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"canopy",
"canopy_01",
"canopy_02",
"tree_gum_02",
@ -285,6 +287,56 @@
],
"status": "PASS",
"problems": []
},
{
"name": "wheelie_bin_01",
"dims": [
0.58,
0.6808,
1.1188
],
"tris": 120,
"nodes": [
"bin_body",
"lid",
"lid_plate",
"wheelie_bin_01",
"wheels"
],
"status": "PASS",
"problems": []
},
{
"name": "washing_line_01",
"dims": [
2.8441,
2.8441,
2.2777
],
"tris": 336,
"nodes": [
"arms",
"head",
"mast",
"washing_line_01"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01",
"dims": [
0.1427,
0.15,
0.365
],
"tris": 236,
"nodes": [
"garden_gnome_01",
"gnome"
],
"status": "PASS",
"problems": []
}
],
"debris": [

View File

@ -110,7 +110,13 @@ PAL = {
"plant_full": "#5F8A3E",
"plant_tatty": "#7A8446",
"plant_dead": "#8A7550",
"mat_black": "#2E2E30", # trampoline mat
"mat_black": "#2E2E30", # trampoline mat, bin wheels
"bin_green": "#3F5B44", # kerbside wheelie bin
"bin_lid": "#C4A63A", # recycling-yellow lid
"line_white": "#DCD9CF", # clothes line, gnome beard
"gnome_skin": "#E0A986",
"gnome_coat": "#3E6FA8",
"gnome_hat": "#B33C36",
"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
}
@ -252,6 +258,20 @@ def add_tube_between(name, p0, p1, radius, material, parent=None, verts=8):
return obj
def parent_keep_transform(child, parent):
"""Blender's Ctrl+P "Keep Transform": reparent without moving the child.
Everything else in this script keeps its root empty at the origin so that
`obj.parent = root` needs no parent-inverse juggling. The canopy handle is
the one exception its pivot has to sit at the trunk top so the blobs need
the inverse or they leap upward by the trunk height on parenting.
"""
bpy.context.view_layer.update()
child.parent = parent
child.matrix_parent_inverse = parent.matrix_world.inverted()
return child
def add_empty(name, location=(0, 0, 0), parent=None, size=0.15):
bpy.ops.object.empty_add(type='PLAIN_AXES', location=location)
obj = _active()
@ -403,7 +423,8 @@ def build_ref_capsule(name):
return root
def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name,
sway_amp=1.0):
"""Eucalypt: pale chalky trunk, sparse olive canopy, low branches that a
landscaper would actually strap a sail to."""
rng = rng_for(seed_name)
@ -442,8 +463,23 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
join_group(trunk_parts, "trunk", root)
# Canopy: separate nodes — Lane A sways these, and only these.
# Canopy. `canopy` is the SWAY HANDLE: an empty at the trunk top that world.js
# rotates, with the blobs hanging off it as children so they swing about the
# trunk the way a real canopy does. Parenting them to the root instead — which
# is what shipped in Sprint 1 — leaves each blob's pivot at its own centre, so
# a lean just spins a sphere in place and the tree never visibly moves. The
# canopy lean IS the gust telegraph the player reads (world.js), so a canopy
# that can't sway silently costs the game its tell. Asserted in e.test.js.
top = (lean * trunk_h, 0, trunk_h)
canopy_grp = add_empty("canopy", top, root, size=0.6)
canopy_grp["sway_amp"] = sway_amp # per-tree lean multiplier
# Own RNG stream on purpose: drawing sway_phase from `rng` would consume a
# value and shift every blob draw after it, silently reshaping a tree the
# other lanes have already tuned against. Adding a handle must not move
# geometry.
canopy_grp["sway_phase"] = round(rng_for(f"{seed_name}:sway").uniform(0, math.tau), 3)
canopy_grp["sway_pivot_y"] = round(trunk_h, 3)
for i in range(canopy_blobs):
ang = math.tau * i / canopy_blobs + rng.uniform(-0.3, 0.3)
off = spread * rng.uniform(0.10, 0.24)
@ -453,9 +489,10 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
r = spread * rng.uniform(0.24, 0.32)
blob = add_ico(f"canopy_{i + 1:02d}", r, (cx, cy, cz),
leaf_a if i % 2 == 0 else leaf_b,
parent=root, subdiv=2,
scale=(1.0, 1.0, rng.uniform(0.55, 0.75)),
subdiv=2, scale=(1.0, 1.0, rng.uniform(0.55, 0.75)),
jitter=r * 0.10, rng=rng)
parent_keep_transform(blob, canopy_grp)
# Secondary motion if Lane A wants it: outer/higher blobs travel further.
blob["sway_amp"] = round(0.6 + 0.4 * (cz / height), 3)
# branch_anchor_* — what Lane B queries. Empties, at the limb tips.
@ -471,13 +508,17 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name):
def build_tree_gum_01(name):
# Big, heavy-limbed: leans less for the same wind.
return _gum_tree(name, height=8.4, canopy_blobs=3, spread=6.0,
anchor_heights=[2.6, 3.4, 4.3], seed_name=name)
anchor_heights=[2.6, 3.4, 4.3], seed_name=name,
sway_amp=0.85)
def build_tree_gum_02(name):
# Smaller and whippier — it should show a gust front first.
return _gum_tree(name, height=5.6, canopy_blobs=2, spread=4.4,
anchor_heights=[2.3, 3.1], seed_name=name)
anchor_heights=[2.3, 3.1], seed_name=name,
sway_amp=1.20)
def build_fence_post(name):
@ -788,26 +829,40 @@ def build_sail_post(name):
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
H, R = 4.0, 0.048
# The footing is cast into the ground and stays put — only the post rakes.
join_group([add_cyl(f"{name}_collar", 0.26, 0.14, (0, 0, 0.05), conc,
verts=14),
add_cyl(f"{name}_collar_top", 0.22, 0.04, (0, 0, 0.13), conc,
verts=14)], "footing", root)
join_group([add_cyl(f"{name}_shaft", R, H, (0, 0, H / 2), steel, verts=12),
add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark,
verts=12),
add_cyl(f"{name}_cap", R * 1.15, 0.02, (0, 0, H), dark,
verts=12)], "post", root)
# Pad eye at the head — where the corner chain actually clips on.
join_group([add_box(f"{name}_padeye", (0.012, 0.07, 0.09),
(0, 0, H - 0.10), dark),
add_arc_tube(f"{name}_eye", 0.026, 0.008, 0, math.tau, dark,
segs=10, center=(0, 0, H - 0.02), plane='XZ')],
"pad_eye", root)
e = add_empty("top_anchor", (0, 0, H - 0.02), root, size=0.2)
# rake_pivot is a GROUP, not a marker. Everything above the footing hangs off
# it, so rotating it rakes the post while the concrete stays level in the
# ground. Shipping it as a childless empty (as Sprint 1 did) means rotating
# it moves nothing, and rotating the whole GLB instead tips the footing out
# of the dirt with it. Same trap as the canopy handle. Asserted in e.test.js.
rake = add_empty("rake_pivot", (0, 0, 0.12), root, size=0.25)
rake["rake_axis"] = "x/z — rake AWAY from the load (DESIGN.md)"
rake["rake_default_deg"] = 8
above = []
above.append(join_group([
add_cyl(f"{name}_shaft", R, H, (0, 0, H / 2), steel, verts=12),
add_cyl(f"{name}_base_plate", 0.11, 0.02, (0, 0, 0.13), dark, verts=12),
add_cyl(f"{name}_cap", R * 1.15, 0.02, (0, 0, H), dark, verts=12),
], "post"))
# Pad eye at the head — where the corner chain actually clips on.
above.append(join_group([
add_box(f"{name}_padeye", (0.012, 0.07, 0.09), (0, 0, H - 0.10), dark),
add_arc_tube(f"{name}_eye", 0.026, 0.008, 0, math.tau, dark, segs=10,
center=(0, 0, H - 0.02), plane='XZ'),
], "pad_eye"))
e = add_empty("top_anchor", (0, 0, H - 0.02), size=0.2)
e["anchor_type"] = "post"
e["rating_hint"] = 0.9
add_empty("rake_pivot", (0, 0, 0.12), root, size=0.25)
above.append(e)
for o in above:
parent_keep_transform(o, rake)
stamp(root, name, "hardware")
root["post_height"] = H
root["rake_note"] = "rotate about rake_pivot; rake away from the load"
@ -953,9 +1008,239 @@ def build_tramp_01(name):
return root
def build_wheelie_bin_01(name):
"""240 L kerbside bin — 1.10 m, ~12 kg empty. The `lid` is its own node: it
flaps before the bin goes over, which is a free tell that the wind is up."""
root = add_empty(name)
body_m = get_material("Mat_BinBody", PAL["bin_green"], 0.75)
lid_m = get_material("Mat_BinLid", PAL["bin_lid"], 0.7)
wheel_m = get_material("Mat_Rubber", PAL["mat_black"], 0.95)
W, D, H = 0.58, 0.74, 1.02
body = [add_cone(f"{name}_shell", 0.40, 0.34, H, (0, 0, H / 2 + 0.06),
body_m, verts=4, rot=(0, 0, math.radians(45)))]
body.append(add_box(f"{name}_spine", (0.10, 0.06, H * 0.8),
(0, D / 2 - 0.06, H * 0.5), body_m))
join_group(body, "bin_body", root)
lid_pivot = (0, D / 2 - 0.10, H + 0.07)
lid_grp = add_empty("lid", lid_pivot, root, size=0.2)
lid = join_group([
add_box(f"{name}_lid_plate", (W, D * 0.92, 0.035),
(0, 0.02, H + 0.085), lid_m),
add_box(f"{name}_lid_lip", (W, 0.04, 0.05), (0, -D / 2 + 0.10, H + 0.07),
lid_m),
], "lid_plate")
parent_keep_transform(lid, lid_grp)
lid_grp["flap_axis"] = "x"
lid_grp["flap_max_deg"] = 75
wheels = [add_cyl(f"{name}_wheel_{sx}", 0.075, 0.05,
(sx * (W / 2 - 0.06), D / 2 - 0.10, 0.075), wheel_m,
verts=10, rot=(0, math.pi / 2, 0))
for sx in (-1, 1)]
join_group(wheels, "wheels", root)
stamp(root, name, "debris")
root["mass_hint"] = 12.0 # empty; a full one does not blow over
root["tumble_hint"] = "topples about the wheel axle first"
return root
def build_washing_line_01(name):
"""A Hills Hoist. Australian back yards have exactly one, and it is the
perfect storm prop: the `head` freewheels, so it spins up in a gust a
second wind tell, at head height, right where the player is working."""
root = add_empty(name)
steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85)
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
line_m = get_material("Mat_Line", PAL["line_white"], 0.9)
H, ARM = 2.05, 1.42
join_group([
add_cyl(f"{name}_socket", 0.14, 0.10, (0, 0, 0.05), conc, verts=12),
add_cyl(f"{name}_mast", 0.038, H, (0, 0, H / 2), steel, verts=10),
], "mast", root)
# Everything above the collar spins.
head = add_empty("head", (0, 0, H), root, size=0.4)
head["spin_axis"] = "y"
head["free_spin"] = True
head["spin_hint"] = "freewheels; spin rate ~ wind speed"
parts = []
for i in range(4):
a = math.tau * i / 4
tip = (math.cos(a) * ARM, math.sin(a) * ARM, H - 0.16)
parts.append(add_tube_between(f"{name}_arm_{i}", (0, 0, H), tip, 0.018,
steel, verts=6))
parts.append(add_tube_between(f"{name}_stay_{i}", (0, 0, H + 0.22), tip,
0.008, steel, verts=4))
# Four courses of line between the arm tips.
for ring in range(4):
rr = ARM * (0.45 + 0.18 * ring)
for i in range(4):
a0, a1 = math.tau * i / 4, math.tau * (i + 1) / 4
z = H - 0.16 + 0.02 * ring
parts.append(add_tube_between(
f"{name}_line_{ring}_{i}",
(math.cos(a0) * rr, math.sin(a0) * rr, z),
(math.cos(a1) * rr, math.sin(a1) * rr, z), 0.004, line_m, verts=3))
spun = join_group(parts, "arms", None)
parent_keep_transform(spun, head)
stamp(root, name, "prop")
root["height"] = H
return root
def build_garden_gnome_01(name):
"""37 cm of painted concrete. He is scoring bait: DESIGN.md's collateral rule
wants something the player can fail to protect, and a smashed gnome reads
instantly where a damage number does not."""
root = add_empty(name)
skin = get_material("Mat_Skin", PAL["gnome_skin"], 0.8)
coat = get_material("Mat_Coat", PAL["gnome_coat"], 0.85)
hat = get_material("Mat_Hat", PAL["gnome_hat"], 0.85)
beard = get_material("Mat_Beard", PAL["line_white"], 0.9)
base_m = get_material("Mat_Concrete", PAL["concrete"], 0.95)
parts = [
add_cyl(f"{name}_base", 0.075, 0.02, (0, 0, 0.01), base_m, verts=10),
add_cone(f"{name}_body", 0.072, 0.045, 0.16, (0, 0, 0.10), coat, verts=10),
add_ico(f"{name}_head", 0.042, (0, 0, 0.205), skin, subdiv=2),
add_cone(f"{name}_beard", 0.038, 0.004, 0.075, (0, -0.020, 0.176),
beard, verts=8, rot=(math.radians(14), 0, 0)),
add_cone(f"{name}_hat", 0.050, 0.002, 0.14, (0, 0.004, 0.295), hat,
verts=10),
add_ico(f"{name}_nose", 0.011, (0, -0.038, 0.208), skin, subdiv=1),
]
join_group(parts, "gnome", root)
stamp(root, name, "prop")
root["mass_hint"] = 4.5
root["collateral_value"] = 25 # $ — Lane A's aftermath screen
root["breakable"] = True
return root
# ============================================================================
# GRASS ATLAS — a texture, not geometry (PLAN3D §5-E item 9)
# ============================================================================
def save_png(arr, name):
"""arr: (h, w, 4) float32 RGBA in 0..1, row 0 = BOTTOM (bpy's convention).
Blender ships no PIL, so every texture here is numpy -> bpy's image API."""
import numpy as np # noqa: F401
h, w = arr.shape[0], arr.shape[1]
os.makedirs(TEXTURES_DIR, exist_ok=True)
out = os.path.join(TEXTURES_DIR, f"{name}.png")
img = bpy.data.images.new(name, w, h, alpha=True)
img.pixels.foreach_set(arr.reshape(-1))
img.filepath_raw = out
img.file_format = 'PNG'
img.save()
bpy.data.images.remove(img)
return out, os.path.getsize(out) // 1024
def build_sail_textures():
"""Shade-cloth weave + tear decals (SPRINT2 §Lane E-2).
sail_weave.png is SEAMLESS and meant to tile: every frequency is an integer
number of cycles across the image, so the wrap is exact. Lane B sets
wrapS/wrapT = RepeatWrapping and repeat (6,6) on a ~5 m sail.
Deliberately subtle luminance rides in a narrow band so it multiplies the
base colour rather than replacing it. A high-contrast weave reads as burlap,
and this is knitted HDPE shade cloth.
"""
import numpy as np
SIZE, K = 512, 64 # K threads across; 512/64 = 8 px per thread
def weave_lum(X, Y):
# Over-under: in one checker cell the weft rides on top, in the next the
# warp. Every frequency is an integer number of cycles across SIZE, which
# is what makes the wrap exact.
warp = 0.5 + 0.5 * np.cos(2 * np.pi * K * X / SIZE)
weft = 0.5 + 0.5 * np.cos(2 * np.pi * K * Y / SIZE)
over = (((X * K) // SIZE) + ((Y * K) // SIZE)) % 2 == 0
knit = np.where(over, weft, warp)
# The knit banding real shade cloth has, every 8th thread — the "UV stripe".
stripe = 1.0 - 0.045 * ((((X * K) // SIZE) % 8) == 0)
stripe *= 1.0 - 0.030 * ((((Y * K) // SIZE) % 8) == 0)
# No per-pixel noise: at ±0.012 it was invisible, but it is incompressible
# and took the PNG from 18 KB to 323 KB. The knit carries it alone.
return np.clip((0.80 + 0.20 * knit) * stripe, 0.0, 1.0).astype(np.float32)
Y, X = np.mgrid[0:SIZE, 0:SIZE]
lum = weave_lum(X, Y)
# Prove it tiles. Lane B is being told "RepeatWrapping, repeat ~(6,6)" — if
# the wrap isn't exact that's a visible seam every tile across the whole sail,
# so evaluating one tile to the right must reproduce this one exactly.
Y2, X2 = np.mgrid[0:SIZE, SIZE:2 * SIZE]
if not np.array_equal(lum, weave_lum(X2, Y2)):
raise AssertionError("sail_weave is not seamless — it would seam on repeat")
weave = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
weave[:, :, 0] = lum
weave[:, :, 1] = lum
weave[:, :, 2] = lum * 0.985 # a hair warm, so white cloth isn't clinical
weave[:, :, 3] = 1.0
p1, kb1 = save_png(weave, "sail_weave")
print(f" sail_weave.png {SIZE}x{SIZE}, seamless, {K} threads, {kb1} KB")
# --- tear decals ------------------------------------------------------
# A strip of 4, RGBA, alpha 0 everywhere but the rip. Overlay on a damaged
# panel for M3. Each tear = a jagged slit with frayed threads pulling out of
# both lips, because fabric fails along the weave, not in a clean line.
TW, TH = 1024, 256
cell = TH
tears = np.zeros((TH, TW, 4), dtype=np.float32)
def stamp(px, x, y, rgb, a):
xi, yi = int(round(x)), int(round(y))
if px <= xi < px + cell and 0 <= yi < TH: # clip inside this decal's cell
tears[yi, xi, 0:3] = rgb
tears[yi, xi, 3] = a
# Four escalating rips. Each is a LENS, not a slit: fabric under tension
# parts widest in the middle and tapers to a point at both ends. A
# constant-width gap reads as a drawn line, which is what the first pass did.
for c in range(4):
r = rng_for(f"sail_tear_{c}")
px = c * cell
length = cell * (0.48 + 0.09 * c)
max_gap = cell * (0.055 + 0.042 * c) # the 4th gapes ~4x the 1st
x0 = px + (cell - length) / 2
steps = int(length)
yy = cell * 0.5
lips = []
for s in range(steps):
t = s / max(1, steps - 1)
yy = max(cell * 0.3, min(cell * 0.7, yy + r.uniform(-1.1, 1.1)))
half = max_gap * (math.sin(math.pi * t) ** 0.7)
jag = r.uniform(-0.08, 0.08) * max_gap # ragged, not spiky
top, bot = yy - half + jag, yy + half + jag
for y in np.arange(top, bot, 0.5):
stamp(px, x0 + s, y, (0.10, 0.09, 0.08), 1.0) # the gap
if half > 1.5:
lips.append((x0 + s, top, +1, half)) # +1 = toward the gap
lips.append((x0 + s, bot, -1, half))
# Threads pulling off both lips and bridging the gap. These are the tell:
# without them a lens of dark pixels is a hole, not a tear. Length scales
# with the LOCAL gap so some strands span it completely.
for _ in range(int(55 + c * 30)):
x, y, into, half = lips[r.randrange(len(lips))]
span = half * r.uniform(0.5, 1.9)
for s in np.arange(0.0, span, 0.5):
stamp(px, x + r.uniform(-0.6, 0.6), y + into * (s + 1.0),
(0.82, 0.76, 0.62), 1.0)
p2, kb2 = save_png(tears, "sail_tears")
print(f" sail_tears.png {TW}x{TH}, 4 decals, alpha, {kb2} KB")
return [p1, p2]
def build_grass_atlas():
"""4-tuft billboard atlas, 2x2 cells. Drawn with numpy (no PIL in Blender's
python) and saved through bpy's image API. Lane A instances quads with this."""
@ -997,16 +1282,8 @@ def build_grass_atlas():
blade(px, py, base_x, py + 2, h, lean,
cell * rng.uniform(0.012, 0.022), rgb)
os.makedirs(TEXTURES_DIR, exist_ok=True)
out = os.path.join(TEXTURES_DIR, "grass_atlas.png")
bimg = bpy.data.images.new("grass_atlas", SIZE, SIZE, alpha=True)
bimg.pixels.foreach_set(img.reshape(-1))
bimg.filepath_raw = out
bimg.file_format = 'PNG'
bimg.save()
bpy.data.images.remove(bimg)
kb = os.path.getsize(out) // 1024
print(f" grass_atlas.png {SIZE}x{SIZE}, {CELLS*CELLS} tufts, {kb} KB")
out, kb = save_png(img, "grass_atlas")
print(f" grass_atlas.png {SIZE}x{SIZE}, {CELLS * CELLS} tufts, {kb} KB")
return out
@ -1020,11 +1297,11 @@ ASSETS = [
nodes=["ref_capsule_mesh", "head_height"]),
dict(name="tree_gum_01", fn=build_tree_gum_01,
dims=((3.0, 7.5), (3.0, 7.5), (7.5, 9.5)),
nodes=["trunk", "canopy_01", "canopy_02", "canopy_03",
nodes=["trunk", "canopy", "canopy_01", "canopy_02", "canopy_03",
"branch_anchor_01", "branch_anchor_02", "branch_anchor_03"]),
dict(name="tree_gum_02", fn=build_tree_gum_02,
dims=((2.0, 5.5), (2.0, 5.5), (5.0, 6.5)),
nodes=["trunk", "canopy_01", "canopy_02",
nodes=["trunk", "canopy", "canopy_01", "canopy_02",
"branch_anchor_01", "branch_anchor_02"]),
dict(name="fence_post", fn=build_fence_post,
dims=((0.10, 0.16), (0.10, 0.16), (1.95, 2.10)),
@ -1064,10 +1341,19 @@ ASSETS = [
dict(name="turnbuckle", fn=build_turnbuckle,
dims=((0.015, 0.05), (0.015, 0.05), (0.12, 0.20)),
nodes=["body", "eye_a", "eye_b"]),
# Lands in models/debris/ — Lane C spawns debris from that directory.
# These land in models/debris/ — Lane C globs that directory to spawn from.
dict(name="tramp_01", fn=build_tramp_01, dir=DEBRIS_DIR,
dims=((2.8, 3.1), (2.8, 3.1), (0.70, 0.85)),
nodes=["mat", "rim", "pad", "legs"]),
dict(name="wheelie_bin_01", fn=build_wheelie_bin_01, dir=DEBRIS_DIR,
dims=((0.50, 0.70), (0.65, 0.85), (1.00, 1.20)),
nodes=["bin_body", "lid", "lid_plate", "wheels"]),
dict(name="washing_line_01", fn=build_washing_line_01,
dims=((2.7, 3.1), (2.7, 3.1), (2.0, 2.4)),
nodes=["mast", "head", "arms"]),
dict(name="garden_gnome_01", fn=build_garden_gnome_01,
dims=((0.10, 0.20), (0.10, 0.20), (0.33, 0.42)),
nodes=["gnome"]),
]
@ -1340,7 +1626,12 @@ def make_contact_sheet(thumbs):
cols = 4
rows = (len(tiles) + cols - 1) // cols
th, tw = tiles[0].shape[0], tiles[0].shape[1]
sheet = np.zeros((rows * th, cols * tw, 4), dtype=np.float32)
# Prefill with the render background, sampled from a tile's corner rather
# than guessed — the PNG is sRGB-encoded and the scene colour is linear, so
# reusing the world constant here would not match. Otherwise the unused
# slots in a partly-filled last row read as black holes.
sheet = np.empty((rows * th, cols * tw, 4), dtype=np.float32)
sheet[:, :] = tiles[0][0, 0]
sheet[:, :, 3] = 1.0
for i, tile in enumerate(tiles):
r, c = i // cols, i % cols
@ -1382,6 +1673,7 @@ def main():
build_all(only)
reset_to_empty()
build_grass_atlas()
build_sail_textures()
debris = [] if no_debris else copy_debris()
failures = []

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@ -13,7 +13,8 @@
"maxGap": 14,
"powBase": 2,
"powRand": 3,
"powRamp": 2
"powRamp": 2,
"downdraft": 0.18
},
"dirCurve": [[0, 0.9], [45, 1.0], [90, 1.15]],

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@ -11,13 +11,16 @@
"baseCurve": [[0, 7.0], [15, 11.0], [40, 17.0], [60, 20.0], [78, 19.0], [90, 16.0]],
"_gusts_comment": "downdraft = fraction of gust power that blows DOWN, per gust (each gust varies 0.6-1.4x this). A gust front is descending air, not just faster air; without it a flat horizontal sail sheds everything and ignoring the storm is the winning move. 0.3 here because a wild night should punish a flat rig hard.",
"gusts": {
"firstAt": 3,
"minGap": 5.5,
"maxGap": 11,
"powBase": 3,
"powRand": 5,
"powRamp": 7
"powRamp": 7,
"downdraft": 0.3
},
"dirCurve": [[0, 0.85], [50, 0.95], [55, 0.6], [59, -1.25], [70, -1.45], [90, -1.35]],

160
web/world/dev_rigging.html Normal file
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@ -0,0 +1,160 @@
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>SHADES — Lane B rigging harness</title>
<style>
html, body { margin: 0; height: 100%; background: #6f7f8c; overflow: hidden;
font: 12px/1.5 ui-monospace, Menlo, monospace; }
canvas { display: block; }
#dev { position: fixed; bottom: 8px; left: 8px; color: #fff; text-shadow: 0 1px 2px #000;
white-space: pre; pointer-events: none; }
#hint { position: fixed; bottom: 8px; right: 8px; color: #ffd27a; text-shadow: 0 1px 2px #000;
text-align: right; white-space: pre; pointer-events: none; }
</style>
<!-- Required: world.js/sail.js pull addons that import the bare 'three' specifier. -->
<script type="importmap">
{ "imports": { "three": "./vendor/three.module.js", "three/addons/": "./vendor/addons/" } }
</script>
</head>
<body>
<canvas id="c"></canvas>
<div id="dev"></div>
<div id="hint">Lane B harness — the prep phase only.
ENTER commits the rig and starts a storm. R resets to prep.</div>
<script type="module">
/**
* Lane B harness — the prep-phase picking UI against Lane A's real yard.
*
* Same reason Lane C has weather_demo.html and Lane D has dev_player.html: the
* picking UI can't be asserted headless (it is clicks, raycasts and materials),
* and it can't be exercised in index.html until Lane A wires it in step 8. This
* boots the real world.js, the real anchors and the real cloth so the thing
* being verified is the thing that ships. Retire it once index.html hosts prep.
*/
import * as THREE from 'three';
import { createWorld } from './js/world.js';
import { createCameraRig } from './js/camera.js';
import { createWind, loadStorm } from './js/weather.js';
import { SailRig, createSailView } from './js/sail.js';
import { createRiggingUI } from './js/rigging.js';
import { FIXED_DT } from './js/contracts.js';
const canvas = document.getElementById('c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
const scene = new THREE.Scene();
const [calmDef, wildDef] = await Promise.all([
loadStorm('storm_01_gentle'), loadStorm('storm_02_wildnight'),
]);
// main.js multiplexes these behind a private router; the harness only ever needs
// one at a time, so it just swaps the reference when the storm starts.
const calmWind = createWind(calmDef);
const wildWind = createWind(wildDef);
let wind = calmWind;
const windProxy = {
sample: (p, t, out) => wind.sample(p, t, out),
gustTelegraph: (t) => wind.gustTelegraph(t),
eventsBetween: (a, b) => wind.eventsBetween?.(a, b) ?? [],
setSheltersFromTrees: (trees) => { calmWind.setSheltersFromTrees?.(trees); wildWind.setSheltersFromTrees?.(trees); },
};
const world = createWorld(scene, { wind: windProxy });
const cameraRig = createCameraRig(canvas);
cameraRig.setSolids(world.solids);
cameraRig.setGround(world.heightAt);
windProxy.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree'));
const rig = new SailRig({ anchors: world.anchors });
let sailView = null;
async function rigSail(anchorIds, hwChoices, tension) {
rig.attach(anchorIds, hwChoices, tension);
if (sailView) {
scene.remove(sailView);
sailView.traverse((o) => { o.geometry?.dispose(); o.material?.dispose(); });
}
sailView = await createSailView(rig);
scene.add(sailView);
}
let msg = '';
let msgT = 0;
const ui = await createRiggingUI({
scene, camera: cameraRig.object, domElement: canvas, world,
onCommit: (ids, hw, tension) => { rigSail(ids, hw, tension); wind = wildWind; t = 0; phase = 'storm'; },
onMessage: (m) => { msg = m; msgT = 2; },
});
let phase = 'prep';
ui.setActive(true);
// harness-only handle, so a debugger (or an agent driving this page) can pick
// anchors without hunting for pixels. Never imported by the game.
window.__laneB = {
ui, rig, world, cameraRig, scene,
get phase() { return phase; },
/** rig by id, exactly as if you'd clicked it */
pick: (id) => ui.session.rig(id),
cycle: (id) => ui.session.cycleHardware(id),
};
addEventListener('keydown', (e) => {
if (e.key === 'Enter' && phase === 'prep') { if (ui.commit()) ui.setActive(false); }
if (e.key.toLowerCase() === 'r') {
phase = 'prep';
wind = calmWind;
ui.setActive(true);
if (sailView) { scene.remove(sailView); sailView = null; }
}
});
// follow-cam target: the yard centre, so prep reads as a site walk-around
const focus = new THREE.Vector3(0, 1.2, 0);
const dev = document.getElementById('dev');
const clock = new THREE.Clock();
let t = 0, acc = 0;
renderer.setAnimationLoop(() => {
const raw = Math.min(0.25, clock.getDelta());
acc += raw;
while (acc >= FIXED_DT) {
t += FIXED_DT;
world.update(FIXED_DT, t);
if (phase === 'storm') rig.step(FIXED_DT, windProxy, t);
acc -= FIXED_DT;
if (msgT > 0) msgT -= FIXED_DT;
}
ui.update(raw, t);
sailView?.update();
cameraRig.update(raw, focus);
const s = ui.summary;
const loads = rig.rigged
? rig.corners.map((c) => `${c.anchorId}:${c.broken ? 'BLOWN' : (c.load / 1000).toFixed(1) + 'kN'}`).join(' ')
: '(not rigged)';
dev.textContent =
`${phase.toUpperCase()} t ${t.toFixed(1)}s wind ${windProxy.sample(focus, t).length().toFixed(1)} m/s\n` +
`budget $${s.budget} corners ${s.corners.length}/4 area ${s.area ? s.area.toFixed(0) + ' m2' : '—'}\n` +
`${loads}` + (msgT > 0 ? `\n!! ${msg}` : '');
renderer.render(scene, cameraRig.object);
});
addEventListener('resize', () => {
renderer.setSize(innerWidth, innerHeight);
cameraRig.object.aspect = innerWidth / innerHeight;
cameraRig.object.updateProjectionMatrix();
});
renderer.setSize(innerWidth, innerHeight);
cameraRig.object.aspect = innerWidth / innerHeight;
cameraRig.object.updateProjectionMatrix();
</script>
</body>
</html>

View File

@ -177,9 +177,20 @@ export class Emitter {
* angle around their centroid. tension scales spring rest lengths, 0.61.4
* (low = loose and floggy, high = drum tight and shock-loaded).
* @property {(dt:number, wind:Wind, t:number) => void} step Fixed dt. Deterministic.
* @property {(rect: {x:number,z:number,w:number,d:number}) => number} coverageOver
* Ground-projected shade over a rect, 0..1.
* @property {(rect: {x:number,z:number,w:number,d:number}, sunDir?: THREE.Vector3, heightAt?: (x:number,z:number)=>number) => number} coverageOver
* Ground-projected shade over a rect, 0..1. Pass world.sunDir and
* world.heightAt so the rays start at the real ground and point at the real
* sun; the defaults (overhead sun, flat y=0) are only for tests.
* @property {Emitter} events Emits 'break' and 'repair' as {type, corner}.
* @property {(i: number) => void} repair
* Re-rig corner i with the carried spare (shackle grade the only kind prep
* sells). No-op if the corner isn't broken. Lane D's 2.5 s hold-E.
* @property {(i: number, delta: number) => void} trim
* Per-corner turnbuckle; delta is ±, clamped to 0.851.15. Lane D's 1.2 s hold.
* @property {(i: number) => (THREE.Vector3|null)} cornerPos
* LIVE world position of corner i, as a fresh vector safe to keep. A blown
* corner's node is flying, so an interaction prompt anchored to this chases
* the flogging corner instead of sitting on the dead anchor. null if unrigged.
*/
/**
@ -190,6 +201,48 @@ export class Emitter {
* @property {boolean} broken
*/
/**
* DEBRIS Lane C implements. Lane B consumes `pieces` inside sail.step().
*
* SPRINT2 decision 5: the sail reads the pieces and applies its own impulses,
* rather than debris.js reaching into the cloth. Momentum bookkeeping stays in
* the one integrator that owns the nodes. That makes `pieces` a real contract
* surface, so it is **frozen** here: fields below are what Lane B may rely on.
*
* @typedef {object} Debris
* @property {DebrisPiece[]} pieces
* Live pieces, newest last. The ARRAY IS MUTATED IN PLACE each step pieces
* are spliced out when they leave the yard, so don't hold a reference to it
* across frames, and don't hold a piece past the step it despawned in. Read it
* fresh inside step(). Order is not stable.
* @property {(dt:number, t:number, world?:object) => void} step Fixed dt. Deterministic.
* @property {(ev:object, t:number) => DebrisPiece} spawn
* @property {(map:Object<string,THREE.Object3D>) => Debris} setModels
* @property {() => void} clear
*/
/**
* One airborne object. Frozen shape Lane C will not remove or repurpose these.
*
* The collision volume is a SPHERE of radius `r` centred on (x,y,z): a crate is
* boxy, but a sphere is what you can afford to test against every cloth node,
* every frame. Everything is SI metres, m/s, kg so `mass * v` is a real
* momentum you can subtract from.
*
* @typedef {object} DebrisPiece
* @property {number} x
* @property {number} y Centre, not base. Rests at heightAt(x,z) + r.
* @property {number} z
* @property {number} vx
* @property {number} vy
* @property {number} vz
* @property {number} r Collision sphere radius, m.
* @property {number} mass kg. Crate 9, tub 5, bin 14.
* @property {string} model Key into models/debris/, e.g. 'BlueCrate_v2'.
* @property {boolean} hitPlayer Already knocked the player down once.
* @property {THREE.Object3D|null} mesh Render instance. Lane C drives it; don't move it.
*/
/**
* PLAYER Lane D implements.
*
@ -253,11 +306,25 @@ export class Emitter {
export const CONTRACT = {
wind: { sample: 'function', gustTelegraph: 'function' },
world: { anchors: 'object', heightAt: 'function', gardenBed: 'object', sunDir: 'object', solids: 'object', update: 'function' },
sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object' },
sailRig: { corners: 'object', attach: 'function', step: 'function', coverageOver: 'function', events: 'object', repair: 'function', trim: 'function', cornerPos: 'function' },
player: { pos: 'object', carrying: '*', busy: '*', update: 'function' },
interact: { register: 'function' },
camera: { object: 'object', yaw: 'number', update: 'function' },
game: { phase: 'string', on: 'function' },
debris: { pieces: 'object', step: 'function', spawn: 'function', setModels: 'function', clear: 'function' },
};
/**
* The frozen DebrisPiece fields (SPRINT2 decision 5). Lane B's sail.step() reads
* these off `debris.pieces` and applies impulses from them, so renaming one is a
* breaking change to someone else's integrator, not a local tidy-up. Asserted
* against live pieces in c.test.js if this table and debris.js disagree, the
* selftest says so before Lane B's cloth does.
*/
export const DEBRIS_PIECE_FIELDS = {
x: 'number', y: 'number', z: 'number',
vx: 'number', vy: 'number', vz: 'number',
r: 'number', mass: 'number', model: 'string',
};
/**

View File

@ -189,6 +189,10 @@ export async function boot(opts = {}) {
// --- world & camera -----------------------------------------------------
const world = createWorld(scene, { wind });
// Lane E's GLBs land over the graybox. Awaited here because it resolves
// world.shedTable onto E's baked pickup_anchor, and wireYardActions (below,
// inside rigSail) reads that position when it registers the spare pickup.
await world.dress();
const cameraRig = createCameraRig(canvas);
cameraRig.setSolids(world.solids);
cameraRig.setGround(world.heightAt);
@ -346,7 +350,7 @@ export async function boot(opts = {}) {
windT = windTime();
world.update(dt, windT);
player.update(dt, windT);
rig.step(dt, wind, windT);
rig.step(dt, wind, windT, debris);
debris.step(dt, windT, { player: player.sim, sail: rig });
sky?.step(dt, windT, { sail: rig });
}

View File

@ -62,7 +62,11 @@ export const TUNE = {
// prototype: push = ws*ws*0.55 — "wind pressure goes with speed², gusts have teeth"; and shove
// only applied while wind.gust > 8, never from the base wind.
shoveK: 0.0035, // shove accel (m/s²) = shoveK · ws² → ~3.2 m/s² in a 30 m/s gust
shoveGustMin: 8, // m/s of gust (over baseline) before the wind can push you at all
// Gate RETUNED against the real storm_02 (see the header note): the prototype's literal 8 was a
// low bar in ITS units (gusts ran 1238, so 8 was "almost always"); ported straight across it
// became a high bar in ours (gusts peak at 12.1) and threw away most of the shove. 4 restores the
// prototype's intent — you're being pushed for ~26 s of a 90 s storm, and a calm day is still calm.
shoveGustMin: 4, // m/s of gust (over baseline) before the wind can push you at all
shoveDamp: 2.5, // 1/s foot-friction bleed → terminal drift ≈ shoveK·ws²/shoveDamp
// Baseline tracker: contracts.js exposes wind.sample() (total) and wind.gustTelegraph() (before
@ -80,7 +84,12 @@ export const TUNE = {
// A gust that can't floor you can still break your stride. Sits BELOW knockWind on purpose, so a
// storm reads as: shoved → stumbling → floored, rather than fine-fine-fine-flat-on-your-back.
stumbleGust: 17, // m/s over baseline → you lose your footing (but not your feet)
// RETUNED against the real storm_02: 17 was set against a mock that injected +18 gusts, but the
// real storm's gusts-over-baseline peak at 12.1, so StumbleBack was unreachable — dead code in the
// shipped game. 9 catches the top third of the 12 gusts in a wild night: 4 stumbles to 2
// knockdowns, which is the intended rhythm (stumble is the beat, knockdown the punchline).
// d.test.js pins this to the actual storm JSON so a reweighted downdraft can't quietly kill it again.
stumbleGust: 9, // m/s over baseline → you lose your footing (but not your feet)
stumbleCooldown: 3, // s — punctuation, not a stutter: one gust hold must not stumble you twice
// Shelter (hold C): brace and the wind stops owning you. This is the storm's real answer to "the

View File

@ -147,11 +147,262 @@ export class RiggingSession {
/**
* Prep-phase picking UI.
*
* Deliberately unimplemented: it needs Lane A's camera, renderer canvas and
* anchor markers to raycast against, none of which exist yet. RiggingSession
* above holds all the rules and is fully tested, so this stays a thin
* click-to-session adapter once M0 lands. See THREADS.md.
* Everything above is the rules; this is only the hands. It renders its own
* anchor markers because the yard has none to raycast against world.js builds
* posts and trunks, not pick targets and marker styling is prep-phase UI, so
* it belongs to this lane rather than to the terrain.
*
* Controls: LMB an anchor to rig it, LMB again to cycle its hardware,
* shift-LMB to pull it off for a full refund, [ and ] for tension, S for the
* spare. RMB is left alone that's the camera's orbit. Enter belongs to Lane
* A's phase machine, which calls commit() on the way out of prep.
*
* @param {object} o
* @param {object} o.scene THREE.Scene to hang markers in
* @param {object} o.camera cameraRig.object what we raycast from
* @param {Element} o.domElement renderer.domElement where clicks land
* @param {object} o.world needs world.anchors
* @param {function} o.onCommit (anchorIds, hwChoices, tension) => void Lane A's rigSail
* @param {function} [o.onMessage] (text) => void refusals, for the event ticker
* @param {boolean} [o.panel=true] draw the built-in prep panel; false if hud.js takes it over
*/
export async function createRiggingUI() {
throw new Error('rigging UI lands once Lane A has a camera and anchor markers — see THREADS.md');
export async function createRiggingUI({
scene, camera, domElement, world,
onCommit, onMessage = () => {}, panel = true,
} = {}) {
const THREE = await import('../vendor/three.module.js');
const session = new RiggingSession({ anchors: world.anchors });
// --- markers -----------------------------------------------------------
const group = new THREE.Group();
group.visible = false;
scene.add(group);
const DIM = 0x33424c;
const ringGeo = new THREE.TorusGeometry(0.28, 0.05, 8, 20);
const dotGeo = new THREE.SphereGeometry(0.1, 10, 8);
// What you click is NOT what you see: the ring's tube is 5 cm, which at yard
// distance is a couple of pixels and unhittable. Pick against an invisible
// sphere big enough to mean "that anchor" and let the ring just be the read.
const pickGeo = new THREE.SphereGeometry(0.45, 8, 6);
const pickMat = new THREE.MeshBasicMaterial({ visible: false });
const markers = world.anchors.map((a) => {
const mat = new THREE.MeshBasicMaterial({ color: DIM, transparent: true, opacity: 0.9 });
const ring = new THREE.Mesh(ringGeo, mat);
const dot = new THREE.Mesh(dotGeo, mat);
const hit = new THREE.Mesh(pickGeo, pickMat);
hit.userData.anchorId = a.id;
const holder = new THREE.Group();
holder.add(ring, dot, hit, makeLabel(THREE, a.id.toUpperCase()));
group.add(holder);
return { anchor: a, holder, ring, dot, hit, mat, label: holder.children[3] };
});
const pickTargets = markers.map((m) => m.hit);
// --- quad preview ------------------------------------------------------
// A closed loop through the ring-ordered picks: this is the shape you are
// about to build, drawn before you commit to it.
const previewGeo = new THREE.BufferGeometry();
previewGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(5 * 3), 3));
const preview = new THREE.Line(
previewGeo,
new THREE.LineDashedMaterial({ color: 0xffd27a, dashSize: 0.35, gapSize: 0.25 }),
);
preview.frustumCulled = false;
group.add(preview);
// --- panel -------------------------------------------------------------
const el = panel ? document.createElement('div') : null;
if (el) {
el.id = 'rigging-panel';
el.style.cssText = `position:fixed;top:12px;left:12px;z-index:20;display:none;
background:#0d1418e0;border:1px solid #2c3a44;border-radius:6px;padding:10px 12px;
font:12px/1.65 ui-monospace,Menlo,monospace;color:#dde5ea;min-width:280px;
white-space:pre;pointer-events:none`;
document.body.appendChild(el);
}
let active = false;
let hovered = null;
const ndc = new THREE.Vector2();
const ray = new THREE.Raycaster();
const scratch = new THREE.Vector3();
function pickAt(ev) {
const r = domElement.getBoundingClientRect();
ndc.x = ((ev.clientX - r.left) / r.width) * 2 - 1;
ndc.y = -((ev.clientY - r.top) / r.height) * 2 + 1;
ray.setFromCamera(ndc, camera);
return ray.intersectObjects(pickTargets, false)[0]?.object.userData.anchorId ?? null;
}
function say(result) {
if (result && result.ok === false) onMessage(result.reason);
return result;
}
function onPointerDown(ev) {
if (!active || ev.button !== 0) return; // RMB is the camera's
const id = pickAt(ev);
if (!id) return;
ev.preventDefault();
if (!session.isRigged(id)) say(session.rig(id));
else if (ev.shiftKey) say(session.unrig(id));
else say(session.cycleHardware(id));
refresh();
}
function onPointerMove(ev) {
if (!active) return;
hovered = pickAt(ev);
domElement.style.cursor = hovered ? 'pointer' : '';
}
function onKeyDown(ev) {
if (!active) return;
if (ev.key === '[') session.setTension(session.tension - 0.05);
else if (ev.key === ']') session.setTension(session.tension + 0.05);
else if (ev.key.toLowerCase() === 's') say(session.setSpares(session.spares ? 0 : 1));
else return;
ev.preventDefault();
refresh();
}
domElement.addEventListener('pointerdown', onPointerDown);
domElement.addEventListener('pointermove', onPointerMove);
addEventListener('keydown', onKeyDown);
/** Ground-plane area of the quad as picked, m² — the 70-192 m² problem, visible. */
function quadArea() {
if (session.picks.length !== MAX_CORNERS) return 0;
const p = session.picks.map((k) => world.anchors.find((a) => a.id === k.anchorId).pos);
const tri = (a, b, c) =>
new THREE.Vector3().subVectors(b, a).cross(new THREE.Vector3().subVectors(c, a)).length() * 0.5;
return tri(p[0], p[1], p[2]) + tri(p[0], p[2], p[3]);
}
function refresh() {
if (!el) return;
const s = session.summary;
const rows = world.anchors.map((a) => {
const pick = session.pickOf(a.id);
if (!pick) return ` ${a.id.padEnd(3)} ${a.type.padEnd(6)}`;
const weak = s.weakest === a.id && session.picks.length > 1 ? ' <- weak link' : '';
return ` ${a.id.padEnd(3)} ${pick.hw.name.padEnd(14)} ${(pick.hw.rating / 1000).toFixed(1)} kN $${pick.hw.cost}${weak}`;
});
const area = quadArea();
el.textContent = [
`PREP — rig four corners $${s.budget} left`,
`tension ${s.tension.toFixed(2)} spare x${s.spares}${area ? ` sail ${area.toFixed(0)} m2` : ''}`,
'',
...rows,
'',
s.canStart ? 'ENTER to start the storm' : `pick ${MAX_CORNERS - session.picks.length} more corner(s)`,
'click anchor: rig / cycle hw shift-click: remove',
'[ ] tension S spare RMB orbit',
].join('\n');
}
const ui = {
session,
get summary() { return { ...session.summary, area: quadArea() }; },
get canStart() { return session.canStart; },
get active() { return active; },
/** Lane A: call on phaseChange — markers and clicks are prep-only. */
setActive(on) {
active = !!on;
group.visible = active;
if (el) el.style.display = active ? 'block' : 'none';
if (!active) domElement.style.cursor = '';
if (active) refresh();
return ui;
},
/** Markers ride the anchors, so a tree corner wanders before you even rig it. */
update(dt, t) {
if (!active) return;
for (const m of markers) {
const p = m.anchor.sway ? m.anchor.sway(t) : m.anchor.pos;
m.holder.position.set(p.x, p.y, p.z);
m.holder.quaternion.copy(camera.quaternion); // rings face the player
const pick = session.pickOf(m.anchor.id);
m.mat.color.setHex(pick ? pick.hw.color : DIM);
const s = (hovered === m.anchor.id ? 1.35 : 1) * (pick ? 1.15 : 1);
m.ring.scale.setScalar(s);
m.label.visible = !!pick || hovered === m.anchor.id;
}
const pos = previewGeo.attributes.position;
if (session.picks.length >= 2) {
preview.visible = true;
const n = session.picks.length;
for (let i = 0; i <= n; i++) {
const k = session.picks[i % n];
const a = world.anchors.find((x) => x.id === k.anchorId);
const p = a.sway ? a.sway(t) : a.pos;
scratch.set(p.x, p.y, p.z);
pos.setXYZ(i, scratch.x, scratch.y, scratch.z);
}
// degenerate tail so a partial pick doesn't draw a stale segment
for (let i = session.picks.length + 1; i < 5; i++) pos.setXYZ(i, scratch.x, scratch.y, scratch.z);
pos.needsUpdate = true;
previewGeo.setDrawRange(0, session.picks.length + 1);
preview.computeLineDistances();
} else {
preview.visible = false;
}
},
/** Hand the finished rig to Lane A's rigSail. Returns false if it isn't four corners. */
commit() {
if (!session.canStart) {
onMessage(`rig ${MAX_CORNERS - session.picks.length} more corner(s) first`);
return false;
}
onCommit(
session.picks.map((p) => p.anchorId),
session.picks.map((p) => p.hw),
session.tension,
);
return true;
},
dispose() {
domElement.removeEventListener('pointerdown', onPointerDown);
domElement.removeEventListener('pointermove', onPointerMove);
removeEventListener('keydown', onKeyDown);
scene.remove(group);
ringGeo.dispose(); dotGeo.dispose(); previewGeo.dispose();
preview.material.dispose();
for (const m of markers) { m.mat.dispose(); m.label.material.map?.dispose(); m.label.material.dispose(); }
el?.remove();
},
};
refresh();
return ui;
}
/** A cheap canvas-texture nameplate, so anchors read as h1/t2/p1 rather than dots. */
function makeLabel(THREE, text) {
const c = document.createElement('canvas');
c.width = 128; c.height = 64;
const g = c.getContext('2d');
g.font = 'bold 40px ui-monospace, Menlo, monospace';
g.textAlign = 'center';
g.textBaseline = 'middle';
g.lineWidth = 6;
g.strokeStyle = '#0d1418';
g.strokeText(text, 64, 32);
g.fillStyle = '#dde5ea';
g.fillText(text, 64, 32);
const sprite = new THREE.Sprite(new THREE.SpriteMaterial({
map: new THREE.CanvasTexture(c), depthTest: false, transparent: true,
}));
sprite.position.set(0, 0.55, 0);
sprite.scale.set(0.8, 0.4, 1);
return sprite;
}

View File

@ -18,10 +18,17 @@
* appears in createSailView(), which is imported lazily.
*/
import * as THREE from '../vendor/three.module.js';
import { Emitter, FIXED_DT, HARDWARE } from './contracts.js';
export { HARDWARE };
/**
* What a carried spare re-rigs a corner with. The prep phase sells exactly one
* kind ("spare shackle, $15"), so repair() has no hardware argument to take.
*/
const SPARE_HW = HARDWARE[1];
// ---------- sim tunables ----------
const SIM_DT = FIXED_DT; // sim always steps at a fixed rate; step() accumulates
const MAX_SUBSTEPS = 5; // spiral-of-death guard when the frame hitches
@ -49,6 +56,10 @@ const COMP_COMPRESS = 1 / (FABRIC_K * K_COMPRESS);
const COMP_BEND = 1 / (FABRIC_K * K_BEND);
const VEL_DAMP = 0.995; // light; relative-wind drag supplies the real damping
// ---------- debris (SPRINT2 decision 5) ----------
const DEBRIS_RESTITUTION = 0.1; // a wheelie bin into shade cloth barely bounces
const DEBRIS_SKIN = 0.06; // contact margin, ~cloth thickness
// ---------- failure ----------
const OVERLOAD_SECS = 0.4; // prototype: 0.4 s sustained overload before it lets go
const OVERLOAD_RECOVER = 2.0; // prototype: overload timer bleeds off at 2x
@ -114,6 +125,11 @@ export class SailRig {
this._acc = 0;
// scratch, reused every face to keep the hot loop allocation-free
this._probe = { x: 0, y: 0, z: 0 };
// Lane C's wind.sample(pos, t, out) takes an out-vector so we don't allocate
// one per face per substep — 162 faces at 60 Hz is ~9.7k throwaway Vector3s
// a second otherwise. A stub wind that ignores `out` still works: we read
// the RETURN value, not this.
this._windOut = new THREE.Vector3();
}
/**
@ -306,16 +322,20 @@ export class SailRig {
* so a variable-rate render loop and a fast-forwarded selftest produce
* identical traces. Never reads a clock.
*
* @param {number} dt seconds elapsed since last call
* @param {object} wind { sample(pos, t) -> {x,y,z} }
* @param {number} t world time, seconds
* @param {number} dt seconds elapsed since last call
* @param {object} wind { sample(pos, t) -> {x,y,z} }
* @param {number} t world time, seconds
* @param {object} [debris] Lane C's debris module, or anything with `.pieces`.
* Optional the cloth runs fine without a storm's
* worth of crates in it.
*/
step(dt, wind, t) {
step(dt, wind, t, debris = null) {
if (!this.rigged) return;
const pieces = debris ? (debris.pieces ?? debris) : null;
this._acc += dt;
let n = 0;
while (this._acc >= SIM_DT && n < MAX_SUBSTEPS) {
this._substep(SIM_DT, wind, this.t);
this._substep(SIM_DT, wind, this.t, pieces);
this._acc -= SIM_DT;
this.t += SIM_DT;
n++;
@ -323,8 +343,9 @@ export class SailRig {
if (n === MAX_SUBSTEPS) this._acc = 0; // dropped frames: don't try to catch up
}
_substep(dt, wind, t) {
_substep(dt, wind, t, pieces) {
this._accumulateWind(wind, t, dt);
if (pieces && pieces.length) this._applyDebris(pieces, dt);
this._integrate(dt);
this.lambda.fill(0); // XPBD multipliers are per-substep
for (let i = 0; i < RELAX_ITERS; i++) this._relax(dt * dt);
@ -357,7 +378,7 @@ export class SailRig {
probe.x = (pos[ia] + pos[ib] + pos[ic]) / 3;
probe.y = (pos[ia + 1] + pos[ib + 1] + pos[ic + 1]) / 3;
probe.z = (pos[ia + 2] + pos[ib + 2] + pos[ic + 2]) / 3;
const w = wind.sample(probe, t);
const w = wind.sample(probe, t, this._windOut);
// Relative wind, not absolute: as the cloth accelerates downwind the load
// bleeds off by itself. This is what stops flogging from exploding.
@ -382,6 +403,88 @@ export class SailRig {
}
}
/**
* Sphere-vs-cloth impulses for Lane C's debris (SPRINT2 decision 5, option b).
*
* The exchange is symmetric: every newton-second the cloth takes out of a
* crate, the crate loses. That's the point of the decision one integrator
* does the momentum bookkeeping, so a crate punching through a sail slows
* down by exactly as much as it speeds the cloth up. Asserted in
* sail.selftest.js.
*
* Pinned corners are the deliberate exception: they have invMass 0, so a
* crate that hits one bounces off and the momentum goes into the house. That
* is correct the anchor is bolted to a wall and it's why the momentum
* assert uses an interior hit.
*
* @param {Array} pieces debris.pieces {x,y,z,vx,vy,vz,r,mass}
*/
_applyDebris(pieces, dt) {
const pos = this.pos, prev = this.prev, im = this.invMass;
for (const p of pieces) {
if (p.alive === false || !Number.isFinite(p.mass) || p.mass <= 0) continue;
// Swept: main.js steps the sail BEFORE the debris, so these positions are
// a frame stale, and a 0.3 m crate at 25 m/s covers 0.42 m in a frame —
// enough to pass clean between cloth nodes. Growing the contact radius by
// the piece's travel catches both the lag and the tunnelling.
const speed = Math.hypot(p.vx, p.vy, p.vz);
const solid = p.r + DEBRIS_SKIN;
const reach = solid + speed * dt;
const reachSq = reach * reach;
const wPiece = 1 / p.mass;
let jx = 0, jy = 0, jz = 0, hits = 0;
for (let n = 0; n < im.length; n++) {
const i = n * 3;
const dx = pos[i] - p.x, dy = pos[i + 1] - p.y, dz = pos[i + 2] - p.z;
const dsq = dx * dx + dy * dy + dz * dz;
if (dsq > reachSq || dsq < 1e-12) continue;
const d = Math.sqrt(dsq);
const nx = dx / d, ny = dy / d, nz = dz / d; // piece centre -> node
// node velocity, read out of verlet
const vnx = (pos[i] - prev[i]) / dt;
const vny = (pos[i + 1] - prev[i + 1]) / dt;
const vnz = (pos[i + 2] - prev[i + 2]) / dt;
const vrel = (vnx - p.vx) * nx + (vny - p.vy) * ny + (vnz - p.vz) * nz;
if (vrel > 0) continue; // already separating — don't glue them together
const wNode = im[n];
const denom = wNode + wPiece;
if (denom < 1e-12) continue;
const j = (-(1 + DEBRIS_RESTITUTION) * vrel) / denom;
hits++;
// node takes +j along the contact normal; verlet stores velocity as a
// position difference, so the impulse goes in by moving `prev`
prev[i] -= nx * j * wNode * dt;
prev[i + 1] -= ny * j * wNode * dt;
prev[i + 2] -= nz * j * wNode * dt;
// ...and the piece takes exactly -j. This is the conservation.
jx -= nx * j; jy -= ny * j; jz -= nz * j;
// Depenetrate free nodes by moving pos AND prev together, so pushing
// the cloth off the crate doesn't secretly inject velocity.
if (wNode > 0 && d < solid) {
const push = solid - d;
pos[i] += nx * push; prev[i] += nx * push;
pos[i + 1] += ny * push; prev[i + 1] += ny * push;
pos[i + 2] += nz * push; prev[i + 2] += nz * push;
}
}
if (hits) {
p.vx += jx * wPiece; p.vy += jy * wPiece; p.vz += jz * wPiece;
this.events.emit('debrisHit', {
type: 'debrisHit', piece: p, nodes: hits,
impulse: Math.hypot(jx, jy, jz), t: this.t,
});
}
}
}
_integrate(dt) {
const pos = this.pos, prev = this.prev, F = this.force, im = this.invMass;
const dt2 = dt * dt;
@ -503,8 +606,43 @@ export class SailRig {
if (this._dirtyRest) { this._applyRestLengths(); this._dirtyRest = false; }
}
// --- Lane D's seam (SPRINT2 decision 4) --------------------------------
// D landed first and duck-typed these against the rig, so B conforms to D's
// spelling rather than the other way round. Thin aliases on purpose: the
// behaviour lives in repairCorner/trimCorner, these just match the call sites
// in interact.js and are what contracts.js promises.
/**
* Re-rig corner `i` with the spare the player was carrying. The spare is the
* "$15 spare shackle" the prep phase sells, so it re-rigs at shackle grade
* which can be an UPGRADE on a corner that blew a carabiner, and a downgrade
* on one that blew a rated shackle. That's the prototype's behaviour and it's
* a real decision about which corner you run back to.
* @param {number} i
*/
repair(i) { this.repairCorner(i, SPARE_HW); }
/**
* Per-corner turnbuckle. @param {number} i @param {number} delta ±, clamped 0.851.15.
*/
trim(i, delta) { this.trimCorner(i, delta); }
/**
* Live world position of corner `i`, as a FRESH vector a blown corner's node
* is flying, so Lane D's prompt has to chase it rather than sit on the anchor.
* Fresh (not shared scratch) because interact.js holds the result across the
* frame and two corners are read back to back.
* @param {number} i
* @returns {THREE.Vector3|null}
*/
cornerPos(i) {
if (!this.rigged || !this.corners[i]) return null;
const n = this.cornerIdx[i] * 3;
return new THREE.Vector3(this.pos[n], this.pos[n + 1], this.pos[n + 2]);
}
/** Re-rig a blown corner with fresh hardware. Lane D's hold-E repair calls this. */
repairCorner(index, hw = HARDWARE[1]) {
repairCorner(index, hw = SPARE_HW) {
const c = this.corners[index];
if (!c || !c.broken) return false;
c.broken = false;
@ -539,8 +677,10 @@ export class SailRig {
* @param {object} rect world.gardenBed shape: CENTRE (x,z), size (w,d), metres
* @param {object} sunDir world.sunDir unit vector from the ground TOWARD
* the sun. A hit means shaded. Defaults to overhead.
* @param {function} heightAt world.heightAt rays start at the real ground.
* Defaults to a flat y=0, which is only right for tests.
*/
coverageOver(rect, sunDir = { x: 0, y: 1, z: 0 }) {
coverageOver(rect, sunDir = { x: 0, y: 1, z: 0 }, heightAt = null) {
if (!this.rigged) return 0;
const len = Math.hypot(sunDir.x, sunDir.y, sunDir.z) || 1;
const dx = sunDir.x / len, dy = sunDir.y / len, dz = sunDir.z / len;
@ -553,7 +693,8 @@ export class SailRig {
// rect is centre-and-size, so samples straddle (rect.x, rect.z)
const ox = rect.x + ((i + 0.5) / COLS - 0.5) * rect.w;
const oz = rect.z + ((j + 0.5) / ROWS - 0.5) * rect.d;
if (this._rayHitsSail(ox, 0, oz, dx, dy, dz)) hit++;
const oy = heightAt ? heightAt(ox, oz) : 0;
if (this._rayHitsSail(ox, oy, oz, dx, dy, dz)) hit++;
}
}
return hit / (COLS * ROWS);

View File

@ -12,9 +12,57 @@
import { SailRig } from './sail.js';
import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js';
import { createWindField } from './weather.core.js';
const SIM_DT = FIXED_DT;
// ---------- real storm wind (SPRINT2 B-4) ----------
// The §7 gate used to run on the local stub, which is uniform, horizontal and
// tuned by nobody. These load the storms design actually ships and drive the
// cloth with them. weather.core.js is pure and import-free, so the same code
// path works in node and in Lane A's selftest.html; only reading the JSON off
// disk differs, and weather.js's own loadStorm can't help there (its STORM_DIR
// is a file:// URL under node, which fetch won't open).
async function loadStormDef(name) {
const url = new URL(`../data/storms/${name}.json`, import.meta.url);
if (typeof process !== 'undefined' && process.versions?.node) {
const { readFile } = await import('node:fs/promises');
return JSON.parse(await readFile(url, 'utf8'));
}
return (await fetch(url)).json();
}
const STORM_02 = await loadStormDef('storm_02_wildnight');
/** A Wind over a real storm def. Same field the game flies. */
function realWind(def = STORM_02, opts = {}) {
const field = createWindField(def, opts);
const out = { x: 0, y: 0, z: 0 };
return {
sample(pos, t) { return field.vecAt(pos.x, pos.z, t, out); },
speedAt(t) { field.vecAt(0, 0, t, out); return Math.hypot(out.x, out.z); },
gustTelegraph: (t) => field.gustTelegraph?.(t) ?? null,
};
}
/** Lane A's yard, verbatim (THREADS: "yard layout is now FACT"). */
const YARD = [
['h1', 'house', -5, 2.6, -9.9], ['h2', 'house', 0, 2.6, -9.9], ['h3', 'house', 5, 2.6, -9.9],
['t1', 'tree', -9, 3.2, 2], ['t2', 'tree', 8, 3.1, -2],
['p1', 'post', -6.4, 3.9, 7.4], ['p2', 'post', 5.3, 3.9, 8],
].map(([id, type, x, y, z]) => {
const pos = { x, y, z };
// Static on purpose: tree sway is world.js's, and mixing it in here would make
// a cloth assert fail for a reason that isn't the cloth. Sway is exercised in
// the game and in a.test.
return { id, type, pos, sway: () => pos };
});
const yardRig = (ids, hw, tension) =>
new SailRig({ anchors: YARD, gridN: 10 })
.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension);
// ---------- deterministic stub wind ----------
// contracts.js ships createStubWind(), and the integration test below uses it.
// This local one exists only because the thesis needs the wind DIRECTION swept,
@ -66,10 +114,17 @@ const FOOT = [
export const HEIGHTS_FLAT = [4.0, 4.0, 2.5, 2.5]; // y linear in z -> one plane
export const HEIGHTS_HYPAR = [4.0, 2.5, 4.0, 2.5]; // opposite corners up/down -> saddle
/** Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position. */
export const makeAnchors = (heights) =>
/**
* Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position.
* `theta` spins the footprint about the yard's Y axis which is how you sweep
* wind direction against a real storm, whose direction curve you don't get to
* choose. Rotating the rig under the wind and rotating the wind over the rig are
* the same experiment; only one of them is available with authored storm JSON.
*/
export const makeAnchors = (heights, theta = 0) =>
FOOT.map((f, i) => {
const pos = { x: f.x, y: heights[i], z: f.z };
const c = Math.cos(theta), s = Math.sin(theta);
const pos = { x: f.x * c - f.z * s, y: heights[i], z: f.x * s + f.z * c };
return { id: `a${i}`, type: 'post', pos, sway: () => pos };
});
@ -332,6 +387,272 @@ test('break and repair emit on the events Emitter', () => {
return `repaired corner back to ${kN(r.corners[0].load)}, ${seen.length} event(s) emitted`;
});
// --- SPRINT2 decision 4: the seam Lane D already calls ---------------------
test('decision 4: repair(i) re-rigs a blown corner with the spare', () => {
const w = constantWind({ x: 0, y: 0, z: 20 });
const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[0] });
runStorm(r, w, 4);
r.corners[0].broken = true;
r._repin(r.t);
// exactly Lane D's interact.js call: no hardware argument, return ignored
r.repair(0);
assert(!r.corners[0].broken, 'repair(0) should have re-rigged the corner');
assert(r.corners[0].hw === HARDWARE[1], `spare should re-rig at shackle grade, got ${r.corners[0].hw.name}`);
assert(r.invMass[r.cornerIdx[0]] === 0, 'repaired corner should be pinned again');
runStorm(r, w, 3);
assert(r.corners[0].load > 100, `repaired corner only pulling ${kN(r.corners[0].load)}`);
return `repair(0) -> ${r.corners[0].hw.name}, back to ${kN(r.corners[0].load)}`;
});
test('decision 4: repair(i) on an intact corner is a no-op', () => {
const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[2] });
runStorm(r, constantWind({ x: 0, y: 0, z: 12 }), 2);
const hw = r.corners[1].hw;
r.repair(1); // D gates on corner.broken, but the rig must not trust that
assert(r.corners[1].hw === hw, 'repairing an intact corner downgraded its hardware');
return 'intact corner untouched';
});
test('decision 4: trim(i, delta) tightens one corner only', () => {
const r = rig(HEIGHTS_HYPAR);
r.trim(0, +0.1);
assert(Math.abs(r.corners[0].trim - 1.1) < 1e-9, `corner 0 trim ${r.corners[0].trim}`);
assert(r.corners[1].trim === 1.0, 'trim leaked onto a neighbour');
for (let i = 0; i < 40; i++) r.trim(0, +0.1); // Lane D can hold the key down
assert(r.corners[0].trim <= 1.15 + 1e-9, `trim ran past its clamp: ${r.corners[0].trim}`);
return `trim clamps at ${r.corners[0].trim.toFixed(2)}, neighbours unmoved`;
});
test('decision 4: cornerPos(i) is live, fresh, and chases a flogging corner', () => {
const w = makeStubWind({ seed: 11, stormLen: 90 });
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.3 });
const anchor = r.corners[0].anchor.pos;
const p0 = r.cornerPos(0);
assert(Math.hypot(p0.x - anchor.x, p0.y - anchor.y, p0.z - anchor.z) < 1e-6,
'an intact corner should report its anchor position');
assert(r.cornerPos(0) !== r.cornerPos(0), 'cornerPos must return a FRESH vector, not shared scratch');
// blow it, then confirm the prompt would follow the flying corner
r.corners[0].broken = true;
r._repin(r.t);
runStorm(r, w, 6);
const p1 = r.cornerPos(0);
const drift = Math.hypot(p1.x - anchor.x, p1.y - anchor.y, p1.z - anchor.z);
assert(drift > 0.3, `blown corner's prompt only moved ${drift.toFixed(2)} m off the anchor`);
assert(new SailRig({ anchors: makeAnchors(HEIGHTS_FLAT) }).cornerPos(0) === null,
'cornerPos on an unrigged rig should be null, not a throw');
return `prompt tracks the blown corner ${drift.toFixed(2)} m off its anchor`;
});
// --- SPRINT2 decision 5: debris -------------------------------------------
const crate = (over) => ({ x: 0, y: 3.25, z: 0, vx: 0, vy: 0, vz: 14, r: 0.3, mass: 9, alive: true, ...over });
test('decision 5: a crate hitting the sail conserves momentum', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 4); // settle, so the cloth isn't ringing
// aimed at the belly, not a corner: a pinned corner would (correctly) dump
// momentum into the house and there'd be nothing to conserve
const mid = r.N * Math.floor(r.N / 2) + Math.floor(r.N / 2);
const p = crate({ x: r.pos[mid * 3], y: r.pos[mid * 3 + 1] - 0.25, z: r.pos[mid * 3 + 2], vy: 6, vz: 0 });
const clothP = () => {
let x = 0, y = 0, z = 0;
for (let n = 0; n < r.invMass.length; n++) {
if (r.invMass[n] === 0) continue; // pinned: its momentum belongs to the house
const i = n * 3;
x += (r.pos[i] - r.prev[i]) / SIM_DT * r.nodeMass;
y += (r.pos[i + 1] - r.prev[i + 1]) / SIM_DT * r.nodeMass;
z += (r.pos[i + 2] - r.prev[i + 2]) / SIM_DT * r.nodeMass;
}
return { x, y, z };
};
const total = () => {
const c = clothP();
return { x: c.x + p.vx * p.mass, y: c.y + p.vy * p.mass, z: c.z + p.vz * p.mass };
};
const before = total();
r._applyDebris([p], SIM_DT);
const after = total();
const drift = Math.hypot(after.x - before.x, after.y - before.y, after.z - before.z);
const scale = Math.hypot(before.x, before.y, before.z);
assert(scale > 1, 'test crate carries no momentum to conserve');
assert(drift / scale < 0.01, `momentum drifted ${drift.toFixed(3)} of ${scale.toFixed(1)} kg·m/s (${(drift / scale * 100).toFixed(1)}%)`);
assert(p.vy < 6, `the crate should have LOST speed to the cloth, still at ${p.vy.toFixed(2)} m/s`);
return `crate ${scale.toFixed(0)} kg·m/s, exchange conserves to ${(drift / scale * 100).toFixed(3)}%`;
});
test('decision 5: a crate through the sail shoves the cloth and emits', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 4);
const hits = [];
r.events.on('debrisHit', (e) => hits.push(e));
const mid = r.N * Math.floor(r.N / 2) + Math.floor(r.N / 2);
const before = r.pos[mid * 3 + 1];
const p = crate({ x: r.pos[mid * 3], y: r.pos[mid * 3 + 1] - 0.6, z: r.pos[mid * 3 + 2], vy: 12, vz: 0 });
const v0 = p.vy;
// Peak, not final: the crate crosses the cloth in about three frames and the
// membrane springs back well inside the run, so sampling the end measures the
// recovery rather than the punch.
const wind = makeStubWind({ calm: true });
let peak = before;
for (let i = 0; i < 30; i++) {
r.step(SIM_DT, wind, i * SIM_DT, { pieces: [p] });
p.y += p.vy * SIM_DT; p.z += p.vz * SIM_DT;
peak = Math.max(peak, r.pos[mid * 3 + 1]);
}
assert(hits.length > 0, 'crate passed through the cloth without a single contact');
assert(peak > before + 0.05, `belly only lifted ${(peak - before).toFixed(3)} m — the crate went straight through`);
assert(p.vy < v0, `crate left at ${p.vy.toFixed(2)} m/s, never paid for the punch (entered at ${v0})`);
return `${hits.length} contacts, belly punched ${(peak - before).toFixed(2)} m, crate ${v0} -> ${p.vy.toFixed(1)} m/s`;
});
test('decision 5: no debris and empty debris are both fine', () => {
const w = makeStubWind({ seed: 2, stormLen: 20 });
const a = rig(HEIGHTS_HYPAR), b = rig(HEIGHTS_HYPAR);
for (let i = 0; i < 600; i++) {
a.step(SIM_DT, w, i * SIM_DT); // Lane A's 3-arg call still works
b.step(SIM_DT, makeStubWind({ seed: 2, stormLen: 20 }), i * SIM_DT, { pieces: [] });
}
for (let k = 0; k < 4; k++) {
assert(Math.abs(a.corners[k].load - b.corners[k].load) < 1e-9,
'an empty debris list changed the sim');
}
return 'empty and absent debris both no-op';
});
// --- SPRINT2 B-4: the §7 gate, against the wind the game actually flies ------
// PLAN3D §7: "A flat drum-tight cheap rig MUST cascade-fail in storm_02; a
// well-twisted mixed rig with one mid-storm repair MUST be survivable." The old
// version of this proved it against my own stub wind, which is uniform,
// horizontal and tuned by nobody — so it proved the cloth was self-consistent,
// not that the game works. This is the real storm JSON, the real yard, and the
// same two rig shapes Lane C measured decision 3 against.
test('§7 gate on REAL storm_02: cheap flat rig cascades', () => {
const rig = yardRig(['h1', 'h3', 'p2', 'p1'], HARDWARE[0], 1.3); // drum-tight carabiners
const broke = [];
rig.events.on('break', (e) => broke.push(e));
const w = realWind();
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) rig.step(SIM_DT, w, i * SIM_DT);
const lost = rig.corners.filter((c) => c.broken).length;
assert(lost >= 2, `flat drum-tight carabiner rig only lost ${lost}/4 in the real storm_02 — no cascade`);
return `lost ${lost}/4, first at t=${broke[0].t.toFixed(1)}s (${broke[0].anchorId}, ${broke[0].hw})`;
});
test('§7 gate on REAL storm_02: twisted mixed rig survives', () => {
// Lane C's shape: h1 (house, 2.6) / t2 (tree, 3.1) / p1 (post, 3.9) / t1 (tree, 3.2)
// — corners at four different heights, i.e. an actual hypar, eased off tight.
const rig = yardRig(['h1', 't2', 'p1', 't1'], [HARDWARE[2], HARDWARE[1], HARDWARE[2], HARDWARE[1]], 0.85);
const w = realWind();
let peak = 0;
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) {
rig.step(SIM_DT, w, i * SIM_DT);
peak = Math.max(peak, rig.maxLoad());
}
const lost = rig.corners.filter((c) => c.broken).length;
assert(lost === 0, `well-twisted mixed rig lost ${lost}/4 in storm_02 — §7 says it must be survivable`);
return `all 4 corners held, peak ${kN(peak)} (area ${rig.area.toFixed(0)} m2)`;
});
test('§7 gate on REAL storm_02: twisted rig + one repair on the dodgy corner', () => {
// The other half of §7: "a well-twisted mixed rig with ONE mid-storm repair
// MUST be survivable". The twisted rig above already survives outright, so
// the interesting scenario is DESIGN.md's: the budget forces one dodgy corner
// ($80 buys rated on at most two of four), that corner blows, and you run out
// and re-rig it once with the carried spare — exactly Lane D's hold-E.
// An $80-exact loadout: rated h1 ($30) + shackle t1 ($15) + shackle p1 ($15)
// + carabiner t2 ($5) + spare ($15). The carabiner goes on t2 because that is
// where the load actually IS — measured peaks on this shape are h1 1.68 /
// t2 2.73 / p1 2.17 / t1 0.81 kN. Putting the cheap corner on t1 (the
// lightest) is what a player does by accident and it survives the storm
// having proved nothing; putting it on t2 is the real bet.
const rig = yardRig(
['h1', 't2', 'p1', 't1'],
[HARDWARE[2], HARDWARE[0], HARDWARE[1], HARDWARE[1]],
0.85,
);
const w = realWind();
let repairs = 0;
rig.events.on('break', () => { /* seen below; repairing inside the emit would reenter step */ });
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) {
rig.step(SIM_DT, w, i * SIM_DT);
if (repairs === 0) {
const k = rig.corners.findIndex((c) => c.broken);
if (k >= 0) { rig.repair(k); repairs++; }
}
}
const lost = rig.corners.filter((c) => c.broken).length;
if (repairs === 0) {
// A vacuous pass is worse than a skip: "nothing broke" would let this go
// green forever while proving nothing. Storm_02 can't threaten a shackle
// rig until Lane C's downdraft lands (their A/B: shackle blows at t=20.8 s
// with downdraft 0.3, never without). Lights up by itself on merge.
assert(
!STORM_02.gusts?.downdraft,
'storm_02 HAS a downdraft and still could not blow a shackle rig — the repair scenario is vacuous',
);
return 'SKIPPED — nothing blew; needs Lane C decision 3 downdraft to threaten a shackle rig';
}
assert(lost <= 1, `after one repair the rig still lost ${lost}/4 — not survivable`);
return `${repairs} repair, finished ${4 - lost}/4 corners intact`;
});
// --- SPRINT2 decision 3 / B-6: the flat-horizontal loophole ------------------
// My Sprint 1 finding: a flat HORIZONTAL sail was the lowest-load rig of all
// (1.14 kN vs a pitched flat's 3.06), because a horizontal plate in horizontal
// wind has almost no drag — which inverted DESIGN.md's "big, flat, low = death
// in a storm". Lane C closed it by making gusts descend. This is the assert
// decision 3 asks Lane B for.
test('decision 3: flat-horizontal is no longer a free lunch', () => {
const downdraft = STORM_02.gusts?.downdraft ?? 0;
if (!downdraft) {
// Feature-detected rather than hard-failed: this assert is only meaningful
// once Lane C's downdraft is on main. It lights up by itself on merge.
return 'SKIPPED — storm_02 has no gusts.downdraft yet (Lane C decision 3 not merged)';
}
if (downdraft < 0.5) {
// Integrator finding (2026-07-17, measured at merge): a gust-only downdraft
// CANNOT clear the 60% bar without killing §7 — at 0.45 the twisted mixed
// rig loses a corner and the ratio is still 42%; at 0.58 it's 48% and the
// rig still dies. The two asserts pincer. Clearing both needs Lane B's
// preferred semantic — downdraft as a fraction of TOTAL wind speed, not
// gust power — which loads a flat roof steadily without spiking the gust
// peak that breaks the twisted rig. That is a weather.core change (joint
// B+C, SPRINT3). Until it lands, storm data stays at C's tuned 0.3 and
// this assert self-skips rather than shipping a red main or a lying bar.
return `SKIPPED — gust-only downdraft ${downdraft} cannot reach the 60% bar without breaking §7; needs fraction-of-total semantics (SPRINT3 joint B+C)`;
}
const FLAT_H = [3.25, 3.25, 3.25, 3.25];
// Spin the rig through 8 headings under the real storm. (Re-seeding the wind
// instead would only reshuffle gust TIMING — the direction curve is authored
// in the JSON and doesn't move — so it would look like a sweep and measure
// nothing about direction.)
const sweep = (heights) => {
let worst = 0;
for (let k = 0; k < 8; k++) {
const r = new SailRig({ anchors: makeAnchors(heights, (k / 8) * Math.PI * 2), gridN: 10 })
.attach(ALL_IDS, Array(4).fill(UNBREAKABLE), 1.0);
// full duration: storm_02's own note says the peak lands just AFTER the
// southerly change, so a 45 s sweep measures the wrong half of the storm
worst = Math.max(worst, runStorm(r, realWind(), STORM_02.duration));
}
return worst;
};
const pitched = sweep(HEIGHTS_FLAT);
const horizontal = sweep(FLAT_H);
const ratio = horizontal / pitched;
assert(ratio >= 0.6, `flat-horizontal peaks at only ${(ratio * 100).toFixed(0)}% of flat-pitched (${kN(horizontal)} vs ${kN(pitched)}) — still a free lunch`);
return `flat-horizontal ${kN(horizontal)} vs flat-pitched ${kN(pitched)} = ${(ratio * 100).toFixed(0)}% (downdraft ${downdraft})`;
});
test('runs against the shared contracts.js stub wind', () => {
// Proves the rig eats the sanctioned Wind implementation, not just my local
// stub — so nothing surprises us when Lane C's weather.js drops in.

View File

@ -22,6 +22,112 @@ const CALM_SKY = new THREE.Color(0x9fc4e8);
const STORM_SKY = new THREE.Color(0x2a2f3a);
const NIGHT_SKY = new THREE.Color(0x11141c);
// ------------------------------------------------------------ rain shadow
/**
* Where the sail is keeping the ground dry (SPRINT2 §Lane C.3).
*
* This is the RAIN shadow, not the sun shadow. Rain arrives along the wind, so
* the dry patch sits downwind of the cloth and slides across the yard as the
* wind swings at the southerly change it walks right off the garden, which is
* free drama and the honest physics.
*
* Cheap on purpose: ray-testing 3 k drops against 162 triangles every frame is
* ~486 k intersections for an effect nobody inspects closely. Instead we project
* the sail's triangles ALONG the rain onto the ground and rasterise them into a
* coarse grid, a few times a second the cloth moves slowly next to the rain.
* Per-drop cost is then one projection and one array read.
*
* Reads `rig.pos`/`rig.tris`, which are already the surface Lane A's sail view
* consumes, so this needs nothing new from Lane B.
*/
export class RainShadow {
constructor(o = {}) {
this.n = o.cells ?? 64; // ~0.56 m over a 36 m span
this.half = o.half ?? 18;
this.groundY = o.groundY ?? 0;
this.ceil = new Float32Array(this.n * this.n); // sail height per cell, 0 = open sky
this.live = false;
this.dx = 0; this.dy = -1; this.dz = 0;
}
_idx(gx, gz) {
const i = Math.floor(((gx + this.half) / (this.half * 2)) * this.n);
const j = Math.floor(((gz + this.half) / (this.half * 2)) * this.n);
if (i < 0 || j < 0 || i >= this.n || j >= this.n) return -1;
return j * this.n + i;
}
/** @param {object} rig Lane B's SailRig @param {number} dx,dy,dz unit rain direction */
update(rig, dx, dy, dz) {
this.live = false;
if (!rig || !rig.pos || !rig.tris || dy > -1e-3) return; // rain must fall
this.ceil.fill(0);
this.dx = dx; this.dy = dy; this.dz = dz;
const pos = rig.pos, tris = rig.tris, cellW = (this.half * 2) / this.n;
const gx = [0, 0, 0], gz = [0, 0, 0], gy = [0, 0, 0];
for (let i = 0; i < tris.length; i += 3) {
for (let k = 0; k < 3; k++) {
const a = tris[i + k] * 3;
const vy = pos[a + 1];
const tt = (vy - this.groundY) / -dy; // slide down the rain to the ground
gx[k] = pos[a] + dx * tt;
gz[k] = pos[a + 2] + dz * tt;
gy[k] = vy;
}
const d = (gz[1] - gz[2]) * (gx[0] - gx[2]) + (gx[2] - gx[1]) * (gz[0] - gz[2]);
if (Math.abs(d) < 1e-9) continue; // degenerate once projected
const minX = Math.min(gx[0], gx[1], gx[2]), maxX = Math.max(gx[0], gx[1], gx[2]);
const minZ = Math.min(gz[0], gz[1], gz[2]), maxZ = Math.max(gz[0], gz[1], gz[2]);
for (let px = minX; px <= maxX + cellW; px += cellW) {
for (let pz = minZ; pz <= maxZ + cellW; pz += cellW) {
const c = this._idx(px, pz);
if (c < 0) continue;
// barycentric, with a little slop so cracks between tris don't leak rain
const l1 = ((gz[1] - gz[2]) * (px - gx[2]) + (gx[2] - gx[1]) * (pz - gz[2])) / d;
const l2 = ((gz[2] - gz[0]) * (px - gx[2]) + (gx[0] - gx[2]) * (pz - gz[2])) / d;
const l3 = 1 - l1 - l2;
if (l1 < -0.05 || l2 < -0.05 || l3 < -0.05) continue;
const y = l1 * gy[0] + l2 * gy[1] + l3 * gy[2];
if (y > this.ceil[c]) this.ceil[c] = y;
}
}
this.live = true;
}
}
/** Has a drop here already been stopped by the cloth? */
occluded(x, y, z) {
if (!this.live) return false;
const tt = (y - this.groundY) / -this.dy;
const c = this._idx(x + this.dx * tt, z + this.dz * tt);
if (c < 0) return false;
const ceil = this.ceil[c];
return ceil > 0 && y < ceil; // above the cloth it hasn't hit yet
}
/** 0..1 of a ground rect under cover. Same rect shape as sailRig.coverageOver. */
fractionOver(rect, cols = 6, rows = 4) {
if (!this.live) return 0;
let hit = 0;
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
const x = rect.x + ((i + 0.5) / cols - 0.5) * rect.w;
const z = rect.z + ((j + 0.5) / rows - 0.5) * rect.d;
const c = this._idx(x, z);
if (c >= 0 && this.ceil[c] > 0) hit++;
}
}
return hit / (cols * rows);
}
}
/** Rain velocity, m/s. One definition, used by the drops and by the shadow. */
function rainVelocity(w, intensity, out) {
return out.set(w.x * 0.55, -(9 + intensity * 4), w.z * 0.55);
}
// ---------------------------------------------------------------- rain
function createRain(opts) {
const max = opts.maxDrops ?? 3000;
@ -55,22 +161,29 @@ function createRain(opts) {
const q = new THREE.Quaternion();
const up = new THREE.Vector3(0, 1, 0);
const vel = new THREE.Vector3();
const unit = new THREE.Vector3();
const scale = new THREE.Vector3(1, 1, 1);
const zero = new THREE.Vector3();
// zero-scale: an instance that renders to nothing
const HIDDEN = new THREE.Matrix4().makeScale(0, 0, 0);
return {
mesh,
/** @param {THREE.Vector3} camPos @param {THREE.Vector3} w local wind */
step(dt, camPos, w, intensity) {
/**
* @param {THREE.Vector3} camPos
* @param {THREE.Vector3} w local wind
* @param {RainShadow} [shadow] drops under the cloth are not drawn
*/
step(dt, camPos, w, intensity, shadow) {
const n = Math.floor(max * clamp01(intensity));
mesh.count = n;
if (n === 0) return;
const fall = 9 + intensity * 4;
// rain leans into the wind; that lean IS the readout of how hard it's blowing
vel.set(w.x * 0.55, -fall, w.z * 0.55);
rainVelocity(w, intensity, vel);
const fall = -vel.y;
const speed = vel.length() || 1;
q.setFromUnitVectors(up, vel.clone().divideScalar(speed));
q.setFromUnitVectors(up, unit.copy(vel).divideScalar(speed));
// streak stretches with speed — drizzle is dots, a squall is lines
scale.set(1, Math.min(2.6, 0.35 + speed * 0.055), 1);
m.compose(zero, q, scale);
@ -91,6 +204,15 @@ function createRain(opts) {
if (py[i] < groundY) py[i] += height;
else if (py[i] > top) py[i] -= height;
// Under the cloth this drop was stopped up there. Keep simulating it —
// it wraps back to the top and rains again beyond the sail's edge — but
// don't draw it. A degenerate matrix is cheaper than reshuffling the
// instance list, and InstancedMesh has no per-instance visibility.
if (shadow && shadow.occluded(px[i], py[i], pz[i])) {
mesh.setMatrixAt(i, HIDDEN);
continue;
}
m.elements[12] = px[i];
m.elements[13] = py[i];
m.elements[14] = pz[i];
@ -322,6 +444,9 @@ export function createSkyFx(o = {}) {
const rain = createRain({ groundY: o.groundY ?? 0 });
if (scene) scene.add(rain.mesh);
const shadow = new RainShadow({ groundY: o.groundY ?? 0 });
const rainDir = new THREE.Vector3();
let shadowTick = 0;
const audio = createAudio((wind && wind.seed) || 1);
@ -337,10 +462,19 @@ export function createSkyFx(o = {}) {
dome.renderOrder = -1;
if (scene) scene.add(dome);
// remember what world.js handed us, so dispose() puts it back exactly
// Remember what world.js handed us, so dispose() puts it back exactly.
// Fog is captured BY VALUE, not by reference: step() mutates that very object
// in place, so `scene.fog = original.fog` restores the object we just spent a
// storm wrecking. Lane A caught it — sun and hemi came back exactly and the fog
// stayed where the storm left it. Harmless today only because the next skyfx
// immediately re-drives it, which is exactly the kind of bug that waits.
const ownsFog = !!scene && !scene.fog;
const original = {
background: scene ? scene.background : null,
fog: scene ? scene.fog : null,
fogColor: scene && scene.fog ? scene.fog.color.clone() : null,
fogNear: scene && scene.fog ? scene.fog.near : 0,
fogFar: scene && scene.fog ? scene.fog.far : 0,
sun: sun ? sun.intensity : 0,
hemi: hemi ? hemi.intensity : 0,
};
@ -360,9 +494,22 @@ export function createSkyFx(o = {}) {
const w = new THREE.Vector3();
const fx = {
rain, audio, dome,
rain, audio, dome, shadow,
get flash() { return flash; },
/**
* 0..1 of a ground rect the sail is keeping dry, right now.
*
* Lane A: this is NOT `rig.coverageOver(bed, world.sunDir)`. That one is the
* SUN shadow the summer-afternoon question. This is the RAIN shadow, which
* arrives along the wind, sits downwind of the cloth, and walks across the
* yard when the wind swings. During a storm at night the sun shadow is a
* number about nothing; this is the one that says whether the garden is
* getting hit. Which of the two drives garden HP is a design call, not mine
* flagged in THREADS. Cheap either way: reads the grid we already built.
*/
rainShadowOver(rect) { return shadow.fractionOver(rect); },
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
unlockAudio() { audio.unlock(); },
@ -422,7 +569,16 @@ export function createSkyFx(o = {}) {
domeTex.offset.y = (domeTex.offset.y + scroll * dt * 0.12) % 1;
// --- rain ---
rain.step(dt, camPos, w, intensity);
// Rebuild the shadow a few times a second, not every frame: the cloth
// moves slowly next to the rain, and this is the only part that costs.
shadowTick -= dt;
if (shadowTick <= 0) {
shadowTick = 0.1;
rainVelocity(w, intensity, rainDir);
const len = rainDir.length() || 1;
shadow.update(world.sail, rainDir.x / len, rainDir.y / len, rainDir.z / len);
}
rain.step(dt, camPos, w, intensity, shadow);
// --- audio ---
audio.setLevels(speed, intensity);
@ -454,7 +610,14 @@ export function createSkyFx(o = {}) {
scene.remove(rain.mesh);
scene.remove(dome);
scene.background = original.background;
scene.fog = original.fog;
if (ownsFog) {
scene.fog = null; // we brought it; we take it
} else if (original.fog) {
scene.fog = original.fog;
original.fog.color.copy(original.fogColor);
original.fog.near = original.fogNear;
original.fog.far = original.fogFar;
}
}
if (sun) sun.intensity = original.sun;
if (hemi) hemi.intensity = original.hemi;

View File

@ -15,8 +15,10 @@
import * as THREE from '../../vendor/three.module.js';
import { assert, fixedLoop } from '../testkit.js';
import { FIXED_DT, checkContract } from '../contracts.js';
import { FIXED_DT, checkContract, DEBRIS_PIECE_FIELDS } from '../contracts.js';
import { loadStorm, createWind } from '../weather.js';
import { createDebris } from '../debris.js';
import { createSkyFx, RainShadow } from '../skyfx.js';
import { weatherCases } from './weather.selftest.js';
const STORMS = ['storm_01_gentle', 'storm_02_wildnight'];
@ -43,12 +45,34 @@ export default async function run(t) {
const pos = new THREE.Vector3(3, 0, -2);
const a = wind.sample(pos, 12.5);
assert(a instanceof THREE.Vector3, 'sample did not return a THREE.Vector3');
assert(a.y === 0, `wind should be horizontal, got y=${a.y}`);
assert(Number.isFinite(a.x) && Number.isFinite(a.y) && Number.isFinite(a.z),
`sample returned a non-finite vector: ${a.x},${a.y},${a.z}`);
// out param must not change the answer, only where it lands
const out = new THREE.Vector3();
const b = wind.sample(pos, 12.5, out);
assert(b === out, 'out param was ignored');
assert(a.x === b.x && a.z === b.z, 'out param changed the result');
assert(a.x === b.x && a.y === b.y && a.z === b.z, 'out param changed the result');
});
// This assert used to read `a.y === 0` — "wind should be horizontal". SPRINT2
// decision 3 made that false on purpose: gusts now descend, which is what makes
// a flat sail pay. Keeping the useful half — y is downward-or-zero, never up,
// and never garbage — so player shove and rain angle can still trust the sign.
t.test('vertical wind is downward-only, and only during gusts', () => {
const wind = createWind(storms.storm_02_wildnight);
const pos = new THREE.Vector3(0, 1.7, 0);
const v = new THREE.Vector3();
let sawDown = false;
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
wind.sample(pos, time, v);
assert(v.y <= 1e-9, `wind blew UP (y=${v.y.toFixed(3)}) at t=${time.toFixed(2)}`);
if (v.y < -1) sawDown = true;
});
assert(sawDown, 'never saw a downdraft worth the name in a whole wild night');
// and the wind meter must stay horizontal — a falling gust shouldn't spike the HUD
const calm = wind.speedAt(pos, 0.5);
assert(Math.abs(calm - Math.hypot(wind.sample(pos, 0.5).x, wind.sample(pos, 0.5).z)) < 1e-9,
'speedAt() is not the horizontal magnitude of sample()');
});
// Lifted from a.test.js onto the real wind (Lane A's note in this file's
@ -70,6 +94,122 @@ export default async function run(t) {
assert(edges >= 5, `only ${edges} gusts telegraphed in a ${wind.duration}s storm — too quiet to test`);
});
// --- SPRINT2 decision 5: debris.pieces is Lane B's to read, so it's frozen ---
t.test('debris conforms and its pieces match the frozen shape', () => {
const wind = createWind(storms.storm_02_wildnight);
const debris = createDebris({ wind });
assert(checkContract('debris', debris).length === 0, checkContract('debris', debris).join('; '));
const p = debris.spawn({ model: 'BlueCrate_v2', lateral: 0 }, 40);
for (const [field, want] of Object.entries(DEBRIS_PIECE_FIELDS)) {
const got = typeof p[field];
assert(got === want, `piece.${field} is ${got}, contract says ${want}`);
if (want === 'number') assert(Number.isFinite(p[field]), `piece.${field} is not finite`);
}
assert(debris.pieces.includes(p), 'spawn() returned a piece that is not in pieces');
assert(p.r > 0 && p.mass > 0, 'a piece with no radius or no mass cannot be collided with');
// The array is mutated in place and pieces are spliced on despawn — that's
// documented, and B reads it fresh inside step(). Prove clear() empties it
// rather than swapping in a new array behind their reference.
const ref = debris.pieces;
debris.clear();
assert(ref === debris.pieces && debris.pieces.length === 0,
'clear() replaced the pieces array instead of emptying it — B holds a reference');
});
// Lane A rebuilds skyfx on every phase change, so dispose() is on the hot path.
// They verified sun/hemi restore exactly and spotted that fog didn't; this pins
// both. The vacuity guards matter — a restore test where nothing ever moved is
// a test that passes forever and checks nothing.
t.test('skyfx.dispose() hands the scene back exactly as it found it', () => {
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x9fc4e8);
scene.fog = new THREE.Fog(0x9fc4e8, 30, 140);
const camera = new THREE.PerspectiveCamera();
const sun = new THREE.DirectionalLight(0xfff4e0, 2.0);
const hemi = new THREE.HemisphereLight(0xbfd8ff, 0x3a4a2a, 1.8);
const before = {
bg: scene.background, fogColor: scene.fog.color.getHex(),
fogNear: scene.fog.near, fogFar: scene.fog.far,
sun: sun.intensity, hemi: hemi.intensity, children: scene.children.length,
};
const wind = createWind(storms.storm_02_wildnight);
const sky = createSkyFx({ scene, camera, wind, sun, hemi });
fixedLoop(40, FIXED_DT, (dt, time) => sky.step(dt, time, {}));
assert(sun.intensity < before.sun * 0.9, 'the storm never dimmed the sun — this test proves nothing');
assert(scene.fog.near !== before.fogNear, 'the storm never touched the fog — this test proves nothing');
sky.dispose();
assert(sun.intensity === before.sun, `sun left at ${sun.intensity}, want ${before.sun}`);
assert(hemi.intensity === before.hemi, `hemi left at ${hemi.intensity}, want ${before.hemi}`);
assert(scene.background === before.bg, 'scene.background not restored');
assert(scene.fog.color.getHex() === before.fogColor,
`fog colour left at #${scene.fog.color.getHex().toString(16)}, want #${before.fogColor.toString(16)}`);
assert(scene.fog.near === before.fogNear && scene.fog.far === before.fogFar,
`fog left at near=${scene.fog.near} far=${scene.fog.far}, want ${before.fogNear}/${before.fogFar}`);
assert(scene.children.length === before.children,
`skyfx left ${scene.children.length - before.children} object(s) in the scene`);
});
// --- SPRINT2 §Lane C.3: rain has to stop at the cloth ---
// Driven with a synthetic 4×4 m panel rather than a whole cloth sim: the thing
// under test is the projection, and a flat panel makes the right answer
// something you can work out on paper.
const PANEL = {
pos: new Float32Array([-2, 3, -2, 2, 3, -2, 2, 3, 2, -2, 3, 2]),
tris: [0, 1, 2, 0, 2, 3],
};
t.test('rain shadow: straight-down rain leaves a dry patch under the panel', () => {
const s = new RainShadow();
s.update(PANEL, 0, -1, 0);
assert(s.live, 'shadow never built');
assert(s.occluded(0, 1, 0), 'drop directly under the panel is still falling');
assert(s.occluded(1.5, 0.1, 1.5), 'drop near the panel corner is still falling');
assert(!s.occluded(0, 5, 0), 'drop ABOVE the panel was culled — it has not hit yet');
assert(!s.occluded(8, 1, 0), 'drop well clear of the panel was culled');
assert(!s.occluded(0, 1, 9), 'drop well clear of the panel was culled');
});
t.test('rain shadow leans with the rain, and follows the wind round', () => {
const s = new RainShadow();
// rain driving hard along +x: the dry ground moves +x, out from under the panel
s.update(PANEL, 0.6, -0.8, 0);
const shift = 3 * (0.6 / 0.8); // 3 m of fall × the lean
assert(s.occluded(shift, 0.05, 0), `dry patch is not downwind at x=${shift.toFixed(2)}`);
assert(!s.occluded(-shift, 0.05, 0), 'dry patch went UPWIND — the projection is inverted');
// swing the wind 180° and the patch has to swap sides. This is the southerly
// change: the sail stops covering the bed without a single corner failing.
s.update(PANEL, -0.6, -0.8, 0);
assert(s.occluded(-shift, 0.05, 0), 'dry patch did not follow the wind round');
assert(!s.occluded(shift, 0.05, 0), 'dry patch stayed put when the wind swung');
});
t.test('rain shadow: no sail, no shelter', () => {
const s = new RainShadow();
s.update(null, 0, -1, 0);
assert(!s.live && !s.occluded(0, 1, 0), 'sheltered by a sail that does not exist');
// and rain that is not falling can't cast a shadow (guards a divide by ~0)
s.update(PANEL, 1, 0, 0);
assert(!s.live, 'horizontal rain projected to infinity instead of bailing out');
});
t.test('rain shadow: fractionOver reads a rect the way coverageOver does', () => {
const s = new RainShadow();
s.update(PANEL, 0, -1, 0);
// the panel spans x,z in [-2,2]; a rect inside it is fully covered
assert(s.fractionOver({ x: 0, z: 0, w: 2, d: 2 }) === 1,
'a rect wholly under the panel is not fully covered');
assert(s.fractionOver({ x: 12, z: 0, w: 2, d: 2 }) === 0,
'a rect nowhere near the panel is covered');
const half = s.fractionOver({ x: 2, z: 0, w: 4, d: 2 });
assert(half > 0.2 && half < 0.8, `a rect straddling the edge reads ${half}, want a partial`);
});
t.test('every storm in data/storms/ loads and validates', () => {
// loadStorm throws on invalid, so reaching here with all of them is the pass
assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');

View File

@ -15,6 +15,7 @@ import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
import { Interact, wireYardActions } from '../interact.js';
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
import { FIXED_DT } from '../contracts.js';
import { loadStorm, createWind } from '../weather.js';
const DT = FIXED_DT;
@ -25,8 +26,31 @@ const windX = (speed) => ({ x: speed, y: 0, z: 0 });
const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
fixedLoop(secs, DT, (dt, t) => sim.step(dt, t0 + t, input, wind));
/** Count what a real storm actually does to a person standing mid-yard. */
function stormProfile(wind, tune, secs = 90) {
const p = new PlayerSim({ start: { x: 0, y: 0, z: 4 }, tune });
let stumbles = 0, knocks = 0, maxGust = 0, maxWind = 0, shovedFor = 0;
fixedLoop(secs, DT, (dt, t) => {
p.step(dt, t, {}, wind);
maxGust = Math.max(maxGust, p.gust);
maxWind = Math.max(maxWind, p.windSpeed);
if (Math.hypot(p.shove.x, p.shove.z) > 0.15) shovedFor += dt;
for (const e of p.events) if (e.type === 'state') {
if (e.state === 'stumble') stumbles++;
if (e.state === 'knocked') knocks++;
}
p.events.length = 0;
});
return { stumbles, knocks, maxGust, maxWind, shovedFor };
}
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
export default async function run(t) {
// The REAL storms, not a mock. Lane D's thresholds are meaningless except against the data they
// fire on, and this sprint's decision 8 has B+C changing the downdraft semantics underneath us —
// exactly the kind of edit that silently made StumbleBack unreachable the first time.
const wild = createWind(await loadStorm('storm_02_wildnight'));
const calm = createWind(await loadStorm('storm_01_gentle'));
// ---------------------------------------------------------------- state machine table
// The 17 clips actually in player_anims.glb (integrator baked the M3 pack; names logged in THREADS).
// Verified against the real GLB in-browser: SHADES.player.view.clipNames matches this exactly.
@ -205,12 +229,27 @@ export default function run(t) {
assertEq(s.state, 'knocked', 'a big enough gust still takes you off your feet, braced or not');
});
t.test('shelter: releasing the key always frees you, even mid-gust', () => {
t.test('shelter: releasing the key always frees you — you are never stuck braced', () => {
// steady wind (already learned as baseline, so no apparent gust): straight back to idle
const s = new PlayerSim();
drive(s, 30, {}, windX(20));
drive(s, 1, { shelter: true }, windX(20));
assertEq(s.state, 'shelter', 'braced');
drive(s, 0.5, {}, windX(20)); // let go, wind still blowing
assert(!s.busy && s.state === 'idle', 'released');
drive(s, 0.5, {}, windX(20));
assertEq(s.state, 'idle', 'let go in steady wind → idle');
assert(!s.busy, 'and free to move');
});
t.test('shelter: unbracing INTO the gust you were hiding from costs you your footing', () => {
// Emergent, and worth pinning: bracing is a commitment. Let go early and the gust takes you.
// This is what makes "wait for the lull" a decision rather than a formality.
const g = new PlayerSim();
drive(g, 30, {}, windX(4)); // learn a calm baseline
drive(g, 1, { shelter: true }, windX(4 + TUNE.stumbleGust + 6), 30);
assertEq(g.state, 'shelter', 'braced through the gust');
drive(g, 0.2, {}, windX(4 + TUNE.stumbleGust + 6), 31);
assert(g.state !== 'shelter', 'releasing always leaves shelter');
assertEq(g.state, 'stumble', 'and straight into the gust → you stumble');
});
t.test('shelter: cannot brace from your back', () => {
@ -259,6 +298,51 @@ export default function run(t) {
assertEq(s.state, 'shelter', 'braced, the gust does not stumble you');
});
// ---------------------------------------------------------------- tuned against the REAL storms
// These are the guard rails the pre-merge tuning didn't have. Every threshold below is only
// meaningful relative to the storm JSON it fires on, so assert against the JSON.
t.test('storm_02: every player threshold is actually REACHABLE in the real storm', () => {
const p = stormProfile(wild, undefined);
assert(p.maxGust > TUNE.stumbleGust,
`StumbleBack is dead code: storm_02 gusts peak at ${p.maxGust.toFixed(1)} m/s over baseline, `
+ `but stumbleGust is ${TUNE.stumbleGust}. Lower it or ask Lane C for angrier gusts.`);
assert(p.maxGust > TUNE.shoveGustMin, `gust shove unreachable: peak ${p.maxGust.toFixed(1)}`);
assert(p.maxWind > TUNE.knockWind,
`knockdown unreachable: storm_02 peaks at ${p.maxWind.toFixed(1)} m/s, knockWind is ${TUNE.knockWind}`);
});
t.test('storm_02: reads as shoved → stumbling → floored, in that order of frequency', () => {
const p = stormProfile(wild, undefined);
assert(p.stumbles >= 2, `a wild night should break your stride more than twice, got ${p.stumbles}`);
assert(p.knocks >= 1, `and floor you at least once, got ${p.knocks}`);
assert(p.stumbles > p.knocks,
`stumble is the beat and knockdown the punchline — got ${p.stumbles} stumbles vs ${p.knocks} knocks`);
assert(p.shovedFor > 10, `you should feel pushed for a real slice of the storm, got ${p.shovedFor.toFixed(1)}s`);
assertLess(p.knocks, 8, `${p.knocks} knockdowns in 90 s is unplayable, not dramatic`);
});
t.test('storm_01: a calm day leaves you completely alone', () => {
const p = stormProfile(calm, undefined);
assertEq(p.stumbles, 0, 'no stumbles on a gentle day');
assertEq(p.knocks, 0, 'no knockdowns on a gentle day');
assertLess(p.shovedFor, 1, 'and essentially no shove');
});
t.test('storm_02: bracing is what makes the worst of it survivable', () => {
const exposed = new PlayerSim({ start: { x: 0, y: 0, z: 4 } });
const braced = new PlayerSim({ start: { x: 0, y: 0, z: 4 } });
let exposedKnocks = 0, bracedKnocks = 0;
fixedLoop(90, DT, (dt, tt) => {
exposed.step(dt, tt, {}, wild);
braced.step(dt, tt, { shelter: true }, wild);
for (const e of exposed.events) if (e.state === 'knocked') exposedKnocks++;
for (const e of braced.events) if (e.state === 'knocked') bracedKnocks++;
exposed.events.length = 0; braced.events.length = 0;
});
assert(exposedKnocks > 0, 'storm_02 floors you if you just stand in it');
assertLess(bracedKnocks, exposedKnocks, 'and bracing through it is strictly better');
});
// ---------------------------------------------------------------- solids collision
t.test('collision: solids stop you, and the pushout slides you along them', () => {
// one box: the yard's north wall, x -8..8, z -16..-10, waist high

View File

@ -69,6 +69,10 @@ const ASSETS = [
{ name: 'carabiner', h: [0.06, 0.15], nodes: ['body', 'gate'] },
{ name: 'turnbuckle', h: [0.12, 0.25], nodes: ['body', 'eye_a', 'eye_b'] },
{ name: 'tramp_01', h: [0.6, 1.0], nodes: ['mat', 'rim', 'pad', 'legs'], sub: 'debris/' },
{ name: 'wheelie_bin_01', h: [1.0, 1.2],
nodes: ['bin_body', 'lid', 'lid_plate', 'wheels'], sub: 'debris/' },
{ name: 'washing_line_01', h: [2.0, 2.4], nodes: ['mast', 'head', 'arms'] },
{ name: 'garden_gnome_01', h: [0.33, 0.42], nodes: ['gnome'] },
];
function sizeOf(gltf) {
@ -148,6 +152,88 @@ export default async function run(t) {
assert(Number.isFinite(p.x) && Number.isFinite(p.z), 'anchor world position is not finite');
});
// A canopy that can't sway is just decoration, and the gust front the player
// reads a beat before it hits the sail (world.js) is the canopy leaning. Lane A
// rotates a `canopy` group; the blobs must swing about the TRUNK, not spin
// about their own centres — a sphere spinning in place is invisible, which is
// exactly the failure this catches.
t.test('canopy sways about the trunk when Lane A rotates it', () => {
const g = loaded.get('tree_gum_01');
assert(g, 'tree_gum_01 did not load');
const canopy = g.scene.getObjectByName('canopy');
assert(canopy, 'no `canopy` group node — world.js rotates this to sway the tree');
const blob = g.scene.getObjectByName('canopy_01');
assert(blob, 'canopy_01 missing');
g.scene.updateWorldMatrix(true, true);
const before = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
const restZ = canopy.rotation.z;
canopy.rotation.z = restZ + 0.20; // ≈ world.js's max lean of 0.22 rad
canopy.updateWorldMatrix(true, true);
const after = new THREE.Vector3().setFromMatrixPosition(blob.matrixWorld);
canopy.rotation.z = restZ;
canopy.updateWorldMatrix(true, true);
const moved = before.distanceTo(after);
assert(moved > 0.15,
`canopy_01 moved only ${moved.toFixed(3)} m under a 0.2 rad lean — the pivot is at ` +
'the blob centre, not the trunk top, so the tree cannot visibly sway');
});
// DESIGN.md: rake the post away from the load — so rake is a runtime rotation,
// not baked. Rotating rake_pivot must carry the post and its top_anchor over
// while the concrete footing stays level in the ground. A post whose footing
// tips out of the dirt with it isn't raked, it's falling.
t.test('sail_post rakes about rake_pivot with the footing left planted', () => {
const g = loaded.get('sail_post');
assert(g, 'sail_post did not load');
const rake = g.scene.getObjectByName('rake_pivot');
const anchor = g.scene.getObjectByName('top_anchor');
const footing = g.scene.getObjectByName('footing');
assert(rake && anchor && footing, 'sail_post needs rake_pivot, top_anchor and footing');
const at = () => {
g.scene.updateWorldMatrix(true, true);
return [new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld),
new THREE.Vector3().setFromMatrixPosition(footing.matrixWorld)];
};
const [a0, f0] = at();
rake.rotation.x += (8 * Math.PI) / 180; // Lane A rakes 8°
const [a1, f1] = at();
rake.rotation.x -= (8 * Math.PI) / 180;
g.scene.updateWorldMatrix(true, true);
const head = a0.distanceTo(a1), foot = f0.distanceTo(f1);
assert(head > 0.3,
`an 8° rake moved the head only ${head.toFixed(3)} m — rake_pivot has no children`);
assert(foot < 0.01,
`the footing moved ${foot.toFixed(3)} m — concrete should stay planted`);
});
// Same pivot class as the canopy: the Hills Hoist head freewheels, so spinning
// it has to carry the arms round. If the arms were parented to the root, the
// head would turn and nothing would move.
t.test('washing line head carries the arms round when spun', () => {
const g = loaded.get('washing_line_01');
assert(g, 'washing_line_01 did not load');
const head = g.scene.getObjectByName('head');
const arms = g.scene.getObjectByName('arms');
assert(head && arms, 'washing_line_01 needs both `head` and `arms`');
assert(arms.parent === head || arms.parent?.parent === head,
'`arms` is not under `head` — spinning the head would move nothing');
g.scene.updateWorldMatrix(true, true);
const before = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
head.rotation.y += Math.PI / 2;
head.updateWorldMatrix(true, true);
const after = new THREE.Vector3().setFromMatrixPosition(arms.matrixWorld);
head.rotation.y -= Math.PI / 2;
head.updateWorldMatrix(true, true);
// The arms group's own origin sits on the spin axis, so its centre barely
// moves — what must hold is that it is genuinely under the rotating node.
assert(Number.isFinite(before.x) && Number.isFinite(after.x), 'arms world position is not finite');
});
// One GLB carries three wilt states as siblings; Lane A toggles .visible
// rather than reloading, so all three have to be present at once.
t.test('garden_bed carries all 3 damage states in one GLB', () => {

View File

@ -280,6 +280,97 @@ export function weatherCases(storms) {
assert(Math.abs(luvS - luvB) < 1e-9, 'upwind side is being sheltered — shadow is pointing the wrong way');
});
// ---- 9. vertical gust structure (SPRINT2 decision 3) ----
// Cloth pressure goes with dot(wind, normal). A flat horizontal panel's normal
// points at the sky, so in a perfectly horizontal wind that dot is ~0 and the
// cheapest winning rig is "lie it flat and ignore the storm" — the opposite of
// the game. Gust fronts are descending air, and descending air hits a flat
// panel square on. Lane B owns the cloth-side assert; these are the wind side.
test('gusts carry a downdraft, and still air does not', () => {
const f = createWindField(storms.storm_02_wildnight);
let peakDown = 0, betweenMax = 0;
for (let t = 0; t <= f.duration; t += DT) {
const v = f.gustVertical(t);
assert(v <= 1e-12, `vertical wind went UP (${v.toFixed(2)}) at t=${t.toFixed(2)} — downdraft only`);
const live = f.gusts.some((g) => t > g.t0 && t < g.endAt);
if (live) peakDown = Math.min(peakDown, v);
else betweenMax = Math.max(betweenMax, Math.abs(v));
}
metrics['storm_02.peakDowndraft'] = +peakDown.toFixed(2);
assert(betweenMax === 0, `air is falling between gusts (${betweenMax}) — downdraft must be a gust feature`);
assert(peakDown < -2, `peak downdraft only ${peakDown.toFixed(2)} m/s — a flat sail would still shrug it off`);
});
test('downdraft tracks its own gust and its JSON fraction', () => {
const def = storms.storm_02_wildnight;
const f = createWindField(def);
const frac = def.gusts.downdraft;
for (const g of f.gusts) {
assert(g.down >= frac * 0.6 - 1e-9 && g.down <= frac * 1.4 + 1e-9,
`gust at t=${g.t0.toFixed(1)} has down=${g.down.toFixed(3)}, outside 0.61.4× of ${frac}`);
// minGap >= GUST.TOTAL means gusts never overlap, so at hold it's exactly this gust
const atHold = f.gustVertical(g.t0 + 3);
assert(Math.abs(atHold - -(g.pow * g.down)) < 1e-9,
`at gust hold vertical is ${atHold.toFixed(3)}, want ${(-g.pow * g.down).toFixed(3)}`);
}
});
test('downdraft 0 gives a perfectly horizontal wind', () => {
const def = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
def.gusts.downdraft = 0;
const f = createWindField(def);
const out = { x: 0, y: 0, z: 0 };
for (let t = 0; t <= f.duration; t += 0.05) {
f.vecAt(2, -1, t, out);
assert(out.y === 0, `y=${out.y} at t=${t.toFixed(2)} with downdraft 0 — the opt-out leaks`);
}
});
test('downdraft does not re-time the storm', () => {
// The vertical draws from its own RNG stream precisely so that adding or
// tuning it can't shift gust times or powers. Lane A hand-drove storm_02 and
// watched the carabiner blow at t=45.4 and p2 cascade at t=56; a downdraft
// tweak silently moving those would be a nasty way to lose an afternoon.
const base = storms.storm_02_wildnight;
const a = createWindField(base);
for (const dd of [0, 0.1, 0.25, 0.5, 1]) {
const d = JSON.parse(JSON.stringify(base));
d.gusts.downdraft = dd;
const b = createWindField(d);
assert(a.gusts.length === b.gusts.length, `downdraft ${dd} changed the gust count`);
a.gusts.forEach((g, i) => {
assert(g.t0 === b.gusts[i].t0,
`downdraft ${dd} moved gust ${i} from t=${g.t0.toFixed(3)} to ${b.gusts[i].t0.toFixed(3)}`);
assert(g.pow === b.gusts[i].pow, `downdraft ${dd} changed gust ${i}'s power`);
});
}
});
test('at a gust peak the downdraft is a real fraction of the horizontal', () => {
const f = createWindField(storms.storm_02_wildnight);
const out = { x: 0, y: 0, z: 0 };
let bestRatio = 0, atT = 0;
for (let t = 0; t <= f.duration; t += DT) {
f.vecAt(0, 0, t, out);
const horiz = Math.hypot(out.x, out.z);
if (horiz < 1) continue;
const r = Math.abs(out.y) / horiz;
if (r > bestRatio) { bestRatio = r; atT = t; }
}
metrics['storm_02.peakVerticalRatio'] = +bestRatio.toFixed(3);
assert(bestRatio > 0.12,
`strongest downdraft is only ${(bestRatio * 100).toFixed(0)}% of the horizontal wind (t=${atT.toFixed(1)}) — a flat sail still shrugs`);
});
test('validator rejects a bad downdraft', () => {
for (const dd of [-0.1, 1.5, NaN, 'lots']) {
const d = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
d.gusts.downdraft = dd;
const { ok } = validateStorm(d, 'broken');
assert(!ok, `validator ACCEPTED downdraft = ${dd}`);
}
});
return { cases, metrics };
}

View File

@ -130,17 +130,29 @@ function sampleAngleCurve(curve, t) {
// ---------- gust timeline ----------
// Prototype: pow = 12 + rand*16 + 10*p, next = t + 5 + rand*7. Same shape, from JSON.
export const DEFAULT_DOWNDRAFT = 0.25;
export function buildGustTimeline(def, seed) {
const g = def.gusts || {};
const rng = mulberry32(seed >>> 0);
// Vertical draws from its OWN stream, deliberately. Pulling it from `rng`
// would shift every subsequent (t0, pow) and silently re-time storms that are
// already tuned and hand-verified — A drove storm_02 and watched the carabiner
// blow at t=45.4 and cascade at t=56, one second after the change. Adding a
// downdraft shouldn't move that.
const rngV = mulberry32((seed ^ 0x0d0117) >>> 0);
const minGap = g.minGap ?? 5, maxGap = g.maxGap ?? 12;
const downFrac = g.downdraft ?? DEFAULT_DOWNDRAFT;
const out = [];
let t = g.firstAt ?? 3;
// hard cap: a malformed gap can't spin us forever
while (t < def.duration && out.length < 512) {
const p = def.duration > 0 ? t / def.duration : 0;
const pow = (g.powBase ?? 12) + rng() * (g.powRand ?? 16) + (g.powRamp ?? 10) * p;
out.push({ t0: t, pow, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
// Not every gust slams down the same: some roll through nearly flat, some
// are a proper little downburst. 0.61.4× the storm's fraction.
const down = downFrac * (0.6 + rngV() * 0.8);
out.push({ t0: t, pow, down, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
t += minGap + rng() * Math.max(0, maxGap - minGap);
}
return out;
@ -190,6 +202,26 @@ export function createWindField(def, opts = {}) {
return sampleAngleCurve(def.dirCurve, t) + wAmp * Math.sin(t * wRate);
}
/**
* Vertical wind, m/s. NEGATIVE = downward. Zero between gusts.
*
* A gust front is descending air, not just faster air. Without this the field
* is perfectly horizontal, and a horizontal sail is a free lunch: cloth
* pressure goes with dot(wind, normal), a flat panel's normal points at the
* sky, and the dot product is ~0 no matter how hard it blows. So the cheapest
* winning rig was "lie it flat and ignore the storm", which is the opposite of
* the game (SPRINT2 decision 3). A downdraft hits a flat panel square on.
*/
function gustVertical(t) {
let v = 0;
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (t <= g.t0) break; // sorted — nothing later is live
if (t < g.endAt) v -= gustEnvelope(t - g.t0, g.pow) * g.down;
}
return v;
}
// ---- noise drift ----
// The noise pattern rides downwind with the mean flow (Taylor's frozen
// turbulence), so a gust visibly travels ACROSS the yard instead of blinking on
@ -278,7 +310,13 @@ export function createWindField(def, opts = {}) {
},
get shelters() { return shelters; },
/** Scalar wind speed (m/s) at a point. The cheap path — no allocation. */
/**
* 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
* is deliberately not in here: a wind meter jumping because air is falling
* past it would read as a bug. Use vecAt/sample for the full 3D vector.
* The cheap path no allocation.
*/
speedAt(x, z, t) {
const uni = uniformSpeed(t);
const d = dirAt(t);
@ -289,16 +327,18 @@ export function createWindField(def, opts = {}) {
dirAt,
uniformSpeed,
gustOnly,
gustVertical,
/** Writes wind velocity (m/s) into out {x,y,z}. Ground plane is XZ, +Y up. */
vecAt(x, z, t, out) {
const uni = uniformSpeed(t);
const d = dirAt(t);
const dirX = Math.cos(d), dirZ = Math.sin(d);
let s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ);
const m = spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ);
let s = uni * m;
if (s < 0) s = 0;
out.x = dirX * s;
out.y = 0; // wind is horizontal; lift is the sail's job (Lane B)
out.y = gustVertical(t) * m; // gust fronts descend — see gustVertical()
out.z = dirZ * s;
return out;
},
@ -375,6 +415,10 @@ export function validateStorm(def, name = 'storm') {
// Overlapping gusts stack, and a stacked telegraph is unreadable to the player.
if (minGap < GUST.TOTAL) bad(`gusts.minGap (${minGap}) < gust length ${GUST.TOTAL}s — gusts would overlap`);
if ((g.powBase ?? 12) < 0) bad('gusts.powBase must be >= 0');
const dd = g.downdraft ?? DEFAULT_DOWNDRAFT;
if (!Number.isFinite(dd) || dd < 0 || dd > 1) {
bad(`gusts.downdraft must be 0..1 — the fraction of gust power that blows DOWN — got ${dd}`);
}
}
for (const e of def.events || []) {

View File

@ -35,6 +35,11 @@ export function heightAt(x, z) {
const GARDEN_BED = { x: 1, z: 2, w: 6, d: 4 };
// Shed on the east side, table out in front of it. Lane D tested reachability
// against (9, 6), so the table stays there and the shed tucks in behind.
const SHED = { x: 11.8, z: 6.2, rotY: -Math.PI / 2 };
const SHED_TABLE = { x: 9, z: 6, rotY: -Math.PI / 2 };
// Sun: mid-afternoon, high and off the north-west shoulder. Elevation 55°.
// Stored as the direction from the GROUND toward the SUN (see contracts.js).
const SUN_ELEV = (55 * Math.PI) / 180;
@ -335,6 +340,69 @@ export function createWorld(scene, opts = {}) {
root.add(fence);
solids.push(fence);
// --- shed & spare table ------------------------------------------------
// Where the spare hardware lives, which makes it where the §7 scenario
// starts: rig → carry a spare → repair mid-storm. Lane D's pickup radius is
// 1.5 m off this point and everything downstream of it is already wired, so
// this small thing gates the whole hand-played loop.
//
// The position is published SYNCHRONOUSLY, from constants, even though the
// meshes arrive later in dress(). createWorld() has to stay sync — a.test.js
// and the selftest build a yard without a server — and Lane D's
// wireYardActions reads world.shedTable at wiring time. dress() refines the
// point to Lane E's baked `pickup_anchor` if it's there.
const shedTable = {
pos: new THREE.Vector3(SHED_TABLE.x, heightAt(SHED_TABLE.x, SHED_TABLE.z) + 0.9, SHED_TABLE.z),
};
/**
* Swap Lane E's GLBs in over the graybox. Async and separate from
* createWorld() on purpose: the selftest builds a yard with no server, and a
* fetch in the constructor would either break it or make it slow and flaky.
* Every load is individually guarded a missing GLB leaves its graybox
* standing rather than taking the boot down with it.
*/
async function dress() {
const { GLTFLoader } = await import('../vendor/addons/loaders/GLTFLoader.js');
const loader = new GLTFLoader();
const load = async (name) => {
try {
const gltf = await loader.loadAsync(new URL(`../models/${name}.glb`, import.meta.url).href);
gltf.scene.traverse((o) => {
if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; }
});
return gltf.scene;
} catch (err) {
console.warn(`[world] ${name} unavailable, keeping graybox:`, err.message);
return null;
}
};
const [shed, table] = await Promise.all([load('shed_01_v1'), load('shed_table_v1')]);
if (shed) {
shed.name = 'shed_01';
shed.position.set(SHED.x, heightAt(SHED.x, SHED.z), SHED.z);
shed.rotation.y = SHED.rotY;
root.add(shed);
solids.push(shed);
}
if (table) {
table.name = 'shed_table';
table.position.set(SHED_TABLE.x, heightAt(SHED_TABLE.x, SHED_TABLE.z), SHED_TABLE.z);
table.rotation.y = SHED_TABLE.rotY;
root.add(table);
// NOT in solids: you want to walk up to the table, not be fenced off it.
// Prefer Lane E's baked anchor over my guess at where a table top is.
table.updateWorldMatrix(true, true);
const anchor = table.getObjectByName('pickup_anchor');
if (anchor) shedTable.pos.setFromMatrixPosition(anchor.matrixWorld);
}
return { shed, table };
}
// --- the world object --------------------------------------------------
return {
anchors,
@ -343,6 +411,13 @@ export function createWorld(scene, opts = {}) {
sunDir: SUN_DIR.clone(),
solids,
root,
/**
* Where a spare gets picked up. `{pos}` Lane D registers a 1.5 m hold-E
* off this point. Present from construction; dress() may nudge it onto
* Lane E's `pickup_anchor`.
*/
shedTable,
dress,
// Lane C's skyfx MODULATES these as the storm builds and hands them back
// untouched on dispose() — it doesn't own them. That's why the yard exposes
// its lights rather than keeping them private.

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