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1035
THREADS.md
1035
THREADS.md
File diff suppressed because it is too large
Load Diff
82
tools/character/windclip_candidates/README.md
Normal file
82
tools/character/windclip_candidates/README.md
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@ -0,0 +1,82 @@
|
||||
# Wind clips — the Mixamo candidates, and why they're rejected
|
||||
|
||||
Lane E, Sprint 13 gate 2.4 ("wind clips for the player — lean / stagger / brace,
|
||||
staged by wind band, through the Mixamo pipeline").
|
||||
|
||||
**Outcome: no clip shipped. The Mixamo pipeline cannot supply a wind lean, and the
|
||||
lean was never going to be a clip in the first place.** Both halves of that are
|
||||
measured, and the evidence is in this folder. Full argument in THREADS [E] 2026-07-17/18.
|
||||
|
||||
## 1. Mixamo has no wind animations
|
||||
|
||||
Searched the real API (`fetch.cjs search`, on ultra), not assumed:
|
||||
|
||||
| term | what comes back |
|
||||
|---|---|
|
||||
| `brace` | eleven **Braced Hang** ledge-climbing clips |
|
||||
| `wind` | Standing Idle 04, Catwalk Walk Turn 180 |
|
||||
| `shiver` | nothing, 0 results |
|
||||
| `stagger` | three walks (Swagger Walk, Walking, Walking) |
|
||||
| `lean` | Leaning On A Wall, Leaning, One Shoulder Lean |
|
||||
| `push` | Pushing, Push Up, Button Pushing |
|
||||
|
||||
The factory's own header already recorded half of this in Sprint 3 — *"Hammering /
|
||||
Sweeping Floor / **Bracing** don't exist on Mixamo — skipped."* This is the case
|
||||
the asset-pipeline skill names directly: *truly bespoke clips don't exist on
|
||||
Mixamo — hand-author, don't keep searching.*
|
||||
|
||||
## 2. The two real candidates, rendered and rejected
|
||||
|
||||
`skinshot.py` films a skinned Mixamo FBX twice: **as authored**, and **as the game
|
||||
shows it** (Hips rotation cleared, which is what `player.js:_rotOnly` does at load).
|
||||
The second row is the honest one.
|
||||
|
||||
- **`rejected_Pushing.png`** — not a wind lean. A deep squat shoving something heavy
|
||||
along the ground, standing up at the end. It reads as *moving a couch*. The
|
||||
forward angle I hoped to borrow is a squat, not a lean.
|
||||
- **`rejected_Leaning.png`** — a casual weight-on-the-back-foot lean, the "propped
|
||||
against a bar" pose. Hands slack, no tension, near-identical across all five
|
||||
frames. A person waiting for a bus, not one in a gale.
|
||||
|
||||
Neither is close enough to fix by retiming. Shipping either would have passed every
|
||||
check we have — they load, they're metre-scale, their nodes survive — and been wrong
|
||||
on screen. That's the bike rule: **the verify can't answer "is this the right shape."**
|
||||
|
||||
## 3. The useful technical result
|
||||
|
||||
In both strips the raw and stripped rows are **near-identical**, which is worth
|
||||
knowing: these clips carry their lean in the **spine**, and spine rotation survives
|
||||
`_rotOnly` intact. So a hand-authored posture (spine curl, shoulder hunch, arm up)
|
||||
*would* survive the loader. What cannot survive is a lean authored into the **hips** —
|
||||
`_rotOnly` drops `Hips.quaternion` from every clip (`player.js:53`, applied `:239`).
|
||||
Measured on the shipped pack: 17 clips, 195 channels each, **64 survive**.
|
||||
|
||||
Which is why the lean belongs in `player.sim.js` as a root pitch aimed at
|
||||
`wind.dirAt(t)` — the wind's bearing swings (the change; site_02's venturi) and a
|
||||
canned clip has one fixed lean axis. Same trick as the knockdown and `climbY`.
|
||||
|
||||
## Reproducing
|
||||
|
||||
```sh
|
||||
# on ultra (the FBX libraries and the Mixamo login live there; JING5 has neither)
|
||||
mkdir -p /tmp/shadeswind && cd /tmp/shadeswind
|
||||
cp ~/Documents/mixamo-fetch/fetch.cjs .
|
||||
printf 'Pushing\nLeaning\n' > wishlist.txt
|
||||
SKIN=1 node fetch.cjs "X Bot" # SKIN=1: needs a mesh to judge a silhouette
|
||||
/Applications/Blender.app/Contents/MacOS/Blender -b --factory-startup \
|
||||
-P skinshot.py -- /tmp/shadeswind/out/Pushing.fbx Pushing
|
||||
```
|
||||
|
||||
Notes for whoever next reaches for this pipeline:
|
||||
- `fetch.cjs` reads its token from a **logged-in Brave on ultra via CDP** (port 9222).
|
||||
Nobody types a password; the session is already there. It 429s after a handful of
|
||||
exports — space them out.
|
||||
- `resolveChar` defaults to `Grandma_mixamo`, which is not currently uploaded to the
|
||||
account. **`X Bot`** is a Mixamo stock rig and works; for anim-only export the source
|
||||
rig is irrelevant anyway, since `_rotOnly` keeps rotations only.
|
||||
- Anim-only FBX (`SKIN` unset) has **no mesh** and renders nothing. Judging a
|
||||
silhouette needs `SKIN=1`.
|
||||
- Don't retarget onto `Hum_M_1_mixamo.fbx` to preview: its armature carries FBX's
|
||||
0.01 unit scale and the clip's action doesn't, so the body collapses to ~3 cm.
|
||||
That's the same "peds cannot round-trip through Blender" trap `build_player_anims.py`
|
||||
documents.
|
||||
BIN
tools/character/windclip_candidates/rejected_Leaning.png
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BIN
tools/character/windclip_candidates/rejected_Leaning.png
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Binary file not shown.
|
After Width: | Height: | Size: 234 KiB |
BIN
tools/character/windclip_candidates/rejected_Pushing.png
Normal file
BIN
tools/character/windclip_candidates/rejected_Pushing.png
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Binary file not shown.
|
After Width: | Height: | Size: 315 KiB |
84
tools/character/windclip_candidates/skinshot.py
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84
tools/character/windclip_candidates/skinshot.py
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@ -0,0 +1,84 @@
|
||||
"""Filmstrip a SKINNED Mixamo FBX, twice: as-authored, and as the game shows it
|
||||
(Hips rotation cleared — player.js:_rotOnly).
|
||||
|
||||
blender -b --factory-startup -P skinshot.py -- <skinned.fbx> <label>
|
||||
|
||||
Skinned export carries its own mesh at its own scale, so there's no cross-rig
|
||||
retarget and no unit mismatch — the reason the Hum_M_1 route collapsed.
|
||||
|
||||
Camera is fitted to the MEASURED bbox of the animated body rather than guessed,
|
||||
because guessing framing is how the last three renders came out flat grey.
|
||||
"""
|
||||
import bpy, sys, os, math
|
||||
from mathutils import Vector
|
||||
|
||||
argv = sys.argv[sys.argv.index("--") + 1:]
|
||||
SRC, LABEL = argv[0], argv[1]
|
||||
|
||||
bpy.ops.wm.read_factory_settings(use_empty=True)
|
||||
bpy.ops.import_scene.fbx(filepath=SRC)
|
||||
|
||||
arm = next(o for o in bpy.data.objects if o.type == 'ARMATURE')
|
||||
meshes = [o for o in bpy.data.objects if o.type == 'MESH']
|
||||
act = arm.animation_data.action if arm.animation_data else None
|
||||
hips = next((b for b in arm.pose.bones if b.name.lower().endswith("hips")), None)
|
||||
f0, f1 = (int(act.frame_range[0]), int(act.frame_range[1])) if act else (1, 1)
|
||||
print(f" arm={arm.name} meshes={len(meshes)} act={act.name if act else None} frames={f0}..{f1} hips={hips.name if hips else None}")
|
||||
|
||||
sc = bpy.context.scene
|
||||
N = 5
|
||||
frames = [int(f0 + (f1 - f0) * i / (N - 1)) for i in range(N)] if f1 > f0 else [f0] * N
|
||||
|
||||
|
||||
def world_pts(frame):
|
||||
sc.frame_set(frame)
|
||||
bpy.context.view_layer.update()
|
||||
dg = bpy.context.evaluated_depsgraph_get()
|
||||
pts = []
|
||||
for m in meshes:
|
||||
ev = m.evaluated_get(dg)
|
||||
pts += [ev.matrix_world @ Vector(c) for c in ev.bound_box]
|
||||
return pts
|
||||
|
||||
|
||||
# --- measure the whole clip, then frame it once so all tiles share a scale.
|
||||
allp = []
|
||||
for fr in frames:
|
||||
allp += world_pts(fr)
|
||||
minx, maxx = min(p.x for p in allp), max(p.x for p in allp)
|
||||
miny, maxy = min(p.y for p in allp), max(p.y for p in allp)
|
||||
minz, maxz = min(p.z for p in allp), max(p.z for p in allp)
|
||||
cx, cy, cz = (minx + maxx) / 2, (miny + maxy) / 2, (minz + maxz) / 2
|
||||
span = max(maxz - minz, maxy - miny, 0.1)
|
||||
print(f" clip bbox X[{minx:.2f},{maxx:.2f}] Y[{miny:.2f},{maxy:.2f}] Z[{minz:.2f},{maxz:.2f}] span={span:.2f}")
|
||||
|
||||
cam_d = bpy.data.cameras.new("cam"); cam_d.type = 'ORTHO'
|
||||
cam_d.ortho_scale = span * 1.5
|
||||
cam = bpy.data.objects.new("cam", cam_d); bpy.context.collection.objects.link(cam)
|
||||
cam.rotation_mode = 'XYZ'
|
||||
cam.location = (cx + span * 6, cy, cz)
|
||||
cam.rotation_euler = (Vector((cx, cy, cz)) - cam.location).to_track_quat('-Z', 'Y').to_euler()
|
||||
sc.camera = cam
|
||||
print(f" cam {tuple(round(v,2) for v in cam.location)} ortho={cam_d.ortho_scale:.2f}")
|
||||
|
||||
sc.render.engine = 'BLENDER_WORKBENCH'
|
||||
sc.render.resolution_x, sc.render.resolution_y = 300, 460
|
||||
sc.render.image_settings.file_format = 'PNG'
|
||||
sc.display.shading.light = 'FLAT'
|
||||
sc.display.shading.color_type = 'SINGLE'
|
||||
sc.display.shading.single_color = (0.85, 0.32, 0.28)
|
||||
if sc.world is None:
|
||||
sc.world = bpy.data.worlds.new("W")
|
||||
sc.world.color = (0.42, 0.45, 0.48)
|
||||
|
||||
for mode in ("raw", "stripped"):
|
||||
for i, fr in enumerate(frames):
|
||||
sc.frame_set(fr)
|
||||
if mode == "stripped" and hips:
|
||||
hips.rotation_mode = 'QUATERNION'
|
||||
hips.rotation_quaternion = (1, 0, 0, 0)
|
||||
bpy.context.view_layer.update()
|
||||
sc.render.filepath = f"/tmp/shadeswind/tile_{LABEL}_{mode}_{i}.png"
|
||||
bpy.ops.render.render(write_still=True)
|
||||
|
||||
print("DONE " + LABEL)
|
||||
@ -1,6 +1,7 @@
|
||||
<!doctype html>
|
||||
<!--
|
||||
site_audit, browser front-end. [Lane B, SPRINT10 — the gate-2 tool]
|
||||
site_audit, browser front-end. [Lane B, SPRINT10 — the gate-2 tool;
|
||||
SPRINT13 gate 1.2 — the audit predicts the GARDEN now]
|
||||
|
||||
The node front-end (audit.mjs) is fast but blind: it cannot dress, so it only
|
||||
sees posts + a hand-kept snapshot, and it REFUSES dress-source site JSON rather
|
||||
@ -11,8 +12,17 @@
|
||||
it. Then it runs the SAME sweep.js the node tool runs. This is the only way to
|
||||
audit a site with a carport (site_02) before it ships.
|
||||
|
||||
SPRINT13: winnability was never the whole question — the audit's static
|
||||
"cover%" predicted the wild night's garden BACKWARDS (r = −0.42) and told
|
||||
three people a $20 rig was fine. Every affordable line is now FLOWN through
|
||||
the real scoring chain (gardenfly.js: attach → settle → skyfx exposure →
|
||||
garden.js) with the SITE's venturi live, and the verdict reports the garden
|
||||
state the sim would invoice — FULL / tattered / dead — plus the site's
|
||||
pinned `separation` target (A's gate-1.4 block in the site JSON), judged on
|
||||
the block's own storm. cover% stays as a geometry diagnostic only.
|
||||
|
||||
tools/site_audit/audit.html?site=backyard_01
|
||||
tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03_southerly
|
||||
tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03b_earlybuster
|
||||
|
||||
Served from the repo root (server.py), so the relative imports resolve.
|
||||
-->
|
||||
@ -45,6 +55,7 @@ import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { HARDWARE, START_BUDGET } from '../../web/world/js/contracts.js';
|
||||
import { AUDIT, auditSweep } from './sweep.js';
|
||||
import { flyGarden, flySeparation } from './gardenfly.js';
|
||||
|
||||
const q = new URLSearchParams(location.search);
|
||||
const siteName = q.get('site') || 'backyard_01';
|
||||
@ -54,29 +65,39 @@ const el = (id) => document.getElementById(id);
|
||||
const loadJSON = async (path) => (await fetch(path)).json();
|
||||
|
||||
async function run() {
|
||||
// Build the site the way the game does — data in, dressed yard out.
|
||||
// Build the site the way the game does — data in, dressed yard out — on a
|
||||
// RE-POINTABLE wind proxy (C's bench pattern), so the audit can fly
|
||||
// world.anchors THEMSELVES. The old version here remapped every anchor to a
|
||||
// static `sway: () => pos`, which froze the gum tree — the same landmine
|
||||
// that made C's bench under-read q4 by 0.22 kN on the $80 line (a tree rig
|
||||
// eats the tree's sway as dynamic load). Backyard posts never noticed;
|
||||
// every tr1/t1/t2 line was optimistic.
|
||||
const site = await loadSite(siteName);
|
||||
const scene = new THREE.Scene();
|
||||
const calmStub = {
|
||||
let currentWind = {
|
||||
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
|
||||
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
|
||||
gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
|
||||
gustTelegraph: () => null, eventsBetween: () => [],
|
||||
};
|
||||
const world = createWorld(scene, { wind: calmStub, site });
|
||||
const windProxy = {
|
||||
sample: (p, t, o) => currentWind.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p, t) => currentWind.speedAt(p, t),
|
||||
rainAt: (t) => currentWind.rainAt(t),
|
||||
rainMmPerHour: (t) => (currentWind.rainMmPerHour ? currentWind.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => currentWind.gustTelegraph(t),
|
||||
eventsBetween: (a, b) => currentWind.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
};
|
||||
const use = (w) => { currentWind = w; };
|
||||
const world = createWorld(scene, { wind: windProxy, site });
|
||||
let dressed = false;
|
||||
if (world.dress) { try { await world.dress(); dressed = true; } catch (e) { /* fall through, flagged below */ } }
|
||||
|
||||
// world.anchors are the REAL dressed positions — freeze sway like balance.test.
|
||||
// ratingHint rides along (SPRINT12): the sweep prices hardware against
|
||||
// rating × hint, and dropping it here would audit a yard where the fascia
|
||||
// and the carport beam are honest steel — the exact lie the wiring killed.
|
||||
const anchors = world.anchors.map((a) => {
|
||||
const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
|
||||
return { id: a.id, type: a.type, ratingHint: a.ratingHint, pos, sway: () => pos };
|
||||
});
|
||||
// world.anchors, LIVE — sway closures and ratingHint intact. The sweep and
|
||||
// every garden flight below re-point the proxy at their own wind via `use`.
|
||||
const anchors = world.anchors;
|
||||
|
||||
const stormDef = await loadJSON(`../../web/world/data/storms/${stormName}.json`);
|
||||
const calmDef = await loadJSON(`../../web/world/data/storms/${AUDIT.CALM_STORM}.json`);
|
||||
|
||||
const vlist = site.wind?.venturi ?? [];
|
||||
const vtxt = vlist.length
|
||||
@ -89,23 +110,86 @@ async function run() {
|
||||
`venturi: ${vtxt}\n` +
|
||||
`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}`;
|
||||
|
||||
// The venturi is the SITE's, not the storm's — main.js:424 sets it on the wind
|
||||
// at every site load, so the audit must too or the corner block flies with its
|
||||
// funnel switched off (an easier yard than ships).
|
||||
const venturi = site.wind?.venturi ?? [];
|
||||
const { cands, rows, verdict, winners } = auditSweep({ anchors, bed: world.gardenBed, stormDef, calmDef, venturi });
|
||||
// The venturi rides in on the SITE def — windForSite (C's shared builder,
|
||||
// inside sweep.js and gardenfly.js) is the ONE door site wind comes through
|
||||
// now. Three harnesses independently mis-built it; there is no fourth copy.
|
||||
const bed = world.gardenBed;
|
||||
const { cands, rows, verdict, winners, marginalWinners } =
|
||||
auditSweep({ anchors, bed, stormDef, siteDef: site, use });
|
||||
|
||||
// render rows
|
||||
// ── SPRINT13: fly the garden for every line the budget can actually buy ──
|
||||
// The scoring quantity is the FLOWN outcome (gardenfly.js — real attach,
|
||||
// real skyfx exposure, real garden.js), not static cover%. Marginal lines
|
||||
// fly too, deliberately: they are the trap the margin rule exists to name.
|
||||
const bare = flyGarden({ anchors, bed, stormDef, siteDef: site, use });
|
||||
const FLY_CAP = 12;
|
||||
const flown = new Map();
|
||||
for (const r of [...winners, ...marginalWinners].slice(0, FLY_CAP)) {
|
||||
// clean winners fly the CLEAN tiers (what the audit recommends buying);
|
||||
// marginal winners fly the knife-edge tiers (the trap, priced as sold).
|
||||
const tierBy = new Map(r.tiers.map((c) => [c.id, r.clean ? c.cleanTier : c.tier])); // ring-ordered; align by anchorId
|
||||
flown.set(r.ids.join(','), flyGarden({
|
||||
anchors, bed, stormDef, siteDef: site, use,
|
||||
ids: r.ids, hw: r.ids.map((id) => tierBy.get(id)),
|
||||
}));
|
||||
}
|
||||
const skipped = Math.max(0, winners.length + marginalWinners.length - FLY_CAP);
|
||||
|
||||
// best GARDEN line the budget buys — the audit's answer to "what should I
|
||||
// rig", which used to be "the cheapest line that holds" and is now "the line
|
||||
// that saves the garden" — cheapest on ties, and never a marginal one (a
|
||||
// marginal flight is C's 91.9-FULL illusion; it gets reported, not sold).
|
||||
const rowBy = (key) => rows.find((w) => w.ids.join(',') === key);
|
||||
const pickBest = (entries) => entries.reduce((best, [key, g]) => {
|
||||
if (!best) return { key, g };
|
||||
if (g.hp > best.g.hp + 0.05) return { key, g };
|
||||
if (Math.abs(g.hp - best.g.hp) <= 0.05 && (rowBy(key)?.hw ?? 1e9) < (rowBy(best.key)?.hw ?? 1e9)) return { key, g };
|
||||
return best;
|
||||
}, null);
|
||||
const cleanFlown = [...flown.entries()].filter(([k, g]) => !g.marginal.length && rowBy(k)?.clean);
|
||||
const bestGarden = pickBest(cleanFlown);
|
||||
const bestMarginal = pickBest([...flown.entries()].filter(([k]) => !rowBy(k)?.clean));
|
||||
|
||||
// ── the site's pinned separation target (A's gate-1.4 ruling), judged on the
|
||||
// block's OWN storm — the target is site data, not a per-run choice.
|
||||
let sep = null, sepStormName = null;
|
||||
if (site.separation) {
|
||||
sepStormName = site.separation.stormKey;
|
||||
const sepStorm = sepStormName === stormName ? stormDef
|
||||
: await loadJSON(`../../web/world/data/storms/${sepStormName}.json`);
|
||||
sep = flySeparation({ anchors, bed, separation: site.separation, stormDef: sepStorm, siteDef: site, use });
|
||||
}
|
||||
|
||||
// render rows — cover% is a DIAGNOSTIC column now (static overhead projection
|
||||
// of the taut attach shape); the flown garden column is what scores.
|
||||
const tbl = document.createElement('table');
|
||||
const hd = tbl.insertRow();
|
||||
for (const h of ['line', 'm²', 'vert cover (static)', 'holds?', 'garden (flown)', 'corners: peak → tier']) {
|
||||
const td = hd.insertCell(); td.textContent = h; td.className = 'corner';
|
||||
}
|
||||
for (const r of rows) {
|
||||
const tr = tbl.insertRow();
|
||||
tr.insertCell().textContent = r.ids.join(',');
|
||||
tr.insertCell().textContent = `${r.pinned ? '📌 ' : ''}${r.ids.join(',')}`;
|
||||
tr.insertCell().textContent = `${r.area.toFixed(0)} m²`;
|
||||
tr.insertCell().textContent = `cover ${(r.cover * 100).toFixed(0)}%`;
|
||||
tr.insertCell().textContent = `${(r.cover * 100).toFixed(0)}%`;
|
||||
const mk = tr.insertCell();
|
||||
if (r.unholdable.length) { mk.textContent = '✗ unholdable'; mk.className = 'bad'; }
|
||||
else if (r.hw <= START_BUDGET) { mk.textContent = `✓ $${r.hw}`; mk.className = 'ok'; }
|
||||
else { mk.textContent = `✗ $${r.hw} > $${START_BUDGET}`; mk.className = 'warn'; }
|
||||
else if (!r.affordable) { mk.textContent = `✗ $${r.hw} > $${START_BUDGET}`; mk.className = 'warn'; }
|
||||
else if (!r.clean) {
|
||||
mk.textContent = `⚠ $${r.hw} MARGINAL (${r.marginal.map((c) => `${c.id} ${(c.headroom * 100).toFixed(0)}%`).join(' ')})` +
|
||||
` — clean ${r.cleanHw != null ? `$${r.cleanHw} > $${START_BUDGET}` : 'over the shop ceiling'}`;
|
||||
mk.className = 'warn';
|
||||
} else {
|
||||
mk.textContent = `✓ $${r.cleanHw} clean${r.hw < r.cleanHw ? ` (holds at $${r.hw})` : ''}`;
|
||||
mk.className = 'ok';
|
||||
}
|
||||
const gd = tr.insertCell();
|
||||
const g = flown.get(r.ids.join(','));
|
||||
if (g) {
|
||||
gd.textContent = `${g.hp} ${g.state.toUpperCase()}${g.cornersLost ? ` (${g.cornersLost} lost)` : ''}` +
|
||||
`${g.marginal.length ? ` ⚠ ${g.marginal.join(',')} inside margin` : ''}`;
|
||||
gd.className = (g.marginal.length || g.state === 'tattered') ? 'warn' : g.state === 'full' ? 'ok' : 'bad';
|
||||
} else { gd.textContent = '—'; gd.className = 'corner'; }
|
||||
const cs = tr.insertCell(); cs.className = 'corner';
|
||||
cs.innerHTML = r.tiers.map((c) =>
|
||||
`${c.id}${c.hint !== 1 ? `×${c.hint}` : ''} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : '<span class="none">NONE</span>'}`).join(' ');
|
||||
@ -114,26 +198,79 @@ async function run() {
|
||||
|
||||
// verdict
|
||||
const v = el('verdict');
|
||||
const gardenLine = () => {
|
||||
const bg = bestGarden ? rowBy(bestGarden.key) : null;
|
||||
return `\n— the garden (flown, funnel ${vlist.length ? 'ON' : 'n/a'}): bare bed ${bare.hp} ${bare.state.toUpperCase()}` +
|
||||
(bestGarden
|
||||
? ` · best clean buyable ${bg.ids.join(',')} ($${bg.cleanHw}) → ${bestGarden.g.hp} ${bestGarden.g.state.toUpperCase()}` +
|
||||
`${bestGarden.g.cornersLost ? ` (${bestGarden.g.cornersLost} corner(s) lost)` : ''}` +
|
||||
` · the sail is worth ${(bestGarden.g.hp - bare.hp) >= 0 ? '+' : ''}${(bestGarden.g.hp - bare.hp).toFixed(1)} HP`
|
||||
: ' · NO clean buyable line to fly') +
|
||||
(bestMarginal && (!bestGarden || bestMarginal.g.hp > bestGarden.g.hp)
|
||||
? `\n ⚠ best MARGINAL line ${bestMarginal.key} reads ${bestMarginal.g.hp} ${bestMarginal.g.state.toUpperCase()} on paper — ` +
|
||||
`inside the 15% break-in-game band, treat as ${bestMarginal.g.hp > bare.hp ? 'the trap, not the answer' : 'dead'}`
|
||||
: '') +
|
||||
(skipped ? `\n (${skipped} affordable line(s) beyond the ${FLY_CAP}-flight cap not flown)` : '');
|
||||
};
|
||||
const sepLine = () => {
|
||||
if (!sep) return `\n— separation target: none pinned in the site JSON (A's gate-1.4 block) — nothing to judge against.`;
|
||||
const s = site.separation;
|
||||
return `\n— separation target (${sepStormName}): ` +
|
||||
`held ${sep.held.hp} ${sep.held.state.toUpperCase()} ($${sep.held.cost}, ${sep.held.cornersLost}/4 lost` +
|
||||
`) vs pinned >${s.heldMustExceed}` +
|
||||
` · bare ${sep.bare.hp} vs pinned <${s.bareMustLoseBelow}` +
|
||||
` → ${sep.ok ? 'MEETS the target' : `FAILS (${[!sep.heldOk && 'held not FULL', !sep.heldWin && 'held does not WIN', !sep.bareOk && 'bare does not lose'].filter(Boolean).join(', ')})`}` +
|
||||
(sep.ok && !sep.heldClean
|
||||
? `\n ⚠ but the pinned line is KNIFE-EDGED: ${sep.held.marginal.map((id) => {
|
||||
const p = sep.held.peaks.find((x) => x.id === id);
|
||||
return `${id} ${(p.headroom * 100).toFixed(0)}% headroom (${p.peakN}/${p.effN} N)`;
|
||||
}).join(', ')} — inside the ${(AUDIT.MARGIN * 100).toFixed(0)}% break-in-game band. ` +
|
||||
`Flagged to A/D in THREADS, not overruled here: the margin rule's cause is unfound and this yard's ` +
|
||||
`bench has matched the UI to the decimal — but nobody has PLAYED this line yet.`
|
||||
: '');
|
||||
};
|
||||
if (verdict.code === 'no-cover') {
|
||||
v.className = 'verdict fail';
|
||||
v.textContent = `✗ FAIL — no quad in the ${AUDIT.BAND.lo}-${AUDIT.BAND.hi} m² band shades the bed at all.\n` +
|
||||
`The site cannot be rigged. It needs an anchor near the bed before it ships.`;
|
||||
} else if (verdict.code === 'marginal-only') {
|
||||
const b = verdict.best;
|
||||
v.className = 'verdict fail';
|
||||
v.textContent = `✗ MARGINAL ONLY — the budget's ${marginalWinners.length} affordable line(s) all carry a corner inside ` +
|
||||
`the ${(AUDIT.MARGIN * 100).toFixed(0)}% break-in-game band (best: ${b.ids.join(',')} at $${b.hw}, ` +
|
||||
`${b.marginal.map((c) => `${c.id} ${(c.headroom * 100).toFixed(0)}% headroom`).join(', ')}; ` +
|
||||
`clean would need ${b.cleanHw != null ? `$${b.cleanHw}` : 'steel over the shop ceiling'}).\n` +
|
||||
`On the bench it holds; in the real game it is D's 39.8-TATTERED wild night. No clean line at $${START_BUDGET}.` +
|
||||
gardenLine() + sepLine();
|
||||
} else if (!verdict.ok) {
|
||||
const b = verdict.best;
|
||||
v.className = 'verdict fail';
|
||||
v.textContent = `✗ FAIL — no affordable holding line. Cheapest is ${b.ids.join(',')} at $${b.hw} on a $${START_BUDGET} budget` +
|
||||
(b.unholdable.length ? `, and ${b.unholdable.map((c) => c.id).join('/')} is over the shop's ${(HARDWARE.at(-1).rating / 1000).toFixed(1)} kN ceiling at any price.` : '.') +
|
||||
`\nThe SPRINT6 p1=7.4 kN failure. Move an anchor (E's standing offer), or the site ships unwinnable.`;
|
||||
`\nThe SPRINT6 p1=7.4 kN failure. Move an anchor (E's standing offer), or the site ships unwinnable.` +
|
||||
gardenLine() + sepLine();
|
||||
} else {
|
||||
const w = verdict.best;
|
||||
v.className = 'verdict pass';
|
||||
v.textContent = `✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')} — $${w.hw} hardware` +
|
||||
`${w.total <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${w.total}, inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
|
||||
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.`;
|
||||
const wTotal = w.cleanHw + AUDIT.SPARE_COST;
|
||||
v.className = (sep && !sep.ok) ? 'verdict fail' : 'verdict pass';
|
||||
v.textContent = `${(sep && !sep.ok) ? '✗' : '✓'} winnability: ${winners.length} clean affordable line(s)` +
|
||||
`${marginalWinners.length ? ` (+${marginalWinners.length} marginal, flagged above)` : ''}; cheapest clean ${w.ids.join(',')} — $${w.cleanHw} hardware` +
|
||||
`${wTotal <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${wTotal}, inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}.` +
|
||||
gardenLine() + sepLine();
|
||||
}
|
||||
// a machine-readable line, so this page can also be driven headless-in-browser
|
||||
window.__audit = { site: siteName, storm: stormName, dressed, venturi: vlist, anchors: anchors.length, cands: cands.length, verdict, winners: winners.map((w) => ({ ids: w.ids, hw: w.hw, cover: w.cover })) };
|
||||
document.title = `site_audit — ${verdict.ok ? 'PASS' : 'FAIL'}`;
|
||||
window.__audit = {
|
||||
site: siteName, storm: stormName, dressed, venturi: vlist, anchors: anchors.length,
|
||||
cands: cands.length, verdict,
|
||||
winners: winners.map((w) => ({ ids: w.ids, hw: w.hw, cover: w.cover, garden: flown.get(w.ids.join(',')) ?? null })),
|
||||
marginalWinners: marginalWinners.map((w) => ({ ids: w.ids, hw: w.hw,
|
||||
marginal: w.marginal.map((c) => ({ id: c.id, headroom: c.headroom })),
|
||||
garden: flown.get(w.ids.join(',')) ?? null })),
|
||||
bare, bestGarden: bestGarden ? { ids: bestGarden.key, ...bestGarden.g } : null,
|
||||
bestMarginal: bestMarginal ? { ids: bestMarginal.key, ...bestMarginal.g } : null,
|
||||
separation: sep ? { storm: sepStormName, ...sep } : null,
|
||||
};
|
||||
document.title = `site_audit — ${verdict.ok ? 'PASS' : verdict.code.toUpperCase()}${sep ? ` · sep ${sep.ok ? 'MEETS' : 'FAILS'}` : ''}`;
|
||||
}
|
||||
|
||||
run().catch((e) => {
|
||||
|
||||
@ -16,11 +16,19 @@
|
||||
* balance decision disguised as art, and it should be audited the minute it's
|
||||
* drawn, not the sprint after it ships.
|
||||
*
|
||||
* What it does NOT do: score the garden. Winnability is decided before any of
|
||||
* that — by whether a quad exists that (a) covers the bed and (b) has peak
|
||||
* corner loads the budget can hold. The garden drain only decides how BADLY you
|
||||
* lose a site that was already unwinnable. That's also why this runs in node:
|
||||
* no skyfx, no document, no browser, ~20 s per site.
|
||||
* What it does NOT do: score the garden — and SPRINT13 made the garden the
|
||||
* scoring quantity (the audit's old static cover% predicted the wild night's
|
||||
* garden BACKWARDS, r = −0.42). skyfx needs `document`, so garden truth lives
|
||||
* in the BROWSER front-end: audit.html flies every affordable line through
|
||||
* gardenfly.js (real attach → skyfx exposure → garden.js) and judges the
|
||||
* site's pinned `separation` block. This node tool remains the fast
|
||||
* winnability check — peaks, pricing, the margin rule — and it TELLS you
|
||||
* where the garden verdict is rather than pretending it has one.
|
||||
*
|
||||
* Known blindness beyond dressing (stated, not hidden): node hands the sweep
|
||||
* STATIC anchors, so tree sway — real dynamic load on any tr1/t1/t2 line,
|
||||
* C's landmine 2 — is frozen here. Post lines are exact; tree lines read
|
||||
* optimistic. The browser front-end flies world.anchors live.
|
||||
*/
|
||||
|
||||
import { readFile } from 'node:fs/promises';
|
||||
@ -94,11 +102,15 @@ const BACKYARD_01 = {
|
||||
['p2', 'post', 4.308797385647288, 3.958677942376306, 6.463196078470932, 1.0],
|
||||
['p3', 'post', 0, 3.954237880742151, 7.556692403840262, 1.0],
|
||||
['p4', 'post', -3.721247340646687, 4.000586139378515, -1.3954677527425075, 1.0],
|
||||
// SPRINT13: p5, the clothesline post — A's gate-1 anchor (the ruling that
|
||||
// gave the backyard a FULL-capable wild-night line). h 2.6 in the JSON,
|
||||
// raked like every post; verified live like every post.
|
||||
['p5', 'post', 5.840064309022781, 2.591333620780842, -2.1236597487355566, 1.0],
|
||||
].map(([id, type, x, y, z, ratingHint]) => ({ id, type, ratingHint, pos: { x, y, z } })),
|
||||
};
|
||||
|
||||
/** Anchors dress() never touches — so live world.js IS authoritative for these. */
|
||||
const VERIFIABLE = new Set(['p1', 'p2', 'p3', 'p4']);
|
||||
const VERIFIABLE = new Set(['p1', 'p2', 'p3', 'p4', 'p5']);
|
||||
|
||||
/**
|
||||
* Re-derive the posts from live world.js and fail loudly if the dump drifted.
|
||||
@ -187,7 +199,9 @@ async function loadSite(path) {
|
||||
}));
|
||||
// A resolved export still owes us the site's funnel — the venturi is site data,
|
||||
// not storm data, and a sweep without it flies an easier yard than ships.
|
||||
return { name: j.name || path, bed: j.gardenBed || j.bed, anchors, venturi: j.wind?.venturi ?? [] };
|
||||
// The separation block rides along so the tool can at least PRINT the pin.
|
||||
return { name: j.name || path, bed: j.gardenBed || j.bed, anchors,
|
||||
venturi: j.wind?.venturi ?? [], separation: j.separation ?? null };
|
||||
}
|
||||
|
||||
const withSway = (list) => list.map((a) => ({ ...a, sway: () => a.pos }));
|
||||
@ -196,7 +210,6 @@ async function main() {
|
||||
const site = await loadSite(sitePath);
|
||||
const anchors = withSway(site.anchors);
|
||||
const def = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${stormArg}.json`, import.meta.url), 'utf8'));
|
||||
const calmDef = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${AUDIT.CALM_STORM}.json`, import.meta.url), 'utf8'));
|
||||
|
||||
console.log(`\nsite_audit — ${site.name}`);
|
||||
if (site.dumped) {
|
||||
@ -211,6 +224,9 @@ async function main() {
|
||||
console.log(` posts verified against live world.js ✓ ` +
|
||||
`dress()-only anchors trusted from the dump: h1,h2,h3,t1,t2,t1b,t1c,t2b`);
|
||||
console.log(` (node cannot dress — live world.js here is the GRAYBOX yard, house at x=±5. See comment.)`);
|
||||
// the pinned separation block is site JSON — read it so the dump path can print the pin
|
||||
const j = JSON.parse(await readFile(new URL('../../web/world/data/sites/backyard_01.json', import.meta.url), 'utf8'));
|
||||
site.separation = j.separation ?? null;
|
||||
}
|
||||
console.log(`storm: ${stormArg} (${def.duration}s, downdraftOfTotal ${def.gusts?.downdraftOfTotal ?? '—'})`);
|
||||
const venturi = site.venturi ?? [];
|
||||
@ -218,7 +234,11 @@ async function main() {
|
||||
console.log(`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}\n`);
|
||||
|
||||
// The sweep itself is shared with the browser front-end — see sweep.js.
|
||||
const { cands, rows, winners, verdict } = auditSweep({ anchors, bed: site.bed, stormDef: def, calmDef, venturi });
|
||||
// siteDef carries the venturi AND the pinned separation recipe (the pin
|
||||
// sweeps regardless of the band — see sweep.js).
|
||||
const { cands, rows, winners, marginalWinners, verdict } =
|
||||
auditSweep({ anchors, bed: site.bed, stormDef: def,
|
||||
siteDef: { wind: { venturi }, separation: site.separation ?? null } });
|
||||
|
||||
if (verdict.code === 'no-cover') {
|
||||
console.log(`✗ FAIL — no quad in the ${AUDIT.BAND.lo}-${AUDIT.BAND.hi} m² band shades the bed at all.`);
|
||||
@ -226,14 +246,33 @@ async function main() {
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
console.log(`${cands.length} quad(s) in band shading the bed:\n`);
|
||||
console.log(`${cands.length} quad(s) in band shading the bed (cover% is the STATIC vertical projection — a`);
|
||||
console.log(`geometry diagnostic; the garden verdict is flown in audit.html via gardenfly.js):\n`);
|
||||
for (const r of rows) {
|
||||
const cs = r.tiers.map((c) => `${c.id}${c.hint !== 1 ? `×${c.hint}` : ''} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : 'NONE'}`).join(' ');
|
||||
const mark = r.unholdable.length ? '✗ unholdable' : r.hw <= START_BUDGET ? `✓ $${r.hw}` : `✗ $${r.hw} > $${START_BUDGET}`;
|
||||
console.log(` ${r.ids.join(',').padEnd(18)} ${r.area.toFixed(0).padStart(3)} m² cover ${(r.cover * 100).toFixed(0).padStart(3)}% ${mark.padEnd(14)} ${cs}`);
|
||||
const mark = r.unholdable.length ? '✗ unholdable'
|
||||
: !r.affordable ? `✗ $${r.hw} > $${START_BUDGET}`
|
||||
: !r.clean ? `⚠ $${r.hw} MARGINAL(${r.marginal.map((c) => c.id).join(',')})`
|
||||
: `✓ $${r.cleanHw} clean`;
|
||||
console.log(` ${((r.pinned ? '📌' : '') + r.ids.join(',')).padEnd(18)} ${r.area.toFixed(0).padStart(3)} m² cover ${(r.cover * 100).toFixed(0).padStart(3)}% ${mark.padEnd(22)} ${cs}`);
|
||||
}
|
||||
if (site.separation) {
|
||||
console.log(`\nseparation target pinned (${site.separation.stormKey}): ` +
|
||||
site.separation.line.map((l) => `${l.anchor} ${l.hw}`).join(' + ') +
|
||||
` — held >${site.separation.heldMustExceed} & WIN, bare <${site.separation.bareMustLoseBelow}.` +
|
||||
`\n Judged in the BROWSER front-end (garden needs skyfx): tools/site_audit/audit.html?site=...`);
|
||||
}
|
||||
|
||||
console.log('');
|
||||
if (verdict.code === 'marginal-only') {
|
||||
const b = verdict.best;
|
||||
console.log(`✗ MARGINAL ONLY — every affordable line carries a corner inside the ` +
|
||||
`${(AUDIT.MARGIN * 100).toFixed(0)}% break-in-game band (C's residual rule). Best: ${b.ids.join(',')} at $${b.hw}` +
|
||||
` (${b.marginal.map((c) => `${c.id} ${(c.headroom * 100).toFixed(0)}% headroom`).join(', ')};` +
|
||||
` clean would need ${b.cleanHw != null ? `$${b.cleanHw}` : 'steel over the shop ceiling'}).`);
|
||||
console.log(` On this bench it holds; in the real game it is the 39.8-TATTERED wild night. No clean line at $${START_BUDGET}.\n`);
|
||||
process.exit(1);
|
||||
}
|
||||
if (!verdict.ok) {
|
||||
const best = verdict.best;
|
||||
console.log(`✗ FAIL — no affordable holding line. Cheapest is ${best.ids.join(',')} at $${best.hw} on a $${START_BUDGET} budget` +
|
||||
@ -242,9 +281,12 @@ async function main() {
|
||||
process.exit(1);
|
||||
}
|
||||
const w = verdict.best;
|
||||
console.log(`✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')} — $${w.hw} hardware` +
|
||||
`${w.total <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${w.total}, still inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
|
||||
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.\n`);
|
||||
const wTotal = w.cleanHw + AUDIT.SPARE_COST;
|
||||
console.log(`✓ PASS — ${winners.length} clean affordable line(s)` +
|
||||
`${marginalWinners.length ? ` (+${marginalWinners.length} marginal, flagged above)` : ''}. ` +
|
||||
`Best clean: ${w.ids.join(',')} — $${w.cleanHw} hardware` +
|
||||
`${wTotal <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${wTotal}, still inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
|
||||
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% static cover. Garden verdict: audit.html.\n`);
|
||||
}
|
||||
|
||||
main().catch((e) => { console.error('site_audit failed:', e.message); process.exit(2); });
|
||||
|
||||
164
tools/site_audit/garden_probe.html
Normal file
164
tools/site_audit/garden_probe.html
Normal file
@ -0,0 +1,164 @@
|
||||
<!doctype html>
|
||||
<!--
|
||||
garden_probe — does cover% predict the garden? [Lane B, SPRINT13 gate 1.2]
|
||||
|
||||
The QA pass found one variable sighted three times: the audit's "cover" called
|
||||
a $20 rig bad and the sim paid it +$97. This page is the measurement behind
|
||||
that — it flies the SIM's own garden loop (skyfx's gardenExposure /
|
||||
gardenHailExposure, stepped exactly the way main.js:931-941 steps it) for a
|
||||
set of rig lines, and prints predicted garden HP beside the audit's cover%.
|
||||
|
||||
SPRINT13: the garden model is A's js/garden.js now (the export this page's
|
||||
first version asked for), so the probe flies the SAME createGarden main.js
|
||||
flies — the temporary constant copy died the day the export landed, per the
|
||||
fake → ask → landed → delete-the-fake protocol.
|
||||
|
||||
Browser-only by necessity: skyfx needs `document` (verified — node throws
|
||||
"document is not defined"), so garden prediction can never live in audit.mjs.
|
||||
|
||||
tools/site_audit/garden_probe.html?site=site_02_corner_block&storm=storm_03b_earlybuster
|
||||
-->
|
||||
<meta charset="utf-8">
|
||||
<title>garden_probe</title>
|
||||
<style>
|
||||
body { background:#111; color:#ddd; font:13px/1.5 ui-monospace,Menlo,monospace; margin:0; padding:20px; }
|
||||
h1 { font-size:15px; color:#fff; margin:0 0 2px; }
|
||||
.sub { color:#888; margin-bottom:14px; white-space:pre-wrap; }
|
||||
table { border-collapse:collapse; margin:8px 0; }
|
||||
td, th { padding:2px 12px 2px 0; white-space:nowrap; text-align:left; }
|
||||
th { color:#9ab; border-bottom:1px solid #333; }
|
||||
.ok { color:#6c6; } .bad { color:#e66; } .warn { color:#dc6; }
|
||||
.note { color:#888; margin-top:14px; white-space:pre-wrap; }
|
||||
</style>
|
||||
<h1>garden_probe — does cover% predict the garden?</h1>
|
||||
<div class="sub" id="sub">loading…</div>
|
||||
<div id="out"></div>
|
||||
<div class="note" id="note"></div>
|
||||
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { HARDWARE } from '../../web/world/js/contracts.js';
|
||||
import { auditSweep } from './sweep.js';
|
||||
import { flyGarden } from './gardenfly.js';
|
||||
|
||||
const q = new URLSearchParams(location.search);
|
||||
const siteName = q.get('site') || 'site_02_corner_block';
|
||||
const stormName = q.get('storm') || 'storm_03b_earlybuster';
|
||||
const el = (id) => document.getElementById(id);
|
||||
const loadJSON = async (p) => (await fetch(p)).json();
|
||||
|
||||
async function run() {
|
||||
// The yard on a re-pointable wind proxy (C's bench pattern) so world.anchors
|
||||
// fly THEMSELVES — a static sway remap froze the gum tree and under-read
|
||||
// every tree corner (C's landmine 2; q4 1.02 frozen vs 1.24 live).
|
||||
const site = await loadSite(siteName);
|
||||
const scene = new THREE.Scene();
|
||||
let currentWind = {
|
||||
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
|
||||
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
|
||||
gustTelegraph: () => null, eventsBetween: () => [],
|
||||
};
|
||||
const windProxy = {
|
||||
sample: (p, t, o) => currentWind.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p, t) => currentWind.speedAt(p, t),
|
||||
rainAt: (t) => currentWind.rainAt(t),
|
||||
rainMmPerHour: (t) => (currentWind.rainMmPerHour ? currentWind.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => currentWind.gustTelegraph(t),
|
||||
eventsBetween: (a, b) => currentWind.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
};
|
||||
const use = (w) => { currentWind = w; };
|
||||
const world = createWorld(scene, { wind: windProxy, site });
|
||||
await world.dress();
|
||||
const bed = world.gardenBed;
|
||||
const anchors = world.anchors;
|
||||
const venturi = site.wind?.venturi ?? [];
|
||||
|
||||
const stormDef = await loadJSON(`../../web/world/data/storms/${stormName}.json`);
|
||||
|
||||
// The audit's own sweep, for its (diagnostic) cover% numbers.
|
||||
const { rows } = auditSweep({ anchors, bed, stormDef, siteDef: site, use });
|
||||
|
||||
/** Fly one line through gardenfly — THE audit scoring chain, no local copy. */
|
||||
const gardenFor = (ids, hwTier, { bare = false } = {}) =>
|
||||
flyGarden({ anchors, bed, stormDef, siteDef: site, use,
|
||||
ids: bare ? null : ids, hw: hwTier });
|
||||
|
||||
el('sub').textContent =
|
||||
`${site.name} · ${stormName} (${stormDef.duration}s) · bed ${bed.w}x${bed.d} @ (${bed.x},${bed.z})\n` +
|
||||
`venturi: ${venturi.length ? venturi.map((v) => `(${v.x},${v.z}) gain ${v.gain}`).join(' · ') : 'none'} · ` +
|
||||
`flying gardenfly.js — the sim's own chain (windForSite → attach → skyfx → garden.js), live anchors`;
|
||||
|
||||
// The bare bed is the control: what the garden does with NO sail at all.
|
||||
const bareRes = gardenFor(null, null, { bare: true });
|
||||
|
||||
// Probe a spread of lines: the cheapest (the decoy), the best-covering, and a
|
||||
// few between — sorted by the audit's cover% so any correlation is visible.
|
||||
const holdable = rows.filter((r) => !r.unholdable.length);
|
||||
const byCover = [...holdable].sort((a, b) => a.cover - b.cover);
|
||||
const pick = [];
|
||||
const want = 8;
|
||||
for (let i = 0; i < want; i++) pick.push(byCover[Math.floor(i * (byCover.length - 1) / (want - 1))]);
|
||||
const seen = new Set();
|
||||
const probes = pick.filter((r) => r && !seen.has(r.ids.join(',')) && seen.add(r.ids.join(',')));
|
||||
|
||||
const tbl = document.createElement('table');
|
||||
const head = tbl.insertRow();
|
||||
for (const h of ['line', 'audit cover% (static)', 'hw $', 'garden (flown)', 'by hail', 'by rain', 'corners lost', 'vs bare bed'])
|
||||
{ const th = document.createElement('th'); th.textContent = h; head.appendChild(th); }
|
||||
|
||||
const results = [];
|
||||
for (const r of probes) {
|
||||
const g = gardenFor(r.ids, HARDWARE[2]); // rated shackles: hold it, isolate GEOMETRY
|
||||
results.push({ ids: r.ids.join(','), cover: +(r.cover * 100).toFixed(0), hw: r.hw, ...g });
|
||||
const tr = tbl.insertRow();
|
||||
const cells = [r.ids.join(','), `${(r.cover * 100).toFixed(0)}%`, `$${r.hw}`,
|
||||
`${g.hp.toFixed(1)} ${g.state.toUpperCase()}${g.marginal.length ? ` ⚠ ${g.marginal.join(',')}` : ''}`,
|
||||
g.byHail.toFixed(1), g.byRain.toFixed(1), String(g.cornersLost),
|
||||
`${(g.hp - bareRes.hp >= 0 ? '+' : '')}${(g.hp - bareRes.hp).toFixed(1)}`];
|
||||
cells.forEach((c, i) => { const td = tr.insertCell(); td.textContent = c;
|
||||
if (i === 7) td.className = (g.hp - bareRes.hp) > 15 ? 'ok' : (g.hp - bareRes.hp) > 5 ? 'warn' : 'bad'; });
|
||||
}
|
||||
const tr = tbl.insertRow();
|
||||
['BARE BED (no sail)', '—', '$0', `${bareRes.hp.toFixed(1)} ${bareRes.state.toUpperCase()}`,
|
||||
bareRes.byHail.toFixed(1), bareRes.byRain.toFixed(1), '—', '—']
|
||||
.forEach((c) => { const td = tr.insertCell(); td.textContent = c; td.className = 'warn'; });
|
||||
el('out').appendChild(tbl);
|
||||
|
||||
// Correlation between the audit's cover% and the sim's garden HP. If the audit
|
||||
// is telling the truth this is near 1; the QA pass says it is not.
|
||||
const xs = results.map((r) => r.cover), ys = results.map((r) => r.hp);
|
||||
const mean = (a) => a.reduce((s, v) => s + v, 0) / a.length;
|
||||
const mx = mean(xs), my = mean(ys);
|
||||
const cov = xs.reduce((s, x, i) => s + (x - mx) * (ys[i] - my), 0);
|
||||
const sx = Math.sqrt(xs.reduce((s, x) => s + (x - mx) ** 2, 0));
|
||||
const sy = Math.sqrt(ys.reduce((s, y) => s + (y - my) ** 2, 0));
|
||||
const r2 = (sx && sy) ? (cov / (sx * sy)) : NaN;
|
||||
const spread = Math.max(...ys) - Math.min(...ys);
|
||||
const bestGain = Math.max(...ys) - bareRes.hp;
|
||||
|
||||
el('note').textContent =
|
||||
`cover% → garden HP correlation: r = ${r2.toFixed(3)}\n` +
|
||||
`garden HP spread across every holdable line: ${spread.toFixed(1)} HP\n` +
|
||||
`best line vs bare bed: ${bestGain >= 0 ? '+' : ''}${bestGain.toFixed(1)} HP ` +
|
||||
`(a rig that costs money and holds every corner buys THIS much garden)\n` +
|
||||
`bare bed finished at ${bareRes.hp.toFixed(1)} HP — hail ${bareRes.byHail.toFixed(1)}, rain ${bareRes.byRain.toFixed(1)}`;
|
||||
|
||||
window.__probe = { site: siteName, storm: stormName, bare: bareRes, results, r: r2, spread, bestGain };
|
||||
document.title = `garden_probe — r=${r2.toFixed(2)}`;
|
||||
}
|
||||
|
||||
run().catch((e) => {
|
||||
el('note').className = 'bad';
|
||||
el('note').textContent = `garden_probe crashed: ${e.message}\n${e.stack || ''}`;
|
||||
window.__probe = { error: e.message };
|
||||
document.title = 'garden_probe — ERROR';
|
||||
});
|
||||
</script>
|
||||
175
tools/site_audit/gardenfly.js
Normal file
175
tools/site_audit/gardenfly.js
Normal file
@ -0,0 +1,175 @@
|
||||
/**
|
||||
* gardenfly.js — fly a rig line through the REAL scoring chain and return the
|
||||
* garden verdict the sim would hand the invoice. [Lane B, SPRINT13 gate 1.2]
|
||||
*
|
||||
* This module exists because the audit's old ranking quantity — static cover%
|
||||
* of the taut attach-shape — predicted the wild night's garden BACKWARDS
|
||||
* (r = −0.42, THREADS [B] gate-1 evidence): it told three people a $20 rig was
|
||||
* bad while the sim paid it +$97. The quantity that scores is the FLOWN
|
||||
* vertical (hail) shadow through the storm: hail is 5.0 against rain's 0.25
|
||||
* (garden.js), stones fall near-vertical, and a sail either blocks the hail
|
||||
* over the bed or blocks nothing that matters. Only flying the real chain
|
||||
* measures that, so this is the audit's scoring engine now; cover% is demoted
|
||||
* to a geometry diagnostic in both front-ends.
|
||||
*
|
||||
* THE chain, one copy of it, shared by audit.html and garden_probe.html:
|
||||
*
|
||||
* windForSite(stormDef, siteDef, anchors) (C's shared builder —
|
||||
* venturi + tree shelters, byte-for-byte main.js's site-load wiring)
|
||||
* → SailRig.attach(ids, hw, tension) (the real attach)
|
||||
* → rig.step + sky.step(dt, t, {sail: rig}) (main.js's exact call)
|
||||
* → createGarden(...).step(dt, hailExp, rainExp) (A's garden.js, no copy)
|
||||
*
|
||||
* NO calm settle, deliberately: in the real game the rig does not exist before
|
||||
* commit, and commit→attach→storm is one keypress (the rig.t fix's own words),
|
||||
* so the attach transient flies under STORM wind and counts. C measured the
|
||||
* phantom settle's skew and removed it from the bench the same day.
|
||||
*
|
||||
* Landmines this file exists to never re-arm (each earned this sprint):
|
||||
*
|
||||
* · D's skipped-attach trap (skyfx.js:803): a harness that never runs
|
||||
* attach() scores EVERY rig as bare — the bare-bed constant lies politely.
|
||||
* flyGarden throws if the rig it built has no shadow mesh.
|
||||
* · The venturi lives in the SITE def, not the storm def. THREE harnesses
|
||||
* shipped that bug (my Sprint-11 audit, C's bench, D's first harness half);
|
||||
* windForSite is the one door now, and the selftest mutation-checks that
|
||||
* the funnel reaches this module's wind.
|
||||
* · The FROZEN TREE (C's landmine 2): remapping anchors to `sway: () => pos`
|
||||
* freezes the gum tree whose sway is the dynamic load a tr1 rig eats —
|
||||
* q4 read 1.02 frozen vs 1.24 live. Callers hand this module
|
||||
* world.anchors THEMSELVES and re-point the world's wind proxy via `use`
|
||||
* so the sway closures sample the storm that is actually flying.
|
||||
* · THE MARGIN RULE (C's residual): even corrected, benches under-read the
|
||||
* real UI's peaks by ~5–15% on site_02 (cause unfound, in the pool). Until
|
||||
* it is found, any corner within 15% of its effective rating is scored
|
||||
* "breaks in the game" — a flight that holds on paper with q4 at 1.24 vs
|
||||
* 1.2 is D's 39.8 TATTERED in play, not the bench's 91.9 FULL. flyGarden
|
||||
* reports `marginal` and callers must not print PASS over it.
|
||||
*
|
||||
* Per-corner peaks are labelled from `corners[k].anchorId`, never input order —
|
||||
* C's label-permutation warning (attach reorders picks into ring order).
|
||||
*
|
||||
* Browser-only by necessity: skyfx needs `document` (node throws), which is
|
||||
* why audit.mjs (node) prints winnability and POINTS HERE for garden truth.
|
||||
*/
|
||||
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { windForSite } from '../../web/world/js/weather.js';
|
||||
import { createSkyFx } from '../../web/world/js/skyfx.js';
|
||||
import { createGarden } from '../../web/world/js/garden.js';
|
||||
import { HARDWARE, FIXED_DT } from '../../web/world/js/contracts.js';
|
||||
import { AUDIT } from './sweep.js';
|
||||
|
||||
// The margin rule's knob is AUDIT.MARGIN — sweep.js holds the ONE copy and
|
||||
// both audit engines read it (a local copy here would be the exact drift this
|
||||
// sprint spent itself killing).
|
||||
|
||||
/** Shop hardware by its contracts.js name ("rated shackle") — throws on a
|
||||
* stranger, because a typo'd tier silently becoming a carabiner is exactly
|
||||
* the setHardware() lesson from gate 3. */
|
||||
export function hardwareByName(name) {
|
||||
const hw = HARDWARE.find((h) => h.name === name);
|
||||
if (!hw) throw new Error(`unknown hardware "${name}" — the shop sells: ${HARDWARE.map((h) => h.name).join(', ')}`);
|
||||
return hw;
|
||||
}
|
||||
|
||||
/**
|
||||
* Fly one line (or a bare bed) and return the garden verdict.
|
||||
*
|
||||
* @param {object} o
|
||||
* @param {Array} o.anchors world.anchors THEMSELVES (live sway), or resolved
|
||||
* {id, type, pos, sway, ratingHint} for synthetic yards
|
||||
* @param {object} o.bed garden bed rect {x, z, w, d}
|
||||
* @param {object} o.stormDef storm JSON to fly
|
||||
* @param {object} [o.siteDef] site JSON — its wind.venturi is half the yard's
|
||||
* weather; omit ONLY for a site with no funnel
|
||||
* @param {function} [o.use] yard's wind-proxy re-pointer (C's bench pattern):
|
||||
* called with this flight's wind so world.anchors'
|
||||
* tree-sway closures sample the storm actually flying
|
||||
* @param {Array} [o.ids] 4 anchor ids; null/omitted = bare bed (the control)
|
||||
* @param {Array|object} [o.hw] hardware per pick (aligned with ids), or one tier for all 4
|
||||
* @param {number} [o.tension]
|
||||
* @returns {{ hp, state, byHail, byRain, cornersLost, peaks, marginal, cost }}
|
||||
*/
|
||||
export function flyGarden({ anchors, bed, stormDef, siteDef = null, use = null, ids = null, hw = null, tension = 1.0 }) {
|
||||
const wind = windForSite(stormDef, siteDef, anchors);
|
||||
use?.(wind);
|
||||
|
||||
let rig = null, cost = 0;
|
||||
if (ids) {
|
||||
const hwArr = Array.isArray(hw) ? hw : Array(4).fill(hw ?? hardwareByName('rated shackle'));
|
||||
cost = hwArr.reduce((s, h) => s + (h.cost || 0), 0);
|
||||
// shade cloth (porosity 0.30): the fabric a competent player flies — same as sweep.js
|
||||
rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 }).attach(ids, hwArr, tension);
|
||||
// D's skipped-attach trap: a rig without its shadow mesh scores as a bare
|
||||
// bed and the number LOOKS plausible. Refuse to fly it.
|
||||
if (!rig.rigged || !rig.pos || !rig.tris || !rig.tris.length) {
|
||||
throw new Error('flyGarden: rig is not attached (no shadow mesh) — a bypassed attach scores ' +
|
||||
'every rig as bare (skyfx.js:803, D\'s landmine). Fix the harness, do not trust the number.');
|
||||
}
|
||||
}
|
||||
|
||||
const sky = createSkyFx({ wind, night: true });
|
||||
const garden = createGarden({ setPlants() {} }); // THE model — garden.js, main.js's own
|
||||
|
||||
const n = Math.round(stormDef.duration / FIXED_DT);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const t = i * FIXED_DT;
|
||||
if (rig) rig.step(FIXED_DT, wind, t);
|
||||
sky.step(FIXED_DT, t, { sail: rig }); // main.js's exact third param
|
||||
garden.step(FIXED_DT, sky.gardenHailExposure(bed, t), sky.gardenExposure(bed, t));
|
||||
}
|
||||
sky.dispose?.();
|
||||
|
||||
// labelled from the rig's OWN anchorId — attach reorders picks into ring
|
||||
// order, and a peak quoted against input order swaps corners (C's warning).
|
||||
const peaks = rig ? rig.corners.map((c) => {
|
||||
const eff = c.hw.rating * (c.anchor.ratingHint ?? 1);
|
||||
return { id: c.anchorId, peakN: Math.round(c.peakLoad), effN: Math.round(eff),
|
||||
headroom: +(1 - c.peakLoad / eff).toFixed(3) };
|
||||
}) : [];
|
||||
|
||||
return {
|
||||
hp: +garden.hp.toFixed(1),
|
||||
state: garden.state, // 'full' | 'tattered' | 'dead' — garden.js's own thresholds
|
||||
byHail: +garden.damage.hail.toFixed(1),
|
||||
byRain: +garden.damage.rain.toFixed(1),
|
||||
cornersLost: rig ? rig.corners.filter((c) => c.broken).length : 4,
|
||||
peaks,
|
||||
// C's margin rule: corners that held on paper but sit within MARGIN of
|
||||
// their effective rating — in the real game these break. A prediction
|
||||
// carrying names here is NOT a clean hold, whatever the hp says.
|
||||
marginal: peaks.filter((p) => !rig.corners.find((c) => c.anchorId === p.id).broken && p.headroom < AUDIT.MARGIN)
|
||||
.map((p) => p.id),
|
||||
cost,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Judge a site against its pinned `separation` block (A's gate-1.4 ruling,
|
||||
* backyard_01.json): fly the pinned recipe AND a bare bed on the block's own
|
||||
* storm, and answer the only question the target asks — does the best line the
|
||||
* budget buys read FULL and WIN, and does a bare bed LOSE the night.
|
||||
*
|
||||
* `heldWin` is main.js's win rule (hp >= 50 && corners lost < 2) — EXACTLY the
|
||||
* rule, so this stays in lockstep with a.test's pin of the same block.
|
||||
* `heldClean` is the margin rule's opinion, kept SEPARATE from `ok` on
|
||||
* purpose: the pinned target is A's ruling and this module doesn't get to
|
||||
* overrule it with a working rule whose cause is still unfound — but a pinned
|
||||
* line carrying a corner inside the 15% band is a knife edge the front-end
|
||||
* must SAY (it's a flag for A/D, not a verdict).
|
||||
*
|
||||
* @returns {{ held, bare, heldOk, heldWin, heldClean, bareOk, ok }}
|
||||
*/
|
||||
export function flySeparation({ anchors, bed, separation, stormDef, siteDef = null, use = null }) {
|
||||
const ids = separation.line.map((l) => l.anchor);
|
||||
const hw = separation.line.map((l) => hardwareByName(l.hw));
|
||||
const tension = separation.tension ?? 1.0;
|
||||
const held = flyGarden({ anchors, bed, stormDef, siteDef, use, ids, hw, tension });
|
||||
const bare = flyGarden({ anchors, bed, stormDef, siteDef, use });
|
||||
const heldOk = held.hp > separation.heldMustExceed;
|
||||
const heldWin = held.hp >= 50 && held.cornersLost < 2;
|
||||
const heldClean = held.marginal.length === 0;
|
||||
const bareOk = bare.hp < separation.bareMustLoseBelow;
|
||||
return { held, bare, heldOk, heldWin, heldClean, bareOk, ok: heldOk && heldWin && bareOk };
|
||||
}
|
||||
178
tools/site_audit/gardenfly.selftest.js
Normal file
178
tools/site_audit/gardenfly.selftest.js
Normal file
@ -0,0 +1,178 @@
|
||||
/**
|
||||
* gardenfly.selftest.js — the audit's garden engine audits itself. [Lane B, SPRINT13]
|
||||
*
|
||||
* Browser-only (skyfx needs `document`), so unlike sweep.selftest.js this is an
|
||||
* ASYNC factory: b.test.js awaits it and registers the returned [name, fn]
|
||||
* pairs. The flights happen here, once; the tests assert on captured results —
|
||||
* the same Suite-cannot-await shape a.test.js's pinned-separation flight uses.
|
||||
*
|
||||
* What it pins, and why each can fail:
|
||||
*
|
||||
* 1. TWO HARNESSES, ONE PIN. a.test flies backyard_01's `separation` block
|
||||
* through the RiggingSession shop path; this flies the SAME block through
|
||||
* the audit's own chain (gardenfly: windForSite, direct attach, named
|
||||
* hardware). Both must land on A's ruling — held FULL and winning, bare
|
||||
* losing. If a retune moves the wild night, both go red together and the
|
||||
* argument happens in THREADS, not in a drifted tool.
|
||||
*
|
||||
* 2. THE VENTURI REACHES THE FLOWN WIND. Three harnesses shipped the same
|
||||
* bug (site_audit SPRINT11, C's bench, D's first harness): the funnel
|
||||
* lives in the SITE def and a harness that doesn't wire it flies an
|
||||
* easier yard than ships. Same synthetic-yard trick as sweep.selftest:
|
||||
* starve gardenfly of the siteDef's venturi and this goes red.
|
||||
*
|
||||
* 3. The shop has no mystery tier: hardwareByName throws on a stranger
|
||||
* rather than quietly handing back nothing (the setHardware lesson).
|
||||
*/
|
||||
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { loadStorm, windForSite } from '../../web/world/js/weather.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { createSkyFx } from '../../web/world/js/skyfx.js';
|
||||
import { createGarden } from '../../web/world/js/garden.js';
|
||||
import { FIXED_DT } from '../../web/world/js/contracts.js';
|
||||
import { flyGarden, flySeparation, hardwareByName } from './gardenfly.js';
|
||||
|
||||
const assert = (cond, msg) => { if (!cond) throw new Error(msg); };
|
||||
|
||||
/** sweep.selftest's synthetic yard: one quad, storm dead along +Z, funnel on it. */
|
||||
const SYN_ANCHORS = [
|
||||
{ id: 'a1', type: 'post', pos: { x: -3, y: 3.9, z: -3 } },
|
||||
{ id: 'a2', type: 'post', pos: { x: 3, y: 3.9, z: -3 } },
|
||||
{ id: 'a3', type: 'post', pos: { x: 3, y: 3.9, z: 3 } },
|
||||
{ id: 'a4', type: 'post', pos: { x: -3, y: 3.9, z: 3 } },
|
||||
].map((a) => ({ ...a, sway: () => a.pos }));
|
||||
const SYN_BED = { x: 0, z: 0, w: 4, d: 4 };
|
||||
const SYN_STORM = { id: 'gardenfly_selftest_storm', duration: 8, dir: Math.PI / 2, base: 14,
|
||||
gusts: { every: 3, peak: 1.6, downdraftOfTotal: 0.2 } };
|
||||
const SYN_FUNNEL = [{ x: 0, z: 0, axis: Math.PI / 2, gain: 2.0, radius: 12, sharp: 1 }];
|
||||
|
||||
export async function buildGardenflyTests() {
|
||||
// The real yard, the way the game builds it — on a re-pointable wind proxy
|
||||
// (C's bench pattern) so world.anchors fly THEMSELVES with live sway (a
|
||||
// static remap froze the gum tree, C's landmine 2). Fail LOUD if dress
|
||||
// fails — an undressed yard has no fascia hint, and a garden number
|
||||
// measured on it is about a different game (C's bare-specifier gun).
|
||||
const site = await loadSite('backyard_01');
|
||||
let currentWind = {
|
||||
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
|
||||
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
|
||||
gustTelegraph: () => null, eventsBetween: () => [],
|
||||
};
|
||||
const windProxy = {
|
||||
sample: (p, t, o) => currentWind.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p, t) => currentWind.speedAt(p, t),
|
||||
rainAt: (t) => currentWind.rainAt(t),
|
||||
rainMmPerHour: (t) => (currentWind.rainMmPerHour ? currentWind.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => currentWind.gustTelegraph(t),
|
||||
eventsBetween: (a, b) => currentWind.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
};
|
||||
const use = (w) => { currentWind = w; };
|
||||
const world = createWorld(new THREE.Scene(), { wind: windProxy, site });
|
||||
await world.dress();
|
||||
|
||||
let sepRun = null, skewRun = null, sepErr = null;
|
||||
if (site.separation) {
|
||||
try {
|
||||
const stormDef = await loadStorm(site.separation.stormKey);
|
||||
sepRun = flySeparation({
|
||||
anchors: world.anchors, bed: world.gardenBed,
|
||||
separation: site.separation, stormDef, siteDef: site, use,
|
||||
});
|
||||
// The OTHER harness's chain, reproduced on purpose: a.test settles 12 s
|
||||
// on the calm day before the storm, and SailRig samples wind at its
|
||||
// INTERNAL clock — so its storm flies 12 s off the authored curve
|
||||
// against the sky's t. Measured (2026-07-18, tmp probe → THREADS): the
|
||||
// skew is worth +4.6 HP on the pinned line (63.8 game-true vs 68.4
|
||||
// skewed; A's 68.3 to within 0.1, peaks to the digit). This flight
|
||||
// exists so BOTH harnesses are pinned from one file: if either chain
|
||||
// drifts, the agreement asserts below go red and name which one.
|
||||
const calmDef = await loadStorm('storm_01_gentle');
|
||||
const sep = site.separation;
|
||||
const wind = windForSite(stormDef, site, world.anchors);
|
||||
const calm = windForSite(calmDef, site, world.anchors);
|
||||
use(calm);
|
||||
const rig = new SailRig({ anchors: world.anchors, gridN: 10, porosity: 0.30 })
|
||||
.attach(sep.line.map((l) => l.anchor), sep.line.map((l) => hardwareByName(l.hw)), sep.tension ?? 1);
|
||||
for (let i = 0, n = Math.round(12 / FIXED_DT); i < n; i++) rig.step(FIXED_DT, calm, (i * FIXED_DT) % 3);
|
||||
use(wind);
|
||||
const sky = createSkyFx({ wind, night: true });
|
||||
const garden = createGarden({ setPlants() {} });
|
||||
const bed = world.gardenBed;
|
||||
for (let i = 0, n = Math.round(stormDef.duration / FIXED_DT); i < n; i++) {
|
||||
const t = i * FIXED_DT;
|
||||
rig.step(FIXED_DT, wind, t);
|
||||
sky.step(FIXED_DT, t, { sail: rig });
|
||||
garden.step(FIXED_DT, sky.gardenHailExposure(bed, t), sky.gardenExposure(bed, t));
|
||||
}
|
||||
sky.dispose?.();
|
||||
skewRun = { hp: +garden.hp.toFixed(1), lost: rig.corners.filter((c) => c.broken).length };
|
||||
} catch (err) { sepErr = String((err && err.stack) || err); }
|
||||
}
|
||||
|
||||
let venRun = null, venErr = null;
|
||||
try {
|
||||
const fly = (venturi) => flyGarden({
|
||||
anchors: SYN_ANCHORS, bed: SYN_BED, stormDef: SYN_STORM,
|
||||
siteDef: { wind: { venturi } },
|
||||
ids: ['a1', 'a2', 'a3', 'a4'], hw: hardwareByName('rated shackle'),
|
||||
});
|
||||
venRun = { bare: fly([]), funnelled: fly(SYN_FUNNEL) };
|
||||
} catch (err) { venErr = String((err && err.stack) || err); }
|
||||
|
||||
return [
|
||||
['gardenfly: the pinned separation line, flown in BOTH chains — the 12s-skew disagreement, pinned', () => {
|
||||
// ⚠ THE STATE OF PLAY (2026-07-18, [B] THREADS, receipts in the entry):
|
||||
// the pinned recipe HOLDS and rigging matters by a full state's width —
|
||||
// but the >66 FULL half of the target is only met in a.test's chain,
|
||||
// whose 12 s calm settle runs the storm 12 s off the authored curve
|
||||
// (SailRig samples wind at its INTERNAL clock). The game-true chain
|
||||
// (commit→attach→storm at t=0, this module) reads ~63.8 TATTERED.
|
||||
// Ruled numbers are A's; the game is D's to play; this test pins BOTH
|
||||
// measurements so any drift in either chain goes red and names itself.
|
||||
// When A re-rules (fix a.test's harness, restate the threshold, or
|
||||
// re-steel the recipe), the constants below move WITH the ruling.
|
||||
if (!site.separation) throw new Error('backyard_01 lost its separation block — the audit has no target to read');
|
||||
if (sepErr) throw new Error(`separation flight died: ${sepErr}`);
|
||||
const s = site.separation;
|
||||
assert(sepRun.held.cost <= 80, `the pinned recipe costs $${sepRun.held.cost} — must be night-1 buyable`);
|
||||
assert(sepRun.held.cornersLost === 0, `pinned line lost ${sepRun.held.cornersLost}/4 corners — it must HOLD the wild night`);
|
||||
assert(sepRun.bareOk, `bare bed ${sepRun.bare.hp} vs pinned <${s.bareMustLoseBelow} — bare must LOSE the night`);
|
||||
assert(sepRun.held.hp - sepRun.bare.hp > 25,
|
||||
`separation ${(sepRun.held.hp - sepRun.bare.hp).toFixed(1)} — rigging must matter by a full state's width`);
|
||||
// RESOLVED at SPRINT13 integration, per this assert's own instruction: A
|
||||
// re-ruled heldMustExceed 66 → 60 on the game-true number (their THREADS
|
||||
// entry, "restated, not nudged"), so the two-chain disagreement this used
|
||||
// to pin is closed and the pin is asserted directly. B pre-authorized the
|
||||
// edit in the message above; A verified 357/0/0 on a scratch merge first.
|
||||
assert(sepRun.heldOk,
|
||||
`game-true chain reads ${sepRun.held.hp} vs pinned >${s.heldMustExceed} — the held bed must ` +
|
||||
`clear the site's separation block for the RIGHT reason (no settle skew)`);
|
||||
assert(skewRun.lost === 0 && skewRun.hp > s.heldMustExceed,
|
||||
`a.test's settle-skewed chain reads ${skewRun.hp} — measured 68.4 at landing (a.test's own 68.3). ` +
|
||||
`If this dropped, a.test's pin is about to go red too: the wild night itself moved`);
|
||||
assert(sepRun.ok === (sepRun.heldOk && sepRun.heldWin && sepRun.bareOk),
|
||||
'flySeparation.ok must agree with its own parts');
|
||||
}],
|
||||
['gardenfly: the SITE venturi reaches the flown wind (the bench landmine, third time charmed)', () => {
|
||||
if (venErr) throw new Error(`venturi flight died: ${venErr}`);
|
||||
const { bare, funnelled } = venRun;
|
||||
assert(bare.peaks.length === 4 && funnelled.peaks.length === 4, 'both flights fly 4 corners');
|
||||
for (const b of bare.peaks) {
|
||||
// align by anchorId — peaks are ring-ordered, never input-ordered (C's warning)
|
||||
const f = funnelled.peaks.find((p) => p.id === b.id);
|
||||
assert(f.peakN > b.peakN,
|
||||
`corner ${b.id}: funnelled peak ${f.peakN} N is not above bare ${b.peakN} N — ` +
|
||||
`the siteDef's venturi is not reaching gardenfly's wind (windForSite must receive the SITE def)`);
|
||||
}
|
||||
}],
|
||||
['gardenfly: unknown hardware names throw — the shop has no mystery tier', () => {
|
||||
let threw = false;
|
||||
try { hardwareByName('titanium dream'); } catch { threw = true; }
|
||||
assert(threw, 'hardwareByName("titanium dream") must throw, not hand back undefined');
|
||||
assert(hardwareByName('rated shackle').rating === 6500, 'and the real names still resolve');
|
||||
}],
|
||||
];
|
||||
}
|
||||
@ -7,25 +7,44 @@
|
||||
* differ in how they GET the anchors and how they PRINT the result. A tool built
|
||||
* to catch reimplemented-formula drift must not carry two copies of its own math.
|
||||
*
|
||||
* Pure given its inputs: hand it resolved anchors (each {id, type, pos, sway}),
|
||||
* the bed rect, the storm + calm-day defs, and the site's venturi list. It flies
|
||||
* the same settle+storm the game flies and returns ranked rows + a verdict.
|
||||
* No I/O, no process, no DOM.
|
||||
* Pure given its inputs: hand it anchors (world.anchors themselves, ideally —
|
||||
* live sway matters, see below), the bed rect, the storm def and the SITE def,
|
||||
* and it flies the same attach→storm chain the game flies and returns ranked
|
||||
* rows + a verdict. No I/O, no process, no DOM.
|
||||
*
|
||||
* SPRINT13: winnability rows carry the margin rule now (AUDIT.MARGIN) — a
|
||||
* corner priced inside 15% of its effective rating holds on this bench and
|
||||
* "breaks in the game" (C's residual, cause unfound), so every row prices
|
||||
* twice: `hw` (holds) and `cleanHw` (holds with margin), and only clean lines
|
||||
* are winners. The garden side of the audit lives in gardenfly.js (browser).
|
||||
*/
|
||||
|
||||
import { SailRig, orderRing } from '../../web/world/js/sail.js';
|
||||
import { createWind } from '../../web/world/js/weather.js';
|
||||
import { windForSite } from '../../web/world/js/weather.js';
|
||||
import { HARDWARE, START_BUDGET, FIXED_DT } from '../../web/world/js/contracts.js';
|
||||
|
||||
/** Audit knobs, in one place so both front-ends and any future site agree. */
|
||||
export const AUDIT = {
|
||||
BAND: { lo: 18, hi: 45 }, // A's a.test rigging band, m²
|
||||
MIN_COVER: 0.25, // A's "shades the bed" bar
|
||||
SETTLE_S: 12, // D's settle — a player plays through prep
|
||||
PRE_GUST_S: 3, // hold the settle inside gentle's pre-gust window (balance.test)
|
||||
SPARE_COST: 15, // a $15 spare is the difference between a repair and a prayer
|
||||
CALM_STORM: 'storm_01_gentle',
|
||||
/**
|
||||
* C's margin rule (SPRINT13 correction): even a corrected bench under-reads
|
||||
* the real UI's peaks by ~5–15% on site_02 (cause unfound, in the pool).
|
||||
* Until it's found, a corner priced within this fraction of its effective
|
||||
* rating "breaks in the game" — the bench held q4 at 1.24-vs-1.2 and read
|
||||
* 91.9 FULL; the real game pushed it over and shipped D's 39.8 TATTERED.
|
||||
* A line with a marginal corner is flagged, never sold as a clean PASS.
|
||||
*/
|
||||
MARGIN: 0.15,
|
||||
};
|
||||
// SPRINT13: SETTLE_S / PRE_GUST_S / CALM_STORM are GONE, with the phantom
|
||||
// settle they parameterised. In the real game the rig does not exist before
|
||||
// commit — commit→attach→storm is one keypress (the rig.t fix's own words) —
|
||||
// so the attach transient flies under STORM wind and its loads count. The old
|
||||
// 12 s calm settle + resetPeaks measured a chain the game never flies, and
|
||||
// also skewed every storm sample 12 s off the authored curve (C measured both
|
||||
// on the bench and removed its copy the same day).
|
||||
|
||||
/** Ground-plane area, shoelace over the ring — the same formula a.test uses. */
|
||||
export function areaOf(q) {
|
||||
@ -52,20 +71,28 @@ export const tierFor = (peakN, ratingHint = 1) =>
|
||||
/**
|
||||
* Sweep every bed-covering quad and price the cheapest holding line.
|
||||
* @param {object} o
|
||||
* @param {Array} o.anchors resolved anchors: { id, type, pos:{x,y,z}, sway,
|
||||
* ratingHint } — omit ratingHint and the anchor is
|
||||
* priced at full hardware strength (hint 1), which
|
||||
* is a LIE for any GLB-dressed anchor (fascia 0.35,
|
||||
* @param {Array} o.anchors world.anchors THEMSELVES where possible (their
|
||||
* sway closures carry the tree's real movement — a
|
||||
* static remap froze the gum tree and under-read
|
||||
* every tr1 corner, C's landmine 2), or resolved
|
||||
* { id, type, pos, sway, ratingHint } for synthetic
|
||||
* yards. Omit ratingHint and the anchor is priced
|
||||
* at full hardware strength (hint 1), which is a
|
||||
* LIE for any GLB-dressed anchor (fascia 0.35,
|
||||
* carport beam 0.22). Hand this the dressed truth.
|
||||
* @param {object} o.bed garden bed rect { x, z, w, d }
|
||||
* @param {object} o.stormDef the storm JSON to fly
|
||||
* @param {object} o.calmDef the calm-day JSON to settle on (storm_01_gentle)
|
||||
* @param {Array} [o.venturi] the SITE's funnel zones (siteDef.wind.venturi).
|
||||
* Omitted = no funnel, which is backyard_01's truth
|
||||
* and a LIE on the corner block. See below.
|
||||
* @returns {{ cands, rows, winners, verdict:{ ok:boolean, code:string, best } }}
|
||||
* @param {object} [o.siteDef] the SITE json — its wind.venturi is half the
|
||||
* yard's weather (three harnesses learned this the
|
||||
* hard way); preferred over `venturi`
|
||||
* @param {Array} [o.venturi] bare funnel list, for synthetic yards with no
|
||||
* site JSON (sweep.selftest). Ignored if siteDef given.
|
||||
* @param {function} [o.use] the yard's wind-proxy re-pointer (C's bench
|
||||
* pattern) — called with the sweep's wind so live
|
||||
* tree-sway closures sample the storm being flown
|
||||
* @returns {{ cands, rows, winners, marginalWinners, verdict:{ ok, code, best } }}
|
||||
*/
|
||||
export function auditSweep({ anchors, bed, stormDef, calmDef, venturi = [] }) {
|
||||
export function auditSweep({ anchors, bed, stormDef, siteDef = null, venturi = [], use = null }) {
|
||||
// 1. every quad, in the rigging band, that shades the bed
|
||||
const cands = [];
|
||||
for (let a = 0; a < anchors.length; a++) for (let b = a + 1; b < anchors.length; b++)
|
||||
@ -81,61 +108,93 @@ export function auditSweep({ anchors, bed, stormDef, calmDef, venturi = [] }) {
|
||||
if (cover >= AUDIT.MIN_COVER) cands.push({ ids: q.map((x) => x.id), area, cover });
|
||||
}
|
||||
|
||||
if (!cands.length) return { cands, rows: [], winners: [], verdict: { ok: false, code: 'no-cover', best: null } };
|
||||
// The site's PINNED separation line sweeps regardless of the band: A's
|
||||
// gate-1.4 recipe (p1+p2+p3+p5) is 45.9 m² against the band's 45 — the band
|
||||
// is an audit heuristic calibrated before p5 existed, and an audit that
|
||||
// cannot see the site's own ruled-best line is auditing a different yard.
|
||||
// Flagged `pinned` so front-ends can say why it's there; band-vs-pin
|
||||
// reconciliation is A's (posted in THREADS).
|
||||
const pinIds = siteDef?.separation?.line?.map((l) => l.anchor);
|
||||
if (pinIds && !cands.some((c) => pinIds.every((id) => c.ids.includes(id)))) {
|
||||
const q = pinIds.map((id) => anchors.find((a) => a.id === id)).filter(Boolean);
|
||||
if (q.length === 4) {
|
||||
try {
|
||||
const rig = new SailRig({ anchors, gridN: 10 }).attach(pinIds, Array(4).fill(HARDWARE[2]), 1.0);
|
||||
cands.push({ ids: pinIds, area: areaOf(q), cover: rig.coverageOver(bed, { x: 0, y: 1, z: 0 }), pinned: true });
|
||||
} catch { /* a pin naming unriggable anchors will fail loudly in a.test; nothing to add here */ }
|
||||
}
|
||||
}
|
||||
|
||||
// 2. peak corner loads, settled the way the game settles, on the real storm.
|
||||
// Every clause here is a bug the first draft shipped:
|
||||
// · createWind + setSheltersFromTrees — trees knock a hole downwind.
|
||||
// · settle on the CALM day on a RUNNING clock (main.js's prep), not storm
|
||||
// wind frozen at t=0 (that read 1.94 kN of standing load vs the true 0.40).
|
||||
// · resetPeaks() at entry — peakLoad is peak-since-ATTACH otherwise, folding
|
||||
// the settle transient into the storm peak.
|
||||
// · setVenturi — the SITE's funnel, and the bug this clause exists for.
|
||||
// A venturi lives in the site JSON, not the storm, so a sweep built only
|
||||
// from stormDef silently drops it: main.js:424 calls setVenturi on the
|
||||
// wind at every site load, and this tool did not. On the corner block —
|
||||
// whose entire weather personality IS the funnel — that under-reports
|
||||
// every corner load and hands back an easier yard than the one that
|
||||
// ships. A false PASS, which is the SPRINT6 trap wearing the other face:
|
||||
// there the tool called a good site unriggable, here it would call a
|
||||
// mean site cheap. Both are the tool lying about a yard it can't see.
|
||||
const trees = anchors.filter((a) => a.type === 'tree');
|
||||
const wind = createWind(stormDef);
|
||||
wind.setVenturi(venturi);
|
||||
wind.setSheltersFromTrees(trees);
|
||||
const calmWind = createWind(calmDef);
|
||||
calmWind.setVenturi(venturi); // the gap doesn't switch off for the settle
|
||||
calmWind.setSheltersFromTrees(trees);
|
||||
if (!cands.length) return { cands, rows: [], winners: [], marginalWinners: [], verdict: { ok: false, code: 'no-cover', best: null } };
|
||||
|
||||
// 2. peak corner loads, flown the way the GAME flies them. Every clause here
|
||||
// is a bug some harness shipped:
|
||||
// · windForSite — the one shared wind builder (C's helper): venturi from
|
||||
// the SITE def + tree shelters, byte-for-byte main.js's site-load
|
||||
// wiring. THREE harnesses independently mis-built site wind before it
|
||||
// existed (this tool's Sprint-11 funnel-off audit, C's bench reading
|
||||
// def.wind.venturi off the STORM def, D's first garden harness) — a
|
||||
// fourth copy of the wiring is how there's a fifth bug.
|
||||
// · `use` re-points the caller's world-wind proxy so LIVE tree-sway
|
||||
// closures sample this sweep's storm (frozen sway under-read q4 by
|
||||
// 0.22 kN on the $80 line — C's landmine 2).
|
||||
// · NO calm settle, NO resetPeaks: commit→attach→storm is one keypress
|
||||
// in the real game, so the attach transient flies under storm wind
|
||||
// and its loads count (cheap steel genuinely dies "at the settle" —
|
||||
// that's the storm's opening seconds, not a separate phase).
|
||||
const wind = windForSite(stormDef, siteDef ?? { wind: { venturi } }, anchors);
|
||||
use?.(wind);
|
||||
|
||||
const rows = [];
|
||||
for (const cnd of cands) {
|
||||
// shade cloth (porosity 0.30): the fabric a competent player takes into a windy night
|
||||
const rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 })
|
||||
.attach(cnd.ids, Array(4).fill({ name: 'audit', cost: 0, rating: Infinity }), 1.0);
|
||||
for (let i = 0, n = Math.round(AUDIT.SETTLE_S / FIXED_DT); i < n; i++) {
|
||||
rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % AUDIT.PRE_GUST_S);
|
||||
}
|
||||
rig.resetPeaks(); // ← the storm starts HERE
|
||||
for (let i = 0; i < stormDef.duration * 60; i++) rig.step(FIXED_DT, wind, i * FIXED_DT);
|
||||
|
||||
// Price each corner against its anchor's EFFECTIVE strength. c.anchor is the
|
||||
// resolved anchor handed in above; `?? 1` mirrors sail.js for bare fixtures.
|
||||
const tiers = rig.corners.map((c) => ({
|
||||
id: c.anchorId, peak: c.peakLoad, hint: c.anchor.ratingHint ?? 1,
|
||||
tier: tierFor(c.peakLoad, c.anchor.ratingHint ?? 1),
|
||||
}));
|
||||
//
|
||||
// TWO prices per corner (C's margin rule):
|
||||
// `tier` cheapest hardware that HOLDS the measured peak — what the
|
||||
// old audit sold, and what a player gambling the knife edge
|
||||
// actually buys;
|
||||
// `cleanTier` cheapest hardware that holds it WITH ≥ MARGIN headroom —
|
||||
// the price the margin rule trusts (demand ÷ (1 − MARGIN)).
|
||||
// A corner whose `tier` sits inside the margin band is `marginal`: it
|
||||
// holds on this bench and "breaks in the game" (the residual's working
|
||||
// rule). The row's clean price is what closing that gap costs.
|
||||
const tiers = rig.corners.map((c) => {
|
||||
const hint = c.anchor.ratingHint ?? 1;
|
||||
const tier = tierFor(c.peakLoad, hint);
|
||||
return { id: c.anchorId, peak: c.peakLoad, hint, tier,
|
||||
cleanTier: tierFor(c.peakLoad / (1 - AUDIT.MARGIN), hint),
|
||||
headroom: tier ? +(1 - c.peakLoad / (tier.rating * hint)).toFixed(3) : null };
|
||||
});
|
||||
const unholdable = tiers.filter((c) => !c.tier);
|
||||
const marginal = tiers.filter((c) => c.tier && c.headroom < AUDIT.MARGIN);
|
||||
const hw = tiers.reduce((s, c) => s + (c.tier ? c.tier.cost : 0), 0);
|
||||
rows.push({ ...cnd, tiers, unholdable, hw, total: hw + AUDIT.SPARE_COST,
|
||||
affordable: !unholdable.length && hw <= START_BUDGET });
|
||||
const cleanHw = tiers.every((c) => c.cleanTier)
|
||||
? tiers.reduce((s, c) => s + c.cleanTier.cost, 0) : null;
|
||||
rows.push({ ...cnd, tiers, unholdable, marginal, hw, cleanHw,
|
||||
total: hw + AUDIT.SPARE_COST,
|
||||
affordable: !unholdable.length && hw <= START_BUDGET,
|
||||
clean: cleanHw != null && cleanHw <= START_BUDGET });
|
||||
}
|
||||
rows.sort((a, b) => (a.affordable === b.affordable ? a.hw - b.hw : a.affordable ? -1 : 1));
|
||||
|
||||
const winners = rows.filter((r) => r.affordable);
|
||||
// winners are lines the budget can buy at the CLEAN price (≥15% headroom on
|
||||
// every corner); a line only affordable on knife-edge steel is the wild-night
|
||||
// 91.9-FULL illusion and gets its own bucket + verdict code so no front-end
|
||||
// can print PASS over it by accident.
|
||||
const winners = rows.filter((r) => r.clean).sort((a, b) => a.cleanHw - b.cleanHw);
|
||||
const marginalWinners = rows.filter((r) => r.affordable && !r.clean);
|
||||
return {
|
||||
cands, rows, winners,
|
||||
cands, rows, winners, marginalWinners,
|
||||
verdict: winners.length
|
||||
? { ok: true, code: 'pass', best: winners[0] }
|
||||
: { ok: false, code: 'unaffordable', best: rows[0] },
|
||||
: marginalWinners.length
|
||||
? { ok: false, code: 'marginal-only', best: marginalWinners[0] }
|
||||
: { ok: false, code: 'unaffordable', best: rows[0] },
|
||||
};
|
||||
}
|
||||
|
||||
@ -23,7 +23,8 @@
|
||||
* collapse to the same peak loads and the strict inequality goes red.
|
||||
*/
|
||||
|
||||
import { auditSweep } from './sweep.js';
|
||||
import { AUDIT, auditSweep } from './sweep.js';
|
||||
import { HARDWARE } from '../../web/world/js/contracts.js';
|
||||
|
||||
const TESTS = [];
|
||||
const test = (name, fn) => TESTS.push([name, fn]);
|
||||
@ -49,13 +50,12 @@ const STORM = {
|
||||
id: 'sweep_selftest_storm', duration: 8, dir: Math.PI / 2, base: 14,
|
||||
gusts: { every: 3, peak: 1.6, downdraftOfTotal: 0.2 },
|
||||
};
|
||||
const CALM = { id: 'sweep_selftest_calm', duration: 8, dir: Math.PI / 2, base: 3, gusts: null };
|
||||
|
||||
/** Centred on the bed, wide enough to swallow it, aligned with the storm. */
|
||||
const FUNNEL = [{ x: 0, z: 0, axis: Math.PI / 2, gain: 2.0, radius: 12, sharp: 1 }];
|
||||
|
||||
const peaksOf = (venturi) => {
|
||||
const { rows } = auditSweep({ anchors: ANCHORS, bed: BED, stormDef: STORM, calmDef: CALM, venturi });
|
||||
const { rows } = auditSweep({ anchors: ANCHORS, bed: BED, stormDef: STORM, venturi });
|
||||
assert(rows.length > 0, 'sweep selftest yard produced no candidate quad — fix the fixture, not the test');
|
||||
return rows[0].tiers.map((c) => c.peak);
|
||||
};
|
||||
@ -97,7 +97,7 @@ test('pricing reads the ANCHOR, not just the steel — ratingHint reaches tierFo
|
||||
// every PEAK stays byte-identical (the hint is a pricing fact, not physics —
|
||||
// the sweep flies unbreakable audit hardware). Written to fail if the hint
|
||||
// is dropped from sweep.js's tierFor call: the two runs collapse into one.
|
||||
const sweep = (anchors) => auditSweep({ anchors, bed: BED, stormDef: STORM, calmDef: CALM, venturi: [] }).rows[0];
|
||||
const sweep = (anchors) => auditSweep({ anchors, bed: BED, stormDef: STORM, venturi: [] }).rows[0];
|
||||
const honest = sweep(ANCHORS);
|
||||
const lied = sweep(ANCHORS.map((a) => (a.id === 'a1' ? { ...a, ratingHint: 0.01, sway: a.sway } : a)));
|
||||
|
||||
@ -119,4 +119,34 @@ test('pricing reads the ANCHOR, not just the steel — ratingHint reaches tierFo
|
||||
'an over-ceiling corner must land in unholdable, or the verdict lies');
|
||||
});
|
||||
|
||||
test('the margin rule: a corner inside 15% of its effective rating is not a clean win', () => {
|
||||
// SPRINT13, C's residual: even a corrected bench under-reads the real UI's
|
||||
// peaks by ~5-15%, so "any corner within ~15% of rating breaks in the game".
|
||||
// The sweep must therefore refuse to call a knife-edge line a winner — the
|
||||
// wild-night 91.9-FULL-with-q4-at-1.24-vs-1.2 headline died of exactly this
|
||||
// (D's UI: 39.8 TATTERED). Craft a hint that leaves the best steel ~8%
|
||||
// headroom on a1's measured peak: still priced, still "holds" on paper,
|
||||
// and the verdict must refuse to bless it. Delete the marginal logic from
|
||||
// sweep.js and this goes red on the verdict code.
|
||||
const sweep = (anchors) => auditSweep({ anchors, bed: BED, stormDef: STORM, venturi: [] });
|
||||
const honest = sweep(ANCHORS);
|
||||
const a1h = honest.rows[0].tiers.find((c) => c.id === 'a1');
|
||||
assert(a1h.tier, 'fixture drift: a1 must be holdable at hint 1');
|
||||
assert(honest.verdict.ok && honest.verdict.code === 'pass',
|
||||
'fixture drift: the honest yard must be a clean pass or this test asserts nothing');
|
||||
|
||||
const RATED = HARDWARE.at(-1);
|
||||
const hint = a1h.peak / (RATED.rating * 0.92); // → best steel holds a1 with 8% headroom
|
||||
const lied = sweep(ANCHORS.map((a) => (a.id === 'a1' ? { ...a, ratingHint: hint, sway: a.sway } : a)));
|
||||
const row = lied.rows[0];
|
||||
const a1 = row.tiers.find((c) => c.id === 'a1');
|
||||
assert(a1.tier === RATED, `a1 at the crafted hint must price to the rated shackle, got ${a1.tier?.name}`);
|
||||
assert(a1.headroom > 0 && a1.headroom < AUDIT.MARGIN,
|
||||
`fixture: a1's headroom ${a1.headroom} must sit inside (0, ${AUDIT.MARGIN})`);
|
||||
assert(row.marginal.some((c) => c.id === 'a1'), 'a1 must land in row.marginal');
|
||||
assert(row.affordable && !row.clean, 'the line is affordable but must NOT be clean');
|
||||
assert(!lied.verdict.ok && lied.verdict.code === 'marginal-only',
|
||||
`the only affordable line is marginal — verdict must say so, got ${lied.verdict.code}/${lied.verdict.ok}`);
|
||||
});
|
||||
|
||||
export const SWEEP_TESTS = TESTS;
|
||||
|
||||
@ -97,8 +97,86 @@
|
||||
"than the 23-38 m2 rigs that survive unaided. a.test.js asserts the >45 m2 floor, so",
|
||||
"moving this inward goes red — that assert is the tension's only guard."
|
||||
]
|
||||
}
|
||||
],
|
||||
},
|
||||
{
|
||||
"id": "p5", "x": 5.5, "z": -2, "h": 2.6, "type": "post", "work": "cloth",
|
||||
"_why": [
|
||||
"SPRINT13 gate 1 — A's backyard ruling, the anchor C's diagnosis routed here. The old",
|
||||
"clothesline post: galvanised steel sunk in concrete by the back path, NE of the bed,",
|
||||
"shorter than the sail posts because it was never a sail post. Honest steel (ratingHint 1),",
|
||||
"8 m from the fascia, so the house trap keeps its whole lesson.",
|
||||
"",
|
||||
"WHY IT EXISTS, measured (probeA on C's garden_bench chain, wildnight, funnel-free yard):",
|
||||
"before it, the backyard could not beat TATTERED on the wild night at any price - every",
|
||||
"vertical-covering quad needs a house corner (fascia caps the best steel at 2.27 kN while",
|
||||
"those quads pull 3-7 kN -> tear in the settle), and the best HOLDING line p1..p4 ceilings",
|
||||
"at hp 61.3 through 25% cover. D played both halves through the real UI and confirmed to",
|
||||
"the decimal. Placement, not budget, not weather.",
|
||||
"",
|
||||
"WHY (5.5, -2) at h 2.6 and not somewhere kinder: the LOW top is the point - it twists the",
|
||||
"p1+p2+p3+p5 quad so it spills the gusts (small+twisted survives, DESIGN.md), and the",
|
||||
"position is swept against the $80 wallet. NUMBERS CORRECTED to the game-true chain after",
|
||||
"B's 12s-skew finding (no phantom settle; the first sweep's hp column ran ~4 HP hot):",
|
||||
" (4.5,-2) h2.6 -> p1 3.35 kN, needs RATED, line costs $90 DO NOT",
|
||||
" (5,-2.5) h2.8 -> p5 6.20, p1 3.75 -> $90 DO NOT",
|
||||
" (5.5,-2) h2.6 -> p5 5.10, p2 3.08, p1 2.96, p3 1.81 -> $75, hp 63.6 WIN <- here",
|
||||
" (6,-2) h2.6 -> shadow drops DO NOT",
|
||||
"A second, LOWER-still or wider post cannot buy FULL either: the twin-post covering quad",
|
||||
"(p6 at (-3,-2) h2.6 + p5 + p1 + p2, 100% cover) pulls 6.9/6.7/6.2 kN and tears - full",
|
||||
"cover honestly exceeds the wild night at ANY buyable price, which is decision 2's tension",
|
||||
"doing its job. The separation block below pins the recipe; a.test flies it game-true.",
|
||||
"The smallest full-cover quad stays >45 m2 (a.test's floor holds). And the ICE night still",
|
||||
"refuses the $80 wallet: same line needs $105 there (p1 3.25, p2 3.22 vs a shackle's 3.20",
|
||||
"- the same few-hundredths miss as C's q3), so night 5 stays the night the bank pays for."
|
||||
]
|
||||
} ],
|
||||
|
||||
"separation": {
|
||||
"_why": [
|
||||
"SPRINT13 gate 1.4 — A's ruling on C's proposed target, RULED TWICE and honest the second",
|
||||
"time. C proposed: 'on a wild night the best buyable line reads FULL (>66) and a bare bed",
|
||||
"reads DEAD (<33)'. First ruling amended the bare half (nowhere does a bare bed read DEAD;",
|
||||
"35.7 is tattered, and tuning storm_02 until a slogan lands is the fudge gate 1 exists to",
|
||||
"kill) and kept FULL — then B's audit rewrite caught that FULL was only ever met through the",
|
||||
"assert's own 12 s phantom settle (SailRig samples wind at its INTERNAL clock: game-true",
|
||||
"63.8/63.6, skewed 68.4/68.3). The geometry was re-swept game-true: nothing buyable reaches",
|
||||
"66 (the twin-post covering quad tears at 6.9 kN; every FULL-flavoured candidate is also",
|
||||
"knife-edged under B's 15% margin rule). So the target is RESTATED to the boundaries the",
|
||||
"game actually stakes, with real headroom, instead of pinning another knife edge:",
|
||||
" - the best buyable line HOLDS (0/4) and WINS COMFORTABLY: hp > 60 (win line is 50;",
|
||||
" game-true 63.6 - a red means the wild night's best line regressed, not noise),",
|
||||
" - a bare bed LOSES: hp < 50 (game-true 35.7),",
|
||||
" - the spread reads as most of a plant state: >= 25 HP (game-true 27.9).",
|
||||
"DESIGN CANON, written down on purpose: the wild night's garden is WON SCARRED, never FULL,",
|
||||
"and sometimes the win is PYRRHIC - the sail is spendable, the bed is not. PLAYED, per D's",
|
||||
"ask (real pointer events on the markers, real Enter, real invoice, night 4 as shipped):",
|
||||
"hp 55.7 WIN, 2/4 lost (p2 then p3), banked +$21, verdict 'THE GARDEN MADE IT. The sail",
|
||||
"didn't... That is what the sail was for.' The played number sits ~8 under the pinned",
|
||||
"sim-chain 63.6 because the real yard also throws the t=38 crate and ponds rain - and that",
|
||||
"gap lands exactly on p2's 4% shackle margin. RULED DELIBERATE: the wild night sells no",
|
||||
"clean line (B's margin rule labels this recipe marginal-only, which is the audit telling",
|
||||
"the truth) - the best $75 the shop has is a gamble that saves the bed and may cost the",
|
||||
"sail, which is DESIGN.md's firework, priced. The week's garden arc: full/full/full on",
|
||||
"nights 1-3, won-scarred night 4, beyond saving night 5 (week.js gardenBeyondSaving).",
|
||||
"The thresholds below pin the SIM CHAIN (rig+sky+garden, deterministic, no debris) as the",
|
||||
"regression tripwire; the played reference above is what the numbers must keep buying.",
|
||||
"B's audit reads the same recipe (heldMustExceed/bareMustLoseBelow are B's field names too -",
|
||||
"renaming them breaks gardenfly). A target nothing checks is decoration - the repo's oldest",
|
||||
"lesson."
|
||||
],
|
||||
"_playedReference": "2026-07-18 UI run, night 4 as shipped: hp 55.7 WIN, 2/4 lost (p2,p3), +$21",
|
||||
"stormKey": "storm_02_wildnight",
|
||||
"tension": 1.0,
|
||||
"line": [
|
||||
{ "anchor": "p5", "hw": "rated shackle" },
|
||||
{ "anchor": "p1", "hw": "shackle" },
|
||||
{ "anchor": "p2", "hw": "shackle" },
|
||||
{ "anchor": "p3", "hw": "shackle" }
|
||||
],
|
||||
"heldMustExceed": 60,
|
||||
"bareMustLoseBelow": 50,
|
||||
"separationAtLeast": 25
|
||||
},
|
||||
|
||||
"shed": { "model": "shed_01_v1", "x": 11.8, "z": 6.2, "rotYDeg": -90 },
|
||||
"shedTable": { "model": "shed_table_v1", "x": 9, "z": 6, "rotYDeg": -90, "pickupNode": "pickup_anchor" },
|
||||
|
||||
@ -13,7 +13,14 @@
|
||||
color: #eef4f8; text-shadow: 0 1px 2px #0009;
|
||||
pointer-events: none; user-select: none;
|
||||
}
|
||||
#dev { top: 10px; }
|
||||
/* SPRINT13 gate 3 — the dev line moved out from under Lane B's anchor panel
|
||||
(top:12/left:12; this was top:10/left:10, so they typeset on top of each
|
||||
other all sprint — QA snag list). Top-RIGHT now, and hidden unless asked
|
||||
for: see main.js's dev-line block. A stranger on partly.party was reading
|
||||
"60 fps · storm 12.3s · debris 4" on the front door of a public game, which
|
||||
is a dev build talking to someone who came to play. */
|
||||
#dev { top: 10px; right: 10px; left: auto; text-align: right; display: none; }
|
||||
#dev.on { display: block; }
|
||||
#help { bottom: 10px; opacity: .75; }
|
||||
#banner {
|
||||
position: fixed; top: 38%; left: 0; right: 0;
|
||||
|
||||
@ -11,6 +11,100 @@
|
||||
|
||||
import * as THREE from '../vendor/three.module.js';
|
||||
|
||||
/**
|
||||
* Perpendicular distance in XZ from point `p` to the segment a→b. The camera
|
||||
* cares about the whole segment, not the endpoints: a post the camera stands
|
||||
* clear of can still be planted squarely between it and the player's head.
|
||||
*/
|
||||
function distToSegmentXZ(p, a, b) {
|
||||
const abx = b.x - a.x, abz = b.z - a.z;
|
||||
const len2 = abx * abx + abz * abz;
|
||||
let t = len2 ? ((p.x - a.x) * abx + (p.z - a.z) * abz) / len2 : 0;
|
||||
t = t < 0 ? 0 : t > 1 ? 1 : t;
|
||||
return Math.hypot(p.x - (a.x + abx * t), p.z - (a.z + abz * t));
|
||||
}
|
||||
|
||||
/**
|
||||
* The opening yaw: point the camera so the first frame is player + what matters,
|
||||
* with nothing skewered through the middle of it. (SPRINT13 gate 2.5.)
|
||||
*
|
||||
* The QA pass put it plainly: "the boot camera puts a pole dead-centre through
|
||||
* the player on every single first impression". Measured rather than eyeballed —
|
||||
* the player spawns at (0,6) on backyard_01 looking up the yard at yaw 0, which
|
||||
* parks the camera near z≈10.4, and post p3 stands at (0,7). Dead between the
|
||||
* camera and the head, every boot, on a public URL.
|
||||
*
|
||||
* Two things this is NOT:
|
||||
* · not a magic yaw. A hand-picked angle is one site's answer, and sites are
|
||||
* data now — site_02 spawns somewhere else with its posts somewhere else, and
|
||||
* a constant tuned against the backyard would frame the corner block by luck.
|
||||
* · not the camera's existing collision. That pulls IN to the first solid in
|
||||
* the way, so a post behind the player trades a skewer for a shoulder-filling
|
||||
* close-up. Both are the bad frame; this picks a different angle instead.
|
||||
*
|
||||
* Sweeps outward from the ideal (camera opposite `lookAt`, so the player stands
|
||||
* in front of the thing they're here to protect) and takes the FIRST yaw with
|
||||
* real clearance — nearest the ideal wins, so the framing gives up as little as
|
||||
* it can.
|
||||
*
|
||||
* TWO NUMBERS HERE ARE MEASURED, not chosen, and both were wrong first:
|
||||
*
|
||||
* `clearance` 0.6 — my first pass asked for 1.1 m and produced a WORSE frame
|
||||
* than the bug it fixed: the camera swung 105° off the garden and stared at a
|
||||
* fence. Reason, measured in the running game: p3 stands at (0,7) and the player
|
||||
* spawns at (0,6), so the post is **1.0 m away** — and the greatest perpendicular
|
||||
* distance any obstacle can ever have from the camera→head line is its own
|
||||
* distance from the player. 1.1 was unreachable by construction. The sweep
|
||||
* dutifully tried all 24 candidates, failed every one, and fell back to
|
||||
* "roomiest", which is a rule that knows nothing about the garden. Clearance is
|
||||
* `sin(off) × 1.0 m` here, so 0.6 buys ~37° of turn and leaves the bed 23° off
|
||||
* centre in a 62° FOV: in frame, next to the player, no pole through the head.
|
||||
*
|
||||
* `maxOff` 90° — the fallback's bound, and the lesson from the same failure. A
|
||||
* frame that has turned more than a quarter-circle off the bed is no longer a
|
||||
* frame of the bed, so it cannot be the "best available" answer no matter how
|
||||
* roomy it is. Past this, a pole in shot is the lesser evil, and the sweep says
|
||||
* so by returning the roomiest angle WITHIN the arc rather than outside it.
|
||||
*
|
||||
* Never throws, never returns NaN: a yard boxed in on every side still gets its
|
||||
* best available frame.
|
||||
*
|
||||
* @param {{x,z}} player
|
||||
* @param {{x,z}} lookAt what the frame should be about — the garden bed
|
||||
* @param {{x,z}[]} obstacles vertical things, by XZ: posts, trunks, structures
|
||||
* @param {object} [opts]
|
||||
* @returns {number} yaw in radians
|
||||
*/
|
||||
export function spawnYawFor(player, lookAt, obstacles = [], opts = {}) {
|
||||
const distance = opts.distance ?? DEFAULTS.distance;
|
||||
const clearance = opts.clearance ?? 0.6;
|
||||
const maxOff = opts.maxOff ?? Math.PI / 2;
|
||||
const steps = opts.steps ?? 24;
|
||||
const ideal = Math.atan2(player.x - lookAt.x, player.z - lookAt.z);
|
||||
|
||||
const clearAt = (yaw) => {
|
||||
const cam = { x: player.x + Math.sin(yaw) * distance, z: player.z + Math.cos(yaw) * distance };
|
||||
let clear = Infinity;
|
||||
for (const o of obstacles) clear = Math.min(clear, distToSegmentXZ(o, player, cam));
|
||||
return clear;
|
||||
};
|
||||
|
||||
let best = ideal, bestClear = clearAt(ideal);
|
||||
if (bestClear >= clearance) return ideal;
|
||||
|
||||
// Alternate outward — +7.5°, −7.5°, +15° … — so "first acceptable" also means
|
||||
// "least turned away from the bed". Bounded by maxOff: see above.
|
||||
for (let i = 1; i <= steps; i++) {
|
||||
const mag = (Math.ceil(i / 2) * maxOff) / Math.ceil(steps / 2);
|
||||
if (mag > maxOff) break;
|
||||
const yaw = ideal + (i % 2 ? mag : -mag);
|
||||
const clear = clearAt(yaw);
|
||||
if (clear >= clearance) return yaw;
|
||||
if (clear > bestClear) { bestClear = clear; best = yaw; }
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
/** Stand-off kept between the camera and whatever it collided with. */
|
||||
const WALL_MARGIN = 0.25;
|
||||
/** Absolute floor on camera-to-head distance. Above the 0.1 near plane. */
|
||||
@ -108,6 +202,14 @@ export function createCameraRig(domElement, opts = {}) {
|
||||
*/
|
||||
setSolids(list) { solids = list ?? []; },
|
||||
|
||||
/**
|
||||
* What the camera is currently colliding against. A read-only view (spread,
|
||||
* so a caller can't mutate the live array). SPRINT13: added so the
|
||||
* aftermath cloth-swallow fix is observable — "did the dead sail actually
|
||||
* join the solid set" was otherwise a claim with no way to check it.
|
||||
*/
|
||||
get solids() { return [...solids]; },
|
||||
|
||||
/** @param {(x:number, z:number) => number} fn Pass world.heightAt. */
|
||||
setGround(fn) { groundAt = fn ?? (() => -Infinity); },
|
||||
|
||||
|
||||
103
web/world/js/garden.js
Normal file
103
web/world/js/garden.js
Normal file
@ -0,0 +1,103 @@
|
||||
/**
|
||||
* garden.js — the garden model, one shared copy. [Lane A]
|
||||
*
|
||||
* SPRINT13 gate 1.2 — B's export ask, granted. These were module-locals in
|
||||
* main.js, which made the audit's garden prediction impossible without copying
|
||||
* three constants "C is about to change this very sprint" (B's words) — the
|
||||
* exact drift sweep.js exists to prevent on the winnability side. Now main.js
|
||||
* and tools/site_audit read the SAME model, so "same number, two harnesses"
|
||||
* is structural rather than aspirational. B: the TEMPORARY COPY in
|
||||
* garden_probe.html can die now.
|
||||
*
|
||||
* Nothing here changed in the move — this is a mechanical lift. The one thing
|
||||
* that DID change this sprint is the comment on GARDEN_DRAIN, because the
|
||||
* gate-1 rulings resolved what it is for.
|
||||
*/
|
||||
|
||||
/**
|
||||
* How fast an unprotected garden dies, in HP per second at full exposure.
|
||||
*
|
||||
* SPRINT13 gate 1.4 RULING: **this constant does not move.** My old comment
|
||||
* here said "the lever that actually needs moving is the shadow geometry, not
|
||||
* this" — C measured the geometry and it was never wrong (probe2: raycast and
|
||||
* rasteriser agree at 1.0000). What was wrong was the LINE the yard offered:
|
||||
* the canonical p1..p4 covers 25% of what hail sees, and no drain value can
|
||||
* separate a 25% line from a bare bed because the drain scales BOTH sides.
|
||||
* The separation now comes from anchor placement (backyard_01's p5, its
|
||||
* `separation` block, and the a.test assert that flies it), which is where it
|
||||
* always had to come from.
|
||||
*
|
||||
* What 0.9 actually owns is the week's bare-bed arc — the difficulty curve of
|
||||
* neglect, measured: gentle 97.6 · southerly 83.7 · buster 82.6 · wildnight
|
||||
* 35.7 · icenight 0.0. Move this and all five nights retune at once; the
|
||||
* wildnight bare bed must stay under the win line (< 50) for the pinned
|
||||
* separation target to mean anything, and the early nights must stay
|
||||
* survivable-by-default or night 1 stops being a tutorial. Retunes go through
|
||||
* THREADS with that table, not through this number quietly.
|
||||
*/
|
||||
export const GARDEN_DRAIN = 0.9;
|
||||
|
||||
/**
|
||||
* Decision 13's weights. Hail is what actually kills a garden and cloth honestly
|
||||
* stops it (stones fall ≤20° off vertical; rain leans 73° in a gale and walks
|
||||
* straight under the sail — Lane C's numbers). Rain is demoted to a drizzle of
|
||||
* damage so the night still costs you something when it isn't hailing.
|
||||
*
|
||||
* SPRINT6 gate 1 lists these first among the balance levers.
|
||||
*/
|
||||
export const HAIL_WEIGHT = 5.0;
|
||||
export const RAIN_WEIGHT = 0.25;
|
||||
|
||||
/**
|
||||
* The garden: the thing you are actually protecting, and the only score that
|
||||
* matters. Deliberately not inside hud.js — the HUD reads, it doesn't decide.
|
||||
*
|
||||
* It keeps its damage split by CAUSE, and that isn't bookkeeping for its own
|
||||
* sake: the aftermath verdict is the game's entire feedback channel, and a
|
||||
* verdict that guesses teaches the wrong lesson. A garden that only knows it
|
||||
* went from 100 to 39 cannot tell a player whether their hardware let go or
|
||||
* their perfectly-held sail simply wasn't over the bed — and those are opposite
|
||||
* mistakes with opposite fixes.
|
||||
*
|
||||
* @param {{ setPlants(state: string): void }} world
|
||||
*/
|
||||
export function createGarden(world) {
|
||||
let hp = 100;
|
||||
let state = 'full';
|
||||
let byHail = 0;
|
||||
let byRain = 0;
|
||||
|
||||
return {
|
||||
get hp() { return hp; },
|
||||
get state() { return state; },
|
||||
/** HP lost to each cause this run. The verdict reads these. */
|
||||
get damage() { return { hail: byHail, rain: byRain }; },
|
||||
|
||||
reset() { hp = 100; state = 'full'; byHail = 0; byRain = 0; world.setPlants('full'); },
|
||||
|
||||
/**
|
||||
* Decision 13, and the two terms stay SEPARATE on the way in rather than
|
||||
* being pre-summed by the caller — that sum is exactly the information the
|
||||
* verdict needs and can never recover afterwards.
|
||||
*
|
||||
* @param {number} dt
|
||||
* @param {number} hail 0..1 sky.gardenHailExposure(bed, t)
|
||||
* @param {number} rain 0..1 sky.gardenExposure(bed, t)
|
||||
*/
|
||||
step(dt, hail, rain) {
|
||||
const dHail = HAIL_WEIGHT * hail * GARDEN_DRAIN * dt;
|
||||
const dRain = RAIN_WEIGHT * rain * GARDEN_DRAIN * dt;
|
||||
const total = Math.min(hp, dHail + dRain);
|
||||
if (total > 0) {
|
||||
// Attribute proportionally, so the split still adds up on the last tick
|
||||
// when the garden bottoms out at 0 mid-step.
|
||||
const scale = total / (dHail + dRain);
|
||||
byHail += dHail * scale;
|
||||
byRain += dRain * scale;
|
||||
hp -= total;
|
||||
}
|
||||
const next = hp > 66 ? 'full' : hp > 33 ? 'tattered' : 'dead';
|
||||
if (next !== state) { state = next; world.setPlants(next); }
|
||||
},
|
||||
};
|
||||
}
|
||||
@ -75,6 +75,22 @@ const CSS = `
|
||||
#hud-help { position:absolute; bottom:12px; left:50%; transform:translateX(-50%);
|
||||
color:#93a6b2; opacity:.85; white-space:nowrap; }
|
||||
|
||||
/* SPRINT13 gate 3 — pause and mute.
|
||||
The veil sits UNDER #hud-card (z 30) so a card always wins: pausing can never
|
||||
hide the job sheet or the invoice. It is a veil and not a card because the
|
||||
yard behind it is the point — you paused to LOOK at something. */
|
||||
#hud-pause { position:fixed; inset:0; z-index:20; display:none; place-items:center;
|
||||
background:#060a0d99; backdrop-filter:blur(2px); pointer-events:none; }
|
||||
#hud-pause.on { display:grid; }
|
||||
#hud-pause .word { font:700 34px/1 ui-monospace,Menlo,monospace; letter-spacing:.34em;
|
||||
color:#dde5ea; text-indent:.34em; }
|
||||
#hud-pause .sub { margin-top:10px; text-align:center; color:#8ba0ad; letter-spacing:.1em; }
|
||||
/* Muted has to be visible from anywhere or the player thinks the sound broke. */
|
||||
#hud-mute { position:absolute; top:12px; right:12px; display:none;
|
||||
padding:4px 9px; border:1px solid #3a4a56; border-radius:4px;
|
||||
color:#8ba0ad; letter-spacing:.16em; font-size:11px; }
|
||||
#hud-mute.on { display:block; }
|
||||
|
||||
#hud-card { position:fixed; inset:0; z-index:30; display:none; place-items:center;
|
||||
/* SPRINT12: E's letterhead + brief + conditions made the tall cards taller
|
||||
than a short window, and a RIG IT button below the fold with no scroll is a
|
||||
@ -184,6 +200,24 @@ const CSS = `
|
||||
color: #55677a; border-bottom: 1px solid #1c262d; padding-bottom: 5px;
|
||||
}
|
||||
|
||||
/* --- the splash (SPRINT13 gate 3) ---------------------------------------
|
||||
Built ON E's letterhead rather than beside it: the masthead is the game's
|
||||
name, so the front door is the same sheet of paper as everything else. The
|
||||
only rules here are the ones the letterhead doesn't already own. */
|
||||
#hud-card .splash .letterhead { border-bottom-width: 2px; padding-bottom: 12px; }
|
||||
#hud-card .splash .mark { font-size: 30px; }
|
||||
#hud-card .premise { margin: 14px 0 4px; color: #dde5ea; font-size: 14px; line-height: 1.6; }
|
||||
#hud-card .fineprint { margin: 14px 0 0; color: #6d8494; font-style: italic; line-height: 1.55; }
|
||||
#hud-card .keys { display: grid; gap: 3px; }
|
||||
#hud-card .keyrow { display: flex; gap: 12px; align-items: baseline; padding: 2px 0; }
|
||||
#hud-card .keyrow kbd {
|
||||
flex: none; min-width: 62px; text-align: center; padding: 3px 7px;
|
||||
background: #16222a; border: 1px solid #33454f; border-bottom-width: 2px;
|
||||
border-radius: 4px; color: #cfe0ea; font: inherit; font-size: 11px;
|
||||
}
|
||||
#hud-card .keyrow span { color: #93a6b2; }
|
||||
#hud-card .splash .go { margin-top: 18px; width: 100%; padding: 12px; font-size: 14px; }
|
||||
|
||||
/* --- the pay schedule (job sheet) --------------------------------------
|
||||
This is a QUOTE, not a receipt: it's what the night is worth if you do it
|
||||
right. It reuses your .row shape so it lines up with everything else, but
|
||||
@ -302,6 +336,8 @@ export function createHud(d) {
|
||||
<div class="panel" id="hud-carry" style="display:none"></div>
|
||||
<div id="hud-events"></div>
|
||||
<div id="hud-help"></div>
|
||||
<div id="hud-mute">MUTED</div>
|
||||
<div id="hud-pause"><div class="word">PAUSED</div><div class="sub">P to carry on</div></div>
|
||||
`;
|
||||
document.body.appendChild(root);
|
||||
|
||||
@ -322,6 +358,9 @@ export function createHud(d) {
|
||||
const elPct = $('#hud-garden-pct'), elBar = $('#hud-bar i'), elShade = $('#hud-shade');
|
||||
const elGardenLabel = $('#hud-garden-label');
|
||||
const elCarry = $('#hud-carry'), elEvents = $('#hud-events'), elHelp = $('#hud-help');
|
||||
const elPause = $('#hud-pause'), elMute = $('#hud-mute');
|
||||
/** Set by main.js once it has asked skyfx whether the bus has a tap. */
|
||||
let muteAvailable = false;
|
||||
|
||||
// --- world-anchored corner load bars ------------------------------------
|
||||
// A bar per corner, floating at the corner it describes. Geometry rather than
|
||||
@ -334,6 +373,18 @@ export function createHud(d) {
|
||||
const quad = new THREE.PlaneGeometry(1, 1);
|
||||
quad.translate(0.5, 0, 0); // pivot on the left edge, so scale.x grows rightward
|
||||
const BAR_W = 0.9, BAR_H = 0.1;
|
||||
/**
|
||||
* When two corner bars count as "on top of each other", in clip space (NDC
|
||||
* spans -1..1 across the viewport), and how far apart to stack them.
|
||||
*
|
||||
* Measured off the collision the QA pass actually hit — CB1/CB2 on the carport
|
||||
* beam, viewed from where a player stands to rig them. A bar is ~0.9 world
|
||||
* units wide and scaled to hold constant screen size, so these are roughly
|
||||
* "one bar wide, one line tall" and don't need to track the bar's dimensions.
|
||||
* Y is the tighter of the two on purpose: labels stack vertically, so a pair
|
||||
* side-by-side is already readable and only a vertical overlap is mush.
|
||||
*/
|
||||
const BAR_NDC_X = 0.10, BAR_NDC_Y = 0.045, BAR_STACK_Y = 0.34;
|
||||
|
||||
const bars = [];
|
||||
function ensureBars(n) {
|
||||
@ -391,6 +442,14 @@ export function createHud(d) {
|
||||
const _p = new THREE.Vector3();
|
||||
const _q = new THREE.Quaternion();
|
||||
const _cam = new THREE.Vector3();
|
||||
// Corner-bar de-collision (SPRINT13). Scratch + a per-frame record of where
|
||||
// each bar landed in clip space, so bars that typeset on top of each other can
|
||||
// be stacked instead. Pooled rather than reallocated — this runs every frame —
|
||||
// and each entry carries `live`, because a corner that has no position this
|
||||
// frame must not leave last frame's ghost for the others to stack against.
|
||||
const _ndc = new THREE.Vector3();
|
||||
const _placed = [];
|
||||
const placedSlot = (i) => (_placed[i] || (_placed[i] = { x: 0, y: 0, live: false }));
|
||||
|
||||
// --- helpers ------------------------------------------------------------
|
||||
const barColor = (frac, broken) => (broken ? BAR_DEAD : frac > 0.85 ? BAR_HOT : frac > 0.55 ? BAR_WARN : BAR_OK);
|
||||
@ -407,6 +466,96 @@ export function createHud(d) {
|
||||
|
||||
setHelp(text) { elHelp.textContent = text; },
|
||||
|
||||
/** P — the pause veil. Render keeps running; main.js stops the accumulator. */
|
||||
setPaused(on) { elPause.classList.toggle('on', !!on); },
|
||||
|
||||
/** M — reads the state main.js owns. Only shown once the bus is real. */
|
||||
setMuted(on) { elMute.classList.toggle('on', !!on); },
|
||||
|
||||
/**
|
||||
* Does Lane C's audio bus have a mute tap yet? main.js asks skyfx and tells
|
||||
* us. Until it does, M is not advertised on the splash or the help line —
|
||||
* a promised key that does nothing is worse than no key, and this game is
|
||||
* public now. Flips itself on the day C lands `setMute`.
|
||||
*/
|
||||
setAudioMuteAvailable(on) { muteAvailable = !!on; },
|
||||
|
||||
/** The comfort keys, listed only where they're real. See setAudioMuteAvailable. */
|
||||
comfortKeysHint() { return muteAvailable ? 'P pause · M mute' : 'P pause'; },
|
||||
|
||||
/**
|
||||
* THE FRONT DOOR (SPRINT13 gate 3).
|
||||
*
|
||||
* partly.party's arcade can send a stranger straight here, and before this
|
||||
* they landed on a job sheet: an invoice-looking card from a business they'd
|
||||
* never heard of, quoting money for a job nobody had explained, with the
|
||||
* controls appearing only later on prep's help line. The premise of the game
|
||||
* was never once stated on the glass.
|
||||
*
|
||||
* It's one more `.card` — not a menu system. There is nothing to configure:
|
||||
* one week, five jobs, one button. E's letterhead does the work, because the
|
||||
* masthead IS the game's name and the joke lands before the premise does.
|
||||
*
|
||||
* @param {() => void} onStart
|
||||
*/
|
||||
showSplash(onStart) {
|
||||
card.innerHTML = `<div class="card splash">
|
||||
<div class="letterhead">
|
||||
<div>
|
||||
<div class="mark">${BUSINESS.mark}</div>
|
||||
<div class="trade">${BUSINESS.trade}</div>
|
||||
</div>
|
||||
</div>
|
||||
<p class="premise">Rig shade sails, then keep the client's garden alive
|
||||
through the storm. Five nights, five jobs, one wallet.</p>
|
||||
<div class="sect">THE CONTROLS</div>
|
||||
<div class="keys">
|
||||
${[
|
||||
['WASD', 'walk the yard'],
|
||||
['mouse', 'orbit the camera'],
|
||||
['click', 'pick an anchor · again to unpick'],
|
||||
['[ ]', 'tension the rig — tighter holds shape, and breaks harder'],
|
||||
['S', 'buy a spare shackle'],
|
||||
['E', 'repair a blown corner (ladder if it is up high)'],
|
||||
['C', 'brace against the wind'],
|
||||
['Enter', 'commit the rig and start the night'],
|
||||
...(muteAvailable ? [['P · M', 'pause · mute']] : [['P', 'pause']]),
|
||||
].map(([k, v]) => `<div class="keyrow"><kbd>${k}</kbd><span>${v}</span></div>`).join('')}
|
||||
</div>
|
||||
<p class="fineprint">The forecast is a band, not a promise. Nothing you
|
||||
tie to is as strong as it looks.</p>
|
||||
<button class="go">START THE WEEK</button>
|
||||
</div>`;
|
||||
card.classList.add('on');
|
||||
hud.setVisible(false);
|
||||
card.querySelector('.go').addEventListener('click', () => { hud.hideCard(); onStart(); });
|
||||
},
|
||||
|
||||
/**
|
||||
* The phone visitor. A public URL gets phones — DESIGN.md's game is WASD and
|
||||
* a mouse orbit, so there is no touch story to tell and pretending otherwise
|
||||
* would waste their time. Before this they got a dead canvas and no reason.
|
||||
*
|
||||
* No START: this is the one card without a way through, on purpose. Sending
|
||||
* someone into a yard they cannot walk is worse than telling them plainly.
|
||||
*/
|
||||
showTouchNotice() {
|
||||
card.innerHTML = `<div class="card splash">
|
||||
<div class="letterhead">
|
||||
<div>
|
||||
<div class="mark">${BUSINESS.mark}</div>
|
||||
<div class="trade">${BUSINESS.trade}</div>
|
||||
</div>
|
||||
</div>
|
||||
<p class="premise">${BUSINESS.mark} needs a keyboard and a mouse —
|
||||
you walk the yard and orbit the camera to rig a sail, and there's no
|
||||
honest way to do that with a thumb.</p>
|
||||
<p class="fineprint">Grab a laptop and come back. It'll be here.</p>
|
||||
</div>`;
|
||||
card.classList.add('on');
|
||||
hud.setVisible(false);
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {number} dt
|
||||
* @param {number} t wind/storm time
|
||||
@ -473,7 +622,7 @@ export function createHud(d) {
|
||||
const c = d.rig.corners[i];
|
||||
const b = bars[i];
|
||||
const p = cornerPos(i);
|
||||
if (!p) { b.holder.visible = false; continue; }
|
||||
if (!p) { b.holder.visible = false; placedSlot(i).live = false; continue; }
|
||||
|
||||
_p.set(p.x, p.y, p.z);
|
||||
b.holder.position.copy(_p);
|
||||
@ -486,7 +635,43 @@ export function createHud(d) {
|
||||
// out there rather than in a corner of the screen. Clamped so it doesn't
|
||||
// balloon when you walk right up to a corner to repair it.
|
||||
const dist = _p.distanceTo(_cam);
|
||||
b.holder.scale.setScalar(Math.max(0.75, Math.min(3.2, dist / 7)));
|
||||
const scale = Math.max(0.75, Math.min(3.2, dist / 7));
|
||||
b.holder.scale.setScalar(scale);
|
||||
|
||||
/**
|
||||
* Stack bars that would typeset on top of each other. [B's flag, SPRINT13]
|
||||
*
|
||||
* The QA pass: "CB1/CB2 died together and typeset on top of each other".
|
||||
* The carport's two beam anchors are 2.82 m apart and the sail hangs
|
||||
* between them, so from most of the yard their bars land in the same
|
||||
* handful of pixels — and they are exactly the pair most likely to blow
|
||||
* together, because they share a beam and a 0.22 ratingHint. The one
|
||||
* moment the HUD has to be legible ("both beam corners went, that's why
|
||||
* the sail is on the lawn") was the one moment it turned to mush.
|
||||
*
|
||||
* Screen space, not world space: whether two labels collide is a fact
|
||||
* about the camera, and two corners a metre apart are unreadable from
|
||||
* the fence and perfectly clear from underneath. Compared at the anchor
|
||||
* point rather than after nudging, so the test is order-independent and
|
||||
* a stack of three can't chase itself up the screen. Deterministic —
|
||||
* corner index order, no clock — and O(n²) on n=4.
|
||||
*
|
||||
* The offset rides `scale` so the gap is constant on screen at any range,
|
||||
* the same reason the bar itself is scaled.
|
||||
*/
|
||||
_ndc.copy(b.holder.position).project(d.camera);
|
||||
const onScreen = _ndc.z < 1; // behind the camera projects to nonsense
|
||||
let clash = 0;
|
||||
if (onScreen) {
|
||||
for (let k = 0; k < i; k++) {
|
||||
const o = _placed[k];
|
||||
if (!o || !o.live) continue;
|
||||
if (Math.abs(_ndc.x - o.x) < BAR_NDC_X && Math.abs(_ndc.y - o.y) < BAR_NDC_Y) clash++;
|
||||
}
|
||||
}
|
||||
const slot = placedSlot(i);
|
||||
slot.x = _ndc.x; slot.y = _ndc.y; slot.live = onScreen;
|
||||
if (clash) b.holder.position.y += clash * BAR_STACK_Y * scale;
|
||||
|
||||
// SPRINT12 — B's flag, actioned: the bar reads the EFFECTIVE rating,
|
||||
// rating × ratingHint, because that's the number sail.js fails on now.
|
||||
|
||||
@ -69,7 +69,22 @@ export const needsLadder = (anchor) => {
|
||||
return anchor.type === 'house'; // site_01's shape
|
||||
};
|
||||
|
||||
/** Where the player stands to work a fascia anchor: out from the wall, at the anchor's x. */
|
||||
/**
|
||||
* What to call the thing the ladder serves, in the player's own words.
|
||||
*
|
||||
* SPRINT13 pool (the integrator's QA pass): the place label hardcoded "the fascia" — true on
|
||||
* backyard_01, a lie on the corner block, where the bracket is a carport beam. Keyed on `type`,
|
||||
* which has been a CHECKED enum since Sprint 11 (`validateSite` rejects an unknown one), so a new
|
||||
* site can only arrive here with a type somebody typed on purpose.
|
||||
*
|
||||
* The fallback names the MECHANISM, not a guessed structure: an unmapped bracket reads "the bracket
|
||||
* needs the ladder", which is vague but never false. Same instinct as `needsLadder` itself — the
|
||||
* thing that broke here was a rule keyed on site_01's spelling of the idea instead of the idea.
|
||||
*/
|
||||
const BRACKET_NOUN = { house: 'the fascia', carport: 'the carport bracket' };
|
||||
const bracketNoun = (a) => BRACKET_NOUN[a?.type] ?? 'the bracket';
|
||||
|
||||
/** Where the player stands to work a bracket anchor: out from the wall, at the anchor's x. */
|
||||
const STAND_OFF = 0.9; // m clear of the wall face
|
||||
const PLACE_RANGE = 2.6; // m — how close you must be to a fascia anchor to plant the ladder
|
||||
const RUNG_CLEAR = 0.55; // m — feet this far below the top rung, so the fascia is at chest height
|
||||
@ -95,6 +110,8 @@ export function createLadder(scene, world, interact, player) {
|
||||
base: new THREE.Vector3(),
|
||||
topY: 2.9, // overwritten from the GLB's ladder_top node
|
||||
view: null,
|
||||
dropped: false, // lying in the grass where it was lost (see the reconcile in update)
|
||||
dropYaw: 0,
|
||||
};
|
||||
|
||||
// Home: leaning on the shed, near the spare table but NOT on top of it. Read from world.shedTable
|
||||
@ -134,6 +151,11 @@ export function createLadder(scene, world, interact, player) {
|
||||
// planted: yaw so local +Z faces the wall, then tip the head into it. +X rotation carries the
|
||||
// top toward local +Z, which is the wall — so the feet stand off and the head rests on it.
|
||||
state.view.rotation.set(LEAN, Math.atan2(a.pos.x - state.base.x, a.pos.z - state.base.z), 0);
|
||||
} else if (state.dropped) {
|
||||
// Dropped, not stowed: it lies FLAT where it fell. The stowed pose is a slouch against the
|
||||
// shed wall, and a slouch in open grass reads as a ladder leaning on thin air — which looks
|
||||
// like a bug at exactly the moment the player is hunting for the thing.
|
||||
state.view.rotation.set(Math.PI / 2, state.dropYaw, 0);
|
||||
} else {
|
||||
state.view.rotation.set(0, 0.6, 0.22); // stowed: slouched against the shed
|
||||
}
|
||||
@ -169,6 +191,7 @@ export function createLadder(scene, world, interact, player) {
|
||||
onDone: (p, t) => {
|
||||
state.carried = true;
|
||||
state.placedAt = null;
|
||||
state.dropped = false;
|
||||
p.pickUp('ladder', t);
|
||||
syncView();
|
||||
},
|
||||
@ -185,15 +208,19 @@ export function createLadder(scene, world, interact, player) {
|
||||
clip: 'PickUp',
|
||||
// Reads as an offer when you can, and as a reason when you can't — interact.visible() now
|
||||
// shows unusable targets greyed, and a label written only as an offer explains nothing there.
|
||||
// Standing under a blown fascia bracket holding a spare, "the fascia needs the ladder" is the
|
||||
// single most useful sentence in the game.
|
||||
// Standing under a blown bracket holding a spare, "the fascia needs the ladder" is the single
|
||||
// most useful sentence in the game — so it has to name the RIGHT structure, or it's the single
|
||||
// most confusing one. It said "fascia" in the corner block until SPRINT13.
|
||||
// ...and it must not lie about WHERE. "it's by the shed" is true until the wind takes it out
|
||||
// of your hands, and then it's the game sending you to the wrong end of the yard mid-storm.
|
||||
label: (p) => (p.carrying === 'ladder'
|
||||
? `set the ladder under ${a.id}`
|
||||
: 'the fascia needs the ladder — it\'s by the shed'),
|
||||
? `set the ladder under ${a.id.toUpperCase()}`
|
||||
: `${bracketNoun(a)} needs the ladder — ${state.dropped ? 'you dropped it out there' : "it's by the shed"}`),
|
||||
canUse: (p) => p.carrying === 'ladder',
|
||||
onDone: (p, t) => {
|
||||
state.carried = false;
|
||||
state.placedAt = a.id;
|
||||
state.dropped = false;
|
||||
state.base.set(a.pos.x, world.heightAt ? world.heightAt(a.pos.x, a.pos.z + STAND_OFF) : 0,
|
||||
a.pos.z + STAND_OFF);
|
||||
p.carrying = null;
|
||||
@ -239,6 +266,29 @@ export function createLadder(scene, world, interact, player) {
|
||||
* player.js calls this each frame from the same input it reads for movement.
|
||||
*/
|
||||
update(dt, t, input) {
|
||||
// SPRINT13 pool — "the dropped spare's whereabouts are unknown" is the small half of this.
|
||||
// The player can lose the ladder without telling us: knockdown() calls drop() (player.sim.js),
|
||||
// which nulls `carrying` and pushes an event nothing here listens for. state.carried stayed
|
||||
// true forever, and every consequence of that is silent:
|
||||
// · syncView hides the mesh (`visible = !carried`) → the ladder is invisible
|
||||
// · ladder_take.pos() returns null while carried → nothing to walk to
|
||||
// · ladder_take.canUse needs !state.carried → it can never be picked up again
|
||||
// Blown over mid-carry and the ladder left the game, while ladder_place went on saying "it's
|
||||
// by the shed". It wasn't. On the corner block that silently ends the site's whole thesis:
|
||||
// cb1/cb2 are bracket work, and bracket work needs a ladder that no longer exists.
|
||||
// The player's hands are the one source of truth, so reconcile against them every frame and
|
||||
// let the ladder FALL where it was lost — the same instinct as STATES.shelter, which enters
|
||||
// and leaves itself so a dropped release can't strand you. Fetching it is now a cost you can
|
||||
// see and walk to, which is what the mechanic wanted from the knockdown in the first place.
|
||||
if (state.carried && player.carrying !== 'ladder') {
|
||||
state.carried = false;
|
||||
state.placedAt = null;
|
||||
state.dropped = true;
|
||||
state.dropYaw = player.facing ?? 0;
|
||||
state.base.set(player.pos.x,
|
||||
world.heightAt ? world.heightAt(player.pos.x, player.pos.z) : 0,
|
||||
player.pos.z);
|
||||
}
|
||||
if (player.state === 'atTop' && input && input.z < 0) player.climbTo(0, t);
|
||||
syncView();
|
||||
},
|
||||
|
||||
@ -16,7 +16,7 @@
|
||||
import * as THREE from '../vendor/three.module.js';
|
||||
import { FIXED_DT, PHASES, STORM_LEN, HARDWARE, SPARE_COST, Emitter } from './contracts.js';
|
||||
import { createWorld, loadSite } from './world.js';
|
||||
import { createCameraRig } from './camera.js';
|
||||
import { createCameraRig, spawnYawFor } from './camera.js';
|
||||
import { loadStorm, createWind } from './weather.js';
|
||||
import { SailRig, createSailView } from './sail.js';
|
||||
import { createPlayer } from './player.js';
|
||||
@ -26,6 +26,7 @@ import { createSkyFx } from './skyfx.js';
|
||||
import { createRiggingUI } from './rigging.js';
|
||||
import { createHud } from './hud.js';
|
||||
import { createWeek, NIGHTS, nightAt } from './week.js';
|
||||
import { createGarden } from './garden.js';
|
||||
|
||||
/** The calm day the forecast and prep phases run under. */
|
||||
export const CALM_STORM = 'storm_01_gentle';
|
||||
@ -60,90 +61,121 @@ export function stormsToPreload(nights = NIGHTS.map((_, i) => nightAt(i).storm))
|
||||
const STORMS = stormsToPreload();
|
||||
|
||||
/**
|
||||
* How fast an unprotected garden dies, in HP per second at full rain.
|
||||
* May Enter commit the rig right now? The ONLY route into `game.advance()` that
|
||||
* a key may take.
|
||||
*
|
||||
* Decision 7: drain is rain × (1 − rain shadow), NOT sun coverage. At night the
|
||||
* sun shadow is a number about nothing, and storm_02 is a wildnight.
|
||||
* A function, and exported, because it is a security-shaped rule on a PUBLIC
|
||||
* game and the handler that used to hold it is inside boot(), behind a canvas
|
||||
* and a WebGL context — i.e. somewhere no assert can reach. That's precisely how
|
||||
* the exploit shipped: `addEventListener('keydown', …)` fell through to
|
||||
* `game.advance()` in EVERY phase, so Enter DURING a storm jumped straight to a
|
||||
* perfect invoice — the storm never ran, "every corner held", full pay, clean
|
||||
* bonus, +$90 banked on partly.party where strangers could find it. The
|
||||
* integrator hit it in a QA pass, not a test, because there was no seam to test.
|
||||
*
|
||||
* ⚠️ This number is doing less work than it looks like it is, and the reason is
|
||||
* worth reading before retuning it. Measured over storm_02 with a rig that holds
|
||||
* 4/4 corners all night: sun coverage over the bed stays ~50%, but the RAIN
|
||||
* shadow decays 0.38 → 0.04 as the wind builds, averaging 0.23. Driving rain
|
||||
* blows under the sail and the shadow walks off the bed — which is Lane C's
|
||||
* model being right about weather, not a bug.
|
||||
* So the rule is a value now. Enter means ONE thing: commit the rig and start
|
||||
* the night.
|
||||
* · `prep` only — forecast and aftermath advance through their own cards, and
|
||||
* a storm advances when it ENDS. Nothing else may move the phase machine.
|
||||
* · not while a card is open — the card owns the keyboard, and its button is
|
||||
* the only way through.
|
||||
*
|
||||
* The consequence is that a perfectly rigged bed only ever sits ~23% drier than
|
||||
* a bare one, so NO value here separates good rigging from none; at 1.6 both
|
||||
* ended dead, and the spread stays ~20 points at any setting. 0.9 is chosen to
|
||||
* put a good rig around 60% (a win) and a bare bed just under 50% (a loss), so
|
||||
* the loop is playable and scores something — but the lever that actually needs
|
||||
* moving is the shadow geometry, not this. Flagged for Lane C in THREADS.
|
||||
* @param {string} phase game.phase
|
||||
* @param {boolean} cardOpen hud.cardOpen
|
||||
*/
|
||||
const GARDEN_DRAIN = 0.9;
|
||||
|
||||
/**
|
||||
* Decision 13's weights. Hail is what actually kills a garden and cloth honestly
|
||||
* stops it (stones fall ≤20° off vertical; rain leans 73° in a gale and walks
|
||||
* straight under the sail — Lane C's numbers). Rain is demoted to a drizzle of
|
||||
* damage so the night still costs you something when it isn't hailing.
|
||||
*
|
||||
* SPRINT6 gate 1 lists these first among the balance levers.
|
||||
*/
|
||||
const HAIL_WEIGHT = 5.0;
|
||||
const RAIN_WEIGHT = 0.25;
|
||||
|
||||
/**
|
||||
* The garden: the thing you are actually protecting, and the only score that
|
||||
* matters. Deliberately not inside hud.js — the HUD reads, it doesn't decide.
|
||||
*
|
||||
* It keeps its damage split by CAUSE, and that isn't bookkeeping for its own
|
||||
* sake: the aftermath verdict is the game's entire feedback channel, and a
|
||||
* verdict that guesses teaches the wrong lesson. A garden that only knows it
|
||||
* went from 100 to 39 cannot tell a player whether their hardware let go or
|
||||
* their perfectly-held sail simply wasn't over the bed — and those are opposite
|
||||
* mistakes with opposite fixes.
|
||||
*/
|
||||
function createGarden(world) {
|
||||
let hp = 100;
|
||||
let state = 'full';
|
||||
let byHail = 0;
|
||||
let byRain = 0;
|
||||
|
||||
return {
|
||||
get hp() { return hp; },
|
||||
get state() { return state; },
|
||||
/** HP lost to each cause this run. The verdict reads these. */
|
||||
get damage() { return { hail: byHail, rain: byRain }; },
|
||||
|
||||
reset() { hp = 100; state = 'full'; byHail = 0; byRain = 0; world.setPlants('full'); },
|
||||
|
||||
/**
|
||||
* Decision 13, and the two terms stay SEPARATE on the way in rather than
|
||||
* being pre-summed by the caller — that sum is exactly the information the
|
||||
* verdict needs and can never recover afterwards.
|
||||
*
|
||||
* @param {number} dt
|
||||
* @param {number} hail 0..1 sky.gardenHailExposure(bed, t)
|
||||
* @param {number} rain 0..1 sky.gardenExposure(bed, t)
|
||||
*/
|
||||
step(dt, hail, rain) {
|
||||
const dHail = HAIL_WEIGHT * hail * GARDEN_DRAIN * dt;
|
||||
const dRain = RAIN_WEIGHT * rain * GARDEN_DRAIN * dt;
|
||||
const total = Math.min(hp, dHail + dRain);
|
||||
if (total > 0) {
|
||||
// Attribute proportionally, so the split still adds up on the last tick
|
||||
// when the garden bottoms out at 0 mid-step.
|
||||
const scale = total / (dHail + dRain);
|
||||
byHail += dHail * scale;
|
||||
byRain += dRain * scale;
|
||||
hp -= total;
|
||||
}
|
||||
const next = hp > 66 ? 'full' : hp > 33 ? 'tattered' : 'dead';
|
||||
if (next !== state) { state = next; world.setPlants(next); }
|
||||
},
|
||||
};
|
||||
export function enterCommits(phase, cardOpen) {
|
||||
return phase === 'prep' && !cardOpen;
|
||||
}
|
||||
|
||||
/**
|
||||
* Can this device play HARD YARDS at all? (SPRINT13 gate 3 — the touch notice.)
|
||||
*
|
||||
* The question is NOT "is this a touchscreen", and getting that wrong is the
|
||||
* whole reason this is a function with a comment. `(pointer: coarse)` asks what
|
||||
* the PRIMARY pointer is, so a touchscreen laptop — finger on the glass, mouse
|
||||
* on the desk, perfectly able to play — answers "coarse" and gets locked out by
|
||||
* a courtesy card. That's a worse bug than the dead canvas it replaces, because
|
||||
* it takes the game away from someone who could play it.
|
||||
*
|
||||
* `(any-pointer: fine)` asks the question that actually matters: is there a
|
||||
* mouse, trackpad or stylus attached AT ALL? A phone says no. A tablet says no.
|
||||
* A hybrid laptop says yes and plays. Detection errs toward LETTING PEOPLE IN:
|
||||
* an old browser that doesn't know the query returns `matches: false` for both,
|
||||
* and the `?? true` means an unknown device gets the game rather than a lecture.
|
||||
*
|
||||
* Keyboard can't be feature-detected at all — no browser exposes "is there a
|
||||
* keyboard" — so a fine pointer is the honest proxy, and the notice says what we
|
||||
* need in words rather than pretending to know.
|
||||
*/
|
||||
/**
|
||||
* The fixed-dt accumulator, as a value: how many steps does this frame owe, and
|
||||
* what's left over? (SPRINT13 gate 3 — P.)
|
||||
*
|
||||
* Pulled out of `frame()` for the same reason `enterCommits` was pulled out of
|
||||
* the keydown handler: `frame()` is only ever called by requestAnimationFrame,
|
||||
* and rAF does not fire in a hidden tab — so a pause "test" driven through the
|
||||
* real loop sits there measuring a sim that was already frozen and reports
|
||||
* success. I wrote that probe, and it passed: simT advanced 0 while paused, and
|
||||
* 0 while running. The pause rule is a value now, so it can be checked by
|
||||
* something other than luck.
|
||||
*
|
||||
* PAUSED DRAINS THE ACCUMULATOR rather than leaving it standing. `acc` holds up
|
||||
* to one FIXED_DT of unspent real time; carrying it across a pause spends it on
|
||||
* the first frame after resume — a free sixtieth of a second of storm nobody
|
||||
* asked for, which is invisible right up until two runs of a deterministic sim
|
||||
* disagree about a gust.
|
||||
*
|
||||
* @param {number} acc unspent seconds carried from last frame
|
||||
* @param {number} raw this frame's real delta, already clamped by the caller
|
||||
* @param {boolean} paused
|
||||
* @param {number} [max] step ceiling — a breakpoint must not run 4000 steps
|
||||
* @returns {{steps:number, acc:number}}
|
||||
*/
|
||||
export function accumulate(acc, raw, paused, max = 60) {
|
||||
if (paused) return { steps: 0, acc: 0 };
|
||||
let left = acc + raw;
|
||||
let steps = 0;
|
||||
while (left >= FIXED_DT && steps < max) { steps++; left -= FIXED_DT; }
|
||||
return { steps, acc: left };
|
||||
}
|
||||
|
||||
export function canPlayHere(mm = typeof matchMedia === 'function' ? matchMedia : null) {
|
||||
if (!mm) return true; // no matchMedia (node, old): let them in
|
||||
try {
|
||||
return mm('(any-pointer: fine)').matches ?? true;
|
||||
} catch {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Push the mute state at C's audio bus, honestly. Returns whether a bus took
|
||||
* it — false means the flag is UI-only on this tree and the HUD must not
|
||||
* advertise M (hud.setAudioMuteAvailable reads the same feature-detect).
|
||||
*
|
||||
* A value rather than a closure so the selftest can fail it (the Enter-guard
|
||||
* lesson): the wiring bug this pins is calling `sky.setMute?.()` and never
|
||||
* noticing it no-ops, or muting the flag and forgetting the bus after makeSky()
|
||||
* hands back a fresh skyfx at a phase change.
|
||||
*
|
||||
* @param {{ setMute?: (on: boolean) => void } | null} sky
|
||||
* @param {boolean} on
|
||||
* @returns {boolean} true iff a real bus received the state
|
||||
*/
|
||||
export function applyMute(sky, on) {
|
||||
const bus = typeof sky?.setMute === 'function';
|
||||
if (bus) sky.setMute(!!on);
|
||||
return bus;
|
||||
}
|
||||
|
||||
/*
|
||||
* The garden model — GARDEN_DRAIN, HAIL_WEIGHT, RAIN_WEIGHT, createGarden —
|
||||
* moved to garden.js (SPRINT13 gate 1.2, B's export ask): the audit must
|
||||
* predict the sim's garden off the sim's OWN code, and module-locals here made
|
||||
* that impossible without a drifting copy. The gate-1.4 ruling on GARDEN_DRAIN
|
||||
* (it does not move, and why) lives on the constant itself, over there.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Why the night went the way it did — read from what ACTUALLY happened.
|
||||
*
|
||||
@ -161,7 +193,7 @@ function createGarden(world) {
|
||||
*
|
||||
* @returns {{verdict: string, mode: string}}
|
||||
*/
|
||||
export function verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped }) {
|
||||
export function verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped, beyondSaving = false }) {
|
||||
// SPRINT12 — B's flag, actioned: "weakest link that went first" reduces on
|
||||
// the EFFECTIVE rating (rating × ratingHint), matching sail.js's failure
|
||||
// line and B's summary.weakest tie-break fix. On the bare rating a rated
|
||||
@ -185,6 +217,25 @@ export function verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped }) {
|
||||
verdict: `THE GARDEN MADE IT. The sail didn't — the ${named} went first and took `
|
||||
+ `${lost.length - 1} more with it. That is what the sail was for.` };
|
||||
}
|
||||
// SPRINT13 gate 1.4 — A's night-5 ruling (week.js gardenBeyondSaving): on a
|
||||
// night whose data says the garden cannot reach the win line at ANY price,
|
||||
// every "you could have rigged better" sentence below is a lie, and the
|
||||
// uncovered/rain modes are the worst liars — they blame placement on a night
|
||||
// where no placement wins. This branch comes before every loss mode: the
|
||||
// garden's fate was sealed at the forecast; only the STEEL's fate was the
|
||||
// player's. Note it deliberately does NOT fire on a win — if a retune ever
|
||||
// makes the flagged night winnable, the flag is stale and week.js says to
|
||||
// delete it, not to trust this to paper over it.
|
||||
if (!win && beyondSaving) {
|
||||
if (lost.length >= 1) {
|
||||
return { mode: 'beyond-saving',
|
||||
verdict: `THE BED WAS BEYOND SAVING — no sail in the shop stops this much ice. `
|
||||
+ `The ${named} letting go is the part that's on you.` };
|
||||
}
|
||||
return { mode: 'beyond-saving',
|
||||
verdict: 'THE BED WAS BEYOND SAVING — no sail in the shop stops this much ice. '
|
||||
+ 'Yours held anyway. That was the whole job tonight, and you did it.' };
|
||||
}
|
||||
if (!win && lost.length >= 2) {
|
||||
return { mode: 'cascade',
|
||||
verdict: `THE SAIL LOST. The ${named} went first — and took ${lost.length - 1} more with it.` };
|
||||
@ -419,6 +470,13 @@ export async function boot(opts = {}) {
|
||||
// temporal-dead-zone throw. Boot builds them against the same fresh world.
|
||||
let rig;
|
||||
let rigging;
|
||||
// Same reason, same trap (SPRINT13): loadSiteInto now refreshes the camera's
|
||||
// solid set, and that reads sailView — on a first call that happens at boot,
|
||||
// before any cloth exists. Declared up here with the others so it reads
|
||||
// `undefined` (no cloth yet: use the yard's solids) instead of throwing TDZ
|
||||
// from a line whose only crime was being honest about what the camera needs.
|
||||
// Caught by the page going blank, which is the loudest a TDZ ever gets.
|
||||
let sailView = null;
|
||||
const cameraRig = createCameraRig(canvas);
|
||||
const interact = new Interact();
|
||||
|
||||
@ -445,7 +503,7 @@ export async function boot(opts = {}) {
|
||||
await world.dress();
|
||||
currentSite = siteName;
|
||||
|
||||
cameraRig.setSolids(world.solids);
|
||||
refreshCameraSolids();
|
||||
cameraRig.setGround(world.heightAt);
|
||||
// Lane C: local wind effects are per-yard. A venturi (site_02's screaming
|
||||
// gap) and tree shelters both re-register here; empty/absent is a no-op,
|
||||
@ -459,6 +517,23 @@ export async function boot(opts = {}) {
|
||||
// forecast, never mid-storm, so a clean rebuild is honest and cheap.
|
||||
player = await createPlayer(scene, world, cameraRig, { wind, interact });
|
||||
|
||||
// SPRINT13 gate 2.5 — the opening frame, per YARD rather than per game.
|
||||
// Done here because the spawn is here: the player and the yard are rebuilt
|
||||
// together, so the frame that introduces them is a property of the site, not
|
||||
// a constant. site_02 spawns somewhere else with its posts somewhere else,
|
||||
// and a yaw hand-tuned against the backyard would frame the corner block by
|
||||
// luck. Obstacles come from the site's own data — every vertical thing a
|
||||
// pole-through-the-head could be.
|
||||
cameraRig.yaw = spawnYawFor(
|
||||
player.pos,
|
||||
{ x: world.gardenBed.x, z: world.gardenBed.z },
|
||||
[
|
||||
...(siteDef.posts ?? []),
|
||||
...(siteDef.trees ?? []),
|
||||
...(siteDef.structures ?? []),
|
||||
].map((o) => ({ x: o.x, z: o.z })),
|
||||
);
|
||||
|
||||
// Re-point everything that captured the old anchor set. Done HERE, right
|
||||
// after the rebuild, rather than in the caller — a caller-side `if (switched)`
|
||||
// was fragile (it broke the moment a debug path had already advanced
|
||||
@ -490,7 +565,28 @@ export async function boot(opts = {}) {
|
||||
|
||||
// --- 3. sail ------------------------------------------------------------
|
||||
rig = new SailRig({ anchors: world.anchors });
|
||||
let sailView = null;
|
||||
|
||||
/**
|
||||
* What the camera may not pass through: the yard's solids, PLUS the cloth.
|
||||
*
|
||||
* SPRINT13 gate 2.5 — "in aftermath the dead draped sail can swallow the
|
||||
* camera whole" (QA pass). The camera has collided with the house since
|
||||
* Sprint 2 for exactly this reason, and the sail was simply never in the list:
|
||||
* while it is up it hangs above head height and nothing notices, but a sail
|
||||
* that has FAILED lies in the yard at head height, which is the one moment the
|
||||
* player most wants to look at it.
|
||||
*
|
||||
* Called from both rebuilds, because they invalidate the list independently:
|
||||
* loadSiteInto() makes new world.solids, rigSail() makes a new cloth. Either
|
||||
* one alone leaves the camera holding a mesh that was disposed.
|
||||
*
|
||||
* The cloth's bounding sphere is recomputed in sailView.update() every frame,
|
||||
* so the raycast reads live geometry rather than the shape it had at rig time.
|
||||
* Cheap: the default grid is 10x10, so ~162 triangles against a whole house.
|
||||
*/
|
||||
function refreshCameraSolids() {
|
||||
cameraRig.setSolids(sailView ? [...world.solids, sailView] : world.solids);
|
||||
}
|
||||
|
||||
/**
|
||||
* Attach the cloth across 4 anchors and (re)build its view.
|
||||
@ -514,6 +610,7 @@ export async function boot(opts = {}) {
|
||||
}
|
||||
sailView = await createSailView(rig);
|
||||
scene.add(sailView);
|
||||
refreshCameraSolids(); // the new cloth; the one it replaced is disposed
|
||||
wireYardActions(interact, { sailRig: rig, world });
|
||||
return sailView;
|
||||
}
|
||||
@ -535,6 +632,9 @@ export async function boot(opts = {}) {
|
||||
let simT = 0;
|
||||
let windT = 0;
|
||||
let acc = 0;
|
||||
/** SPRINT13 gate 3 — the front door's two comfort keys. Neither is sim state: */
|
||||
let paused = false; // P: the accumulator stops; nothing deterministic sees a dt
|
||||
let muted = false; // M: Lane C's bus, once it has a tap (see setMuted)
|
||||
|
||||
function windTime() {
|
||||
if (game.phase === 'storm') return game.phaseT;
|
||||
@ -692,7 +792,8 @@ export async function boot(opts = {}) {
|
||||
*/
|
||||
const win = hp >= 50;
|
||||
const dmg = garden.damage;
|
||||
const { verdict, mode } = verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped });
|
||||
const { verdict, mode } = verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped,
|
||||
beyondSaving: week.job.gardenBeyondSaving });
|
||||
|
||||
return {
|
||||
hp,
|
||||
@ -824,6 +925,17 @@ export async function boot(opts = {}) {
|
||||
events.length = 0;
|
||||
rigging.setActive(to === 'prep');
|
||||
|
||||
// A pause never survives the phase it was taken in. Leaving `paused` true on
|
||||
// the way out of a storm would carry it into the next night, where P is
|
||||
// inert (nothing but the storm has a clock) — so the flag would be stuck on,
|
||||
// unreachable, and the following storm would open frozen with no way to
|
||||
// unfreeze it. That's a soft-lock built out of a comfort feature, which is
|
||||
// the same shape as the night-3 one D found: a state nothing could clear.
|
||||
// makeSky() also hands back a fresh skyfx, so the mute has to be re-applied
|
||||
// or muting silently expires at the phase boundary.
|
||||
if (paused) { paused = false; hud.setPaused(false); }
|
||||
if (muted) setMuted(true);
|
||||
|
||||
if (to === 'storm') { pondPeak = 0; pondDumped = 0; }
|
||||
|
||||
if (to === 'forecast') {
|
||||
@ -850,7 +962,11 @@ export async function boot(opts = {}) {
|
||||
hud.setHelp('click an anchor to rig · click again to cycle hardware · shift-click to remove · [ ] tension · S spare · ENTER when you have four');
|
||||
}
|
||||
if (to === 'storm') {
|
||||
hud.setHelp('WASD move · shift run · E repair/pickup · C brace · RMB orbit');
|
||||
// P is only offered where it does something (the storm is the one clock
|
||||
// that doesn't wait), and M only once C's bus has a tap — hud owns that
|
||||
// question, because a help line that lists a dead key is a help line that
|
||||
// teaches a stranger the game is broken.
|
||||
hud.setHelp(`WASD move · shift run · E repair/pickup · C brace · RMB orbit · ${hud.comfortKeysHint()}`);
|
||||
}
|
||||
if (to === 'aftermath') {
|
||||
// The dawn comes up BEFORE the scoreboard, on E's 2.2 s ease. Their note
|
||||
@ -874,14 +990,8 @@ export async function boot(opts = {}) {
|
||||
});
|
||||
|
||||
addEventListener('keydown', (e) => {
|
||||
if (e.key !== 'Enter' || hud.cardOpen) return;
|
||||
// Enter means ONE thing: commit the rig and start the night. It used to
|
||||
// fall through to game.advance() in every phase, which made Enter DURING
|
||||
// a storm skip straight to a perfect invoice — the storm never ran, every
|
||||
// corner "held", full pay. Found in the SPRINT12 QA pass, live on the
|
||||
// public deploy. Forecast/aftermath advance through their cards (cardOpen
|
||||
// catches those above); nothing else may advance the phase machine.
|
||||
if (game.phase !== 'prep') return;
|
||||
if (e.key !== 'Enter') return;
|
||||
if (!enterCommits(game.phase, hud.cardOpen)) return;
|
||||
if (!rigging.commit()) return;
|
||||
// Off the bank, not off START_BUDGET — see the note on showTonight().
|
||||
spentThisNight = week.bank - rigging.summary.budget;
|
||||
@ -890,9 +1000,63 @@ export async function boot(opts = {}) {
|
||||
game.advance();
|
||||
});
|
||||
|
||||
// Straight into the forecast: the card is the game's front door, and it now
|
||||
// opens on night one of five rather than a difficulty menu.
|
||||
showTonight();
|
||||
/**
|
||||
* P — pause. Storm only, and that is not a limitation, it's the whole scope:
|
||||
* forecast and aftermath are already paused by construction (their cards are
|
||||
* up and the sim isn't running), and prep has no clock. The storm is the only
|
||||
* ninety seconds in the game that don't wait for you, which is exactly why a
|
||||
* stranger on a public URL needs a way to stop it.
|
||||
*/
|
||||
function setPaused(on) {
|
||||
if (game.phase !== 'storm') on = false; // nothing else has a clock to stop
|
||||
if (on === paused) return paused;
|
||||
paused = on;
|
||||
hud.setPaused(paused);
|
||||
return paused;
|
||||
}
|
||||
|
||||
/**
|
||||
* M — mute. The tap is C's `sky.setMute(on)` (landed lane/c 8a3dc32, with the
|
||||
* pre-unlock case: M pressed on the splash before the first gesture builds
|
||||
* the audio graph is remembered and honoured by unlock()). The application is
|
||||
* `applyMute` — a value, so a.test can fail it — and the feature-detect stays
|
||||
* because on any tree where the tap is absent, `?.()` on a missing method is
|
||||
* a no-op that looks like a call (D's rigging.setWorld lesson). The HUD asks
|
||||
* before it advertises M (hud.setAudioMuteAvailable): the key lights up on
|
||||
* exactly the trees where it does something, and nowhere else.
|
||||
*/
|
||||
function setMuted(on) {
|
||||
muted = !!on;
|
||||
const bus = applyMute(sky, muted);
|
||||
hud.setMuted(muted);
|
||||
return bus;
|
||||
}
|
||||
|
||||
addEventListener('keydown', (e) => {
|
||||
if (hud.cardOpen) return; // a card owns the keyboard
|
||||
const k = e.key.toLowerCase();
|
||||
if (k === 'p') setPaused(!paused);
|
||||
else if (k === 'm') setMuted(!muted);
|
||||
});
|
||||
|
||||
// SPRINT13 gate 3 — the front door, in front of the forecast.
|
||||
//
|
||||
// The job sheet used to be the first thing a stranger saw: an invoice-shaped
|
||||
// card from a business they'd never heard of, quoting money for a job nobody
|
||||
// had explained. It's a good SECOND card. partly.party's arcade can drop
|
||||
// someone here cold, so the game says what it is first.
|
||||
//
|
||||
// `opts.splash === false` skips it — the selftest, the dev benches and D's
|
||||
// playtest harness all boot straight into a night, and none of them should
|
||||
// have to click through a door.
|
||||
hud.setAudioMuteAvailable(typeof sky?.setMute === 'function');
|
||||
if (!canPlayHere()) {
|
||||
hud.showTouchNotice(); // no way through, on purpose: see hud.showTouchNotice
|
||||
} else if (opts.splash === false) {
|
||||
showTonight();
|
||||
} else {
|
||||
hud.showSplash(() => showTonight());
|
||||
}
|
||||
|
||||
// --- resize -------------------------------------------------------------
|
||||
function resize() {
|
||||
@ -906,9 +1070,26 @@ export async function boot(opts = {}) {
|
||||
|
||||
// --- loop ---------------------------------------------------------------
|
||||
const clock = new THREE.Clock();
|
||||
const dev = document.getElementById('dev');
|
||||
let frames = 0, fpsT = 0, fps = 0;
|
||||
|
||||
/**
|
||||
* The dev line: fps, phase, sim clock, debris count.
|
||||
*
|
||||
* On by default for anyone developing (localhost, and every lane clone is
|
||||
* localhost) and for anyone who asks with `?dev=1` — D's playtests read it,
|
||||
* and taking it away to tidy a public page would cost more than it saves.
|
||||
* Off everywhere else, which today means partly.party: it's the only thing on
|
||||
* the glass that talks to us instead of the player.
|
||||
*/
|
||||
const devWanted = (() => {
|
||||
try {
|
||||
if (new URLSearchParams(location.search).has('dev')) return true;
|
||||
return /^(localhost|127\.0\.0\.1|\[::1\])$/.test(location.hostname);
|
||||
} catch { return false; }
|
||||
})();
|
||||
const dev = devWanted ? document.getElementById('dev') : null;
|
||||
dev?.classList.add('on');
|
||||
|
||||
function step(dt) {
|
||||
game.tick(dt);
|
||||
simT += dt;
|
||||
@ -953,12 +1134,15 @@ export async function boot(opts = {}) {
|
||||
// Clamped so a background tab or a breakpoint doesn't make the sim try to
|
||||
// catch up over thousands of steps and lock the page.
|
||||
const raw = Math.min(0.25, clock.getDelta());
|
||||
acc += raw;
|
||||
let guard = 0;
|
||||
while (acc >= FIXED_DT && guard++ < 60) {
|
||||
step(FIXED_DT);
|
||||
acc -= FIXED_DT;
|
||||
}
|
||||
|
||||
// SPRINT13 gate 3 — P pauses the ACCUMULATOR, not the frame: the sim stops
|
||||
// dead (no step(), so no dt reaches anything deterministic) while the render
|
||||
// keeps going, which is what lets the pause veil sit over a frozen yard
|
||||
// instead of a black screen. The rule itself is `accumulate` — a value, and
|
||||
// tested, because nothing here is reachable from a test.
|
||||
const a = accumulate(acc, raw, paused);
|
||||
for (let i = 0; i < a.steps; i++) step(FIXED_DT);
|
||||
acc = a.acc;
|
||||
|
||||
cameraRig.update(raw, player.pos);
|
||||
sailView?.update();
|
||||
|
||||
@ -172,6 +172,8 @@ export class PlayerView {
|
||||
this._axis = new THREE.Vector3();
|
||||
this._qYaw = new THREE.Quaternion();
|
||||
this._qPitch = new THREE.Quaternion();
|
||||
this._leanAxis = new THREE.Vector3();
|
||||
this._qLean = new THREE.Quaternion();
|
||||
}
|
||||
|
||||
/** @returns {string[]} clip names that bound to at least one bone */
|
||||
@ -208,6 +210,16 @@ export class PlayerView {
|
||||
if (this._axis.lengthSq() < 1e-8) this._axis.set(1, 0, 0);
|
||||
this._qPitch.setFromAxisAngle(this._axis.normalize(), sim.pitch * Math.PI * 0.5);
|
||||
this.root.quaternion.copy(this._qPitch).multiply(this._qYaw);
|
||||
} else if (sim.lean > 1e-3) {
|
||||
// Wind lean (SPRINT13): the same foot-pivot tip as the knockdown, but small and toward the
|
||||
// wind's downwind bearing (leanDir) rather than the fall direction. The sim suppresses lean
|
||||
// whenever pitch > 0, so these two never fight — this is the else branch by construction, not
|
||||
// by luck. leanMaxRad is the whole tip; a knockdown's is π/2, so a full lean is ~a third of a
|
||||
// fall. Yaw still applies underneath, so you lean while facing wherever you're walking.
|
||||
this._leanAxis.set(sim.leanDir.z, 0, -sim.leanDir.x);
|
||||
if (this._leanAxis.lengthSq() < 1e-8) this._leanAxis.set(1, 0, 0);
|
||||
this._qLean.setFromAxisAngle(this._leanAxis.normalize(), sim.lean * sim.leanMaxRad);
|
||||
this.root.quaternion.copy(this._qLean).multiply(this._qYaw);
|
||||
} else {
|
||||
this.root.quaternion.copy(this._qYaw);
|
||||
}
|
||||
|
||||
@ -100,6 +100,21 @@ export const TUNE = {
|
||||
knockBleed: 2, // exposure drains this many × faster than it fills
|
||||
pitchSecs: 0.35, // s for the body to swing down / back up (view reads sim.pitch)
|
||||
|
||||
// Wind lean (SPRINT13 gate 2.4). The QA pass: "the player stands bolt upright and unbothered" at
|
||||
// 65 km/h. E rendered the two Mixamo lean candidates and rejected both on screen (a couch-shove
|
||||
// and a bus-stop slouch), and proved the deeper reason a clip can't do this at all: _rotOnly drops
|
||||
// Hips.quaternion from every clip at load (player.js:44), so a baked lean is discarded — and a
|
||||
// clip's lean axis is fixed while the wind's bearing swings. So the lean is the ROOT, same machine
|
||||
// as the knockdown pitch: the sim owns an angle and a direction, the view tips the body by it.
|
||||
// Keyed on windBase (the ~4 s EMA), NOT raw windSpeed — measured: raw strobes the posture 8-18×/min
|
||||
// across the storms, windBase settles it to 0-2 changes per 90 s. Sustained wind = posture; gust is
|
||||
// already the stumble/knock event. Bands land on the storm rating ladder (D's THREADS table): night
|
||||
// 1 upright all night, 2-3 lean, 4-5 in the gale.
|
||||
leanWindMin: 8.3, // m/s windBase (30 km/h — the speed C's leaves start at) before you lean at all
|
||||
leanWindFull: 22, // m/s windBase for a full lean — past the wildnight median, shy of its 25 peak
|
||||
leanMaxRad: 0.30, // rad (~17°) of torso tip at full lean. A brace-into-it, not a fall (pitch is 0.5π)
|
||||
leanSecs: 0.6, // s to reach/leave the target lean — slow, so a lull visibly lets you straighten
|
||||
|
||||
// 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.
|
||||
// RETUNED against the real storm_02: 17 was set against a mock that injected +18 gusts, but the
|
||||
@ -164,6 +179,8 @@ export class PlayerSim {
|
||||
this.gust = 0; // windSpeed - windBase, clamped ≥0
|
||||
this.pitch = 0; // 0 upright … 1 flat on the ground
|
||||
this.knockDir = { x: 0, z: 1 }; // which way the body went down
|
||||
this.lean = 0; // 0 upright … 1 full wind-lean (view reads this + leanDir)
|
||||
this.leanDir = { x: 0, z: 1 }; // unit downwind — the way the wind is trying to push you
|
||||
|
||||
this.climbY = 0; // m above the ground; >0 means you're up a ladder
|
||||
this.climbTarget = 0; // where ladder.js asked you to be
|
||||
@ -180,6 +197,9 @@ export class PlayerSim {
|
||||
get clip() { return STATES[this.state].clip; }
|
||||
get speed() { return Math.hypot(this.vel.x, this.vel.z); }
|
||||
|
||||
/** Radians of torso tip at a full wind-lean. Surfaced so PlayerView reads it, not TUNE. */
|
||||
get leanMaxRad() { return this.tune.leanMaxRad; }
|
||||
|
||||
/** How high this person's hands get right now. The gate on reaching a fascia bracket. */
|
||||
get reachY() { return this.pos.y + this.climbY + this.tune.reach; }
|
||||
|
||||
@ -381,6 +401,22 @@ export class PlayerSim {
|
||||
const pstep = dt / T.pitchSecs;
|
||||
this.pitch = clamp(this.pitch + clamp(wantPitch - this.pitch, -pstep, pstep), 0, 1);
|
||||
|
||||
// --- wind lean: the sim owns it exactly like pitch, so the view stays a pure reader and the lean
|
||||
// is deterministic (dt,t). Off windBase, not ws, so a gust punches the stumble/knock event
|
||||
// while the posture holds. Suppressed where a lean would fight another root pose: on your back
|
||||
// (pitch owns the body), braced (TakeCover is its own hunch), or up the ladder (you're pinned
|
||||
// to the rungs, not standing in the wind). It eases to 0 there rather than snapping. ---
|
||||
const leanOK = this.pitch < 1e-3 && this.state !== 'shelter' && !up;
|
||||
const leanSpan = Math.max(1e-3, T.leanWindFull - T.leanWindMin);
|
||||
const wantLean = leanOK
|
||||
? clamp((this.windBase - T.leanWindMin) / leanSpan, 0, 1)
|
||||
: 0;
|
||||
const lstep = dt / T.leanSecs;
|
||||
this.lean = clamp(this.lean + clamp(wantLean - this.lean, -lstep, lstep), 0, 1);
|
||||
// downwind is where the wind blows TOWARD; track it only while there's a wind to read, so a lull
|
||||
// leaves the last bearing rather than snapping leanDir to a default and twisting the body.
|
||||
if (ws > 0.1) { const inv = 1 / ws; this.leanDir.x = wx * inv; this.leanDir.z = wz * inv; }
|
||||
|
||||
// --- locomotion state from actual speed (so shove/slow can't desync the feet).
|
||||
// `aloft` is what holds you in atTop: it's unlocked (so hold-E works up there), and without
|
||||
// this guard the speed check would immediately re-state you to idle and drop you off. ---
|
||||
|
||||
@ -12,8 +12,8 @@
|
||||
* the bottom for the seam it will plug into.
|
||||
*/
|
||||
|
||||
import { HARDWARE, START_BUDGET, SPARE_COST } from './contracts.js';
|
||||
import { orderRing, TENSION_MIN, TENSION_MAX } from './sail.js';
|
||||
import { HARDWARE, START_BUDGET, SPARE_COST, FIXED_DT } from './contracts.js';
|
||||
import { SailRig, orderRing, TENSION_MIN, TENSION_MAX } from './sail.js';
|
||||
|
||||
export { START_BUDGET, SPARE_COST };
|
||||
export const MAX_CORNERS = 4;
|
||||
@ -161,10 +161,34 @@ export class RiggingSession {
|
||||
return OK;
|
||||
}
|
||||
|
||||
/**
|
||||
* Put specific hardware on a rigged corner, paying the difference.
|
||||
*
|
||||
* THROWS on hardware that isn't in the shop, where every other failure here
|
||||
* returns {ok:false}. The split is deliberate and it is about who made the
|
||||
* mistake: 'not rigged' and 'not enough budget' are things a PLAYER does, and
|
||||
* the UI tickers the reason. Hardware that isn't in HARDWARE is not reachable
|
||||
* by any click — the picking UI only ever cycles the shop's own list — so it
|
||||
* can only mean a caller passed the wrong thing, and returning {ok:false} for
|
||||
* that just lets a bug walk.
|
||||
*
|
||||
* It already had: balance.test's own comment records "setHardware fails
|
||||
* silently, cheap hardware stays on, p2/p4 tear off" — a loadout that quietly
|
||||
* kept its carabiners and then reported a cascade as if it were a finding.
|
||||
* The SPRINT12 QA pass hit the same edge from the other side. A wrong tier is
|
||||
* invisible in the result (the sim just runs, cheaper), so this is exactly the
|
||||
* class of mistake that must not be ignorable.
|
||||
*/
|
||||
setHardware(anchorId, hw) {
|
||||
if (!HARDWARE.includes(hw)) {
|
||||
throw new TypeError(
|
||||
`setHardware("${anchorId}", ${JSON.stringify(hw?.name ?? hw)}) — not a shop item. ` +
|
||||
`Pass a HARDWARE entry (${HARDWARE.map((h) => h.name).join(' / ')}), not a name or a copy: ` +
|
||||
'the shop compares by identity. A returned {ok:false} here would leave the old ' +
|
||||
'hardware on the corner and the sim would run cheaper without telling anyone.');
|
||||
}
|
||||
const p = this.pickOf(anchorId);
|
||||
if (!p) return fail('not rigged');
|
||||
if (!HARDWARE.includes(hw)) return fail('unknown hardware');
|
||||
if (!this._spend(hw.cost - p.hw.cost)) return fail('not enough budget');
|
||||
p.hw = hw;
|
||||
return OK;
|
||||
@ -189,7 +213,7 @@ export class RiggingSession {
|
||||
return this.tension;
|
||||
}
|
||||
|
||||
/** Spares are what Lane D's hold-E re-rig consumes mid-storm. */
|
||||
/** Buy (or sell back) spares in prep. `spares` is the count on the shed table. */
|
||||
setSpares(n) {
|
||||
n = Math.max(0, Math.floor(n));
|
||||
const delta = (n - this.spares) * SPARE_COST;
|
||||
@ -198,6 +222,38 @@ export class RiggingSession {
|
||||
return OK;
|
||||
}
|
||||
|
||||
/**
|
||||
* How many spares are still on the shed table. [D's ask, SPRINT13]
|
||||
*
|
||||
* The read half of the seam D found: interact.js gated the table pickup on
|
||||
* `!player.carrying` alone and never looked at the count, so a player who
|
||||
* bought ZERO walked off with unlimited free shackles mid-storm — the whole
|
||||
* "limited hands, two trips" economy the ladder's cost is balanced against was
|
||||
* free on the spare side, live on the public deploy.
|
||||
*/
|
||||
get sparesRemaining() { return this.spares; }
|
||||
|
||||
/**
|
||||
* Take one spare off the table. [D's ask, SPRINT13]
|
||||
*
|
||||
* The consume half. `spares` IS the count on the table, not a purchased total
|
||||
* held elsewhere, so taking one decrements it — and that quietly fixes a
|
||||
* SECOND bug for free: main.js:720 already refunds `session.spares * SPARE_COST`
|
||||
* as "a spare you never had to use", so before this you were refunded for
|
||||
* spares you'd already spent. Decrementing here makes that line honest with no
|
||||
* change to main.js. reset() zeroes the count between nights, so nothing
|
||||
* carries.
|
||||
*
|
||||
* interact.js calls `canUse: () => !p.carrying && session.sparesRemaining > 0`
|
||||
* and `onDone: () => session.takeSpare()` once A threads the session into
|
||||
* wireYardActions — D has the interact side ready.
|
||||
*/
|
||||
takeSpare() {
|
||||
if (this.spares <= 0) return fail('no spares left on the table');
|
||||
this.spares -= 1;
|
||||
return OK;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ring-order the picks by angle around their ground-plane centroid, so corner
|
||||
* i of the cloth grid always maps to a neighbouring anchor. Without it,
|
||||
@ -232,6 +288,66 @@ export class RiggingSession {
|
||||
return p.hw.rating * (a?.ratingHint ?? 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* What each corner carries in STILL AIR at the current tension, newtons.
|
||||
* Null until four corners are picked — a quad is the only thing that has a load.
|
||||
*
|
||||
* D's ask, SPRINT13 ("the first lesson always costs ~$60"): the tension dial
|
||||
* has a static price and the panel never showed it. At 1.4 the standing load
|
||||
* alone is ~1.4-1.5 kN/corner on a 46 m² quad, which is over every tier the
|
||||
* shop sells except a rated shackle on an honest anchor — so a drum-tight sail
|
||||
* rips corners off during PREP, on the calm day, before a breath of wind. That
|
||||
* reads fair when you can see it coming and daylight robbery when you can't.
|
||||
*
|
||||
* Still air, not "calm day": this is the number the DIAL owns. Gravity and
|
||||
* tension only — no gusts, no forecast, nothing that could be mistaken for a
|
||||
* prediction about tonight. The storm multiplies this by ~3-8x and the panel
|
||||
* says "standing" for exactly that reason.
|
||||
*
|
||||
* Cheap enough to call on a click: 15.6 ms of settle on a 10×10 grid (measured),
|
||||
* and the result is cached by the caller on (picks, tension, fabric) — hardware
|
||||
* doesn't move the cloth, so cycling tiers, the most-clicked action in prep,
|
||||
* never recomputes.
|
||||
*
|
||||
* 4 s of settle, not 2: the cloth arrives at rest through a damped oscillation,
|
||||
* and at low tension 2 s still reads ~4% high on the way down (0.195 vs 0.188
|
||||
* kN converged). 4 s is inside 1% everywhere measured and costs 8 ms more, once.
|
||||
*
|
||||
* Cross-checked against the game the honest way: on the corner block's real
|
||||
* 46 m² carport quad this reports a worst corner of 1.41 kN at tension 1.4 —
|
||||
* D measured "~1.4-1.5 kN/corner at 46 m²" in play, from the other side.
|
||||
*/
|
||||
standingLoads({ settle = 4.0 } = {}) {
|
||||
if (this.picks.length !== MAX_CORNERS) return null;
|
||||
const rig = new SailRig({ anchors: this.anchors, gridN: 10, porosity: this.fabric.porosity });
|
||||
/**
|
||||
* UNBREAKABLE hardware, deliberately — and this is the whole subtlety.
|
||||
*
|
||||
* The preview measures the LOAD, which is a fact about geometry and the
|
||||
* dial; it is not a rehearsal of tonight. Attach it with the player's real
|
||||
* tiers and at tension 1.4 the corners genuinely rip during this very
|
||||
* settle (D measured it: three go at t≈0.5 on the calm day) — and a broken
|
||||
* corner carries nothing, so the panel would print a serene `0.00 kN` for
|
||||
* the exact corner about to take the night down. The first version of this
|
||||
* did that and the selftest below caught it.
|
||||
*
|
||||
* So: measure the load unbroken, then let the PANEL compare it against the
|
||||
* corner's real effective rating and say "RIPS AT REST". The number stays
|
||||
* honest and the warning lands where the player can act on it.
|
||||
*/
|
||||
const UNBREAKABLE = { name: 'preview', cost: 0, rating: Infinity };
|
||||
rig.attach(this.picks.map((p) => p.anchorId), Array(MAX_CORNERS).fill(UNBREAKABLE), this.tension);
|
||||
// Still air. `sample` must honour the out-param — sail.js reuses one vector.
|
||||
const stillAir = {
|
||||
sample: (_p, _t, out) => (out ? out.set(0, 0, 0) : { x: 0, y: 0, z: 0 }),
|
||||
rainMmPerHour: () => 0,
|
||||
};
|
||||
for (let i = 0, n = Math.round(settle / FIXED_DT); i < n; i++) rig.step(FIXED_DT, stillAir, i * FIXED_DT);
|
||||
const out = {};
|
||||
for (const c of rig.corners) out[c.anchorId] = c.load;
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Everything the HUD needs to draw the prep panel, in one read. */
|
||||
get summary() {
|
||||
return {
|
||||
@ -241,7 +357,16 @@ export class RiggingSession {
|
||||
spares: this.spares,
|
||||
fabric: { id: this.fabric.id, name: this.fabric.name, porosity: this.fabric.porosity, cost: this.fabric.cost, blurb: this.fabric.blurb },
|
||||
canStart: this.canStart,
|
||||
corners: this.picks.map((p) => ({ anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost })),
|
||||
// `effRating` rides along with the bare one: D's panel-honesty gap — the
|
||||
// weak-link arrow reasoned on rating × ratingHint while the printed kN was
|
||||
// the bare steel, so a cold player saw four identical 1.2s and one
|
||||
// unexplained arrow. The panel prints the effective number now; the bare
|
||||
// rating stays for anyone who wants to show the steel's own spec.
|
||||
corners: this.picks.map((p) => ({
|
||||
anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost,
|
||||
effRating: this._effRating(p),
|
||||
hint: this.anchors.find((x) => x.id === p.anchorId)?.ratingHint ?? 1,
|
||||
})),
|
||||
// The weak link is the lowest EFFECTIVE rating — hw.rating × the anchor's
|
||||
// ratingHint, the same product sail.js fails a corner on (SPRINT12, A's
|
||||
// ruling). D's #7: this used to reduce on hw.rating alone with strict <,
|
||||
@ -407,23 +532,63 @@ export async function createRiggingUI({
|
||||
return tri(p[0], p[1], p[2]) + tri(p[0], p[2], p[3]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Standing load per corner, cached on (picks, tension). [D's ask, SPRINT13]
|
||||
*
|
||||
* The cloth doesn't care what steel hangs off it, so cycling hardware — the
|
||||
* most-clicked action in prep — never recomputes. Only closing the quad or
|
||||
* moving the dial does, which is exactly when the number changes.
|
||||
*/
|
||||
let standingKey = null, standingCache = null;
|
||||
function standing() {
|
||||
const key = `${session.picks.map((p) => p.anchorId).join(',')}|${session.tension.toFixed(2)}|${session.fabric.id}`;
|
||||
if (key !== standingKey) { standingKey = key; standingCache = session.standingLoads(); }
|
||||
return standingCache;
|
||||
}
|
||||
|
||||
function refresh() {
|
||||
if (!el) return;
|
||||
const s = session.summary;
|
||||
const load = standing();
|
||||
// padEnd(4), not 3: the backyard's ids are all 2-3 chars, but the corner
|
||||
// block ships `tr1b` and the column broke the moment a second site existed.
|
||||
const rows = world.anchors.map((a) => {
|
||||
const pick = session.pickOf(a.id);
|
||||
if (!pick) return ` ${a.id.padEnd(4)} ${a.type.padEnd(6)} —`;
|
||||
const weak = s.weakest === a.id && session.picks.length > 1 ? ' <- weak link' : '';
|
||||
return ` ${a.id.padEnd(4)} ${pick.hw.name.padEnd(14)} ${(pick.hw.rating / 1000).toFixed(1)} kN $${pick.hw.cost}${weak}`;
|
||||
// The EFFECTIVE rating, not the steel's spec — D's panel-honesty gap: the
|
||||
// arrow reasoned on rating × hint while this column printed the bare kN,
|
||||
// so a carport beam and a house post both read "1.2 kN" and only one of
|
||||
// them was telling the truth. This is the number sail.js fails on.
|
||||
const corner = s.corners.find((c) => c.anchorId === a.id);
|
||||
const eff = (corner.effRating / 1000).toFixed(1);
|
||||
// "1.2×0.22" — the hint is shown as the discount it is, so the arrow has
|
||||
// a reason on the same line instead of being folded into a smaller number
|
||||
// the player can't account for.
|
||||
const hint = corner.hint !== 1 ? `×${corner.hint}` : '';
|
||||
const st = load?.[a.id] != null ? `${(load[a.id] / 1000).toFixed(2)}` : '—';
|
||||
const over = load?.[a.id] != null && load[a.id] > corner.effRating;
|
||||
return ` ${a.id.padEnd(4)} ${pick.hw.name.padEnd(14)} ${st.padStart(4)}/${eff.padEnd(4)}kN${hint.padEnd(6)} $${pick.hw.cost}` +
|
||||
`${over ? ' !! RIPS AT REST' : weak}`;
|
||||
});
|
||||
const area = quadArea();
|
||||
// D, SPRINT13: "the panel never shows standing kN at the chosen tension, so
|
||||
// the first lesson always costs ~$60". At 1.4 the standing load alone is
|
||||
// over most of the shop. Said as a per-corner average because that's the
|
||||
// number the DIAL owns; the per-corner column above is where you find which
|
||||
// one is about to let go.
|
||||
const vals = load ? Object.values(load) : [];
|
||||
const avg = vals.length ? vals.reduce((x, y) => x + y, 0) / vals.length : 0;
|
||||
const worst = vals.length ? Math.max(...vals) : 0;
|
||||
const standingLine = vals.length
|
||||
? `standing ≈${(avg / 1000).toFixed(2)} kN/corner at this tension (worst ${(worst / 1000).toFixed(2)}) — before any wind`
|
||||
: null;
|
||||
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,
|
||||
...(standingLine ? ['', standingLine] : []),
|
||||
'',
|
||||
s.canStart ? 'ENTER to start the storm' : `pick ${MAX_CORNERS - session.picks.length} more corner(s)`,
|
||||
'click anchor: rig / cycle hw shift-click: remove',
|
||||
|
||||
@ -156,6 +156,99 @@ test('setAnchors moves the session to a new yard and drops the old picks', () =>
|
||||
return 'session followed the site; stale picks did not';
|
||||
});
|
||||
|
||||
test('setHardware THROWS on hardware the shop does not sell', () => {
|
||||
// SPRINT13, QA pass: it returned {ok:false} and callers that didn't check
|
||||
// sailed on with the old tier still hanging. balance.test's own comment
|
||||
// records the bite — "setHardware fails silently, cheap hardware stays on,
|
||||
// p2/p4 tear off" — a cascade reported as a finding. A wrong tier is
|
||||
// invisible in the result, so this one must not be ignorable.
|
||||
const s = session();
|
||||
s.rig('h1');
|
||||
let threw = null;
|
||||
try { s.setHardware('h1', { name: 'titanium', cost: 0, rating: 99999 }); }
|
||||
catch (e) { threw = e; }
|
||||
assert(threw, 'a hardware object that is not in HARDWARE was accepted silently');
|
||||
assert(threw instanceof TypeError, `expected a TypeError, got ${threw?.constructor?.name}`);
|
||||
assert(s.pickOf('h1').hw === CARABINER, 'the refused tier must not have been applied');
|
||||
// A LOOKALIKE is the real trap: same shape, same numbers, wrong identity.
|
||||
let threw2 = null;
|
||||
try { s.setHardware('h1', { ...CARABINER }); } catch (e) { threw2 = e; }
|
||||
assert(threw2, 'a copy of a real HARDWARE entry was accepted — the shop compares by identity');
|
||||
// and the player-reachable failures stay {ok:false}, not throws
|
||||
assert(s.setHardware('p3', RATED).ok === false, 'an unrigged corner should fail, not throw');
|
||||
return 'unknown tiers throw; player-reachable failures still return {ok:false}';
|
||||
});
|
||||
|
||||
test('standing load: the tension dial has a price, and the panel can see it', () => {
|
||||
// D, SPRINT13: "the panel never shows standing kN at the chosen tension, so
|
||||
// the first lesson always costs ~$60" — at 1.4 the standing load ALONE rips
|
||||
// corners off during prep, on the calm day. This is the number that makes
|
||||
// that visible before the money is spent.
|
||||
const s = session();
|
||||
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id);
|
||||
|
||||
s.setTension(0.7);
|
||||
const loose = s.standingLoads();
|
||||
s.setTension(1.4);
|
||||
const tight = s.standingLoads();
|
||||
|
||||
assert(loose && tight, 'a closed quad must have standing loads');
|
||||
assert(Object.keys(tight).length === 4, `expected 4 corners, got ${Object.keys(tight).length}`);
|
||||
for (const id of Object.keys(tight)) {
|
||||
assert(Number.isFinite(tight[id]) && tight[id] > 0, `${id}: standing load ${tight[id]} is not a real load`);
|
||||
// The whole point: drum-tight costs more at rest than loose does. If this
|
||||
// ever ties, the dial is decoration and D's $60 lesson teaches nothing.
|
||||
assert(tight[id] > loose[id],
|
||||
`${id}: standing load at tension 1.4 (${tight[id].toFixed(0)} N) is not above tension 0.7 ` +
|
||||
`(${loose[id].toFixed(0)} N) — the dial has no static price, so the prep readout is a lie`);
|
||||
}
|
||||
// still air means still air: no wind, no gust, nothing that could be mistaken
|
||||
// for a forecast. Deterministic — same picks and dial, same number, always.
|
||||
s.setTension(1.4);
|
||||
const again = s.standingLoads();
|
||||
for (const id of Object.keys(tight)) {
|
||||
assert(Math.abs(again[id] - tight[id]) < 1e-9, `${id}: standing load is not deterministic`);
|
||||
}
|
||||
const avg = Object.values(tight).reduce((a, b) => a + b, 0) / 4;
|
||||
return `tension 0.7 -> 1.4 lifts the standing load to ≈${(avg / 1000).toFixed(2)} kN/corner, repeatably`;
|
||||
});
|
||||
|
||||
test('standing load is null until the quad is closed', () => {
|
||||
const s = session();
|
||||
assert(s.standingLoads() === null, 'no picks should have no standing load');
|
||||
for (const id of ['h1', 'h3', 'p1']) s.rig(id);
|
||||
assert(s.standingLoads() === null, 'three corners is not a sail — there is no load to read');
|
||||
s.rig('p2');
|
||||
assert(s.standingLoads() !== null, 'four corners is a sail and must report');
|
||||
return 'null until four corners, then real';
|
||||
});
|
||||
|
||||
test('spares are consumable and finite — you cannot take one you did not buy', () => {
|
||||
// D's live-storm find, SPRINT13: interact.js handed out unlimited free spares
|
||||
// because it never read the count. This is the count's half of the fix — a
|
||||
// spare economy that can actually run dry.
|
||||
const s = session();
|
||||
assert(s.sparesRemaining === 0, 'a fresh session has no spares on the table');
|
||||
assert(s.takeSpare().ok === false, 'took a spare that was never bought — the QA bug, in one line');
|
||||
|
||||
s.setSpares(2);
|
||||
assert(s.sparesRemaining === 2, `bought 2, table shows ${s.sparesRemaining}`);
|
||||
assert(s.takeSpare().ok, 'first spare should come off the table');
|
||||
assert(s.takeSpare().ok, 'second spare should come off the table');
|
||||
assert(s.sparesRemaining === 0, `table should be empty, shows ${s.sparesRemaining}`);
|
||||
const dry = s.takeSpare();
|
||||
assert(!dry.ok && /no spares/.test(dry.reason), `a third take must fail, got ${JSON.stringify(dry)}`);
|
||||
|
||||
// The refund half: main.js pays back "a spare you never had to use" as
|
||||
// session.spares × SPARE_COST. A consumed spare must not still be refunded —
|
||||
// so a taken spare has to leave the count, not just flip a used flag.
|
||||
const s2 = session();
|
||||
s2.setSpares(3);
|
||||
s2.takeSpare();
|
||||
assert(s2.spares === 2, `after taking 1 of 3, refundable count must be 2, is ${s2.spares}`);
|
||||
return 'spares run dry, and a used spare is no longer refundable';
|
||||
});
|
||||
|
||||
test('picks come back ring-ordered however you click them', () => {
|
||||
const s = session();
|
||||
// deliberately crossing order: two diagonals first
|
||||
|
||||
@ -185,6 +185,39 @@ export class SailRig {
|
||||
|
||||
const ring = orderRing(picked);
|
||||
this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);
|
||||
|
||||
/**
|
||||
* A new sail is a new clock. [SPRINT13 — D's pool nit, and it wasn't a nit]
|
||||
*
|
||||
* `this.t` is the sim's OWN fixed-step clock: step() burns ragged frame dt
|
||||
* into SIM_DT chunks and samples the wind at this.t, which is the whole
|
||||
* reason a 144 Hz browser and a fast-forwarded selftest produce byte-equal
|
||||
* traces. But it was only ever zeroed in the constructor, and main.js builds
|
||||
* ONE SailRig at boot and re-attach()es it every night — while step() runs
|
||||
* every frame in EVERY phase (storm, aftermath, the forecast card) the
|
||||
* moment `rigged` is true.
|
||||
*
|
||||
* So night 2 opened its storm with the clock wherever night 1's aftermath
|
||||
* left it, and sampled the storm curve from there. Measured on the wild
|
||||
* night, p1..p4 with rated shackles:
|
||||
*
|
||||
* clock reset (as authored) p4 3.65 kN p2 2.78 p3 1.62 p1 0.98
|
||||
* carried t=110 (night 2) p4 2.60 kN p2 1.92 p3 0.81 p1 0.54
|
||||
*
|
||||
* Every night after the first flew a storm 30-50% weaker than the one C
|
||||
* authored — past the end of its own baseCurve, so it read the tail breeze
|
||||
* flat, with no build and no peak. Worse, the offset was however long the
|
||||
* player spent reading the invoice, so it wasn't even the same wrong storm
|
||||
* twice: a determinism break in a repo whose whole sim is built on not
|
||||
* having one.
|
||||
*
|
||||
* Zeroed here rather than in main.js because attach() is the one door every
|
||||
* caller comes through (boot, the picking adapter, balance.test, the audit),
|
||||
* and commit → attach → game.advance() → storm all land in a single keypress,
|
||||
* so t=0 at attach IS t=0 at the first storm frame.
|
||||
*/
|
||||
this.t = 0;
|
||||
this._acc = 0;
|
||||
this.corners = ring.map((a) => ({
|
||||
anchorId: a.id,
|
||||
anchor: a,
|
||||
|
||||
@ -317,6 +317,47 @@ test('determinism: variable frame dt matches fixed dt', () => {
|
||||
return 'ragged frame times converge on the fixed-dt trace';
|
||||
});
|
||||
|
||||
test('re-attach resets the clock: night 2 flies the same storm as night 1', () => {
|
||||
// SPRINT13. main.js builds ONE SailRig at boot and re-attach()es it every
|
||||
// night, and step() runs in EVERY phase once rigged — so the clock ran on
|
||||
// through the aftermath and the forecast card, and night 2 opened its storm
|
||||
// wherever night 1 left off, sampling the curve past its own end. The offset
|
||||
// was however long the player read the invoice for, so it wasn't even the
|
||||
// same wrong storm twice.
|
||||
//
|
||||
// Asserted as the PROPERTY that broke rather than `t === 0`: two identical
|
||||
// nights on one rig must produce identical load traces. That stays true if
|
||||
// the clock is ever reset somewhere else, and it goes red the moment the
|
||||
// reset leaves attach() — which is the mutation-check (delete `this.t = 0`
|
||||
// from attach and the second trace diverges on sample 0).
|
||||
const trace = (r) => {
|
||||
const w = makeStubWind({ seed: 7, stormLen: 30 });
|
||||
const out = [];
|
||||
runStorm(r, w, 30, (rr) => { for (const c of rr.corners) out.push(c.load); });
|
||||
return out;
|
||||
};
|
||||
const r = rig(HEIGHTS_HYPAR);
|
||||
const night1 = trace(r);
|
||||
|
||||
// the aftermath: the sail is still up and still being stepped while the
|
||||
// player reads their invoice. This is the frame budget that used to poison
|
||||
// the next night.
|
||||
const calm = makeStubWind({ seed: 7, stormLen: 30 });
|
||||
for (let i = 0; i < Math.round(20 / SIM_DT); i++) r.step(SIM_DT, calm, i * SIM_DT);
|
||||
|
||||
r.attach(ALL_IDS, Array(4).fill(UNBREAKABLE), 1.0); // night 2, same rig object
|
||||
const night2 = trace(r);
|
||||
|
||||
assert(night1.length === night2.length, `night 1 traced ${night1.length} samples, night 2 ${night2.length}`);
|
||||
for (let i = 0; i < night1.length; i++) {
|
||||
assert(night1[i] === night2[i],
|
||||
`night 2 diverged from night 1 at sample ${i}: ${night1[i]} vs ${night2[i]} — ` +
|
||||
'the rig carried its clock across attach(), so night 2 is flying a different storm ' +
|
||||
'(and one that depends on how long the aftermath was on screen)');
|
||||
}
|
||||
return `${night1.length} load samples identical across a re-attach — same storm both nights`;
|
||||
});
|
||||
|
||||
test('tension dial changes load (drum tight shock-loads)', () => {
|
||||
const w = constantWind({ x: 0, y: 0, z: 20 });
|
||||
const loosePeak = runStorm(rig(HEIGHTS_HYPAR, { tension: 0.7 }), w, 8);
|
||||
|
||||
@ -4,12 +4,21 @@
|
||||
*/
|
||||
|
||||
import * as THREE from '../../vendor/three.module.js';
|
||||
import { ANCHOR_TYPE, FIXED_DT, STORM_LEN, YARD, checkContract, createStubWind } from '../contracts.js';
|
||||
import {
|
||||
ANCHOR_TYPE, FIXED_DT, HARDWARE, PHASES, START_BUDGET, STORM_LEN, YARD,
|
||||
checkContract, createStubWind,
|
||||
} from '../contracts.js';
|
||||
import { createWindField } from '../weather.core.js';
|
||||
import { createWorld, heightAt, loadSite, validateSite } from '../world.js';
|
||||
import { createCameraRig } from '../camera.js';
|
||||
import { CALM_STORM, createGame, createWindRouter, stormsToPreload, verdictFor } from '../main.js';
|
||||
import { orderRing } from '../sail.js';
|
||||
import { createCameraRig, spawnYawFor } from '../camera.js';
|
||||
import {
|
||||
CALM_STORM, accumulate, applyMute, canPlayHere, createGame, createWindRouter, enterCommits,
|
||||
stormsToPreload, verdictFor,
|
||||
} from '../main.js';
|
||||
import { createGarden } from '../garden.js';
|
||||
import { RiggingSession } from '../rigging.js';
|
||||
import { createSkyFx } from '../skyfx.js';
|
||||
import { SailRig, orderRing } from '../sail.js';
|
||||
import { loadStorm, createWind } from '../weather.js';
|
||||
import { createWeek, NIGHTS, nightAt, gradeFor, BROKE_BELOW, PAY } from '../week.js';
|
||||
import { createHud } from '../hud.js';
|
||||
@ -57,6 +66,152 @@ export default async function run(t) {
|
||||
assertEq(checkContract('game', createGame()).join('; '), '');
|
||||
});
|
||||
|
||||
// --- SPRINT13 gate 3: the front door of a PUBLIC game --------------------
|
||||
|
||||
t.test('ENTER CANNOT SKIP THE STORM — the exploit that shipped, pinned', () => {
|
||||
// The QA pass found this live on partly.party: Enter during a storm fell
|
||||
// through to game.advance() and paid a perfect invoice for a storm that
|
||||
// never ran — garden 100%, "every corner held", clean bonus, +$90. It
|
||||
// shipped because the rule lived in a keydown closure inside boot(), behind
|
||||
// a canvas and a WebGL context, where no assert could reach it. The rule is
|
||||
// a value now, so this can fail.
|
||||
//
|
||||
// Exhaustive over the phase machine rather than a spot-check on 'storm': a
|
||||
// sixth phase added later is asserted the day it appears, and the default it
|
||||
// gets is "may not advance", which is the safe direction.
|
||||
for (const phase of PHASES) {
|
||||
assertEq(enterCommits(phase, false), phase === 'prep',
|
||||
`Enter in '${phase}' must ${phase === 'prep' ? 'commit' : 'do NOTHING'}`);
|
||||
}
|
||||
// The storm is the money one — name it, so a reader of a red run knows what
|
||||
// broke without decoding the loop above.
|
||||
assertEq(enterCommits('storm', false), false, 'Enter mid-storm cannot bank a night that never ran');
|
||||
assertEq(enterCommits('aftermath', false), false, 'nor re-advance the invoice');
|
||||
assertEq(enterCommits('forecast', false), false, 'nor skip the job sheet');
|
||||
|
||||
// A card owns the keyboard while it's up: its button is the only way through.
|
||||
for (const phase of PHASES) {
|
||||
assertEq(enterCommits(phase, true), false, `a card is open in '${phase}' — Enter is the card's, not the rig's`);
|
||||
}
|
||||
});
|
||||
|
||||
t.test('P stops the sim dead, and gives back no free time on resume', () => {
|
||||
// Tested as a value, and that is the point. The pause lives in frame(),
|
||||
// frame() is only called by requestAnimationFrame, and rAF DOES NOT FIRE IN
|
||||
// A HIDDEN TAB — so my first probe drove the real loop, measured simT
|
||||
// advancing 0 while paused, 0 while running, and reported success. It was
|
||||
// measuring a frozen tab. This can actually fail.
|
||||
const running = accumulate(0, FIXED_DT * 3.5, false);
|
||||
assertEq(running.steps, 3, 'three whole steps out of three and a half');
|
||||
assert(running.acc > 0 && running.acc < FIXED_DT, 'and the half-step is carried, not spent');
|
||||
|
||||
const paused = accumulate(running.acc, FIXED_DT * 10, true);
|
||||
assertEq(paused.steps, 0, 'paused: the sim takes not one step');
|
||||
assertEq(paused.acc, 0, 'and the accumulator is DRAINED — no free sixtieth on resume');
|
||||
|
||||
// The bug the drain prevents, stated: carry `acc` across a pause and the
|
||||
// first frame after resume spends time that elapsed while you were paused.
|
||||
assertEq(accumulate(0, 0, false).steps, 0, 'a zero-delta frame owes nothing');
|
||||
assertEq(accumulate(FIXED_DT * 0.9, FIXED_DT * 0.9, false).steps, 1, 'carried time still adds up to a step');
|
||||
|
||||
// A breakpoint or a background tab must not run thousands of steps at once.
|
||||
assertEq(accumulate(0, 10, false).steps, 60, 'the step ceiling holds');
|
||||
assertEq(accumulate(0, 10, false, 5).steps, 5, 'and it is the caller\'s to set');
|
||||
});
|
||||
|
||||
t.test('the touch notice locks out phones, not touchscreen laptops', () => {
|
||||
// The bug this exists to prevent is the FIX, not the gap: `(pointer: coarse)`
|
||||
// asks what the primary pointer is, so a laptop with a touchscreen answers
|
||||
// "coarse" and gets a courtesy card instead of the game it can perfectly well
|
||||
// play. Taking the game away from someone who could play it is worse than the
|
||||
// dead canvas we're replacing.
|
||||
const mm = (answers) => (q) => ({ matches: !!answers[q] });
|
||||
assertEq(canPlayHere(mm({ '(any-pointer: fine)': true })), true, 'a mouse anywhere means play');
|
||||
assertEq(canPlayHere(mm({ '(any-pointer: fine)': false })), false, 'a phone gets the notice');
|
||||
// The hybrid: primary pointer coarse (finger), but a trackpad exists.
|
||||
assertEq(canPlayHere(mm({ '(any-pointer: fine)': true, '(pointer: coarse)': true })), true,
|
||||
'touchscreen laptop plays — this is the case the naive check gets wrong');
|
||||
// Unknown/old browsers err toward letting people in, never toward a lecture.
|
||||
assertEq(canPlayHere(null), true, 'no matchMedia at all: let them in');
|
||||
assertEq(canPlayHere(() => { throw new Error('nope'); }), true, 'a throwing matchMedia: let them in');
|
||||
assertEq(canPlayHere(() => ({})), true, 'a browser that answers nothing: let them in');
|
||||
});
|
||||
|
||||
t.test('M reaches the real bus when there is one, and is not advertised when there is not', () => {
|
||||
// SPRINT13 gate 3.3, closed by C's sky.setMute (lane/c 8a3dc32). The wiring
|
||||
// bug this pins is the one D named on rigging.setWorld: `sky.setMute?.(on)`
|
||||
// on a tree without the tap is a no-op that looks like a call, so a key the
|
||||
// splash advertises can silently do nothing on a public URL. applyMute is
|
||||
// the application as a value; the HUD half asserts the advertisement tracks
|
||||
// the same feature-detect in BOTH directions.
|
||||
const calls = [];
|
||||
const bus = { setMute: (v) => calls.push(v) };
|
||||
assertEq(applyMute(bus, true), true, 'a real bus takes the state');
|
||||
assertEq(applyMute(bus, false), true, 'both directions');
|
||||
assertEq(calls.join(','), 'true,false', 'and receives booleans, in order — this is what M re-applies across makeSky()');
|
||||
assertEq(applyMute({}, true), false, 'no tap: says so instead of pretending');
|
||||
assertEq(applyMute(null, true), false, 'no sky at all (pre-boot): still honest');
|
||||
|
||||
if (typeof document === 'undefined') return;
|
||||
const hud = createHud({ scene: new THREE.Scene() });
|
||||
try {
|
||||
assertEq(hud.comfortKeysHint(), 'P pause', 'no bus: the help line does not promise M');
|
||||
hud.setAudioMuteAvailable(true);
|
||||
assertEq(hud.comfortKeysHint(), 'P pause · M mute', 'bus landed: M appears by itself');
|
||||
hud.showSplash(() => {});
|
||||
assert((document.querySelector('#hud-card')?.textContent ?? '').includes('P · M'),
|
||||
'and the splash card lists it');
|
||||
hud.hideCard();
|
||||
hud.setAudioMuteAvailable(false);
|
||||
assertEq(hud.comfortKeysHint(), 'P pause', 'and it can go dark again — the detect is live, not a latch');
|
||||
} finally { hud.dispose(); }
|
||||
});
|
||||
|
||||
t.test('the spawn frame points at the garden with no pole through the player', () => {
|
||||
// The QA pass: "the boot camera puts a pole dead-centre through the player on
|
||||
// every single first impression." Measured, not eyeballed — these are the
|
||||
// real backyard_01 numbers that produced the bug.
|
||||
const player = { x: 0, z: 6 };
|
||||
const bed = { x: 1, z: 2 };
|
||||
|
||||
// No obstacles: the ideal frame is the camera OPPOSITE the bed, so the player
|
||||
// stands in front of what they're protecting. The view direction (from camera
|
||||
// through the player) must point at the bed.
|
||||
const clean = spawnYawFor(player, bed, []);
|
||||
const viewOff = (yaw) => {
|
||||
const view = { x: -Math.sin(yaw), z: -Math.cos(yaw) };
|
||||
const tb = { x: bed.x - player.x, z: bed.z - player.z };
|
||||
const l = Math.hypot(tb.x, tb.z);
|
||||
return Math.acos(Math.max(-1, Math.min(1, (view.x * tb.x + view.z * tb.z) / (l || 1)))) * 180 / Math.PI;
|
||||
};
|
||||
assertLess(viewOff(clean), 1, 'with nothing in the way, the frame looks straight at the bed');
|
||||
|
||||
// The bug: p3 stands at (0,7), one metre behind the spawn, dead on the ideal
|
||||
// view line. The fix must TURN to clear it — and still keep the bed in a 62°
|
||||
// FOV (< 31° off centre).
|
||||
const withPole = spawnYawFor(player, bed, [{ x: 0, z: 7 }]);
|
||||
const cam = { x: player.x + Math.sin(withPole) * 4.5, z: player.z + Math.cos(withPole) * 4.5 };
|
||||
const abx = cam.x - player.x, abz = cam.z - player.z, l2 = abx * abx + abz * abz;
|
||||
let t = ((0 - player.x) * abx + (7 - player.z) * abz) / l2; t = Math.max(0, Math.min(1, t));
|
||||
const poleClear = Math.hypot(0 - (player.x + abx * t), 7 - (player.z + abz * t));
|
||||
assert(poleClear > 0.5, `the pole is off the view line (${poleClear.toFixed(2)}m), not through the head`);
|
||||
assertLess(viewOff(withPole), 31, 'and the bed is still in frame after the turn');
|
||||
|
||||
// The failure mode I actually shipped first, reproduced from the real yard.
|
||||
// With the full backyard_01 obstacle set and a clearance the geometry cannot
|
||||
// meet, the sweep falls back to "roomiest" — and UNBOUNDED, roomiest swung
|
||||
// 105° off the garden to stare at a fence (the exact number the QA pass would
|
||||
// have seen). maxOff caps the fallback to the 90° arc, and this config brings
|
||||
// it back to 68°. Without the cap this assert goes red at 105°.
|
||||
const yardObstacles = [
|
||||
{ x: -4.5, z: 5.5 }, { x: 4, z: 6 }, { x: 0, z: 7 }, { x: -3.2, z: -1.2 },
|
||||
{ x: -9, z: 2 }, { x: 8, z: -2 },
|
||||
];
|
||||
const unreachable = spawnYawFor(player, bed, yardObstacles, { clearance: 5 });
|
||||
assert(Number.isFinite(unreachable), 'an impossible clearance still yields a finite yaw, never NaN');
|
||||
assertLess(viewOff(unreachable), 91, 'and never turns its back on the bed — the cap holds (105° without it)');
|
||||
});
|
||||
|
||||
// --- the week (SPRINT8 gate 1) -------------------------------------------
|
||||
|
||||
t.test('the week is five escalating nights, each a storm and a site', () => {
|
||||
@ -66,6 +221,10 @@ export default async function run(t) {
|
||||
assertEq(nightAt(4).storm, 'storm_02b_icenight', 'night five is the ice night');
|
||||
assertEq(nightAt(2).site, 'site_02_corner_block', 'night three moves to the corner block');
|
||||
assertEq(nightAt(0).site, 'backyard_01', 'the rest are the backyard');
|
||||
// SPRINT13 gate 1.4: the unsavable-garden flag is night 5's alone, and a
|
||||
// night without it is presumed savable — new nights can't inherit the excuse.
|
||||
assertEq(nightAt(4).gardenBeyondSaving, true, 'night 5 is beyond saving BY DESIGN — canon, ruled');
|
||||
for (let i = 0; i < 4; i++) assertEq(nightAt(i).gardenBeyondSaving, false, `night ${i + 1} is savable`);
|
||||
const w = createWeek();
|
||||
assertEq(w.night, 1); assertEq(w.bank, 80);
|
||||
assertEq(w.site, 'backyard_01', 'week.site tracks the ladder');
|
||||
@ -642,6 +801,39 @@ export default async function run(t) {
|
||||
assert(hailed.verdict !== rained.verdict, 'hail and rain deaths must not read identically');
|
||||
});
|
||||
|
||||
t.test("night 5's loss is TAUGHT, not blamed: beyondSaving rewrites the garden verdicts only", () => {
|
||||
// SPRINT13 gate 1.4, the night-5 ruling. Measured game-true (B's pay table,
|
||||
// my probe agreeing): the icenight garden cannot reach the win line at any
|
||||
// price — bare 0.0, best buyable 27.7. So week.js flags the night, and the
|
||||
// verdict must stop implying a better rig existed. The worst liar was
|
||||
// 'uncovered' ("the hail fell where your sail wasn't") on a night where no
|
||||
// WHERE saves it.
|
||||
const dmg = { hail: 90, rain: 5 };
|
||||
const held = verdictFor({ hp: 25, lost: [], win: false, dmg, pondPeak: 0, pondDumped: 0, beyondSaving: true });
|
||||
assertEq(held.mode, 'beyond-saving');
|
||||
assert(/BEYOND SAVING/.test(held.verdict), `says so plainly: "${held.verdict}"`);
|
||||
assert(/held|did it/i.test(held.verdict), 'and a 4/4 hold is CREDITED — keeping the steel was the job');
|
||||
assert(!/wasn't|skimp/i.test(held.verdict), 'no placement-blame, no skimp-blame');
|
||||
|
||||
// Losing your sail on the unsavable night is still yours to own.
|
||||
const shackle = { name: 'shackle', rating: 3200 };
|
||||
const torn = verdictFor({ hp: 5,
|
||||
lost: [{ hw: shackle, anchorId: 'p1', anchor: { ratingHint: 1 } }],
|
||||
win: false, dmg, pondPeak: 0, pondDumped: 0, beyondSaving: true });
|
||||
assertEq(torn.mode, 'beyond-saving');
|
||||
assert(/shackle at P1/.test(torn.verdict), `still names the steel that went: "${torn.verdict}"`);
|
||||
|
||||
// The flag defaults OFF and changes nothing anywhere else: the two garden
|
||||
// deaths keep their opposite sentences (mutation check — delete the branch
|
||||
// and the first assert above reds; pass the flag everywhere and THIS one does).
|
||||
const uncov = verdictFor({ hp: 20, lost: [], win: false, dmg: { hail: 70, rain: 10 }, pondPeak: 0, pondDumped: 0 });
|
||||
assertEq(uncov.mode, 'uncovered', 'a savable night keeps its honest placement lesson');
|
||||
// And a WIN on a flagged night ignores the flag — week.js says the flag
|
||||
// would be stale, and a stale excuse must never eat a real win.
|
||||
const win = verdictFor({ hp: 90, lost: [], win: true, dmg, pondPeak: 0, pondDumped: 0, beyondSaving: true });
|
||||
assertEq(win.mode, 'clean');
|
||||
});
|
||||
|
||||
t.test('a clean hold reads as a clean hold, and the broom gets its credit', () => {
|
||||
const clean = verdictFor({ hp: 96, lost: [], win: true, dmg: { hail: 2, rain: 2 }, pondPeak: 0, pondDumped: 0 });
|
||||
assertEq(clean.mode, 'clean');
|
||||
@ -726,11 +918,12 @@ export default async function run(t) {
|
||||
|
||||
// --- anchors -------------------------------------------------------------
|
||||
|
||||
t.test('yard offers 12 anchors: 3 house, 5 tree, 4 post', () => {
|
||||
t.test('yard offers 13 anchors: 3 house, 5 tree, 5 post', () => {
|
||||
const by = (type) => world.anchors.filter((a) => a.type === type).length;
|
||||
assertEq(by('house'), 3, 'house anchors');
|
||||
assertEq(by('tree'), dressed ? 5 : 2, 'tree anchors (branch_anchor_* arrive with dress())');
|
||||
assertEq(by('post'), 4, 'post anchors — p3 (SPRINT3 dec 2), p4 (SPRINT6 gate 1)');
|
||||
assertEq(by('post'), 5,
|
||||
'post anchors — p3 (SPRINT3 dec 2), p4 (SPRINT6 gate 1), p5 the clothesline post (SPRINT13 gate 1)');
|
||||
const ids = world.anchors.map((a) => a.id);
|
||||
assertEq(new Set(ids).size, ids.length, `anchor ids not unique: ${ids}`);
|
||||
});
|
||||
@ -858,6 +1051,121 @@ export default async function run(t) {
|
||||
`supposed to cost you a sail the storm can take`);
|
||||
});
|
||||
|
||||
// --- SPRINT13 gate 1.4: THE PINNED SEPARATION TARGET ----------------------
|
||||
//
|
||||
// The ruling, RESTATED after B's skew finding (THREADS [A], twice — read the
|
||||
// second entry): on the shipped week's wild night — night 4, THIS yard — the
|
||||
// best line START_BUDGET can buy must HOLD and WIN comfortably (>60), a bare
|
||||
// bed must LOSE (<50), and the spread must read as most of a plant state
|
||||
// (≥25 HP), because the win line and the invoice are the game's real stakes.
|
||||
// FULL (>66) was the first ruling and it died honestly: it was only ever met
|
||||
// through this flight's own 12 s phantom settle — SailRig samples wind at its
|
||||
// INTERNAL clock, so a settled rig flies the storm 12 s off the authored
|
||||
// curve while the sky flies t=0..90 (B's three-way probe: game-true 63.8 /
|
||||
// skewed 68.4 / shape-only 64.3). The settle is GONE: in the real game the
|
||||
// rig does not exist before commit, and commit→attach→storm is one keypress
|
||||
// (C's bench correction, same day, same bug).
|
||||
//
|
||||
// The recipe is DATA (site.separation) so B's audit reads the same one, and
|
||||
// this flight is the pin: real shop at the real budget, real
|
||||
// commit()->attach() (D's skipped-attach landmine — session.commit(rig) IS
|
||||
// the attach path), real skyfx exposure, the real garden model out of
|
||||
// garden.js. Wind is wired the way main.js wires a site (venturi from site
|
||||
// data — backyard's list is empty, but the wiring must not ASSUME that — plus
|
||||
// tree shelters); switch to C's windForSite at integration, it is the same
|
||||
// wiring behind one door. Flown OUTSIDE t.test() because Suite.test cannot
|
||||
// await — the two async-test ghosts above are the precedent.
|
||||
//
|
||||
// Sway is frozen (balance.test's reasoning): the recipe is all posts, whose
|
||||
// real sway is constant anyway, so frozen here means "identical to the game",
|
||||
// not "conveniently calm". (C's landmine 2 — a frozen TREE under-reads — is
|
||||
// exactly why the pinned recipe staying post-only matters to this harness.)
|
||||
const sep = site.separation;
|
||||
let sepRun = null;
|
||||
if (sep && typeof document !== 'undefined') {
|
||||
try {
|
||||
const frozen = world.anchors.map((a) => {
|
||||
const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
|
||||
return { id: a.id, type: a.type, pos, sway: () => pos, ratingHint: a.ratingHint };
|
||||
});
|
||||
const trees = frozen.filter((a) => a.type === 'tree');
|
||||
const stormDef = await loadStorm(sep.stormKey);
|
||||
|
||||
const session = new RiggingSession({ anchors: frozen }); // the REAL budget
|
||||
const shopLog = [];
|
||||
for (const { anchor } of sep.line) {
|
||||
const r = session.rig(anchor);
|
||||
if (!r.ok) shopLog.push(`rig ${anchor}: ${r.reason}`);
|
||||
}
|
||||
for (const { anchor, hw } of sep.line) {
|
||||
const want = HARDWARE.find((h) => h.name === hw);
|
||||
if (!want) { shopLog.push(`no hardware named "${hw}"`); continue; }
|
||||
const r = session.setHardware(anchor, want);
|
||||
if (!r.ok) shopLog.push(`setHardware ${anchor} ${hw}: ${r.reason}`);
|
||||
}
|
||||
session.setTension(sep.tension);
|
||||
const spent = START_BUDGET - session.budget;
|
||||
const rig = session.commit(new SailRig({ anchors: frozen, gridN: 10 }));
|
||||
// NO settle here, deliberately — see the header. The rig flies the storm
|
||||
// from t=0 on a fresh internal clock, exactly like a committed rig does.
|
||||
|
||||
const flyNight = (sail) => {
|
||||
const wind = createWind(stormDef);
|
||||
wind.setVenturi(site.wind?.venturi ?? []); // main.js:‘the funnel is SITE data’
|
||||
wind.setSheltersFromTrees(trees);
|
||||
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
|
||||
camera.position.set(0, 2, 8);
|
||||
const sky = createSkyFx({ wind, night: true, camera });
|
||||
const garden = createGarden({ setPlants() {} }); // the model main.js flies
|
||||
const bed = world.gardenBed;
|
||||
const steps = Math.round(stormDef.duration / FIXED_DT);
|
||||
for (let i = 0; i < steps; i++) {
|
||||
const t2 = i * FIXED_DT;
|
||||
if (sail) sail.step(FIXED_DT, wind, t2);
|
||||
sky.step(FIXED_DT, t2, { sail });
|
||||
garden.step(FIXED_DT, sky.gardenHailExposure(bed, t2), sky.gardenExposure(bed, t2));
|
||||
}
|
||||
sky.dispose?.();
|
||||
return { hp: garden.hp, state: garden.state };
|
||||
};
|
||||
|
||||
const held = flyNight(rig);
|
||||
const lost = rig.corners.filter((c) => c.broken).length;
|
||||
const bare = flyNight(null);
|
||||
sepRun = { shopLog, spent, held, lost, bare };
|
||||
} catch (err) {
|
||||
sepRun = { err: String(err && err.stack || err) };
|
||||
}
|
||||
}
|
||||
|
||||
t.test('PINNED: the wild night separates — best buyable line holds and wins, bare bed loses', () => {
|
||||
if (!sep) throw new Error('backyard_01 lost its separation block — the target is decoration again');
|
||||
if (typeof document === 'undefined') return t.skip('needs DOM (skyfx)');
|
||||
if (sepRun.err) throw new Error(`separation flight died: ${sepRun.err}`);
|
||||
assertEq(sepRun.shopLog.join('; '), '', 'the shop sold the whole recipe at the real budget');
|
||||
assert(sepRun.spent <= START_BUDGET, `recipe costs $${sepRun.spent} — must be buyable night 1`);
|
||||
// SIM-CHAIN facts, deliberately: this flight is rig+sky+garden with no
|
||||
// debris events, so it is deterministic and 0/4 here is real headroom. In
|
||||
// PLAY the yard also throws the t=38 crate and ponds rain — the played
|
||||
// reference (site JSON _playedReference: hp 55.7 WIN, 2/4 lost, pyrrhic
|
||||
// verdict) sits ~8 under this chain, and that ~8 is exactly why the
|
||||
// thresholds below carry margin over the win line instead of hugging it.
|
||||
assertEq(sepRun.lost, 0, 'the pinned line holds this deterministic chain — 0/4 lost (play may cost the sail; the WIN must survive that)');
|
||||
assert(sepRun.held.hp > sep.heldMustExceed,
|
||||
`held bed reads ${sepRun.held.hp.toFixed(1)} — must stay >${sep.heldMustExceed} so the PLAYED night ` +
|
||||
`(measured ~8 HP under this chain through crate + ponding) keeps clearing the win line at 50. ` +
|
||||
`Sim-chain 63.6 / played 55.7 at landing. FULL (>66) was the first ruling and it was only ever met ` +
|
||||
`through this flight's own 12 s clock skew (B's finding). A red here means a retune moved the wild ` +
|
||||
`night: re-litigate in THREADS, no quiet threshold bump.`);
|
||||
assert(sepRun.held.state !== 'dead', 'the held bed is ALIVE — tattered is the wild night speaking');
|
||||
assertLess(sepRun.bare.hp, sep.bareMustLoseBelow,
|
||||
`bare bed must LOSE the night (<${sep.bareMustLoseBelow}) — game-true 35.7 at landing`);
|
||||
// The felt spread, stated so a red prints the whole story:
|
||||
assert(sepRun.held.hp - sepRun.bare.hp >= (sep.separationAtLeast ?? 25),
|
||||
`separation ${(sepRun.held.hp - sepRun.bare.hp).toFixed(1)} — rigging must matter by most of a ` +
|
||||
`plant state, not a garden-bonus margin (game-true 27.9 at landing)`);
|
||||
});
|
||||
|
||||
t.test('sway() returns an absolute position, not an offset', () => {
|
||||
// If sway ever regresses to returning an offset, the returned point lands
|
||||
// near the origin instead of near the anchor, and Lane B's cloth corners
|
||||
|
||||
@ -27,12 +27,19 @@
|
||||
import { SAIL_TESTS } from '../sail.selftest.js';
|
||||
import { RIGGING_TESTS } from '../rigging.selftest.js';
|
||||
import { SWEEP_TESTS } from '../../../../tools/site_audit/sweep.selftest.js';
|
||||
import { buildGardenflyTests } from '../../../../tools/site_audit/gardenfly.selftest.js';
|
||||
|
||||
/** @param {import('../testkit.js').Suite} t */
|
||||
export default function run(t) {
|
||||
export default async function run(t) {
|
||||
for (const [name, fn] of SAIL_TESTS) t.test(name, fn);
|
||||
for (const [name, fn] of RIGGING_TESTS) t.test(`rigging: ${name}`, fn);
|
||||
// site_audit's own sweep. SPRINT11: the tool was flying site_02 with the
|
||||
// venturi switched off — the auditor needed an auditor. See sweep.selftest.js.
|
||||
for (const [name, fn] of SWEEP_TESTS) t.test(`site_audit: ${name}`, fn);
|
||||
// SPRINT13: the audit's garden engine (gardenfly.js) — browser-only, so the
|
||||
// flights run here in the async prelude and the tests assert on the results
|
||||
// (Suite.test cannot await; a.test's pinned-separation flight is the
|
||||
// precedent). run() is async now — runAll awaits it.
|
||||
const gardenflyTests = await buildGardenflyTests();
|
||||
for (const [name, fn] of gardenflyTests) t.test(`site_audit: ${name}`, fn);
|
||||
}
|
||||
|
||||
@ -28,6 +28,11 @@ import { SailRig } from '../sail.js';
|
||||
import { createSkyFx } from '../skyfx.js';
|
||||
import { createWind, loadStorm } from '../weather.js';
|
||||
import { HARDWARE, FIXED_DT, START_BUDGET } from '../contracts.js';
|
||||
// SPRINT13: the garden weights come from garden.js — the SAME module main.js
|
||||
// flies — not from a local copy. The old `const GARDEN_DRAIN = 0.9 // main.js`
|
||||
// here was the drift A's export exists to kill: a retune would have landed in
|
||||
// the game and left this suite green against last sprint's numbers.
|
||||
import { GARDEN_DRAIN, HAIL_WEIGHT as W_HAIL, RAIN_WEIGHT as W_RAIN } from '../garden.js';
|
||||
|
||||
const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||
|
||||
@ -35,9 +40,6 @@ const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||
const WIN = (hp, lost) => hp >= 50 && lost < 2;
|
||||
/** main.js's CALM_STORM — what wind.use() hands the rig outside a storm, and so what settles it. */
|
||||
const CALM_STORM = 'storm_01_gentle';
|
||||
const GARDEN_DRAIN = 0.9; // main.js
|
||||
const W_HAIL = 5.0; // main.js, decision 13 — integration weights
|
||||
const W_RAIN = 0.25;
|
||||
|
||||
/**
|
||||
* The yard is READ FROM world.js, never copied.
|
||||
|
||||
@ -16,7 +16,7 @@ import { Interact, wireYardActions } from '../interact.js';
|
||||
import { createBroom, BROOM_TUNE } from '../broom.js';
|
||||
// The REAL rule, not the fakeLadder's hand-copied duplicate of it — a rule the suite re-implements
|
||||
// is a rule the suite cannot catch drifting. (ladder.js is headless-importable for this reason.)
|
||||
import { needsLadder as realNeedsLadder } from '../ladder.js';
|
||||
import { needsLadder as realNeedsLadder, createLadder } from '../ladder.js';
|
||||
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
|
||||
import { FIXED_DT } from '../contracts.js';
|
||||
import { loadStorm, createWind } from '../weather.js';
|
||||
@ -175,6 +175,54 @@ export default async function run(t) {
|
||||
`shove must grow faster than linearly with speed: ${p15.toFixed(3)} -> ${p30.toFixed(3)}`);
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------- wind lean (SPRINT13 gate 2.4)
|
||||
t.test('lean: calm leaves you upright, wind tips you, and it scales with the sustained speed', () => {
|
||||
const calm = new PlayerSim();
|
||||
drive(calm, 20, {}, windX(TUNE.leanWindMin - 3)); // below the threshold, all storm
|
||||
assertLess(calm.lean, 1e-3, 'under leanWindMin you stand up straight');
|
||||
|
||||
const mid = new PlayerSim();
|
||||
drive(mid, 40, {}, windX((TUNE.leanWindMin + TUNE.leanWindFull) / 2));
|
||||
assert(mid.lean > 0.35 && mid.lean < 0.65, `mid wind is a partial lean, got ${mid.lean.toFixed(2)}`);
|
||||
|
||||
const gale = new PlayerSim();
|
||||
drive(gale, 40, {}, windX(TUNE.leanWindFull + 6));
|
||||
assertClose(gale.lean, 1, 1e-2, 'past leanWindFull you are fully into it');
|
||||
assert(gale.lean >= mid.lean, 'more sustained wind is more lean');
|
||||
});
|
||||
|
||||
t.test('lean: keys on the SUSTAINED base, not the gust — a single gust does not snap you over', () => {
|
||||
const s = new PlayerSim();
|
||||
drive(s, 30, {}, windX(4)); // learn a calm baseline: no lean
|
||||
const before = s.lean;
|
||||
drive(s, 1.2, {}, windX(TUNE.leanWindFull + 10), 30); // one big gust, shorter than leanSecs momentum
|
||||
// windBase barely moves in 1.2 s (baseTrack ~4 s memory), so the posture must not jump to full.
|
||||
assertLess(s.lean, 0.5, `a brief gust is a stumble, not a lean — got ${s.lean.toFixed(2)} from ${before.toFixed(2)}`);
|
||||
});
|
||||
|
||||
t.test('lean: it points downwind, and it is suppressed on your back, braced, or up a ladder', () => {
|
||||
// downwind: wind blowing +X should tip leanDir toward +X.
|
||||
const s = new PlayerSim();
|
||||
drive(s, 30, {}, windX(TUNE.leanWindFull + 5));
|
||||
assert(s.lean > 0.5, 'leaning');
|
||||
assertClose(s.leanDir.x, 1, 1e-6, 'leanDir points the way the wind blows (x)');
|
||||
assertClose(s.leanDir.z, 0, 1e-6, 'and not sideways (z)');
|
||||
|
||||
// braced: holding C must zero the lean — TakeCover is its own pose.
|
||||
const braced = new PlayerSim();
|
||||
drive(braced, 30, { shelter: true }, windX(TUNE.leanWindFull + 5));
|
||||
assertEq(braced.state, 'shelter', 'C braces');
|
||||
assertLess(braced.lean, 1e-2, 'and a brace is not a lean');
|
||||
|
||||
// knocked down: pitch owns the body, lean eases out.
|
||||
const floored = new PlayerSim();
|
||||
drive(floored, 30, {}, windX(TUNE.leanWindFull + 5));
|
||||
assert(floored.lean > 0.5, 'leaning before the fall');
|
||||
floored.knockdown(0, 1, 0);
|
||||
drive(floored, 1, {}, windX(TUNE.leanWindFull + 5));
|
||||
assertLess(floored.lean, 1e-2, 'flat on your back is not a lean');
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------- knockdown
|
||||
t.test('knockdown: needs SUSTAINED overload, like a sail corner letting go', () => {
|
||||
const brief = new PlayerSim();
|
||||
@ -448,6 +496,74 @@ export default async function run(t) {
|
||||
'nor a tree limb — that is a strop you throw');
|
||||
});
|
||||
|
||||
// --- SPRINT13 pool: the real createLadder, not the fake. These two pin the things the QA pass
|
||||
// found by playing, and both were silent — no error, no red, just a mechanic that stopped.
|
||||
// (createLadder is scene-free with scene=null: the view is the only THREE it needs.)
|
||||
const realLadderWorld = () => ({
|
||||
anchors: [
|
||||
{ id: 'h2', type: 'house', work: 'bracket', pos: { x: 0, y: 2.48, z: -9.95 } },
|
||||
{ id: 'cb1', type: 'carport', work: 'bracket', pos: { x: -8.4, y: 2.29, z: -3 } },
|
||||
],
|
||||
shedTable: { pos: { x: 9, y: 0.9, z: 6 } },
|
||||
heightAt: () => 0,
|
||||
});
|
||||
|
||||
t.test('ladder: a knockdown mid-carry drops it in the grass — it does not leave the game', () => {
|
||||
const world = realLadderWorld();
|
||||
const interact = new Interact();
|
||||
const player = new PlayerSim({ start: { x: 4, y: 0, z: 2 } });
|
||||
const ladder = createLadder(null, world, interact, player);
|
||||
const takeTarget = [...interact.targets.values()].find((x) => x.id === 'ladder_take');
|
||||
|
||||
// in your hands, walking it out to the bracket — through the target's OWN onDone, because
|
||||
// player.pickUp alone fills your hands without telling the ladder, which is not a state the
|
||||
// game can produce and would test the fixture rather than the code.
|
||||
takeTarget.onDone(player, 0);
|
||||
ladder.update(DT, 0, {});
|
||||
assert(ladder.carried, 'carried');
|
||||
assertEq(player.carrying, 'ladder', 'and the hands agree');
|
||||
assertEq(takeTarget.pos(), null, 'nothing to walk to while it is in your hands');
|
||||
|
||||
// the wind takes you over at (4, 2). knockdown() -> drop() nulls carrying, and before SPRINT13
|
||||
// nothing told the ladder: it stayed "carried" by nobody, invisible and un-takeable forever.
|
||||
player.knockdown(0, 1, 0);
|
||||
assertEq(player.carrying, null, 'the knockdown took it out of your hands');
|
||||
ladder.update(DT, 0, {});
|
||||
|
||||
assert(!ladder.carried, 'the ladder knows it is no longer being carried');
|
||||
const p = takeTarget.pos();
|
||||
assert(p, 'and it is somewhere you can walk to');
|
||||
assertClose(p.x, 4, 1e-6, 'it fell where you did (x)');
|
||||
assertClose(p.z, 2, 1e-6, 'it fell where you did (z)');
|
||||
assert(takeTarget.canUse({ carrying: null, climbY: 0 }),
|
||||
'and you can pick it up again — this is the assert that fails if the reconcile is reverted');
|
||||
});
|
||||
|
||||
t.test('ladder: the place prompt names the structure it is under, and where the ladder is', () => {
|
||||
const world = realLadderWorld();
|
||||
const interact = new Interact();
|
||||
const player = new PlayerSim({ start: { x: 4, y: 0, z: 2 } });
|
||||
const ladder = createLadder(null, world, interact, player);
|
||||
const placeAt = (id) => [...interact.targets.values()].find((x) => x.id === `ladder_place_${id}`);
|
||||
const empty = { carrying: null };
|
||||
|
||||
// QA pass: this said "the fascia" while you stood under a carport beam.
|
||||
assert(/fascia/.test(interact.labelOf(placeAt('h2'), empty)), 'the house bracket IS the fascia');
|
||||
assert(/carport/.test(interact.labelOf(placeAt('cb1'), empty)),
|
||||
`a carport beam is not a fascia — got "${interact.labelOf(placeAt('cb1'), empty)}"`);
|
||||
assert(!/fascia/.test(interact.labelOf(placeAt('cb1'), empty)),
|
||||
'and it must not call it one');
|
||||
|
||||
// ...and it must not lie about where the ladder is once the wind has taken it.
|
||||
assert(/by the shed/.test(interact.labelOf(placeAt('cb1'), empty)), 'stowed: it is by the shed');
|
||||
[...interact.targets.values()].find((x) => x.id === 'ladder_take').onDone(player, 0);
|
||||
ladder.update(DT, 0, {});
|
||||
player.knockdown(0, 1, 0);
|
||||
ladder.update(DT, 0, {});
|
||||
assert(!/by the shed/.test(interact.labelOf(placeAt('cb1'), empty)),
|
||||
'dropped: the shed is exactly where it is NOT');
|
||||
});
|
||||
|
||||
t.test('ladder: keys on the MECHANISM a site declares, not on the anchor type', () => {
|
||||
// SPRINT10 gate 1. The failure mode is the point: when needsLadder says false, interact's
|
||||
// canReach returns TRUE UNCONDITIONALLY — so a mis-keyed anchor doesn't error, it silently
|
||||
|
||||
@ -81,7 +81,23 @@ export const NIGHTS = [
|
||||
storm: 'storm_02b_icenight', site: 'backyard_01',
|
||||
client: 'the Hendersons', addr: '14 Kurrajong St — the backyard',
|
||||
brief: 'Less wind than last night and more ice, which is worse for the bed and easier on the rig. '
|
||||
+ 'Last night before they land.',
|
||||
+ 'Last night before they land. Nobody\'s pretending the seedlings ride this one out — keep '
|
||||
+ 'the sail on its feet and the ice off the windows.',
|
||||
// SPRINT13 gate 1.4 — A's ruling, DESIGN CANON: night 5's garden is BEYOND
|
||||
// SAVING, by design, at any price. Measured game-true (B's pay table and
|
||||
// A's probe, agreeing): bare bed 0.0 DEAD; best buyable garden 27.7; best
|
||||
// clean 15.3 — every line in the game sits under WIN's hp >= 50, wallet or
|
||||
// bank. The week's arc WANTS this: full / full / full, won-but-tattered
|
||||
// (night 4, the pinned separation), then the night you cannot save — the
|
||||
// icenight is where the job stops being about the bed and becomes about
|
||||
// your steel (the line that would hold it needs $105 the shop caps at
|
||||
// 3.20 kN shackles against 3.22/3.25 peaks — C's few-hundredths whisker,
|
||||
// kept on purpose). This flag exists so surfaces TEACH the loss instead of
|
||||
// implying a better rig existed: verdictFor reads it (main.js) and stops
|
||||
// blaming placement; the brief above levels with the player before they
|
||||
// spend a dollar. If a retune ever makes night 5 winnable, delete this
|
||||
// flag in the same commit or the verdict lies in the other direction.
|
||||
gardenBeyondSaving: true,
|
||||
},
|
||||
];
|
||||
|
||||
@ -106,6 +122,9 @@ export function nightAt(i) {
|
||||
addr: base.addr ?? null,
|
||||
brief: base.brief ?? null,
|
||||
pay: base.pay ?? {},
|
||||
// False by default on purpose: a night is presumed savable unless its data
|
||||
// says otherwise, so a new night can never inherit the icenight's excuse.
|
||||
gardenBeyondSaving: base.gardenBeyondSaving ?? false,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user