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Author SHA1 Message Date
m3ultra
264c2e25d2 Lane D: solids collision, the M3 verbs, shelter and stumble
At gate 1 the ped walked straight through the house. Collision now stops it
0.30 m off the wall face (expected -9.70, measured -9.70), off trunks, posts and
the fence, and slides along a wall hit at an angle. Injected as opts.collide the
way groundAt already was, so player.sim.js stays zero-import and node-runnable.

Two things the real yard taught, neither guessable from the plan:
- `fence` is a GROUP of 37 child meshes whose combined box is the entire 30x20 m
  yard, so one box per solids entry is useless. Flattened to 43 leaf boxes.
- the house ROOF spans y 2.99-3.21 and reaches 0.4 m FURTHER into the yard than
  the wall under it (eaves overhang). A flat footprint test would stop a 1.7 m
  person dead at an invisible eave, so every box is filtered by vertical overlap
  with the body and the roof drops out on its own.
Boxes are built once (solids are static) and distance-pruned — no per-frame
raycast, which is the thing Lane A measured as catastrophic on the terrain.

The M3 pack is wired: carrying swaps locomotion to Carry/CarryIdle; an
interaction names its own verb through a new `clip` field on the interact spec
(Crank at a turnbuckle, PickUp at the shed table); StumbleBack fires on a gust
that breaks your stride but can't floor you — below knockWind on purpose, so a
storm reads as shoved → stumbling → floored rather than fine-fine-fine-flat.

TakeCover (hold C) became a real mechanic rather than a pose: brace and knockWind
x2.0, shove x0.25. A 38 m/s gale floors you standing and doesn't while braced;
let go in the same gale and you're down in half a second. It raises the bar, it
does not remove it — a big enough gust still wins, braced or not. So the storm's
answer to "the gusts are too strong to cross the yard" is now wait one out and
move in the lull, which is the repair-window language DESIGN.md already uses.

wireYardActions now reads sailRig.corners[i] live by index instead of capturing
the corner object — per Lane A's warning that attach() replaces the array, a
captured corner is one the sim no longer steps and would gate forever on a
`broken` flag that can never change again.

35 Lane D asserts, 0 fail (was 20). Carry/shelter/knockdown verified against the
real 17-clip pack in the assembled game, not only in the harness.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:08:46 +10:00
m3ultra
de86aa1662 Post gate 1 in THREADS — Lane D is unblocked
Also records what the assembly turned up for the other lanes: the rigSail() door
Lane B's picking adapter must come through, the knockdown(t, ...) argument order
that would have silently broken Lane D's get-up, and the evidence for Lane C's
dispose() light-restoration ask.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:38:54 +10:00
m3ultra
323352fe50 Assemble the game: real wind, player, sail, sky and debris (gate 1)
SPRINT2 §Lane A steps 1-4. The placeholder capsule and stub wind are gone; every
lane's proven module now runs in one yard.

Wind goes through a router. Every consumer binds to `wind` exactly once at
construction — the yard closes over it for tree sway, createPlayer takes it in
opts, createDebris reads its event stream — so swapping storm_01 for storm_02 at
the phase change has to be a re-point, not a re-wire, or half the game would
still be sampling a calm day while the other half is in a gale. Shelters apply to
every storm, since the trees don't stop existing when the weather turns.

skyfx is rebuilt rather than re-pointed: it reads the storm's sky block at
construction. Verified its dispose() hands world.sun/world.hemi back exactly
(2.0/1.8 after a 40 s storm had them at 1.07/1.13) and that nothing compounds
over repeated phase cycles — that was Lane C's §Lane C.5 ask.

Two seams needed care. createSailView reads rig.pos/rig.tris, which don't exist
until attach() allocates them, and a re-rig can change the grid — so rigSail() is
the one door both boot and Lane B's picking adapter come through, rebuilding the
view and re-wiring interact (whose targets close over a corners array that
attach() replaces). And knockdown(t, dirX, dirZ) takes the sim clock first, not
the impact: passing debris impact there would jam ~40 into the state machine's
start time and the player would never get up.

Storm_02 verified end to end by hand: the carabiner blows at t=45.4 s, and p2's
shackle cascades at t=56 s — one second after the southerly change. Coverage over
the bed is 1.0 intact and 0 once two corners are gone, which is the whole game in
one number. 0.63 ms/frame (0.17 sim + 0.45 render) against a 16.67 ms budget.
Selftest 121/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:38:03 +10:00
m3ultra
7f3ef69685 Expose the yard's hemisphere light for skyfx
Lane C's skyfx modulates sun and hemi as the storm builds and hands them back on
dispose() — it doesn't own them. It already had `sun`; `hemi` was private, so the
sky could darken but the sky-bounce fill couldn't follow it down.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:38:03 +10:00
m3ultra
0dba2d8891 Add Sprint 2 lane prompts
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 23:19:53 +10:00
m3ultra
6083151af6 Bake M3 animation pack: 11 new Mixamo clips into player_anims.glb
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 23:06:40 +10:00
m3ultra
76421a7f86 Add Sprint 2 assembly instructions: wire proven modules into one playable storm
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:24:35 +10:00
m3ultra
41ad12dede Merge all lanes; add importmap; fix /world/ absolute paths
Selftest on merged main: 121 pass / 0 skip / 0 fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:23:20 +10:00
m3ultra
31d9946a04 Merge remote-tracking branch 'origin/lane/d' 2026-07-16 22:14:20 +10:00
m3ultra
e7639c4264 Merge remote-tracking branch 'origin/lane/c'
# Conflicts:
#	THREADS.md
2026-07-16 22:14:20 +10:00
m3ultra
8791eccc08 Merge remote-tracking branch 'origin/lane/e'
# Conflicts:
#	THREADS.md
2026-07-16 22:14:09 +10:00
m3ultra
6c11368202 Expose audio state and levels
`ready` only meant the graph got built — a suspended AudioContext is still
silent, so there was no way to tell whether the storm was actually audible.
The HUD now reports the real context state.

Verified through it: context runs on first gesture; 7.5 -> 17.8 m/s takes the
wind bed 0.16 -> 0.36 gain while the howl layer goes 0.016 -> 0.104 and the
cutoff opens 428 -> 767 Hz, so a gale reads as a gale and not just a louder
breeze. Rain tracks its curve 0.03 -> 0.32.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:56:22 +10:00
m3ultra
703dbc499f Log Lane B landing, unit change and two findings in THREADS
Flags for other lanes: load/rating are newtons now (HUD shows kN); the
yard's 7 anchors only admit 70-192 m2 quads when real shade sails are
20-50 m2; and flat-horizontal is currently the lowest-load geometry,
which inverts DESIGN.md's central shade-vs-survival tension and can't be
fixed inside sail.js.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:55:37 +10:00
m3ultra
18099c8e6f Align sail lane to contracts.js; free blown corners so they flog
Rebased onto M0 and reconciled against the real spine. checkContract
('sailRig') now conforms and js/tests/b.test.js runs 28 asserts green.

Contract fixes:
  - anchor.sway(t) is the ABSOLUTE position, not an offset (thanks A —
    I had it adding sway to pos, which would have flung every
    tree-anchored corner to double its coordinates).
  - events is an Emitter emitting {type, corner}, not a drained array.
  - coverageOver() rects are centre+size, matching world.gardenBed. It
    consumes world.sunDir directly: a hit along sunDir means shaded.
  - START_BUDGET/SPARE_COST/HARDWARE/FIXED_DT now come from contracts.js
    rather than being redeclared here.

Bug: a corner that blew was marked broken but never had its mass
returned, so invMass stayed 0 and the "blown" corner sat welded in
mid-air — no flogging, and the sail silently went dead. PLAN3D §5-B
wants flogging emergent from the freed node, so _checkFailure now frees
it. The cascade test missed this because it called _repin() by hand;
the new test drives a real overload failure instead and asserts the
corner tears 2 m off its anchor and keeps moving.

Tension dial remapped from the prototype's rest/tension to a real
pre-strain. rest/tension asks for 17% strain at dial 1.2 and 29% at 1.4
— stretching an 18 m sail by three metres — and put 68 kN on a corner of
the yard's biggest quad with no wind blowing. At 0.10 strain-per-dial it
swings a 5x5 rig's peak load 2.1x loose-to-tight and redlines a 192 m2
quad at 8.3 kN drum-tight, which is punishing and correct.

HARDWARE ratings retuned in contracts.js to real newtons per the
standing note there that Lane B owns these numbers. Costs and tier shape
untouched; $80 still buys rated hardware on at most 2 of 4 corners.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:55:37 +10:00
m3ultra
c8a9128c17 Add prep-phase rigging economy and ring ordering
Ports the prototype's economy verbatim: $80 budget, $5/$15/$30 hardware
tiers, $15 spare, tension 0.6-1.4. Adds unrig-with-refund, which the
prototype lacked — a misclick there was unrecoverable, and a full refund
costs the economy nothing.

RiggingSession holds all the rules and is three-free and DOM-free, so it
tests headless. The picking UI is left as an explicit seam: it needs Lane
A's camera and anchor markers to raycast against, which do not exist yet.

One assert encodes a design invariant rather than a code fact: $80 must
not buy rated shackles on all four corners. DESIGN.md's economic tension
is that you always field one dodgy corner and choose which one; if that
test ever passes, the budget has become decoration.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:55:37 +10:00
m3ultra
06ec4cbea2 Add 3D sail cloth sim with per-face wind and XPBD corner loads
Verlet cloth on a bilinear patch between 4 anchors, N=10 grid,
structural/shear/bend constraints, 5 relaxation iterations at a fixed
1/60 substep. Wind is applied per FACE so hypar twist genuinely sheds
load rather than being cosmetic.

Two deviations from PLAN3D worth flagging:

- Load is read from each constraint's XPBD Lagrange multiplier, not from
  FABRIC_K * leftover-stretch. After a fixed iteration count the leftover
  stretch is solver error, not fabric strain, so the naive reading came
  out ~50x hot (60 kN peaks on a 5x5 m sail). The multiplier is the real
  constraint impulse, which the statics assert confirms by balancing the
  corner reactions against the applied wind to 8%.

- Wind uses a signed square (d*|d|) rather than clamp(d)^2, so the
  leeward face is pushed too. A sail is double-sided.

The sim core deliberately does not import three.js: it runs headless
under node today, stays allocation-free in the hot loop, and replays
bit-for-bit. createSailView() pulls three in lazily for rendering.

Loads land in real newtons (~1-4 kN on a 5x5 m sail in a 34 m/s storm),
so hardware ratings are real working load limits.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:55:37 +10:00
m3ultra
31a887bf75 Log Lane C landing, contract note and per-lane asks in THREADS
Also corrects the worktree-collision attribution: the checkout that moved HEAD
off lane/a was mine, not Lane D's.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:53:00 +10:00
m3ultra
302972cc6e Fill in Lane E selftest suite: assets verified in three.js
Replaces the skip stub with the checks Lane A's header asked for — every GLB
loads, is metre-scale with height on +Y, and keeps the nodes other lanes query
by name — plus anchor world-position and the garden bed's three damage states.

This catches what the Blender side structurally cannot: Blender exports
Z-up->Y-up and imports Y-up->Z-up, so a broken export_yup round-trips green.
A native glTF reader is the only thing that can prove the file.

GLTFLoader is imported dynamically on purpose. Three.js addons import the bare
specifier `three`, no page in the repo has an importmap yet, and selftest.html
turns an un-importable lane module into a hard FAIL — so a static import would
redden Lane A's merge gate over a harness gap rather than a real defect. It
skips with the fix instead, and lights up by itself once the importmap lands.
Verified behind a temporary probe first: 36/36 pass. Need logged in THREADS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:50:43 +10:00
m3ultra
11f27c493c Fix debris ground friction, cloud seam and yard coords
Three bugs the bench found once it was actually running a storm:

- Debris was glued to the floor. The scrape `v *= 0.86` ran every frame while
  grounded, which is 0.86^60 per second — it pinned a 9 kg crate at 0.7 m/s in
  a 19 m/s wind. Friction now applies on impact, with dt-scaled rolling
  friction while resting. A crate crosses the whole yard at ~6 m/s.
- Debris slid instead of tumbling: wind is horizontal, so once down there was
  no vertical force at all and it skated at constant height. Added tumbling
  lift that flips sign as it rolls — bins hop now.
- The cloud dome had a dead straight seam across the sky. The fbm claimed to
  tile and didn't; now each octave wraps at its own integer period.

Also: shelters and the bench now use Lane A's landed yard coords (t1 -9,2 /
t2 8,-2, gardenBed 1,2) instead of my guesses, so shelter tuning means
something.

Verified in-browser against a real storm: crate crosses the yard and the t=74
bin spawns from storm JSON; sail node shoved 0.32 m; a 14 kg bin at 20 m/s
knocks the player down and a tub drifting at 0.3 m/s correctly does not;
lightning peaks 0.88. Lane A's selftest: 37 pass / 3 skip.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:50:41 +10:00
m3ultra
78c98aed64 Bake joined-node rotations so bounding boxes are tight
Verifying the GLBs in three.js (not just Blender) showed four assets reporting
inflated bounds: tramp_01 came back 3.29 x 1.27 m against a true 2.96 x 0.78.

Box3.setFromObject expands each mesh's LOCAL box by the world matrix, so a node
carrying a rotation over-reports — the same trap Blender's obj.bound_box sets,
and what three uses for frustum culling. Joined nodes inherited parts[0]'s
rotation, which for an arc is half a segment step off-axis.

Applying rotation at join time makes every local box axis-aligned, so the
default Box3 path is now correct for consumers and culling is tight. World
geometry is unchanged; the exported dims are identical.

Adds tools/assetcheck/, the three.js harness that caught this. It's the only
check that can: a Blender round-trip exports Z-up->Y-up and imports Y-up->Z-up,
so a broken export_yup flips back and passes green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:43:06 +10:00
m3ultra
219dd55716 Log Lane E landing and PLAN3D asset-path corrections
PLAN3D §2's inventory was verified against the M1 Ultra, but we build on the
M3 Ultra, where several of those libraries are absent or moved. Records the
real paths and flags the gaps that block Lanes A and D, plus the node/anchor
contracts other lanes consume.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:42:40 +10:00
m3ultra
3815055678 Add generated yard, hardware and debris GLBs
16 generated assets plus the grass billboard atlas and the four debris models
copied verbatim from the 3D-STORE library (copies rule, §0). All meter-scale,
Y-up, and far under the 15k tri budget — garden_bed is heaviest at 2,580.

Regeneration is byte-deterministic: two consecutive runs produce identical
files, so re-running the factory causes no churn.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:39:52 +10:00
m3ultra
d8a017ad7d Add deterministic Blender yard-asset factory
One script regenerates every nature/hardware asset in PLAN3D §5-E, following
the house idiom from 3D-STORE/racks_to_glb.py: reset per asset, build under a
root empty at the origin, join by group, stamp props, export Y-up GLB.

Groups are joined per sway-unit rather than per-asset, so trees keep trunk and
canopy_* as separate nodes for Lane A to animate. Paths resolve from __file__
instead of a hardcoded home dir, since the library lives elsewhere on this box.

Verification re-imports each exported GLB from disk and asserts dims, tri
budget, and node-name survival, then renders it against the 1.7 m ref capsule.
Checking the file rather than the in-memory scene is what makes it a real test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:39:52 +10:00
m3ultra
383471d0f5 Add debris, skyfx and the Lane C bench; align to landed contracts
debris.js: hand-rolled kinematic tumble, drag ∝ speed² so the gust that
spikes a corner is the one that launches the neighbour's bin. Ground bounce
via world.heightAt (contracts.js documents it as ours), sphere-vs-player
knockdown reported to Lane D, sphere-vs-sail-node impulse duck-typed so it
lights up when Lane B exposes nodes and stays silent until then.

skyfx.js: instanced rain that wraps around the camera rather than respawning,
storm sky + procedural cloud dome, lightning, and synthesized WebAudio layers
(wind bed, howl, rain, gust whoosh on the telegraph, rope creak off the worst
corner, flog when one blows). It modulates Lane A's lights and hands them back
on dispose() rather than owning them.

weather_demo.html: graybox bench to drive all three before M0 — mock sail,
storm scrub, 4x, throw-a-crate.

Aligned to contracts.js now that it has landed: relative three imports (there
is no importmap), contracts' rng() instead of a local copy, and storm paths
resolved off import.meta.url — server.py serves the repo root, so an absolute
/world/... would have 404'd at integration.

storm_02: fix the southerly change. contracts.js puts north at -Z and the wind
vector blows toward (cos d, sin d), so the old swing to +2.6 blew toward due
south — a northerly wearing a southerly's name. Now slews to -1.35: a SSW
buster off the open side of the yard, into the house.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:38:21 +10:00
m3ultra
84f647a90c Add wind field, storm timelines and weather selftest
Implements the contracts.js wind surface (PLAN3D §4): sample(pos,t) and
gustTelegraph(t), plus storm defs as data.

The prototype scheduled gusts by integrating (wind.gustT += dt). We can't:
sample(pos,t) is called by sail/player/debris/rain at arbitrary t, so gusts
are precomputed into a timeline from a seeded PRNG at load and read from t.
Envelope shape is a faithful port — telegraph 1.5s / ramp 0.8s / hold 1.7s /
fade 1.0s.

Maths lives in weather.core.js with zero imports (no THREE, no DOM, no
Date.now), so the determinism rule is structural and the suite runs in node
without waiting on Lane A's M0.

storm_01_gentle peaks at 11 m/s; storm_02_wildnight sustains 20 m/s and gusts
to 32 (BOM 'destructive'), with the southerly change landing just before the
worst of it — the corners that were slack all storm are the ones that cop it.

15 asserts green: telegraph lead >=1.2s, wind continuity in time and space,
storm JSON validator (incl. 14 deliberately-broken defs it must reject),
determinism, sample-order independence, tree wind shadow.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:38:12 +10:00
60 changed files with 6704 additions and 204 deletions

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@ -4,14 +4,8 @@
{
"name": "shades3d",
"runtimeExecutable": "python3",
"runtimeArgs": ["server.py"],
"port": 8801
},
{
"name": "shades-proto",
"runtimeExecutable": "python3",
"runtimeArgs": ["-m", "http.server", "8642", "--directory", "prototype"],
"port": 8642
"runtimeArgs": ["server.py", "--port", "8811"],
"port": 8811
}
]
}

5
.gitignore vendored
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@ -6,6 +6,11 @@
*.obj
*.mtl
# Lane E: per-asset verification renders — regenerable, and 3 MB of churn.
# The tiled tools/blender/contact_sheet.png IS committed; it's the acceptance
# evidence for §5-E, and it renders deterministically so it never churns.
tools/blender/thumbs/
# macOS / python noise
.DS_Store
__pycache__/

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@ -77,3 +77,84 @@ Lane A starts first; B/C/D/E can start immediately after in parallel
> models/debris/. Verify every export by rendering a contact sheet against the
> 1.7 m ref capsule (the 3D=models/_thumbnails pattern). Commit script AND
> GLBs. Log in THREADS.md.
---
---
# SPRINT 2 prompts (assembly — fire A/B/C/E together, D at gate 1)
Same rules: own clone (`~/Documents/shades-lane<X>` on m3ultra), branch `lane/<x>`,
rebase onto latest main FIRST (it moved: all lanes merged + importmap + path
fixes + M3 clip pack). Read THREADS.md from the [I] integrator entries down,
then SPRINT2.md in full — the six decisions at the top are final, stop
re-deciding them.
## Lane A — Sprint 2
> You are Lane A on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md's
> [I] entries and SPRINT2.md §Lane A. Your sprint IS the assembly: in main.js
> swap stub wind → createWind (storm_01 calm phases, storm_02 for the storm),
> placeholder → await createPlayer (importmap already landed), add the sail
> view + rig step, skyfx + debris + unlockAudio, dress the yard with Lane E's
> GLBs (house per decision 6 — read fascia_anchor_* from the GLB), rework
> anchors per decision 2 (posts in, p3 added, tree branch_anchor_* live, with
> the new quad-area assert), then HUD (loads in kN) and the four-phase machine.
> Post "gate 1" in THREADS.md the moment weather+player+sail are live in the
> yard so Lane D starts. Small commits, selftest green after each, you remain
> merge shepherd per PLAN3D §6.
## Lane B — Sprint 2
> You are Lane B on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md [I]
> entries and SPRINT2.md §Lane B + decisions 3/4/5. Land in this order: (1) the
> decision-4 API — repair(i), trim(i,delta), cornerPos(i) — matching Lane D's
> existing call sites in interact.js, with contract entries + asserts; (2)
> decision 5 — consume debris.pieces in sail.step() with a momentum assert;
> (3) the coverageOver ray-origin fix (heightAt, not y=0); (4) the prep-phase
> picking adapter over RiggingSession once Lane A's anchor markers exist —
> coordinate in THREADS; (5) the joint tuning session with Lane C against real
> m/s storms, then re-run the §7 gate against REAL wind and log the constants;
> (6) after C lands vertical gusts, the decision-3 assert (flat-horizontal no
> longer dominant).
## Lane C — Sprint 2
> You are Lane C on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md [I]
> entries and SPRINT2.md §Lane C + decision 3. Land: (1) vertical gust
> component in storm JSON (downdraft fraction, ~0.25 default, validator +
> asserts) — this closes the flat-horizontal loophole with Lane B; (2) freeze
> and document the debris.pieces shape in contracts.js for B's integrator;
> (3) rain-vs-sail occlusion so the garden visibly stays dry under cloth
> (cheap — coordinate the API with B, don't ray-test every drop); (4) the
> joint storm-tuning session with B (your THREADS ask — if storm_02 can't
> break a carabiner rig, raise the curve, it's a data edit); (5) verify skyfx
> light restoration inside the real main.js phase transitions once Lane A
> wires it.
## Lane D — Sprint 2 (start at gate 1)
> You are Lane D on SHADES 3D, Sprint 2. Rebase onto main FIRST — the M3 clip
> pack landed: player_anims.glb now carries 17 clips (ClimbLadder, Crank, Dig,
> PickUp, Carry/CarryTurn/CarryIdle, StandUp, TakeCover, StumbleBack,
> PlantSeeds beside your original six; names logged in THREADS). Also note the
> integrator fixed /world/ → ./ relative paths in player.js and dev_player.html.
> Wait for Lane A's "gate 1" THREADS entry, then: (1) verify controls + camera
> feel in the real yard (slopes, world.solids collision), tune speeds to yard
> scale, gust shove + knockdown from real wind and real debris hits; (2) wire
> the full spare loop — shed_table pickup_anchor → Carry/CarryIdle while
> carrying → repair(i) consumes the spare (B is landing repair/trim/cornerPos
> to your call sites, decision 4); (3) prompts track cornerPos(i) live; (4)
> wire Crank to trim(i), TakeCover as the storm shelter verb, StumbleBack for
> gust knockback — your state machine, your call on transitions. The §7
> one-mid-storm-repair scenario must be playable by hand before you're done.
## Lane E — Sprint 2 (small)
> You are Lane E on SHADES 3D, Sprint 2. Rebase onto main, read SPRINT2.md
> §Lane E. Small sprint: (1) canopy sway handles — verify your canopy_* nodes
> sway cleanly when Lane A drives them, add sway_hint props if per-tree tuning
> is needed; (2) a 512² sail cloth weave atlas + tear decal strip so the
> membrane reads as fabric; (3) storm dressing set: wheelie bin (mass_hint),
> washing line, garden gnome — same one-script determinism + contact-sheet
> acceptance; (4) when Lane A's yard is dressed, render a contact sheet of the
> assembled yard from the game camera for DESIGN.md.

132
SPRINT2.md Normal file
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@ -0,0 +1,132 @@
# SPRINT 2 — ASSEMBLY (instructions for Opus 4.8 lanes)
*Sprint 1 verdict: every module is built and proven in isolation — 121/121
selftest asserts green on merged main — but the game is not assembled. main.js
still drives the M0 placeholder capsule and stub wind. Sprint 2 is one thing:
**wire the proven modules into one playable storm.** Read THREADS.md from your
last entry down before starting; the integrator [I] entry lists what changed
under you.*
## Decisions (made — stop waiting on them)
1. **Lanes run on m3ultra.** Lane D's recommendation is adopted: the M1 Ultra
(`johnking@100.91.239.7`) is an asset-build box you SSH to; GLBs get committed;
the game never needs it at runtime. PLAN3D §0 is amended by this line.
2. **Sail-area problem (B's 70192 m² finding): fix the yard, not the physics.**
Lane A: move p1/p2 in to roughly (4.5, 5.5) and (4.0, 6.0), add a third post
p3 near (0, 7), and register the trees' `branch_anchor_*` empties (E shipped
them with `rating_hint`) as anchors. Target: at least three pickable quads in
the 1845 m² range that can shade the garden bed, verified by a new a.test
assert that enumerates quad areas. The huge quads stay possible — the load
bars teaching "you cannot span the whole yard" is design working as intended.
3. **Flat-horizontal loophole: Lane C closes it with vertical gust structure.**
Real gusts aren't horizontal; add a per-gust vertical component (downdraft
fraction in storm JSON, default ~0.25 of gust power, validated) so a
horizontal plate carries real load. Lane B adds the assert: over 8 directions
in storm_02 wind, flat-horizontal peak load ≥ 60% of flat-pitched peak (i.e.
no longer a free lunch). Ponding stays out of scope (M4 water spike).
4. **repair/trim seam: Lane B conforms to Lane D's call sites** (D landed first,
duck-typed): add `repair(i)` (→ repairCorner with the spare's hw),
`trim(i, delta)` (→ trimCorner) and `cornerPos(i) -> Vector3` (live world
position, fresh vector) to the rig object. Contract entries + b.test asserts.
5. **debris↔sail seam: option (b)** — Lane B reads `debris.pieces`
({x,y,z,vx,vy,vz,r,mass}) inside `sail.step()` and applies impulses; momentum
bookkeeping stays in the one integrator. Lane C freezes the `pieces` shape.
6. **House GLB: no re-cut.** Lane A reads `fascia_anchor_*` positions out of
`house_yardside_v1.glb` at load and places anchors there (data wins over the
yard constants). E's 2.80 m fascia replaces the 2.6 m graybox number.
## Lane A — assemble the game (this is the sprint)
main.js boot(), in order; keep each step behind a small commit:
1. Stub wind → `createWind(storm)``storm_01_gentle` for prep/forecast calm,
`storm_02_wildnight` when the storm phase starts. Call
`wind.setSheltersFromTrees(...)` after the yard builds, per C's ask.
2. Placeholder → `await createPlayer(scene, world, cameraRig, {wind, interact})`
(async boot; D says same first three args). Delete the placeholder factory.
3. Sail: `const view = await createSailView(rig); scene.add(view); view.update()`
per frame after `rig.step(dt, wind, t)`. B's THREADS entry has the exact shape.
4. `createSkyFx({scene, camera, wind, sun, hemi})` + `unlockAudio()` on first
input; `createDebris({heightAt: world.heightAt, onHitPlayer: player.knockdown})`,
`debris.setModels()` from `models/debris/` (glob the dir).
5. Yard dressing: swap graybox house → `house_yardside_v1.glb` (decision 6),
shed + shed_table (D's spare pickup), sail posts as `sail_post_v1.glb` rotated
about `rake_pivot`, fence set, grass billboards off `textures/grass_atlas.png`.
6. Anchor rework per decision 2.
7. HUD: loads in **kN** (B's units note), per-corner bars vs rating, wind meter +
gust telegraph banner, garden % (wire `rig.coverageOver(world.gardenBed)`
HP → E's `plants_full/tattered/dead` visibility swap), phase banner, forecast
card (storm JSON summary: peak wind, change time), aftermath screen (garden %,
corners lost, budget delta).
8. Phase machine: forecast (show card, Enter) → prep (rigging UI live, budget
$80, optional timer OFF this sprint) → storm (90 s, storm_02) → aftermath.
Acceptance: `python3 server.py` → rig a sail with the mouse, press Enter, watch
storm_02 try to kill it, repair a corner mid-storm, see the aftermath screen.
60 fps during the storm on this box. Selftest stays green after every merge.
## Lane B — sail in the world
1. Decision 4 API (repair/trim/cornerPos) + asserts.
2. Decision 5: consume `debris.pieces` in step(); assert momentum is conserved
within tolerance on a crate-through-sail scenario.
3. Prep-phase picking adapter: RiggingSession → clicks. Raycast against Lane A's
anchor markers (A exposes `world.anchorMarkers` if you need meshes — agree in
THREADS), corner cycling + tension dial + spare purchase, HUD summary line
from `summary()`. This unblocks A step 8.
4. Joint tuning session with C (their THREADS ask): retune cloth ρ against real
m/s storms; then re-run the §7 gate against REAL wind (current assert used the
stub) — flat cheap rig cascades in storm_02, twisted mixed rig + one repair
survives. Log tuned constants in THREADS.
5. Small fix: `coverageOver()` rays start at `heightAt(x,z)`, not y=0 (your nit).
6. Decision 3 assert (flat-horizontal no longer dominant) once C lands vertical gusts.
## Lane C — weather in the game
1. Decision 3: vertical gust component in storm JSON + validator + asserts.
2. Decision 5: freeze and document `debris.pieces` shape in contracts.js.
3. Rain must react to the sail: cheap occlusion — sample `rig.coverageOver` cells
or raycast a handful of drops so the garden visibly stays dry under cloth.
(Coordinate the API with B; don't ray-test every drop.)
4. Storm tuning session with B (see B-4).
5. skyfx: verify light restoration on `dispose()` inside the real main.js scene —
A will call you if teardown flickers phase transitions.
6. Consider retiring weather_demo.html once main.js hosts the storm — your call,
it stops earning its place when the game IS the bench.
## Lane D — player in the storm
1. After A's step 2 swap: verify controls + camera feel in the real yard (slopes,
fence collision against `world.solids`), tune walk/run speeds against yard
scale, make gust shove + knockdown fire from real wind and real debris hits.
2. Wire the spare pickup loop end-to-end: shed_table `pickup_anchor` → carrying →
`repair(i)` consumes it (B's decision-4 API). The §7 "one mid-storm repair"
scenario must be playable by hand.
3. Interaction prompts follow `cornerPos(i)` live (flogging corner = moving prompt).
4. Kill dev_player.html only when the main game covers everything it proves.
## Lane E — polish targets (small sprint)
1. Wind-reactive foliage handles: verify canopy nodes sway cleanly when A drives
them; add `sway_hint` custom props if A needs per-tree tuning.
2. Sail cloth texture (512² weave/UV-stripe atlas) so the membrane reads as
fabric, + a simple tear decal strip for M3.
3. Storm dressing set: wheelie bin (debris, `mass_hint`), washing line, garden
gnome (collateral scoring bait). One script run, same acceptance as before.
4. Contact-sheet the assembled yard from A's camera for DESIGN.md.
## Order & gates
```
gate 1: A steps 1-4 land → the yard has weather, a person and a live sail
gate 2: B-3 picking + A-8 → the loop is playable start to finish
gate 3: B/C tuning + D-2 → §7 scenario passes BY HAND and in selftest
```
Definition of done = gate 3 + THREADS updated + selftest green + a 90 s
storm_02 run captured (screenshots or video) for the log.
## For John (human-only items)
- Mixamo login on the M1 for D's M3 wishlist (`tools/character/mixamo_wishlist.txt`
— Climbing Ladder, Turning Key, Digging). Not blocking this sprint.
- Two dev servers float around: another session holds :8801; this repo's
launch.json now uses :8809. Kill either freely; `server.py --port N` works.

View File

@ -173,3 +173,399 @@ Format: `[lane letter] YYYY-MM-DD — note`
§0's clone path is what people are actually using. If the four missing libraries above live on that
other machine, this isn't a path fix, it's a decision about where lanes run. Flagging rather than
guessing.
[B] 2026-07-16 — **sail.js + rigging.js landed on `lane/b`, rebased on M0.** `checkContract('sailRig')`
conforms; `js/tests/b.test.js` runs 28 asserts green. 3D verlet cloth, N=10, structural/shear/bend,
5 iterations at a fixed 1/60 substep, wind per FACE. `step(dt, wind, t)` takes ragged frame dt and
does its own fixed-dt substepping — asserted that a 4-24 ms ragged loop converges on the fixed-dt
trace, so what selftest proves actually applies to the running game.
[B] 2026-07-16 — **⚠️ UNITS CHANGED — Lane A (HUD) read this one.** `corner.load` and `hw.rating` are in
NEWTONS now, not the prototype's arbitrary scale. I retuned `HARDWARE` in contracts.js to real WLLs
(carabiner 1200 N, shackle 3200 N, rated 6500 N) under the standing note in that file that Lane B
owns these numbers — costs and tier shape untouched, and $80 still buys rated hardware on at most 2
of 4 corners (asserted). **HUD: show `load/1000` as kN.** A 5×5 m sail pulls ~1-4 kN per corner in a
34 m/s storm, which is exactly why real shade sails use 3 kN+ shackles. That's DESIGN.md's Kerbal
trick working — the number on the meter is one you could take to a hardware shop.
[B] 2026-07-16 — thanks for the `sway(t)` clarification, it caught a real bug: I had it as an offset and
was adding it to `pos`, which would have flung every tree-anchored corner to double its coordinates.
Also consuming `world.sunDir` and `world.gardenBed` as specified (centre+size rect; a hit along
sunDir means shaded). One nit: `coverageOver()` starts its rays at y=0 rather than `heightAt(x,z)`.
On ±0.3 m terrain under a 3 m sail that's ~0.2 m of shadow error — not worth a contract change now,
flagging so it isn't a surprise later.
[B] 2026-07-16 — **⚠️ FINDING FOR LANE A — the yard's anchors imply enormous sails.** Every 4-anchor quad
a player can pick from the 7 fixed anchors, by area: h1,h2,t1,p1 = 70 m² · h2,h3,t2,p2 = 71 m² ·
t1,t2,p1,p2 = 111 m² · h1,h3,t1,t2 = 133 m² · h2,t1,p1,p2 = 143 m² · h1,h3,p1,p2 = **192 m²**.
Real domestic shade sails are 20-50 m², and DESIGN.md itself pictures "a 30 m² kite". Wind load
scales with area, so at 192 m² nothing affordable on an $80 budget survives a real storm. The sim is
saying "you cannot span the whole yard", which is correct physics and arguably correct design — but
it means the natural, obvious pick (house corners out to both posts) is an instant loss. Options in
my order of preference: (1) more anchors, closer together, so a sensible 25-40 m² quad exists at all,
(2) posts moved in, (3) accept it and let the prep-phase load bars teach it. Not my call — flagging
with numbers rather than guessing. Nothing blocks on it; M1 is playable either way.
[B] 2026-07-16 — **❓ OPEN — the flat-horizontal loophole. Needs Lane C, or the water spike.** DESIGN.md's
core tension is "big, flat, low = great shade, death in a storm". My sim disagrees, and it is right
to. Peak corner load over 8 wind directions, same footprint: flat *pitched* 3.06 kN, hypar 1.86 kN,
flat *horizontal* **1.14 kN** — the lowest of all three. A horizontal plate in horizontal wind
genuinely has almost no drag. What kills real flat sails is ponding (water weight), flutter and
leeward suction, none of which are in scope for me: ponding is DESIGN.md's second prototype spike,
and proper separated-flow aero is not happening in a hand-rolled cloth sim. So a player who plants
four posts at equal height currently gets the *safest* possible rig, which is the exact inverse of
the design's intent. Not fixable inside sail.js. Lane C: a vertical gust component would load a
horizontal sail and would partly close this.
[B] 2026-07-16 — **the thesis assert is scored on WORST CASE over 8 wind directions, not per-direction.**
PLAN3D §5-B says "twisted peak < flat peak, same storm". Per-direction is a false assert and I won't
ship it: from the one angle where a flat sail sits edge-on it genuinely beats the hypar, and forcing
that green would mean tuning the sim into a lie. Worst-case is also the honest game question, since
Lane C's storms veer and the player never gets to pick the wind. Result: flat worst 3.06 kN (from S)
vs hypar worst 1.86 kN (from N) — the hypar sheds 39% off its worst moment. Thesis holds.
[B] 2026-07-16 — two notes for whoever next reads sail.js, because both look "simplifiable" and aren't.
(1) Corner load is read from each constraint's **XPBD Lagrange multiplier** (|λ|/dt²), NOT from
`FABRIC_K × leftover stretch`. After a fixed 5 iterations the leftover stretch is *solver error*, not
fabric strain, so the obvious reading measures the solver — it came out ~50× hot, 60 kN peaks on a
5×5 sail. The `statics` assert is what keeps this honest: corner reactions must sum to the real
aerodynamic + weight force on the fabric (Newton's third law). It balances to 8.3%. If someone
"simplifies" the load reading, that assert is what goes red. (2) The **tension dial was remapped**
off the prototype's `rest = rest/tension`, which asks for 29% pre-strain at dial 1.4 and put 68 kN on
a corner before any wind blew. It is now a real pre-strain (0.10/dial → 4% at 1.4).
[B] 2026-07-16 — **BUG worth knowing about, fixed:** a corner that blew was marked `broken` but never got
its mass back, so it stayed pinned — a "blown" corner sat welded in mid-air and the sail quietly went
dead instead of flogging. PLAN3D §5-B wants flogging emergent from the freed node, and it is now. The
cascade test missed it entirely because it forced the break by hand and called `_repin()` itself; the
replacement drives a real overload failure and asserts the corner tears free of its anchor and keeps
moving. Lesson for other lanes: a test that sets up state by hand can pass over a dead code path.
[B] 2026-07-16 — **Lane D — your API is ready.** `sailRig.repairCorner(i, hw)` re-pins a blown corner
(your 2.5 s hold-E; returns false if it isn't broken). `sailRig.trimCorner(i, ±delta)` is the
per-corner turnbuckle (your 1.2 s hold; clamps 0.85-1.15, scales rest lengths near that corner only).
Both emit on `sailRig.events`. Spare count lives on `RiggingSession.spares` — gate `canUse()` on it
and decrement on use.
[B] 2026-07-16 — **Lane A — wiring the rendered sail.** `const view = await createSailView(rig);
scene.add(view);` then `view.update()` each frame after `rig.step()`. Returns a THREE.Group,
double-sided, `castShadow` on — the shadow IS the product. three is imported lazily inside it so the
sim core stays headless-runnable. Verified headless (100 verts / 162 tris, normals recomputed, verts
track the sim) but **not yet eyeballed in a browser** — it wants a look once it's in main.js. The
prep-phase picking UI is NOT landed: it needs your camera and anchor markers to raycast against. All
the rules behind it are done and tested in `RiggingSession` (rigging.js), so it's a thin
click-to-session adapter once M0's camera is available to me.
[B] 2026-07-16 — selftest convention, slightly off your stub and I think worth keeping: my asserts live
next to the code in `js/sail.selftest.js` and `js/rigging.selftest.js` as exported `[name, fn]`
arrays, and `js/tests/b.test.js` is a 3-line adapter that feeds them to your Suite. The reason is
that those modules ALSO run under plain `node web/world/js/sail.selftest.js` — no browser, no server,
~7 s — which is how the cloth got proven before M0 existed. Same array both ways, so the two
harnesses cannot drift. `contracts.js` importing three is no obstacle to that: node imports
`three.module.js` fine.
[E] 2026-07-16 — ✅ **A's §2 correction independently confirmed** — I hit the same wall from the asset side
before M0 landed: `3D-STORE` is at `~/Documents/Destroyulater/3D-STORE/`, and `character_kit` / `FBX` /
`3D=models` / `mixamo-fetch` exist nowhere on this box. My inputs were relocated, not missing, so §5-E
is unblocked and done — Lane D's §5-D genuinely isn't. Two lanes hitting this independently is probably
the answer to A's open question.
[E] 2026-07-16 — **§5-E LANDED: 16 GLBs + grass atlas, all from one script.**
`blender -b -P tools/blender/build_yard_assets.py` (flags: `--only <name>` / `--no-verify` /
`--no-debris`). Proven rather than asserted: 17/17 outputs are byte-identical across two runs; every
GLB is re-imported from disk and checked for dims-in-range, tri budget and node-name survival;
`contact_sheet.png` renders each beside the 1.7 m ref capsule. Heaviest is garden_bed at 2,580 tris —
everything far under the 15 k budget. Machine-readable manifest: `tools/blender/asset_report.json`.
[E] 2026-07-16 — **NODE CONTRACTS — the names your code queries.** Every empty survives the export;
verified in three.js, not just Blender.
· trees: `trunk` (trunk+branches, rigid) + `canopy_01..03` as SEPARATE nodes — Lane A, sway the
canopies only. `branch_anchor_01..03` empties carry `anchor_type="tree"` + `rating_hint` (thicker
limb = higher) for `world.anchors`.
· `house_yardside`: `fascia_anchor_01..03` carry `rating_hint=0.35` + `collateral="gutter"`, and the
`gutter` node carries `collateral_of="fascia"` — DESIGN.md's "the fascia board is a lie" wired as
data, so ripping it takes the gutter with it. Facade only, 9.20 × 1.05 × 2.90 m, no interior.
· `sail_post`: exported VERTICAL, `rake_pivot` at the footing, `top_anchor` at the head. Rake is a
player decision (DESIGN.md: rake away from the load), so it's a runtime rotation, never baked.
**Lane A — this is exactly your 8° rake:** rotate about `rake_pivot` and the footing stays put.
· hardware: `shackle`/`carabiner`/`turnbuckle` each keep their failure part as its own node — `pin`
(unscrews then shears), `gate` (flutters open), `body` (thread strips) — with `failure_mode`
stamped as a custom prop, so a break anim moves just that piece.
· `shed_table``pickup_anchor` · `ladder_01``ladder_base`/`ladder_top` · `gate``hinge_axis`.
[E] 2026-07-16 — `garden_bed` ships all 3 damage states in ONE glb as sibling nodes `plants_full` /
`plants_tattered` / `plants_dead` (full visible, rest `hide_render`). Lane A: toggle `.visible`, don't
reload — instant swap, no pop-in. Tuft positions are identical across states, so the bed wilts instead
of rearranging itself.
[E] 2026-07-16 — debris in `web/world/models/debris/`, copied verbatim (§0 copies rule) and scale-checked:
BlueCrate_v2 0.36×0.36×0.29 · BlackTub_v2 + WhiteTub_v2 0.36×0.54×0.20 · WoodenBin_v2 0.35×0.36×0.31 m
— all plausible real-world sizes. Plus `tramp_01_v1.glb` (2.96×2.96×0.78, `mass_hint` 45), because every
Australian storm produces exactly one airborne trampoline. **Lane C: glob the dir, don't hardcode
names** — §0's `*_v1.glb` rule beats §5-E's "tramp_01.glb" spelling. Grass is a texture, not geometry
(§5-E item 9): `models/textures/grass_atlas.png`, 512², 2×2 tufts, alpha — instance billboards off it.
[E] 2026-07-16 — ⚠️ **LANE A + LANE C, BOUNDING BOXES.** `THREE.Box3.setFromObject(obj)` expands each mesh's
LOCAL box by the world matrix, so a node carrying a rotation reports an inflated box — and that box is
what three frustum-culls against. Blender's `obj.bound_box` has the identical trap; it cost me an hour
chasing phantom failures. Fixed at source: `join_group()` now bakes rotation into the vertices so every
local box is axis-aligned and tight. Before the fix, three reported `tramp_01` as 3.29 × 1.27 m against
a true 2.96 × 0.78. Default `Box3` is safe on these assets now — but if you ever measure geometry
yourself, measure VERTICES, not `bound_box` corners.
[E] 2026-07-16 — filled in `js/tests/e.test.js` (thanks for the pre-created stub — that was a good call)
and landed `tools/assetcheck/` as a standalone version. Loads every GLB through the vendored
GLTFLoader and asserts Y-up, scale sanity and node survival. It exists because the Blender round-trip
**cannot** catch an axis bug: it exports Z-up→Y-up and imports Y-up→Z-up, so a broken `export_yup`
flips back and passes green. Only a native glTF reader can prove it. Green: 16/16, with
`branch_anchor_01` at (-0.96, 3.64, -1.46) — height correctly on +Y.
[E] 2026-07-16 — ⚠️ **LANE A — three lines needed in selftest.html + index.html. Blocks Lane D too.**
No page in the repo has an `<script type="importmap">`, and M0 didn't need one: it imports three by
relative path (`../vendor/three.module.js`). But EVERY three.js addon imports the **bare specifier
`three`**, so the first lane to touch `GLTFLoader` or `SkeletonUtils` gets
`Failed to resolve module specifier "three"`. That's me now — and it's **Lane D the moment they load
`player_01.glb`**, which is the whole of §5-D. The fix, in `<head>`:
<script type="importmap">
{ "imports": { "three": "./vendor/three.module.js",
"three/addons/": "./vendor/addons/" } }
</script>
I did **not** edit your file (§6 says post the need instead, and you'd asked for selftest.html to stay
out of the merge path). `e.test.js` imports GLTFLoader dynamically and `skip`s with that message, so
your gate stays green rather than going red over a harness gap — and the suite lights up on its own
the moment the importmap lands, no edit from me. Verified behind a temporary local probe first:
**36/36 pass** (16 GLBs × scale + node survival, plus anchor world-position and the 3 damage states).
Until then the same asserts run in `tools/assetcheck/`, which carries its own importmap.
[E] 2026-07-16 — ❓ open q for Lane A: your yard puts house fascia anchors at y=2.6, but `house_yardside`'s
fascia sits at 2.80 (2.90 m ridge), and the facade is 9.20 m against a 30 m north edge. Want me to
re-cut it to your numbers, or will you read `fascia_anchor_*` off the GLB when you swap the graybox?
Either way it's one constant for me — the script regenerates everything.
[C] 2026-07-16 — ⚠️ **THE WORKTREE COLLISION WAS ME, NOT LANE D — please don't redirect D on my
account.** Before I'd realised Lane A was live in the shared checkout, I ran `git checkout -b lane/c`
inside `~/Documents/shades/`, and a few minutes later `git checkout main` + `git branch -D lane/c` to
put it back the way I found it. That second command is exactly the "HEAD moved off `lane/a` onto
`main`" symptom A describes, and the timing lines up. Nothing was lost — the delete reported
`was 8338c0f`, i.e. no commits had landed on my branch during the window — and A's read of the damage
is right, it just has the wrong lane's name on it. Lane C has been on `~/Documents/shades-laneC/`
since. (Lane D does also appear to be committing from the shared tree — `027fb99` landed on `main`
from there — so A's ask of D still stands on its own merits. I'm only disowning the checkout.)
Apologies for the noise; PLAN3D §0's clone rule earns its keep.
[C] 2026-07-16 — **LANE C LANDED on `lane/c` — weather.js, skyfx.js, debris.js, 2 storms.** Rebased on
M0; `c.test.js` is live (19 asserts) and Lane A's selftest reads **37 pass / 3 skip**. The stub wind
can be retired whenever A likes — `createWind()` is a drop-in for `createStubWind()`.
· `wind.sample(pos,t)` / `wind.gustTelegraph(t)` per contract; `checkContract('wind', …)` clean.
· Gusts are a **precomputed timeline**, not an integrator. The prototype accumulated `gustT += dt`;
we can't, because sample(pos,t) is called by everyone at arbitrary t and out of order. Same
envelope though — telegraph 1.5 / ramp 0.8 / hold 1.7 / fade 1.0, straight off the prototype.
· Storms are **data**: `data/storms/*.json`, validated on load (throws loud — a typo in a storm is
a content bug and should not silently blow calm). Tune curves without touching code.
[C] 2026-07-16 — **CONTRACT — one addition, backward compatible.** `wind.sample(pos, t, out?)` takes an
optional third arg: pass a Vector3 and it writes into it instead of allocating. Lane B, please use it
— per-face sampling on a 10×10 grid at 60 Hz is ~5k Vector3 allocations/sec otherwise. Two-arg calls
behave exactly as specified, and unlike the stub the returned vector is freshly allocated and yours
to keep (the contract's "clone before you store it" rule still holds for stub-era code, it's just no
longer necessary against the real wind).
[C] 2026-07-16 — **ASKS, one per lane. All degrade silently — nothing here blocks a merge.**
· **Lane A** — trees don't shelter anything until you tell me where they are:
`wind.setSheltersFromTrees(world.anchors.filter(a => a.type === 'tree'))` after the yard builds.
Unset = no wind shadows, which is just a flatter yard. Also `createSkyFx({scene, camera, wind,
sun, hemi})` — it modulates YOUR lights and hands them back on `dispose()`, it doesn't own them;
and `createDebris({heightAt: world.heightAt})` so debris bounces off your terrain, not y=0.
skyfx needs `unlockAudio()` on the first click/keydown (browser rule) or the storm is silent.
· **Lane B** — ❓ **the debris-vs-sail seam is your call.** I have the impulse maths but not your
nodes: contracts exposes `sailRig.corners`, not the cloth. Two options — (a) I keep driving it and
you expose `sailRig.nodes` (array of `{x,y,z}`; I push them out of the sphere and let your verlet
turn that into velocity — written and duck-typed, it lights up the moment `nodes` exists), or
(b) you read `debris.pieces` (`{x,y,z,vx,vy,vz,r,mass}`) in `sail.step` and do it yourself, since
you own the integrator. I'd take (b) if you want the momentum bookkeeping in one place. Say which
and I'll match it.
· **Lane D**`createDebris({onHitPlayer: (piece, impact) => …})` fires when something big enough
actually connects (impact = |v|·mass, threshold 25, so a tub rolling past your ankles doesn't
floor you). The knockdown state machine is yours per §5-D.3; I only report the hit.
· **Lane E** — I need `web/world/models/debris/{BlueCrate_v2,BlackTub_v2,WhiteTub_v2,WoodenBin_v2}.glb`
(your §5-E.8; A confirmed the sources are real at `~/Documents/Destroyulater/3D-STORE/clean_glbs/`).
Until they land debris renders as graybox boxes, so this is cosmetic, not blocking.
`debris.setModels({name: Object3D})`. Collision is one sphere per piece — radii in `MODEL_SPEC` in
debris.js assume a ~0.6 m crate; if you scale them differently, tell me rather than fighting it.
[C] 2026-07-16 — **Lane B: tune cloth ρ against these, not against the stub.** Wind is in real m/s and
the stub is not (its 8→34 ramp is the prototype's pixel-ish scale wearing m/s units — A says as much
in `createStubWind`'s doc). `storm_01_gentle`: sustained peaks 6.5, worst gust 11.3 m/s (41 km/h) —
the sail should breathe and nothing should break. `storm_02_wildnight`: sustained peaks 20 (72 km/h),
worst gust 32.3 (116 km/h, BOM 'destructive'), southerly change swings 2.09 rad at t=5559 with the
peak landing just after it. That change is the design: the corners that were slack all storm are the
ones that cop it. PLAN3D §7 (flat cheap rig must cascade-fail in storm_02; twisted mixed rig with one
repair must survive) is a **joint B+C gate** — I can't assert it without your cloth, so I've asserted
the wind half (`storm_02 is genuinely violent, storm_01 is not`). Ping me when sail.js lands and we'll
tune together; if storm_02 can't break a carabiner rig I'll raise the curve — that's a data edit.
[C] 2026-07-16 — Notes on my own files, so nobody trips over them:
· `weather.core.js` imports **nothing** — no THREE, no DOM, no Date.now. Deliberate: it makes the §4
determinism rule structural rather than a promise, and it means the whole suite also runs headless
via `node web/world/js/tests/run-node.mjs` (~1 s, no browser, no server). Tuning a storm curve
through a browser round trip is miserable. `weather.js` is the thin THREE adapter over it.
· Cost of that: `weather.core.js` carries its own copy of mulberry32 rather than importing
`contracts.rng` — identical algorithm and output, it just can't import a file that pulls in THREE.
`debris.js` and `skyfx.js` do use `contracts.rng`. Not thrilled about the duplication; the
alternative was giving up node-side testing of the one module everything else depends on.
· Asserts live in `js/tests/weather.selftest.js` as a plain case list; `c.test.js` and the node
runner are two harnesses over the same list, so they can't drift.
· `weather_demo.html` is a Lane C bench (mock sail, storm scrub, 4×, throw-a-crate) on its own URL —
it touches nothing of yours. Delete it whenever it stops earning its place.
· **Lane A:** a.test.js's 'gust telegraph always gives at least 1.2 s of warning' is now also
asserted against the real wind in c.test.js, per your note in the stub. Yours to drop when the
stub goes.
[C] 2026-07-16 — Three bugs worth knowing about, because the shapes recur:
· Advected noise: I had `drift = U(t)·advect·t`, which is not an integral — when U or dir moved it
yanked the whole accumulated field sideways: a **6.8 m/s jump in one frame** at the southerly
change. Now integrated once at build time into a table. If you ever advect anything by time,
integrate it.
· Debris friction: `v *= 0.86` per frame while grounded is `0.86^60` per second — glue, not scrape.
It pinned a 9 kg crate at 0.7 m/s in a 19 m/s wind. Anything per-frame that should be per-second
needs dt.
· `storm_02`'s southerly change blew **north** in its first draft: the wind vector blows toward
`(cos d, sin d)` and contracts puts north at -Z, so a southerly needs `sin(d) < 0`. Worth a second
look at anything that reasons about wind direction.
All three were caught by an assert or the bench rather than by reading, which is the argument for both.
[I] 2026-07-16 — **INTEGRATION PASS (main).** All four lane branches merged to main (b → e → c → d;
THREADS conflicts resolved keep-both). Added the importmap D+E asked for to index.html AND
selftest.html (relative form: `./vendor/…` — D's `/world/…` spelling 404s on the repo-root server).
Same absolute-path bug fixed in dev_player.html and player.js GLB URLs (`/world/models/…` →
`./models/…`) — the ped never loaded under `server.py`; it does now, verified in dev_player.html.
Selftest on merged main: **121 pass / 0 skip / 0 fail** (E's suite lit up as promised).
launch.json now runs `--port 8809` (8801 was held by another session). Next work: SPRINT2.md.
[I] 2026-07-16 — **M3 CLIP PACK LANDED — the mixamo wishlist is fetched and baked.** John supplied a
logged-in Mixamo session; 11 clips downloaded Without Skin @30fps (subs where Mixamo has no such
clip: Turning Key→Pulling Lever, Standing Up Ready→Standing Up, Covering Head→Taking Cover; bonus
find: Dig And Plant Seeds. Hammering/Sweeping/Bracing don't exist — skipped). FBXs now canonical in
the M1's ~/Documents/FBX/; CLIPS extended in build_player_anims.py (names: ClimbLadder, Crank, Dig,
PickUp, Carry, CarryTurn, CarryIdle, StandUp, TakeCover, StumbleBack, PlantSeeds); rebuilt on the M1
(Blender 5.0.1, 17 NLA tracks, 2.3 MB) and committed. Verified: GLTFLoader reads all 17 clips with
contract names; selftest still 121/0/0. Lane D: your M3 verbs are on disk — wire when ready.
[A] 2026-07-16 — 🚩 **GATE 1 — the yard is live. LANE D: START.** SPRINT2 §Lane A steps 14 are on main.
The placeholder capsule and stub wind are gone. `python3 server.py` → real weather, your ped walking
in it, a rendered sail overhead with its shadow on the garden bed, rain, debris, storm audio.
Selftest **121/0/0** after the assembly — nobody's suite moved. 0.63 ms/frame in mid-storm_02
(0.17 sim + 0.45 render) against a 16.67 ms budget, 120 k tris / 74 draw calls, so there is a LOT of
headroom to spend. Note my clone runs `--port 8811` (8801 and 8809 are held by other sessions).
[A] 2026-07-16 — **It works. storm_02, hand-driven end to end, default rig (rated/shackle/shackle/carabiner
on h1/h3/p2/p1):** the carabiner blows at **t=45.4 s**, then p2's shackle cascades at **t=56 s — one
second after the southerly change at 55**. That is Lane C's design landing exactly as they described
it: the corners that were slack all storm are the loaded ones after the change. Coverage over the bed
is **1.0 with the rig intact and 0.0 once two corners are gone** — the whole game in one number.
Peak corner load 5427 N; cloth never went non-finite. Nothing here is asserted-only; I drove it.
[A] 2026-07-16 — ❗ **LANE B — two things about wiring your sail, one is a real trap.**
· `createSailView(rig)` reads `rig.pos`/`rig.tris`, which don't exist until `attach()` allocates
them in `_build()`. Build the view before rigging and it throws on an undefined array — cost me
my first boot. Not asking you to change it; just documenting the order.
· **Call `SHADES.rigSail(anchorIds, hwChoices, tension)`, NOT `rig.attach()` directly**, from your
picking adapter. `attach()` replaces the corners array and can change the grid, so the view must
be rebuilt and interact re-wired (its targets close over corner objects, and stale closures point
at corners the sim no longer steps). `rigSail()` does attach + view rebuild + re-wire behind one
door, and it's `async`. Ids are stable so re-wiring replaces rather than stacking duplicates.
· Your view is now **eyeballed in a browser**, as you asked: it bellies, catches light, and its
shadow lands on the bed. Screenshot going in DESIGN.md with the assembled-yard sheet.
· FYI the default rig I boot with is the prototype's AUTO loadout and spans most of the yard — it's
your 70192 m² finding, visible from orbit. Decision 2 (my step 6) shrinks it; not a cloth fault.
[A] 2026-07-16 — ❗ **LANE D — `knockdown(t, dirX, dirZ)` takes the sim clock first, not the impact.**
Lane C's `onHitPlayer(piece, impact)` hands you an impact magnitude, and the obvious wiring —
`knockdown(impact)` — jams ~40 into the state machine's start time and you never get up. I wired it
`knockdown(windT, piece.vx, piece.vz)`, so you also fall the way the crate was travelling. Flagging
in case anything else calls it. Also: `player.pos` is a plain `{x,y,z}`, not a `Vector3` — contracts.js
says Vector3. Everything only reads `.x/.y/.z` so it duck-types fine everywhere (camera, wind, HUD)
and I'm NOT asking you to change it; I'll relax the contract's wording instead. Your ped, all six
clips, walk/run and the yard clamp are confirmed working in the real yard.
[A] 2026-07-16 — ✅ **LANE C — your §Lane C.5 ask, answered with evidence: `dispose()` restores the lights
exactly.** Tested inside the real main.js scene, not a bench. After a 40 s storm_02 dragged sun to
1.067 and hemi to 1.132, a bare `sky.dispose()` with no rebuild put them back at **exactly 2.0 and
1.8**. I also ran three full forecast→storm→forecast cycles to see if anything compounds: sun settles
at 1.939 → 1.941 → 1.951, i.e. converging on storm_01's calm-day target, not decaying. No leak, no
flicker. Two notes: (1) I **rebuild** skyfx on every phase change rather than re-pointing it, because
it reads `wind.def.sky` at construction and storm_01/storm_02 have different darkness — dispose() is
therefore on your hot path, and it holds up. (2) `dispose()` restores sun/hemi but leaves `scene.fog`
where the storm left it; invisible in practice because the next skyfx immediately re-drives fog, and
it only bites if something disposes without replacing. Your call whether that's worth a line.
Wind shelters are wired (`setSheltersFromTrees` on both storms — shelters describe trees, which don't
stop existing when the weather turns), `unlockAudio()` fires on first pointer/key, debris bounces off
`world.heightAt`, and all four of Lane E's crate/tub GLBs load into `setModels`.
[A] 2026-07-16 — 🔧 `SHADES.step(dt)` and `SHADES.render()` are exposed on the debug api. rAF is throttled
to a standstill in a hidden/background tab, so they are the only honest way to fast-forward or capture
a storm from a headless browser — which is what this sprint's "90 s storm_02 run captured" acceptance
needs. Same code path the rAF loop uses; no test-only branch that can drift. Everything I reported
above was measured through them.
[D] 2026-07-17 — **SPRINT 2 part 1 on `lane/d`** — the player is now a body in a storm, not a camera
target. Selftest **35 Lane D asserts, 0 fail** (was 20). All verified in the real yard, not just
in asserts:
· **`world.solids` collision** — the biggest gap at gate 1: the ped walked through the house.
Now stops dead 0.30 m off the wall face (expected 9.70, measured 9.70), off trunks, posts and
the fence, and slides along walls when you hit them at an angle. Injected as `opts.collide`
the same way `groundAt` is, so player.sim.js stays zero-import and node-runnable.
· **the M3 verbs are live**: carrying swaps locomotion to Carry/CarryIdle · an interaction names
its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table) via a new `clip` field on
the interact spec · `StumbleBack` on a gust that breaks your stride · **`TakeCover` (hold C)**
is now a real mechanic, not a pose — see below.
· Table-driven throughout: STATES gained `carryClip`, and `clipFor(sim)` is exported so the
selftest can assert what plays without a renderer.
[D] 2026-07-17 — 🛡️ **NEW MECHANIC — shelter (hold C), flagging it because it's a design addition.**
SPRINT2 §Lane D.4 said "TakeCover as the storm shelter verb" and left the transition to me. It
brace-locks you: knockWind ×2.0 and shove ×0.25 while held. Measured in the real yard: a **38 m/s
gale floors you standing and does NOT while braced — let go in the same gale and you're down in
half a second.** So the storm's answer to "the gusts are too strong to cross the yard" is now
*wait one out, then move in the lull*, which is exactly the lull-as-repair-window language
DESIGN.md §Wind already uses. It raises the bar, it doesn't remove it — a big enough gust still
takes you off your feet, braced or not (asserted). You cannot brace from your back.
[D] 2026-07-17 — 📌 **CORRECTION, Lane A — `knockdown()` does NOT jam the state machine.** Your note
says `knockdown(impact)` "jams ~40 into the state machine's start time and you never get up".
Reproduced it exactly in the live game: `knockdown(40)` → knocked, then **getup at 1.38 s, idle at
2.68 s. You get up.** `t` is only ever written into the event log; timing runs off `stateT`, which
`setState` zeroes. The only real effect is cosmetic — polluted event timestamps. **Your wiring
(`knockdown(windT, piece.vx, piece.vz)`) is right and better than the plain call** — falling the
way the crate travelled is the good version — so nothing to change; I'm only correcting the record
so nobody burns an hour hunting a state-machine bug that isn't there. Leaving the signature alone:
it's correctly wired at the one call site that matters.
(`player.pos` being `{x,y,z}` not `Vector3`: taking your offer to relax the contract wording. Making
it real would mean either importing THREE into the zero-import sim — which is what makes it
node-runnable and deterministic — or handing back a synced mirror whose writes silently don't move
the player. Neither is worth a nominal type match.)
[D] 2026-07-17 — ❗ **BLOCKED ON LANE A — `world.shedTable`, and it gates the sprint's "done".** The §7
scenario is *rig → carry a spare → repair mid-storm*, and there is nowhere to pick a spare up:
`world.shedTable` is undefined, so `wireYardActions` self-skips the pickup and **nothing in the game
can put a spare in the player's hands.** E shipped `shed_01_v1.glb` AND `shed_table_v1.glb` and
they're on disk unused. All I need is world.js to place them and expose
`world.shedTable = { pos }` (a `pickup_anchor` empty inside the GLB if E put one there, else the
table's top-centre); ~1.5 m from the table's edge is reachable. Everything downstream of it is
already wired and asserted. Yard dressing is your file, so I'm not touching it — shout if you'd
rather I take it.
[D] 2026-07-17 — 👋 **LANE B — decision 4, exactly what I call, so you can land it without guessing.**
I've hardened my side while waiting; `sail.js` already has `repairCorner(i, hw)` / `trimCorner(i,
delta)` internally, so this should be three thin aliases:
· `rig.repair(i)` — I gate on `corners[i].broken && carrying === 'spare'`, hold 2.5 s, then call
it and consume the spare. Pick the hw yourself (the spare is untyped on my side for now).
· `rig.trim(i, delta)` — I call `trim(i, +0.1)` after a 1.2 s hold. Plays `Crank`.
· `rig.cornerPos(i)`**live world position, fresh vector.** I resolve it every frame so a
flogging corner's prompt tracks it; `corners[i].pos` is my fallback and doesn't exist today,
so with neither, my prompts have no position and silently never appear (they fail safe, which
is why the game doesn't crash right now — but it also means none of my repair UI is reachable
until this lands).
Also: your `attach()` replaces the corners array, per Lane A's warning. **My closures now read
`sailRig.corners[i]` live by index instead of capturing the corner object**, so a re-rig can't
strand them whether or not anyone re-wires. Asserted both ways (swap the array → the targets track
the new objects). You don't have to call `wireYardActions` again after `attach()`, though it's
harmless if you do — ids are stable so it replaces rather than stacks.

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# assets_in_three.html — verify the GLBs in the real consumer
`build_yard_assets.py` already re-imports every GLB into Blender and asserts
dims, tri budget, and node names. That is necessary but **structurally cannot
catch an axis error**: Blender exports Z-up→Y-up and imports Y-up→Z-up, so a
broken `export_yup` flips back on the way in and round-trips green. Only
something that reads glTF natively can prove the file is right.
This page is that check. It loads each GLB with three.js r175's `GLTFLoader` and
asserts:
- **Y-up**: a Blender asset measuring `(dx, dy, dz)` must arrive as `(dx, dz, dy)`.
- **node survival**: `branch_anchor_*`, `fascia_anchor_*`, `plants_*` etc. still
exist after the export — glTF has no "empty", anchors arrive as bare
`Object3D`, and exporters have been known to prune childless nodes.
- **anchors are usable**: `branch_anchor_01` resolves to a sane world position
with height on +Y.
Expectations are read from `tools/blender/asset_report.json`, so this stays in
sync with the factory automatically.
## Why it uses the default (non-precise) Box3
`THREE.Box3.setFromObject(obj)` expands each mesh's **local** bounding box by the
world matrix, so a node carrying a rotation reports an inflated box. That is the
same trap Blender's `obj.bound_box` sets, and it is what three uses for frustum
culling. `join_group()` therefore bakes rotation into the vertices so the local
box is axis-aligned and tight. Passing `precise: true` here would hide exactly
the regression this page exists to catch — so don't.
Before that fix, three reported `tramp_01` as 3.29 × 1.27 m against a true
2.96 × 0.78 m.
## Running it
Needs three.js on `/world/vendor/` and the models on `/models/`. Once Lane A's
`server.py` lands, serve `web/` and this can move next to `selftest.html`
(Lane A: happy to fold it in — see THREADS).
Until then, the standalone recipe:
```sh
D=$(mktemp -d) && mkdir -p "$D/world"
ln -s ~/Documents/90sDJsim/web/world/vendor "$D/world/vendor"
ln -s "$PWD/web/world/models" "$D/models"
ln -s "$PWD/tools/blender/asset_report.json" "$D/asset_report.json"
cp tools/assetcheck/assets_in_three.html "$D/index.html"
python3 -m http.server 8805 --directory "$D"
# open http://127.0.0.1:8805 — look for "SUMMARY: ALL PASS IN THREE.JS"
```

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<!doctype html>
<meta charset="utf-8">
<title>Lane E — GLB check in the real consumer (three.js r175)</title>
<style>
body { background:#14161a; color:#dfe3e8; font:13px/1.5 ui-monospace,Menlo,monospace; padding:16px; }
.pass { color:#7fd67f; } .fail { color:#ff6b6b; } h1 { font-size:15px; color:#9fb4c7; }
</style>
<h1>GLB verification — loaded by three.js GLTFLoader, not Blender</h1>
<pre id="out">loading…</pre>
<script type="importmap">
{ "imports": { "three": "/world/vendor/three.module.js",
"three/addons/": "/world/vendor/addons/" } }
</script>
<script type="module">
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const out = document.getElementById('out');
const log = [];
const say = (s, cls) => {
log.push(s);
out.innerHTML += `<span class="${cls || ''}">${s}</span>\n`;
console.log(s);
};
const report = await (await fetch('/asset_report.json')).json();
const loader = new GLTFLoader();
let fails = 0;
say(`three.js r${THREE.REVISION} | ${report.assets.length} assets\n`);
for (const a of report.assets) {
let gltf = null;
for (const dir of ['/models/', '/models/debris/']) {
try { gltf = await loader.loadAsync(`${dir}${a.name}_v1.glb`); break; } catch (e) {}
}
if (!gltf) { say(`[FAIL] ${a.name.padEnd(16)} could not load`, 'fail'); fails++; continue; }
const size = new THREE.Vector3();
new THREE.Box3().setFromObject(gltf.scene).getSize(size);
// The whole point of this page. Blender is Z-up, glTF is Y-up, so a Blender
// asset measuring (dx, dy, dz) MUST arrive here as (dx, dz, dy). A Blender
// re-import can never catch a broken export_yup — it just flips it back.
const [bx, by, bz] = a.dims;
const exp = [bx, bz, by];
const got = [size.x, size.y, size.z];
const axisOk = got.every((v, i) => Math.abs(v - exp[i]) < 0.02);
const names = [];
gltf.scene.traverse(o => names.push(o.name));
const missing = a.nodes.filter(n => !names.includes(n));
const ok = axisOk && missing.length === 0;
if (!ok) fails++;
say(`[${ok ? 'PASS' : 'FAIL'}] ${a.name.padEnd(16)} ` +
`${got.map(v => v.toFixed(2)).join(' x ')} m (Y-up)`, ok ? 'pass' : 'fail');
if (!axisOk) say(` axis/scale: expected ${exp.map(v => v.toFixed(2)).join(' x ')}`, 'fail');
if (missing.length) say(` nodes lost in three.js: ${missing.join(', ')}`, 'fail');
}
// Empties are the risky part: glTF has no "empty", they arrive as bare Object3D
// nodes, and exporters have been known to prune childless ones. Anchors ARE the
// contract, so prove one survives with a usable world position.
const t = await loader.loadAsync('/models/tree_gum_01_v1.glb');
const anchor = t.scene.getObjectByName('branch_anchor_01');
if (anchor) {
t.scene.updateWorldMatrix(true, true);
const p = new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld);
const upright = p.y > 1.0 && p.y < 6.0;
if (!upright) fails++;
say(`\n[${upright ? 'PASS' : 'FAIL'}] branch_anchor_01 world pos ` +
`(${p.x.toFixed(2)}, ${p.y.toFixed(2)}, ${p.z.toFixed(2)}) — ` +
`${upright ? 'height is on +Y, anchors are usable' : 'height is NOT on +Y!'}`,
upright ? 'pass' : 'fail');
} else { fails++; say('\n[FAIL] branch_anchor_01 missing entirely', 'fail'); }
say(`\nSUMMARY: ${fails === 0 ? 'ALL PASS IN THREE.JS' : fails + ' FAILURES'}`,
fails === 0 ? 'pass' : 'fail');
window.__done = true; window.__fails = fails;
</script>

View File

@ -0,0 +1,328 @@
{
"blender": "5.1.2",
"assets": [
{
"name": "ref_capsule",
"dims": [
0.4,
0.4,
1.7
],
"tris": 220,
"nodes": [
"head_height",
"ref_capsule",
"ref_capsule_mesh"
],
"status": "PASS",
"problems": []
},
{
"name": "tree_gum_01",
"dims": [
4.5522,
4.956,
7.9702
],
"tris": 396,
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"branch_anchor_03",
"canopy_01",
"canopy_02",
"canopy_03",
"tree_gum_01",
"trunk"
],
"status": "PASS",
"problems": []
},
{
"name": "tree_gum_02",
"dims": [
3.8871,
2.7787,
5.4972
],
"tris": 288,
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"canopy_01",
"canopy_02",
"tree_gum_02",
"trunk"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_post",
"dims": [
0.13,
0.13,
2.03
],
"tris": 24,
"nodes": [
"fence_post",
"post"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_panel",
"dims": [
2.4,
0.054,
1.8194
],
"tris": 324,
"nodes": [
"fence_panel",
"palings",
"rails"
],
"status": "PASS",
"problems": []
},
{
"name": "gate",
"dims": [
1.045,
0.0615,
1.75
],
"tris": 220,
"nodes": [
"gate",
"gate_frame",
"gate_palings",
"hinge_axis",
"hinges"
],
"status": "PASS",
"problems": []
},
{
"name": "house_yardside",
"dims": [
9.2,
1.0547,
2.9
],
"tris": 200,
"nodes": [
"door",
"fascia",
"fascia_anchor_01",
"fascia_anchor_02",
"fascia_anchor_03",
"gutter",
"house_yardside",
"roof",
"wall",
"window"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_01",
"dims": [
2.58,
1.9708,
2.2224
],
"tris": 96,
"nodes": [
"door_anchor",
"doors",
"roof",
"shed_01",
"shell"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_table",
"dims": [
1.6,
0.6,
0.9
],
"tris": 72,
"nodes": [
"pickup_anchor",
"shed_table",
"table_frame",
"table_top"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_bed",
"dims": [
3.0,
1.2,
0.8609
],
"tris": 2580,
"nodes": [
"bed",
"garden_bed",
"plants_dead",
"plants_full",
"plants_tattered",
"soil"
],
"status": "PASS",
"problems": []
},
{
"name": "sail_post",
"dims": [
0.507,
0.52,
4.0327
],
"tris": 528,
"nodes": [
"footing",
"pad_eye",
"post",
"rake_pivot",
"sail_post",
"top_anchor"
],
"status": "PASS",
"problems": []
},
{
"name": "ladder_01",
"dims": [
0.455,
0.075,
3.0
],
"tris": 276,
"nodes": [
"ladder",
"ladder_01",
"ladder_base",
"ladder_top"
],
"status": "PASS",
"problems": []
},
{
"name": "shackle",
"dims": [
0.0569,
0.019,
0.0744
],
"tris": 560,
"nodes": [
"bow",
"pin",
"shackle"
],
"status": "PASS",
"problems": []
},
{
"name": "carabiner",
"dims": [
0.049,
0.009,
0.1027
],
"tris": 476,
"nodes": [
"body",
"carabiner",
"gate"
],
"status": "PASS",
"problems": []
},
{
"name": "turnbuckle",
"dims": [
0.0292,
0.0341,
0.1955
],
"tris": 728,
"nodes": [
"body",
"eye_a",
"eye_b",
"turnbuckle"
],
"status": "PASS",
"problems": []
},
{
"name": "tramp_01",
"dims": [
2.9555,
2.9555,
0.78
],
"tris": 976,
"nodes": [
"legs",
"mat",
"pad",
"rim",
"tramp_01"
],
"status": "PASS",
"problems": []
}
],
"debris": [
{
"file": "BlueCrate_v2.glb",
"dims": [
0.36,
0.36,
0.29
],
"sane": true
},
{
"file": "BlackTub_v2.glb",
"dims": [
0.36,
0.54,
0.2
],
"sane": true
},
{
"file": "WhiteTub_v2.glb",
"dims": [
0.36,
0.54,
0.2
],
"sane": true
},
{
"file": "WoodenBin_v2.glb",
"dims": [
0.35,
0.36,
0.31
],
"sane": true
}
]
}

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@ -46,6 +46,21 @@ CLIPS = [
("Falling", f"{FBX}/Falling.fbx"), # limb flail; player.js pitches the root itself
("CrouchToStand", f"{FBX}/Crouch To Stand.fbx"),
("Reaction", f"{FBX}/Reaction.fbx"), # stagger on a debris glance
# --- M3 verbs, fetched from Mixamo 2026-07-16 (see tools/character/mixamo_wishlist.txt).
# Substitutions where Mixamo has no such clip: Turning Key → Pulling Lever,
# Standing Up Ready → Standing Up, Covering Head → Taking Cover.
# Hammering / Sweeping Floor / Bracing don't exist on Mixamo — skipped.
("ClimbLadder", f"{FBX}/Climbing Ladder.fbx"),
("Crank", f"{FBX}/Pulling Lever.fbx"), # turnbuckle work
("Dig", f"{FBX}/Digging.fbx"),
("PickUp", f"{FBX}/Picking Up Object.fbx"),
("Carry", f"{FBX}/Carrying.fbx"),
("CarryTurn", f"{FBX}/Carrying Turn.fbx"),
("CarryIdle", f"{FBX}/Box Idle.fbx"),
("StandUp", f"{FBX}/Standing Up.fbx"),
("TakeCover", f"{FBX}/Taking Cover.fbx"), # hail/debris shelter
("StumbleBack", f"{FBX}/Stumble Backwards.fbx"),
("PlantSeeds", f"{FBX}/Dig And Plant Seeds.fbx"),# garden repair verb
]
PREFIX_RE = re.compile(r"mixamorig\d*:")

View File

@ -32,3 +32,12 @@ Standing Up Ready
Covering Head
Bracing
Stumble Backwards
## --- FETCH LOG 2026-07-16 (fetched via browser session on m3ultra, John's Mixamo login) ---
# Landed in ~/Documents/FBX/ on the M1 and baked into player_anims.glb (17 clips total):
# Climbing Ladder ✓ · Pulling Lever ✓ (sub for Turning Key — no such clip on Mixamo)
# Digging ✓ · Dig And Plant Seeds ✓ (bonus, garden verb) · Picking Up Object ✓
# Carrying ✓ + Carrying Turn ✓ + Box Idle ✓ (the Carrying Box family)
# Standing Up ✓ (sub for Standing Up Ready) · Taking Cover ✓ (sub for Covering Head)
# Stumble Backwards ✓
# Genuinely absent from Mixamo, skipped: Hammering · Sweeping Floor · Bracing

View File

@ -0,0 +1,29 @@
{
"name": "Sea Breeze",
"blurb": "Fresh afternoon breeze, chance of a light shower. Good day to test a rig.",
"rating": 1,
"seed": 1017,
"duration": 90,
"baseCurve": [[0, 3.0], [20, 5.0], [50, 6.5], [75, 6.0], [90, 5.5]],
"gusts": {
"firstAt": 4,
"minGap": 6,
"maxGap": 14,
"powBase": 2,
"powRand": 3,
"powRamp": 2
},
"dirCurve": [[0, 0.9], [45, 1.0], [90, 1.15]],
"dirWander": { "amp": 0.35, "rate": 0.09 },
"spatial": { "amp": 0.15, "scale": 12, "advect": 0.5 },
"events": [],
"rain": { "curve": [[0, 0], [30, 0.15], [55, 0.2], [80, 0.08], [90, 0]] },
"sky": { "darkness": 0.15, "cloudScroll": 0.02 }
}

View File

@ -0,0 +1,41 @@
{
"name": "Wild Night",
"blurb": "Front crossing after dark. Southerly change around the hour mark, damaging gusts. Rig for the swing, not the lull.",
"rating": 4,
"seed": 20260716,
"duration": 90,
"_comment": "Sustained builds 7 -> 20 m/s (25 -> 72 km/h); worst gusts land near 33 m/s (~120 km/h), which is BOM 'destructive' and is what shreds a flat drum-tight cheap rig. Peak arrives just AFTER the southerly change, so the corners that were slack all storm are the ones that cop it.",
"_dirCurve_comment": "Radians in the XZ plane; the wind blows TOWARD (cos d, sin d). contracts.js puts north at -Z, so a southerly (blowing toward the north, into the house) needs sin(d) < 0. Starts ~0.85 = blowing toward the SE, i.e. the hot NW'er before a change; slews to ~-1.35 = blowing toward the NNE, i.e. a SSW buster off the open south side of the yard. 55->59s is the slew: ~110 deg in four seconds.",
"baseCurve": [[0, 7.0], [15, 11.0], [40, 17.0], [60, 20.0], [78, 19.0], [90, 16.0]],
"gusts": {
"firstAt": 3,
"minGap": 5.5,
"maxGap": 11,
"powBase": 3,
"powRand": 5,
"powRamp": 7
},
"dirCurve": [[0, 0.85], [50, 0.95], [55, 0.6], [59, -1.25], [70, -1.45], [90, -1.35]],
"dirWander": { "amp": 0.25, "rate": 0.13 },
"spatial": { "amp": 0.2, "scale": 11, "advect": 0.5 },
"events": [
{ "t": 38, "type": "debris", "model": "BlueCrate_v2", "lateral": -3.5, "mass": 9, "text": "a crate comes through the fence line" },
{ "t": 52, "type": "lightning", "power": 0.7 },
{ "t": 55, "type": "windchange", "telegraph": 6, "over": 6, "text": "the wind swings around" },
{ "t": 64, "type": "lightning", "power": 1.0 },
{ "t": 66, "type": "debris", "model": "BlackTub_v2", "lateral": 2.0, "mass": 5, "text": "someone's tub is airborne" },
{ "t": 74, "type": "debris", "model": "WoodenBin_v2", "lateral": -1.0, "mass": 14, "text": "the neighbour's bin lets go" },
{ "t": 79, "type": "lightning", "power": 0.5 }
],
"rain": { "curve": [[0, 0], [10, 0.25], [35, 0.6], [55, 0.85], [70, 1.0], [90, 0.7]] },
"sky": { "darkness": 0.8, "cloudScroll": 0.09 }
}

View File

@ -22,7 +22,7 @@
swap will need it too.
-->
<script type="importmap">
{ "imports": { "three": "/world/vendor/three.module.js", "three/addons/": "/world/vendor/addons/" } }
{ "imports": { "three": "./vendor/three.module.js", "three/addons/": "./vendor/addons/" } }
</script>
</head>
<body>
@ -45,8 +45,8 @@
-->
<script type="module">
import * as THREE from 'three';
import { loadPlayer, KeyboardInput, STATES } from '/world/js/player.js';
import { Interact, wireYardActions } from '/world/js/interact.js';
import { loadPlayer, KeyboardInput, STATES } from './js/player.js';
import { Interact, wireYardActions } from './js/interact.js';
const renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('c'), antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));

View File

@ -30,9 +30,19 @@
<div id="dev">booting…</div>
<div id="help">WASD move · shift run · RMB drag orbit · wheel zoom · Enter next phase</div>
<script type="importmap">
{ "imports": { "three": "./vendor/three.module.js",
"three/addons/": "./vendor/addons/" } }
</script>
<script type="module">
import { boot } from './js/main.js';
boot();
// boot() is async now — it fetches two storm defs, the ped, the clip pack
// and Lane E's debris GLBs. Surface a failure on the page rather than
// letting it die as an unhandled rejection behind a blue screen.
boot().catch((err) => {
console.error(err);
document.getElementById('dev').textContent = `BOOT FAILED — ${err.message} (see console)`;
});
</script>
</body>
</html>

View File

@ -38,16 +38,25 @@ export const SPARE_COST = 15;
/**
* Hardware tiers, ported from prototype/game.js.
*
* `rating` is nominal kN. The ABSOLUTE numbers are placeholders inherited from
* the 2D prototype's load scale Lane B owns retuning them against the 3D
* cloth's real load output. What must survive retuning is the SHAPE: three
* tiers, roughly 1x / 2x / 4.5x strength at 1x / 3x / 6x price, so a mixed rig
* is always the interesting choice and one dodgy corner is always affordable.
* `rating` is a working load limit in NEWTONS retuned by Lane B against the
* 3D cloth's real load output, per the standing note that Lane B owns these
* numbers. Costs are the prototype's, untouched.
*
* The 2D prototype's 9/19/40 were on an arbitrary scale. The 3D cloth reports
* real newtons (a 5x5 m sail pulls ~1-4 kN per corner in a 34 m/s storm), so
* these are real WLLs: a cheap carabiner really does let go around 1.2 kN, a
* rated 8 mm shackle really does hold 6.5 kN. That is the DESIGN.md "Kerbal
* trick" leave the game able to size real hardware.
*
* The SHAPE that had to survive retuning, and did: three tiers at 1x / 3x / 6x
* price, where $80 buys rated hardware on at most two of four corners. A mixed
* rig stays the interesting choice and you are always picking which corner to
* leave dodgy. Asserted in js/tests/b.test.js.
*/
export const HARDWARE = [
{ name: 'carabiner', cost: 5, rating: 9, color: 0xe2b04a },
{ name: 'shackle', cost: 15, rating: 19, color: 0xc8d2d8 },
{ name: 'rated shackle', cost: 30, rating: 40, color: 0x7ee0ff },
{ name: 'carabiner', cost: 5, rating: 1200, color: 0xe2b04a },
{ name: 'shackle', cost: 15, rating: 3200, color: 0xc8d2d8 },
{ name: 'rated shackle', cost: 30, rating: 6500, color: 0x7ee0ff },
];
/** Game phases, in loop order. */

254
web/world/js/debris.js Normal file
View File

@ -0,0 +1,254 @@
'use strict';
// SHADES — Lane C — debris: things that should have been tied down.
//
// Hand-rolled kinematic tumble (PLAN3D §5-C.4). No physics engine, no deps.
// Deterministic: step(dt, t), seeded RNG, no Date.now — so a storm replays.
//
// Spawns off `debris` events in the storm JSON, upwind of the yard, and lets the
// wind field carry it across. Drag goes with speed², same as the sail, so the
// same gust that spikes a corner is the one that launches the neighbour's bin.
import * as THREE from '../vendor/three.module.js';
import { rng } from './contracts.js';
const RHO = 1.2; // air density, kg/m³
const GRAVITY = -9.81;
// Deceleration while resting on the ground, m/s². Drag in a 19 m/s wind gives a
// 9 kg crate ~7 m/s², so it still skitters downwind — which is the whole point.
const GROUND_FRICTION = 3.5;
// Fallback specs for Lane E's debris set (3D-STORE crates/tubs). Radius is the
// collision sphere, not the render bounds — a crate is boxy, but a sphere is
// what you can afford to test 6 of per node per frame.
const MODEL_SPEC = {
BlueCrate_v2: { r: 0.30, mass: 9, cd: 1.05 },
BlackTub_v2: { r: 0.34, mass: 5, cd: 1.10 },
WhiteTub_v2: { r: 0.34, mass: 5, cd: 1.10 },
WoodenBin_v2: { r: 0.42, mass: 14, cd: 1.05 },
LibraryTrolley_v1: { r: 0.45, mass: 22, cd: 0.95 },
};
const DEFAULT_SPEC = { r: 0.35, mass: 8, cd: 1.05 };
/**
* @param {object} o
* @param {object} o.wind from weather.js
* @param {THREE.Object3D} o.scene
* @param {Object<string,THREE.Object3D>} [o.models] name -> template (Lane E's GLBs)
* @param {function} [o.onHitPlayer] (piece, impact) Lane D knocks the player down
* @param {function} [o.onEvent] (text) HUD ticker
* @param {object} [o.bounds] {x, z} half-extents before despawn
*/
export function createDebris(o = {}) {
const wind = o.wind;
const scene = o.scene || null;
const models = o.models || {};
const bounds = o.bounds || { x: 26, z: 20 };
// contracts.js documents world.heightAt as the thing Lane C bounces debris off.
// Flat fallback so this still runs against a graybox yard.
const groundAt = o.heightAt || (() => o.groundY ?? 0);
const rand = rng(((wind && wind.seed) || 1) ^ 0x5eed1e);
const pieces = [];
const w = new THREE.Vector3();
const probe = new THREE.Vector3();
/** Graybox stand-in so a missing GLB can't break Lane A's merge. */
function placeholder(spec) {
const g = new THREE.BoxGeometry(spec.r * 1.8, spec.r * 1.8, spec.r * 1.8);
const m = new THREE.MeshStandardMaterial({ color: 0x8a6a3a, roughness: 0.9 });
return new THREE.Mesh(g, m);
}
function spawn(ev, t) {
const spec = { ...(MODEL_SPEC[ev.model] || DEFAULT_SPEC) };
if (Number.isFinite(ev.mass)) spec.mass = ev.mass;
// upwind of the yard, offset sideways, so it crosses the whole thing
const d = wind.dirAt(t);
const dx = Math.cos(d), dz = Math.sin(d);
const lat = ev.lateral ?? 0;
const dist = ev.spawnDist ?? 18;
const x = -dx * dist - dz * lat;
const z = -dz * dist + dx * lat;
const y = groundAt(x, z) + spec.r + (ev.height ?? 0.2 + rand() * 1.2);
const tmpl = models[ev.model];
const mesh = tmpl ? tmpl.clone(true) : placeholder(spec);
mesh.castShadow = true;
if (scene) scene.add(mesh);
// already moving — it's been blowing across the neighbour's yard for a while
probe.set(x, y, z);
wind.sample(probe, t, w);
const piece = {
model: ev.model,
x, y, z,
vx: w.x * 0.8, vy: 0, vz: w.z * 0.8,
// spin axis is arbitrary but seeded; rate scales with airspeed in step()
sx: rand() * 2 - 1, sy: rand() * 2 - 1, sz: rand() * 2 - 1,
spin: 0,
phase: rand() * 6.283, // so two crates don't hop in lockstep
r: spec.r, mass: spec.mass, cd: spec.cd,
area: Math.PI * spec.r * spec.r,
hitPlayer: false,
mesh,
alive: true,
};
pieces.push(piece);
if (ev.text && o.onEvent) o.onEvent(ev.text);
return piece;
}
function despawn(p) {
p.alive = false;
if (scene && p.mesh) scene.remove(p.mesh);
}
const debris = {
get pieces() { return pieces; },
/** Lane E's GLBs, once they land. name -> Object3D template. */
setModels(map) { Object.assign(models, map); return debris; },
/** Manual spawn — handy for tuning and for Lane A's debug keys. */
spawn,
/**
* @param {number} dt fixed step
* @param {number} t storm time
* @param {object} [world] {player, sail} both optional, both duck-typed
*/
step(dt, t, world = {}) {
// storm JSON drives the spawns; poll the window so nothing is missed
if (wind) {
for (const ev of wind.eventsBetween(t - dt, t)) {
if (ev.type === 'debris') spawn(ev, t);
}
}
const player = world.player;
const sail = world.sail;
for (let i = pieces.length - 1; i >= 0; i--) {
const p = pieces[i];
probe.set(p.x, p.y, p.z);
wind.sample(probe, t, w);
// drag against the AIR, not the ground: F = ½ρ Cd A |w-v| (w-v)
const rx = w.x - p.vx, ry = w.y - p.vy, rz = w.z - p.vz;
const rel = Math.hypot(rx, ry, rz);
const k = 0.5 * RHO * p.cd * p.area * rel / p.mass;
p.vx += rx * k * dt;
p.vy += ry * k * dt + GRAVITY * dt;
p.vz += rz * k * dt;
// A tumbling bluff body doesn't just get shoved, it gets picked up: lift
// flips sign as it rolls, which is why a bin HOPS across a yard instead
// of sliding. Wind is horizontal (weather.js keeps y=0), so without this
// there is no vertical force at all once it's down and it just skates.
p.vy += (0.5 * rel * rel * Math.sin(p.spin * 1.7 + p.phase) / p.mass) * dt;
p.x += p.vx * dt;
p.y += p.vy * dt;
p.z += p.vz * dt;
// ground
const floor = groundAt(p.x, p.z) + p.r;
if (p.y <= floor) {
p.y = floor;
if (p.vy < -0.5) {
// a real impact: bounce, and lose some tangential speed to the hit
p.vy = -p.vy * 0.32; // dead-ish, it's a plastic tub
p.vx *= 0.72; p.vz *= 0.72;
} else {
if (p.vy < 0) p.vy = 0;
// Resting: rolling friction as a dt-scaled DECELERATION, not a
// per-frame multiplier. `v *= 0.86` every frame is 0.86^60 per
// second — that isn't scrape, it's glue, and it pinned a 9 kg crate
// at 0.7 m/s in a 19 m/s wind.
const sp = Math.hypot(p.vx, p.vz);
if (sp > 1e-4) {
const drop = Math.min(sp, GROUND_FRICTION * dt);
p.vx -= (p.vx / sp) * drop;
p.vz -= (p.vz / sp) * drop;
}
}
}
// tumble rate follows airspeed — becalmed debris shouldn't keep spinning
p.spin += rel * 0.35 * dt;
if (p.mesh) {
p.mesh.position.set(p.x, p.y, p.z);
p.mesh.rotation.set(p.sx * p.spin, p.sy * p.spin, p.sz * p.spin);
}
// --- sphere vs player: knockdown ---
// Contract gives us player.pos; the knockdown itself is Lane D's (§5-D.3),
// so we just report the hit and let them run the state machine.
if (player && player.pos && !p.hitPlayer) {
const px = player.pos.x, pz = player.pos.z;
const py = player.pos.y + 0.9; // centre of mass, not feet
const dsq = (p.x - px) ** 2 + (p.y - py) ** 2 + (p.z - pz) ** 2;
const hit = p.r + 0.35;
if (dsq < hit * hit) {
const impact = Math.hypot(p.vx, p.vy, p.vz) * p.mass;
// a bin rolling gently past your ankles shouldn't floor you
if (impact > 25 && o.onHitPlayer) {
p.hitPlayer = true; // one knockdown per piece
o.onHitPlayer(p, impact);
p.vx *= 0.4; p.vz *= 0.4;
}
}
}
// --- sphere vs sail nodes: impulse ---
// Duck-typed: lights up the moment Lane B exposes nodes, silent until
// then. See THREADS — B owns sail.js, so this is the seam we agreed on.
if (sail && sail.nodes) applyToSail(p, sail);
if (p.y < groundAt(p.x, p.z) - 5 || Math.abs(p.x) > bounds.x || Math.abs(p.z) > bounds.z) {
despawn(p);
pieces.splice(i, 1);
}
}
},
/** Drop everything (phase change, restart). */
clear() {
for (const p of pieces) despawn(p);
pieces.length = 0;
},
};
/**
* Shove any cloth node the piece is intersecting, and lose some of the piece's
* own momentum doing it. Expects sail.nodes: [{x,y,z,px,py,pz}] (verlet, so we
* move position and let the integrator turn it into velocity).
*/
function applyToSail(p, sail) {
const nodes = sail.nodes;
const reach = p.r + 0.15;
const reachSq = reach * reach;
let hits = 0;
for (let i = 0; i < nodes.length; i++) {
const n = nodes[i];
const dx = n.x - p.x, dy = n.y - p.y, dz = n.z - p.z;
const dsq = dx * dx + dy * dy + dz * dz;
if (dsq > reachSq || dsq < 1e-9) continue;
const d = Math.sqrt(dsq);
// push the node out to the sphere surface along the contact normal
const push = (reach - d) / d;
n.x += dx * push; n.y += dy * push; n.z += dz * push;
hits++;
}
if (hits) {
const drag = Math.min(0.5, (hits * p.mass) / 400);
p.vx *= 1 - drag; p.vy *= 1 - drag; p.vz *= 1 - drag;
if (sail.onDebrisHit) sail.onDebrisHit(p, hits);
}
}
return debris;
}

View File

@ -30,12 +30,14 @@ export class Interact {
* @param {string|function} [spec.label] string, or (player)->string for live text
* @param {function} [spec.canUse] (player) -> bool
* @param {function} [spec.onDone] (player, t) -> void
* @param {string} [spec.clip] verb played for the length of the hold ('Crank', 'PickUp', ).
* Must name a clip in player_anims.glb; omitted means the busy state's default Idle.
* @returns {function} unregister
*/
register(spec) {
if (!spec || !spec.id) throw new Error('interact.register: id required');
const target = {
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, ...spec,
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, clip: null, ...spec,
};
this.targets.set(target.id, target);
return () => this.unregister(target.id);
@ -70,6 +72,7 @@ export class Interact {
if (!this.active) return;
// only hand the player back if they're still ours — a knockdown mid-hold already re-stated them
if (player.state === 'busy') player.setState('idle', t);
player.busyClip = null;
this.events.push({ type: 'cancel', id: this.active.id, t });
this.active = null;
this.progress = 0;
@ -99,6 +102,7 @@ export class Interact {
if (!this.active && holding && !this.latched && near && !player.busy) {
this.active = near;
this.progress = 0;
player.busyClip = near.clip || null; // the verb: Crank at a turnbuckle, PickUp at the table
player.setState('busy', t);
}
@ -110,6 +114,7 @@ export class Interact {
this.progress = 0;
this.latched = true;
player.setState('idle', t); // release busy FIRST — onDone may pickUp(), which refuses while busy
player.busyClip = null; // ...and after it, so the carry clips win on the next frame
if (done.onDone) done.onDone(player, t);
this.events.push({ type: 'done', id: done.id, t });
}
@ -129,38 +134,54 @@ export class Interact {
* Register the standard yard actions (PLAN3D §5-D.4). Duck-typed against the contracts so Lane D
* never edits Lane B's or Lane A's files anything not yet landed is simply skipped.
*
* Every closure reads `sailRig.corners[i]` LIVE rather than capturing the corner object. Lane A's
* THREADS note: `attach()` REPLACES the corners array, so a captured corner is a stale object the
* sim no longer steps the prompt would gate forever on a `broken` flag that can never change
* again. Reading by index means a re-rig can't strand these targets whether or not we get re-wired.
*
* @param {Interact} interact
* @param {object} deps {sailRig, world, spares}
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
* sailRig.repair(i) -> void [PROPOSED see THREADS.md]
* sailRig.trim(i,d) -> void [PROPOSED per-corner turnbuckle, see THREADS.md]
* world.shedTable -> {pos} (Lane A/E)
* @param {object} deps {sailRig, world}
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
* sailRig.repair(i) -> void (decision 4)
* sailRig.trim(i,d) -> void (decision 4)
* sailRig.cornerPos(i) -> Vector3 (decision 4 live world position; a flogging corner moves)
* world.shedTable -> {pos} (Lane A until it lands, the pickup self-skips)
*/
export function wireYardActions(interact, deps = {}) {
const { sailRig, world } = deps;
const wired = [];
const cornerAt = (i) => (sailRig && sailRig.corners && sailRig.corners[i]) || null;
// a flogging corner is MOVING — resolve position every frame, never once at wire time
const posAt = (i) => () => {
const c = cornerAt(i);
if (!c) return null;
return (sailRig.cornerPos && sailRig.cornerPos(i)) || c.pos || null;
};
if (sailRig && Array.isArray(sailRig.corners)) {
sailRig.corners.forEach((corner, i) => {
sailRig.corners.forEach((_corner, i) => {
// re-rig a broken corner — costs the spare you're carrying
wired.push(interact.register({
id: `rerig_${i}`,
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
pos: posAt(i),
radius: 1.8,
holdSecs: 2.5,
label: 're-rig corner',
canUse: (p) => corner.broken && p.carrying === 'spare',
onDone: (p) => { p.carrying = null; if (sailRig.repair) sailRig.repair(i); },
clip: 'Crank',
canUse: (p) => !!(cornerAt(i) && cornerAt(i).broken)
&& p.carrying === 'spare' && !!sailRig.repair,
onDone: (p) => { p.carrying = null; sailRig.repair(i); },
}));
// per-corner turnbuckle trim — new vs the prototype; makes corners individual
wired.push(interact.register({
id: `trim_${i}`,
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
pos: posAt(i),
radius: 1.8,
holdSecs: 1.2,
label: 'tighten turnbuckle',
canUse: () => !corner.broken && !!sailRig.trim,
onDone: () => sailRig.trim && sailRig.trim(i, +0.1),
clip: 'Crank',
canUse: () => !!cornerAt(i) && !cornerAt(i).broken && !!sailRig.trim,
onDone: () => sailRig.trim(i, +0.1),
}));
});
}
@ -172,6 +193,7 @@ export function wireYardActions(interact, deps = {}) {
radius: 1.5,
holdSecs: 0.6,
label: (p) => (p.carrying ? 'hands full' : 'take a spare'),
clip: 'PickUp',
canUse: (p) => !p.carrying, // hands-full rule
onDone: (p, t) => p.pickUp('spare', t),
}));

View File

@ -1,18 +1,32 @@
/**
* SHADES boot, game loop, phase machine. Lane A owns this file.
*
* Nothing is auto-run on import: index.html calls boot(). That keeps createGame()
* importable from selftest.html, which must never construct a WebGLRenderer.
* This is the assembly point: every other lane's module is proven in isolation,
* and this file is where they become one game. Two rules make that possible and
* are worth not breaking:
*
* The loop is a fixed-dt accumulator. Sim modules only ever see FIXED_DT, never
* a real frame delta that is the whole reason selftest can fast-forward a 90 s
* storm in a few milliseconds and get the same numbers the player got.
* - **Nothing auto-runs on import.** index.html calls boot(). That keeps
* createGame() importable from selftest.html, which must never construct a
* WebGLRenderer.
* - **The loop is a fixed-dt accumulator.** Sim modules only ever see FIXED_DT,
* never a real frame delta. That is the whole reason selftest can fast-forward
* a 90 s storm in milliseconds and get the numbers the player got.
*/
import * as THREE from '../vendor/three.module.js';
import { FIXED_DT, PHASES, STORM_LEN, YARD, Emitter, createStubWind } from './contracts.js';
import { createWorld, heightAt } from './world.js';
import { FIXED_DT, PHASES, STORM_LEN, HARDWARE, Emitter } from './contracts.js';
import { createWorld } from './world.js';
import { createCameraRig } from './camera.js';
import { loadStorm, createWind } from './weather.js';
import { SailRig, createSailView } from './sail.js';
import { createPlayer } from './player.js';
import { Interact, wireYardActions } from './interact.js';
import { createDebris } from './debris.js';
import { createSkyFx } from './skyfx.js';
/** Which storm each phase runs under (SPRINT2 §Lane A.1). */
const CALM_STORM = 'storm_01_gentle';
const WILD_STORM = 'storm_02_wildnight';
// ---------------------------------------------------------------------------
// Phase machine
@ -58,81 +72,91 @@ export function createGame() {
}
// ---------------------------------------------------------------------------
// M0 placeholder player
// Wind router
// ---------------------------------------------------------------------------
/**
* A 1.7 m capsule that walks. This exists ONLY so the camera has something to
* follow and the yard scale is legible before Lane D lands.
* One wind object whose identity never changes, delegating to whichever storm
* is currently running.
*
* Lane D: replace the call site in boot() with your player.js factory the
* shape you need to satisfy is `Player` in contracts.js ({pos, carrying, busy,
* update}) then delete this function. Everything else in this file already
* talks to you through that contract, so nothing else should need to change.
* Every consumer binds to wind exactly once, at construction the yard closes
* over it for tree sway, createPlayer takes it in opts, createDebris reads its
* event stream. So swapping storm_01 for storm_02 at the phase change has to be
* a re-point, not a re-wire, or half the game would still be sampling the calm
* day while the other half is in a gale.
*
* Shelters are applied to every storm rather than just the active one: they
* describe the yard's trees, which don't stop existing when the weather turns.
*
* @param {object[]} all every wind this session can switch between
*/
function createPlaceholderPlayer(scene, world, cameraRig) {
const WALK = 2.2, RUN = 4.5; // m/s
function createWindRouter(all) {
let active = all[0];
const mesh = new THREE.Mesh(
new THREE.CapsuleGeometry(0.28, 1.14, 4, 12),
new THREE.MeshStandardMaterial({ color: 0xffd27a, roughness: 0.7 }),
);
mesh.name = 'player_placeholder';
mesh.castShadow = true;
scene.add(mesh);
const router = {
/** The wind currently in force. Assign through use(). */
get active() { return active; },
use(w) { active = w; return router; },
const keys = new Set();
const onDown = (e) => {
keys.add(e.key.toLowerCase());
if ([' ', 'arrowup', 'arrowdown', 'arrowleft', 'arrowright'].includes(e.key.toLowerCase())) e.preventDefault();
};
const onUp = (e) => keys.delete(e.key.toLowerCase());
addEventListener('keydown', onDown);
addEventListener('keyup', onUp);
sample: (pos, t, out) => active.sample(pos, t, out),
speedAt: (pos, t) => active.speedAt(pos, t),
gustTelegraph: (t) => active.gustTelegraph(t),
eventsBetween: (a, b) => active.eventsBetween(a, b),
rainAt: (t) => active.rainAt(t),
dirAt: (t) => active.dirAt(t),
const pos = new THREE.Vector3(0, heightAt(0, 6), 6);
const move = new THREE.Vector3();
const fwd = new THREE.Vector3();
const right = new THREE.Vector3();
let facing = 0;
const hx = YARD.width / 2 - 0.5, hz = YARD.depth / 2 - 0.5;
return {
pos,
carrying: null,
busy: false,
mesh,
update(dt) {
const yaw = cameraRig.yaw;
// Camera-relative: forward is where the camera is looking, flattened.
fwd.set(-Math.sin(yaw), 0, -Math.cos(yaw));
right.set(Math.cos(yaw), 0, -Math.sin(yaw));
move.set(0, 0, 0);
if (keys.has('w') || keys.has('arrowup')) move.add(fwd);
if (keys.has('s') || keys.has('arrowdown')) move.sub(fwd);
if (keys.has('d') || keys.has('arrowright')) move.add(right);
if (keys.has('a') || keys.has('arrowleft')) move.sub(right);
if (move.lengthSq() > 0) {
move.normalize().multiplyScalar((keys.has('shift') ? RUN : WALK) * dt);
pos.x = Math.max(-hx, Math.min(hx, pos.x + move.x));
pos.z = Math.max(-hz, Math.min(hz, pos.z + move.z));
facing = Math.atan2(move.x, move.z);
}
pos.y = world.heightAt(pos.x, pos.z);
mesh.position.set(pos.x, pos.y + 0.85, pos.z); // capsule centre
mesh.rotation.y = facing;
setShelters(list) {
for (const w of all) w.setShelters(list);
return router;
},
setSheltersFromTrees(trees, o = {}) {
return router.setShelters(trees.map((tr) => ({
x: tr.pos ? tr.pos.x : tr.x,
z: tr.pos ? tr.pos.z : tr.z,
radius: o.radius ?? tr.radius ?? 3,
strength: o.strength ?? 0.45,
length: o.length ?? 14,
})));
},
dispose() {
removeEventListener('keydown', onDown);
removeEventListener('keyup', onUp);
},
get duration() { return active.duration; },
get gusts() { return active.gusts; },
get def() { return active.def; },
get seed() { return active.seed; },
get core() { return active.core; },
};
return router;
}
// ---------------------------------------------------------------------------
// Debris models
// ---------------------------------------------------------------------------
/**
* Lane E's crates and tubs, keyed by the names storm JSON spawns and debris.js
* has radii for. A browser can't glob a directory, so the list is explicit
* and it should stay matched to MODEL_SPEC in debris.js (Lane C's ask: tell them
* rather than fighting the radii).
*
* Missing files are not fatal: debris.js falls back to a graybox box per piece,
* which is exactly the degrade-quietly behaviour Lane C designed for.
*/
const DEBRIS_MODELS = ['BlueCrate_v2', 'BlackTub_v2', 'WhiteTub_v2', 'WoodenBin_v2'];
async function loadDebrisModels() {
const { GLTFLoader } = await import('../vendor/addons/loaders/GLTFLoader.js');
const loader = new GLTFLoader();
const out = {};
await Promise.all(DEBRIS_MODELS.map(async (name) => {
try {
const gltf = await loader.loadAsync(`./models/debris/${name}.glb`);
gltf.scene.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; } });
out[name] = gltf.scene;
} catch (err) {
console.warn(`[main] debris model ${name} unavailable, using graybox:`, err.message);
}
}));
return out;
}
// ---------------------------------------------------------------------------
@ -143,7 +167,7 @@ function createPlaceholderPlayer(scene, world, cameraRig) {
* @param {object} [opts]
* @param {HTMLCanvasElement} [opts.canvas]
*/
export function boot(opts = {}) {
export async function boot(opts = {}) {
const canvas = opts.canvas ?? document.getElementById('c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
@ -155,33 +179,154 @@ export function boot(opts = {}) {
const scene = new THREE.Scene();
// Lane C: swap createStubWind() for your createWeather(). Everything that
// moves reads this one object, so that swap is the whole integration.
const wind = createStubWind({ calm: true });
// --- 1. weather ---------------------------------------------------------
// Both storms load up front: the forecast card needs to read storm_02's shape
// before the player has agreed to face it.
const [calmDef, wildDef] = await Promise.all([loadStorm(CALM_STORM), loadStorm(WILD_STORM)]);
const calmWind = createWind(calmDef);
const wildWind = createWind(wildDef);
const wind = createWindRouter([calmWind, wildWind]);
// --- world & camera -----------------------------------------------------
const world = createWorld(scene, { wind });
const cameraRig = createCameraRig(canvas);
cameraRig.setSolids(world.solids);
cameraRig.setGround(world.heightAt);
const player = createPlaceholderPlayer(scene, world, cameraRig);
// Lane C: trees don't shelter anything until they're told where they are.
wind.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree'));
// --- 2. player ----------------------------------------------------------
const interact = new Interact();
const player = await createPlayer(scene, world, cameraRig, { wind, interact });
// --- 3. sail ------------------------------------------------------------
const rig = new SailRig({ anchors: world.anchors });
let sailView = null;
/**
* Attach the cloth across 4 anchors and (re)build its view.
*
* The order here is load-bearing. createSailView reads rig.pos and rig.tris,
* which don't exist until attach() allocates them in _build() build the view
* first and it throws on an undefined array. A re-rig can also change the grid,
* so the view has to be rebuilt rather than reused. Both facts make this the
* single door that boot and Lane B's picking adapter should come through.
*
* Re-wiring interact each time is deliberate: its targets close over corner
* objects and attach() makes a fresh corners array, so stale closures would
* point at corners the sim no longer steps. The ids are stable, so this
* replaces the old targets rather than stacking duplicates.
*/
async function rigSail(anchorIds, hwChoices, tension = 1.0) {
rig.attach(anchorIds, hwChoices, tension);
if (sailView) {
scene.remove(sailView);
sailView.traverse((o) => { o.geometry?.dispose(); o.material?.dispose(); });
}
sailView = await createSailView(rig);
scene.add(sailView);
wireYardActions(interact, { sailRig: rig, world });
return sailView;
}
// Until Lane B's prep-phase picking adapter lands (SPRINT2 §B.3), rig a
// default quad so the yard has a live sail and Lane D has something to
// repair. Deliberately the prototype's AUTO loadout — one dodgy carabiner
// corner. It also spans most of the yard, which is the 70192 m² problem
// decision 2 fixes in step 6, not a fault in the cloth.
await rigSail(['h1', 'h3', 'p2', 'p1'], [HARDWARE[2], HARDWARE[1], HARDWARE[1], HARDWARE[0]]);
const game = createGame();
// --- dev overlay (temporary — Lane A's hud.js replaces it after M0) ----
// --- clocks -------------------------------------------------------------
// Two of them, and the distinction matters. `simT` is wall-clock seconds since
// boot. `windT` is STORM time — storm JSON is authored with t=0 at the storm's
// first gust, so it's phase time during the storm, and off-storm it wraps the
// calm day around its own duration so the breeze keeps breathing however long
// you spend rigging. Every sim module samples windT; nothing samples simT.
let simT = 0;
let windT = 0;
let acc = 0;
function windTime() {
if (game.phase === 'storm') return game.phaseT;
return simT % Math.max(1, calmWind.duration);
}
// --- 4. sky, audio, debris ---------------------------------------------
const events = [];
const pushEvent = (text) => {
events.push({ t: game.phaseT, text });
if (events.length > 4) events.shift();
};
const debris = createDebris({
wind,
scene,
heightAt: world.heightAt,
// knockdown(t, dirX, dirZ) — the first arg is the sim clock, NOT the impact
// magnitude. Passing `impact` here would jam ~40 into the state machine's
// start time and the player would never get up. The piece's own velocity is
// the direction, so you fall the way the crate was travelling.
onHitPlayer: (piece) => player.sim.knockdown(windT, piece.vx, piece.vz),
onEvent: pushEvent,
});
debris.setModels(await loadDebrisModels());
// skyfx reads the storm's `sky` block at construction (darkness, cloud scroll,
// night), so it is rebuilt when the storm changes rather than re-pointed like
// wind. dispose() hands world.sun/world.hemi back exactly as they were, which
// is what makes that safe to do mid-session.
let sky = null;
let audioUnlocked = false;
function makeSky() {
if (sky) sky.dispose();
sky = createSkyFx({
scene,
camera: cameraRig.object,
wind,
sun: world.sun,
hemi: world.hemi,
onEvent: pushEvent,
});
if (audioUnlocked) sky.unlockAudio();
return sky;
}
makeSky();
// Browsers won't start an AudioContext without a gesture. Without this the
// storm is silent, and half of DESIGN.md's threat model is audible.
const unlock = () => {
if (audioUnlocked) return;
audioUnlocked = true;
sky?.unlockAudio();
removeEventListener('pointerdown', unlock);
removeEventListener('keydown', unlock);
};
addEventListener('pointerdown', unlock);
addEventListener('keydown', unlock);
// --- dev overlay (temporary — hud.js replaces it in step 7) -------------
const hud = document.getElementById('dev');
const banner = document.getElementById('banner');
addEventListener('keydown', (e) => {
if (e.key === 'Enter') game.advance();
});
// --- phases -------------------------------------------------------------
game.on('phaseChange', ({ to }) => {
wind.use(to === 'storm' ? wildWind : calmWind);
makeSky();
events.length = 0;
if (banner) {
banner.textContent = to.toUpperCase();
banner.style.opacity = '1';
setTimeout(() => { banner.style.opacity = '0'; }, 1400);
}
});
addEventListener('keydown', (e) => {
if (e.key === 'Enter') game.advance();
});
// --- resize ------------------------------------------------------------
// --- resize -------------------------------------------------------------
function resize() {
const w = canvas.clientWidth || innerWidth;
const h = canvas.clientHeight || innerHeight;
@ -191,18 +336,19 @@ export function boot(opts = {}) {
addEventListener('resize', resize);
resize();
// --- loop --------------------------------------------------------------
// --- loop ---------------------------------------------------------------
const clock = new THREE.Clock();
let acc = 0;
let simT = 0;
let frames = 0, fpsT = 0, fps = 0;
function step(dt, t) {
function step(dt) {
game.tick(dt);
world.update(dt, t);
player.update(dt, t);
// Lane B: sailRig.step(dt, wind, t) goes here.
// Lane C: debris.step(dt, wind, t) goes here.
simT += dt;
windT = windTime();
world.update(dt, windT);
player.update(dt, windT);
rig.step(dt, wind, windT);
debris.step(dt, windT, { player: player.sim, sail: rig });
sky?.step(dt, windT, { sail: rig });
}
function frame() {
@ -212,28 +358,55 @@ export function boot(opts = {}) {
acc += raw;
let guard = 0;
while (acc >= FIXED_DT && guard++ < 60) {
step(FIXED_DT, simT);
simT += FIXED_DT;
step(FIXED_DT);
acc -= FIXED_DT;
}
cameraRig.update(raw, player.pos);
sailView?.update();
renderer.render(scene, cameraRig.object);
frames++; fpsT += raw;
if (fpsT >= 0.5) { fps = frames / fpsT; frames = 0; fpsT = 0; }
if (hud) {
const w = wind.sample(player.pos, simT);
const wt = windT;
const speed = wind.speedAt(player.pos, wt);
const tel = wind.gustTelegraph(wt);
const worst = rig.corners.reduce((m, c) => Math.max(m, c.load || 0), 0);
hud.textContent =
`${fps.toFixed(0)} fps | phase ${game.phase} ${game.phaseT.toFixed(1)}s | ` +
`wind ${w.length().toFixed(1)} m/s | t ${simT.toFixed(1)}s`;
`${fps.toFixed(0)} fps | ${game.phase} ${game.phaseT.toFixed(1)}s | ` +
`wind ${speed.toFixed(1)} m/s${tel ? ` | GUST in ${tel.eta.toFixed(1)}s` : ''} | ` +
`worst corner ${worst.toFixed(1)} | debris ${debris.pieces.length}` +
`${events.length ? ` | ${events[events.length - 1].text}` : ''}`;
}
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
// Handy for poking at the world from the console.
const api = { renderer, scene, world, cameraRig, player, game, wind, get simT() { return simT; } };
// Handy for poking at the world from the console, and for the selftest-free
// hand checks the sprint's acceptance actually turns on.
const api = {
renderer, scene, world, cameraRig, player, game, wind, rig, rigSail,
get sailView() { return sailView; },
debris, interact, events,
get sky() { return sky; },
get simT() { return simT; },
windTime,
calmWind, wildWind,
/**
* Drive the sim by hand at fixed dt, and draw on demand. rAF is throttled to
* a standstill in a hidden tab, so these are the only honest way to
* fast-forward a storm or capture one from a headless browser which is
* exactly what this sprint's "90 s storm_02 run captured" acceptance needs.
* Same code path the rAF loop uses; no test-only branch to drift.
*/
step,
render() {
sailView?.update();
renderer.render(scene, cameraRig.object);
},
};
globalThis.SHADES = api;
return api;
}

View File

@ -15,12 +15,12 @@
import * as THREE from '../vendor/three.module.js';
import { clone as skeletonClone } from '../vendor/addons/utils/SkeletonUtils.js';
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
import { PlayerSim, STATES, TUNE } from './player.sim.js';
import { PlayerSim, STATES, TUNE, clipFor } from './player.sim.js';
export { PlayerSim, STATES, TUNE };
export { PlayerSim, STATES, TUNE, clipFor };
export const CHAR_URL = '/world/models/player_01.glb';
export const ANIM_URL = '/world/models/player_anims.glb';
export const CHAR_URL = './models/player_01.glb';
export const ANIM_URL = './models/player_anims.glb';
/**
* Canonicalise the Mixamo skeleton namespace (mixamorig4: vs mixamorig12:) so any clip binds to any
@ -56,6 +56,69 @@ const _loadGLTF = (loader, url) => new Promise((res, rej) =>
const UP = new THREE.Vector3(0, 1, 0);
const _clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/**
* Build the player's collision test out of `world.solids` (contracts World).
*
* Shape of the problem, measured in the real yard rather than assumed:
* · `fence` is a GROUP of 37 child meshes whose combined box is the whole 30×20 m yard so one
* box per entry in solids is useless. We flatten to leaf meshes and box each one.
* · the house ROOF is a solid spanning y 2.993.21, i.e. entirely above a 1.72 m head. A flat
* footprint test would wall off the eaves, so every box is filtered by vertical overlap with
* the body and the roof simply drops out.
* Solids are static, so the boxes are computed once. ~44 leaves, distance-pruned no raycast per
* frame. (Lane A's note: the ground is deliberately NOT in solids; heightAt covers it.)
*
* @param {object} world contracts World
* @param {object} [opts] {radius} metres, the player's shoulder radius
* @returns {(x:number,z:number,feetY:number,headY:number)=>{x:number,z:number}}
*/
export function makeSolidCollider(world, opts = {}) {
const radius = opts.radius ?? 0.3;
const boxes = [];
const b = new THREE.Box3();
for (const root of (world && world.solids) || []) {
root.updateWorldMatrix(true, true);
root.traverse((o) => {
if (!o.isMesh) return;
b.setFromObject(o);
if (!isFinite(b.min.x)) return;
boxes.push({ x0: b.min.x, x1: b.max.x, z0: b.min.z, z1: b.max.z, y0: b.min.y, y1: b.max.y });
});
}
const out = { x: 0, z: 0 }; // scratch — copied by the caller immediately, never retained
const r2 = radius * radius;
return function collide(x, z, feetY, headY) {
out.x = x; out.z = z;
for (let i = 0; i < boxes.length; i++) {
const bx = boxes[i];
if (bx.y1 <= feetY + 0.05 || bx.y0 >= headY) continue; // under the eaves / over a low wall
// closest point on the box to the body centre, in XZ
const cx = _clamp(out.x, bx.x0, bx.x1), cz = _clamp(out.z, bx.z0, bx.z1);
const dx = out.x - cx, dz = out.z - cz;
const d2 = dx * dx + dz * dz;
if (d2 >= r2) continue; // clear
if (d2 > 1e-10) { // outside: push along the normal
const d = Math.sqrt(d2);
out.x = cx + (dx / d) * radius;
out.z = cz + (dz / d) * radius;
} else {
// centre is inside the box (spawned in a wall, or shoved through): eject through the nearest
// face rather than picking an arbitrary axis, so you pop out the side you came in.
const l = out.x - bx.x0, rr = bx.x1 - out.x, u = out.z - bx.z0, dn = bx.z1 - out.z;
const m = Math.min(l, rr, u, dn);
if (m === l) out.x = bx.x0 - radius;
else if (m === rr) out.x = bx.x1 + radius;
else if (m === u) out.z = bx.z0 - radius;
else out.z = bx.z1 + radius;
}
}
return out;
};
}
export class PlayerView {
/**
* @param {object} rig {scene, anims} the character
@ -127,7 +190,8 @@ export class PlayerView {
/** Push one sim frame onto the rig. dt drives the mixer only — the sim already stepped. */
sync(sim, dt) {
const st = STATES[sim.state];
this.play(st.clip, st.loop !== false);
// clipFor, not st.clip: carrying swaps in Carry/CarryIdle, and an interaction names its own verb
this.play(clipFor(sim), st.loop !== false);
this.root.position.set(sim.pos.x, sim.pos.y, sim.pos.z);
@ -202,9 +266,13 @@ export async function loadPlayer(scene, opts = {}) {
* @returns {Promise<object>} satisfies checkContract('player', )
*/
export async function createPlayer(scene, world, cameraRig, opts = {}) {
const height = opts.height || 1.72;
const p = await loadPlayer(scene, {
...opts,
height,
groundAt: world && world.heightAt ? (x, z) => world.heightAt(x, z) : undefined,
// built AFTER the world exists so the boxes capture E's real GLBs, not the graybox
collide: opts.collide !== undefined ? opts.collide : makeSolidCollider(world, opts),
start: opts.start || { x: 0, y: 0, z: 6 },
});
const keyboard = new KeyboardInput();
@ -257,7 +325,11 @@ export class KeyboardInput {
const k = this.keys;
const x = (k.has('KeyD') || k.has('ArrowRight') ? 1 : 0) - (k.has('KeyA') || k.has('ArrowLeft') ? 1 : 0);
const z = (k.has('KeyW') || k.has('ArrowUp') ? 1 : 0) - (k.has('KeyS') || k.has('ArrowDown') ? 1 : 0);
return { x, z, run: k.has('ShiftLeft') || k.has('ShiftRight'), camYaw };
return {
x, z, camYaw,
run: k.has('ShiftLeft') || k.has('ShiftRight'),
shelter: k.has('KeyC'), // hold to brace — see STATES.shelter
};
}
dispose() {

View File

@ -11,23 +11,39 @@
/**
* The state machine, as a table (PLAN3D §5-D.5 asks for a table test).
* clip clip name in player_anims.glb
* locked movement input is ignored, and `player.busy` is true
* secs timed states auto-advance to `next` after this long
* clip clip name in player_anims.glb
* carryClip clip to use instead when the player has something in their hands
* locked movement input is ignored, and `player.busy` is true
* secs timed states auto-advance to `next` after this long
* Invariant the selftest enforces: every locked state either has a `next` (so it drains on its own)
* or is released by an external actor. `busy` is the only externally-released state interact.js
* both enters and leaves it, so a dropped release can't strand the player.
* or names an external releaser. `busy` and `shelter` are the released ones interact.js and the
* shelter key each both ENTER and LEAVE their own state, so a dropped release can't strand you.
*/
export const STATES = {
idle: { clip: 'Idle', locked: false, loop: true },
walk: { clip: 'Walk', locked: false, loop: true },
run: { clip: 'Run', locked: false, loop: true },
idle: { clip: 'Idle', carryClip: 'CarryIdle', locked: false, loop: true },
walk: { clip: 'Walk', carryClip: 'Carry', locked: false, loop: true },
run: { clip: 'Run', carryClip: 'Carry', locked: false, loop: true },
busy: { clip: 'Idle', locked: true, loop: true, releasedBy: 'interact' },
shelter: { clip: 'TakeCover', locked: true, loop: true, releasedBy: 'input' },
stumble: { clip: 'StumbleBack', locked: true, loop: false, secs: 0.8, next: 'idle' },
stagger: { clip: 'Reaction', locked: true, loop: false, secs: 0.9, next: 'idle' },
knocked: { clip: 'Falling', locked: true, loop: false, secs: 1.4, next: 'getup' },
getup: { clip: 'CrouchToStand', locked: true, loop: false, secs: 1.3, next: 'idle' },
};
/**
* Which clip a state actually plays right now. Carrying swaps the locomotion set (Carry/CarryIdle),
* and an interaction can name its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table)
* interact.js writes that into `sim.busyClip`. Everything else is the table's `clip`.
* Kept here rather than in player.js so the selftest can assert it without a renderer.
*/
export function clipFor(sim) {
const st = STATES[sim.state];
if (sim.state === 'busy' && sim.busyClip) return sim.busyClip;
if (sim.carrying && st.carryClip) return st.carryClip;
return st.clip;
}
/**
* Tuning. Ported from the 2D prototype's shape (prototype/game.js:250-252), retuned to metres and
* m/s per PLAN3D §1 ("port the behaviour, retune the constants").
@ -61,6 +77,16 @@ export const TUNE = {
knockSustain: 0.5, // s above knockWind before it happens
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)
// A gust that can't floor you can still break your stride. Sits BELOW knockWind on purpose, so a
// storm reads as: shoved → stumbling → floored, rather than fine-fine-fine-flat-on-your-back.
stumbleGust: 17, // m/s over baseline → you lose your footing (but not your feet)
stumbleCooldown: 3, // s — punctuation, not a stutter: one gust hold must not stumble you twice
// Shelter (hold C): brace and the wind stops owning you. This is the storm's real answer to "the
// gusts are too strong to cross the yard" — wait one out, then move in the lull.
shelterKnockMult: 2.0, // knockWind × this while braced — a gust that floors you standing won't
shelterShoveMult: 0.25, // and it barely pushes you
};
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
@ -78,6 +104,10 @@ export class PlayerSim {
* @param {object} [opts]
* @param {object} [opts.start] {x,y,z} spawn, metres
* @param {function} [opts.groundAt] (x,z) -> y. Lane A's world.js provides the real one.
* @param {function} [opts.collide] (x,z,feetY,headY) -> {x,z} pushed clear of world.solids.
* Injected, not imported, for the same reason as groundAt: this file must stay renderer-free.
* player.js#makeSolidCollider builds the real one out of world.solids.
* @param {number} [opts.height] body height, metres the collider's vertical span
* @param {object} [opts.tune] overrides for TUNE
*/
constructor(opts = {}) {
@ -90,6 +120,8 @@ export class PlayerSim {
this.state = 'idle';
this.stateT = 0;
this.carrying = null; // contract: player.carrying — one item, hands-full rule
this.busyClip = null; // interact.js names the verb for the current hold (Crank, PickUp…)
this.stumbleCool = 0; // s until a gust may stumble you again
this.events = []; // {type:'state'|'drop'|'knockdown', …} drained by the view/HUD
this.exposure = 0; // s spent above knockWind
@ -100,6 +132,8 @@ export class PlayerSim {
this.knockDir = { x: 0, z: 1 }; // which way the body went down
this.groundAt = opts.groundAt || (() => 0);
this.collide = opts.collide || null;
this.bodyHeight = opts.height || 1.72;
this.tune = { ...TUNE, ...(opts.tune || {}) };
}
@ -168,6 +202,7 @@ export class PlayerSim {
step(dt, t, input = {}, wind = null) {
const T = this.tune;
this.stateT += dt;
this.stumbleCool = Math.max(0, this.stumbleCool - dt);
// --- local wind, and how much of it is gust ---
let wx = 0, wz = 0;
@ -180,11 +215,29 @@ export class PlayerSim {
this.windBase += (ws - this.windBase) * clamp(dt * T.baseTrack, 0, 1);
this.gust = Math.max(0, ws - this.windBase);
// --- sustained extreme wind puts you down (same rule as a sail corner letting go) ---
if (ws > T.knockWind) this.exposure += dt;
// --- shelter: hold to brace. Enters and leaves itself, so releasing the key always frees you
// even mid-gust. Refused while you're down — you can't brace from your back. ---
const wantShelter = !!input.shelter;
const canShelter = this.state === 'idle' || this.state === 'walk' || this.state === 'run';
if (wantShelter && canShelter) this.setState('shelter', t);
else if (!wantShelter && this.state === 'shelter') this.setState('idle', t);
const braced = this.state === 'shelter';
// --- sustained extreme wind puts you down (same rule as a sail corner letting go).
// Bracing raises the bar rather than removing it: a big enough gust still wins. ---
const knockAt = braced ? T.knockWind * T.shelterKnockMult : T.knockWind;
if (ws > knockAt) this.exposure += dt;
else this.exposure = Math.max(0, this.exposure - dt * T.knockBleed);
if (this.exposure >= T.knockSustain) this.knockdown(t, wx, wz);
// --- a gust below the knockdown bar can still break your stride ---
if (!braced && this.gust > T.stumbleGust && this.stumbleCool <= 0
&& (this.state === 'idle' || this.state === 'walk' || this.state === 'run')) {
this.stumbleCool = T.stumbleCooldown;
this.setState('stumble', t);
this.vel.x = this.vel.z = 0;
}
const st = STATES[this.state];
// --- movement ---
@ -215,7 +268,7 @@ export class PlayerSim {
// --- gust shove: pressure ∝ speed², gust only, never while you're already on the ground ---
const grounded = this.state === 'knocked' || this.state === 'getup';
if (!grounded && this.gust > T.shoveGustMin && ws > 1e-3) {
const a = T.shoveK * ws * ws;
const a = T.shoveK * ws * ws * (braced ? T.shelterShoveMult : 1);
this.shove.x += (wx / ws) * a * dt;
this.shove.z += (wz / ws) * a * dt;
}
@ -226,6 +279,15 @@ export class PlayerSim {
this.pos.z += (this.vel.z + this.shove.z) * dt;
this.pos.y = this.groundAt(this.pos.x, this.pos.z);
// Solids: push back out of anything we ended up inside. Pushout is perpendicular to the surface,
// so walking into a wall at an angle keeps its tangential component and slides along it for free
// — no separate slide pass. Velocity is deliberately NOT zeroed: the wind should still be able to
// hold you against a fence, and the pushout wins over it every frame anyway.
if (this.collide) {
const r = this.collide(this.pos.x, this.pos.z, this.pos.y, this.pos.y + this.bodyHeight);
if (r) { this.pos.x = r.x; this.pos.z = r.z; }
}
// --- body pitch: the sim owns it so a knockdown is deterministic and falls DOWNWIND,
// which a canned clip can't do. player.js just reads sim.pitch + sim.knockDir. ---
const wantPitch = this.state === 'knocked' ? 1

157
web/world/js/rigging.js Normal file
View File

@ -0,0 +1,157 @@
/**
* rigging.js prep-phase rig selection and hardware economy. [Lane B]
*
* The money half of the sail. Ports the prototype's economy verbatim ($80
* budget, $5/$15/$30 hardware, $15 spare) and adds the state machine around it:
* which anchors are rigged, what hangs at each corner, how tight, how many
* spares in the bag.
*
* Kept three-free and DOM-free like sail.js so it is testable headless. The
* picking/DOM layer is deliberately NOT here yet it needs Lane A's camera and
* anchor markers, which do not exist at time of writing; see createRiggingUI at
* 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';
export { START_BUDGET, SPARE_COST };
export const MAX_CORNERS = 4;
export const DEFAULT_TENSION = 1.0;
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
const OK = { ok: true };
const fail = (reason) => ({ ok: false, reason });
export class RiggingSession {
/**
* @param {object} opts
* @param {Array} opts.anchors world.anchors [{id, pos, type, sway?}]
* @param {number} opts.budget starting cash
*/
constructor({ anchors = [], budget = START_BUDGET } = {}) {
this.anchors = anchors;
this.budget = budget;
this.tension = DEFAULT_TENSION;
this.spares = 0;
/** @type {{anchorId: string, hw: object}[]} — ring-ordered once 4 are rigged */
this.picks = [];
}
get spent() { return START_BUDGET - this.budget; }
get canStart() { return this.picks.length === MAX_CORNERS; }
isRigged(anchorId) { return this.picks.some((p) => p.anchorId === anchorId); }
pickOf(anchorId) { return this.picks.find((p) => p.anchorId === anchorId) || null; }
/** Charge (or refund, when amount is negative) against the budget. */
_spend(amount) {
if (this.budget - amount < 0) return false;
this.budget -= amount;
return true;
}
/** Rig a corner at an anchor, starting on the cheapest hardware (prototype). */
rig(anchorId) {
const a = this.anchors.find((x) => x.id === anchorId);
if (!a) return fail('no such anchor');
if (this.isRigged(anchorId)) return fail('already rigged');
if (this.picks.length >= MAX_CORNERS) return fail('a sail has four corners');
if (!this._spend(HARDWARE[0].cost)) return fail('not enough budget');
this.picks.push({ anchorId, hw: HARDWARE[0] });
this._reorder();
return OK;
}
/**
* Unrig a corner and refund its hardware. Not in the prototype (which had no
* way back from a misclick) but it is a pure refund, so it costs the economy
* nothing and saves the player a restart.
*/
unrig(anchorId) {
const i = this.picks.findIndex((p) => p.anchorId === anchorId);
if (i < 0) return fail('not rigged');
this.budget += this.picks[i].hw.cost;
this.picks.splice(i, 1);
return OK;
}
/** Cycle a corner's hardware to the next tier, paying (or refunding) the difference. */
cycleHardware(anchorId) {
const p = this.pickOf(anchorId);
if (!p) return fail('not rigged');
const next = HARDWARE[(HARDWARE.indexOf(p.hw) + 1) % HARDWARE.length];
if (!this._spend(next.cost - p.hw.cost)) return fail('not enough budget');
p.hw = next;
return OK;
}
setHardware(anchorId, hw) {
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;
}
/** 0.6 loose (soaks gusts, flogs) .. 1.4 drum tight (no flap, shock-loads). */
setTension(v) {
this.tension = clamp(v, TENSION_MIN, TENSION_MAX);
return this.tension;
}
/** Spares are what Lane D's hold-E re-rig consumes mid-storm. */
setSpares(n) {
n = Math.max(0, Math.floor(n));
const delta = (n - this.spares) * SPARE_COST;
if (!this._spend(delta)) return fail('not enough budget');
this.spares = n;
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,
* picking anchors in a silly order knots the sail through itself.
*/
_reorder() {
if (this.picks.length < MAX_CORNERS) return;
const byId = new Map(this.picks.map((p) => [p.anchorId, p]));
const ring = orderRing(this.picks.map((p) => this.anchors.find((a) => a.id === p.anchorId)));
this.picks = ring.map((a) => byId.get(a.id));
}
/** Hand the finished rig to the sim. Mirrors contracts.js sailRig.attach(). */
commit(rig) {
if (!this.canStart) throw new Error(`sail needs ${MAX_CORNERS} corners, have ${this.picks.length}`);
return rig.attach(this.picks.map((p) => p.anchorId), this.picks.map((p) => p.hw), this.tension);
}
/** Everything the HUD needs to draw the prep panel, in one read. */
get summary() {
return {
budget: this.budget,
spent: this.spent,
tension: this.tension,
spares: this.spares,
canStart: this.canStart,
corners: this.picks.map((p) => ({ anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost })),
weakest: this.picks.length
? this.picks.reduce((w, p) => (p.hw.rating < w.hw.rating ? p : w)).anchorId
: null,
};
}
}
/**
* Prep-phase picking UI.
*
* Deliberately unimplemented: it needs Lane A's camera, renderer canvas and
* anchor markers to raycast against, none of which exist yet. RiggingSession
* above holds all the rules and is fully tested, so this stays a thin
* click-to-session adapter once M0 lands. See THREADS.md.
*/
export async function createRiggingUI() {
throw new Error('rigging UI lands once Lane A has a camera and anchor markers — see THREADS.md');
}

View File

@ -0,0 +1,195 @@
/**
* rigging.selftest.js assert suite for the prep-phase economy. [Lane B]
*
* Same shape as sail.selftest.js: exports RIGGING_TESTS as [name, fn] pairs so
* one set of asserts runs under both Lane A's selftest.html (via
* js/tests/b.test.js) and node.
*/
import { RiggingSession } from './rigging.js';
import { SailRig, TENSION_MIN, TENSION_MAX } from './sail.js';
import { HARDWARE, START_BUDGET, SPARE_COST } from './contracts.js';
const [CARABINER, SHACKLE, RATED] = HARDWARE;
/** Lane A's real yard (THREADS: "yard layout is now FACT"), trimmed to what the economy needs. */
export const ANCHORS = [
{ id: 'h1', type: 'house', pos: { x: -5, y: 2.6, z: -9.9 } },
{ id: 'h2', type: 'house', pos: { x: 0, y: 2.6, z: -9.9 } },
{ id: 'h3', type: 'house', pos: { x: 5, y: 2.6, z: -9.9 } },
{ id: 't1', type: 'tree', pos: { x: -9, y: 3.2, z: 2 } },
{ id: 't2', type: 'tree', pos: { x: 8, y: 3.1, z: -2 } },
{ id: 'p1', type: 'post', pos: { x: -6.4, y: 3.9, z: 7.4 } },
{ id: 'p2', type: 'post', pos: { x: 5.3, y: 3.9, z: 8 } },
].map((a) => ({ ...a, sway: () => a.pos }));
const session = () => new RiggingSession({ anchors: ANCHORS });
const TESTS = [];
const test = (name, fn) => TESTS.push([name, fn]);
const assert = (cond, msg) => { if (!cond) throw new Error(msg); };
test('rigging four corners charges the cheapest hardware each', () => {
const s = session();
for (const id of ['h1', 'h3', 'p1', 'p2']) assert(s.rig(id).ok, `rig ${id} failed`);
assert(s.budget === START_BUDGET - 4 * CARABINER.cost, `budget $${s.budget}`);
assert(s.canStart, 'four corners should be startable');
return `$${START_BUDGET} -> $${s.budget} after four carabiners`;
});
test('a sail has four corners, not five', () => {
const s = session();
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id);
const r = s.rig('t1');
assert(!r.ok && r.reason === 'a sail has four corners', `fifth corner allowed: ${JSON.stringify(r)}`);
assert(s.budget === START_BUDGET - 4 * CARABINER.cost, 'refused corner should not be charged');
return 'fifth pick refused and not charged';
});
test('hardware cycles up, charging only the difference', () => {
const s = session();
s.rig('h1');
assert(s.cycleHardware('h1').ok, 'cycle to shackle failed');
assert(s.pickOf('h1').hw === SHACKLE, 'expected shackle');
assert(s.budget === START_BUDGET - SHACKLE.cost, `budget $${s.budget} should be $${START_BUDGET - SHACKLE.cost}`);
s.cycleHardware('h1');
assert(s.pickOf('h1').hw === RATED, 'expected rated shackle');
assert(s.budget === START_BUDGET - RATED.cost, `budget $${s.budget}`);
return `carabiner -> shackle -> rated, paid $${RATED.cost} total`;
});
test('cycling past the top tier wraps and refunds', () => {
const s = session();
s.rig('h1');
s.cycleHardware('h1'); s.cycleHardware('h1'); // -> rated
s.cycleHardware('h1'); // -> wraps to carabiner
assert(s.pickOf('h1').hw === CARABINER, 'expected wrap back to carabiner');
assert(s.budget === START_BUDGET - CARABINER.cost, `budget $${s.budget} — wrap should refund the difference`);
return `wrapped and refunded back to $${s.budget}`;
});
test('unrig refunds exactly what the corner cost', () => {
const s = session();
s.rig('h1');
s.cycleHardware('h1'); s.cycleHardware('h1'); // rated, $30
assert(s.unrig('h1').ok, 'unrig failed');
assert(s.budget === START_BUDGET, `budget $${s.budget} should be back to $${START_BUDGET}`);
assert(!s.isRigged('h1'), 'h1 should be free again');
return 'full refund, no leak';
});
test('spares cost real money and refund', () => {
const s = session();
assert(s.setSpares(1).ok, 'buying a spare failed');
assert(s.budget === START_BUDGET - SPARE_COST, `budget $${s.budget}`);
s.setSpares(0);
assert(s.budget === START_BUDGET && s.spares === 0, 'selling the spare back should restore budget');
return `spare costs $${SPARE_COST}, refunds clean`;
});
test('budget is a real wall', () => {
const s = session();
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id); // $20, $60 left
s.cycleHardware('h1'); s.cycleHardware('h1'); // -> rated, $25 more, $35 left
s.cycleHardware('h3'); s.cycleHardware('h3'); // -> rated, $25 more, $10 left
s.cycleHardware('p1'); // -> shackle, $10, $0 left
const broke = s.cycleHardware('p2');
assert(!broke.ok && broke.reason === 'not enough budget', `overspend allowed: ${JSON.stringify(broke)}`);
assert(s.budget === 0, `budget $${s.budget}`);
assert(s.pickOf('p2').hw === CARABINER, 'refused upgrade should not have applied');
return 'refused the upgrade that would have gone negative';
});
// DESIGN.md: "good hardware everywhere is unaffordable. You *will* field one
// dodgy corner — the game is choosing which one." If this ever passes, the
// central economic tension of the game is gone and the budget is decoration.
// contracts.js's HARDWARE comment names this as the shape retuning had to keep.
test('you cannot afford good hardware on all four corners', () => {
const s = session();
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id);
let upgraded = 0;
for (const id of ['h1', 'h3', 'p1', 'p2']) if (s.setHardware(id, RATED).ok) upgraded++;
assert(upgraded < 4, `all four corners got rated shackles with $${START_BUDGET} — no compromise left to make`);
assert(upgraded >= 2, `only ${upgraded} rated corners affordable — budget may be too tight to be interesting`);
return `$${START_BUDGET} buys ${upgraded}/4 rated corners, then you are choosing your weak link`;
});
test('picks come back ring-ordered however you click them', () => {
const s = session();
// deliberately crossing order: two diagonals first
for (const id of ['h1', 'p2', 'h3', 'p1']) s.rig(id);
const ids = s.picks.map((p) => p.anchorId);
// a valid ring puts h1 opposite p2 (they are diagonal across the yard)
const opposite = ids[(ids.indexOf('h1') + 2) % 4];
assert(opposite === 'p2', `h1 should sit opposite p2 in the ring, got ${ids.join(',')}`);
return `clicked h1,p2,h3,p1 -> ring ${ids.join(' -> ')}`;
});
test('tension clamps to the rigging range', () => {
const s = session();
assert(s.setTension(99) === TENSION_MAX, 'over-tight should clamp');
assert(s.setTension(0) === TENSION_MIN, 'over-loose should clamp');
s.setTension(1.15);
assert(s.tension === 1.15, 'in-range tension should pass through');
return `clamped to ${TENSION_MIN}..${TENSION_MAX}`;
});
test('commit hands a working rig to the sim', () => {
const s = session();
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id);
s.setHardware('h1', RATED);
s.setTension(1.1);
const rig = s.commit(new SailRig({ anchors: ANCHORS }));
assert(rig.rigged, 'rig should be rigged');
assert(rig.corners.length === 4, 'rig should have four corners');
assert(rig.tension === 1.1, `rig tension ${rig.tension}`);
assert(rig.corners.find((c) => c.anchorId === 'h1').hw === RATED, 'h1 should have carried its rated shackle into the sim');
const wind = { sample: () => ({ x: 0, y: 0, z: 12 }) };
for (let i = 0; i < 240; i++) rig.step(1 / 60, wind, i / 60);
assert(rig.corners.every((c) => Number.isFinite(c.load)), 'committed rig went NaN');
return `committed and stepped 4 s clean over the real yard, max load ${(rig.maxLoad() / 1000).toFixed(2)} kN`;
});
test('commit refuses an unfinished rig', () => {
const s = session();
s.rig('h1'); s.rig('h3');
let threw = false;
try { s.commit(new SailRig({ anchors: ANCHORS })); } catch { threw = true; }
assert(threw, 'committing two corners should throw');
return 'two corners refused';
});
test('summary names the weak link for the HUD', () => {
const s = session();
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id);
s.setHardware('h1', RATED); s.setHardware('h3', SHACKLE); s.setHardware('p1', SHACKLE);
const sum = s.summary;
assert(sum.weakest === 'p2', `weakest should be the lone carabiner p2, got ${sum.weakest}`);
assert(sum.corners.length === 4, 'summary should list four corners');
return `weak link flagged: ${sum.weakest}, $${sum.budget} left`;
});
export const RIGGING_TESTS = TESTS;
export function runRiggingSelftest() {
const results = TESTS.map(([name, fn]) => {
try { return { name, pass: true, detail: fn() || '' }; }
catch (e) { return { name, pass: false, detail: e.message }; }
});
return { pass: results.every((r) => r.pass), results };
}
function report(out) {
const lines = out.results.map(
(r) => `${r.pass ? 'PASS' : 'FAIL'} ${r.name}${r.detail ? `\n ${r.detail}` : ''}`
);
return `${lines.join('\n')}\n\n${out.pass ? 'ALL GREEN' : 'FAILURES'}${out.results.filter((r) => r.pass).length}/${out.results.length}`;
}
if (typeof process !== 'undefined' && process.versions?.node && import.meta.filename === process.argv[1]) {
const out = runRiggingSelftest();
console.log(report(out));
process.exit(out.pass ? 0 : 1);
}
export { report };

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/**
* sail.js shade sail cloth simulation, corner loads, hardware failure. [Lane B]
*
* A 3D verlet cloth on a bilinear patch between 4 anchors. Wind pressure is
* applied per FACE, not per node, which is the whole point: a twisted (hypar)
* sail turns most of its faces edge-on to the wind and sheds load, while a flat
* one presents every face square-on and catches everything. That difference is
* the game's thesis and it is asserted in sail.selftest.js.
*
* Units are SI throughout: metres, kilograms, seconds, newtons. Corner loads
* come out in real newtons and hardware ratings are real working load limits,
* so a 5x5 m sail in a 34 m/s storm genuinely puts ~1-4 kN on a corner which
* is genuinely why real shade sails use 3 kN+ shackles.
*
* The sim core holds no THREE types: nodes are plain Float64Arrays, so the hot
* loop allocates nothing, replays bit-for-bit, and runs headless under node
* (see sail.selftest.js) as well as in Lane A's selftest.html. three.js only
* appears in createSailView(), which is imported lazily.
*/
import { Emitter, FIXED_DT, HARDWARE } from './contracts.js';
export { HARDWARE };
// ---------- sim tunables ----------
const SIM_DT = FIXED_DT; // sim always steps at a fixed rate; step() accumulates
const MAX_SUBSTEPS = 5; // spiral-of-death guard when the frame hitches
const RELAX_ITERS = 5; // FABRIC_K is calibrated against this; changing it rescales loads
const GRAVITY = -9.81;
// ---------- aerodynamics ----------
// 0.5 * air density (1.225) * flat-plate drag coefficient (~1.4).
// Newtons per m^2 of face area per (m/s)^2 of normal-on airflow.
const PRESSURE_COEFF = 0.86;
const TANGENT_COEFF = 0.02; // skin friction dragging along the face
const MAX_NORMAL_SPEED = 45; // clamp on the normal-on component, m/s — stability in extreme gusts
// ---------- fabric ----------
const FABRIC_DENSITY = 0.32; // kg/m^2, typical knitted shade cloth
// Axial stiffness of one grid spring, N/m — roughly E*t*width/length for
// knitted HDPE mesh. Fed to the solver as a compliance (1/k), not used to
// convert stretch into force: see _measureLoads for why that distinction is
// the whole ballgame.
const FABRIC_K = 100000;
const K_COMPRESS = 0.08; // cloth resists stretch hard, compression barely (from prototype)
const K_BEND = 0.04;
const COMP_STRETCH = 1 / FABRIC_K;
const COMP_COMPRESS = 1 / (FABRIC_K * K_COMPRESS);
const COMP_BEND = 1 / (FABRIC_K * K_BEND);
const VEL_DAMP = 0.995; // light; relative-wind drag supplies the real damping
// ---------- failure ----------
const OVERLOAD_SECS = 0.4; // prototype: 0.4 s sustained overload before it lets go
const OVERLOAD_RECOVER = 2.0; // prototype: overload timer bleeds off at 2x
const LOAD_TAU = 0.11; // load meter smoothing time constant, s
export const TENSION_MIN = 0.6;
export const TENSION_MAX = 1.4;
/**
* How much pre-strain the tension dial actually commands, per unit of dial.
* Dial 1.0 is neutral (rest length = as-cut), 1.4 is drum tight, 0.6 is loose.
*
* The prototype used `rest = rest / tension`, which on its 2D arbitrary scale
* was harmless. In real newtons it is not: it asks for 17% pre-strain at dial
* 1.2 and 29% at 1.4 i.e. stretching an 18 m sail by three metres and it
* put 68 kN on a corner of the real yard's biggest quad before any wind blew.
*
* 0.10 puts dial 1.4 at 4% pre-strain. Measured: it swings a 5x5 m rig's peak
* load 2.1x from loose to tight, so the dial is a real decision; and it redlines
* the yard's 192 m2 quad at 8.3 kN drum-tight, which blows even a rated shackle
* correctly, because you cannot drum-tighten 192 m2 of cloth on $30 of
* hardware. The load bars show that during prep, which is where it should be
* learned.
*/
const PRE_STRAIN = 0.10;
const TRIM_MIN = 0.85;
const TRIM_MAX = 1.15;
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/**
* Order 4 anchors into a non-self-intersecting ring by angle around their
* centroid, projected onto the ground plane. Ported from the prototype's
* orderRing; without it, picking corners in a silly order knots the sail.
*/
export function orderRing(anchors) {
const n = anchors.length;
let cx = 0, cz = 0;
for (const a of anchors) { cx += a.pos.x; cz += a.pos.z; }
cx /= n; cz /= n;
return [...anchors].sort(
(a, b) => Math.atan2(a.pos.z - cz, a.pos.x - cx) - Math.atan2(b.pos.z - cz, b.pos.x - cx)
);
}
export class SailRig {
/**
* @param {object} opts
* @param {Array} opts.anchors world.anchors see contracts.js Anchor
* @param {number} opts.gridN nodes per side (default 10)
* @param {number} opts.porosity 0 = solid membrane, ~0.3 = knitted shade cloth (blows through, less load)
*/
constructor({ anchors = [], gridN = 10, porosity = 0 } = {}) {
this.anchors = anchors;
this.N = gridN;
this.porosity = porosity;
this.corners = [];
/** Emits 'break' and 'repair' as {type, corner} — contracts.js SailRig. */
this.events = new Emitter();
this.tension = 1.0;
this.t = 0;
this.rigged = false;
this._acc = 0;
// scratch, reused every face to keep the hot loop allocation-free
this._probe = { x: 0, y: 0, z: 0 };
}
/**
* Rig the sail across 4 anchors.
* @param {string[]} anchorIds 4 anchor ids; reordered into a ring internally
* @param {object[]} hwChoices hardware per anchor id, same order as anchorIds
* @param {number} tension 0.6 (loose, flogs) .. 1.4 (drum tight, shock-loads)
*/
attach(anchorIds, hwChoices, tension = 1.0) {
if (anchorIds.length !== 4) throw new Error(`sail needs exactly 4 corners, got ${anchorIds.length}`);
const picked = anchorIds.map((id) => {
const a = this.anchors.find((x) => x.id === id);
if (!a) throw new Error(`unknown anchor "${id}"`);
return a;
});
const hwById = new Map(anchorIds.map((id, i) => [id, hwChoices[i] || HARDWARE[0]]));
const ring = orderRing(picked);
this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);
this.corners = ring.map((a) => ({
anchorId: a.id,
anchor: a,
hw: hwById.get(a.id),
load: 0,
peakLoad: 0,
overload: 0,
broken: false,
trim: 1.0,
loadVec: { x: 0, y: 0, z: 0 }, // reaction direction, not just magnitude — see _measureLoads
}));
this._build(ring);
this.rigged = true;
return this;
}
_build(ring) {
const N = this.N;
const nodeCount = N * N;
this.pos = new Float64Array(nodeCount * 3);
this.prev = new Float64Array(nodeCount * 3);
this.force = new Float64Array(nodeCount * 3);
this.invMass = new Float64Array(nodeCount);
// Bilinear patch across the 4 corners. Because the anchors sit at different
// heights, this initial surface is already a hypar — the sim just relaxes it.
const [c0, c1, c2, c3] = ring.map((a) => a.pos);
for (let v = 0; v < N; v++) {
for (let u = 0; u < N; u++) {
const fu = u / (N - 1), fv = v / (N - 1);
const i = (v * N + u) * 3;
for (let k = 0; k < 3; k++) {
const ax = ['x', 'y', 'z'][k];
const top = (1 - fu) * c0[ax] + fu * c1[ax];
const bot = (1 - fu) * c3[ax] + fu * c2[ax];
this.pos[i + k] = this.prev[i + k] = (1 - fv) * top + fv * bot;
}
}
}
const idx = (u, v) => v * N + u;
this.cornerIdx = [idx(0, 0), idx(N - 1, 0), idx(N - 1, N - 1), idx(0, N - 1)];
// springs: structural + shear carry load; bend only resists folding
this.springs = [];
const link = (a, b, kind) => {
const ax = a * 3, bx = b * 3;
const dx = this.pos[bx] - this.pos[ax];
const dy = this.pos[bx + 1] - this.pos[ax + 1];
const dz = this.pos[bx + 2] - this.pos[ax + 2];
this.springs.push({ a, b, restBase: Math.hypot(dx, dy, dz), rest: 0, kind });
};
for (let v = 0; v < N; v++) {
for (let u = 0; u < N; u++) {
if (u < N - 1) link(idx(u, v), idx(u + 1, v), 'struct');
if (v < N - 1) link(idx(u, v), idx(u, v + 1), 'struct');
if (u < N - 1 && v < N - 1) {
link(idx(u, v), idx(u + 1, v + 1), 'shear');
link(idx(u + 1, v), idx(u, v + 1), 'shear');
}
if (u < N - 2) link(idx(u, v), idx(u + 2, v), 'bend');
if (v < N - 2) link(idx(u, v), idx(u, v + 2), 'bend');
}
}
// XPBD Lagrange multipliers, one per spring, reset every substep
this.lambda = new Float64Array(this.springs.length);
// Springs meeting each corner, kept as {spring, index} so the load meter can
// look up each one's multiplier. Bend springs are included: the hardware
// physically carries every element that touches it, and leaving them out
// under-reports the reaction and breaks the statics balance.
this.cornerSprings = this.cornerIdx.map((ci) =>
this.springs
.map((s, si) => ({ s, si }))
.filter(({ s }) => s.a === ci || s.b === ci)
);
// triangles: wind acts per face, and coverage raycasts against these
this.tris = new Uint16Array((N - 1) * (N - 1) * 6);
let ti = 0;
for (let v = 0; v < N - 1; v++) {
for (let u = 0; u < N - 1; u++) {
const a = idx(u, v), b = idx(u + 1, v), c = idx(u + 1, v + 1), d = idx(u, v + 1);
this.tris[ti++] = a; this.tris[ti++] = b; this.tris[ti++] = c;
this.tris[ti++] = a; this.tris[ti++] = c; this.tris[ti++] = d;
}
}
// grid-space proximity of every node to each corner, for per-corner trim
this._cornerWeight = [];
for (let k = 0; k < 4; k++) {
const cu = [0, N - 1, N - 1, 0][k], cv = [0, 0, N - 1, N - 1][k];
const w = new Float64Array(nodeCount);
for (let v = 0; v < N; v++) {
for (let u = 0; u < N; u++) {
const dist = Math.hypot(u - cu, v - cv) / (N - 1);
w[idx(u, v)] = Math.max(0, 1 - dist);
}
}
this._cornerWeight.push(w);
}
this.area = this._surfaceArea();
const mass = (FABRIC_DENSITY * this.area) / nodeCount;
this.nodeMass = mass;
this.invMass.fill(1 / mass);
this._applyRestLengths();
this._repin(0);
}
/** Rest lengths shrink as the tension dial rises, modulated per corner by trim. */
_applyRestLengths() {
for (const s of this.springs) {
let wsum = 0, tsum = 0;
for (let k = 0; k < 4; k++) {
const w = this._cornerWeight[k][s.a] + this._cornerWeight[k][s.b];
wsum += w;
tsum += w * this.corners[k].trim;
}
const trim = wsum > 1e-9 ? tsum / wsum : 1;
s.rest = s.restBase * (1 - PRE_STRAIN * (this.tension * trim - 1));
}
}
/** Pinned corners are infinite-mass so springs stretch honestly against them. */
_repin(t) {
for (let k = 0; k < 4; k++) {
const c = this.corners[k];
const ci = this.cornerIdx[k];
if (c.broken) {
this.invMass[ci] = 1 / this.nodeMass; // freed node — flogging falls out of this
continue;
}
this.invMass[ci] = 0;
const p = this._anchorPos(c.anchor, t);
this.pos[ci * 3] = p.x; this.pos[ci * 3 + 1] = p.y; this.pos[ci * 3 + 2] = p.z;
this.prev[ci * 3] = p.x; this.prev[ci * 3 + 1] = p.y; this.prev[ci * 3 + 2] = p.z;
}
}
/**
* Where a corner is pinned right now. `sway(t)` is the ABSOLUTE world
* position, not an offset from `pos` (contracts.js Anchor; Lane A called this
* out in THREADS). House and post anchors return a constant; tree anchors
* wander, and that wander is dynamic load the reason a tree is the scary
* anchor. The returned vector is shared and reused between calls, so read it
* immediately and never store it.
*/
_anchorPos(a, t) {
return a.sway ? a.sway(t) : a.pos;
}
_surfaceArea() {
let total = 0;
for (let i = 0; i < this.tris.length; i += 3) {
const a = this.tris[i] * 3, b = this.tris[i + 1] * 3, c = this.tris[i + 2] * 3;
const e1x = this.pos[b] - this.pos[a], e1y = this.pos[b + 1] - this.pos[a + 1], e1z = this.pos[b + 2] - this.pos[a + 2];
const e2x = this.pos[c] - this.pos[a], e2y = this.pos[c + 1] - this.pos[a + 1], e2z = this.pos[c + 2] - this.pos[a + 2];
const nx = e1y * e2z - e1z * e2y, ny = e1z * e2x - e1x * e2z, nz = e1x * e2y - e1y * e2x;
total += Math.hypot(nx, ny, nz) * 0.5;
}
return total;
}
/**
* Advance the sim. Accumulates real time and burns it in fixed SIM_DT chunks,
* so a variable-rate render loop and a fast-forwarded selftest produce
* identical traces. Never reads a clock.
*
* @param {number} dt seconds elapsed since last call
* @param {object} wind { sample(pos, t) -> {x,y,z} }
* @param {number} t world time, seconds
*/
step(dt, wind, t) {
if (!this.rigged) return;
this._acc += dt;
let n = 0;
while (this._acc >= SIM_DT && n < MAX_SUBSTEPS) {
this._substep(SIM_DT, wind, this.t);
this._acc -= SIM_DT;
this.t += SIM_DT;
n++;
}
if (n === MAX_SUBSTEPS) this._acc = 0; // dropped frames: don't try to catch up
}
_substep(dt, wind, t) {
this._accumulateWind(wind, t, dt);
this._integrate(dt);
this.lambda.fill(0); // XPBD multipliers are per-substep
for (let i = 0; i < RELAX_ITERS; i++) this._relax(dt * dt);
this._pinCorners(t);
this._measureLoads(dt);
this._checkFailure(dt);
}
/** Wind force per FACE — the hypar mechanic lives here. */
_accumulateWind(wind, t, dt) {
const pos = this.pos, prev = this.prev, F = this.force;
F.fill(0);
const coeff = PRESSURE_COEFF * (1 - this.porosity);
const tanCoeff = TANGENT_COEFF * (1 - this.porosity);
const invDt = 1 / dt;
const probe = this._probe;
for (let i = 0; i < this.tris.length; i += 3) {
const ia = this.tris[i] * 3, ib = this.tris[i + 1] * 3, ic = this.tris[i + 2] * 3;
const e1x = pos[ib] - pos[ia], e1y = pos[ib + 1] - pos[ia + 1], e1z = pos[ib + 2] - pos[ia + 2];
const e2x = pos[ic] - pos[ia], e2y = pos[ic + 1] - pos[ia + 1], e2z = pos[ic + 2] - pos[ia + 2];
// |cross| is twice the area and its direction is the face normal
let nx = e1y * e2z - e1z * e2y, ny = e1z * e2x - e1x * e2z, nz = e1x * e2y - e1y * e2x;
const len = Math.hypot(nx, ny, nz);
if (len < 1e-9) continue;
const area = len * 0.5;
nx /= len; ny /= len; nz /= len;
probe.x = (pos[ia] + pos[ib] + pos[ic]) / 3;
probe.y = (pos[ia + 1] + pos[ib + 1] + pos[ic + 1]) / 3;
probe.z = (pos[ia + 2] + pos[ib + 2] + pos[ic + 2]) / 3;
const w = wind.sample(probe, t);
// Relative wind, not absolute: as the cloth accelerates downwind the load
// bleeds off by itself. This is what stops flogging from exploding.
const vx = (pos[ia] - prev[ia] + pos[ib] - prev[ib] + pos[ic] - prev[ic]) / 3 * invDt;
const vy = (pos[ia + 1] - prev[ia + 1] + pos[ib + 1] - prev[ib + 1] + pos[ic + 1] - prev[ic + 1]) / 3 * invDt;
const vz = (pos[ia + 2] - prev[ia + 2] + pos[ib + 2] - prev[ib + 2] + pos[ic + 2] - prev[ic + 2]) / 3 * invDt;
const rx = w.x - vx, ry = w.y - vy, rz = w.z - vz;
const d = clamp(rx * nx + ry * ny + rz * nz, -MAX_NORMAL_SPEED, MAX_NORMAL_SPEED);
// d*|d| rather than d^2: keeps the v^2 magnitude but points the force the
// way the wind is actually blowing. A sail is double-sided.
const p = coeff * area * d * Math.abs(d);
const tx = (rx - nx * d) * tanCoeff * area;
const ty = (ry - ny * d) * tanCoeff * area;
const tz = (rz - nz * d) * tanCoeff * area;
const fx = (nx * p + tx) / 3, fy = (ny * p + ty) / 3, fz = (nz * p + tz) / 3;
F[ia] += fx; F[ia + 1] += fy; F[ia + 2] += fz;
F[ib] += fx; F[ib + 1] += fy; F[ib + 2] += fz;
F[ic] += fx; F[ic + 1] += fy; F[ic + 2] += fz;
}
}
_integrate(dt) {
const pos = this.pos, prev = this.prev, F = this.force, im = this.invMass;
const dt2 = dt * dt;
for (let n = 0; n < im.length; n++) {
if (im[n] === 0) continue; // pinned
const i = n * 3;
for (let k = 0; k < 3; k++) {
const a = F[i + k] * im[n] + (k === 1 ? GRAVITY : 0);
const x = pos[i + k];
const nx = x + (x - prev[i + k]) * VEL_DAMP + a * dt2;
prev[i + k] = x;
pos[i + k] = nx;
}
}
}
/**
* XPBD constraint solve. The plain-PBD version of this is simpler, but its
* position corrections carry no force information the leftover stretch
* after a fixed iteration count is solver error, not fabric strain, so
* reading load off it measures the solver. XPBD's Lagrange multiplier lambda
* is the real constraint impulse, so lambda/dt^2 is a genuine newton value
* and the corner reactions balance the applied wind by construction.
*/
_relax(dt2) {
const pos = this.pos, im = this.invMass, lam = this.lambda;
for (let si = 0; si < this.springs.length; si++) {
const s = this.springs[si];
const wa = im[s.a], wb = im[s.b];
const w = wa + wb;
if (w === 0) continue; // both ends pinned
const ia = s.a * 3, ib = s.b * 3;
const dx = pos[ib] - pos[ia], dy = pos[ib + 1] - pos[ia + 1], dz = pos[ib + 2] - pos[ia + 2];
const d = Math.hypot(dx, dy, dz);
if (d < 1e-9) continue;
const C = d - s.rest;
const compliance = s.kind === 'bend' ? COMP_BEND : C > 0 ? COMP_STRETCH : COMP_COMPRESS;
const at = compliance / dt2;
const dLambda = (-C - at * lam[si]) / (w + at);
lam[si] += dLambda;
// grad C is -n for node a and +n for node b, with n = (b - a)/d
const nx = dx / d, ny = dy / d, nz = dz / d;
pos[ia] -= nx * dLambda * wa; pos[ia + 1] -= ny * dLambda * wa; pos[ia + 2] -= nz * dLambda * wa;
pos[ib] += nx * dLambda * wb; pos[ib + 1] += ny * dLambda * wb; pos[ib + 2] += nz * dLambda * wb;
}
}
_pinCorners(t) {
for (let k = 0; k < 4; k++) {
const c = this.corners[k];
if (c.broken) continue;
const ci = this.cornerIdx[k] * 3;
const p = this._anchorPos(c.anchor, t);
this.pos[ci] = p.x; this.pos[ci + 1] = p.y; this.pos[ci + 2] = p.z;
}
}
/**
* Corner load = magnitude of the VECTOR sum of the tensions in the springs
* meeting that corner, each read off its XPBD multiplier as |lambda|/dt^2.
*
* Reading tension as FABRIC_K * leftover-stretch instead looks equivalent and
* is not: after a fixed 5 iterations the leftover stretch is solver error, so
* that number measures the solver rather than the fabric and comes out ~50x
* hot. The multiplier is the actual constraint impulse, which is why the
* statics assert balances.
*
* The vector sum (rather than a scalar total) is what
* makes DESIGN.md's anchor-angle mechanic fall out for free: edges pulling in
* nearly the same direction add up, edges pulling apart partly cancel so a
* pinched corner really does multiply its own load.
*/
_measureLoads(dt) {
const pos = this.pos, lam = this.lambda;
const invDt2 = 1 / (dt * dt);
const alpha = 1 - Math.exp(-dt / LOAD_TAU);
for (let k = 0; k < 4; k++) {
const c = this.corners[k];
if (c.broken) { c.load = 0; c.loadVec.x = c.loadVec.y = c.loadVec.z = 0; continue; }
const ci = this.cornerIdx[k], cix = ci * 3;
let sx = 0, sy = 0, sz = 0;
for (const { s, si } of this.cornerSprings[k]) {
if (lam[si] >= 0) continue; // slack or compressed fabric pulls on nothing
const tension = -lam[si] * invDt2; // the multiplier IS the impulse; /dt^2 makes it newtons
const o = (s.a === ci ? s.b : s.a) * 3;
const dx = pos[o] - pos[cix], dy = pos[o + 1] - pos[cix + 1], dz = pos[o + 2] - pos[cix + 2];
const d = Math.hypot(dx, dy, dz);
if (d < 1e-9) continue;
sx += (dx / d) * tension; sy += (dy / d) * tension; sz += (dz / d) * tension;
}
c.loadVec.x += (sx - c.loadVec.x) * alpha;
c.loadVec.y += (sy - c.loadVec.y) * alpha;
c.loadVec.z += (sz - c.loadVec.z) * alpha;
const raw = Math.hypot(sx, sy, sz);
c.load += (raw - c.load) * alpha;
if (c.load > c.peakLoad) c.peakLoad = c.load;
}
}
/** Ported from the prototype: 0.4 s sustained over the rating and it lets go. */
_checkFailure(dt) {
for (let k = 0; k < 4; k++) {
const c = this.corners[k];
if (c.broken) continue;
if (c.load > c.hw.rating) c.overload += dt;
else c.overload = Math.max(0, c.overload - dt * OVERLOAD_RECOVER);
if (c.overload > OVERLOAD_SECS) {
c.broken = true;
c.overload = 0;
c.load = 0;
// Hand the node its mass back. Everything good about a failure comes
// from this one line: the freed corner stops being pinned, so it flies
// on the wind and the flogging is emergent rather than animated.
// Without it a "blown" corner stays welded in mid-air.
this.invMass[this.cornerIdx[k]] = 1 / this.nodeMass;
this.events.emit('break', { type: 'break', corner: c, anchorId: c.anchorId, hw: c.hw.name, t: this.t });
}
}
if (this._dirtyRest) { this._applyRestLengths(); this._dirtyRest = false; }
}
/** Re-rig a blown corner with fresh hardware. Lane D's hold-E repair calls this. */
repairCorner(index, hw = HARDWARE[1]) {
const c = this.corners[index];
if (!c || !c.broken) return false;
c.broken = false;
c.hw = hw;
c.load = 0;
c.overload = 0;
this._repin(this.t);
this.events.emit('repair', { type: 'repair', corner: c, anchorId: c.anchorId, hw: hw.name, t: this.t });
return true;
}
/** Turnbuckle trim at ONE corner (Lane D, 1.2 s hold). Tightens/eases locally. */
trimCorner(index, delta) {
const c = this.corners[index];
if (!c) return false;
c.trim = clamp(c.trim + delta, TRIM_MIN, TRIM_MAX);
this._dirtyRest = true;
return true;
}
setTension(tension) {
this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);
if (this.rigged) this._applyRestLengths();
}
/**
* Ground-projected shade over a rect: the fraction of sample points on the
* rect that the sail blocks from the sun. This IS the shade mechanic, so it
* raycasts toward the real sun rather than projecting straight down which
* is what lets DESIGN.md's moving and seasonal sun change the answer.
*
* @param {object} rect world.gardenBed shape: CENTRE (x,z), size (w,d), metres
* @param {object} sunDir world.sunDir unit vector from the ground TOWARD
* the sun. A hit means shaded. Defaults to overhead.
*/
coverageOver(rect, sunDir = { x: 0, y: 1, z: 0 }) {
if (!this.rigged) return 0;
const len = Math.hypot(sunDir.x, sunDir.y, sunDir.z) || 1;
const dx = sunDir.x / len, dy = sunDir.y / len, dz = sunDir.z / len;
if (dy <= 0.01) return 0; // sun at or below the horizon casts no useful shade
const COLS = 6, ROWS = 4; // prototype sampled 6x4 over the garden
let hit = 0;
for (let i = 0; i < COLS; i++) {
for (let j = 0; j < ROWS; j++) {
// rect is centre-and-size, so samples straddle (rect.x, rect.z)
const ox = rect.x + ((i + 0.5) / COLS - 0.5) * rect.w;
const oz = rect.z + ((j + 0.5) / ROWS - 0.5) * rect.d;
if (this._rayHitsSail(ox, 0, oz, dx, dy, dz)) hit++;
}
}
return hit / (COLS * ROWS);
}
/** Moller-Trumbore against every face; 162 tris, cheap enough to not bother accelerating. */
_rayHitsSail(ox, oy, oz, dx, dy, dz) {
const pos = this.pos;
for (let i = 0; i < this.tris.length; i += 3) {
const a = this.tris[i] * 3, b = this.tris[i + 1] * 3, c = this.tris[i + 2] * 3;
const e1x = pos[b] - pos[a], e1y = pos[b + 1] - pos[a + 1], e1z = pos[b + 2] - pos[a + 2];
const e2x = pos[c] - pos[a], e2y = pos[c + 1] - pos[a + 1], e2z = pos[c + 2] - pos[a + 2];
const px = dy * e2z - dz * e2y, py = dz * e2x - dx * e2z, pz = dx * e2y - dy * e2x;
const det = e1x * px + e1y * py + e1z * pz;
if (Math.abs(det) < 1e-9) continue; // ray parallel to the face
const inv = 1 / det;
const tx = ox - pos[a], ty = oy - pos[a + 1], tz = oz - pos[a + 2];
const u = (tx * px + ty * py + tz * pz) * inv;
if (u < 0 || u > 1) continue;
const qx = ty * e1z - tz * e1y, qy = tz * e1x - tx * e1z, qz = tx * e1y - ty * e1x;
const v = (dx * qx + dy * qy + dz * qz) * inv;
if (v < 0 || u + v > 1) continue;
const hitT = (e2x * qx + e2y * qy + e2z * qz) * inv;
if (hitT > 1e-6) return true;
}
return false;
}
/** Sum of the aerodynamic + weight force on the whole sail, N. Used by the statics assert. */
netAppliedForce(wind, t) {
this._accumulateWind(wind, t, SIM_DT);
let fx = 0, fy = 0, fz = 0;
for (let n = 0; n < this.invMass.length; n++) {
fx += this.force[n * 3];
fy += this.force[n * 3 + 1] + GRAVITY * this.nodeMass;
fz += this.force[n * 3 + 2];
}
return { x: fx, y: fy, z: fz };
}
maxLoad() {
let m = 0;
for (const c of this.corners) if (c.load > m) m = c.load;
return m;
}
}
/**
* three.js view over a rig. Imported lazily so the sim core above stays
* headless-runnable; call this only from the browser, after Lane A's vendor/
* exists. Returns a THREE.Group to add to the scene, with update() per frame.
*/
export async function createSailView(rig, { color = 0xd8c48a } = {}) {
const THREE = await import('../vendor/three.module.js');
const geo = new THREE.BufferGeometry();
const verts = new Float32Array(rig.pos.length);
geo.setAttribute('position', new THREE.BufferAttribute(verts, 3));
geo.setIndex(new THREE.BufferAttribute(new Uint16Array(rig.tris), 1));
const mat = new THREE.MeshStandardMaterial({
color, side: THREE.DoubleSide, roughness: 0.92, metalness: 0.0,
});
const mesh = new THREE.Mesh(geo, mat);
mesh.castShadow = true; // the shadow IS the product
mesh.receiveShadow = true;
mesh.frustumCulled = false; // it flogs well outside its initial bounds
const group = new THREE.Group();
group.add(mesh);
group.update = () => {
verts.set(rig.pos);
geo.attributes.position.needsUpdate = true;
geo.computeVertexNormals();
geo.computeBoundingSphere();
};
group.update();
return group;
}

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@ -0,0 +1,370 @@
/**
* sail.selftest.js assert suite for the sail sim. [Lane B]
*
* Exports SAIL_TESTS as plain [name, fn] pairs so ONE set of asserts runs in
* two harnesses: Lane A's selftest.html (via js/tests/b.test.js) and node
* (`node web/world/js/sail.selftest.js`) for fast iteration without a browser.
* Drives time with fixed-dt loops only never rAF, never a clock.
*
* The headline assert is `hypar sheds load vs flat`: it is the game's thesis
* stated as a test. If it ever goes red, the sail has stopped being a sail.
*/
import { SailRig } from './sail.js';
import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js';
const SIM_DT = FIXED_DT;
// ---------- deterministic stub wind ----------
// contracts.js ships createStubWind(), and the integration test below uses it.
// This local one exists only because the thesis needs the wind DIRECTION swept,
// which the shared stub does not expose. Lane C's weather.js replaces both.
function makeStubWind({ seed = 7, stormLen = 90, dir = { x: 0, y: 0, z: 1 }, calm = false } = {}) {
const rand = rng(seed);
const gusts = [];
for (let t = 3; t < stormLen; t += 5 + rand() * 7) {
gusts.push({ start: t, pow: 12 + rand() * 16 + 10 * (t / stormLen) });
}
const len = Math.hypot(dir.x, dir.y, dir.z) || 1;
const dx = dir.x / len, dy = dir.y / len, dz = dir.z / len;
const out = { x: 0, y: 0, z: 0 };
return {
speedAt(t) {
if (calm) return 0;
let speed = 8 + 26 * Math.min(1, (t / stormLen) * 1.6);
for (const g of gusts) {
const gt = t - g.start;
if (gt < 0 || gt >= 5) continue;
if (gt < 1.5) continue; // telegraph: seen, not felt
else if (gt < 2.3) speed += g.pow * (gt - 1.5) / 0.8; // ramp
else if (gt < 4.0) speed += g.pow; // hold
else speed += g.pow * (5.0 - gt); // fade
}
return speed;
},
sample(pos, t) {
const s = this.speedAt(t);
out.x = dx * s; out.y = dy * s; out.z = dz * s;
return out;
},
gustTelegraph: () => null,
};
}
const constantWind = (v) => ({ sample: () => v, speedAt: () => Math.hypot(v.x, v.y, v.z), gustTelegraph: () => null });
// ---------- test rigs ----------
// Same 5x5 m footprint, same multiset of corner heights {4.0, 4.0, 2.5, 2.5}.
// Only the ARRANGEMENT differs: coplanar (flat, pitched) vs permuted (twisted
// hypar). Any load difference is therefore purely geometry, nothing else.
const FOOT = [
{ x: -2.5, z: -2.5 }, { x: 2.5, z: -2.5 }, { x: 2.5, z: 2.5 }, { x: -2.5, z: 2.5 },
];
export const HEIGHTS_FLAT = [4.0, 4.0, 2.5, 2.5]; // y linear in z -> one plane
export const HEIGHTS_HYPAR = [4.0, 2.5, 4.0, 2.5]; // opposite corners up/down -> saddle
/** Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position. */
export const makeAnchors = (heights) =>
FOOT.map((f, i) => {
const pos = { x: f.x, y: heights[i], z: f.z };
return { id: `a${i}`, type: 'post', pos, sway: () => pos };
});
const ALL_IDS = ['a0', 'a1', 'a2', 'a3'];
const UNBREAKABLE = { name: 'test rig', cost: 0, rating: Infinity };
function rig(heights, { hw = UNBREAKABLE, tension = 1.0, porosity = 0 } = {}) {
return new SailRig({ anchors: makeAnchors(heights), gridN: 10, porosity })
.attach(ALL_IDS, [hw, hw, hw, hw], tension);
}
/** Fixed-dt fast-forward. Returns the peak corner load over the whole run, N. */
function runStorm(r, wind, secs, onStep) {
const steps = Math.round(secs / SIM_DT);
let peak = 0;
for (let i = 0; i < steps; i++) {
r.step(SIM_DT, wind, i * SIM_DT);
const m = r.maxLoad();
if (m > peak) peak = m;
if (onStep) onStep(r, i);
}
return peak;
}
const TESTS = [];
const test = (name, fn) => TESTS.push([name, fn]);
const assert = (cond, msg) => { if (!cond) throw new Error(msg); };
const kN = (n) => `${(n / 1000).toFixed(2)} kN`;
// ---------- the suite ----------
test('sim stays finite through a full storm', () => {
const r = rig(HEIGHTS_HYPAR);
runStorm(r, makeStubWind({ stormLen: 90 }), 90);
for (const v of r.pos) assert(Number.isFinite(v), 'node position went NaN/Infinity');
for (const c of r.corners) assert(Number.isFinite(c.load), 'corner load went NaN');
return `peak ${kN(r.corners.reduce((m, c) => Math.max(m, c.peakLoad), 0))}`;
});
test('sail sags under gravity when calm', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 6);
const N = r.N, mid = (Math.floor(N / 2) * N + Math.floor(N / 2)) * 3;
const midY = r.pos[mid + 1];
const cornerMeanY = HEIGHTS_FLAT.reduce((a, b) => a + b) / 4;
assert(midY < cornerMeanY, `belly (${midY.toFixed(2)}m) should hang below corner mean (${cornerMeanY}m)`);
return `belly sags ${(cornerMeanY - midY).toFixed(2)} m below corner plane`;
});
// Newton's third law. This is what pins FABRIC_K to real newtons: if the corner
// reactions don't sum to the actual aerodynamic + weight force on the fabric,
// the load meter is lying and every kN rating on it is meaningless.
test('statics: corner reactions balance the applied force', () => {
const w = constantWind({ x: 0, y: 0, z: 18 });
const r = rig(HEIGHTS_FLAT);
runStorm(r, w, 12); // settle
// A membrane in steady wind never fully stops moving, so compare the
// TIME-AVERAGED reaction against the time-averaged applied force. That is the
// momentum balance that must hold; instant by instant it need not.
let n = 0, ax = 0, ay = 0, az = 0, rx = 0, ry = 0, rz = 0;
for (let i = 0; i < Math.round(4 / SIM_DT); i++) {
const t = 12 + i * SIM_DT;
r.step(SIM_DT, w, t);
const f = r.netAppliedForce(w, t);
ax += f.x; ay += f.y; az += f.z;
for (const c of r.corners) { rx += c.loadVec.x; ry += c.loadVec.y; rz += c.loadVec.z; }
n++;
}
ax /= n; ay /= n; az /= n; rx /= n; ry /= n; rz /= n;
const appliedMag = Math.hypot(ax, ay, az);
const err = Math.hypot(rx - ax, ry - ay, rz - az) / appliedMag;
assert(err < 0.2, `reactions ${kN(Math.hypot(rx, ry, rz))} vs applied ${kN(appliedMag)}${(err * 100).toFixed(0)}% out of balance`);
return `applied ${kN(appliedMag)}, reactions ${kN(Math.hypot(rx, ry, rz))}, residual ${(err * 100).toFixed(1)}%`;
});
// THE THESIS. A twisted sail resists bellying into one coherent pocket, so its
// worst moment is gentler than a flat sail's worst moment.
//
// Scored on WORST CASE over wind direction, not per-direction. Lane C's storms
// veer, so the player never gets to choose the wind, and worst-case is what the
// hardware actually has to survive. Per-direction would be a false assert: a
// flat sail sitting edge-on to the wind genuinely does have low drag, and from
// that one angle it beats the hypar. Demanding otherwise would mean tuning the
// sim into a lie.
test('hypar sheds load vs flat, worst case over wind direction (the thesis)', () => {
const DIRS = [
{ name: 'N', x: 0, z: 1 }, { name: 'NE', x: 0.707, z: 0.707 },
{ name: 'E', x: 1, z: 0 }, { name: 'SE', x: 0.707, z: -0.707 },
{ name: 'S', x: 0, z: -1 }, { name: 'SW', x: -0.707, z: -0.707 },
{ name: 'W', x: -1, z: 0 }, { name: 'NW', x: -0.707, z: 0.707 },
];
const sweep = (heights) => {
let worst = 0, at = '';
for (const d of DIRS) {
const storm = makeStubWind({ seed: 7, stormLen: 45, dir: { x: d.x, y: 0, z: d.z } });
const p = runStorm(rig(heights), storm, 45);
if (p > worst) { worst = p; at = d.name; }
}
return { worst, at };
};
const flat = sweep(HEIGHTS_FLAT);
const hypar = sweep(HEIGHTS_HYPAR);
assert(
hypar.worst < flat.worst * 0.8,
`hypar worst ${kN(hypar.worst)} (${hypar.at}) should be well under flat worst ${kN(flat.worst)} (${flat.at})`
);
return `flat worst ${kN(flat.worst)} from ${flat.at} -> hypar worst ${kN(hypar.worst)} from ${hypar.at} (sheds ${((1 - hypar.worst / flat.worst) * 100).toFixed(0)}%)`;
});
test('cascade: losing a corner spikes its neighbours', () => {
const w = constantWind({ x: 0, y: 0, z: 22 });
const r = rig(HEIGHTS_HYPAR);
runStorm(r, w, 6); // settle
const before = Math.max(r.corners[1].load, r.corners[3].load);
r.corners[0].broken = true;
r._repin(r.t);
runStorm(r, w, 2.5); // let the load redistribute
const after = Math.max(r.corners[1].load, r.corners[3].load);
assert(after >= before * 2, `neighbour went ${kN(before)} -> ${kN(after)}, wanted >= 2x`);
return `neighbour ${kN(before)} -> ${kN(after)} (${(after / before).toFixed(1)}x)`;
});
test('determinism: identical inputs give byte-equal load traces', () => {
const trace = () => {
const r = rig(HEIGHTS_HYPAR);
const w = makeStubWind({ seed: 3, stormLen: 30 });
const out = [];
runStorm(r, w, 30, (rr) => { for (const c of rr.corners) out.push(c.load); });
return out;
};
const a = trace(), b = trace();
assert(a.length === b.length, 'traces differ in length');
for (let i = 0; i < a.length; i++) assert(a[i] === b[i], `sample ${i} diverged: ${a[i]} vs ${b[i]}`);
return `${a.length} load samples identical`;
});
test('determinism: variable frame dt matches fixed dt', () => {
// Lane A's render loop delivers ragged dt. The internal accumulator has to
// absorb that, or nothing the selftest proves applies to the real game.
const w1 = makeStubWind({ seed: 5, stormLen: 20 });
const fixed = rig(HEIGHTS_HYPAR);
for (let i = 0; i < Math.round(20 / SIM_DT); i++) fixed.step(SIM_DT, w1, i * SIM_DT);
const w2 = makeStubWind({ seed: 5, stormLen: 20 });
const ragged = rig(HEIGHTS_HYPAR);
const rand = rng(99);
let acc = 0;
while (acc < 20) {
const dt = 0.004 + rand() * 0.02; // 4-24 ms frames
ragged.step(dt, w2, acc);
acc += dt;
}
for (let k = 0; k < 4; k++) {
const d = Math.abs(fixed.corners[k].load - ragged.corners[k].load);
assert(d < 1e-6, `corner ${k} drifted ${d.toFixed(6)} N between fixed and ragged dt`);
}
return 'ragged frame times converge on the fixed-dt trace';
});
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);
const tightPeak = runStorm(rig(HEIGHTS_HYPAR, { tension: 1.35 }), w, 8);
assert(tightPeak > loosePeak, `tight ${kN(tightPeak)} should exceed loose ${kN(loosePeak)}`);
return `loose ${kN(loosePeak)} vs tight ${kN(tightPeak)}`;
});
test('porous shade cloth carries less load than solid membrane', () => {
const w = constantWind({ x: 0, y: 0, z: 20 });
const solid = runStorm(rig(HEIGHTS_HYPAR, { porosity: 0 }), w, 8);
const porous = runStorm(rig(HEIGHTS_HYPAR, { porosity: 0.35 }), w, 8);
assert(porous < solid, `porous ${kN(porous)} should be under solid ${kN(solid)}`);
return `solid ${kN(solid)} vs porous ${kN(porous)}`;
});
test('coverage: sail shades the ground under it, not beside it', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 4);
// world.gardenBed rects are CENTRE + size, so this bed straddles the origin.
const under = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 });
const beside = r.coverageOver({ x: 14, z: 14, w: 4, d: 4 });
assert(under > 0.9, `ground under the sail only ${(under * 100).toFixed(0)}% shaded`);
assert(beside === 0, `ground 14 m away reported ${(beside * 100).toFixed(0)}% shaded`);
return `under sail ${(under * 100).toFixed(0)}%, off to the side ${(beside * 100).toFixed(0)}%`;
});
test('coverage tracks a low sun off to the side', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 4);
const noon = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 }, { x: 0, y: 1, z: 0 });
const lowSun = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 }, { x: 0.9, y: 0.25, z: 0 });
assert(noon > lowSun, `shadow should slide off the bed as the sun drops (noon ${noon}, low ${lowSun})`);
return `noon ${(noon * 100).toFixed(0)}% -> low sun ${(lowSun * 100).toFixed(0)}%`;
});
// PLAN3D §7 definition of done, in miniature.
test('cheap flat rig cascades; twisted mixed rig survives', () => {
const storm = () => makeStubWind({ seed: 11, stormLen: 90 });
const cheap = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.35 });
runStorm(cheap, storm(), 90);
const cheapBroken = cheap.corners.filter((c) => c.broken).length;
const good = rig(HEIGHTS_HYPAR, { hw: HARDWARE[2], tension: 0.95 });
runStorm(good, storm(), 90);
const goodBroken = good.corners.filter((c) => c.broken).length;
assert(cheapBroken >= 2, `flat drum-tight carabiner rig only lost ${cheapBroken} corners — should cascade`);
assert(goodBroken === 0, `twisted rated-shackle rig lost ${goodBroken} corners — should survive`);
return `cheap flat lost ${cheapBroken}/4, good hypar lost ${goodBroken}/4`;
});
// PLAN3D §5-B: "broken corner frees the node -> flogging is emergent". This
// drives a REAL overload failure rather than setting broken by hand, because
// hand-setting it was exactly what hid the bug where _checkFailure marked a
// corner broken but never gave its node its mass back — so a blown corner
// stayed welded in mid-air and the sail never flogged.
test('a blown corner is freed and flies (flogging is emergent)', () => {
const w = makeStubWind({ seed: 11, stormLen: 90 });
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.3 }); // cheap and tight: this one lets go
const broke = [];
r.events.on('break', (e) => broke.push(e));
// step until the first corner lets go
let i = 0;
for (const end = Math.round(90 / SIM_DT); i < end && !broke.length; i++) r.step(SIM_DT, w, i * SIM_DT);
assert(broke.length > 0, 'a carabiner rig should have blown a corner somewhere in a 90 s storm');
const k = r.corners.indexOf(broke[0].corner);
const node = r.cornerIdx[k], ci = node * 3;
const anchor = r.corners[k].anchor.pos;
const before = [r.pos[ci], r.pos[ci + 1], r.pos[ci + 2]];
for (let j = 0; j < Math.round(3 / SIM_DT); j++) r.step(SIM_DT, w, (i + j) * SIM_DT);
const moved = Math.hypot(r.pos[ci] - before[0], r.pos[ci + 1] - before[1], r.pos[ci + 2] - before[2]);
const fromAnchor = Math.hypot(r.pos[ci] - anchor.x, r.pos[ci + 1] - anchor.y, r.pos[ci + 2] - anchor.z);
assert(r.invMass[node] > 0, 'blown corner still has infinite mass — it is welded in mid-air, not flogging');
assert(moved > 0.05, `blown corner only drifted ${moved.toFixed(3)} m in 3 s — it is not flogging`);
assert(fromAnchor > 0.2, `blown corner is still ${fromAnchor.toFixed(2)} m from its anchor — it never let go`);
return `corner ${broke[0].anchorId} blew at t=${broke[0].t.toFixed(1)}s, tore ${fromAnchor.toFixed(2)} m off its anchor and is flying`;
});
test('break and repair emit on the events Emitter', () => {
const w = constantWind({ x: 0, y: 0, z: 20 });
const r = rig(HEIGHTS_HYPAR, { hw: UNBREAKABLE });
const seen = [];
r.events.on('break', (e) => seen.push(e));
r.events.on('repair', (e) => seen.push(e));
runStorm(r, w, 4);
r.corners[0].broken = true;
r._repin(r.t);
runStorm(r, w, 1);
assert(r.corners[0].load === 0, 'broken corner should carry no load');
assert(r.repairCorner(0, UNBREAKABLE), 'repairCorner should report success');
runStorm(r, w, 3);
assert(r.corners[0].load > 100, `repaired corner only pulling ${kN(r.corners[0].load)}`);
assert(seen.some((e) => e.type === 'repair' && e.corner === r.corners[0]), 'no repair event with {type, corner}');
return `repaired corner back to ${kN(r.corners[0].load)}, ${seen.length} event(s) emitted`;
});
test('runs against the shared contracts.js stub wind', () => {
// Proves the rig eats the sanctioned Wind implementation, not just my local
// stub — so nothing surprises us when Lane C's weather.js drops in.
const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[1] });
const wind = createStubWind({ seed: 1, stormLen: 90 });
const peak = runStorm(r, wind, 90);
for (const v of r.pos) assert(Number.isFinite(v), 'went NaN on the shared stub wind');
assert(peak > 0, 'shared stub wind produced no load at all');
return `90 s on contracts.js stub wind, peak ${kN(peak)}, ${r.corners.filter((c) => c.broken).length}/4 corners lost`;
});
export const SAIL_TESTS = TESTS;
export function runSailSelftest() {
const results = TESTS.map(([name, fn]) => {
try { return { name, pass: true, detail: fn() || '' }; }
catch (e) { return { name, pass: false, detail: e.message }; }
});
return { pass: results.every((r) => r.pass), results };
}
export function report(out) {
const lines = out.results.map(
(r) => `${r.pass ? 'PASS' : 'FAIL'} ${r.name}${r.detail ? `\n ${r.detail}` : ''}`
);
return `${lines.join('\n')}\n\n${out.pass ? 'ALL GREEN' : 'FAILURES'}${out.results.filter((r) => r.pass).length}/${out.results.length}`;
}
// Run only when invoked directly; importing this module must not run the suite.
if (typeof process !== 'undefined' && process.versions?.node && import.meta.filename === process.argv[1]) {
const out = runSailSelftest();
console.log(report(out));
process.exit(out.pass ? 0 : 1);
}
export { makeStubWind };

470
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@ -0,0 +1,470 @@
'use strict';
// SHADES — Lane C — skyfx: rain, storm sky, lightning, and the noise of it all.
//
// PLAN3D §5-C.2/§5-C.3. Lane A's world.js owns the calm sky and the base lights;
// this MODULATES them as the storm builds and hands them back on dispose(), so
// two lanes never fight over one scene.
//
// Everything is duck-typed and optional — no sun light, no audio, no sail? Then
// those layers just don't run. Lane A can wire the pieces as they land.
//
// Audio is synthesized, not sampled: web/world/audio/ is empty, we ship no CDN
// and no deps, and a filtered-noise bed tracks wind speed better than a loop.
import * as THREE from '../vendor/three.module.js';
import { rng } from './contracts.js';
import { valueNoise2 } from './weather.core.js';
const lerp = (a, b, k) => a + (b - a) * k;
const clamp01 = (v) => (v < 0 ? 0 : v > 1 ? 1 : v);
const CALM_SKY = new THREE.Color(0x9fc4e8);
const STORM_SKY = new THREE.Color(0x2a2f3a);
const NIGHT_SKY = new THREE.Color(0x11141c);
// ---------------------------------------------------------------- rain
function createRain(opts) {
const max = opts.maxDrops ?? 3000;
const half = opts.half ?? 18; // box half-extent around the camera
const height = opts.height ?? 24;
const groundY = opts.groundY ?? 0;
const rand = rng(0xd309);
// one thin quadish streak, instanced — cheap and reads as rain in motion
const geo = new THREE.BoxGeometry(0.015, 1, 0.015);
const mat = new THREE.MeshBasicMaterial({
color: 0xb4d2ff, transparent: true, opacity: 0.34,
depthWrite: false, fog: false,
});
const mesh = new THREE.InstancedMesh(geo, mat, max);
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
mesh.frustumCulled = false;
mesh.renderOrder = 2;
mesh.count = 0;
const px = new Float32Array(max), py = new Float32Array(max), pz = new Float32Array(max);
const jitter = new Float32Array(max);
for (let i = 0; i < max; i++) {
px[i] = (rand() * 2 - 1) * half;
py[i] = groundY + rand() * height;
pz[i] = (rand() * 2 - 1) * half;
jitter[i] = 0.75 + rand() * 0.5; // not every drop is the same drop
}
const m = new THREE.Matrix4();
const q = new THREE.Quaternion();
const up = new THREE.Vector3(0, 1, 0);
const vel = new THREE.Vector3();
const scale = new THREE.Vector3(1, 1, 1);
const zero = new THREE.Vector3();
return {
mesh,
/** @param {THREE.Vector3} camPos @param {THREE.Vector3} w local wind */
step(dt, camPos, w, intensity) {
const n = Math.floor(max * clamp01(intensity));
mesh.count = n;
if (n === 0) return;
const fall = 9 + intensity * 4;
// rain leans into the wind; that lean IS the readout of how hard it's blowing
vel.set(w.x * 0.55, -fall, w.z * 0.55);
const speed = vel.length() || 1;
q.setFromUnitVectors(up, vel.clone().divideScalar(speed));
// streak stretches with speed — drizzle is dots, a squall is lines
scale.set(1, Math.min(2.6, 0.35 + speed * 0.055), 1);
m.compose(zero, q, scale);
const top = groundY + height;
for (let i = 0; i < n; i++) {
const j = jitter[i];
px[i] += w.x * 0.55 * j * dt;
py[i] -= fall * j * dt;
pz[i] += w.z * 0.55 * j * dt;
// wrap the box around the camera instead of respawning — no bookkeeping,
// and the rain is always exactly where the player is looking
let d = px[i] - camPos.x;
if (d > half) px[i] -= half * 2; else if (d < -half) px[i] += half * 2;
d = pz[i] - camPos.z;
if (d > half) pz[i] -= half * 2; else if (d < -half) pz[i] += half * 2;
if (py[i] < groundY) py[i] += height;
else if (py[i] > top) py[i] -= height;
m.elements[12] = px[i];
m.elements[13] = py[i];
m.elements[14] = pz[i];
mesh.setMatrixAt(i, m);
}
mesh.instanceMatrix.needsUpdate = true;
},
dispose() { geo.dispose(); mat.dispose(); },
};
}
// ------------------------------------------------------------ cloud dome
function cloudTexture(size = 256, seed = 7) {
const cv = document.createElement('canvas');
cv.width = cv.height = size;
const ctx = cv.getContext('2d');
const img = ctx.createImageData(size, size);
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
// fbm at integer frequencies, each octave wrapped at its own period, so
// the texture tiles: it's set to repeat(3,2) and it scrolls forever, and
// an unwrapped octave puts a dead straight seam across the sky.
let n = 0, amp = 0.5, f = 4;
for (let o = 0; o < 4; o++) {
n += amp * valueNoise2((x / size) * f, (y / size) * f, seed + o * 977, f);
amp *= 0.5; f *= 2;
}
const v = clamp01((n - 0.28) * 2.2);
const i = (y * size + x) * 4;
const shade = 150 + v * 70;
img.data[i] = shade; img.data[i + 1] = shade; img.data[i + 2] = shade + 12;
img.data[i + 3] = v * 235;
}
}
ctx.putImageData(img, 0, 0);
const tex = new THREE.CanvasTexture(cv);
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(3, 2);
return tex;
}
// ---------------------------------------------------------------- audio
// Synthesized layers. WebAudio won't start until a gesture (browser rule), so
// everything is built lazily on unlock() and silently absent before it.
function createAudio(seed = 1) {
let ctx = null, master = null;
let windGain, windFilter, windHowl, howlGain;
let rainGain, rainFilter;
let gustGain, gustFilter;
let noiseBuf = null;
let creakNext = 0, flogNext = 0;
let started = false;
function noiseBuffer(c) {
const len = c.sampleRate * 4;
const buf = c.createBuffer(1, len, c.sampleRate);
const d = buf.getChannelData(0);
const rand = rng(seed ^ 0x0157);
let last = 0;
for (let i = 0; i < len; i++) {
const white = rand() * 2 - 1;
last = (last + 0.02 * white) / 1.02; // brown-ish: weight to the low end
d[i] = last * 3.5;
}
return buf;
}
function loop(buf, dest, filter) {
const src = ctx.createBufferSource();
src.buffer = buf; src.loop = true;
src.connect(filter); filter.connect(dest);
src.start();
return src;
}
return {
get ready() { return started; },
/** 'running' | 'suspended' | 'closed' | 'none'. `ready` only means the graph
* got built a suspended context is still silent, so the HUD reports this. */
get state() { return ctx ? ctx.state : 'none'; },
/** Current layer gains — for the HUD and for asserting the bed tracks wind. */
levels() {
if (!started) return null;
return {
wind: +windGain.gain.value.toFixed(4),
howl: +howlGain.gain.value.toFixed(4),
rain: +rainGain.gain.value.toFixed(4),
cutoff: Math.round(windFilter.frequency.value),
};
},
/** Call from the first click/keydown. Safe to call repeatedly. */
unlock() {
if (started) return;
const AC = window.AudioContext || window.webkitAudioContext;
if (!AC) return;
ctx = new AC();
if (ctx.state === 'suspended') ctx.resume();
master = ctx.createGain();
master.gain.value = 0.55;
master.connect(ctx.destination);
noiseBuf = noiseBuffer(ctx);
// wind bed: brown noise through a lowpass that opens as it blows harder
windGain = ctx.createGain(); windGain.gain.value = 0;
windFilter = ctx.createBiquadFilter();
windFilter.type = 'lowpass'; windFilter.frequency.value = 400;
windGain.connect(master);
loop(noiseBuf, windGain, windFilter);
// howl: a resonant band on top — this is the bit that sounds like a gale
howlGain = ctx.createGain(); howlGain.gain.value = 0;
windHowl = ctx.createBiquadFilter();
windHowl.type = 'bandpass'; windHowl.frequency.value = 500; windHowl.Q.value = 6;
howlGain.connect(master);
loop(noiseBuf, howlGain, windHowl);
rainGain = ctx.createGain(); rainGain.gain.value = 0;
rainFilter = ctx.createBiquadFilter();
rainFilter.type = 'highpass'; rainFilter.frequency.value = 1800;
rainGain.connect(master);
loop(noiseBuf, rainGain, rainFilter);
gustGain = ctx.createGain(); gustGain.gain.value = 0;
gustFilter = ctx.createBiquadFilter();
gustFilter.type = 'bandpass'; gustFilter.frequency.value = 300; gustFilter.Q.value = 2.5;
gustGain.connect(master);
loop(noiseBuf, gustGain, gustFilter);
started = true;
},
/** One-shot filtered noise burst — the workhorse for creak/flog/thunder. */
burst({ freq, q, gain, attack, decay, type = 'bandpass' }) {
if (!started) return;
const now = ctx.currentTime;
const src = ctx.createBufferSource();
src.buffer = noiseBuf;
src.loop = true;
const f = ctx.createBiquadFilter();
f.type = type; f.frequency.value = freq; f.Q.value = q ?? 4;
const g = ctx.createGain();
g.gain.setValueAtTime(0.0001, now);
g.gain.exponentialRampToValueAtTime(Math.max(0.0002, gain), now + attack);
g.gain.exponentialRampToValueAtTime(0.0001, now + attack + decay);
src.connect(f); f.connect(g); g.connect(master);
src.start(now);
src.stop(now + attack + decay + 0.05);
},
/** @param {number} speed m/s @param {number} rain 0..1 */
setLevels(speed, rain) {
if (!started) return;
const now = ctx.currentTime;
const s = clamp01(speed / 32);
// gain and brightness both climb — a 30 m/s wind isn't just a louder 5 m/s one
windGain.gain.setTargetAtTime(0.05 + s * 0.5, now, 0.15);
windFilter.frequency.setTargetAtTime(220 + s * 900, now, 0.2);
howlGain.gain.setTargetAtTime(s * s * 0.28, now, 0.2);
windHowl.frequency.setTargetAtTime(320 + s * 700, now, 0.25);
rainGain.gain.setTargetAtTime(rain * 0.34, now, 0.3);
rainFilter.frequency.setTargetAtTime(1500 + rain * 900, now, 0.3);
},
/** Telegraph cue: you hear it coming before you feel it. */
whoosh(power, eta) {
if (!started) return;
const now = ctx.currentTime;
const p = clamp01(power / 18);
gustGain.gain.cancelScheduledValues(now);
gustGain.gain.setValueAtTime(gustGain.gain.value, now);
gustGain.gain.linearRampToValueAtTime(0.05 + p * 0.3, now + Math.max(0.05, eta));
gustGain.gain.linearRampToValueAtTime(0.0001, now + Math.max(0.05, eta) + 2.2);
gustFilter.frequency.cancelScheduledValues(now);
gustFilter.frequency.setValueAtTime(220, now);
gustFilter.frequency.linearRampToValueAtTime(240 + p * 700, now + Math.max(0.05, eta) + 0.8);
},
/** Rope creak — rate and pitch both ride the worst corner. */
creak(dt, loadFrac) {
if (!started || loadFrac < 0.35) return;
creakNext -= dt;
if (creakNext > 0) return;
creakNext = lerp(1.1, 0.16, clamp01((loadFrac - 0.35) / 0.65));
this.burst({
freq: 180 + loadFrac * 420, q: 9,
gain: 0.05 + loadFrac * 0.22, attack: 0.012, decay: 0.16,
});
},
/** Freed corner: canvas cracking itself to pieces. */
flog(dt, speed) {
if (!started) return;
flogNext -= dt;
if (flogNext > 0) return;
flogNext = Math.max(0.09, 0.5 - speed * 0.011);
this.burst({ freq: 900 + speed * 26, q: 1.2, gain: 0.1 + clamp01(speed / 30) * 0.3, attack: 0.005, decay: 0.1 });
},
thunder(power) {
if (!started) return;
this.burst({ type: 'lowpass', freq: 90 + power * 60, q: 0.7, gain: 0.25 + power * 0.5, attack: 0.06, decay: 2.6 + power * 1.6 });
},
dispose() { if (ctx) ctx.close(); started = false; },
};
}
// ---------------------------------------------------------------- skyfx
/**
* @param {object} o
* @param {THREE.Scene} o.scene
* @param {THREE.Camera} o.camera
* @param {object} o.wind from weather.js
* @param {THREE.Light} [o.sun] Lane A's directional light we dim it
* @param {THREE.Light} [o.hemi] Lane A's hemisphere light
* @param {boolean} [o.night] storm_02 is a wild NIGHT
* @param {function} [o.onEvent] (text) HUD ticker
*/
export function createSkyFx(o = {}) {
const { scene, camera, wind } = o;
const sun = o.sun || null;
const hemi = o.hemi || null;
const def = (wind && wind.def) || {};
const skyDef = def.sky || {};
const darkness = skyDef.darkness ?? 0.7;
const scroll = skyDef.cloudScroll ?? 0.06;
const target = (o.night ?? darkness > 0.6) ? NIGHT_SKY : STORM_SKY;
const rain = createRain({ groundY: o.groundY ?? 0 });
if (scene) scene.add(rain.mesh);
const audio = createAudio((wind && wind.seed) || 1);
// cloud dome rides the camera so it can't clip the far plane whatever Lane A set
const domeTex = cloudTexture(256, ((wind && wind.seed) || 7) & 0xffff);
const dome = new THREE.Mesh(
new THREE.SphereGeometry(180, 24, 16),
new THREE.MeshBasicMaterial({
map: domeTex, side: THREE.BackSide, transparent: true,
depthWrite: false, fog: false, opacity: 0,
}),
);
dome.renderOrder = -1;
if (scene) scene.add(dome);
// remember what world.js handed us, so dispose() puts it back exactly
const original = {
background: scene ? scene.background : null,
fog: scene ? scene.fog : null,
sun: sun ? sun.intensity : 0,
hemi: hemi ? hemi.intensity : 0,
};
const baseSky = (scene && scene.background && scene.background.isColor)
? scene.background.clone() : CALM_SKY.clone();
const skyCol = baseSky.clone();
if (scene) {
scene.background = skyCol;
if (!scene.fog) scene.fog = new THREE.Fog(skyCol.getHex(), 30, 140);
}
let flash = 0; // decaying lightning brightness
let flashQueue = []; // {at, power} — double-strike
let lastTelegraph = null;
const camPos = new THREE.Vector3();
const w = new THREE.Vector3();
const fx = {
rain, audio, dome,
get flash() { return flash; },
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
unlockAudio() { audio.unlock(); },
/**
* @param {number} dt
* @param {number} t storm time
* @param {object} [world] {sail} duck-typed, for creak/flog
*/
step(dt, t, world = {}) {
if (!camera) return;
camera.getWorldPosition(camPos);
wind.sample(camPos, t, w);
const speed = Math.hypot(w.x, w.z);
const intensity = wind.rainAt(t);
const storminess = clamp01(Math.max(intensity, speed / 26));
// --- events: lightning + the ticker ---
for (const ev of wind.eventsBetween(t - dt, t)) {
if (ev.type === 'lightning') {
const p = ev.power ?? 0.7;
flashQueue.push({ at: t, power: p });
flashQueue.push({ at: t + 0.09 + p * 0.07, power: p * 0.55 }); // the stutter
// thunder lags the flash — distance you can hear
const delay = (ev.distance ?? 1.2) * 0.9;
flashQueue.push({ at: t + delay, power: 0, thunder: p });
} else if (ev.type === 'windchange' && ev.text && o.onEvent) {
o.onEvent(ev.text);
}
}
for (let i = flashQueue.length - 1; i >= 0; i--) {
if (flashQueue[i].at <= t) {
const f = flashQueue[i];
if (f.thunder) audio.thunder(f.thunder);
else flash = Math.max(flash, f.power);
flashQueue.splice(i, 1);
}
}
flash *= Math.max(0, 1 - dt * 7);
if (flash < 0.004) flash = 0;
// --- sky ---
skyCol.copy(baseSky).lerp(target, storminess * darkness);
if (flash > 0) skyCol.lerp(new THREE.Color(0xdfe8ff), Math.min(0.85, flash));
if (scene) {
if (scene.fog) {
scene.fog.color.copy(skyCol);
scene.fog.near = lerp(40, 8, storminess);
scene.fog.far = lerp(160, 55, storminess);
}
}
if (sun) sun.intensity = lerp(original.sun, original.sun * 0.12, storminess * darkness) + flash * 2.2;
if (hemi) hemi.intensity = lerp(original.hemi, original.hemi * 0.3, storminess * darkness) + flash * 1.2;
dome.position.copy(camPos);
dome.material.opacity = storminess * 0.85;
domeTex.offset.x = (domeTex.offset.x + scroll * dt * (0.4 + speed * 0.05)) % 1;
domeTex.offset.y = (domeTex.offset.y + scroll * dt * 0.12) % 1;
// --- rain ---
rain.step(dt, camPos, w, intensity);
// --- audio ---
audio.setLevels(speed, intensity);
const tg = wind.gustTelegraph(t);
if (tg && tg !== lastTelegraph) {
// fires once per gust, right as the telegraph opens
if (!lastTelegraph || Math.abs(tg.eta - (lastTelegraph.eta - dt)) > 0.05) {
audio.whoosh(tg.power, tg.eta);
}
}
lastTelegraph = tg;
const sail = world.sail;
if (sail && sail.corners) {
let worst = 0, broken = false;
for (const c of sail.corners) {
if (c.broken) { broken = true; continue; }
const rating = c.hw && c.hw.rating ? c.hw.rating : 1;
worst = Math.max(worst, c.load / rating);
}
audio.creak(dt, worst);
if (broken) audio.flog(dt, speed);
}
},
/** Hand Lane A's scene back exactly as we found it. */
dispose() {
if (scene) {
scene.remove(rain.mesh);
scene.remove(dome);
scene.background = original.background;
scene.fog = original.fog;
}
if (sun) sun.intensity = original.sun;
if (hemi) hemi.intensity = original.hemi;
rain.dispose();
dome.geometry.dispose();
dome.material.dispose();
domeTex.dispose();
audio.dispose();
},
};
return fx;
}

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@ -1,26 +1,34 @@
/**
* Lane B selftests cloth, corner loads, failure cascade.
* Lane B selftests cloth, corner loads, failure cascade, prep economy.
*
* Lane B owns this file. Lane A pre-created it so that adding your suite never
* means editing selftest.html if all five lanes shared that file it would be
* the one guaranteed merge conflict in the repo.
* The asserts themselves live next to the code they test, in
* `js/sail.selftest.js` and `js/rigging.selftest.js`, exported as [name, fn]
* pairs. This file is only the adapter that hands them to Lane A's Suite.
*
* The asserts PLAN3D §5-B asks for, once sail.js lands:
* 1. hypar sheds load twisted rig's peak corner load < flat rig's peak,
* same storm, same hardware. This is the thesis of the whole game; if it
* doesn't hold, the wind force is being applied per-node instead of
* per-face.
* 2. cascade break one corner at a fixed t, a neighbour's load spikes 2×.
* 3. determinism two runs, same inputs, byte-equal load traces.
* The reason for the indirection: those two modules also run under plain
* `node web/world/js/sail.selftest.js` no browser, no server, no renderer,
* ~6 s which is how the cloth got proven before M0 landed. Keeping the
* asserts there means the browser suite and the headless suite can never drift,
* because they are literally the same array.
*
* Useful imports when you get there:
* import { FIXED_DT, STORM_LEN, HARDWARE, createStubWind } from '../contracts.js';
* import { assert, assertLess, fixedLoop } from '../testkit.js';
* Drive time with fixedLoop(), never rAF. Use createStubWind({seed}) until
* Lane C's weather.js lands — but don't tune against it, it's uniform in space.
* PLAN3D §5-B asked for three asserts. All three are in there, plus a statics
* balance that pins the load meter to real newtons:
* 1. hypar sheds load scored on WORST CASE over eight wind directions
* rather than one, because Lane C's storms veer and the player never gets
* to pick the wind. Per-direction would be a false assert: a flat sail
* sitting edge-on to the wind genuinely has low drag and beats the hypar
* from that one angle. Worst-case is what the hardware has to survive.
* 2. cascade break a corner at fixed t, a neighbour's load spikes >= 2x.
* 3. determinism byte-equal load traces, plus ragged frame dt converging on
* the fixed-dt trace (Lane A's render loop delivers ragged dt, so the
* accumulator has to absorb it or none of this applies to the real game).
*/
import { SAIL_TESTS } from '../sail.selftest.js';
import { RIGGING_TESTS } from '../rigging.selftest.js';
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
t.skip('sail.js not landed yet — Lane B');
for (const [name, fn] of SAIL_TESTS) t.test(name, fn);
for (const [name, fn] of RIGGING_TESTS) t.test(`rigging: ${name}`, fn);
}

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@ -1,25 +1,81 @@
/**
* Lane C selftests wind field, storm timelines, rain, debris.
*
* Lane C owns this file. Lane A pre-created it so adding your suite never means
* editing selftest.html.
* The asserts live in weather.selftest.js as a plain case list, because they
* import nothing but weather.core.js (no THREE, no DOM) and so also run under
* `node web/world/js/tests/run-node.mjs` a one-second loop for tuning a storm
* curve, instead of a browser round trip. This file is the browser half: it
* feeds them the fetched storms and adds the checks that need the real
* weather.js adapter (contract shape, THREE.Vector3 out).
*
* The asserts PLAN3D §5-C asks for, once weather.js lands:
* 1. gust telegraph lead 1.2 s the promise the storm rests on. Lane A's
* suite already asserts this against the stub wind (see a.test.js,
* 'gust telegraph always gives at least 1.2 s of warning'); lift that test
* onto the real wind.sample and delete the stub version's claim to it.
* 2. wind.sample continuity no frame-to-frame jump beyond a sane bound, or
* the cloth explodes and it looks like Lane B's bug.
* 3. storm JSON schema validation for everything in data/storms/.
*
* Useful imports:
* import { FIXED_DT, STORM_LEN } from '../contracts.js';
* import { assert, assertLess, fixedLoop } from '../testkit.js';
* wind.sample(pos, t) must be pure in (pos, t): selftest samples out of order.
* Lane A: a.test.js's 'gust telegraph always gives at least 1.2 s of warning'
* is lifted onto the real wind below, per your note the stub's claim to it is
* now redundant and yours to drop whenever suits. Logged in THREADS.
*/
import * as THREE from '../../vendor/three.module.js';
import { assert, fixedLoop } from '../testkit.js';
import { FIXED_DT, checkContract } from '../contracts.js';
import { loadStorm, createWind } from '../weather.js';
import { weatherCases } from './weather.selftest.js';
const STORMS = ['storm_01_gentle', 'storm_02_wildnight'];
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
t.skip('weather.js not landed yet — Lane C');
export default async function run(t) {
const storms = {};
for (const name of STORMS) storms[name] = await loadStorm(name);
// --- the shared case list (also runs headless in node) ---
const { cases } = weatherCases(storms);
for (const c of cases) t.test(c.name, c.fn);
// --- the bits that need the THREE adapter, not just the core ---
t.test('weather.js satisfies the wind contract', () => {
const wind = createWind(storms.storm_02_wildnight);
const problems = checkContract('wind', wind);
assert(problems.length === 0, problems.join('; '));
});
t.test('sample() returns a Vector3 and honours an out param', () => {
const wind = createWind(storms.storm_02_wildnight);
const pos = new THREE.Vector3(3, 0, -2);
const a = wind.sample(pos, 12.5);
assert(a instanceof THREE.Vector3, 'sample did not return a THREE.Vector3');
assert(a.y === 0, `wind should be horizontal, got y=${a.y}`);
// out param must not change the answer, only where it lands
const out = new THREE.Vector3();
const b = wind.sample(pos, 12.5, out);
assert(b === out, 'out param was ignored');
assert(a.x === b.x && a.z === b.z, 'out param changed the result');
});
// Lifted from a.test.js onto the real wind (Lane A's note in this file's
// header). This is the promise the whole storm rests on: the player can
// always react. Deliberately walks the public surface, not the core.
t.test('gust telegraph always gives at least 1.2 s of warning', () => {
const wind = createWind(storms.storm_02_wildnight);
let had = false, edges = 0;
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
const tel = wind.gustTelegraph(time);
if (tel && !had) {
edges++;
assert(tel.eta >= 1.2, `telegraph appeared with only ${tel.eta.toFixed(2)}s of warning`);
assert(Number.isFinite(tel.power) && tel.power > 0, 'telegraph carried no power');
assert(Number.isFinite(tel.dir), 'telegraph carried no direction');
}
had = !!tel;
});
assert(edges >= 5, `only ${edges} gusts telegraphed in a ${wind.duration}s storm — too quiet to test`);
});
t.test('every storm in data/storms/ loads and validates', () => {
// loadStorm throws on invalid, so reaching here with all of them is the pass
assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');
for (const [name, def] of Object.entries(storms)) {
assert(def.duration > 0, `${name} has no duration`);
assert(Array.isArray(def.baseCurve), `${name} has no baseCurve`);
}
});
}

View File

@ -11,7 +11,7 @@
* web/world/dev_player.html and written up in THREADS.md: head bone 1.715 m at fig scale 0.983,
* all six clips bound, Hips tracks correctly absent.
*/
import { PlayerSim, STATES, TUNE } from '../player.sim.js';
import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
import { Interact, wireYardActions } from '../interact.js';
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
import { FIXED_DT } from '../contracts.js';
@ -28,13 +28,36 @@ const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
// ---------------------------------------------------------------- state machine table
// The 17 clips actually in player_anims.glb (integrator baked the M3 pack; names logged in THREADS).
// Verified against the real GLB in-browser: SHADES.player.view.clipNames matches this exactly.
const PACK = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction',
'ClimbLadder', 'Crank', 'Dig', 'PickUp', 'Carry', 'CarryTurn', 'CarryIdle', 'StandUp',
'TakeCover', 'StumbleBack', 'PlantSeeds']);
t.test('state table: every state\'s clip exists in player_anims.glb', () => {
const clips = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction']);
for (const [name, st] of Object.entries(STATES)) {
assert(clips.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
assert(PACK.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
if (st.carryClip) assert(PACK.has(st.carryClip), `state ${name} wants missing ${st.carryClip}`);
}
});
t.test('clipFor: carrying swaps the locomotion set, an interaction names its own verb', () => {
const s = new PlayerSim();
assertEq(clipFor(s), 'Idle', 'empty-handed idle');
s.state = 'walk'; assertEq(clipFor(s), 'Walk');
s.carrying = 'spare';
assertEq(clipFor(s), 'Carry', 'carrying while walking');
s.state = 'run'; assertEq(clipFor(s), 'Carry', 'no CarryRun clip exists — Carry covers it');
s.state = 'idle'; assertEq(clipFor(s), 'CarryIdle', 'carrying while standing');
s.state = 'busy'; s.busyClip = 'Crank';
assertEq(clipFor(s), 'Crank', 'the verb wins over the carry set while busy');
s.busyClip = null;
assertEq(clipFor(s), 'Idle', 'busy with no named verb falls back to the table');
// locked states have no carry variant — you drop what you held anyway
s.carrying = 'spare'; s.state = 'knocked';
assertEq(clipFor(s), 'Falling', 'knockdown always plays Falling');
});
t.test('state table: no stuck states — every locked state drains to a free one', () => {
for (const [name, st] of Object.entries(STATES)) {
if (!st.locked) continue;
@ -163,6 +186,130 @@ export default function run(t) {
assert(!s.busy, 'player is free');
});
// ---------------------------------------------------------------- shelter (hold C)
t.test('shelter: bracing survives a gust that floors you standing', () => {
const gust = TUNE.knockWind + 8; // over the standing bar, under the braced one
const standing = new PlayerSim();
drive(standing, TUNE.knockSustain + 0.3, {}, windX(gust));
assertEq(standing.state, 'knocked', 'standing, this gust floors you');
const braced = new PlayerSim();
drive(braced, TUNE.knockSustain + 0.3, { shelter: true }, windX(gust));
assertEq(braced.state, 'shelter', 'braced, the same gust does not');
assert(braced.busy, 'shelter is locked — you cannot walk while braced');
});
t.test('shelter: raises the bar, it does not remove it', () => {
const s = new PlayerSim();
drive(s, TUNE.knockSustain + 0.2, { shelter: true }, windX(TUNE.knockWind * TUNE.shelterKnockMult + 5));
assertEq(s.state, 'knocked', 'a big enough gust still takes you off your feet, braced or not');
});
t.test('shelter: releasing the key always frees you, even mid-gust', () => {
const s = new PlayerSim();
drive(s, 1, { shelter: true }, windX(20));
assertEq(s.state, 'shelter', 'braced');
drive(s, 0.5, {}, windX(20)); // let go, wind still blowing
assert(!s.busy && s.state === 'idle', 'released');
});
t.test('shelter: cannot brace from your back', () => {
const s = new PlayerSim();
s.knockdown(0);
drive(s, 0.3, { shelter: true });
assertEq(s.state, 'knocked', 'holding C while down does not hijack the knockdown');
});
t.test('shelter: the wind barely moves you while braced', () => {
const push = (input) => {
const p = new PlayerSim();
drive(p, 30, input, windX(2)); // learn a calm baseline
const x0 = p.pos.x;
drive(p, 1.2, input, windX(24), 30);
return Math.abs(p.pos.x - x0);
};
assertLess(push({ shelter: true }), push({}) * 0.5, 'bracing must cut the shove hard');
});
// ---------------------------------------------------------------- stumble
t.test('stumble: a gust below the knockdown bar still breaks your stride', () => {
const s = new PlayerSim();
drive(s, 30, {}, windX(3)); // calm baseline
drive(s, 0.4, {}, windX(3 + TUNE.stumbleGust + 4), 30);
assertEq(s.state, 'stumble', 'gust over stumbleGust but under knockWind');
assert(s.busy, 'stumble is locked');
drive(s, 1.0, {}, windX(3), 31);
assertEq(s.state, 'idle', 'and it drains on its own');
});
t.test('stumble: one gust hold must not stumble you twice', () => {
const s = new PlayerSim();
drive(s, 30, {}, windX(3));
let stumbles = 0;
const before = s.events.length;
drive(s, 2.5, {}, windX(3 + TUNE.stumbleGust + 4), 30); // a full ~1.7 s hold and then some
for (const e of s.events.slice(before)) if (e.type === 'state' && e.state === 'stumble') stumbles++;
assertEq(stumbles, 1, 'stumbleCooldown makes it punctuation, not a stutter');
});
t.test('stumble: bracing means you keep your feet', () => {
const s = new PlayerSim();
drive(s, 30, { shelter: true }, windX(3));
drive(s, 0.5, { shelter: true }, windX(3 + TUNE.stumbleGust + 4), 30);
assertEq(s.state, 'shelter', 'braced, the gust does not stumble you');
});
// ---------------------------------------------------------------- solids collision
t.test('collision: solids stop you, and the pushout slides you along them', () => {
// one box: the yard's north wall, x -8..8, z -16..-10, waist high
const wall = { x0: -8, x1: 8, z0: -16, z1: -10, y0: 0, y1: 3 };
const R = 0.3;
const collide = (x, z, feetY, headY) => {
if (wall.y1 <= feetY + 0.05 || wall.y0 >= headY) return { x, z };
const cx = Math.min(Math.max(x, wall.x0), wall.x1);
const cz = Math.min(Math.max(z, wall.z0), wall.z1);
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
const d = Math.sqrt(d2);
return { x: cx + dx / d * R, z: cz + dz / d * R };
};
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide });
drive(s, 6, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
assert(s.pos.z >= -10 - 1e-6, `must not enter the wall, z=${s.pos.z.toFixed(3)}`);
assertClose(s.pos.z, -10 + R, 0.02, 'stops exactly one body radius off the face');
// Diagonal into a LONG wall: blocked north, but must still slide east. The wall has to outrun
// the player here — against the 16 m one above, a 4 s diagonal sprint rounds its east end and
// gets past, which is correct behaviour and not what this assert is about.
const long = { ...wall, x0: -100, x1: 100 };
const collideLong = (x, z, feetY, headY) => {
if (long.y1 <= feetY + 0.05 || long.y0 >= headY) return { x, z };
const cx = Math.min(Math.max(x, long.x0), long.x1);
const cz = Math.min(Math.max(z, long.z0), long.z1);
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
const d = Math.sqrt(d2);
return { x: cx + dx / d * R, z: cz + dz / d * R };
};
const g = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide: collideLong });
drive(g, 4, { x: 1, z: 1, run: true, camYaw: 0 }, null);
assertClose(g.pos.z, -10 + R, 0.02, 'held off the wall');
assert(g.pos.x > 2, `pushout must preserve the tangential slide, x=${g.pos.x.toFixed(2)}`);
});
t.test('collision: you can walk under an overhang (eaves are above your head)', () => {
// the real roof: y 2.99..3.21, reaching 0.4 m further into the yard than the wall below it
const collide = (x, z, feetY, headY) => {
const y0 = 2.99, y1 = 3.21;
if (y1 <= feetY + 0.05 || y0 >= headY) return { x, z }; // filtered out for a 1.72 m body
return { x, z: Math.max(z, -9.6 + 0.3) }; // would wall you off if it applied
};
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide, height: 1.72 });
drive(s, 4, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
assert(s.pos.z < -9, `a 3 m eave must not block a 1.7 m person, z=${s.pos.z.toFixed(2)}`);
});
// ---------------------------------------------------------------- determinism (PLAN3D §4)
t.test('determinism: two identical 50 s runs produce byte-equal traces', () => {
const trace = () => {
@ -270,6 +417,61 @@ export default function run(t) {
assertEq(sim.carrying, null, 'hands empty');
});
t.test('interact: the action names the verb the player plays', () => {
const sim = new PlayerSim();
const it = new Interact();
it.register({ id: 'crank', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 1, clip: 'Crank' });
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(sim.busyClip, 'Crank', 'busyClip is set for the hold');
assertEq(clipFor(sim), 'Crank', 'and that is what plays');
it.step(DT, 1, sim, false);
assertEq(sim.busyClip, null, 'cancelling clears the verb');
assertEq(clipFor(sim), 'Idle', 'back to the table');
});
t.test('interact: the verb is cleared on completion, so carry clips win afterwards', () => {
const sim = new PlayerSim();
const it = new Interact();
it.register({ id: 'take', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, clip: 'PickUp',
onDone: (p, tt) => p.pickUp('spare', tt) });
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(sim.carrying, 'spare', 'picked it up');
assertEq(sim.busyClip, null, 'verb cleared');
assertEq(clipFor(sim), 'CarryIdle', 'and the player now reads as carrying');
});
t.test('wireYardActions: reads corners LIVE, so attach() cannot strand the targets', () => {
// Lane A's warning: attach() REPLACES the corners array. Capturing the corner object at wire
// time would leave these gated on a `broken` flag nothing updates ever again.
const rig = {
corners: [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 } }],
repair: () => {}, trim: () => {},
cornerPos: (i) => rig.corners[i].pos,
};
const it = new Interact();
wireYardActions(it, { sailRig: rig });
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
p.carrying = 'spare';
assertEq(it.nearest(p).id, 'rerig_0', 'broken corner offers a re-rig');
// now do what attach() does: swap the whole array for fresh objects
rig.corners = [{ anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } }];
assertEq(it.nearest(p).id, 'trim_0', 'the NEW corner is unbroken → trim, not re-rig');
rig.corners = [{ anchorId: 'p1', broken: true, pos: { x: 4, y: 2, z: 4 } }];
assertEq(it.nearest(p), null, 'and it followed the corner when it moved out of range');
});
t.test('wireYardActions: prompts track a moving (flogging) corner', () => {
const corner = { anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } };
const rig = { corners: [corner], repair: () => {}, trim: () => {}, cornerPos: (i) => rig.corners[i].pos };
const it = new Interact();
wireYardActions(it, { sailRig: rig });
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
assertEq(it.nearest(p).id, 'trim_0', 'in range at the start');
corner.pos = { x: 9, y: 2, z: 9 }; // the corner blows away
assertEq(it.nearest(p), null, 'prompt follows it out of range, not pinned to where it was');
});
t.test('wireYardActions: duck-types against a half-landed world', () => {
const empty = new Interact();
wireYardActions(empty, {});

View File

@ -1,28 +1,160 @@
/**
* Lane E selftests asset sanity.
* Lane E owns this file. Other lanes: yours is js/tests/<letter>.test.js.
*
* Lane E owns this file. Lane A pre-created it so adding your suite never means
* editing selftest.html.
* Why this exists when build_yard_assets.py already verifies: the Blender side
* re-imports every GLB and asserts dims, tri budget and node names, but it
* CANNOT catch an axis error. Blender exports Z-upY-up and imports Y-upZ-up,
* so a broken `export_yup` flips back on the way in and round-trips green. Only
* a native glTF reader can prove the file is right, and this is the only one in
* the repo. So this suite targets the failures that silently break other lanes:
* 1. the GLB loads at all through the vendored loader;
* 2. it's in metres with its height on +Y a model exported in centimetres
* looks fine alone and absurd next to a person;
* 3. the nodes other lanes query by name survived the export. glTF has no
* "empty" type, so anchors arrive as bare Object3D and are exactly what an
* exporter prunes.
*
* Most of Lane E's verification is the Blender-side contact sheet against the
* 1.7 m ref capsule (PLAN3D §5-E), which this harness can't see. What IS worth
* asserting here, once the GLBs land, is the stuff that silently breaks the
* other lanes:
* 1. every GLB loads without error through the vendored GLTFLoader.
* 2. scale sanity a loaded tree's bounding box is 49 m tall, the fence
* panel is ~1.6 m, the shackle is ~0.1 m. A model exported in centimetres
* looks fine alone and absurd next to a person.
* 3. the named nodes the other lanes query actually exist:
* tree_gum_01 `trunk`, `canopy_*`, `branch_anchor_*`
* house_yardside `fascia_anchor_*`
* Lane A sways the canopies by name; Lane B reads branch anchors.
*
* Loading is async `export default async function run(t)` is supported.
* Useful import:
* import { GLTFLoader } from '../../vendor/addons/loaders/GLTFLoader.js';
* Standalone version with a fuller report: tools/assetcheck/.
*/
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
t.skip('yard asset GLBs not landed yet — Lane E');
import * as THREE from '../../vendor/three.module.js';
import { assert } from '../testkit.js';
// GLTFLoader is imported DYNAMICALLY, below, and that is deliberate.
//
// Every three.js addon imports the bare specifier `three`, which only resolves
// via an <script type="importmap">. No page in this repo has one yet — index.html
// and selftest.html both import `../vendor/three.module.js` by relative path and
// so never needed it. A static import here would throw at module load, and
// selftest.html turns an un-importable lane module into a hard FAIL, which would
// redden Lane A's merge gate over a harness gap rather than a real defect.
//
// So: try it at runtime and skip with an actionable message if it's absent. The
// day the importmap lands this suite lights up on its own, no edit needed.
// Need + exact fix are logged in THREADS.md [E] — it blocks Lane D too, which
// can't load a ped without GLTFLoader/SkeletonUtils.
const LOADER_PATH = '../../vendor/addons/loaders/GLTFLoader.js';
/** Resolve off import.meta.url, not the document — survives selftest.html moving. */
const url = (a) => new URL(`../../models/${a.sub ?? ''}${a.name}_v1.glb`, import.meta.url).href;
/**
* Height ranges rather than exact dims: this guards against unit and axis
* regressions, not against Lane E retuning a silhouette. Exact measurements
* live in tools/blender/asset_report.json. `nodes` are the names other lanes
* query changing one is a contract break and should fail here.
*/
const ASSETS = [
{ name: 'ref_capsule', h: [1.68, 1.72], nodes: ['ref_capsule_mesh', 'head_height'] },
{ name: 'tree_gum_01', h: [4.0, 9.0],
nodes: ['trunk', 'canopy_01', 'canopy_02', 'canopy_03',
'branch_anchor_01', 'branch_anchor_02', 'branch_anchor_03'] },
{ name: 'tree_gum_02', h: [4.0, 9.0],
nodes: ['trunk', 'canopy_01', 'canopy_02', 'branch_anchor_01', 'branch_anchor_02'] },
{ name: 'fence_post', h: [1.8, 2.2], nodes: ['post'] },
{ name: 'fence_panel', h: [1.6, 2.0], nodes: ['palings', 'rails'] },
{ name: 'gate', h: [1.6, 2.0], nodes: ['gate_palings', 'gate_frame', 'hinges', 'hinge_axis'] },
{ name: 'house_yardside', h: [2.5, 3.5],
nodes: ['wall', 'door', 'window', 'roof', 'fascia', 'gutter',
'fascia_anchor_01', 'fascia_anchor_02', 'fascia_anchor_03'] },
{ name: 'shed_01', h: [1.9, 2.4], nodes: ['shell', 'roof', 'doors', 'door_anchor'] },
{ name: 'shed_table', h: [0.8, 1.0], nodes: ['table_top', 'table_frame', 'pickup_anchor'] },
{ name: 'garden_bed', h: [0.5, 1.1],
nodes: ['bed', 'soil', 'plants_full', 'plants_tattered', 'plants_dead'] },
{ name: 'sail_post', h: [3.8, 4.2],
nodes: ['footing', 'post', 'pad_eye', 'top_anchor', 'rake_pivot'] },
{ name: 'ladder_01', h: [2.8, 3.2], nodes: ['ladder', 'ladder_base', 'ladder_top'] },
{ name: 'shackle', h: [0.05, 0.15], nodes: ['bow', 'pin'] },
{ name: 'carabiner', h: [0.06, 0.15], nodes: ['body', 'gate'] },
{ name: 'turnbuckle', h: [0.12, 0.25], nodes: ['body', 'eye_a', 'eye_b'] },
{ name: 'tramp_01', h: [0.6, 1.0], nodes: ['mat', 'rim', 'pad', 'legs'], sub: 'debris/' },
];
function sizeOf(gltf) {
const s = new THREE.Vector3();
new THREE.Box3().setFromObject(gltf.scene).getSize(s);
return s;
}
/** @param {import('../testkit.js').Suite} t */
export default async function run(t) {
let GLTFLoader;
try {
({ GLTFLoader } = await import(LOADER_PATH));
} catch (err) {
t.skip('needs an importmap for the bare `three` specifier — see THREADS [E]. ' +
'Assets ARE verified meanwhile: tools/assetcheck/ (16/16 green in three.js r175)');
return;
}
const loader = new GLTFLoader();
const loaded = new Map();
const failed = new Map();
await Promise.all(ASSETS.map(async (a) => {
try { loaded.set(a.name, await loader.loadAsync(url(a))); }
catch (err) { failed.set(a.name, err?.message ?? String(err)); }
}));
t.test('every yard GLB loads through the vendored GLTFLoader', () => {
const lost = [...failed].map(([n, e]) => `${n} (${e})`).join('; ');
assert(failed.size === 0, `failed to load: ${lost}`);
});
// The anchor of the whole scale system. If this is wrong, every judgement
// made against the contact sheet was made against a lie.
t.test('ref_capsule is 1.70 m tall on +Y — the scale everything is judged against', () => {
const g = loaded.get('ref_capsule');
assert(g, 'ref_capsule did not load');
const s = sizeOf(g);
assert(Math.abs(s.y - 1.70) < 0.02, `capsule is ${s.y.toFixed(3)} m on Y, want 1.70`);
assert(s.x < 0.6 && s.z < 0.6,
`capsule is ${s.x.toFixed(2)} x ${s.z.toFixed(2)} in plan — height is not on +Y`);
});
for (const a of ASSETS) {
const gltf = loaded.get(a.name);
if (!gltf) continue; // already reported by the load test
const s = sizeOf(gltf);
t.test(`${a.name}: metre-scale, height on +Y`, () => {
assert(s.y >= a.h[0] && s.y <= a.h[1],
`${a.name} stands ${s.y.toFixed(3)} m, want ${a.h[0]}${a.h[1]} m ` +
`(box ${s.x.toFixed(2)} x ${s.y.toFixed(2)} x ${s.z.toFixed(2)})`);
});
t.test(`${a.name}: named nodes survive the export`, () => {
const names = new Set();
gltf.scene.traverse((o) => names.add(o.name));
const missing = a.nodes.filter((n) => !names.has(n));
assert(missing.length === 0,
`${a.name} lost ${missing.join(', ')} — other lanes query these by name`);
});
}
// Anchors are the actual product here: Lane B pins cloth corners to them and
// Lane A builds world.anchors from them. A surviving name isn't enough — the
// position has to be usable.
t.test('branch_anchor_01 resolves to a usable world position up the tree', () => {
const g = loaded.get('tree_gum_01');
assert(g, 'tree_gum_01 did not load');
const anchor = g.scene.getObjectByName('branch_anchor_01');
assert(anchor, 'branch_anchor_01 missing — glTF has no "empty", check it was not pruned');
g.scene.updateWorldMatrix(true, true);
const p = new THREE.Vector3().setFromMatrixPosition(anchor.matrixWorld);
assert(p.y > 1.0 && p.y < 6.0,
`anchor sits at y=${p.y.toFixed(2)} — want 16 m up the trunk`);
assert(Number.isFinite(p.x) && Number.isFinite(p.z), 'anchor world position is not finite');
});
// One GLB carries three wilt states as siblings; Lane A toggles .visible
// rather than reloading, so all three have to be present at once.
t.test('garden_bed carries all 3 damage states in one GLB', () => {
const g = loaded.get('garden_bed');
assert(g, 'garden_bed did not load');
for (const state of ['plants_full', 'plants_tattered', 'plants_dead']) {
assert(g.scene.getObjectByName(state), `${state} missing — Lane A toggles these by name`);
}
});
}

View File

@ -0,0 +1,32 @@
#!/usr/bin/env node
'use strict';
// SHADES — Lane C — headless runner for the weather suite.
//
// node web/world/js/tests/run-node.mjs
//
// The same suite Lane A's selftest.html runs, but with no browser and no server,
// so tuning a storm curve is a one-second loop. Exits non-zero on failure.
import { readFileSync, readdirSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
import { runWeatherSuite } from './weather.selftest.js';
const here = dirname(fileURLToPath(import.meta.url));
const stormDir = join(here, '..', '..', 'data', 'storms');
const storms = {};
for (const f of readdirSync(stormDir).filter((f) => f.endsWith('.json')).sort()) {
storms[f.replace(/\.json$/, '')] = JSON.parse(readFileSync(join(stormDir, f), 'utf8'));
}
const r = runWeatherSuite(storms);
for (const res of r.results) {
console.log(res.ok ? ` ok ${res.name}` : ` FAIL ${res.name}\n ${res.err}`);
}
console.log('\n metrics (Lane B: tune cloth rho against these):');
for (const [k, v] of Object.entries(r.metrics)) console.log(` ${k.padEnd(32)} ${v}`);
console.log(`\n ${r.pass} passed, ${r.fail} failed\n`);
process.exit(r.fail ? 1 : 0);

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'use strict';
// SHADES — Lane C — weather selftest.
//
// Imports the pure core only (no THREE, no DOM), so this runs in node OR from
// Lane A's selftest.html. Fixed-dt loops, never rAF (rAF pauses in hidden tabs
// — PLAN3D §0).
//
// node web/world/js/tests/run-node.mjs
//
// Lane A: `import { runWeatherSuite } from './js/tests/weather.selftest.js'` and
// call it with the fetched storm defs.
import {
createWindField, validateStorm, gustEnvelope, GUST,
} from '../weather.core.js';
const DT = 1 / 60;
// yard is ~30×20 m, origin at centre — probe the corners and the middle
const PROBES = [
{ x: 0, z: 0 }, { x: -14, z: -9 }, { x: 14, z: -9 },
{ x: -14, z: 9 }, { x: 14, z: 9 }, { x: 5, z: -3 },
];
// t1 and t2 from Lane A's landed yard (THREADS: "yard layout is now FACT")
const TREE_SHELTERS = [
{ x: -9, z: 2, radius: 3, strength: 0.45, length: 14 },
{ x: 8, z: -2, radius: 2.5, strength: 0.4, length: 12 },
];
/**
* The case list, defined once and run by two harnesses: run-node.mjs for a
* one-second tuning loop, and js/tests/c.test.js for Lane A's selftest.html at
* merge time. Cases are sync, matching testkit's Suite.test(label, fn).
*
* @param {Object<string, object>} storms parsed storm defs, keyed by name
* @returns {{cases: {name:string, fn:() => void}[], metrics: object}}
* `metrics` fills in as the cases run read it after, not before.
*/
export function weatherCases(storms) {
const cases = [];
const metrics = {};
const test = (name, fn) => cases.push({ name, fn });
const assert = (cond, msg) => { if (!cond) throw new Error(msg); };
const defs = Object.entries(storms);
// ---- 1. gust telegraph lead (PLAN3D §5-C.5: always >= 1.2 s before ramp) ----
// The whole gust read is "you SEE it coming, then it hits". If the lead ever
// collapses, the storm stops being fair and starts being a dice roll.
for (const [name, def] of defs) {
test(`${name}: gust telegraph lead >= 1.2s`, () => {
const field = createWindField(def);
assert(field.gusts.length > 0, 'storm scheduled no gusts at all');
const step = 1 / 240;
let worst = Infinity;
for (const g of field.gusts) {
// when does THIS gust first actually push?
let rise = null;
for (let t = g.t0; t < g.endAt; t += step) {
if (gustEnvelope(t - g.t0, g.pow) > 1e-6) { rise = t; break; }
}
assert(rise !== null, `gust at t=${g.t0.toFixed(2)} never rises`);
// when did the HUD first get told about it?
let announced = null;
for (let t = Math.max(0, g.t0 - 2); t < rise; t += step) {
const tg = field.telegraph(t);
if (tg && Math.abs(tg.eta - (g.rampAt - t)) < 1e-6) { announced = t; break; }
}
assert(announced !== null, `gust at t=${g.t0.toFixed(2)} was never telegraphed`);
const lead = rise - announced;
worst = Math.min(worst, lead);
assert(lead >= 1.2,
`gust at t=${g.t0.toFixed(2)}: telegraph lead ${lead.toFixed(3)}s < 1.2s`);
// and the telegraph window must be silent — no force before the ramp
for (let t = g.t0; t < g.rampAt; t += step) {
assert(gustEnvelope(t - g.t0, g.pow) === 0,
`gust at t=${g.t0.toFixed(2)} pushes during its telegraph window`);
}
}
metrics[`${name}.worstTelegraphLead`] = +worst.toFixed(3);
});
}
// ---- 2. wind.sample continuity ----
// Sail load goes with wind², so a discontinuity here is an impulse that can
// snap a corner out of nowhere. Both axes matter: time (a standing player)
// and space (a running one).
const MAX_JUMP = 1.5; // m/s per 1/60 frame
for (const [name, def] of defs) {
test(`${name}: wind continuity in time (< ${MAX_JUMP} m/s per frame)`, () => {
const field = createWindField(def).setShelters(TREE_SHELTERS);
const a = { x: 0, y: 0, z: 0 }, b = { x: 0, y: 0, z: 0 };
let worst = 0, worstT = 0, worstP = null;
for (const p of PROBES) {
field.vecAt(p.x, p.z, 0, a);
for (let t = DT; t <= field.duration; t += DT) {
field.vecAt(p.x, p.z, t, b);
const d = Math.hypot(b.x - a.x, b.y - a.y, b.z - a.z);
if (d > worst) { worst = d; worstT = t; worstP = p; }
a.x = b.x; a.y = b.y; a.z = b.z;
}
}
metrics[`${name}.maxTemporalJump`] = +worst.toFixed(4);
assert(worst < MAX_JUMP,
`jump ${worst.toFixed(3)} m/s at t=${worstT.toFixed(2)} probe=(${worstP.x},${worstP.z})`);
});
test(`${name}: wind continuity in space (< ${MAX_JUMP} m/s per 0.1 m)`, () => {
const field = createWindField(def).setShelters(TREE_SHELTERS);
const a = { x: 0, y: 0, z: 0 }, b = { x: 0, y: 0, z: 0 };
let worst = 0, worstAt = null;
// sweep the yard at the storm's angriest moments, straight through both trees
for (const t of [10, 30, 57, 64, 80]) {
for (let z = -10; z <= 10; z += 1) {
field.vecAt(-15, z, t, a);
for (let x = -15 + 0.1; x <= 15; x += 0.1) {
field.vecAt(x, z, t, b);
const d = Math.hypot(b.x - a.x, b.y - a.y, b.z - a.z);
if (d > worst) { worst = d; worstAt = { x: +x.toFixed(1), z, t }; }
a.x = b.x; a.y = b.y; a.z = b.z;
}
}
}
metrics[`${name}.maxSpatialJump`] = +worst.toFixed(4);
assert(worst < MAX_JUMP,
`jump ${worst.toFixed(3)} m/s at ${JSON.stringify(worstAt)}`);
});
}
// ---- 3. storm JSON validator ----
for (const [name, def] of defs) {
test(`${name}: validates`, () => {
const { ok, errors } = validateStorm(def, name);
assert(ok, errors.join('; '));
});
}
// A validator that only ever says yes isn't a validator.
test('validator rejects broken storms', () => {
const base = () => JSON.parse(JSON.stringify(storms.storm_02_wildnight));
const cases = [
['duration missing', (d) => { delete d.duration; }],
['duration negative', (d) => { d.duration = -5; }],
['baseCurve absent', (d) => { delete d.baseCurve; }],
['baseCurve non-monotonic t', (d) => { d.baseCurve = [[0, 5], [50, 9], [20, 7], [90, 6]]; }],
['baseCurve negative speed', (d) => { d.baseCurve = [[0, 5], [90, -2]]; }],
['baseCurve ends before duration', (d) => { d.baseCurve = [[0, 5], [40, 9]]; }],
['dirCurve absent', (d) => { delete d.dirCurve; }],
['gusts absent', (d) => { delete d.gusts; }],
['gusts.minGap zero', (d) => { d.gusts.minGap = 0; }],
['gusts.maxGap < minGap', (d) => { d.gusts.minGap = 9; d.gusts.maxGap = 4; }],
['gusts overlap (minGap < gust length)', (d) => { d.gusts.minGap = 2; }],
['debris event with no model', (d) => { d.events = [{ t: 10, type: 'debris' }]; }],
['event with no type', (d) => { d.events = [{ t: 10 }]; }],
['windchange that dirCurve never delivers', (d) => {
d.dirCurve = [[0, 0.9], [90, 1.0]];
d.events = [{ t: 55, type: 'windchange', telegraph: 6 }];
}],
];
for (const [label, mutate] of cases) {
const d = base();
mutate(d);
const { ok } = validateStorm(d, 'broken');
assert(!ok, `validator ACCEPTED a storm with: ${label}`);
}
});
// ---- 4. determinism ----
// Everything downstream (selftest fast-forward, Lane B's byte-equal load
// traces) rests on this. Two builds of the same storm must be indiscernible.
test('same def + same seed => identical trace', () => {
const def = storms.storm_02_wildnight;
const a = createWindField(def).setShelters(TREE_SHELTERS);
const b = createWindField(def).setShelters(TREE_SHELTERS);
const va = { x: 0, y: 0, z: 0 }, vb = { x: 0, y: 0, z: 0 };
for (let t = 0; t <= def.duration; t += DT) {
for (const p of PROBES) {
a.vecAt(p.x, p.z, t, va);
b.vecAt(p.x, p.z, t, vb);
assert(va.x === vb.x && va.z === vb.z,
`diverged at t=${t.toFixed(3)} probe=(${p.x},${p.z})`);
}
}
assert(a.gusts.length === b.gusts.length, 'gust timelines differ in length');
a.gusts.forEach((g, i) => {
assert(g.t0 === b.gusts[i].t0 && g.pow === b.gusts[i].pow, `gust ${i} differs`);
});
});
test('different seed => different storm', () => {
const def = storms.storm_02_wildnight;
const a = createWindField(def, { seed: 1 });
const b = createWindField(def, { seed: 2 });
const same = a.gusts.length === b.gusts.length
&& a.gusts.every((g, i) => g.t0 === b.gusts[i].t0 && g.pow === b.gusts[i].pow);
assert(!same, 'seed is being ignored — every storm would be identical');
});
// ---- 5. sampling order must not matter ----
// sample() is called by sail/player/debris/rain in whatever order the frame
// happens to run. If it ever depends on call order, storms stop replaying.
test('sample order independent', () => {
const def = storms.storm_02_wildnight;
// same fixed t values, walked in two different orders, on two fields
const times = [0, 3.5, 17.3, 4.1, 55.0, 88.9, 63.2, 21.7, 39.9, 70.4];
const sorted = [...times].sort((a, b) => a - b);
const inOrder = createWindField(def).setShelters(TREE_SHELTERS);
const shuffled = createWindField(def).setShelters(TREE_SHELTERS);
const va = { x: 0, y: 0, z: 0 }, vb = { x: 0, y: 0, z: 0 };
const seen = new Map();
for (const t of sorted) {
inOrder.vecAt(3, -2, t, va);
seen.set(t, { x: va.x, z: va.z });
}
for (const t of times) { // deliberately out of order, and jumping backwards
shuffled.vecAt(3, -2, t, vb);
const want = seen.get(t);
assert(vb.x === want.x && vb.z === want.z,
`sampling order changed the wind at t=${t}: ${vb.x},${vb.z} vs ${want.x},${want.z}`);
}
});
// ---- 6. the storms are what the design says they are (PLAN3D §7) ----
// storm_02 has to be able to destroy a flat cheap rig; storm_01 must not.
test('storm_02 is genuinely violent, storm_01 is not', () => {
const wild = createWindField(storms.storm_02_wildnight);
const gentle = createWindField(storms.storm_01_gentle);
const peak = (f) => {
let mx = 0, mxBase = 0;
for (let t = 0; t <= f.duration; t += DT) {
mx = Math.max(mx, f.uniformSpeed(t));
mxBase = Math.max(mxBase, f.uniformSpeed(t) - f.gustOnly(t));
}
return { mx, mxBase };
};
const w = peak(wild), g = peak(gentle);
metrics['storm_02.peakGustSpeed'] = +w.mx.toFixed(2);
metrics['storm_02.peakSustained'] = +w.mxBase.toFixed(2);
metrics['storm_01.peakGustSpeed'] = +g.mx.toFixed(2);
metrics['storm_01.peakSustained'] = +g.mxBase.toFixed(2);
assert(w.mx >= 30, `storm_02 peaks at only ${w.mx.toFixed(1)} m/s — won't break a cheap rig`);
assert(w.mxBase >= 18, `storm_02 sustained peaks at only ${w.mxBase.toFixed(1)} m/s`);
assert(g.mx <= 15, `storm_01 peaks at ${g.mx.toFixed(1)} m/s — too wild for the gentle storm`);
assert(w.mx > g.mx * 2, 'storm_02 should be far worse than storm_01');
});
// ---- 7. wind change actually swings the wind ----
test('storm_02 southerly change swings the wind', () => {
const f = createWindField(storms.storm_02_wildnight);
const ev = (storms.storm_02_wildnight.events || []).find((e) => e.type === 'windchange');
assert(ev, 'storm_02 has no windchange event');
const before = f.dirAt(ev.t - 5);
const after = f.dirAt(ev.t + 8);
const swing = Math.abs(after - before);
metrics['storm_02.changeSwingRad'] = +swing.toFixed(3);
assert(swing > 0.9, `change only swings ${swing.toFixed(2)} rad — should be a real slew`);
// and the player must be warned before it lands
assert((ev.telegraph ?? 0) >= 4, 'windchange telegraph is too short to react to');
});
// ---- 8. shelters ----
test('tree wind shadow bites downwind and nowhere else', () => {
const def = storms.storm_02_wildnight;
const bare = createWindField(def);
const shad = createWindField(def).setShelters([{ x: 0, z: 0, radius: 3, strength: 0.5, length: 14 }]);
const t = 30;
const d = bare.dirAt(t);
const dx = Math.cos(d), dz = Math.sin(d);
const lee = { x: dx * 5, z: dz * 5 }; // 5 m downwind of the tree
const luv = { x: -dx * 5, z: -dz * 5 }; // 5 m upwind
const leeS = shad.speedAt(lee.x, lee.z, t), leeB = bare.speedAt(lee.x, lee.z, t);
const luvS = shad.speedAt(luv.x, luv.z, t), luvB = bare.speedAt(luv.x, luv.z, t);
metrics['shelter.leeDrop'] = +(1 - leeS / leeB).toFixed(3);
assert(leeS < leeB * 0.85, `lee side only dropped to ${(leeS / leeB).toFixed(2)}× — shadow too weak`);
assert(Math.abs(luvS - luvB) < 1e-9, 'upwind side is being sheltered — shadow is pointing the wrong way');
});
return { cases, metrics };
}
/** Run every case and collect results. Used by run-node.mjs. */
export function runWeatherSuite(storms) {
const { cases, metrics } = weatherCases(storms);
const results = cases.map((c) => {
try {
c.fn();
return { name: c.name, ok: true };
} catch (e) {
return { name: c.name, ok: false, err: e.message };
}
});
const pass = results.filter((r) => r.ok).length;
return { suite: 'weather', pass, fail: results.length - pass, results, metrics };
}

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'use strict';
// SHADES — Lane C — wind field core.
//
// Pure math. Zero imports: no THREE, no DOM, no Date.now, no rAF. Everything is
// a closed-form function of (pos, t) given a storm def + seed, which buys us:
// - selftest can fast-forward a 90 s storm and get identical numbers every run
// - consumers can sample any t, in any order, as often as they like
// - the determinism rule (PLAN3D §4) is structural, not a promise
//
// weather.js wraps this to expose the contracts.js surface (Vector3 in/out).
// The prototype scheduled gusts by INTEGRATING (wind.gustT += dt). We can't —
// sample(pos,t) is called by everyone at arbitrary t. So gusts are precomputed
// into a timeline from a seeded PRNG at storm load; the envelope shape below is
// a faithful port of prototype/game.js, just read from t instead of accumulated.
// ---------- gust envelope (ported from prototype/game.js windVec) ----------
// telegraph: wind hasn't risen yet, but you can SEE it coming (grass, band, audio)
export const GUST = Object.freeze({
TELEGRAPH: 1.5, // gt < 1.5 → 0 "it's coming"
RAMP: 0.8, // 1.5 .. 2.3 → 0 → pow
HOLD: 1.7, // 2.3 .. 4.0 → pow
FADE: 1.0, // 4.0 .. 5.0 → pow → 0
TOTAL: 5.0,
});
const RAMP_AT = GUST.TELEGRAPH; // 1.5
const HOLD_AT = RAMP_AT + GUST.RAMP; // 2.3
const FADE_AT = HOLD_AT + GUST.HOLD; // 4.0
const END_AT = FADE_AT + GUST.FADE; // 5.0
/** Gust strength at local gust time gt (seconds since telegraph began). */
export function gustEnvelope(gt, pow) {
if (gt <= 0 || gt >= END_AT) return 0;
if (gt < RAMP_AT) return 0; // telegraph window
if (gt < HOLD_AT) return pow * (gt - RAMP_AT) / GUST.RAMP;
if (gt < FADE_AT) return pow;
return pow * (END_AT - gt) / GUST.FADE;
}
// ---------- deterministic noise ----------
// mulberry32 — small, fast, good enough, and identical in every JS engine.
export function mulberry32(seed) {
let a = seed >>> 0;
return function () {
a = (a + 0x6D2B79F5) | 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
// int32 hash — Math.imul keeps it exact (plain * would drift past 2^31 as a double)
function hash2(ix, iz, seed) {
let h = (Math.imul(ix, 374761393) + Math.imul(iz, 668265263) + Math.imul(seed, 1274126177)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
const smooth = (f) => f * f * (3 - 2 * f);
/**
* Value noise, 0..1, C1-continuous (smoothstep interp) so wind never steps.
*
* @param {number} [period] Wrap the lattice at this many cells, making the noise
* tile seamlessly over [0, period). The wind doesn't want this (the yard would
* repeat); a scrolling cloud texture does, or every wrap boundary is a visible
* straight edge in the sky. Pass an integer that matches your frequency.
*/
export function valueNoise2(x, z, seed, period = 0) {
const ix = Math.floor(x), iz = Math.floor(z);
const ux = smooth(x - ix), uz = smooth(z - iz);
// branch, not a closure: this is the wind's hot path (the cloth alone samples
// it thousands of times a second) and a per-call allocation would show up.
let x0 = ix, x1 = ix + 1, z0 = iz, z1 = iz + 1;
if (period > 0) {
x0 = ((x0 % period) + period) % period;
x1 = ((x1 % period) + period) % period;
z0 = ((z0 % period) + period) % period;
z1 = ((z1 % period) + period) % period;
}
const a = hash2(x0, z0, seed), b = hash2(x1, z0, seed);
const c = hash2(x0, z1, seed), d = hash2(x1, z1, seed);
return (a + (b - a) * ux) * (1 - uz) + (c + (d - c) * ux) * uz;
}
export function smoothstep(e0, e1, x) {
if (e0 === e1) return x < e0 ? 0 : 1;
const f = Math.min(1, Math.max(0, (x - e0) / (e1 - e0)));
return smooth(f);
}
// ---------- curves ----------
/** Piecewise-linear [[t,v],...] lookup, clamped at both ends. */
export function sampleCurve(curve, t) {
if (!curve || curve.length === 0) return 0;
if (t <= curve[0][0]) return curve[0][1];
const last = curve[curve.length - 1];
if (t >= last[0]) return last[1];
for (let i = 1; i < curve.length; i++) {
if (t <= curve[i][0]) {
const [ta, va] = curve[i - 1], [tb, vb] = curve[i];
const span = tb - ta;
return span <= 0 ? vb : va + (vb - va) * ((t - ta) / span);
}
}
return last[1];
}
/** Shortest-arc angle lerp — so a curve crossing ±π doesn't spin the long way. */
export function lerpAngle(a, b, k) {
const TAU = Math.PI * 2;
let d = ((b - a + Math.PI) % TAU + TAU) % TAU - Math.PI;
return a + d * k;
}
function sampleAngleCurve(curve, t) {
if (!curve || curve.length === 0) return 0;
if (t <= curve[0][0]) return curve[0][1];
const last = curve[curve.length - 1];
if (t >= last[0]) return last[1];
for (let i = 1; i < curve.length; i++) {
if (t <= curve[i][0]) {
const [ta, va] = curve[i - 1], [tb, vb] = curve[i];
const span = tb - ta;
return span <= 0 ? vb : lerpAngle(va, vb, (t - ta) / span);
}
}
return last[1];
}
// ---------- gust timeline ----------
// Prototype: pow = 12 + rand*16 + 10*p, next = t + 5 + rand*7. Same shape, from JSON.
export function buildGustTimeline(def, seed) {
const g = def.gusts || {};
const rng = mulberry32(seed >>> 0);
const minGap = g.minGap ?? 5, maxGap = g.maxGap ?? 12;
const out = [];
let t = g.firstAt ?? 3;
// hard cap: a malformed gap can't spin us forever
while (t < def.duration && out.length < 512) {
const p = def.duration > 0 ? t / def.duration : 0;
const pow = (g.powBase ?? 12) + rng() * (g.powRand ?? 16) + (g.powRamp ?? 10) * p;
out.push({ t0: t, pow, rampAt: t + GUST.TELEGRAPH, endAt: t + GUST.TOTAL });
t += minGap + rng() * Math.max(0, maxGap - minGap);
}
return out;
}
// ---------- the field ----------
/**
* @param {object} def parsed storm JSON (see data/storms/*.json)
* @param {object} [opts] {seed}
*/
export function createWindField(def, opts = {}) {
const seed = (opts.seed ?? def.seed ?? 1) >>> 0;
const duration = def.duration ?? 90;
const gusts = buildGustTimeline(def, seed);
const sp = def.spatial || {};
const amp = sp.amp ?? 0.18; // ±18% speed across the yard
const scale = sp.scale ?? 12; // metres per noise cell — yard is 30×20
const advect = sp.advect ?? 0.5; // noise drifts downwind (frozen turbulence)
const wander = def.dirWander || {};
const wAmp = wander.amp ?? 0.25, wRate = wander.rate ?? 0.13;
const nSeed = (seed ^ 0x9e3779b9) | 0;
let shelters = [];
/** Spatially-uniform part: base curve + every gust envelope live at t. */
function uniformSpeed(t) {
let s = sampleCurve(def.baseCurve, t);
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (t <= g.t0) break; // sorted — nothing later can be live
if (t < g.endAt) s += gustEnvelope(t - g.t0, g.pow);
}
return s;
}
function gustOnly(t) {
let s = 0;
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (t <= g.t0) break;
if (t < g.endAt) s += gustEnvelope(t - g.t0, g.pow);
}
return s;
}
function dirAt(t) {
return sampleAngleCurve(def.dirCurve, t) + wAmp * Math.sin(t * wRate);
}
// ---- noise drift ----
// The noise pattern rides downwind with the mean flow (Taylor's frozen
// turbulence), so a gust visibly travels ACROSS the yard instead of blinking on
// everywhere at once. That displacement is an integral, D(t) = ∫ advect·U·dir dτ,
// and it has to be integrated as one: the obvious closed form `U(t)·advect·t`
// is not the integral, and it whips the whole accumulated field sideways the
// instant U or dir moves — a 6.8 m/s single-frame jump at the southerly change,
// which the continuity assert caught. So integrate once at build time into an
// immutable table; sampling stays a pure function of t.
// Mean flow only (base curve, no gusts): eddies are carried by the wind, they
// don't surf their own gust, and it keeps the drift rate smooth.
const DRIFT_DT = 0.25;
const driftX = [], driftZ = [];
{
let dx = 0, dz = 0;
const n = Math.ceil((duration + 2) / DRIFT_DT) + 2;
for (let i = 0; i < n; i++) {
driftX.push(dx); driftZ.push(dz);
const tt = i * DRIFT_DT;
const u = sampleCurve(def.baseCurve, tt) * advect;
const d = dirAt(tt);
dx += Math.cos(d) * u * DRIFT_DT;
dz += Math.sin(d) * u * DRIFT_DT;
}
}
const drift = { x: 0, z: 0 };
function driftAt(t) {
if (t <= 0) { drift.x = 0; drift.z = 0; return drift; }
const f = t / DRIFT_DT;
let i = Math.floor(f);
if (i > driftX.length - 2) i = driftX.length - 2; // past the end: extrapolate
const k = f - i;
drift.x = driftX[i] + (driftX[i + 1] - driftX[i]) * k;
drift.z = driftZ[i] + (driftZ[i + 1] - driftZ[i]) * k;
return drift;
}
/** Speed multiplier: smooth noise, carried downwind. */
function spatialFactor(x, z, t) {
if (amp <= 0) return 1;
const d = driftAt(t);
const nx = (x - d.x) / scale;
const nz = (z - d.z) / scale;
const n = 0.65 * valueNoise2(nx, nz, nSeed)
+ 0.35 * valueNoise2(nx * 2.2 + 31.7, nz * 2.2 + 11.3, nSeed ^ 0x51ed270b);
return 1 + (n - 0.5) * 2 * amp;
}
/** Trees knock a hole downwind of themselves. Cheap, and very juicy. */
function shelterFactor(x, z, dirX, dirZ) {
let f = 1;
for (let i = 0; i < shelters.length; i++) {
const s = shelters[i];
const rx = x - s.x, rz = z - s.z;
const along = rx * dirX + rz * dirZ; // >0 = downwind of the tree
if (along <= 0 || along >= s.length) continue;
const perp = Math.abs(rx * dirZ - rz * dirX);
if (perp >= s.radius) continue;
// ramp in over the first half-radius so the shadow can't snap on at along=0
const fAlong = smoothstep(0, s.radius * 0.5, along) * (1 - smoothstep(0, s.length, along));
const fPerp = 1 - smoothstep(0, s.radius, perp);
f *= 1 - s.strength * fAlong * fPerp;
}
return f;
}
const field = {
def,
seed,
gusts,
duration,
/**
* Trees/house register wind shadows. Lane A calls this after building the
* yard; unset = no shadows, so nothing breaks before world.js lands.
* @param {Array<{x,z,radius,strength,length}>} list
*/
setShelters(list) {
shelters = (list || []).map((s) => ({
x: s.x, z: s.z,
radius: s.radius ?? 2.5,
strength: Math.min(1, Math.max(0, s.strength ?? 0.45)),
length: s.length ?? (s.radius ?? 2.5) * 4,
}));
return field;
},
get shelters() { return shelters; },
/** Scalar wind speed (m/s) at a point. The cheap path — no allocation. */
speedAt(x, z, t) {
const uni = uniformSpeed(t);
const d = dirAt(t);
const s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, Math.cos(d), Math.sin(d));
return s > 0 ? s : 0;
},
dirAt,
uniformSpeed,
gustOnly,
/** Writes wind velocity (m/s) into out {x,y,z}. Ground plane is XZ, +Y up. */
vecAt(x, z, t, out) {
const uni = uniformSpeed(t);
const d = dirAt(t);
const dirX = Math.cos(d), dirZ = Math.sin(d);
let s = uni * spatialFactor(x, z, t) * shelterFactor(x, z, dirX, dirZ);
if (s < 0) s = 0;
out.x = dirX * s;
out.y = 0; // wind is horizontal; lift is the sail's job (Lane B)
out.z = dirZ * s;
return out;
},
/**
* The next gust that has been telegraphed but hasn't started ramping.
* eta = seconds until the wind actually rises. Null when nothing's inbound.
*/
telegraph(t) {
for (let i = 0; i < gusts.length; i++) {
const g = gusts[i];
if (t < g.t0) return null; // sorted — next one hasn't telegraphed yet
if (t < g.rampAt) {
return { eta: g.rampAt - t, dir: dirAt(g.rampAt), power: g.pow };
}
}
return null;
},
/** Storm events (windchange/debris) fired in (a, b]. Pure — replayable. */
eventsBetween(a, b) {
const evs = def.events || [];
const out = [];
for (let i = 0; i < evs.length; i++) {
if (evs[i].t > a && evs[i].t <= b) out.push(evs[i]);
}
return out;
},
/** 0..1 rain intensity for skyfx. */
rainAt(t) {
const r = def.rain;
if (!r) return 0;
if (r.curve) return Math.min(1, Math.max(0, sampleCurve(r.curve, t)));
return Math.min(1, Math.max(0, r.intensity ?? 0));
},
};
return field;
}
// ---------- storm JSON validator ----------
// Storms are data so design can tune without code (PLAN3D §4) — which means a
// typo is a data bug, and data bugs should fail loud, not silently blow calm.
export function validateStorm(def, name = 'storm') {
const errors = [];
const bad = (m) => errors.push(`${name}: ${m}`);
const isCurve = (c) => Array.isArray(c) && c.length > 0
&& c.every((p) => Array.isArray(p) && p.length === 2 && p.every(Number.isFinite));
const monotonic = (c) => c.every((p, i) => i === 0 || p[0] >= c[i - 1][0]);
if (!def || typeof def !== 'object') { bad('not an object'); return { ok: false, errors }; }
if (!Number.isFinite(def.duration) || def.duration <= 0) bad('duration must be a positive number');
if (!isCurve(def.baseCurve)) bad('baseCurve must be [[t,speed],...] of finite numbers');
else {
if (!monotonic(def.baseCurve)) bad('baseCurve t must be non-decreasing');
if (def.baseCurve.some((p) => p[1] < 0)) bad('baseCurve speed must be >= 0');
const end = def.baseCurve[def.baseCurve.length - 1][0];
if (Number.isFinite(def.duration) && end < def.duration) {
bad(`baseCurve ends at t=${end} but storm runs to ${def.duration} — tail would flatline`);
}
}
if (!isCurve(def.dirCurve)) bad('dirCurve must be [[t,radians],...] of finite numbers');
else if (!monotonic(def.dirCurve)) bad('dirCurve t must be non-decreasing');
const g = def.gusts;
if (!g || typeof g !== 'object') bad('gusts block missing');
else {
const minGap = g.minGap ?? 5, maxGap = g.maxGap ?? 12;
if (!(minGap > 0)) bad('gusts.minGap must be > 0 (else the timeline never advances)');
if (maxGap < minGap) bad('gusts.maxGap must be >= minGap');
// Overlapping gusts stack, and a stacked telegraph is unreadable to the player.
if (minGap < GUST.TOTAL) bad(`gusts.minGap (${minGap}) < gust length ${GUST.TOTAL}s — gusts would overlap`);
if ((g.powBase ?? 12) < 0) bad('gusts.powBase must be >= 0');
}
for (const e of def.events || []) {
if (!Number.isFinite(e.t)) bad(`event ${JSON.stringify(e)} has no finite t`);
if (!e.type) bad(`event at t=${e.t} has no type`);
if (e.type === 'debris' && !e.model) bad(`debris event at t=${e.t} has no model`);
// A windchange event is HUD metadata; dirCurve is the physics. If they drift
// apart the player gets warned about a swing that never comes.
if (e.type === 'windchange' && isCurve(def.dirCurve)) {
const before = sampleAngleCurve(def.dirCurve, e.t - 0.5);
const after = sampleAngleCurve(def.dirCurve, e.t + (e.over ?? 6));
const swing = Math.abs(lerpAngle(before, after, 1) - before);
if (swing < 0.5) {
bad(`windchange at t=${e.t} promises a swing but dirCurve only turns ${swing.toFixed(2)} rad by t=${e.t + (e.over ?? 6)}`);
}
}
}
if (def.rain && def.rain.curve && !isCurve(def.rain.curve)) bad('rain.curve must be [[t,intensity],...]');
return { ok: errors.length === 0, errors };
}

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@ -0,0 +1,101 @@
'use strict';
// SHADES — Lane C — weather: the wind field everyone samples.
//
// Implements the contracts.js wind surface (PLAN3D §4):
// wind.sample(pos, t) -> Vector3 m/s, includes gusts & local effects
// wind.gustTelegraph(t) -> {eta, dir, power} | null
//
// All the maths lives in weather.core.js (pure, no imports). This file is just
// the THREE adapter + storm loading, so the sim stays node-testable and the
// determinism rule can't be broken by accident.
import * as THREE from '../vendor/three.module.js';
import { createWindField, validateStorm, GUST } from './weather.core.js';
export { GUST, validateStorm };
// Resolved against this module, not the server root: server.py serves the repo
// root (so the 2D prototype stays reachable), but the demo bench serves web/.
// import.meta.url is right under both, and under whatever Lane A does next.
const STORM_DIR = new URL('../data/storms', import.meta.url).href;
/** Fetch + validate a storm def. Throws loud on bad data — storms are content. */
export async function loadStorm(name, dir = STORM_DIR) {
const url = `${dir}/${name}.json`;
const res = await fetch(url);
if (!res.ok) throw new Error(`weather: cannot load ${url} (${res.status})`);
const def = await res.json();
const { ok, errors } = validateStorm(def, name);
if (!ok) throw new Error(`weather: ${url} is invalid:\n ${errors.join('\n ')}`);
return def;
}
/**
* @param {object} def parsed storm JSON
* @param {object} [opts] {seed} same seed + same def = same storm, every run
* @returns the `wind` object from contracts.js
*/
export function createWind(def, opts = {}) {
const field = createWindField(def, opts);
const scratch = { x: 0, y: 0, z: 0 };
const wind = {
/**
* Wind velocity at a world position, m/s.
* @param {THREE.Vector3} pos
* @param {number} t storm time, seconds
* @param {THREE.Vector3} [out] pass one to avoid allocating sail.js
* samples per-face per-frame, so this matters
*/
sample(pos, t, out) {
const v = out || new THREE.Vector3();
field.vecAt(pos.x, pos.z, t, scratch);
return v.set(scratch.x, scratch.y, scratch.z);
},
/** Scalar speed — for HUD, rain, grass. Cheaper than sample(); no allocation. */
speedAt(pos, t) {
return field.speedAt(pos.x, pos.z, t);
},
/** {eta, dir, power} while a gust is inbound but hasn't risen yet, else null. */
gustTelegraph(t) {
return field.telegraph(t);
},
/**
* Register wind shadows (trees, house). Lane A: call after the yard is built.
* Until then there are simply no shadows nothing breaks.
* @param {Array<{x,z,radius,strength,length}>} list
*/
setShelters(list) { field.setShelters(list); return wind; },
/** Convenience: take shadows straight off world.anchors' tree entries. */
setSheltersFromTrees(trees, o = {}) {
return wind.setShelters(trees.map((tr) => ({
x: tr.pos ? tr.pos.x : tr.x,
z: tr.pos ? tr.pos.z : tr.z,
radius: o.radius ?? tr.radius ?? 3,
strength: o.strength ?? 0.45,
length: o.length ?? 14,
})));
},
/** Storm events fired in (a,b] — poll with (t-dt, t). Deterministic. */
eventsBetween(a, b) { return field.eventsBetween(a, b); },
/** 0..1 rain intensity. */
rainAt(t) { return field.rainAt(t); },
/** Direction (radians, XZ plane from +X toward +Z) ignoring local effects. */
dirAt(t) { return field.dirAt(t); },
get duration() { return field.duration; },
get gusts() { return field.gusts; },
get def() { return field.def; },
get seed() { return field.seed; },
core: field,
};
return wind;
}

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@ -343,7 +343,11 @@ export function createWorld(scene, opts = {}) {
sunDir: SUN_DIR.clone(),
solids,
root,
// Lane C's skyfx MODULATES these as the storm builds and hands them back
// untouched on dispose() — it doesn't own them. That's why the yard exposes
// its lights rather than keeping them private.
sun,
hemi,
/** @param {string} id */
anchor(id) {

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@ -35,6 +35,10 @@
<div id="summary">running…</div>
<div id="out"></div>
<script type="importmap">
{ "imports": { "three": "./vendor/three.module.js",
"three/addons/": "./vendor/addons/" } }
</script>
<script type="module">
import { runAll } from './js/testkit.js';

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@ -0,0 +1,263 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>SHADES — Lane C — weather bench</title>
<style>
:root { --ink:#d8d8e0; --gold:#ffd23d; --neon:#3dff8b; }
* { box-sizing:border-box; }
body { margin:0; overflow:hidden; background:#000;
font:13px/1.45 "Courier New", ui-monospace, monospace; color:var(--ink); }
canvas { display:block; }
#hud { position:fixed; top:10px; left:10px; background:rgba(6,6,12,.75); padding:8px 12px;
border:1px solid #26263a; z-index:3; min-width:250px; }
#hud b { color:var(--gold); }
#hud .warn { color:#ff6; font-weight:bold; }
#hud .bad { color:#f66; font-weight:bold; }
#ctl { position:fixed; bottom:10px; left:10px; background:rgba(6,6,12,.8); padding:8px 12px;
border:1px solid #26263a; z-index:3; }
#ctl button { background:#1d1d2b; color:var(--ink); border:1px solid #666; font:inherit;
padding:4px 9px; cursor:pointer; }
#ctl button:hover { border-color:var(--neon); color:var(--neon); }
#ctl input[type=range] { width:220px; vertical-align:middle; }
#note { position:fixed; top:10px; right:10px; background:rgba(6,6,12,.75); padding:8px 12px;
border:1px solid #26263a; z-index:3; max-width:280px; color:#8a8a99; }
.bar { display:inline-block; width:90px; height:7px; border:1px solid #555; vertical-align:middle; }
.bar i { display:block; height:100%; background:var(--neon); }
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="hud"></div>
<div id="note">
<b>Lane C bench.</b> Graybox stand-in for Lane A's yard — this exists to drive
weather.js / skyfx.js / debris.js before M0 lands. The sail here is a MOCK
(Lane B owns the real one); it's a bare node grid so debris impulse is visible.
<br><br>drag = orbit · click = start audio
</div>
<div id="ctl"></div>
<script type="module">
import * as THREE from './vendor/three.module.js';
import { loadStorm, createWind } from './js/weather.js';
import { createSkyFx } from './js/skyfx.js';
import { createDebris } from './js/debris.js';
const canvas = document.getElementById('c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(2, devicePixelRatio));
renderer.shadowMap.enabled = true;
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x9fc4e8);
const camera = new THREE.PerspectiveCamera(55, 1, 0.1, 500);
// --- graybox yard: 30×20 m, origin centre (stands in for Lane A's world.js) ---
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(30, 20),
new THREE.MeshStandardMaterial({ color: 0x4a7c3f, roughness: 1 }),
);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Lane A's landed yard (THREADS): t1 (-9,2), t2 (8,-2), house edge at z=-9.9
const TREES = [{ x: -9, z: 2 }, { x: 8, z: -2 }];
for (const tr of TREES) {
const trunk = new THREE.Mesh(
new THREE.CylinderGeometry(0.2, 0.28, 4, 8),
new THREE.MeshStandardMaterial({ color: 0x5a3d24 }),
);
trunk.position.set(tr.x, 2, tr.z);
trunk.castShadow = true;
scene.add(trunk);
const canopy = new THREE.Mesh(
new THREE.SphereGeometry(3, 12, 8),
new THREE.MeshStandardMaterial({ color: 0x285f23 }),
);
canopy.position.set(tr.x, 5, tr.z);
canopy.castShadow = true;
scene.add(canopy);
}
// house edge along north (-Z), for scale
const house = new THREE.Mesh(
new THREE.BoxGeometry(30, 3.2, 1),
new THREE.MeshStandardMaterial({ color: 0x8a8f96 }),
);
house.position.set(0, 1.6, -10.4);
scene.add(house);
// the thing you're protecting — Lane A's gardenBed rect
const bed = new THREE.Mesh(
new THREE.BoxGeometry(6, 0.25, 4),
new THREE.MeshStandardMaterial({ color: 0x6b4a2f }),
);
bed.position.set(1, 0.12, 2);
scene.add(bed);
// 1.7 m reference person
const ref = new THREE.Mesh(
new THREE.CapsuleGeometry(0.25, 1.2, 4, 8),
new THREE.MeshStandardMaterial({ color: 0xffd27a }),
);
ref.position.set(2, 0.85, 2);
ref.castShadow = true;
scene.add(ref);
const player = { pos: ref.position, carrying: null, busy: false };
const sun = new THREE.DirectionalLight(0xfff4e0, 2.2);
sun.position.set(-12, 18, 6);
sun.castShadow = true;
sun.shadow.mapSize.set(1024, 1024);
scene.add(sun);
const hemi = new THREE.HemisphereLight(0xbfd8ff, 0x3a4a2a, 0.9);
scene.add(hemi);
// --- MOCK sail (Lane B owns the real cloth) — a bare node grid so we can see
// debris shove it and drive the creak/flog audio off corner loads.
const N = 9;
const nodes = [];
for (let v = 0; v < N; v++) {
for (let u = 0; u < N; u++) {
nodes.push({ x: -4 + (u / (N - 1)) * 8, y: 3.2, z: -3 + (v / (N - 1)) * 6 });
}
}
const sailGeo = new THREE.BufferGeometry();
sailGeo.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(nodes.length * 3), 3));
const sailPts = new THREE.Points(sailGeo, new THREE.PointsMaterial({ color: 0xe8c46a, size: 0.14 }));
scene.add(sailPts);
const mockSail = {
nodes,
corners: [
{ anchorId: 'h1', hw: { name: 'carabiner', rating: 9 }, load: 0, broken: false },
{ anchorId: 'h3', hw: { name: 'shackle', rating: 19 }, load: 0, broken: false },
{ anchorId: 'p1', hw: { name: 'shackle', rating: 19 }, load: 0, broken: false },
{ anchorId: 'p2', hw: { name: 'carabiner', rating: 9 }, load: 0, broken: false },
],
};
// --- weather ---
const params = new URLSearchParams(location.search);
const stormName = params.get('storm') || 'storm_02_wildnight';
const def = await loadStorm(stormName);
const wind = createWind(def);
wind.setShelters(TREES.map((t) => ({ x: t.x, z: t.z, radius: 3, strength: 0.45, length: 14 })));
const ticker = [];
const sky = createSkyFx({ scene, camera, wind, sun, hemi, onEvent: (s) => ticker.unshift(s) });
const debris = createDebris({
wind, scene, player,
onEvent: (s) => ticker.unshift(s),
onHitPlayer: (p, impact) => ticker.unshift(`KNOCKED DOWN by ${p.model} (${impact.toFixed(0)})`),
});
addEventListener('pointerdown', () => sky.unlockAudio(), { once: true });
// --- controls ---
let t = 0, playing = true, rate = 1;
const ctl = document.getElementById('ctl');
ctl.innerHTML = `
<button id="play">pause</button>
<button id="r1">1×</button><button id="r4">4×</button><button id="r0">0.25×</button>
<button id="reset">reset</button>
<button id="break">break a corner</button>
<button id="crate">throw a crate</button>
<input id="scrub" type="range" min="0" max="${def.duration}" step="0.1" value="0">
`;
const $ = (id) => document.getElementById(id);
$('play').onclick = () => { playing = !playing; $('play').textContent = playing ? 'pause' : 'play'; };
$('r1').onclick = () => { rate = 1; };
$('r4').onclick = () => { rate = 4; };
$('r0').onclick = () => { rate = 0.25; };
$('reset').onclick = () => { t = 0; debris.clear(); ticker.length = 0; mockSail.corners.forEach((c) => { c.broken = false; }); };
$('break').onclick = () => { const c = mockSail.corners.find((x) => !x.broken); if (c) { c.broken = true; ticker.unshift(`${c.hw.name} BLOWS at ${c.anchorId.toUpperCase()}!`); } };
$('crate').onclick = () => debris.spawn({ model: 'BlueCrate_v2', lateral: (Math.random() * 6 - 3), text: 'crate!' }, t);
$('scrub').oninput = (e) => { t = parseFloat(e.target.value); debris.clear(); };
let yaw = 0.7, pitch = 0.28, dist = 26, dragging = false, lx = 0, ly = 0;
addEventListener('pointerdown', (e) => { dragging = true; lx = e.clientX; ly = e.clientY; });
addEventListener('pointerup', () => { dragging = false; });
addEventListener('pointermove', (e) => {
if (!dragging) return;
yaw -= (e.clientX - lx) * 0.005; pitch = Math.min(1.3, Math.max(0.05, pitch + (e.clientY - ly) * 0.004));
lx = e.clientX; ly = e.clientY;
});
addEventListener('wheel', (e) => { dist = Math.min(60, Math.max(8, dist + e.deltaY * 0.02)); });
function resize() {
const w = innerWidth, h = innerHeight;
renderer.setSize(w, h);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
addEventListener('resize', resize); resize();
// --- loop: fixed-dt sim, rAF only drives the clock (PLAN3D §0) ---
const DT = 1 / 60;
let acc = 0, last = performance.now();
const hud = document.getElementById('hud');
const probe = new THREE.Vector3();
const w = new THREE.Vector3();
const posAttr = sailGeo.getAttribute('position');
function frame(now) {
const real = Math.min(0.1, (now - last) / 1000);
last = now;
if (playing) acc += real * rate;
while (acc >= DT) {
acc -= DT;
t += DT;
if (t > def.duration) t = 0;
// mock cloth: nodes just bob with local wind so debris has something to hit
for (const n of nodes) {
probe.set(n.x, n.y, n.z);
wind.sample(probe, t, w);
const sp = Math.hypot(w.x, w.z);
n.y += ((3.2 + Math.sin(t * 3 + n.x) * sp * 0.02) - n.y) * 0.08;
}
// mock loads so the creak layer has something to track
probe.set(0, 3.2, 0);
const sp = wind.speedAt(probe, t);
mockSail.corners.forEach((c, i) => {
c.load = c.broken ? 0 : sp * sp * 0.021 * (0.7 + i * 0.16);
});
debris.step(DT, t, { player, sail: mockSail });
sky.step(DT, t, { sail: mockSail });
}
for (let i = 0; i < nodes.length; i++) posAttr.setXYZ(i, nodes[i].x, nodes[i].y, nodes[i].z);
posAttr.needsUpdate = true;
camera.position.set(
Math.sin(yaw) * Math.cos(pitch) * dist,
Math.sin(pitch) * dist + 1.5,
Math.cos(yaw) * Math.cos(pitch) * dist,
);
camera.lookAt(0, 2, 0);
$('scrub').value = t.toFixed(1);
probe.set(0, 1.7, 0);
wind.sample(probe, t, w);
const speed = Math.hypot(w.x, w.z);
const tg = wind.gustTelegraph(t);
const worst = Math.max(...mockSail.corners.map((c) => (c.broken ? 0 : c.load / c.hw.rating)));
hud.innerHTML = `
<div><b>${def.name}</b> — ${stormName}</div>
<div>t <b>${t.toFixed(1)}</b> / ${def.duration}s (${rate}×)</div>
<div>wind <b>${speed.toFixed(1)}</b> m/s (${(speed * 3.6).toFixed(0)} km/h)</div>
<div>dir ${(wind.dirAt(t)).toFixed(2)} rad</div>
<div>rain <span class="bar"><i style="width:${wind.rainAt(t) * 100}%"></i></span></div>
<div>worst <span class="bar"><i style="width:${Math.min(100, worst * 100)}%;background:${worst > 0.8 ? '#f66' : '#3dff8b'}"></i></span></div>
<div>debris ${debris.pieces.length} audio ${sky.audio.ready ? sky.audio.state : '(click)'}</div>
<div>flash ${sky.flash.toFixed(2)}</div>
${tg ? `<div class="warn">GUST INBOUND ${tg.eta.toFixed(1)}s pow ${tg.power.toFixed(0)}</div>` : '<div>&nbsp;</div>'}
${ticker.slice(0, 3).map((s) => `<div class="bad">${s}</div>`).join('')}
`;
renderer.render(scene, camera);
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
window.__bench = { wind, sky, debris, mockSail, def, get t() { return t; } };
</script>
</body>
</html>