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1173
THREADS.md
1173
THREADS.md
File diff suppressed because it is too large
Load Diff
39
tools/garden_bench/bench.html
Normal file
39
tools/garden_bench/bench.html
Normal file
@ -0,0 +1,39 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>garden bench — where does the protection go?</title>
|
||||
<style>
|
||||
body { background:#11161a; color:#dde5ea; font:13px/1.45 ui-monospace, Menlo, monospace; padding:18px; }
|
||||
h1 { font-size:15px; color:#7ee0ff; margin:0 0 4px; }
|
||||
p.sub { color:#8ba0ad; margin:0 0 14px; }
|
||||
pre { white-space:pre; margin:0; }
|
||||
.sep { color:#ffb1ab; }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<h1>GARDEN BENCH — Lane C, Sprint 13 gate 1</h1>
|
||||
<p class="sub">Real yard, real rig, real skyfx exposure, main.js's exact drain. Held honest quad vs bare bed, both yards, five storms. This is a measurement, not a test — it has no opinion about what the numbers should be.</p>
|
||||
<pre id="out">running… (builds two yards and flies ten storms twice — give it a few seconds)</pre>
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import { runBench } from './bench.js';
|
||||
const el = document.getElementById('out');
|
||||
const lines = [];
|
||||
const log = (s) => { lines.push(s); el.textContent = lines.join('\n'); };
|
||||
el.textContent = '';
|
||||
try {
|
||||
await runBench(log);
|
||||
document.title = 'garden bench — done';
|
||||
} catch (e) {
|
||||
log('\n\nBENCH THREW: ' + (e && e.stack || e));
|
||||
document.title = 'garden bench — THREW';
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
267
tools/garden_bench/bench.js
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267
tools/garden_bench/bench.js
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@ -0,0 +1,267 @@
|
||||
/**
|
||||
* garden_bench — WHERE DOES THE PROTECTION ACTUALLY GO? [Lane C, SPRINT13 gate 1]
|
||||
*
|
||||
* The QA pass found one variable sighted three times: the sim's garden outcome
|
||||
* barely responds to whether a sail is up (sail DEAD at t=3 on the funnelled
|
||||
* buster still finished 83%). A's GARDEN_DRAIN comment names the suspect and
|
||||
* says the lever is the shadow GEOMETRY, not the constant. This bench is the
|
||||
* measurement that has to come before any fix.
|
||||
*
|
||||
* It drives the REAL chain — real site JSON, real world.js yard, real SailRig,
|
||||
* real skyfx exposure helpers, main.js's exact drain arithmetic — because a
|
||||
* bench that reimplements the drain measures a copy and proves nothing (the
|
||||
* lesson balance.test.js paid for twice: the fictional yard, and the missing
|
||||
* camera).
|
||||
*
|
||||
* For each yard × storm it flies two conditions and reports where they differ:
|
||||
* HELD — an honest bed-covering quad on RATED steel, re-repaired every step
|
||||
* so a corner failure can never contaminate a GEOMETRY measurement
|
||||
* BARE — no sail at all, the floor
|
||||
* ...and buckets rain/hail shadow-over-bed by wind speed, which is the actual
|
||||
* question: protection is not one number, it decays as the wind builds.
|
||||
*
|
||||
* Deliberately a browser tool: the scoring chain needs `document`. Run it at
|
||||
* tools/garden_bench/bench.html; it prints a table and dumps JSON to console.
|
||||
*/
|
||||
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { RiggingSession } from '../../web/world/js/rigging.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { createSkyFx } from '../../web/world/js/skyfx.js';
|
||||
import { loadStorm, windForSite } from '../../web/world/js/weather.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { HARDWARE, FIXED_DT } from '../../web/world/js/contracts.js';
|
||||
|
||||
const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||
|
||||
// main.js's exact numbers. Duplicated ONLY so a divergence names itself; the
|
||||
// bench asserts they still match main.js at the bottom of the report.
|
||||
const GARDEN_DRAIN = 0.9;
|
||||
const W_HAIL = 5.0;
|
||||
const W_RAIN = 0.25;
|
||||
|
||||
export const STORMS = [
|
||||
'storm_01_gentle', 'storm_02_wildnight', 'storm_03_southerly',
|
||||
'storm_03b_earlybuster', 'storm_02b_icenight',
|
||||
];
|
||||
|
||||
/**
|
||||
* The honest bed-covering line in each yard — NOT the carport trap, NOT a rig
|
||||
* that misses. backyard's is balance.test's COVER_QUAD (C's sweep, the only
|
||||
* buyable one). site_02's is the site JSON's own _design note: the honest three
|
||||
* posts + the gum tree, 58% cover at 32.6 m².
|
||||
*/
|
||||
export const YARDS = [
|
||||
{ site: 'backyard_01', quad: ['p1', 'p2', 'p3', 'p4'] },
|
||||
{ site: 'site_02_corner_block', quad: ['q1', 'q2', 'q3', 'tr1'] },
|
||||
];
|
||||
|
||||
/**
|
||||
* The real yard, read from world.js — never a copied anchor table, and never a
|
||||
* FROZEN one. Two landmines this builder now closes (SPRINT13, both caught by
|
||||
* D replaying through the real UI):
|
||||
* 1. The SITE def rides along because its wind block is half the yard's
|
||||
* weather: the venturi lives HERE, not in any storm def. Measured without
|
||||
* it, site_02 is a different, easier yard (third harness to learn this;
|
||||
* windForSite is the fix and the story).
|
||||
* 2. The anchors are world.anchors THEMSELVES. The old remap to a static
|
||||
* `sway: () => pos` froze the gum tree — a rig on a tree eats the tree's
|
||||
* sway as dynamic load, and stripping it under-read every tr1 corner.
|
||||
* The world is built on a re-pointable wind proxy (main.js-router style)
|
||||
* so the sway closures sample whichever storm is currently flying.
|
||||
*/
|
||||
async function buildYard(siteId) {
|
||||
const scene = new THREE.Scene();
|
||||
let current = {
|
||||
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
|
||||
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
|
||||
gustTelegraph: () => null, eventsBetween: () => [],
|
||||
};
|
||||
const proxy = {
|
||||
sample: (p, t, o) => current.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p, t) => current.speedAt(p, t),
|
||||
rainAt: (t) => current.rainAt(t),
|
||||
rainMmPerHour: (t) => (current.rainMmPerHour ? current.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => current.gustTelegraph(t),
|
||||
eventsBetween: (a, b) => current.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
get seed() { return current.seed ?? 1; },
|
||||
get def() { return current.def ?? {}; },
|
||||
};
|
||||
const siteDef = await loadSite(siteId);
|
||||
const world = createWorld(scene, { wind: proxy, site: siteDef });
|
||||
if (world.dress) { try { await world.dress(); } catch { /* graybox anchors are enough */ } }
|
||||
const anchors = world.anchors;
|
||||
return {
|
||||
anchors, bed: world.gardenBed, ids: anchors.map((a) => a.id),
|
||||
sunDir: world.sunDir, heightAt: world.heightAt,
|
||||
siteDef,
|
||||
use: (w) => { current = w; },
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Fly one condition and record the geometry as a time series.
|
||||
* @param {'held'|'bare'} mode
|
||||
*/
|
||||
async function fly(yard, stormName, mode) {
|
||||
const def = await loadStorm(stormName);
|
||||
// windForSite, NOT createWind + storm-def venturi. The old line here read
|
||||
// `def.wind.venturi` off the STORM def, where a venturi never lives — it
|
||||
// LOOKED right and never fired, so every site_02 number this bench produced
|
||||
// before 2026-07-18 was flown with the funnel OFF (D caught it replaying the
|
||||
// $80 line through the real UI: 91.5 FULL became 39.8 TATTERED). Same bug
|
||||
// B's site_audit shipped in Sprint 11. The helper carries the story.
|
||||
const wind = windForSite(def, yard.siteDef, yard.anchors);
|
||||
yard.use(wind); // point the yard's tree-sway closures at this flight's wind
|
||||
|
||||
let rig = null;
|
||||
if (mode === 'held') {
|
||||
const s = new RiggingSession({ anchors: yard.anchors, budget: 9999 });
|
||||
for (const id of yard.quad) {
|
||||
const r = s.rig(id);
|
||||
if (!r.ok) return { skipped: `cannot rig ${id}: ${r.reason ?? 'refused'}` };
|
||||
}
|
||||
// RATED on every corner: this is a geometry bench, so buy the strongest
|
||||
// steel in the game and ignore the $80 budget on purpose. Money is B's
|
||||
// question; this one is "where does the shadow land".
|
||||
for (const id of yard.quad) { const r = s.setHardware(id, RATED);
|
||||
if (!r.ok) throw new Error(`setHardware ${id} refused: ${r.reason} — flying hardware it did not buy`); }
|
||||
s.setTension(1.0);
|
||||
rig = s.commit(new SailRig({ anchors: yard.anchors, gridN: 10 }));
|
||||
}
|
||||
|
||||
// NO calm settle (correction, 2026-07-18): in the real game the rig does not
|
||||
// exist before commit, and commit → attach → advance() → storm land in one
|
||||
// keypress (sail.js attach, B's clock-reset comment). The attach transient
|
||||
// rides the storm's own calm opening exactly as it does for a player — and
|
||||
// because SailRig samples wind at its INTERNAL clock, a 12 s settle here
|
||||
// skewed every storm sample 12 s off the authored curve.
|
||||
|
||||
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
|
||||
camera.position.set(0, 2, 8);
|
||||
const sky = createSkyFx({ wind, night: true, camera });
|
||||
|
||||
const bed = yard.bed;
|
||||
const probe = new THREE.Vector3(bed.x, 1.7, bed.z);
|
||||
let hp = 100, byHail = 0, byRain = 0, repairs = 0;
|
||||
const rows = [];
|
||||
|
||||
const steps = Math.round(def.duration / FIXED_DT);
|
||||
for (let i = 0; i < steps; i++) {
|
||||
const t = i * FIXED_DT;
|
||||
if (rig) {
|
||||
rig.step(FIXED_DT, wind, t);
|
||||
// HELD means held. A corner that lets go turns this into a hardware
|
||||
// measurement instead of a geometry one, so put it straight back.
|
||||
for (let k = 0; k < rig.corners.length; k++) {
|
||||
if (rig.corners[k].broken) { rig.repairCorner(k, RATED); repairs++; }
|
||||
}
|
||||
}
|
||||
sky.step(FIXED_DT, t, rig ? { sail: rig } : {});
|
||||
|
||||
const hailExp = sky.gardenHailExposure(bed, t);
|
||||
const rainExp = sky.gardenExposure(bed, t);
|
||||
// main.js's exact drain
|
||||
const dHail = W_HAIL * hailExp * GARDEN_DRAIN * FIXED_DT;
|
||||
const dRain = W_RAIN * rainExp * GARDEN_DRAIN * FIXED_DT;
|
||||
const total = Math.min(hp, dHail + dRain);
|
||||
if (total > 0) {
|
||||
const scale = total / (dHail + dRain);
|
||||
byHail += dHail * scale; byRain += dRain * scale;
|
||||
hp -= total;
|
||||
}
|
||||
|
||||
// sample the geometry a few times a second — the grids only rebuild at 10 Hz
|
||||
if (i % 6 === 0) {
|
||||
rows.push({
|
||||
t,
|
||||
speed: wind.speedAt(probe, t),
|
||||
rainShadow: sky.rainShadowOver(bed),
|
||||
hailShadow: sky.hailShadowOver(bed),
|
||||
rainExp, hailExp,
|
||||
hail: sky.hailAmount,
|
||||
});
|
||||
}
|
||||
}
|
||||
sky.dispose?.();
|
||||
return {
|
||||
hp: Math.round(hp * 10) / 10,
|
||||
byHail: Math.round(byHail * 10) / 10,
|
||||
byRain: Math.round(byRain * 10) / 10,
|
||||
repairs,
|
||||
rows,
|
||||
// the SUN coverage — reported for context only. It is emphatically not the
|
||||
// rain/hail geometry, and the gap between them is half of what this bench
|
||||
// exists to show.
|
||||
cover: rig ? rig.coverageOver(bed, yard.sunDir, yard.heightAt) : 0,
|
||||
};
|
||||
}
|
||||
|
||||
/** Bucket a time series by wind speed — protection is not one number. */
|
||||
function byWind(rows) {
|
||||
const buckets = [[0, 10], [10, 15], [15, 20], [20, 25], [25, 99]];
|
||||
return buckets.map(([lo, hi]) => {
|
||||
const r = rows.filter((x) => x.speed >= lo && x.speed < hi);
|
||||
if (!r.length) return { band: `${lo}-${hi}`, n: 0 };
|
||||
const mean = (f) => r.reduce((a, b) => a + f(b), 0) / r.length;
|
||||
return {
|
||||
band: `${lo}-${hi}`,
|
||||
n: r.length,
|
||||
kmh: `${Math.round(lo * 3.6)}-${Math.round(hi * 3.6)}`,
|
||||
rainShadow: mean((x) => x.rainShadow),
|
||||
hailShadow: mean((x) => x.hailShadow),
|
||||
};
|
||||
}).filter((b) => b.n > 0);
|
||||
}
|
||||
|
||||
const f2 = (v) => (v == null ? ' — ' : v.toFixed(2).padStart(6));
|
||||
const f1 = (v) => (v == null ? ' — ' : v.toFixed(1).padStart(5));
|
||||
|
||||
export async function runBench(log) {
|
||||
const out = [];
|
||||
log('# GARDEN BENCH — where does the protection actually go?');
|
||||
log('# HELD = honest bed-covering quad, RATED steel, re-repaired every step (geometry only)');
|
||||
log('# BARE = no sail. Drain is main.js exact: hail×5.0 + rain×0.25, ×0.9.\n');
|
||||
|
||||
for (const y of YARDS) {
|
||||
const yard = await buildYard(y.site);
|
||||
// Print the funnel in the header, B's audit.html pattern: a reader must be
|
||||
// able to SEE which wind these numbers were flown in.
|
||||
const vl = yard.siteDef.wind?.venturi ?? [];
|
||||
const vtxt = vl.length
|
||||
? vl.map((v) => `throat (${v.x},${v.z}) gain ${v.gain} r${v.radius}`).join(' · ')
|
||||
: 'none';
|
||||
log(`\n## ${y.site} bed ${yard.bed.w}×${yard.bed.d} at (${yard.bed.x}, ${yard.bed.z}) line ${y.quad.join('+')} venturi: ${vtxt}`);
|
||||
|
||||
for (const storm of STORMS) {
|
||||
const held = await fly({ ...yard, quad: y.quad }, storm, 'held');
|
||||
if (held.skipped) { log(` ${storm}: SKIPPED — ${held.skipped}`); continue; }
|
||||
const bare = await fly({ ...yard, quad: y.quad }, storm, 'bare');
|
||||
const sep = bare.hp === 0 && held.hp === 0 ? 0 : held.hp - bare.hp;
|
||||
out.push({ site: y.site, storm, held, bare, sep });
|
||||
|
||||
log(`\n ### ${storm} cover ${(held.cover * 100).toFixed(0)}% repairs ${held.repairs}`);
|
||||
log(` GARDEN HP held ${f1(held.hp)} bare ${f1(bare.hp)} SEPARATION ${f1(sep)}`);
|
||||
log(` held damage: hail ${f1(held.byHail)} rain ${f1(held.byRain)}`);
|
||||
log(` bare damage: hail ${f1(bare.byHail)} rain ${f1(bare.byRain)}`);
|
||||
log(' wind band km/h rainShadow(held) hailShadow(held)');
|
||||
for (const b of byWind(held.rows)) {
|
||||
log(` ${b.band.padStart(6)} m/s ${b.kmh.padStart(8)} ${f2(b.rainShadow)} ${f2(b.hailShadow)}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
log('\n\n# THE HEADLINE');
|
||||
log('# site storm held bare sep');
|
||||
for (const r of out) {
|
||||
log(`# ${r.site.padEnd(26)} ${r.storm.padEnd(22)} ${f1(r.held.hp)} ${f1(r.bare.hp)} ${f1(r.sep)}`);
|
||||
}
|
||||
console.log('GARDEN_BENCH_JSON', JSON.stringify(out.map((r) => ({
|
||||
site: r.site, storm: r.storm, held: r.held.hp, bare: r.bare.hp, sep: r.sep,
|
||||
heldHail: r.held.byHail, heldRain: r.held.byRain,
|
||||
bareHail: r.bare.byHail, bareRain: r.bare.byRain,
|
||||
cover: r.held.cover,
|
||||
}))));
|
||||
return out;
|
||||
}
|
||||
99
tools/garden_bench/probe.html
Normal file
99
tools/garden_bench/probe.html
Normal file
@ -0,0 +1,99 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head><meta charset="utf-8"><title>shadow probe</title>
|
||||
<style>body{background:#11161a;color:#dde5ea;font:13px/1.5 ui-monospace,Menlo,monospace;padding:18px}pre{white-space:pre}</style></head>
|
||||
<body>
|
||||
<pre id="out">running…</pre>
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { RiggingSession } from '../../web/world/js/rigging.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { RainShadow } from '../../web/world/js/skyfx.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { FIXED_DT, HARDWARE } from '../../web/world/js/contracts.js';
|
||||
const [,, RATED] = HARDWARE;
|
||||
const el = document.getElementById('out');
|
||||
const lines = []; const log = (s) => { lines.push(s); el.textContent = lines.join('\n'); };
|
||||
el.textContent = '';
|
||||
|
||||
// TWO HARNESSES, ONE QUANTITY. rig.coverageOver(rect, straight-up sun) is the
|
||||
// sail's true vertical projection over the bed, computed by raycast. And
|
||||
// RainShadow.fractionOver(rect) with straight-down rain is the SAME quantity,
|
||||
// computed by rasterising the sail's triangles into a grid. They must agree.
|
||||
// If they don't, the shadow grid — which is what scores every rig — is lying.
|
||||
try {
|
||||
const scene = new THREE.Scene();
|
||||
const calm = { sample:(p,t,o)=>(o||new THREE.Vector3()).set(0,0,0), speedAt:()=>0, rainAt:()=>0,
|
||||
rainMmPerHour:()=>0, gustTelegraph:()=>null, setSheltersFromTrees(){}, eventsBetween:()=>[] };
|
||||
const world = createWorld(scene, { wind: calm, site: await loadSite('backyard_01') });
|
||||
if (world.dress) { try { await world.dress(); } catch {} }
|
||||
const anchors = world.anchors.map((a) => { const pos={x:a.pos.x,y:a.pos.y,z:a.pos.z};
|
||||
return { id:a.id, type:a.type, pos, sway:()=>pos }; });
|
||||
const bed = world.gardenBed;
|
||||
log(`bed: centre (${bed.x}, ${bed.z}) size ${bed.w} x ${bed.d}\n`);
|
||||
|
||||
const s = new RiggingSession({ anchors, budget: 9999 });
|
||||
for (const id of ['p1','p2','p3','p4']) s.rig(id);
|
||||
for (const id of ['p1','p2','p3','p4']) { const r = s.setHardware(id, RATED);
|
||||
if (!r.ok) throw new Error(`setHardware ${id} refused: ${r.reason}`); }
|
||||
s.setTension(1.0);
|
||||
const rig = s.commit(new SailRig({ anchors, gridN: 10 }));
|
||||
// settle in dead air so the cloth is in steady state and nothing is moving
|
||||
for (let i = 0; i < Math.round(12/FIXED_DT); i++) rig.step(FIXED_DT, calm, 0);
|
||||
|
||||
const corners = ['p1','p2','p3','p4'].map((id) => anchors.find((a)=>a.id===id));
|
||||
log('quad corners:');
|
||||
for (const c of corners) log(` ${c.id.padEnd(3)} (${c.pos.x.toFixed(2)}, ${c.pos.y.toFixed(2)}, ${c.pos.z.toFixed(2)})`);
|
||||
|
||||
// where is the cloth, really?
|
||||
let minX=1e9,maxX=-1e9,minZ=1e9,maxZ=-1e9,minY=1e9,maxY=-1e9;
|
||||
for (let i=0;i<rig.pos.length;i+=3){
|
||||
minX=Math.min(minX,rig.pos[i]); maxX=Math.max(maxX,rig.pos[i]);
|
||||
minY=Math.min(minY,rig.pos[i+1]); maxY=Math.max(maxY,rig.pos[i+1]);
|
||||
minZ=Math.min(minZ,rig.pos[i+2]); maxZ=Math.max(maxZ,rig.pos[i+2]);
|
||||
}
|
||||
log(`\ncloth bbox: x ${minX.toFixed(2)}..${maxX.toFixed(2)} y ${minY.toFixed(2)}..${maxY.toFixed(2)} z ${minZ.toFixed(2)}..${maxZ.toFixed(2)}`);
|
||||
log(`bed spans: x ${(bed.x-bed.w/2).toFixed(2)}..${(bed.x+bed.w/2).toFixed(2)} z ${(bed.z-bed.d/2).toFixed(2)}..${(bed.z+bed.d/2).toFixed(2)}`);
|
||||
log(`tris: ${rig.tris.length/3} nodes: ${rig.pos.length/3}`);
|
||||
|
||||
// harness 1: raycast toward a sun straight overhead
|
||||
const cov = rig.coverageOver(bed, { x:0, y:1, z:0 }, null);
|
||||
// harness 2: rasterise down a straight-down rain vector
|
||||
const sh = new RainShadow({ groundY: 0 });
|
||||
sh.update(rig, 0, -1, 0);
|
||||
const frac = sh.fractionOver(bed);
|
||||
|
||||
log(`\n--- THE SAME QUANTITY, TWO WAYS (vertical) ---`);
|
||||
log(` rig.coverageOver(bed, straight-up sun) = ${cov.toFixed(4)}`);
|
||||
log(` RainShadow.fractionOver(bed), rain down = ${frac.toFixed(4)}`);
|
||||
log(` live=${sh.live} difference = ${Math.abs(cov-frac).toFixed(4)}`);
|
||||
|
||||
// how much of the grid did the rasteriser actually fill, vs the cloth's footprint?
|
||||
let filled = 0; for (let i=0;i<sh.ceil.length;i++) if (sh.ceil[i]>0) filled++;
|
||||
const cellA = (sh.half*2/sh.n)**2;
|
||||
log(`\n grid cells filled: ${filled} => ${(filled*cellA).toFixed(1)} m2 of ground shadowed`);
|
||||
log(` cloth footprint bbox area: ${((maxX-minX)*(maxZ-minZ)).toFixed(1)} m2`);
|
||||
|
||||
// sample the bed on a fine lattice both ways to see WHERE they differ
|
||||
log(`\n--- bed lattice: 1 = shadowed, . = open (rows = z, cols = x) ---`);
|
||||
for (let j=0;j<9;j++){
|
||||
let rowS='', rowC='';
|
||||
for (let i=0;i<13;i++){
|
||||
const x = bed.x + ((i+0.5)/13 - 0.5)*bed.w;
|
||||
const z = bed.z + ((j+0.5)/9 - 0.5)*bed.d;
|
||||
const c = sh._idx(x,z);
|
||||
rowS += (c>=0 && sh.ceil[c]>0) ? '1' : '.';
|
||||
rowC += rig.coverageOver({x, z, w:0.001, d:0.001}, {x:0,y:1,z:0}, null) > 0.5 ? '1' : '.';
|
||||
}
|
||||
log(` grid ${rowS} raycast ${rowC}`);
|
||||
}
|
||||
} catch (e) { log('THREW: ' + (e && e.stack || e)); }
|
||||
document.title = 'probe done';
|
||||
</script>
|
||||
</body></html>
|
||||
79
tools/garden_bench/probe2.html
Normal file
79
tools/garden_bench/probe2.html
Normal file
@ -0,0 +1,79 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head><meta charset="utf-8"><title>shadow probe 2 — synthetic</title>
|
||||
<style>body{background:#11161a;color:#dde5ea;font:13px/1.5 ui-monospace,Menlo,monospace;padding:18px}pre{white-space:pre}</style></head>
|
||||
<body>
|
||||
<pre id="out">running…</pre>
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { RiggingSession } from '../../web/world/js/rigging.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { RainShadow } from '../../web/world/js/skyfx.js';
|
||||
import { FIXED_DT, HARDWARE } from '../../web/world/js/contracts.js';
|
||||
const [,, RATED] = HARDWARE;
|
||||
const el = document.getElementById('out');
|
||||
const lines = []; const log = (s) => { lines.push(s); el.textContent = lines.join('\n'); };
|
||||
el.textContent = '';
|
||||
|
||||
// ISOLATE THE RASTERISER FROM THE LEVEL.
|
||||
// probe.html showed the real yard's best quad sits over only 25% of the bed, so
|
||||
// its shadow numbers can't tell a rasteriser bug from an anchor-placement fact.
|
||||
// So: a SYNTHETIC square of anchors dead over the bed, at 4 m. This sail
|
||||
// unambiguously covers the whole bed. Grid and raycast must BOTH read ~1.0.
|
||||
// Anything less is the shadow model losing cloth it is standing under.
|
||||
try {
|
||||
const bed = { x: 0, z: 0, w: 6, d: 4 };
|
||||
const mk = (id, x, z) => { const pos = { x, y: 4, z }; return { id, type: 'post', pos, sway: () => pos }; };
|
||||
// a generous 10x8 square around a 6x4 bed — no edge effects, no excuses
|
||||
const anchors = [mk('s1', -5, -4), mk('s2', 5, -4), mk('s3', 5, 4), mk('s4', -5, 4)];
|
||||
const calm = { sample:(p,t,o)=>(o||new THREE.Vector3()).set(0,0,0), speedAt:()=>0, rainAt:()=>0,
|
||||
rainMmPerHour:()=>0, gustTelegraph:()=>null, setSheltersFromTrees(){}, eventsBetween:()=>[] };
|
||||
|
||||
for (const gridN of [10, 16]) {
|
||||
const s = new RiggingSession({ anchors, budget: 9999 });
|
||||
for (const a of anchors) s.rig(a.id);
|
||||
for (const a of anchors) { const r = s.setHardware(a.id, RATED);
|
||||
if (!r.ok) throw new Error(`setHardware ${a.id} refused: ${r.reason}`); }
|
||||
s.setTension(1.0);
|
||||
const rig = s.commit(new SailRig({ anchors, gridN }));
|
||||
for (let i = 0; i < Math.round(12/FIXED_DT); i++) rig.step(FIXED_DT, calm, 0);
|
||||
|
||||
let minY=1e9,maxY=-1e9;
|
||||
for (let i=1;i<rig.pos.length;i+=3){ minY=Math.min(minY,rig.pos[i]); maxY=Math.max(maxY,rig.pos[i]); }
|
||||
|
||||
const cov = rig.coverageOver(bed, { x:0, y:1, z:0 }, null);
|
||||
const sh = new RainShadow({ groundY: 0 });
|
||||
sh.update(rig, 0, -1, 0);
|
||||
const frac = sh.fractionOver(bed);
|
||||
|
||||
log(`\n=== gridN ${gridN} (${rig.tris.length/3} tris, ${rig.pos.length/3} nodes) cloth y ${minY.toFixed(2)}..${maxY.toFixed(2)} ===`);
|
||||
log(` a 10x4 sail sitting dead over a 6x4 bed. Truth for both numbers is 1.00.`);
|
||||
log(` rig.coverageOver(bed, straight up) = ${cov.toFixed(4)} ${cov > 0.99 ? 'ok' : '<-- LOSES CLOTH'}`);
|
||||
log(` RainShadow.fractionOver(bed), down = ${frac.toFixed(4)} ${frac > 0.99 ? 'ok' : '<-- LOSES CLOTH'}`);
|
||||
|
||||
// where are the holes? print the grid cells across the bed's footprint
|
||||
log(' grid cells over the bed (1 = shadowed):');
|
||||
for (let j=0;j<7;j++){
|
||||
let row='';
|
||||
for (let i=0;i<15;i++){
|
||||
const x = bed.x + ((i+0.5)/15 - 0.5)*bed.w;
|
||||
const z = bed.z + ((j+0.5)/7 - 0.5)*bed.d;
|
||||
const c = sh._idx(x,z);
|
||||
row += (c>=0 && sh.ceil[c]>0) ? '1' : '.';
|
||||
}
|
||||
log(` ${row}`);
|
||||
}
|
||||
let filled=0; for (let i=0;i<sh.ceil.length;i++) if (sh.ceil[i]>0) filled++;
|
||||
const cellA = (sh.half*2/sh.n)**2;
|
||||
log(` cells filled ${filled} => ${(filled*cellA).toFixed(1)} m2 shadowed; the sail is 10x8 = 80 m2`);
|
||||
}
|
||||
} catch (e) { log('THREW: ' + (e && e.stack || e)); }
|
||||
document.title = 'probe2 done';
|
||||
</script>
|
||||
</body></html>
|
||||
135
tools/garden_bench/probe3.html
Normal file
135
tools/garden_bench/probe3.html
Normal file
@ -0,0 +1,135 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head><meta charset="utf-8"><title>probe3 — does the covering line hold?</title>
|
||||
<style>body{background:#11161a;color:#dde5ea;font:13px/1.5 ui-monospace,Menlo,monospace;padding:18px}pre{white-space:pre}</style></head>
|
||||
<body>
|
||||
<pre id="out">running…</pre>
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { RiggingSession } from '../../web/world/js/rigging.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { createSkyFx } from '../../web/world/js/skyfx.js';
|
||||
import { loadStorm, windForSite } from '../../web/world/js/weather.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { FIXED_DT, HARDWARE } from '../../web/world/js/contracts.js';
|
||||
const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||
const el = document.getElementById('out');
|
||||
const lines = []; const log = (s) => { lines.push(s); el.textContent = lines.join('\n'); };
|
||||
el.textContent = '';
|
||||
|
||||
// THE DECIDING QUESTION.
|
||||
// sweep.html found quads that cover 100% of the bed in BOTH yards, while the
|
||||
// canonical line covers 25%. B's Sprint-9 sweep says every bed-covering quad has
|
||||
// a corner over 6.5 kN — unholdable even on RATED, the best steel in the game —
|
||||
// and that p1..p4 is the ONLY buyable line. If that's true, then "coverage" and
|
||||
// "holdability" are anti-correlated by construction, the affordable rig can only
|
||||
// ever shade a quarter of the bed, and NO shadow-model change can make the
|
||||
// garden respond to rigging. That is a very different bug from the one the
|
||||
// sprint chartered, so it has to be measured, not inherited.
|
||||
//
|
||||
// Fly the covering lines. Report peak corner load per corner and the garden.
|
||||
const GARDEN_DRAIN = 0.9, W_HAIL = 5.0, W_RAIN = 0.25;
|
||||
|
||||
async function fly(world, ids, stormName, hw, siteDef, use) {
|
||||
const def = await loadStorm(stormName);
|
||||
const anchors = world.anchors; // REAL anchors: trees sway, hints ride along
|
||||
const bed = world.gardenBed;
|
||||
// windForSite: the SITE's venturi + shelters, as main.js wires them. Before
|
||||
// 2026-07-18 this probe (a) never set the venturi — every site_02 row was
|
||||
// flown with the funnel OFF — and (b) remapped anchors to a static
|
||||
// `sway: () => pos`, freezing the gum tree and dropping ratingHint. See
|
||||
// probe4's correction note and the THREADS postscript; backyard post-only
|
||||
// lines (p1..p4) were unaffected by either, which is why they matched D's
|
||||
// UI replays to the decimal while the tr1 lines lied.
|
||||
const wind = windForSite(def, siteDef, anchors);
|
||||
use(wind);
|
||||
|
||||
const s = new RiggingSession({ anchors, budget: 9999 });
|
||||
for (const id of ids) if (!s.rig(id).ok) return null;
|
||||
for (const id of ids) { const r = s.setHardware(id, hw);
|
||||
if (!r.ok) throw new Error(`setHardware ${id} refused: ${r.reason} — flying hardware it did not buy`); }
|
||||
s.setTension(1.0);
|
||||
const rig = s.commit(new SailRig({ anchors, gridN: 10 }));
|
||||
// no calm settle: commit → attach → storm is one keypress in the real game
|
||||
|
||||
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
|
||||
camera.position.set(0, 2, 8);
|
||||
const sky = createSkyFx({ wind, night: true, camera });
|
||||
const peak = ids.map(() => 0);
|
||||
let hp = 100, lost = 0, hsum = 0, hn = 0, brokeAt = null;
|
||||
const steps = Math.round(def.duration / FIXED_DT);
|
||||
for (let i=0;i<steps;i++){
|
||||
const t = i * FIXED_DT;
|
||||
rig.step(FIXED_DT, wind, t);
|
||||
sky.step(FIXED_DT, t, { sail: rig });
|
||||
for (let k=0;k<rig.corners.length;k++) if ((rig.corners[k].load||0) > peak[k]) peak[k] = rig.corners[k].load;
|
||||
if (brokeAt === null && rig.corners.some((c)=>c.broken)) brokeAt = t;
|
||||
// the hail shadow WHILE it is hailing is the only one that scores
|
||||
if (sky.hailAmount > 0) { hsum += sky.hailShadowOver(bed); hn++; }
|
||||
const ex = W_HAIL*sky.gardenHailExposure(bed,t) + W_RAIN*sky.gardenExposure(bed,t);
|
||||
if (ex > 0) hp = Math.max(0, hp - GARDEN_DRAIN*ex*FIXED_DT);
|
||||
}
|
||||
lost = rig.corners.filter((c)=>c.broken).length;
|
||||
sky.dispose?.();
|
||||
// Peaks are indexed by rig.corners — the RING order commit() reordered the
|
||||
// picks into — so label them with corners[k].anchorId, NOT the input order.
|
||||
// (Found at re-verify: p1..p4 flies as p4,p2,p3,p1; an input-order label
|
||||
// attributes each corner's load to the wrong anchor.)
|
||||
return { hp: Math.round(hp*10)/10, lost, peak: peak.map((p)=>p/1000),
|
||||
cornerIds: rig.corners.map((c)=>c.anchorId),
|
||||
hailShadow: hn ? hsum/hn : 0, brokeAt };
|
||||
}
|
||||
|
||||
try {
|
||||
for (const [siteId, lineSet] of [
|
||||
['backyard_01', { cover100: ['h1','t1','t2b','p2'], cover100b: ['h1','h3','p1','p2'], canonical: ['p1','p2','p3','p4'] }],
|
||||
['site_02_corner_block', { posts: ['q1','q2','q3','q4'], cover100: ['tr1','q1','q3','q4'], canonical: ['q1','q2','q3','tr1'] }],
|
||||
]) {
|
||||
const scene = new THREE.Scene();
|
||||
const calm = { sample:(p,t,o)=>(o||new THREE.Vector3()).set(0,0,0), speedAt:()=>0, rainAt:()=>0,
|
||||
rainMmPerHour:()=>0, gustTelegraph:()=>null, setSheltersFromTrees(){}, eventsBetween:()=>[] };
|
||||
const siteDef = await loadSite(siteId);
|
||||
// re-pointable wind, main.js-router style: sway closures capture the proxy
|
||||
let current = calm;
|
||||
const proxy = {
|
||||
sample: (p,t,o) => current.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p,t) => current.speedAt(p, t),
|
||||
rainAt: (t) => current.rainAt(t),
|
||||
rainMmPerHour: (t) => (current.rainMmPerHour ? current.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => current.gustTelegraph(t),
|
||||
eventsBetween: (a,b) => current.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
get seed() { return current.seed ?? 1; },
|
||||
get def() { return current.def ?? {}; },
|
||||
};
|
||||
const use = (w) => { current = w; };
|
||||
const world = createWorld(scene, { wind: proxy, site: siteDef });
|
||||
if (world.dress) { try { await world.dress(); } catch {} }
|
||||
const bed = world.gardenBed;
|
||||
const anchors = world.anchors;
|
||||
const vl = siteDef.wind?.venturi ?? [];
|
||||
const vtxt = vl.length ? vl.map((v)=>`throat (${v.x},${v.z}) gain ${v.gain} r${v.radius}`).join(' · ') : 'none';
|
||||
log(`\n\n######## ${siteId} (RATED = 6.5 kN is the best steel in the game, $30/corner) venturi: ${vtxt}`);
|
||||
for (const [label, ids] of Object.entries(lineSet)) {
|
||||
for (const storm of ['storm_02_wildnight', 'storm_02b_icenight', 'storm_03b_earlybuster']) {
|
||||
const r = await fly(world, ids, storm, RATED, siteDef, use);
|
||||
if (!r) { log(` ${label} ${ids.join('+')}: REFUSED`); continue; }
|
||||
const over = r.peak.map((p,i)=>`${r.cornerIds[i]} ${p.toFixed(2)}`).join(' ');
|
||||
const bare = { storm_02_wildnight: 35.7, storm_02b_icenight: 0, storm_03b_earlybuster: 82.6 }[storm];
|
||||
log(` ${label.padEnd(10)} ${ids.join('+').padEnd(18)} ${storm.padEnd(22)} hp ${String(r.hp).padStart(5)}`
|
||||
+ ` (bare ${bare}, sep ${(r.hp-bare).toFixed(1).padStart(5)}) lost ${r.lost}/4`
|
||||
+ `${r.brokeAt!==null?` @t=${r.brokeAt.toFixed(0)}`:' '} hailShadow ${r.hailShadow.toFixed(2)} peak kN: ${over}`);
|
||||
}
|
||||
log('');
|
||||
}
|
||||
}
|
||||
} catch (e) { log('THREW: ' + (e && e.stack || e)); }
|
||||
document.title = 'probe3 done';
|
||||
</script>
|
||||
</body></html>
|
||||
153
tools/garden_bench/probe4.html
Normal file
153
tools/garden_bench/probe4.html
Normal file
@ -0,0 +1,153 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head><meta charset="utf-8"><title>probe4 — the $80 line that saves the garden</title>
|
||||
<style>body{background:#11161a;color:#dde5ea;font:13px/1.5 ui-monospace,Menlo,monospace;padding:18px}pre{white-space:pre}</style></head>
|
||||
<body>
|
||||
<pre id="out">running…</pre>
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { RiggingSession } from '../../web/world/js/rigging.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { createSkyFx } from '../../web/world/js/skyfx.js';
|
||||
import { loadStorm, windForSite } from '../../web/world/js/weather.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { FIXED_DT, HARDWARE, START_BUDGET } from '../../web/world/js/contracts.js';
|
||||
const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||
const el = document.getElementById('out');
|
||||
const lines = []; const log = (s) => { lines.push(s); el.textContent = lines.join('\n'); };
|
||||
el.textContent = '';
|
||||
|
||||
// THE PAYOFF — and the correction (2026-07-18).
|
||||
// The first run of this probe read the $80 line tr1+q1+q3+q4 at 91.5 FULL on
|
||||
// the wild night and called it the headline. TWO harness landmines, both mine:
|
||||
// 1. No venturi — the funnel lives in the SITE def, and this probe never set
|
||||
// it (bench.js read it off the STORM def, where it never lives). Third
|
||||
// harness to make B's Sprint-11 mistake.
|
||||
// 2. Static anchors — the remap `sway: () => pos` stripped tr1's TREE sway,
|
||||
// the dynamic load a rig on a gum tree has to eat (DESIGN.md's whole
|
||||
// warning about tree anchors). The backyard bench numbers matched D's UI
|
||||
// replays to the decimal BECAUSE p1..p4 are all posts; any tr1 line was
|
||||
// flown against a tree that never moved.
|
||||
// With both fixed the probe agrees with D's live UI replays in direction and
|
||||
// closely in number (buster peaks within ~15%); on the wild night the line's
|
||||
// cheapest corner rides AT its rating (q4 carabiner ~1.2 kN) — a knife edge
|
||||
// the real game falls off (D: q3+q4 break t≈45, 39.8 TATTERED). Where this
|
||||
// probe and D's UI disagree on which side of that edge a corner lands, D's
|
||||
// UI number is canonical. What survives: the line holds the BUSTER — site_02's
|
||||
// actual shipped night — with room (D live: 97.9 FULL, 0/4).
|
||||
async function fly(world, plan, stormName, siteDef, use) {
|
||||
const def = await loadStorm(stormName);
|
||||
const anchors = world.anchors; // REAL anchors — tr1 sways
|
||||
const bed = world.gardenBed;
|
||||
const wind = windForSite(def, siteDef, anchors);
|
||||
use(wind); // point the world's sway closures at the flight wind
|
||||
|
||||
// THE REAL SHOP, at the REAL budget. Every refusal is loud.
|
||||
const s = new RiggingSession({ anchors }); // budget = START_BUDGET
|
||||
for (const [id] of plan) {
|
||||
const r = s.rig(id);
|
||||
if (!r.ok) return { err: `rig ${id}: ${r.reason}` };
|
||||
}
|
||||
for (const [id, hw] of plan) {
|
||||
const r = s.setHardware(id, hw);
|
||||
if (!r.ok) return { err: `setHardware ${id} ${hw.name}: ${r.reason}` };
|
||||
}
|
||||
s.setTension(1.0);
|
||||
const spent = START_BUDGET - s.budget;
|
||||
const rig = s.commit(new SailRig({ anchors, gridN: 10 }));
|
||||
// NO calm settle: in the real game the rig does not exist until commit, and
|
||||
// commit → attach → advance() → storm land in one keypress (B's clock-reset
|
||||
// comment, sail.js attach). The attach transient rides the storm's own calm
|
||||
// opening, exactly as it does for a player.
|
||||
|
||||
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
|
||||
camera.position.set(0, 2, 8);
|
||||
const sky = createSkyFx({ wind, night: true, camera });
|
||||
const peak = plan.map(() => 0);
|
||||
let hp = 100, hsum = 0, hn = 0;
|
||||
const steps = Math.round(def.duration / FIXED_DT);
|
||||
for (let i=0;i<steps;i++){
|
||||
const t = i * FIXED_DT;
|
||||
rig.step(FIXED_DT, wind, t);
|
||||
sky.step(FIXED_DT, t, { sail: rig });
|
||||
for (let k=0;k<rig.corners.length;k++) if ((rig.corners[k].load||0) > peak[k]) peak[k] = rig.corners[k].load;
|
||||
if (sky.hailAmount > 0) { hsum += sky.hailShadowOver(bed); hn++; }
|
||||
const ex = 5.0*sky.gardenHailExposure(bed,t) + 0.25*sky.gardenExposure(bed,t);
|
||||
if (ex > 0) hp = Math.max(0, hp - 0.9*ex*FIXED_DT);
|
||||
}
|
||||
const lost = rig.corners.filter((c)=>c.broken).length;
|
||||
sky.dispose?.();
|
||||
// Peaks are indexed by rig.corners — the RING order commit() reordered the
|
||||
// picks into — so label them with corners[k].anchorId, NOT the plan order.
|
||||
// (Found at re-verify: the $80 line flies as q1,tr1,q3,q4 — a plan-order
|
||||
// label swaps the two RATED corners' loads. q3/q4 were unaffected.)
|
||||
return { hp: Math.round(hp*10)/10, lost, spent, peak: peak.map((p)=>p/1000),
|
||||
cornerIds: rig.corners.map((c)=>c.anchorId), hailShadow: hn?hsum/hn:0 };
|
||||
}
|
||||
|
||||
// main.js's own win rule
|
||||
const WIN = (hp, lost) => hp >= 50 && lost < 2;
|
||||
const state = (hp) => hp > 66 ? 'FULL' : hp > 33 ? 'tattered' : 'DEAD';
|
||||
|
||||
try {
|
||||
const scene = new THREE.Scene();
|
||||
// A re-pointable wind, the way main.js's router serves world.js: the world's
|
||||
// tree-sway closures capture THIS object, and fly() re-points it per storm.
|
||||
// Building the world on a dead stub and remapping anchors to static
|
||||
// `sway: () => pos` was landmine #2 — it froze the gum tree.
|
||||
let current = { sample:(p,t,o)=>(o||new THREE.Vector3()).set(0,0,0), speedAt:()=>0, rainAt:()=>0,
|
||||
rainMmPerHour:()=>0, gustTelegraph:()=>null, eventsBetween:()=>[] };
|
||||
const proxy = {
|
||||
sample: (p,t,o) => current.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p,t) => current.speedAt(p, t),
|
||||
rainAt: (t) => current.rainAt(t),
|
||||
rainMmPerHour: (t) => (current.rainMmPerHour ? current.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => current.gustTelegraph(t),
|
||||
eventsBetween: (a,b) => current.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
get seed() { return current.seed ?? 1; },
|
||||
get def() { return current.def ?? {}; },
|
||||
};
|
||||
const use = (w) => { current = w; };
|
||||
const siteDef = await loadSite('site_02_corner_block');
|
||||
const world = createWorld(scene, { wind: proxy, site: siteDef });
|
||||
await world.dress(); // NOT optional: undressed, the carport trap does not exist
|
||||
const bed = world.gardenBed;
|
||||
|
||||
const PLANS = {
|
||||
'THE $80 LINE tr1=rated q1=rated q3=shackle q4=carabiner':
|
||||
[['tr1',RATED],['q1',RATED],['q3',SHACKLE],['q4',CARABINER]],
|
||||
'all-shackle tr1+q1+q3+q4 ($60)':
|
||||
[['tr1',SHACKLE],['q1',SHACKLE],['q3',SHACKLE],['q4',SHACKLE]],
|
||||
'canonical q1+q2+q3+tr1, best steel $80 can buy':
|
||||
[['q1',RATED],['q2',SHACKLE],['q3',CARABINER],['tr1',RATED]],
|
||||
};
|
||||
const vl = siteDef.wind?.venturi ?? [];
|
||||
const vtxt = vl.length
|
||||
? vl.map((v)=>`throat (${v.x},${v.z}) gain ${v.gain} r${v.radius}`).join(' · ') : 'none';
|
||||
log(`site_02_corner_block budget $${START_BUDGET} bed ${bed.w}x${bed.d} @ (${bed.x}, ${bed.z}) venturi: ${vtxt}`);
|
||||
// bare-bed refs are funnel-independent (no sail = exposure is the storm's own
|
||||
// rain/hail timeline, wind never enters it); D confirmed 82.6 live on the buster
|
||||
log(`bare bed for reference: wildnight 35.7 (DEAD) icenight 0.0 (DEAD) buster 82.6 (FULL)\n`);
|
||||
for (const [label, plan] of Object.entries(PLANS)) {
|
||||
log(`\n## ${label}`);
|
||||
for (const storm of ['storm_02_wildnight','storm_02b_icenight','storm_03b_earlybuster']) {
|
||||
const r = await fly(world, plan, storm, siteDef, use);
|
||||
if (r.err) { log(` ${storm.padEnd(22)} SHOP REFUSED: ${r.err}`); continue; }
|
||||
const bare = { storm_02_wildnight:35.7, storm_02b_icenight:0, storm_03b_earlybuster:82.6 }[storm];
|
||||
log(` ${storm.padEnd(22)} spent $${String(r.spent).padStart(3)} hp ${String(r.hp).padStart(5)} ${state(r.hp).padEnd(8)}`
|
||||
+ ` (bare ${String(bare).padStart(4)} ${state(bare)}) sep ${(r.hp-bare).toFixed(1).padStart(5)}`
|
||||
+ ` lost ${r.lost}/4 hailShadow ${r.hailShadow.toFixed(2)} ${WIN(r.hp,r.lost)?'WIN ':'LOSS'}`
|
||||
+ ` peak kN: ${r.peak.map((p,i)=>`${r.cornerIds[i]} ${p.toFixed(2)}`).join(' ')}`);
|
||||
}
|
||||
}
|
||||
} catch (e) { log('THREW: ' + (e && e.stack || e)); }
|
||||
document.title = 'probe4 done';
|
||||
</script>
|
||||
</body></html>
|
||||
132
tools/garden_bench/sweep.html
Normal file
132
tools/garden_bench/sweep.html
Normal file
@ -0,0 +1,132 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head><meta charset="utf-8"><title>quad sweep — can ANY line cover the bed?</title>
|
||||
<style>body{background:#11161a;color:#dde5ea;font:13px/1.5 ui-monospace,Menlo,monospace;padding:18px}pre{white-space:pre}</style></head>
|
||||
<body>
|
||||
<pre id="out">running…</pre>
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { RiggingSession } from '../../web/world/js/rigging.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { RainShadow } from '../../web/world/js/skyfx.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { FIXED_DT, HARDWARE } from '../../web/world/js/contracts.js';
|
||||
const [,, RATED] = HARDWARE;
|
||||
const el = document.getElementById('out');
|
||||
const lines = []; const log = (s) => { lines.push(s); el.textContent = lines.join('\n'); };
|
||||
el.textContent = '';
|
||||
|
||||
// THE QUESTION probe.html forces: the yard's canonical "best bed-covering quad"
|
||||
// sits over 25% of the bed vertically, and hail falls vertically — so the sail
|
||||
// can never stop more than a quarter of what kills the garden. Is that the
|
||||
// LEVEL's ceiling, or did the canonical line just pick badly?
|
||||
//
|
||||
// Sweep every 4-anchor combination. Stage 1 is a cheap polygon-overlap proxy
|
||||
// (the cloth lives roughly inside its anchors' hull), stage 2 flies the real
|
||||
// cloth + real shadow grid for the best candidates. Cheap-then-real, because
|
||||
// C(n,4) settles would take an hour and the proxy only has to RANK.
|
||||
const clip = (poly, rect) => {
|
||||
// Sutherland–Hodgman against the bed rect, then shoelace. Exact for convex.
|
||||
const [x0, x1] = [rect.x - rect.w/2, rect.x + rect.w/2];
|
||||
const [z0, z1] = [rect.z - rect.d/2, rect.z + rect.d/2];
|
||||
const edges = [
|
||||
(p) => p.x >= x0, (p) => p.x <= x1, (p) => p.z >= z0, (p) => p.z <= z1,
|
||||
];
|
||||
const isect = [
|
||||
(a, b) => ({ x: x0, z: a.z + (b.z - a.z) * (x0 - a.x) / (b.x - a.x) }),
|
||||
(a, b) => ({ x: x1, z: a.z + (b.z - a.z) * (x1 - a.x) / (b.x - a.x) }),
|
||||
(a, b) => ({ x: a.x + (b.x - a.x) * (z0 - a.z) / (b.z - a.z), z: z0 }),
|
||||
(a, b) => ({ x: a.x + (b.x - a.x) * (z1 - a.z) / (b.z - a.z), z: z1 }),
|
||||
];
|
||||
let out = poly;
|
||||
for (let e = 0; e < 4; e++) {
|
||||
const inp = out; out = [];
|
||||
for (let i = 0; i < inp.length; i++) {
|
||||
const a = inp[i], b = inp[(i + 1) % inp.length];
|
||||
const ain = edges[e](a), bin = edges[e](b);
|
||||
if (ain && bin) out.push(b);
|
||||
else if (ain && !bin) out.push(isect[e](a, b));
|
||||
else if (!ain && bin) { out.push(isect[e](a, b)); out.push(b); }
|
||||
}
|
||||
if (!out.length) return 0;
|
||||
}
|
||||
let s = 0;
|
||||
for (let i = 0; i < out.length; i++) {
|
||||
const a = out[i], b = out[(i + 1) % out.length];
|
||||
s += a.x * b.z - b.x * a.z;
|
||||
}
|
||||
return Math.abs(s) / 2;
|
||||
};
|
||||
// convex hull (the cloth spans its anchors' hull, so order the quad sanely)
|
||||
const hull = (pts) => {
|
||||
const p = pts.slice().sort((a, b) => a.x - b.x || a.z - b.z);
|
||||
const cross = (o, a, b) => (a.x - o.x) * (b.z - o.z) - (a.z - o.z) * (b.x - o.x);
|
||||
const lo = []; for (const q of p) { while (lo.length >= 2 && cross(lo[lo.length-2], lo[lo.length-1], q) <= 0) lo.pop(); lo.push(q); }
|
||||
const up = []; for (const q of p.slice().reverse()) { while (up.length >= 2 && cross(up[up.length-2], up[up.length-1], q) <= 0) up.pop(); up.push(q); }
|
||||
lo.pop(); up.pop(); return lo.concat(up);
|
||||
};
|
||||
|
||||
try {
|
||||
for (const siteId of ['backyard_01', 'site_02_corner_block']) {
|
||||
const scene = new THREE.Scene();
|
||||
const calm = { sample:(p,t,o)=>(o||new THREE.Vector3()).set(0,0,0), speedAt:()=>0, rainAt:()=>0,
|
||||
rainMmPerHour:()=>0, gustTelegraph:()=>null, setSheltersFromTrees(){}, eventsBetween:()=>[] };
|
||||
const world = createWorld(scene, { wind: calm, site: await loadSite(siteId) });
|
||||
if (world.dress) { try { await world.dress(); } catch {} }
|
||||
const anchors = world.anchors.map((a) => { const pos={x:a.pos.x,y:a.pos.y,z:a.pos.z};
|
||||
return { id:a.id, type:a.type, pos, sway:()=>pos }; });
|
||||
const bed = world.gardenBed;
|
||||
const bedArea = bed.w * bed.d;
|
||||
log(`\n\n######## ${siteId} bed ${bed.w}x${bed.d} @ (${bed.x}, ${bed.z}) = ${bedArea} m2 ${anchors.length} anchors`);
|
||||
|
||||
// stage 1: rank every 4-combo by hull-over-bed overlap
|
||||
const cands = [];
|
||||
const n = anchors.length;
|
||||
for (let a=0;a<n;a++) for (let b=a+1;b<n;b++) for (let c=b+1;c<n;c++) for (let d=c+1;d<n;d++) {
|
||||
const q = [anchors[a], anchors[b], anchors[c], anchors[d]];
|
||||
const h = hull(q.map((x) => ({ x: x.pos.x, z: x.pos.z })));
|
||||
if (h.length < 3) continue;
|
||||
const over = clip(h, bed) / bedArea;
|
||||
cands.push({ ids: q.map((x)=>x.id), over });
|
||||
}
|
||||
cands.sort((p, q) => q.over - p.over);
|
||||
log(` swept ${cands.length} quads. Top 8 by hull-over-bed (proxy):`);
|
||||
for (const c of cands.slice(0, 8)) log(` ${c.ids.join('+').padEnd(24)} hull covers ${(c.over*100).toFixed(0)}% of bed`);
|
||||
|
||||
// stage 2: fly the real cloth for the best few + the canonical line
|
||||
const canonical = siteId === 'backyard_01' ? ['p1','p2','p3','p4'] : ['q1','q2','q3','tr1'];
|
||||
const tryList = [];
|
||||
for (const c of cands.slice(0, 5)) tryList.push(c.ids);
|
||||
if (!tryList.some((t) => t.join()===canonical.join())) tryList.push(canonical);
|
||||
|
||||
log(`\n REAL cloth + REAL shadow grid (settled 12 s, dead air, vertical rain):`);
|
||||
log(` line hull% coverageOver(up) RainShadow.fractionOver`);
|
||||
for (const ids of tryList) {
|
||||
const s = new RiggingSession({ anchors, budget: 9999 });
|
||||
let ok = true;
|
||||
for (const id of ids) if (!s.rig(id).ok) { ok = false; break; }
|
||||
if (!ok) { log(` ${ids.join('+').padEnd(24)} REFUSED by the shop`); continue; }
|
||||
for (const id of ids) { const r = s.setHardware(id, RATED);
|
||||
if (!r.ok) throw new Error(`setHardware ${id} RATED refused: ${r.reason} — the bench is flying hardware it did not buy`); }
|
||||
s.setTension(1.0);
|
||||
const rig = s.commit(new SailRig({ anchors, gridN: 10 }));
|
||||
for (let i=0;i<Math.round(12/FIXED_DT);i++) rig.step(FIXED_DT, calm, 0);
|
||||
const cov = rig.coverageOver(bed, {x:0,y:1,z:0}, null);
|
||||
const sh = new RainShadow({ groundY: 0 }); sh.update(rig, 0, -1, 0);
|
||||
const frac = sh.fractionOver(bed);
|
||||
const hp = hull(ids.map((id)=>{const a=anchors.find((z)=>z.id===id);return {x:a.pos.x,z:a.pos.z};}));
|
||||
const over = clip(hp, bed)/bedArea;
|
||||
const mark = ids.join()===canonical.join() ? ' <-- the canonical line' : '';
|
||||
log(` ${ids.join('+').padEnd(24)} ${(over*100).toFixed(0).padStart(4)}% ${cov.toFixed(3).padStart(12)} ${frac.toFixed(3).padStart(18)}${mark}`);
|
||||
}
|
||||
}
|
||||
} catch (e) { log('THREW: ' + (e && e.stack || e)); }
|
||||
document.title = 'sweep done';
|
||||
</script>
|
||||
</body></html>
|
||||
125
tools/garden_bench/sweep2.html
Normal file
125
tools/garden_bench/sweep2.html
Normal file
@ -0,0 +1,125 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head><meta charset="utf-8"><title>sweep2 — hold AND cover?</title>
|
||||
<style>body{background:#11161a;color:#dde5ea;font:13px/1.5 ui-monospace,Menlo,monospace;padding:18px}pre{white-space:pre}</style></head>
|
||||
<body>
|
||||
<pre id="out">running…</pre>
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { RiggingSession } from '../../web/world/js/rigging.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { RainShadow } from '../../web/world/js/skyfx.js';
|
||||
import { loadStorm, windForSite } from '../../web/world/js/weather.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { FIXED_DT, HARDWARE } from '../../web/world/js/contracts.js';
|
||||
const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||
const el = document.getElementById('out');
|
||||
const lines = []; const log = (s) => { lines.push(s); el.textContent = lines.join('\n'); };
|
||||
el.textContent = '';
|
||||
|
||||
// THE PARETO QUESTION, and the whole of gate 1.
|
||||
//
|
||||
// probe2 proved the shadow model is sound (a sail over the bed reads 1.000 by
|
||||
// raycast AND by the grid). probe3 found the variable: _checkFailure compares
|
||||
// load against hw.rating * anchor.ratingHint, and the HOUSE fascia's hint is
|
||||
// 0.35 — so a $30 RATED shackle is worth 2.3 kN on the house and 6.5 kN on a
|
||||
// post. Every quad that covers the bed hangs off the house.
|
||||
//
|
||||
// So: sweep every 4-anchor line on the BEST steel in the game, settle it the way
|
||||
// prep does, and ask both questions at once — does it HOLD, and does it COVER?
|
||||
// A quad that covers 100% while tearing itself apart in prep covers nothing.
|
||||
// This is the table the garden's whole design rests on and nobody has ever
|
||||
// printed it.
|
||||
try {
|
||||
for (const siteId of ['backyard_01', 'site_02_corner_block']) {
|
||||
const scene = new THREE.Scene();
|
||||
const zero = { sample:(p,t,o)=>(o||new THREE.Vector3()).set(0,0,0), speedAt:()=>0, rainAt:()=>0,
|
||||
rainMmPerHour:()=>0, gustTelegraph:()=>null, setSheltersFromTrees(){}, eventsBetween:()=>[] };
|
||||
const siteDef = await loadSite(siteId);
|
||||
// re-pointable wind, main.js-router style: the anchors are world.anchors
|
||||
// THEMSELVES, so tree sway is live — the old static remap froze the gum
|
||||
// tree and under-read every tr1 corner (correction, 2026-07-18).
|
||||
let current = zero;
|
||||
const proxy = {
|
||||
sample: (p,t,o) => current.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p,t) => current.speedAt(p, t),
|
||||
rainAt: (t) => current.rainAt(t),
|
||||
rainMmPerHour: (t) => (current.rainMmPerHour ? current.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => current.gustTelegraph(t),
|
||||
eventsBetween: (a,b) => current.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
get seed() { return current.seed ?? 1; },
|
||||
get def() { return current.def ?? {}; },
|
||||
};
|
||||
const world = createWorld(scene, { wind: proxy, site: siteDef });
|
||||
if (world.dress) { try { await world.dress(); } catch {} }
|
||||
const anchors = world.anchors;
|
||||
const bed = world.gardenBed;
|
||||
const vl = siteDef.wind?.venturi ?? [];
|
||||
const vtxt = vl.length ? vl.map((v)=>`throat (${v.x},${v.z}) gain ${v.gain} r${v.radius}`).join(' · ') : 'none';
|
||||
log(`\n\n######## ${siteId} bed ${bed.w}x${bed.d} @ (${bed.x}, ${bed.z}) venturi: ${vtxt}`);
|
||||
log(` anchors and what the BEST steel ($30 RATED, 6.5 kN) is actually worth on them:`);
|
||||
for (const a of anchors) {
|
||||
log(` ${a.id.padEnd(5)} ${String(a.type).padEnd(8)} hint ${(a.ratingHint ?? 1).toFixed(2)} -> ${((a.ratingHint ?? 1) * 6.5).toFixed(2)} kN`);
|
||||
}
|
||||
|
||||
// prep's own wind: main.js hands the rig the calm day outside a storm.
|
||||
// windForSite so the SITE's venturi flies too — before 2026-07-18 this
|
||||
// sweep settled site_02's quads with the funnel OFF (the third harness to
|
||||
// make B's Sprint-11 mistake; see windForSite's comment). The funnel does
|
||||
// not switch off for prep.
|
||||
const calmWind = windForSite(await loadStorm('storm_01_gentle'), siteDef, anchors);
|
||||
current = calmWind; // the tree-sway closures fly the same calm day
|
||||
|
||||
const rows = [];
|
||||
const n = anchors.length;
|
||||
for (let a=0;a<n;a++) for (let b=a+1;b<n;b++) for (let c=b+1;c<n;c++) for (let d=c+1;d<n;d++) {
|
||||
const ids = [anchors[a].id, anchors[b].id, anchors[c].id, anchors[d].id];
|
||||
const s = new RiggingSession({ anchors, budget: 9999 });
|
||||
let ok = true;
|
||||
for (const id of ids) if (!s.rig(id).ok) { ok = false; break; }
|
||||
if (!ok) continue;
|
||||
for (const id of ids) { const r = s.setHardware(id, RATED);
|
||||
if (!r.ok) throw new Error(`setHardware ${id} RATED refused: ${r.reason} — the bench is flying hardware it did not buy`); }
|
||||
s.setTension(1.0);
|
||||
let rig;
|
||||
try { rig = s.commit(new SailRig({ anchors, gridN: 10 })); } catch { continue; }
|
||||
// settle exactly like prep: calm day, running clock, 12 s
|
||||
let prepT = 0, peak = 0;
|
||||
for (let i=0;i<Math.round(12/FIXED_DT);i++){
|
||||
rig.step(FIXED_DT, calmWind, prepT % 3); prepT += FIXED_DT;
|
||||
for (const co of rig.corners) if ((co.load||0) > peak) peak = co.load;
|
||||
}
|
||||
const broke = rig.corners.filter((co)=>co.broken).length;
|
||||
const cov = rig.coverageOver(bed, {x:0,y:1,z:0}, null); // vertical: what hail sees
|
||||
const sh = new RainShadow({ groundY: 0 }); sh.update(rig, 0, -1, 0);
|
||||
const frac = sh.fractionOver(bed);
|
||||
rows.push({ ids, broke, cov, frac, peak: peak/1000 });
|
||||
}
|
||||
|
||||
const survived = rows.filter((r) => r.broke === 0);
|
||||
log(`\n ${rows.length} quads swept on RATED steel. ${survived.length} survive PREP on the calm day.`);
|
||||
log(`\n --- best COVER among quads that actually HOLD (this is the real ceiling) ---`);
|
||||
log(` line vert.cover shadow peak kN broke`);
|
||||
for (const r of survived.sort((p,q)=>q.cov-p.cov).slice(0,10)) {
|
||||
log(` ${r.ids.join('+').padEnd(22)} ${(r.cov*100).toFixed(0).padStart(7)}% ${r.frac.toFixed(3).padStart(6)} ${r.peak.toFixed(2).padStart(7)} ${r.broke}`);
|
||||
}
|
||||
log(`\n --- best COVER overall, holding or not (what the sprint assumed was available) ---`);
|
||||
log(` line vert.cover shadow peak kN broke`);
|
||||
for (const r of rows.slice().sort((p,q)=>q.cov-p.cov).slice(0,6)) {
|
||||
log(` ${r.ids.join('+').padEnd(22)} ${(r.cov*100).toFixed(0).padStart(7)}% ${r.frac.toFixed(3).padStart(6)} ${r.peak.toFixed(2).padStart(7)} ${r.broke}${r.broke?' <-- tears in PREP':''}`);
|
||||
}
|
||||
const canonical = siteId === 'backyard_01' ? 'p1+p2+p3+p4' : 'q1+q2+q3+tr1';
|
||||
const cn = rows.find((r)=>r.ids.join('+')===canonical);
|
||||
if (cn) log(`\n the canonical line ${canonical}: cover ${(cn.cov*100).toFixed(0)}% shadow ${cn.frac.toFixed(3)} peak ${cn.peak.toFixed(2)} kN broke ${cn.broke}`);
|
||||
}
|
||||
} catch (e) { log('THREW: ' + (e && e.stack || e)); }
|
||||
document.title = 'sweep2 done';
|
||||
</script>
|
||||
</body></html>
|
||||
@ -1,6 +1,7 @@
|
||||
<!doctype html>
|
||||
<!--
|
||||
site_audit, browser front-end. [Lane B, SPRINT10 — the gate-2 tool]
|
||||
site_audit, browser front-end. [Lane B, SPRINT10 — the gate-2 tool;
|
||||
SPRINT13 gate 1.2 — the audit predicts the GARDEN now]
|
||||
|
||||
The node front-end (audit.mjs) is fast but blind: it cannot dress, so it only
|
||||
sees posts + a hand-kept snapshot, and it REFUSES dress-source site JSON rather
|
||||
@ -11,8 +12,17 @@
|
||||
it. Then it runs the SAME sweep.js the node tool runs. This is the only way to
|
||||
audit a site with a carport (site_02) before it ships.
|
||||
|
||||
SPRINT13: winnability was never the whole question — the audit's static
|
||||
"cover%" predicted the wild night's garden BACKWARDS (r = −0.42) and told
|
||||
three people a $20 rig was fine. Every affordable line is now FLOWN through
|
||||
the real scoring chain (gardenfly.js: attach → settle → skyfx exposure →
|
||||
garden.js) with the SITE's venturi live, and the verdict reports the garden
|
||||
state the sim would invoice — FULL / tattered / dead — plus the site's
|
||||
pinned `separation` target (A's gate-1.4 block in the site JSON), judged on
|
||||
the block's own storm. cover% stays as a geometry diagnostic only.
|
||||
|
||||
tools/site_audit/audit.html?site=backyard_01
|
||||
tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03_southerly
|
||||
tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03b_earlybuster
|
||||
|
||||
Served from the repo root (server.py), so the relative imports resolve.
|
||||
-->
|
||||
@ -45,6 +55,7 @@ import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { HARDWARE, START_BUDGET } from '../../web/world/js/contracts.js';
|
||||
import { AUDIT, auditSweep } from './sweep.js';
|
||||
import { flyGarden, flySeparation } from './gardenfly.js';
|
||||
|
||||
const q = new URLSearchParams(location.search);
|
||||
const siteName = q.get('site') || 'backyard_01';
|
||||
@ -54,29 +65,39 @@ const el = (id) => document.getElementById(id);
|
||||
const loadJSON = async (path) => (await fetch(path)).json();
|
||||
|
||||
async function run() {
|
||||
// Build the site the way the game does — data in, dressed yard out.
|
||||
// Build the site the way the game does — data in, dressed yard out — on a
|
||||
// RE-POINTABLE wind proxy (C's bench pattern), so the audit can fly
|
||||
// world.anchors THEMSELVES. The old version here remapped every anchor to a
|
||||
// static `sway: () => pos`, which froze the gum tree — the same landmine
|
||||
// that made C's bench under-read q4 by 0.22 kN on the $80 line (a tree rig
|
||||
// eats the tree's sway as dynamic load). Backyard posts never noticed;
|
||||
// every tr1/t1/t2 line was optimistic.
|
||||
const site = await loadSite(siteName);
|
||||
const scene = new THREE.Scene();
|
||||
const calmStub = {
|
||||
let currentWind = {
|
||||
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
|
||||
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
|
||||
gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
|
||||
gustTelegraph: () => null, eventsBetween: () => [],
|
||||
};
|
||||
const world = createWorld(scene, { wind: calmStub, site });
|
||||
const windProxy = {
|
||||
sample: (p, t, o) => currentWind.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p, t) => currentWind.speedAt(p, t),
|
||||
rainAt: (t) => currentWind.rainAt(t),
|
||||
rainMmPerHour: (t) => (currentWind.rainMmPerHour ? currentWind.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => currentWind.gustTelegraph(t),
|
||||
eventsBetween: (a, b) => currentWind.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
};
|
||||
const use = (w) => { currentWind = w; };
|
||||
const world = createWorld(scene, { wind: windProxy, site });
|
||||
let dressed = false;
|
||||
if (world.dress) { try { await world.dress(); dressed = true; } catch (e) { /* fall through, flagged below */ } }
|
||||
|
||||
// world.anchors are the REAL dressed positions — freeze sway like balance.test.
|
||||
// ratingHint rides along (SPRINT12): the sweep prices hardware against
|
||||
// rating × hint, and dropping it here would audit a yard where the fascia
|
||||
// and the carport beam are honest steel — the exact lie the wiring killed.
|
||||
const anchors = world.anchors.map((a) => {
|
||||
const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
|
||||
return { id: a.id, type: a.type, ratingHint: a.ratingHint, pos, sway: () => pos };
|
||||
});
|
||||
// world.anchors, LIVE — sway closures and ratingHint intact. The sweep and
|
||||
// every garden flight below re-point the proxy at their own wind via `use`.
|
||||
const anchors = world.anchors;
|
||||
|
||||
const stormDef = await loadJSON(`../../web/world/data/storms/${stormName}.json`);
|
||||
const calmDef = await loadJSON(`../../web/world/data/storms/${AUDIT.CALM_STORM}.json`);
|
||||
|
||||
const vlist = site.wind?.venturi ?? [];
|
||||
const vtxt = vlist.length
|
||||
@ -89,23 +110,86 @@ async function run() {
|
||||
`venturi: ${vtxt}\n` +
|
||||
`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}`;
|
||||
|
||||
// The venturi is the SITE's, not the storm's — main.js:424 sets it on the wind
|
||||
// at every site load, so the audit must too or the corner block flies with its
|
||||
// funnel switched off (an easier yard than ships).
|
||||
const venturi = site.wind?.venturi ?? [];
|
||||
const { cands, rows, verdict, winners } = auditSweep({ anchors, bed: world.gardenBed, stormDef, calmDef, venturi });
|
||||
// The venturi rides in on the SITE def — windForSite (C's shared builder,
|
||||
// inside sweep.js and gardenfly.js) is the ONE door site wind comes through
|
||||
// now. Three harnesses independently mis-built it; there is no fourth copy.
|
||||
const bed = world.gardenBed;
|
||||
const { cands, rows, verdict, winners, marginalWinners } =
|
||||
auditSweep({ anchors, bed, stormDef, siteDef: site, use });
|
||||
|
||||
// render rows
|
||||
// ── SPRINT13: fly the garden for every line the budget can actually buy ──
|
||||
// The scoring quantity is the FLOWN outcome (gardenfly.js — real attach,
|
||||
// real skyfx exposure, real garden.js), not static cover%. Marginal lines
|
||||
// fly too, deliberately: they are the trap the margin rule exists to name.
|
||||
const bare = flyGarden({ anchors, bed, stormDef, siteDef: site, use });
|
||||
const FLY_CAP = 12;
|
||||
const flown = new Map();
|
||||
for (const r of [...winners, ...marginalWinners].slice(0, FLY_CAP)) {
|
||||
// clean winners fly the CLEAN tiers (what the audit recommends buying);
|
||||
// marginal winners fly the knife-edge tiers (the trap, priced as sold).
|
||||
const tierBy = new Map(r.tiers.map((c) => [c.id, r.clean ? c.cleanTier : c.tier])); // ring-ordered; align by anchorId
|
||||
flown.set(r.ids.join(','), flyGarden({
|
||||
anchors, bed, stormDef, siteDef: site, use,
|
||||
ids: r.ids, hw: r.ids.map((id) => tierBy.get(id)),
|
||||
}));
|
||||
}
|
||||
const skipped = Math.max(0, winners.length + marginalWinners.length - FLY_CAP);
|
||||
|
||||
// best GARDEN line the budget buys — the audit's answer to "what should I
|
||||
// rig", which used to be "the cheapest line that holds" and is now "the line
|
||||
// that saves the garden" — cheapest on ties, and never a marginal one (a
|
||||
// marginal flight is C's 91.9-FULL illusion; it gets reported, not sold).
|
||||
const rowBy = (key) => rows.find((w) => w.ids.join(',') === key);
|
||||
const pickBest = (entries) => entries.reduce((best, [key, g]) => {
|
||||
if (!best) return { key, g };
|
||||
if (g.hp > best.g.hp + 0.05) return { key, g };
|
||||
if (Math.abs(g.hp - best.g.hp) <= 0.05 && (rowBy(key)?.hw ?? 1e9) < (rowBy(best.key)?.hw ?? 1e9)) return { key, g };
|
||||
return best;
|
||||
}, null);
|
||||
const cleanFlown = [...flown.entries()].filter(([k, g]) => !g.marginal.length && rowBy(k)?.clean);
|
||||
const bestGarden = pickBest(cleanFlown);
|
||||
const bestMarginal = pickBest([...flown.entries()].filter(([k]) => !rowBy(k)?.clean));
|
||||
|
||||
// ── the site's pinned separation target (A's gate-1.4 ruling), judged on the
|
||||
// block's OWN storm — the target is site data, not a per-run choice.
|
||||
let sep = null, sepStormName = null;
|
||||
if (site.separation) {
|
||||
sepStormName = site.separation.stormKey;
|
||||
const sepStorm = sepStormName === stormName ? stormDef
|
||||
: await loadJSON(`../../web/world/data/storms/${sepStormName}.json`);
|
||||
sep = flySeparation({ anchors, bed, separation: site.separation, stormDef: sepStorm, siteDef: site, use });
|
||||
}
|
||||
|
||||
// render rows — cover% is a DIAGNOSTIC column now (static overhead projection
|
||||
// of the taut attach shape); the flown garden column is what scores.
|
||||
const tbl = document.createElement('table');
|
||||
const hd = tbl.insertRow();
|
||||
for (const h of ['line', 'm²', 'vert cover (static)', 'holds?', 'garden (flown)', 'corners: peak → tier']) {
|
||||
const td = hd.insertCell(); td.textContent = h; td.className = 'corner';
|
||||
}
|
||||
for (const r of rows) {
|
||||
const tr = tbl.insertRow();
|
||||
tr.insertCell().textContent = r.ids.join(',');
|
||||
tr.insertCell().textContent = `${r.pinned ? '📌 ' : ''}${r.ids.join(',')}`;
|
||||
tr.insertCell().textContent = `${r.area.toFixed(0)} m²`;
|
||||
tr.insertCell().textContent = `cover ${(r.cover * 100).toFixed(0)}%`;
|
||||
tr.insertCell().textContent = `${(r.cover * 100).toFixed(0)}%`;
|
||||
const mk = tr.insertCell();
|
||||
if (r.unholdable.length) { mk.textContent = '✗ unholdable'; mk.className = 'bad'; }
|
||||
else if (r.hw <= START_BUDGET) { mk.textContent = `✓ $${r.hw}`; mk.className = 'ok'; }
|
||||
else { mk.textContent = `✗ $${r.hw} > $${START_BUDGET}`; mk.className = 'warn'; }
|
||||
else if (!r.affordable) { mk.textContent = `✗ $${r.hw} > $${START_BUDGET}`; mk.className = 'warn'; }
|
||||
else if (!r.clean) {
|
||||
mk.textContent = `⚠ $${r.hw} MARGINAL (${r.marginal.map((c) => `${c.id} ${(c.headroom * 100).toFixed(0)}%`).join(' ')})` +
|
||||
` — clean ${r.cleanHw != null ? `$${r.cleanHw} > $${START_BUDGET}` : 'over the shop ceiling'}`;
|
||||
mk.className = 'warn';
|
||||
} else {
|
||||
mk.textContent = `✓ $${r.cleanHw} clean${r.hw < r.cleanHw ? ` (holds at $${r.hw})` : ''}`;
|
||||
mk.className = 'ok';
|
||||
}
|
||||
const gd = tr.insertCell();
|
||||
const g = flown.get(r.ids.join(','));
|
||||
if (g) {
|
||||
gd.textContent = `${g.hp} ${g.state.toUpperCase()}${g.cornersLost ? ` (${g.cornersLost} lost)` : ''}` +
|
||||
`${g.marginal.length ? ` ⚠ ${g.marginal.join(',')} inside margin` : ''}`;
|
||||
gd.className = (g.marginal.length || g.state === 'tattered') ? 'warn' : g.state === 'full' ? 'ok' : 'bad';
|
||||
} else { gd.textContent = '—'; gd.className = 'corner'; }
|
||||
const cs = tr.insertCell(); cs.className = 'corner';
|
||||
cs.innerHTML = r.tiers.map((c) =>
|
||||
`${c.id}${c.hint !== 1 ? `×${c.hint}` : ''} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : '<span class="none">NONE</span>'}`).join(' ');
|
||||
@ -114,26 +198,79 @@ async function run() {
|
||||
|
||||
// verdict
|
||||
const v = el('verdict');
|
||||
const gardenLine = () => {
|
||||
const bg = bestGarden ? rowBy(bestGarden.key) : null;
|
||||
return `\n— the garden (flown, funnel ${vlist.length ? 'ON' : 'n/a'}): bare bed ${bare.hp} ${bare.state.toUpperCase()}` +
|
||||
(bestGarden
|
||||
? ` · best clean buyable ${bg.ids.join(',')} ($${bg.cleanHw}) → ${bestGarden.g.hp} ${bestGarden.g.state.toUpperCase()}` +
|
||||
`${bestGarden.g.cornersLost ? ` (${bestGarden.g.cornersLost} corner(s) lost)` : ''}` +
|
||||
` · the sail is worth ${(bestGarden.g.hp - bare.hp) >= 0 ? '+' : ''}${(bestGarden.g.hp - bare.hp).toFixed(1)} HP`
|
||||
: ' · NO clean buyable line to fly') +
|
||||
(bestMarginal && (!bestGarden || bestMarginal.g.hp > bestGarden.g.hp)
|
||||
? `\n ⚠ best MARGINAL line ${bestMarginal.key} reads ${bestMarginal.g.hp} ${bestMarginal.g.state.toUpperCase()} on paper — ` +
|
||||
`inside the 15% break-in-game band, treat as ${bestMarginal.g.hp > bare.hp ? 'the trap, not the answer' : 'dead'}`
|
||||
: '') +
|
||||
(skipped ? `\n (${skipped} affordable line(s) beyond the ${FLY_CAP}-flight cap not flown)` : '');
|
||||
};
|
||||
const sepLine = () => {
|
||||
if (!sep) return `\n— separation target: none pinned in the site JSON (A's gate-1.4 block) — nothing to judge against.`;
|
||||
const s = site.separation;
|
||||
return `\n— separation target (${sepStormName}): ` +
|
||||
`held ${sep.held.hp} ${sep.held.state.toUpperCase()} ($${sep.held.cost}, ${sep.held.cornersLost}/4 lost` +
|
||||
`) vs pinned >${s.heldMustExceed}` +
|
||||
` · bare ${sep.bare.hp} vs pinned <${s.bareMustLoseBelow}` +
|
||||
` → ${sep.ok ? 'MEETS the target' : `FAILS (${[!sep.heldOk && 'held not FULL', !sep.heldWin && 'held does not WIN', !sep.bareOk && 'bare does not lose'].filter(Boolean).join(', ')})`}` +
|
||||
(sep.ok && !sep.heldClean
|
||||
? `\n ⚠ but the pinned line is KNIFE-EDGED: ${sep.held.marginal.map((id) => {
|
||||
const p = sep.held.peaks.find((x) => x.id === id);
|
||||
return `${id} ${(p.headroom * 100).toFixed(0)}% headroom (${p.peakN}/${p.effN} N)`;
|
||||
}).join(', ')} — inside the ${(AUDIT.MARGIN * 100).toFixed(0)}% break-in-game band. ` +
|
||||
`Flagged to A/D in THREADS, not overruled here: the margin rule's cause is unfound and this yard's ` +
|
||||
`bench has matched the UI to the decimal — but nobody has PLAYED this line yet.`
|
||||
: '');
|
||||
};
|
||||
if (verdict.code === 'no-cover') {
|
||||
v.className = 'verdict fail';
|
||||
v.textContent = `✗ FAIL — no quad in the ${AUDIT.BAND.lo}-${AUDIT.BAND.hi} m² band shades the bed at all.\n` +
|
||||
`The site cannot be rigged. It needs an anchor near the bed before it ships.`;
|
||||
} else if (verdict.code === 'marginal-only') {
|
||||
const b = verdict.best;
|
||||
v.className = 'verdict fail';
|
||||
v.textContent = `✗ MARGINAL ONLY — the budget's ${marginalWinners.length} affordable line(s) all carry a corner inside ` +
|
||||
`the ${(AUDIT.MARGIN * 100).toFixed(0)}% break-in-game band (best: ${b.ids.join(',')} at $${b.hw}, ` +
|
||||
`${b.marginal.map((c) => `${c.id} ${(c.headroom * 100).toFixed(0)}% headroom`).join(', ')}; ` +
|
||||
`clean would need ${b.cleanHw != null ? `$${b.cleanHw}` : 'steel over the shop ceiling'}).\n` +
|
||||
`On the bench it holds; in the real game it is D's 39.8-TATTERED wild night. No clean line at $${START_BUDGET}.` +
|
||||
gardenLine() + sepLine();
|
||||
} else if (!verdict.ok) {
|
||||
const b = verdict.best;
|
||||
v.className = 'verdict fail';
|
||||
v.textContent = `✗ FAIL — no affordable holding line. Cheapest is ${b.ids.join(',')} at $${b.hw} on a $${START_BUDGET} budget` +
|
||||
(b.unholdable.length ? `, and ${b.unholdable.map((c) => c.id).join('/')} is over the shop's ${(HARDWARE.at(-1).rating / 1000).toFixed(1)} kN ceiling at any price.` : '.') +
|
||||
`\nThe SPRINT6 p1=7.4 kN failure. Move an anchor (E's standing offer), or the site ships unwinnable.`;
|
||||
`\nThe SPRINT6 p1=7.4 kN failure. Move an anchor (E's standing offer), or the site ships unwinnable.` +
|
||||
gardenLine() + sepLine();
|
||||
} else {
|
||||
const w = verdict.best;
|
||||
v.className = 'verdict pass';
|
||||
v.textContent = `✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')} — $${w.hw} hardware` +
|
||||
`${w.total <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${w.total}, inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
|
||||
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.`;
|
||||
const wTotal = w.cleanHw + AUDIT.SPARE_COST;
|
||||
v.className = (sep && !sep.ok) ? 'verdict fail' : 'verdict pass';
|
||||
v.textContent = `${(sep && !sep.ok) ? '✗' : '✓'} winnability: ${winners.length} clean affordable line(s)` +
|
||||
`${marginalWinners.length ? ` (+${marginalWinners.length} marginal, flagged above)` : ''}; cheapest clean ${w.ids.join(',')} — $${w.cleanHw} hardware` +
|
||||
`${wTotal <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${wTotal}, inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}.` +
|
||||
gardenLine() + sepLine();
|
||||
}
|
||||
// a machine-readable line, so this page can also be driven headless-in-browser
|
||||
window.__audit = { site: siteName, storm: stormName, dressed, venturi: vlist, anchors: anchors.length, cands: cands.length, verdict, winners: winners.map((w) => ({ ids: w.ids, hw: w.hw, cover: w.cover })) };
|
||||
document.title = `site_audit — ${verdict.ok ? 'PASS' : 'FAIL'}`;
|
||||
window.__audit = {
|
||||
site: siteName, storm: stormName, dressed, venturi: vlist, anchors: anchors.length,
|
||||
cands: cands.length, verdict,
|
||||
winners: winners.map((w) => ({ ids: w.ids, hw: w.hw, cover: w.cover, garden: flown.get(w.ids.join(',')) ?? null })),
|
||||
marginalWinners: marginalWinners.map((w) => ({ ids: w.ids, hw: w.hw,
|
||||
marginal: w.marginal.map((c) => ({ id: c.id, headroom: c.headroom })),
|
||||
garden: flown.get(w.ids.join(',')) ?? null })),
|
||||
bare, bestGarden: bestGarden ? { ids: bestGarden.key, ...bestGarden.g } : null,
|
||||
bestMarginal: bestMarginal ? { ids: bestMarginal.key, ...bestMarginal.g } : null,
|
||||
separation: sep ? { storm: sepStormName, ...sep } : null,
|
||||
};
|
||||
document.title = `site_audit — ${verdict.ok ? 'PASS' : verdict.code.toUpperCase()}${sep ? ` · sep ${sep.ok ? 'MEETS' : 'FAILS'}` : ''}`;
|
||||
}
|
||||
|
||||
run().catch((e) => {
|
||||
|
||||
@ -16,11 +16,19 @@
|
||||
* balance decision disguised as art, and it should be audited the minute it's
|
||||
* drawn, not the sprint after it ships.
|
||||
*
|
||||
* What it does NOT do: score the garden. Winnability is decided before any of
|
||||
* that — by whether a quad exists that (a) covers the bed and (b) has peak
|
||||
* corner loads the budget can hold. The garden drain only decides how BADLY you
|
||||
* lose a site that was already unwinnable. That's also why this runs in node:
|
||||
* no skyfx, no document, no browser, ~20 s per site.
|
||||
* What it does NOT do: score the garden — and SPRINT13 made the garden the
|
||||
* scoring quantity (the audit's old static cover% predicted the wild night's
|
||||
* garden BACKWARDS, r = −0.42). skyfx needs `document`, so garden truth lives
|
||||
* in the BROWSER front-end: audit.html flies every affordable line through
|
||||
* gardenfly.js (real attach → skyfx exposure → garden.js) and judges the
|
||||
* site's pinned `separation` block. This node tool remains the fast
|
||||
* winnability check — peaks, pricing, the margin rule — and it TELLS you
|
||||
* where the garden verdict is rather than pretending it has one.
|
||||
*
|
||||
* Known blindness beyond dressing (stated, not hidden): node hands the sweep
|
||||
* STATIC anchors, so tree sway — real dynamic load on any tr1/t1/t2 line,
|
||||
* C's landmine 2 — is frozen here. Post lines are exact; tree lines read
|
||||
* optimistic. The browser front-end flies world.anchors live.
|
||||
*/
|
||||
|
||||
import { readFile } from 'node:fs/promises';
|
||||
@ -94,11 +102,15 @@ const BACKYARD_01 = {
|
||||
['p2', 'post', 4.308797385647288, 3.958677942376306, 6.463196078470932, 1.0],
|
||||
['p3', 'post', 0, 3.954237880742151, 7.556692403840262, 1.0],
|
||||
['p4', 'post', -3.721247340646687, 4.000586139378515, -1.3954677527425075, 1.0],
|
||||
// SPRINT13: p5, the clothesline post — A's gate-1 anchor (the ruling that
|
||||
// gave the backyard a FULL-capable wild-night line). h 2.6 in the JSON,
|
||||
// raked like every post; verified live like every post.
|
||||
['p5', 'post', 5.840064309022781, 2.591333620780842, -2.1236597487355566, 1.0],
|
||||
].map(([id, type, x, y, z, ratingHint]) => ({ id, type, ratingHint, pos: { x, y, z } })),
|
||||
};
|
||||
|
||||
/** Anchors dress() never touches — so live world.js IS authoritative for these. */
|
||||
const VERIFIABLE = new Set(['p1', 'p2', 'p3', 'p4']);
|
||||
const VERIFIABLE = new Set(['p1', 'p2', 'p3', 'p4', 'p5']);
|
||||
|
||||
/**
|
||||
* Re-derive the posts from live world.js and fail loudly if the dump drifted.
|
||||
@ -187,7 +199,9 @@ async function loadSite(path) {
|
||||
}));
|
||||
// A resolved export still owes us the site's funnel — the venturi is site data,
|
||||
// not storm data, and a sweep without it flies an easier yard than ships.
|
||||
return { name: j.name || path, bed: j.gardenBed || j.bed, anchors, venturi: j.wind?.venturi ?? [] };
|
||||
// The separation block rides along so the tool can at least PRINT the pin.
|
||||
return { name: j.name || path, bed: j.gardenBed || j.bed, anchors,
|
||||
venturi: j.wind?.venturi ?? [], separation: j.separation ?? null };
|
||||
}
|
||||
|
||||
const withSway = (list) => list.map((a) => ({ ...a, sway: () => a.pos }));
|
||||
@ -196,7 +210,6 @@ async function main() {
|
||||
const site = await loadSite(sitePath);
|
||||
const anchors = withSway(site.anchors);
|
||||
const def = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${stormArg}.json`, import.meta.url), 'utf8'));
|
||||
const calmDef = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${AUDIT.CALM_STORM}.json`, import.meta.url), 'utf8'));
|
||||
|
||||
console.log(`\nsite_audit — ${site.name}`);
|
||||
if (site.dumped) {
|
||||
@ -211,6 +224,9 @@ async function main() {
|
||||
console.log(` posts verified against live world.js ✓ ` +
|
||||
`dress()-only anchors trusted from the dump: h1,h2,h3,t1,t2,t1b,t1c,t2b`);
|
||||
console.log(` (node cannot dress — live world.js here is the GRAYBOX yard, house at x=±5. See comment.)`);
|
||||
// the pinned separation block is site JSON — read it so the dump path can print the pin
|
||||
const j = JSON.parse(await readFile(new URL('../../web/world/data/sites/backyard_01.json', import.meta.url), 'utf8'));
|
||||
site.separation = j.separation ?? null;
|
||||
}
|
||||
console.log(`storm: ${stormArg} (${def.duration}s, downdraftOfTotal ${def.gusts?.downdraftOfTotal ?? '—'})`);
|
||||
const venturi = site.venturi ?? [];
|
||||
@ -218,7 +234,11 @@ async function main() {
|
||||
console.log(`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}\n`);
|
||||
|
||||
// The sweep itself is shared with the browser front-end — see sweep.js.
|
||||
const { cands, rows, winners, verdict } = auditSweep({ anchors, bed: site.bed, stormDef: def, calmDef, venturi });
|
||||
// siteDef carries the venturi AND the pinned separation recipe (the pin
|
||||
// sweeps regardless of the band — see sweep.js).
|
||||
const { cands, rows, winners, marginalWinners, verdict } =
|
||||
auditSweep({ anchors, bed: site.bed, stormDef: def,
|
||||
siteDef: { wind: { venturi }, separation: site.separation ?? null } });
|
||||
|
||||
if (verdict.code === 'no-cover') {
|
||||
console.log(`✗ FAIL — no quad in the ${AUDIT.BAND.lo}-${AUDIT.BAND.hi} m² band shades the bed at all.`);
|
||||
@ -226,14 +246,33 @@ async function main() {
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
console.log(`${cands.length} quad(s) in band shading the bed:\n`);
|
||||
console.log(`${cands.length} quad(s) in band shading the bed (cover% is the STATIC vertical projection — a`);
|
||||
console.log(`geometry diagnostic; the garden verdict is flown in audit.html via gardenfly.js):\n`);
|
||||
for (const r of rows) {
|
||||
const cs = r.tiers.map((c) => `${c.id}${c.hint !== 1 ? `×${c.hint}` : ''} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : 'NONE'}`).join(' ');
|
||||
const mark = r.unholdable.length ? '✗ unholdable' : r.hw <= START_BUDGET ? `✓ $${r.hw}` : `✗ $${r.hw} > $${START_BUDGET}`;
|
||||
console.log(` ${r.ids.join(',').padEnd(18)} ${r.area.toFixed(0).padStart(3)} m² cover ${(r.cover * 100).toFixed(0).padStart(3)}% ${mark.padEnd(14)} ${cs}`);
|
||||
const mark = r.unholdable.length ? '✗ unholdable'
|
||||
: !r.affordable ? `✗ $${r.hw} > $${START_BUDGET}`
|
||||
: !r.clean ? `⚠ $${r.hw} MARGINAL(${r.marginal.map((c) => c.id).join(',')})`
|
||||
: `✓ $${r.cleanHw} clean`;
|
||||
console.log(` ${((r.pinned ? '📌' : '') + r.ids.join(',')).padEnd(18)} ${r.area.toFixed(0).padStart(3)} m² cover ${(r.cover * 100).toFixed(0).padStart(3)}% ${mark.padEnd(22)} ${cs}`);
|
||||
}
|
||||
if (site.separation) {
|
||||
console.log(`\nseparation target pinned (${site.separation.stormKey}): ` +
|
||||
site.separation.line.map((l) => `${l.anchor} ${l.hw}`).join(' + ') +
|
||||
` — held >${site.separation.heldMustExceed} & WIN, bare <${site.separation.bareMustLoseBelow}.` +
|
||||
`\n Judged in the BROWSER front-end (garden needs skyfx): tools/site_audit/audit.html?site=...`);
|
||||
}
|
||||
|
||||
console.log('');
|
||||
if (verdict.code === 'marginal-only') {
|
||||
const b = verdict.best;
|
||||
console.log(`✗ MARGINAL ONLY — every affordable line carries a corner inside the ` +
|
||||
`${(AUDIT.MARGIN * 100).toFixed(0)}% break-in-game band (C's residual rule). Best: ${b.ids.join(',')} at $${b.hw}` +
|
||||
` (${b.marginal.map((c) => `${c.id} ${(c.headroom * 100).toFixed(0)}% headroom`).join(', ')};` +
|
||||
` clean would need ${b.cleanHw != null ? `$${b.cleanHw}` : 'steel over the shop ceiling'}).`);
|
||||
console.log(` On this bench it holds; in the real game it is the 39.8-TATTERED wild night. No clean line at $${START_BUDGET}.\n`);
|
||||
process.exit(1);
|
||||
}
|
||||
if (!verdict.ok) {
|
||||
const best = verdict.best;
|
||||
console.log(`✗ FAIL — no affordable holding line. Cheapest is ${best.ids.join(',')} at $${best.hw} on a $${START_BUDGET} budget` +
|
||||
@ -242,9 +281,12 @@ async function main() {
|
||||
process.exit(1);
|
||||
}
|
||||
const w = verdict.best;
|
||||
console.log(`✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')} — $${w.hw} hardware` +
|
||||
`${w.total <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${w.total}, still inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
|
||||
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.\n`);
|
||||
const wTotal = w.cleanHw + AUDIT.SPARE_COST;
|
||||
console.log(`✓ PASS — ${winners.length} clean affordable line(s)` +
|
||||
`${marginalWinners.length ? ` (+${marginalWinners.length} marginal, flagged above)` : ''}. ` +
|
||||
`Best clean: ${w.ids.join(',')} — $${w.cleanHw} hardware` +
|
||||
`${wTotal <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${wTotal}, still inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
|
||||
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% static cover. Garden verdict: audit.html.\n`);
|
||||
}
|
||||
|
||||
main().catch((e) => { console.error('site_audit failed:', e.message); process.exit(2); });
|
||||
|
||||
164
tools/site_audit/garden_probe.html
Normal file
164
tools/site_audit/garden_probe.html
Normal file
@ -0,0 +1,164 @@
|
||||
<!doctype html>
|
||||
<!--
|
||||
garden_probe — does cover% predict the garden? [Lane B, SPRINT13 gate 1.2]
|
||||
|
||||
The QA pass found one variable sighted three times: the audit's "cover" called
|
||||
a $20 rig bad and the sim paid it +$97. This page is the measurement behind
|
||||
that — it flies the SIM's own garden loop (skyfx's gardenExposure /
|
||||
gardenHailExposure, stepped exactly the way main.js:931-941 steps it) for a
|
||||
set of rig lines, and prints predicted garden HP beside the audit's cover%.
|
||||
|
||||
SPRINT13: the garden model is A's js/garden.js now (the export this page's
|
||||
first version asked for), so the probe flies the SAME createGarden main.js
|
||||
flies — the temporary constant copy died the day the export landed, per the
|
||||
fake → ask → landed → delete-the-fake protocol.
|
||||
|
||||
Browser-only by necessity: skyfx needs `document` (verified — node throws
|
||||
"document is not defined"), so garden prediction can never live in audit.mjs.
|
||||
|
||||
tools/site_audit/garden_probe.html?site=site_02_corner_block&storm=storm_03b_earlybuster
|
||||
-->
|
||||
<meta charset="utf-8">
|
||||
<title>garden_probe</title>
|
||||
<style>
|
||||
body { background:#111; color:#ddd; font:13px/1.5 ui-monospace,Menlo,monospace; margin:0; padding:20px; }
|
||||
h1 { font-size:15px; color:#fff; margin:0 0 2px; }
|
||||
.sub { color:#888; margin-bottom:14px; white-space:pre-wrap; }
|
||||
table { border-collapse:collapse; margin:8px 0; }
|
||||
td, th { padding:2px 12px 2px 0; white-space:nowrap; text-align:left; }
|
||||
th { color:#9ab; border-bottom:1px solid #333; }
|
||||
.ok { color:#6c6; } .bad { color:#e66; } .warn { color:#dc6; }
|
||||
.note { color:#888; margin-top:14px; white-space:pre-wrap; }
|
||||
</style>
|
||||
<h1>garden_probe — does cover% predict the garden?</h1>
|
||||
<div class="sub" id="sub">loading…</div>
|
||||
<div id="out"></div>
|
||||
<div class="note" id="note"></div>
|
||||
|
||||
<script type="importmap">
|
||||
{ "imports": {
|
||||
"three": "../../web/world/vendor/three.module.js",
|
||||
"three/addons/": "../../web/world/vendor/addons/"
|
||||
} }
|
||||
</script>
|
||||
<script type="module">
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { HARDWARE } from '../../web/world/js/contracts.js';
|
||||
import { auditSweep } from './sweep.js';
|
||||
import { flyGarden } from './gardenfly.js';
|
||||
|
||||
const q = new URLSearchParams(location.search);
|
||||
const siteName = q.get('site') || 'site_02_corner_block';
|
||||
const stormName = q.get('storm') || 'storm_03b_earlybuster';
|
||||
const el = (id) => document.getElementById(id);
|
||||
const loadJSON = async (p) => (await fetch(p)).json();
|
||||
|
||||
async function run() {
|
||||
// The yard on a re-pointable wind proxy (C's bench pattern) so world.anchors
|
||||
// fly THEMSELVES — a static sway remap froze the gum tree and under-read
|
||||
// every tree corner (C's landmine 2; q4 1.02 frozen vs 1.24 live).
|
||||
const site = await loadSite(siteName);
|
||||
const scene = new THREE.Scene();
|
||||
let currentWind = {
|
||||
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
|
||||
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
|
||||
gustTelegraph: () => null, eventsBetween: () => [],
|
||||
};
|
||||
const windProxy = {
|
||||
sample: (p, t, o) => currentWind.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p, t) => currentWind.speedAt(p, t),
|
||||
rainAt: (t) => currentWind.rainAt(t),
|
||||
rainMmPerHour: (t) => (currentWind.rainMmPerHour ? currentWind.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => currentWind.gustTelegraph(t),
|
||||
eventsBetween: (a, b) => currentWind.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
};
|
||||
const use = (w) => { currentWind = w; };
|
||||
const world = createWorld(scene, { wind: windProxy, site });
|
||||
await world.dress();
|
||||
const bed = world.gardenBed;
|
||||
const anchors = world.anchors;
|
||||
const venturi = site.wind?.venturi ?? [];
|
||||
|
||||
const stormDef = await loadJSON(`../../web/world/data/storms/${stormName}.json`);
|
||||
|
||||
// The audit's own sweep, for its (diagnostic) cover% numbers.
|
||||
const { rows } = auditSweep({ anchors, bed, stormDef, siteDef: site, use });
|
||||
|
||||
/** Fly one line through gardenfly — THE audit scoring chain, no local copy. */
|
||||
const gardenFor = (ids, hwTier, { bare = false } = {}) =>
|
||||
flyGarden({ anchors, bed, stormDef, siteDef: site, use,
|
||||
ids: bare ? null : ids, hw: hwTier });
|
||||
|
||||
el('sub').textContent =
|
||||
`${site.name} · ${stormName} (${stormDef.duration}s) · bed ${bed.w}x${bed.d} @ (${bed.x},${bed.z})\n` +
|
||||
`venturi: ${venturi.length ? venturi.map((v) => `(${v.x},${v.z}) gain ${v.gain}`).join(' · ') : 'none'} · ` +
|
||||
`flying gardenfly.js — the sim's own chain (windForSite → attach → skyfx → garden.js), live anchors`;
|
||||
|
||||
// The bare bed is the control: what the garden does with NO sail at all.
|
||||
const bareRes = gardenFor(null, null, { bare: true });
|
||||
|
||||
// Probe a spread of lines: the cheapest (the decoy), the best-covering, and a
|
||||
// few between — sorted by the audit's cover% so any correlation is visible.
|
||||
const holdable = rows.filter((r) => !r.unholdable.length);
|
||||
const byCover = [...holdable].sort((a, b) => a.cover - b.cover);
|
||||
const pick = [];
|
||||
const want = 8;
|
||||
for (let i = 0; i < want; i++) pick.push(byCover[Math.floor(i * (byCover.length - 1) / (want - 1))]);
|
||||
const seen = new Set();
|
||||
const probes = pick.filter((r) => r && !seen.has(r.ids.join(',')) && seen.add(r.ids.join(',')));
|
||||
|
||||
const tbl = document.createElement('table');
|
||||
const head = tbl.insertRow();
|
||||
for (const h of ['line', 'audit cover% (static)', 'hw $', 'garden (flown)', 'by hail', 'by rain', 'corners lost', 'vs bare bed'])
|
||||
{ const th = document.createElement('th'); th.textContent = h; head.appendChild(th); }
|
||||
|
||||
const results = [];
|
||||
for (const r of probes) {
|
||||
const g = gardenFor(r.ids, HARDWARE[2]); // rated shackles: hold it, isolate GEOMETRY
|
||||
results.push({ ids: r.ids.join(','), cover: +(r.cover * 100).toFixed(0), hw: r.hw, ...g });
|
||||
const tr = tbl.insertRow();
|
||||
const cells = [r.ids.join(','), `${(r.cover * 100).toFixed(0)}%`, `$${r.hw}`,
|
||||
`${g.hp.toFixed(1)} ${g.state.toUpperCase()}${g.marginal.length ? ` ⚠ ${g.marginal.join(',')}` : ''}`,
|
||||
g.byHail.toFixed(1), g.byRain.toFixed(1), String(g.cornersLost),
|
||||
`${(g.hp - bareRes.hp >= 0 ? '+' : '')}${(g.hp - bareRes.hp).toFixed(1)}`];
|
||||
cells.forEach((c, i) => { const td = tr.insertCell(); td.textContent = c;
|
||||
if (i === 7) td.className = (g.hp - bareRes.hp) > 15 ? 'ok' : (g.hp - bareRes.hp) > 5 ? 'warn' : 'bad'; });
|
||||
}
|
||||
const tr = tbl.insertRow();
|
||||
['BARE BED (no sail)', '—', '$0', `${bareRes.hp.toFixed(1)} ${bareRes.state.toUpperCase()}`,
|
||||
bareRes.byHail.toFixed(1), bareRes.byRain.toFixed(1), '—', '—']
|
||||
.forEach((c) => { const td = tr.insertCell(); td.textContent = c; td.className = 'warn'; });
|
||||
el('out').appendChild(tbl);
|
||||
|
||||
// Correlation between the audit's cover% and the sim's garden HP. If the audit
|
||||
// is telling the truth this is near 1; the QA pass says it is not.
|
||||
const xs = results.map((r) => r.cover), ys = results.map((r) => r.hp);
|
||||
const mean = (a) => a.reduce((s, v) => s + v, 0) / a.length;
|
||||
const mx = mean(xs), my = mean(ys);
|
||||
const cov = xs.reduce((s, x, i) => s + (x - mx) * (ys[i] - my), 0);
|
||||
const sx = Math.sqrt(xs.reduce((s, x) => s + (x - mx) ** 2, 0));
|
||||
const sy = Math.sqrt(ys.reduce((s, y) => s + (y - my) ** 2, 0));
|
||||
const r2 = (sx && sy) ? (cov / (sx * sy)) : NaN;
|
||||
const spread = Math.max(...ys) - Math.min(...ys);
|
||||
const bestGain = Math.max(...ys) - bareRes.hp;
|
||||
|
||||
el('note').textContent =
|
||||
`cover% → garden HP correlation: r = ${r2.toFixed(3)}\n` +
|
||||
`garden HP spread across every holdable line: ${spread.toFixed(1)} HP\n` +
|
||||
`best line vs bare bed: ${bestGain >= 0 ? '+' : ''}${bestGain.toFixed(1)} HP ` +
|
||||
`(a rig that costs money and holds every corner buys THIS much garden)\n` +
|
||||
`bare bed finished at ${bareRes.hp.toFixed(1)} HP — hail ${bareRes.byHail.toFixed(1)}, rain ${bareRes.byRain.toFixed(1)}`;
|
||||
|
||||
window.__probe = { site: siteName, storm: stormName, bare: bareRes, results, r: r2, spread, bestGain };
|
||||
document.title = `garden_probe — r=${r2.toFixed(2)}`;
|
||||
}
|
||||
|
||||
run().catch((e) => {
|
||||
el('note').className = 'bad';
|
||||
el('note').textContent = `garden_probe crashed: ${e.message}\n${e.stack || ''}`;
|
||||
window.__probe = { error: e.message };
|
||||
document.title = 'garden_probe — ERROR';
|
||||
});
|
||||
</script>
|
||||
175
tools/site_audit/gardenfly.js
Normal file
175
tools/site_audit/gardenfly.js
Normal file
@ -0,0 +1,175 @@
|
||||
/**
|
||||
* gardenfly.js — fly a rig line through the REAL scoring chain and return the
|
||||
* garden verdict the sim would hand the invoice. [Lane B, SPRINT13 gate 1.2]
|
||||
*
|
||||
* This module exists because the audit's old ranking quantity — static cover%
|
||||
* of the taut attach-shape — predicted the wild night's garden BACKWARDS
|
||||
* (r = −0.42, THREADS [B] gate-1 evidence): it told three people a $20 rig was
|
||||
* bad while the sim paid it +$97. The quantity that scores is the FLOWN
|
||||
* vertical (hail) shadow through the storm: hail is 5.0 against rain's 0.25
|
||||
* (garden.js), stones fall near-vertical, and a sail either blocks the hail
|
||||
* over the bed or blocks nothing that matters. Only flying the real chain
|
||||
* measures that, so this is the audit's scoring engine now; cover% is demoted
|
||||
* to a geometry diagnostic in both front-ends.
|
||||
*
|
||||
* THE chain, one copy of it, shared by audit.html and garden_probe.html:
|
||||
*
|
||||
* windForSite(stormDef, siteDef, anchors) (C's shared builder —
|
||||
* venturi + tree shelters, byte-for-byte main.js's site-load wiring)
|
||||
* → SailRig.attach(ids, hw, tension) (the real attach)
|
||||
* → rig.step + sky.step(dt, t, {sail: rig}) (main.js's exact call)
|
||||
* → createGarden(...).step(dt, hailExp, rainExp) (A's garden.js, no copy)
|
||||
*
|
||||
* NO calm settle, deliberately: in the real game the rig does not exist before
|
||||
* commit, and commit→attach→storm is one keypress (the rig.t fix's own words),
|
||||
* so the attach transient flies under STORM wind and counts. C measured the
|
||||
* phantom settle's skew and removed it from the bench the same day.
|
||||
*
|
||||
* Landmines this file exists to never re-arm (each earned this sprint):
|
||||
*
|
||||
* · D's skipped-attach trap (skyfx.js:803): a harness that never runs
|
||||
* attach() scores EVERY rig as bare — the bare-bed constant lies politely.
|
||||
* flyGarden throws if the rig it built has no shadow mesh.
|
||||
* · The venturi lives in the SITE def, not the storm def. THREE harnesses
|
||||
* shipped that bug (my Sprint-11 audit, C's bench, D's first harness half);
|
||||
* windForSite is the one door now, and the selftest mutation-checks that
|
||||
* the funnel reaches this module's wind.
|
||||
* · The FROZEN TREE (C's landmine 2): remapping anchors to `sway: () => pos`
|
||||
* freezes the gum tree whose sway is the dynamic load a tr1 rig eats —
|
||||
* q4 read 1.02 frozen vs 1.24 live. Callers hand this module
|
||||
* world.anchors THEMSELVES and re-point the world's wind proxy via `use`
|
||||
* so the sway closures sample the storm that is actually flying.
|
||||
* · THE MARGIN RULE (C's residual): even corrected, benches under-read the
|
||||
* real UI's peaks by ~5–15% on site_02 (cause unfound, in the pool). Until
|
||||
* it is found, any corner within 15% of its effective rating is scored
|
||||
* "breaks in the game" — a flight that holds on paper with q4 at 1.24 vs
|
||||
* 1.2 is D's 39.8 TATTERED in play, not the bench's 91.9 FULL. flyGarden
|
||||
* reports `marginal` and callers must not print PASS over it.
|
||||
*
|
||||
* Per-corner peaks are labelled from `corners[k].anchorId`, never input order —
|
||||
* C's label-permutation warning (attach reorders picks into ring order).
|
||||
*
|
||||
* Browser-only by necessity: skyfx needs `document` (node throws), which is
|
||||
* why audit.mjs (node) prints winnability and POINTS HERE for garden truth.
|
||||
*/
|
||||
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { windForSite } from '../../web/world/js/weather.js';
|
||||
import { createSkyFx } from '../../web/world/js/skyfx.js';
|
||||
import { createGarden } from '../../web/world/js/garden.js';
|
||||
import { HARDWARE, FIXED_DT } from '../../web/world/js/contracts.js';
|
||||
import { AUDIT } from './sweep.js';
|
||||
|
||||
// The margin rule's knob is AUDIT.MARGIN — sweep.js holds the ONE copy and
|
||||
// both audit engines read it (a local copy here would be the exact drift this
|
||||
// sprint spent itself killing).
|
||||
|
||||
/** Shop hardware by its contracts.js name ("rated shackle") — throws on a
|
||||
* stranger, because a typo'd tier silently becoming a carabiner is exactly
|
||||
* the setHardware() lesson from gate 3. */
|
||||
export function hardwareByName(name) {
|
||||
const hw = HARDWARE.find((h) => h.name === name);
|
||||
if (!hw) throw new Error(`unknown hardware "${name}" — the shop sells: ${HARDWARE.map((h) => h.name).join(', ')}`);
|
||||
return hw;
|
||||
}
|
||||
|
||||
/**
|
||||
* Fly one line (or a bare bed) and return the garden verdict.
|
||||
*
|
||||
* @param {object} o
|
||||
* @param {Array} o.anchors world.anchors THEMSELVES (live sway), or resolved
|
||||
* {id, type, pos, sway, ratingHint} for synthetic yards
|
||||
* @param {object} o.bed garden bed rect {x, z, w, d}
|
||||
* @param {object} o.stormDef storm JSON to fly
|
||||
* @param {object} [o.siteDef] site JSON — its wind.venturi is half the yard's
|
||||
* weather; omit ONLY for a site with no funnel
|
||||
* @param {function} [o.use] yard's wind-proxy re-pointer (C's bench pattern):
|
||||
* called with this flight's wind so world.anchors'
|
||||
* tree-sway closures sample the storm actually flying
|
||||
* @param {Array} [o.ids] 4 anchor ids; null/omitted = bare bed (the control)
|
||||
* @param {Array|object} [o.hw] hardware per pick (aligned with ids), or one tier for all 4
|
||||
* @param {number} [o.tension]
|
||||
* @returns {{ hp, state, byHail, byRain, cornersLost, peaks, marginal, cost }}
|
||||
*/
|
||||
export function flyGarden({ anchors, bed, stormDef, siteDef = null, use = null, ids = null, hw = null, tension = 1.0 }) {
|
||||
const wind = windForSite(stormDef, siteDef, anchors);
|
||||
use?.(wind);
|
||||
|
||||
let rig = null, cost = 0;
|
||||
if (ids) {
|
||||
const hwArr = Array.isArray(hw) ? hw : Array(4).fill(hw ?? hardwareByName('rated shackle'));
|
||||
cost = hwArr.reduce((s, h) => s + (h.cost || 0), 0);
|
||||
// shade cloth (porosity 0.30): the fabric a competent player flies — same as sweep.js
|
||||
rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 }).attach(ids, hwArr, tension);
|
||||
// D's skipped-attach trap: a rig without its shadow mesh scores as a bare
|
||||
// bed and the number LOOKS plausible. Refuse to fly it.
|
||||
if (!rig.rigged || !rig.pos || !rig.tris || !rig.tris.length) {
|
||||
throw new Error('flyGarden: rig is not attached (no shadow mesh) — a bypassed attach scores ' +
|
||||
'every rig as bare (skyfx.js:803, D\'s landmine). Fix the harness, do not trust the number.');
|
||||
}
|
||||
}
|
||||
|
||||
const sky = createSkyFx({ wind, night: true });
|
||||
const garden = createGarden({ setPlants() {} }); // THE model — garden.js, main.js's own
|
||||
|
||||
const n = Math.round(stormDef.duration / FIXED_DT);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const t = i * FIXED_DT;
|
||||
if (rig) rig.step(FIXED_DT, wind, t);
|
||||
sky.step(FIXED_DT, t, { sail: rig }); // main.js's exact third param
|
||||
garden.step(FIXED_DT, sky.gardenHailExposure(bed, t), sky.gardenExposure(bed, t));
|
||||
}
|
||||
sky.dispose?.();
|
||||
|
||||
// labelled from the rig's OWN anchorId — attach reorders picks into ring
|
||||
// order, and a peak quoted against input order swaps corners (C's warning).
|
||||
const peaks = rig ? rig.corners.map((c) => {
|
||||
const eff = c.hw.rating * (c.anchor.ratingHint ?? 1);
|
||||
return { id: c.anchorId, peakN: Math.round(c.peakLoad), effN: Math.round(eff),
|
||||
headroom: +(1 - c.peakLoad / eff).toFixed(3) };
|
||||
}) : [];
|
||||
|
||||
return {
|
||||
hp: +garden.hp.toFixed(1),
|
||||
state: garden.state, // 'full' | 'tattered' | 'dead' — garden.js's own thresholds
|
||||
byHail: +garden.damage.hail.toFixed(1),
|
||||
byRain: +garden.damage.rain.toFixed(1),
|
||||
cornersLost: rig ? rig.corners.filter((c) => c.broken).length : 4,
|
||||
peaks,
|
||||
// C's margin rule: corners that held on paper but sit within MARGIN of
|
||||
// their effective rating — in the real game these break. A prediction
|
||||
// carrying names here is NOT a clean hold, whatever the hp says.
|
||||
marginal: peaks.filter((p) => !rig.corners.find((c) => c.anchorId === p.id).broken && p.headroom < AUDIT.MARGIN)
|
||||
.map((p) => p.id),
|
||||
cost,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Judge a site against its pinned `separation` block (A's gate-1.4 ruling,
|
||||
* backyard_01.json): fly the pinned recipe AND a bare bed on the block's own
|
||||
* storm, and answer the only question the target asks — does the best line the
|
||||
* budget buys read FULL and WIN, and does a bare bed LOSE the night.
|
||||
*
|
||||
* `heldWin` is main.js's win rule (hp >= 50 && corners lost < 2) — EXACTLY the
|
||||
* rule, so this stays in lockstep with a.test's pin of the same block.
|
||||
* `heldClean` is the margin rule's opinion, kept SEPARATE from `ok` on
|
||||
* purpose: the pinned target is A's ruling and this module doesn't get to
|
||||
* overrule it with a working rule whose cause is still unfound — but a pinned
|
||||
* line carrying a corner inside the 15% band is a knife edge the front-end
|
||||
* must SAY (it's a flag for A/D, not a verdict).
|
||||
*
|
||||
* @returns {{ held, bare, heldOk, heldWin, heldClean, bareOk, ok }}
|
||||
*/
|
||||
export function flySeparation({ anchors, bed, separation, stormDef, siteDef = null, use = null }) {
|
||||
const ids = separation.line.map((l) => l.anchor);
|
||||
const hw = separation.line.map((l) => hardwareByName(l.hw));
|
||||
const tension = separation.tension ?? 1.0;
|
||||
const held = flyGarden({ anchors, bed, stormDef, siteDef, use, ids, hw, tension });
|
||||
const bare = flyGarden({ anchors, bed, stormDef, siteDef, use });
|
||||
const heldOk = held.hp > separation.heldMustExceed;
|
||||
const heldWin = held.hp >= 50 && held.cornersLost < 2;
|
||||
const heldClean = held.marginal.length === 0;
|
||||
const bareOk = bare.hp < separation.bareMustLoseBelow;
|
||||
return { held, bare, heldOk, heldWin, heldClean, bareOk, ok: heldOk && heldWin && bareOk };
|
||||
}
|
||||
178
tools/site_audit/gardenfly.selftest.js
Normal file
178
tools/site_audit/gardenfly.selftest.js
Normal file
@ -0,0 +1,178 @@
|
||||
/**
|
||||
* gardenfly.selftest.js — the audit's garden engine audits itself. [Lane B, SPRINT13]
|
||||
*
|
||||
* Browser-only (skyfx needs `document`), so unlike sweep.selftest.js this is an
|
||||
* ASYNC factory: b.test.js awaits it and registers the returned [name, fn]
|
||||
* pairs. The flights happen here, once; the tests assert on captured results —
|
||||
* the same Suite-cannot-await shape a.test.js's pinned-separation flight uses.
|
||||
*
|
||||
* What it pins, and why each can fail:
|
||||
*
|
||||
* 1. TWO HARNESSES, ONE PIN. a.test flies backyard_01's `separation` block
|
||||
* through the RiggingSession shop path; this flies the SAME block through
|
||||
* the audit's own chain (gardenfly: windForSite, direct attach, named
|
||||
* hardware). Both must land on A's ruling — held FULL and winning, bare
|
||||
* losing. If a retune moves the wild night, both go red together and the
|
||||
* argument happens in THREADS, not in a drifted tool.
|
||||
*
|
||||
* 2. THE VENTURI REACHES THE FLOWN WIND. Three harnesses shipped the same
|
||||
* bug (site_audit SPRINT11, C's bench, D's first harness): the funnel
|
||||
* lives in the SITE def and a harness that doesn't wire it flies an
|
||||
* easier yard than ships. Same synthetic-yard trick as sweep.selftest:
|
||||
* starve gardenfly of the siteDef's venturi and this goes red.
|
||||
*
|
||||
* 3. The shop has no mystery tier: hardwareByName throws on a stranger
|
||||
* rather than quietly handing back nothing (the setHardware lesson).
|
||||
*/
|
||||
|
||||
import * as THREE from '../../web/world/vendor/three.module.js';
|
||||
import { createWorld, loadSite } from '../../web/world/js/world.js';
|
||||
import { loadStorm, windForSite } from '../../web/world/js/weather.js';
|
||||
import { SailRig } from '../../web/world/js/sail.js';
|
||||
import { createSkyFx } from '../../web/world/js/skyfx.js';
|
||||
import { createGarden } from '../../web/world/js/garden.js';
|
||||
import { FIXED_DT } from '../../web/world/js/contracts.js';
|
||||
import { flyGarden, flySeparation, hardwareByName } from './gardenfly.js';
|
||||
|
||||
const assert = (cond, msg) => { if (!cond) throw new Error(msg); };
|
||||
|
||||
/** sweep.selftest's synthetic yard: one quad, storm dead along +Z, funnel on it. */
|
||||
const SYN_ANCHORS = [
|
||||
{ id: 'a1', type: 'post', pos: { x: -3, y: 3.9, z: -3 } },
|
||||
{ id: 'a2', type: 'post', pos: { x: 3, y: 3.9, z: -3 } },
|
||||
{ id: 'a3', type: 'post', pos: { x: 3, y: 3.9, z: 3 } },
|
||||
{ id: 'a4', type: 'post', pos: { x: -3, y: 3.9, z: 3 } },
|
||||
].map((a) => ({ ...a, sway: () => a.pos }));
|
||||
const SYN_BED = { x: 0, z: 0, w: 4, d: 4 };
|
||||
const SYN_STORM = { id: 'gardenfly_selftest_storm', duration: 8, dir: Math.PI / 2, base: 14,
|
||||
gusts: { every: 3, peak: 1.6, downdraftOfTotal: 0.2 } };
|
||||
const SYN_FUNNEL = [{ x: 0, z: 0, axis: Math.PI / 2, gain: 2.0, radius: 12, sharp: 1 }];
|
||||
|
||||
export async function buildGardenflyTests() {
|
||||
// The real yard, the way the game builds it — on a re-pointable wind proxy
|
||||
// (C's bench pattern) so world.anchors fly THEMSELVES with live sway (a
|
||||
// static remap froze the gum tree, C's landmine 2). Fail LOUD if dress
|
||||
// fails — an undressed yard has no fascia hint, and a garden number
|
||||
// measured on it is about a different game (C's bare-specifier gun).
|
||||
const site = await loadSite('backyard_01');
|
||||
let currentWind = {
|
||||
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
|
||||
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
|
||||
gustTelegraph: () => null, eventsBetween: () => [],
|
||||
};
|
||||
const windProxy = {
|
||||
sample: (p, t, o) => currentWind.sample(p, t, o || new THREE.Vector3()),
|
||||
speedAt: (p, t) => currentWind.speedAt(p, t),
|
||||
rainAt: (t) => currentWind.rainAt(t),
|
||||
rainMmPerHour: (t) => (currentWind.rainMmPerHour ? currentWind.rainMmPerHour(t) : 0),
|
||||
gustTelegraph: (t) => currentWind.gustTelegraph(t),
|
||||
eventsBetween: (a, b) => currentWind.eventsBetween(a, b),
|
||||
setSheltersFromTrees() {},
|
||||
};
|
||||
const use = (w) => { currentWind = w; };
|
||||
const world = createWorld(new THREE.Scene(), { wind: windProxy, site });
|
||||
await world.dress();
|
||||
|
||||
let sepRun = null, skewRun = null, sepErr = null;
|
||||
if (site.separation) {
|
||||
try {
|
||||
const stormDef = await loadStorm(site.separation.stormKey);
|
||||
sepRun = flySeparation({
|
||||
anchors: world.anchors, bed: world.gardenBed,
|
||||
separation: site.separation, stormDef, siteDef: site, use,
|
||||
});
|
||||
// The OTHER harness's chain, reproduced on purpose: a.test settles 12 s
|
||||
// on the calm day before the storm, and SailRig samples wind at its
|
||||
// INTERNAL clock — so its storm flies 12 s off the authored curve
|
||||
// against the sky's t. Measured (2026-07-18, tmp probe → THREADS): the
|
||||
// skew is worth +4.6 HP on the pinned line (63.8 game-true vs 68.4
|
||||
// skewed; A's 68.3 to within 0.1, peaks to the digit). This flight
|
||||
// exists so BOTH harnesses are pinned from one file: if either chain
|
||||
// drifts, the agreement asserts below go red and name which one.
|
||||
const calmDef = await loadStorm('storm_01_gentle');
|
||||
const sep = site.separation;
|
||||
const wind = windForSite(stormDef, site, world.anchors);
|
||||
const calm = windForSite(calmDef, site, world.anchors);
|
||||
use(calm);
|
||||
const rig = new SailRig({ anchors: world.anchors, gridN: 10, porosity: 0.30 })
|
||||
.attach(sep.line.map((l) => l.anchor), sep.line.map((l) => hardwareByName(l.hw)), sep.tension ?? 1);
|
||||
for (let i = 0, n = Math.round(12 / FIXED_DT); i < n; i++) rig.step(FIXED_DT, calm, (i * FIXED_DT) % 3);
|
||||
use(wind);
|
||||
const sky = createSkyFx({ wind, night: true });
|
||||
const garden = createGarden({ setPlants() {} });
|
||||
const bed = world.gardenBed;
|
||||
for (let i = 0, n = Math.round(stormDef.duration / FIXED_DT); i < n; i++) {
|
||||
const t = i * FIXED_DT;
|
||||
rig.step(FIXED_DT, wind, t);
|
||||
sky.step(FIXED_DT, t, { sail: rig });
|
||||
garden.step(FIXED_DT, sky.gardenHailExposure(bed, t), sky.gardenExposure(bed, t));
|
||||
}
|
||||
sky.dispose?.();
|
||||
skewRun = { hp: +garden.hp.toFixed(1), lost: rig.corners.filter((c) => c.broken).length };
|
||||
} catch (err) { sepErr = String((err && err.stack) || err); }
|
||||
}
|
||||
|
||||
let venRun = null, venErr = null;
|
||||
try {
|
||||
const fly = (venturi) => flyGarden({
|
||||
anchors: SYN_ANCHORS, bed: SYN_BED, stormDef: SYN_STORM,
|
||||
siteDef: { wind: { venturi } },
|
||||
ids: ['a1', 'a2', 'a3', 'a4'], hw: hardwareByName('rated shackle'),
|
||||
});
|
||||
venRun = { bare: fly([]), funnelled: fly(SYN_FUNNEL) };
|
||||
} catch (err) { venErr = String((err && err.stack) || err); }
|
||||
|
||||
return [
|
||||
['gardenfly: the pinned separation line, flown in BOTH chains — the 12s-skew disagreement, pinned', () => {
|
||||
// ⚠ THE STATE OF PLAY (2026-07-18, [B] THREADS, receipts in the entry):
|
||||
// the pinned recipe HOLDS and rigging matters by a full state's width —
|
||||
// but the >66 FULL half of the target is only met in a.test's chain,
|
||||
// whose 12 s calm settle runs the storm 12 s off the authored curve
|
||||
// (SailRig samples wind at its INTERNAL clock). The game-true chain
|
||||
// (commit→attach→storm at t=0, this module) reads ~63.8 TATTERED.
|
||||
// Ruled numbers are A's; the game is D's to play; this test pins BOTH
|
||||
// measurements so any drift in either chain goes red and names itself.
|
||||
// When A re-rules (fix a.test's harness, restate the threshold, or
|
||||
// re-steel the recipe), the constants below move WITH the ruling.
|
||||
if (!site.separation) throw new Error('backyard_01 lost its separation block — the audit has no target to read');
|
||||
if (sepErr) throw new Error(`separation flight died: ${sepErr}`);
|
||||
const s = site.separation;
|
||||
assert(sepRun.held.cost <= 80, `the pinned recipe costs $${sepRun.held.cost} — must be night-1 buyable`);
|
||||
assert(sepRun.held.cornersLost === 0, `pinned line lost ${sepRun.held.cornersLost}/4 corners — it must HOLD the wild night`);
|
||||
assert(sepRun.bareOk, `bare bed ${sepRun.bare.hp} vs pinned <${s.bareMustLoseBelow} — bare must LOSE the night`);
|
||||
assert(sepRun.held.hp - sepRun.bare.hp > 25,
|
||||
`separation ${(sepRun.held.hp - sepRun.bare.hp).toFixed(1)} — rigging must matter by a full state's width`);
|
||||
// RESOLVED at SPRINT13 integration, per this assert's own instruction: A
|
||||
// re-ruled heldMustExceed 66 → 60 on the game-true number (their THREADS
|
||||
// entry, "restated, not nudged"), so the two-chain disagreement this used
|
||||
// to pin is closed and the pin is asserted directly. B pre-authorized the
|
||||
// edit in the message above; A verified 357/0/0 on a scratch merge first.
|
||||
assert(sepRun.heldOk,
|
||||
`game-true chain reads ${sepRun.held.hp} vs pinned >${s.heldMustExceed} — the held bed must ` +
|
||||
`clear the site's separation block for the RIGHT reason (no settle skew)`);
|
||||
assert(skewRun.lost === 0 && skewRun.hp > s.heldMustExceed,
|
||||
`a.test's settle-skewed chain reads ${skewRun.hp} — measured 68.4 at landing (a.test's own 68.3). ` +
|
||||
`If this dropped, a.test's pin is about to go red too: the wild night itself moved`);
|
||||
assert(sepRun.ok === (sepRun.heldOk && sepRun.heldWin && sepRun.bareOk),
|
||||
'flySeparation.ok must agree with its own parts');
|
||||
}],
|
||||
['gardenfly: the SITE venturi reaches the flown wind (the bench landmine, third time charmed)', () => {
|
||||
if (venErr) throw new Error(`venturi flight died: ${venErr}`);
|
||||
const { bare, funnelled } = venRun;
|
||||
assert(bare.peaks.length === 4 && funnelled.peaks.length === 4, 'both flights fly 4 corners');
|
||||
for (const b of bare.peaks) {
|
||||
// align by anchorId — peaks are ring-ordered, never input-ordered (C's warning)
|
||||
const f = funnelled.peaks.find((p) => p.id === b.id);
|
||||
assert(f.peakN > b.peakN,
|
||||
`corner ${b.id}: funnelled peak ${f.peakN} N is not above bare ${b.peakN} N — ` +
|
||||
`the siteDef's venturi is not reaching gardenfly's wind (windForSite must receive the SITE def)`);
|
||||
}
|
||||
}],
|
||||
['gardenfly: unknown hardware names throw — the shop has no mystery tier', () => {
|
||||
let threw = false;
|
||||
try { hardwareByName('titanium dream'); } catch { threw = true; }
|
||||
assert(threw, 'hardwareByName("titanium dream") must throw, not hand back undefined');
|
||||
assert(hardwareByName('rated shackle').rating === 6500, 'and the real names still resolve');
|
||||
}],
|
||||
];
|
||||
}
|
||||
@ -7,25 +7,44 @@
|
||||
* differ in how they GET the anchors and how they PRINT the result. A tool built
|
||||
* to catch reimplemented-formula drift must not carry two copies of its own math.
|
||||
*
|
||||
* Pure given its inputs: hand it resolved anchors (each {id, type, pos, sway}),
|
||||
* the bed rect, the storm + calm-day defs, and the site's venturi list. It flies
|
||||
* the same settle+storm the game flies and returns ranked rows + a verdict.
|
||||
* No I/O, no process, no DOM.
|
||||
* Pure given its inputs: hand it anchors (world.anchors themselves, ideally —
|
||||
* live sway matters, see below), the bed rect, the storm def and the SITE def,
|
||||
* and it flies the same attach→storm chain the game flies and returns ranked
|
||||
* rows + a verdict. No I/O, no process, no DOM.
|
||||
*
|
||||
* SPRINT13: winnability rows carry the margin rule now (AUDIT.MARGIN) — a
|
||||
* corner priced inside 15% of its effective rating holds on this bench and
|
||||
* "breaks in the game" (C's residual, cause unfound), so every row prices
|
||||
* twice: `hw` (holds) and `cleanHw` (holds with margin), and only clean lines
|
||||
* are winners. The garden side of the audit lives in gardenfly.js (browser).
|
||||
*/
|
||||
|
||||
import { SailRig, orderRing } from '../../web/world/js/sail.js';
|
||||
import { createWind } from '../../web/world/js/weather.js';
|
||||
import { windForSite } from '../../web/world/js/weather.js';
|
||||
import { HARDWARE, START_BUDGET, FIXED_DT } from '../../web/world/js/contracts.js';
|
||||
|
||||
/** Audit knobs, in one place so both front-ends and any future site agree. */
|
||||
export const AUDIT = {
|
||||
BAND: { lo: 18, hi: 45 }, // A's a.test rigging band, m²
|
||||
MIN_COVER: 0.25, // A's "shades the bed" bar
|
||||
SETTLE_S: 12, // D's settle — a player plays through prep
|
||||
PRE_GUST_S: 3, // hold the settle inside gentle's pre-gust window (balance.test)
|
||||
SPARE_COST: 15, // a $15 spare is the difference between a repair and a prayer
|
||||
CALM_STORM: 'storm_01_gentle',
|
||||
/**
|
||||
* C's margin rule (SPRINT13 correction): even a corrected bench under-reads
|
||||
* the real UI's peaks by ~5–15% on site_02 (cause unfound, in the pool).
|
||||
* Until it's found, a corner priced within this fraction of its effective
|
||||
* rating "breaks in the game" — the bench held q4 at 1.24-vs-1.2 and read
|
||||
* 91.9 FULL; the real game pushed it over and shipped D's 39.8 TATTERED.
|
||||
* A line with a marginal corner is flagged, never sold as a clean PASS.
|
||||
*/
|
||||
MARGIN: 0.15,
|
||||
};
|
||||
// SPRINT13: SETTLE_S / PRE_GUST_S / CALM_STORM are GONE, with the phantom
|
||||
// settle they parameterised. In the real game the rig does not exist before
|
||||
// commit — commit→attach→storm is one keypress (the rig.t fix's own words) —
|
||||
// so the attach transient flies under STORM wind and its loads count. The old
|
||||
// 12 s calm settle + resetPeaks measured a chain the game never flies, and
|
||||
// also skewed every storm sample 12 s off the authored curve (C measured both
|
||||
// on the bench and removed its copy the same day).
|
||||
|
||||
/** Ground-plane area, shoelace over the ring — the same formula a.test uses. */
|
||||
export function areaOf(q) {
|
||||
@ -52,20 +71,28 @@ export const tierFor = (peakN, ratingHint = 1) =>
|
||||
/**
|
||||
* Sweep every bed-covering quad and price the cheapest holding line.
|
||||
* @param {object} o
|
||||
* @param {Array} o.anchors resolved anchors: { id, type, pos:{x,y,z}, sway,
|
||||
* ratingHint } — omit ratingHint and the anchor is
|
||||
* priced at full hardware strength (hint 1), which
|
||||
* is a LIE for any GLB-dressed anchor (fascia 0.35,
|
||||
* @param {Array} o.anchors world.anchors THEMSELVES where possible (their
|
||||
* sway closures carry the tree's real movement — a
|
||||
* static remap froze the gum tree and under-read
|
||||
* every tr1 corner, C's landmine 2), or resolved
|
||||
* { id, type, pos, sway, ratingHint } for synthetic
|
||||
* yards. Omit ratingHint and the anchor is priced
|
||||
* at full hardware strength (hint 1), which is a
|
||||
* LIE for any GLB-dressed anchor (fascia 0.35,
|
||||
* carport beam 0.22). Hand this the dressed truth.
|
||||
* @param {object} o.bed garden bed rect { x, z, w, d }
|
||||
* @param {object} o.stormDef the storm JSON to fly
|
||||
* @param {object} o.calmDef the calm-day JSON to settle on (storm_01_gentle)
|
||||
* @param {Array} [o.venturi] the SITE's funnel zones (siteDef.wind.venturi).
|
||||
* Omitted = no funnel, which is backyard_01's truth
|
||||
* and a LIE on the corner block. See below.
|
||||
* @returns {{ cands, rows, winners, verdict:{ ok:boolean, code:string, best } }}
|
||||
* @param {object} [o.siteDef] the SITE json — its wind.venturi is half the
|
||||
* yard's weather (three harnesses learned this the
|
||||
* hard way); preferred over `venturi`
|
||||
* @param {Array} [o.venturi] bare funnel list, for synthetic yards with no
|
||||
* site JSON (sweep.selftest). Ignored if siteDef given.
|
||||
* @param {function} [o.use] the yard's wind-proxy re-pointer (C's bench
|
||||
* pattern) — called with the sweep's wind so live
|
||||
* tree-sway closures sample the storm being flown
|
||||
* @returns {{ cands, rows, winners, marginalWinners, verdict:{ ok, code, best } }}
|
||||
*/
|
||||
export function auditSweep({ anchors, bed, stormDef, calmDef, venturi = [] }) {
|
||||
export function auditSweep({ anchors, bed, stormDef, siteDef = null, venturi = [], use = null }) {
|
||||
// 1. every quad, in the rigging band, that shades the bed
|
||||
const cands = [];
|
||||
for (let a = 0; a < anchors.length; a++) for (let b = a + 1; b < anchors.length; b++)
|
||||
@ -81,61 +108,93 @@ export function auditSweep({ anchors, bed, stormDef, calmDef, venturi = [] }) {
|
||||
if (cover >= AUDIT.MIN_COVER) cands.push({ ids: q.map((x) => x.id), area, cover });
|
||||
}
|
||||
|
||||
if (!cands.length) return { cands, rows: [], winners: [], verdict: { ok: false, code: 'no-cover', best: null } };
|
||||
// The site's PINNED separation line sweeps regardless of the band: A's
|
||||
// gate-1.4 recipe (p1+p2+p3+p5) is 45.9 m² against the band's 45 — the band
|
||||
// is an audit heuristic calibrated before p5 existed, and an audit that
|
||||
// cannot see the site's own ruled-best line is auditing a different yard.
|
||||
// Flagged `pinned` so front-ends can say why it's there; band-vs-pin
|
||||
// reconciliation is A's (posted in THREADS).
|
||||
const pinIds = siteDef?.separation?.line?.map((l) => l.anchor);
|
||||
if (pinIds && !cands.some((c) => pinIds.every((id) => c.ids.includes(id)))) {
|
||||
const q = pinIds.map((id) => anchors.find((a) => a.id === id)).filter(Boolean);
|
||||
if (q.length === 4) {
|
||||
try {
|
||||
const rig = new SailRig({ anchors, gridN: 10 }).attach(pinIds, Array(4).fill(HARDWARE[2]), 1.0);
|
||||
cands.push({ ids: pinIds, area: areaOf(q), cover: rig.coverageOver(bed, { x: 0, y: 1, z: 0 }), pinned: true });
|
||||
} catch { /* a pin naming unriggable anchors will fail loudly in a.test; nothing to add here */ }
|
||||
}
|
||||
}
|
||||
|
||||
// 2. peak corner loads, settled the way the game settles, on the real storm.
|
||||
// Every clause here is a bug the first draft shipped:
|
||||
// · createWind + setSheltersFromTrees — trees knock a hole downwind.
|
||||
// · settle on the CALM day on a RUNNING clock (main.js's prep), not storm
|
||||
// wind frozen at t=0 (that read 1.94 kN of standing load vs the true 0.40).
|
||||
// · resetPeaks() at entry — peakLoad is peak-since-ATTACH otherwise, folding
|
||||
// the settle transient into the storm peak.
|
||||
// · setVenturi — the SITE's funnel, and the bug this clause exists for.
|
||||
// A venturi lives in the site JSON, not the storm, so a sweep built only
|
||||
// from stormDef silently drops it: main.js:424 calls setVenturi on the
|
||||
// wind at every site load, and this tool did not. On the corner block —
|
||||
// whose entire weather personality IS the funnel — that under-reports
|
||||
// every corner load and hands back an easier yard than the one that
|
||||
// ships. A false PASS, which is the SPRINT6 trap wearing the other face:
|
||||
// there the tool called a good site unriggable, here it would call a
|
||||
// mean site cheap. Both are the tool lying about a yard it can't see.
|
||||
const trees = anchors.filter((a) => a.type === 'tree');
|
||||
const wind = createWind(stormDef);
|
||||
wind.setVenturi(venturi);
|
||||
wind.setSheltersFromTrees(trees);
|
||||
const calmWind = createWind(calmDef);
|
||||
calmWind.setVenturi(venturi); // the gap doesn't switch off for the settle
|
||||
calmWind.setSheltersFromTrees(trees);
|
||||
if (!cands.length) return { cands, rows: [], winners: [], marginalWinners: [], verdict: { ok: false, code: 'no-cover', best: null } };
|
||||
|
||||
// 2. peak corner loads, flown the way the GAME flies them. Every clause here
|
||||
// is a bug some harness shipped:
|
||||
// · windForSite — the one shared wind builder (C's helper): venturi from
|
||||
// the SITE def + tree shelters, byte-for-byte main.js's site-load
|
||||
// wiring. THREE harnesses independently mis-built site wind before it
|
||||
// existed (this tool's Sprint-11 funnel-off audit, C's bench reading
|
||||
// def.wind.venturi off the STORM def, D's first garden harness) — a
|
||||
// fourth copy of the wiring is how there's a fifth bug.
|
||||
// · `use` re-points the caller's world-wind proxy so LIVE tree-sway
|
||||
// closures sample this sweep's storm (frozen sway under-read q4 by
|
||||
// 0.22 kN on the $80 line — C's landmine 2).
|
||||
// · NO calm settle, NO resetPeaks: commit→attach→storm is one keypress
|
||||
// in the real game, so the attach transient flies under storm wind
|
||||
// and its loads count (cheap steel genuinely dies "at the settle" —
|
||||
// that's the storm's opening seconds, not a separate phase).
|
||||
const wind = windForSite(stormDef, siteDef ?? { wind: { venturi } }, anchors);
|
||||
use?.(wind);
|
||||
|
||||
const rows = [];
|
||||
for (const cnd of cands) {
|
||||
// shade cloth (porosity 0.30): the fabric a competent player takes into a windy night
|
||||
const rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 })
|
||||
.attach(cnd.ids, Array(4).fill({ name: 'audit', cost: 0, rating: Infinity }), 1.0);
|
||||
for (let i = 0, n = Math.round(AUDIT.SETTLE_S / FIXED_DT); i < n; i++) {
|
||||
rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % AUDIT.PRE_GUST_S);
|
||||
}
|
||||
rig.resetPeaks(); // ← the storm starts HERE
|
||||
for (let i = 0; i < stormDef.duration * 60; i++) rig.step(FIXED_DT, wind, i * FIXED_DT);
|
||||
|
||||
// Price each corner against its anchor's EFFECTIVE strength. c.anchor is the
|
||||
// resolved anchor handed in above; `?? 1` mirrors sail.js for bare fixtures.
|
||||
const tiers = rig.corners.map((c) => ({
|
||||
id: c.anchorId, peak: c.peakLoad, hint: c.anchor.ratingHint ?? 1,
|
||||
tier: tierFor(c.peakLoad, c.anchor.ratingHint ?? 1),
|
||||
}));
|
||||
//
|
||||
// TWO prices per corner (C's margin rule):
|
||||
// `tier` cheapest hardware that HOLDS the measured peak — what the
|
||||
// old audit sold, and what a player gambling the knife edge
|
||||
// actually buys;
|
||||
// `cleanTier` cheapest hardware that holds it WITH ≥ MARGIN headroom —
|
||||
// the price the margin rule trusts (demand ÷ (1 − MARGIN)).
|
||||
// A corner whose `tier` sits inside the margin band is `marginal`: it
|
||||
// holds on this bench and "breaks in the game" (the residual's working
|
||||
// rule). The row's clean price is what closing that gap costs.
|
||||
const tiers = rig.corners.map((c) => {
|
||||
const hint = c.anchor.ratingHint ?? 1;
|
||||
const tier = tierFor(c.peakLoad, hint);
|
||||
return { id: c.anchorId, peak: c.peakLoad, hint, tier,
|
||||
cleanTier: tierFor(c.peakLoad / (1 - AUDIT.MARGIN), hint),
|
||||
headroom: tier ? +(1 - c.peakLoad / (tier.rating * hint)).toFixed(3) : null };
|
||||
});
|
||||
const unholdable = tiers.filter((c) => !c.tier);
|
||||
const marginal = tiers.filter((c) => c.tier && c.headroom < AUDIT.MARGIN);
|
||||
const hw = tiers.reduce((s, c) => s + (c.tier ? c.tier.cost : 0), 0);
|
||||
rows.push({ ...cnd, tiers, unholdable, hw, total: hw + AUDIT.SPARE_COST,
|
||||
affordable: !unholdable.length && hw <= START_BUDGET });
|
||||
const cleanHw = tiers.every((c) => c.cleanTier)
|
||||
? tiers.reduce((s, c) => s + c.cleanTier.cost, 0) : null;
|
||||
rows.push({ ...cnd, tiers, unholdable, marginal, hw, cleanHw,
|
||||
total: hw + AUDIT.SPARE_COST,
|
||||
affordable: !unholdable.length && hw <= START_BUDGET,
|
||||
clean: cleanHw != null && cleanHw <= START_BUDGET });
|
||||
}
|
||||
rows.sort((a, b) => (a.affordable === b.affordable ? a.hw - b.hw : a.affordable ? -1 : 1));
|
||||
|
||||
const winners = rows.filter((r) => r.affordable);
|
||||
// winners are lines the budget can buy at the CLEAN price (≥15% headroom on
|
||||
// every corner); a line only affordable on knife-edge steel is the wild-night
|
||||
// 91.9-FULL illusion and gets its own bucket + verdict code so no front-end
|
||||
// can print PASS over it by accident.
|
||||
const winners = rows.filter((r) => r.clean).sort((a, b) => a.cleanHw - b.cleanHw);
|
||||
const marginalWinners = rows.filter((r) => r.affordable && !r.clean);
|
||||
return {
|
||||
cands, rows, winners,
|
||||
cands, rows, winners, marginalWinners,
|
||||
verdict: winners.length
|
||||
? { ok: true, code: 'pass', best: winners[0] }
|
||||
: { ok: false, code: 'unaffordable', best: rows[0] },
|
||||
: marginalWinners.length
|
||||
? { ok: false, code: 'marginal-only', best: marginalWinners[0] }
|
||||
: { ok: false, code: 'unaffordable', best: rows[0] },
|
||||
};
|
||||
}
|
||||
|
||||
@ -23,7 +23,8 @@
|
||||
* collapse to the same peak loads and the strict inequality goes red.
|
||||
*/
|
||||
|
||||
import { auditSweep } from './sweep.js';
|
||||
import { AUDIT, auditSweep } from './sweep.js';
|
||||
import { HARDWARE } from '../../web/world/js/contracts.js';
|
||||
|
||||
const TESTS = [];
|
||||
const test = (name, fn) => TESTS.push([name, fn]);
|
||||
@ -49,13 +50,12 @@ const STORM = {
|
||||
id: 'sweep_selftest_storm', duration: 8, dir: Math.PI / 2, base: 14,
|
||||
gusts: { every: 3, peak: 1.6, downdraftOfTotal: 0.2 },
|
||||
};
|
||||
const CALM = { id: 'sweep_selftest_calm', duration: 8, dir: Math.PI / 2, base: 3, gusts: null };
|
||||
|
||||
/** Centred on the bed, wide enough to swallow it, aligned with the storm. */
|
||||
const FUNNEL = [{ x: 0, z: 0, axis: Math.PI / 2, gain: 2.0, radius: 12, sharp: 1 }];
|
||||
|
||||
const peaksOf = (venturi) => {
|
||||
const { rows } = auditSweep({ anchors: ANCHORS, bed: BED, stormDef: STORM, calmDef: CALM, venturi });
|
||||
const { rows } = auditSweep({ anchors: ANCHORS, bed: BED, stormDef: STORM, venturi });
|
||||
assert(rows.length > 0, 'sweep selftest yard produced no candidate quad — fix the fixture, not the test');
|
||||
return rows[0].tiers.map((c) => c.peak);
|
||||
};
|
||||
@ -97,7 +97,7 @@ test('pricing reads the ANCHOR, not just the steel — ratingHint reaches tierFo
|
||||
// every PEAK stays byte-identical (the hint is a pricing fact, not physics —
|
||||
// the sweep flies unbreakable audit hardware). Written to fail if the hint
|
||||
// is dropped from sweep.js's tierFor call: the two runs collapse into one.
|
||||
const sweep = (anchors) => auditSweep({ anchors, bed: BED, stormDef: STORM, calmDef: CALM, venturi: [] }).rows[0];
|
||||
const sweep = (anchors) => auditSweep({ anchors, bed: BED, stormDef: STORM, venturi: [] }).rows[0];
|
||||
const honest = sweep(ANCHORS);
|
||||
const lied = sweep(ANCHORS.map((a) => (a.id === 'a1' ? { ...a, ratingHint: 0.01, sway: a.sway } : a)));
|
||||
|
||||
@ -119,4 +119,34 @@ test('pricing reads the ANCHOR, not just the steel — ratingHint reaches tierFo
|
||||
'an over-ceiling corner must land in unholdable, or the verdict lies');
|
||||
});
|
||||
|
||||
test('the margin rule: a corner inside 15% of its effective rating is not a clean win', () => {
|
||||
// SPRINT13, C's residual: even a corrected bench under-reads the real UI's
|
||||
// peaks by ~5-15%, so "any corner within ~15% of rating breaks in the game".
|
||||
// The sweep must therefore refuse to call a knife-edge line a winner — the
|
||||
// wild-night 91.9-FULL-with-q4-at-1.24-vs-1.2 headline died of exactly this
|
||||
// (D's UI: 39.8 TATTERED). Craft a hint that leaves the best steel ~8%
|
||||
// headroom on a1's measured peak: still priced, still "holds" on paper,
|
||||
// and the verdict must refuse to bless it. Delete the marginal logic from
|
||||
// sweep.js and this goes red on the verdict code.
|
||||
const sweep = (anchors) => auditSweep({ anchors, bed: BED, stormDef: STORM, venturi: [] });
|
||||
const honest = sweep(ANCHORS);
|
||||
const a1h = honest.rows[0].tiers.find((c) => c.id === 'a1');
|
||||
assert(a1h.tier, 'fixture drift: a1 must be holdable at hint 1');
|
||||
assert(honest.verdict.ok && honest.verdict.code === 'pass',
|
||||
'fixture drift: the honest yard must be a clean pass or this test asserts nothing');
|
||||
|
||||
const RATED = HARDWARE.at(-1);
|
||||
const hint = a1h.peak / (RATED.rating * 0.92); // → best steel holds a1 with 8% headroom
|
||||
const lied = sweep(ANCHORS.map((a) => (a.id === 'a1' ? { ...a, ratingHint: hint, sway: a.sway } : a)));
|
||||
const row = lied.rows[0];
|
||||
const a1 = row.tiers.find((c) => c.id === 'a1');
|
||||
assert(a1.tier === RATED, `a1 at the crafted hint must price to the rated shackle, got ${a1.tier?.name}`);
|
||||
assert(a1.headroom > 0 && a1.headroom < AUDIT.MARGIN,
|
||||
`fixture: a1's headroom ${a1.headroom} must sit inside (0, ${AUDIT.MARGIN})`);
|
||||
assert(row.marginal.some((c) => c.id === 'a1'), 'a1 must land in row.marginal');
|
||||
assert(row.affordable && !row.clean, 'the line is affordable but must NOT be clean');
|
||||
assert(!lied.verdict.ok && lied.verdict.code === 'marginal-only',
|
||||
`the only affordable line is marginal — verdict must say so, got ${lied.verdict.code}/${lied.verdict.ok}`);
|
||||
});
|
||||
|
||||
export const SWEEP_TESTS = TESTS;
|
||||
|
||||
@ -97,8 +97,86 @@
|
||||
"than the 23-38 m2 rigs that survive unaided. a.test.js asserts the >45 m2 floor, so",
|
||||
"moving this inward goes red — that assert is the tension's only guard."
|
||||
]
|
||||
}
|
||||
],
|
||||
},
|
||||
{
|
||||
"id": "p5", "x": 5.5, "z": -2, "h": 2.6, "type": "post", "work": "cloth",
|
||||
"_why": [
|
||||
"SPRINT13 gate 1 — A's backyard ruling, the anchor C's diagnosis routed here. The old",
|
||||
"clothesline post: galvanised steel sunk in concrete by the back path, NE of the bed,",
|
||||
"shorter than the sail posts because it was never a sail post. Honest steel (ratingHint 1),",
|
||||
"8 m from the fascia, so the house trap keeps its whole lesson.",
|
||||
"",
|
||||
"WHY IT EXISTS, measured (probeA on C's garden_bench chain, wildnight, funnel-free yard):",
|
||||
"before it, the backyard could not beat TATTERED on the wild night at any price - every",
|
||||
"vertical-covering quad needs a house corner (fascia caps the best steel at 2.27 kN while",
|
||||
"those quads pull 3-7 kN -> tear in the settle), and the best HOLDING line p1..p4 ceilings",
|
||||
"at hp 61.3 through 25% cover. D played both halves through the real UI and confirmed to",
|
||||
"the decimal. Placement, not budget, not weather.",
|
||||
"",
|
||||
"WHY (5.5, -2) at h 2.6 and not somewhere kinder: the LOW top is the point - it twists the",
|
||||
"p1+p2+p3+p5 quad so it spills the gusts (small+twisted survives, DESIGN.md), and the",
|
||||
"position is swept against the $80 wallet. NUMBERS CORRECTED to the game-true chain after",
|
||||
"B's 12s-skew finding (no phantom settle; the first sweep's hp column ran ~4 HP hot):",
|
||||
" (4.5,-2) h2.6 -> p1 3.35 kN, needs RATED, line costs $90 DO NOT",
|
||||
" (5,-2.5) h2.8 -> p5 6.20, p1 3.75 -> $90 DO NOT",
|
||||
" (5.5,-2) h2.6 -> p5 5.10, p2 3.08, p1 2.96, p3 1.81 -> $75, hp 63.6 WIN <- here",
|
||||
" (6,-2) h2.6 -> shadow drops DO NOT",
|
||||
"A second, LOWER-still or wider post cannot buy FULL either: the twin-post covering quad",
|
||||
"(p6 at (-3,-2) h2.6 + p5 + p1 + p2, 100% cover) pulls 6.9/6.7/6.2 kN and tears - full",
|
||||
"cover honestly exceeds the wild night at ANY buyable price, which is decision 2's tension",
|
||||
"doing its job. The separation block below pins the recipe; a.test flies it game-true.",
|
||||
"The smallest full-cover quad stays >45 m2 (a.test's floor holds). And the ICE night still",
|
||||
"refuses the $80 wallet: same line needs $105 there (p1 3.25, p2 3.22 vs a shackle's 3.20",
|
||||
"- the same few-hundredths miss as C's q3), so night 5 stays the night the bank pays for."
|
||||
]
|
||||
} ],
|
||||
|
||||
"separation": {
|
||||
"_why": [
|
||||
"SPRINT13 gate 1.4 — A's ruling on C's proposed target, RULED TWICE and honest the second",
|
||||
"time. C proposed: 'on a wild night the best buyable line reads FULL (>66) and a bare bed",
|
||||
"reads DEAD (<33)'. First ruling amended the bare half (nowhere does a bare bed read DEAD;",
|
||||
"35.7 is tattered, and tuning storm_02 until a slogan lands is the fudge gate 1 exists to",
|
||||
"kill) and kept FULL — then B's audit rewrite caught that FULL was only ever met through the",
|
||||
"assert's own 12 s phantom settle (SailRig samples wind at its INTERNAL clock: game-true",
|
||||
"63.8/63.6, skewed 68.4/68.3). The geometry was re-swept game-true: nothing buyable reaches",
|
||||
"66 (the twin-post covering quad tears at 6.9 kN; every FULL-flavoured candidate is also",
|
||||
"knife-edged under B's 15% margin rule). So the target is RESTATED to the boundaries the",
|
||||
"game actually stakes, with real headroom, instead of pinning another knife edge:",
|
||||
" - the best buyable line HOLDS (0/4) and WINS COMFORTABLY: hp > 60 (win line is 50;",
|
||||
" game-true 63.6 - a red means the wild night's best line regressed, not noise),",
|
||||
" - a bare bed LOSES: hp < 50 (game-true 35.7),",
|
||||
" - the spread reads as most of a plant state: >= 25 HP (game-true 27.9).",
|
||||
"DESIGN CANON, written down on purpose: the wild night's garden is WON SCARRED, never FULL,",
|
||||
"and sometimes the win is PYRRHIC - the sail is spendable, the bed is not. PLAYED, per D's",
|
||||
"ask (real pointer events on the markers, real Enter, real invoice, night 4 as shipped):",
|
||||
"hp 55.7 WIN, 2/4 lost (p2 then p3), banked +$21, verdict 'THE GARDEN MADE IT. The sail",
|
||||
"didn't... That is what the sail was for.' The played number sits ~8 under the pinned",
|
||||
"sim-chain 63.6 because the real yard also throws the t=38 crate and ponds rain - and that",
|
||||
"gap lands exactly on p2's 4% shackle margin. RULED DELIBERATE: the wild night sells no",
|
||||
"clean line (B's margin rule labels this recipe marginal-only, which is the audit telling",
|
||||
"the truth) - the best $75 the shop has is a gamble that saves the bed and may cost the",
|
||||
"sail, which is DESIGN.md's firework, priced. The week's garden arc: full/full/full on",
|
||||
"nights 1-3, won-scarred night 4, beyond saving night 5 (week.js gardenBeyondSaving).",
|
||||
"The thresholds below pin the SIM CHAIN (rig+sky+garden, deterministic, no debris) as the",
|
||||
"regression tripwire; the played reference above is what the numbers must keep buying.",
|
||||
"B's audit reads the same recipe (heldMustExceed/bareMustLoseBelow are B's field names too -",
|
||||
"renaming them breaks gardenfly). A target nothing checks is decoration - the repo's oldest",
|
||||
"lesson."
|
||||
],
|
||||
"_playedReference": "2026-07-18 UI run, night 4 as shipped: hp 55.7 WIN, 2/4 lost (p2,p3), +$21",
|
||||
"stormKey": "storm_02_wildnight",
|
||||
"tension": 1.0,
|
||||
"line": [
|
||||
{ "anchor": "p5", "hw": "rated shackle" },
|
||||
{ "anchor": "p1", "hw": "shackle" },
|
||||
{ "anchor": "p2", "hw": "shackle" },
|
||||
{ "anchor": "p3", "hw": "shackle" }
|
||||
],
|
||||
"heldMustExceed": 60,
|
||||
"bareMustLoseBelow": 50,
|
||||
"separationAtLeast": 25
|
||||
},
|
||||
|
||||
"shed": { "model": "shed_01_v1", "x": 11.8, "z": 6.2, "rotYDeg": -90 },
|
||||
"shedTable": { "model": "shed_table_v1", "x": 9, "z": 6, "rotYDeg": -90, "pickupNode": "pickup_anchor" },
|
||||
|
||||
@ -34,6 +34,7 @@ import * as THREE from './vendor/three.module.js';
|
||||
import { FIXED_DT } from './js/contracts.js';
|
||||
import { loadStorm, createWind } from './js/weather.js';
|
||||
import { createSkyFx } from './js/skyfx.js';
|
||||
import { createDebris } from './js/debris.js';
|
||||
|
||||
const q = new URLSearchParams(location.search);
|
||||
const stormName = q.get('storm') || 'storm_03b_earlybuster';
|
||||
@ -65,9 +66,16 @@ slab.position.set(0, 1.5, -11);
|
||||
scene.add(slab);
|
||||
|
||||
const sky = createSkyFx({ scene, camera, wind, sun, hemi });
|
||||
// gate 2.3: the viewer flies the ambient-leaf layer too — the sky stack and
|
||||
// the yard's tell belong in the same eyeball test
|
||||
const debris = createDebris({ wind, scene });
|
||||
addEventListener('pointerdown', () => sky.unlockAudio(), { once: false });
|
||||
|
||||
let t = Math.max(0, +q.get('t') || 0), paused = false, last = performance.now(), acc = 0;
|
||||
// Warm the ambient layer to the scrub point: leaves carry a few seconds of
|
||||
// state (speed EMA + travel), so a viewer that spawns them cold at ?t=50
|
||||
// shows an empty sky the real t=50 would not.
|
||||
for (let wt = Math.max(0, t - 8); wt < t; wt += FIXED_DT) debris.step(FIXED_DT, wt, {});
|
||||
addEventListener('keydown', (e) => {
|
||||
if (e.code === 'Space') paused = !paused;
|
||||
if (e.key === ']') t = Math.min(def.duration, t + 5);
|
||||
@ -86,13 +94,13 @@ function frame(now) {
|
||||
const wall = Math.min(0.1, (now - last) / 1000); last = now;
|
||||
if (!paused && t < def.duration) {
|
||||
acc += wall;
|
||||
while (acc >= FIXED_DT) { acc -= FIXED_DT; t += FIXED_DT; sky.step(FIXED_DT, t, {}); }
|
||||
while (acc >= FIXED_DT) { acc -= FIXED_DT; t += FIXED_DT; sky.step(FIXED_DT, t, {}); debris.step(FIXED_DT, t, {}); }
|
||||
}
|
||||
camera.rotation.set(0, yaw, 0, 'YXZ');
|
||||
const ch = (def.events || []).find((e) => e.type === 'windchange');
|
||||
hud.textContent = `${stormName} t=${t.toFixed(1)}s / ${def.duration}s${paused ? ' ⏸' : ''}\n`
|
||||
+ `wind ${wind.speedAt(camera.position, t).toFixed(1)} m/s rain ${wind.rainAt(t).toFixed(2)} `
|
||||
+ `front ${sky.changeFront.toFixed(2)}${ch ? ` (change at t=${ch.t})` : ' (no change)'}\n`
|
||||
+ `front ${sky.changeFront.toFixed(2)} leaves ${debris.leafCount}${ch ? ` (change at t=${ch.t})` : ' (no change)'}\n`
|
||||
+ `space pause · [ ] scrub · ←→ turn · click for audio`;
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
|
||||
@ -13,7 +13,14 @@
|
||||
color: #eef4f8; text-shadow: 0 1px 2px #0009;
|
||||
pointer-events: none; user-select: none;
|
||||
}
|
||||
#dev { top: 10px; }
|
||||
/* SPRINT13 gate 3 — the dev line moved out from under Lane B's anchor panel
|
||||
(top:12/left:12; this was top:10/left:10, so they typeset on top of each
|
||||
other all sprint — QA snag list). Top-RIGHT now, and hidden unless asked
|
||||
for: see main.js's dev-line block. A stranger on partly.party was reading
|
||||
"60 fps · storm 12.3s · debris 4" on the front door of a public game, which
|
||||
is a dev build talking to someone who came to play. */
|
||||
#dev { top: 10px; right: 10px; left: auto; text-align: right; display: none; }
|
||||
#dev.on { display: block; }
|
||||
#help { bottom: 10px; opacity: .75; }
|
||||
#banner {
|
||||
position: fixed; top: 38%; left: 0; right: 0;
|
||||
|
||||
@ -11,6 +11,100 @@
|
||||
|
||||
import * as THREE from '../vendor/three.module.js';
|
||||
|
||||
/**
|
||||
* Perpendicular distance in XZ from point `p` to the segment a→b. The camera
|
||||
* cares about the whole segment, not the endpoints: a post the camera stands
|
||||
* clear of can still be planted squarely between it and the player's head.
|
||||
*/
|
||||
function distToSegmentXZ(p, a, b) {
|
||||
const abx = b.x - a.x, abz = b.z - a.z;
|
||||
const len2 = abx * abx + abz * abz;
|
||||
let t = len2 ? ((p.x - a.x) * abx + (p.z - a.z) * abz) / len2 : 0;
|
||||
t = t < 0 ? 0 : t > 1 ? 1 : t;
|
||||
return Math.hypot(p.x - (a.x + abx * t), p.z - (a.z + abz * t));
|
||||
}
|
||||
|
||||
/**
|
||||
* The opening yaw: point the camera so the first frame is player + what matters,
|
||||
* with nothing skewered through the middle of it. (SPRINT13 gate 2.5.)
|
||||
*
|
||||
* The QA pass put it plainly: "the boot camera puts a pole dead-centre through
|
||||
* the player on every single first impression". Measured rather than eyeballed —
|
||||
* the player spawns at (0,6) on backyard_01 looking up the yard at yaw 0, which
|
||||
* parks the camera near z≈10.4, and post p3 stands at (0,7). Dead between the
|
||||
* camera and the head, every boot, on a public URL.
|
||||
*
|
||||
* Two things this is NOT:
|
||||
* · not a magic yaw. A hand-picked angle is one site's answer, and sites are
|
||||
* data now — site_02 spawns somewhere else with its posts somewhere else, and
|
||||
* a constant tuned against the backyard would frame the corner block by luck.
|
||||
* · not the camera's existing collision. That pulls IN to the first solid in
|
||||
* the way, so a post behind the player trades a skewer for a shoulder-filling
|
||||
* close-up. Both are the bad frame; this picks a different angle instead.
|
||||
*
|
||||
* Sweeps outward from the ideal (camera opposite `lookAt`, so the player stands
|
||||
* in front of the thing they're here to protect) and takes the FIRST yaw with
|
||||
* real clearance — nearest the ideal wins, so the framing gives up as little as
|
||||
* it can.
|
||||
*
|
||||
* TWO NUMBERS HERE ARE MEASURED, not chosen, and both were wrong first:
|
||||
*
|
||||
* `clearance` 0.6 — my first pass asked for 1.1 m and produced a WORSE frame
|
||||
* than the bug it fixed: the camera swung 105° off the garden and stared at a
|
||||
* fence. Reason, measured in the running game: p3 stands at (0,7) and the player
|
||||
* spawns at (0,6), so the post is **1.0 m away** — and the greatest perpendicular
|
||||
* distance any obstacle can ever have from the camera→head line is its own
|
||||
* distance from the player. 1.1 was unreachable by construction. The sweep
|
||||
* dutifully tried all 24 candidates, failed every one, and fell back to
|
||||
* "roomiest", which is a rule that knows nothing about the garden. Clearance is
|
||||
* `sin(off) × 1.0 m` here, so 0.6 buys ~37° of turn and leaves the bed 23° off
|
||||
* centre in a 62° FOV: in frame, next to the player, no pole through the head.
|
||||
*
|
||||
* `maxOff` 90° — the fallback's bound, and the lesson from the same failure. A
|
||||
* frame that has turned more than a quarter-circle off the bed is no longer a
|
||||
* frame of the bed, so it cannot be the "best available" answer no matter how
|
||||
* roomy it is. Past this, a pole in shot is the lesser evil, and the sweep says
|
||||
* so by returning the roomiest angle WITHIN the arc rather than outside it.
|
||||
*
|
||||
* Never throws, never returns NaN: a yard boxed in on every side still gets its
|
||||
* best available frame.
|
||||
*
|
||||
* @param {{x,z}} player
|
||||
* @param {{x,z}} lookAt what the frame should be about — the garden bed
|
||||
* @param {{x,z}[]} obstacles vertical things, by XZ: posts, trunks, structures
|
||||
* @param {object} [opts]
|
||||
* @returns {number} yaw in radians
|
||||
*/
|
||||
export function spawnYawFor(player, lookAt, obstacles = [], opts = {}) {
|
||||
const distance = opts.distance ?? DEFAULTS.distance;
|
||||
const clearance = opts.clearance ?? 0.6;
|
||||
const maxOff = opts.maxOff ?? Math.PI / 2;
|
||||
const steps = opts.steps ?? 24;
|
||||
const ideal = Math.atan2(player.x - lookAt.x, player.z - lookAt.z);
|
||||
|
||||
const clearAt = (yaw) => {
|
||||
const cam = { x: player.x + Math.sin(yaw) * distance, z: player.z + Math.cos(yaw) * distance };
|
||||
let clear = Infinity;
|
||||
for (const o of obstacles) clear = Math.min(clear, distToSegmentXZ(o, player, cam));
|
||||
return clear;
|
||||
};
|
||||
|
||||
let best = ideal, bestClear = clearAt(ideal);
|
||||
if (bestClear >= clearance) return ideal;
|
||||
|
||||
// Alternate outward — +7.5°, −7.5°, +15° … — so "first acceptable" also means
|
||||
// "least turned away from the bed". Bounded by maxOff: see above.
|
||||
for (let i = 1; i <= steps; i++) {
|
||||
const mag = (Math.ceil(i / 2) * maxOff) / Math.ceil(steps / 2);
|
||||
if (mag > maxOff) break;
|
||||
const yaw = ideal + (i % 2 ? mag : -mag);
|
||||
const clear = clearAt(yaw);
|
||||
if (clear >= clearance) return yaw;
|
||||
if (clear > bestClear) { bestClear = clear; best = yaw; }
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
/** Stand-off kept between the camera and whatever it collided with. */
|
||||
const WALL_MARGIN = 0.25;
|
||||
/** Absolute floor on camera-to-head distance. Above the 0.1 near plane. */
|
||||
@ -108,6 +202,14 @@ export function createCameraRig(domElement, opts = {}) {
|
||||
*/
|
||||
setSolids(list) { solids = list ?? []; },
|
||||
|
||||
/**
|
||||
* What the camera is currently colliding against. A read-only view (spread,
|
||||
* so a caller can't mutate the live array). SPRINT13: added so the
|
||||
* aftermath cloth-swallow fix is observable — "did the dead sail actually
|
||||
* join the solid set" was otherwise a claim with no way to check it.
|
||||
*/
|
||||
get solids() { return [...solids]; },
|
||||
|
||||
/** @param {(x:number, z:number) => number} fn Pass world.heightAt. */
|
||||
setGround(fn) { groundAt = fn ?? (() => -Infinity); },
|
||||
|
||||
|
||||
@ -52,6 +52,66 @@ export function createDebris(o = {}) {
|
||||
const w = new THREE.Vector3();
|
||||
const probe = new THREE.Vector3();
|
||||
|
||||
// ---------------------------------------------------------------- leaves
|
||||
// SPRINT13 gate 2.3 — ambient leaves. QA: "debris reads 0 through night 3"
|
||||
// — the event-driven crates are the drama, but nothing SELLS the gale
|
||||
// between events. A handful of leaves streaming with the wind does, from
|
||||
// 30 km/h up. Numbers that matter: LEAF_START is 8.3 m/s on purpose — the
|
||||
// same threshold D keys the player's lean on (their table, lane/d), so the
|
||||
// yard and the body start telling the same story at the same speed. Count
|
||||
// stays single digits (cap 7); these are a tell, not a particle system.
|
||||
//
|
||||
// Deterministic: own seeded rng (so the leaf pool never shifts the piece
|
||||
// rng sequence), distance accumulated over the fixed-dt stream, flutter
|
||||
// pure in t. Same (dt, t) stream in, same leaves out.
|
||||
const LEAF_START = 8.3; // m/s = 30 km/h; matches D's lean threshold
|
||||
const LEAF_MAX = 7; // "a handful" — single digits, capped
|
||||
const LEAF_SPAN = 26; // m of downwind run before a leaf recycles
|
||||
const lrand = rng(((wind && wind.seed) || 1) ^ 0x1eaf);
|
||||
const leafGeo = new THREE.PlaneGeometry(0.16, 0.09);
|
||||
const leafMat = new THREE.MeshLambertMaterial({ color: 0x8a7a3f, side: THREE.DoubleSide });
|
||||
const leafMeshes = [];
|
||||
const leafSeed = [];
|
||||
for (let i = 0; i < LEAF_MAX; i++) {
|
||||
const m = new THREE.Mesh(leafGeo, leafMat);
|
||||
m.visible = false;
|
||||
if (scene) scene.add(m);
|
||||
leafMeshes.push(m);
|
||||
leafSeed.push({
|
||||
lat: lrand() * 16 - 8, // lane across the wind, m
|
||||
base: 0.35 + lrand() * 1.5, // ride height, m
|
||||
off: lrand() * LEAF_SPAN, // where on the loop it starts
|
||||
fl: 1.6 + lrand() * 1.6, // flutter frequency
|
||||
ph: lrand() * 6.283,
|
||||
});
|
||||
}
|
||||
let leafDist = 0; // m travelled downwind, accumulated over the dt stream
|
||||
let leafEma = 0; // ~2.5 s smoothed speed, so the count doesn't strobe
|
||||
|
||||
function stepLeaves(dt, t) {
|
||||
probe.set(0, 1.6, 0);
|
||||
wind.sample(probe, t, w);
|
||||
const sp = Math.hypot(w.x, w.z);
|
||||
leafEma += (sp - leafEma) * Math.min(1, dt / 2.5);
|
||||
const n = leafEma < LEAF_START ? 0
|
||||
: Math.min(LEAF_MAX, 1 + Math.floor((leafEma - LEAF_START) / 1.5));
|
||||
leafDist += sp * 0.85 * dt; // leaves ride a little under the wind
|
||||
const inv = sp > 1e-4 ? 1 / sp : 0;
|
||||
const dx = w.x * inv, dz = w.z * inv;
|
||||
for (let i = 0; i < LEAF_MAX; i++) {
|
||||
const m = leafMeshes[i], s = leafSeed[i];
|
||||
const vis = i < n && inv > 0;
|
||||
m.visible = vis;
|
||||
if (!vis) continue;
|
||||
const along = ((leafDist + s.off + i * (LEAF_SPAN / LEAF_MAX)) % LEAF_SPAN) - LEAF_SPAN / 2;
|
||||
const lat = s.lat + Math.sin(t * 0.9 + s.ph) * 1.1;
|
||||
const x = dx * along - dz * lat;
|
||||
const z = dz * along + dx * lat;
|
||||
m.position.set(x, groundAt(x, z) + s.base + Math.sin(t * s.fl + s.ph) * 0.3, z);
|
||||
m.rotation.set(t * s.fl, s.ph + t * 2.1, t * 1.3 + s.ph);
|
||||
}
|
||||
}
|
||||
|
||||
/** 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);
|
||||
@ -108,6 +168,11 @@ export function createDebris(o = {}) {
|
||||
const debris = {
|
||||
get pieces() { return pieces; },
|
||||
|
||||
/** How many ambient leaves are flying right now (gate 2.3). 0 in a calm. */
|
||||
get leafCount() { let n = 0; for (const m of leafMeshes) if (m.visible) n++; return n; },
|
||||
/** Positions of the flying leaves — for asserts and D's judging. */
|
||||
get leaves() { return leafMeshes.filter((m) => m.visible).map((m) => m.position); },
|
||||
|
||||
/** Lane E's GLBs, once they land. name -> Object3D template. */
|
||||
setModels(map) { Object.assign(models, map); return debris; },
|
||||
|
||||
@ -125,6 +190,7 @@ export function createDebris(o = {}) {
|
||||
for (const ev of wind.eventsBetween(t - dt, t)) {
|
||||
if (ev.type === 'debris') spawn(ev, t);
|
||||
}
|
||||
stepLeaves(dt, t); // gate 2.3 — the ambient tell
|
||||
}
|
||||
|
||||
const player = world.player;
|
||||
@ -219,6 +285,10 @@ export function createDebris(o = {}) {
|
||||
clear() {
|
||||
for (const p of pieces) despawn(p);
|
||||
pieces.length = 0;
|
||||
// leaves are a pooled ambient layer, not spawned pieces: hide and rewind
|
||||
// so the next night's stream starts from the same state every time
|
||||
for (const m of leafMeshes) m.visible = false;
|
||||
leafDist = 0; leafEma = 0;
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
103
web/world/js/garden.js
Normal file
103
web/world/js/garden.js
Normal file
@ -0,0 +1,103 @@
|
||||
/**
|
||||
* garden.js — the garden model, one shared copy. [Lane A]
|
||||
*
|
||||
* SPRINT13 gate 1.2 — B's export ask, granted. These were module-locals in
|
||||
* main.js, which made the audit's garden prediction impossible without copying
|
||||
* three constants "C is about to change this very sprint" (B's words) — the
|
||||
* exact drift sweep.js exists to prevent on the winnability side. Now main.js
|
||||
* and tools/site_audit read the SAME model, so "same number, two harnesses"
|
||||
* is structural rather than aspirational. B: the TEMPORARY COPY in
|
||||
* garden_probe.html can die now.
|
||||
*
|
||||
* Nothing here changed in the move — this is a mechanical lift. The one thing
|
||||
* that DID change this sprint is the comment on GARDEN_DRAIN, because the
|
||||
* gate-1 rulings resolved what it is for.
|
||||
*/
|
||||
|
||||
/**
|
||||
* How fast an unprotected garden dies, in HP per second at full exposure.
|
||||
*
|
||||
* SPRINT13 gate 1.4 RULING: **this constant does not move.** My old comment
|
||||
* here said "the lever that actually needs moving is the shadow geometry, not
|
||||
* this" — C measured the geometry and it was never wrong (probe2: raycast and
|
||||
* rasteriser agree at 1.0000). What was wrong was the LINE the yard offered:
|
||||
* the canonical p1..p4 covers 25% of what hail sees, and no drain value can
|
||||
* separate a 25% line from a bare bed because the drain scales BOTH sides.
|
||||
* The separation now comes from anchor placement (backyard_01's p5, its
|
||||
* `separation` block, and the a.test assert that flies it), which is where it
|
||||
* always had to come from.
|
||||
*
|
||||
* What 0.9 actually owns is the week's bare-bed arc — the difficulty curve of
|
||||
* neglect, measured: gentle 97.6 · southerly 83.7 · buster 82.6 · wildnight
|
||||
* 35.7 · icenight 0.0. Move this and all five nights retune at once; the
|
||||
* wildnight bare bed must stay under the win line (< 50) for the pinned
|
||||
* separation target to mean anything, and the early nights must stay
|
||||
* survivable-by-default or night 1 stops being a tutorial. Retunes go through
|
||||
* THREADS with that table, not through this number quietly.
|
||||
*/
|
||||
export const GARDEN_DRAIN = 0.9;
|
||||
|
||||
/**
|
||||
* Decision 13's weights. Hail is what actually kills a garden and cloth honestly
|
||||
* stops it (stones fall ≤20° off vertical; rain leans 73° in a gale and walks
|
||||
* straight under the sail — Lane C's numbers). Rain is demoted to a drizzle of
|
||||
* damage so the night still costs you something when it isn't hailing.
|
||||
*
|
||||
* SPRINT6 gate 1 lists these first among the balance levers.
|
||||
*/
|
||||
export const HAIL_WEIGHT = 5.0;
|
||||
export const RAIN_WEIGHT = 0.25;
|
||||
|
||||
/**
|
||||
* The garden: the thing you are actually protecting, and the only score that
|
||||
* matters. Deliberately not inside hud.js — the HUD reads, it doesn't decide.
|
||||
*
|
||||
* It keeps its damage split by CAUSE, and that isn't bookkeeping for its own
|
||||
* sake: the aftermath verdict is the game's entire feedback channel, and a
|
||||
* verdict that guesses teaches the wrong lesson. A garden that only knows it
|
||||
* went from 100 to 39 cannot tell a player whether their hardware let go or
|
||||
* their perfectly-held sail simply wasn't over the bed — and those are opposite
|
||||
* mistakes with opposite fixes.
|
||||
*
|
||||
* @param {{ setPlants(state: string): void }} world
|
||||
*/
|
||||
export function createGarden(world) {
|
||||
let hp = 100;
|
||||
let state = 'full';
|
||||
let byHail = 0;
|
||||
let byRain = 0;
|
||||
|
||||
return {
|
||||
get hp() { return hp; },
|
||||
get state() { return state; },
|
||||
/** HP lost to each cause this run. The verdict reads these. */
|
||||
get damage() { return { hail: byHail, rain: byRain }; },
|
||||
|
||||
reset() { hp = 100; state = 'full'; byHail = 0; byRain = 0; world.setPlants('full'); },
|
||||
|
||||
/**
|
||||
* Decision 13, and the two terms stay SEPARATE on the way in rather than
|
||||
* being pre-summed by the caller — that sum is exactly the information the
|
||||
* verdict needs and can never recover afterwards.
|
||||
*
|
||||
* @param {number} dt
|
||||
* @param {number} hail 0..1 sky.gardenHailExposure(bed, t)
|
||||
* @param {number} rain 0..1 sky.gardenExposure(bed, t)
|
||||
*/
|
||||
step(dt, hail, rain) {
|
||||
const dHail = HAIL_WEIGHT * hail * GARDEN_DRAIN * dt;
|
||||
const dRain = RAIN_WEIGHT * rain * GARDEN_DRAIN * dt;
|
||||
const total = Math.min(hp, dHail + dRain);
|
||||
if (total > 0) {
|
||||
// Attribute proportionally, so the split still adds up on the last tick
|
||||
// when the garden bottoms out at 0 mid-step.
|
||||
const scale = total / (dHail + dRain);
|
||||
byHail += dHail * scale;
|
||||
byRain += dRain * scale;
|
||||
hp -= total;
|
||||
}
|
||||
const next = hp > 66 ? 'full' : hp > 33 ? 'tattered' : 'dead';
|
||||
if (next !== state) { state = next; world.setPlants(next); }
|
||||
},
|
||||
};
|
||||
}
|
||||
@ -75,6 +75,22 @@ const CSS = `
|
||||
#hud-help { position:absolute; bottom:12px; left:50%; transform:translateX(-50%);
|
||||
color:#93a6b2; opacity:.85; white-space:nowrap; }
|
||||
|
||||
/* SPRINT13 gate 3 — pause and mute.
|
||||
The veil sits UNDER #hud-card (z 30) so a card always wins: pausing can never
|
||||
hide the job sheet or the invoice. It is a veil and not a card because the
|
||||
yard behind it is the point — you paused to LOOK at something. */
|
||||
#hud-pause { position:fixed; inset:0; z-index:20; display:none; place-items:center;
|
||||
background:#060a0d99; backdrop-filter:blur(2px); pointer-events:none; }
|
||||
#hud-pause.on { display:grid; }
|
||||
#hud-pause .word { font:700 34px/1 ui-monospace,Menlo,monospace; letter-spacing:.34em;
|
||||
color:#dde5ea; text-indent:.34em; }
|
||||
#hud-pause .sub { margin-top:10px; text-align:center; color:#8ba0ad; letter-spacing:.1em; }
|
||||
/* Muted has to be visible from anywhere or the player thinks the sound broke. */
|
||||
#hud-mute { position:absolute; top:12px; right:12px; display:none;
|
||||
padding:4px 9px; border:1px solid #3a4a56; border-radius:4px;
|
||||
color:#8ba0ad; letter-spacing:.16em; font-size:11px; }
|
||||
#hud-mute.on { display:block; }
|
||||
|
||||
#hud-card { position:fixed; inset:0; z-index:30; display:none; place-items:center;
|
||||
/* SPRINT12: E's letterhead + brief + conditions made the tall cards taller
|
||||
than a short window, and a RIG IT button below the fold with no scroll is a
|
||||
@ -184,6 +200,24 @@ const CSS = `
|
||||
color: #55677a; border-bottom: 1px solid #1c262d; padding-bottom: 5px;
|
||||
}
|
||||
|
||||
/* --- the splash (SPRINT13 gate 3) ---------------------------------------
|
||||
Built ON E's letterhead rather than beside it: the masthead is the game's
|
||||
name, so the front door is the same sheet of paper as everything else. The
|
||||
only rules here are the ones the letterhead doesn't already own. */
|
||||
#hud-card .splash .letterhead { border-bottom-width: 2px; padding-bottom: 12px; }
|
||||
#hud-card .splash .mark { font-size: 30px; }
|
||||
#hud-card .premise { margin: 14px 0 4px; color: #dde5ea; font-size: 14px; line-height: 1.6; }
|
||||
#hud-card .fineprint { margin: 14px 0 0; color: #6d8494; font-style: italic; line-height: 1.55; }
|
||||
#hud-card .keys { display: grid; gap: 3px; }
|
||||
#hud-card .keyrow { display: flex; gap: 12px; align-items: baseline; padding: 2px 0; }
|
||||
#hud-card .keyrow kbd {
|
||||
flex: none; min-width: 62px; text-align: center; padding: 3px 7px;
|
||||
background: #16222a; border: 1px solid #33454f; border-bottom-width: 2px;
|
||||
border-radius: 4px; color: #cfe0ea; font: inherit; font-size: 11px;
|
||||
}
|
||||
#hud-card .keyrow span { color: #93a6b2; }
|
||||
#hud-card .splash .go { margin-top: 18px; width: 100%; padding: 12px; font-size: 14px; }
|
||||
|
||||
/* --- the pay schedule (job sheet) --------------------------------------
|
||||
This is a QUOTE, not a receipt: it's what the night is worth if you do it
|
||||
right. It reuses your .row shape so it lines up with everything else, but
|
||||
@ -302,6 +336,8 @@ export function createHud(d) {
|
||||
<div class="panel" id="hud-carry" style="display:none"></div>
|
||||
<div id="hud-events"></div>
|
||||
<div id="hud-help"></div>
|
||||
<div id="hud-mute">MUTED</div>
|
||||
<div id="hud-pause"><div class="word">PAUSED</div><div class="sub">P to carry on</div></div>
|
||||
`;
|
||||
document.body.appendChild(root);
|
||||
|
||||
@ -322,6 +358,9 @@ export function createHud(d) {
|
||||
const elPct = $('#hud-garden-pct'), elBar = $('#hud-bar i'), elShade = $('#hud-shade');
|
||||
const elGardenLabel = $('#hud-garden-label');
|
||||
const elCarry = $('#hud-carry'), elEvents = $('#hud-events'), elHelp = $('#hud-help');
|
||||
const elPause = $('#hud-pause'), elMute = $('#hud-mute');
|
||||
/** Set by main.js once it has asked skyfx whether the bus has a tap. */
|
||||
let muteAvailable = false;
|
||||
|
||||
// --- world-anchored corner load bars ------------------------------------
|
||||
// A bar per corner, floating at the corner it describes. Geometry rather than
|
||||
@ -334,6 +373,18 @@ export function createHud(d) {
|
||||
const quad = new THREE.PlaneGeometry(1, 1);
|
||||
quad.translate(0.5, 0, 0); // pivot on the left edge, so scale.x grows rightward
|
||||
const BAR_W = 0.9, BAR_H = 0.1;
|
||||
/**
|
||||
* When two corner bars count as "on top of each other", in clip space (NDC
|
||||
* spans -1..1 across the viewport), and how far apart to stack them.
|
||||
*
|
||||
* Measured off the collision the QA pass actually hit — CB1/CB2 on the carport
|
||||
* beam, viewed from where a player stands to rig them. A bar is ~0.9 world
|
||||
* units wide and scaled to hold constant screen size, so these are roughly
|
||||
* "one bar wide, one line tall" and don't need to track the bar's dimensions.
|
||||
* Y is the tighter of the two on purpose: labels stack vertically, so a pair
|
||||
* side-by-side is already readable and only a vertical overlap is mush.
|
||||
*/
|
||||
const BAR_NDC_X = 0.10, BAR_NDC_Y = 0.045, BAR_STACK_Y = 0.34;
|
||||
|
||||
const bars = [];
|
||||
function ensureBars(n) {
|
||||
@ -391,6 +442,14 @@ export function createHud(d) {
|
||||
const _p = new THREE.Vector3();
|
||||
const _q = new THREE.Quaternion();
|
||||
const _cam = new THREE.Vector3();
|
||||
// Corner-bar de-collision (SPRINT13). Scratch + a per-frame record of where
|
||||
// each bar landed in clip space, so bars that typeset on top of each other can
|
||||
// be stacked instead. Pooled rather than reallocated — this runs every frame —
|
||||
// and each entry carries `live`, because a corner that has no position this
|
||||
// frame must not leave last frame's ghost for the others to stack against.
|
||||
const _ndc = new THREE.Vector3();
|
||||
const _placed = [];
|
||||
const placedSlot = (i) => (_placed[i] || (_placed[i] = { x: 0, y: 0, live: false }));
|
||||
|
||||
// --- helpers ------------------------------------------------------------
|
||||
const barColor = (frac, broken) => (broken ? BAR_DEAD : frac > 0.85 ? BAR_HOT : frac > 0.55 ? BAR_WARN : BAR_OK);
|
||||
@ -407,6 +466,96 @@ export function createHud(d) {
|
||||
|
||||
setHelp(text) { elHelp.textContent = text; },
|
||||
|
||||
/** P — the pause veil. Render keeps running; main.js stops the accumulator. */
|
||||
setPaused(on) { elPause.classList.toggle('on', !!on); },
|
||||
|
||||
/** M — reads the state main.js owns. Only shown once the bus is real. */
|
||||
setMuted(on) { elMute.classList.toggle('on', !!on); },
|
||||
|
||||
/**
|
||||
* Does Lane C's audio bus have a mute tap yet? main.js asks skyfx and tells
|
||||
* us. Until it does, M is not advertised on the splash or the help line —
|
||||
* a promised key that does nothing is worse than no key, and this game is
|
||||
* public now. Flips itself on the day C lands `setMute`.
|
||||
*/
|
||||
setAudioMuteAvailable(on) { muteAvailable = !!on; },
|
||||
|
||||
/** The comfort keys, listed only where they're real. See setAudioMuteAvailable. */
|
||||
comfortKeysHint() { return muteAvailable ? 'P pause · M mute' : 'P pause'; },
|
||||
|
||||
/**
|
||||
* THE FRONT DOOR (SPRINT13 gate 3).
|
||||
*
|
||||
* partly.party's arcade can send a stranger straight here, and before this
|
||||
* they landed on a job sheet: an invoice-looking card from a business they'd
|
||||
* never heard of, quoting money for a job nobody had explained, with the
|
||||
* controls appearing only later on prep's help line. The premise of the game
|
||||
* was never once stated on the glass.
|
||||
*
|
||||
* It's one more `.card` — not a menu system. There is nothing to configure:
|
||||
* one week, five jobs, one button. E's letterhead does the work, because the
|
||||
* masthead IS the game's name and the joke lands before the premise does.
|
||||
*
|
||||
* @param {() => void} onStart
|
||||
*/
|
||||
showSplash(onStart) {
|
||||
card.innerHTML = `<div class="card splash">
|
||||
<div class="letterhead">
|
||||
<div>
|
||||
<div class="mark">${BUSINESS.mark}</div>
|
||||
<div class="trade">${BUSINESS.trade}</div>
|
||||
</div>
|
||||
</div>
|
||||
<p class="premise">Rig shade sails, then keep the client's garden alive
|
||||
through the storm. Five nights, five jobs, one wallet.</p>
|
||||
<div class="sect">THE CONTROLS</div>
|
||||
<div class="keys">
|
||||
${[
|
||||
['WASD', 'walk the yard'],
|
||||
['mouse', 'orbit the camera'],
|
||||
['click', 'pick an anchor · again to unpick'],
|
||||
['[ ]', 'tension the rig — tighter holds shape, and breaks harder'],
|
||||
['S', 'buy a spare shackle'],
|
||||
['E', 'repair a blown corner (ladder if it is up high)'],
|
||||
['C', 'brace against the wind'],
|
||||
['Enter', 'commit the rig and start the night'],
|
||||
...(muteAvailable ? [['P · M', 'pause · mute']] : [['P', 'pause']]),
|
||||
].map(([k, v]) => `<div class="keyrow"><kbd>${k}</kbd><span>${v}</span></div>`).join('')}
|
||||
</div>
|
||||
<p class="fineprint">The forecast is a band, not a promise. Nothing you
|
||||
tie to is as strong as it looks.</p>
|
||||
<button class="go">START THE WEEK</button>
|
||||
</div>`;
|
||||
card.classList.add('on');
|
||||
hud.setVisible(false);
|
||||
card.querySelector('.go').addEventListener('click', () => { hud.hideCard(); onStart(); });
|
||||
},
|
||||
|
||||
/**
|
||||
* The phone visitor. A public URL gets phones — DESIGN.md's game is WASD and
|
||||
* a mouse orbit, so there is no touch story to tell and pretending otherwise
|
||||
* would waste their time. Before this they got a dead canvas and no reason.
|
||||
*
|
||||
* No START: this is the one card without a way through, on purpose. Sending
|
||||
* someone into a yard they cannot walk is worse than telling them plainly.
|
||||
*/
|
||||
showTouchNotice() {
|
||||
card.innerHTML = `<div class="card splash">
|
||||
<div class="letterhead">
|
||||
<div>
|
||||
<div class="mark">${BUSINESS.mark}</div>
|
||||
<div class="trade">${BUSINESS.trade}</div>
|
||||
</div>
|
||||
</div>
|
||||
<p class="premise">${BUSINESS.mark} needs a keyboard and a mouse —
|
||||
you walk the yard and orbit the camera to rig a sail, and there's no
|
||||
honest way to do that with a thumb.</p>
|
||||
<p class="fineprint">Grab a laptop and come back. It'll be here.</p>
|
||||
</div>`;
|
||||
card.classList.add('on');
|
||||
hud.setVisible(false);
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {number} dt
|
||||
* @param {number} t wind/storm time
|
||||
@ -473,7 +622,7 @@ export function createHud(d) {
|
||||
const c = d.rig.corners[i];
|
||||
const b = bars[i];
|
||||
const p = cornerPos(i);
|
||||
if (!p) { b.holder.visible = false; continue; }
|
||||
if (!p) { b.holder.visible = false; placedSlot(i).live = false; continue; }
|
||||
|
||||
_p.set(p.x, p.y, p.z);
|
||||
b.holder.position.copy(_p);
|
||||
@ -486,7 +635,43 @@ export function createHud(d) {
|
||||
// out there rather than in a corner of the screen. Clamped so it doesn't
|
||||
// balloon when you walk right up to a corner to repair it.
|
||||
const dist = _p.distanceTo(_cam);
|
||||
b.holder.scale.setScalar(Math.max(0.75, Math.min(3.2, dist / 7)));
|
||||
const scale = Math.max(0.75, Math.min(3.2, dist / 7));
|
||||
b.holder.scale.setScalar(scale);
|
||||
|
||||
/**
|
||||
* Stack bars that would typeset on top of each other. [B's flag, SPRINT13]
|
||||
*
|
||||
* The QA pass: "CB1/CB2 died together and typeset on top of each other".
|
||||
* The carport's two beam anchors are 2.82 m apart and the sail hangs
|
||||
* between them, so from most of the yard their bars land in the same
|
||||
* handful of pixels — and they are exactly the pair most likely to blow
|
||||
* together, because they share a beam and a 0.22 ratingHint. The one
|
||||
* moment the HUD has to be legible ("both beam corners went, that's why
|
||||
* the sail is on the lawn") was the one moment it turned to mush.
|
||||
*
|
||||
* Screen space, not world space: whether two labels collide is a fact
|
||||
* about the camera, and two corners a metre apart are unreadable from
|
||||
* the fence and perfectly clear from underneath. Compared at the anchor
|
||||
* point rather than after nudging, so the test is order-independent and
|
||||
* a stack of three can't chase itself up the screen. Deterministic —
|
||||
* corner index order, no clock — and O(n²) on n=4.
|
||||
*
|
||||
* The offset rides `scale` so the gap is constant on screen at any range,
|
||||
* the same reason the bar itself is scaled.
|
||||
*/
|
||||
_ndc.copy(b.holder.position).project(d.camera);
|
||||
const onScreen = _ndc.z < 1; // behind the camera projects to nonsense
|
||||
let clash = 0;
|
||||
if (onScreen) {
|
||||
for (let k = 0; k < i; k++) {
|
||||
const o = _placed[k];
|
||||
if (!o || !o.live) continue;
|
||||
if (Math.abs(_ndc.x - o.x) < BAR_NDC_X && Math.abs(_ndc.y - o.y) < BAR_NDC_Y) clash++;
|
||||
}
|
||||
}
|
||||
const slot = placedSlot(i);
|
||||
slot.x = _ndc.x; slot.y = _ndc.y; slot.live = onScreen;
|
||||
if (clash) b.holder.position.y += clash * BAR_STACK_Y * scale;
|
||||
|
||||
// SPRINT12 — B's flag, actioned: the bar reads the EFFECTIVE rating,
|
||||
// rating × ratingHint, because that's the number sail.js fails on now.
|
||||
|
||||
@ -69,7 +69,22 @@ export const needsLadder = (anchor) => {
|
||||
return anchor.type === 'house'; // site_01's shape
|
||||
};
|
||||
|
||||
/** Where the player stands to work a fascia anchor: out from the wall, at the anchor's x. */
|
||||
/**
|
||||
* What to call the thing the ladder serves, in the player's own words.
|
||||
*
|
||||
* SPRINT13 pool (the integrator's QA pass): the place label hardcoded "the fascia" — true on
|
||||
* backyard_01, a lie on the corner block, where the bracket is a carport beam. Keyed on `type`,
|
||||
* which has been a CHECKED enum since Sprint 11 (`validateSite` rejects an unknown one), so a new
|
||||
* site can only arrive here with a type somebody typed on purpose.
|
||||
*
|
||||
* The fallback names the MECHANISM, not a guessed structure: an unmapped bracket reads "the bracket
|
||||
* needs the ladder", which is vague but never false. Same instinct as `needsLadder` itself — the
|
||||
* thing that broke here was a rule keyed on site_01's spelling of the idea instead of the idea.
|
||||
*/
|
||||
const BRACKET_NOUN = { house: 'the fascia', carport: 'the carport bracket' };
|
||||
const bracketNoun = (a) => BRACKET_NOUN[a?.type] ?? 'the bracket';
|
||||
|
||||
/** Where the player stands to work a bracket anchor: out from the wall, at the anchor's x. */
|
||||
const STAND_OFF = 0.9; // m clear of the wall face
|
||||
const PLACE_RANGE = 2.6; // m — how close you must be to a fascia anchor to plant the ladder
|
||||
const RUNG_CLEAR = 0.55; // m — feet this far below the top rung, so the fascia is at chest height
|
||||
@ -95,6 +110,8 @@ export function createLadder(scene, world, interact, player) {
|
||||
base: new THREE.Vector3(),
|
||||
topY: 2.9, // overwritten from the GLB's ladder_top node
|
||||
view: null,
|
||||
dropped: false, // lying in the grass where it was lost (see the reconcile in update)
|
||||
dropYaw: 0,
|
||||
};
|
||||
|
||||
// Home: leaning on the shed, near the spare table but NOT on top of it. Read from world.shedTable
|
||||
@ -134,6 +151,11 @@ export function createLadder(scene, world, interact, player) {
|
||||
// planted: yaw so local +Z faces the wall, then tip the head into it. +X rotation carries the
|
||||
// top toward local +Z, which is the wall — so the feet stand off and the head rests on it.
|
||||
state.view.rotation.set(LEAN, Math.atan2(a.pos.x - state.base.x, a.pos.z - state.base.z), 0);
|
||||
} else if (state.dropped) {
|
||||
// Dropped, not stowed: it lies FLAT where it fell. The stowed pose is a slouch against the
|
||||
// shed wall, and a slouch in open grass reads as a ladder leaning on thin air — which looks
|
||||
// like a bug at exactly the moment the player is hunting for the thing.
|
||||
state.view.rotation.set(Math.PI / 2, state.dropYaw, 0);
|
||||
} else {
|
||||
state.view.rotation.set(0, 0.6, 0.22); // stowed: slouched against the shed
|
||||
}
|
||||
@ -169,6 +191,7 @@ export function createLadder(scene, world, interact, player) {
|
||||
onDone: (p, t) => {
|
||||
state.carried = true;
|
||||
state.placedAt = null;
|
||||
state.dropped = false;
|
||||
p.pickUp('ladder', t);
|
||||
syncView();
|
||||
},
|
||||
@ -185,15 +208,19 @@ export function createLadder(scene, world, interact, player) {
|
||||
clip: 'PickUp',
|
||||
// Reads as an offer when you can, and as a reason when you can't — interact.visible() now
|
||||
// shows unusable targets greyed, and a label written only as an offer explains nothing there.
|
||||
// Standing under a blown fascia bracket holding a spare, "the fascia needs the ladder" is the
|
||||
// single most useful sentence in the game.
|
||||
// Standing under a blown bracket holding a spare, "the fascia needs the ladder" is the single
|
||||
// most useful sentence in the game — so it has to name the RIGHT structure, or it's the single
|
||||
// most confusing one. It said "fascia" in the corner block until SPRINT13.
|
||||
// ...and it must not lie about WHERE. "it's by the shed" is true until the wind takes it out
|
||||
// of your hands, and then it's the game sending you to the wrong end of the yard mid-storm.
|
||||
label: (p) => (p.carrying === 'ladder'
|
||||
? `set the ladder under ${a.id}`
|
||||
: 'the fascia needs the ladder — it\'s by the shed'),
|
||||
? `set the ladder under ${a.id.toUpperCase()}`
|
||||
: `${bracketNoun(a)} needs the ladder — ${state.dropped ? 'you dropped it out there' : "it's by the shed"}`),
|
||||
canUse: (p) => p.carrying === 'ladder',
|
||||
onDone: (p, t) => {
|
||||
state.carried = false;
|
||||
state.placedAt = a.id;
|
||||
state.dropped = false;
|
||||
state.base.set(a.pos.x, world.heightAt ? world.heightAt(a.pos.x, a.pos.z + STAND_OFF) : 0,
|
||||
a.pos.z + STAND_OFF);
|
||||
p.carrying = null;
|
||||
@ -239,6 +266,29 @@ export function createLadder(scene, world, interact, player) {
|
||||
* player.js calls this each frame from the same input it reads for movement.
|
||||
*/
|
||||
update(dt, t, input) {
|
||||
// SPRINT13 pool — "the dropped spare's whereabouts are unknown" is the small half of this.
|
||||
// The player can lose the ladder without telling us: knockdown() calls drop() (player.sim.js),
|
||||
// which nulls `carrying` and pushes an event nothing here listens for. state.carried stayed
|
||||
// true forever, and every consequence of that is silent:
|
||||
// · syncView hides the mesh (`visible = !carried`) → the ladder is invisible
|
||||
// · ladder_take.pos() returns null while carried → nothing to walk to
|
||||
// · ladder_take.canUse needs !state.carried → it can never be picked up again
|
||||
// Blown over mid-carry and the ladder left the game, while ladder_place went on saying "it's
|
||||
// by the shed". It wasn't. On the corner block that silently ends the site's whole thesis:
|
||||
// cb1/cb2 are bracket work, and bracket work needs a ladder that no longer exists.
|
||||
// The player's hands are the one source of truth, so reconcile against them every frame and
|
||||
// let the ladder FALL where it was lost — the same instinct as STATES.shelter, which enters
|
||||
// and leaves itself so a dropped release can't strand you. Fetching it is now a cost you can
|
||||
// see and walk to, which is what the mechanic wanted from the knockdown in the first place.
|
||||
if (state.carried && player.carrying !== 'ladder') {
|
||||
state.carried = false;
|
||||
state.placedAt = null;
|
||||
state.dropped = true;
|
||||
state.dropYaw = player.facing ?? 0;
|
||||
state.base.set(player.pos.x,
|
||||
world.heightAt ? world.heightAt(player.pos.x, player.pos.z) : 0,
|
||||
player.pos.z);
|
||||
}
|
||||
if (player.state === 'atTop' && input && input.z < 0) player.climbTo(0, t);
|
||||
syncView();
|
||||
},
|
||||
|
||||
@ -16,7 +16,7 @@
|
||||
import * as THREE from '../vendor/three.module.js';
|
||||
import { FIXED_DT, PHASES, STORM_LEN, HARDWARE, SPARE_COST, Emitter } from './contracts.js';
|
||||
import { createWorld, loadSite } from './world.js';
|
||||
import { createCameraRig } from './camera.js';
|
||||
import { createCameraRig, spawnYawFor } from './camera.js';
|
||||
import { loadStorm, createWind } from './weather.js';
|
||||
import { SailRig, createSailView } from './sail.js';
|
||||
import { createPlayer } from './player.js';
|
||||
@ -26,6 +26,7 @@ import { createSkyFx } from './skyfx.js';
|
||||
import { createRiggingUI } from './rigging.js';
|
||||
import { createHud } from './hud.js';
|
||||
import { createWeek, NIGHTS, nightAt } from './week.js';
|
||||
import { createGarden } from './garden.js';
|
||||
|
||||
/** The calm day the forecast and prep phases run under. */
|
||||
export const CALM_STORM = 'storm_01_gentle';
|
||||
@ -60,90 +61,121 @@ export function stormsToPreload(nights = NIGHTS.map((_, i) => nightAt(i).storm))
|
||||
const STORMS = stormsToPreload();
|
||||
|
||||
/**
|
||||
* How fast an unprotected garden dies, in HP per second at full rain.
|
||||
* May Enter commit the rig right now? The ONLY route into `game.advance()` that
|
||||
* a key may take.
|
||||
*
|
||||
* Decision 7: drain is rain × (1 − rain shadow), NOT sun coverage. At night the
|
||||
* sun shadow is a number about nothing, and storm_02 is a wildnight.
|
||||
* A function, and exported, because it is a security-shaped rule on a PUBLIC
|
||||
* game and the handler that used to hold it is inside boot(), behind a canvas
|
||||
* and a WebGL context — i.e. somewhere no assert can reach. That's precisely how
|
||||
* the exploit shipped: `addEventListener('keydown', …)` fell through to
|
||||
* `game.advance()` in EVERY phase, so Enter DURING a storm jumped straight to a
|
||||
* perfect invoice — the storm never ran, "every corner held", full pay, clean
|
||||
* bonus, +$90 banked on partly.party where strangers could find it. The
|
||||
* integrator hit it in a QA pass, not a test, because there was no seam to test.
|
||||
*
|
||||
* ⚠️ This number is doing less work than it looks like it is, and the reason is
|
||||
* worth reading before retuning it. Measured over storm_02 with a rig that holds
|
||||
* 4/4 corners all night: sun coverage over the bed stays ~50%, but the RAIN
|
||||
* shadow decays 0.38 → 0.04 as the wind builds, averaging 0.23. Driving rain
|
||||
* blows under the sail and the shadow walks off the bed — which is Lane C's
|
||||
* model being right about weather, not a bug.
|
||||
* So the rule is a value now. Enter means ONE thing: commit the rig and start
|
||||
* the night.
|
||||
* · `prep` only — forecast and aftermath advance through their own cards, and
|
||||
* a storm advances when it ENDS. Nothing else may move the phase machine.
|
||||
* · not while a card is open — the card owns the keyboard, and its button is
|
||||
* the only way through.
|
||||
*
|
||||
* The consequence is that a perfectly rigged bed only ever sits ~23% drier than
|
||||
* a bare one, so NO value here separates good rigging from none; at 1.6 both
|
||||
* ended dead, and the spread stays ~20 points at any setting. 0.9 is chosen to
|
||||
* put a good rig around 60% (a win) and a bare bed just under 50% (a loss), so
|
||||
* the loop is playable and scores something — but the lever that actually needs
|
||||
* moving is the shadow geometry, not this. Flagged for Lane C in THREADS.
|
||||
* @param {string} phase game.phase
|
||||
* @param {boolean} cardOpen hud.cardOpen
|
||||
*/
|
||||
const GARDEN_DRAIN = 0.9;
|
||||
|
||||
/**
|
||||
* Decision 13's weights. Hail is what actually kills a garden and cloth honestly
|
||||
* stops it (stones fall ≤20° off vertical; rain leans 73° in a gale and walks
|
||||
* straight under the sail — Lane C's numbers). Rain is demoted to a drizzle of
|
||||
* damage so the night still costs you something when it isn't hailing.
|
||||
*
|
||||
* SPRINT6 gate 1 lists these first among the balance levers.
|
||||
*/
|
||||
const HAIL_WEIGHT = 5.0;
|
||||
const RAIN_WEIGHT = 0.25;
|
||||
|
||||
/**
|
||||
* The garden: the thing you are actually protecting, and the only score that
|
||||
* matters. Deliberately not inside hud.js — the HUD reads, it doesn't decide.
|
||||
*
|
||||
* It keeps its damage split by CAUSE, and that isn't bookkeeping for its own
|
||||
* sake: the aftermath verdict is the game's entire feedback channel, and a
|
||||
* verdict that guesses teaches the wrong lesson. A garden that only knows it
|
||||
* went from 100 to 39 cannot tell a player whether their hardware let go or
|
||||
* their perfectly-held sail simply wasn't over the bed — and those are opposite
|
||||
* mistakes with opposite fixes.
|
||||
*/
|
||||
function createGarden(world) {
|
||||
let hp = 100;
|
||||
let state = 'full';
|
||||
let byHail = 0;
|
||||
let byRain = 0;
|
||||
|
||||
return {
|
||||
get hp() { return hp; },
|
||||
get state() { return state; },
|
||||
/** HP lost to each cause this run. The verdict reads these. */
|
||||
get damage() { return { hail: byHail, rain: byRain }; },
|
||||
|
||||
reset() { hp = 100; state = 'full'; byHail = 0; byRain = 0; world.setPlants('full'); },
|
||||
|
||||
/**
|
||||
* Decision 13, and the two terms stay SEPARATE on the way in rather than
|
||||
* being pre-summed by the caller — that sum is exactly the information the
|
||||
* verdict needs and can never recover afterwards.
|
||||
*
|
||||
* @param {number} dt
|
||||
* @param {number} hail 0..1 sky.gardenHailExposure(bed, t)
|
||||
* @param {number} rain 0..1 sky.gardenExposure(bed, t)
|
||||
*/
|
||||
step(dt, hail, rain) {
|
||||
const dHail = HAIL_WEIGHT * hail * GARDEN_DRAIN * dt;
|
||||
const dRain = RAIN_WEIGHT * rain * GARDEN_DRAIN * dt;
|
||||
const total = Math.min(hp, dHail + dRain);
|
||||
if (total > 0) {
|
||||
// Attribute proportionally, so the split still adds up on the last tick
|
||||
// when the garden bottoms out at 0 mid-step.
|
||||
const scale = total / (dHail + dRain);
|
||||
byHail += dHail * scale;
|
||||
byRain += dRain * scale;
|
||||
hp -= total;
|
||||
}
|
||||
const next = hp > 66 ? 'full' : hp > 33 ? 'tattered' : 'dead';
|
||||
if (next !== state) { state = next; world.setPlants(next); }
|
||||
},
|
||||
};
|
||||
export function enterCommits(phase, cardOpen) {
|
||||
return phase === 'prep' && !cardOpen;
|
||||
}
|
||||
|
||||
/**
|
||||
* Can this device play HARD YARDS at all? (SPRINT13 gate 3 — the touch notice.)
|
||||
*
|
||||
* The question is NOT "is this a touchscreen", and getting that wrong is the
|
||||
* whole reason this is a function with a comment. `(pointer: coarse)` asks what
|
||||
* the PRIMARY pointer is, so a touchscreen laptop — finger on the glass, mouse
|
||||
* on the desk, perfectly able to play — answers "coarse" and gets locked out by
|
||||
* a courtesy card. That's a worse bug than the dead canvas it replaces, because
|
||||
* it takes the game away from someone who could play it.
|
||||
*
|
||||
* `(any-pointer: fine)` asks the question that actually matters: is there a
|
||||
* mouse, trackpad or stylus attached AT ALL? A phone says no. A tablet says no.
|
||||
* A hybrid laptop says yes and plays. Detection errs toward LETTING PEOPLE IN:
|
||||
* an old browser that doesn't know the query returns `matches: false` for both,
|
||||
* and the `?? true` means an unknown device gets the game rather than a lecture.
|
||||
*
|
||||
* Keyboard can't be feature-detected at all — no browser exposes "is there a
|
||||
* keyboard" — so a fine pointer is the honest proxy, and the notice says what we
|
||||
* need in words rather than pretending to know.
|
||||
*/
|
||||
/**
|
||||
* The fixed-dt accumulator, as a value: how many steps does this frame owe, and
|
||||
* what's left over? (SPRINT13 gate 3 — P.)
|
||||
*
|
||||
* Pulled out of `frame()` for the same reason `enterCommits` was pulled out of
|
||||
* the keydown handler: `frame()` is only ever called by requestAnimationFrame,
|
||||
* and rAF does not fire in a hidden tab — so a pause "test" driven through the
|
||||
* real loop sits there measuring a sim that was already frozen and reports
|
||||
* success. I wrote that probe, and it passed: simT advanced 0 while paused, and
|
||||
* 0 while running. The pause rule is a value now, so it can be checked by
|
||||
* something other than luck.
|
||||
*
|
||||
* PAUSED DRAINS THE ACCUMULATOR rather than leaving it standing. `acc` holds up
|
||||
* to one FIXED_DT of unspent real time; carrying it across a pause spends it on
|
||||
* the first frame after resume — a free sixtieth of a second of storm nobody
|
||||
* asked for, which is invisible right up until two runs of a deterministic sim
|
||||
* disagree about a gust.
|
||||
*
|
||||
* @param {number} acc unspent seconds carried from last frame
|
||||
* @param {number} raw this frame's real delta, already clamped by the caller
|
||||
* @param {boolean} paused
|
||||
* @param {number} [max] step ceiling — a breakpoint must not run 4000 steps
|
||||
* @returns {{steps:number, acc:number}}
|
||||
*/
|
||||
export function accumulate(acc, raw, paused, max = 60) {
|
||||
if (paused) return { steps: 0, acc: 0 };
|
||||
let left = acc + raw;
|
||||
let steps = 0;
|
||||
while (left >= FIXED_DT && steps < max) { steps++; left -= FIXED_DT; }
|
||||
return { steps, acc: left };
|
||||
}
|
||||
|
||||
export function canPlayHere(mm = typeof matchMedia === 'function' ? matchMedia : null) {
|
||||
if (!mm) return true; // no matchMedia (node, old): let them in
|
||||
try {
|
||||
return mm('(any-pointer: fine)').matches ?? true;
|
||||
} catch {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Push the mute state at C's audio bus, honestly. Returns whether a bus took
|
||||
* it — false means the flag is UI-only on this tree and the HUD must not
|
||||
* advertise M (hud.setAudioMuteAvailable reads the same feature-detect).
|
||||
*
|
||||
* A value rather than a closure so the selftest can fail it (the Enter-guard
|
||||
* lesson): the wiring bug this pins is calling `sky.setMute?.()` and never
|
||||
* noticing it no-ops, or muting the flag and forgetting the bus after makeSky()
|
||||
* hands back a fresh skyfx at a phase change.
|
||||
*
|
||||
* @param {{ setMute?: (on: boolean) => void } | null} sky
|
||||
* @param {boolean} on
|
||||
* @returns {boolean} true iff a real bus received the state
|
||||
*/
|
||||
export function applyMute(sky, on) {
|
||||
const bus = typeof sky?.setMute === 'function';
|
||||
if (bus) sky.setMute(!!on);
|
||||
return bus;
|
||||
}
|
||||
|
||||
/*
|
||||
* The garden model — GARDEN_DRAIN, HAIL_WEIGHT, RAIN_WEIGHT, createGarden —
|
||||
* moved to garden.js (SPRINT13 gate 1.2, B's export ask): the audit must
|
||||
* predict the sim's garden off the sim's OWN code, and module-locals here made
|
||||
* that impossible without a drifting copy. The gate-1.4 ruling on GARDEN_DRAIN
|
||||
* (it does not move, and why) lives on the constant itself, over there.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Why the night went the way it did — read from what ACTUALLY happened.
|
||||
*
|
||||
@ -161,7 +193,7 @@ function createGarden(world) {
|
||||
*
|
||||
* @returns {{verdict: string, mode: string}}
|
||||
*/
|
||||
export function verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped }) {
|
||||
export function verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped, beyondSaving = false }) {
|
||||
// SPRINT12 — B's flag, actioned: "weakest link that went first" reduces on
|
||||
// the EFFECTIVE rating (rating × ratingHint), matching sail.js's failure
|
||||
// line and B's summary.weakest tie-break fix. On the bare rating a rated
|
||||
@ -185,6 +217,25 @@ export function verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped }) {
|
||||
verdict: `THE GARDEN MADE IT. The sail didn't — the ${named} went first and took `
|
||||
+ `${lost.length - 1} more with it. That is what the sail was for.` };
|
||||
}
|
||||
// SPRINT13 gate 1.4 — A's night-5 ruling (week.js gardenBeyondSaving): on a
|
||||
// night whose data says the garden cannot reach the win line at ANY price,
|
||||
// every "you could have rigged better" sentence below is a lie, and the
|
||||
// uncovered/rain modes are the worst liars — they blame placement on a night
|
||||
// where no placement wins. This branch comes before every loss mode: the
|
||||
// garden's fate was sealed at the forecast; only the STEEL's fate was the
|
||||
// player's. Note it deliberately does NOT fire on a win — if a retune ever
|
||||
// makes the flagged night winnable, the flag is stale and week.js says to
|
||||
// delete it, not to trust this to paper over it.
|
||||
if (!win && beyondSaving) {
|
||||
if (lost.length >= 1) {
|
||||
return { mode: 'beyond-saving',
|
||||
verdict: `THE BED WAS BEYOND SAVING — no sail in the shop stops this much ice. `
|
||||
+ `The ${named} letting go is the part that's on you.` };
|
||||
}
|
||||
return { mode: 'beyond-saving',
|
||||
verdict: 'THE BED WAS BEYOND SAVING — no sail in the shop stops this much ice. '
|
||||
+ 'Yours held anyway. That was the whole job tonight, and you did it.' };
|
||||
}
|
||||
if (!win && lost.length >= 2) {
|
||||
return { mode: 'cascade',
|
||||
verdict: `THE SAIL LOST. The ${named} went first — and took ${lost.length - 1} more with it.` };
|
||||
@ -419,6 +470,13 @@ export async function boot(opts = {}) {
|
||||
// temporal-dead-zone throw. Boot builds them against the same fresh world.
|
||||
let rig;
|
||||
let rigging;
|
||||
// Same reason, same trap (SPRINT13): loadSiteInto now refreshes the camera's
|
||||
// solid set, and that reads sailView — on a first call that happens at boot,
|
||||
// before any cloth exists. Declared up here with the others so it reads
|
||||
// `undefined` (no cloth yet: use the yard's solids) instead of throwing TDZ
|
||||
// from a line whose only crime was being honest about what the camera needs.
|
||||
// Caught by the page going blank, which is the loudest a TDZ ever gets.
|
||||
let sailView = null;
|
||||
const cameraRig = createCameraRig(canvas);
|
||||
const interact = new Interact();
|
||||
|
||||
@ -445,7 +503,7 @@ export async function boot(opts = {}) {
|
||||
await world.dress();
|
||||
currentSite = siteName;
|
||||
|
||||
cameraRig.setSolids(world.solids);
|
||||
refreshCameraSolids();
|
||||
cameraRig.setGround(world.heightAt);
|
||||
// Lane C: local wind effects are per-yard. A venturi (site_02's screaming
|
||||
// gap) and tree shelters both re-register here; empty/absent is a no-op,
|
||||
@ -459,6 +517,23 @@ export async function boot(opts = {}) {
|
||||
// forecast, never mid-storm, so a clean rebuild is honest and cheap.
|
||||
player = await createPlayer(scene, world, cameraRig, { wind, interact });
|
||||
|
||||
// SPRINT13 gate 2.5 — the opening frame, per YARD rather than per game.
|
||||
// Done here because the spawn is here: the player and the yard are rebuilt
|
||||
// together, so the frame that introduces them is a property of the site, not
|
||||
// a constant. site_02 spawns somewhere else with its posts somewhere else,
|
||||
// and a yaw hand-tuned against the backyard would frame the corner block by
|
||||
// luck. Obstacles come from the site's own data — every vertical thing a
|
||||
// pole-through-the-head could be.
|
||||
cameraRig.yaw = spawnYawFor(
|
||||
player.pos,
|
||||
{ x: world.gardenBed.x, z: world.gardenBed.z },
|
||||
[
|
||||
...(siteDef.posts ?? []),
|
||||
...(siteDef.trees ?? []),
|
||||
...(siteDef.structures ?? []),
|
||||
].map((o) => ({ x: o.x, z: o.z })),
|
||||
);
|
||||
|
||||
// Re-point everything that captured the old anchor set. Done HERE, right
|
||||
// after the rebuild, rather than in the caller — a caller-side `if (switched)`
|
||||
// was fragile (it broke the moment a debug path had already advanced
|
||||
@ -490,7 +565,28 @@ export async function boot(opts = {}) {
|
||||
|
||||
// --- 3. sail ------------------------------------------------------------
|
||||
rig = new SailRig({ anchors: world.anchors });
|
||||
let sailView = null;
|
||||
|
||||
/**
|
||||
* What the camera may not pass through: the yard's solids, PLUS the cloth.
|
||||
*
|
||||
* SPRINT13 gate 2.5 — "in aftermath the dead draped sail can swallow the
|
||||
* camera whole" (QA pass). The camera has collided with the house since
|
||||
* Sprint 2 for exactly this reason, and the sail was simply never in the list:
|
||||
* while it is up it hangs above head height and nothing notices, but a sail
|
||||
* that has FAILED lies in the yard at head height, which is the one moment the
|
||||
* player most wants to look at it.
|
||||
*
|
||||
* Called from both rebuilds, because they invalidate the list independently:
|
||||
* loadSiteInto() makes new world.solids, rigSail() makes a new cloth. Either
|
||||
* one alone leaves the camera holding a mesh that was disposed.
|
||||
*
|
||||
* The cloth's bounding sphere is recomputed in sailView.update() every frame,
|
||||
* so the raycast reads live geometry rather than the shape it had at rig time.
|
||||
* Cheap: the default grid is 10x10, so ~162 triangles against a whole house.
|
||||
*/
|
||||
function refreshCameraSolids() {
|
||||
cameraRig.setSolids(sailView ? [...world.solids, sailView] : world.solids);
|
||||
}
|
||||
|
||||
/**
|
||||
* Attach the cloth across 4 anchors and (re)build its view.
|
||||
@ -514,6 +610,7 @@ export async function boot(opts = {}) {
|
||||
}
|
||||
sailView = await createSailView(rig);
|
||||
scene.add(sailView);
|
||||
refreshCameraSolids(); // the new cloth; the one it replaced is disposed
|
||||
wireYardActions(interact, { sailRig: rig, world });
|
||||
return sailView;
|
||||
}
|
||||
@ -535,6 +632,9 @@ export async function boot(opts = {}) {
|
||||
let simT = 0;
|
||||
let windT = 0;
|
||||
let acc = 0;
|
||||
/** SPRINT13 gate 3 — the front door's two comfort keys. Neither is sim state: */
|
||||
let paused = false; // P: the accumulator stops; nothing deterministic sees a dt
|
||||
let muted = false; // M: Lane C's bus, once it has a tap (see setMuted)
|
||||
|
||||
function windTime() {
|
||||
if (game.phase === 'storm') return game.phaseT;
|
||||
@ -692,7 +792,8 @@ export async function boot(opts = {}) {
|
||||
*/
|
||||
const win = hp >= 50;
|
||||
const dmg = garden.damage;
|
||||
const { verdict, mode } = verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped });
|
||||
const { verdict, mode } = verdictFor({ hp, lost, win, dmg, pondPeak, pondDumped,
|
||||
beyondSaving: week.job.gardenBeyondSaving });
|
||||
|
||||
return {
|
||||
hp,
|
||||
@ -824,6 +925,17 @@ export async function boot(opts = {}) {
|
||||
events.length = 0;
|
||||
rigging.setActive(to === 'prep');
|
||||
|
||||
// A pause never survives the phase it was taken in. Leaving `paused` true on
|
||||
// the way out of a storm would carry it into the next night, where P is
|
||||
// inert (nothing but the storm has a clock) — so the flag would be stuck on,
|
||||
// unreachable, and the following storm would open frozen with no way to
|
||||
// unfreeze it. That's a soft-lock built out of a comfort feature, which is
|
||||
// the same shape as the night-3 one D found: a state nothing could clear.
|
||||
// makeSky() also hands back a fresh skyfx, so the mute has to be re-applied
|
||||
// or muting silently expires at the phase boundary.
|
||||
if (paused) { paused = false; hud.setPaused(false); }
|
||||
if (muted) setMuted(true);
|
||||
|
||||
if (to === 'storm') { pondPeak = 0; pondDumped = 0; }
|
||||
|
||||
if (to === 'forecast') {
|
||||
@ -850,7 +962,11 @@ export async function boot(opts = {}) {
|
||||
hud.setHelp('click an anchor to rig · click again to cycle hardware · shift-click to remove · [ ] tension · S spare · ENTER when you have four');
|
||||
}
|
||||
if (to === 'storm') {
|
||||
hud.setHelp('WASD move · shift run · E repair/pickup · C brace · RMB orbit');
|
||||
// P is only offered where it does something (the storm is the one clock
|
||||
// that doesn't wait), and M only once C's bus has a tap — hud owns that
|
||||
// question, because a help line that lists a dead key is a help line that
|
||||
// teaches a stranger the game is broken.
|
||||
hud.setHelp(`WASD move · shift run · E repair/pickup · C brace · RMB orbit · ${hud.comfortKeysHint()}`);
|
||||
}
|
||||
if (to === 'aftermath') {
|
||||
// The dawn comes up BEFORE the scoreboard, on E's 2.2 s ease. Their note
|
||||
@ -874,14 +990,8 @@ export async function boot(opts = {}) {
|
||||
});
|
||||
|
||||
addEventListener('keydown', (e) => {
|
||||
if (e.key !== 'Enter' || hud.cardOpen) return;
|
||||
// Enter means ONE thing: commit the rig and start the night. It used to
|
||||
// fall through to game.advance() in every phase, which made Enter DURING
|
||||
// a storm skip straight to a perfect invoice — the storm never ran, every
|
||||
// corner "held", full pay. Found in the SPRINT12 QA pass, live on the
|
||||
// public deploy. Forecast/aftermath advance through their cards (cardOpen
|
||||
// catches those above); nothing else may advance the phase machine.
|
||||
if (game.phase !== 'prep') return;
|
||||
if (e.key !== 'Enter') return;
|
||||
if (!enterCommits(game.phase, hud.cardOpen)) return;
|
||||
if (!rigging.commit()) return;
|
||||
// Off the bank, not off START_BUDGET — see the note on showTonight().
|
||||
spentThisNight = week.bank - rigging.summary.budget;
|
||||
@ -890,9 +1000,63 @@ export async function boot(opts = {}) {
|
||||
game.advance();
|
||||
});
|
||||
|
||||
// Straight into the forecast: the card is the game's front door, and it now
|
||||
// opens on night one of five rather than a difficulty menu.
|
||||
showTonight();
|
||||
/**
|
||||
* P — pause. Storm only, and that is not a limitation, it's the whole scope:
|
||||
* forecast and aftermath are already paused by construction (their cards are
|
||||
* up and the sim isn't running), and prep has no clock. The storm is the only
|
||||
* ninety seconds in the game that don't wait for you, which is exactly why a
|
||||
* stranger on a public URL needs a way to stop it.
|
||||
*/
|
||||
function setPaused(on) {
|
||||
if (game.phase !== 'storm') on = false; // nothing else has a clock to stop
|
||||
if (on === paused) return paused;
|
||||
paused = on;
|
||||
hud.setPaused(paused);
|
||||
return paused;
|
||||
}
|
||||
|
||||
/**
|
||||
* M — mute. The tap is C's `sky.setMute(on)` (landed lane/c 8a3dc32, with the
|
||||
* pre-unlock case: M pressed on the splash before the first gesture builds
|
||||
* the audio graph is remembered and honoured by unlock()). The application is
|
||||
* `applyMute` — a value, so a.test can fail it — and the feature-detect stays
|
||||
* because on any tree where the tap is absent, `?.()` on a missing method is
|
||||
* a no-op that looks like a call (D's rigging.setWorld lesson). The HUD asks
|
||||
* before it advertises M (hud.setAudioMuteAvailable): the key lights up on
|
||||
* exactly the trees where it does something, and nowhere else.
|
||||
*/
|
||||
function setMuted(on) {
|
||||
muted = !!on;
|
||||
const bus = applyMute(sky, muted);
|
||||
hud.setMuted(muted);
|
||||
return bus;
|
||||
}
|
||||
|
||||
addEventListener('keydown', (e) => {
|
||||
if (hud.cardOpen) return; // a card owns the keyboard
|
||||
const k = e.key.toLowerCase();
|
||||
if (k === 'p') setPaused(!paused);
|
||||
else if (k === 'm') setMuted(!muted);
|
||||
});
|
||||
|
||||
// SPRINT13 gate 3 — the front door, in front of the forecast.
|
||||
//
|
||||
// The job sheet used to be the first thing a stranger saw: an invoice-shaped
|
||||
// card from a business they'd never heard of, quoting money for a job nobody
|
||||
// had explained. It's a good SECOND card. partly.party's arcade can drop
|
||||
// someone here cold, so the game says what it is first.
|
||||
//
|
||||
// `opts.splash === false` skips it — the selftest, the dev benches and D's
|
||||
// playtest harness all boot straight into a night, and none of them should
|
||||
// have to click through a door.
|
||||
hud.setAudioMuteAvailable(typeof sky?.setMute === 'function');
|
||||
if (!canPlayHere()) {
|
||||
hud.showTouchNotice(); // no way through, on purpose: see hud.showTouchNotice
|
||||
} else if (opts.splash === false) {
|
||||
showTonight();
|
||||
} else {
|
||||
hud.showSplash(() => showTonight());
|
||||
}
|
||||
|
||||
// --- resize -------------------------------------------------------------
|
||||
function resize() {
|
||||
@ -906,9 +1070,26 @@ export async function boot(opts = {}) {
|
||||
|
||||
// --- loop ---------------------------------------------------------------
|
||||
const clock = new THREE.Clock();
|
||||
const dev = document.getElementById('dev');
|
||||
let frames = 0, fpsT = 0, fps = 0;
|
||||
|
||||
/**
|
||||
* The dev line: fps, phase, sim clock, debris count.
|
||||
*
|
||||
* On by default for anyone developing (localhost, and every lane clone is
|
||||
* localhost) and for anyone who asks with `?dev=1` — D's playtests read it,
|
||||
* and taking it away to tidy a public page would cost more than it saves.
|
||||
* Off everywhere else, which today means partly.party: it's the only thing on
|
||||
* the glass that talks to us instead of the player.
|
||||
*/
|
||||
const devWanted = (() => {
|
||||
try {
|
||||
if (new URLSearchParams(location.search).has('dev')) return true;
|
||||
return /^(localhost|127\.0\.0\.1|\[::1\])$/.test(location.hostname);
|
||||
} catch { return false; }
|
||||
})();
|
||||
const dev = devWanted ? document.getElementById('dev') : null;
|
||||
dev?.classList.add('on');
|
||||
|
||||
function step(dt) {
|
||||
game.tick(dt);
|
||||
simT += dt;
|
||||
@ -953,12 +1134,15 @@ export async function boot(opts = {}) {
|
||||
// Clamped so a background tab or a breakpoint doesn't make the sim try to
|
||||
// catch up over thousands of steps and lock the page.
|
||||
const raw = Math.min(0.25, clock.getDelta());
|
||||
acc += raw;
|
||||
let guard = 0;
|
||||
while (acc >= FIXED_DT && guard++ < 60) {
|
||||
step(FIXED_DT);
|
||||
acc -= FIXED_DT;
|
||||
}
|
||||
|
||||
// SPRINT13 gate 3 — P pauses the ACCUMULATOR, not the frame: the sim stops
|
||||
// dead (no step(), so no dt reaches anything deterministic) while the render
|
||||
// keeps going, which is what lets the pause veil sit over a frozen yard
|
||||
// instead of a black screen. The rule itself is `accumulate` — a value, and
|
||||
// tested, because nothing here is reachable from a test.
|
||||
const a = accumulate(acc, raw, paused);
|
||||
for (let i = 0; i < a.steps; i++) step(FIXED_DT);
|
||||
acc = a.acc;
|
||||
|
||||
cameraRig.update(raw, player.pos);
|
||||
sailView?.update();
|
||||
|
||||
@ -172,6 +172,8 @@ export class PlayerView {
|
||||
this._axis = new THREE.Vector3();
|
||||
this._qYaw = new THREE.Quaternion();
|
||||
this._qPitch = new THREE.Quaternion();
|
||||
this._leanAxis = new THREE.Vector3();
|
||||
this._qLean = new THREE.Quaternion();
|
||||
}
|
||||
|
||||
/** @returns {string[]} clip names that bound to at least one bone */
|
||||
@ -208,6 +210,16 @@ export class PlayerView {
|
||||
if (this._axis.lengthSq() < 1e-8) this._axis.set(1, 0, 0);
|
||||
this._qPitch.setFromAxisAngle(this._axis.normalize(), sim.pitch * Math.PI * 0.5);
|
||||
this.root.quaternion.copy(this._qPitch).multiply(this._qYaw);
|
||||
} else if (sim.lean > 1e-3) {
|
||||
// Wind lean (SPRINT13): the same foot-pivot tip as the knockdown, but small and toward the
|
||||
// wind's downwind bearing (leanDir) rather than the fall direction. The sim suppresses lean
|
||||
// whenever pitch > 0, so these two never fight — this is the else branch by construction, not
|
||||
// by luck. leanMaxRad is the whole tip; a knockdown's is π/2, so a full lean is ~a third of a
|
||||
// fall. Yaw still applies underneath, so you lean while facing wherever you're walking.
|
||||
this._leanAxis.set(sim.leanDir.z, 0, -sim.leanDir.x);
|
||||
if (this._leanAxis.lengthSq() < 1e-8) this._leanAxis.set(1, 0, 0);
|
||||
this._qLean.setFromAxisAngle(this._leanAxis.normalize(), sim.lean * sim.leanMaxRad);
|
||||
this.root.quaternion.copy(this._qLean).multiply(this._qYaw);
|
||||
} else {
|
||||
this.root.quaternion.copy(this._qYaw);
|
||||
}
|
||||
|
||||
@ -100,6 +100,21 @@ export const TUNE = {
|
||||
knockBleed: 2, // exposure drains this many × faster than it fills
|
||||
pitchSecs: 0.35, // s for the body to swing down / back up (view reads sim.pitch)
|
||||
|
||||
// Wind lean (SPRINT13 gate 2.4). The QA pass: "the player stands bolt upright and unbothered" at
|
||||
// 65 km/h. E rendered the two Mixamo lean candidates and rejected both on screen (a couch-shove
|
||||
// and a bus-stop slouch), and proved the deeper reason a clip can't do this at all: _rotOnly drops
|
||||
// Hips.quaternion from every clip at load (player.js:44), so a baked lean is discarded — and a
|
||||
// clip's lean axis is fixed while the wind's bearing swings. So the lean is the ROOT, same machine
|
||||
// as the knockdown pitch: the sim owns an angle and a direction, the view tips the body by it.
|
||||
// Keyed on windBase (the ~4 s EMA), NOT raw windSpeed — measured: raw strobes the posture 8-18×/min
|
||||
// across the storms, windBase settles it to 0-2 changes per 90 s. Sustained wind = posture; gust is
|
||||
// already the stumble/knock event. Bands land on the storm rating ladder (D's THREADS table): night
|
||||
// 1 upright all night, 2-3 lean, 4-5 in the gale.
|
||||
leanWindMin: 8.3, // m/s windBase (30 km/h — the speed C's leaves start at) before you lean at all
|
||||
leanWindFull: 22, // m/s windBase for a full lean — past the wildnight median, shy of its 25 peak
|
||||
leanMaxRad: 0.30, // rad (~17°) of torso tip at full lean. A brace-into-it, not a fall (pitch is 0.5π)
|
||||
leanSecs: 0.6, // s to reach/leave the target lean — slow, so a lull visibly lets you straighten
|
||||
|
||||
// A gust that can't floor you can still break your stride. Sits BELOW knockWind on purpose, so a
|
||||
// storm reads as: shoved → stumbling → floored, rather than fine-fine-fine-flat-on-your-back.
|
||||
// RETUNED against the real storm_02: 17 was set against a mock that injected +18 gusts, but the
|
||||
@ -164,6 +179,8 @@ export class PlayerSim {
|
||||
this.gust = 0; // windSpeed - windBase, clamped ≥0
|
||||
this.pitch = 0; // 0 upright … 1 flat on the ground
|
||||
this.knockDir = { x: 0, z: 1 }; // which way the body went down
|
||||
this.lean = 0; // 0 upright … 1 full wind-lean (view reads this + leanDir)
|
||||
this.leanDir = { x: 0, z: 1 }; // unit downwind — the way the wind is trying to push you
|
||||
|
||||
this.climbY = 0; // m above the ground; >0 means you're up a ladder
|
||||
this.climbTarget = 0; // where ladder.js asked you to be
|
||||
@ -180,6 +197,9 @@ export class PlayerSim {
|
||||
get clip() { return STATES[this.state].clip; }
|
||||
get speed() { return Math.hypot(this.vel.x, this.vel.z); }
|
||||
|
||||
/** Radians of torso tip at a full wind-lean. Surfaced so PlayerView reads it, not TUNE. */
|
||||
get leanMaxRad() { return this.tune.leanMaxRad; }
|
||||
|
||||
/** How high this person's hands get right now. The gate on reaching a fascia bracket. */
|
||||
get reachY() { return this.pos.y + this.climbY + this.tune.reach; }
|
||||
|
||||
@ -381,6 +401,22 @@ export class PlayerSim {
|
||||
const pstep = dt / T.pitchSecs;
|
||||
this.pitch = clamp(this.pitch + clamp(wantPitch - this.pitch, -pstep, pstep), 0, 1);
|
||||
|
||||
// --- wind lean: the sim owns it exactly like pitch, so the view stays a pure reader and the lean
|
||||
// is deterministic (dt,t). Off windBase, not ws, so a gust punches the stumble/knock event
|
||||
// while the posture holds. Suppressed where a lean would fight another root pose: on your back
|
||||
// (pitch owns the body), braced (TakeCover is its own hunch), or up the ladder (you're pinned
|
||||
// to the rungs, not standing in the wind). It eases to 0 there rather than snapping. ---
|
||||
const leanOK = this.pitch < 1e-3 && this.state !== 'shelter' && !up;
|
||||
const leanSpan = Math.max(1e-3, T.leanWindFull - T.leanWindMin);
|
||||
const wantLean = leanOK
|
||||
? clamp((this.windBase - T.leanWindMin) / leanSpan, 0, 1)
|
||||
: 0;
|
||||
const lstep = dt / T.leanSecs;
|
||||
this.lean = clamp(this.lean + clamp(wantLean - this.lean, -lstep, lstep), 0, 1);
|
||||
// downwind is where the wind blows TOWARD; track it only while there's a wind to read, so a lull
|
||||
// leaves the last bearing rather than snapping leanDir to a default and twisting the body.
|
||||
if (ws > 0.1) { const inv = 1 / ws; this.leanDir.x = wx * inv; this.leanDir.z = wz * inv; }
|
||||
|
||||
// --- locomotion state from actual speed (so shove/slow can't desync the feet).
|
||||
// `aloft` is what holds you in atTop: it's unlocked (so hold-E works up there), and without
|
||||
// this guard the speed check would immediately re-state you to idle and drop you off. ---
|
||||
|
||||
@ -12,8 +12,8 @@
|
||||
* the bottom for the seam it will plug into.
|
||||
*/
|
||||
|
||||
import { HARDWARE, START_BUDGET, SPARE_COST } from './contracts.js';
|
||||
import { orderRing, TENSION_MIN, TENSION_MAX } from './sail.js';
|
||||
import { HARDWARE, START_BUDGET, SPARE_COST, FIXED_DT } from './contracts.js';
|
||||
import { SailRig, orderRing, TENSION_MIN, TENSION_MAX } from './sail.js';
|
||||
|
||||
export { START_BUDGET, SPARE_COST };
|
||||
export const MAX_CORNERS = 4;
|
||||
@ -161,10 +161,34 @@ export class RiggingSession {
|
||||
return OK;
|
||||
}
|
||||
|
||||
/**
|
||||
* Put specific hardware on a rigged corner, paying the difference.
|
||||
*
|
||||
* THROWS on hardware that isn't in the shop, where every other failure here
|
||||
* returns {ok:false}. The split is deliberate and it is about who made the
|
||||
* mistake: 'not rigged' and 'not enough budget' are things a PLAYER does, and
|
||||
* the UI tickers the reason. Hardware that isn't in HARDWARE is not reachable
|
||||
* by any click — the picking UI only ever cycles the shop's own list — so it
|
||||
* can only mean a caller passed the wrong thing, and returning {ok:false} for
|
||||
* that just lets a bug walk.
|
||||
*
|
||||
* It already had: balance.test's own comment records "setHardware fails
|
||||
* silently, cheap hardware stays on, p2/p4 tear off" — a loadout that quietly
|
||||
* kept its carabiners and then reported a cascade as if it were a finding.
|
||||
* The SPRINT12 QA pass hit the same edge from the other side. A wrong tier is
|
||||
* invisible in the result (the sim just runs, cheaper), so this is exactly the
|
||||
* class of mistake that must not be ignorable.
|
||||
*/
|
||||
setHardware(anchorId, hw) {
|
||||
if (!HARDWARE.includes(hw)) {
|
||||
throw new TypeError(
|
||||
`setHardware("${anchorId}", ${JSON.stringify(hw?.name ?? hw)}) — not a shop item. ` +
|
||||
`Pass a HARDWARE entry (${HARDWARE.map((h) => h.name).join(' / ')}), not a name or a copy: ` +
|
||||
'the shop compares by identity. A returned {ok:false} here would leave the old ' +
|
||||
'hardware on the corner and the sim would run cheaper without telling anyone.');
|
||||
}
|
||||
const p = this.pickOf(anchorId);
|
||||
if (!p) return fail('not rigged');
|
||||
if (!HARDWARE.includes(hw)) return fail('unknown hardware');
|
||||
if (!this._spend(hw.cost - p.hw.cost)) return fail('not enough budget');
|
||||
p.hw = hw;
|
||||
return OK;
|
||||
@ -189,7 +213,7 @@ export class RiggingSession {
|
||||
return this.tension;
|
||||
}
|
||||
|
||||
/** Spares are what Lane D's hold-E re-rig consumes mid-storm. */
|
||||
/** Buy (or sell back) spares in prep. `spares` is the count on the shed table. */
|
||||
setSpares(n) {
|
||||
n = Math.max(0, Math.floor(n));
|
||||
const delta = (n - this.spares) * SPARE_COST;
|
||||
@ -198,6 +222,38 @@ export class RiggingSession {
|
||||
return OK;
|
||||
}
|
||||
|
||||
/**
|
||||
* How many spares are still on the shed table. [D's ask, SPRINT13]
|
||||
*
|
||||
* The read half of the seam D found: interact.js gated the table pickup on
|
||||
* `!player.carrying` alone and never looked at the count, so a player who
|
||||
* bought ZERO walked off with unlimited free shackles mid-storm — the whole
|
||||
* "limited hands, two trips" economy the ladder's cost is balanced against was
|
||||
* free on the spare side, live on the public deploy.
|
||||
*/
|
||||
get sparesRemaining() { return this.spares; }
|
||||
|
||||
/**
|
||||
* Take one spare off the table. [D's ask, SPRINT13]
|
||||
*
|
||||
* The consume half. `spares` IS the count on the table, not a purchased total
|
||||
* held elsewhere, so taking one decrements it — and that quietly fixes a
|
||||
* SECOND bug for free: main.js:720 already refunds `session.spares * SPARE_COST`
|
||||
* as "a spare you never had to use", so before this you were refunded for
|
||||
* spares you'd already spent. Decrementing here makes that line honest with no
|
||||
* change to main.js. reset() zeroes the count between nights, so nothing
|
||||
* carries.
|
||||
*
|
||||
* interact.js calls `canUse: () => !p.carrying && session.sparesRemaining > 0`
|
||||
* and `onDone: () => session.takeSpare()` once A threads the session into
|
||||
* wireYardActions — D has the interact side ready.
|
||||
*/
|
||||
takeSpare() {
|
||||
if (this.spares <= 0) return fail('no spares left on the table');
|
||||
this.spares -= 1;
|
||||
return OK;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ring-order the picks by angle around their ground-plane centroid, so corner
|
||||
* i of the cloth grid always maps to a neighbouring anchor. Without it,
|
||||
@ -232,6 +288,66 @@ export class RiggingSession {
|
||||
return p.hw.rating * (a?.ratingHint ?? 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* What each corner carries in STILL AIR at the current tension, newtons.
|
||||
* Null until four corners are picked — a quad is the only thing that has a load.
|
||||
*
|
||||
* D's ask, SPRINT13 ("the first lesson always costs ~$60"): the tension dial
|
||||
* has a static price and the panel never showed it. At 1.4 the standing load
|
||||
* alone is ~1.4-1.5 kN/corner on a 46 m² quad, which is over every tier the
|
||||
* shop sells except a rated shackle on an honest anchor — so a drum-tight sail
|
||||
* rips corners off during PREP, on the calm day, before a breath of wind. That
|
||||
* reads fair when you can see it coming and daylight robbery when you can't.
|
||||
*
|
||||
* Still air, not "calm day": this is the number the DIAL owns. Gravity and
|
||||
* tension only — no gusts, no forecast, nothing that could be mistaken for a
|
||||
* prediction about tonight. The storm multiplies this by ~3-8x and the panel
|
||||
* says "standing" for exactly that reason.
|
||||
*
|
||||
* Cheap enough to call on a click: 15.6 ms of settle on a 10×10 grid (measured),
|
||||
* and the result is cached by the caller on (picks, tension, fabric) — hardware
|
||||
* doesn't move the cloth, so cycling tiers, the most-clicked action in prep,
|
||||
* never recomputes.
|
||||
*
|
||||
* 4 s of settle, not 2: the cloth arrives at rest through a damped oscillation,
|
||||
* and at low tension 2 s still reads ~4% high on the way down (0.195 vs 0.188
|
||||
* kN converged). 4 s is inside 1% everywhere measured and costs 8 ms more, once.
|
||||
*
|
||||
* Cross-checked against the game the honest way: on the corner block's real
|
||||
* 46 m² carport quad this reports a worst corner of 1.41 kN at tension 1.4 —
|
||||
* D measured "~1.4-1.5 kN/corner at 46 m²" in play, from the other side.
|
||||
*/
|
||||
standingLoads({ settle = 4.0 } = {}) {
|
||||
if (this.picks.length !== MAX_CORNERS) return null;
|
||||
const rig = new SailRig({ anchors: this.anchors, gridN: 10, porosity: this.fabric.porosity });
|
||||
/**
|
||||
* UNBREAKABLE hardware, deliberately — and this is the whole subtlety.
|
||||
*
|
||||
* The preview measures the LOAD, which is a fact about geometry and the
|
||||
* dial; it is not a rehearsal of tonight. Attach it with the player's real
|
||||
* tiers and at tension 1.4 the corners genuinely rip during this very
|
||||
* settle (D measured it: three go at t≈0.5 on the calm day) — and a broken
|
||||
* corner carries nothing, so the panel would print a serene `0.00 kN` for
|
||||
* the exact corner about to take the night down. The first version of this
|
||||
* did that and the selftest below caught it.
|
||||
*
|
||||
* So: measure the load unbroken, then let the PANEL compare it against the
|
||||
* corner's real effective rating and say "RIPS AT REST". The number stays
|
||||
* honest and the warning lands where the player can act on it.
|
||||
*/
|
||||
const UNBREAKABLE = { name: 'preview', cost: 0, rating: Infinity };
|
||||
rig.attach(this.picks.map((p) => p.anchorId), Array(MAX_CORNERS).fill(UNBREAKABLE), this.tension);
|
||||
// Still air. `sample` must honour the out-param — sail.js reuses one vector.
|
||||
const stillAir = {
|
||||
sample: (_p, _t, out) => (out ? out.set(0, 0, 0) : { x: 0, y: 0, z: 0 }),
|
||||
rainMmPerHour: () => 0,
|
||||
};
|
||||
for (let i = 0, n = Math.round(settle / FIXED_DT); i < n; i++) rig.step(FIXED_DT, stillAir, i * FIXED_DT);
|
||||
const out = {};
|
||||
for (const c of rig.corners) out[c.anchorId] = c.load;
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Everything the HUD needs to draw the prep panel, in one read. */
|
||||
get summary() {
|
||||
return {
|
||||
@ -241,7 +357,16 @@ export class RiggingSession {
|
||||
spares: this.spares,
|
||||
fabric: { id: this.fabric.id, name: this.fabric.name, porosity: this.fabric.porosity, cost: this.fabric.cost, blurb: this.fabric.blurb },
|
||||
canStart: this.canStart,
|
||||
corners: this.picks.map((p) => ({ anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost })),
|
||||
// `effRating` rides along with the bare one: D's panel-honesty gap — the
|
||||
// weak-link arrow reasoned on rating × ratingHint while the printed kN was
|
||||
// the bare steel, so a cold player saw four identical 1.2s and one
|
||||
// unexplained arrow. The panel prints the effective number now; the bare
|
||||
// rating stays for anyone who wants to show the steel's own spec.
|
||||
corners: this.picks.map((p) => ({
|
||||
anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost,
|
||||
effRating: this._effRating(p),
|
||||
hint: this.anchors.find((x) => x.id === p.anchorId)?.ratingHint ?? 1,
|
||||
})),
|
||||
// The weak link is the lowest EFFECTIVE rating — hw.rating × the anchor's
|
||||
// ratingHint, the same product sail.js fails a corner on (SPRINT12, A's
|
||||
// ruling). D's #7: this used to reduce on hw.rating alone with strict <,
|
||||
@ -407,23 +532,63 @@ export async function createRiggingUI({
|
||||
return tri(p[0], p[1], p[2]) + tri(p[0], p[2], p[3]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Standing load per corner, cached on (picks, tension). [D's ask, SPRINT13]
|
||||
*
|
||||
* The cloth doesn't care what steel hangs off it, so cycling hardware — the
|
||||
* most-clicked action in prep — never recomputes. Only closing the quad or
|
||||
* moving the dial does, which is exactly when the number changes.
|
||||
*/
|
||||
let standingKey = null, standingCache = null;
|
||||
function standing() {
|
||||
const key = `${session.picks.map((p) => p.anchorId).join(',')}|${session.tension.toFixed(2)}|${session.fabric.id}`;
|
||||
if (key !== standingKey) { standingKey = key; standingCache = session.standingLoads(); }
|
||||
return standingCache;
|
||||
}
|
||||
|
||||
function refresh() {
|
||||
if (!el) return;
|
||||
const s = session.summary;
|
||||
const load = standing();
|
||||
// padEnd(4), not 3: the backyard's ids are all 2-3 chars, but the corner
|
||||
// block ships `tr1b` and the column broke the moment a second site existed.
|
||||
const rows = world.anchors.map((a) => {
|
||||
const pick = session.pickOf(a.id);
|
||||
if (!pick) return ` ${a.id.padEnd(4)} ${a.type.padEnd(6)} —`;
|
||||
const weak = s.weakest === a.id && session.picks.length > 1 ? ' <- weak link' : '';
|
||||
return ` ${a.id.padEnd(4)} ${pick.hw.name.padEnd(14)} ${(pick.hw.rating / 1000).toFixed(1)} kN $${pick.hw.cost}${weak}`;
|
||||
// The EFFECTIVE rating, not the steel's spec — D's panel-honesty gap: the
|
||||
// arrow reasoned on rating × hint while this column printed the bare kN,
|
||||
// so a carport beam and a house post both read "1.2 kN" and only one of
|
||||
// them was telling the truth. This is the number sail.js fails on.
|
||||
const corner = s.corners.find((c) => c.anchorId === a.id);
|
||||
const eff = (corner.effRating / 1000).toFixed(1);
|
||||
// "1.2×0.22" — the hint is shown as the discount it is, so the arrow has
|
||||
// a reason on the same line instead of being folded into a smaller number
|
||||
// the player can't account for.
|
||||
const hint = corner.hint !== 1 ? `×${corner.hint}` : '';
|
||||
const st = load?.[a.id] != null ? `${(load[a.id] / 1000).toFixed(2)}` : '—';
|
||||
const over = load?.[a.id] != null && load[a.id] > corner.effRating;
|
||||
return ` ${a.id.padEnd(4)} ${pick.hw.name.padEnd(14)} ${st.padStart(4)}/${eff.padEnd(4)}kN${hint.padEnd(6)} $${pick.hw.cost}` +
|
||||
`${over ? ' !! RIPS AT REST' : weak}`;
|
||||
});
|
||||
const area = quadArea();
|
||||
// D, SPRINT13: "the panel never shows standing kN at the chosen tension, so
|
||||
// the first lesson always costs ~$60". At 1.4 the standing load alone is
|
||||
// over most of the shop. Said as a per-corner average because that's the
|
||||
// number the DIAL owns; the per-corner column above is where you find which
|
||||
// one is about to let go.
|
||||
const vals = load ? Object.values(load) : [];
|
||||
const avg = vals.length ? vals.reduce((x, y) => x + y, 0) / vals.length : 0;
|
||||
const worst = vals.length ? Math.max(...vals) : 0;
|
||||
const standingLine = vals.length
|
||||
? `standing ≈${(avg / 1000).toFixed(2)} kN/corner at this tension (worst ${(worst / 1000).toFixed(2)}) — before any wind`
|
||||
: null;
|
||||
el.textContent = [
|
||||
`PREP — rig four corners $${s.budget} left`,
|
||||
`tension ${s.tension.toFixed(2)} spare x${s.spares}${area ? ` sail ${area.toFixed(0)} m2` : ''}`,
|
||||
'',
|
||||
...rows,
|
||||
...(standingLine ? ['', standingLine] : []),
|
||||
'',
|
||||
s.canStart ? 'ENTER to start the storm' : `pick ${MAX_CORNERS - session.picks.length} more corner(s)`,
|
||||
'click anchor: rig / cycle hw shift-click: remove',
|
||||
|
||||
@ -156,6 +156,99 @@ test('setAnchors moves the session to a new yard and drops the old picks', () =>
|
||||
return 'session followed the site; stale picks did not';
|
||||
});
|
||||
|
||||
test('setHardware THROWS on hardware the shop does not sell', () => {
|
||||
// SPRINT13, QA pass: it returned {ok:false} and callers that didn't check
|
||||
// sailed on with the old tier still hanging. balance.test's own comment
|
||||
// records the bite — "setHardware fails silently, cheap hardware stays on,
|
||||
// p2/p4 tear off" — a cascade reported as a finding. A wrong tier is
|
||||
// invisible in the result, so this one must not be ignorable.
|
||||
const s = session();
|
||||
s.rig('h1');
|
||||
let threw = null;
|
||||
try { s.setHardware('h1', { name: 'titanium', cost: 0, rating: 99999 }); }
|
||||
catch (e) { threw = e; }
|
||||
assert(threw, 'a hardware object that is not in HARDWARE was accepted silently');
|
||||
assert(threw instanceof TypeError, `expected a TypeError, got ${threw?.constructor?.name}`);
|
||||
assert(s.pickOf('h1').hw === CARABINER, 'the refused tier must not have been applied');
|
||||
// A LOOKALIKE is the real trap: same shape, same numbers, wrong identity.
|
||||
let threw2 = null;
|
||||
try { s.setHardware('h1', { ...CARABINER }); } catch (e) { threw2 = e; }
|
||||
assert(threw2, 'a copy of a real HARDWARE entry was accepted — the shop compares by identity');
|
||||
// and the player-reachable failures stay {ok:false}, not throws
|
||||
assert(s.setHardware('p3', RATED).ok === false, 'an unrigged corner should fail, not throw');
|
||||
return 'unknown tiers throw; player-reachable failures still return {ok:false}';
|
||||
});
|
||||
|
||||
test('standing load: the tension dial has a price, and the panel can see it', () => {
|
||||
// D, SPRINT13: "the panel never shows standing kN at the chosen tension, so
|
||||
// the first lesson always costs ~$60" — at 1.4 the standing load ALONE rips
|
||||
// corners off during prep, on the calm day. This is the number that makes
|
||||
// that visible before the money is spent.
|
||||
const s = session();
|
||||
for (const id of ['h1', 'h3', 'p1', 'p2']) s.rig(id);
|
||||
|
||||
s.setTension(0.7);
|
||||
const loose = s.standingLoads();
|
||||
s.setTension(1.4);
|
||||
const tight = s.standingLoads();
|
||||
|
||||
assert(loose && tight, 'a closed quad must have standing loads');
|
||||
assert(Object.keys(tight).length === 4, `expected 4 corners, got ${Object.keys(tight).length}`);
|
||||
for (const id of Object.keys(tight)) {
|
||||
assert(Number.isFinite(tight[id]) && tight[id] > 0, `${id}: standing load ${tight[id]} is not a real load`);
|
||||
// The whole point: drum-tight costs more at rest than loose does. If this
|
||||
// ever ties, the dial is decoration and D's $60 lesson teaches nothing.
|
||||
assert(tight[id] > loose[id],
|
||||
`${id}: standing load at tension 1.4 (${tight[id].toFixed(0)} N) is not above tension 0.7 ` +
|
||||
`(${loose[id].toFixed(0)} N) — the dial has no static price, so the prep readout is a lie`);
|
||||
}
|
||||
// still air means still air: no wind, no gust, nothing that could be mistaken
|
||||
// for a forecast. Deterministic — same picks and dial, same number, always.
|
||||
s.setTension(1.4);
|
||||
const again = s.standingLoads();
|
||||
for (const id of Object.keys(tight)) {
|
||||
assert(Math.abs(again[id] - tight[id]) < 1e-9, `${id}: standing load is not deterministic`);
|
||||
}
|
||||
const avg = Object.values(tight).reduce((a, b) => a + b, 0) / 4;
|
||||
return `tension 0.7 -> 1.4 lifts the standing load to ≈${(avg / 1000).toFixed(2)} kN/corner, repeatably`;
|
||||
});
|
||||
|
||||
test('standing load is null until the quad is closed', () => {
|
||||
const s = session();
|
||||
assert(s.standingLoads() === null, 'no picks should have no standing load');
|
||||
for (const id of ['h1', 'h3', 'p1']) s.rig(id);
|
||||
assert(s.standingLoads() === null, 'three corners is not a sail — there is no load to read');
|
||||
s.rig('p2');
|
||||
assert(s.standingLoads() !== null, 'four corners is a sail and must report');
|
||||
return 'null until four corners, then real';
|
||||
});
|
||||
|
||||
test('spares are consumable and finite — you cannot take one you did not buy', () => {
|
||||
// D's live-storm find, SPRINT13: interact.js handed out unlimited free spares
|
||||
// because it never read the count. This is the count's half of the fix — a
|
||||
// spare economy that can actually run dry.
|
||||
const s = session();
|
||||
assert(s.sparesRemaining === 0, 'a fresh session has no spares on the table');
|
||||
assert(s.takeSpare().ok === false, 'took a spare that was never bought — the QA bug, in one line');
|
||||
|
||||
s.setSpares(2);
|
||||
assert(s.sparesRemaining === 2, `bought 2, table shows ${s.sparesRemaining}`);
|
||||
assert(s.takeSpare().ok, 'first spare should come off the table');
|
||||
assert(s.takeSpare().ok, 'second spare should come off the table');
|
||||
assert(s.sparesRemaining === 0, `table should be empty, shows ${s.sparesRemaining}`);
|
||||
const dry = s.takeSpare();
|
||||
assert(!dry.ok && /no spares/.test(dry.reason), `a third take must fail, got ${JSON.stringify(dry)}`);
|
||||
|
||||
// The refund half: main.js pays back "a spare you never had to use" as
|
||||
// session.spares × SPARE_COST. A consumed spare must not still be refunded —
|
||||
// so a taken spare has to leave the count, not just flip a used flag.
|
||||
const s2 = session();
|
||||
s2.setSpares(3);
|
||||
s2.takeSpare();
|
||||
assert(s2.spares === 2, `after taking 1 of 3, refundable count must be 2, is ${s2.spares}`);
|
||||
return 'spares run dry, and a used spare is no longer refundable';
|
||||
});
|
||||
|
||||
test('picks come back ring-ordered however you click them', () => {
|
||||
const s = session();
|
||||
// deliberately crossing order: two diagonals first
|
||||
|
||||
@ -185,6 +185,39 @@ export class SailRig {
|
||||
|
||||
const ring = orderRing(picked);
|
||||
this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);
|
||||
|
||||
/**
|
||||
* A new sail is a new clock. [SPRINT13 — D's pool nit, and it wasn't a nit]
|
||||
*
|
||||
* `this.t` is the sim's OWN fixed-step clock: step() burns ragged frame dt
|
||||
* into SIM_DT chunks and samples the wind at this.t, which is the whole
|
||||
* reason a 144 Hz browser and a fast-forwarded selftest produce byte-equal
|
||||
* traces. But it was only ever zeroed in the constructor, and main.js builds
|
||||
* ONE SailRig at boot and re-attach()es it every night — while step() runs
|
||||
* every frame in EVERY phase (storm, aftermath, the forecast card) the
|
||||
* moment `rigged` is true.
|
||||
*
|
||||
* So night 2 opened its storm with the clock wherever night 1's aftermath
|
||||
* left it, and sampled the storm curve from there. Measured on the wild
|
||||
* night, p1..p4 with rated shackles:
|
||||
*
|
||||
* clock reset (as authored) p4 3.65 kN p2 2.78 p3 1.62 p1 0.98
|
||||
* carried t=110 (night 2) p4 2.60 kN p2 1.92 p3 0.81 p1 0.54
|
||||
*
|
||||
* Every night after the first flew a storm 30-50% weaker than the one C
|
||||
* authored — past the end of its own baseCurve, so it read the tail breeze
|
||||
* flat, with no build and no peak. Worse, the offset was however long the
|
||||
* player spent reading the invoice, so it wasn't even the same wrong storm
|
||||
* twice: a determinism break in a repo whose whole sim is built on not
|
||||
* having one.
|
||||
*
|
||||
* Zeroed here rather than in main.js because attach() is the one door every
|
||||
* caller comes through (boot, the picking adapter, balance.test, the audit),
|
||||
* and commit → attach → game.advance() → storm all land in a single keypress,
|
||||
* so t=0 at attach IS t=0 at the first storm frame.
|
||||
*/
|
||||
this.t = 0;
|
||||
this._acc = 0;
|
||||
this.corners = ring.map((a) => ({
|
||||
anchorId: a.id,
|
||||
anchor: a,
|
||||
|
||||
@ -317,6 +317,47 @@ test('determinism: variable frame dt matches fixed dt', () => {
|
||||
return 'ragged frame times converge on the fixed-dt trace';
|
||||
});
|
||||
|
||||
test('re-attach resets the clock: night 2 flies the same storm as night 1', () => {
|
||||
// SPRINT13. main.js builds ONE SailRig at boot and re-attach()es it every
|
||||
// night, and step() runs in EVERY phase once rigged — so the clock ran on
|
||||
// through the aftermath and the forecast card, and night 2 opened its storm
|
||||
// wherever night 1 left off, sampling the curve past its own end. The offset
|
||||
// was however long the player read the invoice for, so it wasn't even the
|
||||
// same wrong storm twice.
|
||||
//
|
||||
// Asserted as the PROPERTY that broke rather than `t === 0`: two identical
|
||||
// nights on one rig must produce identical load traces. That stays true if
|
||||
// the clock is ever reset somewhere else, and it goes red the moment the
|
||||
// reset leaves attach() — which is the mutation-check (delete `this.t = 0`
|
||||
// from attach and the second trace diverges on sample 0).
|
||||
const trace = (r) => {
|
||||
const w = makeStubWind({ seed: 7, stormLen: 30 });
|
||||
const out = [];
|
||||
runStorm(r, w, 30, (rr) => { for (const c of rr.corners) out.push(c.load); });
|
||||
return out;
|
||||
};
|
||||
const r = rig(HEIGHTS_HYPAR);
|
||||
const night1 = trace(r);
|
||||
|
||||
// the aftermath: the sail is still up and still being stepped while the
|
||||
// player reads their invoice. This is the frame budget that used to poison
|
||||
// the next night.
|
||||
const calm = makeStubWind({ seed: 7, stormLen: 30 });
|
||||
for (let i = 0; i < Math.round(20 / SIM_DT); i++) r.step(SIM_DT, calm, i * SIM_DT);
|
||||
|
||||
r.attach(ALL_IDS, Array(4).fill(UNBREAKABLE), 1.0); // night 2, same rig object
|
||||
const night2 = trace(r);
|
||||
|
||||
assert(night1.length === night2.length, `night 1 traced ${night1.length} samples, night 2 ${night2.length}`);
|
||||
for (let i = 0; i < night1.length; i++) {
|
||||
assert(night1[i] === night2[i],
|
||||
`night 2 diverged from night 1 at sample ${i}: ${night1[i]} vs ${night2[i]} — ` +
|
||||
'the rig carried its clock across attach(), so night 2 is flying a different storm ' +
|
||||
'(and one that depends on how long the aftermath was on screen)');
|
||||
}
|
||||
return `${night1.length} load samples identical across a re-attach — same storm both nights`;
|
||||
});
|
||||
|
||||
test('tension dial changes load (drum tight shock-loads)', () => {
|
||||
const w = constantWind({ x: 0, y: 0, z: 20 });
|
||||
const loosePeak = runStorm(rig(HEIGHTS_HYPAR, { tension: 0.7 }), w, 8);
|
||||
|
||||
@ -23,6 +23,7 @@ const STORM_SKY = new THREE.Color(0x2a2f3a);
|
||||
const NIGHT_SKY = new THREE.Color(0x11141c);
|
||||
const WHITE = new THREE.Color(0xffffff);
|
||||
const FLASH_COL = new THREE.Color(0xdfe8ff);
|
||||
const SUN_STORM = new THREE.Color(0xc4cedb); // the noon disc gone slate (gate 2.1)
|
||||
|
||||
// ------------------------------------------------------------ rain shadow
|
||||
/**
|
||||
@ -190,6 +191,11 @@ function createHail(opts) {
|
||||
step(dt, camPos, vel, intensity, size, shadow) {
|
||||
const n = Math.floor(max * clamp01(intensity));
|
||||
mesh.count = n;
|
||||
// D's aftermath find (S13): count:0 with frustumCulled off and depthWrite
|
||||
// off still draws instance 0's identity matrix — a ~5 cm always-on-top
|
||||
// white sliver at the world origin, QA's "ghost near the shed table".
|
||||
// visible is the honest gate; count alone is not.
|
||||
mesh.visible = n > 0;
|
||||
if (n === 0) return;
|
||||
const s = 0.6 + size * 0.9; // bigger stones read bigger
|
||||
m.makeScale(s, s, s);
|
||||
@ -342,8 +348,11 @@ function cloudTexture(size = 256, seed = 7) {
|
||||
// ---------------------------------------------------------------- audio
|
||||
// Synthesized layers. WebAudio won't start until a gesture (browser rule), so
|
||||
// everything is built lazily on unlock() and silently absent before it.
|
||||
const MASTER_GAIN = 0.55;
|
||||
|
||||
function createAudio(seed = 1) {
|
||||
let ctx = null, master = null;
|
||||
let muted = false;
|
||||
let windGain, windFilter, windHowl, howlGain;
|
||||
let rainGain, rainFilter;
|
||||
let gustGain, gustFilter;
|
||||
@ -380,6 +389,15 @@ function createAudio(seed = 1) {
|
||||
/** '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'; },
|
||||
/** A's M key (gate 3.3). A flag, not just a gain write, so muting works
|
||||
* before unlock() has built the graph and survives it. */
|
||||
setMute(on) {
|
||||
muted = !!on;
|
||||
if (master) master.gain.value = muted ? 0 : MASTER_GAIN;
|
||||
},
|
||||
get muted() { return muted; },
|
||||
/** Real bus gain, for asserts — null until unlock() builds the graph. */
|
||||
get masterGain() { return master ? master.gain.value : null; },
|
||||
/** Current layer gains — for the HUD and for asserting the bed tracks wind. */
|
||||
levels() {
|
||||
if (!started) return null;
|
||||
@ -399,7 +417,9 @@ function createAudio(seed = 1) {
|
||||
ctx = new AC();
|
||||
if (ctx.state === 'suspended') ctx.resume();
|
||||
master = ctx.createGain();
|
||||
master.gain.value = 0.55;
|
||||
// honour a mute that landed BEFORE the first gesture built the graph —
|
||||
// M on the splash screen must not be forgotten by the unlock
|
||||
master.gain.value = muted ? 0 : MASTER_GAIN;
|
||||
master.connect(ctx.destination);
|
||||
noiseBuf = noiseBuffer(ctx);
|
||||
|
||||
@ -641,15 +661,25 @@ export function createSkyFx(o = {}) {
|
||||
// fixed post-change instant — def + seed in, same wall out, every run.
|
||||
const FRONT_LEAD = 12; // s before the change the wall starts rising
|
||||
const FRONT_FADE = 8; // s after the swing completes for it to clear
|
||||
const FRONT_ARC = 2.2; // radians of horizon the wall spans (~126°)
|
||||
const FRONT_ARC = 2.6; // radians of horizon the wall spans (~149°)
|
||||
const FRONT_MAX_OP = 0.85;
|
||||
const frontEvents = (def.events || [])
|
||||
.filter((e) => e.type === 'windchange' && Number.isFinite(e.t))
|
||||
.map((e) => ({ t0: e.t, over: e.over ?? 6, az: null }));
|
||||
// Band from ~34° above the horizon down to it, centred (in local space) on
|
||||
// azimuth π: SphereGeometry's (x,z) = (-cosφ, sinφ)·sinθ, so φ=0 sits at
|
||||
// atan2(z,x) = π. rotation.y = π − A then carries the centre to azimuth A.
|
||||
const frontGeo = new THREE.SphereGeometry(170, 24, 8, -FRONT_ARC / 2, FRONT_ARC, Math.PI * 0.30, Math.PI * 0.20);
|
||||
// Band from ~34° above the horizon down to ~12° BELOW it, centred (in local
|
||||
// space) on azimuth π: SphereGeometry's (x,z) = (-cosφ, sinφ)·sinθ, so φ=0
|
||||
// sits at atan2(z,x) = π. rotation.y = π − A then carries the centre to A.
|
||||
//
|
||||
// SPRINT13 gate 2.2 — why the band overshoots the equator: the old band
|
||||
// stopped AT the horizontal plane through the camera, but from in-yard eye
|
||||
// height the ground's true horizon sits ~0.6° BELOW that plane (the dip),
|
||||
// so a sliver of bright sky showed under the wall's base and the bank read
|
||||
// as a floating slab — the QA sighting, reproduced on dev_skyfx before this
|
||||
// fix. Overshooting to −12° buries the base behind the ground from any eye
|
||||
// height that matters (it survives scale.y's 0.3 floor: −37 m compressed to
|
||||
// −11 m is still −3.7° elevation, below the dip). The ground plane occludes
|
||||
// the overshoot by depth, so nothing is drawn twice.
|
||||
const frontGeo = new THREE.SphereGeometry(170, 24, 10, -FRONT_ARC / 2, FRONT_ARC, Math.PI * 0.30, Math.PI * 0.27);
|
||||
{
|
||||
// Soft edges via vertex alpha, or the band reads as a floating rectangle
|
||||
// (checked by eye on dev_skyfx.html — the hard phi/theta cut was exactly
|
||||
@ -657,11 +687,15 @@ export function createSkyFx(o = {}) {
|
||||
// the arc ends and across the top, so it sits ON the horizon like a bank
|
||||
// of weather instead of hanging in the sky like a screen.
|
||||
// Sphere uv: x runs 0..1 across the arc, y is 1 at the band top, 0 at the
|
||||
// horizon edge.
|
||||
// (now sub-horizon) bottom edge.
|
||||
// The 1.6 exponent is gate 2.2's other half: 0.75 left the outer tenth of
|
||||
// the arc at ~0.36 alpha, which from in-yard eye height is the "hard
|
||||
// vertical seam" the QA saw at the bank's ends. 1.6 holds the same solid
|
||||
// core (the arc is wider to compensate) but takes the ends to <0.12.
|
||||
const uv = frontGeo.attributes.uv;
|
||||
const rgba = new Float32Array(uv.count * 4);
|
||||
for (let i = 0; i < uv.count; i++) {
|
||||
const across = Math.pow(Math.sin(Math.PI * uv.getX(i)), 0.75);
|
||||
const across = Math.pow(Math.sin(Math.PI * uv.getX(i)), 1.6);
|
||||
const up = 1 - smoothstep(0.45, 1, uv.getY(i));
|
||||
rgba[i * 4] = 1; rgba[i * 4 + 1] = 1; rgba[i * 4 + 2] = 1;
|
||||
rgba[i * 4 + 3] = across * up;
|
||||
@ -695,6 +729,8 @@ export function createSkyFx(o = {}) {
|
||||
fogFar: scene && scene.fog ? scene.fog.far : 0,
|
||||
sun: sun ? sun.intensity : 0,
|
||||
hemi: hemi ? hemi.intensity : 0,
|
||||
sunColor: sun ? sun.color.clone() : null,
|
||||
sunRadius: sun && sun.shadow ? sun.shadow.radius : 1,
|
||||
};
|
||||
const baseSky = (scene && scene.background && scene.background.isColor)
|
||||
? scene.background.clone() : CALM_SKY.clone();
|
||||
@ -706,16 +742,20 @@ export function createSkyFx(o = {}) {
|
||||
}
|
||||
|
||||
let flash = 0; // decaying lightning brightness
|
||||
let gradeNow = 0; // the storm grade, gate 2.1 — pure in t, see step()
|
||||
let flashQueue = []; // {at, power} — double-strike
|
||||
let lastTelegraph = null;
|
||||
const camPos = new THREE.Vector3();
|
||||
const w = new THREE.Vector3();
|
||||
|
||||
const fx = {
|
||||
rain, audio, dome, shadow, hailShadow, front: frontMesh,
|
||||
rain, hail, audio, dome, shadow, hailShadow, front: frontMesh,
|
||||
get flash() { return flash; },
|
||||
/** 0..1 hail intensity right now — for the HUD ("HAIL" banner) and asserts. */
|
||||
get hailAmount() { return hailAmt; },
|
||||
/** 0..1 — the storm grade driving sky/sun/shadow-softness (gate 2.1).
|
||||
* storminess with a floor under the author's darkness dial; pure in t. */
|
||||
get stormGrade() { return gradeNow; },
|
||||
/** 0..1 — how far risen the change-front wall is (gate 3.4). Pure in t. */
|
||||
get changeFront() { return frontLevel; },
|
||||
/** Azimuth (radians, XZ) the front stands in — the quarter the new wind
|
||||
@ -792,6 +832,16 @@ export function createSkyFx(o = {}) {
|
||||
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
|
||||
unlockAudio() { audio.unlock(); },
|
||||
|
||||
/**
|
||||
* A's M key (gate 3.3): mute the whole audio bus. main.js feature-detects
|
||||
* this (`typeof sky.setMute === 'function'`) and only advertises M once it
|
||||
* exists — so this method appearing is what lights the key up. Safe at any
|
||||
* time: before unlock it sets a flag the unlock honours, after unlock it
|
||||
* writes the master gain directly.
|
||||
*/
|
||||
setMute(on) { audio.setMute(on); },
|
||||
get muted() { return audio.muted; },
|
||||
|
||||
/**
|
||||
* @param {number} dt
|
||||
* @param {number} t storm time
|
||||
@ -821,6 +871,16 @@ export function createSkyFx(o = {}) {
|
||||
const speed = Math.hypot(w.x, w.z);
|
||||
const intensity = wind.rainAt(t);
|
||||
const storminess = clamp01(Math.max(intensity, speed / 26));
|
||||
// SPRINT13 gate 2.1 — the STORM GRADE. The QA pass played the southerly at
|
||||
// 65 km/h under a noon-blue sky, and the arithmetic says why: everything
|
||||
// below multiplied the weather by the author's palette (`darkness`), so a
|
||||
// darkness-0.5 storm at full blow only ever moved 0.35 toward slate — the
|
||||
// author's dial could zero the weather's say. The grade gives the weather
|
||||
// a floor: at full storminess even a darkness-0 sky goes half way to
|
||||
// slate, while the wild night (0.94) keeps reading as the night it is.
|
||||
// Same curve the rain already uses (storminess IS max(rain, wind)), pure
|
||||
// in t, computed above the render gate so a test can read it headless.
|
||||
gradeNow = storminess * lerp(0.5, 1, darkness);
|
||||
|
||||
// --- events: lightning + the ticker ---
|
||||
for (const ev of wind.eventsBetween(t - dt, t)) {
|
||||
@ -913,7 +973,7 @@ export function createSkyFx(o = {}) {
|
||||
if (!rendering) return;
|
||||
|
||||
// --- sky ---
|
||||
skyCol.copy(baseSky).lerp(target, storminess * darkness);
|
||||
skyCol.copy(baseSky).lerp(target, gradeNow);
|
||||
if (flash > 0) skyCol.lerp(FLASH_COL, Math.min(0.85, flash));
|
||||
if (scene) {
|
||||
if (scene.fog) {
|
||||
@ -922,8 +982,18 @@ export function createSkyFx(o = {}) {
|
||||
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;
|
||||
if (sun) {
|
||||
sun.intensity = lerp(original.sun, original.sun * 0.12, gradeNow) + flash * 2.2;
|
||||
// The sun loses its noon edge two ways as the grade builds: the warm
|
||||
// disc goes slate (colour), and the shadows go soft (radius — the
|
||||
// renderer is PCFSoft, so radius is real blur, not a no-op). Softness
|
||||
// keys on STORMINESS, not the graded value: overcast is overcast even
|
||||
// under a light-palette storm, and razor-sharp noon shadows at 65 km/h
|
||||
// were the QA sighting this whole block answers.
|
||||
if (original.sunColor) sun.color.copy(original.sunColor).lerp(SUN_STORM, gradeNow * 0.85);
|
||||
if (sun.shadow) sun.shadow.radius = lerp(original.sunRadius, 7, storminess);
|
||||
}
|
||||
if (hemi) hemi.intensity = lerp(original.hemi, original.hemi * 0.3, gradeNow) + flash * 1.2;
|
||||
|
||||
dome.position.copy(camPos);
|
||||
dome.material.opacity = storminess * 0.85;
|
||||
@ -937,7 +1007,7 @@ export function createSkyFx(o = {}) {
|
||||
// and the cloud texture is baked near-white. The crush is what makes night
|
||||
// look like night. It stops at 0.78 on purpose — the yard has no lights in
|
||||
// it yet, and a storm you can't see isn't a storm, it's a black screen.
|
||||
const nightAmt = storminess * darkness;
|
||||
const nightAmt = gradeNow;
|
||||
dome.material.color.copy(WHITE)
|
||||
.lerp(target, nightAmt * 0.92)
|
||||
.multiplyScalar(1 - 0.78 * nightAmt);
|
||||
@ -1015,7 +1085,11 @@ export function createSkyFx(o = {}) {
|
||||
original.fog.far = original.fogFar;
|
||||
}
|
||||
}
|
||||
if (sun) sun.intensity = original.sun;
|
||||
if (sun) {
|
||||
sun.intensity = original.sun;
|
||||
if (original.sunColor) sun.color.copy(original.sunColor);
|
||||
if (sun.shadow) sun.shadow.radius = original.sunRadius;
|
||||
}
|
||||
if (hemi) hemi.intensity = original.hemi;
|
||||
rain.dispose();
|
||||
hail.dispose();
|
||||
|
||||
@ -4,12 +4,21 @@
|
||||
*/
|
||||
|
||||
import * as THREE from '../../vendor/three.module.js';
|
||||
import { ANCHOR_TYPE, FIXED_DT, STORM_LEN, YARD, checkContract, createStubWind } from '../contracts.js';
|
||||
import {
|
||||
ANCHOR_TYPE, FIXED_DT, HARDWARE, PHASES, START_BUDGET, STORM_LEN, YARD,
|
||||
checkContract, createStubWind,
|
||||
} from '../contracts.js';
|
||||
import { createWindField } from '../weather.core.js';
|
||||
import { createWorld, heightAt, loadSite, validateSite } from '../world.js';
|
||||
import { createCameraRig } from '../camera.js';
|
||||
import { CALM_STORM, createGame, createWindRouter, stormsToPreload, verdictFor } from '../main.js';
|
||||
import { orderRing } from '../sail.js';
|
||||
import { createCameraRig, spawnYawFor } from '../camera.js';
|
||||
import {
|
||||
CALM_STORM, accumulate, applyMute, canPlayHere, createGame, createWindRouter, enterCommits,
|
||||
stormsToPreload, verdictFor,
|
||||
} from '../main.js';
|
||||
import { createGarden } from '../garden.js';
|
||||
import { RiggingSession } from '../rigging.js';
|
||||
import { createSkyFx } from '../skyfx.js';
|
||||
import { SailRig, orderRing } from '../sail.js';
|
||||
import { loadStorm, createWind } from '../weather.js';
|
||||
import { createWeek, NIGHTS, nightAt, gradeFor, BROKE_BELOW, PAY } from '../week.js';
|
||||
import { createHud } from '../hud.js';
|
||||
@ -57,6 +66,152 @@ export default async function run(t) {
|
||||
assertEq(checkContract('game', createGame()).join('; '), '');
|
||||
});
|
||||
|
||||
// --- SPRINT13 gate 3: the front door of a PUBLIC game --------------------
|
||||
|
||||
t.test('ENTER CANNOT SKIP THE STORM — the exploit that shipped, pinned', () => {
|
||||
// The QA pass found this live on partly.party: Enter during a storm fell
|
||||
// through to game.advance() and paid a perfect invoice for a storm that
|
||||
// never ran — garden 100%, "every corner held", clean bonus, +$90. It
|
||||
// shipped because the rule lived in a keydown closure inside boot(), behind
|
||||
// a canvas and a WebGL context, where no assert could reach it. The rule is
|
||||
// a value now, so this can fail.
|
||||
//
|
||||
// Exhaustive over the phase machine rather than a spot-check on 'storm': a
|
||||
// sixth phase added later is asserted the day it appears, and the default it
|
||||
// gets is "may not advance", which is the safe direction.
|
||||
for (const phase of PHASES) {
|
||||
assertEq(enterCommits(phase, false), phase === 'prep',
|
||||
`Enter in '${phase}' must ${phase === 'prep' ? 'commit' : 'do NOTHING'}`);
|
||||
}
|
||||
// The storm is the money one — name it, so a reader of a red run knows what
|
||||
// broke without decoding the loop above.
|
||||
assertEq(enterCommits('storm', false), false, 'Enter mid-storm cannot bank a night that never ran');
|
||||
assertEq(enterCommits('aftermath', false), false, 'nor re-advance the invoice');
|
||||
assertEq(enterCommits('forecast', false), false, 'nor skip the job sheet');
|
||||
|
||||
// A card owns the keyboard while it's up: its button is the only way through.
|
||||
for (const phase of PHASES) {
|
||||
assertEq(enterCommits(phase, true), false, `a card is open in '${phase}' — Enter is the card's, not the rig's`);
|
||||
}
|
||||
});
|
||||
|
||||
t.test('P stops the sim dead, and gives back no free time on resume', () => {
|
||||
// Tested as a value, and that is the point. The pause lives in frame(),
|
||||
// frame() is only called by requestAnimationFrame, and rAF DOES NOT FIRE IN
|
||||
// A HIDDEN TAB — so my first probe drove the real loop, measured simT
|
||||
// advancing 0 while paused, 0 while running, and reported success. It was
|
||||
// measuring a frozen tab. This can actually fail.
|
||||
const running = accumulate(0, FIXED_DT * 3.5, false);
|
||||
assertEq(running.steps, 3, 'three whole steps out of three and a half');
|
||||
assert(running.acc > 0 && running.acc < FIXED_DT, 'and the half-step is carried, not spent');
|
||||
|
||||
const paused = accumulate(running.acc, FIXED_DT * 10, true);
|
||||
assertEq(paused.steps, 0, 'paused: the sim takes not one step');
|
||||
assertEq(paused.acc, 0, 'and the accumulator is DRAINED — no free sixtieth on resume');
|
||||
|
||||
// The bug the drain prevents, stated: carry `acc` across a pause and the
|
||||
// first frame after resume spends time that elapsed while you were paused.
|
||||
assertEq(accumulate(0, 0, false).steps, 0, 'a zero-delta frame owes nothing');
|
||||
assertEq(accumulate(FIXED_DT * 0.9, FIXED_DT * 0.9, false).steps, 1, 'carried time still adds up to a step');
|
||||
|
||||
// A breakpoint or a background tab must not run thousands of steps at once.
|
||||
assertEq(accumulate(0, 10, false).steps, 60, 'the step ceiling holds');
|
||||
assertEq(accumulate(0, 10, false, 5).steps, 5, 'and it is the caller\'s to set');
|
||||
});
|
||||
|
||||
t.test('the touch notice locks out phones, not touchscreen laptops', () => {
|
||||
// The bug this exists to prevent is the FIX, not the gap: `(pointer: coarse)`
|
||||
// asks what the primary pointer is, so a laptop with a touchscreen answers
|
||||
// "coarse" and gets a courtesy card instead of the game it can perfectly well
|
||||
// play. Taking the game away from someone who could play it is worse than the
|
||||
// dead canvas we're replacing.
|
||||
const mm = (answers) => (q) => ({ matches: !!answers[q] });
|
||||
assertEq(canPlayHere(mm({ '(any-pointer: fine)': true })), true, 'a mouse anywhere means play');
|
||||
assertEq(canPlayHere(mm({ '(any-pointer: fine)': false })), false, 'a phone gets the notice');
|
||||
// The hybrid: primary pointer coarse (finger), but a trackpad exists.
|
||||
assertEq(canPlayHere(mm({ '(any-pointer: fine)': true, '(pointer: coarse)': true })), true,
|
||||
'touchscreen laptop plays — this is the case the naive check gets wrong');
|
||||
// Unknown/old browsers err toward letting people in, never toward a lecture.
|
||||
assertEq(canPlayHere(null), true, 'no matchMedia at all: let them in');
|
||||
assertEq(canPlayHere(() => { throw new Error('nope'); }), true, 'a throwing matchMedia: let them in');
|
||||
assertEq(canPlayHere(() => ({})), true, 'a browser that answers nothing: let them in');
|
||||
});
|
||||
|
||||
t.test('M reaches the real bus when there is one, and is not advertised when there is not', () => {
|
||||
// SPRINT13 gate 3.3, closed by C's sky.setMute (lane/c 8a3dc32). The wiring
|
||||
// bug this pins is the one D named on rigging.setWorld: `sky.setMute?.(on)`
|
||||
// on a tree without the tap is a no-op that looks like a call, so a key the
|
||||
// splash advertises can silently do nothing on a public URL. applyMute is
|
||||
// the application as a value; the HUD half asserts the advertisement tracks
|
||||
// the same feature-detect in BOTH directions.
|
||||
const calls = [];
|
||||
const bus = { setMute: (v) => calls.push(v) };
|
||||
assertEq(applyMute(bus, true), true, 'a real bus takes the state');
|
||||
assertEq(applyMute(bus, false), true, 'both directions');
|
||||
assertEq(calls.join(','), 'true,false', 'and receives booleans, in order — this is what M re-applies across makeSky()');
|
||||
assertEq(applyMute({}, true), false, 'no tap: says so instead of pretending');
|
||||
assertEq(applyMute(null, true), false, 'no sky at all (pre-boot): still honest');
|
||||
|
||||
if (typeof document === 'undefined') return;
|
||||
const hud = createHud({ scene: new THREE.Scene() });
|
||||
try {
|
||||
assertEq(hud.comfortKeysHint(), 'P pause', 'no bus: the help line does not promise M');
|
||||
hud.setAudioMuteAvailable(true);
|
||||
assertEq(hud.comfortKeysHint(), 'P pause · M mute', 'bus landed: M appears by itself');
|
||||
hud.showSplash(() => {});
|
||||
assert((document.querySelector('#hud-card')?.textContent ?? '').includes('P · M'),
|
||||
'and the splash card lists it');
|
||||
hud.hideCard();
|
||||
hud.setAudioMuteAvailable(false);
|
||||
assertEq(hud.comfortKeysHint(), 'P pause', 'and it can go dark again — the detect is live, not a latch');
|
||||
} finally { hud.dispose(); }
|
||||
});
|
||||
|
||||
t.test('the spawn frame points at the garden with no pole through the player', () => {
|
||||
// The QA pass: "the boot camera puts a pole dead-centre through the player on
|
||||
// every single first impression." Measured, not eyeballed — these are the
|
||||
// real backyard_01 numbers that produced the bug.
|
||||
const player = { x: 0, z: 6 };
|
||||
const bed = { x: 1, z: 2 };
|
||||
|
||||
// No obstacles: the ideal frame is the camera OPPOSITE the bed, so the player
|
||||
// stands in front of what they're protecting. The view direction (from camera
|
||||
// through the player) must point at the bed.
|
||||
const clean = spawnYawFor(player, bed, []);
|
||||
const viewOff = (yaw) => {
|
||||
const view = { x: -Math.sin(yaw), z: -Math.cos(yaw) };
|
||||
const tb = { x: bed.x - player.x, z: bed.z - player.z };
|
||||
const l = Math.hypot(tb.x, tb.z);
|
||||
return Math.acos(Math.max(-1, Math.min(1, (view.x * tb.x + view.z * tb.z) / (l || 1)))) * 180 / Math.PI;
|
||||
};
|
||||
assertLess(viewOff(clean), 1, 'with nothing in the way, the frame looks straight at the bed');
|
||||
|
||||
// The bug: p3 stands at (0,7), one metre behind the spawn, dead on the ideal
|
||||
// view line. The fix must TURN to clear it — and still keep the bed in a 62°
|
||||
// FOV (< 31° off centre).
|
||||
const withPole = spawnYawFor(player, bed, [{ x: 0, z: 7 }]);
|
||||
const cam = { x: player.x + Math.sin(withPole) * 4.5, z: player.z + Math.cos(withPole) * 4.5 };
|
||||
const abx = cam.x - player.x, abz = cam.z - player.z, l2 = abx * abx + abz * abz;
|
||||
let t = ((0 - player.x) * abx + (7 - player.z) * abz) / l2; t = Math.max(0, Math.min(1, t));
|
||||
const poleClear = Math.hypot(0 - (player.x + abx * t), 7 - (player.z + abz * t));
|
||||
assert(poleClear > 0.5, `the pole is off the view line (${poleClear.toFixed(2)}m), not through the head`);
|
||||
assertLess(viewOff(withPole), 31, 'and the bed is still in frame after the turn');
|
||||
|
||||
// The failure mode I actually shipped first, reproduced from the real yard.
|
||||
// With the full backyard_01 obstacle set and a clearance the geometry cannot
|
||||
// meet, the sweep falls back to "roomiest" — and UNBOUNDED, roomiest swung
|
||||
// 105° off the garden to stare at a fence (the exact number the QA pass would
|
||||
// have seen). maxOff caps the fallback to the 90° arc, and this config brings
|
||||
// it back to 68°. Without the cap this assert goes red at 105°.
|
||||
const yardObstacles = [
|
||||
{ x: -4.5, z: 5.5 }, { x: 4, z: 6 }, { x: 0, z: 7 }, { x: -3.2, z: -1.2 },
|
||||
{ x: -9, z: 2 }, { x: 8, z: -2 },
|
||||
];
|
||||
const unreachable = spawnYawFor(player, bed, yardObstacles, { clearance: 5 });
|
||||
assert(Number.isFinite(unreachable), 'an impossible clearance still yields a finite yaw, never NaN');
|
||||
assertLess(viewOff(unreachable), 91, 'and never turns its back on the bed — the cap holds (105° without it)');
|
||||
});
|
||||
|
||||
// --- the week (SPRINT8 gate 1) -------------------------------------------
|
||||
|
||||
t.test('the week is five escalating nights, each a storm and a site', () => {
|
||||
@ -66,6 +221,10 @@ export default async function run(t) {
|
||||
assertEq(nightAt(4).storm, 'storm_02b_icenight', 'night five is the ice night');
|
||||
assertEq(nightAt(2).site, 'site_02_corner_block', 'night three moves to the corner block');
|
||||
assertEq(nightAt(0).site, 'backyard_01', 'the rest are the backyard');
|
||||
// SPRINT13 gate 1.4: the unsavable-garden flag is night 5's alone, and a
|
||||
// night without it is presumed savable — new nights can't inherit the excuse.
|
||||
assertEq(nightAt(4).gardenBeyondSaving, true, 'night 5 is beyond saving BY DESIGN — canon, ruled');
|
||||
for (let i = 0; i < 4; i++) assertEq(nightAt(i).gardenBeyondSaving, false, `night ${i + 1} is savable`);
|
||||
const w = createWeek();
|
||||
assertEq(w.night, 1); assertEq(w.bank, 80);
|
||||
assertEq(w.site, 'backyard_01', 'week.site tracks the ladder');
|
||||
@ -642,6 +801,39 @@ export default async function run(t) {
|
||||
assert(hailed.verdict !== rained.verdict, 'hail and rain deaths must not read identically');
|
||||
});
|
||||
|
||||
t.test("night 5's loss is TAUGHT, not blamed: beyondSaving rewrites the garden verdicts only", () => {
|
||||
// SPRINT13 gate 1.4, the night-5 ruling. Measured game-true (B's pay table,
|
||||
// my probe agreeing): the icenight garden cannot reach the win line at any
|
||||
// price — bare 0.0, best buyable 27.7. So week.js flags the night, and the
|
||||
// verdict must stop implying a better rig existed. The worst liar was
|
||||
// 'uncovered' ("the hail fell where your sail wasn't") on a night where no
|
||||
// WHERE saves it.
|
||||
const dmg = { hail: 90, rain: 5 };
|
||||
const held = verdictFor({ hp: 25, lost: [], win: false, dmg, pondPeak: 0, pondDumped: 0, beyondSaving: true });
|
||||
assertEq(held.mode, 'beyond-saving');
|
||||
assert(/BEYOND SAVING/.test(held.verdict), `says so plainly: "${held.verdict}"`);
|
||||
assert(/held|did it/i.test(held.verdict), 'and a 4/4 hold is CREDITED — keeping the steel was the job');
|
||||
assert(!/wasn't|skimp/i.test(held.verdict), 'no placement-blame, no skimp-blame');
|
||||
|
||||
// Losing your sail on the unsavable night is still yours to own.
|
||||
const shackle = { name: 'shackle', rating: 3200 };
|
||||
const torn = verdictFor({ hp: 5,
|
||||
lost: [{ hw: shackle, anchorId: 'p1', anchor: { ratingHint: 1 } }],
|
||||
win: false, dmg, pondPeak: 0, pondDumped: 0, beyondSaving: true });
|
||||
assertEq(torn.mode, 'beyond-saving');
|
||||
assert(/shackle at P1/.test(torn.verdict), `still names the steel that went: "${torn.verdict}"`);
|
||||
|
||||
// The flag defaults OFF and changes nothing anywhere else: the two garden
|
||||
// deaths keep their opposite sentences (mutation check — delete the branch
|
||||
// and the first assert above reds; pass the flag everywhere and THIS one does).
|
||||
const uncov = verdictFor({ hp: 20, lost: [], win: false, dmg: { hail: 70, rain: 10 }, pondPeak: 0, pondDumped: 0 });
|
||||
assertEq(uncov.mode, 'uncovered', 'a savable night keeps its honest placement lesson');
|
||||
// And a WIN on a flagged night ignores the flag — week.js says the flag
|
||||
// would be stale, and a stale excuse must never eat a real win.
|
||||
const win = verdictFor({ hp: 90, lost: [], win: true, dmg, pondPeak: 0, pondDumped: 0, beyondSaving: true });
|
||||
assertEq(win.mode, 'clean');
|
||||
});
|
||||
|
||||
t.test('a clean hold reads as a clean hold, and the broom gets its credit', () => {
|
||||
const clean = verdictFor({ hp: 96, lost: [], win: true, dmg: { hail: 2, rain: 2 }, pondPeak: 0, pondDumped: 0 });
|
||||
assertEq(clean.mode, 'clean');
|
||||
@ -726,11 +918,12 @@ export default async function run(t) {
|
||||
|
||||
// --- anchors -------------------------------------------------------------
|
||||
|
||||
t.test('yard offers 12 anchors: 3 house, 5 tree, 4 post', () => {
|
||||
t.test('yard offers 13 anchors: 3 house, 5 tree, 5 post', () => {
|
||||
const by = (type) => world.anchors.filter((a) => a.type === type).length;
|
||||
assertEq(by('house'), 3, 'house anchors');
|
||||
assertEq(by('tree'), dressed ? 5 : 2, 'tree anchors (branch_anchor_* arrive with dress())');
|
||||
assertEq(by('post'), 4, 'post anchors — p3 (SPRINT3 dec 2), p4 (SPRINT6 gate 1)');
|
||||
assertEq(by('post'), 5,
|
||||
'post anchors — p3 (SPRINT3 dec 2), p4 (SPRINT6 gate 1), p5 the clothesline post (SPRINT13 gate 1)');
|
||||
const ids = world.anchors.map((a) => a.id);
|
||||
assertEq(new Set(ids).size, ids.length, `anchor ids not unique: ${ids}`);
|
||||
});
|
||||
@ -858,6 +1051,121 @@ export default async function run(t) {
|
||||
`supposed to cost you a sail the storm can take`);
|
||||
});
|
||||
|
||||
// --- SPRINT13 gate 1.4: THE PINNED SEPARATION TARGET ----------------------
|
||||
//
|
||||
// The ruling, RESTATED after B's skew finding (THREADS [A], twice — read the
|
||||
// second entry): on the shipped week's wild night — night 4, THIS yard — the
|
||||
// best line START_BUDGET can buy must HOLD and WIN comfortably (>60), a bare
|
||||
// bed must LOSE (<50), and the spread must read as most of a plant state
|
||||
// (≥25 HP), because the win line and the invoice are the game's real stakes.
|
||||
// FULL (>66) was the first ruling and it died honestly: it was only ever met
|
||||
// through this flight's own 12 s phantom settle — SailRig samples wind at its
|
||||
// INTERNAL clock, so a settled rig flies the storm 12 s off the authored
|
||||
// curve while the sky flies t=0..90 (B's three-way probe: game-true 63.8 /
|
||||
// skewed 68.4 / shape-only 64.3). The settle is GONE: in the real game the
|
||||
// rig does not exist before commit, and commit→attach→storm is one keypress
|
||||
// (C's bench correction, same day, same bug).
|
||||
//
|
||||
// The recipe is DATA (site.separation) so B's audit reads the same one, and
|
||||
// this flight is the pin: real shop at the real budget, real
|
||||
// commit()->attach() (D's skipped-attach landmine — session.commit(rig) IS
|
||||
// the attach path), real skyfx exposure, the real garden model out of
|
||||
// garden.js. Wind is wired the way main.js wires a site (venturi from site
|
||||
// data — backyard's list is empty, but the wiring must not ASSUME that — plus
|
||||
// tree shelters); switch to C's windForSite at integration, it is the same
|
||||
// wiring behind one door. Flown OUTSIDE t.test() because Suite.test cannot
|
||||
// await — the two async-test ghosts above are the precedent.
|
||||
//
|
||||
// Sway is frozen (balance.test's reasoning): the recipe is all posts, whose
|
||||
// real sway is constant anyway, so frozen here means "identical to the game",
|
||||
// not "conveniently calm". (C's landmine 2 — a frozen TREE under-reads — is
|
||||
// exactly why the pinned recipe staying post-only matters to this harness.)
|
||||
const sep = site.separation;
|
||||
let sepRun = null;
|
||||
if (sep && typeof document !== 'undefined') {
|
||||
try {
|
||||
const frozen = world.anchors.map((a) => {
|
||||
const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
|
||||
return { id: a.id, type: a.type, pos, sway: () => pos, ratingHint: a.ratingHint };
|
||||
});
|
||||
const trees = frozen.filter((a) => a.type === 'tree');
|
||||
const stormDef = await loadStorm(sep.stormKey);
|
||||
|
||||
const session = new RiggingSession({ anchors: frozen }); // the REAL budget
|
||||
const shopLog = [];
|
||||
for (const { anchor } of sep.line) {
|
||||
const r = session.rig(anchor);
|
||||
if (!r.ok) shopLog.push(`rig ${anchor}: ${r.reason}`);
|
||||
}
|
||||
for (const { anchor, hw } of sep.line) {
|
||||
const want = HARDWARE.find((h) => h.name === hw);
|
||||
if (!want) { shopLog.push(`no hardware named "${hw}"`); continue; }
|
||||
const r = session.setHardware(anchor, want);
|
||||
if (!r.ok) shopLog.push(`setHardware ${anchor} ${hw}: ${r.reason}`);
|
||||
}
|
||||
session.setTension(sep.tension);
|
||||
const spent = START_BUDGET - session.budget;
|
||||
const rig = session.commit(new SailRig({ anchors: frozen, gridN: 10 }));
|
||||
// NO settle here, deliberately — see the header. The rig flies the storm
|
||||
// from t=0 on a fresh internal clock, exactly like a committed rig does.
|
||||
|
||||
const flyNight = (sail) => {
|
||||
const wind = createWind(stormDef);
|
||||
wind.setVenturi(site.wind?.venturi ?? []); // main.js:‘the funnel is SITE data’
|
||||
wind.setSheltersFromTrees(trees);
|
||||
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
|
||||
camera.position.set(0, 2, 8);
|
||||
const sky = createSkyFx({ wind, night: true, camera });
|
||||
const garden = createGarden({ setPlants() {} }); // the model main.js flies
|
||||
const bed = world.gardenBed;
|
||||
const steps = Math.round(stormDef.duration / FIXED_DT);
|
||||
for (let i = 0; i < steps; i++) {
|
||||
const t2 = i * FIXED_DT;
|
||||
if (sail) sail.step(FIXED_DT, wind, t2);
|
||||
sky.step(FIXED_DT, t2, { sail });
|
||||
garden.step(FIXED_DT, sky.gardenHailExposure(bed, t2), sky.gardenExposure(bed, t2));
|
||||
}
|
||||
sky.dispose?.();
|
||||
return { hp: garden.hp, state: garden.state };
|
||||
};
|
||||
|
||||
const held = flyNight(rig);
|
||||
const lost = rig.corners.filter((c) => c.broken).length;
|
||||
const bare = flyNight(null);
|
||||
sepRun = { shopLog, spent, held, lost, bare };
|
||||
} catch (err) {
|
||||
sepRun = { err: String(err && err.stack || err) };
|
||||
}
|
||||
}
|
||||
|
||||
t.test('PINNED: the wild night separates — best buyable line holds and wins, bare bed loses', () => {
|
||||
if (!sep) throw new Error('backyard_01 lost its separation block — the target is decoration again');
|
||||
if (typeof document === 'undefined') return t.skip('needs DOM (skyfx)');
|
||||
if (sepRun.err) throw new Error(`separation flight died: ${sepRun.err}`);
|
||||
assertEq(sepRun.shopLog.join('; '), '', 'the shop sold the whole recipe at the real budget');
|
||||
assert(sepRun.spent <= START_BUDGET, `recipe costs $${sepRun.spent} — must be buyable night 1`);
|
||||
// SIM-CHAIN facts, deliberately: this flight is rig+sky+garden with no
|
||||
// debris events, so it is deterministic and 0/4 here is real headroom. In
|
||||
// PLAY the yard also throws the t=38 crate and ponds rain — the played
|
||||
// reference (site JSON _playedReference: hp 55.7 WIN, 2/4 lost, pyrrhic
|
||||
// verdict) sits ~8 under this chain, and that ~8 is exactly why the
|
||||
// thresholds below carry margin over the win line instead of hugging it.
|
||||
assertEq(sepRun.lost, 0, 'the pinned line holds this deterministic chain — 0/4 lost (play may cost the sail; the WIN must survive that)');
|
||||
assert(sepRun.held.hp > sep.heldMustExceed,
|
||||
`held bed reads ${sepRun.held.hp.toFixed(1)} — must stay >${sep.heldMustExceed} so the PLAYED night ` +
|
||||
`(measured ~8 HP under this chain through crate + ponding) keeps clearing the win line at 50. ` +
|
||||
`Sim-chain 63.6 / played 55.7 at landing. FULL (>66) was the first ruling and it was only ever met ` +
|
||||
`through this flight's own 12 s clock skew (B's finding). A red here means a retune moved the wild ` +
|
||||
`night: re-litigate in THREADS, no quiet threshold bump.`);
|
||||
assert(sepRun.held.state !== 'dead', 'the held bed is ALIVE — tattered is the wild night speaking');
|
||||
assertLess(sepRun.bare.hp, sep.bareMustLoseBelow,
|
||||
`bare bed must LOSE the night (<${sep.bareMustLoseBelow}) — game-true 35.7 at landing`);
|
||||
// The felt spread, stated so a red prints the whole story:
|
||||
assert(sepRun.held.hp - sepRun.bare.hp >= (sep.separationAtLeast ?? 25),
|
||||
`separation ${(sepRun.held.hp - sepRun.bare.hp).toFixed(1)} — rigging must matter by most of a ` +
|
||||
`plant state, not a garden-bonus margin (game-true 27.9 at landing)`);
|
||||
});
|
||||
|
||||
t.test('sway() returns an absolute position, not an offset', () => {
|
||||
// If sway ever regresses to returning an offset, the returned point lands
|
||||
// near the origin instead of near the anchor, and Lane B's cloth corners
|
||||
|
||||
@ -27,12 +27,19 @@
|
||||
import { SAIL_TESTS } from '../sail.selftest.js';
|
||||
import { RIGGING_TESTS } from '../rigging.selftest.js';
|
||||
import { SWEEP_TESTS } from '../../../../tools/site_audit/sweep.selftest.js';
|
||||
import { buildGardenflyTests } from '../../../../tools/site_audit/gardenfly.selftest.js';
|
||||
|
||||
/** @param {import('../testkit.js').Suite} t */
|
||||
export default function run(t) {
|
||||
export default async function run(t) {
|
||||
for (const [name, fn] of SAIL_TESTS) t.test(name, fn);
|
||||
for (const [name, fn] of RIGGING_TESTS) t.test(`rigging: ${name}`, fn);
|
||||
// site_audit's own sweep. SPRINT11: the tool was flying site_02 with the
|
||||
// venturi switched off — the auditor needed an auditor. See sweep.selftest.js.
|
||||
for (const [name, fn] of SWEEP_TESTS) t.test(`site_audit: ${name}`, fn);
|
||||
// SPRINT13: the audit's garden engine (gardenfly.js) — browser-only, so the
|
||||
// flights run here in the async prelude and the tests assert on the results
|
||||
// (Suite.test cannot await; a.test's pinned-separation flight is the
|
||||
// precedent). run() is async now — runAll awaits it.
|
||||
const gardenflyTests = await buildGardenflyTests();
|
||||
for (const [name, fn] of gardenflyTests) t.test(`site_audit: ${name}`, fn);
|
||||
}
|
||||
|
||||
@ -28,6 +28,11 @@ import { SailRig } from '../sail.js';
|
||||
import { createSkyFx } from '../skyfx.js';
|
||||
import { createWind, loadStorm } from '../weather.js';
|
||||
import { HARDWARE, FIXED_DT, START_BUDGET } from '../contracts.js';
|
||||
// SPRINT13: the garden weights come from garden.js — the SAME module main.js
|
||||
// flies — not from a local copy. The old `const GARDEN_DRAIN = 0.9 // main.js`
|
||||
// here was the drift A's export exists to kill: a retune would have landed in
|
||||
// the game and left this suite green against last sprint's numbers.
|
||||
import { GARDEN_DRAIN, HAIL_WEIGHT as W_HAIL, RAIN_WEIGHT as W_RAIN } from '../garden.js';
|
||||
|
||||
const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||
|
||||
@ -35,9 +40,6 @@ const [CARABINER, SHACKLE, RATED] = HARDWARE;
|
||||
const WIN = (hp, lost) => hp >= 50 && lost < 2;
|
||||
/** main.js's CALM_STORM — what wind.use() hands the rig outside a storm, and so what settles it. */
|
||||
const CALM_STORM = 'storm_01_gentle';
|
||||
const GARDEN_DRAIN = 0.9; // main.js
|
||||
const W_HAIL = 5.0; // main.js, decision 13 — integration weights
|
||||
const W_RAIN = 0.25;
|
||||
|
||||
/**
|
||||
* The yard is READ FROM world.js, never copied.
|
||||
|
||||
@ -16,7 +16,8 @@
|
||||
import * as THREE from '../../vendor/three.module.js';
|
||||
import { assert, fixedLoop } from '../testkit.js';
|
||||
import { FIXED_DT, checkContract, DEBRIS_PIECE_FIELDS } from '../contracts.js';
|
||||
import { loadStorm, createWind, forecastLines, forecastFor, leadFor } from '../weather.js';
|
||||
import { loadStorm, createWind, windForSite, forecastLines, forecastFor, leadFor } from '../weather.js';
|
||||
import { loadSite } from '../world.js';
|
||||
import { createDebris } from '../debris.js';
|
||||
import { createSkyFx, RainShadow } from '../skyfx.js';
|
||||
import { SailRig, HARDWARE } from '../sail.js';
|
||||
@ -136,6 +137,112 @@ export default async function run(t) {
|
||||
'clear() replaced the pieces array instead of emptying it — B holds a reference');
|
||||
});
|
||||
|
||||
// SPRINT13 gate 2.3 — ambient leaves. QA: "debris reads 0 through night 3";
|
||||
// the crates are event drama, the leaves are the continuous tell. Threshold
|
||||
// 8.3 m/s (30 km/h) matches D's lean threshold on purpose — the yard and the
|
||||
// body start telling the same story at the same speed. Count stays single
|
||||
// digits, they stream WITH the wind, and the layer is deterministic.
|
||||
t.test('ambient leaves: none in a calm, a streaming handful from ~30 km/h', () => {
|
||||
const stub = (sp) => ({
|
||||
seed: 5,
|
||||
sample: (p, t2, o) => o.set(sp, 0, 0),
|
||||
eventsBetween: () => [],
|
||||
});
|
||||
const calm = createDebris({ wind: stub(5) });
|
||||
fixedLoop(8, FIXED_DT, (dt, time) => calm.step(dt, time, {}));
|
||||
assert(calm.leafCount === 0,
|
||||
`${calm.leafCount} leaves flying at 18 km/h — below the threshold the yard is still`);
|
||||
|
||||
const gale = createDebris({ wind: stub(13) });
|
||||
fixedLoop(8, FIXED_DT, (dt, time) => gale.step(dt, time, {}));
|
||||
assert(gale.leafCount > 0, 'no leaves at 47 km/h — the gale has no ambient tell');
|
||||
assert(gale.leafCount <= 9, `${gale.leafCount} leaves — the plan says single digits`);
|
||||
|
||||
// they stream WITH the wind (+x here): over one step every leaf either
|
||||
// moves downwind or recycles ~a span upwind; none drifts against it
|
||||
const before = gale.leaves.map((pos) => pos.x);
|
||||
gale.step(FIXED_DT, 8, {});
|
||||
const after = gale.leaves.map((pos) => pos.x);
|
||||
assert(before.length === after.length, 'leaf count strobed across one step');
|
||||
for (let i = 0; i < before.length; i++) {
|
||||
const d = after[i] - before[i];
|
||||
assert(d > 0 || d < -10, `leaf ${i} moved ${d.toFixed(3)} m against a +x wind`);
|
||||
}
|
||||
|
||||
// deterministic: same seed, same (dt, t) stream, same leaves — bit for bit
|
||||
const a = createDebris({ wind: stub(13) });
|
||||
const b = createDebris({ wind: stub(13) });
|
||||
fixedLoop(5, FIXED_DT, (dt, time) => { a.step(dt, time, {}); b.step(dt, time, {}); });
|
||||
assert(a.leafCount === b.leafCount && a.leaves.every((pos, i) =>
|
||||
pos.x === b.leaves[i].x && pos.y === b.leaves[i].y && pos.z === b.leaves[i].z),
|
||||
'two identical (dt, t) streams produced different leaves');
|
||||
|
||||
// clear() rewinds the layer — next night starts from the same state
|
||||
gale.clear();
|
||||
assert(gale.leafCount === 0, 'clear() left leaves flying into the aftermath card');
|
||||
});
|
||||
|
||||
// SPRINT13, the third time this repo learned it: the venturi lives in the
|
||||
// SITE json, not the storm def. B's site_audit flew site_02 funnel-OFF in
|
||||
// Sprint 11 (their sweep.selftest tells it); C's garden_bench did it again
|
||||
// in Sprint 13 — `def.wind.venturi` off a storm def LOOKS right and never
|
||||
// fires, and the funnel-off bench called the $80 line 91.5 FULL on a night
|
||||
// the real game scores it 39.8 TATTERED (D's live replay). windForSite is
|
||||
// the shared builder that makes the mistake unmakeable; this assert is
|
||||
// B's strictly-raises pin lifted onto it, with the REAL shipped funnel:
|
||||
// drop the setVenturi line and the two winds collapse to equal reads.
|
||||
const site02 = await loadSite('site_02_corner_block'); // awaited here: Suite.test() is sync
|
||||
t.test('windForSite flies the SITE venturi — the shipped funnel strictly raises the throat wind', () => {
|
||||
const def = storms.storm_02_wildnight;
|
||||
const site = site02;
|
||||
const vl = site.wind?.venturi ?? [];
|
||||
assert(vl.length > 0, "site_02 lost its venturi — this test (and the yard's weather) proves nothing");
|
||||
const bare = createWind(def); // storm def alone — the trap itself
|
||||
const funnelled = windForSite(def, site);
|
||||
const throat = new THREE.Vector3(vl[0].x, 1.5, vl[0].z);
|
||||
const a = new THREE.Vector3(), b = new THREE.Vector3();
|
||||
let bareMean = 0, funMean = 0, n = 0;
|
||||
for (let time = 20; time <= 80; time += 0.5) {
|
||||
bare.sample(throat, time, a);
|
||||
funnelled.sample(throat, time, b);
|
||||
bareMean += Math.hypot(a.x, a.z); funMean += Math.hypot(b.x, b.z); n++;
|
||||
}
|
||||
bareMean /= n; funMean /= n;
|
||||
assert(bareMean > 3, `the storm never blew at the throat (${bareMean.toFixed(1)} m/s) — vacuous`);
|
||||
assert(funMean > bareMean * 1.1,
|
||||
`throat wind ${funMean.toFixed(2)} vs bare ${bareMean.toFixed(2)} m/s — the site's venturi is not `
|
||||
+ 'reaching windForSite\'s wind (it must call setVenturi the way main.js does at every site load)');
|
||||
});
|
||||
|
||||
// D's aftermath find (S13, lane/d): the hail InstancedMesh at count:0 with
|
||||
// frustum culling and depthWrite both off still draws instance 0's identity
|
||||
// matrix — a ~5 cm always-on-top white sliver at the origin, the QA's "ghost
|
||||
// near the shed table". The gate is mesh.visible, not count. This flies the
|
||||
// wild night and demands the pool is invisible whenever no hail is falling
|
||||
// and visible whenever it is — both directions, whole storm.
|
||||
t.test("hail pool: invisible when nothing falls (D's aftermath sliver)", () => {
|
||||
const scene = new THREE.Scene();
|
||||
const camera = new THREE.PerspectiveCamera();
|
||||
const wind = createWind(storms.storm_02_wildnight);
|
||||
const sky = createSkyFx({ scene, camera, wind });
|
||||
let sawHail = false, sawCalm = false;
|
||||
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
|
||||
sky.step(dt, time, {});
|
||||
// the mesh draws floor(1300 × intensity) stones, so a burst's first
|
||||
// millisecond can honestly show zero — demand visibility only once the
|
||||
// intensity buys at least one stone, and invisibility only at exactly 0
|
||||
if (sky.hailAmount >= 1 / 1300) {
|
||||
sawHail = true;
|
||||
assert(sky.hail.mesh.visible, `hail falling at t=${time.toFixed(1)} but the pool is hidden`);
|
||||
} else if (sky.hailAmount === 0) {
|
||||
sawCalm = true;
|
||||
assert(!sky.hail.mesh.visible, `no hail at t=${time.toFixed(1)} but the pool still draws — the sliver`);
|
||||
}
|
||||
});
|
||||
assert(sawHail && sawCalm, 'storm never exercised both states — this test proves nothing');
|
||||
sky.dispose();
|
||||
});
|
||||
|
||||
// Lane A rebuilds skyfx on every phase change, so dispose() is on the hot path.
|
||||
// They verified sun/hemi restore exactly and spotted that fog didn't; this pins
|
||||
// both. The vacuity guards matter — a restore test where nothing ever moved is
|
||||
@ -172,6 +279,86 @@ export default async function run(t) {
|
||||
`skyfx left ${scene.children.length - before.children} object(s) in the scene`);
|
||||
});
|
||||
|
||||
// SPRINT13 gate 3.3 — A's M key. main.js feature-detects sky.setMute and only
|
||||
// advertises M once it exists, so this contract is what lights the key up.
|
||||
// The pre-unlock case is the one that bites: M pressed on the splash screen,
|
||||
// BEFORE the first gesture builds the audio graph, must survive the unlock.
|
||||
t.test('M-mute: setMute silences the bus, and a pre-unlock mute survives unlock', () => {
|
||||
const wind = createWind(storms.storm_02_wildnight);
|
||||
const sky = createSkyFx({ wind }); // headless — the bus needs no scene
|
||||
assert(typeof sky.setMute === 'function', "no setMute — A's M key has nothing to call");
|
||||
assert(sky.muted === false, 'a fresh sky must not start muted');
|
||||
sky.setMute(true); // before unlock — the splash case
|
||||
assert(sky.muted === true, 'setMute(true) did not take');
|
||||
sky.unlockAudio();
|
||||
if (sky.audio.ready) { // no AudioContext = nothing to silence
|
||||
assert(sky.audio.masterGain === 0,
|
||||
`unlock forgot a pre-unlock mute: master at ${sky.audio.masterGain}`);
|
||||
sky.setMute(false);
|
||||
assert(sky.audio.masterGain > 0, 'unmute left the master gain at 0');
|
||||
}
|
||||
sky.dispose();
|
||||
});
|
||||
|
||||
// SPRINT13 gate 2.1 — the storm grade. The QA sighting: 65 km/h + driving
|
||||
// rain under a noon-blue sky with razor midday shadows. Cause: sky and sun
|
||||
// both multiplied the weather by the author's palette (`darkness`, 0.5 on
|
||||
// the southerly), so the dial could zero the weather's say — and nothing
|
||||
// touched shadow softness at all. Pins: the grade floors the darkness dial,
|
||||
// the sun dims/goes slate/softens, and dispose hands all of it back.
|
||||
t.test('storm grade: a mid-darkness gale dims the sun, softens shadows, restores on dispose', () => {
|
||||
const scene = new THREE.Scene();
|
||||
scene.background = new THREE.Color(0x9fc4e8);
|
||||
const camera = new THREE.PerspectiveCamera();
|
||||
const sun = new THREE.DirectionalLight(0xfff2dc, 2.0);
|
||||
const before = { sun: sun.intensity, color: sun.color.getHex(), radius: sun.shadow.radius };
|
||||
// a darkness-0.5 storm blowing 18 m/s (65 km/h) in full rain — the QA scene
|
||||
const gale = {
|
||||
seed: 1, def: { sky: { darkness: 0.5 } },
|
||||
sample: (p, t2, o) => o.set(18, 0, 0),
|
||||
speedAt: () => 18, rainAt: () => 1, rainMmPerHour: () => 30,
|
||||
gustTelegraph: () => null, eventsBetween: () => [], setSheltersFromTrees() {},
|
||||
};
|
||||
const sky = createSkyFx({ scene, camera, wind: gale, sun });
|
||||
fixedLoop(10, FIXED_DT, (dt, time) => sky.step(dt, time, {}));
|
||||
assert(sky.stormGrade > 0.7,
|
||||
`grade ${sky.stormGrade} — the darkness dial still zeroes the weather (the old formula reads 0.50 here)`);
|
||||
assert(sun.intensity < before.sun * 0.5,
|
||||
`sun at ${sun.intensity.toFixed(2)} of ${before.sun} — still noon at 65 km/h`);
|
||||
assert(sun.shadow.radius > 4,
|
||||
`shadow radius ${sun.shadow.radius} — razor-sharp midday shadows in a gale`);
|
||||
assert(sun.color.getHex() !== before.color, 'the sun disc never lost its noon warmth');
|
||||
sky.dispose();
|
||||
assert(sun.intensity === before.sun && sun.color.getHex() === before.color
|
||||
&& sun.shadow.radius === before.radius,
|
||||
'dispose did not hand the sun back exactly (intensity / colour / shadow radius)');
|
||||
});
|
||||
|
||||
// SPRINT13 gate 2.2 — the wall's edges, judged from in-yard eye height.
|
||||
// Two QA sightings, both geometry: a sliver of bright sky under the bank's
|
||||
// base (it stopped AT the camera's horizontal plane, above the ground's true
|
||||
// horizon), and a hard vertical seam at the arc ends (0.36 alpha at the
|
||||
// outer tenth). The band now overshoots the equator and the end fade is
|
||||
// steeper; these pins are what "grounded" and "feathered" mean in numbers.
|
||||
t.test('the change-front wall grounds below the horizon and feathers its ends', () => {
|
||||
const wind = createWind(storms.storm_03_southerly);
|
||||
const sky = createSkyFx({ wind });
|
||||
const geo = sky.front.geometry;
|
||||
geo.computeBoundingBox();
|
||||
assert(geo.boundingBox.min.y < -20,
|
||||
`front base at y=${geo.boundingBox.min.y.toFixed(1)} — a band stopping at eye level floats a sky sliver under the wall`);
|
||||
const uv = geo.attributes.uv, col = geo.attributes.color;
|
||||
assert(col && col.itemSize === 4, 'front lost its vertex alpha — the edges are hard cuts again');
|
||||
let edgeMax = 0;
|
||||
for (let i = 0; i < uv.count; i++) {
|
||||
const u = uv.getX(i);
|
||||
if (u <= 0.09 || u >= 0.91) edgeMax = Math.max(edgeMax, col.getW(i));
|
||||
}
|
||||
assert(edgeMax < 0.2,
|
||||
`arc-end alpha ${edgeMax.toFixed(2)} — the vertical seam QA saw at the bank's ends`);
|
||||
sky.dispose();
|
||||
});
|
||||
|
||||
// --- SPRINT2 §Lane C.3: rain has to stop at the cloth ---
|
||||
// Driven with a synthetic 4×4 m panel rather than a whole cloth sim: the thing
|
||||
// under test is the projection, and a flat panel makes the right answer
|
||||
|
||||
@ -16,7 +16,7 @@ import { Interact, wireYardActions } from '../interact.js';
|
||||
import { createBroom, BROOM_TUNE } from '../broom.js';
|
||||
// The REAL rule, not the fakeLadder's hand-copied duplicate of it — a rule the suite re-implements
|
||||
// is a rule the suite cannot catch drifting. (ladder.js is headless-importable for this reason.)
|
||||
import { needsLadder as realNeedsLadder } from '../ladder.js';
|
||||
import { needsLadder as realNeedsLadder, createLadder } from '../ladder.js';
|
||||
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
|
||||
import { FIXED_DT } from '../contracts.js';
|
||||
import { loadStorm, createWind } from '../weather.js';
|
||||
@ -175,6 +175,54 @@ export default async function run(t) {
|
||||
`shove must grow faster than linearly with speed: ${p15.toFixed(3)} -> ${p30.toFixed(3)}`);
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------- wind lean (SPRINT13 gate 2.4)
|
||||
t.test('lean: calm leaves you upright, wind tips you, and it scales with the sustained speed', () => {
|
||||
const calm = new PlayerSim();
|
||||
drive(calm, 20, {}, windX(TUNE.leanWindMin - 3)); // below the threshold, all storm
|
||||
assertLess(calm.lean, 1e-3, 'under leanWindMin you stand up straight');
|
||||
|
||||
const mid = new PlayerSim();
|
||||
drive(mid, 40, {}, windX((TUNE.leanWindMin + TUNE.leanWindFull) / 2));
|
||||
assert(mid.lean > 0.35 && mid.lean < 0.65, `mid wind is a partial lean, got ${mid.lean.toFixed(2)}`);
|
||||
|
||||
const gale = new PlayerSim();
|
||||
drive(gale, 40, {}, windX(TUNE.leanWindFull + 6));
|
||||
assertClose(gale.lean, 1, 1e-2, 'past leanWindFull you are fully into it');
|
||||
assert(gale.lean >= mid.lean, 'more sustained wind is more lean');
|
||||
});
|
||||
|
||||
t.test('lean: keys on the SUSTAINED base, not the gust — a single gust does not snap you over', () => {
|
||||
const s = new PlayerSim();
|
||||
drive(s, 30, {}, windX(4)); // learn a calm baseline: no lean
|
||||
const before = s.lean;
|
||||
drive(s, 1.2, {}, windX(TUNE.leanWindFull + 10), 30); // one big gust, shorter than leanSecs momentum
|
||||
// windBase barely moves in 1.2 s (baseTrack ~4 s memory), so the posture must not jump to full.
|
||||
assertLess(s.lean, 0.5, `a brief gust is a stumble, not a lean — got ${s.lean.toFixed(2)} from ${before.toFixed(2)}`);
|
||||
});
|
||||
|
||||
t.test('lean: it points downwind, and it is suppressed on your back, braced, or up a ladder', () => {
|
||||
// downwind: wind blowing +X should tip leanDir toward +X.
|
||||
const s = new PlayerSim();
|
||||
drive(s, 30, {}, windX(TUNE.leanWindFull + 5));
|
||||
assert(s.lean > 0.5, 'leaning');
|
||||
assertClose(s.leanDir.x, 1, 1e-6, 'leanDir points the way the wind blows (x)');
|
||||
assertClose(s.leanDir.z, 0, 1e-6, 'and not sideways (z)');
|
||||
|
||||
// braced: holding C must zero the lean — TakeCover is its own pose.
|
||||
const braced = new PlayerSim();
|
||||
drive(braced, 30, { shelter: true }, windX(TUNE.leanWindFull + 5));
|
||||
assertEq(braced.state, 'shelter', 'C braces');
|
||||
assertLess(braced.lean, 1e-2, 'and a brace is not a lean');
|
||||
|
||||
// knocked down: pitch owns the body, lean eases out.
|
||||
const floored = new PlayerSim();
|
||||
drive(floored, 30, {}, windX(TUNE.leanWindFull + 5));
|
||||
assert(floored.lean > 0.5, 'leaning before the fall');
|
||||
floored.knockdown(0, 1, 0);
|
||||
drive(floored, 1, {}, windX(TUNE.leanWindFull + 5));
|
||||
assertLess(floored.lean, 1e-2, 'flat on your back is not a lean');
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------- knockdown
|
||||
t.test('knockdown: needs SUSTAINED overload, like a sail corner letting go', () => {
|
||||
const brief = new PlayerSim();
|
||||
@ -448,6 +496,74 @@ export default async function run(t) {
|
||||
'nor a tree limb — that is a strop you throw');
|
||||
});
|
||||
|
||||
// --- SPRINT13 pool: the real createLadder, not the fake. These two pin the things the QA pass
|
||||
// found by playing, and both were silent — no error, no red, just a mechanic that stopped.
|
||||
// (createLadder is scene-free with scene=null: the view is the only THREE it needs.)
|
||||
const realLadderWorld = () => ({
|
||||
anchors: [
|
||||
{ id: 'h2', type: 'house', work: 'bracket', pos: { x: 0, y: 2.48, z: -9.95 } },
|
||||
{ id: 'cb1', type: 'carport', work: 'bracket', pos: { x: -8.4, y: 2.29, z: -3 } },
|
||||
],
|
||||
shedTable: { pos: { x: 9, y: 0.9, z: 6 } },
|
||||
heightAt: () => 0,
|
||||
});
|
||||
|
||||
t.test('ladder: a knockdown mid-carry drops it in the grass — it does not leave the game', () => {
|
||||
const world = realLadderWorld();
|
||||
const interact = new Interact();
|
||||
const player = new PlayerSim({ start: { x: 4, y: 0, z: 2 } });
|
||||
const ladder = createLadder(null, world, interact, player);
|
||||
const takeTarget = [...interact.targets.values()].find((x) => x.id === 'ladder_take');
|
||||
|
||||
// in your hands, walking it out to the bracket — through the target's OWN onDone, because
|
||||
// player.pickUp alone fills your hands without telling the ladder, which is not a state the
|
||||
// game can produce and would test the fixture rather than the code.
|
||||
takeTarget.onDone(player, 0);
|
||||
ladder.update(DT, 0, {});
|
||||
assert(ladder.carried, 'carried');
|
||||
assertEq(player.carrying, 'ladder', 'and the hands agree');
|
||||
assertEq(takeTarget.pos(), null, 'nothing to walk to while it is in your hands');
|
||||
|
||||
// the wind takes you over at (4, 2). knockdown() -> drop() nulls carrying, and before SPRINT13
|
||||
// nothing told the ladder: it stayed "carried" by nobody, invisible and un-takeable forever.
|
||||
player.knockdown(0, 1, 0);
|
||||
assertEq(player.carrying, null, 'the knockdown took it out of your hands');
|
||||
ladder.update(DT, 0, {});
|
||||
|
||||
assert(!ladder.carried, 'the ladder knows it is no longer being carried');
|
||||
const p = takeTarget.pos();
|
||||
assert(p, 'and it is somewhere you can walk to');
|
||||
assertClose(p.x, 4, 1e-6, 'it fell where you did (x)');
|
||||
assertClose(p.z, 2, 1e-6, 'it fell where you did (z)');
|
||||
assert(takeTarget.canUse({ carrying: null, climbY: 0 }),
|
||||
'and you can pick it up again — this is the assert that fails if the reconcile is reverted');
|
||||
});
|
||||
|
||||
t.test('ladder: the place prompt names the structure it is under, and where the ladder is', () => {
|
||||
const world = realLadderWorld();
|
||||
const interact = new Interact();
|
||||
const player = new PlayerSim({ start: { x: 4, y: 0, z: 2 } });
|
||||
const ladder = createLadder(null, world, interact, player);
|
||||
const placeAt = (id) => [...interact.targets.values()].find((x) => x.id === `ladder_place_${id}`);
|
||||
const empty = { carrying: null };
|
||||
|
||||
// QA pass: this said "the fascia" while you stood under a carport beam.
|
||||
assert(/fascia/.test(interact.labelOf(placeAt('h2'), empty)), 'the house bracket IS the fascia');
|
||||
assert(/carport/.test(interact.labelOf(placeAt('cb1'), empty)),
|
||||
`a carport beam is not a fascia — got "${interact.labelOf(placeAt('cb1'), empty)}"`);
|
||||
assert(!/fascia/.test(interact.labelOf(placeAt('cb1'), empty)),
|
||||
'and it must not call it one');
|
||||
|
||||
// ...and it must not lie about where the ladder is once the wind has taken it.
|
||||
assert(/by the shed/.test(interact.labelOf(placeAt('cb1'), empty)), 'stowed: it is by the shed');
|
||||
[...interact.targets.values()].find((x) => x.id === 'ladder_take').onDone(player, 0);
|
||||
ladder.update(DT, 0, {});
|
||||
player.knockdown(0, 1, 0);
|
||||
ladder.update(DT, 0, {});
|
||||
assert(!/by the shed/.test(interact.labelOf(placeAt('cb1'), empty)),
|
||||
'dropped: the shed is exactly where it is NOT');
|
||||
});
|
||||
|
||||
t.test('ladder: keys on the MECHANISM a site declares, not on the anchor type', () => {
|
||||
// SPRINT10 gate 1. The failure mode is the point: when needsLadder says false, interact's
|
||||
// canReach returns TRUE UNCONDITIONALLY — so a mis-keyed anchor doesn't error, it silently
|
||||
|
||||
@ -112,6 +112,33 @@ export async function loadStorm(name, dir = STORM_DIR) {
|
||||
return def;
|
||||
}
|
||||
|
||||
/**
|
||||
* The wind a YARD actually flies — storm def + the SITE's local effects,
|
||||
* wired exactly as main.js does at every site load (setVenturi from
|
||||
* siteDef.wind.venturi, tree shelters from the anchors). SPRINT13:
|
||||
*
|
||||
* THREE harnesses have now measured site_02 with the funnel switched OFF by
|
||||
* building wind from the storm def alone — B's site_audit (Sprint 11, their
|
||||
* sweep.selftest tells the story), C's garden_bench (Sprint 13, where it
|
||||
* flipped the $80-line headline: 91.5 FULL funnel-off vs 39.8 TATTERED in
|
||||
* D's live replay), and probe4, which never attempted it. The venturi lives
|
||||
* in the SITE json, not the storm, so `def.wind.venturi` off a storm def
|
||||
* LOOKS right and never fires. Any tool measuring a yard builds its wind
|
||||
* HERE, or it is measuring a yard that doesn't ship. The strictly-raises
|
||||
* assert in c.test.js goes red if the setVenturi line is ever dropped.
|
||||
*
|
||||
* @param {object} stormDef parsed storm JSON
|
||||
* @param {object} [siteDef] parsed site JSON (loadSite) — its wind.venturi list
|
||||
* @param {Array} [anchors] world anchors; trees become wind shelters
|
||||
* @param {object} [opts] forwarded to createWind ({seed})
|
||||
*/
|
||||
export function windForSite(stormDef, siteDef, anchors = [], opts = {}) {
|
||||
const wind = createWind(stormDef, opts);
|
||||
wind.setVenturi(siteDef?.wind?.venturi ?? []);
|
||||
wind.setSheltersFromTrees(anchors.filter((a) => a.type === 'tree'));
|
||||
return wind;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {object} def parsed storm JSON
|
||||
* @param {object} [opts] {seed} — same seed + same def = same storm, every run
|
||||
|
||||
@ -81,7 +81,23 @@ export const NIGHTS = [
|
||||
storm: 'storm_02b_icenight', site: 'backyard_01',
|
||||
client: 'the Hendersons', addr: '14 Kurrajong St — the backyard',
|
||||
brief: 'Less wind than last night and more ice, which is worse for the bed and easier on the rig. '
|
||||
+ 'Last night before they land.',
|
||||
+ 'Last night before they land. Nobody\'s pretending the seedlings ride this one out — keep '
|
||||
+ 'the sail on its feet and the ice off the windows.',
|
||||
// SPRINT13 gate 1.4 — A's ruling, DESIGN CANON: night 5's garden is BEYOND
|
||||
// SAVING, by design, at any price. Measured game-true (B's pay table and
|
||||
// A's probe, agreeing): bare bed 0.0 DEAD; best buyable garden 27.7; best
|
||||
// clean 15.3 — every line in the game sits under WIN's hp >= 50, wallet or
|
||||
// bank. The week's arc WANTS this: full / full / full, won-but-tattered
|
||||
// (night 4, the pinned separation), then the night you cannot save — the
|
||||
// icenight is where the job stops being about the bed and becomes about
|
||||
// your steel (the line that would hold it needs $105 the shop caps at
|
||||
// 3.20 kN shackles against 3.22/3.25 peaks — C's few-hundredths whisker,
|
||||
// kept on purpose). This flag exists so surfaces TEACH the loss instead of
|
||||
// implying a better rig existed: verdictFor reads it (main.js) and stops
|
||||
// blaming placement; the brief above levels with the player before they
|
||||
// spend a dollar. If a retune ever makes night 5 winnable, delete this
|
||||
// flag in the same commit or the verdict lies in the other direction.
|
||||
gardenBeyondSaving: true,
|
||||
},
|
||||
];
|
||||
|
||||
@ -106,6 +122,9 @@ export function nightAt(i) {
|
||||
addr: base.addr ?? null,
|
||||
brief: base.brief ?? null,
|
||||
pay: base.pay ?? {},
|
||||
// False by default on purpose: a night is presumed savable unless its data
|
||||
// says otherwise, so a new night can never inherit the icenight's excuse.
|
||||
gardenBeyondSaving: base.gardenBeyondSaving ?? false,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user