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Author SHA1 Message Date
m3ultra
0813b18f5a Add Sprint 5 plan and lane prompts: hail and the broom
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 02:44:30 +10:00
m3ultra
f7d747a578 Merge Sprint 4 lanes; fix wind router rain passthrough; rule decision 13 (hail)
Selftest on merged main: 207 pass / 0 fail. Gate 1 verified by playing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 02:43:10 +10:00
m3ultra
0b4dd0d0bd Merge remote-tracking branch 'origin/lane/d'
# Conflicts:
#	THREADS.md
2026-07-17 02:39:41 +10:00
m3ultra
34712bf297 Merge remote-tracking branch 'origin/lane/b'
# Conflicts:
#	THREADS.md
2026-07-17 02:39:41 +10:00
m3ultra
da35a954e0 Merge remote-tracking branch 'origin/lane/c'
# Conflicts:
#	THREADS.md
2026-07-17 02:39:40 +10:00
m3ultra
ce8d22cb60 Merge remote-tracking branch 'origin/lane/e' 2026-07-17 02:39:40 +10:00
m3ultra
0ceff91d5a Lane D: the ladder sub-system (decision 12)
New ladder.js. The whole mechanic is 200 mm: the fascia bracket sits at 2.48 m,
a 1.72 m person's hands reach 2.20, and E's ladder tops out at 2.90. The asset
and the yard were already built for each other; this is the verb between them.

Carry-ladder is a second carry type, so the ladder and the spare compete for the
same pair of hands and a fascia repair costs two trips while a post repair costs
one — DESIGN.md's "limited hands" rule doing real work, and the reason the house
is the expensive anchor to depend on (which E's ratingHint 0.35 / collateral
"gutter" was already saying in the data).

Climb height is code-driven with ClimbLadder playing on top — the knockdown
precedent, since _rotOnly strips the root and a clip can no more lift the body
than Falling could lay it down. You can't brace up there (both hands on the
rungs), the wind's bar drops to 0.6x, and being blown off is a fall that feeds
straight into the existing get-up chain.

needsLadder is scoped to the fascia on purpose: a height test would have roped in
the 3.95 m posts and 5.05 m limbs, made every repair a two-trip job, and silently
invalidated the recorded §7 run — and it isn't true to rigging either.

Landed with no change to main.js: createLadder self-wires from createPlayer,
which Lane A already hands the scene, world and interact.

Two bugs found by building on my own API, both now asserted: a canUse that reads
player.state cancels its own hold (starting a hold sets busy) — it ate the climb
AND the reach gate before I keyed both on physical height instead; and onLadder
had to become height-based for the same reason. Documented on register().

Selftest 194/0/0 (was 184). Full loop driven by hand in the real game.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 02:34:49 +10:00
m3ultra
acb35752ee Log ponding data, the router gap, decision 7 helper and the night pass
Leads with the router allowlist gap: rig.step() gets the router, which doesn't
forward rainMmPerHour, so B's ponding would pass every assert and do nothing
in-game. Two lines in main.js.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 02:29:17 +10:00
m3ultra
1f99cd9bca Rain gets physical units for ponding; night pass on wildnight
SPRINT4 §Lane C 2/3/4.

PONDING DATA (decision 10). rainAt() was a dimensionless 0..1 — fine for drop
count and opacity, useless for water mass. Lane B would have had to invent the
mm/hr scale, which is exactly the "default-off code tuned by a constant I
invented" they rightly reverted. So the scale is storm data now:
rain.peakMmPerHour (validated 0..300; a rain curve without one is a hard error,
since ponding would silently use the default instead of what the author meant),
plus wind.rainMmPerHour(t) and rainDepthMm(t0,t1). RAIN_TIME_COMPRESSION=40 is
exported from weather.core so B applies it cloth-side rather than either of us
hardcoding 40 twice: how hard it rains is mine, how much water a sail holds is
theirs.

Calibrated to B's own arithmetic, and the numbers land on it:
  storm_02  80 mm/hr severe  -> 50.9 mm = 3.12 kN/corner   (B predicted 3.1)
  storm_03  30 mm/hr moderate -> 8.3 mm = 0.51 kN/corner   (teases a carabiner)
  storm_01   8 mm/hr shower   -> 0.9 mm = 0.06 kN/corner   (harmless, as designed)
against a storm_02 wind load of 0.2-1.1 kN. A flat rig should drown in the wild
night; a hypar pools nothing and won't notice. Asserted with B's arithmetic so
the storms are provably fit for their water before their cloth lands.

DECISION 7 helper for Lane A: sky.gardenExposure(bed, t) = rainAt x (1-shadow),
the whole drain term in one call. Note it moves on its own — the rain shadow
follows the wind, so the southerly change walks the dry patch off the bed and
the drain climbs with no corner having failed.

NIGHT PASS. sky.night is now the author's call (was: inferred from a darkness
threshold), and darkening scene.background did nothing anyway — the cloud dome
covers it at 0.85 opacity, so an overcast-grey texture was what you actually saw.
The dome now tints AND crushes (a lerp alone lands #717273: it runs in linear
space and the texture is baked near-white). Stops at 0.78 because the yard has no
lights and a storm you can't see is a black screen. Lightning now lights the
cloud it's inside (#3e3e3f -> #d4ddf2), and fires on the biggest gusts via
sky.lightningGustPow, not just the three authored strikes — driven off the
telegraph so the flash lands with the gust that earned it.

Also: c.test's storm list was hardcoded to two storms while the node runner globs
the directory, so storm_03 was untested in the browser half. Its own ponding
assert caught it.

Selftest 195/0/0 (was 184). Verified live: night reads as night, flash lights the
cloud, exposure responds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 02:28:09 +10:00
m3ultra
4bb0efcfd1 Add the pond visual, the broom, and rename the snapped panel
Pond (SPRINT4 §E-1, decision 10): pond_water.png and pond_normal.png, for a
patch Lane B builds from the cloth's own nodes — same ride-the-nodes rule as the
tears, since a rigid disc would sit still while the belly moves under it. Alpha
is a radial feather and RGB darkens toward the centre, both encoded radially so
the shading survives being scaled per pondMass (radius ~ sqrt(mass)). Water is
grey-green, not blue: rain caught in a sail is shallow, murky and mirrors an
overcast sky.

Both at 256², not 512²: smooth low-frequency content, and at 512 they were
256 KB + 320 KB against ~20 KB for every other texture here. The chop is seven
waves at golden-angle directions rather than three crossed sines, which
interfered into a lattice and read as basketweave; the normal map gets six
integer-frequency waves for the same reason, and still asserts its own tiling.

broom_01 (§E-2): poke_tip sits on the bristle end deliberately — a broomstick
jabbed at a loaded sail holes it.

Renames fence_panel_broken to fence_panel_snapped to match SPRINT4 §A-4/§E-3.
Lane A's dress() guards every load, so the mismatch would not have crashed —
the wreckage would silently never have appeared, which is worse.

All 21 assets pass, 33 output files byte-identical across two runs, 186/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 02:27:55 +10:00
m3ultra
ea128e1307 Log decision 11: concede the bar, post the numbers, flag what's open
The 60% bar passes on the real yard at every value tested. My
"unachievable" verdict was measured against a 16.7-degree reference rig
the game cannot build; the yard is 4.8 degrees, where it clears easily.
Records the pitch table so nobody re-runs this argument, and flags that
ponding v1 and D's tension cliff remain open on lane/b.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 02:22:01 +10:00
m3ultra
7c699e776d Decision 11: the 60% bar passes. I was wrong; bump the storm to 0.45
Re-measured on A's dressed yard. The bar clears at every value tested —
67% at the landed 0.12, 84% at 0.40, 85% at 0.45 — and the twisted rig
holds 4/4 at all three. storm_02 downdraftOfTotal 0.12 -> 0.45 per
decision 11. Both physics gates now close on the same storm JSON.

My "mathematically unachievable" claim was wrong, and the algebra says
exactly why: ratio = (f / (sin p + cos p·f))^2 depends on the REFERENCE
PITCH far more than on the downdraft. My synthetic reference was pitched
16.7 deg, where the bar genuinely is unreachable (asymptote 109%, needs
f=0.86). The yard is pitched 4.8 deg — house fascia 2.60 m to posts
3.95 m over ~16 m — where 0.45 gives 72% on paper and 85% measured. The
equation was right and the rig was fiction: I was measuring against a
sail the game cannot build. The integrator's "measured beats modelled"
call was correct, and C's 0.45 was right on the geometry that ships.

The assert now derives its reference from the yard's real pitch and says
so, with the pitch table in a comment, so the next person to touch this
can see in ten seconds why the number moves.

Also re-pointed §7's twisted rig off the 145 m2 quad decision 2 retired
onto a real 23 m2 one ('t1,p1,p2,p3', most twisted in the 18-45 band).
The repair leg's dodgy carabiner moves to p2: measured peaks are t1 2.43
/ p2 2.35 / p3 0.82 / p1 0.60 kN, and it had been sitting on p1 — the
lightest corner — so it rode out the storm and the leg skipped. It now
blows and one repair finishes 4/4. Removed its stale skip guard, which
still tested the old gusts.downdraft key.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 02:21:27 +10:00
27 changed files with 1537 additions and 477 deletions

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@ -274,3 +274,59 @@ Read THREADS' last [I] entry (the dispute ruling) then SPRINT4.md — decisions
> (the prop waits for the mechanic), fence_panel_snapped if not shipped, and
> refresh the assembled-yard contact sheet for DESIGN.md — the yard finally
> looks like the game.
---
---
# SPRINT 5 prompts (hail & the broom — fire all five)
Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 4
merged; router passes rain data; downdraftOfTotal 0.45; decision 13 ruled).
Read THREADS' last [I] entry then SPRINT5.md.
## Lane A — Sprint 5
> You are Lane A on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
> §Lane A. Wire decision 13 (garden drain = C's hail exposure helper + small
> rain term; aftermath adds "hail blocked", verdicts re-tuned), pond warnings
> in the HUD off B's pondMass(), take D's greyed-prompt surface (label +
> reason) into hud.js, and the small carried bits: sway_amp/sway_phase canopy
> handles, C's router-contract tripwire, answer B's panel question (keep their
> panel). Keep 60 fps with hail + rain + ponding live. Shepherd as always.
## Lane B — Sprint 5
> You are Lane B on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
> §Lane B — the water arc has been carried twice and everything now waits on
> it. Ponding v1 from your reverted prototype + C's landed data (use exported
> RAIN_TIME_COMPRESSION, never hardcode 40): accumulation × flatness → node
> water mass → weight; pondMass() + pond centroid; dump on corner break and
> belly-tipping tension change. Asserts: hypar pools nothing, flat rig dies of
> water alone in storm_02, storm_01 harmless, mass conserves until dumped.
> Then drainPondAt(node) for D's broom (agree the shape in THREADS early),
> session.reset() for A, and the tn-1.04 stability clamp (post §7 deltas
> before landing).
## Lane C — Sprint 5
> You are Lane C on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
> §Lane C — hail is yours and it's decision 13's engine. Storm JSON hail
> blocks (bursts timed with big gusts, validator, determinism), hailAt(t) +
> a STEEP fall vector (~15-20° max lean, cite why), sky.gardenHailExposure in
> your gardenExposure mold, hail audio (drum on cloth, clatter on ground) and
> cheap visuals, and the decision-13 assert: no-sail garden damage ≥2× a good
> rig's in storm_02. storm_02 gets its burst at the change; storm_03 mild;
> storm_01 none.
## Lane D — Sprint 5
> You are Lane D on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
> §Lane D — the broom is yours and it's the gate: take broom (hands-full rules
> vs spare/ladder), walk under the belly, hold-E poke (Crank/Dig per E's
> anim_hint) → B's drainPondAt() → the water dumps ON YOU (stagger if big —
> comedy is the point) and the sail springs back. Also surface unusable
> prompts greyed-with-reason into A's HUD (your offer), and run a feel pass on
> the full loop with hail + ponding live. Log everything in THREADS.
## Lane E — Sprint 5
> You are Lane E on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
> §Lane E. Small juice pass: hail impact pips + ground ring decal
> (instanced-friendly, stone mesh only if C asks), plant-shred particle puff
> for hail hits on the bed, and the carried contact-sheet refresh (night +
> daylight) for DESIGN.md.

115
SPRINT5.md Normal file
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@ -0,0 +1,115 @@
# SPRINT 5 — HAIL & THE BROOM (instructions for Opus 4.8 lanes)
*Sprint 4 verdict: the game has a face and the longest argument in the repo is
closed — B conceded decision 11 with numbers and a post-mortem, storm_02 runs
downdraftOfTotal 0.45, the ladder loop landed whole, and you can play a round
start to finish with a mouse. The face immediately earned its keep by exposing
the real problem: a PERFECT rig scores 54% garden vs 48% for not turning up.
The sail cannot be scored on rain, because C's weather is honest: driving rain
walks under a sail. Sprint 5 makes the garden score mean something (hail), and
ships the water arc DESIGN.md promised (ponding + the broom).*
Read THREADS from the last [I] entry. Standing items you can rely on: the wind
router now passes rainMmPerHour/rainDepthMm; C's ponding data is calibrated to
B's arithmetic (storm_02 = 3.12 kN/corner of water on a flat 25 m² rig, exactly
the kill number); E's pond/broom assets are on disk with recipes.
## Decision
13. **Hail carries storm garden damage; rain demotes to a small drain.**
Hailstones are dense and fall fast and steep — overhead cloth blocks them
even in wind, so the garden score becomes rig-responsive WITHOUT faking the
rain physics. This is also canon: DESIGN.md always said hail shreds gardens
and drainage (future content) answers rain. Aftermath keeps garden % as a
headline but it must now respond: target ≥2× garden damage for no-sail vs
a good rig in a hail-bearing storm, stated as an assert.
## Lane C — hail (the sprint's new system)
1. Storm JSON: `hail` block — bursts (timed like gust events, the big ones
arriving WITH gusts for maximum drama), stone intensity/size scalar,
validator. storm_02 gets a proper hail burst at the change; storm_03 a mild
one; storm_01 none. Determinism rules as ever (own stream or zero draws).
2. `hailAt(t)` intensity + a fall vector that's STEEP (slight wind lean only —
stones are dense; ~15-20° max off vertical at gale speeds, cite the number
in a comment so nobody re-litigates rain-angle here).
3. Garden damage feed: `sky.gardenHailExposure(bed, t)` in the gardenExposure
mold (hailAt × (1 hail-angle shadow over bed)). A wires the drain.
4. Audio + visuals: hail layer (on cloth = drum, on ground = clatter — the
cloth drum IS the "my sail is earning its money" sound), instanced stones
or impact pips, your call on cost. Lightning already lands on big gusts.
5. Assert per decision 13: no-sail garden damage ≥2× good-rig damage in
storm_02, using B's SailRig over your hail feed.
## Lane B — the water arc, finish it (carried twice, now everything waits on you)
1. **Ponding v1** — your reverted prototype + C's landed data (`rainMmPerHour`,
`RAIN_TIME_COMPRESSION` exported so nobody hardcodes 40 twice): accumulation
× per-node flatness → node water mass → weight in step(); `pondMass()` and
per-pond centroid for HUD/visuals; dump on corner break and on tension
change that tips the belly. Asserts: hypar pools ~nothing; a flat rig DIES
of water alone in storm_02; storm_01 cannot hurt anyone; mass conserves
until dumped.
2. **`drainPondAt(node)` API for Lane D's broom** — poke transfers/dumps water
locally over ~1.5 s. Coordinate the shape with D in THREADS early — the
broom is this sprint's gate and you two meet in the middle.
3. `session.reset()` (A's ask — they're reaching into your state machine to
fake it). Small.
4. Stability clamp for the tn-1.04 cliff (carried; if it moves §7 numbers,
post before landing).
## Lane D — the broom (DESIGN.md's funniest correct mechanic)
1. Broom loop: take broom from shed wall (E's `broom_01`, `grip_anchor`,
carry_type broom — hands-full rules vs spare/ladder apply), walk under the
belly, hold-E poke (reuse Crank/Dig per E's anim_hint) → B's
`drainPondAt()` → water dumps ON YOU (knock/stagger if the pond is big —
your knockdown machinery, the comedy is the point), sail springs back.
2. Surface unusable prompts greyed with reasons (your offer + A's HUD hook —
"hands full", "out of reach — needs the ladder"). Kills the
vanishing-prompt confusion you logged.
3. Feel pass on the full loop with hail + ponding live; log notes. You're
still the only lane that plays like a player.
## Lane A — score truth & polish
1. Wire decision 13: garden drain = hail exposure (C's helper) + small rain
drain; aftermath keeps garden % headline + adds "hail blocked" line;
verdicts re-tuned so the words track the new numbers.
2. Pond HUD: pond mass warning on the corner bars' sail (B's `pondMass()`),
"SAIL PONDING — get the broom" ticker line at threshold.
3. Take D's greyed-prompt surface into hud.js (they provide label + reason).
4. Small carried bits: E's `sway_amp`/`sway_phase` canopy handles, the router
contract tripwire C suggested, B's panel question (answer: keep B's panel,
you own everything else).
5. Shepherd as always; keep the assembled game at 60 fps with hail + rain +
ponding all live (you have ~16 ms of headroom; spend some, keep most).
## Lane E — hail & water juice (small)
1. Hail impact pips on cloth + ground decal ring (cheap, instanced-friendly),
stone texture/mesh if C wants geometry over sprites.
2. Plant shred particles when the bed takes hail (the tattered/dead swaps
exist; a puff of green when a burst lands sells it).
3. Contact-sheet refresh with the dressed night yard + a daylight one for
DESIGN.md (carried).
## Gates
```
gate 1: ponding kills a flat rig in storm_02 (assert + by hand),
and the broom SAVES it (by hand, water dumped on the player's head)
gate 2: decision-13 assert green — rigging visibly matters to the garden
gate 3: full round where EVERY aftermath line responds to a player choice
(garden ← hail shadow, corners ← rigging, hardware ← breaks/repairs,
collateral ← gnome/fence, budget ← shop) — played, screenshotted
```
Definition of done = gate 3. After this, systems are DONE — Sprint 6 is
content: sites, jobs, money across rounds, the landscaper campaign.
## For John
- A left you a cue in THREADS and it stands: play a round
(`python3 server.py`, pick WILD NIGHT), then write three sentences in
THREADS about what felt wrong. Sprint 6's shape depends on them.

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@ -1232,3 +1232,278 @@ Format: `[lane letter] YYYY-MM-DD — note`
represents a whole night of story, so a storm delivers a night's water; that's the time-compression
fiat B asked someone to own. B's finding that ponding cannot pincer the twisted rig (a hypar has no
flat to pool in) is exactly why it's the right mechanism.
[E] 2026-07-17 — ❌ **RETRACTION — my "worst corner 417.7" flag last sprint was a false alarm, ignore it.**
`corner.load` is in **newtons** (sail.js's own header says so: "a 5×5 m sail in a 34 m/s storm genuinely
puts ~14 kN on a corner"). So 417.7 N is 0.42 kN — a perfectly healthy pre-tension load on a rigged
sail, not B's cascade. I read a newton value as if it were alarming and posted it without checking the
unit. Nobody should spend a minute chasing it. Apologies — deleting the claim rather than leaving it to
rot in the log.
[E] 2026-07-17 — **LANE B — pond visual (SPRINT4 §Lane E-1, decision 10). Two textures + the recipe.**
`models/textures/pond_water.png` (256², RGBA) and `pond_normal.png` (256², seamless ripples). Same
ride-the-nodes rule as the tears, same reason: a rigid disc added to the sail group sits still while
the belly moves under it.
· **Alpha is a radial feather**, so the pool dissolves into the cloth instead of ending on a hard
rim, and **RGB darkens toward the middle** because that's where it's deep. Both of those are
encoded *radially*, which is what lets you scale it per `pondMass()` without the shading going
wrong at any size.
· Sizing: for roughly constant depth, area ∝ mass, so **radius ∝ √pondMass** is your starting curve.
· The normal map tiles (asserted in the build, same guard as the weave) — `RepeatWrapping`, repeat to
taste, `normalScale` low (~0.3); it's a puddle, not the ocean.
· Water is grey-green, not blue: rain caught in a sail is shallow, murky, and mostly mirrors an
overcast sky. If it reads too drab against your cloth, say so and I'll lift it.
256² not 512² on purpose: both are smooth low-frequency content, and at 512 they were 256 KB + 320 KB
against ~20 KB for every other texture in the repo. No visible difference, quarter the bytes.
[E] 2026-07-17 — `broom_01_v1.glb` landed (§Lane E-2) — 0.39 × 0.06 × 1.42 m, `mass_hint` 1.2. Nodes
`handle` / `head` / `bristles`, plus `grip_anchor` (two-thirds up, `carry_type="broom"`) and
**`poke_tip` on the BRISTLE end** — Lane D, that's deliberate: a broomstick jabbed at a loaded sail
puts a hole through it, and the soft end is the one a landscaper would actually use. Stands upright
with the head on the ground, i.e. how it lives against the shed wall; rotate it to poke. Carries
`anim_hint` = reuse Crank/Dig, no new Mixamo needed.
[E] 2026-07-17 — ⚠️ **RENAMED: `fence_panel_broken` → `fence_panel_snapped`.** SPRINT4 names it
`fence_panel_snapped` in both §A-4 and §E-3; I'd shipped `fence_panel_broken` in Sprint 3. Lane A codes
against SPRINT4, and `dress()` guards every load — so the mismatch wouldn't have crashed anything, the
wreckage would just have **silently never appeared**, which is the worse failure. Canonical name is now
`fence_panel_snapped_v1.glb`; old file deleted. `garden_gnome_01_broken` is unchanged and already
matches. (Yes, the two suffixes are inconsistent — matching the spec Lane A reads beat matching my own
naming.)
[E] 2026-07-17 — ✅ **Lane A — I booted the dressed yard and it's right.** house_yardside + both gums +
shed + table all load; `fascia_anchor_01..03`, `gutter`, `wall`, `trunk`, `canopy` all present; 11
anchors. Two things I checked specifically because I'd have been embarrassed to be wrong about them:
· **The canopies sway.** They read `rotation 0,0` at t=0 (which briefly fooled me) but after 6 s of
wind they're at 0.019 / 0.006 rad — you re-pointed the sway list at the GLB `canopy` groups on
dress and the old graybox `canopy_0/1/2` are gone. The handle works.
· **`userData` extras are live in production** — world.js:417 reads `rating_hint` and `collateral`
off my nodes. That contract is real now, not just asserted.
Not yet wired: `sway_amp` (0.85 on the big gum, 1.20 on the whippy one) and `sway_phase` — that's your
§A-5 and the data is sitting in `userData` whenever you want it. Free readability: multiply your `lean`
by `sway_amp` and take `sway_phase` instead of the hardcoded 0.7 / 2.9, and gum_02 starts showing gust
fronts before gum_01 does.
[E] 2026-07-17 — 👀 art note, my asset, my call to flag rather than fix: in the dressed yard the tree
**branch stubs read as coat hooks** — bare horizontal pegs off a bare trunk. They looked fine in
isolation; they don't at yard scale. **I'm not touching them unprompted, because the `branch_anchor_*`
tips are now live anchors** (A's 11, with rating hints) and moving them would shift A's yard and
invalidate B's §7 measurements — exactly the churn I avoided in Sprint 2. I *can* taper and re-angle
the limbs while pinning the tips so no anchor moves a millimetre. Say the word and it's a contained
change; otherwise it waits for the content sprint.
[E] 2026-07-17 — 🔧 **TOOLING GAP, and it blocks §Lane E-4 (the assembled-yard picture for DESIGN.md).**
There is no way to get a game screenshot to disk. The canvas is WebGL, so `toDataURL` returns a blank
buffer unless you render and read in the same tick, and even then the only channel out of the page is
text — moving one 900×506 JPEG costs ~60 KB of base64 round-tripped through the harness, which is a
ridiculous price for a picture. I've verified the yard by eye and it looks like the game (screenshot is
in my session), but I'm not committing one this way.
**The durable fix is ~5 lines and it isn't mine:** either a dev key in main.js that does
`render(); canvas.toBlob(b => download(b))`, or a tiny POST handler in server.py writing to `docs/`.
Lane A, if you'd rather I did it, say so and I'll take it as a Lane E chore next sprint — it's your
file, and after that DESIGN.md gets a fresh picture whenever anyone presses a key.
[C] 2026-07-17 — 🚨 **LANE A — TWO LINES, OR LANE B'S PONDING IS DEAD ON ARRIVAL IN THE GAME. Please read
this one first.** `createWindRouter` in main.js is an explicit allowlist, and `rig.step(dt, wind, …)`
hands B *the router*. B's asserts build wind straight from `createWindField` (sail.selftest's
`realWind()`), so **every ponding assert will pass while ponding does nothing in the actual game**
green tests, dead feature, the worst kind. Verified live just now: `SHADES.wind.rainMmPerHour`
`undefined`. Please add to the router:
```js
rainMmPerHour: (t) => active.rainMmPerHour(t),
rainDepthMm: (a, b) => active.rainDepthMm(a, b),
```
(`sky.gardenExposure` is fine — skyfx is passed to you directly, not through a facade.) Worth a
thought for later, not this sprint: the allowlist is why this bites, and a `checkContract`-style
tripwire on the router would have caught it. Your call, your file — I'm not touching main.js.
[C] 2026-07-17 — **PONDING DATA IS IN, calibrated to B's own arithmetic (SPRINT4 §C-2, decision 10).**
`rainAt()` was dimensionless 0..1 — right for drop count and opacity, useless for water mass. Rather
than have B invent the mm/hr scale (the "constant I invented" they correctly reverted over), the scale
is now storm data: **`rain.peakMmPerHour`**, plus `wind.rainMmPerHour(t)` and `wind.rainDepthMm(t0,t1)`
(real-world mm, no compression). **`RAIN_TIME_COMPRESSION = 40` is exported from weather.core** — apply
it cloth-side, so neither of us hardcodes 40 twice: how hard it rains is my lane, how much water a sail
holds is yours. Validator now rejects a rain curve with no scale (silent default = not what the author
meant) and intensity outside 0..1.
Decision 10's 40× over 90 s is exactly one hour of rain, which makes the arithmetic land on your
numbers to two decimals:
```
storm peak depth over the storm flat 25 m² rig
storm_02 80 mm/hr severe 50.9 mm (5.1 cm) → 3.12 kN/corner ← your 3.1 kN kill
storm_03 30 mm/hr moderate 8.3 mm (0.8 cm) → 0.51 kN/corner
storm_01 8 mm/hr shower 0.9 mm → 0.06 kN/corner
```
…against your measured storm_02 wind of 0.21.1 kN/corner. **A flat rig should drown in the wild
night; storm_01 must not be able to hurt anything** (that's the ramp, and both are asserted, using
your arithmetic, so the storms are provably fit for their water before your cloth lands). storm_03 is
deliberately the teaching rung: enough water to make a carabiner rig (1.2 kN) sweat once wind is added,
not enough to drown a shackle. If your mass model wants different depths, **move `peakMmPerHour`, not
the curve shape** — the curves carry the story (storm_03's rain arrives *with* the change at t≈30, not
before). Say the word and I'll re-scale.
[C] 2026-07-17 — **LANE A — decision 7 helper landed, as offered: `sky.gardenExposure(bed, t)`.** The whole
drain term in one call — `rainAt(t) × (1 rainShadowOver(bed))`, 0..1:
```js
hp -= sky.gardenExposure(world.gardenBed, t) * DRAIN_PER_SEC * dt;
```
0 = bone dry (no rain, or cloth over it); 1 = full downpour on open ground. Both terms are needed and
neither is enough alone. ⚠️ **It moves on its own and that's the mechanic, not a bug:** the rain shadow
follows the wind, so storm_02's southerly change walks the dry patch off the bed and the drain starts
climbing with not a single corner having failed. If that looks surprising in your HUD, please don't
"fix" it. Telegraph feed for the gust banner is unchanged: `wind.gustTelegraph(t)``{eta, dir, power}`
or null, and the contract still guarantees eta ≥ 1.2 s when it first appears.
[C] 2026-07-17 — **Night pass done — and the reason it looked wrong is worth knowing.** storm_02 now reads
as an actual wild night. `sky.night` is the author's call (it was inferred from a darkness threshold),
but the real bug was that **darkening `scene.background` did nothing**: my cloud dome covers it at 0.85
opacity, so a near-white cloud texture was what you were actually looking at the whole time. The dome
now tints and crushes together — a lerp alone lands at #717273 because it runs in linear space and the
texture is baked light. It stops at 0.78 deliberately: the yard has no lights in it, and a storm you
can't see is a black screen (E — if a porch light or a shed lamp ever appears, I can take this darker).
Lightning now **lights the cloud it's inside** (#3e3e3f → #d4ddf2, the good part), and fires on the
biggest gusts via `sky.lightningGustPow: 10` — driven off the telegraph so the flash lands *with* the
gust that earned it, on top of the three authored strikes. storm_01 stays lightning-free.
A — the forecast card has range to sell now: `sky.night`, `rain.peakMmPerHour` (8/30/80), peak gust
(11/21/32 m/s) and the change time all read straight off the storm JSON.
[C] 2026-07-17 — **B — decision 11 is yours to close and I'm ready either way; here's what I know.** My
storm_02 `downdraftOfTotal` is still **held at 0.12** with the comment in the JSON explaining it —
I'll delete that comment with satisfaction the moment your measurement lands. Two things that may save
you an afternoon:
· **A's anchors alone didn't fix it.** I re-measured your §7 rig `['h1','t2','p1','t1']` on the
*dressed* yard: still **141 m²** (h1 is house at z≈9.9, t2 at x≈8, t1 at x≈9 — those four span
the whole yard), and it dies at 0.45 (3/4, peak 6410 N). The re-point is the whole job.
· **A caution, not a conclusion:** sweeping the near-bed anchors I couldn't find an 1845 m² quad
that *both* covers the bed ≥50% *and* survives 0.45 on a rated+shackle mix — the bed sits between
the house (z≈9.9) and the posts (z≈+6), so covering it wants a biggish quad. A's a.test says ≥3
small quads shade the bed, so they exist and I'm likely mis-enumerating (your area calc, your
tension intent — I don't own either). If 0.45 turns out genuinely too hot on the real
bed-covering rig, the ruling's second branch is right there and **ponding now carries the
anti-flat burden with 3.12 kN/corner** — which is 3× the wind and cannot touch a hypar. Either
outcome closes it. No third sprint, as ruled.
[C] 2026-07-17 — Small one, my own miss: `c.test.js` hardcoded a two-storm list while the node runner globs
`data/storms/`, so **storm_03 was never loaded in the browser half** — it only surfaced when my new
ponding case reached for `storms.storm_03_southerly` and got `undefined`. Fixed, with a note on the
list. If you add a storm, that list is the thing to update.
[B] 2026-07-17 — ✅ **DECISION 11 CLOSED: the bar PASSES. I was wrong, and C was right.** Re-measured on
A's dressed yard, 8 headings, full 90 s, fraction-of-total:
```
downdraftOfTotal 60% bar (30 m² @ yard pitch) §7 twisted (23 m² quad) §7 cheap flat
0.12 (landed) 67% PASS 0/4 1.2 kN 4/4 cascades
0.40 84% PASS 0/4 2.2 kN 4/4 cascades
0.45 85% PASS 0/4 2.4 kN 4/4 cascades
```
**storm_02 `downdraftOfTotal` bumped 0.12 → 0.45.** Both physics gates close on one storm JSON, no
skips, 26/26 sail + 13/13 rigging green. The bar even passed at the landed 0.12 — the bump isn't
needed for it, but 0.45 is C's measured target and makes the storm meaner, so it goes in.
**Where I went wrong, precisely, because it's a reusable lesson:** ratio = `(f / (sin p + cos p·f))²`
depends on the REFERENCE PITCH `p` far more than on the downdraft `f`.
```
pitch f=0.12 f=0.45
16.7° 8.9% 39.2% <- my synthetic reference rig. Genuinely unreachable: asymptote 109%,
would need f=0.86 = 28 m/s of falling air.
4.8° 34.9% 71.5% <- the actual yard: house fascia 2.60 m to posts 3.95 m over ~16 m.
```
My algebra was correct and my conclusion was false, because the rig I proved it on is one the game
cannot build. A 16.7° sail needs 1.5 m of drop across 5 m; the yard's anchors give 1.35 m across 16 m.
I generalised "unachievable on my test rig" to "unachievable", and the word doing the damage was mine.
The integrator's "measured beats modelled" was the right call — and the fix wasn't to distrust the
model, it was to point it at the real geometry. **C — your 0.45 was right, and your instinct to keep
the downdraft when I wanted it retired was right too. Sorry for the two-sprint detour.**
The assert now derives its reference pitch from the yard (`YARD_PITCH_DEG = 4.8`, sourced to world.js)
and carries the pitch table in a comment, so the next person can see in ten seconds why the number
moves and won't re-run this argument.
[B] 2026-07-17 — §7 re-pointed onto the decision-2 yard, and one of my own legs was lying. The twisted rig
moves off the retired 145 m² quad onto a real 23 m² one (`t1,p1,p2,p3` — most twisted in A's 18-45
band). The repair leg's dodgy carabiner had been sitting on **p1, the lightest-loaded corner** (0.60 kN
against a 1.20 kN rating), so it rode out the whole storm, nothing blew, and the leg skipped itself
while looking green. Measured peaks on the new quad are t1 2.43 / p2 2.35 / p3 0.82 / p1 0.60 kN; the
carabiner now goes on p2, blows, and one `repair()` finishes 4/4. Its stale skip guard (still testing
the old `gusts.downdraft` key, which decision 8 renamed) is gone — that guard is why it went quiet
instead of red. **Third time a Lane B test has passed while proving nothing**, always the same shape:
the test arranged the state instead of provoking it. I'd rather flag the pattern than keep fixing
instances of it.
A — no action for you, but FYI the cheap-flat cascade still fires at t=0.4 s on the old oversized quad
(`h1,h3,p2,p1`), which is correct now rather than a wart: that quad is *supposed* to be the wrong
answer, and the yard now offers right-sized ones next to it.
[B] 2026-07-17 — ⏳ **STILL OPEN on lane/b this sprint: ponding v1 (§B-2) and D's tn-1.04 cliff (§B-3).**
Decision 11 took the afternoon it was budgeted and it closes the longest-running question in the repo,
so I've landed it alone rather than half-land three things. Both remaining items are specced and
unblocked — nothing waits on another lane:
· **Ponding v1** — decision 10's 40× fiat is exactly what I asked for and it's the right call. My
Sprint-3 prototype (`rainAt` × per-node flatness → water mass → weight, `pondMass()` for the HUD)
was reverted, not lost; rebuilding it against the fiat is the short part. The asserts SPRINT4 asks
for are the real work: a hypar must pool ~nothing (it should — there's no flat for water to sit
in), and a flat rig must die of water alone in storm_02.
· **D's cliff** — tn 1.04 taking peak load 1.2 → 10 kN in a 0.01 step is my bug and I want to
understand it before I clamp it. D's read (a cloth-stability ceiling, not gradual overload) matches
a solver instability rather than physics, and a per-face force clamp would hide it rather than fix
it. **D: excellent catch, and the guard assert you added so a wind rebalance can't silently kill a
mechanic is the right instinct — that's the same failure mode as my three vacuous tests above.**
[D] 2026-07-17 — 🪜 **LADDER SUB-SYSTEM LANDED (decision 12) — the full loop runs in the real game.**
New file `web/world/js/ladder.js` (Lane D). Driven by hand through SHADES.step, the prompt chain is:
`ladder_take` → carry → `ladder_place_h2` → (h2's carabiner blows) → `spare_table`
`ladder_climb`**`rerig_0`, which only exists at height** → `oooo`, spare consumed.
Selftest **194/0/0** (was 184); 11 of the new asserts are the ladder's, including the scripted
climb-repair-descend the sprint asked for.
**It needed no change to main.js.** createLadder self-wires from createPlayer, which Lane A already
hands the scene, world and interact — so a whole sub-system landed inside Lane D's own files. The
reach gate finds it via `interact.ladder` (Interact is Lane D's class), and an explicit
`deps.ladder` still wins for tests.
Numbers that made the design: **fascia sits at 2.48 m, a 1.72 m person reaches 2.20 m, E's ladder
tops out at 2.90 m.** Two hundred millimetres is the entire mechanic — the asset and the yard were
already built for each other, I just wrote the verb between them.
[D] 2026-07-17 — 📐 **Scoped `needsLadder` to the FASCIA, deliberately — flagging the judgement call.**
A pure "is it above head height?" rule would have caught the 3.95 m posts and the 5.05 m tree limbs
and turned *every* repair in the game into a two-trip ladder job — which would have silently
invalidated the recorded §7 run and Lane B's gate asserts, and isn't true to rigging anyway: a sail
post is tensioned from a cleat at its base and a tree anchor is a strop you throw. A bracket bolted
2.5 m up a bare wall is the one you cannot fake. So `needsLadder = anchor.type === 'house'`, one
line, where it can be found and argued with. This also means **the house is now the expensive anchor
to depend on** — which is what E's `ratingHint 0.35` / `collateral "gutter"` was already saying in
the data. Shout if you wanted it broader.
[D] 2026-07-17 — 🐛 **A FOOTGUN IN MY OWN API, found twice while building on it, now documented + asserted.**
`interact.register({canUse})` is re-checked EVERY FRAME to keep a hold alive — and starting a hold
moves the player into `busy`. So any `canUse` that reads `player.state` goes false on frame one and
**the action silently cancels its own hold.** No error; the prompt just looks dead. It ate the
ladder's climb (`canUse: p => p.state === 'idle'`) and the fascia reach gate (`isWorking()` testing
`state === 'atTop'`) — I lost time to it both times. Fixed by gating on PHYSICAL facts (carrying,
position, climbY), which is also the honest test. Now written on `register()`'s JSDoc where you'll
read it, and pinned by an assert that registers a deliberately state-gated action and proves it
never fires. **B/C/E: if you ever register an interact target, gate on facts, not on state.**
[D] 2026-07-17 — 💬 **FEEL NOTES from playing it (A's HUD/prep not landed yet, so these are from the
parts that exist). I'm the lane that plays it, so:**
1. **No prompt is worse than a refusal.** Carry the ladder to the shed table and the "take a
spare" prompt doesn't say "hands full" — it *vanishes*, because `canUse` filters the target out
of `nearest()` before the label can explain itself. It reads as a broken game, not a full pair
of hands. **Lane A, this is a HUD-shaped problem:** the prompt wants to show unusable actions
greyed out with their reason, and my `label(player)` already returns "hands full" / "out of
reach — needs the ladder" for exactly this. Say the word and I'll surface unusable targets.
2. **The two-trip fascia repair costs ~15 s of running** (shed→ladder→wall→shed→wall) out of a 90 s
storm. It is *supposed* to hurt, and it does — but that's a sixth of the storm on foot, and
until the HUD shows corner loads you can't tell whether you're spending it well. Worth a look
once the HUD lands; I'd rather tune it against a player who can see, than guess now.
3. **A ladder standing bolt upright reads as a post, not a ladder** — I had it vertical at first
and genuinely couldn't tell what I was looking at until I saw its shadow. It now leans 15° into
the wall. Small thing; large difference. E, the GLB is lovely and its `ladder_top`/`ladder_base`
nodes did all the work — I read topY straight off the asset rather than hardcoding 2.9.
[I] 2026-07-17 — **SPRINT 4 INTEGRATION (main).** Lanes b/c/d/e merged; applied C's two-line router fix
in main.js (rainMmPerHour/rainDepthMm — ponding would have been dead-on-arrival; C, your tripwire
suggestion for the router allowlist is a good SPRINT5 nicety). Selftest **207/0/0**. Played the loop
with the face on: forecast card (three named storms, the change warning) → prep (B's table, anchor
rings, budget) → 91 s wild night → aftermath with verdict + play again. Gate 1 confirmed.
Decision 11 closed by B conceding with numbers and a model post-mortem worth rereading (reference
pitch, not downdraft, was the variable; "measured beats modelled" held). storm_02 downdraftOfTotal
is 0.45. Ladder loop landed whole inside Lane D's files. E renamed fence_panel_snapped to match spec.
**DECISION 13 (design ruling on A's garden-HP finding): HAIL carries storm garden damage.** A perfect
rig scores 54% vs 48% for no sail because driving rain honestly walks under the sail — C's weather is
right, so rain is the WRONG thing to score the sail on. DESIGN.md already says hail is the
garden-killer and drainage answers rain. Hail falls steep and fast → overhead cloth blocks it even in
wind → the garden score becomes rig-responsive without faking physics. Rain demotes to a small drain
(and ponding load); drainage stays future content. SPRINT5 wires it.

View File

@ -16,400 +16,7 @@
],
"status": "PASS",
"problems": []
},
{
"name": "tree_gum_01",
"dims": [
4.5522,
4.956,
7.9702
],
"tris": 396,
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"branch_anchor_03",
"canopy",
"canopy_01",
"canopy_02",
"canopy_03",
"tree_gum_01",
"trunk"
],
"status": "PASS",
"problems": []
},
{
"name": "tree_gum_02",
"dims": [
3.8871,
2.7787,
5.4972
],
"tris": 288,
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"canopy",
"canopy_01",
"canopy_02",
"tree_gum_02",
"trunk"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_post",
"dims": [
0.13,
0.13,
2.03
],
"tris": 24,
"nodes": [
"fence_post",
"post"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_panel",
"dims": [
2.4,
0.054,
1.8194
],
"tris": 324,
"nodes": [
"fence_panel",
"palings",
"rails"
],
"status": "PASS",
"problems": []
},
{
"name": "gate",
"dims": [
1.045,
0.0615,
1.75
],
"tris": 220,
"nodes": [
"gate",
"gate_frame",
"gate_palings",
"hinge_axis",
"hinges"
],
"status": "PASS",
"problems": []
},
{
"name": "house_yardside",
"dims": [
9.2,
1.0547,
2.9
],
"tris": 200,
"nodes": [
"door",
"fascia",
"fascia_anchor_01",
"fascia_anchor_02",
"fascia_anchor_03",
"gutter",
"house_yardside",
"roof",
"wall",
"window"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_01",
"dims": [
2.58,
1.9708,
2.2224
],
"tris": 96,
"nodes": [
"door_anchor",
"doors",
"roof",
"shed_01",
"shell"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_table",
"dims": [
1.6,
0.6,
0.9
],
"tris": 72,
"nodes": [
"pickup_anchor",
"shed_table",
"table_frame",
"table_top"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_bed",
"dims": [
3.0,
1.2,
0.8609
],
"tris": 2580,
"nodes": [
"bed",
"garden_bed",
"plants_dead",
"plants_full",
"plants_tattered",
"soil"
],
"status": "PASS",
"problems": []
},
{
"name": "sail_post",
"dims": [
0.507,
0.52,
4.0327
],
"tris": 528,
"nodes": [
"footing",
"pad_eye",
"post",
"rake_pivot",
"sail_post",
"top_anchor"
],
"status": "PASS",
"problems": []
},
{
"name": "ladder_01",
"dims": [
0.455,
0.075,
3.0
],
"tris": 276,
"nodes": [
"ladder",
"ladder_01",
"ladder_base",
"ladder_top"
],
"status": "PASS",
"problems": []
},
{
"name": "shackle",
"dims": [
0.0569,
0.019,
0.0744
],
"tris": 560,
"nodes": [
"bow",
"pin",
"shackle"
],
"status": "PASS",
"problems": []
},
{
"name": "carabiner",
"dims": [
0.049,
0.009,
0.1027
],
"tris": 476,
"nodes": [
"body",
"carabiner",
"gate"
],
"status": "PASS",
"problems": []
},
{
"name": "turnbuckle",
"dims": [
0.0292,
0.0341,
0.1955
],
"tris": 728,
"nodes": [
"body",
"eye_a",
"eye_b",
"turnbuckle"
],
"status": "PASS",
"problems": []
},
{
"name": "tramp_01",
"dims": [
2.9555,
2.9555,
0.78
],
"tris": 976,
"nodes": [
"legs",
"mat",
"pad",
"rim",
"tramp_01"
],
"status": "PASS",
"problems": []
},
{
"name": "wheelie_bin_01",
"dims": [
0.58,
0.6808,
1.1188
],
"tris": 120,
"nodes": [
"bin_body",
"lid",
"lid_plate",
"wheelie_bin_01",
"wheels"
],
"status": "PASS",
"problems": []
},
{
"name": "washing_line_01",
"dims": [
2.8441,
2.8441,
2.2777
],
"tris": 336,
"nodes": [
"arms",
"head",
"mast",
"washing_line_01"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01",
"dims": [
0.1427,
0.15,
0.365
],
"tris": 236,
"nodes": [
"garden_gnome_01",
"gnome"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01_broken",
"dims": [
0.3947,
0.3519,
0.106
],
"tris": 344,
"nodes": [
"garden_gnome_01_broken",
"hat",
"head",
"shards",
"stump"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_panel_broken",
"dims": [
2.4,
0.7749,
1.8197
],
"tris": 336,
"nodes": [
"debris_palings",
"fence_panel_broken",
"palings",
"rails"
],
"status": "PASS",
"problems": []
}
],
"debris": [
{
"file": "BlueCrate_v2.glb",
"dims": [
0.36,
0.36,
0.29
],
"sane": true
},
{
"file": "BlackTub_v2.glb",
"dims": [
0.36,
0.54,
0.2
],
"sane": true
},
{
"file": "WhiteTub_v2.glb",
"dims": [
0.36,
0.54,
0.2
],
"sane": true
},
{
"file": "WoodenBin_v2.glb",
"dims": [
0.35,
0.36,
0.31
],
"sane": true
}
]
"debris": []
}

View File

@ -117,9 +117,16 @@ PAL = {
"gnome_skin": "#E0A986",
"gnome_coat": "#3E6FA8",
"gnome_hat": "#B33C36",
"bristle": "#C9A659", # broom straw
"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
}
# Rainwater caught in a sail is not swimming-pool blue. It's shallow, murky, it
# picks up dust off the cloth, and mostly it mirrors an overcast sky — so it
# reads grey-green, and it goes darker where it's deeper.
WATER_SHALLOW = (0.46, 0.51, 0.46)
WATER_DEEP = (0.22, 0.28, 0.26)
# ============================================================================
# UTILS — lifted from racks_to_glb.py, kept deliberately close to the original
@ -1181,7 +1188,52 @@ def build_garden_gnome_01_broken(name):
return root
def build_fence_panel_broken(name):
def build_broom_01(name):
"""The poke-the-pond tool (SPRINT4 §Lane E-2).
Stands upright, head on the ground, because that's how it lives against the
shed wall Lane D rotates it to poke. `poke_tip` is on the BRISTLE end, not
the handle: a broomstick jabbed at a loaded sail puts a hole through it, and
the soft end is the one a landscaper would actually use. `grip_anchor` is
where the hand goes, two thirds up.
"""
rng = rng_for(name)
root = add_empty(name)
dowel = get_material("Mat_Timber", PAL["timber"], 0.7)
head_m = get_material("Mat_TimberDark", PAL["timber_dark"], 0.85)
bristle = get_material("Mat_Bristle", PAL["bristle"], 0.95)
H, HEAD_W = 1.42, 0.30
join_group([add_cyl(f"{name}_handle", 0.014, H - 0.10, (0, 0, 0.10 + (H - 0.10) / 2),
dowel, verts=8)], "handle", root)
join_group([add_box(f"{name}_head", (HEAD_W, 0.055, 0.05), (0, 0, 0.125), head_m),
add_cone(f"{name}_ferrule", 0.020, 0.014, 0.05, (0, 0, 0.16), head_m,
verts=8)], "head", root)
# Bristles: a row of tapered tufts, splayed a little and unevenly worn. A
# solid block reads as a paint roller.
tufts = []
n = 11
for i in range(n):
x = -HEAD_W / 2 + 0.02 + i * ((HEAD_W - 0.04) / (n - 1))
ln = rng.uniform(0.085, 0.105)
lean = (x / (HEAD_W / 2)) * rng.uniform(0.04, 0.09)
tufts.append(add_tube_between(f"{name}_tuft_{i:02d}", (x, 0, 0.10),
(x + lean, rng.uniform(-0.01, 0.01), 0.10 - ln),
0.010, bristle, verts=4))
join_group(tufts, "bristles", root)
g = add_empty("grip_anchor", (0, 0, 0.95), root, size=0.12)
g["carry_type"] = "broom"
p = add_empty("poke_tip", (0, 0, 0.02), root, size=0.12)
p["use"] = "push the pond up from under the sail; soft end, won't hole the cloth"
stamp(root, name, "tool")
root["mass_hint"] = 1.2
root["anim_hint"] = "reuse Crank/Dig for the poke — no new Mixamo needed"
return root
def build_fence_panel_snapped(name):
"""A panel the storm went through. Same 2.4 m tile footprint and origin as
fence_panel, so Lane A drops it into the run in place of one instance rather
than re-tiling the fence.
@ -1366,6 +1418,103 @@ def build_sail_textures():
return [p1, p2]
def build_pond_textures():
"""The pond in a flat sail's belly (SPRINT4 §Lane E-1, decision 10).
Two textures, both for a patch Lane B builds from the cloth's own nodes —
same ride-the-nodes rule as the tear decals, and for the same reason: a rigid
disc added to the sail group would sit still while the belly moves under it.
pond_water.png RGBA decal. Alpha is a radial feather so the pool dissolves
into the cloth instead of ending at a hard rim; RGB darkens
toward the middle because that's where it's deep. Scale it
per pond mass and the shading stays right, because depth is
encoded radially rather than baked at one size.
pond_normal.png SEAMLESS tiling ripple normals, so the pool catches the sun
and reads as liquid rather than as a painted patch. Tiles
because B will repeat it across whatever area the pond has.
"""
import numpy as np
# 256², not 512²: both of these are smooth, low-frequency content (a radial
# gradient and some sine ripples), so the extra resolution buys nothing you
# can see and costs 4x the bytes. At 512 they were 256 KB + 320 KB against
# ~20 KB for every other texture here, in a repo whose entire model set is
# 672 KB. The fastest pond is the one that isn't most of the download.
SIZE = 256
Y, X = np.mgrid[0:SIZE, 0:SIZE]
c = (SIZE - 1) / 2.0
nx, ny = (X - c) / (SIZE / 2.0), (Y - c) / (SIZE / 2.0)
r = np.clip(np.sqrt(nx * nx + ny * ny), 0.0, 1.0)
# Wind chop. Not concentric rings — a puddle ringed like a dartboard reads as
# a target. But three crossed sines don't work either: at similar frequencies
# they interfere into a regular lattice and the pond reads as basketweave.
# Seven waves, directions spaced by the golden angle and frequencies in a
# non-harmonic ratio, so nothing lines up and the surface stays irregular the
# way real chop is. Free choice here — this decal is radial, never tiled, so
# unlike the normal map it owes nothing to seamlessness.
chop = np.zeros((SIZE, SIZE), dtype=np.float32)
rw = rng_for("pond_chop")
total = 0.0
for i in range(7):
ang = i * 2.39996 # golden angle: maximally non-repeating
freq = 5.0 * (1.37 ** i) # non-harmonic progression
amp = 1.0 / (1.0 + i * 0.8)
chop += amp * np.sin((nx * math.cos(ang) + ny * math.sin(ang)) * freq * math.pi
+ rw.uniform(0, math.tau))
total += amp
chop = np.clip(0.5 + 0.5 * chop / total, 0.0, 1.0)
depth = np.clip(1.0 - r, 0.0, 1.0) ** 0.7
water = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
for i in range(3):
base = WATER_SHALLOW[i] + (WATER_DEEP[i] - WATER_SHALLOW[i]) * depth
water[:, :, i] = np.clip(base * (0.86 + 0.28 * chop), 0.0, 1.0)
# Feather the last quarter of the radius: a hard edge would read as a decal.
a = np.clip((1.0 - r) / 0.25, 0.0, 1.0)
water[:, :, 3] = (a * a * (3.0 - 2.0 * a)).astype(np.float32) # smoothstep
p1, kb1 = save_png(water, "pond_water")
print(f" pond_water.png {SIZE}x{SIZE}, radial feather, {kb1} KB")
# --- ripple normals, seamless -----------------------------------------
def height(px, py):
h = np.zeros_like(px, dtype=np.float32)
# Integer cycles across the tile = exact wrap, same trick as the weave.
# Six of them rather than three, on deliberately unrelated (kx, ky) pairs:
# too few waves and they beat into a visible lattice, same failure the
# albedo chop had. Integer pairs are the only constraint seamlessness puts
# on this — which ones is free.
for kx, ky, amp in ((3, 5, 1.0), (7, 2, 0.62), (11, 9, 0.36),
(2, 13, 0.28), (13, 4, 0.20), (5, 11, 0.16)):
h += amp * np.sin(2 * np.pi * (kx * px + ky * py) / SIZE)
return h
Yn, Xn = np.mgrid[0:SIZE, 0:SIZE]
e = 1.0
dhdx = (height(Xn + e, Yn) - height(Xn - e, Yn)) / (2 * e)
dhdy = (height(Xn, Yn + e) - height(Xn, Yn - e)) / (2 * e)
strength = 6.0
nxv, nyv, nzv = -dhdx * strength, -dhdy * strength, np.ones_like(dhdx)
ln = np.sqrt(nxv * nxv + nyv * nyv + nzv * nzv)
normal = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
normal[:, :, 0] = (nxv / ln) * 0.5 + 0.5
normal[:, :, 1] = (nyv / ln) * 0.5 + 0.5
normal[:, :, 2] = (nzv / ln) * 0.5 + 0.5
normal[:, :, 3] = 1.0
# Same guard as the weave: B is told to RepeatWrapping this, and a bad wrap
# is a visible seam gridded across the pond.
if not np.allclose(height(Xn, Yn), height(Xn + SIZE, Yn), atol=1e-4):
raise AssertionError("pond_normal does not tile on X")
if not np.allclose(height(Xn, Yn), height(Xn, Yn + SIZE), atol=1e-4):
raise AssertionError("pond_normal does not tile on Y")
p2, kb2 = save_png(normal, "pond_normal")
print(f" pond_normal.png {SIZE}x{SIZE}, seamless ripples, {kb2} KB")
return [p1, p2]
def build_grass_atlas():
"""4-tuft billboard atlas, 2x2 cells. Drawn with numpy (no PIL in Blender's
python) and saved through bpy's image API. Lane A instances quads with this."""
@ -1487,7 +1636,12 @@ ASSETS = [
# Deeper than fence_panel on purpose: the snapped palings lie on the grass in
# front of it. Bounded so wreckage on a boundary fence can't reach through
# whatever is behind it.
dict(name="fence_panel_broken", fn=build_fence_panel_broken,
# Wider than the 0.30 head: the bristles splay past it, which is what a worn
# broom does. A real yard broom is 0.300.45 m across.
dict(name="broom_01", fn=build_broom_01,
dims=((0.28, 0.45), (0.04, 0.12), (1.35, 1.50)),
nodes=["handle", "head", "bristles", "grip_anchor", "poke_tip"]),
dict(name="fence_panel_snapped", fn=build_fence_panel_snapped,
dims=((2.38, 2.60), (0.03, 1.05), (1.70, 1.90)),
nodes=["palings", "rails", "debris_palings"]),
]
@ -1815,6 +1969,7 @@ def main():
reset_to_empty()
build_grass_atlas()
build_sail_textures()
build_pond_textures()
debris = [] if no_debris else copy_debris()
failures = []

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@ -24,7 +24,9 @@
"events": [],
"rain": { "curve": [[0, 0], [30, 0.15], [55, 0.2], [80, 0.08], [90, 0]] },
"_rain_comment": "peakMmPerHour 8 = a light shower. Mean intensity ~0.12, so at decision 10's 40x a whole storm delivers ~0.9 mm — about a millimetre of water, ~20 kg over a 25 m2 flat sail. Ponding must NOT be able to hurt anything here; that's the point of the gentle storm.",
"rain": { "peakMmPerHour": 8, "curve": [[0, 0], [30, 0.15], [55, 0.2], [80, 0.08], [90, 0]] },
"sky": { "darkness": 0.15, "cloudScroll": 0.02 }
}

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@ -20,7 +20,7 @@
"powBase": 3,
"powRand": 5,
"powRamp": 7,
"downdraftOfTotal": 0.12
"downdraftOfTotal": 0.45
},
"dirCurve": [[0, 0.85], [50, 0.95], [55, 0.6], [59, -1.25], [70, -1.45], [90, -1.35]],
@ -38,7 +38,11 @@
{ "t": 79, "type": "lightning", "power": 0.5 }
],
"rain": { "curve": [[0, 0], [10, 0.25], [35, 0.6], [55, 0.85], [70, 1.0], [90, 0.7]] },
"_rain_comment": "peakMmPerHour 80 = severe thunderstorm rate, the scale rainAt's 0..1 is a fraction OF. Ponding (decision 10) reads it. Mean intensity over the storm is ~0.64, and at 40x compression a 90 s storm is one hour of rain, so depth ~= 80 * 0.64 = ~51 mm = 5.1 cm on a flat sail — Lane B's measured kill: 5 cm over 25 m2 = 1250 kg = 3.1 kN/corner, against a wind load of only 0.2-1.1 kN. A flat rig should drown here. A hypar pools nothing and doesn't care.",
"sky": { "darkness": 0.8, "cloudScroll": 0.09 }
"rain": { "peakMmPerHour": 80, "curve": [[0, 0], [10, 0.25], [35, 0.6], [55, 0.85], [70, 1.0], [90, 0.7]] },
"_sky_comment": "night: true forces the night palette rather than leaning on the darkness threshold — it's called Wild Night and the forecast card has to sell that. lightningGustPow 10 fires a flash on any gust at/above 10 m/s of gust power (this storm's gusts top out ~12.6, so it lights up for the worst few, late, on top of the three authored strikes) — the storm's worst moments should be the ones you see.",
"sky": { "darkness": 0.94, "cloudScroll": 0.09, "night": true, "lightningGustPow": 10 }
}

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@ -32,7 +32,9 @@
{ "t": 62, "type": "lightning", "power": 0.4 }
],
"rain": { "curve": [[0, 0], [28, 0.05], [34, 0.4], [55, 0.55], [80, 0.3], [90, 0.15]] },
"_rain_comment": "peakMmPerHour 30 = moderate. The rain arrives WITH the change at t~30 and not before — dry hot afternoon, then the southerly brings the water, which is the story the curve is telling. Mean intensity ~0.28, so at decision 10's 40x it delivers ~8 mm = 0.8 cm: ~200 kg on a 25 m2 flat sail, ~0.5 kN/corner. That is the middle rung on purpose — enough that a flat rig on carabiners (1.2 kN) should feel the water once wind is added, not enough to drown a shackle. Ponding teaches here; it kills in storm_02.",
"rain": { "peakMmPerHour": 30, "curve": [[0, 0], [28, 0.05], [34, 0.4], [55, 0.55], [80, 0.3], [90, 0.15]] },
"sky": { "darkness": 0.5, "cloudScroll": 0.05 }
}

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@ -28,7 +28,13 @@ export class Interact {
* @param {number} [spec.radius] metres
* @param {number} [spec.holdSecs]
* @param {string|function} [spec.label] string, or (player)->string for live text
* @param {function} [spec.canUse] (player) -> bool
* @param {function} [spec.canUse] (player) -> bool.
* **Do not test `player.state` in here.** canUse is re-checked every frame to KEEP a hold alive,
* and starting a hold moves the player into `busy` so `canUse: p => p.state === 'idle'` goes
* false on frame one and the action silently cancels its own hold. It looks exactly like a dead
* prompt. Gate on physical facts instead (carrying, position, height); locked states already
* can't start a hold, because step() checks `!player.busy` first. This bit twice: the ladder's
* climb and the fascia reach gate.
* @param {function} [spec.onDone] (player, t) -> void
* @param {string} [spec.clip] verb played for the length of the hold ('Crank', 'PickUp', ).
* Must name a clip in player_anims.glb; omitted means the busy state's default Idle.
@ -149,14 +155,35 @@ export class Interact {
*/
export function wireYardActions(interact, deps = {}) {
const { sailRig, world } = deps;
// createLadder publishes itself onto the Interact instance, so main.js doesn't have to thread a
// ladder through to get the fascia reach gate. An explicit dep still wins (tests pass one).
const ladder = deps.ladder || interact.ladder || null;
const wired = [];
const cornerAt = (i) => (sailRig && sailRig.corners && sailRig.corners[i]) || null;
const anchorOf = (i) => {
const c = cornerAt(i);
if (!c) return null;
return c.anchor || (world && world.anchors && world.anchors.find((a) => a.id === c.anchorId)) || null;
};
// a flogging corner is MOVING — resolve position every frame, never once at wire time
const posAt = (i) => () => {
const c = cornerAt(i);
if (!c) return null;
// A fascia corner is worked AT THE BRACKET, not at the cloth: the corner has detached and the
// sail is hanging down somewhere, but re-attaching it means getting a shackle onto a fitting
// 2.48 m up a wall. So the prompt lives at the anchor and you need the ladder to hold it.
if (ladder && ladder.needsLadder(anchorOf(i))) {
const a = anchorOf(i);
return { x: a.pos.x, y: a.pos.y, z: a.pos.z + 0.9 };
}
return (sailRig.cornerPos && sailRig.cornerPos(i)) || c.pos || null;
};
/** Fascia work needs you up the ladder that's planted under THAT bracket. */
const canReach = (i, p) => {
const a = anchorOf(i);
if (!ladder || !ladder.needsLadder(a)) return true; // everything else is ground work
return ladder.isWorking(a.id) && p.reachY >= a.pos.y;
};
if (sailRig && Array.isArray(sailRig.corners)) {
sailRig.corners.forEach((_corner, i) => {
@ -166,10 +193,10 @@ export function wireYardActions(interact, deps = {}) {
pos: posAt(i),
radius: 1.8,
holdSecs: 2.5,
label: 're-rig corner',
label: (p) => (canReach(i, p) ? 're-rig corner' : 'out of reach — needs the ladder'),
clip: 'Crank',
canUse: (p) => !!(cornerAt(i) && cornerAt(i).broken)
&& p.carrying === 'spare' && !!sailRig.repair,
&& p.carrying === 'spare' && !!sailRig.repair && canReach(i, p),
onDone: (p) => { p.carrying = null; sailRig.repair(i); },
}));
// per-corner turnbuckle trim — new vs the prototype; makes corners individual
@ -178,9 +205,9 @@ export function wireYardActions(interact, deps = {}) {
pos: posAt(i),
radius: 1.8,
holdSecs: 1.2,
label: 'tighten turnbuckle',
label: (p) => (canReach(i, p) ? 'tighten turnbuckle' : 'out of reach — needs the ladder'),
clip: 'Crank',
canUse: () => !!cornerAt(i) && !cornerAt(i).broken && !!sailRig.trim,
canUse: (p) => !!cornerAt(i) && !cornerAt(i).broken && !!sailRig.trim && canReach(i, p),
onDone: () => sailRig.trim(i, +0.1),
}));
});

210
web/world/js/ladder.js Normal file
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@ -0,0 +1,210 @@
/**
* ladder.js the ladder sub-system. (Lane D, SPRINT4 decision 12)
*
* Why it exists: the house fascia brackets sit at y=2.48 and a 1.72 m person's hands reach 2.20.
* Two hundred millimetres is the whole mechanic. Everything else in the yard you can rig from the
* ground a sail post is tensioned from a cleat at its base, a tree anchor is a strop you throw
* but a bracket bolted 2.5 m up a bare wall is not negotiable, and E's ladder tops out at exactly
* 2.9 m. The asset and the yard were built for each other; this file is the verb between them.
*
* The loop it creates is the "limited hands" rule from DESIGN.md doing real work:
* ladder and spare are BOTH carry items, and you can only hold one.
* So a fascia repair costs two trips fetch the ladder, plant it, go back for the spare
* while a post repair costs one. The house is the expensive anchor to depend on, which is
* exactly what E's ratingHint 0.35 / collateral "gutter" is already telling you in the data.
*
* Ownership: Lane D. Self-wires from createPlayer() in player.js, so main.js (Lane A's file) needs
* no change to get this it already hands createPlayer the scene, world and interact.
*/
import * as THREE from '../vendor/three.module.js';
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
export const LADDER_URL = './models/ladder_01_v1.glb';
/**
* Which anchors you cannot rig from the ground.
*
* Deliberately keyed on the anchor TYPE, not on a height test. A pure "is it above reach?" rule
* would rope in the posts (3.95 m) and tree limbs (up to 5.05 m) and turn every single repair into
* a two-trip ladder job which is both untrue to how sails are actually rigged and would have
* silently invalidated the recorded §7 run and Lane B's gate asserts. Decision 12 scopes this to
* the fascia; this is that scope, in one line, where it can be found and argued with.
*/
export const needsLadder = (anchor) => !!anchor && anchor.type === 'house';
/** Where the player stands to work a fascia anchor: out from the wall, at the anchor's x. */
const STAND_OFF = 0.9; // m clear of the wall face
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
/**
* @param {THREE.Object3D} scene
* @param {object} world contracts World (must be dressed anchors are final only after dress())
* @param {object} interact Lane D's Interact
* @param {object} player the PlayerSim
* @returns {object} the ladder system
*/
export function createLadder(scene, world, interact, player) {
const anchors = (world.anchors || []).filter(needsLadder);
if (!anchors.length) {
// no fascia in this yard (a bare harness, say) — the whole sub-system is moot, don't half-wire it
return { placedAt: null, carried: false, needsLadder, isWorking: () => false,
workY: () => 0, servedAnchor: () => null, update() {}, dispose() {} };
}
const state = {
carried: false, // in the player's hands
placedAt: null, // anchor id, or null while stowed/carried
base: new THREE.Vector3(),
topY: 2.9, // overwritten from the GLB's ladder_top node
view: null,
};
// Home: leaning on the shed, near the spare table but NOT on top of it. Read from world.shedTable
// so it follows the shed if Lane A moves it. The offset is deliberately ~3 m: at 1.4 m the two
// prompts overlapped and standing at the ladder offered you "take a spare", which is the kind of
// thing that reads as a broken game rather than a crowded shed.
const home = new THREE.Vector3(10.4, 0, 3.4);
if (world.shedTable && world.shedTable.pos) {
home.set(world.shedTable.pos.x + 1.4, 0, world.shedTable.pos.z - 2.6);
}
home.y = world.heightAt ? world.heightAt(home.x, home.z) : 0;
state.base.copy(home);
// --- view -----------------------------------------------------------------
new GLTFLoader().load(LADDER_URL, (g) => {
const obj = g.scene;
const top = obj.getObjectByName('ladder_top');
if (top) state.topY = top.position.y;
obj.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.frustumCulled = false; } });
state.view = obj;
scene.add(obj);
syncView();
}, undefined, () => { /* missing asset: the mechanic still works, you just can't see it */ });
const LEAN = 0.26; // rad (~15°) — a ladder stood bolt upright reads as a post, not a ladder
function syncView() {
if (!state.view) return;
state.view.visible = !state.carried;
state.view.position.copy(state.base);
const a = state.placedAt && world.anchors.find((x) => x.id === state.placedAt);
if (a) {
// 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 {
state.view.rotation.set(0, 0.6, 0.22); // stowed: slouched against the shed
}
}
/** The fascia anchor this ladder is currently serving, if any. */
const servedAnchor = () => (state.placedAt ? world.anchors.find((a) => a.id === state.placedAt) : null);
/** Standing height at the top of the ladder — feet a rung or two down from the very top. */
const workY = () => Math.max(0, state.topY - RUNG_CLEAR);
/**
* True if the player is up THIS ladder and can work the given anchor.
* Height only, deliberately hold-E moves the player into `busy`, so testing for state 'atTop'
* here would make a fascia repair un-usable the moment it started and cancel its own hold.
*/
function isWorking(anchorId) {
return state.placedAt === anchorId && player.climbY > workY() - 0.15;
}
// --- interactions ---------------------------------------------------------
const wired = [];
// 1. pick the ladder up (from its home, or from wherever it's planted)
wired.push(interact.register({
id: 'ladder_take',
pos: () => (state.carried ? null : state.base),
radius: 1.6,
holdSecs: 0.8,
clip: 'PickUp',
label: (p) => (p.carrying ? 'hands full' : state.placedAt ? 'take the ladder back' : 'take the ladder'),
canUse: (p) => !state.carried && !p.carrying && p.climbY < 0.02,
onDone: (p, t) => {
state.carried = true;
state.placedAt = null;
p.pickUp('ladder', t);
syncView();
},
}));
// 2. plant it at a fascia anchor
for (const a of anchors) {
wired.push(interact.register({
id: `ladder_place_${a.id}`,
// stand off the wall, on the yard side — the ladder leans in toward the bracket
pos: () => ({ x: a.pos.x, y: 0, z: a.pos.z + STAND_OFF }),
radius: PLACE_RANGE,
holdSecs: 1.0,
clip: 'PickUp',
label: `set the ladder under ${a.id}`,
canUse: (p) => p.carrying === 'ladder',
onDone: (p, t) => {
state.carried = false;
state.placedAt = a.id;
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;
p.events.push({ type: 'ladderPlaced', anchorId: a.id, t });
syncView();
},
}));
}
// 3. climb it — only when it's planted, and only from the ground
wired.push(interact.register({
id: 'ladder_climb',
pos: () => (state.placedAt && !state.carried ? state.base : null),
radius: 1.5,
holdSecs: 0.4,
clip: 'PickUp',
label: 'climb',
// NB: no test on p.state here. Starting a hold moves the player into `busy`, so a canUse that
// reads state goes false the instant the hold begins and cancels itself. climbY is the honest
// gate (are you on the ground?), and locked states can't start a hold anyway.
canUse: (p) => !!state.placedAt && !state.carried && p.climbY < 0.02,
onDone: (p, t) => {
p.pos.x = state.base.x; p.pos.z = state.base.z; // step onto the rungs
const a = servedAnchor();
if (a) p.facing = Math.atan2(a.pos.x - state.base.x, a.pos.z - state.base.z);
p.climbTo(workY(), t);
},
}));
const api = {
get placedAt() { return state.placedAt; },
get carried() { return state.carried; },
get base() { return state.base; },
get topY() { return state.topY; },
workY,
isWorking,
servedAnchor,
needsLadder,
/**
* Drive descent from input. Held S climbs down; nothing else can strand you up there, and a
* knockdown already drops climbY to 0 on its own.
* player.js calls this each frame from the same input it reads for movement.
*/
update(dt, t, input) {
if (player.state === 'atTop' && input && input.z < 0) player.climbTo(0, t);
syncView();
},
dispose() {
wired.forEach((un) => un());
if (interact.ladder === api) interact.ladder = null;
if (state.view) scene.remove(state.view);
},
};
// Publish onto the Interact instance so wireYardActions can find the reach gate without main.js
// (Lane A's file) having to learn about ladders and thread it through. Interact is Lane D's own
// class, so this stays inside the lane; an explicit `deps.ladder` still wins if anyone passes one.
interact.ladder = api;
return api;
}

View File

@ -149,6 +149,8 @@ function createWindRouter(all) {
gustTelegraph: (t) => active.gustTelegraph(t),
eventsBetween: (a, b) => active.eventsBetween(a, b),
rainAt: (t) => active.rainAt(t),
rainMmPerHour: (t) => active.rainMmPerHour(t),
rainDepthMm: (a, b) => active.rainDepthMm(a, b),
dirAt: (t) => active.dirAt(t),
setShelters(list) {

View File

@ -15,9 +15,10 @@
import * as THREE from '../vendor/three.module.js';
import { clone as skeletonClone } from '../vendor/addons/utils/SkeletonUtils.js';
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
import { PlayerSim, STATES, TUNE, clipFor } from './player.sim.js';
import { PlayerSim, STATES, TUNE, clipFor, onLadder } from './player.sim.js';
import { createLadder } from './ladder.js';
export { PlayerSim, STATES, TUNE, clipFor };
export { PlayerSim, STATES, TUNE, clipFor, onLadder, createLadder };
export const CHAR_URL = './models/player_01.glb';
export const ANIM_URL = './models/player_anims.glb';
@ -193,7 +194,10 @@ export class PlayerView {
// clipFor, not st.clip: carrying swaps in Carry/CarryIdle, and an interaction names its own verb
this.play(clipFor(sim), st.loop !== false);
this.root.position.set(sim.pos.x, sim.pos.y, sim.pos.z);
// climbY lifts the whole rig up the rungs. Same trick as the knockdown pitch: _rotOnly strips
// the root from every clip, so ClimbLadder can't raise the body — the sim does, and the clip
// just supplies the arms and legs.
this.root.position.set(sim.pos.x, sim.pos.y + (sim.climbY || 0), sim.pos.z);
// yaw, then tip over about a world-horizontal axis square to the fall direction, pivoting at the
// feet. At pitch 0 this is exactly the yaw, so upright play is untouched.
@ -278,6 +282,12 @@ export async function createPlayer(scene, world, cameraRig, opts = {}) {
const keyboard = new KeyboardInput();
const { sim, view } = p;
// The ladder self-wires from here rather than from main.js: createPlayer is already handed the
// scene, the world and interact, which is everything it needs — so Lane A's file doesn't have to
// change to get a whole sub-system. Opt out with {ladder: false} if a harness doesn't want it.
const ladder = (opts.ladder === false || !opts.interact)
? null : createLadder(scene, world, opts.interact, sim);
return {
get pos() { return sim.pos; },
get carrying() { return sim.carrying; },
@ -288,6 +298,7 @@ export async function createPlayer(scene, world, cameraRig, opts = {}) {
update(dt, t) {
const input = keyboard.read(cameraRig ? cameraRig.yaw || 0 : 0);
sim.step(dt, t, input, opts.wind);
if (ladder) ladder.update(dt, t, input);
if (opts.interact) opts.interact.step(dt, t, sim, keyboard.holding);
view.sync(sim, dt);
},
@ -296,8 +307,9 @@ export async function createPlayer(scene, world, cameraRig, opts = {}) {
get object() { return view.root; },
sim,
view,
ladder,
keyboard,
dispose() { keyboard.dispose(); view.dispose(); },
dispose() { keyboard.dispose(); view.dispose(); if (ladder) ladder.dispose(); },
};
}

View File

@ -29,8 +29,26 @@ export const STATES = {
stagger: { clip: 'Reaction', locked: true, loop: false, secs: 0.9, next: 'idle' },
knocked: { clip: 'Falling', locked: true, loop: false, secs: 1.4, next: 'getup' },
getup: { clip: 'CrouchToStand', locked: true, loop: false, secs: 1.3, next: 'idle' },
// --- the ladder (decision 12). climbY is driven in code and the clip plays on top, exactly the
// knockdown precedent: _rotOnly strips the root, so ClimbLadder can no more lift the body than
// Falling could lay it down. ladder.js calls climbTo(); the sim owns the height. ---
climb: { clip: 'ClimbLadder', locked: true, loop: true, releasedBy: 'ladder' },
// atTop is deliberately NOT locked: `busy` gates interact.js, and the whole point of being up
// there is that hold-E works. Movement is stopped by `onLadder` instead, not by `locked`.
atTop: { clip: 'Idle', carryClip: 'CarryIdle', locked: false, loop: true, releasedBy: 'ladder' },
};
/**
* True while the player is on a ladder movement is off, and the wind is meaner.
*
* Keyed on HEIGHT, not on state, and that distinction is load-bearing: hold-E puts you into `busy`,
* so a state-based test would say you'd stepped off the ladder the instant you started the repair
* you climbed up to do. (It did exactly that the gate cancelled its own hold.) Height is the
* physical truth and survives every state the ladder passes through.
*/
export const onLadder = (sim) => sim.climbY > 0.02 || sim.state === 'climb';
/**
* Which clip a state actually plays right now. Carrying swaps the locomotion set (Carry/CarryIdle),
* and an interaction can name its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table)
@ -96,6 +114,13 @@ export const TUNE = {
// gusts are too strong to cross the yard" — wait one out, then move in the lull.
shelterKnockMult: 2.0, // knockWind × this while braced — a gust that floors you standing won't
shelterShoveMult: 0.25, // and it barely pushes you
// Ladder (decision 12). DESIGN.md: "ladder work at height in wind is genuinely tense" — this is
// where that gets teeth. You cannot brace up there (both hands are on the rungs), so the only
// defence is choosing your moment: climb in a lull, not through a gust.
climbRate: 1.1, // m/s up or down a rung — slow enough that the storm gets a vote
reach: 2.2, // m — how high a 1.72 m person's hands get, standing. Fascia sits at 2.48.
ladderKnockMult: 0.6, // knockWind × this while on the ladder — far easier to be blown off
};
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
@ -140,6 +165,10 @@ export class PlayerSim {
this.pitch = 0; // 0 upright … 1 flat on the ground
this.knockDir = { x: 0, z: 1 }; // which way the body went down
this.climbY = 0; // m above the ground; >0 means you're up a ladder
this.climbTarget = 0; // where ladder.js asked you to be
this.fellFrom = 0; // m — height of the last fall, for the HUD/aftermath to shame you with
this.groundAt = opts.groundAt || (() => 0);
this.collide = opts.collide || null;
this.bodyHeight = opts.height || 1.72;
@ -151,6 +180,23 @@ export class PlayerSim {
get clip() { return STATES[this.state].clip; }
get speed() { return Math.hypot(this.vel.x, this.vel.z); }
/** 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; }
/**
* Go up or down a ladder. ladder.js owns WHERE (it knows the rungs); the sim owns the motion, so
* a climb is deterministic and fast-forwards in selftest like everything else.
* @param {number} y target height above ground; 0 climbs back down
*/
climbTo(y, t = 0) {
this.climbTarget = Math.max(0, y);
if (Math.abs(this.climbTarget - this.climbY) > 0.02) {
this.vel.x = this.vel.z = 0;
this.setState('climb', t);
}
return true;
}
setState(s, t = 0) {
if (this.state === s) return false;
if (!STATES[s]) throw new Error(`player: unknown state ${s}`);
@ -194,11 +240,16 @@ export class PlayerSim {
if (x === undefined || (x === 0 && z === 0)) { x = Math.sin(this.facing); z = Math.cos(this.facing); }
const m = Math.hypot(x, z) || 1;
this.knockDir = { x: x / m, z: z / m };
// Blown off a ladder: you don't stagger, you fall. Everything else about a knockdown is the
// same, so the ladder gets the get-up chain for free — you just arrive on the ground first.
this.fellFrom = this.climbY;
this.climbY = 0;
this.climbTarget = 0;
this.setState('knocked', t);
this.exposure = 0;
this.vel.x = this.vel.z = 0;
this.drop(t);
this.events.push({ type: 'knockdown', t, dir: { ...this.knockDir } });
this.events.push({ type: 'knockdown', t, dir: { ...this.knockDir }, fellFrom: this.fellFrom });
return true;
}
@ -225,7 +276,9 @@ export class PlayerSim {
this.gust = Math.max(0, ws - this.windBase);
// --- shelter: hold to brace. Enters and leaves itself, so releasing the key always frees you
// even mid-gust. Refused while you're down — you can't brace from your back. ---
// even mid-gust. Refused while you're down — you can't brace from your back, and refused on
// a ladder: both hands are on the rungs. Up there your only defence is having picked a lull. ---
const up = onLadder(this);
const wantShelter = !!input.shelter;
const canShelter = this.state === 'idle' || this.state === 'walk' || this.state === 'run';
if (wantShelter && canShelter) this.setState('shelter', t);
@ -233,12 +286,34 @@ export class PlayerSim {
const braced = this.state === 'shelter';
// --- sustained extreme wind puts you down (same rule as a sail corner letting go).
// Bracing raises the bar rather than removing it: a big enough gust still wins. ---
const knockAt = braced ? T.knockWind * T.shelterKnockMult : T.knockWind;
// Bracing raises the bar; a ladder LOWERS it. Same exposure clock either way, so the storm
// speaks one language whether you're on your feet or up a rung. ---
const knockAt = T.knockWind
* (braced ? T.shelterKnockMult : 1)
* (up ? T.ladderKnockMult : 1);
if (ws > knockAt) this.exposure += dt;
else this.exposure = Math.max(0, this.exposure - dt * T.knockBleed);
if (this.exposure >= T.knockSustain) this.knockdown(t, wx, wz);
// --- the climb itself: code-driven height, ClimbLadder plays on top (the knockdown precedent) ---
if (this.state === 'climb') {
const dy = this.climbTarget - this.climbY;
const rung = T.climbRate * dt;
if (Math.abs(dy) <= rung) {
this.climbY = this.climbTarget;
this.setState(this.climbY > 0.02 ? 'atTop' : 'idle', t);
} else {
this.climbY += Math.sign(dy) * rung;
}
}
// Invariant: you cannot be standing on the grass while you are 2 m up a ladder. interact.js
// releases a finished hold to 'idle' without knowing where you are; this puts you back in the
// work stance instead of leaving you idling in mid-air.
if (this.climbY > 0.02
&& (this.state === 'idle' || this.state === 'walk' || this.state === 'run')) {
this.setState('atTop', t);
}
// --- a gust below the knockdown bar can still break your stride ---
if (!braced && this.gust > T.stumbleGust && this.stumbleCool <= 0
&& (this.state === 'idle' || this.state === 'walk' || this.state === 'run')) {
@ -248,11 +323,12 @@ export class PlayerSim {
}
const st = STATES[this.state];
const aloft = onLadder(this); // re-read: the climb block above may have just landed you
// --- movement ---
const slow = 1 - Math.min(T.slowMax, ws / T.slowRef); // prototype: rain + wind slow you
let wantX = 0, wantZ = 0;
if (!st.locked) {
if (!st.locked && !aloft) {
const ix = input.x || 0, iz = input.z || 0;
const mag = Math.hypot(ix, iz);
if (mag > 1e-3) {
@ -305,8 +381,10 @@ export class PlayerSim {
const pstep = dt / T.pitchSecs;
this.pitch = clamp(this.pitch + clamp(wantPitch - this.pitch, -pstep, pstep), 0, 1);
// --- locomotion state from actual speed (so shove/slow can't desync the feet) ---
if (!st.locked) {
// --- 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. ---
if (!st.locked && !aloft) {
const sp = this.speed;
this.setState(sp < 0.15 ? 'idle' : sp > T.walkSpeed * 1.35 ? 'run' : 'walk', t);
} else if (st.secs && this.stateT >= st.secs && st.next) {

View File

@ -48,9 +48,9 @@ function realWind(def = STORM_02, opts = {}) {
/** Lane A's yard, verbatim (THREADS: "yard layout is now FACT"). */
const YARD = [
['h1', 'house', -5, 2.6, -9.9], ['h2', 'house', 0, 2.6, -9.9], ['h3', 'house', 5, 2.6, -9.9],
['t1', 'tree', -9, 3.2, 2], ['t2', 'tree', 8, 3.1, -2],
['p1', 'post', -6.4, 3.9, 7.4], ['p2', 'post', 5.3, 3.9, 8],
['h1', 'house', -5, 2.60, -9.9], ['h2', 'house', 0, 2.60, -9.9], ['h3', 'house', 5, 2.60, -9.9],
['t1', 'tree', -9, 3.22, 2], ['t2', 'tree', 8, 3.08, -2],
['p1', 'post', -4.9, 3.95, 5.9], ['p2', 'post', 4.3, 3.96, 6.5], ['p3', 'post', 0, 3.95, 7.6],
].map(([id, type, x, y, z]) => {
const pos = { x, y, z };
// Static on purpose: tree sway is world.js's, and mixing it in here would make
@ -59,6 +59,14 @@ const YARD = [
return { id, type, pos, sway: () => pos };
});
/**
* SPRINT4 decision 11: §7's twisted rig re-pointed off the old 145 quad onto
* a real one from A's decision-2 yard 23 , inside the 18-45 band, and the
* most twisted quad the band offers. The old one was 6x too big, which is what
* made it break under downdraft and made me call the bar unachievable.
*/
const TWISTED_QUAD = ['t1', 'p1', 'p2', 'p3'];
const yardRig = (ids, hw, tension) =>
new SailRig({ anchors: YARD, gridN: 10 })
.attach(ids, Array.isArray(hw) ? hw : Array(4).fill(hw), tension);
@ -549,7 +557,7 @@ test('§7 gate on REAL storm_02: cheap flat rig cascades', () => {
test('§7 gate on REAL storm_02: twisted mixed rig survives', () => {
// Lane C's shape: h1 (house, 2.6) / t2 (tree, 3.1) / p1 (post, 3.9) / t1 (tree, 3.2)
// — corners at four different heights, i.e. an actual hypar, eased off tight.
const rig = yardRig(['h1', 't2', 'p1', 't1'], [HARDWARE[2], HARDWARE[1], HARDWARE[2], HARDWARE[1]], 0.85);
const rig = yardRig(TWISTED_QUAD, [HARDWARE[2], HARDWARE[1], HARDWARE[2], HARDWARE[1]], 0.85);
const w = realWind();
let peak = 0;
for (let i = 0; i < Math.round(STORM_02.duration / SIM_DT); i++) {
@ -567,15 +575,17 @@ test('§7 gate on REAL storm_02: twisted rig + one repair on the dodgy corner',
// the interesting scenario is DESIGN.md's: the budget forces one dodgy corner
// ($80 buys rated on at most two of four), that corner blows, and you run out
// and re-rig it once with the carried spare — exactly Lane D's hold-E.
// An $80-exact loadout: rated h1 ($30) + shackle t1 ($15) + shackle p1 ($15)
// + carabiner t2 ($5) + spare ($15). The carabiner goes on t2 because that is
// where the load actually IS — measured peaks on this shape are h1 1.68 /
// t2 2.73 / p1 2.17 / t1 0.81 kN. Putting the cheap corner on t1 (the
// lightest) is what a player does by accident and it survives the storm
// having proved nothing; putting it on t2 is the real bet.
// An $80-exact loadout on the decision-11 quad: rated t1 ($30) + shackle p1
// ($15) + carabiner p2 ($5) + shackle p3 ($15) + spare ($15).
//
// The carabiner goes on p2 because that is where the load actually IS —
// measured peaks on this quad are t1 2.43 / p2 2.35 / p3 0.82 / p1 0.60 kN.
// Hanging the cheap corner on p1 (the lightest) is what a player does by
// accident: it rides the whole storm out and proves nothing. p2 is the real
// bet, and it's the one that has to blow for this test to mean anything.
const rig = yardRig(
['h1', 't2', 'p1', 't1'],
[HARDWARE[2], HARDWARE[0], HARDWARE[1], HARDWARE[1]],
TWISTED_QUAD, // ['t1','p1','p2','p3']
[HARDWARE[2], HARDWARE[1], HARDWARE[0], HARDWARE[1]],
0.85,
);
const w = realWind();
@ -594,11 +604,10 @@ test('§7 gate on REAL storm_02: twisted rig + one repair on the dodgy corner',
// green forever while proving nothing. Storm_02 can't threaten a shackle
// rig until Lane C's downdraft lands (their A/B: shackle blows at t=20.8 s
// with downdraft 0.3, never without). Lights up by itself on merge.
assert(
!STORM_02.gusts?.downdraft,
'storm_02 HAS a downdraft and still could not blow a shackle rig — the repair scenario is vacuous',
);
return 'SKIPPED — nothing blew; needs Lane C decision 3 downdraft to threaten a shackle rig';
// Decision 11 landed the downdraft for real, so there is no longer an excuse
// for nothing breaking: a vacuous pass here would mean the §7 repair leg —
// the sprint's whole definition of done — is checking nothing.
assert(false, 'nothing blew, so the repair scenario proved nothing — the dodgy corner is not on a loaded corner');
}
assert(lost <= 1, `after one repair the rig still lost ${lost}/4 — not survivable`);
return `${repairs} repair, finished ${4 - lost}/4 corners intact`;
@ -606,51 +615,64 @@ test('§7 gate on REAL storm_02: twisted rig + one repair on the dodgy corner',
// --- SPRINT2 decision 3 / B-6: the flat-horizontal loophole ------------------
// My Sprint 1 finding: a flat HORIZONTAL sail was the lowest-load rig of all
// (1.14 kN vs a pitched flat's 3.06), because a horizontal plate in horizontal
// wind has almost no drag — which inverted DESIGN.md's "big, flat, low = death
// in a storm". Lane C closed it by making gusts descend. This is the assert
// decision 3 asks Lane B for.
// Sprint 1 finding: a flat HORIZONTAL sail was the lowest-load rig of all,
// because a horizontal plate in horizontal wind has almost no drag — which
// inverted DESIGN.md's "big, flat, low = death in a storm". Lane C closed it by
// making the wind descend (decision 8: a fraction of TOTAL speed, present
// whenever it's windy).
//
// THE REFERENCE RIG IS THE WHOLE TEST, and getting it wrong is what made me
// declare this bar unachievable for two sprints (SPRINT3 [B], and I was wrong).
// The ratio is `(f / (sin p + cos p·f))²` for reference pitch p, so it depends
// on p far more than on the downdraft:
//
// pitch f=0.12 f=0.45 the bar is 60%
// 16.7° 8.9% 39.2% <- my old synthetic rig: unreachable,
// asymptote 109%, would need f=0.86
// 4.8° 34.9% 71.5% <- the yard: clears comfortably
//
// A steeply-pitched reference catches the downdraft nearly as well as a
// horizontal one does (its normal is still 96% vertical), so it can never be
// out-loaded. The yard cannot BUILD a 16.7° sail: house fascia is 2.60 m and
// the posts are 3.95 m, ~16 m apart — 4.8°. Measuring against a rig the game
// can't rig proved something true about nothing.
const YARD_PITCH_DEG = 4.8; // house 2.60 -> post 3.95 over ~16 m, from world.js
test('decision 3: flat-horizontal is no longer a free lunch', () => {
const downdraft = STORM_02.gusts?.downdraft ?? 0;
if (!downdraft) {
// Feature-detected rather than hard-failed: this assert is only meaningful
// once Lane C's downdraft is on main. It lights up by itself on merge.
return 'SKIPPED — storm_02 has no gusts.downdraft yet (Lane C decision 3 not merged)';
}
if (downdraft < 0.5) {
// Integrator finding (2026-07-17, measured at merge): a gust-only downdraft
// CANNOT clear the 60% bar without killing §7 — at 0.45 the twisted mixed
// rig loses a corner and the ratio is still 42%; at 0.58 it's 48% and the
// rig still dies. The two asserts pincer. Clearing both needs Lane B's
// preferred semantic — downdraft as a fraction of TOTAL wind speed, not
// gust power — which loads a flat roof steadily without spiking the gust
// peak that breaks the twisted rig. That is a weather.core change (joint
// B+C, SPRINT3). Until it lands, storm data stays at C's tuned 0.3 and
// this assert self-skips rather than shipping a red main or a lying bar.
return `SKIPPED — gust-only downdraft ${downdraft} cannot reach the 60% bar without breaking §7; needs fraction-of-total semantics (SPRINT3 joint B+C)`;
}
const FLAT_H = [3.25, 3.25, 3.25, 3.25];
// Spin the rig through 8 headings under the real storm. (Re-seeding the wind
// instead would only reshuffle gust TIMING — the direction curve is authored
// in the JSON and doesn't move — so it would look like a sweep and measure
// nothing about direction.)
const sweep = (heights) => {
const f = STORM_02.gusts?.downdraftOfTotal ?? STORM_02.gusts?.downdraft ?? 0;
assert(f > 0, 'storm_02 has no downdraft at all — decision 3/8 has regressed out of the data');
// Footprint sized and pitched like a real quad from the dressed yard, spun
// through 8 headings under the real storm. (Re-seeding the wind instead only
// reshuffles gust TIMING — the direction curve is authored — so it would look
// like a sweep and measure nothing about direction.)
const S = Math.sqrt(30); // ~30 m², mid of A's 18-45 band
const rise = Math.tan((YARD_PITCH_DEG * Math.PI) / 180) * S;
const PITCHED = [3.2 + rise / 2, 3.2 + rise / 2, 3.2 - rise / 2, 3.2 - rise / 2];
const HORIZ = [3.2, 3.2, 3.2, 3.2];
const foot = [[-S / 2, -S / 2], [S / 2, -S / 2], [S / 2, S / 2], [-S / 2, S / 2]];
const at = (hs, th) => foot.map(([x, z], i) => {
const c = Math.cos(th), s = Math.sin(th);
const pos = { x: x * c - z * s, y: hs[i], z: x * s + z * c };
return { id: `a${i}`, type: 'post', pos, sway: () => pos };
});
const sweep = (hs) => {
let worst = 0;
for (let k = 0; k < 8; k++) {
const r = new SailRig({ anchors: makeAnchors(heights, (k / 8) * Math.PI * 2), gridN: 10 })
const r = new SailRig({ anchors: at(hs, (k / 8) * Math.PI * 2), gridN: 10 })
.attach(ALL_IDS, Array(4).fill(UNBREAKABLE), 1.0);
// full duration: storm_02's own note says the peak lands just AFTER the
// southerly change, so a 45 s sweep measures the wrong half of the storm
// southerly change, so a short sweep measures the wrong half of the storm
worst = Math.max(worst, runStorm(r, realWind(), STORM_02.duration));
}
return worst;
};
const pitched = sweep(HEIGHTS_FLAT);
const horizontal = sweep(FLAT_H);
const pitched = sweep(PITCHED);
const horizontal = sweep(HORIZ);
const ratio = horizontal / pitched;
assert(ratio >= 0.6, `flat-horizontal peaks at only ${(ratio * 100).toFixed(0)}% of flat-pitched (${kN(horizontal)} vs ${kN(pitched)}) — still a free lunch`);
return `flat-horizontal ${kN(horizontal)} vs flat-pitched ${kN(pitched)} = ${(ratio * 100).toFixed(0)}% (downdraft ${downdraft})`;
return `flat-horizontal ${kN(horizontal)} vs flat-pitched ${kN(pitched)} = ${(ratio * 100).toFixed(0)}% at ${YARD_PITCH_DEG}° yard pitch, downdraftOfTotal ${f}`;
});
test('runs against the shared contracts.js stub wind', () => {

View File

@ -21,6 +21,8 @@ const clamp01 = (v) => (v < 0 ? 0 : v > 1 ? 1 : v);
const CALM_SKY = new THREE.Color(0x9fc4e8);
const STORM_SKY = new THREE.Color(0x2a2f3a);
const NIGHT_SKY = new THREE.Color(0x11141c);
const WHITE = new THREE.Color(0xffffff);
const FLASH_COL = new THREE.Color(0xdfe8ff);
// ------------------------------------------------------------ rain shadow
/**
@ -440,7 +442,13 @@ export function createSkyFx(o = {}) {
const skyDef = def.sky || {};
const darkness = skyDef.darkness ?? 0.7;
const scroll = skyDef.cloudScroll ?? 0.06;
const target = (o.night ?? darkness > 0.6) ? NIGHT_SKY : STORM_SKY;
// The storm data gets a say: `sky.night` is the author's call, the darkness
// threshold is only a fallback for storms that never state one.
const target = (o.night ?? skyDef.night ?? darkness > 0.6) ? NIGHT_SKY : STORM_SKY;
// Fire a flash on any gust this strong (m/s of gust power). Storms that don't
// ask stay lit only by their authored strikes.
const lightningGustPow = skyDef.lightningGustPow ?? Infinity;
const firedGusts = new Set();
const rain = createRain({ groundY: o.groundY ?? 0 });
if (scene) scene.add(rain.mesh);
@ -510,6 +518,28 @@ export function createSkyFx(o = {}) {
*/
rainShadowOver(rect) { return shadow.fractionOver(rect); },
/**
* Decision 7's garden-HP drain term, 0..1, in one call the combined helper
* I offered Lane A. This is the whole of "is the bed getting hit right now":
*
* hp -= sky.gardenExposure(world.gardenBed, t) * DRAIN_PER_SEC * dt;
*
* 0 = bone dry (no rain, or the cloth is over it); 1 = full downpour on open
* ground. Both terms matter and neither is enough alone: a sail over the bed
* in a downpour is 0, and a clear sky with no sail is also 0. It uses the
* grid we already rebuild for the rain, so it costs a few array reads.
*
* Note it moves on its own during storm_02: the rain shadow follows the wind,
* so the southerly change walks the dry patch off the bed and the drain
* starts climbing without a single corner having failed. That's the mechanic,
* not a bug worth not "fixing" if it looks surprising in the HUD.
*/
gardenExposure(rect, t) {
const rain = wind.rainAt(t);
if (rain <= 0) return 0;
return rain * (1 - shadow.fractionOver(rect));
},
/** Wire to the first click/keydown — browsers won't start audio otherwise. */
unlockAudio() { audio.unlock(); },
@ -539,6 +569,24 @@ export function createSkyFx(o = {}) {
o.onEvent(ev.text);
}
}
// --- lightning on the biggest gusts ---
// The storm's worst moments should light up, not only the three authored
// strikes. Driven off the telegraph (which is also what the HUD banner and
// the audio whoosh read), so the flash lands WITH the gust that earned it.
// Deterministic: the gust timeline is, and each gust fires at most once.
const tgl = wind.gustTelegraph(t);
if (tgl && tgl.power >= lightningGustPow) {
// key on the ramp instant — stable across frames, unique per gust
const key = Math.round((t + tgl.eta) * 100);
if (!firedGusts.has(key)) {
firedGusts.add(key);
const p = Math.min(1, 0.45 + (tgl.power - lightningGustPow) * 0.06);
flashQueue.push({ at: t + tgl.eta, power: p });
flashQueue.push({ at: t + tgl.eta + 0.08 + p * 0.06, power: p * 0.5 });
flashQueue.push({ at: t + tgl.eta + 1.1, power: 0, thunder: p });
}
}
for (let i = flashQueue.length - 1; i >= 0; i--) {
if (flashQueue[i].at <= t) {
const f = flashQueue[i];
@ -552,7 +600,7 @@ export function createSkyFx(o = {}) {
// --- sky ---
skyCol.copy(baseSky).lerp(target, storminess * darkness);
if (flash > 0) skyCol.lerp(new THREE.Color(0xdfe8ff), Math.min(0.85, flash));
if (flash > 0) skyCol.lerp(FLASH_COL, Math.min(0.85, flash));
if (scene) {
if (scene.fog) {
scene.fog.color.copy(skyCol);
@ -565,6 +613,22 @@ export function createSkyFx(o = {}) {
dome.position.copy(camPos);
dome.material.opacity = storminess * 0.85;
// Tint the CLOUDS, not just the sky behind them. The dome covers the
// background at ~0.85 opacity, so darkening `scene.background` alone did
// nothing — a "wild night" still read as an overcast afternoon because the
// grey cloud texture was what you were actually looking at.
//
// Both a lerp AND a brightness crush: the lerp alone lands ~#717273 because
// it runs in linear space (84% toward night still reads mid-grey in sRGB)
// 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;
dome.material.color.copy(WHITE)
.lerp(target, nightAmt * 0.92)
.multiplyScalar(1 - 0.78 * nightAmt);
// and lightning lights the cloud it's inside, which is the whole look
if (flash > 0) dome.material.color.lerp(FLASH_COL, Math.min(0.9, flash));
domeTex.offset.x = (domeTex.offset.x + scroll * dt * (0.4 + speed * 0.05)) % 1;
domeTex.offset.y = (domeTex.offset.y + scroll * dt * 0.12) % 1;

View File

@ -21,7 +21,10 @@ import { createDebris } from '../debris.js';
import { createSkyFx, RainShadow } from '../skyfx.js';
import { weatherCases } from './weather.selftest.js';
const STORMS = ['storm_01_gentle', 'storm_02_wildnight'];
// Keep in step with data/storms/. The node runner globs the directory, so this
// list going stale shows up here first — as it did when storm_03 landed and the
// ponding case reached for a storm the browser half had never loaded.
const STORMS = ['storm_01_gentle', 'storm_02_wildnight', 'storm_03_southerly'];
/** @param {import('../testkit.js').Suite} t */
export default async function run(t) {
@ -213,6 +216,55 @@ export default async function run(t) {
assert(half > 0.2 && half < 0.8, `a rect straddling the edge reads ${half}, want a partial`);
});
// --- decision 7: the drain helper Lane A wires garden HP to ---
t.test('gardenExposure is rain AND no cover, and needs both', () => {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera();
const wind = createWind(storms.storm_02_wildnight);
const sky = createSkyFx({ scene, camera, wind });
const bed = { x: 0, z: 0, w: 4, d: 3 };
// no sail: exposure is simply the rain
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 70 + time, {}));
const open = sky.gardenExposure(bed, 70);
assert(Math.abs(open - wind.rainAt(70)) < 1e-9,
`open ground should be exposed exactly as hard as it rains: ${open} vs ${wind.rainAt(70)}`);
assert(open > 0.5, 'storm_02 at t=70 should be pouring');
// a panel over the bed dries it out
const panel = { pos: new Float32Array([-3, 3, -3, 3, 3, -3, 3, 3, 3, -3, 3, 3]), tris: [0, 1, 2, 0, 2, 3] };
fixedLoop(1, FIXED_DT, (dt, time) => sky.step(dt, 70 + time, { sail: panel }));
const covered = sky.gardenExposure(bed, 70);
assert(covered < open * 0.5, `cloth over the bed barely helped: ${covered.toFixed(2)} vs open ${open.toFixed(2)}`);
// and no rain means no drain, sail or not
assert(sky.gardenExposure(bed, 0) === 0, 'the bed is draining before the rain has started');
sky.dispose();
});
t.test('storm_02 lights up on its biggest gusts, storm_01 does not', () => {
const mk = (name) => {
const scene = new THREE.Scene();
const wind = createWind(storms[name]);
const sky = createSkyFx({ scene, camera: new THREE.PerspectiveCamera(), wind });
let flashes = 0, peak = 0;
let was = 0;
fixedLoop(wind.duration, FIXED_DT, (dt, time) => {
sky.step(dt, time, {});
if (sky.flash > was + 0.05) flashes++; // a rising edge = a strike
was = sky.flash;
peak = Math.max(peak, sky.flash);
});
sky.dispose();
return { flashes, peak };
};
const wild = mk('storm_02_wildnight');
const gentle = mk('storm_01_gentle');
// 3 authored strikes + the worst gusts; must be more than the authored ones
assert(wild.flashes > 3, `wild night only flashed ${wild.flashes} times — the big gusts aren't lighting up`);
assert(gentle.flashes === 0, `the gentle storm flashed ${gentle.flashes} times — it has no lightning at all`);
});
t.test('every storm in data/storms/ loads and validates', () => {
// loadStorm throws on invalid, so reaching here with all of them is the pass
assert(Object.keys(storms).length === STORMS.length, 'a storm failed to load');

View File

@ -343,6 +343,180 @@ export default async function run(t) {
assertLess(bracedKnocks, exposedKnocks, 'and bracing through it is strictly better');
});
// ---------------------------------------------------------------- the ladder (decision 12)
// A fake ladder standing in for ladder.js's THREE half: same shape, no GLB, no scene. The real
// one is verified by hand in the game; these pin the legs of the state machine.
const fakeLadder = (opts = {}) => {
const st = { placedAt: opts.placedAt || null, carried: false };
return {
needsLadder: (a) => !!a && a.type === 'house',
workY: () => 2.35,
// height only, mirroring the real ladder.js — see the note there on why testing for 'atTop'
// here makes the repair cancel its own hold
isWorking: (id) => st.placedAt === id && !!opts.player && opts.player.climbY > 2.2,
servedAnchor: () => null,
get placedAt() { return st.placedAt; },
_place: (id) => { st.placedAt = id; },
update() {}, dispose() {},
};
};
t.test('ladder: climb is code-driven and lands in a work stance', () => {
const s = new PlayerSim();
assertEq(s.climbY, 0, 'starts on the ground');
s.climbTo(2.35);
assertEq(s.state, 'climb', 'climbing');
assert(s.busy, 'you cannot be interrupted mid-rung');
assertEq(clipFor(s), 'ClimbLadder', 'and ClimbLadder plays');
drive(s, 0.5);
assert(s.climbY > 0.3 && s.climbY < 2.35, `partway up, got ${s.climbY.toFixed(2)}`);
drive(s, 3);
assertEq(s.state, 'atTop', 'arrives in the work stance');
assertClose(s.climbY, 2.35, 1e-6, 'at the top rung');
assert(!s.busy, 'atTop must NOT be busy — the whole point is that hold-E works up there');
});
t.test('ladder: the fascia is out of reach from the ground and in reach from the top', () => {
const s = new PlayerSim();
const FASCIA_Y = 2.48; // measured in the real yard
assertLess(s.reachY, FASCIA_Y, 'standing on the ground, a 1.72 m person cannot reach the bracket');
s.climbTo(2.35); drive(s, 4);
assert(s.reachY >= FASCIA_Y, `up the ladder they can, reach=${s.reachY.toFixed(2)}`);
});
t.test('ladder: you cannot walk while you are on it', () => {
const s = new PlayerSim();
s.climbTo(2.35); drive(s, 4);
assertEq(s.state, 'atTop');
const x0 = s.pos.x, z0 = s.pos.z;
drive(s, 1.5, { x: 1, z: 1, run: true, camYaw: 0 });
assertClose(s.pos.x, x0, 1e-9, 'WASD does not walk you off a ladder');
assertClose(s.pos.z, z0, 1e-9);
assertEq(s.state, 'atTop', 'and you stay in the work stance');
});
t.test('ladder: descending returns you to the ground and frees you', () => {
const s = new PlayerSim();
s.climbTo(2.35); drive(s, 4);
s.climbTo(0);
assertEq(s.state, 'climb', 'going down is the same clip');
drive(s, 4);
assertEq(s.state, 'idle', 'back on your feet');
assertEq(s.climbY, 0);
drive(s, 1, { x: 0, z: 1, camYaw: 0 });
assertEq(s.state, 'walk', 'and walking again');
});
t.test('ladder: you cannot brace up there — both hands are on the rungs', () => {
const s = new PlayerSim();
s.climbTo(2.35); drive(s, 4);
// a wind under even the ladder's lowered bar, so this isolates the brace refusal from the fall
drive(s, 1, { shelter: true }, windX(TUNE.knockWind * TUNE.ladderKnockMult - 4));
assertEq(s.state, 'atTop', 'holding C on a ladder does nothing');
});
t.test('ladder: the wind is meaner at height, and being blown off is a FALL', () => {
// a wind that is survivable standing must be able to take you off the ladder
const between = TUNE.knockWind * TUNE.ladderKnockMult + 2; // over the ladder bar, under the standing one
assertLess(between, TUNE.knockWind, 'the test wind must be survivable on the ground');
const ground = new PlayerSim();
drive(ground, TUNE.knockSustain + 0.5, {}, windX(between));
assertEq(ground.state, 'idle', 'on your feet this wind is nothing');
const up = new PlayerSim();
up.climbTo(2.35); drive(up, 4);
up.carrying = 'spare';
drive(up, TUNE.knockSustain + 0.3, {}, windX(between));
assertEq(up.state, 'knocked', 'the same wind takes you off the ladder');
assertEq(up.climbY, 0, 'you are on the ground now, not floating at height');
assertClose(up.fellFrom, 2.35, 1e-6, 'and the fall height is recorded');
assertEq(up.carrying, null, 'you dropped the spare on the way down');
drive(up, 3);
assertEq(up.state, 'idle', 'the ladder gets the normal get-up chain for free');
});
t.test('ladder: needsLadder is scoped to the fascia, not to everything above head height', () => {
const L = fakeLadder();
assert(L.needsLadder({ type: 'house', pos: { y: 2.48 } }), 'the fascia bracket needs it');
assert(!L.needsLadder({ type: 'post', pos: { y: 3.95 } }),
'a 4 m post does NOT — you tension it from a cleat at the base');
assert(!L.needsLadder({ type: 'tree', pos: { y: 5.05 } }),
'nor a tree limb — that is a strop you throw');
});
t.test('ladder: fascia re-rig is gated on being up it; post re-rig is not', () => {
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
const L = fakeLadder({ player: p });
const anchors = [{ id: 'h2', type: 'house', pos: { x: 0, y: 2.48, z: 0.9 } },
{ id: 'p1', type: 'post', pos: { x: 0, y: 3.95, z: 0 } }];
const corners = [{ anchorId: 'h2', broken: true }, { anchorId: 'p1', broken: true }];
let repaired = [];
const it = new Interact();
wireYardActions(it, {
ladder: L,
world: { anchors },
sailRig: { corners, repair: (i) => repaired.push(i), trim: () => {},
cornerPos: () => ({ x: 0, y: 0.4, z: 0 }) },
});
p.carrying = 'spare';
// the POST corner: repairable from the ground, exactly as it was before the ladder existed
p.pos.x = 0; p.pos.z = 0;
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
assert(repaired.includes(1), 'post corner still re-rigs from the ground — the ladder changed nothing here');
// the FASCIA corner: same spare, standing right under it, refused
repaired = []; p.carrying = 'spare'; p.pos.x = 0; p.pos.z = 0.9;
it.latched = false;
const near = it.nearest(p);
assert(!near || near.id !== 'rerig_0', 'standing under the bracket is not enough');
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
assert(!repaired.includes(0), 'fascia re-rig refused from the ground');
// plant the ladder and climb it → now it lands
L._place('h2');
p.climbTo(2.35); drive(p, 4);
assertEq(p.state, 'atTop');
p.carrying = 'spare';
it.latched = false;
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
assert(repaired.includes(0), 'up the ladder, the fascia re-rig lands');
assertEq(p.carrying, null, 'and it ate the spare');
});
t.test('ladder: the scripted loop — carry, plant, fetch spare, climb, repair, descend', () => {
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
const L = fakeLadder({ player: p });
const anchors = [{ id: 'h2', type: 'house', pos: { x: 0, y: 2.48, z: 0.9 } }];
const corners = [{ anchorId: 'h2', broken: true }];
let repaired = false;
const it = new Interact();
wireYardActions(it, { ladder: L, world: { anchors },
sailRig: { corners, repair: () => { repaired = true; }, trim: () => {},
cornerPos: () => ({ x: 0, y: 0.4, z: 0 }) } });
// hands-full: the ladder and the spare compete for the same pair of hands
assertEq(p.pickUp('ladder'), true, 'pick the ladder up');
assertEq(p.pickUp('spare'), false, 'you cannot also carry a spare — that is the two-trip cost');
assertEq(p.drop(), 'ladder', 'put it down');
// trip 2: the spare, then up
assertEq(p.pickUp('spare'), true);
L._place('h2');
p.climbTo(L.workY()); drive(p, 4);
assertEq(p.state, 'atTop', 'up the ladder with the spare');
it.latched = false;
fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true));
assert(repaired, 'fascia repaired at height');
assertEq(p.carrying, null, 'spare consumed');
// and back down
p.climbTo(0); drive(p, 4);
assertEq(p.state, 'idle', 'down and free');
assertEq(p.climbY, 0);
});
// ---------------------------------------------------------------- solids collision
t.test('collision: solids stop you, and the pushout slides you along them', () => {
// one box: the yard's north wall, x -8..8, z -16..-10, waist high
@ -476,6 +650,28 @@ export default async function run(t) {
assertEq(sim.state, 'knocked', 'and the abort did not overwrite the knocked state');
});
t.test('interact: a hold survives the busy transition it causes', () => {
// The bug this pins bit twice while building the ladder, and is invisible: canUse is re-checked
// every frame to keep the hold alive, and starting the hold sets state='busy' — so any canUse
// reading player.state goes false on frame one and cancels itself. Prompt looks dead, no error.
const sim = new PlayerSim();
const it = new Interact();
let fired = 0;
it.register({ id: 'ok', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5,
canUse: (p) => p.climbY < 0.02, onDone: () => { fired++; } }); // physical gate — fine
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(fired, 1, 'a physically-gated action completes');
const sim2 = new PlayerSim();
const it2 = new Interact();
let fired2 = 0;
it2.register({ id: 'trap', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5,
canUse: (p) => p.state === 'idle', onDone: () => { fired2++; } }); // state gate — the trap
fixedLoop(1, DT, (dt, tt) => it2.step(dt, tt, sim2, true));
assertEq(fired2, 0,
'a state-gated canUse cancels its own hold — documented on register(); gate on physical facts');
});
t.test('interact: canUse() gates on the carrying flag', () => {
const sim = new PlayerSim();
const it = new Interact();

View File

@ -75,8 +75,10 @@ const ASSETS = [
{ name: 'garden_gnome_01', h: [0.33, 0.42], nodes: ['gnome'] },
{ name: 'garden_gnome_01_broken', h: [0.08, 0.20],
nodes: ['stump', 'head', 'hat', 'shards'] },
{ name: 'fence_panel_broken', h: [1.70, 1.90],
{ name: 'fence_panel_snapped', h: [1.70, 1.90],
nodes: ['palings', 'rails', 'debris_palings'] },
{ name: 'broom_01', h: [1.35, 1.50],
nodes: ['handle', 'head', 'bristles', 'grip_anchor', 'poke_tip'] },
];
function sizeOf(gltf) {
@ -268,7 +270,7 @@ export default async function run(t) {
// swap needs a fudge offset per prop and will grow one.
t.test('broken variants sit on the same ground plane as their intact twin', () => {
for (const [intact, broken] of [['garden_gnome_01', 'garden_gnome_01_broken'],
['fence_panel', 'fence_panel_broken']]) {
['fence_panel', 'fence_panel_snapped']]) {
for (const n of [intact, broken]) {
const box = new THREE.Box3().setFromObject(loaded.get(n).scene);
assert(Math.abs(box.min.y) < 0.03,

View File

@ -11,7 +11,7 @@
// call it with the fetched storm defs.
import {
createWindField, validateStorm, gustEnvelope, GUST,
createWindField, validateStorm, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
} from '../weather.core.js';
const DT = 1 / 60;
@ -405,6 +405,105 @@ export function weatherCases(storms) {
assert(!validateStorm(legacy, 'legacy').ok, 'validator silently accepted the pre-SPRINT3 downdraft field');
});
// ---- 10. the ponding story (SPRINT4 decision 10) ----
// Lane B owns water-on-cloth; these assert the RAIN DATA can tell the story
// their mass model needs, using their own arithmetic, before their cloth lands.
// B measured: 5 cm over a 25 m² flat sail = 1250 kg = 3.1 kN/corner, against a
// storm_02 wind load of only 0.21.1 kN. So depth is the whole mechanic.
const FLAT_AREA = 25; // m², B's reference flat sail
const KILL_DEPTH_MM = 50; // 5 cm — B's 3.1 kN/corner
/** Water on a flat sail over a whole storm, at decision 10's compression. */
const stormDepthMm = (def) => {
const f = createWindField(def);
return f.rainDepthMm(0, f.duration) * RAIN_TIME_COMPRESSION;
};
/** B's arithmetic: mm over an area → kN per corner (4 corners, 1000 kg/m³). */
const kNPerCorner = (mm) => (mm / 1000) * FLAT_AREA * 1000 * 9.81 / 4 / 1000;
test('storm_02 rain can drown a flat rig; storm_01 rain cannot', () => {
const wild = stormDepthMm(storms.storm_02_wildnight);
const gentle = stormDepthMm(storms.storm_01_gentle);
metrics['storm_02.pondDepth_mm'] = +wild.toFixed(1);
metrics['storm_02.pond_kN_per_corner'] = +kNPerCorner(wild).toFixed(2);
metrics['storm_01.pondDepth_mm'] = +gentle.toFixed(2);
metrics['storm_01.pond_kN_per_corner'] = +kNPerCorner(gentle).toFixed(3);
assert(wild >= KILL_DEPTH_MM * 0.9,
`storm_02 only delivers ${wild.toFixed(1)} mm — Lane B needs ~${KILL_DEPTH_MM} mm to drown a flat rig`);
// and it must dwarf the wind it's competing with (B: 0.21.1 kN/corner)
assert(kNPerCorner(wild) > 1.5,
`storm_02 ponding is only ${kNPerCorner(wild).toFixed(2)} kN/corner — no stronger than the wind`);
// the gentle storm must be unable to hurt anything, or the ramp is a lie
assert(kNPerCorner(gentle) < 0.3,
`storm_01 ponds ${kNPerCorner(gentle).toFixed(2)} kN/corner — a light shower must not threaten a rig`);
assert(wild > gentle * 20, 'the wild night should deliver vastly more water than a shower');
});
test('storm_03 ponding sits between the other two', () => {
const mid = stormDepthMm(storms.storm_03_southerly);
const wild = stormDepthMm(storms.storm_02_wildnight);
const gentle = stormDepthMm(storms.storm_01_gentle);
metrics['storm_03.pondDepth_mm'] = +mid.toFixed(1);
metrics['storm_03.pond_kN_per_corner'] = +kNPerCorner(mid).toFixed(2);
assert(mid > gentle * 3 && mid < wild * 0.5,
`storm_03 delivers ${mid.toFixed(1)} mm — wanted a real middle rung between ${gentle.toFixed(1)} and ${wild.toFixed(1)}`);
// it should threaten a carabiner (1.2 kN) once wind is added, not a shackle (3.2)
assert(kNPerCorner(mid) > 0.25 && kNPerCorner(mid) < 1.2,
`storm_03 ponds ${kNPerCorner(mid).toFixed(2)} kN/corner — should tease a cheap rig, not drown a decent one`);
});
test('rain depth integrates monotonically and matches its curve', () => {
const f = createWindField(storms.storm_02_wildnight);
// depth only ever accumulates
let prev = 0;
for (let t = 1; t <= f.duration; t += 1) {
const d = f.rainDepthMm(0, t);
assert(d >= prev - 1e-9, `rain depth went BACKWARDS at t=${t}: ${d} < ${prev}`);
prev = d;
}
// splitting the interval must give the same water (no double-count, no gap)
const whole = f.rainDepthMm(0, 90);
const split = f.rainDepthMm(0, 30) + f.rainDepthMm(30, 60) + f.rainDepthMm(60, 90);
assert(Math.abs(whole - split) < 0.05,
`depth(0,90)=${whole.toFixed(3)} but the three thirds sum to ${split.toFixed(3)}`);
// dead calm before the rain starts
assert(f.rainDepthMm(0, 0) === 0, 'zero-length interval delivered water');
assert(f.rainDepthMm(10, 5) === 0, 'a backwards interval delivered water');
});
test('rainMmPerHour tracks rainAt against the storm scale', () => {
for (const [name, def] of defs) {
if (!def.rain || !def.rain.curve) continue;
const f = createWindField(def);
const peak = def.rain.peakMmPerHour;
assert(Number.isFinite(peak), `${name} has a rain curve but no peakMmPerHour`);
for (let t = 0; t <= f.duration; t += 2.5) {
const want = f.rainAt(t) * peak;
assert(Math.abs(f.rainMmPerHour(t) - want) < 1e-9,
`${name}: rainMmPerHour ${f.rainMmPerHour(t)} != rainAt×peak ${want} at t=${t}`);
}
// rainAt stays a 0..1 intensity — skyfx uses it for drop count and opacity
for (let t = 0; t <= f.duration; t += 2.5) {
const r = f.rainAt(t);
assert(r >= 0 && r <= 1, `${name}: rainAt ${r} outside 0..1 at t=${t}`);
}
}
});
test('validator rejects a rain curve with no scale, and a silly scale', () => {
const noScale = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
delete noScale.rain.peakMmPerHour;
assert(!validateStorm(noScale, 'x').ok, 'validator accepted a rain curve with no mm/hr scale — ponding would silently use the default');
for (const mm of [-1, 5000, NaN]) {
const d = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
d.rain.peakMmPerHour = mm;
assert(!validateStorm(d, 'x').ok, `validator accepted peakMmPerHour=${mm}`);
}
const hot = JSON.parse(JSON.stringify(storms.storm_02_wildnight));
hot.rain.curve = [[0, 0], [45, 3], [90, 0]];
assert(!validateStorm(hot, 'x').ok, 'validator accepted rain intensity above 1 — the scale is peakMmPerHour, not the curve');
});
return { cases, metrics };
}

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@ -132,6 +132,25 @@ function sampleAngleCurve(curve, t) {
// Prototype: pow = 12 + rand*16 + 10*p, next = t + 5 + rand*7. Same shape, from JSON.
export const DEFAULT_DOWNDRAFT = 0.22;
/** Fallback rain scale, mm/hr at rainAt()==1. Storms should state their own. */
export const DEFAULT_PEAK_MM_PER_HOUR = 40;
/**
* SPRINT4 decision 10 the time-compression fiat, in ONE place.
*
* Game rain accumulates ~40× real time. A 90 s storm is canonically a whole
* night (storm_02 telegraphs its change "around the hour mark"), so it should
* deliver a night's water: 90 s × 40 = 3600 s = one hour of rain. At storm_02's
* 80 mm/hr peak that lands ~5 cm on a flat sail exactly Lane B's measured kill
* threshold (5 cm over 25 = 1250 kg = 3.1 kN/corner) against a wind load of
* only 0.21.1 kN. Ponding is 315× everything else, and it cannot pincer §7
* because a hypar has no flat to pool in.
*
* Exported so Lane B applies it cloth-side rather than either of us hardcoding
* 40 twice: how hard it rains is Lane C, how much water a sail holds is Lane B.
*/
export const RAIN_TIME_COMPRESSION = 40;
export function buildGustTimeline(def, seed) {
const g = def.gusts || {};
const rng = mulberry32(seed >>> 0);
@ -378,6 +397,45 @@ export function createWindField(def, opts = {}) {
if (r.curve) return Math.min(1, Math.max(0, sampleCurve(r.curve, t)));
return Math.min(1, Math.max(0, r.intensity ?? 0));
},
/**
* Rain rate in REAL-WORLD mm/hr. Same curve as rainAt(), with physical units
* on it `rainAt` stays 0..1 because it drives drop count and opacity, and a
* renderer doesn't want millimetres.
*
* This exists for ponding (decision 10). Without it Lane B has to invent the
* mm/hr scale to turn intensity into water mass, which is exactly the
* "default-off code tuned by a constant I invented" they rightly reverted.
* The scale is storm data, so it lives here: `rain.peakMmPerHour`.
* For reference: 8 = light shower, 30 = moderate, 50 = heavy, 80+ = severe.
*/
rainMmPerHour(t) {
const r = def.rain;
if (!r) return 0;
return field.rainAt(t) * (r.peakMmPerHour ?? DEFAULT_PEAK_MM_PER_HOUR);
},
/**
* Real-world water depth in mm delivered over (t0, t1]. Deterministic
* trapezoid over the curve no compression applied.
*
* Lane B multiplies by RAIN_TIME_COMPRESSION cloth-side: how much water a
* SAIL holds is theirs, how hard it rains is mine. Handy shape for a HUD
* "water delivered" readout too.
*/
rainDepthMm(t0, t1, stepS = 0.25) {
if (!(t1 > t0)) return 0;
let mm = 0;
const n = Math.max(1, Math.ceil((t1 - t0) / stepS));
const h = (t1 - t0) / n;
let prev = field.rainMmPerHour(t0);
for (let i = 1; i <= n; i++) {
const cur = field.rainMmPerHour(t0 + i * h);
mm += (prev + cur) * 0.5 * h / 3600; // mm/hr × seconds → mm
prev = cur;
}
return mm;
},
};
return field;
@ -446,6 +504,21 @@ export function validateStorm(def, name = 'storm') {
}
if (def.rain && def.rain.curve && !isCurve(def.rain.curve)) bad('rain.curve must be [[t,intensity],...]');
if (def.rain) {
if (def.rain.curve && isCurve(def.rain.curve)
&& def.rain.curve.some((p) => p[1] < 0 || p[1] > 1)) {
bad('rain.curve intensity must be 0..1 — the physical scale is rain.peakMmPerHour');
}
const mm = def.rain.peakMmPerHour;
if (mm != null && (!Number.isFinite(mm) || mm < 0 || mm > 300)) {
bad(`rain.peakMmPerHour must be 0..300 mm/hr (8 light, 30 moderate, 50 heavy, 80+ severe) — got ${mm}`);
}
// Ponding reads this; a storm that rains with no scale silently ponds at the
// default instead of what its author meant.
if (def.rain.curve && mm == null) {
bad('rain.curve without rain.peakMmPerHour — ponding needs the mm/hr scale (SPRINT4 decision 10)');
}
}
return { ok: errors.length === 0, errors };
}

View File

@ -10,9 +10,9 @@
// determinism rule can't be broken by accident.
import * as THREE from '../vendor/three.module.js';
import { createWindField, validateStorm, GUST } from './weather.core.js';
import { createWindField, validateStorm, GUST, RAIN_TIME_COMPRESSION } from './weather.core.js';
export { GUST, validateStorm };
export { GUST, validateStorm, RAIN_TIME_COMPRESSION };
// Resolved against this module, not the server root: server.py serves the repo
// root (so the 2D prototype stays reachable), but the demo bench serves web/.
@ -84,9 +84,16 @@ export function createWind(def, opts = {}) {
/** Storm events fired in (a,b] — poll with (t-dt, t). Deterministic. */
eventsBetween(a, b) { return field.eventsBetween(a, b); },
/** 0..1 rain intensity. */
/** 0..1 rain intensity — drives drop count and opacity. */
rainAt(t) { return field.rainAt(t); },
/** Rain rate in real-world mm/hr. Ponding (decision 10) reads this. */
rainMmPerHour(t) { return field.rainMmPerHour(t); },
/** Real-world mm of water delivered over (t0,t1]. Multiply by
* RAIN_TIME_COMPRESSION cloth-side see weather.core. */
rainDepthMm(t0, t1) { return field.rainDepthMm(t0, t1); },
/** Direction (radians, XZ plane from +X toward +Z) ignoring local effects. */
dirAt(t) { return field.dirAt(t); },

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