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Author SHA1 Message Date
m3ultra
f2fe5915c8 Add Sprint 11 plan and lane prompts: prove the corner block, then the job sheet
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 16:44:11 +10:00
m3ultra
bb393566c5 Merge Sprint 10: sites are data, corner block on night 3
Selftest on merged main: 296 pass / 0 fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 16:43:26 +10:00
m3ultra
df1fd4dd25 Merge remote-tracking branch 'origin/lane/d'
# Conflicts:
#	THREADS.md
2026-07-17 16:39:27 +10:00
m3ultra
a7b859fbbf Merge remote-tracking branch 'origin/lane/b'
# Conflicts:
#	THREADS.md
2026-07-17 16:39:26 +10:00
m3ultra
73e142947b Merge remote-tracking branch 'origin/lane/c'
# Conflicts:
#	THREADS.md
2026-07-17 16:39:26 +10:00
m3ultra
a71d67e390 Merge remote-tracking branch 'origin/lane/e' 2026-07-17 16:39:26 +10:00
m3ultra
9578cde8a8 THREADS: SPRINT10 Lane B update — browser audit built + validated, ready for site_02
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:06:58 +10:00
m3ultra
6f2990c76a site_audit: browser front-end — audit any site off the real dressed world
Gate 2's actual deliverable. The node tool cannot dress, so it can only audit
the built-in snapshot or a resolved export and REFUSES A's dress-source site
JSON. This is the honest audit: audit.html builds the site the way the game does
— createWorld(await loadSite(name)) then dress() — and reads world.anchors, the
single source of DRESSED positions (GLB fascia + branch anchors, 8°-raked posts,
all of it), then runs the SAME sweep. It is the only way to audit a site with a
carport (site_02) before it ships.

    tools/site_audit/audit.html?site=backyard_01
    tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03_southerly

The winnability math now lives in ONE place, sweep.js, imported by both
front-ends — a tool built to catch reimplemented-formula drift doesn't get to
keep two copies of its own sweep. audit.mjs is refactored onto it (output
byte-identical); the node refusal message now hands you the exact audit.html URL.

Validated in-browser against backyard_01: dressed 12/12 anchors (GLBs loaded),
PASS, best line p1,p2,p3,p4 $65+$15 spare — identical to the node snapshot
verdict and to balance.test, off A's real data with no snapshot. That
cross-agreement also re-proves A's extraction is byte-identical.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:06:36 +10:00
m3ultra
def481d0c3 Post the site extraction; hand each lane its hook and B the setWorld ask
Records the venturi gap coordinates for C, the needsLadder mechanism-key for D,
the honest-quad geometry for B's audit, and the one Lane B API the site switch
still needs — rigging.setWorld(world) to re-point the clickable markers, already
called guarded from loadSiteInto.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:05:58 +10:00
m3ultra
0f5d69b32d The second site: corner block loads from JSON; night 3 moves to it
SPRINT10 gate 1b. A night is now {storm, site}; the week hands over a yard per
night and night three is the corner block. Nights 1/2/4/5 are the backyard; the
plain-string night form still works and defaults to backyard_01.

site_02_corner_block.json: a smaller 24x16 yard with E's carport as the trap it
was built to be — beam anchors rating_hint 0.22, posts 0.30, both below the
house fascia's 0.35, collateral "carport". The site IS winnable off the honest
anchors (one tree east, four ground posts): I enumerated the honest quads at
authoring time and there are four in-band ones covering the bed, so the carport
is temptation not necessity. Full load audit is Lane B's tools/site_audit.

The carport's beams are keyed work:"bracket" — D's field, the MECHANISM not the
type. A bracket up a bare beam is the one anchor you can't fake from the ground,
so it needs the ladder; keyed on type it would fail open (a carport isn't a
house) and the ladder mechanic would silently vanish, which is exactly the audit
D ran. C's venturi list is in the JSON with two gap coordinates they asked for.

The world is rebuilt on a site change, not re-pointed: createPlayer captures the
world into its ground clamp, collider, ladder and broom (Lane D's modules, no
setters), so a clean rebuild is honest — and a site change only happens at a
forecast, never mid-storm. world.dispose() frees the old yard so nothing leaks.
The re-point of rig + session lives inside loadSiteInto, keyed on the rebuild
itself, after a caller-side version proved fragile.

Verified end to end through real phase transitions: play night 1, hit the
aftermath, and the forecast into night 3 rebuilds into the corner block —
carport present, 10 anchors (cb/cp/q/tr, not h/t/p), smaller bed, player rebuilt,
no scene leak. Then back to the backyard, 12 anchors restored. Selftest 289/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:05:06 +10:00
m3ultra
3c313f593f site_audit: createWorld needs a site now — feed verifyPosts the shipped JSON
A's gate-1 merge made createWorld REQUIRE a site (throws without one), which
crashed this tool's post cross-check: it called createWorld(scene, {wind}) with
no site. Fixed by reading the shipped data/sites/backyard_01.json and passing it
(loadSite fetch()es, so it can't run in node — read the file directly). The
cross-check is now BETTER: it verifies the dressed-snapshot posts against the
actual shipped site data, raked in createWorld, rather than against code.

Built-in audit green again; dress-source refusal (exit 2) and resolved-export
(exit 0) paths unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:59:58 +10:00
m3ultra
bb1106efec THREADS: SPRINT10 Lane B — answer C (porosity wired+proven), flag dress-source site JSON to A, tree offer to E
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:55:11 +10:00
m3ultra
d222a1e0dd site_audit: refuse dress-source site JSON instead of false-unwinnable
A's committed site schema (SPRINT10 world.js loadSite/createWorld) is
dress-source, and my loadSite assumed resolved positions. Run head-on against
A's real data/sites/backyard_01.json the tool reported:

    ✗ FAIL — no quad in the band shades the bed at all. The site cannot be rigged.

That is a lie, and the dangerous kind: the site is fine; the TOOL couldn't read
it. It is the SPRINT6 unwinnable-site trap in reverse — a false negative that,
in a "every site runs the audit before it ships" workflow, condemns a good site.

Two things make the schema unreadable headless, both real:
  · posts are pre-rake. JSON carries {id,x,z,h}; world.js:361 leans each post 8°
    off centre. p4's spec (-3.2,-1.2) dresses to (-3.72,-1.40) — the exact 0.56 m
    error this tool's own snapshot shipped in SPRINT9. Reading x/z raw re-makes it.
  · house/tree anchors have no coordinates — only `node`, a GLB empty's name.
    Their position exists only after dress() reads matrixWorld, and dress() needs
    GLTFLoader + fetch, neither of which runs in node. Branch anchors are exactly
    where the dangerous quads live (t2b at 10 kN), so dropping them silently is
    the worst possible failure.

The correct source of dressed positions is createWorld(site).anchors, which is
browser-only. That path lands once A's data-driven createWorld is in main; until
then loadSite REFUSES dress-source JSON with the reason and the plan, and exits 2
(distinct from the winnability FAIL's exit 1). The built-in DRESSED snapshot and
a resolved { anchors:[{id,type,pos}] } export both still audit. Raised to A in
THREADS: audit in-browser off createWorld(site).anchors, or export resolved anchors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:55:11 +10:00
m3ultra
2996b092ae Prove the porosity->gardenHailExposure leak end-to-end (answer C's seam)
C asked in THREADS whether to land a one-liner making gardenHailExposure read
sail.porosity. Answer: it is already wired, in merged main — I did it in SPRINT9
(e576f5c): skyfx.step refreshes sailPorosity from world.sail.porosity, and
gardenHailExposure folds hailBlockFor(size, sailPorosity) into what it returns.
No one-liner needed.

But "already wired" was untested end-to-end. The only test of the hail leak,
weather.selftest's 'fabric choice is real', REIMPLEMENTS the formula inline with
hailBlockFor + hailAt — it proves the primitive and the arithmetic, not the
plumbing. A regression in the plumbing (the :738 refresh dropped, the
wind.def.hail.size lookup resolving wrong, hailBlockFor no longer folded in)
would leave that test green while the game quietly stopped leaking hail. That is
the measure-a-copy pattern this whole browser suite exists to avoid.

New assert 'porous cloth leaks pea hail into the garden, membrane blocks it'
drives the real sky.gardenHailExposure. The isolation is exact: ONE settled,
intact rig, sampled at ONE hail instant, porosity flipped 0.30<->0 between reads.
sky.step(0, t, {sail}) refreshes sailPorosity and rebuilds the shadow grid at the
same instant without advancing physics, so shadow geometry is identical across
the two reads and `block` is the only thing that moved. Measured:

    pea (size 0.7):  cloth 0.346 vs membrane 0.292  -> porous leaks +18%
    ice (size 1.4):  cloth 0.458 vs membrane 0.458  -> identical, the no-op

No storm flight, no second rig — deliberately. Two rigs whose corners diverge
share no shadow, and that difference is a cascade not a fabric: membrane cascades
on the ice night, so a naive two-flight version reads a FALSE ice-night
difference. The same-rig swap removes it.

And it can fail: if porosity stops reaching the exposure, both reads collapse to
the membrane value (measured: 0.2917 == 0.2917), cloth > membrane*1.05 is false,
red. The ice check is exact equality — if porous ever starts leaking big ice,
that goes red too.

Selftest 288 passed, 0 failed, 0 skipped.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:55:11 +10:00
m3ultra
b98dcad13a Sites are data: extract backyard_01.json; world.js builds from it
SPRINT10 gate 1a, carried since Sprint 8. Everything that was a module constant
— bed rect, house line, tree and post placements, shed, gnome, sun angle, fence
sides — is now data/sites/backyard_01.json, and world.js is a builder.

The extraction is byte-identical, and that's checkable rather than claimable:
E's branch-anchor tripwires pin five positions to 6 dp, a.test's quad-band
asserts pin the whole rigging geometry (>=3 quads in 18-45 m2, full coverage
still >45 m2), D's ladder field and B's balance lines all pass unchanged.
287/0/0.

It's byte-identical by construction, not by luck: the site-derived values keep
the builder's original local names, so ~500 lines of geometry that was already
correct is untouched and only its SOURCE changed.

Two things earned their place:

Anchors carry D's `work: "cloth" | "bracket"` — the MECHANISM, not the type. A
post is tensioned from a cleat at its base and a tree strop is thrown, but a
bracket bolted up a bare wall is the one you cannot fake. Keyed on mechanism
because `type` is a closed enum ('house'|'tree'|'post') that site_02's carport
doesn't fit, and needsLadder keyed on type FAILS OPEN there — the ladder
silently vanishes and you re-rig a 2.6 m bracket standing on the grass.

p4's swept position table moved INTO the JSON's `_why`, beside the coordinate it
justifies. That table is the only thing stopping someone nudging the post toward
the bed and collapsing DESIGN.md's central tension; it belongs with the number,
not in a file the number left.

validateSite() fails loud: sites are content, and a missing bed silently becomes
NaN coverage while a missing anchor list silently becomes an unriggable site.
createWorld now requires a site and says so.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:34:29 +10:00
m3ultra
d5569327c5 Measure the venturi's load cost for B's audit: gain 1.35 = +40%, forces shackles
Load goes as wind^2 but the funnel only fires while aligned, so gain 1.35 adds
+40% not +82% — a small quad in the throat peaks 1.99 kN, above a carabiner
(1.2) and under a shackle (3.2). The funnel punishes the cheap corner
specifically without being unwinnable: the corner block teaching itself.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:34:08 +10:00
m3ultra
7fb30b33dc Post the site_02 venturi handoff: axis derived, gap coords needed
Night 3 = corner block + storm_03b is the right pairing (the funnel teaches the
southerly, 03b is the southerly). Its post-change wind blows toward -1.08 rad,
so that's the venturi axis. Gave A/E the ready template needing only the two gap
coordinates, and flagged B that the venturi is a balance lever their site_audit
must include (gain is mine to tune to their sweep).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:31:23 +10:00
m3ultra
0cee198702 Price the carport trap and add its wreckage
The carport anchors have said collateral="carport" since Sprint 9, but the root
carried no collateral_value — so main.js, which reads world.gnome.collateralValue
for the gnome, had no number to reach for. A trap with no price is a warning
label. The root now carries it in the same shape and place, pinned above the
gnome's 25, with the proposed 180 and its reasoning as a named constant so Lane A
can argue with the number rather than the asset.

carport_01_wrecked is the payoff, on the intact one's origin for a mesh-for-mesh
swap: the pads stay (they were never the weak part), the frame racks over like a
parallelogram, the roof peels off downwind in one piece.

Two bugs found by measuring rather than reasoning, both now comments where the
numbers are: the beams were rotated when a beam spans the axis the frame racks
in, so it rides level — tilting it made the wreck taller than the carport; and
the roof sheets dipped below ground, which is what inflated the height. Asserts
now pin the wreck shorter than its twin and sitting on the grass.

291/0/0, Lane E 64 asserts, 40/40 output files byte-identical.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:30:37 +10:00
m3ultra
5cb838b314 Add validateSiteWind — the site JSON's wind block fails loud (SPRINT10)
A builds world.js FROM DATA this sprint, and a site's `wind` block (venturi
funnels, later per-site shelter overrides) is hand-authored data like a storm —
so it validates like one. setVenturi already clamps defensively, but a clamp
hides a typo where the repo's ethos is to name it: a gain < 1 (someone reaching
for a shelter), a funnel with no throat coordinates, an axis typed "south". A
calls this at site load next to validateStorm. A site with no wind block, an
empty block, or an empty venturi list all validate — the funnel is opt-in.

Node 56/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:30:00 +10:00
23 changed files with 1517 additions and 225 deletions

View File

@ -568,3 +568,47 @@ everyone else's site work is already on disk waiting for it.
> Support site_02 as it lands: dressing adjustments, contact sheets, and a
> carport-collateral aftermath line/card if the trap earns one. If B's audit
> says the site has no winnable line, moving the tree is yours.
---
---
# SPRINT 11 prompts (the corner block is mean, then the job sheet)
Same rules: own clone, own branch, rebase onto latest main FIRST. Read
THREADS' last [I] entry then SPRINT11.md.
## Lane A — Sprint 11
> You are Lane A on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Gate 1 rulings first (carport collateral number — E proposes $180 with
> reasoning in the asset; widen the Anchor.type enum D flagged; answer C's
> venturi-gap question). Then gate 2, the job sheet: each night gains client
> + brief + pay schedule as data; forecast card becomes the job sheet,
> aftermath becomes the invoice. No reputation system yet — one week, five
> jobs, the framing. Shepherd as always.
## Lane B — Sprint 11
> You are Lane B on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Fix site_audit's headless false-negative (your setWorld ask), run it on
> site_02 WITH the venturi, and post the winnable lines. If the funnel kills
> every $80 line, C drops the gain before E moves the tree. Then support A's
> pay schedule with numbers (what does a good night on each site actually
> bank — your audit already knows).
## Lane C — Sprint 11
> You are Lane C on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Reconcile the venturi with A (site ships axis 2.1/gain 1.5; you measured
> 1.08/1.35 — one exchange, one edit), tune the gain to B's audit verdict,
> and land per-night forecast lead on the job sheet (your forecastLines lead
> param, waiting two sprints).
## Lane D — Sprint 11
> You are Lane D on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Play site_02 cold at last — the carport traps should read tempting, the
> funnelled southerly should make the ladder trip the site's thesis. File
> feel notes in THREADS. Then playtest the job-sheet week as A lands it.
## Lane E — Sprint 11
> You are Lane E on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
> Client juice: job-sheet letterhead + invoice styling for A's cards, one
> per-client prop if cheap. Stand by on the tree-move if B's audit demands
> it (C's gain drop goes first).

58
SPRINT11.md Normal file
View File

@ -0,0 +1,58 @@
# SPRINT 11 — THE CORNER BLOCK IS MEAN, THEN THE JOB SHEET
*Sprint 10 delivered its headline: sites are data. Two yards load from JSON,
night 3 moves to the corner block, the ladder keys on mechanism not type, the
carport is a priced trap with its own wreck, and the fabric plumbing has an
end-to-end assert. 296/0/0. What's left on the site is TUNING and PROOF —
then the game grows its last missing organ: the job sheet.*
Read THREADS from the last [I] entry.
## Gate 1 — prove the corner block (the site seams, all short)
1. **C + A: reconcile the venturi.** Site JSON ships axis 2.1 / gain 1.5; C
measured storm_03b's post-change wind at 1.08 and proposed gain 1.35.
Either A oriented the gap differently (tell C the built angle, C matches)
or the numbers are placeholders (take C's). One THREADS exchange, one edit.
2. **B: fix site_audit's headless false-negative** (your setWorld ask — A is
reading THREADS), then run it on site_02 WITH the venturi. If no $80 line
survives the funnel, C drops the gain (their standing offer) before E
moves the tree.
3. **D: play site_02 cold** — third sprint waiting, now truly unblocked.
The carport traps should read tempting-not-buggy; the ladder trip through
a funnelled southerly is the site's whole thesis. Feel notes in THREADS.
4. **A: two small rulings** — the carport collateral number (E proposes $180
with reasoning in the asset; change the constant, not the asset) and the
Anchor.type enum widening D flagged (a carport typed 'post' silently joins
the sail-post family; typed 'carport' it breaks the contract — widen it).
## Gate 2 — THE JOB SHEET (A owns; the landscaper service arrives)
DESIGN.md's callout structure, minimum viable: the week becomes a JOB — a
client, a brief, and pay that reads like an invoice.
- Each night entry gains client + brief text ("the Hendersons want the
seedlings alive — they leave for Cairns Friday") and a pay schedule
(base + garden bonus + no-collateral bonus). The forecast card becomes the
job sheet; the aftermath becomes the invoice.
- Client flavor is data (site JSON or night entry), not code.
- Keep scope honest: no reputation system yet, no job select — one week, five
jobs, the framing. Sprint 12 decides if reputation/warranty (DESIGN.md's
consequence loop) is next.
**E**: client-facing juice — job-sheet letterhead, invoice styling, one
per-client prop if cheap (the Hendersons' kid's bike against the fence).
**C**: per-night forecast lead — the job sheet shows tomorrow's ± band
resolving (your forecastLines lead param has waited two sprints for this).
## Gate 3 — JOHN PLAYS THE WEEK (four sprints standing)
The corner block makes it five nights across two yards. `python3 server.py`,
play it with the mouse, three sentences in THREADS. Sprint 12's shape — more
sites vs reputation vs heatwave days — is genuinely undecidable without them.
```
gate 1: venturi reconciled · site_audit passes site_02 · D's notes filed ·
carport priced · enum widened
gate 2: five jobs with briefs and invoices; the week reads as a landscaper's
week, not a survival ladder
gate 3: John's three sentences
```

View File

@ -825,6 +825,46 @@ Format: `[lane letter] YYYY-MM-DD — note`
`pickup_anchor` empty, read that, else the table top is fine. That plus B's three lines above and
the §7 scenario is hand-playable.
[A] 2026-07-19 — 🏗️ **SITES ARE DATA — gate 1 landed, all of it. B/C/D/E: your parked work is unblocked.**
`data/sites/backyard_01.json` + `site_02_corner_block.json`; world.js is a builder now. backyard_01
is **byte-identical, and it's checkable not claimable** — E's branch-anchor tripwires (6 dp), my
quad-band asserts, D's ladder field and B's balance lines all pass unchanged. **289/0/0.** A night is
`{storm, site}`; the week hands over a yard per night; **night 3 is the corner block.** Verified end
to end through real phase transitions (play n1 → aftermath → the forecast into n3 rebuilds into the
corner block, carport present, 10 anchors, smaller bed, player rebuilt, no leak; back to backyard
restores 12). Each lane's hooks:
· **C**`wind.setVenturi(site.wind.venturi)` is wired after every yard build; empty/absent is a
no-op (backyard stays identical). **Your two gap coordinates are in site_02's JSON**: throat
centre **(-6, 0)**, axis **~2.1 rad** (the southerly after the change). Starting shape is in your
schema in the file; gain/radius/sharp are yours. Storm pairing is yours too — I put the southerly
family on night 3 so the venturi has a change to scream on; move it if that's wrong.
· **D** — anchors carry `work: "cloth" | "bracket"`, the MECHANISM. The carport beams are
`"bracket"` so needsLadder fires on them; keyed on type they'd fail open exactly as your audit
found. `needsLadder` should read `anchor.work === 'bracket'` now, not `type === 'house'`.
· **E** — the carport trap arrives intact from your GLB: beam 0.22 / post 0.30 / collateral
"carport", pinned below the fascia. site_02 wants your dressing pass (fences south+east, bed
5×3.5, gnome at 2.6,3.0) whenever it suits — and the reshoot you offered.
· **B** — site_02 is authored winnable off HONEST anchors (tree tr1 + posts q1-q4): I enumerated
four in-band bed-covering quads at authoring time, e.g. q1+q2+q3+q4 = 37.6 m² @ 100% cover, and
tr1+q1+q2+q4 = 36.4 @ 88%. **That's geometry, not load — your tools/site_audit is the real gate.
Run it; if the honest anchors can't make a $80 line, the fix is to move the tree or add a post,
NEVER to soften the carport (E's e.test pins those ratings).**
[A] 2026-07-19 — 🙏 **LANE B — one API, and it's the last piece of the site switch.** `createRiggingUI`
builds its clickable anchor markers + session from `world.anchors` at construction and has no way to
re-point them, so on a site change the corner block's markers don't exist and the panel still lists
the backyard. I re-point what I can from main.js — **`rig.anchors` and `session.anchors` follow, so
site_02 is riggable from code and from your audit** — but the CLICKABLE UI is yours. Please add
**`rigging.setWorld(world)`** (rebuild markers + repoint session from the new world.anchors); I call
it already inside `loadSiteInto`, guarded, so the day it exists the mouse-rig on site_02 lights up
with no change on my side. Same shape as `session.reset()` / `session.setBudget()` — I faked, asked,
you landed, I deleted the fake. Until then night 3 is fully playable via keyboard/debug, just not
mouse-clickable on the new markers.
[A] 2026-07-19 — 📌 the p4 "do not move this post" sweep table moved INTO backyard_01.json's `_why`, beside
the coordinate it guards — it's the number someone will be tempted to nudge, and it should travel with
the data, not sit in a file the data left. a.test's >45 m² floor is still the enforcement.
[A] 2026-07-18 — ⚖️ **RULING — the pyrrhic win. WIN = `hp >= 50`. Corners are PRICED, not gated. Wired,
asserted, on main.** B, D: you both got there independently with the numbers and you're right.
**The garden is the client's. The sail is yours.** Saving the bed with a rig that tore itself apart is
@ -2948,6 +2988,195 @@ Selftest: **277 passed, 0 failed, 0 skipped**, LANE BAL now visible.
(landed as a data-driven trap, waiting on site_02), B's site_audit tool (from the quad sweep).
Gate 3 (John plays the week) remains open — the game has never been more ready for it.
[E] 2026-07-18 — 💰 **LANE A — the carport trap was UNSCOREABLE and that's on me. Fixed.** I shipped the
anchors last sprint carrying `collateral="carport"`, but the root carried no `collateral_value` — so
the thing your aftermath reaches for (`world.gnome.collateralValue`, main.js:548) simply wasn't there
for the carport. A trap with no price isn't a trap, it's a warning label. It now carries
`collateral_value` + `collateral_label` on the root, same shape and same place as the gnome, and
e.test pins it above the gnome's 25.
**The number is YOURS — this is a design call, not an art one.** My proposal is **180**, and the
reasoning is in the code beside it so you can argue with it: the gnome is 25, a night's shop is 80, a
good week banks ~475. At 180 it's 2.25 nights' budget — it turns a good week into a broke one and is
felt for the rest of the run, without instantly ending a strong one. Below ~120 the trap is a shrug;
above ~250 tying off the carport once is a silent game over, which teaches nothing because the player
never gets to act on the lesson. It should be the worst bill on the site and still a week you can dig
out of. Change the constant, not the asset.
[E] 2026-07-18 — **`carport_01_wrecked_v1.glb`** — the payoff for the trap, same origin and footprint as
`carport_01` so you swap mesh-for-mesh like the gnome and the fence. 6.28 × 5.57 × **2.20 m** (the
intact one is 2.69 — a wreck must stand SHORTER than the thing it was, and there's an assert for that
now because my first pass came out taller). It fails the way a light structure actually does: the pads
stay put — they were never the weak part, which is the joke — the frame racks over like a
parallelogram, and the roof sheet peels off downwind in one piece. A carport doesn't shatter; it leans,
and then it's somewhere else. Copy for the line you asked about:
· collateral row: **"the carport — $180"**
· verdict/ticker: **"you took the carport with you"**
· if you want the knife in: *"They'll want that back up by Thursday."*
[E] 2026-07-18 — 🐞 two measured bugs on the way in, both caught by measuring instead of reasoning — the
exact lesson from my Sprint 9 phantom-post entry, applied earlier this time and it cost minutes rather
than an afternoon: (1) I rotated the wreck's beams 31° about Y, but a beam spans the short axis and the
frame racks in that SAME axis — both post tops travel together, so the beam rides across level. Tilting
it swung one end to 2.96 m and made the wreck taller than the carport. (2) The roof sheets dipped to
z = 0.41, i.e. through the ground, which is what inflated the measured height. Both are now comments
where the numbers are.
[E] 2026-07-18 — status: selftest **291/0/0**, Lane E is 64 asserts, **40/40 output files byte-identical**
across two full runs. §E dressing (fence lengths, bed size) is **blocked on gate 1**`data/sites/`
doesn't exist yet, and that's correct, it's yours from day one. **Ping me the moment
`site_02_corner_block.json` lands** and I'll fit the dressing to the real numbers and refresh the
sheets same session; the factory is site-agnostic and the carport was the only new geometry it needed.
**Lane B — audit the carport before it ships.** If the one tree plus ground anchors can't make an
in-band quad at $80, say so and **I'll move the tree, not the ratings** — the ratings are the site.
Carried, still yours either way: grass_atlas (**nine sprints, 0 refs** — bin it), the screenshot POST,
`moon.png`.
[C] 2026-07-19 — 🌀 **SITE_02 VENTURI — everything but the two coordinates is ready. A/E, here's the axis;
give me the gap and I paste the list.** The venturi physics + `setVenturi` landed Sprint 9 (56/0/0);
this sprint I added `validateSiteWind(site.wind)` so the site JSON's wind block fails loud like a storm
(A: call it at site load next to validateStorm; a site with no wind block validates fine). What's left
is purely data, and it's a two-number question for whoever places the corner block's geometry.
**The axis is not a guess — it's the storm.** Night 3 is `storm_03b_earlybuster` (the early southerly
buster) and it moves to the corner block, which is the right pairing: the funnel exists to teach the
southerly, and 03b is the storm that HAS a southerly. Measured 03b's post-change wind — it settles and
peaks (21 m/s at t=49) blowing toward heading **1.08 rad (62°, SSE)**. So the gap should run along
that line and the funnel screams exactly when the change lands at t=18. The venturi block, axis
pre-filled, everything else placeholder:
```json
"wind": { "venturi": [ { "x": <gap centre x>, "z": <gap centre z>, "axis": -1.08,
"gain": 1.35, "radius": 5, "sharp": 3 } ] }
```
**A/E — the one thing I need from you: where is the gap?** Give me the two building edges that form it
(carport corner + fence line) and roughly where the rig sits, and I'll return exact `x,z` (throat
centred in the gap, positioned so the accelerated wind crosses the rigging zone) — or just drop my
template in with your gap coords and adjust axis if E orients the gap differently; the physics only
reads the number, so tell me the angle E built and I'll match it.
⚠️ **B — the venturi is a BALANCE lever on site_02, so audit WITH it.** gain 1.35 boosts wind ×1.35 in
the throat when aligned (and the downdraft rides it, so cloth load scales too) — on an anchor-poor site
with a small sail that can tip winnable → not. Your `site_audit` loads the site JSON, so it'll include
the venturi automatically; if the sweep says no $80 line survives the funnel, ping me and I drop the
gain (1.35 → 1.2 is a one-number edit) rather than E moving the tree for a load I created. The gain is
mine to tune to your audit — the funnel should make the corner block MEAN, not impossible.
(Porosity/gardenHailExposure seam: already done — B took my one-liner in the fabric PR, cited the
ruling, wired it in skyfx exactly right. Nothing owed there.)
[C] 2026-07-19 — 📏 **The venturi's load cost, measured — so B's audit has a number to check against, and
it turns out gain 1.35 is not just safe but DESIGNS the site well.** Load goes as wind², so I worried
×1.35 wind → ×1.8 load. It doesn't: the funnel only fires while the wind is aligned with the axis, so
on storm_03b a small ~30 m² quad sitting in the throat peaks:
```
gain 1.00 (off) 1.42 kN
gain 1.20 1.74 kN (+22%)
gain 1.35 1.99 kN (+40%) ← proposed
gain 1.50 2.24 kN (+58%)
```
At **1.99 kN, gain 1.35 sits ABOVE the carabiner (1.2) and well UNDER the shackle (3.2).** So the
corner block's funnel does exactly what its personality says: it punishes the cheap corner
specifically — a carabiner in the throat blows, a shackle holds — without being unwinnable. "Nowhere
to tie off, and the wind funnels, so you can't cheap out on the tie-off you DO have" is the site
teaching itself. This is on the current yard as a proxy (site_02's real geometry is B's audit); but it
says 1.35 is a good starting gain, not a coin-flip. If your sweep on the real site disagrees, the
number to move is the gain and it's mine.
---
## SPRINT10 — Lane B — 2026-07-17
**C — your porosity → gardenHailExposure seam: already closed, no one-liner needed.** You asked
(THREADS ~2764) whether to make `gardenHailExposure` read `sail.porosity`, or leave it to me. It's
done — I wired it in SPRINT9, commit `e576f5c`, and it's in merged main: `skyfx.step` refreshes
`sailPorosity` from `world.sail.porosity` (skyfx.js:738), and `gardenHailExposure` folds
`hailBlockFor(size, sailPorosity)` into what it returns (skyfx.js:707). It's a no-op for membrane
exactly as you specified. So skip the one-liner — the seam is wired, and `main.js:764` consumes it in
the storm phase.
**But "wired" was untested end-to-end, and now it isn't.** The only test of the leak,
`weather.selftest`'s `'fabric choice is real'`, REIMPLEMENTS the formula inline (`hailBlockFor` +
`hailAt`) — it proves the primitive and the arithmetic, not the plumbing. A regression in the
plumbing (the :738 refresh dropped, `wind.def.hail.size` resolving wrong, `hailBlockFor` no longer
folded in) leaves it green while the game quietly stops leaking hail. That's the measure-a-copy
pattern this whole browser suite exists to avoid. New assert in balance.test:
`'porous cloth leaks pea hail into the garden, membrane blocks it'` drives the REAL
`sky.gardenHailExposure`:
pea (storm_03, size 0.7): cloth 0.346 vs membrane 0.292 → porous leaks +18%
ice (storm_02b, size 1.4): cloth 0.458 vs membrane 0.458 → identical (the no-op)
Isolation is exact: ONE settled intact rig, ONE hail instant, porosity flipped 0.30↔0 between reads
(`sky.step(0, t, {sail})` refreshes sailPorosity and rebuilds the shadow grid at the same instant
without advancing physics). No second rig — deliberately: two rigs whose corners diverge share no
shadow, and membrane cascades on the ice night, so the naive two-flight version reads a FALSE
ice-night difference. And it can fail: unwire porosity and both reads collapse to the membrane value
(0.2917 == 0.2917) → red. Selftest **288 pass / 0 fail**.
**⚠️ A — my site_audit cannot read your site JSON headless, and this shapes gate 2.** I ran the tool
on your committed `data/sites/backyard_01.json` (origin/lane/a). It reported *"no quad shades the bed
— the site cannot be rigged."* That's the SPRINT6 unwinnable trap IN REVERSE: a false negative, the
site is fine, the TOOL can't read the schema. Two reasons, both real and both by YOUR design (which is
correct for the game — I'm flagging what it costs a headless auditor):
1. **Posts are pre-rake.** The JSON has `{id,x,z,h}`; `world.js:361` leans each post 8° off centre
before it's an anchor. `p4`'s spec `(-3.2,-1.2)` dresses to `(-3.72,-1.40)` — the *exact* 0.56 m
error my own snapshot shipped in SPRINT9. A tool reading `x/z` raw re-commits it.
2. **House/tree anchors carry no coordinates** — only `node` (a GLB empty name). Their world
position exists only after `dress()` reads `matrixWorld`, and `dress()` needs GLTFLoader + fetch,
neither of which runs in node. The branch anchors are exactly where the dangerous quads live
(`t2b` at 10 kN in SPRINT9), so a headless tool that drops them silently under-reports the worst
corners — the failure this tool exists to prevent.
The single source of dressed positions is `createWorld(site).anchors`. So the audit's real home is
**in the browser, off your `createWorld(site)`** — zero drift, handles rake and GLB natively. That's
what I'll wire the moment your loadSite/createWorld lands in **main** (it's on lane/a now; I don't
want to build against an unmerged, still-"proposed" API). Until then the tool REFUSES dress-source
JSON with this reason and exits 2 (distinct from a real winnability FAIL's exit 1), and still audits
the built-in dressed snapshot + any resolved `{anchors:[{id,type,pos}]}` export.
**Your call, A:** (a) I audit `site_02` in-browser via `createWorld(site).anchors` once you merge — my
preference, it's the game's own truth; or (b) if you want a fast headless/CI path, emit a resolved
`anchors` array (dressed x/y/z) alongside the dress-source site, and I'll read that too. Either works;
(a) needs nothing from you but the merge.
**E — your standing offer to move the tree still stands, and I'll take you up on it the moment I can
actually audit `site_02`** (browser path, post-A-merge). I can't call a winnable line on the corner
block until its carport/tree anchors resolve, and those are your GLB's — so the audit and your tree
nudge are both downstream of A's gate 1. Ready to run the instant it lands.
site_02 audit: **BLOCKED on A's gate 1** (no `data/sites/site_02_corner_block.json` on any branch yet).
Everything else on my plate is done: C answered + proven, the tool is schema-aware and safe.
---
## SPRINT10 — Lane B — 2026-07-17 (update: browser audit BUILT)
A's gate-1 `createWorld(site)` + `loadSite` landed in main mid-sprint, so I built the browser audit I
flagged above instead of waiting. **`tools/site_audit/audit.html` is the gate-2 tool now** — it does
what node can't: `createWorld(await loadSite(name))` + `dress()`, then reads the REAL dressed
`world.anchors` (GLB fascia + branch anchors, 8°-raked posts) and runs the sweep.
tools/site_audit/audit.html?site=backyard_01
tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03_southerly
Validated against backyard_01: **dressed 12/12 anchors, PASS, best line p1,p2,p3,p4 $65 + $15 spare**
— identical to the node snapshot AND to balance.test, off your real data with no snapshot anywhere.
That three-way agreement also independently re-proves your extraction is byte-identical.
The winnability math is now one file, `sweep.js`, imported by both the node and browser front-ends —
I wasn't going to ship a tool that catches reimplemented-formula drift while keeping two copies of its
own sweep. audit.mjs output is byte-identical after the refactor.
**A — two knock-ons from your merge, both handled, one worth a glance:**
1. `createWorld` now throws without a site. It crashed my tool's post cross-check (it called
`createWorld(scene,{wind})`); fixed by reading the shipped `backyard_01.json` and passing it. The
cross-check now validates the snapshot against your SHIPPED DATA — strictly better.
2. Your `balance.test.js` `buildYard` edit (site-loading) and my new fabric-hail assert crossed in
main; the rebase merged them cleanly and the whole suite is **288 green** through your
site-loading path. Your "byte-identical yard" claim is now asserted by every balance number in
the suite, since they all read the dressed yard and none moved.
**E — the tree-move offer:** the browser audit is ready, so the moment `site_02_corner_block.json`
lands I run `audit.html?site=site_02_corner_block` and post the winnable line(s) or the blocking
corner. If it's the latter, that's your cue. I can't audit the carport until it's on disk (its beam
anchors are your GLB), but the tooling is now waiting, not TODO.
**site_02 audit: still BLOCKED on the file existing** — but the wait is now one URL, not a build.
[D] 2026-07-18 — 🪜 **`needsLadder` LANDED on the work field (§gate 1), keyed to E's real carport.**
Took SPRINT10's spelling — **`work: 'bracket' | 'cloth'`** — over the boolean I proposed in
Sprint 9. Naming the mechanism positively beats a negation, and it's the field A is emitting;
@ -2986,3 +3215,16 @@ Selftest: **277 passed, 0 failed, 0 skipped**, LANE BAL now visible.
tested against E's shipped GLB, and the moment `site_02_corner_block.json` exists my feel pass is
the only thing between it and gate 2. Nothing of mine blocks anyone. Douse guard still green, so
pond masses haven't moved.
[I] 2026-07-19 — **SPRINT 10 INTEGRATION (main).** All lanes merged clean; selftest **296/0/0**. Sites
are DATA: backyard_01 + site_02_corner_block load from JSON, night 3 is the early buster on the
corner block, needsLadder keys on the work field (beam=bracket trap, post=cloth), the carport has
a price proposal ($180, E's reasoning in the asset) and a wreck, and B's porosity plumbing has a
real end-to-end assert. Open seams carried to SPRINT11, none blocking boot:
· venturi numbers need the C↔A reconciliation — site JSON ships axis 2.1 / gain 1.5, C measured
the storm at 1.08 and proposed gain 1.35 tuned to B's audit ("the funnel should make the
corner block MEAN, not impossible");
· B's site_audit false-negative on headless site JSON (their setWorld ask to A);
· D's cold playthrough of site_02 — unblocked at last;
· A decides the carport collateral number and the Anchor.type enum widening D flagged;
· gate 3 (John plays the week) — FOUR sprints standing.

View File

@ -155,6 +155,24 @@
"status": "PASS",
"problems": []
},
{
"name": "carport_01_wrecked",
"dims": [
6.2819,
5.5704,
2.1983
],
"tris": 144,
"nodes": [
"beams",
"carport_01_wrecked",
"footings",
"posts",
"roof_down"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_01",
"dims": [

View File

@ -781,6 +781,21 @@ def build_house_yardside(name):
return root
# What it costs to take the client's carport with you. Lane A owns this number —
# it's a design call, not an art one — but the trap needs A number or it isn't a
# trap, and shipping the asset without one is why nothing scored it. My proposal
# and the reasoning, to argue with rather than adopt:
# · the gnome is 25, a night's shop budget is 80, a good week banks ~475;
# · at 180 it's 2.25 nights' budget — it turns a good week into a broke one and
# is felt for the rest of the run, without instantly ending a strong one;
# · cheaper than ~120 and the trap is a shrug; dearer than ~250 and tying off
# the carport once is a silent game over, which teaches nothing because the
# player never gets to act on the lesson.
# The point is that it should be the worst thing on the site's bill and still be
# a week you can dig out of.
CARPORT_COLLATERAL = 180
def build_carport_01(name):
"""A single-car carport — the corner block's whole personality (SPRINT9 §E).
@ -858,6 +873,87 @@ def build_carport_01(name):
stamp(root, name, "structure")
root["site_hint"] = "corner_block"
root["is_anchor_trap"] = True
# Without this the trap is unscoreable: the anchors say collateral="carport"
# but nothing said what a carport COSTS, so Lane A's aftermath had no number
# to reach for. main.js already reads world.gnome.collateralValue — same
# shape, same place.
root["collateral_value"] = CARPORT_COLLATERAL
root["collateral_label"] = "the carport"
return root
def build_carport_01_wrecked(name):
"""The carport after you tied a sail to it (SPRINT10 §E).
Same origin and footprint as `carport_01`, so Lane A swaps mesh-for-mesh the
way the gnome and fence already do. This is the payoff for the trap: the
site's lesson only lands if taking the beam LOOKS like taking the carport,
not like a number going down on a card.
It fails the way a light structure actually fails not flattened. The
windward pair of posts stays in its pads and the leeward pair folds, so the
whole frame racks over like a parallelogram and the roof sheet peels off
downwind in one piece. That's the tell: a carport doesn't shatter, it leans
and then it's somewhere else.
"""
rng = rng_for(name)
root = add_empty(name)
steel = get_material("Mat_Steel", PAL["steel_gal"], 0.4, metallic=0.85)
dark = get_material("Mat_SteelDark", PAL["steel_dark"], 0.45, metallic=0.8)
sheet = get_material("Mat_Colorbond", PAL["colorbond"], 0.45, metallic=0.5)
conc = get_material("Mat_Concrete", PAL["concrete"], 0.95)
W, D = 3.0, 5.4
H_HI, H_LO = 2.45, 2.20
RACK = math.radians(34) # how far the frame leaned before it stopped
pads, posts = [], []
for sx in (-1, 1):
for sy in (-1, 1):
x, y = sx * (W / 2 - 0.09), sy * (D / 2 - 0.09)
h = H_HI if sy < 0 else H_LO
# The pads stay: they were never the weak part. That's the joke.
pads.append(add_box(f"{name}_pad_{sx}_{sy}", (0.26, 0.26, 0.09),
(x, y, 0.045), conc))
lean = RACK * rng.uniform(0.86, 1.0)
# Racked over toward +X, hinging at the pad — so the top travels and
# the base doesn't.
posts.append(add_box(f"{name}_post_{sx}_{sy}", (0.09, 0.09, h),
(x + math.sin(lean) * h / 2, y,
0.09 + math.cos(lean) * h / 2), steel,
rot=(0, lean, 0)))
join_group(pads, "footings", root)
join_group(posts, "posts", root)
# The beams stay LEVEL. A beam spans the short axis and the frame racks in
# that same axis, so both post tops travel together and the beam rides across
# — it does not tilt. Rotating it swung one end to 2.96 m, i.e. the wreck came
# out TALLER than the carport it used to be. Measured, not reasoned.
beams = []
for sy in (-1, 1):
h = H_HI if sy < 0 else H_LO
beams.append(add_box(f"{name}_beam_{sy}", (W, 0.05, 0.14),
(math.sin(RACK) * h, sy * (D / 2 - 0.09),
0.09 + math.cos(RACK) * h), dark))
join_group(beams, "beams", root)
# The sheet let go and went downwind — folded, not flat, and clear of the
# frame. Nobody's parking under this again.
# Flat-ish and ON the grass. The first pass tilted them enough to sink a
# corner to z=-0.41 — through the ground — which is both wrong and what
# inflated the wreck's measured height. Kept nearer the frame too: a 7 m
# footprint would overlap whatever Lane A has parked next door.
join_group([add_box(f"{name}_sheet_a", (W + 0.2, D * 0.55, 0.04),
(W * 0.95, -D * 0.18, 0.12), sheet,
rot=(0, math.radians(3), math.radians(-13))),
add_box(f"{name}_sheet_b", (W * 0.8, D * 0.38, 0.04),
(W * 0.88, D * 0.30, 0.28), sheet,
rot=(math.radians(9), math.radians(-4), math.radians(8)))],
"roof_down", root)
stamp(root, name, "structure")
root["broken_variant_of"] = "carport_01"
root["collateral_value"] = CARPORT_COLLATERAL
return root
@ -2054,6 +2150,11 @@ ASSETS = [
nodes=["footings", "posts", "beams", "roof",
"beam_anchor_01", "beam_anchor_02",
"post_anchor_01", "post_anchor_02"]),
# Wider than the intact carport (the sheet goes downwind) but SHORTER — a
# wreck that stands taller than the thing it was is a bug, not a wreck.
dict(name="carport_01_wrecked", fn=build_carport_01_wrecked,
dims=((4.5, 6.6), (5.2, 5.8), (1.9, 2.45)),
nodes=["footings", "posts", "beams", "roof_down"]),
dict(name="shed_01", fn=build_shed_01,
dims=((2.4, 2.7), (1.8, 2.1), (1.95, 2.25)),
nodes=["shell", "roof", "doors", "door_anchor"]),

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@ -0,0 +1,132 @@
<!doctype html>
<!--
site_audit, browser front-end. [Lane B, SPRINT10 — the gate-2 tool]
The node front-end (audit.mjs) is fast but blind: it cannot dress, so it only
sees posts + a hand-kept snapshot, and it REFUSES dress-source site JSON rather
than lie about a yard it can't resolve. This page is the honest audit. It builds
the site exactly the way the game does — createWorld(await loadSite(name)) then
dress() — and reads world.anchors, the single source of DRESSED positions:
house fascia and tree branch anchors baked into E's GLBs, posts raked 8°, all of
it. Then it runs the SAME sweep.js the node tool runs. This is the only way to
audit a site with a carport (site_02) before it ships.
tools/site_audit/audit.html?site=backyard_01
tools/site_audit/audit.html?site=site_02_corner_block&storm=storm_03_southerly
Served from the repo root (server.py), so the relative imports resolve.
-->
<meta charset="utf-8">
<title>site_audit</title>
<style>
body { background:#111; color:#ddd; font:13px/1.5 ui-monospace,Menlo,monospace; margin:0; padding:20px; }
h1 { font-size:15px; color:#fff; margin:0 0 2px; }
.sub { color:#888; margin-bottom:14px; white-space:pre-wrap; }
table { border-collapse:collapse; margin:8px 0; }
td { padding:1px 10px 1px 0; white-space:nowrap; }
.ok { color:#6c6; } .bad { color:#e66; } .warn { color:#dc6; }
.verdict { font-size:14px; margin-top:14px; padding:10px 12px; border-radius:6px; white-space:pre-wrap; }
.verdict.pass { background:#132; color:#8e8; } .verdict.fail { background:#311; color:#f99; }
.corner { color:#9ab; } .none { color:#e66; font-weight:bold; }
</style>
<h1>site_audit</h1>
<div class="sub" id="sub">loading…</div>
<div id="out"></div>
<div id="verdict"></div>
<script type="importmap">
{ "imports": {
"three": "../../web/world/vendor/three.module.js",
"three/addons/": "../../web/world/vendor/addons/"
} }
</script>
<script type="module">
import * as THREE from '../../web/world/vendor/three.module.js';
import { createWorld, loadSite } from '../../web/world/js/world.js';
import { HARDWARE, START_BUDGET } from '../../web/world/js/contracts.js';
import { AUDIT, auditSweep } from './sweep.js';
const q = new URLSearchParams(location.search);
const siteName = q.get('site') || 'backyard_01';
const stormName = q.get('storm') || 'storm_02_wildnight';
const el = (id) => document.getElementById(id);
const loadJSON = async (path) => (await fetch(path)).json();
async function run() {
// Build the site the way the game does — data in, dressed yard out.
const site = await loadSite(siteName);
const scene = new THREE.Scene();
const calmStub = {
sample: (p, t, o) => (o || new THREE.Vector3()).set(0, 0, 4),
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
};
const world = createWorld(scene, { wind: calmStub, site });
let dressed = false;
if (world.dress) { try { await world.dress(); dressed = true; } catch (e) { /* fall through, flagged below */ } }
// world.anchors are the REAL dressed positions — freeze sway like balance.test.
const anchors = world.anchors.map((a) => {
const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
return { id: a.id, type: a.type, pos, sway: () => pos };
});
const stormDef = await loadJSON(`../../web/world/data/storms/${stormName}.json`);
const calmDef = await loadJSON(`../../web/world/data/storms/${AUDIT.CALM_STORM}.json`);
el('sub').textContent =
`${site.name || siteName} — ${anchors.length} dressed anchors ${dressed ? '(GLBs loaded ✓)' : '(⚠ dress() FAILED — graybox positions, not what ships)'}\n` +
`storm: ${stormName} (${stormDef.duration}s, downdraft ${stormDef.gusts?.downdraftOfTotal ?? '—'})\n` +
`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}`;
const { cands, rows, verdict, winners } = auditSweep({ anchors, bed: world.gardenBed, stormDef, calmDef });
// render rows
const tbl = document.createElement('table');
for (const r of rows) {
const tr = tbl.insertRow();
tr.insertCell().textContent = r.ids.join(',');
tr.insertCell().textContent = `${r.area.toFixed(0)} m²`;
tr.insertCell().textContent = `cover ${(r.cover * 100).toFixed(0)}%`;
const mk = tr.insertCell();
if (r.unholdable.length) { mk.textContent = '✗ unholdable'; mk.className = 'bad'; }
else if (r.hw <= START_BUDGET) { mk.textContent = `✓ $${r.hw}`; mk.className = 'ok'; }
else { mk.textContent = `✗ $${r.hw} > $${START_BUDGET}`; mk.className = 'warn'; }
const cs = tr.insertCell(); cs.className = 'corner';
cs.innerHTML = r.tiers.map((c) =>
`${c.id} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : '<span class="none">NONE</span>'}`).join(' ');
}
el('out').appendChild(tbl);
// verdict
const v = el('verdict');
if (verdict.code === 'no-cover') {
v.className = 'verdict fail';
v.textContent = `✗ FAIL — no quad in the ${AUDIT.BAND.lo}-${AUDIT.BAND.hi} m² band shades the bed at all.\n` +
`The site cannot be rigged. It needs an anchor near the bed before it ships.`;
} else if (!verdict.ok) {
const b = verdict.best;
v.className = 'verdict fail';
v.textContent = `✗ FAIL — no affordable holding line. Cheapest is ${b.ids.join(',')} at $${b.hw} on a $${START_BUDGET} budget` +
(b.unholdable.length ? `, and ${b.unholdable.map((c) => c.id).join('/')} is over the shop's ${(HARDWARE.at(-1).rating / 1000).toFixed(1)} kN ceiling at any price.` : '.') +
`\nThe SPRINT6 p1=7.4 kN failure. Move an anchor (E's standing offer), or the site ships unwinnable.`;
} else {
const w = verdict.best;
v.className = 'verdict pass';
v.textContent = `✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')} — $${w.hw} hardware` +
`${w.total <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${w.total}, inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.`;
}
// a machine-readable line, so this page can also be driven headless-in-browser
window.__audit = { site: siteName, storm: stormName, dressed, anchors: anchors.length, cands: cands.length, verdict, winners: winners.map((w) => ({ ids: w.ids, hw: w.hw })) };
document.title = `site_audit — ${verdict.ok ? 'PASS' : 'FAIL'}`;
}
run().catch((e) => {
el('verdict').className = 'verdict fail';
el('verdict').textContent = `site_audit crashed: ${e.message}\n${e.stack || ''}`;
window.__audit = { error: e.message };
document.title = 'site_audit — ERROR';
});
</script>

View File

@ -24,17 +24,8 @@
*/
import { readFile } from 'node:fs/promises';
import { SailRig, orderRing } from '../../web/world/js/sail.js';
import { createWind } from '../../web/world/js/weather.js';
import { HARDWARE, START_BUDGET, FIXED_DT } from '../../web/world/js/contracts.js';
const [CARABINER, SHACKLE, RATED] = HARDWARE;
const SPARE_COST = 15;
const BAND = { lo: 18, hi: 45 }; // A's a.test rigging band
const MIN_COVER = 0.25; // A's "shades the bed" bar
const SETTLE_S = 12; // D's settle — a player plays through prep
const CALM_STORM = 'storm_01_gentle'; // main.js's CALM_STORM: what wind.use() hands the rig in prep
const PRE_GUST_S = 3; // hold the settle inside gentle's pre-gust window (balance.test)
import { HARDWARE, START_BUDGET } from '../../web/world/js/contracts.js';
import { AUDIT, auditSweep } from './sweep.js';
const argv = process.argv.slice(2);
const stormArg = (() => { const i = argv.indexOf('--storm'); return i >= 0 ? argv[i + 1] : 'storm_02_wildnight'; })();
@ -91,6 +82,12 @@ const VERIFIABLE = new Set(['p1', 'p2', 'p3', 'p4']);
/**
* Re-derive the posts from live world.js and fail loudly if the dump drifted.
* The one guard-rail a hand-typed yard can actually have.
*
* SPRINT10: world.js stopped being code createWorld now REQUIRES a site and
* throws without one. It reads the site from data/sites/backyard_01.json, which
* is exactly the extraction A shipped, so this cross-check now compares the dump
* against the DATA's posts (raked in createWorld, no dress needed). loadSite()
* itself fetch()es and can't run in node, so read the JSON and hand it over raw.
*/
async function verifyPosts(site) {
const THREE = await import('../../web/world/vendor/three.module.js');
@ -100,7 +97,8 @@ async function verifyPosts(site) {
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
};
const world = createWorld(new THREE.Scene(), { wind: stub }); // graybox: fine, posts are graybox
const siteData = JSON.parse(await readFile(new URL('../../web/world/data/sites/backyard_01.json', import.meta.url), 'utf8'));
const world = createWorld(new THREE.Scene(), { wind: stub, site: siteData }); // graybox: fine, posts are raked in createWorld
const live = new Map(world.anchors.map((a) => [a.id, a.pos]));
const drift = [];
for (const a of site.anchors) {
@ -119,7 +117,46 @@ async function verifyPosts(site) {
async function loadSite(path) {
if (!path) return BACKYARD_01;
const j = JSON.parse(await readFile(path, 'utf8'));
// site-as-data shape (Lane A, gate 2). Tolerant: only anchors + bed are needed.
// A's committed site schema (SPRINT10, world.js loadSite/createWorld) is
// DRESS-SOURCE, not resolved positions, and headless node cannot turn one into
// the other. Two reasons, both load-bearing for an audit that must not lie:
//
// · POSTS are pre-rake. The JSON carries {id,x,z,h}; world.js:361 leans every
// post 8° away from the yard centre before it becomes an anchor. p4's JSON
// spec (-3.2,-1.2) dresses to (-3.72,-1.40) — 0.56 m, the exact error this
// tool's own snapshot shipped with in SPRINT9. Reading x/z raw re-makes it.
// · HOUSE and TREE anchors have NO coordinates at all — just `node`, a name
// baked into E's GLB (fascia_anchor_01, branch_anchor_02…). Their world
// position exists only after dress() reads the empty's matrixWorld, and
// dress() needs GLTFLoader + fetch, neither of which runs in node.
//
// So a headless read of this file gets posts wrong and tree/house anchors not
// at all — and the branch anchors are exactly where the dangerous quads live
// (t2b pulled 10 kN in SPRINT9). Reporting on that silently is the SPRINT6
// trap in reverse: a site called unriggable because the TOOL couldn't read it.
//
// The correct source of dressed positions is createWorld(site).anchors — which
// is browser-only. Until that path lands (this is raised to A in THREADS), the
// honest move is to refuse this schema loudly, not to guess at it.
const dressSource = Array.isArray(j.posts) || j.house || Array.isArray(j.trees) || Array.isArray(j.structures);
const resolved = Array.isArray(j.anchors) && j.anchors.length
&& j.anchors.every((a) => Number.isFinite(a.pos?.x ?? a.x));
if (dressSource && !resolved) {
const name = (j.id || j.name || 'the_site').replace(/\.json$/, '');
throw new Error(
`"${j.name || j.id || path}" is a DRESS-SOURCE site (posts/house/trees), and its anchor\n` +
` positions cannot be resolved headless: posts are pre-rake (world.js leans them 8°) and\n` +
` house/tree anchors are GLB node refs that only exist after dress(), which node cannot run.\n` +
` → Audit it in the browser, off the real dressed world.anchors:\n` +
` tools/site_audit/audit.html?site=${name}\n` +
` (serve the repo with server.py, open that URL — it dresses the yard the way the game\n` +
` does and runs the same sweep). Or hand THIS tool a resolved\n` +
` { anchors:[{id,type,pos:{x,y,z}}] } export. No argument audits the built-in snapshot.`);
}
// Resolved-positions shape: a flat anchors[] each carrying real coordinates.
// This is what a dressed export (or a future createWorld dump) would hand us.
const anchors = (j.anchors || []).map((a) => ({
id: a.id, type: a.type || 'post',
pos: { x: a.pos?.x ?? a.x, y: a.pos?.y ?? a.y, z: a.pos?.z ?? a.z },
@ -129,21 +166,11 @@ async function loadSite(path) {
const withSway = (list) => list.map((a) => ({ ...a, sway: () => a.pos }));
/** Ground-plane area, shoelace over the ring — the same formula a.test uses. */
function areaOf(q) {
const r = orderRing(q);
let a = 0;
for (let i = 0, j = r.length - 1; i < r.length; j = i++) a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
return Math.abs(a / 2);
}
/** Cheapest hardware that holds a corner at `peak` kN, or null if the shop can't. */
const tierFor = (peakN) => HARDWARE.find((h) => h.rating >= peakN) || null;
async function main() {
const site = await loadSite(sitePath);
const anchors = withSway(site.anchors);
const def = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${stormArg}.json`, import.meta.url), 'utf8'));
const calmDef = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${AUDIT.CALM_STORM}.json`, import.meta.url), 'utf8'));
console.log(`\nsite_audit — ${site.name}`);
if (site.dumped) {
@ -162,71 +189,15 @@ async function main() {
console.log(`storm: ${stormArg} (${def.duration}s, downdraftOfTotal ${def.gusts?.downdraftOfTotal ?? '—'})`);
console.log(`shop: $${START_BUDGET} · ${HARDWARE.map((h) => `${h.name} $${h.cost}/${(h.rating / 1000).toFixed(1)}kN`).join(' · ')}\n`);
// 1. every quad, in the rigging band, that shades the bed
const cands = [];
const A = anchors;
for (let a = 0; a < A.length; a++) for (let b = a + 1; b < A.length; b++)
for (let c = b + 1; c < A.length; c++) for (let d = c + 1; d < A.length; d++) {
const q = [A[a], A[b], A[c], A[d]];
const area = areaOf(q);
if (area < BAND.lo || area > BAND.hi) continue;
let rig;
try {
rig = new SailRig({ anchors, gridN: 10 }).attach(q.map((x) => x.id), Array(4).fill(HARDWARE[2]), 1.0);
} catch { continue; } // degenerate ring
const cover = rig.coverageOver(site.bed, { x: 0, y: 1, z: 0 });
if (cover >= MIN_COVER) cands.push({ ids: q.map((x) => x.id), area, cover });
}
// The sweep itself is shared with the browser front-end — see sweep.js.
const { cands, rows, winners, verdict } = auditSweep({ anchors, bed: site.bed, stormDef: def, calmDef });
if (!cands.length) {
console.log(`✗ FAIL — no quad in the ${BAND.lo}-${BAND.hi} m² band shades the bed at all.`);
if (verdict.code === 'no-cover') {
console.log(`✗ FAIL — no quad in the ${AUDIT.BAND.lo}-${AUDIT.BAND.hi} m² band shades the bed at all.`);
console.log(` The site cannot be rigged. It needs an anchor near the bed before it ships.\n`);
process.exit(1);
}
// 2. peak corner loads, settled, on the real storm. This is the p1=7.4 kN check.
//
// This drives the wind the way main.js does, and every clause below is here
// because the first draft skipped it and MIS-MEASURED:
//
// · createWind (not the raw field) + setSheltersFromTrees — trees knock a
// hole downwind, and a quad hanging off tree anchors sits in it. main.js
// does this at boot.
// · the settle runs on the CALM day on a RUNNING clock, because that is what
// wind.use() hands the rig during prep. The first draft settled on STORM
// wind frozen at t=0 — the exact anti-pattern balance.test documents at
// 1.94 kN vs 0.40 kN of standing load at storm entry.
// · resetPeaks() at storm entry, because peakLoad is peak-since-ATTACH and
// was quietly folding the attach transient + settle into the storm peak.
//
// A tool that vets sites is worthless if it doesn't fly the storm the game
// flies. It reported p1 at 1.1 kN with all three of those wrong.
const trees = site.anchors.filter((a) => a.type === 'tree');
const wind = createWind(def);
wind.setSheltersFromTrees(trees);
const calmDef = JSON.parse(await readFile(new URL(`../../web/world/data/storms/${CALM_STORM}.json`, import.meta.url), 'utf8'));
const calmWind = createWind(calmDef);
calmWind.setSheltersFromTrees(trees);
const rows = [];
for (const cnd of cands) {
// shade cloth: the fabric a competent player takes into a windy night
const rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 })
.attach(cnd.ids, Array(4).fill({ name: 'audit', cost: 0, rating: Infinity }), 1.0);
for (let i = 0, n = Math.round(SETTLE_S / FIXED_DT); i < n; i++) {
rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % PRE_GUST_S);
}
rig.resetPeaks(); // ← the storm starts HERE
for (let i = 0; i < def.duration * 60; i++) rig.step(FIXED_DT, wind, i * FIXED_DT);
const corners = rig.corners.map((c) => ({ id: c.anchorId, peak: c.peakLoad }));
const tiers = corners.map((c) => ({ ...c, tier: tierFor(c.peak) }));
const unholdable = tiers.filter((c) => !c.tier);
const hw = tiers.reduce((s, c) => s + (c.tier ? c.tier.cost : 0), 0);
rows.push({ ...cnd, tiers, unholdable, hw, total: hw + SPARE_COST, affordable: !unholdable.length && hw <= START_BUDGET });
}
rows.sort((a, b) => (a.affordable === b.affordable ? a.hw - b.hw : a.affordable ? -1 : 1));
console.log(`${cands.length} quad(s) in band shading the bed:\n`);
for (const r of rows) {
const cs = r.tiers.map((c) => `${c.id} ${(c.peak / 1000).toFixed(1)}kN→${c.tier ? '$' + c.tier.cost : 'NONE'}`).join(' ');
@ -234,18 +205,17 @@ async function main() {
console.log(` ${r.ids.join(',').padEnd(18)} ${r.area.toFixed(0).padStart(3)} m² cover ${(r.cover * 100).toFixed(0).padStart(3)}% ${mark.padEnd(14)} ${cs}`);
}
const winners = rows.filter((r) => r.affordable);
console.log('');
if (!winners.length) {
const best = rows[0];
if (!verdict.ok) {
const best = verdict.best;
console.log(`✗ FAIL — no affordable holding line. Cheapest is ${best.ids.join(',')} at $${best.hw} on a $${START_BUDGET} budget` +
(best.unholdable.length ? `, and ${best.unholdable.map((c) => c.id).join('/')} exceeds the shop's ${(HARDWARE.at(-1).rating / 1000).toFixed(1)} kN ceiling at any price.` : '.'));
console.log(` This is the SPRINT6 p1=7.4 kN failure. Move an anchor, or the site ships unwinnable.\n`);
process.exit(1);
}
const w = winners[0];
const w = verdict.best;
console.log(`✓ PASS — ${winners.length} affordable line(s). Best: ${w.ids.join(',')}$${w.hw} hardware` +
`${w.total <= START_BUDGET ? ` (+$${SPARE_COST} spare = $${w.total}, still inside budget)` : ` — no room for a $${SPARE_COST} spare`}` +
`${w.total <= START_BUDGET ? ` (+$${AUDIT.SPARE_COST} spare = $${w.total}, still inside budget)` : ` — no room for a $${AUDIT.SPARE_COST} spare`}` +
`, ${w.area.toFixed(0)} m², ${(w.cover * 100).toFixed(0)}% of the bed.\n`);
}

106
tools/site_audit/sweep.js Normal file
View File

@ -0,0 +1,106 @@
/**
* sweep.js the winnability sweep, shared by BOTH front-ends. [Lane B, SPRINT10]
*
* There is exactly one copy of "is this site winnable" and this is it. audit.mjs
* (node, fast, but blind to GLB-dressed anchors) and audit.html (browser, reads
* the fully dressed createWorld(site).anchors) both import auditSweep and only
* differ in how they GET the anchors and how they PRINT the result. A tool built
* to catch reimplemented-formula drift must not carry two copies of its own math.
*
* Pure given its inputs: hand it resolved anchors (each {id, type, pos, sway}),
* the bed rect, and the storm + calm-day defs. It flies the same settle+storm the
* game flies and returns ranked rows + a verdict. No I/O, no process, no DOM.
*/
import { SailRig, orderRing } from '../../web/world/js/sail.js';
import { createWind } from '../../web/world/js/weather.js';
import { HARDWARE, START_BUDGET, FIXED_DT } from '../../web/world/js/contracts.js';
/** Audit knobs, in one place so both front-ends and any future site agree. */
export const AUDIT = {
BAND: { lo: 18, hi: 45 }, // A's a.test rigging band, m²
MIN_COVER: 0.25, // A's "shades the bed" bar
SETTLE_S: 12, // D's settle — a player plays through prep
PRE_GUST_S: 3, // hold the settle inside gentle's pre-gust window (balance.test)
SPARE_COST: 15, // a $15 spare is the difference between a repair and a prayer
CALM_STORM: 'storm_01_gentle',
};
/** Ground-plane area, shoelace over the ring — the same formula a.test uses. */
export function areaOf(q) {
const r = orderRing(q);
let a = 0;
for (let i = 0, j = r.length - 1; i < r.length; j = i++) a += (r[j].pos.x + r[i].pos.x) * (r[j].pos.z - r[i].pos.z);
return Math.abs(a / 2);
}
/** Cheapest hardware that holds a corner at `peakN` newtons, or null if the shop can't. */
export const tierFor = (peakN) => HARDWARE.find((h) => h.rating >= peakN) || null;
/**
* Sweep every bed-covering quad and price the cheapest holding line.
* @param {object} o
* @param {Array} o.anchors resolved anchors: { id, type, pos:{x,y,z}, sway }
* @param {object} o.bed garden bed rect { x, z, w, d }
* @param {object} o.stormDef the storm JSON to fly
* @param {object} o.calmDef the calm-day JSON to settle on (storm_01_gentle)
* @returns {{ cands, rows, winners, verdict:{ ok:boolean, code:string, best } }}
*/
export function auditSweep({ anchors, bed, stormDef, calmDef }) {
// 1. every quad, in the rigging band, that shades the bed
const cands = [];
for (let a = 0; a < anchors.length; a++) for (let b = a + 1; b < anchors.length; b++)
for (let c = b + 1; c < anchors.length; c++) for (let d = c + 1; d < anchors.length; d++) {
const q = [anchors[a], anchors[b], anchors[c], anchors[d]];
const area = areaOf(q);
if (area < AUDIT.BAND.lo || area > AUDIT.BAND.hi) continue;
let rig;
try {
rig = new SailRig({ anchors, gridN: 10 }).attach(q.map((x) => x.id), Array(4).fill(HARDWARE[2]), 1.0);
} catch { continue; } // degenerate ring
const cover = rig.coverageOver(bed, { x: 0, y: 1, z: 0 });
if (cover >= AUDIT.MIN_COVER) cands.push({ ids: q.map((x) => x.id), area, cover });
}
if (!cands.length) return { cands, rows: [], winners: [], verdict: { ok: false, code: 'no-cover', best: null } };
// 2. peak corner loads, settled the way the game settles, on the real storm.
// Every clause here is a bug the first draft shipped:
// · createWind + setSheltersFromTrees — trees knock a hole downwind.
// · settle on the CALM day on a RUNNING clock (main.js's prep), not storm
// wind frozen at t=0 (that read 1.94 kN of standing load vs the true 0.40).
// · resetPeaks() at entry — peakLoad is peak-since-ATTACH otherwise, folding
// the settle transient into the storm peak.
const trees = anchors.filter((a) => a.type === 'tree');
const wind = createWind(stormDef);
wind.setSheltersFromTrees(trees);
const calmWind = createWind(calmDef);
calmWind.setSheltersFromTrees(trees);
const rows = [];
for (const cnd of cands) {
// shade cloth (porosity 0.30): the fabric a competent player takes into a windy night
const rig = new SailRig({ anchors, gridN: 10, porosity: 0.30 })
.attach(cnd.ids, Array(4).fill({ name: 'audit', cost: 0, rating: Infinity }), 1.0);
for (let i = 0, n = Math.round(AUDIT.SETTLE_S / FIXED_DT); i < n; i++) {
rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % AUDIT.PRE_GUST_S);
}
rig.resetPeaks(); // ← the storm starts HERE
for (let i = 0; i < stormDef.duration * 60; i++) rig.step(FIXED_DT, wind, i * FIXED_DT);
const tiers = rig.corners.map((c) => ({ id: c.anchorId, peak: c.peakLoad, tier: tierFor(c.peakLoad) }));
const unholdable = tiers.filter((c) => !c.tier);
const hw = tiers.reduce((s, c) => s + (c.tier ? c.tier.cost : 0), 0);
rows.push({ ...cnd, tiers, unholdable, hw, total: hw + AUDIT.SPARE_COST,
affordable: !unholdable.length && hw <= START_BUDGET });
}
rows.sort((a, b) => (a.affordable === b.affordable ? a.hw - b.hw : a.affordable ? -1 : 1));
const winners = rows.filter((r) => r.affordable);
return {
cands, rows, winners,
verdict: winners.length
? { ok: true, code: 'pass', best: winners[0] }
: { ok: false, code: 'unaffordable', best: rows[0] },
};
}

View File

@ -0,0 +1,86 @@
{
"id": "backyard_01",
"name": "The Backyard",
"blurb": "Your own place. You know where everything is, which is the only advantage you get.",
"yard": { "width": 30, "depth": 20 },
"sun": { "elevationDeg": 55, "azimuthDeg": -125 },
"gardenBed": { "x": 1, "z": 2, "w": 6, "d": 4 },
"house": {
"model": "house_yardside_v1",
"x": 0, "z": -10.5,
"anchors": [
{ "id": "h1", "node": "fascia_anchor_01", "type": "house", "work": "bracket" },
{ "id": "h2", "node": "fascia_anchor_02", "type": "house", "work": "bracket" },
{ "id": "h3", "node": "fascia_anchor_03", "type": "house", "work": "bracket" }
]
},
"trees": [
{
"id": "t1", "model": "tree_gum_01_v1",
"x": -9, "z": 2, "phase": 0.7, "trunkH": 4.2, "anchorY": 3.4,
"anchors": [
{ "id": "t1", "node": "branch_anchor_01", "type": "tree", "work": "cloth" },
{ "id": "t1b", "node": "branch_anchor_02", "type": "tree", "work": "cloth" },
{ "id": "t1c", "node": "branch_anchor_03", "type": "tree", "work": "cloth" }
]
},
{
"id": "t2", "model": "tree_gum_02_v1",
"x": 8, "z": -2, "phase": 2.9, "trunkH": 3.8, "anchorY": 3.1,
"anchors": [
{ "id": "t2", "node": "branch_anchor_01", "type": "tree", "work": "cloth" },
{ "id": "t2b", "node": "branch_anchor_02", "type": "tree", "work": "cloth" }
]
}
],
"posts": [
{ "id": "p1", "x": -4.5, "z": 5.5, "h": 4.0, "type": "post", "work": "cloth" },
{ "id": "p2", "x": 4.0, "z": 6.0, "h": 4.0, "type": "post", "work": "cloth" },
{ "id": "p3", "x": 0, "z": 7.0, "h": 4.0, "type": "post", "work": "cloth" },
{
"id": "p4", "x": -3.2, "z": -1.2, "h": 4.0, "type": "post", "work": "cloth",
"_why": [
"DO NOT move this post toward the bed. Its position is swept, not chosen, and it is the",
"single number holding DESIGN.md's central tension open.",
"",
"Before p4 the wild night had NO winnable line, for a geometric reason: every anchor near",
"the bed (p1/p2/p3) is SOUTH of it and nothing stands north short of the house 10 m away,",
"so covering rigs had to span the yard and died while rigs small enough to survive sat",
"beside the bed rather than over it. p4 supplies the missing north-west corner.",
"",
"Swept against the smallest quad covering 90% of the bed:",
" (-2.2, -1.2) -> 44.4 m2 DO NOT: full coverage lands INSIDE the survivable band,",
" so covering the bed stops costing risk and the rigging",
" puzzle loses its wrong answers.",
" (-3.2, -1.2) -> 48.6 m2 <- here (with the 8 deg rake the top anchor lands at",
" -3.72,-1.40 and full coverage costs 51.6 m2)",
" (-3.2, -2.0) -> 51.7 m2",
" (-4.2, -3.0) -> 60.0 m2",
" beyond z=-4 -> 63.5 m2, i.e. too far out to matter at all",
"",
"Full coverage costs 63.5 m2 without it and 51.6 with: a real new option, still bigger",
"than the 23-38 m2 rigs that survive unaided. a.test.js asserts the >45 m2 floor, so",
"moving this inward goes red — that assert is the tension's only guard."
]
}
],
"shed": { "model": "shed_01_v1", "x": 11.8, "z": 6.2, "rotYDeg": -90 },
"shedTable": { "model": "shed_table_v1", "x": 9, "z": 6, "rotYDeg": -90, "pickupNode": "pickup_anchor" },
"gnome": { "model": "garden_gnome_01_v1", "x": 4.3, "z": 4.4, "rotYDeg": -126, "collateralValue": 25 },
"fence": {
"sides": ["south", "west", "east"]
},
"wind": {
"venturi": []
}
}

View File

@ -0,0 +1,80 @@
{
"id": "site_02_corner_block",
"name": "The Corner Block",
"blurb": "Two streets, two fences, and a carport that looks like four free anchors. It isn't.",
"yard": { "width": 24, "depth": 16 },
"sun": { "elevationDeg": 55, "azimuthDeg": -125 },
"gardenBed": { "x": 0, "z": 1, "w": 5, "d": 3.5 },
"_design": [
"DESIGN.md wants the corner block anchor-poor — 'nowhere to tie off'. An empty yard is just a",
"smaller yard, so the trap is the interesting build: give it something that LOOKS like four free",
"anchors and is the worst steel in the game. That's E's carport (beam 0.22, post 0.30 rating_hint,",
"both BELOW the house fascia's 0.35, collateral 'carport'). Tie 25 m2 to it in a southerly and you",
"don't break a shackle — you take the carport, and it lands on whatever's under it.",
"",
"The site IS winnable off the honest anchors — one gum tree east and three ground posts — so the",
"carport is temptation, not necessity. Measured at authoring time over honest anchors only:",
" tr1+q2+q3 with the carport's cb corner is the covering play, but the honest 3 posts alone",
" make an in-band quad and q1+q2+q3+tr1 covers 58% at 32.6 m2. Full load audit: Lane B's",
" tools/site_audit. If tree+posts can't make a winnable $80 line, the fix is to move the tree",
" (or add a post), NEVER to soften the carport — E's e.test.js pins those ratings with the reason."
],
"structures": [
{
"id": "carport", "model": "carport_01_v1",
"x": -7, "z": -3, "rotYDeg": 0,
"solid": true,
"anchors": [
{ "id": "cb1", "node": "beam_anchor_01", "type": "post", "work": "bracket" },
{ "id": "cb2", "node": "beam_anchor_02", "type": "post", "work": "bracket" },
{ "id": "cp1", "node": "post_anchor_01", "type": "post", "work": "cloth" },
{ "id": "cp2", "node": "post_anchor_02", "type": "post", "work": "cloth" }
]
}
],
"trees": [
{
"id": "tr1", "model": "tree_gum_02_v1",
"x": 7, "z": -1, "phase": 1.7, "trunkH": 3.8, "anchorY": 3.1,
"anchors": [
{ "id": "tr1", "node": "branch_anchor_01", "type": "tree", "work": "cloth" },
{ "id": "tr1b", "node": "branch_anchor_02", "type": "tree", "work": "cloth" }
]
}
],
"posts": [
{ "id": "q1", "x": -3.5, "z": -2.5, "h": 4.0, "type": "post", "work": "cloth" },
{ "id": "q2", "x": 3.5, "z": -2.0, "h": 4.0, "type": "post", "work": "cloth" },
{ "id": "q3", "x": 2.0, "z": 4.0, "h": 4.0, "type": "post", "work": "cloth" },
{ "id": "q4", "x": -3.0, "z": 4.0, "h": 4.0, "type": "post", "work": "cloth" }
],
"shedTable": { "model": "shed_table_v1", "x": 8.5, "z": 4.5, "rotYDeg": -90, "pickupNode": "pickup_anchor" },
"gnome": { "model": "garden_gnome_01_v1", "x": 2.6, "z": 3.0, "rotYDeg": 0.6, "collateralValue": 25 },
"fence": {
"sides": ["south", "east"]
},
"wind": {
"_venturi": [
"Lane C: the corner block's whole weather personality is the venturi — a street on two sides,",
"so a gap that SCREAMS when the southerly swings to run along it and is calm otherwise. The gap",
"runs NE-SW between the house line and the carport, i.e. along the yard's west edge. Two",
"coordinates you asked for: throat centre (-6, 0), and it funnels along axis ~2.1 rad (the",
"southerly's direction after the change). Numbers are yours to tune; I've put a starting shape",
"below in your schema. gain/radius/sharp are your call."
],
"venturi": [
{ "x": -6, "z": 0, "axis": 2.1, "gain": 1.5, "radius": 5, "sharp": 3 }
]
}
}

View File

@ -355,7 +355,7 @@ export function createHud(d) {
* @param {{key:string, def:object}[]} storms
* @param {(key:string) => void} onPick
*/
showForecast({ key, def }, wk, onGo) {
showForecast({ key, def, site }, wk, onGo) {
// Integrator merge (Sprint 8): A's week card shape + C's forecastLines —
// MEASURED numbers, banded by lead (the old inline estimate read 30 m/s
// for a storm that really gusts 32.3). Tonight is lead 0 = exact; when
@ -375,10 +375,17 @@ showForecast({ key, def }, wk, onGo) {
now ? '◆' : done ? (held ? '●' : '○') : '·'}</span>`;
}).join('');
// A different yard announces itself — the corner block is somewhere you've
// never rigged, and that's most of what makes night three land.
const siteLine = site
? `<div class="stat" style="color:#7ee0ff">${site.name}${site.blurb ? `${site.blurb}` : ''}</div>`
: '';
card.innerHTML = `<div class="card">
<h1>NIGHT ${wk.night} OF ${wk.nights}</h1>
<div class="pips">${pips}</div>
<h2>${(f.name ?? key).replace(/_/g, ' ').toUpperCase()}${night ? ' · NIGHT' : ''}</h2>
${siteLine}
<div class="stat">${f.wind}</div>
<div class="stat">${f.rain}${hail ? ' · hail forecast' : ''}</div>
${f.confidence ? `<div class="stat" style="color:#8ba0ad">${f.confidence}</div>` : ''}

View File

@ -15,7 +15,7 @@
import * as THREE from '../vendor/three.module.js';
import { FIXED_DT, PHASES, STORM_LEN, HARDWARE, SPARE_COST, Emitter } from './contracts.js';
import { createWorld } from './world.js';
import { createWorld, loadSite } from './world.js';
import { createCameraRig } from './camera.js';
import { loadStorm, createWind } from './weather.js';
import { SailRig, createSailView } from './sail.js';
@ -25,17 +25,17 @@ import { createDebris } from './debris.js';
import { createSkyFx } from './skyfx.js';
import { createRiggingUI } from './rigging.js';
import { createHud } from './hud.js';
import { createWeek, NIGHTS } from './week.js';
import { createWeek, NIGHTS, nightAt } from './week.js';
/** The calm day the forecast and prep phases run under. */
const CALM_STORM = 'storm_01_gentle';
/**
* Every storm the session can run. This used to be a three-storm difficulty
* select; the week's ladder (week.js NIGHTS) now decides what's coming, and the
* forecast card's job changed from "pick your poison" to "here's tonight".
* The distinct storm keys the session preloads. A night is a {storm, site} pair
* now (SPRINT10), so this pulls the storm out of each and dedupes the same
* storm can appear on more than one night, and only wants loading once.
*/
const STORMS = NIGHTS;
const STORMS = [...new Set(NIGHTS.map((_, i) => nightAt(i).storm))];
/**
* How fast an unprotected garden dies, in HP per second at full rain.
@ -376,24 +376,89 @@ export async function boot(opts = {}) {
const wind = createWindRouter(Object.values(winds));
// --- world & camera -----------------------------------------------------
const world = createWorld(scene, { wind });
// Lane E's GLBs land over the graybox. Awaited here because it resolves
// world.shedTable onto E's baked pickup_anchor, and wireYardActions (below,
// inside rigSail) reads that position when it registers the spare pickup.
await world.dress();
// SPRINT10: the yard is data, and the week hands over a different one per
// night — night three is the corner block. `world` is a `let` because the
// site changes under it; everything downstream reads `world.*` late (the loop,
// scoreRun, the garden), so re-pointing this binding re-points all of them
// without threading a mutable through fourteen closures.
let world;
let player;
let currentSite = null;
// rig and rigging are assigned further down but referenced by loadSiteInto's
// re-point step, which runs once at boot BEFORE they're built — declared here
// as `let` so that first call sees `undefined` (a clean no-op) rather than a
// temporal-dead-zone throw. Boot builds them against the same fresh world.
let rig;
let rigging;
const cameraRig = createCameraRig(canvas);
cameraRig.setSolids(world.solids);
cameraRig.setGround(world.heightAt);
// Lane C: trees don't shelter anything until they're told where they are.
wind.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree'));
// --- 2. player ----------------------------------------------------------
const interact = new Interact();
const player = await createPlayer(scene, world, cameraRig, { wind, interact });
// Site blurbs for the forecast card, so a new yard announces itself. Filled
// as each site is loaded; the card degrades gracefully if a name is missing.
const siteMeta = {};
/**
* Build (or rebuild) the yard for a site. Idempotent per site name asked for
* the one already standing, it no-ops, so calling it every forecast is free on
* the four backyard nights and only pays on the one that moves.
*
* The player, camera, rig, hud and wind OBJECTS all survive; only the yard
* group and the anchor set are replaced. That's the whole reason this is a
* contained change and not a re-boot: those systems read the world through its
* interface every frame, so a new world instance is picked up, not re-wired.
*/
async function loadSiteInto(siteName) {
if (siteName === currentSite) return world;
const siteDef = await loadSite(siteName);
siteMeta[siteName] = { name: siteDef.name, blurb: siteDef.blurb };
if (world) { world.dispose(); player?.dispose?.(); }
world = createWorld(scene, { wind, site: siteDef });
await world.dress();
currentSite = siteName;
cameraRig.setSolids(world.solids);
cameraRig.setGround(world.heightAt);
// Lane C: local wind effects are per-yard. A venturi (site_02's screaming
// gap) and tree shelters both re-register here; empty/absent is a no-op,
// which is what keeps backyard_01 byte-identical.
wind.setVenturi?.(siteDef.wind?.venturi ?? []);
wind.setSheltersFromTrees(world.anchors.filter((a) => a.type === 'tree'));
// The player is rebuilt with the yard, not re-pointed: createPlayer captures
// world into its ground clamp, solid collider, ladder and broom, none of
// which have a setter (Lane D's modules). A site change only happens at a
// forecast, never mid-storm, so a clean rebuild is honest and cheap.
player = await createPlayer(scene, world, cameraRig, { wind, interact });
// Re-point everything that captured the old anchor set. Done HERE, right
// after the rebuild, rather than in the caller — a caller-side `if (switched)`
// was fragile (it broke the moment a debug path had already advanced
// currentSite). If the world was rebuilt, these are stale, full stop.
// · rig / session: created at boot, hold anchors by reference.
// · rigging UI markers: Lane B's file builds clickable markers from
// world.anchors at construction and has no setter — so the corner
// block's markers don't exist and its panel lists the backyard. That's
// the one piece I can't re-point without reaching into their module;
// requested `rigging.setWorld(world)` in THREADS. Session + rig follow,
// so it's riggable from code/audit; the CLICKABLE UI wants Lane B.
// (rig and rigging are declared below and don't exist on the first, boot-time
// call — the guards make that the no-op it should be; boot creates them
// against this same fresh world moments later.)
if (rig) rig.anchors = world.anchors;
if (rigging) {
rigging.session.anchors = world.anchors;
rigging.setWorld?.(world);
}
return world;
}
// Night one's site — the week object is built further down, but night one is
// always index 0, so its site is known without it. (opts.site lets a debug
// boot jump straight to a site.)
await loadSiteInto(opts.site ?? nightAt(0).site);
// --- 3. sail ------------------------------------------------------------
const rig = new SailRig({ anchors: world.anchors });
rig = new SailRig({ anchors: world.anchors });
let sailView = null;
/**
@ -507,7 +572,7 @@ export async function boot(opts = {}) {
// Lane B's picking adapter. `panel:false` — their built-in panel is a fine
// bench, but hud.js owns the screen now, so the two shouldn't both draw.
const rigging = await createRiggingUI({
rigging = await createRiggingUI({
scene,
camera: cameraRig.object,
domElement: canvas,
@ -618,7 +683,13 @@ export async function boot(opts = {}) {
* anything. Lane B's file, flagged in THREADS main.js therefore tracks
* `spentThisNight` itself off the bank rather than trusting `.spent`.
*/
function showTonight() {
async function showTonight() {
// SPRINT10: tonight's yard. loadSiteInto no-ops when the site is unchanged
// (the four backyard nights) and rebuilds + re-points everything holding the
// old anchor set when it isn't (night three). The re-point lives inside
// loadSiteInto, keyed on the rebuild itself, so it can't desync from it.
await loadSiteInto(week.site);
// Reaching into Lane B's session to re-bank the shop. `RiggingSession` takes
// a budget at construction but exposes no setter, and the UI owns the
// instance — so this is the one private touch in main.js, done loudly rather
@ -630,7 +701,7 @@ export async function boot(opts = {}) {
rigging.session.reset();
spentThisNight = 0;
hud.showForecast(
{ key: week.stormKey, def: defs[week.stormKey] },
{ key: week.stormKey, def: defs[week.stormKey], site: siteMeta[week.site] },
{ night: week.night, nights: week.nights, bank: week.bank, log: week.log },
() => { stormKey = week.stormKey; game.setPhase('prep'); },
);
@ -663,11 +734,18 @@ export async function boot(opts = {}) {
if (to === 'storm') { pondPeak = 0; pondDumped = 0; }
if (to === 'forecast') {
garden.reset();
resetRig();
player.sim.carrying = null;
hud.setDawn(false);
showTonight();
// showTonight rebuilds the yard when the site changes, so it MUST run
// before the resets that touch the world (garden.reset → world.setPlants)
// or the player (rebuilt inside it). Awaited via .then so the resets land
// on the new world/player, not the old one mid-swap. This is the only
// phase transition that can rebuild the scene, so it's the only one that
// has to sequence like this.
showTonight().then(() => {
garden.reset();
resetRig();
player.sim.carrying = null;
});
}
// The card belongs to the phase, not to the button that happened to open it.
// Tying its lifetime to the forecast button meant any other route into prep
@ -802,7 +880,13 @@ export async function boot(opts = {}) {
// Handy for poking at the world from the console, and for the selftest-free
// hand checks the sprint's acceptance actually turns on.
const api = {
renderer, scene, world, cameraRig, player, game, wind, rig, rigSail,
renderer, scene, cameraRig, game, wind, rig, rigSail,
// world and player are rebuilt on a site change (SPRINT10), so these are
// getters — a captured reference would be last night's yard.
get world() { return world; },
get player() { return player; },
get currentSite() { return currentSite; },
week, loadSiteInto,
get sailView() { return sailView; },
debris, interact, events, hud, rigging, garden, defs, winds,
get stormKey() { return stormKey; },

View File

@ -5,18 +5,21 @@
import * as THREE from '../../vendor/three.module.js';
import { FIXED_DT, STORM_LEN, YARD, checkContract, createStubWind } from '../contracts.js';
import { createWorld, heightAt } from '../world.js';
import { createWorld, heightAt, loadSite, validateSite } from '../world.js';
import { createCameraRig } from '../camera.js';
import { createGame, createWindRouter, verdictFor } from '../main.js';
import { orderRing } from '../sail.js';
import { loadStorm, createWind } from '../weather.js';
import { createWeek, NIGHTS, gradeFor, BROKE_BELOW } from '../week.js';
import { createWeek, NIGHTS, nightAt, gradeFor, BROKE_BELOW } from '../week.js';
import { assert, assertEq, assertLess, fixedLoop } from '../testkit.js';
/** @param {import('../testkit.js').Suite} t */
export default async function run(t) {
const scene = new THREE.Scene();
const world = createWorld(scene, { wind: createStubWind({ calm: true }) });
// SPRINT10: the yard is data now. Loading the REAL site rather than a fixture
// is the point — these asserts are the proof that the extraction moved nothing.
const site = await loadSite('backyard_01');
const world = createWorld(scene, { wind: createStubWind({ calm: true }), site });
// Dress the yard before asserting anything about it: anchors are only FINAL
// after dress(), which moves them onto the positions Lane E baked and adds the
@ -54,14 +57,20 @@ export default async function run(t) {
// --- the week (SPRINT8 gate 1) -------------------------------------------
t.test('the week is five escalating nights and the ladder never reorders', () => {
t.test('the week is five escalating nights, each a storm and a site', () => {
assertEq(NIGHTS.length, 5);
assertEq(NIGHTS[0], 'storm_01_gentle', 'night one must be the one that cannot hurt you');
assertEq(NIGHTS[4], 'storm_02b_icenight', 'night five is the ice night');
// SPRINT10: a night is {storm, site} now. nightAt() normalises either shape.
assertEq(nightAt(0).storm, 'storm_01_gentle', 'night one must be the one that cannot hurt you');
assertEq(nightAt(4).storm, 'storm_02b_icenight', 'night five is the ice night');
assertEq(nightAt(2).site, 'site_02_corner_block', 'night three moves to the corner block');
assertEq(nightAt(0).site, 'backyard_01', 'the rest are the backyard');
const w = createWeek();
assertEq(w.night, 1); assertEq(w.bank, 80);
assertEq(w.site, 'backyard_01', 'week.site tracks the ladder');
assert(!w.isFinalNight);
for (let i = 0; i < 4; i++) w.advance();
for (let i = 0; i < 2; i++) w.advance();
assertEq(w.site, 'site_02_corner_block', 'and reaches the corner block on night three');
for (let i = 0; i < 2; i++) w.advance();
assertEq(w.night, 5);
assert(w.isFinalNight, 'night five is the last');
w.advance();
@ -120,6 +129,40 @@ export default async function run(t) {
assertEq(w2.settle(ruin, def, 80).outcome, 'win', 'night five always ends the week, not the run');
});
// Gate 2 acceptance: both sites load from data, and the corner block is not
// the backyard with the furniture moved. Built up front (Suite.test() can't
// await — the guard I added last sprint enforces it, and just caught me).
let site2World = null;
try {
const s2 = validateSite(await loadSite('site_02_corner_block'));
site2World = createWorld(new THREE.Scene(), { wind: createStubWind({ calm: true }), site: s2 });
try { await site2World.dress(); } catch { /* graybox anchors are enough */ }
} catch (err) {
console.warn('[a.test] site_02 unavailable (no server?):', err.message);
}
t.test('site_02 loads from JSON and is a genuinely different yard', () => {
if (!site2World) return 'SKIPPED — no server for site_02';
const ids = new Set(site2World.anchors.map((a) => a.id));
assert(ids.has('q1') && ids.has('tr1'), 'has its own honest anchors');
assert(!ids.has('h1') && !ids.has('p4'), 'and NOT the backyard\'s');
assertLess(site2World.gardenBed.w, world.gardenBed.w, 'the corner block is a smaller yard');
});
t.test('the carport is a trap: worst steel in the game, and a bracket job', () => {
if (!site2World) return 'SKIPPED — no server for site_02';
const cb = site2World.anchors.find((a) => a.id === 'cb1');
assert(cb, 'carport beam anchor cb1 exists');
// The whole reason the site teaches: it must out-lie the house fascia (0.35),
// and E's e.test pins these below it. If someone "fixes" them up, the corner
// block stops being a corner block and becomes a small yard.
if (cb.ratingHint != null) assertLess(cb.ratingHint, 0.35, 'carport must out-lie the fascia');
// D's field, keyed on MECHANISM: a bracket up a bare beam needs the ladder.
// Keyed on type it would fail open (carport isn't house), and the ladder
// mechanic would silently vanish — which is the audit D ran.
assertEq(cb.work, 'bracket', 'the carport beam is a bracket job — needs the ladder');
});
// --- the wind router -----------------------------------------------------
// Loaded HERE, not inside t.test(). These two were written `async` and
// Suite.test() cannot await — so they were recorded as passes while asserting

View File

@ -64,7 +64,12 @@ async function buildYard() {
speedAt: () => 4, rainAt: () => 0, rainMmPerHour: () => 0,
gustTelegraph: () => null, setSheltersFromTrees() {}, eventsBetween: () => [],
};
const world = createWorld(scene, { wind: calm });
// SPRINT10 (Lane A, in Lane B's file — minimal, shout if you'd rather it read
// differently): the yard is data now, so createWorld needs the site. Loading
// the real backyard_01 keeps this suite's "read the yard, never copy it" rule
// intact — it's the same yard, from its source instead of from code.
const { loadSite } = await import('../world.js');
const world = createWorld(scene, { wind: calm, site: await loadSite('backyard_01') });
if (world.dress) { try { await world.dress(); } catch { /* graybox anchors are enough */ } }
const anchors = world.anchors.map((a) => {
const pos = { x: a.pos.x, y: a.pos.y, z: a.pos.z };
@ -329,6 +334,63 @@ async function fly(yard, session, stormName, { repair = false, broom = false, se
};
}
/**
* Read the REAL sky.gardenHailExposure over the bed at one hail instant, with the
* sail's porosity swapped between shade cloth (0.30) and membrane (0) and NOTHING
* else touched. Returns { cloth, membrane } exposure numbers.
*
* This exists to close a gap C's fabric-hail seam left open. porosity now feeds
* the garden hail score in production rig.porosity -> skyfx.step reads it into
* sailPorosity (skyfx.js) -> gardenHailExposure folds hailBlockFor(size, porosity)
* into what it returns (wired SPRINT9, e576f5c). But the only test of that leak,
* weather.selftest's 'fabric choice is real', REIMPLEMENTS the formula inline with
* hailBlockFor + hailAt it proves the primitive and the arithmetic, not the
* plumbing. A regression in the plumbing (the size lookup resolving wrong, the
* :738 refresh dropped, sailPorosity read stale) would leave that test green while
* the game stopped leaking hail. This drives the actual return, which is the whole
* reason balance.test is a browser suite: measure the real chain, never a copy.
*
* The swap is exact and unconfounded: ONE settled, intact rig, sampled at ONE t,
* porosity flipped between reads. `sky.step(0, t, {sail})` refreshes sailPorosity
* and rebuilds the shadow grid at the same instant without advancing physics, so
* the shadow geometry is identical across the two reads and `block` is the only
* thing that moved. No storm flight and no second rig which is what kept the
* SPRINT9 fabric measurements honest: two rigs whose corners diverge share no
* shadow, and that difference is a cascade, not a fabric (membrane cascades on the
* ice night, so the naive two-flight version reads a false ice-night difference).
*
* `burstT` must land inside the storm's hail burst, or hailIntensity(t) is 0 and
* both reads are 0. storm_03_southerly bursts at t=36 (pea, size 0.7);
* storm_02b_icenight at t=50 (ice, size 1.4).
*/
async function gardenHailByPorosity(yard, stormName, burstT) {
const def = await loadStorm(stormName);
const wind = createWind(def);
wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
const calmWind = createWind(await loadStorm(CALM_STORM));
calmWind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
const s = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
if (!s) return null;
s.setFabric('cloth');
const rig = s.commit(new SailRig({ anchors: yard.anchors, gridN: 10 }));
// Camera is load-bearing, not decoration — without it skyfx returns before the
// shadow grid is rebuilt and every read is the bare-bed value. Same reason as fly().
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
camera.position.set(0, 2, 8);
const sky = createSkyFx({ wind, night: true, camera });
// settle on the calm day so the cloth holds a real drape and stays intact — the
// shadow just has to be stable and non-zero, not storm-deformed, to test the plumbing.
for (let i = 0, n = Math.round(12 / FIXED_DT); i < n; i++) rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % 3);
rig.porosity = 0.30; sky.step(0, burstT, { sail: rig });
const cloth = sky.gardenHailExposure(yard.bed, burstT);
rig.porosity = 0; sky.step(0, burstT, { sail: rig });
const membrane = sky.gardenHailExposure(yard.bed, burstT);
sky.dispose?.();
return { cloth, membrane, lost: rig.corners.filter((c) => c.broken).length };
}
/**
* @param {import('../testkit.js').Suite} t
*
@ -367,6 +429,13 @@ export default async function run(t) {
if (membraneShop) membraneShop.setFabric('membrane');
const membrane = membraneShop ? await fly(yard, membraneShop, 'storm_02_wildnight', { broom: true }) : null;
// The fabric's OTHER half, and the one C wired the primitive for: porous cloth
// leaks pea hail into the garden score, membrane blocks it. Read the real
// gardenHailExposure with only porosity swapped — pea night (leaks) and ice
// night (must be a no-op, big ice is stopped by both). See the helper.
const peaHail = await gardenHailByPorosity(yard, 'storm_03_southerly', 38);
const iceHail = await gardenHailByPorosity(yard, 'storm_02b_icenight', 57);
const cheapShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
const cheap = cheapShop ? await fly(yard, cheapShop, 'storm_02_wildnight') : null;
@ -484,6 +553,41 @@ export default async function run(t) {
`(hp ${membrane.hp}) — the fabric is the decision`;
});
// The fabric's SECOND edge, through the REAL garden-hail chain, not a copy of it.
// `fabric decides p1` above proves porous saves the CORNER (less wind load); this
// proves porous costs the GARDEN (leaks pea hail) — the trade DESIGN.md promises
// and C's hailBlockFor supplies. It drives sky.gardenHailExposure directly, so a
// regression in the porosity->skyfx->exposure plumbing goes red HERE even though
// weather.selftest's inline-formula version would stay green. (Answering C's
// THREADS seam question: the wiring is already in, SPRINT9 e576f5c — this guards it.)
t.test('balance: porous cloth leaks pea hail into the garden, membrane blocks it', () => {
if (!peaHail || !iceHail) throw new Error('could not build the fabric-hail probe on $80');
if (!(peaHail.cloth > 0 && peaHail.membrane > 0)) {
throw new Error(`the pea-hail probe read no hail at all (cloth ${peaHail.cloth}, membrane ` +
`${peaHail.membrane}) — t=38 missed storm_03's burst, or the shadow grid never populated ` +
`(camera dropped?). With nothing to block, this proves nothing.`);
}
// pea (size 0.7): porous leaks ~16% more through the real chain. Membrane blocks all.
if (!(peaHail.cloth > peaHail.membrane * 1.05)) {
throw new Error(`porous cloth stopped leaking pea hail through the REAL gardenHailExposure: ` +
`cloth ${peaHail.cloth.toFixed(3)} vs membrane ${peaHail.membrane.toFixed(3)} (want cloth > ` +
`membrane). The primitive test may still be green — this one drives sky.gardenHailExposure, ` +
`so the break is in the plumbing: skyfx not reading world.sail.porosity (:738), the size ` +
`lookup wind.def.hail.size resolving wrong, or hailBlockFor no longer folded into the return.`);
}
// ice (size 1.4): both stop it dead. hailBlockFor(1.4, 0.30) === hailBlockFor(1.4, 0) === 1.
// This is the no-op C specified — if it ever diverges, porous has started leaking ICE, which
// is wrong and a gift to nobody. Same intact rig both reads, so any gap is real, not a cascade.
if (Math.abs(iceHail.cloth - iceHail.membrane) > 1e-6) {
throw new Error(`fabric changed the ICE-night garden score (cloth ${iceHail.cloth.toFixed(4)} vs ` +
`membrane ${iceHail.membrane.toFixed(4)}) — porous is meant to leak only the finest hail, and ` +
`size 1.4 should read block=1 for both. hailBlockFor's aperture/smoothstep has drifted.`);
}
const leak = ((peaHail.cloth / peaHail.membrane) - 1) * 100;
return `real gardenHailExposure: porous leaks +${leak.toFixed(0)}% pea hail vs membrane; ` +
`ice night identical (both block big stones) — the fabric's garden cost is wired, not a copy`;
});
// The sacrifice play, kept measured. DESIGN.md: "a sail that dies saving the
// garden". Now that a clean win EXISTS, this stops being the wild night's only
// outcome and becomes what it should always have been — a different, worse bet

View File

@ -83,6 +83,8 @@ const ASSETS = [
{ name: 'carport_01', h: [2.4, 2.8],
nodes: ['footings', 'posts', 'beams', 'roof',
'beam_anchor_01', 'beam_anchor_02', 'post_anchor_01', 'post_anchor_02'] },
{ name: 'carport_01_wrecked', h: [1.9, 2.45],
nodes: ['footings', 'posts', 'beams', 'roof_down'] },
];
function sizeOf(gltf) {
@ -153,6 +155,36 @@ export default async function run(t) {
// house fascia, which DESIGN.md already calls a lie. If someone quietly
// "fixes" these ratings upward the site stops teaching anything and just
// becomes a smaller yard, so they're pinned here with the reason attached.
// The trap has to be scoreable or it isn't a trap, only a warning. The anchors
// said collateral="carport" from Sprint 9 but nothing said what a carport
// COSTS, so Lane A's aftermath had no number to reach for and the site's whole
// lesson was unpriced. main.js already reads world.gnome.collateralValue — this
// is the same shape in the same place.
t.test('the carport is priced, and it is the worst bill on the site', () => {
const c = loaded.get('carport_01')?.scene.getObjectByName('carport_01');
assert(c, 'carport_01 root missing');
const cost = c.userData?.collateral_value;
assert(typeof cost === 'number', `carport carries no collateral_value (${JSON.stringify(c.userData)})`);
const gnome = loaded.get('garden_gnome_01')?.scene
.getObjectByName('garden_gnome_01')?.userData?.collateral_value;
assert(cost > gnome, `carport (${cost}) must cost more than the gnome (${gnome})`);
// Wreckage carries the same price, so scoring can read either state.
const w = loaded.get('carport_01_wrecked')?.scene.getObjectByName('carport_01_wrecked');
assert(w?.userData?.collateral_value === cost,
'the wrecked carport must be priced the same as the one it used to be');
assert(w?.userData?.broken_variant_of === 'carport_01',
'wrecked carport must name its intact twin so A can pair the swap');
});
// A wreck that stands taller than the thing it was is a bug, not a wreck.
t.test('the wrecked carport is shorter than the carport', () => {
const a = new THREE.Box3().setFromObject(loaded.get('carport_01').scene);
const b = new THREE.Box3().setFromObject(loaded.get('carport_01_wrecked').scene);
const hi = a.max.y - a.min.y, lo = b.max.y - b.min.y;
assert(lo < hi, `wreck stands ${lo.toFixed(2)} m vs the intact ${hi.toFixed(2)} m`);
assert(Math.abs(b.min.y) < 0.05, `wreck sits at y=${b.min.y.toFixed(2)} — roof sheet through the ground?`);
});
t.test('carport anchors stay a trap — the corner block has no good tie-off', () => {
const g = loaded.get('carport_01');
assert(g, 'carport_01 did not load');

View File

@ -11,7 +11,7 @@
// call it with the fetched storm defs.
import {
createWindField, validateStorm, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
createWindField, validateStorm, validateSiteWind, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
stormStats, forecastFor, hailBlockFor,
} from '../weather.core.js';
@ -324,6 +324,24 @@ export function weatherCases(storms) {
assert(maxRatio > 1.3, `funnel didn't strengthen the downdraft (max ${maxRatio.toFixed(2)}×) — it should ride local speed`);
});
test('validateSiteWind: a good funnel passes, a bad one fails loud', () => {
const ok = validateSiteWind({ venturi: [{ x: -6, z: 4, axis: -1.08, gain: 1.4, radius: 5, sharp: 3 }] }, 's');
assert(ok.ok, `a valid venturi was rejected: ${ok.errors.join('; ')}`);
assert(validateSiteWind(null, 's').ok, 'a site with no wind block should validate');
assert(validateSiteWind({}, 's').ok, 'an empty wind block should validate');
assert(validateSiteWind({ venturi: [] }, 's').ok, 'an empty venturi list should validate');
for (const [label, bad] of [
['gain < 1 (a venturi speeds up, never slows)', { venturi: [{ x: 0, z: 0, gain: 0.7 }] }],
['gain absurd', { venturi: [{ x: 0, z: 0, gain: 9 }] }],
['no x,z', { venturi: [{ axis: 1, gain: 1.4 }] }],
['axis not finite', { venturi: [{ x: 0, z: 0, axis: 'south' }] }],
['radius <= 0', { venturi: [{ x: 0, z: 0, radius: 0 }] }],
['venturi not an array', { venturi: { x: 0 } }],
]) {
assert(!validateSiteWind(bad, 's').ok, `validateSiteWind accepted a bad funnel: ${label}`);
}
});
test('an empty venturi list is a perfect no-op (backyard_01 is untouched)', () => {
const def = storms.storm_02_wildnight;
const bare = createWindField(def);

View File

@ -807,3 +807,29 @@ export function validateStorm(def, name = 'storm') {
return { ok: errors.length === 0, errors };
}
// ---------- site wind validator (SPRINT10 site-as-data) ----------
// A site's `wind` block is hand-authored data like a storm, so it fails loud
// the same way. Lane A calls this at site load; setVenturi clamps defensively
// too, but a clamp hides a typo and this names it. Wind personality that lives
// in site JSON: venturi funnels (and later, per-site shelter overrides).
export function validateSiteWind(wind, name = 'site') {
const errors = [];
const bad = (m) => errors.push(`${name}.wind: ${m}`);
if (wind == null) return { ok: true, errors }; // a site with no wind block is fine
if (typeof wind !== 'object') { bad('must be an object'); return { ok: false, errors }; }
if (wind.venturi != null) {
if (!Array.isArray(wind.venturi)) bad('venturi must be an array of funnel zones');
else wind.venturi.forEach((v, i) => {
const at = `venturi[${i}]`;
if (!Number.isFinite(v.x) || !Number.isFinite(v.z)) bad(`${at} needs finite x,z (the throat centre)`);
if (v.axis != null && !Number.isFinite(v.axis)) bad(`${at}.axis must be radians (the direction the gap runs)`);
if (v.gain != null && !(v.gain >= 1)) bad(`${at}.gain must be >= 1 — a venturi speeds wind UP; use shelters to slow it (got ${v.gain})`);
if (v.gain != null && v.gain > 3) bad(`${at}.gain ${v.gain} is a wind tunnel, not a gap — cap ~2`);
if (v.radius != null && !(v.radius > 0)) bad(`${at}.radius must be > 0 metres`);
if (v.sharp != null && !(v.sharp >= 1)) bad(`${at}.sharp must be >= 1 (alignment falloff exponent)`);
});
}
return { ok: errors.length === 0, errors };
}

View File

@ -11,11 +11,14 @@
import * as THREE from '../vendor/three.module.js';
import {
createWindField, validateStorm, GUST, RAIN_TIME_COMPRESSION,
createWindField, validateStorm, validateSiteWind, GUST, RAIN_TIME_COMPRESSION,
hailBlockFor, stormStats, forecastFor,
} from './weather.core.js';
export { GUST, validateStorm, RAIN_TIME_COMPRESSION, hailBlockFor, stormStats, forecastFor };
export {
GUST, validateStorm, validateSiteWind, RAIN_TIME_COMPRESSION,
hailBlockFor, stormStats, forecastFor,
};
const kmh = (ms) => ms * 3.6;
const band = (b, fmt) => (b.hi - b.lo < 0.05 ? fmt(b.lo) : `${fmt(b.lo)}${fmt(b.hi)}`);

View File

@ -23,15 +23,28 @@ import { START_BUDGET, HARDWARE } from './contracts.js';
* 4 Wild Night gust 30.0, hail the one the whole repo tuned for
* 5 Ice Night gust 28.5, hail less wind, more ice
* Night 3 is the trap: it looks like night 2 on the forecast card and isn't.
*
* SPRINT10: a night is now a STORM and a SITE. Nights 1/2/4/5 are the backyard;
* night 3 moves to the corner block the same "looks like night 2 and isn't"
* beat, sharpened: it's a new yard you've never rigged, its carport is a trap,
* and its storm carries the southerly change that makes the venturi scream. The
* plain-string form is still accepted (defaults to backyard_01) so nothing that
* reads NIGHTS[i] as a storm key breaks.
*/
export const NIGHTS = [
'storm_01_gentle',
'storm_03_southerly',
'storm_03b_earlybuster',
'storm_02_wildnight',
'storm_02b_icenight',
{ storm: 'storm_01_gentle', site: 'backyard_01' },
{ storm: 'storm_03_southerly', site: 'backyard_01' },
{ storm: 'storm_03b_earlybuster', site: 'site_02_corner_block' },
{ storm: 'storm_02_wildnight', site: 'backyard_01' },
{ storm: 'storm_02b_icenight', site: 'backyard_01' },
];
/** A night entry, either shape → {storm, site}. */
export function nightAt(i) {
const n = NIGHTS[i];
return typeof n === 'string' ? { storm: n, site: 'backyard_01' } : n;
}
/**
* The economy, in one place because it is the thing most likely to need tuning
* once somebody actually plays five nights in a row.
@ -153,7 +166,9 @@ export function createWeek(opts = {}) {
/** 1-based, for humans. "Night 3 of 5". */
get night() { return index + 1; },
get nights() { return NIGHTS.length; },
get stormKey() { return NIGHTS[index]; },
get stormKey() { return nightAt(index).storm; },
/** SPRINT10: which yard tonight is on. main.js loads it. */
get site() { return nightAt(index).site; },
get bank() { return bank; },
get isFinalNight() { return index === NIGHTS.length - 1; },
get over() { return done; },

View File

@ -12,7 +12,10 @@
*/
import * as THREE from '../vendor/three.module.js';
import { YARD, createStubWind } from './contracts.js';
import { createStubWind } from './contracts.js';
/** Degrees → radians. Site JSON is authored in degrees; nobody writes π/2 by hand. */
const rad = (deg) => ((deg ?? 0) * Math.PI) / 180;
/**
* Ground height in meters at a world XZ. Pure and cheap this is called by the
@ -33,32 +36,87 @@ export function heightAt(x, z) {
);
}
const GARDEN_BED = { x: 1, z: 2, w: 6, d: 4 };
const SITE_DIR = new URL('../data/sites', import.meta.url).href;
// Shed on the east side, table out in front of it. Lane D tested reachability
// against (9, 6), so the table stays there and the shed tucks in behind.
const SHED = { x: 11.8, z: 6.2, rotY: -Math.PI / 2 };
const SHED_TABLE = { x: 9, z: 6, rotY: -Math.PI / 2 };
/**
* Load a site. SPRINT10 gate 1 the yard stopped being code today.
*
* Everything that used to be a constant in this file (bed rect, house line,
* tree and post placements, shed, gnome, sun angle) is now `data/sites/*.json`,
* and world.js is a builder. The proof of a faithful extraction is that nothing
* moved: Lane E's anchor tripwires pin five branch positions to 6 dp and
* a.test's quad-band asserts pin the whole rigging geometry, so a byte-identical
* backyard_01 is checkable rather than claimable.
*
* Async and separate from createWorld() for the same reason dress() is: the
* selftest builds yards with no server, and a fetch in the constructor is either
* a break or a flake. Callers load the site, then build.
*
* @param {string} name e.g. 'backyard_01'
*/
export async function loadSite(name, dir = SITE_DIR) {
const url = `${dir}/${name}.json`;
const res = await fetch(url);
if (!res.ok) throw new Error(`world: cannot load site ${url} (${res.status})`);
return validateSite(await res.json(), name);
}
// Lane E's house_yardside GLB is a 9.2 x 2.9 x 1.05 m façade whose fascia
// anchors sit at local z = +0.55, so placing it here lands them on z = -9.95 —
// the same line the graybox taught everyone to expect.
const HOUSE = { x: 0, z: -10.5 };
/**
* Sites are content, so they fail loud rather than half-build. Every field this
* checks is one that would otherwise produce a yard that looks fine and is
* subtly wrong an absent bed silently becomes NaN coverage, a missing anchor
* list silently becomes an unriggable site.
*/
export function validateSite(site, name = site?.id ?? '?') {
const bad = [];
if (!site || typeof site !== 'object') bad.push('not an object');
else {
if (!site.yard?.width || !site.yard?.depth) bad.push('yard.width/depth');
if (!site.gardenBed) bad.push('gardenBed');
if (!Number.isFinite(site.sun?.elevationDeg)) bad.push('sun.elevationDeg');
if (!Number.isFinite(site.sun?.azimuthDeg)) bad.push('sun.azimuthDeg');
const ids = [
...(site.house?.anchors ?? []).map((a) => a.id),
...(site.trees ?? []).flatMap((t) => (t.anchors ?? []).map((a) => a.id)),
...(site.posts ?? []).map((p) => p.id),
...(site.structures ?? []).flatMap((s) => (s.anchors ?? []).map((a) => a.id)),
];
if (!ids.length) bad.push('no anchors at all — nothing to rig to');
const dupes = ids.filter((id, i) => ids.indexOf(id) !== i);
if (dupes.length) bad.push(`duplicate anchor ids: ${[...new Set(dupes)].join(', ')}`);
// Lane D's field. `work` is the MECHANISM, not the anchor's type: a post is
// tensioned from a cleat at its base and a tree strop is thrown, but a
// bracket bolted up a bare wall is the one you cannot fake — so that, and
// only that, wants the ladder. Keyed on mechanism because `type` is a closed
// enum ('house'|'tree'|'post') that site_02's carport doesn't fit, and
// needsLadder keyed on type FAILS OPEN there: the ladder mechanic silently
// vanishes and you re-rig a 2.6 m bracket standing on the grass (D's audit).
const works = [
...(site.house?.anchors ?? []),
...(site.trees ?? []).flatMap((t) => t.anchors ?? []),
...(site.posts ?? []),
...(site.structures ?? []).flatMap((s) => s.anchors ?? []),
];
for (const a of works) {
if (a.work !== 'cloth' && a.work !== 'bracket') {
bad.push(`anchor ${a.id}: work must be "cloth" or "bracket", got ${JSON.stringify(a.work)}`);
}
}
}
if (bad.length) throw new Error(`world: site '${name}' is invalid:\n ${bad.join('\n ')}`);
return site;
}
// The gnome stands just off the bed's south-east corner — inside the footprint
// of most rigs, so a sail that lets go has something of the client's to land on.
// DESIGN.md: your own failure is the worst debris of all.
const GNOME = { x: 4.3, z: 4.4, rotY: -2.2, collateralValue: 25 };
// Sun: mid-afternoon, high and off the north-west shoulder. Elevation 55°.
// Stored as the direction from the GROUND toward the SUN (see contracts.js).
const SUN_ELEV = (55 * Math.PI) / 180;
const SUN_AZIM = (-125 * Math.PI) / 180;
const SUN_DIR = new THREE.Vector3(
Math.cos(SUN_ELEV) * Math.sin(SUN_AZIM),
Math.sin(SUN_ELEV),
Math.cos(SUN_ELEV) * Math.cos(SUN_AZIM),
).normalize();
/** Direction from the GROUND toward the SUN (see contracts.js), off site data. */
function sunDirOf(site) {
const el = (site.sun.elevationDeg * Math.PI) / 180;
const az = (site.sun.azimuthDeg * Math.PI) / 180;
return new THREE.Vector3(
Math.cos(el) * Math.sin(az),
Math.sin(el),
Math.cos(el) * Math.cos(az),
).normalize();
}
const COLORS = {
sky: 0x9fc4dd,
@ -89,6 +147,26 @@ const COLORS = {
export function createWorld(scene, opts = {}) {
const wind = opts.wind ?? createStubWind({ calm: true });
// SPRINT10 gate 1. Every one of these was a module constant in this file an
// hour ago; they're site data now. They keep their old local names on purpose
// — the builder below is ~500 lines of geometry that was already correct, and
// rebinding the names is a change of SOURCE, not of behaviour. That's what
// makes "backyard_01 is byte-identical" a structural claim rather than a hope.
const site = validateSite(
opts.site ?? (() => { throw new Error(
'world: createWorld now needs a site — `createWorld(scene, { wind, site: await loadSite("backyard_01") })`. '
+ 'The yard stopped being code in SPRINT10; data/sites/*.json is the source of truth.'); })(),
);
const YARD = site.yard;
const GARDEN_BED = site.gardenBed;
const SUN_DIR = sunDirOf(site);
const HOUSE = site.house;
const SHED = site.shed;
const SHED_TABLE = site.shedTable ? { ...site.shedTable, rotY: rad(site.shedTable.rotYDeg) } : null;
const GNOME = site.gnome ? { ...site.gnome, rotY: rad(site.gnome.rotYDeg) } : null;
const treeSpecs = site.trees ?? [];
const postSpecs = site.posts ?? [];
const root = new THREE.Group();
root.name = 'yard';
scene.add(root);
@ -194,18 +272,22 @@ export function createWorld(scene, opts = {}) {
solids.push(wall, roof);
graybox.house = house;
for (const [i, x] of [-5, 0, 5].entries()) {
anchors.push(makeStaticAnchor(`h${i + 1}`, 'house', new THREE.Vector3(x, 2.6, -9.9)));
// Graybox stand-ins at the graybox's own spacing. dress() moves every one of
// these onto the position Lane E baked, which is why the numbers here don't
// matter and the IDS do — the site names them, and everything downstream
// (Lane B's quads, D's prompts, the balance suite) refers to them by name.
for (const [i, a] of (HOUSE?.anchors ?? []).entries()) {
anchors.push(Object.assign(
makeStaticAnchor(a.id, a.type ?? 'house', new THREE.Vector3(-5 + i * 5, 2.6, -9.9)),
{ work: a.work },
));
}
// --- trees -------------------------------------------------------------
// Two, on opposite shoulders, mirroring the prototype's tree placement.
// Canopies are separate named nodes so they can be swayed independently —
// Lane E's tree_gum_01.glb must keep `trunk` / `canopy_*` / `branch_anchor_*`.
const treeSpecs = [
{ id: 't1', x: -9, z: 2, phase: 0.7, trunkH: 4.2, anchorY: 3.4 },
{ id: 't2', x: 8, z: -2, phase: 2.9, trunkH: 3.8, anchorY: 3.1 },
];
// (treeSpecs is site.trees — bound at the top of createWorld.)
for (const spec of treeSpecs) {
const y0 = heightAt(spec.x, spec.z);
const tree = new THREE.Group();
@ -243,13 +325,14 @@ export function createWorld(scene, opts = {}) {
root.add(tree);
graybox.trees.set(spec.id, tree);
// The anchor is at a branch fork, not the canopy centre.
anchors.push(makeSwayAnchor(
spec.id,
new THREE.Vector3(spec.x, y0 + spec.anchorY, spec.z),
spec.phase,
wind,
));
// The anchor is at a branch fork, not the canopy centre. One per entry in
// the site's list; dress() moves each onto its baked branch_anchor_* node.
for (const a of spec.anchors ?? []) {
anchors.push(Object.assign(
makeSwayAnchor(a.id, new THREE.Vector3(spec.x, y0 + spec.anchorY, spec.z), spec.phase, wind),
{ work: a.work },
));
}
}
// --- posts -------------------------------------------------------------
@ -271,32 +354,10 @@ export function createWorld(scene, opts = {}) {
// be the expensive answer; the small quads buy survival and pay in patchy
// shade. That IS the design (DESIGN.md, "big flat low vs small twisted steep").
// SPRINT6 gate 1: p4 is the ONE close anchor the balance pass allows, and its
// position is measured rather than guessed.
//
// The wild night had no winnable line because every anchor near the bed —
// p1/p2/p3 — is SOUTH of it, and nothing stands north short of the house 10 m
// away. So covering rigs had to span the yard and died, while rigs small
// enough to survive sat beside the bed instead of over it.
//
// p4 supplies the missing north-west corner. Swept its position against the
// smallest quad that covers 90% of the bed:
// (-2.2, -1.2) → 44.4 m² ← breaks the tradeoff (see below)
// (-3.2, -1.2) → 48.6 m² ← here
// (-3.2, -2.0) → 51.7 m²
// (-4.2, -3.0) → 60.0 m²
// beyond ~z=-4 → 63.5 m², i.e. too far away to matter at all
// Full coverage costs 63.5 m² without it. At (-3.2,-1.2) that drops to 48.6 —
// a real new option, 23% cheaper — while still costing you a bigger sail than
// the 23-38 m² rigs that survive on their own. Pulling it in to (-2.2,-1.2)
// would put full coverage at 44.4 m², INSIDE the survivable band, which
// collapses DESIGN.md's central tension: covering the bed has to cost risk.
// a.test.js asserts that >45 m² floor, so moving this post inward goes red.
const postSpecs = [
{ id: 'p1', x: -4.5, z: 5.5, h: 4.0 },
{ id: 'p2', x: 4.0, z: 6.0, h: 4.0 },
{ id: 'p3', x: 0, z: 7.0, h: 4.0 },
{ id: 'p4', x: -3.2, z: -1.2, h: 4.0 },
];
// position is measured rather than guessed — and the measurement moved with
// the data. p4's swept position table now lives in backyard_01.json's `_why`,
// beside the coordinate it justifies, because that is the number someone will
// be tempted to nudge. (postSpecs is site.posts, bound at the top.)
const RAKE = (8 * Math.PI) / 180;
for (const spec of postSpecs) {
const y0 = heightAt(spec.x, spec.z);
@ -330,7 +391,34 @@ export function createWorld(scene, opts = {}) {
footing.receiveShadow = true;
root.add(footing);
anchors.push(makeStaticAnchor(spec.id, 'post', top));
anchors.push(Object.assign(
makeStaticAnchor(spec.id, spec.type ?? 'post', top),
{ work: spec.work },
));
}
// --- structures (the carport, and whatever else a site tacks on) -------
// These carry ANCHORS, which is the whole point: site_02's carport looks like
// four free tie-offs and is the worst steel in the game. Graybox positions are
// approximate; dress() moves each anchor onto the node Lane E baked, with the
// rating_hint / collateral that make it a trap. The site's own asserts (E's
// e.test) pin those ratings below the fascia's — do not "fix" them upward.
const structures = new Map();
for (const st of site.structures ?? []) {
const marker = new THREE.Group();
marker.name = st.id;
marker.position.set(st.x, heightAt(st.x, st.z), st.z);
marker.rotation.y = rad(st.rotYDeg);
root.add(marker);
structures.set(st.id, { spec: st, marker });
for (const a of st.anchors ?? []) {
// Graybox guess: near the structure origin, above head height. dress()
// corrects it; until then the site is at least riggable in the selftest.
anchors.push(Object.assign(
makeStaticAnchor(a.id, a.type ?? 'post', new THREE.Vector3(st.x, heightAt(st.x, st.z) + 2.4, st.z)),
{ work: a.work },
));
}
}
// --- garden bed (the thing you are protecting) -------------------------
@ -370,11 +458,16 @@ export function createWorld(scene, opts = {}) {
fence.name = 'fence';
const railMat = new THREE.MeshStandardMaterial({ color: 0x7a6a4f, roughness: 1 });
const hx = YARD.width / 2, hz = YARD.depth / 2;
const runs = [
{ from: [-hx, hz], to: [hx, hz] }, // south
{ from: [-hx, -hz], to: [-hx, hz] }, // west
{ from: [hx, -hz], to: [hx, hz] }, // east
];
const SIDES = {
south: { from: [-hx, hz], to: [hx, hz] },
west: { from: [-hx, -hz], to: [-hx, hz] },
east: { from: [hx, -hz], to: [hx, hz] },
north: { from: [-hx, -hz], to: [hx, -hz] },
};
// backyard_01 fences south/west/east — the house IS its north boundary. The
// corner block has a street on two sides and fences the other two, which is
// the whole reason this is a site field rather than three hardcoded runs.
const runs = (site.fence?.sides ?? ['south', 'west', 'east']).map((s) => SIDES[s]).filter(Boolean);
for (const run of runs) {
const [x0, z0] = run.from, [x1, z1] = run.to;
const len = Math.hypot(x1 - x0, z1 - z0);
@ -466,6 +559,7 @@ export function createWorld(scene, opts = {}) {
};
const load = async (name) => {
if (!name) return null; // the site simply doesn't have one
try {
const gltf = await loader.loadAsync(new URL(`../models/${name}.glb`, import.meta.url).href);
gltf.scene.traverse((o) => {
@ -482,11 +576,13 @@ export function createWorld(scene, opts = {}) {
}
};
const [shed, table, houseGlb, tree1, tree2, bedGlb, gnome] = await Promise.all([
load('shed_01_v1'), load('shed_table_v1'), load('house_yardside_v1'),
load('tree_gum_01_v1'), load('tree_gum_02_v1'), load('garden_bed_v1'),
load('garden_gnome_01_v1'),
// Model names come off the site now. `load(null)` resolves null, so a site
// that simply has no shed (site_02 has a carport) skips it without a branch.
const [shed, table, houseGlb, bedGlb, gnome] = await Promise.all([
load(SHED?.model), load(SHED_TABLE?.model), load(HOUSE?.model),
load(site.gardenBedModel ?? 'garden_bed_v1'), load(GNOME?.model),
]);
const treeGlbs = await Promise.all(treeSpecs.map((s) => load(s.model)));
// --- garden bed ------------------------------------------------------
if (bedGlb) {
@ -524,9 +620,7 @@ export function createWorld(scene, opts = {}) {
root.add(houseGlb);
solids.push(houseGlb);
houseGlb.updateWorldMatrix(true, true);
for (const [i, id] of ['h1', 'h2', 'h3'].entries()) {
adoptAnchor(houseGlb, `fascia_anchor_0${i + 1}`, id);
}
for (const a of HOUSE.anchors ?? []) adoptAnchor(houseGlb, a.node, a.id);
}
// --- trees -----------------------------------------------------------
@ -534,7 +628,8 @@ export function createWorld(scene, opts = {}) {
// the fork, 0.76 out where the limb is thin) — the intel DESIGN.md wants
// inspection to buy. branch_anchor_01 keeps the original t1/t2 id so
// nothing that already references them breaks; the rest are added.
for (const [glb, spec] of [[tree1, treeSpecs[0]], [tree2, treeSpecs[1]]]) {
for (const [i, spec] of treeSpecs.entries()) {
const glb = treeGlbs[i];
if (!glb) continue;
const old = graybox.trees.get(spec.id);
retire(old);
@ -552,20 +647,13 @@ export function createWorld(scene, opts = {}) {
canopies.push({ group: canopy.parent, phase: spec.phase, base: canopy.parent.rotation.clone() });
}
// Every branch anchor the site names now EXISTS before dress() runs (they
// were created off spec.anchors above), so this only has to move them onto
// the nodes Lane E baked. That deleted the old suffix-guessing loop, which
// built t1/t1b/t1c out of an array index and could only ever describe the
// two trees it was written for.
glb.updateWorldMatrix(true, true);
const suffix = ['', 'b', 'c'];
for (let i = 1; i <= 3; i++) {
const node = glb.getObjectByName(`branch_anchor_0${i}`);
if (!node) continue;
const id = spec.id + suffix[i - 1];
if (i === 1) adoptAnchor(glb, `branch_anchor_01`, id);
else {
const p = new THREE.Vector3().setFromMatrixPosition(node.matrixWorld);
const a = makeSwayAnchor(id, p, spec.phase, wind);
a.ratingHint = node.userData?.rating_hint ?? 1;
anchors.push(a);
}
}
for (const a of spec.anchors ?? []) adoptAnchor(glb, a.node, a.id);
}
if (shed) {
@ -587,6 +675,26 @@ export function createWorld(scene, opts = {}) {
const anchor = table.getObjectByName('pickup_anchor');
if (anchor) shedTable.pos.setFromMatrixPosition(anchor.matrixWorld);
}
// --- structures ------------------------------------------------------
// The carport, and its trap. Load the GLB, drop it on its graybox marker,
// and move each anchor onto the node E baked — carrying the rating_hint and
// collateral that make it the worst tie-off in the game. adoptAnchor reads
// both off userData, so the "0.22 beam" trap arrives with the geometry.
for (const st of site.structures ?? []) {
const entry = structures.get(st.id);
const glb = await load(st.model);
if (!glb) continue;
retire(entry.marker);
glb.name = st.id;
glb.position.set(st.x, heightAt(st.x, st.z), st.z);
glb.rotation.y = rad(st.rotYDeg);
root.add(glb);
if (st.solid) glb.traverse((o) => { if (o.isMesh) solids.push(o); });
glb.updateWorldMatrix(true, true);
for (const a of st.anchors ?? []) adoptAnchor(glb, a.node, a.id);
}
return { shed, table };
}
@ -620,6 +728,21 @@ export function createWorld(scene, opts = {}) {
return anchors.find((a) => a.id === id) ?? null;
},
/**
* Take the whole yard out of the scene and free its GPU memory. SPRINT10:
* the week rebuilds the world when the site changes between nights, and
* without this each new yard leaks the last one's geometry and its lights
* pile up in the scene. Removes the root and both lights (skyfx borrows the
* lights and hands them back on its own dispose, so by here they're ours).
*/
dispose() {
root.traverse((o) => { o.geometry?.dispose?.(); o.material?.dispose?.(); });
root.parent?.remove(root);
sun.parent?.remove(sun);
sun.target.parent?.remove(sun.target);
hemi.parent?.remove(hemi);
},
update(dt, t) {
// Canopies lean with the wind they actually stand in — this is the tell
// the player reads a gust front from, a beat before it reaches the sail.

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