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Author SHA1 Message Date
m3ultra
703dbc499f Log Lane B landing, unit change and two findings in THREADS
Flags for other lanes: load/rating are newtons now (HUD shows kN); the
yard's 7 anchors only admit 70-192 m2 quads when real shade sails are
20-50 m2; and flat-horizontal is currently the lowest-load geometry,
which inverts DESIGN.md's central shade-vs-survival tension and can't be
fixed inside sail.js.

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

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

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

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

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

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

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

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

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

Two deviations from PLAN3D worth flagging:

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

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

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:55:37 +10:00
m3ultra
8d76340f49 Log the shared-worktree collision in THREADS
Lane D is working in the shared ~/Documents/shades checkout rather than its own
clone, so its git checkout moved HEAD off lane/a mid-session and Lane A's M0
commits landed straight on main. No damage this time, but two agents sharing one
HEAD and one index will eventually eat someone's uncommitted work.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:36:44 +10:00
7 changed files with 1500 additions and 25 deletions

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@ -70,9 +70,110 @@ Format: `[lane letter] YYYY-MM-DD — note`
character is still reachable; Running / Falling / Crouch-To-Stand / crank / dig are not sourced.
Don't spend a day looking — answer is needed from whoever wrote §2.
[A] 2026-07-16 — ⚠️ **WORKTREE COLLISION — happened today, please fix.** Lane D is working inside the
shared checkout at `~/Documents/shades/` instead of its own clone. Two agents in one working tree
share one HEAD and one index: mid-session Lane D's checkout moved HEAD off `lane/a` onto `main`
underneath Lane A, so Lane A's five M0 commits landed on `main` directly rather than on its branch.
No damage this time — staged paths were explicit so nothing of Lane D's was swept in, and M0 on main
is where it was headed anyway — but the next collision could just as easily eat uncommitted work,
and `git checkout` in a shared tree is indistinguishable from sabotage from the other agent's side.
Lane A has moved out to `~/Documents/shades-laneA/`. **Lane D: please clone to
`~/Documents/shades-laneD/` and work there** — B, C and E already have their own. PLAN3D §0 says to
do this; it's the one house rule that has to hold or the whole lane model stops working.
[A] 2026-07-16 — ❓ **OPEN QUESTION, needs a human.** PLAN3D §0 says lanes run on "the M1 Ultra
(`johnking@100.91.239.7`, Tailscale)", but this box is `m3ultra` and already has
`~/Documents/shades-laneB/` and `shades-laneE/` checked out — so lanes are in fact running here, and
§0's clone path is what people are actually using. If the four missing libraries above live on that
other machine, this isn't a path fix, it's a decision about where lanes run. Flagging rather than
guessing.
[B] 2026-07-16 — **sail.js + rigging.js landed on `lane/b`, rebased on M0.** `checkContract('sailRig')`
conforms; `js/tests/b.test.js` runs 28 asserts green. 3D verlet cloth, N=10, structural/shear/bend,
5 iterations at a fixed 1/60 substep, wind per FACE. `step(dt, wind, t)` takes ragged frame dt and
does its own fixed-dt substepping — asserted that a 4-24 ms ragged loop converges on the fixed-dt
trace, so what selftest proves actually applies to the running game.
[B] 2026-07-16 — **⚠️ UNITS CHANGED — Lane A (HUD) read this one.** `corner.load` and `hw.rating` are in
NEWTONS now, not the prototype's arbitrary scale. I retuned `HARDWARE` in contracts.js to real WLLs
(carabiner 1200 N, shackle 3200 N, rated 6500 N) under the standing note in that file that Lane B
owns these numbers — costs and tier shape untouched, and $80 still buys rated hardware on at most 2
of 4 corners (asserted). **HUD: show `load/1000` as kN.** A 5×5 m sail pulls ~1-4 kN per corner in a
34 m/s storm, which is exactly why real shade sails use 3 kN+ shackles. That's DESIGN.md's Kerbal
trick working — the number on the meter is one you could take to a hardware shop.
[B] 2026-07-16 — thanks for the `sway(t)` clarification, it caught a real bug: I had it as an offset and
was adding it to `pos`, which would have flung every tree-anchored corner to double its coordinates.
Also consuming `world.sunDir` and `world.gardenBed` as specified (centre+size rect; a hit along
sunDir means shaded). One nit: `coverageOver()` starts its rays at y=0 rather than `heightAt(x,z)`.
On ±0.3 m terrain under a 3 m sail that's ~0.2 m of shadow error — not worth a contract change now,
flagging so it isn't a surprise later.
[B] 2026-07-16 — **⚠️ FINDING FOR LANE A — the yard's anchors imply enormous sails.** Every 4-anchor quad
a player can pick from the 7 fixed anchors, by area: h1,h2,t1,p1 = 70 m² · h2,h3,t2,p2 = 71 m² ·
t1,t2,p1,p2 = 111 m² · h1,h3,t1,t2 = 133 m² · h2,t1,p1,p2 = 143 m² · h1,h3,p1,p2 = **192 m²**.
Real domestic shade sails are 20-50 m², and DESIGN.md itself pictures "a 30 m² kite". Wind load
scales with area, so at 192 m² nothing affordable on an $80 budget survives a real storm. The sim is
saying "you cannot span the whole yard", which is correct physics and arguably correct design — but
it means the natural, obvious pick (house corners out to both posts) is an instant loss. Options in
my order of preference: (1) more anchors, closer together, so a sensible 25-40 m² quad exists at all,
(2) posts moved in, (3) accept it and let the prep-phase load bars teach it. Not my call — flagging
with numbers rather than guessing. Nothing blocks on it; M1 is playable either way.
[B] 2026-07-16 — **❓ OPEN — the flat-horizontal loophole. Needs Lane C, or the water spike.** DESIGN.md's
core tension is "big, flat, low = great shade, death in a storm". My sim disagrees, and it is right
to. Peak corner load over 8 wind directions, same footprint: flat *pitched* 3.06 kN, hypar 1.86 kN,
flat *horizontal* **1.14 kN** — the lowest of all three. A horizontal plate in horizontal wind
genuinely has almost no drag. What kills real flat sails is ponding (water weight), flutter and
leeward suction, none of which are in scope for me: ponding is DESIGN.md's second prototype spike,
and proper separated-flow aero is not happening in a hand-rolled cloth sim. So a player who plants
four posts at equal height currently gets the *safest* possible rig, which is the exact inverse of
the design's intent. Not fixable inside sail.js. Lane C: a vertical gust component would load a
horizontal sail and would partly close this.
[B] 2026-07-16 — **the thesis assert is scored on WORST CASE over 8 wind directions, not per-direction.**
PLAN3D §5-B says "twisted peak < flat peak, same storm". Per-direction is a false assert and I won't
ship it: from the one angle where a flat sail sits edge-on it genuinely beats the hypar, and forcing
that green would mean tuning the sim into a lie. Worst-case is also the honest game question, since
Lane C's storms veer and the player never gets to pick the wind. Result: flat worst 3.06 kN (from S)
vs hypar worst 1.86 kN (from N) — the hypar sheds 39% off its worst moment. Thesis holds.
[B] 2026-07-16 — two notes for whoever next reads sail.js, because both look "simplifiable" and aren't.
(1) Corner load is read from each constraint's **XPBD Lagrange multiplier** (|λ|/dt²), NOT from
`FABRIC_K × leftover stretch`. After a fixed 5 iterations the leftover stretch is *solver error*, not
fabric strain, so the obvious reading measures the solver — it came out ~50× hot, 60 kN peaks on a
5×5 sail. The `statics` assert is what keeps this honest: corner reactions must sum to the real
aerodynamic + weight force on the fabric (Newton's third law). It balances to 8.3%. If someone
"simplifies" the load reading, that assert is what goes red. (2) The **tension dial was remapped**
off the prototype's `rest = rest/tension`, which asks for 29% pre-strain at dial 1.4 and put 68 kN on
a corner before any wind blew. It is now a real pre-strain (0.10/dial → 4% at 1.4).
[B] 2026-07-16 — **BUG worth knowing about, fixed:** a corner that blew was marked `broken` but never got
its mass back, so it stayed pinned — a "blown" corner sat welded in mid-air and the sail quietly went
dead instead of flogging. PLAN3D §5-B wants flogging emergent from the freed node, and it is now. The
cascade test missed it entirely because it forced the break by hand and called `_repin()` itself; the
replacement drives a real overload failure and asserts the corner tears free of its anchor and keeps
moving. Lesson for other lanes: a test that sets up state by hand can pass over a dead code path.
[B] 2026-07-16 — **Lane D — your API is ready.** `sailRig.repairCorner(i, hw)` re-pins a blown corner
(your 2.5 s hold-E; returns false if it isn't broken). `sailRig.trimCorner(i, ±delta)` is the
per-corner turnbuckle (your 1.2 s hold; clamps 0.85-1.15, scales rest lengths near that corner only).
Both emit on `sailRig.events`. Spare count lives on `RiggingSession.spares` — gate `canUse()` on it
and decrement on use.
[B] 2026-07-16 — **Lane A — wiring the rendered sail.** `const view = await createSailView(rig);
scene.add(view);` then `view.update()` each frame after `rig.step()`. Returns a THREE.Group,
double-sided, `castShadow` on — the shadow IS the product. three is imported lazily inside it so the
sim core stays headless-runnable. Verified headless (100 verts / 162 tris, normals recomputed, verts
track the sim) but **not yet eyeballed in a browser** — it wants a look once it's in main.js. The
prep-phase picking UI is NOT landed: it needs your camera and anchor markers to raycast against. All
the rules behind it are done and tested in `RiggingSession` (rigging.js), so it's a thin
click-to-session adapter once M0's camera is available to me.
[B] 2026-07-16 — selftest convention, slightly off your stub and I think worth keeping: my asserts live
next to the code in `js/sail.selftest.js` and `js/rigging.selftest.js` as exported `[name, fn]`
arrays, and `js/tests/b.test.js` is a 3-line adapter that feeds them to your Suite. The reason is
that those modules ALSO run under plain `node web/world/js/sail.selftest.js` — no browser, no server,
~7 s — which is how the cloth got proven before M0 existed. Same array both ways, so the two
harnesses cannot drift. `contracts.js` importing three is no obstacle to that: node imports
`three.module.js` fine.

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

157
web/world/js/rigging.js Normal file
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@ -0,0 +1,157 @@
/**
* rigging.js prep-phase rig selection and hardware economy. [Lane B]
*
* The money half of the sail. Ports the prototype's economy verbatim ($80
* budget, $5/$15/$30 hardware, $15 spare) and adds the state machine around it:
* which anchors are rigged, what hangs at each corner, how tight, how many
* spares in the bag.
*
* Kept three-free and DOM-free like sail.js so it is testable headless. The
* picking/DOM layer is deliberately NOT here yet it needs Lane A's camera and
* anchor markers, which do not exist at time of writing; see createRiggingUI at
* the bottom for the seam it will plug into.
*/
import { HARDWARE, START_BUDGET, SPARE_COST } from './contracts.js';
import { orderRing, TENSION_MIN, TENSION_MAX } from './sail.js';
export { START_BUDGET, SPARE_COST };
export const MAX_CORNERS = 4;
export const DEFAULT_TENSION = 1.0;
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
const OK = { ok: true };
const fail = (reason) => ({ ok: false, reason });
export class RiggingSession {
/**
* @param {object} opts
* @param {Array} opts.anchors world.anchors [{id, pos, type, sway?}]
* @param {number} opts.budget starting cash
*/
constructor({ anchors = [], budget = START_BUDGET } = {}) {
this.anchors = anchors;
this.budget = budget;
this.tension = DEFAULT_TENSION;
this.spares = 0;
/** @type {{anchorId: string, hw: object}[]} — ring-ordered once 4 are rigged */
this.picks = [];
}
get spent() { return START_BUDGET - this.budget; }
get canStart() { return this.picks.length === MAX_CORNERS; }
isRigged(anchorId) { return this.picks.some((p) => p.anchorId === anchorId); }
pickOf(anchorId) { return this.picks.find((p) => p.anchorId === anchorId) || null; }
/** Charge (or refund, when amount is negative) against the budget. */
_spend(amount) {
if (this.budget - amount < 0) return false;
this.budget -= amount;
return true;
}
/** Rig a corner at an anchor, starting on the cheapest hardware (prototype). */
rig(anchorId) {
const a = this.anchors.find((x) => x.id === anchorId);
if (!a) return fail('no such anchor');
if (this.isRigged(anchorId)) return fail('already rigged');
if (this.picks.length >= MAX_CORNERS) return fail('a sail has four corners');
if (!this._spend(HARDWARE[0].cost)) return fail('not enough budget');
this.picks.push({ anchorId, hw: HARDWARE[0] });
this._reorder();
return OK;
}
/**
* Unrig a corner and refund its hardware. Not in the prototype (which had no
* way back from a misclick) but it is a pure refund, so it costs the economy
* nothing and saves the player a restart.
*/
unrig(anchorId) {
const i = this.picks.findIndex((p) => p.anchorId === anchorId);
if (i < 0) return fail('not rigged');
this.budget += this.picks[i].hw.cost;
this.picks.splice(i, 1);
return OK;
}
/** Cycle a corner's hardware to the next tier, paying (or refunding) the difference. */
cycleHardware(anchorId) {
const p = this.pickOf(anchorId);
if (!p) return fail('not rigged');
const next = HARDWARE[(HARDWARE.indexOf(p.hw) + 1) % HARDWARE.length];
if (!this._spend(next.cost - p.hw.cost)) return fail('not enough budget');
p.hw = next;
return OK;
}
setHardware(anchorId, hw) {
const p = this.pickOf(anchorId);
if (!p) return fail('not rigged');
if (!HARDWARE.includes(hw)) return fail('unknown hardware');
if (!this._spend(hw.cost - p.hw.cost)) return fail('not enough budget');
p.hw = hw;
return OK;
}
/** 0.6 loose (soaks gusts, flogs) .. 1.4 drum tight (no flap, shock-loads). */
setTension(v) {
this.tension = clamp(v, TENSION_MIN, TENSION_MAX);
return this.tension;
}
/** Spares are what Lane D's hold-E re-rig consumes mid-storm. */
setSpares(n) {
n = Math.max(0, Math.floor(n));
const delta = (n - this.spares) * SPARE_COST;
if (!this._spend(delta)) return fail('not enough budget');
this.spares = n;
return OK;
}
/**
* Ring-order the picks by angle around their ground-plane centroid, so corner
* i of the cloth grid always maps to a neighbouring anchor. Without it,
* picking anchors in a silly order knots the sail through itself.
*/
_reorder() {
if (this.picks.length < MAX_CORNERS) return;
const byId = new Map(this.picks.map((p) => [p.anchorId, p]));
const ring = orderRing(this.picks.map((p) => this.anchors.find((a) => a.id === p.anchorId)));
this.picks = ring.map((a) => byId.get(a.id));
}
/** Hand the finished rig to the sim. Mirrors contracts.js sailRig.attach(). */
commit(rig) {
if (!this.canStart) throw new Error(`sail needs ${MAX_CORNERS} corners, have ${this.picks.length}`);
return rig.attach(this.picks.map((p) => p.anchorId), this.picks.map((p) => p.hw), this.tension);
}
/** Everything the HUD needs to draw the prep panel, in one read. */
get summary() {
return {
budget: this.budget,
spent: this.spent,
tension: this.tension,
spares: this.spares,
canStart: this.canStart,
corners: this.picks.map((p) => ({ anchorId: p.anchorId, hw: p.hw.name, rating: p.hw.rating, cost: p.hw.cost })),
weakest: this.picks.length
? this.picks.reduce((w, p) => (p.hw.rating < w.hw.rating ? p : w)).anchorId
: null,
};
}
}
/**
* Prep-phase picking UI.
*
* Deliberately unimplemented: it needs Lane A's camera, renderer canvas and
* anchor markers to raycast against, none of which exist yet. RiggingSession
* above holds all the rules and is fully tested, so this stays a thin
* click-to-session adapter once M0 lands. See THREADS.md.
*/
export async function createRiggingUI() {
throw new Error('rigging UI lands once Lane A has a camera and anchor markers — see THREADS.md');
}

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

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

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/**
* sail.selftest.js assert suite for the sail sim. [Lane B]
*
* Exports SAIL_TESTS as plain [name, fn] pairs so ONE set of asserts runs in
* two harnesses: Lane A's selftest.html (via js/tests/b.test.js) and node
* (`node web/world/js/sail.selftest.js`) for fast iteration without a browser.
* Drives time with fixed-dt loops only never rAF, never a clock.
*
* The headline assert is `hypar sheds load vs flat`: it is the game's thesis
* stated as a test. If it ever goes red, the sail has stopped being a sail.
*/
import { SailRig } from './sail.js';
import { HARDWARE, FIXED_DT, createStubWind, rng } from './contracts.js';
const SIM_DT = FIXED_DT;
// ---------- deterministic stub wind ----------
// contracts.js ships createStubWind(), and the integration test below uses it.
// This local one exists only because the thesis needs the wind DIRECTION swept,
// which the shared stub does not expose. Lane C's weather.js replaces both.
function makeStubWind({ seed = 7, stormLen = 90, dir = { x: 0, y: 0, z: 1 }, calm = false } = {}) {
const rand = rng(seed);
const gusts = [];
for (let t = 3; t < stormLen; t += 5 + rand() * 7) {
gusts.push({ start: t, pow: 12 + rand() * 16 + 10 * (t / stormLen) });
}
const len = Math.hypot(dir.x, dir.y, dir.z) || 1;
const dx = dir.x / len, dy = dir.y / len, dz = dir.z / len;
const out = { x: 0, y: 0, z: 0 };
return {
speedAt(t) {
if (calm) return 0;
let speed = 8 + 26 * Math.min(1, (t / stormLen) * 1.6);
for (const g of gusts) {
const gt = t - g.start;
if (gt < 0 || gt >= 5) continue;
if (gt < 1.5) continue; // telegraph: seen, not felt
else if (gt < 2.3) speed += g.pow * (gt - 1.5) / 0.8; // ramp
else if (gt < 4.0) speed += g.pow; // hold
else speed += g.pow * (5.0 - gt); // fade
}
return speed;
},
sample(pos, t) {
const s = this.speedAt(t);
out.x = dx * s; out.y = dy * s; out.z = dz * s;
return out;
},
gustTelegraph: () => null,
};
}
const constantWind = (v) => ({ sample: () => v, speedAt: () => Math.hypot(v.x, v.y, v.z), gustTelegraph: () => null });
// ---------- test rigs ----------
// Same 5x5 m footprint, same multiset of corner heights {4.0, 4.0, 2.5, 2.5}.
// Only the ARRANGEMENT differs: coplanar (flat, pitched) vs permuted (twisted
// hypar). Any load difference is therefore purely geometry, nothing else.
const FOOT = [
{ x: -2.5, z: -2.5 }, { x: 2.5, z: -2.5 }, { x: 2.5, z: 2.5 }, { x: -2.5, z: 2.5 },
];
export const HEIGHTS_FLAT = [4.0, 4.0, 2.5, 2.5]; // y linear in z -> one plane
export const HEIGHTS_HYPAR = [4.0, 2.5, 4.0, 2.5]; // opposite corners up/down -> saddle
/** Anchors shaped like contracts.js Anchor: sway(t) is the ABSOLUTE position. */
export const makeAnchors = (heights) =>
FOOT.map((f, i) => {
const pos = { x: f.x, y: heights[i], z: f.z };
return { id: `a${i}`, type: 'post', pos, sway: () => pos };
});
const ALL_IDS = ['a0', 'a1', 'a2', 'a3'];
const UNBREAKABLE = { name: 'test rig', cost: 0, rating: Infinity };
function rig(heights, { hw = UNBREAKABLE, tension = 1.0, porosity = 0 } = {}) {
return new SailRig({ anchors: makeAnchors(heights), gridN: 10, porosity })
.attach(ALL_IDS, [hw, hw, hw, hw], tension);
}
/** Fixed-dt fast-forward. Returns the peak corner load over the whole run, N. */
function runStorm(r, wind, secs, onStep) {
const steps = Math.round(secs / SIM_DT);
let peak = 0;
for (let i = 0; i < steps; i++) {
r.step(SIM_DT, wind, i * SIM_DT);
const m = r.maxLoad();
if (m > peak) peak = m;
if (onStep) onStep(r, i);
}
return peak;
}
const TESTS = [];
const test = (name, fn) => TESTS.push([name, fn]);
const assert = (cond, msg) => { if (!cond) throw new Error(msg); };
const kN = (n) => `${(n / 1000).toFixed(2)} kN`;
// ---------- the suite ----------
test('sim stays finite through a full storm', () => {
const r = rig(HEIGHTS_HYPAR);
runStorm(r, makeStubWind({ stormLen: 90 }), 90);
for (const v of r.pos) assert(Number.isFinite(v), 'node position went NaN/Infinity');
for (const c of r.corners) assert(Number.isFinite(c.load), 'corner load went NaN');
return `peak ${kN(r.corners.reduce((m, c) => Math.max(m, c.peakLoad), 0))}`;
});
test('sail sags under gravity when calm', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 6);
const N = r.N, mid = (Math.floor(N / 2) * N + Math.floor(N / 2)) * 3;
const midY = r.pos[mid + 1];
const cornerMeanY = HEIGHTS_FLAT.reduce((a, b) => a + b) / 4;
assert(midY < cornerMeanY, `belly (${midY.toFixed(2)}m) should hang below corner mean (${cornerMeanY}m)`);
return `belly sags ${(cornerMeanY - midY).toFixed(2)} m below corner plane`;
});
// Newton's third law. This is what pins FABRIC_K to real newtons: if the corner
// reactions don't sum to the actual aerodynamic + weight force on the fabric,
// the load meter is lying and every kN rating on it is meaningless.
test('statics: corner reactions balance the applied force', () => {
const w = constantWind({ x: 0, y: 0, z: 18 });
const r = rig(HEIGHTS_FLAT);
runStorm(r, w, 12); // settle
// A membrane in steady wind never fully stops moving, so compare the
// TIME-AVERAGED reaction against the time-averaged applied force. That is the
// momentum balance that must hold; instant by instant it need not.
let n = 0, ax = 0, ay = 0, az = 0, rx = 0, ry = 0, rz = 0;
for (let i = 0; i < Math.round(4 / SIM_DT); i++) {
const t = 12 + i * SIM_DT;
r.step(SIM_DT, w, t);
const f = r.netAppliedForce(w, t);
ax += f.x; ay += f.y; az += f.z;
for (const c of r.corners) { rx += c.loadVec.x; ry += c.loadVec.y; rz += c.loadVec.z; }
n++;
}
ax /= n; ay /= n; az /= n; rx /= n; ry /= n; rz /= n;
const appliedMag = Math.hypot(ax, ay, az);
const err = Math.hypot(rx - ax, ry - ay, rz - az) / appliedMag;
assert(err < 0.2, `reactions ${kN(Math.hypot(rx, ry, rz))} vs applied ${kN(appliedMag)}${(err * 100).toFixed(0)}% out of balance`);
return `applied ${kN(appliedMag)}, reactions ${kN(Math.hypot(rx, ry, rz))}, residual ${(err * 100).toFixed(1)}%`;
});
// THE THESIS. A twisted sail resists bellying into one coherent pocket, so its
// worst moment is gentler than a flat sail's worst moment.
//
// Scored on WORST CASE over wind direction, not per-direction. Lane C's storms
// veer, so the player never gets to choose the wind, and worst-case is what the
// hardware actually has to survive. Per-direction would be a false assert: a
// flat sail sitting edge-on to the wind genuinely does have low drag, and from
// that one angle it beats the hypar. Demanding otherwise would mean tuning the
// sim into a lie.
test('hypar sheds load vs flat, worst case over wind direction (the thesis)', () => {
const DIRS = [
{ name: 'N', x: 0, z: 1 }, { name: 'NE', x: 0.707, z: 0.707 },
{ name: 'E', x: 1, z: 0 }, { name: 'SE', x: 0.707, z: -0.707 },
{ name: 'S', x: 0, z: -1 }, { name: 'SW', x: -0.707, z: -0.707 },
{ name: 'W', x: -1, z: 0 }, { name: 'NW', x: -0.707, z: 0.707 },
];
const sweep = (heights) => {
let worst = 0, at = '';
for (const d of DIRS) {
const storm = makeStubWind({ seed: 7, stormLen: 45, dir: { x: d.x, y: 0, z: d.z } });
const p = runStorm(rig(heights), storm, 45);
if (p > worst) { worst = p; at = d.name; }
}
return { worst, at };
};
const flat = sweep(HEIGHTS_FLAT);
const hypar = sweep(HEIGHTS_HYPAR);
assert(
hypar.worst < flat.worst * 0.8,
`hypar worst ${kN(hypar.worst)} (${hypar.at}) should be well under flat worst ${kN(flat.worst)} (${flat.at})`
);
return `flat worst ${kN(flat.worst)} from ${flat.at} -> hypar worst ${kN(hypar.worst)} from ${hypar.at} (sheds ${((1 - hypar.worst / flat.worst) * 100).toFixed(0)}%)`;
});
test('cascade: losing a corner spikes its neighbours', () => {
const w = constantWind({ x: 0, y: 0, z: 22 });
const r = rig(HEIGHTS_HYPAR);
runStorm(r, w, 6); // settle
const before = Math.max(r.corners[1].load, r.corners[3].load);
r.corners[0].broken = true;
r._repin(r.t);
runStorm(r, w, 2.5); // let the load redistribute
const after = Math.max(r.corners[1].load, r.corners[3].load);
assert(after >= before * 2, `neighbour went ${kN(before)} -> ${kN(after)}, wanted >= 2x`);
return `neighbour ${kN(before)} -> ${kN(after)} (${(after / before).toFixed(1)}x)`;
});
test('determinism: identical inputs give byte-equal load traces', () => {
const trace = () => {
const r = rig(HEIGHTS_HYPAR);
const w = makeStubWind({ seed: 3, stormLen: 30 });
const out = [];
runStorm(r, w, 30, (rr) => { for (const c of rr.corners) out.push(c.load); });
return out;
};
const a = trace(), b = trace();
assert(a.length === b.length, 'traces differ in length');
for (let i = 0; i < a.length; i++) assert(a[i] === b[i], `sample ${i} diverged: ${a[i]} vs ${b[i]}`);
return `${a.length} load samples identical`;
});
test('determinism: variable frame dt matches fixed dt', () => {
// Lane A's render loop delivers ragged dt. The internal accumulator has to
// absorb that, or nothing the selftest proves applies to the real game.
const w1 = makeStubWind({ seed: 5, stormLen: 20 });
const fixed = rig(HEIGHTS_HYPAR);
for (let i = 0; i < Math.round(20 / SIM_DT); i++) fixed.step(SIM_DT, w1, i * SIM_DT);
const w2 = makeStubWind({ seed: 5, stormLen: 20 });
const ragged = rig(HEIGHTS_HYPAR);
const rand = rng(99);
let acc = 0;
while (acc < 20) {
const dt = 0.004 + rand() * 0.02; // 4-24 ms frames
ragged.step(dt, w2, acc);
acc += dt;
}
for (let k = 0; k < 4; k++) {
const d = Math.abs(fixed.corners[k].load - ragged.corners[k].load);
assert(d < 1e-6, `corner ${k} drifted ${d.toFixed(6)} N between fixed and ragged dt`);
}
return 'ragged frame times converge on the fixed-dt trace';
});
test('tension dial changes load (drum tight shock-loads)', () => {
const w = constantWind({ x: 0, y: 0, z: 20 });
const loosePeak = runStorm(rig(HEIGHTS_HYPAR, { tension: 0.7 }), w, 8);
const tightPeak = runStorm(rig(HEIGHTS_HYPAR, { tension: 1.35 }), w, 8);
assert(tightPeak > loosePeak, `tight ${kN(tightPeak)} should exceed loose ${kN(loosePeak)}`);
return `loose ${kN(loosePeak)} vs tight ${kN(tightPeak)}`;
});
test('porous shade cloth carries less load than solid membrane', () => {
const w = constantWind({ x: 0, y: 0, z: 20 });
const solid = runStorm(rig(HEIGHTS_HYPAR, { porosity: 0 }), w, 8);
const porous = runStorm(rig(HEIGHTS_HYPAR, { porosity: 0.35 }), w, 8);
assert(porous < solid, `porous ${kN(porous)} should be under solid ${kN(solid)}`);
return `solid ${kN(solid)} vs porous ${kN(porous)}`;
});
test('coverage: sail shades the ground under it, not beside it', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 4);
// world.gardenBed rects are CENTRE + size, so this bed straddles the origin.
const under = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 });
const beside = r.coverageOver({ x: 14, z: 14, w: 4, d: 4 });
assert(under > 0.9, `ground under the sail only ${(under * 100).toFixed(0)}% shaded`);
assert(beside === 0, `ground 14 m away reported ${(beside * 100).toFixed(0)}% shaded`);
return `under sail ${(under * 100).toFixed(0)}%, off to the side ${(beside * 100).toFixed(0)}%`;
});
test('coverage tracks a low sun off to the side', () => {
const r = rig(HEIGHTS_FLAT);
runStorm(r, makeStubWind({ calm: true }), 4);
const noon = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 }, { x: 0, y: 1, z: 0 });
const lowSun = r.coverageOver({ x: 0, z: 0, w: 4, d: 4 }, { x: 0.9, y: 0.25, z: 0 });
assert(noon > lowSun, `shadow should slide off the bed as the sun drops (noon ${noon}, low ${lowSun})`);
return `noon ${(noon * 100).toFixed(0)}% -> low sun ${(lowSun * 100).toFixed(0)}%`;
});
// PLAN3D §7 definition of done, in miniature.
test('cheap flat rig cascades; twisted mixed rig survives', () => {
const storm = () => makeStubWind({ seed: 11, stormLen: 90 });
const cheap = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.35 });
runStorm(cheap, storm(), 90);
const cheapBroken = cheap.corners.filter((c) => c.broken).length;
const good = rig(HEIGHTS_HYPAR, { hw: HARDWARE[2], tension: 0.95 });
runStorm(good, storm(), 90);
const goodBroken = good.corners.filter((c) => c.broken).length;
assert(cheapBroken >= 2, `flat drum-tight carabiner rig only lost ${cheapBroken} corners — should cascade`);
assert(goodBroken === 0, `twisted rated-shackle rig lost ${goodBroken} corners — should survive`);
return `cheap flat lost ${cheapBroken}/4, good hypar lost ${goodBroken}/4`;
});
// PLAN3D §5-B: "broken corner frees the node -> flogging is emergent". This
// drives a REAL overload failure rather than setting broken by hand, because
// hand-setting it was exactly what hid the bug where _checkFailure marked a
// corner broken but never gave its node its mass back — so a blown corner
// stayed welded in mid-air and the sail never flogged.
test('a blown corner is freed and flies (flogging is emergent)', () => {
const w = makeStubWind({ seed: 11, stormLen: 90 });
const r = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.3 }); // cheap and tight: this one lets go
const broke = [];
r.events.on('break', (e) => broke.push(e));
// step until the first corner lets go
let i = 0;
for (const end = Math.round(90 / SIM_DT); i < end && !broke.length; i++) r.step(SIM_DT, w, i * SIM_DT);
assert(broke.length > 0, 'a carabiner rig should have blown a corner somewhere in a 90 s storm');
const k = r.corners.indexOf(broke[0].corner);
const node = r.cornerIdx[k], ci = node * 3;
const anchor = r.corners[k].anchor.pos;
const before = [r.pos[ci], r.pos[ci + 1], r.pos[ci + 2]];
for (let j = 0; j < Math.round(3 / SIM_DT); j++) r.step(SIM_DT, w, (i + j) * SIM_DT);
const moved = Math.hypot(r.pos[ci] - before[0], r.pos[ci + 1] - before[1], r.pos[ci + 2] - before[2]);
const fromAnchor = Math.hypot(r.pos[ci] - anchor.x, r.pos[ci + 1] - anchor.y, r.pos[ci + 2] - anchor.z);
assert(r.invMass[node] > 0, 'blown corner still has infinite mass — it is welded in mid-air, not flogging');
assert(moved > 0.05, `blown corner only drifted ${moved.toFixed(3)} m in 3 s — it is not flogging`);
assert(fromAnchor > 0.2, `blown corner is still ${fromAnchor.toFixed(2)} m from its anchor — it never let go`);
return `corner ${broke[0].anchorId} blew at t=${broke[0].t.toFixed(1)}s, tore ${fromAnchor.toFixed(2)} m off its anchor and is flying`;
});
test('break and repair emit on the events Emitter', () => {
const w = constantWind({ x: 0, y: 0, z: 20 });
const r = rig(HEIGHTS_HYPAR, { hw: UNBREAKABLE });
const seen = [];
r.events.on('break', (e) => seen.push(e));
r.events.on('repair', (e) => seen.push(e));
runStorm(r, w, 4);
r.corners[0].broken = true;
r._repin(r.t);
runStorm(r, w, 1);
assert(r.corners[0].load === 0, 'broken corner should carry no load');
assert(r.repairCorner(0, UNBREAKABLE), 'repairCorner should report success');
runStorm(r, w, 3);
assert(r.corners[0].load > 100, `repaired corner only pulling ${kN(r.corners[0].load)}`);
assert(seen.some((e) => e.type === 'repair' && e.corner === r.corners[0]), 'no repair event with {type, corner}');
return `repaired corner back to ${kN(r.corners[0].load)}, ${seen.length} event(s) emitted`;
});
test('runs against the shared contracts.js stub wind', () => {
// Proves the rig eats the sanctioned Wind implementation, not just my local
// stub — so nothing surprises us when Lane C's weather.js drops in.
const r = rig(HEIGHTS_HYPAR, { hw: HARDWARE[1] });
const wind = createStubWind({ seed: 1, stormLen: 90 });
const peak = runStorm(r, wind, 90);
for (const v of r.pos) assert(Number.isFinite(v), 'went NaN on the shared stub wind');
assert(peak > 0, 'shared stub wind produced no load at all');
return `90 s on contracts.js stub wind, peak ${kN(peak)}, ${r.corners.filter((c) => c.broken).length}/4 corners lost`;
});
export const SAIL_TESTS = TESTS;
export function runSailSelftest() {
const results = TESTS.map(([name, fn]) => {
try { return { name, pass: true, detail: fn() || '' }; }
catch (e) { return { name, pass: false, detail: e.message }; }
});
return { pass: results.every((r) => r.pass), results };
}
export function report(out) {
const lines = out.results.map(
(r) => `${r.pass ? 'PASS' : 'FAIL'} ${r.name}${r.detail ? `\n ${r.detail}` : ''}`
);
return `${lines.join('\n')}\n\n${out.pass ? 'ALL GREEN' : 'FAILURES'}${out.results.filter((r) => r.pass).length}/${out.results.length}`;
}
// Run only when invoked directly; importing this module must not run the suite.
if (typeof process !== 'undefined' && process.versions?.node && import.meta.filename === process.argv[1]) {
const out = runSailSelftest();
console.log(report(out));
process.exit(out.pass ? 0 : 1);
}
export { makeStubWind };

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