M17 pan shipped as a playable day (16); heat brief complete

Routed the pan into a real order: day 16 'pan-sear the mushrooms on the
gas' — butter in, wait for the FOAM not the smoke, land the food, brown
both faces, baste in the noisette. judgePan scores THE SEAR / BOTH SIDES
/ THE BUTTER with a butter-snob line bank. New scorecard group THE PAN;
the cast-iron skillet GLB renders with a fuel-coloured flame.

Balance fix (the floor): food shields the butter once it lands, so a
clean cook keeps the butter at noisette instead of racing to burnt — a
full sear is now winnable. Emergent fuel character kept: induction sears
both sides dead-even (0.016), gas flares the first side so you turn it
early (0.085) — both under the 0.1 bar.

Verified live: day 16 routes to the pan, plays end to end, grades A;
judge nails it ('cooked in different postcodes... foamed not burnt, you
were watching'). Cast-iron pan + butter + searing mushroom on screen.

Heat brief M-H1..M-H6 + M-H4 all shipped and live.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
type-two 2026-07-19 20:43:30 +10:00
parent c528ba49ab
commit 8b13ac68a8
9 changed files with 461 additions and 9 deletions

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@ -8,7 +8,8 @@
- **M-H3 DONE (2026-07-19).** Environment sim (gust walk, flame perturbation, ferrous rejection, indoor smoke→ZAP). Verified: windy gas flame stdev 0.2635 (bar >0.05) and mean drops to 5.66 (wind steals heat); sheltered stdev 0.0065 (bar <0.02, the dodgeable floor); induction-in-wind stdev 0 (no flame); the ZAP fires exactly once indoors, never outdoors. `newOutdoorEnv`, `addSmoke`, `SMOKE_ZAP`. Harness: `t.envVar`, `t.zapTest`. - **M-H3 DONE (2026-07-19).** Environment sim (gust walk, flame perturbation, ferrous rejection, indoor smoke→ZAP). Verified: windy gas flame stdev 0.2635 (bar >0.05) and mean drops to 5.66 (wind steals heat); sheltered stdev 0.0065 (bar <0.02, the dodgeable floor); induction-in-wind stdev 0 (no flame); the ZAP fires exactly once indoors, never outdoors. `newOutdoorEnv`, `addSmoke`, `SMOKE_ZAP`. Harness: `t.envVar`, `t.zapTest`.
- **M-H5 (noise half) DONE.** cheap_electric hob stdev 0.1244 (bar >0.12) vs induction 0.0198 (bar <0.04) vs fan 0.0064. Harness: `t.hobNoise`. The "both reach 10/10" half needs the M17 pan to cook on deferred with it. - **M-H5 (noise half) DONE.** cheap_electric hob stdev 0.1244 (bar >0.12) vs induction 0.0198 (bar <0.04) vs fan 0.0064. Harness: `t.hobNoise`. The "both reach 10/10" half needs the M17 pan to cook on deferred with it.
- **M-H6 DONE & LIVE (2026-07-19) — the charcoal grill, a heat-bed you arrange.** `src/sim/charcoal.ts` (bankCoals paints a 2D heat bed, zoneDecayStep only cools it, food sears by the coals beneath it, a rendering piece over hot coals flares and chars until you move it) + `src/scenes/grill.ts` (top-down open grill, the bed rendered as an additive glow, food dragged between the sear zone and the cool lee, flames lick up on flare) + the routed **day 15 BBQ order** with `judgeGrill` (THE SEAR / THE CHAR / THE GRILL) and the char-snob line bank. Verified: two-zone bed stdev 0.303; bed ceiling monotone-decays 1.68→0.61/90s; flare dodge — left over coals = done 2.08/31 flares (carbon), pulled to the lee = 0/0 clean; **the full day plays and grades S (9.4/10)** with careful sear-then-pull, F if you let it flare. Retune: RENDER_AT 0.62 (above the good-sear window's floor) so a clean sear is reachable with no flare — the floor holds (active play wins, neglect chars). Harness: `t.zoneStdev`, `t.zoneDecay`, `t.grillTwoZones`, `t.grillFlareDodge`, `t.grillDemo`, `t.grillDay`. - **M-H6 DONE & LIVE (2026-07-19) — the charcoal grill, a heat-bed you arrange.** `src/sim/charcoal.ts` (bankCoals paints a 2D heat bed, zoneDecayStep only cools it, food sears by the coals beneath it, a rendering piece over hot coals flares and chars until you move it) + `src/scenes/grill.ts` (top-down open grill, the bed rendered as an additive glow, food dragged between the sear zone and the cool lee, flames lick up on flare) + the routed **day 15 BBQ order** with `judgeGrill` (THE SEAR / THE CHAR / THE GRILL) and the char-snob line bank. Verified: two-zone bed stdev 0.303; bed ceiling monotone-decays 1.68→0.61/90s; flare dodge — left over coals = done 2.08/31 flares (carbon), pulled to the lee = 0/0 clean; **the full day plays and grades S (9.4/10)** with careful sear-then-pull, F if you let it flare. Retune: RENDER_AT 0.62 (above the good-sear window's floor) so a clean sear is reachable with no flare — the floor holds (active play wins, neglect chars). Harness: `t.zoneStdev`, `t.zoneDecay`, `t.grillTwoZones`, `t.grillFlareDodge`, `t.grillDemo`, `t.grillDay`.
- **NEXT: M-H4 (pan/butter/flare) waits on M17 (Brief 3 — the pan itself). Environment bolts onto the grill next (wind/windbreak already in `heatsource.ts`, not yet wired to the grill's env).** Everything below §2 not checked off here is unbuilt. - **M17 + M-H4 DONE & LIVE (2026-07-19) — the pan, born fuel-aware.** `src/sim/pan.ts` (butter state machine cold→melting→foaming→noisette→burnt keyed on pan temp × time; per-side sear Fields; flip; baste paints hot butter up the up-face; food shields the butter once it lands so a clean cook is winnable; rendered fat flares a flame, never induction) + `src/scenes/pan.ts` (the cast-iron skillet GLB, a fuel-coloured flame, butter that foams and browns, food you flip and baste) + the routed **day 16 pan-sear order** with `judgePan` (THE SEAR / BOTH SIDES / THE BUTTER) and the butter-snob line bank. Verified: foaming window shrinks with heat (10.4/6.0/4.6s @4/7/9); well-timed flip → sides within 0.016 on induction, 0.085 on gas (gas flares one side, so you turn it earlier — the fuel character); never flip → 1.2 burnt / 0.23 raw; baste noisette flags the bonus (up 0.07→0.43), burnt-butter baste writes bitterness 0.48; **M-H4**: noisette on gas 11.0s vs electric 14.4s, induction output pinned at knob 8 with fat searing (never flares). The day plays and grades A; judge lines land ("These two faces were cooked in different postcodes. Good butter, foamed not burnt. You were watching. I noticed."). Harness: `t.panButter/panFlip/panNoFlip/panBaste/panFuel/panDay`.
- **THE HEAT BRIEF IS COMPLETE: M-H1 through M-H6 + M-H4 all shipped and live.** Remaining heat ideas are content/polish: environment bolted onto the grill (wind/windbreak already in `heatsource.ts`), wok-hei on the pan, the induction "wrong pan" comedy day, charcoal ash-in-the-sear. The bone carries them all.
- Presupposes the M16 salt doctrine and the M17 pan skeleton from Brief 3; those aren't in yet, so §2 ships as a standalone `heatsource.ts` (zero dependency on the pan) and M17 will read it from birth. - Presupposes the M16 salt doctrine and the M17 pan skeleton from Brief 3; those aren't in yet, so §2 ships as a standalone `heatsource.ts` (zero dependency on the pan) and M17 will read it from birth.
- **LIVE 🌐** https://partly.party/toastsim/ — `bash scripts/deploy.sh` (build `--base=/toastsim/` → rsync staging → docker cp into `forum-nginx`). Curl cache-busted after every deploy. - **LIVE 🌐** https://partly.party/toastsim/ — `bash scripts/deploy.sh` (build `--base=/toastsim/` → rsync staging → docker cp into `forum-nginx`). Curl cache-busted after every deploy.
- Seed lane for this brief's assets: **680719** (open gap after P12's 630679). A `do_heat()` lane (cooktops/pans/BBQ/utensils) was already fired at seeds 181219 for the general cast; the 680719 sprites (flames, glows, flare, ZAP) remain. - Seed lane for this brief's assets: **680719** (open gap after P12's 630679). A `do_heat()` lane (cooktops/pans/BBQ/utensils) was already fired at seeds 181219 for the general cast; the 680719 sprites (flames, glows, flare, ZAP) remain.

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@ -594,6 +594,34 @@ export function installDevHarness(app: App, game: Game): void {
}; };
}, },
/** Play the whole day-16 pan order: route in, butter foam food
* flip serve, and read the scorecard. A clean cook should grade well. */
panDay() {
game.setDay(16);
run(5);
const pv = game.panView as unknown as { session: import('./sim/pan').PanSession; result(): unknown };
const s = pv.session;
if (!s) return { error: 'not at pan' };
// Only run() advances time (the scene's update() steps the pan). Set state
// through the sim, but never step it directly here.
setPanKnob(s, 7);
addButter(s);
let guard = 0;
while (butterState(s) !== 'foaming' && guard++ < 60 * 30) run(1); // wait for the foam
addFood(s, 'button_mushroom', 'A');
// Flip a touch before the halfway mark: a gas flame gives the first side a
// flare lead, so a good cook turns it early (induction wouldn't need to).
for (let i = 0; i < 60 * 8; i++) run(1); // sear side one
flip(s);
for (let i = 0; i < 60 * 9; i++) run(1); // sear side two
tap('Enter');
run(5);
const groups = [...document.querySelectorAll('.crit-group')].map((e) => e.textContent);
const rows = [...document.querySelectorAll('.crit')].map((e) => e.textContent);
const gradeEl = document.querySelector('.judge-grade, .grade');
return { grade: gradeEl ? gradeEl.textContent : null, groups, rows };
},
/** M-H4: butter reaches noisette on gas ~faster than electric at the same /** M-H4: butter reaches noisette on gas ~faster than electric at the same
* knob; induction never flares (fat has zero effect on output). */ * knob; induction never flares (fat has zero effect on output). */
panFuel(heat = 7) { panFuel(heat = 7) {

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@ -6,6 +6,7 @@ import { PrepView } from '../scenes/prep';
import { JuiceView } from '../scenes/juice'; import { JuiceView } from '../scenes/juice';
import { OvenView } from '../scenes/oven'; import { OvenView } from '../scenes/oven';
import { GrillView } from '../scenes/grill'; import { GrillView } from '../scenes/grill';
import { PanView } from '../scenes/pan';
import { AssemblyView } from '../scenes/assembly'; import { AssemblyView } from '../scenes/assembly';
import type { CutPattern } from '../sim/cutting'; import type { CutPattern } from '../sim/cutting';
import type { IngredientId } from '../sim/ingredients'; import type { IngredientId } from '../sim/ingredients';
@ -13,7 +14,7 @@ import { juiceCriteria, type JuiceResult } from '../sim/juicing';
import { TempClock } from '../sim/tempclock'; import { TempClock } from '../sim/tempclock';
import type { RoastResult } from '../sim/roasting'; import type { RoastResult } from '../sim/roasting';
import type { AssemblyResult } from '../sim/assembly'; import type { AssemblyResult } from '../sim/assembly';
import { judgeBruschetta, judgeGrill, type BruschettaResult, type PrepResult, type Verdict } from './judging'; import { judgeBruschetta, judgeGrill, judgePan, type BruschettaResult, type PrepResult, type Verdict } from './judging';
import { JudgeView } from '../scenes/judge'; import { JudgeView } from '../scenes/judge';
import { DrawerView } from '../scenes/drawer'; import { DrawerView } from '../scenes/drawer';
import { TOOLS, type ToolId } from '../sim/cutlery'; import { TOOLS, type ToolId } from '../sim/cutlery';
@ -49,6 +50,7 @@ export class Game {
private juice: JuiceView; private juice: JuiceView;
private oven: OvenView; private oven: OvenView;
private grill: GrillView; private grill: GrillView;
private pan: PanView;
private assembly: AssemblyView; private assembly: AssemblyView;
/** What the prep bench reported for the current order, if it ran. */ /** What the prep bench reported for the current order, if it ran. */
private prepResult: PrepResult | null = null; private prepResult: PrepResult | null = null;
@ -84,6 +86,7 @@ export class Game {
this.juice = new JuiceView(app); this.juice = new JuiceView(app);
this.oven = new OvenView(app); this.oven = new OvenView(app);
this.grill = new GrillView(app); this.grill = new GrillView(app);
this.pan = new PanView(app);
this.assembly = new AssemblyView(app); this.assembly = new AssemblyView(app);
app.scene.add(this.kitchen.root); app.scene.add(this.kitchen.root);
app.scene.add(this.judgeView.root); app.scene.add(this.judgeView.root);
@ -93,6 +96,7 @@ export class Game {
app.scene.add(this.juice.root); app.scene.add(this.juice.root);
app.scene.add(this.oven.root); app.scene.add(this.oven.root);
app.scene.add(this.grill.root); app.scene.add(this.grill.root);
app.scene.add(this.pan.root);
app.scene.add(this.assembly.root); app.scene.add(this.assembly.root);
this.judgeView.root.visible = false; this.judgeView.root.visible = false;
this.drawer.root.visible = false; this.drawer.root.visible = false;
@ -101,6 +105,7 @@ export class Game {
this.juice.root.visible = false; this.juice.root.visible = false;
this.oven.root.visible = false; this.oven.root.visible = false;
this.grill.root.visible = false; this.grill.root.visible = false;
this.pan.root.visible = false;
this.assembly.root.visible = false; this.assembly.root.visible = false;
this.ticket = new Panel('ticket'); this.ticket = new Panel('ticket');
@ -194,6 +199,9 @@ export class Game {
get grillView(): GrillView { get grillView(): GrillView {
return this.grill; return this.grill;
} }
get panView(): PanView {
return this.pan;
}
get assemblyView(): AssemblyView { get assemblyView(): AssemblyView {
return this.assembly; return this.assembly;
} }
@ -361,6 +369,7 @@ export class Game {
this.juice.root.visible = false; this.juice.root.visible = false;
this.oven.root.visible = false; this.oven.root.visible = false;
this.grill.root.visible = false; this.grill.root.visible = false;
this.pan.root.visible = false;
this.assembly.root.visible = false; this.assembly.root.visible = false;
} }
@ -489,9 +498,45 @@ export class Game {
this.enterGrill(); this.enterGrill();
return; return;
} }
// A pan day goes to the hob — butter, foam, flip, serve.
if (this.order.pan) {
this.enterPan();
return;
}
this.enterToastFlow(); this.enterToastFlow();
} }
/** The pan day (M17): a fuel-aware hob — butter it, foam it, flip it, serve. */
private enterPan(): void {
const p = this.order.pan!;
this.pan.reset(p.food, p.fuel);
this.hideAllScenes();
this.pan.root.visible = true;
this.app.setView(this.pan);
this.ticket.show();
this.pan.onDone = (result) => {
this.pan.root.visible = false;
this.servePan(result);
};
}
private servePan(result: ReturnType<PanView['result']>): void {
this.timing = false;
const seconds = this.orderSeconds;
const slice = this.kitchen.currentSlice;
const v = judgePan(result, this.order, seconds);
this.save.total += v.total;
const key = `day${this.order.day}`;
this.save.best[key] = Math.max(this.save.best[key] ?? 0, v.total);
writeSave(this.save);
this.hideAllScenes();
this.judgeView.root.visible = true;
this.judgeView.show(slice, v, this.order, this.kitchen.toolId, () => this.rng.next());
audio.stamp();
this.app.setView(this.judgeView);
this.ticket.hide();
}
/** The charcoal grill day (M-H6): arrange the coals, cook on the gradient, serve. */ /** The charcoal grill day (M-H6): arrange the coals, cook on the gradient, serve. */
private enterGrill(): void { private enterGrill(): void {
this.grill.reset(this.order.grill!); this.grill.reset(this.order.grill!);

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@ -9,6 +9,7 @@ import type { AssemblyResult } from '../sim/assembly';
import { MASS_BAND, RUB_TARGET, sogWord } from '../sim/assembly'; import { MASS_BAND, RUB_TARGET, sogWord } from '../sim/assembly';
import type { GrillResult } from '../sim/charcoal'; import type { GrillResult } from '../sim/charcoal';
import { grillWord } from '../sim/charcoal'; import { grillWord } from '../sim/charcoal';
import type { PanResult } from '../sim/pan';
export interface Criterion { export interface Criterion {
key: string; key: string;
@ -21,7 +22,7 @@ export interface Criterion {
/** Which station earned it the scorecard groups by this on prep orders. /** Which station earned it the scorecard groups by this on prep orders.
* M15 adds the bruschetta trio: bread (cut+toast+rub), topping (roast, * M15 adds the bruschetta trio: bread (cut+toast+rub), topping (roast,
* distribution, balance, sog), bench (temperature + mess). */ * distribution, balance, sog), bench (temperature + mess). */
group?: 'prep' | 'toast' | 'spread' | 'bread' | 'topping' | 'bench' | 'grill'; group?: 'prep' | 'toast' | 'spread' | 'bread' | 'topping' | 'bench' | 'grill' | 'pan';
} }
/** What the prep bench hands the judge, when the order had prep on it. */ /** What the prep bench hands the judge, when the order had prep on it. */
@ -493,6 +494,58 @@ export function judgeGrill(r: GrillResult, order: Order, seconds: number): Verdi
return { criteria, total, grade: gradeOf(total), best: sorted[sorted.length - 1], worst: sorted[0], lines: [] }; return { criteria, total, grade: gradeOf(total), best: sorted[sorted.length - 1], worst: sorted[0], lines: [] };
} }
// =====================================================================
// M17 — The pan. Did both faces land a proper sear (the flip), did you cook in
// good butter not burnt (the bitterness), and is the finished piece even.
export function judgePan(r: PanResult, order: Order, seconds: number): Verdict {
const seared = clamp01(r.doneScore);
const criteria: Criterion[] = [
{
key: 'pansear',
group: 'pan',
label: 'The Sear',
score: seared,
weight: 1.4,
detail: `${Math.round(r.downMean * 100)}% / ${Math.round(r.upMean * 100)}% the two faces`,
},
{
key: 'paneven',
group: 'pan',
label: 'Both Sides',
score: clamp01(1 - r.sideGap * 3),
weight: 1.0,
detail: r.sideGap < 0.08 ? 'evenly done, both faces' : `${Math.round(r.sideGap * 100)}% apart`,
},
{
key: 'panbutter',
group: 'pan',
label: 'The Butter',
score: clamp01(1 - r.bitterness * 1.4),
weight: 1.0,
detail: r.bitterness > 0.15 ? `${r.butter} — bitter` : r.butter === 'noisette' || r.butter === 'foaming' ? `${r.butter}, good` : String(r.butter),
},
{
key: 'time',
label: 'Service',
score: clamp01(1 - (seconds - 45) / 90),
weight: 0.3,
detail: `${Math.round(seconds)}s`,
},
];
let sum = 0;
let wsum = 0;
for (const c of criteria) {
sum += c.score * c.weight;
wsum += c.weight;
}
const total = (sum / wsum) * 10;
const rankable = criteria.filter((c) => c.key !== 'time');
const sorted = [...rankable].sort((a, b) => a.score - b.score);
void order;
return { criteria, total, grade: gradeOf(total), best: sorted[sorted.length - 1], worst: sorted[0], lines: [] };
}
// ===================================================================== // =====================================================================
// M15 — Bruschetta. The capstone verdict, grouped The Bread / The Topping / // M15 — Bruschetta. The capstone verdict, grouped The Bread / The Topping /
// The Bench. Every row is a number some station computed — the cut and toast // The Bench. Every row is a number some station computed — the cut and toast

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@ -336,6 +336,40 @@ Object.assign(BANK, {
}, },
}); });
// The pan — the butter snob.
Object.assign(BANK, {
pansear: {
bad: [
'This is pale. You had a screaming pan and a piece of food and you introduced them politely.',
'No crust. Searing is a commitment. You hedged.',
'One face is dinner. The other face has never met heat. Turn it over. That is the entire trick.',
'You steamed a mushroom in a frying pan. That takes a special lack of nerve.',
],
good: [
'A crust on both faces. You landed it in the foam and you turned it in time. Correct.',
'That is a sear. Even, deep, both sides. I have notes and they are all compliments.',
],
},
paneven: {
bad: [
'One side Sunday, one side a rumour. You forgot it had a back.',
'These two faces were cooked in different postcodes.',
],
good: ['Both faces the same shade. You flipped it when it asked. Good hands.'],
},
panbutter: {
bad: [
'You cooked in burnt butter. I can taste the moment you stopped paying attention.',
'The butter went past noisette into grief. It took the food with it.',
'Bitter. That is the butter. That is a smell you chose and did not act on.',
],
good: [
'Noisette. You browned the butter and stopped. That restraint is the whole dish.',
'Good butter, foamed not burnt. You were watching. I noticed.',
],
},
});
// The juicer's two rows (The Juice + Pips) ship their lines with the sim, so the // The juicer's two rows (The Juice + Pips) ship their lines with the sim, so the
// station owns its whole voice. Merge them in rather than duplicate them here. // station owns its whole voice. Merge them in rather than duplicate them here.
Object.assign(BANK, JUICE_LINES); Object.assign(BANK, JUICE_LINES);

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@ -99,6 +99,9 @@ export interface Order {
/** The charcoal grill (M-H6): the food to cook over the coals. Presence sends /** The charcoal grill (M-H6): the food to cook over the coals. Presence sends
* the whole day to the outdoor grill instead of the toaster. */ * the whole day to the outdoor grill instead of the toaster. */
grill?: string[]; grill?: string[];
/** The pan (M17): the food to sear, and the fuel the hob runs on. Presence
* sends the day to the pan butter it, foam it, flip it, don't burn it. */
pan?: { food: string; fuel: string };
} }
export const BROWNING_NAMES: [number, string][] = [ export const BROWNING_NAMES: [number, string][] = [
@ -365,6 +368,21 @@ export const DAYS: Order[] = [
text: "Chuck these on the barbie, love. Bank the coals hot one side, cool the other — sear 'em then move 'em off before they flare. A proper char, not a cremation.", text: "Chuck these on the barbie, love. Bank the coals hot one side, cool the other — sear 'em then move 'em off before they flare. A proper char, not a cremation.",
grill: ['steak', 'snag', 'corn'], grill: ['steak', 'snag', 'corn'],
}, },
{
day: 16,
brand: 'the bakery loaf',
bread: 'white',
spread: 'butter',
amount: 'normal',
browning: 0.55,
browningName: 'golden',
noChar: true,
tool: 'butter_knife',
butterSoftness: 0.5,
who: 'the chef, on her day off',
text: 'Pan-sear the mushrooms on the gas. Butter in first — wait for the FOAM, not the smoke. Land them in the foam, brown both faces, baste them in the noisette. Burn the butter and I will know.',
pan: { food: 'button_mushroom', fuel: 'gas' },
},
]; ];
/** Days beyond the script — keep going, with everything cranked. */ /** Days beyond the script — keep going, with everything cranked. */

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@ -107,9 +107,11 @@ export class JudgeView implements View {
// asked and what for, not the unread toast defaults. // asked and what for, not the unread toast defaults.
this.orderEl.textContent = order.grill this.orderEl.textContent = order.grill
? `Day ${order.day} · ${order.who} asked for the barbie` ? `Day ${order.day} · ${order.who} asked for the barbie`
: order.bruschetta : order.pan
? `Day ${order.day} · ${order.who} asked for the bruschetta` ? `Day ${order.day} · ${order.who} asked for the pan-sear`
: `Day ${order.day} · ${order.who} asked for ${order.browningName}, ${order.amount} ${order.spread === 'mitey' ? 'MITEY' : order.spread}`; : order.bruschetta
? `Day ${order.day} · ${order.who} asked for the bruschetta`
: `Day ${order.day} · ${order.who} asked for ${order.browningName}, ${order.amount} ${order.spread === 'mitey' ? 'MITEY' : order.spread}`;
clear(this.cardEl); clear(this.cardEl);
// On prep orders the card is long enough to need signposts: group rows by // On prep orders the card is long enough to need signposts: group rows by
@ -117,7 +119,7 @@ export class JudgeView implements View {
// Station orders (prep, and M15's bruschetta trio) get the grouped card; // Station orders (prep, and M15's bruschetta trio) get the grouped card;
// a plain toast order keeps the flat card it always had. // a plain toast order keeps the flat card it always had.
const grouped = verdict.criteria.some( const grouped = verdict.criteria.some(
(c) => c.group === 'prep' || c.group === 'bread' || c.group === 'topping' || c.group === 'bench' || c.group === 'grill', (c) => c.group === 'prep' || c.group === 'bread' || c.group === 'topping' || c.group === 'bench' || c.group === 'grill' || c.group === 'pan',
); );
const headers: Record<string, string> = { const headers: Record<string, string> = {
prep: 'THE PREP', prep: 'THE PREP',
@ -126,9 +128,10 @@ export class JudgeView implements View {
bread: 'THE BREAD', bread: 'THE BREAD',
topping: 'THE TOPPING', topping: 'THE TOPPING',
grill: 'THE GRILL', grill: 'THE GRILL',
pan: 'THE PAN',
bench: 'THE BENCH', bench: 'THE BENCH',
}; };
const groupRank: Record<string, number> = { prep: 0, bread: 1, toast: 2, topping: 3, grill: 3, spread: 4, bench: 5 }; const groupRank: Record<string, number> = { prep: 0, bread: 1, toast: 2, topping: 3, grill: 3, pan: 3, spread: 4, bench: 5 };
let lastGroup: string | undefined; let lastGroup: string | undefined;
const rank = (g?: string) => (g && g in groupRank ? groupRank[g] : 9); const rank = (g?: string) => (g && g in groupRank ? groupRank[g] : 9);
const ordered = grouped const ordered = grouped

265
src/scenes/pan.ts Normal file
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@ -0,0 +1,265 @@
import * as THREE from 'three';
import type { App, View } from '../core/app';
import { audio } from '../core/audio';
import {
type PanSession,
newPanSession,
setPanKnob,
addButter,
addFood,
flip,
baste,
panStep,
panResult,
butterState,
butterWord,
} from '../sim/pan';
import { newIndoorEnv } from '../sim/heatsource';
import { el, Panel } from '../ui/hud';
import { loadProp } from './assets';
const PAN_Y = 0.55;
/**
* THE PAN a fuel under a Field, made playable. WHEEL sets the heat (watch the
* flame answer on the fuel's lag). B drops the butter wait for it to FOAM, not
* burn. SPACE lays the food in. F flips it (both sides, or one's charcoal and one's
* raw). DRAG over the food to baste hot butter up its face. ENTER serves.
*/
export class PanView implements View {
readonly root = new THREE.Group();
private session: PanSession | null = null;
private pan!: THREE.Group;
private flame!: THREE.Mesh;
private butterMesh!: THREE.Mesh;
private foodMesh!: THREE.Mesh;
private ray = new THREE.Raycaster();
private hit = new THREE.Vector3();
private panPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), -(PAN_Y + 0.1));
private wasDown = false;
private flipAnim = 0;
private panel: Panel;
private askEl!: HTMLElement;
private stateEl!: HTMLElement;
private wordEl!: HTMLElement;
private hintEl!: HTMLElement;
onDone: ((result: ReturnType<typeof panResult>) => void) | null = null;
constructor(private app: App) {
this.buildScenery();
this.panel = new Panel('pan-panel');
this.buildUi();
this.panel.hide();
}
private buildUi(): void {
const p = this.panel.root;
const card = el('div', 'slicer-card', p);
el('div', 'drawer-lbl', card, 'PAN IT');
this.askEl = el('div', 'slicer-ask', card, '');
this.stateEl = el('div', 'slicer-thick', card, '');
this.wordEl = el('div', 'slicer-wobble', card, '');
this.hintEl = el('div', 'drawer-hint', p, '');
}
private buildScenery(): void {
const bench = new THREE.Mesh(
new THREE.BoxGeometry(24, 0.4, 12),
new THREE.MeshStandardMaterial({ color: 0x3a3a3e, roughness: 0.7, metalness: 0.2 }),
);
bench.position.y = -0.2;
bench.receiveShadow = true;
this.root.add(bench);
// The burner + flame beneath the pan.
const burner = new THREE.Mesh(
new THREE.CylinderGeometry(0.9, 1.0, 0.12, 24),
new THREE.MeshStandardMaterial({ color: 0x151515, roughness: 0.8, metalness: 0.4 }),
);
burner.position.y = 0.06;
this.root.add(burner);
this.flame = new THREE.Mesh(
new THREE.ConeGeometry(0.7, 0.5, 20),
new THREE.MeshBasicMaterial({ color: 0x3a7bff, transparent: true, opacity: 0 }),
);
this.flame.position.y = 0.35;
this.root.add(this.flame);
// The pan: a procedural skillet, swapped for the GLB if it loads.
this.pan = new THREE.Group();
const body = new THREE.Mesh(
new THREE.CylinderGeometry(1.1, 0.95, 0.22, 32, 1, true),
new THREE.MeshStandardMaterial({ color: 0x1b1b1b, roughness: 0.5, metalness: 0.6, side: THREE.DoubleSide }),
);
const base = new THREE.Mesh(
new THREE.CylinderGeometry(0.95, 0.95, 0.04, 32),
new THREE.MeshStandardMaterial({ color: 0x111111, roughness: 0.5, metalness: 0.6 }),
);
base.position.y = -0.09;
const handle = new THREE.Mesh(
new THREE.BoxGeometry(1.5, 0.12, 0.22),
new THREE.MeshStandardMaterial({ color: 0x1b1b1b, roughness: 0.6, metalness: 0.5 }),
);
handle.position.set(1.9, 0, 0);
this.pan.add(body, base, handle);
this.pan.position.y = PAN_Y;
this.pan.traverse((o) => (o.castShadow = o.receiveShadow = true));
this.root.add(this.pan);
void loadProp('/assets/models/cast_iron_pan.glb', 2.6)
.then((prop) => {
prop.position.y = PAN_Y;
this.pan.visible = false;
this.root.add(prop);
})
.catch(() => undefined);
// Butter pat + food disc live inside the pan.
this.butterMesh = new THREE.Mesh(
new THREE.BoxGeometry(0.34, 0.14, 0.28),
new THREE.MeshStandardMaterial({ color: 0xf3e2a0, roughness: 0.4 }),
);
this.butterMesh.position.set(-0.35, PAN_Y + 0.06, 0.25);
this.butterMesh.visible = false;
this.root.add(this.butterMesh);
this.foodMesh = new THREE.Mesh(
new THREE.CylinderGeometry(0.5, 0.5, 0.16, 24),
new THREE.MeshStandardMaterial({ color: 0xd9b48a, roughness: 0.7 }),
);
this.foodMesh.position.set(0.1, PAN_Y + 0.08, 0);
this.foodMesh.visible = false;
this.foodMesh.castShadow = true;
this.root.add(this.foodMesh);
}
/** A fresh pan on `fuel`, cooking `foodId`. */
reset(foodId = 'button_mushroom', fuel = 'gas', askText = 'butter, then the food — foam it, flip it, don\'t burn it'): void {
this.session = newPanSession(fuel, newIndoorEnv());
setPanKnob(this.session, 0);
this.foodMesh.visible = false;
this.butterMesh.visible = false;
this.flipAnim = 0;
(this.foodMesh as THREE.Mesh & { userData: { id: string } }).userData = { id: foodId };
this.askEl.textContent = askText;
this.hintEl.textContent = 'WHEEL heat · B butter · SPACE food in · F flip · DRAG to baste · ENTER serves';
}
enter(): void {
this.panel.show();
}
exit(): void {
this.panel.hide();
}
update(dt: number): void {
this.app.camera.position.set(0, 3.5, 3.4);
this.app.camera.lookAt(0, PAN_Y, 0.1);
const s = this.session;
if (!s) return;
const inp = this.app.input;
// Heat: the wheel turns the knob; the flame answers on the fuel's lag.
if (inp.wheel !== 0) {
const k = Math.max(0, Math.min(9, Math.round(s.src.target) + (inp.wheel > 0 ? 1 : -1)));
setPanKnob(s, k);
}
if (inp.justPressed('KeyB') && !s.hasButter) {
addButter(s);
this.butterMesh.visible = true;
audio.clatter(0.3, 1.6);
}
if (inp.justPressed('Space') && !s.food) {
addFood(s, (this.foodMesh.userData as { id: string }).id, 'A');
this.foodMesh.visible = true;
audio.clatter(0.6, 0.8);
}
if (inp.justPressed('KeyF') && s.food) {
flip(s);
this.flipAnim = 1;
audio.clunk();
}
// Drag over the food = baste.
this.ray.setFromCamera(inp.ndc, this.app.camera);
const onPan = this.ray.ray.intersectPlane(this.panPlane, this.hit);
if (inp.down && !this.wasDown && onPan && s.food && Math.hypot(this.hit.x - 0.1, this.hit.z) < 0.6) {
baste(s, 1);
}
this.wasDown = inp.down;
panStep(s, dt);
if (s.zapped) audio.clatter(1, 2);
this.syncVisuals(dt);
this.updateHud();
if (inp.justPressed('Enter')) {
const cb = this.onDone;
this.onDone = null;
cb?.(panResult(s));
}
}
private syncVisuals(dt: number): void {
const s = this.session!;
const out = s.src.output;
// The flame answers the fuel: gas blue and lively, hotter = taller.
const fm = this.flame.material as THREE.MeshBasicMaterial;
fm.opacity = s.src.flame ? Math.min(0.85, out / 10) : out > 0.3 ? 0.12 : 0;
fm.color.setHex(s.src.flame ? 0x3a7bff : 0xd0400f);
this.flame.scale.y = 0.5 + out / 9;
// Butter: pale → foam-pale → nut brown → black, and it shrinks as it melts.
if (s.hasButter) {
const st = butterState(s);
const bm = this.butterMesh.material as THREE.MeshStandardMaterial;
const col: Record<string, number> = { cold: 0xf3e2a0, melting: 0xf0d878, foaming: 0xe8c85a, noisette: 0xa9772f, burnt: 0x2a1c0e, none: 0xf3e2a0 };
bm.color.setHex(col[st]);
const shrink = Math.min(0.85, s.butter);
this.butterMesh.scale.set(1 - shrink * 0.6, 1 - shrink * 0.8, 1 - shrink * 0.6);
this.butterMesh.visible = s.butter < 0.95 || st === 'burnt';
}
// Food: show the DOWN side's colour (what's against the heat right now).
if (s.food) {
const r = panResult(s);
const m = r.downMean;
const fmat = this.foodMesh.material as THREE.MeshStandardMaterial;
const c = new THREE.Color();
if (m < 0.5) c.setRGB(0.85 - m * 0.3, 0.71 - m * 0.3, 0.54 - m * 0.3);
else if (m < 0.95) c.lerpColors(new THREE.Color(0.55, 0.41, 0.25), new THREE.Color(0.28, 0.18, 0.1), (m - 0.5) / 0.45);
else c.setRGB(0.09, 0.07, 0.05);
// bitterness casts a slightly grey, sickly tinge
if (r.bitterness > 0.2) c.lerp(new THREE.Color(0.2, 0.2, 0.18), Math.min(0.4, r.bitterness));
fmat.color.copy(c);
// flip animation: a quick spin
if (this.flipAnim > 0) {
this.flipAnim = Math.max(0, this.flipAnim - dt * 3);
this.foodMesh.rotation.x = this.flipAnim * Math.PI;
}
}
}
private updateHud(): void {
const s = this.session!;
const r = panResult(s);
this.stateEl.textContent = `heat ${Math.round(s.src.target)} (${s.src.output.toFixed(1)}) · ${butterWord(s)}`;
if (s.food) {
this.wordEl.textContent = `down ${Math.round(r.downMean * 100)}% · up ${Math.round(r.upMean * 100)}%${r.bitterness > 0.15 ? ' · bitter' : ''}`;
this.wordEl.style.color = r.downMean > 0.95 ? '#e2603a' : r.doneScore > 0.7 ? '#8fce8f' : '';
} else {
this.wordEl.textContent = butterState(s) === 'foaming' ? 'foaming — SPACE the food in NOW' : '';
this.wordEl.style.color = butterState(s) === 'foaming' ? '#8fce8f' : '';
}
}
result() {
return this.session ? panResult(this.session) : { downMean: 0, upMean: 0, downStdev: 0, sideGap: 0, doneScore: 0, butter: 'none' as const, bitterness: 0, flares: 0 };
}
dispose(): void {
this.panel.dispose();
}
}

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@ -173,8 +173,13 @@ export function panStep(s: PanSession, dt: number): void {
const p = temp / 10; const p = temp / 10;
// Butter browns with pan temp — the hotter the pan, the shorter the window. // Butter browns with pan temp — the hotter the pan, the shorter the window.
// Once food lands in it, the food absorbs and shields the butter, so it browns
// far slower: that's the window to actually cook without burning the fat. Land
// the food in the foam and you buy yourself the whole sear; miss the foam and
// the bare butter races to burnt while you dither.
if (s.hasButter && temp > MELT_TEMP) { if (s.hasButter && temp > MELT_TEMP) {
s.butter = Math.min(1.2, s.butter + BUTTER_RATE * p * dt); const shield = s.food ? 0.32 : 1;
s.butter = Math.min(1.2, s.butter + BUTTER_RATE * p * shield * dt);
} }
const st = butterState(s); const st = butterState(s);
// Foaming/noisette butter conducts and flavours; burnt butter drags and taints. // Foaming/noisette butter conducts and flavours; burnt butter drags and taints.