From 94a5f2f293481613a8ca7aa1592092a4fb218ebd Mon Sep 17 00:00:00 2001 From: type-two Date: Sun, 19 Jul 2026 16:27:54 +1000 Subject: [PATCH] Heat M-H6 shipped: the charcoal grill is a playable day (day 15) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Routed the grill into a real order: day 15 'chuck these on the barbie' sends the whole day outdoors — bank the coals hot one side / cool the other, sear each piece then move it to the lee before the fat flares, serve. judgeGrill scores THE SEAR / THE CHAR / THE GRILL with a char-snob line bank ('There is no char on this. There is a memory of char. A rumour.'). New scorecard group THE GRILL + grill/bruschetta order headers. Balance retune (the floor): RENDER_AT 0.62 lifted above the good-sear window so a clean sear is reachable with NO flare — sear-then-pull is a reliable win, only overcooking invites the flames. Verified end-to-end in-browser: day 15 routes to the grill; careful sear-and-pull grades S (9.4/10), 100% well-seared, no carbon, no flares; leaving pieces over the coals chars to carbon (0.9/10, 31 flares). All M-H6 sim bars still green. Co-Authored-By: Claude Fable 5 --- OPUS-BUILD-BRIEF-HEAT.md | 3 ++- src/dev.ts | 27 +++++++++++++++++++ src/game/game.ts | 38 ++++++++++++++++++++++++++- src/game/judging.ts | 57 +++++++++++++++++++++++++++++++++++++++- src/game/lines.ts | 36 +++++++++++++++++++++++++ src/game/orders.ts | 20 ++++++++++++++ src/scenes/judge.ts | 13 ++++++--- src/sim/charcoal.ts | 12 +++++---- 8 files changed, 195 insertions(+), 11 deletions(-) diff --git a/OPUS-BUILD-BRIEF-HEAT.md b/OPUS-BUILD-BRIEF-HEAT.md index 59d5f32..b723e23 100644 --- a/OPUS-BUILD-BRIEF-HEAT.md +++ b/OPUS-BUILD-BRIEF-HEAT.md @@ -7,7 +7,8 @@ - **M-H1 + M-H2 DONE & LIVE (2026-07-19).** `src/sim/heatsource.ts` (the bone) + the golden-preserving oven retrofit + the gas-oven day are shipped. Verified in-browser: **golden** — no-source oven reads mean 0.698 / blister 1.0 / collapse 0, byte-identical to HEAD. **M-H1 chase 3→9** — gas 0.433s, electric 6.0s, induction 0.133s (distinct, no overlap). **Residual after 9→0** — gas 0 @1s, electric 6.6 @6s, charcoal 9 @30s. **M-H2** — gas oven stdev 0.1207 vs fan oven 0.0016 at equal mean 0.6001 (75× ratio; bar was 2×). Day 14 bruschetta now roasts on `oven_gas` and still grades **S (9.62)**, HUD shows "GAS OVEN · blue flame". Harness: `t.heatChase`, `t.residual`, `t.ovenStdev`, `t.ovenGolden`, `t.ovenDemo`. - **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. -- **NEXT: M-H6 (charcoal — a heat-bed you arrange: the showpiece outdoor grill scene). M-H4 (pan/butter/flare) waits on M17 (Brief 3).** Everything below §2 not checked off here is unbuilt. +- **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. - 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. - Seed lane for this brief's assets: **680–719** (open gap after P12's 630–679). A `do_heat()` lane (cooktops/pans/BBQ/utensils) was already fired at seeds 181–219 for the general cast; the 680–719 sprites (flames, glows, flare, ZAP) remain. diff --git a/src/dev.ts b/src/dev.ts index c3cd9f6..07fe2a0 100644 --- a/src/dev.ts +++ b/src/dev.ts @@ -621,6 +621,33 @@ export function installDevHarness(app: App, game: Game): void { return { indoorFires: fires, outdoorFires: outFires, finalSmoke: +env.smoke.toFixed(2) }; }, + /** Play the whole day-15 grill order: route in, bank a two-zone bed, sear + * each piece then move it to the lee, serve, and read the scorecard. */ + grillDay() { + game.setDay(15); + run(5); + const g = game.grillView as unknown as { session: import('./sim/charcoal').GrillSession; result(): unknown }; + const s = g.session; + if (!s) return { error: 'not at grill', view: 'other' }; + // Bank hot on the left, cool on the right. + for (let k = 0; k < 45; k++) s.zone.brush(0.3, 0.5, 0.24, (i, w) => { s.zone.data[i] = Math.min(1.8, s.zone.data[i] + 0.12 * w); }); + // Sear each piece over the coals, staggered, then shuffle it to the lee. + const lanes = [0.4, 0.5, 0.6]; + for (let i = 0; i < s.foods.length; i++) { s.foods[i].u = 0.3; s.foods[i].v = lanes[i] ?? 0.5; } + for (let step = 0; step < 30; step++) { + // pull each piece to the lee the moment it hits a good sear — before its + // fat renders and flares (the whole technique). + for (const f of s.foods) if (f.sear >= 0.56 && f.u < 0.6) f.u = 0.82; + run(30); // half a second — tighter cadence so we catch the window + } + 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 }; + }, + /** Drive the live grill scene: bank a hot-left/cool-right bed, sear a piece * over the coals then shuffle it to the lee, hold another on the cool side. * For a screenshot + an end-to-end check of the real scene path. */ diff --git a/src/game/game.ts b/src/game/game.ts index 9fbcd2b..5299c0c 100644 --- a/src/game/game.ts +++ b/src/game/game.ts @@ -13,7 +13,7 @@ import { juiceCriteria, type JuiceResult } from '../sim/juicing'; import { TempClock } from '../sim/tempclock'; import type { RoastResult } from '../sim/roasting'; import type { AssemblyResult } from '../sim/assembly'; -import { judgeBruschetta, type BruschettaResult, type PrepResult, type Verdict } from './judging'; +import { judgeBruschetta, judgeGrill, type BruschettaResult, type PrepResult, type Verdict } from './judging'; import { JudgeView } from '../scenes/judge'; import { DrawerView } from '../scenes/drawer'; import { TOOLS, type ToolId } from '../sim/cutlery'; @@ -484,9 +484,45 @@ export class Game { this.runNextPrep(); return; } + // A grill day goes straight outdoors to the coals — no toaster at all. + if (this.order.grill) { + this.enterGrill(); + return; + } this.enterToastFlow(); } + /** The charcoal grill day (M-H6): arrange the coals, cook on the gradient, serve. */ + private enterGrill(): void { + this.grill.reset(this.order.grill!); + this.hideAllScenes(); + this.grill.root.visible = true; + this.app.setView(this.grill); + this.ticket.show(); + this.grill.onDone = (result) => { + this.grill.root.visible = false; + this.serveGrill(result); + }; + } + + private serveGrill(result: ReturnType): void { + this.timing = false; + const seconds = this.orderSeconds; + const slice = this.kitchen.currentSlice; + const v = judgeGrill(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 toaster half of the day: the loaf knife-trip, or straight to the bench. */ private enterToastFlow(): void { if (this.order.fromLoaf) { diff --git a/src/game/judging.ts b/src/game/judging.ts index c99128f..a4c2f5f 100644 --- a/src/game/judging.ts +++ b/src/game/judging.ts @@ -7,6 +7,8 @@ import type { RoastResult } from '../sim/roasting'; import { BLISTER_AT, COLLAPSE_AT } from '../sim/roasting'; import type { AssemblyResult } from '../sim/assembly'; import { MASS_BAND, RUB_TARGET, sogWord } from '../sim/assembly'; +import type { GrillResult } from '../sim/charcoal'; +import { grillWord } from '../sim/charcoal'; export interface Criterion { key: string; @@ -19,7 +21,7 @@ export interface Criterion { /** Which station earned it — the scorecard groups by this on prep orders. * M15 adds the bruschetta trio: bread (cut+toast+rub), topping (roast, * distribution, balance, sog), bench (temperature + mess). */ - group?: 'prep' | 'toast' | 'spread' | 'bread' | 'topping' | 'bench'; + group?: 'prep' | 'toast' | 'spread' | 'bread' | 'topping' | 'bench' | 'grill'; } /** What the prep bench hands the judge, when the order had prep on it. */ @@ -438,6 +440,59 @@ export function gradeOf(total: number): Grade { return 'F'; } +// ===================================================================== +// M-H6 — The charcoal grill. One bed you arranged, judged: did the pieces land +// a proper sear (not raw, not carbon), and did you keep the flares off them. + +export function judgeGrill(r: GrillResult, order: Order, seconds: number): Verdict { + const criteria: Criterion[] = [ + { + key: 'sear', + group: 'grill', + label: 'The Sear', + // How many pieces landed the good window — an under-seared piece reads here, + // and an uneven bed (one great, one raw) reads in the spread. + score: clamp01(r.searedFrac * (1 - r.stdev * 0.35)), + weight: 1.4, + detail: `${grillWord(r)} (${Math.round(r.searedFrac * 100)}% well-seared)`, + }, + { + key: 'grillchar', + group: 'grill', + label: 'The Char', + score: clamp01(1 - r.charFrac * 1.5), + weight: 1.0, + detail: r.charFrac > 0.02 ? `${Math.round(r.charFrac * 100)}% carbon` : 'no carbon', + }, + { + key: 'grillbench', + group: 'bench', + label: 'The Grill', + score: clamp01(1 - r.flares * 0.1 - r.ash * 1.5), + weight: 0.7, + detail: r.flares > 0 ? `${r.flares} flare-up${r.flares > 1 ? 's' : ''}` : 'no flare-ups', + }, + { + key: 'time', + label: 'Service', + score: clamp01(1 - (seconds - 55) / 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 / // The Bench. Every row is a number some station computed — the cut and toast diff --git a/src/game/lines.ts b/src/game/lines.ts index d7cbf54..3cdf1a6 100644 --- a/src/game/lines.ts +++ b/src/game/lines.ts @@ -300,6 +300,42 @@ const BANK: Bank = { }, }; +// The charcoal grill's rows — the deadpan char snob. +Object.assign(BANK, { + sear: { + bad: [ + 'There is no char on this. There is a memory of char. A rumour.', + 'This never met the coals. It was in the same postcode as the coals.', + 'One side is Sunday. The other side is a house fire. Commit to a Tuesday.', + 'You had a screaming bed and a cool lee and you used neither. Bold. Wrong.', + 'Raw. Not rare. Raw. There is a word for it and it is that one.', + ], + good: [ + 'A proper sear. You arranged the coals and you moved with intent. I saw it.', + 'That is a sear. Crust where crust belongs. I am almost moved.', + 'You seared this over charcoal you built with genuine care. Almost.', + ], + }, + grillchar: { + bad: [ + 'Flare-up. You let the fat conduct the orchestra. It chose inferno.', + 'This is carbon. Delicious, structural carbon. Inedible.', + 'You watched it flare and you did nothing. We both watched. Only one of us learned.', + ], + good: [ + 'No carbon. You dodged the flares. That is the whole discipline, right there.', + 'Charred where it should be, nowhere it should not. Correct.', + ], + }, + grillbench: { + bad: [ + 'The flare-ups. I counted them. So did the smoke detector, spiritually.', + 'Ash in the sear. The wind had opinions and you had no windbreak.', + ], + good: ['A clean bed, no flares. You cooked, you did not fight a fire.', 'Tidy coals. Tidy cook.'], + }, +}); + // 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. Object.assign(BANK, JUICE_LINES); diff --git a/src/game/orders.ts b/src/game/orders.ts index fc2e1f0..62a8fd0 100644 --- a/src/game/orders.ts +++ b/src/game/orders.ts @@ -96,6 +96,9 @@ export interface Order { prep?: PrepStep[]; /** The bruschetta capstone: roast + assemble replace the spread flow. */ bruschetta?: BruschettaSpec; + /** 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. */ + grill?: string[]; } export const BROWNING_NAMES: [number, string][] = [ @@ -345,6 +348,23 @@ export const DAYS: Order[] = [ // order start; take the brie out early, leave the parmesan in. bruschetta: { roastHalves: 4, perishables: ['brie', 'parmesan'], oven: 'oven_gas' }, }, + { + day: 15, + brand: 'the bakery loaf', + bread: 'white', + // The grill day routes entirely to the outdoor coals — the toast defaults are + // never read, same as the bruschetta order. + spread: 'butter', + amount: 'normal', + browning: 0.55, + browningName: 'golden', + noChar: true, + tool: 'butter_knife', + butterSoftness: 0.5, + who: 'the bloke from two doors down', + 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'], + }, ]; /** Days beyond the script — keep going, with everything cranked. */ diff --git a/src/scenes/judge.ts b/src/scenes/judge.ts index 67f907d..45bf20a 100644 --- a/src/scenes/judge.ts +++ b/src/scenes/judge.ts @@ -103,7 +103,13 @@ export class JudgeView implements View { slice.mesh.rotation.set(0, 0, 0); slice.mesh.scale.setScalar(1.55); - this.orderEl.textContent = `Day ${order.day} · ${order.who} asked for ${order.browningName}, ${order.amount} ${order.spread === 'mitey' ? 'MITEY' : order.spread}`; + // Grill and bruschetta days don't have a browning/spread to name — show who + // asked and what for, not the unread toast defaults. + this.orderEl.textContent = order.grill + ? `Day ${order.day} · ${order.who} asked for the barbie` + : 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); // On prep orders the card is long enough to need signposts: group rows by @@ -111,7 +117,7 @@ export class JudgeView implements View { // Station orders (prep, and M15's bruschetta trio) get the grouped card; // a plain toast order keeps the flat card it always had. const grouped = verdict.criteria.some( - (c) => c.group === 'prep' || c.group === 'bread' || c.group === 'topping' || c.group === 'bench', + (c) => c.group === 'prep' || c.group === 'bread' || c.group === 'topping' || c.group === 'bench' || c.group === 'grill', ); const headers: Record = { prep: 'THE PREP', @@ -119,9 +125,10 @@ export class JudgeView implements View { spread: 'THE SPREAD', bread: 'THE BREAD', topping: 'THE TOPPING', + grill: 'THE GRILL', bench: 'THE BENCH', }; - const groupRank: Record = { prep: 0, bread: 1, toast: 2, topping: 3, spread: 4, bench: 5 }; + const groupRank: Record = { prep: 0, bread: 1, toast: 2, topping: 3, grill: 3, spread: 4, bench: 5 }; let lastGroup: string | undefined; const rank = (g?: string) => (g && g in groupRank ? groupRank[g] : 9); const ordered = grouped diff --git a/src/sim/charcoal.ts b/src/sim/charcoal.ts index a17765d..61981fb 100644 --- a/src/sim/charcoal.ts +++ b/src/sim/charcoal.ts @@ -22,12 +22,14 @@ const N = 48; /** Where the coals top out when freshly banked. */ export const BED_MAX = 1.8; -/** Sear past here renders fat that can flare. */ -export const RENDER_AT = 0.45; /** A good sear lives in this window; past it is char, then carbon. */ -export const SEAR_LO = 0.55; -export const SEAR_HI = 0.8; +export const SEAR_LO = 0.5; +export const SEAR_HI = 0.78; export const CHAR_AT = 0.9; +/** Sear past here renders fat that can flare — set ABOVE the good window's floor + * so a clean sear is reachable with no flare (the floor: sear, then pull). Only + * pushing a piece toward the top of the window and past it invites the flames. */ +export const RENDER_AT = 0.62; /** Sear climbs this fast per unit of coal heat beneath the piece. Tuned so a good * sear over a fresh (~1.7) bed takes ~18s and chars by ~28s — the oven's timescale. */ @@ -37,7 +39,7 @@ const DECAY = 0.012; /** Coals hotter than this can ignite dripping fat. */ const FLARE_HEAT = 0.8; /** How fast a live flare scorches the piece above it (past honest searing). */ -const FLARE_CHAR_RATE = 0.6; +const FLARE_CHAR_RATE = 0.45; export interface GrillFood { id: string;