Heat M-H6 shipped: the charcoal grill is a playable day (day 15)
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 <noreply@anthropic.com>
This commit is contained in:
parent
ff1c3deafc
commit
94a5f2f293
@ -7,7 +7,8 @@
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- **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`.
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- **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`.
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- **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.
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- **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.
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- **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`.
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- **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.
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- 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.
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- **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.
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- 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.
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27
src/dev.ts
27
src/dev.ts
@ -621,6 +621,33 @@ export function installDevHarness(app: App, game: Game): void {
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return { indoorFires: fires, outdoorFires: outFires, finalSmoke: +env.smoke.toFixed(2) };
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},
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/** Play the whole day-15 grill order: route in, bank a two-zone bed, sear
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* each piece then move it to the lee, serve, and read the scorecard. */
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grillDay() {
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game.setDay(15);
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run(5);
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const g = game.grillView as unknown as { session: import('./sim/charcoal').GrillSession; result(): unknown };
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const s = g.session;
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if (!s) return { error: 'not at grill', view: 'other' };
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// Bank hot on the left, cool on the right.
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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); });
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// Sear each piece over the coals, staggered, then shuffle it to the lee.
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const lanes = [0.4, 0.5, 0.6];
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for (let i = 0; i < s.foods.length; i++) { s.foods[i].u = 0.3; s.foods[i].v = lanes[i] ?? 0.5; }
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for (let step = 0; step < 30; step++) {
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// pull each piece to the lee the moment it hits a good sear — before its
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// fat renders and flares (the whole technique).
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for (const f of s.foods) if (f.sear >= 0.56 && f.u < 0.6) f.u = 0.82;
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run(30); // half a second — tighter cadence so we catch the window
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}
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tap('Enter');
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run(5);
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const groups = [...document.querySelectorAll('.crit-group')].map((e) => e.textContent);
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const rows = [...document.querySelectorAll('.crit')].map((e) => e.textContent);
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const gradeEl = document.querySelector('.judge-grade, .grade');
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return { grade: gradeEl ? gradeEl.textContent : null, groups, rows };
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},
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/** Drive the live grill scene: bank a hot-left/cool-right bed, sear a piece
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* over the coals then shuffle it to the lee, hold another on the cool side.
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* For a screenshot + an end-to-end check of the real scene path. */
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@ -13,7 +13,7 @@ import { juiceCriteria, type JuiceResult } from '../sim/juicing';
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import { TempClock } from '../sim/tempclock';
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import type { RoastResult } from '../sim/roasting';
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import type { AssemblyResult } from '../sim/assembly';
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import { judgeBruschetta, type BruschettaResult, type PrepResult, type Verdict } from './judging';
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import { judgeBruschetta, judgeGrill, type BruschettaResult, type PrepResult, type Verdict } from './judging';
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import { JudgeView } from '../scenes/judge';
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import { DrawerView } from '../scenes/drawer';
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import { TOOLS, type ToolId } from '../sim/cutlery';
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@ -484,9 +484,45 @@ export class Game {
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this.runNextPrep();
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return;
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}
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// A grill day goes straight outdoors to the coals — no toaster at all.
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if (this.order.grill) {
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this.enterGrill();
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return;
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}
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this.enterToastFlow();
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}
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/** The charcoal grill day (M-H6): arrange the coals, cook on the gradient, serve. */
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private enterGrill(): void {
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this.grill.reset(this.order.grill!);
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this.hideAllScenes();
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this.grill.root.visible = true;
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this.app.setView(this.grill);
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this.ticket.show();
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this.grill.onDone = (result) => {
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this.grill.root.visible = false;
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this.serveGrill(result);
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};
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}
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private serveGrill(result: ReturnType<GrillView['result']>): void {
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this.timing = false;
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const seconds = this.orderSeconds;
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const slice = this.kitchen.currentSlice;
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const v = judgeGrill(result, this.order, seconds);
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this.save.total += v.total;
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const key = `day${this.order.day}`;
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this.save.best[key] = Math.max(this.save.best[key] ?? 0, v.total);
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writeSave(this.save);
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this.hideAllScenes();
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this.judgeView.root.visible = true;
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this.judgeView.show(slice, v, this.order, this.kitchen.toolId, () => this.rng.next());
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audio.stamp();
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this.app.setView(this.judgeView);
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this.ticket.hide();
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}
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/** The toaster half of the day: the loaf knife-trip, or straight to the bench. */
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private enterToastFlow(): void {
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if (this.order.fromLoaf) {
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@ -7,6 +7,8 @@ import type { RoastResult } from '../sim/roasting';
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import { BLISTER_AT, COLLAPSE_AT } from '../sim/roasting';
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import type { AssemblyResult } from '../sim/assembly';
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import { MASS_BAND, RUB_TARGET, sogWord } from '../sim/assembly';
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import type { GrillResult } from '../sim/charcoal';
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import { grillWord } from '../sim/charcoal';
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export interface Criterion {
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key: string;
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@ -19,7 +21,7 @@ export interface Criterion {
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/** Which station earned it — the scorecard groups by this on prep orders.
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* M15 adds the bruschetta trio: bread (cut+toast+rub), topping (roast,
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* distribution, balance, sog), bench (temperature + mess). */
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group?: 'prep' | 'toast' | 'spread' | 'bread' | 'topping' | 'bench';
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group?: 'prep' | 'toast' | 'spread' | 'bread' | 'topping' | 'bench' | 'grill';
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}
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/** What the prep bench hands the judge, when the order had prep on it. */
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@ -438,6 +440,59 @@ export function gradeOf(total: number): Grade {
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return 'F';
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}
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// =====================================================================
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// M-H6 — The charcoal grill. One bed you arranged, judged: did the pieces land
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// a proper sear (not raw, not carbon), and did you keep the flares off them.
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export function judgeGrill(r: GrillResult, order: Order, seconds: number): Verdict {
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const criteria: Criterion[] = [
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{
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key: 'sear',
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group: 'grill',
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label: 'The Sear',
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// How many pieces landed the good window — an under-seared piece reads here,
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// and an uneven bed (one great, one raw) reads in the spread.
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score: clamp01(r.searedFrac * (1 - r.stdev * 0.35)),
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weight: 1.4,
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detail: `${grillWord(r)} (${Math.round(r.searedFrac * 100)}% well-seared)`,
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},
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{
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key: 'grillchar',
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group: 'grill',
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label: 'The Char',
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score: clamp01(1 - r.charFrac * 1.5),
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weight: 1.0,
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detail: r.charFrac > 0.02 ? `${Math.round(r.charFrac * 100)}% carbon` : 'no carbon',
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},
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{
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key: 'grillbench',
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group: 'bench',
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label: 'The Grill',
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score: clamp01(1 - r.flares * 0.1 - r.ash * 1.5),
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weight: 0.7,
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detail: r.flares > 0 ? `${r.flares} flare-up${r.flares > 1 ? 's' : ''}` : 'no flare-ups',
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},
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{
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key: 'time',
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label: 'Service',
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score: clamp01(1 - (seconds - 55) / 90),
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weight: 0.3,
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detail: `${Math.round(seconds)}s`,
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},
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];
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let sum = 0;
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let wsum = 0;
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for (const c of criteria) {
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sum += c.score * c.weight;
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wsum += c.weight;
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}
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const total = (sum / wsum) * 10;
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const rankable = criteria.filter((c) => c.key !== 'time');
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const sorted = [...rankable].sort((a, b) => a.score - b.score);
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void order;
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return { criteria, total, grade: gradeOf(total), best: sorted[sorted.length - 1], worst: sorted[0], lines: [] };
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}
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// =====================================================================
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// M15 — Bruschetta. The capstone verdict, grouped The Bread / The Topping /
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// The Bench. Every row is a number some station computed — the cut and toast
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@ -300,6 +300,42 @@ const BANK: Bank = {
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},
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};
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// The charcoal grill's rows — the deadpan char snob.
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Object.assign(BANK, {
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sear: {
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bad: [
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'There is no char on this. There is a memory of char. A rumour.',
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'This never met the coals. It was in the same postcode as the coals.',
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'One side is Sunday. The other side is a house fire. Commit to a Tuesday.',
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'You had a screaming bed and a cool lee and you used neither. Bold. Wrong.',
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'Raw. Not rare. Raw. There is a word for it and it is that one.',
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],
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good: [
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'A proper sear. You arranged the coals and you moved with intent. I saw it.',
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'That is a sear. Crust where crust belongs. I am almost moved.',
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'You seared this over charcoal you built with genuine care. Almost.',
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],
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},
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grillchar: {
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bad: [
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'Flare-up. You let the fat conduct the orchestra. It chose inferno.',
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'This is carbon. Delicious, structural carbon. Inedible.',
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'You watched it flare and you did nothing. We both watched. Only one of us learned.',
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],
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good: [
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'No carbon. You dodged the flares. That is the whole discipline, right there.',
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'Charred where it should be, nowhere it should not. Correct.',
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],
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},
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grillbench: {
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bad: [
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'The flare-ups. I counted them. So did the smoke detector, spiritually.',
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'Ash in the sear. The wind had opinions and you had no windbreak.',
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],
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good: ['A clean bed, no flares. You cooked, you did not fight a fire.', 'Tidy coals. Tidy cook.'],
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},
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});
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// The juicer's two rows (The Juice + Pips) ship their lines with the sim, so the
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// station owns its whole voice. Merge them in rather than duplicate them here.
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Object.assign(BANK, JUICE_LINES);
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@ -96,6 +96,9 @@ export interface Order {
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prep?: PrepStep[];
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/** The bruschetta capstone: roast + assemble replace the spread flow. */
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bruschetta?: BruschettaSpec;
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/** The charcoal grill (M-H6): the food to cook over the coals. Presence sends
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* the whole day to the outdoor grill instead of the toaster. */
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grill?: string[];
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}
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export const BROWNING_NAMES: [number, string][] = [
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@ -345,6 +348,23 @@ export const DAYS: Order[] = [
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// order start; take the brie out early, leave the parmesan in.
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bruschetta: { roastHalves: 4, perishables: ['brie', 'parmesan'], oven: 'oven_gas' },
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},
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{
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day: 15,
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brand: 'the bakery loaf',
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bread: 'white',
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// The grill day routes entirely to the outdoor coals — the toast defaults are
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// never read, same as the bruschetta order.
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spread: 'butter',
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amount: 'normal',
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browning: 0.55,
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browningName: 'golden',
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noChar: true,
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tool: 'butter_knife',
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butterSoftness: 0.5,
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who: 'the bloke from two doors down',
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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.",
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grill: ['steak', 'snag', 'corn'],
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},
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];
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/** Days beyond the script — keep going, with everything cranked. */
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@ -103,7 +103,13 @@ export class JudgeView implements View {
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slice.mesh.rotation.set(0, 0, 0);
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slice.mesh.scale.setScalar(1.55);
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this.orderEl.textContent = `Day ${order.day} · ${order.who} asked for ${order.browningName}, ${order.amount} ${order.spread === 'mitey' ? 'MITEY' : order.spread}`;
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// Grill and bruschetta days don't have a browning/spread to name — show who
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// asked and what for, not the unread toast defaults.
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this.orderEl.textContent = order.grill
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? `Day ${order.day} · ${order.who} asked for the barbie`
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: order.bruschetta
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? `Day ${order.day} · ${order.who} asked for the bruschetta`
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: `Day ${order.day} · ${order.who} asked for ${order.browningName}, ${order.amount} ${order.spread === 'mitey' ? 'MITEY' : order.spread}`;
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clear(this.cardEl);
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// On prep orders the card is long enough to need signposts: group rows by
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@ -111,7 +117,7 @@ export class JudgeView implements View {
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// Station orders (prep, and M15's bruschetta trio) get the grouped card;
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// a plain toast order keeps the flat card it always had.
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const grouped = verdict.criteria.some(
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(c) => c.group === 'prep' || c.group === 'bread' || c.group === 'topping' || c.group === 'bench',
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(c) => c.group === 'prep' || c.group === 'bread' || c.group === 'topping' || c.group === 'bench' || c.group === 'grill',
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);
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const headers: Record<string, string> = {
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prep: 'THE PREP',
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@ -119,9 +125,10 @@ export class JudgeView implements View {
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spread: 'THE SPREAD',
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bread: 'THE BREAD',
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topping: 'THE TOPPING',
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grill: 'THE GRILL',
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bench: 'THE BENCH',
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};
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const groupRank: Record<string, number> = { prep: 0, bread: 1, toast: 2, topping: 3, spread: 4, bench: 5 };
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const groupRank: Record<string, number> = { prep: 0, bread: 1, toast: 2, topping: 3, grill: 3, spread: 4, bench: 5 };
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let lastGroup: string | undefined;
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const rank = (g?: string) => (g && g in groupRank ? groupRank[g] : 9);
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const ordered = grouped
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@ -22,12 +22,14 @@ const N = 48;
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/** Where the coals top out when freshly banked. */
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export const BED_MAX = 1.8;
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/** Sear past here renders fat that can flare. */
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export const RENDER_AT = 0.45;
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/** A good sear lives in this window; past it is char, then carbon. */
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export const SEAR_LO = 0.55;
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export const SEAR_HI = 0.8;
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export const SEAR_LO = 0.5;
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export const SEAR_HI = 0.78;
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export const CHAR_AT = 0.9;
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/** Sear past here renders fat that can flare — set ABOVE the good window's floor
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* so a clean sear is reachable with no flare (the floor: sear, then pull). Only
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* pushing a piece toward the top of the window and past it invites the flames. */
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export const RENDER_AT = 0.62;
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/** Sear climbs this fast per unit of coal heat beneath the piece. Tuned so a good
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* sear over a fresh (~1.7) bed takes ~18s and chars by ~28s — the oven's timescale. */
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@ -37,7 +39,7 @@ const DECAY = 0.012;
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/** Coals hotter than this can ignite dripping fat. */
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const FLARE_HEAT = 0.8;
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/** How fast a live flare scorches the piece above it (past honest searing). */
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const FLARE_CHAR_RATE = 0.6;
|
||||
const FLARE_CHAR_RATE = 0.45;
|
||||
|
||||
export interface GrillFood {
|
||||
id: string;
|
||||
|
||||
Loading…
Reference in New Issue
Block a user