M12 core merged + brief STATUS updated to the Stage 1 finish line

Juicer verified through __tj: Pyramid 72.8%/4 pips, Juicernaut 100%/all
caught, damaged halve caps at theoretical 0.6, mash 8.5% + pulp,
reversals 77.1% vs 72.8% equal-sweep. Station renders (cone, moat,
filling glass, live HUD). Not yet routed into a day — integration point
documented in sim/juicing.ts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
type-two 2026-07-17 18:51:37 +10:00
parent 8e249b4dba
commit b11d464985
3 changed files with 23 additions and 19 deletions

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Subproject commit d2ab84d549fca95896a871b684b4b2c8cecbfb95

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@ -64,26 +64,29 @@ Measured on the bench (repeat these before changing tuning):
- Same press with The Best Thing → bites in 7 frames, 0 slips (sharp edges sink on downforce).
- Wipe two passes → mass 0.51 → 0.09.
**M11 is NOT finished — remaining before it can be called done:**
1. No order actually routes through the bench yet. `Game.startPrep()` exists and the
harness drives it, but `Order.prep?: PrepStep[]` is declared and unused — no day
sends you there. Wire a day-10 prep order and play it end to end.
2. `dice` two-phase and `wedges` are implemented in the sim but never driven —
no rotate-the-board input, no verification. M14 needs the dice; do it there or here.
3. The pieces fan-out is placeholder-grade (cylinders). Pieces aren't physics bodies yet.
4. The wipe is the same drag as cutting, disambiguated only by distance from the
ingredient — it needs a real cloth tool/mode before it reads to a stranger.
5. No screenshots taken of the bench yet. Do that when the visuals are past placeholder.
**UPDATE (2026-07-17, later): M11 is DONE** (`d7ce7b7`) — days 10/11 route through the
bench (dice onion / wedge tomato), dice & wedges driven and measured (even: CV≈0 both;
bad aim: CV 0.74; sloppy saw: mass 31 "a crime scene" — aim and tidiness are separate
judged skills). Scorecard shows THE PREP → THE TOAST → THE SPREAD end to end.
**M12 core is BUILT** (`sim/juicing.ts`, `scenes/juice.ts`, `dev-juice.ts` via `__tj`):
verified — Pyramid 3revs@0.7 = 72.8% + 4 escaped pips, Juicernaut 100% + all seeds
caught, butchered halve caps at its 0.6 theoretical (no double punishment), mash = 8.5%
+ pulp + forced seeds, reversals pay (77.1% vs 72.8% equal-sweep). NOT YET ROUTED:
no order sends you to the juice station — integration point is `juiceResult()` /
`juiceCriteria()` / `JUICE_LINES` in `sim/juicing.ts` (documented in-file). Remaining
polish carried forward: pieces fan-out still cylinders (wrong for dice, non-blocking);
wipe still distance-disambiguated, needs a cloth tool; MASTERPLAN.md now sits above
this brief — read it first. Also in the cast since M11: mushrooms ×3 (slip showcase,
`'mushroom'` silhouette), bell pepper (seed-scatter emergent win). See §7.5.
**BLOCKER — the asset farm is down for 3D.** Every `bg_remove_local` job fails:
m4pro's disk is 100% full (118MB free; ~3.4TB is `~/Music` — hands off, that's John's).
Flux 2D still works — `bruschetta_hero.png` and `wonderslice_bag.png` generated fine and
are committed. The whole 3D cast (bakery loaves, cutting board, prep-bench props) is
stuck at the cutout stage. `mb settings` is owner-only (403), so re-routing the
bg_remove lane needs John. Once there's space: `bash scripts/gen-assets.sh bakery`
then `bash scripts/gen-assets.sh prep` — retry-once is now built into `gen_3d`, seeds
are bumped, and the prep cast + 2D are already queued in the script. Everything
degrades gracefully: `loadProp` catches, so the procedural stand-ins just stay.
**Asset farm status (was BLOCKER, now half-fixed):** John freed 50GB on m4pro, but the
cleanup took m4pro's venvs with it (`venvs/mflux`, `vendor/hunyuan3d-mlx/.venv`) — jobs
routed to node m4 die in ~1s. `gen-assets.sh` now finds the client at `~/MODELBEAST`,
reads `MB_TOKEN` from `~/Documents/backnforth/.env`, targets the m3ultra queue, and
retries every stage 10× with 60s pauses so healthy nodes pick jobs up (ponytail-marked;
strip once m4pro is rebuilt or pulled from the pool — owner-only, needs John). All 7
bakery GLBs + the prep cast are landing; add mushroom/pepper/P2 prompts once the
running batch finishes. Everything still degrades gracefully via `loadProp` catch.
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