M13: the grater — one stroke, and the block shrinks toward your knuckles
The prep bench's third station, built on the M12 juice lane's exact shape:
pure sim (sim/grating.ts, no three.js), a mirroring scene (scenes/grate.ts),
and a separate harness on window.__tg (dev-grate.ts). One additive DEV import
line in main.ts. Judge integration is exported and documented in-file
(grateResult / grateCriteria / GRATE_LINES / knuckleLine) — NOT wired into
game/* (that lane is owned elsewhere this stage).
The verb is a STROKE down the box-grater face: length × pressure → shred mass.
Long confident strokes land on the pile; short scrubby ones shear off the
board (mess). Two customers on one prop — cheese (parmesan) and zest (orange):
- Cheese shrinks the block as you take mass off it. As it gets SMALL your
knuckles near the teeth: knuckle-graze risk = pressure × stroke-length ×
block-proximity, so it only bites in the tense last third. Parmesan grates
clean IF cold; it softens on the bench (temp clock, warmOnBench) and soft
cheese SMEARS — output drops, the teeth CLOG (clearClog costs service time).
The butter inversion: butter wants warm, cheese wants cold.
- Zest: each of 8 orange regions has its own depth; grate one past the pith
line (ingredient gratable.pithDepth 0.35) and it sheds white pith into the
pile instead of zest. Rotate (scroll) to a fresh region — the skill is
rotation discipline. The pith idea is re-derived from the ingredient's own
pithDepth; grating deliberately does NOT import juicing (independent lanes).
Judge: The Gratings/The Zest (amount band, w1.0, docked hard per knuckle),
The Pith (zest, w1.1), The Grate (cheese clog+smear, w0.9). Bench scored
separately via result.bench, same path prep/juice use. 8 bad + 3 good lines
per criterion, plus the knuckle opener.
Tuning (first principles, then measured headless on the pure sim):
- RASP 0.12, gratable.yield 0.9 → a long stroke (len 0.9 × press 0.7) sheds
~0.068/stroke; ~7-8 strokes make an in-band pile.
- KNUCKLE_SAFE_BLOCK 0.35: proximity is zero above it, ramps to 1 at empty.
KNUCKLE_GAIN 0.6. Oranges never shrink, so zest never grazes (its danger is
pith, not knuckles) — by design.
- ZEST_DEPTH_GAIN 0.18 → a region hits the 0.35 pith line in ~3 hard strokes,
so rotate by then. ZEST_MASS_FRAC 0.4 (zest is a whisper vs a cheese pile).
- SPRAY_GAIN 0.9 on (1-length)^2 — spray climbs steeply as strokes shorten.
- SMEAR_LOSS 0.8, CLOG_GAIN 0.35 × grater.clogProne (box 0.7 / microplane 1.3).
Verified: tsc --noEmit clean, npm run build clean. Sim driven headless with
the scene's own seed (0x6ac0f). __tg calls and expected numbers:
__tg.enter({ingredient:'parmesan'}); __tg.stroke(8,0.7,0.9); __tg.stats()
→ gratings≈0.61 "a good pile", blockLeft≈0.38, knuckleHits 0, clog 0;
The Gratings 1.0, The Grate 1.0.
__tg.enter({ingredient:'parmesan'}); __tg.stroke(12,0.6,0.25); __tg.stats()
→ scrub: gratings≈0.10 "a dusting", stray≈0.10 off the board, block barely
touched (0.81); The Gratings 0.24.
__tg.enter({ingredient:'parmesan',softness:1}); __tg.stroke(8,0.8,0.9); __tg.stats()
→ soft: clog 1.0, smear≈0.61, gratings≈0.05; The Grate 0.0 "clogged solid".
__tg.enter({ingredient:'parmesan',block:0.25}); __tg.stroke(8,0.9,0.95); __tg.stats()
→ danger: knuckleHits 4, blockLeft≈0.02, gratings≈0.24; The Gratings 0.008.
__tg.enter({ingredient:'parmesan',block:0.25}); __tg.stroke(8,0.9,0.35); __tg.stats()
→ ease off: knuckleHits 0, gratings≈0.22; The Gratings 0.54. The lesson pays.
__tg.enter({ingredient:'orange'}); __tg.stroke(5,0.6,0.8) with rotate every 2
→ gratings≈0.12 in band, pithFrac 0; The Zest 1.0, The Pith 1.0.
__tg.enter({ingredient:'orange'}); __tg.stroke(9,0.9,0.9); __tg.stats() // no rotation
→ pithFrac≈0.74 "74% pith"; The Pith 0.0.
(Scene HUD, pile mound, red knuckle flash, and scroll-rotate are visual — the
reviewer drives __tg and screenshots; the numbers above come from the pure sim
the scene feeds.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
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src/dev-grate.ts
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195
src/dev-grate.ts
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import * as THREE from 'three';
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import type { App } from './core/app';
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import { GrateView } from './scenes/grate';
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import type { IngredientId } from './sim/ingredients';
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import type { GraterId } from './sim/grating';
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/**
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* Grate-station dev harness — a SEPARATE installer from dev.ts and dev-juice.ts
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* so the three lanes don't collide. It owns its own GrateView (the game doesn't
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* route orders here yet — that's the game lane's job), adds it to the scene, and
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* drives the REAL input path: real vertical pointer drags down the grater face
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* for the strokes, `press` injected the way dev.ts injects kitchen.power.
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*
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* The reviewer verifies with a handful of calls, e.g.
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* __tg.enter({ ingredient: 'parmesan' }); __tg.stroke(8, 0.7, 0.9); __tg.stats()
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* → a good cold-parmesan pile (~0.5 shred), no knuckles, clean bench.
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* __tg.enter({ ingredient: 'parmesan' }); __tg.stroke(10, 0.6, 0.25); __tg.stats()
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* → scrubby short strokes: much of it strays off the board, bench dirtied.
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* __tg.enter({ ingredient: 'parmesan', softness: 1 }); __tg.stroke(8, 0.8, 0.9); __tg.stats()
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* → warm cheese: smear + clog climb, gratings drop.
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* __tg.enter({ ingredient: 'parmesan', block: 0.25 }); __tg.stroke(8, 0.95, 0.9); __tg.stats()
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* → small block + hard press: knuckleHits > 0 (the tense end).
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* __tg.enter({ ingredient: 'orange' }); __tg.stroke(3, 0.7, 0.8); __tg.stats()
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* → clean zest, low pith (rotate before it whitens).
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* __tg.enter({ ingredient: 'orange' }); __tg.stroke(8, 0.9, 0.9); __tg.stats()
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* → no rotation: pithFrac climbs, "The Pith" tanks.
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*
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* Dev builds only.
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*/
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export function installGrateHarness(app: App): void {
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const view = new GrateView(app);
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app.scene.add(view.root);
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// Hidden until __tg.enter() makes it the active view.
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view.root.visible = false;
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const sessionOf = () =>
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(view as unknown as {
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session: {
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placed: boolean;
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mode: 'cheese' | 'zest';
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blockMass: number;
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initialBlock: number;
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shred: number;
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softness: number;
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clog: number;
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smearTotal: number;
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zestShed: number;
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pithShed: number;
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faces: number[];
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faceIndex: number;
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strayTotal: number;
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knuckleHits: number;
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bloodied: boolean;
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strokeCount: number;
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totalTravel: number;
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} | null;
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}).session;
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const v = new THREE.Vector3();
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const point = (x: number, y: number, z: number, down: boolean) => {
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v.set(x, y, z).project(app.camera);
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app.input.ndc.set(v.x, v.y);
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app.input.down = down;
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};
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const run = (frames: number, dt = 1 / 60) => {
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for (let i = 0; i < frames; i++) app.step(dt);
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};
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// Must match the face geometry in grate.ts.
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const FACE_TOP = 1.15;
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const FACE_BOT = 0.28;
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const FACE_H = FACE_TOP - FACE_BOT;
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const FACE_Z = 0.1;
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const harness = {
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app,
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view,
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THREE,
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run,
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point,
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/** Reset the station and make it the active view. */
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enter(
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opts: {
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ingredient?: IngredientId;
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grater?: GraterId;
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block?: number;
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softness?: number;
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} = {},
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) {
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const { ingredient = 'parmesan', grater = 'box_grater', block, softness } = opts;
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view.reset(grater, ingredient, `grate the ${ingredient} (${grater})`, {
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blockMass: block,
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softness,
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});
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app.setView(view);
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run(3); // let the view take the camera before we project points
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return harness.stats();
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},
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/**
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* `n` strokes DOWN the face at a fixed `pressure` (0..1) and `length` (0..1,
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* fraction of the full face). The press is injected; the stroke itself is
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* real pointer motion down the face, so the sim sees exactly what a hand
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* would produce — length is measured from the travel, not passed in.
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*/
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stroke(n = 8, pressure = 0.7, length = 0.9) {
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view.autoPress = false;
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view.press = pressure;
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const travel = Math.max(0.05, Math.min(1, length)) * FACE_H;
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const startY = FACE_TOP - 0.05;
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const steps = 10;
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for (let k = 0; k < n; k++) {
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// Drag down the face.
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for (let i = 0; i <= steps; i++) {
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const y = startY - (i / steps) * travel;
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point(0, y, FACE_Z, true);
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run(1);
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}
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// Lift → the stroke commits.
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point(0, startY - travel, FACE_Z, false);
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run(1);
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}
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return harness.stats();
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},
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/** Rotate the orange to a fresh region (scroll in play). Zest only. */
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rotate(times = 1, dir: 1 | -1 = 1) {
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const s = sessionOf();
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for (let i = 0; i < times; i++) {
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app.input.wheel = dir;
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run(1);
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}
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return { faceIndex: s?.faceIndex ?? 0 };
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},
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/** Advance the bench temperature clock — warm the cheese `seconds` in place. */
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warm(seconds = 5) {
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app.input.down = false;
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run(Math.round(seconds * 60));
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return harness.stats();
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},
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/** Clear the clogged teeth (costs the player service time in play). */
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clear() {
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view.clearTeeth();
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run(1);
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return harness.stats();
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},
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/** Everything the judge and the readouts will read. */
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stats() {
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const s = sessionOf();
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const r = view.result();
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const round = (n: number) => +n.toFixed(3);
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return {
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placed: s?.placed ?? false,
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mode: r.mode,
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// The pile the judge scores as an amount band.
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gratings: round(r.gratings),
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shred: round(s?.shred ?? 0),
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zest: round(s?.zestShed ?? 0),
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pith: round(r.pith),
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pithFrac: round(r.pithFrac),
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blockLeft: round(r.blockLeft),
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blockMass: round(s?.blockMass ?? 0),
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softness: round(s?.softness ?? 0),
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clog: round(r.clog),
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smear: round(r.smear),
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stray: round(s?.strayTotal ?? 0),
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knuckleHits: r.knuckleHits,
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bloodied: r.bloodied,
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strokeCount: s?.strokeCount ?? 0,
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totalTravel: round(s?.totalTravel ?? 0),
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faceIndex: s?.faceIndex ?? 0,
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bench: {
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mass: round(r.bench?.mass ?? 0),
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spreadFrac: round(r.bench?.spreadFrac ?? 0),
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solids: r.bench?.solids ?? 0,
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},
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benchWord: view.mess.benchWord(),
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grater: r.graterName,
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};
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},
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/** Move the camera for a screenshot without disturbing the sim. */
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look(pos: [number, number, number], at: [number, number, number]) {
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app.camera.position.set(...pos);
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app.camera.lookAt(new THREE.Vector3(...at));
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app.renderer.render(app.scene, app.camera);
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},
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};
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(window as unknown as { __tg: unknown }).__tg = harness;
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}
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@ -17,6 +17,7 @@ void game.init();
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if (import.meta.env.DEV) {
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void import('./dev').then((m) => m.installDevHarness(app, game));
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void import('./dev-juice').then((m) => m.installJuiceHarness(app));
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void import('./dev-grate').then((m) => m.installGrateHarness(app));
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}
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app.start();
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569
src/scenes/grate.ts
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569
src/scenes/grate.ts
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import * as THREE from 'three';
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import type { App, View } from '../core/app';
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import { audio } from '../core/audio';
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import { INGREDIENTS, type IngredientId } from '../sim/ingredients';
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import {
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clearClog,
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grateResult,
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grateStroke,
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GRATERS,
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newGrateSession,
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placeBlock,
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rotateOrange,
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warmOnBench,
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amountWord,
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type GrateResult,
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type GrateSession,
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type GraterId,
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} from '../sim/grating';
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import { Mess } from '../sim/mess';
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import { Rng } from '../core/rng';
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import { el, Panel } from '../ui/hud';
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import { loadProp } from './assets';
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/**
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* The grate station. One box grater, one block (or orange), one growing pile.
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*
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* It mirrors the juice bench on purpose: procedural stand-in silhouettes (the
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* rasped face IS gameplay — the teeth are why a stroke bites), a mess field
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* that remembers the shreds that sprayed off the board, a GLB prop that drops
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* in over the stand-in if it renders, and a HUD that reads the same numbers the
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* judge will.
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*
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* The one verb is a STROKE: press the block onto the face (hold to lean in —
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* the dwell IS the press) and drag DOWN. The vertical travel of the pointer on
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* the face is the stroke length; long confident strokes yield and land on the
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* pile, short scrubby ones shear off the board. As the block shrinks your
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* knuckles near the teeth — press hard on a small block and you'll find out.
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*/
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const TRAY_Y = 0.06;
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const TRAY_W = 3.2;
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const TRAY_D = 2.4;
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/** The grater face is a vertical plane in front of the camera; the stroke is
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* measured as vertical travel of the pointer hit on it. */
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const FACE_Z = 0.1;
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const FACE_TOP = 1.15;
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const FACE_BOT = 0.28;
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const FACE_H = FACE_TOP - FACE_BOT;
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/** Where the pile of shreds mounds up, in front of the grater's foot. */
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const PILE_Z = 0.7;
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/** Press ramps in while you hold the block against the face. */
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const PRESS_RAMP = 1.8;
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export class GrateView implements View {
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readonly root = new THREE.Group();
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readonly mess = new Mess(96);
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private session: GrateSession | null = null;
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private ingId: IngredientId = 'parmesan';
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private grater!: THREE.Group;
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private block: THREE.Group | null = null;
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private pile!: THREE.InstancedMesh;
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private pileFlakes: { u: number; v: number; s: number; pith: boolean }[] = [];
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private pileGeo = new THREE.BoxGeometry(1, 1, 1);
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private pileMat: THREE.MeshStandardMaterial;
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private pithMat: THREE.MeshStandardMaterial;
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private messTexData: Uint8Array;
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private messTex: THREE.DataTexture;
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private messVersion = -1;
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private solidsMesh: THREE.InstancedMesh;
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private ray = new THREE.Raycaster();
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private facePlane = new THREE.Plane(new THREE.Vector3(0, 0, 1), -FACE_Z);
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private hitPt = new THREE.Vector3();
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// Stroke state: track the pointer's vertical travel down the face.
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private stroking = false;
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private strokeLastY = 0;
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private strokeTravel = 0;
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private holdT = 0;
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private flash = 0;
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/** Downforce 0..1. Set by the pointer hold in play; the harness writes it. */
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press = 0;
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/** When false, the harness owns `press` and the hold-ramp is skipped. */
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autoPress = true;
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private rng = new Rng(0x6ac0f);
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private panel: Panel;
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private flashEl!: HTMLElement;
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private askEl!: HTMLElement;
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private amountEl!: HTMLElement;
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private amountBar!: HTMLElement;
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private amountFill!: HTMLElement;
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private stateEl!: HTMLElement;
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private hintEl!: HTMLElement;
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onDone: ((result: GrateResult) => void) | null = null;
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constructor(private app: App) {
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this.pileMat = new THREE.MeshStandardMaterial({ color: 0xede0b0, roughness: 0.7 });
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this.pithMat = new THREE.MeshStandardMaterial({ color: 0xf4f1e6, roughness: 0.8 });
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this.buildScenery();
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const n = this.mess.field.n;
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this.messTexData = new Uint8Array(n * n * 4);
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this.messTex = new THREE.DataTexture(this.messTexData, n, n, THREE.RGBAFormat);
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this.messTex.minFilter = THREE.LinearFilter;
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this.messTex.magFilter = THREE.LinearFilter;
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const stain = new THREE.Mesh(
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new THREE.PlaneGeometry(TRAY_W, TRAY_D),
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new THREE.MeshBasicMaterial({ map: this.messTex, transparent: true, depthWrite: false }),
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);
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stain.rotation.x = -Math.PI / 2;
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stain.position.set(0, TRAY_Y * 2 + 0.004, 0);
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this.root.add(stain);
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// The pile: little instanced flakes mounding in front of the grater.
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this.pile = new THREE.InstancedMesh(this.pileGeo, this.pileMat, 512);
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this.pile.count = 0;
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this.pile.castShadow = true;
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this.pile.instanceColor = new THREE.InstancedBufferAttribute(new Float32Array(512 * 3), 3);
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this.root.add(this.pile);
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const seedGeo = new THREE.SphereGeometry(0.02, 6, 5);
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seedGeo.scale(1.4, 0.5, 0.9);
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this.solidsMesh = new THREE.InstancedMesh(
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seedGeo,
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new THREE.MeshStandardMaterial({ color: 0xe6d488, roughness: 0.7 }),
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256,
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);
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this.solidsMesh.count = 0;
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this.solidsMesh.castShadow = true;
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this.root.add(this.solidsMesh);
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this.panel = new Panel('grate-panel');
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this.buildUi();
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this.panel.hide();
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}
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private buildUi(): void {
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const p = this.panel.root;
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// A red flash overlay for the knuckle graze — brief, full-panel.
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this.flashEl = el('div', 'grate-flash', p);
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this.flashEl.style.cssText =
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'position:fixed;inset:0;background:#c01818;opacity:0;pointer-events:none;transition:opacity 0.08s;';
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const card = el('div', 'slicer-card', p);
|
||||
el('div', 'drawer-lbl', card, 'GRATE IT');
|
||||
this.askEl = el('div', 'slicer-ask', card, '');
|
||||
this.amountEl = el('div', 'slicer-thick', card, '');
|
||||
this.amountBar = el('div', 'timer-bar', card);
|
||||
this.amountFill = el('div', 'timer-fill', this.amountBar);
|
||||
this.stateEl = 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: 0x4a3524, roughness: 0.85 }),
|
||||
);
|
||||
bench.position.y = -0.2;
|
||||
bench.receiveShadow = true;
|
||||
this.root.add(bench);
|
||||
|
||||
this.grater = this.buildGrater();
|
||||
this.root.add(this.grater);
|
||||
void loadProp('/assets/models/box_grater.glb', 1.3)
|
||||
.then((prop) => {
|
||||
prop.position.set(0, TRAY_Y * 2, 0);
|
||||
// Keep the procedural face as the stroke target; hide only the shell.
|
||||
const shell = this.grater.getObjectByName('shell');
|
||||
if (shell) shell.visible = false;
|
||||
const face = this.grater.getObjectByName('face');
|
||||
if (face) face.visible = false;
|
||||
this.root.add(prop);
|
||||
})
|
||||
.catch(() => undefined);
|
||||
}
|
||||
|
||||
/** The box grater, procedural: a tapered four-sided shell with a rasped face
|
||||
* turned toward the camera, and a handle on top. */
|
||||
private buildGrater(): THREE.Group {
|
||||
const g = new THREE.Group();
|
||||
const metal = new THREE.MeshStandardMaterial({
|
||||
color: 0xb9c0c8,
|
||||
roughness: 0.35,
|
||||
metalness: 0.8,
|
||||
});
|
||||
// Shell: a gently tapered box, hollow-looking from the coarse-teeth face.
|
||||
const shell = new THREE.Mesh(new THREE.CylinderGeometry(0.34, 0.42, FACE_TOP - 0.12, 4), metal);
|
||||
shell.name = 'shell';
|
||||
shell.rotation.y = Math.PI / 4;
|
||||
shell.position.y = (FACE_TOP - 0.12) / 2 + TRAY_Y * 2;
|
||||
shell.castShadow = true;
|
||||
shell.receiveShadow = true;
|
||||
g.add(shell);
|
||||
|
||||
// The rasped face turned toward the camera (+z): a punched-hole grid that
|
||||
// reads as teeth. This is the stroke target.
|
||||
const face = new THREE.Group();
|
||||
face.name = 'face';
|
||||
const faceMat = new THREE.MeshStandardMaterial({
|
||||
color: 0xd6dbe0,
|
||||
roughness: 0.4,
|
||||
metalness: 0.7,
|
||||
side: THREE.DoubleSide,
|
||||
});
|
||||
const plate = new THREE.Mesh(new THREE.PlaneGeometry(0.5, FACE_H), faceMat);
|
||||
plate.position.set(0, (FACE_TOP + FACE_BOT) / 2, 0.30);
|
||||
face.add(plate);
|
||||
// Teeth: rows of tiny raised nibs, purely to read as a grating surface.
|
||||
const toothMat = new THREE.MeshStandardMaterial({ color: 0xf0f3f6, roughness: 0.3, metalness: 0.6 });
|
||||
const cols = 6;
|
||||
const rows = 9;
|
||||
const teeth = new THREE.InstancedMesh(new THREE.ConeGeometry(0.018, 0.03, 4), toothMat, cols * rows);
|
||||
const m = new THREE.Matrix4();
|
||||
const q = new THREE.Quaternion().setFromEuler(new THREE.Euler(Math.PI / 2, 0, 0));
|
||||
let ti = 0;
|
||||
for (let r = 0; r < rows; r++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
const x = (c / (cols - 1) - 0.5) * 0.44;
|
||||
const y = FACE_BOT + 0.05 + (r / (rows - 1)) * (FACE_H - 0.1);
|
||||
m.compose(new THREE.Vector3(x, y, 0.315), q, new THREE.Vector3(1, 1, 1));
|
||||
teeth.setMatrixAt(ti++, m);
|
||||
}
|
||||
}
|
||||
teeth.instanceMatrix.needsUpdate = true;
|
||||
face.add(teeth);
|
||||
g.add(face);
|
||||
|
||||
// Handle across the top.
|
||||
const handle = new THREE.Mesh(new THREE.TorusGeometry(0.16, 0.03, 8, 16, Math.PI), metal);
|
||||
handle.position.set(0, FACE_TOP - 0.06, 0);
|
||||
handle.rotation.x = Math.PI / 2;
|
||||
g.add(handle);
|
||||
return g;
|
||||
}
|
||||
|
||||
/**
|
||||
* A fresh block/orange on a chosen grater. `blockMass` sets a fresh corner;
|
||||
* `softness` (0 cold .. 1 soft) is where the temperature clock starts.
|
||||
*/
|
||||
reset(
|
||||
graterId: GraterId,
|
||||
ingId: IngredientId,
|
||||
askText: string,
|
||||
opts: { blockMass?: number; softness?: number } = {},
|
||||
): void {
|
||||
this.ingId = ingId;
|
||||
this.session = newGrateSession(INGREDIENTS[ingId], GRATERS[graterId], opts);
|
||||
this.mess.reset();
|
||||
this.press = 0;
|
||||
this.holdT = 0;
|
||||
this.stroking = false;
|
||||
this.strokeTravel = 0;
|
||||
this.autoPress = true;
|
||||
this.flash = 0;
|
||||
|
||||
this.pileFlakes = [];
|
||||
this.pile.count = 0;
|
||||
|
||||
if (this.block) this.root.remove(this.block);
|
||||
this.block = this.buildBlock();
|
||||
this.seatBlock();
|
||||
this.root.add(this.block);
|
||||
|
||||
this.askEl.textContent = askText;
|
||||
this.hintEl.textContent =
|
||||
this.session.mode === 'zest'
|
||||
? 'hold to press · stroke DOWN the face · scroll to rotate the orange · ENTER serves'
|
||||
: 'hold to press · long strokes DOWN the face · ease off as it shrinks · ENTER serves';
|
||||
}
|
||||
|
||||
private buildBlock(): THREE.Group {
|
||||
const g = new THREE.Group();
|
||||
const ing = INGREDIENTS[this.ingId];
|
||||
if (this.session?.mode === 'zest') {
|
||||
const r = ing.size / 2;
|
||||
const skin = new THREE.MeshStandardMaterial({
|
||||
color: new THREE.Color().setRGB(...ing.colors.skin, THREE.SRGBColorSpace),
|
||||
roughness: 0.6,
|
||||
});
|
||||
const ball = new THREE.Mesh(new THREE.SphereGeometry(r, 24, 16), skin);
|
||||
ball.scale.set(1.05, 0.94, 1.05);
|
||||
ball.castShadow = true;
|
||||
g.add(ball);
|
||||
} else {
|
||||
const skin = new THREE.MeshStandardMaterial({
|
||||
color: new THREE.Color().setRGB(...ing.colors.flesh, THREE.SRGBColorSpace),
|
||||
roughness: 0.75,
|
||||
});
|
||||
const blk = new THREE.Mesh(new THREE.BoxGeometry(ing.size, ing.size * 0.7, ing.size * 0.7), skin);
|
||||
blk.castShadow = true;
|
||||
g.add(blk);
|
||||
// A darker rind on one end, for parmesan.
|
||||
const rind = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(ing.size * 0.12, ing.size * 0.72, ing.size * 0.72),
|
||||
new THREE.MeshStandardMaterial({
|
||||
color: new THREE.Color().setRGB(...ing.colors.skin, THREE.SRGBColorSpace),
|
||||
roughness: 0.9,
|
||||
}),
|
||||
);
|
||||
rind.position.x = -ing.size * 0.5;
|
||||
g.add(rind);
|
||||
}
|
||||
return g;
|
||||
}
|
||||
|
||||
/** Rest the block against the face at a height that tracks how much is left. */
|
||||
private seatBlock(): void {
|
||||
if (!this.block || !this.session) return;
|
||||
const left = this.session.blockMass / this.session.initialBlock;
|
||||
// As it shrinks, the block sits lower and smaller — knuckles near the teeth.
|
||||
const y = FACE_BOT + 0.12 + left * (FACE_H * 0.5);
|
||||
this.block.position.set(0, y, FACE_Z + 0.12);
|
||||
if (this.session.mode === 'cheese') {
|
||||
const sc = 0.35 + left * 0.65;
|
||||
this.block.scale.set(sc, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
enter(): void {
|
||||
this.panel.show();
|
||||
}
|
||||
exit(): void {
|
||||
this.panel.hide();
|
||||
}
|
||||
|
||||
update(dt: number): void {
|
||||
const inp = this.app.input;
|
||||
this.app.camera.position.set(1.15, 1.75, 3.4);
|
||||
this.app.camera.lookAt(0.2, 0.7, 0.1);
|
||||
const s = this.session;
|
||||
if (!s) return;
|
||||
|
||||
// The bench warms the cheese in real time — the temperature clock.
|
||||
warmOnBench(s, dt);
|
||||
|
||||
// Scroll rotates the orange to a fresh region (zest only).
|
||||
if (s.mode === 'zest' && Math.abs(inp.wheel) > 0.01) {
|
||||
rotateOrange(s, inp.wheel > 0 ? 1 : -1);
|
||||
}
|
||||
|
||||
this.ray.setFromCamera(inp.ndc, this.app.camera);
|
||||
this.handleStroke(dt, inp.down);
|
||||
|
||||
// Clear the clogged teeth (costs service time in the game loop).
|
||||
if (inp.justPressed('KeyC')) this.clearTeeth();
|
||||
|
||||
if (inp.justPressed('Enter') && this.onDone && s.placed) {
|
||||
const cb = this.onDone;
|
||||
this.onDone = null;
|
||||
cb(this.result());
|
||||
return;
|
||||
}
|
||||
|
||||
// Fade the knuckle flash.
|
||||
if (this.flash > 0) {
|
||||
this.flash = Math.max(0, this.flash - dt * 3);
|
||||
this.flashEl.style.opacity = `${Math.min(0.5, this.flash)}`;
|
||||
}
|
||||
|
||||
this.syncMess();
|
||||
this.updateHud();
|
||||
}
|
||||
|
||||
/** The face is where the pointer must be to grate; measured on FACE_Z plane. */
|
||||
private overFace(): { y: number } | null {
|
||||
if (!this.ray.ray.intersectPlane(this.facePlane, this.hitPt)) return null;
|
||||
if (Math.abs(this.hitPt.x) > 0.34) return null;
|
||||
if (this.hitPt.y < FACE_BOT - 0.1 || this.hitPt.y > FACE_TOP + 0.1) return null;
|
||||
return { y: this.hitPt.y };
|
||||
}
|
||||
|
||||
private handleStroke(dt: number, down: boolean): void {
|
||||
const s = this.session!;
|
||||
if (!s.placed) placeBlock(s); // the block rests on the face from the start
|
||||
|
||||
const on = this.overFace();
|
||||
|
||||
// Press: hold on the face and lean in (the dwell is the downforce).
|
||||
if (this.autoPress) {
|
||||
if (down && on) {
|
||||
this.holdT += dt;
|
||||
this.press = Math.min(1, this.holdT * PRESS_RAMP);
|
||||
} else {
|
||||
this.holdT = 0;
|
||||
this.press = Math.max(0, this.press - dt * 3);
|
||||
}
|
||||
}
|
||||
|
||||
// Stroke tracking: pointer pressed on the face and dragged DOWN.
|
||||
if (down && on) {
|
||||
if (!this.stroking) {
|
||||
this.stroking = true;
|
||||
this.strokeLastY = on.y;
|
||||
this.strokeTravel = 0;
|
||||
} else {
|
||||
// Downward motion accumulates travel; upward motion ends the stroke.
|
||||
const dy = this.strokeLastY - on.y; // positive = moving down
|
||||
if (dy > 0) this.strokeTravel += dy;
|
||||
this.strokeLastY = on.y;
|
||||
}
|
||||
} else if (this.stroking) {
|
||||
// Lifted (or left the face): commit the stroke.
|
||||
this.commitStroke();
|
||||
this.stroking = false;
|
||||
}
|
||||
}
|
||||
|
||||
private commitStroke(): void {
|
||||
const s = this.session!;
|
||||
const length = Math.min(1, this.strokeTravel / FACE_H);
|
||||
if (length < 0.04) return; // a tap, not a stroke
|
||||
const f = grateStroke(s, length, this.press, () => this.rng.next());
|
||||
this.applyStroke(f, length);
|
||||
this.seatBlock();
|
||||
}
|
||||
|
||||
private applyStroke(f: ReturnType<typeof grateStroke>, length: number): void {
|
||||
const s = this.session!;
|
||||
// Sound: the rasp scales with how much came off.
|
||||
const yield_ = f.shred + f.zest + f.pith;
|
||||
if (yield_ > 0.001) audio.scrape(Math.min(1, this.press), Math.min(6, 2 + length * 4));
|
||||
|
||||
// Good gratings mound onto the pile.
|
||||
this.addToPile(f.shred + f.zest, false);
|
||||
this.addToPile(f.pith, true);
|
||||
|
||||
// Stray shreds shear off the board (→ mess solids + a light stain).
|
||||
if (f.stray > 0.002) {
|
||||
const a = this.rng.next() * Math.PI * 2;
|
||||
const u = 0.5 + Math.cos(a) * (0.15 + this.rng.next() * 0.2);
|
||||
const v = 0.62 + Math.sin(a) * 0.12;
|
||||
this.mess.addJuice(u, v, f.stray * 0.4, Math.cos(a), Math.sin(a));
|
||||
this.mess.addSolid(u, v, s.mode === 'zest' ? 'zest' : 'crumb');
|
||||
}
|
||||
// Smeared cheese is a wet mess on the board.
|
||||
if (f.smear > 0.002) {
|
||||
this.mess.addJuice(0.5, 0.68, f.smear * 0.6, 0, 1);
|
||||
}
|
||||
if (f.clogged) {
|
||||
this.hintEl.textContent = 'the teeth are clogging — press C to clear, or it smears';
|
||||
}
|
||||
if (f.knuckle) {
|
||||
this.flash = 0.5;
|
||||
this.app.shake = 0.02;
|
||||
audio.clatter(0.6, 1.2);
|
||||
this.mess.addSolid(0.5 + (this.rng.next() - 0.5) * 0.1, 0.66, 'pulp');
|
||||
this.hintEl.textContent = "that's your knuckle — ease off, the block is small";
|
||||
}
|
||||
}
|
||||
|
||||
private addToPile(mass: number, pith: boolean): void {
|
||||
if (mass <= 0) return;
|
||||
// One flake per ~0.02 mass, clustered in a mound in front of the grater.
|
||||
const flakes = Math.max(1, Math.round(mass / 0.02));
|
||||
for (let i = 0; i < flakes && this.pileFlakes.length < 512; i++) {
|
||||
const a = this.rng.next() * Math.PI * 2;
|
||||
const r = Math.sqrt(this.rng.next()) * 0.26;
|
||||
const u = 0.5 + Math.cos(a) * r;
|
||||
const v = (PILE_Z / TRAY_D + 0.5) + Math.sin(a) * r * 0.6;
|
||||
this.pileFlakes.push({ u, v, s: 0.02 + this.rng.next() * 0.02, pith });
|
||||
}
|
||||
this.syncPile();
|
||||
}
|
||||
|
||||
private syncPile(): void {
|
||||
const m = new THREE.Matrix4();
|
||||
const q = new THREE.Quaternion();
|
||||
const eu = new THREE.Euler();
|
||||
const col = new THREE.Color();
|
||||
let n = 0;
|
||||
// Count flakes per cell to mound them up a little.
|
||||
const heights = new Map<string, number>();
|
||||
for (const fl of this.pileFlakes) {
|
||||
if (n >= 512) break;
|
||||
const key = `${Math.round(fl.u * 40)},${Math.round(fl.v * 40)}`;
|
||||
const h = heights.get(key) ?? 0;
|
||||
heights.set(key, h + 1);
|
||||
const x = fl.u * TRAY_W - TRAY_W / 2;
|
||||
const z = fl.v * TRAY_D - TRAY_D / 2;
|
||||
const y = TRAY_Y * 2 + 0.01 + h * fl.s * 0.5;
|
||||
eu.set(this.rng.next() * 0.5, this.rng.next() * Math.PI, this.rng.next() * 0.5);
|
||||
q.setFromEuler(eu);
|
||||
m.compose(new THREE.Vector3(x, y, z), q, new THREE.Vector3(fl.s * 3, fl.s * 0.6, fl.s));
|
||||
this.pile.setMatrixAt(n, m);
|
||||
col.copy(fl.pith ? this.pithMat.color : this.pileMat.color);
|
||||
this.pile.setColorAt(n, col);
|
||||
n++;
|
||||
}
|
||||
this.pile.count = n;
|
||||
this.pile.instanceMatrix.needsUpdate = true;
|
||||
if (this.pile.instanceColor) this.pile.instanceColor.needsUpdate = true;
|
||||
}
|
||||
|
||||
private syncMess(): void {
|
||||
if (this.mess.version === this.messVersion) return;
|
||||
this.messVersion = this.mess.version;
|
||||
const d = this.mess.field.data;
|
||||
const px = this.messTexData;
|
||||
for (let i = 0; i < d.length; i++) {
|
||||
const m = Math.min(1, d[i] * 2.2);
|
||||
px[i * 4] = 226;
|
||||
px[i * 4 + 1] = 210;
|
||||
px[i * 4 + 2] = 150;
|
||||
px[i * 4 + 3] = Math.round(Math.min(0.8, m) * 255);
|
||||
}
|
||||
this.messTex.needsUpdate = true;
|
||||
const solids = this.mess.solids.filter((sd) => !sd.collected);
|
||||
const mat = new THREE.Matrix4();
|
||||
let n = 0;
|
||||
for (const sd of solids) {
|
||||
if (n >= 256) break;
|
||||
mat.setPosition(sd.u * TRAY_W - TRAY_W / 2, TRAY_Y * 2 + 0.02, sd.v * TRAY_D - TRAY_D / 2);
|
||||
this.solidsMesh.setMatrixAt(n++, mat);
|
||||
}
|
||||
this.solidsMesh.count = n;
|
||||
this.solidsMesh.instanceMatrix.needsUpdate = true;
|
||||
}
|
||||
|
||||
private updateHud(): void {
|
||||
const s = this.session;
|
||||
if (!s) return;
|
||||
const r = grateResult(s);
|
||||
this.amountEl.textContent = `${amountWord(r.mode, r.gratings)} · ${Math.round(r.gratings * 100)}g`;
|
||||
// The bar fills toward the top of the ideal band.
|
||||
const target = r.mode === 'cheese' ? 0.7 : 0.2;
|
||||
this.amountFill.style.width = `${Math.min(100, Math.round((r.gratings / target) * 100))}%`;
|
||||
this.amountFill.style.background = r.gratings > target * 1.15 ? '#c88a2a' : '#e8c23a';
|
||||
|
||||
const bench = this.mess.benchWord();
|
||||
let state = '';
|
||||
if (r.mode === 'zest') {
|
||||
const pith = r.pithFrac > 0.05 ? ` · ${Math.round(r.pithFrac * 100)}% pith` : '';
|
||||
state = `region ${s.faceIndex + 1}/${s.faces.length}${pith}`;
|
||||
if (r.pithFrac > 0.2) state += ' — rotate the orange';
|
||||
} else {
|
||||
const block = `block ${Math.round(r.blockLeft * 100)}%`;
|
||||
const soft = s.softness > 0.5 ? ' · soft — it will smear' : s.softness > 0.15 ? ' · warming' : ' · cold';
|
||||
const clog = r.clog > 0.6 ? ' · CLOGGED' : r.clog > 0.2 ? ' · clogging' : '';
|
||||
state = `${block}${soft}${clog}`;
|
||||
}
|
||||
if (r.knuckleHits > 0) state += ` · ${r.knuckleHits}× knuckle`;
|
||||
state += ` · bench: ${bench}`;
|
||||
this.stateEl.textContent = state;
|
||||
this.stateEl.style.color =
|
||||
r.knuckleHits > 0 || r.pithFrac > 0.2 || r.clog > 0.6 || bench !== 'clean' ? '#e2603a' : '';
|
||||
}
|
||||
|
||||
/** Clear the clogged teeth — a double-click in play, a call in the harness. */
|
||||
clearTeeth(): void {
|
||||
if (this.session) clearClog(this.session);
|
||||
}
|
||||
|
||||
/** What the judge reads. Snapshot any time; final at serve. */
|
||||
result(): GrateResult {
|
||||
const s = this.session!;
|
||||
return { ...grateResult(s), bench: this.mess.stats() };
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
this.panel.dispose();
|
||||
}
|
||||
}
|
||||
562
src/sim/grating.ts
Normal file
562
src/sim/grating.ts
Normal file
@ -0,0 +1,562 @@
|
||||
import type { Ingredient } from './ingredients';
|
||||
import type { Criterion } from '../game/judging';
|
||||
|
||||
/**
|
||||
* Grating, on the same bones as everything else.
|
||||
*
|
||||
* The verb is a STROKE — drag the block (or the orange) down the box grater's
|
||||
* rasped face and lift. One stroke is length × pressure, and the sim does the
|
||||
* honest things with it:
|
||||
*
|
||||
* yield — a long confident stroke at good pressure sheds the most onto the
|
||||
* pile. That is the feel that has to be right: length is the lever.
|
||||
* spray — a short scrubby stroke shears shreds sideways off the board
|
||||
* instead of down onto the pile (→ mess field). Scrub and you make
|
||||
* a mess and little cheese.
|
||||
* knuckle — the danger. As the block SHRINKS your knuckles get closer to the
|
||||
* teeth; press hard on a small block and you roll a graze. Ease off
|
||||
* near the end or you're grating protein. This is block-proximity ×
|
||||
* pressure, so it only bites when the block is genuinely small —
|
||||
* the tense last third.
|
||||
*
|
||||
* Two customers on one prop:
|
||||
*
|
||||
* cheese (parmesan) — grates clean IF cold. It softens on the bench in real
|
||||
* time (the same temperature clock as butter, run backwards: butter
|
||||
* wants warm, cheese wants cold). Soft cheese SMEARS: output drops,
|
||||
* the teeth CLOG (a meter; clearing it costs service time), mess
|
||||
* accrues. The block shrinks as you take mass off it.
|
||||
* zest (orange) — each surface region has its own depth. Grate a region past
|
||||
* the pith line (`gratable.pithDepth`) and it sheds white PITH into
|
||||
* the pile instead of clean zest — visible, and bitter. Rotating the
|
||||
* orange (scroll) exposes a fresh region. The skill is rotation
|
||||
* discipline: move on before you hit the pith.
|
||||
*
|
||||
* Nothing here imports three.js — it runs on numbers the scene hands it, which
|
||||
* is what lets the harness grate a block headless. It deliberately does NOT
|
||||
* import juicing; the pith idea is re-derived here from the ingredient's own
|
||||
* pithDepth so the two stations stay independent lanes.
|
||||
*/
|
||||
|
||||
export type GraterId = 'box_grater' | 'microplane';
|
||||
|
||||
export interface Grater {
|
||||
id: GraterId;
|
||||
name: string;
|
||||
/** Rasp aggression — mass shed per unit of (stroke length × press). */
|
||||
rasp: number;
|
||||
/** How fast a zest stroke eats into the skin toward the pith line. Coarse
|
||||
* teeth bite deeper per stroke (hit pith sooner); a fine face is forgiving. */
|
||||
pithBite: number;
|
||||
/** How readily soft cheese packs the teeth. Open coarse teeth clog less. */
|
||||
clogProne: number;
|
||||
blurb: string;
|
||||
}
|
||||
|
||||
export const GRATERS: Record<GraterId, Grater> = {
|
||||
box_grater: {
|
||||
id: 'box_grater',
|
||||
// Coarse: lots of cheese per stroke, forgiving to clog, but it bites deep
|
||||
// on citrus so the pith line comes up fast — rotate often.
|
||||
name: 'Box Grater',
|
||||
rasp: 0.12,
|
||||
pithBite: 1.0,
|
||||
clogProne: 0.7,
|
||||
blurb: 'Four faces, coarse teeth. The workhorse.',
|
||||
},
|
||||
microplane: {
|
||||
id: 'microplane',
|
||||
// Fine: less mass per stroke, shallow bite (kind to zest), but soft cheese
|
||||
// packs it solid. The zest specialist. (Scene ships the box; this is spec.)
|
||||
name: 'Microplane',
|
||||
rasp: 0.08,
|
||||
pithBite: 0.6,
|
||||
clogProne: 1.3,
|
||||
blurb: 'Razor teeth. Snow, not shreds. Clogs if you let it soften.',
|
||||
},
|
||||
};
|
||||
|
||||
/** How the ingredient wants to be grated, decided by its profile. Citrus (a
|
||||
* pithDepth) is zest; a hard gratable block (parmesan) is cheese. */
|
||||
export type GrateMode = 'cheese' | 'zest';
|
||||
|
||||
export function grateMode(ing: Ingredient): GrateMode {
|
||||
return ing.gratable?.pithDepth != null ? 'zest' : 'cheese';
|
||||
}
|
||||
|
||||
/** What one stroke did — the scene turns these into pile, mess, clog, a flinch. */
|
||||
export interface StrokeResult {
|
||||
/** Good cheese shred onto the pile this stroke. */
|
||||
shred: number;
|
||||
/** Clean orange zest onto the pile this stroke. */
|
||||
zest: number;
|
||||
/** White pith shed into the pile this stroke (over-grating a region). */
|
||||
pith: number;
|
||||
/** Shred/zest sheared off the board this stroke (→ mess field solids). */
|
||||
stray: number;
|
||||
/** Cheese smeared onto the teeth/board from clogging (→ mess field mass). */
|
||||
smear: number;
|
||||
/** A knuckle graze happened — flinch, red flash, judged incident. */
|
||||
knuckle: boolean;
|
||||
/** Clog crossed the "the teeth are packed" line this stroke. */
|
||||
clogged: boolean;
|
||||
}
|
||||
|
||||
/** How many rotational regions an orange presents to the grater. Rotate (scroll)
|
||||
* to bring a fresh one to the teeth; each remembers its own depth. */
|
||||
export const ZEST_REGIONS = 8;
|
||||
|
||||
export interface GrateSession {
|
||||
ing: Ingredient;
|
||||
grater: Grater;
|
||||
mode: GrateMode;
|
||||
placed: boolean;
|
||||
|
||||
// --- Cheese / the block ---
|
||||
/** Remaining block, 1.0 = a fresh corner. Shrinks as you shred it. */
|
||||
blockMass: number;
|
||||
initialBlock: number;
|
||||
shred: number;
|
||||
/** 0 = fridge-cold and clean, 1 = fully soft and smeary. The temp clock. */
|
||||
softness: number;
|
||||
/** 0..1 teeth packed with smeared cheese; output falls as it climbs. */
|
||||
clog: number;
|
||||
smearTotal: number;
|
||||
|
||||
// --- Zest / the orange ---
|
||||
zestShed: number;
|
||||
pithShed: number;
|
||||
/** Accumulated grate depth per region; past pithDepth it sheds pith. */
|
||||
faces: number[];
|
||||
faceIndex: number;
|
||||
|
||||
// --- Shared ---
|
||||
strayTotal: number;
|
||||
knuckleHits: number;
|
||||
bloodied: boolean;
|
||||
|
||||
// --- Gesture state (rhythm) ---
|
||||
/** Consecutive-long-stroke confidence, small multiplier on yield. */
|
||||
rhythm: number;
|
||||
strokeCount: number;
|
||||
totalTravel: number;
|
||||
}
|
||||
|
||||
// --- Tuning. First principles, then measured on the bench (see commit). ---
|
||||
/** A fresh block, in the same "1 unit" mass currency the pile and bands use. */
|
||||
const INITIAL_BLOCK = 1.0;
|
||||
/** Zest sheds far less mass than cheese per stroke — it's a whisper of skin. */
|
||||
const ZEST_MASS_FRAC = 0.4;
|
||||
/** Depth a zest stroke adds to its region, before length×press. Sized so a
|
||||
* region hits an orange's 0.35 pith line in ~3 hard strokes → rotate by then. */
|
||||
const ZEST_DEPTH_GAIN = 0.18;
|
||||
/** Spray rises steeply as strokes get short: (1-length)^2. Scrub = mess. */
|
||||
const SPRAY_GAIN = 0.9;
|
||||
/** Long strokes build confidence; this caps the rhythm bonus. */
|
||||
const RHYTHM_MAX = 0.15;
|
||||
const RHYTHM_LONG = 0.75; // a stroke this long or longer counts as "confident"
|
||||
/** Soft cheese: fraction of a stroke's output lost to smear at full softness. */
|
||||
const SMEAR_LOSS = 0.8;
|
||||
/** Clog gained per stroke = softness × press × this × grater.clogProne. */
|
||||
const CLOG_GAIN = 0.35;
|
||||
/** --- Knuckles --- */
|
||||
/** Above this remaining block you're safe; below it, proximity ramps in. */
|
||||
const KNUCKLE_SAFE_BLOCK = 0.35;
|
||||
/** Graze chance = pressure × (0.4 + 0.6·length) × proximity × this. */
|
||||
const KNUCKLE_GAIN = 0.6;
|
||||
|
||||
const clamp01 = (v: number) => (v < 0 ? 0 : v > 1 ? 1 : v);
|
||||
|
||||
export function newGrateSession(
|
||||
ing: Ingredient,
|
||||
grater: Grater,
|
||||
opts: { blockMass?: number; softness?: number } = {},
|
||||
): GrateSession {
|
||||
const mode = grateMode(ing);
|
||||
const initialBlock = opts.blockMass ?? INITIAL_BLOCK;
|
||||
return {
|
||||
ing,
|
||||
grater,
|
||||
mode,
|
||||
placed: false,
|
||||
blockMass: initialBlock,
|
||||
initialBlock,
|
||||
shred: 0,
|
||||
// Cheese starts as cold as you left it; zest ignores softness entirely.
|
||||
softness: mode === 'cheese' ? clamp01(opts.softness ?? 0) : 0,
|
||||
clog: 0,
|
||||
smearTotal: 0,
|
||||
zestShed: 0,
|
||||
pithShed: 0,
|
||||
faces: new Array(ZEST_REGIONS).fill(0),
|
||||
faceIndex: 0,
|
||||
strayTotal: 0,
|
||||
knuckleHits: 0,
|
||||
bloodied: false,
|
||||
rhythm: 0,
|
||||
strokeCount: 0,
|
||||
totalTravel: 0,
|
||||
};
|
||||
}
|
||||
|
||||
/** Press the ingredient against the face. Nothing grates until it's placed. */
|
||||
export function placeBlock(s: GrateSession): void {
|
||||
s.placed = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Advance the bench temperature clock for a cheese that wants to stay cold.
|
||||
* `softensInSec` from the ingredient sets the pace; call it with the frame dt
|
||||
* while the block sits out. A no-op for zest and for cheeses with no temp need.
|
||||
*/
|
||||
export function warmOnBench(s: GrateSession, dt: number): void {
|
||||
if (s.mode !== 'cheese' || dt <= 0) return;
|
||||
const secs = s.ing.temp?.softensInSec;
|
||||
if (!secs || secs <= 0) return;
|
||||
s.softness = clamp01(s.softness + dt / secs);
|
||||
}
|
||||
|
||||
/** Clear the packed teeth. Costs the player service time in the scene. */
|
||||
export function clearClog(s: GrateSession): void {
|
||||
s.clog = 0;
|
||||
}
|
||||
|
||||
/** Rotate the orange to bring a fresh region to the teeth (scroll in play). */
|
||||
export function rotateOrange(s: GrateSession, dir = 1): void {
|
||||
if (s.mode !== 'zest') return;
|
||||
const n = s.faces.length;
|
||||
s.faceIndex = ((s.faceIndex + (dir >= 0 ? 1 : -1)) % n + n) % n;
|
||||
}
|
||||
|
||||
/**
|
||||
* One stroke down the face. `length` 0..1 is how far the stroke travelled
|
||||
* (1 = the full face), `press` 0..1 is downforce. `rand` decides only the
|
||||
* knuckle-graze roll — everything else is deterministic, which is what lets
|
||||
* the harness check it.
|
||||
*/
|
||||
export function grateStroke(
|
||||
s: GrateSession,
|
||||
length: number,
|
||||
press: number,
|
||||
rand: () => number,
|
||||
): StrokeResult {
|
||||
const out: StrokeResult = {
|
||||
shred: 0,
|
||||
zest: 0,
|
||||
pith: 0,
|
||||
stray: 0,
|
||||
smear: 0,
|
||||
knuckle: false,
|
||||
clogged: false,
|
||||
};
|
||||
if (!s.placed) return out;
|
||||
|
||||
const len = clamp01(length);
|
||||
const p = clamp01(press);
|
||||
const effort = len * p;
|
||||
if (effort <= 0) return out;
|
||||
|
||||
s.strokeCount++;
|
||||
s.totalTravel += len;
|
||||
|
||||
// Rhythm: confident long strokes build a small yield bonus; a short scrub
|
||||
// resets it. This is what makes a steady rhythm feel better than a flail.
|
||||
if (len >= RHYTHM_LONG) s.rhythm = Math.min(RHYTHM_MAX, s.rhythm + RHYTHM_MAX / 3);
|
||||
else s.rhythm = Math.max(0, s.rhythm - RHYTHM_MAX / 2);
|
||||
const rhythmMult = 1 + s.rhythm;
|
||||
|
||||
// --- The knuckle roll: only real when the block is small, worse under
|
||||
// pressure and on a long stroke that runs off the end of the block. ---
|
||||
const proximity =
|
||||
s.blockMass < KNUCKLE_SAFE_BLOCK
|
||||
? clamp01((KNUCKLE_SAFE_BLOCK - s.blockMass) / KNUCKLE_SAFE_BLOCK)
|
||||
: 0;
|
||||
if (proximity > 0) {
|
||||
const risk = p * (0.4 + 0.6 * len) * proximity;
|
||||
if (rand() < risk * KNUCKLE_GAIN) {
|
||||
out.knuckle = true;
|
||||
s.knuckleHits++;
|
||||
s.bloodied = true;
|
||||
// You flinch: the stroke's yield is mostly lost and a little sprays.
|
||||
const flinch = effort * s.grater.rasp * 0.3;
|
||||
out.stray += flinch;
|
||||
s.strayTotal += flinch;
|
||||
return out;
|
||||
}
|
||||
}
|
||||
|
||||
if (s.mode === 'cheese') gratecheese(s, len, p, effort, rhythmMult, out);
|
||||
else gratezest(s, len, p, effort, rhythmMult, out);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
function gratecheese(
|
||||
s: GrateSession,
|
||||
len: number,
|
||||
p: number,
|
||||
effort: number,
|
||||
rhythmMult: number,
|
||||
out: StrokeResult,
|
||||
): void {
|
||||
// Base rasp yield this stroke, gated by how much block is left (a nub gives
|
||||
// less), rasped by the grater, softened output lost to smear, choked by clog.
|
||||
const blockGate = clamp01(s.blockMass / 0.15); // the last crumb rasps poorly
|
||||
const gross = effort * s.grater.rasp * (s.ing.gratable?.yield ?? 1) * blockGate * rhythmMult;
|
||||
|
||||
// Soft cheese smears instead of shredding; cold cheese is all clean output.
|
||||
const smearFrac = s.softness * SMEAR_LOSS;
|
||||
const clogChoke = 1 - s.clog;
|
||||
const clean = gross * (1 - smearFrac) * clogChoke;
|
||||
const smeared = gross * smearFrac + gross * (1 - smearFrac) * (1 - clogChoke) * 0.5;
|
||||
|
||||
// Short scrubby strokes shear shreds off the board instead of onto the pile.
|
||||
const sprayFrac = clamp01((1 - len) * (1 - len) * SPRAY_GAIN);
|
||||
const toPile = clean * (1 - sprayFrac);
|
||||
const stray = clean * sprayFrac;
|
||||
|
||||
s.shred += toPile;
|
||||
out.shred += toPile;
|
||||
out.stray += stray;
|
||||
s.strayTotal += stray;
|
||||
out.smear += smeared;
|
||||
s.smearTotal += smeared;
|
||||
|
||||
// Everything that left the block — pile, spray, smear — came off the block.
|
||||
s.blockMass = Math.max(0, s.blockMass - (toPile + stray + smeared));
|
||||
|
||||
// Clog climbs when soft cheese packs the teeth.
|
||||
if (s.softness > 0.05) {
|
||||
const before = s.clog;
|
||||
s.clog = clamp01(s.clog + s.softness * p * CLOG_GAIN * s.grater.clogProne);
|
||||
if (before < 0.6 && s.clog >= 0.6) out.clogged = true;
|
||||
}
|
||||
}
|
||||
|
||||
function gratezest(
|
||||
s: GrateSession,
|
||||
len: number,
|
||||
p: number,
|
||||
effort: number,
|
||||
rhythmMult: number,
|
||||
out: StrokeResult,
|
||||
): void {
|
||||
const pithDepth = s.ing.gratable?.pithDepth ?? 0.35;
|
||||
const i = s.faceIndex;
|
||||
const before = s.faces[i];
|
||||
const inc = len * p * ZEST_DEPTH_GAIN * s.grater.pithBite;
|
||||
const after = before + inc;
|
||||
s.faces[i] = after;
|
||||
|
||||
// The portion of this stroke that stayed in clean skin (above the pith line)
|
||||
// is zest; whatever crossed into the pith is bitter white.
|
||||
const cleanDepth = Math.max(0, Math.min(after, pithDepth) - Math.min(before, pithDepth));
|
||||
const cleanFrac = inc > 1e-6 ? clamp01(cleanDepth / inc) : 1;
|
||||
|
||||
const gross = effort * s.grater.rasp * (s.ing.gratable?.yield ?? 1) * ZEST_MASS_FRAC * rhythmMult;
|
||||
const sprayFrac = clamp01((1 - len) * (1 - len) * SPRAY_GAIN);
|
||||
|
||||
const cleanMass = gross * cleanFrac;
|
||||
const pithMass = gross * (1 - cleanFrac);
|
||||
|
||||
const zestToPile = cleanMass * (1 - sprayFrac);
|
||||
const zestStray = cleanMass * sprayFrac;
|
||||
const pithToPile = pithMass * (1 - sprayFrac);
|
||||
const pithStray = pithMass * sprayFrac;
|
||||
|
||||
s.zestShed += zestToPile;
|
||||
out.zest += zestToPile;
|
||||
s.pithShed += pithToPile;
|
||||
out.pith += pithToPile;
|
||||
const stray = zestStray + pithStray;
|
||||
out.stray += stray;
|
||||
s.strayTotal += stray;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// The judge's side. Kept here so the game has ONE place to consume grating:
|
||||
// import { GrateResult, grateResult, grateCriteria, GRATE_LINES } from
|
||||
// '../sim/grating';
|
||||
// The scene assembles GrateResult (grateResult(session) + the bench stats it
|
||||
// owns) and hands it to the game; the game calls grateCriteria(result) and
|
||||
// merges GRATE_LINES into its verdict bank. Bench itself is scored by the
|
||||
// existing benchCriterion via result.bench — the same path prep/juice orders
|
||||
// use. knuckleLine() slots in like juicerRecognitionLine() when it fires.
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
/** The number-bag the prep bench hands the judge for a grate order. */
|
||||
export interface GrateResult {
|
||||
graterId: GraterId;
|
||||
graterName: string;
|
||||
mode: GrateMode;
|
||||
/** Total good gratings on the pile (cheese shred OR clean zest). */
|
||||
gratings: number;
|
||||
/** Pith on the pile (zest only) — the bitter white. */
|
||||
pith: number;
|
||||
/** pith / (zest + pith) — the ratio the Pith criterion scores. */
|
||||
pithFrac: number;
|
||||
/** Remaining block, 0..1 of a fresh corner (cheese). */
|
||||
blockLeft: number;
|
||||
clog: number;
|
||||
smear: number;
|
||||
knuckleHits: number;
|
||||
bloodied: boolean;
|
||||
/** Filled in by the scene from its mess field, same shape prep/juice use. */
|
||||
bench?: { mass: number; spreadFrac: number; solids: number };
|
||||
}
|
||||
|
||||
export function grateResult(s: GrateSession): GrateResult {
|
||||
const gratings = s.mode === 'cheese' ? s.shred : s.zestShed;
|
||||
const pith = s.pithShed;
|
||||
const denom = s.zestShed + s.pithShed;
|
||||
return {
|
||||
graterId: s.grater.id,
|
||||
graterName: s.grater.name,
|
||||
mode: s.mode,
|
||||
gratings,
|
||||
pith,
|
||||
pithFrac: denom > 1e-6 ? pith / denom : 0,
|
||||
blockLeft: clamp01(s.blockMass / s.initialBlock),
|
||||
clog: s.clog,
|
||||
smear: s.smearTotal,
|
||||
knuckleHits: s.knuckleHits,
|
||||
bloodied: s.bloodied,
|
||||
};
|
||||
}
|
||||
|
||||
/** Score a value against an ideal band: 1 inside [lo,hi], falling off outside. */
|
||||
function bandScore(v: number, lo: number, hi: number, underK: number, overK: number): number {
|
||||
if (v < lo) return clamp01(1 - (lo - v) / underK);
|
||||
if (v > hi) return clamp01(1 - (v - hi) / overK);
|
||||
return 1;
|
||||
}
|
||||
|
||||
/** Ideal serving bands per mode — cheese is a real pile, zest a fine scatter. */
|
||||
const BAND = {
|
||||
cheese: { lo: 0.4, hi: 0.7, under: 0.4, over: 0.5 },
|
||||
zest: { lo: 0.09, hi: 0.2, under: 0.08, over: 0.12 },
|
||||
} as const;
|
||||
|
||||
/** Live-readout word for the amount, in the judge's own thresholds. */
|
||||
export function amountWord(mode: GrateMode, gratings: number): string {
|
||||
const b = BAND[mode];
|
||||
if (gratings < b.lo * 0.5) return mode === 'cheese' ? 'a dusting' : 'barely a fleck';
|
||||
if (gratings < b.lo) return 'a little short';
|
||||
if (gratings <= b.hi) return mode === 'cheese' ? 'a good pile' : 'a proper scatter';
|
||||
return mode === 'cheese' ? 'a mountain' : 'a snowdrift';
|
||||
}
|
||||
|
||||
/**
|
||||
* The Gratings, the Pith and the Clog. Amount is a band (like spread amount);
|
||||
* a knuckle graze docks it and gets its own line, because he can see it. Pith
|
||||
* scores the white ratio (zest only). Clog scores the smeary mess a warm block
|
||||
* makes. Bench is scored separately via result.bench, same as juice.
|
||||
*/
|
||||
export function grateCriteria(result: GrateResult): Criterion[] {
|
||||
const b = BAND[result.mode];
|
||||
const amount = bandScore(result.gratings, b.lo, b.hi, b.under, b.over);
|
||||
// A knuckle in the pile is contamination; each graze docks the amount hard.
|
||||
const knucklePenalty = Math.min(0.6, result.knuckleHits * 0.35);
|
||||
const amountScore = clamp01(amount - knucklePenalty);
|
||||
const knuckleWord = result.knuckleHits > 0 ? `, ${result.knuckleHits}× knuckle` : '';
|
||||
|
||||
const out: Criterion[] = [
|
||||
{
|
||||
key: 'gratings',
|
||||
group: 'prep',
|
||||
label: result.mode === 'cheese' ? 'The Gratings' : 'The Zest',
|
||||
score: amountScore,
|
||||
weight: 1.0,
|
||||
detail: `${amountWord(result.mode, result.gratings)}${knuckleWord}`,
|
||||
},
|
||||
];
|
||||
|
||||
if (result.mode === 'zest') {
|
||||
// Pith is unforgiving: a tenth pith already reads, half is a headache.
|
||||
const pithScore = clamp01(1 - result.pithFrac / 0.4);
|
||||
out.push({
|
||||
key: 'pith',
|
||||
group: 'prep',
|
||||
label: 'The Pith',
|
||||
score: pithScore,
|
||||
weight: 1.1,
|
||||
detail:
|
||||
result.pithFrac < 0.05
|
||||
? 'clean zest, no white'
|
||||
: `${Math.round(result.pithFrac * 100)}% pith`,
|
||||
});
|
||||
} else {
|
||||
// Clog/smear only matters for cheese — a warm block ruins the yield twice.
|
||||
const clogScore = clamp01(1 - result.clog * 0.8 - Math.min(0.5, result.smear * 1.5));
|
||||
out.push({
|
||||
key: 'clog',
|
||||
group: 'prep',
|
||||
label: 'The Grate',
|
||||
score: clogScore,
|
||||
weight: 0.9,
|
||||
detail:
|
||||
result.clog < 0.15 && result.smear < 0.05
|
||||
? 'clean teeth, dry shred'
|
||||
: result.clog > 0.6
|
||||
? 'clogged solid'
|
||||
: 'smeary — it was too soft',
|
||||
});
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The knuckle line, slotted in as an opener when a graze happened (like the
|
||||
* Juicernaut recognition line). */
|
||||
export function knuckleLine(result: GrateResult): string | null {
|
||||
return result.knuckleHits > 0
|
||||
? "That's your knuckle in there. I'm not scoring the protein."
|
||||
: null;
|
||||
}
|
||||
|
||||
/** Judge lines for the grate criteria — merged into lines.ts's BANK by the
|
||||
* game. Five bad, three good, in his voice: dry, specific, never cruel. */
|
||||
export const GRATE_LINES: Record<'gratings' | 'pith' | 'clog', { bad: string[]; good: string[] }> = {
|
||||
gratings: {
|
||||
bad: [
|
||||
'A dusting. Were you seasoning it or introducing them?',
|
||||
'You grated half the block. It was a garnish, not a duvet.',
|
||||
'This is a mountain. I asked for cheese, not a foothill.',
|
||||
'You scrubbed at it. Half of it is on the board, not the plate.',
|
||||
'Short little strokes. Short little pile.',
|
||||
],
|
||||
good: [
|
||||
'A good pile. Long strokes, all of it on the plate. That is technique.',
|
||||
'Exactly the amount. You stopped when it was right, which nobody does.',
|
||||
'Even, generous, tidy. I have nothing to say, which is a compliment.',
|
||||
],
|
||||
},
|
||||
pith: {
|
||||
bad: [
|
||||
'This zest is half pith. It will taste like a headache.',
|
||||
'You stayed on one spot until it went white. Rotate the fruit.',
|
||||
'I can see the pith from here. Bitter. All that work for bitter.',
|
||||
'White among the orange. You went past the skin and kept going.',
|
||||
'You reamed the peel. There is more pith than perfume in this.',
|
||||
],
|
||||
good: [
|
||||
'Bright zest, no white. You turned the fruit before it turned on you.',
|
||||
'All perfume, no pith. Rotation discipline. I noticed.',
|
||||
'Not a fleck of white in it. That is a zest.',
|
||||
],
|
||||
},
|
||||
clog: {
|
||||
bad: [
|
||||
'It smeared. You let the parmesan sweat before you grated it.',
|
||||
'The teeth are packed solid. That is a warm-cheese problem.',
|
||||
'This is paste, not shred. It came out of the fridge too early.',
|
||||
'Clogged. You spent longer clearing the grater than grating.',
|
||||
'Soft cheese, coarse teeth, no plan. It shows.',
|
||||
],
|
||||
good: [
|
||||
'Dry, loose shred. That block was cold and you kept it that way.',
|
||||
'Clean teeth, clean pile. Cold cheese, honest work.',
|
||||
'Not a smear on it. You grated it before it could betray you.',
|
||||
],
|
||||
},
|
||||
};
|
||||
Loading…
Reference in New Issue
Block a user