Commit Graph

17 Commits

Author SHA1 Message Date
type-two
717ef56150 THE EGGS: day 20 — the crack, the separation, the float test, the beat
The egg dossier lands (atlas §1.5). sim/eggs.ts (pure): a carton of six,
each egg rolling freshness off the carton's age; the FLOAT TEST reads it
out (sinks flat / stands up / FLOATS) for free; the CRACK is a strength
window (soft = nothing, window = clean, hard = shell in the whites, fish
the bits out); SEPARATION passes the yolk shell-to-shell (fast breaks it,
old yolks are weaker — the float test also tells you how gently to pass);
a ROTTEN egg cracked blind ruins the bowl: green puff + a seed-varied
synth FART (audio.fart — pitch/length/wobble per egg, the tremolo loses
its nerve halfway). D dumps a ruined bowl; the dump clears the whites but
NOT the judge's memory (rottenCracked survives — no sin-laundering).
An old carton always has at least one liar in it (deterministic; the
glass finds it — floor, not lottery).

scenes/eggbench.ts: drag-to-glass float test, drag-to-rim + HOLD-SPACE
charge crack, alternate arrows to separate, click shell bits to fish.
judgeEggs: THE EGGS (Count/Shell/Whites) + The Nose; full line bank
('There is a GLASS OF WATER on the bench. It exists for exactly this.').
Day 20 authored (pavlova order) + eggs arm in the procedural rotation
(older cartons + need 4 past day 26).

Verified via REAL input: float-all + dodge + patient passes = 10.0/10;
blind rotten crack = the beat, dump recovers whites, The Nose remembers
= 6.3. Sim bars: crack window, float words, old-yolk weakness, fishing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 01:53:08 +10:00
type-two
64bf04c0b6 The endless mode uses the whole kitchen; the ledger makes days replayable
1) Station-mix procedural days: past day 19 the kitchen deals from every
station it taught — toast ~34%, then prep cuts (technique onion dice past
21), juice (better reamers + more pips later), the grill (4 pieces past
24), the pan (electric arrives 22, induction 26), the rib eye (random
grain, electric past 23), and the fridge delivery. Each with its own
ticket voice. Deals are seeded BY DAY: a reload re-deals the identical
order (no reroll-scumming) and the harness can reproduce any day.

2) THE LEDGER on the title: one chip per reached day with your best grade
stamped on it (S green through F red), click to replay. save.maxDay
tracks furthest-ever progress so replaying day 5 for the S never locks
day 19 away; old saves migrate (maxDay defaults to day).

Verified live: 26-day sweep deals all 7 stations, deterministic re-deals;
chip click starts day 5; procedural day-26 steak (electric fuel ramp)
played end-to-end: rested, cut across a random grain, 9.1/10.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 01:27:25 +10:00
type-two
f81d1b5c82 The rib eye is playable: day 19, sear -> REST -> cut (it bleeds)
Wired steak.ts into a live day. scenes/steakboard.ts — the resting board:
the steak lands off the pan full of juice, DRAG across the grain (pale
fibre lines shown) to slice; cut it before it rests and a dark juice
puddle FLOODS the board. Day 19 routes pan-sear -> resting board -> judge
(pan's two seared faces carry the interior doneness). judgeSteak scores
THE STEAK (The Cook / The Rest / The Cut) + The Board, with a steakhouse-
grandfather line bank ('You cut it the second it left the pan. It bled out
on the board. I watched the whole thing.').

Verified live end-to-end: rested + across grain -> S (9.5); cut hot -> 'it
bled' -> 5.4; rested but along the grain -> 'chewy' -> 6.9. The three acts
each move the grade. Real-drag cutting confirmed (4 slices, flood 6.9).

Also fixed a latent crash: verdictLines could call fill() with an
undefined line when the best-scoring row (e.g. The Board) had no BANK
entry — now guarded.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 23:05:45 +10:00
type-two
afe2bf174b Cold-chain review fixes: reload-dodge, crash-safety, fair ceiling (6 findings)
Adversarial review of the cross-day loop found six real issues; all fixed
and re-verified:
- RELOAD EXPLOIT (edge-case): enterPan consumed + persisted fridge stock
  at day-START, so a reload mid-pan re-fetched null and DODGED the rot-cap
  (and honest players lost the ingredient). Now the consumed stock is held
  (pendingFridge) and committed atomically with the day advance in onNext —
  a reload re-fetches the same item deterministically. Verified: after
  entering day 18 the mushroom is still in save.fridge until the day turns.
- CRASH (edge-case): loadSave passed save.fridge unvalidated → restoreStore
  hard-crashed on a corrupt/unknown-zone entry. restoreStore is now
  corruption-tolerant (guards Array + known zone). Verified: garbage save
  → no crash, falls back to a fresh ingredient.
- FAIRNESS (design): The Ingredient scored linearly on quality, so even a
  perfectly-stored 'fresh' mushroom (0.77) capped the ceiling below S. Now
  scored on the freshness BAND — fresh = full marks — so optimal cold
  storage reaches S (verified 0.77 'fresh' from the coldest back shelf),
  use-soon dents (A), off/dangerous near-zero + hard-cap (F).
- word/quality mismatch: usableQuality's word now derives from the docked
  quality (a thawed item reads its real handed-over state).
- freezer thaw 0.82 -> 0.78: a 3-day-frozen mid-perishable (0.75) no longer
  out-scores the coldest fridge shelf (0.77) — the texture cost is real.
- rename-safety: FRIDGE_MUSHROOM_ID shared constant couples the two days.

Gradient verified: optimal->S, decent->A(7.4), bad->F(3.0); plain pan 8.0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 22:15:39 +10:00
type-two
3f91bedc7f The cold chain closes the loop: stock day 17, cook it day 18
The fridge persists in the save (serializeStore/restoreStore/fetch in
coldchain.ts). Day 18 'the lunch rush' pan-sears the very mushrooms you
stored on day 17 — fetched FIFO at whatever freshness your storage left
them. judgePan gains 'The Ingredient' row; a dangerous/off one HARD-CAPS
the total (no sear saves rot). Judge line bank for the fetched ingredient.

Verified live: identical cook (72%/57% sear), well-stored mushroom serves
7.4/10, badly-stored (warm door) serves the SAME sear but 3.0/10 (F) with
'The Ingredient: off the shelf — dangerous' capping it. Plain pan day 16
unaffected (8.0) — backward compatible. Day-17 delivery gains mushrooms;
Order.pan.fromFridge flag; save carries the stock.

Harness: t.coldChainArc(good?).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 21:52:27 +10:00
type-two
2085f68655 The cold chain is playable: day 17, put the delivery away
Wired coldchain.ts into a live day. scenes/fridge.ts — a front-view fridge
with zones (freezer drawer / cold back / mid shelves / warm door + glass
shelves), a delivery you drag in, items that recolour as they spoil. Day
17 'put it away': stock it right, ENTER shuts the door (3 days pass),
ENTER again and the inspector opens it. judgeFridge scores THE FRIDGE
(The Cold / Hygiene) + The Waste; hygiene-inspector line bank ('Raw
chicken dripping onto the salad. That is not a fridge, that is a crime
scene with a light in it.').

Sim fix: contamination drips across the whole fridge interior by shelf
height (raw-on-bottom is the real lesson), not just within one zone.

Verified live: day 17 routes to the fridge; good storage (raw low,
perishables cold, RTE high) grades S (10.0); bad storage (raw high in the
warm door, crammed) grades C (3.5) — 38% off, 38% dripped on, 3 wasted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 21:22:20 +10:00
type-two
8b13ac68a8 M17 pan shipped as a playable day (16); heat brief complete
Routed the pan into a real order: day 16 'pan-sear the mushrooms on the
gas' — butter in, wait for the FOAM not the smoke, land the food, brown
both faces, baste in the noisette. judgePan scores THE SEAR / BOTH SIDES
/ THE BUTTER with a butter-snob line bank. New scorecard group THE PAN;
the cast-iron skillet GLB renders with a fuel-coloured flame.

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 20:43:30 +10:00
type-two
94a5f2f293 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>
2026-07-19 16:27:54 +10:00
type-two
b76820b88e Heat sources M-H1/M-H2: the knob is not the heat
New bone src/sim/heatsource.ts: a HeatSource sits between the knob and
the browning integrator — the dial sets target, output chases it on a
fuel-specific lag, every station reads output. Five fuels (gas/electric/
induction/charcoal/radiant) + appliance SKUs (oven_gas, oven_fan,
cheap_electric). roasting.ts retrofit is golden-preserving: optional
src?, reads src.output ?? power, byte-identical when absent.

Verified in-browser:
- GOLDEN: no-src oven = mean 0.698 / blister 1.0 / collapse 0 (== HEAD).
- M-H1 chase 3->9: gas 0.433s, electric 6.0s, induction 0.133s (distinct).
- residual after 9->0: gas 0@1s, electric 6.6@6s, charcoal 9@30s.
- M-H2: gas oven stdev 0.1207 vs fan 0.0016 at equal mean 0.6001 (75x).
- day 14 bruschetta now roasts on oven_gas, still grades S (9.62); oven
  HUD reads 'GAS OVEN 8 · blue flame', tomatoes visibly hot-at-centre.

Doctrine: OPUS-BUILD-BRIEF-HEAT.md (the cross-cutting heat & environment
doctrine — 'you never cook the knob, you cook the lag'). Harness:
t.heatChase/residual/ovenStdev/ovenGolden/ovenDemo.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 14:16:54 +10:00
type-two
cc39478a6e M15 bruschetta capstone: roast → assemble → the sog finger-press, day 14 end to end
The multi-station order, on the proven bones. Cut the sourdough (M10) →
toast (M1) → roast the tomatoes (toaster generalized) → assemble (garlic rub,
topping point-set, sog clock) → serve. Judge groups The Bread / The Topping /
The Bench. Planning is the mechanic: the temperature clock drifts the two
cheeses on real service time.

What I built on top of the partial work (sims + judge criteria + lines were
already in place and good — kept them):
- Temperature clock WIRED (sim/tempclock.ts): TempClock armed on bruschetta
  days, steps every tick while timing; a per-perishable fridge/bench toggle UI
  (game.showTempToggle) that reads the judge's own readiness word live; a
  toggle costs 8s service (reopening the fridge has teeth). Ticket hints:
  "get the brie out now", "leave the parmesan in".
- Roast tomatoes WIRED: OvenView routed after the toast lands on bruschetta
  orders (kitchen.onPopped branch → enterOven). Browning Field reused, blister
  past 0.6, collapse to sauce past 0.9. oven_tray.glb is absent → loadProp
  catch-fallback to the procedural tray (graceful, as designed).
- Assembly scene BUILT (scenes/assembly.ts, new): own toasted garlic-rubbed
  slice; G rubs the clove (one-swipe coverage), 1/2/3 drop tomato/cheese/basil
  as a point set; ENTER serves. Distribution scored by Clark-Evans (the rind
  code, fed the topping list); balance by mass-per-area band.
- Sog clock: rate x wet-mass x moisture / thickness — the doorstop resists,
  the thin slice surrenders; the judge presses a finger ("It bends. Toast
  should not bend.").
- Day 14 order added; enterOven/enterAssembly/serveBruschetta follow the exact
  runNextPrep/enterPrep/enterJuice machinery. Scorecard grouped
  bread/topping/bench via judge()'s existing group path.
- Harness (src/dev.ts): t.roast(s,power), t.rub(passes), t.assemble({...}),
  t.sogWait(s), t.tempToggle(id), and t.bruschetta() happy path returning the
  full grouped stats.

Fixes to the partial work: judge.ts shadowed the `order` param with a local
`const order` (rename → groupRank; would not typecheck); oven.ts material
opacity access typed as Material|Material[] (cast once).

Tuning (measured headless — the pure sims run without three.js):
- assembly SOG_RATE 0.006 → 0.004: doorstop (0.31) under a normal wet load
  (5 tomato ~2.1) served promptly (8s) stays CRISP (sog 0.21); dawdled 30s goes
  soft (0.77); a thin slice (0.12) bends inside ~15s. The bakery loaf matters.
- assembly MASS_BAND [1.1,2.1] → [2.5,4.5]: the old band scored a normal build
  (5t+4c+3b = 3.82 total mass) as an off-band 0; the band now sits around a
  proper generous topping. Sparse ~1.3 reads bare, a heap ~6.6 slides off.
- roasting RATE 0.042 kept; comment corrected to the measured window (power 6:
  stalls wet to ~26s, blisters 28-36s, collapses past ~40s).
- brie softensInSec 80 (from partial work) kept: out at order start, spreadable
  by assembly.

VERIFY (dev build; run in the console):
  t.start(); t.bruschetta()
Expected (headless sim + live path):
  roast:        {mean ~0.70, blister ~1.0, collapse 0, score ~1.0}
  distribution: ~1.0   (Clark-Evans R ~1.25, evenly strewn)
  balance:      {mass ~3.82 in band [2.5,4.5], score ~1.0}
  sog:          {value ~0.21, word "crisp", score ~0.99}
  rub:          {coverage ~0.35-0.5, score ~1.0}
  temp:         {score 1.0 (brie taken out, parmesan left in)}
  bench:        ~1.0   (clean roast, no slump)
  grade A/S, total ~9

Sub-mechanic checks (after t.bruschetta up to the oven, or standalone):
  t.roast(26,6)  → mean ~0.56, blister ~0     ("under-roasted")
  t.roast(42,6)  → collapse ~0.69             ("collapsing to sauce")
  skip t.tempToggle('brie') → Temperature 0, worst "brie fridge-hard"
  thin slice + t.sogWait(15) → sog ~1.0, "it bends"

typecheck clean (tsc --noEmit), vite build clean. node_modules is a symlink to
the main checkout and is deliberately NOT committed (dir-only .gitignore rule
misses the symlink; staged the 12 source files explicitly).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 15:25:21 +10:00
type-two
e1e5ce823a M12 routed + M14 onions: the juice detour and the stop-line
Stage 2 Lane B. Two jobs, both riding the existing prep-bench machinery
(prepQueue drained through enterPrep/runNextPrep before enterToastFlow, results
folded into the judged scorecard) — extended, not rebuilt.

JOB 1 — the juice station is a real day now.
- orders.ts: PrepStep is a discriminated union; new 'juice' kind carries the
  juicer tier + optional halve + fixed seed count. Day 12 (Deidre): "fresh
  orange juice with the toast" — juicer comes from the ORDER (Pyramid Classic,
  the starter, no seed moat), the halve is left clean (dead-centre) so the twist
  is the whole test; the halve->juice chain stays M12's own later order. seeds
  fixed at 5 so Pips is a skill row, not a lottery.
- game.ts: the Game owns a JuiceView (like PrepView). runNextPrep branches on
  step kind; enterJuice mirrors enterPrep. The glass is scored on its own
  criteria (juiceCriteria) folded into judge() via a new `extra` param; its
  spray joins The Bench through the same prepResult path a cut order uses.
- lines.ts: JUICE_LINES merged into the verdict BANK; juicerRecognitionLine
  wired off order.prep (the Juicernaut announces itself before the verdict).
- dev.ts: t.juice(revs, press) drives the REAL routed game.juiceView (not the
  __tj sandbox); follow with t.handoff() to serve the glass.

JOB 2 — M14 onions, the technique test (brief section 6).
- The stop-line rides the existing cut sim with one additive hook: on the
  onion dice's root-ward first pass, RELEASING the blade mid-saw commits a cut
  that stops short of the root (liftKnife now commits + returns its frame).
  finishCut is factored so a stopped cut and a through cut share the path.
  Saw all the way (progress hits 1) and the root severs -> the layers scatter.
  Gated behind pattern { kind:'dice', root:true } so day 10's plain dice
  (M11-verified) is untouched. That is the "ending a cut deliberately short"
  feel — restraint one cut at a time, not a menu choice.
- Sting clock: stingStep raises sting with open cut-surface x time x how much
  you crushed rather than sliced (blunt/squashy = tear gas). Rendered as a
  cheap full-screen DOM overlay (radial vignette + backdrop blur) that grows
  with sting, plus an "eyes fine/watering/streaming" readout and a green
  stop-line marker on the onion.
- Scored as two new rows (judging.ts): The Dice (stem discipline, w1.3) and
  The Eyes (sting endured, w0.7). The Pieces (CV) stays the criss-cross
  spacing, so the two skills are told apart. Lines for 'dice' and 'sting'.
- Day 13 (the inspector): dice the onion PROPERLY with The Best Thing.
- dev.ts: t.chop gains stopAt; t.diceOnion({stopAt|through}) drives both.

Constants and why:
- STOP_MIN 0.15 — a release shallower than this is a fumble, not a stop.
- STING_RATE 0.02 — a sharp, quick clean dice finishes ~0.05 (clear-eyed);
  the same onion left open 10s floods to 1.0. Sharp+fast wins, dawdling blinds.
- stemDiscipline band: full marks 0.55..0.9 depth, graze 0.9..0.97, through
  >=0.97 = confetti; undercut <0.55 = joined chunks.
- t.diceOnion default stopAt 0.8 -> commits ~0.85, level with the 0.82 marker.

Verified headless (deterministic; sim is pure):

Day 12 juice, t.day(12); t.juice(3, 0.7):
  extracted 0.728, theoretical 1.0, yieldOfReachable 0.728, pips 4,
  seedsCaught 0 (Classic has no moat -> serve the pips or fish them).
  Criteria: The Juice score 0.631 (w1.3), Pips 0.200 (w1.1). t.handoff()
  serves the glass; the toast half then runs as any non-loaf day, and the
  scorecard shows THE PREP (The Juice, Pips, The Bench) beside THE TOAST/SPREAD.

Day 13 onion, t.day(13); t.diceOnion():           // proper dice, stop short
  16 pieces, CV 0, rootThrough 0, stopDepths [0.85,0.85,0.85],
  The Dice score 1.000, sting 0.052 -> The Eyes 0.939 ("clear-eyed").

t.day(13); t.diceOnion({ through: true }):          // cut through the root
  rootThrough 3, stopDepths [1,1,1], The Dice score 0.000 (confetti line
  fires), CV still 0 -> the disaster reads on The Dice, not a lying CV.

Sting accumulation: after a proper dice, t.run(600) (10s idle) ->
  sting 0.052 -> 1.000 ("blind"), The Eyes 0.939 -> 0.000. The cut onion
  stings while it sits, exactly as it should.

Plain dice unaffected: onion { kind:'dice', n:4 } (no root) -> 16 pieces,
  CV 0, rootThrough 0, phase done — M11's day 10 is byte-for-byte the same test.

typecheck clean, npm run build clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:19:49 +10:00
type-two
d7ce7b7961 M11 finish: days route through the prep bench; dice & wedges driven for real
Order.prep is no longer decorative. beginDay() now drains an order's prep
queue through the bench BEFORE the toaster, folding each PrepResult into the
judged day, then falls through to the existing toast flow (loaf knife-trip or
straight to the kitchen). The bench→kitchen ENTER handoff is the same verified
door; both the standalone harness path (t.prep) and the day flow go through one
enterPrep().

What changed:
- orders.ts: PrepStep gains an optional `knife` (prep knives are supplied by
  the order, not fished from the drawer — that trip is for the spread tool).
  prepAsk() words a step for the ticket. Two new scripted days:
    day 10 — dice an onion (dinner knife), then golden white + butter.
    day 11 — six wedges of tomato (dinner knife), then a scrape on golden white.
  The onion showcases dice (layered flesh punishes a bad cut); the wet tomato
  showcases wedges (press-without-saw skates and hoses the board).
- game.ts: prepQueue drained by runNextPrep(); enterToastFlow() extracted from
  beginDay(); startPrep() now delegates to enterPrep(); mergePrep() folds a
  second step honestly (worst CV, summed mess, all pieces) though every shipped
  order is single-step. Ticket renders a warn-chip per prep step.
- dev.ts: t.wedges({n,dy,wobble}) and t.dice({n,dy,wobble}) drive a whole
  pattern deterministically off the existing t.chop() — the dice's two rotated
  passes are just 2·(n-1) chops (the sim banks pass A and rotates the board
  itself). t.handoff() taps the ENTER the bench waits on. Both return prepStats.

Measured (pure-sim, formulas from cutting.ts, positions the harness uses):
- wedges n=6, cuts at [-0.5,-0.167,0.167] → 6 wedges, CV 0.0000 (even).
- dice   n=4, cuts [-0.25,0,0.25] both passes → 16 cells, CV 0.0000 (even).
- wedges with wobbled spacing [-0.5,-0.35,0.28] → CV 0.6351 ("a lottery").
CV 0 for even placement confirms the pieces criterion is a real skill test on
both new patterns; wobble/dy in the helpers exercises the failure end.

Verify (dev build, window.__t):
  t.start(); t.day(10); t.dice({n:4}); t.prepStats()  // 16 pieces, low CV, bench
  t.handoff();                                          // lands in the kitchen
  t.toast(9); t.pick('butter_knife'); t.spread(); t.kitchen.serve()
    // scorecard groups THE PREP (The Pieces / The Bench) + THE TOAST / SPREAD
  t.start(); t.day(11); t.wedges({n:6}); t.prepStats()  // 6 pieces, low CV
  Lottery/mess check: t.day(10); t.dice({n:4, dy:0.35, wobble:0.06}) → high CV,
    messy bench, "a crime scene".

typecheck clean, vite build clean. Untouched: sim/juicing.ts, scenes/prep.ts,
gen-assets.sh, MASTERPLAN.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:41:13 +10:00
monster
faf196657e M11 WIP: the prep bench core — one board, and it remembers
Code-complete and verified headless; NOT wired into a day yet (see brief §0.5).

The core, all reusing the M0-M10 bones:
- sim/ingredients.ts: the cast (tomato/orange/onion/garlic/parmesan/brie/
  cucumber/avocado/roast_tomato) with shape, skin slip, flesh moisture+layers,
  seeds, sting, temperature needs, gratability.
- sim/cutting.ts: CutSession = ingredient + knife + pattern (halve/slices/
  wedges/dice), generalizing the M10 slicing sim. New physics: slip (press a
  flat blade on slippery skin and it skates, the aim jumps, juice sprays) and
  juice (moisture x speed, so deliberate leaks and frantic hoses).
- sim/mess.ts: the bench is judged. Field over the board UV + a solids list;
  the wipe is the butter brush in reverse and mass-conserving, so one pass
  smears and the second cleans.
- scenes/prep.ts: aim/bite/saw, deepening seams, pieces fan out, juice stain
  texture, instanced solids, live 'bench: clean/smeared/a crime scene'.
- judging.ts: The Pieces (CV, w1.3) + The Bench (w0.9); clarkEvans extracted
  for M15's toppings; criteria grouped by station and the card grouped with it.
- lines.ts: 8 lines each, in his voice.

Measured, not asserted:
- Even deliberate slices -> CV ~0, bench mass 0.51.
- Sloppy + frantic (0.3 u/frame) -> CV 0.72, mass 18.8, 16 solids, 'a crime scene'.
- Dinner knife pressed on a tomato without sawing -> skates, aim jumps 0 -> 0.12.
  The Best Thing under the same press bites in 7 frames, 0 slips.
- Wipe two passes -> mass 0.51 -> 0.09.

Tuning found by playing: slice CV runs over piece WIDTHS not volumes (round
ingredients make end slices thin by geometry — a perfect cut scored 0.40, which
is a geometry lesson, not a skill test); juice coefficient 0.5 -> 0.1 (the first
tomato flooded the board before the second cut).

Assets: gen_3d retries once per stage, bakery seeds bumped, prep cast queued.
2D landed (bruschetta_hero, wonderslice_bag). 3D is BLOCKED: every bg_remove
fails because m4pro's disk is 100% full. Procedural stand-ins carry the bench.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 17:17:47 +10:00
monster
31f2eff28e M10 WIP + Build Brief 2: the bakery is code-complete, the prep bench is specced
M10 (code-complete, verification pending — see OPUS-BUILD-BRIEF-2.md §2):
- Brands with mechanical quality (WONDERSLICE 0.25 vs Crustworthy 0.8 etc.):
  quality scales heat-map patchiness and crumb fragility. Bakery sourdough is
  loaf-only.
- Slicing minigame: aim thickness, saw with vertical strokes; progress/wobble/
  squash; wedge slices brown unevenly in the toaster (the bad cut follows you);
  squash arrives as pre-existing damage.
- Bread Knife + THE BEST THING (heavy, soft-scalloped, saw eff 1.65) join the
  drawer; on loaf days the drawer trip happens BEFORE toasting ("they are
  waiting") and whatever you fish out is what you slice with.
- Day 9 handwritten (the inspector wants a doorstop with parallel faces),
  procedural brands/loaf days from day 10, The Cut criterion (band + wedge +
  squash, TBT signature bonus), cut line bank.
- Verified so far: day-9 ticket chips, knife-trip drawer with bread_knife AND
  the_best_thing present, timer label, typecheck + build. Slicer end-to-end
  play, tuning, and couplings assertions are itemised in the brief.

OPUS-BUILD-BRIEF-2.md — the prep bench: generalized ingredients + cutting
(slip, juice, piece-evenness CV), the judged mess field, oranges + ribbed
pyramid juicer (halve evenness caps yield, seeds by juicer tier, the
Juicernaut), the grater (zest/pith line, cheese needs cold, knuckles), onions
(sting that blurs REAL vision, the stop-short-of-the-stem criss-cross dice),
and bruschetta as the capstone (temperature planning, roast tomatoes on the
browning field, topping Clark-Evans, the sog clock vs doorstop slices).

Bakery asset batch partially failed (flux errors + one lost GLB) — regen
instructions with retries are in the brief §8.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 16:24:05 +10:00
monster
ff006e65db M8: crunchy vs smooth, and the jar that separates
Natural peanut butter stratifies while it sits. The jar carries the state:
strat 0..1, set per order (smooth 0.75, crunchy 0.9 — chunks sink). The first
unstirred dip takes the oil slick off the top; the ones after it dig into what
the oil left behind. Verified dip trace, no stirring: 0.875, 0.669, 0.462,
0.256. Swirl the knife in the jar (~2.5 circles of angular sweep; holding still
stirs nothing) and every dip is 0.5. Stirring costs time, and time costs toast
warmth — the mechanic pays the same tax as everything else.

Consistency pushes back through the physics that already exist: an oily load
multiplies the yield down (glides at any angle, goes on thin), a dry one
multiplies it up (fights like cold butter, tears). The shader shows it — slick
is dark and shiny, grout is pale and matte.

The judge reads what LANDED, not what the jar was: every deposit remembers the
oil it landed at, and the criterion scores the mass-weighted mean AND stdev.
The stdev is the design catch, found by verification: a slick strip and a grout
strip average to 0.54 — "just right" — and the first cut scored the lazy play
as if the jar had been stirred. Nobody eats the average:

  never stirred, strips   oil 0.54 ±0.23  "slick here, grout there"  C
  one slick dip, whole    oil 0.87 ±0.00  "a slick"
  stirred first           oil 0.50 ±0.00  "just right"

Crunchy reuses the particle system wholesale — chunks ride the knife, shed per
stroke-distance, get judged with the same Clark–Evans index ("Peanut chunks —
21 bits, evenly strewn (R 1.20)"), and the rind line bank is genericised via a
{bits} placeholder so he complains correctly about either.

Day 6 is crunchy now ("the PROPER kind"), the ticket warns when a jar has been
sitting, and the JAR bar shows how mixed it is. Five new judge lines, including
"You did not stir the jar. The jar knows. I know."

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 23:03:57 +10:00
monster
70922bd855 M7: marmalade — rind, and a judge who scores its distribution
A particulate spread. The jelly is ordinary rheology; the rind is discrete
solids that ride the knife and drop off per unit of stroke DISTANCE, not per
second — a dabbing knife makes a pile, a moving knife lays a trail, and since
the shed rate scales with what's left on the blade, one dip cannot cover the
slice. Even rind takes several dips placed with intent. Scraping picks bits
back up (60% survive the blade), so a clump can be argued with.

The judge scores the scatter with the Clark–Evans nearest-neighbour index over
the bread's own area, and quotes it: R near 0 is one clump, 1 is random, above
1 is deliberate. Verified end to end on day 8:

  dab in a corner      8 bits   "one clump (R 0.24)"        drags grade to B
  three placed dips    24 bits  "evenly strewn (R 1.17)"    A, 8.9/10

First cut shed per-second; even careful strokes dumped the whole load in the
first half-second and scored "clumped (R 0.50)". Distance-based shedding is
what makes evenness the reward for technique rather than luck.

Rind renders as instanced chunks parented to the slice mesh, so it rides the
pop, the landing, and the pedestal turn. Points, not a field: the judge wants
nearest-neighbour statistics, and those want points.

Same sRGB trap as M3, new spot: the instanced material's colour was passed as
raw floats, which the renderer reads as linear — candied orange rendered as
pale butter. setRGB(..., SRGBColorSpace).

New content: day 8 handwritten (Deidre wants a piece in every bite), marmalade
in the procedural pool, five rind-district lines for the judge, and a marmalade
jar GLB generated on-device like everything else, with a plain-glass fallback
while it loads.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:45:57 +10:00
monster
b07d57e9e9 M3: judging — the scorecard, the judge, and a colour-space bug
The loop closes: ticket -> toast -> spread -> ENTER -> verdict -> next day.

- judging.ts: 9 weighted criteria, each reading the same fields the knife was
  pushing around, so every line of the scorecard points at something real
  ("0.78 against 0.68 asked", "thick — thin asked", "28% burnt").
- lines.ts: ~45 lines keyed to whichever criterion actually decided the score,
  so the verdict and the scorecard always agree — the verdict just has feelings
  about it. MITEY has its own vocabulary.
- judge.ts: the toast turns on a pedestal under a spotlight, grade stamps in,
  heatmap toggle for browning/spread. The generated inspector reacts by grade.
- orders.ts: seven handwritten days, then procedural. Day 1 is soft butter on
  white; day 7 is a translucent film of MITEY on wet sourdough with fridge-hard
  butter and a steak knife.

The find: every art colour was authored as sRGB and fed straight into a linear
lighting pipeline. Linear 0.14 encodes back out to sRGB ~0.4, so "near-black"
MITEY rendered as TAN and saturated butter washed to pale cream. This was the
root cause of the legibility fights in M0 and M2 — I'd been treating the symptom
by pushing the specular around. One line (albedo = pow(albedo, 2.2), mixing
stays in sRGB because that's the space the palette was picked in) and the whole
art direction landed: MITEY is genuinely black, butter is butter, the crust went
from cream to a rich golden brown.

Also: the specular lobe was far too broad. The slice is flat with the light and
camera both above it, so dot(N,H) ~0.98 everywhere and a wide lobe blankets the
whole slice in white. Tightened, so only ridges tilted into the light catch —
which is what a spread actually looks like.

The slice rolls its own lighting and ignores scene lights, so the judge's
spotlight did nothing to it; it now swaps its own rig for presentation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:04:22 +10:00