bffee40c6f
23 Commits
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bffee40c6f |
THE POACH: day 21 — the shiver, the vortex, the drop, the wobble test
The near-game, treated with respect (masterplan P3). sim/poach.ts (pure, rides the heat-source bone): the pot chases the knob on the fuel's lag and the poach wants the SHIVER (5.8-7.4) — cooler rags the white on the way in, a rolling boil (>8.2) tears it the whole time. The VORTEX is the reamer-twist at pot scale: swirl builds it, it DECAYS (swirl then drop, not swirl then admire), and the strength at the drop is the judged form. Two-layer set: white first, the yolk only firms once the white is mostly there — lift in the window (white >=0.85, yolk <=0.35) or you've boiled an egg the long way. Then DRAIN on the slotted spoon. Stirring a dropped egg is vandalism (rags it directly). scenes/poach.ts: WHEEL flame, circular-drag swirl (real angular sweep), SPACE drop, L lift, hold-to-drain, ENTER serves; vortex streaks that spin and fade, shiver-vs-boil bubbles, the white gathering tighter as it sets, a hard yolk going pale. judgePoach: THE POACH (White/Wobble/Form) + The Drain; the wobble line is the dossier's: 'It should tremble. Like you, right now.' Day 21 authored + poach in the endless rotation (electric pot past day 27). Verified with REAL input: shiver + 91% vortex + lift-at-tremble + drain = 9.9/10 'it TREMBLES — perfect', 'one neat comet (vortex 91%)'; still water into a rolling boil, overstayed, undrained = 3.6/10, 'a pot of rags', 'it does not move at all'. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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>
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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> |
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1e5d069c99 |
Rib-eye review fixes: rest-per-cut, no-cut guard, sear evenness, GPU leak (6 findings)
Adversarial review of the steak day found seven issues; fixed six: - REST SCORE gamed by slice count (bug): flood summed over cuts, so fewer slices faked a better rest. Now scored on the PER-CUT bleed (moisture at the moment you committed) — cutting 1 vs 6 slices at the same rest is identical (verified 0.682 == 0.682); slice count is pure visual now. - ZERO-CUT SERVE rewarded (design): an uncut steak scored restScore 1.0. steakResult now gives 0 rest with no cuts, and the board blocks serving until you've actually cut. - UNEVEN SEAR masked (edge-case): The Cook used only (down+up)/2, so one charred + one raw face averaged to 'perfect'. sideGap now threads pan -> board and docks cookScore (an uneven sear isn't the right steak). - GPU LEAK (bug): grain lines + slice seams were removed from the scene but never disposed across rounds. reset()/dispose() now free them. - panIngredient could go stale onto a steak day (nit): cleared in beginDay. - FLOOD FEEDBACK on three different scales (nit): the puddle + '% bled out' HUD now track the same /1.1 the judge scores on — what you see is what he tastes. Left #7 (pan 'well-seared' tell sits hotter than a MEDIUM steak wants): over-searing a medium is correctly a Cook penalty; S stays reachable. Verified: good rest+across -> S(9.4); cut early -> 5.3 (bled); rest score count-independent; zero-cut -> rest 0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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>
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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> |
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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> |
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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>
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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>
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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>
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ff1c3deafc |
Heat M-H6 scene: the charcoal grill, top-down and glowing
scenes/grill.ts (GrillView) — the coal bed rendered as an additive glow texture from the zone Field, food pieces you drag between the sear zone and the cool lee, flares that lick up when fat renders over hot coals. Registered in game.ts (hidden, in hideAllScenes, grillView getter). Harness t.grillDemo drives the real scene end-to-end. Verified in-browser: banked a bright hot-left bed, placed food across the gradient, cooked through the real View — bed glows, food browns, flares fire. Screenshot confirms the two-zone gradient reads at a glance. Framing fix: glow above the grate, camera overhead, low open bowl (the kettle GLB is a closed dome that occludes a top-down cook). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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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>
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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>
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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>
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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> |
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e5be266ce6 |
M10: the bakery, verified — the wobble follows you into the toaster
Played end-to-end via the extended harness (t.start/day/pick/slice): - Day 9 knife trip: bread_knife dragged above the rim, 0.45s dwell commits. - Clean doorstop (bread knife, 0.05 u/frame): 5 strokes, wedge 0, squash 0. STROKE_GAIN 0.16 -> 0.10 to hit the 4-6 deliberate-stroke feel. - The Best Thing: 3 strokes, and the same wobble input that wedges the bread knife to 0.299 only reaches 0.044 — nearly wobble-proof, as specced. - Coupling: wobbled cut toasts at browning stdev 0.088 vs 0.071 clean, same mean — 'a bit wedged' band (>0.18) confirmed in the Cut criterion. - Slam cut (0.4 u/frame): squash 1.0, arrives pre-damaged (damage 0.02 pre-toast). - Soup spoon siege: 17 strokes / 166 frames, miserable but possible. - Brands: quality now drives heat-noise amp (0.12+0.42*(1-q)) AND blotch frequency (3+3*(1-q)); WONDERSLICE visibly patchier than Crustworthy at 10s. - Slicer visuals: cut seam deepens with progress; freed slice tips off the loaf and lands crumb-up (doneTimer 0.7 -> 1.05 for the fall). - gen-assets.sh: retry-once per stage (rsync flakes), bakery seeds bumped, prep-bench cast queued ($1 prep). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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>
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16860cf5d6 |
M9: the fresh-eyes pass — played it cold, fixed what a stranger hits
Sat down with it like someone who'd never seen it. Five findings, all reproduced before fixing, all verified after: 1. The kitchen panel was a cheat console. BREAD/SPREAD/TOOL/BUTTER are the order's facts, but the widgets stayed live — you could fetch a soup spoon and then quietly re-select the butter knife. Locked during play; the browning dial stays yours because it's a real control. 2. The drawer card printed the ANSWER under the silhouette. The entire "similar but not identical" puzzle, solved by a caption. The name is gone; after ten seconds of fumbling it fades in as a pity: "fine. it's the butter knife." 3. Lifting anything above the rim committed it instantly — but fishing means lifting blockers, so you could accidentally "choose" whatever you were moving aside. Commit now needs 0.45s of continuous hold above the rim, which doubles as a beat to compare what you're holding against the silhouette. Verified: a wobbly lift takes ~0.95s because dipping below the rim resets the clock, and that's correct. 4. Coverage scored 20% on a slice a player had visibly covered corner to corner. Root cause: the "covered" floor scaled with the ASKED amount, so Coverage and Amount both punished thinness — double jeopardy. Coverage now asks its own question (are there bare patches? floor = 0.06 absolute) and the same conscientious play scores 84%. 5. Nothing told you how much was on the toast until the verdict. New live readout, computed by the judge's own functions: "on the toast: thin — normal asked · 84% covered". Watching it, a played-well day 1 went 8.8 -> 9.0, and the missing 0.2 is named on the card (stripes), not hidden. Also: the drawer holds 11 pieces dropped down a tighter column (a heap you rummage in, not an exploded diagram — padded with extra teaspoons, like every real drawer), it sits on a bench instead of floating in a void, Service is sim-time rather than wall-clock, and the title mentions the drawer exists. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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>
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5b09f23c7e |
M5+M6: content, generated assets, title, sound, perf
Content (verified — same dial, same 18s, four breads that disagree): bread 4s 9s 18s char white 0.22 0.54 1.08 93% multigrain 0.20 0.52 1.06 92% raisin 0.30 0.76 1.14 99.8% sourdough 0.11 0.33 0.74 14% Sourdough stalls at half the rate then accelerates hardest (x3.0 vs white's x2.45) as its water boils off; raisin browns 40% faster and is essentially carbon by 18s. Seven handwritten days then procedural, day persisted. Assets, all generated on-device and free, all reproducible from fixed seeds: - the judge's five expressions (one seed, one description, only the expression phrase varying — he stays the same man while his face falls) - title art, wooden bench, blurred kitchen backdrop - butter dish / peanut butter / MITEY jars as GLBs, normalised on load (recentre, scale to fit, sit on y=0) rather than hand-fixed, so regenerating them doesn't mean re-fixing them The toaster stays procedural: the generated one is prettier but this one has a lever we can drive and a dial that turns. Judgment call, per the brief. Sound is synthesised, no samples: clatter is driven by real Rapier contact-force events and scaled by force, which is the only way a drawer of cutlery can sound like one. Plus lever clunk, knife scrape pitched by pressure, and the stamp. Perf, measured (16.7ms is the 60fps budget): kitchen 0.99ms/step · drawer 0.12ms · drawer while dragging 0.21ms Production build: 2.87MB / 1.0MB gzipped, mostly Rapier's inlined wasm + three. Textures carry colorSpace = SRGBColorSpace explicitly — same class of bug as the albedo gamma fix in M3, and it washes them out silently if you forget. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1ba66f0cdf |
M4: the cutlery drawer — and the link that makes it matter
toast -> drawer -> spread. Eight pieces settle into a real tangle; find the one
on the card, drag it up and over the rim, and whatever you're holding is what
you're spreading with.
The link, verified end to end (day 4, butter softness 0.3):
4s in the drawer warmth 0.78 yield 0.343 needs angle 0.36 comfortable
50s in the drawer warmth 0.17 yield 0.565 needs angle 0.60 cliff is 0.62
Dawdling walks you to within two hundredths of the scrape cliff. On day 7
(fridge-hard butter) it tips over into genuinely unspreadable. The drawer isn't
a timer bolted on the side — it's the thing that makes the butter hard.
Physics choices that earn their keep:
- Compound boxes, never trimeshes. A trimesh fork tangled in a trimesh fork is
a solver nightmare and slow with it; the tine envelope is what matters anyway.
- Grab is a capped PD spring, not a fixed joint, so a snagged piece fights the
ones lying on it and loses instead of tunnelling through them.
- The solver is fixed-stepped so a frame hitch can't detonate the pile, and the
drawer settles offline so you open it on an existing mess.
- Clatter is synthesised from real contact-force events, velocity-scaled — a
drawer of cutlery is a noise, and the noise has to come from the collisions.
Three fixes:
- Quaternion.toArray() returns [x,y,z,w]; Rapier wants {x,y,z,w}. Every axis
read back undefined -> NaN in the solver -> wasm panic on the first step.
- The drag plane faced the camera, but the camera looks down into the drawer, so
dragging to the top of the screen couldn't physically lift anything over the
rim. It's a vertical plane now: up-screen means up.
- Cooling lived in kitchen.update(), which stops running the moment the drawer
opens — so the toast stayed hot no matter how long you rummaged, quietly
cancelling the entire mechanic. It's an app-level tick now.
The drawer was 4.6x3.4 and the pieces politely spread out flat. Tangling needs
crowding: 3.1x2.2, dropped down a narrow column so they land on each other.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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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>
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