toastsim/src/scenes/judge.ts
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

203 lines
7.3 KiB
TypeScript

import * as THREE from 'three';
import type { App, View } from '../core/app';
import type { Slice } from '../sim/slice';
import type { Order } from '../game/orders';
import type { Verdict } from '../game/judging';
import { judgeFace, verdictLines } from '../game/lines';
import { TOOLS, type ToolId } from '../sim/cutlery';
import { clear, el, Panel } from '../ui/hud';
import { assetUrl } from './assets';
/**
* The scorecard. This is the screen the game is actually about: every number
* points at something the player did, and the toast turns slowly under a light
* so they can see it for themselves.
*/
export class JudgeView implements View {
readonly root = new THREE.Group();
private pedestal: THREE.Group;
private slice: Slice | null = null;
private spin = 0;
private heatmap: 0 | 1 | 2 = 0;
private panel: Panel;
private cardEl!: HTMLElement;
private linesEl!: HTMLElement;
private stampEl!: HTMLElement;
private faceEl!: HTMLImageElement;
private orderEl!: HTMLElement;
private nextBtn!: HTMLButtonElement;
private viewBtn!: HTMLButtonElement;
onNext: (() => void) | null = null;
constructor(private app: App) {
this.pedestal = new THREE.Group();
const top = new THREE.Mesh(
new THREE.CylinderGeometry(1.05, 1.05, 0.12, 48),
new THREE.MeshStandardMaterial({ color: 0x2a2320, roughness: 0.55 }),
);
top.receiveShadow = true;
this.pedestal.add(top);
const stem = new THREE.Mesh(
new THREE.CylinderGeometry(0.5, 0.72, 0.9, 32),
new THREE.MeshStandardMaterial({ color: 0x1d1815, roughness: 0.7 }),
);
stem.position.y = -0.5;
this.pedestal.add(stem);
this.pedestal.position.set(0, 0.9, 0);
this.root.add(this.pedestal);
const spot = new THREE.SpotLight(0xfff0d8, 90, 12, 0.5, 0.55, 1.6);
spot.position.set(1.4, 4.2, 2.2);
spot.target = this.pedestal;
spot.castShadow = true;
spot.shadow.mapSize.set(1024, 1024);
this.root.add(spot);
const rim = new THREE.SpotLight(0x88a8ff, 40, 12, 0.6, 0.7, 1.6);
rim.position.set(-2.6, 2.4, -2.2);
rim.target = this.pedestal;
this.root.add(rim);
this.panel = new Panel('judge-panel');
this.buildUi();
this.panel.hide();
}
private buildUi(): void {
const p = this.panel.root;
const left = el('div', 'judge-left', p);
this.faceEl = el('img', 'judge-face', left);
this.faceEl.alt = '';
this.linesEl = el('div', 'judge-lines', left);
const right = el('div', 'judge-right', p);
this.orderEl = el('div', 'judge-order', right);
this.cardEl = el('div', 'judge-card', right);
const foot = el('div', 'judge-foot', right);
this.stampEl = el('div', 'judge-stamp', foot);
const btns = el('div', 'judge-btns', foot);
this.viewBtn = el('button', 'btn ghost', btns, 'HEATMAP');
this.viewBtn.addEventListener('click', () => this.cycleHeatmap());
this.nextBtn = el('button', 'btn', btns, 'NEXT ORDER');
this.nextBtn.addEventListener('click', () => this.onNext?.());
}
private cycleHeatmap(): void {
this.heatmap = ((this.heatmap + 1) % 3) as 0 | 1 | 2;
this.slice?.setHeatmap(this.heatmap);
this.viewBtn.textContent = ['HEATMAP', 'BROWNING', 'SPREAD'][this.heatmap];
}
show(slice: Slice, verdict: Verdict, order: Order, tool: ToolId, rand: () => number): void {
this.slice = slice;
this.spin = 0;
this.heatmap = 0;
slice.setHeatmap(0);
slice.setPresentation(true);
this.viewBtn.textContent = 'HEATMAP';
// Take the toast off the bench and put it under the light.
this.pedestal.add(slice.mesh);
slice.mesh.position.set(0, 0.06 + slice.halfThickness, 0);
slice.mesh.rotation.set(0, 0, 0);
slice.mesh.scale.setScalar(1.55);
// Grill and bruschetta days don't have a browning/spread to name — show who
// asked and what for, not the unread toast defaults.
this.orderEl.textContent = order.grill
? `Day ${order.day} · ${order.who} asked for the barbie`
: order.bruschetta
? `Day ${order.day} · ${order.who} asked for the bruschetta`
: `Day ${order.day} · ${order.who} asked for ${order.browningName}, ${order.amount} ${order.spread === 'mitey' ? 'MITEY' : order.spread}`;
clear(this.cardEl);
// On prep orders the card is long enough to need signposts: group rows by
// station. Ordinary toast orders keep the flat card they always had.
// Station orders (prep, and M15's bruschetta trio) get the grouped card;
// a plain toast order keeps the flat card it always had.
const grouped = verdict.criteria.some(
(c) => c.group === 'prep' || c.group === 'bread' || c.group === 'topping' || c.group === 'bench' || c.group === 'grill',
);
const headers: Record<string, string> = {
prep: 'THE PREP',
toast: 'THE TOAST',
spread: 'THE SPREAD',
bread: 'THE BREAD',
topping: 'THE TOPPING',
grill: 'THE GRILL',
bench: 'THE BENCH',
};
const groupRank: Record<string, number> = { prep: 0, bread: 1, toast: 2, topping: 3, grill: 3, spread: 4, bench: 5 };
let lastGroup: string | undefined;
const rank = (g?: string) => (g && g in groupRank ? groupRank[g] : 9);
const ordered = grouped
? [...verdict.criteria].sort((a, b) => rank(a.group) - rank(b.group))
: verdict.criteria;
for (const c of ordered) {
if (grouped && c.group !== lastGroup) {
lastGroup = c.group;
if (c.group) el('div', 'crit-group', this.cardEl, headers[c.group]);
}
const row = el('div', 'crit', this.cardEl);
el('span', 'crit-name', row, c.label);
const bar = el('span', 'crit-bar', row);
const fill = el('span', 'crit-fill', bar);
fill.style.width = `${Math.round(c.score * 100)}%`;
fill.style.background = c.score > 0.8 ? '#6cbf6c' : c.score > 0.5 ? '#e8a53a' : '#c0392b';
el('span', 'crit-detail', row, c.detail);
}
const totalRow = el('div', 'crit total', this.cardEl);
el('span', 'crit-name', totalRow, 'TOTAL');
el('span', 'crit-bar', totalRow);
el('span', 'crit-detail', totalRow, `${verdict.total.toFixed(1)} / 10`);
clear(this.linesEl);
const lines = verdictLines(verdict, order, TOOLS[tool].name, rand);
for (const l of lines) el('p', undefined, this.linesEl, l);
this.faceEl.src = assetUrl(`/assets/img/judge_${judgeFace(verdict.grade)}.png`);
this.stampEl.textContent = verdict.grade;
this.stampEl.className = `judge-stamp grade-${verdict.grade}`;
// re-trigger the stamp animation
this.stampEl.style.animation = 'none';
void this.stampEl.offsetHeight;
this.stampEl.style.animation = '';
}
/** Hand the toast back so the kitchen can bin it. */
release(): Slice | null {
const s = this.slice;
if (s) {
s.mesh.scale.setScalar(1);
s.setHeatmap(0);
s.setPresentation(false);
this.pedestal.remove(s.mesh);
}
this.slice = null;
return s;
}
enter(): void {
this.panel.show();
this.app.camera.position.set(0.15, 2.35, 3.5);
this.app.camera.lookAt(0, 1.15, 0);
this.app.shake = 0.05;
}
exit(): void {
this.panel.hide();
}
update(dt: number): void {
this.spin += dt * 0.42;
if (this.slice) this.slice.mesh.rotation.y = this.spin;
this.app.camera.position.set(0.15, 2.35, 3.5);
this.app.camera.lookAt(0, 1.15, 0);
}
dispose(): void {
this.panel.dispose();
}
}