- bell_pepper: waxy slick skin (2 slips pressed vs tomato's 2 at higher displacement), 60-seed core — cutting it scatters seeds, bench reads 'a crime scene' with zero extra code. Hollowness ponytail-deferred. - Brief §7.5: capers+wasabi as the shared dosing-danger class, the mustard family on the jar/drawer system, rib eye as its own milestone (cook/rest/cut-across-grain/mustard pairing), baked stuffed potatoes (lid cut, scoop-as-inverse-spread, restuff). Each rides existing bones. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
206 lines
24 KiB
Markdown
206 lines
24 KiB
Markdown
# TOASTSIM — Build Brief 2: The Prep Bench
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**For: Claude Opus 4.8, executing in Claude Code on this Mac (M3 Ultra, cwd `/Users/m3ultra/Documents/toastsim`).**
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**Approved by the owner. Asset generation via MODELBEAST is free and pre-authorized. Commit + push per milestone to `git@gitea.partly.party:monster/toastsim.git` (SSH remote already configured; HTTPS has no credentials).**
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---
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## 0. Where you are standing
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M0–M9 are shipped and verified: toasting (browning field), spreading (knife-angle rheology, butter/PB/MITEY/marmalade), the judged scorecard with a claymation judge, the tangled cutlery drawer, day loop with orders, oil-separation stirring, rind distribution scored by Clark–Evans, and a fresh-eyes pass (M9) that locked the cheat panel and added live readouts. **Read `README.md` and the git log first — the commit messages are design documents.**
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**M10 (the bakery) is code-complete but NOT fully verified — that is your first job (§2).** It adds: bread brands with mechanical quality (`bread.ts` BRANDS), unsliced bakery loaves, a slicing minigame (`sim/slicing.ts` + `scenes/slicer.ts`), the bread knife and the legendary **The Best Thing** in the drawer, day 9, and cut quality feeding the toaster (wedge slices brown unevenly).
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### How to run and verify (non-negotiable discipline)
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- `npx vite --port 5173 --strictPort` in background; open via the Browser pane.
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- **The embedded browser never fires rAF** (document.hidden is true) and can report `innerWidth 0`. The game survives both, and the dev harness exists because of them: `window.__t` (dev builds) drives the real input path deterministically — `t.run(frames)`, `t.tap('Space')`, `t.point(x,y,z,down)`, `t.toast(secs,power)`, `t.dip()`, `t.spread()`, `t.swirl()`, `t.stats()`, `t.look()`. Call `t.app.resize()` once after load. Extend the harness for every new minigame you build — if you can't drive it headless, you can't verify it.
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- Verify by **playing and reading numbers the judge computes**, then screenshot. Never trust "it compiles". Every milestone: typecheck, build, played-through evidence, console clean, commit with a message that records what you *measured*, push.
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### Known traps (all cost real debugging time once — don't pay twice)
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- `THREE.Timer.connect(document)` freezes dt when hidden — don't reintroduce it.
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- `camera.aspect = 0/0` poisons projection forever; `App.resize()` guards it — keep the guard.
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- `mesh.rotation.x = -PI/2` on extrusions lays profiles out in opposite directions — use `extrudeFlat()` (geometry-level) in `cutlery.ts`.
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- Rapier wants `{x,y,z,w}` quaternions, not arrays; array = NaN = wasm panic.
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- Lathe profiles touching the axis = starburst normals. Build from primitives.
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- Colours: palette is authored sRGB. `new THREE.Color(...floats)` reads as linear → pale. Use `.setRGB(..., THREE.SRGBColorSpace)`.
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- ACES desaturates >1.0 — keep lighting products under 1.0 or yellow becomes cream.
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- Shared materials can't do per-piece emissive — clone if you need highlights.
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## 1. The design law (what made M0–M9 good — keep obeying it)
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1. **Analog inputs, judged outputs.** Every mechanic is a continuous gesture the player can be *better at*, and every score is a statistic computed from the same state the gesture mutated. The scorecard always points at something real.
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2. **Mistakes travel.** A bad cut toasts unevenly. Dawdling cools toast, which hardens butter. Never punish twice at the same station — punish downstream, where it's funny.
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3. **Feedback before the verdict.** Live readouts use the judge's own functions (see kitchen's `amount` readout). The verdict may be brutal; it may never be a surprise.
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4. **Statistics with names.** Clark–Evans for scatter, mass-weighted mean±stdev for consistency, CV for evenness. The judge quotes the number; the number is honest.
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5. **Silhouettes are gameplay** → procedural geometry for anything the player must identify or that carries physics. Generated GLBs for hero props and vessels.
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6. **The judge is the reward.** Every new criterion ships with ~5 bad lines + 3 good lines in his voice: dry, specific, never cruel except about MITEY.
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## 0.5 STATUS — updated 2026-07-17, read this before §2
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**M10 is DONE, verified and pushed** (commit `e5be266`). §2 below is history; skip it.
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**M11 is code-complete and verified, committed as WIP** — see §3, and the notes here.
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What M11 landed (all typechecked, all played headless via the harness):
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- `sim/ingredients.ts` — the nine-ingredient cast with the full profile from §3.1.
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- `sim/cutting.ts` — `CutSession`, patterns halve/slices/wedges/dice, slip physics,
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juice ejection, `pieceCV`. **Note:** CV for `slices`/`halve` runs over piece WIDTHS,
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not volumes — on a round ingredient the end slices are thinner by geometry and a
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perfect cut still scored CV 0.40, which is not a skill test. Wedges/dice keep volumes.
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- `sim/mess.ts` — the judged mess field + solids list + mass-conserving wipe.
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- `scenes/prep.ts` — the bench: aim/bite/saw, seams, pieces fan out at the end,
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juice stain texture, instanced solids, live `bench: clean/smeared/a crime scene`.
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Session end does NOT auto-exit — ENTER hands off, so you can wipe first.
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- `judging.ts` — `PrepResult`, `cutEvennessCriterion` (The Pieces, w 1.3),
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`benchCriterion` (The Bench, w 0.9), `clarkEvans` extracted for M15's toppings,
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criteria tagged with `group` and the scorecard grouped by station.
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- `lines.ts` — 8 lines each for `cutcv` and `bench`.
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- Harness: `t.prep(ing, pattern, knife)`, `t.chop({pos, dy, wobble, press})`,
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`t.wipe(passes)`, `t.prepStats()`, plus `t.start()`, `t.day(n)`, `t.pick(id)`, `t.slice()`.
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Measured on the bench (repeat these before changing tuning):
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- Even deliberate slices (dinner knife, 0.045 u/frame) → CV ~0, bench mass 0.51.
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- Sloppy positions + frantic speed (0.3 u/frame) → CV 0.72, mass 18.8, 16 solids, "a crime scene".
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- Press a dinner knife on a tomato without sawing → it skates: 1 slip, aim jumped 0 → 0.12.
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- Same press with The Best Thing → bites in 7 frames, 0 slips (sharp edges sink on downforce).
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- Wipe two passes → mass 0.51 → 0.09.
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**M11 is NOT finished — remaining before it can be called done:**
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1. No order actually routes through the bench yet. `Game.startPrep()` exists and the
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harness drives it, but `Order.prep?: PrepStep[]` is declared and unused — no day
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sends you there. Wire a day-10 prep order and play it end to end.
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2. `dice` two-phase and `wedges` are implemented in the sim but never driven —
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no rotate-the-board input, no verification. M14 needs the dice; do it there or here.
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3. The pieces fan-out is placeholder-grade (cylinders). Pieces aren't physics bodies yet.
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4. The wipe is the same drag as cutting, disambiguated only by distance from the
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ingredient — it needs a real cloth tool/mode before it reads to a stranger.
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5. No screenshots taken of the bench yet. Do that when the visuals are past placeholder.
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**BLOCKER — the asset farm is down for 3D.** Every `bg_remove_local` job fails:
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m4pro's disk is 100% full (118MB free; ~3.4TB is `~/Music` — hands off, that's John's).
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Flux 2D still works — `bruschetta_hero.png` and `wonderslice_bag.png` generated fine and
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are committed. The whole 3D cast (bakery loaves, cutting board, prep-bench props) is
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stuck at the cutout stage. `mb settings` is owner-only (403), so re-routing the
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bg_remove lane needs John. Once there's space: `bash scripts/gen-assets.sh bakery`
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then `bash scripts/gen-assets.sh prep` — retry-once is now built into `gen_3d`, seeds
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are bumped, and the prep cast + 2D are already queued in the script. Everything
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degrades gracefully: `loadProp` catches, so the procedural stand-ins just stay.
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---
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## 2. M10 finish line — verify the bakery (DONE — kept for the record)
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Everything compiles and day 9 reaches the drawer with the right ticket (verified: chips show `the bakery loaf / doorstop — slice it yourself`, timer reads "they are waiting", and the drawer contains `bread_knife` AND `the_best_thing`). Remaining:
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1. Play the slicer end-to-end via harness: pick the bread knife from the drawer (drag it above the rim, hold 0.45s), aim ~0.31 world units (doorstop = 26–36mm at 110mm/unit), saw with vertical strokes (~0.05 units/frame stays under the squash threshold), confirm `onSliced` fires and the kitchen receives the cut.
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2. Assert the couplings: a deliberate wobble cut (add dx while sawing) must show browning-evenness degradation after toasting (`stats().browning.stdev` visibly higher) and "a bit wedged" in The Cut row. A slam cut (fast dy) must arrive pre-damaged (Integrity).
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3. Wrong-tool slicing: take the *soup spoon* to the loaf — confirm it's miserable but possible (saw eff 0.3) and the judge's Cut row + Utensil tell the story.
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4. Tune feel: `STROKE_GAIN`, `WOBBLE_GAIN`, `SPEED_CAP` in `slicing.ts` are first guesses. A clean bread-knife cut should take ~4–6 deliberate strokes; The Best Thing ~3 and nearly wobble-proof. Cheap-brand WONDERSLICE toast (day 1) should visibly brown patchier than Crustworthy (day 8) — screenshot both.
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5. The slicer scene has placeholder-quality visuals (flat crust box loaf, no cut seam). Minimum bar: a visible cut line that deepens with progress, the cut slice separating and falling flat at the end. Nice-to-have: crumb texture on the cut face (reuse `bread.crumb` colour).
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6. `verify → commit → push` as **M10**.
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## 3. M11 — The prep bench core (build once, everything else rides it)
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A second bench (like the slicer scene) where ingredients get cut, and the machinery every later milestone uses.
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### 3.1 Ingredients
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`src/sim/ingredients.ts`:
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```ts
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interface Ingredient {
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id: string; name: string;
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shape: 'sphere' | 'ovoid' | 'block' | 'wedge' | 'bulb';
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size: number; // world units, 1 ≈ 11cm
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skin: { resistance: number; slippery: number }; // tomato: low res, HIGH slip
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flesh: { resistance: number; moisture: number; layered?: boolean }; // onion: layered
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seeds?: { count: number; pocket: 'core' | 'distributed' };
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sting?: number; // onions
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temp?: { state: 'fridge' | 'bench'; softensInSec?: number; needsSoft?: boolean; needsCold?: boolean };
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gratable?: { yield: number; pithDepth?: number }; // citrus zest / hard cheese
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roastable?: boolean;
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}
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```
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Starting cast: `tomato` (slippery, wet), `roast_tomato` (wetter, softer), `orange` (ovoid, seeds, zestable), `onion` (layered, sting 1.0), `garlic` (bulb, small), `parmesan` (block, needsCold, gratable), `brie` (wedge, needsSoft), `cucumber`, `avocado` (seed = one giant pit, flesh softness varies by *ripeness* roll — a free lottery joke).
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### 3.2 Generalized cutting (`src/sim/cutting.ts`)
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Extract and extend the M10 slicing sim. A `CutSession` = ingredient + knife + a **pattern**:
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- `halve` — one cut; scored on evenness of the two halves (offset from centre + wedge).
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- `slices(n)` — repeated cuts; pieces recorded as widths → **evenness = coefficient of variation** of piece volumes. CV < 0.08 "even", > 0.25 "a lottery".
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- `dice` — two-phase (see onions, §6).
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- `wedges(n)` — radial; for oranges/tomato wedges.
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New physics on top of M10's progress/wobble/squash:
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- **Slip**: on the first bite, if `skin.slippery * downforce > grip`, the ingredient *skates* — the cut position jumps, juice sprays (→ mess field), and you re-aim. Grip comes from saw motion (a moving serrated blade bites; pressing a chef's knife straight down on a tomato is the canonical failure). The Best Thing and sharp knives bite at low downforce.
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- **Juice**: every cut through `flesh.moisture > 0.4` ejects juice proportional to moisture × speed, sprayed along the stroke direction (→ mess field §3.3). Slow deliberate cuts leak less. Roasted tomatoes are basically water balloons — the joke is intended.
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- Pieces are physics bodies on the board when it matters (dice results tumble; reuse drawer's compound-collider discipline — primitives, never trimesh).
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### 3.3 The mess field (`src/sim/mess.ts`) — the bench is judged now
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A `Field` over the cutting-board UV (reuse `core/field.ts` wholesale) + a particle list for solids (seeds, skins, zest, crumbs — reuse the rind instancing pattern from `slice.ts`).
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- Writers: juice spray, seed ejections, onion skins, grated overflow, squashed pulp.
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- Wipe tool: hold-and-drag a cloth (same brush machinery as spreading, in reverse). Wiping costs service time. Wiping juice *spreads it thinner first* (mass-conserving brush: same trick as butter) before absorbing — one pass smears, two passes clean. That's the feel.
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- Judge criterion **The Bench** (weight ~0.9) on any prep order: mess mass + spread fraction, worded by the worst contributor: "There is juice on everything. Everything." / "Somebody's seeds are on my floor." Good: "A clean board. You'd be surprised how rare."
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- Live readout in the prep HUD: `bench: clean / smeared / a crime scene` — judge's own thresholds.
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### 3.4 Scoring plumbing
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Orders grow a `prep?: PrepStep[]` list; the judge gains a per-step criterion builder (cut evenness, yield, pith, sting-time, bench). Group the scorecard visually by station (Prep / Toast / Spread) — the card is getting long, and grouping keeps it legible.
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## 4. M12 — Oranges and the ribbed pyramid
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**Flow: (zest first, if ordered §5) → halve → juice → serve the glass.**
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- **Halving** uses `halve` pattern. Cut-quality → **theoretical yield**: `yield = base × (1 − 2|offset|) × (1 − 0.5·wedge)`. A perfect halve leaves 100% reachable; a 60/40 butchering caps you at ~70% and the judge will say why: "You have cut a lid and a bucket."
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- **The juicer** (hero prop: old-school ribbed glass pyramid — generate it). Minigame reuses the *jar-stir swirl detection* (kitchen.ts) verbatim: place the half (drag onto cone), then **press + twist**. Twist sweep extracts (`extracted += sweep × pressGrip`); pressing hard *without* twisting tears pulp (mess + pulp-in-juice) and sprays. Yield bar fills toward the theoretical max — the live readout says `62% of what this orange had`. Rotate rhythm matters: reversals of twist direction give a small bonus bite (real reamers work this way; it also just feels right).
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- **Seeds.** Each orange carries `seeds.count` (3–7). The Pyramid Classic (starter) lets seeds through into the glass: visible, clickable — fish each out at a time cost, or serve pips and eat the criterion: "There are three pips in this. I counted. I shouldn't have been able to."
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- **Juicer tiers** (progression, introduced by day like brands): `Pyramid Classic` (day 12) → `Ribbed Deluxe` (seed moat catches ~80%) → **`The Juicernaut`** (legendary, day ~20 procedural rare: catches everything, +10% yield, and the judge notices: "Is that a Juicernaut. Sit down.").
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- Judge criteria: **Yield** (vs theoretical, weight 1.3), **Pips** (1.1), **The Bench**, plus the halve's Cut row. Serve = the glass on the pedestal instead of toast — `JudgeView.show` needs a `subject` abstraction (toast mesh | glass mesh). Keep it small: a presented `Object3D` + criteria list.
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## 5. M13 — The grater
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One prop (box grater generated; microplane optional later), two customers:
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- **Zest**: before juicing, some orders want `zest of one orange`. Hold the orange against the grater, rhythmic vertical drags = zest particles (distance-based shedding — the marmalade-rind pattern, reused exactly). **The pith line**: each surface region has `zestDepth`; over-grating a region past `gratable.pithDepth` sheds white pith particles into the pile — visible (white among orange), and the judge's **Pith** criterion counts the ratio: "This zest is half pith. It will taste like a headache." Scroll wheel rotates the orange to expose fresh skin — the skill is *rotation discipline*, same muscle as rind-scatter.
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- **Cheese**: parmesan (needsCold) grates clean IF cold — it softens on the bench in real time, and soft parmesan (or brie, ever) **smears**: output drops, the grater clogs (a clog meter; clearing it costs time), mess accrues. The inversion of butter: butter wants warm, cheese wants cold, and both run on the same temperature clock (§7).
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- **Knuckles**: grating speed over a threshold rolls a knuckle graze — small Integrity-style penalty on the *player* (brief red flash, mess spot, and a line: "That's your knuckle in there. I'm not scoring the protein.").
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- Judge criteria: **Zest/Gratings amount** (band, like spread amount), **Pith**, **Clog/mess**.
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## 6. M14 — Onions (the technique test)
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- **The sting.** While an onion is cut open, sting pressure rises (rate × `sting` × cut aggression — crushing cuts sting more, so blunt knives and squash-heavy strokes are literally tear gas). Rendered as a growing edge-blur + welling vignette (CSS overlay, cheap). Vision cost is REAL: it blurs the cut line and the stop-line marker. Options with costs: wipe eyes (button: clears it, 4s, and if you've been handling onion it *doubles* it first — once, for the joke and the lesson), push through, or work fast and clean. Sharp knife + low squash = slow sting. The Best Thing is, again, the best thing.
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- **The proper dice** — exactly the technique the owner described:
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1. Halve stem-to-root.
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2. Lay flat. Radial/parallel cuts toward the stem **that must STOP short of it** — a visible stop-line at ~85%; a cut that goes through the stem releases the layers early (pieces fall apart into slivers — layered flesh means the CV of your final dice explodes). Undercutting leaves connected chunks (also CV chaos, other direction).
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3. Rotate 90° (scroll wheel), **criss-cross** cuts → dice falls in cubes.
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- Scored on **Dice CV** (the piece-evenness statistic from §3.2 — this is where it shines), stem discipline (through-cuts counted), sting time endured, bench state (onion skins are mess solids).
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- Judge lines: "You went through the stem. The onion became confetti. You served confetti." / good: "Square. Actually square. I'm keeping one."
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## 7. M15 — Bruschetta (the capstone that uses everything)
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The multi-component order. The ticket becomes a small recipe card; service time weight rises; **planning is the mechanic**:
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- **Temperature clock** (generalizes butter softness): ingredients have bench-vs-fridge states drifting on real time. Brie must come out EARLY (soft enough to spread by assembly time); parmesan must stay in UNTIL needed. The ticket hints ("get the brie out now, love") and a small fridge/bench toggle UI per perishable — decided at order start and revisitable at a time cost.
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- **Roast tomatoes**: the oven is the toaster generalized — reuse the browning Field on tomato halves (they blister rather than brown: same field, different colour ramp + a `blister` speckle past 0.6). Overdone = collapse into sauce (moisture → mess when handled).
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- **Assemble**: your OWN sliced sourdough (M10), toasted (M1), rubbed with garlic (one swipe mechanic — a light 'spread' with a garlic clove, coverage judged lightly), topped: tomato pieces + cheese + basil. **Topping distribution = Clark–Evans again** (the rind code takes a point list — feed it topping placements). **Balance**: total topping mass per slice area band, "thicker but even and balanced = more score" — mass band × distribution, the user's exact ask.
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- **The sog clock**: wet toppings on toast start `sog` rising (rate × topping moisture ÷ slice thickness — thick doorstop slices resist sog: ANOTHER reason the bakery loaf matters). Serve before soggy; the judge presses a finger on it, on camera: "It bends. Toast should not bend."
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- Judge screen groups: The Bread (cut+toast) / The Topping (distribution, balance, sog) / The Bench. This is the order type where an S feels like a diploma.
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## 7.5 The pantry backlog (John's asks, 2026-07-17 — spec'd, not scheduled)
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Each of these rides existing bones. None block M12–M15; pull them in when their host system lands. Already in the cast as of today: three mushrooms (button/portobello/king oyster — the slip system's showcase) and bell pepper (waxy skin, seed core; hollowness deferred).
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- **Capers + wasabi — the dosing danger class.** Tiny and SUPER salty / hot; the mechanic is restraint. One "pinch/dab" gesture on the spread system with a brutal dose curve: under = judge doesn't notice, right = flavour bonus, a hair over = order ruined ("There is a WAR CRIME on this crostini"). Same curve, two condiments — build the dose scalar once. Rides: spread mass tracking + judging bands.
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- **The mustard family.** Heaps of types (hot english, dijon, wholegrain, american...) = the jar/drawer system generalized, like the PB crunchy/smooth split but wider. Each order names or implies a type; wrong-mustard is a pairing miss, not a technique miss. Rides: drawer + jar + ticket hints.
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- **Rib eye — the crown jewel, its own milestone.** Fresh cooked, and it BLEEDS: (1) cook right — the browning Field on a steak, two sides, doneness = interior ramp not surface; (2) REST it — cut too early and juice mass floods the board (moisture starts ~0.95 and decays toward 0.6 over a real-time rest clock; the mess field already knows what to do with the flood); (3) cut right — across the grain; give the ingredient a `grain` axis and score cut-angle against it, wobble tears rather than slices; (4) serve with the RIGHT mustard (pairing above). Judge groups: The Cook / The Rest / The Cut / The Pairing.
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- **Baked stuffed potatoes.** The oven (M15's toaster-generalized) plus one new gesture: cut the lid (cutting sim, one careful shallow cut — depth matters for once), scoop (inverse of spreading — remove mass evenly without breaching the skin, coverage judged), mix scoopings with cheese/toppings, restuff, rebake. Skin breach = structural fail the judge pokes. Rides: oven Field, spread-coverage math run backwards, mess.
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## 8. Assets — MODELBEAST (all free, all local; fire jobs FIRST, code while they run)
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`scripts/gen-assets.sh` has the pipeline (`gen_3d name seed "prompt"`; flux → bg_remove → hunyuan3d, ~6 min each, GPU lane serial). **The M10 bakery batch partially failed** — `sourdough_loaf` meshed but produced no GLB, and `batard_loaf`, `cutting_board`, `tomato_vine`, `roast_tomatoes` failed at flux. First: check `./mb jobs` (source `~/Documents/MODELBEAST/data/agent.env`) for the error text, re-run with bumped seeds (+1) and slightly reworded prompts; add a retry-once into `gen_3d`. Never spam retries on `queued` — the lane is serial and shared.
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Then queue the prep-bench cast (fixed seeds, style token as in the script): oranges ×2 (whole / halved showing segments), ribbed pyramid juicer (hero — prompt the ribs explicitly), juice glass, box grater, brown onion, garlic bulb, basil sprig, olive-oil bottle, oven tray, Ribbed Deluxe + Juicernaut juicer variants, plus 2D: bruschetta title-hero, "WONDERSLICE" bag art for the ticket. Anything the player must *identify by shape* or that carries physics (onion halves, dice pieces, orange halves on the reamer) stays **procedural** — silhouettes are gameplay, and meshers hate thin/segmented geometry.
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## 9. Milestone order, and the bar for each
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M10-verify → M11 → M12 → M13 → M14 → M15, one commit+push each, message = what you measured. For each: harness helpers first, then the sim (pure, in `src/sim/`), then the scene, then judge criteria + 8 lines, then live readouts, then played-through verification with numbers in the commit message, then screenshots. If a milestone's *feel* is wrong, fixing feel beats advancing — the loaf, the reamer twist and the onion stop-line are the three feels that must be RIGHT.
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Pre-authorized judgment calls: all tuning constants; cutting scope inside a milestone to protect feel; procedural-vs-generated per asset; deferring the microplane, avocado, cucumber if the core five (orange, onion, tomato, parmesan, brie) land better without them. Do NOT add paid/cloud dependencies, accounts, or telemetry. Do not touch `~/Documents/MODELBEAST` except through `mb`.
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The bet is the same as last time: the bones are good, so build each new station on the bones — Fields, point-statistics, distance-shedding, swirl detection, dwell commits, the harness — and the game stays one game instead of six minigames in a trench coat.
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