Area heat. Road heat alone rewarded a strange kind of play: work one part of town hard but take a different street every time, and nothing ever got hot. A second, coarser pool now accrues from being inside a district at all — on-road or off — and bleeds into every road running through it, including ones never driven. Deliberately capped below the barricade threshold: a hot district gets roads patrolled, but concrete still takes somebody actually using that road. It also decays slower than road heat, because one patrol re-secures a road while a district's reputation lingers. Surfaces. Off the route the car now makes about 40% of its road top speed, loses grip and scrubs momentum in a fifth of the distance, so the road hierarchy is something you feel rather than something the map merely claims. A first tuning made off-road a 12 km/h crawl, which removed the choice instead of pricing it — going round a checkpoint cross-country has to stay a legitimate move. Speed. Heat scales with how fast you were going, not just how far, and stops rewarding ever-higher speed past a point so the answer is never one exact number on the clock. With the road classes, that makes the routing decision real: the trunk fast and noticed, or the lanes slow and ignored. Save format goes to v2 for the district pool; older saves are refused rather than half-restored. Also fixes a population test that hardcoded densities since tuned, and README claims about patrols and AI that Phase 6 made untrue. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
167 lines
6.0 KiB
TypeScript
167 lines
6.0 KiB
TypeScript
/**
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* Car condition and what it does to handling. Pure — no engine imports.
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*
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* Design pillar this serves: "Decline, not reset." Repairs exist, but every
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* subsystem carries a *ceiling* that only ever falls. Patching a car brings it
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* back up to what it is still capable of, which is never quite what it was.
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*/
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export interface Subsystems {
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/** 1 = factory fresh, 0 = ruined. */
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engine: number;
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tires: number;
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chassis: number;
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}
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export interface CarCondition {
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/** Current state of each subsystem. */
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level: Subsystems;
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/** The best each subsystem can be restored to. Falls permanently with damage. */
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ceiling: Subsystems;
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}
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export interface Handling {
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/** Newtons of drive force available per driven wheel at full throttle. */
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engineForce: number;
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/** Braking impulse per wheel under the brake pedal. */
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brakeForce: number;
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/** Braking applied with no throttle: engine braking and rolling resistance. */
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coastBrake: number;
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/** Max steering angle, radians. */
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maxSteer: number;
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/** Tyre grip. Lower = slides. */
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frictionSlip: number;
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sideFrictionStiffness: number;
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/** Constant tug on the wheel from a bent chassis, radians. Signed. */
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steeringPull: number;
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}
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export const SUBSYSTEMS = ['engine', 'tires', 'chassis'] as const;
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export const freshCondition = (): CarCondition => ({
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level: { engine: 1, tires: 1, chassis: 1 },
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ceiling: { engine: 1, tires: 1, chassis: 1 },
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});
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const lerp = (a: number, b: number, t: number) => a + (b - a) * t;
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const clamp01 = (v: number) => Math.min(1, Math.max(0, v));
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export function deriveHandling(c: CarCondition): Handling {
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const { engine, tires, chassis } = c.level;
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return {
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// A tired engine simply cannot push as hard.
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engineForce: lerp(900, 2600, engine),
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// Worn pads take longer to haul the car down. These are Rapier brake
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// impulses, which have to be large next to a 1100kg chassis — the first
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// values here were so weak the car would not come to a standstill at all.
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// Tuned to about 0.8g fresh: roughly 25m from 70km/h. Much past this and
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// the brake pedal stops feeling like a brake and starts feeling like a wall.
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brakeForce: lerp(12, 36, tires),
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// Lifting off has to actually slow you down. Without this the car coasts
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// almost forever and every stop needs a deliberate stab at the brake.
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coastBrake: lerp(4, 9, engine),
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maxSteer: lerp(0.4, 0.62, chassis),
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// Bald tyres are the most legible failure: the back end starts to leave.
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frictionSlip: lerp(1.6, 5, tires),
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sideFrictionStiffness: lerp(0.5, 1, tires),
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// A bent chassis pulls to one side. Sign is stable for a given car.
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steeringPull: (1 - chassis) * 0.06,
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};
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}
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/**
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* What the surface under the wheels does to the car.
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*
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* Roads have to be worth using. Without this the tarmac is decorative — you can
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* cut any corner across country at full speed, which makes both the route
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* corridor and the whole road hierarchy pointless.
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*/
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export interface Surface {
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/** Share of engine force that reaches the road. */
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drive: number;
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/** Extra braking from rough ground, as a share of the coast brake. */
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drag: number;
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/** Grip multiplier. */
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grip: number;
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}
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export const TARMAC: Surface = { drive: 1, drag: 0, grip: 1 };
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/**
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* Rubble, verges and open country: slower, draggier, looser.
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*
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* Tuned so off-road tops out around a third of road speed. It has to *cost*
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* something without being impossible — going around a checkpoint cross-country
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* is a legitimate move, and the first numbers here made it a 12 km/h crawl,
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* which is not a choice, it is a wall.
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*/
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export const ROUGH: Surface = { drive: 0.55, drag: 0.45, grip: 0.8 };
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export const surfaceFor = (onRoute: boolean): Surface => (onRoute ? TARMAC : ROUGH);
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export interface WearInput {
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/** Seconds of simulated time. */
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dt: number;
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/** Metres travelled this step. */
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distance: number;
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/** Throttle actually applied, 0..1. */
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throttle: number;
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/** Sum of impact force magnitudes registered this step, newtons. */
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impactForce: number;
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}
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/**
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* Share of any damage that can never be repaired out. This is the pillar in a
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* single number: at 0 the car is a rental, at 1 repairs do nothing at all.
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*/
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const PERMANENT_SHARE = 0.3;
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/**
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* Returns a new condition. Numbers here are deliberately aggressive so a
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* 15-minute session shows visible decline — tune down once the feel is right.
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*/
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export function applyWear(c: CarCondition, w: WearInput): CarCondition {
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const impact = w.impactForce / 1e5;
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const damage: Subsystems = {
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engine: w.throttle * w.dt * 6e-4 + impact * 0.01,
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tires: w.distance * 8e-5 + impact * 0.02,
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chassis: impact * 0.05,
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};
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const level = {} as Subsystems;
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const ceiling = {} as Subsystems;
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for (const part of SUBSYSTEMS) {
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ceiling[part] = clamp01(c.ceiling[part] - damage[part] * PERMANENT_SHARE);
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level[part] = Math.min(clamp01(c.level[part] - damage[part]), ceiling[part]);
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}
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return { level, ceiling };
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}
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/**
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* Spends parts on the worst subsystem first, never above its ceiling.
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* Returns the new condition and whatever could not be used.
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*/
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export function repair(c: CarCondition, parts: number): { condition: CarCondition; unused: number } {
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const level = { ...c.level };
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let remaining = parts;
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// Worst-first: a car with one ruined subsystem drives worse than one that is
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// evenly tired, so that is where a scarce part belongs.
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for (let pass = 0; pass < SUBSYSTEMS.length && remaining > 1e-9; pass++) {
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const worst = [...SUBSYSTEMS]
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.filter((p) => level[p] < c.ceiling[p] - 1e-9)
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.sort((a, b) => level[a] - level[b])[0];
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if (!worst) break;
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const room = c.ceiling[worst] - level[worst];
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const spend = Math.min(room, remaining);
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level[worst] += spend;
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remaining -= spend;
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}
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return { condition: { level, ceiling: c.ceiling }, unused: remaining };
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}
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/** Rough single number for the HUD and for deciding when a car is finished. */
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export const overallCondition = (c: CarCondition): number =>
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(c.level.engine + c.level.tires + c.level.chassis) / 3;
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