drive-between-the-lines/README.md
dejvino f4ed3cdc48 Patrols everywhere they should be, and concrete that has to be poured
Three fixes, all from watching it run.

Cars stuck against buildings. routeTo dropped the node a route starts from,
which is fine for a unit standing on it and wrong for anything re-routing from
mid-segment: its first leg became a straight line to a node two hops away,
across buildings and open country. Routes now include their start node so a unit
rejoins the road before setting off.

No patrols anywhere. They only existed as a reaction to the player's own tracks,
so hostile territory was empty until you had personally made a road notorious.
Enemy ground now carries standing patrols by how dangerous it is — none behind
your lines, five on the frontier — spawned onto their roads so the territory has
them the moment you arrive.

This surfaced a second bug: dispatched units were culled at 546m from the player
while dispatch origins reached 600m, so a patrol or engineer could be deleted on
its first step and simply never turn up. Anything with an assignment is now kept
regardless of range; its expiry still bounds it.

Barricades appearing instantly. Crossing a heat threshold placed concrete on the
road with nobody involved. Construction is now staged: an engineer is dispatched
for the barricade, another for the tower, and heatProps is driven by finished
builds rather than by heat levels. It still refuses to close a slab around a car
parked in the gap.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 21:14:19 +02:00

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# Drive Between the Lines — prototype
Endless driving survival game.
- **Phase 0** — a drivable car with persistent wear that is felt through the wheel.
- **Phase 1** — a road network whose roads remember being driven, and escalate.
- **Phase 2** — bases, a quest board, and known-vs-new target selection.
- **Phase 3** — regional control: behind your own lines, nobody is watching.
- **Phase 4** — the front line moves, from your work and on its own.
- **Phase 5** — four distinct jobs, radio texture, and work found in the field.
- **Phase 6** — an inhabited world: traffic, people, patrols, and a live war.
## Running
```bash
npm run dev
```
Then open http://localhost:5173. Append `?seed=anything` to regenerate the world —
seeds may be numbers or words.
| | |
|---|---|
| `W` / `S` | throttle / brake-reverse |
| `A` / `D` | steer |
| `Space` | handbrake (rear wheels only) |
| `R` | respawn the car — **does not** repair it |
| `1``3` | accept a mission, when parked at a base |
Progress saves itself every 20 seconds, and immediately whenever you take or
finish a job. Saves are per seed; `?seed=x` is a separate campaign.
Drive to a green beacon (a base) and stop. Take a job, drive to the amber
beacon, stop and hold position for three seconds, then return to **any** base —
the amber beacon goes out once the job at the target is done, since the target
is no longer anywhere you need to be.
```bash
npm test # sim + headless physics
npm run build # typecheck + production bundle
```
## Road heat
Every metre driven **on or alongside** a road adds heat to that segment; every
road everywhere sheds it slowly. Cross a threshold and the road escalates:
`Clear → Patrol → Barricade → Turret`
- **Patrol** parks a vehicle on the verge. The road narrows.
- **Barricade** puts concrete across it, leaving a gap you have to slow for.
- **Turret** adds a tower overlooking the checkpoint.
Roughly four traversals take a road from clear to turret; an untouched road
cools off in about four minutes. Both numbers are in `sim/heat.ts` and both are
guesses meant to be tuned.
### The road hierarchy
Roads are not all the same road:
| Class | Tarmac | Speed | Attention |
|---|---|---|---|
| Track (single car) | 4.5 m | ×0.55 | ×0.55 |
| Road (two lanes) | 9 m | ×1 | ×1 |
| Trunk (four lanes) | 15 m | ×1.35 | ×1.35 |
That trade is the network doing real work rather than being the floor you drive
on: a trunk is fast and direct and exactly where anyone looking for you would
look; a lane is slow and awkward and nobody is watching it. Trunks run the whole
width of the map and are never thinned away, so there is a shape to learn — get
onto the trunk, then work down the lanes — instead of a uniform mesh where every
road is as good as every other. Route previews are costed by **travel time**, not
distance, so the board's estimate matches the way a driver would actually go.
### The route corridor
Heat is credited to a road for anything within its corridor — half the tarmac
plus a 7.5 m verge, so it scales with the class — not just the tarmac itself.
Otherwise the dominant strategy is to drive *next to* every road and never
accrue heat at all.
Two consequences follow, and both are deliberate:
- **The cutoff is hard, not a taper.** A taper leaves a gradient to optimise
along — sit at 80% of the corridor, take 20% of the heat. A cliff edge means
you either use the route or you actually leave it.
- **Barricades span the full corridor**, well past the kerb. A checkpoint that
stopped at the tarmac would be free to round on the verge at speed.
The 7.5 m verge is about two car widths, so hugging the shoulder gains nothing,
while leaving most of the map genuinely off-route. Widening it backfires: make
the corridor too generous and heat becomes unavoidable everywhere, and "take a
different route" stops being a choice at all.
### Buildings, and why they are dense
Off-road used to be open country, which made every barricade optional — you just
swung wide around it. Buildings are now laid out on a jittered lattice (random
scatter cannot pack boxes and saturated at a third of the target), which takes
bypass lanes around a checkpoint from none obstructed to about two thirds. You
can still get around one; it means threading a maze at walking pace instead of a
free detour at speed.
### Other deliberate choices
- **No AI yet.** The props are stationary hazards. Escalation currently means the
road gets slower and more expensive to get wrong, which is enough to test the
phase's real question.
- **Changes never happen on the road you are on.** They are deferred until you
leave. Otherwise a barricade would spawn a static collider inside your car —
and you are supposed to discover escalation by *coming back*, not by watching
it assemble behind you.
- **A checkpoint's position is seeded from its segment**, so a given stretch of
road always fortifies in the same place. Recognising it is part of learning
the map.
The road network is a jittered grid with roughly a quarter of its edges removed,
keeping the whole thing connected. The loops are the point: "take a different
road this time" is not a decision unless alternative routes exist.
## Missions and intel
The board at each base offers a mix of **known targets** and **new** ones, and
describes the route to each in words rather than numbers — "barricaded · last
word 6 min ago", "no one has been down that way".
The important part is *where those words come from*. The board never reads heat
directly. It reads `sim/intel.ts`, which is a snapshot of what the player has
actually observed and when. Drive a road and you write down what was on it;
leave it alone and your note ages while the road keeps escalating without you.
So a known route is genuinely knowable, genuinely stale, and never a guarantee —
which is the tension the brief asks for.
**Recon missions** are the tool for converting a new target into a known one:
completing one surveys every road within 130 m, filling in the map without
having to drive each one.
Four jobs run end to end, and they differ in **pacing and risk**, not just in
the noun on the board — otherwise four mission types is one mission type with
four labels:
| Job | At the target | The risk |
|---|---|---|
| **Supply run** | 3s unloading | the drive out |
| **Retrieval** | 5s loading | the drive *home*, with goods that break |
| **Intel drop** | 9s transmitting | a long wait, stationary, in the open |
| **Survey** | 2s | cheapest on site; the payoff is the map |
Retrieval is the one that carries something home, and impacts damage it. It pays
the most, but it pays for what *arrives*, not what you set off with. Hand-in
works at *any* base, not the issuing one, because the brief is explicit that a
blocked road home must never strand the player.
### Work you find rather than work you are given
Past the line, and only when you have nothing in hand, someone occasionally
turns up: a wounded stranger, a contact flashing headlights, a wreck worth
stripping. They are deliberately **not** on a board — you cannot plan a route to
one, compare it against anything, or shop between them. You take the detour in
front of you or you drive on.
### Radio
Chatter that frames who you are — an undercover driver being talked at by people
busy elsewhere. Every line is triggered by something actually happening in the
sim: crossing a border, a road you have made notorious, a car past saving, or
the front genuinely drifting your way, which is the brief's "the enemy has other
priorities" said out loud without ever showing a number.
### Rewards, and why repairs exist
New targets pay `NOVELTY_BONUS` (1.8×) more than known ones. That multiplier is
the phase's tuning dial: if you never take the new target it is too low, and if
you never take the known one it is too high.
Payment is in **parts**, which repair the car — the only thing in the game that
pushes condition back up. Repairs go to the worst subsystem first and stop at
its **ceiling**, which drops permanently with every bit of damage taken
(`PERMANENT_SHARE`, currently 30%). So a car can be patched back to what it is
still capable of, but never to what it was. The HUD bars show this directly: `█`
is current condition, `·` is what repairs could still reach, `×` is gone.
This is what gives the board's reward a reason to matter. Without an economy the
choice between a safe route and a risky one has no stakes; with one, the risky
job is what keeps the car alive a while longer.
## A world with people in it
Up to Phase 5 the world was scenery. Heat poured concrete on a road and that was
the whole of the enemy. `sim/units.ts` is the layer that makes it inhabited.
**Enemy ground is patrolled because it is enemy ground.** There are standing
patrols on the roads wherever you are past the line, and more of them the deeper
in you go — none in liberated territory, one in contested, three in occupied,
five on the frontier. Nobody summoned these; they are what hostile territory
looks like.
**On top of that, nothing appears — things are sent.** When a road turns
notorious a patrol is *dispatched*: it starts at a junction a few hundred metres
away, drives there, sweeps up and down for about a minute, and while it works the
road it brings the heat back down. Then it leaves. The enemy is not punishing
you; they are re-securing a route and going home.
**Everything on a road is built, including the concrete.** At `barricade` an
engineer is dispatched and the blocks go up over about twenty seconds of someone
standing there; at `turret` another is sent and the tower takes forty. Arrive
mid-build and you find a half-finished stump with nobody on it. Only once the
tower stands does a gunner man it, up on top so he shoots over his own barricade.
Let the road cool and the whole thing is abandoned.
**Traffic and people.** Civilian cars route across the network with somewhere to
be; people wander on foot near the buildings. Both scatter when shooting starts.
### The war you are driving through
Skirmishes break out between the two armies on contested and occupied ground,
whether or not you are anywhere near. They are not a set piece for the player —
you are not invited.
Rounds are **real objects in flight**, not instant hits resolved between two
combatants. That is the whole point: if shots resolved instantly, driving through
a battle would cost nothing, and "the only road to the target runs through a
firefight" would not be a decision. A stray round does not check whose war it is,
so it will hit a bystander, a civilian, or you.
Buildings stop bullets, which is what makes cover worth anything. Hits are routed
through the same wear model as a crash, so being shot costs you ceiling too — it
is permanent in the same way everything else is.
**The enemy does not shoot at you by default.** You are an undercover driver, not
a target. They open up only past the line *and* on a road they have already
checkpointed — that is, a road you personally made notorious.
## Regional control
The map is cut by a single **front line** into four bands, running from your own
territory out past the edge of the known world:
`Liberated → Contested → Occupied → Frontier`
| Band | Heat accrual | Heat decay |
|---|---|---|
| Liberated | **×0** | ×4 |
| Contested | ×0.55 | ×1.4 |
| Occupied | ×1 | ×1 |
| Frontier | ×1.3 | ×0.8 |
Liberated accrual is exactly zero, not merely small. A trickle would eventually
fortify your own back garden, which is nonsense, and it would mean the safe area
quietly punished you for using it. Behind your own lines, nobody is writing down
which roads you take.
Decay is judged by whoever holds *the road*, not whoever holds the ground the
car is standing on — your own side dismantles checkpoints on its own roads
whether or not you are there to watch.
### The line moves
Two forces, and they are independent by design.
**Your work.** Completing a mission pushes the front forward, weighted by what
the job was worth — a long haul into unknown country moves the war more than a
local errand, and supply runs move it more than surveys. Ground won is not held
forever: the player's contribution decays over about seven minutes, so the enemy
presses back on its own.
**The war elsewhere.** The line also drifts with nobody's help, in both
directions. This is not background flavour: the brief is explicit that ambient
drift is what makes the setting a war rather than a level, and that it is the
*only* mechanism for the enemy's attention being pulled elsewhere — there is no
separate "baseline threat" system alongside it.
Drift is a sum of slow waves rather than a random walk. A walk either wanders
off the map or, once reined in, moves so little the war reads as static. Waves
at incommensurate periods are unpredictable in practice, always bounded, and
reproducible from the seed — so "the region changed while you were away" is
something a test can assert. Most of the movement is shared by every boundary,
because a front that advances advances as a whole; each band then wobbles a
little on its own so the map is not one rigid object sliding about.
In practice a boundary swings about ±45 m and a spot near a border changes hands
several times over a quarter of an hour.
**Nothing announces any of this.** There is no notification, no readout, no
number. The minimap shows who held each patch of ground *when you last stood in
it* — so after a while away, your map is simply wrong, and the only way to find
out is to go back and look.
**You are never told which band you are in by the world itself.** Crossing a
border eases the fog, the light and the palette: your own ground is open and
green, contested goes flat and hazy, occupied turns dusty and closes in, the
frontier is cold and short-sighted. The HUD names the band for now, but that
line is debug scaffolding for the same reason the heat numbers are — Phase 3's
gate is telling them apart *without* being told.
## The map
A sketch map, top right, drawn from `Intel` rather than from the world:
- **The road network's shape is always visible**, as faint dashed lines. You are
an operative with a map, not an amnesiac.
- **Roads you have actually seen** are drawn solid and coloured by the heat you
remember on them — which is what you last saw, not what is there now.
- **Ground you have driven through** is filled in, tinted by who held it *when
you were last there*. A survey mission fills in a whole area at once.
- **The border** is drawn between adjacent remembered cells that you recall as
belonging to different sides — never from the front's true position, which
would hand you a live readout of a line that is supposed to move behind your
back.
- **Old notes fade.** An observation drawn faint is one you should not trust.
Nothing on the map reads live world state. Heat is what you last saw on a road;
territory is who held it when you last stood there. Both keep changing after you
leave, and the map has no way of knowing.
The HUD also carries an eight-point compass arrow to the active target, since
the map alone does not tell you which way to point the car.
## Layout
The one rule worth keeping: **`src/sim/` imports neither three.js nor Rapier.**
Phases 14 (heat, regions, front lines, quests) are all simulation, and keeping
them engine-free is what makes them unit-testable and fast-forwardable — you can
run a hundred simulated days in milliseconds to tune an escalation curve without
ever opening a browser.
```
src/
sim/ pure model, no engine imports:
world, roads, heat — the map and its memory
radio, opportunities — texture: chatter and field work
units, combat — traffic, patrols, soldiers, rounds
save — the campaign as JSON
regions — the front line and who holds what
intel, routing, quests — what the player knows and is asked to do
bases, car — where missions come from, and decline
physics/ Rapier world, raycast vehicle, input → wheel forces
render/ three.js scene, roads, markers, chase camera
core/ fixed-timestep loop, seeded RNG, keyboard
ui/ debug HUD, quest board, sketch minimap
persistence.ts integration layer: saves in localStorage
debug.ts ?debug=1 handle: step, render and capture frames to shots/
carSpec.ts shared car dimensions, so body and mesh cannot drift apart
heatProps.ts integration layer: heat levels → colliders + meshes
```
`heatProps.ts` sits at the top level on purpose — it is the one module allowed to
touch both Rapier and three.js, because it owns objects that must exist in both
or neither. Its tests run headless: three.js scene graphs work fine in Node, so
"the barricade's collider was removed along with its mesh" is a unit test.
Data flows one way: `sim``physics``render`. Condition reaches the physics
layer already digested into a `Handling` by `deriveHandling`, so there is exactly
one place where "how broken the car is" turns into "how it drives".
## Notes on the state of it
- **The car handles like a placeholder.** Suspension, grip, and engine numbers in
`physics/physics.ts` and `sim/car.ts` are first guesses that pass a smoke test,
not something tuned by feel. That tuning *is* Phase 0's verification gate.
- **Wear rates are deliberately aggressive** so decline is visible in minutes
rather than hours. Turn them down in `applyWear` once the curve reads right.
- **No interpolation** between physics steps. Fine at 60 Hz; revisit if the step
rate changes.
- **Nothing is persisted** across reloads — condition, heat, intel and completed
runs all reset. IndexedDB comes with the campaign layer, and `sim/intel.ts`
plus `sim/heat.ts` are the two things that most need it.
- **Repairs are automatic on hand-in.** Parts get spent the moment you report
back. The brief wants repair to be a physical, on-foot act with scavenged
parts; that is Phase 6.
- **The board's route preview assumes the shortest path.** If you drive a
different way, the intel you were shown described a route you did not take.
`findRoute` already accepts a cost function, so a "safest route" preview is a
small change when it is wanted.
- **Junctions have no heat of their own.** A point near a junction is credited to
whichever segment is nearest, so a heavily used crossroads never fortifies as a
crossroads. Known gap, deferred on purpose.
- **Barricades are visually crude.** Blocking the whole 24 m corridor means two
long concrete slabs, which reads more like a wall than a checkpoint. The
gameplay shape is right; the presentation wants berms, wire, or wreckage on the
outer sections. They can also clip scenery placed on the verge — both are
static bodies, so physics is unaffected, but it looks wrong up close.
- **Heat has no diegetic signal at a distance.** You learn a road is hot by
arriving at the checkpoint. The brief wants it readable from patrol density and
wreckage before you commit — that needs the enemy presence Phase 5 brings.
- **The heat HUD lines are debug scaffolding.** The brief is explicit that no
numeric heat meter ships; they exist to tune the curve and should come out.
- **Bundle:** ~2.7 MB raw / ~945 KB gzipped, dominated by Rapier's WASM, which
`rapier3d-compat` inlines as base64. Switching to the non-compat `@dimforge/rapier3d`
package serves the WASM as a separate file (~570 KB gzipped, compiled in
parallel with the JS) at the cost of extra Vite plugin config. Worth doing
before anyone but you plays it; not worth doing now.
## Next
Two gates are open at once, and both need a person, not a test.
**Phase 1:** you catch yourself avoiding a road because of its history, not its
distance. If it fails, check `METRES_PER_HEAT` (escalation too slow to matter in
one session), `DECAY_PER_SECOND` (nothing accumulates), or whether the props are
actually inconvenient enough to route around.
**Phase 2:** you take the new target a meaningful fraction of the time, for
reasons other than curiosity — because the known one has genuinely got
expensive. If the known option is always strictly better, raise `NOVELTY_BONUS`.
If you never take a known target, lower it.
**Phase 3:** driving into an occupied region, you can tell it from a liberated
one within a couple of minutes, from tone alone, without reading the HUD line
that names it. If you cannot, the palettes in `render/scene.ts` are too close
together — push them apart before trusting the band boundaries.
**Phase 5:** someone coming to this cold can describe what kind of game it is
and who they are playing after one session, without the premise being explained
first. If the four jobs still feel like one job with four names, the dial is
`MISSION_SHAPE` — push the work times and the cargo risk further apart before
adding anything new.
**Phase 4:** returning to a region after time away, you are genuinely unsure
what you will find until you are back on the ground — and when it has changed,
it reads as the world having moved rather than as a notification you were given.
If the world instead feels arbitrary, the drift is too fast: lengthen the wave
periods in `sim/regions.ts` before shrinking their amplitude, since it is the
*rate* of change that reads as noise, not the size of it.
**Phase 6:** the world should feel lived in before it feels dangerous — traffic
and people you have no reason to interact with, and a war that is obviously not
about you. If firefights read as encounters staged for the player, the spacing
and spawn rules in `sim/units.ts` are the dial.
Still deferred: a deeper repair economy
with scavenged parts and on-foot work, car identity and disguise feeding into
heat, and expanded combat. Nothing there should be pulled forward until the loop
below it is proven.
The most useful thing before any of that is taking the debug lines out of the
HUD. Several gates now depend on reading the world rather than a readout, and
the scaffolding actively works against you when you sit down to judge them.
Watch for one failure mode in particular: if you find yourself taking whichever
job is *nearest* and ignoring the intel line entirely, the board is decorative
and the phase has not landed, whatever the reward numbers say.