drive-between-the-lines/src
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
..
core Phase 2: bases, quest board, and known-vs-new targets 2026-08-07 10:06:32 +02:00
physics Braking, stutter, a real road hierarchy, denser towns, and autosave 2026-08-07 13:28:15 +02:00
render Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
sim Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
ui Phase 6: an inhabited world, and a war to drive through 2026-08-07 15:49:11 +02:00
carSpec.ts Phase 1: road network and heat 2026-08-07 07:47:19 +02:00
debug.ts Phase 6: an inhabited world, and a war to drive through 2026-08-07 15:49:11 +02:00
heatProps.test.ts Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
heatProps.ts Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
main.ts Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
persistence.ts Braking, stutter, a real road hierarchy, denser towns, and autosave 2026-08-07 13:28:15 +02:00