The objective beacon now goes out once the cargo is dropped or the survey is done. The target is no longer somewhere the player needs to be, and the bases' own beacons take over for the trip home. The front moves from two independent sources. Mission completions push it forward, weighted by what the job was worth, and that contribution decays over about seven minutes so ground won is not held for free. On top of that the line drifts on its own in both directions, which the brief is explicit about: ambient drift is what makes this a war rather than a level, and it is the only mechanism for the enemy's attention being pulled elsewhere. Drift is a sum of slow waves, not a random walk. A first attempt at a damped walk moved 3m in four minutes, because white noise scaled by dt averages itself out. Waves at incommensurate periods are unpredictable in practice, bounded by construction, and reproducible from the seed, so a test can assert that a region changed hands while the player was away. Most of the movement is shared across boundaries, since a front advances as a whole; independent per-band waves were squeezing bands into the ordering clamp. Crucially the map no longer reads live state. Intel now records who held each cell when the player last stood in it, and the minimap draws that, with the border inferred from where remembered control changes rather than from the front's true position. Otherwise the map would quietly hand the player a live readout of a line that is supposed to move behind their back. Stale roads are drawn faded, so untrustworthy notes look untrustworthy. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
319 lines
16 KiB
Markdown
319 lines
16 KiB
Markdown
# Drive Between the Lines — prototype
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Endless driving survival game.
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- **Phase 0** — a drivable car with persistent wear that is felt through the wheel.
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- **Phase 1** — a road network whose roads remember being driven, and escalate.
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- **Phase 2** — bases, a quest board, and known-vs-new target selection.
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- **Phase 3** — regional control: behind your own lines, nobody is watching.
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- **Phase 4** — the front line moves, from your work and on its own.
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## Running
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```bash
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npm run dev
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```
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Then open http://localhost:5173. Append `?seed=anything` to regenerate the world —
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seeds may be numbers or words.
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| | |
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|---|---|
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| `W` / `S` | throttle / brake-reverse |
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| `A` / `D` | steer |
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| `Space` | handbrake (rear wheels only) |
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| `R` | respawn the car — **does not** repair it |
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| `1`–`3` | accept a mission, when parked at a base |
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Drive to a green beacon (a base) and stop. Take a job, drive to the amber
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beacon, stop and hold position for three seconds, then return to **any** base —
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the amber beacon goes out once the job at the target is done, since the target
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is no longer anywhere you need to be.
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```bash
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npm test # sim + headless physics
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npm run build # typecheck + production bundle
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```
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## Road heat
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Every metre driven **on or alongside** a road adds heat to that segment; every
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road everywhere sheds it slowly. Cross a threshold and the road escalates:
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`Clear → Patrol → Barricade → Turret`
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- **Patrol** parks a vehicle on the verge. The road narrows.
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- **Barricade** puts concrete across it, leaving a gap you have to slow for.
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- **Turret** adds a tower overlooking the checkpoint.
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Roughly four traversals take a road from clear to turret; an untouched road
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cools off in about four minutes. Both numbers are in `sim/heat.ts` and both are
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guesses meant to be tuned.
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### The route corridor
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Heat is credited to a road for anything within `ROUTE_CATCHMENT` (12 m) of its
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centreline, not just the 9 m of tarmac. Otherwise the dominant strategy is to
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drive *next to* every road and never accrue heat at all.
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Two consequences follow from that, and both are deliberate:
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- **The cutoff is hard, not a taper.** A taper leaves a gradient to optimise
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along — sit at 80% of the catchment, take 20% of the heat. A cliff edge means
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you either use the route or you actually leave it.
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- **Barricades span the full corridor**, well past the kerb. A checkpoint that
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stopped at the tarmac would be free to round on the verge at speed.
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12 m is chosen, not arbitrary: it puts ~7.5 m of verge beyond the kerb (about
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two car widths, so hugging the shoulder gains nothing) while leaving 57% of the
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map genuinely off-route. Widening it backfires — at 20 m two thirds of the map
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counts as on-route, heat becomes unavoidable, and "take a different route" stops
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being a choice at all.
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### Other deliberate choices
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- **No AI yet.** The props are stationary hazards. Escalation currently means the
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road gets slower and more expensive to get wrong, which is enough to test the
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phase's real question.
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- **Changes never happen on the road you are on.** They are deferred until you
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leave. Otherwise a barricade would spawn a static collider inside your car —
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and you are supposed to discover escalation by *coming back*, not by watching
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it assemble behind you.
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- **A checkpoint's position is seeded from its segment**, so a given stretch of
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road always fortifies in the same place. Recognising it is part of learning
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the map.
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The road network is a jittered grid with roughly a quarter of its edges removed,
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keeping the whole thing connected. The loops are the point: "take a different
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road this time" is not a decision unless alternative routes exist.
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## Missions and intel
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The board at each base offers a mix of **known targets** and **new** ones, and
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describes the route to each in words rather than numbers — "barricaded · last
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word 6 min ago", "no one has been down that way".
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The important part is *where those words come from*. The board never reads heat
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directly. It reads `sim/intel.ts`, which is a snapshot of what the player has
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actually observed and when. Drive a road and you write down what was on it;
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leave it alone and your note ages while the road keeps escalating without you.
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So a known route is genuinely knowable, genuinely stale, and never a guarantee —
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which is the tension the brief asks for.
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**Recon missions** are the tool for converting a new target into a known one:
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completing one surveys every road within 130 m, filling in the map without
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having to drive each one.
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Two mission types run end to end: **supply runs** and **surveys**. Both are
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travel → hold position at the target → return. Hand-in works at *any* base, not
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the issuing one, because the brief is explicit that a blocked road home must
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never strand the player.
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### Rewards, and why repairs exist
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New targets pay `NOVELTY_BONUS` (1.8×) more than known ones. That multiplier is
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the phase's tuning dial: if you never take the new target it is too low, and if
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you never take the known one it is too high.
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Payment is in **parts**, which repair the car — the only thing in the game that
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pushes condition back up. Repairs go to the worst subsystem first and stop at
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its **ceiling**, which drops permanently with every bit of damage taken
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(`PERMANENT_SHARE`, currently 30%). So a car can be patched back to what it is
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still capable of, but never to what it was. The HUD bars show this directly: `█`
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is current condition, `·` is what repairs could still reach, `×` is gone.
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This is what gives the board's reward a reason to matter. Without an economy the
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choice between a safe route and a risky one has no stakes; with one, the risky
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job is what keeps the car alive a while longer.
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## Regional control
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The map is cut by a single **front line** into four bands, running from your own
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territory out past the edge of the known world:
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`Liberated → Contested → Occupied → Frontier`
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| Band | Heat accrual | Heat decay |
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|---|---|---|
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| Liberated | **×0** | ×4 |
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| Contested | ×0.55 | ×1.4 |
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| Occupied | ×1 | ×1 |
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| Frontier | ×1.3 | ×0.8 |
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Liberated accrual is exactly zero, not merely small. A trickle would eventually
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fortify your own back garden, which is nonsense, and it would mean the safe area
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quietly punished you for using it. Behind your own lines, nobody is writing down
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which roads you take.
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Decay is judged by whoever holds *the road*, not whoever holds the ground the
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car is standing on — your own side dismantles checkpoints on its own roads
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whether or not you are there to watch.
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### The line moves
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Two forces, and they are independent by design.
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**Your work.** Completing a mission pushes the front forward, weighted by what
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the job was worth — a long haul into unknown country moves the war more than a
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local errand, and supply runs move it more than surveys. Ground won is not held
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forever: the player's contribution decays over about seven minutes, so the enemy
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presses back on its own.
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**The war elsewhere.** The line also drifts with nobody's help, in both
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directions. This is not background flavour: the brief is explicit that ambient
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drift is what makes the setting a war rather than a level, and that it is the
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*only* mechanism for the enemy's attention being pulled elsewhere — there is no
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separate "baseline threat" system alongside it.
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Drift is a sum of slow waves rather than a random walk. A walk either wanders
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off the map or, once reined in, moves so little the war reads as static. Waves
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at incommensurate periods are unpredictable in practice, always bounded, and
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reproducible from the seed — so "the region changed while you were away" is
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something a test can assert. Most of the movement is shared by every boundary,
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because a front that advances advances as a whole; each band then wobbles a
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little on its own so the map is not one rigid object sliding about.
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In practice a boundary swings about ±45 m and a spot near a border changes hands
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several times over a quarter of an hour.
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**Nothing announces any of this.** There is no notification, no readout, no
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number. The minimap shows who held each patch of ground *when you last stood in
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it* — so after a while away, your map is simply wrong, and the only way to find
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out is to go back and look.
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**You are never told which band you are in by the world itself.** Crossing a
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border eases the fog, the light and the palette: your own ground is open and
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green, contested goes flat and hazy, occupied turns dusty and closes in, the
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frontier is cold and short-sighted. The HUD names the band for now, but that
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line is debug scaffolding for the same reason the heat numbers are — Phase 3's
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gate is telling them apart *without* being told.
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## The map
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A sketch map, top right, drawn from `Intel` rather than from the world:
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- **The road network's shape is always visible**, as faint dashed lines. You are
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an operative with a map, not an amnesiac.
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- **Roads you have actually seen** are drawn solid and coloured by the heat you
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remember on them — which is what you last saw, not what is there now.
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- **Ground you have driven through** is filled in, tinted by who held it *when
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you were last there*. A survey mission fills in a whole area at once.
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- **The border** is drawn between adjacent remembered cells that you recall as
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belonging to different sides — never from the front's true position, which
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would hand you a live readout of a line that is supposed to move behind your
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back.
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- **Old notes fade.** An observation drawn faint is one you should not trust.
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Nothing on the map reads live world state. Heat is what you last saw on a road;
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territory is who held it when you last stood there. Both keep changing after you
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leave, and the map has no way of knowing.
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The HUD also carries an eight-point compass arrow to the active target, since
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the map alone does not tell you which way to point the car.
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## Layout
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The one rule worth keeping: **`src/sim/` imports neither three.js nor Rapier.**
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Phases 1–4 (heat, regions, front lines, quests) are all simulation, and keeping
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them engine-free is what makes them unit-testable and fast-forwardable — you can
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run a hundred simulated days in milliseconds to tune an escalation curve without
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ever opening a browser.
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```
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src/
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sim/ pure model, no engine imports:
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world, roads, heat — the map and its memory
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regions — the front line and who holds what
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intel, routing, quests — what the player knows and is asked to do
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bases, car — where missions come from, and decline
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physics/ Rapier world, raycast vehicle, input → wheel forces
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render/ three.js scene, roads, markers, chase camera
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core/ fixed-timestep loop, seeded RNG, keyboard
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ui/ debug HUD, quest board, sketch minimap
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carSpec.ts shared car dimensions, so body and mesh cannot drift apart
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heatProps.ts integration layer: heat levels → colliders + meshes
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```
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`heatProps.ts` sits at the top level on purpose — it is the one module allowed to
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touch both Rapier and three.js, because it owns objects that must exist in both
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or neither. Its tests run headless: three.js scene graphs work fine in Node, so
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"the barricade's collider was removed along with its mesh" is a unit test.
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Data flows one way: `sim` → `physics` → `render`. Condition reaches the physics
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layer already digested into a `Handling` by `deriveHandling`, so there is exactly
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one place where "how broken the car is" turns into "how it drives".
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## Notes on the state of it
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- **The car handles like a placeholder.** Suspension, grip, and engine numbers in
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`physics/physics.ts` and `sim/car.ts` are first guesses that pass a smoke test,
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not something tuned by feel. That tuning *is* Phase 0's verification gate.
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- **Wear rates are deliberately aggressive** so decline is visible in minutes
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rather than hours. Turn them down in `applyWear` once the curve reads right.
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- **No interpolation** between physics steps. Fine at 60 Hz; revisit if the step
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rate changes.
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- **Nothing is persisted** across reloads — condition, heat, intel and completed
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runs all reset. IndexedDB comes with the campaign layer, and `sim/intel.ts`
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plus `sim/heat.ts` are the two things that most need it.
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- **Repairs are automatic on hand-in.** Parts get spent the moment you report
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back. The brief wants repair to be a physical, on-foot act with scavenged
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parts; that is Phase 6.
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- **The board's route preview assumes the shortest path.** If you drive a
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different way, the intel you were shown described a route you did not take.
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`findRoute` already accepts a cost function, so a "safest route" preview is a
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small change when it is wanted.
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- **Junctions have no heat of their own.** A point near a junction is credited to
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whichever segment is nearest, so a heavily used crossroads never fortifies as a
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crossroads. Known gap, deferred on purpose.
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- **Barricades are visually crude.** Blocking the whole 24 m corridor means two
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long concrete slabs, which reads more like a wall than a checkpoint. The
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gameplay shape is right; the presentation wants berms, wire, or wreckage on the
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outer sections. They can also clip scenery placed on the verge — both are
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static bodies, so physics is unaffected, but it looks wrong up close.
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- **Heat has no diegetic signal at a distance.** You learn a road is hot by
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arriving at the checkpoint. The brief wants it readable from patrol density and
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wreckage before you commit — that needs the enemy presence Phase 5 brings.
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- **The heat HUD lines are debug scaffolding.** The brief is explicit that no
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numeric heat meter ships; they exist to tune the curve and should come out.
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- **Bundle:** ~2.7 MB raw / ~945 KB gzipped, dominated by Rapier's WASM, which
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`rapier3d-compat` inlines as base64. Switching to the non-compat `@dimforge/rapier3d`
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package serves the WASM as a separate file (~570 KB gzipped, compiled in
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parallel with the JS) at the cost of extra Vite plugin config. Worth doing
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before anyone but you plays it; not worth doing now.
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## Next
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Two gates are open at once, and both need a person, not a test.
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**Phase 1:** you catch yourself avoiding a road because of its history, not its
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distance. If it fails, check `METRES_PER_HEAT` (escalation too slow to matter in
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one session), `DECAY_PER_SECOND` (nothing accumulates), or whether the props are
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actually inconvenient enough to route around.
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**Phase 2:** you take the new target a meaningful fraction of the time, for
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reasons other than curiosity — because the known one has genuinely got
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expensive. If the known option is always strictly better, raise `NOVELTY_BONUS`.
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If you never take a known target, lower it.
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**Phase 3:** driving into an occupied region, you can tell it from a liberated
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one within a couple of minutes, from tone alone, without reading the HUD line
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that names it. If you cannot, the palettes in `render/scene.ts` are too close
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together — push them apart before trusting the band boundaries.
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**Phase 4:** returning to a region after time away, you are genuinely unsure
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what you will find until you are back on the ground — and when it has changed,
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it reads as the world having moved rather than as a notification you were given.
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If the world instead feels arbitrary, the drift is too fast: lengthen the wave
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periods in `sim/regions.ts` before shrinking their amplitude, since it is the
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*rate* of change that reads as noise, not the size of it.
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Next is **Phase 5** — narrative and mission texture, all four mission types made
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to feel distinct, and signals that the enemy has other priorities. Before that,
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two things are worth doing regardless: persistence (nothing survives a reload)
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and taking the debug lines out of the HUD, since several gates now depend on
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reading the world rather than a readout.
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Watch for one failure mode in particular: if you find yourself taking whichever
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job is *nearest* and ignoring the intel line entirely, the board is decorative
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and the phase has not landed, whatever the reward numbers say.
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