Daikoku PA: two perimeter ramps, far side served by the median opening
Rework the PA junction to match the reference drawing: yellow = PA -> highway (entry), red = highway -> PA (exit). Entry and exit swap sides (entry now EAST, exit WEST) and both trunks hug the PA perimeter instead of running concentric spirals. The simplification: both carriageways sit at the same deck level, adjacent, so the median opening IS the far-side access path. The under-deck crossing and merge runs are deleted outright -- 8 runs collapse to 4, and the girder-soffit ceiling logic that constrained the crossing goes with them. Part count 24,210 -> 21,691. The median opening is now load-bearing rather than cosmetic (it is the only route from the far carriageway to the ramps), so it widens from 6 to 9 samples per junction. Orientation is a single flip-able constant (ORIENT) so a mirrored result is a one-line correction, not a rewrite. Measured on the built map (not asserted): - 600 entry + 600 exit ramp parts - max grade 8.00% / 8.27%, under the 9% limit - 0 collisions with piers/masts/girders (558 structural parts) - segment continuity <= 2.5 studs; trunk->merge handoff <= 1.7 studs - merge lands at dY 0.0 (exact deck level), 33 studs lateral - median open at junctions: 0 parts vs. control ~7 on plain mainline Two traps worth recording, both caught by controls: 1. Studio's require() cache silently rebuilt STALE code. The first "passing" build reported 17,575 parts and zero ramps, and the map contained PAOffRamp/PAOnRamp parts whose names exist nowhere in the current source. Every measurement taken before this was describing an old map. Added tools/rebuild_fresh.luau, which clones the module to bust the cache; use it rather than requiring MapBuilder directly. 2. A reported "median never opens" bug was a bad probe, not a defect. It counted `Barrier` (the outer edge parapet, which must NEVER open) instead of `Median_<i>`. Re-run against the right name: control 7, junctions 0. Both were only visible because the probes carry controls -- a 0-hit result with no control is vacuous. The verification harnesses are kept in tools/ with their controls built in.
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@@ -0,0 +1,95 @@
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-- CONTROL + CONNECTIVITY.
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-- 1. Control: deliberately test a part known to intersect structure, so a
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-- 0-hit result on the ramps means "clear", not "probe is broken".
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-- 2. Connectivity: largest gap between consecutive deck segments within each
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-- run, and the trunk->near handoff distance.
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local ws = game:GetService("Workspace")
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local map = ws:FindFirstChild("Map")
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if not map then
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return "no Map"
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end
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local structural, runs = {}, {}
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for _, d in ipairs(map:GetDescendants()) do
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if d:IsA("BasePart") then
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local nm = d.Name
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if nm:find("PierColumn") or nm:find("PAMast") or nm:find("GirderRib") then
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table.insert(structural, d)
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end
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for _, base in ipairs({ "PAEntryRampTrunk", "PAEntryRampNear", "PAExitRampTrunk", "PAExitRampNear" }) do
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if nm:sub(1, #base + 1) == base .. "_" then
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runs[base] = runs[base] or {}
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table.insert(runs[base], d)
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end
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end
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end
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end
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local function overlaps(p, s)
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local d1, d2 = p.Position, s.Position
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return math.abs(d1.X - d2.X) < (p.Size.X + s.Size.X) / 2
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and math.abs(d1.Z - d2.Z) < (p.Size.Z + s.Size.Z) / 2
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and math.abs(d1.Y - d2.Y) < (p.Size.Y + s.Size.Y) / 2
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end
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local out = {}
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-- CONTROL: a probe box placed exactly on the first structural part must hit.
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local ctrl = structural[1]
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local fake = { Position = ctrl.Position, Size = Vector3.new(4, 4, 4) }
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local ctrlHits = 0
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for _, s in ipairs(structural) do
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if overlaps(fake, s) then
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ctrlHits += 1
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end
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end
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table.insert(
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out,
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("CONTROL (box on a known pier): hits=%d -> probe %s"):format(
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ctrlHits,
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ctrlHits > 0 and "WORKS" or "IS BROKEN/VACUOUS"
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)
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)
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table.insert(out, "structuralParts=" .. #structural)
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-- CONNECTIVITY
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local function sortKey(p)
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return tonumber(p.Name:match("_(%d+)$")) or 0
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end
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for _, base in ipairs({ "PAEntryRampTrunk", "PAEntryRampNear", "PAExitRampTrunk", "PAExitRampNear" }) do
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local parts = runs[base]
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if not parts then
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table.insert(out, base .. ": MISSING")
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else
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table.sort(parts, function(a, b)
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return sortKey(a) < sortKey(b)
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end)
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local maxGap = 0
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for i = 2, #parts do
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local g = (parts[i].Position - parts[i - 1].Position).Magnitude
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maxGap = math.max(maxGap, g)
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end
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table.insert(out, ("%s: n=%d maxSegGap=%.1f"):format(base, #parts, maxGap))
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end
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end
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-- Trunk -> Near handoff
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for _, pair in ipairs({ { "PAEntryRampTrunk", "PAEntryRampNear" }, { "PAExitRampTrunk", "PAExitRampNear" } }) do
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local t, nr = runs[pair[1]], runs[pair[2]]
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if t and nr then
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table.sort(t, function(a, b)
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return sortKey(a) < sortKey(b)
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end)
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table.sort(nr, function(a, b)
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return sortKey(a) < sortKey(b)
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end)
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local best = math.huge
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for _, a in ipairs({ t[1], t[#t] }) do
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for _, b in ipairs({ nr[1], nr[#nr] }) do
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best = math.min(best, (a.Position - b.Position).Magnitude)
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end
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end
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table.insert(out, ("HANDOFF %s->%s closestEnd=%.1f"):format(pair[1], pair[2], best))
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end
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end
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return table.concat(out, "\n")
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