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 +1,51 @@
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-- Export a top-down plan of the PA area as JSON-ish text so it can be
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-- plotted offline, and measure the median-barrier opening properly by
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-- looking for gaps along the mainline centreline near each junction.
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local ws = game:GetService("Workspace")
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local map = ws:FindFirstChild("Map")
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local PA = Vector3.new(-4124, 46, -7470)
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local RANGE = 2600 -- studs around the PA to export
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local buckets = {
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EntryTrunk = {},
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EntryNear = {},
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ExitTrunk = {},
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ExitNear = {},
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Road = {},
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Barrier = {},
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Ring = {},
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}
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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 p = d.Position
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if math.abs(p.X - PA.X) < RANGE and math.abs(p.Z - PA.Z) < RANGE then
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local nm = d.Name
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local key
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if nm:sub(1, 18) == "PAEntryRampTrunk_" or nm:sub(1, 17) == "PAEntryRampTrunk_" then
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key = "EntryTrunk"
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elseif nm:sub(1, 16) == "PAEntryRampNear_" then
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key = "EntryNear"
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elseif nm:sub(1, 16) == "PAExitRampTrunk_" then
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key = "ExitTrunk"
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elseif nm:sub(1, 15) == "PAExitRampNear_" then
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key = "ExitNear"
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elseif nm:gsub("_?%d+$", "") == "Road" then
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key = "Road"
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elseif nm:gsub("_?%d+$", "") == "Barrier" then
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key = "Barrier"
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elseif nm:find("PARing") then
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key = "Ring"
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end
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if key then
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table.insert(buckets[key], ("%d,%d,%d"):format(math.floor(p.X), math.floor(p.Z), math.floor(p.Y)))
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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 out = {}
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for k, v in pairs(buckets) do
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table.insert(out, "#" .. k .. "#" .. table.concat(v, ";"))
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end
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return table.concat(out, "\n")
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