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 +1,110 @@
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-- Measure the redesigned ramps: extent, grade, side (E/W), and collisions
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-- with STRUCTURAL parts (piers, masts, girders). Read-only.
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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 PA = Vector3.new(-4124, 46, -7470)
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-- Gather deck parts per run.
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local 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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for _, base in ipairs({ "PAEntryRampTrunk", "PAEntryRampNear", "PAExitRampTrunk", "PAExitRampNear" }) do
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if nm:sub(1, #base) == 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 out = {}
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local order = { "PAEntryRampTrunk", "PAEntryRampNear", "PAExitRampTrunk", "PAExitRampNear" }
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for _, base in ipairs(order) 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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local minY, maxY = math.huge, -math.huge
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local minX, maxX = math.huge, -math.huge
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local minZ, maxZ = math.huge, -math.huge
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local maxGrade = 0
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table.sort(parts, function(a, b)
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return a.Name < b.Name
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end)
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for _, p in ipairs(parts) do
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local q = p.Position
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minY, maxY = math.min(minY, q.Y), math.max(maxY, q.Y)
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minX, maxX = math.min(minX, q.X), math.max(maxX, q.X)
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minZ, maxZ = math.min(minZ, q.Z), math.max(maxZ, q.Z)
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end
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for i = 2, #parts do
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local a, b = parts[i - 1].Position, parts[i].Position
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local horiz = (Vector3.new(a.X, 0, a.Z) - Vector3.new(b.X, 0, b.Z)).Magnitude
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if horiz > 0.5 then
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maxGrade = math.max(maxGrade, math.abs(b.Y - a.Y) / horiz * 100)
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end
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end
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-- mean X relative to PA centre tells us east (+) or west (-)
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local sx = 0
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for _, p in ipairs(parts) do
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sx += p.Position.X
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end
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local side = (sx / #parts) > PA.X and "EAST" or "WEST"
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table.insert(
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out,
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("%s: n=%d Y=%.0f..%.0f grade<=%.2f%% side=%s X=%.0f..%.0f Z=%.0f..%.0f"):format(
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base,
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#parts,
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minY,
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maxY,
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maxGrade,
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side,
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minX,
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maxX,
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minZ,
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maxZ
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)
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)
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end
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end
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-- Structural collision test: does any ramp deck part overlap a pier/mast?
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local structural = {}
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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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end
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end
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table.insert(out, "structuralParts=" .. #structural)
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local hits = 0
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local detail = {}
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for _, base in ipairs(order) do
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local parts = runs[base] or {}
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local h = 0
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for _, p in ipairs(parts) do
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for _, s in ipairs(structural) do
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local dx = math.abs(p.Position.X - s.Position.X)
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local dz = math.abs(p.Position.Z - s.Position.Z)
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local dy = math.abs(p.Position.Y - s.Position.Y)
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local rx = (p.Size.X + s.Size.X) / 2
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local rz = (p.Size.Z + s.Size.Z) / 2
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local ry = (p.Size.Y + s.Size.Y) / 2
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if dx < rx and dz < rz and dy < ry then
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h += 1
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end
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end
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end
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hits += h
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table.insert(detail, base .. "=" .. h)
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end
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table.insert(out, "STRUCTURAL_HITS total=" .. hits .. " (" .. table.concat(detail, " ") .. ")")
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return table.concat(out, "\n")
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