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jesse 1d23c187ad 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.
2026-08-03 11:53:40 -04:00

52 lines
1.5 KiB
Luau

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