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.
72 lines
1.8 KiB
Luau
72 lines
1.8 KiB
Luau
-- Median opening test, now against the CORRECT part name. The centre divider
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-- is "Median_<i>"; "Barrier" is the outer edge parapet (which must NOT open).
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local ws = game:GetService("Workspace")
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local map = ws:FindFirstChild("Map")
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local medians, roads = {}, {}
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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 b = d.Name:gsub("_?%d+$", "")
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if b == "Median" then
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table.insert(medians, d.Position)
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elseif b == "Road" then
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table.insert(roads, d.Position)
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end
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end
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end
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local anchors = {}
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for _, d in ipairs(map:GetDescendants()) do
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if d:IsA("BasePart") and (d.Name == "PAEntryRampNear_200" or d.Name == "PAExitRampNear_200") then
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table.insert(anchors, { d.Name, d.Position })
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end
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end
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local WIN = 220
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local function countNear(pos, list)
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local n = 0
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for _, bp in ipairs(list) do
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if (Vector3.new(pos.X, 0, pos.Z) - Vector3.new(bp.X, 0, bp.Z)).Magnitude < WIN then
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n += 1
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end
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end
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return n
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end
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local out = {}
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table.insert(out, ("medianParts=%d roadParts=%d window=+/-%d"):format(#medians, #roads, WIN))
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local ctrl = {}
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local step = math.max(1, math.floor(#roads / 14))
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for i = 1, #roads, step do
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local p = roads[i]
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local far = true
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for _, a in ipairs(anchors) do
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if (Vector3.new(p.X, 0, p.Z) - Vector3.new(a[2].X, 0, a[2].Z)).Magnitude < 700 then
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far = false
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end
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end
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if far then
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table.insert(ctrl, countNear(p, medians))
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end
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end
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table.sort(ctrl)
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local sum = 0
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for _, v in ipairs(ctrl) do
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sum += v
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end
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table.insert(
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out,
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("CONTROL plain mainline (n=%d): min=%d median=%d max=%d mean=%.1f"):format(
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#ctrl,
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ctrl[1] or -1,
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ctrl[math.max(1, math.floor(#ctrl / 2))] or -1,
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ctrl[#ctrl] or -1,
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#ctrl > 0 and sum / #ctrl or -1
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)
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)
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for _, a in ipairs(anchors) do
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table.insert(out, ("JUNCTION %s: mediansInWindow=%d"):format(a[1], countNear(a[2], medians)))
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end
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return table.concat(out, "\n")
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