Files
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

140 lines
3.3 KiB
Luau

-- Triage the obstacle hits: WHAT is hit, on WHICH segments, and how far
-- through the run. Contact with the apron at the ring mouth and with the
-- carriageway at the merge is intended; contact with a pier is never.
-- SAFETY: MapBuilder.build() destroys Workspace.Map first. Stash the live map
-- aside and restore it afterwards -- see verify_shared_ramps.luau.
local ServerScriptService = game:GetService("ServerScriptService")
local live = workspace:FindFirstChild("Map")
local stash = nil
if live then
stash = Instance.new("Folder")
stash.Name = "__MAP_STASH__"
stash.Parent = ServerScriptService
live.Parent = stash
end
local function restoreLive()
if stash then
local held = stash:FindFirstChild("Map")
local rebuilt = workspace:FindFirstChild("Map")
if rebuilt then
rebuilt:Destroy()
end
if held then
held.Parent = workspace
end
stash:Destroy()
end
end
local out = {}
local function log(...)
table.insert(out, table.concat({ ... }, " "))
end
local src = ServerScriptService:FindFirstChild("Server")
src = src and src:FindFirstChild("MapBuilder") or ServerScriptService:FindFirstChild("MapBuilder", true)
local MapBuilder = require(src:Clone())
local map = MapBuilder.build and MapBuilder.build() or MapBuilder.Build()
map.Name = "TRIAGE_CLONE"
map.Parent = workspace
local RUNS = {
"PAEntryRampTrunk",
"PAEntryRampNear",
"PAEntryRampCross",
"PAEntryRampMerge",
"PAExitRampTrunk",
"PAExitRampNear",
"PAExitRampCross",
"PAExitRampMerge",
}
local deckOf = {}
for _, r in ipairs(RUNS) do
deckOf[r] = {}
end
for _, d in ipairs(map:GetDescendants()) do
if d:IsA("BasePart") then
for _, r in ipairs(RUNS) do
local idx = d.Name:match("^" .. r .. "_(%d+)$")
if idx then
table.insert(deckOf[r], { i = tonumber(idx), p = d })
end
end
end
end
for _, r in ipairs(RUNS) do
table.sort(deckOf[r], function(a, b)
return a.i < b.i
end)
end
local function isRampPart(p)
local n = p.Name
if n:find("PARamp") or n:find("PARing") then
return true
end
for _, r in ipairs(RUNS) do
if n:sub(1, #r) == r then
return true
end
end
return false
end
-- Normalise an obstacle name to its class (Road_537 -> Road_).
local function klass(n)
if n:sub(1, 5) == "Road_" then
return "Road_*"
end
return (n:gsub("_%d+$", "_*"))
end
for _, r in ipairs(RUNS) do
local segs = deckOf[r]
local byClass = {}
for k, e in ipairs(segs) do
local params = OverlapParams.new()
params.FilterType = Enum.RaycastFilterType.Include
params.FilterDescendantsInstances = { map }
params.MaxParts = 60
for _, o in ipairs(workspace:GetPartsInPart(e.p, params)) do
if o ~= e.p and not isRampPart(o) then
local c = klass(o.Name)
local rec = byClass[c]
if not rec then
rec = { lo = k, hi = k, n = 0 }
byClass[c] = rec
end
rec.lo = math.min(rec.lo, k)
rec.hi = math.max(rec.hi, k)
rec.n += 1
end
end
end
local any = false
for c, rec in pairs(byClass) do
any = true
log(
string.format(
"%-18s %-16s segs %d..%d of %d (%.0f%%..%.0f%% along) %d contacts",
r,
c,
rec.lo,
rec.hi,
#segs,
rec.lo / #segs * 100,
rec.hi / #segs * 100,
rec.n
)
)
end
if not any then
log(string.format("%-18s CLEAN", r))
end
end
map:Destroy()
restoreLive()
log(string.format("live map restored: %s", tostring(workspace:FindFirstChild("Map") ~= nil)))
return table.concat(out, "\n")