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

188 lines
5.1 KiB
Luau

-- Headless verification of the four C1 fidelity fixes.
-- Asserts NUMBERS the build produced, not "the build ran".
local sss = game:GetService("ServerScriptService")
local orig = sss:FindFirstChild("MapBuilder", true)
if not orig then
return "FAIL: MapBuilder not found"
end
-- Freshness gate: prove we are measuring the NEW source before trusting anything.
local fresh = {}
for _, tok in ipairs({ "WIDE_ROAD_WIDTH", "BridgeGirder", "GinzaOverpass", "isJctSample", "GIRDER_H" }) do
fresh[#fresh + 1] = tok .. "=" .. tostring(orig.Source:find(tok, 1, true) ~= nil)
end
-- Fresh-require so Studio's module cache cannot serve a stale copy.
local clone = orig:Clone()
clone.Name = "MapBuilder_Verify"
clone.Parent = orig.Parent
local okM, MB = pcall(require, clone)
if not okM then
clone:Destroy()
return "FAIL require: " .. tostring(MB)
end
local okB, map = pcall(MB.build)
if not okB then
clone:Destroy()
return "FAIL build: " .. tostring(map)
end
local Circuit = require(game:GetService("ReplicatedStorage"):FindFirstChild("Circuit", true))
local counts = {}
local decks = {}
for _, d in ipairs(map:GetDescendants()) do
if d:IsA("BasePart") then
counts[d.Name] = (counts[d.Name] or 0) + 1
local idx = d.Name:match("^Road_(%d+)$")
if idx then
decks[tonumber(idx)] = d
end
end
end
local out = {}
local function line(s)
out[#out + 1] = s
end
line("FRESHNESS: " .. table.concat(fresh, " "))
-- FIX 1: bridge flag wired up ------------------------------------------------
local nBridgeSamples = 0
for _, s in ipairs(Circuit.samples) do
if s.bridge then
nBridgeSamples += 1
end
end
local girders = counts["BridgeGirder"] or 0
line(
("FIX1 bridge flag: samples=%d girders=%d piercaps=%d piercols=%d -> %s"):format(
nBridgeSamples,
girders,
counts["PierCap"] or 0,
counts["PierColumn"] or 0,
(girders >= nBridgeSamples * 0.5 and girders > 0) and "PASS" or "FAIL"
)
)
-- FIX 2: Ginza overpasses with piers between the carriageways ----------------
local ov, pier = counts["GinzaOverpass"] or 0, counts["OverpassPier"] or 0
line(
("FIX2 Ginza 跨道橋: overpass=%d pier=%d parapet=%d -> %s"):format(
ov,
pier,
counts["OverpassParapet"] or 0,
(ov > 0 and pier == ov) and "PASS" or "FAIL"
)
)
-- Piers must actually sit BETWEEN the carriageways (near the centreline),
-- not off to one side -- that is the whole point of the fix.
local worstPier = 0
for _, d in ipairs(map:GetDescendants()) do
if d.Name == "OverpassPier" then
local best = math.huge
for i, s in ipairs(Circuit.samples) do
if s.piece == "Ginza" then
local dd = (Vector3.new(s.pos.X, 0, s.pos.Z) - Vector3.new(d.Position.X, 0, d.Position.Z)).Magnitude
best = math.min(best, dd)
local _ = i
end
end
worstPier = math.max(worstPier, best)
end
end
line(("FIX2 pier centreline offset: worst=%.2f studs -> %s"):format(worstPier, worstPier < 6 and "PASS" or "FAIL"))
-- FIX 3: 40 km/h plates in junctions ----------------------------------------
local n40, n50 = 0, 0
for _, d in ipairs(map:GetDescendants()) do
if d.Name == "SpeedLimitSign" then
for _, g in ipairs(d:GetDescendants()) do
if g:IsA("TextLabel") then
if g.Text == "40" then
n40 += 1
elseif g.Text == "50" then
n50 += 1
end
break
end
end
end
end
line(("FIX3 speed plates: 40kmh=%d 50kmh=%d -> %s"):format(n40, n50, (n40 > 0 and n50 > 0) and "PASS" or "FAIL"))
-- FIX 4: Shiodome 3+3 widening ----------------------------------------------
local shioW, baseW, shioN, baseN = 0, 0, 0, 0
for i, s in ipairs(Circuit.samples) do
local d = decks[i]
if d then
if s.piece == "Shiodome" then
shioW += d.Size.X
shioN += 1
elseif s.piece == "Kasumigaseki" then
baseW += d.Size.X
baseN += 1
end
end
end
shioW = shioN > 0 and shioW / shioN or 0
baseW = baseN > 0 and baseW / baseN or 0
line(
("FIX4 deck width: Shiodome avg=%.1f Kasumigaseki avg=%.1f -> %s"):format(
shioW,
baseW,
(shioW > baseW + 8) and "PASS" or "FAIL"
)
)
-- Lane boundary count: 3 lanes per side needs 2 boundary lines per side.
local function boundariesNear(zone)
local best, bestI = math.huge, nil
for i, s in ipairs(Circuit.samples) do
if s.piece == zone then
bestI = bestI or i
best = 0
end
end
local _ = best
return bestI
end
local si = boundariesNear("Shiodome")
local nLines = 0
if si and decks[si] then
local c = decks[si].Position
for _, d in ipairs(map:GetDescendants()) do
if (d.Name == "LaneLine" or d.Name == "Dash") and (d.Position - c).Magnitude < 40 then
nLines += 1
end
end
end
line(("FIX4 lane boundaries near Shiodome sample %s: %d markings"):format(tostring(si), nLines))
-- REGRESSION: no holes in the deck, seam lips still within tolerance --------
local holes, maxLip = 0, 0
local n = #Circuit.samples
for i = 1, n do
local a, b = decks[i], decks[(i % n) + 1]
if a and b then
local lip = math.abs((a.Position.Y + a.Size.Y / 2) - (b.Position.Y + b.Size.Y / 2))
maxLip = math.max(maxLip, lip)
elseif not a then
holes += 1
end
end
line(
("REGRESSION decks=%d holes=%d maxSeamLip=%.3f -> %s"):format(
n,
holes,
maxLip,
(holes == 0 and maxLip <= 0.30) and "PASS" or "FAIL"
)
)
map:Destroy()
clone:Destroy()
return table.concat(out, "\n")