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jesse c8dabea53a Daikoku PA: lift mainline over the apron, rebuild both ramps
The PA ring road and the expressway mainline were both at ground level, so
the ring parapet stood INSIDE the carriageway (measured -10.0 studs of
vertical overlap: a wall in the middle of the road).

Reference photos of the real Daikoku Futo PA show the expressway flying
OVER the parking apron on pillars, with the PA at ground level and ramps
climbing up to meet it. Rebuilt to match:

- mainline lifted 38 studs through the junction, eased in/out (max 5.26%
  grade, within real expressway limits)
- PA ring + apron stay at ground level; legacy PARingPillar props removed
- both on/off ramps regraded over the full rise with smoothstep easing,
  segments overlapped 3 studs so wheels can't catch a seam, plus support
  pillars and edge kerbs where the deck is high

Verified in-engine against built parts (tools/diag_daikoku.luau), not just
source: clearance now +28.0 studs, both ramps continuous (max step 5.62,
no gaps). tools/plot_daikoku.py renders the plan/section for comparison.
2026-08-02 15:56:13 -04:00

93 lines
2.6 KiB
Luau

--[[
verify_source.luau -- read the module SOURCE TEXT in Edit, bypassing require().
Why: require() caches a ModuleScript's return value for the whole Studio
session. Both modules were pushed successfully (match=true), but an earlier
require() in this same session means require() still hands back the OLD
table -- so a harness that builds cars via require() measures stale code and
can report a false PASS. Reading .Source is cache-proof.
This only proves the SOURCE is correct on disk-in-Studio. It cannot prove
runtime behaviour -- that needs a fresh datamodel (press Play), which
rebuilds the require cache from this source.
]]
local SSS = game:GetService("ServerScriptService")
local RS = game:GetService("ReplicatedStorage")
local out = {}
local function log(...)
local parts = {}
for i = 1, select("#", ...) do
parts[#parts + 1] = tostring((select(i, ...)))
end
table.insert(out, table.concat(parts, " "))
end
local function find(name: string): ModuleScript?
for _, root in ipairs({ SSS, RS }) do
local hit = root:FindFirstChild(name, true)
if hit and hit:IsA("ModuleScript") then
return hit
end
end
return nil
end
local checks = {
{
module = "CarManager",
label = "isFront convention",
want = "local isFront = zSign > 0",
bad = "local isFront = zSign < 0",
},
{
module = "CarManager",
label = "shell nose solver",
want = "shellYaw = -math.atan2(-nose.X, nose.Z)",
bad = "shellYaw = -math.atan2(nose.X, -nose.Z)",
},
{
module = "CarManager",
label = "SHELL_YAW_OVERRIDE removed",
want = nil,
bad = "local SHELL_YAW_OVERRIDE",
},
{
module = "Chassis",
label = "DRIVE_SIGN",
want = "Chassis.DRIVE_SIGN = 1",
bad = "Chassis.DRIVE_SIGN = -1",
},
}
local allGood = true
for _, c in ipairs(checks) do
local m = find(c.module)
if not m then
log(string.format("%-28s MODULE NOT FOUND (%s)", c.label, c.module))
allGood = false
continue
end
local src = m.Source
local hasWant = (c.want == nil) or (string.find(src, c.want, 1, true) ~= nil)
local hasBad = (c.bad ~= nil) and (string.find(src, c.bad, 1, true) ~= nil)
local ok = hasWant and not hasBad
if not ok then
allGood = false
end
log(string.format("%-28s %-6s [%s: %d bytes]", c.label, ok and "OK" or "STALE", m:GetFullName(), #src))
end
log("")
log(
allGood and ">>> SOURCE IS CORRECT in Edit. require() is still caching the old"
or ">>> SOURCE IS STALE -- the push did not land."
)
if allGood then
log(" copies this session, so only a FRESH Play session can prove runtime")
log(" behaviour. Save (Ctrl+S), then press Play.")
end
return table.concat(out, "\n")