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.
149 lines
4.7 KiB
Luau
149 lines
4.7 KiB
Luau
-- Verification v2: corrected geometric metrics.
|
|
--
|
|
-- v1 had two badly-written assertions (the CODE was fine, the TEST was wrong):
|
|
-- * seam lip used Position.Y + Size.Y/2, but decks are pitched by
|
|
-- CFrame.lookAt(mid, mid+dir, UP), so that is the centre height, not the
|
|
-- surface height at the seam. On a sloped segment it over-reports badly.
|
|
-- Correct: evaluate each deck's TOP SURFACE at the shared sample point.
|
|
-- * pier offset measured distance to the nearest sample, but piers sit at
|
|
-- segment MIDPOINTS and samples are 60 studs apart -- so ~30.0 is the
|
|
-- correct answer for a perfectly centred pier. Correct: perpendicular
|
|
-- distance to the centreline polyline.
|
|
local sss = game:GetService("ServerScriptService")
|
|
local orig = sss:FindFirstChild("MapBuilder", true)
|
|
local clone = orig:Clone()
|
|
clone.Name = "MapBuilder_Verify2"
|
|
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 samples = Circuit.samples
|
|
local n = #samples
|
|
|
|
local decks = {}
|
|
for _, d in ipairs(map:GetDescendants()) do
|
|
if d:IsA("BasePart") then
|
|
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
|
|
|
|
-- TRUE SEAM LIP -------------------------------------------------------------
|
|
-- Deck i spans local z in [-Size.Z/2, +Size.Z/2] and is 2 studs longer than
|
|
-- its segment (deliberate overlap), so the shared sample point sits at
|
|
-- local z = +(Size.Z - 2)/2 for deck i and -(Size.Z - 2)/2 for deck i+1.
|
|
local worst, worstAt = 0, -1
|
|
local lips = {}
|
|
for i = 1, n do
|
|
local j = (i % n) + 1
|
|
local a, b = decks[i], decks[j]
|
|
if a and b then
|
|
local ta = (a.CFrame * CFrame.new(0, a.Size.Y / 2, (a.Size.Z - 2) / 2)).Y
|
|
local tb = (b.CFrame * CFrame.new(0, b.Size.Y / 2, -(b.Size.Z - 2) / 2)).Y
|
|
local lip = math.abs(ta - tb)
|
|
lips[#lips + 1] = { lip, i }
|
|
if lip > worst then
|
|
worst, worstAt = lip, i
|
|
end
|
|
end
|
|
end
|
|
table.sort(lips, function(p, q)
|
|
return p[1] > q[1]
|
|
end)
|
|
local top = {}
|
|
for k = 1, math.min(5, #lips) do
|
|
top[#top + 1] = ("i=%d:%.4f(%s)"):format(lips[k][2], lips[k][1], samples[lips[k][2]].piece)
|
|
end
|
|
line(("SEAM true max lip=%.4f at i=%d -> %s"):format(worst, worstAt, worst <= 0.30 and "PASS" or "FAIL"))
|
|
line("SEAM top5: " .. table.concat(top, " "))
|
|
|
|
-- Deck-width continuity: the taper must not jump more than a few studs
|
|
-- between neighbours, or the widening would look like a step in the road.
|
|
local maxJump, jumpAt = 0, -1
|
|
for i = 1, n do
|
|
local j = (i % n) + 1
|
|
if decks[i] and decks[j] then
|
|
local dw = math.abs(decks[i].Size.X - decks[j].Size.X)
|
|
if dw > maxJump then
|
|
maxJump, jumpAt = dw, i
|
|
end
|
|
end
|
|
end
|
|
line(("TAPER max width step=%.2f studs at i=%d -> %s"):format(maxJump, jumpAt, maxJump <= 6 and "PASS" or "FAIL"))
|
|
|
|
-- PIER LATERAL OFFSET -------------------------------------------------------
|
|
-- Perpendicular distance from each pier to the centreline polyline (XZ).
|
|
local function segDist(p, u, v)
|
|
local pu = Vector3.new(p.X - u.X, 0, p.Z - u.Z)
|
|
local uv = Vector3.new(v.X - u.X, 0, v.Z - u.Z)
|
|
local L2 = uv:Dot(uv)
|
|
if L2 < 1e-6 then
|
|
return pu.Magnitude
|
|
end
|
|
local t = math.clamp(pu:Dot(uv) / L2, 0, 1)
|
|
return (pu - uv * t).Magnitude
|
|
end
|
|
|
|
local worstPier, nPier = 0, 0
|
|
for _, d in ipairs(map:GetDescendants()) do
|
|
if d.Name == "OverpassPier" then
|
|
nPier += 1
|
|
local best = math.huge
|
|
for i = 1, n do
|
|
local j = (i % n) + 1
|
|
best = math.min(best, segDist(d.Position, samples[i].pos, samples[j].pos))
|
|
end
|
|
worstPier = math.max(worstPier, best)
|
|
end
|
|
end
|
|
line(
|
|
("PIER lateral offset from centreline: n=%d worst=%.3f studs -> %s"):format(
|
|
nPier,
|
|
worstPier,
|
|
(nPier > 0 and worstPier < 3) and "PASS" or "FAIL"
|
|
)
|
|
)
|
|
|
|
-- Girders must hang BELOW their deck, never poke through the driving surface.
|
|
local bad, nG = 0, 0
|
|
for _, d in ipairs(map:GetDescendants()) do
|
|
if d.Name == "BridgeGirder" then
|
|
nG += 1
|
|
local topY = d.Position.Y + d.Size.Y / 2
|
|
local best, bi = math.huge, nil
|
|
for i = 1, n do
|
|
local dd = (Vector3.new(samples[i].pos.X, 0, samples[i].pos.Z) - Vector3.new(d.Position.X, 0, d.Position.Z)).Magnitude
|
|
if dd < best then
|
|
best, bi = dd, i
|
|
end
|
|
end
|
|
if bi and decks[bi] then
|
|
local deckBottom = decks[bi].Position.Y - decks[bi].Size.Y / 2
|
|
if topY > deckBottom + 0.6 then
|
|
bad += 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
line(("GIRDER below deck: n=%d intruding=%d -> %s"):format(nG, bad, bad == 0 and "PASS" or "FAIL"))
|
|
|
|
map:Destroy()
|
|
clone:Destroy()
|
|
return table.concat(out, "\n")
|