Districts that remember you, and roads worth staying on
Area heat. Road heat alone rewarded a strange kind of play: work one part of town hard but take a different street every time, and nothing ever got hot. A second, coarser pool now accrues from being inside a district at all — on-road or off — and bleeds into every road running through it, including ones never driven. Deliberately capped below the barricade threshold: a hot district gets roads patrolled, but concrete still takes somebody actually using that road. It also decays slower than road heat, because one patrol re-secures a road while a district's reputation lingers. Surfaces. Off the route the car now makes about 40% of its road top speed, loses grip and scrubs momentum in a fifth of the distance, so the road hierarchy is something you feel rather than something the map merely claims. A first tuning made off-road a 12 km/h crawl, which removed the choice instead of pricing it — going round a checkpoint cross-country has to stay a legitimate move. Speed. Heat scales with how fast you were going, not just how far, and stops rewarding ever-higher speed past a point so the answer is never one exact number on the clock. With the road classes, that makes the routing decision real: the trunk fast and noticed, or the lanes slow and ignored. Save format goes to v2 for the district pool; older saves are refused rather than half-restored. Also fixes a population test that hardcoded densities since tuned, and README claims about patrols and AI that Phase 6 made untrue. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,5 +1,5 @@
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import type { DriverInput } from '../core/input';
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import type { Handling } from '../sim/car';
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import { TARMAC, type Handling, type Surface } from '../sim/car';
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import type { PhysicsWorld } from './physics';
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import { WHEELS } from '../carSpec';
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@@ -36,6 +36,7 @@ export function drive(
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input: DriverInput,
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handling: Handling,
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dt: number,
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surface: Surface = TARMAC,
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): void {
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const { vehicle } = physics;
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const speed = vehicle.currentVehicleSpeed();
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@@ -54,13 +55,16 @@ export function drive(
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// Throttle vs. brake: pressing back while rolling forward is braking, not reverse.
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const wantsReverse = input.throttle < 0;
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const braking = input.handbrake || (wantsReverse && speed > 1) || (input.throttle > 0 && speed < -1);
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const engineForce = braking ? 0 : input.throttle * handling.engineForce;
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// Off the tarmac the engine is fighting the ground for traction.
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const engineForce = braking ? 0 : input.throttle * handling.engineForce * surface.drive;
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let brakeForce: number;
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if (input.handbrake) brakeForce = handling.brakeForce * 1.6;
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else if (braking) brakeForce = handling.brakeForce;
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else if (input.throttle === 0) brakeForce = handling.coastBrake;
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else brakeForce = 0;
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// Rough ground drags on you whether or not you are asking it to.
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brakeForce += handling.coastBrake * surface.drag;
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// At a crawl with no throttle, hold the car still instead of letting it creep.
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// Otherwise "stop the car" for a mission is a fight against a rolling wreck.
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@@ -74,7 +78,7 @@ export function drive(
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vehicle.setWheelEngineForce(i, w.driven ? engineForce : 0);
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// Handbrake locks the rear only — that is where the rotation comes from.
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vehicle.setWheelBrake(i, input.handbrake && w.steered ? 0 : brakeForce);
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vehicle.setWheelFrictionSlip(i, handling.frictionSlip);
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vehicle.setWheelSideFrictionStiffness(i, handling.sideFrictionStiffness);
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vehicle.setWheelFrictionSlip(i, handling.frictionSlip * surface.grip);
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vehicle.setWheelSideFrictionStiffness(i, handling.sideFrictionStiffness * surface.grip);
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}
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}
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@@ -1,7 +1,14 @@
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import { describe, expect, it } from 'vitest';
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import { createPhysics } from './physics';
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import { createDriveState, drive } from './drive';
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import { deriveHandling, freshCondition } from '../sim/car';
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import {
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deriveHandling,
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freshCondition,
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ROUGH,
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surfaceFor,
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TARMAC,
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type Surface,
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} from '../sim/car';
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import type { DriverInput } from '../core/input';
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import { generateWorld } from '../sim/world';
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@@ -170,6 +177,41 @@ describe('taking a junction', () => {
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});
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});
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describe('roads are worth using', () => {
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/** Flat out on a given surface for long enough to find its ceiling. */
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async function topSpeed(surface: Surface) {
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const physics = await createPhysics(generateWorld(1, 0));
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const state = createDriveState();
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const handling = deriveHandling(freshCondition());
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let top = 0;
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for (let i = 0; i < 30 / STEP; i++) {
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drive(physics, state, { ...IDLE, throttle: 1 }, handling, STEP, surface);
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physics.step(STEP);
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top = Math.max(top, physics.vehicle.currentVehicleSpeed());
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}
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return top;
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}
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it('goes markedly faster on tarmac than across country', async () => {
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const road = await topSpeed(TARMAC);
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const rough = await topSpeed(ROUGH);
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expect(rough).toBeLessThan(road * 0.6);
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});
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it('still lets you leave the road when you need to', async () => {
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// Going around a checkpoint cross-country has to cost something without
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// being impossible. An earlier tuning made off-road a 12 km/h crawl, which
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// is not a decision — it is a wall.
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const rough = await topSpeed(ROUGH);
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expect(rough).toBeGreaterThan(12);
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});
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it('is chosen by whether the car is on a route at all', () => {
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expect(surfaceFor(true)).toBe(TARMAC);
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expect(surfaceFor(false)).toBe(ROUGH);
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});
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});
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describe('vehicle', () => {
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it('settles on its suspension instead of sinking or bouncing away', async () => {
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const r = await run({}, 2);
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