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// The standing tests, as code rather than as scripts pasted into a console.
//
// They were ad hoc for six gates and that is how the worst measurement bug in
// this project survived: the debug readout β€” antialiased black text on a bright
// sky β€” was being counted as scene. It sits in the forbidden zone by
// construction, it covers enough of the frame to swamp what it measures, and it
// gets LONGER when a cue is switched on because it prints that cue's name. So
// every cue was charged for its own label, and a baseline of 0.78% was really
// 0.199%. Every one of these turns the overlay off and puts it back.
//
// WHY THE OLD GLOBAL TEST IS GONE. It histogrammed the whole frame and asserted
// under 2% between luminance 30 and 90. That was always a PROXY for the real
// question β€” does a black figure have something clearly lighter behind it? With
// continuous tone allowed in the background the proxy stops working, so the two
// tests below ask the real question directly, in the two places it matters.

import { TUNING, BOWL, TORCH, REVEAL_T } from './tuning.js';
import { HOUSE_OF, laneLook, figureMidY } from './drained.js';
import { BAND, linesNeeded, bandBox } from './band.js';
import { loudness } from './loudness.js';
import { GROUND_Y, W, H } from './scene.js';

/** The band a standing figure occupies. */
const FIGURE_BAND = 380;

/**
 * Horizontally, only where a figure can actually BE.
 *
 * The camera has a dead zone across the middle third, so the prince is never
 * outside it β€” see camera.js. Measuring the full 1920 was harmless while the
 * background was evenly lit, and became wrong the moment the vignette went in:
 * it charged the frame for darkening corners the player's character can never
 * stand in. Taken from the camera's own constant so the two cannot drift.
 */
const deadZone = () => {
  const half = (W * TUNING.CAMERA_DEAD_ZONE) / 2;
  return { x0: Math.round(W / 2 - half), w: Math.round(half * 2) };
};
/** Below this is the black mass β€” actors, trunks, ground β€” not background. */
const BLACK = 12;

// Floors measured off the build that passed L2R through L6, not picked.
// Figure band p10 reads 97 all along the walk; watcher-to-hills is 71 levels.
const FLOOR_FIGURE = 90;
const FLOOR_WATCHER_GAP = 55;
const FLOOR_BRIGHT_START = 25;

/**
 * Where the frame gets sampled, named rather than numbered.
 *
 * The last three are inside the village, which is past the end of the road β€”
 * and they are the point of this table existing. depthAt returns 1 out there,
 * so without the clearing the bowl is a fully closed canopy and a figure in it
 * has nothing behind it to be a silhouette against. The whole matching skill
 * the village is built to test dies quietly if these three fail.
 */
const ROAD_AND_BOWL = [
  { at: 'road 5%',    x: TUNING.LEVEL_LENGTH_PX * 0.05 },
  { at: 'road 20%',   x: TUNING.LEVEL_LENGTH_PX * 0.20 },
  { at: 'road 35%',   x: TUNING.LEVEL_LENGTH_PX * 0.35 },
  { at: 'road 62%',   x: TUNING.LEVEL_LENGTH_PX * 0.62 },
  { at: 'road 90%',   x: TUNING.LEVEL_LENGTH_PX * 0.90 },
  { at: 'bowl mouth', x: BOWL.X0 + TUNING.BOWL_W * 0.10 },
  { at: 'bowl mid',   x: BOWL.X0 + TUNING.BOWL_W * 0.50 },
  { at: 'bowl gate',  x: BOWL.X0 + TUNING.BOWL_W * 0.88 },
];

export function createChecks({ renderer, scene, canvas, clips = {}, audio = null }) {
  const s = scene.state;
  const ctx = canvas.getContext('2d', { willReadFrequently: true });
  const none = { torch: false, attack: false, pickup: false, sheaf: false, left: false, right: false };

  /** Put the world at one spot, settled and deterministic, and draw it once. */
  function frameAt(frac, torch = false) {
    return frameAtX(TUNING.LEVEL_LENGTH_PX * frac, torch);
  }

  /**
   * The same, by world x rather than by fraction of the road.
   *
   * The village lives PAST the end of the road, so every fraction inside it is
   * greater than one and reads as nonsense in a results table. Sampling it is
   * not optional: depthAt saturates at 1 out there and the clearing is the only
   * reason a silhouette has anything behind it.
   */
  function frameAtX(worldX, torch = false) {
    scene.reset();
    s.prince.x = s.prince.prevX = worldX;
    // reset() ALREADY subtracts half the viewport β€” see camera.js. Passing
    // `prince.x - W/2` parks him on the dead-zone edge at 1280 instead of the
    // centre at 960, and camera.follow then tugs him back just enough that the
    // framing looks plausible. Every staged frame this session was off-centre
    // by 320px because of it.
    s.camera.reset(s.prince.x);
    for (let i = 0; i < (torch ? 90 : 10); i++) scene.update(1 / 60, { ...none, torch });
    s.clock = 3.0;                    // fixed, so the dust and the pulse cannot drift
    renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
  }

  function withOverlayOff(fn) {
    const was = renderer.debugShown;
    renderer.setDebug(false);
    try { return fn(); } finally { renderer.setDebug(was); }
  }

  const lum = (d, i) => 0.299 * d[i] + 0.587 * d[i + 1] + 0.114 * d[i + 2];

  /**
   * TEST A β€” can the prince be seen?
   *
   * Of the pixels in the band a figure occupies, ignore the black mass and ask
   * how light the rest is. The 10th percentile, not the mean: the question is
   * whether the DIMMEST part of the backdrop still separates from a black
   * silhouette, and a mean is carried by the bright sky above.
   *
   * Measured over the walkable level only. The ending is a wall of people on
   * purpose, and a figure among them is not meant to read against a backdrop.
   */
  function figureContrast(points = ROAD_AND_BOWL) {
    return withOverlayOff(() => {
      const rows = points.map((pt) => {
        frameAtX(pt.x);
        // Measure the BACKDROP, not the finished frame.
        //
        // A near trunk crossing the middle third is in FRONT of the prince, and
        // a blurred one spreads soft dark over him. Measuring the composited
        // frame counted that foreground fog as "what is behind him" and reported
        // a contrast failure at exactly the spots where the occlusion cue β€” the
        // one that passed its gate β€” was working. Same mistake the watcher test
        // made by sampling sideways into the next watcher.
        //
        // So: sky, the far layers, and the vignette. Nothing in front.
        const camX = s.camera.x;
        ctx.clearRect(0, 0, W, H);
        s.background.drawSky(ctx, camX, W);
        s.background.drawFar(ctx, camX, W, H, 'dark', s.prince.x);
        renderer.drawVignette(ctx);
        const z = deadZone();
        const d = ctx.getImageData(z.x0, GROUND_Y - FIGURE_BAND, z.w, FIGURE_BAND).data;
        const vals = [];
        for (let i = 0; i < d.length; i += 4) {
          const v = lum(d, i);
          if (v >= BLACK) vals.push(v);
        }
        vals.sort((a, b) => a - b);
        return {
          at: pt.at,
          p10: Math.round(vals[Math.floor(vals.length * 0.1)]),
          median: Math.round(vals[Math.floor(vals.length * 0.5)]),
        };
      });
      const worst = Math.min(...rows.map((r) => r.p10));
      return { name: 'figure contrast', pass: worst >= FLOOR_FIGURE, worst, floor: FLOOR_FIGURE, rows };
    });
  }

  /**
   * TEST B β€” can a WATCHER be seen?
   *
   * Test A protects the boy and abandons the 159 figures standing in the trees.
   * They sit at luminance 26 precisely because two human silhouettes at the same
   * value merge into one mass, and making them legible at all cost an entire
   * investigation β€” the 58px arm gap, measured on the silhouette after 42px
   * produced a gap of zero.
   *
   * Haze them toward the sky and haze the hills too and that separation closes
   * quietly. So: sample each watcher's torso and the background just beside it
   * at the same height, and assert the difference survives.
   */
  function watcherContrast(points = ROAD_AND_BOWL.slice(3)) {
    return withOverlayOff(() => {
      const layer = s.background.layers.find((l) => l.key === 'watchers');
      const rows = [];

      /**
       * Screen columns a village building covers.
       *
       * A HOUSE AND A WATCHER ARE THE SAME VALUE, deliberately β€” both are built
       * or standing things set back off the road, and both sit at luminance 26
       * so the pure-black prince reads against them. Which means this test's
       * scan-up cannot tell them apart: it walks while the value stays within
       * 8, so it climbs straight through a wall, and a probe that lands on a
       * house reports a watcher at 26 against a background of 26.
       *
       * That is not a contrast failure. It is occlusion, exactly like a watcher
       * standing behind a near trunk, and it is excluded for the same reason β€”
       * except that trunks are caught by their blackness and a house cannot be,
       * so its footprint has to be handed over explicitly.
       */
      const houseCols = () => {
        const out = [];
        for (const h of (s.houses ?? [])) {
          const sx = h.x - s.camera.x;
          out.push([sx - h.w / 2 - 20, sx + h.w / 2 + 20]);   // +20 for the gable
        }
        if (s.gateX != null) {
          const gx = s.gateX - s.camera.x;
          out.push([gx - 540, gx + 540]);                     // leaf, posts, lintel
        }
        return out;
      };

      for (const pt of points) {
        frameAtX(pt.x);
        const blocked = houseCols();
        const d = ctx.getImageData(0, 0, W, H).data;
        const at = (px, py) => lum(d, (py * W + px) * 4);
        const shift = s.camera.x * layer.rate;
        // Only the ones actually drawn. A watcher faded out of the back lane's
        // way is not on screen, and probing its torso reads whoever is in
        // front of it.
        const spots = s.background.sample('watchers', shift - 100, shift + W + 100, true)
          .map((wx) => Math.round(wx - shift))
          .filter((px) => px > 120 && px < W - 120)
          .filter((px) => !blocked.some(([a, b]) => px >= a && px <= b));
        for (const px of spots) {
          // Torso height for a watcher standing at baseY.
          const py = layer.baseY - 90;
          const fig = at(px, py);
          // The background it is seen against, found by walking UP the same
          // column until the value changes. Sampling sideways looked obvious
          // and was wrong: at full density they stand about 100px apart, so a
          // probe beside a watcher lands on the NEXT watcher and every gap
          // comes back 0. Straight up clears the head into whatever is behind.
          let ty = py;
          while (ty > 40 && Math.abs(at(px, ty) - fig) <= 8) ty--;
          // The BEST contrast available above the head, not the first pixel
          // that differs. The first differing pixel is the figure's own
          // antialiased edge β€” it reads 37 where the hills are 97 β€” and a
          // single sample also lands inside a canopy tooth whenever one happens
          // to hang directly overhead. Neither is a contrast failure.
          let bg = 0;
          for (let k = 4; k < 84 && ty - k > 0; k++) bg = Math.max(bg, at(px, ty - k));
          rows.push({
            at: pt.at, x: px, watcher: Math.round(fig),
            behind: Math.round(bg), gap: Math.round(bg - fig), headTop: ty,
          });
        }
      }
      // Two kinds of sample are not contrast failures and must not count:
      // a watcher standing in FRONT of a near trunk has black behind it, and a
      // watcher standing BEHIND one is not visible at all so the probe reads the
      // trunk. Both are occlusion, which is the near layer doing its job.
      const real = rows.filter((r) => r.behind >= BLACK && r.watcher >= BLACK);
      const worst = real.length ? Math.min(...real.map((r) => r.gap)) : 0;
      return {
        name: 'watcher contrast',
        pass: real.length > 0 && worst >= FLOOR_WATCHER_GAP,
        worst, floor: FLOOR_WATCHER_GAP, sampled: rows.length, againstBackground: real.length, rows,
      };
    });
  }

  /**
   * The other half of the two-sided rule: something substantial has to live at
   * the top, and it has to run out as the canopy closes. That curve IS the
   * difficulty curve β€” if brightness does not fall, the level has no shape.
   */
  /**
   * ROAD ONLY, on purpose. The curve this asserts IS the difficulty curve β€” the
   * light runs out as he goes deeper β€” and the village deliberately breaks it
   * by being a clearing. Sampling the bowl here would fail a check for doing
   * the thing it was designed to do. The bowl is covered by figure contrast,
   * which asks the question that actually matters out there.
   */
  function brightMass(points = [0.05, 0.35, 0.62, 0.9, 0.98]) {
    return withOverlayOff(() => {
      const rows = points.map((f) => {
        frameAt(f);
        // Same reason as the figure band: the vignette darkens the edges on
        // purpose, so counting them answers a question nobody asked.
        const z = deadZone();
        const d = ctx.getImageData(z.x0, 0, z.w, H).data;
        let b = 0, n = 0;
        for (let i = 0; i < d.length; i += 4) { n++; if (lum(d, i) > 160) b++; }
        return { at: `${Math.round(f * 100)}%`, bright: +(100 * b / n).toFixed(1) };
      });
      // A TREND, not a step-by-step guarantee.
      //
      // Strict monotonicity worked while this measured the whole frame, because
      // averaging 1920 pixels wide smoothed everything out. Narrowed to the
      // camera's dead zone it bounces with whatever happens to be in the middle
      // third β€” a trunk, a hill peak β€” and a real curve gets failed by local
      // noise. What the check is actually for is "the light runs out as he goes
      // deeper", which is a trend, so compare the ends.
      const head = (rows[0].bright + rows[1].bright) / 2;
      const tail = (rows[rows.length - 1].bright + rows[rows.length - 2].bright) / 2;
      const falls = tail < head - 4;
      return {
        name: 'bright mass',
        pass: rows[0].bright >= FLOOR_BRIGHT_START && falls,
        atStart: rows[0].bright, floor: FLOOR_BRIGHT_START,
        fallsOverTheWalk: falls, startAvg: +head.toFixed(1), endAvg: +tail.toFixed(1), rows,
      };
    });
  }

  /**
   * THE QUILT. The sky was quantised to three colours through an ordered 4x4
   * Bayer matrix at 3px cells, which is a checkerboard with a 6px period and a
   * matrix that repeats every 12px. Looking at it is not proof: it is invisible
   * at some brightnesses and obvious at others, so the test is periodicity.
   *
   * Autocorrelation of a mean-removed row. A woven pattern spikes at its period.
   */
  function skyWeave(rowY = 300) {
    return withOverlayOff(() => {
      frameAt(0.35);
      const d = ctx.getImageData(0, rowY, W, 40).data;
      const corr = {};
      for (let lag = 2; lag <= 26; lag++) {
        let sum = 0, n = 0;
        for (let y = 0; y < 40; y++) {
          const row = [];
          for (let px = 0; px < W; px++) row.push(lum(d, ((y * W) + px) * 4));
          const mean = row.reduce((p, q) => p + q, 0) / row.length;
          let num = 0, den = 0;
          for (let px = 0; px + lag < row.length; px++) {
            num += (row[px] - mean) * (row[px + lag] - mean);
            den += (row[px] - mean) ** 2;
          }
          if (den > 0) { sum += num / den; n++; }
        }
        corr[lag] = sum / Math.max(1, n);
      }
      // PROMINENCE, not the raw correlation β€” and getting this wrong the first
      // time nearly produced a confidently wrong finding.
      //
      // A smooth gradient correlates with itself strongly at every small lag and
      // decays monotonically: 0.92, 0.89, 0.83, 0.76. The raw value at lag 6 is
      // therefore HIGHER on a clean sky than on a woven one, and a threshold on
      // it reports the fix as a regression.
      //
      // A weave is a local BUMP: the dithered sky read 0.71 at lag 4, 0.77 at
      // lag 6, 0.61 at lag 8 β€” up, then down. So the test asks whether lag 6 or
      // 12 stands above its own neighbours.
      const prominence = (lag) => +(corr[lag] - (corr[lag - 2] + corr[lag + 2]) / 2).toFixed(3);
      const p6 = prominence(6);
      const p12 = prominence(12);
      const worst = Math.max(p6, p12);
      return {
        name: 'sky weave',
        pass: worst < 0.03,
        worstAt6or12: worst, floor: 0.03,
        prominenceAt6: p6, prominenceAt12: p12,
        peaks: Object.entries(corr).map(([lag, c]) => ({ lag: +lag, corr: +c.toFixed(3) })),
      };
    });
  }

  /** No input, in the shape scene.update expects. */
  const NONE = { torch: false, attack: false, pickup: false, sheaf: false, left: false, right: false };
  const drive = (secs, input = {}) => {
    const n = Math.round(secs * 60);
    for (let i = 0; i < n; i++) scene.update(1 / 60, { ...NONE, ...input });
  };

  /**
   * THE SAME VILLAGE EVERY TIME.
   *
   * Everything out there is placed by hashing a world position, so nothing is
   * random β€” but a salt collision would quietly put two shapes in one spot, or
   * a house on top of a shape, and looking at it would not catch that. So:
   * fingerprint the layout and compare it against what the build shipped with.
   */
  /**
   * CAN HE LOOK AT A DOOR WITHOUT STARTING A FIGHT?
   *
   * The check this project most needed and did not have. Holding the torch
   * freezes him and takes his sword away, and it reveals out to RADIUS plus
   * LIGHT_AHEAD. So a Drained standing inside that distance of a door means
   * lighting the door wakes it while he cannot move or swing, with nowhere to
   * back off to. The first village had one 59px from the forge, and all five
   * doors were unlookable β€” found by playing it, which is the expensive way.
   *
   * MEASURED OFF THE LIT TORCH, not computed from RADIUS + LIGHT_AHEAD.
   *
   * That sum was right while the pool hung off a fixed offset from him. The
   * light comes out of the flame now, and the flame is 317px up in the air, so
   * the pool's footprint on the ground is nothing like its radius: the same
   * 340px circle that reached 461 ahead of him reaches 328. A derived constant
   * that derives the wrong thing is worse than a written-down one, because it
   * looks like it is keeping up.
   *
   * So: raise the torch and ask it. Scan forward for the furthest point it can
   * still reveal a standing figure. Measured once and kept, because it cannot
   * change inside a run.
   *
   * AT THE BACK LANE'S HEIGHT. Every shape a door could wake is standing
   * beside the road until it is lit, smaller and 56px up, and that puts its
   * middle nearer the flame: it is lit from 339px where one on the road is lit
   * from 328. Measuring at the road's height understated it by 11px.
   */
  let doorClear = null;
  function revealReach() {
    if (doorClear !== null) return doorClear;
    const keepX = s.prince.x;
    const keepFace = s.prince.facing;
    scene.reset();
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    for (let i = 0; i < 180; i++) scene.update(1 / 60, { ...none, torch: true });
    let far = 0;
    for (let dx = 0; dx <= 1200; dx++) {
      if (s.torch.covers(s.prince.x + dx, figureMidY(GROUND_Y, 1))) far = dx;
    }
    s.prince.x = s.prince.prevX = keepX;
    s.prince.facing = keepFace;
    doorClear = far;
    return far;
  }

  function bowlLayout() {
    // SAME SEED, SAME VILLAGE. The fingerprint used to assert one fixed
    // arrangement; with a run seed it asserts that a seed reproduces its own.
    // The spacing floor and the door clearances below are seed-independent β€”
    // the placement maths never sees the run seed, which is the whole reason
    // shuffling roles costs none of V1's guarantees.
    scene.reset(20250920);
    // EVERY Drained, road ones included. There is no one-way mouth any more, so
    // the road is part of the same walkable space and the same rule applies to
    // it β€” two encounters landed 667px apart the moment this stopped being two
    // separate places.
    const shapes = s.drained.map((d) => d.spawnX);
    const houses = s.houses.map((h) => `${h.kind}@${h.x}`);
    const parts = [...shapes, ...houses, `gate@${s.gateX}`, `stop@${s.gateStopX}`];
    // A plain string hash. It only has to change when the layout changes.
    let h = 2166136261 >>> 0;
    for (const ch of parts.join('|')) {
      h ^= ch.charCodeAt(0);
      h = Math.imul(h, 16777619) >>> 0;
    }
    // Nothing may land closer than a body's width, or two shapes read as one.
    const sorted = [...shapes].sort((a, b) => a - b);
    let tightest = Infinity;
    for (let i = 1; i < sorted.length; i++) tightest = Math.min(tightest, sorted[i] - sorted[i - 1]);

    // Two shapes closer than the torch is WIDE means one raise wakes both.
    const TORCH_WIDE = TORCH.RADIUS * 2;

    // The gatekeeper is exempt. He stands at the gatehouse door on purpose β€”
    // being blocked by him and swinging is the tutorial, and he is the only
    // fight in the village the player is meant to walk into rather than choose.
    const inTheVillage = s.drained.filter((d) => d !== s.village[s.village.length - 1])
      .map((d) => d.spawnX);
    const doors = s.houses.map((hs) => ({
      house: hs.kind,
      nearest: Math.round(Math.min(...inTheVillage.map((x) => Math.abs(x - hs.x)))),
    }));
    const worstDoor = Math.min(...doors.map((dd) => dd.nearest));

    return {
      name: 'bowl layout',
      pass: tightest >= TORCH_WIDE && worstDoor >= revealReach(),
      fingerprint: h.toString(16), atSeed: 20250920,
      shapes: shapes.length, inTheVillage: s.village.length,
      tightestGap: tightest, shapeFloor: TORCH_WIDE,
      closestToADoor: worstDoor, doorFloor: revealReach(), doors,
      spacing: Math.round((Math.max(...shapes) - Math.min(...shapes)) / (shapes.length - 1)),
      houses,
    };
  }

  /**
   * BODIES STAY DOWN, AND NOTHING CLEANS THEM UP.
   *
   * On the road a downed Drained gets up after DOWN_MS. In the village it never
   * does, for a reason worth protecting: a body is the only record the player
   * has of which shapes they already checked, and a dozen near-identical
   * outlines with no memory of what you tried is the exact tedium this level
   * exists to measure.
   *
   * It is also the best image the level produces for free β€” brute-force the
   * village and you walk out through everyone you knocked over. A draw cull or
   * a despawn added a year from now would delete that silently, so it is a test
   * rather than a comment.
   */
  function bodiesPersist() {
    scene.reset();
    s.prince.x = s.prince.prevX = BOWL.X0;
    for (const d of s.village) { d.hits = 99; d.takeHit(d.x - 1); }
    // scene_level only updates what is within W * 1.4 of him, so he has to walk
    // the bowl for every one of them to get out of STAGGER and go down. Doing
    // this on the spot downed the three nearest and silently passed the rest.
    //
    // Derived from the width, not written down. A hard-coded 26 seconds was
    // right for a 9600 village and silently downed only ten of twelve once it
    // grew β€” a test that quietly stops covering what it claims to.
    const crossing = TUNING.BOWL_W / TUNING.WALK_SPEED;
    drive(crossing + 6, { right: true });
    const downed = s.village.filter((d) => d.state === 'DOWNED').length;
    // Long enough that DOWN_MS would have stood every one of them back up.
    const waited = Math.max((TUNING.DOWN_MS / 1000) + 5, crossing * 2);
    drive(waited / 2, { left: true });
    drive(waited / 2, { right: true });
    const still = s.village.filter((d) => d.state === 'DOWNED').length;
    return {
      name: 'bodies persist',
      pass: downed === s.village.length && still === downed,
      downed, stillDown: still, of: s.village.length, waitedSeconds: Math.round(waited),
    };
  }

  /**
   * NOTHING IS EVER PUT OUT OF REACH.
   *
   * The village used to have a one-way mouth: cross it and the camera stopped
   * following and you could not walk back out. The spec called that "the whole
   * transition", and it was written when the road was twelve screens of empty
   * approach nobody would want to re-walk.
   *
   * The road is four screens now and has Drained on it carrying what they kept.
   * Locking the threshold deleted those encounters the moment he stepped past a
   * house β€” found by playing it. So the whole level is walkable in both
   * directions, and this says so in a way a future "focus the level" change
   * cannot quietly undo.
   */
  function wholeLevelWalkable() {
    scene.reset();
    drive((s.gateStopX / TUNING.WALK_SPEED) + 8, { right: true });
    const atGate = Math.round(s.prince.x) === s.gateStopX;
    drive((s.gateStopX / TUNING.WALK_SPEED) + 8, { left: true });
    const back = Math.round(s.prince.x);
    // Every road encounter has to be reachable again from where he ends up.
    const road = s.drained.filter((d) => !s.village.includes(d));
    const reachable = road.every((d) => d.x >= 0 && d.x <= s.gateStopX);
    return {
      name: 'whole level walkable',
      pass: atGate && back === 0 && reachable && road.length > 0,
      reachedGate: atGate, walkedBackTo: back,
      roadEncounters: road.length, allReachable: reachable,
    };
  }

  /**
   * NOTHING THAT IS STANDING MOVES UNTIL IT IS LOOKED AT.
   *
   * Narrowed from "nothing moves", and the narrowing is a design decision
   * rather than a concession. Two shapes in the village wander on purpose: they
   * are the negative control for the loop skill, and their motion has to be
   * legibly not a trade β€” standing still would read as the gatekeeper or as a
   * watcher.
   *
   * What survives, and what matters, is that **a wanderer cannot pace into the
   * light of a door.** Lighting a door would then wake it, and the one thing
   * the whole placement was built to buy is gone.
   *
   * Measured against the torch's own measured reach, and not against
   * BOWL_CLEAR. 800 is the placement budget a slot is given; 500 is the rule,
   * derived from RADIUS plus LIGHT_AHEAD. A wanderer sitting at exactly 800
   * from a door is legal and 300px outside the light.
   *
   * Asserted four ways, because the version before this passed the first two β€”
   * it held its position perfectly while playing a walk cycle at quarter speed,
   * which reads as a man walking on the spot.
   */
  function stillUntilLit() {
    const reach = revealReach();
    scene.reset();
    const target = s.drained[0];
    const other = s.drained[1];
    // Far enough that the torch cannot reach either of them.
    s.prince.x = s.prince.prevX = target.x - reach - 400;
    const pose = { clip: target.clip.name, frame: target.frame };
    drive(20, { torch: true });
    const standing = s.drained.filter((dd) => dd.standing);
    const drift = Math.max(...standing.map((dd) => Math.abs(dd.x - dd.spawnX)));
    const posed = target.clip.name === pose.clip && target.frame === pose.frame;

    // AND THE WANDERERS STAYED ON THEIR OWN GROUND β€” which means walking past
    // them, because a Drained is only updated within W * 1.4 of him. Asserting
    // this from across the village measured nothing at all and passed.
    const roamers = s.drained.filter((dd) => !dd.standing);
    let strayed = 0;
    let penned = roamers.length > 0;
    s.prince.x = s.prince.prevX = BOWL.X0;
    for (let pass = 0; pass < 2; pass++) {
      const n = Math.round(((TUNING.BOWL_W / TUNING.WALK_SPEED) + 4) * 60);
      for (let i = 0; i < n; i++) {
        scene.update(1 / 60, { ...NONE, [pass === 0 ? 'right' : 'left']: true });
        for (const dd of roamers) {
          strayed = Math.max(strayed, Math.abs(dd.x - dd.spawnX));
          if (s.houses.some((h) => Math.abs(dd.x - h.x) <= reach)) penned = false;
        }
      }
    }

    // Now stand inside the light's reach and it has to wake and come. INSIDE
    // IT, measured -- this was a written-down 380, which was comfortably within
    // the 461 the torch used to reach and 52px outside the 328 it reaches now.
    // The check failed and the game was fine.
    s.prince.x = s.prince.prevX = target.x - Math.round(reach * 0.85);
    s.prince.facing = 1;
    const from = target.x;
    let ticks = 0;
    while (!target.revealed && ticks < 60 * 8) { scene.update(1 / 60, { ...NONE, torch: true }); ticks++; }
    drive(3);
    return {
      name: 'still until lit',
      pass: drift === 0 && posed && target.revealed && target.x < from && penned,
      driftWhileUnlit: drift,
      wanderersStayedOutOfEveryDoorsLight: penned, doorLightReaches: reach,
      furthestAWandererGot: Math.round(strayed),
      wanderers: roamers.length,
      heldItsPose: posed,
      wokeAfterSeconds: +(ticks / 60).toFixed(2),
      cameCloserBy: Math.round(from - target.x),
    };
  }

  /**
   * CAN HE READ EVERY DOOR, AND DOES IT COST HIM A FIGHT?
   *
   * The V2 gate in code. Three things at once, because they are one question:
   *
   *   1. Standing where a player would stand, the torch reaches the door and it
   *      latches. A door that cannot be lit says nothing, and the door is the
   *      only thing that says who lived here.
   *   2. Nothing wakes up while he does it. This is what V1's clear pockets
   *      bought, and it is the thing that will quietly rot first β€” move a house
   *      or add a shape and it goes without a sound.
   *   3. The palette rule survives the one bright thing in the level. The wall
   *      has to stay under 30 and the lit doorway over 160, with nothing living
   *      in between, or the forbidden zone has been reopened by a doorway.
   */
  function doorsRead() {
    const rows = withOverlayOff(() => scene.state.houses.map((h) => {
      scene.reset();
      // Where a player stands to look at a door: beside it, facing in.
      s.prince.x = s.prince.prevX = h.x - 300;
      s.prince.facing = 1;
      drive(2, { torch: true });
      s.camera.reset(s.prince.x);
      s.clock = 3.0;
      renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });

      const [dx, dy] = s.doorPoint(h);
      const px = Math.round(dx - s.camera.x);
      const py = Math.round(dy);
      const d = ctx.getImageData(px - 200, py - 240, 400, 300).data;
      let wall = 255, door = 0;
      for (let i = 0; i < d.length; i += 4) {
        const v = lum(d, i);
        // The wall is the darkest thing that is not the black trade object;
        // the doorway is the brightest thing in the same patch.
        if (v > BLACK && v < wall) wall = v;
        if (v > door) door = v;
      }
      return {
        house: h.kind, lit: h.seen,
        wall: Math.round(wall), doorway: Math.round(door),
        woke: s.drained.filter((dd) => dd.revealed).length,
      };
    }));
    const allLit = rows.every((r) => r.lit);
    const noneWoke = rows.every((r) => r.woke === 0);
    const palette = rows.every((r) => r.wall < 30 && r.doorway > 160);
    return {
      name: 'doors read',
      pass: allLit && noneWoke && palette,
      everyDoorLatched: allLit, nothingWoke: noneWoke, paletteHolds: palette,
      rows,
    };
  }

  /**
   * THE MAP RECORDS, AND READING IT IS LOOKING.
   *
   * The V3 gate, and the half that matters is the softlock. The spec sends a
   * player who took four objects blind back "to light four things on the
   * ground" β€” except he took them, so there is nothing on the ground and the
   * gate could never open. Reading the map is already standing in his own
   * torchlight, so a `?` resolves into what it is.
   *
   * Also asserted: it costs what looking costs. Raising the map raises the
   * torch, so he cannot move and cannot swing while he does it.
   */
  function pagesCost() {
    scene.reset();
    // Well clear of a door, so nothing files itself by accident.
    s.prince.x = s.prince.prevX = s.houses[1].x - 1500;
    for (let k = 0; k < 4; k++) {
      s.prince.inventory.push({ kept: k, answers: null, seen: false });
    }
    const blind = s.prince.inventory.filter((it) => !it.seen).length;

    // Try to walk and swing with it up; neither may do anything.
    const from = s.prince.x;
    drive(1, { sheaf: true, right: true, attack: true });
    const frozen = Math.abs(s.prince.x - from) < 0.001 && !s.prince.attacking;
    // THE POSE THE SCENE READS IN, whichever drawing that is. It was her
    // standing drawing, and since she drew the torch held up it is that:
    // holding the pages holds the torch up. What this ever tested is that he
    // is STOPPED and holding something, not which drawing it is.
    const posed = !!s.prince.clip && s.prince.clip === s.mapClip;

    // And it must NOT resolve anything with the sheaf down. What resolves a
    // blind take moved onto the page at L3 β€” `sheafPages` owns that claim now,
    // because it is a claim about paging. What is left here is the COST of
    // holding the thing up, which has not changed since it was only a map.
    scene.reset();
    s.prince.x = s.prince.prevX = s.houses[1].x - 1500;
    s.prince.inventory.push({ kept: 0, answers: null, seen: false });
    drive(4);
    const stillBlind = !s.prince.inventory[0].seen;

    return {
      name: 'the pages cost what looking costs',
      pass: blind === 4 && frozen && posed && stillBlind,
      tookBlind: blind,
      cannotMoveOrSwing: frozen, usesTheSheetPose: posed,
      resolvesNothingWithItDown: stillBlind,
    };
  }

  /**
   * THE SHEAF. A pile of loose paper, and every claim here is about paper.
   *
   * His orders are page one. Everything after them is in the order he picked
   * it up β€” no grouping, no sorting, no index and no tabs, because all of those
   * are the game telling him what he has, and what he has is the thing he is
   * meant to work out.
   *
   * AND NOTHING IN IT CAME OFF A WALL. Letters stay on their doors and the
   * note stays on its tree: he does not pocket a stranger's mail. So the paper
   * in it is his orders and the fragments he took off bodies, and in village
   * one that is five pages at the most. Keys go in too, and come out again at
   * the gate; they are carried, and they are not paper.
   */
  function sheafPages() {
    scene.reset();
    const sheaf = s.sheaf;
    const isPaper = (p) => p.kind === 'letter' || p.kind === 'fragment';

    // 1. IT STARTS WITH HIS ORDERS AND NOTHING ELSE.
    //
    //    This asserted that it started EMPTY, above a comment explaining that
    //    at the start he is carrying nothing. That was true of a pile of what
    //    he had FOUND. The order is the one page he did not find β€” it is what
    //    he was handed at the palace and what sent him down this road β€” and it
    //    is page one from before the first frame and permanently.
    const order = sheaf.pages[0];
    const startsWithTheOrder = sheaf.pages.length === 1 && !!order &&
      order.kind === 'letter' && !s.houses[order.house] &&
      s.textFor(order) === s.letters.byHouse[order.house].letter;

    // 2. LETTERS STAY WHERE THEY WERE LEFT. Light every door and the tree,
    //    stand at each and press E: the band reads it, and the pile does not
    //    grow by a single page. With his orders on top, E at a bare slot does
    //    nothing at all.
    const stops = s.houses.map((h) => ({ x: h.x, text: s.letters.byHouse[h.index].letter }));
    if (s.tree) stops.push({ x: s.tree.x, text: s.letters.byHouse[s.tree.index].letter });
    let readEveryOne = true;
    for (const st of stops) {
      s.prince.x = s.prince.prevX = st.x - 300;
      s.prince.facing = 1;
      s.camera.reset(s.prince.x);
      drive(1.4, { torch: true });
      readEveryOne = readEveryOne && s.band.text === st.text;
      tap();
    }
    const nothingCameOffAWall = sheaf.pages.length === 1 && sheaf.pages[0] === order;

    // 3. And running off the front of a one-page pile stays on that page.
    drive(0.5, { sheaf: true, left: true });
    const holdsAtTheFront = sheaf.index === 0 && !!s.band.text;

    // 4. HIS ORDERS AND FOUR FRAGMENTS, AND THAT IS ALL THE PAPER THERE IS.
    //    armed() downs every carrier in the village and takes what each one
    //    was carrying, in the order they stand β€” so this is the fullest the
    //    pile's paper can ever be, in the order he found it.
    const carriers = armed();
    const paper = sheaf.pages.filter(isPaper);
    const fullPile = paper.length === 5 && paper.length === carriers.length + 1 &&
      paper[0].kind === 'letter' && !s.houses[paper[0].house] &&
      paper.slice(1).every((p) => p.kind === 'fragment');
    const neverAWallsLetter = sheaf.pages.every((p) => p.kind !== 'letter' ||
      (!s.houses[p.house] && p.house !== s.tree?.index));
    const foundOrder = paper.slice(1).map((p) => p.kept).join(',');
    const takenOrder = carriers.map((c) => c.kept).join(',');

    // 5. A FLIP WITH A BEAT. Holding an arrow walks the pile at reading speed,
    //    not at frame rate. Hold right for a second from the front and count
    //    the turns: at 60fps a free browse would be sixty.
    sheaf.index = 0;
    const before = sheaf.turns;
    drive(1, { sheaf: true, right: true });
    const turnsPerSecond = sheaf.turns - before;

    // 6. IT DOES NOT WRAP. Running off the end of a pile of paper does nothing.
    drive(4, { sheaf: true, right: true });
    const stopsAtTheEnd = sheaf.index === sheaf.pages.length - 1;
    drive(6, { sheaf: true, left: true });
    const stopsAtTheStart = sheaf.index === 0;

    // 7. THE INDEX SURVIVES RELEASE. He reopens where he left off.
    drive(1.2, { sheaf: true, right: true });
    const wasOn = sheaf.index;
    drive(1);                                   // sheaf down, walking about
    drive(0.6, { sheaf: true });
    const reopensWhereHeLeftIt = sheaf.index === wasOn && wasOn > 0;

    // 8. A `?` RESOLVES THE MOMENT HE PAGES TO IT, and only the one he turned
    //    to. Two blind takes, open the second: it fills, the first stays blank.
    //    The pages BEHIND the one in his hand are what the unknown state is for.
    scene.reset();
    s.prince.x = s.prince.prevX = s.houses[1].x - 1500;
    s.prince.inventory.push({ kept: 0, answers: null, seen: false });
    s.prince.inventory.push({ kept: 2, answers: null, seen: false });
    sheaf.pages.push({ kind: 'fragment', kept: 0 }, { kind: 'fragment', kept: 2 });
    sheaf.index = 2;                            // the SECOND one he took, past the order
    drive(0.6, { sheaf: true });
    const resolvedOnPage = s.prince.inventory[1].seen &&
      s.band.text === s.letters.byHouse[2].fragment;
    const resolvedTheOneHeIsOn = !s.prince.inventory[0].seen;

    // 9. And the one still behind him reads as blank paper β€” no words in the
    //    band for a page he has not turned to.
    sheaf.index = 1;                            // the FIRST fragment, past the order
    s.band.text = null;
    const blankWhileUnknown = !s.band.text;
    drive(0.3, { sheaf: true });
    const opensWhenHeTurnsToIt = s.prince.inventory[0].seen &&
      s.band.text === s.letters.byHouse[0].fragment;

    return {
      name: 'the sheaf pages',
      pass: startsWithTheOrder && readEveryOne && nothingCameOffAWall &&
            holdsAtTheFront && fullPile && neverAWallsLetter &&
            foundOrder === takenOrder &&
            turnsPerSecond >= 3 && turnsPerSecond <= 5 &&
            stopsAtTheEnd && stopsAtTheStart && reopensWhereHeLeftIt &&
            blankWhileUnknown && resolvedOnPage && resolvedTheOneHeIsOn &&
            opensWhenHeTurnsToIt,
      startsWithTheOrder,
      readsEveryDoorAndTheTree: readEveryOne,
      andTakesNothingOffAWall: nothingCameOffAWall,
      holdsAtTheFrontOfThePile: holdsAtTheFront,
      paperAtItsFullest: paper.length, ordersAndFourFragments: fullPile,
      neverAHouseLetterOrTheNote: neverAWallsLetter,
      foundOrder, takenOrder, turnsPerSecondHeld: turnsPerSecond,
      stopsAtTheEnd, stopsAtTheStart, reopensWhereHeLeftIt,
      blankUntilHeTurnsToIt: blankWhileUnknown, resolvesOnPage: resolvedOnPage,
      leavesThePagesBehindHimBlank: resolvedTheOneHeIsOn,
      opensWhenHeTurnsToIt,
    };
  }

  /**
   * THE DEAL OBEYS ITS RULES, FOR ANY RUN SEED.
   *
   * Replaces the old `populationReads`, which asserted "three to a motion, one
   * carrying" β€” true of the build where the loop meant nothing and false by
   * design now. Swinging carries zero and bearing carries two, on purpose.
   *
   * The rules are the authored part of the level; which specific body satisfies
   * one is not. So this asserts the rules across a hundred seeds rather than
   * fingerprinting one arrangement.
   */
  function dealObeysRules(seeds = 100) {
    const bad = [];
    let sample = null;
    for (let n = 0; n < seeds; n++) {
      scene.reset(n * 7919 + 13);
      const v = s.village;
      const keeper = v[v.length - 1];
      const carriers = s.drained.filter((d) => d.kept != null);
      const of = (k) => v.find((d) => d.kept === k);
      const row = {
        seed: n,
        fourCarriers: carriers.length === 4,
        keeperHasGatehouse: keeper.kept === HOUSE_OF.indexOf('the gatehouse'),
        forgeOnAHauler: of(HOUSE_OF.indexOf('the forge'))?.loop === 'haul',
        pairOnBearers: [HOUSE_OF.indexOf('the bakehouse'), HOUSE_OF.indexOf('the well house')]
          .every((k) => of(k)?.loop === 'bear'),
        noSwingerCarries: !v.some((d) => d.loop === 'swing' && d.kept != null),
        nothingForHome: !s.drained.some((d) => d.kept === HOUSE_OF.indexOf('home')),
        kindsUnique: new Set(carriers.map((d) => d.kept)).size === carriers.length,
        // No two NEIGHBOURS share a motion. Measured in the order he walks
        // past them, which is the only order a player experiences β€” the array
        // is in construction order and says nothing about the street.
        noAdjacentMotion: (() => {
          const line = v.filter((d) => !d.post).sort((a, b) => a.x - b.x);
          return !line.some((d, i) => i > 0 && d.loop && d.loop === line[i - 1].loop);
        })(),
      };
      if (!sample) sample = row;
      if (!Object.values(row).every((x) => x === true || typeof x === 'number')) bad.push(row);
    }
    scene.reset();
    return {
      name: 'deal obeys rules',
      pass: bad.length === 0,
      seedsTried: seeds, broke: bad.length, firstFailure: bad[0] ?? null, sample,
    };
  }

  /**
   * THE SWINGER IS BAIT, AND IT HAS TO BE PROVABLY TRUE.
   *
   * The forge letter says "I could hear you at the anvil half the night" and
   * points at a motion. Walk to the swinging shape because of it, knock it
   * down, and nothing falls out β€” then read the fragment on the hauler and it
   * says "could not work today, my brother's fever is worse". The letter
   * changed the route twice.
   *
   * If one swinger in a hundred seeds drops something, the forge letter is a
   * lie rather than a subversion. So this walks to every one of them.
   */
  function swingerIsBait(seeds = 25) {
    const rows = [];
    for (let n = 0; n < seeds; n++) {
      scene.reset(n * 104729 + 7);
      const swingers = s.village.filter((d) => d.loop === 'swing');
      let dropped = 0;
      for (const d of swingers) {
        // Stand next to it rather than walking the whole village: a Drained is
        // only updated within W * 1.4 of him, and forty crossings to prove the
        // same thing is forty crossings.
        s.prince.x = s.prince.prevX = d.x - 200;
        s.camera.reset(s.prince.x);
        d.hits = 99;
        d.takeHit(s.prince.x);
        drive(1.5);
        if (d.keptDropped) dropped++;
      }
      rows.push({ seed: n, swingers: swingers.length, downed: swingers.filter((d) => d.state === 'DOWNED').length, dropped });
    }
    scene.reset();
    const worst = Math.max(...rows.map((r) => r.dropped));
    const allDown = rows.every((r) => r.downed === r.swingers);
    return {
      name: 'swinger is bait',
      pass: worst === 0 && allDown && rows.every((r) => r.swingers === 3),
      seedsTried: seeds, mostThatEverDropped: worst,
      swingersPerRun: rows[0].swingers, everyOneActuallyWentDown: allDown,
    };
  }

  /**
   * THE RUN CAN ALWAYS BE FINISHED.
   *
   * The worst bug this level can have, and it shipped: the gatekeeper's spear
   * fell on the side the prince "walks off towards", which at a shut gate is
   * BEHIND him. It landed 375px past the stop line against a 120px pickup
   * reach, so you could put down all twelve, collect three objects, and have
   * nothing left to do.
   *
   * Checking the coordinates would not have caught it β€” the drop was where the
   * code meant it to be. So this walks to every one of them and takes it, which
   * is the only version of the question that means anything.
   */
  function nothingOutOfReach() {
    scene.reset();
    const carriers = s.drained.filter((d) => d.kept != null);

    // DOWN THEM ONE AT A TIME, STOOD NEXT TO EACH.
    //
    // This used to hit all four and then walk right for a minute, which worked
    // only because a run starts on the road and walking right goes past every
    // one of them. At `?at=gate` he starts 1600px from the leaf, reaches it in
    // three seconds and stands there β€” and a Drained is only updated within
    // W * 1.4 of him, so two carriers six thousand px west stayed in STAGGER
    // for the whole drive, never reached DOWNED, and never dropped anything.
    // The check then walked to a fragment that was still on a body.
    //
    // Standing next to each one is the idiom swingerIsBait already uses, it is
    // start-position independent, and it is fifty seconds faster.
    for (const d of carriers) {
      s.prince.x = s.prince.prevX = d.x - 200;
      s.camera.reset(s.prince.x);
      d.hits = 99;
      d.takeHit(d.x - 1);
      drive(1.0);                       // STAGGER is 500ms; the drop lands on DOWNED
    }

    const rows = [];
    for (const d of carriers) {
      // Walk to it and pick it up, the way a player would.
      const before = s.prince.inventory.length;
      let ticks = 0;
      while (Math.abs(s.prince.x - d.keptX) > TUNING.PICKUP_REACH * 0.5 && ticks < 60 * 90) {
        scene.update(1 / 60, { ...NONE, [s.prince.x < d.keptX ? 'right' : 'left']: true });
        ticks++;
      }
      // TAKEN BLIND, which is allowed and is what a player does half the time.
      //
      // The key half of this check needs all four FILED, and a fragment he has
      // not looked at cannot be filed β€” but the reading happens at a door,
      // where atDoor() pages to each one. Not here. Holding the torch over a
      // body in the open street is the one thing in this game that starts a
      // fight, and a reach check has no business starting one.
      scene.update(1 / 60, { ...NONE, pickup: true });
      drive(0.2);
      rows.push({
        kind: d.answers, at: Math.round(d.keptX),
        walkedTo: Math.round(s.prince.x),
        taken: s.prince.inventory.length > before,
      });
    }
    const allTaken = rows.every((r) => r.taken);

    // AND THE FOUR KEYS, which is the half of the run that did not exist
    // before. A key is behind a door, so getting to one means filing that
    // house's fragment correctly and waiting for its owner to walk home β€” and
    // the walk is the thing most likely to strand one somewhere unreachable.
    for (const k of [0, 1, 2, 4]) { atDoor(k, k); tap({ sheaf: true }); }
    let t = 0;
    while (s.drained.some((d) => d.homing) && t < 60 * 250) { scene.update(1 / 60, NONE); t++; }

    const keyRows = [];
    for (const k of [0, 1, 2, 4]) {
      const before = s.prince.keys;
      const [kx] = s.keyPoint(s.houses[k]);
      let ticks = 0;
      while (Math.abs(s.prince.x - kx) > TUNING.DOOR_REACH * 0.5 && ticks < 60 * 120) {
        scene.update(1 / 60, { ...NONE, [s.prince.x < kx ? 'right' : 'left']: true });
        ticks++;
      }
      drive(1.4, { torch: true });
      // HIS ORDERS ON TOP, so the press can only be for the key. It used to go
      // to the letter first; letters stay on the door now, and a fragment on
      // top at a door that is not its own would pin there and wake somebody.
      s.sheaf.index = 0;
      tap();
      keyRows.push({ house: s.houses[k].kind, at: Math.round(kx),
        open: s.houses[k].open, taken: s.prince.keys > before });
    }
    const allKeys = keyRows.every((r) => r.taken);

    // AND EXACTLY ONE THING IT MUST FAIL TO REACH. The loom house key is
    // visible from the first time that door is lit and there is no way to get
    // it, for the whole level. Asserted, because an unreachable object is
    // normally the worst bug this level can have, and this one is the design.
    const loom = s.houses[HOUSE_OF.indexOf('home')];
    s.prince.x = s.prince.prevX = loom.x - 300;
    s.camera.reset(s.prince.x);
    drive(1.6, { torch: true });
    const heldBefore = s.prince.keys;
    s.sheaf.index = 0;                  // his orders on top: nothing to pin here
    tap(); tap(); tap();
    const residue = { lit: loom.seen, open: loom.open, taken: loom.keyTaken,
      gotNothing: s.prince.keys === heldBefore };

    return {
      name: 'nothing out of reach',
      pass: allTaken && rows.length === TUNING.GATE_WANTS &&
            allKeys && keyRows.length === TUNING.GATE_WANTS &&
            residue.lit && !residue.open && !residue.taken && residue.gotNothing,
      objects: rows.length, allReachable: allTaken,
      keys: keyRows.length, everyKeyReachable: allKeys,
      theOneThingHeCannotReach: residue,
      walkableTo: s.gateStopX, rows, keyRows,
    };
  }

  /**
   * A FIGHT NOW COSTS SOMETHING.
   *
   * Village one played like a beat 'em up because beating up every Drained cost
   * nothing: three hits, no health, no death. The optimal play was to hit
   * everything and the game agreed. At zero risk there is no search at all,
   * just a sweep β€” and a sweep cannot be tedious, because it is not looking for
   * anything.
   *
   * What this asserts is the shape of the cost, not that it is fun:
   *
   *   - A man standing in the dark doing nothing is still harmless. The level's
   *     whole argument is that nothing is hostile until it is looked at, and
   *     health must not quietly take that away.
   *   - Six catches, not five and not seven, and the sixth restarts the LEVEL.
   *   - The restart takes the findings with it. A checkpoint that keeps the map
   *     is too forgiving to change how anybody plays.
   *   - Grace: one contact costs one hit, not one per frame of touching.
   *   - It shows on his body β€” the swing slows and the stance changes β€” and
   *     nowhere else. There is no bar.
   */
  function healthCosts() {
    scene.reset();
    const v = s.drained[0];

    // 1. unlit, and standing right on top of it
    s.prince.x = s.prince.prevX = v.x - 40;
    s.camera.reset(s.prince.x);
    drive(2);
    const harmless = s.prince.hits === 0 && v.state === 'WANDER';

    // 2. GRACE: one contact is one hit, not one per frame of touching.
    //
    // `v.takeHit` hurts the DRAINED β€” it is what wakes this one up. What hurts
    // the prince is being in contact with it once it is rushing.
    v.takeHit(s.prince.x);
    let n = 0;
    while (s.prince.hits === 0 && n < 60 * 8) { scene.update(1 / 60, { ...NONE }); n++; }
    const first = s.prince.hits;
    // Then pinned against it, well inside the grace window.
    const held = Math.round((TUNING.HURT_GRACE_MS / 1000) * 60 * 0.6);
    for (let i = 0; i < held; i++) {
      s.prince.x = s.prince.prevX = v.x - 30;
      scene.update(1 / 60, { ...NONE });
    }
    const oneContact = first === 1 && s.prince.hits === 1;

    // 3. it shows on him
    const fresh = TUNING.SWING_SLOW[0];
    const worn = TUNING.SWING_SLOW[TUNING.SWING_SLOW.length - 1];
    s.prince.hits = TUNING.LIMP_FROM;
    s.prince.x = s.prince.prevX = BOWL.X0 + 200;
    drive(0.5);
    // IT SHOWS ON HIM, and this used to mean a "holding his side" pose. That
    // pose is gone β€” the eye dimming carries the readout, and a placeholder
    // body next to her standing drawing was worse than no pose change at all.
    // What has to stay true is that being hurt is VISIBLE without a bar.
    const dimmed = s.prince.eyeDim > 0;

    // 4. six, and the level starts again with the findings gone
    scene.reset();
    // RUN THE CHECK TWICE AND IT USED TO LIE. `scene.reset()` restarts the
    // LEVEL; `run.deaths` is a tally for the RUN and deliberately survives it,
    // so the second call started with deaths already at 1, the loop below
    // never ran, and the result reported a prince who never took a hit as a
    // health failure. Count the deaths this call causes, not the run's total.
    const deaths0 = s.run.deaths;
    // WHERE A RESET PUTS HIM, asked rather than assumed. This was `x < 1000`,
    // which is only true when the run started at the road β€” so the check failed
    // on `?at=bowl` and blamed health for it. A check that cries wolf on a debug
    // flag gets ignored on the day it is right.
    const spawnX = s.prince.x;
    s.houses[0].seen = true;
    s.prince.inventory.push({ kept: 0, answers: 'the forge', seen: true });
    s.prince.x = s.prince.prevX = v.x - 30;
    s.camera.reset(s.prince.x);
    // SAMPLED AS IT HAPPENS, not once per approach. Reading `hits` after a
    // 2.2s drive misses the sixth entirely when the death lands inside that
    // drive β€” the restart zeroes it before anyone looks. It showed up the day
    // the reveal dwell changed and the timing shifted by a few hundred ms.
    let caught = 0;
    const step = (secs, input) => {
      const n = Math.round(secs / 0.1);
      for (let i = 0; i < n && s.run.deaths === deaths0; i++) {
        drive(0.1, input);
        caught = Math.max(caught, s.prince.hits);
      }
    };
    for (let k = 0; k < 14 && s.run.deaths === deaths0; k++) {
      s.prince.x = s.prince.prevX = v.x - 30;
      s.camera.reset(s.prince.x);
      step(1.5, { torch: true });
      step(2.2, {});
    }
    const died = {
      tookSix: caught === TUNING.PRINCE_HITS,
      deaths: s.run.deaths - deaths0,
      backToTheStart: Math.abs(s.prince.x - spawnX) < 200,
      lostTheMap: !s.houses[0].seen && s.prince.inventory.length === 0,
      hitsReset: s.prince.hits === 0,
    };

    return {
      name: 'health costs',
      pass: harmless && oneContact && dimmed && worn > fresh * 1.5 &&
            died.tookSix && died.deaths === 1 && died.backToTheStart &&
            died.lostTheMap && died.hitsReset,
      unlitIsStillHarmless: harmless,
      graceHoldsForOneHit: oneContact,
      theLightIsDimmerOnHim: dimmed,
      swingSlowsBy: +(worn / fresh).toFixed(2),
      died,
    };
  }

  // --- walking home -------------------------------------------------------
  //
  // Put a fragment in the right frame and the person it belonged to gets up,
  // walks to their own door and opens it. That is the first confirmation this
  // level has ever given, and it is given by the world rather than by a lock:
  // nothing is scored, nothing is ticked, and the wrong answer is not refused.

  /** Down every carrier and take its fragment, so there is something to file. */
  function armed(seed = 7) {
    scene.reset(seed);
    const carriers = s.drained.filter((d) => d.kept != null);
    for (const c of carriers) {
      s.prince.x = s.prince.prevX = c.x - 200;
      s.camera.reset(s.prince.x);
      c.hits = 99;
      c.takeHit(c.x - 1);
      drive(1.0);                       // STAGGER is 500ms; it drops on DOWNED
      s.prince.x = s.prince.prevX = c.keptX;
      s.camera.reset(s.prince.x);
      drive(1.4, { torch: true });      // look at it, so the page is not blank
      drive(0.2, { pickup: true });
      drive(0.15);
    }
    return carriers;
  }

  /**
   * Stand at house i with the sheaf up, on the page for fragment k.
   *
   * THE DOOR IS LIT FIRST, the one time it needs to be: the slot takes a pin
   * from the first light, and the letter stays where it is.
   */
  function atDoor(i, k = null) {
    s.prince.x = s.prince.prevX = s.houses[i].x - 300;
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    if (!s.houses[i].seen) drive(1.4, { torch: true });
    if (k !== null) {
      s.sheaf.index = s.sheaf.pages.findIndex((p) => p.kind === 'fragment' && p.kept === k);
    }
    drive(1.2, { sheaf: true });
  }

  /** One press of take, on the edge. Holding it would toggle. */
  function tap(extra = {}) {
    drive(0.2, { ...extra, pickup: true });
    drive(0.15, extra);
  }

  /**
   * THE TOP PAGE IS WHAT IS IN HIS HAND, and it stays there when the pile
   * goes away.
   *
   * The sheaf is for CHOOSING. Letting go of Q is putting the rest of the
   * papers back in your coat, not putting down the one you picked.
   */
  function topPageIsTheHand() {
    armed();
    const held = () => s.handPage;

    // Page to a fragment and let go.
    s.sheaf.index = s.sheaf.pages.findIndex((p) => p.kind === 'fragment');
    drive(0.6, { sheaf: true });
    const upIsFragment = held()?.kind === 'fragment';
    drive(0.6);                                   // Q released
    const stillFragment = held()?.kind === 'fragment' && !s.sheaf.up;

    // A letter is a different shape in the hand, and it can be on top too.
    // The only one he carries is his orders β€” the rest stay on their doors.
    const li = s.sheaf.pages.findIndex((p) => p.kind === 'letter');
    s.sheaf.index = li;
    drive(0.6);
    const letterOnTop = held()?.kind === 'letter';

    // AND TAKING SOMETHING PUTS IT ON TOP, which is the whole tutorial: knock
    // one down, take the scrap, walk to the door, press E. No Q anywhere.
    const c = s.drained.find((d) => d.kept != null && !d.keptTaken)
      ?? s.drained.find((d) => d.kept != null);
    const before = s.sheaf.pages.length;
    s.prince.x = s.prince.prevX = s.houses[0].x - 900;
    s.camera.reset(s.prince.x);
    s.sheaf.pages.push({ kind: 'fragment', kept: 3 });
    s.sheaf.index = s.sheaf.pages.length - 1;
    drive(0.3);
    const takingPutsItOnTop = s.sheaf.pages.length === before + 1 &&
      held()?.kept === 3;

    // An empty pile is an empty hand.
    s.sheaf.pages.length = 0;
    s.sheaf.index = 0;
    drive(0.3);
    const emptyIsEmpty = held() == null;

    return {
      name: 'the top page is the hand',
      pass: upIsFragment && stillFragment && letterOnTop &&
            takingPutsItOnTop && emptyIsEmpty && c != null,
      aFragmentSurvivesTheReleaseOfQ: stillFragment,
      aLetterCanBeOnTopToo: letterOnTop,
      takingPutsItOnTop, andNothingHeldWithAnEmptyPile: emptyIsEmpty,
    };
  }

  /**
   * WHAT `E` DOES AT A DOOR, every row of it, and Q makes no difference to any
   * of them.
   *
   * One button, no modes. It is take-or-leave-the-thing-in-front-of-you, which
   * is what E has meant everywhere else in this game since the first object on
   * the ground.
   */
  function eAtTheDoor() {
    const rows = [];
    const put = (k) => {
      s.sheaf.index = k === null
        ? s.sheaf.pages.findIndex((p) => p.kind === 'letter')
        : s.sheaf.pages.findIndex((p) => p.kind === 'fragment' && p.kept === k);
    };
    const stand = (i, withQ) => {
      s.prince.x = s.prince.prevX = s.houses[i].x - 300;
      s.prince.facing = 1;
      s.camera.reset(s.prince.x);
      drive(0.6, withQ ? { sheaf: true } : {});
    };

    for (const withQ of [false, true]) {
      armed();
      const extra = withQ ? { sheaf: true } : {};
      const press = () => { drive(0.2, { ...extra, pickup: true }); drive(0.15, extra); };
      // THE BAKEHOUSE, AND THE TWO FRAGMENTS ARE THE FORGE'S AND THE WELL
      // HOUSE'S. Both are wrong here, on purpose.
      //
      // The first pass at this used fragment 1 as "a different fragment" at
      // house 1 β€” which is the bakehouse's OWN fragment, so it was correct,
      // its owner walked home, the patch settled, and every row after it
      // measured the lock refusing rather than the thing it meant to measure.
      // The check was wrong and the game was right.
      const H = 1;
      const A = 0, B = 2;
      const h = s.houses[H];

      // The door has to have been looked at once for anything to be offered,
      // which is the latch, not a mode. THERE IS NO LETTER ROW ANY MORE: it
      // took the letter, and letters stay on the door.
      stand(H, withQ);
      drive(1.4, { torch: true });

      // 2. A bare slot, a fragment on top -> pins it.
      put(A); stand(H, withQ); press();
      const pinned = h.filed === A;

      // 3. A fragment in the patch, a DIFFERENT fragment on top -> swap.
      put(B); stand(H, withQ); press();
      const swapped = h.filed === B;

      // 4. A fragment in the patch, the SAME one on top -> takes it back.
      put(B); stand(H, withQ); press();
      const tookBackSame = h.filed == null;

      // 5. A fragment in the patch, NOT a fragment on top -> takes it back.
      put(A); stand(H, withQ); press();          // pin one again
      put(null); stand(H, withQ); press();       // a letter on top
      const tookBackWithLetter = h.filed == null;

      // 6. A bare patch, not a fragment on top -> nothing.
      put(null); stand(H, withQ);
      const offeredWithLetter = s.canMark;
      press();
      const bareAndLetterDoesNothing = h.filed == null && !offeredWithLetter;

      // 7. A settled patch -> nothing. The lock stands.
      const F = 0;
      const forge = s.houses[F];
      put(0); stand(F, withQ);
      drive(1.4, { torch: true });
      put(0); stand(F, withQ); press();          // the forge's own, so it settles
      const settled = forge.settled && forge.filed === 0;
      put(B); stand(F, withQ); press();          // try to swap it
      const lockHeld = forge.filed === 0 && settled;

      rows.push({ withQ, pinned, swapped, tookBackSame,
        tookBackWithLetter, bareAndLetterDoesNothing, lockHeld });
    }
    scene.reset();
    const ok = rows.every((r) => Object.entries(r)
      .every(([k, v]) => k === 'withQ' || v === true));
    // AND Q CHANGES NOTHING. Every row, both ways, identical.
    const sameEitherWay = JSON.stringify({ ...rows[0], withQ: 0 }) ===
      JSON.stringify({ ...rows[1], withQ: 0 });

    return {
      name: 'E at the door',
      pass: ok && sameEitherWay,
      everyRowHolds: ok,
      andTheSheafMakesNoDifference: sameEitherWay,
      rows,
    };
  }

  /**
   * THE WALL SAYS WHERE IT GOES, AND THE SKY SAYS IT LANDED.
   *
   * A ten-year-old played the level, picked the scraps up, probably read some
   * of them, and never worked out that a scrap goes on a wall. She was right to
   * miss it. The patch was made deliberately quiet β€” "a value, not an outline,
   * it must not read as UI" β€” and it succeeded so completely that it asked
   * nothing at all. The only thing that had ever said otherwise was the debug
   * readout printing "[E] PIN IT HERE", and that was on the whole time anybody
   * tested it.
   *
   * Two things, and one without the other still fails:
   *
   *   THE WALL SHOWS WHAT WOULD GO THERE. Stand at a door holding a scrap and
   *   a ghost of that exact page appears in the patch. It is not a new idea β€”
   *   the sheaf sheet has always drawn this ghost β€” it was just drawn on the
   *   paper in his hand instead of on the wall he was looking at.
   *
   *   THE SKY GOES OFF WHEN IT LANDS. A correct pin was silent, and its payoff
   *   happens somewhere else up to a minute later, so the one right act in the
   *   level looked exactly like nothing.
   *
   * NEITHER IS A VERDICT. The ghost appears for a wrong scrap just as readily,
   * because it previews an act rather than judging one.
   */
  function theWallAsksAndTheSkyAnswers() {
    return withOverlayOff(() => {
      const clip = s.houseClip;
      const patch = (h) => {
        const [nx, ny, nw, nh] = clip.slotAt[h.variant];
        return [Math.round(h.x - s.camera.x - clip.pivotX + nx),
          Math.round(GROUND_Y - clip.pivotY + ny), nw, nh];
      };
      // RENDER WITHOUT DRIVING. The first pass at this called a helper that
      // walked him to the door and held the torch for 1.4s before every single
      // render, so the two frames being compared were a second and a half of
      // world apart: the grain floor came out at 5270 against a signal of 7791
      // and the check was measuring dust. Three ticks is what `canPin` needs to
      // notice the page changed, and nothing else moves in three ticks.
      // AND WITH THE TORCH HELD. Everything in a doorway β€” the room, the nail,
      // the patch, the key β€” is drawn in the LIT pass and the lit pass only
      // runs while the torch is up. Ticking three frames with no input let it
      // fall, so the first version of this measured a wall nothing was drawn
      // on: every comparison came back 0 except the one that accidentally
      // caught the lightning.
      // NOT CALLED `TORCH`. It was, and it shadowed the TORCH this file
      // imports from tuning.js β€” so `TORCH.KEPT_PULSE_HZ` a few lines down was
      // undefined, the clock went NaN, and the renderer died trying to build a
      // gradient stop out of it. The same shadowing that once made the whole
      // module refuse to load, in a new place.
      const HOLDING = { ...NONE, torch: true };
      const shot = (h) => {
        for (let i = 0; i < 3; i++) scene.update(1 / 60, HOLDING);
        s.clock = 3.0;
        renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
        return ctx.getImageData(...patch(h)).data;
      };
      // BRIGHTNESS, NOT A PIXEL DIFF.
      //
      // Counting changed subpixels is what every other pixel check here does,
      // and it cannot work with the torch held: the flame flickers, so two
      // renders of an unchanged wall differed in 12,668 of 17,024 subpixels β€”
      // a noise floor above every signal. A mean is almost blind to the
      // flicker and is the honest measure anyway, because what a page on a
      // wall does is put ink on it.
      const brightness = (dd) => {
        let sum = 0;
        for (let k = 0; k < dd.length; k += 4) sum += lum(dd, k);
        return Math.round(sum / (dd.length / 4));
      };
      // THE TORCH NEVER GOES DOWN IN HERE. It takes 250ms to rise, so a drive
      // without it drops the light and the next three ticks are measuring a
      // half-lit wall getting brighter β€” which came out as the patch gaining 89
      // luminance when a page was put on it, and a "flicker floor" of 32.
      const stand = (h) => {
        s.prince.x = s.prince.prevX = h.x - 300;
        s.prince.facing = 1;
        s.camera.reset(s.prince.x);
        drive(1.4, { torch: true });
        drive(0.5, { torch: true });      // settled, and staying up
      };
      const put = (k) => {
        s.sheaf.index = k === null
          ? s.sheaf.pages.findIndex((p) => p.kind === 'letter')
          : s.sheaf.pages.findIndex((p) => p.kind === 'fragment' && p.kept === k);
      };

      armed();
      const forge = s.houses[0];
      stand(forge);

      // 1. HIS ORDERS ON TOP IS A BARE SLOT, and two renders of it back to back
      //    are the grain floor everything else is measured against.
      put(null);
      const bare = brightness(shot(forge));
      const noise = Math.abs(brightness(shot(forge)) - bare);

      // 1b. AND AN EMPTY SLOT DOES NOT GLOW. THIS CLAIM IS INVERTED.
      //
      //     It used to breathe, with the same pulse a dropped scrap has: the
      //     patch only appeared once the letter came off, and nothing walked a
      //     player over to find it. The slot is under the letter from the first
      //     light now, and a bare nail under a letter asks its own question. A
      //     pulse on a wall reads as UI β€” and the loom house's empty slot has to
      //     read as a letter nobody answered, all level, not as a button.
      //
      //     Measured over one full cycle of KEPT_PULSE_HZ, on a box wider than
      //     the slot so any halo around it would be counted too.
      const wide = (h) => {
        const [nx, ny, nw, nh] = clip.slotAt[h.variant];
        return [Math.round(h.x - s.camera.x - clip.pivotX + nx) - 26,
          Math.round(GROUND_Y - clip.pivotY + ny) - 26, nw + 52, nh + 52];
      };
      const breath = (h) => {
        const seen = [];
        for (let i = 0; i < 12; i++) {
          s.clock = 3.0 + (i / 12) / TORCH.KEPT_PULSE_HZ;
          renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
          seen.push(brightness(ctx.getImageData(...wide(h)).data));
        }
        s.clock = 3.0;
        return Math.round(Math.max(...seen) - Math.min(...seen));
      };
      const emptyIsStill = breath(forge);

      // 2. A SCRAP ON TOP AND THE WALL SHOWS IT.
      put(0);
      const ghosted = brightness(shot(forge));
      const ghostShows = bare - ghosted;              // ink, so it gets darker

      // 3. AND IT IS A GHOST, NOT THE THING. Pinning for real has to change the
      //    same pixels again, or the preview is a lie.
      drive(0.2, { torch: true, pickup: true });
      // THE SKY, READ NOW. It lasts 560ms; the first version of this read it
      // after a 1.4s render helper and got zero, which is a check measuring its
      // own staging rather than the game.
      const struck = s.flash > 0;
      drive(0.15, { torch: true });
      const pinned = brightness(shot(forge));
      const ghostIsNotThePin = ghosted - pinned;      // solid, so darker again

      // AND A FULL ONE IS STILL TOO. Nothing on this wall pulses, ever.
      const filledIsStill = breath(forge);

      // 4. AND IT IS OVER. Lightning, not a filter.
      drive(1.2, { torch: true });
      const gone = !(s.flash > 0) && (s.flashMs ?? -1) < 0;

      // 5. A WRONG SCRAP PREVIEWS JUST THE SAME β€” it is an act, not an opinion
      //    about one β€” AND THE SKY STAYS SHUT.
      armed();
      const bake = s.houses[1];
      stand(bake);
      put(null);
      const bareB = brightness(shot(bake));
      put(0);                                   // the forge's, at the bakehouse
      const wrongGhost = bareB - brightness(shot(bake));
      drive(0.2, { torch: true, pickup: true });
      const quiet = !(s.flash > 0) && bake.filed === 0;

      return {
        name: 'the wall asks and the sky answers',
        // The flicker moves the mean by a point or two; ink moves it by tens.
        pass: ghostShows > Math.max(8, noise * 3) &&
              ghostIsNotThePin > Math.max(8, noise * 3) &&
              wrongGhost > Math.max(8, noise * 3) &&
              emptyIsStill <= 2 && filledIsStill <= 2 &&
              struck && quiet && gone,
        flickerMovesTheMeanBy: noise,
        anEmptySlotMovesBy: emptyIsStill,
        andAFilledOneBy: filledIsStill,
        theWallPreviewsTheScrap: ghostShows,
        andItPreviewsAWrongOneToo: wrongGhost,
        theGhostIsNotThePin: ghostIsNotThePin,
        theSkyGoesOffForARightOne: struck,
        andStaysShutForAWrongOne: quiet,
        andTheStrikeEnds: gone,
      };
    });
  }

  function walksHome() {
    const carriers = armed();
    const owner = carriers.find((d) => d.kept === 0);      // the forge's

    // 1. THE WRONG FRAME WAKES THEM. This was "the wrong frame does nothing",
    //    and that is exactly what made the walk home an answer key: pin, see
    //    who walks, try the next door, never read a word. Now a stranger's
    //    house wakes the owner and it comes for him. The page stays on the
    //    wall, and nothing opens or settles.
    atDoor(1, 0);
    tap({ sheaf: true });
    const seen = [owner.state];
    for (let i = 0; i < 60 * 3; i++) {
      scene.update(1 / 60, NONE);
      if (seen[seen.length - 1] !== owner.state) seen.push(owner.state);
    }
    const wrong = {
      onTheWall: s.houses[1].filed === 0,
      rose: seen.includes('RISING'),
      cameForHim: owner.state === 'RUSH' && !owner.homing,
      states: seen.join(' > '),
      nothingOpened: s.houses.every((h) => !h.open),
      nothingSettled: s.houses.every((h) => !h.settled),
    };
    // Put it back down before it reaches him. What follows is about the walk
    // home, not a fight; wrongDoorWakes owns the fight.
    owner.hits = 99;
    owner.takeHit(owner.x - 1);
    drive(1.0);

    // 2. AND IT COMES BACK OUT. Brute force is allowed: four fragments, five
    //    frames, and nothing stops a player working through them.
    atDoor(1, 0);
    tap({ sheaf: true });
    const pulledBack = {
      frameEmpty: s.houses[1].filed == null,
      stillInTheSheaf: s.sheaf.pages.some((p) => p.kind === 'fragment' && p.kept === 0),
    };

    // 3. THE RIGHT FRAME AND HE GETS UP. Nothing is said, here or anywhere.
    //    From wherever it went down last β€” which, after step 1, is not where
    //    it spawned.
    atDoor(0, 0);
    const from = owner.x;
    const pinnedAt = s.clock;
    tap({ sheaf: true });
    const filed = {
      onTheWall: s.houses[0].filed === 0,
      settled: s.houses[0].settled,
      gotUp: owner.state === 'RISING' || owner.state === 'HOMING',
      walkingTo: owner.homeX,
      noVerdictField: !('correct' in s.houses[0]) && !('wrong' in s.houses[0]),
    };

    // 4. AND THE FRAME IS FINISHED WITH. Not a cost β€” it stops one thing, and
    //    that is taking a name back off a wall after its owner has set off.
    atDoor(0, 0);
    const markOffered = s.canMark;
    tap({ sheaf: true });
    const settled = { stillFiled: s.houses[0].filed === 0, markOffered };

    // 5. IT ARRIVES, AND ONLY ITS OWN DOOR OPENS.
    let ticks = 0;
    while (owner.state !== 'HOME' && ticks < 60 * 200) { scene.update(1 / 60, NONE); ticks++; }
    const walked = Math.abs(s.houses[0].x - from);
    const arrived = {
      home: owner.state === 'HOME',
      atTheDoor: Math.round(owner.x) === s.houses[0].x,
      doorsOpen: s.houses.filter((h) => h.open).length,
      // From the pin, not from here: steps 4's second and a half is part of
      // the walk, and counting from after it hid behind the old error in
      // where the walk started.
      seconds: +(s.clock - pinnedAt).toFixed(1),
      px: Math.round(walked),
      // Derived from HOME_SPEED rather than written down, plus the rise.
      expected: +(walked / TUNING.HOME_SPEED + TUNING.RISE_MS / 1000).toFixed(1),
    };

    // 6. AND NOW IT IS FURNITURE. Hitting it does nothing, like a downed one.
    const where = owner.x;
    const hit = owner.takeHit(owner.x - 1);
    drive(3);
    const frozen = { ignoredTheSword: hit === false, didNotMove: owner.x === where,
      stillHome: owner.state === 'HOME' };

    return {
      name: 'walks home',
      pass: wrong.onTheWall && wrong.rose && wrong.cameForHim && wrong.nothingOpened &&
            wrong.nothingSettled &&
            pulledBack.frameEmpty && pulledBack.stillInTheSheaf &&
            filed.onTheWall && filed.settled && filed.gotUp &&
            filed.walkingTo === s.houses[0].x && filed.noVerdictField &&
            settled.stillFiled && !settled.markOffered &&
            arrived.home && arrived.atTheDoor && arrived.doorsOpen === 1 &&
            Math.abs(arrived.seconds - arrived.expected) < 1.5 &&
            frozen.ignoredTheSword && frozen.didNotMove && frozen.stillHome,
      theWrongFrameWakesThem: wrong,
      andItComesBackOut: pulledBack,
      theRightFrameSendsThemHome: filed,
      andThenTheFrameIsFinishedWith: settled,
      arrived, frozen,
    };
  }

  /**
   * THE KEY IS BEHIND THE DOOR, and the two door states are the whole point.
   *
   * LIT is what the torch does: you can see in, and the key is hanging there.
   * OPEN is what the person does: you can reach in. You can see it the whole
   * time and not have it, and nothing anywhere says so β€” the warm halo is
   * already this game's one word for "you can pick this up", and it simply is
   * not on yet.
   */
  function keyBehindTheDoor() {
    return withOverlayOff(() => {
      const carriers = armed();

      // 1. VISIBLE THE MOMENT A DOOR IS LIT, and measured rather than assumed:
      //    the key's own rectangle has to carry ink against the lit doorway,
      //    and it has to sit inside the light from where he stands to read it.
      const clip = s.houseClip;
      const rows = s.houses.map((h) => {
        s.prince.x = s.prince.prevX = h.x - 300;
        s.prince.facing = 1;
        s.camera.reset(s.prince.x);
        drive(1.6, { torch: true });
        s.clock = 3.0;
        renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
        const [kx, ky, kw, kh] = clip.keyAt[h.variant];
        const x = Math.round(h.x - s.camera.x - clip.pivotX + kx);
        const y = Math.round(GROUND_Y - clip.pivotY + ky);
        const px = ctx.getImageData(x, y, kw, kh).data;
        let ink = 0, light = 0;
        for (let i = 0; i < px.length; i += 4) {
          const L = lum(px, i);
          if (L < 60) ink++; else if (L > 140) light++;
        }
        const p = s.keyPoint(h);
        return { house: h.kind, ink, light, litByTheTorch: s.torch.covers(p[0], p[1]),
          offered: s.canTakeKey };
      });
      const visible = rows.every((r) => r.ink > 120 && r.light > 200 && r.litByTheTorch);
      const noneOfferedWhileShut = rows.every((r) => !r.offered);

      // THE DOOR CARRIES FOUR THINGS NOW β€” letter, slot, key and room β€” and
      // whether they all fit is its own check. See theDoorCarriesFour.

      // 2. NOT HIS WHILE THE DOOR IS SHUT.
      // HIS ORDERS ON TOP. The top page after armed() is a fragment, and E at
      // a door that is not its own pins it there β€” and wakes its owner.
      s.prince.x = s.prince.prevX = s.houses[0].x - 300;
      drive(1.6, { torch: true });
      s.sheaf.index = 0;
      tap(); tap();
      const shut = { keys: s.prince.keys, taken: s.houses[0].keyTaken };

      // 3. HIS ONCE SOMEBODY OPENS IT.
      for (const k of [0, 1, 2, 4]) { atDoor(k, k); tap({ sheaf: true }); }
      let ticks = 0;
      while (s.drained.some((d) => d.homing) && ticks < 60 * 250) {
        scene.update(1 / 60, NONE); ticks++;
      }
      for (const k of [0, 1, 2, 4]) {
        s.prince.x = s.prince.prevX = s.houses[k].x - 300;
        s.camera.reset(s.prince.x);
        drive(1.6, { torch: true });
        s.sheaf.index = 0;               // his orders on top: the press is for the key
        tap();
      }
      const open = { keys: s.prince.keys, taken: s.houses.map((h) => h.keyTaken) };

      // 4. AND THE LOOM HOUSE KEY HANGS THERE FOR EVER. She took her own when
      //    she went to the palace and nobody is coming back to open it from
      //    inside. It needs no code: nothing carries that fragment, so nothing
      //    ever walks to that door.
      s.prince.x = s.prince.prevX = s.houses[3].x - 300;
      s.camera.reset(s.prince.x);
      drive(1.6, { torch: true });
      const offeredAtTheLoom = s.canTakeKey;
      s.sheaf.index = 0;
      tap(); tap(); tap();
      const residue = { open: s.houses[3].open, taken: s.houses[3].keyTaken,
        offered: offeredAtTheLoom, keys: s.prince.keys };

      return {
        name: 'the key is behind the door',
        pass: visible && noneOfferedWhileShut &&
              shut.keys === 0 && !shut.taken &&
              open.keys === 4 && open.taken.filter(Boolean).length === 4 &&
              !residue.open && !residue.taken && !residue.offered && residue.keys === 4 &&
              carriers.length === 4,
        visibleInEveryLitDoorway: visible,
        andNotOfferedWhileShut: noneOfferedWhileShut,
        shut, open,
        theLoomHouseNeverOpens: residue,
        rows,
      };
    });
  }

  /**
   * THE RESIDUE STAYS LOCKED, across a hundred seeds.
   *
   * The loom house has a letter and nothing in the forest answers it. Four
   * doors open with people standing in them and one shut with a key hanging
   * inside it, which is a more legible thing than an absence β€” and the game
   * never says a word about it.
   */
  function residueStaysLocked(seeds = 100) {
    const LOOM = HOUSE_OF.indexOf('home');
    const bad = [];
    let sample = null;
    for (let n = 0; n < seeds; n++) {
      scene.reset(n * 15485863 + 11);
      const row = {
        seed: n,
        nobodyCarriesIt: !s.drained.some((d) => d.kept === LOOM),
        // So nothing can ever be sent there, whatever the player files.
        noBodyCanEverHomeToIt: !s.drained.some((d) => d.kept === LOOM),
        itsDoorIsShut: !s.houses[LOOM].open,
        itsKeyIsStillThere: !s.houses[LOOM].keyTaken,
        andTheOtherFourAreCarried:
          [0, 1, 2, 4].every((k) => s.drained.some((d) => d.kept === k)),
      };
      if (!sample) sample = row;
      if (!Object.values(row).every((x) => x === true || typeof x === 'number')) bad.push(row);
    }
    scene.reset();
    return {
      name: 'the residue stays locked',
      pass: bad.length === 0,
      seedsTried: seeds, broke: bad.length, firstFailure: bad[0] ?? null, sample,
    };
  }

  /**
   * THE GATE, AND IT INVERTS FOR THE SECOND TIME.
   *
   * It once wanted nothing. Then it wanted four fragments he had LOOKED at,
   * and that is now deleted rather than switched off β€” looking at four pieces
   * of paper is not the same act as understanding one, which is exactly how
   * the level came to be beaten without a word being read.
   *
   * IT WANTS FOUR KEYS. A key comes off a hook behind a door that somebody
   * opened from the inside, and the only thing that makes them open it is
   * being given their own name back. The gate still never reads the map, still
   * never grades an answer, and a completely wrong sheaf still walks through.
   *
   *   1. Torch down, he reaches the gate, fights nothing, and it stays shut.
   *   2. Four fragments taken and read leave it shut. That is the old
   *      condition, asserted as a NEGATIVE so it cannot quietly come back.
   *   3. Three keys leave it shut. Four open it.
   *   4. Through it ends the playthrough.
   */
  function theGate() {
    scene.reset();
    drive((s.gateStopX / TUNING.WALK_SPEED) + 8, { right: true });
    const walked = {
      reached: Math.round(s.prince.x) === s.gateStopX,
      fights: s.drained.filter((d) => d.revealed).length,
      shut: s.gate.open < 1,
      marks: s.gate.filled,
    };

    // THE OLD CONDITION, AND IT MUST NOT WORK. Four fragments, taken, read,
    // and even filed under houses β€” the gate does not look at any of it.
    for (const k of [0, 1, 2, 4]) {
      s.prince.inventory.push({ kept: k, answers: null, seen: true });
      s.sheaf.pages.push({ kind: 'fragment', kept: k });
      s.houses[k].filed = k;
    }
    drive(2);
    const paperAlone = {
      carrying: s.prince.inventory.length,
      filed: s.houses.filter((h) => h.filed != null).length,
      marks: s.gate.filled,
      shut: s.gate.open < 1,
    };

    // AND NOW KEYS. Handed over rather than earned β€” walking four bodies home
    // is walksHome()'s job, and this one is only about the leaf.
    s.prince.keys = 3;
    s.prince.x = s.prince.prevX = s.gateStopX;
    s.camera.reset(s.prince.x);
    drive(0.3);
    for (let i = 0; i < 3; i++) { drive(0.2, { pickup: true }); drive(0.15); }
    drive(2);
    const three = { placed: s.gate.placed, marks: s.gate.filled, shut: s.gate.open < 1 };

    s.prince.keys = 1;
    drive(0.2, { pickup: true });
    drive(0.15);
    drive(2 + TUNING.GATE_OPEN_MS / 1000);
    const four = { placed: s.gate.placed, marks: s.gate.filled, open: s.gate.open >= 1,
      keysLeft: s.prince.keys };

    drive(6, { right: true });
    const done = { through: s.gate.through, fade: s.fade > 0.9 };

    // And the gatekeeper himself: braced, shoving rather than killing, and
    // never once off the post he has held for sixty years.
    //
    // HIS CYCLE IS RESET WITH HIM NOW. It used to survive, so this same fight
    // measured 1.3s and shoved nobody or 1.9s and shoved twice depending on
    // what the previous check left him mid-swing at.
    scene.reset();
    const gk = s.village[s.village.length - 1];
    const home = gk.x;
    s.prince.x = s.prince.prevX = s.gateStopX;
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    let ticks = 0;
    let shoves = 0;
    let last = s.prince.x;
    while (gk.state !== 'DOWNED' && ticks < 60 * 45) {
      scene.update(1 / 60, { ...NONE, attack: true });
      ticks++;
      drive(0.42);
      ticks += 25;
      if (s.prince.x < last - 60) shoves++;
      last = s.prince.x;
      if (s.prince.x < s.gateStopX - 10) {
        const w = (s.gateStopX - s.prince.x) / TUNING.WALK_SPEED + 0.1;
        drive(w, { right: true });
        ticks += Math.round(w * 60);
        last = s.prince.x;
      }
    }
    const keeper = {
      down: gk.state === 'DOWNED', hits: gk.hits,
      movedFromHisPost: Math.round(gk.x - home),
      shovedRatherThanKilled: shoves > 0 && !s.loss.active,
      seconds: +(ticks / 60).toFixed(1),
    };

    return {
      name: 'the gate',
      pass: walked.reached && walked.fights === 0 && walked.shut && walked.marks === 0 &&
            paperAlone.carrying === 4 && paperAlone.filed === 4 &&
            paperAlone.marks === 0 && paperAlone.shut &&
            three.placed === 3 && three.marks === 3 && three.shut &&
            four.placed === 4 && four.marks === 4 && four.open && four.keysLeft === 0 &&
            done.through && done.fade &&
            keeper.down && keeper.movedFromHisPost === 0 && keeper.shovedRatherThanKilled,
      walked,
      readingAloneNeverOpensIt: paperAlone,
      shutOnThree: three, opensOnFour: four, done, keeper,
    };
  }

  /**
   * MARKING IS A CLAIM, NOT A RECEIPT.
   *
   * The map used to file an object under its own house the moment he looked at
   * it, which meant the document could never be wrong β€” and a document that
   * cannot be wrong says nothing when it is right. Everything asserted here is
   * about that difference: he writes it, he can change it, nothing tells him
   * whether he is correct, and the empty plot is never flagged.
   */
  function markingIsAClaim() {
    scene.reset();
    // Stand at house i's door with the sheaf up, the door lit.
    const at = (i) => atDoor(i);
    const mark = () => drive(0.3, { sheaf: true, pickup: true });
    const filed = () => s.houses.map((h) => h.filed);

    // Light two doors so there is somewhere to file, and take two fragments.
    at(0); at(1);
    s.prince.x = s.prince.prevX = s.houses[0].x - 1500;
    for (const k of [2, 3]) {
      s.prince.inventory.push({ kept: k, answers: null, seen: true });
      s.sheaf.pages.push({ kind: 'fragment', kept: k });
    }
    const fragA = s.sheaf.pages.findIndex((p) => p.kind === 'fragment' && p.kept === 2);
    const fragB = s.sheaf.pages.findIndex((p) => p.kind === 'fragment' && p.kept === 3);

    // 1. NOTHING FILES ITSELF. He is carrying two he has looked at and every
    //    nail is still bare.
    const nothingAutoFiles = filed().every((f) => f == null);

    // 1b. AND A DOOR TAKES A PIN THE FIRST TIME IT IS LIT. THIS CLAIM IS
    //     INVERTED.
    //
    //     It used to assert that there was nowhere to file until the letter
    //     came off the nail: one spot, the letter on it, and the patch it left
    //     was the slot. Letters stay on the door now and the slot is under the
    //     letter from the first light, so a door he has only just lit takes a
    //     pin like any other. It is the MOVE in claim 2 that takes it off again.
    const unread = s.houses[2];
    const neverLit = !unread.seen;
    s.prince.x = s.prince.prevX = unread.x - 300;
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    s.sheaf.index = fragA;
    drive(1.2, { sheaf: true });
    const offeredOnFirstLight = unread.seen && s.canMark && s.canPin;
    mark();
    const slotFromTheFirstLight = neverLit && offeredOnFirstLight && unread.filed === 2;

    // 2. He files one at a lit door.
    s.sheaf.index = fragA; at(0); mark();
    const afterFirst = filed();

    // 3. REPLACE. A different page at the same door pushes the first out β€”
    //    two fragments can never sit under one house.
    s.sheaf.index = fragB; at(0); mark();
    const afterReplace = filed();

    // 4. MOVE. The same page at another door takes it off the first β€” one
    //    fragment can never sit under two houses.
    at(1); mark();
    const afterMove = filed();
    const onlyOnce = afterMove.filter((f) => f === 3).length === 1;

    // 5. AND IT CANNOT BE DONE FROM NOWHERE. Away from any door, marking does
    //    nothing at all: the door is the evidence he is comparing against.
    s.prince.x = s.prince.prevX = s.houses[0].x - 1500;
    const before = filed().join(',');
    s.sheaf.index = fragA;
    mark();
    const needsADoor = filed().join(',') === before;

    // 6. AND IT DOES NOT NEED THE SHEAF UP. THIS CLAIM IS INVERTED.
    //
    //    It used to assert the opposite β€” that pinning with the sheaf down did
    //    nothing β€” and that rule was played and it did not survive contact.
    //    Three conditions and a mode: hold Q, page to the fragment, press E at
    //    a door. Nobody does that with paper.
    //
    //    The top page of the pile is what he is holding, and E acts on what he
    //    is holding. So the same press with the sheaf DOWN has to do the same
    //    thing the press with it up did, and this asserts exactly that.
    s.prince.x = s.prince.prevX = s.houses[0].x - 1500;
    s.sheaf.index = fragA;
    drive(0.4);                                         // sheaf down, walking about
    const onTopWithItDown = s.page()?.kept === 2 && !s.sheaf.up;
    s.prince.x = s.prince.prevX = s.houses[0].x - 300;
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    drive(0.5);                                         // NO sheaf, NO torch
    const offeredWithItDown = s.canPin;
    tap();                                              // plain E
    const pinnedWithItDown = s.houses[0].filed === 2;
    // And taking it back down is the same press again.
    tap();
    const takenBackWithItDown = s.houses[0].filed == null;
    const noSheafNeeded = onTopWithItDown && offeredWithItDown &&
      pinnedWithItDown && takenBackWithItDown;
    // Put the world back where claim 7 expects it.
    const before2 = filed().join(',');
    // A LETTER IS NOT A CLAIM. Only a torn page off a body can be filed β€” the
    // letter is what the house already says about itself.
    s.sheaf.index = s.sheaf.pages.findIndex((p) => p.kind === 'letter');
    at(0); mark();
    const mapCannotBeFiled = s.sheaf.index < 0 || filed().join(',') === before2;

    // 7. NO VERDICT, EVER. The world answers every filing now β€” a person
    //    walking home, or a person coming for you β€” and that is all it does.
    //    Nothing in the state says right or wrong: no tick, no score, no
    //    `correct` or `wrong` field anywhere. An empty plot is not flagged.
    //    Four filed and one empty is the finding, and it has to look exactly
    //    like four filed and one not done yet.
    const noVerdict = !('correct' in s.houses[0]) && !('wrong' in s.houses[0]) &&
      s.houses.every((h) => h.filed == null || typeof h.filed === 'number');

    // 8. THROUGH THE GATE, FROZEN. He walks out with a document he made and no
    //    way to check it β€” and no way to tidy it either.
    s.sheaf.index = fragA;
    s.gate.through = true;
    const atTheGate = filed().join(',');
    at(0); mark();
    const frozenAtTheGate = filed().join(',') === atTheGate;

    return {
      name: 'marking is a claim',
      pass: nothingAutoFiles && slotFromTheFirstLight && noSheafNeeded &&
            afterFirst[0] === 2 && afterReplace[0] === 3 &&
            afterMove[0] == null && afterMove[1] === 3 && onlyOnce &&
            needsADoor && mapCannotBeFiled && noVerdict &&
            frozenAtTheGate,
      nothingFilesItself: nothingAutoFiles,
      aDoorTakesAPinTheFirstTimeItIsLit: slotFromTheFirstLight,
      afterFirst, afterReplace, afterMove,
      oneFragmentOneHouse: onlyOnce,
      needsALitDoor: needsADoor,
      andDoesNotNeedTheSheafUp: noSheafNeeded,
      withTheSheafDown: { onTop: onTopWithItDown, offered: offeredWithItDown,
        pinned: pinnedWithItDown, takenBack: takenBackWithItDown },
      aLetterCannotBeFiled: mapCannotBeFiled,
      noRightOrWrongAnywhere: noVerdict,
      frozenAtTheGate,
    };
  }

  /**
   * THE LIGHT GOES OUT OF HIM, AND IT IS THE HEALTH BAR.
   *
   * There is no bar and there never was one. He limps, he holds his side, the
   * swing slows β€” and now the one thing always visible on a black silhouette
   * dims as he is hurt.
   *
   * Which makes three promises, and all three are easy to break by accident:
   * every pose must HAVE an eye, they must all be the same SIZE, and the dimmed
   * eye must never land in the 30-to-90 band this build refuses to put anything
   * in.
   */
  function theLightGoesOut() {
    const princeClips = Object.keys(clips).filter((k) => k.startsWith('prince'));

    // 1. EVERY POSE, EVERY FRAME. A pose without one would read as a man whose
    //    light had already gone out β€” and `guard` is the pose he takes the
    //    moment something wakes, which is exactly when you look at him.
    //
    //    EXCEPT THE FALL, which is where it goes out. Her drawing turns his
    //    face away as he goes over, and the eye goes with it -- the light going
    //    out of him is the death. So that one clip may lose it, but only once:
    //    an eye from the first frame, and once it is gone it never comes back.
    const missing = [];
    for (const k of princeClips) {
      const frames = clips[k].frames;
      const goesOut = k === 'prince_down' && frames[0]?.eyes &&
        frames.findIndex((f) => !f.eyes) > 0 &&
        frames.slice(frames.findIndex((f) => !f.eyes)).every((f) => !f.eyes);
      if (goesOut) continue;
      frames.forEach((f, i) => { if (!f.eyes) missing.push(`${k}[${i}]`); });
    }

    // 2. THE SAME SIZE IN ALL OF THEM. Her standing eye is 1.7% of the figure's
    //    height and her running one 2.4%; the placeholder poses were drawn at
    //    4.4% first, so changing pose doubled it.
    const widths = {};
    for (const k of princeClips) {
      const c = clips[k];
      const off = new OffscreenCanvas(c.width, c.height);
      const octx2 = off.getContext('2d', { willReadFrequently: true });
      octx2.drawImage(c.frames[0].eyes, 0, 0);
      const g = octx2.getImageData(0, 0, c.width, c.height).data;
      let lo = 1e9, hi = -1;
      for (let y = 0; y < c.height; y++) {
        for (let x = 0; x < c.width; x++) {
          if (g[(y * c.width + x) * 4 + 3] > 200) { if (x < lo) lo = x; if (x > hi) hi = x; }
        }
      }
      widths[k] = +((hi - lo + 1) / c.height * 100).toFixed(1);
    }
    const ws = Object.values(widths);
    const sameSize = Math.max(...ws) - Math.min(...ws) <= 1.2;

    // 3. IT DIMS, STEP BY STEP, AND NEVER INTO THE MUD. White over black lands
    //    at 255 x (1 - dim), so the dimmest living state has to clear 90.
    scene.reset();
    const steps = [];
    for (let h = 0; h < TUNING.PRINCE_HITS; h++) {
      s.prince.hits = h;
      drive(0.2);
      steps.push({ hits: h, dim: +s.prince.eyeDim.toFixed(3),
        lum: Math.round(255 * (1 - s.prince.eyeDim)) });
    }
    let falls = true;
    for (let i = 1; i < steps.length; i++) if (steps[i].lum >= steps[i - 1].lum) falls = false;
    const muddy = steps.filter((r) => r.lum > 30 && r.lum < 90);
    scene.reset();

    return {
      name: 'the light goes out of him',
      pass: missing.length === 0 && sameSize && falls && muddy.length === 0,
      posesWithoutAnEye: missing,
      eyeWidthPctPerPose: widths, sameSizeInEveryPose: sameSize,
      dimsOnEveryHit: falls, stepsInTheForbiddenBand: muddy,
      steps,
    };
  }

  /**
   * A GLANCE IS FREE AND A STARE IS NOT.
   *
   * The whole search rests on this. The loops narrow twelve shapes to a group;
   * what narrows a group to a person is seeing the page a carrier is holding,
   * and that only shows inside the torch. So there has to be a moment where the
   * light is bright enough to read them and they have not come for you yet.
   *
   * THERE WAS NO SUCH MOMENT. The shortest hold that showed a shape and the
   * shortest hold that woke it were the same 0.25s, because `covers()` starts
   * the wake clock while the circle is still growing. Which made hitting all
   * twelve the only strategy, on a health budget that fits five fights.
   */
  function aGlanceIsFree() {
    const hold = (secs) => {
      scene.reset();
      const d = s.village.find((v) => v.loop === 'haul');
      s.prince.x = s.prince.prevX = d.x - 260;
      s.prince.facing = 1;
      s.camera.reset(s.prince.x);
      let readable = false;
      const n = Math.round(secs * 60);
      for (let i = 0; i < n; i++) {
        scene.update(1 / 60, { ...NONE, torch: true });
        // Bright enough that the page on a carrier is drawn in the lit pass.
        if (s.torch.raise > 0.9 && s.torch.covers(d.x, figureMidY(GROUND_Y, d.lane))) readable = true;
      }
      drive(2);
      return { secs, readable, woke: d.revealed };
    };

    const rows = [0.2, 0.3, 0.45, 0.6, 0.9].map(hold);
    const glances = rows.filter((r) => r.readable && !r.woke);
    const stares = rows.filter((r) => r.secs >= 0.9);

    return {
      name: 'a glance is free',
      pass: glances.length >= 2 && stares.every((r) => r.woke),
      // Holds that show you the shape and leave it asleep.
      readableWithoutWaking: glances.map((r) => r.secs),
      wakesAt: rows.find((r) => r.woke)?.secs ?? null,
      andAStareStillWakesThem: stares.every((r) => r.woke),
      rows,
    };
  }

  /**
   * THE KEYS ARE ALWAYS THERE.
   *
   * The controls used to be the last line of the debug readout, which put the
   * one thing a new player needs behind the same toggle as the frame timings β€”
   * and hid it outright under `?debug=0`. Now it is its own line at the foot of
   * the frame, and it is only allowed to leave for one reason: a page is open
   * and he is reading it.
   */
  function theKeysAreShown() {
    // The strip below the ground line, where the line sits and nothing else in
    // the world is drawn.
    const foot = () => {
      const d = ctx.getImageData(0, H - 52, Math.round(W * 0.85), 48).data;
      let ink = 0;
      for (let i = 0; i < d.length; i += 4) if (d[i] > 60 && d[i] > d[i + 2]) ink++;
      return ink;
    };
    const frame = () => {
      s.camera.reset(s.prince.x);
      s.clock = 3.0;
      renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
      return foot();
    };

    scene.reset();
    s.prince.x = s.prince.prevX = s.houses[1].x - 1400;
    s.prince.facing = 1;

    // 1. WITH THE READOUT OFF. This is the case that was broken: `?debug=0` is
    //    the sane way to play and it took the controls with it.
    const withoutTheReadout = withOverlayOff(() => { drive(0.4); return frame(); });

    // 2. And with it on, unchanged β€” it is not part of it any more.
    const withTheReadout = frame();

    // 3. It steps aside for a page. Reading a letter is the one thing that
    //    wants the bottom of the frame more than the keys do.
    const [dx] = s.doorPoint(s.houses[1]);
    s.prince.x = s.prince.prevX = dx - 300;
    const whileReading = withOverlayOff(() => {
      drive(1.5, { torch: true });
      return frame();
    });

    // 4. AND ON TOUCH THERE IS ONE CONTEXTUAL BUTTON, NOT TWO.
    //
    //    MARK lived on the right wheel because pinning a page needed PAGES
    //    held and TAKE pressed and one thumb cannot do both. The top page is
    //    now what he is holding and TAKE acts on it, so the second button is
    //    deleted. Asserted rather than trusted, because a stray button in the
    //    markup is invisible on a desktop and is the whole control scheme on
    //    a phone.
    const pad = document.getElementById('pad');
    const acts = pad
      ? [...pad.querySelectorAll('button[data-act]')].map((b) => b.dataset.act)
      : [];
    const touch = {
      noMarkButton: !document.getElementById('markbtn'),
      // Exactly one thing on the pad fires the contextual verb.
      onePickupButton: acts.filter((a) => a === 'pickup').length === 1,
      // And nothing is labelled with the verb that no longer exists.
      nothingSaysMark: !pad || !/\bMARK\b/.test(pad.textContent),
      acts,
    };

    return {
      name: 'the keys are shown',
      pass: withoutTheReadout > 1500 && withTheReadout > 1500 &&
            whileReading < withoutTheReadout * 0.25 &&
            touch.noMarkButton && touch.onePickupButton && touch.nothingSaysMark,
      inkWithTheReadoutOff: withoutTheReadout,
      inkWithItOn: withTheReadout,
      inkWhileReadingALetter: whileReading,
      survivesDebugBeingOff: withoutTheReadout > 1500,
      getsOutOfTheWayOfAPage: whileReading < withoutTheReadout * 0.25,
      andOneContextualButtonOnTouch: touch,
    };
  }

  /**
   * THE DOOR ASKS THE QUESTION, and it asks it with a mark rather than a box.
   *
   * Three conditions have to be true at once for a fragment to go anywhere and
   * nothing said so. The first fix put cues on the sheet, which have the same
   * flaw every sheet cue has: they only appear once he is already holding it up
   * at a door, which is the thing the cue was meant to teach. So the question
   * is asked in the world.
   *
   * IT WAS A FRAME AND IT IS NOW TWO NAILS. A bright square box bolted to every
   * house read as a noticeboard, and no village in any century had one. A
   * letter nailed up is how you reached somebody who was not home, anywhere,
   * ever β€” and under it hangs a second nail and the lighter patch of wall where
   * their own reply hung. That patch is the slot. The frame was drawn; the
   * patch is a VALUE, and it is there from the first light, beside a letter
   * that never comes down.
   *
   * THE GATE HAS ALWAYS WORKED THIS WAY. Four empty sockets on the leaf, and
   * nobody has ever needed telling what they are for.
   *
   * Measured in pixels, because it is entirely a claim about what is on screen.
   */
  function theRoomAsks() {
    const onScreen = (house, rect) => {
      const clip = s.houseClip;
      const [fx, fy, fw, fh] = rect;
      return [Math.round(house.x - s.camera.x - clip.pivotX + fx),
        Math.round(GROUND_Y - clip.pivotY + fy), fw, fh];
    };
    const nailRect = (house) => onScreen(house, s.houseClip.slotAt[house.variant]);
    const letterRect = (house) => onScreen(house, s.houseClip.letterAt[house.variant]);
    const look = (house) => {
      const [dx] = s.doorPoint(house);
      s.prince.x = s.prince.prevX = dx - 300;
      s.prince.facing = 1;
      drive(1.4, { torch: true });
      s.camera.reset(s.prince.x);
      s.clock = 3.0;
      // AT THE TORCH'S OWN SIZE, NOT WHEREVER ITS FLICKER LEFT IT. Two looks
      // are 1.4s apart, so they caught the pool at two different sizes, and
      // every subpixel the flicker moved counted as the patch changing. It
      // passed by 4619 to 4252 with the flame at 317px; her torch holds it at
      // 333, the slot sits further out in the falloff, and the flicker alone
      // came to more than a pinned page. The grain floor is grain again.
      s.torch.radius = s.torch.prevRadius = TORCH.RADIUS;
      renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
      const [x, y, w, h] = nailRect(house);
      return ctx.getImageData(x, y, w, h).data;
    };
    const differs = (a, b) => {
      let n = 0;
      for (let i = 0; i < a.length; i++) if (a[i] !== b[i]) n++;
      return n;
    };
    const brightness = (d) => {
      let sum = 0;
      for (let i = 0; i < d.length; i += 4) sum += lum(d, i);
      return Math.round(sum / (d.length / 4));
    };

    return withOverlayOff(() => {
      scene.reset();
      const forge = s.houses[0];
      const home = s.houses[3];

      // 1. THE FIRST LIGHT, AND BOTH ARE THERE. Nothing has been read, taken or
      //    pinned: the letter hangs on its nail and the slot is under it.
      const patch = look(forge);
      const patchLum = brightness(patch);
      const noise = differs(look(forge), patch);
      const letterLum = (() => {
        const [x, y, w, h] = letterRect(forge);
        return brightness(ctx.getImageData(x, y, w, h).data);
      })();

      // 2. AND THE LETTER IS PAPER, NOT PATCH. The two share a column and a
      //    shape, so the thing that tells them apart is the value: the letter
      //    is a lit page with writing on it, the slot is a paler mark on wood.
      const letterIsPaper = letterLum > patchLum + 20;

      // THE WALL BELOW IT, which is what the patch has to beat. Finding
      // somewhere that is actually wall took three goes as the spot moved:
      // beside it is the lit doorway, above it is roof, and left of it is
      // where he stands.
      const wall = (() => {
        const [x, y, w, h] = nailRect(forge);
        return brightness(ctx.getImageData(x, y + h + 8, w, h).data);
      })();

      // 3. AND IT IS A MARK, NOT A SOCKET.
      //
      // MEASURED AGAINST THE DOORWAY, not against the letter. The letter is
      // paper on its own lit backing and is bright by construction; what "must
      // not read as UI" means is that the patch must not look like the socket
      // it replaced, and the socket was doorway-coloured. So: clear of the
      // wall, clear of the forbidden band, and nowhere near the lit doorway.
      //
      // The BRIGHT part of it, not the average. A sample straight across from
      // the nail lands half on lit doorway and half on the anvil standing in
      // it, which averaged to 110 and made the doorway look dimmer than the
      // patch. What the patch must not be mistaken for is the light, so the
      // light is what it is measured against.
      const doorway = (() => {
        const [x, y, w, h] = nailRect(forge);
        const d = ctx.getImageData(x + w + 70, y - 100, w, h).data;
        const all = [];
        for (let i = 0; i < d.length; i += 4) all.push(lum(d, i));
        all.sort((a, b) => a - b);
        return Math.round(all[Math.floor(all.length * 0.9)]);
      })();
      const readsAsWall = patchLum > 90 && patchLum < doorway - 50;

      // 4. PIN A PAGE INTO IT AND IT IS THERE.
      forge.filed = 2;
      const filledDiff = differs(look(forge), patch);

      // 5. AND THE HOUSE HE NEVER FILES KEEPS ASKING. Same nail, same patch,
      //    nothing in it, and nothing anywhere says it is empty on purpose.
      const [hx] = s.doorPoint(home);
      s.prince.x = s.prince.prevX = hx - 300;
      drive(1.4, { torch: true });
      // Its own grain floor, measured here rather than borrowed from the
      // forge: two looks at this door with nothing changed between them. A
      // floor taken under a different stretch of world is not a floor.
      const homeBefore = look(home);
      const homeNoise = differs(look(home), homeBefore);
      const homeSettled = look(home);
      s.houses[1].filed = 1; s.houses[2].filed = 0; s.houses[4].filed = 4;
      const homeDiff = differs(look(home), homeSettled);

      return {
        name: 'the room asks',
        pass: letterIsPaper &&
              readsAsWall && patchLum > wall + 40 &&
              filledDiff > Math.max(300, noise * 4) &&
              homeDiff <= Math.max(homeNoise * 2, 200),
        letterOnTheNailLum: letterLum,
        patchLum, wallLum: wall, doorwayLum: doorway,
        grainNoiseFloor: noise, atTheFifthNail: homeNoise,
        letterAndSlotBothThereFromTheFirstLight: letterIsPaper && readsAsWall,
        andTheSlotIsAMarkNotASocket: readsAsWall,
        itReadsAgainstTheWall: patchLum > wall + 40,
        pinningPutsItOnTheWall: filledDiff > Math.max(300, noise * 4),
        andTheFifthNailKeepsAsking: homeDiff <= Math.max(homeNoise * 2, 200),
        subpixelsChangedByPinning: filledDiff,
        subpixelsChangedAtTheHouseHeNeverFiled: homeDiff,
      };
    });
  }

  /**
   * THE WRITING FITS, AND THIS TESTS THE WRITING RATHER THAN THE CODE.
   *
   * The band is sized so three lines fit with no scrolling. A fragment that
   * wraps to four is a failure of the writing, not of the layout, and the test
   * should say so before anybody plays it β€” which is the right kind of check
   * for a game whose evidence is text.
   *
   * Measured at the AUTHORING size. The band grows on a small display, where
   * more lines is the correct answer; what is being asserted here is that a
   * letter is short enough to be read at a glance.
   */
  function bandFits() {
    const rows = [];
    withOverlayOff(() => {
      for (const h of (scene.state.letters?.byHouse ?? [])) {
        for (const kind of ['letter', 'fragment']) {
          const text = h[kind];
          if (!text) continue;
          // TWO MEASUREMENTS, BECAUSE THE BAND IS TWO DIFFERENT SHAPES.
          //
          // At the authoring size, three lines is the writing rule and a fourth
          // is a writing failure. On a handset the type grows, the rule cannot
          // hold, and what matters instead is how far up the picture the band
          // reaches β€” so that case is judged on its top edge, not its lines.
          const small = bandBox(ctx, text, BAND.MIN_CLIENT_W);
          rows.push({
            house: h.house, kind,
            lines: linesNeeded(ctx, text),
            chars: text.length,
            phoneLines: small.lines.length,
            phoneTop: Math.round(small.top),
          });
        }
      }
    });
    const worst = rows.length ? Math.max(...rows.map((r) => r.lines)) : 99;
    const highest = rows.length ? Math.min(...rows.map((r) => r.phoneTop)) : 0;
    return {
      name: 'band fits',
      // ELEVEN, EXACTLY. Nine village strings, his orders, and the note on the
      // tree. An exact equality rather than a floor, so adding a string and not
      // looking at it fails here rather than on somebody's phone.
      pass: rows.length === 11 && worst <= BAND.MAX_LINES && highest >= BAND.TOP_FLOOR,
      strings: rows.length, longest: worst, allowed: BAND.MAX_LINES,
      // How far up the scene the tallest band climbs on the narrowest display,
      // and how far up it is allowed to. Bigger number is lower on screen.
      highestTopOnPhone: highest, floor: BAND.TOP_FLOOR,
      overLength: rows.filter((r) => r.lines > BAND.MAX_LINES),
      tooTall: rows.filter((r) => r.phoneTop < BAND.TOP_FLOOR),
      rows,
    };
  }

  // --- the order ----------------------------------------------------------

  /** The palace letter's index in byHouse. Found, not counted to. */
  const orderHouse = () => s.letters.byHouse.findIndex((h) => h.origin === 'palace');

  /**
   * PAGE ONE, AND HE CANNOT PUT IT DOWN.
   *
   * It is the only page in the game he did not find, and the only one that
   * cannot leave the pile. Nothing in src/ removes a page except the key
   * splice, which searches for a key and stops at the first one -- so this
   * falls out of the rules rather than being defended, which is exactly why it
   * is worth asserting instead of trusting.
   */
  function orderIsPageOne() {
    const oh = orderHouse();
    scene.reset();
    const isFirst = (why) => {
      const p = s.sheaf.pages[0];
      return p && p.kind === 'letter' && p.house === oh ? true : why;
    };
    const atInit = isFirst(false) === true;

    // It survives four fragments going on top of it.
    armed();
    const afterTaking = isFirst(false) === true;

    // It survives pinning and retrieving at a slot. Not the forge's own
    // fragment, or it settles and the retrieve is refused.
    const armedPages = s.sheaf.pages.length;
    const h = s.houses[0];
    s.sheaf.index = s.sheaf.pages.findIndex((p) => p.kind === 'fragment' && p.kept !== h.index);
    s.prince.x = s.prince.prevX = h.x - 300;
    s.camera.reset(s.prince.x);
    if (!h.seen) drive(1.4, { torch: true });
    drive(0.3, { pickup: true });
    drive(0.3);
    drive(0.3, { pickup: true });
    const afterPinning = isFirst(false) === true && s.sheaf.pages.length === armedPages;

    // And it survives a restart.
    scene.reset();
    const afterReset = isFirst(false) === true && s.sheaf.pages.length === 1;

    // IT IS NOT A FRAGMENT, so it cannot be claimed. `holding` collapses every
    // kind but fragment to null, which is what makes E at a bare patch a no-op
    // with the order in hand -- but the order is a LETTER now, and letters have
    // always been no-ops there, so this is guarding a rule it shares.
    const p0 = s.sheaf.pages[0];
    const neverPinned = s.houses.every((hh) => hh.filed == null) &&
      !s.filedUnder(p0);
    const readsAsPalacePaper = s.textFor(p0) === s.letters.byHouse[oh].letter &&
      !s.houses[oh];

    return {
      name: 'the order is page one',
      pass: atInit && afterTaking && afterPinning && afterReset &&
            neverPinned && readsAsPalacePaper && oh >= 0,
      palaceIsByHouse: oh,
      atInit, afterTaking, afterPinning, afterReset,
      neverPinned, readsAsPalacePaper,
      pagesAfterEverything: armedPages,
    };
  }

  /**
   * HE IS READING IT WHEN THE GAME STARTS, and he holds it until you press
   * something.
   *
   * The posture the player will use for the whole game, shown before they know
   * there is a button for it -- and it is the one time he does not have to HOLD
   * the button to keep the page up.
   */
  function openingHolds() {
    const oh = orderHouse();
    scene.reset();
    scene.openAgain();

    // FRAME ONE, ALREADY UP. Not ramping: the raise is set rather than driven,
    // because RAISE_MS is 250 and the band needs 0.9, so coming up through the
    // input path would spend a quarter of a second showing an unreadable page.
    //
    // A BOUND TAKES BOTH OF THE NEXT TWO CLAUSES WITH IT. ?order_hold_ms= is
    // an upper limit on the wait and exists so a developer can get the opening
    // out of the way; at 1ms it is over before the first frame finishes, so
    // neither "up on frame one" nor "it waits" can be true and neither is a
    // fault. They are skipped and the bound is reported instead. Everything
    // below them still runs.
    const bounded = TUNING.ORDER_HOLD_MS > 0;
    const from = s.prince.x;
    drive(1 / 60);
    const upOnFrameOne = bounded || (s.sheaf.up && s.torch.raise > 0.9 &&
      s.band.text === s.letters.byHouse[oh].letter);

    // IT WAITS. Four seconds of nothing -- comfortably past the hold the spec
    // originally asked for -- and it is still up and he has not moved.
    //
    drive(4);
    const waits = bounded || (!s.opening.done && s.sheaf.up &&
      s.band.text === s.letters.byHouse[oh].letter &&
      Math.abs(s.prince.x - from) < 0.001);
    if (bounded) { scene.reset(); scene.openAgain(); }

    // ONE FRAME OF EVERYTHING AT ONCE ends it, and that frame costs nothing.
    //
    // This first asserted he could not move "while the page is up with input
    // held", which is not a state that exists: any input ends the beat, so the
    // frame after the first one he is already free and of course he walks. The
    // property that is actually worth having is that the frame which ENDS it
    // is spent ending it -- he does not also step, and he does not also swing.
    scene.update(1 / 60, { ...NONE, right: true, attack: true, pickup: true });
    const anyInputEndsIt = s.opening.done;
    const frozen = Math.abs(s.prince.x - from) < 0.001 && !s.prince.attacking;

    // The page goes down on the existing ramp and he can walk.
    //
    // THE BAND STOPS READING HIS ORDERS, which is not the same as closing. At
    // ?at=gate he starts 320px from the gatehouse, and reading his orders by
    // torchlight lights its letter too β€” so with the orders down and him stood
    // still, the band reads that door. That is the rule for a lit door, not
    // the order hanging on.
    drive(0.8);
    const lowered = !s.sheaf.up && s.torch.raise < 0.01 &&
      (s.band.alpha < 0.01 || s.band.text !== s.letters.byHouse[oh].letter);
    drive(0.5, { right: true });
    const controlsLive = s.prince.x > from + 100;

    // AND THE PRESS THAT SKIPPED DOES NOT ALSO SWING. The real input object is
    // not the one the beat ran on, so its one-shots were never cleared -- this
    // is the single thing here a human playtest would not reliably catch.
    scene.reset();
    scene.openAgain();
    const live = { ...NONE, attack: true };
    scene.update(1 / 60, live);          // ends it, and must eat the press
    const swungOnTheSkip = s.prince.attacking;
    scene.update(1 / 60, { ...NONE });

    // R DOES NOT REPLAY IT. Dying and restarting must not cost a second read.
    scene.reset();
    drive(1 / 60);
    const resetDoesNotReplay = s.opening.done && !s.sheaf.up;

    return {
      name: 'the opening holds',
      pass: upOnFrameOne && waits && frozen && anyInputEndsIt && lowered &&
            controlsLive && !swungOnTheSkip && resetDoesNotReplay,
      upOnFrameOne, waitsForHim: waits, nothingMovesHim: frozen,
      // 0 is the shipping value: no bound, it waits for him.
      upperBoundMs: TUNING.ORDER_HOLD_MS,
      anyInputEndsIt, loweredAfter: lowered, controlsLive,
      theSkipDoesNotSwing: !swungOnTheSkip,
      resetDoesNotReplay,
    };
  }

  // --- wrong doors ----------------------------------------------------------------
  //
  // Played through, the level was finished without reading a word: pin a page,
  // see who walks, try the next door. The walk home was an answer key. So a
  // stranger's house now wakes the owner, and it comes for him β€” guessing is
  // still allowed, and it costs blood. See docs/specs/astara-wrong-door-addendum.md.

  /** States a body passes through over the next few seconds, in order. */
  const statesOver = (d, secs) => {
    const seen = [d.state];
    for (let i = 0; i < Math.round(secs * 60); i++) {
      scene.update(1 / 60, NONE);
      if (seen[seen.length - 1] !== d.state) seen.push(d.state);
    }
    return seen;
  };
  /** Put a body down on the spot. The fixture armed() already uses. */
  const putDown = (d) => { d.hits = 99; d.takeHit(d.x - 1); drive(1.0); };

  /**
   * A WRONG DOOR WAKES THEM.
   *
   * Every carrier, the gatekeeper included: pinned on a door that is not
   * theirs, the owner rises and comes β€” RISING, then RUSH, never homing β€” and
   * the page stays on the wrong wall. Knocked down, it can be woken again by
   * the next wrong pin, as often as he makes one. Pinned right, it goes home.
   *
   * AND THE BEAT THE RULES MAKE WITHOUT ANYONE DESIGNING IT. `sendHome` from
   * RUSH goes straight to HOMING, so the way to stop someone coming for you is
   * to put their words where they belong. A woken body chasing him from beyond
   * its own door: he pins it right, and it walks up to its door, stops short of
   * him, turns its back and never touches him. Asserted, because it falls out
   * of two methods sitting side by side and nothing else protects it.
   */
  function wrongDoorWakes() {
    const rows = [];
    for (const c of armed()) {
      const k = c.kept;
      // A door that is not theirs AND not finished with. A door filed right is
      // locked, and the rows before this one have filed theirs right.
      const w = s.houses.map((_, i) => (k + 1 + i) % s.houses.length)
        .find((i) => i !== k && !s.houses[i].settled);
      atDoor(w, k);
      tap({ sheaf: true });
      const first = statesOver(c, 2.5);
      const woke = first.includes('RISING') && c.state === 'RUSH' && !c.homing && c.revealed;
      const leftUp = s.houses[w].filed === k;
      putDown(c);
      const downed = c.state === 'DOWNED';
      const stillUp = s.houses[w].filed === k;
      atDoor(w, k);
      tap({ sheaf: true });                              // take it back down...
      const retrieved = s.houses[w].filed == null;
      atDoor(w, k);
      tap({ sheaf: true });                              // ...and pin it wrong again
      const again = statesOver(c, 2.5);
      const wokeAgain = again.includes('RISING') && c.state === 'RUSH' && !c.homing;
      putDown(c);
      atDoor(w, k);
      tap({ sheaf: true });                              // off the wrong wall
      atDoor(k, k);
      tap({ sheaf: true });                              // onto its own
      const home = c.homing && (c.state === 'RISING' || c.state === 'HOMING') &&
        c.homeX === s.houses[k].x;
      rows.push({ kept: k, wrongDoor: w, woke, pageStaysUp: leftUp && stillUp, downed,
        retrieved, wokeAgain, goesHomeWhenRight: home, states: first.join(' > ') });
    }

    // The beat. A carrier that fell beyond its own door, from where he pins,
    // and a wrong door on his side of it β€” so it chases him past nothing, and
    // its own door is between them when he puts the page up.
    const beat = (() => {
      for (const seed of [7, 11, 23, 41, 97, 131]) {
        for (const c of armed(seed).filter((d) => !d.post)) {
          const k = c.kept;
          const door = s.houses[k].x;
          if (!(c.x > door + 300)) continue;
          const w = s.houses.findIndex((h, i) => i !== k && h.x < door - 300);
          if (w < 0) continue;
          atDoor(w, k);
          tap({ sheaf: true });                          // wrong: it wakes
          atDoor(w, k);
          tap({ sheaf: true });                          // straight back down
          // He goes to its door and waits; it comes for him, still beyond it.
          s.prince.x = s.prince.prevX = door - 300;
          s.prince.facing = 1;
          s.camera.reset(s.prince.x);
          let t = 0;
          while (!(c.state === 'RUSH' && c.x - s.prince.x < W / 2) && t < 60 * 60) {
            scene.update(1 / 60, NONE);
            t++;
          }
          const closing = c.state === 'RUSH' && c.x - s.prince.x < W / 2 && c.x > door;
          const cameAtHim = c.facing === -1;
          const hits0 = s.prince.hits;
          atDoor(k, k);
          tap({ sheaf: true });                          // right: it stops coming
          const stopped = c.state === 'HOMING' && c.homing && c.homeX === door;
          let u = 0, hurt = false, nearest = Infinity;
          while (c.state !== 'HOME' && u < 60 * 60) {
            scene.update(1 / 60, NONE);
            u++;
            if (s.prince.hits > hits0) hurt = true;
            nearest = Math.min(nearest, Math.abs(c.x - s.prince.x));
          }
          return {
            seed, kept: k, secondsToClose: +(t / 60).toFixed(1), closing, cameAtHim, stopped,
            atItsDoor: c.state === 'HOME' && Math.round(c.x) === door,
            turnedItsBack: c.facing === Math.sign(c.x - s.prince.x),
            neverTouchedHim: !hurt, closestItCame: Math.round(nearest),
          };
        }
      }
      return null;
    })();
    scene.reset();
    return {
      name: 'a wrong door wakes them',
      pass: rows.length === 4 &&
            rows.every((r) => r.woke && r.pageStaysUp && r.downed && r.retrieved &&
              r.wokeAgain && r.goesHomeWhenRight) &&
            !!beat && beat.closing && beat.cameAtHim && beat.stopped && beat.atItsDoor &&
            beat.turnedItsBack && beat.neverTouchedHim,
      rows, theBeat: beat,
    };
  }

  /**
   * THE GATEKEEPER WAKES AT HIS POST.
   *
   * He is the first page most players pin, and pinned wrong he comes for them
   * with the spear β€” the hardest fight in the level, and the first time a
   * player learns that where things go matters. But he does not leave the
   * gate: pinned from the far end of the village he wakes and waits there,
   * and at the gate he braces, thrusts and shoves, exactly as before.
   */
  function gatekeeperWakesAtHisPost() {
    armed();
    const gk = gatekeeper();
    const post = gk.x;
    atDoor(0, gk.kept);                                  // the forge: the far end
    tap({ sheaf: true });
    const seen = statesOver(gk, 3);
    const woke = seen.includes('RISING') && gk.state === 'RUSH' && gk.revealed && !gk.homing;
    const stayedWhileHeWasAway = gk.x === post;
    s.prince.x = s.prince.prevX = s.gateStopX;
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    const hits0 = s.prince.hits;
    const phases = new Set();
    let shoved = false, moved = false;
    for (let i = 0; i < 60 * 4; i++) {
      const before = s.prince.x;
      scene.update(1 / 60, NONE);
      phases.add(gk.phase);
      if (s.prince.x < before - 60) shoved = true;
      if (gk.x !== post) moved = true;
    }
    const hitsTaken = s.prince.hits - hits0;
    scene.reset();
    return {
      name: 'the gatekeeper wakes at his post',
      pass: woke && stayedWhileHeWasAway && !moved && phases.size >= 3 && shoved,
      woke, states: seen.join(' > '), stayedWhileHeWasAway, movedAtTheGate: moved,
      phasesSeen: [...phases].sort(), shovedHim: shoved, hitsItCostHim: hitsTaken,
    };
  }

  /**
   * THE TREE TEACHES THE RULE, AND NOTHING ELSE.
   *
   * A note nailed to a tree on the road: they cannot speak, what they carried
   * is all that is left of them, take it home. It stands past the first
   * drained, so "they" has somebody to mean, and before the village, so it is
   * read before the first fight β€” and far enough from every drained that
   * lighting it wakes nobody.
   *
   * It reads exactly the way a door does. Light it and the band reads it;
   * after that, standing by it reads it again with the torch down; walking
   * past, it does not. It STAYS ON THE TREE, like every letter stays on its
   * door, so it is never a page. And it is not a door: holding a fragment
   * there, nothing is offered, and E does nothing.
   */
  function theTreeTeaches() {
    scene.reset();
    const t = s.tree;
    if (!t) return { name: 'the tree teaches', pass: false, why: 'there is no tree' };
    const note = s.letters.byHouse[t.index]?.letter ?? null;
    const road = s.drained.filter((d) => !s.village.includes(d));
    const first = Math.min(...road.map((d) => d.x));
    const clearOfAll = Math.min(...road.map((d) => Math.abs(d.x - t.x)));
    const placed = t.x > first + TUNING.TREE_CLEAR && t.x < BOWL.X0 &&
      clearOfAll >= TUNING.TREE_CLEAR;
    const settle = TUNING.READ_STILL_MS / 1000 + 0.4;

    // Up to it in the dark, and stood there: nothing read. The first read
    // needs light.
    s.prince.x = s.prince.prevX = t.x - 300;
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    drive(settle);
    const unreadInTheDark = !t.seen && s.band?.text !== note;

    // Lit: the band reads it, and nobody wakes.
    drive(1.4, { torch: true });
    const reads = t.seen && s.band?.text === note;
    const nobodyWoke = s.drained.every((d) => !d.revealed);

    // Torch down and still stood by it: it reads again, for nothing.
    drive(settle);
    const readsAgain = s.torch.raise < 0.01 && s.band?.text === note;

    // Walking past it, it does not. Every frame of a walk from one side of
    // its reach to the other.
    let openWhileWalking = 0;
    let frames = 0;
    while (s.prince.x < t.x + TUNING.DOOR_REACH + 100 && frames < 60 * 20) {
      scene.update(1 / 60, { ...NONE, right: true });
      if (s.band?.text) openWhileWalking++;
      frames++;
    }
    const closedWhileWalking = openWhileWalking === 0 && frames > 0;

    // It stays on the tree: E there does nothing, holding a fragment or not,
    // and the pile is what it was.
    s.prince.x = s.prince.prevX = t.x - 300;
    s.camera.reset(s.prince.x);
    s.prince.inventory.push({ kept: 0, answers: null, seen: true });
    s.sheaf.pages.push({ kind: 'fragment', kept: 0 });
    s.sheaf.index = s.sheaf.pages.length - 1;
    const pile = s.sheaf.pages.length;
    drive(0.5, { torch: true });
    drive(0.3);
    const nothingGoesBack = !s.canPin && !s.canMark;
    tap();
    s.sheaf.index = 0;
    tap();
    const staysOnTheTree = s.sheaf.pages.length === pile &&
      s.sheaf.pages.every((p) => p.kind !== 'letter' || p.house !== t.index);
    const stillNobodyWoke = s.drained.every((d) => !d.revealed);

    scene.reset();
    const unlitAfterARestart = !t.seen;
    return {
      name: 'the tree teaches',
      pass: !!note && placed && unreadInTheDark && reads && nobodyWoke &&
            readsAgain && closedWhileWalking && nothingGoesBack && staysOnTheTree &&
            stillNobodyWoke && unlitAfterARestart,
      at: t.x, pastTheFirstDrained: t.x - first, clearOfEveryDrained: clearOfAll,
      clearFloor: TUNING.TREE_CLEAR, beforeTheVillage: t.x < BOWL.X0,
      unreadInTheDark, readsUnderTheTorch: reads, nobodyWoke,
      readsAgainWithTheTorchDown: readsAgain,
      framesOpenWhileWalkingPast: openWhileWalking, walkedFrames: frames,
      nothingGoesBack, staysOnTheTree, stillNobodyWoke, unlitAfterARestart,
    };
  }

  // --- letters stay on the door ------------------------------------------------
  //
  // Letters stay where they were left; fragments come off bodies. He does not
  // pocket a stranger's mail, and the door becomes where he judges: the
  // question nailed in front of him, the answer in his hand. See
  // docs/specs/astara-letters-stay-addendum.md.

  /**
   * THE LETTERS STAY, on every door and on the tree, whatever he does.
   *
   * There is no state for it any more β€” nothing can take one down β€” so this
   * looks at the wall. At the start of a run, after every input there is at
   * every door, and at the end of a whole run with the gate open: the letter's
   * rect is paper. And not once in all of that does a letter from a wall turn
   * up in the sheaf.
   *
   * PAPER IS COUNTED, NOT AVERAGED. The share of the rect brighter than 140,
   * which nothing on a wall at night comes near except a lit page β€” and two
   * renders of the same frame are the grain floor it has to clear.
   */
  function lettersStay() {
    return withOverlayOff(() => {
      const orderAt = orderHouse();
      let wallLettersHeld = 0;
      const note = () => {
        wallLettersHeld += s.sheaf.pages
          .filter((p) => p.kind === 'letter' && p.house !== orderAt).length;
      };
      const targets = [...s.houses, ...(s.tree ? [s.tree] : [])];
      const clipOf = (t) => (t === s.tree ? s.treeClip : s.houseClip);
      const rectOf = (t) => clipOf(t).letterAt[t.variant];
      // WHERE HE STANDS: 130px short of the letter, which is h.x - 300 at a
      // house β€” where every check and every player reads a door from β€” and
      // the same distance from the note on the tree.
      const standX = (t) => {
        const r = rectOf(t);
        return t.x - clipOf(t).pivotX + r[0] + r[2] / 2 - 130;
      };
      const paper = (t) => {
        const clip = clipOf(t);
        const [rx, ry, rw, rh] = rectOf(t);
        const d = ctx.getImageData(Math.round(t.x - s.camera.x - clip.pivotX + rx),
          Math.round(GROUND_Y - clip.pivotY + ry), rw, rh).data;
        let n = 0;
        for (let i = 0; i < d.length; i += 4) if (lum(d, i) > 140) n++;
        return n / (d.length / 4);
      };
      const shot = () => {
        s.clock = 3.0;
        renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
      };
      const look = (t) => {
        s.prince.x = s.prince.prevX = standX(t);
        s.prince.facing = 1;
        s.camera.reset(s.prince.x);
        drive(1.4, { torch: true });
        shot();
        const a = paper(t);
        shot();
        const floor = Math.abs(paper(t) - a);
        note();
        return { at: t.kind, paper: +a.toFixed(3), floor: +floor.toFixed(3),
          present: a > Math.max(0.35, floor * 4) };
      };

      // 1. FROM THE FIRST FRAME. Every carrier down and every fragment taken,
      //    and every letter is still where it was left.
      const carriers = armed();
      const atStart = targets.map(look);

      // 2. AND NOTHING HE CAN DO AT A DOOR TAKES ONE DOWN. E with his orders
      //    on top, Q, SPACE, F β€” and E with the house's own fragment, which
      //    pins it and sends its owner home.
      const afterInputs = targets.map((t) => {
        look(t);
        s.sheaf.index = 0; tap();
        drive(0.6, { sheaf: true }); drive(0.3);
        drive(0.6, { torch: true }); drive(0.3);
        drive(0.1, { attack: true }); drive(0.6);
        const own = t === s.tree ? -1
          : s.sheaf.pages.findIndex((p) => p.kind === 'fragment' && p.kept === t.index);
        if (own >= 0) { s.sheaf.index = own; tap(); }
        note();
        return look(t);
      });

      // 3. A WHOLE RUN. Everybody who can go home does, four keys come off
      //    four hooks, and the gate opens on them.
      let ticks = 0;
      while (s.drained.some((d) => d.homing) && ticks < 60 * 250) {
        scene.update(1 / 60, NONE); ticks++;
      }
      for (const h of s.houses) {
        if (!h.open) continue;
        s.prince.x = s.prince.prevX = h.x - 300;
        s.camera.reset(s.prince.x);
        drive(1.4, { torch: true });
        s.sheaf.index = 0;
        tap();
      }
      note();
      s.prince.x = s.prince.prevX = s.gateStopX;
      s.camera.reset(s.prince.x);
      drive(0.3);
      for (let i = 0; i < TUNING.GATE_WANTS; i++) tap();
      drive(2 + TUNING.GATE_OPEN_MS / 1000);
      const gateOpen = s.gate.open >= 1;
      note();
      const atTheEnd = targets.map(look);

      const all = (rows) => rows.every((r) => r.present);
      return {
        name: 'letters stay',
        pass: carriers.length === TUNING.GATE_WANTS && targets.length === 6 &&
              all(atStart) && all(afterInputs) && gateOpen && all(atTheEnd) &&
              wallLettersHeld === 0,
        onEveryWallAtTheStart: all(atStart),
        afterEveryInputAtEveryDoor: all(afterInputs),
        andAtTheEndOfARunWithTheGateOpen: gateOpen && all(atTheEnd),
        wallLettersEverInTheSheaf: wallLettersHeld,
        atStart, afterInputs, atTheEnd,
      };
    });
  }

  /**
   * THE SLOT IS ALWAYS THERE, from the first light, at every door.
   *
   * It is the affordance, and it used to be earned: no slot until the letter
   * came off. Now a bare nail and a lighter patch sit under the letter from the
   * first moment the torch finds the wall β€” before anything is pinned, and
   * before anything is read. Rendered with the door's latch wiped, to prove
   * the wall draws it off nothing but the light.
   *
   * AND IT IS STILL. A value, not a glow: over a whole pulse cycle the patch
   * and the wall round it do not move. The tree has no slot at all.
   */
  function theSlotIsAlwaysThere() {
    return withOverlayOff(() => {
      const clip = s.houseClip;
      const box = (h, pad = 0) => {
        const [nx, ny, nw, nh] = clip.slotAt[h.variant];
        return [Math.round(h.x - s.camera.x - clip.pivotX + nx) - pad,
          Math.round(GROUND_Y - clip.pivotY + ny) - pad, nw + pad * 2, nh + pad * 2];
      };
      const brightness = (d) => {
        let sum = 0;
        for (let i = 0; i < d.length; i += 4) sum += lum(d, i);
        return Math.round(sum / (d.length / 4));
      };
      const render = (clock = 3.0) => {
        s.clock = clock;
        renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
      };
      const rows = s.houses.map((h) => {
        scene.reset();
        s.prince.x = s.prince.prevX = h.x - 300;
        s.prince.facing = 1;
        s.camera.reset(s.prince.x);
        drive(1.4, { torch: true });
        // FORGET HE EVER LOOKED. The render reads state only, so with the
        // latch wiped nothing in the scene says this door was lit or read.
        h.seen = false;
        render();
        const slot = brightness(ctx.getImageData(...box(h)).data);
        const [bx, by, bw, bh] = box(h);
        const wall = brightness(ctx.getImageData(bx, by + bh + 8, bw, bh).data);
        render();
        const floor = Math.abs(brightness(ctx.getImageData(...box(h)).data) - slot);
        const seenPulse = [];
        for (let i = 0; i < 12; i++) {
          render(3.0 + (i / 12) / TORCH.KEPT_PULSE_HZ);
          seenPulse.push(brightness(ctx.getImageData(...box(h, 26)).data));
        }
        render();
        return { house: h.kind, slot, wall, floor,
          movesOverAPulse: Math.max(...seenPulse) - Math.min(...seenPulse),
          nothingPinned: h.filed == null };
      });
      const everyDoor = rows.every((r) => r.nothingPinned &&
        r.slot > r.wall + 40 && r.slot - r.wall > r.floor * 3);
      const still = rows.every((r) => r.movesOverAPulse <= 2);
      const treeHasNone = !!s.treeClip && !s.treeClip.slotAt;
      scene.reset();
      return {
        name: 'the slot is always there',
        pass: everyDoor && still && treeHasNone,
        onEveryDoorFromTheFirstLight: everyDoor,
        andItDoesNotGlow: still,
        theTreeHasNone: treeHasNone,
        rows,
      };
    });
  }

  /**
   * THE BAND READS THE DOOR, and it is one button to compare.
   *
   *   Q held                                   the page in his hand. Wins
   *   the torch on a letter, in reach          that letter. The first read
   *   standing still, in reach of a lit door   that door's letter
   *   otherwise                                closed
   *
   * THE FIRST READ NEEDS LIGHT; EVERY ONE AFTER IS FREE. On a phone TORCH and
   * PAGES share a thumb, so comparing a door with the page in his hand cannot
   * need both: hold PAGES for the paper, let go for the door.
   *
   * And the band never reads one door while E would act on another. Sampled
   * on every frame this check runs.
   */
  function bandReadsTheDoor() {
    const wait = TUNING.READ_STILL_MS;
    const letterOf = (h) => s.letters.byHouse[h.index].letter;
    let frames = 0;
    let notTheDoorEActsOn = 0;
    const step = (input = {}) => {
      scene.update(1 / 60, { ...NONE, ...input });
      frames++;
      if (s.band.text) {
        const h = s.houses.find((hh) => letterOf(hh) === s.band.text);
        if (h && h !== s.nearDoor) notTheDoorEActsOn++;
      }
    };
    const run = (secs, input = {}, each = null) => {
      const n = Math.round(secs * 60);
      for (let i = 0; i < n; i++) { step(input); if (each) each(i); }
    };
    const standAt = (x) => {
      s.prince.x = s.prince.prevX = x;
      s.prince.facing = 1;
      s.camera.reset(x);
    };

    scene.reset();
    const forge = s.houses[0];
    const L = letterOf(forge);

    // 1. A DOOR HE HAS NEVER LIT: closed, however long he stands at it.
    standAt(forge.x - 300);
    run(wait / 1000 + 0.5);
    const neverLitIsClosed = !forge.seen && s.band.text == null;

    // 2. THE FIRST READ IS THE TORCH'S. Walk in, stop, raise it: it reads
    //    before standing still could have opened it.
    standAt(forge.x - 400);
    run(0.2, { right: true });
    let firstRead = -1;
    run(0.5, { torch: true }, (i) => { if (firstRead < 0 && s.band.text === L) firstRead = i + 1; });
    const firstReadMs = Math.round(firstRead * 1000 / 60);
    const theTorchReadsIt = firstRead > 0 && firstReadMs < wait && forge.seen;

    // 3. TORCH DOWN, STILL STOOD THERE: the same letter again, for nothing.
    run(0.3);
    run(wait / 1000 + 0.2);
    const readsAgainInTheDark = s.torch.raise < 0.01 && s.band.text === L;

    // 4. COMPARING IS ONE BUTTON. A fragment in his hand; hold Q and the band
    //    reads it, let go and it reads the door. Twice, and the torch is never
    //    pressed. It blanks at every switch: two pieces of paper, not a label.
    s.prince.inventory.push({ kept: 2, answers: null, seen: true });
    s.sheaf.pages.push({ kind: 'fragment', kept: 2 });
    s.sheaf.index = s.sheaf.pages.length - 1;
    const F = s.letters.byHouse[2].fragment;
    const switches = [];
    let last = s.band.text;
    const watch = () => {
      if (s.band.text && s.band.text !== last) {
        switches.push({ to: s.band.text === F ? 'page' : s.band.text === L ? 'door' : 'other',
          alpha: +s.band.alpha.toFixed(3) });
      }
      if (s.band.text) last = s.band.text;
    };
    for (let k = 0; k < 2; k++) {
      run(0.8, { sheaf: true }, watch);
      run(0.6, {}, watch);
    }
    const order = switches.map((w) => w.to).join(',');
    const oneButton = order === 'page,door,page,door';
    const blanksEachTime = switches.length > 0 && switches.every((w) => w.alpha < 0.1);

    // 5. EVERY DOOR LIT, THEN THE WHOLE STREET WALKED WITH THE TORCH DOWN:
    //    closed on every frame he is walking.
    for (const h of s.houses) { standAt(h.x - 300); run(1.4, { torch: true }); }
    const allLit = s.houses.every((h) => h.seen);
    standAt(s.houses[0].x - 700);
    const end = s.houses[s.houses.length - 1].x + 600;
    let walked = 0;
    let openWhileWalking = 0;
    while (s.prince.x < end && walked < 60 * 60) {
      step({ right: true });
      walked++;
      if (s.band.text) openWhileWalking++;
    }
    const closedWhileWalking = allLit && walked > 60 && openWhileWalking === 0;

    // 6. STOPPING AT A LIT DOOR OPENS IT AFTER READ_STILL_MS, AND NOT BEFORE.
    standAt(forge.x - 700);
    // Bounded: a check must never hang the runner. If he cannot walk, the
    // claim below fails and says so.
    for (let n = 0; s.prince.x < forge.x - 300 && n < 60 * 5; n++) step({ right: true });
    let opened = -1;
    for (let i = 0; i < 60; i++) {
      step();
      if (opened < 0 && s.band.text === L) opened = i + 1;
    }
    const openedMs = Math.round(opened * 1000 / 60);
    const waitsThenOpens = opened > 0 && openedMs >= wait - 1 && openedMs <= wait + 50;

    // 7. A SWING IS NOT STANDING STILL. Nothing flashes up mid-fight.
    let swingFrames = 0;
    let openWhileSwinging = 0;
    step({ attack: true });
    while (s.prince.attacking && swingFrames < 120) {
      swingFrames++;
      if (s.band.text) openWhileSwinging++;
      step();
    }
    const closedWhileSwinging = swingFrames > 0 && openWhileSwinging === 0;

    // 8. OUT OF REACH: closed.
    standAt(forge.x - 900);
    run(wait / 1000 + 0.5);
    const closedOutOfReach = s.band.text == null;

    scene.reset();
    return {
      name: 'the band reads the door',
      pass: neverLitIsClosed && theTorchReadsIt && readsAgainInTheDark &&
            oneButton && blanksEachTime && closedWhileWalking && waitsThenOpens &&
            closedWhileSwinging && closedOutOfReach && notTheDoorEActsOn === 0,
      neverLitIsClosed,
      theTorchReadsItFirst: theTorchReadsIt, firstReadAfterMs: firstReadMs,
      readsAgainWithTheTorchDown: readsAgainInTheDark,
      comparingIsOneButton: oneButton, switches: order,
      andItBlanksAtEachSwitch: blanksEachTime,
      closedWhileWalkingPastLitDoors: closedWhileWalking, framesWalked: walked,
      opensAfterStandingStillMs: openedMs, readStillMs: wait,
      waitsThenOpens, closedWhileSwinging, closedOutOfReach,
      framesReadingADoorEWouldNotActOn: notTheDoorEActsOn, framesSampled: frames,
    };
  }

  /**
   * THE DOOR CARRIES FOUR THINGS: the letter, the slot, the key and the room.
   *
   * None may cover another β€” except the key, which has always hung INSIDE the
   * room by the jamb, because that is where a key to your own front door goes.
   * The room is measured off the art rather than written down: the lit
   * doorway's own pixels, and 16px round them for the things that poke out of
   * it, the forge's anvil horn furthest.
   *
   * AND BOTH PAPERS ARE LIT FROM WHERE HE STANDS, on every frame of three
   * seconds of flicker rather than on one: a check that passes or fails on
   * which frame it sampled is not a check. Within DOOR_REACH too, which is
   * where E and the band both measure from.
   */
  function theDoorCarriesFour() {
    const clip = s.houseClip;
    const clear = (a, b) =>
      a[0] + a[2] <= b[0] || b[0] + b[2] <= a[0] || a[1] + a[3] <= b[1] || b[1] + b[3] <= a[1];
    const roomBox = (v) => {
      const off = new OffscreenCanvas(clip.width, clip.height);
      const o = off.getContext('2d', { willReadFrequently: true });
      o.drawImage(clip.frames[v].lit, 0, 0);
      const d = o.getImageData(0, 0, clip.width, clip.height).data;
      let x0 = Infinity, y0 = Infinity, x1 = -Infinity, y1 = -Infinity;
      for (let y = 0; y < clip.height; y++) {
        for (let x = 0; x < clip.width; x++) {
          const i = (y * clip.width + x) * 4;
          if (d[i + 3] < 250 || Math.abs(d[i] - 0xd8) > 6 ||
              Math.abs(d[i + 1] - 0xc3) > 6 || Math.abs(d[i + 2] - 0xa0) > 6) continue;
          if (x < x0) x0 = x;
          if (x > x1) x1 = x;
          if (y < y0) y0 = y;
          if (y > y1) y1 = y;
        }
      }
      return [x0 - 16, y0 - 16, x1 - x0 + 33, y1 - y0 + 33];
    };
    const rows = s.houses.map((h) => {
      const L = clip.letterAt[h.variant];
      const S = clip.slotAt[h.variant];
      const K = clip.keyAt[h.variant];
      const R = roomBox(h.variant);
      scene.reset();
      s.prince.x = s.prince.prevX = h.x - 300;
      s.prince.facing = 1;
      s.camera.reset(s.prince.x);
      drive(0.6, { torch: true });
      // The margin by which each paper is inside the reveal circle, at the
      // worst frame. Positive is lit.
      let letterMargin = Infinity;
      let slotMargin = Infinity;
      const inside = (p) => REVEAL_T * s.torch.radius - Math.hypot(p[0] - s.torch.cx, p[1] - s.torch.cy);
      for (let i = 0; i < 180; i++) {
        scene.update(1 / 60, { ...NONE, torch: true });
        letterMargin = Math.min(letterMargin, inside(s.letterPoint(h)));
        slotMargin = Math.min(slotMargin, inside(s.slotPoint(h)));
      }
      const lp = s.letterPoint(h);
      const sp = s.slotPoint(h);
      return {
        house: h.kind, room: R,
        letterClearOfSlot: clear(L, S), letterClearOfKey: clear(L, K),
        slotClearOfKey: clear(S, K), letterClearOfRoom: clear(L, R),
        slotClearOfRoom: clear(S, R), keyInsideTheRoom: !clear(K, R),
        letterLitEveryFrame: letterMargin > 0, slotLitEveryFrame: slotMargin > 0,
        worstLetterMargin: Math.round(letterMargin), worstSlotMargin: Math.round(slotMargin),
        inReach: Math.abs(s.prince.x - lp[0]) <= TUNING.DOOR_REACH &&
          Math.abs(s.prince.x - sp[0]) <= TUNING.DOOR_REACH,
      };
    });
    scene.reset();
    const ok = rows.every((r) => r.letterClearOfSlot && r.letterClearOfKey &&
      r.slotClearOfKey && r.letterClearOfRoom && r.slotClearOfRoom && r.keyInsideTheRoom &&
      r.letterLitEveryFrame && r.slotLitEveryFrame && r.inReach);
    return {
      name: 'the door carries four',
      pass: ok && rows.length === 5,
      everyDoor: ok,
      rows,
    };
  }

  /**
   * THE GATEWAY IS HIS ONCE ITS KEEPER HAS GONE HOME.
   *
   * While the gatekeeper holds his post, the shut leaf stops the prince just
   * inside the left post. Once the keeper has walked home, he can walk the
   * whole width of the leaf, under all four sockets, to just inside the right
   * post. Found in play: stood at the left edge, a player could not get close
   * enough to count what the gate wanted. The view follows him in far enough to
   * frame the whole gateway.
   *
   * AND THE LEAF STILL HAS TO LIFT, AND HE STILL HAS TO WALK. Standing under
   * it when it opens does not end the level; a step through it does.
   */
  function theGateRoomOpens() {
    // The posts' outer edges, as render.js draws the gate: a 420px half-leaf
    // and a 100px post each side.
    const EDGE = 520;
    const toGate = (secs = 6) => {
      s.prince.x = s.prince.prevX = s.gateX - 900;
      s.prince.facing = 1;
      s.camera.reset(s.prince.x);
      drive(secs, { right: true });
    };
    const keeper = gatekeeper();

    // 1. Down, but at his post: the old stop. A fight does not move him.
    const carriers = armed();
    toGate();
    const heldShut = Math.round(s.prince.x) === s.gateStopX;

    // 2. His scrap on his own door, and he gets up and walks home.
    atDoor(4, 4);
    tap({ sheaf: true });
    drive(3);
    const goneHome = keeper.state === 'HOMING' || keeper.state === 'HOME';

    // 3. The whole gateway, and no further β€” with all of it in the frame.
    toGate();
    const walkedIn = Math.round(s.prince.x) === s.gateRoomX;
    const cam = s.camera.x;
    const framed = s.gateX - EDGE - cam >= 0 && s.gateX + EDGE - cam <= W &&
      s.prince.x - cam <= W - 200;

    // 4. Walking into the far post with the leaf shut ends nothing.
    drive(1, { right: true });
    const shutEndsNothing = !s.gate.through && s.fade === 0;

    // 5. The leaf lifts over him while he stands under it, and he is still
    //    there. One step takes him through.
    s.prince.x = s.prince.prevX = s.gateX + 100;
    s.prince.keys = TUNING.GATE_WANTS;
    s.sheaf.index = 0;
    for (let i = 0; i < TUNING.GATE_WANTS; i++) tap();
    drive(1 + TUNING.GATE_OPEN_MS / 1000);
    const openOverHim = s.gate.open >= 1 && !s.gate.through;
    drive(0.3, { right: true });
    const aStepTakesHimThrough = s.gate.through;

    // 6. A restart puts the keeper back on his post, and the gateway shuts.
    scene.reset();
    toGate();
    const shutAgain = Math.round(s.prince.x) === s.gateStopX;

    return {
      name: 'the gate room opens',
      pass: carriers.length === TUNING.GATE_WANTS && heldShut && goneHome && walkedIn &&
            framed && shutEndsNothing && openOverHim && aStepTakesHimThrough && shutAgain,
      whileHeHoldsThePost: heldShut, keeperWalkedHome: goneHome,
      walksTheWholeGateway: walkedIn, stopsAt: Math.round(s.gateRoomX - s.gateX),
      theWholeGatewayIsInFrame: framed,
      shutEndsNothing, openOverHimAndStillThere: openOverHim, aStepTakesHimThrough,
      shutAgainAfterARestart: shutAgain,
    };
  }

  // --- her poses ---------------------------------------------------------------

  /**
   * HER POSES FIT THE GAME. The swing, the fall and the torch held up are her
   * drawings now, cut by tools/import_poses.py, and each was placed against the
   * standing drawing on purpose. This is what has to stay true if one of them
   * is ever imported again without the others.
   *
   *   The torch pose is her standing body with an arm up: raising the torch
   *   must change the arm and nothing else, or he jumps every time he looks.
   *   The arm comes up over four frames, her own arm swung, and the fire sits
   *   on the torch in every one of them -- her flame gone from under it -- and
   *   the light comes out of that fire.
   *   The thrust is on screen when the hit can land, not a frame after.
   *   The fall ends with him on the ground.
   */
  function herPosesFit() {
    const idle = clips.prince_idle;
    const torch = clips.prince_torch;
    const swing = clips.prince_attack;
    const fall = clips.prince_down;
    if (!idle || !torch || !swing || !fall) {
      return { name: 'her poses fit', pass: false, why: 'a pose is missing from the manifest' };
    }
    // Alpha of one frame, on a canvas the size of the clip.
    const alphaOf = (c, i = 0) => {
      const off = new OffscreenCanvas(c.width, c.height);
      const o = off.getContext('2d', { willReadFrequently: true });
      o.drawImage(c.frames[i].lit, 0, 0);
      return o.getImageData(0, 0, c.width, c.height).data;
    };
    const inkAt = (c, a, x, y) => x >= 0 && y >= 0 && x < c.width && y < c.height &&
      a[(y * c.width + x) * 4 + 3] > 60;

    // 1. THE SAME BODY, IN EVERY FRAME OF THE RAISE. Below the shoulders --
    //    legs and coat -- each frame, placed by its own pivot, lies on the
    //    standing drawing.
    const ia = alphaOf(idle);
    const bodies = [];
    for (let i = 0; i < torch.count; i++) {
      const ta = alphaOf(torch, i);
      let both = 0, either = 0;
      for (let dy = -Math.round(idle.pivotY * 0.55); dy <= 0; dy++) {
        for (let dx = -idle.pivotX; dx < idle.width - idle.pivotX; dx++) {
          const a = inkAt(idle, ia, idle.pivotX + dx, idle.pivotY + dy);
          const b = inkAt(torch, ta, torch.pivotX + dx, torch.pivotY + dy);
          if (a && b) both++;
          if (a || b) either++;
        }
      }
      bodies.push(either > 0 ? +(both / either).toFixed(3) : 0);
    }
    const sameBody = Math.min(...bodies);

    // 2. THE FIRE ON HER TORCH, IN EVERY FRAME, AS HE IS SEEN: in the black
    //    shape drawn on screen, something under where the fire stands and
    //    nothing of her flame above it. And it climbs, frame by frame.
    const hands = torch.handPivots ?? [torch.handPivot];
    const darkOf = (i) => {
      const off = new OffscreenCanvas(torch.width, torch.height);
      const o = off.getContext('2d', { willReadFrequently: true });
      o.drawImage(torch.frames[i].dark, 0, 0);
      return o.getImageData(0, 0, torch.width, torch.height).data;
    };
    const fires = hands.map(([hx, hy], i) => {
      const da = darkOf(i);
      let under = 0, above = 0;
      for (let x = hx - 8; x <= hx + 8; x++) {
        for (let y = hy + 1; y <= hy + 10; y++) if (inkAt(torch, da, x, y)) under++;
        for (let y = hy - 30; y <= hy - 6; y++) if (inkAt(torch, da, x, y)) above++;
      }
      return { under, above };
    });
    const climbs = hands.every((h, i) => i === 0 || h[1] < hands[i - 1][1]);
    const fireOnTheTorch = hands.length === torch.count && fires.every((f) => f.under > 20 && f.above === 0) &&
      climbs && !torch.torchArm;

    // 3. A RAISE SHOWS EVERY FRAME IN ORDER, AND LOWERING PLAYS THEM BACK --
    //    and on every one of those frames the fire stands where that frame's
    //    torch is, and the light comes out of the fire.
    scene.reset();
    const shown = [], off = [];
    const sample = (input) => {
      scene.update(1 / 60, { ...NONE, ...input });
      if (s.prince.clip !== torch) return;
      if (shown[shown.length - 1] !== s.prince.frame) shown.push(s.prince.frame);
      const [hx, hy] = hands[s.prince.frame];
      const ex = s.prince.x + (hx - torch.pivotX) * s.prince.facing;
      const ey = GROUND_Y + (hy - torch.pivotY);
      if (Math.abs(s.torch.handX - ex) > 0.5 || Math.abs(s.torch.handY - ey) > 0.5 ||
          Math.abs(s.torch.cx - s.torch.handX) > 0.5 ||
          Math.abs(s.torch.cy - (s.torch.handY - torch.fireCentre)) > 0.5) off.push(s.prince.frame);
    };
    for (let i = 0; i < 60; i++) sample({ torch: true });
    const up = shown.join(',');
    shown.length = 0;
    for (let i = 0; i < 60; i++) sample({});
    const down = shown.join(',');
    scene.reset();
    // Lowering starts FROM the last frame, which the raise ended on, so what it
    // shows after that is every frame below it, top down.
    const order = [...Array(torch.count).keys()];
    const playsInOrder = up === order.join(',') && down === order.slice(0, -1).reverse().join(',');
    const lightOutOfTheFire = off.length === 0;

    // 4. THE THRUST WHEN THE HIT CAN LAND. The active window opens at the end of
    //    the windup; the frame on screen then has to be the one she drew the
    //    blade out straight in.
    const at = (ms) => Math.min(Math.floor((ms / 1000) * swing.fps), swing.count - 1);
    const thrustOnTheHit = at(TUNING.ATTACK_WINDUP_MS) === swing.hitFrame &&
      at(TUNING.ATTACK_WINDUP_MS + TUNING.ATTACK_ACTIVE_MS - 1) === swing.hitFrame &&
      at(TUNING.ATTACK_WINDUP_MS - 1) < swing.hitFrame;

    // 5. THE FALL ENDS ON THE GROUND. Measured by where the body is -- the
    //    mean height of its ink above the ground -- not by its top: lying on
    //    his back she has him raise an arm, and that one hand is 46% of his
    //    standing height on its own.
    const meanHeight = (c, i) => {
      const a = alphaOf(c, i);
      let sum = 0, n = 0;
      for (let y = 0; y < c.height; y++) {
        for (let x = 0; x < c.width; x++) {
          if (a[(y * c.width + x) * 4 + 3] > 60) { sum += c.pivotY - y; n++; }
        }
      }
      return n ? Math.round(sum / n) : 0;
    };
    const standing = meanHeight(fall, 0), lying = meanHeight(fall, fall.count - 1);
    const endsOnTheGround = lying < standing * 0.35;

    return {
      name: 'her poses fit',
      pass: sameBody > 0.9 && fireOnTheTorch && playsInOrder && lightOutOfTheFire && thrustOnTheHit && endsOnTheGround,
      torchBodyLiesOnTheStandingBody: bodies,
      fireOnTheTorch, fires, fireClimbs: climbs,
      raiseShowsFrames: up, lowerShowsFrames: down, playsInOrder,
      lightOutOfTheFire, framesWithTheFireOffItsTorch: off.length, thrustOnTheHit,
      fallStandsAt: standing, fallLiesAt: lying, endsOnTheGround,
    };
  }

  // --- the voices ---------------------------------------------------------------
  //
  // Every paper is read aloud by whoever wrote it, while the band shows it.
  // Sound is muted while checks run, so these watch what the scene ASKS the
  // audio for -- the three calls a voice goes through -- and leave the rest
  // of the real, silent object alone.

  /**
   * Stand in for the voices. `unlocked: false` is a browser before its first
   * press: every request is refused until unlock().
   */
  function fakeVoices({ unlocked = true } = {}) {
    const saved = { voice: audio.voice, stopVoice: audio.stopVoice, canSpeak: audio.canSpeak };
    const log = [];
    let playing = null;
    let overlaps = 0;
    let open = unlocked;
    audio.voice = (name) => {
      if (!open) return false;
      if (playing) overlaps++;
      playing = name;
      log.push({ voice: name, at: s.clock });
      return true;
    };
    audio.stopVoice = () => {
      if (playing) log.push({ stop: playing, at: s.clock });
      playing = null;
    };
    audio.canSpeak = () => true;
    return {
      log,
      get playing() { return playing; },
      get overlaps() { return overlaps; },
      unlock() { open = true; },
      restore() { Object.assign(audio, saved); },
    };
  }

  /**
   * EVERY PAPER HAS ITS VOICE: each letter and each fragment names a recording,
   * the file is there, and no two papers share one. And the meter that levels
   * them is right -- a 1 kHz tone at -20 dBFS is -23 LUFS by BS.1770's own
   * definition, so that is what it has to read.
   */
  function everyPaperHasAVoice() {
    const found = (file) => {
      if (!file) return null;
      const x = new XMLHttpRequest();
      x.open('HEAD', file, false);
      try { x.send(); } catch { return 0; }
      return x.status;
    };
    const rows = s.letters.byHouse.map((h) => ({
      paper: h.house,
      letter: found(h.letterVoice), fragment: h.fragment ? found(h.fragmentVoice) : 'none written',
    }));
    const papers = s.letters.byHouse.reduce((n, h) => n + (h.letter ? 1 : 0) + (h.fragment ? 1 : 0), 0);
    const files = s.letters.byHouse.flatMap((h) => [h.letterVoice, h.fragmentVoice]).filter(Boolean);
    const everyOneThere = rows.every((r) => r.letter === 200 && (r.fragment === 200 || r.fragment === 'none written'));
    const noneShared = new Set(files).size === files.length;
    const sr = 48000;
    const tone = new Float32Array(sr * 3);
    for (let i = 0; i < tone.length; i++) tone[i] = 0.1 * Math.sin(2 * Math.PI * 1000 * i / sr);
    const meter = loudness(tone, sr);
    return {
      name: 'every paper has a voice',
      pass: everyOneThere && noneShared && files.length === papers && Math.abs(meter + 23.01) < 0.1,
      papers, voices: files.length, everyOneThere, noneShared,
      meterReadsTheReferenceTone: +meter.toFixed(2), rows,
    };
  }

  /**
   * THE VOICE READS WHAT THE BAND SHOWS, and nothing else.
   *
   * A paper is read once it has been up VOICE_DELAY_MS, from the top; a new
   * paper stops the old voice first, so two never speak at once; paging past
   * with an arrow held reads nothing; looking back reads it again; walking
   * away stops it; and dying stops it.
   */
  function theVoiceReadsWhatTheBandShows() {
    if (!audio) return { name: 'the voice reads what the band shows', pass: false, why: 'no audio' };
    const fake = fakeVoices();
    const delay = TUNING.VOICE_DELAY_MS;
    const frameMs = 1000 / 60;
    const step = (input = {}) => scene.update(1 / 60, { ...NONE, ...input });
    const run = (secs, input = {}) => { for (let i = 0; i < Math.round(secs * 60); i++) step(input); };
    const standAt = (x) => { s.prince.x = s.prince.prevX = x; s.prince.facing = 1; s.camera.reset(x); };
    const voiced = (from) => fake.log.slice(from).filter((e) => e.voice).map((e) => e.voice);
    try {
      scene.reset();
      const forge = s.houses[0];
      const L = s.letters.byHouse[0].letter;

      // 1. The torch on the forge's letter: the band opens, and VOICE_DELAY_MS
      //    later Mira reads it. Not a frame before.
      standAt(forge.x - 300);
      let opened = -1, spoke = -1;
      for (let i = 0; i < 90; i++) {
        step({ torch: true });
        if (opened < 0 && s.band.text === L) opened = i;
        if (spoke < 0 && fake.log.some((e) => e.voice === 'letter 0')) spoke = i;
      }
      const waitedMs = Math.round((spoke - opened) * frameMs);
      const readAfterTheDelay = opened >= 0 && spoke > opened && waitedMs >= delay - frameMs && waitedMs <= delay + 2 * frameMs;

      // 2. Torch down, stood still: the same paper, so the same reading goes on.
      let mark = fake.log.length;
      run(1.2);
      const notRestartedByTheLight = s.band.text === L && voiced(mark).length === 0 && fake.playing === 'letter 0';

      // 3. Hold Q on the well house keeper's scrap: Mira stops and the keeper is
      //    read. Let go: the door is read again, from the top.
      s.prince.inventory.push({ kept: 2, answers: null, seen: true });
      s.sheaf.pages.push({ kind: 'fragment', kept: 2 });
      s.sheaf.index = s.sheaf.pages.length - 1;
      mark = fake.log.length;
      run(1.2, { sheaf: true });
      run(1.2);
      const loop = fake.log.slice(mark).map((e) => (e.voice ? `read ${e.voice}` : `stop ${e.stop}`)).join(', ');
      const comparing = loop === 'stop letter 0, read fragment 2, stop fragment 2, read letter 0';

      // 4. Paging with an arrow held flips past every page in silence, and
      //    only the one he stops on is read.
      for (const k of [0, 1, 4]) {
        s.prince.inventory.push({ kept: k, answers: null, seen: true });
        s.sheaf.pages.push({ kind: 'fragment', kept: k });
      }
      s.sheaf.index = 0;
      run(0.6, { sheaf: true });
      mark = fake.log.length;
      run(1.0, { sheaf: true, right: true });
      const flippedPast = voiced(mark);
      run(1.0, { sheaf: true });
      const last = s.page();
      const pagedInSilence = flippedPast.length === 0 && voiced(mark).length === 1 &&
        voiced(mark)[0] === `fragment ${last.kept}`;
      run(0.6);

      // 5. Walking away closes the band and stops the voice.
      mark = fake.log.length;
      run(1.5, { left: true });
      const walkingStops = fake.playing === null && fake.log.slice(mark).some((e) => e.stop);

      // 6. The note on the tree has its own voice.
      standAt(s.tree.x - 127);
      mark = fake.log.length;
      run(1.4, { torch: true });
      const treeRead = voiced(mark).includes(`letter ${s.tree.index}`);

      // 7. Dying stops it. His papers up beside a drained on his last hit: the
      //    light wakes it, it comes, and the voice ends with him.
      scene.reset();
      const v = s.drained[0];
      s.prince.inventory.push({ kept: 1, answers: null, seen: true });
      s.sheaf.pages.push({ kind: 'fragment', kept: 1 });
      s.sheaf.index = s.sheaf.pages.length - 1;
      s.prince.hits = TUNING.PRINCE_HITS - 1;
      standAt(v.x - 40);
      let readWhenHeDied = null;
      for (let i = 0; i < 60 * 12 && !s.loss.active; i++) {
        step({ sheaf: true });
        if (s.loss.active) readWhenHeDied = fake.playing;
      }
      const deathStops = s.loss.active && readWhenHeDied === null &&
        fake.log.some((e) => e.voice === 'fragment 1');

      return {
        name: 'the voice reads what the band shows',
        pass: readAfterTheDelay && notRestartedByTheLight && comparing && pagedInSilence &&
              walkingStops && treeRead && deathStops && fake.overlaps === 0,
        readAfterMs: waitedMs, delayMs: delay, readAfterTheDelay, notRestartedByTheLight,
        comparingDoorAndPaper: loop, pagedInSilence, walkingStops, treeRead, deathStops,
        twoAtOnce: fake.overlaps,
      };
    } finally {
      fake.restore();
      scene.reset();
    }
  }

  /**
   * HIS ORDERS ARE READ TO HIM, and the first press is what lets them be.
   *
   * A browser makes no sound before a press, so that press asks for the
   * reading and the page stays up; the next one puts it away. A key still held
   * from the first does not count. If the voice never comes, a press after
   * VOICE_WAIT_MS ends it as it always did -- and with sound already on he
   * hears it at once, and with sound off nothing about the opening changed.
   */
  function theOrdersAreRead() {
    if (!audio) return { name: 'the orders are read', pass: false, why: 'no audio' };
    const ORDERS = `letter ${orderHouse()}`;
    const step = (input = {}) => scene.update(1 / 60, { ...NONE, ...input });
    const run = (secs, input = {}) => { for (let i = 0; i < Math.round(secs * 60); i++) step(input); };
    const out = {};

    // 1-4. A browser that has heard nothing yet.
    let fake = fakeVoices({ unlocked: false });
    try {
      scene.reset();
      scene.openAgain();
      const from = s.prince.x;
      run(1);
      out.silentBeforeAPress = fake.log.length === 0 && !s.opening.done;
      step({ right: true });
      fake.unlock();                     // the press is what lets a browser make a sound
      run(0.3, { right: true });
      out.firstPressReads = !s.opening.done && fake.log.some((e) => e.voice === ORDERS) &&
        Math.abs(s.prince.x - from) < 0.001;
      run(1.5, { right: true });
      out.aHeldKeyDoesNotEndIt = !s.opening.done;
      run(0.3);
      step({ right: true });
      out.theNextPressEndsIt = s.opening.done;
      run(0.2);
      out.andTheReadingStops = fake.playing === null && fake.log.some((e) => e.stop === ORDERS);
    } finally { fake.restore(); }

    // 5. A voice that never comes.
    fake = fakeVoices({ unlocked: false });
    try {
      scene.reset();
      scene.openAgain();
      step({ right: true });
      run(0.5);
      out.itWaitsForTheVoice = !s.opening.done;
      run(TUNING.VOICE_WAIT_MS / 1000);
      step({ right: true });
      out.butNotForEver = s.opening.done;
    } finally { fake.restore(); }

    // 6. Sound already on -- he clicked the game before pressing anything.
    fake = fakeVoices({ unlocked: true });
    try {
      scene.reset();
      scene.openAgain();
      run(TUNING.VOICE_DELAY_MS / 1000 + 0.3);
      out.readAtOnceWithSoundOn = fake.log.some((e) => e.voice === ORDERS) && !s.opening.done;
      step({ right: true });
      out.thenTheFirstPressEndsIt = s.opening.done;
    } finally { fake.restore(); }

    // 7. Sound off -- the real audio, muted while the checks run.
    scene.reset();
    scene.openAgain();
    run(0.5);
    step({ right: true });
    out.soundOffIsUnchanged = s.opening.done;
    scene.reset();

    return { name: 'the orders are read', pass: Object.values(out).every(Boolean), ...out };
  }

  // --- the two lanes ------------------------------------------------------------
  //
  // Every player who saw a Drained on his road fought it: no side scroller lets
  // you walk past an enemy on your own line. So an unlit one stands beside the
  // road instead, and these are the rules that make that true rather than a
  // picture of it. See docs/specs/astara-two-lanes-spec.md.

  const gatekeeper = () => s.village[s.village.length - 1];
  /** Where a figure's feet are drawn, off the one function the renderer uses. */
  const feetY = (d) => GROUND_Y - laneLook(d.lane).rise;
  /** Draw the level once, with the clock pinned, and keep the pixels. */
  const grabFrame = () => {
    s.clock = 3.0;
    renderer.drawLevel(scene, 0, { pass1Ms: 0, pass2Ms: 0, bgDrawn: 0 });
    return ctx.getImageData(0, 0, W, H).data.slice();
  };

  /**
   * NOBODY BLOCKS THE ROAD.
   *
   * Before anything is lit, every Drained but the gatekeeper stands off the
   * road's ground line. Then the whole walk, from the first step to the shut
   * gate with the torch down: nothing on his path is on his plane, nothing
   * wakes, nothing hurts him.
   *
   * AND THE SWORD PASSES THEM. He swings at every one of them as he reaches it.
   * A blade that reached the back lane would start the exact fight the lane
   * exists to stop, and nothing on screen would say why it had.
   *
   * ONCE EACH. Swinging for as long as one was in reach rooted him there for
   * good β€” the blade passes, he is still in reach, he swings again β€” and the
   * walk never reached the gate. That was the check, not the game.
   */
  function nobodyBlocksTheRoad() {
    scene.reset();
    const gk = gatekeeper();
    const others = s.drained.filter((d) => d !== gk);
    const beside = others.filter((d) => feetY(d) < GROUND_Y - 1).length;
    s.prince.x = s.prince.prevX = 0;
    s.prince.facing = 1;
    s.camera.reset(0);
    const hits0 = s.prince.hits;
    const reach = attackReach();
    const swungAt = new Set();
    let onHisLine = 0, swings = 0, ticks = 0;
    const limit = Math.round((s.gateStopX / TUNING.WALK_SPEED + 40) * 60);
    while (s.prince.x < s.gateStopX - 1 && ticks < limit) {
      // Swing at each one once, the first moment it is inside the blade's reach.
      const target = s.prince.attacking ? null : others.find((d) => {
        const gap = d.x - s.prince.x;
        return !swungAt.has(d) && gap > -40 && gap <= reach;
      });
      if (target) { swungAt.add(target); swings++; }
      scene.update(1 / 60, { ...NONE, right: true, attack: !!target });
      ticks++;
      for (const d of others) {
        if (!d.revealed && d.lane < 1 && Math.abs(d.x - s.prince.x) < 110) onHisLine++;
      }
    }
    const reached = s.prince.x >= s.gateStopX - 1;
    const struck = others.filter((d) => d.hits > 0).length;
    const woke = s.drained.filter((d) => d.revealed).length;
    return {
      name: 'nobody blocks the road',
      pass: beside === others.length && reached && onHisLine === 0 &&
            swings >= others.length && struck === 0 && woke === 0 && s.prince.hits === hits0,
      besideTheRoad: beside, of: others.length,
      walkedToTheGate: reached, seconds: +(ticks / 60).toFixed(1),
      ticksAnyoneWasOnHisLine: onHisLine,
      swungAtThem: swings, struck, woke, hurt: s.prince.hits - hits0,
    };
  }
  /** How far the sword reaches ahead of him, from the clip the scene swings with. */
  const attackReach = () => (clips.prince_attack?.reach ?? 175);

  /**
   * THE GATEKEEPER IS ON THE ROAD, AND ONLY HIM.
   *
   * The gate is on the road, so its keeper stands on it: the one Drained that
   * is actually in the way, and so the tutorial for the lane rule as well as
   * for everything else. Every seed, because the deal moves every other body
   * from slot to slot and nothing about that may put one on his line.
   */
  function gatekeeperIsOnTheRoad(seeds = 25) {
    const seed0 = s.seed;
    const bad = [];
    for (let n = 0; n < seeds; n++) {
      scene.reset(n * 104723 + 11);
      const gk = gatekeeper();
      const onRoad = s.drained.filter((d) => feetY(d) >= GROUND_Y - 1 && laneLook(d.lane).scale > 0.999);
      if (onRoad.length !== 1 || onRoad[0] !== gk || !gk.post) {
        bad.push({ seed: n, onTheRoad: onRoad.length, gatekeeperAmongThem: onRoad.includes(gk) });
      }
    }
    // Put the run's own deal back. The other seed-sweeping checks leave the
    // last one dealt, which is harmless only until something reads it.
    scene.reset(seed0);
    return {
      name: 'the gatekeeper is on the road',
      pass: bad.length === 0,
      seedsTried: seeds, broke: bad.length, firstFailure: bad[0] ?? null,
    };
  }

  /**
   * THE STEP DOWN IS THE TELEGRAPH.
   *
   * A stare wakes one into STEP_DOWN, not straight into RUSH. For STEP_MS it
   * cannot be hit β€” refused by its own rule, and passed by the sword, which is
   * out and mid-swing into it β€” while its scale, height and value ease from
   * the back lane's to the road's, and it does not move along the road. Then
   * it rushes. The stare is 800ms and this is 400, so it is 1.2s from "I am
   * looking hard" to "it is on the road coming at me".
   */
  function stepDownTelegraphs() {
    scene.reset();
    const d = s.drained[0];
    s.prince.x = s.prince.prevX = d.x - 120;
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    let n = 0;
    while (!d.revealed && n < 60 * 4) { scene.update(1 / 60, { ...NONE, torch: true }); n++; }
    const entered = d.state;
    // The torch DROPPED rather than lowered, so the sword is out for the whole
    // step and the swing's live window lands inside it.
    s.torch.raise = s.torch.prevRaise = 0;
    const x0 = d.x;
    const looks = [laneLook(d.lane)];
    let refused = 0, tries = 0, t = 0, moved = false, bladeLive = false;
    while (d.state === 'STEP_DOWN' && t < 120) {
      tries++;
      if (!d.takeHit(s.prince.x)) refused++;
      scene.update(1 / 60, { ...NONE, attack: t === 0 });
      const ms = s.prince.attackTime * 1000;
      if (s.prince.attacking && ms >= TUNING.ATTACK_WINDUP_MS &&
          ms < TUNING.ATTACK_WINDUP_MS + TUNING.ATTACK_ACTIVE_MS && d.state === 'STEP_DOWN') bladeLive = true;
      if (d.x !== x0) moved = true;
      looks.push(laneLook(d.lane));
      t++;
    }
    const stepMs = Math.round((t / 60) * 1000);
    const first = looks[0], last = looks[looks.length - 1];
    let monotonic = true;
    for (let i = 1; i < looks.length; i++) {
      if (looks[i].scale < looks[i - 1].scale - 1e-9 || looks[i].rise > looks[i - 1].rise + 1e-9 ||
          looks[i].value > looks[i - 1].value + 1e-9) monotonic = false;
    }
    // Eased, not linear: less of the way covered in the first quarter than in
    // the second.
    const q = Math.max(1, Math.floor(looks.length / 4));
    const eased = (looks[0].rise - looks[q].rise) < (looks[q].rise - looks[2 * q].rise);
    const startsBeside = Math.abs(first.scale - TUNING.BACK_LANE_SCALE) < 0.01 &&
      Math.abs(first.rise - TUNING.BACK_LANE_RISE) < 1 && Math.abs(first.value - TUNING.BACK_LANE_VALUE) < 1;
    const endsOnRoad = last.scale === 1 && last.rise === 0 && last.value === 0;
    return {
      name: 'the step down telegraphs',
      pass: entered === 'STEP_DOWN' && d.state === 'RUSH' &&
            Math.abs(stepMs - TUNING.STEP_MS) <= 34 && tries > 0 && refused === tries &&
            bladeLive && d.hits === 0 && startsBeside && endsOnRoad && monotonic && eased && !moved,
      wokeInto: entered, thenInto: d.state, stepMs, stepFloor: TUNING.STEP_MS,
      hitsRefused: `${refused} of ${tries}`, swordWasLiveDuringIt: bladeLive, hitsLanded: d.hits,
      startsBeside, endsOnRoad, monotonic, eased, movedAlongTheRoad: moved,
    };
  }

  /**
   * THEY WATCH YOU PASS.
   *
   * Walking through one used to produce no reaction at all, so a player who
   * tried it got no evidence it was safe. Inside WATCH_NEAR it turns its whole
   * body to face him, it follows him as he goes by, and past WATCH_FAR it goes
   * back to its own facing. In between it holds β€” asserted twice more,
   * standing still in the band from each side, because that is where a
   * facing would flicker if anything were going to.
   */
  function watchesYouPass() {
    const near = TUNING.WATCH_NEAR, far = TUNING.WATCH_FAR;
    scene.reset();
    const d = s.drained[0];
    s.prince.x = s.prince.prevX = d.x - far - 300;
    s.prince.facing = 1;
    s.camera.reset(s.prince.x);
    drive(0.1);
    const wrong = [];
    let flips = 0, lastFlip = -1e9, quickFlip = false, prev = d.facing, t = 0, cameNear = false;
    while (s.prince.x < d.x + far + 300 && t < 60 * 12) {
      scene.update(1 / 60, { ...NONE, right: true });
      t++;
      if (d.facing !== prev) {
        flips++;
        if (t - lastFlip < 15) quickFlip = true;
        lastFlip = t;
        prev = d.facing;
      }
      const gap = s.prince.x - d.x;
      const dist = Math.abs(gap);
      if (dist <= near) cameNear = true;
      let want;
      if (!cameNear && dist > near) want = d.dir;                // not yet: its own facing
      else if (dist < far && dist > 8) want = Math.sign(gap);    // watching him, either side
      else if (dist > far) want = d.dir;                         // he is gone
      if (want !== undefined && d.facing !== want && wrong.length < 5) {
        wrong.push({ gap: Math.round(gap), facing: d.facing, want });
      }
    }
    // The band, from outside: walked in to near + 60 and stood there.
    scene.reset();
    s.prince.x = s.prince.prevX = d.x - near - 60;
    s.camera.reset(s.prince.x);
    drive(2);
    const holdsFromOutside = d.facing === d.dir && !d.watching;
    // And from inside: came to near - 40, then backed out to near + 60.
    s.prince.x = s.prince.prevX = d.x - near + 40;
    drive(0.3);
    s.prince.x = s.prince.prevX = d.x - near - 60;
    drive(2);
    const holdsFromInside = d.facing === -1 && d.watching;
    scene.reset();
    return {
      name: 'they watch you pass',
      pass: wrong.length === 0 && flips <= 3 && !quickFlip && holdsFromOutside && holdsFromInside,
      turns: flips, anyTwoWithinQuarterSecond: quickFlip,
      wrongFacings: wrong, bandHoldsFromOutside: holdsFromOutside, bandHoldsFromInside: holdsFromInside,
      near, far,
    };
  }

  /**
   * THE LANE READS: the right size, the right height, the right value, and
   * standing clear of both of its neighbours.
   *
   * Measured off the frame, not off the numbers. The figure is drawn where it
   * stands, then taken away, and the difference between the two frames is the
   * figure. Its fill is read off the upper half, clear of its edge and above
   * the mist.
   *
   * THE VALUE IS SET FROM HERE, which is what the spec asked for. The prince
   * measures 2 and a watcher, hazed, measures 41 β€” not the 26 the palette
   * names. The value furthest from both is their midpoint, so the rule is that
   * the lane sits in the middle third between them, and under the no-mud band.
   * 14 was the spec's starting guess and sat too close to the prince.
   */
  function laneReads() {
    return withOverlayOff(() => {
      scene.reset();
      const d = s.drained[1];
      s.prince.x = s.prince.prevX = d.x - 600;
      s.prince.facing = 1;
      s.camera.reset(s.prince.x);
      drive(0.1);
      s.camera.x = s.camera.prevX = d.x - W / 2;             // it stands at dead centre
      const withIt = grabFrame();
      const x0 = d.x, px0 = d.prevX;
      d.x = d.prevX = -1e6;
      const without = grabFrame();
      d.x = x0; d.prevX = px0;
      d.lane = 0;
      const onRoad = grabFrame();
      d.lane = 1;
      const differs = (img, i) => Math.abs(lum(img, i) - lum(without, i)) > 6;
      const box = (img) => {
        let t = H, b = -1, l = W, r = -1;
        for (let y = 0; y < H; y++) {
          for (let x = 0; x < W; x++) {
            if (!differs(img, (y * W + x) * 4)) continue;
            if (y < t) t = y; if (y > b) b = y; if (x < l) l = x; if (x > r) r = x;
          }
        }
        return { t, b, l, r, h: b - t + 1 };
      };
      const lane = box(withIt), road = box(onRoad);
      const fill = [];
      for (let y = lane.t + 6; y < lane.t + lane.h * 0.45; y++) {
        for (let x = lane.l; x <= lane.r; x++) {
          let clear = true;
          for (const [dx, dy] of [[-3, 0], [3, 0], [0, -3], [0, 3]]) {
            if (!differs(withIt, ((y + dy) * W + x + dx) * 4)) { clear = false; break; }
          }
          if (clear) fill.push(lum(withIt, (y * W + x) * 4));
        }
      }
      fill.sort((a, b) => a - b);
      const value = fill.length ? fill[Math.floor(fill.length / 2)] : NaN;
      const midX = Math.round((lane.l + lane.r) / 2);
      let behind = 0;
      for (let y = lane.t - 4; y > Math.max(0, lane.t - 84); y--) behind = Math.max(behind, lum(withIt, (y * W + midX) * 4));
      const patch = (x, y) => {
        const v = [];
        for (let j = -2; j <= 2; j++) for (let i = -2; i <= 2; i++) v.push(lum(withIt, ((y + j) * W + x + i) * 4));
        v.sort((a, b) => a - b);
        return v[12];
      };
      const prince = patch(Math.round(s.prince.x - s.camera.x), GROUND_Y - 200);
      const layer = s.background.layers.find((l) => l.key === 'watchers');
      const shift = s.camera.x * layer.rate;
      const watcherVals = s.background.sample('watchers', shift - 100, shift + W + 100, true)
        .map((wx) => Math.round(wx - shift))
        .filter((x) => x > 150 && x < W - 150 && Math.abs(x - midX) > 250)
        .map((x) => patch(x, layer.baseY - 60))
        .filter((v) => v > BLACK && v < 90)
        .sort((a, b) => a - b);
      const watcher = watcherVals.length ? watcherVals[Math.floor(watcherVals.length / 2)] : NaN;
      scene.reset();
      const scale = lane.h / road.h;
      const rise = road.b - lane.b;
      const third = (watcher - prince) / 3;
      const distinct = value - prince >= third && watcher - value >= third;
      return {
        name: 'the lane reads',
        pass: Math.abs(scale - TUNING.BACK_LANE_SCALE) <= 0.02 &&
              Math.abs(rise - TUNING.BACK_LANE_RISE) <= 2 &&
              Math.abs(value - TUNING.BACK_LANE_VALUE) <= 3 && value < 30 &&
              behind - value >= FLOOR_WATCHER_GAP && distinct,
        scale: +scale.toFixed(3), scaleSet: TUNING.BACK_LANE_SCALE,
        rise, riseSet: TUNING.BACK_LANE_RISE,
        value: Math.round(value), valueSet: TUNING.BACK_LANE_VALUE,
        prince: Math.round(prince), watcher: Math.round(watcher), watchersMeasured: watcherVals.length,
        middleThird: [Math.round(prince + third), Math.round(watcher - third)], clearOfBoth: distinct,
        againstTheSky: Math.round(behind - value), floor: FLOOR_WATCHER_GAP,
      };
    });
  }

  /**
   * THE GLANCE STILL WORKS AT 0.82.
   *
   * The same carrier drawn with its page and without, in the dark and under a
   * glance, in the back lane and β€” for comparison β€” forced to the road's size.
   * Every pixel that differs between the two is what the page is worth to the
   * eye.
   *
   * The spec feared the smaller figure would take the page with it. At 0.82 a
   * figure has 67% of the area, so the page alone would keep 67% of what it
   * showed on the road. Measured over ten deals it keeps 84 to 101%: the lane
   * is 56px up, the flame is high, and a page nearer the flame is better lit.
   * The lift pays back most of what the size costs.
   *
   * THE FLOOR IS FROM THE DARK. In the dark the page merges into the body and
   * a carrier cannot be told from a decoy β€” about 800 pixels, 0.7% of the
   * figure, which is the number that says unreadable. A glance has to show at
   * least four times that. Over those ten deals it shows 8.5 to 9.4.
   *
   * On the bowl layout's fixed deal, so the number does not wander with the
   * run seed; the run's own deal is put back after.
   */
  function theGlanceStillWorks() {
    const seed0 = s.seed;
    const measure = (torchSecs, lane) => {
      scene.reset(20250920);
      const c = s.village.find((v) => v.kept === HOUSE_OF.indexOf('the forge'));
      s.prince.x = s.prince.prevX = c.x - 280;
      s.prince.facing = 1;
      s.camera.reset(s.prince.x);
      drive(0.1);
      drive(torchSecs, { torch: torchSecs > 0 });
      const woke = c.revealed;
      const keepLane = c.lane;
      c.lane = lane;
      const k = c.kept;
      const a = grabFrame();
      c.setKept(null);
      const b = grabFrame();
      c.setKept(k);
      c.lane = keepLane;
      let n = 0;
      for (let i = 0; i < a.length; i += 4) if (Math.abs(lum(a, i) - lum(b, i)) > 8) n++;
      const sc = laneLook(lane).scale;
      return { pixels: n, ofFigure: +(100 * n / (380 * 430 * sc * sc)).toFixed(2), woke };
    };
    const rows = withOverlayOff(() => ({
      laneDark: measure(0, 1), laneGlance: measure(0.45, 1),
      roadDark: measure(0, 0), roadGlance: measure(0.45, 0),
    }));
    scene.reset(seed0);
    return {
      name: 'the glance still works',
      pass: !rows.laneGlance.woke && rows.laneGlance.pixels >= 4 * rows.laneDark.pixels,
      glanceOverDark: +(rows.laneGlance.pixels / Math.max(1, rows.laneDark.pixels)).toFixed(1), floor: 4,
      keptOfTheRoadsReading: +(rows.laneGlance.pixels / Math.max(1, rows.roadGlance.pixels)).toFixed(2),
      ...rows,
    };
  }

  function all() {
    const out = [figureContrast(), watcherContrast(), brightMass(), skyWeave(),
      bowlLayout(), bodiesPersist(), wholeLevelWalkable(), stillUntilLit(),
      doorsRead(), pagesCost(), sheafPages(), markingIsAClaim(),
      theRoomAsks(), aGlanceIsFree(), theLightGoesOut(), theKeysAreShown(), bandFits(),
      dealObeysRules(), swingerIsBait(),
      topPageIsTheHand(), eAtTheDoor(), theWallAsksAndTheSkyAnswers(),
      walksHome(), keyBehindTheDoor(), residueStaysLocked(),
      nothingOutOfReach(), healthCosts(), theGate(),
      orderIsPageOne(), openingHolds(),
      nobodyBlocksTheRoad(), gatekeeperIsOnTheRoad(), stepDownTelegraphs(),
      watchesYouPass(), laneReads(), theGlanceStillWorks(),
      wrongDoorWakes(), gatekeeperWakesAtHisPost(), theTreeTeaches(),
      lettersStay(), theSlotIsAlwaysThere(), bandReadsTheDoor(), theDoorCarriesFour(),
      theGateRoomOpens(),
      everyPaperHasAVoice(), theVoiceReadsWhatTheBandShows(), theOrdersAreRead(),
      herPosesFit()];
    return { pass: out.every((r) => r.pass), results: out };
  }

  /**
   * EVERY CHECK RUNS SILENT.
   *
   * The suite drives something like half an hour of game into a few hundred
   * milliseconds. The scene does not know that: it fires a gasp for every
   * Drained that wakes, a drag for every footfall, a clap for every filing,
   * and with no real time between them they all land at once and sum into one
   * blast. Running the checks on a page reload β€” which is most of what
   * developing this game consists of β€” meant that blast, every time.
   *
   * Nested calls are safe: `all()` mutes, the checks inside it see audio
   * already off, take `was` as false and leave it alone, and only the outer
   * call turns it back on. And it restores what it found rather than turning
   * sound ON, so running a check while muted does not unmute the game.
   */
  const silent = (fn) => function (...a) {
    const was = audio ? audio.enabled : false;
    if (was) audio.setEnabled(false);
    try { return fn.apply(this, a); } finally { if (was) audio.setEnabled(true); }
  };

  const api = { figureContrast, watcherContrast, brightMass, skyWeave,
    bowlLayout, bodiesPersist, wholeLevelWalkable, stillUntilLit, doorsRead,
    pagesCost, sheafPages, markingIsAClaim, theRoomAsks, aGlanceIsFree, theLightGoesOut, theKeysAreShown, bandFits, dealObeysRules, swingerIsBait,
    topPageIsTheHand, eAtTheDoor, theWallAsksAndTheSkyAnswers,
    walksHome, keyBehindTheDoor, residueStaysLocked,
    nothingOutOfReach, healthCosts, theGate,
    orderIsPageOne, openingHolds,
    nobodyBlocksTheRoad, gatekeeperIsOnTheRoad, stepDownTelegraphs,
    watchesYouPass, laneReads, theGlanceStillWorks,
    wrongDoorWakes, gatekeeperWakesAtHisPost, theTreeTeaches,
    lettersStay, theSlotIsAlwaysThere, bandReadsTheDoor, theDoorCarriesFour,
    theGateRoomOpens,
    everyPaperHasAVoice, theVoiceReadsWhatTheBandShows, theOrdersAreRead,
    herPosesFit,
    all, frameAt, frameAtX };

  return Object.fromEntries(Object.entries(api).map(([k, fn]) => [k, silent(fn)]));
}