feat(sim): analytical Left HUD redesign + affect channel + no-cache
Left-brain HUD look-and-feel pass (judged by eye in the sim):
- corner-bracket targeting reticles (capped arms) replace plain boxes
- translucent label chips, legible over any frame
- two sensor channels: cyan detections (with deterministic confidence
scores) vs amber measurements (center crosshair)
- bbox-sized "ANALYSIS . L{n} . {k} OBJ" status tag, escalating with Left
Affect channel (emotions in the HUD), per
docs/superpowers/specs/2026-06-22-affect-channel-hud-design.md:
- surfaces only when BOTH knobs up; strength = min(left, right)
- stable per-scene palette, more words appear with combined strength
- soft glowing violet words on their own opacity layer (the dream
leaking into the machine's read); math in player/alteration.py
- forest/cosmos/abyss palettes in the manifest; 5 new unit tests
Simulator no-cache middleware so by-eye iteration never serves a stale
app.js / api response (fixes the latent "plan has affect but clip.affect
empty" stale-/api/clips bug).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
+30
-1
@@ -85,6 +85,18 @@ class AnalyticalOverlay:
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intensity: float
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@dataclass(frozen=True)
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class AffectOverlay:
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"""Affect channel (Left x Right): emotion-words surfaced only when BOTH the
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analytical (Left) and dreamlike (Right) knobs are up. `strength` is
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`min(left, right)` (0..4) — a runtime affect track picks which feeling words
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appear by it; `intensity` 0..1 is their opacity. The dream leaking into the
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machine's reading (affect-channel design, session 0013)."""
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strength: int
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intensity: float
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@dataclass(frozen=True)
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class Restyle:
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"""Right axis (§4.1): selects a pre-baked, flow-stabilized restyle variant.
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@@ -99,11 +111,14 @@ class RenderPlan:
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grade: ColorGrade
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overlay: AnalyticalOverlay
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affect: AffectOverlay
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restyle: Restyle
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@property
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def is_identity(self) -> bool:
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"""True when the plan leaves the neutral base un-altered."""
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"""True when the plan leaves the neutral base un-altered. Affect needs no
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clause: `min(left,right) > 0` implies `left > 0`, so `overlay.level > 0`
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already makes a plan with active affect non-identity."""
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return (
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self.grade.is_identity
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and self.overlay.level == 0
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@@ -115,6 +130,15 @@ def _overlay_intensity(left: int, cal: Calibration) -> float:
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return _clamp(cal.overlay_gain * left / KNOB_MAX, 0.0, 1.0)
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def _affect_strength(left: int, right: int) -> int:
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"""Affect surfaces only when BOTH knobs are up — gated by the smaller one."""
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return min(left, right)
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def _affect_intensity(left: int, right: int, cal: Calibration) -> float:
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return _clamp(cal.overlay_gain * _affect_strength(left, right) / KNOB_MAX, 0.0, 1.0)
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def _right_variant(right: int, cal: Calibration) -> int:
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return cal.right_variant_map[right]
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@@ -133,6 +157,10 @@ def plan_alteration(
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level=coord.left,
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intensity=_overlay_intensity(coord.left, calibration),
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),
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affect=AffectOverlay(
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strength=_affect_strength(coord.left, coord.right),
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intensity=_affect_intensity(coord.left, coord.right, calibration),
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),
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restyle=Restyle(variant=_right_variant(coord.right, calibration)),
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)
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@@ -142,6 +170,7 @@ def render_plan_to_dict(plan: RenderPlan) -> dict:
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return {
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"grade": {"tone": plan.grade.tone},
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"overlay": {"level": plan.overlay.level, "intensity": plan.overlay.intensity},
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"affect": {"strength": plan.affect.strength, "intensity": plan.affect.intensity},
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"restyle": {"variant": plan.restyle.variant},
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"is_identity": plan.is_identity,
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}
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