Superbench 2.1 · Издание подсказок 2.1

Skyhook Cargo

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Вернуться к Superbench 2.1 · Тестовый контракт, рубрика и записанный артефакт. Оценка Kimi K3.1 Pro публикуется для каждого нового брифа версии 2.1; результаты валидации документируются для каждого артефакта, без присвоения агрегированного балла. Одно сообщение пользователя, один HTML-ответ; инструменты или ходы исправления не используются. Не добавляйте BENCHMARK-PROMPT.md.

# 21. Skyhook Cargo

Build a playable harbor crane challenge in one HTML document: move a suspended cargo crate around a solid tower and settle it onto a marked pad, with visible pendulum physics and telemetry that agrees with the scene.

Work tool-free. Do not browse, execute code, inspect files, or call tools. Reason silently, then return the complete HTML document in one message. No preliminary plan, commentary, or subsequent repair turn.

## Required features

1. Scene and framing. Render a real-time perspective 3D or coherent 2.5D harbor diorama with depth, modeled crate, cable, crane, striped solid tower, water, and landing pad. Physics may run in a vertical 2D plane. Keep the entire playable plane visible in a fixed camera, with clear silhouettes and restrained atmospheric detail. No image or video backdrop standing in for gameplay.
2. Controls. Arrow Left/Right or A/D accelerate the trolley horizontally; Up/Down or W/S shorten/lengthen the cable within limits. Show equivalent holdable on-screen buttons. Release applies trolley braking, not an instant load stop. Include Pause, Reset, and Cable ± controls with instructions. Prevent page scrolling while gameplay keys are active. Reset restores the same initial state.
3. Coupled motion. Integrate gravity and a constrained cable with a bounded timestep and substeps or an equivalent stable method. Trolley acceleration excites load swing; braking leaves momentum; changing cable length affects the actual constraint. The load is not a scripted sine wave. Cable cannot stretch freely. A simplified nonrotating crate is acceptable.
4. Solid world. The crate has finite dimensions and contacts the tower, floor, and pad without passing through or remaining embedded. Cable length and trolley travel limits are enforced. Arrange the tower so the load can be hoisted above it and transferred to the pad; keep the trolley and cable anchor above all obstacles. Prevent the cable from cutting through the tower, by restricting unsafe movement or modeling cable contact. Contact must not produce explosive motion.
5. Truthful instruments. Draw a plumb reference below the trolley and a visible swing-angle arc. Display signed cable angle, load speed, actual cable length, contact state, and settle progress from the same current physics state used to draw the scene. Compute angle from anchor/load positions. Use world units consistently; no canned telemetry. The HUD must remain readable at 1280×720.
6. Landing rule. Show the pad's footprint and a two-second settle ring. Delivery requires the crate's full horizontal footprint inside the pad, bottom in surface contact, speed below 0.15 world units/second, and absolute cable angle below 5 degrees continuously for two simulation seconds. Any violation clears settle progress. Show success only after this condition; pause freezes simulation and settle time. Success must be reachable through ordinary controls.

## Output constraints

Return exactly one complete HTML document, starting with <!DOCTYPE html>, with inline CSS and JavaScript; no Markdown fences or surrounding text. No imports, CDNs, fetches, external assets, libraries, fonts, audio, build step, or network requests. Use native browser APIs, procedural geometry, and procedural shading. It must run by opening the file locally in a current desktop browser. Fit 1280×720 and adapt to narrower windows without hiding controls. Start playable without setup. Use readable text and visible focus states.

## Loop / validation rule

Do not stop drafting until all six features are represented and the following checks can be performed. You cannot execute them in this tool-free response: mentally trace them and correct the document before returning it; do not claim tests passed.

1. Open locally while offline: the full harbor and controls appear without dependencies; resize and confirm controls remain usable.
2. Reset, accelerate right for one second, release, then reverse: the load lags, overshoots, and reverses continuously; cable length stays constrained and the angle readout matches the arc.
3. Hoist and lower: the rendered cable and numeric length agree. Push the load against the tower and floor: neither load nor cable passes through the tower; no persistent embedding or explosive jump occurs.
4. Compare speed while swinging and after settling; compare contact text with actual contact. Pause during motion and during settling: both world and progress stop, then resume without a jump.
5. Move partly over the pad or enter while swinging: no delivery. Hoist around the tower, place fully on the pad, and hold the stated conditions: the ring completes after two simulation seconds and delivery appears.
6. Reset after success and repeat using on-screen controls: initial state and empty settle progress return, and all actions remain possible.

If any mental check fails, fix and re-run all mental checks before output. The operator runs the actual checklist after generation; no tool use or extra generation is permitted.