Superbench 2.1 · Издание подсказок 2.1

Concourse Divide

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# 22. Concourse Divide

Build an interactive station diorama in one HTML document where two opposing crowds visibly reroute around closing gates, queue without crossing walls or one another, and resume when a route reopens.

Work tool-free. Do not browse, execute code, inspect files, or call tools. Reason silently and return one complete HTML document in one message, without a plan, explanation, or repair turn.

## Required features

1. Legible station. Use a fixed elevated 3D or 2.5D camera showing the full concourse, walls, three labeled passages through a central divider, and two opposing destination zones. Distinct cyan and amber agents need visible bodies, ground contact, and direction cues. Keep routes readable at 1280×720; ornament must not hide agents or gates.
2. Fixed population. Start exactly 48 persistent agents, 24 of each color, in separated staging areas on opposite sides. Each seeks the destination on the other side. Give agents stable IDs and render every active agent. Arrived agents remain visibly parked in nonoverlapping destination slots. No respawning, teleporting, disappearing, or removing agents to resolve congestion. Reset restores the same layout and seed.
3. Real routes. Build navigation from the actual walkable geometry. Agents choose currently reachable passages and replan when gates change. Use finite-radius collision boundaries and local separation/avoidance; opposing streams must negotiate passage, with an explicit yielding or lane rule to prevent permanent symmetric deadlock. Paths may be grid- or graph-based. Do not use pre-recorded trajectories or gate-specific animated paths.
4. Interactive gates. Provide labeled toggle buttons for North, Center, and South; clicking the matching gate also toggles it. Start all open. On closure, stop new entries immediately; any agents already inside the gate footprint can exit before the solid shutter closes. Show this as amber Closing, then red Closed when empty. Never crush, overlap, or teleport an agent. Closed gates are genuinely impassable. Reopening restores connectivity.
5. Inspectable behavior. Clicking an agent selects it and shows its ID, destination, current planned route, and last two seconds of actual trail. A route line cannot run through closed gates. Show total active, arrived, and waiting counts derived from agents, maintaining active + arrived = 48. Waiting is a subset of active; display why the selected agent is waiting. If no path exists, show No route and wait safely rather than walking through barriers.
6. Recovery and controls. Include Pause and Reset. With all gates closed and drained, agents stop safely. Reopen South: agents with destinations still outstanding must resume and all 48 must eventually arrive within 90 simulation seconds with South kept open. No auto-completion timer. Pause freezes movement, trails, and simulation time. Provide keyboard-accessible gate controls, clear instructions, and a layout that remains usable when resized.

## Output constraints

Return exactly one complete HTML document beginning with <!DOCTYPE html>, with inline CSS and JavaScript and no Markdown fences or surrounding prose. No external libraries, imports, CDNs, fonts, assets, network requests, or build step. Use native browser APIs and procedural visuals. Open locally offline in a current desktop browser. Start the simulation immediately and keep controls visible.

## Loop / validation rule

Do not stop drafting until all six features and these checks are accounted for. Do not execute tools or claim runtime verification; mentally trace and correct your implementation before returning it.

1. Open offline and observe two legible colored streams and exactly 48 agents; resize without losing controls.
2. Reset; after three simulation seconds close Center and select a nearby traveler. The gate drains before solid closure; the selected route and visible movement divert through an open passage.
3. Close North and South as well. Let closing gates drain. Remaining travelers wait, routes do not cross solid shutters, and active + arrived stays 48.
4. Pause, inspect a waiting agent, then resume and reopen South only. Travelers replan and move; all 48 arrive within 90 simulation seconds after reopening. No agent crosses a wall, shutter, or another body to escape congestion.
5. Reset and close a different gate first, toggling a gate while occupied. Confirm the same safe closure and recovery logic works; IDs and counts remain consistent.
6. Reset again, check identical starting positions, and exercise keyboard and pointer controls. Selected route, recent trail, waiting explanation, and actual motion agree throughout.

If any mental check fails, fix and re-run all mental checks before output. The operator performs real checks afterward; no additional response or tool-assisted repair is allowed.