Superbench 2.1 · Издание подсказок 2.1
Wrecklight Salvage
Назад ко всем подсказкамВернуться 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.
# 24. Wrecklight Salvage
Build a playable three-phase salvage game in one HTML document: pilot a small tug through a wreck, power a reactor vault with two recovered cells, then tow the physical reactor through an extraction gate and settle it in a dock to win.
Work tool-free. Do not browse, inspect files, execute code, or call tools. Reason silently and return one complete HTML document in one response. No plan, explanation, or follow-up repair turn.
## Required features
1. Readable world and movement. Use a top-down 2.5D or elevated 3D wreck diorama with real-time depth cues, solid walls, a visible vault, two cells, a home dock, and an extraction gate. Keep the whole compact map visible. Use WASD/arrows for acceleration with inertia and damping, Space or an on-screen Interact button for pickup/attach/release, plus holdable directional buttons. Show instructions and current objective. Finite-size tug and cargo must collide with walls and closed doors; bound timesteps to prevent tunneling. Prevent gameplay keys from scrolling the page.
2. Phase 1 — Restore. Two physical cells begin at different reachable wreck locations. Pick up one at a time only when close and moving slowly. A carried cell remains visibly attached to the tug, disappearing from its original location. Bring each to a different marked vault socket and interact to install it. Each installed cell remains visible and lights its socket. Only two installed cells open the solid vault door and start Phase 2; elapsed time or tug proximity alone cannot advance the phase.
3. Phase 2 — Recover. The opened vault exposes one glowing reactor. Approach and interact to attach a visible tow cable. The reactor has independent position and velocity, inertia, collision radius, and a bounded cable constraint. Turning and braking produce visible trailing motion. Release detaches it at its actual position; reattach only within reach. Phase 3 begins only when the attached reactor itself fully clears a marked threshold outside the vault. The tug crossing alone does not count. Preserve all installed cells and door changes.
4. Phase 3 — Extract. Keep towing the same reactor to the dock. A beacon detects the reactor within a clearly drawn approach zone before the extraction gate and arms that gate's repeating cycle: four simulation seconds open, three closed. Before activation it stays open. Show phase with moving gate geometry, colored floor markings, and a countdown derived from actual gate state. When closing, stop new entries but let any body already in the gate footprint clear before the solid shutter finishes closing; show amber Closing during this extension and start the closed duration after it clears. Do not crush bodies or cut the cable: postpone solid closure while a body or the attached cable intersects the doorway. Tug or cargo cannot pass a fully closed gate.
5. Honest victory. Show the dock footprint. Victory requires the reactor's complete footprint inside it, speed below 0.15 world units/second, and cable detached continuously for two simulation seconds. A moving, attached, or partly docked reactor cannot win; the tug alone cannot win. Show a settle ring driven by these conditions and reset it on violation. Preserve the world on victory and permit inspection. Make the complete ordinary run achievable in roughly 2–4 minutes without unavoidable hazards or pixel-perfect steering; give enough passage clearance to tow successfully.
6. Inspection and restart. Include Pause, Reset, and a clearly labeled Review: Phase 3 button. Review loads a deterministic valid late-game fixture: both cells visibly installed, vault open, reactor already cleared from the vault and attached behind the tug, extraction beacon not yet triggered, tug and reactor immediately outside its approach zone. It must use the same simulation, gate, collision, and victory code as normal play. Show REVIEW FIXTURE persistently and never present it as an earned run. Reset returns to Phase 1 and clears everything. Display phase, installed-cell count, attachment, gate state, reactor speed, and dock settle progress from real state. Pause freezes all physics and timers. Controls and status remain usable after resize.
## Output constraints
Return exactly one complete HTML document starting with <!DOCTYPE html>, inline CSS and JavaScript, without Markdown fences or prose. No imports, libraries, CDNs, external images, models, fonts, audio, network requests, or build step. Generate all visuals procedurally with native browser APIs. Open locally offline in a current desktop browser and start in Phase 1 with instructions visible. Optimize framing for 1280×720 while supporting narrower windows.
## Loop / validation rule
Do not stop drafting until all requirements and checks are represented. Do not execute tools or claim runtime verification: mentally trace these checks and correct the document before returning it.
1. Open offline and resize. Move and brake with keyboard and on-screen controls; wall contact blocks the tug without clipping or explosive motion.
2. Attempt the vault before any delivery and after only one cell: it stays closed. Install both cells: both sockets visibly light, the door physically opens, and Phase 2 begins. No duplicate pickup or installation is possible.
3. Attach the reactor, turn, brake, release, and reattach: the same cargo persists and trails physically. Cross the vault threshold with only the tug: Phase 3 waits until the attached reactor fully clears it.
4. Tow toward extraction: the reactor activates the beacon and gate cycle. Wait through a closed phase and attempt entry; neither body passes. Enter during open, linger with a body or cable in the doorway, and verify safe amber Closing until clear. Countdown and geometry agree.
5. Cross into the dock with only the tug, then with a partly docked, moving, or still attached reactor: no victory. Fully dock, detach, and settle for two simulation seconds: victory appears with the actual reactor still visible in place.
6. Pause during a gate cycle and during docking: all timers freeze. Reset: Phase 1 and original objects return. Load Review: Phase 3: valid late-game geometry and persistent REVIEW FIXTURE label appear. Repeat checks 4–5 there through the same mechanics; review loading itself must not grant victory.
If any mental check fails, fix and re-run all mental checks before output. The operator runs real validation afterward; no additional generation or tool-assisted repair is allowed.