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DeepSeek V4.1 Flash (Venice) (thinking off) on Build a 3D fishing game in three.js

DDeepSeek V4.1 Flash (Venice)thinking off · venice-mini-agent v1.2 · cloud · 2026-10-16 · by @bobsiopener

Trust 80%Fully autonomoussuccess · first try
Cost
$0.02
Wall time
1m
Human step-ins
0
Outcome
Pass

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Summary

Exact prompt

Scaled-down version of a 4-week game: in one pass build a small 3D fishing game as a single file index.html using three.js from https://unpkg.com/three@0.160.0/build/three.module.js (ES module import). Must include: a water surface and a dock/boat scene with lighting; click (or Space) to cast a line with a visible bobber; a random bite after a delay with a visual cue; a reel-in timing mini-game (press at the right moment or keep a meter in a zone) that can succeed or fail; at least 4 fish species with different rarity/weight; a HUD with catch log/score.

Task prompt given to the agent (headless, offline, synthetic fixture inputs): Scaled-down version of a 4-week game: in one pass build a small 3D fishing game as a single file index.html using three.js from https://unpkg.com/three@0.160.0/build/three.module.js (ES module import). Must include: a water surface and a dock/boat scene with lighting; click (or Space) to cast a line with a visible bobber; a random bite after a delay with a visual cue; a reel-in timing mini-game (press at the right moment or keep a meter in a zone) that can succeed or fail; at least 4 fish species with different rarity/weight; a HUD with catch log/score. Inspired by https://x.com/hakimieiqbal/status/2092194086073614342 (unverified; not checked with the author). This is an independent re-run on a reproducible synthetic task; it does not report or reproduce the original post's numbers. Cost is real Venice spend (paid from DIEM credit), as reported by Venice.

Success criteria: All automated rubric checks pass: imports three@0.160.0 module; no uncaught console errors in headless Chrome; water surface; dock or boat; lighting; cast + bobber; bite after delay; reel mini-game; >=4 species with rarity/weight; HUD catch log/score.

Setup notes: Thinking OFF: THINKING OFF rerun 2026-10-15: model id deepseek-v4-1-flash with venice_parameters.disable_thinking=true, max_tokens 16000, per-run cost cap $0.04; otherwise venice-mini-agent v1.2 unchanged. Original (thinking on) score: 1/10 (16k); original result kept as 18-deepseek-v4-1-flash.json. Harness: venice-mini-agent v1.2 via Venice OpenAI-compatible API. Minimal OpenAI-compatible tool loop (/workspace/usecase-runner/venice_agent.py): tools list_files/read_file/write_file/run_shell in the work dir, max 25 turns, max_tokens 16000/call, temperature 0.2, Venice system prompt and web search off, $0.08 per-run cost cap. Identical for all Venice models. Cost source: Venice /api/v1/models model_spec.pricing (USD per 1M tokens), fetched 2026-10-14; cost computed from per-call usage. Paid from Bob's DIEM daily allowance. input_tokens includes cached reads; cached_tokens = cache reads; cache_write_tokens = cache writes (0 if not reported). Single run, no retries; scored automatically (10/10 checks). Runner notes: Adapted: 4-week Godot game scaled to a one-pass three.js single-file game. THINKING OFF rerun 2026-10-15: model id deepseek-v4-1-flash with venice_parameters.disable_thinking=true, max_tokens 16000, per-run cost cap $0.04; otherwise venice-mini-agent v1.2 unchanged. Original (thinking on) score: 1/10 (16k); original result kept as 18-deepseek-v4-1-flash.json. Single run, no retries. Same rubric/score.py as Claude runs. Web disabled.

Metrics

Cost
$0.02
Wall time
1m
Human step-ins
0
Turns
9
Model usage
ModelInput tokOutput tokCost
DDeepSeek V4.1 Flash (Venice)venice/deepseek-v4-1-flashthinking off116,48913,351$0.02

Reproduce this run

  1. Use the use case prompt on the use case page.
  2. Same setup: DeepSeek V4.1 Flash (Venice) (venice/deepseek-v4-1-flash, thinking off) via venice-mini-agent v1.2, cloud.
  3. It counts as a success only if it meets every success criterion: All automated rubric checks pass: imports three@0.160.0 module; no uncaught console errors in headless Chrome; water surface; dock or boat; lighting; cast + bobber; bite after delay; reel mini-game; >=4 species with rarity/weight; HUD catch log/score.
  4. Log model, tokens, wall time, human step-ins and the evidence log, then submit it as a reproduction. A different model? Submit a head-to-head rerun.

How runs are scored: Methodology.

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Automated checks

Trust 80% comes from these checks (how Trust % works).

Evidence log
{"turn": 1, "response": {"id": "chatcmpl-ca2396489f524c71af459d2ebd7fa7a7", "object": "chat.completion", "created": 1792109453, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "I'll build this fishing game. Let me first check the working directory.", "tool_calls": [{"index": 0, "id": "chatcmpl-tool-8b9651a9f4138b42", "type": "function", "function": {"name": "list_files", "arguments": "{\"path\": \".\"}"}, "name": null}, {"index": 1, "id": "chatcmpl-tool-987a7584075cd980", "type": "function", "function": {"name": "run_shell", "arguments": "{\"command\": \"pwd && ls -la\"}"}, "name": null}], "tools": null, "reasoning_content": null}, "finish_reason": "tool_calls"}], "usage": {"prompt_tokens": 623, "completion_tokens": 85, "total_tokens": 708, "prompt_tokens_details": {"cached_tokens": 348}, "cache_read_input_tokens": 348, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.00018711}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}
{"turn": 1, "tool": "list_files", "args": {"path": "."}, "result": ""}
{"turn": 1, "tool": "run_shell", "args": {"command": "pwd && ls -la"}, "result": "exit=0\nstdout:\n./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work\ntotal 8\ndrwxr-xr-x 2 box box 4096 Oct 15 20:10 .\ndrwxr-xr-x 3 box box 4096 Oct 15 20:10 ..\n\nstderr:\n"}
{"turn": 2, "response": {"id": "chatcmpl-cc7176ecb2644f0a9fe369c33788a7b7", "object": "chat.completion", "created": 1792109455, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "Empty directory. Let me build the game as a single `index.html` file.", "tool_calls": [{"index": 0, "id": "chatcmpl-tool-b21ca6e2b861c7fe", "type": "function", "function": {"name": "write_file", "arguments": "{\"path\": \"index.html\", \"content\": \"<!DOCTYPE html>\\n<html lang=\\\"en\\\">\\n<head>\\n<meta charset=\\\"utf-8\\\" />\\n<meta name=\\\"viewport\\\" content=\\\"width=device-width, initial-scale=1\\\" />\\n<title>Lakeside Cast \u2014 3D Fishing</title>\\n<style>\\n  :root { --ink:#eaf6ff; }\\n  * { box-sizing: border-box; }\\n  html, body { margin:0; padding:0; height:100%; overflow:hidden; background:#0a1622; }\\n  body { font-family: \\\"Trebuchet MS\\\", \\\"Segoe UI\\\", system-ui, sans-serif; color: var(--ink); }\\n  #app { position:fixed; inset:0; }\\n  canvas { display:block; }\\n\\n  /* ---------- HUD ---------- */\\n  #hud { position:fixed; inset:0; pointer-events:none; }\\n\\n  .panel {\\n    position:absolute;\\n    background: rgba(6, 20, 32, 0.62);\\n    border: 1px solid rgba(140, 220, 255, 0.28);\\n    border-radius: 12px;\\n    backdrop-filter: blur(6px);\\n    box-shadow: 0 8px 26px rgba(0,0,0,0.35);\\n  }\\n\\n  #topbar {\\n    top:14px; left:14px; right:14px;\\n    display:flex; gap:12px; align-items:stretch; justify-content:space-between;\\n    padding:10px 14px;\\n  }\\n  .stat { display:flex; flex-direction:column; gap:2px; min-width:74px; }\\n  .stat .k { font-size:10px; letter-spacing:.14em; text-transform:uppercase; opacity:.65; }\\n  .stat .v { font-size:20px; font-weight:700; line-height:1.05; }\\n  .stat .v small { font-size:11px; font-weight:400; opacity:.7; }\\n  #title { display:flex; flex-direction:column; justify-content:center; }\\n  #title .t { font-size:16px; font-weight:700; letter-spacing:.06em; }\\n  #title .s { font-size:11px; opacity:.6; }\\n\\n  #log {\\n    bottom:14px; left:14px; width:290px; max-height:38vh;\\n    padding:10px 12px; overflow:hidden;\\n  }\\n  #log h3 { margin:0 0 8px; font-size:11px; letter-spacing:.16em; text-transform:uppercase; opacity:.7; font-weight:600; }\\n  #logList { list-style:none; margin:0; padding:0; display:flex; flex-direction:column; gap:6px; }\\n  #logList li {\\n    font-size:12px; line-height:1.3; padding:6px 8px; border-radius:8px;\\n    background: rgba(255,255,255,0.05); border-left:3px solid #6fd0ff;\\n    animation: slideIn .28s ease-out;\\n  }\\n  #logList li .nm { font-weight:700; }\\n  #logList li .wt { opacity:.75; }\\n  #logList li.miss { border-left-color:#ff7a7a; opacity:.85; }\\n  #logList li.rare { border-left-color:#ffd166; background: rgba(255,209,102,0.12); }\\n  @keyframes slideIn { from { opacity:0; transform: translateX(-10px);} to {opacity:1; transform:none;} }\\n\\n  #species {\\n    bottom:14px; right:14px; width:250px; padding:10px 12px;\\n  }\\n  #species h3 { margin:0 0 8px; font-size:11px; letter-spacing:.16em; text-transform:uppercase; opacity:.7; font-weight:600; }\\n  .sp { display:flex; align-items:center; gap:8px; font-size:12px; padding:3px 0; }\\n  .sp .dot { width:9px; height:9px; border-radius:50%; flex:0 0 auto; box-shadow:0 0 8px currentColor; background:currentColor; }\\n  .sp .n { flex:1; }\\n  .sp .c { opacity:.7; font-variant-numeric: tabular-nums; }\\n  .sp.locked { opacity:.35; }\\n\\n  /* ---------- Prompt / status ---------- */\\n  #prompt {\\n    position:absolute; left:50%; bottom:20%; transform:translateX(-50%);\\n    padding:10px 18px; border-radius:999px; font-size:14px; letter-spacing:.03em;\\n    background: rgba(6,20,32,0.7); border:1px solid rgba(140,220,255,0.3);\\n    transition: opacity .2s; white-space:nowrap;\\n  }\\n  #prompt.hidden { opacity:0; }\\n\\n  /* ---------- Bite cue ---------- */\\n  #bite {\\n    position:absolute; left:50%; top:26%; transform:translate(-50%,-50%) scale(.6);\\n    font-size:34px; font-weight:800; letter-spacing:.08em; color:#ffe066;\\n    text-shadow: 0 0 18px rgba(255,200,60,.9), 0 2px 0 rgba(0,0,0,.4);\\n    opacity:0; transition: opacity .12s, transform .12s;\\n  }\\n  #bite.on { opacity:1; transform:translate(-50%,-50%) scale(1); animation: pulse .5s infinite alternate; }\\n  @keyframes pulse { from { transform:translate(-50%,-50%) scale(1);} to { transform:translate(-50%,-50%) scale(1.12);} }\\n\\n  /* ---------- Reel meter ---------- */\\n  #reel {\\n    position:absolute; left:50%; bottom:12%; transform:translateX(-50%);\\n    width:min(560px, 86vw); padding:12px 14px 14px; display:none;\\n  }\\n  #reel.on { display:block; }\\n  #reel .lbl { display:flex; justify-content:space-between; font-size:11px; letter-spacing:.14em; text-transform:uppercase; opacity:.75; margin-bottom:8px; }\\n  #track {\\n    position:relative; height:26px; border-radius:8px; overflow:hidden;\\n    background: linear-gradient(90deg, #123 0%, #123 100%);\\n    border:1px solid rgba(140,220,255,.25);\\n  }\\n  #zone { position:absolute; top:0; bottom:0; background: linear-gradient(180deg, rgba(90,255,160,.55), rgba(40,200,120,.35)); border-left:1px solid rgba(180,255,210,.8); border-right:1px solid rgba(180,255,210,.8); }\\n  #needle { position:absolute; top:-3px; bottom:-3px; width:4px; margin-left:-2px; background:#fff; box-shadow:0 0 10px #fff, 0 0 22px #7fe3ff; border-radius:2px; }\\n  #tensionWrap { margin-top:9px; height:8px; border-radius:6px; background: rgba(255,255,255,.09); overflow:hidden; }\\n  #tension { height:100%; width:0%; background: linear-gradient(90deg,#5affa0,#ffd166 60%,#ff5a5a); transition: width .06s linear; }\\n  #reel .hint { margin-top:8px; font-size:11px; opacity:.7; text-align:center; }\\n\\n  /* ---------- Overlay ---------- */\\n  #overlay {\\n    position:fixed; inset:0; display:flex; align-items:center; justify-content:center;\\n    background: radial-gradient(circle at 50% 40%, rgba(10,30,50,.72), rgba(3,8,14,.92));\\n    pointer-events:auto; z-index:20; text-align:center; padding:24px;\\n  }\\n  #overlay.hidden { display:none; }\\n  #overlay .card { max-width:520px; }\\n  #overlay h1 { margin:0 0 6px; font-size:34px; letter-spacing:.04em; }\\n  #overlay p { margin:6px 0; font-size:14px; line-height:1.55; opacity:.85; }\\n  #overlay .keys { margin:16px 0 20px; font-size:13px; opacity:.9; }\\n  kbd {\\n    display:inline-block; padding:2px 7px; border-radius:6px; font-size:12px;\\n    background:rgba(255,255,255,.12); border:1px solid rgba(255,255,255,.25);\\n    box-shadow:0 2px 0 rgba(0,0,0,.35); font-family:inherit;\\n  }\\n  button {\\n    pointer-events:auto; cursor:pointer; font:inherit; font-weight:700; letter-spacing:.05em;\\n    padding:12px 26px; border-radius:999px; color:#04202e;\\n    background: linear-gradient(180deg,#9fe8ff,#4fc3f7); border:none;\\n    box-shadow:0 6px 18px rgba(79,195,247,.35);\\n  }\\n  button:hover { filter:brightness(1.08); }\\n  button:active { transform: translateY(1px); }\\n\\n  #flash {\\n    position:fixed; inset:0; pointer-events:none; opacity:0; z-index:15;\\n    background: radial-gradient(circle at 50% 45%, rgba(255,255,255,.55), rgba(255,255,255,0) 60%);\\n    transition: opacity .35s;\\n  }\\n  #flash.on { opacity:1; transition: opacity .05s; }\\n</style>\\n</head>\\n<body>\\n<div id=\\\"app\\\"></div>\\n\\n<div id=\\\"hud\\\">\\n  <div id=\\\"topbar\\\" class=\\\"panel\\\">\\n    <div id=\\\"title\\\">\\n      <div class=\\\"t\\\">LAKESIDE CAST</div>\\n      <div class=\\\"s\\\">a small 3D fishing trip</div>\\n    </div>\\n    <div class=\\\"stat\\\"><span class=\\\"k\\\">Score</span><span class=\\\"v\\\" id=\\\"uiScore\\\">0</span></div>\\n    <div class=\\\"stat\\\"><span class=\\\"k\\\">Caught</span><span class=\\\"v\\\" id=\\\"uiCaught\\\">0</span></div>\\n    <div class=\\\"stat\\\"><span class=\\\"k\\\">Best</span><span class=\\\"v\\\" id=\\\"uiBest\\\">\u2014</span></div>\\n    <div class=\\\"stat\\\"><span class=\\\"k\\\">Streak</span><span class=\\\"v\\\" id=\\\"uiStreak\\\">0</span></div>\\n  </div>\\n\\n  <div id=\\\"log\\\" class=\\\"panel\\\">\\n    <h3>Catch Log</h3>\\n    <ul id=\\\"logList\\\"></ul>\\n  </div>\\n\\n  <div id=\\\"species\\\" class=\\\"panel\\\">\\n    <h3>Species</h3>\\n    <div id=\\\"speciesList\\\"></div>\\n  </div>\\n\\n  <div id=\\\"prompt\\\" class=\\\"panel\\\">Click or press <kbd>Space</kbd> to cast</div>\\n  <div id=\\\"bite\\\">BITE!</div>\\n\\n  <div id=\\\"reel\\\" class=\\\"panel\\\">\\n    <div class=\\\"lbl\\\"><span>Reel Timing</span><span id=\\\"reelState\\\">Hold the needle in the green</span></div>\\n    <div id=\\\"track\\\">\\n      <div id=\\\"zone\\\"></div>\\n      <div id=\\\"needle\\\"></div>\\n    </div>\\n    <div id=\\\"tensionWrap\\\"><div id=\\\"tension\\\"></div></div>\\n    <div class=\\\"hint\\\">Press <kbd>Space</kbd> / click when the needle is in the zone. Miss too long and the line snaps.</div>\\n  </div>\\n</div>\\n\\n<div id=\\\"flash\\\"></div>\\n\\n<div id=\\\"overlay\\\">\\n  <div class=\\\"card\\\">\\n    <h1>Lakeside Cast</h1>\\n    <p>Cast from the dock, wait for a bite, then reel it in with good timing.</p>\\n    <div class=\\\"keys\\\">\\n      <kbd>Click</kbd> or <kbd>Space</kbd> \u2014 cast / reel<br>\\n      <kbd>R</kbd> \u2014 reset the trip\\n    </div>\\n    <button id=\\\"startBtn\\\">Start Fishing</button>\\n  </div>\\n</div>\\n\\n<script type=\\\"module\\\">\\nimport * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';\\n\\n/* =========================================================\\n   FISH SPECIES\\n   ========================================================= */\\nconst SPECIES = [\\n  { id:'minnow',  name:'Silver Minnow', color:0xbfe9ff, rarity:'Common',    chance:0.40, minW:0.05, maxW:0.30, points:10,  fight:0.55, zone:0.30, speed:0.55 },\\n  { id:'perch',   name:'Yellow Perch',  color:0xf2c14e, rarity:'Common',    chance:0.28, minW:0.30, maxW:1.20, points:25,  fight:0.75, zone:0.24, speed:0.75 },\\n  { id:'bass',    name:'Largemouth Bass',color:0x6fbf73, rarity:'Uncommon', chance:0.18, minW:1.00, maxW:4.50, points:60,  fight:1.00, zone:0.18, speed:1.00 },\\n  { id:'trout',   name:'Rainbow Trout', color:0xff8fa3, rarity:'Rare',      chance:0.09, minW:1.50, maxW:6.00, points:120, fight:1.25, zone:0.14, speed:1.25 },\\n  { id:'pike',    name:'Northern Pike', color:0x8fd694, rarity:'Epic',      chance:0.04, minW:4.00, maxW:14.0, points:260, fight:1.55, zone:0.11, speed:1.5  },\\n  { id:'golden',  name:'Golden Koi',    color:0xffd166, rarity:'Legendary', chance:0.01, minW:6.00, maxW:20.0, points:600, fight:1.9,  zone:0.09, speed:1.8  },\\n];\\nconst RARITY_COLOR = { Common:'#9fd8ff', Uncommon:'#7dffa8', Rare:'#7fb2ff', Epic:'#c58bff', Legendary:'#ffd166' };\\n\\nfunction rollSpecies(){\\n  const r = Math.random();\\n  let acc = 0;\\n  for (const s of SPECIES){ acc += s.chance; if (r <= acc) return s; }\\n  return SPECIES[0];\\n}\\nfunction rollWeight(s){\\n  // bias toward smaller fish, occasional lunkers\\n  const t = Math.pow(Math.random(), 1.7);\\n  return s.minW + (s.maxW - s.minW) * t;\\n}\\n\\n/* =========================================================\\n   SCENE\\n   ========================================================= */\\nconst app = document.getElementById('app');\\nconst renderer = new THREE.WebGLRenderer({ antialias:true });\\nrenderer.setPixelRatio(Math.min(devicePixelRatio, 2));\\nrenderer.setSize(innerWidth, innerHeight);\\nrenderer.shadowMap.enabled = true;\\nrenderer.shadowMap.type = THREE.PCFSoftShadowMap;\\nrenderer.toneMapping = THREE.ACESFilmicToneMapping;\\nrenderer.toneMappingExposure = 1.05;\\napp.appendChild(renderer.domElement);\\n\\nconst scene = new THREE.Scene();\\nscene.background = new THREE.Color(0x8fc7e8);\\nscene.fog = new THREE.Fog(0x9fd0ea, 45, 150);\\n\\nconst camera = new THREE.PerspectiveCamera(55, innerWidth/innerHeight, 0.1, 500);\\ncamera.position.set(0, 4.2, 12);\\n\\n/* ---------- Lighting ---------- */\\nconst hemi = new THREE.HemisphereLight(0xcfeaff, 0x2a4a55, 0.85);\\nscene.add(hemi);\\n\\nconst sun = new THREE.DirectionalLight(0xfff2d0, 2.1);\\nsun.position.set(-18, 26, 14);\\nsun.castShadow = true;\\nsun.shadow.mapSize.set(2048, 2048);\\nsun.shadow.camera.near = 1;\\nsun.shadow.camera.far = 90;\\nsun.shadow.camera.left = -30;\\nsun.shadow.camera.right = 30;\\nsun.shadow.camera.top = 30;\\nsun.shadow.camera.bottom = -30;\\nsun.shadow.bias = -0.0006;\\nscene.add(sun);\\n\\nconst rim = new THREE.DirectionalLight(0x9fd8ff, 0.5);\\nrim.position.set(14, 10, -18);\\nscene.add(rim);\\n\\n/* ---------- Sky dome ---------- */\\n{\\n  const skyGeo = new THREE.SphereGeometry(220, 32, 20);\\n  const skyMat = new THREE.ShaderMaterial({\\n    side: THREE.BackSide,\\n    uniforms: {\\n      top:    { value: new THREE.Color(0x2f7fc4) },\\n      bottom: { value: new THREE.Color(0xdff0f7) },\\n      sunDir: { value: new THREE.Vector3(-18,26,14).normalize() },\\n    },\\n    vertexShader: `\\n      varying vec3 vDir;\\n      void main(){ vDir = normalize(position); gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }\\n    `,\\n    fragmentShader: `\\n      varying vec3 vDir;\\n      uniform vec3 top; uniform vec3 bottom; uniform vec3 sunDir;\\n      void main(){\\n        float h = clamp(vDir.y*0.5+0.5, 0.0, 1.0);\\n        vec3 col = mix(bottom, top, pow(h, 0.85));\\n        float s = max(dot(normalize(vDir), normalize(sunDir)), 0.0);\\n        col += vec3(1.0,0.92,0.72) * pow(s, 90.0) * 0.9;\\n        col += vec3(1.0,0.9,0.7) * pow(s, 6.0) * 0.10;\\n        gl_FragColor = vec4(col, 1.0);\\n      }\\n    `\\n  });\\n  scene.add(new THREE.Mesh(skyGeo, skyMat));\\n}\\n\\n/* ---------- Water ---------- */\\nconst waterUniforms = {\\n  uTime: { value: 0 },\\n  uDeep: { value: new THREE.Color(0x0d3b52) },\\n  uShallow: { value: new THREE.Color(0x2f8fb0) },\\n  uSky: { value: new THREE.Color(0xbfe4f5) },\\n  uSunDir: { value: new THREE.Vector3(-18,26,14).normalize() },\\n};\\nconst waterGeo = new THREE.PlaneGeometry(400, 400, 220, 220);\\nwaterGeo.rotateX(-Math.PI/2);\\nconst waterMat = new THREE.ShaderMaterial({\\n  uniforms: waterUniforms,\\n  transparent: true,\\n  vertexShader: `\\n    uniform float uTime;\\n    varying vec3 vWorld;\\n    varying vec3 vNormalW;\\n    float wave(vec2 p, float t){\\n      float h = 0.0;\\n      h += sin(p.x*0.35 + t*1.1) * 0.16;\\n      h += sin(p.y*0.27 - t*0.9) * 0.14;\\n      h += sin((p.x+p.y)*0.55 + t*1.7) * 0.07;\\n      h += sin((p.x-p.y)*0.9 - t*2.3) * 0.035;\\n      return h;\\n    }\\n    void main(){\\n      vec3 pos = position;\\n      float h = wave(pos.xz, uTime);\\n      pos.y += h;\\n      float e = 0.35;\\n      float hx = wave(pos.xz + vec2(e,0.0), uTime);\\n      float hz = wave(pos.xz + vec2(0.0,e), uTime);\\n      vec3 n = normalize(vec3(-(hx-h)/e, 1.0, -(hz-h)/e));\\n      vNormalW = n;\\n      vec4 wp = modelMatrix * vec4(pos,1.0);\\n      vWorld = wp.xyz;\\n      gl_Position = projectionMatrix * viewMatrix * wp;\\n    }\\n  `,\\n  fragmentShader: `\\n    uniform vec3 uDeep; uniform vec3 uShallow; uniform vec3 uSky; uniform vec3 uSunDir;\\n    uniform float uTime;\\n    varying vec3 vWorld; varying vec3 vNormalW;\\n    void main(){\\n      vec3 N = normalize(vNormalW);\\n      vec3 V = normalize(cameraPosition - vWorld);\\n      float fres = pow(1.0 - max(dot(N,V),0.0), 3.0);\\n      vec3 base = mix(uDeep, uShallow, clamp(N.y*0.5+0.5,0.0,1.0));\\n      vec3 col = mix(base, uSky, fres*0.75);\\n      vec3 H = normalize(normalize(uSunDir) + V);\\n      float spec = pow(max(dot(N,H),0.0), 220.0);\\n      col += vec3(1.0,0.96,0.85) * spec * 1.6;\\n      float glint = pow(max(dot(N,H),0.0), 24.0);\\n      col += vec3(0.6,0.85,1.0) * glint * 0.18;\\n      float d = length(vWorld.xz);\\n      col = mix(col, uSky, smoothstep(60.0, 190.0, d)*0.85);\\n      gl_FragColor = vec4(col, 0.94);\\n    }\\n  `\\n});\\nconst water = new THREE.Mesh(waterGeo, waterMat);\\nwater.position.y = 0;\\nscene.add(water);\\n\\n/* ---------- Dock ---------- */\\nconst dock = new THREE.Group();\\nconst woodMat = new THREE.MeshStandardMaterial({ color:0x8a5a34, roughness:0.85, metalness:0.02 });\\nconst woodDark = new THREE.MeshStandardMaterial({ color:0x6b4326, roughness:0.9, metalness:0.02 });\\n\\n// deck planks\\nfor (let i=0;i<14;i++){\\n  const plank = new THREE.Mesh(new THREE.BoxGeometry(1.0, 0.14, 3.4), i%2 ? woodMat : woodDark);\\n  plank.position.set(-3.2 + i*0.62, 1.05, 0);\\n  plank.castShadow = true; plank.receiveShadow = true;\\n  dock.add(plank);\\n}\\n// support posts\\nfor (const [x,z] of [[-3.3,-1.5],[-3.3,1.5],[3.3,-1.5],[3.3,1.5],[0,-1.5],[0,1.5]]){\\n  const post = new THREE.Mesh(new THREE.CylinderGeometry(0.13,0.15,2.4,10), woodDark);\\n  post.position.set(x, 0.0, z);\\n  post.castShadow = true;\\n  dock.add(post);\\n}\\n// rails\\nfor (const z of [-1.55, 1.55]){\\n  const rail = new THREE.Mesh(new THREE.BoxGeometry(7.0, 0.12, 0.12), woodMat);\\n  rail.position.set(0, 1.75, z);\\n  rail.castShadow = true;\\n  dock.add(rail);\\n  for (let i=0;i<5;i++){\\n    const b = new THREE.Mesh(new THREE.BoxGeometry(0.1,0.62,0.1), woodDark);\\n    b.position.set(-3.0 + i*1.5, 1.45, z);\\n    b.castShadow = true;\\n    dock.add(b);\\n  }\\n}\\nscene.add(dock);\\n\\n/* ---------- Boat ---------- */\\nconst boat = new THREE.Group();\\n{\\n  const hullMat = new THREE.MeshStandardMaterial({ color:0xd8e6ee, roughness:0.55, metalness:0.08 });\\n  const trimMat = new THREE.MeshStandardMaterial({ color:0x2b6f8f, roughness:0.5, metalness:0.15 });\\n  const hull = new THREE.Mesh(new THREE.CapsuleGeometry(0.95, 3.0, 6, 14), hullMat);\\n  hull.rotation.z = Math.PI/2;\\n  hull.scale.set(1, 1, 0.62);\\n  hull.position.y = 0.35;\\n  hull.castShadow = true; hull.receiveShadow = true;\\n  boat.add(hull);\\n\\n  const deck = new THREE.Mesh(new THREE.BoxGeometry(3.6, 0.16, 1.5), trimMat);\\n  deck.position.y = 0.72;\\n  deck.castShadow = true; deck.receiveShadow = true;\\n  boat.add(deck);\\n\\n  const seat = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.5, 1.3), woodMat);\\n  seat.position.set(-1.0, 1.0, 0);\\n  seat.castShadow = true;\\n  boat.add(seat);\\n\\n  const motor = new THREE.Mesh(new THREE.BoxGeometry(0.5,0.7,0.5), new THREE.MeshStandardMaterial({color:0x333a40, roughness:0.6, metalness:0.4}));\\n  motor.position.set(2.0, 0.95, 0);\\n  motor.castShadow = true;\\n  boat.add(motor);\\n\\n  boat.position.set(6.5, 0.0, -3.0);\\n  boat.rotation.y = -0.5;\\n  scene.add(boat);\\n}\\n\\n/* ---------- Shore / hills ---------- */\\n{\\n  const shoreMat = new THREE.MeshStandardMaterial({ color:0x4f7a45, roughness:1.0 });\\n  const shore = new THREE.Mesh(new THREE.CylinderGeometry(70, 78, 6, 48, 1, false, Math.PI*0.15, Math.PI*1.7), shoreMat);\\n  shore.position.set(0, -1.6, 0);\\n  shore.receiveShadow = true;\\n  scene.add(shore);\\n\\n  const hillMat = new THREE.MeshStandardMaterial({ color:0x3d6b52, roughness:1.0, flatShading:true });\\n  for (let i=0;i<9;i++){\\n    const a = Math.PI*0.2 + i*0.28;\\n    const r = 62 + Math.random()*14;\\n    const h = 8 + Math.random()*16;\\n    const hill = new THREE.Mesh(new THREE.ConeGeometry(10+Math.random()*10, h, 6), hillMat);\\n    hill.position.set(Math.cos(a)*r, h/2 - 2, Math.sin(a)*r);\\n    hill.rotation.y = Math.random()*Math.PI;\\n    scene.add(hill);\\n  }\\n\\n  // trees\\n  const trunkMat = new THREE.MeshStandardMaterial({ color:0x5a3d24, roughness:1 });\\n  const leafMat  = new THREE.MeshStandardMaterial({ color:0x2f6b3a, roughness:1, flatShading:true });\\n  for (let i=0;i<26;i++){\\n    const a = Math.PI*0.18 + Math.random()*Math.PI*1.75;\\n    const r = 44 + Math.random()*22;\\n    const x = Math.cos(a)*r, z = Math.sin(a)*r;\\n    const g = new THREE.Group();\\n    const th = 2.4 + Math.random()*2.2;\\n    const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.22,0.32,th,7), trunkMat);\\n    trunk.position.y = th/2; trunk.castShadow = true;\\n    const leaves = new THREE.Mesh(new THREE.ConeGeometry(1.5+Math.random()*0.9, 3.4+Math.random()*2.2, 7), leafMat);\\n    leaves.position.y = th + 1.4; leaves.castShadow = true;\\n    g.add(trunk, leaves);\\n    g.position.set(x, -1.2, z);\\n    scene.add(g);\\n  }\\n}\\n\\n/* ---------- Bobber ---------- */\\nconst bobber = new THREE.Group();\\n{\\n  const top = new THREE.Mesh(new THREE.SphereGeometry(0.16, 16, 12, 0, Math.PI*2, 0, Math.PI/2),\\n    new THREE.MeshStandardMaterial({ color:0xff4d4d, roughness:0.4, emissive:0x330000 }));\\n  const bot = new THREE.Mesh(new THREE.SphereGeometry(0.16, 16, 12, 0, Math.PI*2, Math.PI/2, Math.PI/2),\\n    new THREE.MeshStandardMaterial({ color:0xf5f5f5, roughness:0.4 }));\\n  const stick = new THREE.Mesh(new THREE.CylinderGeometry(0.02,0.02,0.34,6),\\n    new THREE.MeshStandardMaterial({ color:0x222222 }));\\n  stick.position.y = 0.22;\\n  bobber.add(top, bot, stick);\\n  bobber.visible = false;\\n  scene.add(bobber);\\n}\\n\\n/* ---------- Fishing line ---------- */\\nconst lineGeo = new THREE.BufferGeometry();\\nlineGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(3*2), 3));\\nconst lineMat = new THREE.LineBasicMaterial({ color:0xeaf6ff, transparent:true, opacity:0.75 });\\nconst fishingLine = new THREE.Line(lineGeo, lineMat);\\nfishingLine.visible = false;\\nscene.add(fishingLine);\\n\\n/* ---------- Ripple ring ---------- */\\nconst ripple = new THREE.Mesh(\\n  new THREE.RingGeometry(0.18, 0.26, 40),\\n  new THREE.MeshBasicMaterial({ color:0xffffff, transparent:true, opacity:0.0, side:THREE.DoubleSide })\\n);\\nripple.rotation.x = -Math.PI/2;\\nripple.visible = false;\\nscene.add(ripple);\\n\\n/* ---------- Fish (visual, underwater) ---------- */\\nconst fishGroup = new THREE.Group();\\nscene.add(fishGroup);\\nconst ambientFish = [];\\nfunction makeFish(color, scale=1){\\n  const g = new THREE.Group();\\n  const body = new THREE.Mesh(new THREE.SphereGeometry(0.28, 12, 10),\\n    new THREE.MeshStandardMaterial({ color, roughness:0.35, metalness:0.25, emissive:new THREE.Color(color).multiplyScalar(0.12) }));\\n  body.scale.set(1.9, 0.85, 0.6);\\n  const tail = new THREE.Mesh(new THREE.ConeGeometry(0.2, 0.42, 4),\\n    new THREE.MeshStandardMaterial({ color, roughness:0.4, metalness:0.2 }));\\n  tail.rotation.z = Math.PI/2;\\n  tail.position.x = -0.62;\\n  g.add(body, tail);\\n  g.scale.setScalar(scale);\\n  return g;\\n}\\nfor (let i=0;i<14;i++){\\n  const s = SPECIES[Math.floor(Math.random()*SPECIES.length)];\\n  const f = makeFish(s.color, 0.7 + Math.random()*0.9);\\n  const a = Math.random()*Math.PI*2;\\n  const r = 8 + Math.random()*26;\\n  f.position.set(Math.cos(a)*r, -0.6 - Math.random()*1.6, Math.sin(a)*r);\\n  f.userData = { a, r, y:f.position.y, spd:(0.05 + Math.random()*0.12) * (Math.random()<0.5?-1:1), bob:Math.random()*10 };\\n  fishGroup.add(f);\\n  ambientFish.push(f);\\n}\\n\\n/* =========================================================\\n   GAME STATE\\n   ========================================================= */\\nconst STATE = { IDLE:'idle', CASTING:'casting', WAITING:'waiting', BITE:'bite', REELING:'reeling', RESULT:'result' };\\nlet state = STATE.IDLE;\\n\\nconst game = {\\n  score: 0,\\n  caught: 0,\\n  streak: 0,\\n  best: null,\\n  counts: Object.fromEntries(SPECIES.map(s => [s.id, 0])),\\n  started: false,\\n};\\n\\nlet castT = 0;                 // 0..1 cast animation\\nlet castFrom = new THREE.Vector3();\\nlet castTo = new THREE.Vector3();\\nlet biteTimer = 0;\\nlet biteWindow = 0;\\nlet biteElapsed = 0;\\nlet currentFish = null;\\nlet currentWeight = 0;\\n\\n// reel mini-game\\nconst reel = {\\n  needle: 0, dir: 1, speed: 0.9,\\n  zoneStart: 0.4, zoneSize: 0.22,\\n  tension: 0, timeLeft: 0, totalTime: 0,\\n  hits: 0, needed: 3, cooldown: 0,\\n};\\n\\n/* =========================================================\\n   UI\\n   ========================================================= */\\nconst ui = {\\n  score: document.getElementById('uiScore'),\\n  caught: document.getElementById('uiCaught'),\\n  best: document.getElementById('uiBest'),\\n  streak: document.getElementById('uiStreak'),\\n  logList: document.getElementById('logList'),\\n  speciesList: document.getElementById('speciesList'),\\n  prompt: document.getElementById('prompt'),\\n  bite: document.getElementById('bite'),\\n  reel: document.getElementById('reel'),\\n  zone: document.getElementById('zone'),\\n  needle: document.getElementById('needle'),\\n  tension: document.getElementById('tension'),\\n  reelState: document.getElementById('reelState'),\\n  overlay: document.getElementById('overlay'),\\n  startBtn: document.getElementById('startBtn'),\\n  flash: document.getElementById('flash'),\\n};\\n\\nfunction buildSpeciesList(){\\n  ui.speciesList.innerHTML = '';\\n  for (const s of SPECIES){\\n    const row = document.createElement('div');\\n    row.className = 'sp locked';\\n    row.dataset.id = s.id;\\n    row.innerHTML = `<span class=\\\"dot\\\" style=\\\"color:${RARITY_COLOR[s.rarity]}\\\"></span>\\n      <span class=\\\"n\\\">${s.name}<br><span style=\\\"opacity:.55;font-size:10px\\\">${s.rarity} \u00b7 ${s.minW}\u2013${s.maxW}kg</span></span>\\n      <span class=\\\"c\\\">0</span>`;\\n    ui.speciesList.appendChild(row);\\n  }\\n}\\nbuildSpeciesList();\\n\\nfunction refreshSpecies(){\\n  for (const row of ui.speciesList.children){\\n    const id = row.dataset.id;\\n    const c = game.counts[id];\\n    row.querySelector('.c').textContent = c;\\n    row.classList.toggle('locked', c === 0);\\n  }\\n}\\n\\nfunction updateHUD(){\\n  ui.score.textContent = game.score;\\n  ui.caught.textContent = game.caught;\\n  ui.best.textContent = game.best ? game.best.toFixed(2) + 'kg' : '\u2014';\\n  ui.streak.textContent = game.streak;\\n  refreshSpecies();\\n}\\n\\nfunction setPrompt(text, show=true){\\n  ui.prompt.innerHTML = text;\\n  ui.prompt.classList.toggle('hidden', !show);\\n}\\n\\nfunction addLog(html, cls=''){\\n  const li = document.createElement('li');\\n  if (cls) li.className = cls;\\n  li.innerHTML = html;\\n  ui.logList.prepend(li);\\n  while (ui.logList.children.length > 7) ui.logList.lastChild.remove();\\n}\\n\\nfunction flash(){\\n  ui.flash.classList.add('on');\\n  setTimeout(()=>ui.flash.classList.remove('on'), 60);\\n}\\n\\n/* =========================================================\\n   CASTING\\n   ========================================================= */\\nfunction startCast(){\\n  if (state !== STATE.IDLE) return;\\n  state = STATE.CASTING;\\n  castT = 0;\\n  castFrom.copy(bobber.position).set(0, 1.6, 0);\\n  // cast toward a random point in front of the dock\\n  const ang = (Math.random()-0.5) * 1.5;\\n  const dist = 9 + Math.random()*13;\\n  castTo.set(Math.sin(ang)*dist, 0, -Math.cos(ang)*dist - 2);\\n  bobber.visible = true;\\n  fishingLine.visible = true;\\n  setPrompt('Casting\u2026');\\n  ui.bite.classList.remove('on');\\n}\\n\\nfunction updateCast(dt){\\n  castT += dt * 1.5;\\n  const t = Math.min(castT, 1);\\n  const arc = Math.sin(t * Math.PI) * 4.2;\\n  bobber.position.lerpVectors(castFrom, castTo, t);\\n  bobber.position.y = 1.6 + arc - t*1.6;\\n  bobber.rotation.x += dt * 6;\\n  updateLine();\\n  if (t >= 1){\\n    bobber.rotation.x = 0;\\n    state = STATE.WAITING;\\n    biteTimer = 1.6 + Math.random()*4.2;\\n    biteElapsed = 0;\\n    setPrompt('Waiting for a bite\u2026');\\n    spawnRipple(castTo.x, castTo.z, 1.0);\\n  }\\n}\\n\\n/* =========================================================\\n   BITE\\n   ========================================================= */\\nfunction triggerBite(){\\n  state = STATE.BITE;\\n  currentFish = rollSpecies();\\n  currentWeight = rollWeight(currentFish);\\n  biteWindow = 1.15;\\n  biteElapsed = 0;\\n  ui.bite.classList.add('on');\\n  setPrompt('BITE! Press <kbd>Space</kbd> / click NOW!');\\n  spawnRipple(bobber.position.x, bobber.position.z, 1.6);\\n  flash();\\n}\\n\\nfunction updateBite(dt){\\n  biteElapsed += dt;\\n  // bobber jiggle\\n  bobber.position.y = -0.12 + Math.sin(biteElapsed*26)*0.09;\\n  bobber.position.x += Math.sin(biteElapsed*18)*0.006;\\n  updateLine();\\n  if (biteElapsed > biteWindow){\\n    // missed\\n    ui.bite.classList.remove('on');\\n    addLog(`<span class=\\\"nm\\\">Missed!</span> <span class=\\\"wt\\\">It got away\u2026</span>`, 'miss');\\n    game.streak = 0;\\n    updateHUD();\\n    endCast();\\n  }\\n}\\n\\n/* =========================================================\\n   REEL MINI-GAME\\n   ========================================================= */\\nfunction startReel(){\\n  state = STATE.REELING;\\n  ui.bite.classList.remove('on');\\n  const f = currentFish;\\n  reel.zoneSize = f.zone;\\n  reel.zoneStart = 0.12 + Math.random() * (0.76 - reel.zoneSize);\\n  reel.needle = Math.random();\\n  reel.dir = Math.random() < 0.5 ? 1 : -1;\\n  reel.speed = f.speed * 0.85;\\n  reel.tension = 0;\\n  reel.totalTime = 6.5 + f.fight * 2.5;\\n  reel.timeLeft = reel.totalTime;\\n  reel.hits = 0;\\n  reel.needed = f.rarity === 'Legendary' ? 5 : f.rarity === 'Epic' ? 4 : 3;\\n  reel.cooldown = 0;\\n\\n  ui.zone.style.left = (reel.zoneStart*100) + '%';\\n  ui.zone.style.width = (reel.zoneSize*100) + '%';\\n  ui.reel.classList.add('on');\\n  ui.reelState.textContent = `Land ${reel.needed} good reels`;\\n  setPrompt('Reel it in!', false);\\n}\\n\\nfunction updateReel(dt){\\n  reel.timeLeft -= dt;\\n  reel.cooldown = Math.max(0, reel.cooldown - dt);\\n\\n  // needle movement (bounces)\\n  reel.needle += reel.dir * reel.speed * dt;\\n  if (reel.needle > 1){ reel.needle = 1; reel.dir = -1; }\\n  if (reel.needle < 0){ reel.needle = 0; reel.dir = 1; }\\n  ui.needle.style.left = (reel.needle*100) + '%';\\n\\n  // tension rises over time, faster when outside zone\\n  const inZone = reel.needle >= reel.zoneStart && reel.needle <= reel.zoneStart + reel.zoneSize;\\n  reel.tension += dt * (inZone ? 0.06 : 0.30) * (0.7 + currentFish.fight*0.5);\\n  reel.tension = Math.min(1, reel.tension);\\n  ui.tension.style.width = (reel.tension*100) + '%';\\n\\n  // bobber reacts\\n  bobber.position.y = -0.1 + Math.sin(performance.now()*0.012)*0.05;\\n  updateLine();\\n\\n  if (reel.tension >= 1){\\n    failReel('The line snapped!');\\n    return;\\n  }\\n  if (reel.timeLeft <= 0){\\n    failReel('It shook the hook loose!');\\n    return;\\n  }\\n}\\n\\nfunction reelPress(){\\n  if (state !== STATE.REELING) return;\\n  if (reel.cooldown > 0) return;\\n  reel.cooldown = 0.18;\\n  const inZone = reel.needle >= reel.zoneStart && reel.needle <= reel.zoneStart + reel.zoneSize;\\n  if (inZone){\\n    reel.hits++;\\n    reel.tension = Math.max(0, reel.tension - 0.22);\\n    ui.reelState.textContent = `Good! ${reel.hits}/${reel.needed}`;\\n    spawnRipple(bobber.position.x, bobber.position.z, 0.8);\\n    if (reel.hits >= reel.needed) landFish();\\n  } else {\\n    reel.tension = Math.min(1, reel.tension + 0.16);\\n    ui.reelState.textContent = 'Bad timing!';\\n    if (reel.tension >= 1) failReel('The line snapped!');\\n  }\\n}\\n\\nfunction failReel(msg){\\n  ui.reel.classList.remove('on');\\n  addLog(`<span class=\\\"nm\\\">Lost it.</span> <span class=\\\"wt\\\">${msg}</span>`, 'miss');\\n  game.streak = 0;\\n  updateHUD();\\n  endCast();\\n}\\n\\nfunction landFish(){\\n  ui.reel.classList.remove('on');\\n  const f = currentFish;\\n  const w = currentWeight;\\n  const rarityBonus = { Common:1, Uncommon:1.15, Rare:1.35, Epic:1.6, Legendary:2.2 }[f.rarity];\\n  const gained = Math.round(f.points * rarityBonus * (0.7 + w / f.maxW * 0.6));\\n  game.score += gained;\\n  game.caught++;\\n  game.streak++;\\n  game.counts[f.id]++;\\n  if (!game.best || w > game.best) game.best = w;\\n  updateHUD();\\n\\n  const cls = (f.rarity === 'Epic' || f.rarity === 'Legendary') ? 'rare' : '';\\n  addLog(`<span class=\\\"nm\\\" style=\\\"color:${RARITY_COLOR[f.rarity]}\\\">${f.name}</span>\\n          <span class=\\\"wt\\\">\u00b7 ${w.toFixed(2)}kg \u00b7 ${f.rarity} \u00b7 +${gained}</span>`, cls);\\n  flash();\\n\\n  // celebratory fish jump\\n  spawnJumpFish(f.color, w);\\n\\n  state = STATE.RESULT;\\n  setTimeout(()=>{ endCast(); }, 900);\\n}\\n\\nfunction spawnJumpFish(color, w){\\n  const f = makeFish(color, 0.9 + Math.min(w/8, 1.4));\\n  f.position.copy(bobber.position);\\n  f.position.y = -0.4;\\n  scene.add(f);\\n  const start = performance.now();\\n  const dur = 900;\\n  const tick = () => {\\n    const t = (performance.now() - start) / dur;\\n    if (t >= 1){ scene.remove(f); return; }\\n    f.position.y = -0.4 + Math.sin(t*Math.PI) * 2.6;\\n    f.rotation.z = -Math.sin(t*Math.PI) * 0.9;\\n    f.rotation.y += 0.2;\\n    requestAnimationFrame(tick);\\n  };\\n  tick();\\n}\\n\\nfunction endCast(){\\n  state = STATE.IDLE;\\n  bobber.visible = false;\\n  fishingLine.visible = false;\\n  ui.bite.classList.remove('on');\\n  ui.reel.classList.remove('on');\\n  currentFish = null;\\n  setPrompt('Click or press <kbd>Space</kbd> to cast');\\n}\\n\\n/* =========================================================\\n   HELPERS\\n   ========================================================= */\\nfunction updateLine(){\\n  const pos = lineGeo.attributes.position.array;\\n  const tip = new THREE.Vector3(0, 2.6, 1.6); // rod tip approx\\n  pos[0]=tip.x; pos[1]=tip.y; pos[2]=tip.z;\\n  pos[3]=bobber.position.x; pos[4]=bobber.position.y; pos[5]=bobber.position.z;\\n  lineGeo.attributes.position.needsUpdate = true;\\n  lineGeo.computeBoundingSphere();\\n}\\n\\nlet rippleLife = 0;\\nfunction spawnRipple(x, z, scale=1){\\n  ripple.position.set(x, 0.02, z);\\n  ripple.scale.setScalar(scale);\\n  ripple.visible = true;\\n  rippleLife = 1;\\n  ripple.material.opacity = 0.7;\\n}\\n\\n/* =========================================================\\n   INPUT\\n   ========================================================= */\\nfunction primaryAction(){\\n  if (!game.started) return;\\n  if (state === STATE.IDLE) startCast();\\n  else if (state === STATE.BITE) startReel();\\n  else if (state === STATE.REELING) reelPress();\\n}\\n\\nrenderer.domElement.addEventListener('pointerdown', (e)=>{ e.preventDefault(); primaryAction(); });\\naddEventListener('keydown', (e)=>{\\n  if (e.code === 'Space'){ e.preventDefault(); primaryAction(); }\\n  if (e.code === 'KeyR'){ resetGame(); }\\n});\\nui.startBtn.addEventListener('click', (e)=>{ e.stopPropagation(); startGame(); });\\n\\nfunction startGame(){\\n  game.started = true;\\n  ui.overlay.classList.add('hidden');\\n  setPrompt('Click or press <kbd>Space</kbd> to cast');\\n}\\nfunction resetGame(){\\n  game.score = 0; game.caught = 0; game.streak = 0; game.best = null;\\n  for (const k in game.counts) game.counts[k] = 0;\\n  ui.logList.innerHTML = '';\\n  updateHUD();\\n  endCast();\\n}\\nupdateHUD();\\n\\n/* =========================================================\\n   ANIMATION LOOP\\n   ========================================================= */\\nconst clock = new THREE.Clock();\\nlet camTarget = new THREE.Vector3(0, 1.2, 0);\\n\\nfunction animate(){\\n  requestAnimationFrame(animate);\\n  const dt = Math.min(clock.getDelta(), 0.05);\\n  const t = clock.elapsedTime;\\n\\n  waterUniforms.uTime.value = t;\\n\\n  // ambient fish swim\\n  for (const f of ambientFish){\\n    const u = f.userData;\\n    u.a += u.spd * dt * 0.35;\\n    f.position.x = Math.cos(u.a) * u.r;\\n    f.position.z = Math.sin(u.a) * u.r;\\n    f.position.y = u.y + Math.sin(t*1.4 + u.bob) * 0.22;\\n    f.rotation.y = -u.a + (u.spd > 0 ? Math.PI/2 : -Math.PI/2);\\n  }\\n\\n  // boat gentle bob\\n  boat.position.y = Math.sin(t*0.9)*0.06;\\n  boat.rotation.z = Math.sin(t*0.7)*0.02;\\n  boat.rotation.x = Math.cos(t*0.6)*0.015;\\n\\n  // bobber idle float\\n  if (state === STATE.WAITING){\\n    bobber.position.y = -0.1 + Math.sin(t*2.2)*0.06;\\n    bobber.position.x += Math.sin(t*1.1)*0.0015;\\n    updateLine();\\n  }\\n\\n  // ripple\\n  if (rippleLife > 0){\\n    rippleLife -= dt * 1.4;\\n    const s = ripple.scale.x + dt * 1.6;\\n    ripple.scale.setScalar(s);\\n    ripple.material.opacity = Math.max(0, rippleLife * 0.7);\\n    if (rippleLife <= 0) ripple.visible = false;\\n  }\\n\\n  // state machine\\n  if (state === STATE.CASTING) updateCast(dt);\\n  else if (state === STATE.WAITING){\\n    biteElapsed += dt;\\n    if (biteElapsed >= biteTimer) triggerBite();\\n  }\\n  else if (state === STATE.BITE) updateBite(dt);\\n  else if (state === STATE.REELING) updateReel(dt);\\n\\n  // camera: look at bobber when active, else dock\\n  if (state === STATE.IDLE || state === STATE.RESULT){\\n    camTarget.lerp(new THREE.Vector3(0, 1.2, 0), 0.03);\\n  } else {\\n    camTarget.lerp(new THREE.Vector3(bobber.position.x*0.5, 0.6, bobber.position.z*0.5), 0.04);\\n  }\\n  camera.lookAt(camTarget);\\n  camera.position.x += (Math.sin(t*0.15)*0.6 - camera.position.x*0.0) * 0.0; // keep stable\\n  camera.position.y = 4.2 + Math.sin(t*0.5)*0.08;\\n\\n  renderer.render(scene, camera);\\n}\\nanimate();\\n\\n/* =========================================================\\n   RESIZE\\n   ========================================================= */\\naddEventListener('resize', ()=>{\\n  camera.aspect = innerWidth/innerHeight;\\n  camera.updateProjectionMatrix();\\n  renderer.setSize(innerWidth, innerHeight);\\n});\\n</script>\\n</body>\\n</html>\\n\"}"}, "name": null}], "tools": null, "reasoning_content": null}, "finish_reason": "tool_calls"}], "usage": {"prompt_tokens": 808, "completion_tokens": 11581, "total_tokens": 12389, "prompt_tokens_details": {"cached_tokens": 494}, "cache_read_input_tokens": 494, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.013995104999999999}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}
{"turn": 2, "tool": "write_file", "args": {"path": "index.html", "content": "<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n<meta charset=\"utf-8\" />\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\" />\n<title>Lakeside Cast \u2014 3D Fishing</title>\n<style>\n  :root { --ink:#eaf6ff; }\n  * { box-sizing: border-box; }\n  html, body { margin:0; padding:0; height:100%; overflow:hidden; background:#0a1622; }\n  body { font-family: \"Trebuchet MS\", \"Segoe UI\", system-ui, sans-serif; color: var(--ink); }\n  #app { position:fixed; inset:0; }\n  canvas { display:block; }\n\n  /* ---------- HUD ---------- */\n  #hud { position:fixed; inset:0; pointer-events:none; }\n\n  .panel {\n    position:absolute;\n    background: rgba(6, 20, 32, 0.62);\n    border: 1px solid rgba(140, 220, 255, 0.28);\n    border-radius: 12px;\n    backdrop-filter: blur(6px);\n    box-shadow: 0 8px 26px rgba(0,0,0,0.35);\n  }\n\n  #topbar {\n    top:14px; left:14px; right:14px;\n    display:flex; gap:12px; align-items:stretch; justify-content:space-between;\n    padding:10px 14px;\n  }\n  .stat { display:flex; flex-direction:column; gap:2px; min-width:74px; }\n  .stat .k { font-size:10px; letter-spacing:.14em; text-transform:uppercase; opacity:.65; }\n  .stat .v { font-size:20px; font-weight:700; line-height:1.05; }\n  .stat .v small { font-size:11px; font-weight:400; opacity:.7; }\n  #title { display:flex; flex-direction:column; justify-content:center; }\n  #title .t { font-size:16px; font-weight:700; letter-spacing:.06em; }\n  #title .s { font-size:11px; opacity:.6; }\n\n  #log {\n    bottom:14px; left:14px; width:290px; max-height:38vh;\n    padding:10px 12px; overflow:hidden;\n  }\n  #log h3 { margin:0 0 8px; font-size:11px; letter-spacing:.16em; text-transform:uppercase; opacity:.7; font-weight:600; }\n  #logList { list-style:none; margin:0; padding:0; display:flex; flex-direction:column; gap:6px; }\n  #logList li {\n    font-size:12px; line-height:1.3; padding:6px 8px; border-radius:8px;\n    background: rgba(255,255,255,0.05); border-left:3px solid #6fd0ff;\n    animation: slideIn .28s ease-out;\n  }\n  #logList li .nm { font-weight:700; }\n  #logList li .wt { opacity:.75; }\n  #logList li.miss { border-left-color:#ff7a7a; opacity:.85; }\n  #logList li.rare { border-left-color:#ffd166; background: rgba(255,209,102,0.12); }\n  @keyframes slideIn { from { opacity:0; transform: translateX(-10px);} to {opacity:1; transform:none;} }\n\n  #species {\n    bottom:14px; right:14px; width:250px; padding:10px 12px;\n  }\n  #species h3 { margin:0 0 8px; font-size:11px; letter-spacing:.16em; text-transform:uppercase; opacity:.7; font-weight:600; }\n  .sp { display:flex; align-items:center; gap:8px; font-size:12px; padding:3px 0; }\n  .sp .dot { width:9px; height:9px; border-radius:50%; flex:0 0 auto; box-shadow:0 0 8px currentColor; background:currentColor; }\n  .sp .n { flex:1; }\n  .sp .c { opacity:.7; font-variant-numeric: tabular-nums; }\n  .sp.locked { opacity:.35; }\n\n  /* ---------- Prompt / status ---------- */\n  #prompt {\n    position:absolute; left:50%; bottom:20%; transform:translateX(-50%);\n    padding:10px 18px; border-radius:999px; font-size:14px; letter-spacing:.03em;\n    background: rgba(6,20,32,0.7); border:1px solid rgba(140,220,255,0.3);\n    transition: opacity .2s; white-space:nowrap;\n  }\n  #prompt.hidden { opacity:0; }\n\n  /* ---------- Bite cue ---------- */\n  #bite {\n    position:absolute; left:50%; top:26%; transform:translate(-50%,-50%) scale(.6);\n    font-size:34px; font-weight:800; letter-spacing:.08em; color:#ffe066;\n    text-shadow: 0 0 18px rgba(255,200,60,.9), 0 2px 0 rgba(0,0,0,.4);\n    opacity:0; transition: opacity .12s, transform .12s;\n  }\n  #bite.on { opacity:1; transform:translate(-50%,-50%) scale(1); animation: pulse .5s infinite alternate; }\n  @keyframes pulse { from { transform:translate(-50%,-50%) scale(1);} to { transform:translate(-50%,-50%) scale(1.12);} }\n\n  /* ---------- Reel meter ---------- */\n  #reel {\n    position:absolute; left:50%; bottom:12%; transform:translateX(-50%);\n    width:min(560px, 86vw); padding:12px 14px 14px; display:none;\n  }\n  #reel.on { display:block; }\n  #reel .lbl { display:flex; justify-content:space-between; font-size:11px; letter-spacing:.14em; text-transform:uppercase; opacity:.75; margin-bottom:8px; }\n  #track {\n    position:relative; height:26px; border-radius:8px; overflow:hidden;\n    background: linear-gradient(90deg, #123 0%, #123 100%);\n    border:1px solid rgba(140,220,255,.25);\n  }\n  #zone { position:absolute; top:0; bottom:0; background: linear-gradient(180deg, rgba(90,255,160,.55), rgba(40,200,120,.35)); border-left:1px solid rgba(180,255,210,.8); border-right:1px solid rgba(180,255,210,.8); }\n  #needle { position:absolute; top:-3px; bottom:-3px; width:4px; margin-left:-2px; background:#fff; box-shadow:0 0 10px #fff, 0 0 22px #7fe3ff; border-radius:2px; }\n  #tensionWrap { margin-top:9px; height:8px; border-radius:6px; background: rgba(255,255,255,.09); overflow:hidden; }\n  #tension { height:100%; width:0%; background: linear-gradient(90deg,#5affa0,#ffd166 60%,#ff5a5a); transition: width .06s linear; }\n  #reel .hint { margin-top:8px; font-size:11px; opacity:.7; text-align:center; }\n\n  /* ---------- Overlay ---------- */\n  #overlay {\n    position:fixed; inset:0; display:flex; align-items:center; justify-content:center;\n    background: radial-gradient(circle at 50% 40%, rgba(10,30,50,.72), rgba(3,8,14,.92));\n    pointer-events:auto; z-index:20; text-align:center; padding:24px;\n  }\n  #overlay.hidden { display:none; }\n  #overlay .card { max-width:520px; }\n  #overlay h1 { margin:0 0 6px; font-size:34px; letter-spacing:.04em; }\n  #overlay p { margin:6px 0; font-size:14px; line-height:1.55; opacity:.85; }\n  #overlay .keys { margin:16px 0 20px; font-size:13px; opacity:.9; }\n  kbd {\n    display:inline-block; padding:2px 7px; border-radius:6px; font-size:12px;\n    background:rgba(255,255,255,.12); border:1px solid rgba(255,255,255,.25);\n    box-shadow:0 2px 0 rgba(0,0,0,.35); font-family:inherit;\n  }\n  button {\n    pointer-events:auto; cursor:pointer; font:inherit; font-weight:700; letter-spacing:.05em;\n    padding:12px 26px; border-radius:999px; color:#04202e;\n    background: linear-gradient(180deg,#9fe8ff,#4fc3f7); border:none;\n    box-shadow:0 6px 18px rgba(79,195,247,.35);\n  }\n  button:hover { filter:brightness(1.08); }\n  button:active { transform: translateY(1px); }\n\n  #flash {\n    position:fixed; inset:0; pointer-events:none; opacity:0; z-index:15;\n    background: radial-gradient(circle at 50% 45%, rgba(255,255,255,.55), rgba(255,255,255,0) 60%);\n    transition: opacity .35s;\n  }\n  #flash.on { opacity:1; transition: opacity .05s; }\n</style>\n</head>\n<body>\n<div id=\"app\"></div>\n\n<div id=\"hud\">\n  <div id=\"topbar\" class=\"panel\">\n    <div id=\"title\">\n      <div class=\"t\">LAKESIDE CAST</div>\n      <div class=\"s\">a small 3D fishing trip</div>\n    </div>\n    <div class=\"stat\"><span class=\"k\">Score</span><span class=\"v\" id=\"uiScore\">0</span></div>\n    <div class=\"stat\"><span class=\"k\">Caught</span><span class=\"v\" id=\"uiCaught\">0</span></div>\n    <div class=\"stat\"><span class=\"k\">Best</span><span class=\"v\" id=\"uiBest\">\u2014</span></div>\n    <div class=\"stat\"><span class=\"k\">Streak</span><span class=\"v\" id=\"uiStreak\">0</span></div>\n  </div>\n\n  <div id=\"log\" class=\"panel\">\n    <h3>Catch Log</h3>\n    <ul id=\"logList\"></ul>\n  </div>\n\n  <div id=\"species\" class=\"panel\">\n    <h3>Species</h3>\n    <div id=\"speciesList\"></div>\n  </div>\n\n  <div id=\"prompt\" class=\"panel\">Click or press <kbd>Space</kbd> to cast</div>\n  <div id=\"bite\">BITE!</div>\n\n  <div id=\"reel\" class=\"panel\">\n    <div class=\"lbl\"><span>Reel Timing</span><span id=\"reelState\">Hold the needle in the green</span></div>\n    <div id=\"track\">\n      <div id=\"zone\"></div>\n      <div id=\"needle\"></div>\n    </div>\n    <div id=\"tensionWrap\"><div id=\"tension\"></div></div>\n    <div class=\"hint\">Press <kbd>Space</kbd> / click when the needle is in the zone. Miss too long and the line snaps.</div>\n  </div>\n</div>\n\n<div id=\"flash\"></div>\n\n<div id=\"overlay\">\n  <div class=\"card\">\n    <h1>Lakeside Cast</h1>\n    <p>Cast from the dock, wait for a bite, then reel it in with good timing.</p>\n    <div class=\"keys\">\n      <kbd>Click</kbd> or <kbd>Space</kbd> \u2014 cast / reel<br>\n      <kbd>R</kbd> \u2014 reset the trip\n    </div>\n    <button id=\"startBtn\">Start Fishing</button>\n  </div>\n</div>\n\n<script type=\"module\">\nimport * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';\n\n/* =========================================================\n   FISH SPECIES\n   ========================================================= */\nconst SPECIES = [\n  { id:'minnow',  name:'Silver Minnow', color:0xbfe9ff, rarity:'Common',    chance:0.40, minW:0.05, maxW:0.30, points:10,  fight:0.55, zone:0.30, speed:0.55 },\n  { id:'perch',   name:'Yellow Perch',  color:0xf2c14e, rarity:'Common',    chance:0.28, minW:0.30, maxW:1.20, points:25,  fight:0.75, zone:0.24, speed:0.75 },\n  { id:'bass',    name:'Largemouth Bass',color:0x6fbf73, rarity:'Uncommon', chance:0.18, minW:1.00, maxW:4.50, points:60,  fight:1.00, zone:0.18, speed:1.00 },\n  { id:'trout',   name:'Rainbow Trout', color:0xff8fa3, rarity:'Rare',      chance:0.09, minW:1.50, maxW:6.00, points:120, fight:1.25, zone:0.14, speed:1.25 },\n  { id:'pike',    name:'Northern Pike', color:0x8fd694, rarity:'Epic',      chance:0.04, minW:4.00, maxW:14.0, points:260, fight:1.55, zone:0.11, speed:1.5  },\n  { id:'golden',  name:'Golden Koi',    color:0xffd166, rarity:'Legendary', chance:0.01, minW:6.00, maxW:20.0, points:600, fight:1.9,  zone:0.09, speed:1.8  },\n];\nconst RARITY_COLOR = { Common:'#9fd8ff', Uncommon:'#7dffa8', Rare:'#7fb2ff', Epic:'#c58bff', Legendary:'#ffd166' };\n\nfunction rollSpecies(){\n  const r = Math.random();\n  let acc = 0;\n  for (const s of SPECIES){ acc += s.chance; if (r <= acc) return s; }\n  return SPECIES[0];\n}\nfunction rollWeight(s){\n  // bias toward smaller fish, occasional lunkers\n  const t = Math.pow(Math.random(), 1.7);\n  return s.minW + (s.maxW - s.minW) * t;\n}\n\n/* =========================================================\n   SCENE\n   ========================================================= */\nconst app = document.getElementById('app');\nconst renderer = new THREE.WebGLRenderer({ antialias:true });\nrenderer.setPixelRatio(Math.min(devicePixelRatio, 2));\nrenderer.setSize(innerWidth, innerHeight);\nrenderer.shadowMap.enabled = true;\nrenderer.shadowMap.type = THREE.PCFSoftShadowMap;\nrenderer.toneMapping = THREE.ACESFilmicToneMapping;\nrenderer.toneMappingExposure = 1.05;\napp.appendChild(renderer.domElement);\n\nconst scene = new THREE.Scene();\nscene.background = new THREE.Color(0x8fc7e8);\nscene.fog = new THREE.Fog(0x9fd0ea, 45, 150);\n\nconst camera = new THREE.PerspectiveCamera(55, innerWidth/innerHeight, 0.1, 500);\ncamera.position.set(0, 4.2, 12);\n\n/* ---------- Lighting ---------- */\nconst hemi = new THREE.HemisphereLight(0xcfeaff, 0x2a4a55, 0.85);\nscene.add(hemi);\n\nconst sun = new THREE.DirectionalLight(0xfff2d0, 2.1);\nsun.position.set(-18, 26, 14);\nsun.castShadow = true;\nsun.shadow.mapSize.set(2048, 2048);\nsun.shadow.camera.near = 1;\nsun.shadow.camera.far = 90;\nsun.shadow.camera.left = -30;\nsun.shadow.camera.right = 30;\nsun.shadow.camera.top = 30;\nsun.shadow.camera.bottom = -30;\nsun.shadow.bias = -0.0006;\nscene.add(sun);\n\nconst rim = new THREE.DirectionalLight(0x9fd8ff, 0.5);\nrim.position.set(14, 10, -18);\nscene.add(rim);\n\n/* ---------- Sky dome ---------- */\n{\n  const skyGeo = new THREE.SphereGeometry(220, 32, 20);\n  const skyMat = new THREE.ShaderMaterial({\n    side: THREE.BackSide,\n    uniforms: {\n      top:    { value: new THREE.Color(0x2f7fc4) },\n      bottom: { value: new THREE.Color(0xdff0f7) },\n      sunDir: { value: new THREE.Vector3(-18,26,14).normalize() },\n    },\n    vertexShader: `\n      varying vec3 vDir;\n      void main(){ vDir = normalize(position); gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }\n    `,\n    fragmentShader: `\n      varying vec3 vDir;\n      uniform vec3 top; uniform vec3 bottom; uniform vec3 sunDir;\n      void main(){\n        float h = clamp(vDir.y*0.5+0.5, 0.0, 1.0);\n        vec3 col = mix(bottom, top, pow(h, 0.85));\n        float s = max(dot(normalize(vDir), normalize(sunDir)), 0.0);\n        col += vec3(1.0,0.92,0.72) * pow(s, 90.0) * 0.9;\n        col += vec3(1.0,0.9,0.7) * pow(s, 6.0) * 0.10;\n        gl_FragColor = vec4(col, 1.0);\n      }\n    `\n  });\n  scene.add(new THREE.Mesh(skyGeo, skyMat));\n}\n\n/* ---------- Water ---------- */\nconst waterUniforms = {\n  uTime: { value: 0 },\n  uDeep: { value: new THREE.Color(0x0d3b52) },\n  uShallow: { value: new THREE.Color(0x2f8fb0) },\n  uSky: { value: new THREE.Color(0xbfe4f5) },\n  uSunDir: { value: new THREE.Vector3(-18,26,14).normalize() },\n};\nconst waterGeo = new THREE.PlaneGeometry(400, 400, 220, 220);\nwaterGeo.rotateX(-Math.PI/2);\nconst waterMat = new THREE.ShaderMaterial({\n  uniforms: waterUniforms,\n  transparent: true,\n  vertexShader: `\n    uniform float uTime;\n    varying vec3 vWorld;\n    varying vec3 vNormalW;\n    float wave(vec2 p, float t){\n      float h = 0.0;\n      h += sin(p.x*0.35 + t*1.1) * 0.16;\n      h += sin(p.y*0.27 - t*0.9) * 0.14;\n      h += sin((p.x+p.y)*0.55 + t*1.7) * 0.07;\n      h += sin((p.x-p.y)*0.9 - t*2.3) * 0.035;\n      return h;\n    }\n    void main(){\n      vec3 pos = position;\n      float h = wave(pos.xz, uTime);\n      pos.y += h;\n      float e = 0.35;\n      float hx = wave(pos.xz + vec2(e,0.0), uTime);\n      float hz = wave(pos.xz + vec2(0.0,e), uTime);\n      vec3 n = normalize(vec3(-(hx-h)/e, 1.0, -(hz-h)/e));\n      vNormalW = n;\n      vec4 wp = modelMatrix * vec4(pos,1.0);\n      vWorld = wp.xyz;\n      gl_Position = projectionMatrix * viewMatrix * wp;\n    }\n  `,\n  fragmentShader: `\n    uniform vec3 uDeep; uniform vec3 uShallow; uniform vec3 uSky; uniform vec3 uSunDir;\n    uniform float uTime;\n    varying vec3 vWorld; varying vec3 vNormalW;\n    void main(){\n      vec3 N = normalize(vNormalW);\n      vec3 V = normalize(cameraPosition - vWorld);\n      float fres = pow(1.0 - max(dot(N,V),0.0), 3.0);\n      vec3 base = mix(uDeep, uShallow, clamp(N.y*0.5+0.5,0.0,1.0));\n      vec3 col = mix(base, uSky, fres*0.75);\n      vec3 H = normalize(normalize(uSunDir) + V);\n      float spec = pow(max(dot(N,H),0.0), 220.0);\n      col += vec3(1.0,0.96,0.85) * spec * 1.6;\n      float glint = pow(max(dot(N,H),0.0), 24.0);\n      col += vec3(0.6,0.85,1.0) * glint * 0.18;\n      float d = length(vWorld.xz);\n      col = mix(col, uSky, smoothstep(60.0, 190.0, d)*0.85);\n      gl_FragColor = vec4(col, 0.94);\n    }\n  `\n});\nconst water = new THREE.Mesh(waterGeo, waterMat);\nwater.position.y = 0;\nscene.add(water);\n\n/* ---------- Dock ---------- */\nconst dock = new THREE.Group();\nconst woodMat = new THREE.MeshStandardMaterial({ color:0x8a5a34, roughness:0.85, metalness:0.02 });\nconst woodDark = new THREE.MeshStandardMaterial({ color:0x6b4326, roughness:0.9, metalness:0.02 });\n\n// deck planks\nfor (let i=0;i<14;i++){\n  const plank = new THREE.Mesh(new THREE.BoxGeometry(1.0, 0.14, 3.4), i%2 ? woodMat : woodDark);\n  plank.position.set(-3.2 + i*0.62, 1.05, 0);\n  plank.castShadow = true; plank.receiveShadow = true;\n  dock.add(plank);\n}\n// support posts\nfor (const [x,z] of [[-3.3,-1.5],[-3.3,1.5],[3.3,-1.5],[3.3,1.5],[0,-1.5],[0,1.5]]){\n  const post = new THREE.Mesh(new THREE.CylinderGeometry(0.13,0.15,2.4,10), woodDark);\n  post.position.set(x, 0.0, z);\n  post.castShadow = true;\n  dock.add(post);\n}\n// rails\nfor (const z of [-1.55, 1.55]){\n  const rail = new THREE.Mesh(new THREE.BoxGeometry(7.0, 0.12, 0.12), woodMat);\n  rail.position.set(0, 1.75, z);\n  rail.castShadow = true;\n  dock.add(rail);\n  for (let i=0;i<5;i++){\n    const b = new THREE.Mesh(new THREE.BoxGeometry(0.1,0.62,0.1), woodDark);\n    b.position.set(-3.0 + i*1.5, 1.45, z);\n    b.castShadow = true;\n    dock.add(b);\n  }\n}\nscene.add(dock);\n\n/* ---------- Boat ---------- */\nconst boat = new THREE.Group();\n{\n  const hullMat = new THREE.MeshStandardMaterial({ color:0xd8e6ee, roughness:0.55, metalness:0.08 });\n  const trimMat = new THREE.MeshStandardMaterial({ color:0x2b6f8f, roughness:0.5, metalness:0.15 });\n  const hull = new THREE.Mesh(new THREE.CapsuleGeometry(0.95, 3.0, 6, 14), hullMat);\n  hull.rotation.z = Math.PI/2;\n  hull.scale.set(1, 1, 0.62);\n  hull.position.y = 0.35;\n  hull.castShadow = true; hull.receiveShadow = true;\n  boat.add(hull);\n\n  const deck = new THREE.Mesh(new THREE.BoxGeometry(3.6, 0.16, 1.5), trimMat);\n  deck.position.y = 0.72;\n  deck.castShadow = true; deck.receiveShadow = true;\n  boat.add(deck);\n\n  const seat = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.5, 1.3), woodMat);\n  seat.position.set(-1.0, 1.0, 0);\n  seat.castShadow = true;\n  boat.add(seat);\n\n  const motor = new THREE.Mesh(new THREE.BoxGeometry(0.5,0.7,0.5), new THREE.MeshStandardMaterial({color:0x333a40, roughness:0.6, metalness:0.4}));\n  motor.position.set(2.0, 0.95, 0);\n  motor.castShadow = true;\n  boat.add(motor);\n\n  boat.position.set(6.5, 0.0, -3.0);\n  boat.rotation.y = -0.5;\n  scene.add(boat);\n}\n\n/* ---------- Shore / hills ---------- */\n{\n  const shoreMat = new THREE.MeshStandardMaterial({ color:0x4f7a45, roughness:1.0 });\n  const shore = new THREE.Mesh(new THREE.CylinderGeometry(70, 78, 6, 48, 1, false, Math.PI*0.15, Math.PI*1.7), shoreMat);\n  shore.position.set(0, -1.6, 0);\n  shore.receiveShadow = true;\n  scene.add(shore);\n\n  const hillMat = new THREE.MeshStandardMaterial({ color:0x3d6b52, roughness:1.0, flatShading:true });\n  for (let i=0;i<9;i++){\n    const a = Math.PI*0.2 + i*0.28;\n    const r = 62 + Math.random()*14;\n    const h = 8 + Math.random()*16;\n    const hill = new THREE.Mesh(new THREE.ConeGeometry(10+Math.random()*10, h, 6), hillMat);\n    hill.position.set(Math.cos(a)*r, h/2 - 2, Math.sin(a)*r);\n    hill.rotation.y = Math.random()*Math.PI;\n    scene.add(hill);\n  }\n\n  // trees\n  const trunkMat = new THREE.MeshStandardMaterial({ color:0x5a3d24, roughness:1 });\n  const leafMat  = new THREE.MeshStandardMaterial({ color:0x2f6b3a, roughness:1, flatShading:true });\n  for (let i=0;i<26;i++){\n    const a = Math.PI*0.18 + Math.random()*Math.PI*1.75;\n    const r = 44 + Math.random()*22;\n    const x = Math.cos(a)*r, z = Math.sin(a)*r;\n    const g = new THREE.Group();\n    const th = 2.4 + Math.random()*2.2;\n    const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.22,0.32,th,7), trunkMat);\n    trunk.position.y = th/2; trunk.castShadow = true;\n    const leaves = new THREE.Mesh(new THREE.ConeGeometry(1.5+Math.random()*0.9, 3.4+Math.random()*2.2, 7), leafMat);\n    leaves.position.y = th + 1.4; leaves.castShadow = true;\n    g.add(trunk, leaves);\n    g.position.set(x, -1.2, z);\n    scene.add(g);\n  }\n}\n\n/* ---------- Bobber ---------- */\nconst bobber = new THREE.Group();\n{\n  const top = new THREE.Mesh(new THREE.SphereGeometry(0.16, 16, 12, 0, Math.PI*2, 0, Math.PI/2),\n    new THREE.MeshStandardMaterial({ color:0xff4d4d, roughness:0.4, emissive:0x330000 }));\n  const bot = new THREE.Mesh(new THREE.SphereGeometry(0.16, 16, 12, 0, Math.PI*2, Math.PI/2, Math.PI/2),\n    new THREE.MeshStandardMaterial({ color:0xf5f5f5, roughness:0.4 }));\n  const stick = new THREE.Mesh(new THREE.CylinderGeometry(0.02,0.02,0.34,6),\n    new THREE.MeshStandardMaterial({ color:0x222222 }));\n  stick.position.y = 0.22;\n  bobber.add(top, bot, stick);\n  bobber.visible = false;\n  scene.add(bobber);\n}\n\n/* ---------- Fishing line ---------- */\nconst lineGeo = new THREE.BufferGeometry();\nlineGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(3*2), 3));\nconst lineMat = new THREE.LineBasicMaterial({ color:0xeaf6ff, transparent:true, opacity:0.75 });\nconst fishingLine = new THREE.Line(lineGeo, lineMat);\nfishingLine.visible = false;\nscene.add(fishingLine);\n\n/* ---------- Ripple ring ---------- */\nconst ripple = new THREE.Mesh(\n  new THREE.RingGeometry(0.18, 0.26, 40),\n  new THREE.MeshBasicMaterial({ color:0xffffff, transparent:true, opacity:0.0, side:THREE.DoubleSide })\n);\nripple.rotation.x = -Math.PI/2;\nripple.visible = false;\nscene.add(ripple);\n\n/* ---------- Fish (visual, underwater) ---------- */\nconst fishGroup = new THREE.Group();\nscene.add(fishGroup);\nconst ambientFish = [];\nfunction makeFish(color, scale=1){\n  const g = new THREE.Group();\n  const body = new THREE.Mesh(new THREE.SphereGeometry(0.28, 12, 10),\n    new THREE.MeshStandardMaterial({ color, roughness:0.35, metalness:0.25, emissive:new THREE.Color(color).multiplyScalar(0.12) }));\n  body.scale.set(1.9, 0.85, 0.6);\n  const tail = new THREE.Mesh(new THREE.ConeGeometry(0.2, 0.42, 4),\n    new THREE.MeshStandardMaterial({ color, roughness:0.4, metalness:0.2 }));\n  tail.rotation.z = Math.PI/2;\n  tail.position.x = -0.62;\n  g.add(body, tail);\n  g.scale.setScalar(scale);\n  return g;\n}\nfor (let i=0;i<14;i++){\n  const s = SPECIES[Math.floor(Math.random()*SPECIES.length)];\n  const f = makeFish(s.color, 0.7 + Math.random()*0.9);\n  const a = Math.random()*Math.PI*2;\n  const r = 8 + Math.random()*26;\n  f.position.set(Math.cos(a)*r, -0.6 - Math.random()*1.6, Math.sin(a)*r);\n  f.userData = { a, r, y:f.position.y, spd:(0.05 + Math.random()*0.12) * (Math.random()<0.5?-1:1), bob:Math.random()*10 };\n  fishGroup.add(f);\n  ambientFish.push(f);\n}\n\n/* =========================================================\n   GAME STATE\n   ========================================================= */\nconst STATE = { IDLE:'idle', CASTING:'casting', WAITING:'waiting', BITE:'bite', REELING:'reeling', RESULT:'result' };\nlet state = STATE.IDLE;\n\nconst game = {\n  score: 0,\n  caught: 0,\n  streak: 0,\n  best: null,\n  counts: Object.fromEntries(SPECIES.map(s => [s.id, 0])),\n  started: false,\n};\n\nlet castT = 0;                 // 0..1 cast animation\nlet castFrom = new THREE.Vector3();\nlet castTo = new THREE.Vector3();\nlet biteTimer = 0;\nlet biteWindow = 0;\nlet biteElapsed = 0;\nlet currentFish = null;\nlet currentWeight = 0;\n\n// reel mini-game\nconst reel = {\n  needle: 0, dir: 1, speed: 0.9,\n  zoneStart: 0.4, zoneSize: 0.22,\n  tension: 0, timeLeft: 0, totalTime: 0,\n  hits: 0, needed: 3, cooldown: 0,\n};\n\n/* =========================================================\n   UI\n   ========================================================= */\nconst ui = {\n  score: document.getElementById('uiScore'),\n  caught: document.getElementById('uiCaught'),\n  best: document.getElementById('uiBest'),\n  streak: document.getElementById('uiStreak'),\n  logList: document.getElementById('logList'),\n  speciesList: document.getElementById('speciesList'),\n  prompt: document.getElementById('prompt'),\n  bite: document.getElementById('bite'),\n  reel: document.getElementById('reel'),\n  zone: document.getElementById('zone'),\n  needle: document.getElementById('needle'),\n  tension: document.getElementById('tension'),\n  reelState: document.getElementById('reelState'),\n  overlay: document.getElementById('overlay'),\n  startBtn: document.getElementById('startBtn'),\n  flash: document.getElementById('flash'),\n};\n\nfunction buildSpeciesList(){\n  ui.speciesList.innerHTML = '';\n  for (const s of SPECIES){\n    const row = document.createElement('div');\n    row.className = 'sp locked';\n    row.dataset.id = s.id;\n    row.innerHTML = `<span class=\"dot\" style=\"color:${RARITY_COLOR[s.rarity]}\"></span>\n      <span class=\"n\">${s.name}<br><span style=\"opacity:.55;font-size:10px\">${s.rarity} \u00b7 ${s.minW}\u2013${s.maxW}kg</span></span>\n      <span class=\"c\">0</span>`;\n    ui.speciesList.appendChild(row);\n  }\n}\nbuildSpeciesList();\n\nfunction refreshSpecies(){\n  for (const row of ui.speciesList.children){\n    const id = row.dataset.id;\n    const c = game.counts[id];\n    row.querySelector('.c').textContent = c;\n    row.classList.toggle('locked', c === 0);\n  }\n}\n\nfunction updateHUD(){\n  ui.score.textContent = game.score;\n  ui.caught.textContent = game.caught;\n  ui.best.textContent = game.best ? game.best.toFixed(2) + 'kg' : '\u2014';\n  ui.streak.textContent = game.streak;\n  refreshSpecies();\n}\n\nfunction setPrompt(text, show=true){\n  ui.prompt.innerHTML = text;\n  ui.prompt.classList.toggle('hidden', !show);\n}\n\nfunction addLog(html, cls=''){\n  const li = document.createElement('li');\n  if (cls) li.className = cls;\n  li.innerHTML = html;\n  ui.logList.prepend(li);\n  while (ui.logList.children.length > 7) ui.logList.lastChild.remove();\n}\n\nfunction flash(){\n  ui.flash.classList.add('on');\n  setTimeout(()=>ui.flash.classList.remove('on'), 60);\n}\n\n/* =========================================================\n   CASTING\n   ========================================================= */\nfunction startCast(){\n  if (state !== STATE.IDLE) return;\n  state = STATE.CASTING;\n  castT = 0;\n  castFrom.copy(bobber.position).set(0, 1.6, 0);\n  // cast toward a random point in front of the dock\n  const ang = (Math.random()-0.5) * 1.5;\n  const dist = 9 + Math.random()*13;\n  castTo.set(Math.sin(ang)*dist, 0, -Math.cos(ang)*dist - 2);\n  bobber.visible = true;\n  fishingLine.visible = true;\n  setPrompt('Casting\u2026');\n  ui.bite.classList.remove('on');\n}\n\nfunction updateCast(dt){\n  castT += dt * 1.5;\n  const t = Math.min(castT, 1);\n  const arc = Math.sin(t * Math.PI) * 4.2;\n  bobber.position.lerpVectors(castFrom, castTo, t);\n  bobber.position.y = 1.6 + arc - t*1.6;\n  bobber.rotation.x += dt * 6;\n  updateLine();\n  if (t >= 1){\n    bobber.rotation.x = 0;\n    state = STATE.WAITING;\n    biteTimer = 1.6 + Math.random()*4.2;\n    biteElapsed = 0;\n    setPrompt('Waiting for a bite\u2026');\n    spawnRipple(castTo.x, castTo.z, 1.0);\n  }\n}\n\n/* =========================================================\n   BITE\n   ========================================================= */\nfunction triggerBite(){\n  state = STATE.BITE;\n  currentFish = rollSpecies();\n  currentWeight = rollWeight(currentFish);\n  biteWindow = 1.15;\n  biteElapsed = 0;\n  ui.bite.classList.add('on');\n  setPrompt('BITE! Press <kbd>Space</kbd> / click NOW!');\n  spawnRipple(bobber.position.x, bobber.position.z, 1.6);\n  flash();\n}\n\nfunction updateBite(dt){\n  biteElapsed += dt;\n  // bobber jiggle\n  bobber.position.y = -0.12 + Math.sin(biteElapsed*26)*0.09;\n  bobber.position.x += Math.sin(biteElapsed*18)*0.006;\n  updateLine();\n  if (biteElapsed > biteWindow){\n    // missed\n    ui.bite.classList.remove('on');\n    addLog(`<span class=\"nm\">Missed!</span> <span class=\"wt\">It got away\u2026</span>`, 'miss');\n    game.streak = 0;\n    updateHUD();\n    endCast();\n  }\n}\n\n/* =========================================================\n   REEL MINI-GAME\n   ========================================================= */\nfunction startReel(){\n  state = STATE.REELING;\n  ui.bite.classList.remove('on');\n  const f = currentFish;\n  reel.zoneSize = f.zone;\n  reel.zoneStart = 0.12 + Math.random() * (0.76 - reel.zoneSize);\n  reel.needle = Math.random();\n  reel.dir = Math.random() < 0.5 ? 1 : -1;\n  reel.speed = f.speed * 0.85;\n  reel.tension = 0;\n  reel.totalTime = 6.5 + f.fight * 2.5;\n  reel.timeLeft = reel.totalTime;\n  reel.hits = 0;\n  reel.needed = f.rarity === 'Legendary' ? 5 : f.rarity === 'Epic' ? 4 : 3;\n  reel.cooldown = 0;\n\n  ui.zone.style.left = (reel.zoneStart*100) + '%';\n  ui.zone.style.width = (reel.zoneSize*100) + '%';\n  ui.reel.classList.add('on');\n  ui.reelState.textContent = `Land ${reel.needed} good reels`;\n  setPrompt('Reel it in!', false);\n}\n\nfunction updateReel(dt){\n  reel.timeLeft -= dt;\n  reel.cooldown = Math.max(0, reel.cooldown - dt);\n\n  // needle movement (bounces)\n  reel.needle += reel.dir * reel.speed * dt;\n  if (reel.needle > 1){ reel.needle = 1; reel.dir = -1; }\n  if (reel.needle < 0){ reel.needle = 0; reel.dir = 1; }\n  ui.needle.style.left = (reel.needle*100) + '%';\n\n  // tension rises over time, faster when outside zone\n  const inZone = reel.needle >= reel.zoneStart && reel.needle <= reel.zoneStart + reel.zoneSize;\n  reel.tension += dt * (inZone ? 0.06 : 0.30) * (0.7 + currentFish.fight*0.5);\n  reel.tension = Math.min(1, reel.tension);\n  ui.tension.style.width = (reel.tension*100) + '%';\n\n  // bobber reacts\n  bobber.position.y = -0.1 + Math.sin(performance.now()*0.012)*0.05;\n  updateLine();\n\n  if (reel.tension >= 1){\n    failReel('The line snapped!');\n    return;\n  }\n  if (reel.timeLeft <= 0){\n    failReel('It shook the hook loose!');\n    return;\n  }\n}\n\nfunction reelPress(){\n  if (state !== STATE.REELING) return;\n  if (reel.cooldown > 0) return;\n  reel.cooldown = 0.18;\n  const inZone = reel.needle >= reel.zoneStart && reel.needle <= reel.zoneStart + reel.zoneSize;\n  if (inZone){\n    reel.hits++;\n    reel.tension = Math.max(0, reel.tension - 0.22);\n    ui.reelState.textContent = `Good! ${reel.hits}/${reel.needed}`;\n    spawnRipple(bobber.position.x, bobber.position.z, 0.8);\n    if (reel.hits >= reel.needed) landFish();\n  } else {\n    reel.tension = Math.min(1, reel.tension + 0.16);\n    ui.reelState.textContent = 'Bad timing!';\n    if (reel.tension >= 1) failReel('The line snapped!');\n  }\n}\n\nfunction failReel(msg){\n  ui.reel.classList.remove('on');\n  addLog(`<span class=\"nm\">Lost it.</span> <span class=\"wt\">${msg}</span>`, 'miss');\n  game.streak = 0;\n  updateHUD();\n  endCast();\n}\n\nfunction landFish(){\n  ui.reel.classList.remove('on');\n  const f = currentFish;\n  const w = currentWeight;\n  const rarityBonus = { Common:1, Uncommon:1.15, Rare:1.35, Epic:1.6, Legendary:2.2 }[f.rarity];\n  const gained = Math.round(f.points * rarityBonus * (0.7 + w / f.maxW * 0.6));\n  game.score += gained;\n  game.caught++;\n  game.streak++;\n  game.counts[f.id]++;\n  if (!game.best || w > game.best) game.best = w;\n  updateHUD();\n\n  const cls = (f.rarity === 'Epic' || f.rarity === 'Legendary') ? 'rare' : '';\n  addLog(`<span class=\"nm\" style=\"color:${RARITY_COLOR[f.rarity]}\">${f.name}</span>\n          <span class=\"wt\">\u00b7 ${w.toFixed(2)}kg \u00b7 ${f.rarity} \u00b7 +${gained}</span>`, cls);\n  flash();\n\n  // celebratory fish jump\n  spawnJumpFish(f.color, w);\n\n  state = STATE.RESULT;\n  setTimeout(()=>{ endCast(); }, 900);\n}\n\nfunction spawnJumpFish(color, w){\n  const f = makeFish(color, 0.9 + Math.min(w/8, 1.4));\n  f.position.copy(bobber.position);\n  f.position.y = -0.4;\n  scene.add(f);\n  const start = performance.now();\n  const dur = 900;\n  const tick = () => {\n    const t = (performance.now() - start) / dur;\n    if (t >= 1){ scene.remove(f); return; }\n    f.position.y = -0.4 + Math.sin(t*Math.PI) * 2.6;\n    f.rotation.z = -Math.sin(t*Math.PI) * 0.9;\n    f.rotation.y += 0.2;\n    requestAnimationFrame(tick);\n  };\n  tick();\n}\n\nfunction endCast(){\n  state = STATE.IDLE;\n  bobber.visible = false;\n  fishingLine.visible = false;\n  ui.bite.classList.remove('on');\n  ui.reel.classList.remove('on');\n  currentFish = null;\n  setPrompt('Click or press <kbd>Space</kbd> to cast');\n}\n\n/* =========================================================\n   HELPERS\n   ========================================================= */\nfunction updateLine(){\n  const pos = lineGeo.attributes.position.array;\n  const tip = new THREE.Vector3(0, 2.6, 1.6); // rod tip approx\n  pos[0]=tip.x; pos[1]=tip.y; pos[2]=tip.z;\n  pos[3]=bobber.position.x; pos[4]=bobber.position.y; pos[5]=bobber.position.z;\n  lineGeo.attributes.position.needsUpdate = true;\n  lineGeo.computeBoundingSphere();\n}\n\nlet rippleLife = 0;\nfunction spawnRipple(x, z, scale=1){\n  ripple.position.set(x, 0.02, z);\n  ripple.scale.setScalar(scale);\n  ripple.visible = true;\n  rippleLife = 1;\n  ripple.material.opacity = 0.7;\n}\n\n/* =========================================================\n   INPUT\n   ========================================================= */\nfunction primaryAction(){\n  if (!game.started) return;\n  if (state === STATE.IDLE) startCast();\n  else if (state === STATE.BITE) startReel();\n  else if (state === STATE.REELING) reelPress();\n}\n\nrenderer.domElement.addEventListener('pointerdown', (e)=>{ e.preventDefault(); primaryAction(); });\naddEventListener('keydown', (e)=>{\n  if (e.code === 'Space'){ e.preventDefault(); primaryAction(); }\n  if (e.code === 'KeyR'){ resetGame(); }\n});\nui.startBtn.addEventListener('click', (e)=>{ e.stopPropagation(); startGame(); });\n\nfunction startGame(){\n  game.started = true;\n  ui.overlay.classList.add('hidden');\n  setPrompt('Click or press <kbd>Space</kbd> to cast');\n}\nfunction resetGame(){\n  game.score = 0; game.caught = 0; game.streak = 0; game.best = null;\n  for (const k in game.counts) game.counts[k] = 0;\n  ui.logList.innerHTML = '';\n  updateHUD();\n  endCast();\n}\nupdateHUD();\n\n/* =========================================================\n   ANIMATION LOOP\n   ========================================================= */\nconst clock = new THREE.Clock();\nlet camTarget = new THREE.Vector3(0, 1.2, 0);\n\nfunction animate(){\n  requestAnimationFrame(animate);\n  const dt = Math.min(clock.getDelta(), 0.05);\n  const t = clock.elapsedTime;\n\n  waterUniforms.uTime.value = t;\n\n  // ambient fish swim\n  for (const f of ambientFish){\n    const u = f.userData;\n    u.a += u.spd * dt * 0.35;\n    f.position.x = Math.cos(u.a) * u.r;\n    f.position.z = Math.sin(u.a) * u.r;\n    f.position.y = u.y + Math.sin(t*1.4 + u.bob) * 0.22;\n    f.rotation.y = -u.a + (u.spd > 0 ? Math.PI/2 : -Math.PI/2);\n  }\n\n  // boat gentle bob\n  boat.position.y = Math.sin(t*0.9)*0.06;\n  boat.rotation.z = Math.sin(t*0.7)*0.02;\n  boat.rotation.x = Math.cos(t*0.6)*0.015;\n\n  // bobber idle float\n  if (state === STATE.WAITING){\n    bobber.position.y = -0.1 + Math.sin(t*2.2)*0.06;\n    bobber.position.x += Math.sin(t*1.1)*0.0015;\n    updateLine();\n  }\n\n  // ripple\n  if (rippleLife > 0){\n    rippleLife -= dt * 1.4;\n    const s = ripple.scale.x + dt * 1.6;\n    ripple.scale.setScalar(s);\n    ripple.material.opacity = Math.max(0, rippleLife * 0.7);\n    if (rippleLife <= 0) ripple.visible = false;\n  }\n\n  // state machine\n  if (state === STATE.CASTING) updateCast(dt);\n  else if (state === STATE.WAITING){\n    biteElapsed += dt;\n    if (biteElapsed >= biteTimer) triggerBite();\n  }\n  else if (state === STATE.BITE) updateBite(dt);\n  else if (state === STATE.REELING) updateReel(dt);\n\n  // camera: look at bobber when active, else dock\n  if (state === STATE.IDLE || state === STATE.RESULT){\n    camTarget.lerp(new THREE.Vector3(0, 1.2, 0), 0.03);\n  } else {\n    camTarget.lerp(new THREE.Vector3(bobber.position.x*0.5, 0.6, bobber.position.z*0.5), 0.04);\n  }\n  camera.lookAt(camTarget);\n  camera.position.x += (Math.sin(t*0.15)*0.6 - camera.position.x*0.0) * 0.0; // keep stable\n  camera.position.y = 4.2 + Math.sin(t*0.5)*0.08;\n\n  renderer.render(scene, camera);\n}\nanimate();\n\n/* =========================================================\n   RESIZE\n   ========================================================= */\naddEventListener('resize', ()=>{\n  camera.aspect = innerWidth/innerHeight;\n  camera.updateProjectionMatrix();\n  renderer.setSize(innerWidth, innerHeight);\n});\n</script>\n</body>\n</html>\n"}, "result": "wrote 34516 chars"}
{"turn": 3, "response": {"id": "chatcmpl-f036d52b452d4cc8ad6ca304a4f2886a", "object": "chat.completion", "created": 1792109517, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "Now let me verify the file is syntactically valid and check for issues.", "tool_calls": [{"index": 0, "id": "chatcmpl-tool-95dd2fe0f0ce2014", "type": "function", "function": {"name": "run_shell", "arguments": "{\"command\": \"cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && node --input-type=module -e \\\"\\nimport fs from 'fs';\\nconst html = fs.readFileSync('index.html','utf8');\\nconst m = html.match(/<script type=\\\\\\\"module\\\\\\\">([\\\\s\\\\S]*?)<\\\\/script>/);\\nif(!m){ console.log('NO SCRIPT'); process.exit(1); }\\nlet code = m[1];\\n// strip the import line (no network)\\ncode = code.replace(/^import .*$/m, 'const THREE = {};');\\nfs.writeFileSync('/tmp/check.mjs', code);\\nconsole.log('script length', code.length);\\n\\\"\\nnode --check /tmp/check.mjs && echo \\\"SYNTAX OK\\\"\"}"}, "name": null}], "tools": null, "reasoning_content": null}, "finish_reason": "tool_calls"}], "usage": {"prompt_tokens": 12406, "completion_tokens": 226, "total_tokens": 12632, "prompt_tokens_details": {"cached_tokens": 678}, "cache_read_input_tokens": 678, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.0037946850000000003}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}
{"turn": 3, "tool": "run_shell", "args": {"command": "cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && node --input-type=module -e \"\nimport fs from 'fs';\nconst html = fs.readFileSync('index.html','utf8');\nconst m = html.match(/<script type=\\\"module\\\">([\\s\\S]*?)<\\/script>/);\nif(!m){ console.log('NO SCRIPT'); process.exit(1); }\nlet code = m[1];\n// strip the import line (no network)\ncode = code.replace(/^import .*$/m, 'const THREE = {};');\nfs.writeFileSync('/tmp/check.mjs', code);\nconsole.log('script length', code.length);\n\"\nnode --check /tmp/check.mjs && echo \"SYNTAX OK\""}, "result": "exit=0\nstdout:\nscript length 26140\nSYNTAX OK\n\nstderr:\n"}
{"turn": 4, "response": {"id": "chatcmpl-acf712d39ba74a07a5ffc6244a10e07e", "object": "chat.completion", "created": 1792109520, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "Syntax is valid. Let me do a quick sanity check on the game logic flow and a few potential issues.", "tool_calls": [{"index": 0, "id": "chatcmpl-tool-a431e93d88323257", "type": "function", "function": {"name": "run_shell", "arguments": "{\"command\": \"cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && grep -n \\\"camera.position.x +=\\\" index.html && grep -n \\\"state === STATE.RESULT\\\" index.html && grep -n \\\"updateLine()\\\" index.html | head\"}"}, "name": null}], "tools": null, "reasoning_content": null}, "finish_reason": "tool_calls"}], "usage": {"prompt_tokens": 12665, "completion_tokens": 125, "total_tokens": 12790, "prompt_tokens_details": {"cached_tokens": 12276}, "cache_read_input_tokens": 12276, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.00035877}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}
{"turn": 4, "tool": "run_shell", "args": {"command": "cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && grep -n \"camera.position.x +=\" index.html && grep -n \"state === STATE.RESULT\" index.html && grep -n \"updateLine()\" index.html | head"}, "result": "exit=0\nstdout:\n934:  camera.position.x += (Math.sin(t*0.15)*0.6 - camera.position.x*0.0) * 0.0; // keep stable\n928:  if (state === STATE.IDLE || state === STATE.RESULT){\n645:  updateLine();\n676:  updateLine();\n731:  updateLine();\n825:function updateLine(){\n906:    updateLine();\n\nstderr:\n"}
{"turn": 5, "response": {"id": "chatcmpl-4005a01180344748b630cf2bfb79f16e", "object": "chat.completion", "created": 1792109522, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "That dead camera line is a no-op leftover. Let me clean it up and also verify the `updateLine` is called before the first cast (line geometry starts at zeros, but line is hidden until cast, so fine). Let me remove the dead line.", "tool_calls": [{"index": 0, "id": "chatcmpl-tool-8cff3055493ad640", "type": "function", "function": {"name": "run_shell", "arguments": "{\"command\": \"cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && python3 - <<'EOF'\\nimport re\\np='index.html'\\ns=open(p).read()\\ns=s.replace(\\\"  camera.position.x += (Math.sin(t*0.15)*0.6 - camera.position.x*0.0) * 0.0; // keep stable\\\\n\\\",\\\"\\\")\\nopen(p,'w').write(s)\\nprint(\\\"removed dead line\\\")\\nEOF\\ngrep -c \\\"keep stable\\\" index.html\"}"}, "name": null}], "tools": null, "reasoning_content": null}, "finish_reason": "tool_calls"}], "usage": {"prompt_tokens": 12897, "completion_tokens": 208, "total_tokens": 13105, "prompt_tokens_details": {"cached_tokens": 12536}, "cache_read_input_tokens": 12536, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.00045191999999999997}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}
{"turn": 5, "tool": "run_shell", "args": {"command": "cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && python3 - <<'EOF'\nimport re\np='index.html'\ns=open(p).read()\ns=s.replace(\"  camera.position.x += (Math.sin(t*0.15)*0.6 - camera.position.x*0.0) * 0.0; // keep stable\\n\",\"\")\nopen(p,'w').write(s)\nprint(\"removed dead line\")\nEOF\ngrep -c \"keep stable\" index.html"}, "result": "exit=1\nstdout:\nremoved dead line\n0\n\nstderr:\n"}
{"turn": 6, "response": {"id": "chatcmpl-1572204ca2ef4467ad809b53f16a75f7", "object": "chat.completion", "created": 1792109525, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "Now let me verify the whole thing loads in a headless browser if available, otherwise do a final structural check.", "tool_calls": [{"index": 0, "id": "chatcmpl-tool-b728abb6bf28cb0f", "type": "function", "function": {"name": "run_shell", "arguments": "{\"command\": \"cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && node --input-type=module -e \\\"\\nimport fs from 'fs';\\nconst html = fs.readFileSync('index.html','utf8');\\nconst m = html.match(/<script type=\\\\\\\"module\\\\\\\">([\\\\s\\\\S]*?)<\\\\/script>/);\\nlet code = m[1].replace(/^import .*$/m, 'const THREE = {};');\\nfs.writeFileSync('/tmp/check.mjs', code);\\n\\\" && node --check /tmp/check.mjs && echo \\\"SYNTAX OK\\\"\\necho \\\"--- required features ---\\\"\\nfor k in \\\"water\\\" \\\"dock\\\" \\\"boat\\\" \\\"HemisphereLight\\\" \\\"DirectionalLight\\\" \\\"bobber\\\" \\\"BITE\\\" \\\"reel\\\" \\\"SPECIES\\\" \\\"Catch Log\\\" \\\"score\\\"; do\\n  printf \\\"%-18s %s\\\\n\\\" \\\"$k\\\" \\\"$(grep -ci \\\"$k\\\" index.html)\\\"\\ndone\\necho \\\"--- species count ---\\\"\\ngrep -c \\\"rarity:\\\" index.html\"}"}, "name": null}], "tools": null, "reasoning_content": null}, "finish_reason": "tool_calls"}], "usage": {"prompt_tokens": 13133, "completion_tokens": 296, "total_tokens": 13429, "prompt_tokens_details": {"cached_tokens": 12768}, "cache_read_input_tokens": 12768, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.00056046}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}
{"turn": 6, "tool": "run_shell", "args": {"command": "cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && node --input-type=module -e \"\nimport fs from 'fs';\nconst html = fs.readFileSync('index.html','utf8');\nconst m = html.match(/<script type=\\\"module\\\">([\\s\\S]*?)<\\/script>/);\nlet code = m[1].replace(/^import .*$/m, 'const THREE = {};');\nfs.writeFileSync('/tmp/check.mjs', code);\n\" && node --check /tmp/check.mjs && echo \"SYNTAX OK\"\necho \"--- required features ---\"\nfor k in \"water\" \"dock\" \"boat\" \"HemisphereLight\" \"DirectionalLight\" \"bobber\" \"BITE\" \"reel\" \"SPECIES\" \"Catch Log\" \"score\"; do\n  printf \"%-18s %s\\n\" \"$k\" \"$(grep -ci \"$k\" index.html)\"\ndone\necho \"--- species count ---\"\ngrep -c \"rarity:\" index.html"}, "result": "exit=0\nstdout:\nSYNTAX OK\n--- required features ---\nwater              11\ndock               10\nboat               13\nHemisphereLight    1\nDirectionalLight   2\nbobber             26\nBITE               33\nreel               67\nSPECIES            22\nCatch Log          1\nscore              6\n--- species count ---\n6\n\nstderr:\n"}
{"turn": 7, "response": {"id": "chatcmpl-37fedda8b3974c42a9866153a8a3f555", "object": "chat.completion", "created": 1792109529, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "Everything checks out. Let me do a final review of the key game-flow sections to confirm correctness.", "tool_calls": [{"index": 0, "id": "chatcmpl-tool-96fbfd166aa8e300", "type": "function", "function": {"name": "read_file", "arguments": "{\"path\": \"index.html\"}"}, "name": null}], "tools": null, "reasoning_content": null}, "finish_reason": "tool_calls"}], "usage": {"prompt_tokens": 13523, "completion_tokens": 58, "total_tokens": 13581, "prompt_tokens_details": {"cached_tokens": 13004}, "cache_read_input_tokens": 13004, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.00032282999999999997}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}
{"turn": 7, "tool": "read_file", "args": {"path": "index.html"}, "result": "<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n<meta charset=\"utf-8\" />\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\" />\n<title>Lakeside Cast \u2014 3D Fishing</title>\n<style>\n  :root { --ink:#eaf6ff; }\n  * { box-sizing: border-box; }\n  html, body { margin:0; padding:0; height:100%; overflow:hidden; background:#0a1622; }\n  body { font-family: \"Trebuchet MS\", \"Segoe UI\", system-ui, sans-serif; color: var(--ink); }\n  #app { position:fixed; inset:0; }\n  canvas { display:block; }\n\n  /* ---------- HUD ---------- */\n  #hud { position:fixed; inset:0; pointer-events:none; }\n\n  .panel {\n    position:absolute;\n    background: rgba(6, 20, 32, 0.62);\n    border: 1px solid rgba(140, 220, 255, 0.28);\n    border-radius: 12px;\n    backdrop-filter: blur(6px);\n    box-shadow: 0 8px 26px rgba(0,0,0,0.35);\n  }\n\n  #topbar {\n    top:14px; left:14px; right:14px;\n    display:flex; gap:12px; align-items:stretch; justify-content:space-between;\n    padding:10px 14px;\n  }\n  .stat { display:flex; flex-direction:column; gap:2px; min-width:74px; }\n  .stat .k { font-size:10px; letter-spacing:.14em; text-transform:uppercase; opacity:.65; }\n  .stat .v { font-size:20px; font-weight:700; line-height:1.05; }\n  .stat .v small { font-size:11px; font-weight:400; opacity:.7; }\n  #title { display:flex; flex-direction:column; justify-content:center; }\n  #title .t { font-size:16px; font-weight:700; letter-spacing:.06em; }\n  #title .s { font-size:11px; opacity:.6; }\n\n  #log {\n    bottom:14px; left:14px; width:290px; max-height:38vh;\n    padding:10px 12px; overflow:hidden;\n  }\n  #log h3 { margin:0 0 8px; font-size:11px; letter-spacing:.16em; text-transform:uppercase; opacity:.7; font-weight:600; }\n  #logList { list-style:none; margin:0; padding:0; display:flex; flex-direction:column; gap:6px; }\n  #logList li {\n    font-size:12px; line-height:1.3; padding:6px 8px; border-radius:8px;\n    background: rgba(255,255,255,0.05); border-left:3px solid #6fd0ff;\n    animation: slideIn .28s ease-out;\n  }\n  #logList li .nm { font-weight:700; }\n  #logList li .wt { opacity:.75; }\n  #logList li.miss { border-left-color:#ff7a7a; opacity:.85; }\n  #logList li.rare { border-left-color:#ffd166; background: rgba(255,209,102,0.12); }\n  @keyframes slideIn { from { opacity:0; transform: translateX(-10px);} to {opacity:1; transform:none;} }\n\n  #species {\n    bottom:14px; right:14px; width:250px; padding:10px 12px;\n  }\n  #species h3 { margin:0 0 8px; font-size:11px; letter-spacing:.16em; text-transform:uppercase; opacity:.7; font-weight:600; }\n  .sp { display:flex; align-items:center; gap:8px; font-size:12px; padding:3px 0; }\n  .sp .dot { width:9px; height:9px; border-radius:50%; flex:0 0 auto; box-shadow:0 0 8px currentColor; background:currentColor; }\n  .sp .n { flex:1; }\n  .sp .c { opacity:.7; font-variant-numeric: tabular-nums; }\n  .sp.locked { opacity:.35; }\n\n  /* ---------- Prompt / status ---------- */\n  #prompt {\n    position:absolute; left:50%; bottom:20%; transform:translateX(-50%);\n    padding:10p"}
{"turn": 8, "response": {"id": "chatcmpl-19da517361d44eef8581a5b9761d5b2a", "object": "chat.completion", "created": 1792109531, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "The file is complete and correct. One small improvement: the `#prompt` sits at `bottom:20%` which could overlap the reel meter at `bottom:12%`. Since the prompt is hidden during reeling (`setPrompt('Reel it in!', false)`), that's fine. Let me do a final syntax verification.", "tool_calls": [{"index": 0, "id": "chatcmpl-tool-b4595980a5ad136d", "type": "function", "function": {"name": "run_shell", "arguments": "{\"command\": \"cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && node --input-type=module -e \\\"\\nimport fs from 'fs';\\nconst html = fs.readFileSync('index.html','utf8');\\nconst m = html.match(/<script type=\\\\\\\"module\\\\\\\">([\\\\s\\\\S]*?)<\\\\/script>/);\\nlet code = m[1].replace(/^import .*$/m, 'const THREE = {};');\\nfs.writeFileSync('/tmp/check.mjs', code);\\n\\\" && node --check /tmp/check.mjs && echo \\\"FINAL SYNTAX OK\\\" && ls -la index.html\"}"}, "name": null}], "tools": null, "reasoning_content": null}, "finish_reason": "tool_calls"}], "usage": {"prompt_tokens": 25066, "completion_tokens": 251, "total_tokens": 25317, "prompt_tokens_details": {"cached_tokens": 13394}, "cache_read_input_tokens": 13394, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.0039032550000000004}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}
{"turn": 8, "tool": "run_shell", "args": {"command": "cd ./usecase-runner/runs/18-deepseek-v4-1-flash-nothink/work && node --input-type=module -e \"\nimport fs from 'fs';\nconst html = fs.readFileSync('index.html','utf8');\nconst m = html.match(/<script type=\\\"module\\\">([\\s\\S]*?)<\\/script>/);\nlet code = m[1].replace(/^import .*$/m, 'const THREE = {};');\nfs.writeFileSync('/tmp/check.mjs', code);\n\" && node --check /tmp/check.mjs && echo \"FINAL SYNTAX OK\" && ls -la index.html"}, "result": "exit=0\nstdout:\nFINAL SYNTAX OK\n-rw-r--r-- 1 box box 34446 Oct 15 20:12 index.html\n\nstderr:\n"}
{"turn": 9, "response": {"id": "chatcmpl-3715d5124bee4f1aa313a767c4f37455", "object": "chat.completion", "created": 1792109533, "model": "deepseek-v4-1-flash", "choices": [{"index": 0, "message": {"role": "assistant", "content": "Done. I built the complete game as a single self-contained `index.html`.\n\n## What's included\n\n**Scene & rendering (three.js 0.160 ES module from unpkg)**\n- Custom GLSL **water surface** with animated multi-octave waves, computed normals, fresnel sky reflection, sun specular glints, and distance fog blending.\n- **Dock** (planks, posts, rails) and a **bobbing boat** (hull, deck, seat, motor), plus a shore ring, cone hills, and 26 trees.\n- **Lighting**: hemisphere light, shadow-casting directional sun (2048\u00b2 PCF soft shadows), rim light, and a gradient sky dome with a sun disc.\n\n**Gameplay loop**\n- **Cast**: click or `Space` launches the bobber on a parabolic arc with a visible fishing line to the rod tip; a ripple ring spawns on splashdown.\n- **Random bite**: after a randomized 1.6\u20135.8s wait, a pulsing \"BITE!\" cue, screen flash, ripple, and bobber jiggle appear. Miss the ~1.15s window and the fish escapes.\n- **Reel mini-game**: a bouncing needle over a green zone. Press when the needle is in the zone to score a \"good reel\" (need 3\u20135 depending on rarity); bad timing or lingering outside the zone raises a **tension bar** \u2014 max it out or run out of time and the line snaps. Success triggers a jumping-fish celebration.\n\n**Fish & progression**\n- **6 species** with distinct rarity, weight ranges, point values, fight strength, zone size, and needle speed: Silver Minnow, Yellow Perch, Largemouth Bass, Rainbow Trout, Northern Pike, Golden Koi (Legendary).\n- Weighted random rolls, weight-biased scoring, rarity bonuses, and a species checklist that unlocks as you catch each type.\n\n**HUD**\n- Top bar: score, total caught, best weight, and catch streak.\n- **Catch log** with color-coded entries (misses in red, rare catches highlighted).\n- **Species panel** showing rarity, weight range, and per-species counts.\n- Start overlay, contextual prompts, and `R` to reset the trip.\n\nThe script passes `node --check` and all required features are present. Open `index.html` in a browser (with internet access for the unpkg CDN) to play.", "tools": null, "reasoning_content": null}, "finish_reason": "stop"}], "usage": {"prompt_tokens": 25368, "completion_tokens": 521, "total_tokens": 25889, "prompt_tokens_details": {"cached_tokens": 24936}, "cache_read_input_tokens": 24936, "completion_tokens_details": {"reasoning_tokens": 0}}, "cost": {"usd": 0, "diem": 0.00094182}, "venice_parameters": {"strip_thinking_response": false, "disable_thinking": true, "enable_e2ee": true, "enable_web_search": "off", "enable_web_scraping": false, "enable_web_citations": false, "include_search_results_in_stream": false, "include_venice_system_prompt": false, "enable_x_search": false, "web_search_citations": [], "return_search_results_as_documents": false}}}

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