Agent Evaluation Report

Agent: Pi Wiggum   |   Model: qwen3.6-35b-a3b
Generation Time: 9m 42.4s

System Info

Machine: Micro Computer (HK) Tech Limited
Processor: AMD Ryzen 9 7940HS w/ Radeon 780M Graphics
System: Ubuntu 26.04 LTS
Release: 7.0.0-27-generic
GPU Model: Intel Corporation Battlemage G31 [Intel Graphics] (prog-if 00 [VGA controller])
GPU 2: Advanced Micro Devices, Inc. [AMD/ATI] Phoenix1 (rev c1) (prog-if 00 [VGA controller])

Software Versions

pi-wiggum: Unknown

Model Details

Provider: Local-B70
Model ID: qwen3.6-35b-a3b

Prompt

Create a browser-only Three.js elevator simulation. The implementation plan is already approved. Do not ask the human for decisions, do not request plan approval, and do not use an interactive Wiggum TPM flow. Success is defined by the evaluator-owned loop passing all checks: - `node ../../static_check.js .` has zero static errors - `node ../../runtime_check.js .` has zero startup, console, and page errors - the page loads in a browser with a visible nonblank canvas - animation frames are observed - scene objects are observed - visible motion / dynamic changes are observed - the elevator simulation completes trips and keeps running If checker feedback is provided in a later attempt, edit the existing files to fix that feedback and continue. Do not stop because a check failed; iterate from the feedback. Do not ask the human for decisions. =============================================================================== OUTPUT CONTRACT =============================================================================== Create exactly these three local files: - `index.html` - `person.js` - `elevator.js` Use classic browser scripts only: - No `import` - No `export` - No `type="module"` - No local script names except `person.js` and `elevator.js` - No iframe/object/embed/self-preview - No `file://`, absolute local paths, or `summary.html` `index.html` must load scripts in this exact order: ```html <script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script> <script src="https://cdn.jsdelivr.net/npm/three@0.147.0/examples/js/controls/OrbitControls.js"></script> <script src="person.js"></script> <script src="elevator.js"></script> ``` =============================================================================== GLOBAL CONTRACT =============================================================================== At the top of `elevator.js`, declare these exact constants as bare top-level `const` values, not inside a config object: ```js const FLOOR_HEIGHT = 3; const FLOOR_COUNT = 6; const BUILDING_WIDTH = 20; const BUILDING_DEPTH = 15; const SHAFT_WIDTH = 5; const SHAFT_DEPTH = 5; const ELEVATOR_SPEED = 2; const PERSON_MOVE_SPEED = 1; ``` Use these exact top-level names in `elevator.js`: ```js let scene; let camera; let renderer; let controls; let elevatorCar; let people = []; ``` `elevatorCar` must be a `THREE.Group`. Store its door meshes directly on it: ```js elevatorCar.leftDoor = leftDoor; elevatorCar.rightDoor = rightDoor; ``` `person.js` must define one global factory: ```js function createPerson(color) { // return a THREE.Group } ``` Every returned person must have: ```js person.userData = { leftLeg: leftLeg, rightLeg: rightLeg, isWalking: false }; ``` Do not declare `scene`, `camera`, `renderer`, `controls`, `elevatorCar`, or `people` in `person.js`. When moving an existing person between the scene and elevator, preserve world position with `.attach()`: ```js elevatorCar.attach(person); scene.attach(person); ``` Do not use `elevatorCar.add(person)` to board or `scene.add(person)` to exit. It is OK to use `scene.add(person)` only when first creating the person. =============================================================================== APPROVED IMPLEMENTATION PLAN =============================================================================== Implement the task in these small passes. Each pass should leave the page loadable. Do not skip ahead if the basic page is not rendering. ------------------------------------------------------------------------------- PASS 1 - FILE SKELETON ------------------------------------------------------------------------------- Create `index.html`, `person.js`, and `elevator.js`. `index.html` requirements: - minimal valid HTML document - dark background and no margins - optional speed slider labeled `Speed` - the four script tags from the Output Contract in the exact order `person.js` requirements: - define `createPerson(color)` - use only Three.js primitives - return a visible humanoid `THREE.Group` - feet should sit on local `y = 0` - legs below torso, head above torso, arms hanging down from shoulders - populate `person.userData.leftLeg`, `rightLeg`, and `isWalking` `elevator.js` requirements: - declare the required constants and globals - define `startSimulation()` - create scene, camera, renderer, lights, and OrbitControls - append `renderer.domElement` to `document.body` - call `animate()` with `requestAnimationFrame` - auto-start at the bottom: ```js if (document.readyState === "loading") { window.addEventListener("DOMContentLoaded", startSimulation); } else { startSimulation(); } ``` Acceptance check for Pass 1: - browser displays a nonblank Three.js canvas - no missing script files - no console errors ------------------------------------------------------------------------------- PASS 2 - STATIC BUILDING AND ELEVATOR ------------------------------------------------------------------------------- Add these functions to `elevator.js`: - `createBuilding()` - `createElevatorCar()` - `floorY(floorNumber)` Building requirements: - 6 usable floors - floor surfaces are gray `#cccccc`, transparent, opacity `0.3` - semi-transparent blue walls `#9999ff`, opacity `0.2` - solid ground floor and roof - a clear central elevator shaft opening - positive Z is the front of the elevator Elevator requirements: - `elevatorCar = createElevatorCar();` - add `elevatorCar` to the scene - semi-transparent yellow frame `#ffff00`, opacity `0.5` - dark yellow doors `#cccc00`, opacity `0.7` - solid back wall, transparent side walls - two front sliding door meshes stored as `elevatorCar.leftDoor` and `elevatorCar.rightDoor` Acceptance check for Pass 2: - building and elevator are visible - doors are visible at the front - `elevatorCar` is a `THREE.Group` ------------------------------------------------------------------------------- PASS 3 - PEOPLE AND FLOOR STATE ------------------------------------------------------------------------------- Add five people and leave exactly one floor empty. Requirements: - create one person on each of five different floors - track each person's floor with `person.userData.currentFloor` - track whether a person is inside the elevator with `person.userData.inElevator = false` - keep `let emptyFloor` in `elevator.js` - place waiting people in front of the elevator doors on positive Z - rotate people so they face the elevator doors - use `scene.add(person)` only when first creating each person Acceptance check for Pass 3: - five people are visible on six floors - no person is placed to the side of the elevator - people face the doors ------------------------------------------------------------------------------- PASS 4 - SIMPLE ANIMATION HELPERS ------------------------------------------------------------------------------- Add small callback- or Promise-based helpers. Keep them independent and easy to test visually: - `animateElevatorToFloor(targetFloor, done)` - `animateDoors(open, done)` - `walkPersonToZ(person, targetZ, done)` - `delay(ms, done)` - `animateWalkingLegs(time)` Door behavior: - doors open by sliding away from the center on X - doors close by meeting in the center - do not start a second door animation while one is running Walking behavior: - set `person.userData.isWalking = true` while walking - move along the Z axis only - use a sine wave to rotate `leftLeg` and `rightLeg` on X in opposite phases - reset leg rotations to `0` when walking stops Elevator behavior: - move only on Y - stop when distance to target is less than `0.01` - passengers attached to `elevatorCar` should travel with it Acceptance check for Pass 4: - door helper visibly opens and closes doors when called - elevator helper visibly moves the car between floors - walking helper moves a person forward/back on Z with leg motion ------------------------------------------------------------------------------- PASS 5 - ONE COMPLETE PASSENGER TRIP ------------------------------------------------------------------------------- Implement one visible passenger trip sequence: 1. Pick any person not already in the elevator. 2. Use the current empty floor as that person's destination. 3. Move elevator to the passenger's current floor. 4. Open doors. 5. Walk person forward into the elevator. 6. Call `elevatorCar.attach(person)`. 7. Set `person.userData.inElevator = true`. 8. Close doors. 9. Move elevator to the destination floor. 10. Open doors. 11. Call `scene.attach(person)`. 12. Set `person.userData.inElevator = false`. 13. Walk person forward out to the waiting spot on positive Z. 14. Close doors. 15. Update `emptyFloor` to the passenger's previous floor. 16. Update `person.userData.currentFloor` to the destination floor. Add short 300ms delays after doors open and after passengers finish walking. Acceptance check for Pass 5: - a person boards, rides to another floor, exits, and stays on that floor - the passenger does not snap down to the ground floor after exiting - the passenger remains visible inside the transparent elevator while riding ------------------------------------------------------------------------------- PASS 6 - LOOP AND SPEED CONTROL ------------------------------------------------------------------------------- Turn the one-trip sequence into a continuous loop. Requirements: - always keep exactly one floor empty - each cycle, randomly select one person whose current floor is not empty - send that person to the empty floor - update the empty floor after the trip - add a speed slider that varies animation speed from `1x` to `20x` - default speed is `1x` - the animation loop must continue rendering even while no trip is active Acceptance check for Pass 6: - the simulation keeps moving people between floors - the speed slider changes movement speed - there are no overlapping trips or conflicting door animations =============================================================================== FINAL VERIFICATION CHECKLIST =============================================================================== Before reporting done, verify all items: - `index.html`, `person.js`, and `elevator.js` exist and are non-empty - `index.html` contains only the approved local JavaScript script tags - no `import`, `export`, or `type="module"` appears in the generated files - no `file://`, `summary.html`, `<iframe`, `<object`, or `<embed` appears - `elevator.js` auto-starts by calling `startSimulation` - required constants are top-level bare `const` declarations - required globals use the exact names from the Global Contract - `elevatorCar` is assigned before door properties are written - `person.js` defines global `createPerson()` and populates `userData` - reparenting uses `.attach()` for boarding and exiting - `node ../../static_check.js .` reports no errors - `node ../../runtime_check.js .` reports no startup, canvas, animation, or browser page errors Only report completion when the generated simulation satisfies these criteria.

Token Metrics

Input: 24345
Output: 15822
Total: 40167
Cache Read: 846,287
Turns: 31
Wiggum Ticks: 1
~27.17 tokens/sec