/** * SHADES — the week. Lane A owns this file. * * Five nights, one yard, one wallet. This is deliberately a thin wrapper around * the phase machine rather than a new system: main.js already knows how to run * forecast → prep → storm → aftermath, and the week's whole job is to answer * three questions between rounds — which storm is tonight, how much money do you * have, and is it over. * * Zero imports beyond contracts, and no THREE: the money and the ladder of * nights are pure data, so they're testable at fixed cost with no browser. The * only thing that touches the screen is main.js reading these numbers. */ import { START_BUDGET, HARDWARE } from './contracts.js'; /** * The ladder. Escalating, and each rung introduces one new idea rather than just * more wind — that's Lane C's authoring, not my ordering: * 1 Sea Breeze gust 10.5, no hail — the tutorial: nothing can hurt you * 2 Southerly Buster gust 20.0, hail — the change, and hail, arrive * 3 Early Buster gust 20.0, hail — same teeth, change comes EARLY * 4 Wild Night gust 30.0, hail — the one the whole repo tuned for * 5 Ice Night gust 28.5, hail — less wind, more ice * Night 3 is the trap: it looks like night 2 on the forecast card and isn't. */ export const NIGHTS = [ 'storm_01_gentle', 'storm_03_southerly', 'storm_03b_earlybuster', 'storm_02_wildnight', 'storm_02b_icenight', ]; /** * The economy, in one place because it is the thing most likely to need tuning * once somebody actually plays five nights in a row. * * Shape (SPRINT8 §gate 1): pay = fee by severity + garden bonus + intact * hardware refund − collateral. Two of those needed a judgement call and both * are the difference between a week with stakes and a week you cannot lose: * * - **A lost night pays a fraction of the fee, not zero and not all of it.** * Zero is unrecoverable and reads as punishment; full pay means failure costs * only the broken shackle, and the bank only ever climbs. DESIGN.md's warranty * callout is the source: you turn up, you're just not getting paid for it. * - **Hardware comes back at half.** Full refund makes gear effectively free — * the only sink left is breakage, the bank grows every night, and "broke = * game over" becomes unreachable. Half is also the honest number: a shackle * that rode out a gale has been fatigued, its pin worked loose, and DESIGN.md * already says flogging unscrews unmoused pins. You can re-use it; you can't * call it new. */ export const PAY = { /** * Client's fee for the job, scaled off the storm's worst gust. * * The constants are set by the shape of the week, not by taste — measured by * playing all five nights at fixed skill. A fee has to be worth roughly * two-thirds of a good rig ($75): any smaller and one bad night is instant * game over (at `8 + gust` a disaster night paid $13 against a $75 rig and * ended the week on night ONE, which is a punishment, not a difficulty); any * larger and the bank runs away and night five is trivially affordable. * At `25 + 1.6·gust` a disaster leaves you at ~$26 — alive, but rigging the * next night on carabiners, which is the death spiral doing its job. */ feeFor: (gustPeak) => Math.round(25 + gustPeak * 1.6), /** A lost night still pays this share — you turned up, it just went wrong. */ lostNightShare: 0.35, /** Garden bonus at hp=100. Scales linearly; this is the main earner. */ gardenBonusMax: 45, /** What surviving hardware is worth back. Fatigued, not new. */ refundShare: 0.5, }; /** * Below this you cannot rig four corners at all — four carabiners is the floor. * * ⚠️ MEASURED, OPEN, AND FOR A PLAYTEST TO SETTLE — not a guess, and written * here because the numbers are only visible once you run five nights: * * 1. **A competent week runs away with the money.** Holding 4/4 at hp 70 every * night takes the bank 80 → 116 → 167 → 218 → 285 → 350. By night three you * can already afford four rated shackles ($120) and the wild night stops * being a decision. The fee is the lever; it is deliberately NOT tuned down * yet, because the fix might equally be that later nights should cost more * to rig (a bigger sail, a second bed) — that's Sprint 9's content question, * not a constant I should quietly pick tonight. * 2. **A floor-scraping week may never actually go broke.** At $20 a cheap rig * earns back roughly what it costs, so the bank can sit just above this line * indefinitely, losing every garden. The grade fixes what the END CARD says * about that (see gradeFor) but not whether 'gameover' is reachable at all * from a slow bleed rather than one disaster. * * I could not settle either from the harness: my own bad-player model handed * back a fixed $30 of intact hardware no matter what it spent, which flattered * the bottom of the curve and is exactly the class of mistake this repo has * caught me making all project. Both need a human playing five nights. */ export const BROKE_BELOW = HARDWARE[0].cost * 4; /** * How the week is remembered, by gardens actually held. * * SPRINT8 gave Lane A the win wording, and this is the ruling: the end card is * the last thing SHADES says to a player, so it does not get to lie the way the * aftermath verdict used to. Three grades, and E's copy carries two of them — * their primary for a clean week, their own alternate for a scraped one. The * third is mine, because E never wrote words for "you stayed solvent while the * client's garden died four times", and until this was measured nobody knew the * game could even produce that ending. * * @param {number} held gardens saved, 0..5 */ export function gradeFor(held) { if (held >= 5) return 'clean'; if (held >= 3) return 'scraped'; return 'solvent'; } /** Worst gust a storm def can throw — the severity signal the fee reads. */ export function gustPeakOf(def) { const base = Math.max(...def.baseCurve.map((p) => p[1])); const g = def.gusts ?? {}; return base + (g.powBase ?? 0) + (g.powRamp ?? 0); } /** * @typedef {object} Settlement * @property {number} fee client's payment for the job * @property {number} bonus garden bonus * @property {number} refund intact hardware recovered, at half * @property {number} collateral what your failure broke of theirs * @property {number} pay fee + bonus + refund − collateral * @property {number} bankBefore * @property {number} bankAfter * @property {'continue'|'win'|'gameover'} outcome */ /** * @param {object} [opts] * @param {number} [opts.bank=START_BUDGET] */ export function createWeek(opts = {}) { const startBank = opts.bank ?? START_BUDGET; let index = 0; // 0-based into NIGHTS let bank = startBank; let done = false; /** @type {Settlement[]} */ const log = []; const week = { /** 1-based, for humans. "Night 3 of 5". */ get night() { return index + 1; }, get nights() { return NIGHTS.length; }, get stormKey() { return NIGHTS[index]; }, get bank() { return bank; }, get isFinalNight() { return index === NIGHTS.length - 1; }, get over() { return done; }, get log() { return log; }, reset() { index = 0; bank = startBank; done = false; log.length = 0; return week; }, /** * Settle the night just played and move the ladder on. * * @param {object} run main.js's scoreRun() result * @param {object} def tonight's storm def (for severity) * @param {number} spent what prep actually cost out of the bank * @returns {Settlement} */ settle(run, def, spent) { const bankBefore = bank; const fullFee = PAY.feeFor(gustPeakOf(def)); const fee = run.win ? fullFee : Math.round(fullFee * PAY.lostNightShare); const bonus = Math.round((Math.max(0, run.hp) / 100) * PAY.gardenBonusMax); // Only hardware still on an unbroken corner comes home, and at half. const intact = (run.intactHardwareValue ?? 0); const refund = Math.round(intact * PAY.refundShare); const collateral = (run.collateral ?? []).reduce((s, c) => s + c.cost, 0); const pay = fee + bonus + refund - collateral; bank = Math.max(0, bankBefore - spent + pay); const held = log.filter((n) => n.won).length + (run.win ? 1 : 0); // Outcome is decided AFTER the money moves: you can win the last night and // still be broke, and the week should say you finished it. // // Reaching night five is NOT winning, and the first draft of this said it // was. Measured: a player who rigs $20 of carabiners every night loses // four gardens out of five, never dips under the broke line because a // cheap rig barely costs anything, and got handed "THE WEEK HELD — // everything's still where you put it" over four dead gardens. Outlasting // the week isn't surviving it. So the WORDS scale with what you actually // held (see grade); the outcome only says whether you're still trading. let outcome; if (week.isFinalNight) outcome = 'win'; else if (bank < BROKE_BELOW) outcome = 'gameover'; else outcome = 'continue'; done = outcome !== 'continue'; const s = { fee, fullFee, bonus, refund, collateral, pay, spent, bankBefore, bankAfter: bank, outcome, night: week.night, held, grade: gradeFor(held), stormKey: week.stormKey, won: !!run.win }; log.push(s); return s; }, /** Move to the next night. No-op once the week is done. */ advance() { if (!done && index < NIGHTS.length - 1) index++; return week; }, }; return week; }