Gate 3.1: the CUT block from tools/jobsheet verbatim — letterhead, billto, brief, sched, .void, AMOUNT DUE, terms. Docket numbers shared across the pair (JOB/INV 1040+night); week.js nights carry an addr. Cards scroll when taller than the window (safe center + overflow). Both rulings adopted and pinned by DOM asserts; selftest 317/0/0.
368 lines
17 KiB
JavaScript
368 lines
17 KiB
JavaScript
/**
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* SHADES — the week. Lane A owns this file.
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*
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* Five nights, one yard, one wallet. This is deliberately a thin wrapper around
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* the phase machine rather than a new system: main.js already knows how to run
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* forecast → prep → storm → aftermath, and the week's whole job is to answer
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* three questions between rounds — which storm is tonight, how much money do you
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* have, and is it over.
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*
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* Zero imports beyond contracts, and no THREE: the money and the ladder of
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* nights are pure data, so they're testable at fixed cost with no browser. The
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* only thing that touches the screen is main.js reading these numbers.
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*/
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import { START_BUDGET, HARDWARE } from './contracts.js';
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/**
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* The ladder. Escalating, and each rung introduces one new idea rather than just
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* more wind — that's Lane C's authoring, not my ordering:
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* 1 Sea Breeze gust 10.5, no hail — the tutorial: nothing can hurt you
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* 2 Southerly Buster gust 20.0, hail — the change, and hail, arrive
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* 3 Early Buster gust 20.0, hail — same teeth, change comes EARLY
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* 4 Wild Night gust 30.0, hail — the one the whole repo tuned for
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* 5 Ice Night gust 28.5, hail — less wind, more ice
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* Night 3 is the trap: it looks like night 2 on the forecast card and isn't.
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*
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* SPRINT10: a night is now a STORM and a SITE. Nights 1/2/4/5 are the backyard;
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* night 3 moves to the corner block — the same "looks like night 2 and isn't"
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* beat, sharpened: it's a new yard you've never rigged, its carport is a trap,
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* and its storm carries the southerly change that makes the venturi scream. The
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* plain-string form is still accepted (defaults to backyard_01) so nothing that
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* reads NIGHTS[i] as a storm key breaks.
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*
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* SPRINT11: a night is now a JOB. Same ladder, same yards — what's new is the
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* frame DESIGN.md has had from line one: *"work arrives as callouts — each one a
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* site with existing conditions, a client brief, a budget, and a forecast
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* window."* You are not surviving five nights; you are working five jobs.
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*
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* The week that fell out of the data, once it was asked to name a client: the
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* Hendersons are away (SPRINT11's own line — they leave for Cairns), so four of
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* the five nights are the same yard, on retainer, through a bad week. Night 3 is
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* a different site, so it is necessarily a different client — a short-notice
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* callout to a yard you have never rigged, on the night the change comes early.
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* That is not flavour bolted on: it is what `site: site_02_corner_block` already
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* MEANT, finally said out loud. The corner block lands harder because it's a
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* stranger's place and you're there at short notice.
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*
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* Copy lives here as data, per SPRINT11's rule: client flavour is data, not code.
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*/
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export const NIGHTS = [
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// SPRINT12: `addr` is the second line of E's bill-to block — a letterhead
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// bills somebody somewhere. Street names are the site's fiction (E's kit
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// drafted both), and the addr carries the yard so the invoice, which has no
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// site line of its own, still says where the night happened.
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{
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storm: 'storm_01_gentle', site: 'backyard_01',
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client: 'the Hendersons', addr: '14 Kurrajong St — the backyard',
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brief: 'They fly out Friday and the seedlings are the whole point — six weeks in, first season that '
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+ 'took. Get the sail up while it\'s calm. Nothing tonight will test it.',
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},
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{
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storm: 'storm_03_southerly', site: 'backyard_01',
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client: 'the Hendersons', addr: '14 Kurrajong St — the backyard',
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brief: 'A southerly, and hail with it. This is the one the seedlings can\'t take — cloth over the bed '
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+ 'or there\'s no bed on Monday.',
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},
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{
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storm: 'storm_03b_earlybuster', site: 'site_02_corner_block',
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client: 'the Vasilaros place', addr: '2 Bight Rd — the corner block',
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brief: 'Short notice — corner block two streets over, never rigged it. Same southerly as Tuesday, '
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+ 'except the change is through before you\'ve finished your coffee. They said there\'s plenty '
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+ 'to tie off to.',
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},
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{
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storm: 'storm_02_wildnight', site: 'backyard_01',
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client: 'the Hendersons', addr: '14 Kurrajong St — the backyard',
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brief: 'Back at the Hendersons\', and this is the night the whole week was pointing at. Rig it like '
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+ 'they\'re watching, because Friday they will be.',
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},
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{
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storm: 'storm_02b_icenight', site: 'backyard_01',
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client: 'the Hendersons', addr: '14 Kurrajong St — the backyard',
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brief: 'Less wind than last night and more ice, which is worse for the bed and easier on the rig. '
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+ 'Last night before they land.',
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},
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];
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/**
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* A night entry, every shape → a full JOB.
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*
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* The plain-string form still resolves (SPRINT10's promise), and now so does a
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* night with no client: an unbriefed job is a job with no letterhead, not a
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* crash. `pay` is per-job so the schedule is data — see PAY for the defaults and
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* for why the clean bonus is the one number here that is NOT yet measured.
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*
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* @param {number} i
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* @returns {{storm:string, site:string, client:string|null, brief:string|null, pay:object}}
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*/
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export function nightAt(i) {
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const n = NIGHTS[i];
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const base = typeof n === 'string' ? { storm: n, site: 'backyard_01' } : (n ?? {});
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return {
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storm: base.storm,
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site: base.site ?? 'backyard_01',
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client: base.client ?? null,
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addr: base.addr ?? null,
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brief: base.brief ?? null,
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pay: base.pay ?? {},
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};
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}
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/**
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* The economy, in one place because it is the thing most likely to need tuning
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* once somebody actually plays five nights in a row.
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*
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* Shape (SPRINT8 §gate 1): pay = fee by severity + garden bonus + intact
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* hardware refund − collateral. Two of those needed a judgement call and both
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* are the difference between a week with stakes and a week you cannot lose:
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*
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* - **A lost night pays a fraction of the fee, not zero and not all of it.**
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* Zero is unrecoverable and reads as punishment; full pay means failure costs
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* only the broken shackle, and the bank only ever climbs. DESIGN.md's warranty
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* callout is the source: you turn up, you're just not getting paid for it.
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* - **Hardware comes back at half.** Full refund makes gear effectively free —
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* the only sink left is breakage, the bank grows every night, and "broke =
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* game over" becomes unreachable. Half is also the honest number: a shackle
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* that rode out a gale has been fatigued, its pin worked loose, and DESIGN.md
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* already says flogging unscrews unmoused pins. You can re-use it; you can't
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* call it new.
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*/
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export const PAY = {
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/**
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* Client's fee for the job, scaled off the storm's worst gust.
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*
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* The constants are set by the shape of the week, not by taste — measured by
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* playing all five nights at fixed skill. A fee has to be worth roughly
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* two-thirds of a good rig ($75): any smaller and one bad night is instant
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* game over (at `8 + gust` a disaster night paid $13 against a $75 rig and
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* ended the week on night ONE, which is a punishment, not a difficulty); any
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* larger and the bank runs away and night five is trivially affordable.
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* At `25 + 1.6·gust` a disaster leaves you at ~$26 — alive, but rigging the
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* next night on carabiners, which is the death spiral doing its job.
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*/
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feeFor: (gustPeak) => Math.round(25 + gustPeak * 1.6),
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/** A lost night still pays this share — you turned up, it just went wrong. */
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lostNightShare: 0.35,
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/** Garden bonus at hp=100. Scales linearly; this is the main earner. */
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gardenBonusMax: 45,
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/** What surviving hardware is worth back. Fatigued, not new. */
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refundShare: 0.5,
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/**
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* Nothing of theirs broken (SPRINT11 gate 2 — the third line on the invoice).
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*
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* It exists to give the schedule three axes that mean three different things,
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* which is what turns a scoreboard into an invoice:
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* base — you turned up and did the job (severity-scaled; less if it went wrong)
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* garden — how much of what they actually cared about survived
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* clean — you left their place the way you found it
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* Deliberately NOT gated on winning: it's about their property, not your
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* success. Lose the garden but break nothing and you're still a tradesperson
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* who didn't wreck the place — that's a different fact and it gets its own row.
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*
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* It also makes the carport bite twice, which is the point: take it and you
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* lose 180 AND this. Sized so that total sting is 200, still inside E's
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* "above ~250 and one mistake is a silent game over" ceiling.
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*
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* ⚠️ **THE ONE NUMBER IN THIS FILE THAT IS NOT MEASURED — for gate 3 to settle.**
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* Every other constant here was set by playing the week. This one couldn't be:
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* it's new money, and MEASURED (node, the model in BROKE_BELOW's note) it makes
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* a competent week bank 385 → 485, i.e. it adds ~$100 to a five-night run that
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* §BROKE_BELOW already flags as running away with itself. I did not fund it by
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* quietly trimming `feeFor` or `gardenBonusMax` — those two carry measured
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* evidence and long reasons, and re-tuning them on my taste to pay for my own
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* new feature is exactly the move this repo keeps catching.
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* So: if gate 3 says the bank runs away, THIS is the lever to cut first. It's
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* the newest and least load-bearing number in the economy, it's per-job data,
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* and cutting it costs nothing but a row on the invoice.
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*/
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noCollateralBonus: 20,
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};
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/**
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* Below this you cannot rig four corners at all — four carabiners is the floor.
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*
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* ⚠️ MEASURED, OPEN, AND FOR A PLAYTEST TO SETTLE — not a guess, and written
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* here because the numbers are only visible once you run five nights:
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*
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* 1. **A competent week runs away with the money.** Holding 4/4 at hp 70 every
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* night takes the bank 80 → 116 → 167 → 218 → 285 → 350. By night three you
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* can already afford four rated shackles ($120) and the wild night stops
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* being a decision. The fee is the lever; it is deliberately NOT tuned down
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* yet, because the fix might equally be that later nights should cost more
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* to rig (a bigger sail, a second bed) — that's Sprint 9's content question,
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* not a constant I should quietly pick tonight.
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* 2. **A floor-scraping week may never actually go broke.** At $20 a cheap rig
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* earns back roughly what it costs, so the bank can sit just above this line
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* indefinitely, losing every garden. The grade fixes what the END CARD says
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* about that (see gradeFor) but not whether 'gameover' is reachable at all
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* from a slow bleed rather than one disaster.
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*
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* I could not settle either from the harness: my own bad-player model handed
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* back a fixed $30 of intact hardware no matter what it spent, which flattered
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* the bottom of the curve and is exactly the class of mistake this repo has
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* caught me making all project. Both need a human playing five nights.
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*/
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export const BROKE_BELOW = HARDWARE[0].cost * 4;
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/**
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* How the week is remembered, by gardens actually held.
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*
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* SPRINT8 gave Lane A the win wording, and this is the ruling: the end card is
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* the last thing SHADES says to a player, so it does not get to lie the way the
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* aftermath verdict used to. Three grades, and E's copy carries two of them —
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* their primary for a clean week, their own alternate for a scraped one. The
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* third is mine, because E never wrote words for "you stayed solvent while the
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* client's garden died four times", and until this was measured nobody knew the
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* game could even produce that ending.
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*
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* @param {number} held gardens saved, 0..5
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*/
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export function gradeFor(held) {
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if (held >= 5) return 'clean';
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if (held >= 3) return 'scraped';
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return 'solvent';
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}
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/** Worst gust a storm def can throw — the severity signal the fee reads. */
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export function gustPeakOf(def) {
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const base = Math.max(...def.baseCurve.map((p) => p[1]));
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const g = def.gusts ?? {};
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return base + (g.powBase ?? 0) + (g.powRamp ?? 0);
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}
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/**
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* @typedef {object} Settlement
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* @property {number} fee client's payment for the job
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* @property {number} bonus garden bonus
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* @property {number} refund intact hardware recovered, at half
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* @property {number} collateral what your failure broke of theirs
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* @property {number} pay fee + bonus + refund − collateral
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* @property {number} bankBefore
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* @property {number} bankAfter
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* @property {'continue'|'win'|'gameover'} outcome
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*/
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/**
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* @param {object} [opts]
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* @param {number} [opts.bank=START_BUDGET]
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*/
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export function createWeek(opts = {}) {
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const startBank = opts.bank ?? START_BUDGET;
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let index = 0; // 0-based into NIGHTS
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let bank = startBank;
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let done = false;
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/** @type {Settlement[]} */
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const log = [];
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const week = {
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/** 1-based, for humans. "Night 3 of 5". */
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get night() { return index + 1; },
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get nights() { return NIGHTS.length; },
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get stormKey() { return nightAt(index).storm; },
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/** SPRINT10: which yard tonight is on. main.js loads it. */
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get site() { return nightAt(index).site; },
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/** SPRINT11: tonight's job — client, brief, pay schedule. The job sheet reads this. */
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get job() { return nightAt(index); },
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/**
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* What tonight pays, BEFORE you rig it — the "budget Y" half of DESIGN.md's
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* brief, and the reason the job sheet is worth building. Until now the fee
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* existed only in the aftermath: you found out what the job was worth after
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* you'd decided what to spend on it, which is not a decision, it's a reveal.
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*
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* Quotes the maxima honestly: base at full (what a held night pays), garden
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* at hp 100, clean at not-a-scratch. What you actually bank is the invoice's
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* business — a quote is what's on offer, not a promise.
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*
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* @param {object} def tonight's storm def
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*/
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quote(def) {
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const j = nightAt(index);
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return {
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base: PAY.feeFor(gustPeakOf(def)),
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garden: j.pay.garden ?? PAY.gardenBonusMax,
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clean: j.pay.clean ?? PAY.noCollateralBonus,
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get total() { return this.base + this.garden + this.clean; },
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};
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},
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get bank() { return bank; },
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get isFinalNight() { return index === NIGHTS.length - 1; },
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get over() { return done; },
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get log() { return log; },
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reset() {
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index = 0; bank = startBank; done = false; log.length = 0;
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return week;
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},
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/**
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* Settle the night just played and move the ladder on.
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*
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* @param {object} run main.js's scoreRun() result
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* @param {object} def tonight's storm def (for severity)
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* @param {number} spent what prep actually cost out of the bank
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* @returns {Settlement}
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*/
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settle(run, def, spent) {
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const bankBefore = bank;
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const fullFee = PAY.feeFor(gustPeakOf(def));
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const fee = run.win ? fullFee : Math.round(fullFee * PAY.lostNightShare);
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// Per-job override, PAY's default otherwise — and settle MUST read the same
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// source the quote does, or the job sheet promises a number the invoice
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// doesn't pay. That's not a rounding difference, it's a lie on paper.
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const gardenMax = nightAt(index).pay.garden ?? PAY.gardenBonusMax;
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const bonus = Math.round((Math.max(0, run.hp) / 100) * gardenMax);
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// Only hardware still on an unbroken corner comes home, and at half.
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const intact = (run.intactHardwareValue ?? 0);
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const refund = Math.round(intact * PAY.refundShare);
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const collateral = (run.collateral ?? []).reduce((s, c) => s + c.cost, 0);
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// The clean bonus. Per-job data first, PAY's default otherwise — so a job
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// that wants to say "there's a lot here to break" can, without code.
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const job = nightAt(index);
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const cleanMax = job.pay.clean ?? PAY.noCollateralBonus;
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const clean = collateral === 0 ? cleanMax : 0;
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const pay = fee + bonus + refund + clean - collateral;
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bank = Math.max(0, bankBefore - spent + pay);
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const held = log.filter((n) => n.won).length + (run.win ? 1 : 0);
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// Outcome is decided AFTER the money moves: you can win the last night and
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// still be broke, and the week should say you finished it.
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//
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// Reaching night five is NOT winning, and the first draft of this said it
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// was. Measured: a player who rigs $20 of carabiners every night loses
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// four gardens out of five, never dips under the broke line because a
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// cheap rig barely costs anything, and got handed "THE WEEK HELD —
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// everything's still where you put it" over four dead gardens. Outlasting
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// the week isn't surviving it. So the WORDS scale with what you actually
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// held (see grade); the outcome only says whether you're still trading.
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let outcome;
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if (week.isFinalNight) outcome = 'win';
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else if (bank < BROKE_BELOW) outcome = 'gameover';
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else outcome = 'continue';
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done = outcome !== 'continue';
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const s = { fee, fullFee, bonus, refund, clean, cleanMax, collateral, pay, spent,
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bankBefore, bankAfter: bank, outcome, night: week.night, held,
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grade: gradeFor(held), stormKey: week.stormKey, won: !!run.win,
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client: job.client, addr: job.addr, site: job.site };
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log.push(s);
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return s;
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},
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/** Move to the next night. No-op once the week is done. */
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advance() {
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if (!done && index < NIGHTS.length - 1) index++;
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return week;
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},
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};
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return week;
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}
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