Handover: record the taps softlock fix

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
type-two 2026-07-22 02:32:44 +10:00
parent 3b8682dd40
commit bcc06c104a

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@ -1715,3 +1715,21 @@ preloads 28 textures needs real wall-clock time before Door/Floor launch — ste
then `await sleep(~900ms)`, then step again. Two "critical bugs" this session
were my own harness outrunning the loader; check `scene._queue` and
`load.totalToLoad` before believing a scene is stuck.
### Fixed 4 (P0, found after the block above) — the taps softlock
`toggleTaps()`'s exit branch teleported the player to `TAPS_FRONT`, tile (47,6),
which sits inside venueMap's `stool` rect — and `stool` is not in `WALKABLE`.
Reproduced in the live build: after handing the taps back the player sat at
(760,104) and W/A/S/D each moved them **0px** for the rest of the night. The
`bartender` roster role mounts the taps automatically, so a single keypress
ended the run with 13 real minutes left to watch.
Exit no longer teleports: you stay at `TAPS_SPOT` behind the bar and walk out
around its east end (verified walkable end-to-end: staff row → east → south →
back west in front of the bar). `TAPS_FRONT` moves to row 7 so the approach
probe is on the punter side instead of inside the furniture. Re-entry prompt
re-verified from the new spot.
Credit where due: this one was surfaced by a design-panel agent that probed
`stepPlayer` against the real `VENUE` in all four directions rather than reading
the code — worth copying as a technique for any "is this position legal" claim.