- DJ post stood the player inside the sealed djbooth (same class as the taps
softlock): every direction blocked, and since the sweep needs you to walk to
the entry, the night could never be paid. DECKS_SPOT moves to the booth's west
counter, which is where the map comment always said the gear faces from.
- Role stations are now DATA (venueMap POSTS/PROBES) with tests/floor/stations.test.ts
pinning the whole bug class: posts must be walkable AND escapable, probes must
have somewhere walkable within interact range. Written as a MOVEMENT test, not
a tile-name test — the question is whether the player can leave.
- DoorScene.busy is released by a delayedCall on the scene clock, and stopping a
scene discards pending events, so a ruling in the last 2.6s of a night left it
stuck true: a dead door — no rope, no verdicts, no way inside — for the rest
of the run. Now reset per night, along with seenCards/kebab/franko/retiredRules.
- Bar WATER and CUT OFF never settled the patron, so watering a maggot from
behind the taps left them ticking as unhandled and re-logging every grace
period: the call that fixed the problem kept being charged for it.
- Every bar verb logged as 'barServe', putting drinks in the record that were
never poured. One kind per verb; the report system takes unknown kinds by design.
- carpetMsFor() is consumed on read: a regular parked, recalled and knocked back
came round again later and was paid the entrance dividend a second time.
- Sweep state joins resetNightState() so an interrupted floor score cannot carry
its cash, or its previous-night pay callback, into the next night.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Builds the last missing v0.2 floor mechanic (design §3.2). A fight is not a
modal: two patrons square up, a 7s fuse burns through five escalating shove
rungs, and you stop it by physically standing between them — it spends the
floor's only real resource, where you are. The tell (shoving silhouettes +
pulsing marker) deliberately reads OUTSIDE the torch cone, because spotting it
is the gameplay.
Adversarially reviewed the whole lane, then hand-adjudicated the findings. Six
real defects fixed, several in code from round 1:
- PatDownOverlay compared 'Escape' against the scene's uppercased 'ESCAPE', so
ESC was dead there while the on-screen hint promised it worked.
- The spawn cap counted departed agents (CrowdSim keeps them so find() works),
so every ejection permanently shrank the venue and the floor drained.
- FloorView's sprite cache is keyed by patron id and outlived resetRun, while
_resetPatronSerial recycles ids from p0 — reseeding gave the new crowd the
old run's dolls.
- escalation's per-incident `resolved` was consumed as a permanent per-patron
`handled`, retiring a correctly-watered `loose` patron for the whole night
while they kept drinking. Now settles per stage and re-arms when they worsen.
- Stall busts retired the captured occupant list, but the crowd keeps simulating
behind the modal. Re-queries at resolution.
- Stall infractions put a stall id in the frozen `patronId` field.
Also wired teardown to Phaser's SHUTDOWN event; a `shutdown()` method is never
called, so leaving the floor leaked the view, sim, overlays and bus listeners.
Fight balance was measured, not guessed: at a 20s cooldown an idle night brewed
28 fights and 28 heat strikes against a run cap of 3. Now 150s (~5/night) with a
deferred heat strike, matching §3.2's "possible Heat". An idle night ends at
vibe 0 / 5 strikes; an attentive one at vibe 54 / 0 strikes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FloorDemoScene (F from Parade): an 80x45-tile venue you patrol in the dark with
a flashlight cone that reveals detail, plus all three v0.2 infractions and the
UV stamp check. Self-populates from the patron generator; consumes Patron[] only,
so Phase 2 can hand it the real admitted list.
Pure, tested logic (venueMap, cone, player, crowdSim, bangJudge, escalation,
patDown); Phaser layer stays thin (FloorView + three overlays). 120 new tests,
169 total.
Two bugs found by running it rather than by the suite, both fixed:
- bump penalties had a per-agent cooldown but no sim-wide bound, so the leak rate
scaled with crowd size and an unattended venue pinned vibe to 0 / aggro to 100
by ~1AM. Sim-wide gate added, with a regression test.
- beat.update() sat below the overlay early-return, freezing the beat clock behind
modals and making the stall rhythm game unwinnable. Clock and beat now always run.
Also retuned dwell times and the tile/darkness palette for readability, and
dropped Light2D in favour of the cone mask it was fighting.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>