Commit Graph

35 Commits

Author SHA1 Message Date
type-two
1b0842024b The whole shelf: 9 scripted characters (cop/celebrity/sovereign/rider/promoter/neighbour/hens/twins/ex-doorman) + 5 floor systems (vomit/phone/water/first-aid/kebab run)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 19:27:43 +10:00
type-two
d8c3b0507d SCENARIOS shelf: mark lockout, passback, step-up lines, fence-jumpers shipped
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 18:46:12 +10:00
type-two
4471bf4376 Late game: 1:30 lockout law, ID passback (SEEN TONIGHT), regular step-up lines, yard fence-jumpers
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 18:45:50 +10:00
type-two
389376c2f1 The joint bust (ChoiceOverlay, corruption verb, report accounts) + the glassie run (kitchen, rack carry, wobble physics, glass smash)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 17:51:49 +10:00
type-two
7803873825 The club gets dressed: full MODELBEAST art drop (20 sprites + street backdrop), scan-beam light show, colour-cycling dance grid, pool corner + furniture, present-race fix
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 17:19:46 +10:00
type-two
f38ea0743c Cross-night regulars with disguises, venue crowd identities, retractions as texts
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 16:43:40 +10:00
type-two
9827e4ebe6 Venue ladder: Royal→Voltage→Elevate with promotion flow, per-venue knobs, sim coverage; yard rain + booth DJ
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 15:53:52 +10:00
type-two
b1e2f038bc Spaces: DJ booth, smoking yard, sinks, glassie station; data-driven PROPS/LIGHTS with beat-pulsed zone lighting; art drop-in pipeline + generation queue
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 14:38:19 +10:00
type-two
2e0b1917b8 Asset survey: RIGROOM library, modular kit, repose pipeline, procity notes
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 13:36:50 +10:00
type-two
22f5f11dde Fix card/judge disagreement under text lag; session handover
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 06:06:42 +10:00
type-two
7b44e01333 Solo build-out: floor SFX + drunk typos, 8-encounter table with cross-night gating, scheduler rework
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 05:51:16 +10:00
type-two
63a3b4d4fc Economy tuning pass: sim harness + 9 feel-bands, Dazza rule cap, natural churn, capacity strike fix, hype decay, vibe cooling
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 05:35:47 +10:00
type-two
a961e1853b Document live deploy at monsterrobot.games/not-tonight
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 23:35:48 +10:00
type-two
662060388a Phase 3 review: merge content/floor2/juice2, port stale-base floor work into night mode, aggro decay, Ambience+MixDesk wiring
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 22:17:57 +10:00
type-two
df70c99dd0 Merge branch 'lane/floor'
# Conflicts:
#	LANEHANDOVER.md
#	src/scenes/floor/FloorDemoScene.ts
2026-07-19 22:14:08 +10:00
type-two
e1972c1c07 Merge branch 'lane/juice2'
# Conflicts:
#	LANEHANDOVER.md
2026-07-19 22:03:48 +10:00
type-two
10462ebada LANE-JUICE2: session block — ear pass is rigged and waiting on ears
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 21:48:44 +10:00
type-two
1a66c602fd LANE-JUICE2: ear-pass mix desk, ambience beds, night arc in the engine
The Phase-1 debt was 'verified by ear: NOTHING'. I still can't hear, so this
lane builds the instrument that lets someone who can tell me what's wrong, and
makes their answer a diff instead of a conversation.

- TechnoEngine drives every voice from the live TrackMix and the arc, instead of
  module consts. Behaviour-identical at DEFAULT_MIX (verified constant by
  constant). Voices whose effective gain rounds to silence are skipped, not
  clamped — at 9PM the bass builds zero nodes rather than ~8/sec of silence.
  setMixValue quantises integer paths, so what formatMix dumps is what played.
- MixDeskScene: solo/mute per voice with a per-voice listening prompt, every
  mix param on log-mapped sliders, an arc scrubber (audition 1AM at 9PM), and
  DUMP MIX -> a pasteable TrackMix literal. Restores the arc pin and solo state
  it found on close, rather than forcing a default — the demo deliberately pins
  PEAK and the desk was silently un-tuning it.
- Ambience: rain outside, crowd murmur inside, kebab-shop fluoro hum. On the SFX
  bus, not the music lowpass — that filter models the PA being behind a wall,
  and rain is not behind anything. Headcount comes off door:verdict admits and
  floor:ejection, NOT door:clicker: the clicker is the player's claimed count and
  its divergence from reality is the mechanic, so the room would sound like the
  lie. Verified live: 120 + 2 admits - 1 ejection = 121, clicker ignored.
- JuiceDemoScene pins the arc at PEAK on entry. GameClock runs 360 game-min in
  13 real min, so an unpinned demo opens on kick+hat and anyone judging the bass
  would conclude it's broken.
- Phone thread scrolls with visible-window culling and a binary-searched range,
  a history cap, and a 'new below' cue when a text lands off-screen.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 21:47:53 +10:00
type-two
37f9892309 LANE-CONTENT: the guest list, the moral encounters, the inspector, the paperwork
Phase 3 deliverables 1-4. The door now has something to read rather than a
checklist to tick.

The guest list clipboard shares the desk's left panel with Dazza's rules via a
tab, because there is no spare space at 640x360 and the tradeoff is honest:
checking a name costs you a beat of queue time. The mechanic is measured rather
than asserted — at the generator's real claim rates an exact match is a coin
flip, a near match leans legit, and no match leans liar. Owner's-mate patrons
now drop Terry's name, so the trap has a tell that isn't just confidence.

Scripted encounters (four, three a night) arrive ahead of the arrival curve and
speak in beats. Their consequences are real and the game never says which call
was right — no meter, no chime, no narrator.

The inspector reads as a boring punter; admitted, he converts any live breach
from a 3 AM audit finding into an immediate strike. Denied, nothing happens
ever. Verified in play: a night ended LICENCE PULLED with two of three strikes
his.

The incident report sits between the summary and the next shift. Filed accounts
go to pastReports so Phase 4 audits what the player claimed; NightScene no
longer dumps the raw truth there, which had nothing to catch anyone out with.

Also closes my own Phase-1 finding: judge() now reads intoxication and
contraband. Refusing someone who cannot stand up used to score identically to
refusing a clean punter, so the game's most legible signal was worth nothing.
That gap was also what made quietBeer's humane option secretly optimal on both
meters — the one thing design 4.3 forbids.

518 tests (was 413). Played a full 3-night run: all three nights reached 3 AM,
heat carried 1 -> 2 -> 2. The Phase-1 economy findings are all still true and
this lane did not change them — vibe pinned at 97-98 every night and aggro sat
at 0. Details in LANEHANDOVER.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 21:32:37 +10:00
type-two
906a366ba8 LANE-FLOOR round 2: fight-brewing infraction + six defect fixes
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>
2026-07-19 20:57:28 +10:00
type-two
d112bda270 LANE-JUICE2: lift the track's constants into a live mix + a night arc
The Phase-1 engine baked every level, pitch and envelope into module consts, so
nothing could be tuned without an edit-reload cycle. Three things need them
live: the ear pass (a human turns a knob and hears it on the next beat), the
night arc, and the Phase-4 DJ role, whose control panel is specified as this
exact surface (BUILD_PLAN §4).

- mix.ts: TrackMix + DEFAULT_MIX (reproducing the Phase-1 values exactly, so
  lifting them changes no sound), MIX_RANGES bounds, and formatMix() — which is
  what turns a tuning session into a diff instead of numbers that die with the
  tab.
- arc.ts: the night's shape as per-voice gain scalars. Thin kick at 9PM, bass
  in once there's a crowd to carry it, everything at midnight, low end pulled
  first at Last Drinks. Pure keyframes, so it's testable and the DJ role can
  drive the same surface by hand.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 20:30:42 +10:00
type-two
0f7b948439 Phase 2: night-flow integration — door/floor interleave, Kayden, TechnoEngine in the night, run progression; Phase 3 lane instructions
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 20:20:18 +10:00
type-two
595371f684 Phase 1 review: merge door/floor/juice, fold CCRs into contracts, integration fixes
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 19:26:35 +10:00
type-two
ca8fd75aac Merge branch 'lane/juice'
# Conflicts:
#	LANEHANDOVER.md
#	src/main.ts
2026-07-19 19:15:55 +10:00
type-two
7aff70c1c0 Merge branch 'lane/floor'
# Conflicts:
#	LANEHANDOVER.md
#	src/main.ts
2026-07-19 19:15:01 +10:00
type-two
e0b5831166 LANE-DOOR: land the adversarial review findings
The important one: the dress-code card was highlighting every rule a patron
broke the moment they stepped up, so optimal play was reading a red line off the
desk. That deleted the inspection loop the whole scene exists for. The highlight
now fires after the ruling, as feedback.

Second: tonight's date appeared nowhere in the game, so working out whether an ID
was underage — the tell that files a heat strike and costs the licence — was
guesswork. It is now on the card beside the DOB and under the HUD clock, which
finally makes the boundary cases idCheck.ts was written for reachable.

Also:
- determinism: the partner's generatePatron call sat behind an enqueue-success
  check, and enqueue fails at maxQueue, which is player-controlled — so from the
  first queue overflow the rest of the night's patrons diverged. Same class as
  the comeback-stream bug, fixed for couples and missed for patrons.
- the sobriety modal's backdrop wasn't interactive; you could rule straight
  through it
- tooltips read "navy a blazer" — articles baked into the noun tables, then
  colour-prefixed. They are the only detection channel for four rules under
  placeholder art, so they have to read cleanly.
- bumbag and chain are drawn on the body but were described only in the head zone
- NightScene.endNight pushed heat strikes past core/meters.ts
- dropped the diff's one `as never` for a real type guard (CCR-4)
- replaced a vocabulary-coverage test whose string-equality heuristic silently
  stopped working once a legitimate word matched its own type id

231 tests. Balance findings (vibe pins at 100, stalling is dominant, the slam
never materialises) are measured and written up in LANEHANDOVER.md but not
applied — that is a whole-economy retune and it wants a human playtest, not a
bot with perfect information.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 19:06:31 +10:00
type-two
f5e1151c6e LANE-JUICE: session block + contract change request for door:phoneTheatre
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 18:53:23 +10:00
type-two
2eb3c94ccd LANE-JUICE: audio engine, SFX set, five UI widgets, JuiceDemoScene
Audio (src/audio/), raw WebAudio, no samples or libraries:
- TechnoEngine: 128 BPM four-on-the-floor kick, off-beat hats, 2-bar 16th
  bassline, 8-bar pad. Look-ahead scheduler (25ms timer, 100ms horizon) is the
  beat authority — emits beat:tick with the SCHEDULED audio time, so consumers
  can compare honestly. Replaces core/StubBeatClock at integration; same event.
  Stale beats are resynced to the next downbeat rather than caught up: a
  throttled/hidden tab otherwise dumps a 64-beat backlog onto one sample.
  Music runs through the location lowpass; SFX bypass it and stay crisp.
- Sfx: 10 procedural one-shots + rain bed, one shared noise buffer, voices
  self-disconnect on ended so a six-hour night doesn't accumulate nodes.

UI (src/ui/), reusable Phaser containers, no door/floor imports:
- Stamp (the signature interaction), Phone (Dazza thread + phoneTheatre),
  DialogueBox (typed-out, drunk-typo render), Clicker (digit roll),
  MeterHud (neon vibe / crowd-temp aggro / hype badge / 3 heat slots).
- JuiceDemoScene exercises every widget and SFX, with a log-mapped cutoff
  slider and a DOOR/FLOOR toggle that routes through the bus.

Verified in-browser: the door->floor sweep ramps 250Hz->18kHz over 600ms,
monotonic and exponential (halfway lands ~2.1kHz, not the ~9kHz a linear ramp
would give) — that late bloom is what sells the door opening. Under a real
hidden tab, 52 consecutive beats scheduled with zero in the past, 75-98ms lead,
max one beat per wake.

main.ts touched to route J / #juice to the demo — outside lane ownership,
flagged for sign-off in LANEHANDOVER.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 18:52:43 +10:00
type-two
30162d331d LANE-DOOR: the full v0.1 Door night — queue, ID minigame, dress code, stamps, summary
Playable start to finish: 9 PM to 3 AM, patrons arrive on a curve, you work the
rope, inspect them, and rule. Dazza texts escalate the dress code through the
night, deferred consequences land when you can no longer argue, and the night
ends in a summary or one of two fail states.

Rules engine (src/rules/, pure, no Phaser):
- dressCode: 8 rules whose text/activeFrom are read out of data/strings/dazza.ts
  by ruleId, with a load-time throw if a rule and its announcing text disagree
- idCheck: all ID date maths, built on core/GameClock's ageOn
- judge: the single scoring function, every magnitude named in JUDGE_TUNING
- sobriety: challenge content and the drunk-performance model

Scene layer (src/scenes/door/): NightScene shell, DoorScene, pure QueueManager +
arrivalCurve, patron-up inspection view, ID card, phone, dress-code card,
sobriety modal, stamp, summary.

Tests 49 -> 229.

Ten bugs found by playing it rather than by testing it, including one patron
being ruled eleven times (state was mutating inside a tween callback; it now
settles synchronously), a correctly-played night still rioting at 1:37 AM, and
28% of patrons being deniable for a logo the renderer never drew.

Contract change requests CCR-1..3 are in LANEHANDOVER.md. src/data/types.ts,
src/core/ and docs/ are byte-identical to main; the two additive extensions are
declare-module augmentations. src/main.ts is the one file touched outside the
lane (8 lines, to boot into the night) and is flagged for the reviewer.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 18:49:27 +10:00
type-two
3eee8432d4 LANE-FLOOR: the Floor — patrol, flashlight/UV, cut-off, stalls, pat-down
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>
2026-07-19 18:49:13 +10:00
type-two
c262ac8261 LANE-JUICE: pure foundation — beat scheduling, filter curve, UI style kit, drunk typo renderer
Testable-in-node math extracted ahead of the WebAudio/Phaser layers:
- audio/scheduling.ts: look-ahead beat grid (dueBeats never repeats or skips a
  beat however ragged the timer wakes; burst-capped for suspended tabs)
- audio/filterCurve.ts: the location filter's exponential cutoff ramp — the
  door-opening sweep, in frequency-space so it blooms late like a real door
- ui/style.ts: chunky pixel widget kit sharing the doll PALETTE
- ui/typo.ts: deterministic drunk-typo/typing/wobble renderer (seeded, no
  Math.random)
- ui/juiceEvents.ts: EventMap extensions via declaration merging, so
  door:phoneTheatre types correctly without editing frozen data/types.ts.
  TODO(contract) — CONTRACT CHANGE REQUEST filed in LANEHANDOVER.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 18:04:33 +10:00
type-two
9805ff8fe5 Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 16:20:53 +10:00
type-two
4eb8135585 Fleet asset notes: reusable network assets for the v0.4 art pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 16:00:53 +10:00
type-two
92e370e8c3 Add role ladder (glassie/bartender/doorgirl/bouncer/DJ) to design + role-agnostic sim rule
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 15:58:03 +10:00
type-two
5086a325d8 Design docs, build plan, contracts, and lane instructions for NOT TONIGHT
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 15:48:44 +10:00