Commit Graph

15 Commits

Author SHA1 Message Date
m3ultra
22bd43857c Review pass: the room-specific bugs a shared FloorView was hiding
Three independent reviewers checked each new venue against its brief. No
blockers, all three rooms genuinely distinct — but two of the findings were
mine, in the file the layout authors were told not to touch.

FloorView was still drawing two things at Voltage's coordinates:
- The scan beams pivoted on a hardcoded (38,23) — Voltage's mirror ball. In The
  Royal that swept two beams across the empty middle of the pub, twenty-five
  tiles from that venue's dance floor. Now derived from the layout's own
  discoball, and a venue without one gets no beams, because the beams ARE the
  ball's light.
- The resident DJ stood at a hardcoded (55.5, 22.5) — Voltage's booth, which in
  The Royal is the middle of the bistro. Now placed from the venue's own gear
  and stepped clear of `posts.decks`, so a player on a DJ shift is never
  standing inside him. The beat-bob had the same constant baked into it.

Elevate's staffDj prop is dropped as a consequence: with a resident DJ derived
per venue it would have made two DJs on the plinth, and three once the player
took the shift.

New invariant: a staff prop may not stand on a post tile. Elevate's bartender
was on the exact tile the bar shift teleports the player to, so the shift would
have been played from inside her. Caught by the rule, then fixed.

`mirror` and `graffiti` kinds added. Elevate was standing BOTH its mirrors up as
`poster3` (the author raised it as a contract request and stubbed it honestly),
which would have hung the same torn gig poster in a marble bathroom and called
it a mirror. ROOM's toilets get the graffiti its brief always asked for.

The Royal: TAB screens moved onto the wall they belong on rather than floating
mid-carpet, the trough given its own fluoro (the one fixture that room is known
for was rendering unlit), the beer garden's dark middle band lit — 288 tiles on
two lights left the gate everyone walks through in the dark — the out-of-order
sign moved off the tile the queue stands on, and two comments corrected to
describe what the code actually does.

Also hardened the farm client: `_req` raised SystemExit, which is a
BaseException, so `except Exception` in the batch's worker threads did not catch
it and one stray 401 during a poll killed a 43-asset run after a single asset.
It now raises a normal error and retries transient 401/429/5xx with backoff.

Gate: lint clean, tsc clean, floor suite 271 passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 20:01:40 +10:00
m3ultra
4caa901df2 Four venues, four rooms: the ladder stops being one map with different numbers
The venue ladder has always listed four venues in data/venues.ts, but they
shared ONE floor map and differed only by difficulty knobs — so a promotion you
survived a whole week for looked exactly like the room you had just left.

- venueMap.ts grows a FloorLayout contract (map + props + lights + posts +
  probes + palette) and the newGrid() primitives every room is painted with.
  Voltage stays IN venueMap rather than moving to layouts/, so the new rooms can
  import primitives from it without closing an import cycle.
- Three new rooms in src/scenes/floor/layouts/: The Royal (horseshoe public bar,
  pool room, pokies corner, trough + two cubicles, a beer garden that is plainly
  the nicest room in the pub, and a DJ "corner" that is a folding table because
  this pub never built a booth), Elevate (open-air rooftop — most of the grid is
  sky, the DJ is on an unwalled plinth, you arrive by lift), ROOM (concrete
  warehouse, pillars you path around, central booth, loading-dock smoking area,
  twelve lights in the whole venue).
- Nothing about a room is a module singleton any more. FloorView, sweep and
  FloorDemoScene take the layout; the door picks its street plate by venue id.
- FloorDemoScene's six hardcoded station spots (TAPS_SPOT, DECKS_SPOT, ...) were
  Voltage's tile coordinates. At four venues a hardcoded (47,3) puts the bar
  shift inside The Royal's pool room, so each layout now names its own stations
  and the scene reads them from there.
- tests/floor/layoutInvariants.ts is an executable rulebook: perimeter holds,
  every walkable tile reachable from the entry, anchors on walkable ground,
  posts not sealed (a post on a sealed tile freezes the player for the night —
  that has shipped twice), probes reachable, props on-grid. Proved against
  Voltage BEFORE the new rooms were authored against it.

Dev route #floor:<venueId> boots the floor straight into one room, because
otherwise seeing ROOM means surviving three weeks of the ladder.

Gate: lint clean, build clean, 821 tests passing (was 784).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 19:51:54 +10:00
type-two
700bd48bcb The bar sells the room, and the inspector makes one bad pour matter
- pourAdjust pays hype: clean 0.03, heavy 0.05, short nothing. The crowd-pleaser
  is also what walks the room toward the RSA line — same lever, both ways.
  Role pay gap closes from ~$180 to $45.
- breachSeenChance(inspectorWatching): 0.35 alone, 0.9 with a lanyard in the room
  (design §6). Corrects SOLO-19: detection was never the weak part — dedupe caps
  strikes at one a night and 0.35 already saturates across several pours.
- Sim harness was missing the 3 AM audit and under-reporting late-night strikes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:53:25 +10:00
type-two
0d3ce80c6b Six defects from the adversarial review: two softlocks, a dead door, and a bar that punished the right call
- 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>
2026-07-22 03:13:09 +10:00
type-two
b7bb8f49ab The money layer: booth tips (cash buys the yes, not the landing), the pour meter, bar tabs with the card jar and the 3-card handback
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 02:17:45 +10:00
type-two
b273c5c833 The bartender shift: hold the taps — per-stage order lines, SERVE/WATER/CUT OFF priced per §4.3, RSA breach rides a deferred write-up
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 01:56:49 +10:00
type-two
fbcbb2e349 The DJ shift: hold the decks — bass-out builds, bar-line-judged drops, booth requests with odds
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 19:49:33 +10:00
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
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
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
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
df70c99dd0 Merge branch 'lane/floor'
# Conflicts:
#	LANEHANDOVER.md
#	src/scenes/floor/FloorDemoScene.ts
2026-07-19 22:14:08 +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
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
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