Commit Graph

8 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
433bf77a78 The [GLB] hop, closed: headless Blender ortho-render turns TRELLIS meshes into props
tools/glb_to_sprite.py completes SPACES.md's 3D route — fixed ortho camera fitted
to the mesh bounds, flat light, transparent film, straight into props_import.
A/B'd on one pool table: TRELLIS wins for objects with volume (worn felt, real
pockets, rails), flux stays for flat things. Rake is 60 not 90 — straight down
turns a fridge into a grey box.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:37:36 +10:00
type-two
9b6bc6355c Furnish the empty rooms: the dunnies get fittings, the bar gets fridges, the yard gets a heater
Audit found the dunnies were the biggest room in the venue with ONE prop in it
(and a minigame happening there). Nine new kinds placed across the five thinnest
spaces. House-style note recorded: props are raked three-quarter top-down, not
strict orthographic — a fridge from directly overhead is a grey box.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:29:55 +10:00
type-two
5334a30150 Prop batch 2: monitor, booth lamp, dishwasher, pool table, wet-floor cone, high tables, plants, and a real red-carpet plate for the door
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 02:39:11 +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
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