The alpha>0 guard never closed (each new tween re-captured the still-
positive alpha), so DoorScene accumulated ~1 live tween per frame all
night. Fade is now tween-free elapsedMs math with tests pinning that it
reaches exactly 0 and stays there.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
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>
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>
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>