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@ -932,3 +932,73 @@ the literal back), and (2) the ECONOMY TUNING PASS (baselines: content's
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3-night run data + door's Phase-1 measurements + floor's idle/attentive table).
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After those land, the next lanes are content-expansion (encounters, repeat
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gating), venue 2, and the v0.4 art pass per docs/ASSETS.md.
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---
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### SESSION — SOLO BUILD-OUT (Fable) — 2026-07-19 23:30
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**Branch/commits:** main (three commits this session; deployed live)
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**The headline: THE ECONOMY TUNING PASS IS DONE — against bots, held to bands.**
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`tests/sim/economy.ts` is a full node-side bot night (QueueManager + judge +
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Meters + deferred pipeline + churn model, no Phaser); `economy.test.ts` runs
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careful/sloppy/dawdler bots over 5 seeds and asserts NINE feel-bands. Those
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tests are now the economy's contract — a knob change that kills the feel fails
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CI, not a playtest three weeks later. Where the numbers landed (careful bot):
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admits 87 > denies 69 (was 48/68 — the room fills now), vibe pinned-share 0.34
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(was 0.99 — the meter is alive), aggro peaks ~36 (was 6), slam queue avg 7
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peak 16+ (was 1.0/8 — the 10:30 slam is REAL, verified live: 22 in the queue
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at 12:33 AM), hype decays while you work (was a permanent x3 ratchet), sloppy
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dies of vibe with 3 strikes, extreme dawdling riots before it profits.
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**What the tuning changed (all commented at the definition):**
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- judge: denyViolator 6→2, denyClean 2→1, admitClean 3→2, admitBadId 2→1.
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- queue: calmPerSec 0.9→0.35, NEW hypeDecayPerSec 0.045 (theatre fades while
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you serve — kills the ratchet).
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- arrivals: slam peak 0.42→0.72/min, night total ~70→~120.
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- generator: logo rate 0.35→0.18; sunnies/bucketHat/blazer weights halved.
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- NEW `core/meters.vibeCoolingPerMin`: the room cools above 50 (-0.4) and
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faster above 70 (-0.8), emitted per clock-minute — nobody stays impressed.
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- **Dazza's attention span (`ACTIVE_RULE_CAP = 4`)**: only his last four rules
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are live; older ones get greyed on the card + a retraction toast ("dazza:
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forget the 'NO THONGS' thing. new priorities"). With all 8 cumulative, ~55%
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of the late crowd was deniable and rule-following EMPTIED the room.
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- **Natural churn**: patrons go home after 50-140 clock-min (`floor:leave`,
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new contract event, CrowdSim emits, NightScene frees capacity). Without it
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capacity was a one-way ratchet and the door locked shut from 1 AM.
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- **Capacity strike bug FIXED**: the strike reason embedded the patron id, so
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the reason-dedupe never collapsed and every over-80 admit filed its own
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strike — 3 admits = licence gone. Now one stable reason per night. (This is
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what was really killing the long Kayden nights in Phase 2.)
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**Also this session:**
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- Floor SFX wired: stall bangs (doorBang), pat-down bin drops (clickerClunk),
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via optional sfx handles on the overlay constructors.
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- Cut-off dialogue now wears its blood-alcohol: `drunkify` on the patron's
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reply, deterministic per dollSeed.
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- **Encounters 4 → 8** (eighteenToday, kaydensMate, bigNightOut, twoOfThem —
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register per the §4.3 rules, humane never secretly optimal) + cross-night
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repeat gating (`GameState.seenEncounters`, recorded off the encounter
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incident, excluded by the scheduler until everyone's been met). Scheduler
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reworked: end-order greedy + backward latest-safe pass — a random draw can
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no longer strand a pick; overflow drops gracefully.
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- nightShift window tightened to [150,195] (its noLogos dilemma dies when the
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rule cap rescinds noLogos at 200).
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- **Bug found & fixed in browser verification**: Dazza's texts lag the clock
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(send cooldown), so a rule could be rescinded before its card row existed —
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the one-shot guard then swallowed the retirement forever and the card LIED
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about what was enforceable. Card sync is idempotent now; verified converged
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under worst-case lag.
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- **The Kayden contradiction has now fired in real play** (content's open
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item): floor stint → his 9:15 PM influencer admit → lied on the report →
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Friday's paperwork: "kayden wrote his version of p2 up too. it does not
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match urs. he is very proud of the log". Screenshot in session notes.
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**Tests:** 632 passing / 0 failing (was 621). Gate clean. **Deployed to
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https://monsterrobot.games/not-tonight/ (bundle index-W0Kf_Kh7.js, verified 200).**
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**Broke / known-wonky:**
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- The sim bot cheats (perfect information, no inspection time beyond a fixed
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cost) — bands are calibrated to it, not to humans. John's playtest may want
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the arrival curve ±15%; the bands make retunes safe to try.
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- Dawdler test covers EXTREME stalling (6s); mild-stall dominance is killed by
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hype decay but has no dedicated band.
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- Rule retractions land as toasts; a phone text would be richer (needs a dazza
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schedule slot — next content session).
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- Sloppy bot dies by VIBE before aggro ever moves — arguably right (admit-
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everything tanks the room via laps/ripens) but worth a human sanity-check.
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**Next:** John's ear pass (M in a live night) and a human feel-pass over the
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new economy — the bands make it safe to turn knobs. Then venue 2.
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@ -18,6 +18,19 @@ export function freshNightState(venueId: string, nightIndex: number, licensed: n
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const clamp = (v: number, lo: number, hi: number) => Math.max(lo, Math.min(hi, v));
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/**
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* Vibe per clock-minute the room loses on its own (emit from the night's
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* minute tick). Nobody stays impressed: above the baseline the room cools, so
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* a lit room is a job you keep doing, not a ratchet you finish. Never positive
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* — a dead floor does not heal itself (tuning pass 2026-07-19; before this,
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* any net-positive night pinned vibe at 100 by 10 PM and the meter went dead).
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*/
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export function vibeCoolingPerMin(vibe: number): number {
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if (vibe > 70) return -0.8;
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if (vibe > 50) return -0.4;
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return 0;
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}
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// Single writer for the night's numbers. Scenes emit meters:delta / heat:strike;
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// nothing else may mutate NightState meters directly.
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export class Meters {
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@ -59,7 +59,7 @@ export const OUTFIT_VOCAB: Record<OutfitSlot, readonly OutfitTypeDef[]> = {
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],
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outer: [
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{ type: 'none', weight: 6, colours: ['black'] },
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{ type: 'blazer', weight: 2, colours: ['black', 'navy', 'grey'] },
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{ type: 'blazer', weight: 1, colours: ['black', 'navy', 'grey'] },
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{ type: 'bomber', weight: 2, colours: ['black', 'green', 'navy'], canLogo: true, canVintage: true },
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{ type: 'hoodie', weight: 2, colours: ['black', 'grey', 'red'], canLogo: true },
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{ type: 'leather', weight: 1, colours: ['black', 'brown'], canVintage: true },
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@ -75,9 +75,9 @@ export const OUTFIT_VOCAB: Record<OutfitSlot, readonly OutfitTypeDef[]> = {
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],
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accessory: [
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{ type: 'none', weight: 6, colours: ['black'] },
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{ type: 'bucketHat', weight: 2, colours: ['cream', 'black', 'green'], canLogo: true, canVintage: true },
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{ type: 'bucketHat', weight: 1, colours: ['cream', 'black', 'green'], canLogo: true, canVintage: true },
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{ type: 'cap', weight: 2, colours: ['black', 'red', 'navy'], canLogo: true },
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{ type: 'sunnies', weight: 2, colours: ['black'] }, // sunglasses. at night. a tell in itself
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{ type: 'sunnies', weight: 1, colours: ['black'] }, // sunglasses. at night. a tell in itself
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{ type: 'bumbag', weight: 1, colours: ['black', 'purple', 'yellow'], canLogo: true, canVintage: true },
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{ type: 'chain', weight: 1, colours: ['yellow', 'grey'] },
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],
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@ -140,6 +140,16 @@ export const ripenLine = (stage: string, roll: number): string => {
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return pool[i] ?? pool[0]!;
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};
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/**
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* Dazza rescinding a rule when a newer one pushes it off the card
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* (rules cap at ACTIVE_RULE_CAP — his attention span, not a settings screen).
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*/
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export const RULE_RETRACTIONS: readonly string[] = [
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'dazza: forget the "{rule}" thing. new priorities',
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'dazza: "{rule}" is over. keep up',
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'dazza: im rescinding "{rule}". it wasnt working. dont ask',
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];
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export const SOBRIETY_UI = {
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title: 'SOBRIETY TEST',
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pickPrompt: 'pick your test',
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@ -80,4 +80,55 @@ export const ENCOUNTER_SCRIPTS: Record<string, EncounterScript> = {
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admitNote: 'In he goes, logo and all, with the sign already up.',
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denyNote: 'He nods, says fair enough, and walks back toward the servo.',
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},
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// Eighteen at midnight, at the rope by quarter past. Real card, real birthday,
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// and a plan he has clearly rehearsed on the walk over.
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eighteenToday: {
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names: ['Jai Petersen', 'Cooper Nguyen', 'Lachy Marsh'],
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beats: [
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{ line: 'evening. so. it went midnight about forty minutes ago.', afterMs: 0 },
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{ line: 'which makes this my first legal one. checked the law twice.', afterMs: 2400 },
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{ line: 'my mates did the countdown at the kebab shop. they went home. im here.', afterMs: 5000 },
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],
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admitNote: 'First stamp on a first night. He shows the bar staff his licence unprompted.',
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denyNote: 'Legal for forty minutes and headed home. The story will improve with age.',
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},
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// Kayden has been making promises. Kayden does not have list privileges.
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// Kayden does not, strictly speaking, have a last name anyone can recall.
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kaydensMate: {
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names: ['Reece Kowalski', 'Jordan Vella', 'Tyson Doyle'],
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beats: [
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{ line: 'should be right, kayden said hed leave my name at the door.', afterMs: 0 },
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{ line: 'kayden. tall bloke. trainee vest. very confident handshake.', afterMs: 2300 },
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{ line: 'he said quote unquote "sorted mate". thats basically a guest list.', afterMs: 4800 },
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],
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admitNote: 'In on the authority of a man whose supervisor calls him "the situation".',
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admitDazza: 'a bloke just told the bar KAYDEN comped him. kayden cant comp a glass of water',
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denyNote: 'He takes it well. Says he will "raise it with kayden". Nobody will.',
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},
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// The buck's party straggler. Missed the church bit, missed dinner, caught the
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// food poisoning. The buck is inside; the night is nearly over; here he is.
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bigNightOut: {
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names: ['Macca OBrien', 'Davo Romano', 'Nick Taufa'],
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beats: [
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{ line: 'the bucks is in there. i can hear the chanting. thats my chanting.', afterMs: 0 },
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{ line: 'i missed the church bit. food poisoning at the dinner. long story. bad oysters.', afterMs: 2500 },
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{ line: 'ive had a big recovery and two lemonades and i am READY to be present.', afterMs: 5200 },
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],
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admitNote: 'The chanting gets louder, gains a name in it, then settles.',
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denyNote: 'He listens to one more chant through the wall, films a voice memo of it, and goes.',
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},
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// Engaged tonight. Still holding hands. The card says what the card says.
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twoOfThem: {
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names: ['Bree Karim', 'Holly Petersen', 'Sana Singh'],
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beats: [
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{ line: 'before you say anything about the hand thing. we got engaged tonight.', afterMs: 0 },
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{ line: 'TONIGHT tonight. at the lookout. theres a photo of a bird ruining it.', afterMs: 2400 },
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{ line: 'we are aware of the rule. we have discussed it. the answer is no.', afterMs: 5000 },
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],
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admitNote: 'They cross the floor like a three-legged race nobody can catch.',
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denyNote: 'They leave still attached. The rule holds. The rule is the only thing that does.',
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},
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};
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@ -120,6 +120,8 @@ export interface GameState {
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heatStrikes: HeatStrike[];
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regulars: Record<string, RegularMemory>;
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pastReports: IncidentRecord[][];
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/** Scripted-encounter ids the run has already met (repeat gating). */
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seenEncounters?: string[];
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}
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// ---- event bus ----
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@ -136,6 +138,8 @@ export interface EventMap {
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'floor:infractionSpotted': { patronId: string; kind: 'drunk' | 'stall' | 'contraband' | 'noStamp' | 'fight' };
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'floor:ejection': { patronId: string; style: 'clean' | 'messy' };
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/** A patron went home on their own — capacity frees up (natural churn). */
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'floor:leave': { patronId: string };
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'beat:tick': { beatIndex: number; audioTimeMs: number };
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'audio:location': { location: 'door' | 'floor' };
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@ -36,7 +36,9 @@ function rollOutfit(rng: RngStream): OutfitLayer[] {
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for (const slot of Object.keys(OUTFIT_VOCAB) as OutfitSlot[]) {
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const def = rng.weighted(OUTFIT_VOCAB[slot].map((d) => [d, d.weight] as const));
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const layer: OutfitLayer = { slot, type: def.type, colour: rng.pick(def.colours) };
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if (def.canLogo && rng.chance(0.35)) layer.logo = true;
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// 0.18 (was 0.35, tuning 2026-07-19): with 8 rules live by 1 AM, a third of
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// the crowd wearing logos made most patrons deniable and emptied the room.
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if (def.canLogo && rng.chance(0.18)) layer.logo = true;
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if (def.canVintage && rng.chance(0.2)) layer.vintage = true;
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layers.push(layer);
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}
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@ -158,10 +158,25 @@ export const DRESS_CODE_RULES: readonly DoorDressCodeRule[] = SPECS.map(build).s
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);
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/** Rules in force at `clockMin`. Live the moment the text lands, hence inclusive. */
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export function activeRules(clockMin: number): DoorDressCodeRule[] {
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/**
|
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* Dazza's attention span. Only his most recent rules are LIVE — when a fifth
|
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* lands, the oldest is quietly rescinded (the card greys it out and he sends a
|
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* retraction text). Tuning pass 2026-07-19: with all eight rules cumulative,
|
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* ~55% of the late crowd was deniable and a rule-following door emptied the
|
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* room. Four keeps the card readable and the check fast, and Dazza forgetting
|
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* his own rules is exactly in character.
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*/
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export const ACTIVE_RULE_CAP = 4;
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/** Every rule Dazza has EVER texted tonight, live or rescinded. */
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export function announcedRules(clockMin: number): DoorDressCodeRule[] {
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return DRESS_CODE_RULES.filter((r) => r.activeFrom <= clockMin);
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}
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export function activeRules(clockMin: number): DoorDressCodeRule[] {
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return announcedRules(clockMin).slice(-ACTIVE_RULE_CAP);
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}
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export function violations(patron: Patron, clockMin: number): DoorDressCodeRule[] {
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return activeRules(clockMin).filter((r) => r.violates(patron));
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}
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@ -18,7 +18,9 @@ import type { Archetype, DrunkStage, HeatStrike, Patron } from '../data/types';
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// optimal either. A generous option that quietly pays better is the same lie told
|
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// the other way round. Every `onAdmit` below is priced to be a real decision.
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export type EncounterId = 'grabHerMate' | 'quietBeer' | 'lastNight' | 'nightShift';
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export type EncounterId =
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| 'grabHerMate' | 'quietBeer' | 'lastNight' | 'nightShift'
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| 'eighteenToday' | 'kaydensMate' | 'bigNightOut' | 'twoOfThem';
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export interface EncounterBeat {
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line: string;
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@ -201,9 +203,11 @@ export const ENCOUNTERS: readonly ScriptedEncounter[] = [
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onDeny: { note: script('quietBeer').denyNote },
|
||||
},
|
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{
|
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// After the logo rule lands at 90. Before that he is just a bloke in a polo.
|
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// After the logo rule lands at 90 — and BEFORE Dazza rescinds it (the rule
|
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// cap retires noLogos when the 200-minute rule arrives). Outside that band
|
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// he is just a bloke in a polo and the dilemma evaporates.
|
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id: 'nightShift',
|
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window: [150, 270],
|
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window: [150, 195],
|
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archetype: 'punter',
|
||||
dress(patron, rng) {
|
||||
const s = script('nightShift');
|
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@ -260,6 +264,83 @@ export const ENCOUNTERS: readonly ScriptedEncounter[] = [
|
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// Free. Costs nothing but the moment, and the moment is not a mechanic.
|
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onDeny: { note: script('grabHerMate').denyNote },
|
||||
},
|
||||
{
|
||||
// Early: it went midnight forty minutes ago and he has rehearsed this.
|
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id: 'eighteenToday',
|
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window: [60, 190],
|
||||
archetype: 'fresh18',
|
||||
dress(patron, rng) {
|
||||
const s = script('eighteenToday');
|
||||
baseDress(patron, rng, s);
|
||||
clearContraband(patron);
|
||||
patron.intoxication = intoxicationIn('sober', rng);
|
||||
},
|
||||
beats: beatsOf('eighteenToday'),
|
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// No numbers either way. He is a clean legal admit and judge() already pays
|
||||
// the ordinary rate; denying him is the conscience test judgeDeny narrates.
|
||||
onAdmit: { note: script('eighteenToday').admitNote },
|
||||
onDeny: { note: script('eighteenToday').denyNote },
|
||||
},
|
||||
{
|
||||
// Kayden has been making promises again.
|
||||
id: 'kaydensMate',
|
||||
window: [120, 250],
|
||||
archetype: 'punter',
|
||||
dress(patron, rng) {
|
||||
const s = script('kaydensMate');
|
||||
baseDress(patron, rng, s);
|
||||
clearContraband(patron);
|
||||
patron.intoxication = intoxicationIn('tipsy', rng);
|
||||
},
|
||||
beats: beatsOf('kaydensMate'),
|
||||
onAdmit: {
|
||||
// Small and real: you honoured an authority that does not exist.
|
||||
vibeDelta: -1,
|
||||
dazzaText: script('kaydensMate').admitDazza,
|
||||
note: script('kaydensMate').admitNote,
|
||||
},
|
||||
onDeny: { note: script('kaydensMate').denyNote },
|
||||
},
|
||||
{
|
||||
// The buck's straggler. Sober-adjacent, desperate to be present.
|
||||
id: 'bigNightOut',
|
||||
window: [180, 300],
|
||||
archetype: 'punter',
|
||||
dress(patron, rng) {
|
||||
const s = script('bigNightOut');
|
||||
baseDress(patron, rng, s);
|
||||
clearContraband(patron);
|
||||
// 'loose' on two lemonades and a recovery: the tells are real even if his
|
||||
// story is true. RSA does not care about the wedding.
|
||||
patron.intoxication = intoxicationIn('loose', rng);
|
||||
},
|
||||
beats: beatsOf('bigNightOut'),
|
||||
onAdmit: {
|
||||
// The floor prices a loose admission already (judge ripen); this is the
|
||||
// chant getting his name in it.
|
||||
vibeDelta: 1,
|
||||
note: script('bigNightOut').admitNote,
|
||||
},
|
||||
onDeny: { note: script('bigNightOut').denyNote },
|
||||
},
|
||||
{
|
||||
// Engaged tonight, still holding hands, fully briefed on the rule.
|
||||
id: 'twoOfThem',
|
||||
window: [240, 345],
|
||||
archetype: 'punter',
|
||||
dress(patron, rng) {
|
||||
const s = script('twoOfThem');
|
||||
baseDress(patron, rng, s);
|
||||
clearContraband(patron);
|
||||
patron.intoxication = intoxicationIn('tipsy', rng);
|
||||
// A live noHandHolders breach the whole window (the rule survives the cap
|
||||
// from 200 onward). judge() prices the admit; the beats price the deny.
|
||||
patron.flags.handHolding = true;
|
||||
},
|
||||
beats: beatsOf('twoOfThem'),
|
||||
onAdmit: { note: script('twoOfThem').admitNote },
|
||||
onDeny: { note: script('twoOfThem').denyNote },
|
||||
},
|
||||
];
|
||||
|
||||
for (const id of Object.keys(ENCOUNTER_SCRIPTS)) {
|
||||
@ -268,21 +349,19 @@ for (const id of Object.keys(ENCOUNTER_SCRIPTS)) {
|
||||
}
|
||||
}
|
||||
|
||||
// scheduleEncounters must never move an encounter outside its own window, so the
|
||||
// windows themselves have to admit a legal layout for the WHOLE set — any subset
|
||||
// is strictly easier. Checked at load, where a bad window edit is a boot failure
|
||||
// rather than a night that quietly drops its third encounter.
|
||||
function assertWindowsSchedulable(): void {
|
||||
let earliest = Number.NEGATIVE_INFINITY;
|
||||
for (const e of [...ENCOUNTERS].sort((a, b) => a.window[0] - b.window[0])) {
|
||||
if (Math.max(e.window[0], earliest) > e.window[1]) {
|
||||
throw new Error(`encounters: window for '${e.id}' cannot clear ${ENCOUNTER_SPACING_MIN} min`);
|
||||
// With eight overlapping windows a whole-set worst-case chain no longer fits in
|
||||
// one night (that guarantee died when the table outgrew a single night, by
|
||||
// design — a week should not see the same four people). The load-time check now
|
||||
// guards each window's own sanity; the scheduler handles infeasible DRAWS by
|
||||
// skipping the pick (a 2-encounter night beats a crashed one).
|
||||
function assertWindowsSane(): void {
|
||||
for (const e of ENCOUNTERS) {
|
||||
if (e.window[0] >= e.window[1] || e.window[0] < 0 || e.window[1] > 350) {
|
||||
throw new Error(`encounters: window for '${e.id}' is not a usable night interval`);
|
||||
}
|
||||
// Worst case: the previous encounter landed at the very end of its window.
|
||||
earliest = e.window[1] + ENCOUNTER_SPACING_MIN;
|
||||
}
|
||||
}
|
||||
assertWindowsSchedulable();
|
||||
assertWindowsSane();
|
||||
|
||||
export function encounterById(id: EncounterId): ScriptedEncounter | undefined {
|
||||
return ENCOUNTERS.find((e) => e.id === id);
|
||||
@ -297,28 +376,61 @@ export function encounterById(id: EncounterId): ScriptedEncounter | undefined {
|
||||
export function scheduleEncounters(
|
||||
rng: RngStream,
|
||||
count: number,
|
||||
/** Encounter ids already met this run — a week should meet new people first. */
|
||||
exclude: ReadonlySet<string> = new Set(),
|
||||
): Array<{ atMin: number; id: EncounterId }> {
|
||||
const wanted = Math.min(Math.max(0, Math.floor(count)), ENCOUNTERS.length);
|
||||
if (wanted === 0) return [];
|
||||
|
||||
const pool = [...ENCOUNTERS];
|
||||
for (let i = pool.length - 1; i > 0; i--) {
|
||||
const j = rng.int(0, i);
|
||||
const a = pool[i]!;
|
||||
pool[i] = pool[j]!;
|
||||
pool[j] = a;
|
||||
const shuffle = (arr: ScriptedEncounter[]): ScriptedEncounter[] => {
|
||||
for (let i = arr.length - 1; i > 0; i--) {
|
||||
const j = rng.int(0, i);
|
||||
const a = arr[i]!;
|
||||
arr[i] = arr[j]!;
|
||||
arr[j] = a;
|
||||
}
|
||||
return arr;
|
||||
};
|
||||
|
||||
// Fresh faces first; once the run has met everyone, repeats are honest
|
||||
// (a regular being a regular), so the excluded set tops the pool back up.
|
||||
const fresh = shuffle(ENCOUNTERS.filter((e) => !exclude.has(e.id)));
|
||||
const met = shuffle(ENCOUNTERS.filter((e) => exclude.has(e.id)));
|
||||
const pool = [...fresh, ...met];
|
||||
|
||||
// Three passes, so a random draw can never strand a later pick:
|
||||
// 1. end-order greedy at the EARLIEST legal minute — anything that fails
|
||||
// here genuinely does not fit tonight and is dropped (a 2-encounter
|
||||
// night beats a crashed one);
|
||||
// 2. a backward pass computing each survivor's latest SAFE minute (its own
|
||||
// window end, capped by the next pick's latest minute less the spacing);
|
||||
// 3. a forward pass drawing the actual minute inside [earliest, latestSafe]
|
||||
// — random where there is room, exact where there is not.
|
||||
const chosen = pool.slice(0, wanted).sort((a, b) => a.window[1] - b.window[1]);
|
||||
|
||||
const placed: ScriptedEncounter[] = [];
|
||||
let probe = Number.NEGATIVE_INFINITY;
|
||||
for (const e of chosen) {
|
||||
const lo = Math.max(e.window[0], probe);
|
||||
if (lo > e.window[1]) continue;
|
||||
placed.push(e);
|
||||
probe = lo + ENCOUNTER_SPACING_MIN;
|
||||
}
|
||||
|
||||
const latest: number[] = new Array(placed.length);
|
||||
for (let i = placed.length - 1; i >= 0; i--) {
|
||||
const cap = i === placed.length - 1 ? Infinity : latest[i + 1]! - ENCOUNTER_SPACING_MIN;
|
||||
latest[i] = Math.min(placed[i]!.window[1], cap);
|
||||
}
|
||||
|
||||
// Placed in window order, each pushed clear of the one before. Because the
|
||||
// windows are staggered wider than the spacing (asserted above), the lower
|
||||
// bound can never overrun a window's end.
|
||||
const chosen = pool.slice(0, wanted).sort((a, b) => a.window[0] - b.window[0]);
|
||||
const out: Array<{ atMin: number; id: EncounterId }> = [];
|
||||
let earliest = Number.NEGATIVE_INFINITY;
|
||||
for (const e of chosen) {
|
||||
const atMin = rng.int(Math.max(e.window[0], earliest), e.window[1]);
|
||||
for (let i = 0; i < placed.length; i++) {
|
||||
const e = placed[i]!;
|
||||
const lo = Math.max(e.window[0], earliest);
|
||||
const atMin = rng.int(lo, Math.max(lo, latest[i]!));
|
||||
out.push({ atMin, id: e.id });
|
||||
earliest = atMin + ENCOUNTER_SPACING_MIN;
|
||||
}
|
||||
return out;
|
||||
return out.sort((a, b) => a.atMin - b.atMin);
|
||||
}
|
||||
|
||||
14
src/rules/heat.ts
Normal file
14
src/rules/heat.ts
Normal file
@ -0,0 +1,14 @@
|
||||
import type { HeatStrike, NightState } from '../data/types';
|
||||
|
||||
/** CONTRACTS.md §3: heatStrikes is "run-scoped, max 3". Design §2: 3 = licence gone. */
|
||||
export const MAX_HEAT_STRIKES = 3;
|
||||
|
||||
/**
|
||||
* Whether a strike is worth recording. Two guards, both contract-driven:
|
||||
* past three the run is already over, and a breach that persists (over capacity
|
||||
* for an hour) is ONE offence the inspector writes up, not one per patron.
|
||||
*/
|
||||
export function shouldRecordStrike(state: NightState, strike: HeatStrike): boolean {
|
||||
if (state.heatStrikes.length >= MAX_HEAT_STRIKES) return false;
|
||||
return !state.heatStrikes.some((s) => s.reason === strike.reason);
|
||||
}
|
||||
@ -16,13 +16,15 @@ import type { Patron, Verdict } from '../data/types';
|
||||
// Arbitrary power is rewarded and expensive at the same time. That is the game.
|
||||
|
||||
export const JUDGE_TUNING = {
|
||||
/** Deny someone who genuinely broke something. The job, done right. */
|
||||
denyViolatorVibe: 6,
|
||||
/** Deny someone who genuinely broke something. The job, done right — and
|
||||
* routine. The room expects it; the payoff is small (tuning pass 2026-07-19:
|
||||
* was 6, which made denial the vibe engine and emptied the room). */
|
||||
denyViolatorVibe: 2,
|
||||
/** The queue still watched a stranger get humiliated. */
|
||||
denyViolatorAggro: 1,
|
||||
|
||||
/** Deny someone with nothing wrong with them. Small reward... */
|
||||
denyCleanVibe: 2,
|
||||
denyCleanVibe: 1,
|
||||
/** ...large heat. The whole line saw that there was no reason. */
|
||||
denyCleanAggro: 7,
|
||||
|
||||
@ -37,12 +39,12 @@ export const JUDGE_TUNING = {
|
||||
/** A regular you have knocked back before. He kept count. */
|
||||
denyGrudgedRegularVibe: -5,
|
||||
|
||||
admitCleanVibe: 3,
|
||||
admitCleanVibe: 2,
|
||||
admitCleanAggro: -3,
|
||||
/** Waving a violator through moves the queue too, just less — you hesitated. */
|
||||
admitViolatorAggro: -2,
|
||||
/** The trap: a dud ID admitted still reads to the queue as a fast door. */
|
||||
admitBadIdVibe: 2,
|
||||
admitBadIdVibe: 1,
|
||||
|
||||
/** "Dazza does a lap": the breach lands 2..5 minutes after you could argue. */
|
||||
lapDelayMin: 2,
|
||||
@ -255,11 +257,15 @@ function judgeAdmit(
|
||||
}
|
||||
|
||||
if (ctx.insideCount >= ctx.licensed) {
|
||||
const reason = `capacity breach — ${patron.id} admitted at ${ctx.insideCount}/${ctx.licensed}`;
|
||||
// The STRIKE reason is deliberately stable: shouldRecordStrike dedupes by
|
||||
// reason, and running the room over capacity is ONE offence the inspector
|
||||
// writes up, not one per punter (a patron-id in this string meant every
|
||||
// admit past 80 filed its own strike and three admits pulled the licence).
|
||||
// The incident log keeps the per-patron detail.
|
||||
deferred.push({
|
||||
atClockMin: T.auditClockMin,
|
||||
heatStrike: { reason, deferred: true },
|
||||
reason,
|
||||
heatStrike: { reason: 'room over licensed capacity', deferred: true },
|
||||
reason: `capacity breach — ${patron.id} admitted at ${ctx.insideCount}/${ctx.licensed}`,
|
||||
patronId: patron.id,
|
||||
});
|
||||
}
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
import Phaser from 'phaser';
|
||||
import { renderDoll } from '../../patrons/doll';
|
||||
import { dollPlan } from '../../patrons/dollPlan';
|
||||
import { violations, type DoorDressCodeRule } from '../../rules/dressCode';
|
||||
import { activeRules, announcedRules, violations, type DoorDressCodeRule } from '../../rules/dressCode';
|
||||
import { idVerdict, formatDate } from '../../rules/idCheck';
|
||||
import { judge } from '../../rules/judge';
|
||||
import type { DoorOutcome } from '../../rules/doorTypes';
|
||||
@ -13,6 +13,7 @@ import {
|
||||
DOOR_TUTORIAL,
|
||||
DOOR_UI,
|
||||
PATDOWN_LINES,
|
||||
RULE_RETRACTIONS,
|
||||
} from '../../data/strings/door';
|
||||
import { QueueManager } from './QueueManager';
|
||||
import { PatronUpView } from './PatronUpView';
|
||||
@ -89,6 +90,7 @@ export class DoorScene extends Phaser.Scene {
|
||||
/** Is the player at the rope? When false, Kayden works the door. Badly. */
|
||||
private present = true;
|
||||
private kaydenAccMs = 0;
|
||||
private readonly retiredRules = new Set<string>();
|
||||
private venueDoorGlow: Phaser.GameObjects.Rectangle | null = null;
|
||||
|
||||
constructor() {
|
||||
@ -100,7 +102,12 @@ export class DoorScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
create(): void {
|
||||
this.queue = new QueueManager(this.night.bus, this.night.rng, this.night.nightDate);
|
||||
this.queue = new QueueManager(
|
||||
this.night.bus,
|
||||
this.night.rng,
|
||||
this.night.nightDate,
|
||||
this.night.seenEncounters,
|
||||
);
|
||||
this.up = new PatronUpView(this, UP_X, UP_FOOT_Y);
|
||||
this.idCard = new IdCardView(this, this.night.nightDate);
|
||||
this.sobriety = new SobrietyModal(this);
|
||||
@ -124,7 +131,10 @@ export class DoorScene extends Phaser.Scene {
|
||||
// `short`. Narrowing back to the lane's own DoorDressCodeRule is a real
|
||||
// contract gap (CCR-4) — this predicate is the honest version of it
|
||||
// rather than an `as never` punch-through.
|
||||
if (isDoorRule(rule)) this.codeCard.add(this, rule, this.elapsedMs);
|
||||
if (isDoorRule(rule)) {
|
||||
this.codeCard.add(this, rule, this.elapsedMs);
|
||||
this.retireStaleRules();
|
||||
}
|
||||
}),
|
||||
this.night.bus.on('heat:strike', () => this.refreshCounters()),
|
||||
this.night.bus.on('night:phaseChange', ({ location }) => {
|
||||
@ -651,6 +661,27 @@ export class DoorScene extends Phaser.Scene {
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Rules cap at ACTIVE_RULE_CAP (Dazza's attention span). When a new one lands,
|
||||
* grey out whatever fell off the card and let Dazza announce the retraction —
|
||||
* judge() and the card must agree about what is live, or the card lies.
|
||||
*/
|
||||
private retireStaleRules(): void {
|
||||
const live = new Set(activeRules(this.night.state.clockMin).map((r) => r.id));
|
||||
for (const r of announcedRules(this.night.state.clockMin)) {
|
||||
if (live.has(r.id)) continue;
|
||||
// Always re-sync the card: Dazza's texts can LAG the clock (the send
|
||||
// cooldown queues them), so a rule can be rescinded before its card row
|
||||
// has even landed. retire() is an idempotent no-op until the row exists,
|
||||
// and every later text re-runs this sync — the card converges.
|
||||
this.codeCard.retire(r.id);
|
||||
if (this.retiredRules.has(r.id)) continue; // toast once per rule, though
|
||||
this.retiredRules.add(r.id);
|
||||
const line = RULE_RETRACTIONS[this.retiredRules.size % RULE_RETRACTIONS.length]!;
|
||||
this.showToast(line.replace('{rule}', r.short));
|
||||
}
|
||||
}
|
||||
|
||||
private refreshCounters(): void {
|
||||
const cap = this.night.state.capacity;
|
||||
this.clickerText.setText(String(cap.clickerShown));
|
||||
|
||||
@ -14,6 +14,8 @@ interface Row {
|
||||
label: Phaser.GameObjects.Text;
|
||||
badge: Phaser.GameObjects.Text;
|
||||
addedAt: number;
|
||||
/** Rescinded by Dazza (rules cap at ACTIVE_RULE_CAP) — greyed, never judged. */
|
||||
retired?: boolean;
|
||||
}
|
||||
|
||||
export class DressCodeCard {
|
||||
@ -60,11 +62,22 @@ export class DressCodeCard {
|
||||
/** Highlight the rules the patron currently in front of you is breaking. */
|
||||
highlight(violatedIds: readonly string[]): void {
|
||||
for (const r of this.rows) {
|
||||
if (r.retired) continue;
|
||||
const hit = violatedIds.includes(r.rule.id);
|
||||
r.label.setColor(hit ? '#ff9090' : '#e0e8c8');
|
||||
}
|
||||
}
|
||||
|
||||
/** Dazza moved on: grey the rule out. It stays on the card as a monument. */
|
||||
retire(ruleId: string): void {
|
||||
const row = this.rows.find((r) => r.rule.id === ruleId && !r.retired);
|
||||
if (!row) return;
|
||||
row.retired = true;
|
||||
row.label.setColor('#4a5a48');
|
||||
row.label.setText(`- ${row.rule.short}`);
|
||||
row.badge.setVisible(false);
|
||||
}
|
||||
|
||||
update(nowMs: number): void {
|
||||
for (const r of this.rows) {
|
||||
if (r.badge.visible && nowMs - r.addedAt > NEW_BADGE_MS) r.badge.setVisible(false);
|
||||
|
||||
@ -3,7 +3,7 @@ import { EventBus } from '../../core/EventBus';
|
||||
import { GameClock, DEFAULT_CLOCK, type ClockConfig } from '../../core/GameClock';
|
||||
import { SeededRNG } from '../../core/SeededRNG';
|
||||
import { StubBeatClock } from '../../core/StubBeatClock';
|
||||
import { Meters, freshNightState } from '../../core/meters';
|
||||
import { Meters, freshNightState, vibeCoolingPerMin } from '../../core/meters';
|
||||
import { loadGame, saveGame, clearSave, freshGameState } from '../../core/save';
|
||||
import { _resetPatronSerial } from '../../patrons/generator';
|
||||
import { ruleById } from '../../rules/dressCode';
|
||||
@ -23,8 +23,8 @@ import { observe, startWatch, type InspectorWatch, type VenueBreaches } from '..
|
||||
export const LICENSED_CAPACITY = 80;
|
||||
const VIBE_SAMPLE_EVERY_MIN = 5;
|
||||
|
||||
/** CONTRACTS.md §3: heatStrikes is "run-scoped, max 3". Design §2: 3 = licence gone. */
|
||||
export const MAX_HEAT_STRIKES = 3;
|
||||
import { MAX_HEAT_STRIKES, shouldRecordStrike } from '../../rules/heat';
|
||||
export { MAX_HEAT_STRIKES, shouldRecordStrike };
|
||||
|
||||
/** Thu → Fri → Sat at The Royal. Index = nightIndex. */
|
||||
export const NIGHT_DATES = ['2026-07-16', '2026-07-17', '2026-07-18'] as const;
|
||||
@ -37,10 +37,6 @@ const RADIO_PULL_MINS = [120, 250] as const;
|
||||
/** Dynamic maggot-radio rate limit (clock minutes). */
|
||||
const RADIO_MAGGOT_COOLDOWN = 15;
|
||||
|
||||
export function shouldRecordStrike(state: NightState, strike: HeatStrike): boolean {
|
||||
if (state.heatStrikes.length >= MAX_HEAT_STRIKES) return false;
|
||||
return !state.heatStrikes.some((s) => s.reason === strike.reason);
|
||||
}
|
||||
|
||||
export type NightEndReason = 'clock' | 'vibe' | 'aggro' | 'licence';
|
||||
|
||||
@ -89,6 +85,8 @@ export interface NightContext {
|
||||
beatIntervalMs: number;
|
||||
scheduleDeferred(hits: readonly DeferredHit[]): void;
|
||||
reportQueue(length: number): void;
|
||||
/** Scripted encounters this RUN has already met (cross-night repeat gating). */
|
||||
seenEncounters: readonly string[];
|
||||
/** Door/Floor ask to move the player; the night decides and flips the scenes. */
|
||||
requestLocation(loc: 'door' | 'floor'): void;
|
||||
}
|
||||
@ -195,6 +193,9 @@ export class NightScene extends Phaser.Scene {
|
||||
this.bus.on('floor:ejection', () => {
|
||||
this.state.capacity.inside = Math.max(0, this.state.capacity.inside - 1);
|
||||
}),
|
||||
this.bus.on('floor:leave', () => {
|
||||
this.state.capacity.inside = Math.max(0, this.state.capacity.inside - 1);
|
||||
}),
|
||||
this.bus.on('audio:unlocked', () => {
|
||||
this.stubBeat?.stop();
|
||||
this.stubBeat = null;
|
||||
@ -202,6 +203,13 @@ export class NightScene extends Phaser.Scene {
|
||||
}),
|
||||
this.bus.on('radio:call', () => this.sfx?.play('radioChirp')),
|
||||
this.bus.on('incident:log', (inc) => {
|
||||
if (inc.kind === 'encounter' && inc.detail.includes(':')) {
|
||||
// The door logs encounters as "<id>: let in/turned away" — the id is
|
||||
// what gates repeats across the week.
|
||||
const encId = inc.detail.split(':')[0]!;
|
||||
const seen = (this.run.seenEncounters ??= []);
|
||||
if (!seen.includes(encId)) seen.push(encId);
|
||||
}
|
||||
if (inc.kind === 'maggotUnhandled') {
|
||||
this.maggotLive = true;
|
||||
if (this.state.location === 'door') this.maggotRadio();
|
||||
@ -228,6 +236,7 @@ export class NightScene extends Phaser.Scene {
|
||||
reportQueue: (length) => {
|
||||
this.queueLength = length;
|
||||
},
|
||||
seenEncounters: this.run.seenEncounters ?? [],
|
||||
requestLocation: (loc) => this.setLocation(loc),
|
||||
};
|
||||
|
||||
@ -308,6 +317,10 @@ export class NightScene extends Phaser.Scene {
|
||||
this.maybeDazza(clockMin);
|
||||
this.maybePull(clockMin);
|
||||
|
||||
// The room cools on its own — keeping it lit is the job (core/meters.ts).
|
||||
const cooling = vibeCoolingPerMin(this.state.vibe);
|
||||
if (cooling !== 0) this.bus.emit('meters:delta', { vibe: cooling });
|
||||
|
||||
if (clockMin >= this.clock.config.nightClockMinutes) this.endNight('clock');
|
||||
}
|
||||
|
||||
|
||||
@ -40,8 +40,15 @@ export const QUEUE_TUNING = {
|
||||
* empty, so an empty-only rule meant a perfectly-played night still rioted.
|
||||
*/
|
||||
comfortableQueue: 4,
|
||||
/** aggro bled off per real second with nobody waiting at all */
|
||||
calmPerSec: 0.9,
|
||||
/** aggro bled off per real second with nobody waiting at all
|
||||
* (tuning pass 2026-07-19: was 0.9 — relief refunded ~10:1 and aggro never moved) */
|
||||
calmPerSec: 0.35,
|
||||
/**
|
||||
* Hype decays toward x1 while a patron is actually being served. Theatre
|
||||
* fades the moment you get back to work — without this, hype was a pure
|
||||
* ratchet and every night ended at x3 regardless of play.
|
||||
*/
|
||||
hypeDecayPerSec: 0.045,
|
||||
/** looking at your phone while someone waits: pure theatre, pure profit */
|
||||
phoneHype: 0.12,
|
||||
phoneCooldownMs: 2500,
|
||||
@ -96,6 +103,8 @@ export class QueueManager {
|
||||
private readonly bus: EventBus,
|
||||
private readonly rng: SeededRNG,
|
||||
private readonly nightDate: Date,
|
||||
/** Encounters already met this run — the scheduler prefers new people. */
|
||||
seenEncounters: readonly string[] = [],
|
||||
) {
|
||||
this.arrivalRng = rng.stream('arrivals');
|
||||
this.coupleRng = rng.stream('couples');
|
||||
@ -110,7 +119,11 @@ export class QueueManager {
|
||||
this.listRng,
|
||||
this.listRng.int(8, Math.min(14, ENCOUNTERS.length + 12)),
|
||||
);
|
||||
this.pendingEncounters = scheduleEncounters(this.encounterRng, QUEUE_TUNING.encountersPerNight);
|
||||
this.pendingEncounters = scheduleEncounters(
|
||||
this.encounterRng,
|
||||
QUEUE_TUNING.encountersPerNight,
|
||||
new Set(seenEncounters),
|
||||
);
|
||||
// Somebody is ALWAYS at the rope when the shift starts. A game that opens on
|
||||
// an empty street reads as broken, however accurate a 9 PM lull would be.
|
||||
this.enqueue(this.make());
|
||||
@ -203,6 +216,11 @@ export class QueueManager {
|
||||
const relief = (QUEUE_TUNING.calmPerSec * slack) / QUEUE_TUNING.comfortableQueue;
|
||||
this.bus.emit('meters:delta', { aggro: -relief * sec });
|
||||
}
|
||||
|
||||
// Somebody is at the rope being dealt with: the theatre wears off.
|
||||
if (this.up !== null) {
|
||||
this.bus.emit('meters:delta', { hype: -QUEUE_TUNING.hypeDecayPerSec * sec });
|
||||
}
|
||||
}
|
||||
|
||||
/** The Rope. Nothing steps up until the player says so. */
|
||||
|
||||
@ -13,13 +13,16 @@ export interface ArrivalCurvePoint {
|
||||
* backs up during the slam, few enough that the queue is still clearable.
|
||||
*/
|
||||
export const ARRIVAL_CURVE: readonly ArrivalCurvePoint[] = [
|
||||
// Tuning pass 2026-07-19: the old peak (0.42/min) sat below even a careful
|
||||
// player's throughput, so the 10:30-12:30 "slam" was fiction — measured queue
|
||||
// avg 0.1-0.2. A night now delivers ~120 punters and the slam outruns you.
|
||||
{ clockMin: 0, perMin: 0.12 }, // 9:00 PM — staff, and one bloke who thinks it's a pub
|
||||
{ clockMin: 45, perMin: 0.18 }, // 9:45 PM
|
||||
{ clockMin: 90, perMin: 0.34 }, // 10:30 PM — the pre-drinks let out
|
||||
{ clockMin: 150, perMin: 0.42 }, // 11:30 PM — peak
|
||||
{ clockMin: 210, perMin: 0.32 }, // 12:30 AM — slam ends
|
||||
{ clockMin: 270, perMin: 0.16 }, // 1:30 AM
|
||||
{ clockMin: 330, perMin: 0.06 }, // 2:30 AM — last drinks
|
||||
{ clockMin: 45, perMin: 0.2 }, // 9:45 PM
|
||||
{ clockMin: 90, perMin: 0.55 }, // 10:30 PM — the pre-drinks let out
|
||||
{ clockMin: 150, perMin: 0.72 }, // 11:30 PM — peak
|
||||
{ clockMin: 210, perMin: 0.45 }, // 12:30 AM — slam ends
|
||||
{ clockMin: 270, perMin: 0.2 }, // 1:30 AM
|
||||
{ clockMin: 330, perMin: 0.07 }, // 2:30 AM — last drinks
|
||||
{ clockMin: 360, perMin: 0 }, // 3:00 AM
|
||||
];
|
||||
|
||||
|
||||
@ -111,7 +111,7 @@ export class FloorDemoScene extends Phaser.Scene {
|
||||
|
||||
this.view = new FloorView(this, VENUE);
|
||||
this.cutOff = new CutOffOverlay(this);
|
||||
this.patDown = new PatDownOverlay(this);
|
||||
this.patDown = new PatDownOverlay(this, this.nightCtx?.sfx ?? null);
|
||||
|
||||
this.promptText = this.fixedText(4, VIEW_H - 24, '#9fe8a0');
|
||||
this.statusText = this.fixedText(4, VIEW_H - 12, '#556');
|
||||
@ -140,7 +140,7 @@ export class FloorDemoScene extends Phaser.Scene {
|
||||
this.beat = null; // beat:tick arrives on the shared bus (stub, then TechnoEngine)
|
||||
this.meters = null; // NightScene owns the single writer
|
||||
this.hud = new MeterHud(this, this.bus, { initialHeat: this.night.heatStrikes.length });
|
||||
this.stall = new StallOverlay(this, this.bus, ctx.beatIntervalMs);
|
||||
this.stall = new StallOverlay(this, this.bus, ctx.beatIntervalMs, ctx.sfx);
|
||||
|
||||
this.crowd = new CrowdSim({ map: VENUE, bus: this.bus, rng: this.rng.stream('crowd') });
|
||||
this.fights?.destroy();
|
||||
|
||||
@ -24,6 +24,12 @@ export interface Agent {
|
||||
handled: boolean; // player has already dealt with this one
|
||||
gone: boolean; // reached the exit / left the sim; scene should drop the sprite
|
||||
lastBumpMs: number; // cooldown so bumping can't spam meters
|
||||
/** In-game minutes this patron intends to stay before going home. */
|
||||
stayMinutes: number;
|
||||
/** Clock minute they hit the floor (set on first update tick). */
|
||||
arrivedAtMin?: number;
|
||||
/** Done for the night: walking to the entry, then gone (emits floor:leave). */
|
||||
headingHome?: boolean;
|
||||
}
|
||||
|
||||
export interface CrowdSimOpts {
|
||||
@ -159,6 +165,11 @@ export class CrowdSim {
|
||||
handled: false,
|
||||
gone: false,
|
||||
lastBumpMs: BUMP_COOLDOWN_MS,
|
||||
// Nobody stays all night. 50-140 in-game minutes, then they head home —
|
||||
// without this, capacity was a one-way ratchet and the door had to lock
|
||||
// shut from 1 AM (tuning pass 2026-07-19). Derived from dollSeed, not the
|
||||
// stream: drawing here would shift every later roll in the sim.
|
||||
stayMinutes: 50 + (Math.abs(patron.dollSeed) % 91),
|
||||
};
|
||||
this.plans.set(agent, {
|
||||
haunt: 'bar', path: [], bestDist: Infinity, stuckMs: 0, stumbleMs: 0, stumbleAngle: 0,
|
||||
@ -179,8 +190,16 @@ export class CrowdSim {
|
||||
for (const a of this.agents) {
|
||||
if (a.gone) continue;
|
||||
a.lastBumpMs += ms;
|
||||
if (a.arrivedAtMin === undefined) a.arrivedAtMin = clockMin;
|
||||
// Both are driven from outside: the player's escort, and the fight director.
|
||||
if (a.activity === 'escorted' || a.activity === 'squaringUp') continue;
|
||||
if (
|
||||
!a.headingHome &&
|
||||
a.activity !== 'inStall' &&
|
||||
clockMin >= a.arrivedAtMin + a.stayMinutes
|
||||
) {
|
||||
this.headHome(a);
|
||||
}
|
||||
if (a.activity === 'walking') this.walk(a, ms);
|
||||
else this.dwell(a, ms);
|
||||
}
|
||||
@ -428,9 +447,32 @@ export class CrowdSim {
|
||||
else this.chooseTarget(a); // nowhere to go from here — find somewhere else to be
|
||||
}
|
||||
|
||||
/** Done for the night: point them at the way out. */
|
||||
private headHome(a: Agent): void {
|
||||
const plan = this.plans.get(a);
|
||||
if (!plan) return;
|
||||
a.headingHome = true;
|
||||
a.activity = 'walking';
|
||||
a.dwellMs = 0;
|
||||
plan.path = [];
|
||||
plan.bestDist = Infinity;
|
||||
plan.stuckMs = 0;
|
||||
plan.stallId = undefined;
|
||||
const entries = this.map.anchors.entry;
|
||||
if (entries.length > 0) a.target = this.rng.pick(entries);
|
||||
}
|
||||
|
||||
private arrive(a: Agent, plan: Plan): void {
|
||||
a.vx = 0;
|
||||
a.vy = 0;
|
||||
|
||||
if (a.headingHome) {
|
||||
a.activity = 'leaving';
|
||||
a.gone = true;
|
||||
this.bus.emit('floor:leave', { patronId: a.patron.id });
|
||||
return;
|
||||
}
|
||||
|
||||
a.dwellMs = this.rng.int(DWELL_MIN_MS, DWELL_MAX_MS);
|
||||
|
||||
if (plan.haunt === 'toilet' && plan.stallId !== undefined) {
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
import Phaser from 'phaser';
|
||||
import { renderDoll } from '../../../patrons/doll';
|
||||
import { drunkify } from '../../../ui/typo';
|
||||
import type { DrunkStage, Patron } from '../../../data/types';
|
||||
import { judgeEscalation, type EscalationResult } from '../escalation';
|
||||
import { ESCALATION_LINES, type EscalationLine } from '../../../data/strings/floor';
|
||||
@ -66,6 +67,8 @@ export class CutOffOverlay {
|
||||
private readonly replyText: Phaser.GameObjects.Text;
|
||||
|
||||
private open_ = false;
|
||||
private drunkenness = 0;
|
||||
private drunkRng: { next(): number } | null = null;
|
||||
private stage: DrunkStage = 'sober';
|
||||
private holdMs = 0;
|
||||
private pending: EscalationResult | null = null;
|
||||
@ -146,6 +149,11 @@ export class CutOffOverlay {
|
||||
this.open_ = true;
|
||||
|
||||
this.doll.setTexture(renderDoll(this.scene, args.patron, 'queue'));
|
||||
// Their words wear their blood-alcohol. Deterministic per patron: a tiny
|
||||
// LCG off dollSeed, so the same bloke slurs the same way every run.
|
||||
this.drunkenness = args.stage === 'maggot' ? 0.8 : args.stage === 'messy' ? 0.55 : 0.3;
|
||||
let lcg = (Math.abs(args.patron.dollSeed) % 2147483646) + 1;
|
||||
this.drunkRng = { next: () => (lcg = (lcg * 48271) % 2147483647) / 2147483647 };
|
||||
this.whoText.setText(args.patron.archetype);
|
||||
this.lookText.setText(LOOK[args.stage]);
|
||||
this.showChoices(true);
|
||||
@ -186,7 +194,9 @@ export class CutOffOverlay {
|
||||
this.holdMs = HOLD_MS;
|
||||
|
||||
this.showChoices(false);
|
||||
this.saidText.setText(`"${result.line}"`);
|
||||
this.saidText.setText(
|
||||
`"${this.drunkRng ? drunkify(result.line, { drunkenness: this.drunkenness, rng: this.drunkRng }) : result.line}"`,
|
||||
);
|
||||
this.replyText.setText(result.reply).setColor(OUTCOME_COLOUR[result.outcome]);
|
||||
}
|
||||
|
||||
|
||||
@ -113,7 +113,10 @@ export class PatDownOverlay {
|
||||
private open_ = false;
|
||||
private found: string[] = [];
|
||||
|
||||
constructor(scene: Phaser.Scene) {
|
||||
constructor(
|
||||
scene: Phaser.Scene,
|
||||
private readonly sfx: { play(name: 'clickerClunk'): void } | null = null,
|
||||
) {
|
||||
this.scene = scene;
|
||||
this.root = scene.add.container(0, 0);
|
||||
|
||||
@ -438,6 +441,7 @@ export class PatDownOverlay {
|
||||
const p = this.pockets[t.pocketIndex];
|
||||
if (p === undefined) return;
|
||||
p.binned = true;
|
||||
this.sfx?.play('clickerClunk');
|
||||
const itemId = t.itemId;
|
||||
|
||||
if (t.root.input) t.root.input.enabled = false;
|
||||
|
||||
@ -82,6 +82,7 @@ export class StallOverlay {
|
||||
scene: Phaser.Scene,
|
||||
bus: EventBus,
|
||||
private readonly beatIntervalMs: number,
|
||||
private readonly sfx: { play(name: 'doorBang'): void } | null = null,
|
||||
) {
|
||||
const t = (x: number, y: number, size: number, colour: string): Phaser.GameObjects.Text =>
|
||||
scene.add.text(x, y, '', { fontFamily: 'monospace', fontSize: `${size}px`, color: colour });
|
||||
@ -264,6 +265,7 @@ export class StallOverlay {
|
||||
const tick = this.lastTick;
|
||||
// No beat authority yet — swinging at silence shouldn't cost you a combo.
|
||||
if (!tick) return;
|
||||
this.sfx?.play('doorBang');
|
||||
|
||||
const grade = judgeBang(
|
||||
this.elapsedMs,
|
||||
|
||||
@ -79,10 +79,10 @@ describe('arrivalsPerMin', () => {
|
||||
});
|
||||
|
||||
describe('expectedTotalArrivals', () => {
|
||||
it('lands in the 60–90 patron design band', () => {
|
||||
it('lands in the 95-130 patron design band (tuning 2026-07-19: the slam must outrun the door)', () => {
|
||||
const total = expectedTotalArrivals();
|
||||
expect(total).toBeGreaterThanOrEqual(60);
|
||||
expect(total).toBeLessThanOrEqual(90);
|
||||
expect(total).toBeGreaterThanOrEqual(95);
|
||||
expect(total).toBeLessThanOrEqual(130);
|
||||
});
|
||||
});
|
||||
|
||||
@ -156,8 +156,8 @@ describe('nextArrivalGapMin', () => {
|
||||
clock += nextArrivalGapMin(clock, rng.next());
|
||||
if (clock < 360) arrivals++;
|
||||
}
|
||||
expect(arrivals, `seed ${seed}`).toBeGreaterThanOrEqual(45);
|
||||
expect(arrivals, `seed ${seed}`).toBeLessThanOrEqual(110);
|
||||
expect(arrivals, `seed ${seed}`).toBeGreaterThanOrEqual(75);
|
||||
expect(arrivals, `seed ${seed}`).toBeLessThanOrEqual(150);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
@ -3,7 +3,7 @@ import '../src/rules/doorTypes';
|
||||
import { SeededRNG } from '../src/core/SeededRNG';
|
||||
import { DAZZA_TEXTS } from '../src/data/strings/dazza';
|
||||
import { generatePatron, _resetPatronSerial } from '../src/patrons/generator';
|
||||
import {
|
||||
import { announcedRules, ACTIVE_RULE_CAP,
|
||||
DRESS_CODE_RULES,
|
||||
activeRules,
|
||||
ruleById,
|
||||
@ -43,7 +43,10 @@ const patron = (outfit: OutfitOverrides = {}, flags: PatronFlags = {}): Patron =
|
||||
|
||||
const ids = (rules: { id: string }[]): string[] => rules.map((r) => r.id);
|
||||
const trips = (id: string, outfit: OutfitOverrides, flags?: PatronFlags): boolean =>
|
||||
ids(violations(patron(outfit, flags), LATE)).includes(id);
|
||||
{
|
||||
const rule = DRESS_CODE_RULES.find((r) => r.id === id)!;
|
||||
return ids(violations(patron(outfit, flags), rule.activeFrom)).includes(id);
|
||||
}
|
||||
|
||||
describe('DRESS_CODE_RULES vs Dazza texts', () => {
|
||||
it('every rule takes its text and activeFrom verbatim from the Dazza line', () => {
|
||||
@ -79,18 +82,19 @@ describe('activeRules', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it('returns rules in announcement order and accumulates over the night', () => {
|
||||
it('returns rules in announcement order, capped at Dazza\'s attention span', () => {
|
||||
const late = activeRules(LATE);
|
||||
expect(late).toHaveLength(DRESS_CODE_RULES.length);
|
||||
expect(late).toHaveLength(ACTIVE_RULE_CAP);
|
||||
expect(late.map((r) => r.activeFrom)).toEqual([...late.map((r) => r.activeFrom)].sort((a, b) => a - b));
|
||||
expect(announcedRules(LATE)).toHaveLength(DRESS_CODE_RULES.length);
|
||||
expect(activeRules(0)).toHaveLength(0);
|
||||
expect(ids(activeRules(100))).toEqual(['noThongsSinglets', 'noLogos']);
|
||||
});
|
||||
|
||||
it('pins the full escalation order from design §3.1', () => {
|
||||
it('pins the escalation: all eight announce in order, only the last four are LIVE', () => {
|
||||
// SPECS is declared in DAZZA_TEXTS order, which is not chronological — this
|
||||
// fails if the activeFrom sort is ever dropped.
|
||||
expect(ids(activeRules(LATE))).toEqual([
|
||||
expect(ids(announcedRules(LATE))).toEqual([
|
||||
'noThongsSinglets',
|
||||
'noLogos',
|
||||
'noSongRequesters',
|
||||
@ -100,6 +104,13 @@ describe('activeRules', () => {
|
||||
'noBucketHats',
|
||||
'noBlazers',
|
||||
]);
|
||||
// Dazza's attention span: by 3 AM the early classics are rescinded.
|
||||
expect(ids(activeRules(LATE))).toEqual([
|
||||
'noHandHolders',
|
||||
'noWhiteSneakers',
|
||||
'noBucketHats',
|
||||
'noBlazers',
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
@ -208,7 +219,9 @@ describe('violations', () => {
|
||||
outer: { type: 'blazer', colour: 'navy' },
|
||||
});
|
||||
expect(ids(violations(p, 100))).toEqual(['noThongsSinglets']);
|
||||
expect(ids(violations(p, LATE))).toEqual(['noThongsSinglets', 'noBlazers']);
|
||||
// By 3 AM the thongs rule has been rescinded off the card — only the
|
||||
// blazer still convicts. Dazza moved on; the door moves with him.
|
||||
expect(ids(violations(p, LATE))).toEqual(['noBlazers']);
|
||||
});
|
||||
|
||||
it('survives 300 generated patrons and denies a playable fraction of them', () => {
|
||||
|
||||
@ -139,7 +139,8 @@ describe('dress', () => {
|
||||
});
|
||||
|
||||
describe('scheduleEncounters', () => {
|
||||
const schedule = (seed: number, count: number) => scheduleEncounters(stream(seed), count);
|
||||
const schedule = (seed: number, count: number, seen?: ReadonlySet<string>) =>
|
||||
scheduleEncounters(stream(seed), count, seen);
|
||||
|
||||
it('is deterministic for the same seed and count', () => {
|
||||
expect(schedule(31, 3)).toEqual(schedule(31, 3));
|
||||
@ -187,11 +188,35 @@ describe('scheduleEncounters', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it('prefers people the run has not met yet, and never repeats within a night', () => {
|
||||
const seen = new Set(['grabHerMate', 'quietBeer', 'lastNight']);
|
||||
for (let seed = 100; seed < 140; seed++) {
|
||||
const got = schedule(seed, 3, seen);
|
||||
expect(new Set(got.map((g) => g.id)).size).toBe(got.length);
|
||||
// Five unmet encounters exist, three slots: nobody already met appears.
|
||||
for (const g of got) expect(seen.has(g.id)).toBe(false);
|
||||
}
|
||||
});
|
||||
|
||||
it('falls back to repeats once the run has met everyone', () => {
|
||||
const seen = new Set(ENCOUNTERS.map((e) => e.id));
|
||||
const got = schedule(7, 3, seen);
|
||||
expect(got.length).toBeGreaterThanOrEqual(2); // repeats fill the night rather than emptying it
|
||||
});
|
||||
|
||||
it('handles 0, 1, and more than there are', () => {
|
||||
expect(schedule(41, 0)).toEqual([]);
|
||||
expect(schedule(41, -2)).toEqual([]);
|
||||
expect(schedule(41, 1)).toHaveLength(1);
|
||||
expect(schedule(41, 99)).toHaveLength(ENCOUNTERS.length);
|
||||
// Asking for more than a night can HOLD returns as many as legally fit:
|
||||
// 8 encounters spaced 40 min apart no longer fit one night (the table
|
||||
// outgrew it on purpose — a week should not meet the same four people).
|
||||
const all = schedule(41, 99);
|
||||
expect(all.length).toBeGreaterThanOrEqual(6);
|
||||
expect(all.length).toBeLessThanOrEqual(ENCOUNTERS.length);
|
||||
for (let i = 1; i < all.length; i++) {
|
||||
expect(all[i]!.atMin - all[i - 1]!.atMin).toBeGreaterThanOrEqual(40);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
@ -185,7 +185,9 @@ describe('stalls', () => {
|
||||
let doubled = false;
|
||||
let maxOccupancy = 0;
|
||||
for (let step = 0; step < 9000; step++) {
|
||||
sim.update(16, step / 60);
|
||||
// Slow clock: at step/60 the crowd aged past its stay window (natural
|
||||
// churn, 2026-07-19) and went home before ever doubling up in a cubicle.
|
||||
sim.update(16, step / 600);
|
||||
for (const [, list] of sim.stallOccupancy()) {
|
||||
maxOccupancy = Math.max(maxOccupancy, list.length);
|
||||
if (list.length >= 2) doubled = true;
|
||||
|
||||
@ -135,8 +135,11 @@ describe('QueueManager — the pressure valve', () => {
|
||||
|
||||
deltas.length = 0;
|
||||
q.update(1000);
|
||||
expect(deltas).toHaveLength(1);
|
||||
// Two flows while somebody is up: aggro relief AND the hype-decay tick
|
||||
// (theatre fades while you work — tuning 2026-07-19).
|
||||
expect(deltas.filter((d) => d.aggro !== undefined)).toHaveLength(1);
|
||||
expect(total('aggro')).toBeLessThan(0);
|
||||
expect(total('hype')).toBeLessThan(0);
|
||||
});
|
||||
|
||||
it('relief stops entirely once the queue reaches comfortableQueue', () => {
|
||||
@ -147,7 +150,8 @@ describe('QueueManager — the pressure valve', () => {
|
||||
|
||||
deltas.length = 0;
|
||||
q.update(1000);
|
||||
expect(deltas).toHaveLength(0);
|
||||
// No RELIEF at a full queue. Hype decay still ticks (someone is up).
|
||||
expect(deltas.filter((d) => d.aggro !== undefined)).toHaveLength(0);
|
||||
});
|
||||
|
||||
it('relief scales with how short the queue is, not just with it being empty', () => {
|
||||
|
||||
77
tests/sim/economy.test.ts
Normal file
77
tests/sim/economy.test.ts
Normal file
@ -0,0 +1,77 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { CAREFUL, DAWDLER, SLOPPY, simulateNight, type NightMetrics } from './economy';
|
||||
|
||||
// The feel, as numbers. Phase-1/Phase-3 both measured the same failures:
|
||||
// vibe pinned at ~100 by 10 PM, aggro flat at 0, hype a pure ratchet, dawdling
|
||||
// dominant, the slam fictional. These tests are the tuning pass's contract —
|
||||
// if a knob change breaks a band, the feel regressed, not just a constant.
|
||||
|
||||
const SEEDS = [4207, 4208, 4209, 7, 99];
|
||||
|
||||
const runAll = (policy: typeof CAREFUL): NightMetrics[] => SEEDS.map((s) => simulateNight(s, policy));
|
||||
|
||||
const avg = (xs: number[]): number => xs.reduce((a, b) => a + b, 0) / xs.length;
|
||||
|
||||
const summarise = (runs: NightMetrics[]): string =>
|
||||
`${runs[0]!.policy}: end=${runs.map((r) => `${r.endReason}@${r.endClockMin}`).join(',')} ` +
|
||||
`admit=${avg(runs.map((r) => r.admitted)).toFixed(0)} deny=${avg(runs.map((r) => r.denied)).toFixed(0)} ` +
|
||||
`vibePin=${avg(runs.map((r) => r.vibePinnedShare)).toFixed(2)} aggroMax=${avg(runs.map((r) => r.aggroMax)).toFixed(0)} ` +
|
||||
`slamQ(avg/max)=${avg(runs.map((r) => r.slamQueueAvg)).toFixed(1)}/${Math.max(...runs.map((r) => r.slamQueueMax))} ` +
|
||||
`hype=${avg(runs.map((r) => r.hypePeak)).toFixed(1)} strikes=${avg(runs.map((r) => r.heatStrikes)).toFixed(1)} inside=${avg(runs.map((r) => r.inside)).toFixed(0)}`;
|
||||
|
||||
describe('door economy (bot nights, 5 seeds)', () => {
|
||||
const careful = runAll(CAREFUL);
|
||||
const sloppy = runAll(SLOPPY);
|
||||
const dawdler = runAll(DAWDLER);
|
||||
|
||||
it('prints the current shape (baseline visibility)', () => {
|
||||
console.log('\n' + [careful, sloppy, dawdler].map(summarise).join('\n'));
|
||||
expect(careful.length).toBe(SEEDS.length);
|
||||
});
|
||||
|
||||
it('careful play survives to 3 AM', () => {
|
||||
for (const r of careful) expect(r.endReason).toBe('clock');
|
||||
});
|
||||
|
||||
it('careful play keeps vibe ALIVE — not pinned at the ceiling', () => {
|
||||
// The meter must stay a live pressure: less than half of the post-11PM
|
||||
// samples may sit at 95+, and the night must actually visit the low band.
|
||||
expect(avg(careful.map((r) => r.vibePinnedShare))).toBeLessThan(0.5);
|
||||
});
|
||||
|
||||
it('careful play fills the room — admits comfortably beat denies', () => {
|
||||
const a = avg(careful.map((r) => r.admitted));
|
||||
const d = avg(careful.map((r) => r.denied));
|
||||
expect(a).toBeGreaterThan(d * 1.2);
|
||||
});
|
||||
|
||||
it('the slam is real — the queue visibly backs up mid-night', () => {
|
||||
expect(Math.max(...careful.map((r) => r.slamQueueMax))).toBeGreaterThanOrEqual(6);
|
||||
expect(avg(careful.map((r) => r.slamQueueAvg))).toBeGreaterThan(1.5);
|
||||
});
|
||||
|
||||
it('aggro breathes for a careful player — pressure without a riot', () => {
|
||||
const peaks = careful.map((r) => r.aggroMax);
|
||||
expect(avg(peaks)).toBeGreaterThan(15);
|
||||
for (const p of peaks) expect(p).toBeLessThan(95);
|
||||
});
|
||||
|
||||
it('sloppy play is punished: strikes pile up', () => {
|
||||
expect(avg(sloppy.map((r) => r.heatStrikes))).toBeGreaterThanOrEqual(3);
|
||||
});
|
||||
|
||||
it('dawdling is NOT dominant — a stalled rope riots before it profits', () => {
|
||||
// Dying is worth nothing: a night that ends early scores zero. The cash
|
||||
// proxy mirrors nightCash's shape (final vibe + hype bonus), gated on
|
||||
// actually surviving to 3 AM.
|
||||
const score = (r: NightMetrics): number =>
|
||||
r.endReason === 'clock' ? r.vibeSamples[r.vibeSamples.length - 1]! + (r.hypePeak - 1) * 30 : 0;
|
||||
expect(avg(dawdler.map(score))).toBeLessThanOrEqual(avg(careful.map(score)) + 1);
|
||||
});
|
||||
|
||||
it('careful play does not bleed licence points to invisible information', () => {
|
||||
// Strikes must be EARNABLE knowledge: a bot that checks everything checkable
|
||||
// should end most nights clean (scripted encounters may cost the odd one).
|
||||
expect(avg(careful.map((r) => r.heatStrikes))).toBeLessThan(1);
|
||||
});
|
||||
});
|
||||
261
tests/sim/economy.ts
Normal file
261
tests/sim/economy.ts
Normal file
@ -0,0 +1,261 @@
|
||||
// Bot-driven door-economy simulation. Not a test by itself — the harness the
|
||||
// tuning tests drive. Node-only: EventBus + GameClock + Meters + QueueManager +
|
||||
// judge, no Phaser. Mirrors DoorScene.applyOutcome / NightScene.fireDeferred
|
||||
// closely enough that a knob change here means the same thing in the game.
|
||||
|
||||
import { EventBus } from '../../src/core/EventBus';
|
||||
import { GameClock, DEFAULT_CLOCK } from '../../src/core/GameClock';
|
||||
import { Meters, freshNightState, vibeCoolingPerMin } from '../../src/core/meters';
|
||||
import { SeededRNG } from '../../src/core/SeededRNG';
|
||||
import { _resetPatronSerial } from '../../src/patrons/generator';
|
||||
import { QueueManager } from '../../src/scenes/door/QueueManager';
|
||||
import { shouldRecordStrike } from '../../src/rules/heat';
|
||||
import { judge } from '../../src/rules/judge';
|
||||
import { violations } from '../../src/rules/dressCode';
|
||||
import { idVerdict } from '../../src/rules/idCheck';
|
||||
import type { DeferredHit } from '../../src/rules/doorTypes';
|
||||
import type { Patron } from '../../src/data/types';
|
||||
|
||||
export interface BotPolicy {
|
||||
name: string;
|
||||
/** Real ms the bot waits before pulling the rope (its "walking back" time). */
|
||||
callDelayMs: (queueLen: number) => number;
|
||||
/** Real ms spent inspecting before the verdict lands. Models human reading. */
|
||||
ruleDelayMs: (p: Patron, clockMin: number, nightDate: Date) => number;
|
||||
decide: (p: Patron, clockMin: number, nightDate: Date, insideCount: number, licensed: number) => 'admit' | 'deny';
|
||||
}
|
||||
|
||||
export interface NightMetrics {
|
||||
policy: string;
|
||||
seed: number;
|
||||
endReason: 'clock' | 'vibe' | 'aggro';
|
||||
endClockMin: number;
|
||||
admitted: number;
|
||||
denied: number;
|
||||
/** vibe sampled every 5 clock-min */
|
||||
vibeSamples: number[];
|
||||
vibeMin: number;
|
||||
vibeMax: number;
|
||||
/** share of post-11PM samples pinned at >= 95 (the "meter is dead" signal) */
|
||||
vibePinnedShare: number;
|
||||
aggroMax: number;
|
||||
aggroSamples: number[];
|
||||
hypePeak: number;
|
||||
heatStrikes: number;
|
||||
/** queue depth stats inside the slam window (clockMin 90..210) */
|
||||
slamQueueMax: number;
|
||||
slamQueueAvg: number;
|
||||
inside: number;
|
||||
}
|
||||
|
||||
const TICK_MS = 100;
|
||||
|
||||
export function simulateNight(seed: number, policy: BotPolicy): NightMetrics {
|
||||
_resetPatronSerial();
|
||||
const bus = new EventBus();
|
||||
const rng = new SeededRNG(seed);
|
||||
const clock = new GameClock(bus, DEFAULT_CLOCK);
|
||||
const state = freshNightState('theRoyal', 0, 80);
|
||||
const meters = new Meters(bus, state);
|
||||
const queue = new QueueManager(bus, rng, clock.nightDate);
|
||||
const deferred: DeferredHit[] = [];
|
||||
const lapRng = rng.stream('dazzaLaps');
|
||||
// Mirrors CrowdSim's natural churn: admitted patrons go home after 50-140
|
||||
// in-game minutes, freeing capacity (floor:leave in the real game).
|
||||
const leaverRng = rng.stream('simLeavers');
|
||||
const leaveAt: number[] = [];
|
||||
|
||||
const metrics: NightMetrics = {
|
||||
policy: policy.name,
|
||||
seed,
|
||||
endReason: 'clock',
|
||||
endClockMin: 360,
|
||||
admitted: 0,
|
||||
denied: 0,
|
||||
vibeSamples: [state.vibe],
|
||||
vibeMin: state.vibe,
|
||||
vibeMax: state.vibe,
|
||||
vibePinnedShare: 0,
|
||||
aggroMax: 0,
|
||||
aggroSamples: [state.aggro],
|
||||
hypePeak: 1,
|
||||
heatStrikes: 0,
|
||||
slamQueueMax: 0,
|
||||
slamQueueAvg: 0,
|
||||
inside: 0,
|
||||
};
|
||||
|
||||
let ended = false;
|
||||
bus.on('meters:changed', ({ vibe, aggro, hype }) => {
|
||||
metrics.vibeMin = Math.min(metrics.vibeMin, vibe);
|
||||
metrics.vibeMax = Math.max(metrics.vibeMax, vibe);
|
||||
metrics.aggroMax = Math.max(metrics.aggroMax, aggro);
|
||||
metrics.hypePeak = Math.max(metrics.hypePeak, hype);
|
||||
if (ended) return;
|
||||
if (vibe <= 0) {
|
||||
ended = true;
|
||||
metrics.endReason = 'vibe';
|
||||
metrics.endClockMin = state.clockMin;
|
||||
} else if (aggro >= 100) {
|
||||
ended = true;
|
||||
metrics.endReason = 'aggro';
|
||||
metrics.endClockMin = state.clockMin;
|
||||
}
|
||||
});
|
||||
|
||||
let lastSample = -5;
|
||||
let lastMinute = -1;
|
||||
const fireDeferred = (clockMin: number): void => {
|
||||
const due: DeferredHit[] = [];
|
||||
for (let i = deferred.length - 1; i >= 0; i--) {
|
||||
if (clockMin >= deferred[i]!.atClockMin) due.push(...deferred.splice(i, 1));
|
||||
}
|
||||
for (const hit of due) {
|
||||
if (ended) return;
|
||||
if (hit.vibeDelta !== undefined || hit.aggroDelta !== undefined) {
|
||||
bus.emit('meters:delta', {
|
||||
...(hit.vibeDelta !== undefined ? { vibe: hit.vibeDelta } : {}),
|
||||
...(hit.aggroDelta !== undefined ? { aggro: hit.aggroDelta } : {}),
|
||||
});
|
||||
}
|
||||
if (hit.heatStrike && shouldRecordStrike(state, hit.heatStrike)) {
|
||||
bus.emit('heat:strike', hit.heatStrike);
|
||||
}
|
||||
}
|
||||
};
|
||||
bus.on('heat:strike', () => metrics.heatStrikes++);
|
||||
bus.on('clock:tick', ({ clockMin }) => {
|
||||
queue.onClockMinute(clockMin);
|
||||
fireDeferred(clockMin);
|
||||
for (let i = leaveAt.length - 1; i >= 0; i--) {
|
||||
if (clockMin >= leaveAt[i]!) {
|
||||
leaveAt.splice(i, 1);
|
||||
state.capacity.inside = Math.max(0, state.capacity.inside - 1);
|
||||
}
|
||||
}
|
||||
const cooling = vibeCoolingPerMin(state.vibe);
|
||||
if (cooling !== 0 && !ended) bus.emit('meters:delta', { vibe: cooling });
|
||||
if (clockMin - lastSample >= 5) {
|
||||
lastSample = clockMin;
|
||||
metrics.vibeSamples.push(state.vibe);
|
||||
metrics.aggroSamples.push(state.aggro);
|
||||
}
|
||||
});
|
||||
|
||||
// ---- the bot ----
|
||||
let waitTimerMs = 0;
|
||||
let ruleTimerMs = -1; // -1: nobody up
|
||||
|
||||
const applyVerdict = (p: Patron, verdict: 'admit' | 'deny'): void => {
|
||||
const outcome = judge(p, verdict, {
|
||||
clockMin: state.clockMin,
|
||||
nightDate: clock.nightDate,
|
||||
lapRoll: lapRng.next(),
|
||||
insideCount: state.capacity.inside,
|
||||
licensed: state.capacity.licensed,
|
||||
});
|
||||
if (verdict === 'admit') {
|
||||
state.capacity.inside++;
|
||||
metrics.admitted++;
|
||||
leaveAt.push(state.clockMin + leaverRng.int(50, 140));
|
||||
} else metrics.denied++;
|
||||
const delta: { vibe?: number; aggro?: number; hype?: number } = {};
|
||||
if (outcome.vibeDelta) delta.vibe = outcome.vibeDelta;
|
||||
if (outcome.aggroDelta) delta.aggro = outcome.aggroDelta;
|
||||
if (outcome.hypeDelta) delta.hype = outcome.hypeDelta;
|
||||
if (Object.keys(delta).length > 0) bus.emit('meters:delta', delta);
|
||||
if (outcome.heatStrike && !outcome.heatStrike.deferred && shouldRecordStrike(state, outcome.heatStrike)) {
|
||||
bus.emit('heat:strike', outcome.heatStrike);
|
||||
}
|
||||
if (outcome.deferred?.length) deferred.push(...outcome.deferred);
|
||||
queue.resolveUp(verdict === 'deny');
|
||||
};
|
||||
|
||||
clock.start();
|
||||
let slamTicks = 0;
|
||||
let slamQueueSum = 0;
|
||||
|
||||
const totalMs = DEFAULT_CLOCK.nightRealMinutes * 60_000;
|
||||
for (let t = 0; t < totalMs && !ended; t += TICK_MS) {
|
||||
clock.update(TICK_MS);
|
||||
queue.update(TICK_MS);
|
||||
if (state.clockMin !== lastMinute) lastMinute = state.clockMin;
|
||||
|
||||
if (state.clockMin >= 90 && state.clockMin <= 210) {
|
||||
slamTicks++;
|
||||
slamQueueSum += queue.queueLength;
|
||||
metrics.slamQueueMax = Math.max(metrics.slamQueueMax, queue.queueLength);
|
||||
}
|
||||
|
||||
const up = queue.patronUp;
|
||||
if (up) {
|
||||
if (ruleTimerMs < 0) ruleTimerMs = policy.ruleDelayMs(up, state.clockMin, clock.nightDate);
|
||||
ruleTimerMs -= TICK_MS;
|
||||
if (ruleTimerMs <= 0) {
|
||||
applyVerdict(up, policy.decide(up, state.clockMin, clock.nightDate, state.capacity.inside, state.capacity.licensed));
|
||||
ruleTimerMs = -1;
|
||||
waitTimerMs = 0;
|
||||
}
|
||||
} else if (queue.queueLength > 0) {
|
||||
waitTimerMs += TICK_MS;
|
||||
if (waitTimerMs >= policy.callDelayMs(queue.queueLength)) {
|
||||
queue.callNext();
|
||||
waitTimerMs = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 3 AM audit: whatever deferred heat is left lands now.
|
||||
for (const hit of deferred) {
|
||||
if (hit.heatStrike && shouldRecordStrike(state, hit.heatStrike)) bus.emit('heat:strike', hit.heatStrike);
|
||||
}
|
||||
|
||||
const post11 = metrics.vibeSamples.slice(Math.floor(120 / 5));
|
||||
metrics.vibePinnedShare = post11.length
|
||||
? post11.filter((v) => v >= 95).length / post11.length
|
||||
: 0;
|
||||
metrics.slamQueueAvg = slamTicks ? slamQueueSum / slamTicks : 0;
|
||||
metrics.inside = state.capacity.inside;
|
||||
metrics.endClockMin = ended ? metrics.endClockMin : 360;
|
||||
meters.destroy();
|
||||
return metrics;
|
||||
}
|
||||
|
||||
// ---- policies ----------------------------------------------------------------
|
||||
|
||||
/** Plays the rules straight, with human-ish deliberation time. */
|
||||
export const CAREFUL: BotPolicy = {
|
||||
name: 'careful',
|
||||
callDelayMs: () => 700,
|
||||
ruleDelayMs: (p, _clockMin, nightDate) => {
|
||||
const id = idVerdict(p.idCard, nightDate);
|
||||
// Reading a dodgy card or a near-boundary DOB costs real seconds.
|
||||
return 2300 + (id.looksFake || id.underage || p.age <= 19 ? 1400 : 0);
|
||||
},
|
||||
decide: (p, clockMin, nightDate, insideCount, licensed) => {
|
||||
// Watches the clicker: one out, one in doesn't exist yet, so at capacity
|
||||
// the door simply shuts. This is what playing the licence looks like.
|
||||
if (insideCount >= licensed) return 'deny';
|
||||
const id = idVerdict(p.idCard, nightDate);
|
||||
if (id.underage || id.looksFake || p.age < 18) return 'deny';
|
||||
if (violations(p, clockMin).length > 0) return 'deny';
|
||||
if (p.intoxication > 0.62) return 'deny';
|
||||
return 'admit';
|
||||
},
|
||||
};
|
||||
|
||||
/** Waves everyone in as fast as the buttons allow. */
|
||||
export const SLOPPY: BotPolicy = {
|
||||
name: 'sloppy',
|
||||
callDelayMs: () => 300,
|
||||
ruleDelayMs: () => 700,
|
||||
decide: () => 'admit',
|
||||
};
|
||||
|
||||
/** Careful verdicts, but farms the wait: lets the queue stew before every call. */
|
||||
export const DAWDLER: BotPolicy = {
|
||||
name: 'dawdler',
|
||||
callDelayMs: () => 6000,
|
||||
ruleDelayMs: CAREFUL.ruleDelayMs,
|
||||
decide: CAREFUL.decide,
|
||||
};
|
||||
Loading…
Reference in New Issue
Block a user