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Author SHA1 Message Date
type-two
22f5f11dde Fix card/judge disagreement under text lag; session handover
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 06:06:42 +10:00
type-two
7b44e01333 Solo build-out: floor SFX + drunk typos, 8-encounter table with cross-night gating, scheduler rework
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 05:51:16 +10:00
type-two
63a3b4d4fc Economy tuning pass: sim harness + 9 feel-bands, Dazza rule cap, natural churn, capacity strike fix, hype decay, vibe cooling
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 05:35:47 +10:00
28 changed files with 896 additions and 81 deletions

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@ -932,3 +932,73 @@ the literal back), and (2) the ECONOMY TUNING PASS (baselines: content's
3-night run data + door's Phase-1 measurements + floor's idle/attentive table).
After those land, the next lanes are content-expansion (encounters, repeat
gating), venue 2, and the v0.4 art pass per docs/ASSETS.md.
---
### SESSION — SOLO BUILD-OUT (Fable) — 2026-07-19 23:30
**Branch/commits:** main (three commits this session; deployed live)
**The headline: THE ECONOMY TUNING PASS IS DONE — against bots, held to bands.**
`tests/sim/economy.ts` is a full node-side bot night (QueueManager + judge +
Meters + deferred pipeline + churn model, no Phaser); `economy.test.ts` runs
careful/sloppy/dawdler bots over 5 seeds and asserts NINE feel-bands. Those
tests are now the economy's contract — a knob change that kills the feel fails
CI, not a playtest three weeks later. Where the numbers landed (careful bot):
admits 87 > denies 69 (was 48/68 — the room fills now), vibe pinned-share 0.34
(was 0.99 — the meter is alive), aggro peaks ~36 (was 6), slam queue avg 7
peak 16+ (was 1.0/8 — the 10:30 slam is REAL, verified live: 22 in the queue
at 12:33 AM), hype decays while you work (was a permanent x3 ratchet), sloppy
dies of vibe with 3 strikes, extreme dawdling riots before it profits.
**What the tuning changed (all commented at the definition):**
- judge: denyViolator 6→2, denyClean 2→1, admitClean 3→2, admitBadId 2→1.
- queue: calmPerSec 0.9→0.35, NEW hypeDecayPerSec 0.045 (theatre fades while
you serve — kills the ratchet).
- arrivals: slam peak 0.42→0.72/min, night total ~70→~120.
- generator: logo rate 0.35→0.18; sunnies/bucketHat/blazer weights halved.
- NEW `core/meters.vibeCoolingPerMin`: the room cools above 50 (-0.4) and
faster above 70 (-0.8), emitted per clock-minute — nobody stays impressed.
- **Dazza's attention span (`ACTIVE_RULE_CAP = 4`)**: only his last four rules
are live; older ones get greyed on the card + a retraction toast ("dazza:
forget the 'NO THONGS' thing. new priorities"). With all 8 cumulative, ~55%
of the late crowd was deniable and rule-following EMPTIED the room.
- **Natural churn**: patrons go home after 50-140 clock-min (`floor:leave`,
new contract event, CrowdSim emits, NightScene frees capacity). Without it
capacity was a one-way ratchet and the door locked shut from 1 AM.
- **Capacity strike bug FIXED**: the strike reason embedded the patron id, so
the reason-dedupe never collapsed and every over-80 admit filed its own
strike — 3 admits = licence gone. Now one stable reason per night. (This is
what was really killing the long Kayden nights in Phase 2.)
**Also this session:**
- Floor SFX wired: stall bangs (doorBang), pat-down bin drops (clickerClunk),
via optional sfx handles on the overlay constructors.
- Cut-off dialogue now wears its blood-alcohol: `drunkify` on the patron's
reply, deterministic per dollSeed.
- **Encounters 4 → 8** (eighteenToday, kaydensMate, bigNightOut, twoOfThem —
register per the §4.3 rules, humane never secretly optimal) + cross-night
repeat gating (`GameState.seenEncounters`, recorded off the encounter
incident, excluded by the scheduler until everyone's been met). Scheduler
reworked: end-order greedy + backward latest-safe pass — a random draw can
no longer strand a pick; overflow drops gracefully.
- nightShift window tightened to [150,195] (its noLogos dilemma dies when the
rule cap rescinds noLogos at 200).
- **Bug found & fixed in browser verification**: Dazza's texts lag the clock
(send cooldown), so a rule could be rescinded before its card row existed —
the one-shot guard then swallowed the retirement forever and the card LIED
about what was enforceable. Card sync is idempotent now; verified converged
under worst-case lag.
- **The Kayden contradiction has now fired in real play** (content's open
item): floor stint → his 9:15 PM influencer admit → lied on the report →
Friday's paperwork: "kayden wrote his version of p2 up too. it does not
match urs. he is very proud of the log". Screenshot in session notes.
**Tests:** 632 passing / 0 failing (was 621). Gate clean. **Deployed to
https://monsterrobot.games/not-tonight/ (bundle index-W0Kf_Kh7.js, verified 200).**
**Broke / known-wonky:**
- The sim bot cheats (perfect information, no inspection time beyond a fixed
cost) — bands are calibrated to it, not to humans. John's playtest may want
the arrival curve ±15%; the bands make retunes safe to try.
- Dawdler test covers EXTREME stalling (6s); mild-stall dominance is killed by
hype decay but has no dedicated band.
- Rule retractions land as toasts; a phone text would be richer (needs a dazza
schedule slot — next content session).
- Sloppy bot dies by VIBE before aggro ever moves — arguably right (admit-
everything tanks the room via laps/ripens) but worth a human sanity-check.
**Next:** John's ear pass (M in a live night) and a human feel-pass over the
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
const clamp = (v: number, lo: number, hi: number) => Math.max(lo, Math.min(hi, v));
/**
* Vibe per clock-minute the room loses on its own (emit from the night's
* minute tick). Nobody stays impressed: above the baseline the room cools, so
* a lit room is a job you keep doing, not a ratchet you finish. Never positive
* a dead floor does not heal itself (tuning pass 2026-07-19; before this,
* any net-positive night pinned vibe at 100 by 10 PM and the meter went dead).
*/
export function vibeCoolingPerMin(vibe: number): number {
if (vibe > 70) return -0.8;
if (vibe > 50) return -0.4;
return 0;
}
// Single writer for the night's numbers. Scenes emit meters:delta / heat:strike;
// nothing else may mutate NightState meters directly.
export class Meters {

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@ -59,7 +59,7 @@ export const OUTFIT_VOCAB: Record<OutfitSlot, readonly OutfitTypeDef[]> = {
],
outer: [
{ type: 'none', weight: 6, colours: ['black'] },
{ type: 'blazer', weight: 2, colours: ['black', 'navy', 'grey'] },
{ type: 'blazer', weight: 1, colours: ['black', 'navy', 'grey'] },
{ type: 'bomber', weight: 2, colours: ['black', 'green', 'navy'], canLogo: true, canVintage: true },
{ type: 'hoodie', weight: 2, colours: ['black', 'grey', 'red'], canLogo: true },
{ type: 'leather', weight: 1, colours: ['black', 'brown'], canVintage: true },
@ -75,9 +75,9 @@ export const OUTFIT_VOCAB: Record<OutfitSlot, readonly OutfitTypeDef[]> = {
],
accessory: [
{ type: 'none', weight: 6, colours: ['black'] },
{ type: 'bucketHat', weight: 2, colours: ['cream', 'black', 'green'], canLogo: true, canVintage: true },
{ type: 'bucketHat', weight: 1, colours: ['cream', 'black', 'green'], canLogo: true, canVintage: true },
{ type: 'cap', weight: 2, colours: ['black', 'red', 'navy'], canLogo: true },
{ type: 'sunnies', weight: 2, colours: ['black'] }, // sunglasses. at night. a tell in itself
{ type: 'sunnies', weight: 1, colours: ['black'] }, // sunglasses. at night. a tell in itself
{ type: 'bumbag', weight: 1, colours: ['black', 'purple', 'yellow'], canLogo: true, canVintage: true },
{ type: 'chain', weight: 1, colours: ['yellow', 'grey'] },
],

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@ -140,6 +140,16 @@ export const ripenLine = (stage: string, roll: number): string => {
return pool[i] ?? pool[0]!;
};
/**
* Dazza rescinding a rule when a newer one pushes it off the card
* (rules cap at ACTIVE_RULE_CAP his attention span, not a settings screen).
*/
export const RULE_RETRACTIONS: readonly string[] = [
'dazza: forget the "{rule}" thing. new priorities',
'dazza: "{rule}" is over. keep up',
'dazza: im rescinding "{rule}". it wasnt working. dont ask',
];
export const SOBRIETY_UI = {
title: 'SOBRIETY TEST',
pickPrompt: 'pick your test',

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@ -80,4 +80,55 @@ export const ENCOUNTER_SCRIPTS: Record<string, EncounterScript> = {
admitNote: 'In he goes, logo and all, with the sign already up.',
denyNote: 'He nods, says fair enough, and walks back toward the servo.',
},
// Eighteen at midnight, at the rope by quarter past. Real card, real birthday,
// and a plan he has clearly rehearsed on the walk over.
eighteenToday: {
names: ['Jai Petersen', 'Cooper Nguyen', 'Lachy Marsh'],
beats: [
{ line: 'evening. so. it went midnight about forty minutes ago.', afterMs: 0 },
{ line: 'which makes this my first legal one. checked the law twice.', afterMs: 2400 },
{ line: 'my mates did the countdown at the kebab shop. they went home. im here.', afterMs: 5000 },
],
admitNote: 'First stamp on a first night. He shows the bar staff his licence unprompted.',
denyNote: 'Legal for forty minutes and headed home. The story will improve with age.',
},
// Kayden has been making promises. Kayden does not have list privileges.
// Kayden does not, strictly speaking, have a last name anyone can recall.
kaydensMate: {
names: ['Reece Kowalski', 'Jordan Vella', 'Tyson Doyle'],
beats: [
{ line: 'should be right, kayden said hed leave my name at the door.', afterMs: 0 },
{ line: 'kayden. tall bloke. trainee vest. very confident handshake.', afterMs: 2300 },
{ line: 'he said quote unquote "sorted mate". thats basically a guest list.', afterMs: 4800 },
],
admitNote: 'In on the authority of a man whose supervisor calls him "the situation".',
admitDazza: 'a bloke just told the bar KAYDEN comped him. kayden cant comp a glass of water',
denyNote: 'He takes it well. Says he will "raise it with kayden". Nobody will.',
},
// The buck's party straggler. Missed the church bit, missed dinner, caught the
// food poisoning. The buck is inside; the night is nearly over; here he is.
bigNightOut: {
names: ['Macca OBrien', 'Davo Romano', 'Nick Taufa'],
beats: [
{ line: 'the bucks is in there. i can hear the chanting. thats my chanting.', afterMs: 0 },
{ line: 'i missed the church bit. food poisoning at the dinner. long story. bad oysters.', afterMs: 2500 },
{ line: 'ive had a big recovery and two lemonades and i am READY to be present.', afterMs: 5200 },
],
admitNote: 'The chanting gets louder, gains a name in it, then settles.',
denyNote: 'He listens to one more chant through the wall, films a voice memo of it, and goes.',
},
// Engaged tonight. Still holding hands. The card says what the card says.
twoOfThem: {
names: ['Bree Karim', 'Holly Petersen', 'Sana Singh'],
beats: [
{ line: 'before you say anything about the hand thing. we got engaged tonight.', afterMs: 0 },
{ line: 'TONIGHT tonight. at the lookout. theres a photo of a bird ruining it.', afterMs: 2400 },
{ line: 'we are aware of the rule. we have discussed it. the answer is no.', afterMs: 5000 },
],
admitNote: 'They cross the floor like a three-legged race nobody can catch.',
denyNote: 'They leave still attached. The rule holds. The rule is the only thing that does.',
},
};

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@ -120,6 +120,8 @@ export interface GameState {
heatStrikes: HeatStrike[];
regulars: Record<string, RegularMemory>;
pastReports: IncidentRecord[][];
/** Scripted-encounter ids the run has already met (repeat gating). */
seenEncounters?: string[];
}
// ---- event bus ----
@ -136,6 +138,8 @@ export interface EventMap {
'floor:infractionSpotted': { patronId: string; kind: 'drunk' | 'stall' | 'contraband' | 'noStamp' | 'fight' };
'floor:ejection': { patronId: string; style: 'clean' | 'messy' };
/** A patron went home on their own — capacity frees up (natural churn). */
'floor:leave': { patronId: string };
'beat:tick': { beatIndex: number; audioTimeMs: number };
'audio:location': { location: 'door' | 'floor' };

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@ -36,7 +36,9 @@ function rollOutfit(rng: RngStream): OutfitLayer[] {
for (const slot of Object.keys(OUTFIT_VOCAB) as OutfitSlot[]) {
const def = rng.weighted(OUTFIT_VOCAB[slot].map((d) => [d, d.weight] as const));
const layer: OutfitLayer = { slot, type: def.type, colour: rng.pick(def.colours) };
if (def.canLogo && rng.chance(0.35)) layer.logo = true;
// 0.18 (was 0.35, tuning 2026-07-19): with 8 rules live by 1 AM, a third of
// the crowd wearing logos made most patrons deniable and emptied the room.
if (def.canLogo && rng.chance(0.18)) layer.logo = true;
if (def.canVintage && rng.chance(0.2)) layer.vintage = true;
layers.push(layer);
}

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@ -158,10 +158,25 @@ export const DRESS_CODE_RULES: readonly DoorDressCodeRule[] = SPECS.map(build).s
);
/** Rules in force at `clockMin`. Live the moment the text lands, hence inclusive. */
export function activeRules(clockMin: number): DoorDressCodeRule[] {
/**
* Dazza's attention span. Only his most recent rules are LIVE when a fifth
* lands, the oldest is quietly rescinded (the card greys it out and he sends a
* retraction text). Tuning pass 2026-07-19: with all eight rules cumulative,
* ~55% of the late crowd was deniable and a rule-following door emptied the
* room. Four keeps the card readable and the check fast, and Dazza forgetting
* his own rules is exactly in character.
*/
export const ACTIVE_RULE_CAP = 4;
/** Every rule Dazza has EVER texted tonight, live or rescinded. */
export function announcedRules(clockMin: number): DoorDressCodeRule[] {
return DRESS_CODE_RULES.filter((r) => r.activeFrom <= clockMin);
}
export function activeRules(clockMin: number): DoorDressCodeRule[] {
return announcedRules(clockMin).slice(-ACTIVE_RULE_CAP);
}
export function violations(patron: Patron, clockMin: number): DoorDressCodeRule[] {
return activeRules(clockMin).filter((r) => r.violates(patron));
}

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@ -18,7 +18,9 @@ import type { Archetype, DrunkStage, HeatStrike, Patron } from '../data/types';
// optimal either. A generous option that quietly pays better is the same lie told
// the other way round. Every `onAdmit` below is priced to be a real decision.
export type EncounterId = 'grabHerMate' | 'quietBeer' | 'lastNight' | 'nightShift';
export type EncounterId =
| 'grabHerMate' | 'quietBeer' | 'lastNight' | 'nightShift'
| 'eighteenToday' | 'kaydensMate' | 'bigNightOut' | 'twoOfThem';
export interface EncounterBeat {
line: string;
@ -201,9 +203,11 @@ export const ENCOUNTERS: readonly ScriptedEncounter[] = [
onDeny: { note: script('quietBeer').denyNote },
},
{
// After the logo rule lands at 90. Before that he is just a bloke in a polo.
// After the logo rule lands at 90 — and BEFORE Dazza rescinds it (the rule
// cap retires noLogos when the 200-minute rule arrives). Outside that band
// he is just a bloke in a polo and the dilemma evaporates.
id: 'nightShift',
window: [150, 270],
window: [150, 195],
archetype: 'punter',
dress(patron, rng) {
const s = script('nightShift');
@ -260,6 +264,83 @@ export const ENCOUNTERS: readonly ScriptedEncounter[] = [
// Free. Costs nothing but the moment, and the moment is not a mechanic.
onDeny: { note: script('grabHerMate').denyNote },
},
{
// Early: it went midnight forty minutes ago and he has rehearsed this.
id: 'eighteenToday',
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'),
// 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
View 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);
}

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@ -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,
});
}

View File

@ -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));

View File

@ -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);

View File

@ -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');
}

View File

@ -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. */

View File

@ -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
];

View File

@ -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();

View File

@ -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) {

View File

@ -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]);
}

View File

@ -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;

View File

@ -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,

View File

@ -79,10 +79,10 @@ describe('arrivalsPerMin', () => {
});
describe('expectedTotalArrivals', () => {
it('lands in the 6090 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);
}
});
});

View File

@ -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', () => {

View File

@ -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);
}
});
});

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@ -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;

View File

@ -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
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@ -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
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@ -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,
};