# NOT TONIGHT — Build Plan & Technical Architecture *Read [GAME_DESIGN.md](GAME_DESIGN.md) first. This doc is the engineering plan the lanes execute. Contract details live in [CONTRACTS.md](CONTRACTS.md).* ## 1. Stack (decided — don't relitigate) | Choice | What | Why | |---|---|---| | Engine | **Phaser 3 (latest 3.x)** | Scenes map 1:1 to game phases; tweens, input, Light2D for the flashlight cone; huge ecosystem | | Language | **TypeScript, strict** | Multiple parallel lanes NEED typed contracts; the rules engine is pure typed functions | | Build | **Vite** | Instant dev server, static build output | | Tests | **Vitest** | Rules engine, patron generator, ID validity, clock — all pure logic, all unit-testable | | Audio | **Raw WebAudio** (no Howler) | The low-pass-filter-as-location trick and the beat-clock need direct node graph access | | Saves | localStorage | No backend. Ever. | | Art (v0.x) | **Runtime paper-doll renderer** | Patrons are layered data (see design §4.1); placeholder layers are coloured-pixel shapes drawn to a texture. Real pixel-art layers swap in later behind the SAME layer contract | | Deploy | Static `dist/` | Eventually → partly.party games VPS. Not a v0.1 concern | ## 2. Repo layout (ownership boundaries = merge-conflict avoidance) ``` src/ core/ # LANE-0 then frozen: EventBus, GameClock, SeededRNG, GameState, save data/ # LANE-0 then frozen-ish: types + static config (venues, nights, rules, archetypes) patrons/ # LANE-0: generator, paper-doll renderer, memory/regulars rules/ # dress-code engine, ID validator, sobriety logic (pure functions ONLY) scenes/ door/ # LANE-DOOR owns floor/ # LANE-FLOOR owns shared/ # Boot, Menu, NightSummary, HUD — LANE-0 stubs, integration fills audio/ # LANE-JUICE owns: techno engine, sfx synth ui/ # LANE-JUICE owns: stamp, phone, dialogue box, clicker widgets tests/ # mirrors src/; every lane adds tests for its pure logic docs/ # design + this plan + CONTRACTS.md lanes/ # lane instruction files LANEHANDOVER.md ``` **Rule: a lane commits only inside its owned directories + its tests + LANEHANDOVER.md.** Changes to `core/`, `data/` types, or `CONTRACTS.md` after Phase 0 require a CONTRACT CHANGE REQUEST in the handover file and reviewer sign-off — never just do it. ## 3. Phases ### Phase 0 — Scaffold & Contracts — ✅ DONE 2026-07-19 (executed by Fable) `lanes/LANE0_SCAFFOLD.md`. Delivered: strict-TS Vite+Phaser scaffold, all CONTRACTS.md types in `src/data/types.ts`, core systems (`SeededRNG`, `EventBus`, `GameClock`+`ageOn`, `Meters`, `StubBeatClock`, `save`), patron generator + paper-doll renderer (pure `dollPlan` + Phaser `renderDoll`), 49 unit tests, and the Patron Parade demo verified in-browser. See the LANE-0 SESSION block in LANEHANDOVER.md for API notes Phase-1 lanes must read. ### Phase 1 — Parallel lanes (after Phase 0 review passes) Three lanes run concurrently on separate branches/worktrees: - **LANE-DOOR** (`lanes/LANE_DOOR.md`) — the Door scene, full v0.1 loop: queue, ID minigame, dress-code stamps, clicker, Dazza texts, verdicts, Vibe/Aggro wiring. *This is the v0.1 critical path — the game is shippable with only this lane done.* - **LANE-FLOOR** (`lanes/LANE_FLOOR.md`) — top-down Floor scene: patrol movement, flashlight/UV cone, drunk detection, Cut-Off dialogue, pat-down minigame, toilet rhythm game (against a stub beat clock until integration). - **LANE-JUICE** (`lanes/LANE_JUICE.md`) — WebAudio techno engine + low-pass location filter + beat clock; SFX synth (stamp, thud, static, clicker); reusable UI widgets (stamp, phone, dialogue). Develops against its own demo scenes. Lanes talk ONLY through the event bus + contracts. No lane imports another lane's scene code. Beat sync example: audio engine emits `beat:tick` on the bus; the toilet rhythm game consumes `beat:tick`; until integration, LANE-FLOOR uses the `StubBeatClock` from core (same event, fixed 128 BPM). ### Phase 2 — Integration (ONE lane, sequential) Night flow state machine (Door ⇄ Floor interleave, radio pulls, Last Drinks, Summary), real audio engine replaces stubs, save/progression, Kayden-at-door simulation while player is on Floor. Playtest pass: one full night start→summary. ### Phase 3 — Content & polish (parallelizable again) Archetypes, scripted moral encounters, inspector, incident report memory, regulars, venues 2–4, real pixel art swapped into the paper-doll layer slots, MODELBEAST- assisted art generation if useful. ### Phase 4 — The role ladder (design §6; future, do not start) Glassie, bartender, DJ roles + roster board. Not scoped yet — but it imposes ONE rule on every earlier phase: **the simulation is role-agnostic.** Crowd sim, patron state, meters, and incidents must never assume the player is security — the player is just an entity with a verb-set reading shared state. If you're about to hard-code "the player" into a sim system (e.g. "patrons only get cut off by the player"), model it as an actor capability instead (NPC staff already need this — Kayden works the door while you're on the floor). The DJ role will drive the TechnoEngine directly, so LANE-JUICE keeps track parameters (BPM, layer intensities) externally settable rather than hard-coded. ## 4. Coordination protocol (all lanes) 1. **Branches:** each lane works on `lane/` (e.g. `lane/door`), pushed to origin (`ssh://git@100.71.119.27:222/monster/not-tonight.git`). Never push main. On one machine, use worktrees: `git worktree add ../not-tonight-door lane/door`. 2. **Handover:** every work session APPENDS a session block to `LANEHANDOVER.md` (template inside it) and pushes. This is how the reviewer (Fable) sees state. 3. **Review gate:** reviewer reads handovers + diffs, replies with a REVIEW block in the same file (or a fresh lane instruction file), merges approved lanes to main. 4. **Contract changes:** request-only via handover. If blocked >30 min on a contract ambiguity, write the question in the handover, make the smallest local stub that unblocks you, mark it `// TODO(contract):`, and continue. 5. **Definition of done for any session:** compiles (`npm run build`), tests green (`npm test`), demo scene for your lane runs (`npm run dev`), handover written. ## 5. Milestone acceptance - **M0 (Phase 0):** `npm run dev` shows Patron Parade; ≥25 unit tests green covering RNG determinism (same seed → same patrons), ID validity math, layer rendering data. - **M1 (v0.1):** One full Door-only night playable start→summary; a stranger can understand it with no explanation; fail states (Vibe 0, Aggro 100) both reachable. - **M2 (v0.2):** Full night with ≥2 forced Floor interludes; toilet game verifiably on-beat (log beat timestamps vs hit timestamps in tests). - **M3 (v0.3):** 3-night run with persistence; an incident-report lie can bite you a night later.