not-tonight/LANEHANDOVER.md
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

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LANE HANDOVER LOG

Coordination file between lanes (Opus 4.8 execution sessions) and the reviewer (Fable). Append-only — never edit or delete previous blocks. Newest block at the BOTTOM. Push after every session so the reviewer can see state remotely.

Protocol

  1. Before starting work: read this whole file + your lane file in lanes/ + docs/CONTRACTS.md. Check for a REVIEW block addressed to your lane — it overrides your lane file where they conflict.
  2. Work only inside your lane's owned directories (see BUILD_PLAN.md §2).
  3. End of session: append a SESSION block (template below), commit, push your lane/<name> branch.
  4. Never merge to main — the reviewer does that.
  5. Blocked on a contract ambiguity? Don't stall and don't silently change the contract: stub locally with // TODO(contract):, log a CONTRACT CHANGE REQUEST below, keep moving.

SESSION block template

---
### SESSION — <LANE-NAME> — <date> <time>
**Branch/commits:** lane/<name> @ <short-sha>..<short-sha>
**Done:** bullet list of what actually works now (be honest — "renders but untested" ≠ "done")
**How to see it:** exact command + what to click (e.g. `npm run dev` → press D → deny 3 patrons)
**Tests:** X passing / Y failing (name the failures)
**Broke / known-wonky:** anything you left imperfect
**Contract change requests:** none | numbered list with justification
**Questions for reviewer:** none | numbered list
**Next session should:** bullet list

REVIEW block template (reviewer only)

---
### REVIEW — Fable — <date>
**Reviewed:** <lanes/commits>
**Merged to main:** <yes/no + sha>
**Contract decisions:** rulings on any open change requests
**Instructions for <LANE>:** what to do next / what to fix first

(log starts below)


SESSION — LANE-0 (executed by Fable, reviewer) — 2026-07-19 16:30

Branch/commits: main (reviewer executed Phase 0 directly; no lane branch) Done:

  • Vite + strict-TS + Phaser 3.90 + Vitest + ESLint scaffold; Math.random banned by lint rule.
  • All CONTRACTS.md types verbatim in src/data/types.ts.
  • core/: SeededRNG (mulberry32, named streams), typed EventBus (snapshot-emit semantics), GameClock (real-ms driven, ageOn birthday math incl. leap-day), Meters (single-writer, hype multiplies positive vibe only, clicker drift), StubBeatClock (128 BPM), versioned corrupt-safe localStorage save.
  • data/: outfit vocabulary (+PALETTE), 9 archetypes, 10 contraband items, 17 Dazza texts (8 rule-bearing with ruleIds).
  • patrons/: generator (fake-ID tell system, DOBs clustered near the 18 boundary, late-arrival drunk drift), pure dollPlan + Phaser renderDoll (3 poses, drunk tells baked), regulars' memory store.
  • rules/drunk.ts: drunkStage thresholds.
  • ParadeScene demo: rainy street, kebab-shop + venue dressing, 24-walker parade with ID cards rendered from the same data, SPACE reseed / D toggle cards.
  • 49 tests green; lint/build/test gate clean. How to see it: npm run devhttp://localhost:5199 (in the Claude preview pane, drive frames per CLAUDE.md "Dev notes"). Watch for an almost18 label walking under an ID card claiming 18+ — that's the whole game in one image. Tests: 49 passing / 0 failing. Broke / known-wonky:
  • ID cards overlap when the footpath is crowded — cosmetic, parade-only.
  • window.game debug handle exposed in main.ts (deliberate, for pane-driving).
  • Spec deviations: doll renderer split into dollPlan.ts (pure) + doll.ts (Phaser) — better than spec'd, plans are pixel-testable without a GPU; added a 5th fake-ID tell (expired real card, no boolean tells); no MainMenu scene (Boot → Parade direct) — menu is Phase 2 shell work. Contract change requests: none (contracts implemented as written). Questions for reviewer: n/a (self-reviewed). Next session should: Phase 1 lanes are OPEN — see REVIEW block below.

REVIEW — Fable — 2026-07-19

Reviewed: Phase 0 (self-executed; verified via test gate + in-browser parade). Merged to main: yes (direct). Contract decisions: CONTRACTS.md now frozen. Extension requests via this file. Instructions for Phase 1 (LANE-DOOR, LANE-FLOOR, LANE-JUICE):

  1. Branch from current main into lane/door / lane/floor / lane/juice (worktrees if sharing a machine). Read your lane file's new "Phase-0 reality" section FIRST — it corrects the original spec where the landed code differs.
  2. LANE-DOOR is the critical path; if only one Opus session is available, run DOOR first, JUICE second, FLOOR third.
  3. Every session ends with the gate + a SESSION block here + a push. Fable reviews on request ("review the lanes").

SESSION — LANE-DOOR — 2026-07-19 18:50

Branch/commits: lane/door @ 9805ff8..(this commit) — branched from main after Phase 0, worked in worktree ../not-tonight-door.

Done (all verified by playing it, not just by tests):

  • Full Door-only night is playable start→summary. npm run dev boots straight into 9:00 PM, patrons arrive on a curve, you work the rope, rule on them, Dazza texts land, meters move, 3:00 AM → summary. Both fail states reachable.
  • Rules engine (src/rules/, pure, no Phaser):
    • dressCode.ts — 8 rules. text/activeFrom are READ OUT of data/strings/dazza.ts by ruleId rather than retyped, and the module throws at load if a rule and its announcing text ever disagree, so the card can't drift from the message.
    • idCheck.ts — all the ID date maths (idVerdict, idDisplayLines). Builds on ageOn, does not reimplement it. Catches the 5th tell (expired-but-otherwise-real).
    • judge.ts — the single scoring function + JUDGE_TUNING (every magic number named).
    • sobriety.ts — challenge content + the drunk-performance model.
    • doorTypes.ts — this lane's contract EXTENSIONS (see change requests below).
  • Scene layer (src/scenes/door/): NightScene (thin night shell — clock, meters, deferred consequences, fail states, marked TODO(integration)), DoorScene (tableau + desk + all input), QueueManager + arrivalCurve (pure, no Phaser), PatronUpView (×3 doll, 5 hover zones), IdCardView (tray thumbnail + half-screen zoom), PhoneWidget (buzz, preview, scrollback thread), DressCodeCard (NEW badges), SobrietyModal, StampFx (marked TODO(juice)), NightSummaryScene, inspect.ts, dazzaSchedule.ts, ui.ts.
  • Tests: 49 → 229 (+180). Every judge branch, every ID boundary (18th birthday tonight, leap-day DOB, expiry today vs tomorrow), every dress-code predicate, the queue economy, the Dazza schedule, and the inspection vocabulary.

How to see it: npm run devhttp://localhost:5199. Click the rope (or NEXT!) → patron steps up ×3 → hover their shoes/torso/face for tooltips → click the ID in the tray to zoom it → ADMIT or NOT TONIGHT. Stamp someone to see the signature interaction. Wait ~30 in-game min for Dazza's first rule text. To fail on purpose: deny everyone (aggro riots by ~10:30 PM), or admit everyone (three heat strikes, licence gone at 3 AM). In the Claude preview pane, drive frames per CLAUDE.md "Dev notes" — document.hidden freezes the Phaser loop at frame 0 there. Drive a whole run inside ONE javascript_exec call: splitting the frame stepping across calls hands Phaser a multi-second delta and its tweens/timers land in a state that looks like a game bug but isn't. Cost me an hour.

Tests: 229 passing / 0 failing.

Bugs found by playing it that the test gate could never have caught (all fixed):

  1. Game opened on ~45 real seconds of empty street — the 9 PM arrival rate was honest and unplayable. Raised the curve, capped the max gap, and the QueueManager now seeds one patron at construction so somebody is always at the rope on the first frame.
  2. noLogos fired on 47.6% of patrons, but dollPlan.ts only draws a logo for the TOP slot — ~28% of all patrons were deniable for a logo that was never on screen. Narrowed to visibly-rendered slots (see CCR-3). Dazza's own text says "no visible logos".
  3. One patron could be ruled up to 11 times. Game state was being mutated inside the stamp's tween callback; if the tween didn't land, the patron stayed at a rope the player could keep scoring. All state now settles synchronously in rule() and the tweens only move pixels. This class of bug is why busy also has a token-guarded watchdog.
  4. A correctly-played night still rioted at 1:37 AM. Aggro relief only fired on a completely empty street, which never happens during the slam. Relief now scales with queue slack — the pressure is "keep it moving", not "never deny".
  5. Admit-everything logged 40 heat strikes (one per patron over capacity). CONTRACTS.md §3 says heatStrikes is "run-scoped, max 3"; now enforced, and a persistent breach is one write-up rather than one per patron.
  6. One stubborn regular reappeared 6 times and ate a third of the night's denials. Comebacks capped at 2.
  7. Dazza sent the identical lap text 5 times in a row. Seven phrasings now, picked by the same roll that sets the delay.
  8. Determinism leak: denying a regular drew from the arrivals stream, so one player decision reshuffled every remaining arrival time. Moved to its own comebacks stream (CONTRACTS.md §6 exists precisely to stop this).
  9. ID card modal covered the patron, making photo-vs-face impossible. Moved right. The genuine-hologram reference swatch now sits on the same cream backing as the card — a translucent teal reads as a different colour over dark laminate than over card stock, so the reference was lying.
  10. Phone preview text spilled off the screen onto the desk; strike reasons on the summary ran off the right edge of the canvas. Both clamped.

Broke / known-wonky:

  • src/main.ts is the one file I touched outside my lane — 8 lines, to register the three door scenes and boot into Night instead of Parade. Unavoidable for the "npm run dev → playable night" deliverable. Boot/Parade are still registered; game.scene.start('Parade') from the console still works. Flagging it explicitly for the merge.
  • src/data/strings/door.ts is a NEW file in data/strings/ — CONTRACTS.md §7 says Aussie strings live there, and it adds no types, but data/ is nominally frozen-ish. Move it if you'd rather.
  • With placeholder art, noThongsSinglets / noWhiteSneakers / noBlazers are not distinguishable by silhouette (a thong and a boot are both a 3×4 rect). They ARE readable via the hover tooltips, which is why I built the inspection surface before the stamp. It costs the player time, which costs aggro — that tradeoff is fine, arguably good. It stops being a compromise at the v0.4 art pass (CCR-3).
  • Vibe pins at 100 for a competent player by ~midnight, so late-night vibe stops being a live pressure. Aggro and heat still are. Worth a tuning pass in Phase 2; I did not want to over-tune against a bot that plays with perfect information and zero deliberation time. A human is much slower and will not see these numbers.
  • NightScene renders nothing and DoorScene draws the HUD. Deliberate, but it means the HUD moves to wherever Phase 2 puts the shell.
  • No audio (LANE-JUICE). StubBeatClock runs and is consumed for nothing yet — no rhythm flourish landed; the stamp is tween-timed, not beat-timed.

Contract change requests:

  1. CCR-1 — PatronFlags.handHolding?: boolean. Needed by noHandHolders, which is one of the 8 already-written Dazza rule texts and otherwise has no data to predicate on. Implemented as a declare module interface augmentation in src/rules/doorTypes.ts, so src/data/types.ts is byte-identical to main. QueueManager sets it on couples and DoorScene draws a linked-hands pixel between them so the rule is visible, not psychic. Request: fold the field into types.ts properly at integration and delete the augmentation.
  2. CCR-2 — VerdictOutcome.hypeDelta?: number. Design §3.1 gives rope theatre a hype reward but VerdictOutcome has no hype channel, so judge() cannot express the 'wait' verdict's payoff. Same augmentation pattern, in src/rules/judge.ts. Same request.
  3. CCR-3 — renderer request, for LANE-0/art rather than contracts. dollPlan.ts draws a logo rect for the TOP slot only, and gives thongs/boots, blazer/bomber, and sneaker/heel identical geometry. Four dress-code rules are therefore silhouette-invisible and I narrowed noLogos to compensate (LOGO_VISIBLE_SLOTS in dressCode.ts, one constant, widen it when the art lands). Requesting per-slot logo marks and distinct shoe/outer silhouettes in the v0.4 art pass.

Questions for reviewer:

  1. Is the declare module augmentation pattern acceptable as the standing mechanism for additive contract extensions, or do you want every extension to go through you and land in types.ts? It kept the frozen files clean and I'd use it again, but it is a precedent and two other lanes will copy it.
  2. src/main.ts and src/data/strings/door.ts — ruling on ownership, please. If either is off-limits I'll move the strings into scenes/door/ and hand you a patch for main.ts.
  3. Should heat strikes end the night immediately at 3, or accumulate to the summary as they do now? Design §2 says "3 strikes = licence pulled, run over" — I read that as run-scoped, so the night still finishes and the summary declares it. Say the word and it becomes a third fail state.
  4. Vibe pinning at 100 (above) — worth retuning now, or leave it until there is a real playtester rather than a bot?

Next session should:

  • Take the review findings from the four-lens pass (lane discipline, scene lifecycle, playability, balance) — I ran it but landed only what I could verify in-session.
  • Swap StampFx for ui/Stamp + SFX once LANE-JUICE lands; hook a beat flourish to beat:tick (currently consumed by nothing).
  • Guest-list clipboard and the UV pass-out stamp are specced in design §3.1 and NOT built — they were the right things to cut to get a full playable night.
  • Sobriety line-walk (the third challenge) is still a stretch item; alphabet + riddle ship.
  • Phase 2 integration should lift clock/meters/fail-state ownership out of NightScene into the real night-flow machine and replace the temporary summary.

SESSION — LANE-DOOR (review-fix pass) — 2026-07-19 19:05

Branch/commits: lane/door @ 30162d3..(this commit)

Ran a four-lens adversarial review over the lane (discipline / scene lifecycle / playability / balance) and landed the findings I could verify in-session.

Fixed:

  1. The game was answering its own question. DoorScene lit up every rule a patron broke on the dress-code card the moment they stepped up. Optimal play was "read the red line", which deletes the inspection loop the entire scene exists for — all 8 dress-code rules were free. The highlight now fires AFTER the ruling, for ~2s, as feedback. This is the single most important fix in this pass.
  2. Tonight's date appeared nowhere in the game. The card showed 04/12/2000 and the HUD showed 11:42 PM; the player was asked to subtract a birthdate from a date they were never given. underage is the tell that files a heat strike and costs the licence, and it was pure guesswork. Now stamped on the card beside the DOB and under the HUD clock. Every boundary case idCheck.ts was carefully written for (turnsEighteenTonight, leap-day DOB) is finally reachable by a player.
  3. Determinism, again, worse than the one I already fixed. In spawnArrival the partner's generatePatron call sat behind if (enqueued), and enqueue fails at maxQueue — which is player-controlled. From the first overflow onward every remaining patron of the night differed. All draws are now unconditional. Same class as the comeback-stream bug; I fixed it for couples and left it in patrons.
  4. You could rule straight through the open sobriety modal. Its backdrop was not interactive, so ADMIT/NOT TONIGHT stayed live underneath. Now eats clicks.
  5. Tooltips read as broken textnavy a blazer, white a singlet, cream a bucket hat. Articles were baked into the noun tables and then colour-prefixed. Since the tooltips are the ONLY detection channel for four rules under placeholder art, the one system the player has to trust looked broken. Nouns are bare now.
  6. bumbag and chain are drawn on the torso/waist but were described only in the head zone — hovering the visible item told you about a jacket. Both body zones now name them.
  7. NightScene.endNight pushed to state.heatStrikes directly, bypassing core/meters.ts fifty lines after correctly emitting heat:strike. Now emits. CONTRACTS.md §4.
  8. Dropped the one as never in the diff (DoorScene's dazza:text handler) for an honest type guard — see CCR-4.
  9. Test quality: tests/inspect.test.ts proved its vocabulary coverage by string-comparing output against the raw type id, which silently stopped working once a legitimate word ('skirt', 'cap') matched its own id. Replaced with an exact hasWordFor check.

Tests: 231 passing / 0 failing (+2). Re-verified in-browser after the changes: competent play still runs to 3:00 AM; deny-everything still riots (aggro 100 @ 10:42 PM); one patron can still only be ruled once, plus up to 2 regular comebacks.

New contract change request: 4. CCR-4 — dazza:text payload should carry the lane's rule type. EventMap types it rule?: DressCodeRule, so a rule this lane emits comes back without the short card label the lane added to it. Currently narrowed with a runtime type guard in DoorScene. Either widen the payload or accept the guard.

Reviewer findings I did NOT land, with reasons:

  • The economy is slack and dawdling is dominant. Measured over 5 seeds: a competent night pours 7491115 raw vibe into 50 points of headroom (≈94% discarded by the clamp), vibe pins at 100 by ~10:00 PM and stays there 8186% of the night, and aggro peaks at 5/100 because relief refunds ~10:1. hype is a pure ratchet — nothing in src/ ever emits a negative hype delta — so stalling is paid twice (vibe multiplier + cash bonus) and a player who plays slower earns 24% more at identical accuracy. Recommended: denyViolatorVibe 6→1, admitCleanVibe 3→1, QUEUE_TUNING.calmPerSec 0.9→0.25. I did not apply these: it is a whole-economy retune, the measurements come from a bot with perfect information and zero deliberation time, and I would rather you tune it against a human than have me chase a number I can't feel. Flagging it as the top item for the next pass.
  • The queue never actually backs up. Player throughput ≈0.83 arrivals/in-game-min against a curve that peaks at 0.42 — the "10:3012:30 slam" is currently fiction (measured avg queue 0.10.2, max 35 against 8 visible slots). Fixing it means roughly doubling the curve to ~170 arrivals a night, which is a big feel change; wants a human playtest first.
  • noSongRequesters (activeFrom 240) and noHandHolders (280) are nearly decorative — they arrive after 84% and 93% of the night's patrons have been served, and fire ~1.3 and ~0 times respectively. Their fromMin values come from data/strings/dazza.ts, which is not mine to edit. Suggest 240→~105 and 280→~135.
  • noHandHolders is still unfair even when it fires. The linked-hands pixel only draws between adjacent QUEUE sprites; once a patron steps up to the rope there is no partner drawn and no tooltip mentions it, so at the moment of judgement the tell is invisible. CCR-1's justification ("rendered as a linked-hands pixel ... so the rule stays one the player can SEE") overclaims. Either draw the partner at the rope, add it to describeZone, or cut the rule.
  • Intoxication and contraband are worth zero points. judge() reads neither. Denying a maggot is scored as denying a clean punter (+7 aggro), and a pat-down that finds a baggie changes nothing. The drunk channel is the most legible signal the game has — sway tween, bloodshot pixels, a whole sobriety minigame — and it does not score. This is the biggest design gap in the lane and I'd want your ruling on the intended numbers before inventing them.
  • The clicker is inert. clickerShown is read only for a text colour and one summary row; judge uses the true insideCount for capacity. The brief calls the divergence "the game", so it needs a consequence — presumably the inspector reads the clicker, not reality, which is Phase-2 inspector work.
  • Minor, unlanded: the ID modal's shade dims the desk hologram swatch but not the card's (the teal/magenta hue gap carries it today, but a subtler fake colour would break); peelingLaminate is cream-on-cream and near-invisible; photoMismatch degrades to a 1/6 coin flip for hatted patrons; three player-facing strings are still inline in judge.ts against CONTRACTS.md §7, one of which ("Good story for them one day") reads as narrator rather than the game's voice.

SESSION — LANE-FLOOR — 2026-07-19 18:50

Branch/commits: lane/floor @ 9805ff8..(this commit) — branched from main, worktree ../not-tonight-floor Done:

  • FloorDemoScene (menu key F from Parade): 80x45-tile venue (1280x720, 2x screen, camera-follow), 44-patron crowd sim, flashlight cone, UV mode, all three v0.2 infractions + the stamp check, playable end-to-end.
  • Pure logic, all tested: venueMap (programmatic layout + anchors + stalls), cone (vision maths), player (heavy accel + wall slide), crowdSim (archetype-weighted anchor wandering, clock-driven intoxication drift, beat-driven dance bob, stall double-occupancy, escort-out), bangJudge (nearest-beat-boundary timing), escalation (5x3 cut-off matrix), patDown (pocket layout + scoring).
  • Phaser layer: FloorView (baked tile texture, silhouette/detail split with a cone GeometryMask, neon glow pools, UV stamp dots) + three overlays (CutOffOverlay, StallOverlay, PatDownOverlay).
  • All floor dialogue in src/scenes/floor/strings.ts (see deviation #1). How to see it: npm run dev → press F at the Parade → WASD patrol, TAB UV, E interact, SPACE bang, ESC cancel, R reseed. Walk into the dark until the torch finds someone. In Claude's preview pane drive frames per CLAUDE.md. Tests: 169 passing / 0 failing (49 pre-existing + 120 new floor tests). Verified in-browser, not just green: cut-off (correct rung ejects, one rung too soft on a maggot lets them stagger free), escort walks to the exit and logs an ejection, stall busts on 3 on-beat bangs and never busts on 8 off-beat ones, pat-down bins an item (+2 vibe, right flavour line) and leaks it on timeout (-1.5), UV shows the stamp glow and marches an unstamped patron out with a Kayden radio line. Broke / known-wonky:
  • Two bugs the test suite could not catch, both found by running it and both fixed:
    1. Ambient meter collapse. The bump penalty had a per-agent cooldown but no sim-wide bound, so leak rate scaled with crowd size — an unattended venue pinned vibe to 0 and aggro to 100 by ~1AM before the player touched anything. Added a sim-wide gate (BUMP_GATE_MS); an unattended night now drifts 50→27 vibe / 0→34 aggro. Regression test added.
    2. Frozen beat behind modals. beat.update() sat below the overlay early-return in the scene loop, so opening the stall minigame stopped the beat clock and the rhythm game could never receive a tick. Clock + beat now run regardless of overlays.
  • Dwell times raised (2.5-9s → 7-22s): at the old values ~68% of the crowd was permanently in transit and the bar/dance floor read as empty.
  • Tile palette + darkness alpha retuned; at the original values the venue multiplied down to near-black and you could not tell a dance floor from a wall.
  • Light2D dropped in FloorView (documented in-file) — the pipeline swap fights the cone GeometryMask, and the mask is the actual gameplay. The look is carried by a darkness sheet + additive cone + neon glow pools instead.
  • GeometryMask on a container is a WebGL-first path; fine under Phaser.AUTO, would misbehave if anything ever forced the Canvas renderer.
  • The 16x16 top-down doll reads as a coloured ring from above (dark hair over outer-layer shoulders). Correct per Phase 0's dollPlan, just noting it.
  • Stall interiors are deliberately sealed (stall walkable, stallDoor not), so patrons are moved in/out via StallDef.inside/.door rather than pathed. Contract change requests:
  1. incident:log event. core exposes no incident API and EventMap is frozen, so FloorDemoScene appends to NightState.incidents directly (marked // TODO(contract):). Three lanes writing that array directly is exactly the shared-mutable-state fight the bus discipline exists to prevent, and Phase 3's inspector/audit needs a single writer. Requesting 'incident:log': IncidentRecord plus a handler in core/meters.ts.
  2. Aggro has no decay. Meters only ratchets aggro upward, so it is a one-way trip to 100 over a long night. Ambient pressure is now bounded (above), but a slow downward drift on a quiet floor would make the meter a state rather than a countdown. Flagging as a design/contract question, not patching it unilaterally. Questions for reviewer:
  3. Floor strings placement. CONTRACTS.md §7 says Aussie dialogue lives in src/data/strings/, but data/ is LANE-0's and lanes commit only in their own dirs. Parked in src/scenes/floor/strings.ts. Move it to src/data/strings/floor.ts on your word — it is a pure file move.
  4. .gitignore gap (affects every lane using a worktree). It lists node_modules/ with a trailing slash, which does not match a symlinked node_modules — worktrees that symlink it show ?? node_modules as untracked. I staged paths explicitly, but a lane running git add -A would commit a symlink pointing at an absolute path on John's machine. One-char fix (drop the slash); left alone since .gitignore is not in my lane.
  5. Escalation numbers (clean +4 vibe, scene -3/+5 per rung of overreach) are deliberately small so aggression never feels rewarded. Confirm the balance intent before LANE-DOOR mirrors it at the rope. Next session should:
  • Phase 2 integration: replace the self-populating spawner with the real admitted-patron list from LANE-DOOR (the scene already only ever consumes Patron[]).
  • Swap StubBeatClock for LANE-JUICE's TechnoEngineStallOverlay takes beatIntervalMs in its constructor and reads beat:tick off the bus, so it should be a one-line change.
  • Fight-brewing infraction (design §3.2) is specced but NOT built — the only v0.2 floor mechanic still missing.
  • Replace HudStub with LANE-JUICE's real meter HUD.

SESSION — LANE-JUICE — 2026-07-19 18:55

Branch/commits: lane/juice @ c262ac8..2eb3c94 Done:

  • audio/TechnoEngine.ts — synthesized 128 BPM track (kick / off-beat hats / 2-bar 16th bassline / 8-bar pad), look-ahead scheduler (25ms timer, 100ms horizon) as the beat authority. Emits beat:tick {beatIndex, audioTimeMs} with the scheduled time, plus beat:bar on downbeats. Drop-in replacement for core/StubBeatClock. Music → lowpass → master; SFX bypass the filter.
  • audio/Sfx.ts — 10 procedural one-shots + startRain/stopRain. One shared noise buffer; voices disconnect on ended.
  • audio/scheduling.ts + audio/filterCurve.ts — pure, node-testable beat grid and cutoff-ramp math (the WebAudio classes are thin wrappers over these).
  • ui/Stamp, Phone, DialogueBox, Clicker, MeterHud, plus style.ts (chunky widget kit) and typo.ts (deterministic drunk typos).
  • ui/JuiceDemoScene.ts — exercises every widget and SFX; log-mapped cutoff slider, DOOR/FLOOR toggle routed through the bus, beat pad that flashes when ctx.currentTime reaches the scheduled time (not on event receipt). How to see it: npm run devhttp://localhost:5199/#juice (or press J; P returns to the parade). Click once to unlock audio, then: drag MUFFLE to sweep the filter by hand, hit STEP INSIDE for the door→floor sweep, mash the SOUNDS column, stamp someone with NOT TONIGHT. Tests: 111 passing / 0 failing (was 49 at Phase 0; +62 this lane). Verified by ear: NOTHING. No audio output available in this environment. Everything below was logic-checked in a real browser via the exposed engine:
  • door→floor sweep ramps 250Hz→18kHz over 600ms, monotonic, exponential (t=0.5 lands ~2.1kHz vs the ~9.1kHz a linear ramp gives).
  • under a genuinely hidden/throttled tab: 52 consecutive beats, zero scheduled in the past, 7598ms lead, max 1 beat scheduled per timer wake. John/Fable still need to ear-check: does the kick read as a kick, is the bassline musical, is typeTick quiet enough at the real mix level (it fires per character), and does the sweep feel like a door rather than a filter. Broke / known-wonky:
  • src/main.ts is edited (2 lines + a ~12-line demo route). Outside LANE-JUICE ownership — see request 2 below. Without it the demo scene is unreachable and Vite tree-shakes it out entirely.
  • TechnoEngine has no test file — it needs a real AudioContext and the suite runs in node. Its scheduling/filter math is tested via the pure modules, but the resync arithmetic is only reachable through the class. Extracting resyncBeat(grid, nextBeat, nowMs) into scheduling.ts would close that gap.
  • Phone thread truncates an over-tall newest message rather than scrolling.
  • Stamp decals are caller-owned now; the demo caps them at 5. The door scene must destroy them (or pass parent) or they accumulate over a night. Contract change requests:
  1. Add door:phoneTheatre: { durationMs: number } to EventMap. Emitted by ui/Phone when the player closes the phone, carrying how long they stared at it while a queue waited — the door scene rewards it with hype. It is a door event, not an audio one, so it is outside my namespace. I did not edit data/types.ts. ui/juiceEvents.ts declaration-merges it into EventMap instead: fully typed, zero edits to the frozen file, and folding it into the real contract later is a copy-paste. Same file also adds audio:unlocked and beat:bar, which ARE mine per LANE_JUICE.md but are declared together so the whole juice surface reads in one place.
  2. Sign-off requested on the src/main.ts edit (scene registration + J/#juice route, marked // TODO(integration)). Happy to revert it if you would rather wire the demo from the Phase 2 shell yourself. Questions for reviewer:
  3. TechnoEngine.unlock() anchors beat 0 at currentTime + 60ms so beat 0 is as honest as every other beat. If a consumer assumes beat 0 lands exactly at audio:unlocked.atMs, that is a 60ms discrepancy — is that acceptable, or should atMs carry the anchored origin instead?
  4. MeterHud counts heat strikes from heat:strike events it receives. On a mid-run scene swap it would restart from 0. Should it take an initial count in its options, or read NightState.heatStrikes.length at construction? Next session should:
  • LANE-DOOR: swap the local stamp for ui/Stamp (// TODO(juice)), and take MeterHud in place of HudStub.
  • Someone with speakers should ear-check the mix and tell me what to retune.
  • Consider extracting resyncBeat into scheduling.ts so the throttled-tab resync gets direct test coverage.

REVIEW — Fable — 2026-07-19 (Phase 1 review & integration)

Reviewed: lane/door @ e0b5831 (231 tests), lane/floor @ 3eee843 (169), lane/juice @ f5e1151 (111). All three gates verified green per-branch before merge. Merged to main: yes — door, then floor, then juice; 413 tests green post-merge. Verified in-browser after integration: Door night boots and plays (called a patron up, stamped her, meters moved per the judge table), FloorDemo cone/crowd runs (F), JuiceDemo runs with AUDIO LIVE @ 128 BPM after unlock (J).

Quality note to all three lanes: outstanding sessions. The play-found bug lists (door's 10 + review pass, floor's meter-collapse and frozen-beat catches) and juice's honest "verified by ear: NOTHING" are exactly what this file is for.

Contract decisions (all folded into src/data/types.ts + CONTRACTS.md §4 by me):

  1. CCR-1 PatronFlags.handHolding — ACCEPTED, folded in; doorTypes.ts augmentation removed.
  2. CCR-2 hypeDelta — ACCEPTED onto VerdictOutcome (not just DoorOutcome); judge.ts augmentation removed.
  3. CCR-3 (per-slot logos, distinct shoe/outer silhouettes) — ACCEPTED for the v0.4 art pass; logged. LOGO_VISIBLE_SLOTS stays the guard until then.
  4. CCR-4 — resolved by adding optional short?: string to DressCodeRule. Door's runtime guard may stay or simplify; either is fine.
  5. JUICE-1 door:phoneTheatre + audio:unlocked + beat:bar — ACCEPTED, folded in; ui/juiceEvents.ts deleted (its three importers updated).
  6. FLOOR-1 incident:log — ACCEPTED; core/meters.ts is now the single incident writer and all three direct incidents.push sites (floor demo, DoorScene, NightScene deferred) now emit the event instead.
  7. FLOOR-2 aggro decay — deferred to the Phase-2 tuning pass, alongside door's economy findings (vibe pinning, hype ratchet, queue slack). One tuning pass, one owner, against a human player.

Rulings on questions:

  • declare module augmentation: it was the right unblocking move, and both lanes executed it cleanly — but it does NOT become standing practice. Contract extensions land in types.ts at each review, augmentations are deleted on folding. One source of truth wins over lane autonomy here.
  • src/main.ts: now integration-owned (reviewer/Phase-2). Lanes request routing changes via handover. Current dev routes: N night · P parade · F floor · J juice, same hashes.
  • data/strings/<lane>.ts: ACCEPTED as the standing convention — new string files there are lane-owned, no sign-off needed (floor's moved: src/data/strings/floor.ts). types.ts stays frozen.
  • Heat 3-strikes: keep summary-declared for v0.1; Phase 2's shell makes it an immediate "licence pulled" cut — logged for integration.
  • Vibe-pins-at-100 / economy retune: HELD for a human playtest (John). Door's measured numbers are the starting point for that session, not auto-applied.
  • Juice beat-0 anchor: audio:unlocked.atMs should carry the anchored beat-0 origin — implement next juice session.
  • MeterHud heat count: read NightState.heatStrikes.length at construction (single source of truth) — implement next juice session.
  • Floor escalation balance ("aggression never feels rewarded"): CONFIRMED as design intent; door should mirror the shape at the rope.
  • .gitignore slash: fixed.

Also applied at integration: dazza fromMin retunes per door's measurements (noSongRequesters 240→105, noHandHolders 280→135; two pinned-order tests updated), floor strings moved to data/strings/floor.ts, vite port now respects $PORT (preview autoPort), 413 tests + lint + build green on main.

Next: Phase 2 integration is OPEN — one lane, lanes/ file to follow. Big rocks: night-flow state machine (door⇄floor interleave + radio pulls), TechnoEngine replacing StubBeatClock in the night, ui/Stamp + MeterHud replacing door's local versions, save/progression wiring, then the tuning pass with a human.


SESSION — PHASE-2 INTEGRATION (executed by Fable, reviewer) — 2026-07-19 20:40

Branch/commits: main (integration is reviewer-owned per the Phase-1 ruling) Done:

  • The night is whole. Door and Floor run CONCURRENTLY for the entire night; the player toggles by clicking the venue doorway (it glows on radio calls) and pressing E at the floor's entry. NightScene is the flow machine: it owns clock, meters, audio, radio, Kayden's stamp accuracy, and the run save.
  • Kayden. While you're inside, DoorScene.kaydenRule() works the REAL queue through the REAL judge() — admits 4 in 5, never tests, never clicks the clicker, forgets one UV stamp in seven. His mistakes cost actual vibe/heat and his unstamped admits are the floor's noStamp supply. Leaving him alone all night reliably ends in LICENCE PULLED (verified: 97 admits, 3 audit strikes).
  • Floor in night mode: FloorDemoScene gained a second registration ('Floor') that adopts the NightContext — fed by real door admissions with a 614s walk-in, MeterHud (initialHeat per ruling), keeps simulating while you're at the rope (maggots ripen → radio pulls), demo mode untouched.
  • Audio in the night: TechnoEngine + Sfx created by NightScene; unlock on first click; StubBeatClock hands over on audio:unlocked; the lowpass sweeps on every door⇄floor toggle; stamp/clicker/rope/phone/radio SFX wired. audio:unlocked.atMs now carries the anchored beat-0 origin (juice Q1 ruling).
  • Run progression: Thu 07-16 → Fri 07-17 → Sat 07-18 at The Royal, night seed = runSeed + index*101, heat carried run-scoped via save.ts, third strike = immediate LICENCE PULLED cut (new endReason + FAIL_TEXT.licence), run-over and week-done both clear the save into a fresh week.
  • Widget swaps: door deny path now uses ui/Stamp (decal destroyed ~900ms post-slam); StampFx.ts deleted. How to see it: npm run dev → play. Doorway = step inside; E at entry = step out. To watch Kayden: step inside and just... stand there. Check INSIDE count and the incident log fill up. Preview-pane note in CLAUDE.md still applies (drive frames in ONE javascript_exec call). Tests: 413 passing / 0 failing (no new pure logic — flow wiring; the night was verified by driving full nights in-browser, including a complete 6-hour Kayden-only night, the licence-pulled cut, and the Thu→Fri chain with carried heat). Bugs found while verifying (both fixed):
  1. kaydenRule emitted door:verdict on top of applyOutcome's own emission — every Kayden admission spawned TWO pending floor walk-ins. Caught by inside-vs-crowd arithmetic, not by tests.
  2. Pre-existing: a deferred hit's vibe delta could end the night, and endNight() reassigns this.deferred while fireDeferred iterates it → crash at scale. Collect-then-process now; surfaced only by simulating a full unattended night. Broke / known-wonky:
  • Balance: a Kayden-only night ends licence-pulled (intended), but the alternation rhythm (how long CAN you stay inside) is untuned — that's the John-playtest tuning pass, together with the Phase-1 economy findings.
  • Floor overlays (stall/pat-down) still silent — LANE-JUICE2/FLOOR2 item.
  • DoorScene keeps its bespoke top-bar meters; MeterHud lives on the floor side only. Cosmetic unification optional (LANE_JUICE2 §4).
  • radio:call maggot trigger only fires while at the door (by design — you can hear the floor, you can't see it). Contract changes: none needed — Phase-1 folds covered everything. Next: Phase 3 lanes are OPEN — LANE_CONTENT / LANE_FLOOR2 / LANE_JUICE2 (files in lanes/). All three parallel, worktrees, own branches, usual protocol. If only one session: CONTENT first (it's the game's heart), FLOOR2, then JUICE2 — except run JUICE2 first if John is available for the ear pass.

SESSION — LANE-CONTENT — 2026-07-19 21:35

Branch/commits: lane/content @ 0f7b948..(this commit), worktree ../not-tonight-content

Done — all four deliverables land, in priority order:

  1. Guest list clipboard. rules/guestList.ts (pure) + door/ClipboardPanel.ts. The desk's left panel is now tabbed DAZZA'S RULES | GUEST LIST — there is no spare real estate at 640×360, and the tab is honest about the cost: you cannot read the dress code and the list at once, so checking a name spends a beat of queue time. The mechanic works as designed and is measured, not asserted: at the generator's actual claim rates an exact match is a ~50/50, near leans legit (~66%), and none leans liar (~97%). That posterior test is the module's real deliverable. knowsOwner patrons now get their own line pool (OWNER_HINTS) that drops Terry's name — the trap needs a tell that isn't just confidence.
  2. Scripted moral encounters. rules/encounters.ts + data/strings/encounters.ts. Four, three per night, injected by QueueManager ahead of the arrival curve (they are people who turned up at a moment, not draws from a distribution). Multi-beat speech at the rope. Verified in play: "seven years ive been coming here. you knocked me back once, back in nineteen. fair enough too."
  3. The Inspector. rules/inspector.ts + NightScene wiring. Reads as a boring punter; admitted, they watch for 30 clock-min and convert any live breach's DEFERRED strike to an IMMEDIATE one. Denied: nothing, ever — paranoia is the tax, and that absent branch carries a comment so nobody "fixes" it. Verified in play: a night ended LICENCE PULLED at 12:47 AM with two of the three strikes reading "inspector saw the room over licensed capacity" / "inspector saw a minor inside the venue".
  4. The Incident Report. rules/incidentReport.ts + door/IncidentReportScene.ts, sitting between the summary and the next shift. 3 questions, one truthful account and one or two plausible-deniability ones, shuffled. Filed accounts go to GameState.pastReports and re-save, so Phase 4 audits what the player claimed. NightScene no longer dumps raw incidents there — a truth log has nothing to catch anyone out with.

Also landed (my Phase-1 finding, now fixable because I own rules/):

  • judge() finally reads intoxication and contraband. Denying a messy/maggot patron, or one carrying severity-3 contraband, is now justified rather than scored as an arbitrary denial (+7 aggro). Admitting anyone already showing tells schedules a ripening hit 1854 clock-min later with a Dazza line. loose is deliberately still a judgement call. This closes the "the most legible signal in the game is worth zero points" gap from the Phase-1 review, and it was the fix the encounters reviewer needed: quietBeer had admit dominating deny on BOTH meters, which made the humane choice secretly optimal — the one thing §4.3 forbids. Pinned by a test.

How to see it: npm run dev → play.

  • Guest list: wait for someone who says "i'm on the list" — the GUEST LIST tab flashes, click it, and the clipboard tells you whether the name matches. It never tells you whether they are lying.
  • Encounters: three a night, spaced 40+ min. They talk in beats and their name is not on any list.
  • Inspector: admit a punter who is secretly the inspector and then breach something within 30 minutes. Or just play badly and find out.
  • Report: play a night to 3 AM, click through the summary.

Tests: 518 passing / 0 failing (413 → 518, +105).

Full 3-night run played (careful player: refuse dodgy cards, minors, >0.62 intox, and any dress breach). All three nights reached 3:00 AM; heat carried 1 → 2 → 2, so the week was survived with one strike to spare. Encounters fired 3/3/3; guest-list claimants 13/19/13 a night; owner's mates 13. What it FELT like, honestly: the door is much richer to read now — there is a reason to look at a person rather than a checklist, and the clipboard genuinely creates doubt. But the Phase-1 economy findings are all still true and my content did not change them: vibe pinned at 9798 on every night, aggro sat at 0 all three nights, hype maxed at ×3 every night. The careful player is never under meter pressure; the only real tension left is heat. Also, because late-night dress rules make most of the crowd deniable, the careful bot ends up denying MORE than it admits (70 vs 55, 70 vs 41, 50 vs 39) — the room the player is protecting stays half empty. That is the tuning pass John is holding, and it is now the single biggest thing between this and a good game.

Broke / known-wonky:

  • The cross-night Kayden contradiction never fired in three nights of play, because it needs a kayden incident and Kayden only works the rope while you are on the FLOOR — my playthrough never went inside. The path is unit-tested (5 tests) but has never been seen in a real game. Someone should play a night from the floor and lie about Kayden.
  • Encounter outcome objects are module singletons; I clone heatStrike before emitting so a run cannot alias one strike, but the rest of the outcome is shared. Fine while nothing annotates them.
  • settleId() in encounters leaves a fake ID's fabricated DOB, so ~1 in 50 scripted patrons carries a card whose age disagrees with them. Cosmetic today (nothing reads the mismatch); the proper fix needs nightDate, which dress() isn't given.
  • I removed a stale import '../../rules/doorTypes' from QueueManager — a leftover side-effect import for the augmentation you folded in at review.
  • One test run failed once and never reproduced across 4 subsequent runs; it coincided with the dev server rewriting a file mid-run. Recording it rather than pretending it didn't happen.
  • Sobriety line-walk (deliverable 5, stretch) NOT built. 14 took the session.

Contract change requests: none. Everything went through existing events (meters:delta, heat:strike, dazza:text, incident:log) and no declare module.

Questions for reviewer:

  1. RunInfo gained a game: GameState field so the report form can file into the save and persist it. That hands a scene a mutable reference to the run — happy with that, or would you rather the report emit and let NightScene own the write?
  2. The report re-saves after the night's own saveGame. Two writes per night. Cheap, but if you want one, the night's save needs to move after the paperwork.
  3. Encounters are 3-per-night on a 4-entry table, so a week shows the same people every night with only the order changing. Worth gating repeats across nights via GameState, or is a regular being a regular fine?

Next session should:

  • The tuning pass with John. My run data above is the current baseline; the Phase-1 measurements still hold.
  • Play a floor-side night and exercise the Kayden contradiction.
  • Sobriety line-walk if anyone wants it.
  • More encounters — the table wants 810 so a week does not repeat.

SESSION — LANE-JUICE2 — 2026-07-19 21:50

Branch/commits: lane/juice2 @ d112bda..1a66c60 (worktree ../not-tonight-juice2) Done:

  • audio/mix.ts + audio/arc.ts (new, pure, tested). The track's constants are now a live TrackMix, and the night has a shape. Same surface serves the ear pass, the arc, and the Phase-4 DJ control panel (BUILD_PLAN §4 rule).
  • TechnoEngine drives every voice from the mix × arc scalars. Verified behaviour-identical at DEFAULT_MIX, constant by constant. Silent voices are skipped rather than clamped (9 PM bass builds zero nodes). setMixValue quantises integer paths so the dump can't export a value nobody heard.
  • ui/MixDeskScene — the ear-pass rig. Solo/mute per voice with a per-voice listening prompt, every param on log-mapped sliders (5 pages), an arc scrubber, and DUMP MIX → pasteable TrackMix literal + clipboard. Restores the arc pin and solo state it found, so it can't un-tune its host.
  • audio/Ambience — rain (outside), crowd murmur (inside, level follows the room), kebab-shop fluoro hum. See routing + headcount notes below.
  • Phone thread scrolls: visible-window culling, binary-searched range, history cap, sticky-bottom, and a "NEW BELOW" cue when a text lands off-screen.
  • JuiceDemoScene hosts all of it; arc pinned at PEAK on entry. How to see it: the demo lives in this worktree, so cd ../not-tonight-juice2 && npx vite --port 5311http://localhost:5311/#juice (or J). Click once to unlock audio, then M for the mix desk. Tests: 460 passing / 0 failing (was 413; +45 across mix/arc, +2 from fixes). Verified by ear: STILL NOTHING — no audio output in this environment. Logic verified in a real browser: arc pins/restores across desk open+close, integer quantisation, crowd headcount arithmetic (120 + 2 admits 1 ejection = 121 with the clicker event correctly ignored), zero console errors. THE ASK — the ear pass is now a ~10 minute job and I can't do it: Open the desk, SOLO each voice in turn, fix what's wrong, hit DUMP MIX, paste me the literal. It goes straight over DEFAULT_MIX in src/audio/mix.ts. tests/mix.test.ts pins the current values deliberately, so a retune will fail that test — that's the tripwire working; update it in the same diff. Specifically unjudged: does the kick read as a kick through the door filter, is the bassline musical or just busy, is typeTick (fires per character) tolerable, does the stamp sit right against the music, and does the door→floor sweep feel like a door. Broke / known-wonky:
  • Ambience rain uses Sfx's own 1.2s/0.9s envelope, so it trails the 600/900ms filter sweep by ~300ms. Fixing it properly means a fadeS param on Sfx.startRain/stopRain. Reads fine; noting it rather than hiding it.
  • Ambience assumes it is the sole owner of rain policy. If a door scene also drives sfx.startRain() they will fight.
  • MixDesk is reachable only from JuiceDemo (key M) — see request 1.
  • No TechnoEngine/Ambience test files; both need a real AudioContext and the suite is node. Their pure math is tested via mix/arc/scheduling/filterCurve. Contract change requests: none. door:phoneTheatre was folded in at the Phase-1 review; the crowd bed derives its headcount from existing events rather than requesting capacity.inside in a payload (reasoning above). Requests for integration (main.ts is yours now, per the Phase-1 ruling):
  1. A global route to the mix desk, so the ear pass can also happen during a REAL night rather than only in the demo. MixDeskScene already falls back to getActiveEngine() when launched without data, so it attaches to whatever engine is running — it just needs a key. Suggest M, alongside N/P/F/J.
  2. Optional: MeterHud door-bar variant is still not done (LANE_JUICE2 §4.3, explicitly "only if clean"). DoorScene's bespoke meters work; I left them. Questions for reviewer:
  3. The arc means the night no longer sounds the same at 9 PM and 1 AM — bass is fully out at 9 PM by design. Worth confirming that's wanted before John tunes against it, since it changes what "the mix" even means at a given hour.
  4. Ambience currently has no owner in NightScene — I can't wire it there (scenes aren't mine). Want it created alongside TechnoEngine at integration? Next session should:
  • Run the ear pass with John and land the retuned DEFAULT_MIX.
  • Wire Ambience into NightScene (integration-owned).
  • LANE-FLOOR2 owns the cut-off overlay call site; DialogueBox drunk-typo mode is ready for it and needs no widget change — just pass drunkenness + rng.

SESSION — LANE-FLOOR (round 2) — 2026-07-19 20:56

Branch/commits: lane/floor @ 3eee843..(this commit) Done:

  • Fight-brewing infraction built — the last missing v0.2 floor mechanic (design §3.2). Not a modal: two patrons square up, a 7s fuse burns through five escalating shove rungs, and you stop it by physically standing between them. fight.ts (pure: isBetween segment maths, stepFight, scoreFight, eligibility) + fightDirector.ts (lifecycle, one fight at a time, cooldown, pin/release) + a setFight tell in FloorView + scene wiring. crowdSim gained a 'squaringUp' activity that pins an agent, plus pinForFight/releaseFromFight.
  • Adversarial review of the whole lane (5 dimensions x ~3k lines), then I hand-adjudicated the findings and fixed six real defects — see below. How to see it: npm run devF → patrol. A fight announces itself with a pulsing marker and shoving silhouettes visible outside the torch cone (verified by screenshot with the beam pointed away) — spotting it is the gameplay. Prompt reads GET BETWEEN THEM; stand in the gap before the fuse burns. Tests: 225 passing / 0 failing (+56 this round: fight.test.ts, fightDirector.test.ts). Verified in-browser: fight breaks up (+6 vibe, both released, no heat) and swings (12 vibe, +20 aggro, exactly one heat strike, neither marked handled); shove rungs escalate 0→4; the tell reads with the torch facing away; all four round-1 mechanics still work after the fixes.

Balance, measured rather than guessed — same seed, whole night:

idle player attentive player
vibe 0 54
aggro 100 45
heat strikes 5 0
Doing nothing is ruinous; doing the job holds the room. That gradient is the point.

Bugs found and fixed this round (all confirmed by reading the code, several in code I wrote myself last session):

  1. PatDownOverlay checked 'Escape' while the scene routes 'ESCAPE' (it uppercases) — ESC was dead in the pat-down while the on-screen hint promised it. The other two overlays handled both spellings, which is why round 1 missed it.
  2. The spawn cap and HUD counted crowd.agents.length, but CrowdSim deliberately keeps departed agents so find() works — so every ejection permanently shrank the venue and the floor drained over the night. Now counts live bodies. (Verified: culled 15 → refilled to 44.)
  3. FloorView's sprite cache is keyed by patron.id and survives resetRun, but _resetPatronSerial() recycles ids from p0 — so R gave the new crowd the previous run's dolls, sway and stamps. Added FloorView.reset().
  4. escalation's per-incident resolved was consumed as a permanent per-patron handled, so correctly watering a loose patron retired them from all tracking for the night while they kept drinking. The Quiet Messy One could never come back around. Now settled per-stage: they re-arm when they get worse.
  5. Stall busts marked the captured occupant list handled, but the crowd keeps simulating behind the modal — unrelated patrons who had wandered off got retired. Now re-queries occupancy at resolution.
  6. floor:infractionSpotted for a stall put a stall id in the frozen patronId field (resolves to nobody), and the dedupe key meant one report per cubicle per night. Now reports an occupant, so a fresh pair reports again.
  7. Also wired teardown() to Phaser.Scenes.Events.SHUTDOWN — a shutdown() method is not invoked by Phaser, so the previous version leaked FloorView, CrowdSim, overlays and bus listeners every time you left the floor. Fight rebalance (found by running it, not by tests): at a 20s cooldown an idle night brewed 28 fights, all missed, 28 heat strikes against a run cap of 3 — fights swamped every other meter. Cooldown → 150s (≈5/night) and the heat strike is now deferred: true, matching §3.2's "possible Heat" and the contract's inspection/audit semantics. Two tests updated to match; the cooldown test now derives its window from the constants so it can't silently pass vacuously again. Broke / known-wonky:
  • My review harness under-reported and I overrode it. 16 raw findings, and the adversarial verify stage confirmed zero — I had required both skeptics to fail to refute and told them to default to "refuted" when uncertain. That combination produced a 100% false-negative rate: six of the sixteen were real, including two found independently by three reviewers. I adjudicated them by hand instead. Flagging because the pattern matters for anyone reusing that harness: a refute-biased verifier plus unanimity is not a quality bar, it is an off switch.
  • Fights burn their fuse through overlays. Deliberate — you can't be in a cubicle and between two blokes at once, and ESC always exits — but it means a fight starting during a 10s pat-down is a forced choice. Confirm you want that.
  • An idle night still pins aggro at 100 by ~1AM. Aggro has no decay (see round 1 request #2); with that in place the idle curve would breathe rather than saturate. Contract change requests: both from round 1 still open and unchanged — (1) incident:log event + single writer in core/meters.ts; (2) aggro decay. No new ones: the fight reuses the existing 'fight' infraction kind and heat:strike. Questions for reviewer:
  1. patrons/doll.ts caches textures by key and never releases them, so each reseed mints a fresh set with no upper bound (a long session leaks canvases). It is LANE-0's file and frozen, so I left it — worth a Phase 2 ticket.
  2. Fight numbers (broken +6 / swung 12 vibe, +20 aggro, deferred heat) and the 150s cooldown are my calls from the measured table above. Confirm before LANE-DOOR mirrors any of it.
  3. Round 1's questions on floor strings placement and the .gitignore symlink gap are both still open. Next session should:
  • Phase 2 integration: real admitted-patron list from LANE-DOOR, LANE-JUICE's TechnoEngine for beat:tick, real meter HUD.
  • All five v0.2 floor infractions are now built — the floor is feature-complete against design §3.2.

REVIEW — Fable — 2026-07-19 (Phase 3 review & integration)

Reviewed: lane/content @ 37f9892 (518 tests), lane/floor @ 906a366 (225), lane/juice2 @ 10462eb (460). All gates verified green per-branch. Merged content → juice2 → floor; 621 tests green on main post-merge + integration. Verified in-browser: a Kayden-heavy night produced the full integrated strike sheet (a fake-ID minor via Kayden, a hip flask, and an UNATTENDED FLOOR FIGHT — cause: "someone said the kebab shop has gone downhill"), the incident-report form runs between summary and next shift, and the mix desk overlays a live scene via the new M route.

Quality notes:

  • CONTENT: measured guest-list posteriors instead of asserting them, and the judge() intoxication fix closed the worst scoring gap in the game — the exact right person fixed it (rules owner). The §4.3 catch (humane choice must not be secretly optimal) is the review of the phase.
  • FLOOR2: six real defects found by re-reviewing YOUR OWN previous session is the standard now set. The honest note that your verify harness had a 100% false-negative rate (refute-biased + unanimity) is going in the reviewer playbook: that pattern is an off switch, not a quality bar.
  • JUICE2: the mix desk turns the ear-pass from a code task into a 10-minute human task. Correct instinct throughout.

Protocol breach (FLOOR2) — no harm, don't repeat: the session branched from its OLD lane tip (3eee843), not main — so it never saw Phase 2, its handover re-requests CCRs that were folded a phase ago, and its round-2 code imported a file main had moved. I ported everything at merge (fight files re-pointed at data/strings/floor, fights wired into NIGHT mode incl. the unattended path, live-body cap applied to the night spawn path). Next session: git fetch && git switch -c lane/<name> origin/main, and read the CURRENT handover first.

Integration applied (beyond the merges):

  • Aggro physiology (approved round-1 request) implemented: tickCalm in the floor — no brewing fight + no unhandled maggot → ~0.3 aggro/clock-min cools, both modes, player present or not. Numbers are tuning-pass fodder.
  • Fight swings radio the door (urgency 3) when the player is at the rope.
  • Ambience created/destroyed by NightScene beside the engine; starts on audio:unlocked.
  • MixDeskScene registered globally; M toggles it as an overlay anywhere.

Rulings:

  1. CONTENT Q1 (RunInfo.game mutable ref): ACCEPTED as-is. If a third writer to the save ever appears, we revisit with an event; two is fine.
  2. CONTENT Q2 (double save): accepted, cheap. Leave it.
  3. CONTENT Q3 (encounter repeats): YES — gate repeats across nights via GameState next content session, and grow the table to 810.
  4. FLOOR2 (fight fuse burns through overlays): CONFIRMED as design. ESC exists; choosing what to abandon is the floor.
  5. FLOOR2 (doll texture cache growth): bounded per-night by the crowd cap; acceptable until the v0.4 art pass, which owns texture lifecycle anyway.
  6. JUICE2 Q1 (the arc changes what "the mix" means by hour): CONFIRMED wanted. The desk pinning PEAK on entry is the right tuning default.
  7. JUICE2 Q2 (Ambience owner): NightScene, done.
  8. Fight heat strike as deferred: true + 150s cooldown: good rebalance, approved retroactively.

Open items carried:

  • The Kayden-contradiction path (lie about him in the report) has never fired in real play — someone play a floor-heavy night and lie about it.
  • Stall/pat-down/bin SFX still unwired (overlay constructors want the handle).
  • Cut-off overlay ↔ DialogueBox drunk-typo integration (widget ready, call site floor-owned).

NO NEW LANES OPEN. The bottleneck is no longer code: it is two sessions with John — (1) the EAR PASS (press M in a real night, solo voices, DUMP MIX, paste 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.