not-tonight/tests
m3ultra 4caa901df2 Four venues, four rooms: the ladder stops being one map with different numbers
The venue ladder has always listed four venues in data/venues.ts, but they
shared ONE floor map and differed only by difficulty knobs — so a promotion you
survived a whole week for looked exactly like the room you had just left.

- venueMap.ts grows a FloorLayout contract (map + props + lights + posts +
  probes + palette) and the newGrid() primitives every room is painted with.
  Voltage stays IN venueMap rather than moving to layouts/, so the new rooms can
  import primitives from it without closing an import cycle.
- Three new rooms in src/scenes/floor/layouts/: The Royal (horseshoe public bar,
  pool room, pokies corner, trough + two cubicles, a beer garden that is plainly
  the nicest room in the pub, and a DJ "corner" that is a folding table because
  this pub never built a booth), Elevate (open-air rooftop — most of the grid is
  sky, the DJ is on an unwalled plinth, you arrive by lift), ROOM (concrete
  warehouse, pillars you path around, central booth, loading-dock smoking area,
  twelve lights in the whole venue).
- Nothing about a room is a module singleton any more. FloorView, sweep and
  FloorDemoScene take the layout; the door picks its street plate by venue id.
- FloorDemoScene's six hardcoded station spots (TAPS_SPOT, DECKS_SPOT, ...) were
  Voltage's tile coordinates. At four venues a hardcoded (47,3) puts the bar
  shift inside The Royal's pool room, so each layout now names its own stations
  and the scene reads them from there.
- tests/floor/layoutInvariants.ts is an executable rulebook: perimeter holds,
  every walkable tile reachable from the entry, anchors on walkable ground,
  posts not sealed (a post on a sealed tile freezes the player for the night —
  that has shipped twice), probes reachable, props on-grid. Proved against
  Voltage BEFORE the new rooms were authored against it.

Dev route #floor:<venueId> boots the floor straight into one room, because
otherwise seeing ROOM means surviving three weeks of the ladder.

Gate: lint clean, build clean, 821 tests passing (was 784).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 19:51:54 +10:00
..
floor Four venues, four rooms: the ladder stops being one map with different numbers 2026-07-28 19:51:54 +10:00
sim The bar sells the room, and the inspector makes one bad pour matter 2026-07-26 19:53:25 +10:00
arc.test.ts
arrivalCurve.test.ts
beatclock.test.ts
clock.test.ts
dazzaSchedule.test.ts
dollFrames.test.ts Three jobs: sweep out of the god object, story beats per role, and dolls that breathe 2026-07-26 20:49:42 +10:00
dollplan.test.ts
dressCode.test.ts
dressCodeShuffle.test.ts
encounters.test.ts
eventbus.test.ts
filterCurve.test.ts
floorScore.test.ts
generator.test.ts
guestList.test.ts
idCheck.test.ts
incidentReport.test.ts The report catches up: frequency-aware interest weights and eleven banks for the floor's own paperwork 2026-07-26 19:43:06 +10:00
inspect.test.ts
inspector.test.ts
judge.test.ts
lipRead.test.ts
memory.test.ts
meters.test.ts
mix.test.ts
nightSummary.test.ts Fix build break in the shoe tests: freshNightState takes (venueId, nightIndex, licensed) 2026-07-22 03:18:49 +10:00
queueManager.test.ts Floor-economy sim: bot nights for the carpet and the bar — caught the carpet's uncapped hype ratchet (vibe-pin 0.27 to 0.71) and capped the trickle 2026-07-25 21:03:44 +10:00
regularCast.test.ts
rng.test.ts
roleBeats.test.ts Three jobs: sweep out of the god object, story beats per role, and dolls that breathe 2026-07-26 20:49:42 +10:00
roster.test.ts Role permissions: the glassie can see everything and touch nothing 2026-07-26 20:02:54 +10:00
save.test.ts
scheduling.test.ts
sobriety.test.ts
staff.test.ts
tutorialFade.test.ts
typo.test.ts