not-tonight/LANEHANDOVER.md
type-two 906a366ba8 LANE-FLOOR round 2: fight-brewing infraction + six defect fixes
Builds the last missing v0.2 floor mechanic (design §3.2). A fight is 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 — it spends the
floor's only real resource, where you are. The tell (shoving silhouettes +
pulsing marker) deliberately reads OUTSIDE the torch cone, because spotting it
is the gameplay.

Adversarially reviewed the whole lane, then hand-adjudicated the findings. Six
real defects fixed, several in code from round 1:
- PatDownOverlay compared 'Escape' against the scene's uppercased 'ESCAPE', so
  ESC was dead there while the on-screen hint promised it worked.
- The spawn cap counted departed agents (CrowdSim keeps them so find() works),
  so every ejection permanently shrank the venue and the floor drained.
- FloorView's sprite cache is keyed by patron id and outlived resetRun, while
  _resetPatronSerial recycles ids from p0 — reseeding gave the new crowd the
  old run's dolls.
- escalation's per-incident `resolved` was consumed as a permanent per-patron
  `handled`, retiring a correctly-watered `loose` patron for the whole night
  while they kept drinking. Now settles per stage and re-arms when they worsen.
- Stall busts retired the captured occupant list, but the crowd keeps simulating
  behind the modal. Re-queries at resolution.
- Stall infractions put a stall id in the frozen `patronId` field.
Also wired teardown to Phaser's SHUTDOWN event; a `shutdown()` method is never
called, so leaving the floor leaked the view, sim, overlays and bus listeners.

Fight balance was measured, not guessed: at a 20s cooldown an idle night brewed
28 fights and 28 heat strikes against a run cap of 3. Now 150s (~5/night) with a
deferred heat strike, matching §3.2's "possible Heat". An idle night ends at
vibe 0 / 5 strikes; an attentive one at vibe 54 / 0 strikes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 20:57:28 +10:00

16 KiB
Raw Blame History

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-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-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.