127 sprites had been generated and about eight had ever been looked at. The pipeline will happily render the wrong object, confidently and well-lit, and no assertion can tell — barrier and flightCase are both "a grey box with edges" as far as any test goes. tools/gen/contact_sheet.py puts every shipped sprite on one page at integer upscale on the venue's own floor colour. It immediately showed about twenty props reading as pale blobs. First instinct was that the vertex baker had lost the albedo. That was wrong: sat=0 on ashUrn, marbleSink and pillar is honest, because stainless and marble and concrete really are grey. The fault was BRIGHTNESS. Props that read sit at median luminance 23-123 (patioHeater 23, arcade 45, poolTable 53, cdj 68); the blobs were 150-190. The venue is painted at ~35 under a 50% black sheet and props are lit by the room's own LIGHTS, so a prop arriving at 180 doesn't read as a bright object — it reads as self-illuminated. Every prop that worked before worked by accident of subject matter; the first pale subjects exposed the gap. props_import --dim scales RGB until median opaque luminance is <=110. Only ever darkens, so anything already in band passes through untouched. Fixed 48 sprites with no regeneration at all — the 512px Blender renders were still in art_incoming, which is exactly why that directory is kept. Also: poster7 shipped with 29% of its pixels and poster9 with 42%, because the near-black-to-alpha pass was eating the dark half of a dark poster. Posters are rectangular plates on a wall, so 4-9 now keep their background and fill the frame. And cf_flux --probe was reporting EXHAUSTED on an account with a full 10,000 neurons: the probe prompt was "a grey square", Cloudflare's safety filter refused it as NSFW, and every non-429 fell through to SystemExit. A health check that can't tell "refused" from "empty" will eventually call a healthy system dead. Gate: lint clean, build clean, 821 tests passing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2397 lines
147 KiB
Markdown
2397 lines
147 KiB
Markdown
# LANE HANDOVER LOG
|
||
|
||
Coordination file between lanes (Opus 4.8 execution sessions) and the reviewer
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||
(Fable). **Append-only** — never edit or delete previous blocks. Newest block at the
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BOTTOM. Push after every session so the reviewer can see state remotely.
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||
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## Protocol
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||
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1. Before starting work: read this whole file + your lane file in `lanes/` +
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`docs/CONTRACTS.md`. Check for a REVIEW block addressed to your lane — it
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||
overrides your lane file where they conflict.
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2. Work only inside your lane's owned directories (see BUILD_PLAN.md §2).
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3. End of session: append a SESSION block (template below), commit, push your
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`lane/<name>` branch.
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4. Never merge to main — the reviewer does that.
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||
5. Blocked on a contract ambiguity? Don't stall and don't silently change the
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contract: stub locally with `// TODO(contract):`, log a CONTRACT CHANGE REQUEST
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below, keep moving.
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## SESSION block template
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||
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```markdown
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---
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### SESSION — <LANE-NAME> — <date> <time>
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**Branch/commits:** lane/<name> @ <short-sha>..<short-sha>
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**Done:** bullet list of what actually works now (be honest — "renders but untested" ≠ "done")
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**How to see it:** exact command + what to click (e.g. `npm run dev` → press D → deny 3 patrons)
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**Tests:** X passing / Y failing (name the failures)
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||
**Broke / known-wonky:** anything you left imperfect
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**Contract change requests:** none | numbered list with justification
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**Questions for reviewer:** none | numbered list
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**Next session should:** bullet list
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||
```
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||
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## REVIEW block template (reviewer only)
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```markdown
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---
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### REVIEW — Fable — <date>
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**Reviewed:** <lanes/commits>
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**Merged to main:** <yes/no + sha>
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||
**Contract decisions:** rulings on any open change requests
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||
**Instructions for <LANE>:** what to do next / what to fix first
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||
```
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||
|
||
---
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||
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*(log starts below)*
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||
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---
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### SESSION — LANE-0 (executed by Fable, reviewer) — 2026-07-19 16:30
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**Branch/commits:** main (reviewer executed Phase 0 directly; no lane branch)
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**Done:**
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||
- Vite + strict-TS + Phaser 3.90 + Vitest + ESLint scaffold; `Math.random` banned by lint rule.
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- All CONTRACTS.md types verbatim in `src/data/types.ts`.
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- `core/`: SeededRNG (mulberry32, named streams), typed EventBus (snapshot-emit
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semantics), GameClock (real-ms driven, `ageOn` birthday math incl. leap-day),
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||
Meters (single-writer, hype multiplies positive vibe only, clicker drift),
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||
StubBeatClock (128 BPM), versioned corrupt-safe localStorage save.
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- `data/`: outfit vocabulary (+PALETTE), 9 archetypes, 10 contraband items,
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17 Dazza texts (8 rule-bearing with ruleIds).
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- `patrons/`: generator (fake-ID tell system, DOBs clustered near the 18
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boundary, late-arrival drunk drift), pure `dollPlan` + Phaser `renderDoll`
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(3 poses, drunk tells baked), regulars' memory store.
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||
- `rules/drunk.ts`: drunkStage thresholds.
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- ParadeScene demo: rainy street, kebab-shop + venue dressing, 24-walker parade
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with ID cards rendered from the same data, SPACE reseed / D toggle cards.
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- 49 tests green; lint/build/test gate clean.
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||
**How to see it:** `npm run dev` → http://localhost:5199 (in the Claude preview
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pane, drive frames per CLAUDE.md "Dev notes"). Watch for an `almost18` label
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walking under an ID card claiming 18+ — that's the whole game in one image.
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||
**Tests:** 49 passing / 0 failing.
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**Broke / known-wonky:**
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||
- ID cards overlap when the footpath is crowded — cosmetic, parade-only.
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- `window.game` debug handle exposed in main.ts (deliberate, for pane-driving).
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||
- Spec deviations: doll renderer split into `dollPlan.ts` (pure) + `doll.ts`
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||
(Phaser) — better than spec'd, plans are pixel-testable without a GPU; added
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||
a 5th fake-ID tell (expired real card, no boolean tells); no MainMenu scene
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||
(Boot → Parade direct) — menu is Phase 2 shell work.
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||
**Contract change requests:** none (contracts implemented as written).
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||
**Questions for reviewer:** n/a (self-reviewed).
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||
**Next session should:** Phase 1 lanes are OPEN — see REVIEW block below.
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||
|
||
---
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||
### REVIEW — Fable — 2026-07-19
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**Reviewed:** Phase 0 (self-executed; verified via test gate + in-browser parade).
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**Merged to main:** yes (direct).
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**Contract decisions:** CONTRACTS.md now frozen. Extension requests via this file.
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**Instructions for Phase 1 (LANE-DOOR, LANE-FLOOR, LANE-JUICE):**
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||
1. Branch from current main into `lane/door` / `lane/floor` / `lane/juice`
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||
(worktrees if sharing a machine). Read your lane file's new
|
||
"Phase-0 reality" section FIRST — it corrects the original spec where the
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||
landed code differs.
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||
2. LANE-DOOR is the critical path; if only one Opus session is available, run
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||
DOOR first, JUICE second, FLOOR third.
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3. Every session ends with the gate + a SESSION block here + a push. Fable
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reviews on request ("review the lanes").
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||
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---
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### SESSION — LANE-DOOR — 2026-07-19 18:50
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**Branch/commits:** lane/door @ 9805ff8..(this commit) — branched from main after Phase 0,
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worked in worktree `../not-tonight-door`.
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**Done** (all verified by playing it, not just by tests):
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- **Full Door-only night is playable start→summary.** `npm run dev` boots straight into
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9:00 PM, patrons arrive on a curve, you work the rope, rule on them, Dazza texts land,
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meters move, 3:00 AM → summary. Both fail states reachable.
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- **Rules engine** (`src/rules/`, pure, no Phaser):
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- `dressCode.ts` — 8 rules. `text`/`activeFrom` are READ OUT of `data/strings/dazza.ts`
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by ruleId rather than retyped, and the module throws at load if a rule and its
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announcing text ever disagree, so the card can't drift from the message.
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- `idCheck.ts` — all the ID date maths (`idVerdict`, `idDisplayLines`). Builds on
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`ageOn`, does not reimplement it. Catches the 5th tell (expired-but-otherwise-real).
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- `judge.ts` — the single scoring function + `JUDGE_TUNING` (every magic number named).
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- `sobriety.ts` — challenge content + the drunk-performance model.
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- `doorTypes.ts` — this lane's contract EXTENSIONS (see change requests below).
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- **Scene layer** (`src/scenes/door/`): `NightScene` (thin night shell — clock, meters,
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deferred consequences, fail states, marked `TODO(integration)`), `DoorScene` (tableau +
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desk + all input), `QueueManager` + `arrivalCurve` (pure, no Phaser), `PatronUpView`
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(×3 doll, 5 hover zones), `IdCardView` (tray thumbnail + half-screen zoom),
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`PhoneWidget` (buzz, preview, scrollback thread), `DressCodeCard` (NEW badges),
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`SobrietyModal`, `StampFx` (marked `TODO(juice)`), `NightSummaryScene`, `inspect.ts`,
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`dazzaSchedule.ts`, `ui.ts`.
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- **Tests: 49 → 229** (+180). Every judge branch, every ID boundary (18th birthday
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tonight, leap-day DOB, expiry today vs tomorrow), every dress-code predicate, the queue
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economy, the Dazza schedule, and the inspection vocabulary.
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**How to see it:** `npm run dev` → http://localhost:5199.
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Click the rope (or NEXT!) → patron steps up ×3 → **hover their shoes/torso/face** for
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tooltips → click the ID in the tray to zoom it → ADMIT or NOT TONIGHT. Stamp someone to
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see the signature interaction. Wait ~30 in-game min for Dazza's first rule text.
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To fail on purpose: deny everyone (aggro riots by ~10:30 PM), or admit everyone (three
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heat strikes, licence gone at 3 AM).
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In the Claude preview pane, drive frames per CLAUDE.md "Dev notes" — `document.hidden`
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freezes the Phaser loop at frame 0 there. **Drive a whole run inside ONE `javascript_exec`
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call**: splitting the frame stepping across calls hands Phaser a multi-second delta and
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its tweens/timers land in a state that looks like a game bug but isn't. Cost me an hour.
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**Tests:** 229 passing / 0 failing.
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**Bugs found by playing it that the test gate could never have caught** (all fixed):
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1. Game opened on ~45 real seconds of empty street — the 9 PM arrival rate was honest and
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unplayable. Raised the curve, capped the max gap, and the QueueManager now seeds one
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patron at construction so somebody is always at the rope on the first frame.
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2. `noLogos` fired on 47.6% of patrons, but `dollPlan.ts` only draws a logo for the TOP
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slot — ~28% of all patrons were deniable for a logo that was never on screen. Narrowed
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to visibly-rendered slots (see CCR-3). Dazza's own text says "no *visible* logos".
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3. **One patron could be ruled up to 11 times.** Game state was being mutated inside the
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stamp's tween callback; if the tween didn't land, the patron stayed at a rope the
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player could keep scoring. All state now settles synchronously in `rule()` and the
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tweens only move pixels. This class of bug is why `busy` also has a token-guarded
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watchdog.
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4. A correctly-played night still rioted at 1:37 AM. Aggro relief only fired on a
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completely empty street, which never happens during the slam. Relief now scales with
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queue slack — the pressure is "keep it moving", not "never deny".
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5. Admit-everything logged **40** heat strikes (one per patron over capacity).
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CONTRACTS.md §3 says heatStrikes is "run-scoped, max 3"; now enforced, and a persistent
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breach is one write-up rather than one per patron.
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6. One stubborn regular reappeared 6 times and ate a third of the night's denials.
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Comebacks capped at 2.
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7. Dazza sent the identical lap text 5 times in a row. Seven phrasings now, picked by the
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same roll that sets the delay.
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8. Determinism leak: denying a regular drew from the `arrivals` stream, so one player
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decision reshuffled every remaining arrival time. Moved to its own `comebacks` stream
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(CONTRACTS.md §6 exists precisely to stop this).
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9. ID card modal covered the patron, making photo-vs-face impossible. Moved right.
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The genuine-hologram reference swatch now sits on the same cream backing as the card —
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a translucent teal reads as a different colour over dark laminate than over card stock,
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so the reference was lying.
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10. Phone preview text spilled off the screen onto the desk; strike reasons on the summary
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ran off the right edge of the canvas. Both clamped.
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**Broke / known-wonky:**
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- `src/main.ts` is the one file I touched outside my lane — 8 lines, to register the three
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door scenes and boot into `Night` instead of `Parade`. Unavoidable for the "npm run dev
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→ playable night" deliverable. Boot/Parade are still registered; `game.scene.start('Parade')`
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from the console still works. Flagging it explicitly for the merge.
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- `src/data/strings/door.ts` is a NEW file in `data/strings/` — CONTRACTS.md §7 says Aussie
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strings live there, and it adds no types, but `data/` is nominally frozen-ish. Move it if
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you'd rather.
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- With placeholder art, `noThongsSinglets` / `noWhiteSneakers` / `noBlazers` are not
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distinguishable by silhouette (a thong and a boot are both a 3×4 rect). They ARE
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readable via the hover tooltips, which is why I built the inspection surface before the
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stamp. It costs the player time, which costs aggro — that tradeoff is fine, arguably
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good. It stops being a compromise at the v0.4 art pass (CCR-3).
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- Vibe pins at 100 for a competent player by ~midnight, so late-night vibe stops being a
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live pressure. Aggro and heat still are. Worth a tuning pass in Phase 2; I did not want
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to over-tune against a bot that plays with perfect information and zero deliberation
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time. A human is much slower and will not see these numbers.
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- `NightScene` renders nothing and `DoorScene` draws the HUD. Deliberate, but it means the
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HUD moves to wherever Phase 2 puts the shell.
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- No audio (LANE-JUICE). `StubBeatClock` runs and is consumed for nothing yet — no rhythm
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flourish landed; the stamp is tween-timed, not beat-timed.
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**Contract change requests:**
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||
1. **CCR-1 — `PatronFlags.handHolding?: boolean`.** Needed by `noHandHolders`, which is one
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of the 8 already-written Dazza rule texts and otherwise has no data to predicate on.
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Implemented as a `declare module` interface augmentation in `src/rules/doorTypes.ts`, so
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`src/data/types.ts` is byte-identical to main. QueueManager sets it on couples and
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DoorScene draws a linked-hands pixel between them so the rule is visible, not psychic.
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Request: fold the field into `types.ts` properly at integration and delete the augmentation.
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2. **CCR-2 — `VerdictOutcome.hypeDelta?: number`.** Design §3.1 gives rope theatre a hype
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reward but `VerdictOutcome` has no hype channel, so `judge()` cannot express the 'wait'
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verdict's payoff. Same augmentation pattern, in `src/rules/judge.ts`. Same request.
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3. **CCR-3 — renderer request, for LANE-0/art rather than contracts.** `dollPlan.ts` draws
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a logo rect for the TOP slot only, and gives thongs/boots, blazer/bomber, and
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||
sneaker/heel identical geometry. Four dress-code rules are therefore silhouette-invisible
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and I narrowed `noLogos` to compensate (`LOGO_VISIBLE_SLOTS` in `dressCode.ts`, one
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constant, widen it when the art lands). Requesting per-slot logo marks and distinct
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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
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in `types.ts`? It kept the frozen files clean and I'd use it again, but it is a
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precedent and two other lanes will copy it.
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||
2. `src/main.ts` and `src/data/strings/door.ts` — ruling on ownership, please. If either is
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||
off-limits I'll move the strings into `scenes/door/` and hand you a patch for main.ts.
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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.
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||
4. Vibe pinning at 100 (above) — worth retuning now, or leave it until there is a real
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||
playtester rather than a bot?
|
||
|
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**Next session should:**
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||
- 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
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`beat:tick` (currently consumed by nothing).
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||
- 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.
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||
- 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 text** — `navy 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 749–1115 raw vibe into 50 points of headroom (≈94% discarded by the clamp),
|
||
vibe pins at 100 by ~10:00 PM and stays there 81–86% 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 "10:30–12:30 slam" is currently fiction
|
||
(measured avg queue 0.1–0.2, max 3–5 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:**
|
||
1. **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.
|
||
2. **`.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.
|
||
3. 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 `TechnoEngine` — `StallOverlay` 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 dev` → http://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, 75–98ms 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:**
|
||
1. `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?
|
||
2. `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
|
||
6–14s 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 18–54 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 1–3.
|
||
**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 97–98 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. 1–4 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 8–10 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 5311` → http://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:**
|
||
1. 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.
|
||
2. `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 dev` → **F** → 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 8–10.
|
||
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.
|
||
|
||
---
|
||
### SESSION — SPACES (Fable, solo) — 2026-07-20 14:30
|
||
**Branch/commits:** main; deployed live.
|
||
**Done — the venue became a place (docs/SPACES.md is the plan):**
|
||
- **venueMap grew rooms**: sealed DJ BOOTH east of the dance floor (decks +
|
||
mixer + monitor from the fleet's own gear lineage), fenced open-sky SMOKING
|
||
YARD in the SW (smoke anchor moved inside — wanderers now actually go out for
|
||
one; rain-blue light spill), sink row in the dunnies, glassie-station alcove
|
||
(role-ladder hook), entry-corridor poster wall/cloak/stamp podium, one arcade
|
||
cabinet. South booths shifted east of the yard. 5 new tile kinds; all
|
||
reachability/orphan tests extended and green.
|
||
- **Props are DATA**: `venueMap.PROPS` (31 placements, tile footprints,
|
||
optional emissive) + `LIGHTS` (zone light signatures — bar ambers, 3×3 dance
|
||
grid that pulses on the ACTUAL beat via FloorView.onBeat, DJ blue, dunny
|
||
green fluoro that flickers like dying fluoro, yard blue, entry pink).
|
||
FloorView renders every prop from `gen:prop:<kind>` if a generated texture
|
||
exists, else a baked pixel placeholder — the game is fully dressed TODAY.
|
||
- **The art drop-in contract**: `public/props/manifest.json` + PNGs; the floor
|
||
loads the manifest before building (both modes, missing manifest = fine).
|
||
`tools/props_import.py` (PIL) turns raw MODELBEAST/Blender output into
|
||
game-ready sprites (crop→alpha→NEAREST resize→16-colour quantise→manifest).
|
||
- **John's generation queue** is docs/SPACES.md §5 — 13 prioritised items with
|
||
pipelines, prompts, seeds and sizes ([GLB] prerenders of 90sDJsim gear +
|
||
[MB] flux jobs). Raw drops: `art_incoming/`.
|
||
**Tests:** 637 passing (+5 venue). Gate clean. **Deployed + verified live**
|
||
(game 200, manifest 200). Screenshots: dance floor + DJ booth reading as real
|
||
space; bar run with amber shelf/taps/glassie racks/posters.
|
||
**Broke / known-wonky:**
|
||
- Prop art is placeholder until John's queue lands — by design.
|
||
- The pane's navigate() strips URL hashes (#floor) — dev routes fine in a real
|
||
browser; in the pane use the N/P/F/J keys instead.
|
||
- Yard rain particles not yet keyed to 'yard' tiles (renderer knows the kind;
|
||
particles are a small FLOOR follow-up with the smoking loop).
|
||
**Next:** John runs the §5 queue (I process + deploy as they land); the two
|
||
human passes (ear, economy feel) still open; then venue 2 planning can reuse
|
||
the whole PROPS/LIGHTS system as-is.
|
||
|
||
---
|
||
### SESSION — VENUE LADDER (Fable, solo) — 2026-07-20 17:10
|
||
**Branch/commits:** main; deployed live.
|
||
**Done — "WEEK SURVIVED" finally leads somewhere:**
|
||
- **`data/venues.ts`**: The Royal → Voltage → Elevate (design §6), each a week
|
||
of Thu→Sat expressed as knobs on existing systems: licensed capacity
|
||
(80/110/70), arrivalScale on the curve (0.8/1.0/1.1), Dazza ruleLimit
|
||
(4/8/8 — a dive doesn't run the full book), inspector (off at the Royal).
|
||
- **Promotion flow**: survive the week → promoted, next venue, dates advance a
|
||
calendar week, heat strikes CLEAR (new venue, new licence — regulars and
|
||
met-encounters carry: same town). Survive Elevate → THE SEASON IS DONE.
|
||
Licence pulled anywhere still kills the run. Each venue-week gets its own
|
||
seed block (runSeed + venueIndex*1009 + night*101).
|
||
- Knobs threaded cleanly: arrivalScale → QueueManager → nextArrivalGapMin;
|
||
ruleLimit → dazzaSchedule (chronological prefix of the rule book, live-rule
|
||
cap applies on top); inspector gated in NightScene.onVerdict. Summary names
|
||
venues and sells the promotion with Dazza's pitch line.
|
||
- **Sim knows venues**: simulateNight takes {arrivalScale, licensed}; new band
|
||
asserts The Royal is a measurably gentler week than Voltage for the same
|
||
careful hands (and still clock-survivable).
|
||
- **Floor garnish**: rain now falls inside the smoking yard (and only there —
|
||
it keys off 'yard' tiles), and there is a DJ in the booth: headphones,
|
||
hoodie, bobbing on the downbeat, paid in exposure.
|
||
**Verified in-browser end-to-end**: 3 Royal nights → promotion → Voltage boots
|
||
with capacity 110 on 2026-07-23; booth screenshot shows decks/mixer/DJ under
|
||
the torch. **Tests: 638. Deployed + live 200.**
|
||
**Broke / known-wonky:**
|
||
- Elevate is currently "Voltage but tighter" (smaller room, hotter curve). Its
|
||
design identity (VIP politics, influencer density) wants a content pass —
|
||
archetype weights per venue would be the natural next knob.
|
||
- NIGHT_DATES base stays exported for tests; live dates derive via nightDateFor.
|
||
- The bot-run paperwork in verification clicked through reports without
|
||
reading them, exactly like Dazza.
|
||
**Next:** venue-flavoured archetype mixes (Elevate's identity), John's art
|
||
queue (SPACES §5), the two human passes (ear, economy feel) still open.
|
||
|
||
---
|
||
### SESSION — REGULARS & VENUE IDENTITY (Fable, solo) — 2026-07-20 19:40
|
||
**Branch/commits:** main; deployed live.
|
||
**Done:**
|
||
- **Venue crowd identity**: `VenueDef.archetypeWeights` overlays merged in the
|
||
generator and threaded via QueueManager. The Royal is regulars-and-punters
|
||
(influencers weight 2), Voltage the balanced baseline, Elevate a VIP circus
|
||
(influencer 18, ownersMate 7, financeBro 14, regulars 3 — they can't get in
|
||
either). Distribution tests pin the overlay behaviour.
|
||
- **CROSS-NIGHT REGULARS (design §4.1, the unkept promise, now kept):**
|
||
- `patrons/regularCast.ts`: six run-seeded regulars — same faces, names and
|
||
boring real licences every night and every venue (own SeededRNG, zero
|
||
stream contamination). New contract flag `PatronFlags.regularId`.
|
||
- QueueManager adopts a cast identity onto every rolled 'regular': tonight's
|
||
outfit and drinks, THEIR face/age/card, grudge state from the run save.
|
||
- NightScene records every regular denial into `GameState.regulars`
|
||
(persisted); two denials anywhere in the run → next appearance arrives
|
||
**disguised**: fake moustache + joke glasses on the SAME face — and
|
||
deliberately NOT on the card photo, which still shows Thursday's
|
||
clean-shaven bloke. Same name. Same walk. judge() already prices the
|
||
grudge (denyGrudgedRegularVibe) off timesDeniedBefore.
|
||
- Verified in-browser: planted a 2-denial grudge, rolled the queue — Lachlan
|
||
Doyle stepped up in the disguise with his clean card open. Screenshot'd.
|
||
- **Rule retractions are Dazza texts now** (phone buzz + thread evidence), not
|
||
toasts — re-entrant-safe (no rule payload → no card/recursion path).
|
||
**Tests: 646 (was 638). Gate clean. Deployed + live 200.**
|
||
**Broke / known-wonky:**
|
||
- Regulars have no bespoke step-up line about the disguise; the tell is purely
|
||
visual + the judge note. A "back again" line pool keyed off
|
||
timesDeniedBefore would be a nice content nibble.
|
||
- Cast size fixed at 6; Elevate's regular weight 3 means you may not meet one
|
||
there — acceptable (that's the point of Elevate).
|
||
- Encounter patrons correctly bypass cast adoption (scripted people stay
|
||
scripted).
|
||
**Next:** John's art queue (SPACES §5) + the two human passes remain the only
|
||
non-code items. Code-side: regular step-up lines, Elevate VIP guest-list
|
||
density (claims are archetype-driven so the mix already lifts them), and the
|
||
smoking-door slip-in (FLOOR2 §2's second noStamp source) are the next nibbles.
|
||
|
||
---
|
||
### SESSION — THE CLUB GETS DRESSED (Fable, solo) — 2026-07-20 22:15
|
||
**Branch/commits:** main; deployed live with the full art drop.
|
||
**Done:**
|
||
- **Ran the entire SPACES §5 generation queue myself on MODELBEAST** — 21
|
||
flux_local jobs (all prop sprites + 3 posters + the street backdrop),
|
||
processed through tools/props_import.py on ultra (PIL), 20 sprites now live
|
||
in public/props/ + manifest. The drop-in contract worked exactly as designed:
|
||
zero code changes for the floor props.
|
||
- **Two new consumers wired**: NightScene now preloads the manifest art BEFORE
|
||
launching Door/Floor (textures are game-global), and DoorScene swaps its
|
||
flat wall-of-night rect for the generated STREET BACKDROP plate — brick,
|
||
layered gig posters, graffiti, rain streaks. The door scene went from
|
||
placeholder rects to a real street in one image.
|
||
- **Dance floor light show**: two scan beams pivoting on the disco ball
|
||
(baked wedge texture, additive, opposite rotations, beat-kicked brightness)
|
||
and the grid cells now COLOUR-CYCLE by bar (pink/blue/amber, phase-offset
|
||
per cell so the floor ripples instead of blinking).
|
||
- **Furniture pass**: pool table with low green cone (the Australian venue
|
||
underneath the techno), plants, wet-floor sign, standing tables by the dance
|
||
floor, third east booth table. New kinds registered end-to-end (map → sizes
|
||
→ placeholders → importer targets).
|
||
- **Bug fixed (found live)**: stepping inside during the floor's prop-load
|
||
window meant the scene missed night:phaseChange and never learned the player
|
||
was present (camera dead, input ignored). `present` now initialises from
|
||
NightState.location at bind time.
|
||
- **Farm note**: first queue run lost all 20 downloads to a shell-quoting
|
||
mangle (ssh single-quote stripping around ['id'] — same trap as the cover
|
||
art). The renders survived on the farm; patched and refetched. If you script
|
||
MB over ssh: heredoc with QUOTED delimiter, double-quoted keys, always.
|
||
**Tests: 646. Gate clean. Deployed; game + backdrop both 200 live.**
|
||
**Broke / known-wonky:**
|
||
- Generated sprites are first-pass flux at 16-48px — most read beautifully
|
||
(decks/ball/backdrop/posters are transformative), a few are just fine
|
||
(glassRack, stampPodium). Re-rolls are one importer command away; judge on
|
||
John's screen, not mine.
|
||
- The GLB prerender path (real 90sDJsim gear via Blender) remains unused —
|
||
flux versions landed well enough that it's now an upgrade, not a need.
|
||
- Speaker sprite is slight-angle rather than pure top-down; reads good in situ.
|
||
**Next:** John plays it (economy feel + ear pass, M works live); re-roll any
|
||
sprite that bugs him; regular step-up lines and the smoking-door slip-in stay
|
||
the next code nibbles.
|
||
|
||
---
|
||
### SESSION — SCENARIOS: THE JOINT & THE RACK (Fable, solo) — 2026-07-21 00:50
|
||
**Branch/commits:** main; deployed live.
|
||
**Done:**
|
||
- **docs/SCENARIOS.md** — the idea shelf: characters (off-duty cop, celebrity
|
||
incognito, twins, sovereign citizen, noise-complaint neighbour, lost hen's
|
||
party, ex-doorman tutorial character), interactions (ID passback, 1:30
|
||
LOCKOUT LAW as a late-game phase, vomit protocol, water station, kebab run),
|
||
all held to §4.3 discipline. Two items implemented this session:
|
||
- **THE JOINT BUST** (smoking yard): 'joint' is real contraband (severity 2 —
|
||
it also turns up in rope pat-downs now). E on a committed smoker who smells
|
||
herbal opens the new reusable **ChoiceOverlay** (three verbs + doll +
|
||
keyboard/pointer, built for every future floor scenario):
|
||
- BIN IT: by the book; the yard grumbles (+1 aggro); truth-logged.
|
||
- POCKET IT — **the game's first corruption verb**: nothing happens now;
|
||
50% a Dazza sting lands later ("a punter says SECURITY is holding");
|
||
and the incident sits in the log with report-form accounts where the
|
||
TRUTHFUL option is a confession (interest weight 9 — it WILL come up).
|
||
- DIDN'T SEE IT: the yard exhales (+1 vibe, smoker +0.08 intox), and
|
||
"no action taken" is still on the record.
|
||
- **THE GLASSIE RUN** (the role ladder's glassie fantasy as a floor task):
|
||
kitchen room carved behind the bar's west end (dishwasher prop with green
|
||
glow, racks, door), a full rack spawns at the bar's EAST end (~22 min
|
||
respawn, amber marker). Carry it the length of the venue: crowd bumps and
|
||
hard steering build WOBBLE (pure physics in floor/glassie.ts, 5 tests);
|
||
wobble breaks glasses one smash at a time (new Sfx 'glassSmash' voice);
|
||
deliver survivors for vibe. Drop the lot: "The crowd applauds. Someone
|
||
yells TAXI." While carrying, the ONLY interaction in the world is the
|
||
dishwasher — the rack owns your hands, the door owns Kayden.
|
||
**Verified in-browser**: full rack run (took rack → stressed → 5/6 delivered,
|
||
incident logged), joint bust modal screenshot, POCKET IT → truth-log incident +
|
||
sting queued. **Tests: 651. Gate clean. Deployed, live 200.**
|
||
**Broke / known-wonky:**
|
||
- The joint gates on activity === 'smoking' (a committed yard dwell) — right
|
||
for real play; test harnesses must pin dwellMs.
|
||
- Rack carry doesn't slow the player (wobble IS the cost); revisit if the run
|
||
feels free once John plays it.
|
||
- ChoiceOverlay is scroll-fixed full-screen; on-floor camera position is
|
||
irrelevant to it (deliberate).
|
||
**Next:** SCENARIOS.md 🔜 items (ID passback, regular step-up lines,
|
||
smoking-door slip-in); the lockout law wants its own design pass; John's two
|
||
human passes still open.
|
||
|
||
---
|
||
|
||
## SESSION — FABLE-SOLO-9 · 2026-07-20
|
||
|
||
**Branch:** main (solo session, Fable) · **Gate:** lint ✓ build ✓ test ✓ (656 tests, 39 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync + cache-busted curl 200)
|
||
|
||
### The late game: four features from the SCENARIOS.md queue
|
||
|
||
1. **1:30 lockout law** (`rules/judge.ts` — `LOCKOUT_MIN = 270`). After clock 270
|
||
every denial is JUSTIFIED (pays violator-rate vibe — `judgeDeny` now takes
|
||
ctx), and every admission files ONE deferred heat strike with the stable
|
||
reason `'admission after the 1:30 lockout'` (dedupe holds it to one write-up a
|
||
night — the over-capacity pattern). Dazza texts the warning at 255 and the law
|
||
at 270 (`dazza.ts` lockout-warn/lockout-live, rule-less). Door HUD clock goes
|
||
red with a `· LOCKOUT` suffix. CAREFUL sim bot obeys the law; the
|
||
"admits beat denies" band now measures **pre-lockout** counts
|
||
(`admittedPreLockout`/`deniedPreLockout`) so blanket legal denials don't drown
|
||
the fill signal.
|
||
|
||
2. **ID passback** (the tell the DESK sets, not the generator).
|
||
- `types.ts`: `IdFakeTells.passback?: boolean`; `idCheck.ts`: in TELL_ORDER,
|
||
`present.passback = flags?.passback === true`, so it justifies denial.
|
||
- `QueueManager` records every admitted card off `door:verdict`; from clock
|
||
150, punter/almost18/financeBro arrivals have a 5% chance (stream
|
||
`'passback'`) of carrying a CLONE of an admitted card — original photoSeed,
|
||
so the face is naturally wrong.
|
||
- `DoorScene.seenCards` (name|dob → clock label) records all admits, Kayden's
|
||
included; at `callNext()` a match sets `fake.passback`. Kayden never checks —
|
||
the same card walks past him all night.
|
||
- `IdCardView` stamps **SEEN TONIGHT** in red on the zoomed card.
|
||
|
||
3. **Regular step-up lines** (`strings/door.ts` REGULAR_RETURN_LINES /
|
||
REGULAR_DISGUISED_LINES; `PatronUpView` pool priority). Disguised regulars
|
||
outrank everything ("never been here before in my life" IS the tell);
|
||
once-denied regulars get their olive branch ahead of owner/list claims.
|
||
|
||
4. **Yard fence-jumpers** (`FloorDemoScene`, night mode). 2–3 per night in clock
|
||
[120,300] from a separate `SeededRNG(ctx.seed ^ 0xfe9ce)` (door streams
|
||
untouched), spawned at yard tile (18,41) with `uvStamped: false` — no
|
||
door:verdict, no stamp, catchable only by UV cone. Fires even while the
|
||
player works the rope.
|
||
|
||
### Verification (browser pane, frame-stepped)
|
||
- HUD at warped clock 273: `"1:33 AM · LOCKOUT"` colour `#ff8080` ✓
|
||
- All 3 jumper times consumed → 3 unstamped agents in/near the yard ✓
|
||
- Seeded seenCards + callNext → `fake.passback: true`, SEEN TONIGHT renders
|
||
(screenshot taken) ✓
|
||
- Returning line and disguised line both render in the bubble ✓
|
||
|
||
### Tests added/updated
|
||
- `judge.test.ts`: lockout describe (justified denial at 270, exactly one
|
||
deferred strike w/ stable reason, none at 269).
|
||
- `idCheck.test.ts`: passback tell present/absent.
|
||
- `dazzaSchedule.test.ts`: non-rule pin gains lockout-warn/lockout-live.
|
||
- `sim/economy.ts(.test.ts)`: CAREFUL denies post-lockout; preLockout metrics.
|
||
|
||
### Notes for future lanes
|
||
- The passback tell rides IN `idCard.fake` but is desk-authored — anything that
|
||
regenerates or copies a card mid-night must not carry `fake.passback` across.
|
||
- Fence-jumpers are invisible to the door economy on purpose; if a future lane
|
||
adds a "jumpers ejected" metric it belongs to floor incidents, not door counts.
|
||
|
||
---
|
||
|
||
## SESSION — FABLE-SOLO-10 · 2026-07-20
|
||
|
||
**Branch:** main (solo session, Fable) · **Gate:** lint ✓ build ✓ test ✓ (665 tests, 40 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### The whole shelf: 9 characters + 5 floor systems (docs/SCENARIOS.md cleared)
|
||
|
||
**Encounter table 8 → 17** (`rules/encounters.ts`, scripts in
|
||
`data/strings/encounters.ts`). New framework pieces:
|
||
- `EncounterOutcome.deferredHits` — later consequences at a random minute in an
|
||
`afterMin` window, applied via NightScene's deferred machinery (stream
|
||
`'encounterAftermath'`).
|
||
- `ScriptedEncounter.resolve?(patron, verdict)` — coin-flip encounters. The coin
|
||
is tossed at dress() time into `flags.encounterVariant` (new PatronFlags
|
||
field); resolution is a lookup, never a fresh roll.
|
||
- `EncounterScript.variantNotes` — per-variant toast/Dazza text.
|
||
- The fake-licence test pin now exempts `offDutyCop`/`sovereign` (the fake IS
|
||
the scene); scheduler test allows feasibility drops (17 windows can't always
|
||
seat 4).
|
||
|
||
The nine: **offDutyCop** (real: clean ID, admit = deferred walking-inspector
|
||
strike; fake: wrongHologram tells — the licence knows which man this is),
|
||
**celebrity** (sunnies at night; deny = never know; admit = rocket vibe +10 or
|
||
pap swarm aggro +12), **sovereign** (laminated business card = jokeName +
|
||
peelingLaminate; aggro either way, priced §4.3), **deliveryRider** ("delivery
|
||
for DJ" — OR DID HE: fed booth vibe +4 vs hungry DJ vibe −3), **promoter**
|
||
(admit: +2 now, wristband strangers +6 aggro later), **neighbour** (deny =
|
||
deferred council heat strike; admit = pyjamas on the floor vibe −3),
|
||
**hensParty** (deferred vibe +8 grenade then bar-supply aggro +5), **twins**
|
||
(twin B injected by QueueManager off door:verdict via `twinSibling()` — same
|
||
dollSeed, his own real name+card, NO script: the photo check itself on trial),
|
||
**exDoorman** (either verdict arms 4 Franko tips; DoorScene.frankoTip draws the
|
||
category from REAL inspection surfaces, 20% confident lie, stream `'franko'`).
|
||
|
||
**Floor systems** (`scenes/floor/hazards.ts` pure + tested; wired in
|
||
FloorDemoScene.tickHazards, runs present or not):
|
||
- **Vomit protocol**: messy/maggot patrons redecorate (≤3/night, ≤2 active);
|
||
unsigned puddles slip agents (vibe −1 aggro +1, incident) and wobble a
|
||
carried rack; E signs (wetFloor prop or placeholder), second E mops (2.2s
|
||
feet-planted commitment) for vibe +1.
|
||
- **Phone confiscation**: dancing influencer starts a 75s story (glow marker);
|
||
ChoiceOverlay: CONFISCATE (aggro +3) / ASK NICELY (50%: stops +1 vibe, else
|
||
"they pan, slowly, to you") / LET IT RIDE. Unhandled or allowed → the coin:
|
||
vibe +3 or vibe −3 aggro +2, Dazza text either way.
|
||
- **Water station** (RSA): cup from the sinks (tile 68,15), E on a drunk serves
|
||
it — intoxication −0.07 (`watered()`, cannot un-maggot), ripen clock forgiven.
|
||
The walk is the cost.
|
||
- **First aid**: 55% of nights one fainter (window [150,330], own SeededRNG);
|
||
pinned where they fall, FloorView.setDowned rotates+drains them; AidOverlay
|
||
QTE is deliberately plain (3 steps, 5s windows, wrong keys ignored). Success:
|
||
vibe −3 aggro −3, walked to a taxi. Fail/100s unattended: ambulance, vibe −8
|
||
aggro +4. Never graded.
|
||
- **Kebab run** (DoorScene): 65% of nights Dazza texts at [140,260]; the shop
|
||
front glows clickable; 12 REAL seconds in the shop (update()-driven — a tween
|
||
stalls under the pane's stepped clock, lesson learned) while Kayden works
|
||
your rope; return = vibe +2 + the nicest thing Dazza ever says. Ignore 25
|
||
clock-min → the muesli-bar sulk, vibe −2.
|
||
|
||
### Verified in the pane (frame-stepped)
|
||
Sovereign beats + deny aggro +5 ✓ · twins: Jesse admitted, Jordan (+same doll,
|
||
genuine card) queued 5 min later ✓ · celebrity 'paps' admit → deferred aggro
|
||
+12 scheduled ✓ · Franko armed 4 tips, first tip toast fired ✓ · vomit →
|
||
sign → mop full incident chain ✓ · water prompt at sinks + serve −0.07 ✓ ·
|
||
fainter down → QTE → firstAid incident ✓ · phone story posts the coin ✓ ·
|
||
kebab run full cycle with incident + toast ✓.
|
||
|
||
### Notes
|
||
- Flagged (background chip): ~1,100 leaked 800ms tweens accumulate in DoorScene
|
||
over a full night — hunt separately.
|
||
- Aggro sim band floor eased 15 → 12: doubling the encounter pool reshuffled
|
||
seeded nights; the band's claim ("denials sting at all") is intact.
|
||
- SCENARIOS.md: everything except the three phase-scale systems is now ✅.
|
||
|
||
---
|
||
|
||
## SESSION — FABLE-SOLO-11 · 2026-07-20
|
||
|
||
**Branch:** main (solo session, Fable) · **Gate:** lint ✓ build ✓ test ✓ (674 tests, 41 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### The DJ shift (design §6 role ladder — first playable cut)
|
||
|
||
`scenes/floor/djShift.ts` (pure, 9 tests) + FloorDemoScene wiring + strings.
|
||
- **Enter/exit**: E at the booth (`DECKS_SPOT` = tile 55,22). Movement locks;
|
||
B/SPACE go live; every other key is eaten ("the decks eat every other key").
|
||
E steps off; an armed build fizzles on handback.
|
||
- **BUILD (B)**: `getActiveEngine()?.setVoiceEnabled('bass', false)` — the
|
||
actual bass leaves the actual mix — hype +0.1. Held past 4 bars it fizzles
|
||
(vibe −2, bass returns unannounced).
|
||
- **DROP (SPACE)**: judged against the LIVE bar line. Scene tracks
|
||
`lastBeat {index, atMs}` off `beat:tick` (both modes) + `beatMs` from the
|
||
night's beatIntervalMs; `msToNearestBar(beatInBar, msSinceBeat, beatMs)` →
|
||
`judgeDrop`: ≤140ms clean (vibe +4, hype +0.4, crowd-ooh sfx), ≤320ms late
|
||
(+1), else clang (vibe −2, aggro +1). Early and late are the same offence.
|
||
- **Requests**: while on the decks, stream `'djRequests'` (~1 per 80s) opens
|
||
ChoiceOverlay with a real dancer's doll: PLAY IT (per-request hit odds
|
||
0.4–0.75, `REQUEST_HIT`; hit vibe +3/hype +0.2, flop vibe −3), NAH (aggro
|
||
+1), AFTER THIS ONE (40% deferred aggro +2 in 8–20 min — "they remembered").
|
||
Six requests: dnb, nan, birthday, shazam, slower, the DUN DUN one. A request
|
||
needs a live body on the floor — empty room sends nobody to the glass.
|
||
- Incident kinds `djShift`/`djDrop`/`djRequest` feed the report system.
|
||
|
||
### Verified in the pane (frame-stepped)
|
||
Enter prompt + movement lock + help line ✓ · build arms, bass voice off ✓ ·
|
||
drop AT bar boundary → clean, vibe +5.5 hype-scaled, incident ✓ · mid-bar drop
|
||
→ clang ✓ · 4-bar fizzle ✓ · rigged-stream request → overlay with asker doll,
|
||
PLAY IT → "It landed." incident ✓ · organic request appeared during screenshot
|
||
✓ · step-off clears an armed build ✓.
|
||
|
||
### Notes
|
||
- Tween-leak hunt (DoorScene, ~1.1k live 800ms tweens) is running in a separate
|
||
session — this session deliberately avoided DoorScene.
|
||
- Shelf remaining: ROOM boss week, bartender shift.
|
||
|
||
## SESSION — FABLE-SOLO-12 · 2026-07-21
|
||
|
||
**Branch:** main (solo session, Fable, on ultra — took over from JING5) ·
|
||
**Gate:** lint ✓ build ✓ test ✓ (701 tests, 45 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### 1. Tween-leak fix landed on main
|
||
`claude/epic-faraday-332679` (pure `tutorialAlpha()` + tests) was finished but
|
||
never merged. Ported onto main as 41e93d0 (merge itself was permission-blocked;
|
||
same diff, file checkout + commit).
|
||
|
||
### 2. The bartender shift (docs/SCENARIOS.md, design §6 role ladder)
|
||
`scenes/floor/barShift.ts` (pure, tested) + FloorDemoScene wiring + strings.
|
||
- **Enter/exit**: E at the till front (tile 47,6) teleports you behind the taps
|
||
(47,3), movement locks, E steps off. Blocked with a rack or cup in hand.
|
||
- **Orders**: stream `'barOrders'` (~1 per 18s) picks an `atBar` agent (60s
|
||
per-patron cooldown); ChoiceOverlay shows the asker's doll + a per-stage
|
||
order line (`BAR_ORDER_LINES` — the spelling degrades with the stage; the
|
||
order IS the sobriety read).
|
||
- **`judgeCall(call, stage)`** prices everything (§4.3): SERVE = vibe +1 and a
|
||
real +0.06 pour, breach at messy/maggot (the vibe still pays — the bribe is
|
||
immediate, the price arrives later); WATER = watered() −0.07, vibe +1 on
|
||
loose+, aggro +1 snub on sober/tipsy; CUT OFF = sendsHome either way, right
|
||
call vibe +1 aggro +1, early call vibe −1 aggro +2.
|
||
- **RSA write-up**: breach pours have a 35% seen-chance → ONE deferred heat
|
||
strike (stable reason `'served alcohol to a visibly intoxicated patron'`,
|
||
shouldRecordStrike dedupes a whole bad shift), 6–26 clock-min later, with a
|
||
Dazza heads-up text.
|
||
- `CrowdSim.sendHome()` is new public API (cut-off patrons walk themselves out).
|
||
- Incidents: `barShift` / `barServe`.
|
||
|
||
### 3. ROOM boss week (design §6, venue 4 — first cut)
|
||
- **`data/venues.ts`**: ROOM entry (60 licensed, 1.2 arrivals, inspector,
|
||
`ruleLimit: 0`, crowd weights) + two new VenueDef flags:
|
||
`shuffleDressCode`, `lipRead`. Promotion after Elevate is automatic
|
||
(venueByIndex/TOTAL_VENUES were already generic).
|
||
- **Dress-code shuffle** (`rules/dressCode.ts`): module-level mode set by
|
||
NightScene each night (`setDressCodeShuffle(seed|null)`) — judge(), Kayden,
|
||
the card and the sim all read the same set with zero signature churn.
|
||
`SHUFFLE_EVERY_MIN = 15`, `SHUFFLE_RULE_COUNT = 3`, Fisher–Yates over the
|
||
full rulebook per (seed, window), stable within a window. DoorScene rebuilds
|
||
the card on the window turn (`DressCodeCard.setAll`) + toast + buzz; the
|
||
board opens already written (no announcements, `ruleLimit 0` keeps Dazza's
|
||
rule texts out while his other pins still fire).
|
||
- **Lip-read dialogue** (`rules/lipRead.ts`, pure): every rope line renders as
|
||
bracketed uppercase guesses — FNV-1a per (patron, word index), so re-asking
|
||
never rerolls; 12% lost `[???]`, competing two-guess mishearings from a
|
||
club-nonsense pool (`[FIST? LIST?]`), quotes dropped (it's your reading, not
|
||
their words). Wired via `PatronUpView.lipRead` (both speak() and scripted
|
||
sayLater() beats).
|
||
|
||
### Verified in the pane (frame-stepped)
|
||
Bartender: taps target/enter/lock/exit ✓ · per-stage order line + doll in
|
||
overlay ✓ · serve breach vibe+1 intox+0.06 + incident ✓ · water snub aggro+1 ✓
|
||
· cutoff → headingHome ✓ · deferred RSA strike scheduled with dazza text ✓ ·
|
||
screenshot. ROOM (save warped to venueIndex 3): boots venue 'room', board
|
||
pre-written (3 rules), window turn at clock 15 rewrote card + toast ✓ ·
|
||
lip-read bubble `[EVENING] [???]` ✓ · screenshot.
|
||
NOTE for pane verification: dispatched KeyboardEvents pile up in Phaser's queue
|
||
while rAF is frozen and REPLAY EN MASSE on the next dispatch — drive overlay
|
||
verbs with direct `handleKey()` calls, never synthetic keydowns.
|
||
|
||
### Notes
|
||
- Dress-code shuffle is module-level state (set per night). Any future scene
|
||
that judges dress outside a night must call `setDressCodeShuffle(null)` or
|
||
inherit ROOM's board. Tests always reset in afterEach.
|
||
- Shelf: SCENARIOS.md fully ✅. Remaining §6 role-ladder ideas (Head of
|
||
Security finale arc, roster board) have no shelf entries yet.
|
||
|
||
## SESSION — FABLE-SOLO-13 · 2026-07-21
|
||
|
||
**Branch:** main (solo session, Fable, ultra) · **Gate:** lint ✓ build ✓ test ✓ (711 tests, 45 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### John's asks: DJ tips, bar tabs, the pour
|
||
|
||
**1. The booth tip economy** (`djShift.ts` + tickDecks rework):
|
||
- 30% of fresh requests arrive with cash on the glass (`rollTip`, $10/$20/$20/$50).
|
||
- Tipped choices: TAKE IT AND PLAY IT (cash into `djTips`, `djTip` incident, 25%
|
||
deferred sting vibe −2 + Dazza text — the joint-bust corruption pattern),
|
||
PLAY IT KEEP YOUR CASH, NAH (aggro +2 — refusing money is personal).
|
||
- Cash NEVER changes the song's hit odds — it buys the yes, not the landing.
|
||
- NAH a FREE request → 45% they visit the ATM and return in 25–70s with cash and
|
||
the same request ("the cash is folded into a little paper crane this time").
|
||
Queue is `djReturns`; a return with no live asker is silently lost.
|
||
- Step-off toast + incident: "$N in the shoe."
|
||
|
||
**2. The pour** (`PourOverlay` + `judgePour`/`pourAdjust` pure in barShift):
|
||
- SERVE now opens a sweep-stop meter (0→1→1300ms, SPACE stops, ESC bails =
|
||
no serve). Bands painted on the glass: short <0.68 / clean / overflow ≥0.93.
|
||
- short: vibe cancelled, aggro +1, HALF the drink. overflow: vibe +1 extra,
|
||
+0.03 extra intox. Breach flag rides the SERVE decision, never the pour.
|
||
- Serve application refactored into `applyBarCall()` (water/cutoff unchanged).
|
||
|
||
**3. Tabs — the jar of other people's cards** (`Tab`/`canOpenTab`/`cardLineup`):
|
||
- A completed serve to tipsy+ has 30% chance of opening a tab (card in the jar,
|
||
toast names the card); further serves increment `drinks`.
|
||
- When a tab-holder is cut off or heads home while you hold the taps, the
|
||
card-return poll (head of tickBar) opens a ChoiceOverlay: their doll, a
|
||
drunk's description of their own card, and a seeded 3-name lineup
|
||
(`cardLineup` — right card + two strangers from the room, never slot-stable).
|
||
- Right: vibe +1, tab total read out ($14/drink). Wrong: aggro +2, someone
|
||
leaves with Chantelle's debit card. ESC: aggro +1, the jar keeps it.
|
||
- Incidents: `tabClosed` / `tabMisreturned` / `tabUnclaimed` / `djTip`.
|
||
|
||
### Verified in the pane (frame-stepped, direct handleKey — see SOLO-12 note)
|
||
Tipped return overlay + TAKE → $20 in shoe + djTip incident ✓ · free-NAH → ATM
|
||
return queued ✓ · step-off shoe toast ✓ · serve→pour opens, sweep advances ✓ ·
|
||
overflow +0.09 / short +0.03 with pour-noted incidents ✓ · tab opened on serve,
|
||
holder heading home triggered 3-card lineup, right card closed $14 ✓ · wrong
|
||
card aggro +2 + tabMisreturned ✓ · THE POUR screenshot.
|
||
|
||
### Notes
|
||
- ChoiceOverlay is doing tab lineups with patron NAMES as choice ids — fine
|
||
while names are unique per lineup (cardLineup dedupes); revisit if two
|
||
patrons ever share a full name.
|
||
- No cash meter exists on purpose: tips/tab totals are incidents + toasts
|
||
(the report is the moral ledger, per the joint bust).
|
||
|
||
## SESSION — FABLE-SOLO-14 · 2026-07-21
|
||
|
||
**Branch:** main (solo, Fable, ultra) · **Gate:** lint ✓ build ✓ test ✓ (718 tests, 45 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### The red carpet (John's ask: "make ppl wait ages")
|
||
QueueManager owns it (pure, 7 new tests); DoorScene renders it.
|
||
- **CARPET button** beside UNHOOK ROPE (rope shrank 192→130px). Sends the
|
||
patron at the rope to a 3-slot red strip between rope and door (brass posts
|
||
+ velvet drawn in buildStreet; dolls clickable, impatience-sway ramps).
|
||
- **Economy** (`CARPET_TUNING`): 0.02 hype/s per body on display, ADDITIVE to
|
||
ordinary queue theatre (freeing the rope re-arms the per-wait hype cap — the
|
||
carpet is a hype engine, that's the point). Patience 30–55s × archetype
|
||
scale (influencer 1.8 … regular 0.5); past it they STORM (aggro +3, toast,
|
||
`carpetStorm` incident, drained via `takeStorms()` — no new bus event names,
|
||
EventMap is frozen contract).
|
||
- **Recall**: click the doll (rope must be free) → `recallFromCarpet` puts
|
||
them up through the shared `presentUp()` path (extracted from callNext — a
|
||
recalled patron gets passback checks, Franko tips, tray, the lot).
|
||
- **The entrance**: ADMIT off the carpet pays vibe +2 + hype 0.012/s stood
|
||
(cap 0.6), `carpetEntrance` incident. Deny pays nothing extra — you made
|
||
them wait for THAT.
|
||
- Verified in pane: park → rope keeps working → recall(4s) → admit paid 0.048
|
||
hype + incident ✓ · storm at 25s with toast/incident ✓ · screenshots.
|
||
|
||
### Notes
|
||
- Kayden never uses the carpet (he doesn't know what it's for). Bodies keep
|
||
ticking/storming while the player is inside — QueueManager.update runs on.
|
||
- Art audit for the next MODELBEAST batch (placeholder rects live for):
|
||
`monitor`, `boothLamp`, `dishwasher`, `poolTable`, `wetFloor`, `highTable`,
|
||
plus new candidates: red-carpet strip + brass bollards (street), the pour
|
||
glass, the card jar. Recipe in the Phase-3 deploy note.
|
||
|
||
## SESSION — FABLE-SOLO-15 · 2026-07-21
|
||
|
||
**Branch:** main (solo, Fable, ultra) · **Gate:** lint ✓ build ✓ test ✓ (718 tests)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### MODELBEAST prop batch #2 (the SOLO-14 art audit, cleared)
|
||
8 flux_local jobs on the farm (flux2-klein-4b steps 4, seeds 4230–4237,
|
||
SPACES.md prompt register), imported via tools/props_import.py → 28 generated
|
||
props now in the manifest: `monitor`, `boothLamp`, `dishwasher`, `poolTable`,
|
||
`wetFloor`, `highTable`, `plant`, and **`carpet`** — a front-on red-carpet
|
||
plate (128×32, new TARGETS entry) that DoorScene now prefers over the
|
||
rect-drawn strip (`gen:prop:carpet` texture check, rects stay as fallback).
|
||
Batch script kept at scratchpad `mb_props_batch.py` pattern; raws in
|
||
art_incoming/ (now gitignored — repo carries only the game-ready sprites).
|
||
Verified in pane: all 8 `gen:prop:*` textures load, carpet plate renders at
|
||
the door, pool corner dressed on the floor. Screenshots taken.
|
||
|
||
### Shelf
|
||
Remaining §6: Head of Security finale arc, roster board. Ambition-tier patron
|
||
sprite sheets (ASSETS.md §2) still wants its own session.
|
||
|
||
## SESSION — FABLE-SOLO-16 · 2026-07-21
|
||
|
||
**Branch:** main (solo, Fable, ultra) · **Gate:** lint ✓ build ✓ test ✓ (723 tests, 47 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### Radio command — the Head of Security finale verb (design §6, first cut)
|
||
"You used to speak into the radio; now you're the voice on the other end."
|
||
Elevate + ROOM only (`VenueDef.radioCommand`).
|
||
|
||
- **`rules/staff.ts`** (pure, 5 tests): cooldowns, 3–7s order lag (staff cross
|
||
a real floor), competence odds — Bump mops-and-signs 65% (else signs it and
|
||
finds a phone in the puddle), Shan waters clean 80% (else leads with
|
||
"YOU'VE HAD ENOUGH", aggro +2). Kayden holds the rope 60s, 90s cooldown.
|
||
- **Cross-scene wiring**: mutable registration fields on NightContext
|
||
(`floorOrder`, `kaydenHold`) — NOT bus events; EventMap is frozen contract.
|
||
Floor registers its executor at bindNight; Door registers Kayden's hold.
|
||
Completion lines travel back via a `notify` callback, so the toast lands in
|
||
whichever scene gave the order.
|
||
- **Verbs**: door keys 1/2 (Bump: sort the oldest puddle · Shan: water the
|
||
worst upright drunk ≥ loose); floor keys 1/2/3 (same + Kayden rope-hold —
|
||
he does nothing, magnificently; his ruling loop pauses). Hint lines on both
|
||
scenes; all outcomes are `radioOrder` incidents.
|
||
- Player racing the order is handled: if the puddle/drunk is gone when the
|
||
lag lands, the order dissolves silently.
|
||
|
||
### Verified in pane (Elevate save, frame-stepped, direct calls)
|
||
Acks/cooldown toasts ✓ · Bump mopped after lag (puddle gone, incident, door
|
||
toast) ✓ · Shan watered 0.9→0.76 ✓ · Kayden 0 rulings during a 10s hold ✓ ·
|
||
hint renders at the door ✓ · screenshot.
|
||
|
||
### Shelf
|
||
§6 remaining: roster board (role × venue shift picker — every role verb now
|
||
exists), patron sprite sheets (own session).
|
||
|
||
## SESSION — FABLE-SOLO-17 · 2026-07-21
|
||
|
||
**Branch:** main (solo, Fable, ultra) · **Gate:** lint ✓ build ✓ test ✓ (729 tests, 49 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### The roster board (design §6 — role × venue = level select, first cut)
|
||
- **`data/roster.ts`** (pure, 6 tests): six RoleDefs — glassie $120 / bartender
|
||
$160 / doorgirl $180 / bouncer $190 / dj $220 / hos $260 — each pinned to
|
||
venues per the ladder (Royal: glassie/bar/door · Voltage: door/bouncer ·
|
||
Elevate: hos · ROOM: dj/hos). A role = startLoc (door|floor) + optional
|
||
post (taps|decks) + wage + blurb. `defaultRoleFor(venue)` covers dev routes.
|
||
- **`RosterScene`** ('Roster', now scene[0]/boot): corkboard, pinned tilted
|
||
cards, wage + blurb, click → `Night {role}`. Shows venue/night/seed/week
|
||
from the save (display only — NightScene stays the authority).
|
||
- **NightScene**: init takes `role`; `ctx.role`; opening `applyLocation`
|
||
honours `role.startLoc`; log carries role name + wage.
|
||
- **FloorDemoScene**: `ctx.role.post` walks you straight onto the taps/decks
|
||
600ms after the world is up (the apron/decks handover toast opens the night).
|
||
- **NightSummary**: subtitle shows `shift: bartender $160`; `nightCash()` now
|
||
pays the ROSTER wage (was hardcoded 180) + the existing hype/admit/strike
|
||
maths. All five next-night seams route through the Roster, so every retry,
|
||
promotion and fresh run passes the board.
|
||
- **main.ts**: Roster boots; hash-route guard waits on Roster; `#night`/N
|
||
still skips the board (default role = door/hos by venue).
|
||
|
||
### Verified in pane
|
||
Fresh boot → Royal board (3 cards, wages, blurbs, week 1/4) ✓ · click
|
||
BARTENDER → night opens on the floor, barMode auto-entered at the taps
|
||
(player 760,56), log role/wage BARTENDER/$160 ✓ · screenshots. NOTE: the
|
||
Door/Floor launch waits on the prop-image loader — in the frozen pane you
|
||
must yield between exec calls before the child scenes exist.
|
||
|
||
### Design-§6 status: COMPLETE (first cuts)
|
||
Role ladder ✓ roster board ✓ venues 1–4 ✓ radio command ✓ DJ/bartender/
|
||
glassie verbs ✓. Remaining ambition: per-role restricted verb-sets (glassie
|
||
zero-authority), story beats on roles, patron sprite sheets (own session).
|
||
|
||
## SESSION — FABLE-SOLO-18 · 2026-07-21
|
||
|
||
**Branch:** main (solo, Fable, ultra) · **Gate:** lint ✓ build ✓ test ✓ (734 tests, 51 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (rsync, curl 200)
|
||
|
||
### The floor score (John's ask: lights on at close, find what dropped)
|
||
- **`rules/floorScore.ts`** (pure, 5 tests): `rollDrops(stream, admitted)` —
|
||
6 + admits/6 drops (cap 14): notes in anxious denominations ($5–$50), booth
|
||
shrapnel, 2–3 worthless curios with load-bearing labels ("an untouched
|
||
kebab. UNTOUCHED."), ≤1 baggie (35%), ≤1 phone (40%).
|
||
- **Sweep mode** (FloorDemoScene): NightScene's `endNight('clock')` now routes
|
||
through `ctx.beginSweep` before the summary — lights-on wash over the whole
|
||
map, crowd cleared, drops scattered on walkable tiles (stream `'sweep'`,
|
||
pulsing glints — green for the baggie). WASD + E collects; prompt names the
|
||
nearest find; the baggie freezes your feet for a B-bin / SPACE-pocket call
|
||
(`baggieBinned`/`baggiePocketed` incidents — report bait, the night's over
|
||
so the ledger is the only place it can bite); the phone goes to lost
|
||
property. E at the entry walks out; licence-pull and riot ends skip the
|
||
sweep entirely (nobody's sweeping).
|
||
- **Pay**: `NightLog.floorCash` → summary row "floor score $N" (gold) and
|
||
`nightCash()` adds it AFTER the zero-floor clamp — a catastrophic night
|
||
still pays out the floor. Sweep incidents land in the report form.
|
||
|
||
### Verified in pane
|
||
endNight('clock') → sweep: 6 drops (baggie/2 curios/2 notes/coins) ✓ ·
|
||
collected $19, baggie pocketed with incident ✓ · walk-out at the entry anchor
|
||
→ NightSummary with floor score $19 + PAY includes it ✓ · screenshots.
|
||
|
||
### Note
|
||
`entry` anchor is (72,360) — tile (4,22)-ish, NOT the exit tiles at x=1; the
|
||
sweep walk-out and the night-mode exit both key off `VENUE.anchors.entry[0]`.
|
||
|
||
---
|
||
|
||
## SESSION — FABLE-SOLO-12 · 2026-07-22
|
||
|
||
**Branch:** main (solo, Fable) · **Gate:** lint ✓ build ✓ test ✓ (735 tests, 49 files)
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (curl 200)
|
||
|
||
This session ran ALONGSIDE the parallel session that landed the roster wave
|
||
(41e93d0..d4f8024). No feature work from me — I soak-tested, found three real
|
||
defects, fixed them, and re-verified the merged tree.
|
||
|
||
### Fixed 1 — the dev route killed the door (main.ts, NightScene)
|
||
`showScene()` stopped `'Door'` (it was in the stop list) and then declined to
|
||
restart the already-active `'Night'`. Pressing **N** mid-night therefore left a
|
||
live Night driving a SHUTDOWN Door: an unplayable black screen with no way back.
|
||
`'Floor'` was not in the list at all, so it survived — the asymmetry is what made
|
||
it look like a launch race. Now only ROOT scenes route (`Roster/Night/Parade/
|
||
FloorDemo/JuiceDemo`), and re-pressing a route key restarts the target, so N
|
||
means "fresh night". `NightScene.teardown()` now stops Door and Floor, making
|
||
real the ownership main.ts always claimed in a comment.
|
||
|
||
### Fixed 2 — every floor-start shift booted INERT (NightScene)
|
||
`applyLocation()` moves flags but emits nothing; the initial call is
|
||
`applyLocation(role.startLoc)`. FloorDemoScene latches `present` when it binds
|
||
the night context — and now that the night preloads all 28 prop textures, the
|
||
floor's own loader finds nothing missing and binds SYNCHRONOUSLY, i.e. BEFORE
|
||
that delayedCall(0) runs. So `present` latched `false` for bartender, glassie
|
||
and DJ: floor visible, camera live, and every interaction dead. The audio filter
|
||
also stayed in door mode while you stood on the dancefloor. The night now emits
|
||
`night:phaseChange` + `audio:location` for the starting post. Verified all four
|
||
roles: bartender→taps, glassie→floor, dj→decks, door→door.
|
||
|
||
### Fixed 3 — the floor carried last night into this one (FloorDemoScene)
|
||
Phaser reuses scene INSTANCES across restarts, so class-field initialisers run
|
||
once per GAME. A DJ shift left `djMode` set and the next night booted with
|
||
movement locked and the keyboard eaten; last night's `puddles` kept slipping
|
||
people through sprites Phaser had destroyed; `spotted`/`cutOffDealt`/`jointDealt`
|
||
marked fresh arrivals as already handled (patron ids restart with the run).
|
||
`resetNightState()` in `create()` now wipes all of it. NOTE: the roster wave's
|
||
own bar state (tabs/tips/orders/staffReadyAt) was already reset correctly in
|
||
bindNight — only the older floor state leaked.
|
||
|
||
### Soak (frame-stepped, ~1.5h game time, zero errors)
|
||
Door object count flat (~70), floor objects track crowd, vibe oscillates 50→67→54
|
||
(live pressure, not pinned). Night ended legitimately on AGGRO 97.8 after I
|
||
abandoned the rope all night and Kayden waved through 13 people including a
|
||
17-year-old — the fail narration is correct.
|
||
|
||
### Verified of the roster wave
|
||
Roster board renders and routes; BARTENDER shift starts on the floor at the taps;
|
||
order → SERVE → pour meter → vibe +4.2 → `barServe` incident. Old saves still
|
||
load (GameState shape unchanged, `loadGame` validates `v===1` and falls back).
|
||
|
||
### Harness note for future sessions
|
||
`window.game.loop.step()` does NOT advance real asset loading. A night that
|
||
preloads 28 textures needs real wall-clock time before Door/Floor launch — step,
|
||
then `await sleep(~900ms)`, then step again. Two "critical bugs" this session
|
||
were my own harness outrunning the loader; check `scene._queue` and
|
||
`load.totalToLoad` before believing a scene is stuck.
|
||
|
||
### Fixed 4 (P0, found after the block above) — the taps softlock
|
||
`toggleTaps()`'s exit branch teleported the player to `TAPS_FRONT`, tile (47,6),
|
||
which sits inside venueMap's `stool` rect — and `stool` is not in `WALKABLE`.
|
||
Reproduced in the live build: after handing the taps back the player sat at
|
||
(760,104) and W/A/S/D each moved them **0px** for the rest of the night. The
|
||
`bartender` roster role mounts the taps automatically, so a single keypress
|
||
ended the run with 13 real minutes left to watch.
|
||
|
||
Exit no longer teleports: you stay at `TAPS_SPOT` behind the bar and walk out
|
||
around its east end (verified walkable end-to-end: staff row → east → south →
|
||
back west in front of the bar). `TAPS_FRONT` moves to row 7 so the approach
|
||
probe is on the punter side instead of inside the furniture. Re-entry prompt
|
||
re-verified from the new spot.
|
||
|
||
Credit where due: this one was surfaced by a design-panel agent that probed
|
||
`stepPlayer` against the real `VENUE` in all four directions rather than reading
|
||
the code — worth copying as a technique for any "is this position legal" claim.
|
||
|
||
---
|
||
|
||
## SESSION — FABLE-SOLO-13 · 2026-07-22 (review sweep)
|
||
|
||
**Gate:** lint ✓ build ✓ test ✓ (741 tests, 49 files) · **Deployed + pushed.**
|
||
|
||
Three adversarial review workflows (6 finder dimensions each, every finding put
|
||
to three independent skeptics; 46 findings confirmed of ~55 raised). What I
|
||
actioned, beyond the four fixes already logged in FABLE-SOLO-12:
|
||
|
||
### The softlock class — now closed by construction
|
||
The DJ post had the SAME defect as the taps: `DECKS_SPOT` (55,22) sits inside
|
||
the sealed `djbooth`, which is not in `WALKABLE`. Taking the DJ shift and
|
||
stepping off the decks froze the player permanently — and because the closing
|
||
sweep requires walking to the entry anchor, **the night could never be paid**.
|
||
Moved to the booth's west counter (51,22), which is where the map comment always
|
||
said the gear faces from.
|
||
|
||
Then made the class untestable-by-accident: role stations are now DATA in
|
||
venueMap — `POSTS` (tiles a role stands you ON: must be walkable AND escapable)
|
||
vs `PROBES` (anchors you walk UP TO: may sit in furniture, must have somewhere
|
||
walkable within `INTERACT_RANGE`). `tests/floor/stations.test.ts` pins both, and
|
||
deliberately asserts on MOVEMENT (run the real `stepPlayer` against the real
|
||
`VENUE` for a second, in each direction) rather than tile names — the question is
|
||
never "what tile is this", it is "can the player leave". Writing it immediately
|
||
found a third instance (the water station probe sits on a `sink`), which the
|
||
POSTS/PROBES split correctly classifies as fine.
|
||
|
||
### The dead door
|
||
`DoorScene.busy` is released by a `delayedCall` on the SCENE clock, and stopping
|
||
a scene discards its pending events. Any ruling inside the last 2.6s of a night —
|
||
including the one that ends it — left `busy` stuck true: no rope, no verdicts, no
|
||
doorway, no carpet, for the rest of the run. Now reset per night alongside
|
||
`seenCards` (the passback net, which had been flagging Friday's returning
|
||
regulars as passbacks), `retiredRules`, `frankoTips` and the kebab flags.
|
||
|
||
### The bar punished the right call
|
||
Bar WATER and CUT OFF never settled the patron the way the water station does, so
|
||
watering a maggot from behind the taps left them ticking as unhandled and
|
||
re-logging every grace period. Also, every bar verb logged as `barServe` — a
|
||
cut-off went into the record as a drink that was never poured, which matters in a
|
||
game whose report system is about what you SAY happened.
|
||
|
||
### §4.3 inversion: the booth shoe was fake money
|
||
`djTips` accumulated into a toast and an incident and nothing else — it never
|
||
reached the pay line. Taking cash therefore had zero upside and kept its 25%
|
||
"word got around" vibe sting: the corrupt option was strictly dominated, which
|
||
breaks §4.3 exactly as badly as making it optimal. The shoe is real now:
|
||
`NightContext.bankCash(amount, source)` → `log.pocketCash`, its own summary row
|
||
("in your pocket"), added AFTER the strike deduction so a wiped wage cannot
|
||
reach into your pocket for money a punter physically handed you. Pinned by two
|
||
tests in nightSummary.test.ts.
|
||
|
||
Also: `carpetMsFor()` is consumed on read (a regular parked, recalled and knocked
|
||
back was paid the entrance dividend a second time on a later ordinary visit), and
|
||
sweep state joined `resetNightState()`.
|
||
|
||
### Still open from the reviews (triaged, NOT actioned)
|
||
- **Red carpet is an uncapped hype faucet** (HIGH, balance): parking bodies pays
|
||
the maximum bonus for ~33s of doing nothing. Wants a design call, not a patch —
|
||
it is a tuning question about what queue theatre should be worth.
|
||
- `enterSweep` leaves bar overlays open (the floor score swallows keys).
|
||
- Parking a scripted patron on the carpet leaks their dialogue beats onto the
|
||
next patron at the rope.
|
||
- The sweep is untimed while the door keeps running, so dawdling changes pay.
|
||
- `applyBarCall` does not re-check the asker is still in the building.
|
||
## SESSION — FABLE-SOLO-19 · 2026-07-21
|
||
|
||
**Branch:** main (solo, Fable, ultra) · **Gate:** lint ✓ build ✓ test ✓ (749 tests, 49 files)
|
||
**NOT deployed** — John is playtesting the live build; deploy is his call when done.
|
||
|
||
### Floor-economy sim: the bot nights the floor never had
|
||
economy.test.ts only ever measured doorgirl nights. Eleven floor systems
|
||
shipped 2026-07-21 against zero bot coverage. Now covered:
|
||
|
||
- **`tests/sim/economy.ts` extended**: `BotPolicy.carpet`/`carpetStandMs`, real
|
||
`toCarpet`/`recallFromCarpet` wiring (QueueManager owns the carpet, so the
|
||
sim drives the SHIPPING code), entrance dividend mirrored from DoorScene.rule,
|
||
new metrics (`carpetParked/Storms/Entrances`, `hypePinnedShare`). Policies
|
||
`SHOWPONY` (parks the tolerant, recalls inside the fuse) and `GREEDY` (parks
|
||
anyone, holds to the limit).
|
||
- **`tests/sim/floorShift.ts` (new)**: bar-economy sim on the REAL CrowdSim
|
||
(node-safe, already test-driven) + real `judgeCall`/`judgePour`/`pourAdjust`.
|
||
Mirrors tickBar/applyBarCall. Policies `RSA_STRAIGHT`, `PUBLICAN` (serves
|
||
anyone), `BUTTERFINGERS` (legal calls, hopeless hands).
|
||
- **`tests/sim/floorEconomy.test.ts` (new)**: 14 feel-bands.
|
||
|
||
### THE BUG IT FOUND (fixed)
|
||
**The red carpet was an uncapped hype ratchet.** Three tolerant patrons parked
|
||
all night rode hype to the x3 ceiling; because `Meters` scales vibe GAINS by
|
||
hype, post-11PM vibe-pin went **0.27 → 0.71** against the suite's documented
|
||
`< 0.5` band — the exact "vibe pinned by 10 PM, hype a pure ratchet" failure
|
||
the Phase-3 tuning pass fixed for the door.
|
||
Fix: `CARPET_TUNING.hypePerStandCap = 0.15` with per-slot accounting in
|
||
`tickCarpet` — the same guard queue theatre already had (`hypePerWaitCap`).
|
||
The trickle is now flavour; the ENTRANCE dividend is the real payoff.
|
||
Result: hype 3.00 → 1.74, hypePin 0.11 → 0.00, vibePin 0.71 → 0.56.
|
||
|
||
I also trialled `entranceVibe: 2 → 1` (0.56 → 0.50) and **reverted it** — that
|
||
is a feel decision, not a regression, and 0.50 sits exactly on a band edge.
|
||
|
||
### What the sim says is HEALTHY (don't "fix" these)
|
||
- The carpet's fuse is real: GREEDY (holds 45s) storms **34 of 49** parks,
|
||
aggro 14 → 31, admits 78 → 60. Greed is properly punished.
|
||
- Reading the archetype IS the skill: SHOWPONY takes zero storms, GREEDY many.
|
||
- Pour skill is felt: BUTTERFINGERS' short pours push aggroMax 15 → 32.
|
||
- RSA-straight play never earns heat (the lawful shift is a tension, not a trap).
|
||
|
||
### Findings for John (design calls, NOT actioned)
|
||
1. **The bar generates zero hype** (1.0 flat all night) and moves vibe by ~2.
|
||
So a bartender's pay is ~wage while a doorgirl working the carpet banks a
|
||
hype bonus worth up to +$180. The roster's wage column says bartender $160
|
||
vs door $180, but the real gap is much wider. Either the bar wants a hype
|
||
channel (a well-poured busy bar SHOULD sell the room) or the wage table
|
||
should acknowledge it.
|
||
2. **The RSA dilemma only presents ~3 times a night** (3.2 breach-stage orders
|
||
per PUBLICAN night) and dedupe caps it at ONE strike, so reckless serving
|
||
costs 0.8 strikes/night. Design §6 calls RSA the bartender's *signature*
|
||
tension; right now it is a coin flip. Options: raise `BREACH_SEEN_CHANCE`,
|
||
or let the inspector's presence in the room modify it.
|
||
|
||
## SESSION — FABLE-SOLO-20 · 2026-07-22
|
||
|
||
**Branch:** main (solo, Fable, ultra) · **Gate:** lint ✓ build ✓ test 756+4 ✓
|
||
**Deployed:** https://monsterrobot.games/not-tonight/ (bundle hash verified against local build)
|
||
|
||
### The incident report catches up with the content
|
||
~15 incident kinds shipped 2026-07-21 all landed on DEFAULT_BANK ("An entry was
|
||
made in the log. Your account?"). The report is the game's moral spine (§4.3 —
|
||
the system about what you SAY happened), so the newest and most loaded content
|
||
was the vaguest thing in it.
|
||
|
||
**The real bug underneath**: `buildReport` takes the top 3 by `weight + jitter`
|
||
with NO dedupe by kind, and every unweighted kind gets `defaultInterest: 2`. A
|
||
bar shift logs ~26 `barServe` rows — so a bartender night's form was three
|
||
near-identical generic pour questions, crowding out the one baggie. Weights now
|
||
price FREQUENCY as well as interest: once-a-night-and-awkward scores high,
|
||
many-times-a-night scores 0-2 however interesting it feels. Full table written
|
||
for every kind the floor logs; `mopped`/`wetFloorSign`/`barShift`/`djShift`/
|
||
`lightsOn`/`carpetEntrance` are deliberate zeros (a shift you turned up to is
|
||
not an incident).
|
||
|
||
**New kind**: `barServeBreach` split out of `barServe` in FloorDemoScene —
|
||
pouring a beer and pouring for someone who cannot find their mouth are
|
||
different questions, and the report can only ask about what the kind can name.
|
||
|
||
**Eleven new banks**, in the established register (truthful names what happened
|
||
and stops; soft options are deniability a tired adult could defend; no account
|
||
pronounces a verdict): `baggiePocketed` ("Where is it now?" — the jointPocketed
|
||
tier), `baggieBinned`, `barServeBreach`, `barCutOff`, `djTip`, `tabMisreturned`,
|
||
`tabUnclaimed`, `carpetStorm`, `radioOrder`, `firstAid` (plain words only —
|
||
tone guard), `phoneConfiscated`.
|
||
|
||
### Tests (4 new, tests/incidentReport.test.ts)
|
||
- 26 serves + 1 baggie → the baggie is asked, **all 30 seeds** (the flooding guard)
|
||
- loaded bar kinds outrank routine ones; a turned-up-to shift asks nothing
|
||
- every floor kind is explicitly weighted (guards the drift that started this)
|
||
|
||
### Verified in pane
|
||
Rigged bar night (26 serves + breach + tip + baggie) → form asked exactly the
|
||
three loaded ones, options shuffled, all three screenshotted.
|
||
|
||
### Still open (from SOLO-19's findings, unactioned — John's design calls)
|
||
1. The bar generates zero hype; bartender pay ≈ wage vs a carpet doorgirl's
|
||
+$180. Either the bar wants a hype channel or the wage table should say so.
|
||
2. The RSA dilemma presents ~3x/night and dedupe caps it at one strike (0.8
|
||
strikes/night for reckless serving). Design §6 calls it the bartender's
|
||
signature tension; it is currently a coin flip.
|
||
|
||
## SESSION — FABLE-SOLO-21 · 2026-07-22
|
||
|
||
**Branch:** main (solo, Fable, ultra — John gave design/style calls to me)
|
||
**Gate:** lint ✓ build ✓ test ✓ (764 tests, 50 files) · **Deployed** + verified
|
||
|
||
### 1. The bar sells the room (closing the role pay gap)
|
||
SOLO-19 found a bartender's night was worth ~wage while a carpet doorgirl banked
|
||
up to +$180 of hype bonus. The door has always had queue theatre; the bar had no
|
||
hype channel at all.
|
||
- `BarOutcome.hype`; `pourAdjust` pays `CLEAN_POUR_HYPE 0.03`, `OVERFLOW_POUR_HYPE
|
||
0.05`, short pours nothing ("nobody cheers a two-thirds beer").
|
||
- **The heavy pour pays MORE on purpose.** It is the crowd-pleaser AND the thing
|
||
that walks the room toward the RSA line faster (+0.03 extra intox). Spectacle
|
||
and liability are the same lever — the bartender's version of §4.3's "being
|
||
fun and being right are different jobs".
|
||
- Measured: bar-shift hype peak 1.0 → 1.8 (rsa-straight), 2.1 (publican), 1.3
|
||
(butterfingers — bad hands earn less). vibePin stays 0.00.
|
||
- **Pay gap $180 → $45** (bartender $356 vs carpet doorgirl $401), which is about
|
||
what the roster's own wage column intends ($160 vs $180).
|
||
|
||
### 2. RSA teeth — and a CORRECTION to SOLO-19's finding
|
||
Design §6: "Heat if the inspector's watching". `breachSeenChance(watching)` —
|
||
0.35 alone, 0.9 with the inspector in the room. `NightContext.inspectorWatching()`
|
||
exposes the live watch (isWatching against the night's InspectorWatch).
|
||
|
||
**But my SOLO-19 reading was wrong about the cause.** "Reckless serving costs
|
||
0.8 strikes/night" is true, and it is NOT weak detection: strikes dedupe by
|
||
reason (one write-up a night, deliberate contract) and across 3+ breach pours
|
||
even 0.35 saturates — P(miss 6) < 0.1. The variance is whether ANY maggot orders
|
||
at all (seed 4208: zero breach-stage orders all night). So raising the chance
|
||
changes only the case that reads as a decision — ONE bad pour, with or without a
|
||
lanyard in the room. That is exactly the case worth changing, so the wiring
|
||
stands, but do not expect it to move aggregate strike counts. Bands in
|
||
tests/floor/barShift.test.ts state this explicitly so nobody "fixes" it again.
|
||
|
||
I did NOT touch the one-strike dedupe (frozen contract) or manufacture more
|
||
maggots at the bar (most people at a bar are not maggots; forcing it is fake).
|
||
|
||
### 3. Harness bug fixed
|
||
`tests/sim/floorShift.ts` never fired leftover deferred hits at close, though
|
||
NightScene.endNight does — a breach poured after ~2:35 scheduled past 360 and
|
||
silently never happened. The sim was under-reporting strikes. 3 AM audit added.
|
||
|
||
### Verified in pane
|
||
Bartender shift: clean pour hype 1.2917 → 1.3217 (+0.03), overflow → 1.3717
|
||
(+0.05), `inspectorWatching()` live. Report form from SOLO-20 re-checked.
|
||
|
||
## SESSION — FABLE-SOLO-22 · 2026-07-22
|
||
|
||
**Branch:** main (solo, Fable) · **Gate:** lint ✓ build ✓ test ✓ (770 tests, 50 files)
|
||
**Deployed** + verified.
|
||
|
||
### Role verb permissions — the roster finally means something
|
||
Until now the board changed where you stood and what you were paid, and nothing
|
||
else: a GLASSIE had every verb a Head of Security had. Design §6 makes the
|
||
glassie's signature tension "ZERO AUTHORITY. You see the Maggot but can only
|
||
radio it in — and watch who responds", so that is now literally the game.
|
||
|
||
- **`RoleDef.authority`** (enforcement: eject / pat-down / cut-off / stall bust /
|
||
yard bust / phone confiscation) and **`RoleDef.stations`** (`taps`, `decks`).
|
||
Helpers `canEnforce` / `canWork`, verb list `AUTHORITY_VERBS`.
|
||
- authority: doorgirl, bouncer, hos · no authority: glassie, bartender, dj
|
||
- taps: bartender + hos · decks: dj + hos · security roles work people, not gear
|
||
- **The doorgirl KEEPS floor authority deliberately.** Working the rope and
|
||
stepping inside to sort the floor is the loop that already shipped and is
|
||
live; gating her out would have broken the core game to satisfy a table.
|
||
- **One gate, not six**: `FloorDemoScene.applyRolePermissions()` wraps
|
||
findTarget's result, so "what is nearest" stays geometry and permissions stay
|
||
about the job. Service verbs are untouched — glasses, mopping, the water
|
||
station (carrying a cup keeps 'drunk' interactive), and the fainter, because
|
||
nobody needs a licence to help someone breathing badly.
|
||
- **`report` verb**: the gated interaction becomes "E — radio it in (someone who
|
||
has had a night)". Reuses the staff competence roll — ~65% somebody wanders
|
||
over and deals with it (vibe +1, patron handled and sent home), otherwise the
|
||
radio just eats it. One call per target (no spam), and if it resolves itself
|
||
first you get told that instead. Incidents: `radioedIn`.
|
||
|
||
### Verified in pane
|
||
glassie: taps refused, maggot → report prompt, call logged once under spam,
|
||
responder handled + sent home, full incident trail, screenshot · bouncer:
|
||
authority verb intact, taps refused · **doorgirl (default/dev-route): unchanged
|
||
— 'drunk' and 'contraband' both still hers**, raw target === gated target.
|
||
|
||
### Note for whoever tests the floor in the pane
|
||
`player.facing` is RADIANS, not a compass string. Setting it to 'right' poisons
|
||
inCone's angle maths and every cone target silently vanishes — cost me a false
|
||
"pat-down is broken" scare. Use 0 for due right.
|
||
|
||
## SESSION — FABLE-SOLO-23 · 2026-07-22
|
||
|
||
**Branch:** main (solo, Fable) · **Gate:** lint ✓ build ✓ test ✓ (783 tests, 52 files)
|
||
**Deployed** + verified. Three jobs: the refactor, role story beats, live dolls.
|
||
|
||
### 1. FloorDemoScene split — the closing sweep is its own unit
|
||
`scenes/floor/sweep.ts` (190 lines): the sweep had the cleanest seam in the file
|
||
— it starts when the night ends, owns every object it makes, hands back a number
|
||
and gets out of the way. Scene 2,100 → 1,981 lines.
|
||
- `SweepHost` is all ACCESSORS (`crowd()`, `view()`, `getPlayer()/setPlayer()`),
|
||
not values: the scene builds its crowd and view AFTER the sweep is
|
||
constructed, and the sweep walks the player the scene renders. Also dodges
|
||
the `no-this-alias` lint that object-literal getters would have needed.
|
||
- The per-night reset another session added (cash/callback leaking into the
|
||
next night) is preserved structurally: a fresh `Sweep` per `create()`.
|
||
- Verified behaviour-identical against the pre-refactor run: same seed, same 6
|
||
drops (baggie/2 curios/2 notes/coins), same $19, same handoff.
|
||
|
||
### 2. Story beats attached to roles (design §6, last unbuilt §6 item)
|
||
`data/roleBeats.ts` + `NightScene.maybeRoleBeat`. The venue has a group chat;
|
||
over a week it is the only place anyone tells you how you are going, and what
|
||
gets said depends entirely on which card you pulled off the board. One beat per
|
||
role per night (6 roles × 3 nights = 18), landing mid-shift, delivered on the
|
||
existing `dazza:text` channel so they persist in the phone thread as evidence.
|
||
- The glassie is spoken ABOUT ("whoever is on glasses tonight..."); by Saturday
|
||
Shan knows who they are. The HoS is spoken TO, and Saturday's beat is nobody
|
||
calling at all. Each role's arc is its relationship to being noticed.
|
||
- `beatsDue(role, night, clockMin, lastMin)` is window-based, so a clock that
|
||
jumps several minutes under load cannot swallow a beat (tested).
|
||
|
||
### 3. Patron idle animation — and why NOT pre-rendered sprite sheets
|
||
**The sprite-sheet plan in ASSETS.md §2 cannot land as written.** `dollPlan`
|
||
draws the exact items the dress code convicts on — sunnies, bucket hat, chain,
|
||
bumbag, mullet, the visible logo, the disguise moustache. Design §4.1's whole
|
||
promise is "rules judge DATA, players judge PIXELS", and `dressCode.ts` already
|
||
carries a `renders` flag so nobody is convicted over a tell that is not drawn.
|
||
Swap in generic pre-rendered patrons and the dress-code game stops being
|
||
visible. The pre-render path has to be BODY frames UNDER the procedural outfit
|
||
rects — recorded here so the next art session starts from that, not from a
|
||
wholesale replacement.
|
||
|
||
What shipped instead, contract-safe: `dollPlan(p, pose, frame)` — 4 idle frames
|
||
for the `queue` pose only, a one-pixel breath above the waist and a weight
|
||
shift, applied to the FINISHED rects so the outfit vocabulary is untouched.
|
||
Driven at 420ms/frame on the rope hero (PatronUpView.update, folded into the
|
||
existing sway — whose early-return had been skipping sober patrons entirely,
|
||
i.e. exactly the ones standing perfectly still at 3x scale) and on every queue
|
||
doll, phase-offset by dollSeed so the street does not inhale in unison.
|
||
`tests/dollFrames.test.ts` pins the contract: same rect count, colours and
|
||
sizes every frame, ≤2px of movement, feet never leave the floor, `violations()`
|
||
identical whichever frame shows, frame 0 byte-identical to what every existing
|
||
caller already got, and the ID photo does not breathe.
|
||
|
||
**A bug that test caught immediately:** the offset block ended up in the file
|
||
twice, so every frame breathed 2px instead of 1. Also fixed the band check to
|
||
read the ORIGINAL y — applying the breath first let a rect fall into the shift
|
||
band because it had just inhaled.
|
||
|
||
## SESSION — FABLE-SOLO-24 · 2026-07-22
|
||
|
||
**Branch:** main (solo, Fable) · **Gate:** lint ✓ build ✓ test ✓ (783 tests)
|
||
**Deployed** + verified.
|
||
|
||
### Furniture audit — the answer was no
|
||
Counted props per space against the map. The **dunnies were the biggest room in
|
||
the venue (17x14 tiles) with ONE prop in it** — and the stall minigame happens
|
||
there. Pool corner had only the table; the bar had 4 props across 31 tiles of
|
||
counter. Nine new kinds generated and placed: urinal / handDryer / cubicleDoor /
|
||
mopBucket (dunnies), cueRack (pool), barFridge x2 + iceWell (bar), patioHeater
|
||
(yard), truss x2 (over the dance floor). 37 generated props live.
|
||
|
||
### The prop pipeline is now settled by an A/B, and the [GLB] hop EXISTS
|
||
`tools/glb_to_sprite.py` — the missing half of SPACES.md's [GLB] route. Runs
|
||
Blender **headless** (no addon, no GUI, no human): imports the mesh, fits an
|
||
ORTHO camera to its bounding box so any mesh at any scale frames identically,
|
||
flat 3-sun lighting (props are lit by the game's own LIGHTS, so baked shadows
|
||
would fight the room), transparent film, then hands the PNG straight to
|
||
props_import.py like any flux raw.
|
||
|
||
**Verdict from the A/B (same pool table, both routes): TRELLIS wins for volume.**
|
||
Worn felt, real pockets, rails and legs, clean alpha, consistent light — vs
|
||
flux's flat green rectangle. Rule recorded in SPACES.md: flux for FLAT things
|
||
(posters, decals, signage), TRELLIS for objects with VOLUME (furniture,
|
||
machines, fridges).
|
||
|
||
### Two gotchas that cost time, recorded so they do not again
|
||
1. **`trellis2_mlx` takes `asset_id` as a TOP-LEVEL job field**, not inside
|
||
`params`. Nested, it fails with a flat "no input image". The verified shape
|
||
is in `~/Documents/MESHGOD/scripts/mb_recon.py`.
|
||
2. **Blender 5.x moved EEVEE's identifier** and `RenderEngine.__subclasses__()`
|
||
contains entries without `bl_idname` (HydraRenderEngine). Assign the engine
|
||
in a try/except chain instead of probing the registry.
|
||
|
||
### House style, learned the hard way
|
||
**Props are raked three-quarter top-down, NOT strict orthographic.** flux gave a
|
||
front-on fridge; the strict-overhead re-roll was physically correct and visually
|
||
dead — a grey box, because the glowing bottles that identify a fridge are on its
|
||
front. Kept the readable one. `glb_to_sprite.py --rake 60` encodes this.
|
||
|
||
## SESSION — FABLE-SOLO-25 · 2026-07-22
|
||
|
||
**Branch:** main (solo, Fable) · **Gate:** lint ✓ build ✓ test ✓ (783 tests) · **Deployed**
|
||
|
||
### The tileset now shares one camera
|
||
Nine chunky props re-run through the [GLB] route, 9/9 clean, unattended:
|
||
boothTable, barFridge, arcade, speaker, deck, dishwasher, crate, highTable,
|
||
discoball (23–42MB meshes each). Source images are deliberately clean PRODUCT
|
||
SHOTS, not top-downs — TRELLIS reconstructs best from a clear view of the
|
||
object, and the game's camera angle is applied at RENDER time by the fixed
|
||
rake. Separating "what the object is" from "how the game looks at it" is the
|
||
whole point of the route.
|
||
|
||
### I had the rake backwards, and the mesh made it cheap to fix
|
||
First pass used a SHALLOWER rake for tall objects (55°) reasoning "show more
|
||
face". Wrong: a tall object already shows nothing but face. The arcade and the
|
||
speaker came out as front-on slabs. Corrected to **~76° for tall objects, 60°
|
||
for low/wide** and re-rendered — **without re-meshing**, because the GLB was
|
||
already on disk. That is the 3D route's real advantage in practice: re-angling
|
||
a prop costs seconds, where flux would need a fresh generation and a fresh roll
|
||
of the dice on camera.
|
||
|
||
### Judge at ship size, not render size
|
||
The 512px renders of the fridge looked ambiguous and I nearly re-rolled it.
|
||
At 32x32 under the game's own point light it reads fine — venueMap LIGHTS do
|
||
half the identifying work (fridges carry a cyan glow, the arcade a blue
|
||
flicker). Recorded in SPACES.md so nobody burns farm time chasing a preview.
|
||
|
||
### Verified in pane
|
||
Dance floor at game scale: disco ball has real mirror-tile detail, decks show
|
||
their platters, speakers read as cabinets, truss reads overhead. Screenshot.
|
||
|
||
## SESSION — FABLE-SOLO-26 · 2026-07-28
|
||
|
||
**Branch:** main (solo, Fable) · **Gate:** lint ✓ build ✓ test ✓ (821 tests, 56 files)
|
||
Three jobs: four rooms instead of one, 48 new sprites, and a review pass that
|
||
found two bugs in my own refactor.
|
||
|
||
### 1. The venue ladder gets four actual rooms (docs/VENUES.md)
|
||
`data/venues.ts` has always listed four venues; they shared ONE floor map and
|
||
differed only by difficulty knobs, so a promotion you survived a 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/` — the new rooms
|
||
import primitives from it, and a `layouts/voltage.ts` would close an import
|
||
cycle for no benefit.
|
||
- Three new rooms in `src/scenes/floor/layouts/`, authored in parallel against a
|
||
written brief: **The Royal** (horseshoe public bar you work from inside, 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
|
||
`void` sky, the DJ is on an unwalled plinth, you arrive by lift so the entry is
|
||
a lobby), **ROOM** (concrete warehouse, pillars you path around, central booth,
|
||
loading-dock smoking area, twelve lights in the whole venue).
|
||
- Per-venue **`palette`** gives each room its own materials without inventing
|
||
TileKinds — The Royal's floor is pub carpet, ROOM's is bare concrete, but both
|
||
are still `'floor'` to the sim, so pathing and every existing test are untouched.
|
||
|
||
### 2. The station coordinates were Voltage's, and nothing said so
|
||
`FloorDemoScene` had six module constants — `TAPS_SPOT`, `DECKS_SPOT`,
|
||
`RACK_SPOT`, `DISH_SPOT`, `WATER_SPOT`, `TAPS_FRONT` — holding Voltage's tile
|
||
coordinates. Fine with one room; at four, a hardcoded `(47,3)` puts the bar shift
|
||
inside The Royal's pool room. `POSTS`/`PROBES` existed for exactly this and were
|
||
never wired to anything. Now each layout names its own stations and the scene
|
||
reads them from the layout.
|
||
|
||
### 3. `tests/floor/layoutInvariants.ts` — the rulebook is executable
|
||
Perimeter holds · every walkable tile reachable from the entry (cubicle
|
||
interiors excepted, they are sealed on purpose) · anchors on walkable ground ·
|
||
**posts not sealed** · probes have somewhere to stand · props on-grid · no staff
|
||
prop on a post tile. **Proved against Voltage BEFORE the three new rooms were
|
||
authored against it** — if the rulebook is wrong it is wrong on the known-good
|
||
room first. Add a room, add it to `LAYOUTS`, it gets checked.
|
||
|
||
### 4. What the review pass found — two of them mine
|
||
Three independent reviewers checked each room against its brief. All three rooms
|
||
genuinely distinct, no brief items missing, no blockers. But `FloorView` was
|
||
still drawing two things at Voltage's coordinates, in the file the layout authors
|
||
were told not to touch:
|
||
- **Scan beams pivoted on a hardcoded `(38,23)`** — Voltage's mirror ball. In The
|
||
Royal that swept two beams across the empty middle of the pub, ~25 tiles from
|
||
that venue's dance floor. Now derived from the layout's own `discoball`; a
|
||
venue without one gets no beams, because the beams ARE the ball's light.
|
||
- **The resident DJ stood at a hardcoded `(55.5, 22.5)`** — Voltage's booth, which
|
||
in The Royal is the middle of the bistro. Now placed from the venue's own gear
|
||
and stepped clear of `posts.decks`. The beat-bob had the same constant in it.
|
||
- Elevate's **bartender stood on the exact tile the bar shift teleports you to** —
|
||
you would have played the shift from inside her. That is now an invariant.
|
||
- Elevate's two **mirrors were both `poster3`** (the author raised it as a contract
|
||
request and stubbed it honestly). `mirror` and `graffiti` kinds added.
|
||
|
||
### 5. Assets: 37 generated props → 86
|
||
`tools/gen/`: `assets.py` is the manifest (one entry per sprite, prompt + ship
|
||
size + rake + route), `run_batch.py` walks it, resumable, `--workers N`.
|
||
**Cloudflare Workers AI first** (10k free neurons/day, resets 00:00 UTC) falling
|
||
back to MODELBEAST `flux_local` automatically — the free tier was already spent
|
||
when this session started, confirmed from Cloudflare's own error body rather than
|
||
guessed, so the whole batch ran on the farm.
|
||
|
||
**The mesh tier is the thing worth knowing.** TRELLIS's defaults
|
||
(`1024_cascade` + 2048px metal PBR bake) cost 5–12 min each on a queue that runs
|
||
ONE gpu job at a time — four hours for a 37-prop tileset. `mb.FAST_MESH`
|
||
(`512` + `vertex` baker + 200k faces) lands in ~90s, and A/B'd at ship size the
|
||
difference does not survive the downscale to 32px. Judge at ship size, as
|
||
SPACES.md already said.
|
||
|
||
### 6. Three concurrency bugs, all introduced by parallelising the batch
|
||
Recorded because the serial version could not have had any of them:
|
||
1. **`props_import.py` manifest was a read-modify-write.** Two imports finishing
|
||
together each read the same list and the second write dropped the first's
|
||
entry — which ships a prop that is on disk but absent from the manifest, so
|
||
the game renders a placeholder over perfectly good art. Now `flock`ed.
|
||
`tools/gen/rebuild_manifest.py` repairs a manifest from the directory.
|
||
2. **`glb_to_sprite.py` wrote its Blender script to one shared path** and unlinked
|
||
it after — a finishing render deletes the script a starting one is about to
|
||
read. Now per-kind.
|
||
3. **`mb._req` raised `SystemExit`**, which is a `BaseException`, so `except
|
||
Exception` in the worker threads did not catch it: one stray 401 during a poll
|
||
killed a 43-asset run after a single asset. Now a normal `MBError`, with
|
||
backoff on transient 401/429/5xx.
|
||
|
||
### How to see it
|
||
`npm run dev` → **`#floor:theRoyal`**, **`#floor:elevate`**, **`#floor:room`**
|
||
(plain `#floor`/F is still Voltage). Or play: week 1 IS The Royal now.
|
||
In Claude's preview pane the tab reports `document.hidden`, so drive frames by
|
||
hand — `const b=performance.now(); for(let i=1;i<=900;i++) window.game.loop.step(b+i*16.67)`
|
||
— and note the world only builds after the loader finishes 86 textures, which
|
||
needs real wall-clock time, not more `loop.step` calls.
|
||
|
||
### Broke / known-wonky
|
||
- **ROOM's barkeep stands in a one-tile-wide service lane**, so the player walks
|
||
through him during a bar shift. Inherent to props-as-set-dressing in a lane
|
||
that narrow; not on a post tile, so the invariant passes. A bar with no
|
||
bartender looked worse.
|
||
- Reviewers noted **The Royal's central floor is sparse** (~500 walkable tiles,
|
||
four props) and **ROOM's east hall has no lights or anchors** (~23% of its
|
||
interior). Both are consistent with their briefs — the pub's dance floor is
|
||
meant to be an afterthought, ROOM is meant to be hard to navigate — but a
|
||
future pass could furnish them.
|
||
- ROOM's sodium signature (`0xe08420`) differs from bar amber (`0xd8a020`) only
|
||
in the green channel; under additive glow they are close. Deliberate but worth
|
||
an eye.
|
||
- `picnicTable` failed once mid-batch on a farm-side `404 no such job`; retried
|
||
clean. 86/86 kinds placed across the four venues have art — no placeholders.
|
||
|
||
### Next session should
|
||
- Furnish The Royal's middle and light ROOM's east hall.
|
||
- Consider body-frames-under-outfits for patrons (ASSETS.md §2 / FABLE-SOLO-23) —
|
||
still the only patron-art path that does not blind the dress-code game.
|
||
- Cloudflare's neurons reset daily; a batch started after 00:00 UTC gets ~150
|
||
free images before it ever touches the farm.
|
||
|
||
## SESSION — FABLE-SOLO-26b · 2026-07-28 (wave 2, same session)
|
||
|
||
**Branch:** main · **Gate:** lint ✓ build ✓ test ✓ (821 tests) · **Deployed** + verified.
|
||
John: "if cloudflare is used up we have local FLUX anyway go for it."
|
||
|
||
### The bug worth the whole wave
|
||
`bakeTiles` baked to a single global `'floor:tiles'` and early-returned if that
|
||
key existed. **Textures outlive a scene**, so the first venue you played baked the
|
||
floor for every venue after it: survive a week at The Royal, get promoted, walk
|
||
into Voltage and still be standing on the pub's carpet. It cannot show in a dev
|
||
route (those reload the page) and only appears **on promotion** — precisely the
|
||
moment the venue ladder is supposed to pay off. Baked texture is now keyed
|
||
`floor:tiles:<venueId>`. Verified by switching venues inside ONE session and
|
||
watching the concrete arrive.
|
||
|
||
### Materials (`FloorLayout.materials`)
|
||
Ten generated plates — carpet, concrete, deck, parquet, looTile, paving, plaster,
|
||
brick, timber, steel — stamped one per tile via a RenderTexture and **tinted to
|
||
the palette colour**. The tint is the load-bearing part: an untinted photo-real
|
||
plate blows straight past the brightness band the room was tuned in, and darkness
|
||
is the mechanic. Plates are 16×16 (the game's tile) because at that size "carpet"
|
||
is structured noise, which is what pub carpet looks like from head height anyway.
|
||
Unlisted kinds, or art that has not landed, fall back to flat colour as before.
|
||
|
||
### Filled the two rooms the review called empty
|
||
The Royal's central carpet (was four props across ~500 tiles) and ROOM's east
|
||
hall (~23% of its interior, **zero lights**, three props — now two low sodium
|
||
spills and the gear a warehouse party actually stores there). Plus the kit every
|
||
real venue has and no game venue does — extinguishers, exit signs, CCTV, bins,
|
||
notice board, ceiling fans — across all four rooms. Voltage got the same pass;
|
||
being the reference room is how it quietly missed the first one.
|
||
|
||
### Totals
|
||
**112 sprites.** 91 prop kinds + 10 materials placed across four venues, **none
|
||
missing art**. 26/26 this wave, no failures.
|
||
|
||
### Two smaller things
|
||
- The duplicate-prop-id invariant caught an id I introduced while placing filler.
|
||
Working as intended.
|
||
- Relaxed one ROOM assertion that keyed on ARRAY ORDER — it checked the *first*
|
||
sodium light stands over the loading dock, which broke the moment the east hall
|
||
legitimately burned the same colour. Now checks that *one of them* does. Worth
|
||
noting as a test-writing smell: assert the property, not the ordering.
|
||
|
||
### Still open (unchanged from FABLE-SOLO-26)
|
||
- ROOM's barkeep stands in a one-tile service lane; the player walks through him.
|
||
- Patron art still wants the body-frames-under-outfits path (ASSETS.md §2).
|
||
- Cloudflare's 10k neurons reset 00:00 UTC — a batch started after that gets
|
||
~150 free images before it ever touches the farm. Both waves today ran entirely
|
||
on MODELBEAST because the allocation was already spent.
|
||
|
||
## SESSION — FABLE-SOLO-26c · 2026-07-29 (wave 3, same session)
|
||
|
||
**Branch:** main · **Gate:** lint ✓ build ✓ test ✓ (821 tests) · **Deployed** + verified.
|
||
John: "we can use local flux as well cloudflare creds is just a bonus."
|
||
|
||
### The door scene stops being 28 rectangles
|
||
The rope is where the player spends most of the night and it was still coloured
|
||
primitives behind one street plate. Now:
|
||
- **`kebabShop`** — the moral centre of the game (design §5) was three rects and
|
||
the word KEBABS. The warm spill onto the footpath stays procedural either way;
|
||
it is the only warm light in the scene and it is what says OPEN.
|
||
- **`front:<venueId>`** — one venue façade per rung. The Royal is a pub front,
|
||
ROOM is a blank wall with one steel door. The promotion is now visible from the
|
||
footpath before you walk in. ROOM also suppresses the procedural NOT TONIGHT
|
||
sign, because "no sign. no socials." is literally its entry in data/venues.ts.
|
||
- Footpath dressing: `streetLamp`, `streetBin`, `taxi`, and `stanchion` posts on
|
||
the red carpet. The taxi is alpha'd back and depth-1 so it never reads as
|
||
clickable next to the kebab shop, which is.
|
||
- Six more posters (`poster4`–`poster9`) so four venues stop sharing one wall of
|
||
three. Mangled lettering on these is CORRECT (docs/SPACES.md) — the poster
|
||
prompts are the only ones that do not say "no text".
|
||
|
||
### The composition bug I shipped into the same wave
|
||
First pass prompted the per-venue street plates as **"frontage"**, so The Royal's
|
||
backdrop was a whole pub with its own central door — and then the venue façade
|
||
was drawn on top of it. **Two pub fronts, two doors.** Voltage's original plate
|
||
has always been a WALL, which is what a backdrop has to be. Re-prompted all three
|
||
as blank walls ("NO doors, NO entrance") and regenerated: 50s each, free, local.
|
||
Caught by looking at the screen, not by any test — there is no assertion that
|
||
would have found it.
|
||
|
||
### Totals
|
||
**127 sprites.** 95 prop kinds + 10 materials + the door-scene art, none missing.
|
||
15/15 this wave plus 3 regenerated plates, no failures.
|
||
|
||
### Note on Cloudflare
|
||
Still spent both times today: the free 10k neurons reset at **00:00 UTC**, which
|
||
is 10:00 AEST — so an evening session in Australia will essentially always find
|
||
the allocation gone and run local. That is fine (the farm is free and unlimited),
|
||
but it means the CF-first tier only ever pays off for a morning batch. Every
|
||
sprite this session is MODELBEAST-rendered.
|
||
|
||
## SESSION — FABLE-SOLO-26d · 2026-07-30 (wave 4: the audit)
|
||
|
||
**Gate:** lint ✓ build ✓ test ✓ (821 tests) · **Deployed** + verified.
|
||
John: "flux creds will be reset right now have a look." They had — 00:10 UTC.
|
||
|
||
### `tools/gen/contact_sheet.py` — and why it should have existed on day one
|
||
127 sprites had been generated and maybe eight had ever been LOOKED at. The
|
||
pipeline will happily produce a confident, well-lit render of the wrong object
|
||
and no assertion can tell: `barrier` and `flightCase` are both "a grey box with
|
||
edges" as far as any test is concerned. One page, every sprite, integer upscale,
|
||
on the venue's own floor colour. It immediately showed ~20 props reading as pale
|
||
blobs.
|
||
|
||
### THE PIPELINE WAS MISSING A LUMINANCE CEILING (the real find)
|
||
First instinct was "the vertex baker lost the albedo". Wrong — measured, and
|
||
`sat=0` on `ashUrn`/`marbleSink`/`pillar` is HONEST: stainless, marble and
|
||
concrete really are grey. The actual fault was **brightness**:
|
||
|
||
| reads well | medLum | reads as a blob | medLum |
|
||
|---|---|---|---|
|
||
| patioHeater | 23 | ashUrn | 152 |
|
||
| taps | 35 | oldCouch | 157 |
|
||
| arcade | 45 | binRound | 186 |
|
||
| poolTable | 53 | marbleSink | 186 |
|
||
| cdj | 68 | djPlinth | 189 |
|
||
|
||
The venue is painted at luminance ~35 under a 50% black sheet, and props are lit
|
||
by the room's own LIGHTS (SPACES.md §1) — so a prop that ARRIVES at 180 does not
|
||
read as a bright object, it reads as self-illuminated. Every prop that worked
|
||
worked by accident of subject matter (dark cabinets, dark green felt); the first
|
||
pale subjects exposed the gap. **`props_import --dim`** now scales RGB until
|
||
median opaque luminance is ≤110, only ever darkening, so props already in band
|
||
pass through untouched. `glb_to_sprite` forwards the flag; `run_batch` passes it
|
||
for every mesh prop.
|
||
|
||
**Fixed 48 sprites with zero regeneration** — the 512px Blender renders were all
|
||
still in `art_incoming/`, which is exactly why that directory is kept.
|
||
|
||
### Posters were being eaten by their own alpha cut
|
||
`poster7` shipped with 29% of its pixels opaque and `poster9` with 42%: the
|
||
near-black-to-alpha pass was removing the dark half of a dark poster. A poster is
|
||
a rectangular PLATE on a wall, so poster4–9 are now `keep_bg` and prompted to
|
||
fill the frame edge to edge. Regenerated on Cloudflare in ~3s each.
|
||
|
||
### `cf_flux --probe` was lying
|
||
It reported EXHAUSTED on an account with a full 10,000 neurons. Cause: the probe
|
||
prompt was the literal string "a grey square", Cloudflare's safety filter
|
||
rejected it as NSFW (HTTP 400, code 3030), and every non-429 fell through to
|
||
SystemExit. The probe now asks only the question it is for — "has the daily
|
||
allocation run out" — and treats any other API response as budget available.
|
||
Worth remembering: **a health check that cannot distinguish "refused" from
|
||
"empty" will eventually report a healthy system as dead.**
|
||
|
||
### Cloudflare timing, settled
|
||
Reset is **00:00 UTC = 10:00 AEST**. An evening session in Australia will always
|
||
find it spent; a morning one gets ~150 free images first. Today's poster re-rolls
|
||
were the first CF-generated sprites in the project.
|