57 KiB
LANE HANDOVER LOG
Coordination file between lanes (Opus 4.8 execution sessions) and the reviewer (Fable). Append-only — never edit or delete previous blocks. Newest block at the BOTTOM. Push after every session so the reviewer can see state remotely.
Protocol
- Before starting work: read this whole file + your lane file in
lanes/+docs/CONTRACTS.md. Check for a REVIEW block addressed to your lane — it overrides your lane file where they conflict. - Work only inside your lane's owned directories (see BUILD_PLAN.md §2).
- End of session: append a SESSION block (template below), commit, push your
lane/<name>branch. - Never merge to main — the reviewer does that.
- Blocked on a contract ambiguity? Don't stall and don't silently change the
contract: stub locally with
// TODO(contract):, log a CONTRACT CHANGE REQUEST below, keep moving.
SESSION block template
---
### SESSION — <LANE-NAME> — <date> <time>
**Branch/commits:** lane/<name> @ <short-sha>..<short-sha>
**Done:** bullet list of what actually works now (be honest — "renders but untested" ≠ "done")
**How to see it:** exact command + what to click (e.g. `npm run dev` → press D → deny 3 patrons)
**Tests:** X passing / Y failing (name the failures)
**Broke / known-wonky:** anything you left imperfect
**Contract change requests:** none | numbered list with justification
**Questions for reviewer:** none | numbered list
**Next session should:** bullet list
REVIEW block template (reviewer only)
---
### REVIEW — Fable — <date>
**Reviewed:** <lanes/commits>
**Merged to main:** <yes/no + sha>
**Contract decisions:** rulings on any open change requests
**Instructions for <LANE>:** what to do next / what to fix first
(log starts below)
SESSION — LANE-0 (executed by Fable, reviewer) — 2026-07-19 16:30
Branch/commits: main (reviewer executed Phase 0 directly; no lane branch) Done:
- Vite + strict-TS + Phaser 3.90 + Vitest + ESLint scaffold;
Math.randombanned by lint rule. - All CONTRACTS.md types verbatim in
src/data/types.ts. core/: SeededRNG (mulberry32, named streams), typed EventBus (snapshot-emit semantics), GameClock (real-ms driven,ageOnbirthday math incl. leap-day), Meters (single-writer, hype multiplies positive vibe only, clicker drift), StubBeatClock (128 BPM), versioned corrupt-safe localStorage save.data/: outfit vocabulary (+PALETTE), 9 archetypes, 10 contraband items, 17 Dazza texts (8 rule-bearing with ruleIds).patrons/: generator (fake-ID tell system, DOBs clustered near the 18 boundary, late-arrival drunk drift), puredollPlan+ PhaserrenderDoll(3 poses, drunk tells baked), regulars' memory store.rules/drunk.ts: drunkStage thresholds.- ParadeScene demo: rainy street, kebab-shop + venue dressing, 24-walker parade with ID cards rendered from the same data, SPACE reseed / D toggle cards.
- 49 tests green; lint/build/test gate clean.
How to see it:
npm run dev→ http://localhost:5199 (in the Claude preview pane, drive frames per CLAUDE.md "Dev notes"). Watch for analmost18label walking under an ID card claiming 18+ — that's the whole game in one image. Tests: 49 passing / 0 failing. Broke / known-wonky: - ID cards overlap when the footpath is crowded — cosmetic, parade-only.
window.gamedebug handle exposed in main.ts (deliberate, for pane-driving).- Spec deviations: doll renderer split into
dollPlan.ts(pure) +doll.ts(Phaser) — better than spec'd, plans are pixel-testable without a GPU; added a 5th fake-ID tell (expired real card, no boolean tells); no MainMenu scene (Boot → Parade direct) — menu is Phase 2 shell work. Contract change requests: none (contracts implemented as written). Questions for reviewer: n/a (self-reviewed). Next session should: Phase 1 lanes are OPEN — see REVIEW block below.
REVIEW — Fable — 2026-07-19
Reviewed: Phase 0 (self-executed; verified via test gate + in-browser parade). Merged to main: yes (direct). Contract decisions: CONTRACTS.md now frozen. Extension requests via this file. Instructions for Phase 1 (LANE-DOOR, LANE-FLOOR, LANE-JUICE):
- Branch from current main into
lane/door/lane/floor/lane/juice(worktrees if sharing a machine). Read your lane file's new "Phase-0 reality" section FIRST — it corrects the original spec where the landed code differs. - LANE-DOOR is the critical path; if only one Opus session is available, run DOOR first, JUICE second, FLOOR third.
- Every session ends with the gate + a SESSION block here + a push. Fable reviews on request ("review the lanes").
SESSION — LANE-DOOR — 2026-07-19 18:50
Branch/commits: lane/door @ 9805ff8..(this commit) — branched from main after Phase 0,
worked in worktree ../not-tonight-door.
Done (all verified by playing it, not just by tests):
- Full Door-only night is playable start→summary.
npm run devboots straight into 9:00 PM, patrons arrive on a curve, you work the rope, rule on them, Dazza texts land, meters move, 3:00 AM → summary. Both fail states reachable. - Rules engine (
src/rules/, pure, no Phaser):dressCode.ts— 8 rules.text/activeFromare READ OUT ofdata/strings/dazza.tsby ruleId rather than retyped, and the module throws at load if a rule and its announcing text ever disagree, so the card can't drift from the message.idCheck.ts— all the ID date maths (idVerdict,idDisplayLines). Builds onageOn, does not reimplement it. Catches the 5th tell (expired-but-otherwise-real).judge.ts— the single scoring function +JUDGE_TUNING(every magic number named).sobriety.ts— challenge content + the drunk-performance model.doorTypes.ts— this lane's contract EXTENSIONS (see change requests below).
- Scene layer (
src/scenes/door/):NightScene(thin night shell — clock, meters, deferred consequences, fail states, markedTODO(integration)),DoorScene(tableau + desk + all input),QueueManager+arrivalCurve(pure, no Phaser),PatronUpView(×3 doll, 5 hover zones),IdCardView(tray thumbnail + half-screen zoom),PhoneWidget(buzz, preview, scrollback thread),DressCodeCard(NEW badges),SobrietyModal,StampFx(markedTODO(juice)),NightSummaryScene,inspect.ts,dazzaSchedule.ts,ui.ts. - Tests: 49 → 229 (+180). Every judge branch, every ID boundary (18th birthday tonight, leap-day DOB, expiry today vs tomorrow), every dress-code predicate, the queue economy, the Dazza schedule, and the inspection vocabulary.
How to see it: npm run dev → http://localhost:5199.
Click the rope (or NEXT!) → patron steps up ×3 → hover their shoes/torso/face for
tooltips → click the ID in the tray to zoom it → ADMIT or NOT TONIGHT. Stamp someone to
see the signature interaction. Wait ~30 in-game min for Dazza's first rule text.
To fail on purpose: deny everyone (aggro riots by ~10:30 PM), or admit everyone (three
heat strikes, licence gone at 3 AM).
In the Claude preview pane, drive frames per CLAUDE.md "Dev notes" — document.hidden
freezes the Phaser loop at frame 0 there. Drive a whole run inside ONE javascript_exec
call: splitting the frame stepping across calls hands Phaser a multi-second delta and
its tweens/timers land in a state that looks like a game bug but isn't. Cost me an hour.
Tests: 229 passing / 0 failing.
Bugs found by playing it that the test gate could never have caught (all fixed):
- Game opened on ~45 real seconds of empty street — the 9 PM arrival rate was honest and unplayable. Raised the curve, capped the max gap, and the QueueManager now seeds one patron at construction so somebody is always at the rope on the first frame.
noLogosfired on 47.6% of patrons, butdollPlan.tsonly draws a logo for the TOP slot — ~28% of all patrons were deniable for a logo that was never on screen. Narrowed to visibly-rendered slots (see CCR-3). Dazza's own text says "no visible logos".- One patron could be ruled up to 11 times. Game state was being mutated inside the
stamp's tween callback; if the tween didn't land, the patron stayed at a rope the
player could keep scoring. All state now settles synchronously in
rule()and the tweens only move pixels. This class of bug is whybusyalso has a token-guarded watchdog. - A correctly-played night still rioted at 1:37 AM. Aggro relief only fired on a completely empty street, which never happens during the slam. Relief now scales with queue slack — the pressure is "keep it moving", not "never deny".
- Admit-everything logged 40 heat strikes (one per patron over capacity). CONTRACTS.md §3 says heatStrikes is "run-scoped, max 3"; now enforced, and a persistent breach is one write-up rather than one per patron.
- One stubborn regular reappeared 6 times and ate a third of the night's denials. Comebacks capped at 2.
- Dazza sent the identical lap text 5 times in a row. Seven phrasings now, picked by the same roll that sets the delay.
- Determinism leak: denying a regular drew from the
arrivalsstream, so one player decision reshuffled every remaining arrival time. Moved to its owncomebacksstream (CONTRACTS.md §6 exists precisely to stop this). - ID card modal covered the patron, making photo-vs-face impossible. Moved right. The genuine-hologram reference swatch now sits on the same cream backing as the card — a translucent teal reads as a different colour over dark laminate than over card stock, so the reference was lying.
- Phone preview text spilled off the screen onto the desk; strike reasons on the summary ran off the right edge of the canvas. Both clamped.
Broke / known-wonky:
src/main.tsis the one file I touched outside my lane — 8 lines, to register the three door scenes and boot intoNightinstead ofParade. Unavoidable for the "npm run dev → playable night" deliverable. Boot/Parade are still registered;game.scene.start('Parade')from the console still works. Flagging it explicitly for the merge.src/data/strings/door.tsis a NEW file indata/strings/— CONTRACTS.md §7 says Aussie strings live there, and it adds no types, butdata/is nominally frozen-ish. Move it if you'd rather.- With placeholder art,
noThongsSinglets/noWhiteSneakers/noBlazersare not distinguishable by silhouette (a thong and a boot are both a 3×4 rect). They ARE readable via the hover tooltips, which is why I built the inspection surface before the stamp. It costs the player time, which costs aggro — that tradeoff is fine, arguably good. It stops being a compromise at the v0.4 art pass (CCR-3). - Vibe pins at 100 for a competent player by ~midnight, so late-night vibe stops being a live pressure. Aggro and heat still are. Worth a tuning pass in Phase 2; I did not want to over-tune against a bot that plays with perfect information and zero deliberation time. A human is much slower and will not see these numbers.
NightScenerenders nothing andDoorScenedraws the HUD. Deliberate, but it means the HUD moves to wherever Phase 2 puts the shell.- No audio (LANE-JUICE).
StubBeatClockruns and is consumed for nothing yet — no rhythm flourish landed; the stamp is tween-timed, not beat-timed.
Contract change requests:
- CCR-1 —
PatronFlags.handHolding?: boolean. Needed bynoHandHolders, which is one of the 8 already-written Dazza rule texts and otherwise has no data to predicate on. Implemented as adeclare moduleinterface augmentation insrc/rules/doorTypes.ts, sosrc/data/types.tsis byte-identical to main. QueueManager sets it on couples and DoorScene draws a linked-hands pixel between them so the rule is visible, not psychic. Request: fold the field intotypes.tsproperly at integration and delete the augmentation. - CCR-2 —
VerdictOutcome.hypeDelta?: number. Design §3.1 gives rope theatre a hype reward butVerdictOutcomehas no hype channel, sojudge()cannot express the 'wait' verdict's payoff. Same augmentation pattern, insrc/rules/judge.ts. Same request. - CCR-3 — renderer request, for LANE-0/art rather than contracts.
dollPlan.tsdraws a logo rect for the TOP slot only, and gives thongs/boots, blazer/bomber, and sneaker/heel identical geometry. Four dress-code rules are therefore silhouette-invisible and I narrowednoLogosto compensate (LOGO_VISIBLE_SLOTSindressCode.ts, one constant, widen it when the art lands). Requesting per-slot logo marks and distinct shoe/outer silhouettes in the v0.4 art pass.
Questions for reviewer:
- Is the
declare moduleaugmentation pattern acceptable as the standing mechanism for additive contract extensions, or do you want every extension to go through you and land intypes.ts? It kept the frozen files clean and I'd use it again, but it is a precedent and two other lanes will copy it. src/main.tsandsrc/data/strings/door.ts— ruling on ownership, please. If either is off-limits I'll move the strings intoscenes/door/and hand you a patch for main.ts.- 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.
- Vibe pinning at 100 (above) — worth retuning now, or leave it until there is a real playtester rather than a bot?
Next session should:
- Take the review findings from the four-lens pass (lane discipline, scene lifecycle, playability, balance) — I ran it but landed only what I could verify in-session.
- Swap
StampFxforui/Stamp+ SFX once LANE-JUICE lands; hook a beat flourish tobeat:tick(currently consumed by nothing). - Guest-list clipboard and the UV pass-out stamp are specced in design §3.1 and NOT built — they were the right things to cut to get a full playable night.
- Sobriety line-walk (the third challenge) is still a stretch item; alphabet + riddle ship.
- Phase 2 integration should lift clock/meters/fail-state ownership out of
NightSceneinto 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:
- The game was answering its own question.
DoorScenelit 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. - Tonight's date appeared nowhere in the game. The card showed
04/12/2000and the HUD showed11:42 PM; the player was asked to subtract a birthdate from a date they were never given.underageis 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 caseidCheck.tswas carefully written for (turnsEighteenTonight, leap-day DOB) is finally reachable by a player. - Determinism, again, worse than the one I already fixed. In
spawnArrivalthe partner'sgeneratePatroncall sat behindif (enqueued), and enqueue fails atmaxQueue— 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 forcouplesand left it inpatrons. - You could rule straight through the open sobriety modal. Its backdrop was not interactive, so ADMIT/NOT TONIGHT stayed live underneath. Now eats clicks.
- 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. bumbagandchainare 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.NightScene.endNightpushed tostate.heatStrikesdirectly, bypassingcore/meters.tsfifty lines after correctly emittingheat:strike. Now emits. CONTRACTS.md §4.- Dropped the one
as neverin the diff (DoorScene'sdazza:texthandler) for an honest type guard — see CCR-4. - Test quality:
tests/inspect.test.tsproved 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 exacthasWordForcheck.
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.
hypeis a pure ratchet — nothing insrc/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:denyViolatorVibe6→1,admitCleanVibe3→1,QUEUE_TUNING.calmPerSec0.9→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) andnoHandHolders(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. TheirfromMinvalues come fromdata/strings/dazza.ts, which is not mine to edit. Suggest 240→~105 and 280→~135.noHandHoldersis 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 todescribeZone, 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.
clickerShownis read only for a text colour and one summary row;judgeuses the trueinsideCountfor 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);
peelingLaminateis cream-on-cream and near-invisible;photoMismatchdegrades to a 1/6 coin flip for hatted patrons; three player-facing strings are still inline injudge.tsagainst 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:
- 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. - 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.
- 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 (
- 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. GeometryMaskon a container is a WebGL-first path; fine underPhaser.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 (
stallwalkable,stallDoornot), so patrons are moved in/out viaStallDef.inside/.doorrather than pathed. Contract change requests:
incident:logevent.coreexposes no incident API andEventMapis frozen, soFloorDemoSceneappends toNightState.incidentsdirectly (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': IncidentRecordplus a handler incore/meters.ts.- Aggro has no decay.
Metersonly 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: - Floor strings placement. CONTRACTS.md §7 says Aussie dialogue lives in
src/data/strings/, butdata/is LANE-0's and lanes commit only in their own dirs. Parked insrc/scenes/floor/strings.ts. Move it tosrc/data/strings/floor.tson your word — it is a pure file move. .gitignoregap (affects every lane using a worktree). It listsnode_modules/with a trailing slash, which does not match a symlinkednode_modules— worktrees that symlink it show?? node_modulesas untracked. I staged paths explicitly, but a lane runninggit add -Awould commit a symlink pointing at an absolute path on John's machine. One-char fix (drop the slash); left alone since.gitignoreis not in my lane.- 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
StubBeatClockfor LANE-JUICE'sTechnoEngine—StallOverlaytakesbeatIntervalMsin its constructor and readsbeat:tickoff 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
HudStubwith 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. Emitsbeat:tick {beatIndex, audioTimeMs}with the scheduled time, plusbeat:baron downbeats. Drop-in replacement forcore/StubBeatClock. Music → lowpass → master; SFX bypass the filter.audio/Sfx.ts— 10 procedural one-shots +startRain/stopRain. One shared noise buffer; voices disconnect onended.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, plusstyle.ts(chunky widget kit) andtypo.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 whenctx.currentTimereaches 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
typeTickquiet 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.tsis 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.TechnoEnginehas no test file — it needs a realAudioContextand the suite runs in node. Its scheduling/filter math is tested via the pure modules, but theresyncarithmetic is only reachable through the class. ExtractingresyncBeat(grid, nextBeat, nowMs)intoscheduling.tswould close that gap.Phonethread truncates an over-tall newest message rather than scrolling.Stampdecals are caller-owned now; the demo caps them at 5. The door scene must destroy them (or passparent) or they accumulate over a night. Contract change requests:
- Add
door:phoneTheatre: { durationMs: number }toEventMap. Emitted byui/Phonewhen 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 editdata/types.ts.ui/juiceEvents.tsdeclaration-merges it intoEventMapinstead: fully typed, zero edits to the frozen file, and folding it into the real contract later is a copy-paste. Same file also addsaudio:unlockedandbeat:bar, which ARE mine per LANE_JUICE.md but are declared together so the whole juice surface reads in one place. - Sign-off requested on the
src/main.tsedit (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: TechnoEngine.unlock()anchors beat 0 atcurrentTime + 60msso beat 0 is as honest as every other beat. If a consumer assumes beat 0 lands exactly ataudio:unlocked.atMs, that is a 60ms discrepancy — is that acceptable, or shouldatMscarry the anchored origin instead?MeterHudcounts heat strikes fromheat:strikeevents it receives. On a mid-run scene swap it would restart from 0. Should it take an initial count in its options, or readNightState.heatStrikes.lengthat construction? Next session should:
- LANE-DOOR: swap the local stamp for
ui/Stamp(// TODO(juice)), and takeMeterHudin place ofHudStub. - Someone with speakers should ear-check the mix and tell me what to retune.
- Consider extracting
resyncBeatintoscheduling.tsso 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):
- CCR-1
PatronFlags.handHolding— ACCEPTED, folded in; doorTypes.ts augmentation removed. - CCR-2
hypeDelta— ACCEPTED ontoVerdictOutcome(not just DoorOutcome); judge.ts augmentation removed. - CCR-3 (per-slot logos, distinct shoe/outer silhouettes) — ACCEPTED for the
v0.4 art pass; logged.
LOGO_VISIBLE_SLOTSstays the guard until then. - CCR-4 — resolved by adding optional
short?: stringtoDressCodeRule. Door's runtime guard may stay or simplify; either is fine. - JUICE-1
door:phoneTheatre+audio:unlocked+beat:bar— ACCEPTED, folded in;ui/juiceEvents.tsdeleted (its three importers updated). - FLOOR-1
incident:log— ACCEPTED;core/meters.tsis now the single incident writer and all three directincidents.pushsites (floor demo, DoorScene, NightScene deferred) now emit the event instead. - 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 moduleaugmentation: it was the right unblocking move, and both lanes executed it cleanly — but it does NOT become standing practice. Contract extensions land intypes.tsat 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.tsstays 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.atMsshould carry the anchored beat-0 origin — implement next juice session. - MeterHud heat count: read
NightState.heatStrikes.lengthat 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.
.gitignoreslash: 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.
NightSceneis 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 REALjudge()— 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:
FloorDemoScenegained 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.atMsnow 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):
kaydenRuleemitteddoor:verdicton top ofapplyOutcome's own emission — every Kayden admission spawned TWO pending floor walk-ins. Caught by inside-vs-crowd arithmetic, not by tests.- Pre-existing: a deferred hit's vibe delta could end the night, and
endNight()reassignsthis.deferredwhilefireDeferrediterates 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:callmaggot 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:
- 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.knowsOwnerpatrons now get their own line pool (OWNER_HINTS) that drops Terry's name — the trap needs a tell that isn't just confidence. - Scripted moral encounters.
rules/encounters.ts+data/strings/encounters.ts. Four, three per night, injected byQueueManagerahead 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." - The Inspector.
rules/inspector.ts+NightScenewiring. 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". - 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 toGameState.pastReportsand re-save, so Phase 4 audits what the player claimed.NightSceneno 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 amessy/maggotpatron, 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.looseis 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:quietBeerhad 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
punterwho 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
kaydenincident 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
heatStrikebefore 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 needsnightDate, whichdress()isn't given.- I removed a stale
import '../../rules/doorTypes'fromQueueManager— 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:
RunInfogained agame: GameStatefield 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 letNightSceneown the write?- 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. - 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 liveTrackMix, 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).TechnoEnginedrives every voice from the mix × arc scalars. Verified behaviour-identical atDEFAULT_MIX, constant by constant. Silent voices are skipped rather than clamped (9 PM bass builds zero nodes).setMixValuequantises 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 → pasteableTrackMixliteral + 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.Phonethread scrolls: visible-window culling, binary-searched range, history cap, sticky-bottom, and a "NEW BELOW" cue when a text lands off-screen.JuiceDemoScenehosts all of it; arc pinned at PEAK on entry. How to see it: the demo lives in this worktree, socd ../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 overDEFAULT_MIXinsrc/audio/mix.ts.tests/mix.test.tspins 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, istypeTick(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:Ambiencerain usesSfx's own 1.2s/0.9s envelope, so it trails the 600/900ms filter sweep by ~300ms. Fixing it properly means afadeSparam onSfx.startRain/stopRain. Reads fine; noting it rather than hiding it.Ambienceassumes it is the sole owner of rain policy. If a door scene also drivessfx.startRain()they will fight.MixDeskis reachable only from JuiceDemo (key M) — see request 1.- No
TechnoEngine/Ambiencetest files; both need a realAudioContextand the suite is node. Their pure math is tested via mix/arc/scheduling/filterCurve. Contract change requests: none.door:phoneTheatrewas folded in at the Phase-1 review; the crowd bed derives its headcount from existing events rather than requestingcapacity.insidein a payload (reasoning above). Requests for integration (main.ts is yours now, per the Phase-1 ruling):
- A global route to the mix desk, so the ear pass can also happen during a
REAL night rather than only in the demo.
MixDeskScenealready falls back togetActiveEngine()when launched without data, so it attaches to whatever engine is running — it just needs a key. Suggest M, alongside N/P/F/J. - Optional:
MeterHuddoor-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: - 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.
Ambiencecurrently has no owner inNightScene— 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
AmbienceintoNightScene(integration-owned). - LANE-FLOOR2 owns the cut-off overlay call site;
DialogueBoxdrunk-typo mode is ready for it and needs no widget change — just passdrunkenness+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:isBetweensegment maths,stepFight,scoreFight, eligibility) +fightDirector.ts(lifecycle, one fight at a time, cooldown, pin/release) + asetFighttell inFloorView+ scene wiring.crowdSimgained a'squaringUp'activity that pins an agent, pluspinForFight/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):
PatDownOverlaychecked'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.- The spawn cap and HUD counted
crowd.agents.length, but CrowdSim deliberately keeps departed agents sofind()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.) FloorView's sprite cache is keyed bypatron.idand survivesresetRun, but_resetPatronSerial()recycles ids fromp0— so R gave the new crowd the previous run's dolls, sway and stamps. AddedFloorView.reset().escalation's per-incidentresolvedwas consumed as a permanent per-patronhandled, so correctly watering aloosepatron 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.- 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.
floor:infractionSpottedfor a stall put a stall id in the frozenpatronIdfield (resolves to nobody), and the dedupe key meant one report per cubicle per night. Now reports an occupant, so a fresh pair reports again.- Also wired
teardown()toPhaser.Scenes.Events.SHUTDOWN— ashutdown()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 nowdeferred: 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:logevent + single writer incore/meters.ts; (2) aggro decay. No new ones: the fight reuses the existing'fight'infraction kind andheat:strike. Questions for reviewer:
patrons/doll.tscaches 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.- 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.
- Round 1's questions on floor strings placement and the
.gitignoresymlink gap are both still open. Next session should:
- Phase 2 integration: real admitted-patron list from LANE-DOOR, LANE-JUICE's
TechnoEngineforbeat:tick, real meter HUD. - All five v0.2 floor infractions are now built — the floor is feature-complete against design §3.2.