not-tonight/LANEHANDOVER.md
type-two e0b5831166 LANE-DOOR: land the adversarial review findings
The important one: the dress-code card was highlighting every rule a patron
broke the moment they stepped up, so optimal play was reading a red line off the
desk. That deleted the inspection loop the whole scene exists for. The highlight
now fires after the ruling, as feedback.

Second: tonight's date appeared nowhere in the game, so working out whether an ID
was underage — the tell that files a heat strike and costs the licence — was
guesswork. It is now on the card beside the DOB and under the HUD clock, which
finally makes the boundary cases idCheck.ts was written for reachable.

Also:
- determinism: the partner's generatePatron call sat behind an enqueue-success
  check, and enqueue fails at maxQueue, which is player-controlled — so from the
  first queue overflow the rest of the night's patrons diverged. Same class as
  the comeback-stream bug, fixed for couples and missed for patrons.
- the sobriety modal's backdrop wasn't interactive; you could rule straight
  through it
- tooltips read "navy a blazer" — articles baked into the noun tables, then
  colour-prefixed. They are the only detection channel for four rules under
  placeholder art, so they have to read cleanly.
- bumbag and chain are drawn on the body but were described only in the head zone
- NightScene.endNight pushed heat strikes past core/meters.ts
- dropped the diff's one `as never` for a real type guard (CCR-4)
- replaced a vocabulary-coverage test whose string-equality heuristic silently
  stopped working once a legitimate word matched its own type id

231 tests. Balance findings (vibe pins at 100, stalling is dominant, the slam
never materialises) are measured and written up in LANEHANDOVER.md but not
applied — that is a whole-economy retune and it wants a human playtest, not a
bot with perfect information.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 19:06:31 +10:00

330 lines
21 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# LANE HANDOVER LOG
Coordination file between lanes (Opus 4.8 execution sessions) and the reviewer
(Fable). **Append-only** — never edit or delete previous blocks. Newest block at the
BOTTOM. Push after every session so the reviewer can see state remotely.
## Protocol
1. Before starting work: read this whole file + your lane file in `lanes/` +
`docs/CONTRACTS.md`. Check for a REVIEW block addressed to your lane — it
overrides your lane file where they conflict.
2. Work only inside your lane's owned directories (see BUILD_PLAN.md §2).
3. End of session: append a SESSION block (template below), commit, push your
`lane/<name>` branch.
4. Never merge to main — the reviewer does that.
5. Blocked on a contract ambiguity? Don't stall and don't silently change the
contract: stub locally with `// TODO(contract):`, log a CONTRACT CHANGE REQUEST
below, keep moving.
## SESSION block template
```markdown
---
### 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)
```markdown
---
### REVIEW — Fable — <date>
**Reviewed:** <lanes/commits>
**Merged to main:** <yes/no + sha>
**Contract decisions:** rulings on any open change requests
**Instructions for <LANE>:** what to do next / what to fix first
```
---
*(log starts below)*
---
### SESSION — LANE-0 (executed by Fable, reviewer) — 2026-07-19 16:30
**Branch/commits:** main (reviewer executed Phase 0 directly; no lane branch)
**Done:**
- Vite + strict-TS + Phaser 3.90 + Vitest + ESLint scaffold; `Math.random` banned by lint rule.
- All CONTRACTS.md types verbatim in `src/data/types.ts`.
- `core/`: SeededRNG (mulberry32, named streams), typed EventBus (snapshot-emit
semantics), GameClock (real-ms driven, `ageOn` birthday math incl. leap-day),
Meters (single-writer, hype multiplies positive vibe only, clicker drift),
StubBeatClock (128 BPM), versioned corrupt-safe localStorage save.
- `data/`: outfit vocabulary (+PALETTE), 9 archetypes, 10 contraband items,
17 Dazza texts (8 rule-bearing with ruleIds).
- `patrons/`: generator (fake-ID tell system, DOBs clustered near the 18
boundary, late-arrival drunk drift), pure `dollPlan` + Phaser `renderDoll`
(3 poses, drunk tells baked), regulars' memory store.
- `rules/drunk.ts`: drunkStage thresholds.
- ParadeScene demo: rainy street, kebab-shop + venue dressing, 24-walker parade
with ID cards rendered from the same data, SPACE reseed / D toggle cards.
- 49 tests green; lint/build/test gate clean.
**How to see it:** `npm run dev` → http://localhost:5199 (in the Claude preview
pane, drive frames per CLAUDE.md "Dev notes"). Watch for an `almost18` label
walking under an ID card claiming 18+ — that's the whole game in one image.
**Tests:** 49 passing / 0 failing.
**Broke / known-wonky:**
- ID cards overlap when the footpath is crowded — cosmetic, parade-only.
- `window.game` debug handle exposed in main.ts (deliberate, for pane-driving).
- Spec deviations: doll renderer split into `dollPlan.ts` (pure) + `doll.ts`
(Phaser) — better than spec'd, plans are pixel-testable without a GPU; added
a 5th fake-ID tell (expired real card, no boolean tells); no MainMenu scene
(Boot → Parade direct) — menu is Phase 2 shell work.
**Contract change requests:** none (contracts implemented as written).
**Questions for reviewer:** n/a (self-reviewed).
**Next session should:** Phase 1 lanes are OPEN — see REVIEW block below.
---
### REVIEW — Fable — 2026-07-19
**Reviewed:** Phase 0 (self-executed; verified via test gate + in-browser parade).
**Merged to main:** yes (direct).
**Contract decisions:** CONTRACTS.md now frozen. Extension requests via this file.
**Instructions for Phase 1 (LANE-DOOR, LANE-FLOOR, LANE-JUICE):**
1. Branch from current main into `lane/door` / `lane/floor` / `lane/juice`
(worktrees if sharing a machine). Read your lane file's new
"Phase-0 reality" section FIRST — it corrects the original spec where the
landed code differs.
2. LANE-DOOR is the critical path; if only one Opus session is available, run
DOOR first, JUICE second, FLOOR third.
3. Every session ends with the gate + a SESSION block here + a push. Fable
reviews on request ("review the lanes").
---
### SESSION — LANE-DOOR — 2026-07-19 18:50
**Branch/commits:** lane/door @ 9805ff8..(this commit) — branched from main after Phase 0,
worked in worktree `../not-tonight-door`.
**Done** (all verified by playing it, not just by tests):
- **Full Door-only night is playable start→summary.** `npm run dev` boots straight into
9:00 PM, patrons arrive on a curve, you work the rope, rule on them, Dazza texts land,
meters move, 3:00 AM → summary. Both fail states reachable.
- **Rules engine** (`src/rules/`, pure, no Phaser):
- `dressCode.ts` — 8 rules. `text`/`activeFrom` are READ OUT of `data/strings/dazza.ts`
by ruleId rather than retyped, and the module throws at load if a rule and its
announcing text ever disagree, so the card can't drift from the message.
- `idCheck.ts` — all the ID date maths (`idVerdict`, `idDisplayLines`). Builds on
`ageOn`, does not reimplement it. Catches the 5th tell (expired-but-otherwise-real).
- `judge.ts` — the single scoring function + `JUDGE_TUNING` (every magic number named).
- `sobriety.ts` — challenge content + the drunk-performance model.
- `doorTypes.ts` — this lane's contract EXTENSIONS (see change requests below).
- **Scene layer** (`src/scenes/door/`): `NightScene` (thin night shell — clock, meters,
deferred consequences, fail states, marked `TODO(integration)`), `DoorScene` (tableau +
desk + all input), `QueueManager` + `arrivalCurve` (pure, no Phaser), `PatronUpView`
(×3 doll, 5 hover zones), `IdCardView` (tray thumbnail + half-screen zoom),
`PhoneWidget` (buzz, preview, scrollback thread), `DressCodeCard` (NEW badges),
`SobrietyModal`, `StampFx` (marked `TODO(juice)`), `NightSummaryScene`, `inspect.ts`,
`dazzaSchedule.ts`, `ui.ts`.
- **Tests: 49 → 229** (+180). Every judge branch, every ID boundary (18th birthday
tonight, leap-day DOB, expiry today vs tomorrow), every dress-code predicate, the queue
economy, the Dazza schedule, and the inspection vocabulary.
**How to see it:** `npm run 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):
1. Game opened on ~45 real seconds of empty street — the 9 PM arrival rate was honest and
unplayable. Raised the curve, capped the max gap, and the QueueManager now seeds one
patron at construction so somebody is always at the rope on the first frame.
2. `noLogos` fired on 47.6% of patrons, but `dollPlan.ts` only draws a logo for the TOP
slot — ~28% of all patrons were deniable for a logo that was never on screen. Narrowed
to visibly-rendered slots (see CCR-3). Dazza's own text says "no *visible* logos".
3. **One patron could be ruled up to 11 times.** Game state was being mutated inside the
stamp's tween callback; if the tween didn't land, the patron stayed at a rope the
player could keep scoring. All state now settles synchronously in `rule()` and the
tweens only move pixels. This class of bug is why `busy` also has a token-guarded
watchdog.
4. A correctly-played night still rioted at 1:37 AM. Aggro relief only fired on a
completely empty street, which never happens during the slam. Relief now scales with
queue slack — the pressure is "keep it moving", not "never deny".
5. Admit-everything logged **40** heat strikes (one per patron over capacity).
CONTRACTS.md §3 says heatStrikes is "run-scoped, max 3"; now enforced, and a persistent
breach is one write-up rather than one per patron.
6. One stubborn regular reappeared 6 times and ate a third of the night's denials.
Comebacks capped at 2.
7. Dazza sent the identical lap text 5 times in a row. Seven phrasings now, picked by the
same roll that sets the delay.
8. Determinism leak: denying a regular drew from the `arrivals` stream, so one player
decision reshuffled every remaining arrival time. Moved to its own `comebacks` stream
(CONTRACTS.md §6 exists precisely to stop this).
9. ID card modal covered the patron, making photo-vs-face impossible. Moved right.
The genuine-hologram reference swatch now sits on the same cream backing as the card —
a translucent teal reads as a different colour over dark laminate than over card stock,
so the reference was lying.
10. Phone preview text spilled off the screen onto the desk; strike reasons on the summary
ran off the right edge of the canvas. Both clamped.
**Broke / known-wonky:**
- `src/main.ts` is the one file I touched outside my lane — 8 lines, to register the three
door scenes and boot into `Night` instead of `Parade`. Unavoidable for the "npm run dev
→ playable night" deliverable. Boot/Parade are still registered; `game.scene.start('Parade')`
from the console still works. Flagging it explicitly for the merge.
- `src/data/strings/door.ts` is a NEW file in `data/strings/` — CONTRACTS.md §7 says Aussie
strings live there, and it adds no types, but `data/` is nominally frozen-ish. Move it if
you'd rather.
- With placeholder art, `noThongsSinglets` / `noWhiteSneakers` / `noBlazers` are not
distinguishable by silhouette (a thong and a boot are both a 3×4 rect). They ARE
readable via the hover tooltips, which is why I built the inspection surface before the
stamp. It costs the player time, which costs aggro — that tradeoff is fine, arguably
good. It stops being a compromise at the v0.4 art pass (CCR-3).
- Vibe pins at 100 for a competent player by ~midnight, so late-night vibe stops being a
live pressure. Aggro and heat still are. Worth a tuning pass in Phase 2; I did not want
to over-tune against a bot that plays with perfect information and zero deliberation
time. A human is much slower and will not see these numbers.
- `NightScene` renders nothing and `DoorScene` draws the HUD. Deliberate, but it means the
HUD moves to wherever Phase 2 puts the shell.
- No audio (LANE-JUICE). `StubBeatClock` runs and is consumed for nothing yet — no rhythm
flourish landed; the stamp is tween-timed, not beat-timed.
**Contract change requests:**
1. **CCR-1 — `PatronFlags.handHolding?: boolean`.** Needed by `noHandHolders`, which is one
of the 8 already-written Dazza rule texts and otherwise has no data to predicate on.
Implemented as a `declare module` interface augmentation in `src/rules/doorTypes.ts`, so
`src/data/types.ts` is byte-identical to main. QueueManager sets it on couples and
DoorScene draws a linked-hands pixel between them so the rule is visible, not psychic.
Request: fold the field into `types.ts` properly at integration and delete the augmentation.
2. **CCR-2 — `VerdictOutcome.hypeDelta?: number`.** Design §3.1 gives rope theatre a hype
reward but `VerdictOutcome` has no hype channel, so `judge()` cannot express the 'wait'
verdict's payoff. Same augmentation pattern, in `src/rules/judge.ts`. Same request.
3. **CCR-3 — renderer request, for LANE-0/art rather than contracts.** `dollPlan.ts` draws
a logo rect for the TOP slot only, and gives thongs/boots, blazer/bomber, and
sneaker/heel identical geometry. Four dress-code rules are therefore silhouette-invisible
and I narrowed `noLogos` to compensate (`LOGO_VISIBLE_SLOTS` in `dressCode.ts`, one
constant, widen it when the art lands). Requesting per-slot logo marks and distinct
shoe/outer silhouettes in the v0.4 art pass.
**Questions for reviewer:**
1. Is the `declare module` augmentation pattern acceptable as the standing mechanism for
additive contract extensions, or do you want every extension to go through you and land
in `types.ts`? It kept the frozen files clean and I'd use it again, but it is a
precedent and two other lanes will copy it.
2. `src/main.ts` and `src/data/strings/door.ts` — ruling on ownership, please. If either is
off-limits I'll move the strings into `scenes/door/` and hand you a patch for main.ts.
3. Should heat strikes end the night immediately at 3, or accumulate to the summary as
they do now? Design §2 says "3 strikes = licence pulled, run over" — I read that as
run-scoped, so the night still finishes and the summary declares it. Say the word and
it becomes a third fail state.
4. Vibe pinning at 100 (above) — worth retuning now, or leave it until there is a real
playtester rather than a bot?
**Next session should:**
- Take the review findings from the four-lens pass (lane discipline, scene lifecycle,
playability, balance) — I ran it but landed only what I could verify in-session.
- Swap `StampFx` for `ui/Stamp` + SFX once LANE-JUICE lands; hook a beat flourish to
`beat:tick` (currently consumed by nothing).
- Guest-list clipboard and the UV pass-out stamp are specced in design §3.1 and NOT built —
they were the right things to cut to get a full playable night.
- Sobriety line-walk (the third challenge) is still a stretch item; alphabet + riddle ship.
- Phase 2 integration should lift clock/meters/fail-state ownership out of `NightScene`
into the real night-flow machine and replace the temporary summary.
---
### SESSION — LANE-DOOR (review-fix pass) — 2026-07-19 19:05
**Branch/commits:** lane/door @ 30162d3..(this commit)
Ran a four-lens adversarial review over the lane (discipline / scene lifecycle /
playability / balance) and landed the findings I could verify in-session.
**Fixed:**
1. **The game was answering its own question.** `DoorScene` lit up every rule a patron
broke on the dress-code card the moment they stepped up. Optimal play was "read the red
line", which deletes the inspection loop the entire scene exists for — all 8 dress-code
rules were free. The highlight now fires AFTER the ruling, for ~2s, as feedback.
This is the single most important fix in this pass.
2. **Tonight's date appeared nowhere in the game.** The card showed `04/12/2000` and the
HUD showed `11:42 PM`; the player was asked to subtract a birthdate from a date they
were never given. `underage` is the tell that files a heat strike and costs the
licence, and it was pure guesswork. Now stamped on the card beside the DOB and under
the HUD clock. Every boundary case `idCheck.ts` was carefully written for
(`turnsEighteenTonight`, leap-day DOB) is finally reachable by a player.
3. **Determinism, again, worse than the one I already fixed.** In `spawnArrival` the
partner's `generatePatron` call sat behind `if (enqueued)`, and enqueue fails at
`maxQueue` — which is player-controlled. From the first overflow onward every
remaining patron of the night differed. All draws are now unconditional. Same class as
the comeback-stream bug; I fixed it for `couples` and left it in `patrons`.
4. **You could rule straight through the open sobriety modal.** Its backdrop was not
interactive, so ADMIT/NOT TONIGHT stayed live underneath. Now eats clicks.
5. **Tooltips read as broken 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 7491115 raw vibe into 50 points of headroom (≈94% discarded by the clamp),
vibe pins at 100 by ~10:00 PM and stays there 8186% of the night, and aggro peaks at
5/100 because relief refunds ~10:1. `hype` is a pure ratchet — nothing in `src/` ever
emits a negative hype delta — so stalling is paid twice (vibe multiplier + cash bonus)
and a player who plays *slower* earns 24% more at identical accuracy. Recommended:
`denyViolatorVibe` 6→1, `admitCleanVibe` 3→1, `QUEUE_TUNING.calmPerSec` 0.9→0.25.
I did not apply these: it is a whole-economy retune, the measurements come from a bot
with perfect information and zero deliberation time, and I would rather you tune it
against a human than have me chase a number I can't feel. Flagging it as the top item
for the next pass.
- **The queue never actually backs up.** Player throughput ≈0.83 arrivals/in-game-min
against a curve that peaks at 0.42 — the "10:3012:30 slam" is currently fiction
(measured avg queue 0.10.2, max 35 against 8 visible slots). Fixing it means roughly
doubling the curve to ~170 arrivals a night, which is a big feel change; wants a human
playtest first.
- **`noSongRequesters` (activeFrom 240) and `noHandHolders` (280) are nearly decorative** —
they arrive after 84% and 93% of the night's patrons have been served, and fire ~1.3 and
~0 times respectively. Their `fromMin` values come from `data/strings/dazza.ts`, which
is not mine to edit. Suggest 240→~105 and 280→~135.
- **`noHandHolders` is still unfair even when it fires.** The linked-hands pixel only draws
between adjacent QUEUE sprites; once a patron steps up to the rope there is no partner
drawn and no tooltip mentions it, so at the moment of judgement the tell is invisible.
CCR-1's justification ("rendered as a linked-hands pixel ... so the rule stays one the
player can SEE") overclaims. Either draw the partner at the rope, add it to
`describeZone`, or cut the rule.
- **Intoxication and contraband are worth zero points.** `judge()` reads neither. Denying
a maggot is scored as denying a clean punter (+7 aggro), and a pat-down that finds a
baggie changes nothing. The drunk channel is the most legible signal the game has — sway
tween, bloodshot pixels, a whole sobriety minigame — and it does not score. This is the
biggest *design* gap in the lane and I'd want your ruling on the intended numbers before
inventing them.
- **The clicker is inert.** `clickerShown` is read only for a text colour and one summary
row; `judge` uses the true `insideCount` for capacity. The brief calls the divergence
"the game", so it needs a consequence — presumably the inspector reads the clicker, not
reality, which is Phase-2 inspector work.
- Minor, unlanded: the ID modal's shade dims the desk hologram swatch but not the card's
(the teal/magenta hue gap carries it today, but a subtler fake colour would break);
`peelingLaminate` is cream-on-cream and near-invisible; `photoMismatch` degrades to a 1/6
coin flip for hatted patrons; three player-facing strings are still inline in `judge.ts`
against CONTRACTS.md §7, one of which ("Good story for them one day") reads as narrator
rather than the game's voice.