169 lines
9.3 KiB
Markdown
169 lines
9.3 KiB
Markdown
# LANE HANDOVER LOG
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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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## Protocol
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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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```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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## 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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*(log starts below)*
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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
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"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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### SESSION — LANE-JUICE — 2026-07-19 18:55
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**Branch/commits:** lane/juice @ c262ac8..2eb3c94
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**Done:**
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- `audio/TechnoEngine.ts` — synthesized 128 BPM track (kick / off-beat hats /
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2-bar 16th bassline / 8-bar pad), look-ahead scheduler (25ms timer, 100ms
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horizon) as the beat authority. Emits `beat:tick {beatIndex, audioTimeMs}`
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with the **scheduled** time, plus `beat:bar` on downbeats. Drop-in replacement
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for `core/StubBeatClock`. Music → lowpass → master; SFX bypass the filter.
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- `audio/Sfx.ts` — 10 procedural one-shots + `startRain`/`stopRain`. One shared
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noise buffer; voices disconnect on `ended`.
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- `audio/scheduling.ts` + `audio/filterCurve.ts` — pure, node-testable beat grid
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and cutoff-ramp math (the WebAudio classes are thin wrappers over these).
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- `ui/` — `Stamp`, `Phone`, `DialogueBox`, `Clicker`, `MeterHud`, plus
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`style.ts` (chunky widget kit) and `typo.ts` (deterministic drunk typos).
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- `ui/JuiceDemoScene.ts` — exercises every widget and SFX; log-mapped cutoff
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slider, DOOR/FLOOR toggle routed through the bus, beat pad that flashes when
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`ctx.currentTime` reaches the scheduled time (not on event receipt).
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**How to see it:** `npm run dev` → http://localhost:5199/#juice (or press **J**;
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**P** returns to the parade). Click once to unlock audio, then: drag MUFFLE to
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sweep the filter by hand, hit STEP INSIDE for the door→floor sweep, mash the
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SOUNDS column, stamp someone with NOT TONIGHT.
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**Tests:** 111 passing / 0 failing (was 49 at Phase 0; +62 this lane).
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**Verified by ear:** NOTHING. No audio output available in this environment.
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Everything below was logic-checked in a real browser via the exposed engine:
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- door→floor sweep ramps 250Hz→18kHz over 600ms, monotonic, exponential
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(t=0.5 lands ~2.1kHz vs the ~9.1kHz a linear ramp gives).
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- under a genuinely hidden/throttled tab: 52 consecutive beats, **zero**
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scheduled in the past, 75–98ms lead, max 1 beat scheduled per timer wake.
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**John/Fable still need to ear-check:** does the kick read as a kick, is the
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bassline musical, is `typeTick` quiet enough at the real mix level (it fires per
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character), and does the sweep *feel* like a door rather than a filter.
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**Broke / known-wonky:**
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- `src/main.ts` is edited (2 lines + a ~12-line demo route). **Outside LANE-JUICE
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ownership** — see request 2 below. Without it the demo scene is unreachable
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and Vite tree-shakes it out entirely.
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- `TechnoEngine` has no test file — it needs a real `AudioContext` and the suite
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runs in node. Its scheduling/filter math is tested via the pure modules, but
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the `resync` arithmetic is only reachable through the class. Extracting
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`resyncBeat(grid, nextBeat, nowMs)` into `scheduling.ts` would close that gap.
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- `Phone` thread truncates an over-tall newest message rather than scrolling.
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- `Stamp` decals are caller-owned now; the demo caps them at 5. The door scene
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must destroy them (or pass `parent`) or they accumulate over a night.
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**Contract change requests:**
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1. **Add `door:phoneTheatre: { durationMs: number }` to `EventMap`.** Emitted by
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`ui/Phone` when the player closes the phone, carrying how long they stared at
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it while a queue waited — the door scene rewards it with hype. It is a door
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event, not an audio one, so it is outside my namespace. **I did not edit
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`data/types.ts`.** `ui/juiceEvents.ts` declaration-merges it into `EventMap`
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instead: fully typed, zero edits to the frozen file, and folding it into the
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real contract later is a copy-paste. Same file also adds `audio:unlocked` and
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`beat:bar`, which ARE mine per LANE_JUICE.md but are declared together so the
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whole juice surface reads in one place.
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2. **Sign-off requested on the `src/main.ts` edit** (scene registration + J/#juice
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route, marked `// TODO(integration)`). Happy to revert it if you would rather
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wire the demo from the Phase 2 shell yourself.
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**Questions for reviewer:**
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1. `TechnoEngine.unlock()` anchors beat 0 at `currentTime + 60ms` so beat 0 is as
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honest as every other beat. If a consumer assumes beat 0 lands exactly at
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`audio:unlocked.atMs`, that is a 60ms discrepancy — is that acceptable, or
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should `atMs` carry the anchored origin instead?
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2. `MeterHud` counts heat strikes from `heat:strike` events it receives. On a
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mid-run scene swap it would restart from 0. Should it take an initial count in
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its options, or read `NightState.heatStrikes.length` at construction?
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**Next session should:**
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- LANE-DOOR: swap the local stamp for `ui/Stamp` (`// TODO(juice)`), and take
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`MeterHud` in place of `HudStub`.
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- Someone with speakers should ear-check the mix and tell me what to retune.
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- Consider extracting `resyncBeat` into `scheduling.ts` so the throttled-tab
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resync gets direct test coverage.
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