Add the interface, then rebuild the economy around the first playtest

The MVP is playable: a turn screen, a career retrospective, an optional
feedback widget, local-storage autosave with file export/import, and a build
that flattens everything into one self-contained HTML file.

A turn has two phases — the scenario and its options, then what the choice did
and, separately, what the day cost regardless. Numbers that move without the
player seeing why are most of what makes them meaningless. Locked options are
shown greyed with the requirement spelled out rather than hidden, so a player
can see the door they cannot open yet.

The interface is named entirely by the pack. `pack.display` maps a state path to
a label, a format and an order, which is why the header reads "Standing" for a
path called `reputation` and why debt disappears while it is zero.

The first playtest then found three things, all of them fair.

*"Wasn't clear what daily drain was for."* The ledger was labelling changes by
the path that moved — "Money −$18" — when the upkeep entry that caused them had
a perfectly good name. It now says "Coffee, transit, lunch". The labels were in
the data the whole time and never reached the screen.

*"Should probably pay rent weekly / get paid every other week… would be good to
have day of week and week # shown."* Packs can now declare a calendar, and the
engine derives the day name, cycle and index from the turn number before the
event is drawn — so content can require a Friday and the header can say
"Thursday · Week 2 · Day 12". Upkeep entries take `every` and `offset`, making
wages fall on alternate Fridays and rent every Monday. The turn screen carries
a diary line — "Wages tomorrow · Rent in 4 days" — computed generically from
whatever a pack schedules.

*"Always in debt — could never get ahead."* The old economy bled $25 a day
regardless of play. It is now roughly break-even at baseline, with a
`spare_shift` event that appears *because* you are broke: the way out of a hole
should be visible from inside it. Across archetypes a careful player ends around
$1,400, an unplanned one treads water, and a careless one sinks into real debt.

That retune broke the coverage test, usefully. Random play stopped reaching hard
times at all, which made the entire debt branch look dead — it was not, since
random play is not a plausible player. Coverage is now the union across five
archetypes, including one that is broke *and* well-liked, because the "ask a
friend for money" options sit in a state no single-axis strategy reaches.

Not covered by any of this: styling and dark mode, which only a human with a
browser can check. This machine has none that can render a page.

109 tests. Reasoning in docs/DECISIONS.md §14-21.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
This commit is contained in:
JesseMarkowitz
2026-09-10 04:44:49 -04:00
co-authored by Claude Opus 5
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commit e482f07157
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// The turn screen, in two phases.
//
// Choosing: the scenario and its options, with locked ones shown greyed and
// labelled with what they are waiting for — a player should be able to see the
// door they cannot open yet, because that is most of what makes the numbers
// mean anything.
//
// Outcome: what happened, what moved, and what the day cost regardless of the
// choice. The feedback widget lives here rather than in the choosing phase,
// because this is the moment a player has an opinion.
import { h } from '../dom.js';
import { statPanel, characterCard, changeList } from '../components.js';
import { requirementText, turnHeading, upcomingUpkeep } from '../format.js';
export function turnScreen(pack, state, schema, view, actions) {
const heading = turnHeading(pack, state);
return h('div', { class: 'screen screen--turn' },
h('header', { class: 'hud' },
h('div', { class: 'hud__where' },
h('p', { class: 'hud__stage' }, pack.stages?.[state.stage]?.title ?? state.stage),
h('h1', { class: 'hud__day' }, heading.title),
heading.detail && h('p', { class: 'hud__detail' }, heading.detail),
),
statPanel(pack, state, schema),
),
diary(pack, state),
h('div', { class: 'layout' },
h('main', { class: 'scene' },
view.phase === 'outcome'
? outcomeView(pack, view, actions)
: choosingView(pack, view, actions),
),
h('aside', { class: 'people' },
h('h2', { class: 'people__heading' }, 'The mailroom'),
(pack.characters ?? []).map((character) => characterCard(pack, state, schema, character)),
),
),
h('footer', { class: 'controls' },
h('button', { class: 'button', onClick: actions.onRetrospective },
'Wrap up my career'),
h('button', { class: 'button button--quiet', onClick: actions.onExportSave }, 'Export save'),
h('button', { class: 'button button--quiet', onClick: actions.onImportSave }, 'Import save'),
h('button', { class: 'button button--quiet', onClick: actions.onExportFeedback },
'Export feedback log'),
h('button', { class: 'button button--quiet', onClick: actions.onNewGame }, 'New game'),
),
);
}
/**
* What is coming and when. A player asked what the daily drain was for; the
* answer is that most of it is not daily, and this says so before the money
* moves rather than after.
*/
function diary(pack, state) {
const upcoming = upcomingUpkeep(pack, state);
if (!upcoming.length) return null;
const unit = pack.turnUnit ?? 'turn';
return h('p', { class: 'diary' },
upcoming.map((entry, index) => h('span', {
class: `diary__entry diary__entry--${entry.incoming ? 'in' : 'out'}`,
},
index > 0 ? ' · ' : '',
entry.label,
entry.turnsAway === 0
? ' today'
: entry.turnsAway === 1 ? ` tomorrow` : ` in ${entry.turnsAway} ${unit}s`,
)),
);
}
function choosingView(pack, view, actions) {
const { event, options } = view.turn;
const visible = options.filter((o) => !o.hidden);
return h('section', { class: 'scenario' },
h('p', { class: 'scenario__text' }, event.description),
h('ul', { class: 'options' },
visible.map(({ option, available, failed }) => h('li', { class: 'options__item' },
h('button', {
class: `option${available ? '' : ' option--locked'}`,
disabled: !available,
onClick: available ? () => actions.onChoose(option.id) : null,
},
h('span', { class: 'option__label' }, option.label),
!available && h('span', { class: 'option__requirement' }, requirementText(pack, failed)),
),
)),
),
);
}
function outcomeView(pack, view, actions) {
const { record, option } = view;
return h('section', { class: 'outcome' },
h('p', { class: 'outcome__chose' }, option.label),
option.result && h('p', { class: 'outcome__text' }, option.result),
h('div', { class: 'outcome__ledger' },
h('h3', { class: 'outcome__heading' }, 'What that changed'),
changeList(pack, record.changes),
record.upkeep.length > 0 && h('div', { class: 'outcome__upkeep' },
h('h3', { class: 'outcome__heading' }, 'And then the day happened'),
changeList(pack, record.upkeep),
),
),
feedbackWidget(view, actions),
h('button', { class: 'button button--primary button--next', onClick: actions.onNext },
`Next ${pack.turnUnit ?? 'turn'}`),
);
}
// Entirely optional: ignoring it does nothing at all, which is the point.
function feedbackWidget(view, actions) {
const { feedback } = view;
const ratingButton = (value, label) => h('button', {
class: `rating${feedback.rating === value ? ' rating--on' : ''}`,
type: 'button',
'aria-pressed': String(feedback.rating === value),
onClick: () => actions.onRate(value),
}, label);
return h('section', { class: 'feedback' },
h('div', { class: 'feedback__row' },
h('span', { class: 'feedback__prompt' }, 'How was that?'),
h('div', { class: 'feedback__ratings' },
ratingButton('up', '👍'),
ratingButton('neutral', '😐'),
ratingButton('down', '👎'),
),
h('button', {
class: 'feedback__toggle',
type: 'button',
onClick: actions.onToggleFeedbackDetail,
}, view.feedbackOpen ? 'Fewer options' : 'Say more'),
),
view.feedbackOpen && h('div', { class: 'feedback__detail' },
h('label', { class: 'field' },
h('span', { class: 'field__label' }, 'Anything you want to tell the designer?'),
h('textarea', {
class: 'field__input',
rows: 2,
value: feedback.comment ?? '',
onInput: (e) => actions.onComment(e.target.value),
}),
),
h('label', { class: 'field' },
h('span', { class: 'field__label' },
"Something you wanted to do that wasn't offered?"),
h('textarea', {
class: 'field__input',
rows: 2,
value: feedback.desiredAction ?? '',
onInput: (e) => actions.onDesiredAction(e.target.value),
}),
),
),
feedback.saved && h('p', { class: 'feedback__saved' }, 'Noted — thank you.'),
);
}