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@@ -1,4 +1,9 @@
|
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node_modules/
|
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dist/
|
||||
|
||||
# Exported playtest logs are somebody's real session, including whatever
|
||||
# they typed into the feedback box. Kept local; see logs/README.md.
|
||||
logs/*
|
||||
!logs/README.md
|
||||
*.log
|
||||
.DS_Store
|
||||
|
||||
@@ -9,13 +9,14 @@ retrospective.
|
||||
|
||||
The engine knows nothing about offices, mailrooms or bosses. A **setting is a
|
||||
content pack** — characters, events, choices, stat names and tuning, all data.
|
||||
`corporateladder` is the default pack; a Wild West or lemonade-stand pack would
|
||||
be new data and no new code.
|
||||
Two ship: **Corporate Ladder**, a modern office and a mailroom, and **The
|
||||
Frontier**, a freight yard at the end of a stage line. They share every line of
|
||||
engine code and no content at all.
|
||||
|
||||
## Status
|
||||
|
||||
Engine and the first content pack are built and tested. No UI yet — the game is
|
||||
currently playable only from a test harness.
|
||||
Engine, interface and two content packs, all built and tested, and played in a
|
||||
real browser.
|
||||
|
||||
| Piece | State |
|
||||
| --- | --- |
|
||||
@@ -24,12 +25,19 @@ currently playable only from a test harness.
|
||||
| Event selection, option gating | done |
|
||||
| Turn loop, per-turn upkeep | done |
|
||||
| Content validator + reachability tests | done |
|
||||
| Corporate Ladder pack — 17 events, 2 characters | done |
|
||||
| Corporate Ladder pack — 32 events, two tiers | done |
|
||||
| Turn screen, retrospective, feedback widget | done |
|
||||
| Local-storage save, file export/import | done |
|
||||
| Single-file build | done |
|
||||
| Calendar, scheduled wages and rent | done |
|
||||
| Played in a real browser | done — first playtest 2026-09-09 |
|
||||
| Promotion from the mailroom to Dispatch | done |
|
||||
| Repetition analytics (`npm run analyze`) | done |
|
||||
| Version and build shown on screen | done |
|
||||
| Keyboard play (Enter / Tab) | done |
|
||||
| Second content pack — The Frontier, 37 events, two tiers | done |
|
||||
| Setting picker, one save slot per pack | done |
|
||||
| Pack conformance suite (every pack, every check) | done |
|
||||
| Played in a real browser | Corporate Ladder since 2026-09-09; The Frontier 2026-09-15 (112 turns, 0.3.3) |
|
||||
|
||||
The first playtest confirmed the interface, saves and the exported log all work
|
||||
in a real browser. Its findings — an unexplained daily drain, no sense of the
|
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@@ -47,6 +55,11 @@ it.**
|
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npm run serve # then open http://localhost:8080
|
||||
```
|
||||
|
||||
The game plays from the keyboard: Enter takes the focused option, Enter again
|
||||
moves to the next day, and Tab / Shift+Tab pick a different option. The top of
|
||||
every screen names the game, the pack, your current title, and the build —
|
||||
`0.3.4 · dev` when running from source, and the commit it came from when built.
|
||||
|
||||
A server is needed during development because browsers refuse ES module imports
|
||||
over `file://`. If port 8080 is taken, run `python3 -m http.server <port>`
|
||||
instead.
|
||||
@@ -61,11 +74,63 @@ That is one self-contained file with the stylesheet and every module inlined.
|
||||
It plays by double-clicking it — no server, no network, nothing installed.
|
||||
|
||||
```sh
|
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npm test # 109 tests: engine, content, UI wiring, and the build
|
||||
npm test # 162 tests: engine, both packs, UI wiring, and the build
|
||||
```
|
||||
|
||||
Tests are in three layers. `test/conformance.test.js` runs over **every pack in
|
||||
the registry** and asserts only what is true of a pack because it is a pack —
|
||||
validity, no dead content, the declared economic baseline, variety, replay from
|
||||
seed, a way out of every event. `test/content.test.js` and
|
||||
`test/frontier.test.js` hold each pack to its own tuning. The engine suite runs
|
||||
against a fixture pack, so tuning a setting can never break it.
|
||||
|
||||
To see what a playtest actually did — turns against distinct situations, how
|
||||
often each recurred, which locked gates players kept meeting, and anything they
|
||||
typed into the feedback box:
|
||||
|
||||
```sh
|
||||
npm run analyze # the newest export in logs/
|
||||
npm run analyze -- <file> # a specific one
|
||||
```
|
||||
|
||||
Drop exports into `logs/`. They are gitignored — a log is a record of what a
|
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real person did, including anything they typed into the feedback box.
|
||||
|
||||
There are no runtime dependencies and no build step for development. Node is
|
||||
used only to run the tests and the single-file build.
|
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used only to run the tests, the single-file build, and the log analyser.
|
||||
|
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## Where things stand
|
||||
|
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The MVP is complete and has survived four playtests, and a second setting exists
|
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to prove the engine/content split holds. Adding it required **no engine change**
|
||||
— and three interface changes, two of which were latent defects a second pack
|
||||
made visible (a single global save slot, and the one place the UI still named a
|
||||
setting). See DECISIONS.md #34.
|
||||
|
||||
The Frontier had its first human session on 2026-09-15: 112 turns, promoted on
|
||||
turn 44, both lifestyle purchases taken and the standing charge firing as
|
||||
designed. What it found — an overcharging debt repayment in both packs, wages no
|
||||
one could recognise, a sale barn offering what the player already owned, and an
|
||||
office stage too thin — is what 0.3.4 fixes. The repayment fix needed one small
|
||||
engine addition: an effect's amount may be read from state. See DECISIONS #38–40.
|
||||
|
||||
Open questions, in the order they are likely to matter:
|
||||
|
||||
- **0.3.4 has not been played.** Everything in it is asserted by tests and
|
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archetype runs, which is the evidence that was not enough before. In simulation
|
||||
promoted Frontier runs now end with about twice the money they did ($164 against
|
||||
$88) and less standing, and why is not yet isolated. The next Frontier session
|
||||
should watch whether money stops mattering at the top. See DECISIONS #40.
|
||||
- **Dispatch is twelve events against the mailroom's eighteen.** It passes the
|
||||
variety guard, but it has had far less play than the mailroom. The Frontier's
|
||||
office had the same thinness in a real session; Dispatch may too.
|
||||
- **A third tier in either pack.** Two rungs is what both settings have. The
|
||||
split is now proven across settings; it is not proven across a long ladder. The
|
||||
Frontier has now been played once, so this is the designer's call to open.
|
||||
|
||||
Settled, and not open: Corporate Ladder's negotiation gate stays as it is, and
|
||||
the feedback widget stays as it is (DECISIONS #35). Money mattering late is
|
||||
built rather than open (DECISIONS #36).
|
||||
|
||||
## Layout
|
||||
|
||||
@@ -80,13 +145,16 @@ src/engine/ the game engine — imports nothing from content/, or from src/u
|
||||
rng.js seeded, serializable RNG
|
||||
validate.js load-time content checking
|
||||
src/ui/ screens, formatting and the app controller
|
||||
app.js the only module that names a content pack
|
||||
screens/ the turn screen and the retrospective
|
||||
app.js the only module that knows there is more than one pack
|
||||
screens/ the turn screen, the retrospective, the setting picker
|
||||
format.js state paths and conditions rendered as English
|
||||
src/io/ local-storage save, file export/import, the feedback log
|
||||
content/ content packs (settings)
|
||||
src/io/ local-storage save (one slot per pack), export/import, feedback log
|
||||
content/
|
||||
index.js the pack registry — the only list of settings
|
||||
corporateladder/ a modern office and a mailroom
|
||||
frontier/ a freight yard at the end of a stage line
|
||||
tools/build.js flattens everything into one self-contained HTML file
|
||||
test/ engine tests against a fixture pack; content and UI tests
|
||||
test/ engine tests against a fixture pack; conformance, per-pack, UI
|
||||
docs/ DECISIONS.md — why things are the way they are
|
||||
Planning/ the original design documents
|
||||
```
|
||||
|
||||
@@ -0,0 +1,549 @@
|
||||
// Dispatch: the second tier.
|
||||
//
|
||||
// Same mechanics, different pressure. The mailroom's problem was money; up here
|
||||
// the money is fine and the problem is that other people's days now depend on
|
||||
// yours — including the mailroom's, which you used to be.
|
||||
//
|
||||
// The first two events carry no conditions, no cooldown and no `once`, so this
|
||||
// stage has a floor of its own. Trevor's two chains are mutually exclusive
|
||||
// branches on whether you put him up for your old job.
|
||||
|
||||
export const dispatch = [
|
||||
{
|
||||
id: 'dispatch_first_day',
|
||||
stage: 'dispatch',
|
||||
weight: 99999,
|
||||
once: true,
|
||||
description:
|
||||
'The Dispatch desk has three phones and a laminated card taped to it, ' +
|
||||
'listing what to do when each one rings. The handwriting is Marlene\'s.',
|
||||
options: [
|
||||
{
|
||||
id: 'read_card',
|
||||
label: 'Read the card.',
|
||||
result: 'It is nineteen years of somebody else\'s hard-won afternoons, in eleven lines.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 3 },
|
||||
{ path: 'relationships.marlene.likes_you', op: 'add', value: 2 },
|
||||
{ path: 'notable', op: 'push', value: 'Found Marlene\'s handwriting taped to the Dispatch desk.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'answer_everything',
|
||||
label: 'Answer all three phones and work it out.',
|
||||
result: 'By four o\'clock you have worked out what six of the eleven lines meant.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 2 },
|
||||
{ path: 'skills.negotiation', op: 'add', value: 2 },
|
||||
{ path: 'reputation', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'take_it_slow',
|
||||
label: 'Let the phones ring and learn the board first.',
|
||||
result: 'Two callers give up. The board, however, you now understand.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 4 },
|
||||
{ path: 'reputation', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'routing_board',
|
||||
stage: 'dispatch',
|
||||
weight: 70,
|
||||
description:
|
||||
'Two runs are booked against the same van at the same hour. Both floors ' +
|
||||
'have written "URGENT" on the docket, one of them twice.',
|
||||
options: [
|
||||
{
|
||||
id: 'triage',
|
||||
label: 'Work out which one is actually urgent.',
|
||||
result: 'Neither. You send the van to a third job nobody had flagged at all.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 3 },
|
||||
{ path: 'reputation', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'split_van',
|
||||
label: 'Split the run and make both floors wait half as long.',
|
||||
result: 'Both floors complain about the half they waited. Neither escalates it.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 1 },
|
||||
{ path: 'reputation', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'first_come',
|
||||
label: 'Whoever wrote URGENT twice can go second.',
|
||||
result: 'They notice. They are the sort of floor that notices.',
|
||||
effects: [
|
||||
{ path: 'reputation', op: 'add', value: -2 },
|
||||
{ path: 'skills.logistics', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'late_freight',
|
||||
stage: 'dispatch',
|
||||
weight: 55,
|
||||
description:
|
||||
'A freight job has come in past the cutoff. Taking it means somebody stays, ' +
|
||||
'and the somebody is either you or a person you now have the standing to ask.',
|
||||
options: [
|
||||
{
|
||||
id: 'stay_yourself',
|
||||
label: 'Stay and do it yourself.',
|
||||
result: 'It takes ninety minutes. Nobody sees it, which is most of the job now.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 90 },
|
||||
{ path: 'skills.logistics', op: 'add', value: 1 },
|
||||
{ path: 'reputation', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ask_the_floor',
|
||||
label: 'Ask the mailroom to cover it.',
|
||||
requires: [{ path: 'skills.negotiation', op: '>=', value: 25 }],
|
||||
result:
|
||||
'They cover it. You remember precisely how this felt from the other end, ' +
|
||||
'and ask anyway.',
|
||||
effects: [
|
||||
{ path: 'skills.negotiation', op: 'add', value: 2 },
|
||||
{ path: 'reputation', op: 'add', value: -1 },
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: -4 },
|
||||
{ path: 'relationships.trevor.fears_you', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'bounce_it',
|
||||
label: 'Send it back as past cutoff.',
|
||||
result: 'The cutoff exists. You have simply never seen anyone use it before.',
|
||||
effects: [
|
||||
{ path: 'reputation', op: 'add', value: -3 },
|
||||
{ path: 'skills.negotiation', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'mailroom_calls',
|
||||
stage: 'dispatch',
|
||||
weight: 60,
|
||||
cooldown: 4,
|
||||
description:
|
||||
'The mailroom is short-handed and the bins are backing up. From up here it ' +
|
||||
'is a number on a board. You know exactly what it is down there.',
|
||||
options: [
|
||||
{
|
||||
id: 'go_down',
|
||||
label: 'Go down and sort bins for an hour.',
|
||||
result:
|
||||
'You are a coordinator sorting bins. Two people find this funny and one ' +
|
||||
'finds it reassuring.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 2 },
|
||||
{ path: 'reputation', op: 'add', value: 3 },
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: 5 },
|
||||
{ path: 'relationships.marlene.likes_you', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'send_help',
|
||||
label: 'Pull someone off a run to help them.',
|
||||
result: 'The run is late. The bins are not. You will hear about the run.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 1 },
|
||||
{ path: 'reputation', op: 'add', value: -1 },
|
||||
{ path: 'relationships.trevor.wants_to_help_you', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'leave_them',
|
||||
label: 'It is a number on a board.',
|
||||
result: 'The number goes down by itself, eventually, the way it always did.',
|
||||
effects: [
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: -5 },
|
||||
{ path: 'relationships.marlene.likes_you', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'trevor_promoted',
|
||||
stage: 'dispatch',
|
||||
weight: 55,
|
||||
cooldown: 5,
|
||||
requires: [{ path: 'flags.recommended_trevor', op: '==', value: true }],
|
||||
description:
|
||||
'Trevor runs the mailroom now and has opinions about how it was run before. ' +
|
||||
'Some of the opinions are about you. All of them are correct.',
|
||||
options: [
|
||||
{
|
||||
id: 'concede',
|
||||
label: 'Tell him he is right.',
|
||||
result: 'He is so unprepared for this that he agrees with you about something else.',
|
||||
effects: [
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: 6 },
|
||||
{ path: 'relationships.trevor.wants_to_help_you', op: 'add', value: 4 },
|
||||
{ path: 'skills.negotiation', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'back_him',
|
||||
label: 'Back him upstairs when it matters.',
|
||||
requires: [{ path: 'reputation', op: '>=', value: 55 }],
|
||||
result: 'His changes go through. He knows exactly why they went through.',
|
||||
effects: [
|
||||
{ path: 'relationships.trevor.wants_to_help_you', op: 'add', value: 10 },
|
||||
{ path: 'reputation', op: 'add', value: 2 },
|
||||
{ path: 'notable', op: 'push', value: 'Backed Trevor\'s changes to the mailroom.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'pull_rank',
|
||||
label: 'Remind him whose desk the board is on.',
|
||||
result: 'It works. It works the way a door works when you take it off its hinges.',
|
||||
effects: [
|
||||
{ path: 'relationships.trevor.fears_you', op: 'add', value: 8 },
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: -8 },
|
||||
{ path: 'reputation', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'trevor_passed_over',
|
||||
stage: 'dispatch',
|
||||
weight: 55,
|
||||
cooldown: 5,
|
||||
requires: [{ path: 'flags.recommended_trevor', op: '==', value: false }],
|
||||
description:
|
||||
'Trevor is still in the mailroom and has started addressing you by your ' +
|
||||
'full title. He does it in front of people. He does it kindly, which is worse.',
|
||||
options: [
|
||||
{
|
||||
id: 'address_it',
|
||||
label: 'Say the thing out loud.',
|
||||
requires: [{ path: 'skills.negotiation', op: '>=', value: 25 }],
|
||||
result:
|
||||
'He denies it, then stops doing it. Both of you agree never to refer ' +
|
||||
'to the conversation again.',
|
||||
effects: [
|
||||
{ path: 'skills.negotiation', op: 'add', value: 3 },
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: 6 },
|
||||
{ path: 'relationships.trevor.fears_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'find_him_something',
|
||||
label: 'Find him something worth doing.',
|
||||
result:
|
||||
'You give him the freight schedule, which is a real job. He is careful ' +
|
||||
'with it, and the title stops.',
|
||||
effects: [
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: 8 },
|
||||
{ path: 'relationships.trevor.wants_to_help_you', op: 'add', value: 6 },
|
||||
{ path: 'reputation', op: 'add', value: 2 },
|
||||
{ path: 'notable', op: 'push', value: 'Found Trevor something worth doing.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'let_it_run',
|
||||
label: 'Let him have it.',
|
||||
result: 'He has it. It does not appear to be making him any happier.',
|
||||
effects: [
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: -3 },
|
||||
{ path: 'reputation', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'marlene_upstairs',
|
||||
stage: 'dispatch',
|
||||
weight: 45,
|
||||
cooldown: 6,
|
||||
description:
|
||||
'Marlene comes up with a docket she could have sent. She looks at the three ' +
|
||||
'phones for slightly too long before she says anything.',
|
||||
options: [
|
||||
{
|
||||
id: 'ask_her',
|
||||
label: 'Ask whether she ever wanted this desk.',
|
||||
result:
|
||||
'She says nobody offered, which is not the same as no. Then she asks ' +
|
||||
'whether the third-floor bins have gone up.',
|
||||
effects: [
|
||||
{ path: 'relationships.marlene.likes_you', op: 'add', value: 6 },
|
||||
{ path: 'relationships.marlene.wants_to_help_you', op: 'add', value: 4 },
|
||||
{ path: 'notable', op: 'push', value: 'Asked Marlene whether she ever wanted the Dispatch desk.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'take_the_docket',
|
||||
label: 'Take the docket and get on with it.',
|
||||
result: 'She goes back down. The card is still taped to the desk.',
|
||||
effects: [{ path: 'skills.logistics', op: 'add', value: 1 }],
|
||||
},
|
||||
{
|
||||
id: 'put_her_up',
|
||||
label: 'Put her name up for the next post that opens.',
|
||||
requires: [{ path: 'reputation', op: '>=', value: 60 }],
|
||||
result:
|
||||
'She does not thank you. Two days later there is a second card taped ' +
|
||||
'to the desk, with the four lines she had left out.',
|
||||
effects: [
|
||||
{ path: 'relationships.marlene.likes_you', op: 'add', value: 10 },
|
||||
{ path: 'relationships.marlene.wants_to_help_you', op: 'add', value: 10 },
|
||||
{ path: 'reputation', op: 'add', value: 3 },
|
||||
{ path: 'notable', op: 'push', value: 'Put Marlene up for the next post that opened.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'dispatch_overtime',
|
||||
stage: 'dispatch',
|
||||
weight: 40,
|
||||
cooldown: 6,
|
||||
description:
|
||||
'The quarterly stocktake needs a coordinator on site for the weekend. It ' +
|
||||
'pays coordinator rates, which are new to you.',
|
||||
options: [
|
||||
{
|
||||
id: 'take_it',
|
||||
label: 'Take the weekend.',
|
||||
result: 'Two days, and the rate is genuinely different. You check the slip twice.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 320 },
|
||||
{ path: 'skills.logistics', op: 'add', value: 2 },
|
||||
{ path: 'reputation', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'send_trevor',
|
||||
label: 'Offer it to the mailroom instead.',
|
||||
result:
|
||||
'Trevor takes it. He has never been paid that for a weekend and it ' +
|
||||
'shows on Monday.',
|
||||
effects: [
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: 8 },
|
||||
{ path: 'relationships.trevor.wants_to_help_you', op: 'add', value: 5 },
|
||||
{ path: 'reputation', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'pass',
|
||||
label: 'Pass.',
|
||||
result: 'Somebody from Finance does it and gets it wrong in an interesting way.',
|
||||
effects: [],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'van_breakdown',
|
||||
stage: 'dispatch',
|
||||
weight: 55,
|
||||
cooldown: 4,
|
||||
description:
|
||||
'The long-wheelbase van is off the road until Thursday. Everything booked ' +
|
||||
'against it is still booked against it, and the board does not know that yet.',
|
||||
options: [
|
||||
{
|
||||
id: 'rebuild_board',
|
||||
label: 'Rebuild the day around what you have.',
|
||||
result:
|
||||
'Four jobs move, one is dropped, and nobody upstairs ever learns the ' +
|
||||
'van was off the road.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 4 },
|
||||
{ path: 'reputation', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'hire_one',
|
||||
label: 'Hire one in for the day.',
|
||||
requires: [{ path: 'money', op: '>=', value: 200 }],
|
||||
result: 'It costs what it costs. The day runs as though nothing happened.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -180 },
|
||||
{ path: 'reputation', op: 'add', value: 2 },
|
||||
{ path: 'skills.negotiation', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'tell_them',
|
||||
label: 'Tell every floor their job is late and why.',
|
||||
result:
|
||||
'Two floors are fine about it. The third writes an email with a ' +
|
||||
'subject line that uses the word "again".',
|
||||
effects: [
|
||||
{ path: 'reputation', op: 'add', value: -2 },
|
||||
{ path: 'skills.negotiation', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'new_starter',
|
||||
stage: 'dispatch',
|
||||
weight: 50,
|
||||
cooldown: 5,
|
||||
description:
|
||||
'There is somebody new in the mailroom. They have been handed a laminated ' +
|
||||
'card with the org chart on it, and their name is not on it either.',
|
||||
options: [
|
||||
{
|
||||
id: 'walk_them_through',
|
||||
label: 'Go down and walk them through it.',
|
||||
result:
|
||||
'You explain the card. Then you explain it again, because that is how ' +
|
||||
'it works and you know that now.',
|
||||
effects: [
|
||||
{ path: 'reputation', op: 'add', value: 3 },
|
||||
{ path: 'relationships.marlene.likes_you', op: 'add', value: 4 },
|
||||
{ path: 'skills.negotiation', op: 'add', value: 1 },
|
||||
{ path: 'notable', op: 'push', value: 'Walked a new starter through the org chart.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'give_advice',
|
||||
label: 'Tell them what you wish somebody had told you.',
|
||||
requires: [{ path: 'skills.negotiation', op: '>=', value: 30 }],
|
||||
result:
|
||||
'They write it down, which nobody did for you. Whether it helps is ' +
|
||||
'not something you will find out.',
|
||||
effects: [
|
||||
{ path: 'reputation', op: 'add', value: 2 },
|
||||
{ path: 'skills.negotiation', op: 'add', value: 2 },
|
||||
{ path: 'notable', op: 'push', value: 'Told a new starter what nobody had told you.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'leave_them_to_it',
|
||||
label: 'Leave them to work it out. Everyone else did.',
|
||||
result: 'They work it out. It takes them eleven days.',
|
||||
effects: [{ path: 'reputation', op: 'add', value: -1 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'finance_query',
|
||||
stage: 'dispatch',
|
||||
weight: 45,
|
||||
cooldown: 6,
|
||||
description:
|
||||
'Finance has queried the courier spend. The query is three lines long and ' +
|
||||
'took somebody a whole morning to write.',
|
||||
options: [
|
||||
{
|
||||
id: 'answer_properly',
|
||||
label: 'Answer it properly, with the numbers.',
|
||||
result:
|
||||
'The numbers are fine. Finance says so in one line, which took them ' +
|
||||
'a whole afternoon.',
|
||||
effects: [
|
||||
{ path: 'skills.logistics', op: 'add', value: 2 },
|
||||
{ path: 'reputation', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'push_back',
|
||||
label: 'Ask them what they think the alternative is.',
|
||||
requires: [{ path: 'skills.negotiation', op: '>=', value: 35 }],
|
||||
result:
|
||||
'There is no alternative. Establishing this in writing turns out to ' +
|
||||
'be worth more than the money was.',
|
||||
effects: [
|
||||
{ path: 'skills.negotiation', op: 'add', value: 3 },
|
||||
{ path: 'reputation', op: 'add', value: 5 },
|
||||
{ path: 'notable', op: 'push', value: 'Won an argument with Finance in writing.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'cut_the_spend',
|
||||
label: 'Cut the spend and let the service slip.',
|
||||
result: 'Finance is delighted. Three floors are not, and one of them notices why.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 60 },
|
||||
{ path: 'reputation', op: 'add', value: -4 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
// The cost of standing, offered rather than imposed. Buying nothing is
|
||||
// always playable and always cheaper; it is Dispatch's weekly "looking the
|
||||
// part" charge that makes it a real decision instead of a shop.
|
||||
id: 'the_car_lot',
|
||||
stage: 'dispatch',
|
||||
weight: 45,
|
||||
cooldown: 6,
|
||||
requires: [{ path: 'lifestyle', op: '<', value: 2 }],
|
||||
description:
|
||||
'Marlene mentions, not quite to you, that the coordinator before last ' +
|
||||
'drove something with a roof rack, and that people noticed when he ' +
|
||||
'stopped. There is a lot on Ninth with a sign about payments.',
|
||||
options: [
|
||||
{
|
||||
id: 'buy_the_car',
|
||||
label: 'Put money down on the car.',
|
||||
requires: [
|
||||
{ path: 'lifestyle', op: '==', value: 0 },
|
||||
{ path: 'money', op: '>=', value: 450 },
|
||||
],
|
||||
result:
|
||||
'It is four years old and the radio only gets one station, and on ' +
|
||||
'Monday two people who have never spoken to you ask about it.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -450 },
|
||||
{ path: 'lifestyle', op: 'set', value: 1 },
|
||||
{ path: 'reputation', op: 'add', value: 3 },
|
||||
{ path: 'notable', op: 'push', value: 'Bought a car with a roof rack.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'trade_up',
|
||||
label: 'Trade up, and take the lease on the better side of the park.',
|
||||
requires: [
|
||||
{ path: 'lifestyle', op: '==', value: 1 },
|
||||
{ path: 'money', op: '>=', value: 900 },
|
||||
],
|
||||
result:
|
||||
'The address is two stops closer and four hundred a month dearer. ' +
|
||||
'Nobody says anything about it, which is the entire point of it.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -900 },
|
||||
{ path: 'lifestyle', op: 'set', value: 2 },
|
||||
{ path: 'reputation', op: 'add', value: 5 },
|
||||
{ path: 'notable', op: 'push', value: 'Moved to the better side of the park.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'keep_the_bus_pass',
|
||||
label: 'Keep the bus pass. The bus is fine.',
|
||||
result:
|
||||
'The bus is fine. You read two chapters a day on it, which is two ' +
|
||||
'more than anybody on Ninth manages.',
|
||||
effects: [{ path: 'skills.logistics', op: 'add', value: 1 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default dispatch;
|
||||
@@ -11,8 +11,15 @@
|
||||
export const hardTimes = [
|
||||
{
|
||||
id: 'rent_bounced',
|
||||
stage: 'mailroom',
|
||||
weight: 5000,
|
||||
// No stage: rent is due wherever you work, and the branch has to follow
|
||||
// the player up rather than vanishing on promotion.
|
||||
//
|
||||
// Weighted heavily but not overwhelmingly, and on a cooldown: being broke
|
||||
// should colour a run, not replace it. At weight 5000 with no cooldown a
|
||||
// player who could not climb out saw this and almost nothing else, 45
|
||||
// times in one session.
|
||||
weight: 900,
|
||||
cooldown: 3,
|
||||
requires: [{ path: 'money', op: '<', value: 0 }],
|
||||
description:
|
||||
'Rent came out and did not clear. The letter uses the word ' +
|
||||
@@ -69,8 +76,10 @@ export const hardTimes = [
|
||||
result:
|
||||
'You do eleven days without one off. The bins stop being individual ' +
|
||||
'bins after a while.',
|
||||
// Has to be worth more than a week of rent, or it is not a way out of
|
||||
// the hole — it is the hole with extra steps.
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 120 },
|
||||
{ path: 'money', op: 'add', value: 220 },
|
||||
{ path: 'skills.logistics', op: 'add', value: 2 },
|
||||
{ path: 'reputation', op: 'add', value: -1 },
|
||||
],
|
||||
@@ -80,22 +89,26 @@ export const hardTimes = [
|
||||
|
||||
{
|
||||
id: 'debt_collector',
|
||||
stage: 'mailroom',
|
||||
weight: 25,
|
||||
// The chance to pay down has to come round often enough to matter; at
|
||||
// weight 25 it appeared six times in 262 turns and debt became a ratchet.
|
||||
weight: 45,
|
||||
cooldown: 4,
|
||||
requires: [{ path: 'debt', op: '>', value: 0 }],
|
||||
description:
|
||||
'A man from the lender calls the mailroom phone. Marlene answers it. She ' +
|
||||
'hands it to you without expression and then, notably, without leaving.',
|
||||
options: [
|
||||
// Both take what is owed up to their size, never more — the same defect
|
||||
// a real Frontier session found at the store, present here unplayed.
|
||||
// Money first, because both effects read `debt` before it moves. See #38.
|
||||
{
|
||||
id: 'pay_chunk',
|
||||
label: 'Pay a real chunk of it down.',
|
||||
label: 'Pay a real chunk of it down, up to $350.',
|
||||
requires: [{ path: 'money', op: '>=', value: 350 }],
|
||||
result: 'He is audibly disappointed.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -350 },
|
||||
{ path: 'debt', op: 'add', value: -350 },
|
||||
{ path: 'money', op: 'add', value: { from: 'debt', times: -1, cap: 350 } },
|
||||
{ path: 'debt', op: 'add', value: { from: 'debt', times: -1, cap: 350 } },
|
||||
{ path: 'reputation', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
@@ -103,10 +116,11 @@ export const hardTimes = [
|
||||
id: 'pay_minimum',
|
||||
label: 'Pay what you can.',
|
||||
requires: [{ path: 'money', op: '>=', value: 60 }],
|
||||
result: 'Sixty dollars, fifty of which is the loan.',
|
||||
result: 'Up to fifty against the loan, and ten for the privilege of the call.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -60 },
|
||||
{ path: 'debt', op: 'add', value: -50 },
|
||||
{ path: 'money', op: 'add', value: -10 },
|
||||
{ path: 'money', op: 'add', value: { from: 'debt', times: -1, cap: 50 } },
|
||||
{ path: 'debt', op: 'add', value: { from: 'debt', times: -1, cap: 50 } },
|
||||
],
|
||||
},
|
||||
{
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
import { routine } from './routine.js';
|
||||
import { people } from './people.js';
|
||||
import { promotion } from './promotion.js';
|
||||
import { dispatch } from './dispatch.js';
|
||||
import { hardTimes } from './hard-times.js';
|
||||
|
||||
export const events = [...routine, ...people, ...hardTimes];
|
||||
export const events = [...routine, ...people, ...promotion, ...dispatch, ...hardTimes];
|
||||
export default events;
|
||||
|
||||
@@ -0,0 +1,87 @@
|
||||
// Leaving the mailroom.
|
||||
//
|
||||
// The offer is an ordinary event whose effects happen to include
|
||||
// `{ path: 'stage', op: 'set', value: 'dispatch' }` — the engine has no notion
|
||||
// of a promotion, only of a stage that determines which events are in the pool.
|
||||
//
|
||||
// Declining is a real option, not a soft no. It comes back after a cooldown,
|
||||
// and the brainstorm is explicit that staying lower to build skills or
|
||||
// relationships should be a strategy rather than a mistake.
|
||||
|
||||
export const promotion = [
|
||||
{
|
||||
id: 'dispatch_offer',
|
||||
stage: 'mailroom',
|
||||
weight: 800,
|
||||
cooldown: 12,
|
||||
// Deliberately a long way in. The mailroom is where most of this pack
|
||||
// lives, and a promotion at turn 25 would skip it — the offer should read
|
||||
// as the end of a career there, not an early exit from it.
|
||||
requires: [
|
||||
{ path: 'reputation', op: '>=', value: 72 },
|
||||
{ path: 'turn', op: '>=', value: 40 },
|
||||
// Two ways to be in the room: somebody upstairs wants to help you, or
|
||||
// you have got good enough at asking.
|
||||
{
|
||||
any: [
|
||||
{ path: 'relationships.marlene.wants_to_help_you', op: '>=', value: 68 },
|
||||
{ path: 'skills.negotiation', op: '>=', value: 42 },
|
||||
],
|
||||
},
|
||||
],
|
||||
description:
|
||||
'The Dispatch post is real, it is open, and Marlene has put your name on ' +
|
||||
'a list of one. She says the coordinator job is mostly the same work with ' +
|
||||
'a different phone. She does not say it is more money, because she assumes ' +
|
||||
'you can read.',
|
||||
options: [
|
||||
{
|
||||
id: 'accept',
|
||||
label: 'Take it.',
|
||||
result:
|
||||
'You are given a desk with a window in it. Trevor helps you carry ' +
|
||||
'your things up and does not say anything the whole way.',
|
||||
effects: [
|
||||
{ path: 'stage', op: 'set', value: 'dispatch' },
|
||||
{ path: 'flags.promoted', op: 'set', value: true },
|
||||
{ path: 'reputation', op: 'add', value: 5 },
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: -12 },
|
||||
{ path: 'relationships.trevor.fears_you', op: 'add', value: 6 },
|
||||
{ path: 'notable', op: 'push', value: 'Took the Dispatch post.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'accept_and_recommend',
|
||||
label: 'Take it, and put Trevor up for the mailroom.',
|
||||
requires: [{ path: 'relationships.trevor.likes_you', op: '>=', value: 50 }],
|
||||
result:
|
||||
'Marlene raises an eyebrow and writes his name down. Trevor finds out ' +
|
||||
'from the notice board and is unbearable about it for a week.',
|
||||
effects: [
|
||||
{ path: 'stage', op: 'set', value: 'dispatch' },
|
||||
{ path: 'flags.promoted', op: 'set', value: true },
|
||||
{ path: 'flags.recommended_trevor', op: 'set', value: true },
|
||||
{ path: 'reputation', op: 'add', value: 3 },
|
||||
{ path: 'relationships.trevor.likes_you', op: 'add', value: 12 },
|
||||
{ path: 'relationships.trevor.wants_to_help_you', op: 'add', value: 8 },
|
||||
{ path: 'notable', op: 'push', value: 'Took Dispatch, and put Trevor up for the mailroom.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'decline',
|
||||
label: 'Not yet.',
|
||||
result:
|
||||
'Marlene takes the list back. She has been on a list of one before ' +
|
||||
'and does not ask why.',
|
||||
effects: [
|
||||
{ path: 'skills.negotiation', op: 'add', value: 2 },
|
||||
{ path: 'reputation', op: 'add', value: -2 },
|
||||
{ path: 'relationships.marlene.wants_to_help_you', op: 'add', value: -6 },
|
||||
{ path: 'notable', op: 'push', value: 'Turned down Dispatch.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default promotion;
|
||||
@@ -10,12 +10,21 @@ import { events } from './events/index.js';
|
||||
export const corporateLadder = {
|
||||
id: 'corporateladder',
|
||||
name: 'Corporate Ladder',
|
||||
version: '0.1.0',
|
||||
// One sentence for the setting picker. The interface reads it and knows
|
||||
// nothing else about what this pack is.
|
||||
blurb:
|
||||
'A modern office and a mailroom, two people who have been here longer ' +
|
||||
'than you, and a laminated org chart with your name not on it.',
|
||||
version: '0.1.1',
|
||||
turnUnit: 'day',
|
||||
startingStage: 'mailroom',
|
||||
// What the interface calls the panel of people. The UI used to hardcode
|
||||
// "The mailroom" here, which was the one place it named a setting.
|
||||
peopleHeading: 'The mailroom',
|
||||
|
||||
stages: {
|
||||
mailroom: { label: 'Mailroom', title: 'Mail Associate I' },
|
||||
dispatch: { label: 'Dispatch', title: 'Dispatch Coordinator' },
|
||||
},
|
||||
|
||||
// Turn 1 is a Monday. Content can gate on the day — and, more importantly,
|
||||
@@ -36,9 +45,15 @@ export const corporateLadder = {
|
||||
'reputation': { initial: 50, min: 0, max: 100 },
|
||||
'skills.negotiation': { initial: 5, min: 0, max: 100 },
|
||||
'skills.logistics': { initial: 5, min: 0, max: 100 },
|
||||
// What standing costs to keep. Nothing forces a player to climb this, but
|
||||
// Dispatch charges standing for staying at the bottom of it — see the
|
||||
// "Looking the part" entries in upkeep, and DECISIONS #36.
|
||||
'lifestyle': { initial: 0, min: 0, max: 2 },
|
||||
'flags.took_loan': { initial: false },
|
||||
'flags.holds_the_envelope': { initial: false },
|
||||
'flags.covered_for_trevor': { initial: false },
|
||||
'flags.promoted': { initial: false },
|
||||
'flags.recommended_trevor': { initial: false },
|
||||
// Moments the retrospective reads back. Content decides what is memorable;
|
||||
// the full turn-by-turn record lives in history regardless.
|
||||
'notable': { initial: [] },
|
||||
@@ -53,14 +68,156 @@ export const corporateLadder = {
|
||||
},
|
||||
|
||||
// Money moves on a schedule the player can feel: paid on alternate Fridays,
|
||||
// rent out every Monday, and only small change in between. Over a fortnight
|
||||
// the baseline is about forty dollars down — a drift, not a bleed.
|
||||
// rent out every Monday, and only small change in between.
|
||||
//
|
||||
// Keep this arithmetic honest when tuning: wages, minus two rents, minus
|
||||
// fourteen days of small change. Per week that is 560 - 455 - 126 = -21, so
|
||||
// about forty dollars down over a fortnight — a drift, not a bleed. Rent was
|
||||
// once raised without re-deriving it, which quietly made the baseline four
|
||||
// times steeper and trapped a real playtester below zero for 30% of a
|
||||
// 182-turn run. The range is asserted from `tuning` below.
|
||||
upkeep: [
|
||||
{ label: 'Coffee, transit, lunch', effects: [{ path: 'money', op: 'add', value: -18 }] },
|
||||
// Turn 1 is a Monday, so offset 4 is the first Friday and every 14 makes it
|
||||
// alternate Fridays. Rent lands on Mondays, starting the second week.
|
||||
{ label: 'Wages', every: 14, offset: 4, effects: [{ path: 'money', op: 'add', value: 980 }] },
|
||||
// Wages depend on the job. Two entries rather than one, gated on stage:
|
||||
// the engine has no idea what a promotion is, and does not need to.
|
||||
{
|
||||
label: 'Wages',
|
||||
every: 14,
|
||||
offset: 4,
|
||||
requires: [{ path: 'stage', op: '==', value: 'mailroom' }],
|
||||
effects: [{ path: 'money', op: 'add', value: 1120 }],
|
||||
},
|
||||
{
|
||||
label: 'Wages',
|
||||
every: 14,
|
||||
offset: 4,
|
||||
// A real raise, but not a different life — the coordinator job is, as
|
||||
// Marlene puts it, mostly the same work with a different phone. Net of
|
||||
// rent it comes to a few dollars a day ahead instead of behind.
|
||||
requires: [{ path: 'stage', op: '==', value: 'dispatch' }],
|
||||
effects: [{ path: 'money', op: 'add', value: 1260 }],
|
||||
},
|
||||
{ label: 'Rent', every: 7, offset: 7, effects: [{ path: 'money', op: 'add', value: -455 }] },
|
||||
// What the job expects of you, and what meeting that expectation costs.
|
||||
// Dispatch nets +49 a week; a coordinator with the car is +19, and one
|
||||
// with the car and the address is -21 and has to earn the difference out
|
||||
// of the days themselves. That is the answer to "money stops mattering
|
||||
// late": it stops mattering only if standing is free to keep.
|
||||
{
|
||||
label: 'Car payment and parking',
|
||||
every: 7,
|
||||
offset: 7,
|
||||
requires: [{ path: 'lifestyle', op: '>=', value: 1 }],
|
||||
effects: [{ path: 'money', op: 'add', value: -30 }],
|
||||
},
|
||||
{
|
||||
label: 'The better address',
|
||||
every: 7,
|
||||
offset: 7,
|
||||
requires: [{ path: 'lifestyle', op: '>=', value: 2 }],
|
||||
effects: [{ path: 'money', op: 'add', value: -40 }],
|
||||
},
|
||||
// The pressure that makes the spending a choice rather than a vanity. Both
|
||||
// are gated on Dispatch: the mailroom pays too little for this to be
|
||||
// anything but a trap, and "later in a career" is the point.
|
||||
{
|
||||
label: 'Looking the part',
|
||||
every: 7,
|
||||
offset: 7,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'dispatch' },
|
||||
{ path: 'lifestyle', op: '<', value: 1 },
|
||||
],
|
||||
effects: [{ path: 'reputation', op: 'add', value: -4 }],
|
||||
},
|
||||
{
|
||||
// Standing above sixty-five is a thing you are seen to be, and being seen
|
||||
// to be it runs on a better address than a coordinator's first one.
|
||||
//
|
||||
// Sized by measurement, not by feel. At -2 a week this was invisible:
|
||||
// Dispatch hands out standing several points at a time, so a coordinator
|
||||
// who bought nothing still finished pinned at 100 and the charge may as
|
||||
// well not have existed. At -6, with the entry above, a non-buyer settles
|
||||
// in the low seventies while somebody keeping up finishes at 100 — the
|
||||
// ceiling is real and money is what lifts it.
|
||||
label: 'Looking the part',
|
||||
every: 7,
|
||||
offset: 7,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'dispatch' },
|
||||
{ path: 'reputation', op: '>=', value: 65 },
|
||||
{ path: 'lifestyle', op: '<', value: 2 },
|
||||
],
|
||||
effects: [{ path: 'reputation', op: 'add', value: -6 }],
|
||||
},
|
||||
{
|
||||
// The top step, and the one that makes the whole thing a choice rather
|
||||
// than a tax on carelessness. Without it, a player who spends every turn
|
||||
// chasing standing simply out-earns the charge: measured, they held 99
|
||||
// while never buying anything, and finished $2,245 richer than a player
|
||||
// who kept up — so the lifestyle was a pure loss to anybody paying
|
||||
// attention. With it they plateau in the low eighties. What money buys
|
||||
// up here is the last fifteen points, which cannot be worked for.
|
||||
label: 'Looking the part',
|
||||
every: 7,
|
||||
offset: 7,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'dispatch' },
|
||||
{ path: 'reputation', op: '>=', value: 80 },
|
||||
{ path: 'lifestyle', op: '<', value: 2 },
|
||||
],
|
||||
effects: [{ path: 'reputation', op: 'add', value: -14 }],
|
||||
},
|
||||
// The charge that never stops, and the only one with no purchase that ends
|
||||
// it. Everything above is a ladder with a top: buy both tiers, reach 100
|
||||
// standing, and every charge switches off. A real 96-turn session arrived
|
||||
// there at turn 84 with nothing left to spend on and a balance that only
|
||||
// climbed.
|
||||
//
|
||||
// It steps on money rather than being flat, and that is the whole design.
|
||||
// A flat charge cannot flatten a slope: late income comes from choices and
|
||||
// scales with how well the player is playing, so a charge big enough to
|
||||
// stop an optimiser accumulating (-360 a week, measured) put ordinary
|
||||
// archetypes below zero for 44% of a run and ended them $1,385 in debt.
|
||||
// Stepping on money lands it on whoever has it. Measured: the balance
|
||||
// settles around $4,250 and stops climbing (-3 a week), while ordinary play
|
||||
// gets *better* than before it existed — 13% of a run below zero against
|
||||
// 17%, and a tier-2 run ending +$175 rather than -$25.
|
||||
{
|
||||
label: 'What the standing costs',
|
||||
every: 7,
|
||||
offset: 7,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'dispatch' },
|
||||
{ path: 'reputation', op: '>=', value: 85 },
|
||||
{ path: 'money', op: '>=', value: 1200 },
|
||||
],
|
||||
effects: [{ path: 'money', op: 'add', value: -60 }],
|
||||
},
|
||||
{
|
||||
label: 'What the standing costs',
|
||||
every: 7,
|
||||
offset: 7,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'dispatch' },
|
||||
{ path: 'reputation', op: '>=', value: 85 },
|
||||
{ path: 'money', op: '>=', value: 2400 },
|
||||
],
|
||||
effects: [{ path: 'money', op: 'add', value: -120 }],
|
||||
},
|
||||
{
|
||||
label: 'What the standing costs',
|
||||
every: 7,
|
||||
offset: 7,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'dispatch' },
|
||||
{ path: 'reputation', op: '>=', value: 85 },
|
||||
{ path: 'money', op: '>=', value: 3600 },
|
||||
],
|
||||
effects: [{ path: 'money', op: 'add', value: -240 }],
|
||||
},
|
||||
// The service charge steps up with the size of the debt, so the spiral
|
||||
// tightens instead of flattening out. A step function in data costs the
|
||||
// engine nothing; a percentage would have needed a multiply operation.
|
||||
@@ -87,6 +244,22 @@ export const corporateLadder = {
|
||||
},
|
||||
],
|
||||
|
||||
// What the conformance suite holds this pack to. The numbers a setting must
|
||||
// hit are the setting's business, so they are declared here rather than
|
||||
// written into a test that names this pack. See DECISIONS.md #31.
|
||||
tuning: {
|
||||
// Net movement of `money` from upkeep alone, per calendar cycle — here a
|
||||
// week — at each stage, with no debt outstanding.
|
||||
baselinePerCycle: {
|
||||
mailroom: [-45, 5],
|
||||
dispatch: [5, 125],
|
||||
},
|
||||
// Upkeep gated on these is excluded from that baseline: a debt taken on, a
|
||||
// lifestyle bought, a standing earned. The baseline is the floor underneath
|
||||
// everybody — what a player faces having none of the three.
|
||||
baselineExcludes: ['debt', 'lifestyle', 'reputation'],
|
||||
},
|
||||
|
||||
// How the interface names and formats this pack's state. The UI reads only
|
||||
// this map, so renaming a stat or reordering the header is content's job.
|
||||
display: {
|
||||
@@ -95,10 +268,42 @@ export const corporateLadder = {
|
||||
'reputation': { label: 'Standing', format: 'meter', order: 3 },
|
||||
'skills.negotiation': { label: 'Negotiation', format: 'meter', order: 4 },
|
||||
'skills.logistics': { label: 'Logistics', format: 'meter', order: 5 },
|
||||
'notable': { hidden: true },
|
||||
'flags.took_loan': { label: 'a loan on the books', hidden: true },
|
||||
'flags.holds_the_envelope': { label: 'the envelope', hidden: true },
|
||||
'flags.covered_for_trevor': { label: "Trevor's Thursday", hidden: true },
|
||||
// Hidden until it is bought: a mailroom associate has no lifestyle to
|
||||
// speak of, and a row reading "The bus" from day one is noise.
|
||||
'lifestyle': {
|
||||
label: 'Lifestyle', format: 'tier', order: 6, hideWhenZero: true,
|
||||
labels: ['The bus', 'A car', 'The address'],
|
||||
},
|
||||
// Kept out of the header, and out of the ledger too: `notable` is the
|
||||
// retrospective's own list, and "Notable — changed" tells nobody anything.
|
||||
'notable': { hidden: true, inLedger: false },
|
||||
// Flags do belong in the ledger — a flag flipping is a fact about the
|
||||
// world — but as a sentence rather than as "now true".
|
||||
'flags.took_loan': {
|
||||
label: 'The loan', hidden: true,
|
||||
whenTrue: 'You are carrying a loan now.',
|
||||
whenFalse: 'The loan is settled.',
|
||||
},
|
||||
'flags.holds_the_envelope': {
|
||||
label: 'The envelope', hidden: true,
|
||||
whenTrue: 'The envelope is in your locker.',
|
||||
whenFalse: 'The envelope is back in the system.',
|
||||
},
|
||||
'flags.covered_for_trevor': {
|
||||
label: "Trevor's Thursday", hidden: true,
|
||||
whenTrue: 'Trevor owes you a Thursday.',
|
||||
whenFalse: 'You and Trevor are square.',
|
||||
},
|
||||
'flags.promoted': {
|
||||
label: 'Promotion', hidden: true,
|
||||
whenTrue: 'You are out of the mailroom.',
|
||||
whenFalse: 'Back in the mailroom.',
|
||||
},
|
||||
'flags.recommended_trevor': {
|
||||
label: "Trevor's recommendation", hidden: true,
|
||||
whenTrue: "Trevor's name is in for the mailroom.",
|
||||
whenFalse: "Trevor's name is not in for the mailroom.",
|
||||
},
|
||||
},
|
||||
|
||||
characters,
|
||||
|
||||
@@ -0,0 +1,122 @@
|
||||
// Harrow & Pike's counting house, as it might be staffed.
|
||||
//
|
||||
// Nobody here is fixed. Each role has several people who could fill it, and a
|
||||
// run draws one partner, one chief clerk and two to four clerks from them
|
||||
// (DECISIONS #41), so a second career in the same pack meets a different
|
||||
// office. Every candidate carries the same four attributes the player does,
|
||||
// and a description that should agree with them: a partner written as sharp
|
||||
// has the wits to see through a bluff, and one written as easily flattered
|
||||
// does not.
|
||||
//
|
||||
// Descriptions may name another role in braces, filled from whoever was drawn
|
||||
// into it, so a nephew can be the nephew of whichever partner this run has.
|
||||
|
||||
export const characters = [
|
||||
{
|
||||
id: 'partner',
|
||||
role_type: 'boss',
|
||||
title: 'Senior Partner',
|
||||
candidates: [
|
||||
{
|
||||
name: 'Josiah Crane',
|
||||
description:
|
||||
'Built the house from one room and a borrowed desk. Remembers every figure ' +
|
||||
'he has ever been shown, and forgives very few of them.',
|
||||
attributes: { nerve: 7, wits: 8, charm: 3, resolve: 8 },
|
||||
startingRelationship: { trust: 40 },
|
||||
},
|
||||
{
|
||||
name: 'Harriet Voss',
|
||||
description:
|
||||
'Took over the firm when her husband died and has doubled it since. ' +
|
||||
'Listens to everything and says about a fifth of it.',
|
||||
attributes: { nerve: 6, wits: 9, charm: 5, resolve: 7 },
|
||||
},
|
||||
{
|
||||
name: 'Lionel Ashby',
|
||||
description:
|
||||
'Inherited the chair and would rather be at his club. Easily flattered, ' +
|
||||
'easily bored, and sharper than he lets anyone see.',
|
||||
attributes: { nerve: 4, wits: 6, charm: 7, resolve: 3 },
|
||||
startingRelationship: { regard: 55 },
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'chief',
|
||||
role_type: 'supervisor',
|
||||
title: 'Chief Clerk',
|
||||
candidates: [
|
||||
{
|
||||
name: 'Silas Pruett',
|
||||
description:
|
||||
'Thirty years at the same high desk. Counts the pen nibs on Fridays and ' +
|
||||
'knows to the penny what the stationery cupboard should hold.',
|
||||
attributes: { nerve: 5, wits: 6, charm: 2, resolve: 9 },
|
||||
},
|
||||
{
|
||||
name: 'Ada Kemble',
|
||||
description:
|
||||
'Runs the floor with a pencil behind her ear and a list, kept in the ' +
|
||||
'same pencil, of everybody\'s lapses.',
|
||||
attributes: { nerve: 6, wits: 7, charm: 4, resolve: 7 },
|
||||
startingRelationship: { trust: 40 },
|
||||
},
|
||||
{
|
||||
name: 'Horace Lumb',
|
||||
description:
|
||||
'Wanted your desk for somebody else\'s nephew and has not forgotten it. ' +
|
||||
'Polite to your face, in a way that takes some effort.',
|
||||
attributes: { nerve: 4, wits: 5, charm: 5, resolve: 6 },
|
||||
startingRelationship: { regard: 35 },
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'clerk',
|
||||
role_type: 'peer',
|
||||
title: 'Clerk',
|
||||
count: [2, 4],
|
||||
candidates: [
|
||||
{
|
||||
name: 'Tom Bassett',
|
||||
description: 'Cheerful, generous with other people\'s time, and a borrower of small sums he means to repay.',
|
||||
attributes: { nerve: 5, wits: 4, charm: 7, resolve: 3 },
|
||||
},
|
||||
{
|
||||
name: 'Nell Farrow',
|
||||
description: 'The quickest pen on the floor and does not mind who knows it. Wants the next desk up, and soon.',
|
||||
attributes: { nerve: 5, wits: 8, charm: 5, resolve: 6 },
|
||||
startingRelationship: { regard: 40 },
|
||||
},
|
||||
{
|
||||
name: 'Arthur Quill',
|
||||
description: 'Timid, exact, and never wrong about a column of figures. Apologises to doors.',
|
||||
attributes: { nerve: 2, wits: 7, charm: 3, resolve: 7 },
|
||||
},
|
||||
{
|
||||
name: 'Joe Madden',
|
||||
description: 'The loudest laugh in the building and most of the jokes, not all of them kind.',
|
||||
attributes: { nerve: 7, wits: 4, charm: 6, resolve: 3 },
|
||||
},
|
||||
{
|
||||
name: 'Lottie Swain',
|
||||
description: 'Types the partner\'s letters and so knows everything a week early. Tells almost none of it.',
|
||||
attributes: { nerve: 4, wits: 7, charm: 7, resolve: 5 },
|
||||
},
|
||||
{
|
||||
name: 'Percy Dyer',
|
||||
description: 'A nephew of {partner}\'s, sent to learn the business. Has so far learned where the kettle is.',
|
||||
attributes: { nerve: 3, wits: 3, charm: 6, resolve: 2 },
|
||||
startingRelationship: { trust: 40 },
|
||||
},
|
||||
{
|
||||
name: 'Walt Rudge',
|
||||
description: 'Twenty years a clerk and content with it. The one everyone asks, and the last to be thanked.',
|
||||
attributes: { nerve: 6, wits: 6, charm: 4, resolve: 8 },
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default characters;
|
||||
@@ -0,0 +1,882 @@
|
||||
// A clerk's days at Harrow & Pike.
|
||||
//
|
||||
// Every situation here comes from the story-to-pack catalogue (tools/
|
||||
// story-to-pack/probe/catalogue/v3), where it recurred across public-domain
|
||||
// office fiction: Torchy's door, Keefe's pay talk, Pooter's cheeky juniors,
|
||||
// Lorimer's hard boss. The id names the catalogue entry where one fits.
|
||||
//
|
||||
// This pack exists to try checks and a drawn cast (DECISIONS #41). Most options
|
||||
// test one of the four attributes, against a named person or against a set
|
||||
// difficulty, and say what happens either way; the player sees only the odds
|
||||
// in words. Names are written as `{partner}`, `{chief}` and `{clerk}` and filled
|
||||
// from whoever this run drew. An event about "a clerk" lists `clerk` in
|
||||
// `involves`, and the engine picks one present clerk for the turn.
|
||||
|
||||
const moment = (text) => ({ path: 'notable', op: 'push', value: text });
|
||||
|
||||
export const events = [
|
||||
{
|
||||
id: 'first_day',
|
||||
stage: 'desk',
|
||||
weight: 1000,
|
||||
once: true,
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'Your first morning at Harrow & Pike. {chief} shows you a stool, a pen, a ' +
|
||||
'blotter and the clock, in that order, and leaves you to draw your own ' +
|
||||
'conclusions about which matters most.',
|
||||
options: [
|
||||
{
|
||||
id: 'before_the_clock',
|
||||
label: 'Be on the stool before the clock is.',
|
||||
result: '{chief} notices, and writes something down. It may even be good.',
|
||||
effects: [
|
||||
{ path: 'relationships.chief.regard', op: 'add', value: 4 },
|
||||
moment('Began at Harrow & Pike, early.'),
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'meet_the_floor',
|
||||
label: 'Go round and introduce yourself to {clerk}.',
|
||||
result: '{clerk} shakes your hand and tells you which of the pens leak.',
|
||||
effects: [
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: 5 },
|
||||
moment('Began at Harrow & Pike, and met {clerk} first.'),
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
// The floor: the one event nothing can exclude.
|
||||
{
|
||||
id: 'the_ledgers',
|
||||
stage: 'desk',
|
||||
weight: 40,
|
||||
description:
|
||||
'The ledgers are the same as last week\'s, only longer. {chief} has left a ' +
|
||||
'note on your blotter about the width of your margins.',
|
||||
options: [
|
||||
{
|
||||
id: 'head_down',
|
||||
label: 'Keep your head down and work.',
|
||||
result: 'The day goes into the columns, as days here do.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
{ path: 'relationships.chief.trust', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'stay_late',
|
||||
label: 'Stay on after six to finish the day book.',
|
||||
result: 'Overtime is paid, at the rate the firm thinks overtime is worth.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 2 },
|
||||
{ path: 'relationships.chief.regard', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ease_off',
|
||||
label: 'Make the day last.',
|
||||
result: 'Nobody notices, today.',
|
||||
effects: [{ path: 'standing', op: 'add', value: -1 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'ask_for_more',
|
||||
stage: 'desk',
|
||||
weight: 25,
|
||||
cooldown: 12,
|
||||
requires: [
|
||||
{ path: 'turn', op: '>=', value: 10 },
|
||||
{ path: 'rises', op: '<', value: 3 },
|
||||
],
|
||||
description:
|
||||
'You have been at the desk long enough to know what the work is worth, and ' +
|
||||
'your lodgings have not got any cheaper. {partner} is in, and alone.',
|
||||
options: [
|
||||
{
|
||||
id: 'ask',
|
||||
label: 'Knock, and ask {partner} for a rise.',
|
||||
check: { attribute: 'charm', against: 'partner', opposedBy: 'wits', relationship: 'trust' },
|
||||
success: {
|
||||
result: '{partner} looks at you for a long moment and says the firm can manage something.',
|
||||
effects: [
|
||||
{ path: 'rises', op: 'add', value: 1 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
moment('Asked {partner} for a rise, and got it.'),
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: '{partner} asks whether you have any idea what a clerk is worth. You find you do not.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: -5 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'hint',
|
||||
label: 'Say nothing directly; mention the price of lodgings.',
|
||||
check: { attribute: 'wits', difficulty: 5 },
|
||||
success: {
|
||||
result: '{partner} takes the point and, better, thinks it was a delicate one.',
|
||||
effects: [{ path: 'relationships.partner.regard', op: 'add', value: 4 }],
|
||||
},
|
||||
failure: {
|
||||
result: '{partner} agrees that lodgings are very dear and goes back to the post.',
|
||||
effects: [],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'not_yet',
|
||||
label: 'Wait for a better moment.',
|
||||
result: 'There will be one. There usually is.',
|
||||
effects: [],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'called_in',
|
||||
stage: 'desk',
|
||||
weight: 30,
|
||||
cooldown: 8,
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'{chief} has found a column that does not add up, and it is in your hand. You ' +
|
||||
'are to explain it, standing, in front of the high desk.',
|
||||
options: [
|
||||
{
|
||||
id: 'own_up',
|
||||
label: 'Say plainly that it was your mistake.',
|
||||
check: { attribute: 'resolve', difficulty: 4 },
|
||||
success: {
|
||||
result: 'It is noted, and then, which is rarer, it is let go.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: 4 },
|
||||
{ path: 'attributes.resolve', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'You start well and finish apologising for the weather.',
|
||||
effects: [{ path: 'standing', op: 'add', value: -2 }],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'argue',
|
||||
label: 'Argue that the figures were right.',
|
||||
check: { attribute: 'wits', against: 'chief' },
|
||||
success: {
|
||||
result: 'They were. {chief} checks twice and hands the page back without a word.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'relationships.chief.regard', op: 'add', value: -4 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'They were not, and now everybody knows you thought they were.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -4 },
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'blame',
|
||||
label: 'Say the figures came from {clerk}\'s desk.',
|
||||
check: { attribute: 'wits', against: 'chief' },
|
||||
success: {
|
||||
result: '{chief} goes to find {clerk}. You do not watch.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: -8 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: '{chief} has the day book open at your page before you finish the sentence.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -5 },
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: -10 },
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: -5 },
|
||||
moment('Tried to put a mistake on {clerk}, and was found out.'),
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_door',
|
||||
stage: 'desk',
|
||||
weight: 30,
|
||||
cooldown: 6,
|
||||
description:
|
||||
'A caller in a good coat wants {partner} and will not give his name. You ' +
|
||||
'were told the partner was not to be disturbed before three.',
|
||||
options: [
|
||||
{
|
||||
id: 'turn_away',
|
||||
label: 'Tell him the partner is out.',
|
||||
check: { attribute: 'nerve', difficulty: 5 },
|
||||
success: {
|
||||
result: 'He goes. {partner} hears of it later and approves of the lie.',
|
||||
effects: [{ path: 'relationships.partner.trust', op: 'add', value: 3 }],
|
||||
},
|
||||
failure: {
|
||||
result: 'He sits down to wait, and {partner} comes out at a quarter past and finds him there.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.regard', op: 'add', value: -3 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'size_him_up',
|
||||
label: 'Size him up and decide for yourself.',
|
||||
check: { attribute: 'wits', difficulty: 6 },
|
||||
success: {
|
||||
result: 'You read him right. He mattered, and he got in, and {partner} knows who let him.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: 5 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
moment('Judged a caller at the door, and judged him right.'),
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'He was selling encyclopaedias, and {partner} bought one to get rid of him.',
|
||||
effects: [{ path: 'relationships.partner.trust', op: 'add', value: -4 }],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'pass_it_on',
|
||||
label: 'Fetch {chief} and let it be somebody else\'s decision.',
|
||||
result: '{chief} deals with it, and with you, briefly.',
|
||||
effects: [{ path: 'standing', op: 'add', value: -1 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'needled',
|
||||
stage: 'desk',
|
||||
weight: 40,
|
||||
cooldown: 4,
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'{clerk} reads your last letter aloud in a voice meant to be yours, and the ' +
|
||||
'floor laughs, and keeps laughing longer than it deserves.',
|
||||
options: [
|
||||
{
|
||||
id: 'let_it_go',
|
||||
label: 'Let it pass.',
|
||||
result: 'It passes. They will remember that you let it.',
|
||||
effects: [
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: 1 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'retort',
|
||||
label: 'Answer {clerk} back, with the floor listening.',
|
||||
check: { attribute: 'wits', against: '{clerk}', relationship: 'regard' },
|
||||
success: {
|
||||
result: 'It gets a bigger laugh than the letter did, and {clerk} laughs too.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'It comes out too sharp, and the laugh turns on you.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'report',
|
||||
label: 'Mention it to {chief}.',
|
||||
result: '{chief} has a word. {clerk} knows where it came from.',
|
||||
effects: [
|
||||
{ path: 'relationships.chief.trust', op: 'add', value: 2 },
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: -6 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'red_ink',
|
||||
stage: 'desk',
|
||||
weight: 30,
|
||||
cooldown: 6,
|
||||
description:
|
||||
'{chief} has gone over your morning\'s work in red ink, and left the page ' +
|
||||
'open on the high desk where the whole floor can see it.',
|
||||
options: [
|
||||
{
|
||||
id: 'swallow_it',
|
||||
label: 'Take it, and do the page again.',
|
||||
result: 'You do it again. {chief} initials it without looking up.',
|
||||
effects: [
|
||||
{ path: 'relationships.chief.regard', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'answer_back',
|
||||
label: 'Point out that the red ink is wrong.',
|
||||
check: { attribute: 'wits', against: 'chief' },
|
||||
success: {
|
||||
result: 'It is, in two places. {chief} says nothing, which from {chief.first} is a concession.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
{ path: 'relationships.chief.regard', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'The red ink is right. It usually is.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
{ path: 'relationships.chief.regard', op: 'add', value: -5 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'over_the_head',
|
||||
label: 'Take the page to {partner}.',
|
||||
check: { attribute: 'charm', against: 'partner', opposedBy: 'resolve', relationship: 'trust' },
|
||||
success: {
|
||||
result: '{partner} reads it, and has a word with {chief}, and {chief} has one with you.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: 3 },
|
||||
{ path: 'relationships.chief.regard', op: 'add', value: -8 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
moment('Went over {chief}\'s head, and it worked.'),
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: '{partner} says the chief clerk runs the floor, and asks whether there was anything else.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: -4 },
|
||||
{ path: 'relationships.chief.regard', op: 'add', value: -8 },
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'sure_thing',
|
||||
stage: 'desk',
|
||||
weight: 15,
|
||||
cooldown: 20,
|
||||
description:
|
||||
'A pleasant man at the chop-house has a share in a tramway in Brazil going ' +
|
||||
'begging. Twelve dollars today, he says, will be forty by Christmas.',
|
||||
options: [
|
||||
{
|
||||
id: 'buy_in',
|
||||
label: 'Put in twelve dollars.',
|
||||
effects: [{ path: 'money', op: 'add', value: -12 }],
|
||||
check: { attribute: 'wits', difficulty: 7 },
|
||||
success: {
|
||||
result: 'Against every expectation, including his, it pays.',
|
||||
effects: [{ path: 'money', op: 'add', value: 30 }, moment('Bought a share in a tramway, and it paid.')],
|
||||
},
|
||||
failure: {
|
||||
result: 'There is no tramway. There is, briefly, a man.',
|
||||
effects: [moment('Bought a share in a tramway that did not exist.')],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'see_through',
|
||||
label: 'Ask him the one question he cannot answer.',
|
||||
check: { attribute: 'wits', difficulty: 6 },
|
||||
success: {
|
||||
result: 'He finds he has an appointment. You find you are sharper than you were.',
|
||||
effects: [{ path: 'attributes.wits', op: 'add', value: 1 }, moment('Saw through a tramway in Brazil.')],
|
||||
},
|
||||
failure: {
|
||||
result: 'He answers it smoothly, and you are left not knowing.',
|
||||
effects: [],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'decline',
|
||||
label: 'Keep your money in your pocket.',
|
||||
result: 'He is sorry for you, he says, and goes to find someone less careful.',
|
||||
effects: [],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_round',
|
||||
stage: 'desk',
|
||||
weight: 30,
|
||||
cooldown: 5,
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'{clerk} and the others are going to the chop-house after work, and they ' +
|
||||
'have kept you a place. The round there is not cheap.',
|
||||
options: [
|
||||
{
|
||||
id: 'go',
|
||||
label: 'Go, and stand your round.',
|
||||
result: 'A good evening, and a dear one.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -5 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'talk_your_way',
|
||||
label: 'Go, and talk your way out of the round.',
|
||||
check: { attribute: 'charm', against: '{clerk}', opposedBy: 'wits' },
|
||||
success: {
|
||||
result: 'Nobody notices you never reached for your purse, and {clerk} laughs at all your jokes.',
|
||||
effects: [{ path: 'relationships.{clerk}.regard', op: 'add', value: 3 }],
|
||||
},
|
||||
failure: {
|
||||
result: '{clerk} notices, and says so, and you pay for the round and the remark.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -5 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'excuse',
|
||||
label: 'Make an excuse and go home.',
|
||||
result: 'They go without you. They will ask again, perhaps.',
|
||||
effects: [{ path: 'relationships.{clerk}.regard', op: 'add', value: -2 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'night_school',
|
||||
stage: 'desk',
|
||||
weight: 25,
|
||||
cooldown: 5,
|
||||
requires: [{ path: 'money', op: '>=', value: 3 }],
|
||||
description:
|
||||
'A card in the tram window: evening classes in bookkeeping, in the art of ' +
|
||||
'address, and at the boxing club behind the Institute. Three dollars a course.',
|
||||
options: [
|
||||
{
|
||||
id: 'bookkeeping',
|
||||
label: 'Take the bookkeeping course.',
|
||||
result: 'Double entry, twice a week. Your columns begin to add up before you do.',
|
||||
effects: [{ path: 'money', op: 'add', value: -3 }, { path: 'attributes.wits', op: 'add', value: 1 }],
|
||||
},
|
||||
{
|
||||
id: 'address',
|
||||
label: 'Take the art of address.',
|
||||
result: 'You learn when to say nothing, which is most of it.',
|
||||
effects: [{ path: 'money', op: 'add', value: -3 }, { path: 'attributes.charm', op: 'add', value: 1 }],
|
||||
},
|
||||
{
|
||||
id: 'boxing',
|
||||
label: 'Join the boxing club.',
|
||||
result: 'You are hit in the face by a draper. It does you a world of good.',
|
||||
effects: [{ path: 'money', op: 'add', value: -3 }, { path: 'attributes.nerve', op: 'add', value: 1 }],
|
||||
},
|
||||
{
|
||||
id: 'not_this_term',
|
||||
label: 'Not this term.',
|
||||
result: 'The card is still there next week.',
|
||||
effects: [],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'stand_in',
|
||||
stage: 'desk',
|
||||
weight: 15,
|
||||
cooldown: 10,
|
||||
requires: [{ path: 'standing', op: '>=', value: 45 }],
|
||||
description:
|
||||
'{partner} is laid up and sends you, of all people, to sit in on the meeting ' +
|
||||
'with the shipping agents. You are to listen, and to say as little as possible.',
|
||||
options: [
|
||||
{
|
||||
id: 'listen',
|
||||
label: 'Listen, and take good notes.',
|
||||
result: 'Your notes are better than the minutes. {partner} keeps them.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'speak_up',
|
||||
label: 'Say the thing you noticed in their figures.',
|
||||
check: { attribute: 'wits', difficulty: 7 },
|
||||
success: {
|
||||
result: 'You were right, the agents know it, and so, by the afternoon, does {partner}.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: 6 },
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
moment('Spoke up at the agents\' meeting in {partner}\'s place, and was right.'),
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'You were wrong in front of people who were paid to be right.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: -4 },
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'charm_them',
|
||||
label: 'Charm the agents over lunch.',
|
||||
check: { attribute: 'charm', difficulty: 6 },
|
||||
success: {
|
||||
result: 'They like you. They say so to {partner}, which is the point.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.regard', op: 'add', value: 5 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'The lunch is long, and you pay for it.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -4 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'lost_bill',
|
||||
stage: 'desk',
|
||||
weight: 20,
|
||||
cooldown: 12,
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'{clerk} has lost a bill of lading, and {chief} is talking about a letter to ' +
|
||||
'the partner. {clerk} has not looked up from the desk all morning.',
|
||||
options: [
|
||||
{
|
||||
id: 'speak_for',
|
||||
label: 'Put {clerk}\'s case to {partner} yourself.',
|
||||
check: { attribute: 'charm', against: 'partner', opposedBy: 'resolve', relationship: 'trust' },
|
||||
success: {
|
||||
result: '{partner} hears you out and lets it go. {clerk} does not forget who spoke.',
|
||||
effects: [
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: 10 },
|
||||
{ path: 'relationships.partner.regard', op: 'add', value: 2 },
|
||||
moment('Spoke up for {clerk}, and it held.'),
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: '{partner} asks whether you would like to share the letter.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: -3 },
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'help_look',
|
||||
label: 'Stay late and help look for it.',
|
||||
check: { attribute: 'resolve', difficulty: 5 },
|
||||
success: {
|
||||
result: 'It is in the wrong drawer, under the right one. You find it at nine.',
|
||||
effects: [
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: 8 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'It is not found, but {clerk} saw you look.',
|
||||
effects: [{ path: 'relationships.{clerk}.regard', op: 'add', value: 2 }],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'keep_out',
|
||||
label: 'Keep out of it.',
|
||||
result: 'The letter goes. So, very nearly, does {clerk}.',
|
||||
effects: [{ path: 'relationships.{clerk}.trust', op: 'add', value: -3 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_butt',
|
||||
stage: 'desk',
|
||||
weight: 20,
|
||||
cooldown: 8,
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'Somebody has pinned a card to your back, and you have walked the length of ' +
|
||||
'the floor to {chief}\'s desk wearing it. {clerk} cannot keep a straight face.',
|
||||
options: [
|
||||
{
|
||||
id: 'laugh_along',
|
||||
label: 'Laugh louder than anybody.',
|
||||
check: { attribute: 'charm', difficulty: 4 },
|
||||
success: {
|
||||
result: 'It becomes your joke instead of theirs.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'The laugh comes out wrong, and everyone hears that it did.',
|
||||
effects: [{ path: 'standing', op: 'add', value: -2 }],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'dignity',
|
||||
label: 'Take it off and say nothing at all.',
|
||||
check: { attribute: 'resolve', difficulty: 4 },
|
||||
success: {
|
||||
result: 'It is not funny for long, when nobody is laughing at the front.',
|
||||
effects: [{ path: 'standing', op: 'add', value: 1 }],
|
||||
},
|
||||
failure: {
|
||||
result: 'Your ears give you away.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'get_even',
|
||||
label: 'Resolve to do something about {clerk} tomorrow.',
|
||||
result: 'You do. It is not as funny, and {clerk} knows exactly who it was.',
|
||||
effects: [
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: -2 },
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'saturday',
|
||||
stage: 'desk',
|
||||
weight: 60,
|
||||
cooldown: 5,
|
||||
requires: [{ path: 'calendar.name', op: '==', value: 'Saturday' }],
|
||||
description:
|
||||
'Saturday, and the office shuts at one. The pay envelope is in your inside ' +
|
||||
'pocket, and the whole of the afternoon is in front of you.',
|
||||
options: [
|
||||
{
|
||||
id: 'new_collar',
|
||||
label: 'Buy the collar the senior clerks wear.',
|
||||
result: 'It pinches, and it is noticed.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -5 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'good_dinner',
|
||||
label: 'Dine somewhere with a tablecloth.',
|
||||
result: 'A dinner you will describe, later, to people who were not there.',
|
||||
effects: [{ path: 'money', op: 'add', value: -4 }],
|
||||
},
|
||||
{
|
||||
id: 'pay_back',
|
||||
label: 'Pay back what you owe the floor.',
|
||||
requires: [{ path: 'owed', op: '>', value: 0 }],
|
||||
whenLocked: 'hide',
|
||||
result: 'Squared, or nearer it. It is a better feeling than the dinner would have been.',
|
||||
// The money is read from the balance before either moves, so a small
|
||||
// debt costs what it is and no more (DECISIONS #38).
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: { from: 'owed', times: -1, cap: 10 } },
|
||||
{ path: 'owed', op: 'add', value: { from: 'owed', times: -1, cap: 10 } },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'straight_home',
|
||||
label: 'Straight home, envelope sealed.',
|
||||
result: 'The envelope is lighter than it was in your imagination, but it is all there.',
|
||||
effects: [],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'family_errand',
|
||||
stage: 'desk',
|
||||
weight: 20,
|
||||
cooldown: 8,
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'A parcel for {partner}\'s sister has to cross the city before four, in the ' +
|
||||
'rain, and {partner} has asked for you by name. It is not in the job.',
|
||||
options: [
|
||||
{
|
||||
id: 'take_it',
|
||||
label: 'Take it yourself, and pay your own tram.',
|
||||
result: 'The sister gives you tea, and a message for {partner} that is more about you than the parcel.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -1 },
|
||||
{ path: 'relationships.partner.regard', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'make_an_impression',
|
||||
label: 'Take it, and make yourself agreeable when you get there.',
|
||||
check: { attribute: 'charm', difficulty: 5 },
|
||||
success: {
|
||||
result: 'The sister writes to {partner} that evening. You are mentioned warmly.',
|
||||
effects: [
|
||||
{ path: 'relationships.partner.regard', op: 'add', value: 6 },
|
||||
{ path: 'relationships.partner.trust', op: 'add', value: 2 },
|
||||
moment('Carried a parcel for {partner}\'s sister, and made a friend of her.'),
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: 'You drip on the carpet and say something about the weather twice.',
|
||||
effects: [{ path: 'relationships.partner.regard', op: 'add', value: 1 }],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'hand_it_on',
|
||||
label: 'Hand it on to {clerk}, who is going that way.',
|
||||
result: '{clerk} goes, and gets the tea, and does not say whose errand it was.',
|
||||
effects: [
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: -3 },
|
||||
{ path: 'relationships.partner.regard', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'window_desk',
|
||||
stage: 'desk',
|
||||
weight: 20,
|
||||
cooldown: 10,
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'The desk by the window has come free. {chief} says it will go to whoever ' +
|
||||
'deserves it, and {clerk} has been in before the clock all week.',
|
||||
options: [
|
||||
{
|
||||
id: 'outwork',
|
||||
label: 'Come in earlier than {clerk} does.',
|
||||
check: { attribute: 'resolve', against: '{clerk}' },
|
||||
success: {
|
||||
result: 'You are there before the cleaners. The desk is yours, and so is the draught.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 4 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: -3 },
|
||||
moment('Won the desk by the window from {clerk}.'),
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: '{clerk} was there before you, every morning, and has the desk.',
|
||||
effects: [{ path: 'standing', op: 'add', value: -1 }],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'word_with_chief',
|
||||
label: 'Have a quiet word with {chief}.',
|
||||
check: { attribute: 'charm', against: 'chief', opposedBy: 'wits', relationship: 'regard' },
|
||||
success: {
|
||||
result: '{chief} decides the matter in your favour, and makes sure {clerk} knows why.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: -6 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: '{chief} writes your name down, next to the word "canvassing".',
|
||||
effects: [
|
||||
{ path: 'relationships.chief.trust', op: 'add', value: -4 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'let_them_have_it',
|
||||
label: 'Let {clerk} have it.',
|
||||
result: '{clerk} takes the desk and, to your surprise, remembers who did not fight for it.',
|
||||
effects: [
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: 5 },
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'hard_times',
|
||||
stage: 'desk',
|
||||
weight: 400,
|
||||
cooldown: 2,
|
||||
requires: [{ path: 'money', op: '<', value: 0 }],
|
||||
involves: ['clerk'],
|
||||
description:
|
||||
'The landlady has knocked twice about the week, and the purse under your ' +
|
||||
'pillow is empty. It is a long walk to Saturday.',
|
||||
options: [
|
||||
{
|
||||
id: 'copying',
|
||||
label: 'Take in copying work to do at night.',
|
||||
result: 'Law papers, by lamp, at a halfpenny a folio. It keeps the landlady quiet.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 8 },
|
||||
{ path: 'attributes.resolve', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'borrow',
|
||||
label: 'Ask {clerk} for the loan of ten dollars.',
|
||||
check: { attribute: 'charm', against: '{clerk}', opposedBy: 'resolve', relationship: 'trust' },
|
||||
success: {
|
||||
result: '{clerk} lends it, and tells you not to mention it, and you will not forget.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 10 },
|
||||
{ path: 'owed', op: 'add', value: 10 },
|
||||
{ path: 'relationships.{clerk}.trust', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
failure: {
|
||||
result: '{clerk} is short too, but finds you three, and makes a face about it.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 3 },
|
||||
{ path: 'owed', op: 'add', value: 3 },
|
||||
{ path: 'relationships.{clerk}.regard', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'pawn_the_watch',
|
||||
label: 'Pawn your father\'s watch.',
|
||||
requires: [{ path: 'flags.pawned_watch', op: '==', value: false }],
|
||||
whenLocked: 'hide',
|
||||
result: 'Twelve dollars and a ticket. You will get it back. Everybody says that.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 12 },
|
||||
{ path: 'flags.pawned_watch', op: 'set', value: true },
|
||||
moment('Pawned your father\'s watch to pay the landlady.'),
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default events;
|
||||
@@ -0,0 +1,136 @@
|
||||
// The Counting House — a prototype pack for checks and a drawn cast.
|
||||
//
|
||||
// Harrow & Pike, a trading firm's counting house, somewhere about 1910. You
|
||||
// are the newest clerk. The situations are the ones public-domain office
|
||||
// fiction kept returning to (tools/story-to-pack, catalogue v3); the people are
|
||||
// drawn fresh each run from several candidates per role, two to four clerks
|
||||
// among them; and most choices are a check, shown to the player only as odds
|
||||
// in words. See DECISIONS #41.
|
||||
//
|
||||
// One stage, deliberately: this pack exists to find out whether chance and a
|
||||
// varying cast make the same situations worth replaying, before a whole career
|
||||
// is built on them.
|
||||
|
||||
import { characters } from './characters.js';
|
||||
import { events } from './events.js';
|
||||
|
||||
export const countingHouse = {
|
||||
id: 'countinghouse',
|
||||
name: 'The Counting House',
|
||||
blurb:
|
||||
'Harrow & Pike, about 1910: a stool, a pen, a chief clerk with red ink, and a ' +
|
||||
'different office every time you start.',
|
||||
version: '0.1.0',
|
||||
turnUnit: 'day',
|
||||
startingStage: 'desk',
|
||||
peopleHeading: 'Harrow & Pike',
|
||||
|
||||
stages: {
|
||||
desk: { label: 'The Desk', title: 'Junior Clerk' },
|
||||
},
|
||||
|
||||
// A six-day week: the office shuts at one on Saturday, and that is pay day.
|
||||
calendar: {
|
||||
cycleLength: 6,
|
||||
cycleName: 'Week',
|
||||
unitNames: ['Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday'],
|
||||
},
|
||||
|
||||
// The four attributes, the same for the player and for everyone in the cast.
|
||||
// A pack may call them what it likes; these are the prototype's names.
|
||||
attributes: {
|
||||
nerve: { label: 'Nerve' },
|
||||
wits: { label: 'Wits' },
|
||||
charm: { label: 'Charm' },
|
||||
resolve: { label: 'Resolve' },
|
||||
},
|
||||
|
||||
// How attributes turn into chances. The player sees only the words.
|
||||
// chance = 50 + 8 x (yours - theirs) + 0.4 x (their regard - 50), from 5 to 95
|
||||
// A new clerk (3) against a sharp partner (8) is 10%, a long shot; against an
|
||||
// ordinary task (4) it is 42%. Each point of training is worth eight.
|
||||
checks: {
|
||||
base: 50,
|
||||
perPoint: 8,
|
||||
unopposed: 4,
|
||||
relationshipPerPoint: 0.4,
|
||||
relationshipCentre: 50,
|
||||
floor: 5,
|
||||
ceiling: 95,
|
||||
odds: [
|
||||
{ upTo: 20, words: 'a long shot' },
|
||||
{ upTo: 40, words: 'unlikely' },
|
||||
{ upTo: 60, words: 'an even chance' },
|
||||
{ upTo: 80, words: 'likely' },
|
||||
{ upTo: 95, words: 'a safe bet' },
|
||||
],
|
||||
said: { success: 'and it came off.', failure: 'and it did not come off.' },
|
||||
},
|
||||
|
||||
state: {
|
||||
'money': { initial: 20, min: -200, max: 100000 },
|
||||
'standing': { initial: 40, min: 0, max: 100 },
|
||||
'attributes.nerve': { initial: 3, min: 0, max: 10 },
|
||||
'attributes.wits': { initial: 3, min: 0, max: 10 },
|
||||
'attributes.charm': { initial: 3, min: 0, max: 10 },
|
||||
'attributes.resolve': { initial: 3, min: 0, max: 10 },
|
||||
// Borrowed from the other clerks when times are hard, repaid on a Saturday.
|
||||
'owed': { initial: 0, min: 0, max: 100000 },
|
||||
// Rises won from the partner: each is a permanent addition to the wage.
|
||||
'rises': { initial: 0, min: 0, max: 3 },
|
||||
'flags.pawned_watch': { initial: false },
|
||||
'notable': { initial: [] },
|
||||
},
|
||||
|
||||
// Two axes, not one: whether they believe you, and what they think of you.
|
||||
relationshipStats: {
|
||||
trust: { label: 'Trusts you', initial: 50, min: 0, max: 100 },
|
||||
regard: { label: 'Thinks well of you', initial: 50, min: 0, max: 100 },
|
||||
},
|
||||
|
||||
characters,
|
||||
events,
|
||||
|
||||
// Per six-day week: -12 board and lodging +16 wages = +4.
|
||||
// Each rise adds four; a rise is earned, so it is outside the baseline.
|
||||
upkeep: [
|
||||
{ label: 'Board and lodging', effects: [{ path: 'money', op: 'add', value: -2 }] },
|
||||
{
|
||||
label: 'Wages from Harrow & Pike',
|
||||
every: 6,
|
||||
offset: 5,
|
||||
effects: [{ path: 'money', op: 'add', value: 16 }],
|
||||
},
|
||||
...[1, 2, 3].map((n) => ({
|
||||
label: n === 1 ? 'Your rise' : `Your rise (${n})`,
|
||||
every: 6,
|
||||
offset: 5,
|
||||
requires: [{ path: 'rises', op: '>=', value: n }],
|
||||
effects: [{ path: 'money', op: 'add', value: 4 }],
|
||||
})),
|
||||
],
|
||||
|
||||
tuning: {
|
||||
baselinePerCycle: { desk: [0, 10] },
|
||||
baselineExcludes: ['rises'],
|
||||
},
|
||||
|
||||
display: {
|
||||
'money': { label: 'Money', format: 'money', order: 1 },
|
||||
'owed': { label: 'Owed to the floor', format: 'money', order: 2, hideWhenZero: true },
|
||||
'standing': { label: 'Standing', format: 'meter', order: 2 },
|
||||
'attributes.nerve': { label: 'Nerve', format: 'meter', order: 3 },
|
||||
'attributes.wits': { label: 'Wits', format: 'meter', order: 4 },
|
||||
'attributes.charm': { label: 'Charm', format: 'meter', order: 5 },
|
||||
'attributes.resolve': { label: 'Resolve', format: 'meter', order: 6 },
|
||||
'rises': { label: 'Rises', order: 7, hideWhenZero: true },
|
||||
'notable': { hidden: true, inLedger: false },
|
||||
'flags.pawned_watch': {
|
||||
label: 'Your father\'s watch', hidden: true,
|
||||
whenTrue: 'Your father\'s watch is at the pawnbroker\'s.',
|
||||
whenFalse: 'You have your father\'s watch back.',
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
export default countingHouse;
|
||||
@@ -0,0 +1,43 @@
|
||||
// Cold Fork, as staffed.
|
||||
//
|
||||
// `description` is pure colour — the engine never reads it. What it does read
|
||||
// is `startingRelationship`, where a character departs from the pack defaults.
|
||||
// Nobody in a freight yard trusts a new hand on sight, and Dutch has had the
|
||||
// good runs to himself for two years and can count.
|
||||
|
||||
export const characters = [
|
||||
{
|
||||
id: 'hollis',
|
||||
name: 'Hollis Vane',
|
||||
title: 'Vane & Co. Freight',
|
||||
role_type: 'boss',
|
||||
description:
|
||||
'Owns the outfit, the yard, and the note on both. Settles up in the ' +
|
||||
'doorway of the office rather than inside it, which saves having to ' +
|
||||
'offer anyone a chair.',
|
||||
startingRelationship: { trusts_you: 35 },
|
||||
},
|
||||
{
|
||||
id: 'dutch',
|
||||
name: 'Dutch Rennels',
|
||||
title: 'Teamster',
|
||||
role_type: 'rival',
|
||||
description:
|
||||
'Two years on the Ridge road and has driven it in every kind of weather ' +
|
||||
'there is, as he will tell you. Keeps his own tally of who took which ' +
|
||||
'run, in a book, in pencil.',
|
||||
startingRelationship: { trusts_you: 30, wary_of_you: 25 },
|
||||
},
|
||||
{
|
||||
id: 'ward',
|
||||
name: 'Marshal Ward',
|
||||
title: 'Town Marshal',
|
||||
role_type: 'authority',
|
||||
description:
|
||||
'Came to Cold Fork to retire and has been six years about it. Knows who ' +
|
||||
'owes the store and how much, and considers that most of the job.',
|
||||
startingRelationship: { trusts_you: 25, wary_of_you: 30 },
|
||||
},
|
||||
];
|
||||
|
||||
export default characters;
|
||||
@@ -0,0 +1,929 @@
|
||||
// The second rung: the marshal's office.
|
||||
//
|
||||
// `rounds`, `office_day` and `the_cells` are the floor here — no conditions,
|
||||
// no cooldown, no `once` — so this stage can never run dry. The pay is real
|
||||
// and the days are worse, which is the trade the offer did not mention.
|
||||
|
||||
export const deputy = [
|
||||
{
|
||||
id: 'rounds',
|
||||
stage: 'deputy',
|
||||
weight: 100,
|
||||
description:
|
||||
'The evening round: the length of the street, the back of the store, ' +
|
||||
'the yard gate, and the Cordwood twice. Mostly it is a walk. The ' +
|
||||
'difference between the nights it is a walk and the nights it is not ' +
|
||||
'announces itself late.',
|
||||
options: [
|
||||
{
|
||||
id: 'walk_it',
|
||||
label: 'Walk it properly, both ends.',
|
||||
result:
|
||||
'Two doors unlocked that should not have been, and the storekeeper ' +
|
||||
'hears about both from you rather than from a stranger.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 1 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'sit_the_cordwood',
|
||||
label: 'Do it from a chair at the Cordwood.',
|
||||
result:
|
||||
'You hear more in two hours than the street gives up in a week, and ' +
|
||||
'everybody in the room adjusts what they say in front of you.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'walk_the_yard',
|
||||
label: 'Take the long way past Vane’s yard.',
|
||||
result:
|
||||
'The office light is on at eleven and Vane does not come to the ' +
|
||||
'window. He knows the sound of the round by now.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.hollis.wary_of_you', op: 'add', value: 4 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'office_day',
|
||||
stage: 'deputy',
|
||||
weight: 100,
|
||||
description:
|
||||
'Paper. The county wants its returns, Ward has not filed since March, ' +
|
||||
'and the stove is the only warm thing in the building.',
|
||||
options: [
|
||||
{
|
||||
id: 'do_the_returns',
|
||||
label: 'Do the returns.',
|
||||
result:
|
||||
'Four hours and a hand that will not straighten. The county sends a ' +
|
||||
'letter of acknowledgement, which Ward pins up, which is the most ' +
|
||||
'sentimental act you have seen from him.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'read_the_paper',
|
||||
label: 'Read six months of the county paper instead.',
|
||||
result:
|
||||
'Three names in it you have loaded freight for, and one of them ' +
|
||||
'twice. You start a list of your own.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 1 },
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ride_out',
|
||||
label: 'Leave the paper and ride out to the Ridge camp.',
|
||||
result:
|
||||
'Nothing is wrong at the Ridge camp. Being seen there when nothing ' +
|
||||
'is wrong turns out to be most of the job.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -2 },
|
||||
{ path: 'standing', op: 'add', value: 4 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_cells',
|
||||
stage: 'deputy',
|
||||
weight: 100,
|
||||
description:
|
||||
'One cell, one occupant, and eleven hours until the county wagon. He ' +
|
||||
'has been talking since six and has not yet said anything about why he ' +
|
||||
'is in there.',
|
||||
options: [
|
||||
{
|
||||
id: 'let_him_talk',
|
||||
label: 'Let him talk.',
|
||||
result:
|
||||
'By the ninth hour he has told you about a horse sold twice in ' +
|
||||
'Bitter Wells, and does not appear to notice that he has.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'feed_him_proper',
|
||||
label: 'Buy him a proper dinner out of your own pocket.',
|
||||
result:
|
||||
'Two dollars forty. He is quiet afterwards, and the county wagon ' +
|
||||
'takes a man who is not angry, which the driver notices.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -3 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'shut_him_up',
|
||||
label: 'Tell him to be quiet.',
|
||||
result:
|
||||
'He is quiet. Eleven hours is a long time in a building with two ' +
|
||||
'rooms in it and one of you able to leave.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'saloon_trouble',
|
||||
stage: 'deputy',
|
||||
weight: 70,
|
||||
cooldown: 4,
|
||||
description:
|
||||
'Something has gone wrong at the Cordwood and the noise of it reaches ' +
|
||||
'the office before anybody does. Ward is at the county seat until ' +
|
||||
'Thursday.',
|
||||
options: [
|
||||
{
|
||||
id: 'wade_in',
|
||||
label: 'Go in and take hold of the nearest man who is fighting.',
|
||||
result:
|
||||
'It stops. Your sleeve does not survive it and neither does a ' +
|
||||
'table, and the whole street knows by morning which it was.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 4 },
|
||||
{ path: 'money', op: 'add', value: -4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'wait_outside',
|
||||
label: 'Stand in the doorway and wait for it to come to you.',
|
||||
result:
|
||||
'It comes to you, in ones, which is the entire trick and takes a ' +
|
||||
'nerve you did not have a year ago.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: 6 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'send_for_dutch',
|
||||
label: 'Send for Dutch.',
|
||||
requires: [{ path: 'relationships.dutch.owes_you', op: '>=', value: 25 }],
|
||||
result:
|
||||
'He arrives inside four minutes, takes one man out by the collar, ' +
|
||||
'and says afterwards that the book is square now. It is not, and ' +
|
||||
'both of you let that stand.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: -20 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'vane_across_the_street',
|
||||
stage: 'deputy',
|
||||
weight: 55,
|
||||
cooldown: 6,
|
||||
description:
|
||||
'Vane has a load going out that the manifest describes as agricultural ' +
|
||||
'implements, and it is going out at four in the morning, which no ' +
|
||||
'agricultural implement in the county has ever needed to do.',
|
||||
options: [
|
||||
{
|
||||
id: 'stop_it',
|
||||
label: 'Be at the yard gate at four.',
|
||||
result:
|
||||
'He does not argue and he does not open the crate. He turns the ' +
|
||||
'wagon round in front of you and takes it back inside, and that is ' +
|
||||
'the last civil word between you.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 7 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 8 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -18 },
|
||||
{ path: 'relationships.hollis.wary_of_you', op: 'add', value: 15 },
|
||||
{ path: 'notable', op: 'push', value: 'Stood at Vane’s gate at four in the morning.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'let_it_go',
|
||||
label: 'Be somewhere else at four.',
|
||||
result:
|
||||
'The wagon goes. Nothing comes of it, which is the part that stays ' +
|
||||
'with you, because nothing coming of it means nothing was ever ' +
|
||||
'going to.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -5 },
|
||||
{ path: 'skills.trade', op: 'add', value: 1 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 10 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: -8 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'go_and_ask',
|
||||
label: 'Go to the office at nine and ask him straight out.',
|
||||
requires: [{ path: 'skills.trade', op: '>=', value: 32 }],
|
||||
result:
|
||||
'He tells you, in the doorway, the same as he told you about the ' +
|
||||
'crate. Then he asks whether the star has changed what you intend ' +
|
||||
'to do about it. It has, and you say so.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 4 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -4 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 6 },
|
||||
{ path: 'notable', op: 'push', value: 'Asked Vane straight out, wearing the star.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'ward_tired',
|
||||
stage: 'deputy',
|
||||
weight: 45,
|
||||
cooldown: 8,
|
||||
requires: [{ path: 'flags.sworn_in', op: '==', value: true }],
|
||||
description:
|
||||
'Ward has been six years retiring and today he says the word out loud ' +
|
||||
'for the first time, sitting on the office step with his boots off.',
|
||||
options: [
|
||||
{
|
||||
id: 'talk_him_round',
|
||||
label: 'Tell him the town is not ready.',
|
||||
result:
|
||||
'He says the town is never ready and that is not a reason. He stays ' +
|
||||
'anyway, for now, which both of you understand is a favour to you ' +
|
||||
'and not to the town.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 6 },
|
||||
{ path: 'relationships.ward.owes_you', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'tell_him_go',
|
||||
label: 'Tell him to go.',
|
||||
result:
|
||||
'He looks at you for a while. Then he laughs, once, and puts his ' +
|
||||
'boots back on, and does not mention it again for a month.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 10 },
|
||||
{ path: 'notable', op: 'push', value: 'Told Ward to go and retire.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'say_nothing_ward',
|
||||
label: 'Let him sit.',
|
||||
result: 'You sit on the step with him until it gets dark.',
|
||||
effects: [
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 4 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: -5 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'county_wagon',
|
||||
stage: 'deputy',
|
||||
weight: 50,
|
||||
cooldown: 5,
|
||||
description:
|
||||
'The county wagon is a day late, there are two men in one cell who ' +
|
||||
'should not be in one cell, and the second cell has never had a lock ' +
|
||||
'that works.',
|
||||
options: [
|
||||
{
|
||||
id: 'sit_up_with_them',
|
||||
label: 'Sit up all night in the office.',
|
||||
result:
|
||||
'Nothing happens, twice, at two and at four. In the morning the ' +
|
||||
'wagon comes and you have been awake for thirty hours.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'fix_the_lock',
|
||||
label: 'Spend the afternoon making the second lock work.',
|
||||
result:
|
||||
'It works. It has not worked since before Ward came, and he stands ' +
|
||||
'in the doorway turning the key for longer than the job took.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -5 },
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 7 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'release_one',
|
||||
label: 'Turn the quieter one loose on his word.',
|
||||
requires: [{ path: 'skills.nerve', op: '>=', value: 32 }],
|
||||
result:
|
||||
'He comes back at eight in the morning, as he said he would, and ' +
|
||||
'the county never knows there was a decision in it.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 6 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: 8 },
|
||||
{ path: 'notable', op: 'push', value: 'Turned a man loose on his word, and was right.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'dutch_in_the_cells',
|
||||
stage: 'deputy',
|
||||
weight: 40,
|
||||
cooldown: 10,
|
||||
requires: [{ path: 'turn', op: '>=', value: 12 }],
|
||||
description:
|
||||
'Dutch is in the cell. It is the Cordwood and a table and nobody hurt, ' +
|
||||
'and it is also the third time this season, and the storekeeper has ' +
|
||||
'started using the word "again."',
|
||||
options: [
|
||||
{
|
||||
id: 'let_him_out',
|
||||
label: 'Let him out in the morning and say nothing to the county.',
|
||||
result:
|
||||
'He goes to work. Neither of you refers to it, then or later, and ' +
|
||||
'the storekeeper notices that neither of you did.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -4 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: 20 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 8 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: 6 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'book_him',
|
||||
label: 'Book him properly.',
|
||||
result:
|
||||
'Eight dollars and a night, and his name on a county return with ' +
|
||||
'your hand on it. He pays the eight dollars. He reads the return ' +
|
||||
'twice.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 6 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: -18 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 14 },
|
||||
{ path: 'notable', op: 'push', value: 'Booked Dutch on a county return.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'talk_to_him',
|
||||
label: 'Sit outside the cell until he says what it is about.',
|
||||
requires: [{ path: 'relationships.dutch.trusts_you', op: '>=', value: 50 }],
|
||||
result:
|
||||
'It is about two years on the Ridge road and a book with nobody ' +
|
||||
'else’s name in it. He gets most of the way to saying so.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 12 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: -10 },
|
||||
{ path: 'notable', op: 'push', value: 'Sat outside the cell with Dutch until he talked.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_ridge_camp_dispute',
|
||||
stage: 'deputy',
|
||||
weight: 45,
|
||||
cooldown: 7,
|
||||
description:
|
||||
'Two men at the Ridge camp both hold paper on the same claim and one of ' +
|
||||
'them has a brother in Bitter Wells. The camp has asked for the marshal ' +
|
||||
'and the marshal has sent you.',
|
||||
options: [
|
||||
{
|
||||
id: 'read_the_paper_claim',
|
||||
label: 'Read both papers all the way through.',
|
||||
result:
|
||||
'Both are good. Both were issued by the same clerk eleven days ' +
|
||||
'apart. The problem is in Bitter Wells and not on the Ridge, and ' +
|
||||
'saying so ends it.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'stand_between',
|
||||
label: 'Stand between them until the county can rule.',
|
||||
result:
|
||||
'Six weeks of standing between them, in instalments. Nobody is shot ' +
|
||||
'and nobody is satisfied, which Ward says is the job described.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
{ path: 'money', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'take_a_side',
|
||||
label: 'Decide it yourself, on the spot.',
|
||||
result:
|
||||
'You are probably right. The brother from Bitter Wells arrives on ' +
|
||||
'Thursday to find out how right, and stays four days.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: 10 },
|
||||
{ path: 'money', op: 'add', value: 8 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_star_and_the_yard',
|
||||
stage: 'deputy',
|
||||
weight: 30,
|
||||
cooldown: 14,
|
||||
requires: [
|
||||
{ path: 'turn', op: '>=', value: 20 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: '<=', value: 30 },
|
||||
],
|
||||
description:
|
||||
'Vane & Co. has a note falling due and the bank in Bitter Wells has ' +
|
||||
'declined it. Vane is fifty-one and has not asked anybody in Cold Fork ' +
|
||||
'for anything in nineteen years, and is standing in the office doorway ' +
|
||||
'across the street looking at your building.',
|
||||
options: [
|
||||
{
|
||||
id: 'go_over',
|
||||
label: 'Cross the street.',
|
||||
result:
|
||||
'He does not ask. You do not offer. The two of you stand in the ' +
|
||||
'doorway of the office for a while, which is where every ' +
|
||||
'conversation you have ever had with him has happened.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 12 },
|
||||
{ path: 'notable', op: 'push', value: 'Crossed the street to Vane when the note fell due.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'lend_him',
|
||||
label: 'Put your own money into the note.',
|
||||
requires: [{ path: 'money', op: '>=', value: 60 }],
|
||||
result:
|
||||
'Sixty dollars, and the outfit keeps its animals. He pays it back ' +
|
||||
'over a year, in the doorway, in instalments, never once in front ' +
|
||||
'of Dutch.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -60 },
|
||||
{ path: 'relationships.hollis.owes_you', op: 'add', value: 40 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 25 },
|
||||
{ path: 'standing', op: 'add', value: 4 },
|
||||
{ path: 'notable', op: 'push', value: 'Put sixty dollars of your own into Vane’s note.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'stay_put',
|
||||
label: 'Stay on your own side of the street.',
|
||||
result:
|
||||
'The note goes. The yard is sold in the spring and the new outfit ' +
|
||||
'brings its own men, and the Ridge road is driven by somebody you ' +
|
||||
'do not know.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 1 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -10 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: -8 },
|
||||
{ path: 'notable', op: 'push', value: 'Stayed on your own side of the street.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'quiet_week',
|
||||
stage: 'deputy',
|
||||
weight: 60,
|
||||
cooldown: 4,
|
||||
description:
|
||||
'Nothing. Four days of nothing. The stove, the returns, the length of ' +
|
||||
'the street twice a night, and a town that does not need you at all ' +
|
||||
'this week and might not next week either.',
|
||||
options: [
|
||||
{
|
||||
id: 'learn_the_law',
|
||||
label: 'Read the county statutes properly.',
|
||||
result:
|
||||
'Most of it is fees. Some of it is not, and the part that is not is ' +
|
||||
'the part nobody in Cold Fork has ever read.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'work_the_yard_again',
|
||||
label: 'Go and load freight for a day, for the money.',
|
||||
result:
|
||||
'Vane pays you the hand’s rate without comment. Dutch says one ' +
|
||||
'thing about the star and then works alongside you all afternoon.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 9 },
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ride_the_county',
|
||||
label: 'Ride the county line and look at it.',
|
||||
result:
|
||||
'Two days out. Nobody sends for you and nothing needs you, and you ' +
|
||||
'come back having decided something you do not tell anybody.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -3 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
// Five more days in the office, added after the first real play of this
|
||||
// stage: 69 turns saw 13 distinct situations, and `office_day` and
|
||||
// `the_cells` were a sixth of the stage each. See DECISIONS #40.
|
||||
|
||||
{
|
||||
id: 'stage_came_in_short',
|
||||
stage: 'deputy',
|
||||
weight: 50,
|
||||
cooldown: 7,
|
||||
description:
|
||||
'The stage came in with the strongbox eleven pounds lighter than the ' +
|
||||
'manifest, and the driver swears on his mother that he never once ' +
|
||||
'stopped between the Wells and here.',
|
||||
options: [
|
||||
{
|
||||
id: 'wire_the_county',
|
||||
label: 'Wire the county and let them send a man.',
|
||||
result:
|
||||
'The county sends a man in nine days, by which time the driver has ' +
|
||||
'told the story often enough to believe every word of it.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ride_the_route',
|
||||
label: 'Ride the route back yourself, looking at the ground.',
|
||||
result:
|
||||
'Wheel ruts off the road at the second creek, where the driver says ' +
|
||||
'he never stopped. You do not find the eleven pounds. You find where ' +
|
||||
'they got off.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -3 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'lean_on_the_driver',
|
||||
label: 'Lean on the driver until his story changes.',
|
||||
requires: [{ path: 'skills.nerve', op: '>=', value: 30 }],
|
||||
result:
|
||||
'It changes on the fourth telling, at the second creek, and then ' +
|
||||
'again at the part where somebody was expecting him.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 4 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: 5 },
|
||||
{ path: 'notable', op: 'push', value: 'Leaned on a stage driver until the story changed.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_county_fees',
|
||||
stage: 'deputy',
|
||||
weight: 45,
|
||||
cooldown: 8,
|
||||
description:
|
||||
'The county wants its licence fees collected from every business on the ' +
|
||||
'street, and the list it sent includes the woman who sells pies out of ' +
|
||||
'her kitchen window on Sundays.',
|
||||
options: [
|
||||
{
|
||||
id: 'collect_all',
|
||||
label: 'Collect from everybody on the list.',
|
||||
result:
|
||||
'All of it, pies included. The county is pleased. The street is ' +
|
||||
'polite to you in a way it was not last week.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -4 },
|
||||
{ path: 'skills.trade', op: 'add', value: 1 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'pay_hers',
|
||||
label: 'Collect from the rest, and pay hers out of your own pocket.',
|
||||
result:
|
||||
'A dollar fifty. Nobody is told, and by Sunday everybody knows, which ' +
|
||||
'is how the street keeps its accounts.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -5 },
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
{ path: 'notable', op: 'push', value: 'Paid the pie licence out of your own pocket.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'strike_her_off',
|
||||
label: 'Strike her off the list and let the county notice if it can.',
|
||||
requires: [{ path: 'skills.trade', op: '>=', value: 28 }],
|
||||
result:
|
||||
'You find the statute that exempts a kitchen window, and cite it in ' +
|
||||
'the return. The county never writes back, which is the county ' +
|
||||
'agreeing.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_bounty_man',
|
||||
stage: 'deputy',
|
||||
weight: 40,
|
||||
cooldown: 9,
|
||||
description:
|
||||
'A man with a paper from Bitter Wells and a rifle he keeps too clean ' +
|
||||
'wants to know whether a teamster called Pike is in Cold Fork. There is ' +
|
||||
'a teamster called Pike in Cold Fork, and he has been decent to you.',
|
||||
options: [
|
||||
{
|
||||
id: 'tell_him',
|
||||
label: 'Tell him where Pike is.',
|
||||
result:
|
||||
'He thanks you and leaves money on the desk, which you did not ask ' +
|
||||
'for and do not give back. The teamsters hear about the money first.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 6 },
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 3 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 6 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'send_him_on',
|
||||
label: 'Tell him Pike went west a month ago.',
|
||||
result:
|
||||
'He looks at you for long enough that you understand he knows. Then ' +
|
||||
'he rides west, because the paper does not pay him to argue.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'check_the_paper',
|
||||
label: 'Read his paper properly before you say anything at all.',
|
||||
requires: [{ path: 'skills.trade', op: '>=', value: 30 }],
|
||||
result:
|
||||
'It names a Pike, a year and a county, and two of the three are ' +
|
||||
'wrong. You tell him so, with the statute, and he goes home.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 4 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 4 },
|
||||
{ path: 'notable', op: 'push', value: 'Read a bounty man’s paper closely enough to send him home.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'fire_at_the_store',
|
||||
stage: 'deputy',
|
||||
weight: 35,
|
||||
cooldown: 12,
|
||||
description:
|
||||
'A lamp goes over in the back room of the store an hour after midnight, ' +
|
||||
'and by the time you are in your boots the whole street is standing in ' +
|
||||
'it in its nightclothes.',
|
||||
options: [
|
||||
{
|
||||
id: 'bucket_line',
|
||||
label: 'Get a bucket line going from the trough.',
|
||||
result:
|
||||
'It is out by two. The back room is gone and the front is black to ' +
|
||||
'the ceiling, and the storekeeper shakes every hand on the line.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -2 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'go_in_for_the_book',
|
||||
label: 'Go in for the book on the counter.',
|
||||
requires: [{ path: 'skills.nerve', op: '>=', value: 34 }],
|
||||
result:
|
||||
'You come out with it under your coat and no eyebrows. Half the town ' +
|
||||
'is in that book, and every one of them knows who carried it out.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 6 },
|
||||
{ path: 'notable', op: 'push', value: 'Went into the burning store for the book.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'hold_the_crowd',
|
||||
label: 'Keep the crowd back and let it burn itself out.',
|
||||
result:
|
||||
'Nobody else is hurt, which Ward says is the only part of a fire that ' +
|
||||
'is the office’s business. The storekeeper does not agree, loudly.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'dutch_wants_the_ridge',
|
||||
stage: 'deputy',
|
||||
weight: 40,
|
||||
cooldown: 10,
|
||||
description:
|
||||
'Dutch comes to the office sober and early, which has not happened ' +
|
||||
'before, and asks whether a deputy has any say in who drives the Ridge ' +
|
||||
'road now that Vane is short a man.',
|
||||
options: [
|
||||
{
|
||||
id: 'put_him_forward',
|
||||
label: 'Say you will put his name in with Vane.',
|
||||
result:
|
||||
'He nods once and goes, and Vane hears about it from Dutch before he ' +
|
||||
'hears about it from you, which is not how you meant it to go.',
|
||||
effects: [
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 8 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: 10 },
|
||||
{ path: 'relationships.hollis.wary_of_you', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'office_stays_out',
|
||||
label: 'Say the office does not hire teamsters.',
|
||||
result:
|
||||
'He says that is true, and it is, and he takes his hat off the desk ' +
|
||||
'and goes back down the street to wait for somebody else to decide.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: -5 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ask_vane_for_him',
|
||||
label: 'Walk across the street and ask Vane yourself.',
|
||||
requires: [{ path: 'relationships.hollis.trusts_you', op: '>=', value: 40 }],
|
||||
result:
|
||||
'Vane hears you out in the doorway and says he will think about it, ' +
|
||||
'and Dutch is on the Ridge road on Monday.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 10 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -2 },
|
||||
{ path: 'notable', op: 'push', value: 'Asked Vane to put Dutch on the Ridge road.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
// Corporate Ladder's car lot, in Cold Fork's terms and at its scale. Same
|
||||
// structure deliberately: an offer, never an obligation, with the weekly
|
||||
// charge for falling short of it sitting in upkeep instead.
|
||||
//
|
||||
// The horse and the room used to be one event, whose description was
|
||||
// always about the horse. A real session was offered the room under that
|
||||
// text, and shown "Buy the bay" locked after buying it — a door that could
|
||||
// never open. Now each is its own event, gated on the tier it offers, so
|
||||
// neither can appear once it is bought. See DECISIONS #40.
|
||||
id: 'the_sale_barn',
|
||||
stage: 'deputy',
|
||||
weight: 45,
|
||||
cooldown: 6,
|
||||
requires: [{ path: 'lifestyle', op: '==', value: 0 }],
|
||||
description:
|
||||
'The sale barn has a bay with four good years in him and a price on ' +
|
||||
'him. Ward says nothing about it, except that the county pays mileage ' +
|
||||
'on a horse a man owns and nothing at all on a hired one.',
|
||||
options: [
|
||||
{
|
||||
id: 'buy_the_bay',
|
||||
label: 'Buy the bay.',
|
||||
requires: [{ path: 'money', op: '>=', value: 70 }],
|
||||
result:
|
||||
'He is a better animal than the livery has ever put under you, and ' +
|
||||
'the whole street watches you ride him down it once.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -70 },
|
||||
{ path: 'lifestyle', op: 'set', value: 1 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'notable', op: 'push', value: 'Bought the bay out of the sale barn.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ride_the_livery',
|
||||
label: 'Ride what the livery gives you.',
|
||||
result:
|
||||
'A different animal every week, and you learn something about each ' +
|
||||
'one of them in the first mile.',
|
||||
effects: [{ path: 'skills.trade', op: 'add', value: 1 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_ellis_room',
|
||||
stage: 'deputy',
|
||||
weight: 45,
|
||||
cooldown: 6,
|
||||
requires: [{ path: 'lifestyle', op: '==', value: 1 }],
|
||||
description:
|
||||
'The room over the Ellis place is empty again: a stove, a door that ' +
|
||||
'locks, and a window over the street. The Cordwood charges a deputy the ' +
|
||||
'same as a teamster, and says so to both of them.',
|
||||
options: [
|
||||
{
|
||||
id: 'take_the_room',
|
||||
label: 'Take the room over the Ellis place, with the stove.',
|
||||
requires: [{ path: 'money', op: '>=', value: 150 }],
|
||||
result:
|
||||
'A door that locks, a stove, and a window over the street. The ' +
|
||||
'Cordwood does not hold it against you; the Cordwood holds nothing ' +
|
||||
'against anybody who pays up.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -150 },
|
||||
{ path: 'lifestyle', op: 'set', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
{ path: 'notable', op: 'push', value: 'Took the room with the stove over the Ellis place.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'stay_at_the_cordwood',
|
||||
label: 'Stay at the Cordwood.',
|
||||
result:
|
||||
'The walls are thin and the talk comes through them, and some of what ' +
|
||||
'comes through is worth a deputy hearing.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 1 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default deputy;
|
||||
@@ -0,0 +1,142 @@
|
||||
// Running out of money.
|
||||
//
|
||||
// No game over and no failure mode in the engine — these are ordinary events
|
||||
// whose conditions happen to be about money, weighted heavily enough to crowd
|
||||
// out an ordinary day. Neither declares a stage: being broke follows you up
|
||||
// the ladder rather than vanishing when you take the star.
|
||||
//
|
||||
// The arithmetic that matters, and the one Corporate Ladder got wrong once:
|
||||
// `every_run` pays 30 against a room-and-board cycle of 20 and a fully-loaded
|
||||
// store charge of 10, so there is always a way out that is worth more than the
|
||||
// hole is deep. Change either number and re-derive the other.
|
||||
|
||||
export const hardTimes = [
|
||||
{
|
||||
id: 'store_cut_off',
|
||||
// Heavy, but on a cooldown: being broke should colour a run, not become
|
||||
// the run. Corporate Ladder learned this the expensive way at weight 5000
|
||||
// with no cooldown.
|
||||
weight: 900,
|
||||
cooldown: 3,
|
||||
requires: [{ path: 'money', op: '<', value: 0 }],
|
||||
description:
|
||||
'The storekeeper turns the book round on the counter so you can see ' +
|
||||
'your own line in it, and does not say anything at all, which is worse ' +
|
||||
'than the several things he could have said.',
|
||||
options: [
|
||||
{
|
||||
id: 'on_the_book',
|
||||
label: 'Ask him to carry you a while longer.',
|
||||
// He stops eventually. Past that, the ways out cost standing and
|
||||
// favours rather than interest, which is where the spiral gets real.
|
||||
requires: [{ path: 'owed', op: '<', value: 120 }],
|
||||
result:
|
||||
'He turns the book back round and writes it. The figure at the ' +
|
||||
'bottom of your line is now larger than a month of runs.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 30 },
|
||||
{ path: 'owed', op: 'add', value: 32 },
|
||||
{ path: 'flags.owes_the_store', op: 'set', value: true },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
{ path: 'notable', op: 'push', value: 'Went further into the book at the store.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ask_dutch',
|
||||
label: 'Ask Dutch to settle a line of his own.',
|
||||
requires: [{ path: 'relationships.dutch.owes_you', op: '>=', value: 20 }],
|
||||
result:
|
||||
'He pays it without a word and crosses it out of the book in front ' +
|
||||
'of you, and afterwards you are a man he has settled with rather ' +
|
||||
'than a man he owes.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 18 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: -20 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: -3 },
|
||||
{ path: 'notable', op: 'push', value: 'Called in what Dutch owed.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ask_hollis',
|
||||
label: 'Ask Vane for the smith’s money back.',
|
||||
requires: [{ path: 'relationships.hollis.owes_you', op: '>=', value: 20 }],
|
||||
result:
|
||||
'He pays in the doorway, in full, and finds a reason not to look at ' +
|
||||
'you for the rest of the week.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 22 },
|
||||
{ path: 'relationships.hollis.owes_you', op: 'add', value: -20 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'every_run',
|
||||
label: 'Take every run going.',
|
||||
// Has to be worth more than a cycle of room and board plus the fully
|
||||
// stepped-up store charge, or it is not a way out — it is the hole
|
||||
// with extra hours in it.
|
||||
result:
|
||||
'Eleven days without one off. The Ridge road stops being a road ' +
|
||||
'after a while and becomes a sequence of turns you take.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 30 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_book_called',
|
||||
// Often enough to matter. At weight 25 Corporate Ladder's equivalent
|
||||
// appeared six times in 262 turns and debt became a one-way ratchet.
|
||||
weight: 45,
|
||||
cooldown: 4,
|
||||
requires: [{ path: 'owed', op: '>', value: 0 }],
|
||||
description:
|
||||
'The storekeeper has written to the county about three lines in his ' +
|
||||
'book and yours is one of them. He mentions this to you in the street, ' +
|
||||
'in daylight, in front of two other people.',
|
||||
options: [
|
||||
// Both payments take what is owed up to their size, never more — money
|
||||
// first, because both effects read `owed` before it moves. See #38.
|
||||
{
|
||||
id: 'pay_chunk',
|
||||
label: 'Pay a real piece of it down, up to forty-five dollars.',
|
||||
requires: [{ path: 'money', op: '>=', value: 45 }],
|
||||
result: 'He rules a line through most of it and is disappointed about it.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: { from: 'owed', times: -1, cap: 45 } },
|
||||
{ path: 'owed', op: 'add', value: { from: 'owed', times: -1, cap: 45 } },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'pay_minimum',
|
||||
label: 'Pay what you have on you.',
|
||||
requires: [{ path: 'money', op: '>=', value: 12 }],
|
||||
result: 'Up to ten dollars against the line, and two dollars of coffee while you are in there.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -2 },
|
||||
{ path: 'money', op: 'add', value: { from: 'owed', times: -1, cap: 10 } },
|
||||
{ path: 'owed', op: 'add', value: { from: 'owed', times: -1, cap: 10 } },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'stall',
|
||||
label: 'Tell him after the next stage.',
|
||||
result:
|
||||
'He says after the next stage. The two other people in the street ' +
|
||||
'say nothing, and repeat all of it by evening.',
|
||||
effects: [
|
||||
{ path: 'owed', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default hardTimes;
|
||||
@@ -0,0 +1,8 @@
|
||||
import { routine } from './routine.js';
|
||||
import { people } from './people.js';
|
||||
import { promotion } from './promotion.js';
|
||||
import { deputy } from './deputy.js';
|
||||
import { hardTimes } from './hard-times.js';
|
||||
|
||||
export const events = [...routine, ...people, ...promotion, ...deputy, ...hardTimes];
|
||||
export default events;
|
||||
@@ -0,0 +1,415 @@
|
||||
// The three people in Cold Fork who have an opinion about you.
|
||||
//
|
||||
// Relationship-gated content, and the counterweight to the yard: the runs pay
|
||||
// the room, but Dutch's book, Vane's ledger and Ward's slow appraisal are what
|
||||
// decide whether the star is ever offered.
|
||||
|
||||
export const people = [
|
||||
{
|
||||
id: 'dutch_book',
|
||||
stage: 'hand',
|
||||
weight: 70,
|
||||
cooldown: 5,
|
||||
description:
|
||||
'Dutch has his tally book open on the tailgate and is working through ' +
|
||||
'who took which run this month. He has arrived at a number he does not ' +
|
||||
'like and is now looking for somewhere to put it.',
|
||||
options: [
|
||||
{
|
||||
id: 'let_him_talk',
|
||||
label: 'Let him get all the way to the end of it.',
|
||||
result:
|
||||
'It takes twenty minutes. By the end he has talked himself into ' +
|
||||
'thinking it was about the weather, which suits both of you.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 6 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: -4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'check_the_book',
|
||||
label: 'Ask to see the book.',
|
||||
result:
|
||||
'The tally is right and his arithmetic is wrong by two runs, in his ' +
|
||||
'own favour. You say so quietly. He does not thank you and does not ' +
|
||||
'forget it either.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 7 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'trade_a_run',
|
||||
label: 'Offer him the next Ridge run to square it.',
|
||||
requires: [{ path: 'relationships.dutch.trusts_you', op: '>=', value: 45 }],
|
||||
result:
|
||||
'He takes it, and the book gets a line in it on your side for the ' +
|
||||
'first time. Dutch settles his lines.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -6 },
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: 18 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 5 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'dutch_drunk',
|
||||
stage: 'hand',
|
||||
weight: 40,
|
||||
cooldown: 9,
|
||||
requires: [{ path: 'turn', op: '>=', value: 12 }],
|
||||
description:
|
||||
'Dutch did not come in for the morning run and the morning run is ' +
|
||||
'loaded. He is at the Cordwood, upright, and in no condition to be ' +
|
||||
'within thirty feet of a horse.',
|
||||
options: [
|
||||
{
|
||||
id: 'cover',
|
||||
label: 'Take his run and say nothing about it.',
|
||||
result:
|
||||
'Vane never learns. Dutch learns, in the afternoon, from the state ' +
|
||||
'of the harness, and comes and stands near you for a while without ' +
|
||||
'saying anything.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 7 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'flags.covered_for_dutch', op: 'set', value: true },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: 25 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 8 },
|
||||
{ path: 'notable', op: 'push', value: 'Covered Dutch’s run and never mentioned it.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'tell_vane',
|
||||
label: 'Tell Vane the run needs a driver.',
|
||||
result:
|
||||
'Vane takes it out himself at fifty-one years of age and says one ' +
|
||||
'sentence to Dutch on his return. Dutch works the rest of the month ' +
|
||||
'like a man being watched, because he is.',
|
||||
effects: [
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 7 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: -15 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 12 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'sober_him',
|
||||
label: 'Walk him round the yard until he can stand up to it.',
|
||||
requires: [{ path: 'skills.nerve', op: '>=', value: 12 }],
|
||||
result:
|
||||
'Four circuits and a bucket. He drives it badly but he drives it, ' +
|
||||
'and that distinction is the entire point.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: 14 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 10 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: -6 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'vane_ledger',
|
||||
stage: 'hand',
|
||||
weight: 50,
|
||||
cooldown: 7,
|
||||
description:
|
||||
'The office door is open for once. Vane has the ledger out and the look ' +
|
||||
'of a man who has added a column twice and got two answers.',
|
||||
options: [
|
||||
{
|
||||
id: 'offer_help',
|
||||
label: 'Offer to run the column.',
|
||||
result:
|
||||
'You find it in ten minutes: a freight bill entered twice in March. ' +
|
||||
'He does not say thank you. He leaves the door open after that.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 4 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 9 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ask_for_more',
|
||||
label: 'Ask him what the good runs pay.',
|
||||
requires: [{ path: 'skills.trade', op: '>=', value: 22 }],
|
||||
result:
|
||||
'Twenty-two, and he has been giving them to Dutch for two years ' +
|
||||
'because Dutch asked in his first month. Nobody had told you that ' +
|
||||
'asking was the mechanism.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 22 },
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 3 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 6 },
|
||||
{ path: 'notable', op: 'push', value: 'Asked Vane for the good runs.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'call_in_the_debt',
|
||||
label: 'Mention the smith’s bill you stood for.',
|
||||
requires: [{ path: 'relationships.hollis.owes_you', op: '>=', value: 20 }],
|
||||
result:
|
||||
'He pays it back to the cent, in front of Dutch, and is short with ' +
|
||||
'you for two days afterwards for having had to.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 24 },
|
||||
{ path: 'relationships.hollis.owes_you', op: 'add', value: -20 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'leave_him_to_it',
|
||||
label: 'Leave him to it.',
|
||||
result: 'The door is shut again within the hour.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'ward_asks',
|
||||
stage: 'hand',
|
||||
weight: 45,
|
||||
cooldown: 6,
|
||||
requires: [{ path: 'turn', op: '>=', value: 6 }],
|
||||
description:
|
||||
'Marshal Ward is leaning on the yard gate with no particular business ' +
|
||||
'there. He asks, eventually and as though it has just occurred to him, ' +
|
||||
'what came in on the stage.',
|
||||
options: [
|
||||
{
|
||||
id: 'tell_him',
|
||||
label: 'Tell him what came in on the stage.',
|
||||
result:
|
||||
'Hinges, nails, and a crate consigned to a name nobody in Cold Fork ' +
|
||||
'has heard of. He writes none of it down and remembers all of it.',
|
||||
effects: [
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 8 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: -4 },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'say_nothing',
|
||||
label: 'Say that is Vane’s business and not yours.',
|
||||
result:
|
||||
'He agrees that it is, pleasantly, and stays leaning on the gate for ' +
|
||||
'another twenty minutes.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.ward.wary_of_you', op: 'add', value: 6 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ask_him_back',
|
||||
label: 'Ask him what he is actually looking for.',
|
||||
requires: [{ path: 'skills.trade', op: '>=', value: 12 }],
|
||||
result:
|
||||
'He tells you, which surprises both of you. A crate a month, six ' +
|
||||
'months running, and no consignee that exists.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 10 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'ward_deputizes',
|
||||
stage: 'hand',
|
||||
weight: 35,
|
||||
cooldown: 10,
|
||||
requires: [
|
||||
{ path: 'turn', op: '>=', value: 18 },
|
||||
{ path: 'relationships.ward.trusts_you', op: '>=', value: 45 },
|
||||
],
|
||||
description:
|
||||
'There is a man in the one cell who needs moving to the county seat and ' +
|
||||
'Ward cannot leave the town without somebody in it. He is not offering ' +
|
||||
'you a job. He is offering you two days.',
|
||||
options: [
|
||||
{
|
||||
id: 'ride_along',
|
||||
label: 'Ride along.',
|
||||
result:
|
||||
'Two days out and two back, and the prisoner talks for all four. ' +
|
||||
'Ward does not, which turns out to be the instruction.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 12 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 12 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -4 },
|
||||
{ path: 'notable', op: 'push', value: 'Rode to the county seat with Ward and a prisoner.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'mind_the_town',
|
||||
label: 'Offer to mind the town instead.',
|
||||
requires: [{ path: 'skills.nerve', op: '>=', value: 22 }],
|
||||
result:
|
||||
'Two days with the keys and nothing whatever happens, which you ' +
|
||||
'later understand was the test.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 12 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 8 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 15 },
|
||||
{ path: 'notable', op: 'push', value: 'Held the town for two days while Ward was gone.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'decline_ward',
|
||||
label: 'Say the yard cannot spare you.',
|
||||
result:
|
||||
'It can. Both of you know it can. He takes the storekeeper instead ' +
|
||||
'and the storekeeper tells the story for a year.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: -8 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 6 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'saturday_night',
|
||||
stage: 'hand',
|
||||
weight: 55,
|
||||
cooldown: 5,
|
||||
description:
|
||||
'The Cordwood on a Rest night: Dutch at the long table, half the yard ' +
|
||||
'with him, and a game of cards that everybody present knows the ' +
|
||||
'storekeeper’s nephew cannot afford to be in.',
|
||||
options: [
|
||||
{
|
||||
id: 'sit_in',
|
||||
label: 'Sit in.',
|
||||
result:
|
||||
'You come out four dollars ahead and the nephew comes out eleven ' +
|
||||
'behind. Nobody says anything about it, then or afterwards.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 4 },
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'buy_the_table',
|
||||
label: 'Buy the table a round and stay out of the game.',
|
||||
result:
|
||||
'Six dollars, and for the rest of the month you are a man who bought ' +
|
||||
'the table a round, which in Cold Fork is a kind of address.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -6 },
|
||||
{ path: 'standing', op: 'add', value: 5 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 4 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: -3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'walk_the_nephew_out',
|
||||
label: 'Get the nephew out of the game.',
|
||||
requires: [{ path: 'skills.nerve', op: '>=', value: 12 }],
|
||||
result:
|
||||
'You do it badly and in front of everyone, and it works. The ' +
|
||||
'storekeeper hears about it before you are back at the yard.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 7 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 5 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'notable', op: 'push', value: 'Pulled the storekeeper’s nephew out of a card game.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'early_night',
|
||||
label: 'Go up early.',
|
||||
result: 'The ceiling of a room at the Cordwood, at nine at night.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 1 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_consignee',
|
||||
stage: 'hand',
|
||||
weight: 25,
|
||||
cooldown: 12,
|
||||
requires: [
|
||||
{ path: 'turn', op: '>=', value: 24 },
|
||||
{ path: 'relationships.ward.trusts_you', op: '>=', value: 50 },
|
||||
],
|
||||
description:
|
||||
'The crate with no consignee is on the platform again, and this month ' +
|
||||
'the manifest has Vane’s own hand on it. Ward is not at the gate today, ' +
|
||||
'which is itself a decision somebody made.',
|
||||
options: [
|
||||
{
|
||||
id: 'load_it',
|
||||
label: 'Load it and drive it out to the Ridge like any other crate.',
|
||||
result:
|
||||
'It is heavier than hinges. Vane pays you eighteen dollars for a ' +
|
||||
'nine dollar run and neither of you mentions the difference.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 18 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 10 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: -12 },
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
{ path: 'notable', op: 'push', value: 'Ran the unmarked crate out to the Ridge for Vane.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'tell_ward',
|
||||
label: 'Go and find Ward.',
|
||||
result:
|
||||
'He looks at the manifest for a long time and then puts it back on ' +
|
||||
'the platform exactly as he found it. Nothing happens for eleven ' +
|
||||
'days, and then a great deal happens at once.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 6 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 20 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -14 },
|
||||
{ path: 'notable', op: 'push', value: 'Took Vane’s manifest to Marshal Ward.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ask_vane_direct',
|
||||
label: 'Ask Vane what is in it.',
|
||||
requires: [{ path: 'skills.trade', op: '>=', value: 22 }],
|
||||
result:
|
||||
'He tells you, standing in the doorway of the office as always, and ' +
|
||||
'then asks what you intend to do about it. It is the first real ' +
|
||||
'question anybody in Cold Fork has asked you.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 4 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 6 },
|
||||
{ path: 'notable', op: 'push', value: 'Asked Vane what was in the crate, and got an answer.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default people;
|
||||
@@ -0,0 +1,145 @@
|
||||
// Taking the star.
|
||||
//
|
||||
// The same shape as Corporate Ladder's Dispatch offer, and for the same
|
||||
// reason: the engine has no notion of a promotion, only of a stage that
|
||||
// determines which events are in the pool. The offer is an ordinary event
|
||||
// whose effects happen to include { path: 'stage', op: 'set', value: 'deputy' }.
|
||||
//
|
||||
// Declining is a real option. It comes back after a cooldown, and staying in
|
||||
// the yard to build trade and a book full of favours is a way to play rather
|
||||
// than a mistake.
|
||||
|
||||
export const promotion = [
|
||||
{
|
||||
// The first real player asked, thirty turns in, how they would know they
|
||||
// were getting close. Nothing said. This does, in the town's own terms: it
|
||||
// names what the offer is waiting for without printing a threshold. It
|
||||
// comes once, somewhat before the offer can, and only to a hand already
|
||||
// heading that way. See DECISIONS #40.
|
||||
id: 'ward_takes_notice',
|
||||
stage: 'hand',
|
||||
weight: 300,
|
||||
once: true,
|
||||
requires: [
|
||||
{ path: 'turn', op: '>=', value: 24 },
|
||||
{ path: 'standing', op: '>=', value: 55 },
|
||||
],
|
||||
description:
|
||||
'Ward stops at the yard gate on his way past and says, to nobody in ' +
|
||||
'particular, that the county will want a second man by winter. The man ' +
|
||||
'will need a name the street says for the right reasons, and he will ' +
|
||||
'need to be one Ward can take at his word — or one who has already ' +
|
||||
'walked into trouble on the Ridge road and walked back out of it.',
|
||||
options: [
|
||||
{
|
||||
id: 'ask_what_it_takes',
|
||||
label: 'Ask him how long a man would have to wait.',
|
||||
result:
|
||||
'He says not before the fortieth day of anybody’s employment, and ' +
|
||||
'that he is not talking about anybody in particular, and goes on up ' +
|
||||
'the street.',
|
||||
effects: [
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 3 },
|
||||
{ path: 'notable', op: 'push', value: 'Heard from Ward that the county would want a second man.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'happy_in_the_yard',
|
||||
label: 'Say you are happy in the yard.',
|
||||
result: 'Vane, in the office doorway, hears you say it.',
|
||||
effects: [
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'remember_it',
|
||||
label: 'Say nothing, and remember it.',
|
||||
result: 'He did not expect an answer, and seems to like not getting one.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'deputy_offer',
|
||||
stage: 'hand',
|
||||
weight: 800,
|
||||
cooldown: 12,
|
||||
// A long way in, deliberately. The yard is where most of this pack lives,
|
||||
// and the star at turn twenty would skip it.
|
||||
requires: [
|
||||
{ path: 'standing', op: '>=', value: 70 },
|
||||
{ path: 'turn', op: '>=', value: 40 },
|
||||
// Two ways to be offered it: the marshal has decided about you, or the
|
||||
// town has, on the evidence of what you have walked into.
|
||||
{
|
||||
any: [
|
||||
{ path: 'relationships.ward.trusts_you', op: '>=', value: 68 },
|
||||
{ path: 'skills.nerve', op: '>=', value: 40 },
|
||||
],
|
||||
},
|
||||
],
|
||||
description:
|
||||
'Ward has the county paper that makes a deputy and has already written a ' +
|
||||
'name on it. He says the pay is thirty-eight a run and the work is mostly ' +
|
||||
'walking about, and that the second half of that is a lie he tells ' +
|
||||
'everybody once.',
|
||||
options: [
|
||||
{
|
||||
id: 'accept',
|
||||
label: 'Take the star.',
|
||||
result:
|
||||
'Vane says nothing at all, which is worse than anything he could ' +
|
||||
'have said. Dutch carries your kit up the street and talks the ' +
|
||||
'entire way about the Ridge road.',
|
||||
effects: [
|
||||
{ path: 'stage', op: 'set', value: 'deputy' },
|
||||
{ path: 'flags.sworn_in', op: 'set', value: true },
|
||||
{ path: 'standing', op: 'add', value: 6 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -14 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 10 },
|
||||
{ path: 'notable', op: 'push', value: 'Took the star.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'accept_and_speak',
|
||||
label: 'Take it, and put Dutch up for the good runs.',
|
||||
requires: [{ path: 'relationships.dutch.trusts_you', op: '>=', value: 55 }],
|
||||
result:
|
||||
'Vane writes the name down in front of you, which is as close as he ' +
|
||||
'comes to a farewell. Dutch is insufferable about it for a month and ' +
|
||||
'then, quietly, is not.',
|
||||
effects: [
|
||||
{ path: 'stage', op: 'set', value: 'deputy' },
|
||||
{ path: 'flags.sworn_in', op: 'set', value: true },
|
||||
{ path: 'flags.spoke_for_dutch', op: 'set', value: true },
|
||||
{ path: 'standing', op: 'add', value: 4 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -8 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 15 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: 20 },
|
||||
{ path: 'notable', op: 'push', value: 'Took the star, and put Dutch up for the good runs.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'decline',
|
||||
label: 'Not yet.',
|
||||
result:
|
||||
'He folds the paper back into his coat. He has carried it around ' +
|
||||
'unsigned for six years and is in no hurry now.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: -6 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 8 },
|
||||
{ path: 'notable', op: 'push', value: 'Turned down the star.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default promotion;
|
||||
@@ -0,0 +1,432 @@
|
||||
// Ordinary days in the yard.
|
||||
//
|
||||
// `stage_day`, `ridge_road` and `yard_work` carry no conditions, no cooldown
|
||||
// and no `once`, which makes them this stage's floor: whatever else is
|
||||
// excluded, there is always a turn to play.
|
||||
//
|
||||
// Note what the ungated options give. Corporate Ladder put four of its best
|
||||
// negotiation gains behind a negotiation gate, and its logs show players
|
||||
// bouncing off that wall for thirty turns. Every gate in this pack has ungated
|
||||
// repeatable growth underneath it — see DECISIONS.md #32.
|
||||
|
||||
export const routine = [
|
||||
{
|
||||
id: 'first_morning',
|
||||
stage: 'hand',
|
||||
weight: 99999,
|
||||
once: true,
|
||||
description:
|
||||
'Hollis Vane looks at your hands rather than your face, says the pay is ' +
|
||||
'twenty-four dollars a run, the room at the Cordwood is eight and the ' +
|
||||
'feed is what it is, and lets you do that arithmetic yourself. Dutch ' +
|
||||
'Rennels is already harnessing.',
|
||||
options: [
|
||||
{
|
||||
id: 'ask_the_rate',
|
||||
label: 'Ask what a man makes on top of the twenty-four.',
|
||||
result:
|
||||
'He says that depends entirely on you, and goes inside. It is the ' +
|
||||
'most useful thing anybody tells you all week.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 2 },
|
||||
{ path: 'notable', op: 'push', value: 'Asked Vane what the work was really worth.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'get_to_work',
|
||||
label: 'Say nothing and pick up a harness.',
|
||||
result:
|
||||
'Dutch watches you do it wrong, then watches you do it right, and ' +
|
||||
'does not offer a word either time.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 4 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ask_dutch',
|
||||
label: 'Ask Dutch which of these animals bites.',
|
||||
result:
|
||||
'He tells you. He also tells you he has driven the Ridge road two ' +
|
||||
'years, which is not an answer to the question you asked.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 1 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: -5 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'stage_day',
|
||||
stage: 'hand',
|
||||
weight: 100,
|
||||
description:
|
||||
'The stage is in and there are nine crates on the platform for a wagon ' +
|
||||
'that holds seven. The driver wants to be gone inside the hour and is ' +
|
||||
'saying so at length.',
|
||||
options: [
|
||||
{
|
||||
id: 'two_trips',
|
||||
label: 'Run it twice. Nobody has to know it took all day.',
|
||||
result: 'It takes all day. Everybody knows.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 4 },
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'load_high',
|
||||
label: 'Stack it high and rope it down.',
|
||||
result:
|
||||
'Seven crates and two more where a man would sit. It holds as far as ' +
|
||||
'the creek crossing, which is farther than you expected.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 8 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'standing', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'talk_the_driver',
|
||||
label: 'Talk the driver into leaving two for the next stage.',
|
||||
requires: [{ path: 'skills.trade', op: '>=', value: 12 }],
|
||||
result:
|
||||
'He leaves two. He also mentions your name at the far end of the ' +
|
||||
'line, favourably, which you will not hear about for a month.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 6 },
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'ridge_road',
|
||||
stage: 'hand',
|
||||
weight: 100,
|
||||
description:
|
||||
'A load for the Ridge camp, out and back in a day if the weather holds. ' +
|
||||
'The last mile is the one with the bad turn on it, and everybody knows ' +
|
||||
'which mile that is.',
|
||||
options: [
|
||||
{
|
||||
id: 'drive_it',
|
||||
label: 'Take it out yourself.',
|
||||
result:
|
||||
'The bad turn is exactly as advertised. You come back with the wagon ' +
|
||||
'and the animals and most of your composure.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 9 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'go_with_dutch',
|
||||
label: 'Ask Dutch to take the reins and ride along.',
|
||||
result:
|
||||
'He drives it in silence and points at the bad turn without slowing. ' +
|
||||
'You learn the road. You do not learn much else.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 4 },
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 4 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: -2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'take_the_gun',
|
||||
label: 'Ask Hollis for the scattergun and go alone.',
|
||||
requires: [{ path: 'skills.nerve', op: '>=', value: 12 }],
|
||||
result:
|
||||
'He hands it over without a word, which is the first time he has ' +
|
||||
'agreed to anything you asked for.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 14 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 3 },
|
||||
{ path: 'flags.carries_iron', op: 'set', value: true },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 5 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'yard_work',
|
||||
stage: 'hand',
|
||||
weight: 100,
|
||||
description:
|
||||
'No stage, no run, and a yard full of things that are nearly broken. ' +
|
||||
'Hollis is in the office with the ledger and the door shut.',
|
||||
options: [
|
||||
{
|
||||
id: 'mend_harness',
|
||||
label: 'Mend the harness that keeps parting.',
|
||||
result:
|
||||
'You find where it parts. It is not where anybody has been mending ' +
|
||||
'it, which explains the last two years.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 3 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'shoe_the_team',
|
||||
label: 'Walk the team down to the smith and stand for the bill.',
|
||||
result:
|
||||
'Eleven dollars of your own money on Vane’s animals. The smith ' +
|
||||
'writes your name in his book, and so, eventually, does Vane.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -11 },
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.hollis.owes_you', op: 'add', value: 12 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'idle',
|
||||
label: 'Sit in the shade until something needs doing.',
|
||||
result:
|
||||
'Nothing needs doing. It is the first hour of the week that has been ' +
|
||||
'yours, and you notice it going.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 1 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -3 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'broken_axle',
|
||||
stage: 'hand',
|
||||
weight: 55,
|
||||
cooldown: 5,
|
||||
description:
|
||||
'The near wagon comes back with a cracked axle and a driver who says it ' +
|
||||
'was cracked when he took it. Dutch says it was not.',
|
||||
options: [
|
||||
{
|
||||
id: 'fix_it',
|
||||
label: 'Get under it and put a splint on.',
|
||||
result:
|
||||
'It will hold for a season, which is longer than the last three ' +
|
||||
'repairs on the same wagon.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 3 },
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 3 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'back_dutch',
|
||||
label: 'Say Dutch is right, because Dutch is right.',
|
||||
result:
|
||||
'The driver takes it badly and the yard takes note. Dutch says ' +
|
||||
'nothing, and writes something in his book.',
|
||||
effects: [
|
||||
{ path: 'standing', op: 'add', value: -3 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: 8 },
|
||||
{ path: 'relationships.dutch.owes_you', op: 'add', value: 6 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'stay_out',
|
||||
label: 'Stay out of it, and take neither side about the axle.',
|
||||
result: 'Both of them decide, separately, that you are no use to them.',
|
||||
effects: [
|
||||
{ path: 'relationships.dutch.trusts_you', op: 'add', value: -4 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -2 },
|
||||
{ path: 'skills.trade', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'the_store',
|
||||
stage: 'hand',
|
||||
weight: 60,
|
||||
cooldown: 4,
|
||||
description:
|
||||
'Everything in Cold Fork that is not freight is in this one building, ' +
|
||||
'and the book on the counter is where the town keeps its real accounts.',
|
||||
options: [
|
||||
{
|
||||
id: 'buy_plain',
|
||||
label: 'Buy what you need and pay for it.',
|
||||
result: 'Coffee, a shirt, and a second blanket. The nights are turning.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -6 },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'on_credit',
|
||||
label: 'Put it on the book.',
|
||||
result:
|
||||
'He writes it without looking up. Being in the book is not a ' +
|
||||
'disgrace here; being in it a long time is.',
|
||||
effects: [
|
||||
{ path: 'owed', op: 'add', value: 14 },
|
||||
{ path: 'flags.owes_the_store', op: 'set', value: true },
|
||||
{ path: 'standing', op: 'add', value: -1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'haggle',
|
||||
label: 'Argue the price of the coffee on principle.',
|
||||
result:
|
||||
'You win eleven cents and an hour of your life goes into it. He ' +
|
||||
'enjoys it more than you do, and remembers you afterwards.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -4 },
|
||||
{ path: 'skills.trade', op: 'add', value: 3 },
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'pay_down',
|
||||
label: 'Pay the book down, up to twenty dollars.',
|
||||
// Hidden rather than greyed out when there is nothing owed. A locked
|
||||
// door is worth showing when it is a door the player could open later
|
||||
// by playing differently; "pay down what you owe" shown to a man who
|
||||
// owes nothing is not that. It was the most-locked option in a real
|
||||
// 181-turn session, six times, and told the player nothing each time.
|
||||
whenLocked: 'hide',
|
||||
requires: [
|
||||
{ path: 'owed', op: '>', value: 0 },
|
||||
{ path: 'money', op: '>=', value: 20 },
|
||||
],
|
||||
result: 'He crosses a line through it and turns the page back over.',
|
||||
// What is owed, up to twenty, and never more. A flat -20 against a
|
||||
// four-dollar balance took sixteen dollars for nothing in a real
|
||||
// session. Money comes first: both effects read `owed` before it moves.
|
||||
// See DECISIONS #38.
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: { from: 'owed', times: -1, cap: 20 } },
|
||||
{ path: 'owed', op: 'add', value: { from: 'owed', times: -1, cap: 20 } },
|
||||
{ path: 'standing', op: 'add', value: 2 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'weather',
|
||||
stage: 'hand',
|
||||
weight: 45,
|
||||
cooldown: 6,
|
||||
description:
|
||||
'It has been raining since the small hours and the creek crossing is ' +
|
||||
'four feet up. There is a load for the camp that was wanted yesterday.',
|
||||
options: [
|
||||
{
|
||||
id: 'wait_it_out',
|
||||
label: 'Nothing moves today.',
|
||||
result:
|
||||
'The creek is down by evening and the camp waits a day. It is the ' +
|
||||
'right call, which is not the same as a popular one.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: -2 },
|
||||
{ path: 'standing', op: 'add', value: 1 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'ford_it',
|
||||
label: 'Ford it.',
|
||||
result:
|
||||
'The wagon floats for about six feet, which is six feet more than a ' +
|
||||
'wagon should. The load gets there wet and on time.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 16 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 3 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 6 },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'long_way',
|
||||
label: 'Take the long road round the head of the creek.',
|
||||
requires: [{ path: 'skills.trade', op: '>=', value: 12 }],
|
||||
result:
|
||||
'Eleven extra miles and a dry load. Dutch did not know that road was ' +
|
||||
'passable, and now has to know that you did.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: 11 },
|
||||
{ path: 'skills.trade', op: 'add', value: 2 },
|
||||
{ path: 'relationships.hollis.trusts_you', op: 'add', value: 4 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 4 },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
id: 'road_agents',
|
||||
stage: 'hand',
|
||||
weight: 30,
|
||||
cooldown: 8,
|
||||
requires: [{ path: 'turn', op: '>=', value: 8 }],
|
||||
description:
|
||||
'Two riders come out of the rocks a mile short of the camp and sit their ' +
|
||||
'horses across the road. Neither of them looks like he has done this ' +
|
||||
'often enough to be calm about it.',
|
||||
options: [
|
||||
{
|
||||
id: 'hand_it_over',
|
||||
label: 'Give them the box and remember the horses.',
|
||||
result:
|
||||
'They take it and go. You give Marshal Ward a description of two ' +
|
||||
'horses that is better than anything he has had in a year.',
|
||||
effects: [
|
||||
{ path: 'money', op: 'add', value: -8 },
|
||||
{ path: 'skills.nerve', op: 'add', value: 2 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 8 },
|
||||
{ path: 'notable', op: 'push', value: 'Was stopped on the Ridge road, and gave Ward the horses.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'talk_them_down',
|
||||
label: 'Tell them what is actually in the box.',
|
||||
result:
|
||||
'It is a crate of hinges and forty pounds of nails. The older one ' +
|
||||
'laughs. They let you by, which is worse for them than it is for you.',
|
||||
effects: [
|
||||
{ path: 'skills.trade', op: 'add', value: 4 },
|
||||
{ path: 'standing', op: 'add', value: 4 },
|
||||
{ path: 'notable', op: 'push', value: 'Talked two road agents out of a crate of hinges.' },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'bring_it_up',
|
||||
label: 'Bring the scattergun up off the floorboards.',
|
||||
requires: [{ path: 'flags.carries_iron', op: '==', value: true }],
|
||||
result:
|
||||
'Nobody fires. They go back into the rocks and the story is around ' +
|
||||
'Cold Fork before the wagon is.',
|
||||
effects: [
|
||||
{ path: 'skills.nerve', op: 'add', value: 5 },
|
||||
{ path: 'standing', op: 'add', value: 8 },
|
||||
{ path: 'relationships.ward.trusts_you', op: 'add', value: 6 },
|
||||
{ path: 'relationships.dutch.wary_of_you', op: 'add', value: 8 },
|
||||
{ path: 'notable', op: 'push', value: 'Brought the scattergun up on the Ridge road.' },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
export default routine;
|
||||
@@ -0,0 +1,285 @@
|
||||
// The Frontier — the second content pack for The Ladder.
|
||||
//
|
||||
// Cold Fork, a freight town at the end of a stage line. You are a hired hand
|
||||
// in Vane & Co.'s yard; the town has a marshal who is tired and a road that is
|
||||
// not safe. Two rungs, the same as Corporate Ladder, and not one line of
|
||||
// engine code between them.
|
||||
//
|
||||
// This pack exists to prove the split holds. Everything that makes it a
|
||||
// different game from Corporate Ladder is in this directory: a four-day cycle
|
||||
// instead of a week, money that arrives from work rather than from a wage,
|
||||
// relationship stats named for a place where being owed a favour matters more
|
||||
// than being liked, and a skill pair of nerve and trade.
|
||||
|
||||
import { characters } from './characters.js';
|
||||
import { events } from './events/index.js';
|
||||
|
||||
export const frontier = {
|
||||
id: 'frontier',
|
||||
name: 'The Frontier',
|
||||
blurb:
|
||||
'Cold Fork, at the end of a stage line: a freight yard, a road that is ' +
|
||||
'not safe, and a marshal who has been six years retiring.',
|
||||
version: '0.1.1',
|
||||
turnUnit: 'day',
|
||||
startingStage: 'hand',
|
||||
peopleHeading: 'Cold Fork',
|
||||
|
||||
stages: {
|
||||
hand: { label: 'The Yard', title: 'Hired Hand' },
|
||||
deputy: { label: 'The Office', title: 'Deputy Marshal' },
|
||||
},
|
||||
|
||||
// Not a week. The stage comes every fourth day, and the whole town runs on
|
||||
// that: the outfit settles up when the stage comes in, the boarding house
|
||||
// collects on the rest day before it. A pack that wants a seven-day week
|
||||
// says seven here; the engine has no opinion either way, and Corporate
|
||||
// Ladder's calendar is the same field with different numbers in it.
|
||||
calendar: {
|
||||
cycleLength: 4,
|
||||
cycleName: 'Run',
|
||||
unitNames: ['Stage day', 'Haul', 'Yard', 'Rest'],
|
||||
},
|
||||
|
||||
// Money is smaller here than in Corporate Ladder by a factor of about
|
||||
// fifteen, and it behaves differently: the settlement covers board and room
|
||||
// and very little else, so the difference between a good run and a bad one
|
||||
// is what you took from the work. See `tuning` below for the arithmetic that
|
||||
// is actually asserted.
|
||||
state: {
|
||||
'money': { initial: 40, min: -400, max: 100000 },
|
||||
// The store ledger. Named for what it is rather than for a loan: nobody in
|
||||
// Cold Fork lends money, they let you carry a balance.
|
||||
'owed': { initial: 0, min: 0, max: 100000 },
|
||||
'standing': { initial: 50, min: 0, max: 100 },
|
||||
'skills.nerve': { initial: 5, min: 0, max: 100 },
|
||||
'skills.trade': { initial: 5, min: 0, max: 100 },
|
||||
// The same shape as Corporate Ladder's lifestyle, in this setting's own
|
||||
// terms and at this setting's own scale: what the office expects a man to
|
||||
// turn up on, and what keeping that up costs. See DECISIONS #36.
|
||||
'lifestyle': { initial: 0, min: 0, max: 2 },
|
||||
'flags.carries_iron': { initial: false },
|
||||
'flags.owes_the_store': { initial: false },
|
||||
'flags.covered_for_dutch': { initial: false },
|
||||
'flags.sworn_in': { initial: false },
|
||||
'flags.spoke_for_dutch': { initial: false },
|
||||
'notable': { initial: [] },
|
||||
},
|
||||
|
||||
// A different vocabulary from Corporate Ladder's likes/fears/helps, and the
|
||||
// reason the vocabulary is content's to choose. Out here the useful question
|
||||
// about a person is not whether they like you: it is whether they will take
|
||||
// your word, and whether they are carrying a debt to you they mean to pay.
|
||||
relationshipStats: {
|
||||
trusts_you: { label: 'Takes your word', initial: 45, min: 0, max: 100 },
|
||||
owes_you: { label: 'Owes you', initial: 10, min: 0, max: 100 },
|
||||
wary_of_you: { label: 'Wary of you', initial: 15, min: 0, max: 100 },
|
||||
},
|
||||
|
||||
// The economic shape, and the thing that makes this pack a real test of the
|
||||
// engine rather than Corporate Ladder in a hat: there is no wage worth
|
||||
// living on. Vane settles up when the stage comes in and it covers the room
|
||||
// and the feed and four dollars besides. Everything else you earn, you earn
|
||||
// on a turn, by choosing to — and what the choices cost is where the
|
||||
// pressure comes from, not an unexplained drain.
|
||||
//
|
||||
// Keep this arithmetic honest when tuning. Per four-day run:
|
||||
// hand: -12 board -8 room +24 settlement = +4
|
||||
// deputy: -12 board -8 room +38 pay = +18
|
||||
// Both are asserted directly by the conformance suite against `tuning`
|
||||
// below, so a number changed here without re-deriving it fails the build
|
||||
// rather than trapping a player forty turns in.
|
||||
upkeep: [
|
||||
{ label: 'Board and feed', effects: [{ path: 'money', op: 'add', value: -3 }] },
|
||||
// Turn 1 is a Stage day, so offset 3 is the first Rest day and offset 4
|
||||
// the next Stage day — the room is collected the night before the outfit
|
||||
// settles up, which is the boarding house's whole business model.
|
||||
{
|
||||
label: 'Room at the Cordwood',
|
||||
every: 4,
|
||||
offset: 3,
|
||||
effects: [{ path: 'money', op: 'add', value: -8 }],
|
||||
},
|
||||
// Labelled as wages, because they are. "Settlement" read as jargon to the
|
||||
// first real player, who could not tell it was the twenty-four a run the
|
||||
// first morning quotes; the ledger is written for a player (DECISIONS #27).
|
||||
{
|
||||
label: 'Wages from Vane',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [{ path: 'stage', op: '==', value: 'hand' }],
|
||||
effects: [{ path: 'money', op: 'add', value: 24 }],
|
||||
},
|
||||
{
|
||||
label: 'Wages from the county',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
// The town pays a real wage, and it is still not much of a living. What
|
||||
// changes with the star is not the money; it is what the days contain.
|
||||
requires: [{ path: 'stage', op: '==', value: 'deputy' }],
|
||||
effects: [{ path: 'money', op: 'add', value: 38 }],
|
||||
},
|
||||
// What the star is expected to arrive on, and what that expectation costs
|
||||
// to meet. The office nets +18 a run; a deputy on his own horse is +11,
|
||||
// and one with the horse and the room is +4 and makes the rest on the
|
||||
// days. Money is meant to keep mattering after the promotion — but the
|
||||
// first pass charged 9 for the room and left a keeper's median balance at
|
||||
// $8 after 200 turns, which is not pressure, it is the debt trap this pack
|
||||
// was tuned twice to avoid.
|
||||
{
|
||||
label: 'Feed and shoeing',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [{ path: 'lifestyle', op: '>=', value: 1 }],
|
||||
effects: [{ path: 'money', op: 'add', value: -7 }],
|
||||
},
|
||||
{
|
||||
label: 'The room over the Ellis place',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [{ path: 'lifestyle', op: '>=', value: 2 }],
|
||||
effects: [{ path: 'money', op: 'add', value: -7 }],
|
||||
},
|
||||
// Gated on the office for the same reason Corporate Ladder gates its
|
||||
// equivalent on Dispatch: a hand cannot afford any of this, and being
|
||||
// charged standing for that would be a trap rather than a choice.
|
||||
{
|
||||
label: 'What the star is expected to be',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'deputy' },
|
||||
{ path: 'lifestyle', op: '<', value: 1 },
|
||||
],
|
||||
effects: [{ path: 'standing', op: 'add', value: -2 }],
|
||||
},
|
||||
{
|
||||
label: 'What the star is expected to be',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'deputy' },
|
||||
{ path: 'standing', op: '>=', value: 65 },
|
||||
{ path: 'lifestyle', op: '<', value: 2 },
|
||||
],
|
||||
effects: [{ path: 'standing', op: 'add', value: -2 }],
|
||||
},
|
||||
{
|
||||
// The top step, for the reason Corporate Ladder's has one: without it a
|
||||
// man who plays for standing every single day holds a hundred of it on a
|
||||
// livery horse, and the bay is money thrown away. With it he settles in
|
||||
// the low eighties and the last stretch has to be bought.
|
||||
label: 'What the star is expected to be',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'deputy' },
|
||||
{ path: 'standing', op: '>=', value: 80 },
|
||||
{ path: 'lifestyle', op: '<', value: 2 },
|
||||
],
|
||||
effects: [{ path: 'standing', op: 'add', value: -14 }],
|
||||
},
|
||||
{
|
||||
// The charge that never stops, for the reason Corporate Ladder has one:
|
||||
// without it a man who has bought everything and stands well with the
|
||||
// whole town has nothing left that money is for. Being somebody in Cold
|
||||
// Fork costs, every run, and nothing you can buy ends it.
|
||||
label: 'What the standing costs',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [
|
||||
{ path: 'stage', op: '==', value: 'deputy' },
|
||||
{ path: 'standing', op: '>=', value: 85 },
|
||||
],
|
||||
// Four rather than six: this pack's late game is already flat — measured,
|
||||
// a deputy who has bought everything drifts 0 a run either way — so the
|
||||
// charge is here to keep money live, not to arrest an accumulation that
|
||||
// does not happen. Six left an ordinary run at 55; four leaves 105.
|
||||
effects: [{ path: 'money', op: 'add', value: -4 }],
|
||||
},
|
||||
// Store credit costs more the deeper in you are, the same step function
|
||||
// Corporate Ladder uses for its loan — a shape, not a setting.
|
||||
{
|
||||
label: 'Store credit',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [{ path: 'owed', op: '>', value: 0 }],
|
||||
effects: [{ path: 'money', op: 'add', value: -3 }],
|
||||
},
|
||||
{
|
||||
label: 'Store credit (carried)',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [{ path: 'owed', op: '>=', value: 60 }],
|
||||
effects: [{ path: 'money', op: 'add', value: -3 }],
|
||||
},
|
||||
{
|
||||
label: 'Store credit (posted)',
|
||||
every: 4,
|
||||
offset: 4,
|
||||
requires: [{ path: 'owed', op: '>=', value: 120 }],
|
||||
effects: [{ path: 'money', op: 'add', value: -4 }],
|
||||
},
|
||||
],
|
||||
|
||||
// What the conformance suite holds this pack to. Declaring it here rather
|
||||
// than writing it into a test is the same principle as the rest of the pack:
|
||||
// the numbers a setting must hit are the setting's business. See
|
||||
// DECISIONS.md #31.
|
||||
tuning: {
|
||||
// Net movement of `money` from upkeep alone, per calendar cycle, at each
|
||||
// stage. Upkeep is the floor a player plays against: barely above water in
|
||||
// the yard, and a real if unremarkable living with the star.
|
||||
baselinePerCycle: {
|
||||
hand: [0, 12],
|
||||
deputy: [10, 30],
|
||||
},
|
||||
// States a player opts into or earns, excluded from the baseline above:
|
||||
// the floor is what a man faces owing nothing, keeping nothing, and being
|
||||
// nobody in particular.
|
||||
baselineExcludes: ['owed', 'lifestyle', 'standing'],
|
||||
},
|
||||
|
||||
display: {
|
||||
'money': { label: 'Money', format: 'money', order: 1 },
|
||||
'owed': { label: 'Owed at the store', format: 'money', order: 2, hideWhenZero: true },
|
||||
'standing': { label: 'Standing', format: 'meter', order: 3 },
|
||||
'skills.nerve': { label: 'Nerve', format: 'meter', order: 4 },
|
||||
'skills.trade': { label: 'Trade', format: 'meter', order: 5 },
|
||||
'lifestyle': {
|
||||
label: 'What you keep', format: 'tier', order: 6, hideWhenZero: true,
|
||||
labels: ['The livery horse', 'Your own horse', 'Horse and a room'],
|
||||
},
|
||||
'notable': { hidden: true, inLedger: false },
|
||||
'flags.carries_iron': {
|
||||
label: 'The scattergun', hidden: true,
|
||||
whenTrue: 'You are carrying Vane’s scattergun on the box.',
|
||||
whenFalse: 'The scattergun is back under the office counter.',
|
||||
},
|
||||
'flags.owes_the_store': {
|
||||
label: 'The store ledger', hidden: true,
|
||||
whenTrue: 'Your name is in the book at the store.',
|
||||
whenFalse: 'You are square with the store.',
|
||||
},
|
||||
'flags.covered_for_dutch': {
|
||||
label: 'Dutch’s run', hidden: true,
|
||||
whenTrue: 'Dutch owes you a run.',
|
||||
whenFalse: 'You and Dutch are square.',
|
||||
},
|
||||
'flags.sworn_in': {
|
||||
label: 'The star', hidden: true,
|
||||
whenTrue: 'You are sworn in.',
|
||||
whenFalse: 'You are back in the yard.',
|
||||
},
|
||||
'flags.spoke_for_dutch': {
|
||||
label: 'Dutch’s name', hidden: true,
|
||||
whenTrue: 'Dutch’s name is in for the good runs.',
|
||||
whenFalse: 'Dutch’s name is not in for the good runs.',
|
||||
},
|
||||
},
|
||||
|
||||
characters,
|
||||
events,
|
||||
};
|
||||
|
||||
export default frontier;
|
||||
@@ -0,0 +1,24 @@
|
||||
// The packs this build ships with.
|
||||
//
|
||||
// A setting is a content pack, and this is the only list of them. Adding one
|
||||
// is an import and an entry — no engine change, no interface change, and
|
||||
// nothing anywhere else that names it. `packs[0]` is what a first-time player
|
||||
// starts in.
|
||||
//
|
||||
// The bundler follows static imports from the entry module, so appearing in
|
||||
// this file is also what gets a pack into `dist/theladder.html`.
|
||||
|
||||
import { corporateLadder } from './corporateladder/index.js';
|
||||
import { frontier } from './frontier/index.js';
|
||||
import { countingHouse } from './countinghouse/index.js';
|
||||
|
||||
export const packs = [corporateLadder, frontier, countingHouse];
|
||||
|
||||
/** A pack by id, or undefined. Used to resume into whatever was last played. */
|
||||
export function packById(id) {
|
||||
return packs.find((pack) => pack.id === id);
|
||||
}
|
||||
|
||||
export const defaultPack = packs[0];
|
||||
|
||||
export default packs;
|
||||
@@ -261,3 +261,596 @@ well-liked. That last one exists because the "ask a friend for money" options
|
||||
sit in a state no single-axis strategy ever reaches. The economy's shape is
|
||||
asserted as an ordering between archetypes rather than as absolute figures, so
|
||||
tuning does not churn the tests.
|
||||
|
||||
## 22. Stage is the one piece of engine state content may write
|
||||
|
||||
A promotion is `{ path: 'stage', op: 'set', value: 'dispatch' }` on an option's
|
||||
effects. Nothing else about it exists in the engine — `stage` was already how
|
||||
events are filtered, and moving the player between stages is a content
|
||||
decision, so the reserved-write rule now allows it.
|
||||
|
||||
It allows it narrowly. Only `set`, and only to a stage that actually has events;
|
||||
both are checked by the validator. A typo cannot strand the player somewhere
|
||||
with an empty event pool.
|
||||
|
||||
Wages differ by rank through two upkeep entries gated on `stage`, not through
|
||||
any notion of rank in the engine. The hard-times events dropped their `stage`
|
||||
entirely and so apply everywhere — rent is due wherever you work, and that
|
||||
branch has to follow the player up rather than vanishing on promotion.
|
||||
|
||||
## 23. What "reachable" means for an option
|
||||
|
||||
The coverage test used to ask whether an archetype ever *took* an option. That
|
||||
is the wrong question: whether a bot picks something is an artefact of how the
|
||||
bot scores, not a property of the pack. `rent_bounced.ask_trevor` was offered
|
||||
and unlocked 419 times across a sweep and chosen once, and the test called it
|
||||
dead content.
|
||||
|
||||
Events are still checked on firing, since the engine draws those. Options are
|
||||
checked on *availability*: every option must, at some point, be offered to a
|
||||
player unlocked. What they then do with it is theirs.
|
||||
|
||||
## 24. Variety is a measured property of the pack
|
||||
|
||||
Playtest: a 183-turn session, *"mailroom stayed mostly interesting despite the
|
||||
number of repeats… what might be of interest is seeing how many turns are
|
||||
played versus how many unique situations."*
|
||||
|
||||
So it is now measured, in three places.
|
||||
|
||||
`tools/analyze-log.js` reads an exported feedback log and reports turns against
|
||||
distinct situations, how often each recurred, which options were most used,
|
||||
which locked gates players kept meeting, and anything they typed. The
|
||||
retrospective shows the player-facing version of the same thing.
|
||||
|
||||
And a test asserts no single event exceeds 25% of a 200-turn run, and that a run
|
||||
sees more than 60% of what was reachable in the stages it visited — measured
|
||||
against reachable content, since a run that never leaves the mailroom cannot see
|
||||
Dispatch and counting that as thin would be measuring career progress instead.
|
||||
|
||||
That guardrail exists because the first version of Dispatch failed it badly:
|
||||
eight events against the mailroom's nineteen meant its two floor events were 46%
|
||||
of every promoted run, one every three turns. Promotion was moving the player
|
||||
into *thinner* content. Three more events and a weight rebalance took the top
|
||||
two to 24.5%, and the heaviest recurrence from every ~3 turns to every ~5.
|
||||
|
||||
## 25. The screen says which build it is
|
||||
|
||||
Playtest: *"need entry on the main screen showing what version we're running…
|
||||
so it's easy to tell when new stuff is."*
|
||||
|
||||
A status line at the top of every screen names the game, the pack, the player's
|
||||
current title, and the build.
|
||||
|
||||
`src/build-info.js` is tracked and permanently reads `commit: 'dev'`; it is
|
||||
never rewritten. `tools/build.js` substitutes the real commit into the *bundled
|
||||
output* only, so `dist/theladder.html` states exactly which commit produced it
|
||||
while the working tree never churns. A build from a dirty tree gets a `+`
|
||||
suffix — "5c1784d+" is honest in a way a bare SHA would not be, and the build
|
||||
fails loudly if the substitution finds nothing to replace.
|
||||
|
||||
Running from source therefore reads "0.3.0 · dev", which is what it is.
|
||||
|
||||
The first attempt stamped the tracked file in place before every serve and
|
||||
build. It was wrong in a way worth recording: after each commit the committed
|
||||
stamp named the *previous* commit, and the next serve rewrote it and dirtied the
|
||||
tree. A generated value does not belong in a tracked file if anything routinely
|
||||
regenerates it.
|
||||
|
||||
## 26. The whole game is playable from the keyboard
|
||||
|
||||
Playtest: *"when I get the results, the focus should automatically be on the
|
||||
next day, so I can just hit Enter."*
|
||||
|
||||
Every screen marks one control with `dataset.autofocus` and the app focuses it
|
||||
after each render: the first *available* option while choosing, the next-turn
|
||||
button once the result is in, "keep going" on the retrospective. A run is
|
||||
therefore playable on Enter alone, with Tab and Shift+Tab to reach a different
|
||||
option.
|
||||
|
||||
Locked options need no special handling — the browser's own tab order skips
|
||||
disabled controls, so they stay visible without being in the way, which is
|
||||
exactly the behaviour wanted.
|
||||
|
||||
## 27. The ledger is written for a player, not for the engine
|
||||
|
||||
Two fixes from the same playtest note, *"what is notable? under what changed?"*.
|
||||
|
||||
`notable` is the retrospective's own list of moments. Reading "Notable —
|
||||
changed" in the turn ledger tells nobody anything, so a display rule may now
|
||||
say `inLedger: false` and it is left out.
|
||||
|
||||
Flags are the opposite: a flag flipping is a fact about the world and worth
|
||||
seeing. But "the envelope: now true" is engine talk. A display rule can supply
|
||||
`whenTrue` and `whenFalse` sentences — "The envelope is in your locker." — and
|
||||
the ledger prints those instead of a delta.
|
||||
|
||||
## 28. Exported logs live in logs/, and are not committed
|
||||
|
||||
`logs/` holds exported feedback logs and `npm run analyze` reads the newest one
|
||||
there when given no argument. The logs are gitignored: they record what a real
|
||||
person did turn by turn, including anything they typed into the feedback box.
|
||||
That is not repository content, and making it so once would put it in the
|
||||
history for good.
|
||||
|
||||
## 29. The economy needs a test on its arithmetic, not just on its outcomes
|
||||
|
||||
A real 182-turn session spent 30% of its turns below zero, went negative on turn
|
||||
18 and never recovered, and chose the same hard-times option — "take every shift
|
||||
going" — thirty-seven times.
|
||||
|
||||
The cause was a tuning change made without re-deriving what it meant. Rent went
|
||||
from 385 to 455 while chasing a different problem, which took the mailroom
|
||||
baseline from the designed −$3/day to −$13/day. Worse, at the debt that run
|
||||
accumulated, the weekly service charge came to $180 against an escape option
|
||||
worth $120: the hole was inescapable *by arithmetic*, whatever the player did.
|
||||
|
||||
Nothing caught it. Every archetype either optimised money or was promoted out of
|
||||
the problem before it bit, and the 25%-dominance test passed because
|
||||
`rent_bounced` was only 17% of turns.
|
||||
|
||||
Three things came out of it.
|
||||
|
||||
The baseline is now asserted directly — a test sums the pack's own upkeep over
|
||||
twenty fortnights and requires the mailroom to net between −90 and +10, and
|
||||
Dispatch to be better but under +250. That test would have failed the moment
|
||||
rent changed. Outcome tests over simulated play are worth having, but they are a
|
||||
slow and noisy way to detect a number that is simply wrong.
|
||||
|
||||
A `lifer` archetype was added: it refuses any option that would change stage —
|
||||
generically, by looking for an effect on `stage` — and otherwise plays for
|
||||
people. It reproduces the session that found this, and no other archetype can.
|
||||
|
||||
And a test now holds that no archetype spends more than a quarter of a run below
|
||||
zero. Hard times is a state a player passes through. Living in it is the
|
||||
failure mode.
|
||||
|
||||
Fixes: mailroom wages 980 → 1120, the escape option 120 → 220 so it is worth
|
||||
more than a week's rent, `rent_bounced` from weight 5000 with no cooldown to 900
|
||||
on a cooldown of 3 — being broke should colour a run, not replace it — and
|
||||
`debt_collector` from weight 25 to 45, since at 25 it appeared six times in 262
|
||||
turns and debt became a one-way ratchet.
|
||||
|
||||
## 30. Gaps are measured within a run, never across two
|
||||
|
||||
`tools/analyze-log.js` reported "every ~-5 turns". One export can hold several
|
||||
playthroughs and turn numbers restart with each, so a first-seen in run two
|
||||
compared against a last-seen in run one produces nonsense.
|
||||
|
||||
Spans and pair-counts are now accumulated per run and pooled, so the figure is a
|
||||
proper weighted average of within-run gaps. It is worth stating the general
|
||||
form: any statistic over a log has to respect the run boundary, because a log is
|
||||
not one sequence.
|
||||
|
||||
## 31. A pack declares the numbers it must hit
|
||||
|
||||
Decision #29 added a test that asserts Corporate Ladder's economic baseline
|
||||
directly, because a tuning change made without re-deriving what it meant had
|
||||
trapped a real playtester. That test named the pack, named its stages and
|
||||
hard-coded its ranges, which meant a second pack got none of it — the guard
|
||||
that exists precisely because a number went unchecked would itself have gone
|
||||
uncopied.
|
||||
|
||||
So the numbers moved into the pack, as `tuning.baselinePerCycle`:
|
||||
|
||||
```js
|
||||
tuning: {
|
||||
baselinePerCycle: { hand: [0, 12], deputy: [10, 30] },
|
||||
},
|
||||
```
|
||||
|
||||
The conformance suite reads that and holds each pack to its own declared range.
|
||||
A new setting is checked the moment it is in the registry, and what it is
|
||||
checked against is its designer's stated intent rather than another setting's
|
||||
numbers. The pack is required to declare it: a missing `tuning` block fails,
|
||||
because the silent failure mode here is a pack that is never economically
|
||||
tested at all.
|
||||
|
||||
The figure is **derived, not simulated**. An upkeep entry worth `v` every `n`
|
||||
turns is worth `v * cycleLength / n` per cycle, exactly. Simulating it over a
|
||||
fixed window reads differently depending on where the last rent lands: Corporate
|
||||
Ladder measures −19 a fortnight over 280 turns and −42 over 560, and only the
|
||||
second is the steady state. The original test used the 280-turn window and was
|
||||
reading a number 23 dollars off the truth — inside its own tolerance, so it
|
||||
never said so.
|
||||
|
||||
## 32. A skill gate is never gated behind itself
|
||||
|
||||
Corporate Ladder gates four options on `skills.negotiation >= 15`, and several
|
||||
of its largest negotiation gains sit behind that same gate — `+4` on
|
||||
`marlene_confides.ask_how_to_leave`, `+3` on `trevor_favor.trade`. Its logs show
|
||||
players meeting the wall repeatedly through the first thirty turns.
|
||||
|
||||
Measured, the gate is not unreachable: a player steering directly for the skill
|
||||
is through it by turn 11. What the logs actually show is ordinary players not
|
||||
prioritising it and having no incidental route, which is a pacing failure rather
|
||||
than a reachability one — and the reachability test could never have caught it,
|
||||
because reachability is exactly what holds.
|
||||
|
||||
The Frontier is built to a rule instead, asserted in `test/frontier.test.js`:
|
||||
for every skill threshold in the pack, the growth available *without* passing
|
||||
that threshold must be able to reach it, from repeatable events — a single
|
||||
one-off award is not a route. A second test measures it, requiring a player who
|
||||
steers for a skill to be through its lowest gate inside twenty turns.
|
||||
|
||||
The rule is deliberately not in the conformance suite, because Corporate Ladder
|
||||
does not satisfy it and retuning that pack is a separate decision from adding
|
||||
this one. It is written down here so the choice is visible rather than implied.
|
||||
|
||||
## 33. One save slot per pack, and the picker is the front door
|
||||
|
||||
`theladder.save.v1` was a single global slot. The app guarded it by comparing
|
||||
the packId inside the save against the pack it was about to run, and started a
|
||||
new game when they differed — so with two settings, the first switch would have
|
||||
silently destroyed the other career.
|
||||
|
||||
Slots are now `theladder.save.v1.<packId>`, one per setting, and switching is
|
||||
non-destructive in both directions: each run is written to its own slot every
|
||||
turn, and coming back resumes rather than restarts. `theladder.pack.v1` holds
|
||||
the last setting played, so a returning player lands back where they were.
|
||||
|
||||
The pre-packs slot is still read once, for Corporate Ladder only, and only when
|
||||
it really holds a Corporate Ladder save. It is never written. Someone mid-career
|
||||
when this shipped finds their career.
|
||||
|
||||
A first-time player — nothing saved, nothing remembered — gets the setting
|
||||
picker rather than being dropped into whichever pack is first in the registry.
|
||||
A build shipping one pack skips it entirely.
|
||||
|
||||
## 34. What a second setting proved, and what it cost
|
||||
|
||||
The engine/content split was a claim until there were two settings. The
|
||||
Frontier is 29 events across two stages, a four-day cycle instead of a
|
||||
seven-day one, a different relationship vocabulary (`trusts_you`, `owes_you`,
|
||||
`wary_of_you`), a different skill pair, and money about fifteen times smaller
|
||||
that arrives from work rather than from a wage. `src/engine/` was not touched.
|
||||
|
||||
Three things outside the engine did have to change, and none of them was about
|
||||
the setting:
|
||||
|
||||
- **`src/io/save.js`** — the single save slot, above.
|
||||
- **`src/ui/app.js`** — it named one pack; it now holds the current one. The
|
||||
screens, the engine and the rest of the io layer still take the pack as an
|
||||
argument and are no less pack-agnostic than before.
|
||||
- **`src/ui/screens/turn.js:40`** — hardcoded `'The mailroom'` as the heading
|
||||
over the people panel. That was the interface naming a setting, against
|
||||
decision #14, and it had gone unnoticed while only one setting existed. It is
|
||||
now `pack.peopleHeading`.
|
||||
|
||||
`tools/build.js` needed one fix, unrelated to packs but exposed by them: its
|
||||
module scan used `.*?` where `transform` used a pattern that spans lines, so a
|
||||
destructured import wrapped across several lines was rewritten into a
|
||||
`__require` for a module the scan had never collected. The bundle built clean
|
||||
and failed only when run. Both now use `[\s\S]*?`.
|
||||
|
||||
The honest summary is that adding a setting required no engine change and three
|
||||
interface changes, two of which were latent defects that a second pack merely
|
||||
made visible.
|
||||
|
||||
## 35. Three open questions, closed by the designer
|
||||
|
||||
Recorded 2026-09-11, alongside 0.3.1.
|
||||
|
||||
**Corporate Ladder's negotiation gate stays.** A gate that takes deliberate work
|
||||
to get past is acceptable, and so is an option that needs groundwork first. #32
|
||||
remains the rule the Frontier is built to and tested against; it is a choice a
|
||||
pack may make, not a standard every pack must meet, and Corporate Ladder is not
|
||||
being retuned toward it.
|
||||
|
||||
**The feedback widget stays exactly as it is.** Zero ratings across three
|
||||
sessions says nothing about the widget: those playtests were rapid, and feedback
|
||||
came back directly rather than through it. It is not evidence either way until a
|
||||
playtest runs without that direct channel.
|
||||
|
||||
**Money has to matter late, through the cost of standing.** A careful player
|
||||
ends around $8,300 over 200 turns, and money stops being a constraint. The
|
||||
direction is that rising standing brings rising expenses — the car, the place to
|
||||
live, the clothes a position expects. Upkeep entries are already gated
|
||||
conditions over state, so this is content work, not an engine change.
|
||||
|
||||
## 37. A playtest is only as good as its instruments
|
||||
|
||||
The second session — 181 turns of the Frontier, the first time that pack has
|
||||
been played by a human at all — ran against a **stale bundle**. The page had
|
||||
been loaded before the last rebuild, and switching settings inside an open tab
|
||||
does not re-fetch the script, so the run exercised everything except the change
|
||||
it was meant to test. The charge that never stops fired zero times in ninety
|
||||
turns where its conditions held.
|
||||
|
||||
Working that out took file timestamps and a simulation. It should have taken one
|
||||
line of the log, so three things changed:
|
||||
|
||||
- **Every logged turn now records `app_version` and `build`.** The log says
|
||||
which bundle produced it, and a stale session is visible immediately rather
|
||||
than looking exactly like a feature that does not work.
|
||||
- **`src/version.js` was lying.** It hardcoded `0.3.0` through the whole of the
|
||||
0.3.1 and 0.3.2 work, while playtesters were told to check the status bar to
|
||||
know what they were on. A version string that lies is worse than none, because
|
||||
it is trusted. A test now holds it to `package.json`.
|
||||
- **A locked door is only worth showing when it is a door.** `pay_down` — "put
|
||||
money against the book" — was the most-locked option in the session, shown six
|
||||
times to a player who owed nothing. Options gated on a state the player is not
|
||||
in and cannot choose to enter now carry `whenLocked: 'hide'`. Gates worth
|
||||
bouncing off, like a skill threshold, stay visible: that is the signal the log
|
||||
exists to collect.
|
||||
|
||||
## 36. Standing costs money to keep
|
||||
|
||||
Built in both packs, with no engine change, exactly as #35 predicted.
|
||||
|
||||
Each pack declares a `lifestyle` tier — Corporate Ladder's car and address, the
|
||||
Frontier's own horse and the room over the Ellis place — bought at a second-rung
|
||||
event and charged for every cycle thereafter. Dispatch nets +49 a week; with the
|
||||
car +19; with both, **-21**, so a coordinator keeping up has to earn the
|
||||
difference out of the days themselves. The Frontier runs the same shape at its
|
||||
own scale: +18, +11, +4 a run.
|
||||
|
||||
**The charge that makes it a choice is levied in standing, not money.** A player
|
||||
whose lifestyle lags behind the job loses standing every cycle, in steps that
|
||||
steepen as standing rises. Both are gated on the second stage: the first rung
|
||||
pays too little for any of this, and charging a mailroom associate for a car
|
||||
would be a trap rather than a decision.
|
||||
|
||||
Three things were measured rather than guessed, and all three changed the design:
|
||||
|
||||
- **At -2 a week the charge was invisible.** Dispatch hands out standing several
|
||||
points at a time, so a coordinator who bought nothing still finished pinned at
|
||||
100. The step had to reach -4/-6 before ordinary play settled in the seventies.
|
||||
- **A player who chased standing every turn beat it anyway** — 99 standing while
|
||||
buying nothing, and $2,245 richer than one who kept up. The lifestyle was a
|
||||
pure loss to anybody paying attention, which is the opposite of the intent.
|
||||
The top step (-14 above 80 standing) puts that player's ceiling at 82, so the
|
||||
last fifteen points are bought rather than worked for.
|
||||
- **The Frontier's first numbers left a keeper on $8 after 200 turns.** That is
|
||||
not pressure, it is the debt trap this pack was tuned twice to avoid; the room
|
||||
went from 9 a run to 7.
|
||||
|
||||
**Which upkeep counts as the baseline is now the pack's to declare.** The
|
||||
conformance suite used to exclude debt-gated entries by matching
|
||||
`/debt|owed|loan/i` against path names — the generic suite guessing at content's
|
||||
vocabulary, which #31 exists to prevent, and which would have silently counted
|
||||
every lifestyle tier at once into a baseline that is supposed to mean "the floor
|
||||
a player faces having opted into nothing." Packs now name those paths in
|
||||
`tuning.baselineExcludes`, and the suite fails if one is not declared state.
|
||||
|
||||
**The top of the ladder was a plateau, so one charge never stops.** The first
|
||||
human play of the lifestyle system — 96 turns, Corporate Ladder — found both
|
||||
purchases (the car at turn 52, the address at 75) and showed the standing
|
||||
pressure working exactly as intended: "Looking the part" took 56 reputation, and
|
||||
standing sagged into the low seventies on the car alone before recovering to 100
|
||||
once the address was bought. But from turn 84 the run had nothing left to spend
|
||||
on: every charge switches off at the top tier, and the balance simply climbed.
|
||||
Money stopped mattering again, one rung higher than before.
|
||||
|
||||
Both packs now carry a charge levied by standing itself, which no purchase ends.
|
||||
They are shaped differently, and the difference is measured rather than stylistic:
|
||||
|
||||
- **Corporate Ladder steps on money.** A flat charge cannot flatten a slope —
|
||||
late income comes from choices and scales with how well the player plays, so
|
||||
the flat charge needed to stop an optimiser accumulating (-360 a week) put
|
||||
ordinary archetypes below zero for 44% of a run and ended them $1,385 in debt.
|
||||
Stepping on money ($1,200/-60, $2,400/-120, $3,600/-240) lands it on whoever
|
||||
has it: the balance settles around $4,250 and stops climbing (-3 a week), and
|
||||
ordinary play comes out *better* than before the charge existed — 13% of a run
|
||||
below zero against 17%, a tier-2 run ending +$175 rather than -$25.
|
||||
- **The Frontier is flat, at -4 a run.** Its late game never accumulated in the
|
||||
first place — a deputy who owns everything drifts 0 a run at every charge
|
||||
strength tested — so there is no slope to flatten. The charge is there to keep
|
||||
money live, and break-even at the top is the intent.
|
||||
|
||||
**A save written before a stat existed silently loses the content gated on it.**
|
||||
Found while working out how to playtest this: `loadLocal` returns the saved
|
||||
state verbatim, and `conditions.js` compares numbers only — so for a career
|
||||
saved before `lifestyle` existed, both `lifestyle < 2` and `lifestyle >= 1` are
|
||||
false. The car lot never fires, the purchase never unlocks, the charge never
|
||||
lands, and nothing says so. Resuming a save would have shown a playtester none
|
||||
of this feature while reporting nothing wrong. Loading now fills in any path the
|
||||
pack has gained since (`hydrate`, in `state.js`), writes the repair back, and
|
||||
does the same for an imported file. This is the price of "adding content is just
|
||||
adding data", and it applies to every stat any pack adds from here on.
|
||||
|
||||
**And a test that had passed for two releases was measuring the wrong thing.**
|
||||
"The promotion leaves a player better off" compared the end balances of promoted
|
||||
and unpromoted players pooled across archetypes — but which archetypes get
|
||||
promoted is not independent of how they spend, so the comparison mostly measured
|
||||
the mix. It inverted the moment there was something to spend money on. It is now
|
||||
derived from upkeep arithmetic, and the lifestyle's effect is tested with two
|
||||
players who differ in exactly one habit.
|
||||
|
||||
## 38. A repayment pays what is owed, never more
|
||||
|
||||
Recorded 2026-09-15, for 0.3.4. Designer's call: a small engine addition rather
|
||||
than a content workaround.
|
||||
|
||||
The first human session of the Frontier on a current build — 112 turns — owed the
|
||||
store four dollars on turn 27 and chose "Put money against the book". It took
|
||||
twenty dollars and cleared four: the option was a flat `money -20, owed -20`, and
|
||||
`owed` clamped at zero while `money` did not. The ledger showed "−$4 at its
|
||||
limit", which the player read, reasonably, as a debt still standing.
|
||||
|
||||
The same shape was in five options across both packs — the Frontier's store and
|
||||
both of its hard-times repayments, and both of Corporate Ladder's loan
|
||||
repayments — and none had been caught, because every archetype that pays debt
|
||||
pays large debts.
|
||||
|
||||
**Content could not fix it.** Effects add or set a number the pack wrote, and a
|
||||
balance built from +14, +32, +4, −45 and −10 can be anything, so no fixed payment
|
||||
can equal it. The alternatives were to gate each instalment on the balance
|
||||
covering it (leaving small balances to cost more than they are) or to retune
|
||||
every credit amount to a common step (changing tuned numbers to suit a missing
|
||||
primitive).
|
||||
|
||||
**So an `add` effect's value may now be read from state:**
|
||||
`{ path: 'money', op: 'add', value: { from: 'owed', times: -1, cap: 20 } }` is
|
||||
"take away whatever is owed, but no more than 20". The amount is resolved at the
|
||||
moment the effect applies, so a repayment lists the money effect before the
|
||||
balance effect — both read the balance before it moves. The change record keeps
|
||||
the number actually applied, with the reference in `source`.
|
||||
|
||||
This is not the engine learning about debt. It reads a number from a path without
|
||||
knowing what the path means, exactly as a condition does, and #1 and #2 still
|
||||
hold: it is data, validated at load. The validator requires the referenced path to
|
||||
be declared and `times` and `cap` to be numbers. The test archetypes score such an
|
||||
effect at its cap, the most a player reading the label could expect.
|
||||
|
||||
A conformance test now holds every pack to it: an option that spends money and
|
||||
reduces a balance — any money-formatted stat other than money — must read the
|
||||
amount from the balance, or be gated on the balance covering the whole instalment.
|
||||
|
||||
## 39. A hidden option is not a locked door in the log either
|
||||
|
||||
`whenLocked: 'hide'` (#37) kept "Put money against the book" off the screen of a
|
||||
player who owed nothing, and it worked. But the turn record listed offered options
|
||||
without saying which were hidden, so `npm run analyze` reported the option as a
|
||||
locked door shown three times to a player who never saw it. The instrument was
|
||||
counting the very thing the fix removed.
|
||||
|
||||
The turn record now carries `hidden` for every offered option, and the analyser
|
||||
skips hidden options when counting locked doors. Logs exported before 0.3.4 do not
|
||||
have the field and still over-count.
|
||||
|
||||
The same session's exports also put a save file next to the feedback log in
|
||||
`logs/`. The analyser read "the newest `.json`", so whichever of the two was
|
||||
exported last would have been read as the log. It now reads only
|
||||
`theladder-feedback-*.json` when no file is named.
|
||||
|
||||
## 40. What the first Frontier playtest changed
|
||||
|
||||
The session (112 turns, 0.3.3, promoted on turn 44) confirmed the systems #36 and
|
||||
#37 were built for: both lifestyle purchases were found and taken, the standing
|
||||
charge fired as designed, money never went below zero, and the run ended flat —
|
||||
the break-even the Frontier intends at the top. Everything it found wrong was
|
||||
legibility, plus the defect in #38. All eight of the player's comments were
|
||||
questions about what a number meant, and both thumbs-down were on events that
|
||||
confused them.
|
||||
|
||||
- **Wages are called wages.** "Settlement" and "Deputy pay" became "Wages from
|
||||
Vane" and "Wages from the county". The player could not connect "Settlement"
|
||||
to the twenty-four a run the first morning quotes, and read a run's own +$9 as
|
||||
the pay going missing (#27: the ledger is written for a player).
|
||||
- **A clamped change says where it stopped** — "stopped at $0", "stopped at 100" —
|
||||
instead of "at its limit", which was read as a balance still outstanding.
|
||||
- **Two option labels were rewritten** that the player could not parse: "Have no
|
||||
view on the axle" and "take hold of the nearest one".
|
||||
- **The horse and the room are separate events.** One event offered both, with a
|
||||
description that was always about the horse, so the room was offered under
|
||||
horse text and "Buy the bay" was shown locked to a player who had bought it — a
|
||||
door that could never open. Each is now gated on the tier it sells, and a test
|
||||
holds that neither is offered once bought.
|
||||
- **The promotion gets a warning.** "How do I find out how close I am to
|
||||
promotion?" had no answer anywhere. `ward_takes_notice` comes once, to a hand
|
||||
past turn 24 with standing 55, and says in the town's terms what the offer waits
|
||||
for — a name the street says for the right reasons, and a man Ward takes at his
|
||||
word or one with the Ridge road behind him — without printing a threshold. Across
|
||||
72 archetype runs it fired in 67, at a median of turn 29, always before the offer.
|
||||
A numeric progress display was not built: it would need the interface to know
|
||||
what a promotion is, which #22 keeps in content.
|
||||
- **The office got five more days.** 69 deputy turns saw 13 distinct situations,
|
||||
and `office_day` and `the_cells` were 17% of the stage each — the same thinness
|
||||
#24 caught in Dispatch. Five events were added (the stage in short, the county's
|
||||
fees, a bounty hunter, a fire at the store, Dutch wanting the Ridge road) and the
|
||||
horse/room split adds a sixth. Measured across 72 archetype runs of 250 turns,
|
||||
the three floor events fell from about 17.5% of deputy turns each to about
|
||||
13.5%. Every new event has an ungated way through, and its skill gates (nerve 30
|
||||
and 34, trade 28 and 30) sit under growth available without them (#32).
|
||||
|
||||
**Measured and not yet understood.** In the same simulation, promoted runs now end
|
||||
with a median of $164 rather than $88, and a median standing of 89 rather than 98.
|
||||
Two changes plausibly account for it — repayments no longer overcharge, and lower
|
||||
standing triggers the $4 standing charge less often — but it has not been
|
||||
isolated. The declared baselines and every tuning test still pass. The Frontier is
|
||||
meant to be roughly level at the top, so the next Frontier session should watch
|
||||
whether money stops mattering again, as it did in Corporate Ladder before #36.
|
||||
|
||||
"Owed at the store" was asked for as "a major field at the top". It already is,
|
||||
second after Money whenever anything is owed. Whether it is prominent enough can
|
||||
only be judged in a browser, which this machine cannot render (#18).
|
||||
|
||||
## 41. Chance, and a cast that changes between runs
|
||||
|
||||
Recorded 2026-09-23. Designer's call: a change to the base engine, generic, which
|
||||
every pack may use and none has to. Corporate Ladder and the Frontier use none of
|
||||
it and replay exactly as before.
|
||||
|
||||
Until now an option did exactly what it said. Skills only decided whether an
|
||||
option was on the menu (#15, #32). The story-to-pack catalogue of recurring
|
||||
situations (asking for a rise, the door to the powerful, a colleague's needling)
|
||||
is made of moments whose outcome depends on who you are and who you are dealing
|
||||
with, so three things were added. `content/countinghouse` is the pack that exercises them.
|
||||
|
||||
**Attributes.** A pack names them in `pack.attributes`. The player's live in
|
||||
ordinary declared state (`attributes.<id>`), so they grow by effects like anything
|
||||
else. The prototype's four, agreed with the designer, are Nerve, Wits, Charm and
|
||||
Resolve. Another pack may rename them, as #14 lets it rename the interface.
|
||||
|
||||
**Checks.** An option may carry `check: { attribute, against?, opposedBy?,
|
||||
relationship?, difficulty?, modifier? }` and then must carry `success` and
|
||||
`failure`, each with its own `result` and `effects`. Its plain `effects` apply
|
||||
either way. The chance is
|
||||
|
||||
base + perPoint × (yours − theirs) + relationshipPerPoint × (their regard − centre) + modifier,
|
||||
clamped to [floor, ceiling]
|
||||
|
||||
where "theirs" is the opposing character's attribute, or the check's `difficulty`,
|
||||
or the pack's `unopposed`. Every number is the pack's, in `pack.checks` (#9).
|
||||
**The player never sees a number.** Options show the odds in words ("a long shot",
|
||||
"likely"), from bands the pack may rename, and the outcome says whether it came
|
||||
off. The roll is one draw from the run's own generator, so a run with checks still
|
||||
replays exactly from its seed and choices (#5, #6). A pack that never checks draws
|
||||
nothing extra.
|
||||
|
||||
**A cast drawn per run.** A character may be a *role* with `candidates`, several
|
||||
authored people who could fill it, and one is drawn when a run starts. A role may
|
||||
be a *group* with `count: [min, max]` (two to four clerks), which draws that many
|
||||
different people into numbered slots (`clerk_1` .. `clerk_4`). Every candidate
|
||||
carries a name, a description and the same attributes the player has, so a
|
||||
replayed pack meets a different office with different strengths. Candidates are
|
||||
authored rather than generated from random parts: a character written as sharp
|
||||
has the wits to see through a bluff, which a random attribute roll pasted onto a
|
||||
random description would not guarantee.
|
||||
|
||||
- **The draw is saved in engine-owned state** (`cast`, now a reserved root, #4)
|
||||
and made on its own stream derived from the seed, so it neither moves the event
|
||||
generator nor depends on it. `hydrate` (#36) draws one for a save that predates
|
||||
it, and draws the same one every time.
|
||||
- **Every slot up to a group's maximum is declared in the schema from the start.**
|
||||
Relationship state for `clerk_3` exists whether or not anyone was drawn into it,
|
||||
so it validates and saves like any other path. An empty slot is recorded as
|
||||
`null` and is simply absent from the run.
|
||||
- **Text names people by role.** `{partner}`, `{chief.first}` and `{clerk.title}`
|
||||
are filled in from whoever was drawn. An event about "a clerk" says
|
||||
`involves: ['clerk']`. When it is drawn, one present clerk is bound to it for
|
||||
the turn, and `{clerk}` in its text, `relationships.{clerk}.trust` in its effects
|
||||
and `against: '{clerk}'` in a check all mean that person. The binding is saved
|
||||
with the run. An event cannot fire in a run with nobody to bind. Text kept in
|
||||
state, such as a notable moment, has its placeholders pinned to the slot
|
||||
(`{clerk_2}`), so the retrospective names the right person later.
|
||||
- **The validator holds all of it:**
|
||||
- attributes declared, and every drawn person carrying all of them;
|
||||
- enough candidates for a group's maximum, and unique names;
|
||||
- checks naming real attributes and people, with both branches;
|
||||
- `{placeholders}` that name real characters, where a group is only named inside an event that binds it;
|
||||
- no placeholder in an event's own `requires`, which is evaluated before anyone is bound.
|
||||
|
||||
**What the test harness had to learn.** The archetypes score an option by its
|
||||
effects (#21). A checked option is now scored at its expected value: plain effects
|
||||
in full, and each branch weighted by its chance, the way a player reading the odds
|
||||
would. The conformance check that no repayment takes more than is owed (#38) now
|
||||
reads both branches, since a check can pay or spend on either.
|
||||
|
||||
**The prototype pack was tuned by measurement, not by eye.** Its first draft
|
||||
failed three conformance tests:
|
||||
- the routine ledgers were a third of every player's turns;
|
||||
- a careless player was broke 40% of a run;
|
||||
- it had no balance a borrower could owe.
|
||||
|
||||
Two more catalogue situations (an errand for the partner's family, and a desk you
|
||||
and a clerk both want), a lighter floor event, a loan that is refused but still
|
||||
helps a little, and an "owed to the floor" balance repaid on Saturdays brought
|
||||
those to 22% at worst, 12% at worst, and a debt that is repaid by reading the
|
||||
balance (#38).
|
||||
|
||||
**Not yet known.** Whether chance makes the same situations worth replaying, and
|
||||
whether the odds in words are legible, can only be judged by someone playing it
|
||||
(#18). The pack has one stage on purpose, so that question can be answered before
|
||||
a career is built on it.
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
# Exported playtest logs
|
||||
|
||||
Drop exported feedback logs here — the browser downloads them wherever it
|
||||
normally does, and this is where they go to be read.
|
||||
|
||||
```sh
|
||||
npm run analyze # the newest log in this folder
|
||||
npm run analyze -- <file> # a specific one
|
||||
```
|
||||
|
||||
The logs themselves are gitignored. They record what a real person did, turn by
|
||||
turn, including anything they typed into the feedback box, so they are not
|
||||
committed: keep them local, or share them deliberately.
|
||||
+3
-2
@@ -1,12 +1,13 @@
|
||||
{
|
||||
"name": "theladder",
|
||||
"version": "0.0.1",
|
||||
"version": "0.4.0",
|
||||
"private": true,
|
||||
"description": "A turn-based career simulation game. Engine is theme-agnostic; settings are content packs.",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"test": "node --test \"test/**/*.test.js\"",
|
||||
"serve": "python3 -m http.server 8080",
|
||||
"build": "node tools/build.js"
|
||||
"build": "node tools/build.js",
|
||||
"analyze": "node tools/analyze-log.js"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
// The build identity shown in the status bar.
|
||||
//
|
||||
// This file is never rewritten. Running from source is honestly "dev";
|
||||
// tools/build.js substitutes the real commit into the bundled output only, so
|
||||
// dist/theladder.html names the commit that produced it and the working tree
|
||||
// never churns.
|
||||
export const BUILD = {
|
||||
commit: 'dev',
|
||||
builtAt: null,
|
||||
};
|
||||
@@ -0,0 +1,139 @@
|
||||
// Who is in this run.
|
||||
//
|
||||
// A pack's characters are fixed people by default: a name and a description,
|
||||
// written once. A character may instead be a *role* with `candidates` — several
|
||||
// authored people who could fill it — and one is drawn when a run starts. A role
|
||||
// may also be a *group* with a `count` range, like two to four co-workers, in
|
||||
// which case that many different candidates are drawn into numbered slots.
|
||||
// Replaying a pack therefore meets a different cast, which is the point.
|
||||
//
|
||||
// Slots are what state is keyed by: a single role is its own id (`boss`), a
|
||||
// group's members are `coworker_1` .. `coworker_<max>`. Every slot up to the
|
||||
// group's maximum exists in the schema from the start, so relationship state
|
||||
// is declared, validated and saved like any other; a slot nobody was drawn into
|
||||
// is simply not present in the run. See DECISIONS #41.
|
||||
//
|
||||
// The draw uses its own stream derived from the run's seed, so it neither moves
|
||||
// the event generator nor depends on it: a pack that gains a cast does not
|
||||
// change which events any other pack draws, and a save that predates the cast
|
||||
// can have one drawn for it on load, reproducibly.
|
||||
|
||||
import { createRng } from './rng.js';
|
||||
import { getPath } from './paths.js';
|
||||
|
||||
/** The count range of a group role, or null for a single character. */
|
||||
export function groupRange(character) {
|
||||
if (character.count === undefined) return null;
|
||||
return Array.isArray(character.count) ? character.count : [character.count, character.count];
|
||||
}
|
||||
|
||||
/** Every state slot a character occupies: its own id, or one per possible group member. */
|
||||
export function slotsOf(character) {
|
||||
const range = groupRange(character);
|
||||
if (!range) return [character.id];
|
||||
return Array.from({ length: range[1] }, (_, i) => `${character.id}_${i + 1}`);
|
||||
}
|
||||
|
||||
/** Whether a pack draws any part of its cast per run. */
|
||||
export function hasDrawnCast(pack) {
|
||||
return (pack.characters ?? []).some((c) => c.candidates?.length || groupRange(c));
|
||||
}
|
||||
|
||||
/** The authored person behind a candidate entry, in the shape the state keeps. */
|
||||
function personOf(character, candidate, index) {
|
||||
return {
|
||||
role: character.id,
|
||||
candidate: index,
|
||||
name: candidate.name,
|
||||
title: candidate.title ?? character.title ?? null,
|
||||
description: candidate.description ?? '',
|
||||
attributes: { ...(candidate.attributes ?? {}) },
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw the cast for a run. Returns `{ <slot>: person | null }` for every slot of
|
||||
* every drawn role; a group slot left empty is `null`, which is how "not in this
|
||||
* run" is recorded. Fixed characters are not in it: they need no drawing.
|
||||
*/
|
||||
export function drawCast(pack, seed) {
|
||||
const rng = createRng(`cast:${seed}`);
|
||||
const cast = {};
|
||||
for (const character of pack.characters ?? []) {
|
||||
const pool = character.candidates ?? [];
|
||||
const range = groupRange(character);
|
||||
if (!range && !pool.length) continue;
|
||||
|
||||
const slots = slotsOf(character);
|
||||
const wanted = range ? range[0] + rng.int(range[1] - range[0] + 1) : 1;
|
||||
const remaining = pool.map((candidate, index) => ({ candidate, index }));
|
||||
for (let i = 0; i < slots.length; i++) {
|
||||
if (i >= wanted || !remaining.length) {
|
||||
cast[slots[i]] = null;
|
||||
continue;
|
||||
}
|
||||
const [picked] = remaining.splice(rng.int(remaining.length), 1);
|
||||
cast[slots[i]] = personOf(character, picked.candidate, picked.index);
|
||||
}
|
||||
}
|
||||
return cast;
|
||||
}
|
||||
|
||||
/** Starting relationship overrides a drawn person brings with them. */
|
||||
export function drawnRelationships(pack, cast) {
|
||||
const overrides = [];
|
||||
for (const character of pack.characters ?? []) {
|
||||
for (const slot of slotsOf(character)) {
|
||||
const person = cast?.[slot];
|
||||
if (!person) continue;
|
||||
const candidate = character.candidates?.[person.candidate];
|
||||
for (const [stat, value] of Object.entries(candidate?.startingRelationship ?? {})) {
|
||||
overrides.push({ path: `relationships.${slot}.${stat}`, value });
|
||||
}
|
||||
}
|
||||
}
|
||||
return overrides;
|
||||
}
|
||||
|
||||
/** The character definition that owns a slot. */
|
||||
export function characterForSlot(pack, slot) {
|
||||
for (const character of pack.characters ?? []) {
|
||||
if (slotsOf(character).includes(slot)) return character;
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* The person in a slot as the interface and the checks see them: name, title,
|
||||
* description and attributes, whether drawn for this run or written into the
|
||||
* pack. Undefined if the slot is empty this run or unknown.
|
||||
*/
|
||||
export function personIn(pack, state, slot) {
|
||||
const character = characterForSlot(pack, slot);
|
||||
if (!character) return undefined;
|
||||
const drawn = getPath(state, `cast.${slot}`);
|
||||
if (drawn === null) return undefined;
|
||||
if (drawn) return { id: slot, ...drawn };
|
||||
if (character.candidates?.length || groupRange(character)) return undefined;
|
||||
return {
|
||||
id: slot,
|
||||
role: character.id,
|
||||
name: character.name,
|
||||
title: character.title ?? null,
|
||||
description: character.description ?? '',
|
||||
attributes: { ...(character.attributes ?? {}) },
|
||||
};
|
||||
}
|
||||
|
||||
/** Everyone present in this run, in pack order. */
|
||||
export function presentPeople(pack, state) {
|
||||
return (pack.characters ?? []).flatMap((character) =>
|
||||
slotsOf(character).map((slot) => personIn(pack, state, slot)).filter(Boolean));
|
||||
}
|
||||
|
||||
/** The slots of a role that are filled in this run. */
|
||||
export function presentSlots(pack, state, roleId) {
|
||||
const character = (pack.characters ?? []).find((c) => c.id === roleId);
|
||||
if (!character) return [];
|
||||
return slotsOf(character).filter((slot) => personIn(pack, state, slot));
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
// Options whose outcome is not certain.
|
||||
//
|
||||
// An option may carry a `check`: which of the player's attributes it tests,
|
||||
// optionally *against* a character who opposes it with their own attribute, and
|
||||
// optionally leaning on how that character regards the player. It then has a
|
||||
// `success` and a `failure`, each with its own result text and effects; the
|
||||
// option's plain `effects` apply either way. The engine works out the chance,
|
||||
// rolls on the run's own generator, and records which way it went.
|
||||
//
|
||||
// The engine knows the arithmetic and nothing about what any attribute means:
|
||||
// the numbers are the pack's (`pack.checks`), the attribute names are the
|
||||
// pack's, and so are the words the player sees in place of a percentage. A
|
||||
// player is shown "a long shot" or "likely", never a number. See DECISIONS #41.
|
||||
//
|
||||
// chance = base + perPoint × (yours − theirs)
|
||||
// + relationshipPerPoint × (their regard − relationshipCentre)
|
||||
// + modifier, clamped to [floor, ceiling]
|
||||
//
|
||||
// where "theirs" is the opposing character's attribute when the check is
|
||||
// `against` someone, and the check's `difficulty` (or the pack's `unopposed`)
|
||||
// when it is not.
|
||||
|
||||
import { getPath } from './paths.js';
|
||||
import { personIn } from './cast.js';
|
||||
import { resolveSlot } from './text.js';
|
||||
|
||||
/** Odds words used when a pack does not name its own. Upper bounds, in percent. */
|
||||
export const DEFAULT_ODDS = [
|
||||
{ upTo: 20, words: 'a long shot' },
|
||||
{ upTo: 40, words: 'unlikely' },
|
||||
{ upTo: 60, words: 'an even chance' },
|
||||
{ upTo: 80, words: 'likely' },
|
||||
{ upTo: 100, words: 'a safe bet' },
|
||||
];
|
||||
|
||||
/** The words for a chance, from the pack's bands. */
|
||||
export function oddsWords(pack, chance) {
|
||||
const bands = pack.checks?.odds ?? DEFAULT_ODDS;
|
||||
return (bands.find((band) => chance <= band.upTo) ?? bands[bands.length - 1]).words;
|
||||
}
|
||||
|
||||
/** The slot a check is made against this turn, if any. */
|
||||
function opponentSlot(check, bindings) {
|
||||
if (!check.against) return undefined;
|
||||
const id = check.against.replace(/^\{|\}$/g, '');
|
||||
return resolveSlot(id, bindings);
|
||||
}
|
||||
|
||||
/**
|
||||
* The chance of an option's check succeeding in this state, as a whole
|
||||
* percentage, with the parts it was built from. Undefined for an option with
|
||||
* no check.
|
||||
*/
|
||||
export function chanceOf(pack, state, option, bindings = state?.meta?.bindings ?? {}) {
|
||||
const check = option.check;
|
||||
if (!check) return undefined;
|
||||
const rules = pack.checks ?? {};
|
||||
const yours = getPath(state, `attributes.${check.attribute}`) ?? 0;
|
||||
|
||||
const slot = opponentSlot(check, bindings);
|
||||
const opponent = slot ? personIn(pack, state, slot) : undefined;
|
||||
const theirs = opponent
|
||||
? opponent.attributes?.[check.opposedBy ?? check.attribute] ?? 0
|
||||
: check.difficulty ?? rules.unopposed ?? 0;
|
||||
|
||||
let regard = 0;
|
||||
if (check.relationship && slot) {
|
||||
const value = getPath(state, `relationships.${slot}.${check.relationship}`);
|
||||
if (typeof value === 'number') {
|
||||
regard = (rules.relationshipPerPoint ?? 0) * (value - (rules.relationshipCentre ?? 50));
|
||||
}
|
||||
}
|
||||
|
||||
const raw = (rules.base ?? 50) + (rules.perPoint ?? 0) * (yours - theirs) + regard + (check.modifier ?? 0);
|
||||
const chance = Math.round(Math.min(rules.ceiling ?? 95, Math.max(rules.floor ?? 5, raw)));
|
||||
return { chance, words: oddsWords(pack, chance), yours, theirs, against: slot ?? null };
|
||||
}
|
||||
|
||||
/**
|
||||
* Roll a check. `rng` is the run's generator; exactly one number is drawn, so
|
||||
* a replay from the same seed and choices rolls the same way.
|
||||
*/
|
||||
export function rollCheck(pack, state, option, rng, bindings) {
|
||||
const odds = chanceOf(pack, state, option, bindings);
|
||||
const roll = rng.next() * 100;
|
||||
return { ...odds, succeeded: roll < odds.chance };
|
||||
}
|
||||
Vendored
+32
-5
@@ -25,23 +25,50 @@ function clamp(value, rule) {
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Whether an effect's value is a reference to state rather than a literal. */
|
||||
export function isAmountFrom(value) {
|
||||
return value !== null && typeof value === 'object' && !Array.isArray(value)
|
||||
&& typeof value.from === 'string';
|
||||
}
|
||||
|
||||
/**
|
||||
* The amount an `add` effect applies. Usually the number the pack wrote. It may
|
||||
* instead be read from state at the moment the effect applies:
|
||||
*
|
||||
* { path: 'money', op: 'add', value: { from: 'owed', times: -1, cap: 20 } }
|
||||
*
|
||||
* is "take away whatever is owed, but no more than 20". A fixed instalment
|
||||
* cannot pay off a balance that could be anything, and charging the whole
|
||||
* instalment against a smaller balance took a playtester's money for a debt
|
||||
* that did not exist (DECISIONS #38). It is still data, and still generic: the
|
||||
* engine reads a number from a path without knowing what the path means.
|
||||
*/
|
||||
export function resolveAmount(state, value) {
|
||||
if (!isAmountFrom(value)) return value;
|
||||
const current = getPath(state, value.from);
|
||||
let amount = typeof current === 'number' ? current : 0;
|
||||
if (typeof value.cap === 'number') amount = Math.min(amount, value.cap);
|
||||
return amount * (typeof value.times === 'number' ? value.times : 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply one effect. `schema` is the resolved state schema, consulted only for
|
||||
* clamping — the engine still has no idea what any given path means.
|
||||
*/
|
||||
export function applyEffect(state, effect, schema = {}) {
|
||||
const { path, op, value } = effect;
|
||||
const { path, op } = effect;
|
||||
const operate = OPS[op];
|
||||
if (!operate) throw new TypeError(`unknown effect operation ${JSON.stringify(op)}`);
|
||||
|
||||
const value = op === 'add' ? resolveAmount(state, effect.value) : effect.value;
|
||||
const from = getPath(state, path);
|
||||
const raw = operate(from, value);
|
||||
const to = clamp(raw, schema[path]);
|
||||
|
||||
return {
|
||||
state: setPath(state, path, to),
|
||||
change: { path, op, value, from, to, clamped: raw !== to },
|
||||
};
|
||||
const change = { path, op, value, from, to, clamped: raw !== to };
|
||||
// The log keeps the number actually applied, and says where it came from.
|
||||
if (value !== effect.value) change.source = effect.value;
|
||||
return { state: setPath(state, path, to), change };
|
||||
}
|
||||
|
||||
/** Apply a list of effects in order. Returns the new state and every change. */
|
||||
|
||||
+40
-4
@@ -9,8 +9,10 @@ import { createRng } from './rng.js';
|
||||
import { applyEffects } from './effects.js';
|
||||
import { check } from './conditions.js';
|
||||
import { resolveSchema, createState } from './state.js';
|
||||
import { selectEvent, resolveOptions, findOption } from './select.js';
|
||||
import { selectEvent, resolveOptions, findOption, bindRoles } from './select.js';
|
||||
import { setPath, getPath } from './paths.js';
|
||||
import { chanceOf, rollCheck } from './checks.js';
|
||||
import { bindEffects, fillText } from './text.js';
|
||||
|
||||
export class ContentError extends Error {}
|
||||
export class MoveError extends Error {}
|
||||
@@ -28,6 +30,10 @@ function advance(pack, state) {
|
||||
);
|
||||
}
|
||||
let next = setPath(dated, 'meta.currentEventId', event.id);
|
||||
// Which co-worker this event is about, drawn after the event itself. A pack
|
||||
// with no `involves` draws nothing here, so its runs are unchanged.
|
||||
const bindings = bindRoles(pack, next, event, rng);
|
||||
if (Object.keys(bindings).length || next.meta.bindings) next = setPath(next, 'meta.bindings', bindings);
|
||||
next = setPath(next, 'meta.rngPosition', rng.getPosition());
|
||||
return next;
|
||||
}
|
||||
@@ -101,7 +107,10 @@ export function currentEvent(pack, state) {
|
||||
/** The current event together with each option's availability. */
|
||||
export function currentTurn(pack, state) {
|
||||
const event = currentEvent(pack, state);
|
||||
return { event, options: resolveOptions(state, event) };
|
||||
const options = resolveOptions(state, event).map((resolved) => (resolved.option.check
|
||||
? { ...resolved, odds: chanceOf(pack, state, resolved.option) }
|
||||
: resolved));
|
||||
return { event, options, bindings: state.meta.bindings ?? {} };
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -120,7 +129,27 @@ export function takeTurn(pack, state, optionId, { schema = resolveSchema(pack),
|
||||
throw new MoveError(`option "${optionId}" is locked: ${JSON.stringify(chosen.failed)}`);
|
||||
}
|
||||
|
||||
const applied = applyEffects(state, option.effects, schema);
|
||||
const bindings = state.meta.bindings ?? {};
|
||||
let effects = bindEffects(option.effects, bindings);
|
||||
let check = null;
|
||||
let rngState = state;
|
||||
if (option.check) {
|
||||
// One number from the run's own generator, so the roll replays with the run.
|
||||
const rng = createRng(state.meta.seed, state.meta.rngPosition ?? undefined);
|
||||
const rolled = rollCheck(pack, state, option, rng, bindings);
|
||||
const outcome = rolled.succeeded ? option.success : option.failure;
|
||||
effects = [...effects, ...bindEffects(outcome?.effects, bindings)];
|
||||
check = {
|
||||
attribute: option.check.attribute,
|
||||
against: rolled.against,
|
||||
chance: rolled.chance,
|
||||
odds: rolled.words,
|
||||
outcome: rolled.succeeded ? 'success' : 'failure',
|
||||
};
|
||||
rngState = setPath(state, 'meta.rngPosition', rng.getPosition());
|
||||
}
|
||||
|
||||
const applied = applyEffects(rngState, effects, schema);
|
||||
let next = applied.state;
|
||||
|
||||
const seenCount = getPath(next, `seen.${event.id}`) ?? 0;
|
||||
@@ -135,7 +164,10 @@ export function takeTurn(pack, state, optionId, { schema = resolveSchema(pack),
|
||||
stage: next.stage,
|
||||
eventId: event.id,
|
||||
optionId: option.id,
|
||||
optionLabel: option.label,
|
||||
// Names filled in, so the log and the retrospective read as the player saw it.
|
||||
optionLabel: fillText(pack, state, option.label, bindings),
|
||||
...(check ? { check } : {}),
|
||||
...(Object.keys(bindings).length ? { bindings } : {}),
|
||||
changes: applied.changes,
|
||||
upkeep: upkeep.changes,
|
||||
offered: resolved.map((r) => ({
|
||||
@@ -143,6 +175,10 @@ export function takeTurn(pack, state, optionId, { schema = resolveSchema(pack),
|
||||
label: r.option.label,
|
||||
available: r.available,
|
||||
failed: r.failed,
|
||||
// A hidden option was never on the player's screen. Without this the log
|
||||
// cannot tell it from a locked door they saw, and the analyser counted
|
||||
// one the first real Frontier player never met. See DECISIONS #39.
|
||||
hidden: r.hidden,
|
||||
})),
|
||||
at: now,
|
||||
};
|
||||
|
||||
@@ -7,3 +7,6 @@ export { createState, resolveSchema, indexCharacters, RESERVED_ROOTS } from './s
|
||||
export { eligibleEvents, selectEvent, resolveOptions, findOption } from './select.js';
|
||||
export { startGame, currentEvent, currentTurn, takeTurn, ContentError, MoveError } from './game.js';
|
||||
export { validatePack, assertValidPack } from './validate.js';
|
||||
export { drawCast, presentPeople, presentSlots, personIn, slotsOf, hasDrawnCast } from './cast.js';
|
||||
export { fillText, placeholders, bindEffects, bindConditions } from './text.js';
|
||||
export { chanceOf, rollCheck, oddsWords, DEFAULT_ODDS } from './checks.js';
|
||||
|
||||
+22
-1
@@ -9,6 +9,21 @@
|
||||
|
||||
import { check } from './conditions.js';
|
||||
import { getPath } from './paths.js';
|
||||
import { presentSlots } from './cast.js';
|
||||
import { bindConditions } from './text.js';
|
||||
|
||||
/**
|
||||
* Pick, for each role an event `involves`, one person present in this run. An
|
||||
* event about "a co-worker" is about one particular co-worker for the turn.
|
||||
*/
|
||||
export function bindRoles(pack, state, event, rng) {
|
||||
const bindings = {};
|
||||
for (const role of event.involves ?? []) {
|
||||
const slots = presentSlots(pack, state, role);
|
||||
if (slots.length) bindings[role] = slots.length === 1 ? slots[0] : rng.pick(slots);
|
||||
}
|
||||
return bindings;
|
||||
}
|
||||
|
||||
/** Events that could fire right now, with the reason excluded ones could not. */
|
||||
export function eligibleEvents(pack, state) {
|
||||
@@ -37,6 +52,11 @@ export function eligibleEvents(pack, state) {
|
||||
excluded.push({ event, reason: 'requires', failed: gate.failed });
|
||||
continue;
|
||||
}
|
||||
// An event about a co-worker cannot fire in a run that drew none.
|
||||
if ((event.involves ?? []).some((role) => !presentSlots(pack, state, role).length)) {
|
||||
excluded.push({ event, reason: 'involves' });
|
||||
continue;
|
||||
}
|
||||
eligible.push(event);
|
||||
}
|
||||
|
||||
@@ -60,8 +80,9 @@ export function selectEvent(pack, state, rng) {
|
||||
* strongest signal that the choice set is too narrow.
|
||||
*/
|
||||
export function resolveOptions(state, event) {
|
||||
const bindings = state?.meta?.bindings ?? {};
|
||||
return (event.options ?? []).map((option) => {
|
||||
const gate = check(state, option.requires);
|
||||
const gate = check(state, bindConditions(option.requires, bindings));
|
||||
return {
|
||||
option,
|
||||
available: gate.passed,
|
||||
|
||||
+53
-9
@@ -4,7 +4,8 @@
|
||||
// expands that into a flat schema and an initial state object. The engine
|
||||
// names no stat of its own beyond its own bookkeeping.
|
||||
|
||||
import { setPath } from './paths.js';
|
||||
import { getPath, setPath } from './paths.js';
|
||||
import { slotsOf, drawCast, drawnRelationships, hasDrawnCast } from './cast.js';
|
||||
|
||||
/**
|
||||
* Paths the engine owns. Content may *read* these in conditions — "only after
|
||||
@@ -12,7 +13,7 @@ import { setPath } from './paths.js';
|
||||
* them, which is what keeps engine bookkeeping from being corrupted by data.
|
||||
*/
|
||||
export const RESERVED_ROOTS =
|
||||
new Set(['turn', 'stage', 'seen', 'lastSeen', 'history', 'meta', 'calendar']);
|
||||
new Set(['turn', 'stage', 'seen', 'lastSeen', 'history', 'meta', 'calendar', 'cast']);
|
||||
|
||||
/**
|
||||
* Flatten a pack's state declarations into one path -> rule map, expanding the
|
||||
@@ -27,17 +28,30 @@ export function resolveSchema(pack) {
|
||||
schema[path] = { ...rule };
|
||||
}
|
||||
for (const character of pack.characters ?? []) {
|
||||
for (const [stat, rule] of Object.entries(pack.relationshipStats ?? {})) {
|
||||
// A character may start somewhere other than the pack default — a rival
|
||||
// who already resents you, a boss who has not formed an opinion.
|
||||
const override = character.startingRelationship?.[stat];
|
||||
schema[`relationships.${character.id}.${stat}`] =
|
||||
override === undefined ? { ...rule } : { ...rule, initial: override };
|
||||
// A group role has one slot per possible member (coworker_1 .. coworker_4),
|
||||
// all declared up front so every one is validated and saved. See cast.js.
|
||||
for (const slot of slotsOf(character)) {
|
||||
for (const [stat, rule] of Object.entries(pack.relationshipStats ?? {})) {
|
||||
// A character may start somewhere other than the pack default — a rival
|
||||
// who already resents you, a boss who has not formed an opinion.
|
||||
const override = character.startingRelationship?.[stat];
|
||||
schema[`relationships.${slot}.${stat}`] =
|
||||
override === undefined ? { ...rule } : { ...rule, initial: override };
|
||||
}
|
||||
}
|
||||
}
|
||||
return schema;
|
||||
}
|
||||
|
||||
/** Draw a run's cast into state, with the starting relationships the drawn people bring. */
|
||||
function withCast(pack, state) {
|
||||
if (!hasDrawnCast(pack)) return state;
|
||||
const cast = drawCast(pack, state.meta.seed);
|
||||
let next = setPath(state, 'cast', cast);
|
||||
for (const { path, value } of drawnRelationships(pack, cast)) next = setPath(next, path, value);
|
||||
return next;
|
||||
}
|
||||
|
||||
/** A fresh game state for `pack`, seeded for reproducibility. */
|
||||
export function createState(pack, { seed, schema = resolveSchema(pack) } = {}) {
|
||||
let state = {
|
||||
@@ -58,7 +72,37 @@ export function createState(pack, { seed, schema = resolveSchema(pack) } = {}) {
|
||||
for (const [path, rule] of Object.entries(schema)) {
|
||||
state = setPath(state, path, structuredClone(rule.initial));
|
||||
}
|
||||
return state;
|
||||
return withCast(pack, state);
|
||||
}
|
||||
|
||||
/**
|
||||
* Give a loaded save any state the pack has gained since it was written.
|
||||
*
|
||||
* Adding a stat to a pack is meant to be data, but a run saved before that stat
|
||||
* existed has no path for it, and `undefined` fails every numeric comparison in
|
||||
* conditions.js — both `x >= 1` and `x < 1` are false. So content gated on a new
|
||||
* stat does not misbehave in a saved run, it *vanishes* from it: the event never
|
||||
* fires, the option never unlocks, the upkeep never charges, and nothing
|
||||
* anywhere says so. Filling the gaps in on load is what makes "adding content is
|
||||
* just adding data" true for players already mid-career.
|
||||
*
|
||||
* Returns the paths it filled, so a caller can say what it repaired.
|
||||
*/
|
||||
export function hydrate(pack, state, schema = resolveSchema(pack)) {
|
||||
let next = state;
|
||||
const added = [];
|
||||
for (const [path, rule] of Object.entries(schema)) {
|
||||
if (getPath(next, path) !== undefined) continue;
|
||||
next = setPath(next, path, structuredClone(rule.initial));
|
||||
added.push(path);
|
||||
}
|
||||
// A run saved before its pack drew a cast gets one now, from its own seed, so
|
||||
// the same save always wakes up with the same people.
|
||||
if (hasDrawnCast(pack) && next.cast === undefined) {
|
||||
next = withCast(pack, next);
|
||||
added.push('cast');
|
||||
}
|
||||
return { state: next, added };
|
||||
}
|
||||
|
||||
/** The characters a pack defines, keyed by id. */
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
// Names in text, and which person an event is about.
|
||||
//
|
||||
// Content that meets a different cast each run cannot write "Dutch" into its
|
||||
// prose. It writes `{rival}`, and the name is filled in from whoever was drawn.
|
||||
// `{rival.first}` is the first name, `{rival.title}` the title.
|
||||
//
|
||||
// A group role (two to four co-workers) cannot be named by its role alone —
|
||||
// which one? An event says so with `involves: ['coworker']`, and when the event
|
||||
// is drawn one present member is bound to it for the turn. `{coworker}` in its
|
||||
// text, `relationships.{coworker}.trust` in its effects and `against:
|
||||
// '{coworker}'` in a check all mean that person. The binding is saved with the
|
||||
// run, so a replay binds the same person. See DECISIONS #41.
|
||||
|
||||
import { personIn } from './cast.js';
|
||||
|
||||
const PLACEHOLDER = /\{([A-Za-z0-9_]+)(?:\.(name|first|title))?\}/g;
|
||||
|
||||
/** Every `{id}` / `{id.part}` in a piece of text, as `{ id, part }`. */
|
||||
export function placeholders(text) {
|
||||
if (typeof text !== 'string') return [];
|
||||
return [...text.matchAll(PLACEHOLDER)].map((m) => ({ id: m[1], part: m[2] ?? 'name' }));
|
||||
}
|
||||
|
||||
/** The slot a placeholder id means this turn: a bound group member, or the id itself. */
|
||||
export function resolveSlot(id, bindings = {}) {
|
||||
return bindings[id] ?? id;
|
||||
}
|
||||
|
||||
/** Replace `{id}` in a path or a string with the slot bound to it this turn. */
|
||||
export function bindPath(path, bindings = {}) {
|
||||
if (typeof path !== 'string') return path;
|
||||
return path.replace(/\{([A-Za-z0-9_]+)\}/g, (whole, id) => resolveSlot(id, bindings));
|
||||
}
|
||||
|
||||
/** Fill names into text. Anything it cannot resolve is left as written. */
|
||||
export function fillText(pack, state, text, bindings = state?.meta?.bindings ?? {}) {
|
||||
if (typeof text !== 'string') return text;
|
||||
return text.replace(PLACEHOLDER, (whole, id, part = 'name') => {
|
||||
const person = personIn(pack, state, resolveSlot(id, bindings));
|
||||
if (!person) return whole;
|
||||
if (part === 'first') return person.name.split(' ')[0];
|
||||
if (part === 'title') return person.title ?? '';
|
||||
return person.name;
|
||||
});
|
||||
}
|
||||
|
||||
/** Conditions with any bound placeholders in their paths replaced by the slot. */
|
||||
export function bindConditions(conditions, bindings = {}) {
|
||||
if (!conditions || !Object.keys(bindings).length) return conditions;
|
||||
const walk = (c) => {
|
||||
if (!c || typeof c !== 'object') return c;
|
||||
if (Array.isArray(c)) return c.map(walk);
|
||||
if ('all' in c) return { ...c, all: c.all.map(walk) };
|
||||
if ('any' in c) return { ...c, any: c.any.map(walk) };
|
||||
if ('not' in c) return { ...c, not: walk(c.not) };
|
||||
return { ...c, path: bindPath(c.path, bindings) };
|
||||
};
|
||||
return walk(conditions);
|
||||
}
|
||||
|
||||
/** Effects with any bound placeholders in their paths replaced by the slot. */
|
||||
export function bindEffects(effects, bindings = {}) {
|
||||
return (effects ?? []).map((effect) => {
|
||||
const path = bindPath(effect.path, bindings);
|
||||
let value = effect.value;
|
||||
if (value && typeof value === 'object' && typeof value.from === 'string') {
|
||||
value = { ...value, from: bindPath(value.from, bindings) };
|
||||
} else if (typeof value === 'string') {
|
||||
// Text kept in state (a notable moment) outlives the turn's bindings, so
|
||||
// `{clerk}` is pinned to the slot it meant: `{clerk_2}` still names the
|
||||
// same person when the retrospective reads it back.
|
||||
value = value.replace(PLACEHOLDER, (whole, id, part) =>
|
||||
(bindings[id] ? `{${bindings[id]}${part ? `.${part}` : ''}}` : whole));
|
||||
}
|
||||
return path === effect.path && value === effect.value ? effect : { ...effect, path, value };
|
||||
});
|
||||
}
|
||||
+213
-15
@@ -6,8 +6,10 @@
|
||||
|
||||
import { RESERVED_ROOTS, resolveSchema, indexCharacters } from './state.js';
|
||||
import { OPERATORS, pathsUsed as conditionPaths } from './conditions.js';
|
||||
import { OPERATIONS, pathsUsed as effectPaths } from './effects.js';
|
||||
import { OPERATIONS, isAmountFrom } from './effects.js';
|
||||
import { parsePath } from './paths.js';
|
||||
import { groupRange } from './cast.js';
|
||||
import { placeholders } from './text.js';
|
||||
|
||||
const ID = /^[A-Za-z0-9_]+$/;
|
||||
|
||||
@@ -40,14 +42,108 @@ export function validatePack(pack) {
|
||||
}
|
||||
}
|
||||
|
||||
// Attributes are ordinary declared state (`attributes.<id>` for the player);
|
||||
// pack.attributes names them, so checks and characters can be held to the list.
|
||||
const attributeIds = new Set(Object.keys(pack.attributes ?? {}));
|
||||
for (const id of attributeIds) {
|
||||
if (!ID.test(id)) fail(`attribute "${id}"`, `id must match ${ID}`);
|
||||
if (!(`attributes.${id}` in schema)) fail(`attribute "${id}"`, `the player needs "attributes.${id}" in pack.state`);
|
||||
}
|
||||
const checkAttributes = (where, attributes, { complete }) => {
|
||||
for (const key of Object.keys(attributes ?? {})) {
|
||||
if (!attributeIds.has(key)) fail(where, `attribute "${key}" is not in pack.attributes`);
|
||||
else if (typeof attributes[key] !== 'number') fail(where, `attribute "${key}" must be a number`);
|
||||
}
|
||||
if (complete) {
|
||||
for (const id of attributeIds) {
|
||||
if (typeof attributes?.[id] !== 'number') fail(where, `has no "${id}", which every drawn person needs`);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const seenCharacters = new Set();
|
||||
const names = new Map();
|
||||
const nameOnce = (where, name) => {
|
||||
if (names.has(name)) fail(where, `name "${name}" is already used by ${names.get(name)}`);
|
||||
else names.set(name, where);
|
||||
};
|
||||
for (const character of pack.characters ?? []) {
|
||||
const where = `character "${character.id}"`;
|
||||
if (!character.id || !ID.test(character.id)) fail(where, `id must match ${ID}`);
|
||||
if (seenCharacters.has(character.id)) fail(where, 'duplicate id');
|
||||
seenCharacters.add(character.id);
|
||||
if (!character.name) fail(where, 'name is required');
|
||||
if (!character.role_type) warn(where, 'no role_type tag; content cannot filter on it');
|
||||
|
||||
const range = groupRange(character);
|
||||
const pool = character.candidates ?? [];
|
||||
if (range) {
|
||||
const [min, max] = range;
|
||||
if (!Number.isInteger(min) || !Number.isInteger(max) || min < 0 || max < 1 || min > max) {
|
||||
fail(where, `count ${JSON.stringify(character.count)} must be [min, max] whole numbers with 0 <= min <= max and max >= 1`);
|
||||
} else if (pool.length < max) {
|
||||
fail(where, `can hold up to ${max} people but has only ${pool.length} candidates`);
|
||||
}
|
||||
}
|
||||
if (range || pool.length) {
|
||||
if (character.name) warn(where, 'has a name as well as candidates; the drawn candidate\'s name is used');
|
||||
pool.forEach((candidate, index) => {
|
||||
const at = `${where} candidate ${index}`;
|
||||
if (!candidate.name) fail(at, 'name is required');
|
||||
else nameOnce(at, candidate.name);
|
||||
if (!candidate.description) warn(at, 'no description');
|
||||
checkAttributes(at, candidate.attributes, { complete: attributeIds.size > 0 });
|
||||
for (const stat of Object.keys(candidate.startingRelationship ?? {})) {
|
||||
if (!(stat in (pack.relationshipStats ?? {}))) fail(at, `startingRelationship names unknown stat "${stat}"`);
|
||||
}
|
||||
});
|
||||
} else {
|
||||
if (!character.name) fail(where, 'name is required');
|
||||
else nameOnce(where, character.name);
|
||||
checkAttributes(where, character.attributes, { complete: false });
|
||||
}
|
||||
}
|
||||
|
||||
const characterById = Object.fromEntries((pack.characters ?? []).map((c) => [c.id, c]));
|
||||
const isGroup = (id) => Boolean(characterById[id] && groupRange(characterById[id]));
|
||||
|
||||
/**
|
||||
* A path or text may name a character as `{id}`. A single character is always
|
||||
* there to name; a group member only when the event binds one with `involves`.
|
||||
* Returns the path with each placeholder replaced by a representative slot, so
|
||||
* it can be checked against the schema like any written path.
|
||||
*/
|
||||
const bindForCheck = (where, text, involves) => {
|
||||
for (const { id } of placeholders(text)) {
|
||||
if (!characterById[id]) fail(where, `{${id}} names no character`);
|
||||
else if (isGroup(id) && !involves.includes(id)) {
|
||||
fail(where, `{${id}} is a group; the event must list "${id}" in involves to say which one`);
|
||||
}
|
||||
}
|
||||
return typeof text === 'string'
|
||||
? text.replace(/\{([A-Za-z0-9_]+)\}/g, (w, id) => (isGroup(id) ? `${id}_1` : id))
|
||||
: text;
|
||||
};
|
||||
|
||||
// Chances are the pack's numbers, like every other tuning value (#9).
|
||||
const usesChecks = (pack.events ?? []).some((e) => (e.options ?? []).some((o) => o.check));
|
||||
if (usesChecks) {
|
||||
const rules = pack.checks;
|
||||
if (!rules) fail('checks', 'options carry checks but the pack declares no checks block');
|
||||
else {
|
||||
for (const key of ['base', 'perPoint', 'floor', 'ceiling']) {
|
||||
if (typeof rules[key] !== 'number') fail('checks', `${key} must be a number`);
|
||||
}
|
||||
if (rules.floor > rules.ceiling) fail('checks', 'floor is above ceiling');
|
||||
if (rules.odds) {
|
||||
let last = -Infinity;
|
||||
for (const band of rules.odds) {
|
||||
if (typeof band.upTo !== 'number' || band.upTo <= last) fail('checks', 'odds bands must rise by upTo');
|
||||
if (!band.words) fail('checks', 'every odds band needs words');
|
||||
last = band.upTo;
|
||||
}
|
||||
if (last < (rules.ceiling ?? 100)) fail('checks', `odds bands stop at ${last}, below the ceiling`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const readable = (path) => {
|
||||
@@ -63,13 +159,24 @@ export function validatePack(pack) {
|
||||
return `"${path}" is not declared anywhere in this pack`;
|
||||
};
|
||||
|
||||
const writable = (path) => {
|
||||
// Stages are the one piece of engine bookkeeping content may write: moving
|
||||
// the player between them is a content decision (a promotion), and the
|
||||
// engine only ever uses `stage` to filter events. The value is checked
|
||||
// against the stages that actually have events, once those are known.
|
||||
const stageWrites = [];
|
||||
|
||||
const writable = (path, effect, where) => {
|
||||
let root;
|
||||
try {
|
||||
root = parsePath(path)[0];
|
||||
} catch (error) {
|
||||
return error.message;
|
||||
}
|
||||
if (path === 'stage') {
|
||||
if (effect.op !== 'set') return `"stage" may only be written with set, not ${effect.op}`;
|
||||
stageWrites.push({ where, value: effect.value });
|
||||
return null;
|
||||
}
|
||||
if (RESERVED_ROOTS.has(root)) return `"${path}" writes engine-owned state`;
|
||||
if (!(path in schema)) return `"${path}" is not declared in pack.state or relationshipStats`;
|
||||
return null;
|
||||
@@ -123,8 +230,9 @@ export function validatePack(pack) {
|
||||
fail(where, `unknown effect operation ${JSON.stringify(effect.op)}`);
|
||||
}
|
||||
}
|
||||
for (const path of effectPaths(entry.effects)) {
|
||||
const problem = writable(path);
|
||||
for (const effect of entry.effects ?? []) {
|
||||
if (typeof effect.path !== 'string') continue;
|
||||
const problem = writable(effect.path, effect, where);
|
||||
if (problem) fail(where, `effect writes ${problem}`);
|
||||
}
|
||||
});
|
||||
@@ -152,6 +260,31 @@ export function validatePack(pack) {
|
||||
fail(where, `weight ${event.weight} must be greater than zero, or the event can never fire`);
|
||||
}
|
||||
checkConditions(where, event.requires);
|
||||
const involves = event.involves ?? [];
|
||||
for (const role of involves) {
|
||||
if (!characterById[role]) fail(where, `involves "${role}", which is no character`);
|
||||
}
|
||||
// Bindings are drawn after the event is chosen, so the event's own gate
|
||||
// cannot depend on who they are.
|
||||
const gatePaths = event.requires
|
||||
? (Array.isArray(event.requires) ? event.requires : [event.requires]).flatMap((c) => conditionPaths(c))
|
||||
: [];
|
||||
if (gatePaths.some((p) => p.includes('{'))) {
|
||||
fail(where, 'requires names a {character}; only options and effects can, once the event is drawn');
|
||||
}
|
||||
bindForCheck(where, event.description, involves);
|
||||
const bound = (conditions) => {
|
||||
if (!conditions) return conditions;
|
||||
const walk = (c) => {
|
||||
if (!c || typeof c !== 'object') return c;
|
||||
if (Array.isArray(c)) return c.map(walk);
|
||||
if ('all' in c) return { ...c, all: c.all.map(walk) };
|
||||
if ('any' in c) return { ...c, any: c.any.map(walk) };
|
||||
if ('not' in c) return { ...c, not: walk(c.not) };
|
||||
return { ...c, path: bindForCheck(where, c.path, involves) };
|
||||
};
|
||||
return walk(conditions);
|
||||
};
|
||||
// A fallback must be one that *no* exclusion rule can remove: requires,
|
||||
// once and cooldown are exactly the three reasons eligibleEvents drops an
|
||||
// event, so a floor event may carry none of them.
|
||||
@@ -168,19 +301,78 @@ export function validatePack(pack) {
|
||||
if (seenOptions.has(option.id)) fail(optionWhere, 'duplicate id');
|
||||
seenOptions.add(option.id);
|
||||
if (!option.label) fail(optionWhere, 'label is required');
|
||||
checkConditions(optionWhere, option.requires);
|
||||
bindForCheck(optionWhere, option.label, involves);
|
||||
bindForCheck(optionWhere, option.result, involves);
|
||||
checkConditions(optionWhere, bound(option.requires));
|
||||
|
||||
for (const effect of option.effects ?? []) {
|
||||
if (!OPERATIONS.includes(effect.op)) {
|
||||
fail(optionWhere, `unknown effect operation ${JSON.stringify(effect.op)}`);
|
||||
const checkEffects = (at, effects) => {
|
||||
for (const effect of effects ?? []) {
|
||||
if (!OPERATIONS.includes(effect.op)) {
|
||||
fail(at, `unknown effect operation ${JSON.stringify(effect.op)}`);
|
||||
}
|
||||
if (effect.op === 'add' && typeof effect.value !== 'number') {
|
||||
if (isAmountFrom(effect.value)) {
|
||||
// An amount read from state must read something the pack declares,
|
||||
// and scale and cap it by numbers. See DECISIONS #38.
|
||||
const problem = readable(bindForCheck(at, effect.value.from, involves));
|
||||
if (problem) fail(at, `effect "${effect.path}" reads its amount from ${problem}`);
|
||||
for (const key of ['times', 'cap']) {
|
||||
if (effect.value[key] !== undefined && typeof effect.value[key] !== 'number') {
|
||||
fail(at, `effect "${effect.path}" has a non-numeric ${key}`);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
fail(at, `effect "${effect.path}" uses ${effect.op} with a non-numeric value`);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (['add'].includes(effect.op) && typeof effect.value !== 'number') {
|
||||
fail(optionWhere, `effect "${effect.path}" uses ${effect.op} with a non-numeric value`);
|
||||
for (const effect of effects ?? []) {
|
||||
if (typeof effect.path !== 'string') continue;
|
||||
const problem = writable(bindForCheck(at, effect.path, involves), effect, at);
|
||||
if (problem) fail(at, `effect writes ${problem}`);
|
||||
}
|
||||
}
|
||||
for (const path of effectPaths(option.effects)) {
|
||||
const problem = writable(path);
|
||||
if (problem) fail(optionWhere, `effect writes ${problem}`);
|
||||
};
|
||||
checkEffects(optionWhere, option.effects);
|
||||
|
||||
if (option.check) {
|
||||
const c = option.check;
|
||||
const at = `${optionWhere} check`;
|
||||
if (!attributeIds.has(c.attribute)) fail(at, `attribute "${c.attribute}" is not in pack.attributes`);
|
||||
if (c.opposedBy !== undefined && !attributeIds.has(c.opposedBy)) {
|
||||
fail(at, `opposedBy "${c.opposedBy}" is not in pack.attributes`);
|
||||
}
|
||||
if (c.against !== undefined) {
|
||||
const id = String(c.against).replace(/^\{|\}$/g, '');
|
||||
const character = characterById[id];
|
||||
if (!character) fail(at, `against "${c.against}" is no character`);
|
||||
else {
|
||||
if (isGroup(id) && !involves.includes(id)) {
|
||||
fail(at, `against "${c.against}" is a group; the event must list "${id}" in involves`);
|
||||
}
|
||||
const attribute = c.opposedBy ?? c.attribute;
|
||||
const people = character.candidates?.length ? character.candidates : [character];
|
||||
if (people.some((p) => typeof p.attributes?.[attribute] !== 'number')) {
|
||||
fail(at, `not everyone who can be "${id}" has "${attribute}" to oppose with`);
|
||||
}
|
||||
}
|
||||
} else if (c.relationship !== undefined) {
|
||||
fail(at, 'relationship needs against: whose regard is it?');
|
||||
}
|
||||
if (c.relationship !== undefined && !(c.relationship in (pack.relationshipStats ?? {}))) {
|
||||
fail(at, `relationship "${c.relationship}" is not in relationshipStats`);
|
||||
}
|
||||
for (const key of ['difficulty', 'modifier']) {
|
||||
if (c[key] !== undefined && typeof c[key] !== 'number') fail(at, `${key} must be a number`);
|
||||
}
|
||||
for (const branch of ['success', 'failure']) {
|
||||
const outcome = option[branch];
|
||||
if (!outcome) { fail(at, `has no ${branch}; a check needs both ways it can go`); continue; }
|
||||
if (!outcome.result) warn(`${optionWhere} ${branch}`, 'no result text; the player will not be told');
|
||||
bindForCheck(`${optionWhere} ${branch}`, outcome.result, involves);
|
||||
checkEffects(`${optionWhere} ${branch}`, outcome.effects);
|
||||
}
|
||||
} else if (option.success || option.failure) {
|
||||
fail(optionWhere, 'has success or failure but no check to decide between them');
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -190,6 +382,12 @@ export function validatePack(pack) {
|
||||
if (pack.startingStage && !stages.has(pack.startingStage)) {
|
||||
fail('pack', `startingStage "${pack.startingStage}" has no events`);
|
||||
}
|
||||
for (const { where, value } of stageWrites) {
|
||||
if (typeof value !== 'string' || !stages.has(value)) {
|
||||
fail(where, `moves the player to stage ${JSON.stringify(value)}, which has no events`);
|
||||
}
|
||||
}
|
||||
|
||||
for (const stage of stages) {
|
||||
if (!unconditional.has(stage)) {
|
||||
fail('events', `stage "${stage}" has no unconditional event; the turn pool can run dry`);
|
||||
|
||||
@@ -11,6 +11,8 @@
|
||||
// players rarely type into a comment box, but the gates they keep bouncing off
|
||||
// are recorded whether they say anything or not.
|
||||
|
||||
import { APP, BUILD } from '../version.js';
|
||||
|
||||
const KEY = 'theladder.feedback.v1';
|
||||
const FORMAT = 1;
|
||||
|
||||
@@ -44,6 +46,13 @@ export function logTurn(record, state, pack) {
|
||||
const entries = readRaw();
|
||||
entries.push({
|
||||
logged_at: new Date().toISOString(),
|
||||
// Which build produced this turn. A session played on a page loaded before
|
||||
// the last rebuild looks exactly like a feature that does not work: a real
|
||||
// playtest ran 181 turns against a stale bundle and the charge it was meant
|
||||
// to exercise never fired, which took file timestamps and a simulation to
|
||||
// work out. The log should say so itself.
|
||||
app_version: APP.version,
|
||||
build: BUILD.commit,
|
||||
pack_id: pack.id,
|
||||
pack_version: pack.version ?? null,
|
||||
seed: state.meta.seed,
|
||||
|
||||
+48
-10
@@ -4,10 +4,23 @@
|
||||
// a crashed browser does not take a career with it. A save is the whole game
|
||||
// state and nothing else — the engine keeps no state outside it, so this is a
|
||||
// complete record by construction.
|
||||
//
|
||||
// There is one slot per pack. A single global slot was fine while there was
|
||||
// one setting; the moment a second existed, switching settings would have
|
||||
// silently thrown away the other run — the guard in the app read the packId
|
||||
// off whatever was in the slot and started a new game when it did not match.
|
||||
|
||||
const KEY = 'theladder.save.v1';
|
||||
const PREFIX = 'theladder.save.v1';
|
||||
// The slot as it was before packs were selectable: one save, no pack in the
|
||||
// key. Read once, for Corporate Ladder only, so a run in progress survives
|
||||
// this change. Never written.
|
||||
const LEGACY_KEY = PREFIX;
|
||||
const LEGACY_PACK = 'corporateladder';
|
||||
const LAST_PACK_KEY = 'theladder.pack.v1';
|
||||
const FORMAT = 1;
|
||||
|
||||
const slotFor = (packId) => `${PREFIX}.${packId}`;
|
||||
|
||||
/** Local storage throws in private windows and when site data is blocked. */
|
||||
function safely(action, fallback = null) {
|
||||
try {
|
||||
@@ -17,24 +30,49 @@ function safely(action, fallback = null) {
|
||||
}
|
||||
}
|
||||
|
||||
export function saveLocal(state) {
|
||||
export function saveLocal(packId, state) {
|
||||
return safely(() => {
|
||||
localStorage.setItem(KEY, JSON.stringify({ format: FORMAT, savedAt: new Date().toISOString(), state }));
|
||||
localStorage.setItem(
|
||||
slotFor(packId),
|
||||
JSON.stringify({ format: FORMAT, savedAt: new Date().toISOString(), state }),
|
||||
);
|
||||
return true;
|
||||
}, false);
|
||||
}
|
||||
|
||||
export function loadLocal() {
|
||||
/**
|
||||
* The saved run for one pack, or null. Falls back to the pre-packs slot for
|
||||
* Corporate Ladder, and only when that slot really holds a Corporate Ladder
|
||||
* save — a stale slot from some other pack is not a reason to load a run into
|
||||
* a game whose events do not match it.
|
||||
*/
|
||||
export function loadLocal(packId) {
|
||||
return safely(() => {
|
||||
const raw = localStorage.getItem(KEY);
|
||||
if (!raw) return null;
|
||||
const parsed = JSON.parse(raw);
|
||||
return parsed?.state ?? null;
|
||||
const raw = localStorage.getItem(slotFor(packId));
|
||||
if (raw) return JSON.parse(raw)?.state ?? null;
|
||||
if (packId !== LEGACY_PACK) return null;
|
||||
const legacy = localStorage.getItem(LEGACY_KEY);
|
||||
if (!legacy) return null;
|
||||
const state = JSON.parse(legacy)?.state ?? null;
|
||||
return state?.meta?.packId === LEGACY_PACK ? state : null;
|
||||
});
|
||||
}
|
||||
|
||||
export function clearLocal() {
|
||||
return safely(() => { localStorage.removeItem(KEY); return true; }, false);
|
||||
export function clearLocal(packId) {
|
||||
return safely(() => {
|
||||
localStorage.removeItem(slotFor(packId));
|
||||
if (packId === LEGACY_PACK) localStorage.removeItem(LEGACY_KEY);
|
||||
return true;
|
||||
}, false);
|
||||
}
|
||||
|
||||
/** Which pack was last played, so a returning player lands back in it. */
|
||||
export function lastPlayed() {
|
||||
return safely(() => localStorage.getItem(LAST_PACK_KEY));
|
||||
}
|
||||
|
||||
export function rememberPack(packId) {
|
||||
return safely(() => { localStorage.setItem(LAST_PACK_KEY, packId); return true; }, false);
|
||||
}
|
||||
|
||||
/** True if the browser will actually remember anything. */
|
||||
|
||||
+142
-37
@@ -1,8 +1,11 @@
|
||||
// The application: wiring the engine to the screens.
|
||||
//
|
||||
// This is the one module that names a content pack, which makes it the seam a
|
||||
// future pack-picker slots into. Everything below it takes the pack as an
|
||||
// argument.
|
||||
// This is the one module that knows there is more than one content pack. It
|
||||
// holds the current pack and its schema, and everything below it still takes
|
||||
// the pack as an argument — the screens, the engine and the io layer are all
|
||||
// as pack-agnostic as they were when there was only one.
|
||||
//
|
||||
// Each pack has its own save slot, so switching settings never destroys a run.
|
||||
//
|
||||
// Rendering is a full rebuild of the root element. At this size it is fast and
|
||||
// removes a whole class of stale-view bug — with one deliberate exception: the
|
||||
@@ -10,21 +13,24 @@
|
||||
// rebuilding the DOM under a cursor would throw the player out of the box they
|
||||
// are typing in.
|
||||
|
||||
import { corporateLadder } from '../../content/corporateladder/index.js';
|
||||
import { packs, packById, defaultPack } from '../../content/index.js';
|
||||
import { validatePack } from '../engine/validate.js';
|
||||
import { resolveSchema } from '../engine/state.js';
|
||||
import { resolveSchema, hydrate } from '../engine/state.js';
|
||||
import { startGame, currentTurn, takeTurn, findOptionById } from './engine-bridge.js';
|
||||
import { turnScreen } from './screens/turn.js';
|
||||
import { retrospectiveScreen } from './screens/retrospective.js';
|
||||
import { fill } from './dom.js';
|
||||
import { saveLocal, loadLocal, clearLocal, serializeSave, parseSave, storageAvailable } from '../io/save.js';
|
||||
import { packsScreen } from './screens/packs.js';
|
||||
import { fill, focusMarked } from './dom.js';
|
||||
import {
|
||||
saveLocal, loadLocal, clearLocal, serializeSave, parseSave, storageAvailable,
|
||||
lastPlayed, rememberPack,
|
||||
} from '../io/save.js';
|
||||
import { logTurn, attachFeedback, readLog, serializeLog, clearLog, feedbackCount } from '../io/feedback-log.js';
|
||||
import { downloadText, readFile, stamp } from '../io/download.js';
|
||||
|
||||
const pack = corporateLadder;
|
||||
const schema = resolveSchema(pack);
|
||||
|
||||
const app = {
|
||||
pack: null,
|
||||
schema: null,
|
||||
state: null,
|
||||
view: null,
|
||||
root: null,
|
||||
@@ -35,7 +41,7 @@ function choosingView() {
|
||||
return {
|
||||
screen: 'turn',
|
||||
phase: 'choosing',
|
||||
turn: currentTurn(pack, app.state),
|
||||
turn: currentTurn(app.pack, app.state),
|
||||
feedback: emptyFeedback(),
|
||||
feedbackOpen: false,
|
||||
};
|
||||
@@ -45,20 +51,41 @@ const emptyFeedback = () =>
|
||||
({ rating: null, comment: '', desiredAction: '', saved: false, touched: false, turnId: null });
|
||||
|
||||
function render() {
|
||||
const screen = app.view.screen === 'retrospective'
|
||||
? retrospectiveScreen(pack, app.state, schema, actions)
|
||||
: turnScreen(pack, app.state, schema, app.view, actions);
|
||||
const screen = app.view.screen === 'packs'
|
||||
? packsScreen(packs, packsView(), actions)
|
||||
: app.view.screen === 'retrospective'
|
||||
? retrospectiveScreen(app.pack, app.state, app.schema, actions)
|
||||
: turnScreen(app.pack, app.state, app.schema, app.view, actions);
|
||||
fill(app.root, screen);
|
||||
// After the screen is in the document, put the caret where the player most
|
||||
// likely wants it. This is what makes the game playable on Enter alone.
|
||||
focusMarked(app.root);
|
||||
}
|
||||
|
||||
/**
|
||||
* The picker's view of the world: which pack is current, and what is saved in
|
||||
* each of the others. Reading every slot is cheap and means the screen can say
|
||||
* "day 41, Dispatch Coordinator" rather than just "saved".
|
||||
*/
|
||||
function packsView() {
|
||||
const runs = {};
|
||||
for (const candidate of packs) {
|
||||
const saved = candidate.id === app.pack?.id
|
||||
? app.state
|
||||
: loadLocal(candidate.id);
|
||||
if (saved) runs[candidate.id] = { turn: saved.turn, stage: saved.stage };
|
||||
}
|
||||
return { currentPackId: app.pack?.id ?? null, runs, canGoBack: app.state !== null };
|
||||
}
|
||||
|
||||
const actions = {
|
||||
onChoose(optionId) {
|
||||
const option = findOptionById(app.view.turn.event, optionId);
|
||||
const { state, record } = takeTurn(pack, app.state, optionId);
|
||||
const { state, record } = takeTurn(app.pack, app.state, optionId);
|
||||
app.state = state;
|
||||
saveLocal(state);
|
||||
saveLocal(app.pack.id, state);
|
||||
|
||||
const entry = logTurn(record, state, pack);
|
||||
const entry = logTurn(record, state, app.pack);
|
||||
app.view = {
|
||||
screen: 'turn',
|
||||
phase: 'outcome',
|
||||
@@ -117,14 +144,37 @@ const actions = {
|
||||
onNewGame() {
|
||||
const played = app.state?.history?.length ?? 0;
|
||||
if (played > 0 && !confirm(
|
||||
`This ends the current run at ${pack.turnUnit} ${app.state.turn}. ` +
|
||||
`This ends the current run at ${app.pack.turnUnit} ${app.state.turn}. ` +
|
||||
'Export a save first if you want to keep it. Start a new game?',
|
||||
)) return;
|
||||
flushFeedback();
|
||||
app.state = startGame(pack, { seed: String(Date.now()), schema, now: new Date().toISOString() });
|
||||
clearLocal();
|
||||
saveLocal(app.state);
|
||||
app.view = choosingView();
|
||||
clearLocal(app.pack.id);
|
||||
beginRun(app.pack);
|
||||
render();
|
||||
},
|
||||
|
||||
/** Open the setting picker. */
|
||||
onPacks() {
|
||||
flushFeedback();
|
||||
app.view = { ...(app.view ?? {}), screen: 'packs' };
|
||||
render();
|
||||
},
|
||||
|
||||
/**
|
||||
* Switch settings. The run you are leaving has already been written to its
|
||||
* own slot every turn, so this is not destructive in either direction — and
|
||||
* coming back to a pack resumes it rather than restarting it.
|
||||
*/
|
||||
onChoosePack(packId) {
|
||||
const chosen = packById(packId);
|
||||
if (!chosen) return;
|
||||
flushFeedback();
|
||||
if (chosen.id === app.pack?.id) {
|
||||
app.view = choosingView();
|
||||
render();
|
||||
return;
|
||||
}
|
||||
if (!enterPack(chosen)) return;
|
||||
render();
|
||||
},
|
||||
|
||||
@@ -140,9 +190,12 @@ const actions = {
|
||||
const file = input.files?.[0];
|
||||
if (!file) return;
|
||||
try {
|
||||
const state = parseSave(await readFile(file), pack.id);
|
||||
// Same repair as a local load: an exported file is exactly as old as
|
||||
// the run it came from.
|
||||
const imported = parseSave(await readFile(file), app.pack.id);
|
||||
const { state } = hydrate(app.pack, imported, app.schema);
|
||||
app.state = state;
|
||||
saveLocal(state);
|
||||
saveLocal(app.pack.id, state);
|
||||
app.view = choosingView();
|
||||
render();
|
||||
} catch (error) {
|
||||
@@ -191,30 +244,82 @@ function flushFeedback() {
|
||||
});
|
||||
}
|
||||
|
||||
export function boot(rootElement) {
|
||||
/**
|
||||
* Make `pack` the current setting: validate it, adopt its schema, and either
|
||||
* resume its saved run or start one. Returns false when the pack will not
|
||||
* load, having already put the error on screen.
|
||||
*/
|
||||
function enterPack(pack) {
|
||||
const validation = validatePack(pack);
|
||||
if (!validation.valid) {
|
||||
fill(rootElement, errorScreen(validation.errors));
|
||||
return;
|
||||
fill(app.root, errorScreen(pack, validation.errors));
|
||||
return false;
|
||||
}
|
||||
for (const warning of validation.warnings) console.warn(`[content] ${warning}`);
|
||||
for (const warning of validation.warnings) console.warn(`[content ${pack.id}] ${warning}`);
|
||||
|
||||
app.pack = pack;
|
||||
app.schema = resolveSchema(pack);
|
||||
rememberPack(pack.id);
|
||||
|
||||
const restored = loadLocal(pack.id);
|
||||
// The packId check is belt and braces now that slots are per pack, but an
|
||||
// imported or hand-edited save can still carry the wrong name.
|
||||
if (restored && restored.meta?.packId === pack.id) {
|
||||
// A career saved before the pack gained a stat has no path for it, and
|
||||
// every numeric comparison against `undefined` is false — so the events,
|
||||
// options and upkeep gated on a new stat would quietly not exist for a
|
||||
// player already mid-run. Fill them in, and write the repair back.
|
||||
const repaired = hydrate(pack, restored, app.schema);
|
||||
if (repaired.added.length > 0) {
|
||||
console.info(`[save ${pack.id}] filled in new state: ${repaired.added.join(', ')}`);
|
||||
saveLocal(pack.id, repaired.state);
|
||||
}
|
||||
app.state = repaired.state;
|
||||
app.view = choosingView();
|
||||
} else {
|
||||
beginRun(pack);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/** A fresh run in `pack`, written to that pack's slot. */
|
||||
function beginRun(pack) {
|
||||
app.state = startGame(pack, {
|
||||
seed: String(Date.now()),
|
||||
schema: app.schema,
|
||||
now: new Date().toISOString(),
|
||||
});
|
||||
saveLocal(pack.id, app.state);
|
||||
app.view = choosingView();
|
||||
}
|
||||
|
||||
export function boot(rootElement) {
|
||||
app.root = rootElement;
|
||||
|
||||
if (!storageAvailable()) {
|
||||
console.warn('[save] local storage is unavailable; progress will not persist. Use Export save.');
|
||||
}
|
||||
|
||||
app.root = rootElement;
|
||||
const restored = loadLocal();
|
||||
app.state = restored && restored.meta?.packId === pack.id
|
||||
? restored
|
||||
: startGame(pack, { seed: String(Date.now()), schema, now: new Date().toISOString() });
|
||||
app.view = choosingView();
|
||||
render();
|
||||
// Land a returning player back where they were. A first-time player with
|
||||
// more than one setting to choose from gets the picker as the front door
|
||||
// rather than being dropped into whichever pack happens to be first.
|
||||
const remembered = packById(lastPlayed() ?? '');
|
||||
const anySaved = packs.some((pack) => loadLocal(pack.id) !== null);
|
||||
|
||||
if (!remembered && !anySaved && packs.length > 1) {
|
||||
app.view = { screen: 'packs' };
|
||||
render();
|
||||
} else if (!enterPack(remembered ?? defaultPack)) {
|
||||
return;
|
||||
} else {
|
||||
render();
|
||||
}
|
||||
|
||||
// Anything half-typed survives a tab close.
|
||||
window.addEventListener('beforeunload', flushFeedback);
|
||||
}
|
||||
|
||||
function errorScreen(errors) {
|
||||
function errorScreen(pack, errors) {
|
||||
const list = document.createElement('ul');
|
||||
for (const error of errors) {
|
||||
const item = document.createElement('li');
|
||||
@@ -224,7 +329,7 @@ function errorScreen(errors) {
|
||||
const wrapper = document.createElement('div');
|
||||
wrapper.className = 'screen screen--error';
|
||||
const heading = document.createElement('h1');
|
||||
heading.textContent = 'This content pack will not load.';
|
||||
heading.textContent = `"${pack.name ?? pack.id}" will not load.`;
|
||||
wrapper.append(heading, list);
|
||||
return wrapper;
|
||||
}
|
||||
|
||||
+52
-8
@@ -2,7 +2,27 @@
|
||||
|
||||
import { h } from './dom.js';
|
||||
import { formatValue, labelFor, headerStats } from './format.js';
|
||||
import { APP, versionLine } from '../version.js';
|
||||
import { getPath } from '../engine/paths.js';
|
||||
import { fillText } from '../engine/text.js';
|
||||
|
||||
/**
|
||||
* What you are playing, which pack, and who you currently are — plus the build,
|
||||
* so a playtester can say which version they were on.
|
||||
*/
|
||||
export function statusBar(pack, state) {
|
||||
const title = pack.stages?.[state.stage]?.title ?? state.stage;
|
||||
return h('div', { class: 'statusbar' },
|
||||
h('div', { class: 'statusbar__what' },
|
||||
h('span', { class: 'statusbar__game' }, APP.name),
|
||||
h('span', { class: 'statusbar__sep' }, '·'),
|
||||
h('span', { class: 'statusbar__pack' }, pack.name ?? pack.id),
|
||||
h('span', { class: 'statusbar__sep' }, '·'),
|
||||
h('span', { class: 'statusbar__title' }, title),
|
||||
),
|
||||
h('span', { class: 'statusbar__version', title: 'app version · build' }, versionLine()),
|
||||
);
|
||||
}
|
||||
|
||||
/** A labelled bar for a bounded stat. */
|
||||
export function meter(label, value, bounds, { compact = false } = {}) {
|
||||
@@ -38,12 +58,14 @@ export function statPanel(pack, state, schema) {
|
||||
|
||||
/** One character, with how they currently regard the player. */
|
||||
export function characterCard(pack, state, schema, character) {
|
||||
// `character` is a person as presentPeople() returns them: drawn for this run
|
||||
// or written into the pack, keyed by the slot their relationships live under.
|
||||
return h('article', { class: 'person' },
|
||||
h('header', { class: 'person__head' },
|
||||
h('h3', { class: 'person__name' }, character.name),
|
||||
character.title && h('p', { class: 'person__title' }, character.title),
|
||||
),
|
||||
h('p', { class: 'person__description' }, character.description),
|
||||
h('p', { class: 'person__description' }, fillText(pack, state, character.description)),
|
||||
h('div', { class: 'person__meters' },
|
||||
Object.keys(pack.relationshipStats ?? {}).map((stat) => {
|
||||
const path = `relationships.${character.id}.${stat}`;
|
||||
@@ -59,21 +81,39 @@ export function characterCard(pack, state, schema, character) {
|
||||
}
|
||||
|
||||
/** The change list shown after a choice: what moved, and by how much. */
|
||||
export function changeList(pack, changes, { className = 'changes' } = {}) {
|
||||
const meaningful = changes.filter((c) => c.from !== c.to);
|
||||
export function changeList(pack, changes, { className = 'changes', state } = {}) {
|
||||
const meaningful = changes.filter((change) => {
|
||||
if (change.from === change.to) return false;
|
||||
// Some state is bookkeeping the player has no use for — `notable` is the
|
||||
// retrospective's own list, and reading "Notable — changed" in the ledger
|
||||
// tells nobody anything.
|
||||
return pack.display?.[change.path]?.inLedger !== false;
|
||||
});
|
||||
if (!meaningful.length) return h('p', { class: 'changes changes--none' }, 'Nothing measurable changed.');
|
||||
|
||||
return h('ul', { class: className },
|
||||
meaningful.map((change) => {
|
||||
const rising = typeof change.to === 'number' && typeof change.from === 'number'
|
||||
? change.to > change.from
|
||||
: Boolean(change.to);
|
||||
// A flag flipping is a fact about the world, not a quantity. Say it as a
|
||||
// sentence the pack supplies rather than as "now true".
|
||||
if (typeof change.to === 'boolean') {
|
||||
const rule = pack.display?.[change.path];
|
||||
const phrase = (change.to ? rule?.whenTrue : rule?.whenFalse)
|
||||
?? `${labelFor(pack, change.path, state)}: ${change.to ? 'yes' : 'no longer'}`;
|
||||
return h('li', { class: `change change--note change--${change.to ? 'up' : 'down'}` },
|
||||
h('span', { class: 'change__phrase' }, phrase),
|
||||
);
|
||||
}
|
||||
|
||||
const rising = change.to > change.from;
|
||||
return h('li', { class: `change change--${rising ? 'up' : 'down'}` },
|
||||
// Upkeep changes carry the label of the entry that caused them —
|
||||
// "Rent", "Wages" — which is far more use than the path's own name.
|
||||
h('span', { class: 'change__label' }, change.label ?? labelFor(pack, change.path)),
|
||||
h('span', { class: 'change__label' }, change.label ?? labelFor(pack, change.path, state)),
|
||||
h('span', { class: 'change__delta' }, deltaText(pack, change)),
|
||||
change.clamped && h('span', { class: 'change__note' }, 'at its limit'),
|
||||
// Say where it stopped. "−$4 at its limit" was read by a real player as
|
||||
// a debt of four still standing, when it meant the balance hit zero.
|
||||
change.clamped && h('span', { class: 'change__note' },
|
||||
`stopped at ${formatValue(pack, change.path, change.to)}`),
|
||||
);
|
||||
}),
|
||||
);
|
||||
@@ -83,6 +123,10 @@ function deltaText(pack, change) {
|
||||
if (typeof change.to !== 'number' || typeof change.from !== 'number') {
|
||||
return typeof change.to === 'boolean' ? (change.to ? 'now true' : 'no longer true') : 'changed';
|
||||
}
|
||||
// A tier moved: "+1" says nothing, the name of the step says everything.
|
||||
const rule = pack.display?.[change.path];
|
||||
if (rule?.format === 'tier') return rule.labels?.[change.to] ?? String(change.to);
|
||||
|
||||
const delta = change.to - change.from;
|
||||
const money = pack.display?.[change.path]?.format === 'money';
|
||||
const magnitude = money
|
||||
|
||||
@@ -24,3 +24,25 @@ export function fill(container, ...children) {
|
||||
container.replaceChildren(...children.flat(Infinity).filter((c) => c !== null && c !== undefined && c !== false));
|
||||
return container;
|
||||
}
|
||||
|
||||
/**
|
||||
* Focus whatever the screen marked with `dataset.autofocus`.
|
||||
*
|
||||
* Every screen names the one control a player most likely wants next — the
|
||||
* first available option while choosing, "next day" once the result is in — so
|
||||
* a whole run can be played on Enter alone, with Tab and Shift+Tab to pick a
|
||||
* different option. Disabled buttons are skipped by the browser's own tab
|
||||
* order, so locked options are visible without being in the way.
|
||||
*/
|
||||
export function focusMarked(root) {
|
||||
const queue = [root];
|
||||
while (queue.length) {
|
||||
const node = queue.shift();
|
||||
if (node?.dataset?.autofocus) {
|
||||
node.focus?.();
|
||||
return node;
|
||||
}
|
||||
queue.push(...(node?.childNodes ?? []));
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
+23
-13
@@ -8,6 +8,7 @@
|
||||
|
||||
import { getPath } from '../engine/paths.js';
|
||||
import { check } from '../engine/conditions.js';
|
||||
import { personIn } from '../engine/cast.js';
|
||||
|
||||
const titleCase = (text) =>
|
||||
text.replace(/_/g, ' ').replace(/^\w/, (c) => c.toUpperCase());
|
||||
@@ -17,16 +18,21 @@ export function displayFor(pack, path) {
|
||||
return pack.display?.[path] ?? null;
|
||||
}
|
||||
|
||||
/** A human name for a path, derived from the path when the pack is silent. */
|
||||
export function labelFor(pack, path) {
|
||||
/**
|
||||
* A human name for a path, derived from the path when the pack is silent.
|
||||
* Given the run's state, a relationship path names whoever is in that slot this
|
||||
* run — a drawn boss, the second of three co-workers — not the role.
|
||||
*/
|
||||
export function labelFor(pack, path, state) {
|
||||
const declared = displayFor(pack, path)?.label;
|
||||
if (declared) return declared;
|
||||
|
||||
const segments = path.split('.');
|
||||
if (segments[0] === 'relationships' && segments.length === 3) {
|
||||
const character = pack.characters?.find((c) => c.id === segments[1]);
|
||||
const name = (state && personIn(pack, state, segments[1])?.name)
|
||||
?? pack.characters?.find((c) => c.id === segments[1])?.name;
|
||||
const stat = pack.relationshipStats?.[segments[2]]?.label ?? titleCase(segments[2]);
|
||||
return `${character?.name ?? titleCase(segments[1])} — ${stat.toLowerCase()}`;
|
||||
return `${name ?? titleCase(segments[1])} — ${stat.toLowerCase()}`;
|
||||
}
|
||||
return titleCase(segments.at(-1));
|
||||
}
|
||||
@@ -34,7 +40,11 @@ export function labelFor(pack, path) {
|
||||
/** Money is written as money; everything else is a plain number. */
|
||||
export function formatValue(pack, path, value) {
|
||||
if (typeof value === 'boolean') return value ? 'yes' : 'no';
|
||||
if (displayFor(pack, path)?.format === 'money') return formatMoney(value);
|
||||
const rule = displayFor(pack, path);
|
||||
if (rule?.format === 'money') return formatMoney(value);
|
||||
// A tier is a number the player should never see as one: a pack declares
|
||||
// what each step is called and the interface reads the name off the list.
|
||||
if (rule?.format === 'tier') return rule.labels?.[value] ?? String(value);
|
||||
return String(value);
|
||||
}
|
||||
|
||||
@@ -57,15 +67,15 @@ export function formatDelta(pack, path, from, to) {
|
||||
* One condition as a requirement the player can read: "Negotiation 15+",
|
||||
* "Trevor — likes you 48+", "not in debt".
|
||||
*/
|
||||
export function describeCondition(pack, condition) {
|
||||
export function describeCondition(pack, condition, state) {
|
||||
if (!condition || typeof condition !== 'object') return '';
|
||||
if (Array.isArray(condition)) return condition.map((c) => describeCondition(pack, c)).join(', ');
|
||||
if (condition.all) return condition.all.map((c) => describeCondition(pack, c)).join(', ');
|
||||
if (condition.any) return condition.any.map((c) => describeCondition(pack, c)).join(' or ');
|
||||
if (condition.not) return `not ${describeCondition(pack, condition.not)}`;
|
||||
if (Array.isArray(condition)) return condition.map((c) => describeCondition(pack, c, state)).join(', ');
|
||||
if (condition.all) return condition.all.map((c) => describeCondition(pack, c, state)).join(', ');
|
||||
if (condition.any) return condition.any.map((c) => describeCondition(pack, c, state)).join(' or ');
|
||||
if (condition.not) return `not ${describeCondition(pack, condition.not, state)}`;
|
||||
|
||||
const { path, op, value } = condition;
|
||||
const label = labelFor(pack, path);
|
||||
const label = labelFor(pack, path, state);
|
||||
|
||||
if (typeof value === 'boolean') return value ? label.toLowerCase() : `no ${label.toLowerCase()}`;
|
||||
|
||||
@@ -82,8 +92,8 @@ export function describeCondition(pack, condition) {
|
||||
}
|
||||
|
||||
/** What a locked option is waiting for. */
|
||||
export function requirementText(pack, failedConditions) {
|
||||
const parts = failedConditions.map((c) => describeCondition(pack, c)).filter(Boolean);
|
||||
export function requirementText(pack, failedConditions, state) {
|
||||
const parts = failedConditions.map((c) => describeCondition(pack, c, state)).filter(Boolean);
|
||||
return parts.length ? `Needs ${parts.join(', ')}` : 'Not available yet';
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,64 @@
|
||||
// Choosing a setting.
|
||||
//
|
||||
// A setting is a content pack, and this screen is the whole of the interface's
|
||||
// knowledge about there being more than one: it reads `name`, `blurb` and the
|
||||
// stage titles off each pack and knows nothing else about any of them. Adding
|
||||
// a third pack changes this file not at all.
|
||||
//
|
||||
// Each pack keeps its own save slot, so switching is not destructive and the
|
||||
// screen says so — a run in progress is reported with the turn it is on.
|
||||
|
||||
import { h } from '../dom.js';
|
||||
|
||||
export function packsScreen(packs, { currentPackId, runs, canGoBack }, actions) {
|
||||
return h('div', { class: 'screen screen--packs' },
|
||||
h('header', { class: 'packs__head' },
|
||||
h('p', { class: 'packs__eyebrow' }, 'The Ladder'),
|
||||
h('h1', { class: 'packs__title' }, 'Choose a setting'),
|
||||
h('p', { class: 'packs__subtitle' },
|
||||
'The same game underneath. Each setting keeps its own run, so you can ' +
|
||||
'move between them without losing either.'),
|
||||
),
|
||||
|
||||
h('ul', { class: 'packs__list' },
|
||||
packs.map((pack, index) => {
|
||||
const run = runs[pack.id];
|
||||
const current = pack.id === currentPackId;
|
||||
return h('li', { class: `packs__item${current ? ' packs__item--current' : ''}` },
|
||||
h('h2', { class: 'packs__name' }, pack.name),
|
||||
pack.blurb && h('p', { class: 'packs__blurb' }, pack.blurb),
|
||||
h('p', { class: 'packs__state' }, runLine(pack, run, current)),
|
||||
h('button', {
|
||||
class: current ? 'button' : 'button button--quiet',
|
||||
// The setting the player is already in, or failing that the first
|
||||
// one, is what Enter takes — the same keyboard contract as
|
||||
// everywhere else.
|
||||
dataset: (current || (!currentPackId && index === 0)) ? { autofocus: 'true' } : undefined,
|
||||
onClick: () => actions.onChoosePack(pack.id),
|
||||
}, buttonLabel(run, current)),
|
||||
);
|
||||
}),
|
||||
),
|
||||
|
||||
canGoBack && h('footer', { class: 'controls' },
|
||||
h('button', { class: 'button button--quiet', onClick: actions.onResume }, 'Back'),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
function runLine(pack, run, current) {
|
||||
const unit = pack.turnUnit ?? 'turn';
|
||||
if (!run) return 'Not started.';
|
||||
const title = pack.stages?.[run.stage]?.title ?? run.stage;
|
||||
const where = `${capitalize(unit)} ${run.turn}, ${title}`;
|
||||
return current ? `${where} — where you are now.` : `${where}, saved.`;
|
||||
}
|
||||
|
||||
function buttonLabel(run, current) {
|
||||
if (current) return 'Keep playing';
|
||||
return run ? 'Go back to this run' : 'Start here';
|
||||
}
|
||||
|
||||
const capitalize = (word) => word.charAt(0).toUpperCase() + word.slice(1);
|
||||
|
||||
export default packsScreen;
|
||||
@@ -5,7 +5,9 @@
|
||||
// not an ending: the player can close it and carry on from the same turn.
|
||||
|
||||
import { h } from '../dom.js';
|
||||
import { statPanel, characterCard } from '../components.js';
|
||||
import { statPanel, characterCard, statusBar } from '../components.js';
|
||||
import { presentPeople } from '../../engine/cast.js';
|
||||
import { fillText } from '../../engine/text.js';
|
||||
import { formatMoney, labelFor } from '../format.js';
|
||||
import { summarize } from '../summary.js';
|
||||
|
||||
@@ -14,12 +16,17 @@ export function retrospectiveScreen(pack, state, schema, actions) {
|
||||
const unit = pack.turnUnit ?? 'turn';
|
||||
|
||||
return h('div', { class: 'screen screen--retrospective' },
|
||||
statusBar(pack, state),
|
||||
|
||||
h('header', { class: 'retro__head' },
|
||||
h('p', { class: 'retro__eyebrow' }, pack.name),
|
||||
h('h1', { class: 'retro__title' }, 'Career retrospective'),
|
||||
h('p', { class: 'retro__subtitle' },
|
||||
`${summary.turns} ${unit}${summary.turns === 1 ? '' : 's'} in the ` +
|
||||
`${(pack.stages?.[summary.stage]?.label ?? summary.stage).toLowerCase()}.`),
|
||||
h('p', { class: 'retro__subtitle' }, careerLine(pack, summary, unit)),
|
||||
// Said out loud because it did not read that way to a real player, who
|
||||
// arrived here by keyboard at day 31 and took it for the end of the run.
|
||||
h('p', { class: 'retro__note' },
|
||||
`This is a summary, not an ending — "Keep going" picks up where you left `
|
||||
+ `off, on ${unit} ${state.turn}.`),
|
||||
),
|
||||
|
||||
h('section', { class: 'retro__section' },
|
||||
@@ -41,6 +48,10 @@ export function retrospectiveScreen(pack, state, schema, actions) {
|
||||
summary.favouriteAction && fact('What you did most',
|
||||
`${summary.favouriteAction.label} (${summary.favouriteAction.count}×)`),
|
||||
fact('Situations you saw', `${summary.eventsSeen} of ${summary.eventsTotal}`),
|
||||
summary.eventsSeen > 0 && fact('Times you saw each, on average',
|
||||
summary.averageTimesSeen.toFixed(1)),
|
||||
summary.mostSeen && summary.mostSeen.count > 1 && fact('Most familiar of them',
|
||||
`came up ${summary.mostSeen.count} times`),
|
||||
summary.lockedEncounters > 0 && fact('Doors you could not open yet',
|
||||
String(summary.lockedEncounters)),
|
||||
),
|
||||
@@ -49,21 +60,24 @@ export function retrospectiveScreen(pack, state, schema, actions) {
|
||||
h('section', { class: 'retro__section' },
|
||||
h('h2', { class: 'retro__heading' }, 'Where you stand with people'),
|
||||
h('div', { class: 'retro__people' },
|
||||
(pack.characters ?? []).map((character) => characterCard(pack, state, schema, character)),
|
||||
presentPeople(pack, state).map((person) => characterCard(pack, state, schema, person)),
|
||||
),
|
||||
),
|
||||
|
||||
h('section', { class: 'retro__section' },
|
||||
h('h2', { class: 'retro__heading' }, 'Notable moments'),
|
||||
summary.notable.length
|
||||
? h('ol', { class: 'moments' }, summary.notable.map((moment) => h('li', { class: 'moment' }, moment)))
|
||||
? h('ol', { class: 'moments' }, summary.notable.map((moment) => h('li', { class: 'moment' }, fillText(pack, state, moment))))
|
||||
: h('p', { class: 'moments moments--none' },
|
||||
'Nothing that anybody would write down. That happens.'),
|
||||
),
|
||||
|
||||
h('footer', { class: 'controls' },
|
||||
h('button', { class: 'button button--primary', onClick: actions.onResume },
|
||||
'Keep going'),
|
||||
h('button', {
|
||||
class: 'button button--primary',
|
||||
dataset: { autofocus: 'true' },
|
||||
onClick: actions.onResume,
|
||||
}, 'Keep going'),
|
||||
h('button', { class: 'button button--quiet', onClick: actions.onExportSave }, 'Export save'),
|
||||
h('button', { class: 'button button--quiet', onClick: actions.onExportFeedback },
|
||||
'Export feedback log'),
|
||||
@@ -72,6 +86,19 @@ export function retrospectiveScreen(pack, state, schema, actions) {
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* One sentence for where the career went. A run that changed stage says so —
|
||||
* that is the whole shape of it — and one that did not reads as it always did.
|
||||
*/
|
||||
function careerLine(pack, summary, unit) {
|
||||
const label = (stage) => (pack.stages?.[stage]?.label ?? stage).toLowerCase();
|
||||
const length = `${summary.turns} ${unit}${summary.turns === 1 ? '' : 's'}`;
|
||||
if (summary.stagesVisited.length > 1) {
|
||||
return `${length}, ${summary.stagesVisited.map(label).join(', then ')}.`;
|
||||
}
|
||||
return `${length} in the ${label(summary.stage)}.`;
|
||||
}
|
||||
|
||||
/** The pack's own word for its main resource, lowercased for mid-sentence use. */
|
||||
function primaryLabel(pack, summary) {
|
||||
return summary.primaryPath ? labelFor(pack, summary.primaryPath).toLowerCase() : 'balance';
|
||||
|
||||
+50
-19
@@ -10,13 +10,17 @@
|
||||
// because this is the moment a player has an opinion.
|
||||
|
||||
import { h } from '../dom.js';
|
||||
import { statPanel, characterCard, changeList } from '../components.js';
|
||||
import { statPanel, characterCard, changeList, statusBar } from '../components.js';
|
||||
import { requirementText, turnHeading, upcomingUpkeep } from '../format.js';
|
||||
import { presentPeople } from '../../engine/cast.js';
|
||||
import { fillText } from '../../engine/text.js';
|
||||
|
||||
export function turnScreen(pack, state, schema, view, actions) {
|
||||
const heading = turnHeading(pack, state);
|
||||
|
||||
return h('div', { class: 'screen screen--turn' },
|
||||
statusBar(pack, state),
|
||||
|
||||
h('header', { class: 'hud' },
|
||||
h('div', { class: 'hud__where' },
|
||||
h('p', { class: 'hud__stage' }, pack.stages?.[state.stage]?.title ?? state.stage),
|
||||
@@ -31,23 +35,30 @@ export function turnScreen(pack, state, schema, view, actions) {
|
||||
h('div', { class: 'layout' },
|
||||
h('main', { class: 'scene' },
|
||||
view.phase === 'outcome'
|
||||
? outcomeView(pack, view, actions)
|
||||
: choosingView(pack, view, actions),
|
||||
? outcomeView(pack, state, view, actions)
|
||||
: choosingView(pack, state, view, actions),
|
||||
),
|
||||
h('aside', { class: 'people' },
|
||||
h('h2', { class: 'people__heading' }, 'The mailroom'),
|
||||
(pack.characters ?? []).map((character) => characterCard(pack, state, schema, character)),
|
||||
h('h2', { class: 'people__heading' }, pack.peopleHeading ?? 'The people'),
|
||||
presentPeople(pack, state).map((person) => characterCard(pack, state, schema, person)),
|
||||
),
|
||||
),
|
||||
|
||||
// Order here is tab order. "Wrap up my career" used to sit first, directly
|
||||
// after the last option — so a player tabbing to reach an option, going one
|
||||
// past it, and pressing Enter got the retrospective instead of a turn. That
|
||||
// happened in a real session at day 31 and read as the game ending. It goes
|
||||
// last now, behind buttons that do nothing frightening if pressed by
|
||||
// accident, and Import save is next to Export save where it belongs.
|
||||
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.onPacks }, 'Change setting'),
|
||||
h('button', { class: 'button button--quiet', onClick: actions.onNewGame }, 'New game'),
|
||||
h('button', { class: 'button', onClick: actions.onRetrospective },
|
||||
'Wrap up my career'),
|
||||
),
|
||||
);
|
||||
}
|
||||
@@ -75,47 +86,65 @@ function diary(pack, state) {
|
||||
);
|
||||
}
|
||||
|
||||
function choosingView(pack, view, actions) {
|
||||
function choosingView(pack, state, view, actions) {
|
||||
const { event, options } = view.turn;
|
||||
const text = (t) => fillText(pack, state, t, view.turn.bindings);
|
||||
const visible = options.filter((o) => !o.hidden);
|
||||
// The first option a player can actually take gets the focus, so Enter plays
|
||||
// it and Tab walks to the others.
|
||||
const firstAvailable = visible.find((o) => o.available)?.option.id;
|
||||
|
||||
return h('section', { class: 'scenario' },
|
||||
h('p', { class: 'scenario__text' }, event.description),
|
||||
h('p', { class: 'scenario__text' }, text(event.description)),
|
||||
h('ul', { class: 'options' },
|
||||
visible.map(({ option, available, failed }) => h('li', { class: 'options__item' },
|
||||
visible.map(({ option, available, failed, odds }) => h('li', { class: 'options__item' },
|
||||
h('button', {
|
||||
class: `option${available ? '' : ' option--locked'}`,
|
||||
disabled: !available,
|
||||
dataset: option.id === firstAvailable ? { autofocus: 'true' } : {},
|
||||
onClick: available ? () => actions.onChoose(option.id) : null,
|
||||
},
|
||||
h('span', { class: 'option__label' }, option.label),
|
||||
!available && h('span', { class: 'option__requirement' }, requirementText(pack, failed)),
|
||||
h('span', { class: 'option__label' }, text(option.label)),
|
||||
// Odds are shown in words, never as a number: "a long shot", "likely".
|
||||
available && odds && h('span', { class: 'option__odds' }, odds.words),
|
||||
!available && h('span', { class: 'option__requirement' }, requirementText(pack, failed, state)),
|
||||
),
|
||||
)),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
function outcomeView(pack, view, actions) {
|
||||
function outcomeView(pack, state, view, actions) {
|
||||
const { record, option } = view;
|
||||
// The state has already moved on to the next event, so the names in this
|
||||
// outcome come from the bindings the turn was played with, not the new ones.
|
||||
const text = (t) => fillText(pack, state, t, record.bindings ?? {});
|
||||
const branch = record.check ? option[record.check.outcome] : null;
|
||||
const result = branch ? branch.result : option.result;
|
||||
const said = pack.checks?.said ?? { success: 'It came off.', failure: 'It did not come off.' };
|
||||
|
||||
return h('section', { class: 'outcome' },
|
||||
h('p', { class: 'outcome__chose' }, option.label),
|
||||
option.result && h('p', { class: 'outcome__text' }, option.result),
|
||||
h('p', { class: 'outcome__chose' }, record.optionLabel ?? text(option.label)),
|
||||
record.check && h('p', { class: `outcome__check outcome__check--${record.check.outcome}` },
|
||||
`${capitalise(record.check.odds)} — ${said[record.check.outcome]}`),
|
||||
result && h('p', { class: 'outcome__text' }, text(result)),
|
||||
|
||||
h('div', { class: 'outcome__ledger' },
|
||||
h('h3', { class: 'outcome__heading' }, 'What that changed'),
|
||||
changeList(pack, record.changes),
|
||||
changeList(pack, record.changes, { state }),
|
||||
record.upkeep.length > 0 && h('div', { class: 'outcome__upkeep' },
|
||||
h('h3', { class: 'outcome__heading' }, 'And then the day happened'),
|
||||
changeList(pack, record.upkeep),
|
||||
changeList(pack, record.upkeep, { state }),
|
||||
),
|
||||
),
|
||||
|
||||
feedbackWidget(view, actions),
|
||||
|
||||
h('button', { class: 'button button--primary button--next', onClick: actions.onNext },
|
||||
`Next ${pack.turnUnit ?? 'turn'}`),
|
||||
h('button', {
|
||||
class: 'button button--primary button--next',
|
||||
dataset: { autofocus: 'true' },
|
||||
onClick: actions.onNext,
|
||||
}, `Next ${pack.turnUnit ?? 'turn'} →`),
|
||||
);
|
||||
}
|
||||
|
||||
@@ -169,3 +198,5 @@ function feedbackWidget(view, actions) {
|
||||
feedback.saved && h('p', { class: 'feedback__saved' }, 'Noted — thank you.'),
|
||||
);
|
||||
}
|
||||
|
||||
const capitalise = (words) => words.charAt(0).toUpperCase() + words.slice(1);
|
||||
|
||||
@@ -51,6 +51,24 @@ body {
|
||||
}
|
||||
|
||||
.app { max-width: 1080px; margin: 0 auto; padding: 24px 20px 48px; }
|
||||
|
||||
/* ---------- status bar ---------- */
|
||||
|
||||
.statusbar {
|
||||
display: flex; flex-wrap: wrap; gap: 8px 16px;
|
||||
align-items: baseline; justify-content: space-between;
|
||||
margin-bottom: 18px; padding-bottom: 10px;
|
||||
border-bottom: 1px solid var(--rule);
|
||||
font-size: 12px; letter-spacing: 0.04em;
|
||||
}
|
||||
.statusbar__what { display: flex; flex-wrap: wrap; gap: 8px; align-items: baseline; }
|
||||
.statusbar__game { font-weight: 600; color: var(--ink); }
|
||||
.statusbar__sep { color: var(--rule-strong); }
|
||||
.statusbar__pack { color: var(--ink-soft); }
|
||||
.statusbar__title { color: var(--accent); }
|
||||
.statusbar__version {
|
||||
font-variant-numeric: tabular-nums; color: var(--ink-faint); font-size: 11px;
|
||||
}
|
||||
.booting { color: var(--ink-faint); padding: 48px 20px; text-align: center; }
|
||||
|
||||
/* ---------- head-up display ---------- */
|
||||
@@ -153,6 +171,13 @@ body {
|
||||
.option__requirement {
|
||||
font-size: 12px; letter-spacing: 0.04em; color: var(--ink-faint); font-style: italic;
|
||||
}
|
||||
/* The odds, in words: "a long shot", "likely". Never a number. */
|
||||
.option__odds {
|
||||
font-size: 12px; letter-spacing: 0.04em; color: var(--accent); font-style: italic;
|
||||
}
|
||||
.outcome__check { margin: 0 0 8px; font-size: 14px; font-style: italic; }
|
||||
.outcome__check--success { color: var(--up); }
|
||||
.outcome__check--failure { color: var(--down); }
|
||||
|
||||
/* ---------- outcome ---------- */
|
||||
|
||||
@@ -178,6 +203,9 @@ body {
|
||||
.change--up .change__delta { color: var(--up); }
|
||||
.change--down .change__delta { color: var(--down); }
|
||||
.change__note { font-size: 11px; color: var(--ink-faint); font-style: italic; }
|
||||
.change--note .change__phrase { font-style: italic; }
|
||||
.change--note.change--up .change__phrase { color: var(--up); }
|
||||
.change--note.change--down .change__phrase { color: var(--ink-soft); }
|
||||
|
||||
.button--next { margin-top: 8px; }
|
||||
|
||||
@@ -266,6 +294,7 @@ body {
|
||||
}
|
||||
.retro__title { margin: 6px 0 4px; font-size: 32px; font-weight: 600; letter-spacing: -0.02em; }
|
||||
.retro__subtitle { margin: 0; color: var(--ink-soft); font-family: var(--serif); font-size: 17px; }
|
||||
.retro__note { margin: 8px 0 0; color: var(--ink-soft); font-size: 13px; }
|
||||
|
||||
.retro__section { margin-top: 34px; }
|
||||
.retro__people { display: grid; grid-template-columns: repeat(auto-fit, minmax(240px, 1fr)); gap: 14px; }
|
||||
@@ -287,3 +316,32 @@ body {
|
||||
|
||||
.screen--error { padding: 40px 0; }
|
||||
.screen--error h1 { font-size: 20px; color: var(--down); }
|
||||
|
||||
/* The setting picker. One card per content pack; the pack you are in is
|
||||
marked rather than hidden, because "keep playing" is the common case. */
|
||||
.screen--packs { padding: 40px 0; }
|
||||
.packs__eyebrow {
|
||||
margin: 0; font-size: 11px; letter-spacing: 0.14em;
|
||||
text-transform: uppercase; color: var(--ink-faint);
|
||||
}
|
||||
.packs__title { margin: 6px 0 6px; font-size: 32px; font-weight: 600; letter-spacing: -0.02em; }
|
||||
.packs__subtitle {
|
||||
margin: 0 0 28px; max-width: 52ch;
|
||||
color: var(--ink-soft); font-family: var(--serif); font-size: 17px;
|
||||
}
|
||||
.packs__list {
|
||||
list-style: none; margin: 0; padding: 0;
|
||||
display: grid; grid-template-columns: repeat(auto-fit, minmax(280px, 1fr)); gap: 16px;
|
||||
}
|
||||
.packs__item {
|
||||
padding: 18px 18px 16px; background: var(--card);
|
||||
border: 1px solid var(--rule); border-radius: var(--radius);
|
||||
display: flex; flex-direction: column; gap: 8px;
|
||||
}
|
||||
.packs__item--current { border-color: var(--accent); }
|
||||
.packs__name { margin: 0; font-size: 19px; font-weight: 600; letter-spacing: -0.01em; }
|
||||
.packs__blurb { margin: 0; color: var(--ink-soft); font-family: var(--serif); font-size: 16px; }
|
||||
.packs__state {
|
||||
margin: 0 0 4px; font-size: 12px; letter-spacing: 0.04em; color: var(--ink-faint);
|
||||
}
|
||||
.packs__item .button { margin-top: auto; align-self: flex-start; }
|
||||
|
||||
+20
-2
@@ -47,7 +47,20 @@ export function summarize(pack, state) {
|
||||
(sum, record) => sum + record.offered.filter((o) => !o.available).length, 0,
|
||||
);
|
||||
|
||||
const eventsSeen = new Set(history.map((r) => r.eventId)).size;
|
||||
// How much of the run was new ground and how much was familiar. The ratio of
|
||||
// turns to distinct situations is the honest measure of whether a pack has
|
||||
// enough content for the length of run it invites.
|
||||
const eventCounts = new Map();
|
||||
for (const record of history) {
|
||||
eventCounts.set(record.eventId, (eventCounts.get(record.eventId) ?? 0) + 1);
|
||||
}
|
||||
const counts = [...eventCounts.values()];
|
||||
const mostSeen = [...eventCounts.entries()].sort((a, b) => b[1] - a[1])[0] ?? null;
|
||||
|
||||
const stagesVisited = [];
|
||||
for (const record of history) {
|
||||
if (stagesVisited.at(-1) !== record.stage) stagesVisited.push(record.stage);
|
||||
}
|
||||
|
||||
return {
|
||||
turns: history.length,
|
||||
@@ -61,7 +74,12 @@ export function summarize(pack, state) {
|
||||
bestDay: ranked[0]?.net > 0 ? ranked[0] : null,
|
||||
worstDay: ranked.at(-1)?.net < 0 ? ranked.at(-1) : null,
|
||||
lockedEncounters,
|
||||
eventsSeen,
|
||||
eventsSeen: eventCounts.size,
|
||||
eventsTotal: (pack.events ?? []).length,
|
||||
eventCounts,
|
||||
repeatedSituations: counts.filter((n) => n > 1).length,
|
||||
averageTimesSeen: eventCounts.size ? history.length / eventCounts.size : 0,
|
||||
mostSeen: mostSeen ? { eventId: mostSeen[0], count: mostSeen[1] } : null,
|
||||
stagesVisited,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
// What is running. Shown on the main screen so a playtester can say which
|
||||
// build they were on, and so it is obvious when new work has landed.
|
||||
|
||||
import { BUILD } from './build-info.js';
|
||||
|
||||
export const APP = {
|
||||
name: 'The Ladder',
|
||||
// Kept in step with package.json by a test, because it silently was not: the
|
||||
// status bar read 0.3.0 through the 0.3.1 and 0.3.2 work, which is exactly
|
||||
// the thing a playtester is told to check to know what they are playing.
|
||||
version: '0.4.0',
|
||||
};
|
||||
|
||||
/** "0.3.0 · a1b2c3d" — or "0.3.0 · dev" when running from source unstamped. */
|
||||
export function versionLine() {
|
||||
return `${APP.version} · ${BUILD.commit}`;
|
||||
}
|
||||
|
||||
export { BUILD };
|
||||
@@ -16,6 +16,17 @@ import { installFakeDom, byClass, firstByClass } from './fixtures/fake-dom.js';
|
||||
|
||||
const root = resolve(dirname(fileURLToPath(import.meta.url)), '..');
|
||||
|
||||
test('the version the app reports is the version in package.json', async () => {
|
||||
// It silently was not. The status bar read 0.3.0 through the whole of the
|
||||
// 0.3.1 and 0.3.2 work, while playtesters were being told to check it to know
|
||||
// which build they were on — a version string that lies is worse than none,
|
||||
// because it is trusted.
|
||||
const { APP } = await import('../src/version.js');
|
||||
const pkg = JSON.parse(readFileSync(resolve(root, 'package.json'), 'utf8'));
|
||||
assert.equal(APP.version, pkg.version,
|
||||
'src/version.js and package.json disagree about what this is');
|
||||
});
|
||||
|
||||
test('the bundle builds, and the bundled game boots and plays', () => {
|
||||
execFileSync('node', ['tools/build.js'], { cwd: root, stdio: 'pipe' });
|
||||
const html = readFileSync(resolve(root, 'dist/theladder.html'), 'utf8');
|
||||
@@ -24,6 +35,9 @@ test('the bundle builds, and the bundled game boots and plays', () => {
|
||||
assert.doesNotMatch(html, /type="module"/, 'no module scripts survive; file:// would block them');
|
||||
assert.doesNotMatch(html, /^[ \t]*import\s/m, 'no bare import statements remain');
|
||||
assert.match(html, /--paper:/, 'the CSS made it in');
|
||||
// A distributed file has to be able to say which commit made it.
|
||||
assert.match(html, /commit: '[^']+'/, 'the build stamp is present');
|
||||
assert.doesNotMatch(html, /commit: 'dev'/, 'a built file is never stamped "dev"');
|
||||
|
||||
const script = html.match(/<script>([\s\S]*?)<\/script>/)?.[1];
|
||||
assert.ok(script, 'the bundled script is present');
|
||||
@@ -33,9 +47,22 @@ test('the bundle builds, and the bundled game boots and plays', () => {
|
||||
// eslint-disable-next-line no-new-func -- running the build output is the point
|
||||
new Function(script)();
|
||||
|
||||
// Nothing is saved and nothing is remembered, so a build shipping more
|
||||
// than one setting opens on the picker. Click into the first one and carry
|
||||
// on — this exercises the front door in the real bundle, which is the one
|
||||
// place the pack registry, the picker screen and the save slots all meet.
|
||||
assert.ok(firstByClass(dom.root, 'screen--packs'), 'the bundled game rendered the picker');
|
||||
assert.match(dom.root.textContent, /Corporate Ladder/, 'the packs are named');
|
||||
assert.match(dom.root.textContent, /The Frontier/);
|
||||
|
||||
const start = byClass(dom.root, 'button').find((b) => /Start here|Keep playing/.test(b.textContent));
|
||||
assert.ok(start, 'the picker offers a way in');
|
||||
start.click();
|
||||
|
||||
assert.ok(firstByClass(dom.root, 'screen--turn'), 'the bundled game rendered a turn');
|
||||
assert.match(dom.root.textContent, /Day 1/);
|
||||
assert.match(dom.root.textContent, /Marlene Hobb/);
|
||||
assert.match(dom.root.textContent, /The Ladder/, 'the status bar is in the bundle');
|
||||
|
||||
const playable = byClass(dom.root, 'option').filter((b) => !b.disabled);
|
||||
assert.ok(playable.length > 0, 'the bundled game offers choices');
|
||||
|
||||
@@ -0,0 +1,185 @@
|
||||
// The cast drawn per run, names in text, and options whose outcome is a check.
|
||||
// See DECISIONS #41. Runs against test/fixtures/cast-pack.js, never real content.
|
||||
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { startGame, currentTurn, takeTurn } from '../src/engine/game.js';
|
||||
import { validatePack } from '../src/engine/validate.js';
|
||||
import { hydrate, createState, resolveSchema } from '../src/engine/state.js';
|
||||
import { presentPeople, presentSlots, personIn } from '../src/engine/cast.js';
|
||||
import { fillText } from '../src/engine/text.js';
|
||||
import { chanceOf, oddsWords } from '../src/engine/checks.js';
|
||||
import { getPath, setPath } from '../src/engine/paths.js';
|
||||
import { castPack } from './fixtures/cast-pack.js';
|
||||
import { testPack } from './fixtures/test-pack.js';
|
||||
|
||||
const clone = (value) => structuredClone(value);
|
||||
|
||||
/** Advance until the current event is `eventId`, taking `work` otherwise. */
|
||||
function until(state, eventId, pack = castPack) {
|
||||
let next = state;
|
||||
for (let i = 0; i < 200 && currentTurn(pack, next).event.id !== eventId; i++) {
|
||||
next = takeTurn(pack, next, currentTurn(pack, next).options[0].option.id).state;
|
||||
}
|
||||
assert.equal(currentTurn(pack, next).event.id, eventId);
|
||||
return next;
|
||||
}
|
||||
|
||||
test('the cast pack is valid, with no warnings', () => {
|
||||
const { errors, warnings } = validatePack(castPack);
|
||||
assert.deepEqual(errors, []);
|
||||
assert.deepEqual(warnings, []);
|
||||
});
|
||||
|
||||
test('a run draws one boss and two to four different co-workers', () => {
|
||||
const counts = new Set();
|
||||
for (let seed = 0; seed < 40; seed++) {
|
||||
const state = startGame(castPack, { seed });
|
||||
const people = presentPeople(castPack, state);
|
||||
assert.equal(people.filter((p) => p.role === 'boss').length, 1);
|
||||
const coworkers = presentSlots(castPack, state, 'coworker');
|
||||
assert.ok(coworkers.length >= 2 && coworkers.length <= 4, `drew ${coworkers.length}`);
|
||||
counts.add(coworkers.length);
|
||||
const names = people.map((p) => p.name);
|
||||
assert.equal(new Set(names).size, names.length, 'nobody is drawn twice');
|
||||
assert.ok(names.includes('Old Sam'), 'a fixed character is always present');
|
||||
}
|
||||
assert.deepEqual([...counts].sort(), [2, 3, 4], 'every head count turns up across seeds');
|
||||
});
|
||||
|
||||
test('the cast is the seed\'s: the same seed draws the same people, others differ', () => {
|
||||
const names = (seed) => presentPeople(castPack, startGame(castPack, { seed })).map((p) => p.name).join('|');
|
||||
assert.equal(names('a'), names('a'));
|
||||
const distinct = new Set(Array.from({ length: 20 }, (_, i) => names(`s${i}`)));
|
||||
assert.ok(distinct.size > 10, `only ${distinct.size} different casts in 20 runs`);
|
||||
});
|
||||
|
||||
test('an empty group slot is not in the run, and a drawn person brings their own starting regard', () => {
|
||||
let seed = 0;
|
||||
let state;
|
||||
do state = startGame(castPack, { seed: seed++ });
|
||||
while (presentSlots(castPack, state, 'coworker').length !== 2 || personIn(castPack, state, 'boss').name !== 'Walter Grose');
|
||||
assert.equal(getPath(state, 'cast.coworker_3'), null);
|
||||
assert.equal(personIn(castPack, state, 'coworker_3'), undefined);
|
||||
assert.equal(getPath(state, 'relationships.boss.trust'), 30);
|
||||
});
|
||||
|
||||
test('names are filled into text from whoever was drawn', () => {
|
||||
const state = startGame(castPack, { seed: 'names' });
|
||||
const boss = personIn(castPack, state, 'boss');
|
||||
assert.equal(fillText(castPack, state, 'Ask {boss.first}, the {boss.title}.'),
|
||||
`Ask ${boss.name.split(' ')[0]}, the Manager.`);
|
||||
assert.equal(fillText(castPack, state, '{porter} nods.'), 'Old Sam nods.');
|
||||
assert.equal(fillText(castPack, state, '{nobody} stays as written.'), '{nobody} stays as written.');
|
||||
});
|
||||
|
||||
test('an event about a co-worker binds one who is present, and its effects land on them', () => {
|
||||
const state = until(startGame(castPack, { seed: 'bind' }), 'needled');
|
||||
const turn = currentTurn(castPack, state);
|
||||
const slot = turn.bindings.coworker;
|
||||
assert.ok(presentSlots(castPack, state, 'coworker').includes(slot));
|
||||
assert.match(fillText(castPack, state, turn.event.description), new RegExp(personIn(castPack, state, slot).name));
|
||||
|
||||
const before = getPath(state, `relationships.${slot}.regard`);
|
||||
const { state: after, record } = takeTurn(castPack, state, 'ignore');
|
||||
assert.equal(getPath(after, `relationships.${slot}.regard`), before - 2);
|
||||
assert.deepEqual(record.bindings, { coworker: slot });
|
||||
});
|
||||
|
||||
test('the chance follows the formula, and the odds are words', () => {
|
||||
let state = startGame(castPack, { seed: 'odds' });
|
||||
const option = castPack.events[0].options[2]; // wits against difficulty 5
|
||||
state = setPath(state, 'attributes.wits', 5);
|
||||
assert.equal(chanceOf(castPack, state, option).chance, 50);
|
||||
state = setPath(state, 'attributes.wits', 7);
|
||||
assert.equal(chanceOf(castPack, state, option).chance, 70);
|
||||
state = setPath(state, 'attributes.wits', 10);
|
||||
assert.equal(chanceOf(castPack, state, option).chance, 100, 'clamped at the ceiling');
|
||||
assert.equal(oddsWords(castPack, 15), 'a long shot');
|
||||
assert.equal(oddsWords(castPack, 50), 'an even chance');
|
||||
assert.equal(oddsWords(castPack, 90), 'a safe bet');
|
||||
});
|
||||
|
||||
test('an opposed check reads the other person\'s attribute, and their regard moves it', () => {
|
||||
let state = startGame(castPack, { seed: 'opposed' });
|
||||
const option = castPack.events[0].options[1]; // charm against the boss's wits, leaning on trust
|
||||
const boss = personIn(castPack, state, 'boss');
|
||||
state = setPath(state, 'attributes.charm', 6);
|
||||
state = setPath(state, 'relationships.boss.trust', 50);
|
||||
const even = chanceOf(castPack, state, option);
|
||||
assert.equal(even.theirs, boss.attributes.wits);
|
||||
assert.equal(even.chance, Math.min(100, Math.max(0, 50 + 10 * (6 - boss.attributes.wits))));
|
||||
state = setPath(state, 'relationships.boss.trust', 70);
|
||||
assert.equal(chanceOf(castPack, state, option).chance, Math.min(100, even.chance + 10));
|
||||
});
|
||||
|
||||
test('a check applies the branch it rolled, plus the option\'s own effects', () => {
|
||||
let state = until(startGame(castPack, { seed: 'roll' }), 'routine');
|
||||
const sure = setPath(setPath(state, 'attributes.charm', 10), 'relationships.boss.trust', 100);
|
||||
const won = takeTurn(castPack, sure, 'ask_for_more');
|
||||
assert.equal(won.record.check.outcome, 'success');
|
||||
assert.equal(getPath(won.state, 'money'), getPath(sure, 'money') + 50);
|
||||
assert.equal(getPath(won.state, 'relationships.boss.regard'), getPath(sure, 'relationships.boss.regard') - 1);
|
||||
|
||||
const hopeless = setPath(setPath(state, 'attributes.charm', 0), 'relationships.boss.trust', 0);
|
||||
const lost = takeTurn(castPack, hopeless, 'ask_for_more');
|
||||
assert.equal(lost.record.check.outcome, 'failure');
|
||||
assert.equal(getPath(lost.state, 'money'), getPath(hopeless, 'money'));
|
||||
assert.equal(getPath(lost.state, 'relationships.boss.trust'), 0, 'clamped');
|
||||
assert.match(lost.record.check.odds, /long shot/);
|
||||
});
|
||||
|
||||
test('a run with checks and bindings replays identically from its seed and choices', () => {
|
||||
const play = () => {
|
||||
let state = startGame(castPack, { seed: 'replay' });
|
||||
const records = [];
|
||||
for (let i = 0; i < 60; i++) {
|
||||
const turn = currentTurn(castPack, state);
|
||||
const pick = turn.options[i % turn.options.length].option.id;
|
||||
const result = takeTurn(castPack, state, pick);
|
||||
records.push(result.record);
|
||||
state = i === 30 ? JSON.parse(JSON.stringify(result.state)) : result.state;
|
||||
}
|
||||
return { state, records };
|
||||
};
|
||||
const a = play();
|
||||
const b = play();
|
||||
assert.deepEqual(a.records.map((r) => r.check?.outcome ?? '-'), b.records.map((r) => r.check?.outcome ?? '-'));
|
||||
assert.deepEqual(a.state, b.state);
|
||||
assert.ok(a.records.some((r) => r.check?.outcome === 'success') && a.records.some((r) => r.check?.outcome === 'failure'));
|
||||
});
|
||||
|
||||
test('a save from before the pack drew a cast gets one on load, the same one every time', () => {
|
||||
const schema = resolveSchema(castPack);
|
||||
const fresh = createState(castPack, { seed: 'old', schema });
|
||||
const old = clone(fresh);
|
||||
delete old.cast;
|
||||
const once = hydrate(castPack, clone(old), schema);
|
||||
const twice = hydrate(castPack, clone(old), schema);
|
||||
assert.ok(once.added.includes('cast'));
|
||||
assert.deepEqual(once.state.cast, twice.state.cast);
|
||||
assert.deepEqual(once.state.cast, fresh.cast);
|
||||
});
|
||||
|
||||
test('a pack with no drawn cast gets no cast and no bindings: its runs are unchanged', () => {
|
||||
const state = startGame(testPack, { seed: 'plain' });
|
||||
assert.equal(state.cast, undefined);
|
||||
assert.equal(state.meta.bindings, undefined);
|
||||
assert.equal(presentPeople(testPack, state).map((p) => p.name).join(), 'The Chief,Pat');
|
||||
});
|
||||
|
||||
test('the validator catches cast and check mistakes', () => {
|
||||
const broken = clone(castPack);
|
||||
broken.events[0].options[1].check.attribute = 'strength';
|
||||
broken.events[0].options[2].failure = undefined;
|
||||
broken.events[0].description = 'Blame {coworker}.';
|
||||
broken.events.push({ id: 'ghost', stage: 'desk', description: '{ghost} appears.', options: [{ id: 'x', label: 'x', effects: [] }] });
|
||||
broken.characters[1].count = [2, 6];
|
||||
const { errors } = validatePack(broken);
|
||||
const has = (fragment) => assert.ok(errors.some((e) => e.includes(fragment)), `expected an error mentioning "${fragment}":\n${errors.join('\n')}`);
|
||||
has('attribute "strength" is not in pack.attributes');
|
||||
has('has no failure');
|
||||
has('{coworker} is a group');
|
||||
has('{ghost} names no character');
|
||||
has('has only 5 candidates');
|
||||
});
|
||||
@@ -0,0 +1,314 @@
|
||||
// What every content pack must do, whatever setting it is.
|
||||
//
|
||||
// This suite runs over `content/index.js` — every pack the build ships — and
|
||||
// asserts only things that are true of a pack because it is a pack, never
|
||||
// because it is about a mailroom or a freight yard. A new setting is therefore
|
||||
// tested the moment it appears in the registry, rather than by copying this
|
||||
// file and changing the nouns.
|
||||
//
|
||||
// Per-pack tuning lives with the pack: content.test.js and frontier.test.js
|
||||
// hold each one to its own economy, its own promotion and its own characters.
|
||||
// Anything a pack must declare for this suite to check it — the economic
|
||||
// baseline, for one — is a field on the pack, not a constant in here.
|
||||
//
|
||||
// One trap, learned the hard way: the chooser's RNG must be seeded
|
||||
// *differently* from the game's. Both draw one number per turn from the same
|
||||
// generator, so sharing a seed correlates the choice index with the event draw
|
||||
// and silently makes whole option combinations unreachable.
|
||||
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { packs } from '../content/index.js';
|
||||
import { validatePack } from '../src/engine/validate.js';
|
||||
import { startGame, currentTurn, takeTurn } from '../src/engine/game.js';
|
||||
import { createRng } from '../src/engine/rng.js';
|
||||
import { play, sweep, median, strategies } from './fixtures/strategies.js';
|
||||
import { summarize } from '../src/ui/summary.js';
|
||||
|
||||
/** Play `turns` turns of `pack` with independently-seeded random choices. */
|
||||
function randomRun(pack, runSeed, turns) {
|
||||
const rng = createRng(`chooser-${runSeed}`);
|
||||
let state = startGame(pack, { seed: `run-${runSeed}` });
|
||||
for (let t = 0; t < turns; t++) {
|
||||
const turn = currentTurn(pack, state);
|
||||
const available = turn.options.filter((o) => o.available);
|
||||
assert.ok(available.length > 0,
|
||||
`${pack.id}: no available option on event "${turn.event.id}"`);
|
||||
state = takeTurn(pack, state, rng.pick(available).option.id).state;
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
/**
|
||||
* Net movement of `money` from upkeep alone, per calendar cycle, at one stage.
|
||||
*
|
||||
* Derived rather than simulated: an entry worth `v` every `n` turns is worth
|
||||
* `v * cycleLength / n` per cycle, exactly, with no window to fall off the end
|
||||
* of. Simulating this over a fixed number of turns reads differently depending
|
||||
* on where the last rent lands — Corporate Ladder measures -19 a fortnight over
|
||||
* 280 turns and -42 over 560, and only one of those is the steady state.
|
||||
*
|
||||
* Entries gated on a path the pack calls elective are excluded: a debt it took
|
||||
* on, a lifestyle it bought. The baseline is what a player faces having opted
|
||||
* into none of them, which is the floor the pack is designed around.
|
||||
*
|
||||
* Which paths those are is the pack's to name, in `tuning.baselineExcludes`.
|
||||
* This used to be a regex over path names — /debt|owed|loan/i — which is the
|
||||
* generic suite guessing at content's vocabulary, exactly what DECISIONS #31
|
||||
* says it must not do. It also silently missed anything named otherwise.
|
||||
*/
|
||||
function baselinePerCycle(pack, stage) {
|
||||
const cycle = pack.calendar?.cycleLength ?? 1;
|
||||
const elective = new Set(pack.tuning?.baselineExcludes ?? []);
|
||||
return (pack.upkeep ?? [])
|
||||
.filter((entry) => {
|
||||
const gate = entry.requires ?? [];
|
||||
if (gate.some((c) => elective.has(c.path))) return false;
|
||||
return !gate.some((c) => c.path === 'stage' && c.value !== stage);
|
||||
})
|
||||
.reduce((total, entry) => {
|
||||
const money = entry.effects
|
||||
.filter((e) => e.path === 'money' && e.op === 'add')
|
||||
.reduce((sum, e) => sum + e.value, 0);
|
||||
return total + money * (cycle / (entry.every ?? 1));
|
||||
}, 0);
|
||||
}
|
||||
|
||||
for (const pack of packs) {
|
||||
const where = `[${pack.id}]`;
|
||||
|
||||
test(`${where} the pack is valid, with no warnings`, () => {
|
||||
const result = validatePack(pack);
|
||||
assert.deepEqual(result.errors, []);
|
||||
assert.deepEqual(result.warnings, []);
|
||||
});
|
||||
|
||||
test(`${where} declares what the interface and this suite need from it`, () => {
|
||||
// Everything the picker shows and everything asserted below. A pack that
|
||||
// omits one of these is not a broken game, but it is a pack that will
|
||||
// render badly or go unchecked, and both should fail loudly at build time.
|
||||
assert.ok(pack.name, 'a display name');
|
||||
assert.ok(pack.blurb, 'a one-line blurb for the setting picker');
|
||||
assert.ok(pack.peopleHeading, 'a heading for the panel of characters');
|
||||
assert.ok(pack.stages && Object.keys(pack.stages).length > 0, 'named stages');
|
||||
assert.ok(pack.tuning?.baselinePerCycle, 'a declared economic baseline');
|
||||
for (const stage of Object.keys(pack.stages)) {
|
||||
assert.ok(pack.stages[stage].title, `a title for stage "${stage}"`);
|
||||
assert.ok(pack.tuning.baselinePerCycle[stage], `a baseline for stage "${stage}"`);
|
||||
}
|
||||
// A typo here would not fail: the entry simply would not be excluded, and
|
||||
// the baseline would quietly become a number nobody meant.
|
||||
for (const path of pack.tuning.baselineExcludes ?? []) {
|
||||
assert.ok(path in pack.state,
|
||||
`baselineExcludes names "${path}", which the pack does not declare`);
|
||||
}
|
||||
});
|
||||
|
||||
test(`${where} no content is dead: every event fires and every option becomes available`, () => {
|
||||
// Across archetypes, not just random play: several things in a pack exist
|
||||
// for a player pursuing something, and "broke but well-liked" in
|
||||
// particular is a state no single-axis strategy ever reaches.
|
||||
//
|
||||
// Options are checked on *availability*, not on being taken. Whether a
|
||||
// particular bot picks an option is an artefact of how the bot scores;
|
||||
// what matters is whether a player is ever offered it unlocked.
|
||||
const { firedEvents, offeredOptions } = sweep(pack, { seeds: 12, turns: 250 });
|
||||
|
||||
const allEvents = pack.events.map((e) => e.id);
|
||||
const allOptions = pack.events.flatMap((e) => e.options.map((o) => `${e.id}.${o.id}`));
|
||||
assert.deepEqual(allEvents.filter((e) => !firedEvents.has(e)), [],
|
||||
'events that can never fire');
|
||||
assert.deepEqual(allOptions.filter((o) => !offeredOptions.has(o)), [],
|
||||
'options no player can ever be offered');
|
||||
});
|
||||
|
||||
test(`${where} every event leaves a player with nothing at least one way out`, () => {
|
||||
// A player with no skills, no money and no friends must still be able to
|
||||
// take a turn. The engine guarantees an event will be drawn; only content
|
||||
// can guarantee it is playable when everything is gated.
|
||||
const trapped = pack.events
|
||||
.filter((event) => !(event.options ?? []).some((option) => !option.requires))
|
||||
.map((event) => event.id);
|
||||
assert.deepEqual(trapped, [], 'events whose every option is gated');
|
||||
});
|
||||
|
||||
test(`${where} no repayment can take more than is owed`, () => {
|
||||
// A fixed instalment against a smaller balance takes money for a debt that
|
||||
// does not exist; the Frontier's store did it to a real player. A balance
|
||||
// is any money-formatted stat other than money itself. An option that pays
|
||||
// one down with money must read the amount from the balance, or be gated
|
||||
// on the balance covering the whole instalment. See DECISIONS #38.
|
||||
const balances = Object.entries(pack.display ?? {})
|
||||
.filter(([path, rule]) => rule.format === 'money' && path !== 'money')
|
||||
.map(([path]) => path);
|
||||
const overcharging = [];
|
||||
for (const event of pack.events) {
|
||||
for (const option of event.options ?? []) {
|
||||
// A check's branches pay and spend too (DECISIONS #41): each is judged
|
||||
// together with the effects that apply either way.
|
||||
const branches = option.check
|
||||
? [option.success, option.failure].map((b) => [...(option.effects ?? []), ...(b?.effects ?? [])])
|
||||
: [option.effects ?? []];
|
||||
for (const effects of branches) {
|
||||
const spends = effects.some((e) => e.path === 'money' && e.op === 'add'
|
||||
&& (typeof e.value === 'number' ? e.value < 0 : (e.value?.times ?? 1) < 0));
|
||||
if (!spends) continue;
|
||||
for (const e of effects) {
|
||||
if (!balances.includes(e.path) || e.op !== 'add') continue;
|
||||
if (typeof e.value !== 'number' || e.value >= 0) continue;
|
||||
const covered = (option.requires ?? [])
|
||||
.some((r) => r.path === e.path && r.op === '>=' && r.value >= -e.value);
|
||||
if (!covered) overcharging.push(`${event.id}.${option.id} (${e.path} ${e.value})`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
assert.ok(balances.length > 0 || pack.display === undefined, 'a pack with a balance should declare it as money');
|
||||
assert.deepEqual(overcharging, [], 'options that can charge for more than is owed');
|
||||
});
|
||||
|
||||
test(`${where} every turn always offers something to do, however badly it is going`, () => {
|
||||
for (let seed = 100; seed < 130; seed++) randomRun(pack, seed, 150);
|
||||
});
|
||||
|
||||
test(`${where} a played run replays identically from its seed`, () => {
|
||||
assert.deepEqual(randomRun(pack, 42, 80), randomRun(pack, 42, 80));
|
||||
});
|
||||
|
||||
test(`${where} how you play changes where you end up`, () => {
|
||||
// Measured before promotions land, so this is about how a player handles
|
||||
// money rather than how fast they left the first rung. Mixing the two
|
||||
// hides the economy behind the career.
|
||||
const { byStrategy } = sweep(pack, { seeds: 12, turns: 35 });
|
||||
const finalMoney = (name) => median(byStrategy[name].map((s) => s.money));
|
||||
assert.ok(byStrategy.thrifty.every((s) => s.stage === pack.startingStage),
|
||||
'nobody should be promoted this early');
|
||||
assert.ok(finalMoney('thrifty') > finalMoney('random'),
|
||||
'a careful player should get ahead');
|
||||
assert.ok(finalMoney('random') > finalMoney('spendthrift'),
|
||||
'a careless player should struggle');
|
||||
});
|
||||
|
||||
test(`${where} the upkeep baseline matches what the pack declares`, () => {
|
||||
// The guard that was missing when Corporate Ladder's rent was raised from
|
||||
// 385 to 455 without re-deriving what it meant: the baseline went from
|
||||
// -$3/day to -$13/day and trapped a real playtester below zero for 30% of
|
||||
// a 182-turn run. No archetype caught it — they all either optimised money
|
||||
// or were promoted out of the problem before it bit.
|
||||
for (const [stage, [low, high]] of Object.entries(pack.tuning.baselinePerCycle)) {
|
||||
const net = baselinePerCycle(pack, stage);
|
||||
assert.ok(net > low && net < high,
|
||||
`"${stage}" nets ${net} a cycle; the pack declares (${low}, ${high})`);
|
||||
}
|
||||
});
|
||||
|
||||
test(`${where} nobody spends the run stuck below zero`, () => {
|
||||
// Hard times is a state a player passes through, not one they live in.
|
||||
// The failure this guards against is a debt whose service charge exceeds
|
||||
// anything the escape options can pay — inescapable by arithmetic.
|
||||
for (const strategy of Object.keys(strategies)) {
|
||||
const shares = [];
|
||||
for (let seed = 0; seed < 8; seed++) {
|
||||
let red = 0;
|
||||
let turns = 0;
|
||||
play(pack, { strategy, seed, turns: 150,
|
||||
visit: ({ state }) => { turns++; if (state.money < 0) red++; } });
|
||||
shares.push(red / turns);
|
||||
}
|
||||
const worst = Math.max(...shares);
|
||||
assert.ok(worst < 0.25,
|
||||
`${strategy} spent ${(worst * 100).toFixed(0)}% of a run below zero`);
|
||||
}
|
||||
});
|
||||
|
||||
test(`${where} a run that goes broke can climb back out`, () => {
|
||||
let sawNegative = false;
|
||||
let recovered = false;
|
||||
play(pack, { strategy: 'spendthrift', seed: 'recovery', turns: 200,
|
||||
visit: ({ state }) => {
|
||||
if (state.money < 0) sawNegative = true;
|
||||
else if (sawNegative) recovered = true;
|
||||
} });
|
||||
assert.ok(sawNegative, 'a careless run should go broke');
|
||||
assert.ok(recovered, 'and should be able to climb back out');
|
||||
});
|
||||
|
||||
test(`${where} a long run does not collapse onto a handful of situations`, () => {
|
||||
// Motivated by a real 183-turn session. Before Dispatch was fleshed out,
|
||||
// its two floor events were 46% of every promoted run — one every three
|
||||
// turns. Variety is a property of the pack, and this should fail loudly
|
||||
// when a stage is too thin for the run it invites.
|
||||
for (const strategy of ['sociable', 'thrifty', 'random']) {
|
||||
const counts = new Map();
|
||||
let turns = 0;
|
||||
play(pack, { strategy, seed: 'variety', turns: 200,
|
||||
visit: ({ turn }) => {
|
||||
counts.set(turn.event.id, (counts.get(turn.event.id) ?? 0) + 1);
|
||||
turns++;
|
||||
} });
|
||||
|
||||
const [topEvent, topCount] = [...counts.entries()].sort((a, b) => b[1] - a[1])[0];
|
||||
const share = topCount / turns;
|
||||
assert.ok(share < 0.25,
|
||||
`${strategy}: "${topEvent}" was ${(share * 100).toFixed(0)}% of turns`);
|
||||
|
||||
// Measured against what was actually reachable: a run that never leaves
|
||||
// the first stage cannot see the second, and counting that as thin
|
||||
// content would be measuring career progress rather than variety.
|
||||
const visited = new Set([...counts.keys()]
|
||||
.map((id) => pack.events.find((e) => e.id === id).stage)
|
||||
.filter(Boolean));
|
||||
const reachable = pack.events
|
||||
.filter((e) => e.stage === undefined || visited.has(e.stage)).length;
|
||||
assert.ok(counts.size / reachable > 0.6,
|
||||
`${strategy}: saw ${counts.size} of ${reachable} reachable situations in ${turns} turns`);
|
||||
}
|
||||
});
|
||||
|
||||
test(`${where} the retrospective has something to read back`, () => {
|
||||
const state = randomRun(pack, 3, 60);
|
||||
assert.ok(state.notable.length > 0, 'notable moments should accumulate');
|
||||
assert.equal(state.history.length, 60, 'every turn is recorded');
|
||||
assert.ok(state.history.every((h) => Array.isArray(h.upkeep)), 'upkeep is recorded per turn');
|
||||
});
|
||||
|
||||
test(`${where} the retrospective reports how repetitive the run was`, () => {
|
||||
const state = play(pack, { strategy: 'sociable', seed: 'repeats', turns: 120 });
|
||||
const summary = summarize(pack, state);
|
||||
|
||||
assert.equal(summary.turns, 120);
|
||||
assert.ok(summary.eventsSeen > 0 && summary.eventsSeen <= summary.eventsTotal);
|
||||
assert.ok(summary.averageTimesSeen > 1, 'a long run repeats situations');
|
||||
assert.equal(
|
||||
summary.averageTimesSeen.toFixed(2),
|
||||
(summary.turns / summary.eventsSeen).toFixed(2),
|
||||
'the average is turns over distinct situations',
|
||||
);
|
||||
assert.ok(summary.mostSeen.count >= summary.averageTimesSeen);
|
||||
assert.ok(summary.repeatedSituations <= summary.eventsSeen);
|
||||
assert.ok(summary.stagesVisited.includes(pack.startingStage));
|
||||
});
|
||||
|
||||
if (pack.calendar) {
|
||||
test(`${where} the calendar names the unit and counts the cycle`, () => {
|
||||
const { cycleLength, unitNames } = pack.calendar;
|
||||
let state = startGame(pack, { seed: 'calendar' });
|
||||
assert.deepEqual(
|
||||
[state.calendar.name, state.calendar.cycle, state.calendar.index],
|
||||
[unitNames?.[0] ?? null, 1, 0],
|
||||
'turn 1 is the first unit of the first cycle',
|
||||
);
|
||||
|
||||
// One full cycle on, the name comes round and the cycle has ticked.
|
||||
for (let t = 0; t < cycleLength; t++) {
|
||||
const turn = currentTurn(pack, state);
|
||||
state = takeTurn(pack, state, turn.options.find((o) => o.available).option.id).state;
|
||||
}
|
||||
assert.equal(state.turn, cycleLength + 1);
|
||||
assert.deepEqual(
|
||||
[state.calendar.name, state.calendar.cycle, state.calendar.index],
|
||||
[unitNames?.[0] ?? null, 2, 0],
|
||||
);
|
||||
});
|
||||
}
|
||||
}
|
||||
+124
-77
@@ -1,9 +1,13 @@
|
||||
// Tests for the shipped Corporate Ladder pack.
|
||||
// Corporate Ladder's own tuning.
|
||||
//
|
||||
// These are content tests, not engine tests: they assert that the pack is
|
||||
// playable, that none of it is dead, and that its economy behaves. Engine
|
||||
// behaviour is covered against the fixture pack instead, so tuning the game
|
||||
// cannot break the engine suite and vice versa.
|
||||
// What is true of this pack because it is *this* pack: the shape of its week,
|
||||
// when wages and rent land, how the loan behaves, when Dispatch opens and how
|
||||
// deep the Trevor chain is. Everything true of a pack because it is a pack —
|
||||
// validity, dead content, the economic baseline, variety, replay — is in
|
||||
// conformance.test.js, which runs over every pack in the registry.
|
||||
//
|
||||
// Engine behaviour is covered against the fixture pack instead, so tuning the
|
||||
// game cannot break the engine suite and vice versa.
|
||||
//
|
||||
// One trap, learned the hard way: the chooser's RNG must be seeded
|
||||
// *differently* from the game's. Both draw one number per turn from the same
|
||||
@@ -14,57 +18,135 @@
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { corporateLadder as pack } from '../content/corporateladder/index.js';
|
||||
import { validatePack } from '../src/engine/validate.js';
|
||||
import { startGame, currentTurn, takeTurn } from '../src/engine/game.js';
|
||||
import { createRng } from '../src/engine/rng.js';
|
||||
import { check } from '../src/engine/conditions.js';
|
||||
import { play, sweep, median } from './fixtures/strategies.js';
|
||||
|
||||
/** Play `turns` turns with independently-seeded random choices. */
|
||||
function randomRun(runSeed, turns, visit = () => {}) {
|
||||
const rng = createRng(`chooser-${runSeed}`);
|
||||
let state = startGame(pack, { seed: `run-${runSeed}` });
|
||||
/**
|
||||
* Net money from upkeep per week for a player in a given position: at a stage,
|
||||
* at a lifestyle tier, owing nothing.
|
||||
*
|
||||
* Derived rather than simulated. Comparing simulated end-balances between
|
||||
* promoted and unpromoted players looks like the obvious test and is
|
||||
* confounded: which archetypes get promoted is not independent of how they
|
||||
* spend, so the pooled medians mostly measure the archetype mix. It passed for
|
||||
* two releases and then inverted the moment there was something to spend on.
|
||||
*/
|
||||
function netPerCycle(position) {
|
||||
const state = { debt: 0, lifestyle: 0, reputation: 0, ...position };
|
||||
const cycle = pack.calendar?.cycleLength ?? 1;
|
||||
return (pack.upkeep ?? [])
|
||||
.filter((entry) => check(state, entry.requires).passed)
|
||||
.reduce((total, entry) => total + entry.effects
|
||||
.filter((e) => e.path === 'money' && e.op === 'add')
|
||||
.reduce((sum, e) => sum + e.value, 0) * (cycle / (entry.every ?? 1)), 0);
|
||||
}
|
||||
|
||||
test('the promotion is worth taking, and reachable by a deliberate player', () => {
|
||||
const { byStrategy } = sweep(pack, { seeds: 12, turns: 200 });
|
||||
|
||||
const promoted = Object.values(byStrategy).flat().filter((s) => s.stage === 'dispatch');
|
||||
const stayed = Object.values(byStrategy).flat().filter((s) => s.stage === 'mailroom');
|
||||
assert.ok(promoted.length > 0 && stayed.length > 0, 'both outcomes should occur');
|
||||
|
||||
const mailroom = netPerCycle({ stage: 'mailroom' });
|
||||
const coordinator = netPerCycle({ stage: 'dispatch' });
|
||||
assert.ok(coordinator > mailroom + 40,
|
||||
`dispatch nets ${coordinator} a week against the mailroom's ${mailroom}`);
|
||||
|
||||
// A player actually pursuing it should get there mid-run, not at the very
|
||||
// end — the mailroom is a career, not a tutorial.
|
||||
const timings = [];
|
||||
for (let seed = 0; seed < 12; seed++) {
|
||||
let at = null;
|
||||
play(pack, { strategy: 'sociable', seed, turns: 200,
|
||||
visit: ({ state }) => { if (state.stage === 'dispatch' && at === null) at = state.turn; } });
|
||||
if (at) timings.push(at);
|
||||
}
|
||||
assert.equal(timings.length, 12, 'a sociable player should always get the offer');
|
||||
const typical = median(timings);
|
||||
assert.ok(typical > 40 && typical < 90, `promotion landed at turn ${typical}`);
|
||||
});
|
||||
|
||||
/**
|
||||
* Play to `turns` chasing standing, buying the lifestyle or refusing to.
|
||||
*
|
||||
* Two players differing in exactly one habit. The archetype sweep cannot
|
||||
* answer this question: which archetypes get promoted is not independent of
|
||||
* how they spend, so its pooled medians compare populations, not policies.
|
||||
*/
|
||||
function chaseStanding({ seed, keepUp, turns = 200 }) {
|
||||
const buys = (r) => (r.option.effects ?? []).some((e) => e.path === 'lifestyle');
|
||||
const gain = (r) => (r.option.effects ?? [])
|
||||
.filter((e) => e.path === 'reputation' && e.op === 'add')
|
||||
.reduce((sum, e) => sum + e.value, 0);
|
||||
|
||||
let state = startGame(pack, { seed: `standing-${seed}` });
|
||||
for (let t = 0; t < turns; t++) {
|
||||
const turn = currentTurn(pack, state);
|
||||
const available = turn.options.filter((o) => o.available);
|
||||
assert.ok(available.length > 0, `no available option on event "${turn.event.id}"`);
|
||||
const choice = rng.pick(available).option.id;
|
||||
visit(turn, state, choice);
|
||||
state = takeTurn(pack, state, choice).state;
|
||||
const buy = available.find(buys);
|
||||
const chosen = (keepUp && buy)
|
||||
? buy
|
||||
: [...available.filter((o) => keepUp || !buys(o))].sort((a, b) => gain(b) - gain(a))[0]
|
||||
?? available[0];
|
||||
state = takeTurn(pack, state, chosen.option.id).state;
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
test('the pack is valid, with no warnings', () => {
|
||||
const result = validatePack(pack);
|
||||
assert.deepEqual(result.errors, []);
|
||||
assert.deepEqual(result.warnings, []);
|
||||
});
|
||||
test('standing costs money to keep, and the top of it cannot be worked for', () => {
|
||||
// Derived: each tier is a real weekly charge, and a coordinator keeping up
|
||||
// fully is running at a loss on upkeep alone. That is the answer to "money
|
||||
// stops mattering late" — it stopped mattering because standing was free.
|
||||
const plain = netPerCycle({ stage: 'dispatch' });
|
||||
const car = netPerCycle({ stage: 'dispatch', lifestyle: 1 });
|
||||
const address = netPerCycle({ stage: 'dispatch', lifestyle: 2 });
|
||||
assert.ok(car < plain - 25, `the car costs ${plain - car} a week`);
|
||||
assert.ok(address < car - 35, `the address costs ${car - address} a week`);
|
||||
assert.ok(address < 0,
|
||||
`a coordinator keeping up nets ${address} a week and has to earn the difference`);
|
||||
|
||||
test('no content is dead: every event and option is reachable by some player', () => {
|
||||
// Across archetypes, not just random play: several things in the pack exist
|
||||
// for a player pursuing something, and "broke but well-liked" in particular
|
||||
// is a state no single-axis strategy ever reaches.
|
||||
const { firedEvents, takenOptions } = sweep(pack, { seeds: 12, turns: 200 });
|
||||
// And the top of the ladder is not a plateau. A 96-turn session bought both
|
||||
// tiers, reached 100 standing by turn 84, and from there had nothing left to
|
||||
// spend on: every charge was switched off and the balance only climbed.
|
||||
// Standing costs money to carry at every tier, with nothing to buy that ends
|
||||
// it, so there is no position in this pack where money stops mattering.
|
||||
const arrived = netPerCycle({ stage: 'dispatch', lifestyle: 2, reputation: 90, money: 2500 });
|
||||
assert.ok(arrived < address,
|
||||
`standing itself should cost something: ${arrived} against ${address} a week`);
|
||||
|
||||
const allEvents = pack.events.map((e) => e.id);
|
||||
const allOptions = pack.events.flatMap((e) => e.options.map((o) => `${e.id}.${o.id}`));
|
||||
assert.deepEqual(allEvents.filter((e) => !firedEvents.has(e)), [], 'events that can never fire');
|
||||
assert.deepEqual(allOptions.filter((o) => !takenOptions.has(o)), [], 'options that can never be taken');
|
||||
});
|
||||
// And it steepens with what there is to keep up, which is what stops the
|
||||
// balance climbing forever. A flat charge could not: late income scales with
|
||||
// how well the player plays, so flattening an optimiser's slope with one
|
||||
// meant putting ordinary play 44% of a run below zero.
|
||||
const wealthy = netPerCycle({ stage: 'dispatch', lifestyle: 2, reputation: 90, money: 6000 });
|
||||
assert.ok(wealthy < arrived,
|
||||
`the charge should steepen with money: ${wealthy} against ${arrived} a week`);
|
||||
assert.ok(wealthy < 0, `and take a rich coordinator backwards: ${wealthy} a week`);
|
||||
|
||||
test('how you play changes where you end up', () => {
|
||||
const { byStrategy } = sweep(pack, { seeds: 12, turns: 200 });
|
||||
const finalMoney = (name) => median(byStrategy[name].map((s) => s.money));
|
||||
// At every tier, not only the top one: a coordinator who bought nothing is
|
||||
// already paying for standing in standing, and pays in money besides.
|
||||
const plainSomebody = netPerCycle({ stage: 'dispatch', lifestyle: 0, reputation: 90, money: 6000 });
|
||||
assert.ok(plainSomebody < plain,
|
||||
`standing should cost at tier 0 too: ${plainSomebody} against ${plain} a week`);
|
||||
|
||||
// The shape that matters: minding the money climbs, ignoring it sinks, and
|
||||
// playing without a plan roughly treads water. Exact figures will move with
|
||||
// tuning; the ordering is the design.
|
||||
assert.ok(finalMoney('thrifty') > finalMoney('random'),
|
||||
'a careful player should get ahead');
|
||||
assert.ok(finalMoney('random') > finalMoney('spendthrift'),
|
||||
'a careless player should struggle');
|
||||
assert.ok(finalMoney('thrifty') > 800,
|
||||
`a careful player should be comfortably ahead, was ${finalMoney('thrifty')}`);
|
||||
// Simulated, controlled: the ceiling. Without the top step a player who
|
||||
// chased standing every turn held 99 while buying nothing, which made the
|
||||
// whole system a tax on inattention rather than a choice.
|
||||
const never = [];
|
||||
const keeps = [];
|
||||
for (let seed = 0; seed < 8; seed++) {
|
||||
never.push(chaseStanding({ seed, keepUp: false }));
|
||||
keeps.push(chaseStanding({ seed, keepUp: true }));
|
||||
}
|
||||
const standing = (runs) => median(runs.map((s) => s.reputation));
|
||||
assert.ok(standing(never) <= 90,
|
||||
`a coordinator who buys nothing reached ${standing(never)} standing`);
|
||||
assert.ok(standing(keeps) >= 95,
|
||||
`a coordinator who keeps up reached only ${standing(keeps)} standing`);
|
||||
assert.ok(median(keeps.map((s) => s.money)) < median(never.map((s) => s.money)),
|
||||
'and the difference is paid for out of the balance');
|
||||
});
|
||||
|
||||
test('hard times is uncommon for a careful player and real for a careless one', () => {
|
||||
@@ -78,11 +160,6 @@ test('hard times is uncommon for a careful player and real for a careless one',
|
||||
assert.ok(countHardTimes('spendthrift') > 0, 'ignoring it should land you in it');
|
||||
});
|
||||
|
||||
test('every turn always offers something to do, however badly the run is going', () => {
|
||||
// randomRun asserts this on every turn; 40 long runs is the coverage.
|
||||
for (let seed = 100; seed < 140; seed++) randomRun(seed, 150);
|
||||
});
|
||||
|
||||
test('money arrives and leaves on a rhythm the player can plan around', () => {
|
||||
const wages = [];
|
||||
const rent = [];
|
||||
@@ -115,24 +192,6 @@ test('the calendar names the day and counts the week', () => {
|
||||
assert.deepEqual([state.calendar.name, state.calendar.cycle], ['Friday', 2]);
|
||||
});
|
||||
|
||||
test('hard times is survivable without any relationship or skill', () => {
|
||||
const event = pack.events.find((e) => e.id === 'rent_bounced');
|
||||
const ungated = event.options.filter((o) => !o.requires);
|
||||
assert.ok(ungated.length > 0, 'a player with nothing must still have a way out');
|
||||
});
|
||||
|
||||
test('the run recovers from hard times rather than sticking there', () => {
|
||||
let sawNegative = false;
|
||||
let recovered = false;
|
||||
play(pack, { strategy: 'spendthrift', seed: 'recovery', turns: 200,
|
||||
visit: ({ state }) => {
|
||||
if (state.money < 0) sawNegative = true;
|
||||
else if (sawNegative) recovered = true;
|
||||
} });
|
||||
assert.ok(sawNegative, 'a careless run should go broke');
|
||||
assert.ok(recovered, 'and should be able to climb back out');
|
||||
});
|
||||
|
||||
test('debt cannot spiral without limit: lending stops and the charge escalates', () => {
|
||||
let peakDebt = 0;
|
||||
for (const strategy of ['spendthrift', 'desperate', 'random']) {
|
||||
@@ -167,15 +226,3 @@ test('a deliberate player can reach relationship-gated content in a reasonable r
|
||||
assert.ok(reached && reached < 45, `Trevor's chain opened at turn ${reached ?? 'never'}`);
|
||||
});
|
||||
|
||||
test('a played run replays identically from its seed', () => {
|
||||
const a = randomRun(42, 80);
|
||||
const b = randomRun(42, 80);
|
||||
assert.deepEqual(a, b);
|
||||
});
|
||||
|
||||
test('the retrospective has something to read back', () => {
|
||||
const state = randomRun(3, 60);
|
||||
assert.ok(state.notable.length > 0, 'notable moments should accumulate');
|
||||
assert.equal(state.history.length, 60, 'every turn is recorded');
|
||||
assert.ok(state.history.every((h) => Array.isArray(h.upkeep)), 'upkeep is recorded per turn');
|
||||
});
|
||||
|
||||
@@ -67,6 +67,37 @@ test('an unknown operation is a loud failure', () => {
|
||||
assert.throws(() => applyEffect(state, { path: 'money', op: 'multiply', value: 2 }), /unknown effect operation/);
|
||||
});
|
||||
|
||||
test('an amount can be read from state, capped and signed', () => {
|
||||
// The Frontier's store, turn 27 of a real session: four owed, twenty taken.
|
||||
const ledger = { owed: { initial: 0, min: 0, max: 1000 } };
|
||||
const pay = [
|
||||
{ path: 'money', op: 'add', value: { from: 'owed', times: -1, cap: 20 } },
|
||||
{ path: 'owed', op: 'add', value: { from: 'owed', times: -1, cap: 20 } },
|
||||
];
|
||||
|
||||
const small = applyEffects({ money: 110, owed: 4 }, pay, ledger);
|
||||
assert.equal(small.state.money, 106, 'pays what is owed, not the instalment');
|
||||
assert.equal(small.state.owed, 0);
|
||||
assert.equal(small.changes[1].clamped, false, 'nothing is lost to a clamp');
|
||||
assert.equal(small.changes[0].value, -4, 'the change records the amount applied');
|
||||
assert.deepEqual(small.changes[0].source, { from: 'owed', times: -1, cap: 20 });
|
||||
|
||||
const large = applyEffects({ money: 110, owed: 50 }, pay, ledger);
|
||||
assert.equal(large.state.money, 90, 'the cap holds when more is owed');
|
||||
assert.equal(large.state.owed, 30);
|
||||
});
|
||||
|
||||
test('an amount read from a path that is not a number is zero', () => {
|
||||
const result = applyEffect({ money: 10 }, { path: 'money', op: 'add', value: { from: 'owed', times: -1 } }, {});
|
||||
assert.equal(result.state.money, 10);
|
||||
assert.equal(result.change.value === 0 || Object.is(result.change.value, -0), true);
|
||||
});
|
||||
|
||||
test('a literal amount records no source', () => {
|
||||
const result = applyEffect(state, { path: 'money', op: 'add', value: 5 }, schema);
|
||||
assert.equal('source' in result.change, false);
|
||||
});
|
||||
|
||||
test('an empty effect list is a no-op', () => {
|
||||
const result = applyEffects(state, [], schema);
|
||||
assert.deepEqual(result.changes, []);
|
||||
|
||||
Vendored
+114
@@ -0,0 +1,114 @@
|
||||
// A small pack for the cast and checks (DECISIONS #41): a drawn single role, a
|
||||
// group role of two to four, a fixed character with attributes, opposed and
|
||||
// unopposed checks, and an event about "one of the co-workers". Its checks run
|
||||
// from 0 to 100 so tests can force an outcome; a real pack keeps a floor and a
|
||||
// ceiling so nothing is ever certain.
|
||||
|
||||
export const castPack = {
|
||||
id: 'castpack',
|
||||
name: 'Cast Pack',
|
||||
version: '1.0.0',
|
||||
turnUnit: 'day',
|
||||
startingStage: 'desk',
|
||||
|
||||
attributes: {
|
||||
nerve: { label: 'Nerve' },
|
||||
wits: { label: 'Wits' },
|
||||
charm: { label: 'Charm' },
|
||||
resolve: { label: 'Resolve' },
|
||||
},
|
||||
|
||||
checks: {
|
||||
base: 50, perPoint: 10, unopposed: 5,
|
||||
relationshipPerPoint: 0.5, relationshipCentre: 50,
|
||||
floor: 0, ceiling: 100,
|
||||
},
|
||||
|
||||
state: {
|
||||
'money': { initial: 100, min: -500, max: 10000 },
|
||||
'attributes.nerve': { initial: 5, min: 0, max: 10 },
|
||||
'attributes.wits': { initial: 5, min: 0, max: 10 },
|
||||
'attributes.charm': { initial: 5, min: 0, max: 10 },
|
||||
'attributes.resolve': { initial: 5, min: 0, max: 10 },
|
||||
},
|
||||
|
||||
relationshipStats: {
|
||||
trust: { label: 'Trusts you', initial: 50, min: 0, max: 100 },
|
||||
regard: { label: 'Thinks of you', initial: 50, min: 0, max: 100 },
|
||||
},
|
||||
|
||||
characters: [
|
||||
{
|
||||
id: 'boss',
|
||||
role_type: 'boss',
|
||||
title: 'Manager',
|
||||
candidates: [
|
||||
{ name: 'Agnes Pell', description: 'Reads every memo twice.', attributes: { nerve: 6, wits: 8, charm: 3, resolve: 7 } },
|
||||
{ name: 'Walter Grose', description: 'Loud, and quicker than he looks.', attributes: { nerve: 7, wits: 6, charm: 6, resolve: 4 },
|
||||
startingRelationship: { trust: 30 } },
|
||||
{ name: 'Mina Hart', description: 'Has never raised her voice.', attributes: { nerve: 4, wits: 7, charm: 8, resolve: 6 } },
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'coworker',
|
||||
role_type: 'peer',
|
||||
title: 'Clerk',
|
||||
count: [2, 4],
|
||||
candidates: [
|
||||
{ name: 'Ben Aske', description: 'Owes {boss} a favour.', attributes: { nerve: 3, wits: 4, charm: 6, resolve: 5 } },
|
||||
{ name: 'Cora Dunn', description: 'First in, last out.', attributes: { nerve: 5, wits: 5, charm: 4, resolve: 8 } },
|
||||
{ name: 'Del Fane', description: 'Knows everyone\'s business.', attributes: { nerve: 4, wits: 7, charm: 5, resolve: 3 } },
|
||||
{ name: 'Edie Gow', description: 'Quiet until she is not.', attributes: { nerve: 7, wits: 5, charm: 3, resolve: 6 } },
|
||||
{ name: 'Fitz Hale', description: 'Charming, unreliable.', attributes: { nerve: 5, wits: 3, charm: 8, resolve: 2 } },
|
||||
],
|
||||
},
|
||||
{ id: 'porter', name: 'Old Sam', role_type: 'staff', description: 'Has seen everyone come and go.',
|
||||
attributes: { nerve: 2, wits: 9, charm: 4, resolve: 9 } },
|
||||
],
|
||||
|
||||
events: [
|
||||
{
|
||||
id: 'routine',
|
||||
stage: 'desk',
|
||||
weight: 100,
|
||||
description: 'A day at the desk under {boss}.',
|
||||
options: [
|
||||
{ id: 'work', label: 'Work.', effects: [{ path: 'money', op: 'add', value: 10 }] },
|
||||
{
|
||||
id: 'ask_for_more',
|
||||
label: 'Ask {boss.first} for more money.',
|
||||
check: { attribute: 'charm', against: 'boss', opposedBy: 'wits', relationship: 'trust' },
|
||||
effects: [{ path: 'relationships.boss.regard', op: 'add', value: -1 }],
|
||||
success: { result: '{boss} agrees.', effects: [{ path: 'money', op: 'add', value: 50 }] },
|
||||
failure: { result: '{boss} laughs.', effects: [{ path: 'relationships.boss.trust', op: 'add', value: -5 }] },
|
||||
},
|
||||
{
|
||||
id: 'hard_sum',
|
||||
label: 'Try the hard sum.',
|
||||
check: { attribute: 'wits', difficulty: 5 },
|
||||
success: { result: 'It adds up.', effects: [{ path: 'attributes.wits', op: 'add', value: 1 }] },
|
||||
failure: { result: 'It does not.', effects: [] },
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'needled',
|
||||
stage: 'desk',
|
||||
weight: 100,
|
||||
involves: ['coworker'],
|
||||
description: '{coworker} makes a remark about your tie.',
|
||||
options: [
|
||||
{ id: 'ignore', label: 'Let it go.', effects: [{ path: 'relationships.{coworker}.regard', op: 'add', value: -2 }] },
|
||||
{
|
||||
id: 'retort',
|
||||
label: 'Answer {coworker.first} back.',
|
||||
check: { attribute: 'nerve', against: '{coworker}', relationship: 'regard' },
|
||||
success: { result: '{coworker} laughs, and means it.', effects: [{ path: 'relationships.{coworker}.regard', op: 'add', value: 5 }] },
|
||||
failure: { result: 'It lands badly.', effects: [{ path: 'relationships.{coworker}.trust', op: 'add', value: -5 }] },
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
export default castPack;
|
||||
Vendored
+5
@@ -79,6 +79,10 @@ class FakeElement extends FakeNode {
|
||||
}
|
||||
|
||||
click() { this.dispatch('click'); }
|
||||
|
||||
focus() {
|
||||
if (globalThis.document) globalThis.document.activeElement = this;
|
||||
}
|
||||
}
|
||||
|
||||
function walk(node, out = []) {
|
||||
@@ -122,6 +126,7 @@ export function installFakeDom() {
|
||||
createTextNode: (text) => new FakeText(text),
|
||||
getElementById: (id) => (id === 'app' ? root : null),
|
||||
body: new FakeElement('body'),
|
||||
activeElement: null,
|
||||
};
|
||||
const listeners = {};
|
||||
const window = {
|
||||
|
||||
Vendored
+55
-7
@@ -13,13 +13,41 @@
|
||||
import { startGame, currentTurn, takeTurn } from '../../src/engine/game.js';
|
||||
import { createRng } from '../../src/engine/rng.js';
|
||||
|
||||
const moneyGain = (resolved) => (resolved.option.effects ?? [])
|
||||
.filter((e) => e.path === 'money' && e.op === 'add')
|
||||
.reduce((sum, e) => sum + e.value, 0);
|
||||
/**
|
||||
* What an effect is worth to a bot. An amount read from state (DECISIONS #38)
|
||||
* is scored at its cap: the most it could be, which is what a player weighing
|
||||
* the option sees on the label.
|
||||
*/
|
||||
const amountOf = (effect) => {
|
||||
if (typeof effect.value === 'number') return effect.value;
|
||||
if (typeof effect.value?.cap === 'number') return effect.value.cap * (effect.value.times ?? 1);
|
||||
return 0;
|
||||
};
|
||||
|
||||
const relationshipGain = (resolved) => (resolved.option.effects ?? [])
|
||||
.filter((e) => e.path.startsWith('relationships.'))
|
||||
.reduce((sum, e) => sum + e.value, 0);
|
||||
/**
|
||||
* Every effect an option can have, with the weight a player reading the odds
|
||||
* would give it: plain effects count in full, a check's success and failure by
|
||||
* their chance (DECISIONS #41). An option with no check is just its effects.
|
||||
*/
|
||||
export const weightedEffects = (resolved) => {
|
||||
const { option, odds } = resolved;
|
||||
const plain = (option.effects ?? []).map((effect) => ({ effect, weight: 1 }));
|
||||
if (!option.check) return plain;
|
||||
const p = (odds?.chance ?? 50) / 100;
|
||||
return [
|
||||
...plain,
|
||||
...(option.success?.effects ?? []).map((effect) => ({ effect, weight: p })),
|
||||
...(option.failure?.effects ?? []).map((effect) => ({ effect, weight: 1 - p })),
|
||||
];
|
||||
};
|
||||
|
||||
const moneyGain = (resolved) => weightedEffects(resolved)
|
||||
.filter(({ effect }) => effect.path === 'money' && effect.op === 'add')
|
||||
.reduce((sum, { effect, weight }) => sum + amountOf(effect) * weight, 0);
|
||||
|
||||
const relationshipGain = (resolved) => weightedEffects(resolved)
|
||||
.filter(({ effect }) => effect.path.startsWith('relationships.'))
|
||||
.reduce((sum, { effect, weight }) => sum + amountOf(effect) * weight, 0);
|
||||
|
||||
const best = (options, score) => [...options].sort((a, b) => score(b) - score(a))[0];
|
||||
|
||||
@@ -39,6 +67,19 @@ export const strategies = {
|
||||
desperate: (options, rng) => (rng.next() < 0.25
|
||||
? rng.pick(options)
|
||||
: best(options, (o) => relationshipGain(o) - moneyGain(o) / 40)),
|
||||
/**
|
||||
* Never leaves the first rung — refuses anything that would change stage,
|
||||
* and otherwise plays for people. Added after a real 182-turn session that
|
||||
* stayed in the mailroom the whole way and spent 30% of it below zero: every
|
||||
* other archetype either optimised money or got promoted out of the problem,
|
||||
* so none of them could see it.
|
||||
*/
|
||||
lifer: (options) => {
|
||||
const stays = options.filter(
|
||||
(o) => !weightedEffects(o).some(({ effect }) => effect.path === 'stage'),
|
||||
);
|
||||
return best(stays.length ? stays : options, relationshipGain);
|
||||
},
|
||||
};
|
||||
|
||||
/** Play one run to `turns`, calling `visit` before each choice. */
|
||||
@@ -62,6 +103,10 @@ export function play(pack, { strategy = 'random', seed = 'run', turns = 200, vis
|
||||
export function sweep(pack, { seeds = 12, turns = 200 } = {}) {
|
||||
const firedEvents = new Set();
|
||||
const takenOptions = new Set();
|
||||
// What a player *could* have picked. This, not what a bot happened to pick,
|
||||
// is what "is this content reachable" means — a real player chooses freely,
|
||||
// and an archetype's preferences are an artefact of the harness.
|
||||
const offeredOptions = new Set();
|
||||
const byStrategy = {};
|
||||
|
||||
for (const strategy of Object.keys(strategies)) {
|
||||
@@ -74,13 +119,16 @@ export function sweep(pack, { seeds = 12, turns = 200 } = {}) {
|
||||
visit: ({ turn, chosen }) => {
|
||||
firedEvents.add(turn.event.id);
|
||||
takenOptions.add(`${turn.event.id}.${chosen.option.id}`);
|
||||
for (const resolved of turn.options) {
|
||||
if (resolved.available) offeredOptions.add(`${turn.event.id}.${resolved.option.id}`);
|
||||
}
|
||||
},
|
||||
});
|
||||
finals.push(state);
|
||||
}
|
||||
byStrategy[strategy] = finals;
|
||||
}
|
||||
return { firedEvents, takenOptions, byStrategy };
|
||||
return { firedEvents, takenOptions, offeredOptions, byStrategy };
|
||||
}
|
||||
|
||||
export const median = (values) =>
|
||||
|
||||
@@ -0,0 +1,299 @@
|
||||
// The Frontier's own tuning.
|
||||
//
|
||||
// What is true of this pack because it is *this* pack: a four-day run instead
|
||||
// of a week, a settlement that barely covers the room, a store ledger rather
|
||||
// than a loan, and when the star is offered. Everything true of a pack because
|
||||
// it is a pack is in conformance.test.js, which runs over every pack in the
|
||||
// registry — including this one.
|
||||
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { frontier as pack } from '../content/frontier/index.js';
|
||||
import { startGame, currentTurn, takeTurn } from '../src/engine/game.js';
|
||||
import { check } from '../src/engine/conditions.js';
|
||||
import { applyEffects } from '../src/engine/effects.js';
|
||||
import { resolveSchema } from '../src/engine/state.js';
|
||||
import { play, sweep, median } from './fixtures/strategies.js';
|
||||
|
||||
/**
|
||||
* Net money from upkeep per run for a player in a given position: at a stage,
|
||||
* at a lifestyle tier, owing the store nothing.
|
||||
*
|
||||
* Derived rather than simulated, and for a reason worth keeping: comparing the
|
||||
* end-balances of promoted and unpromoted players pools archetypes that do not
|
||||
* spend alike, so it measures the mix rather than the wage.
|
||||
*/
|
||||
function netPerCycle(position) {
|
||||
const state = { owed: 0, lifestyle: 0, standing: 0, ...position };
|
||||
const cycle = pack.calendar?.cycleLength ?? 1;
|
||||
return (pack.upkeep ?? [])
|
||||
.filter((entry) => check(state, entry.requires).passed)
|
||||
.reduce((total, entry) => total + entry.effects
|
||||
.filter((e) => e.path === 'money' && e.op === 'add')
|
||||
.reduce((sum, e) => sum + e.value, 0) * (cycle / (entry.every ?? 1)), 0);
|
||||
}
|
||||
|
||||
test('the calendar is a four-day run, not a week', () => {
|
||||
// The point of this pack, structurally: the engine derives a cycle from
|
||||
// whatever length the pack declares, and nothing anywhere assumes seven.
|
||||
let state = startGame(pack, { seed: 'calendar' });
|
||||
assert.deepEqual(
|
||||
[state.calendar.name, state.calendar.cycle, state.calendar.index],
|
||||
['Stage day', 1, 0],
|
||||
);
|
||||
const names = [];
|
||||
for (let t = 0; t < 7; t++) {
|
||||
names.push(state.calendar.name);
|
||||
const turn = currentTurn(pack, state);
|
||||
state = takeTurn(pack, state, turn.options.find((o) => o.available).option.id).state;
|
||||
}
|
||||
assert.deepEqual(names,
|
||||
['Stage day', 'Haul', 'Yard', 'Rest', 'Stage day', 'Haul', 'Yard']);
|
||||
assert.equal(state.calendar.cycle, 2, 'the second run has begun');
|
||||
});
|
||||
|
||||
test('the settlement and the room land on the days the pack says', () => {
|
||||
const settlement = [];
|
||||
const room = [];
|
||||
let state = startGame(pack, { seed: 'rhythm' });
|
||||
for (let t = 0; t < 16; t++) {
|
||||
const turn = currentTurn(pack, state);
|
||||
const result = takeTurn(pack, state, turn.options.find((o) => o.available).option.id);
|
||||
for (const change of result.record.upkeep) {
|
||||
if (change.label === 'Wages from Vane') settlement.push(state.turn);
|
||||
if (change.label === 'Room at the Cordwood') room.push(state.turn);
|
||||
}
|
||||
state = result.state;
|
||||
}
|
||||
// The boarding house collects on the Rest day, the night before the outfit
|
||||
// settles up on the Stage day. That ordering is the whole reason a hand is
|
||||
// never quite ahead.
|
||||
assert.deepEqual(room, [4, 8, 12, 16], 'the room is collected every Rest day');
|
||||
assert.deepEqual(settlement, [5, 9, 13], 'the outfit settles up every Stage day');
|
||||
});
|
||||
|
||||
test('the star is worth taking, and reachable by a deliberate player', () => {
|
||||
const { byStrategy } = sweep(pack, { seeds: 12, turns: 200 });
|
||||
|
||||
const sworn = Object.values(byStrategy).flat().filter((s) => s.stage === 'deputy');
|
||||
const stayed = Object.values(byStrategy).flat().filter((s) => s.stage === 'hand');
|
||||
assert.ok(sworn.length > 0 && stayed.length > 0, 'both outcomes should occur');
|
||||
|
||||
const yard = netPerCycle({ stage: 'hand' });
|
||||
const office = netPerCycle({ stage: 'deputy' });
|
||||
assert.ok(office > yard + 10,
|
||||
`the office nets ${office} a run against the yard's ${yard}`);
|
||||
|
||||
// The yard is a career, not a tutorial: the offer is gated at turn 40 and
|
||||
// should land somewhere in the middle of a run rather than at the very end.
|
||||
const timings = [];
|
||||
for (let seed = 0; seed < 12; seed++) {
|
||||
let at = null;
|
||||
play(pack, { strategy: 'sociable', seed, turns: 200,
|
||||
visit: ({ state }) => { if (state.stage === 'deputy' && at === null) at = state.turn; } });
|
||||
if (at) timings.push(at);
|
||||
}
|
||||
assert.equal(timings.length, 12, 'a sociable player should always get the offer');
|
||||
const typical = median(timings);
|
||||
assert.ok(typical >= 41 && typical < 90, `the star landed at turn ${typical}`);
|
||||
});
|
||||
|
||||
/** Play to `turns` playing for standing, buying what the star expects or not. */
|
||||
function chaseStanding({ seed, keepUp, turns = 200 }) {
|
||||
const buys = (r) => (r.option.effects ?? []).some((e) => e.path === 'lifestyle');
|
||||
const gain = (r) => (r.option.effects ?? [])
|
||||
.filter((e) => e.path === 'standing' && e.op === 'add')
|
||||
.reduce((sum, e) => sum + e.value, 0);
|
||||
|
||||
let state = startGame(pack, { seed: `standing-${seed}` });
|
||||
for (let t = 0; t < turns; t++) {
|
||||
const turn = currentTurn(pack, state);
|
||||
const available = turn.options.filter((o) => o.available);
|
||||
const buy = available.find(buys);
|
||||
const chosen = (keepUp && buy)
|
||||
? buy
|
||||
: [...available.filter((o) => keepUp || !buys(o))].sort((a, b) => gain(b) - gain(a))[0]
|
||||
?? available[0];
|
||||
state = takeTurn(pack, state, chosen.option.id).state;
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
test('the star costs money to wear, and the top of standing cannot be worked for', () => {
|
||||
// The same mechanism as Corporate Ladder's, at this pack's scale and in its
|
||||
// own vocabulary — which is the whole claim the second setting exists to
|
||||
// make. No engine code is involved in either.
|
||||
const plain = netPerCycle({ stage: 'deputy' });
|
||||
const horse = netPerCycle({ stage: 'deputy', lifestyle: 1 });
|
||||
const room = netPerCycle({ stage: 'deputy', lifestyle: 2 });
|
||||
assert.ok(horse < plain - 5, `the bay costs ${plain - horse} a run`);
|
||||
assert.ok(room < horse - 5, `the room costs ${horse - room} a run`);
|
||||
assert.ok(room > 0,
|
||||
`a deputy keeping up nets ${room} a run; the yard's own floor is barely above water`);
|
||||
|
||||
// The top of the ladder is not a plateau here either: standing costs money
|
||||
// to carry at every tier, and nothing you can buy switches it off.
|
||||
// Flat here rather than stepped on money, as Corporate Ladder's is: this
|
||||
// pack's late game does not accumulate in the first place — measured, a
|
||||
// deputy who owns everything drifts 0 a run — so the charge exists to keep
|
||||
// money live, and break-even at the top is the intent rather than a shortfall.
|
||||
const somebody = netPerCycle({ stage: 'deputy', lifestyle: 2, standing: 90 });
|
||||
assert.ok(somebody < room, `standing itself should cost: ${somebody} against ${room} a run`);
|
||||
assert.ok(somebody <= 0,
|
||||
`and leave a deputy who has everything no better than level: ${somebody} a run`);
|
||||
|
||||
const never = [];
|
||||
const keeps = [];
|
||||
for (let seed = 0; seed < 8; seed++) {
|
||||
never.push(chaseStanding({ seed, keepUp: false }));
|
||||
keeps.push(chaseStanding({ seed, keepUp: true }));
|
||||
}
|
||||
const standing = (runs) => median(runs.map((s) => s.standing));
|
||||
assert.ok(standing(never) <= 90, `a deputy on a livery horse reached ${standing(never)} standing`);
|
||||
assert.ok(standing(keeps) >= 95, `a deputy keeping up reached only ${standing(keeps)} standing`);
|
||||
assert.ok(median(keeps.map((s) => s.money)) < median(never.map((s) => s.money)),
|
||||
'and it is paid for in money');
|
||||
});
|
||||
|
||||
test('hard times is uncommon for a careful player and real for a careless one', () => {
|
||||
const countHardTimes = (strategy) => {
|
||||
let days = 0;
|
||||
play(pack, { strategy, seed: 'ht', turns: 200,
|
||||
visit: ({ turn }) => { if (turn.event.id === 'store_cut_off') days++; } });
|
||||
return days;
|
||||
};
|
||||
assert.equal(countHardTimes('thrifty'), 0, 'minding the money should keep you out of the book');
|
||||
assert.ok(countHardTimes('spendthrift') > 0, 'ignoring it should land you in it');
|
||||
});
|
||||
|
||||
test('the store ledger cannot spiral without limit', () => {
|
||||
let peak = 0;
|
||||
for (const strategy of ['spendthrift', 'desperate', 'random']) {
|
||||
for (let seed = 0; seed < 12; seed++) {
|
||||
play(pack, { strategy, seed, turns: 200,
|
||||
visit: ({ state }) => { peak = Math.max(peak, state.owed); } });
|
||||
}
|
||||
}
|
||||
// He stops carrying you at 120 and the largest single line is 32, so 152
|
||||
// plus a few stalled charges is the ceiling. Well above that means the gate
|
||||
// has stopped working.
|
||||
assert.ok(peak <= 220, `the ledger reached ${peak}; the credit ceiling is not holding`);
|
||||
|
||||
const charges = pack.upkeep.filter((u) => u.label?.startsWith('Store credit'));
|
||||
assert.ok(charges.length >= 3, 'the charge should step up as the ledger grows');
|
||||
});
|
||||
|
||||
test('a skill gate is never gated behind itself', () => {
|
||||
// The lesson Corporate Ladder's logs taught, applied here as a rule rather
|
||||
// than as a hope. Four of its options need negotiation 15 and several of its
|
||||
// largest negotiation gains sit behind that same gate, so a player who is
|
||||
// not deliberately chasing the skill bounces off the wall for thirty turns.
|
||||
//
|
||||
// The structural property that prevents it: for every skill threshold in the
|
||||
// pack, the growth available *without* passing that threshold must be able
|
||||
// to reach it, and repeatably — a single one-off award is not a route.
|
||||
const gates = new Map();
|
||||
for (const event of pack.events) {
|
||||
for (const option of event.options ?? []) {
|
||||
for (const requirement of option.requires ?? []) {
|
||||
if (!requirement.path.startsWith('skills.')) continue;
|
||||
const highest = gates.get(requirement.path) ?? 0;
|
||||
gates.set(requirement.path, Math.max(highest, requirement.value));
|
||||
}
|
||||
}
|
||||
}
|
||||
assert.ok(gates.size > 0, 'the pack should gate something on a skill');
|
||||
|
||||
for (const [path, highest] of gates) {
|
||||
const start = pack.state[path].initial;
|
||||
let repeatable = 0;
|
||||
for (const event of pack.events) {
|
||||
if (event.once) continue;
|
||||
for (const option of event.options ?? []) {
|
||||
// Ungated on this skill: a route a player has open from turn one.
|
||||
if ((option.requires ?? []).some((r) => r.path === path)) continue;
|
||||
const gain = (option.effects ?? [])
|
||||
.filter((e) => e.path === path && e.op === 'add')
|
||||
.reduce((sum, e) => sum + e.value, 0);
|
||||
if (gain > 0) repeatable += gain;
|
||||
}
|
||||
}
|
||||
assert.ok(start + repeatable > highest,
|
||||
`${path} tops out at ${highest}, but only ${repeatable} is reachable without it`);
|
||||
}
|
||||
});
|
||||
|
||||
test('a player who wants a skill does not wait long for the first door', () => {
|
||||
// Measured rather than assumed: a player steering for a skill should be
|
||||
// through its lowest gate inside the first two runs of the stage.
|
||||
const firstGate = 12;
|
||||
for (const path of ['skills.nerve', 'skills.trade']) {
|
||||
const gain = (o) => (o.option.effects ?? [])
|
||||
.filter((e) => e.path === path && e.op === 'add')
|
||||
.reduce((sum, e) => sum + e.value, 0);
|
||||
|
||||
const times = [];
|
||||
for (let seed = 0; seed < 12; seed++) {
|
||||
let state = startGame(pack, { seed: `gate-${seed}` });
|
||||
let at = null;
|
||||
for (let t = 0; t < 120 && at === null; t++) {
|
||||
const turn = currentTurn(pack, state);
|
||||
const available = turn.options.filter((o) => o.available);
|
||||
const best = [...available].sort((a, b) => gain(b) - gain(a))[0];
|
||||
state = takeTurn(pack, state, best.option.id).state;
|
||||
const value = path.split('.').reduce((o, k) => o?.[k], state);
|
||||
if (value >= firstGate) at = state.turn;
|
||||
}
|
||||
times.push(at ?? Infinity);
|
||||
}
|
||||
const typical = median(times);
|
||||
assert.ok(typical <= 20,
|
||||
`${path} reached ${firstGate} at turn ${typical}; the first door is too far off`);
|
||||
}
|
||||
});
|
||||
|
||||
test('the horse and the room are each offered only while they can still be bought', () => {
|
||||
// A real session was shown "Buy the bay" locked after buying it, and offered
|
||||
// the room under a description about the horse. See DECISIONS #40.
|
||||
const offered = (lifestyle) => pack.events
|
||||
.filter((e) => ['the_sale_barn', 'the_ellis_room'].includes(e.id))
|
||||
.filter((e) => check({ stage: 'deputy', lifestyle }, e.requires).passed)
|
||||
.map((e) => e.id);
|
||||
assert.deepEqual(offered(0), ['the_sale_barn']);
|
||||
assert.deepEqual(offered(1), ['the_ellis_room']);
|
||||
assert.deepEqual(offered(2), []);
|
||||
});
|
||||
|
||||
test('paying the book down never takes more than is owed', () => {
|
||||
// Turn 27 of that session: four dollars owed, twenty taken. See DECISIONS #38.
|
||||
const schema = resolveSchema(pack);
|
||||
const payDown = pack.events.find((e) => e.id === 'the_store')
|
||||
.options.find((o) => o.id === 'pay_down');
|
||||
const base = startGame(pack, { seed: 'the-book' });
|
||||
|
||||
const small = applyEffects({ ...base, money: 110, owed: 4 }, payDown.effects, schema).state;
|
||||
assert.equal(small.money, 106, 'four owed costs four');
|
||||
assert.equal(small.owed, 0);
|
||||
|
||||
const large = applyEffects({ ...base, money: 110, owed: 50 }, payDown.effects, schema).state;
|
||||
assert.equal(large.money, 90, 'more than twenty owed costs twenty');
|
||||
assert.equal(large.owed, 30);
|
||||
});
|
||||
|
||||
test('a deliberate player can put Dutch in their debt', () => {
|
||||
// The deepest relationship gate in the pack: `send_for_dutch` in the
|
||||
// marshal's office needs a favour banked two rungs earlier.
|
||||
const owed = (o) => (o.option.effects ?? [])
|
||||
.filter((e) => e.path === 'relationships.dutch.owes_you')
|
||||
.reduce((sum, e) => sum + e.value, 0);
|
||||
|
||||
let state = startGame(pack, { seed: 'dutch' });
|
||||
let reached = null;
|
||||
for (let t = 0; t < 60 && reached === null; t++) {
|
||||
if (state.relationships.dutch.owes_you >= 25) { reached = state.turn; break; }
|
||||
const turn = currentTurn(pack, state);
|
||||
const best = turn.options.filter((o) => o.available).sort((a, b) => owed(b) - owed(a))[0];
|
||||
state = takeTurn(pack, state, best.option.id).state;
|
||||
}
|
||||
assert.ok(reached && reached < 45, `Dutch's book opened at turn ${reached ?? 'never'}`);
|
||||
});
|
||||
@@ -141,6 +141,7 @@ test('the turn record carries the diff and the options the player could not take
|
||||
const locked = record.offered.find((o) => o.id === 'charm');
|
||||
assert.equal(locked.available, false);
|
||||
assert.equal(locked.failed[0].path, 'skills.talking');
|
||||
assert.equal(locked.hidden, false, 'the record says whether a locked option was on screen');
|
||||
});
|
||||
|
||||
test('history accumulates every turn and is what the retrospective reads', () => {
|
||||
@@ -249,3 +250,34 @@ test('scheduled upkeep falls due on its own period, not every turn', () => {
|
||||
assert.deepEqual(dueOn[13], ['daily', 'weekly rent'], 'turn 14 is rent only');
|
||||
assert.deepEqual(dueOn[20], ['daily', 'weekly rent', 'fortnightly pay'], 'turn 21 is both again');
|
||||
});
|
||||
|
||||
test('moving stage changes which events are drawn', () => {
|
||||
const twoStage = structuredClone(testPack);
|
||||
twoStage.events.push({
|
||||
id: 'upstairs_only',
|
||||
stage: 'attic',
|
||||
weight: 1,
|
||||
description: 'It is quieter up here.',
|
||||
options: [{ id: 'wait', label: 'Wait.', effects: [] }],
|
||||
});
|
||||
twoStage.events.find((e) => e.id === 'routine').options.push({
|
||||
id: 'climb',
|
||||
label: 'Go up to the attic.',
|
||||
effects: [{ path: 'stage', op: 'set', value: 'attic' }],
|
||||
});
|
||||
|
||||
let state = startGame(twoStage, { seed: 'stages' });
|
||||
// Walk to a turn offering the climb, then take it.
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const turn = currentTurn(twoStage, state);
|
||||
if (turn.event.id === 'routine') {
|
||||
state = takeTurn(twoStage, state, 'climb').state;
|
||||
break;
|
||||
}
|
||||
state = takeTurn(twoStage, state, turn.options.find((o) => o.available).option.id).state;
|
||||
}
|
||||
|
||||
assert.equal(state.stage, 'attic');
|
||||
assert.equal(currentTurn(twoStage, state).event.id, 'upstairs_only',
|
||||
'only the new stage\'s events are reachable now');
|
||||
});
|
||||
|
||||
+307
-6
@@ -10,9 +10,17 @@ import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { installFakeDom, byClass, firstByClass, byTag } from './fixtures/fake-dom.js';
|
||||
|
||||
/** Boot the app fresh against a clean fake DOM. */
|
||||
async function boot() {
|
||||
/**
|
||||
* Boot the app fresh against a clean fake DOM.
|
||||
*
|
||||
* `pack` is written to the remembered-pack slot before booting, which is how a
|
||||
* returning player lands back in a setting. Pass null to boot with nothing
|
||||
* remembered and nothing saved, which is the first-time player who gets the
|
||||
* setting picker instead of a turn.
|
||||
*/
|
||||
async function boot({ pack = 'corporateladder' } = {}) {
|
||||
const dom = installFakeDom();
|
||||
if (pack) dom.storage.setItem('theladder.pack.v1', pack);
|
||||
// A fresh module instance per test: the app holds module-level state.
|
||||
const { boot: bootApp } = await import(`../src/ui/app.js?t=${Math.random()}`);
|
||||
bootApp(dom.root);
|
||||
@@ -22,6 +30,26 @@ async function boot() {
|
||||
const text = (root) => root.textContent;
|
||||
const optionButtons = (root) => byClass(root, 'option');
|
||||
const enabledOptions = (root) => optionButtons(root).filter((b) => !b.disabled);
|
||||
const wrapUp = (root) => byTag(root, 'button').find((b) => /Wrap up/.test(b.textContent));
|
||||
|
||||
test('tabbing past the last option does not land on the button that ends the run', async () => {
|
||||
// Document order is tab order. "Wrap up my career" sat immediately after the
|
||||
// last option, so one Tab too many and Enter showed the retrospective — which
|
||||
// a real player, on the keyboard, read as the game ending at day 31.
|
||||
const dom = await boot();
|
||||
try {
|
||||
const buttons = byTag(dom.root, 'button');
|
||||
const lastOption = buttons.map((b) => /option/.test(b.className ?? '')).lastIndexOf(true);
|
||||
const next = buttons[lastOption + 1];
|
||||
assert.ok(next, 'there is something after the options');
|
||||
assert.doesNotMatch(next.textContent, /Wrap up/,
|
||||
'the next thing Tab reaches should not be the one that leaves the turn');
|
||||
assert.equal(wrapUp(dom.root), buttons[buttons.length - 1],
|
||||
'it belongs last, behind everything harmless');
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('the app boots to a playable turn screen', async () => {
|
||||
const dom = await boot();
|
||||
@@ -112,7 +140,7 @@ test('progress is written to local storage and restored on the next boot', async
|
||||
enabledOptions(dom.root)[0].click();
|
||||
firstByClass(dom.root, 'button--next').click();
|
||||
|
||||
const saved = JSON.parse(dom.storage.getItem('theladder.save.v1'));
|
||||
const saved = JSON.parse(dom.storage.getItem('theladder.save.v1.corporateladder'));
|
||||
assert.equal(saved.state.turn, 3);
|
||||
|
||||
// Boot again against the same storage: the run should resume, not restart.
|
||||
@@ -142,7 +170,7 @@ test('every played turn is logged, separately from the save', async () => {
|
||||
assert.ok(Array.isArray(entry.offered), 'the options offered are recorded');
|
||||
assert.equal(entry.rating, null, 'feedback starts empty');
|
||||
|
||||
const save = JSON.parse(dom.storage.getItem('theladder.save.v1'));
|
||||
const save = JSON.parse(dom.storage.getItem('theladder.save.v1.corporateladder'));
|
||||
assert.equal(save.state.history.length, 3);
|
||||
assert.ok(!JSON.stringify(save).includes('rating'), 'feedback is not mixed into the save');
|
||||
} finally {
|
||||
@@ -205,9 +233,10 @@ test('the retrospective summarises the run and is not an ending', async () => {
|
||||
enabledOptions(dom.root)[0].click();
|
||||
firstByClass(dom.root, 'button--next').click();
|
||||
}
|
||||
firstByClass(dom.root, 'button').click(); // "Wrap up my career"
|
||||
wrapUp(dom.root).click();
|
||||
|
||||
assert.ok(firstByClass(dom.root, 'screen--retrospective'));
|
||||
assert.match(text(dom.root), /not an ending/, 'it says so, rather than implying it');
|
||||
const body = text(dom.root);
|
||||
assert.match(body, /Career retrospective/);
|
||||
assert.match(body, /6 days in the mailroom/);
|
||||
@@ -226,7 +255,7 @@ test('the retrospective summarises the run and is not an ending', async () => {
|
||||
test('a run with nothing notable still gets a retrospective', async () => {
|
||||
const dom = await boot();
|
||||
try {
|
||||
firstByClass(dom.root, 'button').click(); // wrap up on turn one
|
||||
wrapUp(dom.root).click(); // wrap up on turn one
|
||||
assert.ok(firstByClass(dom.root, 'screen--retrospective'));
|
||||
assert.match(text(dom.root), /Nothing that anybody would write down/);
|
||||
} finally {
|
||||
@@ -275,3 +304,275 @@ test('wages and rent appear in the ledger on the days they fall due', async () =
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('the status bar says what you are playing, which pack, and who you are', async () => {
|
||||
const dom = await boot();
|
||||
try {
|
||||
const status = text(firstByClass(dom.root, 'statusbar'));
|
||||
assert.match(status, /The Ladder/, 'the game');
|
||||
assert.match(status, /Corporate Ladder/, 'the pack');
|
||||
assert.match(status, /Mail Associate I/, 'the current title');
|
||||
assert.match(status, /\d+\.\d+\.\d+ · /, 'the version and build');
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('the status bar title follows the player up a tier', async () => {
|
||||
const { statusBar } = await import('../src/ui/components.js');
|
||||
const { corporateLadder } = await import('../content/corporateladder/index.js');
|
||||
const dom = installFakeDom();
|
||||
try {
|
||||
const promoted = statusBar(corporateLadder, { stage: 'dispatch' });
|
||||
assert.match(promoted.textContent, /Dispatch Coordinator/);
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('the keyboard alone can play a turn: focus lands where Enter should go', async () => {
|
||||
const dom = await boot();
|
||||
try {
|
||||
// Choosing: the first option a player can actually take.
|
||||
const firstPlayable = enabledOptions(dom.root)[0];
|
||||
assert.equal(dom.document.activeElement, firstPlayable,
|
||||
'the first available option is focused, so Enter takes it');
|
||||
|
||||
dom.document.activeElement.click();
|
||||
|
||||
// Outcome: the button that moves the run on.
|
||||
const next = firstByClass(dom.root, 'button--next');
|
||||
assert.equal(dom.document.activeElement, next,
|
||||
'the next-turn button is focused, so Enter advances');
|
||||
|
||||
dom.document.activeElement.click();
|
||||
assert.ok(firstByClass(dom.root, 'scenario'), 'and we are choosing again');
|
||||
assert.equal(dom.document.activeElement, enabledOptions(dom.root)[0]);
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('locked options are not in the tab order', async () => {
|
||||
const dom = await boot();
|
||||
try {
|
||||
// Disabled buttons are skipped by the browser's own tab handling; the
|
||||
// guarantee this test protects is that locked options stay disabled.
|
||||
for (let i = 0; i < 40; i++) {
|
||||
const locked = optionButtons(dom.root).filter((b) => b.disabled);
|
||||
if (locked.length) {
|
||||
assert.ok(locked.every((b) => b.disabled === true));
|
||||
return;
|
||||
}
|
||||
enabledOptions(dom.root)[0].click();
|
||||
firstByClass(dom.root, 'button--next').click();
|
||||
}
|
||||
assert.fail('no locked option appeared in 40 turns');
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('the ledger reads as English, and leaves bookkeeping out of it', async () => {
|
||||
const { changeList } = await import('../src/ui/components.js');
|
||||
const { corporateLadder: pack } = await import('../content/corporateladder/index.js');
|
||||
const dom = installFakeDom();
|
||||
try {
|
||||
const rendered = changeList(pack, [
|
||||
{ path: 'money', op: 'add', value: -20, from: 520, to: 500, clamped: false },
|
||||
{ path: 'flags.holds_the_envelope', op: 'set', value: true, from: false, to: true, clamped: false },
|
||||
{ path: 'notable', op: 'push', value: 'Kept an envelope.', from: [], to: ['Kept an envelope.'], clamped: false },
|
||||
]);
|
||||
const body = rendered.textContent;
|
||||
|
||||
assert.match(body, /Money/);
|
||||
assert.match(body, /−\$20/);
|
||||
assert.match(body, /The envelope is in your locker\./, 'a flag reads as a sentence');
|
||||
assert.doesNotMatch(body, /now true/, 'not as a boolean');
|
||||
assert.doesNotMatch(body, /Notable/, 'the retrospective\'s own list stays out of the ledger');
|
||||
assert.doesNotMatch(body, /Kept an envelope\./);
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('a first-time player is asked which setting to play', async () => {
|
||||
// Nothing saved and nothing remembered: the front door is the picker rather
|
||||
// than whichever pack happens to be first in the registry.
|
||||
const dom = await boot({ pack: null });
|
||||
try {
|
||||
assert.ok(firstByClass(dom.root, 'screen--packs'), 'the picker rendered');
|
||||
assert.match(text(dom.root), /Corporate Ladder/);
|
||||
assert.match(text(dom.root), /The Frontier/);
|
||||
assert.match(text(dom.root), /Not started/, 'a pack with no run says so');
|
||||
|
||||
const start = byClass(dom.root, 'button').find((b) => /Start here/.test(b.textContent));
|
||||
assert.ok(start, 'the picker offers a way in');
|
||||
start.click();
|
||||
assert.ok(firstByClass(dom.root, 'screen--turn'), 'choosing a setting starts it');
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('switching settings keeps both runs', async () => {
|
||||
// The defect this guards against: one global save slot, so the first switch
|
||||
// silently threw the other career away.
|
||||
const dom = await boot({ pack: 'corporateladder' });
|
||||
try {
|
||||
enabledOptions(dom.root)[0].click();
|
||||
byClass(dom.root, 'button').find((b) => /Next/.test(b.textContent))?.click();
|
||||
assert.match(text(dom.root), /Day 2/, 'a turn was played in the first setting');
|
||||
|
||||
byClass(dom.root, 'button').find((b) => /Change setting/.test(b.textContent)).click();
|
||||
const toFrontier = byClass(dom.root, 'button')
|
||||
.find((b) => /Start here|Go back to this run/.test(b.textContent));
|
||||
toFrontier.click();
|
||||
|
||||
assert.match(text(dom.root), /Hollis Vane/, 'the second setting is running');
|
||||
assert.match(text(dom.root), /Day 1/, 'and it started fresh');
|
||||
|
||||
// Both slots are on disk, independently.
|
||||
const corporate = JSON.parse(dom.storage.getItem('theladder.save.v1.corporateladder'));
|
||||
const frontier = JSON.parse(dom.storage.getItem('theladder.save.v1.frontier'));
|
||||
assert.equal(corporate.state.turn, 2, 'the first run is still where it was');
|
||||
assert.equal(frontier.state.turn, 1);
|
||||
assert.equal(corporate.state.meta.packId, 'corporateladder');
|
||||
assert.equal(frontier.state.meta.packId, 'frontier');
|
||||
|
||||
// And going back resumes rather than restarting.
|
||||
byClass(dom.root, 'button').find((b) => /Change setting/.test(b.textContent)).click();
|
||||
assert.match(text(dom.root), /Day 2, Mail Associate I, saved/,
|
||||
'the picker reports where the other run is');
|
||||
byClass(dom.root, 'button').find((b) => /Go back to this run/.test(b.textContent)).click();
|
||||
assert.match(text(dom.root), /Day 2/, 'the first career resumed where it was left');
|
||||
assert.match(text(dom.root), /Marlene Hobb/);
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('a run saved before settings were selectable is not lost', async () => {
|
||||
// The old single slot, migrated on read. Someone mid-career when this
|
||||
// shipped should find their career, not a new one.
|
||||
const dom = installFakeDom();
|
||||
try {
|
||||
const { startGame } = await import('../src/engine/game.js');
|
||||
const { corporateLadder } = await import('../content/corporateladder/index.js');
|
||||
const legacy = startGame(corporateLadder, { seed: 'legacy' });
|
||||
legacy.turn = 61;
|
||||
dom.storage.setItem('theladder.save.v1',
|
||||
JSON.stringify({ format: 1, savedAt: null, state: legacy }));
|
||||
|
||||
const { boot: bootApp } = await import(`../src/ui/app.js?t=${Math.random()}`);
|
||||
bootApp(dom.root);
|
||||
|
||||
assert.ok(firstByClass(dom.root, 'screen--turn'), 'it booted into the run, not the picker');
|
||||
assert.match(text(dom.root), /Day 61/, 'the old career came back');
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('a save written before a stat existed gains it, rather than losing the content', async () => {
|
||||
// The failure this guards against is silent, which is what makes it worth a
|
||||
// test: conditions.js compares numbers only, so with no `lifestyle` path both
|
||||
// `lifestyle < 2` and `lifestyle >= 1` are false. Every event, option and
|
||||
// upkeep entry gated on a stat added since the save was written simply does
|
||||
// not exist for that career, and nothing anywhere says so.
|
||||
const dom = installFakeDom();
|
||||
try {
|
||||
const { startGame } = await import('../src/engine/game.js');
|
||||
const { corporateLadder } = await import('../content/corporateladder/index.js');
|
||||
const before = startGame(corporateLadder, { seed: 'pre-lifestyle' });
|
||||
before.turn = 40;
|
||||
delete before.lifestyle;
|
||||
dom.storage.setItem('theladder.save.v1.corporateladder',
|
||||
JSON.stringify({ format: 1, savedAt: null, state: before }));
|
||||
dom.storage.setItem('theladder.pack.v1', 'corporateladder');
|
||||
|
||||
const { boot: bootApp } = await import(`../src/ui/app.js?t=${Math.random()}`);
|
||||
bootApp(dom.root);
|
||||
|
||||
assert.match(text(dom.root), /Day 40/, 'the career resumed where it was');
|
||||
const saved = JSON.parse(dom.storage.getItem('theladder.save.v1.corporateladder'));
|
||||
assert.equal(saved.state.lifestyle, 0,
|
||||
'the stat the run predates was filled in, and the repair written back');
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('the header reads the second pack\'s display map, not the first\'s', async () => {
|
||||
// `display` is a per-pack contract with the interface, and a typo in it is
|
||||
// only visible at runtime. Corporate Ladder's version is covered above; this
|
||||
// is the same assertion against a pack with entirely different stat names.
|
||||
const dom = await boot({ pack: 'frontier' });
|
||||
try {
|
||||
const stats = text(firstByClass(dom.root, 'stats'));
|
||||
assert.match(stats, /Money/);
|
||||
assert.match(stats, /\$40/, 'money is formatted as money');
|
||||
assert.match(stats, /Nerve/);
|
||||
assert.match(stats, /Trade/);
|
||||
assert.match(stats, /Standing/);
|
||||
assert.doesNotMatch(stats, /Negotiation|Logistics/, 'no leakage from the other pack');
|
||||
assert.doesNotMatch(stats, /Owed at the store/, 'the ledger is hidden while it is zero');
|
||||
|
||||
assert.match(text(dom.root), /Cold Fork/, 'the people panel is named by the pack');
|
||||
assert.match(text(dom.root), /Hollis Vane/);
|
||||
assert.match(text(dom.root), /Marshal Ward/);
|
||||
assert.match(text(dom.root), /Hired Hand/, 'the stage title comes from the pack');
|
||||
assert.match(text(dom.root), /Stage day/, 'and so does the name of the day');
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
// ---- a drawn cast, and checks (DECISIONS #41) ----------------------------------
|
||||
|
||||
test('a pack with a drawn cast shows whoever this run drew, and never a placeholder', async () => {
|
||||
const dom = await boot({ pack: 'countinghouse' });
|
||||
try {
|
||||
const people = byClass(dom.root, 'person');
|
||||
// One partner, one chief clerk, and two to four clerks.
|
||||
assert.ok(people.length >= 4 && people.length <= 6, `${people.length} people in the panel`);
|
||||
const titles = byClass(dom.root, 'person__title').map((t) => t.textContent);
|
||||
assert.equal(titles.filter((t) => t === 'Senior Partner').length, 1);
|
||||
assert.equal(titles.filter((t) => t === 'Chief Clerk').length, 1);
|
||||
const clerks = titles.filter((t) => t === 'Clerk').length;
|
||||
assert.ok(clerks >= 2 && clerks <= 4, `${clerks} clerks`);
|
||||
for (let turn = 0; turn < 25; turn++) {
|
||||
assert.doesNotMatch(text(dom.root), /\{[a-z_0-9.]+\}/, 'a {placeholder} reached the screen');
|
||||
enabledOptions(dom.root)[0].click();
|
||||
assert.doesNotMatch(text(dom.root), /\{[a-z_0-9.]+\}/, 'a {placeholder} reached the outcome');
|
||||
firstByClass(dom.root, 'button--next').click();
|
||||
}
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
test('a checked option shows its odds in words, and the outcome says whether it came off', async () => {
|
||||
const dom = await boot({ pack: 'countinghouse' });
|
||||
try {
|
||||
let checked;
|
||||
for (let turn = 0; turn < 40 && !checked; turn++) {
|
||||
checked = optionButtons(dom.root).find((b) => !b.disabled && firstByClass(b, 'option__odds'));
|
||||
if (checked) break;
|
||||
enabledOptions(dom.root)[0].click();
|
||||
firstByClass(dom.root, 'button--next').click();
|
||||
}
|
||||
assert.ok(checked, 'a checked option turned up within forty days');
|
||||
const odds = firstByClass(checked, 'option__odds').textContent;
|
||||
assert.match(odds, /^(a long shot|unlikely|an even chance|likely|a safe bet)$/);
|
||||
assert.doesNotMatch(text(dom.root), /\d+%/, 'no percentage is ever shown');
|
||||
|
||||
checked.click();
|
||||
const said = text(firstByClass(dom.root, 'outcome__check'));
|
||||
assert.match(said, /and it (came|did not come) off\./);
|
||||
assert.ok(said.toLowerCase().startsWith(odds), `the outcome repeats the odds: "${said}"`);
|
||||
assert.ok(firstByClass(dom.root, 'outcome__text'), 'and says what happened');
|
||||
} finally {
|
||||
dom.restore();
|
||||
}
|
||||
});
|
||||
|
||||
@@ -25,6 +25,23 @@ test('an effect writing an undeclared path is caught', () => {
|
||||
assert.match(messages(result), /skills\.wleding.*not declared/s);
|
||||
});
|
||||
|
||||
test('an amount read from state must read a declared path, with numeric scale and cap', () => {
|
||||
const unknown = broken((pack) => {
|
||||
pack.events[0].options[0].effects.push({ path: 'money', op: 'add', value: { from: 'skills.wleding', times: -1 } });
|
||||
});
|
||||
assert.match(messages(unknown), /reads its amount from "skills\.wleding".*not declared/s);
|
||||
|
||||
const badCap = broken((pack) => {
|
||||
pack.events[0].options[0].effects.push({ path: 'money', op: 'add', value: { from: 'money', cap: 'lots' } });
|
||||
});
|
||||
assert.match(messages(badCap), /non-numeric cap/);
|
||||
|
||||
const fine = broken((pack) => {
|
||||
pack.events[0].options[0].effects.push({ path: 'money', op: 'add', value: { from: 'money', times: -1, cap: 5 } });
|
||||
});
|
||||
assert.deepEqual(fine.errors, []);
|
||||
});
|
||||
|
||||
test('a relationship effect naming a character who does not exist is caught', () => {
|
||||
const result = broken((pack) => {
|
||||
pack.events[0].options[0].effects.push({ path: 'relationships.dave.likes_you', op: 'add', value: 1 });
|
||||
@@ -164,3 +181,24 @@ test('a malformed upkeep schedule is caught', () => {
|
||||
assert.deepEqual(orphanOffset.errors, []);
|
||||
assert.match(orphanOffset.warnings.join('\n'), /offset has no effect without every/);
|
||||
});
|
||||
|
||||
test('content may move the player between stages, but only to a real one', () => {
|
||||
const good = broken((pack) => {
|
||||
pack.events.push({
|
||||
id: 'upstairs', stage: 'attic', weight: 1, description: 'Up you go.',
|
||||
options: [{ id: 'go', label: 'Go up.', effects: [] }],
|
||||
});
|
||||
pack.events[0].options[0].effects.push({ path: 'stage', op: 'set', value: 'attic' });
|
||||
});
|
||||
assert.deepEqual(good.errors, []);
|
||||
|
||||
const nowhere = broken((pack) => {
|
||||
pack.events[0].options[0].effects.push({ path: 'stage', op: 'set', value: 'penthouse' });
|
||||
});
|
||||
assert.match(messages(nowhere), /stage "penthouse", which has no events/);
|
||||
|
||||
const wrongOp = broken((pack) => {
|
||||
pack.events[0].options[0].effects.push({ path: 'stage', op: 'add', value: 1 });
|
||||
});
|
||||
assert.match(messages(wrongOp), /may only be written with set/);
|
||||
});
|
||||
|
||||
@@ -0,0 +1,260 @@
|
||||
// Read an exported feedback log and report what actually happened.
|
||||
//
|
||||
// node tools/analyze-log.js theladder-feedback-2026-09-10-11-04-22.json
|
||||
//
|
||||
// The question this exists to answer: how many turns were played against how
|
||||
// many distinct situations, and how often each one came round again. A pack
|
||||
// that invites a 180-turn run needs to be judged on what turn 180 looked like,
|
||||
// not on what turn 5 did.
|
||||
//
|
||||
// It also surfaces the two things worth more than any rating — the gates
|
||||
// players kept bouncing off, and anything they said they wanted to do.
|
||||
|
||||
import { readFile, readdir, stat } from 'node:fs/promises';
|
||||
import { resolve, dirname, join } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const root = resolve(dirname(fileURLToPath(import.meta.url)), '..');
|
||||
const logsDir = resolve(root, 'logs');
|
||||
|
||||
/**
|
||||
* The most recently modified feedback log in logs/, when none was named.
|
||||
*
|
||||
* Feedback logs only. A save export is a .json too, and a playtester who
|
||||
* exports both — as the first one to do so did — would otherwise have the save
|
||||
* read as a log whenever it was the later of the two.
|
||||
*/
|
||||
async function newestLog() {
|
||||
let names;
|
||||
try {
|
||||
names = (await readdir(logsDir))
|
||||
.filter((name) => name.startsWith('theladder-feedback-') && name.endsWith('.json'));
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
if (!names.length) return null;
|
||||
|
||||
const timed = await Promise.all(names.map(async (name) => {
|
||||
const path = join(logsDir, name);
|
||||
return { path, at: (await stat(path)).mtimeMs };
|
||||
}));
|
||||
return timed.sort((a, b) => b.at - a.at)[0].path;
|
||||
}
|
||||
|
||||
const bar = (fraction, width = 24) =>
|
||||
'█'.repeat(Math.max(1, Math.round(fraction * width))).padEnd(width, '·');
|
||||
|
||||
const pct = (n, total) => `${((n / total) * 100).toFixed(1)}%`;
|
||||
|
||||
function section(title) {
|
||||
console.log(`\n${title}`);
|
||||
console.log('─'.repeat(title.length));
|
||||
}
|
||||
|
||||
/** Split the log into playthroughs. One export can hold several. */
|
||||
function byRun(entries) {
|
||||
const runs = new Map();
|
||||
for (const entry of entries) {
|
||||
if (!runs.has(entry.seed)) runs.set(entry.seed, []);
|
||||
runs.get(entry.seed).push(entry);
|
||||
}
|
||||
return runs;
|
||||
}
|
||||
|
||||
/**
|
||||
* How often each situation came round.
|
||||
*
|
||||
* Gaps are pooled *within* runs and never across them. An export can hold
|
||||
* several playthroughs, and turn numbers restart with each — measuring a gap
|
||||
* across that seam produced "every ~-5 turns", which is how this was caught.
|
||||
*/
|
||||
function reportRepetition(runs) {
|
||||
const counts = new Map();
|
||||
const spans = new Map(); // summed (last - first) within each run
|
||||
const pairs = new Map(); // summed (appearances - 1) within each run
|
||||
const onlyTurn = new Map();
|
||||
let turns = 0;
|
||||
|
||||
for (const run of runs.values()) {
|
||||
const firstSeen = new Map();
|
||||
const lastSeen = new Map();
|
||||
const inRun = new Map();
|
||||
for (const entry of run) {
|
||||
turns++;
|
||||
counts.set(entry.event_id, (counts.get(entry.event_id) ?? 0) + 1);
|
||||
inRun.set(entry.event_id, (inRun.get(entry.event_id) ?? 0) + 1);
|
||||
if (!firstSeen.has(entry.event_id)) firstSeen.set(entry.event_id, entry.turn);
|
||||
lastSeen.set(entry.event_id, entry.turn);
|
||||
}
|
||||
for (const [eventId, appearances] of inRun) {
|
||||
if (appearances > 1) {
|
||||
spans.set(eventId, (spans.get(eventId) ?? 0) + (lastSeen.get(eventId) - firstSeen.get(eventId)));
|
||||
pairs.set(eventId, (pairs.get(eventId) ?? 0) + (appearances - 1));
|
||||
} else if (!onlyTurn.has(eventId)) {
|
||||
onlyTurn.set(eventId, firstSeen.get(eventId));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const distinct = counts.size;
|
||||
section('Repetition');
|
||||
console.log(`${turns} turns across ${distinct} distinct situations ` +
|
||||
`— each seen ${(turns / distinct).toFixed(1)} times on average.`);
|
||||
const repeated = [...counts.values()].filter((n) => n > 1).length;
|
||||
console.log(`${repeated} of ${distinct} came up more than once; ` +
|
||||
`${distinct - repeated} were one-offs.`);
|
||||
|
||||
const ranked = [...counts.entries()].sort((a, b) => b[1] - a[1]);
|
||||
const most = ranked[0][1];
|
||||
console.log('');
|
||||
for (const [eventId, count] of ranked) {
|
||||
const pairCount = pairs.get(eventId) ?? 0;
|
||||
const gap = pairCount > 0
|
||||
? ` every ~${Math.max(1, Math.round(spans.get(eventId) / pairCount))} turns`
|
||||
: ` once${runs.size > 1 ? ' per run' : `, turn ${onlyTurn.get(eventId)}`}`;
|
||||
console.log(` ${eventId.padEnd(24)} ${String(count).padStart(3)} ` +
|
||||
`${bar(count / most)} ${pct(count, turns).padStart(6)}${gap}`);
|
||||
}
|
||||
}
|
||||
|
||||
function reportChoices(entries) {
|
||||
const counts = new Map();
|
||||
for (const entry of entries) {
|
||||
const key = `${entry.event_id}.${entry.action_taken}`;
|
||||
counts.set(key, (counts.get(key) ?? 0) + 1);
|
||||
}
|
||||
section('Choices');
|
||||
const ranked = [...counts.entries()].sort((a, b) => b[1] - a[1]);
|
||||
console.log(`${counts.size} distinct options taken. Most used:`);
|
||||
for (const [key, count] of ranked.slice(0, 8)) {
|
||||
console.log(` ${String(count).padStart(3)}× ${key}`);
|
||||
}
|
||||
}
|
||||
|
||||
function reportGates(entries) {
|
||||
// What players were shown but could not take. The strongest signal that a
|
||||
// choice set is too narrow, and it arrives whether or not anyone types.
|
||||
const blocked = new Map();
|
||||
for (const entry of entries) {
|
||||
for (const option of entry.offered ?? []) {
|
||||
// A hidden option was never on screen, so it was never a door anybody
|
||||
// met. Logs from before 0.3.4 do not record `hidden`, and still count
|
||||
// such options here. See DECISIONS #39.
|
||||
if (option.available || option.hidden) continue;
|
||||
const reasons = (option.failed ?? [])
|
||||
.map((c) => `${c.path} ${c.op} ${JSON.stringify(c.value)}`)
|
||||
.join(', ') || 'unstated';
|
||||
const key = `${entry.event_id}.${option.id} — needs ${reasons}`;
|
||||
blocked.set(key, (blocked.get(key) ?? 0) + 1);
|
||||
}
|
||||
}
|
||||
section('Doors that stayed shut');
|
||||
if (blocked.size === 0) {
|
||||
console.log('Nothing was ever locked.');
|
||||
return;
|
||||
}
|
||||
const ranked = [...blocked.entries()].sort((a, b) => b[1] - a[1]);
|
||||
console.log(`${ranked.reduce((s, [, n]) => s + n, 0)} locked options shown, ` +
|
||||
`${blocked.size} distinct. Most often:`);
|
||||
for (const [key, count] of ranked.slice(0, 10)) {
|
||||
console.log(` ${String(count).padStart(3)}× ${key}`);
|
||||
}
|
||||
}
|
||||
|
||||
function reportFeedback(entries) {
|
||||
section('What the player said');
|
||||
const rated = entries.filter((e) => e.rating);
|
||||
const tally = { up: 0, neutral: 0, down: 0 };
|
||||
for (const entry of rated) tally[entry.rating] = (tally[entry.rating] ?? 0) + 1;
|
||||
|
||||
console.log(rated.length
|
||||
? `${rated.length} of ${entries.length} turns rated — ` +
|
||||
`👍 ${tally.up} 😐 ${tally.neutral} 👎 ${tally.down}`
|
||||
: 'No turns were rated.');
|
||||
|
||||
const rateFor = (id) => {
|
||||
const seen = entries.filter((e) => e.event_id === id && e.rating);
|
||||
if (!seen.length) return null;
|
||||
const score = seen.reduce((s, e) => s + (e.rating === 'up' ? 1 : e.rating === 'down' ? -1 : 0), 0);
|
||||
return { id, score, n: seen.length };
|
||||
};
|
||||
const scored = [...new Set(entries.map((e) => e.event_id))]
|
||||
.map(rateFor).filter(Boolean).sort((a, b) => b.score - a.score);
|
||||
if (scored.length > 1) {
|
||||
console.log(`\n best received: ${scored[0].id} (${scored[0].score >= 0 ? '+' : ''}${scored[0].score} over ${scored[0].n})`);
|
||||
const worst = scored.at(-1);
|
||||
console.log(` worst received: ${worst.id} (${worst.score >= 0 ? '+' : ''}${worst.score} over ${worst.n})`);
|
||||
}
|
||||
|
||||
const comments = entries.filter((e) => e.comment);
|
||||
if (comments.length) {
|
||||
console.log('\n Comments:');
|
||||
for (const entry of comments) {
|
||||
console.log(` turn ${entry.turn} (${entry.event_id}): ${entry.comment}`);
|
||||
}
|
||||
}
|
||||
|
||||
const wanted = entries.filter((e) => e.desired_but_unavailable_action);
|
||||
if (wanted.length) {
|
||||
console.log('\n Wanted to do, but could not:');
|
||||
for (const entry of wanted) {
|
||||
console.log(` turn ${entry.turn} (${entry.event_id}): ${entry.desired_but_unavailable_action}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
async function main() {
|
||||
const path = process.argv[2] ?? await newestLog();
|
||||
if (!path) {
|
||||
console.error('usage: npm run analyze -- <exported-feedback-log.json>');
|
||||
console.error(' or: drop the export into logs/ and run npm run analyze');
|
||||
process.exitCode = 1;
|
||||
return;
|
||||
}
|
||||
if (!process.argv[2]) console.log(`reading ${path.replace(`${root}/`, '')}\n`);
|
||||
|
||||
const log = JSON.parse(await readFile(path, 'utf8'));
|
||||
const entries = log.entries ?? [];
|
||||
if (!entries.length) {
|
||||
console.log('The log has no entries.');
|
||||
return;
|
||||
}
|
||||
|
||||
// One log can hold turns from more than one setting, and pooling them would
|
||||
// put a mailroom and a freight yard in the same repetition table. The same
|
||||
// rule as the run boundary in DECISIONS #30, a level up: every statistic
|
||||
// here is per pack, and a log is not one sequence.
|
||||
const byPack = new Map();
|
||||
for (const entry of entries) {
|
||||
const id = entry.pack_id ?? 'unknown';
|
||||
if (!byPack.has(id)) byPack.set(id, []);
|
||||
byPack.get(id).push(entry);
|
||||
}
|
||||
|
||||
if (byPack.size > 1) {
|
||||
console.log(`${entries.length} turns logged across ${byPack.size} settings.`);
|
||||
}
|
||||
|
||||
for (const [packId, packEntries] of byPack) {
|
||||
const runs = byRun(packEntries);
|
||||
console.log(
|
||||
`${packEntries.length} turns logged across ${runs.size} run${runs.size === 1 ? '' : 's'} ` +
|
||||
`(pack ${packId} ${packEntries[0].pack_version ?? ''})`.trimEnd(),
|
||||
);
|
||||
for (const [seed, run] of runs) {
|
||||
const stages = [...new Set(run.map((e) => e.stage))];
|
||||
console.log(` seed ${seed}: ${run.length} turns, ${stages.join(' → ')}`);
|
||||
}
|
||||
|
||||
reportRepetition(runs);
|
||||
reportChoices(packEntries);
|
||||
reportGates(packEntries);
|
||||
reportFeedback(packEntries);
|
||||
console.log('');
|
||||
}
|
||||
}
|
||||
|
||||
main().catch((error) => {
|
||||
console.error(`could not analyse that log: ${error.message}`);
|
||||
process.exitCode = 1;
|
||||
});
|
||||
+31
-3
@@ -10,6 +10,7 @@
|
||||
// a silent mis-bundle would be far worse than a failed build.
|
||||
|
||||
import { readFile, writeFile, mkdir } from 'node:fs/promises';
|
||||
import { execFileSync } from 'node:child_process';
|
||||
import { dirname, resolve, relative } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
@@ -78,7 +79,11 @@ async function collect(entryPath, seen = new Map()) {
|
||||
const source = await readFile(entryPath, 'utf8');
|
||||
seen.set(entryPath, null); // reserve the slot before recursing
|
||||
|
||||
const specifiers = [...source.matchAll(/^[ \t]*import\s.*?from\s*['"]([^'"]+)['"];?[ \t]*$/gm)]
|
||||
// `[\s\S]*?` rather than `.*?`: a destructured import may be wrapped across
|
||||
// several lines, and `transform` below already rewrites those — a scan that
|
||||
// missed them produced a bundle with a __require for a module that was never
|
||||
// collected, which only failed when the bundled game was run.
|
||||
const specifiers = [...source.matchAll(/^[ \t]*import\s[\s\S]*?from\s*['"]([^'"]+)['"];?[ \t]*$/gm)]
|
||||
.map((match) => match[1])
|
||||
.filter((specifier) => specifier.startsWith('.'));
|
||||
|
||||
@@ -89,6 +94,23 @@ async function collect(entryPath, seen = new Map()) {
|
||||
return seen;
|
||||
}
|
||||
|
||||
/**
|
||||
* The commit this build came from, marked `+` when the tree had uncommitted
|
||||
* changes. Substituted into the output only — src/build-info.js stays as it is
|
||||
* in the repository, so building never dirties the working tree.
|
||||
*/
|
||||
function buildIdentity() {
|
||||
try {
|
||||
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root, stdio: 'pipe' })
|
||||
.toString().trim();
|
||||
const dirty = execFileSync('git', ['status', '--porcelain'], { cwd: root, stdio: 'pipe' })
|
||||
.toString().trim().length > 0;
|
||||
return dirty ? `${sha}+` : sha;
|
||||
} catch {
|
||||
return 'unknown';
|
||||
}
|
||||
}
|
||||
|
||||
async function build() {
|
||||
const html = await readFile(entryHtml, 'utf8');
|
||||
|
||||
@@ -130,15 +152,21 @@ async function build() {
|
||||
'})();',
|
||||
].join('\n');
|
||||
|
||||
const commit = buildIdentity();
|
||||
const stamped = script
|
||||
.replace("commit: 'dev'", `commit: '${commit}'`)
|
||||
.replace('builtAt: null', `builtAt: '${new Date().toISOString().slice(0, 10)}'`);
|
||||
if (stamped === script) throw new Error('could not stamp the build identity into the bundle');
|
||||
|
||||
const output = html
|
||||
.replace(styleMatch[0], `<style>\n${css}\n </style>`)
|
||||
.replace(scriptMatch[0], `<script>\n${script}\n </script>`);
|
||||
.replace(scriptMatch[0], `<script>\n${stamped}\n </script>`);
|
||||
|
||||
await mkdir(outDir, { recursive: true });
|
||||
await writeFile(outFile, output, 'utf8');
|
||||
|
||||
const kb = (Buffer.byteLength(output) / 1024).toFixed(1);
|
||||
console.log(`built ${id(outFile)} — ${modules.size} modules, ${kb} kB`);
|
||||
console.log(`built ${id(outFile)} — ${modules.size} modules, ${kb} kB, commit ${commit}`);
|
||||
}
|
||||
|
||||
build().catch((error) => {
|
||||
|
||||
Reference in New Issue
Block a user