Five things from the second playtest. A status line at the top of every screen: the game, the pack, your current title, and the version plus the commit it came from. `tools/stamp.js` writes the commit into src/build-info.js before serving and before building, so a distributed dist/theladder.html states exactly which commit produced it. An uncommitted working tree gets a `+` suffix — "4cab9fc+" is honest in a way a bare SHA would not be. The whole game is now playable on Enter. Every screen marks one control 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. Tab and Shift+Tab reach the other options. Locked options needed no special handling — the browser's tab order already skips disabled controls, so they stay visible without being in the way. "What is notable? under What changed?" — two fixes. `notable` is the retrospective's own list of moments; a display rule can now say `inLedger: false` and it is left out, because "Notable — changed" tells nobody anything. Flags are the opposite and stay, but as sentences the pack supplies rather than as booleans: "The envelope is in your locker." instead of "the envelope: now true". Exported logs live in logs/, gitignored, and `npm run analyze` reads the newest one there when given no argument. A log records what a real person did turn by turn, including whatever they typed into the feedback box — committing one once would put it in the history for good. Version set to 0.3.0 on the reasoning that the engine was 0.1 and the interface 0.2; say if you want a different scheme and I will renumber. 119 tests. Reasoning in docs/DECISIONS.md §25-28. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
156 lines
6.3 KiB
JavaScript
156 lines
6.3 KiB
JavaScript
// Corporate Ladder — the default content pack for The Ladder.
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//
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// A modern office, the mailroom, and two people who have been there longer
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// than you. Everything the engine needs to run this setting is in this file
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// and the ones it imports; the engine itself knows nothing about mailrooms.
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import { characters } from './characters.js';
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import { events } from './events/index.js';
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export const corporateLadder = {
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id: 'corporateladder',
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name: 'Corporate Ladder',
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version: '0.1.0',
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turnUnit: 'day',
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startingStage: 'mailroom',
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stages: {
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mailroom: { label: 'Mailroom', title: 'Mail Associate I' },
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dispatch: { label: 'Dispatch', title: 'Dispatch Coordinator' },
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},
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// Turn 1 is a Monday. Content can gate on the day — and, more importantly,
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// money arrives and leaves on a rhythm the player can plan around instead of
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// draining by an unexplained amount every day.
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calendar: {
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cycleLength: 7,
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cycleName: 'Week',
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unitNames: ['Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday', 'Sunday'],
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},
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// Money is tight but not hopeless. The baseline bleeds about three dollars a
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// day, so a careful player creeps forward and a careless one does not — the
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// pressure comes from what choices cost, not from an unexplained drain.
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state: {
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'money': { initial: 520, min: -5000, max: 1000000 },
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'debt': { initial: 0, min: 0, max: 1000000 },
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'reputation': { initial: 50, min: 0, max: 100 },
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'skills.negotiation': { initial: 5, min: 0, max: 100 },
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'skills.logistics': { initial: 5, min: 0, max: 100 },
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'flags.took_loan': { initial: false },
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'flags.holds_the_envelope': { initial: false },
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'flags.covered_for_trevor': { initial: false },
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'flags.promoted': { initial: false },
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'flags.recommended_trevor': { initial: false },
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// Moments the retrospective reads back. Content decides what is memorable;
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// the full turn-by-turn record lives in history regardless.
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'notable': { initial: [] },
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},
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// Nobody fears a new hire. Trevor's defaults are lower still — see
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// characters.js, where he starts two weeks ahead of you and knows it.
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relationshipStats: {
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likes_you: { label: 'Likes you', initial: 50, min: 0, max: 100 },
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fears_you: { label: 'Wary of you', initial: 10, min: 0, max: 100 },
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wants_to_help_you: { label: 'Will help you', initial: 40, min: 0, max: 100 },
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},
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// Money moves on a schedule the player can feel: paid on alternate Fridays,
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// rent out every Monday, and only small change in between. Over a fortnight
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// the baseline is about forty dollars down — a drift, not a bleed.
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upkeep: [
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{ label: 'Coffee, transit, lunch', effects: [{ path: 'money', op: 'add', value: -18 }] },
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// Turn 1 is a Monday, so offset 4 is the first Friday and every 14 makes it
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// alternate Fridays. Rent lands on Mondays, starting the second week.
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// Wages depend on the job. Two entries rather than one, gated on stage:
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// the engine has no idea what a promotion is, and does not need to.
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{
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label: 'Wages',
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every: 14,
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offset: 4,
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requires: [{ path: 'stage', op: '==', value: 'mailroom' }],
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effects: [{ path: 'money', op: 'add', value: 980 }],
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},
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{
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label: 'Wages',
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every: 14,
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offset: 4,
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// A real raise, but not a different life — the coordinator job is, as
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// Marlene puts it, mostly the same work with a different phone. Net of
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// rent it comes to a few dollars a day ahead instead of behind.
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requires: [{ path: 'stage', op: '==', value: 'dispatch' }],
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effects: [{ path: 'money', op: 'add', value: 1260 }],
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},
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{ label: 'Rent', every: 7, offset: 7, effects: [{ path: 'money', op: 'add', value: -455 }] },
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// The service charge steps up with the size of the debt, so the spiral
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// tightens instead of flattening out. A step function in data costs the
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// engine nothing; a percentage would have needed a multiply operation.
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{
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label: 'Loan service charge',
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every: 7,
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offset: 7,
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requires: [{ path: 'debt', op: '>', value: 0 }],
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effects: [{ path: 'money', op: 'add', value: -70 }],
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},
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{
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label: 'Loan service charge (arrears)',
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every: 7,
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offset: 7,
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requires: [{ path: 'debt', op: '>=', value: 1000 }],
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effects: [{ path: 'money', op: 'add', value: -40 }],
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},
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{
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label: 'Loan service charge (collections)',
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every: 7,
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offset: 7,
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requires: [{ path: 'debt', op: '>=', value: 2000 }],
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effects: [{ path: 'money', op: 'add', value: -70 }],
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},
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],
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// How the interface names and formats this pack's state. The UI reads only
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// this map, so renaming a stat or reordering the header is content's job.
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display: {
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'money': { label: 'Money', format: 'money', order: 1 },
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'debt': { label: 'Debt', format: 'money', order: 2, hideWhenZero: true },
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'reputation': { label: 'Standing', format: 'meter', order: 3 },
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'skills.negotiation': { label: 'Negotiation', format: 'meter', order: 4 },
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'skills.logistics': { label: 'Logistics', format: 'meter', order: 5 },
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// Kept out of the header, and out of the ledger too: `notable` is the
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// retrospective's own list, and "Notable — changed" tells nobody anything.
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'notable': { hidden: true, inLedger: false },
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// Flags do belong in the ledger — a flag flipping is a fact about the
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// world — but as a sentence rather than as "now true".
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'flags.took_loan': {
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label: 'The loan', hidden: true,
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whenTrue: 'You are carrying a loan now.',
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whenFalse: 'The loan is settled.',
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},
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'flags.holds_the_envelope': {
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label: 'The envelope', hidden: true,
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whenTrue: 'The envelope is in your locker.',
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whenFalse: 'The envelope is back in the system.',
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},
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'flags.covered_for_trevor': {
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label: "Trevor's Thursday", hidden: true,
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whenTrue: 'Trevor owes you a Thursday.',
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whenFalse: 'You and Trevor are square.',
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},
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'flags.promoted': {
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label: 'Promotion', hidden: true,
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whenTrue: 'You are out of the mailroom.',
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whenFalse: 'Back in the mailroom.',
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},
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'flags.recommended_trevor': {
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label: "Trevor's recommendation", hidden: true,
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whenTrue: "Trevor's name is in for the mailroom.",
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whenFalse: "Trevor's name is not in for the mailroom.",
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},
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},
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characters,
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events,
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};
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export default corporateLadder;
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