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5 Commits

Author SHA1 Message Date
11ff8e6a26 kcd2_dice_solver: Balatro's joker replaces the one, confirmed
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The mapping was marked UNVERIFIED because no published source states which pip
the grinning face covers. The player, who owns the game, confirmed it is the one
— the same face the Devil's head die replaces. So the die carries no plain single
pip at all, which is exactly why picking the joker alone counts as a 1.

Comment and README only; wildcardFaces was already [1]. The uniform side weights
stay flagged as the one remaining assumption, since nothing publishes them.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 16:33:08 +02:00
4aae92ae09 kcd2_dice_solver: Balatro's die has one joker face, not six
The wiki's dice-effect row for Balatro's die is `{{Dice effect|d|d|d|d|d|d}}`
— six *unfilled placeholder* cells that render as "d%". A previous pass read
those six `d`s as six wildcard faces, which made the die resolve every throw in
the player's favour: EV 8000, bust 0%, and the solver forced it into every
loadout it could. Only one face is the joker (Jimbo's grinning face, visible on
the item icon), and no source publishes the die's side weights at all.

The two joker faces also do not score alike, and the scorer was treating them as
one thing. Per the wiki, a Devil's head "matches any combination but never
scores on its own", while Balatro's joker counts as a 1 when picked alone. So
there are now two substitute slots: a Devil's head is spent inside the
combination it completes rather than resolved to a plain face, which is what
stops it being held as a lone 1. Hands with no substitute keep the original
single-pass code path.

Balatro's die: EV 8000 -> 771.2, bust 0% -> 3.09%; a lone devil's head scores
100 -> 0 and is no longer a legal hold. The two dice now tie exactly on a single
throw of six and differ only mid-turn (813.7 vs 808.3 points per turn), which is
where "may be held alone" actually pays.

Which pip the joker replaces is unpublished; the 1 is assumed, matching the
Devil's head die the game compares it to, and marked UNVERIFIED in the data.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 16:14:04 +02:00
517fbe5d3b kcd2_dice_solver: warm-tint the unified-design-system palette, fix design audit violations
Fixes every violation in DESIGN_AUDIT_TODO.md's kcd2_dice_solver section:
15px root font-size (root cause of both the sub-16px body-text floor and
the off-grid rem spacing scale), 2 hardcoded tier colors bypassing the
custom-property system (also separates their brightness from --accent/
--good, and removes an accidental cool tint from tier-silver), the
largest text widening tracking instead of tightening it, near-invisible
border contrast (~1.4:1 -> >=3:1 against both bg and panel), inconsistent
ad-hoc border-radii collapsed into a 2-step scale with nested elements
using the smaller radius, and two off-ratio button paddings corrected to
an exact 2x.

Verified: lint clean, 210/210 tests at 100% coverage, production build,
re-verified identical in an isolated worktree at HEAD (narrowly staged
around this monorepo's unrelated dirty state), and pixel-checked via a
real `vite preview` production build through a headless-Chrome screenshot.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-22 18:03:45 +02:00
88dabb08b2 Apply prettier formatting to new kcd2_dice_solver files
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-21 18:17:45 +02:00
3babda92d2 Track kcd2_dice_solver app and add run.sh dependency installer
The Vite/React/TS dice solver had no git history yet. Commit it alongside
a run.sh that ensures Node/pnpm are present, installs deps, and starts
the dev server with a single command.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-21 18:17:13 +02:00