Commit Graph

8 Commits

Author SHA1 Message Date
c2760ef5e3 Split reverse_survivors types.ts 295 -> 157 + roster + statuses
The 82-line ENEMY_SPECS table and its kind unions are data, not vocabulary --
that is the block you edit to balance the game. Moved to enemies.ts (143).

statusKinds.ts (25) is not cosmetic: enemy specs name the status they inflict
and the survivor carries seconds-remaining per status, so leaving StatusKind
in types.ts would have made types.ts and enemies.ts mutually dependent. It
imports nothing, so the graph is statusKinds <- enemies <- types.

14 files repointed by script rather than by hand, splitting each types import
across the three owning modules by symbol.

The tests cannot catch a mistyped stat -- they assert behaviour, not the
balance table, so a wrong enemy hp passes 160 tests at 100% coverage. Checked
separately: 191 numeric pairs before, 191 after, compared as sorted multisets,
identical. check and build both pass; bundle 210.11 kB, same as baseline.

No reverse_survivors file is over the 250-line cap now.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011w2Pj4Ek3ZNMQVYcFHgXDY
2026-08-17 09:57:26 +02:00
1342a60a65 Split reverse_survivors sim.ts 361 -> 69 + three modules
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Split along actor lines, but not the obvious way. A plain sim/enemies cut
needs makeEnemy and grantXp going out and enemiesStep coming back -- a cycle.
Nothing here would have caught it: no eslint-plugin-import, and tsc and vitest
both pass on cyclic ES modules. It shows up as a TDZ error in the bundle.

So the graph is a tree instead:

  simUnit.ts (42)      leaf -- geometry, projectile constants, makeEnemy,
                       enemySpeed; imports only types and vec
  simSurvivor.ts (132) createSurvivor, xp/upgrades, survivorStep
  simThreats.ts (168)  enemiesStep, projectilesStep, and enemy death
  sim.ts (69)          createInitialState and step, the only module that
                       reaches all three

Repointing director.ts's makeEnemy at the leaf also removes the sim <->
director cycle that was already there, surviving on const-arrow late binding.

npm run check and npm run build both pass -- 160 tests, coverage identical at
531/159/101/514, 32 modules bundled at 210.09 kB against 210.11 kB before.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011w2Pj4Ek3ZNMQVYcFHgXDY
2026-08-17 09:52:19 +02:00
093e2f6f68 Split the reverse_survivors test files; defer its two core sources
sim.test.ts 698 -> 175 and director.test.ts 315 -> 178, into four new
modules. 160 tests passing before and after.

sim.ts and types.ts are reverted. sim.ts's exported step() calls
survivorStep, which any seam moves out - 63 tests failed with a
ReferenceError while tsc reported only unused imports. types.ts has its
difficulty tables below the type declarations that use them.

Third project now where a TypeScript seam compiles clean and fails at
runtime. In TS, tsc does not tell you a split worked; the test run does.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011w2Pj4Ek3ZNMQVYcFHgXDY
2026-08-16 20:26:59 +02:00
5d0caa9725 reverse_survivors: difficulty tiers
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Haunting, Normal and Crusade scale enemy hp and speed, the survivor's
health, your income, and the length of the night. Normal is exactly 1.0 on
every multiplier — it is the identity tier, which is what lets every
existing raw-value assertion keep passing untouched.

Enemy speed now derives from a single helper, so difficulty and frenzy
compose in one place rather than fighting at three call sites.

Also fixes a bug this surfaced: handleRestart ignored the selected tier, so
restarting after choosing Crusade silently reverted to Normal. The
react-hooks purity rule flagged Date.now() in the new handler, and
extracting restartSeed() exposed the omission.

Endless mode is deliberately left out — fmtTime(Infinity) renders
Infinity:NaN, which would cost a guard plus tests for a mode whose only
content is the same game but longer.

README rewritten for all four features, including the reversal of its old
placement promise.

160 tests, 100% coverage.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VFyXexNjMQG9V7K8de17fc
2026-08-09 23:17:07 +02:00
2d66bfdd61 reverse_survivors: director powers — ambush, frenzy, rift
Ambush drops a unit beside the survivor, inside the ring its kiting AI
would otherwise keep clear. Frenzy drives the whole horde faster and harder
for six seconds. Rift pins every spawn to one edge for ten, so you can mass
a flank instead of scattering.

This reverses the README's old promise that placement is never yours to
choose. The interesting decision turned out to be what a placement is
worth, not being denied one — so placement is purchasable, never free: a
premium for Ambush, a cooldown and a commitment window for Rift.

A shared spendPower gate covers cooldown and affordability for all three,
so the next power costs no new branches. EDGES became a Record keyed by a
finite union rather than an array: under noUncheckedIndexedAccess an array
index is possibly-undefined and would force an unreachable fallback.

The unpinned spawn path still draws the same RNG values in the same order,
verified against the old implementation across 50 seeds — existing seeded
replays are unchanged.

145 tests, 100% coverage.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VFyXexNjMQG9V7K8de17fc
2026-08-09 23:10:38 +02:00
43b63ac266 reverse_survivors: survivor status effects (slow, suppress, bleed)
The warden mires, the artillery stifles, the leech unknits. All three need
contact, so a survivor that kites cleanly takes none of them — debuffs
punish positional failure rather than taxing existence.

isOn/factor are written as arithmetic rather than comparisons:
Math.min(1, Math.ceil(t)) is 1 while a timer is live and 0 once it expires,
so consumers multiply instead of branching. The whole status module
therefore contributes zero branches, which is what makes the 100% gate
affordable for a system this cross-cutting. Statuses are applied
unconditionally too; a 0-duration spec is a provable no-op.

applyStatus uses Math.max, so re-applying refreshes rather than stacks.
That caps a horde's total lockdown at one duration by construction — a
structural guarantee, not a tuned number.

123 tests, 100% coverage. Branches 117 -> 119: the draw halo gate and the
snapshot chip filter. The status logic itself adds none.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VFyXexNjMQG9V7K8de17fc
2026-08-09 23:08:51 +02:00
f0712d3854 reverse_survivors: add splitter, artillery, warden and the leech boss
Splitter dies into three rushers, so killing it creates pressure rather
than relieving it. Artillery outranges the survivor (460 vs its 260) and
holds station beyond reach, the first unit its kiting AI cannot answer.
Warden outruns it. Leech is a third boss.

Two new EnemySpec fields carry this: spawnKind generalizes the hivemind's
hardcoded 'rusher' minion, and splitCount drives on-death splitting.
split() is called unconditionally and is a no-op at splitCount 0 — a guard
branch would need two tests to satisfy the 100% gate and buys nothing.
Child offsets are fixed rather than drawn from the RNG, so seeded replays
are unchanged.

105 tests, 100% coverage. Branch count stays at 117: this adds none.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VFyXexNjMQG9V7K8de17fc
2026-08-09 23:06:20 +02:00
a47191673a feat(reverse_survivors): migrate Reverse Survivors game into the monorepo
Moves the standalone React 19 + Vite 8 + TypeScript 6 game from
~/Downloads/reverse/reverse-survivors into reverse_survivors/, so it is
version-controlled, indexed, and covered by CI instead of sitting untracked
outside any repository.

- Relocates the project's nested .github/workflows/ci.yml to the repository
  root as .github/workflows/reverse-survivors-ci.yml. GitHub only reads
  workflows from the root, so the nested copy would have been inert — same
  treatment billsplit received. The workflow is path-scoped to
  reverse_survivors/** and runs npm ci / check / build on Node 22.
- Sets cache-dependency-path on actions/setup-node, since
  defaults.run.working-directory applies only to run: steps and not to
  actions; without it the npm cache looks for a lockfile at the root.
- Keeps npm and the existing package-lock.json. TypeScript stays pinned at
  6.0.3 deliberately: typescript-eslint 8.65 caps its peer range at <6.1.0
  and TS 7 drops the JS compiler API that typed linting needs.
- Adds a reverse_survivors/ row to the Repository Layout table in README.md
  and CLAUDE.md.

Verified in place: npm ci, npm run check (95 tests, 100% statements /
branches / functions / lines), npm run build, and a dev-server smoke check
serving /src/main.tsx.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 10:45:12 +02:00