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
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
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
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
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>