Build steps 1, 2 and 4 of the plan in DESIGN.md. core/ is pure JS with zero Foundry globals and 11 passing invariants. The fiction model has one root draw — an APPETITE plus the ACCOMMODATION someone made for it — and projects the motif, danger, prize, faction, cue fragments and the appeasement move from it, so the fiction coheres instead of being four unrelated draws. 336 kernels from 21 authored lines; 60 generated delves gave 51 distinct kernels. Cue fragments are tagged by facet (institution/ritual/demand/wound/anchor) and dealt without replacement. The facet progression across the arc reproduces the hand-authored paper delve's structure, which had arrived at it by instinct. Generation and table dice stay apart: pressure.mjs decides when a clock roll is due and what it means, and never rolls. That is what makes the skeleton seed an honest promise rather than a half-truth. paper/ holds the hand-written delve and both playtest logs. spike/ holds the instrumented harness that measured the Forge outside Foundry. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
59 lines
3.0 KiB
JavaScript
59 lines
3.0 KiB
JavaScript
import { readFileSync } from 'fs';
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import { Rng } from './rng.mjs';
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import { generateDelve } from './delve.mjs';
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import { renderMarkdown } from './render.mjs';
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const pack = JSON.parse(readFileSync('./content/barrow.json', 'utf8'));
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let pass = 0, fail = 0;
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const t = (name, cond, detail = '') => { cond ? pass++ : fail++; console.log(`${cond ? ' ok ' : 'FAIL'} ${name}${detail ? ' — ' + detail : ''}`); };
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// determinism
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const a = generateDelve({ pack, seed: 'x-1' }), b = generateDelve({ pack, seed: 'x-1' });
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t('determinism: same seed → identical delve', JSON.stringify(a) === JSON.stringify(b));
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t('different seeds differ', JSON.stringify(generateDelve({ pack, seed: 'x-2' })) !== JSON.stringify(a));
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// invariants across many seeds and parameter combos
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let nullCues = 0, missingDecision = 0, missingTrigger = 0, missingFallback = 0, crashes = 0, endingNull = 0;
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const kernels = new Set(), places = new Set(), fragmentUse = new Map();
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const combos = [];
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for (const areas of [3, 6, 9, 12]) for (const depth of [1, 3, 5]) for (const density of ['sparse','standard','infested'])
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combos.push({ areas, depth, density });
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for (let i = 0; i < 60; i++) {
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const p = combos[i % combos.length];
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try {
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const d = generateDelve({ pack, seed: `seed-${i}`, ...p });
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kernels.add(`${d.skeleton.knot.appetiteId}/${d.skeleton.knot.accommodationId}/${d.skeleton.knot.claimant}`);
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places.add(d.skeleton.placeName);
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for (const ar of d.areas) {
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if (!ar.cueFragments.length || ar.cueFragments.some(c => !c)) nullCues++;
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if (!ar.decision) missingDecision++;
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if (!ar.trigger) missingTrigger++;
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if (!ar.fallback?.route) missingFallback++;
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for (const c of ar.cueFragments) fragmentUse.set(c, (fragmentUse.get(c) ?? 0) + 1);
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}
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if (!d.ending.cueFragments.length) endingNull++;
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renderMarkdown(d);
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} catch (e) { crashes++; console.log(' crash:', e.message.slice(0, 80)); }
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}
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t('no crashes across 60 delves × param combos', crashes === 0, `${crashes} crashes`);
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t('no null/empty cue fragments', nullCues === 0, `${nullCues}`);
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t('every area has a decision', missingDecision === 0);
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t('every area has an attention trigger', missingTrigger === 0);
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t('every area has a fallback route', missingFallback === 0, 'playtest 1 died on a gate with no fallback');
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t('every ending has a cue', endingNull === 0, `${endingNull} empty`);
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t('kernels are varied', kernels.size >= 40, `${kernels.size} distinct kernels in 60`);
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t('place names track the claimant', places.size >= 20, `${places.size} distinct`);
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// within-delve repetition — the thing facets exist to prevent
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let repeats = 0;
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for (let i = 0; i < 30; i++) {
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const d = generateDelve({ pack, seed: `rep-${i}`, areas: 6 });
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const all = d.areas.flatMap(x => x.cueFragments).concat(d.ending.cueFragments);
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if (new Set(all).size !== all.length) repeats++;
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}
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t('no repeated cue fragment inside one delve', repeats === 0, `${repeats}/30 had repeats`);
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console.log(`\n${pass} passed, ${fail} failed`);
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process.exit(fail ? 1 : 0);
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