2026-07-07 23:05:22 +02:00
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import './style.css';
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2026-07-13 09:54:46 +02:00
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import { createState, tick, buyUpgrade, visitLocation, resolveEventChoice, startGame, abandonGame, saveState, loadState, clearSave } from './engine.ts';
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Fix silently-dropped log entries past the 40-line cap, add pause, clarify locations panel
- The log view only re-rendered when state.log.length changed, but the
log is capped at 40 entries — so once a run had logged 40+ things
(easy in a normal session), every entry after that point, including
choice-event outcomes, upgrade purchases, and location visits,
stopped appearing even though the underlying state updated. Fixed
by tracking a monotonic logSeq counter that increments on every
push regardless of the cap, and rendering off that instead of
array length. Consolidated the repeated unshift+cap logic into one
pushLog() helper so future call sites can't reintroduce the bug.
- Added a pause button (and "PAUSAD" indicator) that freezes the tick
loop without touching game state, so a hectic run can be paused to
think without it counting as a save-scummy state mutation. Manual
actions (buying upgrades, visiting locations) still work while
paused, since that's usually the point of pausing.
- The "Aktiva områden" sidebar only ever listed the 3 story-gated
core areas, while the map has 7 clickable locations — making it
look like 4 of the map pins didn't really exist. Split the panel
into "Ritualens kärnplatser" (the 3 gated ones, unlock status shown
as before) and "Övriga platser" (the 4 always-open flavor
locations), so the sidebar and map agree.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 16:49:37 +02:00
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import { initUI, renderState, setPausedUI } from './ui.ts';
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2026-07-07 23:05:22 +02:00
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import { initMap, updateMap } from './map.ts';
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Add lore depth, fix recruit click bug, add localStorage save
- 20+ new events drawing from Anders Fager, Kult, and Call of Cthulhu:
ICA cashiers who never blink, SJ trains stopping in non-existent tunnels,
Kult lictors as city officials, death servants finishing lectures, Deep Ones,
investigators dreaming about us, stars being right over Lund Observatory
- Rewrite upgrade descriptions to match the register: mundane detail,
matter-of-fact horror, no melodrama
- Add a new mid-game upgrade (Paktens Förnyelse) to smooth the progression
- Fix recruit button: was destroying DOM every 30fps tick, killing mousedown→click
events; now only rebuilds when availability/affordability actually changes
- Fix double andakt deduction in recruit effect
- Fix map growing over log (proper flex constraints)
- Add localStorage save/load with versioned key (SAVE_VERSION bump invalidates
old saves); autosaves every 10s and on upgrade purchase, clears on restart
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:25:44 +02:00
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let state = loadState() ?? createState();
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Add help modal, changelog, map visits, Dockerfile, CI
- Help modal (? button or keyboard shortcut): how-to-play in Swedish,
flavor text, full changelog sourced from src/data/version.ts
- src/data/version.ts: versioned changelog entries, in-universe Malmö voice
- Map zone clicks: each location on the Leaflet map is now clickable.
Unlocked cult areas give resources + log entries. Locked locations show
lore hints. 30s cooldown per location so it's a decision, not a spam button.
- Dockerfile + nginx.conf + docker-compose.yml (port 5684)
- Gitea CI workflow (identical to 2048 — derives image from repo path, needs
TKNTKN secret, pushes :latest and :sha tags)
- README.md with mechanics summary and docker instructions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:31:37 +02:00
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let visitCooldowns = new Map<string, number>();
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Fix silently-dropped log entries past the 40-line cap, add pause, clarify locations panel
- The log view only re-rendered when state.log.length changed, but the
log is capped at 40 entries — so once a run had logged 40+ things
(easy in a normal session), every entry after that point, including
choice-event outcomes, upgrade purchases, and location visits,
stopped appearing even though the underlying state updated. Fixed
by tracking a monotonic logSeq counter that increments on every
push regardless of the cap, and rendering off that instead of
array length. Consolidated the repeated unshift+cap logic into one
pushLog() helper so future call sites can't reintroduce the bug.
- Added a pause button (and "PAUSAD" indicator) that freezes the tick
loop without touching game state, so a hectic run can be paused to
think without it counting as a save-scummy state mutation. Manual
actions (buying upgrades, visiting locations) still work while
paused, since that's usually the point of pausing.
- The "Aktiva områden" sidebar only ever listed the 3 story-gated
core areas, while the map has 7 clickable locations — making it
look like 4 of the map pins didn't really exist. Split the panel
into "Ritualens kärnplatser" (the 3 gated ones, unlock status shown
as before) and "Övriga platser" (the 4 always-open flavor
locations), so the sidebar and map agree.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 16:49:37 +02:00
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let paused = false;
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2026-07-07 23:05:22 +02:00
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let lastTime = 0;
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const TARGET_FPS = 30;
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const FRAME_MS = 1000 / TARGET_FPS;
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Add lore depth, fix recruit click bug, add localStorage save
- 20+ new events drawing from Anders Fager, Kult, and Call of Cthulhu:
ICA cashiers who never blink, SJ trains stopping in non-existent tunnels,
Kult lictors as city officials, death servants finishing lectures, Deep Ones,
investigators dreaming about us, stars being right over Lund Observatory
- Rewrite upgrade descriptions to match the register: mundane detail,
matter-of-fact horror, no melodrama
- Add a new mid-game upgrade (Paktens Förnyelse) to smooth the progression
- Fix recruit button: was destroying DOM every 30fps tick, killing mousedown→click
events; now only rebuilds when availability/affordability actually changes
- Fix double andakt deduction in recruit effect
- Fix map growing over log (proper flex constraints)
- Add localStorage save/load with versioned key (SAVE_VERSION bump invalidates
old saves); autosaves every 10s and on upgrade purchase, clears on restart
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:25:44 +02:00
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const SAVE_INTERVAL_MS = 10_000;
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let lastSaveTime = 0;
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2026-07-07 23:05:22 +02:00
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function start(): void {
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const app = document.getElementById('app')!;
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initUI(app,
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Add lore depth, fix recruit click bug, add localStorage save
- 20+ new events drawing from Anders Fager, Kult, and Call of Cthulhu:
ICA cashiers who never blink, SJ trains stopping in non-existent tunnels,
Kult lictors as city officials, death servants finishing lectures, Deep Ones,
investigators dreaming about us, stars being right over Lund Observatory
- Rewrite upgrade descriptions to match the register: mundane detail,
matter-of-fact horror, no melodrama
- Add a new mid-game upgrade (Paktens Förnyelse) to smooth the progression
- Fix recruit button: was destroying DOM every 30fps tick, killing mousedown→click
events; now only rebuilds when availability/affordability actually changes
- Fix double andakt deduction in recruit effect
- Fix map growing over log (proper flex constraints)
- Add localStorage save/load with versioned key (SAVE_VERSION bump invalidates
old saves); autosaves every 10s and on upgrade purchase, clears on restart
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:25:44 +02:00
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(id) => { state = buyUpgrade(state, id); renderState(state); saveState(state); },
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2026-07-07 23:05:22 +02:00
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() => {
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Add lore depth, fix recruit click bug, add localStorage save
- 20+ new events drawing from Anders Fager, Kult, and Call of Cthulhu:
ICA cashiers who never blink, SJ trains stopping in non-existent tunnels,
Kult lictors as city officials, death servants finishing lectures, Deep Ones,
investigators dreaming about us, stars being right over Lund Observatory
- Rewrite upgrade descriptions to match the register: mundane detail,
matter-of-fact horror, no melodrama
- Add a new mid-game upgrade (Paktens Förnyelse) to smooth the progression
- Fix recruit button: was destroying DOM every 30fps tick, killing mousedown→click
events; now only rebuilds when availability/affordability actually changes
- Fix double andakt deduction in recruit effect
- Fix map growing over log (proper flex constraints)
- Add localStorage save/load with versioned key (SAVE_VERSION bump invalidates
old saves); autosaves every 10s and on upgrade purchase, clears on restart
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:25:44 +02:00
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clearSave();
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2026-07-07 23:05:22 +02:00
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state = createState();
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Add help modal, changelog, map visits, Dockerfile, CI
- Help modal (? button or keyboard shortcut): how-to-play in Swedish,
flavor text, full changelog sourced from src/data/version.ts
- src/data/version.ts: versioned changelog entries, in-universe Malmö voice
- Map zone clicks: each location on the Leaflet map is now clickable.
Unlocked cult areas give resources + log entries. Locked locations show
lore hints. 30s cooldown per location so it's a decision, not a spam button.
- Dockerfile + nginx.conf + docker-compose.yml (port 5684)
- Gitea CI workflow (identical to 2048 — derives image from repo path, needs
TKNTKN secret, pushes :latest and :sha tags)
- README.md with mechanics summary and docker instructions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:31:37 +02:00
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visitCooldowns = new Map();
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2026-07-07 23:05:22 +02:00
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document.getElementById('overlay')!.classList.remove('visible');
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renderState(state);
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2026-07-12 23:17:48 +02:00
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},
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2026-07-13 09:54:46 +02:00
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(index) => { state = resolveEventChoice(state, index); renderState(state); saveState(state); },
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() => { state = startGame(state); renderState(state); saveState(state); },
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Fix silently-dropped log entries past the 40-line cap, add pause, clarify locations panel
- The log view only re-rendered when state.log.length changed, but the
log is capped at 40 entries — so once a run had logged 40+ things
(easy in a normal session), every entry after that point, including
choice-event outcomes, upgrade purchases, and location visits,
stopped appearing even though the underlying state updated. Fixed
by tracking a monotonic logSeq counter that increments on every
push regardless of the cap, and rendering off that instead of
array length. Consolidated the repeated unshift+cap logic into one
pushLog() helper so future call sites can't reintroduce the bug.
- Added a pause button (and "PAUSAD" indicator) that freezes the tick
loop without touching game state, so a hectic run can be paused to
think without it counting as a save-scummy state mutation. Manual
actions (buying upgrades, visiting locations) still work while
paused, since that's usually the point of pausing.
- The "Aktiva områden" sidebar only ever listed the 3 story-gated
core areas, while the map has 7 clickable locations — making it
look like 4 of the map pins didn't really exist. Split the panel
into "Ritualens kärnplatser" (the 3 gated ones, unlock status shown
as before) and "Övriga platser" (the 4 always-open flavor
locations), so the sidebar and map agree.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 16:49:37 +02:00
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() => { state = abandonGame(state); renderState(state); saveState(state); },
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() => { paused = !paused; setPausedUI(paused); }
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2026-07-07 23:05:22 +02:00
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);
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Add help modal, changelog, map visits, Dockerfile, CI
- Help modal (? button or keyboard shortcut): how-to-play in Swedish,
flavor text, full changelog sourced from src/data/version.ts
- src/data/version.ts: versioned changelog entries, in-universe Malmö voice
- Map zone clicks: each location on the Leaflet map is now clickable.
Unlocked cult areas give resources + log entries. Locked locations show
lore hints. 30s cooldown per location so it's a decision, not a spam button.
- Dockerfile + nginx.conf + docker-compose.yml (port 5684)
- Gitea CI workflow (identical to 2048 — derives image from repo path, needs
TKNTKN secret, pushes :latest and :sha tags)
- README.md with mechanics summary and docker instructions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:31:37 +02:00
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initMap('map', (locationId) => {
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const result = visitLocation(state, locationId, visitCooldowns);
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state = result.state;
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visitCooldowns = result.cooldowns;
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renderState(state);
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});
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2026-07-07 23:05:22 +02:00
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renderState(state);
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requestAnimationFrame(loop);
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}
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function loop(now: number): void {
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if (now - lastTime >= FRAME_MS) {
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lastTime = now;
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Fix silently-dropped log entries past the 40-line cap, add pause, clarify locations panel
- The log view only re-rendered when state.log.length changed, but the
log is capped at 40 entries — so once a run had logged 40+ things
(easy in a normal session), every entry after that point, including
choice-event outcomes, upgrade purchases, and location visits,
stopped appearing even though the underlying state updated. Fixed
by tracking a monotonic logSeq counter that increments on every
push regardless of the cap, and rendering off that instead of
array length. Consolidated the repeated unshift+cap logic into one
pushLog() helper so future call sites can't reintroduce the bug.
- Added a pause button (and "PAUSAD" indicator) that freezes the tick
loop without touching game state, so a hectic run can be paused to
think without it counting as a save-scummy state mutation. Manual
actions (buying upgrades, visiting locations) still work while
paused, since that's usually the point of pausing.
- The "Aktiva områden" sidebar only ever listed the 3 story-gated
core areas, while the map has 7 clickable locations — making it
look like 4 of the map pins didn't really exist. Split the panel
into "Ritualens kärnplatser" (the 3 gated ones, unlock status shown
as before) and "Övriga platser" (the 4 always-open flavor
locations), so the sidebar and map agree.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 16:49:37 +02:00
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if (state.phase === 'playing' && !paused) {
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2026-07-07 23:05:22 +02:00
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state = tick(state);
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renderState(state);
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updateMap(state.dread, state.areas);
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}
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Add lore depth, fix recruit click bug, add localStorage save
- 20+ new events drawing from Anders Fager, Kult, and Call of Cthulhu:
ICA cashiers who never blink, SJ trains stopping in non-existent tunnels,
Kult lictors as city officials, death servants finishing lectures, Deep Ones,
investigators dreaming about us, stars being right over Lund Observatory
- Rewrite upgrade descriptions to match the register: mundane detail,
matter-of-fact horror, no melodrama
- Add a new mid-game upgrade (Paktens Förnyelse) to smooth the progression
- Fix recruit button: was destroying DOM every 30fps tick, killing mousedown→click
events; now only rebuilds when availability/affordability actually changes
- Fix double andakt deduction in recruit effect
- Fix map growing over log (proper flex constraints)
- Add localStorage save/load with versioned key (SAVE_VERSION bump invalidates
old saves); autosaves every 10s and on upgrade purchase, clears on restart
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:25:44 +02:00
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if (now - lastSaveTime >= SAVE_INTERVAL_MS) {
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lastSaveTime = now;
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saveState(state);
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}
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2026-07-07 23:05:22 +02:00
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}
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requestAnimationFrame(loop);
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}
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start();
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