Commit Graph

2 Commits

Author SHA1 Message Date
Indiana
2a67684df4 chore: dead-code + duplicate sweep; fix moon-flaky re-contact test
Dead code: removed an unused `settings` import (main.py), an unused
`RITUAL_HOLD_MS` import (RitualPanel), and an unused `beforeEach`
(SigilDesigner test). The `_refs` keep-alive in sdr.ts is deliberate
(holds hardware-pass constants) and stays; the orphaned .evp-scope /
.radio-waterfall CSS was already removed in an earlier lint pass.

Duplicate: coldSpot.ts and baseline.ts each carried the same time-aware
EMA alpha formula. Extracted it as baseline.emaAlpha(dtMs, tauMs) and
pointed both at it. coldSpot's pure-function core is deliberately NOT
merged into the stateful ThresholdBaseline class — different contract
(immutable-state-threaded vs internal-threshold), and forcing them
together would be an overhaul that risks the tested cold-spot logic.

Determinism fix: test_familiar_presence_answers_again_on_a_known_channel
pinned RETURN_CHANCE=1.0 but not the sky. Since the astronomy wiring made
the real return chance RETURN_CHANCE*(1 - veil_thinness*PULL), and
veil_thinness reads the *actual current moon phase*, a full-moon test run
dragged the effective chance to ~0.55 and the test failed ~45% of the
time. Now also pins VEIL_THINNESS_PULL=0 to isolate re-contact from the
veil influence (which has its own tests). Verified 12/12 consecutive
passes; it was ~7/12 before.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 02:14:39 +00:00
Indiana
a52a781880 feat(frontend): ritual mini-game, judgment UI, and consequences (Workstream E)
Implements the Character Depth / Ghost Log spec's Workstream E:

- RitualPanel.tsx: a 4-step "focus the channel" hold-to-charge sequence
  (align/breathe/trace/lock), sending ritual_step frames as the seeker
  progresses. Success reveals the entity's true hidden traits; failure
  reveals nothing. Sequencing/timing logic lives in the pure, unit-tested
  lib/ritual.ts rather than inline in the component.
- JudgmentPanel.tsx: Trust/Banish/Cross Over/Test verdict buttons with
  rune-style SVG icons, sending the judgment frame and rendering a
  distinct treatment per judgment_result consequence — reward,
  escalation (also spikes the ambient haunting), withdrawal, resisted,
  neutral, and a calm glyph-fade farewell for crossed_over (deliberately
  not the reward treatment, since it's a goodbye).
- lib/haunting.ts: IdleEscalator gains forceEscalate()/forcedUntil so a
  judgment's "escalation" consequence can spike the ambient haunting
  immediately instead of waiting on the 90s idle clock; exports a
  sharedIdleEscalator singleton and a forceEscalate() free function.
  HauntingLayer now paces itself off that shared instance instead of a
  private one, so the forced spike actually reaches the running layer.
- state/seance.tsx: new ritual/judgmentResult state, a local_ritual_start
  action, and reducer cases for the ritual_complete/judgment_result server
  frames; SeanceContext exported for component testing; startRitual/
  sendRitualStep/sendJudgment added to the provider API.
- lib/types.ts: EntityTraits/JudgmentVerdict/JudgmentConsequence types and
  the new client/server WS frames, per the spec's Contract section.
- i18n: seance.ritual.* / seance.judgment.* keys in en.json and es.json.

Fast-forwarded this worktree's branch onto master first — it had been
created from a stale ancestor commit predating the frontend scaffold
entirely, with zero commits of its own ahead of that point.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-23 11:29:29 +00:00