Files
qtalker---/frontend/src/lib/evilMeter.ts
Indiana e4a834620f feat: Ghost Log HUD + evil meter + tells (Workstream D)
App-shell HUD (mounted in App.tsx alongside HauntingLayer, visible on
every screen) that shows ambient idle status until a séance is active,
then streams `tell` WS frames as terminal-style log lines with a
"hacker witch" crescent-arc evil-meter gauge (occult sigils/runes fused
with Transcript.tsx's monospace log vocabulary).

- lib/evilMeter.ts: pure function computing a malevolent<->benevolent
  belief from the accumulated tell history — starts wide/uncertain,
  narrows geometrically and shifts per tell (deterministic hash of the
  tell text, since tells never leak ground truth), and snaps to
  definitive certainty on a successful ritual_complete's
  revealed.alignment. Fully unit tested (narrowing, ordering,
  determinism, ritual override, idle/empty history).
- lib/ghostLogBus.ts: tiny typed event bus (mirrors lib/haunting.ts's
  HauntBus) so the app-shell-level GhostLog can react to live séance
  frames — SeanceProvider is only mounted inside the séance route, so a
  shell-level sibling can't read its context directly.
- state/seance.tsx: publish entity/tell/ritual_complete onto the bus,
  and session_end on provider teardown so the HUD falls back to idle
  when the seeker leaves the séance page.
- lib/types.ts: add the `tell` and `ritual_complete` server frames from
  the Character Depth spec's Contract section (only what this
  workstream consumes).
- components/GhostLog.tsx/.css: the HUD itself, plus i18n keys in
  en.json/es.json.

168/168 frontend tests pass (137 pre-existing + 20 evilMeter + 11
GhostLog); tsc -b and the i18n coverage pretest are clean.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-23 16:28:33 +00:00

133 lines
4.9 KiB
TypeScript

// The evil-meter: a pure function turning the accumulated `tell` history
// into a belief about the entity's true nature along the malevolent <->
// benevolent axis (mirrors the backend's hidden `traits.alignment`, where
// 0 = malevolent/demon and 1 = benevolent spirit — see the Character Depth
// spec's Contract section).
//
// Tells never carry the ground truth (that's the point — the backend keeps
// `traits` hidden outside `ritual_complete`), so this reads only the tell
// *text* itself. Each tell is opaque flavor text ("the entity avoided a
// direct question"), so there is no shared vocabulary to parse reliably —
// instead each tell's text is hashed into a deterministic pseudo-random
// unit value. That value's distance from 0.5 becomes the nudge strength,
// and its side of 0.5 becomes the nudge direction. This keeps the whole
// thing a pure, deterministic function of the tell strings (same tells in
// the same order always produce the same belief — directly unit-testable)
// while still "reading between the lines" the way a real player would,
// each new tell narrowing the uncertainty band a little further.
//
// A successful `ritual_complete` is ground truth: it snaps the meter to
// definitive certainty at the entity's real `revealed.alignment`, ignoring
// every tell that came before (and any that come after, until reset).
export type Tell = { text: string }
export type RitualReveal = {
success: boolean
revealed: { alignment: number } | null
}
export type EvilMeterState = {
/** 0 (malevolent) .. 1 (benevolent) — current best-guess mean. */
value: number
/** 0 (certain) .. 1 (maximally uncertain) — half-width of the belief band. */
spread: number
/** true once a successful ritual has snapped this to ground truth. */
certain: boolean
/** number of tells folded into this belief (0 when snapped by a ritual reset). */
sampleCount: number
}
export const EVIL_METER_INITIAL_VALUE = 0.5
export const EVIL_METER_INITIAL_SPREAD = 0.5
/** Spread never narrows past this from tells alone — only a ritual reveal reaches 0. */
const MIN_SPREAD = 0.04
/** Multiplicative narrowing applied to the spread per tell (geometric decay). */
const SPREAD_DECAY = 0.82
/** Nudge strength is scaled by the *current* spread, so early tells (wide
* spread) move the needle more than late ones (narrow spread) — this is
* what makes the belief "settle" rather than jitter forever. */
const NUDGE_GAIN = 0.9
function clamp01(n: number): number {
return Math.min(1, Math.max(0, n))
}
/** Deterministic 0..1 pseudo-random value from a string (FNV-1a-ish). */
function hashUnit(s: string): number {
let h = 0x811c9dc5
for (let i = 0; i < s.length; i++) {
h ^= s.charCodeAt(i)
h = Math.imul(h, 0x01000193)
}
return (h >>> 0) / 0x100000000
}
/**
* Folds one tell into a running (value, spread) belief. Exported separately
* from `computeEvilMeter` so the narrowing step itself is directly testable
* in isolation from the reduce-over-history driver.
*/
export function applyTell(
state: { value: number; spread: number },
tell: Tell,
): { value: number; spread: number } {
const r = hashUnit(tell.text)
const direction = r >= 0.5 ? 1 : -1
const magnitude = Math.abs(r - 0.5) * 2 // 0..1
const step = direction * magnitude * state.spread * NUDGE_GAIN
return {
value: clamp01(state.value + step),
spread: Math.max(MIN_SPREAD, state.spread * SPREAD_DECAY),
}
}
/**
* Computes the current evil-meter belief from the full tell history.
*
* - No tells yet: wide/uncertain band centered on the midpoint.
* - Each subsequent tell narrows the spread and nudges the value.
* - A successful `ritualComplete` overrides everything: the meter snaps to
* the revealed alignment with zero spread ("certain"). A failed ritual
* (`success: false`, `revealed: null`) does not snap — the tell-driven
* belief carries on as if the ritual hadn't resolved anything.
*/
export function computeEvilMeter(
tells: readonly Tell[],
ritualComplete?: RitualReveal | null,
): EvilMeterState {
if (ritualComplete && ritualComplete.success && ritualComplete.revealed) {
return {
value: clamp01(ritualComplete.revealed.alignment),
spread: 0,
certain: true,
sampleCount: tells.length,
}
}
let running = { value: EVIL_METER_INITIAL_VALUE, spread: EVIL_METER_INITIAL_SPREAD }
for (const tell of tells) {
running = applyTell(running, tell)
}
return {
value: running.value,
spread: running.spread,
certain: false,
sampleCount: tells.length,
}
}
/** Human-readable label for the current belief, for the HUD readout. */
export function evilMeterLabel(state: EvilMeterState): string {
const { value, certain } = state
if (certain) {
return value >= 0.5 ? 'confirmed benevolent' : 'confirmed malevolent'
}
if (state.sampleCount === 0) return 'unknown'
if (value >= 0.66) return 'leaning benevolent'
if (value <= 0.34) return 'leaning malevolent'
return 'unreadable'
}