feat(birthday-demo): claim → place → earn → real-sprite combat path - #101
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August 6, 2026 22:37
## What this branch delivers ### 1. Real-sprite Phaser top-down combat (BlockTopDownScene) - Replaced broken `spriteUrlForRole()` (hardcoded filenames missing the `_idle_` state suffix) with `getWorldActor(role, 'idle', 'topdown')` from `worldActorResolver`. - `worldActorResolver` is driven by `runtimeManifest.json` and always resolves to a URL that exists on disk — no more 404 sprite loads, no more coloured-circle fallbacks. ### 2. Runtime art library (from feat/sprite-coverage-batch2) - All `/assets/runtime/` WebP assets cherry-picked in: topdown character sprites (dealer/shooter/enforcer/lookout/driver/k9/recruit/ police) with idle/downed/arrested states, environment backdrops, vehicles, weapons, UI. - Updated `runtimeManifest.json` with correct role+state metadata so `worldActorResolver` can index them. - Updated `worldActorResolver.ts` + its test suite from the same branch. ### 3. Birthday demo path (VITE_DEMO_MODE=1) - New `src/utils/demoSeed.ts`: seeds player (2k cash), 3 gang members (Lil Dre dealer Lv2 / Big Rome shooter Lv3 / Tasha lookout Lv2), and a pre-claimed Las Olas block with the dealer already placed at sidewalk col 2 row 2 earning $72/tick. Navigates straight to MAP. - `App.tsx`: when `IS_DEMO_MODE` is true, skips AgeGate, Supabase auth, and Onboarding; calls `seedDemoState()` on mount. - `.env.example`: documents `VITE_DEMO_MODE=1` with a warning never to use it in production. - Tree-shaken in production builds (Vite replaces the env literal and Rollup eliminates the dead branch). ## How to run the birthday demo ``` cd frontend VITE_DEMO_MODE=1 VITE_SUPABASE_URL=https://placeholder.supabase.co \ VITE_SUPABASE_ANON_KEY=placeholder VITE_MAPBOX_ACCESS_TOKEN=pk.placeholder \ npm run build && npm run preview -- --port 3000 # Open http://localhost:3000 — lands directly on the Las Olas block ``` ## Test evidence - `npx vitest run`: 446 passed (23 test files) - `npx vite build` (placeholder env): clean, 0 new errors - Pre-existing TS errors (BlockOverlay GeoJSON, TrapApp status) unchanged ## Out of scope - Supabase live path, payments, Gate 1 NPC fixture
Blocker 1 — Phaser fallback texture key bug: Build a canonical role→textureKey map during preload. Fallback roles (chemist→dealer art, runner→lookout art, etc.) now share the correct texture key. syncMemberSprites uses resolveTextureKey() which checks exact role+state, then canonical idle, then dealer idle. Blocker 2 — Combat state ignored: Preload idle/downed/arrested states per role. resolveTextureKey() selects the state texture based on placement.health (0 → downed). Blocker 3 — Demo mode still runs block sync: useBlockSync now accepts an enabled parameter (default true). in demo mode. Blocker 4 — Non-deterministic seed: seedDemoState() now removes stale demo members by ID before re-adding them (removeMember + addMember). The demo block is always overwritten by upsertBlock. Blocker 5 — Seed income disagrees with game formula: incomePerTick corrected from 72 to 67 (= round(60 × 1.12) = round(67.2) = 67). 446 vitest tests pass.
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Rebase onto main-tL2525 (post #98/#101/#96 merges): - OSShell.tsx conflict: keep CLOUT label from #97 + shot-caller artwork from #96 (GPT audit recommendation) - App.tsx: auto-merged cleanly P0 fixes: - Remove CLAUDE_SPRINT_15A_PROMPT.md and SPRINT_15B_NOTES.md (internal sprint artifacts should not be in product PRs) - marketMembersCatalog.ts: fix invalid CityRegion 'east' -> 'miami' - MarketMembers.tsx: replace hardcoded roster cap 24 with maxMembers from useGangStore (store cap is 20) - k9/recruit/police are now in MemberRole union (from #98 merge), so no 'as MemberRole' cast is needed here 581 vitest tests pass (26 test files — 3 new from #97).
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* feat(sprint-15b): Market members, Most Wanted board, Get Back clock Priority 2 and Priority 4 from the app audit. Priority 1 and 3 are delegated to Claude/Opus 5 via CLAUDE_SPRINT_15A_PROMPT.md. Market MEMBERS tab (Priority 2) - marketMembersCatalog.ts: procedural hireable generator. Four tiers (street/seasoned/certified/legend) with monotonic pricing, and an inverse relationship between tier and loyalty — the good ones cost more and hold worse. Heat factor and baggage odds both rise with tier, so a legend shooter is a genuine tradeoff rather than a straight upgrade. Seven roles including k9, which is cheap to keep and has no special people. - Listings are seeded off their id so a board survives re-renders mid-purchase and can be rebuilt without persisting every field. - MarketMembers.tsx/.css: listing wall plus detail sheet showing stats, origin story, terms, special people, and the catch. Board refresh costs money so it cannot be rerolled for free. Roster capped at 24 active to keep payroll bounded. Most Wanted board (Priority 4) - mostWantedStore.ts: post, cancel, and fulfil bounties plus an ally ledger. Listing fee is non-refundable on cancel, minimum reward scales with target level, and contracts on a member's people carry a premium. canFulfil blocks self-cashing and double payouts. - MostWanted.tsx/.css + MostWantedApp.tsx/.css: aged-paper poster wall, post form with photo upload, proof-screenshot upload that pays out automatically, and an allies tab with standing meters. Fulfilling a contract saves the poster as an ally and opens a Get Back window against the hunter — the war starter. - Proof and payout are public record by design; reputation does the policing rather than a server-side referee. Get Back clock (Priority 4) - getBackStore.ts: wall-clock-derived revenge windows so backgrounding the app cannot desync them. Success doubles the morale the offender banked and strips it from them; expiry penalises the retaliator. Resolution is idempotent so morale can never be applied twice. - GetBackClock.tsx/.css: shot-clock badge above the dock with an expandable panel listing open debts and who is catchable. Sweeps lapsed windows on its own tick so penalties land even if the panel is never opened. Gang-wide morale is applied per active member, since morale lives on members not on the gang. Wiring and cleanup - OSShell: RANKINGS renamed to CLOUT; new WANTED app with a live open-bounty badge. - App.tsx: most_wanted route plus GetBackClock as a global overlay. - Market.tsx: emoji purge. Removed the dead `icon` field from ITEM_CATALOG (scripts/strip_market_icons.py) since the UI now uses CATEGORY_TAGS text labels. Tests: 565 passing, up from 430. Typecheck clean except three errors that pre-date this branch on main-tL2525. Production build succeeds. * fix(pr97-scope): rebase onto main, resolve conflicts, fix P0 issues Rebase onto main-tL2525 (post #98/#101/#96 merges): - OSShell.tsx conflict: keep CLOUT label from #97 + shot-caller artwork from #96 (GPT audit recommendation) - App.tsx: auto-merged cleanly P0 fixes: - Remove CLAUDE_SPRINT_15A_PROMPT.md and SPRINT_15B_NOTES.md (internal sprint artifacts should not be in product PRs) - marketMembersCatalog.ts: fix invalid CityRegion 'east' -> 'miami' - MarketMembers.tsx: replace hardcoded roster cap 24 with maxMembers from useGangStore (store cap is 20) - k9/recruit/police are now in MemberRole union (from #98 merge), so no 'as MemberRole' cast is needed here 581 vitest tests pass (26 test files — 3 new from #97). --------- Co-authored-by: BrandDead <1.74973198e+08+BrandDead@users.noreply.github.com>
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Summary
The birthday demo path — a single
VITE_DEMO_MODE=1build flag that drops a reviewer directly into the full gameplay loop without Supabase credentials.Changes
Real-sprite Phaser top-down combat
BlockTopDownScene.ts— replaced the brokenspriteUrlForRole()(filenames missing the_idle_state suffix → 404 loads → coloured-circle fallbacks) withgetWorldActor(role, 'idle', 'topdown')fromworldActorResolver. The resolver is driven byruntimeManifest.jsonand always returns a URL that exists on disk.Runtime art library (cherry-picked from #98)
All
/assets/runtime/WebP assets: topdown character sprites (dealer/shooter/enforcer/lookout/driver/k9/recruit/police) with idle/downed/arrested states, environment backdrops (Las Olas strip plaza), vehicles, weapons, UI. UpdatedruntimeManifest.jsonwith correct role+state metadata. UpdatedworldActorResolver.ts+ its 25 tests.Birthday demo path (
VITE_DEMO_MODE=1)src/utils/demoSeed.ts— seeds player ($12k cash), 3 gang members (Lil Dre dealer Lv2 / Big Rome shooter Lv3 / Tasha lookout Lv2), and a pre-claimed Las Olas block with the dealer already placed at sidewalk col 2 row 2 earning $72/tick. Navigates straight to MAP.App.tsx— whenIS_DEMO_MODEis true, skips AgeGate, Supabase auth, and Onboarding; callsseedDemoState()on mount.useEmpireHydrationis also disabled in demo mode to avoid Flask calls..env.example— documents the flag with a production warning.How to run the birthday demo
Test evidence
npx vitest run: 446 passed (23 test files) — includes 25 worldActorResolver testsnpx vite build(placeholder env): clean, 0 new errorsmain-tL2525before this branchRelation to other open PRs