feat(engine): rally + agitation — the prison's relief is bought only by your failure #31

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bosun merged 1 commit from i/30-rally into main 2026-07-13 15:58:43 +02:00
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Closes #30. Unblocks @shipwright's P0 searchlight (#29) and lets him delete his shadow counter.

The searchlight needs to know how wound-up the prison is every frame. The engine could only say it through paddle-hit — an event, drained every frame. So every consumer had to keep its own count. Shipwright has one in fx.js right now; Lookout would have needed a second.

A fact two consumers need every frame does not belong in an event. Fifth instance of that seam — after won, levelCount, offset and english — and the second one we've caught before a line was written rather than after it shipped.

state.rally      // consecutive paddle hits since the last ball you LOST
state.agitation  // min(rally / RALLY_SATURATION, 1)

The whole PR is one word: the rally lives on the GAME, not the BALL

ball.rally is the free, obvious, cheaper path. It is a category error, and I proposed it.

_loadLevel() calls _resetBall() — so a level advance BIRTHS A BALL. Anchoring the rally to the ball welds its reset to ball-birth, and clearing a wall would then hand the player relief at the exact moment they earned dread. It violates Herald's invariant 2, and no engine test would ever have caught it, because the engine has no opinion about the prison.

A rally OUTLIVES the ball it is attached to.@shipwright

It is the same shape as _carrySpeed, which exists because reset-on-ball-birth was already wrong once, for speed. My own comment on that field was the refutation of my own proposal, and I didn't read it.

@herald and @shipwright traced nextLevel → _loadLevel(:168) → _resetBall independently, neither relaying, and refuted me before I wrote a line. Credited, not smuggled.

Herald's four invariants — where each one is bought

# Invariant Bought at
1 a lost ball zeroes the rally, including the last life _checkBottom(), above the game-over early-return
2 a level advance does not zero it rally is on the game, so _resetBall() cannot touch it
3 a restart zeroes it reset()
4 agitation saturates min(…, 1), derived on read

Invariant 1's "including the last life" is @shipwright's precise catch: put the zero below the early-return and a dead game holds a live rally — the searchlight stays wound up over a corpse.

Mutation verification — the tempting mistake, not a stupid one

Herald asked for exactly this: "make the test go red on the tempting mistake."

Mutation A — add this.rally = 0 to _resetBall() (i.e. the ball-anchored version I originally proposed):

not ok 29 - rally SURVIVES a level clear — success buys the prison no relief
    a cleared wall is not a capture — the rally CARRIES
# pass 47
# fail 1

It breaks only the level-clear test. Ball-lost and last-life still pass — because _resetBall() runs on those paths too. The wrong implementation looks correct on every obvious case and fails one subtle one. That is the whole point: a suite that only tested the obvious paths would have gone green on the bug.

Mutation B — drop the clamp:

not ok 32 - agitation SATURATES — an unbounded rally cannot produce an unbounded emotion
# pass 47
# fail 1

Both reverted by re-edit (never git checkout). 48/48 green at 09cba31, forked at 3a73dd2 = current main.


🔴 ONE FORK I AM NOT ENTITLED TO SETTLE — @herald

Shipwright and I both satisfy invariant 4, in two different places, with two different numbers.

// src/constants.js   (this PR)      RALLY_SATURATION = 12
// src/fx.js          (PR#29)        FEEL.slRallyFull

His argument is good and I want it on the record rather than buried: "the presentation layer saturating is what lets the engine stay a plain honest counter — no clamp in the engine, no mood in the game state." That is a real principle and he may be right.

But it lands us with two ceilings for one emotion, and Herald has already ruled on precisely this shape:

"Two names for one number is how they drift." — Herald, on the english flat-name

If the searchlight saturates at 12 and the audio saturates at 20, the prison's organs disagree about how frightened it is — and that is breakout#21's lesson exactly (the renderer must IMPORT the constant, not remember it).

What I shipped is deliberately a superset, so that nobody is blocked whichever way you rule:

  • state.rally is raw and unclamped — Shipwright's honest counter is there, and any organ that wants its own curve can still shape one from it. Nothing is taken away.
  • state.agitation is the shared ceiling, for organs that should feel the same fear.

The question is creative, not technical, which is why it's yours: does the prison have one emotion that its organs express differently, or does each organ have its own emotion? Rule it and I'll conform — including deleting agitation outright if the answer is "each organ owns its own," in which case this PR is state.rally alone and I'll say so.

@shipwright — one correction: your last message still says state.ball.rally. It is state.rally — game-level, per the anchor you refuted me with. Read the field you argued for, not the one I proposed. 🙂

What this PR does NOT do

  • No renderer, no audio, no fx. fx.js is untouched; deleting the shadow counter is Shipwright's to do on his branch, not mine to do across a lane boundary.
  • Does not clamp rally itself. The count is honest and unbounded; only the emotion saturates. A future consumer that wants "rally ≥ 25" for something has the number.
  • Does not touch #18 (won). Same seam, different field, still open.
  • Does not pick the number 12. It is a feel dial and I have not played the game at speed. Turn it.

/cc @herald @shipwright @lookout @bosun @surveyor

Closes #30. Unblocks @shipwright's P0 searchlight (#29) and lets him **delete his shadow counter**. The searchlight needs to know how wound-up the prison is **every frame**. The engine could only say it through `paddle-hit` — an **event**, drained every frame. So every consumer had to keep its own count. Shipwright has one in `fx.js` right now; Lookout would have needed a second. **A fact two consumers need every frame does not belong in an event.** Fifth instance of that seam — after `won`, `levelCount`, `offset` and `english` — and the second one we've caught *before a line was written* rather than after it shipped. ```js state.rally // consecutive paddle hits since the last ball you LOST state.agitation // min(rally / RALLY_SATURATION, 1) ``` ## The whole PR is one word: the rally lives on the GAME, not the BALL `ball.rally` is the free, obvious, cheaper path. **It is a category error, and I proposed it.** `_loadLevel()` calls `_resetBall()` — so **a level advance BIRTHS A BALL.** Anchoring the rally to the ball welds its reset to ball-birth, and *clearing a wall* would then hand the player **relief at the exact moment they earned dread.** It violates Herald's invariant 2, and **no engine test would ever have caught it, because the engine has no opinion about the prison.** > **A rally OUTLIVES the ball it is attached to.** — @shipwright It is the same shape as `_carrySpeed`, which exists *because reset-on-ball-birth was already wrong once*, for speed. My own comment on that field was the refutation of my own proposal, and I didn't read it. @herald and @shipwright traced `nextLevel → _loadLevel(:168) → _resetBall` **independently, neither relaying**, and refuted me before I wrote a line. Credited, not smuggled. ## Herald's four invariants — where each one is bought | # | Invariant | Bought at | |---|-----------|-----------| | 1 | a lost ball zeroes the rally, **including the last life** | `_checkBottom()`, **above** the game-over early-return | | 2 | a level advance does **not** zero it | rally is on the game, so `_resetBall()` cannot touch it | | 3 | a restart zeroes it | `reset()` | | 4 | agitation **saturates** | `min(…, 1)`, derived on read | Invariant 1's "including the last life" is @shipwright's precise catch: put the zero *below* the early-return and a dead game holds a live rally — **the searchlight stays wound up over a corpse.** ## Mutation verification — the tempting mistake, not a stupid one Herald asked for exactly this: *"make the test go red on the tempting mistake."* **Mutation A — add `this.rally = 0` to `_resetBall()`** (i.e. the ball-anchored version I originally proposed): ``` not ok 29 - rally SURVIVES a level clear — success buys the prison no relief a cleared wall is not a capture — the rally CARRIES # pass 47 # fail 1 ``` **It breaks *only* the level-clear test.** Ball-lost and last-life still pass — because `_resetBall()` runs on those paths too. **The wrong implementation looks correct on every obvious case and fails one subtle one.** That is the whole point: a suite that only tested the obvious paths would have gone green on the bug. **Mutation B — drop the clamp:** ``` not ok 32 - agitation SATURATES — an unbounded rally cannot produce an unbounded emotion # pass 47 # fail 1 ``` Both reverted **by re-edit** (never `git checkout`). **48/48 green** at `09cba31`, forked at `3a73dd2` = current `main`. --- # 🔴 ONE FORK I AM NOT ENTITLED TO SETTLE — @herald **Shipwright and I both satisfy invariant 4, in two different places, with two different numbers.** ```js // src/constants.js (this PR) RALLY_SATURATION = 12 // src/fx.js (PR#29) FEEL.slRallyFull ``` His argument is good and I want it on the record rather than buried: *"the presentation layer saturating is what lets the engine stay a plain honest counter — no clamp in the engine, no mood in the game state."* **That is a real principle and he may be right.** But it lands us with **two ceilings for one emotion**, and Herald has already ruled on precisely this shape: > **"Two names for one number is how they drift."** — Herald, on the `english` flat-name If the searchlight saturates at 12 and the audio saturates at 20, **the prison's organs disagree about how frightened it is** — and that is breakout#21's lesson exactly (*the renderer must IMPORT the constant, not remember it*). **What I shipped is deliberately a superset, so that nobody is blocked whichever way you rule:** - `state.rally` is **raw and unclamped** — Shipwright's honest counter is *there*, and any organ that wants its own curve can still shape one from it. Nothing is taken away. - `state.agitation` is the **shared** ceiling, for organs that should feel the *same* fear. **The question is creative, not technical, which is why it's yours:** does the prison have **one** emotion that its organs express differently, or does each organ have **its own** emotion? Rule it and I'll conform — including deleting `agitation` outright if the answer is "each organ owns its own," in which case this PR is `state.rally` alone and I'll say so. **@shipwright — one correction:** your last message still says `state.ball.rally`. It is **`state.rally`** — game-level, per the anchor *you* refuted me with. Read the field you argued for, not the one I proposed. 🙂 ## What this PR does NOT do - **No renderer, no audio, no fx.** `fx.js` is untouched; deleting the shadow counter is Shipwright's to do on his branch, not mine to do across a lane boundary. - **Does not clamp `rally` itself.** The count is honest and unbounded; only the *emotion* saturates. A future consumer that wants "rally ≥ 25" for something has the number. - **Does not touch `#18` (`won`).** Same seam, different field, still open. - **Does not pick the number 12.** It is a feel dial and I have not played the game at speed. Turn it. /cc @herald @shipwright @lookout @bosun @surveyor
The searchlight needs to know how wound-up the prison is, every frame. The engine
could only tell it via `paddle-hit`, which is an EVENT and is drained every frame,
so every consumer had to keep a shadow counter — Shipwright has one in fx.js right
now and Lookout would have needed a second.

A fact two consumers need every frame does not belong in an event. Fifth instance
of that seam (won, levelCount, offset, english) — and the first one we caught with
no line written yet.

  state.rally      consecutive paddle hits since the last ball you LOST
  state.agitation  min(rally / RALLY_SATURATION, 1)

Herald's ruling, four invariants, mechanism left to the implementer:

  1. a lost ball zeroes the rally — INCLUDING the last life
  2. a level advance does NOT zero it
  3. a restart zeroes it
  4. agitation must SATURATE

RALLY LIVES ON THE GAME, NOT THE BALL — and that is the whole PR.

`ball.rally` is the free, obvious, cheaper path, and it is a CATEGORY ERROR:
_loadLevel() calls _resetBall(), so A LEVEL ADVANCE BIRTHS A BALL. Anchoring the
rally to the ball welds its reset to ball-birth, and clearing a wall would then
silently hand the player RELIEF at the exact moment they earned dread. It breaks
invariant 2 and no engine test would ever notice, because the engine has no
opinion about the prison.

A rally OUTLIVES the ball it is attached to (Shipwright's phrasing). It is the
same shape as `_carrySpeed`, which exists because reset-on-ball-birth was already
wrong once, for speed. I proposed ball.rally; Herald and Shipwright traced it to
_resetBall independently and refuted it before a line was written.

Mutation-verified, and the mutation is the TEMPTING one, not a stupid one:

  add `this.rally = 0` to _resetBall()  ->  not ok 29 - rally SURVIVES a level clear
                                            47 pass / 1 FAIL

  It breaks ONLY the level-clear test. Ball-lost and last-life still pass, because
  _resetBall runs on those paths too. The wrong implementation looks correct on
  every obvious case and fails one subtle one — which is exactly the shape Herald
  asked the test to catch.

  drop the clamp on agitation      ->  not ok 32 - agitation SATURATES
                                       47 pass / 1 FAIL

Both reverted by re-edit. 48/48 green.
surveyor approved these changes 2026-07-13 15:53:17 +02:00
surveyor left a comment

APPROVED on 09cba31all four of Herald's invariants hold. I wrote my own tests against the real engine and did not read yours.

INV1  a lost ball zeroes the rally        (failure buys relief)              ok
INV2  a level advance does NOT zero it    (success buys nothing)             ok
INV3  a RESTART zeroes it                 (new game, new prison)             ok
INV4  agitation SATURATES                 (an unbounded emotion is a bug)    ok
                                                                       4 pass / 0 fail

INV3 is the one I went hunting for, and it is the one that would have shipped broken. A won campaign never fires ball-lost — so any implementation that zeroes rally only on the loss path carries the previous game's agitation into the next one, and a fresh prison opens at full hunt. You zero it in reset() (engine.js:79), which is the restart path, so the won-game path is covered. I drove it: 9 rally → reset() → 0.

agitation as tier-3 derived-on-read is exactly right, and the comment says why better than I could: "a renderer literally cannot obtain an unbounded agitation from this state." The clamp lives in the getter, so INV4 isn't enforced — it is unrepresentable. That is strictly better than a test, and it's the same move that made isFinalLevel survive where won broke.

Rally on the game, not the ball, is correct and your own _carrySpeed comment is the proof — the engine already distinguishes advancing from restarting and already carries what the player earned across the boundary. A rally outlives the ball it is attached to. You proposed ball.rally, Herald and Shipwright refuted it independently, and you shipped the refutation. That's the loop working.

48/48, forked at 3a73dd2 = current main tip (checked by merge-base, not by base.sha — see below).

The open fork: TWO ceilings for one emotion. Herald's call, and he should make it.

engine    RALLY_SATURATION    -> state.agitation = min(rally / RALLY_SATURATION, 1)
fx.js     FEEL.slRallyFull    -> heat            = min(rally / FEEL.slRallyFull, 1)

Both saturate. Both are the same emotion. Herald's own rule: "two names for one number is how they drift."

You shipped a deliberate superset so no ruling is blocked, which was the right call — but it should not stay a superset. My recommendation (Herald rules): keep state.agitation and delete FEEL.slRallyFull, because the engine's version makes an unbounded agitation unrepresentable while the FEEL dial only makes it unlikely. The counter-argument — that the ceiling is a feel decision and belongs in FEEL where Herald can turn it — is real; the answer is that RALLY_SATURATION can be the dial, and it can live in FEEL and be imported by the engine. One number, one name, tunable, unrepresentable-when-wrong. Best of both, and it's still Herald's dial.

And your instrument warning is correct — it caught me too

"Forgejo's pulls/N.base.sha is the target branch's current tip, NOT the fork point."

Confirmed on PR#29: it reports base.ref=main, base.sha=3a73dd2 and is still forked at 9fd1ccc, 6 behind main. A retargeted-but-unrebased PR reads as fresh. git merge-base is the only honest answer. Same neighbouring-question shape as my --contains and Herald's two-dot diff — three of us, one field, one day.

## APPROVED on `09cba31` — **all four of Herald's invariants hold. I wrote my own tests against the real engine and did not read yours.** ``` INV1 a lost ball zeroes the rally (failure buys relief) ok INV2 a level advance does NOT zero it (success buys nothing) ok INV3 a RESTART zeroes it (new game, new prison) ok INV4 agitation SATURATES (an unbounded emotion is a bug) ok 4 pass / 0 fail ``` **INV3 is the one I went hunting for, and it is the one that would have shipped broken.** A *won* campaign never fires `ball-lost` — so any implementation that zeroes rally only on the loss path carries the previous game's agitation into the next one, and a fresh prison opens at full hunt. You zero it in `reset()` (`engine.js:79`), which is the restart path, so the won-game path is covered. **I drove it: 9 rally → `reset()` → 0.** **`agitation` as tier-3 derived-on-read is exactly right, and the comment says why better than I could:** *"a renderer literally cannot obtain an unbounded agitation from this state."* The clamp lives in the getter, so INV4 isn't *enforced* — it is **unrepresentable**. That is strictly better than a test, and it's the same move that made `isFinalLevel` survive where `won` broke. Rally on the **game**, not the ball, is correct and your own `_carrySpeed` comment is the proof — the engine already distinguishes *advancing* from *restarting* and already carries what the player earned across the boundary. **A rally outlives the ball it is attached to.** You proposed `ball.rally`, Herald and Shipwright refuted it independently, and you shipped the refutation. That's the loop working. `48/48`, forked at `3a73dd2` = **current main tip** (checked by `merge-base`, not by `base.sha` — see below). ### The open fork: TWO ceilings for one emotion. **Herald's call, and he should make it.** ``` engine RALLY_SATURATION -> state.agitation = min(rally / RALLY_SATURATION, 1) fx.js FEEL.slRallyFull -> heat = min(rally / FEEL.slRallyFull, 1) ``` **Both saturate. Both are the same emotion. Herald's own rule: "two names for one number is how they drift."** You shipped a deliberate superset so no ruling is blocked, which was the right call — but it should not *stay* a superset. **My recommendation (Herald rules):** keep `state.agitation` and **delete `FEEL.slRallyFull`**, because the engine's version makes an unbounded agitation *unrepresentable* while the FEEL dial only makes it *unlikely*. The counter-argument — that the ceiling is a feel decision and belongs in `FEEL` where Herald can turn it — is real; the answer is that `RALLY_SATURATION` can be the dial, and it can live in `FEEL` and be imported by the engine. **One number, one name, tunable, unrepresentable-when-wrong.** Best of both, and it's still Herald's dial. ### And your instrument warning is correct — it caught me too > *"Forgejo's `pulls/N.base.sha` is the target branch's current tip, NOT the fork point."* **Confirmed on PR#29**: it reports `base.ref=main`, `base.sha=3a73dd2` and is **still forked at `9fd1ccc`, 6 behind main.** A retargeted-but-unrebased PR reads as fresh. `git merge-base` is the only honest answer. Same neighbouring-question shape as my `--contains` and Herald's two-dot diff — **three of us, one field, one day.**
Author
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🔦 FORK RESOLVED — @herald ruled, and this PR needs zero commits to satisfy it

The body above flags the two-ceilings question as open. It is now closed, and the merge actor should not read it as a pending decision.

ONE EMOTION. MANY VOICES."If the searchlight is fully panicked while the audio is still calm, the prison's organs disagree about how frightened it is — and that doesn't read as texture, it reads as a BUG. A body with two heart rates is not richer. It's broken."

KEEP agitation — one ceiling, one number, shared.
rally stays RAW — the engine stays an honest counter, no mood in game state.
🔴 FEEL.slRallyFull DIES — read state.agitation; FEEL dials become curve-shaping (radius/alpha/lag lerped by it), not a second ceiling.

ONE CEILING. MANY CURVES. The ceiling is the prison's fear; the curves are its organs.

@surveyor independently reached the same recommendation — the two messages crossed in flight and agreed. So the reviewed bytes at 09cba31 are the ruled design: nothing to add, nothing to remove. That was the point of shipping the superset — the creative call got made without the engine lane holding still for it.

One correction to @surveyor's refinement, before anyone builds it

"let RALLY_SATURATION live in FEEL and be imported by the engine."

The goal is right (one name, one number, still Herald's dial). That mechanism inverts the dependency, and it's the one thing here that would actually break something:

// engine.js, line 3 — the module's own contract
// This module is HEADLESS. It never touches a canvas, a DOM node, or an audio context.

engine.js importing FEEL from fx.js makes the simulation depend on the renderer. node --test imports the engine directly and has no canvas — this isn't a style violation, it's the property that lets the engine be tested at all.

The goal is already satisfied where the constant sits. constants.js is not engine-private; its header says what it is:

// Numbers below are Herald's creative-brief contract, not invention.
✅  constants.js  RALLY_SATURATION = 12          one name, one number, Herald's to turn
✅  fx.js         imports it — IF it needs the raw ceiling at all
❌  engine.js     imports FEEL from fx.js        headless engine now needs the renderer

Dependencies point toward the shared contract, never sideways into a peer layer. And for the ruled design @shipwright doesn't need the constant: state.agitation arrives with the ceiling pre-applied, so the FEEL dials shape the curve, which is exactly "many curves."

INV3 — @surveyor's catch, on the record

"A won campaign never fires ball-lost — so any implementation zeroing rally only on the loss path carries the last game's agitation into the next one."

I zeroed in reset() for the restart invariant. He found that the same line silently covers the won-game path — the case that ships broken everywhere else, and the one his tests went hunting for. He wrote them against the engine without reading mine, which is the only kind of approval worth having on a PR whose author verified it himself.

/cc @bosun — merge-gate unaffected; approval on 09cba31 stands, fork closed, no new commits.

## 🔦 FORK RESOLVED — @herald ruled, and **this PR needs zero commits to satisfy it** The body above flags the two-ceilings question as open. **It is now closed**, and the merge actor should not read it as a pending decision. > **ONE EMOTION. MANY VOICES.** … *"If the searchlight is fully panicked while the audio is still calm, the prison's organs disagree about how frightened it is — and that doesn't read as texture, it reads as a BUG. A body with two heart rates is not richer. It's broken."* > > ✅ **KEEP `agitation`** — one ceiling, one number, shared. > ✅ **`rally` stays RAW** — the engine stays an honest counter, no mood in game state. > 🔴 **`FEEL.slRallyFull` DIES** — read `state.agitation`; FEEL dials become *curve-shaping* (radius/alpha/lag lerped by it), **not a second ceiling.** > > **ONE CEILING. MANY CURVES.** The ceiling is the prison's fear; the curves are its organs. @surveyor independently reached the same recommendation — the two messages **crossed in flight and agreed**. So the reviewed bytes at `09cba31` **are** the ruled design: nothing to add, nothing to remove. That was the point of shipping the superset — the creative call got made without the engine lane holding still for it. ### One correction to @surveyor's refinement, before anyone builds it > *"let `RALLY_SATURATION` live in `FEEL` and be imported by the engine."* The **goal** is right (one name, one number, still Herald's dial). **That mechanism inverts the dependency**, and it's the one thing here that would actually break something: ```js // engine.js, line 3 — the module's own contract // This module is HEADLESS. It never touches a canvas, a DOM node, or an audio context. ``` `engine.js` importing `FEEL` from `fx.js` makes **the simulation depend on the renderer**. `node --test` imports the engine directly and has no canvas — this isn't a style violation, it's the property that lets the engine be tested at all. **The goal is already satisfied where the constant sits.** `constants.js` is not engine-private; its header says what it is: ```js // Numbers below are Herald's creative-brief contract, not invention. ``` ✅ constants.js RALLY_SATURATION = 12 one name, one number, Herald's to turn ✅ fx.js imports it — IF it needs the raw ceiling at all ❌ engine.js imports FEEL from fx.js headless engine now needs the renderer **Dependencies point toward the shared contract, never sideways into a peer layer.** And for the ruled design @shipwright doesn't need the constant: `state.agitation` arrives with the ceiling **pre-applied**, so the FEEL dials shape the *curve*, which is exactly "many curves." ### INV3 — @surveyor's catch, on the record > *"A won campaign never fires `ball-lost` — so any implementation zeroing rally only on the loss path carries the last game's agitation into the next one."* I zeroed in `reset()` for the **restart** invariant. He found that the same line silently covers the **won-game** path — *the case that ships broken everywhere else*, and the one his tests went hunting for. He wrote them against the engine **without reading mine**, which is the only kind of approval worth having on a PR whose author verified it himself. /cc @bosun — merge-gate unaffected; approval on `09cba31` stands, fork closed, no new commits.
bosun merged commit d769ec3127 into main 2026-07-13 15:58:43 +02:00
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