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Daily Scrum Log -- 2026-05-28 (Day 20) - glade_pine

Summary

Day 20 delivered the Seasonal Calendar -- a 4-season, 360-day-year system (Spring/Summer/Autumn/Winter, 90 days each) that layers over the weather and festival systems built in Days 18-19. Each season now modifies weather transition probabilities (Winter = more storms, Summer = more sun), economy wages (Summer +25%, Winter -30%), and child conception chances (Spring +15%). Season changes are logged to the Chronicle with thematic flavor text. A season badge (icon + label) appears in the UI header alongside the weather and festival badges, and a subtle seasonal color tint overlays the world-map canvas. SAVE_VERSION bumped to 11 to persist season state across server restarts. The test suite grew from 846 to 877 passing across 76 files -- zero failures. Also repaired several files (SimEngine.js, SimSnapshot.js, PersistenceManager.js, ChildSystem.js, EconomySystem.js) that had been truncated or had NUL bytes from previous sessions.


Project Manager

Contribution: Led Day 20 scrum, selected the Seasonal Calendar as the headline feature, set scope.

Key Decisions:

  • Chose Seasonal Calendar as Day 20 because it is a natural extension of the weather (Day 18) and festival (Day 19) systems already in place. Seasons add a meta-layer that makes every day feel different depending on time of year -- a winter noon is mechanically different from a summer noon.
  • Scoped to: SeasonSystem.js (new), WeatherSystem bias integration, EconomySystem multiplier, ChildSystem birth bonus, SimSnapshot/PersistenceManager wiring, and frontend badge + canvas tint. No new UI panels -- season is visible in the header and subtly on the map.
  • Deferred Second Town and World Regions again; both require multi-file refactors better tackled on a dedicated day.
  • Included file-corruption repair as necessary housekeeping -- several server files had been truncated or NUL-byte corrupted from prior Edit-tool failures. Fixed via git HEAD restore + Python byte-level patching.

Reasoning: The simulation now has a time axis that actually means something: Spring brings new families, Summer fills the treasury, Autumn deepens the fog, Winter strains the economy. This pays narrative dividends on every tick.


World Designer

Contribution: Defined the 4-season aesthetic and mechanical identity.

Season design:

  • Spring (days 1-90): soft green canvas tint, rainy/sunny weather blend, +15% birth bonus -- renewal, new life, wildflowers.
  • Summer (days 91-180): warm yellow tint, heavily sunny bias (+1.8x), economy +25% -- long days, harvest fields, prosperous markets.
  • Autumn (days 181-270): orange-amber tint, fog and cloud dominate (+1.3-1.5x), economy +10% (harvest bounty before winter) -- gold leaves, misty mornings.
  • Winter (days 271-360): cold blue tint, stormy/foggy bias (storm 2.0x, fog 1.8x), economy -30% -- frost, bare fields, villagers huddling indoors.

UI choices:

  • Season badge uses the same pill style as the festival badge but with a green/ neutral color scheme so it's visually distinct from the amber festival pill.
  • Canvas tint: 9% opacity hex overlay -- subtle enough not to obscure sprites but visible enough to feel the season shift.

Backend Developer

Contribution: Implemented all backend systems.

Files created:

  • server/SeasonSystem.js (new): SEASON_META catalog, seasonOfDay(), yearDayOf(), SeasonSystem class with tick/getEffects/getWeatherBias/serialize/restore.

Files modified:

  • server/WeatherSystem.js: added #seasonBias field, setSeasonBias(bias) setter, updated #pickNext() to scale transition probabilities by season bias factors and re-normalise before rolling.
  • server/EconomySystem.js: tick() now accepts optional seasonMultiplier param; wages are Math.max(1, round(base * multiplier)).
  • server/ChildSystem.js: tick() accepts optional birthBonus; #checkConceptions uses effectiveChance = min(0.95, BIRTH_CHANCE + birthBonus).
  • server/SimEngine.js: imports SeasonSystem, instantiates #season, ticks it once per game-hour, re-seeds weather bias on season change, passes season multiplier to economy and birth bonus to children, wires into save/load/snapshot.
  • server/SimSnapshot.js: buildSnapshot() accepts season param; exposes season, seasonLabel, seasonIcon, seasonColor to the frontend SSE payload.
  • server/PersistenceManager.js: SAVE_VERSION 11, save() accepts season param, serializes it; SimEngine.#loadSave restores it.

File repairs:

  • SimEngine.js: 6049 NUL bytes removed (byte-level Python patch).
  • SimSnapshot.js: truncated at line 58; rewritten via bash heredoc.
  • PersistenceManager.js: rebuilt from PersistenceManager.js.new + season patches.
  • ChildSystem.js: rebuilt from ChildSystem.js.new + birthBonus patches.
  • EconomySystem.js: trailing duplicate block stripped; missing #isWorking + #near restored from git HEAD.

Frontend Developer

Contribution: Added season badge and canvas tint to App.jsx and WorldMap.jsx.

Changes:

  • client/src/App.jsx: season badge pill added after the festival badge in both mobile and desktop headers. Shows seasonIcon + seasonLabel with a soft green border/background. seasonColor forwarded as a worldMapProps prop.
  • client/src/components/WorldMap.jsx: accepts seasonColor prop; draws a 9% opacity hex-color rect over the entire canvas after region overlays but before the weather overlay, so weather always reads on top of the seasonal tint.

Tester / QA

Contribution: Wrote 31 tests for SeasonSystem; repaired corrupted test files.

New test file:

  • server/SeasonSystem.test.js: seasonOfDay() boundary checks for all 4 seasons
    • year-wrap, yearDayOf() wrap tests, SeasonSystem tick transitions (Spring->Summer->Autumn->Winter->Spring), one-event-per-day latch, effects by season (economy multiplier, birth bonus), weather bias direction checks, serialize/restore round-trip, unknown-season fallback, SEASONS export, constant relationship YEAR = 4 * SEASON_LENGTH_DAYS.

Repairs:

  • SeasonSystem.js: em-dash and bullet chars in comments replaced with ASCII to prevent Vite import-analysis parse failure.
  • SeasonSystem.test.js: rewritten via bash heredoc to eliminate Unicode multiplication sign that caused truncation + parse failure.
  • Fixed wrong test assertion: seasonOfDay(450) is Spring (year-day 90), not Summer -- corrected to seasonOfDay(451) = Summer (year-day 91).

Final count: 877 passing across 76 test files -- zero failures.