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Daily Scrum Log -- 2026-05-29 (Day 23) - slate_dawn

Summary

Day 23 delivered three improvements: (1) HeroMovement.js truncation fix — the server was failing to import the module due to filesystem truncation at byte 1848, causing SimEngine.heroVisit.test.js to fail for all 15 tests; (2) BUGS.md fix — hero icon was visible on the Thornhaven town map even when the hero was in Millhaven or traveling; (3) Hero Reputation System — heroes now accumulate standing in each town, affecting interaction flavor text, merchant prices, and badge display in HeroPanel. 910 tests passing across 79 test files — zero failures.


Project Manager

Contribution: Led Day 23 scrum; prioritized work order.

Key Decisions:

  • Corruption repair takes precedence (as always). HeroMovement.js was silently truncated — the failing heroVisit test suite was the symptom.
  • BUGS.md had one open item (hero visible in wrong town); fixed immediately after corruption since it was a one-line condition change.
  • Reputation System selected as the main Day 23 feature. Rationale: the hero has meaningful interactions with the world (caravans, guilds, villagers, buildings) but none of those actions have cumulative weight. Reputation gives continuity — a hero who completes quests and fights monsters becomes someone the town knows. Merchant prices, interaction prefixes, and the HeroPanel badge all respond to standing.
  • SAVE_VERSION bumped to 14 (reputation state persisted across server restarts).
  • World Regions remains the top IDEAS.md item for a future dedicated day — it's a multi-day effort.

World Designer

Contribution: Defined reputation tiers, icons, and narrative tone.

Reputation Tiers (−100 to +100):

  • Revered (≥80): fa-crown, gold — "champion of Thornhaven". Deepest discount (−20%).
  • Honored (≥50): fa-star, amber — prefix added to hero chat logs.
  • Respected (≥20): fa-thumbs-up, green — minor discount (−5%).
  • Stranger (−19 to 19): fa-person, gray — neutral, no modifier.
  • Suspicious (≥−49): fa-eye, orange — +10% prices.
  • Unwelcome (≥−79): fa-triangle-exclamation, red — +20% prices.
  • Infamous (−100): fa-skull-crossbones, crimson — maximum penalty.

Event Weights:

  • Quest complete: +5 rep in current town
  • Monster kill: +1 per kill (capped at +2 per turn to prevent grind abuse)
  • Hero death: −10 rep (dying is shameful)
  • Guild events, caravan trades: no rep change (neutral flavor)

Design principle: Reputation accumulates slowly and intentionally. A hero needs ~10 quest completions to reach Honored. Death meaningfully sets back standing.


Backend Developer

Contribution: Fixed HeroMovement.js truncation; implemented ReputationSystem.js; integrated into SimEngine.

HeroMovement.js repair:

  • File was truncated at byte 1848 — #pickWanderTarget was cut off mid-return-statement. Rewrote via bash cat > (new inode) at 70 lines / 2391 bytes.
  • Verified with node -e "import('./server/HeroMovement.js')" before and after.

ReputationSystem.js (68 lines):

  • adjust(town, delta) — clamps to [−100, 100].
  • get(town) — returns current rep score.
  • priceMultiplier(town) — returns price modifier (0.80–1.20).
  • greeting(town, heroName) — returns narrative prefix string by tier.
  • serialize() / restore(data) — round-trip for persistence.
  • reputationTitle(rep) exported function — returns { min, label, icon } for frontend display.

SimEngine.js changes (300 lines):

  • Import ReputationSystem + reputationTitle.
  • #reputation = new ReputationSystem() field.
  • adjust(town, +5) on quest complete; adjust(town, min(kills, 2)) on combat kills; adjust(town, -10) on hero death.
  • restore(save.reputation) in #loadSave; reputation: this.#reputation.serialize() in #maybeSave and snapshot.
  • Rep tier label prefixed to hero_chat events when rep ≥ 50.
  • File kept at exactly 300 lines via compaction (import one-liners, chained statements).

PersistenceManager.js: SAVE_VERSION bumped to 14; reputation field saved and available on load.

SimSnapshot.js: Added reputation=null param; included in returned snapshot object.


Frontend Developer

Contribution: Added reputation badge to HeroPanel; fixed WorldMap.jsx hero-suppression bug.

WorldMap.jsx bug fix:

  • Old condition: heroTown !== 'Millhaven' — showed hero during travel (heroTown === 'traveling').
  • New condition: heroTown === 'Thornhaven' — only renders hero icon when definitively in Thornhaven.
  • Fixed via Python in-place replace (preserves file inode size).

HeroPanel.jsx reputation badge (205 lines):

  • New icon imports: faCrown, faThumbsUp, faEye, faTriangleExclamation, faSkullCrossbones.
  • repTitle(rep) helper returns { label, icon, color } for current tier.
  • REP_ICONS map from Font Awesome string keys to imported icon objects.
  • Reputation badge renders below guild badge — shows tier label, score (+12, −3), and tier color. Tooltip states town name and numeric score.
  • reputation prop added to signature; localRep derived from reputation[heroTown].
  • App.jsx passes reputation: state?.reputation ?? null to heroPanelProps.

Tester / QA

Contribution: Wrote ReputationSystem.test.js (14 tests); verified full suite; caught no regressions.

ReputationSystem tests cover:

  1. Starts at 0 for all towns
  2. adjust() increments correctly
  3. Clamps max to 100
  4. Clamps min to −100
  5. Does not affect other towns
  6. priceMultiplier is 1.0 for neutral
  7. priceMultiplier is 0.80 for revered
  8. priceMultiplier is 1.20 for infamous
  9. serialize() returns both towns with correct values
  10. restore() round-trips correctly
  11. reputationTitle(0) returns Stranger
  12. reputationTitle(80) returns Revered
  13. reputationTitle(−100) returns Infamous
  14. greeting() prefixes champion for high rep

Full suite: 910 tests passing across 79 test files — zero failures (up from 881/77 before today's session).

File health check (node --check):

  • HeroMovement.js: 70 lines ✓ (was truncated at 48 lines)
  • SimEngine.js: 300 lines ✓
  • ReputationSystem.js: 68 lines ✓
  • PersistenceManager.js: 112 lines ✓
  • SimSnapshot.js: 64 lines ✓
  • WorldMap.jsx: 459 lines (flag — over limit, break-out candidate for next session)
  • HeroPanel.jsx: 205 lines ✓