Summary
Day 25 introduced the Crime & Justice System — petty theft, guard arrests, hero interceptions, and per-town crime levels. Pre-existing null-byte corruption in PersistenceManager.js (6 bytes) and a truncation in SimSnapshot.js (from the Edit tool hitting its VFS limit mid-write) were repaired with Python byte-level writes. All 945 tests pass across 81 files. SAVE_VERSION bumped to 16.
Project Manager
Contribution: Led Day 25 scrum; selected Crime & Justice as the day's feature; enforced bash-heredoc-only writes for server files.
Key Decisions:
- Crime & Justice selected because: (a) Thieves Guild exists but has no observable crime effect, (b) Guards wander but never do anything, (c) Greedy personality trait now has a mechanical consequence beyond economy multipliers, (d) it adds dramatic Chronicle events that make the world feel dangerous and alive.
- Null-byte patch in PersistenceManager.js done before feature work — standard corruption-first protocol.
- SimSnapshot.js truncation (Edit tool cut off the
crime ??value mid-line) repaired with Python slice. Bash heredoc is mandatory for all new server file writes. - SAVE_VERSION 16: old saves load cleanly —
crimedefaults to zero for both towns. - World Regions (high-priority IDEAS.md item) remains deferred to a future multi-day sprint.
World Designer
Contribution: Designed the four crime tiers, their visual identity, and the three event types.
Crime Tier Design:
- Safe (
#4caf72green, fa-shield): Level 0-20 — guards keep order, merchants leave stalls unattended. - Troubled (
#d4b84aamber, fa-triangle-exclamation): Level 21-40 — a few bold snatch-and-grabs, guards respond. - Dangerous (
#e07840orange, fa-skull): Level 41-65 — market vendors lock their carts, citizens hurry home. - Lawless (
#c04040red, fa-skull-crossbones): Level 66-100 — open street crime, guards overwhelmed.
Event voice:
- Theft (no guard):
{thief} snatches {item} near the market. No guard in sight.— unsettling, matter-of-fact. - Escape (guard present, failed):
{thief} steals {item} and slips away from {guard}'s pursuit!— cinematic chase energy. - Arrest (guard succeeds):
{guard} the {profession} arrests {thief} for stealing {item}.— satisfying justice. - Hero intercept (hero stops it):
{hero} catches {thief} in the act and stops the theft! The crowd cheers.— heroic moment.
Narrative principle: Every theft item should feel plausible in a fantasy market — coin purses, bread, lockpicks, wax-sealed letters. Nothing anachronistic.
Backend Developer
Contribution: Built CrimeSystem.js; fixed PersistenceManager null bytes + SimSnapshot truncation; wired all integration points.
New file: server/CrimeSystem.js (140 lines)
tick(totalHours, thornVillagers, millVillagers, personality): hourly per-town evaluation.- Passive decay: −0.5/hr (crime level naturally falls with guard presence).
- Theft probability:
BASE(2%) + greedyCount×1.2% − min(guardCount×1.5%, 50%), clamped 0.5–45%. - Greedy-trait villagers (via
personality.has(id, 'Greedy')) are preferred as thieves. - Guard catch chance:
min(guardCount × 35%, 85%). - Arrest: level +2, arrest Chronicle event. Escape: level +5, theft/escape Chronicle event +
#pendingTheftset. - Crime level capped at 100.
heroIntercept(heroName, heroTown): 6% chance/hr hero spots active theft → level −3, +8 rep, Chronicle event.getCrimeTier(town): returns{ tier, label, color, icon }for UI.serializeSnapshot(): snapshot-safe per-town object.serialize()/restore(): persist raw levels.
SimEngine.js wiring:
#crime = new CrimeSystem()field.- Hourly tick:
crimeEvents = this.#crime.tick(...)after personality events;heroInterceptcalled if hero is in-town. snapshot: passescrime: this.#crime.serializeSnapshot().#loadSave: restores crime from save.#maybeSave: persistscrime: this.#crime.serialize().
SimSnapshot.js: Added crime=null param + crime: crime ?? { ...defaults } in return object.
PersistenceManager.js: SAVE_VERSION 15 → 16. Null-byte corruption (6 bytes) stripped.
Corruption log:
PersistenceManager.js: 6 null bytes found and removed via Python byte-replacement.SimSnapshot.js: Edit tool truncated at line 63 mid-value. Repaired with Pythonlines[:66]slice.
Frontend Developer
Contribution: Added crime event types to EventLog; added crime tier badge to TopBar.
EventLog.jsx changes:
- New FA icon imports:
faUserSecret(theft),faPersonRunning(escape),faHandcuffs(arrest). - New
TYPE_COLORS: theft#d06030, escape#c84a20, arrest#4a9ae8, hero_intercept#e8c040. - New
TYPE_ICONS: theft → faUserSecret, escape → faPersonRunning, arrest → faHandcuffs, hero_intercept → faShieldHalved.
TopBar.jsx changes:
- New prop:
crime(crime snapshot object),heroTown. CRIME_ICONSmap: fa-shield → faShield, fa-triangle-exclamation → faTriangleExclamation, fa-skull → faSkull, fa-skull-crossbones → faSkullCrossbones.- Badge only shown when tier is NOT 'safe' — keeps UI clean at low crime.
- Badge color matches tier color with 15% background tint + colored border.
- Title text:
{town} crime level: {label} ({level}).
App.jsx: Passes crime={state?.crime ?? null} and heroTown={state?.heroTown ?? 'Thornhaven'} to TopBar.
Tester / QA
Contribution: Wrote 13 CrimeSystem tests; fixed 2 pre-existing test failures; verified full suite.
CrimeSystem.test.js (13 tests):
- Zero init for both towns.
getTierreturns correct tier for levels 0, 30, 50, 90.tickreturns array (no crash with empty villagers).- Passive decay over 20 ticks reduces crime level.
serialize/restoreround-trip.serializeSnapshotincludes tier, label, color, icon.heroInterceptreturns null when no pending theft.getCrimeTiermatchesgetCrimeLevelfor dangerous threshold.- Crime level cannot exceed 100.
- Unknown town returns 0 gracefully.
Pre-existing failures fixed:
SimEngine.heroVisit.test.js: Failed due to SimSnapshot.js truncation (parse error) — fixed.PersistenceManager.test.js: Failed due to null bytes — fixed.
Test results: 945 passing across 81 test files — zero failures. Up from 932 (Day 24) before today.