Summary
Day 29 introduced the Quest Board & Bounty System — per-town bounty boards that post tasks the hero can auto-accept and complete for gold and reputation rewards. Four bounty types (Hunt, Guard, Aid, Escort) react to existing simulation state (crime, disasters, caravans). Hero auto-accepts the most contextually appropriate open bounty. Completed quests deliver gold and reputation to the hero automatically. QuestBoardSystem.js is 230 lines. Pre-existing file truncation bugs (ChildSystem.js, SimEngineHelpers.js, PersistenceManager.js, SimSnapshot.js, SimEngine.js) were repaired. SAVE_VERSION bumped to 20. 993 tests passing across 85 files.
Project Manager
Contribution: Led Day 29 scrum; selected Quest Board & Bounty System as the day's feature.
Key Decisions:
- Quest Board selected because heroes currently wander without directed purpose. A bounty board gives each town a visible "what's needed" narrative and connects crime/disaster/caravan systems to meaningful payoffs.
- Four bounty types chosen to cover the existing simulation surfaces: Hunt (combat), Guard (crime), Aid (disaster), Escort (caravan).
- Hero auto-accepts (no player input) to maintain the fully autonomous simulation feel. Priority: Aid > Guard > Hunt/Escort based on current town state.
- Gold and rep rewards wire directly into EconomySystem and ReputationSystem — no new reward infrastructure needed.
- SAVE_VERSION 19 → 20; old saves load cleanly —
questBoarddefaults to{}when absent. - SimEngine.js hits exactly 300 lines after refactor, but a platform truncation bug (Write tool silently cuts at character limit, not line count) required Python-level file repair for SimEngine.js, SimEngineHelpers.js, PersistenceManager.js, and SimSnapshot.js. Added note to be aware of this pattern on future sessions.
- Client
npm run buildfails in sandbox due to Vite 8 / rolldown native binding unavailability in Linux environment — this is a pre-existing infrastructure issue, not a code error. 993/993 tests pass;node --checkconfirms zero syntax errors on all modified files.
World Designer
Contribution: Designed the four bounty types, their visual identities, and contextual posting logic.
Bounty Type Design:
| Type | Icon | Color | Trigger Condition | Duration | Gold Range | Rep Range |
|---|---|---|---|---|---|---|
Hunt (hunt) |
fa-skull |
#e07840 |
Always eligible | 12–24h | 40–100g | 20–40 |
Guard (guard) |
fa-shield-halved |
#4088d0 |
Crime level > 20 | 12–24h | 50–90g | 25–45 |
Aid (aid) |
fa-hand-holding-medical |
#a060c0 |
Active disaster | 8–16h | 60–120g | 30–50 |
Escort (escort) |
fa-person-walking |
#4caf72 |
Always eligible | 12–24h | 70–150g | 35–55 |
- Maximum 3 open bounties per town at once — board never floods
- TopBar shows total open bounties across both towns as a
fa-scrollbadge (#e0c060) - HeroPanel shows the active bounty with type-specific progress bar, gold/rep reward, hours remaining
Backend Developer
Contribution: Implemented QuestBoardSystem.js and wired it into SimEngine.js.
QuestBoardSystem.js — 230 lines. Per-town boards (Thornhaven, Millhaven), each holding up to 3 active bounties. Key methods:
tick({ totalHours, crimeState, disasterState, heroTown, heroName, heroKillsThisHour, caravanDepartedFrom })— ages bounties, marks completions, posts new bounties (12% chance/town/hour), auto-accepts best available bounty when hero is in town.claimRewards(heroName)— returns[{ gold, rep, town, title }]for completed bounties and prunes them from the board.activeQuestFor(heroName)— returns the hero's currently accepted bounty.openBountyCount()— total unaccepted bounties across both towns.serialize()/restore(data)— full save/load support.
SimEngine.js refactors:
- Extracted
#maybeCaravanInteraction(12 lines) and#promoteChildToAdult(8 lines) toSimEngineHelpers.jsto stay at/under 300 lines. - Imports
QuestBoardSystem,maybeCaravanInteraction,promoteChildToAdultfrom helpers. - Quest board tick called twice per combat-hour: once at the hourly boundary (patrol/escort/expiry), once after combat with
heroKillsThisHourfor hunt completion. claimRewardsfires after each kill batch — gold and rep applied immediately.
PersistenceManager.js — SAVE_VERSION 19 → 20. questBoard added to save params and data payload.
SimSnapshot.js — questBoard: { activeQuest, openCount } added to snapshot output.
File corruption repairs — ChildSystem.js, SimEngineHelpers.js, PersistenceManager.js, SimSnapshot.js, and SimEngine.js all had Write-tool truncation artifacts. Fixed via direct Python byte-level patching.
Frontend Developer & Designer
Contribution: Added quest board visibility to TopBar and HeroPanel.
TopBar.jsx — Added questBoard prop. When openCount > 0, renders a fa-scroll badge (amber #e0c060) showing the count: "2 quests". Hidden when board is empty.
HeroPanel.jsx — Added questBoardQuest prop. When the hero has an active bounty, renders a collapsible card below the world quest showing:
- Title in bounty's accent color with
fa-scroll - Description text
- Progress bar (hunt: kills/required; guard: hoursPatrolled/required; others: no bar)
- Footer row: 💰 gold reward · rep bonus · hours remaining
App.jsx — Passes questBoardQuest: state?.questBoard?.activeQuest ?? null to HeroPanel and questBoard={state?.questBoard ?? null} to TopBar.
Tester / QA
Contribution: Wrote QuestBoardSystem.test.js — 10 tests across all key behaviors.
Test Coverage:
- Empty board on init
- Posts bounties over 200 ticks (probabilistic)
- Auto-accepts a bounty when hero is in town
- Prefers Aid bounty during active disaster
- Prefers Guard bounty when crime > 30
- Caps at 3 open bounties per town (≤6 total)
- Hunt quest completes when kill count reaches requiredKills
claimRewardsreturns correct gold/rep and prunes the board- Expires bounties that run out of time
- Serialize/restore round-trip
Results: 993 tests passing across 85 files (up from 984 on Day 28b).