Summary
Day 30 introduced the Dungeon Delve System — two persistent dungeon locations (Sunken Catacombs near Thornhaven, Forgotten Vault near Millhaven) that the hero can enter while resting in town. Each dungeon has 3 floors with escalating monster difficulty, ending in a boss encounter. Clearing a dungeon earns gold/rep rewards and a 72-hour Prosperous buff for the town. Sealed dungeons reopen after 168 game-hours. processSystemTicks helper extracted from SimEngine to bring it from 306 → 290 lines. SAVE_VERSION 20 → 21. 1005 tests passing across 86 files.
Project Manager
Contribution: Led Day 30 scrum; selected Dungeon Delve System as the Day 30 milestone feature.
Key Decisions:
- Dungeon Delve chosen because heroes had no compelling local activity — they would bounce between towns without a reason to stay. Dungeons give the hero a structured risk/reward loop tied to their current location.
- Two dungeons, one per town, preserves the world's sense of geography. Thornhaven gets the undead-themed Sunken Catacombs; Millhaven gets the bandit-themed Forgotten Vault.
- 3 floors (3 kills / 2 kills / 1 boss kill) gives a satisfying arc without bogging down the autonomous sim. Boss floor is a single elite monster at +7 level bonus — genuinely dangerous.
- SimEngine.js truncation/line-count debt was addressed today:
processSystemTicksextracted to SimEngineHelpers.js, bringing SimEngine from 306 → 290 lines. - SAVE_VERSION 19 → 20 (quest board, Day 29) → 21 (dungeon, today). Old saves load cleanly —
dungeondefaults to null →DungeonSystem.restore()applies safe defaults. - File truncation bug (Write tool silently truncates at character limits) hit SimEngineHelpers.js, SimSnapshot.js, PersistenceManager.js, and World.js during this session. All repaired via Python byte-level patching. The
advanceRegionbug introduced by an incorrect repair (resetting to index 0) was caught and fixed. npm run buildunavailable in sandbox (known Vite 8/rolldown issue). Zero syntax errors vianode --checkon all modified files; 1005/1005 tests pass.
World Designer
Contribution: Designed the two dungeons, their floor structure, and reward scaling.
Dungeon Designs:
| Dungeon | Town | Icon | Color | Monster Pool | Flavor |
|---|---|---|---|---|---|
| Sunken Catacombs | Thornhaven | fa-dungeon |
#8860d0 |
Skeleton, Revenant, Wraith, Troll | Underground crypt with crumbling passages |
| Forgotten Vault | Millhaven | fa-vault |
#d06030 |
Bandit, Orc, Drake, Wraith | Ancient vault with runic wards |
Floor Structure:
| Floor | Name | Kills Required | Monster Level Bonus | Gold Range | Rep |
|---|---|---|---|---|---|
| 1 | Upper Depths | 3 | +2 | 60–100g | 12 |
| 2 | Middle Chambers | 2 | +4 | 100–140g | 20 |
| 3 | Boss Lair | 1 | +7 | 200–240g | 45 |
- Dungeon entry: 4% chance per resting hour when hero is in the dungeon's town
- On clear: Prosperous buff lasts 72 game-hours (visible in
dungeonsMeta) - Dungeon reseals for 168 game-hours after clearing, then reopens organically
Backend Developer
Contribution: Implemented DungeonSystem.js, refactored SimEngine and helpers, wired dungeon into sim loop.
DungeonSystem.js — 140 lines:
#metaper-dungeon state:state(open/active/cleared),clearedAt,prosperousUntil#runcurrent hero run:{ heroName, dungeonId, floor, killsThisFloor }tryEnter(heroName, heroTown)— 4% chance; sets dungeon active, returns entry messagerecordKills(heroName, count)— accumulates kills; on threshold: advances floor or clears dungeonmarkClearedAt(dungeonId, totalHours)— sets reset timer + prosperous buffabandonRun()— hero starts travel; dungeon reopenstickResets(totalHours)— returns reopen events after 168hdungeonsMeta(totalHours)— decorated array with liveprosperousflagserialize()/restore()— full save/load with forward-compat defaults
World.js — Added spawnDungeonEncounter(heroTown, floorLevelBonus) using town-specific dungeon monster pools (undead for Thornhaven, bandits for Millhaven). Added extraLevelBonus optional param to spawnEncounter.
SimEngine.js (290 lines, down from 306):
processSystemTicksextracted to SimEngineHelpers — covers season/weather/festival/caravans/guilds/personality/crime/disasters/questBoard initial tick. Saves ~30 lines.- Import:
DungeonSystem,processSystemTicksadded - In
#tick: dungeon try-enter when resting, dungeon combat branch (skips normal encounter), floor-progress on kills, dungeon cleared rewards, abandon-on-death and abandon-on-travel - In
snapshot: dungeon state (currentFloor,meta) added - In
#maybeSave+#loadSave: dungeon persisted/restored
PersistenceManager.js — SAVE_VERSION 20 → 21. dungeon added to save/load params.
SimSnapshot.js — dungeon field added.
File repairs this session: SimEngineHelpers.js, SimSnapshot.js, PersistenceManager.js, World.js all suffered Write-tool truncation. Repaired via Python. World.js advanceRegion repair introduced index-0 regression; caught and fixed.
Frontend Developer & Designer
Contribution: Added dungeon visibility to TopBar and HeroPanel; wired dungeon prop through App.jsx.
TopBar.jsx:
- Import:
faDungeonadded - New badge: when
dungeon.currentFlooris non-null, renders a pulsing purplefa-dungeonbadge showing${floorName} ${kills}/${required}. Tooltip shows full dungeon name and floor info.
HeroPanel.jsx:
- Import:
faDungeonadded;dungeonFloorprop added - When
dungeonFlooris present, renders a progress card between the quest and bounty sections: dungeon name, floor name, progress bar (kills/required), floor number indicator.
App.jsx:
dungeonFloor: state?.dungeon?.currentFloor ?? nulladded toheroPanelPropsdungeon={state?.dungeon ?? null}passed to<TopBar />
Tester / QA
Contribution: Wrote DungeonSystem.test.js — 10 tests.
Test Coverage:
- Two open dungeons on init
- Hero not in dungeon initially
- No double-entry when already inside
- Floor 1 data correct on entry
- No floor clear before kill threshold
- Floor 1 clears after 3 kills → advances to floor 2
- Dungeon cleared after 3-floor run (gold ≥ 200, rep ≥ 45)
- No reopen before 168h reset timer
- Dungeon reopens after 168h with correct event message
- AbandonRun reopens dungeon
- Serialize/restore round-trip preserves floor number
- Prosperous buff visible within 72h window
Results: 1005 tests passing across 86 files (up from 993).