Measure a whole bunker, and retune the contracts I had just guessed - #206
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Owner pushed back on the three things I had called unmeasurable. Two of them turned out to be arithmetic, and doing it caught targets I had shipped hours earlier. measure-containers grew into measure-bunker: it now counts enemies and breakables alongside lockable containers, and prints whether each daily contract is actually reachable. A full five-floor clear yields ~7 lockable containers and ~30 enemies. That second figure is the one that mattered, and it comes from a detail I had not accounted for: floor 5 is the boss floor and holds exactly ONE enemy, so nearly every kill in a bunker comes from floors 1-4. The pool I wrote asked for 40 and 80 kills. Measured, those are 1.3 and 2.7 bunkers — a day rolling the 80 would have had the player clear an entire bunker and finish one contract out of three. My own comment in that file claimed "one session should finish two of the three". It would not have. Retuned against the measurement: kills 30 (1.0 bunkers) and 60 (2.0, the deliberate stretch), containers 5 (0.7) and 8 (1.2), floors 3 (0.6). The honest part is what I did NOT paper over. Three metrics are drawn per day and never repeat, so at most one kills contract appears — but the day that rolls the 60 alongside cont8 still needs two bunkers for a full sweep. That is now written down in both the module and §5.2 rather than smoothed away, because two of five daily runs is a fair price and pretending otherwise is exactly how the first set of targets ended up wrong. Both test layers still pass: the award logic against a stubbed RTDB, and npm run test:contracts driving the real map in Chromium. Also swept the renamed script's old name out of the two comments that still cited it, and corrected "40 enemies" in the player-facing doc.
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You pushed back on the three things I called unmeasurable. Two of them were arithmetic — and doing it caught targets I had shipped hours earlier.
What the measurement says
measure-containersgrew intonpm run measure:bunker: it now counts enemies and breakables alongside lockable containers, and prints whether each daily contract is actually reachable.The detail I had not accounted for
Floor 5 is the boss floor and holds exactly one enemy. So nearly every kill in a bunker comes from floors 1–4, and a full clear is ~30 kills, not 40+.
The pool I wrote asked for 40 and 80 kills. Measured, those are 1.3 and 2.7 bunkers. A day rolling the 80 would have had the player clear an entire bunker and finish one contract out of three.
My own comment in that file claimed "one session should finish two of the three." It would not have.
Retuned against the measurement
floors3cont5kills30cont8kills60What I did NOT paper over
Three metrics are drawn per day and never repeat, so at most one kills contract can appear. But the day that rolls the 60 alongside
cont8still needs two bunkers for a full sweep.That is now written down in both the module and §5.2 rather than smoothed away. Two of five daily runs for a complete sweep is a fair price, and pretending otherwise is exactly how the first set of targets ended up wrong.
On the third thing you pushed on
"Is a raid worth 1 energy?" is a judgement, not a fact — but I can turn it into one. A raid yields:
7.5 lockable containers · 143 breakable props · 30 enemies · 5 floors
That is the number to judge against, rather than a feeling I could only guess at.
Verification
Both test layers still pass — award logic against a stubbed RTDB (14/14), and
npm run test:contractsdriving the real map in Chromium (13/13).tsc --noEmitclean · lint 34, unchanged ·check:copy,auditpass.Also swept the renamed script's old name out of the two comments still citing it, and corrected "40 enemies" in the player-facing doc.
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