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Measure a whole bunker, and retune the contracts I had just guessed - #206

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Jul 30, 2026
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Measure a whole bunker, and retune the contracts I had just guessed#206
0xward merged 1 commit into
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claude/nullstate-onchain-text-q6g2a3

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@0xward 0xward commented Jul 30, 2026

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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-containers grew into npm run measure:bunker: it now counts enemies and breakables alongside lockable containers, and prints whether each daily contract is actually reachable.

  lantai | peti ber-OPEN | musuh | prop pecah | ruangan
    1    |      1.20     |   5.3 |    24.1    |  5.2
    2    |      1.57     |   6.5 |    25.8    |  5.5
    3    |      1.55     |   7.9 |    27.9    |  6.2
    4    |      1.35     |   9.3 |    31.9    |  6.5
    5    |      1.77     |   1.0 |    33.6    |  7.4   (boss)

  SATU BUNKER PENUH: 7.5 peti · 30 musuh · 143 prop

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

Contract Was Now Bunkers of effort
floors3 3 3 0.6
cont5 5 5 0.7
kills30 40 30 1.0
cont8 10 8 1.2
kills60 80 60 2.0 — deliberate stretch

What 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 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. 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:contracts driving the real map in Chromium (13/13).

tsc --noEmit clean · lint 34, unchanged · check:copy, audit pass.

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.


Generated by Claude Code

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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Project Deployment Actions Updated (UTC)
nullstate Ready Ready Preview Jul 30, 2026 6:17pm

@0xward
0xward merged commit 7ad505a into main Jul 30, 2026
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