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@cs-util cs-util commented Oct 10, 2025

Summary

  • build deterministic wave generation, combat, and persistence modules for the Math Marauders flow
  • create a HUD-driven UI with gate controls, popups, and telemetry orchestration
  • add project configuration updates and focused Jest tests covering generators, battles, persistence, and telemetry

Testing

  • npm run check:all
  • npm test

https://chatgpt.com/codex/tasks/task_e_68e37728ec74832c89d0b7000dc8e5eb

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Summary of Changes

Hello @cs-util, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request delivers the foundational simulation for 'Math Marauders,' a wave-based strategy runner. It establishes the core game loop, managing player progression through mathematical gates and combat encounters. The changes focus on building a robust, testable backend for the game's mechanics, complemented by a functional HTML-based user interface that allows for interaction and visualization of the simulation's state.

Highlights

  • Game Simulation Core: Implemented the foundational simulation logic for 'Math Marauders,' including deterministic wave generation, combat resolution, and game state persistence.
  • User Interface: Developed a HUD-driven user interface with interactive gate controls, informational popups, and integrated telemetry for game events.
  • Development Workflow: Updated project configuration with new ESLint rules, a Jest testing setup, and comprehensive unit tests for all core game modules, enhancing code quality and testability.
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Code Review

This is a substantial and well-executed pull request that implements the core simulation for Math Marauders. The code is well-structured into distinct systems, follows modern JavaScript practices, and includes a good set of unit tests for the core deterministic logic. My review includes a few suggestions for improving maintainability and clarity, and addresses a potential game balance issue. Overall, this is a great foundation for the project.

Comment on lines +150 to +156
const volley = this.battles.calculateArrowVolley(this.currentArmy);
let message = `Retreat gate cleared. ${this.currentArmy} soldiers remain.`;
if (volley > 0) {
const remaining = this.battles.applyArrowVolley(volley);
message += ` Volley hits for ${volley}. Enemy remaining ${remaining}.`;
}
this.ui.setStatus(message);

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high

In #resolveRetreatGate, an arrow volley is calculated and applied immediately after clearing a gate. This is in addition to the periodic arrow volleys fired by the timer set up in #startArrowLoop. This "double volley" (one on gate clear, one on timer) might not be intended and significantly impacts game balance by making the retreat phase easier than specified in the original design document, which only mentioned a timed volley. If this extra volley is intentional, it would be good to document it. Otherwise, it should probably be removed to align with the intended difficulty.

Suggested change
const volley = this.battles.calculateArrowVolley(this.currentArmy);
let message = `Retreat gate cleared. ${this.currentArmy} soldiers remain.`;
if (volley > 0) {
const remaining = this.battles.applyArrowVolley(volley);
message += ` Volley hits for ${volley}. Enemy remaining ${remaining}.`;
}
this.ui.setStatus(message);
this.ui.setStatus(`Retreat gate cleared. ${this.currentArmy} soldiers remain.`);

Comment on lines +81 to +88
const ratio = survivors / optimal;
let stars = 1;
thresholds.forEach((threshold, index) => {
if (ratio > threshold) {
stars = index + 2;
}
});
return Math.min(thresholds.length + 1, stars);

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medium

The current implementation using forEach is correct, but it can be made more concise and declarative by using array methods like filter. This improves readability by more directly expressing the logic of "count how many thresholds were passed".

  const ratio = survivors / optimal;
  const thresholdsPassed = thresholds.filter((t) => ratio > t).length;
  const stars = 1 + thresholdsPassed;
  return Math.min(thresholds.length + 1, stars);

optimal,
stars,
});
this.stars = this.persistence.updateStars(this.currentWave, stars);

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medium

To improve separation of concerns, the logic for updating star ratings should be handled here in the controller rather than in the PersistenceManager. This makes the controller the single source of truth for the stars state.

This change assumes PersistenceManager.updateStars is removed and PersistenceManager.saveStars is used instead, as suggested in a related comment.

    const previousBest = this.stars[this.currentWave] ?? 0;
    if (stars > previousBest) {
      this.stars[this.currentWave] = stars;
      this.persistence.saveStars(this.stars);
    }

Comment on lines +50 to +58
updateStars(wave, stars) {
const current = this.loadStars();
const previous = current[wave] ?? 0;
if (stars > previous) {
current[wave] = stars;
this.saveStars(current);
}
return current;
}

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medium

The updateStars method mixes business logic (updating stars if the new score is higher) with persistence logic. For better separation of concerns, this logic should be moved to the GameController. This class would be more maintainable if it only handled the raw loading and saving of data from localStorage, exposing just loadStars() and saveStars(stars).

Comment on lines +91 to +103
function buildBasicOperation(rng) {
const choice = randomInt(rng, 0, 3);
switch (choice) {
case 0:
return addOperation(randomInt(rng, 2, MAX_OPERATION_OFFSET));
case 1:
return subtractOperation(randomInt(rng, 1, MAX_OPERATION_OFFSET - 2));
case 2:
return multiplyOperation(randomInt(rng, 2, MAX_OPERATION_FACTOR));
default:
return divideOperation(randomInt(rng, 2, MAX_OPERATION_FACTOR + 1));
}
}

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medium

The values -2 and +1 used to adjust the random range for subtraction and division operations seem arbitrary. These "magic numbers" can make the code harder to understand and maintain, especially when balancing gameplay. It would be beneficial to either extract them into named constants with explanatory names (e.g., SUBTRACT_OFFSET_MAX_ADJUSTMENT) or add a comment explaining the reasoning behind these specific adjustments.

Comment on lines +51 to +151
#buildLayout() {
const container = document.createElement('div');
container.className = 'hud';

const header = document.createElement('header');
header.className = 'hud__header';

this.waveLabel = document.createElement('span');
this.waveLabel.className = 'hud__wave';
this.waveLabel.textContent = 'Wave —';

this.phaseLabel = document.createElement('span');
this.phaseLabel.className = 'hud__phase';
this.phaseLabel.textContent = 'Phase: —';

header.append(this.waveLabel, this.phaseLabel);

const status = document.createElement('div');
status.className = 'hud__status';

this.playerLabel = document.createElement('div');
this.playerLabel.className = 'hud__army hud__army--player';
this.playerLabel.textContent = 'Player: 0';

this.enemyLabel = document.createElement('div');
this.enemyLabel.className = 'hud__army hud__army--enemy';
this.enemyLabel.textContent = 'Enemy: 0';

this.starsLabel = document.createElement('div');
this.starsLabel.className = 'hud__stars';
this.starsLabel.textContent = `${STAR_SYMBOL.repeat(5)}`;

status.append(this.playerLabel, this.enemyLabel, this.starsLabel);

const gatePanel = document.createElement('section');
gatePanel.className = 'hud__gate-panel';

this.gateLabel = document.createElement('h2');
this.gateLabel.className = 'hud__gate-title';
this.gateLabel.textContent = 'Gate';

const optionRow = document.createElement('div');
optionRow.className = 'hud__gate-options';

this.leftLabel = document.createElement('div');
this.leftLabel.className = 'hud__gate-option hud__gate-option--left';
this.leftLabel.textContent = 'Left';

this.rightLabel = document.createElement('div');
this.rightLabel.className = 'hud__gate-option hud__gate-option--right';
this.rightLabel.textContent = 'Right';

optionRow.append(this.leftLabel, this.rightLabel);

this.slider = document.createElement('input');
this.slider.type = 'range';
this.slider.min = '0';
this.slider.max = '100';
this.slider.value = '50';
this.slider.className = 'hud__gate-slider';

this.choiceLabel = document.createElement('div');
this.choiceLabel.className = 'hud__choice';
this.choiceLabel.textContent = 'Slide to choose';

this.gateButton = document.createElement('button');
this.gateButton.className = 'hud__button';
this.gateButton.type = 'button';
this.gateButton.textContent = 'Engage Gate';

this.statusLabel = document.createElement('p');
this.statusLabel.className = 'hud__log';

const playButton = document.createElement('button');
playButton.className = 'hud__button hud__button--primary';
playButton.type = 'button';
playButton.textContent = 'Play Wave';

gatePanel.append(
this.gateLabel,
optionRow,
this.slider,
this.choiceLabel,
this.gateButton,
playButton,
this.statusLabel
);

this.slider.addEventListener('input', () => this.#updateChoicePreview());
this.gateButton.addEventListener('click', () => this.#commitChoice());
playButton.addEventListener('click', () => this.onPlay());

container.append(header, status, gatePanel);

this.popup = document.createElement('div');
this.popup.className = 'hud__popup hidden';
container.append(this.popup);

this.#updateChoicePreview();
return container;
}

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medium

The #buildLayout method is over 100 lines long and handles the creation of the entire UI structure. This can be difficult to read and maintain. Consider refactoring this into smaller, more focused private methods, each responsible for building a specific part of the UI (e.g., #buildHeader, #buildStatusPanel, #buildGatePanel). Alternatively, using HTML <template> elements could provide a cleaner separation of structure and logic.

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💡 Codex Review

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Comment on lines +96 to +100
const optimalInfo = this.waveData.optimal.forward.checkpoints[this.forwardIndex];
const result = this.gates.resolve({gate, choice, army: this.currentArmy});
this.currentArmy = result.value;
this.flocks.setPlayer(this.currentArmy);
const enemy = optimalInfo.enemy;

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P1 Badge Scale forward skirmish enemy to the chosen gate outcome

#resolveForwardGate uses the enemy count from the generator’s optimal checkpoints even when the player picks the other option. When optimalInfo.enemy is derived from the best gate but the player selects a weaker gate, the ensuing skirmish still uses the larger enemy size, often wiping out the player even though the weaker option should simply lead to fewer survivors. This makes non‑optimal choices unrealistically lethal and disconnects combat difficulty from the GateSystem.resolve results. Consider deriving the enemy size from result.value (the actual choice) instead of optimalInfo.enemy.

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