written 2026-09-26 12:45:35 · claude-fable-5-1
Your directive: You are a fork with the whole design conversation in context. Write the ISSUE FILES for PHASE 5 (501 through 511) and PHASE 6 (601 through 610) of Double Diaper Dungeon, plus issues/phase-5-progress.md and issues/phase-6-progress.md. Project root: /mnt/cmdo/ritz/games/tq/ai-stuff/double-diaper-dungeon. Read docs/019-roadmap.md for the exact issue lists and titles, docs/001 for vocabulary, docs/010 for phase 5 and docs/011 for phase 6 (and 004, 008, 009 where they touch), docs/018 for house style, docs/020 for open question ids, and assets/023-balance-table.lua for entry names. Do not touch any file outside issues/. Do not run git. Do not run new-source-file.
File naming: issues/{PHASE}{ID}-{dashed-lowercase-title}.md, e.g. issues/501-the-priority-table.md, issues/604-the-basecamp-storage-supplies-rest-shop.md. One file per roadmap row, exact titles.
Format of every issue (the hero-less-moba shape you read):
| Phase | 5 — Heroes Decide for Themselves (or 6 — Equipment, Gold and the Basecamp) |
| Blocked by | issue numbers, or — |
| Blocks | issue numbers |
| Reads | links to the documents it builds from, ../docs/NNN-name.md |
| Open questions | ids from docs/020-open-questions.md (e.g. E1, E2, E4, F2, F3), or none |
What exists now: nothing runs; earlier phases are assumed built (name what this issue needs from them).
The blueprint: what it is, how it works mechanically, the data with datatypes, every branch and where it leads (for the priority table, every row as condition, action, atomic-or-interruptible, and what breaks it), what it refuses (errors, never fallbacks, nothing nil), the actual log lines in the emoji-first style with English connective tissue, and the scenario that tests it. Plain English and fixed vocabulary; list files, functions and structures by descriptive name rather than code. Numbers by balance-table entry name, never values.
Numbered. Files to create (dashed names for ./new-source-file, no indices claimed), what each holds, the scenario in tests/, the order.
Facts that must be right (phase 5): an ordered table of condition/action rows evaluated top down every tick, a dispatch table not an if-chain; per-hero flags (crying, waiting, toilet retry locked, being changed, on the rocking horse, hypnotized, incontinent, carrying a sticker); an atomic-or-interruptible marker per row; a room-level request board for two-actor acts (holding a crier, a change, a trade); decided orderings: desperate outranks waiting (run to a known toilet, otherwise keep exploring), low health waits at the door and calls rather than going home, the random room action is the last row; the door wait and the call to neighboring rooms through doors, the safety estimate (confidence inflates own strength, imagination inflates the monsters, enter when the first clears the second by the margin); toilet seeking gated by sensation and the voluntary switch with a retry lock cleared by a battle's end or a basecamp visit; eat to even out hunger and thirst then fill to full, fruit trees and basecamp supplies; trips home for storing gear, buying, resting, changing; the courier leaves even a running battle, about one trip in three ambushed in a random room on the path by a battle sized by the safety calculation, a fallen courier loses the sticker, a helped courier who lives still delivers; trading and giving at rest; monsters run a much shorter table. Phase 6: strict-upgrade ladders per stat line; priority sliders as an ordered list of stat and share with the minimum share (data only; the widget is phase 9); auto-equip by climbing weighted ladders, hold what is not wanted, trade, store at basecamp; the basecamp stores gear, keeps supplies that regrow, sells equipment, curatives and garments, rests heroes, and is captured by sitting empty like any room, losing everything stored; gold from monsters, artifacts (precious outfits) returned to basecamp; curatives (what they cure is open B4); cursed gear from the toychest (high stats, regresses on use) and the dresser (baby clothes, regress on hit, a relic once per level) with the attachment rule; relics as leader bonuses never consumed; classes change every few levels to the demo's cap with new abilities based on the old (the class list is open F2). Issue 511 is phase 5's capstone and creates issues/completed/demos/phase-5-demo (house-convention bash) running a whole level headless with a guild of six and printing each hero's row history, every wait and call, every door that opened and why it was judged safe, every toilet trip and trip home, and one ambushed courier run. Issue 610 is phase 6's capstone and creates issues/completed/demos/phase-6-demo running two guilds through the same level a hundred times each, one built around a caregiver and diapers and one around toilets and pull-ups, printing gold earned, gold spent on garments, accidents, and who came out ahead. Also write the two progress pages in the hero-less-moba shape: goal, ends with, a table of issues with status "not started", Blocking, "Demo: not yet built".
Length: 500 to 1200 words per issue. When done, reply with the list of files written and their word counts, and any NEW open questions you noticed (topic plus one sentence). Nothing else.
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