maniator / maniator/verticopolis

[Feature]: [P3] Re-key the lobby-distance pressure on elevator reach and transfer depth, not raw floor count

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#436 1 comment 0 reactions 0 assignees View on GitHub

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enhancement parity
Dominant language
TypeScript
Stars
5
Forks
1
PR merge metrics
No merged PRs in 30d

Description

Follow-up from the #435 recalibration (agent panel + red-team deliberation, 2026-07-16).

Context

The #394 satisfaction pressure is keyed on nearestLobbyFloorDistance, raw floors from the nearest (sky)lobby. The wait-time-centered reading of the 1994 original is that tenants suffered from elevator WAIT and TRANSFER time; sky lobbies mattered because they were the express-to-local transfer layer, not because altitude itself was a tax. A floor 7 out from a starved, shaft-poor sky lobby should feel worse than a floor 7 out from a well-served one; today they read identically.

Idea

Re-key the drain on effective reach instead of altitude:

  • Gate on whether the floor is served by an express-connected (sky) lobby within one transfer and an acceptable wait, computed from elevator/escalator access and transfer count against the shared 24-shaft pool.
  • Per-mode divergence rides GameRules as usual: Classic moves toward the wait/transfer model; Modern may keep a labeled graduated distance ramp as a deeper-economy invention.
  • Gives the optimizer a real trade surface (shaft budget vs coverage vs rentable-floor yield) instead of a fixed geometric band.

Scope

A new subsystem touching transport pooling, routing, and both rule-sets, with a large determinism surface: spec-first, its own gdd/arch pass, NOT a rider on any other PR. Interacts with elevator-scheduling #305 (wait times) and contiguous-skylobby-transfer #396 (transfer admissibility); sequence after those land or fold into their spec. /gds-code-review; golden re-pins expected in whichever PR ships it.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Begin with the specs or game-design/architecture material for this feature, then review #305 on elevator-scheduling and #396 on contiguous-skylobby-transfer, which this work depends on. Trace the transport pooling, routing, shared 24-shaft pool, and GameRules boundaries before implementation. Done means a spec-first change covering both rule sets with deterministic behavior and updated golden expectations.

Written by the indexing model from the issue text.

Assessment

Tech stack
typescript
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Mostly clear
Newbie friendliness
25/100

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