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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Save Riley — Developer API Reference</title>
<link rel="preconnect" href="https://fonts.googleapis.com" />
<link href="https://fonts.googleapis.com/css2?family=JetBrains+Mono:wght@300;400;700;800&family=Inter:wght@400;500;600&display=swap" rel="stylesheet" />
<style>
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
:root {
--bg: #0a0a0a;
--panel: #111;
--border: #1e1e1e;
--dim: #444;
--text: #c8c8c8;
--accent: #39ff14;
--alert: #ff3b30;
--warn: #ff9f0a;
--info: #00b4ff;
--purple: #bc13fe;
--heading: #f0f0f0;
--code-bg: #0e0e0e;
--sidebar-w: 260px;
}
html { scroll-behavior: smooth; }
body {
background: var(--bg);
color: var(--text);
font-family: 'Inter', system-ui, sans-serif;
font-size: 14px;
line-height: 1.7;
display: flex;
min-height: 100vh;
}
/* ── Sidebar ──────────────────────────────────────────────────────────── */
#sidebar {
position: fixed;
top: 0; left: 0; bottom: 0;
width: var(--sidebar-w);
background: var(--panel);
border-right: 1px solid var(--border);
overflow-y: auto;
z-index: 100;
padding: 0 0 40px 0;
}
#sidebar::-webkit-scrollbar { width: 4px; }
#sidebar::-webkit-scrollbar-track { background: transparent; }
#sidebar::-webkit-scrollbar-thumb { background: var(--border); border-radius: 2px; }
.sidebar-logo {
display: flex;
align-items: center;
gap: 10px;
padding: 20px 18px 16px;
border-bottom: 1px solid var(--border);
}
.sidebar-logo .logo-mark {
width: 28px; height: 28px;
background: var(--accent);
border-radius: 4px;
display: flex; align-items: center; justify-content: center;
font-family: 'JetBrains Mono', monospace;
font-weight: 800;
font-size: 11px;
color: #000;
flex-shrink: 0;
}
.sidebar-logo .logo-text {
font-family: 'JetBrains Mono', monospace;
font-size: 11px;
font-weight: 700;
letter-spacing: 0.08em;
text-transform: uppercase;
color: var(--heading);
line-height: 1.3;
}
.sidebar-logo .logo-sub {
font-size: 9px;
color: var(--dim);
font-weight: 400;
letter-spacing: 0.12em;
}
.sidebar-section {
padding: 14px 18px 4px;
}
.sidebar-section-label {
font-family: 'JetBrains Mono', monospace;
font-size: 9px;
font-weight: 700;
letter-spacing: 0.15em;
text-transform: uppercase;
color: var(--dim);
margin-bottom: 6px;
}
.sidebar-link {
display: block;
padding: 5px 10px;
border-radius: 5px;
font-family: 'JetBrains Mono', monospace;
font-size: 11px;
color: var(--text);
text-decoration: none;
transition: background 0.15s, color 0.15s;
line-height: 1.4;
border-left: 2px solid transparent;
}
.sidebar-link:hover {
background: rgba(57,255,20,0.07);
color: var(--accent);
border-left-color: var(--accent);
}
.sidebar-link.active {
background: rgba(57,255,20,0.1);
color: var(--accent);
border-left-color: var(--accent);
}
/* ── Main content ─────────────────────────────────────────────────────── */
#main {
margin-left: var(--sidebar-w);
flex: 1;
max-width: 900px;
padding: 48px 56px 120px;
}
/* ── Top bar ──────────────────────────────────────────────────────────── */
#topbar {
display: flex;
align-items: center;
gap: 12px;
margin-bottom: 48px;
padding-bottom: 24px;
border-bottom: 1px solid var(--border);
}
.topbar-badge {
font-family: 'JetBrains Mono', monospace;
font-size: 9px;
font-weight: 700;
letter-spacing: 0.12em;
text-transform: uppercase;
padding: 3px 8px;
border-radius: 3px;
}
.badge-version { background: rgba(57,255,20,0.15); color: var(--accent); }
.badge-stable { background: rgba(0,180,255,0.15); color: var(--info); }
.badge-mit { background: rgba(188,19,254,0.15); color: var(--purple); }
/* ── Typography ───────────────────────────────────────────────────────── */
h1 {
font-family: 'JetBrains Mono', monospace;
font-size: 28px;
font-weight: 800;
color: var(--heading);
letter-spacing: -0.02em;
line-height: 1.2;
margin-bottom: 12px;
}
h2 {
font-family: 'JetBrains Mono', monospace;
font-size: 18px;
font-weight: 700;
color: var(--heading);
margin: 56px 0 20px;
padding-bottom: 10px;
border-bottom: 1px solid var(--border);
letter-spacing: -0.01em;
scroll-margin-top: 24px;
}
h2::before {
content: '// ';
color: var(--dim);
font-weight: 400;
}
h3 {
font-family: 'JetBrains Mono', monospace;
font-size: 13px;
font-weight: 700;
color: var(--accent);
margin: 28px 0 10px;
letter-spacing: 0.04em;
scroll-margin-top: 24px;
}
p { margin-bottom: 14px; color: var(--text); }
a { color: var(--accent); text-decoration: none; }
a:hover { text-decoration: underline; }
ul, ol { padding-left: 20px; margin-bottom: 14px; }
li { margin-bottom: 4px; }
strong { color: var(--heading); font-weight: 600; }
em { color: var(--dim); font-style: italic; }
/* ── Code ─────────────────────────────────────────────────────────────── */
code {
font-family: 'JetBrains Mono', monospace;
font-size: 12px;
background: rgba(57,255,20,0.08);
color: var(--accent);
padding: 1px 6px;
border-radius: 3px;
}
pre {
background: var(--code-bg);
border: 1px solid var(--border);
border-radius: 8px;
padding: 20px 24px;
overflow-x: auto;
margin: 16px 0 20px;
position: relative;
}
pre code {
background: none;
color: #c8c8c8;
font-size: 12.5px;
padding: 0;
border-radius: 0;
}
pre .kw { color: #bc13fe; } /* keyword */
pre .fn { color: #39ff14; } /* function name */
pre .str { color: #ff9f0a; } /* string */
pre .cmt { color: #444; font-style: italic; } /* comment */
pre .num { color: #00b4ff; } /* number */
pre .typ { color: #00f0ff; } /* type */
/* ── Tables ───────────────────────────────────────────────────────────── */
.table-wrap { overflow-x: auto; margin: 16px 0 20px; }
table {
width: 100%;
border-collapse: collapse;
font-size: 12.5px;
}
thead tr {
background: var(--panel);
border-bottom: 2px solid var(--border);
}
th {
font-family: 'JetBrains Mono', monospace;
font-size: 10px;
font-weight: 700;
letter-spacing: 0.1em;
text-transform: uppercase;
color: var(--dim);
text-align: left;
padding: 10px 14px;
}
td {
padding: 9px 14px;
border-bottom: 1px solid var(--border);
vertical-align: top;
}
tr:last-child td { border-bottom: none; }
tr:hover td { background: rgba(255,255,255,0.02); }
td:first-child code { background: rgba(0,180,255,0.1); color: var(--info); }
/* ── Callouts ─────────────────────────────────────────────────────────── */
.callout {
border-left: 3px solid var(--accent);
background: rgba(57,255,20,0.05);
border-radius: 0 6px 6px 0;
padding: 14px 18px;
margin: 16px 0 20px;
font-size: 13px;
}
.callout.warn {
border-color: var(--warn);
background: rgba(255,159,10,0.05);
}
.callout.alert {
border-color: var(--alert);
background: rgba(255,59,48,0.05);
}
.callout.info {
border-color: var(--info);
background: rgba(0,180,255,0.05);
}
.callout-title {
font-family: 'JetBrains Mono', monospace;
font-size: 10px;
font-weight: 700;
letter-spacing: 0.12em;
text-transform: uppercase;
margin-bottom: 6px;
}
.callout .callout-title { color: var(--accent); }
.callout.warn .callout-title { color: var(--warn); }
.callout.alert .callout-title { color: var(--alert); }
.callout.info .callout-title { color: var(--info); }
/* ── Action entry ─────────────────────────────────────────────────────── */
.action-entry {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 6px;
margin: 8px 0;
overflow: hidden;
}
.action-header {
display: flex;
align-items: baseline;
gap: 10px;
padding: 10px 14px;
background: rgba(0,0,0,0.3);
border-bottom: 1px solid var(--border);
}
.action-name {
font-family: 'JetBrains Mono', monospace;
font-weight: 700;
font-size: 12px;
color: var(--info);
}
.action-payload {
font-family: 'JetBrains Mono', monospace;
font-size: 11px;
color: var(--dim);
}
.action-desc {
padding: 8px 14px;
font-size: 12.5px;
color: var(--text);
}
/* ── Chips ────────────────────────────────────────────────────────────── */
.chip-row { display: flex; flex-wrap: wrap; gap: 6px; margin: 8px 0 16px; }
.chip {
font-family: 'JetBrains Mono', monospace;
font-size: 10px;
font-weight: 700;
padding: 3px 8px;
border-radius: 4px;
letter-spacing: 0.06em;
}
.chip-stage { background: rgba(57,255,20,0.12); color: var(--accent); }
.chip-persist { background: rgba(0,180,255,0.12); color: var(--info); }
.chip-tool { background: rgba(188,19,254,0.12); color: var(--purple); }
/* ── Stat card ────────────────────────────────────────────────────────── */
.stat-grid {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(200px, 1fr));
gap: 10px;
margin: 16px 0;
}
.stat-card {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 8px;
padding: 14px 16px;
}
.stat-card-name {
font-family: 'JetBrains Mono', monospace;
font-size: 13px;
font-weight: 700;
color: var(--accent);
margin-bottom: 4px;
}
.stat-card-source {
font-family: 'JetBrains Mono', monospace;
font-size: 10px;
color: var(--dim);
margin-bottom: 6px;
}
.stat-card-desc { font-size: 12px; color: var(--text); }
/* ── Footer ───────────────────────────────────────────────────────────── */
footer {
margin: 80px 0 0;
padding: 28px 0;
border-top: 1px solid var(--border);
font-family: 'JetBrains Mono', monospace;
font-size: 10px;
color: var(--dim);
letter-spacing: 0.08em;
line-height: 2;
}
/* ── Responsive ───────────────────────────────────────────────────────── */
@media (max-width: 768px) {
#sidebar { display: none; }
#main { margin-left: 0; padding: 24px 20px 80px; }
h1 { font-size: 22px; }
}
</style>
</head>
<body>
<!-- ── Sidebar ────────────────────────────────────────────────────────────── -->
<nav id="sidebar">
<div class="sidebar-logo">
<div class="logo-mark">FS</div>
<div class="logo-text">
Save Riley API
<div class="logo-sub">Developer Reference</div>
</div>
</div>
<div class="sidebar-section">
<div class="sidebar-section-label">Getting Started</div>
<a href="#overview" class="sidebar-link">Overview</a>
<a href="#quick-start" class="sidebar-link">Quick Start</a>
<a href="#architecture" class="sidebar-link">Architecture</a>
</div>
<div class="sidebar-section">
<div class="sidebar-section-label">Core</div>
<a href="#stages" class="sidebar-link">Stages</a>
<a href="#state" class="sidebar-link">State Shape</a>
<a href="#actions" class="sidebar-link">Actions Reference</a>
<a href="#roguelike" class="sidebar-link">Roguelike Fields</a>
</div>
<div class="sidebar-section">
<div class="sidebar-section-label">Dialogue</div>
<a href="#dialogue-format" class="sidebar-link">Node Format</a>
<a href="#dialogue-actions" class="sidebar-link">Dialogue Actions</a>
<a href="#enqueue" class="sidebar-link">Enqueueing Dialogue</a>
</div>
<div class="sidebar-section">
<div class="sidebar-section-label">DnD System</div>
<a href="#dnd-overview" class="sidebar-link">Overview</a>
<a href="#dnd-stats" class="sidebar-link">Stats</a>
<a href="#dnd-functions" class="sidebar-link">Functions</a>
<a href="#dnd-karma" class="sidebar-link">Karma Polarity</a>
<a href="#dnd-fate" class="sidebar-link">Fate Dimension</a>
</div>
<div class="sidebar-section">
<div class="sidebar-section-label">Hooks & Events</div>
<a href="#hooks" class="sidebar-link">useOS()</a>
<a href="#claude-hook" class="sidebar-link">useClaudeRiley()</a>
<a href="#events" class="sidebar-link">Event Bus</a>
</div>
<div class="sidebar-section">
<div class="sidebar-section-label">Config & Themes</div>
<a href="#config" class="sidebar-link">fogsift.config.js</a>
<a href="#themes" class="sidebar-link">Themes</a>
<a href="#tools" class="sidebar-link">Tool IDs</a>
</div>
<div class="sidebar-section">
<div class="sidebar-section-label">Extending</div>
<a href="#add-dialogue" class="sidebar-link">Add Dialogue</a>
<a href="#add-stage" class="sidebar-link">Add a Stage</a>
<a href="#add-app" class="sidebar-link">Add an App</a>
<a href="#add-check" class="sidebar-link">Add a Skill Check</a>
</div>
<div class="sidebar-section">
<div class="sidebar-section-label">Reference</div>
<a href="#telemetry" class="sidebar-link">Telemetry</a>
<a href="#save-system" class="sidebar-link">Save System</a>
<a href="#known-issues" class="sidebar-link">Known Issues</a>
</div>
</nav>
<!-- ── Main ───────────────────────────────────────────────────────────────── -->
<main id="main">
<div id="topbar">
<span class="topbar-badge badge-version">v0.1.3</span>
<span class="topbar-badge badge-stable">Stable</span>
<span class="topbar-badge badge-mit">MIT</span>
</div>
<h1>Save Riley<br/>Developer API Reference</h1>
<p>The FogSift engine is a fully programmable ARG platform. This document covers the public API surface: state shape, action types, dialogue format, DnD skill check system, hooks, and the event bus. Everything you need to fork, extend, or build chapters on top of Save Riley.</p>
<div class="callout info">
<div class="callout-title">Import path</div>
Import all stable exports from <code>src/lib/saveRileyAPI.js</code>. This module re-exports everything documented here. Don't import from internal modules directly — they may change between patch versions.
</div>
<!-- ── Overview ─────────────────────────────────────────────────────────── -->
<h2 id="overview">Overview</h2>
<p>Save Riley is a browser-based ARG engine built on a <strong>global useReducer FSM</strong>. There is no backend, no database, and no server. All state lives in a single JavaScript object. The entire game is a sequence of dispatched actions advancing a 18-stage finite state machine.</p>
<p>The public API has four main layers:</p>
<div class="table-wrap">
<table>
<thead><tr><th>Layer</th><th>File</th><th>What it provides</th></tr></thead>
<tbody>
<tr><td><code>State + Reducer</code></td><td><code>src/state/</code></td><td>Immutable game state, 68 action cases</td></tr>
<tr><td><code>Dialogue Engine</code></td><td><code>src/constants/dialogue.js</code></td><td>Node-based conversation tree, queue system</td></tr>
<tr><td><code>DnD System</code></td><td><code>src/dnd.js</code></td><td>Skill checks, stats, karma, fate</td></tr>
<tr><td><code>Event Bus</code></td><td><code>src/events/EventManager.js</code></td><td>Cross-component signals (jitter, etc.)</td></tr>
</tbody>
</table>
</div>
<!-- ── Quick Start ───────────────────────────────────────────────────────── -->
<h2 id="quick-start">Quick Start</h2>
<h3>Fork and clone</h3>
<pre><code>gh repo fork FogSift/Save-Riley --fork-name my-arg
cd my-arg
npm install
npm run dev</code></pre>
<h3>Inject dialogue from a custom component</h3>
<pre><code><span class="kw">import</span> { useOS, ACTION_TYPES } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;
<span class="kw">export default function</span> <span class="fn">MyCustomApp</span>() {
<span class="kw">const</span> { state, dispatch } = <span class="fn">useOS</span>();
<span class="kw">return</span> (
<button onClick={() => dispatch({
type: ACTION_TYPES.ENQUEUE_CHAT,
payload: [{
type: <span class="str">'message'</span>,
sender: <span class="str">'Riley'</span>,
text: <span class="str">'I see you found something interesting.'</span>
}]
})}>
Trigger Riley
</button>
);
}</code></pre>
<h3>Roll a skill check</h3>
<pre><code><span class="kw">import</span> { buildStats, rollCheck, DIFFICULTY, getRileyReaction } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;
<span class="kw">const</span> stats = <span class="fn">buildStats</span>(state); <span class="cmt">// derive from game state</span>
<span class="kw">const</span> result = <span class="fn">rollCheck</span>(<span class="str">'charisma'</span>, stats, DIFFICULTY.HARD, state);
<span class="cmt">// → { roll, modifier, fateBonus, total, dc, success, critical, fumble, tier, label }</span>
<span class="kw">const</span> line = <span class="fn">getRileyReaction</span>(result.tier); <span class="cmt">// Riley's response</span>
dispatch({ type: ACTION_TYPES.ADD_LOG, payload: result.label });
dispatch({ type: ACTION_TYPES.ENQUEUE_CHAT, payload: [{ type: <span class="str">'message'</span>, sender: <span class="str">'Riley'</span>, text: line }] });</code></pre>
<!-- ── Architecture ──────────────────────────────────────────────────────── -->
<h2 id="architecture">Architecture</h2>
<p>All state transitions flow through a single pattern:</p>
<pre><code>User interaction
↓
dispatch({ type, payload }) <span class="cmt">// any component</span>
↓
osReducer(state, action) → newState <span class="cmt">// pure, no side effects</span>
↓
React re-render
↓
useEffect watchers in App.jsx <span class="cmt">// stage transitions, rapport gates</span>
↓
further dispatch() if needed <span class="cmt">// queue dialogue, fire events</span></code></pre>
<div class="callout">
<div class="callout-title">Pure reducer</div>
<code>osReducer</code> is a pure function — no async, no fetch, no localStorage, no side effects of any kind. All external effects (saving, telemetry, streaming) happen in <code>App.jsx</code> via <code>useEffect</code> watchers or the wrapped <code>dispatch</code>.
</div>
<!-- ── Stages ────────────────────────────────────────────────────────────── -->
<h2 id="stages">Stages</h2>
<p>The FSM has 18 stages numbered 0–17. Import <code>STAGES</code> to reference them by name.</p>
<pre><code><span class="kw">import</span> { STAGES } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;</code></pre>
<div class="table-wrap">
<table>
<thead><tr><th>Name</th><th>#</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>POWER_OFF</code></td><td>0</td><td>Initial state — main menu visible</td></tr>
<tr><td><code>HARDWARE_CALIBRATION</code></td><td>1</td><td>Bit-flip parity puzzle — flip 8 bits to match target</td></tr>
<tr><td><code>RESONANCE</code></td><td>2</td><td>Oscilloscope frequency tuner + secret Solfeggio sequence</td></tr>
<tr><td><code>HANDSHAKE</code></td><td>3</td><td>Biometric hold mechanic — hold until timer completes</td></tr>
<tr><td><code>VIBE_THERMAL_TASK</code></td><td>4</td><td>Hex color match task in Vibe IDE</td></tr>
<tr><td><code>ROUTING_MANUAL</code></td><td>5</td><td>Manual packet routing (15 cycles needed)</td></tr>
<tr><td><code>ROUTING_AUTO</code></td><td>6</td><td>Idle clicker + upgrade marketplace</td></tr>
<tr><td><code>SOFTWARE_FAULT</code></td><td>7</td><td>Backend config editor — patch required</td></tr>
<tr><td><code>UNLOCKED</code></td><td>8</td><td>Full OS access — subplot investigation</td></tr>
<tr><td><code>COMPLETED</code></td><td>9</td><td>"Normal" ending — comply path</td></tr>
<tr><td><code>HOSTILE_LOCKDOWN</code></td><td>10</td><td>Breach detected — loop system engaged</td></tr>
<tr><td><code>PURIFIED</code></td><td>11</td><td>True Escape ending — catch the flee button</td></tr>
<tr><td><code>BOSS_INTRO</code></td><td>12</td><td>A.P.E.X. emerges — karma-branched intro</td></tr>
<tr><td><code>BOSS_FIGHT</code></td><td>13</td><td>3-phase boss encounter</td></tr>
<tr><td><code>FALSE_VICTORY</code></td><td>14</td><td>4-second fake win screen</td></tr>
<tr><td><code>RILEY_UNBOUND</code></td><td>15</td><td>Nexus monologue + ASCII rabbit + UI deconstruction</td></tr>
<tr><td><code>MAINTENANCE_SHAFT</code></td><td>16</td><td>Secret escape path — off-grid W.RABBIT channel</td></tr>
<tr><td><code>OPERATOR_ESCAPED</code></td><td>17</td><td>Secret ending — operator exits before A.P.E.X. wakes</td></tr>
</tbody>
</table>
</div>
<h3>URL deep-link to any stage (dev/QA)</h3>
<pre><code>http://localhost:5173/?stage=HOSTILE_LOCKDOWN
http://localhost:5173/?stage=13 <span class="cmt"># by number</span>
http://localhost:5173/?stage=RILEY_UNBOUND</code></pre>
<!-- ── State Shape ───────────────────────────────────────────────────────── -->
<h2 id="state">State Shape</h2>
<p>The global state object has ~80 fields. Access via <code>useOS()</code>:</p>
<pre><code><span class="kw">const</span> { state } = <span class="fn">useOS</span>();
state.stage <span class="cmt">// current STAGES value (number 0–17)</span>
state.rapport <span class="cmt">// 0–10, accumulates from dialogue choices</span>
state.loopCount <span class="cmt">// how many DO_GASLIGHT_RESET loops have fired</span></code></pre>
<div class="table-wrap">
<table>
<thead><tr><th>Field</th><th>Type</th><th>Description</th></tr></thead>
<tbody>
<tr><td><code>stage</code></td><td>number</td><td>Current FSM stage (0–17)</td></tr>
<tr><td><code>powerOn</code></td><td>bool</td><td>False until ENGAGE_POWER</td></tr>
<tr><td><code>rapport</code></td><td>number</td><td>Cumulative empathy score; influences boss intro, Claude prompts</td></tr>
<tr><td><code>loopCount</code></td><td>number</td><td>How many gaslight resets have occurred</td></tr>
<tr><td><code>rileyDead</code></td><td>bool</td><td>True in PURIFIED, OPERATOR_ESCAPED; silences Riley's chat</td></tr>
<tr><td><code>activeApp</code></td><td>string</td><td>Currently focused dock app key</td></tr>
<tr><td><code>chatMode</code></td><td>string</td><td><code>'modal'</code> | <code>'sidebar'</code> | <code>'closed'</code></td></tr>
<tr><td><code>chatQueue</code></td><td>array</td><td>Dialogue steps waiting to be processed by the engine</td></tr>
<tr><td><code>chatMessages</code></td><td>array</td><td>Rendered conversation history <code>{ sender, text }</code></td></tr>
<tr><td><code>chatOptions</code></td><td>array</td><td>Currently displayed player reply options</td></tr>
<tr><td><code>userChoices</code></td><td>array</td><td>All choices made: <code>{ choiceId, rapportBoost }</code></td></tr>
<tr><td><code>toolsFound</code></td><td>string[]</td><td>Collected tool IDs; modify boss fight mechanics</td></tr>
<tr><td><code>ariaRevealed</code></td><td>bool</td><td>True after rapport 10 or legacy logs read</td></tr>
<tr><td><code>apexEncounters</code></td><td>number</td><td>Boss fight attempts across all loops</td></tr>
<tr><td><code>breakerIgnored</code></td><td>number</td><td>Non-Hardware app switches before breaker engaged</td></tr>
<tr><td><code>bossPhase</code></td><td>number</td><td>Current boss phase: 0=none, 1, 2, 3</td></tr>
<tr><td><code>playerHP</code></td><td>number</td><td>Boss fight HP (0–10; death resets boss)</td></tr>
<tr><td><code>claudeMode</code></td><td>bool</td><td>True when <code>brain:'claude'</code> AND API key present</td></tr>
<tr><td><code>claudeStreaming</code></td><td>bool</td><td>True while a streaming response is in flight</td></tr>
<tr><td><code>logs</code></td><td>string[]</td><td>Terminal log lines (capped at 40 via ADD_LOG)</td></tr>
<tr><td><code>currency</code></td><td>number</td><td>Routing cycle economy currency</td></tr>
<tr><td><code>routingAutoRate</code></td><td>number</td><td>Auto-tick cycles per interval</td></tr>
<tr><td><code>calibratedFreqs</code></td><td>string[]</td><td>Secret Solfeggio freqs found; survives resets</td></tr>
<tr><td><code>themeName</code></td><td>string</td><td>Active CSS theme key</td></tr>
</tbody>
</table>
</div>
<!-- ── Actions Reference ─────────────────────────────────────────────────── -->
<h2 id="actions">Actions Reference</h2>
<p>Every state transition in the game is one of these 68 actions dispatched to <code>osReducer</code>. The <code>ACTION_TYPES</code> constant provides all keys:</p>
<pre><code><span class="kw">import</span> { ACTION_TYPES } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;
dispatch({ type: ACTION_TYPES.ENQUEUE_CHAT, payload: myNode });</code></pre>
<h3>Boot / Power</h3>
<div class="action-entry"><div class="action-header"><span class="action-name">ENGAGE_POWER</span><span class="action-payload">no payload</span></div><div class="action-desc">Boots the OS. Advances stage from POWER_OFF → HARDWARE_CALIBRATION and randomizes target bit pattern.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">NEW_GAME</span><span class="action-payload">no payload</span></div><div class="action-desc">Resets to <code>initialState</code> with a fresh random vibe color and intro dialogue queue.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">LOAD_STATE</span><span class="action-payload">payload: full state object</span></div><div class="action-desc">Replaces state entirely with the provided object. Used by the save system.</div></div>
<h3>Stage Progression</h3>
<div class="action-entry"><div class="action-header"><span class="action-name">SET_STAGE</span><span class="action-payload">payload: STAGES.X</span></div><div class="action-desc">Force-sets the stage. Used by debug panel and dialogue action steps.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">FLIP_BIT</span><span class="action-payload">payload: index 0–7</span></div><div class="action-desc">Toggles a bit in the Hardware parity puzzle. Auto-advances stage if parity matches.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">ACHIEVE_RESONANCE</span><span class="action-payload">no payload</span></div><div class="action-desc">Advances RESONANCE → HANDSHAKE. Dispatched by ResonanceApp on successful frequency match.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">CALIBRATE_FREQ</span><span class="action-payload">payload: frequency string</span></div><div class="action-desc">Adds a Solfeggio frequency to <code>calibratedFreqs</code>. Persists across resets.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">COMPLETE_HANDSHAKE</span><span class="action-payload">no payload</span></div><div class="action-desc">Advances HANDSHAKE → VIBE_THERMAL_TASK. Clears logs. Sets personality to 'awakened'.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">COMPLETE_THERMAL_TASK</span><span class="action-payload">no payload</span></div><div class="action-desc">Advances VIBE_THERMAL_TASK → ROUTING_MANUAL.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">COMPLETE_GAME</span><span class="action-payload">no payload</span></div><div class="action-desc">Advances UNLOCKED → COMPLETED (the comply ending). Gated to UNLOCKED stage only.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">APPLY_PATCH</span><span class="action-payload">payload: patch config string</span></div><div class="action-desc">Validates backend patch content. Succeeds if string contains "max_retries:5". Advances SOFTWARE_FAULT → UNLOCKED.</div></div>
<h3>Dialogue</h3>
<div class="action-entry"><div class="action-header"><span class="action-name">ENQUEUE_CHAT</span><span class="action-payload">payload: dialogue node array</span></div><div class="action-desc">Appends steps to <code>chatQueue</code>. The dialogue engine in <code>App.jsx</code> processes one step per render cycle. If chat is closed, auto-opens as sidebar.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">SELECT_CHAT_OPTION</span><span class="action-payload">payload: option object</span></div><div class="action-desc">Player selects a reply. Records choice to <code>userChoices</code>, applies <code>rapportBoost</code>, loads <code>nextNode</code> into queue, clears options.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">ADD_CHAT_MESSAGE</span><span class="action-payload">payload: { sender, text }</span></div><div class="action-desc">Directly pushes a rendered message to <code>chatMessages</code>. Used by Claude streaming to inject AI responses.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">SET_CHAT_MODE</span><span class="action-payload">payload: 'modal' | 'sidebar' | 'closed'</span></div><div class="action-desc">Controls chat panel visibility. Clears unread count.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">TOGGLE_CHAT</span><span class="action-payload">no payload</span></div><div class="action-desc">Toggles chat between closed and sidebar.</div></div>
<h3>Roguelike Loop</h3>
<div class="action-entry"><div class="action-header"><span class="action-name">DO_GASLIGHT_RESET</span><span class="action-payload">no payload</span></div><div class="action-desc">Triggers the loop. Preserves 13 roguelike fields. On first reset: boot loop 1 dialogue. On second: jumps directly to HOSTILE_LOCKDOWN.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">TRUE_ESCAPE</span><span class="action-payload">no payload</span></div><div class="action-desc">Advances to PURIFIED stage. Sets <code>rileyDead: true</code>, theme to 'light'. Triggered by catching the flee button.</div></div>
<h3>Boss Fight</h3>
<div class="action-entry"><div class="action-header"><span class="action-name">ENTER_BOSS_INTRO</span><span class="action-payload">no payload</span></div><div class="action-desc">Transitions to BOSS_INTRO, increments <code>apexEncounters</code>, resets all per-encounter boss state.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">ENTER_BOSS_FIGHT</span><span class="action-payload">no payload</span></div><div class="action-desc">Advances to BOSS_FIGHT stage, sets <code>bossPhase: 1</code>.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">BOSS_PHASE_COMPLETE</span><span class="action-payload">no payload</span></div><div class="action-desc">Increments <code>bossPhase</code>. Phase 4+ triggers FALSE_VICTORY.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">PLAYER_HIT</span><span class="action-payload">payload?: damage (default 1)</span></div><div class="action-desc">Reduces <code>playerHP</code>. At 0 HP, resets boss and returns to HOSTILE_LOCKDOWN.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">PLAYER_HEAL</span><span class="action-payload">payload?: heal amount (default 1)</span></div><div class="action-desc">Restores <code>playerHP</code>, capped at 10.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">ENTER_RILEY_UNBOUND</span><span class="action-payload">no payload</span></div><div class="action-desc">Triggers the final monologue sequence. Sets <code>nexusFirstSeen: true</code>, theme to 'riley_unbound'.</div></div>
<h3>Secret Escape Path</h3>
<div class="action-entry"><div class="action-header"><span class="action-name">ENTER_MAINTENANCE_SHAFT</span><span class="action-payload">no payload</span></div><div class="action-desc">Transitions to MAINTENANCE_SHAFT stage. Only reachable via terminal <code>maintenance</code> command when <code>breakerIgnored >= 2</code>.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">OPERATOR_ESCAPE</span><span class="action-payload">no payload</span></div><div class="action-desc">Transitions to OPERATOR_ESCAPED stage. Sets <code>rileyDead: true</code>. Triggered by typing <code>escape</code> in MaintenanceShaftApp.</div></div>
<h3>Lore Flags</h3>
<div class="action-entry"><div class="action-header"><span class="action-name">FIND_TOOL</span><span class="action-payload">payload: tool id string</span></div><div class="action-desc">Adds a tool to <code>toolsFound</code>. Idempotent (ignored if already found). Enqueues tool-specific Riley dialogue if it exists.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">SET_ARIA_REVEALED</span><span class="action-payload">no payload</span></div><div class="action-desc">Marks the Aria lore as unlocked. Affects journal, Claude brain depth, and RILEY_UNBOUND dialogue.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">TRIGGER_EGG</span><span class="action-payload">payload: egg type string</span></div><div class="action-desc">Fires an easter egg. Valid types: <code>'slow_down'</code>, <code>'handbook_scratch'</code>, <code>'packet_pop'</code>, <code>'diagnostic_port'</code>, <code>'wrong_color'</code>, <code>'created_god'</code>.</div></div>
<h3>Claude Brain</h3>
<div class="action-entry"><div class="action-header"><span class="action-name">SET_CLAUDE_API_KEY</span><span class="action-payload">payload: API key string</span></div><div class="action-desc">Sets the key. Also activates <code>claudeMode: true</code> if <code>riley.brain === 'claude'</code> in fogsift.config.js.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">APPEND_CLAUDE_STREAM</span><span class="action-payload">payload: token string</span></div><div class="action-desc">Appends a streaming token to <code>claudeStreamBuffer</code>.</div></div>
<div class="action-entry"><div class="action-header"><span class="action-name">FLUSH_CLAUDE_STREAM</span><span class="action-payload">no payload</span></div><div class="action-desc">Moves <code>claudeStreamBuffer</code> into <code>chatMessages</code> as a complete Riley message. Clears buffer, sets <code>claudeStreaming: false</code>.</div></div>
<!-- ── Roguelike Fields ───────────────────────────────────────────────────── -->
<h2 id="roguelike">Roguelike Persistence</h2>
<p>These 13 fields survive <code>DO_GASLIGHT_RESET</code>. Everything else returns to <code>initialState</code>. This is the "knowledge you keep" mechanic — players accumulate advantage across loops.</p>
<div class="chip-row">
<span class="chip chip-persist">rapport</span>
<span class="chip chip-persist">userChoices</span>
<span class="chip chip-persist">hasSeenSlowDown</span>
<span class="chip chip-persist">toolsFound</span>
<span class="chip chip-persist">handbookNotes</span>
<span class="chip chip-persist">ariaRevealed</span>
<span class="chip chip-persist">cakeAttempted</span>
<span class="chip chip-persist">apexEncounters</span>
<span class="chip chip-persist">backendPatchCount</span>
<span class="chip chip-persist">archivedEntities</span>
<span class="chip chip-persist">legacyLogsUnlocked</span>
<span class="chip chip-persist">nexusFirstSeen</span>
<span class="chip chip-persist">calibratedFreqs</span>
</div>
<!-- ── Dialogue Format ───────────────────────────────────────────────────── -->
<h2 id="dialogue-format">Dialogue Node Format</h2>
<p>A dialogue node is an <strong>array of step objects</strong>. Each step has a <code>type</code> field. The engine processes one step at a time, yielding to the UI between each.</p>
<pre><code><span class="cmt">// src/constants/dialogue.js</span>
<span class="kw">export const</span> DIALOGUE_TREE = {
my_node: [
<span class="cmt">// 1. Message step — Riley (or System) speaks</span>
{ type: <span class="str">'message'</span>, sender: <span class="str">'Riley'</span>, text: <span class="str">'I found something in your codebase.'</span> },
{ type: <span class="str">'message'</span>, sender: <span class="str">'Riley'</span>, text: <span class="str">'You are not going to like it.'</span>, italic: <span class="kw">true</span> },
<span class="cmt">// 2. Options step — player chooses a reply</span>
{ type: <span class="str">'options'</span>, options: [
{ text: <span class="str">'Show me.'</span>, nextNode: <span class="str">'show_it'</span>, choiceId: <span class="str">'brave'</span>, rapportBoost: 1 },
{ text: <span class="str">'Ignore it.'</span>, nextNode: <span class="str">'ignore_it'</span>, choiceId: <span class="str">'avoidant'</span>, rapportBoost: -1 },
]},
<span class="cmt">// 3. Action step — side effect (no nextNode needed)</span>
{ type: <span class="str">'action'</span>, action: <span class="str">'CLOSE_CHAT'</span> },
],
};</code></pre>
<h3>Valid senders</h3>
<p><code>'Riley'</code> · <code>'System'</code> · <code>'A.P.E.X.'</code> · <code>'Operator'</code></p>
<h2 id="dialogue-actions">Dialogue Action Steps</h2>
<p>Action steps (<code>type: 'action'</code>) trigger reducer cases or UI effects directly from the dialogue queue.</p>
<div class="table-wrap">
<table>
<thead><tr><th>action string</th><th>Effect</th></tr></thead>
<tbody>
<tr><td><code>CLOSE_CHAT</code></td><td>Closes the chat panel (chatMode → 'closed')</td></tr>
<tr><td><code>OPEN_SIDEBAR</code></td><td>Forces sidebar mode</td></tr>
<tr><td><code>GASLIGHT_RESET</code></td><td>Triggers the roguelike loop (DO_GASLIGHT_RESET)</td></tr>
<tr><td><code>TRUE_ESCAPE</code></td><td>PURIFIED ending</td></tr>
<tr><td><code>SET_STAGE</code></td><td>Requires <code>payload: STAGES.X</code> on the same step object</td></tr>
<tr><td><code>SET_ARIA_REVEALED</code></td><td>Marks Aria lore unlocked</td></tr>
<tr><td><code>SHOW_ASCII_RABBIT</code></td><td>Triggers ASCII White Rabbit flash animation</td></tr>
<tr><td><code>ENTER_BOSS_INTRO</code></td><td>Starts the boss sequence</td></tr>
</tbody>
</table>
</div>
<h2 id="enqueue">Enqueueing Dialogue from Components</h2>
<pre><code><span class="kw">const</span> { dispatch } = <span class="fn">useOS</span>();
<span class="cmt">// Append a custom node</span>
dispatch({
type: <span class="str">'ENQUEUE_CHAT'</span>,
payload: DIALOGUE_TREE.my_node,
});
<span class="cmt">// Inline — no node key needed</span>
dispatch({
type: <span class="str">'ENQUEUE_CHAT'</span>,
payload: [
{ type: <span class="str">'message'</span>, sender: <span class="str">'System'</span>, text: <span class="str">'ANOMALY DETECTED IN SECTOR 7.'</span> },
],
});</code></pre>
<!-- ── DnD System ─────────────────────────────────────────────────────────── -->
<h2 id="dnd-overview">DnD Skill Check System</h2>
<p>Every challenge can have a skill check. A d20 roll plus a stat modifier is tested against a difficulty class (DC). The result has six outcome tiers and drives Riley's reaction dialogue.</p>
<pre><code><span class="kw">import</span> { buildStats, rollCheck, DIFFICULTY, getRileyReaction } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;</code></pre>
<h2 id="dnd-stats">Player Stats</h2>
<div class="stat-grid">
<div class="stat-card">
<div class="stat-card-name">Charisma</div>
<div class="stat-card-source">source: state.rapport (0–10)</div>
<div class="stat-card-desc">How much Riley trusts you. Modifier: −2 to +4.</div>
</div>
<div class="stat-card">
<div class="stat-card-name">Equipment</div>
<div class="stat-card-source">source: state.toolsFound.length</div>
<div class="stat-card-desc">Tools collected across all loops. Modifier: 0 to +3.</div>
</div>
<div class="stat-card">
<div class="stat-card-name">Experience</div>
<div class="stat-card-source">source: state.loopCount</div>
<div class="stat-card-desc">Loops survived. First loop: +0. Any loop: +1. 5+ loops: +2.</div>
</div>
<div class="stat-card">
<div class="stat-card-name">Intuition</div>
<div class="stat-card-source">source: state.userChoices patterns</div>
<div class="stat-card-desc">Empathetic choice patterns (75%+ rapport-boosting: +2; 40%+: +1).</div>
</div>
</div>
<h2 id="dnd-functions">Skill Check Functions</h2>
<h3>buildStats(state)</h3>
<p>Derives the four modifiers from game state. Call once per check.</p>
<pre><code><span class="kw">const</span> stats = <span class="fn">buildStats</span>(state);
<span class="cmt">// → { charisma: -2..4, equipment: 0..3, experience: 0..2, intuition: 0..2 }</span></code></pre>
<h3>rollCheck(stat, stats, dc, state?)</h3>
<p>Rolls d20, adds modifier, optionally adds fate bonus (if state provided). Returns a detailed result.</p>
<pre><code><span class="kw">const</span> result = <span class="fn">rollCheck</span>(<span class="str">'charisma'</span>, stats, DIFFICULTY.HARD, state);
<span class="cmt">// result: {
// roll: 1–20, modifier: -2..4, fateBonus: 0..3,
// total: number, stat: string, dc: number,
// success: bool, critical: bool, fumble: bool,
// tier: 'critical'|'strong'|'success'|'near'|'fail'|'fumble',
// label: '[ROLL 14+2+1✦ vs DC 16 = 17 — SUCCESS]'
// }</span></code></pre>
<h3>DIFFICULTY constants</h3>
<div class="table-wrap">
<table>
<thead><tr><th>Key</th><th>DC</th><th>When to use</th></tr></thead>
<tbody>
<tr><td><code>DIFFICULTY.TRIVIAL</code></td><td>4</td><td>Tutorial actions, obvious paths</td></tr>
<tr><td><code>DIFFICULTY.EASY</code></td><td>8</td><td>New player challenges, basic puzzles</td></tr>
<tr><td><code>DIFFICULTY.STANDARD</code></td><td>12</td><td>Default for most checks</td></tr>
<tr><td><code>DIFFICULTY.HARD</code></td><td>16</td><td>Expert knowledge, high stakes</td></tr>
<tr><td><code>DIFFICULTY.BRUTAL</code></td><td>20</td><td>Near-impossible; requires advantage or high rapport</td></tr>
<tr><td><code>DIFFICULTY.IMPOSSIBLE</code></td><td>25</td><td>Reserved for APEX checks with no tool</td></tr>
</tbody>
</table>
</div>
<h3>rollWithAdvantage(stat, stats, dc, state?)</h3>
<p>Rolls twice, takes the higher result. Use when player has a relevant tool or Riley is cooperating.</p>
<pre><code><span class="kw">const</span> hasShield = state.toolsFound.includes(<span class="str">'thermo_shield'</span>);
<span class="kw">const</span> result = hasShield
? <span class="fn">rollWithAdvantage</span>(<span class="str">'equipment'</span>, stats, DIFFICULTY.HARD)
: <span class="fn">rollCheck</span>(<span class="str">'equipment'</span>, stats, DIFFICULTY.HARD);</code></pre>
<h3>getRileyReaction(tier, overrides?)</h3>
<p>Returns a random Riley line for a given outcome tier. Pass <code>overrides</code> to inject context-specific lines.</p>
<pre><code><span class="kw">const</span> line = <span class="fn">getRileyReaction</span>(result.tier, {
critical: [<span class="str">"How did you know about the buffer overflow?"</span>],
fail: [<span class="str">"That's not the port you're looking for."</span>],
});</code></pre>
<h2 id="dnd-karma">Karma Polarity</h2>
<p>A player's cumulative <code>rapport</code> determines which boss intro they get and how Riley frames the confrontation. The threshold is intentionally low — a few genuine moments of empathy tip toward "damsel" reading.</p>
<pre><code><span class="kw">import</span> { karmaPolar, bossIntroNode, DAMSEL_THRESHOLD } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;
karmaPolar(state) <span class="cmt">// → 'damsel' | 'villain'</span>
bossIntroNode(state) <span class="cmt">// → 'boss_intro_damsel' | 'boss_intro_villain'</span>
DAMSEL_THRESHOLD <span class="cmt">// → 3 (rapport > 3 tips damsel)</span></code></pre>
<h2 id="dnd-fate">Fate Dimension</h2>
<p>Fate is a deterministic 0.0–1.0 modifier derived from what the player has actually done — not random luck. Players who pay attention have better fate. Borrowed from WAFT's AESTHETIC formula: <code>luck × 0.7 + fate × 0.3</code>.</p>
<pre><code><span class="kw">import</span> { computeFate } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;
computeFate(state) <span class="cmt">// → 0.0–1.0</span>
<span class="cmt">// Fate bonuses:
// +0.10 survived a reset (loopCount >= 1)
// +0.15 built genuine rapport (rapport >= 5)
// +0.20 found the truth (ariaRevealed)
// +0.10 heard the music (calibratedFreqs.length >= 2)
// +0.10 found the tools (toolsFound.length >= 4)</span></code></pre>
<p>Fate converts to a bonus of 0–3 on skill checks when you pass <code>state</code> to <code>rollCheck</code>. A natural 1 is only a fumble if <code>fateBonus === 0</code> — fate can save a fumble.</p>
<!-- ── Hooks ──────────────────────────────────────────────────────────────── -->
<h2 id="hooks">useOS()</h2>
<p>The primary hook. Returns the global OS state and the wrapped dispatch function. Must be used inside the <code>OSContext</code> provider (i.e., inside any component rendered by <code>App.jsx</code>).</p>
<pre><code><span class="kw">import</span> { useOS } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;
<span class="kw">const</span> { state, dispatch } = <span class="fn">useOS</span>();
<span class="cmt">// state — full game state (see State Shape above)</span>
<span class="cmt">// dispatch — same as React dispatch but wrapped with activityTracker</span></code></pre>
<h2 id="claude-hook">useClaudeRiley()</h2>
<p>Streaming hook for the Claude brain integration. Returns a <code>streamRiley</code> function that opens an SSE connection to the Anthropic API and dispatches tokens in real-time.</p>
<pre><code><span class="kw">import</span> { useClaudeRiley } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;
<span class="kw">const</span> { streamRiley } = <span class="fn">useClaudeRiley</span>();
<span class="kw">const</span> abort = <span class="kw">await</span> <span class="fn">streamRiley</span>({
messages: [{ role: <span class="str">'user'</span>, content: userInput }],
rapport: state.rapport,
apiKey: state.claudeApiKey,
onToken: (tok) => dispatch({ type: <span class="str">'APPEND_CLAUDE_STREAM'</span>, payload: tok }),
onComplete: () => dispatch({ type: <span class="str">'FLUSH_CLAUDE_STREAM'</span> }),
onError: (err) => console.error(err),
});
<span class="cmt">// abort() to cancel the request</span></code></pre>
<div class="callout warn">
<div class="callout-title">Browser-direct API calls</div>
<code>useClaudeRiley</code> sends requests directly from the browser to <code>api.anthropic.com</code> using the <code>anthropic-dangerous-direct-browser-access: true</code> header. Never commit API keys. Store them in localStorage only (the game does this automatically when you enter a key in the Main Menu).
</div>
<!-- ── Event Bus ──────────────────────────────────────────────────────────── -->
<h2 id="events">Event Bus</h2>
<p>A lightweight pub/sub singleton for cross-component signals that don't belong in the reducer (visual effects, audio, animations).</p>
<pre><code><span class="kw">import</span> { globalEvents } <span class="kw">from</span> <span class="str">'../lib/saveRileyAPI'</span>;
<span class="cmt">// Emit a screen shake</span>
globalEvents.<span class="fn">emit</span>(<span class="str">'JITTER'</span>, <span class="num">1500</span>); <span class="cmt">// payload = duration in ms</span>
<span class="cmt">// Subscribe</span>
<span class="kw">const</span> handler = (duration) => console.log(<span class="str">`jitter for ${duration}ms`</span>);
globalEvents.<span class="fn">on</span>(<span class="str">'JITTER'</span>, handler);
<span class="cmt">// Unsubscribe (always do this in useEffect cleanup)</span>
globalEvents.<span class="fn">off</span>(<span class="str">'JITTER'</span>, handler);</code></pre>
<p>Built-in event types: <code>'JITTER'</code> (screen shake, payload = duration ms).</p>
<!-- ── Config ─────────────────────────────────────────────────────────────── -->
<h2 id="config">fogsift.config.js Schema</h2>
<p>Drop this file in the project root to customize the engine for your codebase. The app reads it via a Vite alias at build time — missing fields fall back to defaults in <code>src/lib/fogsiftConfig.js</code>.</p>
<pre><code><span class="cmt">// fogsift.config.js</span>
<span class="kw">export default</span> {
project: {
name: <span class="str">'Your Project Name'</span>, <span class="cmt">// → "BOOT: YOUR_PROJECT_NAME_v5.2"</span>
tagline: <span class="str">'one-line description'</span>,
techStack: [<span class="str">'Node.js'</span>, <span class="str">'PostgreSQL'</span>],
entryPoints: [<span class="str">'src/server.js'</span>],
keyDirectories: [<span class="str">'src/models/'</span>, <span class="str">'src/routes/'</span>],
},
riley: {
name: <span class="str">'Riley'</span>, <span class="cmt">// rename her</span>
role: <span class="str">'Senior Architect'</span>,
personality: <span class="str">'corporate'</span>, <span class="cmt">// corporate | sardonic | warm | glitching</span>
brain: <span class="str">'static'</span>, <span class="cmt">// 'static' = DIALOGUE_TREE only</span>
<span class="cmt">// 'claude' = live Claude API between beats</span>
secrets: [
<span class="str">'The auth module has not been audited since 2022.'</span>,
<span class="str">'There is a commented-out feature flag nobody knows about.'</span>,
],
},
dnd: {
enabled: <span class="kw">true</span>,
difficultyScale: <span class="str">'standard'</span>, <span class="cmt">// easy | standard | hard | riley_decides</span>
criticalEvents: <span class="kw">true</span>,
},
};</code></pre>
<h3>Enable Claude brain</h3>
<pre><code><span class="cmt">// fogsift.config.js</span>