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# saunaSim
Pure simulation core for Sauna Master: the room state (temperature,
humidity/löyly, stove intensity + fuel, vent, water bucket), the five
patron archetypes with their comfort bands and satisfaction dynamics,
and the shift definitions (spawn schedules, quotas, upgrades).
No entities, no UI — every function takes and returns plain tables, so
the whole game balance is testable from the REPL in edit mode:
```lua
local Sim = require("@root::sauna.saunaSim")
local s = Sim.newState()
Sim.setStove(s, 3)
for i = 1, 600 do Sim.step(s, 0.1) end
print(s.temp, s.hum)
```
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# saunaRoom
Builds the sauna interior for Sauna Master out of voxel shapes: the
plank-walled room with two-tier lauteet benches and a warm window, the
kiuas stove (stone basin, glowing firebox, chimney), the löyly bucket
with its kauha, the refill barrel, the door, and the vent flap — plus
the warm lights and the steam / fire particle emitters.
`M.layout` exports the world-space anchor points (bench seats, kiuas,
bucket, barrel, door, player spawn) that the game component uses for
seating and proximity-gated interactions. `M.build()` is called from
the scene entrypoint on every load in both modes; the entities are
temporary, so nothing here bloats scene.json.
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backing path · sauna/SaunaGame.component
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agent_score is exposed.usability—
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quality—
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performance—
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
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