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mission_performance.md

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Mission Performance and Debrief

Purpose

Operation: Black Minute ends with a readable operation report instead of a generic victory message. The report rewards the choices already supported by the mission without adding a leaderboard, persistent grind, random reward, or meta-progression layer.

Elapsed mission time is displayed as a run statistic. It does not change score: the current patrol windows have not been playtested broadly enough to make speed a fair mastery requirement.

Score contract

Every completed extraction starts at 5,000 points. Bonuses are positive-only and the maximum is 10,000.

Directive Condition Points
SHADOW The live Player never reaches a Guard or CCTV detection threshold +2,000
TEMPORAL DISCIPLINE Complete the operation without Chrono Recall +1,500
PARADOX DECOY Use Recall and have an Echo actually detected by a Guard or CCTV +1,500
UNTOUCHABLE No capture decision is triggered during the attempt +1,000
BLACKOUT The CCTV network is offline at extraction +500

TEMPORAL DISCIPLINE and PARADOX DECOY are mutually exclusive. This gives the intended no-Recall and useful-Echo play styles the same scoring ceiling. Spending Recall without an observed Echo remains a valid recovery, but it does not earn the Echo mastery directive.

Grades are deterministic:

Grade Score
S 9,500–10,000
A 8,000–9,499
B 6,500–7,999
C 5,000–6,499

Authoritative data

MissionPerformanceTracker is a focused value ledger owned by OperationBlackMinuteLevel.

  • ChronoRecallManager.get_world_time() supplies monotonic, pause-safe elapsed time.
  • Guard alert_raised and CCTV threshold_reached signals supply stable actor IDs.
  • player_live is the live infiltrator; echo_* IDs are temporal decoys.
  • accepted capture requests increment capture count once, after re-entry guards pass;
  • final CCTV/laser state and the actual server/biometric authorization route are sampled at extraction;
  • Recall usage is derived from persistent charges spent.

Core-theft LOCKDOWN is scripted mission escalation, not a stealth detection, so it never removes SHADOW by itself.

Recall and reset semantics

The performance ledger is intentionally not registered as recall_rewindable. Detection, capture, and spent Recall consequences survive a Recall along with the monotonic mission clock. This prevents abandoned branches from farming or erasing directives.

Mission-start checkpoint reset and REPLAY OPERATION call begin_mission() and clear the complete ledger. Finalization is idempotent and returns a recursive deep copy, so duplicate extraction callbacks or UI mutation cannot change the cached result.

Presentation

The HUD displays:

  • a pause-safe MM:SS operation clock;
  • typed objective, access, security, Recall, Core, and danger cue cards;
  • low-alpha one-shot screen washes with no camera shake or repeated flash;
  • procedural tones that remain optional under browser autoplay and mute restrictions;
  • a final grade, score, elapsed time, Recall use, live/Echo detections, captures, authorization route, and every directive result.

Text, symbols, shape, and brightness accompany color. All critical information remains available with audio muted.