Counter-Strike esports manager: career mode + LIVE tactical top-down simulation
- Full manager sim: 28 orgs / 168 players, calendar, transfers, youth scouting, loans, training, board confidence - Simulation Mode with real-time micro-engine (live.js): A* pathfinding on map geometry, raycast ballistics (spread/falloff/armor/headshots), smokes/flashes/HE that matter, plant/defuse/retake AI, clutch detection - Canvas renderer (viz.js): follow/radar cameras, HP bars, CS2-style kill feed, callouts, synthesized Web-Audio SFX, speed x1-x3, AUTO-SPECTATE hands-free series playback - Round results flow from the firefight back into the career engine (score, economy, box score, MVP) - Playwright + Node VM test suites included (test/, plus external pwtest harness)
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# 🎯 CS Manager 2026
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A deep, single-player **Counter-Strike esports organization manager** — inspired by games like Esports Manager 2026. No story mode, no game-over screen: just you, your roster, and the long road to legend.
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## ▶ Play
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Open `index.html` in any modern browser — or serve the folder:
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```bash
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cd counterstrikemanager
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python3 -m http.server 8080
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# → http://localhost:8080
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```
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No build step, no dependencies, no network required.
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## 🕹 Features
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### Career
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- **Take over a real organization** (NAVI, Vitality, Spirit, FaZe, G2, Falcons, The MongolZ, MOUZ, Astralis, Liquid + tier-2/3 clubs) with authentic 2026-era rosters and roles…
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- **…or found your own org** and draft five semi-pro prospects. Legend-tier start.
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- Three difficulties (Rookie / Pro / Legend) affecting budget, wages and rival aggression.
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- **Sandbox forever**: season rollovers, aging players, no forced ending.
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### Simulation Mode (the showpiece)
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When your match day arrives, step into the server:
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1. **Interactive map veto** — ban & pick against an AI that knows its own map pool.
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2. **LIVE tactical simulation** — rounds are no longer pre-scripted theater: a real-time micro-engine fights them out on top-down renditions of Dust II, Mirage, Inferno, Nuke, Ancient and more.
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- **A* pathfinding** around genuine map geometry — walls, doors, corridors, crates as cover
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- **Raycast ballistics**: spread that grows with movement and range, damage falloff, armor, headshots (⌖), wall sparks and smoke puffs on misses
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- **Utility that matters**: smokes physically block line of sight, flashes blind anyone facing them, HE deals radial damage; executes are scheduled by your tactic (fakes smoke the other site first)
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- **Real roles & brains**: CTs hold angles and rotate on contact, attackers group, fake, execute onto a site, plant (3.2 s, interrupted by pressure), post-plant positioning, CT retakes with defuse (9 s)
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- The round result — winner, every kill with weapon, damage per player, clutches — comes OUT of the firefight and is fed back into your career economy and box score
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- Synthesized SFX (gunfire, AWP boom, plant beeps that accelerate, C4 explosion, win stings), CS2-style kill feed, FIRST BLOOD / CLUTCH callouts, HP bars over agents
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3. **Watch it your way** — 🎥 follow-cam or 🗺 full radar, ⏩ speed x1/x2/x3, per-round Skip, Simulate-rest, or full **🤖 AUTO-SPECTATE**: one button plays the entire series hands-free (auto veto by affinity, auto buys/tactics) while you just watch.
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4. **MR12 round-by-round play** — call every buy (full / force / eco), pick tactics (fast execute, patient default, fakes, site stacks), burn tactical timeouts to break opponent momentum.
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5. **A living economy** — loss bonuses, save rounds, pistol rounds, OT at 12-12 (first to 16, 19…).
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6. **Clutch moments** — 1vX attempts decided by player clutch attribute; kill-feed events narrate every round.
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7. Smart opponents **read your tactic patterns** via their analysts — mix it up.
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Prefer to delegate? **⚡ Quick Sim** lets your coach play out any match instantly with full box scores (K/D/ADR/rating, MVP).
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### Squad & Development
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- Seven attributes per player (aim, positioning, clutch, utility, gamesense, movement, communication) weighted by role — IGLs are built differently from AWPers.
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- Form, morale, motivation, fatigue, injuries, hidden potential, personality traits.
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- **Weekly training plans** per player: focus (aim/utility/tactics/teamwork/movement/rest/media) × intensity. Hard work grows skills but piles fatigue → overuse injuries.
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- Bootcamps for chemistry, academy graduates when you run dry.
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### Talk Module
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One meaningful conversation per ~10 days per player: praise, motivate, discuss role, demand professionalism, hint at a raise — or make a **starting-spot promise** you'd better keep. Outcomes depend on personality and tone.
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### Squad Building
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- **Youth scouting camps** ($80K): scout three generated prospects (potential scales with club reputation), sign one to a three-year academy deal.
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- Academy auto-promotion keeps every squad fieldable; rosters cap at 8.
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- **Career milestones**: 10 unlockable achievements (first win, trophies, TOP 10 / #1 world, $1M bank, superstar signing, academy graduate, Grand Slam…) with inbox notifications and a dashboard tracker.
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### Transfers & Contracts
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- Free agency, transfer listings with asking prices, AI-to-AI moves, incoming bids for your stars (they can expire!), wage negotiations with signing bonuses and rejection counters, releases with severance, expiring-contract drama.
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- **Two transfer windows per season** (spring day ~150-230, winter from ~300) gate all AI transfer activity; the Transfer Center shows live window status.
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- **Development loans**: send young bench players to lower clubs for 90 days of playing time and faster growth.
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- Market values react to overall rating, potential, age curve, form, morale and contract length.
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- Weekly training reports land in your inbox so development is never invisible.
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### Tournaments & Rankings
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- A full annual circuit: BLAST Bounty, IEM Katowice, EPL, IEM Melbourne/Dallas/Cologne/Chengdu, **the Budapest Major**, Esports World Cup, Thunderpick, Elisa Masters, CCT and the BLAST World Final — with prize money, entry cutoffs by world ranking and wildcard lotteries.
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- Live brackets progress day by day even when you're not playing.
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- World ranking points (placement-weighted, decaying), movement arrows, season player leaderboard.
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- 💎 **Grand Slam**: win 4 elite events consecutively within a year for a $1M bonus.
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### Business
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- Weekly wages, ops costs, merch/streaming income scaled by fans, monthly sponsor payouts.
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- Sponsorship offers arrive based on ranking/reputation — three partner slots.
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- Board confidence reacts to **your own recent form vs expectations** and financial health (warnings only — no firing screen, this is sandbox).
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- Dashboard shows live **season objectives** (ranking target, finances, board) with progress bars, and Rankings keeps your season-by-season history.
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## 💾 Saving
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Autosaves weekly to `localStorage`, manual save anytime, plus JSON export/import for backing up or sharing careers.
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## ⌨️ Shortcuts
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- <kbd>Space</kbd>/<kbd>Enter</kbd> — advance one week
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- <kbd>Esc</kbd> — close modal
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## 🗂 Project layout
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```
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index.html shell & screens
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css/style.css dark esports theme
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js/util.js RNG/format helpers, ratings, value model
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js/data.js teams, players, staff pool, maps, 2026 calendar
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js/game.js world sim: time, finances, training, transfers, events
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js/match.js round engine + quick-sim + interactive SimSession
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js/ui.js screens, modals, simulation overlay rendering
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js/main.js boot, save/export/import, shortcuts
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test/ headless engine smoke tests (node)
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```
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## ✍️ Notes
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Rosters approximate the 2025–26 scene; attributes are hand-tuned estimates for gameplay balance, not official data.
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