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counterstrikemanager/README.md
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deepseek 4c7fe1db4c 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)
2026-08-23 07:00:47 +00:00

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🎯 CS Manager 2026

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.

genre platform deps

▶ Play

Open index.html in any modern browser — or serve the folder:

cd counterstrikemanager
python3 -m http.server 8080
# → http://localhost:8080

No build step, no dependencies, no network required.

🕹 Features

Career

  • 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…
  • …or found your own org and draft five semi-pro prospects. Legend-tier start.
  • Three difficulties (Rookie / Pro / Legend) affecting budget, wages and rival aggression.
  • Sandbox forever: season rollovers, aging players, no forced ending.

Simulation Mode (the showpiece)

When your match day arrives, step into the server:

  1. Interactive map veto — ban & pick against an AI that knows its own map pool.
  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.
    • A pathfinding* around genuine map geometry — walls, doors, corridors, crates as cover
    • Raycast ballistics: spread that grows with movement and range, damage falloff, armor, headshots (⌖), wall sparks and smoke puffs on misses
    • 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)
    • 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)
    • 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
    • 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
  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.
  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.
  5. A living economy — loss bonuses, save rounds, pistol rounds, OT at 12-12 (first to 16, 19…).
  6. Clutch moments — 1vX attempts decided by player clutch attribute; kill-feed events narrate every round.
  7. Smart opponents read your tactic patterns via their analysts — mix it up.

Prefer to delegate? Quick Sim lets your coach play out any match instantly with full box scores (K/D/ADR/rating, MVP).

Squad & Development

  • Seven attributes per player (aim, positioning, clutch, utility, gamesense, movement, communication) weighted by role — IGLs are built differently from AWPers.
  • Form, morale, motivation, fatigue, injuries, hidden potential, personality traits.
  • Weekly training plans per player: focus (aim/utility/tactics/teamwork/movement/rest/media) × intensity. Hard work grows skills but piles fatigue → overuse injuries.
  • Bootcamps for chemistry, academy graduates when you run dry.

Talk Module

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.

Squad Building

  • Youth scouting camps ($80K): scout three generated prospects (potential scales with club reputation), sign one to a three-year academy deal.
  • Academy auto-promotion keeps every squad fieldable; rosters cap at 8.
  • 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.

Transfers & Contracts

  • 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.
  • Two transfer windows per season (spring day ~150-230, winter from ~300) gate all AI transfer activity; the Transfer Center shows live window status.
  • Development loans: send young bench players to lower clubs for 90 days of playing time and faster growth.
  • Market values react to overall rating, potential, age curve, form, morale and contract length.
  • Weekly training reports land in your inbox so development is never invisible.

Tournaments & Rankings

  • 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.
  • Live brackets progress day by day even when you're not playing.
  • World ranking points (placement-weighted, decaying), movement arrows, season player leaderboard.
  • 💎 Grand Slam: win 4 elite events consecutively within a year for a $1M bonus.

Business

  • Weekly wages, ops costs, merch/streaming income scaled by fans, monthly sponsor payouts.
  • Sponsorship offers arrive based on ranking/reputation — three partner slots.
  • Board confidence reacts to your own recent form vs expectations and financial health (warnings only — no firing screen, this is sandbox).
  • Dashboard shows live season objectives (ranking target, finances, board) with progress bars, and Rankings keeps your season-by-season history.

💾 Saving

Autosaves weekly to localStorage, manual save anytime, plus JSON export/import for backing up or sharing careers.

⌨️ Shortcuts

  • Space/Enter — advance one week
  • Esc — close modal

🗂 Project layout

index.html        shell & screens
css/style.css     dark esports theme
js/util.js        RNG/format helpers, ratings, value model
js/data.js        teams, players, staff pool, maps, 2026 calendar
js/game.js        world sim: time, finances, training, transfers, events
js/match.js       round engine + quick-sim + interactive SimSession
js/ui.js          screens, modals, simulation overlay rendering
js/main.js        boot, save/export/import, shortcuts
test/             headless engine smoke tests (node)

✍️ Notes

Rosters approximate the 202526 scene; attributes are hand-tuned estimates for gameplay balance, not official data.