Phase 0 scaffold + asset audit findings

Project scaffold:
- project.godot at repo root, GL Compatibility renderer (max mobile reach),
  pixel-snap on, texture filter nearest, sensor_landscape orientation
- 7 autoloads: World, Sim, GameState, EventBus, Strings, Audit, SaveSystem
- scenes/main/main.{tscn,gd} smoke-test scene with autoload assertions
- Folder layout matches tavernkeep idiom: autoload/ at root, scripts
  co-located with scenes/ (not the scripts/autoloads/ mirror originally
  sketched in implementation.md)
- Input map: pause, speed_cycle, speed_normal/fast/ultra, confirm, cancel.
  Mobile gestures (pinch/drag/long-press) handled at script level via
  Godot's InputEventScreenTouch/Drag/MagnifyGesture.
- SaveSystem skeleton: SAVE_VERSION=1, JSON to user://save_slot.json,
  version-mismatch warning. Phase 3 expands to real entity state.
- icon.svg placeholder (cabin silhouette on dark green field)
- README.md points at memory.md / implementation.md / docs/

Headless verification: 'godot --headless --path . --quit' exits 0,
'[main] Phase 0 smoke test online.' prints, no errors. Editor-side
green-dot check still pending — needs human launch of editor.

Asset audit (researcher Haiku, 2026-05-10):
- FG_Houses.png NOT autotile-solvable — pre-built decorative house
  compositions, 4 distinct roof palettes, no modular wall family.
  ~½–1 day per material to author terrain bits on top.
- FG_Fortress.png IS autotile-solvable — ~20–30 modular tan-stone
  pieces. Wang-style Godot 4 terrain works with minimal extra art.
  Iconic Homestead $19.99 fallback not needed.
- No wolf sprite anywhere in the bundle. EvoMonster packs all
  cute/fantasy. Need commission, CC0 source, or Ventilatore check.
- Retro Graveyard 16x16 [Kingdom Explorer] confirmed in Tier 3 with
  full graveyard suite — direct use in Phase 14.

New open questions surfaced in memory.md:
- Player-built wall material strategy (3 options laid out)
- Wolf sprite acquisition path (Phase 10 blocker)

Project move:
- Repo physical location moved from ~/claude/projects/rimlike to
  /mnt/d/godot/rimlike (D: drive, fast for Windows-side editor).
- Symlink at the original WSL path preserves the home-CLAUDE.md
  layout convention. Mirrors tavernkeep's pattern.
- Set core.filemode=false to silence DrvFs's everything-is-0777
  false-positive on git diff.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-10 20:09:11 +01:00
parent daf26ed27a
commit 128294c14f
33 changed files with 389 additions and 35 deletions

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extends Node
## Sim tick loop owner. Sim runs at 20 Hz, render at 60 Hz, decoupled.
##
## Speed factor controls how many sim ticks queue per render frame:
## 1× — 1 tick per 3 render frames (20 ticks/s)
## Fast — 5 ticks per 3 render frames (~100 ticks/s)
## Ultra — 12 ticks per 3 render frames (~240 ticks/s)
## Pause — 0
##
## Saves are taken between ticks only — never mid-tick — so JobRunner mid-toil
## state round-trips cleanly. See docs/architecture.md "Time / tick model".
const SIM_HZ: int = 20
const TICK_INTERVAL_S: float = 1.0 / float(SIM_HZ)
enum Speed { PAUSE, NORMAL, FAST, ULTRA }
const SPEED_FACTOR: Dictionary = {
Speed.PAUSE: 0,
Speed.NORMAL: 1,
Speed.FAST: 5,
Speed.ULTRA: 12,
}
var current_speed: Speed = Speed.PAUSE
var tick: int = 0
# Tick-loop body lands in Phase 1.