Bump MVP map to 80², lock world-view camera, resolve doc rot

Resolves the rimlike docs audit. Decisions made this session:

- Map: 40² → 80² for MVP slice; architecture sized to ~120² ceiling.
  Pawn count unchanged (3 start / 6 cap) — 'split-the-difference'
  sizing rather than frontier-feel scale.
- World-view camera (locked): pinch + drag-pan + double-tap-centre.
  Storyteller alerts include 'Go there' tap. No minimap, no
  follow-cam in MVP. New ui.md section captures this.
- Storyteller cooldowns: per-event AND per-category — both gates
  must pass. Resolves design.md/architecture.md disagreement.
- MAX_STACKS_PER_THOUGHT = 5 (was named-but-unset).
- Hauling no-destination fallback: drop after 3 retry passes,
  surface a passive 'No stockpile accepts X' alert.
- Container all-neighbors-blocked: hold then drop after ~5 sim s
  to avoid deadlock.
- Auto-roof big-room UX: emits room_too_large signal when BFS hits
  the ≤8-cell cap; UI surfaces a 'split with an interior wall'
  banner. Threshold + exact wording added to memory.md TODOs.

Doc rot cleaned in design.md and architecture.md: removed the stale
'8 work categories' intermediate sections (canonical 9-list lives
later in each file). Updated architecture.md perf claims for the new
map size.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-10 19:45:29 +01:00
parent d233cef12f
commit c5dadedab0
4 changed files with 52 additions and 19 deletions

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@ -175,10 +175,6 @@ Floor tiles accumulate `dirtiness: float (0..100)`:
Mostly low-skill chore work — gives Manual-Labor pawns something to do when not building/mining/hauling.
### Updated work category list (now 8)
Construction · Mining · Hauling · **Cleaning** · Cooking · Plant · Doctor · Combat
## Production chains & workbenches
2-step chains where it makes medieval sense; 1-step where simpler is fine. Going Medieval / Banished flow without runaway recipe authoring.
@ -540,6 +536,8 @@ When walls form an enclosed area ≤ 8 cells across, the interior **auto-roofs**
Matches the player's mental model: *"I built four walls, now there's a room."*
**Big-room UX (open):** the ≤8-cell cap silently fails on rooms larger than 8×8. When the player encloses a too-large area, we should surface "this area is too large to roof — split it with an interior wall." Exact threshold + UI treatment is TBD (see `memory.md` Open questions).
### "No-roof" designation
Designation type: paint cells inside an enclosure to forbid auto-roofing. Useful for courtyards, fire pits, gardens. Same paint UX as stockpile zones.