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>
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@ -175,10 +175,6 @@ Floor tiles accumulate `dirtiness: float (0..100)`:
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Mostly low-skill chore work — gives Manual-Labor pawns something to do when not building/mining/hauling.
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### Updated work category list (now 8)
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Construction · Mining · Hauling · **Cleaning** · Cooking · Plant · Doctor · Combat
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## Production chains & workbenches
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2-step chains where it makes medieval sense; 1-step where simpler is fine. Going Medieval / Banished flow without runaway recipe authoring.
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@ -540,6 +536,8 @@ When walls form an enclosed area ≤ 8 cells across, the interior **auto-roofs**
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Matches the player's mental model: *"I built four walls, now there's a room."*
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**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).
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### "No-roof" designation
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Designation type: paint cells inside an enclosure to forbid auto-roofing. Useful for courtyards, fire pits, gardens. Same paint UX as stockpile zones.
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