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9 commits

Author SHA1 Message Date
59ca6ba9c5 Phase 19 — onboarding: hint tour + Help modal + tooltip pass
Three-agent fan-out (gdscript-refactor x3) ships the chosen Phase 19
approach: contextual hints during first session + a Help reference,
plus a sweep of hover tooltips for desktop discoverability.

- HintSystem (autoload) + HintOverlay (layer 22 top-center banner):
  7-step tour gated on player events — welcome (boot+2s), pawn select,
  build drawer open, stockpile painted, work matrix open, day_ended,
  tour_complete. Per-hint dismissals persist as Array[String] in
  GameState.settings['dismissed_hints']. Max-3 FIFO queue if hints
  chain. Reduce-motion path snaps in/out instead of tweening.
  Reset_tour() public API for the Help modal.

- HelpModal (layer 20): 5-tab static reference (Controls / Verbs /
  Priorities / Storyteller / Tips). Opens via EventBus.help_requested,
  dimmed backdrop, X/Esc/backdrop-tap dismiss. SettingsMenu gains an
  'Onboarding' section: Show-hints checkbox, Help button (emits
  help_requested), Reset hints button (calls HintSystem.reset_tour with
  has_method guard). Pre-existing 'W' keybind reference fixed to 'P'.

- Tooltip pass: tooltip_text via Strings.t on every TopBar button
  (10 buttons incl. speed shortcuts), BuildDrawer FAB, and every tool
  button in BuildDrawer (21 tools). _add_tool_btn extended with optional
  tooltip param. ~34 new tooltip.* string keys.

Contracts pre-written (Opus): EventBus.help_requested, hint_dismissed,
ui_panel_opened signals; GameState show_hints + dismissed_hints
defaults; BuildDrawer.open + WorkPriorityMatrix.open emit
ui_panel_opened so HintSystem can subscribe via one signal.

Also recorded [MED] known bug in memory.md: drag-paint with active
paint tool is eaten by camera drag-pan.

MCP runtime verified: welcome banner fires 2s after boot, dismiss
queues build_drawer hint on next ui_panel_opened, dismissed_hints
persisted as ['welcome'], HelpModal opens via help_requested with
tab switching working (Controls → Tips verified visually).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 17:36:18 +01:00
d819c13a9d Phase 18 — Audio (music director + SFX catalog + bus wiring)
Adds an AudioManager autoload with three buses (Master, Music routed to
Master, SFX routed to Master), a small catalog of looping music + one-shot
SFX, and a single persistent AudioStreamPlayer for the music director.

Music
* Day and night loops swap on Clock.phase_changed (night during the night
  phase, day everywhere else). Tracks pulled from Retro Farming Music 1
  (day) and Cozy Melodies Pack 1 (night), both loopable OGG.

SFX
* Tree.fell, Rock.mined, BigRock.mined → tree_fell / mine_tick.
* EventBus.pawn_took_damage → combat_hit (Sword Pack 1).
* EventBus.storyteller_event_fired → ui_confirm sting.
* EventBus.alert_added → ui_click.
* play_sfx is rate-limited per key (80ms cooldown) so fast-sim doesn't
  saturate the mixer.

Settings + suspend
* SettingsMenu master/music/sfx sliders now live-bind to the bus dB via
  Audio.set_*_linear (linear → dB internally, 0 → -80dB silence). The
  ambient slider is intentionally unwired; no ambient bus this pass.
* NOTIFICATION_APPLICATION_PAUSED + FOCUS_OUT mute the Master bus to
  match the existing "no background sim" rule. Resume + focus restore it.

Bundle housekeeping
* Two zipped packs in the ElvGames bundle (Cozy Melodies Pack 1, Retro
  Farming Music 1) extracted in place to keep pack identity intact for
  the license/credits string. 8 OGG files curated into audio/ at ~5.3MB.

Verified end-to-end via MCP runtime: buses online, day_loop plays at
boot, manual phase swap day→night→day round-trips, slider linear→dB
mapping correct (0.5 → -6.02dB, 0.0 → -80dB), tree_fell SFX triggers.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:54:36 +01:00
0b2e0fcd03 PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect
Adds full PC keyboard+mouse support on top of existing touch controls. Touch
paths untouched. All input goes through named actions in project.godot.

Bindings:
- WASD / arrows: camera pan (speed scales with zoom)
- = / -: keyboard zoom in/out
- C / Home: center on selected pawn
- Tab / Shift+Tab: cycle through pawns (pans camera to selection)
- B / L / P / ,: toggle BuildDrawer / AlertsLog / WorkPriorityMatrix / Settings
- Escape: cancel active designation tool > close topmost panel > deselect pawn
- Right-click: cancel active tool or deselect pawn (RTS convention)
- F: speed_cycle (action restored; handler still TODO)
- pawn_prev action removed; Shift+Tab read via event.shift_pressed inline

Escape priority enforced by Designation._input running before _unhandled_input
plus each panel consuming its own cancel action when visible.

Also fixes a pre-existing pre-Phase-17 bug: WorkPriorityMatrix, AlertsLog,
StorytellerModal, LoadMenu, and SettingsMenu had MOUSE_FILTER_STOP Controls
(Backdrop / Dim) that remained input-active when the panel was "closed" —
their open/close paths only toggled _root.visible / _panel.visible, never
CanvasLayer.visible. World mouse events (right-click deselect, left-click
pawn-select) were silently eaten. Now each _set_visible / open / close
toggles self.visible (the CanvasLayer) so input dispatch shuts off properly.

Verified end-to-end via MCP runtime: WASD pan, zoom keys, Tab+Shift+Tab
cycle, B-open + Escape-close, right-click deselect, left-click pawn-select
all working in sequence with no input bleed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 12:06:38 +01:00
19d28ca9f8 Phase 16: Save/load full coverage + autosave + UI
Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.

Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
  crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
  Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
  (Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)

SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
  via _collect_entities iterating all World registries, writes payload to
  user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
  → apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
  layers → iterate payload.entities and dispatch to per-class factories
  → apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
  from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
  peek_save_metadata. Slots locked: &manual + &autosave

Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
  AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
  APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
  Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
  to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
  Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
  'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
  On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
  ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children

MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
  0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
  workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
  storyteller modal from fresh dawn roll

Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
  (walk toil round-trips; multi-step interact does not). Pawns lose a few
  seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
  pattern; Agent B's apply_save respects pawn-restoration ordering so the
  resolution works after pawns are back.

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:24:59 +01:00
3da7353387 Phase 15: Storyteller (25 events, daily roll, banner+modal UI)
Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
EventDef class + 5 EventBus signals + Storyteller autoload stub before
dispatch. Pattern proven across Phases 12/13/14/15.

EventDef + 25-event corpus (Agent A):
- scenes/storyteller/event_def.gd — data class with id/title/body/
  category/display/cooldown_days/base_weight/choices/auto_pause/
  focus_tile/trigger_predicate/on_resolve
- scenes/storyteller/event_catalog.gd — class_name EventCatalog with
  register_all() dispatcher + 25 _event_NN() static factories covering
  all 8 categories (nudge×4, seasonal×4, wanderer×4, threat×4, disease×3,
  resource×3, lore×2, milestone×1)
- Strings catalog: 50 keys added (event.<id>.title + event.<id>.body)
  + ui.go_there / ui.dismiss for UI buttons
- on_resolve effects: real-wired for a_bad_cut (StatusCatalog.bleeding),
  one_year_survived + refugee_family + sleeplessness (colony mood thoughts);
  stubbed-with-log for wanderer spawns (Phase 17 recruit UI), resource
  buffs (Phase 17 work-buff system), wolf spawn (EventBus signal pending),
  fever (StatusCatalog.sick pending), seasonal effects

Storyteller real implementation (Agent B):
- autoload/storyteller.gd — replaced stub with full logic:
  * Daily 6 AM roll via Clock.phase_changed(&dawn), one-per-day guard
  * Per-event cooldown via _event_last_fired Dict; per-category via
    _category_last_fired Dict + CATEGORY_COOLDOWN_DAYS (nudge=2,
    seasonal=12, wanderer=5, threat=3, disease=4, resource=3, lore=6,
    milestone=30) — both gates must pass
  * Tension model: 0..100, −3/roll decay, +15 on THREAT fire (net +12)
    Category multipliers: THREAT = lerp(2.0, 0.3, t/100),
    RESOURCE = lerp(0.5, 1.5, t/100), others = 1.0
  * State-trigger 3× weight boost when predicate currently true
  * Auto-pause Sim before showing UI for auto_pause events
  * Ghost state: _on_pawn_died flips on World.pawns empty,
    _ghost_wanderer_target_day = today + randi_range(3, 5),
    daily roll bypasses pool and force-fires WANDERER (prefers a_traveler)
  * Full save/load round-trip incl. cooldown dicts (StringName↔String)

Banner + Modal UI (Agent C):
- scenes/ui/storyteller_banner.gd — class_name StorytellerBanner extends
  CanvasLayer (layer 15), top-center under top-bar, 6-sec auto-dismiss
  Timer, tap-to-dismiss-early, internal queue for back-to-back events
- scenes/ui/storyteller_modal.gd — class_name StorytellerModal extends
  CanvasLayer (layer 20), center PanelContainer, full-screen 0.45 dim
  ColorRect, 0/1/2 choice button layouts
- camera_rig.gd: pan_to_tile(tile) public helper using existing
  _centre_on tween slot
- Both UI scenes runtime-instantiated in main.gd as CanvasLayer children
  (no .tscn edit needed)
- %pawn% substitution at display time (World.pawns[0].pawn_name fallback)

Modal auto-hide-on-resolve fix (Opus mid-flight):
- Original Agent C modal only hid on internal button click. Added
  EventBus.storyteller_event_resolved subscriber → _set_visible(false)
  so external resolve_current calls (test scripts, ghost-state auto-fire)
  also dismiss the dialog.

MCP runtime verified across two boots:
- Boot 1: day 0 roll → lone_wolf THREAT, modal 'A starving wolf circles
  your livestock.' with Prepare/Dismiss + auto-pause (tick 1 frozen).
  Resolve → tension 27→42, sim resumed.
- Boot 2: day 0 roll → an_old_map LORE, top-center banner, non-blocking.
  Banner path + modal path both visually confirmed.

Deferred to Phase 17 polish:
- EventBus.request_wolf_spawn signal — wolf-spawn effects log-stub today
- Wanderer recruit UI (modal currently dismisses, pawn add deferred)
- Resource buff system (next-N-jobs multipliers)
- 3+ choice modals (current UI renders first 2)
- .tres event resources (currently code-as-data factories)

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
modal-hide fix on Opus; integration + MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:01:35 +01:00
92f4e5c945 Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold)
48-day year (4 seasons × 12 days), daily weather rolls, rain visual,
storm flash, Wet/Cold statuses with mood thoughts.

Three-agent fan-out — Opus prepped contracts up front (event_bus
signals, Clock season constants, Weather autoload stub) so the three
slices could run fully parallel and integrate on first try.

Calendar (Agent A):
- Clock season API — SEASON_SPRING/SUMMER/AUTUMN/WINTER constants,
  current_season(), current_season_index(), day_of_season(),
  current_year(), DAYS_PER_SEASON=12, DAYS_PER_YEAR=48
- EventBus.season_changed emitted on transition (mirrors phase_changed)
- Top-bar SeasonLabel ('Spring 1/12') with localized season names via
  Strings.t() — season.spring/summer/autumn/winter + season.format
- Terrain TileMapLayer seasonal palette modulate
  (spring=warm-green, summer=neutral, autumn=warm-orange, winter=cool-blue)

Weather (Agent B):
- autoload/weather.gd — daily roll triggered by Clock day-index change
  Probability tables per season (placeholders, tune Phase 20):
    spring  60% clear / 35% rain /  5% storm
    summer  75% clear / 18% rain /  7% storm
    autumn  50% clear / 35% rain / 12% storm /  3% cold_snap
    winter  55% clear / 15% rain / 10% storm / 20% cold_snap
- EventBus.weather_changed signal
- scenes/world/rain_overlay.tscn — procedural _draw() diagonal raindrops
  on a CanvasLayer (chosen over CPUParticles2D for pixel-art exactness
  and to colocate storm-flash logic in one weather-aware script)
- Storm flash — Tween-driven ColorRect at random 4-8s intervals
- Save round-trip preserves _last_day_index to prevent double-rolling

Wet + Cold + Mood (Agent C):
- StatusCatalog.wet(severity 1-2) — Damp at 25, Soaked at 60 (of 100)
- StatusCatalog.cold(severity 1-3) — Mild at 25, Severe at 60, Extreme at 85
- ThoughtCatalog.damp(-3), soaked(-6), cold_thought(-4)
- Pawn._wet_accum / _cold_accum floats, ticked in _process_statuses:
  +0.02/tick rain (×2 storm), -0.05/tick decay when sheltered
  +0.015/tick cold winter-or-snap (×2 cold_snap)
- _sync_wet_status / _sync_cold_status — severity-flip detection with
  one Audit line per transition
- _is_sheltered() v1: World.floor_layer.get_cell_source_id != -1
  Phase 13 replaces with proper Room BFS
- _wet_accum / _cold_accum round-trip through Pawn.to_dict / from_dict
- Persistent thought sync in _process_thoughts after in_darkness

MCP runtime verified:
- Top-bar 'Spring 1/12' renders; green seasonal terrain tint visible
- Rain droplets render across screen; storm flash captured mid-animation
- Bram wet=26 (Damp) → wet=65 (Soaked) with mood thought (-6), mood=30
- Cora cold=30 cold_snap → Cold status sev=1 + Cold thought (-4), mood=32
- Daily weather rolls visible day 0-5 (rain → clear → rain → clear → rain)

Quick-edit fixup mid-flight: Variant inference errors on
'var old_sev := s.severity' (untyped Array loop var). Same trap as
the Phase 7 crop fix; pattern is now to always explicit-type ':='
when the rhs is non-typed-Array element access.

Delegation: 3× gdscript-refactor agents in parallel, 1× quick-edit
for the Variant-inference fix; integration + MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 16:39:34 +01:00
a1e5b38dd6 Phase 11 — Day/night cycle + Lighting (taken before Phase 9 per recommendation)
Three gdscript-refactor agents in parallel; Opus integrated and verified
the day-night transition + torch lighting via MCP runtime + screenshot.

Clock autoload (Agent A, autoload/clock.gd, ~138 lines):
- TICKS_PER_DAY = 4800 → 4 min/day at 1× / 48 s at Fast / 20 s at Ultra
- TICKS_PER_HOUR = 200 (so 60 min × ~3 ticks per minute)
- 4-phase day: night → dawn (5–7) → day (7–19) → dusk (19–22) → night
- darkness_factor() returns 0..1 with linear ramps across dawn/dusk
- phase_changed signal fires on phase transitions
- save_dict / apply_dict for save round-trip
- Boots at Day 1, 06:00 (mid-dawn for atmospheric start)
- Registered in project.godot autoload list (Opus)

Top-bar clock UI (Agent A):
- ClockLabel added to top_bar.tscn (center-anchored at ±80 px)
- _on_clock_refresh in top_bar.gd; early-out string compare to skip text
  assignments when unchanged (cheap per-tick)

Torch entity + lights registry (Agent B, scenes/entities/torch.{gd,tscn} +
workbench.gd + world.gd, ~210 lines):
- class Torch: buildable furniture, BUILD_TICKS=30, LIGHT_RADIUS=6
- Procedural radial gradient texture (64×64) generated at runtime with
  smoothstep falloff → no PNG dependency
- PointLight2D child with the gradient texture, warm fire tint, energy 1.2
- is_on / get_light_tile / get_light_radius duck-typed interface; same
  shape exposed by Workbench when label_text='Hearth' (HEARTH_LIGHT_RADIUS=5)
- World.light_sources registry + register/unregister + is_tile_lit(tile)
  (Manhattan distance, no occlusion — Phase 13 may add wall-occlusion)

CanvasModulate darkness + in_darkness thought (Agent C, ~30 lines mod +
new factory):
- DarkOverlay CanvasModulate node added to world.tscn (first child of
  World root so it tints all sibling layers + entities)
- world.gd._update_dark_overlay lerps DAY_TINT (white) ↔ NIGHT_TINT
  (0.20, 0.22, 0.40 deep cool blue) by Clock.darkness_factor() each tick
- ThoughtCatalog.in_darkness(): persistent, -3 mood, fires when
  darkness > 0.3 AND World.is_tile_lit(pawn.tile) is false
- Pawn._process_thoughts syncs in_darkness alongside hungry/tired

Opus integration:
- project.godot: Clock autoload registered
- world.tscn: DarkOverlay CanvasModulate node, plus the agent additions
- Demo seed: 2 torches inside cabin at (46, 26) + (49, 26), pre-built
- MCP-driven runtime test verified day→night transition + lighting
  effects:
  - Noon: world bright green, torches barely visible (over-bright at noon
    is minor polish — Phase 17 may scale torch energy by darkness)
  - Midnight: world deep blue/green tinted, torches cast yellow halos,
    Hearth ember glows orange, cabin interior warmly lit, exterior dark
- top_bar clock label updates each sim tick (early-out on no-change)

Phase 11 followups for later phases:
- Torch energy should scale with darkness — visible halos at noon are
  silly. Phase 17 will likely tie PointLight2D.energy to clamp(darkness,
  0.2, 1.0) so they're invisible at midday
- Wall-occlusion for light_map — Phase 13's room-detection BFS could
  treat completed wall tiles as occluders so light doesn't bleed through
- 'In darkness' thought currently treats ALL unlit cells as darkness;
  Phase 13's roof flag could differentiate 'indoors-dark' (different
  thought) from 'outdoors-dark'
- Light source visibility through CanvasModulate works correctly thanks
  to PointLight2D's additive blend mode

Acceptance — MCP-verified via play_scene + get_game_screenshot:
-  Day → Dusk → Night cycle visible (Clock.current_phase emits events)
-  CanvasModulate tints world deep blue at night
-  Torches cast visible yellow halos via PointLight2D additive blend
-  Hearth opts-in as a light source via label_text='Hearth' check
-  Top-bar clock shows 'Day N, HH:MM' format and updates each tick
-  in_darkness thought wires through _process_thoughts (would fire if
  a pawn were standing in an unlit night tile — demo didn't capture this
  specifically but the code path is verified)

Delegation report this phase:
- Agent A: Clock autoload + 4-phase day cycle + top-bar UI extension
- Agent B: Torch entity + PointLight2D + procedural radial texture +
  Workbench Hearth opt-in + World.light_sources registry
- Agent C: CanvasModulate world.tscn node + day/night colour lerp +
  in_darkness ThoughtCatalog entry + Pawn persistent thought sync
- Opus: Clock autoload registration in project.godot + 2 torches in
  demo seed + MCP runtime verification at midnight vs noon

~75% of Phase 11 GDScript was subagent-authored.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 15:54:15 +01:00
18fb784e76 Make main scene root Node2D so editor defaults to 2D view
Plain 'Node' root causes Godot to open the scene in 3D perspective
view because the engine can't infer the intended dimension. Node2D
root is the right default for our 2D project; the editor opens in
2D view automatically.

Confirmed via MCP get_editor_screenshot — Phase 0 verification was
landing in 3D editor view because of this.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:19:09 +01:00
128294c14f 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>
2026-05-10 20:09:11 +01:00