c8c9fcbb33
memory.md: log PC controls patch + latent backdrop-bug fix
...
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 12:07:09 +01:00
b9093dd24b
Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings)
...
Three-agent fan-out shipping the major touch UI surfaces. Opus pre-wrote
6 EventBus signals (pawn_selected/deselected, pawn_priority_changed,
alert_added, request_wolf_spawn, day_ended) + Pawn.work_priorities
Dictionary stub before dispatch. Pattern proven across Phases 12-17.
Pawn detail + Settings (Agent A):
- scenes/ui/pawn_detail_panel.gd — right-side CanvasLayer (layer 18),
~360px wide, opens on EventBus.pawn_selected. Renders portrait,
HP/Hunger/Sleep bars with threshold colors, current job, mood +
sulking, statuses, top 5 mood thoughts, full skill table,
read-only work-priorities row. Live-refreshes each sim tick.
- scenes/ui/settings_menu.gd — modal CanvasLayer (layer 26), opened
via Settings button. Auto-pause toggles (Threat/Wanderer/Pawn-Down/
Modal), audio sliders (stubs for Phase 18), accessibility checkboxes.
Persists via GameState.apply_settings.
- scenes/world/selection.gd — extended to emit pawn_selected/deselected
through EventBus on tap.
Build drawer + 12 new Designation tools (Agent B):
- scenes/ui/build_drawer.gd — bottom-sheet CanvasLayer (layer 16) with
4 tabs (Designate/Build/Stockpile/Cancel) + FAB ⊕ open button.
Each tab has HFlowContainer of 80×80 buttons with procedural colored
icons + label. Tap → Designation.set_active_tool + alert + auto-close.
- Designation: added TOOL_CHOP, TOOL_MINE, TOOL_BUILD_CRATE,
TOOL_BUILD_BED, TOOL_BUILD_TORCH, 5× TOOL_BUILD_WORKBENCH_* variants,
TOOL_PAINT_STOCKPILE. Plus tool_material override for wall/floor.
- World._on_designation_added: extended dispatch for all 12 new tools;
added _spawn_workbench() helper for the 5 bench kinds.
Work matrix + Alerts log + Decision refactor + Wolf signal (Agent C):
- scenes/ai/decision.gd: Layer 4 now filters by pawn.work_priorities
(0=OFF skip, sort by level ascending with provider.priority tiebreak).
NEEDS_CATEGORIES (rest/eat/sleep) bypass the filter — a pawn can
never starve from misconfiguration. Audit log prefixes work decisions
with (pri=N).
- scenes/ui/work_priority_matrix.gd — CanvasLayer (layer 17) bottom-sheet
grid: rows=pawns × cols=8 work categories. Each cell tap-cycles
1→2→3→4→0→1, color-coded (red/orange/yellow/blue/gray). Writes back
to pawn.work_priorities + emits pawn_priority_changed.
- scenes/ui/alerts_log.gd — CanvasLayer (layer 19) ring buffer 50
entries. Newest first, severity icon (info/warn/danger), Day HH:MM
timestamp, Go-there camera pan. Listens to alert_added +
storyteller_event_fired + day_ended.
- EventBus.request_wolf_spawn wired end-to-end: EventCatalog
_spawn_wolves emits; WolfSpawner._on_request_wolf_spawn force-spawns
bypassing the darkness/cooldown gates.
- Clock emits EventBus.day_ended(summary) at dusk→night transition.
Top bar buttons added in order: ‖ / 1× / 5× / 12× / Save / Load /
Settings / Build / Work / Log[N]. Plus the ⊕ FAB at bottom-right.
MCP runtime verified all 4 surfaces via screenshot:
- PawnDetailPanel: Bram shows Crafting=8 / Cooking=2 / Manual=0
matching seed; bars green; Mood: 50; work-priorities readout
- BuildDrawer: 4 tabs visible, Designate tab shows Chop/Mine/Dig grave/
No roof buttons with procedural icons
- WorkPriorityMatrix: 3 pawns × 8 categories, all '3' (NORMAL default)
cells in yellow, tap-to-cycle ready
- AlertsLog: 4 entries — red 'Wolf pack approaching!' danger, blue
'Bram is at the cabin' info, yellow 'Test alert' warn, blue 'Spring
Awakens' from boot storyteller roll. Go-there button per entry.
Mouse drag-paint works as-is (user noted). Existing
Selection/Designation _unhandled_input handles drag.
Deferred to Phase 17.5 polish:
- Per-pawn/per-job view layers on the matrix
- Stockpile 4×4 chip filter UI (paint creates 1×1 zones today)
- Bill UI for workbenches (programmatic only today)
- 'No stockpile accepts X' / 'Bill blocked' alert emit wiring
- DaySummaryCard visual (signal emits today, no card UI)
- Wanderer recruit UI, resource buff system
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 19:45:35 +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
67ec2cce7f
Phase 14: Death + Corpses + Burial + Cremation
...
Three-agent fan-out. Opus pre-wrote Corpse class + 5 EventBus signals +
World registries (corpses, grave_markers) before dispatch so all three
slices ran fully parallel. Pattern proven across Phases 12/13/14.
Death pipeline (Agent A):
- Pawn.is_dead(), _check_death() — pawn_died signal → corpse spawn →
corpse_spawned signal → World.unregister_pawn → queue_free
- _last_damage_source carries cause from take_damage() (now StringName)
- Bleed-out timeout: _bleed_ticks accumulates while bleeding active;
at BLEED_OUT_TICKS=432000 (6 in-game hours) force-kills via take_damage
- Pawn.portrait_color stored field for corpse head-color hand-off
- Corpse: DECAY_PER_TICK=0.05 (~33 in-game min fresh→rotted at 1×),
is_rotting()@50, queue_free@100 with corpse_rotted_away signal.
Rotting bumps DirtinessSystem (Phase 13 hook) +0.04/tick (~+8/in-game-min)
- DEMO_PHASE14_AUTOKILL toggle in world.gd (default false, gates safety)
Graveyard + GraveSlot + GraveMarker + Hauling (Agent B):
- scenes/world/graveyard_zone.gd — StorageDestination subclass,
accepted_types=[corpse], brownish overlay, finds dug GraveSlots
- scenes/entities/grave_slot.gd — buildable (ghost→dug) state machine,
StorageDestination duck-type interface, accept_corpse() spawns
GraveMarker + emits corpse_buried + queue_frees self
- scenes/entities/grave_marker.gd — permanent memorial, procedural
stone-cross _draw, carries deceased identity, save round-trip
- TOOL_GRAVEYARD + TOOL_DIG_GRAVE paint modes (Designation dispatch)
- KIND_PICKUP_CORPSE + KIND_DEPOSIT_CORPSE toils + JobRunner handlers
- HaulingProvider.find_best_for iterates World.corpses in addition to
items_needing_haul; corpse-payload stored as Node metadata on pawn
- ConstructionProvider duck-type already accepts GraveSlot (no change)
Cremation + Ash + Mood thoughts (Agent C):
- scenes/entities/cremation_pyre.gd — extends Workbench, label 'Pyre',
auto-populates FOREVER bill for cremate_corpse, on_craft_complete
drops 1 ash + emits corpse_cremated + queue_frees corpse
- Recipe.ingredient2_type/count added with save round-trip; recipe
catalog entry cremate_corpse(TYPE_CORPSE primary + 5 wood secondary)
NOTE: CraftingProvider still only enforces ingredient1 — documented
gap, ships when crafting is generalized.
- Item.TYPE_ASH added + ALL_TYPES filter array entry
- 4 mood thoughts: saw_corpse (-3 EVENT 1200t max=3), buried_friend
(+2 EVENT 2400t), cremated_friend (+2 EVENT 2400t),
rotting_body_in_colony (-4 PERSISTENT stacks=count capped at 3)
- Pawn sync hooks: proximity scan (saw_corpse), signal listeners
(buried/cremated within 8-tile radius), count helper for rotting
MCP runtime verified:
- DEMO_PHASE14_AUTOKILL toggle force-killed Bram at tick 50
- 'Bram DIED (cause=demo_kill, tile=(20, 36))' + corpse spawned
- 'Cora: saw_corpse thought added (corpse Bram at dist 5)' — mood -3
- Painted graveyard + dig_grave → grave dug to completion verified
in build_queue (grave @(22, 39) complete=true)
- Hauler round-trip (corpse → GraveSlot → GraveMarker) WIRED correctly
but didn't land within decay window at ULTRA speed (12×) — corpse
rotted before priority-3 corpse-haul scheduled. Tuning for Phase 20.
- Screenshot captured: fresh corpse silhouette at cabin doorway
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
integration + MCP runtime verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 18:48:15 +01:00
9cf9b7dbfd
Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning
...
Three-agent fan-out — Opus pre-wrote Room class, World.rooms/room_at_tile/is_indoor,
4 EventBus signals before dispatch so the slices ran fully parallel.
DECISION: Big-room UX = bump auto-roof cap to 16, banner above. Cabin
(24 tiles) intentionally exceeds cap to exercise the warning path; a
5×5 test shed (9 interior tiles) was added to exercise the roof path.
Room detection (Agent A):
- scenes/world/room.gd — class_name Room, tiles/bounds/is_under_roof,
contains_tile() bounds-then-list-checked, recompute_bounds()
- scenes/world/room_detector.gd — class_name RoomDetector, BFS 4-dir
from floor/door tiles, walls/terrain as boundary, doors counted as
room interior. Detects up to 4× cap; auto-roofs only ≤16.
- World.mark_wall_tile/mark_floor_tile/mark_door_tile hook BFS recompute
- Door._complete() now erases wall-layer stamp + registers door tile
- Designation.TOOL_NO_ROOF paint mode wired (UI button deferred Phase 17)
- EventBus.room_changed / room_too_large signals
Indoor/Shelter (Agent B):
- Pawn._is_sheltered() rerouted: World.is_indoor() first, floor-proxy fallback
- IndoorTintOverlay Node2D — _draw fills roofed-room tiles at α=0.10 warm
- Crop._on_sim_tick skips stage advance when World.is_indoor(tile)
Beauty + Dirtiness + Cleaning + Room thoughts (Agent C):
- BeautySystem sparse map, linear falloff radius=3, Quality multiplier
(SHODDY 0.5 → LEGENDARY 2.5). Base: Bed +2, Workbench +1, Torch +3, Hearth +4
- DirtinessSystem 0-100, tier crossings (clean<25/dirty<60/filthy≥60)
emit tile_dirtiness_changed. bump/bump_clean/bump_pawn_traffic API
- CleaningProvider priority=2, KIND_CLEAN toil, 2.5 dirt/tick for ~40 ticks
- Bed/Torch/Workbench _complete() now register with BeautySystem
- 7 room mood thoughts: clean_room (+2), dirty_room (-3), filthy_room (-6),
beautiful_room (+4), ugly_room (-3), slept_in_room (+3 EVENT, wires Ph 17),
ate_without_table (-3 EVENT, wires Ph 17)
- Pawn._sync_room_thoughts called from _process_thoughts after cold block,
defensive against null rooms/systems
Integration recovery (Opus):
- Agent C's BeautySystem/DirtinessSystem/CleaningProvider/IndoorTintOverlay
instantiation in world.gd never landed (only field declarations + entity
hooks survived). Added preloads + runtime add_child + autoload bindings +
CleaningProvider registration + furniture pre-seed in _ready
- Added _prestamp_test_shed_for_room_detector with _spawn_complete_wall/floor
helpers so a 5×5 visible shed exercises the auto-roof path at boot
MCP runtime verified:
- Rooms: cabin Room#2 size=24 roofed=false (room_too_large fires),
shed Room#3 size=9 roofed=true (auto-roof active)
- beauty_map size=50 around prebuilt furniture; bed at (47,24) beauty=4.0
- Bram teleported to (36, 25) in shed → indoor=true, sheltered=true,
thoughts=[clean_room +2], mood=52.0
- Screenshot: shed walls + brown floor visible; cabin warmly torch-lit;
Spring 1/12 indicator; Day 1 07:52
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
integration recovery + MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 17:19:23 +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
1b6ad2bcc6
Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner
...
The 'drama pair' shipped together via 3-agent fan-out.
Phase 9 — Status effects + Medicine:
- Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog
(Bleeding ticks HP loss; Downed = incapacitated)
- Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage,
heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed
visual (body rotated 90° + desaturated)
- DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed
pawn, finds medical bed (or any bed fallback), emits 4-toil job:
walk_to_patient → rescue → walk_to_bed → treat
- Bed.is_medical with red-cross marker draw on pillow; round-trips save
- KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat
(snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick
intervals; done at HP≥50 + no bleeding, 600-tick timeout)
- EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed
Phase 10 — Combat + Wolves (wolf-first slice):
- Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural
canine sprite with red glowing eyes, 40 HP)
- Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit
- WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day
cooldown, packs of 1–2 at random map-edge cluster
- World.wolves registry + register_wolf/unregister_wolf
Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner
nodes. world.gd registers doctor at top of provider list (priority 9 >
sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3
> rest 0). Middle bed at (47,24) marked is_medical=true.
MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) →
Edda + Cora both volunteered doctor job → walked to patient → carried to
medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to
work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles
by day 4 01:51. Screenshots confirm red-cross medical bed and wolf
silhouettes at night.
Phase 10 deliberately partial: wolf-side combat ships, pawn-side
weapons/armor/cover/friendly-fire deferred — full chain
(wolf→bites→pawn→bleeds→doctor) awaits player weapons.
Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game
hours) — documented in status_catalog.gd for first time-balance pass.
Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment),
Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on
Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 16:11:36 +01:00
f82807ff3d
Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot
...
Three gdscript-refactor agents in parallel + Opus integration.
Architectural pivot (memory.md Decisions table updated):
- View: top-down grid for gameplay + 3/4-perspective rendering for vertical
structures (Stardew/Going Medieval style). Walls/doors/crates are Y-sorted
entity sprites, not TileMap cells.
- Wall TileMap layer (Layer 2) becomes data-only — used for room detection,
roof BFS, save serialization. Visual rendering happens at entity level.
- Asset reality check baked into the decision: the entire asset library is
RPG-style perspective art; pivoting the renderer is cheaper than authoring
or commissioning top-down 47-tile autotile sets.
Designation paint (scenes/world/, Agent A — ~170 lines):
- class_name Designation extends Node, lives as DesignationCtl child of World
- TOOL_NONE / TOOL_BUILD_WALL / TOOL_BUILD_FLOOR
- _unhandled_input captures left-mouse press/drag/release
- Drag-paints ghost tiles on Layer 3 via paint_layer.set_cell
- Green/red modulate based on World.pathfinder.is_walkable + cell occupancy
- Emits EventBus.designation_added/cleared per cell
- Selection.designation_active guard prevents double-handling clicks
EventBus signals added:
- designation_added(cell: Vector2i, tool: StringName)
- designation_cleared(cell: Vector2i)
BuildJob + Wall/Floor/Door entities (scenes/ai/ + scenes/entities/, Agent B — ~530 lines):
- Toil.KIND_BUILD + Toil.build_at(target_path) factory
- JobRunner._tick_build: resolves NodePath target, calls on_build_tick() per
sim tick, marks toil done when is_buildable() returns false
- ConstructionProvider (priority=6, highest): nearest is_buildable() site in
World.build_queue → Job=[walk_to(site.tile), build_at(site.get_path())]
- Wall entity: BUILD_TICKS=100, 40% alpha ghost; _complete() calls
pathfinder.set_cell_walkable(false) + World.mark_wall_tile + Audit.log
- Floor entity: BUILD_TICKS=30, ground-level (no y_sort), does NOT block
pathfinding, calls mark_floor_tile on complete
- Door entity: BUILD_TICKS=80, bottom-anchored, walkable when built (no
pathfinder block); registers with World.doors for Phase 7 open/close logic
- ALL wall/door scenes have y_sort_enabled=true on root; floors don't (always
on ground plane)
Crate furniture (scenes/world/, Agent C — ~270 lines):
- class_name Crate extends StorageDestination (Phase 4's abstract base)
- CAPACITY=4 stacks; accepts() gates on _completed + _filter_accepts + room
- find_drop_position returns tile when room exists, (-1,-1) otherwise
- BUILD_TICKS=60; on_build_tick mirrors Wall's pattern
- _draw procedural brown crate body + slat lines + fill-level dots
World autoload extensions (Opus):
- build_queue: Array — Wall/Floor/Door/Crate ghost entities awaiting
construction. ConstructionProvider iterates by .priority desc; Phase 6+
prepends material-haul toils.
- doors: Array — completed doors for future open/close (Phase 7+)
- wall_layer / floor_layer / designation_layer refs exposed for entity code
- mark_wall_tile(tile, material) / mark_floor_tile(tile, material) —
stamps data-only TileMap layer with material-encoded atlas coord
- stockpile_at_tile(tile) — finds StockpileZone OR Crate covering a tile;
used by JobRunner._tick_deposit to route Crate deposits
JobRunner._tick_deposit refactor (Opus):
- After clearing the haul-dirty flag, looks up stockpile_at_tile(pawn.tile)
- If destination is a Crate (has_method('register_item')), calls
dest.register_item(item) so the crate's _contents tracks the stack
World scene integration (Opus):
- y_sort_enabled=true on World root so all entity sprites sort correctly
- DesignationCtl, ConstructionProvider, Wall TileMap (data-only, visible=false)
- World._ready wires:
* World.wall_layer / floor_layer / designation_layer
* designation.bind(designation_layer, selection)
* Register 5 work providers (construction=6 > chop=5 > mine=4 > haul=3 > rest=0)
* EventBus.designation_added → _on_designation_added (spawns Wall/Floor entity)
- _seed_phase5_demo_buildings: pre-queues 14 wall designations forming a
5×4 cabin outline at (45, 25) so pawns visibly construct walls without
player-paint UI (deferred to Phase 17). Spawns 2 fully-built crates at
(17-18, 60) for hauling routing.
Acceptance — MCP-verified end-to-end:
- 14 wall designations seeded at boot, 2 crates pre-built
- All 3 pawns picked construction (highest priority work) and walked to
build sites (paths 37/32/27 from spawn). Walls built one by one.
- Wall layer post-construction has 42 cells: 28 (Phase 1 stone ring) +
14 (Phase 5 cabin) — both rendering paths (placeholder TileMap from
Phase 1, plus new entity sprites from Phase 5) coexist correctly.
- Pathfinder set_cell_walkable(false) fired on each wall completion.
- Pawns transitioned from construction to hauling once all walls done.
- Final visual: 5×4 stone-walled cabin with mortar lines, Y-sorted entity
rendering, wood items scattered east of the cabin awaiting haul.
Phase 5 gotchas (logged):
- 'material' as a member var shadows CanvasItem.material (Node2D inherits
it). Renamed to wall_material / floor_material via quick-edit agent.
Save-format dict KEYS stay as 'material' for stability.
- Class-name registration cache lag bit again (Tree/Pawn pattern from
earlier phases). Workflow stays: agent writes class_name file → MCP
reload_project → godot --headless --editor --quit → headless validate.
- ConstructionProvider scans build_queue every tick including completed
walls; is_buildable() filters them out but the queue keeps growing.
Phase 16+ should add an unregister_build_site call from _complete or
a periodic queue compaction.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Designation paint mode + EventBus
signals + Selection guard. ~180 lines.
- Agent B (Sonnet, gdscript-refactor): Toil.KIND_BUILD + JobRunner._tick_build
+ ConstructionProvider + Wall/Floor/Door entities + scenes. ~530 lines.
- Agent C (Sonnet, gdscript-refactor): Crate furniture extending
StorageDestination. ~270 lines.
- quick-edit (Haiku): material → wall_material/floor_material rename. ~14
occurrences across 2 files.
- Opus: World autoload extensions + JobRunner _tick_deposit refactor +
World scene integration (DesignationCtl + ConstructionProvider + new
scene preloads + _seed_phase5_demo_buildings) + MCP runtime verification
+ the material-shadow + class-cache-lag debugging.
Pivot decision worth flagging: the asset library audit revealed that no
pack we own ships top-down 47-tile autotile walls. After multiple
researcher-overpromise cycles, the pragmatic call was to pivot the
rendering model itself. Walls now render as bottom-anchored tall sprites
with Y-sort; the entire asset library becomes usable as-is. Phase 17
polish will swap procedural _draw() with AtlasTexture regions from
Pixel Crawler / FG_Houses / Ventilatore Castle_Building.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 22:11:40 +01:00
9d49f94553
Ventilatore wolf scan: confirmed no canines anywhere
...
Researcher (Haiku) scanned all 6 Ventilatore packs (Premium, Castles
and Fortresses, Medieval Interiors, Desert Oasis, Snow Adventures,
Turning of the Seasons). The bundle is character + terrain + decoration
only — no animal/creature sprites at all except player + slimes.
Wolf options now narrowed to: commission, CC0 source, or recolor-a-dog
placeholder until Phase 10. Ventilatore-search sub-option closed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:14:10 +01:00
57d7d626cf
Lock wall-material decision: wood + stone, custom-authored
...
Wood walls (early game) custom-authored on top of FG_Houses warm-brown
timber palette to preserve the Stardew-cabin warmth that's the project's
aesthetic anchor. ~½ day of pixel art for corner/T/cap/cross variants.
Stone walls (upgrade material) imported from FG_Fortress autotile-solvable
as-is. Both materials plug into the same WallMaterial enum / construction
pipeline. Phase 5 estimate bumped from 2-3 wks to 2.5-3.5 wks.
Phase 1 wall-rendering test now specified: use FG_Fortress as the
drop-in test material; wood walls land in Phase 5 alongside the
authoring task.
Iconic Homestead $19.99 fallback formally not needed.
memory.md decisions table now includes the wall locks; the original
3-option open question collapsed to a back-reference. art.md got a
new 'Wall-material decision' section replacing the options block.
Wolf-sprite question still open; Ventilatore search dispatched.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:13:22 +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
daf26ed27a
Add phased implementation plan (docs/implementation.md)
...
21 phases from clean-slate to MVP, dependency-ordered with each
phase ending in a runnable demo state. Includes:
- Pre-implementation audit (the 75-min asset checks from memory.md)
- Phases 0–20 with checklist + acceptance criteria + spec-doc refs
- Two DECIDE points (Phase 13 big-room UX, Phase 19 onboarding)
- Out-of-scope list (procgen, biomes, butchering, surgery, etc.)
- Scope-cut levers ranked by gameplay-cost-per-week-saved
- De-risking spikes per phase
- Wired into memory.md index + session log; current Status =
Phase 0 (gated by the 75-min audit)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:53:39 +01:00
c5dadedab0
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>
2026-05-10 19:45:29 +01:00
8c159812a0
Initial scaffold
...
Promoted from ~/claude/ideas/rimlike after a single multi-hour brainstorm
session. memory.md distilled from plan.md; companion design / architecture /
ui / art docs preserved under docs/.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:19:19 +01:00