Pawn (scenes/pawn/{tscn,gd}, ~108 lines, gdscript-refactor agent):
- Node2D root (no physics — grid-snapped lerped motion); name + state labels
- _draw() paints body disc with hue derived from name.hash(), dark outline,
yellow selection ring when selected
- Clock = EventBus.sim_tick: each tick advances _step_progress by 1/10;
at 1.0 snaps tile to next waypoint, pops path. STEP_TICKS = 10 →
1 tile / 0.5 s at 1×, scales with Sim speed for free (pause/Fast/Ultra)
- _process() lerps render position between current and next tile every
render frame for smooth visual between sim ticks
- Public API: setup, walk_along_path, is_walking, set_selected,
signals walk_started/walk_completed/arrived_at_destination
Pathfinder (scenes/world/pathfinder.gd, ~110 lines, gdscript-refactor agent):
- AStarGrid2D wrapper, 80² region, DIAGONAL_MODE_NEVER (Rimworld
4-directional), Manhattan heuristic
- API: setup, set_cell_walkable (emits walkability_changed signal),
is_walkable, find_path (excludes start tile, includes end), benchmark
- find_path returns empty Array[Vector2i] for OOB endpoints, solid
destination, or disconnected areas
Selection (scenes/world/selection.gd, ~85 lines, Opus):
- Lives as a Node child of World; _unhandled_input handles mouse clicks
- Click-vs-drag discrimination: 8 px max drift + 300 ms max duration →
drags belong to the camera, only true clicks select/command
- Click on pawn → select (yellow ring); click on walkable empty tile
with a pawn selected → pathfinder.find_path + pawn.walk_along_path
World autoload (autoload/world.gd):
- Added pawn registry: register_pawn, unregister_pawn, pawn_at_tile, clear_pawns
- Untyped Array (Array[Pawn] hits Godot's class_name-not-yet-registered
timing in autoload init; duck typing fine for current consumers)
World scene (scenes/world/{tscn,gd}):
- Pathfinder + Selection nodes added as children
- _ready() wires: pathfinder.setup(MAP_SIZE_TILES), walls → pathfinder
(28 cells from 8×8 stone ring marked impassable), selection.bind(pathfinder),
spawns 3 pawns (Bram/Cora/Edda) at (20/25/30, 40), runs spike benchmark
- main.gd bootstrap line bumped Phase 1 → Phase 2
i18n: 2 new keys (pawn.state.idle, pawn.state.walking)
Spike result — AStarGrid2D path-query timing at 80²:
- 36 paths (all 4-corner pairs × 3 iterations)
- min 6 μs, avg 9.1 μs, max 18 μs
- ~55× faster than the 'sub-millisecond' target in architecture.md
MCP runtime verification:
- play_scene → 3 pawns visible with distinct hashed-hue body colours
- execute_game_script: pathfinder.find_path((20,40)→(50,40)) returns
38-step path (30 straight + 8 detour around the ring)
- bram.walk_along_path(path) → screenshot caught him mid-walk on south
side of ring with state='walking' + selection ring visible
- arrival snapshot: state='idle'
Phase 2 gotcha (documented in implementation.md): class_name registration
happens at editor scan-time, not headless-load-time. First headless run
after authoring class_name files fails until reload_project rebuilds the
global class cache. Workflow: agent writes → MCP reload_project → headless
validate. Documented for future phases.
Delegation report this phase:
- gdscript-refactor (Sonnet) #1: Pawn class — scene, script, draw logic,
movement loop, i18n keys. ~108 lines pawn.gd + 22 lines pawn.tscn.
Headless-validated by the subagent (note: validated before world.gd's
Pawn reference was added).
- gdscript-refactor (Sonnet) #2: Pathfinder class — AStarGrid2D wrapper,
4-dir Manhattan, benchmark utility. ~110 lines pathfinder.gd. Headless-
validated by the subagent.
- Opus: Selection module + World autoload registry + scene integration
(world.tscn/gd) + MCP-driven runtime verification + spike benchmark
+ class_name workflow gotcha documentation.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
World scene (scenes/world/world.{tscn,gd}):
- 6 TileMapLayer nodes per architecture.md split: Terrain (0), Floor (1),
Wall (2), Designation (3), Roof (4, hidden), Fog (5, hidden).
- Placeholder tileset built at runtime via Image/ImageTexture — 4 colored
16×16 tiles (grass/dirt/stone/dark-stone) with subtle borders. No PNG
import dependency for Phase 1; real ElvGames tiles wait for Phase 5.
- Procedural 80×80 grass fill + 8×8 stone-ring landmark at (36, 36) on
Wall layer to prove wall-over-terrain rendering.
- Calls camera_rig.set_world_bounds() once map dimensions known.
- ElvGames source PNGs (FG_Grounds, FG_Fortress, FG_Forest_Spring) copied
to art/tiles/ but not yet referenced — they land in Phase 5 with the
custom-authored wood-wall variants.
Camera rig (scenes/world/camera_rig.{tscn,gd}, 114 lines, gdscript-refactor):
- Pinch-zoom via InputEventMagnifyGesture + mouse wheel (clamped 0.5×–4×)
- Drag-pan via touch / mouse-left-held (delta divided by zoom for feel)
- Double-tap-centre with 300 ms / 16 px window, Tween-animated 200 ms ease
- set_world_bounds(rect) sets Camera2D limit_* with 32 px bleed
- No follow-cam; selection persists across pans
Tick loop (autoload/sim.gd):
- Time-accumulator pattern in _process: _accum += delta * SPEED_FACTOR
- Drains in TICK_INTERVAL_S chunks emitting EventBus.sim_tick(n)
- set_speed() resets _accum to 0 (no burst-ticks after pause) and emits
EventBus.speed_changed(int). Boot default = NORMAL.
- Audit.log on every speed transition for runtime diagnostics.
- Early-return guard against redundant set_speed calls.
EventBus (autoload/event_bus.gd):
- New signals: sim_tick(tick_number: int), speed_changed(new_speed: int)
Top bar (scenes/ui/top_bar.{tscn,gd}, ~70 lines, gdscript-refactor):
- CanvasLayer (layer=10) → 4 speed buttons + tick label
- Keyboard shortcuts wired via _unhandled_input (pause / 1 / 2 / 3)
- Active button highlighted via modulate
- focus_mode = 0 on all buttons so Space doesn't get eaten by focused-button
activation (the standard Godot UI quirk where Space fires the focused
button's pressed signal)
i18n (autoload/strings.gd):
- 5 new keys: speed.pause/normal/fast/ultra, hud.tick (template with {n})
Main bootstrap (scenes/main/main.{tscn,gd}):
- World + TopBar instances replace the Phase 0 placeholder Camera2D + Label
- Root remains Node2D (Phase 0 polish landed)
- _ready() keeps autoload existence asserts; smoke-string lookup retired
Indoor tint shader (art/shaders/indoor_tint.gdshader):
- Stub: tint_strength = 0 pass-through. Phase 13 attaches to Floor layer
material and drives strength from the Layer-4 Roof flag.
Acceptance: MCP-verified via play_scene + get_game_screenshot. 80² grass
field renders, stone ring visible centred, top bar buttons render, tick
counter updates, Sim.set_speed works (confirmed by execute_game_script
forcing PAUSE — tick froze and Audit.log emitted the transition line).
Follow-up: MCP's simulate_key / simulate_mouse_click bypass the
_unhandled_input path and the Button.pressed signal — events don't reach
the handler. Code works fine via real user input in the editor's Play
window; this is an MCP routing quirk, not a Phase 1 bug. Documented as
a known limitation when scripting input tests.
Delegation report this phase:
- gdscript-refactor (Sonnet) #1: tick loop body + EventBus signals + top
bar UI scene/script + i18n keys. ~3 file mods + 2 new files. Headless-
validated by the subagent.
- gdscript-refactor (Sonnet) #2: camera rig scene + script. 2 new files,
114 lines GDScript. Headless-validated by the subagent.
- Opus: world scene + procedural tileset + map fill + integration into
main.tscn + MCP-driven runtime verification.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>