Three physical items for the smuggler archetype per D-065: manifest copy,
corridor access token, personal comm log. Each with KG links, confrontation
mechanics, and risk/reward gameplay notes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
18 tickets across 3 teams. Movement stances, fog shader rebuild,
multi-verb interactions, smuggler inventory.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Workshop notes (2 rounds), outcomes document (13 decisions, 27 tickets,
v0.1 interaction model), and updated brief with final lead direction.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
13 new decisions covering movement stances, tile-based movement, cursor states,
entity interaction, fog rendering, dialogue UX, confrontation, and smuggler inventory.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three fixes to make the gameplay loop functional end-to-end:
- Add Interactable component to NPC spawn so E-prompt detection works
- Build monologue trigger system (enter_location + time_idle) with
MonologueBuffer/MonologueState components, wire through ObserverSnapshot
as current_monologue field, decode on client and display via HUD
- Change PlayerAction::Interact from unit to struct variant carrying
optional target_entity_id and verb fields
Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures.
All 200 tests pass (170 unit + 30 integration).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The copy team rewrote ui-strings.yaml with multi-level nesting,
renamed sections, and inline comments. Update the YAML parser to
use a stack-based approach for arbitrary nesting depth, update HUD
and interaction prompt to reference the new key names, and align
tests with the new structure.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UI microcopy strings belong in the client data directory where
the Godot client can load them directly, not in campaign content.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fixes from Gestalt mechanical review:
- 73 fact_id normalizations to dotted category.topic format (critical:
fixes broken detective evidence chain from Sera to Kael observations)
- Entity refs normalized to npc:hyphenated format (~15 occurrences)
- Phase tags standardized (friend-arc-phaseN → phase-N)
- Phase-2 tags added to 8 Kael ring ops lines
- bar_evening situation added to 15 Kael Last Shift lines
- Mood tags added to 10 Kael lines missing them
- 7 new detective monologue lines about Kael (gap: 7 → 15 lines)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Kael Davan FRIEND pack (86 lines): 3 dialogue files across terminal,
bar, and corridors. 5-phase relationship arc with contradiction scene.
Sera Venn FRIEND pack (75 lines): full dialogue at The Last Shift with
trust-gated gossip, avoidance contradiction, and contaminated trust arc.
PC-as-NPC content (70 items): smuggler and detective as NPCs with
public-tier dialogue, tell-observation monologue, and bar variants.
Enables D-039 wow moment #4 (divergence reveal).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Comprehensive authoring handbook: tier budgets, 9 NPC patterns,
dialogue/monologue rules, tag taxonomy, dual-lens coordination,
Krenn/Sova regional culture, FRIEND phase mapping for Kael and
Sera, mechanical validation checklist, and worked example.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Filter YAML comment lines (grep -v '^\s*#') from both extraction
pipelines to prevent phantom canonical IDs
- Trim trailing whitespace from extracted fact_ids so grep -qxF exact
match works reliably
- Pre-commit dispatcher now prints explicit warning when a check script
is missing instead of silently skipping
- Document --no-verify bypass for emergencies in DEVOPS.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds UIStrings autoload that loads display text from a YAML file,
replacing hardcoded strings in HUD and interaction prompt. Copy team
can now author UI microcopy in client/data/ui-strings.yaml without
touching GDScript. Includes 38 strings across 5 categories and 16
gdUnit4 tests for the parser and lookup API.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds directive to focus on client-server integration tests landing
from Sprint 5, push for proper test harnesses, a dedicated test map
for routing/edge cases, and edge case coverage over happy-path volume.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Log each received player input at DEBUG level with tick and action,
useful for diagnosing input pipeline issues during live testing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Tests used entity_id matching to find the player, but game_state now
finds the player by kind.variant == "Player". Update test fixture to
include a Player entity and remove stale player_entity_id assignments.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Client was sending Time.get_ticks_msec() (e.g. 12345) as the input
tick, but the server's drain_for_tick only processes inputs where
tick <= current_tick (a small frame counter). Inputs accumulated in
the queue and were never processed, making movement keys unresponsive
in live mode. Use GameState.current_tick from the latest snapshot.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Protocol decoder now reads tile_kind from VisibleTile and maps it to
the client's tile type string (floor/wall/door/object). GameState
falls back to visible_tiles when the test-mode tiles array is absent,
enabling live server tile rendering.
Fix entity-to-tile alignment: server sends tile-center render coords
(tile 16 -> 16.5) but entity renderer was using raw floats, placing
entities half a tile off. Now floors the coords to get the tile index.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Server was sending visible_tiles without tile type data, so the client
could not distinguish floor from wall in live mode. Add TileKind enum
(Floor/Wall/Door/Object) to VisibleTile, populated from WalkabilityMap
in the NaturalVision perception query. Update test fixtures to include
the new field. Uses #[serde(default)] for backward compatibility.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three tests validating the full client-server input path through a
live server: movement roundtrip (MoveNorth/MoveEast with position
verification), interact roundtrip (unit variant accepted as no-op),
and mixed sequence (movement then interact preserves position).
Catches integration seams that unit tests miss — each test spawns a
real server binary on a random port, connects via LocalBridge, and
exercises the TCP→deserialize→simulation→snapshot→decode pipeline.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add SR_LIVE=1 environment variable to switch SimBridge from test mode
to TCP connection. Default behavior unchanged (test mode).
- sim_bridge.gd: read SR_LIVE env var instead of hardcoded test_mode
- game_state.gd: find player entity by kind.variant == "Player" instead
of hardcoded entity_id 1 (real server assigns different IDs)
- Makefile: add 'make game' (builds server, starts it, launches client
with SR_LIVE=1, kills server on exit) and 'make stop' helper
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Enable the interaction data attachment in main.gd game loop. When E
is pressed and the prompt is active, target_entity_id and verb are
attached to the Interact action before sending to the server. Without
a target, bare Interact is still sent as safe fallback.
Completes the v0.1 interaction prompt data flow:
server sends nearby_interactions → client shows prompt → E press
attaches target+verb → SimBridge encodes and sends to server.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
CLI tool to preview monologue/dialogue line selection for a given game
state. 4 subcommands: dialogue (D-028 4-layer pipeline), monologue
(trigger + prerequisite evaluation), coverage (dead conversation
detection), sequence (walk-through simulation). Authoring tool for
content team — tests line trigger logic without running the full game.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Build-time converter reads content YAML and emits RON format. Lives in
tooling/content-converter/ as standalone Rust crate. Runs via make
content-ron. Supports --dry-run, --verbose, --content-type filtering.
Not on critical path — engine consumes YAML in v0.1, RON is future-
proofing for runtime performance.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Design document defining what the randomizer produces at game-start:
FRIEND selections, pool draws, template assignments, triangle config,
entanglement config, contraband selection, starting knowledge. Includes
ChaCha20 RNG protocol, validation rules, and implementation roadmap.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Extend content loader to read and instantiate real YAML content into
ECS entities. 2-phase spawn pipeline: Phase 1 creates entities with
core components (Want, Tolerance, Contentment, Personality, Tells,
Skills), Phase 2 resolves cross-references (Relationships, Secrets,
Information via KnowledgeGraph, DailyRoutine).
Loads enums, entity attributes, pools, templates, triangles, and NPC
profiles. Handles stub files gracefully. 7 integration tests against
real content files plus edge case tests for invalid data.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>