Follow-up to b6a9b78: register TerminalInteractedQueue resource and
door/terminal interaction systems in SimulationPlugin; add door state
save/load in save_io (open doors round-trip through SaveStateV1);
make WalkabilityMap param optional in process_door_interaction so
plugin-only tests work without a loaded map; fix information_boundaries
test missing open_doors field.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add DoorState component tracking is_open and blocking_tile; add
DoorInteractRequest per-player component consumed by new
process_door_interaction system (toggles walkability each use)
- Add TerminalInteracted event, TerminalInteractedQueue resource,
TerminalInteractRequest component, and process_terminal_interaction
system (emits event on Use verb)
- Add ExamineText(String) component for authored object examine text;
extend process_examine_interaction with object examine path:
uses ExamineText if present, falls back to generic string if absent
- Fix: add Without<ObjectType> filter to npc_query in
process_examine_interaction — previously any entity with TilePosition
was mis-routed through the NPC text generator
- Add SaveStateV1.open_doors: Vec<StableId> with #[serde(default)]
for backward-compatible serialization
- Add "Open"/"Close" → DoorInteractRequest and "Use" →
TerminalInteractRequest dispatch in process_player_input
- 10 integration tests in tests/environmental_interaction.rs covering
all acceptance criteria: door toggle (both directions), open-to-close,
invalid target, readable examine (with/without ExamineText), out-of-range,
terminal event emission, request cleanup, and save state round-trip
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add ValidationError enum with three failure modes: ConflictViability
(missing Want axis), RelationshipCoherence (empty constraints),
InterestDivergence (duplicate interest axes)
- Add validate_triangle_def() pure function enforcing all three checks
in priority order (per D-087)
- Add generate_cross_template_triangles() function that combines NPC
pools from two templates, validates each TriangleDef before processing,
and assigns ownership to template_a
- 10 integration tests in tests/triangle_validation.rs covering all
validation failure modes, ordering guarantees, cross-template span,
invalid def skipping, determinism, and intra-template isolation
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Consolidates all connector scripts under tooling/ per project
structure conventions. Symlink at db/connectors → tooling/db/
preserves backwards compatibility (remove after Sprint 22).
Updated references in CLAUDE.md, Makefile, DEVOPS.md, all skill
files, agent files, rules, schema comments, and Sprint 21
briefings. Python scripts updated with correct SCHEMA_PATH
(now relative to WORKTREE_ROOT/db/schema.sql).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Signed z-level fix (base_z u8→i8), MobileChunk Idle as stationary
installation primitive, and rejection of separate location instancing.
LocalOverlay confirmed as canonical DLC/mod content injection point.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
#257: Add Load Game screen to main menu with sorted save list, loading
overlay during quickload round-trip, and pending_load_path cross-scene
flow. F5/F6 quicksave/quickload were already wired.
#561: Move debug_overlay.gd from scripts/ui/ to ui/ for consistency
with all other UI components. Update scene and test references.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replaced /var/home/jeroenschweitzer/Projects/ with /var/mnt/data/projects/
across 13 files (skills, docs, workshops, discussions).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Hoshe #3: replace O(n²) Vec scan in fallback NPC assignment with
BTreeSet; prevent same NPC assigned to two roles in one triangle
- Hoshe #4: add From impls for RoleId, TriangleId, StableId, and
TriangleCrisisEventWire — eliminate fragile .0 access on newtypes
- Hoshe #5: consolidate near-identical unit tests with integration
counterparts — keep only unique tests in #[cfg(test)] module
- Tyre #3: replace O(N*M) scan in apply_resolve_triangle with
BTreeMap<TriangleId, Entity> index for O(1) per-command lookup
- Tyre #4: document &mut World on generate_intra_template_triangles
- Observer snapshot uses TriangleCrisisEventWire::from instead of
manual field mapping
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
TriangleDef.validate() now rejects relationship constraints where
with_role references a role not in the triangle's three roles.
Catches authoring errors at load time instead of silently producing
broken constraint data.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Triangle phase and tension were silently lost on save/load. Now
serialized as triangle_states vec in SaveStateV1, sorted by
triangle_id for determinism (D-010). Dedicated triangle entities
are respawned on load.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The TriangleCrisisEventQueue was populated by tick_triangle_escalation
but never drained into ObserverSnapshot — clients always saw an empty
vec despite protocol v16 advertising the field. Now drains the queue
each tick and converts to TriangleCrisisEventWire.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Updates all client-side msgpack test fixtures and server test
harnesses to include the new triangle_crisis_events field added
in protocol v16.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Registers tick_triangle_escalation and apply_resolve_triangle systems
in SimulationPlugin. Adds TriangleCrisisEventWire to ObserverSnapshot
(protocol v16) for future client rendering of triangle crises (#250,
D-087). Observer emits empty vec by default; escalation system will
populate when triangles reach Active phase.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds TemplateOwnership to NpcSaveState and TemplateReferenceMap to
SaveStateV1 so cross-template links survive save/load and tier
eviction (D-025, D-026). Both fields use serde(default) for backward
compatibility with existing saves.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements #163 (RoleSchema), #164 (SpaceSpec), #165 (TemplateOwnership
+ TemplateReferenceMap), #106 (TriangleDef), #107 (intra-template
triangle generation), and #250 (triangle escalation system) as the
foundational Tier 2 template system per D-025.
New content/template module with YAML-deserializable schema types,
ECS components for ownership/triangle state, escalation system
running on game-minute boundaries, and TriangleCrisisEvent emission.
Sample YAML templates at server/data/templates/.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Extract shared YamlParser utility (client/scripts/util/yaml_parser.gd)
with parse() for nested typed dicts and parse_flat() for dotted-key
string format. UIStrings._parse_yaml() and ChecklistEvaluator's inline
parser both delegate to YamlParser, removing ~140 lines of duplication.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New SnapshotEventRouter class (46 lines) provides callable-based
snapshot dispatch via register(), register_always(), and dispatch().
main.gd _process() now calls _router.dispatch(snapshot) instead of
15+ inline if-has blocks. Handlers registered in _ready().
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace 3 direct GameState.dialogue_active mutations and all
AudioManager.apply_dip/clear_dip calls with signals:
dialogue_state_changed, audio_dip_requested, audio_dip_cleared.
dialogue_box.gd now has zero references to GameState or AudioManager.
main.gd wires coordinator handlers in _ready() (D-020).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
apply_snapshot() now reads stationary_ticks and zone_id directly from
the server snapshot when present (D-020 compliance). Client-side
accumulation and tile lookup retained as deprecated fallbacks until
the server populates these fields. Protocol.gd extended with decode
paths and TODO markers for the server team.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
D2 source + PNG render showing all zone connections, access tiers,
z-levels, maintenance corridor routing, and dual entry vectors.
Vertical layout with color-coded access tiers per D-093.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Full tile-level layout doc matching Terminal and Bar format. 7 zones
across z=1 and z=2, sightline matrix, access tier map, NPC traffic
density, Triangle 5 narrative notes. Per D-093 gate cluster spec.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Workshop brief for ticket #562 covering the top-down district
generator pipeline (Cities Skylines model). Builds on D-094
chunk/block/district hierarchy. Targets Q-036 and Q-037 resolution.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Corrects horizon gate description per D-095: gates are at the Krenn
Ring (800 AU orbital installation), not on Station Sova. Admin Hub
houses transit processing facility, not gate apertures.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Supports design discussion tickets that run on the planning branch
with a purpose-assembled agent panel. Includes Qatux (documenter)
and SI (project manager) for bookkeeping alongside domain agents.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Server (6 tickets): template role/spatial/ownership schemas, triangle
definition, generation, and escalation. Client (4 tickets): code quality
refactors from review pass. Planning (1 ticket): #153 station district
layout design discussion with purpose-assembled agent panel.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- input_mapper.gd: call set_input_as_handled() before early return on
empty game_id so F5/F6 events don't propagate to other handlers
- session_manager.gd: defer scene change by one frame after buffering
quit-save so SimBridge._process() flushes the outbound buffer
- monologue_display.gd: tag queued notifications with is_notification
flag so drain path routes to _show_notification_line (correct color)
instead of _show_line (lattice-profile fallback color)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Wire SaveGame/LoadGame player actions through the full client stack:
protocol v15 decode, InputMapper F5/F6 bindings, SimBridge wire mapping
with one-shot carry-forward, GameState save_result field, and HUD
notification via monologue display. Quit-to-menu triggers quicksave
before scene change.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>