Agents were navigating outside the git root into sibling worktrees.
Added explicit boundary rules: all work stays within the git root
unless directly instructed otherwise. Updated plan-sprint to enforce
worktree-relative paths in generated briefings.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
0.5m sim tiles for movement/LOS granularity, 1m visual tiles for
proportional art and readable spaces (2x retina factor). All world
geometry constrained to 2x2 sim tile minimum so cover/LOS maps 1:1
with visuals. Entities occupy 1x1 sim tiles for fine positioning.
Updates: D-043, D-044, D-051, D-056, D-059 annotations, workshop
outcomes (art direction + control/interaction), sprint 6 briefings,
decision index, and CLAUDE.md.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Move universally-needed permissions from per-worktree
settings.local.json into the shared .claude/settings.json:
git operations, ticket/sprint/sqlite CLI, make, tea, skills.
Add deny rules for destructive operations (force push, hard
reset, clean -f, rm -rf). Migrate from deprecated :* suffix
to modern space-wildcard syntax.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Unified sprint script at db/connectors/sprint with 5 subcommands:
status, start, stop, start-work, prepare. Calls ticket CLI via
subprocess (no SQL duplication), auto-detects sprint from DB state
and team from git branch. Guards prevent activating unplanned
sprints. Updated start-sprint, plan-sprint, and ticket skills to
reference the new CLI. Added sprint CLI section to CLAUDE.md.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
These are auto-generated by Godot 4 to provide stable resource
references across renames. Tracking them prevents UID divergence.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The skill previously relied on the agent hardcoding branch names,
which missed non-standard branches like planning. Now explicitly
instructs the agent to use git worktree list for discovery.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>