Addresses blocker comments from PR review:
- Delete star_map.gd and star_map.tscn — dead implant/map/starchart
HudGroups registration that should have landed with the atlas
unification (D-191 criterion 1)
- Remove test_star_map_is_accessible_from_insert_ui and
test_star_map_scene_exists from test_sprint30.gd — D-191 supersedes
the insert-UI accessibility pattern
- ImplantRegistry._scan() now detects default_key collisions
(first-wins with push_warning) and validates default_mode against
HudGroups.Mode enum (skip + warn on invalid)
star_map_data.json remains — still used by atlas_app and
economics_app for system index lookups.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Loading screen reads the client version from project.yaml (root version
field) and displays it alongside Protocol.PROTOCOL_VERSION at the bottom
of the overlay: "v0.1.35 · protocol 21".
Falls back to "?.?.?" if project.yaml is missing or unreadable (e.g.
when run from an exported pck where the relative path is unavailable).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Per D-191, the atlas is the star map extended downward — not a separate
app. AtlasPanel now owns the full Reach → system → planet → heightmap
zoom hierarchy as a single HudGroups app (implant/map).
- Add REACH_MAP as Level 0 of AtlasPanel's zoom hierarchy; renumber the
enum so higher index = deeper zoom
- Port hop-ring rendering (pan/zoom, system markers, hover/info, sector
layout) from star_map.gd into AtlasPanel methods
- Change AtlasPanel.APP_PATH from "implant/map/atlas" to "implant/map"
- main.gd: KEY_M toggles unified atlas; KEY_A binding removed
- Symmetric nav: ORBITAL_DIAGRAM back goes to REACH_MAP (not
SYSTEM_PICKER), matching the forward skip
- hud_groups.gd docstring documents the unified path and flags the
legacy starchart path as kept-for-compat (retirement tracked in #852)
star_map.gd's HudGroups registration stays live but inert — no key
binding reaches it. Full retirement follows in #852 after a sprint of
soak on the unified panel.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
10. Dropped the "no body data" fallback string in the picker panel — the
generator always writes entry["bodies"], so the fallback was dead. Use
the "—" convention the rest of the panel already follows.
12. Removed the autoload parse-order comment from AtlasPanel (it is
scene-instanced, not an autoload, so the rule does not apply), and
collapsed _build_heightmap_viewer to a direct AtlasViewer.new() —
mirroring the rest of the file rather than dancing around a risk that
is not real for this class.
13. AtlasMarkerOverlay._draw_cities now compares hover/selection by a
stable _city_key() (name → city_id → pos → hash) instead of
Dictionary.==, which was O(fields) per city per redraw. Preps the
renderer for much larger city counts without a rewrite.
14. Orbital click/draw handlers guard against missing body_id /
station_id by reading through str(dict.get(..., "")) and skipping
empty ids. Matches the defensive style already used for parent_body_id
and keeps a NULL id from crashing _draw_bodies / _handle_orbital_click.
4. AtlasPanel and AtlasViewer now compose their title + hint from an
ImplantHeader child rather than hand-rolling them via draw_string, so the
D-169 "theme swap changes the implant hardware appearance" invariant
holds end-to-end. _refresh_screen_header() drives content per level and
on system navigation.
5. AtlasViewer exposes city_canvas_pos(), get_hovered_city(),
get_selected_city(), and get_overlay_defs() as public API — the marker
overlay no longer reaches into underscore-prefixed state, which is
especially important because viewer is an untyped var in the overlay.
6. KEY_N now consumes unconditionally while the viewer is visible, and
main.gd's global economics-monitor toggle is gated on
!HudGroups.is_app_active("implant/map/atlas"). Previously pressing N
without a selected city fell through and closed the fullscreen atlas as
a side effect.
7. OVERLAY_DEFS lives in AtlasViewer as the single source of truth.
AtlasOverlayBar reads the list via viewer.get_overlay_defs(), and
AtlasViewer derives _overlay_visibility / _overlay_locked from the same
table at _ready() — no more hand-maintained parallel lists, so the bar
and the guard in set_overlay_visible can't drift.
8. AtlasOverlayBar drops `class_name`: it now loads via
load("res://ui/implant/atlas_overlay_bar.gd") from AtlasViewer, the same
pattern AtlasPanel uses for AtlasViewer. _init(viewer_ref = null) keeps
the required-arg footgun off the editor's introspection path.
9. `star-map-data` make target added to regenerate
client/data/star_map_data.json from systems.db + wiki, and
`check-star-map` wired into pre-pr-validate + pre-pr-client so any
commit that touches the generator (or any downstream systems.db change
like server #839) fails pre-pr until the JSON is regenerated. The
terrain_reference data-availability dependency is no longer tribal
knowledge.
Also addresses review #15 (push_warning on unknown overlay id in
set_overlay_visible) and #16 (disabled always-on buttons drop handler
churn) as part of the same refactor.
1. Moon placement on the orbital diagram divided by a hard-coded 4 — a gas
giant with five or more moons would overlap satellites and make them
unclickable. Count moons per parent and distribute them evenly.
2. AtlasViewer._load_markers seeded _grid_w/_grid_h from _tex_w/_tex_h
before the terrain_reference null check, so opening a body with no
heightmap after one that had a heightmap left the grid dimensions
pointing at the previous texture and misplaced markers. Reset texture +
grid dims to sentinel defaults at the top of _load_heightmap.
3. AtlasMarkerOverlay's three toggleable overlays (production_zones,
shadow_economy, corp_presence) read markers.production_zones /
markers.shadow_zones / markers.corp_presence — keys that don't exist in
D-191 §8's markers schema, so toggling was a silent no-op. Derive them
from cities[] instead: primary_function ∈ PRODUCTION_FUNCTIONS for
production, absent Commission presence for shadow bands, Commission
presence for corp dots. Follow-up ticket will formalise per-overlay
arrays once the server schema lands.
Addresses PR #128 review blockers 1-3.
AtlasOverlayBar is an HBoxContainer docked top-right of the heightmap viewer
with 11 short-label buttons mapping to D-191 §7 / D-181 signal visibility:
always-on (5) TER INF NAM GAT POL — terrain, infrastructure, named
features, gate markers, political zones. Pinned on; clicks
are swallowed so the layers can't accidentally be disabled.
toggleable (4) POP PRD SHD CRP — population density, production zones,
shadow economy, corporate presence. Reflect and mutate
viewer overlay state.
locked (2) STK BSL — stockpile_weeks, production_vs_baseline. Disabled
and greyed out with unlock-requirement tooltips, per D-181
semi-private/private tiers; kept in the bar so players see
that deeper data exists and is gated.
Each button writes through AtlasViewer.set_overlay_visible(), which is the
single entry point into the viewer's _overlay_visibility dict consumed by
AtlasMarkerOverlay._draw(). Locked overlays short-circuit in that setter.
Per D-191 criterion 6.
Adds Level.HEIGHTMAP_VIEWER to AtlasPanel. The viewer loads a body's
terrain_reference heightmap PNG, pairs it with markers.json (roads, rail, POIs,
cities, rivers/oceans/mountains), and renders markers in texture-space via an
AtlasMarkerOverlay Node2D child of a transformed canvas — pan = offset,
zoom = scale.
Pan/zoom is cursor-centred (wheel zooms under the mouse, drag pans), with a
fit-to-view reset on R. Empty markers.json state renders a bare heightmap;
missing terrain_reference shows a themed "terrain data pending (#839)" notice
instead of crashing.
City data sidebar rebuilds from the selected city: name, pop tier, function,
currency zone, Commission presence, shadow zone, gate distance. Pressing N on
a selected city emits economics_link_requested(system_id) — main.gd bridges
this to EconomicsPanel.select_system() + HudGroups.open_app("implant/economics")
as an insert overlay, satisfying the D-191 Phase 2/3 cross-panel integration.
The overlay renders all nine D-191 overlay layers off of per-overlay visibility
flags in AtlasViewer. Overlay toggling for the regional view (#836) plugs into
set_overlay_visible(); the five always-on layers (terrain, infrastructure,
named features, gate markers, political zones) draw by default, the four
toggleable layers draw from placeholder data, and the two locked layers
(stockpile_weeks, production_vs_baseline) remain off until unlocked.
Per D-191 criteria 1, 4, 5.
3-level atlas navigation as an implant/map/atlas FULLSCREEN app (D-170 z=20):
system picker (◄ ► cycle, Enter opens orbital) → orbital diagram (star centre,
bodies grouped by orbit_index with moons sub-orbiting parents, stations as
markers, click-to-open body or mini station panel) → body entry (data sheet,
Enter stub for #835 heightmap viewer, Esc back). Composed from the ImplantPanel
component library (D-169).
Wires the panel into hud.tscn, adds an A-key toggle in main.gd, propagates
insert_state via snapshot_consumers. Extends generate-star-map-data.py to emit
per-system orbit_bodies + stations arrays (with currency_zone, atmosphere,
population, terrain_reference, etc.) from systems.db; star_map_data.json
regenerated deterministically.
Per D-191 §6, Phase 3.
CursorRenderer now toggles Input.MOUSE_MODE_VISIBLE when gameplay is
occluded, restores MOUSE_MODE_HIDDEN when gameplay resumes. Without
this, fullscreen apps (star map, future atlas) had no cursor at all —
the custom diegetic cursor hid correctly but the system cursor was
never restored.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
was_occluded was computed AFTER _active_mode and _active_app were
updated to the new values, so it always matched now_occluded on the
first toggle (both TRUE). The signal condition (was != now) never
triggered. Moved the check before the state mutation.
This bug affected every GameplayRenderer (world, entities, fog,
cursor) and the stance indicator — none of them hid on first
fullscreen app open.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- world_radial.gd: use set_deferred("size", ...) to avoid anchor conflict warning
- storyteller: remove noisy "no Simmering triangles" warn (normal state, not exceptional)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Bump client protocol version 20 → 21 to match server (#822)
- Fix render_priority parameter name (was _render_priority, unused prefix)
- Fix debug console type inference (var sub := → var sub: String =)
- Economics panel: add population row, improve key hint text
- Stance indicator: hide on gameplay_occluded (D-170 fullscreen apps)
- Remove 5 broken clothing items from manifest and delete their GLBs
(boots_work, coveralls_basic, jacket_utility, pants_cargo, shirt_henley)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
E is claimed by InputMap "interact" action — InputMapper consumes
it before _unhandled_key_input. N is free, adjacent to M (star map),
reads as "Numbers" for the economics monitor.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Economics panel: replace dead _gui_input LEFT/RIGHT with public
navigate() method, wire [ ] keys in main.gd (avoids movement
key conflict, fixes focus_mode=NONE issue)
- Debug console: add explicit effect guard in econ inject no-commodity
branch so invalid effects don't fall to commodity-form error
- Snapshot consumer: null-clear GameState.economy_snapshot after
consuming (matches one-shot consumer invariant)
- Star map: remove duplicate doc comment above set_insert_active()
- Generate script: remove stale comment, dead _WORKTREE_PARENT var,
dead field extraction in parse_wiki_index, add try/except around
DB queries
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three new econ subcommands in the debug console: inject (supply
shocks/boosts), param (α/β/friction mutation), inspect (all 7
D-181 signals). Command parsing and validation complete; dispatch
wired through existing DebugCommand IPC flow. Server handler
ships with #823.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New implant panel at implant/economics: system selector, 6-commodity
price table with trend indicators, GDP strip. Composed from D-169
component library. Ring buffer caches last 20 ticks per system.
Snapshot routing wired through snapshot_handler → GameState →
snapshot_consumers → economics_panel. Placeholder prices shown
until server ships EconomySnapshot (#822).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Star map popup now shows POPULATION and GDP rows when data is present.
Generation script updated to compute GDP from population × tier-based
per-capita schedule. 275/301 systems have GDP data (26 uninhabited
correctly omitted).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Startup crash — preload loop referenced STANCE_ICONS but the constant
was accidentally dropped when rewriting the icon cache logic.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Preload stance icons at _ready() into cache Dictionary
- Null-guard shader + theme loads with push_error() + early return
- Guard _icon_mat.set_shader_parameter inside if _icon_mat:
- Icon size 18→20px per D-086, container height 44→46px to fit
- Add _apply_stance test coverage (known + unknown stance)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace text-only stance labels with SVG icons + tint shader per D-086.
Alpha-mask shader swaps color at runtime via ShaderMaterial parameter.
Icons: walk, crouch, careful, sprint at 18px inside ImplantPanel row.
Also fix stale UILayer/HUD test path in test_ui_framework_sprint15.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
PO-built prototype (FBM terrain, Whittaker biomes, procedural globe)
with test body definitions for all planet types. Replaces pyplatec
approach. Spike validates the pipeline architecture for batch #817.
Includes handover doc, 9 test body definitions, and updated spike
pipeline documentation. Stale pyplatec outputs removed.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Health icon: replaced overlapping outlined rects (railroad crossing
effect) with a single solid polygon path. Careful stance: redesigned
from diagonal-arm to horizontal T-shape for clear differentiation
from walk at 20px.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Draw ImplantTheme-styled StyleBoxFlat behind the circular minimap for
visual consistency with other implant components. Stance badge icons
remain blocked by #795 (visual team).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
HUD: merge TimeDisplay into ImplantPanel (time/health/perception in one
panel), remove dead tscn nodes, move HUD to InsertOverlay for D-051 bloom.
Interaction prompt: convert from PanelContainer+StyleBoxFlat to Control
with ImplantPanel+ImplantDataRow, fix panel height for 42px minimum.
Tests updated for new scene structure and public API.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- DebugOverlay: position comment updated, tscn is source of truth
- GauntletHUD: moved from y:48 to y:252 (below StanceIndicator)
- StanceIndicator: offset_top 192→200, height 26→44px for ImplantPanel
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
7 planet type PNGs (512×512px RGBA) covering all biome_summary values:
temperate, temperate_terminator, oceanic, arid, frozen, volcanic, barren.
Pure Python ray-sphere renderer (spikes/planet-renders/generate_planets.py)
— numpy/PIL only, no Godot dependency, ~2s for all 7 types. Seeded from
body_id for reproducibility. Resolves Q-064 (Godot 3D planet plugin
evaluation — superseded by headless Python approach).
Assets at client/assets/planets/, 512×512 RGBA, displayed at 240×240 in
the body-info-panel navigator and GTTR arrival window.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- HUD status panel moved to y=80 (below TimeDisplay at 16-70)
- Removed redundant time row from HUD (TimeDisplay handles it)
- Debug overlay starts at y=150 (below HUD status panel)
- Stance indicator moved below minimap (y=192, was overlapping at y=16)
- Interaction prompt moved to y=-240 (above dialogue box at -200)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- HUD: programmatically builds ImplantPanel with health/mode/time rows,
replaces raw MarginContainer/VBoxContainer/Labels
- Stance indicator: ImplantPanel with color-coded ImplantDataRow,
replaces custom _draw() with hardcoded bg/text
- Interaction prompt: applies implant theme StyleBox + colors to
existing PanelContainer layout
Minimap left as-is — its circular frame is a distinct diegetic element,
not rectangular panel chrome.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Labels now appear based on zoom level and system importance:
- Always: selected + hovered
- Zoom >= 1.2: hubs, junctions, gateway
- Zoom >= 2.0: all named systems
- Below 1.2: only selected/hovered
Prevents label soup at overview zoom levels.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
All named systems get a label below their dot. text_dim for default,
text_primary for selected/hovered. Removed duplicate label from
_draw_selection (now handled by _draw_systems).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Generator now queries bodies/stations tables directly for habitable
count, inhabited count, and total population. All 301 systems have
data — unsettled systems show "0 habitable · 0 inhabited" and "0".
Fixed stale worktree path to systems.db.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
"CORE corridor (hop 1)" with sector color. Bodies back to single line
"1 habitable · 1 inhabited" as originally formatted in the data.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Layout now shows each field on its own line:
star type / hop / corridor / habitable / inhabited / pop / GDP
GDP shows "—" placeholder until economics data is available.
Population shows full number without ellipsis.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
New GameplayRenderer extends Node2D with built-in occlusion support.
Subclasses override _gameplay_process() and _gameplay_draw() instead
of _process() and _draw() — these are skipped when a fullscreen
implant app covers gameplay.
Migrated all 5 gameplay renderers:
- CursorRenderer: hover detection + bracket drawing paused
- EntityRenderer: position lerping paused
- FogEntities: fog dot rendering paused
- SoundIndicatorRenderer: directional arrows paused
- WorldRenderer: tile/fog/entity updates paused
No more manual occlusion wiring — the base class handles everything.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- CursorRenderer z_index=100 so it renders above all HUD/implant layers
- Adjacent systems uses ImplantTextBlock (wraps) instead of ImplantDataRow (clips)
- Panel calls reset_size() before clamping to get accurate height on first frame
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
CursorRenderer must always render on top — shouldn't have its z-index
managed by HudGroups. It's a world-space renderer, not a HUD element.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Accidentally deleted when exploring reparenting options. The z-index
model means it stays as a child of HUD — no reparenting needed.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Moved signals above enum per gdlint class-definitions-order rule.
app_changed signal uses int instead of Mode type to avoid the
forward-reference that forced wrong ordering. Callers compare
against HudGroups.Mode.FULLSCREEN etc unchanged.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>