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>
- 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>
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>
Star map (W1-W3, S3):
- _process visibility guard + dirty flag (no redraw when hidden/unchanged)
- _system_hash masked to 31-bit positive range
- Extracted _find_nearest_system() shared helper
game_state.gd (W4):
- Inline load() in apply_snapshot() replaces per-tick overhead; safe at
runtime because script is already in resource cache
Data pipeline (W5-W6):
- Script-relative path resolution via __file__
- --check mode + make check-star-map staleness target
Minor (S1-S2, S5):
- Removed redundant bone_idx assignment
- Simplified double-negative test assertion
- Documented autoload parse-order convention in CLAUDE.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Remove character_select.tscn and character_select.gd entirely
(Smuggler/Detective archetypes removed per v0.2 pivot)
- New Game goes straight to character creation
- Rename Randomise→Randomize throughout (US English convention)
- Add *.import and *.uid to client gitignore (import artifacts)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
13 fixes from PR #99 review on #705 (character editor):
- #10/#11: Add _get_swatch_color() helper; fix stale closure in
_make_color_swatch (reads current color at click time, not
construction time); fix _on_modal_ok to use helper instead of
wrong get_child(0) traversal
- #12: Replace HSV palette with D-165 hardcoded hex values (6×9
rows, muted HSL per spec — reds/greens/blues/purples/browns/grays)
- #13: Fix fallback asset IDs to match actual files — hair: bald/
bob/buzzed/long; heads: head_001–004; facial hair: beard/moustache/
mutton_chops (stubble removed — no asset)
- #14: Remove invented "slot field" TODO comment; replace with
name-prefix convention note
- #15: Fix overhead camera pitch 0.0°→-80.0° (0° was horizontal,
not top-down as intended per D-158)
- #16: Make hair highlight swatch non-interactive (_make_display_swatch);
remove _on_hair_highlight_changed and _hair_highlight_auto flag
- #17: Remove no-op self-assignment in _on_hair_selected; remove
redundant assignment inside _hair_highlight_auto block
- #18: Store _clothing_dock_container/_accessory_dock_container as
instance vars — eliminates fragile get_child(3).get_child(0) chain
- #19: Fix test_r_key_triggers_randomise — replaces assert_bool(true)
with a real assertion checking body_type or skin_tone changed
- #20: Cache scan results in _cached_hair_ids/_cached_head_ids during
tab build; _on_randomise() reads cache (no re-scan per keypress)
- #21: Fix character_visual.gd docstring "21 segments" → "18 segments"
- #22: Fix _get_accessory_ids_for_slot — apply slot name-prefix
filtering instead of returning all accessories for every slot
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Full character creation UI with 5-tab customisation panel (Body, Head,
Hair, Clothing, Accessories), live 3D compositor preview via SubViewport,
D-165 color picker modal, keyboard navigation, and game flow integration.
- CharacterCreation scene + script (~1440 lines) implementing wireframe spec
- SubViewport with Camera3D (frontal/dramatic/overhead presets per D-158)
- Cardinal rotation (Q/E) per D-155, randomise (R), Tab/Enter/Esc navigation
- Body type grid (11 types, D-159), skin tone dock (9 tones, shared state)
- Head template, hair, facial hair, eyebrow grids with DirAccess asset scanning
- Clothing slot selector with per-item Primary/Secondary/Accent tints
- Accessory slot selector with Primary/Secondary tints (Array[Color] descriptor)
- 54-swatch color picker modal (D-165) with hex input and recent colors
- Auto-derive flags for highlight, eyebrow tint, facial hair tint from hair primary
- Game flow: main_menu → archetype select → character creation → game start
- GameState.character_visual_descriptor field for gameplay consumption
- Updated accessory_tints from single Color to Array[Color] in descriptor + compositor
- 40+ GdUnit tests covering scene structure, signals, keyboard nav, color derivation
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Add CharacterVisualDescriptor (11-variant BodyType enum, wire format
encode/decode, body_type_key mapping) and CharacterVisual compositor
(runtime 3D character assembler with slot architecture, BoneAttachment3D,
clothing coverage, recolor mask loading, skin tone tinting, bone
validation). Includes 64 unit tests and Blender utility scripts.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Per-player settings via rusqlite (bundled, zero runtime dep). Server
owns the settings DB; client sends ChangeSettings commands over IPC.
Extensible key-value with typed columns (String/Int/Float/Bool).
Protocol bumped to v20 with settings_response in ObserverSnapshot.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- protocol.gd: replace capitalize() with explicit match for archetype
string mapping, push_error on unknown input with Detective fallback
- main.gd: clear _known_triangle_ids in _teleport_transition() alongside
_known_recognition_ids so chime re-fires after room change
- news_ticker.gd: defer get_minimum_size() via call_deferred to run
after layout pass, fixing first-frame scroll distance
- 3 new tests: unknown archetype fallback, triangle dedup per-id,
independent triangle ID firing
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
16 tests covering character select, triangle activation consumer,
news ticker, and protocol v19 bridge. Includes show/hide behavior
for ticker on null current_ticker.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
TestHarness: remove deprecated tiles/visible_positions keys, add tile
type (floor/wall/door) to visible_tiles, expand radius to 5. Bug report
dialog: capture viewport screenshot before showing overlay, save as
screenshot.png in report bundle. time_display: use maxf() instead of
max() to match float argument types.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add live server lifecycle to tests/run-visual (start/stop server per
scenario, parse LISTENING:{port}). Add MessagePack snapshot replay to
visual_capture.gd via Protocol.decode_snapshot() — exercises the full
client pipeline from wire bytes to rendered fog. Three replay scenarios
(hub_spawn, fog_theater, hub_after_movement) plus one live scenario
(fog_live_hub). Add gen_gauntlet_fixtures.rs to produce .msgpack fixtures
from the Gauntlet test world. Add max_diff_pct threshold to visual-diff.
Makefile: add fixtures-gauntlet target, fix build-client double-import,
preserve .godot cache in clean.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
4 new tests in test_fog_sprint22.gd verify BoundaryWall tiles populate
boundary_positions (not visible_positions), get VIS_FORWARD without
EXP_VISIBLE, stay EXP_UNEXPLORED after leaving LOS, and clear on new
snapshot. Comment in tile_renderer.gd documents implicit rendering path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- game_state.gd: add boundary_positions Dictionary field; BoundaryWall tiles from
visible_tiles go to boundary_positions instead of visible_positions — rendered by
tile_renderer but not tracked as explored fog memory
- fog_state.gd: update_from_state() writes VIS_FORWARD for boundary_positions so fog
lifts over margin wall content; boundary tiles excluded from exploration step so they
don't persist as EXP_EXPLORED when player turns away
- tile_renderer.gd: no changes needed — renders all visible_tiles by type, sector-agnostic
- test_fog_shader.gd: 4 new tests — boundary excluded from visible_positions, tracked in
boundary_positions, cleared each snapshot, fog lifts to VIS_FORWARD
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Same Sprite2D correction applied to test_client_p2.gd entity color tests
(Terrain, Player) — ColorRect was replaced with Sprite2D in entity_renderer.gd.
Minor comment clarification in test_rendering.gd rotation test.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Reset _npc_entity_colors/_npc_entity_id/_next_npc_color in _end_player_conversation()
to prevent palette exhaustion across long sessions with many unique NPCs
- Re-enforce contrast floor after passive desaturation (_enforce_contrast after _desaturate)
- Add TestDialogueSpeakerColors suite: palette allocation, entity reuse, reset, fallback
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Fixes 7 pre-existing failures in test_entity_renderer tests:
- ColorRect → Sprite2D cast; .color → .self_modulate for D-033 color checks
- Position offset: (TILE_SIZE-24)/2 → EntityRenderer.ENTITY_OFFSET_{X,Y} (0.0)
- Rotation accuracy: expected values updated for raw un-normalised Godot rotation
Also adds SoundIndicatorRenderer to global_script_class_cache.cfg so test_rendering.gd parses.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add debug_response: None to all ObserverSnapshot constructors in
integration tests
- Bump PROTOCOL_VERSION assertion 17 → 18 in serialization tests
- Regenerate golden proof_room_tick_10.json (BoundaryWall tiles)
- Regenerate client msgpack fixtures for new snapshot fields
- Fix debug.rs resource optionality (Option<ResMut> for
ContaminationActive/EventQueue)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Godot 4.6 OpenGL3 compatibility mode does not support 'return' in
fragment(). The early returns on lines 68 and 82 caused silent shader
compilation failure, making the fog overlay render as a no-op — the
root cause of the Sprint 22 fog regression.
Restructured to if/else-if/else chain preserving identical logic.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Remove the db/connectors → tooling/db/ symlink added in Sprint 21
(#274) and migrate all references to use tooling/db/ directly.
- Delete tracked symlink from db/connectors
- Remove duplicate db/connectors/* permission patterns from settings
- Update project-structure.md to reflect removal
- Move whatsinagame/static/db/connectors/ to whatsinagame/static/tooling/db/
- Update 20 whatsinagame template, skill, and test files
- Update comment references in client/tests/test_anti_tedium.gd
- Historical docs (old sprint briefings, changelog, discussions) left as-is
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Widen world_seed entropy from u32 to full u64 by combining two randi()
calls (Hoshe warning #1)
- Persist world_seed to save directory and restore on resume_game() so
loaded sessions maintain D-010 deterministic replay (Tyre warning #2)
- Constrain EntanglementConfig intrigue range based on flat value so
mundane_ratio stays within D-029 spec [45,55]% (both reviewers)
- Remove dead VIS_PERIPHERAL constant and _grow_bounds() method
- Update test_client_p1 peripheral test for forward-only simplification
- Fix misleading exp_fade shader comment (filter_nearest = hard step)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements the StartupMessage protocol: client generates world_seed in
SessionManager.new_game(), sends it after handshake, server uses it to
seed SimRng and sample EntanglementConfig.
EntanglementConfig samples flat ∈ [25,35]%, intrigue ∈ [15,25]%, mundane
as remainder (D-029). Same seed produces identical config (D-010
determinism). Different seeds produce distinct configs in ≥90% of pairs.
Protocol flow: HandshakeMessage (server→client) → StartupMessage with
world_seed (client→server) → SimRng initialization → tick loop.
10 Rust tests (determinism, variation, bounds, sum invariant).
9 GDScript test stubs + 2 encode tests for client-side pipeline.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Root cause: update_from_state() used visible_tiles (always empty in live
server mode) instead of visible_positions for bounds calculation. Bounds
never grew beyond 64x64, so tiles outside that area rendered as solid
unexplored black.
Fix: new _grow_bounds_from_positions() method reads visible_positions
(always populated from server snapshots). Shader fix: removed the
(explored < 0.01 && vis_raw < 0.01) guard that cut off the Gaussian
gradient at unexplored tile boundaries. Doubled blur step size for
D-066 compliant 6-8 tile soft gradient. Added debug_exploration mode
for diagnostic rendering of the exploration texture.
19 acceptance tests covering exploration persistence, bounds grow-only
invariant, gradient margin, Forward-only visibility writes, and
exploration data surviving texture resize.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Sprint 22 "Wire" briefings for server, client, visual, CI, and
planning teams. Also track Godot .import and .uid files that were
previously untracked.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Defer LOAD_GAME dispatch until SimBridge reaches CONNECTED (critical)
- Guard _build_saves_list() against queue_free() race on rapid reopen
- Disable save entries with empty newest_save, guard in _on_save_selected
- Send before show_loading on F6 quickload, skip overlay on send failure
- Clear pending_load_path in _on_new_game()/_on_continue() (stale path)
- Add hide_loading(success: bool) API for future failure-state UI
- Add test_save_load_flow_sprint21.gd covering LoadingScreen + GameState
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Protocol v17: add state_hash (desync detection) and sim_errors
(structured error reporting) to ObserverSnapshot. Add SimError,
SimErrorKind, SimErrorBuffer types. Wrap main loop app.update() in
catch_unwind — on panic, send a final SimError snapshot before exit.
Report recoverable deserialization errors to client via SimErrorBuffer.
Compute per-tick state hash from player position + NPC count + tick.
Update all test fixtures and golden files for protocol v17.
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>
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>
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>