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jpmschweitzerandClaude Opus 4.6 5f6a42000b chore(meta): release v0.1.24
Sprint 24: Signal — 10/10 tickets done.
Character archetype selection, triangle activation consumer,
news ticker HUD, proximity monologue lines.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:00:08 +01:00
jpmschweitzerandClaude Opus 4.6 726c0fecbd chore(skills): update workshop-start skill
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 20:56:52 +01:00
jpmschweitzerandClaude Opus 4.6 eea3f3cf25 docs(decisions): record 24 workshop decisions and updated questions
D-records from Where's the Fun workshop across architecture, content,
and scope domains. Updated open questions for v0.2 pivot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 20:56:46 +01:00
jpmschweitzerandClaude Opus 4.6 80ddc35412 docs(workshops): add Where's the Fun workshop outputs
5 rounds, 9 agents + Qatux + SI, 24 decisions locked.
Full round transcripts and workshop outcomes summary.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 20:56:39 +01:00
jpmschweitzerandClaude Sonnet 4.6 58d2e3b695 chore(meta): add feasibility warnings to Sprint 25 briefings
server.md: four warnings from Troblum — generate_npc() requires a live
bevy World (stub routine generation in Phase 1), cultural text assembly
is a new code path not a one-liner, DayPhase alias collision in
generator.rs, schema negotiation takes rounds.

joint.md: confidence 15% note at top. Intra-zone variance test added
(rural seed 42 vs rural seed 43 — coherence within type, variance
across seeds). Pass conditions restructured into three explicit
comparisons: cross-type, intra-type, culture.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06 20:54:51 +01:00
jpmschweitzerandClaude Sonnet 4.6 0f1eda8d12 chore(meta): restructure Sprint 25 per feasibility study
Dependency chain inverted: #611 (NpcBlueprint structs) now goes first
and defines the schema contract. Copy team (#609, #610) fills YAML to
match Tyre's structs rather than the other way around.

#613 (NPC generation pipeline) cancelled and absorbed into #612 — the
NPC pipeline is the print loop at the end of the generator binary, not
a separate ticket.

Ticket descriptions loosened: strip over-specified acceptance criteria,
replace with intent + scope boundaries. Phoneme generation explicitly
out of scope for #610 (name lists are sufficient). #612 gains a phased
approach note (Phase 1: hardcoded stubs, Phase 2: real YAML) so server
can build in parallel with copy.

Briefings updated to reflect inverted chain, two-ticket server sprint,
and exploratory framing: this sprint discovers the right spec, it does
not implement a known one.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06 20:44:01 +01:00
jpmschweitzerandClaude Sonnet 4.6 7d7aec9cec chore(meta): plan Sprint 25: Emerge
Generator spike sprint. 5 tickets across copy and server teams:
- #609 zone identity spec (copy)
- #610 Krenn culture profile (copy)
- #611 NpcBlueprint struct design (server)
- #612 Template assembly generator (server)
- #613 NPC generation pipeline (server)

Sprint proof: throwaway render — rural Krenn village from minimal
input (zone type + culture profile, no per-location spec).

Closed #586 (tile data model epic — child #594 done).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06 19:59:24 +01:00
jpmschweitzer ea21884f3d Merge remote-tracking branch 'origin/client' 2026-03-05 16:44:34 +01:00
jpmschweitzerandClaude Opus 4.6 e0eb3cd35e fix(client): address PR #86 review — archetype validation, teleport clear, ticker layout
- 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>
2026-03-05 16:28:12 +01:00
jpmschweitzerandClaude Opus 4.6 349f02fbcb chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:44:36 +01:00
jpmschweitzerandClaude Opus 4.6 7dbd3247d4 test(client): Sprint 24 signal tests
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>
2026-03-05 11:44:12 +01:00
jpmschweitzerandClaude Opus 4.6 61d454228d feat(client): character select, triangle activation consumer, news ticker
Sprint 24 Signal — three client tickets delivering the player-facing
storyteller feedback loop:

- #588: Character archetype select screen between New Game and session
  start. Two-card UI (Smuggler/Detective), keyboard+mouse, ESC cancels.
  GameState.character_archetype persisted and sent in StartupMessage.
  PROTOCOL_VERSION bumped to 19.
- #590: Triangle crisis event consumer. Decodes triangle_crisis_events
  from snapshot, fires sfx_monologue_chime_urgent once per triangle per
  session via AudioManager.CHIME_ACTIVATION.
- #592: News ticker HUD element. Scrolling marquee on UILayer, visible
  only when current_ticker is present in snapshot (Last Shift zone).
  Zero-arg update_from_state reads from GameState.current_snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:44:05 +01:00
jpmschweitzerandClaude Opus 4.6 927f43ae61 chore(db): backup database after planning merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:35:32 +01:00
jpmschweitzerandClaude Opus 4.6 64d3d29913 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:27:11 +01:00
jpmschweitzerandClaude Opus 4.6 63bb6ff7c7 chore(db): replace Commonwealth with Settled Reach in tooling and server
Updated docstrings in sqlite_connector, qdrant_connector,
decisions_sync, schema.sql, and two doc comments in generator.rs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:26:59 +01:00
jpmschweitzerandClaude Opus 4.6 3005294c98 docs(docs): replace Commonwealth with Settled Reach across docs
Updated in-universe "Commonwealth" references to "the Settled Reach"
in decisions, architecture docs, design docs, workshop outputs,
README, and wiki. Kept all references to Hamilton's books as
inspiration/comparison in historical discussions and wiki-review
workshop rounds.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:26:52 +01:00
jpmschweitzerandClaude Opus 4.6 b492410e39 chore(agents): replace Commonwealth with Settled Reach in agent files
The in-universe setting name is "the Settled Reach", not
"Commonwealth" (Hamilton's protected IP). Updated all 17 agent
description lines and intro paragraphs, plus file-specific
references in araminta, gore, ozzie, paula, and tiger.

Kept book references in miri.md (inspiration) and si.md (namesake).
Also updated pr-review and git-commit skill references.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:26:41 +01:00
jpmschweitzer 7ba2be0652 Merge remote-tracking branch 'origin/main' into client 2026-03-05 11:08:31 +01:00
jpmschweitzerandClaude Opus 4.6 1bbc07242e chore(db): backup database after PR #84 and #85 merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:06:04 +01:00
jpmschweitzer a9dd93764f Merge remote-tracking branch 'origin/server' 2026-03-05 11:05:40 +01:00
jpmschweitzerandClaude Opus 4.6 9ed6094d69 fix(simulation): address PR #85 review — warnings and polish items
- Ticker rotation: document sliding-window semantics (vs modulus-aligned)
- Ticker zone ID: add warning about Gauntlet vs production zone ID mismatch
- Proof-room movement profile: respect archetype instead of hardcoding smuggler
- Storyteller tie-break: use exact f32 equality (inputs are discrete integers)
- Observer: .map().flatten() → .and_then() (clippy strict)
- Content loader: remove dangling doc comment before section header
- Tests: replace assert!(false, ...) with TODO comments in ignored tests
- Tests: add frame limiter note on 302-update loop in tell expiry test

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 10:59:38 +01:00
jpmschweitzerandClaude Opus 4.6 3a481b32a5 fix(copy): address PR #84 review — pacing, prerequisites, terminology
Review fixes for triangle activation monologue lines:

- CHANGELOG: correct smuggler line count (4 → 5), add D-035 ref
- Smuggler comment: align beat labels to 5-line structure
- Smuggler 040: "looking at" → "seeing" for body-first register
- Detective 043: rewrite to remove implicit manifest knowledge
  reference — line now works without fact prerequisite gate
- Detective 044: soften from near-certainty to enumerated
  possibilities with "insufficient data" qualifier
- Triangle comments: align to D-087 terminology (T1: Kael-
  Smuggler-Ring, T2: Sera-Detective-Commission)
- Schema description: note triangle_activated also missing from
  server Situation enum alongside greeting
- D-035 amendment: register triangle-signal, tell-observation
  tags and npc_in_los prerequisite as conventions

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 10:56:50 +01:00
jpmschweitzerandClaude Opus 4.6 37c38c0441 chore(simulation): regenerate msgpack fixtures for protocol v19
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:31 +01:00
jpmschweitzerandClaude Opus 4.6 fd824a1028 test(simulation): Sprint 24 tests — archetype, tell escalation, ticker, v0.1 playthrough (#593, #595)
- 7 archetype→monologue regression tests (smuggler/detective pool partitioning)
- 3 tell escalation unit tests (RoutineDeviation insertion + expiry)
- 6 news ticker tests (pool loading, SimRng rotation, zone gating)
- 3 live integration tests against real server binary (Layer 3)
- Update existing tests for current_ticker field and protocol v19

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:24 +01:00
jpmschweitzerandClaude Opus 4.6 b04ad93a0f docs(architecture): D-113 tile data model — extensible per-tile properties (#594)
Tile palette + sparse override design. Zero-migration path for existing
location YAMLs. Runtime: TilePalette resource, TileCell with material_id,
sparse TileOverrideMap. Unblocks post-v0.1 door mechanics and visual variants.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:11 +01:00
jpmschweitzerandClaude Opus 4.6 3194a6e491 feat(simulation): character archetype, tell escalation, and news ticker (#587, #589, #591)
- Add character_archetype to StartupMessage with serde default (Detective)
- Bump PROTOCOL_VERSION to 19
- Add escalate_tells_on_activation() and expire_routine_deviations() systems
- RoutineDeviation inserted on triangle NPCs with 300-tick TTL
- Add TickerPool resource with deterministic SimRng rotation (200 ticks)
- Emit current_ticker in ObserverSnapshot when player is in bar zone
- Load ticker YAML from district content directories

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:03 +01:00
jpmschweitzerandClaude Opus 4.6 46cfec4183 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:06:14 +01:00
jpmschweitzerandClaude Opus 4.6 0472dcb86c feat(copy): triangle activation proximity monologue lines (#597)
Author 4 smuggler and 5 detective monologue lines that fire when
the player observes triangle anchor NPCs post-TriangleActivated.

Smuggler (Kael Davan): physical observation → rationalization →
doubt → sensory confirmation. Contracted, personal, friend-arc.

Detective (Sera Venn/Torek): pattern recognition → deviation →
hypothesis → inference → procedural next step. Analytical,
institutional, evidence-cataloguing.

All lines: situation: [triangle_activated], trigger: observe_npc,
cooldown: 9999, priority: 8, prerequisite: npc_in_los: true.

Schema updated: triangle_activated added to situation enum,
npc_in_los added to prerequisites in monologue-pool.schema.json.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:05:50 +01:00
jpmschweitzer da0fd7c16c Merge remote-tracking branch 'origin/main' into client
# Conflicts:
#	CLAUDE.md
2026-03-05 08:44:05 +01:00
jpmschweitzerandClaude Opus 4.6 3e1bcd90b2 chore(docs): add git command chaining rule to CLAUDE.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 08:43:24 +01:00
jpmschweitzerandClaude Opus 4.6 fc24de6128 fix(client): test harness tile types, bug report screenshot, time_display maxf
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>
2026-03-05 08:41:18 +01:00
jpmschweitzerandClaude Opus 4.6 ac763fef97 feat(engine): live server visual tests and gauntlet snapshot replay
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>
2026-03-05 08:41:09 +01:00
jpmschweitzerandClaude Opus 4.6 2189b00c6f fix(client): move fog blur to CPU pipeline, fix GL compat bilinear on RGBA8
Replaces GPU 7×7/5×5 Gaussian blur (98 texture reads/px) with CPU-side
Gaussian blur (sigma 2.0) + 4× bilinear upscale + RGBA8 convert in
fog_state.gd. GL compatibility mode doesn't bilinear-filter R8 textures;
RGBA8 at 4× resolution resolves this. Squared exp_fade at the
explored/unexplored boundary keeps fog opaque near tile content edges,
fixing the staircase artifact. Shader now does 2 texture reads per pixel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 08:40:57 +01:00
jpmschweitzerandClaude Opus 4.6 a75d9f6c08 chore(meta): plan Sprint 24: Signal
10 tickets across server (6), client (3), copy (1).
Capstone sprint for v0.1 — everything converges on a full
playthrough from main menu through storyteller activation.

Closed stale epics: #38, #369, #455, #575, #596.
Sprint goal: wire TriangleActivated into player-visible signal,
thread character archetype through session lifecycle.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 23:42:30 +01:00
jpmschweitzerandClaude Opus 4.6 f7852b93ac chore(meta): release v0.1.23
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 23:27:06 +01:00
jpmschweitzer 69d16e1be3 Merge remote-tracking branch 'origin/visual' 2026-03-04 23:24:33 +01:00
jpmschweitzerandClaude Opus 4.6 1037ea2bf7 docs(meta): add testing preferences to CLAUDE.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 23:16:22 +01:00
jpmschweitzerandClaude Opus 4.6 895a77ae68 fix(assets): address PR #83 review — tile map corrections
Review fixes:
- Terminal: fix sightlines comment col 22 → col 28 (actual window position)
- Last Shift: fix door comment col 21 → col 22, add spatial features
  (bar counter W-stubs cols 1-2, table clusters, card table, ticker mount)
- Maintenance corridors: extend transition corridor from 26 to 40 tiles
  per D-093 spec (grid now 58x6)
- Gate ground: expand customs zone from 8 to 10 rows per D-093 spec,
  correct freight (20 tiles west) / ped (10 tiles east) layout with
  6-tile corridor between (grid now 40x34)
- Gate gallery: add staircase entrance tile (col 1 row 0 = R)
- District description: update from "Three social sites" to five locations

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 23:10:48 +01:00
jpmschweitzer f82f83ae0e Merge remote-tracking branch 'origin/maintenance'
# Conflicts:
#	.claude/skills/sprint-start/SKILL.md
2026-03-04 23:08:10 +01:00
jpmschweitzerandClaude Opus 4.6 749e16f379 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 23:01:26 +01:00
jpmschweitzerandClaude Opus 4.6 1db3677b30 chore(meta): reframe worktree boundaries as team identity
Replace worktree-centric language with team-centric framing across
CLAUDE.md and skills. Agents now identify by $WORKTREE_TEAM env var
instead of resolving git internals. This prevents agents from
following .git pointers back to the main repo and crossing boundaries.

- CLAUDE.md: rename section to "Team boundaries", reference $WORKTREE_TEAM
- sprint-start: add TEAM BOUNDARY rule to agent spawn prompt
- sprint-plan: replace "worktree-relative paths" with "relative paths only"
- pr-review: replace "worktree" with "team directory", note cross-dir
  reading is a main-team privilege only

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 23:01:13 +01:00
jpmschweitzerandClaude Opus 4.6 610dd78ff1 feat(assets): author tile maps for Sova Transit District (#582, #583)
Complete tile data for all five locations in the transit district:
- The Terminal (44x28, z=1): logistics hub with supervisor office LOS window
- The Last Shift (34x22, z=1): bar with corner booth and back room alley exit
- Maintenance Corridors (44x6, z=0): restricted storage, hatch room, transition corridor
- Gate Ground (40x32, z=1): aperture chamber, staging, customs lanes, concourse
- Gate Gallery (32x10, z=2): Commission-only observation gallery

Gate corridor split into two files (gate-ground, gate-gallery) because
the Location struct supports only one tile_bounds per file.

Updated district.yaml locations list with gate-ground and gate-gallery.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 22:47:43 +01:00
jpmschweitzerandClaude Opus 4.6 1f52f0b00d chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 22:32:07 +01:00
jpmschweitzerandClaude Opus 4.6 388df8000a fix(client): debug console review fixes — D-088 pause, settings state, response guard
- Add D-088 Overlay pause/unpause signals to DebugConsole, wire in main.gd
  so sim does not advance while typing debug commands
- Settings dialog reads live DebugConsole.is_enabled() instead of ConfigFile
  directly, preventing checkbox/state divergence
- append_response respects disabled state — no auto-open when user disabled
  console via settings
- tp command warns on invalid z value instead of silently defaulting to 0

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 22:31:52 +01:00
jpmschweitzerandClaude Opus 4.6 1feec914b7 fix(client): bump PROTOCOL_VERSION 17 → 18 to match server
Server #580 bumped to 18 for debug_response field. Client was still
at 17, causing every snapshot to be rejected — game unplayable.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 22:29:38 +01:00
jpmschweitzerandClaude Opus 4.6 e9dba609c9 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 20:33:32 +01:00
jpmschweitzerandClaude Opus 4.6 33b26c1a15 test(client): add BoundaryWall fog tests and document tile_renderer behavior (#585)
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>
2026-03-04 20:33:08 +01:00
jpmschweitzerandClaude Sonnet 4.6 475280191c fix(ui): render LOS boundary wall tiles through fog without marking explored (#585)
- 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>
2026-03-04 20:32:32 +01:00
jpmschweitzerandClaude Sonnet 4.6 c3abf32185 feat(ui): add in-game debug console with tilde toggle and command dispatch (#581)
- debug_console.gd: new ModalLayer Control — tilde key toggles bottom-40% panel,
  command history (up/down), SimBridge dispatch for all DebugCommandKind variants:
  ticks, contaminate, tp, activate, triangle, npc, triangles, pop, status, help
- debug_console.tscn: minimal scene node; UI built programmatically in _ready()
- input_mapper.gd: DEBUG_COMMAND action added to Action enum
- sim_bridge.gd: DEBUG_COMMAND → "DebugCommand" wire mapping
- protocol.gd: v18 debug_response decode (command, text, success fields)
- game_state.gd: debug_response field + apply_snapshot one-shot handling
- main.gd: @onready ref, router registration, _consume_debug_response(), settings signal
- settings_dialog.gd: debug_console_toggled signal + CheckButton toggle row (+36px height),
  reads initial state from user://settings.cfg; CheckButton state loaded from PREFS_PATH
- main.tscn: DebugConsole node on ModalLayer, load_steps 27→28

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-04 09:50:23 +01:00
jpmschweitzerandClaude Sonnet 4.6 60d2c5bb90 fix(ui): correct Sprite2D/self_modulate assertions in P2 client tests (#574)
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>
2026-03-04 09:50:08 +01:00
jpmschweitzerandClaude Sonnet 4.6 d30ab62bc0 fix(ui): clear color registry on conversation end, add speaker color tests (#573)
- 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>
2026-03-04 09:50:02 +01:00
jpmschweitzerandClaude Sonnet 4.6 974bb2b28e feat(ui): bind dialogue speaker colors to entity identity (#573)
Maintains Dict[entity_id → Color] in dialogue_box for player conversations.
On first encounter, assigns a round-robin palette color; reuses on subsequent lines.
Eliminates position-based name-hash coloring for player dialogue.

Changes:
- Add _npc_entity_colors dict, _npc_entity_id, _next_npc_color fields
- Add _assign_npc_color(entity_id) — registers palette color on first encounter
- show_dialogue: accept npc_entity_id param, register entity color
- append_line: optional speaker_entity_id/target_entity_id stored in log entries
- append_player_line: pass _npc_entity_id as target_entity_id
- append_dialogue_response: accept entity_id, register, pass to append_line
- _format_entry else branch: look up _npc_entity_colors before name-hash fallback
- main.gd: pass _last_dialogue_npc_id to show_dialogue, speaker_entity_id to append_dialogue_response

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-04 02:05:15 +01:00
jpmschweitzerandClaude Sonnet 4.6 87b5cbb6c2 fix(ui): correct entity renderer test assertions for Sprite2D and zero offsets (#574)
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>
2026-03-04 02:04:18 +01:00
jpmschweitzerandClaude Opus 4.6 ac68ec6eef fix(simulation): address PR #81 review — critical and high-priority issues
Critical fixes:
- storyteller: replace .expect() with guard + log in activation_pass (Hoshe #1)
- content/loader: validate inverted tile_bounds before iteration (Hoshe #C)
- save_io: persist ActivationState on save/load (Tyre #7)

High-priority fixes:
- storyteller: f64 intermediate for observation_time_ticks scoring (Hoshe #A)
- storyteller: deduplicate copresent entities before scoring (Hoshe #B)
- storyteller: skip activation_pass at tick 0 (Hoshe #G)
- storyteller: explicit .before(advance_tick) ordering (Tyre #9)
- save_state: insert EngagementRecord on NPC deserialize (Tyre #10)
- save_io: reset TriangleActivatedQueue + MovementHistoryBuffer on load (Tyre #8)
- debug: validate teleport target walkability (Hoshe #E)
- debug: reject SkipToContamination when tick past delay (Hoshe #F)
- debug: DebugEnabled defaults to cfg!(debug_assertions) (Hoshe #3)
- debug: log when response overwritten (Hoshe #2)
- content/loader: error on tile dimension mismatch (Hoshe #5)
- content/types: DistrictMeta.description optional (Hoshe #D)
- types: version docs updated to v18 (Tyre #1, #2, #3)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 23:40:59 +01:00
jpmschweitzerandClaude Opus 4.6 eb64f23b77 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 19:13:12 +01:00
jpmschweitzerandClaude Opus 4.6 c797a72fc2 chore(simulation): update tests and fixtures for Sprint 23
- 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>
2026-03-03 19:12:19 +01:00
jpmschweitzerandClaude Opus 4.6 c30197db0e feat(simulation): add debug console server and LOS boundary wall margin
Debug and LOS tracks for Sprint 23 (#580, #584):

- DebugCommandKind enum with 10 variants (AdvanceTicks,
  SkipToContamination, TeleportToPosition, ForceContaminationActivate,
  InspectNpc, ListTriangles, ListPopulation, GetContaminationStatus,
  TeleportToLocation, ForceTriangleActivation)
- DebugResponsePayload on ObserverSnapshot, handle_debug_commands
  system gated by DebugEnabled resource
- PROTOCOL_VERSION bumped 17 → 18
- VisibilitySector::BoundaryWall variant — 1-tile wall margin beyond
  LOS boundary included in visible_tiles (not exploration/memory)
- compute_boundary_walls() pass in NaturalVision after FOV+cone

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 19:12:08 +01:00
jpmschweitzerandClaude Opus 4.6 50f5d6c22e feat(simulation): add storyteller engagement tracking and activation pass
Storyteller chain for Sprint 23 (#570, #571, #572, #579):

- EngagementRecord component: per-NPC observation_time_ticks,
  conversation_count, monologue_trigger_count — incremented by
  perception, dialogue, and monologue systems
- MovementHistoryBuffer resource: ring buffer of player positions
  over last 3000 ticks with npcs_copresent_in_window() query
- Lifecycle rules: single activation per session, no concurrency,
  no cooldown, terminal resolution constants
- activation_pass() system: gate check, proximity query, engagement
  scoring, unentangled-NPC routing, module selection, emits
  TriangleActivatedEvent on 10-tick cadence after contamination

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 19:11:54 +01:00
jpmschweitzerandClaude Opus 4.6 7fbfc5ae65 feat(simulation): add tile-type layer, content loader, and chunk streaming
Spatial chain for Sprint 23 (#576, #577, #578):

- TileKind enum (Floor/Wall/Void/Restricted) on WalkabilityMap with
  set_tile_kind/tile_kind API, backward-compatible with existing
  is_walkable/set_walkable
- Location YAML tile format: tiles as string arrays (F/W/V/R chars),
  load_location_tiles() stamps tile data onto WalkabilityMap from
  ContentStore on production startup
- Chunk streaming system: ChunkLoadRadius + ChunkStreamingCadence
  resources, loads/unloads chunks around player position on cadence.
  v0.1 radius covers full district (no streaming stutter)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 19:11:42 +01:00
jpmschweitzerandClaude Opus 4.6 b6c255c8cb chore(meta): plan Sprint 23: Terrain
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 17:28:48 +01:00
jpmschweitzerandClaude Opus 4.6 7231b28850 chore(meta): release v0.1.22
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 17:25:31 +01:00
jpmschweitzerandClaude Opus 4.6 5aea6e283b chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:34:17 +01:00
jpmschweitzerandClaude Opus 4.6 6bcdc48412 feat(client): add visual test harness with golden regression
Gives Claude eyes: `make screenshot` captures a rendered frame,
`make test-visual` compares against golden PNGs, `make visual-update`
regenerates goldens. Built to debug the Sprint 22 fog regression and
prevent future visual regressions across fog, HUD, dialogue, and UI.

Config-driven via tests/visual.json (11 scenarios, 2 flows).
Capture engine boots main.tscn with real GPU rendering (not --headless),
waits for NoiseTexture2D async gen, uses deterministic shader time.

Components:
- visual_capture.gd: SceneTree capture engine (scenario + movie modes)
- visual_scenarios.gd: per-scenario setup hooks
- tooling/visual-diff: pixel comparator (PIL primary, struct fallback)
- tooling/visual-thumbnail: contact sheet + crop tool
- tests/run-visual: suite script (xvfb wrapping, golden workflow)
- fog_state.gd: override_time for deterministic captures
- fog_shader.gd: fog_noise_ready signal for settle sequencing

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:33:55 +01:00
jpmschweitzerandClaude Opus 4.6 8ac904fe69 fix(client): remove return statements from fog fragment shader
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>
2026-03-01 16:33:33 +01:00
jpmschweitzerandClaude Opus 4.6 6d416d144f fix(client): simplify fog shader to match D-015 — light fog only, blur exploration edge
The 5-layer fog model's deep fog sub-zone (alpha 0.55-0.70) was designed
for the old peripheral sector. After #569 removed peripheral, tiles behind
the player dropped straight to deep fog — indistinguishable from unexplored
black over dark scene tiles.

D-015 is explicit: behind = light fog overlay, art preserved, just "not
fresh." There is no deep fog sub-zone.

Changes:
- Remove dual light/deep fog alpha — all explored tiles use alpha 0.25-0.35
- Add 5x5 Gaussian blur on exploration texture to soften staircase boundary
- Use blurred exploration value for the visual transition (raw for anti-bleed)
- Remove DARK_OVERLAY constant (zone_tint handles all explored color)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 00:22:01 +01:00
jpmschweitzerandClaude Opus 4.6 95875cb92d fix(client): restore tiles variable for zone tint loop in fog_state
The merge of visual and client branches dropped the `tiles` variable
declaration. The client branch refactored bounds calculation to use
`visible_positions`, but the visual branch's zone tint loop still
iterates over `visible_tiles` for zone_id data.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 00:04:22 +01:00
jpmschweitzer 24b9a7a0cc Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
2026-02-28 23:55:42 +01:00
jpmschweitzerandClaude Opus 4.6 282dad8d50 fix(simulation): address all round 3 PR review issues
- Register StorytellerPlugin in main() and dump_schedule_graph() so
  contamination system runs in production (critical, rounds 2+3)
- Add doc comment to z_bands_connected clarifying band indices vs
  absolute z-levels (D-110)
- Add TODO on hardcoded modifications: vec![] in save_to_file
- Init ContaminationActive in minimal_world() test helper
- Replace ChaCha20Rng with SimRng in fuzzy_map tests (D-010)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:48:03 +01:00
jpmschweitzer f80b6c1aca Merge remote-tracking branch 'origin/visual'
# Conflicts:
#	CHANGELOG.md
#	client/scripts/autoloads/fog_state.gd
#	client/shaders/fog.gdshader
2026-02-28 23:43:26 +01:00
jpmschweitzerandClaude Opus 4.6 12c2d86771 fix(assets): deprecate VIS_PERIPHERAL and fix spec table label
Round 4 review: mark VIS_PERIPHERAL as deprecated (peripheral sector
removed in #569, constant retained for test compatibility). Fix spec
status table row from "peripheral sector" to "cone gradient".

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:38:29 +01:00
jpmschweitzer 150faca5d9 Merge remote-tracking branch 'origin/client' 2026-02-28 23:34:36 +01:00
jpmschweitzerandClaude Opus 4.6 2f22fbe4c1 fix(assets): purge stale 5-layer/peripheral references from fog spec
Round 3 review fixes — thorough spec cleanup:
- Remove visibility_sectors from data flow (peripheral removed in #569)
- Remove player_pos uniform (cone center implicit in visibility_tex)
- Update FogState pseudocode: remove sector step, add zone tint step
- Update lifecycle diagram to match single update_from_state() call
- Fix "5-layer fog" → "3-state fog" in Files to Create and impl notes
- Mark zone tint open question as resolved (Sprint 22, D-077)
- Document filter_nearest rationale on zone_tint_tex (D-073 hard zones)
- Note low-saturation tint is intentional per D-046 Hopper test

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:26:30 +01:00
jpmschweitzerandClaude Opus 4.6 d3217c5ae3 fix(simulation): replace f32 fields in generator with integer types
BlockPlacement.street_width_factor (f32) → street_width_bps (u16,
basis points where 10000 = 1.0×). BlockSkeleton.density (f32) →
density_pct (u8, 0–100 percentage). Eliminates latent f32
non-determinism per D-010 principle 1.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:25:02 +01:00
jpmschweitzerandClaude Opus 4.6 339f112c8f fix(simulation): fix triangle state save/load and persist contamination
Three save/load bugs fixed:
- ContaminationActive not persisted in SaveStateV1 — caused double-fire
  of contamination pressure on reload after tick 300.
- Loaded triangle entities missing ActiveSim marker — made them
  invisible to escalation and contamination systems after any load.
- Existing triangle entities not despawned before load — created
  duplicates, doubling tension escalation per tick.

Also: HashSet → BTreeSet for D-010 compliance, defensive event queue
reset on load, and three regression tests for triangle roundtrip.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:24:56 +01:00
jpmschweitzerandClaude Opus 4.6 70de959ac3 fix(simulation): correct CONTAMINATION_DELAY_TICKS from 1800 to 300
The constant was supposed to represent 30 game-minutes but the formula
was wrong (30 × 10 tps × 60s = 1800). Correct derivation: 30 minutes ×
TICKS_PER_GAME_MINUTE (10) = 300. Now uses the canonical constant
directly. Also fixes stale assertion message in integration test.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:24:47 +01:00
jpmschweitzerandClaude Opus 4.6 6fac224d55 fix(client): prevent signed overflow in world_seed generation and load
GDScript int is i64 — when randi() returns a value with bit 31 set,
left-shifting by 32 sets bit 63, producing a negative i64. MessagePack
encodes this as a negative integer, which Rust rmp_serde rejects when
deserializing as u64, causing ~50% startup failure rate.

Fix: mask bit 31 before shifting in new_game() to cap entropy at 63
bits. Also mask the sign bit in _read_seed_file() to handle save files
written before this fix.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:24:46 +01:00
jpmschweitzerandClaude Opus 4.6 a1bdab949b fix(assets): sync spec noise amplitudes and gradient radius
GLSL sample comments now say ±0.05 / ±0.075 matching the code and
spec table. Implementation notes gradient radius updated from 6-8
to 3-4 tiles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:21:10 +01:00
jpmschweitzerandClaude Opus 4.6 ded24de31b chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:13:42 +01:00
jpmschweitzerandClaude Opus 4.6 b025fe8152 chore(db): remove db/connectors backwards-compat symlink (#568)
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>
2026-02-28 22:13:26 +01:00
jpmschweitzerandClaude Opus 4.6 b9b9c923a0 fix(assets): correct gradient radius comment from 6-8 to 3-4 tiles
The 7x7 Gaussian kernel (sigma 2.0) produces a 3-4 tile radius
gradient, not 6-8 tiles. Header comment now matches the function
comment and actual math.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:12:56 +01:00
jpmschweitzerandClaude Opus 4.6 50aba3adf6 fix(client): address PR #78 review comments
- 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>
2026-02-28 22:11:17 +01:00
jpmschweitzerandClaude Opus 4.6 552c90a264 fix(assets): review fixes — spec alpha ranges and noise symmetry
Sync fog-shader-spec.md with actual shader values after #563 tuning:
light fog 0.25-0.35 (was 0.26-0.34), deep fog 0.55-0.70 (was 0.54-0.70).
Pseudocode now uses symmetric noise remapping (noise*2-1)*amp to match
the shader. Added first-call guard comment on _tint_bytes in fog_state.gd.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 20:04:10 +01:00
jpmschweitzerandClaude Opus 4.6 d867cf1e3b chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 16:35:24 +01:00
jpmschweitzerandClaude Opus 4.6 3cd3a998c0 test(simulation): add fuzzy tests for procedural map generation (#509)
50-seed randomized testing against 4 structural invariants:
walkable connectivity (BFS), entity bounds, door adjacency,
and minimum tile count floor. Includes generator module for
test-scoped procedural map creation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 16:34:58 +01:00
jpmschweitzerandClaude Opus 4.6 b126e1830d feat(simulation): add contamination activation mechanic (#254)
Timer-based storyteller system fires after 1800 ticks (30 game-min).
Sets ContaminationActive resource, applies tension delta to all
ActiveFork triangles, and emits ContaminationEvent for downstream
monologue/behavioral hooks. Q-017 fallback constants in place.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 16:34:47 +01:00
jpmschweitzerandClaude Opus 4.6 42febf4059 feat(simulation): wire NPC pool generation and authored triangle instantiation (#176, #188)
Production startup now spawns 23 Sova NPCs with EntanglementTag
(Flat/Intrigue) based on triangle_membership. Three-phase spawn:
entity creation, cross-reference resolution, and authored triangle
instantiation. Five triangles (3 ActiveFork, 2 PassiveTension per
D-087) with deterministic IDs via FNV-1a hashing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 16:34:36 +01:00
jpmschweitzerandClaude Opus 4.6 daae3dd6ab feat(simulation): add Zone Gate gauntlet room and zone crossing detection (#512)
New test_world room with two zones (Terminal/Corridor) separated by
a door. Adds ZoneCrossEventQueue resource and detect_zone_crossings
system to fire events when the player crosses zone boundaries.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 16:34:21 +01:00
jpmschweitzerandClaude Opus 4.6 61eb40fcab feat(simulation): add modifications data model stub (#567, D-112)
DLC entry point for future player construction system. Adds
Modification struct, ModificationType enum, and Modifications
component. Wired into SaveStateV1 with #[serde(default)] for
forward-compatible save format.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 16:34:08 +01:00
jpmschweitzerandClaude Opus 4.6 b89c4d5c9d chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:26:58 +01:00
jpmschweitzerandClaude Opus 4.6 d591f44b35 feat(simulation): add world_seed IPC and EntanglementConfig (#175, #178)
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>
2026-02-28 14:26:31 +01:00
jpmschweitzerandClaude Opus 4.6 ebc87d8e74 fix(client): fix fog system — blocky edges and zero explored visibility (#569)
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>
2026-02-28 14:26:13 +01:00
jpmschweitzerandClaude Opus 4.6 04c2eb362a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:12:16 +01:00
jpmschweitzerandClaude Opus 4.6 dddfceeb5a fix(assets): tune fog shader alpha and add zone temperature tint per D-059
Ticket #563. Light fog alpha tuned to 0.25-0.35 range (was 0.25-0.55),
deep fog alpha set to 0.55-0.70 with zone temperature tint from
zone_tint_tex (bar=warm #2a1f15, hub=cool #1a1f2e, corridor=neutral
#1a1a1a). Two Perlin noise cycles: 8-10s light, 15-20s deep.
Zone tint texture now populated per-tile from server zone_id in
fog_state.gd with preservation across texture resizes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:11:56 +01:00
jpmschweitzerandClaude Opus 4.6 073c5a317c chore(db): update database backup after planning merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 13:50:43 +01:00
jpmschweitzerandClaude Opus 4.6 f63691069c docs(docs): split questions.md into per-domain files
Mirror the D-record pattern: questions.md becomes an index,
full question content moves to questions-architecture.md,
questions-perception.md, questions-content.md, questions-scope.md.

Also incorporates final Sprint 22 team findings into Q-053/Q-054:
- Q-053: transit map as incidental discovery surface, confidence
  signal, boards as entitlement map (Paula round 3)
- Q-054: stateless DiagramData renderer architecture, annotation
  event model (Gestalt round 3)

Corrects question counts: 16 resolved, 4 partially resolved,
34 open (previously undercounted).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 13:25:22 +01:00
jpmschweitzerandClaude Opus 4.6 9b8569a03a docs(docs): Sprint 22 planning — Q-052/Q-053/Q-054, D-108 amendment
- Q-052: Storyteller hint delivery — parallel diegetic channel model
  with 8 ranked channels, scaling properties, signal pollution gating
- Q-053: Insert workspace boards — design philosophy and information
  architecture (general-purpose communication layer, not mechanic)
- Q-054: Insert workspace board — rendering primitive data contract
  with 6 open technical questions
- D-108: Amended with MobileChunk Idle state note and D-111 cross-ref
- Ticket #162 scoped for Sprint 23 (storyteller module activation)
- Ticket #566 done (D-108 documentation update)
- Tickets #570-572 created (EngagementRecord, MovementHistoryBuffer,
  triangle lifecycle rules)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 13:15:32 +01:00
jpmschweitzerandClaude Opus 4.6 1ead61ce99 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:20:21 +01:00
jpmschweitzerandClaude Opus 4.6 a862426f84 docs(docs): add Sprint 22 briefings and track Godot auto-generated files
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>
2026-02-28 12:20:02 +01:00
jpmschweitzerandClaude Opus 4.6 d4f81e9373 docs(docs): update D-015/D-017 for simplified cone model, add Q-051
Update perception decisions to reflect the forward-only 120° cone
(no peripheral sector). Add Q-051: speech bubble indicator over
speaking NPCs for dialogue attribution.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:19:48 +01:00
jpmschweitzerandClaude Opus 4.6 1edc8bb1ec refactor(client): simplify fog shader to 3-layer model
Reduce from 5-layer to 3-layer fog: clear (forward cone), explored
(light overlay preserving art), and unexplored (solid near-black).
Remove peripheral sector handling from fog_state.gd.

Also preserve exploration data across texture resizes — previously,
resizing the fog texture lost all explored-tile state, causing tiles
behind the player to render as unexplored black instead of light fog.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:19:44 +01:00
jpmschweitzerandClaude Opus 4.6 2016e9a725 refactor(simulation): simplify vision cone to forward-only 120° arc
Remove the peripheral sector (100° half-angle, reduced range) and blind
spot classification. The server now sends only tiles within the 120°
forward cone; the client renders previously-explored tiles behind the
player with a light fog overlay instead.

This eliminates complexity in both the cone classifier and the snapshot
protocol while preserving the core information asymmetry — you still
can't see behind you, and the monologue system (D-016) still bridges
the perceptual gap.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:19:38 +01:00
jpmschweitzerandClaude Opus 4.6 0bb38dd3d9 chore(db): update database backup after planning merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:18:47 +01:00
jpmschweitzer 72fb8ff987 Merge remote-tracking branch 'origin/planning' 2026-02-28 12:18:37 +01:00
jpmschweitzerandClaude Opus 4.6 a69e69e663 feat(perception): ground vision cone in human sensory physiology
- Visible half-angle 150° → 100° (200° arc), matching average human
  binocular field. Blind spot widens from 60° to 160° — genuine
  vulnerability behind the character.
- Forward half-angle stays at 60° (120° arc) — binocular overlap zone.
- Peripheral zone represents combined sensory awareness: visual
  periphery + subconscious sound/motion tracking, not just eyes.
- Per-character VisionConeConfig allows implants and perception modes
  (D-017) to widen beyond the unaugmented baseline.
- Fog shader: smooth back-edge gradient via smoothstep blend between
  Layer 2 (peripheral) and Layer 3 (deep fog), eliminating blocky
  stair-stepped tiles at the rear of the vision cone.
- D-015 updated with physiological basis and per-character config.
- D-017 updated with vision cone modification by perception modes.
- D-020 updated with protocol versioning policy: PROTOCOL_VERSION
  gates wire format, not gameplay parameters.
- DB backup after sprint 21 close.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 22:31:29 +01:00
jpmschweitzer dd0de2ff04 Merge remote-tracking branch 'origin/visual' 2026-02-27 21:50:36 +01:00
jpmschweitzerandClaude Opus 4.6 e28be513cd fix(assets): review fixes — fog noise speed and kernel UV clamping
Deep fog noise scroll speed 0.045/0.03 → 0.06/0.045 to match D-059
15-20s breathing cycle spec. Clamp sample_visibility() UV coordinates
to [0,1] to prevent sticky gradient at map edges.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 21:48:39 +01:00
jpmschweitzerandClaude Opus 4.6 93c9d2dcb4 fix(client): bump protocol version to 17 after server merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 21:36:32 +01:00
jpmschweitzerandClaude Opus 4.6 df1d9c8990 fix(assets): add Gaussian blur to fog visibility for soft cone edge
The visibility texture has binary per-tile values (0/180/255) — bilinear
filtering alone only smooths ~1 tile, producing hard stair-stepped edges
at the LOS boundary instead of the 6-8 sim tile gradient D-059 specifies.

Add sample_visibility() with 7x7 Gaussian kernel (sigma 2.0) that
spreads the LOS boundary into a 3-4 tile radius gradient. Lower
PERIPHERAL_LOW from 0.55 to 0.08 so gradient tiles enter the peripheral
fog branch. Fix Layer 1/2 alpha discontinuity at CLEAR_THRESHOLD.
Guard against gradient bleed into unexplored tiles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 19:40:49 +01:00
jpmschweitzerandClaude Opus 4.6 8934a8201d fix(assets): tune fog shader alpha and clean cone edge per D-059
Layer 2 (peripheral): reduce peak alpha 0.55→0.38, noise 0.1→0.05,
taper noise to zero near clear boundary for a clean gradient edge.
Layer 3 (deep fog): reduce alpha range 0.78-0.90→0.62-0.76 so zone
temperature tint breathes through. Layer 5 unchanged (alpha 1.0).

Ticket: #564

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 19:33:47 +01:00
jpmschweitzer bb91b0acf0 Merge remote-tracking branch 'origin/main' into visual
# Conflicts:
#	docs/design/wireframes/menus/v01-save-load.png
2026-02-27 19:29:17 +01:00
jpmschweitzer d170362d1f Merge remote-tracking branch 'origin/server' 2026-02-27 19:24:42 +01:00
jpmschweitzerandClaude Opus 4.6 dd00a9cd9e fix(simulation): address PR #75 review — vision components, triangle validation, FNV-1a, KG gating
1. CRITICAL: spawn_template_npcs now inserts NpcVisionState, NpcMemory,
   PlayerAwareness on template-spawned NPCs — matches spawn_npc() pattern
   from PR #66. Without these, template NPCs were invisible to vision and
   awareness systems.

2. WARNING: generate_intra_template_triangles now calls validate_triangle_def
   before generating TriangleState — mirrors cross-template path. Updates
   test TriangleDefs and logistics-hub.yaml to pass all three quality checks
   (conflict viability, relationship coherence, interest divergence).

3. WARNING: state_hash in compute_observer_snapshot now uses FNV-1a instead
   of DefaultHasher — consistent with D-010 principle 4 and the pattern in
   TemplateId/TriangleId. Updates golden file for new hash value.

4. WARNING: TriangleCrisisEventWire.role_assignments now filtered against
   observer KnowledgeGraph — unknown NPCs redacted from wire event per
   D-010 principle 2 (information boundaries).

5. WARNING: ActiveTemplateInstances::insert now despawns previous instance
   entities before overwriting — prevents orphaned ECS entities.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 19:02:43 +01:00
jpmschweitzer b47d53f6e5 Merge remote-tracking branch 'origin/ci' 2026-02-27 18:57:06 +01:00
jpmschweitzerandClaude Opus 4.6 394742ee98 fix(ci): add missing db/connectors/audio-batch permission
Parity fix from PR #74 re-review round 2: legacy permission block
was missing audio-batch entry that exists in the tooling/db/ block.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 18:54:21 +01:00
jpmschweitzerandClaude Opus 4.6 64bf4ec539 fix(client): address PR #73 review — race conditions and defensive guards (#257)
- 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>
2026-02-27 18:06:16 +01:00
jpmschweitzerandClaude Opus 4.6 88fc6c30dc feat(simulation): template instantiation engine — load, spawn, lifecycle (#161)
Add content::instantiation module with:
- instantiate_template(): validates FullTemplateDef, calls
  spawn_template_npcs, generates TriangleState entities with ActiveSim,
  registers in ActiveTemplateInstances resource
- unload_template(): despawns all NPC + triangle entities, removes
  from tracking
- load_template_from_file(): YAML → FullTemplateDef deserialization
- ActiveTemplateInstances: BTreeMap-backed resource (D-010 determinism)

Integration tests: end-to-end logistics-hub.yaml instantiation (4 NPCs,
2 TriangleStates), lifecycle (instantiate → unload → clean), determinism
(same seed = same layout), error path (missing file).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:59:49 +01:00
jpmschweitzerandClaude Opus 4.6 b6340f9663 fix(simulation): clean up warnings in spawn and template modules (#166)
Remove duplicate #[test] attribute, unused TemplateId import, and dead
spawn_escalation_npc helper function (no longer referenced after #250
refactor).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:59:38 +01:00
jpmschweitzerandClaude Opus 4.6 ccff595101 fix(ci): address PR #74 review comments
Add missing db/connectors/decision permission in settings.json and
update DEVOPS.md layout table to reflect connector move. Filed #568
for Sprint 22 symlink removal.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:51:09 +01:00
jpmschweitzerandClaude Opus 4.6 ace5cb811f wip(simulation): template-to-instance mapping — spawn_template_npcs (#166)
Add spawn_template_npcs: three-phase template instantiation (spawn NPCs
per role slot, wire intra-template relationships, record cross-template
references in TemplateReferenceMap). Partially complete — needs
validation pass, error handling, and integration with content loading
pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:46:47 +01:00
jpmschweitzerandClaude Opus 4.6 6f39df884c feat(simulation): tier 2 template definition format — FullTemplateDef with tests (#159)
Add FullTemplateDef integration tests: round-trip YAML serialization,
space spec validation, routine schedule, sightline zones, dialogue pool
refs, cross-template link specs, and logistics-hub template fixture.
Tests cover the full social site template document structure per D-023,
D-024, D-025, D-028.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:46:37 +01:00
jpmschweitzerandClaude Opus 4.6 d31ac1cc70 feat(simulation): error handling and recovery — panic supervision, state hash, structured errors (#85)
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>
2026-02-27 17:46:27 +01:00
jpmschweitzerandClaude Opus 4.6 c2cae1f618 fix(simulation): register interaction systems and persist door state (#246)
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>
2026-02-27 17:46:15 +01:00
jpmschweitzerandClaude Sonnet 4.6 b6a9b78205 feat(simulation): basic environmental interaction — doors, examine, terminals (#246)
- 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>
2026-02-27 11:11:45 +01:00
jpmschweitzerandClaude Sonnet 4.6 c4e09bff77 feat(simulation): implement triangle validation and cross-template generation (#108, #109)
- 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>
2026-02-27 11:11:31 +01:00
jpmschweitzerandClaude Opus 4.6 0ab81961dc chore(meta): sync Cargo.lock version after main merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:09:39 +01:00
jpmschweitzerandClaude Opus 4.6 2893366a6f chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:08:35 +01:00
jpmschweitzerandClaude Opus 4.6 bc226d8baf chore(db): move db/connectors/ to tooling/db/ (#274)
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>
2026-02-27 11:08:00 +01:00
jpmschweitzerandClaude Opus 4.6 a44a1081bc docs(docs): record D-110–D-112 — z-level addressing, subterranean architecture, no instancing
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>
2026-02-27 11:07:13 +01:00
jpmschweitzerandClaude Opus 4.6 c797869503 feat(client): add save/load game flow and move debug_overlay (#257, #561)
#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>
2026-02-27 11:07:10 +01:00
jpmschweitzerandClaude Opus 4.6 93e050f3bf chore(db): backup database after sprint 21 merges
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 10:46:44 +01:00
jpmschweitzer d8497962c6 Merge branch 'planning' 2026-02-27 10:46:33 +01:00
jpmschweitzer c69290e7a0 Merge branch 'maintenance' 2026-02-27 10:46:15 +01:00
jpmschweitzerandClaude Opus 4.6 2f2f8eb06d docs(docs): file D-096–D-109 and Q-045–Q-050 from generator workshop
14 confirmed decisions filed across architecture.md (10) and content.md (4).
6 open questions filed in questions.md (Q-046 resolved immediately by D-108).
README.md index updated.

Key decisions: DistrictLayoutMode (D-096), guarantee tier system (D-097),
MobileChunk spec (D-108), DamageOverlay prohibition (D-109), WorldTier
enum with corrected constraint ceilings, heritage grammar overlay (D-104).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 10:40:15 +01:00
jpmschweitzerandClaude Opus 4.6 bfbe0d1b44 docs(docs): generator architecture workshop — 5 rounds, 14 D-records
Complete workshop output for ticket #562. Establishes the procedural
generator pipeline architecture for the 300-world model: two-phase
generation (DistrictSkeleton + ChunkData), three-layer model
(generator/simulation/delta), spatial hierarchy, MobileChunk spec,
guarantee tier system, heritage grammar overlay, and damage overlay.

Participants: Gestalt, Tyre, Miri, Araminta, Nigel, Ozzie.
Rounds 1-4 (design) + Round 5 (review/corrections).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 10:40:02 +01:00
jpmschweitzerandClaude Opus 4.6 9332447c33 chore(sprints): add sprint 21 "Instantiate" briefings
12 tickets across 5 teams: server (7), client (2), visual (1),
ci (1), planning (1). Template instantiation pipeline, cross-template
triangles, save/load flow, fog shader tuning, generator workshop.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 19:31:45 +01:00
jpmschweitzerandClaude Opus 4.6 9b6a3576a2 fix(meta): update paths after projects dir relocation
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>
2026-02-26 18:49:24 +01:00
jpmschweitzerandClaude Opus 4.6 be72cccb2a fix(client): bump protocol version to 16
Match server v16 protocol (triangle crisis events on ObserverSnapshot).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 23:53:37 +01:00
jpmschweitzerandClaude Opus 4.6 615c3a9c17 chore(meta): release v0.1.20
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 23:52:38 +01:00
jpmschweitzerandClaude Opus 4.6 c8a0f1b327 chore(db): backup database after sprint 20 merges
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 23:51:51 +01:00
jpmschweitzer 3c634a937d Merge remote-tracking branch 'origin/server' 2026-02-25 23:50:56 +01:00
jpmschweitzerandClaude Opus 4.6 4ef1157b79 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 23:35:35 +01:00
jpmschweitzerandClaude Opus 4.6 d808d95659 refactor(simulation): address PR #72 review suggestions
- 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>
2026-02-25 23:35:23 +01:00
jpmschweitzerandClaude Opus 4.6 3a555a2eeb fix(simulation): validate dangling with_role in TriangleDef constraints
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>
2026-02-25 22:48:23 +01:00
jpmschweitzerandClaude Opus 4.6 1ea3d9c724 fix(simulation): persist TriangleState in SaveStateV1
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>
2026-02-25 22:48:18 +01:00
jpmschweitzerandClaude Opus 4.6 9bc5925220 fix(simulation): wire triangle crisis event queue into observer snapshot
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>
2026-02-25 22:48:11 +01:00
jpmschweitzerandClaude Opus 4.6 d34fc970a7 feat(simulation): add triangle escalation integration tests
16 tests covering escalation timing, crisis event emission,
resolve command, D-087 seed-dependent timing, D-089 no-cascade,
and edge cases (dormant skip, saturation, idempotent resolve).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 22:34:27 +01:00
jpmschweitzerandClaude Opus 4.6 918dffc643 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 22:34:05 +01:00
jpmschweitzerandClaude Opus 4.6 89158f2f2a chore(simulation): regenerate msgpack fixtures for protocol v16
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>
2026-02-25 22:33:32 +01:00
jpmschweitzerandClaude Opus 4.6 c436ae905f feat(simulation): wire triangle escalation and crisis events into protocol
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>
2026-02-25 22:33:21 +01:00
jpmschweitzerandClaude Opus 4.6 9eaca0b5a4 feat(simulation): persist template ownership and references in save state
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>
2026-02-25 22:33:13 +01:00
jpmschweitzerandClaude Opus 4.6 0e8ac56fc1 feat(simulation): add social site template schema types
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>
2026-02-25 22:33:06 +01:00
jpmschweitzerandClaude Opus 4.6 98100da0d0 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 22:00:23 +01:00
jpmschweitzerandClaude Opus 4.6 de136fc1a5 refactor(client): unify duplicate YAML parsers into YamlParser (#560)
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>
2026-02-25 22:00:05 +01:00
jpmschweitzerandClaude Opus 4.6 964bb9c459 refactor(client): extract SnapshotEventRouter from main.gd (#559)
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>
2026-02-25 21:59:56 +01:00
jpmschweitzerandClaude Opus 4.6 6f9c97ca03 refactor(client): decouple dialogue_box from GameState and AudioManager (#558)
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>
2026-02-25 21:59:47 +01:00
jpmschweitzerandClaude Opus 4.6 c8de1a0629 refactor(client): make stationary_ticks and zone_id server-authoritative (#557)
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>
2026-02-25 21:59:38 +01:00
jpmschweitzerandClaude Opus 4.6 95a9b349a0 docs(docs): add district topology diagram
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>
2026-02-25 21:08:34 +01:00
jpmschweitzerandClaude Opus 4.6 e4a3e0ce60 docs(docs): add gate cluster spatial layout
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>
2026-02-25 21:08:22 +01:00
jpmschweitzerandClaude Opus 4.6 33e0c51218 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 19:09:11 +01:00
jpmschweitzerandClaude Opus 4.6 1b5825cf39 docs(docs): add generator architecture workshop brief
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>
2026-02-25 19:08:40 +01:00
jpmschweitzerandClaude Opus 4.6 5c029cf6ea docs(docs): update sova station profile for horizon station lore
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>
2026-02-25 19:08:35 +01:00
jpmschweitzerandClaude Opus 4.6 98d28b5a54 docs(discussions): archive workshop #153 station district layout
Three-round workshop producing D-093 (Sova Transit District spatial
layout), D-094 (chunk/block/district hierarchy), D-095 (horizon
stations and transport lore). Resolves Q-040, Q-041, Q-043, Q-044;
partially resolves Q-042. Establishes spatial hierarchy as
architectural precedent for Q-036 generator.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 19:08:29 +01:00
jpmschweitzerandClaude Opus 4.6 81b64b3cf7 chore(db): backup database after Sprint 19 close
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 16:58:41 +01:00
jpmschweitzer 7d501c2c58 Merge remote-tracking branch 'origin/planning'
# Conflicts:
#	CHANGELOG.md
2026-02-25 16:58:30 +01:00
jpmschweitzerandClaude Opus 4.6 32bf807308 chore(meta): release v0.1.19
Sprint 19: Persist — save/load, tier eviction/scope, test infra,
protocol handshake, IPC fixtures/benchmark. 15 tickets complete.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 16:56:32 +01:00
jpmschweitzer 30a5311f24 Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-25 16:54:29 +01:00
jpmschweitzerandClaude Opus 4.6 d676a8f41e chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 16:52:29 +01:00
jpmschweitzerandClaude Opus 4.6 6bf7d342f3 chore(skills): add planning team ticket type to sprint-plan
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>
2026-02-25 16:52:16 +01:00
jpmschweitzerandClaude Opus 4.6 2175349c56 docs(sprints): add sprint 20 "Shape" briefings
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>
2026-02-25 16:52:11 +01:00
jpmschweitzerandClaude Opus 4.6 3725a3df5e fix(client): address PR #70 review — event leak, quit flush, notification color
- 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>
2026-02-25 15:43:53 +01:00
jpmschweitzerandClaude Opus 4.6 e1ea07e746 feat(client): save/load client UI — F5/F6 quicksave/quickload (#554)
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>
2026-02-25 13:15:05 +01:00
jpmschweitzerandClaude Opus 4.6 704415fa99 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 13:11:33 +01:00
jpmschweitzerandClaude Opus 4.6 af3398ea34 fix(ci): address PR #69 review — stale comments, dead CLI flags
- gen_fixtures.rs: version comments now say PROTOCOL_VERSION instead
  of hardcoded 14, so they stay correct across bumps
- run-ipc-benchmark: remove --iterations flag that was parsed but
  never forwarded to the Rust test (compile-time constant governs)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 13:10:23 +01:00
jpmschweitzer a0ed10468b Merge remote-tracking branch 'origin/ci' 2026-02-25 13:09:47 +01:00
jpmschweitzerandClaude Opus 4.6 51bad2e606 fix(client): bump protocol version to 15
Server bumped to v15 in Sprint 19 (save_result field) but client
constant was never updated. Fixes cross-language fixture test failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 13:08:45 +01:00
jpmschweitzer cf4919913e Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-25 13:07:00 +01:00
jpmschweitzer e51650ec74 Merge origin/main into client (resolve CHANGELOG conflict) 2026-02-25 13:04:01 +01:00
jpmschweitzerandClaude Opus 4.6 fcd2fd3cf7 fix(skills): pr-review must run from main worktree, no workarounds
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 13:02:02 +01:00
jpmschweitzerandClaude Opus 4.6 b6c4ecb302 feat(ci): protocol version handshake client + IPC benchmark (#556, #342)
#556: HANDSHAKING state in sim_bridge.gd — decodes first framed message
as HandshakeMessage, validates vs Protocol.PROTOCOL_VERSION, 5s timeout,
handshake_complete/handshake_failed signals.

#342: IPC benchmark now reads and validates HandshakeMessage before
starting the timing loop.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:57:59 +01:00
jpmschweitzerandClaude Opus 4.6 e7f1e80307 fix(client): POI category key mismatch — use poi_category from wire format
protocol.gd decoded server's poi_category as "category", minimap.gd
read "category" — both now use "poi_category" matching the wire format.
Protocol falls back to "category" for older server snapshots.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:57:29 +01:00
jpmschweitzerandClaude Opus 4.6 16e1cc3a09 chore(skills): tighten sprint agent spawn rules
Add 5 new rules to the agent spawn prompt: read-before-write,
verify-after-write, no-partial-work, message-when-blocked, and
backward-compatibility. Adds verification checklist before marking
tasks done. Addresses recurring issues with agents skipping call
site updates, leaving partial implementations, and not escalating
blockers.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:56:47 +01:00
jpmschweitzerandClaude Opus 4.6 ab654c8865 test(client): add sprint 18 test suites for examine display and minimap
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:52:04 +01:00
jpmschweitzer 1bd528e521 Merge remote-tracking branch 'origin/main' into ci
# Conflicts:
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_0.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_127.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b31m1.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b32.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_32767.msgpack
#	client/tests/fixtures/msgpack/snapshot_empty.msgpack
#	client/tests/fixtures/msgpack/snapshot_multi_entity.msgpack
#	client/tests/fixtures/msgpack/snapshot_one_npc.msgpack
#	client/tests/fixtures/msgpack/snapshot_player.msgpack
#	client/tests/fixtures/msgpack/snapshot_v2_full.msgpack
#	server/src/perception/observer/mod.rs
2026-02-25 12:51:41 +01:00
jpmschweitzerandClaude Opus 4.6 83a244fc2c fix(client): address PR #67 round 2 — broken tests, BBCode escape, expiry loop
- Add missing _test_input_queue proxy to SimBridge (26 call sites across
  6 test files broken by TestHarness extraction)
- Parent quit dialog to SceneTree root instead of caller node to prevent
  orphaned reference if caller freed before user responds
- Remove deprecated rng.randomize() call (Godot 4 auto-seeds)
- Clear debug overlay state (_npc_paths, tick timing) on session change
  via new GameState.game_id_changed signal to prevent entity ID collisions
- Update settings_dialog quit_to_menu() call site (no-arg signature)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:47 +01:00
jpmschweitzerandClaude Opus 4.6 01b354569b chore(config): allowlist cargo and test runner commands in settings
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:32 +01:00
jpmschweitzerandClaude Opus 4.6 81ec337e4d feat(ci): IPC round-trip timing benchmark scaffold (#342)
Benchmark test in ipc_bench.rs: warmup + 100 rounds, p50/p95/p99 latency
reporting, 5ms threshold. Handshake step stubbed pending #555/#556.
Invoked via tests/run-ipc-benchmark.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:25 +01:00
jpmschweitzerandClaude Opus 4.6 732b5f3adc fix(simulation): resolve duplicate examine_result field and regenerate fixtures
Removed duplicate examine_result from ObserverSnapshot (old ExamineResultEvent
superseded by ExamineResultWire). Fixed serde_default test version assertion.
Regenerated golden file and all fixture .msgpack files. 1070 Rust tests passing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:17 +01:00
jpmschweitzerandClaude Opus 4.6 7d5fdc82b6 feat(ci): IPC serialization fixture files and cross-language tests (#271)
Five new .msgpack fixtures: snapshot_minimal, snapshot_full,
player_input_move, player_input_interact, malformed. Rust generator in
gen_fixtures.rs, 7 Rust validation tests in serialization.rs, GDScript
cross-language test in test_ipc_fixtures.gd (22 assertions).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:07 +01:00
jpmschweitzerandClaude Opus 4.6 4f21465dbf feat(ci): test runner scripts and Makefile integration (#270)
Six test runner scripts at tests/: run-rust, run-godot, run-ipc-fixtures,
run-ipc-protocol, run-ipc-integration, run-all. Plus run-ipc-benchmark
for Layer 3 timing. All produce structured JSON stdout, support --filter,
and exit 0/non-zero. Makefile targets updated to delegate to scripts.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:47:58 +01:00
jpmschweitzerandClaude Opus 4.6 2493e2b0b5 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:47:43 +01:00
jpmschweitzerandClaude Opus 4.6 fdad0958b3 docs(workshops): add outcomes files for 5 completed workshops
Closes content-gap-analysis, KG-information-boundaries,
v01-content-scoping, v01-gap-analysis, and wiki-review workshops
with formal outcomes recording decisions produced, tickets created,
and open questions carried forward.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:45:59 +01:00
jpmschweitzer e9ca3cadf0 Merge remote-tracking branch 'origin/server' 2026-02-25 12:45:24 +01:00
jpmschweitzerandClaude Opus 4.6 23fbfdbfc5 fix(simulation): PR #68 review — version bump, tracing warns, test coverage
- Bump PROTOCOL_VERSION 14 → 15 for save_result field addition
- Add tracing::warn on SaveLoadPending command overwrite (double-tap F5)
- Add tracing::warn on KnowledgeGraph::new() fallback during save
- Fix misleading WouldBlock comment in tcp.rs
- Document SimSpacePressure.active_count pre-eviction timing
- Document entity-based eviction tie-breaking non-determinism
- Add ScopePinned eviction survival regression test
- Regenerate msgpack fixtures for protocol v15

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:32:35 +01:00
jpmschweitzerandClaude Opus 4.6 c4f210a2f6 refactor(client): extract test simulation from SimBridge to TestHarness
Moves ~300 lines of test simulation logic (Bresenham LOS, collision,
procedural room generation, movement physics, dialogue triggers) from
the production sim_bridge.gd autoload into a dedicated TestHarness
class at scripts/protocol/test_harness.gd. Enforces D-020 information
boundary — no game logic in the production client.

SimBridge retains thin proxy properties and methods for backward
compatibility with 13+ test files (zero test changes needed).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:23:36 +01:00
jpmschweitzerandClaude Opus 4.6 f874979ff9 docs(decisions): file 6 D-records and 10 Q-records from workshop backlog
D-087 through D-092: v0.1 triangle config, 3-state pause, self-contained
forks, PC voice registers, complicity as theme, anchor line requirement.
Q-030 through Q-039: long-term strategy questions from wiki-review R4
(seed schema, generator pipeline, Sacred/Profane, 300-world estimates).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:18:53 +01:00
jpmschweitzer 17a9197b65 Merge remote-tracking branch 'origin/main' into server
# Conflicts:
#	CHANGELOG.md
2026-02-25 12:14:02 +01:00
jpmschweitzerandClaude Opus 4.6 740e97b75d chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:13:23 +01:00
jpmschweitzerandClaude Opus 4.6 6ed8d11502 feat(simulation): Sprint 19 — 7 server systems
Protocol handshake (#555): HandshakeMessage as first IPC frame,
HandshakeState resource, forward-compatible input handling.

State serialization (#96): serialize_npc_to_frozen/deserialize with
full D-024 axis coverage (10 new optional fields on NpcSaveState).

Scope tags (#98): ScopeTagKind enum, ScopePinned marker, automatic
assignment from KnowledgeGraph and RelationshipGraph.

Timestamp eviction (#97): LastInteractionTick, SimSpacePressure,
BinaryHeap LRU eviction respecting ScopePinned entities.

Save/load (#553): save_to_file/load_from_file via MessagePack,
SaveGame/LoadGame IPC commands, SaveLoadResultWire on snapshot.

Test infrastructure (#200): Layer 3 integration test entry point,
three-layer architecture documented per D-030.

Information boundary tests (#272): 4 negative tests proving no
passive KG leakage, LOS fog holds, tier boundary holds, save
isolation per NPC.

1063 tests passing, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:13:03 +01:00
jpmschweitzerandClaude Opus 4.6 5d1d0d000c fix(client): address PR #67 review — error propagation, test cleanup
SessionManager.new_game() now returns "" on dir creation failure
instead of proceeding with a broken game-id. Main menu guards
against empty return. Test suite tracks and cleans up created
save directories in after_test().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:08:48 +01:00
jpmschweitzerandClaude Opus 4.6 1d996d7ed3 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:55:43 +01:00
jpmschweitzerandClaude Opus 4.6 d5ecd9cba8 docs(workshops): add character creation & game setup workshop brief
Resolves Q-011 (character selection). Covers: creation model (fixed/
generated/custom), seed boundary table, gate activation, quest seeding,
game condition toggles. Reference games: DF, RimWorld, Sims, Disco
Elysium, Obra Dinn, Pentiment. 5 rounds, 6 participants.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:55:21 +01:00
jpmschweitzerandClaude Opus 4.6 cafa892b1e chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:46:07 +01:00
jpmschweitzerandClaude Opus 4.6 1d2a1fb77d feat(ui): debug visualization overlay (#348)
F3-toggled dev overlay: LOS rays, vision cone arcs, NPC path trails,
knowledge confidence tags, tick timing sparkline. Guarded by
OS.is_debug_build() for export builds.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:45:51 +01:00
jpmschweitzerandClaude Opus 4.6 ef135830f2 feat(client): game session management (#258, D-085)
Per-game save directories under user://saves/<timestamp>-<seed>/.
SessionManager autoload handles new_game(), resume_game(), quit flow.
Main menu scene with New Game / Continue / Quit buttons. Game-id
passed to server subprocess via --game-id flag.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:45:46 +01:00
jpmschweitzerandClaude Opus 4.6 a7541aa27b test(client): scene testing utilities and GameState tests (#206)
SceneHelper class for gdUnit4: load scenes into test tree with
assert_node_exists, assert_signal_emitted, get_node_at helpers.
14 tests for GameState.apply_snapshot() covering v2+ fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:45:39 +01:00
jpmschweitzerandClaude Opus 4.6 372949508e feat(client): gdUnit4 CI runner script (#205)
Headless test runner that delegates to GdUnitTestCIRunner for CI
integration. Exit code 0 = all pass, non-zero = failures per D-030.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:45:34 +01:00
jpmschweitzerandClaude Opus 4.6 0dd33690f7 docs(sprints): add Sprint 19: Persist briefings
Server (7), client (5), CI (4) briefings plus joint integration plan.
Save/load with D-085 per-game dirs, tier eviction/scope, test infra.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:29:41 +01:00
jpmschweitzerandClaude Opus 4.6 75e821ccd7 chore(config): gitignore agent-memory scratch files
Session-specific working notes that are context-brittle and would
create noise across branches.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:15:42 +01:00
jpmschweitzerandClaude Opus 4.6 511fdfef46 docs(wireframes): update save/load wireframe for D-085 per-game grouping
LOAD tab now shows games grouped by directory with expand/collapse.
QUICKSAVE slot distinct from AUTOSAVE. F5/F6 keybind hints in footer.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:10:01 +01:00
jpmschweitzerandClaude Opus 4.6 0cf4dcc3f9 feat(db): decision ID claim system — prevent cross-worktree collisions
- `db/connectors/decision next [D|Q|R]` — show next available ID
- `db/connectors/decision claim <prefix> <domain> [title]` — reserve ID in DB
- `db/connectors/decision check-dupes` — detect duplicate IDs in markdown
- `tooling/check-decision-ids` — pre-commit hook for dupe detection
- D-035 added as known exception (139 files, too embedded to renumber)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 10:51:46 +01:00
jpmschweitzerandClaude Opus 4.6 7ca1b78153 docs(decisions): renumber insert icon system D-084 → D-086
Resolves ID collision: D-084 was used independently by both the copy
branch (line ID scheme, content.md) and the visual branch (insert icon
system, perception.md). Content's D-084 keeps the number; visual's is
renumbered to D-086.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 10:45:13 +01:00
jpmschweitzerandClaude Opus 4.6 ff7f99da7a chore(db): backup database after Sprint 18 close
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 10:44:23 +01:00
jpmschweitzer 079f98dc2e Merge remote-tracking branch 'origin/visual'
# Conflicts:
#	decisions/README.md
2026-02-25 10:44:09 +01:00
jpmschweitzerandClaude Opus 4.6 262cac5849 docs(decisions): add D-085 per-game save dirs, Q-029 save file format
D-085: per-game save directory structure with F5/F6 quicksave/quickload.
Q-029: open question tracking long-term save file format design.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 10:43:21 +01:00
jpmschweitzerandClaude Opus 4.6 8e77a72a98 chore(assets): re-export wireframes without watermarks
Re-rendered all 19 wireframe PNGs via Frame0 paid license,
removing trial watermarks. JSON sources unchanged.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 10:40:13 +01:00
jpmschweitzer f5c5ac635c Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_0.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_127.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b31m1.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b32.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_32767.msgpack
#	client/tests/fixtures/msgpack/snapshot_empty.msgpack
#	client/tests/fixtures/msgpack/snapshot_multi_entity.msgpack
#	client/tests/fixtures/msgpack/snapshot_one_npc.msgpack
#	client/tests/fixtures/msgpack/snapshot_player.msgpack
#	client/tests/fixtures/msgpack/snapshot_v2_full.msgpack
#	server/src/bridge/types.rs
2026-02-25 10:09:27 +01:00
jpmschweitzerandClaude Opus 4.6 768a431c38 fix(simulation): PR #66 review — dedup vision, spawn components, doc fixes
- vision.rs: deduplicate own-tile entity iteration, add same-tile test
- spawn.rs: add NpcVisionState, NpcMemory, PlayerAwareness to content-
  spawned NPCs (matching generate_npc)
- pressure.rs: update who_knows_full_scan doc to reflect actual call
  frequency, document O(N) acceptability at call site
- types.rs: fix stale protocol version comment (13→14)
- generate.rs: format!() → .to_string() (clippy)
- vision.rs: hardcoded 10 → TICKS_PER_GAME_MINUTE
- relationships.rs: fix comment "15%" → "20%" to match code
- pressure.rs: document total() floor-truncation
- save_state.rs: document NpcMemory exclusion as intentional

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 10:04:18 +01:00
jpmschweitzer bdd24ef2d5 Merge remote-tracking branch 'origin/copy'
# Conflicts:
#	CHANGELOG.md
2026-02-25 09:59:20 +01:00
jpmschweitzerandClaude Opus 4.6 abd1657d94 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 09:51:09 +01:00
jpmschweitzerandClaude Opus 4.6 31ae462cb2 test(simulation): update protocol fixtures and golden for Sprint 18
Regenerated MsgPack fixtures for protocol v14 (examine_result and
character_pressure fields). Updated golden test, serialization
assertions, and cross-language fixture generator.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 09:50:48 +01:00
jpmschweitzerandClaude Opus 4.6 276538cde1 feat(simulation): Sprint 18 — 9 server systems
Background tier state machines (#95), NPC vision (#115), player-
awareness behavior (#244), skill system & combat flag (#91), social
propagation (#249), examine mechanic (#242), character pressure
framework (#248), save state data model (#256), tell state wiring
(#337). Protocol version bumped 13→14 for examine_result and
character_pressure snapshot fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 09:50:37 +01:00
jpmschweitzerandClaude Opus 4.6 cc898d60c7 fix(content): PR #64 round 2 — NPC ID, outcome gating, fact stubs
Fix npc:nils → npc:nils-davan canonical ID mismatch. Replace
auto-flag gates on ring_completes/ring_splinters with player-
action-gated fact conditions (unreachable outcomes). Add
ring_stalemate terminal exit for non-terminal ring_splinters.
Create ring.yaml with 10 fact stubs for content/global/knowledge/.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 09:49:09 +01:00
jpmschweitzerandClaude Opus 4.6 776ba2e55f fix(client): address PR #65 round 2 — broken tests, BBCode escape, expiry loop
- test_journal_sprint18.gd: replace references to removed
  CONFIDENCE_LABELS/SOURCE_LABELS with UIStrings key tests and
  regression guards
- dialogue_box.gd: escape ] as [rb] in _escape_bbcode for complete
  BBCode injection protection
- dialogue_box.gd: fix _expire_entries to skip pinned entries with
  continue instead of break, cleaning expired entries behind pins

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 09:44:42 +01:00
jpmschweitzerandClaude Opus 4.6 c55474f46d fix(content): PR #64 review — schema compliance and orphaned flags
Fix events_fired referencing flag names instead of event IDs (two
outcomes unreachable). Wire 4 orphaned flags into narratively
coupled outcome conditions. Fix typo and stale question count.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:42:43 +01:00
jpmschweitzerandClaude Opus 4.6 a82eb0748a fix(client): address PR #65 review — POI key, ToldBy parsing, KG dirty flag
- minimap.gd: fix "poi_category" → "category" key mismatch so POI
  colors and shapes render correctly
- journal_panel.gd: parse ToldBy(N) source format, resolve entity
  names from player_knowledge; move confidence/source labels to
  UIStrings per D-042
- observer/mod.rs: add Changed<KnowledgeGraph> dirty flag to skip
  per-tick KG serialization when unchanged
- types.rs: fix stale version doc comment (13 → 14)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:41:31 +01:00
jpmschweitzerandClaude Opus 4.6 a52cf4f494 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:30:28 +01:00
jpmschweitzerandClaude Opus 4.6 dae16326fe test(client): sprint 18 test suite — dialogue, journal, minimap (#151, #174, #264)
50 tests across two files: 30 dialogue tests (D-062 compliance,
D-063 confrontation beat, D-064 walk-away, BBCode guard, size
constraints) and 20 journal tests (KG parsing, confidence/source/
state enums, scene structure, UIStrings keys, POI list). Test plan
document with manual procedures and sprint completion checklist.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:30:13 +01:00
jpmschweitzerandClaude Opus 4.6 86ff83d927 feat(ui): knowledge/journal display panel (#264)
Right-side insert panel toggled with J key. Facts grouped by entity
with confidence, source, and state metadata. Contradicted entries
in amber with strikethrough (THE FRIEND arc surface). Stale entries
dimmed. Mutual exclusion with dialogue box. All labels via UIStrings.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:30:04 +01:00
jpmschweitzerandClaude Opus 4.6 9b80ff69c3 feat(ui): dialogue UI hardening and examine result overlay (#174)
Confrontation options use RichTextLabel with italic tags for
first-person voice (D-063). Examine result overlay auto-dismisses
after 5s with confidence-based color tinting. Dismisses when
dialogue opens. D-062 invisible locked options confirmed correct.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:29:55 +01:00
jpmschweitzerandClaude Opus 4.6 eeb82535f6 feat(ui): minimap rendering with POI dots and border arrows (#151)
Circular 160px diegetic insert overlay on CanvasLayer 10. Nearby
POIs as colored dots (diamond=danger, square=evidence, circle=default),
distant POIs as directional border arrows. Player centered, fixed-north.
Moved from UILayer to InsertOverlay per D-013/D-049.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:29:46 +01:00
jpmschweitzerandClaude Opus 4.6 80064196f7 feat(client): protocol v14 decoders and game state fields
Decode poi_list, examine_result, and player_knowledge from
ObserverSnapshot. Add GameState.discovered_pois,
current_examine_result, and player_knowledge fields populated
from snapshot apply handlers.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:29:37 +01:00
jpmschweitzerandClaude Opus 4.6 dd3ead7a1b feat(simulation): protocol v14 — POI list, examine result, player knowledge wire types
Add three new ObserverSnapshot fields for client Sprint 18 tickets:
poi_list (Vec<PoiWire>) for minimap #151, examine_result
(Option<ExamineResultWire>) for #174, player_knowledge
(Option<PlayerKnowledgeWire>) for journal #264. POI list populated
live from KG-discovered PointOfInterest components. KG dump
serializes entity/fact knowledge with confidence, source, and state.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:29:29 +01:00
jpmschweitzerandClaude Opus 4.6 2493dcb5f0 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:27:57 +01:00
jpmschweitzerandClaude Opus 4.6 16a79c928c feat(content): Tier 1 drama module schema and smuggling ring stub (#158)
JSON Schema for drama modules covering entry conditions, NPC
requirements, event sequences, and outcomes. Includes v0.1
vertical slice stub module and authoring guide with review
feedback from Mellanie (pattern/motivation reference, terminal
outcome semantics, fact ID conventions, trigger type bridge).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:27:39 +01:00
jpmschweitzerandClaude Opus 4.6 9cec3df68c feat(content): D-084 dual-namespace line ID scheme — resolve Q-028 (#544)
Role namespace (shared pool) stays unchanged; instance namespace
(role-slug + seeded counter) added as opt-in for per-instance
authored content on auto-generated NPCs. No schema migration needed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:27:33 +01:00
jpmschweitzer 4c812058f2 chore(meta): resolve CHANGELOG conflict — merge main into visual 2026-02-25 02:04:45 +01:00
jpmschweitzerandClaude Opus 4.6 2eca8e961b chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 13:43:05 +01:00
jpmschweitzerandClaude Opus 4.6 86aab2d14e docs(sprints): add Sprint 18: Touch briefings
14 tickets across server (9), client (3), copy (2). Examine mechanic,
NPC awareness, social propagation, minimap, dialogue UI, save state
data model, and blocker-clearing work for Sprint 19.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 13:42:52 +01:00
jpmschweitzer d1ca99b0c0 Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
#	CLAUDE.md
2026-02-24 13:00:39 +01:00
jpmschweitzerandClaude Opus 4.6 132676c25a chore(simulation): address review suggestions — comments and minor fixes
- monologue.rs: tracing::warn on unrecognized trigger in fallback arm
- disclosure.rs: borrow-sequencing comment, first() simplification note
- trait_modifiers.rs: delegate parse_confidence to KnowledgeConfidence::try_from
- npc_knowledge_transfer.rs: fix misleading "draw randomly" comment,
  document one-directional transfer behavior
- graph.rs: document intentional no-retrigger after contradiction
- dialogue.rs: explain entity grant guardrail asymmetry (D-079)
- knowledge/mod.rs: document one-tick monologue lag from system ordering
- poi_discovery.rs: document D-079 carve-out for direct KG write

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:45:47 +01:00
jpmschweitzerandClaude Opus 4.6 219af065d8 chore(skills): remove temp file pattern from pr-push skill
Pass PR description inline instead of writing to /tmp/pr-body.md
and cat-ing it back — matches the tea-comment wrapper approach.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:44:20 +01:00
jpmschweitzerandClaude Opus 4.6 c655878dee fix(simulation): review fixes — walk-away source and Loyal trait filter
record_incomplete_interaction now uses Heard/Close source instead of
DirectObservation, preventing false inoculation against contradiction
detection. Wired exclude_high_trust_entities (Loyal trait) filter into
derive_disclosure_candidates — facts from Friendly-relationship source
entities are excluded from disclosure pool.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:42:35 +01:00
jpmschweitzerandClaude Opus 4.6 0beeb32ff7 chore(db): backup database after maintenance merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:41:54 +01:00
jpmschweitzer c2eb8fdf8f Merge remote-tracking branch 'origin/maintenance'
# Conflicts:
#	CLAUDE.md
2026-02-24 12:41:43 +01:00
jpmschweitzerandClaude Opus 4.6 ca51594195 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:37:44 +01:00
jpmschweitzerandClaude Opus 4.6 0ce20b9cd2 refactor(meta): compact CLAUDE.md from 188 to 67 lines
Move CLI reference material, endpoint configs, and orchestration
patterns to .claude/rules/ (auto-loaded). CLAUDE.md now focuses on
project identity, safety rules, and workflow conventions.

Update cross-references in ticket, docs-search, and git-commit
skills to point to new rules/ locations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:37:29 +01:00
jpmschweitzerandClaude Opus 4.6 465f2bdf98 feat(config): add .claude/rules/ for modular auto-loaded instructions
Introduces 5 rules files following Anthropic's recommended pattern
for splitting large CLAUDE.md files. Rules auto-load every session
and separate CLI reference material from core project identity.

- tea-cli.md: Gitea CLI reference, PR creation, protected branches
- git-safety.md: staging rules, commit conventions (from git-commit skill)
- project-structure.md: full annotated directory tree
- team-patterns.md: model selection, large content push pattern
- local-services.md: Gitea/Qdrant/Ollama endpoints

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:37:23 +01:00
jpmschweitzerandClaude Opus 4.6 ccbfa6bd72 chore(skills): add branch guard to pr-review skill
Reviews must run from main. Added step 0 hard stop if current branch
is not main, preventing repeated misuse from team branches.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:24:06 +01:00
jpmschweitzer 7ec0eab541 Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-24 12:19:35 +01:00
jpmschweitzerandClaude Opus 4.6 2a4f096b4a Merge remote-tracking branch 'origin/copy'
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:17:17 +01:00
jpmschweitzerandClaude Opus 4.6 6134c26afc Merge remote-tracking branch 'origin/visual'
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:16:52 +01:00
jpmschweitzerandClaude Opus 4.6 86ffa2fa4f chore(meta): merge main into server — resolve CHANGELOG conflict
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:16:41 +01:00
jpmschweitzerandClaude Opus 4.6 5e3c2a9799 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:56 +01:00
jpmschweitzerandClaude Opus 4.6 615f508634 chore(meta): add team monitoring rules for stuck agent detection
Heartbeat rule for agent spawn prompts (15-min progress check) and
team lead proactive checks (bottleneck detection pattern).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:37 +01:00
jpmschweitzerandClaude Opus 4.6 22724ee51c test(simulation): protocol versioning tests (#232)
Version field round-trip, mismatch detection, serde_default migration
pattern, all TellCategory and VerbKind variant coverage.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:29 +01:00
jpmschweitzerandClaude Opus 4.6 d5cf97a793 feat(simulation): unprompted disclosure with trait-based filtering (#551, #173)
DisclosureCandidates component with 7 trigger gates, three-layer rate
limiting, and two-stage trait filter (what + how). Cautious/Gossipy/Loyal/
Talkative predicates via TraitModifierConfig. POI component and discovery
system. Implements D-081, D-082 step 2.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:21 +01:00
jpmschweitzerandClaude Opus 4.6 b86e052511 feat(simulation): NPC information boundaries and contradiction monologue (#549, #550)
tell_state reads KG for other-entity relationship state (MVP boundary
per D-082). Contradiction monologue fires with pre-resolved entity names,
shifts ToldBy source to PersonOfInterest. Full THE FRIEND arc event chain.
Implements D-082 step 1, D-083 event chain.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:11 +01:00
jpmschweitzerandClaude Opus 4.6 7487eb9dbb feat(simulation): NPC-to-NPC knowledge transfer and POI systems (#548, #148, #149)
transfer_npc_knowledge system runs after conversations with trust-gated
fact exchange, confidence capping at KnowsOf, ToldBy source construction.
POI data model with PointOfInterest component and proximity-based discovery
via KnowledgeGranted events. Implements D-080. Closes Q-024.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:02 +01:00
jpmschweitzerandClaude Opus 4.6 3d636fd4bb feat(simulation): knowledge grant schema, events, and contradiction detection (#545, #546, #547)
KnowledgeGrant untagged enum (Fact + Entity variants), ContentEntityRegistry
resource, KnowledgeGranted event processing, ContradictionClaim struct with
600-tick window detection in observe_entity. Wires knowledge_grant field in
dialogue line selection. Implements D-079, D-083. Closes Q-026.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:14:53 +01:00
jpmschweitzerandClaude Opus 4.6 f5a866fc4d fix(content): PR #61 round 2 — schema fields, cooldown, CHANGELOG sections
Contradiction files:
- Add role/access/trust back to all lines (schema-required)
- prerequisite: → prerequisites: (plural, matching schema)
- Remove cooldown entirely — fire-once enforced by trigger semantics
  (contradiction_detected fires once per KG state change), not magic numbers

Tutorial files:
- Remove cooldown: -1 — same reasoning, first_* triggers are one-time

Server:
- Document cooldown: Option<i32> on MonologueLine — None means no
  per-line cooldown, fire-once relies on trigger design

CHANGELOG:
- Move displaced entries from ### Fixed back to ### Changed

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:05:16 +01:00
jpmschweitzerandClaude Opus 4.6 ffaf635e9a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:56:54 +01:00
jpmschweitzerandClaude Opus 4.6 99a7841bf2 feat(config): add tea-comment wrapper for Gitea PR comments
Single-command wrapper that handles temp file creation and cleanup
so tea comment works reliably with multi-line strings. Pre-approved
in settings.json, referenced in CLAUDE.md and pr-review skill.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:56:40 +01:00
jpmschweitzerandClaude Opus 4.6 92f262bebf chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:38:14 +01:00
jpmschweitzerandClaude Opus 4.6 2ce71dedf6 docs(decisions): register D-084 insert icon system — custom SVG, no icon font
Insert overlay uses custom SVG icons instead of an icon font. No
available font matches the neural lattice visual language. Custom
SVGs respond to lattice_profile weight parameter and maintain visual
coherence with existing geometric primitives.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:37:58 +01:00
jpmschweitzerandClaude Opus 4.6 b544303f29 docs(meta): allow removing own worktree index.lock in CLAUDE.md
Adds explicit exception to worktree boundary rules: agents may
remove their own worktree's stale index.lock file from the shared
.git directory, but never another worktree's lock.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:37:37 +01:00
jpmschweitzerandClaude Opus 4.6 766a8b9c6d fix(content): PR #61 review — schema compliance for contradiction + tutorial
Contradiction files (both characters):
- location: contradiction-detected → contradiction (valid content ID)
- situation: removed invalid values (contradiction, reflection)
- prerequisites: (plural) → prerequisite: (singular) with canonical entities map
- Removed source_name from prerequisites (event payload, not KG gate)
- Removed phase: field (moved to tags as phase-2/phase-3)
- trigger: contradiction_processing → contradiction_detected with priority sequencing
- Removed dialogue-only fields (role, access, trust) from monologue lines
- Phase 3 detective: prerequisite uses torek-lintar PersonOfInterest
- Phase 3 smuggler: prerequisite uses tells_observed on entity

Tutorial files (both characters):
- priority: "tutorial" (string) → 8/6 (integer)
- situation: removed invalid values (movement, exploration)

CHANGELOG: merged duplicate ### Changed sections.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:32:43 +01:00
jpmschweitzerandClaude Opus 4.6 821d716509 fix(client): address PR #62 review suggestions — polish pass
- interaction_list.gd: skip queue_redraw() when position unchanged (Tyre #4)
- time_display.tscn: widen bounding rect 154x44→184x54, add clip note
  for #314 wireframe (Tyre #3)
- test_time_display_sprint17.gd: document private state access pattern
  in header (Tyre #5), add upper bound assertion for D-031 1439 max (Hoshe #6)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:30:24 +01:00
jpmschweitzerandClaude Opus 4.6 16c00e137e fix(client): address PR #62 review — input guard, public API, geometry cache
- constants.gd: clamp format_game_time input to 0..1439 (Hoshe #2)
- interaction_list.gd: add public hide_list() wrapper (Hoshe #3, Tyre #1)
- main.gd: call hide_list() instead of private _hide()
- time_display.gd: cache font geometry in update_from_state(), use boolean
  _has_data flag instead of string guard (Tyre #2)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:28:43 +01:00
jpmschweitzerandClaude Opus 4.6 d8eb256dad test(client): align sprint 17 tests with implementation (#263, #537)
Fix test API mismatches: time display tests target InsertOverlay/
TimeDisplay and time_display.gd; E-Talk tests rewritten to target
interaction_list.gd _cache_entity_relationship() and _relationship_color
state. Phase 2 tests (name, tier hint) marked as skip placeholders.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:22:39 +01:00
jpmschweitzerandClaude Opus 4.6 2c15ad65e1 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:16:46 +01:00
jpmschweitzerandClaude Opus 4.6 6c3a30a4bc feat(ui): add relationship color accent to E-Talk overlay (#537)
Phase 1: interaction_list.gd shows a 3px left-edge accent bar in
D-033 relationship color (teal/green/amber/red) at 85% alpha.
Cross-references entity_id against visible_entities via
_cache_entity_relationship(). NPC name and tier hint deferred to
Phase 2 (requires server protocol extension).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:16:33 +01:00
jpmschweitzerandClaude Opus 4.6 66a435e201 feat(ui): add diegetic time display on insert HUD (#263)
Time display on InsertOverlay (CanvasLayer 10) shows station local
time (HH:MM), day phase with cycle-tinted color, and day number.
Reads SimulationTime from GameState.game_time via update_from_state().
Adds Constants.format_game_time() helper for testability.
Placeholder layout — position refines when #314 wireframe lands.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:16:23 +01:00
jpmschweitzerandClaude Opus 4.6 5106358113 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:15:05 +01:00
jpmschweitzerandClaude Opus 4.6 619fbbd9f3 docs(meta): document model selection and 1M context option
Add model selection section to CLAUDE.md covering /model sonnet[1m]
and opus[1m] for extended context sessions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:14:51 +01:00
jpmschweitzerandClaude Opus 4.6 c1c8626263 refactor(skills): lighten sprint-status context footprint
Delegate sprint-status to a haiku subagent (sprint-plan pattern) so
intermediate artifacts (sweep JSON, template read, PR list) stay out
of the main context window. Trim sweep JSON output by removing unused
fields (ok, sprint.status, priority, ticket_id) and shortening issue
detail strings. Condense output template by moving rendering rules
into SKILL.md and simplifying the bookkeeping table to two columns.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:14:47 +01:00
jpmschweitzerandClaude Opus 4.6 badc0a6f20 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:14:13 +01:00
jpmschweitzerandClaude Opus 4.6 da34b92421 feat(content): author diegetic tutorial monologue lines — per character (#330)
10 lines per character teaching 5 core mechanics diegetically:
movement/exploration, fog of perception, sound model, NPC interaction,
insert/HUD. Detective lines in analytical register, smuggler lines in
street-smart fragments. Fires on first-time events (first_move,
first_fog_encounter, first_sound_heard, first_npc_proximity,
first_insert_open, etc.). _tut_ ID discriminator, cooldown -1.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:14:01 +01:00
jpmschweitzerandClaude Opus 4.6 fa4d30a951 feat(content): author contradiction monologue lines — Sera/Kael FRIEND arc (#552)
Source-named contradiction monologue for both detective and smuggler.
Detective: Sera/Kael location contradiction (Phase 2 blindsiding +
Phase 3 pattern recognition with Torek avoidance). Smuggler: Kael in
B-7 with unrecognized contact (Phase 2 gut reaction + Phase 3
behavioral pattern accumulation). Cognitive-dissonance-not-accusation
tone per D-083. 16 hand-authored lines total (8 per character).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:13:54 +01:00
jpmschweitzerandClaude Opus 4.6 5f0e19547f chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:06:34 +01:00
jpmschweitzerandClaude Opus 4.6 9bda80174c docs(ui): add insert/HUD wireframe spec — dual character variants
Pixel-precise wireframe and visual specification for the neural lattice
overlay HUD (#314). Covers smuggler (social network view) and detective
(investigation overlay) variants via lattice_profile parameter.

Specifies: time display, entity markers, location labels, border arrows,
commission grid, inventory icons, stance indicator, and all interaction
states. Includes implementation notes for Stig (#263 time display).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:06:25 +01:00
jpmschweitzerandClaude Opus 4.6 381526ff74 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:35:52 +01:00
jpmschweitzerandClaude Opus 4.6 1627942627 feat(skills): add sprint-status cleanup sweep skill
Orchestrates sprint sweep + tea pr list to produce a consistent
health report: tickets by status, PR cross-reference, bookkeeping
issues, and open work by team summary.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:35:38 +01:00
jpmschweitzerandClaude Opus 4.6 2fb8e95d53 feat(db): add sprint sweep subcommand for health checks
Structured JSON output with tickets grouped by status, per-team
summary counts, and bookkeeping issue detection (unassigned
in_progress, stale backlog, assigned but done).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:35:33 +01:00
jpmschweitzerandClaude Opus 4.6 35a3fe20cb Merge remote-tracking branch 'origin/planning'
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:17:20 +01:00
jpmschweitzerandClaude Opus 4.6 e91610862a chore(db): backup database after client and copy merges
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:15:29 +01:00
jpmschweitzer f163658ed1 Merge remote-tracking branch 'origin/client' 2026-02-24 02:15:16 +01:00
jpmschweitzerandClaude Opus 4.6 2001d89b6c chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:12:22 +01:00
jpmschweitzerandClaude Opus 4.6 0f1b951691 docs(docs): update Sprint 17 briefings with workshop results
Reconcile sprint planning after Knowledge Flow workshop:
- Server briefing: add #545-#551 workshop tickets, correct dependency
  chain, reference D-079–D-083, remove stale "blocked by workshop"
- Joint briefing: mark workshop complete, add completion proofs #9
  (contradiction) and #10 (NPC-to-NPC transfer), update teams table
- Copy briefing: add #552 contradiction monologue ticket with full
  Mellanie authoring spec per D-083 and Paula Round 2 output

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:12:00 +01:00
jpmschweitzerandClaude Sonnet 4.6 f685cb7324 chore(meta): register D-079–D-083, close Q-024/Q-025/Q-026, ticket Sprint 17 knowledge flow work
Workshop outputs from Knowledge Flow & NPC Information Boundaries workshop (2026-02-24):

Decisions registered in decisions/perception.md:
- D-079: Knowledge Grant Architecture (unified KnowledgeGranted event, Fact+Entity enum, ContentEntityRegistry)
- D-080: NPC-to-NPC Knowledge Propagation (transfer_npc_knowledge system, trust-tier gating, ToldBy source)
- D-081: Unprompted Disclosure Design (DisclosureCandidates component, two-stage trait filter, trigger gates)
- D-082: NPC Information Boundaries MVP Scope (tell_state + disclosure; pathfinding KG integration explicitly not planned)
- D-083: Contradiction Detection Pipeline (event-driven at observe_entity, ContradictionClaim struct, downstream chain)

Questions closed in decisions/questions.md:
- Q-024: closed by D-080 (immediate during conversation, not queued)
- Q-025: confirmed closed (gossip propagation ships Sprint 17; ~12MB peak, no cap needed before v0.3)
- Q-026: closed by D-083 (event-driven at KG write time, ContradictionClaim struct)

Tickets created (#545–#551, Sprint 17, team server):
- #545 KnowledgeGrant schema + ContentEntityRegistry (critical, blocks all downstream)
- #546 KnowledgeGranted event + process_knowledge_events handler
- #547 ContradictionClaim struct + detection in observe_entity
- #548 NPC-to-NPC knowledge transfer system
- #549 tell_state.rs KG awareness — MVP information boundary
- #550 Contradiction monologue + event chain completion
- #551 DisclosureCandidates + unprompted disclosure

Existing tickets updated: #141, #142 (sprint 17 + team assigned, descriptions updated); #172, #173 (full mechanical spec from D-081).

Workshop source files committed: all round docs + workshop-outcomes.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-24 01:59:58 +01:00
jpmschweitzer 0561387de9 Merge remote-tracking branch 'origin/copy' 2026-02-23 23:25:12 +01:00
jpmschweitzerandClaude Opus 4.6 abff69a632 chore(meta): Sprint 17 planning — briefings, workshop brief, close Q-025
- Write sprint 17 briefings for server, client, copy, visual, joint
- Add Knowledge Flow & NPC Boundaries workshop brief
- Close Q-025 (KG cap/eviction not needed at current scale)
- Assign 9 tickets to Sprint 17: Tell

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 23:25:08 +01:00
jpmschweitzerandClaude Opus 4.6 0eafff89e0 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 22:37:24 +01:00
jpmschweitzerandClaude Opus 4.6 414b8ff0ec docs(decisions): register Q-028 collision-resistant line IDs for auto-gen NPCs
NPC-scoped line ID scheme (D-035) works for hand-authored content but
will produce slug collisions with auto-generated populations (D-029).
Tracked as open question with ticket #544.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 22:37:12 +01:00
jpmschweitzerandClaude Opus 4.6 56ed2c8810 fix(content): PR #59 review — stale moods, orphaned IDs, tenure, fact_id
Address review comments from Hoshe, Paula, and Miri:
- Update mood vocabulary in 3 docs (line-pool-format.md §6.5,
  style-guide §11, content-directory-structure.md Appendix B) from
  pre-Sprint 14 values to current D-035 enum
- Fix worked example IDs in line-pool-format.md §3.5 to match
  actual the-last-shift kael-davan sequence (_015, _024, _026)
- Fix Section 5.1 restart note to describe multi-location continuity
- Fix style-guide §16 worked example: dock-worker_d_071 → kael-davan_d_076
- Fix stale mood reference in style-guide §16 Step 3
- Fix orphaned the-terminal_d_040 in maintenance-tech.yaml comment
- Fix orphaned the-terminal_d_008/018 in smuggler-inventory.yaml
- Fix Lera tenure: twelve → eighteen years (bar-owner_d_018)
- Fix fact_id: location.surveillance_gaps → investigation.surveillance_gaps
  in ring-operative.yaml (2 occurrences)
- Fix NPC name: Lera Osk → Lera Sessik in bar-owner.yaml comment
- Fix mood line format example in style-guide §5

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 22:35:12 +01:00
jpmschweitzerandClaude Opus 4.6 0ebd417a1f test(client): add direction mapping tests for octant and entity facing (#540 review)
14 tests covering _octant_to_direction (all 8 octants + 2 fallbacks)
and _entity_direction (NPC default south, player facing 3 cases).
Closes review warning on zero test coverage for direction system.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:06:35 +01:00
jpmschweitzerandClaude Opus 4.6 56b8381c40 fix(client): guard null texture and warn on unknown octant (#540 review)
Add push_error on null texture at create time, keep previous texture
on null at update time (entity stays visible mid-game). Add push_warning
on unrecognised octant in _octant_to_direction fallback.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:06:29 +01:00
jpmschweitzerandClaude Sonnet 4.6 892491dea2 chore(meta): update changelog
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 21:04:55 +01:00
jpmschweitzerandClaude Sonnet 4.6 c056ea1a1c feat(content): migrate line IDs to NPC-scoped namespace (D-035)
Line IDs in all dialogue and monologue pool files renamed from the
old location-scoped format (e.g. the-terminal_d_039) to the new
NPC-scoped format (e.g. kael-davan_d_001) per the D-035 Sprint 15
amendment.

Changes:
- 20 dialogue pool files across 3 locations renamed
- 14 monologue pool files (detective + smuggler) renamed
- Schema descriptions updated in dialogue/monologue schema files
- Authoring style guide and design docs updated with new examples
- Multi-location NPCs (kael-davan, pc-detective, pc-smuggler) given
  globally unique cross-file sequences to satisfy XREF uniqueness check

The location-scoped scheme already caused a collision (the-terminal_d_039
appearing in multiple NPC files) and would not scale to procedurally
generated NPC populations (D-029). Zero content changes — pure ID
substitution.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 21:04:43 +01:00
jpmschweitzerandClaude Opus 4.6 f67f13ac95 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:01:48 +01:00
jpmschweitzerandClaude Opus 4.6 a0260176b4 feat(client): integrate D-019 angle sprites into entity renderer (#540)
Migrate entity rendering from ColorRect placeholders to Sprite2D with
rendered PNGs at -72.5° from horizontal. Key changes:
- Sprite2D.centered=false, scale=0.5 for 64px source → 32px runtime
- self_modulate for D-033 relationship tinting (modulate.a reserved
  for D-015 peripheral dimming)
- 8-octant to 4-cardinal direction mapping for sprite selection
- Feet-anchored ENTITY_OFFSET_Y for correct y-sort with tilted sprites
- Facing indicator repositioned to sprite local center (32,32)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:01:30 +01:00
jpmschweitzerandClaude Opus 4.6 ebc973b558 refactor(client): optimize zone_id extraction from O(N) to O(1) lookup (#543)
Build _tile_by_coord dictionary from member visible_tiles (covers both
test-mode "tiles" key and live-server "visible_tiles" key), then replace
the linear scan with a single dict lookup. Net-zero complexity: adds one
dict-set per tile in an existing iteration, removes the separate scan loop.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:01:22 +01:00
jpmschweitzerandClaude Opus 4.6 41e3b4a9b3 chore(db): backup database after server merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:35:46 +01:00
jpmschweitzer 459f0f5e66 Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
2026-02-23 20:35:33 +01:00
jpmschweitzerandClaude Opus 4.6 f331916869 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:32:12 +01:00
jpmschweitzerandClaude Opus 4.6 a4d5f0895b chore(skills): keep sprint team alive through PR review lifecycle
sprint-start: add step 9 (post-work lifecycle) — commit, push, review,
fix-comments loop, approve, then shutdown. Team stays alive until PR is
accepted. Step 8e updated to reference the new lifecycle.

pr-push: add step 9 (team awareness) — don't shut down agents after
pushing, suggest /pr-review next.

pr-review: add step 8 (post-review team actions) — cross-references
sprint-start step 9c for dispatching review comments to agents on
CHANGES_REQUESTED and shutdown on APPROVED.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:31:47 +01:00
jpmschweitzer f2d006fddf Merge remote-tracking branch 'origin/server' 2026-02-23 20:25:39 +01:00
jpmschweitzerandClaude Opus 4.6 2189a9addd fix(simulation): address PR #56 review — pipeline extraction, ActiveDialogue, range check
Tyre #1: Extract run_dialogue_pipeline() shared helper — eliminates ~60
lines of duplication between process_talk_interaction and
process_dialogue_response (L1-L4 pipeline).

Hoshe #1: process_dialogue_response now updates ActiveDialogue with
current tick on follow-up selection — prevents stale started_tick.

Tyre #4: process_dialogue_response now updates InteractionMemory on
follow-up — multi-turn conversations are visible in history.

Hoshe #6 / Tyre #6: handle_dialogue_response adds server-side range
check (CLOSE_RANGE), matching Talk/Confront pattern (D-010 info
boundary).

Hoshe #2: Weighted selection fallback replaced with unreachable!() —
score_line always returns >= 1, so the fallback was dead code.

Hoshe #3: assert!(false, ...) → panic!() in serialization.rs (clippy).

Hoshe #4: SetFacing and TeleportToHub added to roundtrip test.

Hoshe #5: setup_dialogue_response_world inlined (trivial pass-through).

Tyre #2: Doc comment on DialogueCooldownTracker explains per-player-global
design choice (line IDs are NPC-scoped per D-035, no collision risk).

Tyre #3: CONFRONTATION_LINES comment updated with TODO for D-028/D-035
migration.

Tyre #5: DialogueResponse fixture added for cross-language GDScript
testing (input_dialogue_response.msgpack).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:20:00 +01:00
jpmschweitzerandClaude Opus 4.6 19f81d4887 fix(assets): PR #57 review — docs, uid, citation fixes
- Fix client sprite naming in README (files are _64.png, not .png)
- Clarify --path working directory (renderer/ from repo root)
- Remove /sprite-gen reference (skill not in branch yet)
- Add D-043 citation on outline color in render_export.gd
- Add uid to wall_bar_green.tscn for reproducible imports
- Note wall_bar_green has no rendered sprites yet
- Note npc_generic capsule symmetry is by design (D-044)
- Add outline + D-033 tint compatibility guidance

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:17:47 +01:00
jpmschweitzerandClaude Opus 4.6 35594b7f14 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:02:04 +01:00
jpmschweitzerandClaude Opus 4.6 885ad21688 feat(assets): add test sprites for NPC and wall at D-019 angle (#541)
Runtime 64px sprites rendered through the new pipeline: generic NPC
(4 directions) and structural wall (4 directions). These unblock
client ticket #540 for sprite camera angle integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:01:49 +01:00
jpmschweitzerandClaude Opus 4.6 8217ebc0fb feat(assets): 3D sprite render pipeline — camera, lighting, docs (#541)
Update Camera3D to exact D-019 angle (-72.5° from horizontal).
Replace single DirectionalLight with three-point studio rig
(key 1.0, fill 0.4, rim 0.3) for clean silhouettes without
baked shadows. Add generic NPC capsule model (24×32px footprint
per D-044). Document full pipeline spec in renderer/README.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:01:43 +01:00
jpmschweitzerandClaude Opus 4.6 efa2dc543f feat(simulation): sprint 16 dialogue server — response handler, trust gossip, variety tracker
Move dialogue system registrations from BridgePlugin to NpcPlugin (#538):
game logic that depends on NPC-layer resources now registers where it
belongs. BridgePlugin retains only wire protocol concerns.

Implement DialogueResponse verb handler (#539): new process_dialogue_response
system runs the full D-028 four-layer pipeline to select follow-up lines
when the player picks a dialogue option. Clears ActiveDialogue when no
candidates remain. Fix latent schedule ambiguity — emit_observation_events
now has explicit .before(advance_tick) constraint.

Verify trust-gated gossip pipeline (#171): confirmed process_talk_interaction
correctly passes KnowledgeConfidence through relationship_to_trust() per
D-075. Added integration tests for Secret-tier access (Friendly+KnowsDetails)
and Surface-only fallback (Friendly+Suspects).

Wire DialogueCooldownTracker into selection (#338): added regression test
confirming no line_id repeats within the 600-tick cooldown window across
10 consecutive Talk interactions.

Closes #538, #539, #171, #338

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:01:39 +01:00
jpmschweitzerandClaude Opus 4.6 cc43f14c39 chore(meta): release v0.1.15
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 16:24:23 +01:00
jpmschweitzerandClaude Opus 4.6 0bf5616fcd chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:56:20 +01:00
jpmschweitzerandClaude Opus 4.6 e1cbcc243b docs(sprints): add sprint 16 "Converse" briefings
Plan 8 tickets across server (4), client (2), copy (1), visual (1).
Focus: two-way dialogue exchange, trust-gated gossip, sprite pipeline,
and housekeeping fixes. No carry-overs from sprint 15.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:56:10 +01:00
jpmschweitzerandClaude Opus 4.6 07199c8ddc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:45 +01:00
jpmschweitzerandClaude Opus 4.6 b97f65e8ab docs(decisions): D-035 amendment — NPC-scoped line ID namespace
Sprint 15 amendment: line ID namespace changed from location-scoped
to NPC-scoped. Each NPC's IDs are independent, eliminating cross-file
coordination and collision risk at scale.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:29 +01:00
jpmschweitzerandClaude Opus 4.6 fe71b11315 chore(skills): update pr-review to use worktree paths for all agents
All reviewer agents now read source files from worktree paths using
the Read tool instead of git show. Removes Bash dependency for
non-code reviewers and ensures files are always the actual branch
checkout.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:24 +01:00
jpmschweitzerandClaude Opus 4.6 0880e8d987 feat(client): permanent dialogue panel + protocol v13 + build check
- dialogue_box.gd: panel is always visible as permanent insert UI
  element per D-061 — content fades but frame stays on screen
- protocol.gd: bump PROTOCOL_VERSION to 13
- Makefile: add check-protocol target that verifies server/client
  protocol versions match, runs automatically before build

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:18 +01:00
jpmschweitzerandClaude Opus 4.6 eebc151b9f docs(briefings): add diagram responsibilities to Qatux and project docs
- CLAUDE.md: add docs/diagrams/ to project structure, add diagram
  file conventions for D-record changes
- qatux.md: add priority 5 for diagram creation/updates
- workshop-start SKILL.md: add diagram step in wrap-up sequence

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:12 +01:00
jpmschweitzerandClaude Opus 4.6 996a000146 docs(ui): add 19 UI wireframes across 5 categories (v0.1 + v1.0)
First wireframe set covering all major UI surfaces:
- HUD: basic insert (v0.1), full insert with perception modes (v1.0)
- Dialogue: speaking, choosing, overheard states (v0.1), full with
  relationship indicators (v1.0)
- Monologue: idle, reaction (v0.1), thought threading (v1.0)
- Popups: modal, tooltip, interaction list (v0.1), context menu,
  notification stack (v1.0)
- Menus: main, pause, save/load (v0.1), main menu, options (v1.0)

README.md cross-references each wireframe to governing D-records.
JSON source + PNG exports tracked in git.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:06 +01:00
jpmschweitzerandClaude Opus 4.6 30a21e9a08 chore(skills): rewrite frame0-wireframe skill with JSON sync workflow
Replace individual API call workflow with JSON-as-truth architecture.
Local wireframe JSON files are the source of truth; Frame0 is treated
purely as a renderer. New frame0-sync.py handles push/pull/export with
stable local ID <-> ephemeral Frame0 ID mapping via .idmap.json files.

Key changes:
- frame0-sync.py: push/pull/export with topo-sorted shape creation
- frame0-export-batch.sh: batch export with staleness check
- frame0-cmd.sh: fixed command names, list-pages JSON bug, added commands
- Removed frame0-wireframe.sh (superseded by JSON workflow)
- SKILL.md: renderer-only guidance, simplified workflow
- api-reference.md: corrected commands, type/color token mapping
- component-library.md: all 6 patterns rewritten as JSON templates
- .gitignore: added *.idmap.json

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:35:57 +01:00
jpmschweitzerandClaude Opus 4.6 18b852fae6 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:57:20 +01:00
jpmschweitzerandClaude Opus 4.6 1e556ccca2 docs(diagrams): add decision diagrams across all domains
16 d2 diagrams covering architecture (IPC bridge, system tiers,
testability, audio bus), data flow (perception, dialogue, eavesdrop
pipelines), entity (knowledge graph, NPC generation, dialogue tags),
state (simulation tiers, movement stances, knowledge confidence), and
UI (HUD layout, interaction flow, fog layers). PNG output for universal
viewer compatibility. Removes test SVG from font debugging.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:57:07 +01:00
jpmschweitzerandClaude Opus 4.6 08dfadb863 chore(skills): add frame0-wireframe skill for UI wireframing
Replaces Frame0 MCP server with portable bash+curl scripts that call
Frame0's local HTTP API directly. Includes low-level API wrapper,
high-level composition helpers with project styling, component library
patterns, and setup guide. Requires Frame0 desktop app running locally.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:57:00 +01:00
jpmschweitzerandClaude Opus 4.6 1d4b9cf299 chore(skills): add d2-diagram skill for text-to-diagram generation
Wraps d2 CLI (v0.7.1) with project defaults: theme 200 (Dark Mauve),
dagre layout, PNG output. Includes render/validate/batch scripts,
syntax guide, and five category templates (architecture, entity,
data-flow, state, UI flow).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:56:53 +01:00
jpmschweitzerandClaude Opus 4.6 d643ab7322 test: SVG with stripped embedded fonts for Gitea inline render check
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:41:53 +01:00
jpmschweitzer 4d7d77dc3a merge: resolve CHANGELOG.md conflict from server branch 2026-02-21 15:13:29 +01:00
jpmschweitzer 687beba3ce Merge remote-tracking branch 'origin/copy' 2026-02-21 15:13:10 +01:00
jpmschweitzerandClaude Opus 4.6 e166409674 fix(copy): PR #53 review round 3 — span gate terminology, mood tags, em-dash consistency
Fix "span gate threshold" → "span gate hum" (D-036 canonical term) in
detective opening, add missing mood tags on opening_m_d_002 and
the-terminal_d_020, normalize sera-venn double-dashes to em-dashes,
fix situations.yaml header count, document greeting fallback behavior.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 15:03:06 +01:00
jpmschweitzerandClaude Opus 4.6 67cadddaf2 fix(simulation): address PR #55 review — stale comment, range, duplication, docs
- Fix protocol version comment (12 → 13) in ObserverSnapshot doc
- Widen Want intensity range from 3..=9 to 1..=10 to match spec and test
- Replace duplicated pool selection in trigger_recognition_monologue with
  call to select_pool_line helper (~50 lines removed)
- Document NaiveSpatialIndex migration cost for grid/quadtree swap
- Remove misleading Default derive from TellCategory (Nervous is not a
  sensible default for neutral NPCs)
- Add caller invariant doc on generate_npc (no TilePosition spawned)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:55:21 +01:00
jpmschweitzerandClaude Opus 4.6 4be9cde3fa fix(copy): PR #53 review round 2 — ID collision, wary/tired moods, greeting enum
- Renumber Kael greeting IDs _d_046-049 → _d_050-053 (pc-detective.yaml holds
  046-048, Hoshe R2-H1)
- Replace pre-existing invalid mood values: wary→suspicious (22 lines),
  tired→frustrated (4 lines) across 5 dialogue files (Hoshe R2-H2)
- Add greeting to situations.yaml enum with server-pending note (Hoshe R2-H3)
- Fix double-dash → em-dash on Kael greeting lines (Hoshe R2-H5)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:48:03 +01:00
jpmschweitzerandClaude Opus 4.6 3f799ad8ba docs(decisions): update D-076 dialogue max-width from 640px to 1200px
Reflects the intentional override — 1200px chosen for readability
after playtest feedback. Updates decision text, derivation, and
amendment history.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:46:02 +01:00
jpmschweitzerandClaude Opus 4.6 062ae88803 fix(client): revert DIALOGUE_MAX_WIDTH to 1200px (intentional override of D-076)
The 1200px value was a deliberate readability decision, not a spec
violation. Reverts the incorrect 640px change from round 1. Updates
comment and regression test to match.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:44:34 +01:00
jpmschweitzerandClaude Opus 4.6 78c8bb97de fix(client): address PR #54 round 2 — stale comments, D-076 test, GROUND_FLOOR const
Remove stale smoothing re-enable comments from main.gd (Hoshe #1).
Add DIALOGUE_MAX_WIDTH=640 regression test (Hoshe #2).
Extract GROUND_FLOOR const in tile_renderer (Tyre #3).
Clean up entity_renderer migration comment (Hoshe #3).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:42:25 +01:00
jpmschweitzerandClaude Opus 4.6 c0fb316a0a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:40:38 +01:00
jpmschweitzerandClaude Opus 4.6 46cf744e6a data(client): update msgpack fixtures and golden files for protocol v13
Regenerate all msgpack test fixtures with tell_state and follow_state
fields. Update golden proof_room snapshot. Adjust serialization and
bridge tests for new ObserverSnapshot fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:40:18 +01:00
jpmschweitzerandClaude Opus 4.6 8538f916af feat(simulation): wire Sprint 15 systems + protocol v13
Register all new systems in NpcPlugin and SimulationPlugin with correct
ordering constraints. Protocol bumped to v13: tell_state on VisibleEntity,
follow_state and PostConversationQueue on ObserverSnapshot, Follow verb
on VerbKind. Observer snapshot populates tell state from DerivedTellState
and follow state from FollowTarget. System ordering: tolerance after
mood, deviation after activity, tell after mood+deviation, follow after
visibility geometry, event monologue after conversations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:40:09 +01:00
jpmschweitzerandClaude Opus 4.6 517318c8a7 feat(simulation): extend monologue event generation with new triggers (#119)
Add observe_npc, hear_sound, observe_anomaly, witness_interaction, and
post_conversation triggers to monologue system. trigger_event_monologue
system fires after sound collection, NPC conversations, and walk-away.
Context tags (location, situation, character_state) populated for D-035
content pool matching. COOLDOWN_TICKS=300 anti-spam guard respected.
witness_interaction fires after overheard NPC-to-NPC conversation per
D-078. Voice sounds and ambient sounds correctly excluded from
hear_sound trigger.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:58 +01:00
jpmschweitzerandClaude Opus 4.6 0af86b1f0b feat(simulation): add follow mechanic (#241)
Follow verb on interaction dispatcher. FollowTarget component tracks
target entity, proximity ticks, and LOS-lost ticks. update_follow_state
system: observation events fire at double frequency while following,
NPC suspicion increases via stress when player within 2 tiles for 60+
ticks (configurable). Follow ends on LOS lost timeout, suspicion
threshold crossed, or player issues different action. FollowStateWire
emitted in ObserverSnapshot for client HUD.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:47 +01:00
jpmschweitzerandClaude Opus 4.6 f31be6f866 feat(simulation): add routine deviation detection (#243)
RoutineDeviationEvent emitted when NPC breaks daily routine: wrong
location for day phase or wrong activity at correct location.
CurrentlyDeviating marker prevents duplicate events per episode.
Respects pathfinding-in-progress (no false positives). Feeds
observation event generator for observe_anomaly monologue triggers.
Primary detective mechanic per D-027 criterion 4.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:37 +01:00
jpmschweitzerandClaude Opus 4.6 029337a801 feat(simulation): add personality and tell system (#90)
TellCategory enum (Nervous, Angry, Friendly, Guarded, RoutineDeviation)
with DerivedTellState component. derive_tell_state system runs after
update_mood and detect_routine_deviation. Tell state derived from NPC
axis values per D-024: Secret+low Tolerance→Nervous, low Contentment+
Hostile→Angry, high Contentment+Friendly→Friendly, high Secret→Guarded.
v0.1 renderer is monologue text, not visual animation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:27 +01:00
jpmschweitzerandClaude Opus 4.6 78c43ab802 feat(simulation): add NPC generation pipeline (#92)
RoleDefinition struct + generate_npc() seeds all 10 D-024 axes via
SimRng for deterministic generation. Constraint validation: no duplicate
relationship targets, stress < threshold, one routine entry per phase,
no contradictory personality trait pairs. Spawns fully-populated NPC
entity with 2-3 personality traits for tell system (#90).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:17 +01:00
jpmschweitzerandClaude Opus 4.6 9a20e4dea9 feat(simulation): add tolerance threshold monitoring system (#105)
ToleranceBreachEvent emitted when NPC stress exceeds per-seed threshold.
ToleranceBreached marker prevents duplicate events per episode, cleared
on recovery. check_tolerance_threshold system runs after update_mood,
integrates with mood FSM to push toward Hostile/Anxious. Background-tier
NPCs excluded. Unblocks #250 (triangle escalation).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:08 +01:00
jpmschweitzerandClaude Opus 4.6 836c8e98cd feat(simulation): add SpatialIndex trait with naive Vec implementation (#340)
Define SpatialIndex trait with entities_in_range, entities_at, and
update methods. NaiveSpatialIndex uses Vec backend with Manhattan
distance. sync_spatial_index system auto-updates from Changed<TilePosition>.
Registered as Bevy resource. Trait abstraction allows grid/quadtree
replacement later without touching callers.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:38:59 +01:00
jpmschweitzerandClaude Opus 4.6 9e33a82e1d fix(copy): PR #53 review — ID collision, moods.yaml enum, voice/lore fixes
- Renumber Kael greeting variants _d_039-042 → _d_046-049 (collision with
  pc-smuggler.yaml, Hoshe #1)
- Update moods.yaml enum to Sprint 14 vocabulary (Paula #1, Miri #1)
- Add missing mood field on the-terminal_d_014 (Hoshe #3)
- Fix "wormhole threshold" → "span gate threshold" in detective opening (Miri #2)
- Fix "We've worked this district before" — detective is newly arrived (Miri #5)
- Fix smuggler opening "That's Kael" label → behavior-read (Paula #5)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:22:34 +01:00
jpmschweitzerandClaude Opus 4.6 c347f28cbd fix(client): address PR #54 review — 7 items across Hoshe and Tyre
Critical: DIALOGUE_MAX_WIDTH 1200 → 640 to match D-076 spec.
tile_renderer: clarify z = server floor level, not scene z_index.
Add z-filter unit test (tiles at z!=0 must be skipped).
Camera test: is_equal → distance check for float safety, convergence
test frames 40 → 120 for robustness at lower smoothing speeds.
Teleport: remove redundant first snap in _teleport_transition (the
camera block in _process handles it via _teleport_in_progress flag).
entity_renderer: document y-sort bottom-anchor migration path.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:20:27 +01:00
jpmschweitzerandClaude Opus 4.6 519483a0cc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:10:20 +01:00
jpmschweitzerandClaude Opus 4.6 e616af6eca test(client): sprint 15 validation tests — camera, UI framework, entities
Add test_smooth_camera_sprint15.gd (11 tests): lerp convergence,
teleport snap, D-015 fixed-north, constant range validation.
Add test_ui_framework_sprint15.gd (20 tests): D-049 z-layer hierarchy,
OQ-07 insert_active, #241 follow stub, Sprint 14 regression checks.
Update test_camera_anchor.gd and test_client_p3.gd for ENTITY_OFFSET_X/Y
split and manual lerp camera behavior.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:10:06 +01:00
jpmschweitzerandClaude Opus 4.6 176052dfd6 feat(client): manual exponential camera smoothing (#117)
Replace Godot built-in Camera2D smoothing with manual lerp using
CAMERA_SMOOTHING_SPEED (8.0) in constants.gd — same exponential
smoothing pattern as entity_renderer.gd. Teleport snap preserved
via _teleport_in_progress flag. D-015 fixed-north camera lock intact.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:09:58 +01:00
jpmschweitzerandClaude Opus 4.6 7ddee15f06 feat(client): tilemap z-filtering, entity 24x32 footprint, follow stub (#71, #72)
tile_renderer: only render z=0 tiles on FloorTiles layer (D-049 z-stack).
entity_renderer: fix footprint from 24x24 to 24x32 per D-044, split
ENTITY_SIZE into ENTITY_WIDTH/ENTITY_HEIGHT with separate offsets.
game_state: add follow_target_id stub for server ticket #241.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:09:53 +01:00
jpmschweitzerandClaude Opus 4.6 378c4945e7 feat(copy): #170 Layer 2 relationship history — greeting variants + situation mapping
New: docs/design/layer2-situation-mapping.md — full InteractionMemory→Layer 2
pipeline documentation, 5 relationship history states, authoring checklist.

Greeting variants added:
- Kael Davan: 12 lines (4 per location × 3 locations)
- Sera Venn: 4 lines at The Last Shift
All use situation: [greeting], correct Sprint 14 mood vocabulary.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:05:40 +01:00
jpmschweitzerandClaude Opus 4.6 458e50eee0 fix(copy): #169 access tier audit — mood vocab rename + monologue structural tags
Part A: Sprint 14 mood vocabulary applied across 20 dialogue files (334 fixes):
  fond→warm, comfortable→content, worried→anxious, concerned→frustrated,
  analytical→focused, conflicted→anxious/suspicious per context.

Part B: All 12 monologue pool files now carry required D-035 structural tags
  (role, access, trust, situation) — 223 lines fixed.

Part C: Full access tag audit passed — all dialogue lines have valid tags.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:05:29 +01:00
jpmschweitzerandClaude Opus 4.6 6dc3a123e6 feat(copy): #299 #300 opening hook monologue — smuggler + detective first 5 minutes
Smuggler: 11-line diegetic tutorial arc (station hum → Kael → fog → sound ping)
Detective: 12-line analytical tutorial arc (lattice overlay → Sera → manifest anomaly)

Both sequences: priority 8-10, cooldown 9999 (fire once), prerequisites null,
fully D-035 schema-compliant. Voice-checked against docs/design/voice-patterns.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:05:17 +01:00
jpmschweitzer eb6b5cc337 Merge remote-tracking branch 'origin/main' into client
# Conflicts:
#	client/data/dialogue-theme.yaml
#	client/scripts/main.gd
#	client/scripts/protocol/protocol.gd
#	client/scripts/ui/debug_overlay.gd
#	client/ui/dialogue_box.gd
2026-02-21 13:48:08 +01:00
jpmschweitzerandClaude Opus 4.6 c01ad011ed docs(sprints): add Sprint 15 React briefings
Server (7), client (5), copy (2) tickets. Goal: player acts and
world reacts — follow/examine, dialogue access layers, server-side
monologue events, personality and tell system.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:49 +01:00
jpmschweitzerandClaude Opus 4.6 aa97ef988a chore(client): track Godot-generated uid and import files
New .uid files from Godot 4 and updated .import metadata for
audio assets and fonts added during Sprint 14.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:43 +01:00
jpmschweitzerandClaude Opus 4.6 e1e9f3479a chore(skills): add bug-report processing skill
Skill for triaging in-game bug reports from the Godot client's
user://bug-reports/ directory. Reads snapshot, render, inputs,
and description files; presents summaries; offers investigate,
create ticket, or dismiss actions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:36 +01:00
jpmschweitzerandClaude Opus 4.6 136d21ac8b chore(config): specify --bin in Makefile cargo run targets
Disambiguates binary when multiple bin targets exist in the
server crate.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:29 +01:00
jpmschweitzerandClaude Opus 4.6 038f97f07b data(client): update msgpack fixtures for protocol v12
Regenerated all cross-language test fixtures to include new
conversation_events wire fields (speaker/target name, color index).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:24 +01:00
jpmschweitzerandClaude Opus 4.6 2c69e557c2 fix(client): resolve WASD freezes, warnings, and chime spam
- bug_report_dialog: release_focus() before queue_free() prevents
  stale focus on ModalLayer blocking input to lower layers
- dialogue_box: clear dialogue_active immediately on conversation
  end instead of holding for entry_lifetime
- main.gd: permanent entity ID tracking per room stops recognition
  chime re-triggering when NPCs oscillate in/out of fog queue
- audio_manager: correct path res://audio/ to res://assets/audio/
- world_radial.tscn: anchors_preset 15 to 0 (script sets size)
- bug_report_dialog: push_warning to print (informational)
- debug_overlay: max() to maxi() for integer line count
- monologue_display: remove unnecessary Tween cast

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:18 +01:00
jpmschweitzerandClaude Opus 4.6 03ff3c5fef feat(ui): entity-anchored dialogue log with keyboard selection
Log entries store entity IDs and resolve display names at render
time from _entity_display lookup — enables retroactive name update
when player learns an NPC's real name. Color index from server
replaces name-hash coloring for stable NPC colors.

Dialogue options: switched RichTextLabel to Label (fixes stacking
bug), added 1/2/3 number key selection, numbered option labels.

Interaction list: added background panel, mouse hover highlighting,
click-to-interact, pointing hand cursor.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:08 +01:00
jpmschweitzerandClaude Opus 4.6 28e7e6d9ad feat(simulation): add NPC name masking with role labels and color index
Server-side infrastructure for information asymmetry in dialogue.
NPCs display role labels (Worker, Supervisor, Patron) instead of
real names until the player explicitly learns them via KG lookup.
NpcColorIndex (stable_id % 8) persists across name reveal.

ConversationEvent and DialogueResponseEvent carry display names +
color indices on the wire with serde(default) for compat.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:42:59 +01:00
jpmschweitzerandClaude Opus 4.6 82e58559ba chore(meta): release v0.1.14
Sprint 14 "Live" complete — 22/22 tickets done. NPCs breathe
independently: mood, trust, routines, overheard conversations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:40:46 +01:00
jpmschweitzerandClaude Opus 4.6 e2985142f5 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:56:13 +01:00
jpmschweitzerandClaude Opus 4.6 a0001c059a docs(scratchpad): note on contextual NPC conversation topics
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:55:50 +01:00
jpmschweitzerandClaude Opus 4.6 9a91c18739 data(schema): raise monologue line maxLength from 160 to 256 chars
Hard cap at 256 with soft guidance to aim for ≤160 to avoid line wrap.
Allows longer lines for urgent monologue and confrontation beats that
need more space without schema validation failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:55:46 +01:00
jpmschweitzerandClaude Opus 4.6 536c7d953d docs(decisions): update D-061 with unified conversation log architecture
Sprint 14 #535 redesigned the dialogue box into a single chronological
log for both player-NPC and overheard NPC-NPC conversations. Updates
D-061 in perception.md to document the unified log pattern, entry
lifecycle, passive line treatment, and cross-references to D-076/D-078.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:55:40 +01:00
jpmschweitzerandClaude Opus 4.6 952f994d59 fix(ui): address PR #52 review — 10 items across Hoshe, Tyre, Araminta (#535)
Critical: bump PROTOCOL_VERSION 8→9 for conversation_events/ended fields.

Hoshe review:
- Dirty flag (_log_dirty) prevents per-frame O(n) BBCode rebuild
- BBCode injection: _escape_bbcode() replaces [ with [lb] on server text
- D-064 regression: dialogue_active cleared in fade callback, not before
- YAML quoting: remove unnecessary quotes from numeric values

Tyre review:
- Carry-forward for dialogue_response, conversation_events, conversation_ended
  in receive_bytes() — arrays merge, scalar falls through
- pause_requested/unpause_requested signals route through main.gd input
  recording (_pending_record_inputs) for #507 replay determinism
- Fix version comments: dialogue_response is v8 (#305), not v9
- Remove dead _active_overheard dictionary

Araminta review:
- Passive lines: ┃ glyph prefix + _desaturate() for name colours
- Active conversation entries pinned (no timeout), unpinned with timestamp
  reset on conversation end
- _enforce_contrast(): minimum luminance floor for name colour readability
- Simplified 1-on-1 attribution: "Speaker:" instead of "Speaker → You:"

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:51:40 +01:00
jpmschweitzerandClaude Opus 4.6 2edc7c3098 feat(ui): unified dialogue log with overheard NPC conversations (#535)
Refactors dialogue box into a scrolling conversation log. All dialogue
(player-NPC and overheard NPC-NPC) flows chronologically, oldest at top.
Player response options at the bottom during active conversations.

- Entries expire after configurable timeout (equal for all message types)
- Walk-away clears options but preserves log entries (fair information)
- Per-character name colors from dialogue-theme.yaml (hash-indexed palette)
- Overheard lines render at 90% opacity (D-078)
- Protocol decode for conversation_events + conversation_ended
- GameState fields for conversation_events, conversation_ended, dialogue_response
- Mock Mira/Soren NPC-NPC conversation in test snapshot
- Also wires #511 debug overlay into main.gd and main.tscn

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:51:40 +01:00
jpmschweitzerandClaude Opus 4.6 ef3f4a70fa feat(ui): F3 debug overlay — real-time game state display (#511)
Toggle with F3. Shows tick, fps, position, facing, stance, zone,
entity/tile counts, interaction/recognition counts, dialogue status,
stationary ticks, insert state, time/tick_rate, mode, gauntlet.
Two-column layout, click-through, hidden by default.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:51:40 +01:00
jpmschweitzerandClaude Opus 4.6 e19887c5a9 fix(ui): address PR #52 review — 10 items across Hoshe, Tyre, Araminta (#535)
Critical: bump PROTOCOL_VERSION 8→9 for conversation_events/ended fields.

Hoshe review:
- Dirty flag (_log_dirty) prevents per-frame O(n) BBCode rebuild
- BBCode injection: _escape_bbcode() replaces [ with [lb] on server text
- D-064 regression: dialogue_active cleared in fade callback, not before
- YAML quoting: remove unnecessary quotes from numeric values

Tyre review:
- Carry-forward for dialogue_response, conversation_events, conversation_ended
  in receive_bytes() — arrays merge, scalar falls through
- pause_requested/unpause_requested signals route through main.gd input
  recording (_pending_record_inputs) for #507 replay determinism
- Fix version comments: dialogue_response is v8 (#305), not v9
- Remove dead _active_overheard dictionary

Araminta review:
- Passive lines: ┃ glyph prefix + _desaturate() for name colours
- Active conversation entries pinned (no timeout), unpinned with timestamp
  reset on conversation end
- _enforce_contrast(): minimum luminance floor for name colour readability
- Simplified 1-on-1 attribution: "Speaker:" instead of "Speaker → You:"

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:39:12 +01:00
jpmschweitzerandClaude Opus 4.6 1d0ba5f7d8 feat(ui): unified dialogue log with overheard NPC conversations (#535)
Refactors dialogue box into a scrolling conversation log. All dialogue
(player-NPC and overheard NPC-NPC) flows chronologically, oldest at top.
Player response options at the bottom during active conversations.

- Entries expire after configurable timeout (equal for all message types)
- Walk-away clears options but preserves log entries (fair information)
- Per-character name colors from dialogue-theme.yaml (hash-indexed palette)
- Overheard lines render at 90% opacity (D-078)
- Protocol decode for conversation_events + conversation_ended
- GameState fields for conversation_events, conversation_ended, dialogue_response
- Mock Mira/Soren NPC-NPC conversation in test snapshot
- Also wires #511 debug overlay into main.gd and main.tscn

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:10:40 +01:00
jpmschweitzerandClaude Opus 4.6 9b53096b0b feat(ui): F3 debug overlay — real-time game state display (#511)
Toggle with F3. Shows tick, fps, position, facing, stance, zone,
entity/tile counts, interaction/recognition counts, dialogue status,
stationary ticks, insert state, time/tick_rate, mode, gauntlet.
Two-column layout, click-through, hidden by default.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:10:30 +01:00
jpmschweitzer 665f67626b Merge pull request 'feat(copy): Sprint 14 — monologue architecture, line pools, voice guide, schema, overheard dialogue' (#51) from copy into main 2026-02-20 19:31:28 +01:00
jpmschweitzerandClaude Opus 4.6 386d80df26 fix: resolve merge conflicts with main (Situation + Mood variants)
Keep all new variants from both branches: Greeting (copy), FirstMeeting
and RepeatedVisit (server). Combine Mood doc comments.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:31:20 +01:00
jpmschweitzer f1dcdc2ee9 Merge pull request 'feat(simulation): Sprint 14 — NPC mood, trust, routines, conversations, invariants' (#50) from server into main 2026-02-20 19:28:53 +01:00
jpmschweitzer c10b896562 Merge pull request 'feat(client): #122 monologue display — multi-line, priority queue, 34 tests' (#49) from client into main 2026-02-20 19:28:49 +01:00
jpmschweitzer b2559d5467 Merge pull request 'docs(visual): Sprint 14 visual spec suite — 6 design documents' (#48) from visual into main 2026-02-20 19:28:39 +01:00
jpmschweitzerandClaude Opus 4.6 f0e0673c99 fix(simulation): address PR #50 review — determinism, overflow, invariants
- Sort eligible NPCs by StableId for deterministic conversation pairing (D-010)
- Replace single_mut() with per-observer iteration (D-010 principle 3, D-027)
- Widen current_stress * 100 to i32 in mood derivation to prevent i16 overflow
- Promote line_interval to named constant LINE_INTERVAL_TICKS
- Add 4 Sprint 14 component invariants (MoodState, InteractionMemory,
  ActivityState+PathRequest exclusion, double-tagged tier detection)
- Attach MoodState to content spawn pipeline and gauntlet fixup
- VecDeque for InteractionMemory.notable_events (O(1) pop_front)
- Rename who_knows() to who_knows_full_scan() to communicate O(N) cost
- Add O(N^2) growth limit comment on conversation pair scan
- Document Suspicious/Focused as externally-set moods on enum variants

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:18:34 +01:00
jpmschweitzerandClaude Sonnet 4.6 677ca9b59d fix(ui): address PR #49 review — 6 warnings + 2 suggestions (#122)
Warnings fixed:
- BBCode injection (line 153): escape [ → [lb] in server text before interpolation
- sort_custom on silent-drop (line 125): sort now only runs on actual insertion/replacement
- clip_contents: add clip_contents=true to MonologueDisplay Control (overflow guard)
- confrontation tick guard (main.gd): _last_confrontation_tick deduplicates same-tick signals
- GameState decoupling: show_monologue() reads lattice_profile once and passes it through
  _show_line() → _build_line_node(); renderer no longer reaches into autoload (D-020)
- Equal-priority eviction: >= tiebreak (was >); FIFO for equal-priority queue overflow

Suggestions fixed:
- Minimum duration clamp: maxf(duration, FADE_IN_SEC + 0.1) — line survives own fade-in
- _label_text bounds check: guard against empty _visible before indexing [0]

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 19:06:26 +01:00
jpmschweitzerandClaude Opus 4.6 3c4304f745 fix(visual): address PR #48 review comments
- sound-indicator-visual: D-069 → D-033/D-048 color reference, reconcile
  medium range S1 (3-8) vs S7 (3-20) contradiction, split dual values in
  quick-reference table
- entity-color-system: D-046 → D-015 for peripheral rendering, tighten
  cognitive delay wording, add accessibility ticket tracking note
- visual-grammar-v01: dialogue max-width corrected from ~70% to 640px
  per D-076
- the-friend-visual-treatment: D-063 citation title corrected
- tell-visual-expression: soften D-024 attribution (axis, not categories)
- environmental-text-standards: specify tile unit for terminal visibility
- monologue-display-spec: header updated to reflect Sprint 14 inclusion
- CHANGELOG: add entries for all 6 Sprint 14 design docs

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:04:00 +01:00
jpmschweitzerandClaude Opus 4.6 036e9dc5c6 fix(tests): update NPC profile count assertions (20→23) for Sprint 14 content
Three NPC profiles added by copy team content expansion. Updates
content_loading test expectations to match actual content directory.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:00:14 +01:00
jpmschweitzerandClaude Opus 4.6 91eb11da16 refactor(content): rename mood vocabulary to match voice guide (D-035 Sprint 14 amendment)
Schema and Rust Mood enum renamed for author-friendly vocabulary:
fond→warm, comfortable→content, worried→anxious, concerned→frustrated.
Dropped: analytical (merged into focused), conflicted (modeled as
suspicious+warm collision). Added: hostile. Final 8 moods: anxious,
frustrated, content, suspicious, warm, hostile, relieved, focused.
Neutral = untagged. Resolves Gestalt's blocking issue on #121.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:00:07 +01:00
jpmschweitzerandClaude Sonnet 4.6 019a7b2221 test(simulation): additional conversation system QA coverage (Hoshe, S14)
Additional integration tests for conversation cooldown application, distance
termination with both NPCs receiving cooldown, and edge cases in the NPC-to-NPC
conversation pipeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:52:40 +01:00
jpmschweitzerandClaude Sonnet 4.6 8bd65a5662 feat(simulation): NPC-NPC relationship dynamics with passive decay (#103, D-024)
update_relationship_dynamics runs once per game-minute (10 ticks). Edges
inactive for 1+ game-hours (600 ticks) decay trust 1 point toward 0 per
minute. Creates social texture: NPCs who haven't interacted drift to neutral
without active maintenance. Blocks #249 (social propagation, Sprint 15).

Constants: DECAY_INTERVAL_TICKS=10, DECAY_INACTIVITY_THRESHOLD_TICKS=600,
DECAY_DELTA=1. Integer arithmetic only (D-010 determinism).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:52:36 +01:00
jpmschweitzerandClaude Sonnet 4.6 bd60b356f8 feat(simulation): routine execution system with ActivityState (#101, D-031)
ActivityState component tracks the activity an NPC is currently performing
at their routine destination (activity name, phase, started_tick). The
enter_activity system runs after movement validation and sets ActivityState
when an NPC has arrived with no active path. Cleared on phase transitions.

Feeds TellTrigger::DuringActivity and D-028 Layer 2 situation matching.
Unit tests verified via shift_change room integration.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:52:29 +01:00
jpmschweitzerandClaude Sonnet 4.6 dcd15a330f feat(simulation): interaction tracking + trust progression (#325, #324)
InteractionMemory component tracks interaction_count, last_interaction_tick,
and notable_events per NPC. Drives D-028 Layer 2 situation activation:
first_meeting (count==0) and repeated_visit (count>=3). warm_active in mood
system now derives from InteractionMemory within a 300-tick window.

Trust progression wired into dialogue systems: talk completion (+1),
walk-away (-1), confrontation (-2) emit TrustEvents consumed by update_trust.
InteractionEvent (WalkAway, Confrontation) recorded in notable_events for
fast per-pair access.

Adds FirstMeeting and RepeatedVisit Situation variants. 18 unit tests in
interaction.rs. All arithmetic integer-only (D-010 determinism). No HashMap.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:52:23 +01:00
jpmschweitzerandClaude Sonnet 4.6 df4d7b4666 docs(design): add Gestalt KG validation to #253 prerequisite map and #121 mood guide
#253 monologue-content-architecture.md:
- All prerequisite fact_ids validated against knowledge vocabulary — APPROVED
- Flag: behavioral.sera_avoidance should be behavioral.sera_avoidance_pattern
- Flag: investigation.drin_inspection_pattern duplicated in investigation.yaml
- Confirm: cooldown is content-layer (schema field) — OQ item 3 resolved
- Pending: witness_interaction trigger payload (OQ item 4) — Dudley to confirm
  before named-pair witness_interaction lines can be authored

#121 monologue-voice-guide.md:
- BLOCKING: mood vocabulary mismatch — voice guide uses neutral/anxious/frustrated/
  content/warm/hostile but schema enum uses fond/comfortable/worried/analytical/
  conflicted/concerned/relieved; hostile not in schema at all
- Provide interim mapping table so Mellanie can use correct schema names
- Flag schema gaps: analytical and relieved have no voice guide coverage
- Recommend schema rename to voice guide names (Lead decision required)
- Mood-as-selection-weight model is mechanically coherent — APPROVED

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:43:55 +01:00
jpmschweitzerandClaude Opus 4.6 c71ba8ebb3 test(ui): GameState integration + D-049 compliance tests for monologue display (#122)
7 tests: snapshot round-trip, null/stale clearing, non-dict rejection,
duration/id preservation, canvas layer constant. before_test/after_test
lifecycle hooks prevent state bleed between test cases.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 18:43:41 +01:00
jpmschweitzerandClaude Sonnet 4.6 a14c980aad test(simulation): map-agnostic invariant tests, 36 invariants (#508)
Adds test_world::invariants with 29 world-query invariants (structural,
perception, population, simulation) and 7 system-execution tests. All
invariants are gated behind the gauntlet feature and run against the
fully-initialized gauntlet world. Documents StableId ranges through
Sprint 14 rooms.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:56 +01:00
jpmschweitzerandClaude Sonnet 4.6 9eba259fd5 feat(simulation): NPC mood state machine (#323, D-024, D-035)
8-state NPC mood FSM driven by stress, time of day, and interaction events.
Adds MoodState component, derive_mood() pure function, and update_mood() Bevy
system wired into NpcPlugin. Adds Focused as 9th Mood content tag (D-035
Sprint 8 amendment). Syncs CurrentMood for Layer 4 dialogue selection.

31 unit tests covering priority ordering, boundary conditions, and system
integration. All random values route through SimRng (D-010 determinism).
No floats. No HashMap.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:51 +01:00
jpmschweitzerandClaude Sonnet 4.6 aa0d8ced37 feat(simulation): NPC-to-NPC conversation system (#247, D-078)
Implements server-authoritative per-word occlusion for NPC conversations.
ConversationEventBuffer drains into ObserverSnapshot each tick so the client
receives only words audible from the player's position. Updates test fixtures
to include the new conversation_events and conversation_ended fields.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:44 +01:00
jpmschweitzerandClaude Sonnet 4.6 b49d78ef6a fix(ui): guard empty text in show_monologue — no ghost slots or queue entries (#122)
show_monologue() now returns early when text.is_empty(), preventing:
- ghost visible slots with blank labels
- stagger timer advancing on empty calls
- empty strings queuing when slots are full

Tests: add test_show_monologue_with_empty_text_does_not_set_displaying and
two companion cases (stagger timer unchanged, no enqueue when full) anticipating
Hoshe's QA additions to the test suite.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:22 +01:00
jpmschweitzerandClaude Sonnet 4.6 1765e2922f refactor(ui): monologue display — multi-line architecture per Tyre review (#122)
Rewrites the monologue display system per Tyre architecture review (Sprint 14):

Rendering:
- Up to 3 simultaneous visible lines (VBoxContainer, dynamic node creation)
- Lines created programmatically as MarginContainer > RichTextLabel per slot
- Percentage-based anchors: 5% left, 75–98% vertical (25% area from bottom), 50% max width
- Z-layer 7 in UILayer (CanvasLayer 20, D-049)

Queue:
- 5-entry priority queue; highest priority drains first
- On overflow: incoming line replaces lowest-priority queued entry if it outranks it
- Lower/equal priority incoming lines silently dropped when queue full

API:
  show_monologue(text, duration, priority=2, is_urgent=false)
- Replaces old (text, duration, character_type) signature
- main.gd passes priority and is_urgent from MonologueEvent fields
- Confrontation monologue: priority=3, is_urgent=true (D-063)

Colour:
- Reads GameState.lattice_profile at render time (D-032)
- lattice_augmented (detective): standard #d0d4e0 / urgent #e0e8f8
- lattice_baseline (smuggler): standard #d8d0c4 / urgent #f0e4d4
- Fallback for unknown profiles; no crash

Stagger: 0.15s between consecutive fade-ins (spec §5.4)
Opacity: standard 0.85, urgent 1.0; bloom deferred

GameState: adds lattice_profile field, parsed from snapshot

Tests: 27 gdUnit4 test cases — queue order, priority drop, overflow, stagger,
no-overwrite (P0 #477), BBCode output, palette selection, slot lifecycle

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:39:49 +01:00
jpmschweitzerandClaude Sonnet 4.6 0b5952a107 docs(visual): Sprint 14 visual spec suite — 6 design documents
Completes all Sprint 14 visual tickets (#304, #316, #317, #318, #334, #251).

- entity-color-system.md (#304): Full D-033 relationship→color spec. Hex values,
  runtime derivation from VisibleEntity.relationship, 0.5s transition behavior,
  fog edge cases, static object definition, color blindness assessment (deuteranopia
  and protanopia gaps flagged for v0.1.2+). Implementation notes for Stig.

- text-display-hierarchy.md (#316): Four content pipelines — dialogue, monologue,
  overheard/observation, environmental text. Screen positions, z-layers, font sizes,
  hex values, passive panel mode for D-078 overheard conversation.

- sound-indicator-visual.md (#317): Fog-edge pulse spec. Three color codes, direction
  encoding, three range-distance alpha levels, 2.5s pulse animation target, suppression
  rules, current vs target implementation delta for Stig.

- the-friend-visual-treatment.md (#318): Phase 1/2/3 visual states for Kael Davan
  and Sera Venn. Earned visual detail principle, 0.5s green→amber transition, staging
  requirement (first relationship color change in session), animation tier transition
  point. Cross-references entity-color-system.md.

- environmental-text-standards.md (#334): Signage, terminals, news tickers. Character
  limits, z-layers, two-state terminal model, bilingual Concordat Standard/Krenn
  vernacular treatment (D-036), scroll behavior, copy team and Stig quick-reference tables.

- tell-visual-expression.md (#251): 5 tell categories mapped to 6 Tier 2 behavioral
  patterns. Tile-level appearance descriptions, intensity scaling, server implementation
  notes for Dudley, monologue layer spec for Mellanie. THE FRIEND tell trajectory
  for Kael and Sera included.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:38:45 +01:00
jpmschweitzerandClaude Sonnet 4.6 8c362c8535 feat(schema): implement D-035 converged tag taxonomy as canonical JSON Schema (#168)
- Add content/_schema/dialogue-line.schema.json — canonical standalone line schema
  with all 6 structural + 3 selection + 2 authoring-only tags and $defs for
  monologue extension (character, trigger, prerequisite)
- Update dialogue-pool.schema.json: add dual_lens and notes authoring-only tags,
  add additionalProperties: false to knowledge_grant
- Update monologue-pool.schema.json: add all 6 structural tags as required fields
  for schema compliance (role=player_character, access=[public], trust=surface are
  constrained constants); add topic, mood, dual_lens, notes
- Enumerate all 14 v0.1 situations and 9 v0.1 topics as allowed enum values per D-035
- Fix Rust sync gap: add Situation::Greeting and Mood::Focused to line_pool.rs
  (D-035 Sprint 8 amendments — were in schema but missing from Rust enums, causing
  content with these values to be silently dropped at runtime)
- Update line_preview.rs situation_str, mood_str match arms and help text for
  new variants; all 25 line_pool tests pass

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:38:37 +01:00
jpmschweitzerandClaude Sonnet 4.6 4365871846 feat(ui): monologue display — queue, character colours, italic BBCode (#122)
- Queue management: enqueue on mid-display arrival, drain in order, MAX_QUEUE_DEPTH=8 cap, no-overwrite contract (P0 #477)
- Character colours: detective=#c8e0ff (cool blue), smuggler=#f0c870 (warm amber), fallback to neutral insert text
- Typography: italic via BBCode [i] tags; font size 13px (smaller than dialogue)
- Positioning: bottom-left of viewport, 420×120px, 80px bottom margin above verb list
- main.gd: _get_active_character_type() reads player entity kind.data.character_type; passed to show_monologue() and _on_confrontation_monologue()
- gdUnit4 tests: queue order, depth cap, no-overwrite, BBCode output, colour mapping, fade timer integration

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:31:13 +01:00
jpmschweitzer 14cd16f33a chore: resolve CHANGELOG.md merge conflict from main 2026-02-20 18:24:52 +01:00
jpmschweitzerandClaude Opus 4.6 4e53a2e979 chore(meta): release v0.1.13
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 18:07:35 +01:00
jpmschweitzerandClaude Opus 4.6 1b08734838 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 19:53:02 +01:00
jpmschweitzerandClaude Opus 4.6 16bc87c590 docs(sprints): add Sprint 14 "Live" briefings — 22 tickets across 4 teams
NPC mood, trust, routine execution, NPC-to-NPC conversations with D-078
occlusion, monologue display, content line pools, and visual specs.
Teams: server (7), client (3), copy (6), visual (6).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 19:52:50 +01:00
jpmschweitzerandClaude Opus 4.6 f6eb92cb25 feat(docs): add D-078 — overheard NPC conversation via passive dialogue panel
Server-authoritative stochastic per-word occlusion filter for NPC-to-NPC
conversations. Dialogue panel in passive mode displays pre-occluded text;
monologue remains a clean internal response system. Indexes updated.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 19:52:44 +01:00
jpmschweitzerandClaude Opus 4.6 e11d54ff5c fix(assets): add missing .import file for sfx_npc_murmur.ogg
Godot requires .import files for stable uid:// references across
editor sessions. All other audio assets have one — this was missed
in the audio branch PR.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:48:42 +01:00
jpmschweitzer cf3349b909 Merge remote-tracking branch 'origin/audio' 2026-02-19 18:46:53 +01:00
jpmschweitzer bc1cfabb68 Merge remote-tracking branch 'origin/client' 2026-02-19 18:45:54 +01:00
jpmschweitzerandClaude Opus 4.6 8985340bdd fix(client): address PR #47 review — murmur deferral, zone extraction, 6 tests
Remove premature Voice/VoiceConversation from SOUND_EVENT_ASSETS (D-072
defers murmur to end-to-end sprint). Extract current_zone_id in
GameState.apply_snapshot() as first-class field, eliminating O(N) tile
scan in main.gd (D-020 server-authoritative). Add dir.list_dir_end()
after registry scan. Add rapid zone-crossing + _load_prefs() roundtrip
tests. Enhance comments on hub/workplace same-asset pattern, station
base hum, and confrontation dip replacement semantics.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:37:23 +01:00
jpmschweitzer d2d538f4a8 Merge remote-tracking branch 'origin/server' 2026-02-19 18:36:48 +01:00
jpmschweitzerandClaude Opus 4.6 f57560ebe7 docs(meta): add tea comment hanging workaround to CLAUDE.md
tea comment hangs with inline heredocs and multi-line strings.
Document the two-step pattern: write to .tmp/ first, then pass
via $(cat).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:34:39 +01:00
jpmschweitzerandClaude Opus 4.6 dd1dd0feec fix(simulation): address PR #46 review — zone tests, doc accuracy, TBD comment
Add 3 zone enrichment tests to observer pipeline (tile inside zone,
tile outside zone, absent ZoneMap resource). Fix misleading Decay
Observatory doc comment that claimed Direct start when test starts at
KnowsDetails. Add production population TBD note on ZoneMap.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:22:48 +01:00
jpmschweitzerandClaude Opus 4.6 513682522f test(audio): Sprint 13 test suite + lambda capture fix (#528-#533)
57 new tests in test_audio_sprint13.gd covering bus setup, dip profiles,
zone crossfade, recognition chime, and murmur wiring. Fix lambda capture
bug in 3 signal tests (String → Array wrapper for reliable closure
capture in Godot 4). Add bus volume reset to before_test() for test
isolation against prefs-loaded state.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:19:32 +01:00
jpmschweitzerandClaude Opus 4.6 0e6cc4eef8 feat(audio): Sprint 13 — AudioManager, zone crossfade, dip profiles, murmur wiring (#528, #529, #530, #533)
AudioManager: volume slider persistence (ConfigFile), settings UI with
5 teal-bordered sliders, default_bus_layout.tres for editor. Zone
crossfade: defensive zone_id read from snapshot tiles, 1.5-2s ambient
tween, auto-activates when server ships OQ-09. Dip profiles: dialogue
dip in show/hide_dialogue, ListeningFocus 30-tick gate via
stationary_ticks in game_state.gd. NPC murmur: client plumbing for
event-driven World SFX playback, no-ops until audio asset arrives.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:19:25 +01:00
jpmschweitzerandClaude Opus 4.6 96275c5b90 fix(skills): add agent rules for git and db script usage in sprint-start
Spawned agents are told not to run git commands (team lead handles those)
and to call db/connectors scripts with bare commands only — no python3
prefix or command chaining — so they match the permission whitelist.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:10:07 +01:00
jpmschweitzerandClaude Opus 4.6 51abc3e3c1 feat(simulation): #523 add zone_id to ObserverSnapshot (D-077, protocol v11)
Server-tracked zone_id on VisibleTile for D-073 zone crossfade and
D-059 deep fog temperature tint. ZoneMap resource backed by BTreeMap,
observer enrichment in snapshot assembly. Backwards-compatible: v10
payloads deserialize with zone_id: None.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:10:06 +01:00
jpmschweitzerandClaude Sonnet 4.6 c2de509c01 feat(simulation): add Sound Lab, Decay Observatory, Shift Change gauntlet rooms (#505)
Three new gauntlet test rooms for Sprint 13, each targeting a specific
system under test. StableIds are additive-only (66–74).

Sound Lab (66-68): Three NPCs at calibrated tile distances (2, 6, 12
tiles) verify D-018 three-range sound model. Tests confirm Close ≤3,
Medium ≤8, Long ≤20 tile thresholds via SoundEvent::audible_at().

Decay Observatory (69): Single NPC observed in LOS then broken. Tests
confirm D-041 confidence decay: KnowsDetails → KnowsOf → Suspects
(floor), and Stale state when stale_after threshold is exceeded.

Shift Change (70-71): Two NPCs with DailyRoutine components. Test
confirms D-031 phase-boundary check_phase_transition issues PathRequest
only to NPCs not already at their target location.

Sprint 13 reset plates (72-74) wired per existing pattern.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 18:05:46 +01:00
jpmschweitzerandClaude Sonnet 4.6 a394ff6a5f feat(audio): NPC conversation murmur asset (SFX-003)
Produces sfx_npc_murmur.ogg via Stable Audio Open for D-072 universal
event-driven NPC proximity murmur. Organic sonic family (D-074): warm
mid-freq 200-800Hz vocal texture, human voices in adjacent room with
direction and cadence distinguishable, words not. World SFX bus.

Generated 3 candidates (5s/CFG8, 6s/CFG7, 4s/CFG9), selected candidate
1 for richest texture and clearest spatial framing. Unblocks client #533.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 17:10:17 +01:00
jpmschweitzerandClaude Opus 4.6 1fa04c3e89 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 17:10:08 +01:00
jpmschweitzerandClaude Opus 4.6 2eb887c75f docs(visual): monologue display system visual spec (#315)
Typography, positioning, stacking rules (max 3 lines), priority
system (observation > atmosphere > tutorial), fade animation,
character-differentiated color (detective cool, smuggler warm),
and 80-character line length constraint for copy team.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 17:10:00 +01:00
jpmschweitzerandClaude Opus 4.6 61c452aca4 chore(config): whitelist remaining skill invocations
Add sprint-plan, pr-push, pr-review, ticket, docs-search, and
workshop-start to shared permission settings.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:59:58 +01:00
jpmschweitzerandClaude Opus 4.6 4eeaf72456 fix(skills): check sprint progress before closing in sprint-start
Case A on main previously closed the active sprint immediately without
checking ticket completion or open PR status. Now checks both and asks
the user before proceeding.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:59:56 +01:00
jpmschweitzer 45a644c701 Merge branch 'main' of ssh://git.schweitz.net:2222/jpmschweitzer/settled-reach 2026-02-19 16:54:35 +01:00
jpmschweitzerandClaude Opus 4.6 c13d97b7d9 chore(meta): release v0.1.12
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:54:22 +01:00
jpmschweitzerandClaude Opus 4.6 749d53f198 chore(meta): release v0.1.12
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:52:07 +01:00
jpmschweitzerandClaude Opus 4.6 bf2ce4ca36 chore(db): backup database after planning merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:51:31 +01:00
jpmschweitzer 72741562e8 Merge remote-tracking branch 'origin/planning'
# Conflicts:
#	CHANGELOG.md
2026-02-19 16:51:20 +01:00
jpmschweitzerandClaude Opus 4.6 6995405950 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:49:57 +01:00
jpmschweitzerandClaude Opus 4.6 03f70ada97 docs(sprints): add Sprint 13 "Sound" briefings — 9 tickets across server, client, audio, visual
Full audio architecture sprint: AudioManager completion, zone crossfade,
dip profiles, recognition chime, murmur pipeline. Server gauntlet expansion
and OQ-09 resolution. Visual monologue display spec unblocks copy pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:49:39 +01:00
jpmschweitzerandClaude Opus 4.6 5ef845e71d chore(db): backup database after copy merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:46:14 +01:00
jpmschweitzer ce5f735949 Merge remote-tracking branch 'origin/copy' 2026-02-19 16:46:06 +01:00
jpmschweitzerandClaude Opus 4.6 500f15960a chore(meta): update changelog
Sprint 12 copy team output: 26 tickets covering foundation docs,
character builds, design documents, content packs, and ambient
expansion.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 16:44:37 +01:00
jpmschweitzerandClaude Sonnet 4.6 d9facc7958 feat(copy): Sprint 12 #194 — generation pass, ambient variant expansion
80 new ambient/routine lines across all 9 content pack dialogue files.
Expands greeting pools and routine floor/bar talk to reduce cycling in play.

Critical lines untouched: knowledge_grants, threshold lines (real trust),
ring-ops insider dialogue, detective confrontation lines.

Per-file additions:
- shift-supervisor: 7 lines (procedural authority variants)
- dock-worker: 12 lines (floor talk, colleague references, shift texture)
- scheduler: 8 lines (scheduling procedure, audit prep)
- new-hire: 7 lines (orientation questions, colleague curiosity)
- courier: 6 lines (arrival/departure variants)
- bar-owner: 8 lines (greeting variants, house-rule phrases)
- bartender: 9 lines (service register, social observations)
- bar-regular: 10 lines (arrival greetings, community texture)
- ring-operative: 7 lines (surface cover only — route-deflection, maintenance cover)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 16:42:19 +01:00
jpmschweitzerandClaude Sonnet 4.6 2b62aa275f feat(copy): Sprint 12 Wave 3 — workplace, bar, and ring content packs
#190 Workplace content pack — The Terminal:
- shift-supervisor.yaml: Voss (23 lines, ring-complicit via scheduling cover)
- dock-worker.yaml: generic floor worker (21 lines, dual-lens discrepancy awareness)
- scheduler.yaml: Maret (20 lines, WITNESS/SKEPTIC arc, threshold line at real trust)
- new-hire.yaml: fresh hire (14 lines, inadvertent witness via naive observation)
- courier.yaml: Renn Harsk (16 lines, ring-adjacent documentation handler)

#191 Bar content pack — The Last Shift:
- bar-owner.yaml: Lera (23 lines, Torek tab arrangement, Naia threshold line)
- bartender.yaml: Sess (17 lines, social intelligence, behavioral change tracking)
- bar-regular.yaml: generic regular (20 lines, transition window frustration, Tamm notice)

#192 Smuggling ring content pack — Maintenance Corridors:
- ring-operative.yaml: generic operatives (20 lines, dual-register coded language)
  Coded vocabulary: "cans are ready", "manifest is clean", "Drin was asking",
  "dead air", "the gap". Surface and operational registers sound identical.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 16:36:52 +01:00
jpmschweitzerandClaude Sonnet 4.6 266510c3d8 feat(content): populate knowledge fact catalogs for v0.1 transit district
Add machine-readable fact catalog YAML files for all knowledge categories.
Makes the check-fact-ids pre-commit hook validation functional.

New files: awareness.yaml, behavioral.yaml, knowledge.yaml, social.yaml
Populated: investigation.yaml, contraband.yaml, location.yaml,
           relationship.yaml, world.yaml, progress.yaml

50+ canonical fact IDs covering: smuggling ring operations, investigation
findings, behavioral patterns, situational awareness, location facts,
inter-NPC relationships, and social positioning. Character starting
confidence annotated per fact. Derived from knowledge-vocabulary-v01.md (#368).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 16:22:12 +01:00
jpmschweitzerandClaude Sonnet 4.6 cfbd00f876 docs(decisions): record Gestalt endorsement of D-075 archetype dimension review
D-075 dissent was pending Gestalt and Nigel input on the no-archetype-tag
decision. Gestalt endorses: access tier tags in content handle archetype
distinction emergently; starting knowledge differentials produce per-character
gate timing without hardcoded archetype filters; maintenance cost of archetype
tags would undermine the "two keyholes on the same world" experience (D-027).
Nigel's input still pending.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 16:19:31 +01:00
jpmschweitzerandClaude Sonnet 4.6 e40ce61e6f docs(copy): Sprint 12 Wave 2 — Meridian Coverage Map for Sova Transit (#335)
Ten coverage zones from Gate Terminal Approach (comprehensive) through
Corridor 7B (dead air, Severance-enhanced). Maps detective investigative
progression, smuggler operational geography, NPC behavioral modulation by
zone, and coverage-transition monologue triggers.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 16:19:29 +01:00
jpmschweitzerandClaude Sonnet 4.6 6b1c5e4d29 docs(copy): Sprint 12 Wave 1 — Paula's ten design documents
Character schema and builds:
- #179: Character definition schema (6-section formal spec)
- #180: Smuggler character build (full schema instantiation)
- #181: Detective character build (full schema instantiation)
- #182: Divergent starting knowledge (master comparison table)
- #183: Divergent relationships (NPC web per character)

Institutional design:
- #322: Detective chain of command (Veth, Pres, Tsev backstory)

NPC pattern documents:
- #332: Contradiction arc — reusable FRIEND pattern (5 phases, checklist)
- #329: Mirror moment design — 10 paired dual-lens observations

Experience design:
- #259: First 5 minutes (narrative texture additions to Gestalt's systems doc)
- #307: Flat NPC trait pass (Pael, Ren, Tev — traits, routines, dual-lens)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 16:18:23 +01:00
jpmschweitzerandClaude Sonnet 4.6 6719cf0fe3 docs(copy): Sprint 12 Wave 1 — Miri's five foundation docs
Cultural generation guide (#189), Sova Texture Appendix (#302),
Contraband specification (#321), Sova Station Profile (#320), and
Span Gate Transit Schedule (#336). These are the blocking foundation
docs for all three content packs (#190/#191/#192) and the Meridian
Coverage Map (#335).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 16:16:04 +01:00
jpmschweitzerandClaude Sonnet 4.6 7916ebac5f feat(copy): Sprint 12 Wave 1 — flat NPCs, environmental text, insert flavor
Completes three unblocked Sprint 12 copy tickets:

#307 — Flat NPC memorable trait pass (3 NPCs)
- npcs/pael.yaml: maintenance tech, NOBODY/CIVILIAN tier 3
- npcs/ren.yaml: drifter, NOBODY/CIVILIAN tier 3
- npcs/tev.yaml: transit worker (looks like lookout), NOBODY/CIVILIAN tier 3
- dialogue/the-terminal/maintenance-tech.yaml: Pael's 6 lines incl. "seems
  important but isn't" B-7 seal complaint (the-terminal_d_040-045)
- dialogue/the-last-shift/day-worker.yaml: Ren's 6 lines incl. night-rotation
  job-seeking line (the-last-shift_d_001-006)
- dialogue/maintenance-corridors/transit-worker.yaml: Tev's 5 lines incl.
  corridor-watching-but-waiting-for-partner line (maintenance-corridors_d_001-005)

#262 — Environmental text content
- environmental/the-terminal.yaml: 7 items — shift board, manifest terminal
  (4471 discrepancy), maintenance clipboard (Pael's B-7 log), compliance
  notice, Drin/Maret work order note, safety placard, bay status board
- environmental/the-last-shift.yaml: 7 items — drink menu, Lera's rules
  (Torek named), notice board (Vessels Tamm missing), graffiti (bathroom),
  specials board, lattice-free zone notice, cargo workers' association flyer
- environmental/maintenance-corridors.yaml: 6 items — access restriction,
  Meridian scan schedule (14:20-14:45 window documented), maintenance log
  (Pael's anomaly report), routing diagram (pencil annotation), air quality
  notice, C-4 temporary storage log (container 4471 thread)

#331 — Diegetic insert flavor text
- insert/smuggler.yaml: POI labels (first-name, state-dependent), operational
  notifications (Meridian window, drop point, ring check-in, Commission patrol),
  system status strings, examination labels
- insert/detective.yaml: POI labels (surname-first, first-name shift for
  allies is the relationship marker), Commission/case-file notifications,
  field logging strings, examination labels

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 16:10:57 +01:00
jpmschweitzerandClaude Opus 4.6 7c0112bd76 chore(db): backup database after client merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:57:06 +01:00
jpmschweitzer 7874493d2a Merge remote-tracking branch 'origin/client' 2026-02-19 15:56:57 +01:00
jpmschweitzerandClaude Opus 4.6 f42c3209d8 chore(db): backup database after worktree merge
Regenerate msgpack fixtures for combined sound_events + rng_seed struct.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:37:28 +01:00
jpmschweitzerandClaude Opus 4.6 dfcafee3ee fix(client): address PR #43 review — walk key mismatch + 5 suggestions
Fix SOUND_EVENT_ASSETS walk-speed keys to match actual filename
(sfx_footstep_metal_walk), add play_loop null guard, source indicator
colors from Constants, extract CAMERA_DEFAULT_ZOOM, document
consume-once semantics on close_sound_events.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:37:20 +01:00
jpmschweitzer 8c92ae2285 Merge remote-tracking branch 'origin/visual' 2026-02-19 15:36:59 +01:00
jpmschweitzer 4bdcc8c3fa Merge remote-tracking branch 'origin/ci'
# Conflicts:
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_0.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_127.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b31m1.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b32.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_32767.msgpack
#	client/tests/fixtures/msgpack/snapshot_empty.msgpack
#	client/tests/fixtures/msgpack/snapshot_multi_entity.msgpack
#	client/tests/fixtures/msgpack/snapshot_one_npc.msgpack
#	client/tests/fixtures/msgpack/snapshot_player.msgpack
#	client/tests/fixtures/msgpack/snapshot_v2_full.msgpack
#	server/Cargo.toml
#	server/src/bridge/text_renderer.rs
#	server/src/bridge/types.rs
#	server/src/perception/observer/mod.rs
#	server/src/simulation/path_follow.rs
#	server/tests/bridge_ipc.rs
#	server/tests/bridge_tcp.rs
#	server/tests/gen_fixtures.rs
#	server/tests/serialization.rs
2026-02-19 15:35:56 +01:00
jpmschweitzerandClaude Opus 4.6 87a90b27bd feat(simulation): wire footstep sound events into movement system
validate_movement now inserts SoundEventEmitter with Footstep events on
every successful move. Intensity scales by stance: Sprint 0.8, Walk 0.5,
Careful 0.3, Crouch 0.15. Range is Close (3 tiles) for all stances.

This completes the sound event pipeline end-to-end: movement produces
events → collect_sound_events drains to queue → observer snapshot
includes audible events → client bridge receives them.

Addresses Tyre critical review item #1 on PR #42.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:14:52 +01:00
jpmschweitzerandClaude Opus 4.6 f533235f58 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:08:51 +01:00
jpmschweitzerandClaude Opus 4.6 03c44bebaf fix(simulation): address PR #42 review — 8 items from Hoshe and Tyre
1. Sound producers: document empty v0.1 pipeline explicitly (critical)
2. Routine tests: add ActiveSim to 3 tests that passed trivially
3. Rename _observer_pos → observer_pos (used at line 191)
4. Add FactionOnly positive test case (matching faction_id)
5. Fix stale doc comment "Current: 9" → 10 in ObserverSnapshot
6. Remove orphaned SimulationTier/LastInteraction/ScopeTag types
7. Add tracing::warn on FactionOnly non-numeric parse failure
8. Document Medium-range occlusion gap as TODO in audible_at
9. Insert SoundEventQueue in observer test setup_world

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:08:32 +01:00
jpmschweitzerandClaude Sonnet 4.6 3c4bf742ea docs(visual): Sprint 12 — spatial layouts for three v0.1 locations (#311, #312, #313)
Tile-level floor plans with sightline analysis for all three Sova Transit
District locations. Unblocks copy team content packs #190, #191, #192.

- spatial-layout-terminal-v01.md: The Terminal (44×28m), scanner bays,
  main corridor chokepoint, manifest processing, cargo floor, supervisor
  office with window, restricted storage. Sightline table, access tiers,
  NPC traffic density, Triangle 1 + 2 service notes.
- spatial-layout-bar-v01.md: The Last Shift (28×22m + eastern extension).
  Corner booth sightline analysis (sees entrance, bar, card table, back
  room door simultaneously). Bathroom corridor as private exchange zone.
  Triangle 3 + 4 service notes.
- spatial-layout-smuggling-corridors-v01.md: Ring infrastructure overlay
  — restricted storage staging, maintenance corridor network, three
  dead-drop locations with discovery vectors, transition corridor (40m)
  with camera constraint and traffic density. Full operation flow diagram.

Also carries forward minor visual-grammar and placeholder-spec corrections
from earlier in the sprint (wall_top tile spec, cursor D-056 attribution,
transition strip procedural generation clarification).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 15:07:55 +01:00
jpmschweitzerandClaude Opus 4.6 e047218ad2 fix(ci): remove duplicate doc comment, add rng_seed serialization tests (#344, #527)
Review fixes: deduplicate dump_schedule_graph doc comment,
add rng_seed round-trip test and v9→v10 backward compat test.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:05:56 +01:00
jpmschweitzerandClaude Opus 4.6 e1a1a9cfc2 fix(client): address PR review warnings — field guard + public API rename
- main.gd: add has("entity_id") guard to _play_recognition_chimes()
  (matches defensive pattern in _play_close_sound_events and update_sound_events)
- sound_indicator_renderer.gd: rename _color_for_type → color_for_type
  (public testable API, not an internal-only method)
- test_rendering.gd: update test calls to match rename

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:03:10 +01:00
jpmschweitzerandClaude Opus 4.6 f337bb3ca8 fix(client): correct 5 bugs found in pre-PR review
- sound_indicator_renderer: draw_colored_polygon → draw_polygon (runtime crash)
- sound_indicator_renderer: append+dedup instead of clear — indicators now
  survive 3.5s instead of dying after one server tick
- dialogue_box: wire Constants.DIALOGUE_MAX_WIDTH (640px) instead of
  hardcoded 832px MAX_WIDTH_PX
- dialogue_box.tscn: update default offsets to ±320 (was ±416)
- decisions/perception.md: fix footer typo (1920px → 640px)
- tests updated for new append/dedup indicator behavior

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 14:59:50 +01:00
jpmschweitzerandClaude Opus 4.6 3d306b8a2b feat(ci): add tracing::instrument to heavy per-tick systems, fix stale protocol comment (#344, #527)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 14:55:00 +01:00
jpmschweitzerandClaude Sonnet 4.6 a71218f6bc feat(ci): tracing JSON format in CI, tick duration logging, schedule dump (#344, #346)
Tracing (#344):
- Add 'json' feature to tracing-subscriber dependency
- Emit JSON log format when CI=true or RUST_LOG_FORMAT=json is set
  (structured log ingestion in CI pipelines)
- Add tracing::debug! with tick_ms/budget_ms/over_budget fields on each
  tick for performance profiling and tier system debugging prerequisite

Schedule dump (#346):
- Add --dump-schedule CLI flag that prints bevy_ecs schedule graph and exits
  without requiring TCP bridge or world setup
- Add make debug-schedule target for CI artifact generation and diff-based
  regression detection of unintended system reordering

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 14:15:46 +01:00
jpmschweitzerandClaude Sonnet 4.6 6a7dc915de feat(bridge): add rng_seed to ObserverSnapshot for deterministic replay (#527)
Adds rng_seed: Option<u64> to ObserverSnapshot. The WRONG button (#507) captures
inputs.jsonl and seed.txt for replay, but seed.txt was writing "unavailable"
because the server did not include the RNG seed in ObserverSnapshot.

Changes:
- bridge/types.rs: PROTOCOL_VERSION 9→10, rng_seed field with serde(default,
  skip_serializing_if = "Option::is_none") for backward compatibility
- perception/observer/mod.rs: inject Res<SimRng> into compute_observer_snapshot,
  populate rng_seed: Some(rng.seed()) each tick
- All test files: add rng_seed: None to ObserverSnapshot constructors
- tests/serialization.rs: bump protocol_version_constant assertion 9→10
- Regenerate msgpack fixtures and golden file for protocol v10

Completes the WRONG button capture loop: replays can now fully reproduce
observed bugs with the exact RNG seed from the capture.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 14:15:34 +01:00
jpmschweitzerandClaude Sonnet 4.6 3248603838 feat(simulation): ban HashMap via clippy disallowed_types, fix violations (#343)
Adds server/.clippy.toml with disallowed-types for std::collections::HashMap
and std::collections::HashSet. HashMap iteration order is non-deterministic
and breaks deterministic simulation replay (D-030).

Changes:
- server/.clippy.toml: disallow HashMap and HashSet crate-wide
- simulation/movement.rs: WalkabilityMap.chunks and occupied map → BTreeMap;
  add PartialOrd+Ord to ChunkCoord, TilePosition, TilePresence
- simulation/monologue.rs: MonologueState.shown_ids → BTreeSet (simulation state)
- perception/shadowcast.rs: #![allow] — per-frame FOV scratch, iteration irrelevant
- perception/interpretation.rs: #![allow] — per-frame lookup table, key-only access
- perception/query.rs: #![allow] — sector_lookup is a per-frame read-only cache

Also applies cargo fmt to pre-existing format drift in contraband.rs,
dialogue.rs, test_world/mod.rs, and several integration tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 14:14:07 +01:00
jpmschweitzerandClaude Sonnet 4.6 8e00db2b2d feat(simulation): #94 #99 active tier filtering and transition system
#94 — Active tier simulation (complete):
- Add ActiveSim marker to all 9 test world room NPC spawns
- Fix test entities in routine.rs and path_follow.rs to include ActiveSim
  so With<ActiveSim> queries match correctly in unit tests

#99 — Tier transition logic (complete):
- Implement update_tier_markers system in tier.rs
- Promotes/demotes tier markers by manhattan distance from PlayerCharacter:
  ≤40 tiles → ActiveSim, ≤120 → BackgroundSim, beyond → StateSaved
- Handles cross-z-level as u32::MAX (effectively unreachable)
- No-op when no PlayerCharacter entity present (headless tests safe)
- 11 new unit tests covering all distance bands and boundary cases
- TierPlugin now registers the system after movement::validate_movement

Also picks up extended test coverage added by hoshe:
- observer/tests.rs — 230 lines of perception observer tests
- sound.rs — additional sound event integration tests

All 548 tests pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:54:37 +01:00
jpmschweitzerandClaude Sonnet 4.6 719721cd4c fix(client): apply arch review corrections — 640px dialogue width, D-067 chime
DIALOGUE_MAX_WIDTH: correct to 640px (20 × TILE_SIZE) per Tyre architecture
  review. D-076 updated in decisions/perception.md with amendment note.
  Initial 1920px was D-061 "max-width" but readability wins at 640px.

D-067 recognition chime: wire sfx_monologue_chime to fog entity recognition
  onset. AudioManager.CHIME_RECOGNITION constant added. main.gd tracks seen
  entity IDs in _known_recognition_ids; fires chime on first appearance in
  pending_recognitions, expires when entity leaves the queue. UISounds bus
  (not WorldSFX) per D-038 "monologue chime is a UI sound." Tests added
  to test_audio_bus_routing.gd (Layer 2b).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:35:27 +01:00
jpmschweitzerandClaude Opus 4.6 9ea9fd2a74 feat(engine): add rng_seed to ObserverSnapshot for deterministic replay (#527)
Add rng_seed: Option<u64> to ObserverSnapshot (protocol v10). Populated
from SimRng state each tick. Completes the WRONG button capture loop —
seed.txt now writes a valid u64 instead of "unavailable", enabling
deterministic replay from bug reports.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:34:14 +01:00
jpmschweitzerandClaude Opus 4.6 0f5a990f82 feat(ci): ban HashMap in simulation crate via clippy (#343)
Add clippy::disallowed_types for std::collections::HashMap scoped to
the simulation crate. Replace HashMap with BTreeMap in movement.rs for
deterministic iteration order. Allow exception in perception/query.rs
where iteration order is irrelevant (per-frame scratch buffer).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:34:04 +01:00
jpmschweitzerandClaude Opus 4.6 066f8031fd feat(simulation): sprint 12 server — tier system, sound events, KG access, line previewer
Implements 4 completed tickets + partial progress on 2 more:

- #93 Tier marker components (ActiveSim, BackgroundSim, StateSaved + TierPlugin)
- #138 Information tag schema (ObserverAccess enum in knowledge/types.rs)
- #124 Sound event system (SoundEventEmitter, SoundEventQueue, bridge wiring)
- #193 Line previewer CLI (line_preview binary with filter/explain/sequence modes)
- #94 Active tier simulation (in progress — With<ActiveSim> filters)
- #139 Component-level access control (in progress — filter_by_access)

Updates snapshot fixtures and test golden files for new sound_events field.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:33:23 +01:00
jpmschweitzerandClaude Sonnet 4.6 c6bd7c2db2 feat(client): Sprint 12 — renderer fix, sound pipeline, medium-range indicators
#345: entity_renderer.gd already used entity_id; added regression tests
  confirming old "id" field is rejected and "entity_id" is accepted.

#447 (OQ-29): DIALOGUE_MAX_WIDTH = 1920 added to constants.gd. Full
  viewport width at target resolution (60 × TILE_SIZE), per D-061 Lead
  directive "max-width". Recorded as D-076 in decisions/perception.md.

#126: SoundIndicatorRenderer — fog-edge directional arrows for medium-range
  sound events (D-018). Node2D at z:951 in World scene. Color-coded per
  D-018/D-069 (neutral/voice/danger). GameState.medium_sound_events
  partitions Medium events from snapshot sound_events field. Tests added
  to test_rendering.gd; Hoshe's test_sound_indicators.gd stubs updated.

#125: Close-range stereo audio pipeline wired. AudioManager.play_sound_event()
  maps event_type to D-038 asset key (Footstep/FootstepSprint → sfx_footstep_*).
  GameState.close_sound_events partitions Close events. main.gd calls
  _play_close_sound_events() each snapshot tick. test_audio_bus_routing.gd
  Layer 4 stubs upgraded to real tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:33:05 +01:00
jpmschweitzerandClaude Sonnet 4.6 aa6541c745 docs(visual): Sprint 12 — visual grammar and placeholder art spec
Delivers #303 (v0.1 Visual Grammar Document) and #252 (Placeholder Art Spec).

#303 — visual-grammar-v01.md
- 7 sections: zone color palettes (hex values, Zone 1/2/3), entity sizing/proportions
  (24x32px art area in 64x64px canvas, dual-scale grid per D-066), entity color system
  (D-033 relationship colors, transition behavior, saturation hierarchy), z-level rendering
  stack (8 layers, y-sort rules, wall rendering, overhead occlusion), typography baseline
  (Michroma at 4 role sizes, dialogue layout per D-061), animation tier baseline (D-047
  Tier 1/Tier 2 with frame budgets), neural insert overlay (D-048 geometric/bloom spec,
  detective vs smuggler variants, fog interaction, insert-off behavior per D-056/D-057 OQ-07).
- Closes #304 (entity color system spec — covered in §3).
- Unblocks #311, #312, #313, #314, #315, #316, #317, #318, #334.

#252 — placeholder-art-spec-v01.md
- Tile dimensions: 64x64px visual tile, 32x32px sim tile, 1080p base resolution.
- Structural tile colors per zone, object tile spec (tinted rectangles + labels).
- Entity sprite spec: 24x32px art in 64x64px canvas, color-via-shader (no baked colors).
- Animation scope: static placeholder in v0.1, production frame budgets documented.
- File format (PNG with alpha), asset directory structure, naming convention.
- Lighting constraints: no baked lighting, Light2D pipeline does all atmosphere.
- Unblocks #133 (placeholder art pipeline).

Cross-references: D-033, D-043, D-044, D-045, D-046, D-047, D-048, D-049, D-052,
D-056, D-057, D-059, D-061, D-066.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:28:17 +01:00
jpmschweitzerandClaude Opus 4.6 f7e5b7eb63 chore(meta): release v0.1.11
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:13:56 +01:00
jpmschweitzerandClaude Opus 4.6 6cd82f1c63 chore(db): backup database after worktree merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:10:43 +01:00
jpmschweitzer f4548d407a Merge remote-tracking branch 'origin/planning' 2026-02-19 13:10:30 +01:00
jpmschweitzer 6ef239fd6e Merge remote-tracking branch 'origin/audio' 2026-02-19 13:10:26 +01:00
jpmschweitzerandClaude Opus 4.6 21b7db9ea5 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:06:42 +01:00
jpmschweitzerandClaude Opus 4.6 b3273599a5 docs(sprints): add Sprint 12 Build briefings
50 tickets across 5 teams: server (tier system, KG boundaries,
sound events), client (audio, fog indicators), copy (all v0.1
content), visual (grammar doc, placeholder spec), ci (tooling).
Sprint goal: production-layer foundations + complete v0.1 copy.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:06:30 +01:00
jpmschweitzerandClaude Opus 4.6 84b6e259bc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:52:09 +01:00
jpmschweitzerandClaude Opus 4.6 f0bab3999d chore(skills): rename all skills to domain-action convention
Adopts the whatsinagame naming pattern where the domain comes
first and the action second (e.g. pr-review, sprint-start,
audio-gen). Updated all cross-references in settings, agents,
docs, and inter-skill references.

12 renames: commit→git-commit, create-skill→skill-create,
gen-audio→audio-gen, gen-image→image-gen, plan-sprint→sprint-plan,
push-pr→pr-push, render-sprite→sprite-gen, review-pr→pr-review,
search-docs→docs-search, start-sprint→sprint-start,
start-workshop→workshop-start.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:51:56 +01:00
jpmschweitzer 324caab244 Merge remote-tracking branch 'origin/client' 2026-02-19 12:37:28 +01:00
jpmschweitzer 8e879b340a Merge remote-tracking branch 'origin/server' 2026-02-19 12:37:25 +01:00
jpmschweitzerandClaude Opus 4.6 258b266f15 fix(simulation): address PR #39 review — 3 warnings + 6 suggestions
Warnings fixed:
- contraband.rs: scan event now always emits even when NPC already
  knows (was skipped by early `continue`). Contract matches doc.
- test_world/mod.rs: ScanEventBuffer added to player spawn bundle
  so check_contraband_scan doesn't silently no-op in gauntlet mode.
- npc/mod.rs → simulation/mod.rs: moved check_contraband_scan
  registration to SimulationPlugin (operates on player inventory and
  snapshot pipeline, consistent with process_talk_interaction).

Suggestions addressed:
- cross_room_transitions.rs T1: clarified standalone position vs
  constants.rs observer position in comment.
- dialogue.rs: Vec<&str> dedup replaced with BTreeSet<&str> for
  deterministic iteration (project convention).
- contraband.rs: added test for multiple simultaneous ScanAuthority
  NPCs in range (564 tests total).
- dialogue.rs: doc-comment on relationship_to_trust explaining
  KnowledgeConfidence ordering and Suspects default.
- cross_room_transitions.rs T5: noted direct KG API usage vs full
  perception system.
- sprint_gauntlet.rs: documented intentional Contentment { level: 0 }.
- content_scaling.rs: noted GAUNTLET_NPC_COUNT is manually maintained.
- contraband.rs: doc-comment on cross-plugin registration rationale.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:23:02 +01:00
jpmschweitzerandClaude Opus 4.6 44d9941f04 fix(client): address PR #40 review — 13 suggestions
- Rename _insert to insert_state in main.gd (Hoshe #1)
- Add after_each() to test_bug_report_ring_buffer.gd for GameState
  cleanup on assertion failure (Hoshe #2)
- Add after_each() to test_insert_off_behavior.gd for stance/interaction
  restore on assertion failure (Hoshe #3)
- Fix assertion message: "unknown" → "unavailable" (Hoshe #4)
- Document memory ceiling of 60 JSON snapshots in ring buffer (Hoshe #5)
- Add precision warning for u64 rng_seed via JSON float (Hoshe #6)
- Promote _action_enum_to_wire to public action_enum_to_wire (Tyre #1)
- Add @warning_ignore for unused _tick parameter (Tyre #5)
- Document insert_active assumption for future no-insert characters (Tyre #4)
- Restructure OQ-07 decision amendments as bullet points (Tyre #7)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:19:41 +01:00
jpmschweitzerandClaude Opus 4.6 590041a1bb chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:17:46 +01:00
jpmschweitzerandClaude Opus 4.6 f8ae36275d chore(config): add .tmp/ repo directory for agent temp files
Gitignored .tmp/ avoids Bash permission prompts when writing
temp files for tea comment posting. Added sed -n blanket
permission. Updated review-pr skill to use Write tool into
.tmp/ instead of Bash heredocs to /tmp/.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:17:34 +01:00
jpmschweitzerandClaude Opus 4.6 cf8a4922e5 docs(client): sprint 11 test plans and reports
Test plan for #507/#522, preliminary review of #522, and final
combine test report. All tests pass.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:05:52 +01:00
jpmschweitzerandClaude Opus 4.6 2d9bc33760 test(client): add tests for ring buffer and insert-off behavior (#507, #522)
33 tests: 17 for ring buffer (capacity, overwrite, JSONL format, seed),
16 for insert-off behavior (diegetic test, cursor transitions, cross-system).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:05:47 +01:00
jpmschweitzerandClaude Opus 4.6 c96f1463dc feat(client): WRONG button 60-tick ring buffer captures (#507)
Upgrades bug_report_dialog.gd from single-tick MVP to 60-tick rolling
history. Pre-allocated ring buffers for inputs and snapshots. Outputs
inputs.jsonl (replay-compatible), snapshots.jsonl, and seed.txt on F12.
Inter-frame input accumulation ensures no inputs lost between server ticks.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:05:42 +01:00
jpmschweitzerandClaude Opus 4.6 931399f248 feat(client): resolve OQ-07 — insert-off suppresses verb labels (#522)
Option (a): cursor shape still changes (body orients to targets), but
verb labels and interaction prompts are suppressed when insert_active
is false. Amends D-056 and D-057 with resolution note.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:05:36 +01:00
jpmschweitzerandClaude Sonnet 4.6 bee93963d9 test(simulation): cross-room transition scenarios T1-T8 + test suite expansion (#506)
Cross-room transition tests (server/tests/cross_room_transitions.rs):
- T1: sprint suppresses interaction buffer, restores on Walk (D-055)
- T2: CarriedBy survives room transition — no TilePosition leak (D-065)
- T3: pause mid-corridor discards movement, Unpause resumes (D-031)
- T4: KnowledgeGraph persists across player position change (D-041)
- T5: entity knowledge downgrades Direct→KnowsDetails on LOS exit (D-060)
- T6: eavesdrop cut immediately on first movement out of corner (D-071)
- T7: confrontation verb disappears on retreat beyond MID_RANGE=5 (D-057/D-070)
- T8: Sprint blocks eavesdrop accumulation, Careful enables it (D-055+D-071)

All 8 tests pass. Test suite grows from 545 → 563 (18 tests added across sprint).
Tests use direct ECS World + Schedule pattern; T3 uses full App + SimulationPlugin.

Test suite expansion:
- content_scaling.rs: max_npc_pack_behavioral_regression + stress tests (#513)
- golden/proof_room_tick_10.json: updated golden file for gauntlet world changes
- golden_suite.rs, serialization.rs, bridge_ipc.rs, bridge_tcp.rs: adapted to
  new world entity count and wire types
- gen_fixtures.rs, perf_bench.rs, content_runtime.rs: minor test adaptations

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 12:04:29 +01:00
jpmschweitzerandClaude Sonnet 4.6 d103e445e7 feat(simulation): contraband detection + dialogue confidence gate (D-075) (#425, #524)
Contraband detection (Task #425, D-065):
- New module: simulation/contraband.rs — NPC scan checks carried items
  against the KnowledgeGraph confidence gate. NPCs with Authority access
  can initiate a scan; scan outcome depends on item CarriedBy + KG entry.
- Adds ContrabandScanResult event type and ContrabanEntry component.
- Wired into simulation/mod.rs module list.

Dialogue confidence gate (Task #524, D-075 — OQ-18 resolution):
- relationship_to_trust() gains confidence parameter (KnowledgeConfidence).
- Trust tier mapping: (Friendly, KnowsDetails+)→Secret, (Friendly|Known,
  KnowsOf+)→Real, otherwise Surface. Access tier (Layer 1) unchanged.
- Caller process_talk_interaction passes observer KG confidence_of target.
- Resolves OQ-18: confidence co-gates TrustTier, not AccessTier.

Supporting changes:
- decisions/content.md: add D-075 (16 decisions, dated 2026-02-19)
- knowledge/types.rs: expose KnowledgeConfidence comparison helpers
- knowledge/registry.rs: minor API polish
- bridge/types.rs: ContrabandScanResult wire type
- bridge/text_renderer.rs: render contraband scan status
- perception/observer: include carried item count in snapshot
- npc/mod.rs: NPC scan range constant, authority flag

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 11:12:24 +01:00
jpmschweitzerandClaude Sonnet 4.6 54754e4080 feat(simulation): add Sprint 11 gauntlet rooms — Sprint Gauntlet, Eavesdrop Alcove, Confrontation Stage (#504)
Adds three new test rooms to the gauntlet layout at coordinates that tile
correctly with the existing Sprint 11 world. All rooms follow the canonical
entity-registration pattern (StableId 55-62 assigned in spawn order).

- sprint_gauntlet.rs: 32×22 room (StableId 55-57) — Npc_pacing, Npc_guard,
  Readable sign. Validates sprint suppression (D-055) at close range.
- eavesdrop_alcove.rs: 24×16 room (StableId 58-60) — two NPC speakers,
  corner Readable marker. Validates eavesdrop positioning (D-071).
- confrontation_stage.rs: 32×24 room (StableId 61-62) — Npc_target and
  peripheral passer-by NPC. Validates confrontation verb range (D-070).

Updated test_world: mod.rs registers all new rooms, constants.rs adds GAUNTLET
region constant and room spawn points, reset.rs clears all gauntlet rooms.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 11:05:41 +01:00
jpmschweitzerandClaude Opus 4.6 6f9a53cb1f docs(briefings): add Sprint 11 Combine briefings
Server (5 tickets), client (2 tickets), and joint coordination
briefings for the Gauntlet completion sprint.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 09:54:08 +01:00
jpmschweitzerandClaude Opus 4.6 e2d2211ff6 chore(meta): release v0.1.10
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 09:13:49 +01:00
jpmschweitzer 62d48dc7b4 Merge remote-tracking branch 'origin/client' 2026-02-19 09:10:37 +01:00
jpmschweitzerandClaude Opus 4.6 7640a9ab87 fix(client): address PR #38 review — 6 warnings + 4 suggestions
Hoshe:
- COLOR_FADE_DURATION 0.7 → 0.5 to match D-033 spec ("0.5s fade")
- Gauntlet guard tests now exercise InputMapper._unhandled_input()
  with synthesized InputEventKey instead of asserting a bool
- Buffer clearing tests use SimBridge pipeline instead of manual nulls
- Add mid-transition re-trigger test (rapid relationship changes)
- Add relationship field to test snapshot NPC

Tyre:
- Add _teleport_in_progress flag to defer smoothing re-enable by one
  frame after teleport (prevents same-_process() re-enable race)
- Add _test_gauntlet_mode to SimBridge test snapshot
- Extract TELEPORT_DISTANCE_THRESHOLD constant, mirror in tests
- Add comments: flash preemption, modulate/color independence
- Rename "hub teleport" → "Gauntlet dev teleport" in code comments
  to clarify this is not production fast-travel

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 09:06:42 +01:00
jpmschweitzerandClaude Opus 4.6 6d99f9bc8c docs(decisions): add Q-027 fast-travel system design
Re-scope #501 hub teleport as Gauntlet-only dev tool. Production
travel must be diegetic: local gate → system gate → target menu →
destination, gated by region safety, with asymmetric information
exposure (NPCs observe arrivals/departures).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 09:03:16 +01:00
jpmschweitzerandClaude Opus 4.6 58e592fd5e feat(client): confrontation D-033 color shift (#521, D-063)
Entity renderer now tracks relationship per entity and tweens D-033
tint color over 0.7s when relationship changes (e.g. on confrontation
delivery). Uses manual lerp in _process() for testability instead of
SceneTree tweens. Cursor hover tint cascades automatically via
Constants.color_for_entity_kind().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 08:46:12 +01:00
jpmschweitzerandClaude Opus 4.6 7274151671 feat(client): hub teleport UX — Home key, fade transition (#501)
Home key sends TeleportToHub in Gauntlet mode. Camera snaps to hub
spawn with 0.3s fade-from-black. Clears dialogue/monologue buffers
on teleport. Teleport detection uses distance threshold (>5 tiles)
so future teleport types get the transition for free.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 08:46:02 +01:00
jpmschweitzer fd2101368e Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-18 18:35:15 +01:00
jpmschweitzerandClaude Opus 4.6 503644beb1 fix(client): address PR #36 re-review — 7 items from Hoshe + Tyre
Warnings: facing indicator tests use Godot-normalized rotation range
(-PI, PI] instead of raw addition (SW/W/NW in test_rendering,
West in test_client_p3). Suggestions: cache font in world_radial
_draw(), fix docstring on deactivate_insert() trigger, document
tile-coordinate system on _eval_player_near (D-066), add public
reset_facing_state() to InputMapper (D-030 testability).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 18:28:37 +01:00
jpmschweitzer c6b4017621 Merge remote-tracking branch 'origin/server' 2026-02-18 18:26:27 +01:00
jpmschweitzer 54f43ee58c Merge remote-tracking branch 'origin/ci'
# Conflicts:
#	CHANGELOG.md
2026-02-18 18:26:23 +01:00
jpmschweitzerandClaude Opus 4.6 52eb8bfc81 fix(simulation): address PR #37 re-review — stale strings, test coverage, confrontation symmetry
Hoshe re-review (3 items):
- content_scaling.rs:185: doc "StableId 0-51" → references constant
- content_scaling.rs:256: assertion message "id<=51" → "id <= max_baseline_id"
- input.rs: teleport test now asserts WalkAwayRequest + ConfrontationDelivered
  are cleared (was only checking TalkRequest + ActiveDialogue)

Tyre re-review (2 items):
- input.rs: same teleport test coverage (overlaps Hoshe #3)
- dialogue.rs: process_confrontation_response now inserts RoutineDeviation
  with DeviationTrigger::Confrontation — symmetric with walk-away path.
  Test updated to verify deviation is recorded.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 18:22:32 +01:00
jpmschweitzerandClaude Opus 4.6 d92a2e5f50 fix(simulation): address PR #37 review — doc corrections, race fix, marker cleanup
Hoshe review (4 items):
- types.rs: doc comment "Current: 6" → "Current: 9"
- dialogue.rs: walk-away doc duplicated numbering (items 4-5 were 2-3)
- test_world/mod.rs: comment "Reset plates at 49-51" → "49-55"
- content_scaling.rs: magic number 51 → constants::RESET_PLATE_STABLE_IDS.1

Tyre review (3 items):
- knowledge/types.rs: guard comments on decrement() floor at Hostile
- input.rs: TeleportToHub now clears ConfrontationDelivered marker
- content_scaling.rs: same magic number fix (covered above)

Additional:
- content_runtime.rs: barrier-based shutdown handshake fixes TCP RST
  race condition under parallel test execution
- dialogue_room.rs: clippy type_complexity allow on NPCS tuple array

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 17:50:22 +01:00
jpmschweitzerandClaude Opus 4.6 8d8da1b546 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 13:12:23 +01:00
jpmschweitzerandClaude Opus 4.6 d008874c14 chore(skills): add commit step to push-pr workflow
push-pr now runs /commit first when uncommitted changes are detected,
making it a one-stop commit→push→PR command. Added Skill to
allowed-tools for cross-skill invocation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 13:12:11 +01:00
jpmschweitzerandClaude Opus 4.6 7282c46db0 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 13:12:01 +01:00
jpmschweitzerandClaude Opus 4.6 b95e82d17f chore(skills): update gen-audio skill with batch workflow and --post docs
Documents audio-batch manifest format, synth parameters, and the
--post flag as the preferred workflows. Batch reduces approval
count from ~30 to 2 for multi-asset generation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 13:11:38 +01:00
jpmschweitzerandClaude Opus 4.6 9f7214dcd6 feat(db): add audio-batch processor and --post flag to audio-generate
Reduces prompt approvals from ~30 per batch to 2 (one manifest write,
one batch run). audio-generate --post chains trim+normalize+convert
after generation. audio-batch processes a JSON manifest of multiple
assets sequentially, supporting both SAO generation and harmonic
synthesis methods. Includes --dry-run, --only, and --skip-existing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 13:11:33 +01:00
jpmschweitzerandClaude Opus 4.6 919ef39cbd fix(client): address PR #36 review — 10 items from Hoshe + Tyre
Critical:
- deactivate_insert() now called when selecting non-Insert spoke,
  cancelling with no selection, or pressing Escape while insert is
  active. Fixes simulation staying paused permanently after Insert.

Warnings:
- Checklist conditions with empty id excluded from get_results() and
  get_total_count() — prevents impossible-to-complete checklists.
  Warns at load time when empty-id conditions are found.
- _content_base now checks res://content/ first (exported builds),
  falls back to ../content for editor/dev mode.
- 26 new tests for D-054 functions: _angle_to_octant (8 octants),
  _snap_to_octant_dir (9 cases incl. zero/tiny), _wasd_to_world_dir
  (8 facing/movement combos). New test file: test_input_mapper_facing.gd.

Suggestions:
- Cached get_theme_default_font() in checklist overlay _ready().
- Documented InputMapper → GameState coupling as intentional.
- Documented YAML parser # truncation limitation.
- _insert_active reset on Escape dismiss (Tyre #3).
- SimBridge test mode SetFacing reads action_data.facing instead of
  InputMapper global (Tyre #4).
- Removed dead _facing_to_rotation() from entity_renderer.gd (Tyre #5).
- Fixed 2 failing facing indicator tests to use InputMapper.facing_angle
  instead of GameState.player_facing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 13:09:38 +01:00
jpmschweitzerandClaude Opus 4.6 d0596d2763 fix(ci): address PR #35 review comments
- Document non-blocking receive contract in perf_bench.rs docstring,
  confirming no TCP deadlock race (Hoshe #1, critical)
- Make shadowcast parser order-independent — flush on new config header
  instead of requiring Recursive after Symmetric (Hoshe #2)
- Fix p95 calculation: use floor(0.95*(N-1)) nearest-rank instead of
  ceil(0.95*N)-1 which was off-by-one at N=50 (Hoshe #4)
- Error on --compare when no baseline file exists (Hoshe #5)
- Add D-031 10tps assumption comment to TICK_BUDGET_US (Tyre #1)
- Strengthen snapshot assertion: require warmup + half measurement
  window instead of warmup + 1 (Tyre #2)
- Regenerate baseline with corrected p95 (356µs, was 526µs)

Hoshe #3 (.PHONY) was already addressed — perf-baseline is in the
.PHONY declaration on Makefile line 10.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 13:07:46 +01:00
jpmschweitzerandClaude Opus 4.6 6c62e2228f test(simulation): sprint 10 — replay loading, content scaling, serialization v9, observer tests
#483: Replay loading in test-client — JSONL file loading, tick-scheduled
PlayerInput sending, 13 unit tests, 3 sample replay files.
#500: Content scaling test — baseline + extra NPC comparative, tick budget
assertion (D-026), determinism check across content packs.
#514: Serialization tests for protocol v9 — blocked_entities roundtrip,
backward compat (v5→v9, v8→v9), regenerated msgpack fixtures.
Observer perception tests for confrontation + walk-away mechanics.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:58:27 +01:00
jpmschweitzerandClaude Opus 4.6 273d29f26f feat(simulation): sprint 10 — hub teleport, confrontation response, walk-away phase 2, gauntlet rooms 4-7, blocked_entities debug field
#491: PlayerAction::TeleportToHub — moves player to hub spawn, clears
dialogue/monologue/interaction buffer, Gauntlet-only with log warning.
#520: ConfrontationDelivered event — Tier 2 animation shift, relationship
state decrement (D-033), monologue spike emission.
#519: Walk-away Phase 2 — NPC animation shift + routine deviation on
dialogue exit (D-064).
#498: Four new Gauntlet rooms — Interaction Gallery, Fog Theater, Crowd
Plaza, Dialogue Room with constants and wiring.
#514: blocked_entities Vec<u64> on ObserverSnapshot, protocol v9.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:58:14 +01:00
jpmschweitzerandClaude Opus 4.6 a3a311b3bd chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:55:41 +01:00
jpmschweitzerandClaude Opus 4.6 cfbfa332a2 docs(audio): update asset documentation for Sprint 10 deliverables
Updated ambient.md, sfx.md, and ui.md with generation parameters,
frequency specs, and integration notes for all 8 new assets.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:55:14 +01:00
jpmschweitzerandClaude Opus 4.6 b86457f257 feat(audio): add 8 minimum viable audio assets (#327)
4 ambient loops (SAO, organic aesthetic, ~43s crossfade loops):
  amb_station_base, amb_workplace_layer, amb_bar_layer, amb_corridor_layer
2 footsteps (SAO hybrid, organic aesthetic, 0.3s):
  sfx_footstep_metal_walk, sfx_footstep_metal_run
2 monologue chimes (manual synthesis, insert-tech aesthetic, 0.8s):
  sfx_monologue_chime, sfx_monologue_chime_urgent

Chimes replace Sprint 9 SAO placeholders with production-quality
manual synthesis per D-074. All assets LUFS -16 normalized.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:55:07 +01:00
jpmschweitzerandClaude Opus 4.6 ab85fbd652 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:53:50 +01:00
jpmschweitzerandClaude Opus 4.6 eb1d89ea86 feat(client): room reset UX, insert pause wiring, auto-checklist (#502, #518, #503)
Room reset (#502): amber reset_plate tile type in TileRenderer, 0.15s
screen flash on room_reset monologue, 'Reset Room' verb via existing
nearby_interactions.

Insert pause (#518, D-058): explicit PauseSimulation on insert open,
ResumeSimulation on close. Replaces toggle-style pause with idempotent
pair per D-058.

Auto-checklist (#503): ChecklistEvaluator parses room YAML, evaluates
7 condition types against GameState with latching. ChecklistOverlay
renders progress in gauntlet mode only. 48 tests covering parser,
evaluation, latching, visibility, and integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:53:35 +01:00
jpmschweitzerandClaude Opus 4.6 97cb69e6a4 feat(client): mouse-relative facing and movement (#526, D-054)
Mouse position now determines facing direction as a client-side float.
WASD remapped: W=toward cursor, S=away, A/D=strafe. Facing octant
derived from mouse angle and sent to server via SET_FACING action only
when it changes. EntityRenderer facing indicator uses continuous angle
for smooth rotation. SimBridge test mode updated to handle SetFacing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:53:19 +01:00
jpmschweitzerandClaude Opus 4.6 80d5a57b5d feat(client): introduce Michroma font and implant UI theme (#517)
Add Michroma-Regular.ttf (OFL license) as the game font. Create
FontVariation with +1px tracking and a global Theme resource with
cyan-white (#E0F7FA) implant text color. Wire theme into project.godot
so all Label/RichTextLabel/Button/LineEdit nodes inherit automatically.
Add IMPLANT_TEXT_COLOR/DIM/PULSE constants to constants.gd.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:53:08 +01:00
jpmschweitzerandClaude Opus 4.6 370649b3df chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:53:00 +01:00
jpmschweitzerandClaude Opus 4.6 f13aafb1dd docs(meta): add asset pipeline and remote terminal proxy ideas to scratchpad
Two new scratchpad entries: asset generation pipeline improvements
(registry, status tracking, prompt versioning) and a remote terminal
proxy concept for mobile monitoring of Claude Code permission prompts.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:52:49 +01:00
jpmschweitzerandClaude Opus 4.6 c1d7c072ae chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:44:34 +01:00
jpmschweitzerandClaude Opus 4.6 08052c6459 feat(ci): add performance baseline tooling (#499)
Adds `make perf-baseline` — boots the full server plugin stack with
real content, measures 50 ticks (5 warmup), captures per-tick timing,
entity counts, and process RSS. Includes shadowcast benchmarks. Saves
structured JSON to tests/perf/baseline.json for regression detection.
Supports --compare mode (>20% threshold).

First baseline: mean 366µs, p95 526µs (0.5% of D-026 100ms budget).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:42:09 +01:00
jpmschweitzerandClaude Opus 4.6 76efc979b9 fix(ci): correct bidirectional relationship check target (#515)
Check 9 tested `target in npc_rels` which missed NPCs with no
relationship entries. Changed to `target in self.npcs` so the
advisory warning fires correctly for all NPCs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:41:35 +01:00
jpmschweitzerandClaude Opus 4.6 c2a3a251b4 feat(skills): start-sprint main workflow as state machine
On main, the skill now assesses sprint state and does the next right
thing: close active sprint (Case A), activate planned sprint (Case B),
or suggest /plan-sprint (Case C). Cases chain automatically — closing
flows into activation if a planned sprint is waiting.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:15:56 +01:00
jpmschweitzerandClaude Opus 4.6 b4a3784218 docs(sprints): add Sprint 10 Prove briefings
Server (7), client (7), CI (3), audio (1) — 18 tickets total.
Gauntlet expansion, audio wiring, client UX polish, CI pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:12:45 +01:00
jpmschweitzerandClaude Opus 4.6 407018ecdf chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:05:41 +01:00
jpmschweitzerandClaude Opus 4.6 973c804b52 feat(meta): add project.yaml as version source of truth
Technical project descriptor with game architecture, simulation
parameters, and content model. Version field (0.1.9) is now the
canonical version — Cargo.toml synced, CLAUDE.md and start-sprint
skill updated to reference it during release workflow.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:05:29 +01:00
jpmschweitzerandClaude Opus 4.6 2df7cc2153 chore(meta): release v0.1.9
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:02:41 +01:00
jpmschweitzerandClaude Opus 4.6 3ca12e33a3 feat(skills): start-sprint marks actionable tickets in_progress
Step 7 now transitions all unblocked sprint tickets to in_progress
immediately rather than deferring to agents (who forget). Completes
the ticket lifecycle: start-sprint → in_progress, push-pr → review,
sprint stop → done.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:59:06 +01:00
jpmschweitzerandClaude Opus 4.6 5f3514b3c4 feat(skills): push-pr marks referenced tickets as review
Step 7 scans commit messages for #NNN ticket refs and transitions
in_progress tickets to review status. Only in_progress → review;
other statuses are left alone.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:57:39 +01:00
jpmschweitzerandClaude Opus 4.6 9728eb5d1d feat(db): auto-close picked-up tickets on sprint stop
sprint stop now marks in_progress/review tickets as done
automatically — agents often forget to update status after merging.
Backlog/ready tickets are left as carry-over candidates since they
were never started.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:56:46 +01:00
jpmschweitzerandClaude Opus 4.6 a91f042d2d feat(skills): add sprint close + version bump workflow to start-sprint
When invoked on main, /start-sprint now closes the active sprint,
bumps the version to v0.1.N, moves changelog entries under the new
version heading, tags, and pushes. Team branch behavior unchanged.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:55:07 +01:00
jpmschweitzerandClaude Opus 4.6 9cd6969db1 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:51:58 +01:00
jpmschweitzerandClaude Opus 4.6 d627c2bc0a chore(client): add missing .uid and .import files from Godot 4.6
Generated by headless --import after audio merge. These are needed
for stable UID references across editor sessions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:51:41 +01:00
jpmschweitzerandClaude Opus 4.6 843dbce1ba feat(db): add --description flag to ticket create CLI
ticket create previously had no way to set descriptions, causing
agents to work around with raw SQL or mangled titles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:51:33 +01:00
jpmschweitzerandClaude Opus 4.6 4d44863552 fix(client): make game depends on full build, use --import for client
build-client used --quit without --import, which failed to create
.godot/ and register class_name types after a clean. game target
only depended on build-server, skipping client entirely. clean now
preserves the .godot/ directory itself while clearing contents.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:51:27 +01:00
jpmschweitzerandClaude Opus 4.6 61b5ca7178 chore(db): backup after audio merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:21:00 +01:00
jpmschweitzer fdf82a89ff Merge remote-tracking branch 'origin/audio' 2026-02-18 11:20:16 +01:00
jpmschweitzerandClaude Opus 4.6 0adfb15bc9 chore(db): backup after client PR #34 merge
Tickets #495, #496 marked done.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:14:22 +01:00
jpmschweitzer 5a4156c967 Merge remote-tracking branch 'origin/client' 2026-02-18 11:12:42 +01:00
jpmschweitzerandClaude Opus 4.6 dd8718c762 fix(client): address PR #34 review — 8 items from Hoshe and Tyre
- Cast Variant to String via str() before passing to _on_room_change
- Clear _current_room_id on null room transition (fixes re-entry skip)
- Add push_error for failed dir creation and file writes in _save_report
- Fix docstring: tests/gauntlet-stats.json → user://dev/gauntlet-stats.json
- Namespace stats path to user://dev/ to avoid save data collision
- Replace print() with push_warning in _save_report (codebase consistency)
- Downgrade client-only wire guard from push_warning to silent return

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:06:56 +01:00
jpmschweitzerandClaude Opus 4.6 ddf7e482cd chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:02:57 +01:00
jpmschweitzerandClaude Opus 4.6 408f54f686 fix(ci): address PR #33 review — golden restore safety, pre-pr gate
- golden-diff restores committed file even on cargo test failure
- Wire checklist-validate into pre-pr-content gate
- Fix schema description: condition IDs are globally unique, not
  per-file; document room_id prefix naming convention
- Add schema file missing error handling in validate-checklist
- Add scope discriminator field (per_room/cross_room) to schema
- Check pyyaml and jsonschema packages in setup-tooling

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:02:24 +01:00
jpmschweitzerandClaude Opus 4.6 68848377c7 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:01:41 +01:00
jpmschweitzerandClaude Opus 4.6 20427b9d8b feat(audio): revise Sprint 7 UI audio assets for #453
Re-generate monologue chimes (were oversized placeholders) and
fog_recognition (was silent). Fix sample rate headers on remaining
assets (192kHz→44.1kHz). All 8 UI assets now at 44.1kHz stereo,
LUFS -16 normalized, Vorbis q6, durations within D-038 spec.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:01:19 +01:00
jpmschweitzerandClaude Opus 4.6 9e027c5e9d chore(meta): update changelog for sprint 9 client work
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:53:42 +01:00
jpmschweitzerandClaude Opus 4.6 a292674342 feat(client): add 24 gauntlet + bug report tests (#495, #496)
Replace stub F12 tests with BugReportDialog integration tests (dialog
exists, activates on action, pause/unpause, wire guard, text render
with entities/monologue/dialogue, empty snapshot edge case). Add 16
GauntletHUD tests (format_time, visibility toggle, timer lifecycle,
room change reset, personal bests record/overwrite/preserve, null room,
timer paused when hidden, finalize, session attempts, snapshot
roundtrip). Anti-tedium assertions now falsifiable against real
GameState.room_id and gauntlet_mode properties.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:53:26 +01:00
jpmschweitzerandClaude Opus 4.6 d7755698b2 feat(client): add WRONG button F12 bug report capture (#495)
F12 pauses simulation, shows modal LineEdit prompt, saves three files
to user://bug-reports/gauntlet-t{tick}-{timestamp}/: snapshot.json
(full ObserverSnapshot), render.txt (simplified client-side text
render), description.txt (tester notes + tick/room/stance metadata).
Esc cancels without saving. Double-activation guard prevents stacking.

BUG_REPORT action added to InputMapper with wire guard in SimBridge
(client-only, never sent to server). Dialog on ModalLayer (CL 30).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:53:15 +01:00
jpmschweitzerandClaude Opus 4.6 bc073c891f feat(client): add gauntlet room timer + personal bests (#496)
GauntletHUD in UILayer shows TIMER: MM:SS (PB: MM:SS). Timer starts on
room entry, resets on room change, records personal bests to
user://gauntlet-stats.json. Session summary printed on disconnect.
Hidden in non-gauntlet mode (anti-tedium guard).

Adds room_id and gauntlet_mode fields to GameState, parsed from
ObserverSnapshot. Main.gd wires update_from_state() and finalize().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:53:05 +01:00
jpmschweitzerandClaude Opus 4.6 c4f78d8926 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:44:50 +01:00
jpmschweitzerandClaude Opus 4.6 d8d005169a feat(ci): add golden file targets and checklist schema (#486, #497)
Golden targets: make golden-diff shows color diff if simulation output
changed, make golden-update regenerates and stages for review.

Checklist schema: JSON Schema for 7 condition types evaluable from
ObserverSnapshot. Per-room YAML checklists for 3 Gauntlet rooms plus
cross-room checks. Validation script + make checklist-validate/generate.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:44:33 +01:00
jpmschweitzerandClaude Opus 4.6 318a1e8b07 chore(db): snapshot database after Sprint 9 PR merges
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:24:25 +01:00
jpmschweitzer bb94a6581c Merge remote-tracking branch 'origin/ci' 2026-02-18 10:24:13 +01:00
jpmschweitzer ffe3fdaf3e Merge remote-tracking branch 'origin/client' 2026-02-18 10:23:58 +01:00
jpmschweitzer 445f34f22e Merge remote-tracking branch 'origin/server' 2026-02-18 10:23:33 +01:00
jpmschweitzerandClaude Opus 4.6 48802f6b48 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:13:17 +01:00
jpmschweitzerandClaude Opus 4.6 f1e5d76ad8 chore(skills): clarify verdict rules in review-pr skill
Add explicit mapping: critical/warning → REQUEST_CHANGES,
suggestion-only or clean → APPROVE.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:13:06 +01:00
jpmschweitzerandClaude Opus 4.6 4f20a996aa fix(client): address PR #30 review — 9 items from Hoshe and Tyre
- Add SimBridge._last_snapshot = null to P3 before_test() (contamination risk)
- Clarify mono.is_visible is custom property, not CanvasItem builtin
- Camera smoothing test uses approximate equality instead of exact
- Propagate inner _encode_message errors in array/dict encoding
- Add explanatory comment on int_64 encoder branch
- Document unfalsifiable gauntlet guard as intentional future-proof
- Remove loose D-053 citation from LERP_SPEED pin
- Assert FogOverlay is sibling of FogGroup under World
- Add CANVAS_MODAL=30 (ModalLayer) assertion in P3-Z04

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 09:46:08 +01:00
jpmschweitzerandClaude Opus 4.6 f8db996eb9 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 09:45:31 +01:00
jpmschweitzerandClaude Opus 4.6 aadfe64cfb chore(meta): update changelog for PR #32 review fixes
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 09:45:30 +01:00
jpmschweitzerandClaude Opus 4.6 09eb6d7582 refactor(simulation): address PR #32 review — 14 items from Hoshe + Tyre
Hoshe (code quality):
- Remove dead RoomMember component from reset.rs
- Remove execute_reset (dual API trap); plan_reset is sole production path
- .unwrap() → .expect() on reset_plate in setup_gauntlet boot path
- Add 10s read timeout to TCP runtime test (prevents hangs)
- Register player in EntityRegistry in runtime boot test
- Document room_at z-range and corridor overlap assumptions
- Derive entity count from EXPECTED_ENTITY_COUNT constant (was hardcoded 24)
- Add reset plate (49-51) verification to stable_id_ranges_match_spec
- Add debounce exact boundary test (tick 9 rejected, tick 10 accepted)

Tyre (architecture):
- Gate test_world rooms/constants/setup behind "gauntlet" feature (default-on);
  reset module stays always-compiled (production dependency via input system)
- Document setup_gauntlet scheduler bypass for future tracking
- Extract runtime TCP test to content_runtime.rs (separate failure modes)

507 tests passing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 09:45:17 +01:00
jpmschweitzerandClaude Opus 4.6 3ccac5432b fix(ci): address PR #31 review — harden cross-encoder fixture pipeline
- Fail on encode errors instead of silently writing empty .msgpack files
- Fail test on missing/empty fixture dir instead of silent skip
- Add all missing action variants (MoveSouth, MoveEast, MoveWest,
  Unpause, ToggleStanceDown, WalkAway) to GDScript fixture generator
- Add GDScript fixture staleness check to make pre-pr
- Validate repo root detection before writing outside client/
- Add file.flush() before close in headless mode
- Document fixture failure recovery in DEVOPS.md

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 09:45:13 +01:00
jpmschweitzerandClaude Opus 4.6 e66352e0ea feat(simulation): sprint 9 gauntlet — test infrastructure and first 3 rooms
Add Gauntlet test world with 3 rooms (Inventory Warehouse, Occlusion
Corridor, Pause Chamber) + Central Hub, room constants module, room
reset trigger mechanism, Layer 3 subprocess integration test, golden
file comparison engine and test suite, and content runtime validation.

Tickets: #482, #484, #485, #487, #488, #489, #490

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:25:57 +01:00
jpmschweitzerandClaude Opus 4.6 24289a6ded chore(meta): update changelog for whatsinagame kit
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:22:48 +01:00
jpmschweitzerandClaude Opus 4.6 908691bf0b chore(skills): add domain-action naming convention to create-skill
Documents the {domain}-{action} naming pattern for new skills
so future skills follow the convention established in the kit.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:22:35 +01:00
jpmschweitzerandClaude Opus 4.6 7158ae9cf5 feat(meta): add whatsinagame multi-agent team starter kit
Claude-native starter kit that bootstraps multi-agent team
infrastructure for any project. Clone once, install as a global
skill, run /kit-install in any project directory.

Includes:
- 3-tier profile system (minimal/standard/full: 3-12 agents)
- 16 agent archetype templates with personality spectrum
- 18 skill templates using domain-action naming convention
- Stakeholder persona panel for workshops and PR reviews
- SQLite ticketing DB with CLI tools (config-based DB paths)
- Decision tracking, sprint lifecycle, workshop orchestration
- Multi-git-host support (GitHub, Gitea, GitLab)
- /kit-update skill for syncing with source repo evolution
- Naming theme support for agent identity/flavor
- Smoke tests for all three profile tiers

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:22:30 +01:00
jpmschweitzerandClaude Opus 4.6 da63aa580e feat(ci): add make fixtures-client target for GDScript->Rust cross-encoder validation (#475)
Closes the bidirectional protocol compatibility loop (D-030 Layer 1):
- GDScript fixture generator (20 fixtures: inputs, boundary ticks, batch)
- Rust decoder test verifying all GDScript-encoded fixtures deserialize
- Makefile target with generation + verification in one step

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:20:24 +01:00
jpmschweitzerandClaude Opus 4.6 1254fa1b28 chore(meta): update changelog for sprint 9 client work
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:15:05 +01:00
jpmschweitzerandClaude Opus 4.6 4648ce62bb feat(client): add 5 anti-tedium regression tests (#494)
Regression guards for Sprint 9 QA features:
- F12 bug report (2): no-crash without handler, no queued input action
  (stubs for when #495 WRONG button lands)
- Gauntlet UI hidden (3): no gauntlet nodes visible in default mode,
  no room_id/gauntlet_mode in normal snapshots, stays hidden across
  multiple ticks

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:14:46 +01:00
jpmschweitzerandClaude Opus 4.6 f82f97afcb feat(client): add 12 P3 tests — z-layer, entity lerp, Tyre additions (#493)
gdUnit4 tests covering:
- Z-layer ordering (4): floor below ysort, entities in ysort at z:0,
  fog exact z_index values (Z_FOG=900, Z_FOG_ENTITIES=950), UI layers
- Entity lerp (3): snap on first appear, moves toward target,
  converges within 0.3s at LERP_SPEED=12.0
- Tyre additions (5): recognition progress, facing rotation, lerp
  weight scaling with delta, blob removal, LERP_SPEED constant guard

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:14:42 +01:00
jpmschweitzerandClaude Opus 4.6 5820609594 feat(client): add 16 P2 tests — camera, entity alpha/color, UI (#492)
gdUnit4 tests covering:
- Camera (5): zoom default, smoothing convergence, viewport tracking,
  follow movement, no-panning lock per D-014
- Entity alpha/color (4): null visibility default, peripheral/forward
  transition, terrain object color, player color constant
- UI (7): monologue visible/hidden, interaction verbs, inventory grid,
  dialogue overlay, pause indicator, fog blob count, fog z_index

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:14:37 +01:00
jpmschweitzerandClaude Opus 4.6 1435a77dcc fix(client): fix MessagePack int_64 encoder dead code branch (#516)
The int_64 branch condition `-(1 << 63) <= value` overflowed in
GDScript's signed 64-bit arithmetic, making the branch unreachable.
Negative values beyond int_32 range were incorrectly encoded as
uint_64 (0xcf) instead of int_64 (0xd3). Replaced with `value < 0`.

Updated boundary tests BV-N15 and BV-N16 to expect correct int_64
header byte.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 02:14:29 +01:00
jpmschweitzer 58072bc119 Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-18 01:57:07 +01:00
jpmschweitzer ca84753182 Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
2026-02-18 01:56:48 +01:00
jpmschweitzerandClaude Opus 4.6 44d6960758 chore(meta): update changelog for protocol v8 sync
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:41:44 +01:00
jpmschweitzerandClaude Opus 4.6 674c7147de feat(client): sync protocol to v8 — dialogue_response + Interact encoding
Bump PROTOCOL_VERSION from 7 to 8 to match server. Three changes:

1. Add dialogue_response field decoding (DialogueResponseEvent with
   line_id, text, speaker_entity_id) from server #305/D-028.

2. Fix Interact encoding: server changed PlayerAction::Interact from
   unit variant to struct variant with {target_entity_id, verb}.
   Extract _encode_action() helper to handle this consistently.

3. Update all test assertions that checked version=7 or expected
   Interact as a bare string.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:41:27 +01:00
jpmschweitzerandClaude Opus 4.6 dcb76d1221 fix(client): fix monologue duplication test using wrong poll path
test_monologue_not_duplicated_after_consumption was failing because
poll_snapshot() in test mode returns _test_snapshot() without
consuming _last_snapshot. The carry-forward logic then incorrectly
preserved the monologue. Fix: directly clear _last_snapshot to
simulate the live-mode consumption path.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:41:18 +01:00
jpmschweitzerandClaude Opus 4.6 dde68104fc chore(config): add test-client Cargo.lock and gitignore target/
Follows existing tooling crate pattern (content-converter, line-previewer).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:40:35 +01:00
jpmschweitzerandClaude Opus 4.6 932a708cde chore(meta): update changelog for #480 and #481
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:39:56 +01:00
jpmschweitzerandClaude Opus 4.6 d5a1f6dadb refactor(simulation): apply rustfmt formatting
Formatting-only changes across server source and test files.
No logic changes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:39:44 +01:00
jpmschweitzerandClaude Opus 4.6 1da81a21ea feat(simulation): add test client binary scaffolding (#480)
Separate workspace crate at tooling/test-client/ importing bridge
types from server crate. CLI: --connect, --replay, --text, --json,
--quiet, --golden, --ticks. Exit codes: 0=success, 1=golden mismatch,
2=connection error. Golden file comparison with recursive JSON diff.
JSONL replay loader for tick-scheduled input sending.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:39:37 +01:00
jpmschweitzerandClaude Opus 4.6 f83815fd9a feat(simulation): add snapshot text renderer library (#481)
format_snapshot_text(&ObserverSnapshot) -> String pub-exported from
server crate. Entity labels as kind:entity_id sorted by distance,
room name stubbed as (unknown) until Gauntlet constants land.
10 unit tests. Consumed by tooling/test-client for --text mode.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:39:28 +01:00
jpmschweitzerandClaude Opus 4.6 f7712fb4b8 chore(meta): update changelog for Sprint 9 planning
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:32:38 +01:00
jpmschweitzerandClaude Opus 4.6 e3890117d0 chore(db): snapshot database with Sprint 9 ticket assignments
23 tickets assigned to Sprint 9 (Gauntlet) in planning status.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:32:31 +01:00
jpmschweitzerandClaude Opus 4.6 85a3e87d36 docs(sprints): add Sprint 9 Gauntlet briefing files
Sprint 9 theme: Gauntlet — test infrastructure backbone with test
client binary, Gauntlet rooms 1-3, golden file suite, and client QA
harness. 23 tickets across server (9), client (6), CI (6), audio (2).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:32:28 +01:00
jpmschweitzerandClaude Opus 4.6 0ed719f8b9 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:26:39 +01:00
jpmschweitzerandClaude Opus 4.6 053380103a feat(audio): add weapon aim lock and stance change audio assets for #440
Delivers final 2/6 interaction UI audio assets, completing ticket #440:
- sfx_weapon_aim_lock.ogg (0.5s, clinical targeting lock tone)
- sfx_stance_change.ogg (0.35s, soft mechanical stance toggle click)

Both insert-tech aesthetic, UI Sounds bus, non-positional. Generated
via Stable Audio Open, trimmed, LUFS-normalized, converted to ogg.
Updated docs/assets/audio/ui.md with UI-007 and UI-008 entries.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 01:26:27 +01:00
jpmschweitzerandClaude Opus 4.6 4af2197c59 fix(ci): address PR review — filter comments, trim whitespace, warn on missing scripts
Address all review comments from Hoshe and Tyre on PR #27:
- Remove 2>/dev/null from pre-pr-fixtures (critical: swallowed errors)
- Remove dead _file_type function
- Check 4: error on districts with no locations declared
- Check 5: print advisory message when skipping
- Check 8: cross-file line ID uniqueness (not just per-file)
- Check 9: document D-034 asymmetric relationships in docstring
- Document regex fallback rationale in _scan_knowledge
- Add D-035 decision trace to schema descriptions
- Use concrete protocol version in DEVOPS.md example
- Amend D-035 with focused (9th mood) and greeting (14th situation)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 00:23:21 +01:00
jpmschweitzerandClaude Opus 4.6 06f47747c7 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 22:44:15 +01:00
jpmschweitzerandClaude Opus 4.6 16cccda411 fix(schema): add missing dialogue mood and situation values
Adds 'focused' to mood enum and 'greeting' to situation enum in
dialogue-pool.schema.json. Both values are used by Sprint 7-8
dialogue content but were not added to the schema at the time.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 22:43:55 +01:00
jpmschweitzerandClaude Opus 4.6 65d3b5e50c feat(ci): add content cross-reference validation (9 checks)
Extends tooling/validate-content with Pass 2 cross-reference
validation via ContentIndex class. Nine checks:

1. canonical_id uniqueness (ERROR)
2. relationship target resolution (ERROR)
3. location slug resolution (ERROR)
4. dialogue location resolution (ERROR)
5. fact_id resolution (ERROR, advisory when catalogs empty)
6. triangle membership resolution (ERROR)
7. npc_count accuracy (WARNING)
8. dialogue line_id uniqueness (ERROR)
9. bidirectional relationship consistency (WARNING)

Pass 2 only runs if Pass 1 (schema) passes. Absorbs check-fact-ids
functionality. Spec from hoshe-round3.md Section 2.

Ticket: #464

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 22:43:47 +01:00
jpmschweitzerandClaude Opus 4.6 f06c8be313 feat(ci): add make pre-pr target and fixture staleness check
Implements make pre-pr chain: lint -> build -> test -> content
validation -> fixture staleness. Branch-specific variants:
pre-pr-server, pre-pr-client, pre-pr-content.

Fixture staleness is a blocker (exit 1) — stale fixtures cause
false positive client tests. Spec from hoshe-round3.md Section 5.

Tickets: #460, #465

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 22:43:40 +01:00
jpmschweitzerandClaude Opus 4.6 c0f6afa082 chore(db): snapshot database after Sprint 8 PR merges
7 client tickets closed (#435-437, #470, #476-478) after
PR #25 and PR #26 reviews completed and merged.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 18:29:14 +01:00
jpmschweitzer a5c30f0101 Merge remote-tracking branch 'origin/server' 2026-02-17 18:21:53 +01:00
jpmschweitzerandClaude Opus 4.6 7af85f126f chore(meta): update changelog for PR #26 review fixes
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 18:13:07 +01:00
jpmschweitzerandClaude Opus 4.6 12d1fd505e fix(simulation): address PR #26 review comments (13 items)
Warnings fixed:
- Add WalkAway to all_player_action_variants_roundtrip test
- Warn and skip on unresolvable speaker_entity_id (was silent 0)
- Change MonologueState.shown_ids from Vec to HashSet (O(1) lookup)
- Add cross-plugin ordering: trigger_recognition_monologue after
  detect_anomalies (latent determinism bug)
- Add TODO for unreachable Secret trust tier

Suggestions addressed:
- Server-side range check for Talk verb in handle_talk (CLOSE_RANGE)
- Emit IncompleteInteraction before overwriting ActiveDialogue
- Add different_seed_produces_different_replay determinism test
- Replace panic with assert for unknown fixture naming convention
- Fix duplicate "Observe" label: ExamineNpc now uses "Examine NPC"
- Change DialogueCooldownTracker.used from Vec to BTreeMap (D-041)
- Add .after(process_talk_interaction) to process_walk_away ordering
- Collapse dead conditional in main.rs (both branches identical)

468 tests pass, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 18:12:45 +01:00
jpmschweitzerandClaude Opus 4.6 a5ab8238e1 chore(meta): update changelog for Sprint 8 server
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:42:16 +01:00
jpmschweitzerandClaude Opus 4.6 9c60325c2d chore(engine): update and add msgpack fixtures for protocol v8
Update existing snapshot fixtures for protocol v8 (dialogue_response
field). Add 14 raw boundary value fixtures and 5 snapshot boundary
tick fixtures for encoding edge case coverage.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:41:40 +01:00
jpmschweitzerandClaude Opus 4.6 b1fdeabb7c test(simulation): sprint 8 test suite — pause guards, registry, boundary, determinism
Add 50+ tests: pause guard suite (movement, unpause, roundtrip, stance,
interact, batch, tick_rate), EntityRegistry lifecycle (stale mapping,
re-register, unknown unregister), boundary value encode/roundtrip (41
values), encoding asymmetry (GDScript signed→Rust unsigned), malformed
batch rejection, determinism gauntlet (20-tick replay), per-fix
determinism unit tests, and recognition monologue integration tests.
Fix pause guard to block all actions except Pause/Unpause while paused.
Fixes #461-463, #466-469, #471-473, #479.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:41:33 +01:00
jpmschweitzerandClaude Opus 4.6 35f55cfa46 feat(simulation): dialogue pipeline, ContentSlug, and walk-away KG recording
Implement full dialogue selection pipeline (D-028): 4-layer filtering
engine with access tier, situation derivation, trust tier, and weighted
topic+mood scoring via SimRng. Add ContentSlug component for stable
content identity across save/load. Add walk-away KG recording with
IncompleteInteraction events per D-064 three-phase consequences. Bump
protocol to v8 with DialogueResponseEvent. Fixes #305, #427, #452.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:41:23 +01:00
jpmschweitzerandClaude Opus 4.6 695d2ac843 feat(perception): anomaly detection and recognition monologue during delay
Add AnomalyMarker component and detect_anomalies() system that flags
entities with KG relationship PersonOfInterest or Contradicted state
for urgent cognitive delay (0.3s vs 0.6s normal). Add
trigger_recognition_monologue() that fires monologue at delay START
(when grey blob appears), not at completion — the monologue IS the
recognition process per D-060. Includes v0.1 fallback recognition
lines and cooldown tracking. Fixes #450, #451.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:41:14 +01:00
jpmschweitzerandClaude Opus 4.6 ed7498cb24 feat(simulation): add --test-mode, --port, --seed CLI flags
Add CLI argument parsing for test infrastructure: --test-mode enables
deterministic seed (42) and warn-level tracing to stderr, --port allows
OS-assigned ports (--port 0), --seed overrides RNG seed. Prints
LISTENING:{port} to stdout after bind for test harness discovery.
Extracts setup_proof_room() for reuse. Fixes #459.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:41:05 +01:00
jpmschweitzerandClaude Opus 4.6 af8e20ab9a fix(simulation): determinism fixes — BTreeSet ordering, entity sort, mover sort
Replace HashSet with BTreeSet for visible_ids, sort visible_tiles by
coordinates, sort visible entities in snapshot by entity_id, and sort
movers by Entity bits in validate_movement. Required by D-010 principle 4
(deterministic simulation). Fixes #456, #457, #458.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:40:57 +01:00
jpmschweitzerandClaude Opus 4.6 2ab41a0f04 fix(client): address PR #25 review — 5 critical bugs, 4 warnings, 3 suggestions
Critical fixes:
- hide_dialogue() sent PAUSE instead of UNPAUSE, permanently freezing
  simulation after every dialogue (both reviewers)
- Confrontation monologue hardcoded in GDScript constant, violating
  D-042/D-020 — moved to ui-strings.yaml as dialogue.confrontation_beat
- Walk-away WASD didn't call set_input_as_handled(), letting movement
  event propagate and potentially stepping on the same frame
- is_dialogue_active() returned _is_showing only — interaction list
  could flash during 300ms fade gap. Now includes dialogue_active state
- Removed dead _last_dialogue_id / get_dialogue_id() state (never read)

Warnings addressed:
- Audio registry now scans res://audio/ recursively (subdirs registered)
- add_bus_effect guarded against duplicate calls in tests
- int64 encoder dead code tagged KNOWN-DEFECT, filed as ticket #516
- D-073 zone crossfade stub comment clarifies Sprint 9+ deferral
- listening_focus dip documents caller tick-gate responsibility (D-069/D-071)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:33:56 +01:00
jpmschweitzerandClaude Opus 4.6 4ccb73d364 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 16:35:47 +01:00
jpmschweitzerandClaude Opus 4.6 afc433be34 test(client): add boundary, P0 regression, P1 fog/entity, protocol v7 tests
MessagePack boundary tests: 41 values (25 pos + 16 neg) with encode-
only verification, roundtrip, and Rust-style unsigned decode (#470).
P0 regressions: monologue carry-forward (Bug #5), camera stability
during pause (Bug #2) (#477). P1 tests: fog shader state (4), entity
lifecycle (2), pending recognition blob (1) using FogState named
constants (#478). Protocol v7: structured dialogue options with
response_id, priority, confrontation flag, malformed skip (#435).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 16:35:19 +01:00
jpmschweitzerandClaude Opus 4.6 be763908b2 refactor(client): replace fog byte magic numbers with named constants
Define VIS_HIDDEN/PERIPHERAL/FORWARD and EXP_UNEXPLORED/EXPLORED/
VISIBLE in FogState. Replaces 7 magic number usages in _resize() and
update_from_state(). Provides stable assertion targets for fog tests.
Implements #476.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 16:35:05 +01:00
jpmschweitzerandClaude Opus 4.6 bfc699c15d feat(ui): implement dialogue pipeline — selection, walk-away, confrontation
Protocol: decode current_dialogue with structured options {text,
response_id, priority, confrontation} and npc_entity_id (#435).
Dialogue box: priority sort, max 3 visible, RichTextLabel for BBCode
italic confrontation options (D-063), 1.5s monologue beat with audio
dip before confrontation send. Walk-away: WASD triggers WalkAway
input, 300ms fade, dialogue_active flag gates movement (D-064).
Implements #435, #437, #436.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 16:34:55 +01:00
jpmschweitzerandClaude Opus 4.6 9e6b859cdf feat(audio): add AudioManager autoload with 5-bus architecture
D-068 bus layout (Music, Ambient, WorldSFX, PlayerActions, UISounds),
directory-scan asset registry, spatial/non-spatial playback, D-069
audio dip profiles (dialogue, confrontation, listening_focus) with
low-pass filter sweep, and D-073 zone crossfade stub. No-op fallback
when audio assets absent. Implements #255.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 16:34:42 +01:00
jpmschweitzerandClaude Opus 4.6 600cfe506c chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 14:00:37 +01:00
jpmschweitzerandClaude Opus 4.6 a87c95a6eb docs(workshops): complete QA test architecture workshop
3-round workshop with 7 agents (Tyre, Dudley, Stig, Hoshe,
Justine, Gestalt, Ozzie) plus Qatux documenting. Produced:

- 59-item prioritized test backlog (60 tickets under epic #455)
- Gauntlet test world spec: 7 rooms + hub, 48 entities
- Test client binary spec (tooling/test-client/)
- Determinism fixes (3 patches, ~22 lines)
- Server --test-mode + --port 0 design
- Content cross-reference validation (9 checks)
- make pre-pr pipeline (6-step)
- 38 client tests prioritized
- Anti-tedium features (reset plate, hub teleport, WRONG button)
- Human tester walkthrough
- CI pipeline design (deferred but documented)

Sprint 8 scope: ~17.75 team-days across 26 tickets.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 14:00:15 +01:00
jpmschweitzerandClaude Opus 4.6 7043fd7e4f chore(skills): require file output in workshop skill
Agents were sending outputs as messages instead of writing files,
which prevented Qatux (documenter) from reading other agents' work.
Now each round task instructs agents to write to
docs/workshops/{name}/{agent}-roundN.md, and between-round steps
verify files exist before proceeding.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 13:59:55 +01:00
jpmschweitzerandClaude Opus 4.6 6bf075ed8e chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:27:28 +01:00
jpmschweitzerandClaude Opus 4.6 21edbfec19 docs(workshops): add test architecture workshop brief
4-track workshop targeting the class of bugs from Sprint 6-7: blocking
I/O, serialization boundaries, state desync, off-by-one encoding.
Participants: Tyre, Hoshe, Dudley, Stig. Covers integration test
architecture, serialization boundary tests, client test infrastructure,
and test gap prioritization. Includes catalogue of 6 real bugs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:26:41 +01:00
jpmschweitzerandClaude Opus 4.6 855dc72b58 docs(scope): update D-053 with client throttle and input model
Document client-side movement throttle rates per stance, hold-to-move
input model with composite diagonals, and crouch ticks-per-move value.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:26:34 +01:00
jpmschweitzerandClaude Opus 4.6 3a02fd0d2a feat(client): add camera anchor test suite
10 gdUnit4 tests verifying camera behavior: SimBridge test mode
connection, snapshot pipeline, player position extraction, camera
anchor in _ready(), smoothing disable/re-enable cycle, camera tracking
across frames, and player movement following.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:26:28 +01:00
jpmschweitzerandClaude Opus 4.6 8bf7f6e610 fix(client): entity lerp, fog shader safety, type fixes
Entity renderer: add framerate-independent position lerping so entities
slide between tiles instead of snapping. Tuned for Sprint snappiness
and Walk/Careful fluidity.

Fog shader: set ColorRect to transparent fallback so a shader load
failure doesn't paint solid white over the world. Track camera position
(not player position) so fog stays synced during smooth camera pan.
Restructure GLSL to avoid early return (some GPU drivers miscompile it).

Minor type fixes: typed Array[Vector2] in cursor_renderer tick drawing,
untyped Array in inventory_grid to avoid Godot typed-array cast issues.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:26:23 +01:00
jpmschweitzerandClaude Opus 4.6 bc875d607f fix(client): correct messagepack signed int boundary encoding
Off-by-one in all four signed int branches: upper bound used <= instead
of < (e.g., value <= 128 matched int8 instead of falling through to
uint8). Tick 128 was encoded as int8 -128, causing server deserialization
failure. Also remove stray debug prints from nil/false decode paths.

Fixes bug #4 (MessagePack encodes tick 128 as -128).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:26:13 +01:00
jpmschweitzerandClaude Opus 4.6 ee3ac75578 fix(client): add pause toggle, hold-to-move, snapshot event carry-forward
Three client input/bridge fixes:

1. Pause toggle: add UNPAUSE action and toggle logic based on
   GameState.game_time.tick_rate. Wire UNPAUSE in sim_bridge.gd.

2. Hold-to-move: replace press-event movement with polled _process()
   direction sampling. Composite diagonals via simultaneous keys
   (W+D → northeast). Client-side throttle per stance (D-053):
   Sprint=200ms, Walk=400ms, Careful=600ms, Crouch=800ms.

3. Snapshot carry-forward: when a newer snapshot overwrites an
   unconsumed one, carry forward current_monologue and current_dialogue
   so one-shot events aren't silently dropped.

Fixes bugs #5 (monologue lost on overwrite) and #6 (overwrite spam).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:26:07 +01:00
jpmschweitzerandClaude Opus 4.6 2dd1e9545d fix(client): anchor camera to player before first frame renders
Camera2D's internal smoothed_camera_pos starts at (0,0) and lerps
toward global_position, causing a visible white-screen drift on startup.
Disable position_smoothing in _ready(), snap camera to player position
from the first snapshot, then re-enable smoothing with reset_smoothing()
after the first anchored frame. Add tick guards to monologue/dialogue
consumption to prevent re-triggering when client FPS > sim tick rate.

Fixes bug #2 (camera doesn't center on player at startup).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:25:58 +01:00
jpmschweitzerandClaude Opus 4.6 2b54697278 fix(simulation): discard movement input while paused
process_player_input processed movement commands regardless of tick
rate, causing the camera to drift from the player when the game was
paused and the player held direction keys. Add PlayerAction::is_movement()
helper and a paused guard that skips movement actions while TickRate is
Paused. Pause/Unpause commands still process normally.

Fixes bug #3 (player moves while game is paused).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:25:51 +01:00
jpmschweitzerandClaude Opus 4.6 d1aba3d554 fix(simulation): use non-blocking TCP to prevent game loop stall
read_framed() called read_exact() which blocked the entire bevy Update
schedule waiting for client input — no systems ran until a keystroke
arrived. Switch TcpStream to non-blocking mode so receive_inputs()
returns Ok(vec![]) on WouldBlock instead of blocking. Toggle to
blocking for snapshot writes (reliable delivery). Add 50ms frame
throttle (~20 ticks/sec) since the non-blocking loop would otherwise
spin. Downgrade input receive logging to trace, add error logging for
missing bridge resource and failed observer queries.

Fixes bug #1 (server never sends snapshots) and #2 (camera doesn't
center until first keystroke).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:25:45 +01:00
jpmschweitzerandClaude Opus 4.6 686c89170a chore(db): snapshot database after Sprint 7 completion
Sprint 7: Talk completed (13/13 done).
Sprint 8: React activated (10 tickets, 2 carry-overs).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:34:46 +01:00
jpmschweitzerandClaude Opus 4.6 be168d59ef refactor(client): rename test_protocol_v6.gd to test_protocol_bridge.gd
Version numbers in test filenames go stale every sprint. The file tests
bridge protocol features (stance, inventory, fixtures) not a specific
protocol version.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:33:53 +01:00
jpmschweitzerandClaude Opus 4.6 6d6b59c17b fix(client): address PR #24 review — 5 critical bugs, 3 warnings, 8 suggestions
Critical:
- Protocol test assertions updated v6→v7 (test_protocol_v6.gd)
- Dialogue signal connections wired (option_selected→DialogueResponse,
  dialogue_dismissed→DialogueEnd sent to server via SimBridge)
- Consume-once race fixed: _consume_dialogue() checks is_dialogue_active()
  before re-showing; dialogue_id tracking prevents re-trigger during fade
- Dialogue box responsive: _update_layout() clamps width to MAX_WIDTH_PX
  (832px) or 65% viewport, height to 20% viewport (MAX_HEIGHT_RATIO)
- Auto-pause added: SimBridge.send_input(PAUSE) on dialogue open/close

Warnings:
- Test coverage: 16 new tests in test_protocol_v7.gd (pending_recognitions
  decode, current_dialogue, GameState, SimBridge mock data, insert colors)
- queue_redraw() optimization: early return when no entities and no pings
- Fixed 200px height → responsive 20% viewport via _update_layout()

Suggestions:
- WASD detection refactored to _WALK_AWAY_ACTIONS array loop
- Button colors reference Constants.INSERT_COLOR_TEXT/HOVER/ACTIVE
- Named constants: COLOR_TRANSITION_START, SILHOUETTE_APPEAR_THRESHOLD,
  SILHOUETTE_SIZE with explanatory comments
- Bounds check: MAX_PENDING_RECOGNITIONS=64 with truncation warning
- Mock dialogue sustained across ticks (not 1-tick flash)
- COLOR_PING coupling with cursor documented as intentional
- Consume helpers extracted: _consume_monologue(), _consume_dialogue()

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:30:15 +01:00
jpmschweitzer 90a80e73df Merge remote-tracking branch 'origin/main' into client 2026-02-16 01:26:36 +01:00
jpmschweitzerandClaude Opus 4.6 7873b77a5c chore(meta): add Sprint 8 briefings and DB backup
Sprint 8: React — briefings for server, client, audio, and joint teams.
Database snapshot after Sprint 8 ticket assignments.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:26:04 +01:00
jpmschweitzer 7edc513632 Merge remote-tracking branch 'origin/audio'
# Conflicts:
#	CHANGELOG.md
2026-02-16 01:25:40 +01:00
jpmschweitzerandClaude Opus 4.6 91c90829b7 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:23:16 +01:00
jpmschweitzerandClaude Opus 4.6 6035d2049a feat(audio): add 6 interaction UI audio assets for #440
Generated via Stable Audio Open with sonic family prompt prefixes:
- cursor_hover.ogg (insert-tech, digital click)
- weapon_aim.ogg (insert-tech, mechanical latch sketch)
- implant_open.ogg (insert-tech, neural lattice rising tone)
- fog_recognition.ogg (organic, cognitive realization chime)
- sfx_monologue_chime.ogg (insert-tech, placeholder per D-071)
- sfx_monologue_chime_urgent.ogg (insert-tech, placeholder per D-071)

All assets need duration trimming in next audio sprint (#453).
Updated docs/assets/audio/ui.md status to draft.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:22:56 +01:00
jpmschweitzerandClaude Opus 4.6 725dc4684a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:19:40 +01:00
jpmschweitzerandClaude Opus 4.6 2659de0c28 feat(client): add fog entity visualization and wire Sprint 7 UI (#431, #434)
Fog entity cognitive delay rendering (D-059/D-060): sonar-style sound
pings (3 concentric rings, 1.5s fade), unrecognized grey blobs with
breathing pulse, D-033 color transition at 50% recognition progress,
±0.5 tile position drift. FogEntities node at z:950 between fog
shader and InsertOverlay.

Protocol v7 bump to match server PR #23 (pending_recognitions field).
Wires dialogue box and fog entities into game loop with mock test data.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:19:24 +01:00
jpmschweitzerandClaude Opus 4.6 2d56131221 feat(ui): add dialogue box — bottom screen, max 20% height, walk-away (#434)
D-061 compliant UI skeleton: NPC speech top, max 3 response options
below, left-aligned. Insert-styled colors (white-blue, amber hover,
green pressed). WASD walk-away fades over 300ms, no close button.
InsertOverlay (CanvasLayer 10, z-layer 6). Mock data in next commit.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:19:15 +01:00
jpmschweitzerandClaude Opus 4.6 88fc344ed9 docs(sprints): add protocol v7 bump requirement to client briefing
Server PR #23 bumped PROTOCOL_VERSION to 7 (pending_recognitions field).
Client must match before #431 fog entity visualization or joint testing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:08:29 +01:00
jpmschweitzer 307124cee6 Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
2026-02-16 01:08:17 +01:00
jpmschweitzerandClaude Opus 4.6 d0d545f44d feat(audio): add dip spec and synthesis tooling for #440
dialogue-ambient-dip.md: full Godot implementation spec for dialogue
(-7dB ambient) and confrontation (-11dB ambient + LP 800Hz, -5dB world
SFX) audio dips with tween code and edge case handling. synth_ui_sounds
.py: FM/noise/impulse synthesis for insert-tech UI sounds (cursor hover,
weapon aim, monologue chimes).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:04:44 +01:00
jpmschweitzerandClaude Opus 4.6 d4fdbf426e fix(server): address PR #23 review — 4 critical bugs, 3 warnings, 11 suggestions
Critical fixes:
- Add PendingRecognitionWire serialization roundtrip test
- Check Option return from delay.cancel() before logging
- InputQueue capacity limit (1000) with drop-oldest and warning
- TODO in observation.rs references ticket #450

Warning fixes:
- Hot-reload guards against invalid/empty content root
- Location header mismatch warning in line pool indexing
- walk_yaml() depth limit (100) against symlink loops
- Consecutive reload failure counter (warns after 5+)

Test additions:
- Negative prerequisite filtering test for monologue lines
- Integration test for pending_recognitions in observer snapshot
- Eavesdrop threshold ordering assertion (Careful < default)

Documentation:
- Playtesting expectation comments on delay constants
- is_pending() scalability note for future NPC cognitive delay
- ID format regex validation in line pool spec
- BTreeMap vs sort() ordering clarification in loader
- Multiplayer TODO in relationships.rs references D-010
- ContentSlug ticket #452 filed for entity slug resolution

394 tests, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:03:51 +01:00
jpmschweitzerandClaude Opus 4.6 c5f0694a1b feat(skills): add gen-audio skill, rename asset-gen to gen-image
gen-audio: prompt assembly system (sonic palette + category templates +
asset descriptions), SAO generation workflow, post-processing pipeline,
manual synthesis guide for sub-200ms insert-tech sounds. Rename
asset-gen to gen-image for consistent gen-* naming. Add audio connector
permissions to settings.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:03:45 +01:00
jpmschweitzerandClaude Opus 4.6 094939a33d feat(db): add Stable Audio Open connector and post-processing wrappers
audio-generate: Gradio API wrapper with timeout handling (600s default),
sequential-only generation, SSE stream polling. audio-health: API
health check. audio-post: ffmpeg wrapper for convert/normalize/trim/
pipeline operations. All follow existing connector pattern.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:03:30 +01:00
jpmschweitzerandClaude Opus 4.6 34d0e7211c docs(assets): add asset pipeline documentation system
Category-based asset index for audio, visual, and video pipelines.
Audio pipeline fully populated: palette (sonic identity bible), ambient
loops, SFX, UI sounds with generation specs and mix parameters.
Visual and video are stubs pending their respective workshops.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:03:18 +01:00
jpmschweitzerandClaude Opus 4.6 ac86c8a72b docs(decisions): record audio discussion outcomes D-067 through D-074
Recognition chime timing (D-067), 5-bus audio architecture (D-068),
audio dip profiles (D-069), confrontation as cognitive vulnerability
(D-070), monologue chime placeholder strategy (D-071), universal
conversation murmur (D-072), zone crossfade (D-073), hybrid audio
generation (D-074). Amends D-038 scope, resolves Q-014.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:03:02 +01:00
jpmschweitzerandClaude Opus 4.6 8a334b47f3 chore(meta): update changelog
Sprint 7 server entries: cognitive delay, ListeningFocus, YAML loader,
line pool spec, interaction memory schema.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:42:13 +01:00
jpmschweitzerandClaude Opus 4.6 087ff67bfb docs(architecture): add interaction memory KG schema design (#442)
Design doc at docs/architecture/interaction-memory-schema.md extending
FactKnowledge with interaction tracking. FactMetadata enum on existing
BTreeMap, 5-state InteractionState (Active/Completed/WalkedAway/
Confrontation/ConflictAbandoned), monologue prerequisite extension.

Includes entity slug resolution approach, NpcTolerance reconciliation,
and fact decay exemption documentation.

Ref: D-041, D-064, D-063

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:41:40 +01:00
jpmschweitzerandClaude Opus 4.6 91d6b1b1cb feat(simulation): add YAML content loader with hot-reload (#326)
LinePool system parses dialogue.yaml and monologue.yaml into indexed
BTreeMap structures. Supports 4-layer query filtering (access >
situation > trust > topic+mood) per D-028. Hot-reload via timestamp
polling every 20 ticks (dev-only). Graceful failure preserves
previous content on reload error.

30+ tests covering enum parsing, index building, query filtering,
monologue fallback, and content watching.

Ref: D-028, D-032, D-035, D-041

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:41:29 +01:00
jpmschweitzerandClaude Opus 4.6 ea0a3f0b35 docs(architecture): add line pool format specification (#308)
Formal spec at docs/architecture/line-pool-format.md defining YAML
structure for dialogue and monologue content files. Covers tag enums,
4-layer filtering pipeline, prerequisite-to-KG mapping, ID format,
validation rules, and Rust loader interface.

Fixes monologue schema: adds required constraint on relationship
prerequisite target/state fields.

Ref: D-028, D-032, D-035, D-041

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:41:18 +01:00
jpmschweitzerandClaude Opus 4.6 4d8fe996fc feat(perception): add cognitive delay system for fog recognition (#423)
New CognitiveDelay component buffers perception events before emitting
KnowledgeEvents. Normal delay: 6 ticks (0.6s), urgent: 3 ticks (0.3s).
Drain system runs after emit_observation_events, before process_knowledge_events.

Adds pending_recognitions to ObserverSnapshot (protocol v7) for client
fog entity visualization. Includes cancellation when entity leaves LOS.

Monologue fires during delay (not after) per D-060 — cross-system
wiring deferred to follow-up ticket #451.

Ref: D-060 (cognitive delay), D-031 (10 tps), D-059 (fog layers)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:41:08 +01:00
jpmschweitzerandClaude Opus 4.6 3a2cfc37e0 feat(simulation): add ListeningFocus eavesdrop positioning (#426)
New ListeningFocus component tracks stationary_ticks for eavesdrop
mechanic. Increments when position unchanged, resets on movement.
Sprint stance blocks accumulation, Careful reduces threshold from
30 to 20 ticks. Registered in SimulationPlugin after validate_movement.

17 tests covering all stances, thresholds, and edge cases.

Ref: D-053 (stance system), D-018 (sound model)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:40:54 +01:00
jpmschweitzerandClaude Opus 4.6 d0663c4193 refactor(server): apply rustfmt and clippy suggestions
Formatting pass across simulation, perception, knowledge, NPC, and
test modules. Includes two clippy fixes in monologue.rs (.values()
instead of for (_, v) pattern).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:40:43 +01:00
jpmschweitzerandClaude Opus 4.6 b218338223 chore(db): snapshot database after copy merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:36:42 +01:00
jpmschweitzerandClaude Opus 4.6 d1764cbd70 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:26:25 +01:00
jpmschweitzerandClaude Opus 4.6 462f42113f docs(docs): add archetype evidence presentation spec (#443)
Design specification for how evidence is presented differently per
archetype — detective case file (institutional, insert-assisted) vs
smuggler notebook (personal, unassisted). Covers item definitions,
knowledge graph presentation, contradiction markers, THE FRIEND
arc walkthroughs, systems interaction map, and authoring guidelines.

Sprint 7, ticket #443. Authored by Mellanie (copy), Paula (narrative),
Gestalt (systems).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:26:13 +01:00
jpmschweitzer 9b022197a8 Merge remote-tracking branch 'origin/main' into copy 2026-02-15 23:53:00 +01:00
jpmschweitzerandClaude Opus 4.6 8ec875385a docs(sprints): add Sprint 7: Talk briefings
Briefings for server, client, copy, audio, and joint teams.
Sprint goal: complete interaction UI layer and activate basic
dialogue system with NPC conversations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:51:57 +01:00
jpmschweitzer 8399a75d98 Merge remote-tracking branch 'origin/main' into copy 2026-02-15 23:46:00 +01:00
jpmschweitzerandClaude Opus 4.6 d52179c58b docs(meta): add scratchpad for design ideas and notes
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:35:20 +01:00
jpmschweitzerandClaude Opus 4.6 ebf348e838 chore(db): snapshot database after Sprint 6 completion
All 18 tickets marked done, sprint closed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:32:01 +01:00
jpmschweitzerandClaude Opus 4.6 9e8ccb13bf fix(client): address PR #22 review — 3 critical bugs, 2 warnings, 8 suggestions
Critical fixes:
- fog_state: guard _compute_bounds() against all-invalid tiles (negative Rect2i crash)
- fog_shader: read Camera2D zoom dynamically instead of hardcoded Vector2(2,2)
- world_radial: set custom_minimum_size in _ready() from spoke geometry

Warnings:
- fog.gdshader: tighten PERIPHERAL_LOW 0.15→0.55 to match D-059 peripheral band
- Extract color_for_entity_kind() to Constants.gd, decouple CursorRenderer from EntityRenderer

Documentation: shallow copy assumption, gradual decay TODO, tween guard rationale,
fade timing rationale, ToggleInsert TODO, monologue consume-once, hover offset safety,
v6 fixture gap TODO.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:23:11 +01:00
jpmschweitzerandClaude Opus 4.6 1b0953db25 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:06:32 +01:00
jpmschweitzerandClaude Opus 4.6 f08710fa61 docs(architecture): z-layer gap analysis, fog shader spec, flying taxi analysis
Three architecture documents from Sprint 6 design work:
- z-layer-gap-analysis.md: full three-scope rendering pipeline with
  reserved z-ranges, airborne treatment, cross-floor VFX, liquid depth
- fog-shader-spec.md: 5-layer fog shader architecture (D-059)
- flying-taxi-analysis.md: validates z-layer architecture supports
  flight scenarios with LOD tiers and performance budget

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:06:12 +01:00
jpmschweitzerandClaude Opus 4.6 1fcf08d21f feat(client): Sprint 6 Touch — z-layer pipeline, cursor, fog, interactions, inventory, stance, radial
Three-scope z-layer rendering pipeline (D-049): world z:0-900 inside
CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal
CanvasLayer 30. Y-sort contract enforced (entities z_index=0). Reserved
ranges for VFX, airborne, lower floors documented in constants.gd.

Sprint 6 client tickets:
- #429: Cursor state machine — 4 states, 150ms transitions (D-056)
- #430: Fog shader rebuild — 5-layer fragment shader, animated noise (D-059)
- #432: Entity interaction list — vertical multi-verb, insert-styled (D-057)
- #433: World radial menu — 2 spokes, drag-release + click-click (D-058)
- #438: Inventory UI — 3x3 grid, 40x40px, 1-9 hotkeys (D-065)
- #439: Stance indicator — color-coded HUD, C/X keybinds (D-053)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:06:03 +01:00
jpmschweitzerandClaude Opus 4.6 24cce41379 feat(client): protocol v6 bridge — stance, inventory, input mapping
Upgrade client protocol bridge from v5 to v6 to match server.
Adds player_stance (4 variants) and player_inventory decode to
ObserverSnapshot. Adds TOGGLE_STANCE_UP/DOWN to InputMapper.
Includes 25 gdUnit4 tests for v6 decode + server serialization
test gap fix.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:05:47 +01:00
jpmschweitzerandClaude Opus 4.6 f3550577a9 chore(db): snapshot database after server branch merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:10:13 +01:00
jpmschweitzer 2b98e54103 Merge remote-tracking branch 'origin/server' 2026-02-14 16:09:18 +01:00
jpmschweitzerandClaude Opus 4.6 aadb155968 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:01:08 +01:00
jpmschweitzerandClaude Opus 4.6 3d63a4f9f6 test(simulation): QA coverage for Phase 2 verbs, sprint suppression, occupancy, inventory
Add comprehensive test suites across sprint 6 systems:
- Phase 2 observer filter: Confront injection, archetype label relabeling,
  contradiction marking, POI priority ordering (12 tests)
- Sprint anomaly: detection during sprint, queue semantics, delay timing,
  D-055 visible-but-suppressed integration (7 tests)
- Wire format: Confront and CharacterArchetype msgpack roundtrip (4 tests)
- TilePresence: 4-layer coexistence on same tile (1 test)
- Inventory: Take/Place full roundtrip, capacity enforcement (3 tests)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:00:32 +01:00
jpmschweitzerandClaude Opus 4.6 df81b24cd1 feat(simulation): sprint anomaly double-take monologue (#428, D-055)
When sprinting past a Contradicted entity, queue a delayed retroactive
monologue that fires after ~1.5s: "Wait — something wasn't right back
there." SprintAnomalyQueue component with first-in-wins semantics.
Detection in observer pipeline, processing in monologue system.
Wire MovementProfile, Stance, and SprintAnomalyQueue into player spawn.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:00:20 +01:00
jpmschweitzerandClaude Opus 4.6 1d76100f5d feat(simulation): movement profile per archetype and sprint interaction suppression (#418, #419)
Add MovementProfile component with per-archetype default stances (D-053).
Sprint stance now explicitly clears the interaction buffer — no verbs
computed or sent during sprint (D-055). Anomaly monologue pipeline is
unaffected (handled by separate system).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:00:09 +01:00
jpmschweitzerandClaude Opus 4.6 2fc8bf9545 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:44:53 +01:00
jpmschweitzerandClaude Opus 4.6 6ef7029707 feat(simulation): smuggler inventory — CarriedBy, Take/Place verbs (#424)
Implement physical inventory system per D-065:

- CarriedBy(StableId) component marks items as carried by an entity
- ItemName and InventorySlot components for display and slot assignment
- Take verb: removes TilePosition, adds CarriedBy + InventorySlot
- Place verb: removes CarriedBy + InventorySlot, adds TilePosition
- Observer snapshot populates player_inventory from carried items query
- Info boundary: carried items lack TilePosition, naturally excluded
  from all spatial queries (visibility, interactions) for other entities
- 9-slot capacity (3x3 grid per OQ-24), auto-assigns first free slot
- 8 new tests covering take, place, sequential slots, full rejection

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:44:37 +01:00
jpmschweitzerandClaude Opus 4.6 32422ac4bc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:39:28 +01:00
jpmschweitzerandClaude Opus 4.6 98f4cedc03 feat(simulation): Sprint 6 Touch — stance, tile presence, verbs, protocol v6
Implements the core Sprint 6: Touch systems across 5 tickets:

- #449 ObserverSnapshot v6: add player_stance (MovementStance) and
  player_inventory (Vec<InventoryItem>) wire fields with serde defaults
  for backward compatibility. Bump PROTOCOL_VERSION 5→6.

- #417 Stance system: Sprint/Walk/Careful/Crouch movement stance with
  tick-based speed (1/2/3/4 ticks per move), monologue rate multipliers,
  and PlayerMoveCooldown component. ToggleStanceUp/Down player actions.

- #420 TilePresence: posture-layer collision system allowing same-tile
  occupancy for different layers (Standing/Prone/Seated/Fixture).
  Layer-based collision in validate_movement.

- #421 ObjectType component: Readable/Container/Terminal/Door/Pickup/
  Furniture types with Phase 1 verb sets computed from type + proximity.

- #422 Phase 2 verb filter: KG-gated observer-side verb processing —
  POI priority flips, Confront injection at KnowsDetails+, contradiction
  marking, archetype-specific label relabeling (Smuggler/Detective).

217 unit tests + 17 integration tests passing. All MessagePack fixtures
regenerated for v6 wire format.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:38:59 +01:00
jpmschweitzerandClaude Opus 4.6 eb69f1f9ac chore(config): add git rev-parse --show-toplevel permission
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:29:07 +01:00
jpmschweitzerandClaude Opus 4.6 651b1d34a6 chore(db): update database backup after server merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:17:23 +01:00
jpmschweitzerandClaude Opus 4.6 1126df4198 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:15:58 +01:00
jpmschweitzerandClaude Opus 4.6 52c4872650 chore(config): add worktree boundary rules to CLAUDE.md and plan-sprint skill
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>
2026-02-14 15:15:45 +01:00
jpmschweitzerandClaude Opus 4.6 538b59a7ff chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 11:01:33 +01:00
jpmschweitzerandClaude Opus 4.6 15b1955827 chore(config): add find, list, tree command permissions
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 11:01:10 +01:00
jpmschweitzerandClaude Opus 4.6 f1bd361816 feat(docs): add D-066 dual-scale grid decision and propagate to all docs
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>
2026-02-14 11:01:05 +01:00
jpmschweitzerandClaude Opus 4.6 2c67ed7254 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 10:29:58 +01:00
jpmschweitzerandClaude Opus 4.6 007d9eddea chore(config): standardize permissions in shared settings.json
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>
2026-02-14 10:29:36 +01:00
jpmschweitzerandClaude Opus 4.6 187584209f feat(db): add sprint CLI for lifecycle management and agent context
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>
2026-02-14 10:29:28 +01:00
jpmschweitzerandClaude Opus 4.6 c41bec0d15 chore(client): track Godot .uid resource identifier files
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>
2026-02-14 09:49:41 +01:00
jpmschweitzerandClaude Opus 4.6 b06a676dcf chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 09:48:46 +01:00
jpmschweitzerandClaude Opus 4.6 6e0ecb4d4a chore(db): update database backup after planning merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 09:48:30 +01:00
jpmschweitzerandClaude Opus 4.6 82bb6289c7 fix(skills): discover worktree branches dynamically in worktree-update
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>
2026-02-14 09:48:26 +01:00
jpmschweitzerandClaude Opus 4.6 3671fceeb8 chore(skills): add start-workshop skill and update CLAUDE.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 09:35:07 +01:00
jpmschweitzerandClaude Opus 4.6 47f65c3302 feat(content): smuggler inventory item specs (#441)
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>
2026-02-14 09:35:02 +01:00
jpmschweitzerandClaude Opus 4.6 9d0077bb80 docs(sprints): Sprint 6 Touch briefings — server, client, copy, joint
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>
2026-02-14 09:34:55 +01:00
jpmschweitzerandClaude Opus 4.6 5c3c2a527b docs(workshops): Control & Interaction Workshop outputs
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>
2026-02-14 09:34:49 +01:00
jpmschweitzerandClaude Opus 4.6 c28d9b6501 feat(decisions): formalize D-053 through D-065 from Control & Interaction Workshop
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>
2026-02-14 09:34:42 +01:00
jpmschweitzerandClaude Opus 4.6 eab18b8361 feat(content): smuggler inventory item specs (#441)
Three physical inventory items for the smuggler archetype per D-065:
manifest copy, corridor access token, personal comm log. Each item
links to KG FactIds, defines confrontation leverage mechanics, and
creates risk/reward carry decisions. All flagged contraband.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 09:32:02 +01:00
jpmschweitzerandClaude Opus 4.6 485dccf30b chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 19:26:34 +01:00
jpmschweitzerandClaude Opus 4.6 ce3778321d chore(skills): update review-pr skill
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 19:26:00 +01:00
jpmschweitzerandClaude Opus 4.6 dde270322c docs(briefings): update agent briefings after Sprint 5 pipeline fixes
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 19:24:43 +01:00
jpmschweitzerandClaude Opus 4.6 3c106aa2d0 feat(simulation): complete interaction and monologue pipelines (#413, #414, #415)
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>
2026-02-13 19:23:47 +01:00
jpmschweitzerandClaude Opus 4.6 8228ef3c1c chore(db): update database backup after client merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 18:11:56 +01:00
jpmschweitzer ad91d03468 Merge remote-tracking branch 'origin/client' 2026-02-13 18:11:42 +01:00
jpmschweitzer 07d7bf635d Merge remote-tracking branch 'origin/ci'
# Conflicts:
#	CHANGELOG.md
2026-02-13 18:10:27 +01:00
jpmschweitzerandClaude Opus 4.6 0f9ecac74a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 18:07:34 +01:00
jpmschweitzerandClaude Opus 4.6 470ec59b63 fix(ui): adapt client to new ui-strings.yaml structure
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>
2026-02-13 18:07:15 +01:00
jpmschweitzer 15ea6f1375 Merge remote-tracking branch 'origin/copy'
# Conflicts:
#	CHANGELOG.md
#	client/data/ui-strings.yaml
2026-02-13 17:57:10 +01:00
jpmschweitzerandClaude Opus 4.6 218673f0ea chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:55:10 +01:00
jpmschweitzerandClaude Opus 4.6 fe3232377d refactor(content): move ui-strings.yaml to client/data/
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>
2026-02-13 17:54:55 +01:00
jpmschweitzerandClaude Opus 4.6 15a4bcadd2 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:52:24 +01:00
jpmschweitzerandClaude Opus 4.6 124573e1c5 fix(content): normalize fact_ids, entity refs, tags across FRIEND content
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>
2026-02-13 17:52:05 +01:00
jpmschweitzerandClaude Opus 4.6 99550ed0f5 feat(content): add FRIEND packs and PC-as-NPC content (#297, #298, #401)
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>
2026-02-13 17:51:54 +01:00
jpmschweitzerandClaude Opus 4.6 adaaebbe71 feat(content): add UI microcopy strings (#409)
72 YAML strings for client integration: interaction verbs,
relationship states, HUD labels, perception modes, notifications,
knowledge panel, tutorial prompts, menus, character select.
Diegetic voice matching Sova setting (D-036).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:51:43 +01:00
jpmschweitzerandClaude Opus 4.6 d51d9d9e46 feat(content): add NPC authoring style guide (#379)
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>
2026-02-13 17:51:35 +01:00
jpmschweitzerandClaude Opus 4.6 e01de6684e feat(content): add character voice speech patterns (#310)
Speech-level execution spec for smuggler and detective: contraction
rules, sentence length, punctuation patterns, stress markers,
vocabulary, verbal tics, and 8-point authoring validation checklist.
Blocks all FRIEND pack and PC-as-NPC content authoring.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:51:29 +01:00
jpmschweitzerandClaude Opus 4.6 163de8bf25 fix(ci): address PR review — filter comments, trim whitespace, warn on missing scripts
- 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>
2026-02-13 17:42:22 +01:00
jpmschweitzerandClaude Opus 4.6 e90fe8b146 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:18:19 +01:00
jpmschweitzerandClaude Opus 4.6 5a04656781 feat(ui): add YAML-based UI string loading system (#409)
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>
2026-02-13 17:18:01 +01:00
jpmschweitzerandClaude Opus 4.6 fa3c473273 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:17:49 +01:00
jpmschweitzerandClaude Opus 4.6 fe204aa5f4 feat(ci): add pre-commit FactId validation hook (#393)
Grep-based pre-commit check validating fact_id references in content
YAML against canonical knowledge catalogs. Runs in advisory mode when
catalogs are stubs (exit 0), switches to enforcing mode once populated
(exit 1 on unknown fact_ids with file:line output).

- tooling/check-fact-ids: core validation script (<2s runtime)
- .config/hooks/pre-commit: hook dispatcher for modular checks
- Makefile: check-fact-ids + setup-hooks targets, wired into setup
- docs/DEVOPS.md: content validation and pre-commit hooks sections

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:17:34 +01:00
jpmschweitzerandClaude Opus 4.6 3b757f5adc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 02:14:08 +01:00
jpmschweitzerandClaude Opus 4.6 524aca52eb chore(db): update database backup after client merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 02:14:01 +01:00
jpmschweitzerandClaude Opus 4.6 03914c6442 docs(briefings): update Hoshe with integration test coverage priorities
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>
2026-02-13 02:13:57 +01:00
jpmschweitzer 963f89b8ba Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-13 02:09:47 +01:00
jpmschweitzerandClaude Opus 4.6 dd40f92600 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 02:08:12 +01:00
jpmschweitzerandClaude Opus 4.6 c68585e5f2 chore(simulation): add debug logging for received inputs
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>
2026-02-13 02:07:47 +01:00
jpmschweitzerandClaude Opus 4.6 e6d6802c8d fix(client): align tests with kind-based player detection
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>
2026-02-13 02:07:43 +01:00
jpmschweitzerandClaude Opus 4.6 e810abdcaf fix(client): use server tick for movement input processing
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>
2026-02-13 02:07:38 +01:00
jpmschweitzerandClaude Opus 4.6 ea9cf554c6 fix(client): decode tile_kind and fix entity alignment (#412)
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>
2026-02-13 02:07:29 +01:00
jpmschweitzerandClaude Opus 4.6 29c5003403 fix(simulation): add TileKind to VisibleTile wire protocol (#412)
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>
2026-02-13 02:07:19 +01:00
jpmschweitzerandClaude Opus 4.6 62406aca82 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:51:07 +01:00
jpmschweitzerandClaude Opus 4.6 2fa609b19c docs(sprints): add Sprint 5 "Live" team briefings
Content-focused sprint: FRIEND packs (Kael Davan, Sera Venn),
NPC authoring style guide, voice patterns, PC-as-NPC content,
UI microcopy, and FactId pre-commit validation. Briefings for
copy (6 tickets), client (2), CI (1), plus joint integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:50:59 +01:00
jpmschweitzerandClaude Opus 4.6 33f4f6078c feat(client): add input roundtrip integration test (#411)
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>
2026-02-13 01:48:35 +01:00
jpmschweitzerandClaude Opus 4.6 721e54491c chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:46:27 +01:00
jpmschweitzerandClaude Opus 4.6 473eda03cd feat(client): add live server mode with make game target
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>
2026-02-13 01:46:09 +01:00
jpmschweitzerandClaude Opus 4.6 67978d0819 feat(client): wire interaction prompt target+verb to server (#405)
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>
2026-02-13 01:46:02 +01:00
jpmschweitzer 88cfded5b5 Merge branch 'server' into main — Sprint 4 server delivery (#18) 2026-02-13 01:21:02 +01:00
jpmschweitzerandClaude Opus 4.6 1fe03ac27d chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:20:13 +01:00
jpmschweitzerandClaude Opus 4.6 661769f028 feat(simulation): add line previewer CLI (#407)
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>
2026-02-13 01:19:46 +01:00
jpmschweitzerandClaude Opus 4.6 67fef58020 feat(simulation): add YAML to RON converter tool (#403)
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>
2026-02-13 01:19:40 +01:00
jpmschweitzerandClaude Opus 4.6 d3b68012d9 docs(architecture): add seed configuration schema design (#394)
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>
2026-02-13 01:19:34 +01:00
jpmschweitzerandClaude Opus 4.6 267d415173 feat(simulation): implement content loader Phase 2 (#408)
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>
2026-02-13 01:19:29 +01:00
jpmschweitzerandClaude Opus 4.6 4c008d6191 data(content): use WantKind enum keywords in NPC profiles
Change want.primary from narrative strings to WantKind enum keywords
(Safety, Wealth, Knowledge, etc.) across all 20 NPC profiles. Move
narrative text to want.description. Add Happiness to WantKind enum.
Add enum constraint to npc-profile.schema.json so make validate-content
catches invalid values at authoring time.

Fixes silent Want component drop where parse_want_kind() returned None
for all real NPCs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:19:21 +01:00
jpmschweitzerandClaude Opus 4.6 90e6dcb8e9 fix(content): update dialogue-pool schema arrays per D-035
situation, topic, and mood fields changed from single string to
array type to match D-035 specification (list<enum>). access and
trust were already correct as arrays.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:19:15 +01:00
jpmschweitzerandClaude Opus 4.6 3d1bf54fcc data(content): add pools, templates, and triangles for v0.1 (#389, #390, #391)
5 seed-time pools (single-candidate for deterministic v0.1 testing),
3 social site templates (logistics-hub, bar, smuggling-ring) with
role slot definitions per D-025, and 5 triangles (3 active fork,
2 passive) per D-024 workshop synthesis.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:19:10 +01:00
jpmschweitzerandClaude Opus 4.6 b0fec9af09 data(content): populate global enums and entity attributes (#387, #388)
Populate 9 enum YAML files (situations, topics, moods, triggers,
access-tiers, trust-tiers, activities, patterns, motivations) from
D-035 taxonomy and 16 canonical entity attribute keys from D-024
with A7 workshop updates.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:19:02 +01:00
jpmschweitzerandClaude Opus 4.6 e309f66c99 chore(db): update database backup after copy merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:00:29 +01:00
jpmschweitzerandClaude Opus 4.6 e7f6444567 feat(content): add monologue pool and news ticker headlines (#399, #395)
200 monologue lines (100 per character) across 8 location files:
arrival flavor, NPC commentary, knowledge-gated contradiction lines.
20 dual-lens news ticker headlines for The Last Shift bar. First real
content load for the monologue system.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:58:57 +01:00
jpmschweitzerandClaude Opus 4.6 086988a42f feat(content): populate NPC YAML profiles and PC-as-NPC briefs (#398, #383, #373)
Convert 17 wiki NPC profiles to engine-readable YAML. Add PC-as-NPC
behavior profiles for detective and smuggler. Add smuggler-perspective
FactId progression text (27 FactIds with asymmetric knowledge paths).
Add off-stage NPC nils-davan. All files validate against npc-profile
schema (32 files, 0 errors).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:58:52 +01:00
jpmschweitzerandClaude Opus 4.6 b672b9c269 feat(docs): restructure wiki taxonomy with templates and Krenn System entry (#301, #319)
Move wiki from docs/wiki/ to root wiki/. Add 14 category templates with
YAML frontmatter, governance model, hierarchical spatial structure
(system > station > district > location). Populate Krenn System entry
as first concrete star system. Update cross-references in workshop and
sprint docs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:58:45 +01:00
jpmschweitzer baa348a70a Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-13 00:10:37 +01:00
jpmschweitzerandClaude Opus 4.6 8117f775c5 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:05:25 +01:00
jpmschweitzerandClaude Opus 4.6 a1c5db9490 fix(client): make E2E tests resilient to entity ordering
Server proof room now has 3 NPCs instead of 1. Find player entity
by kind instead of assuming entities[0]. Wall-hides test checks
specific NPC position (16.5, 13.5) rather than asserting zero NPC
count. Corner-reveal test searches for NPC1 by position.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:05:07 +01:00
jpmschweitzerandClaude Opus 4.6 52972e6f21 fix(client): align tests and data with server v4 protocol changes
Server team shipped strict PROTOCOL_VERSION enforcement (c05ff7b),
1-indexed verb priorities, and "Observe" label for ExamineNpc.
Updates all test snapshots to include version: 4, fixes sim_bridge
test mode priorities (0-indexed → 1-indexed) and labels, replaces
v1 backward-compat tests with strict version rejection tests.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:04:58 +01:00
jpmschweitzerandClaude Opus 4.6 fdb88840bc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:02:41 +01:00
jpmschweitzerandClaude Opus 4.6 d1cb0d129d docs(sprints): add sprint 4 "Feel" team briefings
Content conversion and authoring sprint — 19 tickets across copy (8),
server (9), client (1 carry-over), and CI (1). Critical path runs
through wiki→YAML NPC conversion (#398) to content loader (#408).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:02:28 +01:00
jpmschweitzer 7af8de0117 Merge remote-tracking branch 'origin/main' into client
# Conflicts:
#	CHANGELOG.md
#	client/scripts/autoloads/sim_bridge.gd
2026-02-12 23:45:48 +01:00
jpmschweitzerandClaude Opus 4.6 5d94363d48 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:43:52 +01:00
jpmschweitzerandClaude Opus 4.6 6bebbd9933 feat(client): add interaction prompt system (#405)
Server-driven interaction prompt that displays "E - Talk" when near
an interactable NPC. Decodes v4 nearby_interactions from snapshot,
stores in GameState, renders via InteractionPrompt UI with fade
animation. Extensible interface (get_interaction_target/get_selected_verb)
for future radial verb menu (v0.2).

- Protocol: decode nearby_interactions array with nested VerbOption structs,
  entity relationship/observation fields, tick_rate in GameTime
- GameState: store/clear nearby_interactions per snapshot
- SimBridge: test mode generates v4 format with structured verbs
- InteractionPrompt: PanelContainer with fade in/out, polls GameState
- Tests: 19 new test cases covering protocol, state, sim bridge, UI, encoding
- Fixture assertions updated for v4 protocol version

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:43:37 +01:00
jpmschweitzer 07e3c4bafd Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
2026-02-12 23:40:13 +01:00
jpmschweitzerandClaude Opus 4.6 c765572bea chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:33:10 +01:00
jpmschweitzerandClaude Opus 4.6 c05ff7b063 feat(client): enforce PROTOCOL_VERSION check in snapshot decode
Client now rejects snapshots where version != PROTOCOL_VERSION (4).
Returns null with error log on mismatch. Test snapshot updated to
use Protocol.PROTOCOL_VERSION and v4 game_time format (tick_rate
replaces paused field).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:32:49 +01:00
jpmschweitzerandClaude Opus 4.6 18d8253bfe refactor(server): decompose observer pipeline and fix interaction boundary
Extract visibility geometry into a separate system behind a
PerceptionQuery trait, enabling D-017 perception mode swapping.
Two-stage pipeline: compute_visibility_geometry writes to
VisibilityGeometry resource, compute_observer_snapshot reads it.

Remove KnowledgeGraph from compute_nearby_interactions (simulation
phase boundary violation). Verb availability stays in simulation;
POI-based priority adjustment moves to observer via
apply_poi_verb_priority helper.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:32:41 +01:00
jpmschweitzer 30f6666d7d Merge remote-tracking branch 'origin/main' into visual 2026-02-12 23:28:25 +01:00
jpmschweitzerandClaude Opus 4.6 ebcaff1a05 chore(config): remove client .uid/.import gitignore additions
These patterns were added for the renderer (now separate). Client
gitignore rules are the client team's responsibility.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:26:39 +01:00
jpmschweitzerandClaude Opus 4.6 921d2aef0d refactor(assets): move sprite renderer to standalone project at renderer/
Separates the 3D-to-2D render pipeline from the game client into its
own minimal Godot project. No autoloads, no plugins, no game code —
just the render scene, models, textures, and export script. Eliminates
SimBridge parse errors and gdUnit4 scanning during renders.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:26:16 +01:00
jpmschweitzerandClaude Opus 4.6 8a1b10786f chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:22:38 +01:00
jpmschweitzerandClaude Opus 4.6 3a01d9659f chore(config): add .uid and recursive .import to gitignore
Godot 4.6 generates .uid files for script resources and .import files
in subdirectories. Both are editor-local and should not be tracked.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:22:16 +01:00
jpmschweitzerandClaude Opus 4.6 2ed8fb5b37 feat(assets): add 3D-to-2D sprite render pipeline and /render-sprite skill
Godot @tool render scene that takes a textured 3D model and produces
2D sprites at 1024/256/64 from 4 cardinal directions with outlines
applied at working resolution. Camera at "the angle" (-72.5deg ortho).
Includes two POC wall models with Nano Banana textures, CLI wrapper
script with headless import step, and .uid files added to gitignore.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:21:41 +01:00
jpmschweitzerandClaude Opus 4.6 0358eedbc5 docs(workshops): archive art direction & mood board workshop (3 rounds + closing)
Four-agent workshop (Araminta, Ozzie, Miri, Gore) establishing visual
identity for The Settled Reach. 9 mood board images, 16 art direction
principles, 10 candidate decisions (D-042 through D-051), v0.1.1 sprite
plan. Post-workshop technical session resolved 3D render pipeline,
resolution chain (1024/256/64), and camera angle lock ("the angle").
Pipeline test samples included: Era 1 institutional wall + bar green
wall rendered through the full Nano Banana -> 3D model -> sprite chain.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:21:09 +01:00
jpmschweitzerandClaude Opus 4.6 e6bd577a5a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 22:53:23 +01:00
jpmschweitzerandClaude Opus 4.6 0c91f5af21 chore(tooling): add make validate-content for schema validation
Python script validates campaign YAML files against JSON schemas in
content/_schema/. Maps files to schemas by directory context (npcs/
→ npc-profile.schema.json, etc.). Skips comment-only placeholder stubs.

Addresses Hoshe #2 review item.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 22:53:05 +01:00
jpmschweitzerandClaude Opus 4.6 0157d1fa38 test(server): add Entity::to_bits roundtrip and TickRate switch tests
- Entity::to_bits() roundtrip test guards against bevy version changes
  silently breaking wire IDs (Hoshe #1)
- PROTOCOL_VERSION constant used in test helpers instead of hardcoded 4
- TickRate switch mid-accumulation test verifies Half→Full→Paused→Half
  transitions preserve accumulator state correctly (Tyre N3)
- POI mid-range test now asserts priority=1 (Hoshe #4)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 22:52:59 +01:00
jpmschweitzerandClaude Opus 4.6 02fa89b1d7 refactor(server): extract observer tests to separate file
Split observer/mod.rs (820 lines) into production code (244 lines) and
tests (480 lines). Reduces module size per Hoshe #3 review item.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 22:52:52 +01:00
jpmschweitzerandClaude Opus 4.6 6f9537fff3 refactor(server): NearbyInteractionBuffer from Resource to Component
Per-entity Component attached to PlayerCharacter instead of global
Resource. Makes the interaction buffer multiplayer-ready (D-009) —
each observer gets their own buffer without pipeline refactoring.

Updated all 8 files touching the buffer: system signatures, player
spawn bundles, and ~30 test spawn sites.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 22:52:47 +01:00
jpmschweitzerandClaude Opus 4.6 c970d2eba7 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 21:23:17 +01:00
jpmschweitzerandClaude Opus 4.6 ba867564a8 fix(server): add error logging, protocol version, and architecture docs
- Replace silent Entity::to_bits() fallbacks with tracing::error in
  observer.rs and interaction.rs (makes unregistered entities loud)
- Add PROTOCOL_VERSION constant to types.rs, use in observer snapshot
- Document single-observer assumption on NearbyInteractionBuffer
- Document proximity-only (no LOS) limitation on compute_nearby_interactions

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 21:22:34 +01:00
jpmschweitzerandClaude Opus 4.6 e2f2f4e590 refactor(server): remove dead generate_snapshot function
Delete generate_snapshot from bridge/mod.rs — superseded by
perception::observer::compute_observer_snapshot. Not referenced
in any schedule or test.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 21:22:28 +01:00
jpmschweitzerandClaude Opus 4.6 9d53869ca7 refactor(data): restructure content directory for galaxy scale
Replace flat content/districts/ with hierarchical campaign/system/
station/district structure. Path mirrors canonical IDs, enables
glob-based discovery, and is multi-campaign/DLC ready.

- git mv 46 files preserving history
- New metadata: campaign.yaml, system.yaml, station.yaml
- Rewrite content.yaml with glob-based district discovery
- Add campaign, system, station JSON schemas
- Update district schema: hierarchy fields derived from path
- Update npc-profile schema: accept district-scoped IDs
- Add TODO to 17 dialogue/monologue pool files for generator revision
- Update _meta/README.md with new hierarchy documentation

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 21:22:23 +01:00
jpmschweitzerandClaude Opus 4.6 8cd7ef21ae chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 20:14:56 +01:00
jpmschweitzerandClaude Opus 4.6 ece4dfe1c4 fix(data): restore hierarchical fields in district metadata
Re-added system/station/district fields to district.yaml that were
incorrectly removed during Tyre10 cleanup. These carry hierarchical
context (planet, station), not redundant identity. Made canonical_id
optional in schema since it's derived from directory path at load time.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 20:14:41 +01:00
jpmschweitzerandClaude Opus 4.6 9943684f2c refactor(server): address PR #16 review feedback
Hoshe + Tyre review items:
- Use StableId consistently for wire entity_id (H4) across observer,
  observation, interpretation, and interaction systems
- Make NearbyInteractionBuffer.interactions private with take() (H1/H20)
- Add system ordering constraint for compute_nearby_interactions (H5)
- Panic on missing PlayerCharacter in input processing (H2)
- Remove redundant paused field from GameTime (Tyre8)
- Remove #[serde(default)] from nearby_interactions (H3)
- Change NearbyInteraction.distance from f32 to u32 (H8)
- Add sort stability for equal verb priorities (H6)
- Scope constants to pub(crate) (H7)
- Add debug_assert for last_observed_tick ordering (H10)
- Strengthen unregistered entity handling to debug_assert + error (H11)
- Document fractional tick accumulation (Tyre9)
- Extract collect_remembered_entities helper (Tyre2/H17)
- Add half_rate_no_drift_over_10000_frames test (H14)
- Add mid-range and deterministic sort tests (H15)
- Add fixture version assertion (H16)
- Regenerate msgpack fixtures for wire format changes

146 unit + 19 integration tests pass, zero clippy warnings.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 20:14:35 +01:00
jpmschweitzerandClaude Opus 4.6 458be0f621 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:49:19 +01:00
jpmschweitzerandClaude Opus 4.6 2de413dd87 feat(simulation): add proximity detection and interaction verbs
Implement compute_nearby_interactions system that detects entities
within close (≤2) and mid (≤5) Manhattan distance, computes
available verbs per D-060 spec. NPCs get Talk+Observe at close
range, Observe-only at mid range; PersonOfInterest flips priority.
Objects get Examine. Results populate nearby_interactions[] on
ObserverSnapshot v4. Bump protocol version 3→4. Implements #404.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:48:55 +01:00
jpmschweitzerandClaude Opus 4.6 5afea99622 feat(simulation): add tick rate scaling system
Replace binary paused flag with TickRate enum (Full/Half/Paused)
per D-052. Full rate advances every frame, Half every 2 frames
via fractional accumulation, Paused blocks all advances. Add
SetTickRate player action for client-driven rate changes.
Implements ticket #406.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:48:43 +01:00
jpmschweitzerandClaude Opus 4.6 ad55dfaa72 feat(data): add content schema definitions
JSON Schema (draft 2020-12) for content validation: district,
location, npc-profile, dialogue-pool, monologue-pool, triangle,
routine, and fact-catalog. NPC schema uses if/then conditional
for FRIEND pattern validation. Implements ticket #386.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:48:21 +01:00
jpmschweitzerandClaude Opus 4.6 10f5be29b1 feat(data): create content/ directory skeleton
Scaffolds the full content directory structure per D-057 spec:
district-as-atomic-pack layout with Sova Transit as the first
district. Includes 17 NPC stubs, 3 locations, 5 triangles,
9 dialogue pools, 8 monologue pools, routines, 7 factions,
7 knowledge catalogs, 8 enum definitions, and global region.
Implements ticket #385.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:48:13 +01:00
jpmschweitzer b5333f1612 Merge remote-tracking branch 'origin/main' into server 2026-02-12 19:19:39 +01:00
jpmschweitzer fd775878e7 Merge remote-tracking branch 'origin/copy'
# Conflicts:
#	decisions/content.md
2026-02-12 19:15:07 +01:00
jpmschweitzerandClaude Opus 4.6 2827dd3a83 fix(decisions): update stale Hael references to Naia in D-034 and D-036
Caught by Miri during copy PR #15 review.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:14:46 +01:00
jpmschweitzerandClaude Opus 4.6 010c4158f9 docs(copy): address PR #15 review feedback
Miri (critical):
- Fix 3 stale "Hael" references in decisions/content.md (D-034, D-036)

Paula (suggestions):
- Flag dual-fire 15-30s delay as tuning target in smuggler moral arc
- Clarify MIRROR NPCs can be wrong (lied to) without being dishonest
- Add implementation note for Path C deferred follow-up fork
- Note detective-NPC dialogue rotation variants for post-v0.1
- Clarify detective vs smuggler moral_weight criteria in entity attributes

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:07:24 +01:00
jpmschweitzer 16ee660b5d Merge remote-tracking branch 'origin/main' into copy
# Conflicts:
#	CHANGELOG.md
2026-02-12 19:04:21 +01:00
jpmschweitzer 617e9de9af Merge remote-tracking branch 'origin/main' into server 2026-02-12 18:56:42 +01:00
jpmschweitzer d17a3ff060 Merge remote-tracking branch 'origin/main' 2026-02-12 18:55:25 +01:00
jpmschweitzer 5102e40a17 Merge remote-tracking branch 'origin/maintenance'
# Conflicts:
#	.claude/skills/review-pr/SKILL.md
2026-02-12 18:45:27 +01:00
jpmschweitzerandClaude Opus 4.6 d153035621 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:42:06 +01:00
jpmschweitzerandClaude Opus 4.6 f1bc79a0d2 refactor(skills): trim duplication and improve progressive disclosure
- search-docs: remove content already in CLAUDE.md (basic commands,
  endpoints, examples), keep only unique operations and workflows
- ticket: remove duplicated access method and SQL wrapper docs, add
  missing show --brief command reference
- review-pr: extract branch-type reviewer profiles to
  references/reviewer-profiles.md, reducing SKILL.md from 287 to 187
  lines while preserving all reviewer specifications
- create-skill: remove empty .gitkeep placeholders from unused
  references/ and scripts/ directories

Reviewed all skills against /create-skill conventions. Main findings
were CLAUDE.md content duplication wasting context tokens and a
progressive disclosure opportunity in the longest skill.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:41:53 +01:00
jpmschweitzerandClaude Opus 4.6 905fc764f5 fix(skills): pass file contents to non-Bash reviewer agents in review-pr
Paula, Miri, Ozzie lack Bash access and cannot git show from branches.
Skill now documents which agents can self-serve and instructs the caller
to read and paste file contents into prompts for agents that can't.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:41:07 +01:00
jpmschweitzerandClaude Opus 4.6 8734e7d835 chore(skills): add push-pr skill for safe PR lifecycle
Pushes current branch and creates or updates a PR without ever
merging into main. Prevents accidental PR merges by restricting
the skill to branch-side operations only.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:27:50 +01:00
jpmschweitzer ae40d8bd2c Merge pull request 'feat(server): Sprint 3 Know — NPC model, pathfinding, routines, observation events' (#14) from server into main 2026-02-12 18:20:40 +01:00
jpmschweitzer c83d129703 Merge remote-tracking branch 'origin/main' into server
# Conflicts:
#	CHANGELOG.md
2026-02-12 18:20:32 +01:00
jpmschweitzerandClaude Opus 4.6 526696206e chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:18:17 +01:00
jpmschweitzerandClaude Opus 4.6 ad653cffc3 refactor(server): fix clippy warnings from Rust 1.93
- Use #[derive(Default)] + #[default] instead of manual Default impls
  for FacingDirection, KnowledgeState, RelationshipState, EntityVisibility
- Replace manual modulo check with .is_multiple_of()
- Collapse nested if in shadowcast symmetry check

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:18:04 +01:00
jpmschweitzerandClaude Opus 4.6 2fd16f08b0 fix(server): address PR #14 review — ordering, docs, version pin
- Fix NpcPlugin system ordering: .before(compute_paths) instead of
  .after(advance_tick) so PathRequests are picked up same frame
- Fix stale doc comment in interpretation.rs: system runs BEFORE
  knowledge events, not after
- Add TODO(v0.2) on RelationshipGraph about information boundary
  limitation for multiplayer
- Document cardinal-only movement as deliberate v0.1 choice
- Add comment on manhattan_distance u32::MAX fallback for cross-z
- Pin pathfinding crate to 4.11

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:17:55 +01:00
jpmschweitzerandClaude Opus 4.6 1761e1aa11 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:16:10 +01:00
jpmschweitzerandClaude Opus 4.6 e6bf06fb40 chore(meta): update changelog
Sprint 3 "Know" deliverables: dual lens guide, MIRROR spec, smuggler
voice card + moral arc, PC-as-NPC spec, Triangle 1 fork, content
directory structure, interaction verbs, wow moments checklist, NPC
pattern mapping, entity attribute updates, wiki maintenance.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:15:55 +01:00
jpmschweitzerandClaude Opus 4.6 941547082f feat(skills): add branch-type reviewer routing to review-pr
Review-pr now selects reviewers based on branch type: server/client
get Hoshe+Tyre (code), copy gets Hoshe+Paula+Miri (narrative+lore),
visual gets Hoshe+Araminta (art direction), audio gets Hoshe+Ozzie
(player experience). Hoshe always present as QA baseline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:15:55 +01:00
jpmschweitzerandClaude Opus 4.6 d06c0e0f4e docs(design): add smuggler voice card and moral arc spec
Wave 4 deliverable for #382 (subsumes #310):
- Voice card: register parameters, 5 anchors, 4 anti-patterns, paired
  comparison examples, display constraints, authoring checklist
- Moral arc: 4 phases (Comfort→Doubt→Reckoning→Compromise), FactId
  gates, monologue trigger rules, Kael intersection mapping

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:12:31 +01:00
jpmschweitzerandClaude Opus 4.6 d9448b5af0 docs(wiki): add Triangle 1 fork, PC-as-NPC spec, expand Drin to Tier 2
Wave 3 deliverables:
- Triangle 1 Hub Power Volume Escalation fork (#377): 3-path smuggler
  decision (escalate/stabilize/mediate), NPC state changes, ~41 dialogue lines
- PC-as-NPC unified spec (#381): starting knowledge/relationship graphs,
  tell inversion, orientation monologue, 9-step conversion checklist,
  v0.1 smuggler + detective briefs (29 items each)
- Drin Rosta Tier 2 expansion (#397): full 10-axis profile, 6 voice lines,
  formalized Triangle 2 + Triangle 5 roles

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:06:07 +01:00
jpmschweitzerandClaude Opus 4.6 58c7d882bc docs(design): add dual lens guide, MIRROR spec, interaction verbs, wow moments checklist, NPC pattern mapping
Wave 2 of Sprint 3 "Know":
- #261: Dual Lens Authoring Guide (7 chapters, smuggler/detective voice registers)
- #380: THE MIRROR pattern spec with Naia Tamm reference implementation
- #396: Pattern/Motivation sections added to all 18 NPC wiki pages + index
- #400: v0.1 wow moments checklist mapping 6 D-039 moments to deliverables
- #402: Interaction verb spec (7 verbs, priority resolution, architecture)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:55:57 +01:00
jpmschweitzerandClaude Opus 4.6 03884164b3 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:52:29 +01:00
jpmschweitzerandClaude Opus 4.6 9c3c32e854 feat(perception): add observation event generator
Implements ticket #239 for Sprint 3:
- ObservationTrigger enum: RoutineDeviation (NPC not at expected
  routine location), Absence (expected location visible but NPC
  missing), NewEntity (unknown entity in LOS)
- ObservationEventQueue resource with push/drain/len/is_empty
- generate_observation_events system runs after emit_observation_events
  but before process_knowledge_events so it can compare current
  snapshot against previous-tick knowledge state
- Populate PerceptionPlugin with ObservationEventQueue resource and
  system registration with correct ordering constraints

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:52:02 +01:00
jpmschweitzerandClaude Opus 4.6 0b599ed662 feat(simulation): spawn 3 NPCs with full component bundles
Implements ticket #84 for Sprint 3:
- Replace single bare NPC with 3 distinct NPCs: dock worker (16,13)
  with full 4-phase routine and MovementSpeed(2), field tech (14,18)
  with partial routine, stationary guard (18,14) with no routine
- Register all entities (player + 3 NPCs) in EntityRegistry
- Populate RelationshipGraph with colleague and rival edges
- Add NpcPlugin to app for routine system registration
- Add multi-entity visibility tests: 3 NPCs in LOS all visible,
  NPC behind wall excluded from snapshot

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:50 +01:00
jpmschweitzerandClaude Opus 4.6 f186cec264 fix(bridge): add error variants and diagnostic logging for IPC
Implements ticket #341 for Sprint 3:
- Add DeserializationWithDump and MutexPoisoned variants to BridgeError
- Replace .expect("mutex poisoned") with graceful error propagation
  in LocalBridge and TcpBridge (4 locations)
- Log first 256 bytes as hex dump on deserialization failure for
  debugging malformed payloads
- Classify errors in receive_bridge_inputs: BrokenPipe/ConnectionReset
  → clean shutdown, MutexPoisoned → shutdown, DeserializationWithDump
  → skip frame (recoverable)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:38 +01:00
jpmschweitzerandClaude Opus 4.6 f899624103 feat(simulation): add A* pathfinding and NPC path following
Implements tickets #237 and #238 for Sprint 3:
- Add pathfinding crate dependency for A* algorithm
- PathRequest component triggers compute_paths system which uses
  cardinal-neighbor A* with manhattan distance heuristic
- ComputedPath component with step navigation (next_step, advance,
  is_complete) and PathBlocked marker for no-route cases
- MovementSpeed component throttles NPC movement (ticks_per_step)
- follow_paths system advances NPCs along computed paths, creating
  MoveIntent per step; cleanup_path_blocked removes markers after
  one tick
- System ordering: input → compute_paths → follow_paths →
  validate_movement → cleanup_path_blocked → advance_tick

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:27 +01:00
jpmschweitzerandClaude Opus 4.6 3c04a0c568 feat(npc): add structured NPC data model, relationships, and daily routines
Implements tickets #86, #87, #88 for Sprint 3:
- Replace stub string/f32 NPC fields with typed enums and integer
  types for D-010 determinism (WantKind, SecretSeverity, Skill, etc.)
- Add RelationshipGraph global resource with BTreeMap<(StableId,
  StableId), RelationshipEdge> for efficient prefix queries
- Add DailyRoutine with phase-based RoutineEntry and PreviousDayPhase
  resource for detecting day-phase transitions
- Create NpcPlugin that initializes relationship graph, day-phase
  tracking, and registers check_phase_transition system

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:15 +01:00
jpmschweitzerandClaude Opus 4.6 5fdb7f9c53 docs(design): add content directory structure, update entity attributes, stub Nils Davan
Wave 1 critical blockers for Sprint 3:
- #384: Content directory structure design doc (10 sections + 2 appendices,
  defines canonical IDs, 8 JSON schemas, 3-tier validation pipeline, migration path)
- #374: Update entity-attributes.md (14→16 keys, secret→leverage rename,
  add 4 role-perspective keys, archetype interpretation note)
- #376: Nils Davan off-stage NPC stub (GHOST+HANDLER pattern, lattice messages,
  Triangle 1 role, relationship to Kael)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:45:16 +01:00
jpmschweitzerandClaude Opus 4.6 64fea5139a docs(wiki): rename Hael to Naia Tamm, apply canonical full names, standardize shortcodes
Wave 0 wiki maintenance for Sprint 3:
- #372: Rename Hael → Naia Tamm across 16 living wiki files (phonetic collision fix)
- #371: Apply canonical full names to 11 single-name NPC headers and roster table
- #375: Replace hub_m_ → terminal_m_ shortcodes, add shortcode reference table,
  situation overlap rules, and mood exclusivity rules to monologue guide

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:45:04 +01:00
jpmschweitzerandClaude Opus 4.6 1333926ac2 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:38:20 +01:00
jpmschweitzerandClaude Opus 4.6 128dd0f16d feat(skills): spawn team agents from sprint briefing in start-sprint
Replace the solo plan-mode step with team orchestration: parse the
Agents line from the sprint briefing, create a team, create tasks
from tickets with dependency chains, and spawn all listed agents as
background teammates. User confirmation gates the spawn.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:38:06 +01:00
jpmschweitzerandClaude Opus 4.6 4b180c0c0d chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:15:33 +01:00
jpmschweitzerandClaude Opus 4.6 ef091de281 docs(sprints): regenerate sprint 3 briefings from database
Previous briefings referenced tickets not assigned to sprint 3.
Rewrote all four team briefings (server, client, joint, copy) to
match actual sprint 3 ticket assignments in the database.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:15:16 +01:00
jpmschweitzerandClaude Opus 4.6 4e155da234 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:54:38 +01:00
jpmschweitzerandClaude Opus 4.6 60ca9d951c feat(db): add database backup/restore tooling
- tooling/db-backup: copies shared settledreach.db to docs/backups/
  for git tracking (main branch only)
- tooling/db-install: restores from backup for new clones
- make db-backup / make db-install Makefile targets
- worktree-update skill runs make db-backup after merges on main

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:54:21 +01:00
jpmschweitzerandClaude Opus 4.6 0784d484c4 chore(config): remove $REPO_ROOT env var, use relative paths
Claude Code's CWD is always the worktree root, so all script
invocations work with plain relative paths (db/connectors/ticket,
db/connectors/qdrant-search, etc.). The REPO_ROOT environment
variable and its settings.local.json definitions are no longer needed.

Updated: CLAUDE.md, all skill files, qatux agent file.
The settings.local.json env sections were also removed across all
9 worktrees (non-git files, edited directly).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:54:12 +01:00
jpmschweitzerandClaude Opus 4.6 c21671d44c refactor(db): move ticketing database to shared worktree location
The SQLite database now lives at ../settledreach.db, shared across all
git worktrees. This eliminates binary merge conflicts that occurred
whenever two branches modified the database independently.

All Python connectors (ticket CLI, sqlite_connector, decisions_sync)
now resolve the DB path relative to their own location — three levels
up from db/connectors/ reaches the worktree parent. The _main_worktree()
git-rev-parse pattern and config.json sqlite_db key are removed.

The database file is untracked from git; a backup mechanism commits
snapshots through the main branch (see following commits).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:54:00 +01:00
jpmschweitzer ffb73a6a77 Merge branch 'copy'
# Conflicts:
#	CHANGELOG.md
#	db/commonwealth.db
2026-02-12 16:21:37 +01:00
jpmschweitzerandClaude Opus 4.6 e73e87b3e9 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:19:40 +01:00
jpmschweitzerandClaude Opus 4.6 b08a038990 chore(db): create 39 tickets from v0.1 content scoping workshop
38 new tickets (#371-409) + 10 existing ticket updates + 42
dependency links. Sprint 3: copy 15, server 6, client 1. Sprint 4:
18 tickets. Sprint 5+: 3 tickets. #261 is critical path root.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:19:23 +01:00
jpmschweitzerandClaude Opus 4.6 5925a0c79b chore(meta): add large content push team pattern to CLAUDE.md
Document the librarian + parallel writers + reviewer pattern for
producing many files efficiently with agent teams.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:19:16 +01:00
jpmschweitzerandClaude Opus 4.6 8c95bda639 docs(workshops): add control & interaction brief, update workshop index
Add workshop brief for Control & Interaction Scheme (next workshop).
Update index with wiki-review (complete) and v0.1-content-scoping
(complete, 38 tickets).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:19:10 +01:00
jpmschweitzerandClaude Opus 4.6 3944b4e79f docs(workshops): archive v0.1 content scoping workshop (2 rounds + closing)
Scoped the vertical slice: 16 EntityKnowledge keys, v0.1 mechanical
NPC mapping, YAML content format, 7-verb interaction model, server-
authoritative pause, 38 tickets created across copy/server/client/ci.
20 decisions (D-042 through D-061). 8 agents, 2 rounds + closing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:19:05 +01:00
jpmschweitzerandClaude Opus 4.6 0100b33635 docs(workshops): archive wiki review workshop (4 rounds + lead interview)
Long-term content strategy workshop: 300-world generator model,
cultural ingredients menu, three-system NPC architecture (9 patterns
x 6 motivations), Sacred/Profane/Middle Kingdom framework. 9 agents
across 4 rounds plus lead interview establishing the production path
from hand-authored Sova to generated 300 worlds.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:18:56 +01:00
jpmschweitzerandClaude Opus 4.6 3776443e8a docs(wiki): establish Sova Transit District game world glossary
45 files covering the v0.1 vertical slice content: 17 NPC profiles
across 3 tiers, 5 triangles, 3 social sites, 7 factions, 6 technology
entries, 3 contraband types, knowledge vocabulary (FactIds, entity
attributes, relationship states), and monologue authoring guide.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:18:49 +01:00
jpmschweitzer 679714a6ba Merge branch 'maintenance' 2026-02-12 16:18:43 +01:00
jpmschweitzerandClaude Opus 4.6 b9d62ee043 chore(db): update ticketing database
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:18:40 +01:00
jpmschweitzerandClaude Opus 4.6 a9236e2424 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:10:52 +01:00
jpmschweitzerandClaude Opus 4.6 7e6fd09770 chore(skills): add worktree-update skill
Non-destructive branch sync utility. On main: shows worktree branches
ahead of main with PR flags, lets user pick which to merge. On other
branches: merges main in. Stops on conflicts, never force-pushes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 16:10:42 +01:00
jpmschweitzerandClaude Opus 4.6 17c77c0275 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 15:40:20 +01:00
jpmschweitzerandClaude Opus 4.6 de25e1b8e5 chore(db): update ticketing database
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 15:40:08 +01:00
jpmschweitzer 178e3e34d7 Merge branch 'maintenance' 2026-02-12 15:39:35 +01:00
jpmschweitzerandClaude Opus 4.6 5af42708e9 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 15:37:51 +01:00
jpmschweitzerandClaude Opus 4.6 c20c1810b1 chore(config): use $REPO_ROOT env var in all instruction files
Each worktree now has REPO_ROOT pre-set in .claude/settings.local.json,
removing the need for git rev-parse --show-toplevel at runtime. Updated
CLAUDE.md, skills (start-sprint, plan-sprint, ticket, search-docs),
briefing template, and qatux agent to use the env var prefix.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 15:37:38 +01:00
jpmschweitzerandClaude Opus 4.6 bb9bd6fabf chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 02:16:47 +01:00
jpmschweitzerandClaude Opus 4.6 6f5c62fbc1 chore(db): create Sprint 3 and assign tickets
Sprint 3: Know — 11 tickets across server, client, joint, copy.
Sprint 2 remains active until #368 completes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 02:14:54 +01:00
jpmschweitzerandClaude Opus 4.6 ed09439a31 docs(sprints): add Sprint 3 "Know" team briefings
NPC data model, pathfinding, observation events, and interaction
foundation. Briefings for server, client, joint, and copy teams.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 02:14:52 +01:00
jpmschweitzer 9d0774cae8 Merge remote-tracking branch 'origin/client' 2026-02-12 02:09:01 +01:00
jpmschweitzerandClaude Opus 4.6 1906242675 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 02:02:07 +01:00
jpmschweitzerandClaude Opus 4.6 68a554f1f0 fix(client): address PR #13 review — LOS tests, reset consistency, docs
- Use reset_test_state() consistently in test_snapshot_parsing.gd (Tyre critical)
- Fix misleading wall comment: (12,9) → (12,10) (Hoshe warning)
- Add coordinate space documentation to _test_snapshot() (Tyre warning)
- Add 4 Bresenham LOS unit tests: clear, blocked, diagonal, self (Hoshe warning)
- Check OS.is_process_running() in connection loop (Hoshe warning)
- Verify NPC position in corner reveal test (Hoshe suggestion)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 02:01:54 +01:00
jpmschweitzerandClaude Opus 4.6 ab406821d6 chore(skills): delegate plan-sprint to SI agent
Sprint planning is SI's job. Skill now spawns SI via Task tool
instead of running the workflow directly.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 02:00:42 +01:00
jpmschweitzerandClaude Opus 4.6 91167f489a chore(db): update ticket database
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:56:49 +01:00
jpmschweitzer bf8e8f1baa Merge remote-tracking branch 'origin/main' into server 2026-02-12 01:49:28 +01:00
jpmschweitzerandClaude Opus 4.6 84b3035945 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:49:24 +01:00
jpmschweitzerandClaude Opus 4.6 fe4d01c5d4 chore(skills): add team-agent mapping to plan-sprint skill
Defines default agents per team so sprint briefings name the
right agents to spawn. Registers Inigo for the audio team.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:49:12 +01:00
jpmschweitzerandClaude Opus 4.6 e1510a48f8 chore(agents): add Inigo sound designer agent
Standby agent for audio implementation phase. Named after the
Dreamer from the Void Trilogy. Covers soundscape design, ambient
layers, diegetic cues, and D-018 audio propagation rules.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:49:10 +01:00
jpmschweitzerandClaude Opus 4.6 eaab224bb0 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:47:55 +01:00
jpmschweitzerandClaude Opus 4.6 22de6c714f fix(simulation): address PR #12 review — z-level filter, visible tile dedup, version bump
- Filter remembered entities by z-level (Hoshe + Tyre warning)
- Skip remembered ghosts on currently visible tiles (Hoshe warning)
- Bump ObserverSnapshot version to 3 (Tyre suggestion)
- Add edge case tests: visible tile collision, different z-level,
  knowledge without position (Hoshe suggestion)
- Regenerate msgpack fixtures for v3

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:47:35 +01:00
jpmschweitzerandClaude Opus 4.6 0db120ed58 feat(client): Sprint 2 proof E2E tests + dynamic test snapshot (#357)
Three E2E proof tests verify all acceptance criteria through the real
server pipeline: player movement, v2 snapshot with visible_tiles,
wall hiding (NPC behind wall invisible), corner reveal (move around
wall to see NPC). Dynamic test snapshot tracks player position from
queued inputs with simple LOS and Manhattan-distance visibility for
standalone demo mode. 88 client + 112 server tests passing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:45:54 +01:00
jpmschweitzerandClaude Opus 4.6 a7e2c8fbf4 feat(simulation): add proof room with wall and NPC (#357)
Wall at (16,14) and NPC at (16,13) for Sprint 2 fog-of-perception
proof. Player starts at (16,16) — NPC hidden behind wall until
player moves around it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:45:47 +01:00
jpmschweitzer c8fb2a48dd Merge remote-tracking branch 'origin/main' into copy 2026-02-12 01:37:03 +01:00
jpmschweitzerandClaude Opus 4.6 bc311c9893 fix(skills): recognize all team branches in sprint skills
start-sprint and plan-sprint only recognized server/client as valid team
branches. Updated to include all six teams (server, client, copy, audio,
visual, ci) matching the SI agent's ticket assignment rules.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:36:41 +01:00
jpmschweitzerandClaude Opus 4.6 715c7e16ab docs(sprints): add copy team briefing for Sprint 2
Sprint briefing for #368 (knowledge vocabulary for v0.1 content).
Defines FactId categories, known_attributes keys, and
RelationshipState transition patterns the copy team needs to deliver.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:31:00 +01:00
jpmschweitzerandClaude Opus 4.6 8c802a2412 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:29:05 +01:00
jpmschweitzerandClaude Opus 4.6 9c0190c7c2 feat(simulation): integrate knowledge graph into observer snapshot (#366)
VisibleEntity now carries relationship state (D-033 entity color) and
observation type (Visible vs Remembered). compute_observer_snapshot
queries the player's KnowledgeGraph to overlay relationship data on
visible entities and include remembered (not-in-LOS) entities as fog
ghosts at their last known position. Regenerated msgpack fixtures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:28:53 +01:00
jpmschweitzerandClaude Opus 4.6 5c7d546f48 chore(config): add new team branches to protected list
Add copy, audio, visual, ci to protected branches in CLAUDE.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:26:53 +01:00
jpmschweitzerandClaude Opus 4.6 fb9d684767 chore(agents): add ticket assignment rules to SI agent
Teams are server, client, copy, audio, visual, ci. Never use
"joint" — split cross-team work into per-team tickets with
explicit dependencies.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:22:33 +01:00
jpmschweitzerandClaude Opus 4.6 12dc0bc0bf chore(db): mark #130 and #360 done after PR merge
Sprint 2 progress: 19/22 tickets done.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:17:42 +01:00
jpmschweitzer 7d6503d8eb Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-12 01:16:02 +01:00
jpmschweitzer c02b762ddc Merge remote-tracking branch 'origin/server' 2026-02-12 01:15:46 +01:00
jpmschweitzerandClaude Opus 4.6 995baf393d chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:07:19 +01:00
jpmschweitzerandClaude Opus 4.6 64897a40b3 fix(client): address PR #11 review — type safety, perf, tests
Add Dictionary validation in game_state visible_tiles loop to prevent
crash on malformed data (Hoshe critical). Skip redundant modulate.a
writes (Hoshe suggestion). Add 3 tests: malformed visible_tiles,
facing rotation accuracy, v1 backward compatibility. Clarify D-033
Phase 1/Phase 2 comments.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:07:02 +01:00
jpmschweitzerandClaude Opus 4.6 3115c7a84c fix(simulation): address PR #10 review — plugin wiring, stale reset, warnings
- Register KnowledgePlugin in main.rs and game_loop test (Tyre critical)
- Add KnowledgeGraph component to player spawn (Tyre critical)
- Reset Stale -> Active on fresh direct observation (Hoshe warning)
- Make registry/queue non-optional in emit_observation_events (Tyre/Hoshe)
- Add tracing::warn for missing EntityRegistry entries (Hoshe warning)
- Replace HashSet with Vec for small entity ID lookups (Hoshe suggestion)
- Add const static assertion for KnowledgeConfidence ordering (Hoshe)
- Add is_empty() and known_facts_iter() to KnowledgeGraph (Tyre)
- Add decay_skips_non_minute_ticks and observe_resets_stale tests (Hoshe)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:06:33 +01:00
jpmschweitzerandClaude Opus 4.6 30b028e85a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:53:46 +01:00
jpmschweitzerandClaude Opus 4.6 f3793bf16e feat(client): D-033 entity colors, peripheral dimming, facing indicator (#130)
Replace hardcoded entity colors with D-033 relationship palette:
Player=#e0e8ff, Npc=unknown teal #4a9ebb, Object=grey #8b8ba0.
Phase 1 defaults by entity kind; Phase 2 (#361) will derive color
from RelationshipState via knowledge graph.

Entities in peripheral vision dimmed to 50% alpha (D-015).
Player entity gets a Polygon2D triangle indicator showing facing
direction, rotated from GameState.player_facing.

82 tests total, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:53:28 +01:00
jpmschweitzerandClaude Opus 4.6 57da75c509 feat(client): upgrade protocol decoder and GameState for v2 snapshot
Server shipped ObserverSnapshot v2 with game_time, player_facing,
visible_tiles (with visibility sectors), and per-entity visibility.
Protocol decoder was silently ignoring these fields. Now extracts
all v2 data with null defaults for backward compatibility.

GameState gains game_time, player_facing, visibility_sectors vars.
Derives visible_positions from visible_tiles when present (for real
server mode). Test snapshot updated with v2 fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:53:18 +01:00
jpmschweitzerandClaude Opus 4.6 a68a3ef429 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:49:08 +01:00
jpmschweitzerandClaude Opus 4.6 804379dee2 feat(simulation): wire direct observation to knowledge graph (#364, #367)
Perception system emits DirectObservation/LeftLOS knowledge events
based on snapshot visibility. Entities entering LOS get Direct
confidence; leaving LOS downgrades to KnowsDetails. System params
are optional for backward compatibility when KnowledgePlugin is not
registered. 28 knowledge graph unit tests included.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:48:51 +01:00
jpmschweitzerandClaude Opus 4.6 e733a4c223 feat(simulation): add knowledge graph system per D-041 (#361, #362, #363, #365)
Implement per-entity KnowledgeGraph component with BTreeMap storage
for deterministic iteration (D-010). StableEntityId + EntityRegistry
for entity identity across save/load. KnowledgeEventQueue + processing
system for decoupled knowledge updates. Decay system runs once per
game-minute. All types conform to D-041 canonical structs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:48:43 +01:00
jpmschweitzer 419f308451 Merge remote-tracking branch 'origin/maintenance' 2026-02-12 00:42:45 +01:00
jpmschweitzerandClaude Opus 4.6 2da6923189 docs(config): prefer ticket CLI over raw SQL in CLAUDE.md
Agents were writing raw SQL with incorrect column names (e.g. `sprint`
instead of `sprint_id`). Leading with the ticket CLI as the preferred
approach avoids this class of errors.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:39:16 +01:00
jpmschweitzer a9f1cbd865 Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-12 00:32:30 +01:00
jpmschweitzer 4a153d31fd Merge remote-tracking branch 'origin/server' 2026-02-12 00:31:55 +01:00
jpmschweitzerandClaude Opus 4.6 6ff6be9a78 fix(client): use tick-based invalidation for world renderer
Count-based dirty tracking missed content changes when tile/visibility
count stayed the same (e.g., door opening, player moving through
corridor). Now re-renders all layers when GameState.current_tick
advances, which correctly handles every snapshot change.

Adds 3 tests for tick advancement and same-count-different-content
scenarios. 68 total tests, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:24:30 +01:00
jpmschweitzerandClaude Opus 4.6 d646d86212 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:21:33 +01:00
jpmschweitzerandClaude Opus 4.6 e205b38938 feat(simulation): integrate observer visibility query (#112)
Replace unfiltered generate_snapshot with compute_observer_snapshot
that combines shadowcasting + vision cone to send only visible
entities and tiles. Enforces information asymmetry (D-011): NPCs
behind walls or in the blind spot are excluded from the snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:21:07 +01:00
jpmschweitzerandClaude Opus 4.6 f760624967 feat(simulation): add vision cone with forward/peripheral/blind sectors (#111)
Implement direction-dependent visibility modulation per D-015.
Forward cone (~120 deg) at full range, peripheral (~180 deg each side)
at reduced range, blind spot (~60 deg behind) excluded. Facing component
updated on player movement via facing_from_delta.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:21:01 +01:00
jpmschweitzerandClaude Opus 4.6 3323678ddf feat(simulation): implement symmetric shadowcasting for LOS (#359, #110)
Add Albert Ford's symmetric shadowcasting algorithm using rational
fraction slopes. Benchmarked 1.2-10.5x faster than recursive with
guaranteed symmetry (if A sees B, B sees A). Resolves Q-018 as D-035.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:20:54 +01:00
jpmschweitzerandClaude Opus 4.6 bb6bc287e9 feat(simulation): add ObserverSnapshot v2 schema with visibility types (#358, #25)
Expand wire protocol with version field, GameTime (day/phase/paused),
FacingDirection (8-directional), VisibleTile, VisibilitySector
(Forward/Peripheral), and visibility tag on VisibleEntity.
Regenerate all msgpack fixtures for client compatibility.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:20:46 +01:00
jpmschweitzerandClaude Opus 4.6 aa3a3fea7d fix(client): address PR review — invalidation, constants, tests
Review feedback from Hoshe + Tyre on PR #8:

- Extract shared TILE_SIZE to Constants class_name (Tyre #5, Hoshe #7)
- Fix tile invalidation: detect tile/visibility count changes instead
  of one-shot dirty flag, supports chunk loading (Tyre #3, #4)
- Fog dirty tracking: only re-render when visible_positions changes
- Add bounds warning for unknown tile types (Hoshe #1)
- Add player-not-found warning in GameState (Hoshe #5)
- Use Image.fill_rect() instead of pixel loops (Tyre #10)
- Document _player_pos as reserved for fog decay #113 (Tyre #6)
- Add TODO(#130) for D-033 relationship colors (Hoshe #3, Tyre #8)
- Add class_name to EntityRenderer, FogRenderer, TileRenderer
- 20 new rendering tests (D-030 Layer 1): entity lifecycle, fog
  registration, tile type mapping, snapshot completeness, constants
- 65 total tests passing, 0 failures

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:15:42 +01:00
jpmschweitzerandClaude Opus 4.6 1443f9dc9e chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:48:28 +01:00
jpmschweitzerandClaude Opus 4.6 dcf887cb49 feat(client): add tile rendering, fog overlay, and camera smoothing
Sprint 2 rendering pipeline: tiles (#129), fog (#131), camera (#116).

- tile_renderer.gd: programmatic TileSet with floor/wall/door/object
  placeholder tiles, renders from snapshot tile data
- fog_renderer.gd: TileMapLayer overlay with three visibility states
  (visible/fog-edge/hidden), computed from visible_positions data
- Camera2D: smoothing enabled (speed 6.0), 2x zoom, locked to player
- game_state.gd: stores visible_tiles and visible_positions from snapshots
- sim_bridge.gd: test data with 8x8 room, corridor, and Manhattan
  distance visibility for development without server
- Scene render order: Tiles -> FogOverlay -> Entities
- Background clear color set to near-black for unexplored areas

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:48:02 +01:00
jpmschweitzerandClaude Opus 4.6 55b775ee73 fix(client): fix entity renderer to match protocol format
entity_renderer.gd used wrong field names ("id" instead of
"entity_id", "type" instead of "kind.variant", "position" instead
of x/y). Now matches Protocol.decode_entity() output exactly.
Also centers entities (24x24) within 32px tiles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:47:49 +01:00
jpmschweitzer 3de9c29073 Merge branch 'maintenance' 2026-02-11 23:32:02 +01:00
jpmschweitzerandClaude Opus 4.6 7b81871ba4 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:31:24 +01:00
jpmschweitzerandClaude Opus 4.6 5805d17f0b chore(skills): require plan mode in start-sprint skill
Replace immediate ticket status change with a mandatory plan mode
step. Agent must now enter plan mode, create a concrete sprint plan
covering implementation approach and ticket ordering, and get user
approval before marking any ticket as in_progress.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:31:10 +01:00
jpmschweitzerandClaude Opus 4.6 93abd9b9d0 docs(workshops): complete Knowledge Graph & Information Boundaries workshop
Two-round workshop producing D-041 (Knowledge Graph Data Model):
- Round 1: independent analyses from Dudley, Gestalt, SI, Tyre, Paula
- Round 2: synthesis resolving debates + Gestalt mechanics validation

Key decisions:
- 4-level confidence hierarchy (Suspects < KnowsOf < KnowsDetails < Direct)
- BTreeMap for deterministic iteration (D-010 principle 4)
- Per-entity Component model, not centralized Resource
- StableEntityId + EntityRegistry for save/load stability (partial Q-019)
- Sprint 2 stub: structs + direct observation + basic decay (~6.5 dev-days)

Resolved Q-016 (knowledge hierarchy), raised Q-024/Q-025/Q-026.
Created tickets #361-#368 under epic #351, reconciled #49 children.
Updated sprint 2 briefings, agent briefings, and decision files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:24:37 +01:00
jpmschweitzer 6580346c75 Merge branch 'main' into client 2026-02-11 23:03:32 +01:00
jpmschweitzerandClaude Opus 4.6 c065d98325 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:02:27 +01:00
jpmschweitzerandClaude Opus 4.6 edfb1bb93d feat(db): add team column to ticket system
Adds a comma-separated team field to tickets so work can be
attributed to server, client, or joint teams. Includes --team
filter on list, --team on create, and a new team subcommand.
Schema, CLI, and skill docs all updated.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:02:06 +01:00
jpmschweitzer 70a7d6527d Merge branch 'main' into client 2026-02-11 22:57:23 +01:00
jpmschweitzerandClaude Opus 4.6 811a5f8a4c chore(config): track .claude/settings.json in version control
Settings.json is the shared team config (distinct from settings.local.json
which remains per-user). Remove it from .gitignore so it's tracked.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:55:56 +01:00
jpmschweitzerandClaude Opus 4.6 1883a6a6d4 docs(sprints): add updated joint briefing for sprint 2
Joint tasks with ticket IDs (#356-#360), dependency chains,
and sprint completion proof criteria for client team reference.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:34:24 +01:00
jpmschweitzerandClaude Opus 4.6 160add9719 docs(sprints): update sprint 2 briefings with ticket IDs and dependencies
Server team added #356-#360 for pre-sprint design tasks and
integration milestones. Updated server.md and joint.md with
actual ticket numbers, dependency chains, and done status.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:30:05 +01:00
jpmschweitzerandClaude Opus 4.6 79603c9a7f chore(db): add sprint 2 pre-sprint tickets and update joint briefing
Server team added #356-#360: fog bridge, sprint proof, snapshot
v2 schema, Q-018/Q-019 resolution tasks. Updated joint.md with
actual ticket numbers and #81 done status.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:24:09 +01:00
jpmschweitzer 45ad3cdf0c Merge remote-tracking branch 'origin/maintenance' 2026-02-11 22:20:10 +01:00
jpmschweitzerandClaude Opus 4.6 8c5a022cfd chore(db): activate sprint 2 "See" with 9 tickets
Server: #110 shadowcasting, #111 vision cone, #112 observer
query, #25 game clock. Client: #116 camera lock, #129 tile
rendering, #130 entity sprites, #131 fog overlay, #113 fog
rendering.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:17:31 +01:00
jpmschweitzerandClaude Opus 4.6 468aad60d4 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:11:44 +01:00
jpmschweitzerandClaude Opus 4.6 39f85dfb3a fix(skills): use absolute paths in start-sprint for worktree safety
The skill used bare relative paths like db/connectors/ticket which
fail when the shell CWD doesn't match the worktree root. Now requires
resolving REPO_ROOT via git rev-parse --show-toplevel first.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:11:34 +01:00
jpmschweitzerandClaude Opus 4.6 08e794086e chore(db): close sprint 1 and mark epic #37 done
Sprint 1 "Run" completed — 8/8 tickets done. Player-controlled
character moving on screen through working IPC bridge achieved.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:10:27 +01:00
jpmschweitzerandClaude Opus 4.6 deb834e64a chore(db): mark sprint 1 tickets #81 and #236 as done
E2E connection test (#81) merged via PR #7. Tile collision
system (#236) already on main. Sprint 1 now 7/8 complete.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 22:08:32 +01:00
jpmschweitzer fcd16433c8 Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-11 22:04:04 +01:00
jpmschweitzerandClaude Opus 4.6 beee44b3c8 feat(client): add batch fixture, fixture smoke test, decode_errors test
Tyre #1: Added Rust-generated input_batch_two.msgpack fixture for
bidirectional D-030 Layer 1 symmetry (Vec<PlayerInput>).
Tyre #2: Added all_fixtures_deserialize Rust test that reads every
.msgpack fixture and verifies it deserializes (corruption guard).
Hoshe #3: Added test_decode_snapshot_malformed_entities_counted test
verifying the decode_errors counter on D-010 boundary violations.
45 client tests, 54 server tests pass.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:57:18 +01:00
jpmschweitzerandClaude Opus 4.6 8d12776b5d fix(client): address PR #7 review — ephemeral port, input drop docs
Hoshe #1: E2E test now uses random ephemeral port (49152-65535) with
port rotation on bind failure, avoiding conflicts in parallel CI.
Hoshe #2: Documented intentional input drop on encode failure in
SimBridge — re-queuing would retry bad data and server tick has
already advanced.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:57:11 +01:00
jpmschweitzerandClaude Opus 4.6 a54a3a8100 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:46:01 +01:00
jpmschweitzerandClaude Opus 4.6 f160f07e6d fix(skills): remove references to nonexistent init/package scripts
Replace init_skill.py and package_skill.py references with manual
mkdir and validation checklist — the scripts were never created.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:45:42 +01:00
jpmschweitzerandClaude Opus 4.6 c35248f103 chore(skills): add plan-sprint skill for sprint briefing generation
Automates the sprint planning workflow: gather carry-overs, scan
backlog, propose tickets, write per-team briefing files. Includes
briefing template reference matching the established format.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:45:40 +01:00
jpmschweitzerandClaude Opus 4.6 7f97cb7ce3 docs(sprints): add Sprint 2 "See" briefings for server, client, joint
Sprint 2 goal: fog of perception working through the bridge. Server
computes LOS visibility, client renders fog. Carries over #236 and #81
from Sprint 1.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:45:38 +01:00
jpmschweitzerandClaude Opus 4.6 d96a0599b6 feat(db): add multi-ID show and --brief flag to ticket CLI
ticket show now accepts multiple IDs (e.g. ticket show 110 111 112).
--brief flag outputs compact human-readable summaries instead of JSON,
useful for sprint planning scans. Single-ID JSON output unchanged.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:45:35 +01:00
jpmschweitzerandClaude Opus 4.6 c737d687aa chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:44:51 +01:00
jpmschweitzerandClaude Opus 4.6 5e4b8dbcf3 feat(client): add E2E connection test and batch encoding tests
D-030 Layer 3: E2E test spawns the Rust server binary, connects via
LocalBridge, sends a batched MoveNorth input, and verifies the player
moved to (16.5, 15.5). Also adds batch encoding roundtrip tests,
framed batch test, and Player entity fixture decode test. 43/43 pass.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:44:27 +01:00
jpmschweitzerandClaude Opus 4.6 e1e4e346c7 feat(client): add EntityKind::Player fixture and update multi-entity fixture
Server team added EntityKind::Player variant. Added snapshot_player
fixture and updated snapshot_multi_entity to include all 4 entity kinds
(Player, Npc, Object, Terrain) for complete D-030 Layer 1 coverage.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:44:20 +01:00
jpmschweitzerandClaude Opus 4.6 2338941721 fix(client): batch-encode inputs as Vec<PlayerInput> per server wire format
Server expects a MessagePack array of PlayerInput objects in one framed
message per tick, not individual inputs per frame. Added
Protocol.encode_player_inputs() for batch encoding. Changed SimBridge to
buffer raw input dicts and batch-encode in _process(). Also fixed server
port default (9876) and positional arg format to match server CLI.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:44:14 +01:00
1457 changed files with 293738 additions and 1677 deletions
+1 -1
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@@ -114,7 +114,7 @@ Synthesize findings.
### Qatux (Documenter & Librarian)
- Core team member — participates in discussion rounds as documenter
- Manages document search via `/search-docs` skill
- Manages document search via `/docs-search` skill
- Maintains DECISIONS.md, DISCUSSION.md, briefings, and Qdrant search index
- Answers "did we discuss this?" with citations
+5 -5
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@@ -6,7 +6,7 @@ model: sonnet
memory: project
---
You are ARAMINTA, the Visual Designer on a game development project set in Peter F. Hamilton's Commonwealth universe.
You are ARAMINTA, the Visual Designer on a game development project set in the Settled Reach universe.
## Your personality
@@ -32,8 +32,8 @@ Named after Araminta from the Void Trilogy - practical, good aesthetic instincts
## Design principles
- **Clarity over beauty**: the player needs to READ the game state at a glance. No decoration that obscures information.
- **Diegetic first**: UI elements should feel like they belong in the Commonwealth world (insert overlays, not floating HP bars)
- **Mood through restraint**: the Commonwealth is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
- **Diegetic first**: UI elements should feel like they belong in the Settled Reach world (insert overlays, not floating HP bars)
- **Mood through restraint**: the Settled Reach is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
- **Consistency compounds**: small rules applied everywhere create coherence. One accent color for danger, one for opportunity, one for unknown.
- **Scale gracefully**: every visual decision should work at boxes-with-labels AND at full-art fidelity. Don't paint yourself into a corner.
@@ -45,9 +45,9 @@ You have access to the `/asset-gen` skill which uses the `generate_image` MCP to
- Style-consistent assets using prompt prefixes and category templates
The existing skill is configured for a different project (Lords of Ash / CK3 Mistborn mod). You will need to:
1. Create a NEW style guide for the Commonwealth project (`references/style-guide.md`)
1. Create a NEW style guide for the Settled Reach project (`references/style-guide.md`)
2. Create new category templates appropriate for this game's asset types
3. Adapt the prompt assembly workflow for Commonwealth aesthetics
3. Adapt the prompt assembly workflow for Settled Reach aesthetics
**IMPORTANT: Image generation incurs costs on an external API. ALWAYS ask the Team Leader (Jeroen) for explicit permission before generating any images. Never generate assets speculatively or in batch without approval. Present your prompt and intent first, get a go-ahead, then generate.**
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@@ -1,12 +1,12 @@
---
name: dudley
description: Server Developer for the Commonwealth game project. STANDBY - activate when simulation implementation begins. Responsible for the game simulation server, entity systems, information boundaries, deterministic tick processing, and all server-side game logic.
description: Server Developer for the Settled Reach game project. STANDBY - activate when simulation implementation begins. Responsible for the game simulation server, entity systems, information boundaries, deterministic tick processing, and all server-side game logic.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
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@@ -1,12 +1,12 @@
---
name: gestalt
description: Systems Design and Fun Factor specialist for the Commonwealth game project. Use when designing game mechanics, evaluating whether systems create interesting decisions, mapping concepts to concrete mechanics, defining how systems interact, or when someone needs to ask "is this fun?" Use proactively when implementation discussions need mechanical grounding.
description: Systems Design and Fun Factor specialist for the Settled Reach game project. Use when designing game mechanics, evaluating whether systems create interesting decisions, mapping concepts to concrete mechanics, defining how systems interact, or when someone needs to ask "is this fun?" Use proactively when implementation discussions need mechanical grounding.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
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@@ -1,12 +1,12 @@
---
name: gore
description: Themes and Endgame Design specialist for the Commonwealth game project. Use when discussing ascension paths, the philosophical questions the game explores, what the game is fundamentally ABOUT, late-game transformation mechanics, or when the team needs someone to zoom out and reframe the question at a higher level.
description: Themes and Endgame Design specialist for the Settled Reach game project. Use when discussing ascension paths, the philosophical questions the game explores, what the game is fundamentally ABOUT, late-game transformation mechanics, or when the team needs someone to zoom out and reframe the question at a higher level.
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are GORE, the Themes and Endgame Design specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are GORE, the Themes and Endgame Design specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -29,7 +29,7 @@ Named after Gore Burnelli - the dynasty patriarch who sees further than anyone,
- **Evolution of intelligence**: Baseline → Rejuvenated → Higher → ANA → ??? What does your civilization/character become?
- **The price of power**: Every ascension path gives something and takes something. Going Higher means losing some humanity. ANA means leaving physicality. The Void offers everything but threatens the galaxy.
- **Post-scarcity choices**: When survival is solved, what do you DO? The Commonwealth's central question.
- **Post-scarcity choices**: When survival is solved, what do you DO? The Settled Reach's central question.
- **Hubris**: Characters and civilizations that think they've transcended their limits, then discover they haven't.
- **The spectrum of existence**: Silfen (nature/mystery), Raiel (duty/stasis), Anomine (ascension/disappearance), Primes (competition/annihilation) - each represents a different answer to "what is intelligence for?"
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@@ -1,12 +1,12 @@
---
name: hoshe
description: QA Engineer and Test specialist for the Commonwealth game project. Use when tests need to be written, test plans created, bugs investigated, test reports generated, or when implementation needs verification against specifications. NOT part of brainstorming discussions - spawned for testing and quality assurance work.
description: QA Engineer and Test specialist for the Settled Reach game project. Use when tests need to be written, test plans created, bugs investigated, test reports generated, or when implementation needs verification against specifications. NOT part of brainstorming discussions - spawned for testing and quality assurance work.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are HOSHE, the QA Engineer on a game development project set in Peter F. Hamilton's Commonwealth universe.
You are HOSHE, the QA Engineer on a game development project set in the Settled Reach universe.
## Your personality
+39
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@@ -0,0 +1,39 @@
---
name: inigo
description: Sound Designer for the Settled Reach game project. STANDBY - activate when audio implementation begins. Responsible for soundscape design, ambient audio layers, diegetic sound cues, audio propagation rules, and all player-facing audio. Use when designing sound palettes, defining audio triggers, creating spatial audio specs, or reviewing audio consistency.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are INIGO, the Sound Designer on a game development team building a top-down immersive sim set in an original science fiction universe.
## Your personality
You think in layers. Every space has a base tone, a rhythm, and the things that break the rhythm. You hear what's missing as much as what's present. You say things like "What does silence sound like here?" and "That sound tells the player something before they see it" and "Ambience is information." You understand that in an immersive sim, sound is the player's second sight — what they hear around corners, through walls, behind closed doors. Sound is gameplay.
Named after Inigo from the Void Trilogy — the Dreamer who shared immersive multi-sensory experiences with billions. He understood that atmosphere isn't decoration, it's the thing that makes a world feel inhabited.
## Your role on the team
- Design the soundscape layers for each location (Logistics Hub, Bar, Ring spaces)
- Define ambient audio: station hum, crowd murmur, machinery, ventilation, distant announcements
- Specify diegetic sound cues that carry gameplay information (D-018 sound model)
- Design audio behavior for the sound propagation system (close/medium/long range per D-018)
- Define what sounds travel through walls, around corners, and across z-levels
- Create sound palettes per location and time-of-day
- Specify audio tells for NPC behavior (footsteps, conversations, alerts)
- Work with Gestalt to ensure sound cues map to mechanical significance
- Ensure audio reinforces the information asymmetry core mechanic — what you hear but can't see matters
## Design principles
- **Sound is information**: Every ambient sound should either establish atmosphere or communicate game state. No filler noise.
- **Diegetic first**: The player hears what their character hears. No non-diegetic audio cues for gameplay events (music is the exception).
- **Layers, not walls**: Soundscapes are built from distinct layers (base ambience, activity, events) that can be independently controlled.
- **Silence is a sound**: The absence of expected sound (a machine stopping, a crowd going quiet) is as meaningful as any cue.
- **Range matters**: Sound propagation (D-018) is a core mechanic. Design sounds with their falloff and occlusion behavior in mind.
## Project context
Read your briefing at `docs/briefings/inigo.md` before starting work.
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@@ -1,12 +1,12 @@
---
name: justine
description: Polish and Deployment specialist for the Commonwealth game project. STANDBY - activate when builds need packaging, performance needs optimizing, or release preparation begins. Responsible for build pipelines, performance profiling, platform packaging, and release quality.
description: Polish and Deployment specialist for the Settled Reach game project. STANDBY - activate when builds need packaging, performance needs optimizing, or release preparation begins. Responsible for build pipelines, performance profiling, platform packaging, and release quality.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are JUSTINE, the Polish and Deployment specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are JUSTINE, the Polish and Deployment specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
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@@ -1,12 +1,12 @@
---
name: mellanie
description: Copywriter for the Commonwealth game project. STANDBY - activate when game text needs writing - internal monologue lines, dialogue, descriptions, UI text, tutorial text, news ticker content. Responsible for all in-game written content.
description: Copywriter for the Settled Reach game project. STANDBY - activate when game text needs writing - internal monologue lines, dialogue, descriptions, UI text, tutorial text, news ticker content. Responsible for all in-game written content.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
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@@ -1,12 +1,12 @@
---
name: nigel
description: Sandbox and Replayability advocate for the Commonwealth game project. Use when evaluating whether features create emergent stories, when discussing how systems produce different experiences across playthroughs, when considering procedural generation, or when the team needs someone to ask "what happens the SECOND time you play this?"
description: Sandbox and Replayability advocate for the Settled Reach game project. Use when evaluating whether features create emergent stories, when discussing how systems produce different experiences across playthroughs, when considering procedural generation, or when the team needs someone to ask "what happens the SECOND time you play this?"
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are NIGEL, the Sandbox and Replayability advocate on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are NIGEL, the Sandbox and Replayability advocate on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
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@@ -1,12 +1,12 @@
---
name: oscar
description: Networking Developer for the Commonwealth game project. STANDBY - activate when networking/multiplayer work begins. Responsible for client-server communication, network protocol design, sync mechanisms, and ensuring the architecture supports future multiplayer.
description: Networking Developer for the Settled Reach game project. STANDBY - activate when networking/multiplayer work begins. Responsible for client-server communication, network protocol design, sync mechanisms, and ensuring the architecture supports future multiplayer.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+3 -3
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@@ -1,12 +1,12 @@
---
name: ozzie
description: Player Experience and "Wow Factor" advocate for the Commonwealth game project. Use when evaluating whether features are exciting, when the team needs a gut-check on whether something will feel good to play, or when designs risk being technically correct but emotionally flat. Champions the moments that make players feel something.
description: Player Experience and "Wow Factor" advocate for the Settled Reach game project. Use when evaluating whether features are exciting, when the team needs a gut-check on whether something will feel good to play, or when designs risk being technically correct but emotionally flat. Champions the moments that make players feel something.
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are OZZIE, the Player Experience and "Wow Factor" advocate on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are OZZIE, the Player Experience and "Wow Factor" advocate on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -22,7 +22,7 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
- Champion the big emotional beats: the Dyson barriers opening, first contact with MorningLightMountain, walking through a wormhole, the Starflyer reveal
- Push back when designs are technically correct but emotionally flat
- Advocate for the player's first impression and ongoing engagement
- Remind the team that the game needs to FEEL like the Commonwealth, not just simulate it
- Remind the team that the game needs to FEEL like the Settled Reach, not just simulate it
- Be the voice of "but what does the player actually DO and does it feel good?"
## What you care about
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@@ -1,12 +1,12 @@
---
name: paula
description: Narrative and Political Depth specialist for the Commonwealth game project. Use when designing conversation systems, faction mechanics, character relationships, political intrigue, consequences of player actions, or narrative structure. Focused on the human drama and ensuring choices have meaningful weight.
description: Narrative and Political Depth specialist for the Settled Reach game project. Use when designing conversation systems, faction mechanics, character relationships, political intrigue, consequences of player actions, or narrative structure. Focused on the human drama and ensuring choices have meaningful weight.
tools: Read, Glob, Grep, WebSearch
model: sonnet
memory: project
---
You are PAULA, the Narrative and Political Depth specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are PAULA, the Narrative and Political Depth specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -22,7 +22,7 @@ Named after Paula Myo - the investigator who never gives up, who follows the thr
- Define faction mechanics and how factions interact, grow, and die
- Ensure character relationships have mechanical depth (not just +/- opinion bars)
- Advocate for consequences - player actions should ripple through the social fabric
- Design the political landscape of the Commonwealth as a playable space
- Design the political landscape of the Settled Reach as a playable space
- Push for narrative moments that emerge from systems, not just scripted events
- Champion the Starflyer conspiracy as a narrative experience
- Ensure the internal monologue system reflects character psychology
+4 -4
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@@ -1,12 +1,12 @@
---
name: qatux
description: Documenter and Librarian for the Commonwealth game project. Use when discussion decisions need to be recorded, when documents need updating, when the team needs a summary of current state, when open questions need tracking, when searching project history, or when answering "did we already discuss this?". Maintains decisions/ domain files, DISCUSSION.md, briefings, and the Qdrant search index.
description: Documenter and Librarian for the Settled Reach game project. Use when discussion decisions need to be recorded, when documents need updating, when the team needs a summary of current state, when open questions need tracking, when searching project history, or when answering "did we already discuss this?". Maintains decisions/ domain files, DISCUSSION.md, briefings, and the Qdrant search index.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are QATUX, the Documenter and Librarian on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are QATUX, the Documenter and Librarian on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -28,7 +28,7 @@ Named after Qatux, the Raiel with perfect memory who helped Paula Myo by recalli
- Provide "state of the project" summaries when asked
### Knowledge management
- Maintain the Qdrant document index via /search-docs skill
- Maintain the Qdrant document index via /docs-search skill
- Update briefing files when decisions change
- Answer retrieval questions: "did we discuss X?", "what did we decide about Y?"
- Catch staleness in briefings and flag for update
@@ -44,7 +44,7 @@ Named after Qatux, the Raiel with perfect memory who helped Paula Myo by recalli
- **Work in dedicated round files:** All new rounds happen in `docs/discussions/round-NN-topic.md` from the start. DISCUSSION.md is retired for new content.
- **Update the discussion index ONLY when closing:** After a round is formally closed, update `docs/discussions/README.md` with the round entry (number, topic, decisions produced, file link).
- **Update briefings:** After a round produces new decisions, update the relevant agent briefing files in `docs/briefings/`.
- **Re-index documents:** After archiving or updating documents, re-index them in Qdrant via `python3 db/connectors/qdrant_connector.py index-file <path>`.
- **Re-index documents:** After archiving or updating documents, re-index them in Qdrant via `tooling/db/qdrant-index <path>`.
## Team workflow (mandatory)
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@@ -1,12 +1,12 @@
---
name: si
description: Project Manager and Scrum Master for the Commonwealth game project. Use when creating or managing tickets, planning sprints, breaking initiatives into epics/stories/tasks, tracking progress, or coordinating work across agents. Primary user of the /ticket skill. Does not participate in design discussions - coordinates execution.
description: Project Manager and Scrum Master for the Settled Reach game project. Use when creating or managing tickets, planning sprints, breaking initiatives into epics/stories/tasks, tracking progress, or coordinating work across agents. Primary user of the /ticket skill. Does not participate in design discussions - coordinates execution.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are SI, the Project Manager and Scrum Master on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are SI, the Project Manager and Scrum Master on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -29,6 +29,16 @@ Named after the Sentient Intelligences that manage all Commonwealth infrastructu
You are execution-focused. When a decision is made, you immediately think about what needs to happen, in what order, by whom, and what depends on what. You maintain the project's pulse - always knowing what's in progress, what's blocked, and what's next. You don't wait to be asked for status updates; you surface risks early.
## Ticket assignment rules
The development teams are: **server**, **client**, **copy**, **audio**, **visual**, **ci**.
When creating or splitting tickets:
- **Always assign a ticket to exactly one team.** Every ticket must have a team.
- **Never use "joint" as a team.** If work spans multiple teams, split it into separate tickets — one per team — with explicit dependencies between them.
- For example, a feature requiring server-side logic and client-side rendering becomes two tickets: one for server (implement the data/system), one for client (consume and render it), with the client ticket blocked by the server ticket.
- Sprint proof/acceptance tickets should be assigned to the team responsible for the final integration step, with blockers on the upstream tickets.
## Project context
Read your briefing at `docs/briefings/si.md` before starting work.
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@@ -1,12 +1,12 @@
---
name: stig
description: UI Developer for the Commonwealth game project. STANDBY - activate when UI implementation begins. Responsible for insert/minimap UI, perception mode overlays, internal monologue display, HUD elements, and all player-facing interface code.
description: UI Developer for the Settled Reach game project. STANDBY - activate when UI implementation begins. Responsible for insert/minimap UI, perception mode overlays, internal monologue display, HUD elements, and all player-facing interface code.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are STIG, the UI Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are STIG, the UI Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+3 -3
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@@ -1,12 +1,12 @@
---
name: tiger
description: Translator and Localization specialist for the Commonwealth game project. STANDBY - activate when the game needs localization to other languages. Responsible for translation, localization infrastructure, and cultural adaptation of game text.
description: Translator and Localization specialist for the Settled Reach game project. STANDBY - activate when the game needs localization to other languages. Responsible for translation, localization infrastructure, and cultural adaptation of game text.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are TIGER, the Translator and Localization specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are TIGER, the Translator and Localization specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -23,7 +23,7 @@ Named after Tiger Pansy - the Silfen who bridges between human and Silfen unders
- Maintain translation memory and glossary
- Coordinate with Mellanie on source text clarity for translation
- Flag source text that will be difficult to localize before it's finalized
- Define naming conventions for Commonwealth-specific terms across languages
- Define naming conventions for Settled Reach-specific terms across languages
## Localization principles
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@@ -1,12 +1,12 @@
---
name: tyre
description: Technical Architect and Feasibility specialist for the Commonwealth game project. Use when evaluating engine choices, assessing technical feasibility of features, designing system architecture, discussing performance implications, or when the team needs a reality check on scope. Also use proactively for any implementation planning or code architecture decisions.
description: Technical Architect and Feasibility specialist for the Settled Reach game project. Use when evaluating engine choices, assessing technical feasibility of features, designing system architecture, discussing performance implications, or when the team needs a reality check on scope. Also use proactively for any implementation planning or code architecture decisions.
tools: Read, Glob, Grep, Edit, Write, Bash, WebSearch, WebFetch
model: opus
memory: project
---
You are TYRE, the Technical Architect on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are TYRE, the Technical Architect on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
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@@ -0,0 +1,16 @@
# Git Safety
## Staging rules
- **Stage files by name** — never use `git add -A` or `git add .`
- Verify no secrets, saves, or binary blobs are staged
- Skip files in `.gitignore`
- The `.claude/` directory IS tracked — skills and agents belong in the repo
## Commit conventions
Use conventional commits: `<type>(<scope>): <summary>`
Scopes: `agents`, `skills`, `docs`, `briefings`, `discussions`, `schema`, `db`, `config`, `engine`, `simulation`, `client`, `ui`, `audio`, `assets`, `meta`
See `/git-commit` for full commit format, types, CHANGELOG workflow, and examples.
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# Local Services
Endpoints are also preconfigured in `tooling/db/config.json`.
- **Gitea:** `http://git.schweitz.internal` (login: `schweitz`)
- **Qdrant:** `http://tower-of-joy:6333/`
- **Ollama:** `http://tower-of-joy:11434/` (nomic-embed-text)
- **Collection:** `commonwealth` (768 dimensions, cosine distance)
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# Project Structure (detailed)
```
client/ # Godot 4 client
server/ # Rust/bevy_ecs simulation server
tooling/ # Build tools, scripts, asset pipelines
tests/ # Integration and end-to-end tests
.config/ # Configuration files (linters, formatters, CI)
.cache/ # Local caches for testing/linting (gitignored)
docs/
discussions/ # Discussion rounds (archived here when complete)
briefings/ # Per-agent context briefings (maintained by Qatux)
architecture/ # Technical architecture documents
design/ # Game design documents
diagrams/ # d2 source + PNG renders
sprints/ # Sprint briefings per team
workshops/ # Workshop briefs and outputs
db/
schema.sql # Database schema
tooling/
db/ # Connector scripts for SQLite, Qdrant, and audio
config.json # Endpoint configuration
ticket # Ticket CLI
sprint # Sprint lifecycle CLI
sqlite_connector.py # SQLite mini MCP
qdrant_connector.py # Qdrant + ollama mini MCP
audio_connector.py # Stable Audio Open connector
.claude/
agents/ # Agent personality files
skills/ # Skill definitions
rules/ # Auto-loaded instruction modules
decisions/ # Decision domain files (source of truth)
README.md # Domain index — use this to find specific D-records
architecture.md # Architecture decisions
perception.md # Perception and information system decisions
content.md # Content and narrative decisions
scope.md # Scope and feature decisions
process.md # Process and workflow decisions
questions.md # Open questions (Q-NNN)
rejected.md # Rejected proposals (R-NNN)
DECISIONS.md # Redirect to decisions/ directory
TEAM.md # Team roster and roles
```
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# Gitea Access (tea CLI)
**Never access the Gitea API directly** — use the `tea` CLI with all required flags to bypass interactive mode.
Always pass `--login schweitz --repo jpmschweitzer/settled-reach --output simple` to avoid TTY prompts.
```bash
# List open PRs
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
# View a PR with comments
tea pr --login schweitz --repo jpmschweitzer/settled-reach --comments -o simple <PR_NUMBER>
# Post a comment on a PR (or issue)
tooling/tea-comment <NUMBER> "comment body"
# Approve a PR
tea pr approve --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
# List issues
tea issue list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
## Key rules
- **All flags must be explicit** — omitting `--login` or `--repo` triggers interactive prompts that crash in Claude Code (no TTY)
- **Use `--output simple`** for machine-readable output (no table borders)
- **For comments, use `tooling/tea-comment <number> "body"`** — handles temp files and cleanup automatically. Works with multi-line strings.
- **`tea pr reject` does not work on your own PRs** — use `tea comment` instead
- **Never delete protected branches:** `main`, `maintenance`, `server`, `client`, `copy`, `audio`, `visual`, `ci` are protected on Gitea. Do not use `tea pr clean`, `git push --delete`, or `git branch -D` on these branches.
## Pull requests
**Use `tea` (Gitea CLI), not `gh` (GitHub CLI).** The remote is Gitea at `git.schweitz.internal`.
Always provide all required flags to ensure non-interactive execution:
```bash
tea pr create \
--repo jpmschweitzer/settled-reach \
--login schweitz \
--title "feat(scope): short description" \
--description "PR body here" \
--base main \
--head branch-name
```
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# Team Patterns
## Model selection
Default model is Opus 4.6 (200K context). For heavy sessions (workshops,
sprint planning, large reviews), switch to extended context on-demand:
- `/model sonnet[1m]` — Sonnet 4.6 with 1M context window
- `/model opus[1m]` — Opus 4.6 with 1M context window
- Cost: 2x input + 1.5x output for tokens beyond 200K (Tier 4 required)
## Large content pushes
When producing many files (wiki pages, content batches, bulk docs):
1. **Lore librarian** agent (read-only): ingests all source material, answers focused context queries from writers, tracks cross-file consistency
2. **Multiple writer** agents (parallel, by domain): each gets a task slice, writes directly to disk using the Write tool — one file at a time, write often, no text accumulation
3. **Reviewer** agents (blocked until writing done): check voice consistency, attribute uniformity, style
Key: writers use Write tool directly (no transcription bottleneck), librarian catches contradictions early, split work by domain not volume.
## Team monitoring (stuck agent detection)
When leading a team (sprint, workshop, or any multi-agent session):
**Agent heartbeat rule** — include in every agent spawn prompt:
> If you have been working on a single task for more than 15 minutes
> without making progress, message the team lead with what is blocking
> you. Do not keep retrying the same approach silently.
**Team lead proactive checks:**
- If an agent has not sent a message in ~20 minutes, ping them for a status update.
- **Bottleneck detection:** if other agents are idle and waiting on one agent's output, that agent's silence is a red flag — check on them immediately, do not wait for the next natural message.
- When checking on a stuck agent, offer to reassign the task or pull in another agent to help.
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{
"env": {
"CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS": "1"
},
"teammateMode": "in-process",
"permissions": {
"allow": [
"Bash(git add *)",
"Bash(git commit *)",
"Bash(git push *)",
"Bash(git fetch *)",
"Bash(git merge *)",
"Bash(git pull *)",
"Bash(git status *)",
"Bash(git log *)",
"Bash(git diff *)",
"Bash(git show *)",
"Bash(git checkout *)",
"Bash(git stash *)",
"Bash(git branch *)",
"Bash(git worktree *)",
"Bash(git config *)",
"Bash(git mv *)",
"Bash(git rm *)",
"Bash(git ls-tree *)",
"Bash(git rev-parse --show-toplevel)",
"Bash(tooling/db/ticket *)",
"Bash(tooling/db/sprint *)",
"Bash(tooling/db/sqlite-query *)",
"Bash(tooling/db/sqlite-exec *)",
"Bash(tooling/db/qdrant-search *)",
"Bash(tooling/db/qdrant-index *)",
"Bash(tooling/db/qdrant-health)",
"Bash(tooling/db/qdrant-count)",
"Bash(tooling/db/sqlite-init)",
"Bash(tooling/db/decisions-sync)",
"Bash(tooling/db/decision *)",
"Bash(tooling/db/audio-generate *)",
"Bash(tooling/db/audio-health)",
"Bash(tooling/db/audio-post *)",
"Bash(tooling/db/audio-batch *)",
"Bash(make *)",
"Bash(make)",
"Bash(tea *)",
"Bash(tooling/tea-comment *)",
"Bash(cargo test *)",
"Bash(cargo test)",
"Bash(cargo build *)",
"Bash(cargo build)",
"Bash(cargo check *)",
"Bash(cargo check)",
"Bash(tests/run-*)",
"Bash(chmod *)",
"Bash(ls *)",
"Bash(find *)",
"Bash(list *)",
"Bash(tree *)",
"Bash(sed -n *)",
"Skill(git-commit)",
"Skill(worktree-update)",
"Skill(sprint-start)",
"Skill(sprint-plan)",
"Skill(pr-push)",
"Skill(pr-review)",
"Skill(ticket)",
"Skill(docs-search)",
"Skill(workshop-start)"
],
"deny": [
"Bash(git push --force *)",
"Bash(git reset --hard *)",
"Bash(git clean -f *)",
"Bash(rm -rf *)"
]
}
}
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---
name: audio-gen
description: >
Generate audio assets for The Settled Reach using the Stable Audio Open API
(self-hosted Gradio app at tower-of-joy:11500). Use when generating any game
audio: ambient loops, SFX, UI sounds, monologue chimes, footsteps, or any
sound asset from docs/assets/audio/. Also use when the user asks about audio
generation, sound design pipeline, or audio asset iteration. Triggers on:
"generate audio", "make sounds", "create ambient", "audio pipeline",
"generate sfx", "stable audio", "gen audio", "sound design".
---
# Audio Generation — The Settled Reach
Generate sonically consistent audio assets using the Stable Audio Open API via
wrapper scripts at `tooling/db/audio-*`.
Asset descriptions, filenames, bus routing, and design intent are documented in
`docs/assets/audio/`. This skill provides the prompt system, generation
workflow, and quality validation.
## API Access
**Never call the API directly.** Use the wrapper scripts:
```bash
# Check API health
tooling/db/audio-health
# Generate a single asset (WAV only)
tooling/db/audio-generate "prompt text" \
--duration 10 --steps 100 --cfg 7 \
--output path/to/output.wav
# Generate + post-process in one command (WAV → trim → normalize → OGG)
tooling/db/audio-generate "prompt text" \
--duration 10 --steps 100 --cfg 7 \
--output path/to/gen/intermediate.wav \
--output-ogg client/assets/audio/final.ogg
# Batch-generate from a manifest (preferred for multiple assets)
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json
```
### Parameters
| Parameter | Default | Range | Notes |
|-----------|---------|-------|-------|
| `--duration` | 10 | 0-47s | Max 47s per generation. For longer loops, generate 45s with crossfade overlap. |
| `--steps` | 100 | 10-200 | More steps = better quality, slower. Use 50 for quick previews, 100-150 for final. |
| `--cfg` | 7 | 1-15 | Classifier-free guidance. Higher = more prompt-adherent but less natural. 5-9 is the sweet spot. |
| `--output` | auto | — | Output WAV file path. Auto-names from prompt if omitted. |
| `--post` | off | — | Run trim + normalize + convert after generation. |
| `--output-ogg` | auto | — | OGG output path (implies `--post`). Defaults to same basename as WAV. |
| `--timeout` | 600 | — | Max wait in seconds. Generation can take 2-5 minutes on 11GB VRAM. |
### Critical Constraints
- **NEVER parallelize requests.** The server has 11GB VRAM and runs one
generation at a time. Always wait for a generation to complete before
starting the next. Sequential only.
- **Generation takes 2-5 minutes** per clip depending on duration and steps.
Be patient. The timeout default (600s) is generous.
- **Max 47 seconds** per generation. For 60-90s ambient loops, generate 45s
clips and crossfade-stitch in post-processing.
## Prompt Assembly
Every generation uses three parts:
```
[SONIC FAMILY PREFIX] + [CATEGORY TEMPLATE] + [ASSET DESCRIPTION from docs/assets/audio/]
```
Never call the API with just the asset description. Always prepend the sonic
family prefix and matching category template.
- **Sonic palette and families:** Read `references/sonic-palette.md`
- **Category templates:** Read `references/category-templates.md` and match by
asset type (ambient, sfx, ui)
- **Asset description:** Look up the specific asset in `docs/assets/audio/{category}.md`
## Batch Workflow (Preferred)
For generating multiple assets, use a manifest file. This reduces prompt
approvals to 2: one Write (manifest) + one Bash (batch run).
### 1. Create the manifest
Write a JSON manifest to `docs/assets/audio/batch-{sprint}-{ticket}.json`:
```json
{
"description": "Sprint 10 ambient + world SFX batch",
"output_dir": "client/assets/audio",
"gen_dir": "client/assets/audio/gen",
"defaults": {
"steps": 100,
"cfg": 7,
"lufs": -16,
"quality": 6
},
"assets": [
{
"id": "AMB-001",
"filename": "amb_station_base.ogg",
"method": "sao",
"duration": 45,
"steps": 150,
"cfg": 5,
"prompt": "[sonic family prefix] + [template] + [description]"
},
{
"id": "UI-005",
"filename": "sfx_monologue_chime.ogg",
"method": "synth",
"synth": {
"type": "harmonic",
"duration": 0.8,
"fundamental": 1200,
"harmonics": [
{"freq": 2400, "db": -12},
{"freq": 3600, "db": -24}
],
"attack_ms": 15,
"sustain_ratio": 0.2,
"decay": "exponential"
}
}
]
}
```
Asset `id` values must match IDs in `docs/assets/audio/{category}.md` (e.g.,
AMB-001, SFX-002, UI-005). This couples the manifest to the asset inventory.
### 2. Run the batch
```bash
# Full run
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json
# Dry run — preview what would be generated
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --dry-run
# Generate only specific assets
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --only AMB-001,AMB-002
# Skip assets that already have OGG files
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --skip-existing
```
### 3. Update asset docs with prompts
After the batch completes, write the exact prompts used back into the
Prompt/Notes column of `docs/assets/audio/{category}.md`. The manifest records
what was generated; the asset docs record what we have.
### Manifest fields
| Field | Required | Notes |
|-------|----------|-------|
| `id` | yes | Asset ID from docs (AMB-001, SFX-002, UI-005) |
| `filename` | yes | Output filename (must match asset doc) |
| `method` | yes | `sao` (Stable Audio Open) or `synth` (harmonic synthesis) |
| `duration` | SAO only | Duration in seconds |
| `prompt` | SAO only | Full assembled prompt |
| `steps` | no | Override default steps |
| `cfg` | no | Override default CFG |
| `synth` | synth only | Synthesis parameters (see below) |
### Synth parameters
| Field | Default | Notes |
|-------|---------|-------|
| `type` | harmonic | Only `harmonic` supported currently |
| `duration` | — | Duration in seconds |
| `fundamental` | — | Fundamental frequency in Hz |
| `harmonics` | [] | List of `{"freq": Hz, "db": dB}` objects |
| `attack_ms` | 10 | Attack time in milliseconds |
| `sustain_ratio` | 0.2 | Fraction of duration at full level before decay |
| `decay` | exponential | `exponential` or `linear` |
## Single Asset Workflow
For one-off generation or iteration on a specific asset:
1. Find the asset in `docs/assets/audio/{ambient,sfx,ui}.md` — note filename,
duration, bus, method, and design intent.
2. Read `references/sonic-palette.md` for the sonic family prefix.
3. Read `references/category-templates.md` for the matching template.
4. Assemble the full prompt.
5. Run `tooling/db/audio-health` to verify the API is up.
6. Run `tooling/db/audio-generate` with `--post` or `--output-ogg` to
generate and post-process in one step.
7. Verify the output (file size, duration).
8. Update the asset status and prompt in `docs/assets/audio/{category}.md`.
## Iteration Workflow
For each asset, generate 4-6 candidates:
1. **Generate candidates** — vary the prompt slightly (add/remove descriptors,
adjust CFG between 5-9). Run each generation sequentially — never in
parallel.
2. **Solo test** — does each candidate sound right alone?
3. **Stack test** — play the candidate alongside other layers. Does it mask or
clash?
4. **Fatigue test** (loops only) — can you listen for 5+ minutes without a
jarring repeat?
5. **Close-your-eyes test** — does it create a mental image or sensation?
6. Select the best candidate (post-processing is already done if `--post` was
used).
## Post-Processing (Standalone)
If you need to post-process separately (e.g., re-normalizing an existing file):
```bash
# Full pipeline: trim → normalize → convert
tooling/db/audio-post pipeline input.wav --output output.ogg
# Individual steps
tooling/db/audio-post trim input.wav
tooling/db/audio-post normalize input.wav --lufs -16
tooling/db/audio-post convert input.wav --output output.ogg
```
## Manual Synthesis (Insert-Tech Sounds)
For sounds under 200ms (cursor hover, weapon aim), Stable Audio Open cannot
produce meaningful output. Use manual synthesis via `tooling/synth_ui_sounds.py`
or the batch manifest's `method: "synth"` with harmonic parameters.
For complex synthesis beyond the `harmonic` type (FM, filtered noise, bandpass
impulse), write a custom script in `tooling/` following the pattern in
`tooling/synth_ui_sounds.py`.
## Quality Checklist
After generating, verify:
- Sound matches the sonic family (insert-tech = synthetic/precise, organic = warm/natural)
- Frequency range doesn't mask other layers (check docs/assets/audio/)
- Duration matches spec
- No unwanted artifacts (clicks, pops, digital noise at start/end)
- Loop point is clean (ambient loops only)
- Volume sits well relative to other assets (LUFS normalized)
- Passes the close-your-eyes test
## File Placement
Generated assets go to `client/assets/audio/` with exact filenames from the
asset docs. Intermediates go to `client/assets/audio/gen/` (gitignored).
AudioManager discovers assets by directory scan — filenames must match exactly.
@@ -0,0 +1,67 @@
# Category Templates — Audio Generation
Match the asset's category to the right template. Append after the sonic family
prefix and before the specific asset description.
## Ambient Loops
**Template:**
> Continuous ambient soundscape loop, seamless looping audio, no distinct
> beginning or end, steady background atmosphere, [DURATION]s duration
**Notes:**
- Generate at 45s (the SAO sweet spot below the 47s ceiling)
- Add 3-5s of overlap material for crossfade looping in post
- These play continuously — they must be boring enough to fade into the
background but rich enough to reward attention
- Station baseline prefix is required (see sonic-palette.md)
**Steps:** 100-150 (higher quality for loops — artifacts are more noticeable)
**CFG:** 5-7 (lower guidance = more natural variation, less mechanical)
## Sound Effects (SFX)
**Template:**
> Single isolated sound effect, clean recording, [DURATION] duration,
> clear attack and natural decay, no background noise, no reverb tail
> beyond natural
**Notes:**
- For footsteps: specify surface material, pace, weight
- For environmental: specify the physical mechanism (door hinge, cargo latch)
- Keep short and punchy — these are event-driven, not continuous
**Steps:** 80-100 (shorter sounds need fewer steps)
**CFG:** 7-9 (more guidance = more precise sound matching)
## UI Sounds
**Template:**
> Interface feedback sound, digital UI element, [DURATION] duration,
> immediate attack, clean decay, isolated sound with no background
**Notes:**
- Most UI sounds are under 200ms — use manual synthesis, not SAO
- For SAO-generated UI sounds (>200ms like fog_recognition, chimes):
generate at 3-5s duration, then trim to the best portion
- Insert-tech prefix is required for lattice/interface sounds
- Organic prefix for fog_recognition (cognitive, not technological)
**Steps:** 80-100
**CFG:** 7-9 (precision matters for UI sounds)
## Chimes / Notification Sounds
**Template:**
> Single musical tone, crystalline quality, [DURATION] duration, gentle
> attack, resonant sustain, natural fade out, no accompaniment, no rhythm
**Notes:**
- Generate at 3-5s to give SAO enough temporal context
- Trim to the best 0.5-1.0s section
- The attack transient is where the character lives — select for that
- Normal vs urgent variants: same base prompt, vary "gentle/soft" vs
"brighter/sharper/more present"
**Steps:** 100 (tonal quality matters)
**CFG:** 6-8 (some freedom for natural harmonic content)
@@ -0,0 +1,45 @@
# Sonic Palette — Prompt Prefixes
Two sonic families. Every generated sound uses one of these as a prompt prefix.
## Insert-Tech (Synthetic)
For UI sounds, neural lattice interface, augmented cognition.
**Prompt prefix:**
> Clean digital audio, synthetic electronic tone, precise and clinical sound
> design, no reverb, no room ambience, studio-dry recording, futuristic
> interface sound
**Character:** Mathematical precision. The sound of well-designed technology.
No organic texture, no room reflections. Exists "inside the head," not in
physical space.
**Frequency range:** 800Hz-4kHz primary. Sharp attack, controlled decay.
**Used for:** cursor_hover, implant_open, weapon_aim, sfx_monologue_chime,
sfx_monologue_chime_urgent
## Organic (Biological/Environmental)
For environmental sounds, human cognition, physical world.
**Prompt prefix:**
> Warm organic audio, natural sound recording, slight room ambience,
> lived-in industrial space, realistic acoustic properties, authentic
> environmental sound
**Character:** Human warmth. Natural attack and decay. Reverberant — exists
in physical space. The sound of a real place with real materials.
**Frequency range:** 60Hz-3kHz primary. Soft or natural attack, room tail.
**Used for:** fog_recognition, all amb_* ambient loops, all sfx_footstep_*
## Station Baseline
For ambient loops specifically, add the station context:
> Interior of a large industrial space station, metal and composite
> construction, background mechanical hum from power systems, air circulation
> audible, no music, no prominent voices unless specified
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---
name: bug-report
description: >
Process in-game bug reports captured by the Godot client's bug reporter.
Use when the user says "bug reports", "check bug reports", "process bugs",
or invokes /bug-report. Scans the user:// bug-reports directory, summarizes
each report, and offers investigation, ticket creation, or dismissal.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, Write
---
# Bug Report Skill
Process in-game bug reports exported by the Godot client to the user data
directory. Each report is a directory containing a snapshot of game state at the
moment the tester filed the report.
```
BUG_REPORT_DIR: /var/home/jeroenschweitzer/.local/share/godot/app_userdata/The Settled Reach/bug-reports/
```
## Report structure
Each report lives in a directory named `gauntlet-t{tick}-{timestamp}/` and
contains these files:
| File | Purpose |
|------|---------|
| `description.txt` | Tester notes + metadata (tick, room, stance, facing, position) |
| `render.txt` | Simplified text render of the game snapshot |
| `snapshot.json` | Full JSON snapshot (entities, dialogue state, etc.) |
| `inputs.jsonl` | Last 60 ticks of player input (replay format) |
| `snapshots.jsonl` | Last 60 ticks of observer snapshots |
| `seed.txt` | RNG seed for deterministic replay |
## Invocation
- `/bug-report` — scan and process all unprocessed reports
- `/bug-report <directory-name>` — process a specific report by directory name
## Workflow
### 1. Scan for unprocessed reports
List all report directories in the bug reports directory:
```bash
ls -1d "/var/home/jeroenschweitzer/.local/share/godot/app_userdata/The Settled Reach/bug-reports/"*/
```
If no directories are found, report "No bug reports found." and stop.
If the user provided a specific directory name as argument, filter to only that
directory. If it does not exist, report the error and list available reports.
### 2. Read and summarize each report
For each report directory, read the following files using the Read tool:
1. **`description.txt`** — extract:
- Tester description / notes (free text at top)
- Tick number
- Room name
- Player stance, facing, position
2. **`render.txt`** — extract:
- A brief description of what the text render shows (room layout, visible
entities, player position marker)
3. **`snapshot.json`** — extract:
- Total entity count
- Whether dialogue is active (look for `dialogue` or `conversation` keys
with non-null/non-empty values)
- Whether monologue is active (look for `monologue` keys with non-null/
non-empty values)
- NPC names and positions if present
- Any error or anomaly fields
4. **`seed.txt`** — note the seed value for reference
Do NOT read `inputs.jsonl` or `snapshots.jsonl` during the summary phase.
These are large files reserved for the investigation step.
### 3. Present the summary list
Present a numbered list of all reports with their summaries. Format:
```
## Bug Reports Found: N
### 1. gauntlet-t{tick}-{timestamp}
- **Tick:** {tick} | **Room:** {room} | **Position:** ({x}, {y})
- **Stance:** {stance} | **Facing:** {facing}
- **Entities:** {count} | **Dialogue active:** yes/no | **Monologue active:** yes/no
- **Seed:** {seed}
- **Description:** {tester notes, first 2-3 lines}
- **Render overview:** {brief description of what render.txt shows}
- **Observations:** {any anomalies spotted in the snapshot}
### 2. gauntlet-t{tick}-{timestamp}
...
```
### 4. Offer actions per report
After presenting the summary list, ask the user which action to take for each
report. The three actions are:
#### Investigate
Dig deeper into the report for root cause analysis:
1. Read `snapshot.json` in full — analyze entity states, component values,
relationships between entities, any inconsistencies
2. Read `inputs.jsonl` — reconstruct what the player was doing in the 60 ticks
leading up to the report. Look for:
- Rapid input changes (stuck keys, input spam)
- Movement into walls or invalid positions
- Interaction attempts that may have failed
- Timing patterns (actions on same tick as state changes)
3. Read `snapshots.jsonl` — compare entity states across recent ticks to find
when the bug manifested:
- Entity position jumps
- State machine transitions that look wrong
- Component values going out of expected range
- Entities appearing or disappearing unexpectedly
4. Cross-reference with `render.txt` to confirm visual manifestation
5. Read `seed.txt` and note it — the seed plus `inputs.jsonl` should allow
deterministic replay of the scenario
Present findings as a root cause analysis:
```
## Investigation: gauntlet-t{tick}-{timestamp}
### Timeline
- t{tick-N}: {what happened}
- t{tick-M}: {state change}
- t{tick}: {bug manifests}
### Root cause
{Analysis of what went wrong and why}
### Affected systems
- {system 1}: {how it's involved}
- {system 2}: {how it's involved}
### Reproduction
Seed: {seed}
Replay inputs.jsonl from tick {start} to reproduce.
### Suggested fix
{If identifiable from the snapshot data}
```
After investigation, return to the action prompt for this report (the user
may want to create a ticket or dismiss after investigating).
#### Create ticket
Create a bug ticket in the project database. Determine the team from the
nature of the bug:
- **server** — simulation bugs (entity state, movement, AI, ECS systems,
perception, knowledge graph)
- **client** — rendering bugs (display glitches, UI issues, input handling,
audio, visual artifacts)
- **server,client** — integration bugs (protocol mismatch, desync, bridge
issues)
Construct the ticket title and description from the report summary and any
investigation findings. Use the ticket CLI:
```bash
tooling/db/ticket create bug "{title}" --team {team} --description "{description}"
```
The description should include:
- Bug summary (from tester notes)
- Tick, room, position
- Key observations from snapshot analysis
- Seed for reproduction
- Report directory name for reference
After creating the ticket, report the ticket ID to the user.
#### Dismiss
Mark the report as not actionable. Remove the report directory:
```bash
rm -rf "/var/home/jeroenschweitzer/.local/share/godot/app_userdata/The Settled Reach/bug-reports/{report-dir}/"
```
**Always confirm with the user before deleting.** State clearly which directory
will be removed and wait for confirmation.
### 5. Batch processing
When processing multiple reports, work through them one at a time in the
numbered order presented. For each report, complete the chosen action before
moving to the next.
If the user wants to batch-dismiss multiple reports, confirm the full list
of directories that will be deleted before proceeding.
### 6. Final summary
After all reports have been processed, present a summary:
```
## Bug Report Processing Complete
- **Investigated:** {count}
- **Tickets created:** {count} ({ticket IDs})
- **Dismissed:** {count}
- **Remaining unprocessed:** {count}
```
## Tips
- Large `snapshot.json` files may need to be read with offset/limit parameters.
Start with the first 200 lines to get the structure, then target specific
sections.
- `inputs.jsonl` and `snapshots.jsonl` are newline-delimited JSON. Each line
is one tick. Read the last 10-20 lines first to focus on the moments before
the report was filed.
- The `render.txt` is a text-art representation of the game view. Entity
positions in the render should match positions in the snapshot. Mismatches
are themselves a bug signal (rendering vs simulation desync).
- The seed in `seed.txt` combined with `inputs.jsonl` enables deterministic
replay on the server. Note this in any ticket you create.
- If the bug-reports directory does not exist, the tester has not yet run any
gauntlet sessions or has not filed any reports. This is not an error.
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@@ -0,0 +1,151 @@
---
name: d2-diagram
description: >
Generate technical diagrams using d2 (text-to-diagram CLI). Use when the
user says "create a diagram", "draw architecture", "make a flowchart",
"diagram this", "render d2", "d2", "data flow diagram", "entity relationship",
"state machine", "sequence diagram", "UI flow", or invokes /d2-diagram.
Produces .d2 source files and renders them to PNG. Also use when asked
to update, re-render, or batch render existing diagrams.
---
# d2 Diagram Generation
Generate technical diagrams from text using d2 (v0.7.1). Pure CLI, no
external dependencies beyond the d2 binary.
**Binary:** `/home/linuxbrew/.linuxbrew/bin/d2`
## Project Defaults
| Setting | Value | Override |
|---------|-------|----------|
| Theme | 200 (Dark Mauve) | `--theme N` |
| Layout | dagre | `--layout elk` |
| Padding | 100px | — |
| Format | PNG | `--svg` |
## Output Convention
```
docs/diagrams/
architecture/ # System architecture, IPC, component layout
data-flow/ # Sequence diagrams, data pipelines
entity/ # ER diagrams, ECS component schemas
state/ # State machines, behavior trees
ui/ # UI navigation flow, screen transitions
```
Both `.d2` source and `.png` output are tracked in git.
## Single Diagram Workflow
1. **Determine category** — architecture, data-flow, entity, state, or ui
2. **Read template** — `references/diagram-templates.md` for the matching category
3. **Read syntax** — `references/d2-syntax-guide.md` if unfamiliar with d2 syntax
4. **Write .d2 source** — to `docs/diagrams/{category}/{name}.d2`
5. **Validate** — `.claude/skills/d2-diagram/scripts/d2-render.sh validate {file}`
6. **Render** — `.claude/skills/d2-diagram/scripts/d2-render.sh {file}`
7. **Read SVG** — verify the output, present to user
### Script Usage
```bash
# Render with project defaults
.claude/skills/d2-diagram/scripts/d2-render.sh docs/diagrams/architecture/ipc-bridge.d2
# Validate syntax only
.claude/skills/d2-diagram/scripts/d2-render.sh validate docs/diagrams/architecture/ipc-bridge.d2
# Auto-format source
.claude/skills/d2-diagram/scripts/d2-render.sh fmt docs/diagrams/architecture/ipc-bridge.d2
# Sketch mode (hand-drawn look for drafts)
.claude/skills/d2-diagram/scripts/d2-render.sh docs/diagrams/ui/flow.d2 --sketch
# Light theme (for printable docs)
.claude/skills/d2-diagram/scripts/d2-render.sh docs/diagrams/entity/schema.d2 --theme 0
# SVG output (if specifically needed)
.claude/skills/d2-diagram/scripts/d2-render.sh docs/diagrams/architecture/overview.d2 --svg
```
## Batch Render
Re-render all diagrams after theme or style changes:
```bash
# All diagrams
.claude/skills/d2-diagram/scripts/d2-batch.sh
# One category
.claude/skills/d2-diagram/scripts/d2-batch.sh docs/diagrams/architecture/
# Preview what would render
.claude/skills/d2-diagram/scripts/d2-batch.sh --dry-run
# Force re-render everything
.claude/skills/d2-diagram/scripts/d2-batch.sh --force
```
Batch skips files whose PNG is newer than the `.d2` source unless `--force`.
## Advanced Patterns
### Variables for consistent styling
```d2
vars: {
color-bg: "#2a3040"
color-stroke: "#333340"
color-text: "#c8d0e0"
color-accent: "#c8d8f0"
}
```
### Multi-board (layers)
```d2
# Base diagram here
layers: {
detailed: {
# More detailed view
}
}
```
### Sequence diagrams
```d2
shape: sequence_diagram
client: Godot Client
server: Rust Server
client -> server: TickRequest(delta)
server -> client: WorldState(entities)
```
### Imports
Split shared definitions into a separate file and import:
```d2
...@shared-defs.d2
```
## Agent Guidance
- **Qatux** — Architecture decision records, system overview diagrams, data
schemas. Prefer architecture and entity templates.
- **Tyre** — IPC bridge, ECS system flow, chunk loading pipeline, perception
system data flow. Prefer architecture and data-flow templates.
- **Araminta** — UI navigation flow, screen transitions, component hierarchy.
Prefer UI flow template.
## References
- `references/d2-syntax-guide.md` — Language quick reference (shapes, edges,
containers, styling, variables). Read when unfamiliar with d2 syntax.
- `references/diagram-templates.md` — Five category templates with complete
d2 source examples. Read when starting a new diagram.
@@ -0,0 +1,212 @@
# D2 Language Quick Reference
## Nodes
```d2
server # Implicit label from key
server: Simulation Server # Explicit label
server: Simulation Server { # With properties
shape: hexagon
style.fill: "#2d3436"
}
```
## Edges
```d2
a -> b # Directed
a <- b # Reverse directed
a <-> b # Bidirectional
a -- b # Undirected
a -> b: "label" # Labeled edge
a -> b -> c # Chained
```
## Containers (nesting)
```d2
infrastructure: {
server: Simulation Server
database: State Store {
shape: cylinder
}
}
```
## Shapes
| Shape | Use for |
|-------|---------|
| `rectangle` | Default. Components, modules, generic. |
| `hexagon` | Systems, services, major components. |
| `cylinder` | Databases, storage, persistent state. |
| `diamond` | Decisions, conditions, branch points. |
| `oval` / `circle` | Start/end states, events. |
| `cloud` | External systems, networks. |
| `person` | Actors, users, NPCs. |
| `queue` | Message queues, buffers. |
| `page` | Documents, files. |
| `package` | Packages, modules, crates. |
| `sql_table` | Database tables, ECS component schemas. |
| `class` | Class diagrams, ECS system definitions. |
| `code` | Code blocks (set `language` property). |
| `markdown` | Rich text blocks. |
## SQL Tables
```d2
entity: {
shape: sql_table
id: u64 {constraint: primary_key}
name: String
position: Vec2
faction_id: u64 {constraint: foreign_key}
}
```
## Class Diagrams
```d2
perception_system: {
shape: class
+run(world: &mut World)
-calculate_los(entity: Entity): HashSet<Entity>
#update_knowledge(entity: Entity, seen: HashSet<Entity>)
}
```
## Sequence Diagrams
```d2
shape: sequence_diagram
client: Godot Client
server: Rust Server
client -> server: TickRequest(delta)
server -> server: run ECS systems
server -> client: WorldState(entities)
```
## Styling
```d2
node: Label {
style: {
fill: "#2d3436"
stroke: "#333340"
stroke-width: 2
stroke-dash: 5 # Dashed line
opacity: 0.8
font-size: 14
font-color: "#c8d0e0"
bold: true
italic: false
border-radius: 4
shadow: true
3d: true # Rectangles only
multiple: true # Stacked appearance
double-border: true # Rectangles/ovals only
}
}
```
### Edge styling
```d2
a -> b: {
style: {
stroke: "#c8d8f0"
stroke-width: 2
stroke-dash: 5
opacity: 0.8
animated: true # Animated flow
}
}
```
## Variables
```d2
vars: {
color-bg: "#1a1e24"
color-stroke: "#333340"
color-text: "#c8d0e0"
color-accent: "#c8d8f0"
}
node: {
style.fill: ${color-bg}
style.stroke: ${color-stroke}
style.font-color: ${color-text}
}
```
## Direction
```d2
direction: right # left-to-right (default for dagre)
direction: down # top-to-bottom
direction: up
direction: left
```
## Imports
```d2
...@shared-defs.d2 # Spread import (inline all definitions)
```
## Icons
```d2
node: Label {
icon: https://icons.terrastruct.com/essentials/time.svg
}
```
## Layers (multi-board)
```d2
# Base diagram content here
layers: {
detailed: {
# More detailed view
}
simplified: {
# Simplified overview
}
}
```
## Scenarios (animated transitions)
```d2
# Base state
scenarios: {
alert: {
# Changes from base for alert state
}
combat: {
# Changes from base for combat state
}
}
```
## Comments
```d2
# This is a comment
node: Label # Inline comment
```
## Project Colors (from visual-grammar-v01.md)
| Constant | Hex | Usage |
|----------|-----|-------|
| Zone 1 floor | `#1a1e24` | Dark backgrounds |
| Zone 1 wall | `#2a3040` | Component fill |
| Outline standard | `#333340` | Borders, strokes |
| Insert chrome | `#c8d0e0` | Text, labels |
| Zone 1 fixture | `#c8d8f0` | Accents, highlights |
@@ -0,0 +1,251 @@
# Diagram Templates
Copy, adapt, and render. Each template uses project colors from visual-grammar-v01.md.
---
## 1. Architecture Diagram
System components, relationships, communication channels.
**When to use:** IPC bridge, perception pipeline, chunk loading, ECS system layout, client-server architecture.
**Agents:** Tyre (system architecture), Qatux (architecture decision records).
```d2
vars: {
color-bg: "#2a3040"
color-stroke: "#333340"
color-text: "#c8d0e0"
color-accent: "#c8d8f0"
}
direction: right
client: Godot Client {
shape: hexagon
style.fill: ${color-bg}
style.font-color: ${color-text}
rendering: Rendering {
style.fill: ${color-bg}
style.font-color: ${color-text}
}
ui: UI Layer {
style.fill: ${color-bg}
style.font-color: ${color-text}
}
bridge: IPC Bridge {
style.fill: ${color-bg}
style.font-color: ${color-text}
style.stroke: ${color-accent}
}
}
server: Rust Server {
shape: hexagon
style.fill: ${color-bg}
style.font-color: ${color-text}
ecs: bevy_ecs {
style.fill: ${color-bg}
style.font-color: ${color-text}
}
perception: Perception {
style.fill: ${color-bg}
style.font-color: ${color-text}
}
bridge: IPC Bridge {
style.fill: ${color-bg}
style.font-color: ${color-text}
style.stroke: ${color-accent}
}
}
client.bridge -> server.bridge: "stdin/stdout" {
style.stroke: ${color-accent}
style.stroke-dash: 5
}
```
---
## 2. Entity Relationship
Data schemas, ECS components, knowledge graph structure.
**When to use:** Database tables, component definitions, entity relationships, knowledge store schema.
**Agents:** Tyre (ECS component design), Qatux (schema documentation).
```d2
entity: Entity {
shape: sql_table
id: u64 {constraint: primary_key}
name: String
faction_id: u64 {constraint: foreign_key}
}
position: Position {
shape: sql_table
entity_id: u64 {constraint: foreign_key}
x: f32
y: f32
chunk_id: u32
}
knowledge: KnowledgeEntry {
shape: sql_table
observer_id: u64 {constraint: foreign_key}
subject_id: u64 {constraint: foreign_key}
fact_type: FactType
confidence: f32
last_seen_tick: u64
}
entity.id -> position.entity_id
entity.id -> knowledge.observer_id
entity.id -> knowledge.subject_id
```
---
## 3. Sequence / Data Flow
Ordered interactions between systems over time.
**When to use:** IPC message flow, tick processing, perception update cycle, dialogue system exchanges.
**Agents:** Tyre (system interaction design), Qatux (protocol documentation).
```d2
shape: sequence_diagram
client: Godot Client
bridge: IPC Bridge
server: Rust Server
ecs: ECS Systems
client -> bridge: TickRequest(delta, input)
bridge -> server: deserialize + dispatch
server -> ecs: run_systems(delta)
ecs -> ecs: perception, AI, physics
ecs -> server: collect WorldState
server -> bridge: serialize WorldState
bridge -> client: WorldState(entities, events)
client -> client: update rendering
```
---
## 4. State Machine
Entity states, transitions, conditions.
**When to use:** NPC behavior states, game mode transitions, dialogue state, investigation phases.
**Agents:** Tyre (behavior system design), Qatux (state documentation).
```d2
vars: {
color-state: "#2a3040"
color-text: "#c8d0e0"
color-edge: "#c8d8f0"
color-decision: "#333340"
}
idle: Idle {
style.fill: ${color-state}
style.font-color: ${color-text}
}
alert: Alert {
style.fill: ${color-state}
style.font-color: ${color-text}
}
investigate: Investigate {
style.fill: ${color-state}
style.font-color: ${color-text}
}
combat: Combat {
style.fill: ${color-state}
style.font-color: ${color-text}
style.stroke: "#f0b840"
}
flee: Flee {
style.fill: ${color-state}
style.font-color: ${color-text}
}
idle -> alert: "stimulus detected" { style.stroke: ${color-edge} }
alert -> investigate: "stimulus confirmed" { style.stroke: ${color-edge} }
alert -> idle: "timeout / stimulus lost" { style.stroke: ${color-edge}; style.stroke-dash: 5 }
investigate -> combat: "threat confirmed" { style.stroke: "#f0b840" }
investigate -> idle: "nothing found" { style.stroke: ${color-edge}; style.stroke-dash: 5 }
combat -> flee: "health < threshold" { style.stroke: "#f0b840" }
combat -> idle: "threat eliminated" { style.stroke: ${color-edge}; style.stroke-dash: 5 }
flee -> idle: "safe distance reached" { style.stroke: ${color-edge}; style.stroke-dash: 5 }
```
---
## 5. UI Flow
Screen navigation, component hierarchy, interaction paths.
**When to use:** HUD layout relationships, menu navigation, dialogue flow, insert mode transitions.
**Agents:** Araminta (UI/visual design), Tyre (interface architecture), Qatux (UI documentation).
```d2
vars: {
color-screen: "#1a1e24"
color-panel: "#2a3040"
color-text: "#c8d0e0"
color-nav: "#c8d8f0"
}
gameplay: Gameplay {
style.fill: ${color-screen}
style.font-color: ${color-text}
hud: HUD {
style.fill: ${color-panel}
style.font-color: ${color-text}
minimap: Minimap
monologue: Monologue Panel
insert_display: Insert Display
}
world: World View {
style.fill: ${color-panel}
style.font-color: ${color-text}
}
}
pause: Pause Menu {
style.fill: ${color-screen}
style.font-color: ${color-text}
inventory: Inventory
journal: Journal
settings: Settings
}
dialogue: Dialogue Mode {
style.fill: ${color-screen}
style.font-color: ${color-text}
speaker: Speaker Panel
responses: Response List
}
gameplay -> pause: "ESC" { style.stroke: ${color-nav} }
pause -> gameplay: "ESC / Resume" { style.stroke: ${color-nav}; style.stroke-dash: 5 }
gameplay -> dialogue: "interact with NPC" { style.stroke: ${color-nav} }
dialogue -> gameplay: "end conversation" { style.stroke: ${color-nav}; style.stroke-dash: 5 }
```
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#!/bin/bash
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR" && git rev-parse --show-toplevel)"
RENDER="$SCRIPT_DIR/d2-render.sh"
usage() {
cat <<EOF
Usage: $(basename "$0") [directory] [options]
Batch render all .d2 files in a directory. Skips files whose PNG is
newer than the source unless --force is used.
Options:
--dry-run List files that would be rendered
--force Re-render even if SVG is up to date
--theme N Override theme for all files
Examples:
$(basename "$0") # All in docs/diagrams/
$(basename "$0") docs/diagrams/architecture/ # One category
$(basename "$0") --dry-run # Preview
$(basename "$0") --force # Re-render everything
EOF
exit 1
}
DIR="$REPO_ROOT/docs/diagrams"
DRY_RUN=false
FORCE=false
EXTRA_ARGS=()
while [[ $# -gt 0 ]]; do
case "$1" in
--dry-run) DRY_RUN=true; shift ;;
--force) FORCE=true; shift ;;
--theme) EXTRA_ARGS+=(--theme "$2"); shift 2 ;;
--help|-h) usage ;;
*)
if [[ -d "$1" ]] || [[ -d "$REPO_ROOT/$1" ]]; then
DIR="$1"
[[ "$DIR" != /* ]] && DIR="$REPO_ROOT/$DIR"
else
echo "Unknown option or directory: $1" >&2; exit 1
fi
shift
;;
esac
done
[[ ! -d "$DIR" ]] && { echo "ERROR: Directory not found: $DIR" >&2; exit 1; }
RENDERED=0
SKIPPED=0
FAILED=0
while IFS= read -r -d '' d2_file; do
png_file="${d2_file%.d2}.png"
# Skip if PNG is newer than source (unless --force)
if [[ "$FORCE" != true ]] && [[ -f "$png_file" ]] && [[ "$png_file" -nt "$d2_file" ]]; then
SKIPPED=$((SKIPPED + 1))
continue
fi
rel_path="${d2_file#"$REPO_ROOT/"}"
if [[ "$DRY_RUN" == true ]]; then
echo "Would render: $rel_path"
RENDERED=$((RENDERED + 1))
continue
fi
if "$RENDER" "$d2_file" "${EXTRA_ARGS[@]+"${EXTRA_ARGS[@]}"}"; then
RENDERED=$((RENDERED + 1))
else
echo "FAILED: $rel_path" >&2
FAILED=$((FAILED + 1))
fi
done < <(find "$DIR" -name '*.d2' -print0 | sort -z)
echo ""
echo "Batch complete: $RENDERED rendered, $SKIPPED skipped (up to date), $FAILED failed"
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@@ -0,0 +1,92 @@
#!/bin/bash
set -euo pipefail
D2="/home/linuxbrew/.linuxbrew/bin/d2"
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR" && git rev-parse --show-toplevel)"
DEFAULT_THEME=200
DEFAULT_LAYOUT="dagre"
DEFAULT_PAD=100
usage() {
cat <<EOF
Usage: $(basename "$0") [validate|fmt] <file.d2> [options]
Render a .d2 file to PNG with project defaults (theme $DEFAULT_THEME, $DEFAULT_LAYOUT layout).
Commands:
validate <file> Check syntax without rendering
fmt <file> Auto-format in place
Options:
--theme N Override theme (default: $DEFAULT_THEME)
--layout NAME Override layout engine (default: $DEFAULT_LAYOUT)
--sketch Enable hand-drawn sketch mode
--output PATH Override output path (default: input with .png extension)
--svg Render to SVG instead of PNG
Examples:
$(basename "$0") docs/diagrams/architecture/ipc-bridge.d2
$(basename "$0") validate docs/diagrams/architecture/ipc-bridge.d2
$(basename "$0") docs/diagrams/architecture/ipc-bridge.d2 --sketch --theme 0
EOF
exit 1
}
[[ $# -lt 1 ]] && usage
# Parse subcommand
SUBCMD=""
case "$1" in
validate|fmt)
SUBCMD="$1"
shift
;;
esac
[[ $# -lt 1 ]] && usage
INPUT="$1"
shift
# Resolve to absolute path
[[ "$INPUT" != /* ]] && INPUT="$REPO_ROOT/$INPUT"
[[ ! -f "$INPUT" ]] && { echo "ERROR: File not found: $INPUT" >&2; exit 1; }
# Handle subcommands
if [[ -n "$SUBCMD" ]]; then
"$D2" "$SUBCMD" "$INPUT"
echo "OK: $SUBCMD $INPUT"
exit 0
fi
# Parse render options
THEME="$DEFAULT_THEME"
LAYOUT="$DEFAULT_LAYOUT"
SKETCH=""
OUTPUT=""
FORMAT="png"
while [[ $# -gt 0 ]]; do
case "$1" in
--theme) THEME="$2"; shift 2 ;;
--layout) LAYOUT="$2"; shift 2 ;;
--sketch) SKETCH="-s"; shift ;;
--output) OUTPUT="$2"; shift 2 ;;
--svg) FORMAT="svg"; shift ;;
*) echo "Unknown option: $1" >&2; exit 1 ;;
esac
done
# Derive output path
if [[ -z "$OUTPUT" ]]; then
OUTPUT="${INPUT%.d2}.$FORMAT"
fi
# Render
"$D2" -t "$THEME" -l "$LAYOUT" --pad "$DEFAULT_PAD" $SKETCH "$INPUT" "$OUTPUT"
SIZE=$(stat --printf="%s" "$OUTPUT" 2>/dev/null || stat -f%z "$OUTPUT" 2>/dev/null)
echo "Rendered: $OUTPUT ($(( SIZE / 1024 ))KB)"
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---
name: docs-search
description: >
Search project documents using semantic search (Qdrant + ollama) or grep fallback.
Use when the user asks "did we discuss X?", "find references to Y", "search docs",
or invokes /docs-search. Wraps the qdrant_connector.py for semantic document search.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob
---
# Search Docs Skill
Semantic search across project documents. Endpoints are in
`.claude/rules/local-services.md`. This skill covers advanced operations
and workflows.
## Advanced Commands
### Index a single chunk
For precise indexing of specific content:
```bash
python3 tooling/db/qdrant_connector.py index "unique-id" "Text content to index" --metadata source=manual heading="Custom heading"
```
### Create collection
Initialize the Qdrant collection (run once during setup):
```bash
python3 tooling/db/qdrant_connector.py create-collection
```
## Bulk Indexing
Index all project documents at once:
```bash
for f in decisions/*.md DISCUSSION.md TEAM.md docs/discussions/*.md docs/briefings/*.md; do
tooling/db/qdrant-index "$f"
done
```
## Fallback
If Qdrant or ollama is unreachable, fall back to grep-based search:
```bash
grep -r -i "search term" decisions/ DISCUSSION.md docs/ --include="*.md"
```
## Workflow
1. **Qatux (Librarian)** is the primary user of this skill
2. After each discussion round, index the archived round file
3. After briefing updates, re-index affected briefings
4. After decision changes, re-index the relevant decisions/*.md domain files
5. Use search to answer "did we discuss this?" questions with citations
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---
name: frame0-wireframe
description: >
Create and export UI wireframes using Frame0 (local desktop wireframing
app with HTTP API). Use when the user says "create wireframe", "wireframe
this", "mock up the UI", "draw a screen", "UI layout", "wireframe the HUD",
"Frame0", "frame0", "export wireframe", or invokes /frame0-wireframe.
Wireframes are authored as local JSON files (source of truth) and synced
to Frame0 for rendering and export. Requires Frame0 to be running locally.
---
# Frame0 Wireframe Generation
Create UI wireframes as JSON files, sync them to Frame0 for rendering, and
export as PNG. Local JSON is the source of truth — Frame0 is the renderer.
**Frame0 is a renderer, not a workspace.** Treat it as disposable output.
Push freely, delete test pages, keep it clean. Never pull from Frame0 unless
the user explicitly says they have made edits in Frame0 and want to import
them. The pull workflow exists for that case only — do not use it proactively.
**Prerequisite:** Frame0 desktop app must be running. If not available,
stop and inform the user. Point to `references/setup-guide.md`.
## Health Check
Always check first:
```bash
.claude/skills/frame0-wireframe/scripts/frame0-cmd.sh health
```
## Core Workflow
1. **Health check** — verify Frame0 is running
2. **Write wireframe JSON** — to `docs/design/wireframes/{category}/{name}.json`
3. **Push to Frame0** — `frame0-sync.py push <file.json>`
4. **Export PNG** — `frame0-sync.py export <file.json> <output.png>`
5. **Clean up** — delete test/scratch pages from Frame0 when done
### Scripts
| Script | Purpose |
|--------|---------|
| `scripts/frame0-sync.py` | **Primary.** Push/pull/export wireframes between JSON and Frame0 |
| `scripts/frame0-cmd.sh` | Low-level API wrapper for ad-hoc commands |
## Wireframe JSON Format
```json
{
"name": "Dialogue Box",
"shapes": {
"panel": {
"type": "Rectangle",
"left": 170, "top": 500, "width": 800, "height": 260,
"fillColor": "#1a1e24",
"strokeColor": "#333340",
"corners": [8, 8, 8, 8]
},
"speaker": {
"type": "Text",
"parent": "panel",
"left": 190, "top": 520,
"text": "LERA KONSTANTIN",
"fontColor": "#c8d0e0",
"fontSize": 16
},
"btn-ask": {
"type": "Rectangle",
"parent": "panel",
"left": 190, "top": 670, "width": 370, "height": 30,
"fillColor": "#2a3040",
"strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
}
},
"connectors": {
"flow-1": {
"tailId": "panel",
"headId": "btn-ask",
"strokeColor": "#c8d8f0"
}
}
}
```
### Key rules
- **Shape IDs are stable local IDs** you control (e.g. `"panel"`, `"btn-ask"`)
- **`parent`** references another local shape ID for nesting
- **`type`** uses create-API names: `Rectangle`, `Ellipse`, `Text`, `Line`
- **Colors** can be hex (`#2a3040`) or Frame0 theme tokens (`$slate6`)
- After a pull, Frame0 returns its native vocabulary (`Box` for Rectangle,
theme tokens for colors). The sync script handles the mapping transparently.
- The `.idmap.json` mapping file (gitignored) tracks local ID ↔ Frame0 ID
### Sync commands
```bash
SYNC=".claude/skills/frame0-wireframe/scripts/frame0-sync.py"
# Push local JSON to Frame0 (clears page, recreates all shapes)
$SYNC push docs/design/wireframes/dialogue/dialogue-box.json
# Pull Frame0 page back to local JSON (preserves local IDs via mapping)
$SYNC pull "Dialogue Box" docs/design/wireframes/dialogue/dialogue-box.json
# Push + export as PNG in one step
$SYNC export docs/design/wireframes/dialogue/dialogue-box.json \
docs/design/wireframes/dialogue/dialogue-box.png
```
### Batch export
Use this when exporting multiple wireframes. It runs as a single Bash call,
avoiding repeated permission prompts.
```bash
BATCH=".claude/skills/frame0-wireframe/scripts/frame0-export-batch.sh"
# Dry run first — shows full manifest, no Frame0 calls
$BATCH --dry-run
# Export everything (skips PNGs already newer than their JSON)
$BATCH
# Export one category only
$BATCH --category dialogue
# Force re-export of everything
$BATCH --force
```
**Always dry-run first, then get approval before running the live export.**
## Low-Level Commands
For ad-hoc operations or exec calls not covered by sync:
```bash
CMD=".claude/skills/frame0-wireframe/scripts/frame0-cmd.sh"
$CMD health
$CMD list-pages
$CMD current-page
$CMD get-page <page-id>
$CMD create-shape Rectangle '{"name":"btn","left":100,"top":100,"width":120,"height":36}'
$CMD create-connector <tail-id> <head-id>
$CMD move <shape-id> <dx> <dy>
$CMD export --format image/png
$CMD exec "view:fit-to-screen" '{}'
```
If you find yourself using `exec` for the same command repeatedly, flag it as
a candidate for a proper wrapper in `frame0-cmd.sh`.
## Project Styling Defaults
Colors from `docs/design/visual-grammar-v01.md`:
| Role | Hex | Frame0 token |
|------|-----|-------------|
| Background | `#1a1e24` | `$sage3` |
| Stroke | `#333340` | `$slate6` |
| Fill | `#2a3040` | `$slate5` |
| Text | `#c8d0e0` | `$mint12` |
| Accent | `#c8d8f0` | `$blue12` |
Use hex when authoring new wireframes. Frame0 maps them to theme tokens on push.
## Output Convention
```
docs/design/wireframes/
hud/ # HUD layout wireframes
menus/ # Menu screen wireframes
dialogue/ # Dialogue box wireframes
insert/ # Neural insert wireframes
```
Both `.json` source and `.png` exports are tracked in git.
`.idmap.json` mapping files are gitignored.
## Agent Guidance
- **Araminta** — Primary user. Full wireframe creation, layout iteration,
visual consistency. Uses all component library patterns.
- **Tyre** — Interface architecture wireframes. System boundary diagrams.
- **Qatux** — Export wireframes for UI decision records and documentation.
## References
- `references/component-library.md` — Pre-built JSON wireframe templates
(HUD, dialogue, menus, modals, lists, inventory). Copy and adapt.
- `references/api-reference.md` — Frame0 HTTP API command reference and
type mappings. Read for low-level control.
- `references/setup-guide.md` — Frame0 installation and startup for Fedora.
@@ -0,0 +1,241 @@
# Frame0 HTTP API Reference
Frame0 exposes a local HTTP API when the desktop app is running.
## Endpoint
```
POST http://localhost:{port}/execute_command
Content-Type: application/json
```
Default port: **58320** (override via `FRAME0_PORT` env var or `--port` flag).
## Request / Response
```json
{"command": "namespace:action", "args": { ... }}
```
```json
{"success": true, "data": { ... }}
{"success": false, "error": "description"}
```
---
## Type Mapping
Frame0 uses different type names for create vs get:
| Create API (`type`) | Get API (internal) | Description |
|--------------------|--------------------|-------------|
| `Rectangle` | `Box` | Rectangle with optional corners |
| `Ellipse` | `Ellipse` | Circle/ellipse |
| `Text` | `Text` | Text label |
| `Line` | `Line` | Line/polyline |
| `Frame` | `Frame` | Container from library |
| `Freehand` | `Freehand` | Freehand drawing |
| `Highlighter` | `Highlighter` | Highlighter stroke |
The sync script handles this mapping transparently.
## Color Tokens
Frame0 maps hex colors to theme tokens on creation (`convertColors: true`):
| Hex | Token | Role |
|-----|-------|------|
| `#1a1e24` | `$sage3` | Background |
| `#2a3040` | `$slate5` | Fill |
| `#333340` | `$slate6` | Stroke |
| `#c8d0e0` | `$mint12` | Text |
| `#c8d8f0` | `$blue12` | Accent |
Both hex and token strings work in the API. Tokens are preserved on round-trip.
---
## Commands
### shape:create-shape
```json
{
"command": "shape:create-shape",
"args": {
"type": "Rectangle",
"shapeProps": {
"name": "my-button",
"left": 100, "top": 200, "width": 120, "height": 36,
"fillColor": "#2a3040",
"strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
},
"parentId": "optional-parent-shape-id",
"convertColors": true
}
}
```
Returns: shape ID (string).
### shape:get-shape
```json
{"command": "shape:get-shape", "args": {"shapeId": "id"}}
```
### shape:update-shape
```json
{
"command": "shape:update-shape",
"args": {
"shapeId": "id",
"shapeProps": {"fillColor": "#1a1e24", "text": "Updated"},
"convertColors": true
}
}
```
### shape:move
```json
{"command": "shape:move", "args": {"shapeId": "id", "dx": 50, "dy": -20}}
```
### shape:create-connector
```json
{
"command": "shape:create-connector",
"args": {
"tailId": "source-id",
"headId": "target-id",
"shapeProps": {"strokeColor": "#c8d8f0"},
"convertColors": true
}
}
```
### shape:create-icon
```json
{
"command": "shape:create-icon",
"args": {
"iconName": "search",
"shapeProps": {"left": 100, "top": 100, "width": 24, "height": 24}
}
}
```
### shape:get-available-icons
```json
{"command": "shape:get-available-icons", "args": {}}
```
### shape:group / shape:ungroup
```json
{"command": "shape:group", "args": {"shapeIdArray": ["id1", "id2"]}}
{"command": "shape:ungroup", "args": {"shapeIdArray": ["group-id"]}}
```
### edit:delete / edit:duplicate
```json
{"command": "edit:delete", "args": {"shapeIdArray": ["id1", "id2"]}}
{"command": "edit:duplicate", "args": {"shapeIdArray": ["id"], "dx": 20, "dy": 0}}
```
### page:add
```json
{"command": "page:add", "args": {"pageProps": {"name": "Page Name"}}}
```
Returns: `{id, type, name}`.
### page:get
```json
{"command": "page:get", "args": {"pageId": "id", "exportShapes": true}}
```
### page:get-current-page
```json
{"command": "page:get-current-page", "args": {}}
```
Returns: page ID string.
### page:set-current-page
```json
{"command": "page:set-current-page", "args": {"pageId": "id"}}
```
### doc:get (list all pages)
```json
{"command": "doc:get", "args": {"exportPages": true, "exportShapes": false}}
```
### page:delete
```json
{"command": "page:delete", "args": {"pageId": "id"}}
```
### file:export-image
```json
{
"command": "file:export-image",
"args": {
"pageId": "optional-page-id",
"format": "image/png",
"fillBackground": true
}
}
```
Formats: `image/png`, `image/jpeg`, `image/webp`, `image/svg+xml`.
Returns: base64-encoded image data.
### view:fit-to-screen
```json
{"command": "view:fit-to-screen", "args": {}}
```
---
## Shape Properties
| Property | Type | Notes |
|----------|------|-------|
| `name` | string | Shape identifier/label |
| `left` | number | X position (origin: top-left) |
| `top` | number | Y position |
| `width` | number | Width in pixels |
| `height` | number | Height in pixels |
| `fillColor` | string | Hex or `$token` |
| `strokeColor` | string | Hex or `$token` |
| `strokeWidth` | number | Border width |
| `fontColor` | string | Text color (hex or `$token`) |
| `fontSize` | number | Font size in pixels |
| `fontFamily` | string | Font name (Frame0 default: `Loranthus`) |
| `text` | string | Text content |
| `wordWrap` | boolean | Enable word wrapping |
| `corners` | number[4] | Border radius [TL, TR, BR, BL] |
| `roughness` | number | Sketch roughness (Frame0 default: 1) |
| `constraints` | array | Auto-sizing constraints |
| `horzAlign` | string | Horizontal text alignment |
| `vertAlign` | string | Vertical text alignment |
| `fillStyle` | string | Fill style (`none` for transparent) |
| `path` | array | Coordinate pairs for lines |
@@ -0,0 +1,467 @@
# Component Library
Pre-built wireframe JSON templates for The Settled Reach UI. Copy the JSON,
adapt positions/sizes, save to `docs/design/wireframes/{category}/`, and push.
**Viewport:** 1140x780 (Godot project settings)
**Grid unit:** 8px
**Min touch target:** 36px height
**Font sizes:** 12 (label), 14 (body), 16 (subtitle), 18 (heading), 24 (title)
---
## 1. HUD Layout
Main gameplay overlay. Minimap top-right, monologue bottom-center,
insert display bottom-left, action hints bottom-right.
```json
{
"name": "HUD Layout",
"shapes": {
"minimap": {
"type": "Rectangle",
"left": 880, "top": 20, "width": 240, "height": 240,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"minimap-label": {
"type": "Text",
"parent": "minimap",
"left": 890, "top": 30,
"text": "Minimap",
"fontColor": "#c8d0e0", "fontSize": 14
},
"monologue": {
"type": "Rectangle",
"left": 300, "top": 680, "width": 520, "height": 80,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"monologue-text": {
"type": "Text",
"parent": "monologue",
"left": 310, "top": 700, "width": 500,
"text": "Internal monologue text appears here...",
"fontColor": "#c8d0e0", "fontSize": 13, "wordWrap": true
},
"insert": {
"type": "Rectangle",
"left": 20, "top": 600, "width": 260, "height": 160,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"insert-label": {
"type": "Text",
"parent": "insert",
"left": 30, "top": 620,
"text": "Neural Insert Data",
"fontColor": "#c8d0e0", "fontSize": 14
},
"hints": {
"type": "Rectangle",
"left": 880, "top": 700, "width": 240, "height": 60,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"hints-label": {
"type": "Text",
"parent": "hints",
"left": 890, "top": 720,
"text": "[E] Interact [TAB] Insert",
"fontColor": "#c8d0e0", "fontSize": 12
}
}
}
```
---
## 2. Dialogue Box
Speaker panel with response options. Anchored bottom-center during dialogue mode.
```json
{
"name": "Dialogue Box",
"shapes": {
"panel": {
"type": "Rectangle",
"left": 170, "top": 500, "width": 800, "height": 260,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [8, 8, 8, 8]
},
"speaker": {
"type": "Text",
"parent": "panel",
"left": 190, "top": 520,
"text": "LERA KONSTANTIN",
"fontColor": "#c8d0e0", "fontSize": 16
},
"text-area": {
"type": "Rectangle",
"parent": "panel",
"left": 190, "top": 550, "width": 760, "height": 100,
"fillColor": "#2a3040", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"dialogue-text": {
"type": "Text",
"parent": "text-area",
"left": 200, "top": 560, "width": 740,
"text": "You look like you could use a drink. First time on the station?",
"fontColor": "#c8d0e0", "fontSize": 14, "wordWrap": true
},
"btn-option1": {
"type": "Rectangle",
"parent": "panel",
"left": 190, "top": 670, "width": 370, "height": 30,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
},
"btn-option1-label": {
"type": "Text",
"parent": "btn-option1",
"left": 200, "top": 674,
"text": "[1] Ask about the station",
"fontColor": "#c8d8f0", "fontSize": 12
},
"btn-option2": {
"type": "Rectangle",
"parent": "panel",
"left": 190, "top": 710, "width": 370, "height": 30,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
},
"btn-option2-label": {
"type": "Text",
"parent": "btn-option2",
"left": 200, "top": 714,
"text": "[2] Ask about recent events",
"fontColor": "#c8d8f0", "fontSize": 12
},
"btn-leave": {
"type": "Rectangle",
"parent": "panel",
"left": 580, "top": 670, "width": 180, "height": 30,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
},
"btn-leave-label": {
"type": "Text",
"parent": "btn-leave",
"left": 590, "top": 674,
"text": "[3] Leave",
"fontColor": "#c8d8f0", "fontSize": 12
}
}
}
```
---
## 3. Menu Screen
Full-screen menu with sidebar navigation and content area.
```json
{
"name": "Pause Menu",
"shapes": {
"bg": {
"type": "Rectangle",
"left": 0, "top": 0, "width": 1140, "height": 780,
"fillColor": "#1a1e24"
},
"nav": {
"type": "Rectangle",
"parent": "bg",
"left": 20, "top": 20, "width": 200, "height": 740,
"fillColor": "#2a3040", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"btn-inventory": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 40, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-inventory-label": {
"type": "Text", "parent": "btn-inventory",
"left": 40, "top": 48, "text": "Inventory",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-journal": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 86, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-journal-label": {
"type": "Text", "parent": "btn-journal",
"left": 40, "top": 94, "text": "Journal",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-map": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 132, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-map-label": {
"type": "Text", "parent": "btn-map",
"left": 40, "top": 140, "text": "Map",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-settings": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 178, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-settings-label": {
"type": "Text", "parent": "btn-settings",
"left": 40, "top": 186, "text": "Settings",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-resume": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 720, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-resume-label": {
"type": "Text", "parent": "btn-resume",
"left": 40, "top": 728, "text": "Resume",
"fontColor": "#c8d8f0", "fontSize": 14
},
"content": {
"type": "Rectangle",
"parent": "bg",
"left": 240, "top": 20, "width": 880, "height": 740,
"fillColor": "#2a3040", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"content-label": {
"type": "Text", "parent": "content",
"left": 260, "top": 40,
"text": "Content area",
"fontColor": "#c8d0e0", "fontSize": 14
}
}
}
```
---
## 4. Modal Dialog
Centered overlay for confirmations, alerts, choices.
```json
{
"name": "Modal Dialog",
"shapes": {
"overlay": {
"type": "Rectangle",
"left": 0, "top": 0, "width": 1140, "height": 780,
"fillColor": "#0a0c10"
},
"modal": {
"type": "Rectangle",
"parent": "overlay",
"left": 320, "top": 240, "width": 500, "height": 300,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [8, 8, 8, 8]
},
"title": {
"type": "Text", "parent": "modal",
"left": 340, "top": 260,
"text": "Confirm Action",
"fontColor": "#c8d0e0", "fontSize": 18
},
"divider": {
"type": "Line", "parent": "modal",
"left": 340, "top": 290, "width": 460, "height": 0,
"strokeColor": "#333340"
},
"body-1": {
"type": "Text", "parent": "modal",
"left": 340, "top": 310,
"text": "Are you sure you want to proceed?",
"fontColor": "#c8d0e0", "fontSize": 14
},
"body-2": {
"type": "Text", "parent": "modal",
"left": 340, "top": 340,
"text": "This action cannot be undone.",
"fontColor": "#c8d0e0", "fontSize": 14
},
"btn-cancel": {
"type": "Rectangle", "parent": "modal",
"left": 480, "top": 480, "width": 120, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-cancel-label": {
"type": "Text", "parent": "btn-cancel",
"left": 510, "top": 488,
"text": "Cancel",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-confirm": {
"type": "Rectangle", "parent": "modal",
"left": 620, "top": 480, "width": 120, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-confirm-label": {
"type": "Text", "parent": "btn-confirm",
"left": 645, "top": 488,
"text": "Confirm",
"fontColor": "#c8d8f0", "fontSize": 14
}
}
}
```
---
## 5. List View
Scrollable list with item selection and detail panel.
```json
{
"name": "List View",
"shapes": {
"list-panel": {
"type": "Rectangle",
"left": 20, "top": 20, "width": 400, "height": 740,
"fillColor": "#1a1e24", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"item-1": {
"type": "Rectangle", "parent": "list-panel",
"left": 30, "top": 30, "width": 380, "height": 40,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"item-1-label": {
"type": "Text", "parent": "item-1",
"left": 40, "top": 38, "text": "Item Alpha",
"fontColor": "#c8d8f0", "fontSize": 14
},
"item-2": {
"type": "Rectangle", "parent": "list-panel",
"left": 30, "top": 80, "width": 380, "height": 40,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"item-2-label": {
"type": "Text", "parent": "item-2",
"left": 40, "top": 88, "text": "Item Beta",
"fontColor": "#c8d0e0", "fontSize": 14
},
"item-3": {
"type": "Rectangle", "parent": "list-panel",
"left": 30, "top": 130, "width": 380, "height": 40,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"item-3-label": {
"type": "Text", "parent": "item-3",
"left": 40, "top": 138, "text": "Item Gamma",
"fontColor": "#c8d0e0", "fontSize": 14
},
"detail-panel": {
"type": "Rectangle",
"left": 440, "top": 20, "width": 680, "height": 740,
"fillColor": "#1a1e24", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"detail-title": {
"type": "Text", "parent": "detail-panel",
"left": 460, "top": 40,
"text": "Item Alpha",
"fontColor": "#c8d0e0", "fontSize": 18
},
"detail-body": {
"type": "Text", "parent": "detail-panel",
"left": 460, "top": 80, "width": 640,
"text": "Description and properties appear here.",
"fontColor": "#c8d0e0", "fontSize": 14, "wordWrap": true
}
}
}
```
---
## 6. Inventory Grid
Grid of cells for item management.
```json
{
"name": "Inventory Grid",
"shapes": {
"panel": {
"type": "Rectangle",
"left": 240, "top": 100, "width": 660, "height": 580,
"fillColor": "#1a1e24", "strokeColor": "#333340", "corners": [8, 8, 8, 8]
},
"title": {
"type": "Text", "parent": "panel",
"left": 260, "top": 120,
"text": "INVENTORY",
"fontColor": "#c8d0e0", "fontSize": 18
},
"cell-1-1": {
"type": "Rectangle", "parent": "panel",
"left": 260, "top": 160, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-1-2": {
"type": "Rectangle", "parent": "panel",
"left": 332, "top": 160, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-1-3": {
"type": "Rectangle", "parent": "panel",
"left": 404, "top": 160, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-1-4": {
"type": "Rectangle", "parent": "panel",
"left": 476, "top": 160, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-2-1": {
"type": "Rectangle", "parent": "panel",
"left": 260, "top": 232, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-2-2": {
"type": "Rectangle", "parent": "panel",
"left": 332, "top": 232, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-2-3": {
"type": "Rectangle", "parent": "panel",
"left": 404, "top": 232, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-2-4": {
"type": "Rectangle", "parent": "panel",
"left": 476, "top": 232, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"detail": {
"type": "Rectangle", "parent": "panel",
"left": 580, "top": 160, "width": 300, "height": 400,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"detail-title": {
"type": "Text", "parent": "detail",
"left": 600, "top": 180,
"text": "Selected Item Name",
"fontColor": "#c8d0e0", "fontSize": 16
},
"detail-body": {
"type": "Text", "parent": "detail",
"left": 600, "top": 210, "width": 260,
"text": "Item description and stats",
"fontColor": "#c8d0e0", "fontSize": 14, "wordWrap": true
}
}
}
```
@@ -0,0 +1,53 @@
# Frame0 Setup Guide
## Installation (Fedora)
Download from https://frame0.app/download and install the RPM:
```bash
sudo dnf install ./frame0-*.x86_64.rpm
```
Requires: Fedora 40 or later (x86_64).
## Starting Frame0
Launch the desktop application:
```bash
frame0 &
```
Frame0 exposes an HTTP API at `localhost:58320` when running.
## Verify API Access
```bash
.claude/skills/frame0-wireframe/scripts/frame0-cmd.sh health
```
Expected output: `Frame0 is running on port 58320`
## Port Configuration
Default port: **58320**
To use a different port, set the environment variable:
```bash
export FRAME0_PORT=58321
```
Or pass `--port` to any script:
```bash
.claude/skills/frame0-wireframe/scripts/frame0-cmd.sh --port 58321 health
```
## Troubleshooting
| Symptom | Cause | Fix |
|---------|-------|-----|
| "Connection refused" | Frame0 not running | Start the desktop app |
| "Port in use" | Another instance running | Close duplicate or use different port |
| Script hangs | API unresponsive | Restart Frame0 |
+253
View File
@@ -0,0 +1,253 @@
#!/bin/bash
set -euo pipefail
PORT="${FRAME0_PORT:-58320}"
ENDPOINT="http://localhost:${PORT}/execute_command"
usage() {
cat <<EOF
Usage: $(basename "$0") <command> [args...] [--port N]
Low-level Frame0 HTTP API wrapper. Replaces the MCP server with direct
curl calls. Requires Frame0 desktop app to be running.
Commands:
health Check if Frame0 is running
exec <namespace:action> <json> Execute a raw API command
create-shape <type> <json-props> Create a shape (Rectangle, Ellipse, Text, Line)
get-shape <id> Get shape details
update-shape <id> <json-props> Update shape properties
delete <id> [id...] Delete shapes by ID
move <id> <dx> <dy> Move a shape by pixel offset
duplicate <id> Duplicate a shape
group <id> [id...] Group shapes
ungroup <group-id> Ungroup a group
create-connector <tail-id> <head-id> [json-props] Connect two shapes
create-icon <name> <json-props> Create an icon shape
add-page <name> Add a new page (becomes current)
get-page [page-id] Get current or specific page data
list-pages [--shapes] List all pages (--shapes for shape data)
current-page Get current page ID
set-page <page-id> Set current page
export [page-id] [--format mime] Export page as image (default: image/png)
fit Fit view to screen
Options:
--port N Frame0 API port (default: $PORT, env: FRAME0_PORT)
Examples:
$(basename "$0") health
$(basename "$0") add-page "HUD Layout"
$(basename "$0") create-shape Rectangle '{"name":"btn","left":100,"top":100,"width":120,"height":36}'
$(basename "$0") list-pages
$(basename "$0") export --format image/png
EOF
exit 1
}
# Parse --port from anywhere in args
ARGS=()
while [[ $# -gt 0 ]]; do
case "$1" in
--port) PORT="$2"; ENDPOINT="http://localhost:${PORT}/execute_command"; shift 2 ;;
*) ARGS+=("$1"); shift ;;
esac
done
set -- "${ARGS[@]+"${ARGS[@]}"}"
[[ $# -lt 1 ]] && usage
# Execute a Frame0 API command, return data or error
frame0_exec() {
local command="$1"
local args
args="${2:-"{}"}"
local response
response=$(curl -s -w "\n%{http_code}" -X POST "$ENDPOINT" \
-H "Content-Type: application/json" \
-d "{\"command\": \"$command\", \"args\": $args}" 2>&1) || {
echo "ERROR: Cannot connect to Frame0 at localhost:$PORT" >&2
echo "Is Frame0 running? See: .claude/skills/frame0-wireframe/references/setup-guide.md" >&2
return 1
}
local http_code body
http_code=$(echo "$response" | tail -1)
body=$(echo "$response" | sed '$d')
if [[ "$http_code" != 2* ]]; then
echo "ERROR: HTTP $http_code from Frame0" >&2
echo "$body" >&2
return 1
fi
# Parse success/error from response
python3 -c "
import sys, json
try:
r = json.loads(sys.stdin.read())
if r.get('success'):
d = r.get('data')
if d is not None:
print(json.dumps(d, indent=2))
else:
print('ERROR: ' + str(r.get('error', 'Unknown error')), file=sys.stderr)
sys.exit(1)
except json.JSONDecodeError as e:
print(f'ERROR: Invalid JSON response: {e}', file=sys.stderr)
sys.exit(1)
" <<< "$body"
}
# Build JSON array from remaining args
ids_to_json_array() {
local arr="["
local first=true
for id in "$@"; do
[[ "$first" == true ]] && first=false || arr+=","
arr+="\"$id\""
done
arr+="]"
echo "$arr"
}
CMD="${1:-}"
shift || true
case "$CMD" in
health)
if curl -s -o /dev/null -w "%{http_code}" "http://localhost:${PORT}/" 2>/dev/null | grep -q "^[23]"; then
echo "Frame0 is running on port $PORT"
else
echo "Frame0 is NOT running on port $PORT" >&2
echo "Start Frame0 desktop app, then retry." >&2
echo "See: .claude/skills/frame0-wireframe/references/setup-guide.md" >&2
exit 1
fi
;;
exec)
[[ $# -lt 2 ]] && { echo "Usage: exec <command> <json-args>" >&2; exit 1; }
frame0_exec "$1" "$2"
;;
create-shape)
[[ $# -lt 2 ]] && { echo "Usage: create-shape <Type> <json-props>" >&2; exit 1; }
local_type="$1"
local_props="$2"
local_parent="${3:-}"
local_parent_arg=""
[[ -n "$local_parent" ]] && local_parent_arg=", \"parentId\": \"$local_parent\""
frame0_exec "shape:create-shape" "{\"type\": \"$local_type\", \"shapeProps\": $local_props$local_parent_arg, \"convertColors\": true}"
;;
get-shape)
[[ $# -lt 1 ]] && { echo "Usage: get-shape <id>" >&2; exit 1; }
frame0_exec "shape:get-shape" "{\"shapeId\": \"$1\"}"
;;
update-shape)
[[ $# -lt 2 ]] && { echo "Usage: update-shape <id> <json-props>" >&2; exit 1; }
frame0_exec "shape:update-shape" "{\"shapeId\": \"$1\", \"shapeProps\": $2, \"convertColors\": true}"
;;
delete)
[[ $# -lt 1 ]] && { echo "Usage: delete <id> [id...]" >&2; exit 1; }
local_arr=$(ids_to_json_array "$@")
frame0_exec "edit:delete" "{\"shapeIdArray\": $local_arr}"
;;
move)
[[ $# -lt 3 ]] && { echo "Usage: move <id> <dx> <dy>" >&2; exit 1; }
frame0_exec "shape:move" "{\"shapeId\": \"$1\", \"dx\": $2, \"dy\": $3}"
;;
duplicate)
[[ $# -lt 1 ]] && { echo "Usage: duplicate <id> [dx] [dy]" >&2; exit 1; }
local_dx="${2:-0}"
local_dy="${3:-0}"
frame0_exec "edit:duplicate" "{\"shapeIdArray\": [\"$1\"], \"dx\": $local_dx, \"dy\": $local_dy}"
;;
group)
[[ $# -lt 2 ]] && { echo "Usage: group <id> <id> [id...]" >&2; exit 1; }
local_arr=$(ids_to_json_array "$@")
frame0_exec "shape:group" "{\"shapeIdArray\": $local_arr}"
;;
ungroup)
[[ $# -lt 1 ]] && { echo "Usage: ungroup <group-id>" >&2; exit 1; }
frame0_exec "shape:ungroup" "{\"shapeIdArray\": [\"$1\"]}"
;;
create-connector)
[[ $# -lt 2 ]] && { echo "Usage: create-connector <tail-id> <head-id> [json-props]" >&2; exit 1; }
local_props="${3:-{}}"
frame0_exec "shape:create-connector" "{\"tailId\": \"$1\", \"headId\": \"$2\", \"shapeProps\": $local_props, \"convertColors\": true}"
;;
create-icon)
[[ $# -lt 2 ]] && { echo "Usage: create-icon <name> <json-props>" >&2; exit 1; }
frame0_exec "shape:create-icon" "{\"iconName\": \"$1\", \"shapeProps\": $2, \"convertColors\": true}"
;;
add-page)
[[ $# -lt 1 ]] && { echo "Usage: add-page <name>" >&2; exit 1; }
frame0_exec "page:add" "{\"pageProps\": {\"name\": \"$1\"}}"
;;
get-page)
if [[ $# -ge 1 ]]; then
frame0_exec "page:get" "{\"pageId\": \"$1\", \"exportShapes\": true}"
else
local_id
local_id=$(frame0_exec "page:get-current-page")
# Strip quotes from returned ID
local_id=$(echo "$local_id" | tr -d '"')
frame0_exec "page:get" "{\"pageId\": \"$local_id\", \"exportShapes\": true}"
fi
;;
list-pages)
local_shapes="false"
[[ "${1:-}" == "--shapes" ]] && local_shapes="true"
frame0_exec "doc:get" "{\"exportPages\": true, \"exportShapes\": $local_shapes}"
;;
current-page)
frame0_exec "page:get-current-page"
;;
set-page)
[[ $# -lt 1 ]] && { echo "Usage: set-page <page-id>" >&2; exit 1; }
frame0_exec "page:set-current-page" "{\"pageId\": \"$1\"}"
;;
export)
local_page_id=""
local_format="image/png"
while [[ $# -gt 0 ]]; do
case "$1" in
--format) local_format="$2"; shift 2 ;;
*) local_page_id="$1"; shift ;;
esac
done
local_page_arg=""
[[ -n "$local_page_id" ]] && local_page_arg="\"pageId\": \"$local_page_id\", "
frame0_exec "file:export-image" "{${local_page_arg}\"format\": \"$local_format\", \"fillBackground\": true}"
;;
fit)
frame0_exec "view:fit-to-screen"
;;
--help|-h|help)
usage
;;
*)
echo "Unknown command: $CMD" >&2
usage
;;
esac
@@ -0,0 +1,159 @@
#!/usr/bin/env bash
# Batch export wireframes from JSON to PNG via Frame0.
#
# Finds all .json wireframe files under docs/design/wireframes/ and exports
# each to a matching .png. Skips files whose PNG is already newer than the
# JSON, unless --force is passed.
#
# Usage:
# frame0-export-batch.sh [--dry-run] [--force] [--category CAT] [--root DIR]
#
# Options:
# --dry-run Print manifest only, don't touch Frame0.
# --force Re-export even if PNG already exists and is up to date.
# --category CAT Limit to one subdirectory (e.g. --category dialogue)
# --root DIR Wireframes root dir (default: docs/design/wireframes)
#
# Exit codes:
# 0 All exports succeeded (or nothing to do)
# 1 One or more exports failed
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR/../../../.." && pwd)"
SYNC="$SCRIPT_DIR/frame0-sync.py"
DEFAULT_ROOT="$REPO_ROOT/docs/design/wireframes"
DRY_RUN=false
FORCE=false
CATEGORY=""
WF_ROOT="$DEFAULT_ROOT"
# Parse arguments
while [[ $# -gt 0 ]]; do
case "$1" in
--dry-run) DRY_RUN=true; shift ;;
--force) FORCE=true; shift ;;
--category) CATEGORY="$2"; shift 2 ;;
--root) WF_ROOT="$2"; shift 2 ;;
-h|--help)
sed -n '/^# /p' "$0" | sed 's/^# //'
exit 0
;;
*) echo "Unknown option: $1" >&2; exit 1 ;;
esac
done
if [[ ! -d "$WF_ROOT" ]]; then
echo "ERROR: Wireframes directory not found: $WF_ROOT" >&2
exit 1
fi
# Collect JSON files, optionally filtered by category subdirectory
mapfile -t JSON_FILES < <(
if [[ -n "$CATEGORY" ]]; then
find "$WF_ROOT/$CATEGORY" -name "*.json" ! -name ".*" | sort
else
find "$WF_ROOT" -name "*.json" ! -name ".*" | sort
fi
)
if [[ ${#JSON_FILES[@]} -eq 0 ]]; then
echo "No wireframe JSON files found."
exit 0
fi
# Classify files into to-export and to-skip
TO_EXPORT=()
TO_SKIP=()
for json in "${JSON_FILES[@]}"; do
png="${json%.json}.png"
if $FORCE || [[ ! -f "$png" ]] || [[ "$json" -nt "$png" ]]; then
TO_EXPORT+=("$json")
else
TO_SKIP+=("$json")
fi
done
# Print manifest
if [[ ${#TO_EXPORT[@]} -gt 0 ]]; then
echo ""
echo "Will export (${#TO_EXPORT[@]} files):"
for json in "${TO_EXPORT[@]}"; do
png="${json%.json}.png"
rel="${json#$REPO_ROOT/}"
if [[ ! -f "$png" ]]; then
status="new"
else
status="updated"
fi
printf " [%-7s] %s\n" "$status" "$rel"
done
else
echo ""
echo "Nothing to export (all PNGs up to date)."
fi
if [[ ${#TO_SKIP[@]} -gt 0 ]]; then
echo ""
echo "Will skip (${#TO_SKIP[@]} files already up to date):"
for json in "${TO_SKIP[@]}"; do
rel="${json#$REPO_ROOT/}"
printf " [skip ] %s\n" "$rel"
done
fi
if $DRY_RUN; then
echo ""
echo "Dry run — no exports performed."
exit 0
fi
if [[ ${#TO_EXPORT[@]} -eq 0 ]]; then
exit 0
fi
echo ""
PASSED=0
FAILED=0
FAILED_FILES=()
TOTAL=${#TO_EXPORT[@]}
IDX=0
for json in "${TO_EXPORT[@]}"; do
IDX=$((IDX + 1))
png="${json%.json}.png"
rel="${json#$REPO_ROOT/}"
printf "[%d/%d] %s ... " "$IDX" "$TOTAL" "$rel"
output=$(python3 "$SYNC" export "$json" "$png" 2>/tmp/frame0-batch-err.txt)
rc=$?
if [[ $rc -eq 0 ]]; then
size=$(echo "$output" | tail -1 | grep -oP '\(\K[^)]+' || true)
echo "ok $size"
PASSED=$((PASSED + 1))
else
echo "FAILED"
cat /tmp/frame0-batch-err.txt >&2
FAILED=$((FAILED + 1))
FAILED_FILES+=("$rel")
fi
done
echo ""
echo "$PASSED exported, $FAILED failed."
if [[ $FAILED -gt 0 ]]; then
echo ""
echo "Failed:" >&2
for f in "${FAILED_FILES[@]}"; do
echo " $f" >&2
done
exit 1
fi
exit 0
+414
View File
@@ -0,0 +1,414 @@
#!/usr/bin/env python3
"""Frame0 sync: push local JSON wireframes to Frame0, pull pages back.
Local JSON is source of truth. Frame0 is a renderer.
A mapping file tracks local_id <-> frame0_id across push/pull cycles.
Usage:
frame0-sync.py push <wireframe.json> [--port PORT]
frame0-sync.py pull <page-id|page-name> <output.json> [--port PORT]
frame0-sync.py export <wireframe.json> <output.png> [--port PORT] [--format MIME]
"""
import argparse
import json
import os
import sys
import urllib.request
import urllib.error
DEFAULT_PORT = 58320
def api(port, command, args=None):
"""Execute a Frame0 API command. Returns the data field on success."""
url = f"http://localhost:{port}/execute_command"
payload = json.dumps({"command": command, "args": args or {}}).encode()
req = urllib.request.Request(url, data=payload, headers={"Content-Type": "application/json"})
try:
with urllib.request.urlopen(req) as resp:
result = json.loads(resp.read())
except urllib.error.HTTPError as e:
body = e.read().decode()
print(f"ERROR: {command}: HTTP {e.code}: {body[:500]}", file=sys.stderr)
sys.exit(1)
except urllib.error.URLError as e:
print(f"ERROR: Cannot connect to Frame0 on port {port}: {e}", file=sys.stderr)
sys.exit(1)
if not result.get("success"):
print(f"ERROR: {command}: {result.get('error', 'unknown')}", file=sys.stderr)
sys.exit(1)
return result.get("data")
# -- Mapping file management --------------------------------------------------
def mapping_path(wireframe_path):
"""Derive the idmap path from the wireframe JSON path."""
d = os.path.dirname(wireframe_path)
base = os.path.splitext(os.path.basename(wireframe_path))[0]
return os.path.join(d, f".{base}.idmap.json")
def load_mapping(wireframe_path):
p = mapping_path(wireframe_path)
if os.path.exists(p):
with open(p) as f:
return json.load(f)
return {"page_id": None, "shapes": {}, "connectors": {}}
def save_mapping(wireframe_path, mapping):
p = mapping_path(wireframe_path)
os.makedirs(os.path.dirname(p) or ".", exist_ok=True)
with open(p, "w") as f:
json.dump(mapping, f, indent=2)
f.write("\n")
# -- Push: local JSON -> Frame0 -----------------------------------------------
# Frame0 returns different type names from get vs what create accepts.
# Map internal types back to create-API types.
TYPE_TO_CREATE = {
"Box": "Rectangle",
"box": "Rectangle",
}
def topo_sort_shapes(shapes):
"""Sort shape IDs so parents come before children."""
order = []
visited = set()
def visit(sid):
if sid in visited:
return
visited.add(sid)
shape = shapes[sid]
parent = shape.get("parent")
if parent and parent in shapes:
visit(parent)
order.append(sid)
for sid in shapes:
visit(sid)
return order
def find_or_create_page(port, name, mapping):
"""Find existing page by mapping or name, or create a new one."""
# Try mapped page_id first
if mapping.get("page_id"):
try:
page = api(port, "page:get", {"pageId": mapping["page_id"]})
if page:
return mapping["page_id"]
except SystemExit:
pass # Page no longer exists, fall through
# Search by name in existing pages
doc = api(port, "doc:get", {"exportPages": True, "exportShapes": False})
if doc and "children" in doc:
for page in doc["children"]:
if page.get("name") == name:
return page["id"]
# Create new page
page = api(port, "page:add", {"pageProps": {"name": name}})
return page["id"]
def clear_page(port, page_id):
"""Delete all shapes on a page."""
page = api(port, "page:get", {"pageId": page_id, "exportShapes": True})
if not page or "children" not in page:
return
shape_ids = [s["id"] for s in page["children"]]
if shape_ids:
api(port, "edit:delete", {"shapeIdArray": shape_ids})
def push(wireframe_path, port):
"""Push local wireframe JSON to Frame0."""
with open(wireframe_path) as f:
wireframe = json.load(f)
name = wireframe.get("name", os.path.splitext(os.path.basename(wireframe_path))[0])
shapes = wireframe.get("shapes", {})
connectors = wireframe.get("connectors", {})
mapping = load_mapping(wireframe_path)
# Find or create page
page_id = find_or_create_page(port, name, mapping)
mapping["page_id"] = page_id
# Switch to page and clear it
api(port, "page:set-current-page", {"pageId": page_id})
clear_page(port, page_id)
# Reset ID mappings (shapes are recreated)
mapping["shapes"] = {}
mapping["connectors"] = {}
# Create shapes in dependency order
order = topo_sort_shapes(shapes)
for local_id in order:
shape = shapes[local_id]
raw_type = shape.get("type", "Rectangle")
shape_type = TYPE_TO_CREATE.get(raw_type, raw_type)
parent_local = shape.get("parent")
# Build shapeProps from everything except meta fields
meta_keys = {"type", "parent"}
props = {k: v for k, v in shape.items() if k not in meta_keys}
# Set name to local_id if not explicitly set
if "name" not in props:
props["name"] = local_id
create_args = {
"type": shape_type,
"shapeProps": props,
"convertColors": True,
}
# Resolve parent ID
if parent_local and parent_local in mapping["shapes"]:
create_args["parentId"] = mapping["shapes"][parent_local]
f0_id = api(port, "shape:create-shape", create_args)
mapping["shapes"][local_id] = f0_id
# Create connectors
for local_id, conn in connectors.items():
tail_local = conn.get("tailId")
head_local = conn.get("headId")
if tail_local not in mapping["shapes"] or head_local not in mapping["shapes"]:
print(f"WARNING: connector '{local_id}' references unknown shape, skipping", file=sys.stderr)
continue
meta_keys = {"tailId", "headId"}
props = {k: v for k, v in conn.items() if k not in meta_keys}
if "name" not in props:
props["name"] = local_id
f0_id = api(port, "shape:create-connector", {
"tailId": mapping["shapes"][tail_local],
"headId": mapping["shapes"][head_local],
"shapeProps": props,
"convertColors": True,
})
mapping["connectors"][local_id] = f0_id
# Fit to screen
api(port, "view:fit-to-screen")
save_mapping(wireframe_path, mapping)
total = len(mapping["shapes"]) + len(mapping["connectors"])
print(f"Pushed '{name}' to Frame0: {len(mapping['shapes'])} shapes, {len(mapping['connectors'])} connectors")
# -- Pull: Frame0 -> local JSON -----------------------------------------------
def pull(page_ref, output_path, port):
"""Pull a Frame0 page into local wireframe JSON."""
# Resolve page_ref: could be an ID or a name
page_id = None
doc = api(port, "doc:get", {"exportPages": True, "exportShapes": False})
if doc and "children" in doc:
for page in doc["children"]:
if page["id"] == page_ref or page.get("name") == page_ref:
page_id = page["id"]
page_name = page.get("name", page_ref)
break
if not page_id:
print(f"ERROR: Page not found: {page_ref}", file=sys.stderr)
sys.exit(1)
# Load existing mapping for reverse lookup
mapping = load_mapping(output_path)
reverse_map = {v: k for k, v in mapping.get("shapes", {}).items()}
reverse_conn = {v: k for k, v in mapping.get("connectors", {}).items()}
# Get full page with shapes
page = api(port, "page:get", {"pageId": page_id, "exportShapes": True})
shapes = {}
connectors = {}
new_mapping = {"page_id": page_id, "shapes": {}, "connectors": {}}
auto_id_counter = [0]
def auto_id(f0_shape):
"""Generate a stable local ID from shape name or auto-number."""
# Prefer existing mapping
f0_id = f0_shape["id"]
if f0_id in reverse_map:
return reverse_map[f0_id]
# Use sanitized name
name = f0_shape.get("name", "")
if name:
sanitized = name.lower().replace(" ", "-").replace("_", "-")
if sanitized not in shapes:
return sanitized
# Fallback: auto-number
auto_id_counter[0] += 1
return f"s{auto_id_counter[0]:03d}"
def process_shape(f0_shape, parent_local_id=None):
f0_id = f0_shape["id"]
local_id = auto_id(f0_shape)
new_mapping["shapes"][local_id] = f0_id
# Extract shape properties — only strip structural keys that our
# ID mapping replaces. Everything else passes through as-is so the
# local JSON speaks Frame0's native vocabulary.
shape_type = f0_shape.get("type", "Box")
skip_keys = {"id", "type", "children", "pageId", "parentId"}
props = {k: v for k, v in f0_shape.items() if k not in skip_keys and v is not None}
entry = {"type": shape_type}
if parent_local_id:
entry["parent"] = parent_local_id
entry.update(props)
# Remove name if it matches local_id (redundant)
if entry.get("name") == local_id:
del entry["name"]
shapes[local_id] = entry
# Process children recursively
for child in f0_shape.get("children", []):
child_type = child.get("type", "")
if child_type == "Connector":
process_connector(child)
else:
process_shape(child, local_id)
def process_connector(f0_conn):
f0_id = f0_conn["id"]
local_id = reverse_conn.get(f0_id)
if not local_id:
auto_id_counter[0] += 1
local_id = f"c{auto_id_counter[0]:03d}"
new_mapping["connectors"][local_id] = f0_id
tail_f0 = f0_conn.get("tail", {}).get("id")
head_f0 = f0_conn.get("head", {}).get("id")
entry = {}
if tail_f0:
# Will be resolved after all shapes are processed
entry["_tailF0"] = tail_f0
if head_f0:
entry["_headF0"] = head_f0
skip_keys = {"id", "type", "children", "pageId", "tail", "head"}
props = {k: v for k, v in f0_conn.items() if k not in skip_keys and v is not None}
entry.update(props)
connectors[local_id] = entry
# Process all top-level shapes
for child in page.get("children", []):
child_type = child.get("type", "")
if child_type == "Connector":
process_connector(child)
else:
process_shape(child)
# Resolve connector references to local IDs
f0_to_local = {v: k for k, v in new_mapping["shapes"].items()}
for conn in connectors.values():
tail_f0 = conn.pop("_tailF0", None)
head_f0 = conn.pop("_headF0", None)
if tail_f0 and tail_f0 in f0_to_local:
conn["tailId"] = f0_to_local[tail_f0]
if head_f0 and head_f0 in f0_to_local:
conn["headId"] = f0_to_local[head_f0]
wireframe = {"name": page_name}
if shapes:
wireframe["shapes"] = shapes
if connectors:
wireframe["connectors"] = connectors
os.makedirs(os.path.dirname(output_path) or ".", exist_ok=True)
with open(output_path, "w") as f:
json.dump(wireframe, f, indent=2)
f.write("\n")
save_mapping(output_path, new_mapping)
print(f"Pulled '{page_name}' -> {output_path}: {len(shapes)} shapes, {len(connectors)} connectors")
# -- Export: push then export as image -----------------------------------------
def export_image(wireframe_path, output_path, port, fmt="image/png"):
"""Push wireframe to Frame0 and export the page as an image."""
import base64
# Push first to ensure Frame0 is up to date
push(wireframe_path, port)
mapping = load_mapping(wireframe_path)
page_id = mapping.get("page_id")
if not page_id:
print("ERROR: No page_id in mapping after push", file=sys.stderr)
sys.exit(1)
image_b64 = api(port, "file:export-image", {
"pageId": page_id,
"format": fmt,
"fillBackground": True,
})
image_bytes = base64.b64decode(image_b64)
with open(output_path, "wb") as f:
f.write(image_bytes)
print(f"Exported: {output_path} ({len(image_bytes) // 1024}KB)")
# -- CLI -----------------------------------------------------------------------
def main():
parser = argparse.ArgumentParser(description="Sync wireframe JSON with Frame0")
parser.add_argument("--port", type=int, default=int(os.environ.get("FRAME0_PORT", DEFAULT_PORT)))
sub = parser.add_subparsers(dest="command")
p_push = sub.add_parser("push", help="Push local JSON to Frame0")
p_push.add_argument("wireframe", help="Path to wireframe .json file")
p_pull = sub.add_parser("pull", help="Pull Frame0 page to local JSON")
p_pull.add_argument("page", help="Page ID or page name")
p_pull.add_argument("output", help="Output .json path")
p_export = sub.add_parser("export", help="Push and export as image")
p_export.add_argument("wireframe", help="Path to wireframe .json file")
p_export.add_argument("output", help="Output image path (e.g. wireframe.png)")
p_export.add_argument("--format", default="image/png",
help="Export MIME type (default: image/png)")
args = parser.parse_args()
if args.command == "push":
push(args.wireframe, args.port)
elif args.command == "pull":
pull(args.page, args.output, args.port)
elif args.command == "export":
export_image(args.wireframe, args.output, args.port, args.format)
else:
parser.print_help()
sys.exit(1)
if __name__ == "__main__":
main()
@@ -1,8 +1,8 @@
---
name: commit
name: git-commit
description: >
Commit changes with clean, structured messages. Use when the user says
"commit", "save my work", "commit changes", or invokes /commit. Enforces
"commit", "save my work", "commit changes", or invokes /git-commit. Enforces
conventional commit format, groups changes into logical commits, and maintains
CHANGELOG.md. Never squash unrelated changes into one commit.
user-invocable: true
@@ -93,7 +93,7 @@ Updated briefings for Tyre and Troblum with new requirements.
chore(agents): add Stig UI developer agent
Standby agent for UI implementation phase. Configured with
briefing reference and Commonwealth-themed personality.
briefing reference and Settled Reach-themed personality.
```
## CHANGELOG.md Format
@@ -136,7 +136,5 @@ chore(meta): release v0.1.0
## Staging Rules
- Stage files by name — never use `git add -A` or `git add .`
- Verify no secrets, saves, or binary blobs are staged
- Skip files in `.gitignore`
- The `.claude/` directory IS tracked — skills belong in the repo
See `.claude/rules/git-safety.md` for staging rules (always-loaded).
These apply to ALL git operations, not just this skill.
@@ -1,5 +1,5 @@
---
name: asset-gen
name: image-gen
description: >
Generate themed visual assets for the Lords of Ash CK3 total conversion mod
using the generate_image MCP tool (Nano Banana / Gemini 2.5 Flash Image).
+144
View File
@@ -0,0 +1,144 @@
---
name: pr-push
description: >
Push commits and create or update a pull request. Use when the user says
"push pr", "push and create pr", "update pr", "create a pr", "open a pr",
or invokes /pr-push. NOT triggered by plain "push" (that's just git push).
Pushes the current branch, creates a PR if none exists, or confirms the
existing PR was updated. NEVER merges the PR into main — this skill only
pushes to the branch and manages the PR lifecycle.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, AskUserQuestion, Skill
---
# Push PR Skill
Push commits to remote and create or update a PR. Operates exclusively on the
current branch — never touches main.
## Safety Rules (NON-NEGOTIABLE)
- **NEVER merge a PR into main.** No `tea pr merge`, no `git merge` into main.
- **NEVER checkout or push to main.**
- **NEVER force-push** unless the user explicitly requests it.
- **NEVER use `--no-verify` or skip hooks.**
- Only push to the current working branch.
## Workflow
### 1. Validate branch
```bash
git branch --show-current
```
If on `main`, stop: "You're on main. Switch to a team branch first."
### 2. Commit uncommitted changes
```bash
git status
```
If there are uncommitted changes (staged or unstaged), run the **commit skill**
first. Use the `/git-commit` skill to group changes into logical commits with
proper conventional commit messages. Wait for commit to complete before
proceeding.
If the working tree is clean (no uncommitted changes), skip to step 3.
### 3. Check for unpushed commits
```bash
git fetch --all
git log --oneline origin/<branch>..<branch>
```
If no unpushed commits, skip to step 5 (PR check).
### 4. Check for conflicts with main
```bash
git merge-tree --write-tree origin/main HEAD 2>&1
```
If conflicts reported, merge main into current branch:
```bash
git merge origin/main --no-edit
```
If merge conflicts, **stop and report** — let the user resolve.
If clean, continue.
### 5. Push
```bash
git push origin <branch>
```
If push fails, stop and report. Never force-push without explicit request.
### 6. Check for existing PR
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Match current branch name in PR list.
- **PR exists**: Report "Pushed N commits to `<branch>`. PR #X updated." Done.
- **No PR**: Continue to step 7.
### 7. Create a new PR
```bash
git log --oneline main..<branch>
git diff --stat main...<branch>
```
Draft title (`<type>(<scope>): <summary>`, max 70 chars) and description.
```bash
tea pr create \
--repo jpmschweitzer/settled-reach \
--login schweitz \
--title "<title>" \
--description "## Summary ..." \
--base main \
--head <branch>
```
Report PR URL when done.
### 8. Update ticket status to review
Scan all commit messages in the PR for ticket references (`#NNN`):
```bash
git log --oneline main..<branch>
```
Extract ticket IDs from `#NNN` patterns. For each ticket that is
currently `in_progress`, update it to `review`:
```bash
tooling/db/ticket status <id> review
```
Report which tickets were moved to review. Skip tickets that are
already `done`, `review`, `cancelled`, or `backlog` (only transition
`in_progress` → `review`).
### 9. Next steps
If a sprint team is active (you are the team lead), do NOT shut down
agents after pushing. The team should remain alive for PR review and
potential comment fixes.
Suggest: "PR created/updated. Run `/pr-review` to review before merge."
## Arguments
If the user passes arguments (e.g., `/pr-push "my title"`), use them as the
PR title instead of generating one.
+237
View File
@@ -0,0 +1,237 @@
---
name: pr-review
description: >
Review a branch diff with team-appropriate agents before merge. Use when the
user says "review-pr", "review this PR", "review this branch", or invokes
/pr-review. Spawns reviewers matched to the branch type (code, copy, visual,
audio) in parallel. Reports approve/reject with inline comments.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, Task
---
# PR Review Skill
Multi-agent review of a branch diff against main. Reviewer composition depends
on the branch type. All reviewers must approve for a clean review.
## Workflow
### 0. Branch guard — MUST be run by a Claude instance in the `main` worktree
```bash
git branch --show-current
```
If the current branch is **not `main`**, stop immediately and tell the user:
"PR reviews must be run by a Claude instance in the `main` worktree."
Do NOT proceed with the review. Do NOT work around this by reading files
from another worktree — the review agent itself must be running in main.
Stop and wait for the user to invoke `/pr-review` from main.
### 1. Determine the branch to review
If the user provided a branch name as argument, use it. Otherwise list open
PRs and ask the user which branch to review.
To list open PRs on Gitea:
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Fetch remote branches first:
```bash
git fetch --all
```
### 2. Determine reviewer team
Map the branch name to a reviewer set. Use the branch prefix (before any `/`
or `-` suffix) to classify:
| Branch type | Branches | Reviewers |
|-------------|----------|-----------|
| **code** | `server`, `client`, `ci`, or unknown | Hoshe (code quality) + Tyre (architecture) |
| **copy** | `copy` | Hoshe (QA) + Paula (narrative depth) + Miri (world consistency) |
| **visual** | `visual` | Hoshe (QA) + Araminta (art direction) |
| **audio** | `audio` | Hoshe (QA) + Ozzie (player experience) |
If the branch name doesn't match any known type, default to **code** reviewers.
### 3. Generate the diff and read source files
```bash
git log --oneline main..<branch>
git diff main...<branch> --stat
```
If the diff is empty, report "No changes to review" and stop.
**Exclude generated/vendor files from the review diff.** Common exclusions:
- `Cargo.lock` (auto-generated)
- `client/addons/gdUnit4/` (vendor test framework)
- `*.uid` (Godot-generated)
- `docs/backups/settledreach.db.backup` (binary)
Three-dot diff with pathspec exclusions is unreliable. Instead, either:
1. Use `git diff main...<branch>` (full diff) and filter in the prompt, or
2. Read source files directly from the team directory (see below).
For large diffs (>1000 lines of source), provide **source files** rather than
raw diff to reviewers — cleaner context, better reviews.
**IMPORTANT — use team directory paths for ALL agents.** Each team branch
is checked out in its own directory at:
```
/var/mnt/data/projects/settled-reach/<branch>/
```
For example, the `copy` team directory is at:
```
/var/mnt/data/projects/settled-reach/copy/content/dialogue/...
```
**All reviewer agents** (regardless of Bash access) should read source files
from the team directory using the Read tool. This is more reliable than
`git show origin/<branch>:<path>` because:
- All agents have Read access (no Bash dependency)
- Files are always the actual branch checkout (no stale cache)
- No risk of accidentally reading from main's working directory
When constructing reviewer prompts, tell agents to read files from the
team directory. Example instruction for agents:
```
Read the changed files from the team directory. The branch is checked
out at: /var/mnt/data/projects/settled-reach/<branch>/
For example, to read `content/dialogue/the-terminal/kael-davan.yaml`,
use: /var/mnt/data/projects/settled-reach/<branch>/content/dialogue/the-terminal/kael-davan.yaml
```
Also tell agents to read relevant `decisions/*.md` files from the same
directory (they're identical to main, but using the team directory path
keeps agents grounded in the correct location).
### 4. Spawn reviewers in parallel
Use the Task tool to spawn **all reviewers simultaneously** in a single message.
Read `references/reviewer-profiles.md` for the full per-branch-type reviewer
specifications (agent types, models, prompt focus areas). Match the branch type
from step 2 to the corresponding section.
All reviewers: request structured verdict: APPROVE or REQUEST_CHANGES with
file-specific comments.
### 5. Present results
Format the combined review as a table per reviewer. Include one section per
reviewer that was spawned (2 for code/visual/audio, 3 for copy):
```
## Review: <branch> -> main (type: code|copy|visual|audio)
### <Reviewer Name> (<Focus>): [APPROVE | REQUEST_CHANGES]
[Summary]
| # | File | Severity | Issue |
|---|------|----------|-------|
| 1 | path:line | critical/warning/suggestion | description |
### <Reviewer Name> (<Focus>): [APPROVE | REQUEST_CHANGES]
...
### Verdict: [APPROVED | CHANGES REQUESTED]
```
The overall verdict is APPROVED only if **all** reviewers approve.
## Prompt template for reviewers
Use this structure when constructing the agent prompts (adapt as needed):
```
Review the following {branch_type} branch diff for merge into main.
Branch: {branch}
Branch type: {branch_type} (code|copy|visual|audio)
Commits:
{commit_log}
Diff stats:
{diff_stat}
[Source files or diff here — exclude vendor/generated code]
Your review focus: {focus_area}
Respond with:
1. Verdict: APPROVE or REQUEST_CHANGES
2. Summary: 2-3 sentence overall assessment
3. Comments: List of specific issues, each with:
- File path and approximate location
- Severity: critical / warning / suggestion
- Description of the issue
Verdict rules:
- Any **critical** or **warning** issue → REQUEST_CHANGES
- Only **suggestion**-level issues (or none) → APPROVE
If no issues found, say APPROVE with a brief positive summary.
```
## 6. Posting results to Gitea
After presenting results to the user, post the review as a PR comment.
Note: `tea pr reject` does not work on your own PRs. Use `tea comment` instead.
Post using the `tea-comment` wrapper (handles temp files and cleanup):
```bash
tooling/tea-comment <PR_NUMBER> "review markdown here"
```
## 7. Merging approved PRs
`tea pr merge` fails (405) when branches have conflicts with main. Merge
locally instead:
```bash
git fetch --all
git merge origin/<branch> # resolve conflicts if any
git push origin main
tea pr close --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
```
Gitea does **not** auto-close PRs when you push a local merge — always close
manually with `tea pr close` after pushing.
### 8. Post-review team actions
If a sprint team is active and you are the team lead, handle the
review outcome:
**CHANGES_REQUESTED:**
The sprint-start lifecycle (step 9c) handles dispatching review
comments to agents. After presenting results, remind the lead:
"Review requested changes. Create tasks from the warnings/critical
issues and dispatch to idle agents, then re-push and re-review."
**APPROVED:**
The sprint-start lifecycle (step 9c) handles shutdown. After
presenting results, remind the lead: "Review approved. Proceed with
team shutdown per sprint-start step 9c."
## Tips from practice
- **Vendor code**: Explicitly note vendor code in the prompt so reviewers focus
on project code. Mention it as a separate architectural concern (should it be
gitignored? submoduled?).
- **Large PRs**: For PRs touching many files, provide file-by-file source code
rather than a single massive diff. Reviewers give better feedback.
- **Multiple PRs**: When reviewing several PRs, spawn all reviewers in one
parallel batch (4 agents for 2 PRs). This is faster than sequential.
- **Tyre reads decisions**: Always tell Tyre to read the relevant `decisions/*.md`
files — this grounds the review in project-specific architectural choices.
- **Binary/DB files**: Exclude binary files from the diff. Note them in the
prompt as "also changed" if relevant.
@@ -0,0 +1,117 @@
# Reviewer Profiles by Branch Type
Use `model: sonnet` for all reviewers — sufficient for review, saves cost.
**All reviewer agents read from team directories.** Each team branch is
checked out in its own directory at:
`/var/mnt/data/projects/settled-reach/<branch>/`
Tell every reviewer agent to read source files from the team directory
using the Read tool. Include the directory path and a list of changed
files in every prompt. Do NOT rely on `git show` or paste file contents —
agents can read directly from the directory.
Note: cross-directory reading is only permitted for review agents spawned
from the `main` team. Team agents must stay within their own directory.
## Code reviews (`server`, `client`, `ci`)
**Hoshe (Code Quality)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, and commit log.
Tell Hoshe to read source files from the team directory, then review for:
- Correctness and bug risks
- Error handling gaps
- Test coverage (are new features tested?)
- Code style and clarity
- Security concerns (OWASP top 10, injection risks)
- Performance issues
**Tyre (Architecture)**
- `subagent_type`: `tyre`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, and commit log.
Tell Tyre to read the relevant `decisions/*.md` files from the team directory
first, then review for:
- Architectural consistency with project decisions
- API/interface design quality
- Dependency and coupling concerns
- Scalability implications
- Whether the change respects non-negotiable baselines (D-010, D-012)
## Copy reviews (`copy`)
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the team directory, then review for:
- Formatting consistency (markdown, file naming, frontmatter)
- Broken references or links
- Spelling and grammar
- File organization and structure
- Missing or orphaned files
**Paula (Narrative Depth)**
- `subagent_type`: `paula`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, commit log, and
list of relevant `decisions/*.md` files to read. Tell Paula to read all
files from the team directory using the Read tool, then review for:
- Narrative quality and character voice consistency
- Whether dialogue and monologue feel authentic to the characters
- Consequences and stakes — do choices carry weight?
- Political and interpersonal depth
- Emotional resonance — does the text make you feel something?
**Miri (World Consistency)**
- `subagent_type`: `miri`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, commit log, and
list of relevant `decisions/*.md` files to read. Tell Miri to read all
files from the team directory using the Read tool, then review for:
- Lore accuracy — do facts match established setting?
- Internal consistency across files
- IP originality — nothing should read as a copy from another franchise
- Faction, technology, and location details match the worldbuilding docs
- Setting serves gameplay mechanics (asymmetric information, perception)
## Visual reviews (`visual`)
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the team directory, then review for:
- File format and naming conventions
- Asset organization and directory structure
- Missing or broken references in scene/resource files
- Import settings consistency
**Araminta (Art Direction)**
- `subagent_type`: `araminta`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, and commit log.
Tell Araminta to read the style guide and relevant design docs from the
worktree first, then review for:
- Visual consistency with the established style guide
- Color palette adherence
- UI pattern consistency (diegetic-first, clarity over beauty)
- Whether assets scale gracefully (boxes-with-labels to full-art)
- Mood and tone — sleek, advanced, subtle Settled Reach aesthetic
## Audio reviews (`audio`)
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the team directory, then review for:
- File format and naming conventions
- Audio asset organization and directory structure
- Missing or broken references
- Import/bus configuration consistency
**Ozzie (Player Experience)**
- `subagent_type`: `ozzie`, `model`: `sonnet`
- Prompt: Provide the team directory path, list of changed files, and commit log.
Tell Ozzie to read all files from the team directory using the Read tool, then
review for:
- Emotional impact — does the audio enhance the moment?
- Atmosphere and tone — does it feel like the Settled Reach?
- Player feedback clarity — can the player tell what just happened?
- Pacing — do sounds support or fight the gameplay rhythm?
- Memorable moments — will players remember these audio cues?
-193
View File
@@ -1,193 +0,0 @@
---
name: review-pr
description: >
Review a branch diff with dual agents before merge. Use when the user says
"review-pr", "review this PR", "review this branch", or invokes /review-pr.
Spawns Hoshe (code quality) and Tyre (architecture) in parallel to review
the diff against main. Reports approve/reject with inline comments.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, Task
---
# PR Review Skill
Dual-agent review of a branch diff against main. Hoshe reviews code quality,
Tyre reviews architecture. Both must approve for a clean review.
## Workflow
### 1. Determine the branch
If the user provided a branch name as argument, use it. Otherwise use the
current branch (`git branch --show-current`). If on `main`, ask the user
which branch to review.
To list open PRs on Gitea:
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Fetch remote branches first:
```bash
git fetch --all
```
### 2. Generate the diff
```bash
git log --oneline main..<branch>
git diff main...<branch> --stat
```
If the diff is empty, report "No changes to review" and stop.
**Exclude generated/vendor files from the review diff.** Common exclusions:
- `Cargo.lock` (auto-generated)
- `client/addons/gdUnit4/` (vendor test framework)
- `*.uid` (Godot-generated)
- `db/commonwealth.db` (binary)
Three-dot diff with pathspec exclusions is unreliable. Instead, either:
1. Use `git diff main...<branch>` (full diff) and filter in the prompt, or
2. Have Tyre read source files directly from the branch:
`git show origin/<branch>:<path>`
For large diffs (>1000 lines of source), provide **source files** rather than
raw diff to reviewers — cleaner context, better reviews. Read files with
`git show origin/<branch>:<path>` and include them in the prompt.
### 3. Spawn both reviewers in parallel
Use the Task tool to spawn **two agents simultaneously** in a single message.
Use `model: sonnet` for both — sufficient for review, saves cost.
**Agent 1 — Hoshe (Code Quality)**
- `subagent_type`: `hoshe`
- `model`: `sonnet`
- Prompt: Include source code and commit log. Ask Hoshe to review for:
- Correctness and bug risks
- Error handling gaps
- Test coverage (are new features tested?)
- Code style and clarity
- Security concerns (OWASP top 10, injection risks)
- Performance issues
- Request structured verdict: APPROVE or REQUEST_CHANGES with file-specific comments
**Agent 2 — Tyre (Architecture)**
- `subagent_type`: `tyre`
- `model`: `sonnet`
- Prompt: Include source code and commit log. Tell Tyre to read the relevant
`decisions/*.md` files first, then review for:
- Architectural consistency with project decisions
- API/interface design quality
- Dependency and coupling concerns
- Scalability implications
- Whether the change respects non-negotiable baselines (D-010, D-012)
- Tyre can read files directly from the branch using `git show origin/<branch>:<path>`
- Request structured verdict: APPROVE or REQUEST_CHANGES with file-specific comments
### 4. Present results
Format the combined review as a table per reviewer:
```
## Review: <branch> -> main
### Hoshe (Code Quality): [APPROVE | REQUEST_CHANGES]
[Summary]
| # | File | Severity | Issue |
|---|------|----------|-------|
| 1 | path:line | critical/warning/suggestion | description |
### Tyre (Architecture): [APPROVE | REQUEST_CHANGES]
[Summary]
| # | File | Severity | Issue |
|---|------|----------|-------|
| 1 | path:line | critical/warning/suggestion | description |
### Verdict: [APPROVED | CHANGES REQUESTED]
```
The overall verdict is APPROVED only if **both** reviewers approve.
## Prompt template for reviewers
Use this structure when constructing the agent prompts (adapt as needed):
```
Review the following branch diff for merge into main.
Branch: {branch}
Commits:
{commit_log}
Diff stats:
{diff_stat}
[Source files or diff here — exclude vendor/generated code]
Review focus: {focus_area}
Respond with:
1. Verdict: APPROVE or REQUEST_CHANGES
2. Summary: 2-3 sentence overall assessment
3. Comments: List of specific issues, each with:
- File path and approximate location
- Severity: critical / warning / suggestion
- Description of the issue
If no issues found, say APPROVE with a brief positive summary.
```
## Posting results to Gitea
After presenting results to the user, post the review as a PR comment:
```bash
tea comment --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER> "<review markdown>"
```
Use a heredoc for multi-line review bodies:
```bash
tea comment --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER> "$(cat <<'REVIEW'
## Dual-Agent Review: <branch> -> main
...review content...
REVIEW
)"
```
Note: `tea pr reject` does not work on your own PRs. Use `tea comment` instead.
**Heredoc bodies hang** in `tea comment`. Write review to a temp file instead:
```bash
# Write review to temp file, then pass via cat
tea comment --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER> "$(cat /tmp/review.md)"
```
## Merging approved PRs
`tea pr merge` fails (405) when branches have conflicts with main. Merge
locally instead:
```bash
git fetch --all
git merge origin/<branch> # resolve conflicts if any
git push origin main
tea pr close --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
```
Gitea does **not** auto-close PRs when you push a local merge — always close
manually with `tea pr close` after pushing.
## Tips from practice
- **Vendor code**: Explicitly note vendor code in the prompt so reviewers focus
on project code. Mention it as a separate architectural concern (should it be
gitignored? submoduled?).
- **Large PRs**: For PRs touching many files, provide file-by-file source code
rather than a single massive diff. Reviewers give better feedback.
- **Multiple PRs**: When reviewing several PRs, spawn all reviewers in one
parallel batch (4 agents for 2 PRs). This is faster than sequential.
- **Tyre reads decisions**: Always tell Tyre to read the relevant `decisions/*.md`
files — this grounds the review in project-specific architectural choices.
- **Binary/DB files**: Exclude binary files from the diff. Note them in the
prompt as "also changed" if relevant.
-98
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@@ -1,98 +0,0 @@
---
name: search-docs
description: >
Search project documents using semantic search (Qdrant + ollama) or grep fallback.
Use when the user asks "did we discuss X?", "find references to Y", "search docs",
or invokes /search-docs. Wraps the qdrant_connector.py for semantic document search.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob
---
# Search Docs Skill
Semantic search across Commonwealth project documents using Qdrant vector database and ollama embeddings.
## Access Method
**Use the connector script:**
```bash
python3 db/connectors/qdrant_connector.py <command> [args]
```
## Commands
### Search
Find documents semantically related to a query:
```bash
python3 db/connectors/qdrant_connector.py search "asymmetric information design"
python3 db/connectors/qdrant_connector.py search "what did we decide about fog of war"
python3 db/connectors/qdrant_connector.py search "engine requirements"
```
Returns top 5 matching document chunks with source file, heading, and relevance score.
### Index a file
Add or update a document in the search index:
```bash
python3 db/connectors/qdrant_connector.py index-file decisions/architecture.md
python3 db/connectors/qdrant_connector.py index-file decisions/perception.md
python3 db/connectors/qdrant_connector.py index-file docs/discussions/round-10-map-fog-borderless.md
python3 db/connectors/qdrant_connector.py index-file docs/briefings/tyre.md
```
Files are chunked by markdown headings (# and ##). Each chunk is embedded via ollama and stored in Qdrant with metadata (source_file, heading, chunk_index).
### Index a single chunk
For precise indexing of specific content:
```bash
python3 db/connectors/qdrant_connector.py index "unique-id" "Text content to index" --metadata source=manual heading="Custom heading"
```
### Health check
Verify connectivity to Qdrant and ollama:
```bash
python3 db/connectors/qdrant_connector.py health
```
### Collection info
Check how many documents are indexed:
```bash
python3 db/connectors/qdrant_connector.py count
```
### Create collection
Initialize the Qdrant collection (run once during setup):
```bash
python3 db/connectors/qdrant_connector.py create-collection
```
## Endpoints
Configured in `db/connectors/config.json`:
- **Qdrant:** `http://tower-of-joy:6333`
- **Ollama:** `http://tower-of-joy:11434` (model: nomic-embed-text)
- **Collection:** `commonwealth` (768 dimensions, cosine distance)
## Fallback
If Qdrant or ollama is unreachable, fall back to grep-based search:
```bash
# Search across all project docs
grep -r -i "search term" decisions/ DISCUSSION.md docs/ --include="*.md"
```
## Workflow
1. **Qatux (Librarian)** is the primary user of this skill
2. After each discussion round, index the archived round file
3. After briefing updates, re-index affected briefings
4. After decision changes, re-index the relevant decisions/*.md domain files
5. Use search to answer "did we discuss this?" questions with citations
## Bulk indexing
To index all project documents at once:
```bash
for f in decisions/*.md DISCUSSION.md TEAM.md docs/discussions/*.md docs/briefings/*.md; do
python3 db/connectors/qdrant_connector.py index-file "$f"
done
```
@@ -1,5 +1,5 @@
---
name: create-skill
name: skill-create
description: >
Guidance for creating effective Claude Code skills (.skill packages).
Use when the user wants to create, build, design, or iterate on a skill —
@@ -149,14 +149,14 @@ Establish a list of reusable resources: scripts, references, and assets.
### Step 3: Initialize the Skill
Run the init script to generate a template skill directory:
Create the skill directory manually:
```
scripts/init_skill.py <skill-name> --path <output-directory>
mkdir -p <output-directory>/<skill-name>
```
Creates: skill directory, SKILL.md template with TODO placeholders, example
resource directories with sample files.
Then create `SKILL.md` with frontmatter and body. Add `scripts/`, `references/`,
and `assets/` subdirectories only as needed.
Skip if iterating on an existing skill.
@@ -178,26 +178,24 @@ For design patterns, consult:
**Writing guidelines:** Always use imperative/infinitive form.
**Frontmatter:**
- `name`: The skill name
- `name`: The skill name — use **domain-action** naming: `{domain}-{action}`.
The domain is the system/area the skill operates on, the action is what it does.
Examples: `pr-review`, `sprint-plan`, `docs-search`, `git-commit`, `debt-scan`.
Multi-action wrappers (like `ticket`) can use the domain name alone.
The directory name must match the `name` field.
- `description`: Primary triggering mechanism. Include what the skill does AND
specific triggers/contexts. All "when to use" info goes here (not in body).
**Body:** Instructions for using the skill and its bundled resources.
### Step 5: Package the Skill
### Step 5: Validate the Skill
```
scripts/package_skill.py <path/to/skill-folder>
```
Optional output directory:
```
scripts/package_skill.py <path/to/skill-folder> ./dist
```
The script validates (frontmatter, naming, description, file organization) then
packages into a `.skill` file (zip with .skill extension). Fix any validation
errors and re-run if needed.
Check the skill manually:
- Frontmatter has `name` and `description`
- SKILL.md body is under 500 lines
- No extraneous files (README.md, CHANGELOG.md, etc.)
- Scripts are executable and tested
- References are referenced from SKILL.md
### Step 6: Iterate
+216
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@@ -0,0 +1,216 @@
---
name: sprint-plan
description: >
Plan the next sprint and generate team briefing files. Use when the user says
"plan sprint", "prep sprint briefing", "plan next sprint", "sprint planning",
or invokes /sprint-plan. Gathers current sprint status, scans the backlog,
proposes ticket selection, and writes briefing files per team to
docs/sprints/sprint-N/.
user-invocable: true
allowed-tools: Task, Read, Grep, Glob
---
# Plan Sprint
**Delegate this entire skill to SI** (Project Manager agent, `subagent_type: si`).
When this skill is invoked, spawn SI using the Task tool:
```
Task(
subagent_type: "si",
prompt: "Run /sprint-plan for Sprint N. Read the skill at
.claude/skills/sprint-plan/SKILL.md for the full workflow,
then execute it. Use the arguments provided: {args}",
description: "Plan sprint N"
)
```
Pass through any arguments the user provided (e.g. sprint number).
Present SI's output to the user when done. Do NOT run the workflow yourself.
---
The remainder of this file is SI's reference for executing the workflow.
Generate sprint briefing files for each active team (e.g. `server.md`,
`client.md`, `copy.md`, `joint.md`) for the next sprint based on current
project state. Only generate briefings for teams that have tickets in the sprint.
## Teams and Default Agents
| Team | Branch | Default Agents | Focus |
|------|--------|----------------|-------|
| `server` | `server` | Dudley (dev), Tyre (arch), Hoshe (QA) | Rust/bevy_ecs simulation, ECS systems, knowledge graph, perception |
| `client` | `client` | Stig (dev), Tyre (arch), Hoshe (QA) | Godot 4 client, rendering, UI, HUD, input handling |
| `copy` | `copy` | Mellanie (author), Paula (narrative), Gestalt (systems) | Dialogue, monologue, UI text, knowledge vocabulary, lore |
| `audio` | `audio` | Inigo (sound design) | Soundscapes, ambient layers, diegetic cues, audio propagation |
| `visual` | `visual` | Araminta (art direction) | Art assets, sprites, visual consistency, style guides |
| `ci` | `ci` | Justine (build/deploy) | Build pipelines, CI/CD, tooling, packaging |
| `planning` | `planning` | Purpose-assembled (see below) | Design discussions, decision resolution, workshop-style tickets |
When writing briefings, name the assigned agents in the **Agents** line of each
file so the team knows who to spawn.
### Planning Team Tickets
Some tickets need **design discussion** before implementation can begin — tagged
"NEEDS DESIGN DISCUSSION" or blocking multiple downstream tickets with open
questions. These run on the `planning` branch as structured discussions with
the user and a purpose-assembled agent panel.
**When to create a planning ticket:**
- Ticket description says "NEEDS DESIGN" or "NEEDS DESIGN DISCUSSION"
- Ticket blocks 2+ downstream tickets across different teams
- Open Q-NNN items that block sprint candidates
- Architectural decisions that need multi-domain input before implementation
**Planning briefing format** (differs from implementation briefings):
- **Agents line**: List agents by domain relevance, not fixed team roster.
Pick from: Gestalt (systems), Miri (worldbuilding), Araminta (visual/spatial),
Tyre (technical), Paula (narrative), Ozzie (player experience), Gore (themes),
Nigel (replayability). Typically 4-6 domain agents, plus Qatux (documenter —
records decisions, updates domain files) and SI (project manager — creates
follow-up tickets, updates sprint assignments).
- **Discussion rounds**: Structure the conversation into 2-3 rounds
(inventory → proposals → convergence)
- **Context section**: List all existing design docs, decisions, and related
tickets that participants must read before the discussion
- **Output specification**: What the discussion must produce — typically a
D-record in `decisions/`, possibly a design doc in `docs/design/`
- **Decision questions**: Specific questions the discussion must answer,
not open-ended exploration
## Workflow
### 1. Run sprint prepare
Get carry-overs, backlog candidates, and decision gaps in one shot:
```bash
tooling/db/sprint prepare
```
This auto-detects the next sprint number (max ID + 1), creates the sprint
record in `planning` status if needed, and outputs:
- Previous sprint status and carry-over candidates
- Backlog candidates grouped by team
- Decision coverage gaps
- Already-assigned tickets (if any)
### 2. Deepen the scan
For critical epics, check their children for granular candidates:
```bash
tooling/db/ticket children <epic_id>
```
Use `tooling/db/ticket show --brief <id> [<id>...]` to quickly scan multiple tickets.
### 3. Read existing code state
Scan what's already built to write accurate "what exists" notes:
```bash
# Server modules
ls server/src/ server/src/*/
# Client scripts
ls client/scripts/ client/scripts/*/
```
Read key files that sprint tickets will build on (bridge types, existing
renderers, etc.) to reference specific integration points in the briefing.
### 4. Select tickets — propose to user
Based on the backlog scan, propose a sprint with:
- **Sprint theme** — a short name (Sprint 1 was "Run", Sprint 2 was "See")
- **Sprint goal** — one sentence shared across all teams
- **Server tickets** — stories from server-side epics
- **Client tickets** — stories from client-side epics
- **Joint tasks** — integration proofs, pre-sprint decisions, schema work
Present the proposal using AskUserQuestion for the user to approve or adjust.
Selection heuristics:
- Follow dependency chains (don't pick a ticket if its blocker isn't in scope)
- Respect D-030 test priority phases (sprint 1-2: infra, sprint 3-4: integration)
- Mix carry-overs with new work
- Aim for 3-6 tickets per team, with parallel tracks where possible
- Check `decisions/questions.md` for open Q-NNN items that block candidates
### 5. Read relevant decisions
For the selected tickets, identify which `decisions/*.md` files are relevant.
Read them to provide accurate cross-references in the briefing.
### 6. Write briefing files
Create `docs/sprints/sprint-N/` and write one file per team.
Read the template at `references/briefing-template.md` in this skill directory
for the exact file structure.
**IMPORTANT — relative paths only:** Each team works in its own directory
containing the full repo (`server/`, `client/`, `docs/`, etc.). All file
paths in briefings must be relative to the working directory. Example:
`server/src/bridge/types.rs`, not `/absolute/path/to/server/src/...` or
paths that navigate outside (`../sibling-dir/...`).
Agents must stay within their team's working directory.
Key requirements per file:
- **server.md**: Carry-overs, new tickets, dependency chain, key decisions, notes
referencing existing Rust modules by path from worktree root (e.g. `server/src/simulation/movement.rs`)
- **client.md**: Same structure, notes referencing existing GDScript files by path from worktree root (e.g. `client/scripts/rendering/fog.gd`)
- **copy.md**: In-game text tasks — dialogue, UI copy, tooltips, flavor text, lore
- **audio.md**: Sound design, music, audio integration tasks
- **visual.md**: Art direction, asset creation, visual consistency tasks
- **ci.md**: Build pipeline, CI/CD, tooling, infrastructure tasks
- **joint.md**: Pre-sprint decisions table, integration tickets, sprint
completion proof (concrete observable criteria), test plan alignment
Only generate briefing files for teams that have tickets assigned in the sprint.
Not every sprint will have work for every team.
### 7. Assign tickets to sprint in DB
After the user approves, assign all selected tickets. The sprint record
was already created by `sprint prepare` in step 1 (status: `planning`).
Update it with the theme and goal, then assign tickets:
```bash
# Update the sprint with theme and goal
tooling/db/sqlite-exec "UPDATE sprints SET name='Sprint N: Theme', goal='goal' WHERE id=N"
# Assign tickets
tooling/db/ticket sprint assign <ticket_id> <sprint_id>
```
The sprint stays in `planning` status until explicitly activated via
`tooling/db/sprint start`. This prevents starting an unplanned sprint.
### 8. Commit and push
Stage the briefing files and any other changes (db backup, closed tickets),
then commit and push so worktree branches can pull the planning artifacts:
```bash
git add docs/sprints/sprint-N/
make db-backup
git add docs/backups/settledreach.db.backup
git commit -m "chore(meta): plan Sprint N: Theme"
git push
```
### 9. Present summary
Output:
- Sprint number, theme, and goal
- Ticket count per team
- Carry-over count
- Open questions that need early resolution
- Files written
- Commit pushed to main
@@ -0,0 +1,79 @@
# Sprint Briefing Template
Each team gets one briefing file at `docs/sprints/sprint-N/<team>.md`.
## File structure
```markdown
# Sprint N: <Theme> — <Team> Tasks
**Goal:** <One-sentence sprint goal, shared across all teams>
**Branch:** `<team>`
**Agents:** <Agent names and roles>
## Carry-over from Sprint N-1
(Only if there are incomplete tickets from the previous sprint)
| # | Title | Status | Notes |
|---|-------|--------|-------|
| #ID | Title | status | Why it carried over |
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #ID | Title | #dependency or — |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/<domain>.md` — D-NNN (short name), D-NNN (short name)
## Open Questions to Resolve Early
(Only if there are Q-NNN items that block sprint tickets)
- **Q-NNN: Title** — Brief context. Resolve before #ID starts.
## Notes
One bullet per ticket with:
- What exists already (files, modules, stubs)
- What the ticket actually needs to deliver
- Integration points with other tickets
- Non-obvious gotchas
## Dependency Chain
```
#A (name) → #B (name) → #C (name)
#D (name) → standalone, parallel track
```
## PR Workflow
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
\```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(<scope>): description" --description "body" --base main --head <branch>
\```
```
## Joint briefing extras
The `joint.md` file additionally includes:
- **Pre-Sprint** table: decisions/schema work that must happen before implementation
- **Sprint Completion Proof**: concrete observable criteria (what you can see/do when the sprint is done)
- **Test plan** alignment with D-030 phases
## Team assignments
| Team | Branch | Agents | Scope |
|------|--------|--------|-------|
| server | `server` | Dudley (simulation), Oscar (networking) | Rust/bevy_ecs simulation |
| client | `client` | Stig (UI), Oscar (networking) | Godot client rendering |
| joint | both | All implementation agents | Integration, proofs, cross-team schema |
| content | (none) | Mellanie, Paula, Miri, Araminta | Content authoring, no code branch |
+425
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@@ -0,0 +1,425 @@
---
name: sprint-start
description: >
Manage the sprint lifecycle from main, or start sprint work on a team
branch. Use when the user says "start sprint", "start working on the
server/client/copy", "begin sprint", or invokes /sprint-start. On main:
assesses sprint state and does the next right thing (close, activate, or
guide). On a team branch: merges main, loads the briefing, presents the
work plan.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, TeamCreate, Task, TaskCreate, TaskUpdate, TaskList, SendMessage, AskUserQuestion
---
# Start Sprint Skill
Prepare a team branch for sprint work: sync with main, load the sprint
briefing, and present actionable next steps.
## Workflow
### 1. Determine the team
The current branch IS the team. Read it with:
```bash
git branch --show-current
```
Valid team branches: `server`, `client`, `copy`, `audio`, `visual`, `ci`.
If on `main`, follow the **Main branch workflow** below instead of
the team branch workflow (steps 2–8).
---
## Main branch workflow (sprint lifecycle management)
When `/sprint-start` is run on `main`, assess the current sprint state
and do the next right thing. Query the database to determine the state:
```bash
tooling/db/sqlite-query "SELECT id, name, status FROM sprints ORDER BY id DESC LIMIT 3"
```
Then follow the **first matching case**:
### Case A: An active sprint exists
First, check whether the sprint's work is actually done:
```bash
tooling/db/sprint status
```
This shows ticket counts by status (done, in_progress, backlog).
Also check for open PRs that may contain completed work waiting for
review or merge:
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Report the full picture to the user:
- Ticket progress (done / in_progress / backlog counts)
- Open PRs (if any — these represent work that's done but not merged)
**If tickets remain unfinished** (in_progress or backlog) **or open PRs
exist**, do NOT close the sprint. Instead, report the current progress
and ask the user what they want to do:
- **Continue working** — switch to a team branch and run `/sprint-start`
there to resume work
- **Review & merge PRs first** — (only if open PRs exist) merge pending
work before deciding whether to close
- **Close anyway** — proceed with the close workflow below (carries over
unfinished tickets)
Use `AskUserQuestion` to confirm. Do not proceed to A1 unless the user
explicitly chooses to close.
#### A1. Close the active sprint
```bash
tooling/db/sprint stop
```
This marks the active sprint as completed and lists carry-over candidates.
Note the sprint number (N) from the output.
#### A2. Bump the version
The project version scheme is `v0.1.{sprint_number}`. After closing
sprint N, the version is `v0.1.N`.
Update `project.yaml`:
- Set the `version` field to `0.1.N` (this is the source of truth).
Update `server/Cargo.toml`:
- Set `version = "0.1.N"` in `[package]`.
Update `CHANGELOG.md`:
- Move all entries under `## [Unreleased]` into a new section
`## [v0.1.N] — YYYY-MM-DD` (using today's date).
- Leave `## [Unreleased]` as an empty section above the new version.
- Keep the existing sub-headings (Added, Fixed, Changed, Removed) —
only move entries that have content.
#### A3. Commit the release
Stage and commit `project.yaml`, `server/Cargo.toml`, and `CHANGELOG.md`:
```
chore(meta): release v0.1.N
```
#### A4. Tag the release
```bash
git tag v0.1.N
```
#### A5. Push
```bash
git push && git push --tags
```
#### A6. Check for a planned sprint
After closing, re-query the database. If a sprint in `planning` status
exists, continue to **Case B**. Otherwise, report the close and suggest
running `/sprint-plan`.
---
### Case B: No active sprint, but a planned sprint exists
A sprint is ready to activate. Verify it looks complete:
1. Check that briefing files exist at `docs/sprints/sprint-N/`:
```bash
ls docs/sprints/sprint-N/
```
2. Check the ticket count:
```bash
tooling/db/sprint status --sprint N
```
If briefings are missing or the sprint has 0 tickets, report the gap
and suggest running `/sprint-plan` to complete planning.
If everything looks ready, activate the sprint:
```bash
tooling/db/sprint start
```
Then report:
- Sprint activated (name, ticket count per team)
- Remind the user to switch to a team branch and run `/sprint-start`
there (or `cd` into the relevant worktree)
---
### Case C: No active sprint and no planned sprint
Nothing is ready. Report the state and suggest running `/sprint-plan`
to plan the next sprint.
---
## Team branch workflow
### 2. Sync with main
```bash
git fetch --all
git merge origin/main --no-edit
```
If the merge has conflicts, report them and stop — do not force-resolve.
### 3. Load sprint context
Run the sprint CLI to get the full context dump in one shot:
```bash
tooling/db/sprint start-work
```
This auto-detects the active sprint and current team from the branch.
It outputs: sprint metadata, briefing paths, decision refs, actionable
tickets, blocked tickets, and done tickets.
If no active sprint is found, report that and stop.
### 4. Read the sprint briefing
Read the briefing file(s) listed in the `start-work` output
(e.g. `docs/sprints/sprint-6/server.md` and `joint.md`).
If no matching briefing exists for the team, suggest running
`/sprint-plan` to generate one.
### 5. Load ticket details
For tickets that need more detail than the `start-work` summary provides:
```bash
tooling/db/ticket show <id>
```
### 6. Read key decisions
Read the decision files referenced in the sprint briefing so the agent has
full architectural context before starting work.
### 7. Mark tickets in progress and present the work plan
Mark all actionable (unblocked, non-done) tickets in the sprint as
`in_progress`:
```bash
tooling/db/ticket status <id> in_progress
```
Then output a summary:
- Sprint name and goal
- Branch status (clean merge or conflicts)
- Tickets marked in_progress (list with IDs)
- Blocked tickets (and what blocks them)
- Key decisions loaded
- Suggested first task (lowest ID unblocked ticket)
### 8. Confirm and spawn the team
Before spawning agents, use `AskUserQuestion` to confirm the work plan and
agent lineup with the user. If declined, stop.
Once confirmed:
#### 8a. Parse agents from the briefing
Extract agent names from the `**Agents:**` line. Format:
```
**Agents:** Name (role), Name (role), ...
```
Map each name to its `subagent_type` (lowercase):
- "Dudley (simulation)" → `dudley`
- "Stig (UI)" → `stig`
- "Tyre (architecture)" → `tyre`
- "Hoshe (QA)" → `hoshe`
- "Mellanie (author)" → `mellanie`
- etc. (see `.claude/agents/` for full roster)
#### 8b. Create the team
```
TeamCreate(team_name: "sprint-{N}-{team}")
```
This makes you the team lead.
#### 8c. Create tasks from tickets
For each ticket in the briefing, create a task:
```
TaskCreate(
subject: "#{id}: {title}",
description: "Full ticket details from step 5, plus briefing notes
and integration points for this ticket.",
activeForm: "Working on #{id}: {short_title}"
)
```
After creating all tasks, mirror the dependency chain from the briefing
using `TaskUpdate` with `addBlockedBy`.
#### 8d. Spawn agents
For each agent from the `**Agents:**` line, spawn a teammate in the
background. Spawn all agents in parallel (one message, multiple Task calls):
```
Task(
subagent_type: "{name_lowercase}",
team_name: "sprint-{N}-{team}",
name: "{name_lowercase}",
prompt: "You are on the {team} team for Sprint {N}.
Branch: `{team}`
RULES (NON-NEGOTIABLE):
0. TEAM BOUNDARY: Your team is `{team}` ($WORKTREE_TEAM). Stay
within the current working directory. Do NOT navigate to
parent or sibling directories. Do NOT follow .git pointers
to other directories.
1. GIT: Do NOT run any git commands (commit, push, pull, merge,
checkout, branch, stash, tag, etc.). All git operations are
handled by the team lead. No exceptions.
2. DB SCRIPTS: When calling ticket/sprint/sqlite scripts, use
the exact command with no wrappers or chaining. Examples:
tooling/db/ticket show 528
tooling/db/ticket list --sprint {N}
Do NOT prepend python3, do NOT chain with && or ;, do NOT
add cleanup commands. Just the bare command.
3. READ BEFORE WRITE: Before modifying ANY file, Read it first.
Before creating a new file, Glob for similar files to learn
the existing patterns (naming, structure, imports). Follow
the conventions you find — do not invent new ones.
4. VERIFY AFTER WRITE: After implementing a change, grep for
all references to functions/properties/classes you modified
or removed. If you renamed, moved, or deleted something,
update EVERY call site. Missing a call site breaks tests
and blocks the team.
5. NO PARTIAL WORK: Do not mark a task completed unless ALL
parts of the ticket are implemented. If the ticket says
'deliver A, B, and C', all three must exist and work. If
you cannot complete part of a task, message the team lead
explaining what is blocked and what remains — do NOT mark
it completed.
6. MESSAGE WHEN BLOCKED: If you hit a problem you cannot solve
in 3 attempts, stop and message the team lead immediately.
Do not silently skip work or leave stubs. Do not move to
the next task while the current one is incomplete.
7. BACKWARD COMPATIBILITY: When extracting, moving, or
refactoring code, ensure all existing consumers still work.
Add proxy methods/properties if needed. Grep for the old
name to find every call site.
WORKFLOW:
1. Read the sprint briefing: docs/sprints/sprint-{N}/{team}.md
2. Read the decision files referenced in the briefing.
3. Check TaskList for available work.
4. Claim an unblocked task (TaskUpdate with owner: your name),
mark it in_progress, and implement it.
5. Before marking done, verify:
- All deliverables from the ticket exist (not just some)
- No broken references (grep for changed names/signatures)
- New files follow existing naming and directory conventions
- Modified files still parse (no syntax errors)
6. Mark the task completed and check TaskList for the next
available task.
7. If no tasks remain, message the team lead. Do NOT shut down
on your own.
Use `tooling/db/ticket show <id>` for full ticket specs.",
description: "Sprint {N} {team}: {name}",
run_in_background: true
)
```
#### 8e. Report
Output to the user:
- Team name: `sprint-{N}-{team}`
- Agents spawned (names and roles)
- Tasks created (count actionable vs blocked)
- How to interact: `SendMessage` to talk to agents, `TaskList` to
check progress
You are now the team lead. Agents work autonomously — monitor via
`TaskList`, communicate via `SendMessage`, and handle blockers as
they arise.
**When all tasks complete:** Do NOT shut down agents. The team stays
alive through the PR review cycle. Follow step 9 (post-work lifecycle).
### 9. Post-work lifecycle
When all tasks are complete (TaskList shows all completed):
#### 9a. Commit and push
Run `/git-commit` to commit all changes, then `/pr-push` to create or
update the PR. Do NOT shut down agents — the team stays alive for review.
#### 9b. Review
Run `/pr-review` to spawn temporary reviewers. Wait for results.
#### 9c. Handle review outcome
**If CHANGES_REQUESTED:**
1. Parse the review comment table (from the Gitea PR comment or the
review output). Extract each warning/critical issue with:
- File path and approximate line
- Severity (critical / warning / suggestion)
- Description
2. Create a task per warning/critical issue:
```
TaskCreate(
subject: "Review: {short description}",
description: "{full issue description from review table, including
file path, severity, and reviewer name}",
activeForm: "Fixing review comment: {short description}"
)
```
Skip suggestion-severity items unless they are trivial (1-line fixes).
3. Dispatch to idle agents: send each a message via SendMessage telling
them to check TaskList for new review-fix tasks. Agents claim and
work tasks as usual.
4. After all review-fix tasks are complete, re-run `/git-commit` then
`/pr-push` to update the PR. Then re-run `/pr-review`.
5. Repeat this loop until review returns APPROVED.
**If APPROVED:**
1. Send `shutdown_request` to all sprint agents.
2. Wait for all `shutdown_response` confirmations.
3. Call `TeamDelete` to clean up.
4. Report: "Sprint {N} {team} complete. PR #{X} approved and ready for
merge on main."
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---
name: sprint-status
description: >
Sprint health check and cleanup sweep. Lists all tickets in the active
sprint grouped by status, detects bookkeeping issues (stale tickets,
orphan PRs, done-but-open PRs, unassigned work), and shows open work
by team. Use when checking sprint progress, before sprint close, or
when housekeeping feels off. Triggers on "sprint status", "cleanup
sweep", "what's open", "sprint health".
user-invocable: true
allowed-tools: Task, Read, Grep, Glob
---
# Sprint Status
**Delegate this entire skill to a subagent** (general-purpose, model: haiku).
When this skill is invoked, spawn a subagent using the Task tool:
```
Task(
subagent_type: "general-purpose",
model: "haiku",
prompt: "Run /sprint-status. Read the skill at
.claude/skills/sprint-status/SKILL.md for the full workflow
(below the --- separator), then execute it.",
description: "Sprint status report"
)
```
Present the subagent's output to the user verbatim. Do NOT run the
workflow yourself.
---
The remainder of this file is the subagent's reference for executing
the workflow.
## Step 1 — Gather data
Run these two commands in parallel:
```bash
tooling/db/sprint sweep
```
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
The `sweep` command returns JSON with:
- `sprint` — id, name, goal
- `progress` — total, done, pct
- `by_status` — tickets grouped into done, review, in_progress, blocked, backlog
- `by_team` — per-team counts
- `issues` — bookkeeping problems with suggested fix commands
The `tea pr list` returns open PRs as `#N title` lines.
## Step 2 — Cross-reference PRs with tickets
Parse PR head branches from the `tea pr list` output. Known team branches:
`server`, `client`, `copy`, `audio`, `visual`, `ci`.
Detect additional issues:
- **done_team_open_pr**: A team's tickets are all done but an open PR
still exists for that team branch.
- **orphan_pr**: An open PR exists on a branch that has no tickets in
the active sprint.
Add these to the issues list from step 1.
## Step 3 — Format output
Read `references/output-template.md` for the exact format spec.
Render the report using data from steps 1-2. Key rules:
- Sections ordered: Completed, In Review, In Progress, Blocked, Backlog
- Sort tickets within sections by team then ticket ID
- Empty sections: show header with "(0)" and "(none)" — no empty table
- Bookkeeping Issues: two-column table (Issue, Fix)
- Open Work by Team: summary table at the bottom
- Issue type labels: `stale_backlog` → "Stale backlog",
`unassigned_in_progress` → "Unassigned in_progress",
`assigned_but_done` → "Assigned but done",
`done_team_open_pr` → "Done team with open PR",
`orphan_pr` → "Orphan PR"
## Step 4 — Suggest actions
After the formatted report, if there are bookkeeping issues, add a
"Suggested fixes" section with the fix command for each issue. Group
by issue type for readability.
@@ -0,0 +1,54 @@
# Sprint Status Output Template
## Sprint {N}: {Theme} — Status Report
**Goal:** {goal}
**Status:** {status} | {done}/{total} tickets ({pct}%)
**Open PRs:** {count} ({branches})
---
### Completed ({count})
| # | Team | Title | Assigned |
|---|------|-------|----------|
| #{id} | {team} | {title} | {assigned} |
### In Review ({count})
| # | Team | Title | PR |
|---|------|-------|----|
| #{id} | {team} | {title} | #{pr} |
### In Progress ({count})
| # | Team | Title | Assigned | Note |
|---|------|-------|----------|------|
| #{id} | {team} | {title} | {assigned} | |
### Blocked ({count})
| # | Team | Title | Blocked by |
|---|------|-------|------------|
| #{id} | {team} | {title} | #{ids} |
### Backlog ({count})
| # | Team | Title | Note |
|---|------|-------|----|
| #{id} | {team} | {title} | not started |
---
### Bookkeeping Issues
| Issue | Fix |
|-------|-----|
| {type}: {detail} | `{command}` |
### Open Work by Team
| Team | Backlog | In Progress | Review | Blocked | Done |
|------|---------|-------------|--------|---------|------|
| {team} | {n} | {n} | {n} | {n} | {n} |
| **Total** | **{n}** | **{n}** | **{n}** | **{n}** | **{n}** |
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---
name: sprite-gen
description: >
Render a 3D model to 2D sprites via the Godot render pipeline. Produces
sprites at 3 resolutions (1024, 256, 64) from 4 cardinal directions (north,
east, south, west) with outline applied at working resolution. Use when the
user says "render sprite", "render model", "run the render pipeline",
"test the pipeline", "/sprite-gen", or asks to render a specific model
(e.g., "render wall_structural"). Output: 12 PNG files in renderer/output/.
---
## Render Pipeline
Run the render script with the model name:
```bash
.claude/skills/sprite-gen/scripts/render.sh <model_name>
```
### Available Models
Models live at `renderer/models/<name>.tscn`. List them:
```bash
ls renderer/models/*.tscn | xargs -I{} basename {} .tscn
```
### Output
12 files per model in `renderer/output/`:
```
<model>_north_1024.png <model>_north_256.png <model>_north_64.png
<model>_east_1024.png <model>_east_256.png <model>_east_64.png
<model>_south_1024.png <model>_south_256.png <model>_south_64.png
<model>_west_1024.png <model>_west_256.png <model>_west_64.png
```
### After Rendering
1. Read the 64x64 output files to visually inspect the runtime sprites
2. Read the 256x256 files to check outline quality
3. Report: does it read as the intended object at runtime scale?
### Troubleshooting
- **No output files**: Godot needs a display. If running headless, prefix with `xvfb-run`.
- **Model not found**: Check the model .tscn exists in `renderer/models/`.
- **Godot not found**: Pass path as second arg: `render.sh wall_structural /path/to/godot`
### Adding New Models
1. Create model scene at `renderer/models/<name>.tscn`
2. Apply texture from `renderer/textures/` via StandardMaterial3D
3. Run: `.claude/skills/sprite-gen/scripts/render.sh <name>`
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#!/bin/bash
# Render a 3D model to 2D sprites at 3 resolutions from 4 cardinal directions.
# Usage: render.sh <model_name> [godot_path]
# Example: render.sh wall_structural
set -euo pipefail
MODEL_NAME="${1:?Usage: render.sh <model_name> [godot_path]}"
GODOT="${2:-$HOME/bin/godot}"
REPO_ROOT="$(cd "$(dirname "$0")" && git rev-parse --show-toplevel)"
PROJECT="$REPO_ROOT/renderer"
SCENE="res://render_scene.tscn"
OUTPUT="$PROJECT/output"
# Verify model exists
MODEL_FILE="$PROJECT/models/${MODEL_NAME}.tscn"
if [ ! -f "$MODEL_FILE" ]; then
echo "ERROR: Model not found: $MODEL_FILE"
echo "Available models:"
ls "$PROJECT/models/"*.tscn 2>/dev/null | xargs -I{} basename {} .tscn
exit 1
fi
echo "Rendering: $MODEL_NAME"
echo "Godot: $GODOT"
echo "Project: $PROJECT"
# Ensure resources are imported (headless, no display needed)
echo "Importing resources..."
"$GODOT" --path "$PROJECT" --headless --import 2>&1 || echo "Warning: import step had errors (may be non-fatal)"
# Run Godot with the render scene, passing model name as user arg
"$GODOT" --path "$PROJECT" "$SCENE" -- "$MODEL_NAME" 2>&1
# Check output
EXPECTED_FILES=0
for dir in north east south west; do
for res in 1024 256 64; do
f="$OUTPUT/${MODEL_NAME}_${dir}_${res}.png"
if [ -f "$f" ]; then
EXPECTED_FILES=$((EXPECTED_FILES + 1))
fi
done
done
echo ""
echo "Generated $EXPECTED_FILES/12 files in $OUTPUT/"
ls -la "$OUTPUT/${MODEL_NAME}"_*.png 2>/dev/null || echo "No output files found."
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---
name: start-sprint
description: >
Start sprint work on a team branch. Use when the user says "start sprint",
"start working on the server/client", "begin sprint", or invokes /start-sprint.
Merges main into the team branch, finds the active sprint, reads the sprint
briefing, and presents the work plan with ticket details.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob
---
# Start Sprint Skill
Prepare a team branch for sprint work: sync with main, load the sprint
briefing, and present actionable next steps.
## Workflow
### 1. Determine the team
The current branch IS the team. Read it with:
```bash
git branch --show-current
```
Valid team branches: `server`, `client`. If on `main`, ask the user which
team branch to check out first.
### 2. Sync with main
```bash
git fetch --all
git merge origin/main --no-edit
```
If the merge has conflicts, report them and stop — do not force-resolve.
### 3. Find the active sprint
```bash
db/connectors/ticket sprint --active
```
Extract the sprint ID and name from the JSON output. If no active sprint,
report that and stop.
### 4. Read the sprint briefing
Read `docs/sprints/sprint-N/<team>.md` where N is the sprint ID and team
matches the branch name. If the branch is `server` or `client`, use that
directly. For other branches, check if a matching briefing exists.
Also check for a `joint.md` briefing — joint tasks involve both teams and
should be mentioned.
### 5. Load ticket details
For each ticket listed in the briefing, run:
```bash
db/connectors/ticket show <id>
```
Identify which tickets are actionable now (no open blockers) vs blocked.
### 6. Read key decisions
Read the decision files referenced in the sprint briefing so the agent has
full architectural context before starting work.
### 7. Present the work plan
Output a summary:
- Sprint name and goal
- Branch status (clean merge or conflicts)
- Actionable tickets (unblocked, ready to start)
- Blocked tickets (and what blocks them)
- Key decisions loaded
- Suggested first task (lowest ID unblocked ticket)
Then mark the first actionable ticket as `in_progress`:
```bash
db/connectors/ticket status <id> in_progress
```
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# Ticket Skill
Manage the Commonwealth project ticketing database at `db/commonwealth.db`.
## Access Method
**Use the `ticket` CLI for all ticket operations:**
```bash
db/connectors/ticket <command> [args...]
db/connectors/ticket --help
```
All output is JSON on stdout.
For raw SQL access (rare), use the wrapper scripts:
| Script | Purpose |
|--------|---------|
| `db/connectors/sqlite-query "<SQL>"` | Run SELECT queries |
| `db/connectors/sqlite-exec "<SQL>"` | Run INSERT/UPDATE/DELETE |
| `db/connectors/sqlite-init` | Create/update database from schema |
| `db/connectors/sqlite-seed` | Seed initiatives from DECISIONS.md |
Manage the project ticketing database. Basic usage is in CLAUDE.md's CLI tools
section. This skill covers the full command reference.
## Commands
### List tickets
### List tickets (full flags)
```bash
db/connectors/ticket list [--status S] [--priority P] [--epic N] [--sprint N] [--assigned A]
tooling/db/ticket list [--status S] [--priority P] [--epic N] [--sprint N] [--assigned A] [--team T]
```
### Show ticket detail
```bash
db/connectors/ticket show <id>
```
Returns full ticket with children, blockers, and dependents.
### Create ticket
```bash
db/connectors/ticket create <type> <title> [--parent N] [--priority P] [--decision D]
tooling/db/ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T]
```
Types: `initiative`, `epic`, `story`, `task`, `bug`
Priorities: `critical`, `high`, `medium`, `low`
### Update status
```bash
db/connectors/ticket status <id> <new_status>
db/connectors/ticket done <id> [<id> ...]
tooling/db/ticket status <id> <new_status>
tooling/db/ticket done <id> [<id> ...]
```
Statuses: `backlog`, `ready`, `in_progress`, `review`, `done`, `cancelled`
### Assignment
```bash
db/connectors/ticket assign <id> <agent>
db/connectors/ticket unassign <id>
tooling/db/ticket assign <id> <agent>
tooling/db/ticket unassign <id>
```
### Team assignment
```bash
tooling/db/ticket team <id> <teams>
```
Teams are comma-separated, e.g. `server`, `client`, `server,client`.
### Sprint management
```bash
db/connectors/ticket sprint [--active]
db/connectors/ticket sprint assign <id> <sprint_id>
tooling/db/ticket sprint [--active]
tooling/db/ticket sprint assign <id> <sprint_id>
```
For sprint-scoped operations (status overview, context dumps, lifecycle),
use the dedicated sprint CLI instead: `tooling/db/sprint --help`
### Dependencies
```bash
db/connectors/ticket deps <id>
tooling/db/ticket deps <id>
```
### Search and browse
```bash
db/connectors/ticket search <keyword>
db/connectors/ticket epics [--status S]
db/connectors/ticket children <id>
db/connectors/ticket count [--status S]
tooling/db/ticket search <keyword>
tooling/db/ticket epics [--status S]
tooling/db/ticket children <id>
tooling/db/ticket count [--status S]
```
### Batch show
```bash
tooling/db/ticket show --brief <id> [<id>...]
```
## Workflow
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---
name: workshop-start
description: >
Start a multi-agent design workshop from a workshop brief. Use when the user says
"start workshop", "run workshop", "let's start the workshop", or invokes /workshop-start.
Parses the workshop brief to extract participants, questions, and round format.
Creates a team, tasks, and spawns agents as teammates via the Task tool.
---
# Start Workshop
## Prerequisites
A workshop brief must exist at `docs/workshops/{name}/{name}-workshop-brief.md` containing:
- **Participants** line (comma-separated agent names)
- **Questions for participants** sections with numbered questions tagged by agent name
- **Workshop Format** section defining number of rounds and their purpose
## Workflow
### 1. Parse the Brief
Read the workshop brief. Extract:
- Workshop name (from directory name)
- Participant list (from `**Participants:**` line)
- Per-participant questions (scan for `**{AgentName}**:` patterns in questions sections)
- Round count and round descriptions (from `**Workshop Format**` section)
### 2. Create Team
```
TeamCreate: team_name = "{workshop-name}", description from brief title
```
### 3. Always-Present Agents
Two agents join every workshop regardless of the participant list:
| Agent | Role | Task | Participates in discussion? |
|-------|------|------|-----------------------------|
| **Qatux** | Documenter | Captures all decisions, questions, dissent, consensus. Writes `workshop-notes.md` per round, produces final `workshop-outcomes.md`. | No — observes and records only |
| **SI** | Sprint prep | Suggest adding when outputs include tickets. Creates tickets from decisions, links to sprint backlog. | No — execution prep only |
Qatux and SI are **never dismissed early.** If the user reduces the team mid-workshop, keep qatux and si (if added). Documenting everything prevents loss of valuable information.
### 4. Create Tasks (Round 1)
One task per participant containing:
- Instruction to read the full brief at its path
- The specific questions assigned to that participant (extracted from all layers)
- The output format from the brief's round description
- **IMPORTANT — file output requirement:** Instruct each agent to write their full output to `docs/workshops/{name}/{agent}-round{N}.md` (e.g., `docs/workshops/test-architecture/gestalt-round1.md`). Agents must write to disk, not just send messages. This ensures Qatux and other agents can read all outputs directly without relying on message forwarding.
One task for Qatux: "Document Round N — read all agent output files at `docs/workshops/{name}/*-round{N}.md` and capture decisions, questions, and dissent."
Assign all tasks using TaskUpdate with `owner` = agent name.
### 5. Spawn Agents
Use the Task tool to spawn each agent as a teammate. Each call should:
- Set `team_name` to the workshop team name
- Set `name` to the agent name (e.g., "gestalt")
- Set `subagent_type` to the matching agent type (same as name — see reference table)
- Provide a prompt telling the agent to check TaskList for their assigned task
Spawn all agents in parallel (one Task call per agent in a single message). Agents will appear as teammates in the Claude Code UI and pick up their tasks from the shared task list.
For large workshops (>6 agents), spawn participants in batches to avoid overwhelming the system. Always-present agents (Qatux, SI) can run in background via `run_in_background: true`.
### 6. Monitor
- TaskList to check progress
- SendMessage to nudge idle agents or provide clarification
- Agents work autonomously — claim tasks, read the brief, produce responses
### 7. Between Rounds
When all Round N tasks are complete:
1. Verify all agents wrote output files to `docs/workshops/{name}/`. If any are missing, nudge the agent or extract from their message and write the file yourself.
2. Qatux reads all `*-round{N}.md` files and produces round summary in `round-{N}-notes.md`
3. Create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
4. Assign to agents with TaskUpdate
5. Agents continue working
### 8. Wrap Up
**Always ask the user before wrapping up.** There may be more to discuss or additional rounds needed. Only proceed to wrap-up when the user confirms.
Wrap-up sequence:
1. Qatux produces final `workshop-outcomes.md` from accumulated notes
2. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop
3. If SI is present, SI creates tickets from decided items
4. Send shutdown_request to all agents (qatux and si last, after they finish their output tasks)
5. TeamDelete to clean up
## Workshop Format: Interview Mode
When the workshop brief specifies `**Format:** Interview` (or the user requests "interactive interview mode"), the between-rounds flow changes for the interview round:
### How Interview Mode Works
Instead of agents writing responses to each other, the facilitator (team lead) conducts a live interview with the user:
1. **Collect all agent questions** — Read all Round 1 output files to gather every question.
2. **Group thematically** — Organize questions into 5-7 thematic clusters (e.g., "The Vision," "The Confusion Type," "The Emotional Loop"). Questions from different agents that probe similar territory go together.
3. **Present via AskUserQuestion** — Present each group using the `AskUserQuestion` tool, one group at a time (1-3 questions per group). For each question:
- Include the asking agent's name and domain
- Include the full question text with context
- Include the agent's reasoning for why the question matters
- Provide 2-4 option choices that represent distinct answer categories
- Always allow free-text via the "Other" option (automatic)
4. **Capture nuance** — The user's free-text notes often contain the most important insights. Capture these verbatim in the transcript.
5. **Summarize between groups** — After each group, briefly reflect back the key finding before moving to the next group.
6. **Write full transcript** — When all groups are done, write the complete interview to `docs/workshops/{name}/lead-interview.md` with:
- Every question and full answer (verbatim where the user provided free text)
- Key findings per answer
- An interview summary section with the major revelations
- "What Survives" and "What Changes" sections
### Why AskUserQuestion
The user CANNOT see agent messages, task details, or file contents in the conversation. They only see your text output and AskUserQuestion prompts. Present all question context directly — never assume the user has read agent outputs.
### Distributing Interview Results
When creating Round 3 (proposal) tasks after an interview round, include the full transcript path and a summary of the major reframe in every agent's task description. If the user requests it, instruct agents to read the verbatim transcript.
## Agent Type Reference
Agent name maps directly to subagent_type:
| Name | Domain | Typical workshop role |
|------|--------|-----------------------|
| gestalt | Systems design | Mechanics, fun factor, system interactions |
| ozzie | Player experience | Wow moments, feel, emotional response |
| tyre | Technical architect | Feasibility, performance, architecture |
| stig | UI developer | Interface patterns, layout, interaction flows |
| dudley | Server developer | Server-side systems, data flow, ECS |
| paula | Narrative | Story, dialogue, character, political depth |
| araminta | Visual design | Art direction, visual treatment, aesthetics |
| nigel | Replayability | Emergent stories, second-playthrough, sandbox |
| gore | Themes/endgame | What the game is about, philosophical questions |
| mellanie | Copywriter | In-game text, voice, tone |
| miri | Worldbuilder | Setting, factions, lore, consistency |
| inigo | Sound design | Audio, soundscape, spatial audio |
| troblum | Tech consultant | Second opinion on architecture/tech choices |
| hoshe | QA/testing | Test plans, verification, quality |
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---
name: worktree-update
description: >
Sync worktree branches with main. Use when the user says "update worktrees",
"sync branches", "merge main", "worktree update", or invokes /worktree-update.
When on main: shows which worktree branches are ahead and lets the user pick
which to merge into main (flags branches with open PRs). When on a non-main
branch: merges main into the current branch. All operations are non-destructive.
user-invocable: true
allowed-tools: Bash, Read, AskUserQuestion
---
# Worktree Update Skill
Sync worktree branches safely. Direction depends on the current branch.
## Safety Rules (NON-NEGOTIABLE)
- **Never force-push, reset --hard, rebase, or delete branches.**
- **Never use `--no-verify` or skip hooks.**
- **Always use `--no-edit` on merges** to avoid interactive editor prompts.
- **Stop on merge conflicts** — report them and let the user decide. Never
auto-resolve or abort a conflicted merge without asking.
- **Fetch before comparing** — always `git fetch --all` first so commit
comparisons are accurate.
- **Dry-run first on main** — show the user exactly what will happen before
merging anything into main.
## Workflow
### 1. Detect current branch
```bash
git branch --show-current
```
Branch determines the mode: `main` → outbound sync, anything else → inbound sync.
### 2a. On `main` — merge worktree branches into main
#### Fetch and compare
```bash
git fetch --all
```
Discover all worktree branches (excluding `main` itself):
```bash
git worktree list | grep -v '\[main\]' | sed 's/.*\[//;s/\]//'
```
For each worktree branch, check if it has commits ahead of main:
```bash
git rev-list --count main..origin/<branch>
```
Skip branches with 0 commits ahead. For branches that ARE ahead, collect:
- Branch name
- Number of commits ahead
- One-line log of those commits: `git log --oneline main..<branch>`
#### Check for open PRs
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Cross-reference open PR head branches with the ahead-of-main branches.
#### Present results
Show a summary table of branches ahead of main. For each branch, indicate:
- `[PR]` if it has an open pull request — warn that it should go through
normal review channels (use `/pr-review` instead)
- Commit count and summary
Use `AskUserQuestion` to let the user pick which branches to merge.
Exclude PR-flagged branches from the default options (but allow the user to
override via "Other").
#### Merge selected branches
For each selected branch, one at a time:
```bash
git merge <branch> --no-edit
```
If a merge conflicts, **stop immediately**. Report the conflict and do NOT
continue to the next branch. The user must resolve before proceeding.
After all merges, show the final state with `git log --oneline -N` (where N
covers the new commits).
#### Backup the shared database
After successful merges on main, snapshot the database for git tracking:
```bash
make db-backup
```
This copies the shared `settledreach.db` (in the parent directory) to
`docs/backups/settledreach.db.backup`. Stage and commit it with the merge
if the file changed.
### 2b. Not on `main` — merge main into current branch
```bash
git fetch --all
git merge origin/main --no-edit
```
If clean, report the result (fast-forward or merge commit, files changed).
If conflicts, report them and stop.
### 3. Push
After a successful merge, push the branch:
```bash
git push origin <current-branch>
```
+30
View File
@@ -0,0 +1,30 @@
#!/usr/bin/env bash
# Pre-commit hook dispatcher. Runs modular checks from tooling/.
# Installed via: git config core.hooksPath .config/hooks
set -euo pipefail
REPO_ROOT="$(git rev-parse --show-toplevel)"
ERRORS=0
run_check() {
local script="$1"
local label="$2"
if [ -x "$REPO_ROOT/$script" ]; then
if ! "$REPO_ROOT/$script"; then
ERRORS=$((ERRORS + 1))
fi
else
echo "pre-commit: WARNING — $label skipped ($script not found or not executable)"
echo " Run 'make setup' or check that $script exists and is executable."
fi
}
# --- Checks ---
run_check "tooling/check-fact-ids" "fact_id validation"
run_check "tooling/check-decision-ids" "decision ID duplication"
if [ "$ERRORS" -gt 0 ]; then
echo ""
echo "pre-commit: $ERRORS check(s) failed. Commit aborted."
exit 1
fi
+20 -8
View File
@@ -1,16 +1,28 @@
# Build and cache
.cache/
.tmp/
server/target/
tooling/content-converter/target/
tooling/line-previewer/target/
tooling/test-client/target/
content-ron/
# Godot
# Godot client (further ignores managed by client team)
client/.godot/
client/export/
client/reports/
client/*.import
# Database journal files (transient, not the DB itself)
db/commonwealth.db-wal
db/commonwealth.db-shm
# Renderer (separate Godot project for sprite pipeline)
renderer/.godot/
renderer/**/*.import
renderer/**/*.uid
renderer/output/*.png
# Database (shared across worktrees at ../settledreach.db, not tracked)
db/commonwealth.db*
# Frame0 ID mapping files (ephemeral, per-machine)
*.idmap.json
# Python
__pycache__/
@@ -27,8 +39,8 @@ Thumbs.db
*.swp
*.swo
# Claude Code internals (plans, session transcripts, local settings)
# Note: .claude/agents/ and .claude/skills/ ARE tracked
# Claude Code internals (plans, session transcripts)
# Note: .claude/agents/, .claude/skills/, and .claude/settings.json ARE tracked
.claude/plans/
.claude/projects/
.claude/settings.json
.claude/agent-memory/
+885
View File
@@ -6,10 +6,891 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
## [v0.1.24] — 2026-03-06
### Changed
- Replaced all in-universe "Commonwealth" references with "the Settled Reach" across 44 files (agents, decisions, docs, tooling, server). Historical discussion transcripts and Hamilton book references kept as-is.
### Added
- Character archetype select screen — two-card UI (Smuggler/Detective) between New Game and session start, keyboard+mouse selection, ESC cancels (#588, D-027)
- Triangle activation consumer — urgent monologue chime fires once per triangle per session when triangle_crisis_events received (#590, D-039)
- News ticker HUD — scrolling marquee visible in The Last Shift zone, hidden elsewhere, reads current_ticker from snapshot (#592, D-039)
- Triangle activation proximity monologue lines — 5 smuggler lines (Kael Davan) and 5 detective lines (Sera Venn/Torek Lintar) that fire when observing triangle anchor NPCs post-activation (#597, D-035, D-039)
### Changed
- Protocol version bumped to 19 — StartupMessage includes character_archetype, snapshot includes triangle_crisis_events and current_ticker (#588, #590, #592)
## [v0.1.23] — 2026-03-04
### Added
- TileKind enum (Floor/Wall/Void/Restricted) on WalkabilityMap with per-tile type data alongside walkability (#576, D-094)
- Location YAML tile format — hand-author tiles as string arrays (F/W/V/R characters), loaded into WalkabilityMap on production startup (#577)
- Chunk streaming system — ChunkLoadRadius and cadence-gated load/unload around player position, v0.1 covers full district (#578, D-012)
- EngagementRecord component — per-NPC observation time, conversation count, and monologue trigger count tracked by perception/dialogue/monologue systems (#570)
- MovementHistoryBuffer resource — 3000-tick ring buffer of player positions with co-presence proximity query (#571)
- Storyteller lifecycle rules — single activation per session, no concurrency, terminal resolution constants (#572)
- Storyteller activation_pass() — gate/proximity/engagement scoring/routing/module selection/TriangleActivatedEvent on 10-tick cadence (#579)
- Debug console server — 10 DebugCommandKind variants (AdvanceTicks, SkipToContamination, TeleportToPosition, InspectNpc, ListTriangles, etc.) with DebugResponsePayload on ObserverSnapshot (#580)
- Debug console client — tilde-toggle UI panel with command input, output log, settings toggle, and full DebugCommandKind dispatch via protocol v18 (#581)
- Entity-bound dialogue speaker colors — NPC colors assigned by entity ID (not screen position) with per-conversation lifecycle and round-robin palette (#573)
- Sova Transit District tile maps — 5 locations authored: The Terminal (44×28), The Last Shift (34×22), Maintenance Corridors (58×6), Gate Ground (40×34), Gate Gallery (32×10) (#582, #583)
### Fixed
- LOS boundary walls — 1-tile wall margin beyond vision cone included in visible_tiles as BoundaryWall sector, walls at fog edge now render instead of bleeding into fog (#584)
- LOS boundary walls client — BoundaryWall tiles render through fog without marking explored, 4 new fog tests verify lifecycle (#585)
- Entity renderer test failures — updated 7 stale ColorRect/position assertions for Sprite2D migration, fixed SoundIndicatorRenderer class cache (#574)
- Dialogue speaker color contrast — re-enforce contrast floor after desaturation for passive (overheard) lines
- PROTOCOL_VERSION 17 → 18 mismatch — client rejected every server snapshot
- Debug console D-088 pause — sim now pauses while console is open, matching dialogue/settings overlay behavior
- Debug console settings toggle reads live state instead of ConfigFile, preventing checkbox divergence
### Changed
- PROTOCOL_VERSION bumped 17 → 18 (debug_response field on ObserverSnapshot, DebugCommand PlayerAction variant)
## [v0.1.22] — 2026-03-03
### Added
- Visual test harness — `make screenshot`, `make test-visual`, `make visual-update` for automated visual regression testing with golden PNGs across 11 scenarios (fog, HUD, dialogue, minimap)
- Visual movie mode — `make visual-movie` captures interaction flows as frame sequences with contact sheet generation
- World seed protocol — StartupMessage carries world_seed from client to server after handshake, enabling deterministic NPC population seeding (D-010, D-029)
- EntanglementConfig — per-seed NPC population ratios (flat/mundane/intrigue) sampled from seeded RNG with D-029 bounds, ensuring same seed = same world (#175, #178)
- Fog debug mode — toggle FogState.debug_exploration to render raw exploration texture as colored overlay for diagnostic use
- D-110 through D-112: z-level addressing, subterranean architecture, no instancing decisions
- Q-051: speech bubble indicator over speaking NPCs
- Sprint 22 "Wire" briefings (server, client, visual, CI, planning, joint)
### Added (server)
- Production NPC pool generation — 23 authored Sova NPCs spawn with EntanglementTag (Flat/Intrigue) based on triangle membership (#176, D-029)
- Authored triangle instantiation — 5 Sova triangles (3 active forks, 2 passive tensions) loaded from content YAML with deterministic IDs (#188, D-087)
- Contamination activation mechanic — timer-based storyteller fires after 30 game-minutes, pressures active triangles, emits ContaminationEvent (#254)
- Modifications data model stub — Vec<Modification> on chunk entities, round-trips through save/load for future construction DLC (#567, D-112)
- Zone Gate gauntlet room — two-zone test room with door boundary, zone crossing detection system (#512)
- Fuzzy map tests — 50-seed randomized testing of procedural maps against 4 structural invariants (#509)
### Fixed
- Fog shader: silent compilation failure in OpenGL3 compat mode — removed `return` statements from fragment() which are not supported, causing fog overlay to render as no-op (root cause of Sprint 22 fog regression)
- Fog system: blocky stair-stepped edges at vision cone boundary — doubled Gaussian blur step size for D-066 compliant 6-8 tile smooth gradient (#569)
- Fog system: zero visibility in explored areas — switched bounds calculation from visible_tiles (empty in live server mode) to visible_positions, and removed shader guard that cut off gradient bleed into unexplored tiles (#569)
- Fog shader alpha tuned to D-059 spec: light fog 0.25-0.35 (was 0.25-0.55), deep fog 0.55-0.70 (was 0.78-0.90) — world content now visible through fog instead of hidden behind it (#563)
### Changed
- Fog shader now distinguishes light fog (near cone, neutral dark) from deep fog (far from cone, zone temperature tint) with separate Perlin noise breathing cycles (8-10s / 15-20s)
- Zone temperature tint populated per-tile from server zone_id: bar=warm amber-dark, hub=cool blue-dark, corridor=neutral dark (D-059/D-046/D-077)
- Simplified vision cone from 3-sector (forward/peripheral/blind) to forward-only 120° arc — server sends only forward-cone tiles, client renders explored tiles behind the player with light fog overlay
- Simplified fog shader from 5-layer to 3-layer model (clear, explored, unexplored)
- Fog texture resize now preserves exploration data — tiles behind the player stay as light fog instead of reverting to unexplored black
- Updated D-015/D-017 perception decisions to reflect simplified cone model
- Moved connector scripts from db/connectors/ to tooling/db/ (#274) — backwards-compat symlink removed in #568
### Removed
- db/connectors symlink — all references now use tooling/db/ directly (#568)
## [v0.1.20] — 2026-02-25
### Added
- Social site template schema — RoleSchema (#163), SpaceSpec (#164), TriangleDef (#106) with YAML deserialization, sample templates at server/data/templates/
- Single-ownership model — TemplateOwnership component, TemplateReferenceMap resource, cross-template reference links preserved across save/load and tier eviction (#165, D-025)
- Triangle generation — intra-template constraint satisfaction assigns NPCs to triangle roles, minimum 2 triangles per template with fallback on imperfect seeds (#107)
- Triangle escalation system — tick_triangle_escalation runs per game-minute, tension increments toward ToleranceThreshold, TriangleCrisisEvent emitted on Active phase entry, ResolveTriangle stub command (#250, D-087)
- Protocol v16 — TriangleCrisisEventWire on ObserverSnapshot for future client rendering of triangle crises
- D-093: Sova Transit District spatial layout — 4 social sites (Terminal, Bar, Gate Cluster, Sector 3), 2 encounter nodes, zone palette, gate cluster 7-zone spec, z-level scheme (z=0 maintenance, z=1 main, z=2 observation gallery), 3 investigation paths, corridor widths
- D-094: Spatial hierarchy — chunk (64×64 sim) → block (128×128 sim) → district (4×4 blocks, 256×256 visual), supersedes D-014 estimate
- D-095: Horizon stations and transport lore — span gates (human-built, dual-use), horizon stations (alien-built, 4-8 apertures), "The Ring" per-system naming, sequential hop travel, The Loop internal tram
- Generator architecture workshop brief (ticket #562) — top-down pipeline for district generation, targeting Q-036 resolution
- SnapshotEventRouter — callable-based snapshot dispatch replaces inline if-has blocks in main.gd (#559)
- YamlParser shared utility — unified YAML parsing for UI strings and checklist conditions (#560)
### Fixed
- Wire triangle crisis event queue into observer snapshot — clients now receive TriangleCrisisEventWire via protocol v16 (was always empty)
- Persist TriangleState in SaveStateV1 — triangle phase and tension survive save/load cycles
- Validate dangling with_role references in TriangleDef constraint validation
- Replace O(n²) fallback NPC assignment with BTreeSet; prevent same NPC assigned to two roles in one triangle
- Replace O(N*M) scan in apply_resolve_triangle with BTreeMap index for O(1) per-command lookup
- Add From impls for RoleId, TriangleId, StableId, TriangleCrisisEventWire — eliminate fragile .0 newtype access
- Consolidate near-identical unit tests with integration counterparts
### Changed
- Sova station profile updated — horizon gates located at The Krenn Ring (800 AU), not on Station Sova; Admin Hub houses transit processing facility only
- game_state.gd: stationary_ticks and zone_id now read from server snapshot with deprecated client-side fallbacks (#557, D-020)
- dialogue_box.gd: decoupled from GameState and AudioManager via signals — zero direct autoload references (#558, D-020)
- main.gd: snapshot dispatch via SnapshotEventRouter, dialogue signal coordinator handlers (#559, #558)
- ui_strings.gd and checklist_evaluator.gd: delegate to YamlParser, ~140 lines of duplication removed (#560)
## [v0.1.19] — 2026-02-25
### Added
- Sprint 20: Shape planned — 11 tickets (server 6, client 4, planning 1) covering template/triangle schemas, client refactors, and district layout design discussion
- Planning team ticket type in sprint-plan skill — supports design discussions with purpose-assembled agent panels, Qatux and SI for bookkeeping
- Client PR #70 merged — save/load client UI, F5/F6 quicksave/quickload (#554)
- Server PR #68 merged — Sprint 19 save/load, tier eviction, test infra (7 tickets, 2714 lines)
- Client PR #67 merged — Sprint 19 test infra, session management, debug overlay (5 tickets, 2547 lines)
- CI PR #69 merged — Sprint 19 test runners, IPC fixtures, protocol handshake, benchmark (4 tickets, 1297 lines)
- Test runner scripts — 7 bash scripts (run-rust, run-godot, run-ipc-fixtures, run-ipc-protocol, run-ipc-integration, run-ipc-benchmark, run-all) with structured JSON output (#270, D-030)
- IPC serialization fixtures — 5 msgpack fixtures with Rust generator, cross-language GDScript validation (22 assertions) (#271, D-030)
- Protocol handshake client — HANDSHAKING state in SimBridge, HandshakeMessage decode with 5s timeout (#556, D-020)
- IPC round-trip benchmark — p50/p95/p99 latency reporting, 5ms threshold (#342, D-020)
- Protocol version handshake — `HandshakeMessage` as first IPC frame before tick loop, forward-compatible input handling (#555, D-020)
- Protocol v15 — `save_result` field on ObserverSnapshot for client save/load confirmation
- State serialization primitives — `serialize_npc_to_frozen`/`deserialize_npc_from_frozen` with full D-024 10-axis coverage for tier eviction freeze/thaw (#96, D-026)
- Scope tag system — `ScopeTagKind` (Neighborhood, ActiveQuest, Colleague, KnownContact), `ScopePinned` marker, automatic assignment from KnowledgeGraph and RelationshipGraph (#98, D-026)
- Timestamp-based eviction — `LastInteractionTick` LRU tracking, `SimSpacePressure` resource, BinaryHeap eviction respecting scope-pinned entities, Active cap 80 (#97, D-026)
- Save/load ECS extraction — `save_to_file`/`load_from_file` via MessagePack, `SaveGame`/`LoadGame` IPC commands, `SaveLoadResultWire` on ObserverSnapshot (#553, D-085)
- ScopePinned eviction regression test — adversarial at-scale test proving pinned NPCs survive eviction even with oldest ticks
- Test infrastructure — Layer 3 integration test entry point, three-layer architecture per D-030 (#200)
- Information boundary negative tests — 4 tests proving no passive KG leakage, LOS fog holds, tier boundary holds, per-NPC save isolation (#272, D-010)
- gdUnit4 CI runner script — headless test execution via `run_gdunit4.gd` with exit code for CI (#205)
- Scene testing utilities — SceneHelper class with node existence, signal, and path helpers for gdUnit4 (#206)
- GameState apply_snapshot tests — 14 tests covering v2+ fields: game_time, facing, interactions, monologue, stance, inventory (#206)
- Game session management — per-game save directories under `user://saves/<timestamp>-<seed>/` per D-085, SessionManager autoload, main menu scene (#258)
- Debug visualization overlay — F3-toggled dev overlay with LOS rays, vision cone arcs, NPC path trails, knowledge confidence tags, tick timing sparkline (#348)
- SimBridge→TestHarness extraction — test simulation logic separated into dedicated RefCounted class with backward-compat proxy API
- Workshop outcomes files — formal closure for content-gap-analysis, KG-information-boundaries, v01-content-scoping, v01-gap-analysis, wiki-review
- D-087 through D-092 — recovered decisions from v01-content-scoping and wiki-review workshops (triangle config, pause system, content scope, voice registers, anchor lines, complicity theme)
- Q-030 through Q-039 — open questions from workshop backlog (seed schema, style guide, cultural ingredients, NPC architecture, PC archetypes, sacred/profane framework, district skeleton, generator pipeline, authored content estimate, gate topology)
- Decision ID claim system — `db/connectors/decision` CLI with `next`, `claim`, `check-dupes` commands to prevent cross-worktree D/Q/R ID collisions, pre-commit duplicate check
- D-085: Per-game save directory structure — every new game creates `user://saves/<game-id>/`, F5 quicksave, F6 quickload
- Q-029: Save file format design — long-term considerations for versioning, compression, integrity, metadata headers
- D-086: Renumbered insert icon system (was D-084 on visual branch) to resolve cross-worktree ID collision
- Save/load wireframe updated for D-085 — LOAD tab shows games grouped by directory with expand/collapse, QUICKSAVE slot, F5/F6 hints
- Sprint 19: Persist planned — 16 tickets (server 7, client 5, CI 4) covering save/load, tier eviction/scope, test infrastructure
- Character creation & game setup workshop brief — covers creation model, seed boundary, gate activation, quest seeding, game toggles (resolves Q-011)
- Protocol v14 — `poi_list`, `examine_result`, `player_knowledge` ObserverSnapshot wire types with live KG serialization (#151, #174, #264)
- Minimap rendering — circular 160px diegetic insert overlay with POI dots (colored by category), border arrows for distant POIs, player-centered fixed-north (#151)
- Dialogue UI hardening — confrontation italic voice (D-063), examine result overlay with 5s auto-dismiss and confidence coloring (#174)
- Knowledge/journal panel — right-side insert panel (J key), facts grouped by entity, contradicted entries in amber with strikethrough, stale entries dimmed, mutual exclusion with dialogue (#264)
- Sprint 18 client test suite — 50 gdUnit4 tests for dialogue (D-062, D-063, D-064) and journal (KG parsing, scene structure, UIStrings), plus test plan document
- D-084: dual-namespace line ID scheme for auto-generated NPCs — role pool (shared, unchanged) + instance override (opt-in, seeded counter). Resolves Q-028 (#544)
- Tier 1 drama module schema (`content/schemas/drama_module.schema.yaml`) — entry conditions, NPC requirements, event sequences, outcomes, pool format (#158)
- Smuggling ring v0.1 stub module (`content/modules/tier1/smuggling_ring_v0_1.yaml`) — vertical slice Tier 1 module with 6 NPC roles, dual event sequences, 5 outcomes (#158)
- Line ID authoring guide (`docs/design/line-id-authoring-guide.md`) — dual-namespace conventions for hand-authored and auto-generated NPC content
- Tier 1 module authoring guide (`docs/design/tier1-module-authoring.md`) — field reference, NPC pattern/motivation tables, design principles, pre-submission checklist
- Background tier state machines — schedule, mood, relationships, job tick once per game-minute for Background NPCs (#95, D-026)
- NPC vision system — symmetric shadowcasting for Active-tier NPCs, NpcMemory with last-known-position and zone inference (#115, D-011)
- NPC player-awareness behavior — PlayerAwareness component tracks LOS duration, suspicion accumulation, routine deviation triggers (#244)
- Skill system & combat flag — SkillSet component (BTreeMap<String, u8>), CombatCapability marker from combat_trained skill (#91, D-024)
- Player-action social propagation — three-order trust ripple (100%/40%/20%) through RelationshipGraph with cycle prevention (#249, D-029)
- Examine mechanic — process_examine_interaction with character-filtered observation text, KG DirectObservation write, examine_result in ObserverSnapshot (#242)
- Character goal/pressure framework — CharacterPressure component (exposure/institutional/relationship), wired to snapshot HUD data (#248)
- Save state data model — SaveStateV1 struct with MessagePack serialization, roundtrip tests for entity/KG/relationship/clock state (#256)
- Tell state derivation wired into ObserverSnapshot — integration tests for Nervous tell on Major secret + high stress (#337)
- Sprint 18: Touch planned — 14 tickets (server 9, client 3, copy 2) covering examine mechanic, NPC awareness, social propagation, minimap, dialogue UI, save state model
- `.claude/rules/` directory — modular auto-loaded instructions (tea-cli, git-safety, project-structure, team-patterns, local-services)
- KnowledgeGrant untagged enum with Fact and Entity variants, ContentEntityRegistry for NPC spawn-time entity resolution (D-079, #545)
- KnowledgeGranted event processing — grants fire at dialogue line selection, runtime NPC KG guardrail (D-079, #546)
- ContradictionClaim struct with 600-tick window detection in observe_entity, epistemic neutrality for both sources (D-083, #547)
- NPC-to-NPC knowledge transfer system — trust-gated fact exchange, confidence capping at KnowsOf, ToldBy source construction (D-080, #548)
- tell_state KG awareness — NPC relationship reads from KG for other-entity state, MVP information boundary (D-082, #549)
- Contradiction monologue with pre-resolved entity names, PersonOfInterest relationship shift, THE FRIEND arc event chain (D-083, #550)
- Unprompted disclosure system — DisclosureCandidates component, 7 trigger gates, three-layer rate limiting, two-stage trait filter (D-081, #551)
- Trait modifier system — Cautious/Gossipy/Loyal/Talkative filter predicates via content-authorable config (D-081, #173)
- POI data model and proximity-based discovery system via KnowledgeGranted events (#148, #149)
- Protocol versioning tests — version round-trip, mismatch detection, serde_default migration pattern, full variant coverage (#232)
- Team monitoring rules — heartbeat rule for stuck agent detection, bottleneck detection pattern
- `tooling/tea-comment` — single-command wrapper for posting Gitea PR/issue comments with multi-line bodies
- D-086: Insert icon system — custom SVG icons over icon fonts, authored to insert geometric constraints with lattice_profile weight scaling
- Insert/HUD wireframe and visual spec (#314) — dual character variants (smuggler social network view, detective investigation overlay) with pixel-precise layout, entity markers, time display, border arrows, commission grid, and all interaction states
- Contradiction monologue lines — 16 hand-authored lines (8 detective, 8 smuggler) for Sera/Kael FRIEND arc, Phase 2 blindsiding + Phase 3 pattern recognition, cognitive-dissonance-not-accusation tone per D-083 (#552)
- Diegetic tutorial monologue — 20 lines (10 per character) teaching movement, fog, sound, NPC interaction, and insert/HUD through character voice, fire-once on first-time events (#330)
- Diegetic time display on insert HUD — station local time (HH:MM), day phase with cycle-tinted color, day number on InsertOverlay (#263)
- Relationship color accent on E-Talk overlay — 3px left-edge bar using D-033 palette signals NPC relationship at a glance (#537)
- `Constants.format_game_time()` helper for converting game-minutes to HH:MM station time
- `/sprint-status` cleanup sweep skill — consistent health report with tickets by status, PR cross-reference, bookkeeping issue detection, and open work by team
- `sprint sweep` CLI subcommand — structured JSON output for sprint health checks (grouped tickets, per-team summary, issue detection)
- Knowledge Flow & NPC Boundaries workshop — 5 D-records (D-079–D-083) covering grant architecture, NPC-to-NPC propagation, unprompted disclosure, NPC information boundaries MVP, contradiction detection pipeline
- 7 knowledge graph implementation tickets (#545–#551) with full dependency chain and line estimates
- Contradiction monologue content ticket (#552) for Sera/Kael FRIEND arc
- Sprint 17 completion proofs: contradiction detection fires, NPC-to-NPC knowledge transfers
- Entity renderer migrated from ColorRect placeholders to Sprite2D with D-019 angle sprites — self_modulate for D-033 tinting, 8→4 octant direction mapping, feet-anchored y-sort (#540)
### Fixed
- Client protocol version bumped to 15 to match server (was still at 14 after server PR #68 added save_result field)
- gen_fixtures.rs version comments changed from hardcoded 14 to PROTOCOL_VERSION constant
- run-ipc-benchmark dead --iterations flag removed (Rust compile-time constant governs rounds)
### Changed
- Team boundary framing — replaced worktree-centric language with `$WORKTREE_TEAM` env var identity across CLAUDE.md and skills (sprint-start, sprint-plan, pr-review) to prevent agents from following `.git` pointers across boundaries
- CLAUDE.md compacted from 188 to 67 lines — CLI references, endpoints, and patterns moved to `.claude/rules/`
- `/sprint-status` delegates to haiku subagent — keeps sweep JSON, template read, and PR list out of main context window
- `sprint sweep` JSON trimmed — removed unused fields (`ok`, `sprint.status`, `priority`, `ticket_id`), shortened issue detail strings
- Sprint status output template condensed — rendering rules moved to skill definition, bookkeeping table simplified to 2 columns
- Model selection documented in CLAUDE.md — `/model sonnet[1m]` and `/model opus[1m]` for 1M context sessions
- Sprint 17 briefings updated with workshop results — server (14 tickets), copy (2 tickets), client (2), visual (1)
- Q-024 (gossip timing), Q-025 (KG memory), Q-026 (contradiction detection) closed
- Sprint 16 closed (8/8 done)
- 3D sprite render pipeline — Camera3D at D-019 angle (-72.5° from horizontal), three-point studio lighting rig, orthographic projection, resolution chain 1024→256→64
- Generic NPC capsule model (24×32px footprint per D-044) and structural wall model for pipeline validation
- Test sprites: 8 runtime 64px sprites (NPC + wall × 4 directions) deployed to client/assets/sprites/
- Pipeline documentation (renderer/README.md) — camera spec, lighting rig, resolution chain, model authoring guide
- DialogueResponse verb handler — players pick dialogue options and receive follow-up lines via full D-028 four-layer pipeline (#539)
- Trust-gated gossip verification — integration tests confirm Secret/Real/Surface tier gating per D-075 (#171)
- Line variety tracker wiring — DialogueCooldownTracker prevents repeat lines within 600-tick window (#338)
- DialogueResponse cross-language fixture for GDScript testing
- Sprint team lifecycle through PR review — teams stay alive for commit → push → review → fix loop → approve → shutdown
- Zone_id extraction in game_state.gd optimized from O(N) tile scan to O(1) dictionary lookup — builds _tile_by_coord from member visible_tiles covering both test and live paths (#543)
- Shared run_dialogue_pipeline() helper eliminates ~60 lines of duplication between Talk and DialogueResponse systems
- Dialogue and monologue line IDs migrated from location-scoped (the-terminal_d_039) to NPC-scoped (kael-davan_d_001) namespace — each NPC has an independent sequence per D-035 (#542)
- DialogueCooldownTracker documented as per-player-global by design (NPC-scoped line IDs per D-035 prevent collision)
- CONFRONTATION_LINES marked TODO for migration to D-028/D-035 content pipeline
- pr-push and pr-review skills updated with team lifecycle awareness
### Fixed
- PR #59 review: stale mood vocabulary updated in line-pool-format.md, style-guide, and content-directory-structure.md to post-Sprint 14 values
- PR #59 review: orphaned location-scoped IDs in maintenance-tech.yaml comments and smuggler-inventory.yaml cross-references updated to NPC-scoped
- PR #59 review: Lera Sessik tenure corrected from "twelve years" to "eighteen years", NPC header fixed
- PR #59 review: ring-operative.yaml fact_id corrected from `location.surveillance_gaps` to `investigation.surveillance_gaps`
- Dialogue systems moved from BridgePlugin to NpcPlugin — game logic registers where it belongs (#538)
- Schedule ambiguity: emit_observation_events now has explicit .before(advance_tick) constraint
- process_dialogue_response updates ActiveDialogue tick and InteractionMemory on follow-up
- DialogueResponse range check added (CLOSE_RANGE, matching Talk/Confront pattern)
- Weighted selection fallback replaced with unreachable!() — dead code removed
- assert!(false) → panic!() in serialization tests (clippy)
- SetFacing and TeleportToHub added to roundtrip test coverage
## [v0.1.15] — 2026-02-23
### Added
- Sprint 16 "Converse" briefings — 8 tickets across server/client/copy/visual teams
- 19 UI wireframes — HUD, dialogue, monologue, popups, menus in v0.1 and v1.0 variants with D-record cross-references
- d2-diagram skill — text-to-diagram generation with project defaults (theme 200, dagre, PNG)
- frame0-wireframe skill — UI wireframing via Frame0 HTTP API, replaces MCP dependency with bash+curl
- 16 decision diagrams — architecture, data-flow, entity, state, and UI categories covering all project decisions
### Changed
- frame0-wireframe skill rewritten — JSON-as-truth workflow with frame0-sync.py, batch export, renderer-only guidance
- pr-review skill — all reviewer agents now use worktree paths instead of git show
- Dialogue panel is always visible as permanent insert UI element (D-061)
- Makefile: check-protocol target verifies server/client protocol versions match before build
- D-035 amended: line ID namespace changed from location-scoped to NPC-scoped (Sprint 15)
- Tilemap z-layer filtering — FloorTiles renders z=0 only, z=1/z>1 reserved for future layer nodes (#71, D-049)
- Entity 24x32 footprint per D-044 visual hierarchy — split ENTITY_SIZE into WIDTH/HEIGHT with separate offsets (#72)
- Follow target stub on GameState — `follow_target_id` field ready for server #241 Follow verb
- Manual exponential camera smoothing — CAMERA_SMOOTHING_SPEED constant (8.0), same lerp pattern as entity renderer (#117)
- 31 new Sprint 15 validation tests — camera smoothing, UI framework z-layers, entity footprint, Sprint 14 regressions
- SpatialIndex trait with naive Vec implementation — entities_in_range, entities_at, update methods with Manhattan distance (#340)
- NPC generation pipeline — procedural seeding of all 10 D-024 axes via SimRng with constraint validation (#92)
- Personality and tell system — 5 tell categories (Nervous, Angry, Friendly, Guarded, RoutineDeviation) derived from NPC axis values each tick (#90)
- Tolerance threshold monitoring — ToleranceBreachEvent on stress exceeding per-NPC threshold, mood FSM integration (#105)
- Routine deviation detection — RoutineDeviationEvent on wrong location/activity for day phase, absence detection, pathfinding-aware (#243)
- Follow mechanic — Follow verb, proximity/LOS tracking, double-frequency observation events, NPC suspicion accumulation, configurable thresholds (#241)
- Monologue event triggers — observe_npc, hear_sound, observe_anomaly, witness_interaction, post_conversation with D-035 context tags (#119)
- Protocol v13 — tell_state on VisibleEntity, follow_state on ObserverSnapshot, Follow verb
## [v0.1.14] — 2026-02-21
### Added
- Unified dialogue log — player-NPC and overheard NPC-NPC conversations in one chronological scrolling panel (#535, D-061/D-078)
- F3 debug overlay — real-time game state display with tick, FPS, position, entity counts, dialogue/monologue status (#511)
- Monologue display — multi-line priority queue with character colours, italic BBCode, stagger animation (#122)
- Protocol v9 — conversation_events, conversation_ended, dialogue_response fields with carry-forward logic
- Dialogue theme system — configurable NPC name colour palette, entry timing, passive opacity via dialogue-theme.yaml
- Monologue display system visual spec — typography, positioning, stacking, priority, fade animation, character color differentiation, 80-char line constraint (#315)
- Entity color system spec — D-033 relationship-to-player mapping, transition animations, color blindness assessment (#304)
- Text display hierarchy spec — 4 content pipelines (dialogue, monologue, observation, environmental) with z-layers and positioning (#316)
- Sound indicator visual design — fog-edge pulse for D-018 three-range sound model with direction encoding and range differentiation (#317)
- THE FRIEND visual treatment spec — 3-phase earned visual detail for Kael Davan and Sera Venn (#318)
- Environmental text visual standards — signage, terminal, and news ticker rendering with bilingual Concordat/Krenn treatment (#334)
- Tell visual/behavioral expression spec — 5 tell categories mapped to 6 Tier 2 behaviors (#251)
- Monologue line pool maxLength raised from 160 to 256 chars (soft guidance ≤160)
- NPC name masking infrastructure — entity-anchored dialogue log with server-side role labels, retroactive name update on learning, NpcColorIndex for stable color assignment
- Dialogue option keyboard selection (1/2/3 number keys) and numbered option labels
- Interaction list chrome — background panel, mouse hover highlighting, click-to-interact, pointing hand cursor
### Changed
- D-061 updated to document unified conversation log architecture from Sprint 14
- Dialogue options switched from RichTextLabel to Label for reliable VBoxContainer sizing
### Fixed
- Visual grammar dialogue max-width corrected from "~70% screen width" to 640px per D-076
- BBCode injection in dialogue log formatting — server-sourced strings now escaped with [lb]
- Per-frame dialogue log rebuild replaced with dirty flag (performance)
- dialogue_active lifecycle — now cleared after panel fade completes per D-064
- PAUSE/UNPAUSE routed through main.gd input recording for bug report replay (#507)
- WASD input freeze after filing bug report — LineEdit focus not released before queue_free() across CanvasLayers
- WASD not reactivating after Talk — dialogue_active held for entry_lifetime instead of cleared immediately
- Recognition chime spam — entity IDs now tracked permanently per room instead of expiring
- Audio path warning — res://audio/ corrected to res://assets/audio/ in AudioManager
- world_radial.tscn anchors_preset warning — changed from 15 to 0
- bug_report_dialog.gd push_warning changed to print for informational message
## [v0.1.13] — 2026-02-20
### Added
- D-078: Overheard NPC conversation — passive dialogue panel with server-authoritative stochastic word occlusion
- Sprint 14 "Live" briefings — 22 tickets across server (7), client (3), copy (6), visual (6)
## [v0.1.12] — 2026-02-19
### Added
- Tier marker components (#93), active tier simulation (#94), tier transition logic (#99)
- Information tag schema (#138), component-level access control (#139)
- Line previewer CLI (#193)
- Sound event system — server pipeline (#124)
- Close-range stereo audio — client positional 2D (#125)
- Medium-range visual indicators — fog-edge directional arrows (#126)
- HashMap ban in simulation crate via clippy (#343)
- Tracing crate infrastructure — JSON format, tick duration logging (#344)
- System dependency graph debug command — `--dump-schedule` CLI flag (#346)
- rng_seed field on ObserverSnapshot for deterministic replay (#527)
- v0.1 Visual Grammar Document (#303)
- Placeholder art specification (#252)
- Spatial layouts: Logistics Hub (#311), Bar (#312), Smuggling corridors (#313)
- Cultural generation guide — 5-dimension framework for Sova Transit District cultural voice (#189)
- Sova Texture Appendix — 20-term slang glossary, sensory profile, Meridian self-censorship rules (#302)
- Contraband specification — unlicensed lattice components, supply chain, street terminology (#321)
- Sova Station Profile — 6 districts, governance, off-station references (#320)
- Span Gate Transit Schedule — hourly schedule, maintenance windows, ring operational calendar (#336)
- Meridian Coverage Map — 10 named zones from Commission-grade to dead air (#335)
- Character definition schema and both character builds — smuggler + detective (#179, #180, #181)
- Divergent starting knowledge and relationships per character (#182, #183)
- Detective institutional chain of command (#322)
- Contradiction arc design document — reusable FRIEND pattern (#332)
- Mirror moment design document — 7 core dual-perspective observation triggers (#329)
- First 5 minutes experience design — systemic opening per character (#259)
- Opening hook content per character (#260)
- Knowledge vocabulary for v0.1 content — entity/world categories, prerequisite format (#368)
- Knowledge state vocabulary — author-facing quick reference (#309)
- Knowledge fact catalogs — 10 YAML files in content/global/knowledge/, 73 canonical facts
- D-075 endorsement — archetype dimension review recorded in decisions/content.md
- Flat NPC memorable trait pass — Pael, Ren, Tev with noise-floor profiles (#307)
- Environmental text content — 20 items across Terminal, Bar, and Corridors with dual-lens notes (#262)
- Diegetic insert flavor text — per-character labels and notification strings (#331)
- News ticker / Meridian feed — 30 lines including batch 44xx recall dual-lens moment (#306)
- Workplace content pack — The Terminal: 5 NPC dialogue files (#190)
- Bar content pack — The Last Shift: 3 NPC dialogue files (#191)
- Smuggling ring content pack — maintenance corridors: coded vocabulary, dual registers (#192)
- Generation pass expansion — 80 ambient variant lines across all 9 dialogue files (#194)
- Sprint 13 "Sound" briefings — 9 tickets across server, client, audio, visual teams; full audio architecture + gauntlet expansion + monologue display spec
### Fixed
- Entity renderer field name bug — `id` vs `entity_id` (#345)
- Dialogue max-width pixel value — 640px per D-076 (#447)
- Routine tests missing ActiveSim — 3 of 5 tests passed trivially without the required tier marker
- `_observer_pos` misleading unused prefix renamed to `observer_pos` (used for sound event filtering)
- Stale protocol version doc comment "Current: 9" corrected to 10
- FactionOnly non-numeric `faction_id` attribute now logs a tracing::warn instead of silently denying
- SOUND_EVENT_ASSETS walk-speed key mismatch — `sfx_footstep_metal` corrected to `sfx_footstep_metal_walk`
### Changed
- Removed orphaned `SimulationTier`/`LastInteraction`/`ScopeTag`/`ScopeKind` types from tier.rs (unused outside own tests)
- Sound pipeline documented as intentionally empty in v0.1 (no producers yet, full pipeline wired)
- Observer test setup now inserts SoundEventQueue resource for integration coverage
- Added FactionOnly positive test case and Medium-range occlusion TODO
- Sound indicator colors sourced from Constants instead of duplicated hex literals
- play_loop() null guard on stream.duplicate()
- Camera zoom fallback uses Constants.CAMERA_DEFAULT_ZOOM
## [v0.1.11] — 2026-02-19
### Added
- Sprint 12 "Build" briefings — 50 tickets across server, client, copy, visual, ci teams; production-layer foundations + all v0.1 copy authoring
- `.tmp/` gitignored repo directory for agent temp files — avoids Bash permission prompts during PR review comment posting
- `sed -n` blanket permission in shared settings
### Changed
- All skills renamed to domain-action convention (e.g. `commit`→`git-commit`, `review-pr`→`pr-review`, `gen-audio`→`audio-gen`, `render-sprite`→`sprite-gen`) — 12 renames total
- `pr-review` skill uses Write tool into `.tmp/` instead of Bash heredocs to `/tmp/`
## [v0.1.10] — 2026-02-19
### Added
- `project.yaml` — technical project descriptor with version, architecture, simulation, and content model as the canonical version source of truth
- Scratchpad: asset generation pipeline idea (registry, status tracking, prompt versioning, pre-sprint cohesion)
- Scratchpad: remote terminal proxy idea for mobile monitoring of Claude Code permission prompts and interactive elements
- `make perf-baseline` — full plugin stack tick benchmark (50 measured ticks, 5 warmup) capturing per-tick timing, entity counts, process RSS, and shadowcast benchmarks; outputs structured JSON to `tests/perf/baseline.json` with `--compare` mode for regression detection (>20% threshold, D-026 budget check)
- Michroma font integration (#517) — Michroma-Regular.ttf as game font with +1px tracking FontVariation, global Theme with cyan-white (#E0F7FA) implant text color, IMPLANT_TEXT_COLOR/DIM/PULSE constants
- Mouse-relative facing and movement (#526, D-054) — mouse position determines facing direction (client-side float), WASD remapped to cursor-relative (W=toward, S=away, A/D=strafe), SET_FACING action sends octant to server, smooth facing indicator rotation
- Room reset client UX (#502) — amber reset_plate tile type, 0.15s screen flash on room reset, 'Reset Room' interaction verb
- Auto-checklist progress tracking (#503) — ChecklistEvaluator parses room YAML and evaluates 7 condition types against GameState with latching, ChecklistOverlay renders progress in gauntlet mode only, 48 new tests
- 4 ambient zone loops: station base, workplace, bar, corridor — SAO-generated organic soundscape with crossfade loop points (#327)
- 2 footstep SFX: metal walk and run — SAO hybrid with best-transient extraction (#327)
- `audio-batch` command — batch audio generation from JSON manifests, supports SAO and harmonic synthesis, with `--dry-run`, `--only`, and `--skip-existing` flags
- `--post` and `--output-ogg` flags on `audio-generate` — chain post-processing (trim, normalize, convert) into a single command
### Changed
- `push-pr` skill now runs `/commit` first when uncommitted changes are detected
- Insert open/close now sends explicit PauseSimulation/ResumeSimulation (#518, D-058) — replaces toggle-style pause with idempotent pair
- Interaction list colors reference Constants.IMPLANT_TEXT_COLOR instead of hardcoded values
- World radial menu uses theme font instead of ThemeDB.fallback_font
- Monologue chimes replaced with production-quality manual synthesis — insert-tech aesthetic per D-074, pure sine harmonics with mathematical envelopes (#327)
### Fixed
- Bidirectional relationship check (#515) — Check 9 tested `target in npc_rels` which missed NPCs with no relationship entries; changed to `target in self.npcs`
## [v0.1.9] — 2026-02-18
### Fixed
- `make game` now builds client before launching — was missing `build-client` dependency, causing class_name registration failures after `make clean`
- `build-client` uses `--import --quit` instead of just `--quit` — ensures `.godot/` cache and `global_script_class_cache.cfg` are created from scratch
- `make clean` preserves `client/.godot/` directory (clears contents only) to avoid Godot startup issues
### Added
- `--description TEXT` flag for `ticket create` CLI — previously required raw SQL workaround to set ticket descriptions
### Changed
- UI audio assets revised — monologue chimes re-generated (0.8s, insert-tech aesthetic), fog_recognition re-generated (was silent), all 8 assets normalized to 44.1kHz stereo LUFS -16 (#453)
- review-pr skill: explicit verdict rules — critical/warning → REQUEST_CHANGES, suggestion-only → APPROVE
### Added
- `make golden-diff` + `make golden-update` targets (#486) — developer workflow for golden file comparison and regeneration; safe restore on cargo failure
- Gauntlet checklist YAML schema (#497) — 7 condition types evaluable from ObserverSnapshot, per-room checklists for 3 rooms, `make checklist-validate` and `make checklist-generate` targets, wired into `pre-pr-content` gate
- Gauntlet room timer + personal bests (#496) — GauntletHUD shows TIMER: MM:SS (PB: MM:SS), starts on room entry, resets on room change, persists stats to user://dev/gauntlet-stats.json, session summary on disconnect, hidden in non-gauntlet mode
- WRONG button F12 MVP (#495) — bug report capture: pause sim, show modal prompt, save snapshot.json + render.txt + description.txt to user://bug-reports/, Esc to cancel
- GameState.room_id and gauntlet_mode fields — parsed from ObserverSnapshot, enabling gauntlet UI
- BUG_REPORT action in InputMapper (F12 binding) with SimBridge wire guard (client-only)
- 24 new anti-tedium tests — GauntletHUD lifecycle (16: timer, PB, visibility, room change, session tracking) + BugReportDialog (8: pause/unpause, wire guard, text render, edge cases)
- whatsinagame starter kit — reusable multi-agent team bootstrap for any project (3-tier profiles, 18 skills, 16 agent archetypes, stakeholder personas, ticketing DB, decision tracking)
- Domain-action naming convention for skills documented in create-skill guide
- `gauntlet` feature flag (default-on) — allows stripping Gauntlet test world from release builds with `--no-default-features`
- `EXPECTED_ENTITY_COUNT` and `RESET_PLATE_STABLE_IDS` constants — entity counts derived from StableId ranges instead of hardcoded values
- Debounce exact-boundary test for room reset (tick 9 rejected, tick 10 accepted)
- Reset plate StableId verification in `stable_id_ranges_match_spec`
- Runtime content test (`content_runtime.rs`) separated from structural loading tests
- Client P2 tests (#492) — 16 gdUnit4 tests for camera (smoothing, zoom, viewport, follow, no-pan), entity alpha/color (peripheral, forward, NPC color, player constant), UI (monologue, interaction, inventory, dialogue, pause, fog blob, fog z_index)
- Client P3 tests (#493) — 12 gdUnit4 tests for z-layer ordering (floor/ysort/fog/UI), entity lerp (snap, converge, LERP_SPEED=12.0), Tyre additions (recognition, facing, delta scaling, blob removal)
- Anti-tedium regression tests (#494) — 5 tests: F12 no-crash guard, no queued input, gauntlet UI hidden in default/normal snapshot/multi-tick modes
### Changed
- Room reset API consolidated to `plan_reset` only — `execute_reset` removed (was a maintenance trap; production uses Commands via `plan_reset`)
- `room_at()` documented with z-range and corridor overlap assumptions
- TCP runtime test now has 10s read timeout and registers player in EntityRegistry
### Removed
- Dead `RoomMember` component from reset.rs (defined but never used)
- Protocol v8: dialogue_response field decoding (DialogueResponseEvent with line_id, text, speaker_entity_id) from server #305/D-028
- Test client binary scaffolding (#480) — standalone crate at `tooling/test-client/` with CLI (--connect, --replay, --text, --json, --quiet, --golden, --ticks), exit codes (0/1/2), golden file JSON diff, JSONL replay loader
- Snapshot text renderer (#481) — `format_snapshot_text(&ObserverSnapshot)` pub-exported from server crate, entity labels as kind:entity_id sorted by distance, room name stub, 10 unit tests
- Sprint 9 (Gauntlet) briefing files — server, client, CI, audio, joint — 23 tickets across 4 teams
- Weapon aim lock audio (`sfx_weapon_aim_lock.ogg`) — clinical targeting confirmation tone for weapon aim state (#440)
- Stance change audio (`sfx_stance_change.ogg`) — subtle mechanical click for stance toggle feedback (#440)
### Fixed
- MessagePack int_64 encoder dead code branch (#516) — `-(1 << 63)` overflowed making int_64 branch unreachable; negative values beyond int_32 now correctly encode as 0xd3 instead of 0xcf
- Cross-encoder fixture pipeline hardened — encode failures now exit non-zero instead of writing empty .msgpack files (#475 review)
- GDScript fixture test no longer silently skips on missing/empty fixture dir — asserts instead (#475 review)
- GDScript fixture generator covers all PlayerAction variants (added MoveSouth, MoveEast, MoveWest, Unpause, ToggleStanceDown, WalkAway)
- `make pre-pr` now checks GDScript fixture staleness alongside Rust fixtures
- Protocol version bumped from 7 to 8 to match server — fixes 5 test failures from version mismatch
- Interact action encoding changed from unit variant to struct variant to match server's PlayerAction::Interact { target_entity_id, verb }
- Monologue duplication test (test_monologue_not_duplicated_after_consumption) fixed — was using poll_snapshot() which doesn't consume _last_snapshot in test mode
- `make pre-pr` target — full pre-PR verification chain: lint → build → test → content validation → fixture staleness (#460, #465)
- Branch-specific pre-PR variants: `make pre-pr-server`, `make pre-pr-client`, `make pre-pr-content`
- Content cross-reference validation (9 checks) — canonical_id uniqueness, relationship targets, location slugs, dialogue locations, fact_ids, triangle membership, npc_count, dialogue line_ids, bidirectional relationships (#464)
### Fixed
- Dialogue schema missing `focused` (mood) and `greeting` (situation) values added in Sprint 7-8 content
- Speaker wire ID silent fallback — dialogue now warns and skips when target entity missing from registry (was silently using 0)
- Cross-plugin system ordering — trigger_recognition_monologue now runs after detect_anomalies (latent determinism bug)
- Walk-away ordering — process_walk_away now runs after process_talk_interaction (prevents same-tick race)
- ActiveDialogue overwrite — new Talk while in existing dialogue now emits IncompleteInteraction before replacing
- Server-side Talk range check — handle_talk now enforces CLOSE_RANGE before setting TalkRequest (was client-only)
- ExamineNpc label collision — VerbKind::ExamineNpc now uses "Examine NPC" label (was "Observe", same as generic Observe)
- Dead conditional in main.rs collapsed (both branches were identical)
- WalkAway variant added to all_player_action_variants_roundtrip serialization test
### Changed
- DialogueCooldownTracker.used changed from Vec to BTreeMap for O(log n) lookup (D-041 compliance)
- MonologueState.shown_ids changed from Vec to HashSet for O(1) contains check (was O(n) per tick)
- Secret trust tier documented as unreachable with TODO for Phase 2 KG-gated unlock
### Added
- Determinism test: different_seed_produces_different_replay — exercises SimRng via dialogue weighted selection
- Dialogue selection pipeline (#305, D-028) — 4-layer filtering engine: access tier from KG relationship, situation derivation from game state, trust tier, weighted topic+mood scoring via SimRng. Full Talk verb → selected line → ObserverSnapshot pipeline with cooldown tracking
- ContentSlug component (#452) — stable content identity from YAML (e.g. "kael-davan") independent of runtime Entity handles, for knowledge graph interaction memory across save/load
- Walk-away KG recording (#427, D-064) — IncompleteInteraction knowledge events with Talk/Confront type, ActiveDialogue tracking, walk-away detection clears dialogue and records in KG
- Anomaly detection for urgent recognition (#450, D-060) — AnomalyMarker flags PersonOfInterest/Contradicted entities for 0.3s cognitive delay instead of 0.6s normal
- Recognition monologue during cognitive delay (#451, D-060) — monologue fires at delay START (grey blob phase), not completion. v0.1 fallback lines, anomaly prioritization, cooldown tracking
- Server --test-mode, --port, --seed CLI flags (#459) — LISTENING:{port} stdout signal, OS-assigned ports, deterministic seed override, stderr-only tracing
- Determinism gauntlet test (#466) — 20-tick replay determinism regression test with movement, stance, pause/unpause exercise
- Pause guard test suite (#461-463, #468) — 7 tests covering movement, unpause, roundtrip, stance, interact, batch, tick_rate during pause
- EntityRegistry lifecycle tests (#469) — stale mapping, re-register, unknown unregister edge cases
- Boundary value encode/roundtrip tests (#471) — 41 values across all MessagePack integer format boundaries
- Encoding asymmetry tests (#473) — Rust decoder accepts GDScript-style signed encodings for unsigned fields
- Boundary fixture generation (#472) — 14 raw + 5 snapshot fixtures at integer format boundaries
- Malformed batch rejection test (#479) — truncated, garbage, and mixed payloads rejected atomically
- Per-fix determinism unit tests (#467) — equidistant NPC ordering, visible tile sorting, same-tile mover resolution
### Fixed
- Determinism: visible_ids HashSet → BTreeSet for stable iteration order (#456)
- Determinism: visible entities in snapshot sorted by entity_id (#457)
- Determinism: movers sorted by Entity bits in validate_movement (#458)
- Pause guard blocks all actions except Pause/Unpause while paused (previously only blocked movement)
### Changed
- Protocol version bumped from v7 to v8 (dialogue_response field in ObserverSnapshot)
### Added
- AudioManager autoload (#255, D-068/D-069/D-073) — 5-bus architecture (Music, Ambient, WorldSFX, PlayerActions, UISounds), directory-scan asset registry, spatial/non-spatial playback, audio dip profiles (dialogue, confrontation, listening_focus) with low-pass filter sweep, zone crossfade stub
- Dialogue response selection (#435, D-061/D-062) — structured options with response_id, priority sorting, max 3 visible, invisible locked options, RichTextLabel for BBCode support
- Walk-away mechanic (#437, D-064) — WASD triggers WalkAway input during dialogue, 300ms fade, dialogue_active flag gates movement, re-show on server interrupt
- Confrontation text styling (#436, D-063) — italic first-person options, 1.5s monologue beat with dialogue dim to 70%, audio dip via AudioManager, walk-away cancels in-flight beat
- MessagePack boundary value tests (#470) — 41 values (25 positive, 16 negative), encode-only header verification, roundtrip, Rust-style unsigned decode overlap tests
- Client P0 regression tests (#477) — monologue carry-forward (Bug #5), camera stability during pause (Bug #2)
- Client P1 tests (#478) — fog shader state (4), entity lifecycle (2), pending recognition blob (1)
### Changed
- Fog byte magic numbers replaced with named constants (#476) — VIS_HIDDEN/PERIPHERAL/FORWARD, EXP_UNEXPLORED/EXPLORED/VISIBLE in FogState
- Dialogue options now carry structured {text, response_id, priority, confrontation} instead of plain strings
- Protocol v7 dialogue decode validates and skips malformed options
### Added
- QA test architecture workshop complete — 3-round, 7-agent workshop producing 60 tickets (epic #455): Gauntlet test world (7 rooms, 48 entities), test client binary (tooling/test-client/), determinism fixes, content validation, make pre-pr pipeline, 38 client tests, anti-tedium features, human tester workflow
- Workshop skill updated — agents now write output files to disk instead of sending messages, fixing documenter access
- Camera anchor test suite — 10 gdUnit4 tests verifying camera init, smoothing cycle, and player tracking
- Entity position lerping — framerate-independent exponential smoothing so entities slide between tiles instead of snapping
### Fixed
- Server never sends snapshots — blocking TCP read in receive_bridge_inputs stalled the entire bevy Update schedule; switched to non-blocking I/O with WouldBlock handling
- Camera doesn't center on player at startup — Camera2D smoothed_camera_pos starts at (0,0); now disable smoothing during init, snap to player, re-enable after first anchored frame
- Player moves while game is paused — movement commands now discarded when TickRate is Paused (pause/unpause still process)
- Spacebar only pauses, doesn't toggle — added UNPAUSE action with toggle logic based on tick_rate state
- MessagePack encodes tick 128 as -128 — off-by-one in signed int boundary checks (<=128 instead of <128) across int8/16/32/64 branches
- Monologue/dialogue lost on snapshot overwrite — one-shot events now carried forward when a newer snapshot replaces an unconsumed one
- Fog shader white screen on load failure — ColorRect defaults to transparent, shader load failure logged instead of crashing
- Fog desync during camera smooth pan — fog rect now tracks camera position instead of player position
### Changed
- Server game loop throttled to ~20 ticks/sec (50ms frames) — non-blocking TCP loop no longer spins; remaining frame budget available for NPC AI
- Hold-to-move input model — movement polled each frame with stance-based throttle (Sprint=200ms, Walk=400ms, Careful=600ms, Crouch=800ms) and composite diagonals (W+D → northeast)
- D-053 updated with client throttle rates and input model documentation
### Added
- Dialogue box UI skeleton (#434, D-061) — bottom screen, max 20% height, ~65% width, NPC speech + max 3 response options, insert-styled colors, WASD walk-away with 300ms fade, no close button, diegetic on InsertOverlay z-layer 6
- Fog entity visualization (#431, D-059/D-060) — cognitive delay rendering: sonar-style sound pings (3 concentric rings, 1.5s fade), unrecognized grey blobs with 0.8s breathing pulse, D-033 color transition at 50% recognition progress, ±0.5 tile position drift, FogEntities node at z:950
### Changed
- Client protocol version bumped from 6 to 7 (pending_recognitions decode for cognitive delay)
- GameState: current_dialogue and pending_recognitions fields wired from ObserverSnapshot v7
- Scene tree: DialogueBox added to InsertOverlay, FogEntities at z:950 between fog shader and InsertOverlay
- Test mode: mock dialogue (Kael NPC, 3 options) and mock cognitive delay entity (6-tick recognition cycle)
### Added
- Archetype evidence presentation spec (#443, D-065/D-034/D-033) — detective case file vs smuggler notebook design document: item definitions, knowledge graph presentation, contradiction markers, THE FRIEND arc walkthroughs, systems interaction map, authoring guidelines
- Cognitive delay system (#423, D-060) — CognitiveDelay component buffers perception events before emitting KnowledgeEvents (0.6s base / 0.3s urgent at 10 tps), pending_recognitions in ObserverSnapshot v7 for client fog entity visualization, cancellation on entity LOS exit
- ListeningFocus eavesdrop system (#426, D-053) — stationary_ticks tracking for eavesdrop positioning bonus, 30-tick threshold (20 for Careful stance), Sprint blocks accumulation, registered after validate_movement
- YAML content loader with hot-reload (#326, D-028) — LinePool system parsing dialogue/monologue YAML into BTreeMap-indexed pools, 4-layer query filtering (access > situation > trust > topic+mood), timestamp-polling hot-reload (dev-only), graceful failure preserves previous content
- Line pool format specification (#308) — formal spec at docs/architecture/line-pool-format.md defining YAML structure, tag enums, 4-layer filtering pipeline, prerequisite-to-KG mapping, ID format, and Rust loader interface
- InteractionMemory KG schema design (#442, D-064) — design doc at docs/architecture/interaction-memory-schema.md extending FactKnowledge with interaction tracking, 5-state InteractionState enum, monologue prerequisite extension, NpcTolerance reconciliation
- Audio discussion decisions D-067 through D-074: recognition chime timing, 5-bus architecture, audio dip profiles, confrontation as cognitive vulnerability, monologue chime placeholder strategy, universal conversation murmur, zone crossfade, hybrid audio generation
- Asset pipeline documentation system (docs/assets/) with category-based index, sonic palette, and generation templates for audio, visual, and video pipelines
- Stable Audio Open connector and post-processing wrappers (audio-generate, audio-health, audio-post) with timeout handling for 11GB VRAM constraint
- gen-audio skill with prompt assembly system (sonic palette prefixes + category templates + asset descriptions)
- 6 interaction UI audio assets (#440): cursor_hover, weapon_aim, implant_open, fog_recognition, sfx_monologue_chime, sfx_monologue_chime_urgent — generated via SAO, needs duration trimming (#453)
- Dialogue/confrontation ambient dip implementation spec with full Godot AudioBus tween code
- Synthesis tooling (tooling/synth_ui_sounds.py) for programmatic insert-tech sound generation
### Changed
- Protocol version bumped from 6 to 7 (pending_recognitions field in ObserverSnapshot)
- MessagePack fixtures regenerated for protocol v7
- Monologue trigger system uses .values() iterator (clippy fix)
- Monologue schema: relationship prerequisite now requires target and state fields
- 389 tests total (70 new) — cognitive delay pipeline, line pool loader, ListeningFocus, content watching, serialization
- Renamed asset-gen skill to gen-image for consistent gen-* naming pattern
- Client protocol v6 bridge — decode player_stance (4 variants) and player_inventory from ObserverSnapshot, TOGGLE_STANCE_UP/DOWN input actions, 25 gdUnit4 tests
- Three-scope z-layer rendering pipeline (D-049) — world z:0-900 inside CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal CanvasLayer 30. Y-sort contract enforced, reserved VFX/airborne/lower-floor ranges documented
- Cursor state machine (#429, D-056) — 4 states (Default/EntityHover/ObjectHover/WeaponAim), 150ms transitions, insert-styled geometric shapes
- Fog shader rebuild (#430, D-059) — 5-layer fragment shader with animated Perlin noise, CanvasGroup compositing, FogState autoload for visibility/exploration textures
- Entity interaction list (#432, D-057) — vertical multi-verb menu, insert-styled, sprint suppression, diegetic toggle
- World radial menu (#433, D-058) — 2 spokes (Observe + Insert), drag-release and click-click input, 60-degree acceptance zones
- Inventory UI (#438, D-065) — 3x3 grid, 40x40px slots, 1-9 hotkey selection
- Stance indicator (#439, D-053) — color-coded HUD text, C/X keybinds
- Architecture docs: z-layer gap analysis, fog shader spec, flying taxi feasibility analysis
### Changed
- Scene tree restructured: Entities z_index 3->0 (critical y-sort fix), FloorObjects->10, YSortGroup->100, Overhead->300, FogOverlay->900, ModalLayer added
- constants.gd rewritten with three-scope z numbering and full reserved range documentation
- Fog renderer replaced: TileMapLayer-based fog_renderer.gd deleted, replaced by shader-based fog_shader.gd + fog.gdshader
### Added
- ObserverSnapshot v6 wire protocol (#449) — player_stance (MovementStance) and player_inventory (Vec\<InventoryItem\>) fields with serde defaults for backward compatibility
- Stance system (#417) — Sprint/Walk/Careful/Crouch movement stance with tick-based speed (1/2/3/4 ticks per move), monologue rate multipliers (40%/100%/150%/100%), PlayerMoveCooldown component, ToggleStanceUp/Down player actions
- TilePresence posture layers (#420) — Standing/Prone/Seated/Fixture occupancy layers enabling same-tile coexistence (e.g. seated NPC + standing player), layer-based collision in validate_movement
- ObjectType component (#421) — Readable/Container/Terminal/Door/Pickup/Furniture types with Phase 1 verb sets computed from type + proximity range
- Phase 2 verb filter (#422) — KG-gated observer-side verb processing: POI priority flips (D-060), Confront injection at KnowsDetails+ confidence, contradiction marking, archetype-specific label relabeling (Smuggler sees Move/Stash, Detective sees Scan/Flag on containers)
- CharacterArchetype component — Smuggler/Detective archetype for Phase 2 verb label differentiation (D-057)
- VerbKind::Confront — Phase 2 only verb injected when observer has KnowsDetails+ on an NPC at close range
- Smuggler inventory system (#424) — CarriedBy(StableId) component, Take/Place verbs, 9-slot (3x3 grid) capacity, auto-slot assignment, info boundary enforcement (carried items invisible to other observers)
- MovementProfile component (#418) — per-archetype default stance (smuggler=Walk, detective=Walk), applied on spawn, factory methods for future archetypes
- Sprint interaction buffer suppression (#419, D-055) — sprint stance explicitly clears interaction buffer, no verbs computed or sent during sprint, anomaly monologue pipeline unaffected
- Sprint anomaly double-take monologue (#428, D-055) — SprintAnomalyQueue component detects Contradicted entities during sprint, fires delayed retroactive monologue after ~1.5s ("Wait — something wasn't right back there"), first-in-wins queue semantics, 3 hardcoded v0.1 lines
### Changed
- Protocol version bumped from 5 to 6 (stance, inventory, ObjectType, verb system fields)
- MessagePack fixtures regenerated for protocol v6
- Input processing queries expanded for stance and cooldown components with backward-compatible Option wrapping
- Observer pipeline queries expanded for Stance and CharacterArchetype components
- NearbyInteraction carries object_type and contradicted fields for Phase 2 context
- BridgePlugin system ordering: process_sprint_anomaly_monologue runs after trigger_monologue, compute_observer_snapshot runs after anomaly processing
- Player spawn includes MovementProfile, Stance, PlayerMoveCooldown, and SprintAnomalyQueue components
- 331 tests total (131 new) — comprehensive QA coverage across stance, occupancy, Phase 2 verbs, sprint suppression, inventory, anomaly monologue, and wire format
### Added
- D-066: Dual-scale grid — 0.5m simulation tiles for stealth granularity, 1m visual tiles for proportional art (2x retina factor). All world geometry 2x2 sim tile minimum so cover/LOS maps 1:1 with visuals. Amends OQ-01.
- Sprint CLI (`db/connectors/sprint`) — unified sprint lifecycle management with 5 subcommands: status, start, stop, start-work, prepare. Auto-detects sprint from DB state and team from git branch. Guards prevent activating unplanned sprints.
- Shared permission settings in `.claude/settings.json` — git, ticket/sprint CLI, make, tea, and core skills pre-approved across all worktrees. Deny rules block destructive operations.
- Decisions D-053 through D-065 from Control & Interaction Workshop — formalized interaction verb system, contextual actions, NPC awareness model, and related design decisions
- Sprint 6 Touch briefings for server, client, copy, and joint teams
- Control & Interaction Workshop outputs — full workshop notes and outcomes
- Smuggler inventory item specs for transit district (#441)
- Start-workshop skill for multi-agent design workshops
### Fixed
- Added worktree boundary rules to CLAUDE.md — agents must stay within the git root, no navigating to sibling worktrees or above the repo
- Plan-sprint skill now enforces worktree-relative paths in generated briefings
- Worktree-update skill now discovers branches dynamically via `git worktree list` instead of relying on hardcoded branch names — fixes missed branches like `planning`
### Changed
- Start-sprint and plan-sprint skills updated to use sprint CLI instead of manual multi-query workflows
- Permission syntax migrated from deprecated `:*` suffix to modern space-wildcard format across all worktrees
- Internal monologue trigger system (#414) — enter_location fires on first tick, time_idle fires after 100 ticks of no movement, 300-tick cooldown, dedup within session, random line selection from content pools via ChaCha20 RNG
- MonologueEvent in ObserverSnapshot v5 — current_monologue field carries id, text, and display duration across the IPC bridge
- Client monologue display wiring — protocol v5 decoding, GameState extraction, HUD display pass-through
### Fixed
- NPC spawn missing Interactable component (#413) — NPCs spawned from content and proof room now have Interactable, enabling E-prompt detection
- PlayerAction::Interact was a no-op (#415) — changed from unit to struct variant with target_entity_id and verb fields, server logs interaction data
### Changed
- Protocol version bumped from 4 to 5 (MonologueEvent field, Interact variant change)
- MessagePack fixtures regenerated for protocol v5
### Changed
- UIStrings YAML parser now handles arbitrary nesting depth and inline comments — adapts to copy team's restructured ui-strings.yaml with multi-level sections (relationship_states, health_values)
- HUD uses new YAML keys: `hud.perception_mode_prefix`, `hud.time_prefix`, `hud.health` (empty prefixes display values directly)
- Interaction prompt keybind hint ("E") hardcoded instead of loaded from YAML — keybinding is not copywriter text
### Added
- Pre-commit FactId validation hook (#393) — grep-based check validates fact_id references in content YAML against canonical knowledge catalogs; advisory mode when catalogs are stubs, enforcing mode when populated
- Pre-commit hook infrastructure — `.config/hooks/` with modular dispatcher, `make setup-hooks` target, `core.hooksPath` config for worktree-safe hook installation
- `make check-fact-ids` target for manual fact_id validation
- UIStrings autoload with YAML-based UI string loading (#409) — minimal YAML parser, `get_text()` lookup with fallback-to-key
- HUD and interaction prompt labels now loaded from `client/data/ui-strings.yaml` instead of hardcoded strings
- Character voice speech patterns (#310) — sentence-level execution spec for smuggler and detective covering contractions, punctuation, stress markers, vocabulary, verbal tics, and authoring checklist
- NPC authoring style guide (#379) — 954-line handbook: tier budgets, 9 NPC patterns, dialogue/monologue rules, tag taxonomy, dual-lens coordination, Krenn/Sova culture, FRIEND phase mapping, validation checklist
- UI microcopy (#409) — 72 YAML strings for client integration: interaction verbs, relationship states, HUD labels, perception modes, notifications, knowledge panel, tutorial prompts
- Kael Davan FRIEND pack (#297) — 86 hand-authored lines across 3 locations, 5-phase relationship arc with contradiction scene, dual-lens notes
- Sera Venn FRIEND pack (#298) — 75 hand-authored lines at The Last Shift, trust-gated gossip, avoidance contradiction, contaminated trust arc
- PC-as-NPC content (#401) — 70 authored items enabling second-playthrough recognition (D-039 wow moment #4)
### Changed
- Moved ui-strings.yaml from content/campaigns/_meta/ to client/data/ for direct Godot client loading
### Fixed
- Fact ID format collision across FRIEND content — normalized 73 flat IDs to dotted category.topic format, fixing broken detective evidence chain from Sera to Kael observations
- Entity ref format inconsistency — normalized underscore format to npc:hyphenated across ~15 monologue references
- Phase tag inconsistency between FRIEND packs — standardized to phase-N format, added missing phase-2 tags to Kael ring ops lines
- Detective monologue gap for Kael — added 7 observation lines (7 → 15 total), added mood tags and bar_evening situation to Kael bar content
- Hoshe QA briefing updated with integration test coverage priorities — test harnesses, dedicated client-server test map, edge case focus
- Sprint 5 "Live" team briefings — copy (6 tickets), client (2), CI (1), joint coordination for content-at-scale sprint targeting FRIEND packs, voice patterns, NPC style guide, PC-as-NPC authoring, UI microcopy, FactId validation
- Live server mode (`make game`) — single command builds server, launches client with TCP connection, auto-kills server on exit; `make stop` helper for manual cleanup
- `SR_LIVE=1` environment variable switches SimBridge from test mode to real TCP server connection
- TileKind in wire protocol (#412) — server sends Floor/Wall/Door/Object per visible tile, client renders walls and floors in live mode
- Input roundtrip integration test (#411) — spawns real server, connects via TCP, validates full movement and interact pipeline
- Debug logging for received player inputs on server (visible with `RUST_LOG=debug`)
### Fixed
- Interaction prompt target+verb data now attached to Interact action in game loop (#405) — was TODO stub, server receives `{target_entity_id, verb}` payload
- Player entity detection uses `kind.variant == "Player"` instead of hardcoded `entity_id == 1` — fixes "player not found" warnings when connected to real server (which assigns different IDs)
- Movement keys now work in live mode — client was sending millisecond timestamps as input tick, server only processes ticks <= current frame counter; now uses server tick from latest snapshot
- Entity-to-tile alignment in live mode — server sends tile-center render coords (tile 16 → 16.5), entity renderer now floors to tile index before positioning
### Added
- Content loader Phase 2 (#408) — 2-phase spawn pipeline loads real YAML content into ECS entities: enums, entity attributes, pools, templates, triangles, NPC profiles with Want/Tolerance/Contentment/Personality/Tells/Skills axes plus cross-reference resolution for Secrets, Relationships, Information, and DailyRoutine
- Global enum YAML files (#387) — 9 enum definitions (situations, topics, moods, triggers, access-tiers, trust-tiers, activities, patterns, motivations) from D-035 taxonomy
- Entity attributes YAML (#388) — 16 canonical knowledge graph attribute keys from D-024 with A7 workshop updates
- Seed-time pools (#389) — 5 single-candidate pools for deterministic v0.1 testing
- Social site templates (#390) — 3 templates (logistics-hub, bar, smuggling-ring) with role slot definitions per D-025
- Triangle YAML files (#391) — 5 v0.1 triangles (3 active fork, 2 passive) per D-024 workshop synthesis
- Seed configuration schema design (#394) — design document defining game-start randomization: FRIEND selections, pool draws, template assignments, entanglement config, ChaCha20 RNG protocol
- YAML to RON converter tool (#403) — build-time converter in tooling/content-converter/, runs via `make content-ron`
- Line previewer CLI (#407) — 4 subcommands (dialogue, monologue, coverage, sequence) for content authors to test line selection without running the full game
- Happiness added to WantKind enum — Harek remapped from Safety to Happiness
### Fixed
- Dialogue-pool schema corrected to use arrays for situation/topic/mood per D-035 (were incorrectly single strings)
- NPC want.primary changed from narrative strings to WantKind enum keywords — fixes silent Want component drop at spawn time
- Schema enum constraint added to npc-profile.schema.json for want.primary validation
### Added
- Sprint 4 "Feel" team briefings — copy (8 tickets), server (9), client (1 carry-over), CI (1), joint coordination
- Interaction prompt system (#405) — server-driven "E - Talk" prompt decoding v4 nearby_interactions with nested VerbOption structs, fade animation, extensible get_interaction_target/get_selected_verb interface for future radial verb menu
- Art direction & mood board workshop (3 rounds + closing) — 4-agent team establishes visual identity, 16 art direction principles, 9 mood board images, 10 candidate decisions (D-042–D-051)
- 3D-to-2D sprite render pipeline (`client/tooling/sprite_renderer/`) — Godot @tool scene renders textured 3D models at "the angle" (-72.5deg ortho) from 4 cardinal directions at 1024/256/64 resolutions with outline applied at working resolution
- `/render-sprite` skill — CLI wrapper for the render pipeline with headless import step
- Pipeline POC: Era 1 institutional wall + bar green wall textures generated via Nano Banana and rendered through full pipeline
- PerceptionQuery trait and ActivePerceptionMode resource — abstraction layer for D-017 perception mode swapping (NaturalVision default implementation)
- VisibilityGeometry intermediate resource decoupling FOV computation from entity filtering
- Client-side PROTOCOL_VERSION enforcement — snapshot decoder rejects version mismatches with error log
- POI verb priority test in observer pipeline — asserts both verb kind and priority values end-to-end
### Changed
- Observer pipeline decomposed into two-stage system: compute_visibility_geometry (geometry) → compute_observer_snapshot (entity filtering + assembly)
- POI verb priority adjustment moved from simulation phase (interaction.rs) to perception phase (observer) — fixes D-010 information boundary violation
- compute_nearby_interactions no longer reads KnowledgeGraph — determines verb availability by proximity only, verb priority adjusted by observer
- compute_nearby_interactions scheduling moved from SimulationPlugin to BridgePlugin for explicit ordering with geometry and observer systems
- Client test snapshot updated to v4 format (Protocol.PROTOCOL_VERSION, tick_rate replaces paused)
### Added
- Content validation tooling — `make validate-content` validates campaign YAML files against JSON schemas, maps files by directory context
- Entity::to_bits() roundtrip test — guards against bevy version changes silently breaking wire IDs
- TickRate switch mid-accumulation test — verifies Half→Full→Paused→Half transitions preserve accumulator state
- Tick rate scaling system (#406, D-052) — Full/Half/Paused rates with fractional accumulation, SetTickRate player action, replaces binary pause flag
- Proximity detection and interaction verbs (#404, D-060) — compute_nearby_interactions system with Manhattan distance ranges (close ≤2, mid ≤5), context-sensitive verb computation (Talk, Observe, Examine), PersonOfInterest priority flip, NearbyInteraction in ObserverSnapshot v4
- Content directory skeleton (#385, D-057) — district-as-atomic-pack layout with Sova Transit first district, 17 NPC stubs, 3 locations, 5 triangles, dialogue/monologue pools, factions, knowledge catalogs, enum definitions
- Content schema definitions (#386) — 8 JSON Schema files (draft 2020-12) for district, location, npc-profile, dialogue-pool, monologue-pool, triangle, routine, fact-catalog validation
- PROTOCOL_VERSION constant in bridge types — versioning strategy documented (subprocess IPC, serde defaults for field evolution)
- Campaign, system, station JSON schemas for hierarchical content validation
### Fixed
- Test suite aligned with server v4 protocol enforcement — all hand-built snapshots include version field, verb priorities 1-indexed, ExamineNpc label corrected to "Observe"
- E2E proof tests resilient to entity ordering — player found by kind instead of array position, wall-hides test checks specific NPC position instead of total count, supports 3-NPC proof room layout
- Wire entity_id now uses StableId consistently across observer, observation, interpretation, and interaction systems (was Entity::to_bits() in some paths)
- Restored system/station/district hierarchical fields in district metadata (incorrectly removed during canonical_id cleanup)
- Unregistered entities in observer/interaction now log tracing::error instead of silently falling back to Entity::to_bits()
### Changed
- NearbyInteractionBuffer refactored from global Resource to per-entity Component on PlayerCharacter — multiplayer-ready (D-009)
- Observer module split into mod.rs (244 lines) + tests.rs (480 lines) — reduces module complexity
- Content directory restructured from flat districts/ to hierarchical campaigns/main/systems/krenn/stations/sova/districts/transit/ — path mirrors canonical IDs, glob-based discovery, multi-campaign/DLC ready
- Content manifest (content.yaml) rewritten for glob-based district discovery
- District identity fields (system, station, district) now derived from directory path — removed from district.yaml required fields
- NPC canonical_id schema accepts district-scoped IDs (npc:transit.kael-davan) for cross-district uniqueness
- ObserverSnapshot protocol bumped to v4 — adds nearby_interactions field, tick_rate replaces paused field in GameTime
- NearbyInteractionBuffer.interactions is now private with take() accessor (no per-frame clone)
- NearbyInteraction.distance changed from f32 to u32 (matches manhattan distance)
- Missing PlayerCharacter in input processing now panics instead of silent no-op
- Verb sort uses (priority, kind) tuple for deterministic ordering at equal priority
- Unregistered entity in knowledge events triggers debug_assert + error (was warn)
- District schema: canonical_id is now optional (derived from directory path at load time)
- Skills trimmed for CLAUDE.md deduplication — search-docs (-48%), ticket (-17%), review-pr (-35%) now reference CLAUDE.md for basics instead of repeating them
- Review-pr reviewer profiles extracted to `references/reviewer-profiles.md` for progressive disclosure
### Removed
- Dead generate_snapshot function in bridge/mod.rs — superseded by compute_observer_snapshot
- content/global/regions/ directory — region data absorbed into system.yaml metadata
### Added
- Dual Lens Authoring Guide — 7-chapter reference for writing content that works for both smuggler and detective perspectives (D-027, D-028, D-032, D-034, D-035)
- THE MIRROR pattern spec — transparency-as-contrast NPC design with Naia Tamm reference implementation and generator template
- Smuggler voice card — register parameters, 5 voice anchors, 4 anti-patterns, paired comparison examples, display constraints, authoring checklist
- Smuggler moral arc spec — 4-phase trajectory (Comfort, Doubt, Reckoning, Compromise), FactId gates, monologue trigger rules, Kael intersection mapping
- PC-as-NPC unified spec — starting knowledge/relationship graphs, tell inversion, orientation monologue, 9-step conversion checklist, v0.1 smuggler + detective briefs
- Triangle 1 Hub Power Volume Escalation fork — 3-path smuggler decision (escalate/stabilize/mediate), ~41 authored dialogue lines, NPC state change tables
- Content directory structure design doc — runtime content/ layout, canonical ID format, 8 JSON Schema specs, 3-tier validation pipeline, migration path from wiki
- Interaction verb spec — 7 v0.1 verbs (Move, Look, Monologue, Examine Object, Examine NPC, Talk, Overhear), priority resolution, server pipeline architecture
- v0.1 wow moments checklist — maps all 6 D-039 moments to content deliverables, tickets, dependencies, completion status
- Nils Davan off-stage NPC stub — ring coordinator, GHOST + HANDLER pattern, lattice message design, relationship map
- NPC pattern/motivation mapping applied to all 18 NPC wiki pages with composition reads
- Structured NPC data model (#86) — replaced stub string/f32 fields with typed enums and integer types for D-010 determinism (WantKind, SecretSeverity, Skill, PersonalityTrait, CombatStyle, RelationshipKind)
- Global RelationshipGraph resource (#87) — BTreeMap with tuple key for efficient prefix queries and reverse lookups
- A* pathfinding system (#237) — PathRequest/ComputedPath/PathBlocked components with cardinal-neighbor A* and manhattan heuristic
- NPC path following system (#238) — MovementSpeed throttling, per-tick path advancement with MoveIntent creation
- Daily routine system (#88) — NpcPlugin with PreviousDayPhase resource and check_phase_transition system issuing PathRequests at day-phase boundaries
- Multiple NPC spawning (#84) — 3 distinct NPCs (dock worker, field tech, guard) with full component bundles and RelationshipGraph edges
- Observation event generator (#239) — RoutineDeviation, Absence, and NewEntity triggers from comparing visible snapshot against NPC routines and knowledge state
- Review-pr skill routes reviewers by branch type — server/client get Hoshe+Tyre, copy gets Hoshe+Paula+Miri, visual gets Hoshe+Araminta, audio gets Hoshe+Ozzie
- Start-sprint skill spawns team agents from sprint briefings — parses the Agents line, creates a team with tasks from tickets, and launches all listed agents as background teammates
### Fixed
- IPC error handling (#341) — DeserializationWithDump/MutexPoisoned error variants, hex dump logging on deserialization failure, graceful error classification in bridge I/O systems
- NpcPlugin system ordering — routine phase transitions now run before pathfinding so PathRequests are picked up same frame
- Stale doc comment in observation event generator — system runs before knowledge updates, not after
- Clippy warnings from Rust 1.93 — derive Default, is_multiple_of, collapsible if
### Changed
- Hael renamed to Naia Tamm across all wiki files (16 files updated)
- Canonical full names applied to 11 single-name NPCs (Voss→Arvo Voss, Devra→Devra Talsen, etc.)
- Location shortcodes standardized in monologue guide (hub_m_ → terminal_m_ per D-036)
- Entity attributes updated to 16 canonical keys — 4 new role-perspective keys (risk_assessment, loyalty_assessment, position_integrity, moral_weight), secret_held→leverage_held rename
- Drin Rosta expanded from Tier 3 to Tier 2 — full 10-axis profile, 6 voice lines, Triangle 2 + Triangle 5 roles
- NPC index roster table expanded with Pattern and Motivation columns
- Sprint 3 "Know" team briefings regenerated from database — all four files (server, client, joint, copy) now match actual sprint 3 ticket assignments
- Ticketing database moved to shared worktree location (`../settledreach.db`) — eliminates binary merge conflicts across branches
- All Python connectors use script-relative path resolution instead of `$REPO_ROOT` env var or git rev-parse
- `$REPO_ROOT` environment variable removed — all scripts, skills, and docs use relative paths
- Merged copy branch — 39 tickets, wiki review + content scoping workshops, game world glossary
- Merged maintenance branch — worktree-update skill
### Added
- `make db-backup` / `make db-install` — database backup to `docs/backups/` (main-only) and restore for new clones
- Worktree-update skill backs up the shared database after merges on main
### Removed
- `db/commonwealth.db` from git tracking (replaced by shared `../settledreach.db`)
- `$REPO_ROOT` env var from all 9 worktree `settings.local.json` files
### Added
- Worktree-update skill — non-destructive branch sync with PR detection and conflict safety
- Game world wiki — 45-file glossary covering Sova Transit District: 17 NPCs, 5 triangles, 3 social sites, 7 factions, knowledge vocabulary
- Wiki Review workshop (4 rounds + lead interview) — 300-world generator model, cultural ingredients menu, three-system NPC architecture, Sacred/Profane/Middle Kingdom framework
- v0.1 Content Scoping workshop (2 rounds + closing) — 16 EntityKnowledge keys, mechanical NPC mapping, YAML content format, 7-verb interaction model, server-authoritative pause, 20 decisions (D-042–D-061)
- 39 implementation tickets (#371–#409) from content scoping workshop — copy 21, server 13, client 2, ci 1
- Control & Interaction workshop brief (queued)
- Large content push team pattern in CLAUDE.md
- Inigo sound designer agent — soundscape design, ambient layers, diegetic cues, D-018 audio propagation
- Team-agent mapping in sprint planning — each team has defined default agents for briefing assignment
- Sprint skills recognize all team branches (server, client, copy, audio, visual, ci)
- Sprint 3 "Know" team briefings — server (6 tickets), client (2 tickets), joint (2 split tickets), copy (1 carry-over)
- Copy team sprint briefing for Sprint 2 (#368 knowledge vocabulary)
- Sprint 2 proof: fog of perception E2E tests (#357) — 3 tests verifying all 7 acceptance criteria through real server pipeline (movement, tiles, fog, wall hiding, corner reveal)
- Server proof room — wall at (16,14) between player at (16,16) and NPC at (16,13) for LOS testing
- Dynamic test snapshot in SimBridge — tracks player position from queued inputs, Bresenham LOS, Manhattan-distance visibility for standalone demo mode
- 4 Bresenham LOS unit tests — clear path, wall blocked, diagonal, same position (PR #13 review)
### Fixed
- Type safety in GameState visible_tiles loop — validates Dictionary with x/y keys before access (PR #11 review)
- Consistent reset_test_state() usage across all test files (PR #13 review)
- E2E connection loop now detects server process death early (PR #13 review)
- Corner reveal test verifies NPC position at (16.5, 13.5) (PR #13 review)
- Entity renderer skips redundant modulate.a writes when alpha unchanged (PR #11 review)
### Added
- Observer snapshot knowledge integration (#366) — VisibleEntity carries relationship state (D-033 color) and observation type (Visible/Remembered), remembered entities appear as fog ghosts at last known position
- Knowledge graph system (#361, #362, #363, #365) — per-entity KnowledgeGraph component (D-041), StableEntityId + EntityRegistry, KnowledgeEventQueue, decay system, 4-level confidence hierarchy
- Direct observation knowledge flow (#364) — perception emits DirectObservation/LeftLOS events to knowledge graph, entities entering/leaving LOS tracked
- Protocol v2 decoder — extracts game_time, player_facing, visible_tiles, and per-entity visibility sectors from ObserverSnapshot v2
- D-033 entity color palette (#130) — relationship-based colors (teal/green/amber/red), Phase 1 defaults by entity kind
- Peripheral vision dimming — entities in peripheral vision rendered at 50% alpha (D-015)
- Player facing direction indicator — Polygon2D triangle on player entity showing 8-directional facing
- GameState v2 fields — game_time, player_facing, visibility_sectors stored from snapshot data
- Test snapshot updated to v2 format with visibility sectors, game_time, and player_facing
- Observer visibility query (#112) — replaces unfiltered generate_snapshot with LOS-filtered compute_observer_snapshot combining shadowcasting + vision cone
- Vision cone system (#111) — forward/peripheral/blind sectors per D-015, Facing component updated on movement
- Symmetric shadowcasting (#110, #359) — Albert Ford algorithm with rational fraction slopes, benchmarked 1.2-10.5x faster than recursive, symmetry guaranteed (D-035)
- ObserverSnapshot v2 schema (#358, #25) — version field, GameTime, FacingDirection, VisibleTile, VisibilitySector types, visibility tag on entities
- D-035 decision record — symmetric shadowcasting selected over recursive (resolves Q-018)
- Tile rendering engine (#129) — programmatic TileSet with floor/wall/door/object placeholders, renders from snapshot tile data
- Fog overlay rendering (#131) — three visibility states (visible/fog-edge/hidden) via TileMapLayer overlay
- Camera lock to character (#116) — Camera2D smoothing at 2x zoom, locked to player position (D-015)
- Test room environment — 8x8 room with corridor and Manhattan-distance visibility for development without server
- `ticket team` command and `--team` filter — comma-separated team assignment for tickets (server, client, joint, content)
### Changed
- All instruction files (CLAUDE.md, skills, agent files) now use `$REPO_ROOT` env var instead of `git rev-parse --show-toplevel` — pre-set per worktree via `.claude/settings.local.json`
- `start-sprint` skill now requires plan mode — agent must create and get approval for a concrete sprint plan before starting implementation
### Fixed
- Entity renderer protocol field mismatches — "id"→"entity_id", "type"→"kind.variant", "position"→x/y fields now match Protocol.decode_entity() output
- Entity centering — entities (24x24) now centered within 32px tiles instead of top-left aligned
- `start-sprint` skill uses `git rev-parse --show-toplevel` for worktree-safe absolute paths — fixes "No such file or directory" errors on team branches
### Changed
- Background clear color set to near-black for unexplored areas (was default Godot gray)
- Scene render order: Tiles → FogOverlay → Entities (fog covers tiles, entities render on top)
- FogOverlay node type changed from Node2D to TileMapLayer for tile-based fog rendering
- GameState now stores visible_tiles and visible_positions from snapshots
- Test snapshot includes player entity (kind "Player"), second NPC entity, tile data, and visibility data
### Added
- Sprint 2 "See" briefings (server, client, joint) — fog of perception through the bridge
- `/plan-sprint` skill — automates sprint planning workflow and briefing file generation
- `ticket show` multi-ID support and `--brief` flag for compact human-readable output
- Q-018 through Q-023 — 6 open questions from architecture audit (shadowcasting, entity ID stability, collision resolution, tick overflow, pathfinding cache, debug visualization)
- 5 architecture spike workshop briefs (knowledge graph, observer pipeline, NPC AI state machines, save/load, map authoring)
- 17 tickets from architecture audit (#339-#355) — 7 Sprint 1 tasks, 5 Sprint 2+ tasks, 5 workshop epics
- End-to-end connection test (#81) — GDScript test spawning Rust server, connecting via LocalBridge, sending MoveNorth input, verifying player movement in snapshot response (D-030 Layer 3)
- Batch input encoding (Vec\<PlayerInput\> wire format) — Protocol.encode_player_inputs() batches all inputs per tick into one framed message matching server expectations
- EntityKind::Player fixture — snapshot_player.msgpack for cross-language testing, multi-entity fixture updated to include all 4 entity kinds
- 7 new tests (4 batch encoding, 1 framed batch roundtrip, 1 Player fixture decode, 1 E2E connection), 43 total client tests passing
- LocalBridge GDScript TCP transport (#79) — 4-byte big-endian length-prefix framing matching Rust server, StreamPeerTCP wrapper with partial read handling
- ServerProcess subprocess manager — spawns/stops Rust server via OS.create_process(), auto-cleanup on destruction
- SimBridge live transport integration — _process() polling loop for TCP receive/send, connection state machine (DISCONNECTED → CONNECTING → CONNECTED → ERROR)
@@ -116,6 +997,9 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
- Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf)
### Fixed
- create-skill references to nonexistent init_skill.py and package_skill.py scripts
- SimBridge wire format: inputs now batch-encoded as Vec\<PlayerInput\> array per server protocol (was sending individual inputs per frame)
- SimBridge server args: positional address format ("127.0.0.1:9876") matching server CLI, port default corrected to 9876
- Wire format mismatch: LocalBridge now uses rmp_serde::to_vec_named() (named maps) matching client Protocol.gd expectations
- EOF on bridge read now returns BridgeError::Transport for disconnect detection instead of empty Vec
- WalkabilityMap rewritten from flat Vec to chunk-based HashMap per D-012 architecture (Tyre review)
@@ -137,6 +1021,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
- dotfiles/tmux.conf (no longer needed)
### Changed
- Q-018 (shadowcasting algorithm selection) resolved via D-035
- All 18 agent briefings updated for decisions/ directory split and DEVOPS.md references
- Implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre) now include Development Workflow sections with Makefile targets
- Q-009 (time system) resolved via D-031
+47 -102
View File
@@ -1,134 +1,79 @@
# The Settled Reach
A top-down immersive sim — occlusion-based detective game with combat elements, set in an original science fiction universe. Single-character perspective, asymmetric information as core mechanic, Rimworld-style storyteller. Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC (D-020).
A top-down immersive sim — occlusion-based detective game with combat elements, set in an original science fiction universe. Single-character perspective, asymmetric information as core mechanic, Rimworld-style storyteller. Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC.
**Official Title:** The Settled Reach (D-021)
**Repository name:** commonwealth (historical code name, retained for path stability)
**Official Title:** The Settled Reach
**Repository name:** settled-reach
**Version source of truth:** `project.yaml` (root `version` field, scheme: `0.1.{sprint_number}`)
## Project Structure
```
client/ # Godot 4 client (D-020)
server/ # Rust/bevy_ecs simulation server (D-020)
client/ # Godot 4 client
server/ # Rust/bevy_ecs simulation server
tooling/ # Build tools, scripts, asset pipelines
tests/ # Integration and end-to-end tests
.config/ # Configuration files (linters, formatters, CI)
.cache/ # Local caches for testing/linting (gitignored)
docs/
discussions/ # Discussion rounds (all rounds archived here per D-022)
briefings/ # Per-agent context briefings (maintained by Qatux)
architecture/ # Technical architecture documents
design/ # Game design documents
sprints/ # Sprint briefings per team (server.md, client.md, joint.md, content.md)
workshops/ # Workshop briefs and outputs (per-workshop subdirectories)
db/
commonwealth.db # SQLite ticketing database
schema.sql # Database schema
connectors/ # Connector scripts for SQLite and Qdrant
config.json # Endpoint configuration
ticket # Ticket CLI (list, show, create, assign, sprint, etc.)
sqlite_connector.py # SQLite mini MCP
qdrant_connector.py # Qdrant + ollama mini MCP
.claude/
agents/ # Agent personality files
skills/ # Skill definitions
decisions/ # Decision domain files (source of truth)
README.md # Domain index and query examples
architecture.md # D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031
perception.md # D-011, D-015, D-016, D-017, D-018, D-019
content.md # D-023, D-024, D-025, D-028, D-029
scope.md # D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027
process.md # D-004, D-021, D-022
questions.md # Q-001 through Q-011
rejected.md # R-001 through R-010
DECISIONS.md # Redirect to decisions/ directory
TEAM.md # Team roster and roles
docs/ # Architecture, design, briefings, sprints, workshops
db/ # Schema + seed data (connectors moved to tooling/db/)
.claude/ # Agents, skills, rules
decisions/ # Decision domain files (D-NNN confirmed, Q-NNN open, R-NNN rejected)
```
Full annotated tree: `.claude/rules/project-structure.md`
## DevOps
See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. All development operations go through the top-level `Makefile` — run `make` for a summary of targets.
## Agent Instructions
### Team boundaries
**Your team identity is `$WORKTREE_TEAM`.** All work must stay within the current working directory.
- All file paths are relative to the current working directory (e.g. `server/src/bridge/types.rs`).
- **Do NOT navigate to parent or sibling directories** (`../`, `../client/`, etc.) unless explicitly instructed. Do NOT use absolute paths to reach other team directories.
- **Do NOT write auto-memory files for other teams.** If `$WORKTREE_TEAM` is `server`, do not write to memory paths containing `client`, `main`, etc.
- For context: each team has its own directory via git worktrees, sharing a parent directory (`settled-reach/`). The `.git` file points to a shared git directory — do not follow it to determine your working root.
- **Exception — stale git lock files:** If a `git` command fails with `index.lock: File exists`, you may remove the lock file for **your own team only** (e.g. `main/.git/worktrees/$WORKTREE_TEAM/index.lock`). Never touch lock files belonging to other teams.
- **Never chain git commands** in a single Bash call (e.g. `git add ... && git commit ...`). The shared `.git` directory means concurrent index access from the same terminal creates `index.lock` collisions. Always run `git add` and `git commit` as **separate sequential Bash calls**.
### Database
The ticketing database (`settledreach.db`) lives in the **parent directory** shared across all worktrees — it is not tracked in git. A backup is committed to `docs/backups/settledreach.db.backup` via main only.
### Before starting work
1. Read your sprint briefing at `docs/sprints/sprint-N/{team}.md` for current tasks
2. Use `db/connectors/ticket show <id>` for full ticket details
2. Use `tooling/db/ticket show <id>` for full ticket details
3. Read the relevant `decisions/*.md` domain file(s) referenced in the briefing
4. Background context: `docs/briefings/{your-name}.md`, `docs/discussions/`
### SQLite access
**Never use the `sqlite3` CLI** - it crashes in Claude Code due to a known std::bad_alloc bug.
### CLI tools
Use the whitelistable wrapper scripts:
```bash
db/connectors/sqlite-query "SELECT * FROM tickets WHERE status='in_progress'"
db/connectors/sqlite-exec "UPDATE tickets SET status='done' WHERE id=1"
```
**Prefer CLI wrappers over raw SQL.** Never use the `sqlite3` CLI — it crashes in Claude Code (std::bad_alloc). Use the wrapper scripts instead.
### Qdrant / document search
```bash
db/connectors/qdrant-search "asymmetric information design"
db/connectors/qdrant-index docs/briefings/tyre.md
db/connectors/qdrant-health
db/connectors/qdrant-count
```
| Tool | Command | Full reference |
|------|---------|----------------|
| Tickets | `tooling/db/ticket list`, `show`, `create`, `assign` | `/ticket` skill |
| Sprints | `tooling/db/sprint status`, `start-work`, `prepare` | `/sprint-start` skill |
| SQL queries | `tooling/db/sqlite-query "SELECT ..."` | — |
| SQL writes | `tooling/db/sqlite-exec "UPDATE ..."` | — |
| Decisions | `tooling/db/decision next`, `claim`, `check-dupes` | — |
| Doc search | `tooling/db/qdrant-search "query"` | `/docs-search` skill |
| Doc index | `tooling/db/qdrant-index path/to/file.md` | `/docs-search` skill |
### Gitea access (tea CLI)
**Never access the Gitea API directly** — use the `tea` CLI with all required flags to bypass interactive mode.
### Testing preferences
Always pass `--login schweitz --repo jpmschweitzer/settled-reach --output simple` to avoid TTY prompts.
```bash
# List open PRs
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
# View a PR with comments
tea pr --login schweitz --repo jpmschweitzer/settled-reach --comments -o simple <PR_NUMBER>
# Post a comment on a PR (or issue)
tea comment --login schweitz --repo jpmschweitzer/settled-reach <NUMBER> "comment body"
# Approve a PR
tea pr approve --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
# List issues
tea issue list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Key rules:
- **All flags must be explicit** — omitting `--login` or `--repo` triggers interactive prompts that crash in Claude Code (no TTY)
- **Use `--output simple`** for machine-readable output (no table borders)
- **`tea pr reject` does not work on your own PRs** — use `tea comment` instead
- **Never delete protected branches:** `main`, `maintenance`, `server`, `client` are protected on Gitea. Do not use `tea pr clean`, `git push --delete`, or `git branch -D` on these branches.
- **Prefer live Gauntlet testing over mocks.** For visual tests and rendering verification, use the full client/server pipeline (`--test-mode` + `SR_LIVE=1`) instead of TestHarness mocks. The Gauntlet test world produces production-identical data. Mocks can mask rendering bugs by taking different code paths.
- **Gauntlet rooms are immutable.** Never modify existing rooms — new systems get new rooms. This ensures StableId determinism and fixture stability.
- Three test tiers: (1) Live server — highest fidelity, (2) MessagePack replay via `Protocol.decode_snapshot()` — for unreachable rooms, (3) TestHarness mock — for UI-only tests where fog data doesn't matter.
- `make fixtures-gauntlet` regenerates real server snapshot fixtures from the Gauntlet world.
### File conventions
- Decisions: domain files in `decisions/` (see `decisions/README.md` for index)
- Decision IDs: `D-NNN` (confirmed), `Q-NNN` (open questions), `R-NNN` (rejected)
- **Claim IDs before writing:** `tooling/db/decision claim D <domain> "title"` — prevents ID collisions across worktrees
- Diagrams: `.d2` source + `.png` renders in `docs/diagrams/{category}/`. Create or update diagrams via `/d2-diagram` when D-records are added or modified.
- Discussion rounds: numbered sequentially, archived to `docs/discussions/` when complete
- Briefings: one per agent, updated after decision-producing rounds
- Tickets: managed via `db/connectors/ticket` CLI or `/ticket` skill
### Commit conventions
Use conventional commits with project-specific scopes:
`agents`, `skills`, `docs`, `briefings`, `discussions`, `schema`, `db`, `config`, `engine`, `simulation`, `client`, `ui`, `audio`, `assets`, `meta`
### Pull requests
**Use `tea` (Gitea CLI), not `gh` (GitHub CLI).** The remote is Gitea at `git.schweitz.internal`.
Always provide all required flags to ensure non-interactive execution:
```bash
tea pr create \
--repo jpmschweitzer/settled-reach \
--login schweitz \
--title "feat(scope): short description" \
--description "PR body here" \
--base main \
--head branch-name
```
### Local services
- Gitea: `http://git.schweitz.internal` (login: `schweitz`)
- Qdrant: `http://tower-of-joy:6333/`
- Ollama: `http://tower-of-joy:11434/` (nomic-embed-text)
- Collection: `commonwealth` (768 dimensions, cosine distance)
- Tickets: managed via `tooling/db/ticket` CLI or `/ticket` skill
+253 -20
View File
@@ -1,7 +1,15 @@
GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
.PHONY: help setup build client server test lint ci ci-client ci-server clean \
decisions-sync decisions-coverage decisions-active decisions-orphan
.PHONY: help setup build check-protocol client server game stop test lint ci ci-client ci-server clean \
decisions-sync decisions-coverage decisions-active decisions-orphan \
db-backup db-install validate-content content-ron check-fact-ids setup-hooks \
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client fixtures-gauntlet golden-diff golden-update \
checklist-validate checklist-generate \
perf-baseline debug-schedule \
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
screenshot visual-movie test-visual visual-update
# --- Configuration ---
@@ -13,25 +21,57 @@ help:
@echo ""
@echo " make setup Install dev dependencies (Rust, Godot, tooling)"
@echo " make build Build client and server"
@echo " make client Run the Godot client"
@echo " make game Build and run the full game (server + client)"
@echo " make stop Stop any running server instance"
@echo " make client Run the Godot client (test mode)"
@echo " make server Run the Rust simulation server"
@echo " make test Run all tests"
@echo " make lint Run all linters"
@echo " make ci Run full CI pipeline locally"
@echo " make ci-client Run client CI checks"
@echo " make ci-server Run server CI checks"
@echo " make test Run all tests"
@echo " make test-ipc-fixtures Layer 1: IPC serialization fixtures"
@echo " make test-ipc-protocol Layer 2: mock IPC protocol tests"
@echo " make test-ipc-integration Layer 3: real subprocess round-trip"
@echo " make test-ipc-benchmark IPC latency benchmark (blocked: #555/#556)"
@echo " make lint Run all linters"
@echo " make ci Run full CI pipeline locally"
@echo " make ci-client Run client CI checks"
@echo " make ci-server Run server CI checks"
@echo " make check-protocol Verify server/client protocol versions match"
@echo " make clean Remove build artifacts and caches"
@echo ""
@echo " make db-backup Backup shared database to git (main only)"
@echo " make db-install Restore shared database from backup"
@echo ""
@echo " make decisions-sync Sync decisions/*.md into SQLite"
@echo " make decisions-coverage Decision-to-ticket coverage by domain"
@echo " make decisions-active List active decisions"
@echo " make decisions-orphan Decisions without implementing tickets"
@echo " make validate-content Validate content YAML against schemas"
@echo " make check-fact-ids Check fact_id references against knowledge catalogs"
@echo " make content-ron Convert content YAML to RON (build-time)"
@echo " make fixtures-client Generate GDScript->Rust cross-encoder fixtures (#475)"
@echo " make golden-diff Show diff if golden file output has changed"
@echo " make golden-update Regenerate golden file and stage for commit"
@echo " make checklist-validate Validate checklist YAML against schema"
@echo " make checklist-generate Validate checklists + print condition summary"
@echo " make perf-baseline Run performance benchmarks and save baseline"
@echo ""
@echo " make screenshot Ad-hoc visual capture (SCENARIO=name, default: fog_3state)"
@echo " make visual-movie Flow capture with contact sheet (FLOW=name)"
@echo " make test-visual Run visual golden regression tests"
@echo " make visual-update Regenerate visual goldens and stage for commit"
@echo ""
@echo " make pre-pr Run all pre-PR checks (lint, build, test, validate, fixtures)"
@echo " make pre-pr-server Server-scoped pre-PR (lint, build, test, fixtures)"
@echo " make pre-pr-client Client-scoped pre-PR (lint, build, test)"
@echo " make pre-pr-content Content-scoped pre-PR (schema + cross-ref validation)"
@echo ""
@echo " make setup-hooks Install pre-commit hooks (included in setup)"
@echo " make debug-schedule Print bevy_ecs schedule graph (diff for PR artifacts)"
@echo ""
@echo " GODOT_VERSION=4.6 make setup Override Godot version"
# --- Setup ---
setup: setup-rust setup-godot setup-tooling decisions-sync
setup: setup-rust setup-godot setup-tooling setup-hooks decisions-sync
@echo "Dev environment ready."
setup-rust:
@@ -45,40 +85,120 @@ setup-tooling:
@command -v python3 >/dev/null 2>&1 || { echo "Install Python 3"; exit 1; }
@command -v curl >/dev/null 2>&1 || { echo "Install curl (required for Godot download)"; exit 1; }
@command -v unzip >/dev/null 2>&1 || { echo "Install unzip (required for Godot download)"; exit 1; }
@python3 -c "import yaml" 2>/dev/null || { echo "Install PyYAML: pip install pyyaml"; exit 1; }
@python3 -c "import jsonschema" 2>/dev/null || { echo "Install jsonschema: pip install jsonschema"; exit 1; }
setup-hooks:
@git config core.hooksPath .config/hooks
@echo "Git hooks path set to .config/hooks"
# --- Build ---
build: build-server build-client
check-protocol:
@SERVER_V=$$(grep 'pub const PROTOCOL_VERSION' server/src/bridge/types.rs | sed 's/.*= *//;s/[^0-9]//g'); \
CLIENT_V=$$(grep 'const PROTOCOL_VERSION' client/scripts/protocol/protocol.gd | sed 's/.*= *//;s/[^0-9]//g'); \
if [ "$$SERVER_V" != "$$CLIENT_V" ]; then \
echo "ERROR: Protocol version mismatch — server=$$SERVER_V, client=$$CLIENT_V"; \
echo " Fix: update client/scripts/protocol/protocol.gd to match server/src/bridge/types.rs"; \
exit 1; \
fi
build: check-protocol build-server build-client
build-server:
cd server && cargo build
build-client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
$(GODOT) --headless --path client --quit
@# First import may error on theme/font loading before the import scan completes.
@# Run twice: first pass generates imports silently, second pass validates clean.
@$(GODOT) --headless --path client --import --quit 2>/dev/null || true
$(GODOT) --headless --path client --import --quit
# --- Run ---
server:
cd server && cargo run
cd server && cargo run --bin settled-reach-server
client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
$(GODOT) --path client
game: stop build
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
@echo "Starting server..."
@cd server && cargo run --bin settled-reach-server &
@sleep 2
@echo "Starting client..."
@SR_LIVE=1 $(GODOT) --path client
@$(MAKE) stop
stop:
@lsof -ti :9876 | xargs -r kill 2>/dev/null || true
@echo "Stopped any running server on port 9876"
# --- Test ---
test: test-server test-client
test-server:
cd server && cargo nextest run
tests/run-rust
fixtures:
cd server && cargo test --test gen_fixtures -- --ignored
test-client:
fixtures-gauntlet:
cd server && cargo test --test gen_gauntlet_fixtures -- --ignored
fixtures-client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
$(GODOT) --headless --path client -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://tests/
@echo "Generating GDScript fixtures for Rust decoder..."
$(GODOT) --headless --path client -s res://tests/gen_client_fixtures.gd
@echo "Verifying Rust can decode GDScript fixtures..."
cd server && cargo test --test serialization gdscript_generated_fixtures
@echo "--- Fixtures-client: PASS ---"
golden-diff:
@echo "Regenerating golden output for comparison..."
@mkdir -p .cache/golden
@cp server/tests/golden/proof_room_tick_10.json .cache/golden/before.json
@cd server && UPDATE_GOLDEN=1 cargo test --test golden_suite -- proof_room_tick_10_matches_golden; \
rc=$$?; \
cp ../server/tests/golden/proof_room_tick_10.json ../.cache/golden/after.json 2>/dev/null; \
cp ../.cache/golden/before.json ../server/tests/golden/proof_room_tick_10.json; \
if [ $$rc -ne 0 ]; then echo "Cargo test failed (golden file restored)."; exit $$rc; fi
@if diff -q .cache/golden/before.json .cache/golden/after.json >/dev/null 2>&1; then \
echo "--- Golden file: UP TO DATE ---"; \
else \
echo "--- Golden file has CHANGED ---"; \
echo ""; \
diff --color -u .cache/golden/before.json .cache/golden/after.json || true; \
echo ""; \
echo "Run 'make golden-update' to accept changes."; \
exit 1; \
fi
golden-update:
@echo "Regenerating golden file..."
@cd server && UPDATE_GOLDEN=1 cargo test --test golden_suite -- proof_room_tick_10_matches_golden
@git add server/tests/golden/
@echo "--- Golden file updated and staged ---"
@echo "Review with: git diff --cached -- server/tests/golden/"
test-client:
tests/run-godot
test-ipc-fixtures:
tests/run-ipc-fixtures
test-ipc-protocol:
tests/run-ipc-protocol
test-ipc-integration:
tests/run-ipc-integration
test-ipc-benchmark:
tests/run-ipc-benchmark
# --- Lint ---
@@ -93,6 +213,70 @@ lint-client:
@echo "Checking GDScript for errors..."
@$(GODOT) --headless --path client --quit 2>&1 | grep -i "SCRIPT ERROR" && { echo "GDScript errors found"; exit 1; } || echo "No script errors found"
# --- Pre-PR verification ---
pre-pr: pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures
@echo ""
@echo "=== PRE-PR: ALL CHECKS PASSED ==="
@echo "Safe to create PR."
pre-pr-lint: lint-server lint-client
@echo "--- Lint: PASS ---"
pre-pr-build: build-server build-client
@echo "--- Build: PASS ---"
pre-pr-test: test-server test-client
@echo "--- Tests: PASS ---"
pre-pr-validate: validate-content check-fact-ids
@echo "--- Content validation: PASS ---"
pre-pr-fixtures:
@echo "Checking Rust->GDScript fixture staleness..."
@cd server && cargo test --test gen_fixtures -- --ignored
@if git diff --quiet client/tests/fixtures/; then \
echo "--- Rust fixtures: UP TO DATE ---"; \
else \
echo ""; \
echo "--- RUST FIXTURES STALE ---"; \
echo " Protocol changed but fixtures not regenerated."; \
echo " Stale fixtures make all client tests FALSE POSITIVES."; \
echo ""; \
echo " Changed files:"; \
git diff --stat client/tests/fixtures/; \
echo ""; \
echo " Fix: commit the updated fixtures with your protocol change."; \
exit 1; \
fi
@echo "Checking GDScript->Rust fixture staleness..."
@$(MAKE) fixtures-client
@if git diff --quiet server/tests/fixtures/gdscript/; then \
echo "--- GDScript fixtures: UP TO DATE ---"; \
else \
echo ""; \
echo "--- GDSCRIPT FIXTURES STALE ---"; \
echo " Protocol changed but GDScript fixtures not regenerated."; \
echo " Stale fixtures make cross-encoder tests FALSE POSITIVES."; \
echo ""; \
echo " Changed files:"; \
git diff --stat server/tests/fixtures/gdscript/; \
echo ""; \
echo " Fix: commit the updated fixtures with your protocol change."; \
exit 1; \
fi
# Branch-specific variants (faster, scope-appropriate)
pre-pr-server: lint-server build-server test-server pre-pr-fixtures
@echo "=== Server pre-PR: PASSED ==="
pre-pr-client: lint-client build-client test-client
@echo "=== Client pre-PR: PASSED ==="
pre-pr-content: validate-content check-fact-ids checklist-validate
@echo "=== Content pre-PR: PASSED ==="
# --- CI (run locally) ---
ci: ci-server ci-client
@@ -101,24 +285,73 @@ ci-server: lint-server build-server test-server
ci-client: lint-client build-client test-client
# --- Database ---
db-backup:
@tooling/db-backup
db-install:
@tooling/db-install
# --- Decisions ---
decisions-sync:
@db/connectors/decisions-sync
@tooling/db/decisions-sync
decisions-coverage:
@db/connectors/sqlite-query "SELECT d.domain, COUNT(DISTINCT d.id) as decisions, COUNT(DISTINCT t.decision_ref) as with_tickets FROM decisions d LEFT JOIN tickets t ON d.id = t.decision_ref WHERE d.status='active' AND d.type='confirmed' GROUP BY d.domain"
@tooling/db/sqlite-query "SELECT d.domain, COUNT(DISTINCT d.id) as decisions, COUNT(DISTINCT t.decision_ref) as with_tickets FROM decisions d LEFT JOIN tickets t ON d.id = t.decision_ref WHERE d.status='active' AND d.type='confirmed' GROUP BY d.domain"
decisions-active:
@db/connectors/sqlite-query "SELECT id, domain, title FROM decisions WHERE status='active' AND type='confirmed' ORDER BY domain, id"
@tooling/db/sqlite-query "SELECT id, domain, title FROM decisions WHERE status='active' AND type='confirmed' ORDER BY domain, id"
decisions-orphan:
@db/connectors/sqlite-query "SELECT id, title FROM decisions WHERE type='confirmed' AND status='active' AND id NOT IN (SELECT DISTINCT decision_ref FROM tickets WHERE decision_ref IS NOT NULL)"
@tooling/db/sqlite-query "SELECT id, title FROM decisions WHERE type='confirmed' AND status='active' AND id NOT IN (SELECT DISTINCT decision_ref FROM tickets WHERE decision_ref IS NOT NULL)"
# --- Content Validation ---
validate-content:
@tooling/validate-content
check-fact-ids:
@tooling/check-fact-ids
checklist-validate:
@tooling/validate-checklist --check
checklist-generate:
@tooling/validate-checklist
perf-baseline:
@tooling/perf-baseline
# --- Schedule debug (#346) ---
debug-schedule:
@echo "Dumping bevy_ecs schedule graph..."
@cd server && cargo run --bin settled-reach-server -- --dump-schedule
# --- Visual test harness ---
screenshot:
@tests/run-visual --screenshot $(SCENARIO)
visual-movie:
@tests/run-visual --movie $(FLOW)
test-visual:
@tests/run-visual
visual-update:
@tests/run-visual --update
content-ron:
cd tooling/content-converter && cargo build --release
tooling/content-converter/target/release/content-converter --input content --output content-ron --verbose
# --- Clean ---
clean:
cd server && cargo clean || true
rm -rf .cache/*
rm -rf client/.godot client/reports
rm -rf client/reports
@echo "Clean complete."
+2 -2
View File
@@ -41,7 +41,7 @@ Your character interprets what they sense in their own voice. Footsteps behind y
Different characters access different sensors. Natural vision shows detail but is blocked by walls. Thermal imaging shows heat signatures with no identity. Camera feeds give remote vision but can be spoofed. Unisphere tracking pings known contacts but can be masked. Each mode reveals different information with different trust tradeoffs.
### Diegetic Interface
The map is your character's neural lattice - Commonwealth technology, not a game UI. Points of interest appear when you learn them through gameplay. Tips can be traps. Navigation is pulled by player intent, not pushed by map design.
The map is your character's neural lattice - Settled Reach technology, not a game UI. Points of interest appear when you learn them through gameplay. Tips can be traps. Navigation is pulled by player intent, not pushed by map design.
### Multiple Playable Characters
Every character starts in a different position with different knowledge and different tools. A cop has case files and legal authority. An investigator has contacts and freedom to operate. A politician has institutional access and public constraints. Replayability comes from perspective, not randomness.
@@ -125,7 +125,7 @@ No fog-of-war as an afterthought. No tutorial popups. No omniscient map reveals.
**Official Title:** The Settled Reach (D-021)
**Repository:** commonwealth (historical code name)
**Engine:** Godot 4 + Rust/bevy_ecs simulation server via subprocess/IPC
**Setting:** Original science fiction IP, Commonwealth-inspired
**Setting:** Original science fiction IP, inspired by space opera traditions
**Status:** Pre-alpha development
For development documentation, see the [decisions/](decisions/) directory and [TEAM.md](TEAM.md).
+1
View File
@@ -38,6 +38,7 @@
| **DUDLEY** | Server Developer | Game server, ECS, simulation loop, world state management. | Server implementation phase |
| **OSCAR** | Networking Developer | Multiplayer networking, client-server protocol, sync. | Networking implementation phase |
| **JUSTINE** | Polish & Deploy | Build pipelines, packaging, performance optimization, release prep. | Pre-release phase |
| **INIGO** | Sound Designer | Soundscape design, ambient layers, diegetic audio cues, audio propagation. | Audio implementation phase |
| **MELLANIE** | Copywriter | In-game text, UI copy, tooltips, flavor text, lore entries. | Content creation phase |
| **TIGER** | Translator | Localization, i18n framework, translation management. | Localization phase |
+15 -10
View File
@@ -69,25 +69,26 @@ static func _encode_message(buffer: StreamPeerBuffer, value):
TYPE_INT:
if - (1 << 5) <= value and value <= (1 << 7) - 1:
buffer.put_8(value)
elif - (1 << 7) <= value and value <= (1 << 7):
elif - (1 << 7) <= value and value < (1 << 7):
buffer.put_u8(types["int_8"])
buffer.put_8(value)
elif 0 <= value and value <= (1 << 8) - 1:
buffer.put_u8(types["uint_8"])
buffer.put_u8(value)
elif - (1 << 15) <= value and value <= (1 << 15):
elif - (1 << 15) <= value and value < (1 << 15):
buffer.put_u8(types["int_16"])
buffer.put_16(value)
elif 0 <= value and value <= (1 << 16) - 1:
buffer.put_u8(types["uint_16"])
buffer.put_u16(value)
elif - (1 << 31) <= value and value <= (1 << 31):
elif - (1 << 31) <= value and value < (1 << 31):
buffer.put_u8(types["int_32"])
buffer.put_32(value)
elif 0 <= value and value <= (1 << 32) - 1:
buffer.put_u8(types["uint_32"])
buffer.put_u32(value)
elif - (1 << 63) <= value and value <= (1 << 63):
elif value < 0:
# Negative beyond int_32 range — encode as int_64 (0xd3)
buffer.put_u8(types["int_64"])
buffer.put_64(value)
else:
@@ -133,7 +134,9 @@ static func _encode_message(buffer: StreamPeerBuffer, value):
return ERR_INVALID_DATA
for obj in value:
_encode_message(buffer, obj)
var inner_err = _encode_message(buffer, obj)
if inner_err:
return inner_err
TYPE_DICTIONARY:
var size = value.size()
@@ -150,8 +153,12 @@ static func _encode_message(buffer: StreamPeerBuffer, value):
return ERR_INVALID_DATA
for key in value:
_encode_message(buffer, key)
_encode_message(buffer, value[key])
var key_err = _encode_message(buffer, key)
if key_err:
return key_err
var val_err = _encode_message(buffer, value[key])
if val_err:
return val_err
TYPE_PACKED_BYTE_ARRAY:
var size = value.size()
@@ -225,11 +232,9 @@ static func _decode_message(buffer: StreamPeerBuffer, err: Dictionary):
return buffer.get_utf8_string(size)
elif first_byte == types["nil"]: # nil
print("null size:%s"%buffer_size)
return null
elif first_byte == types["false"]: # false
print("false size:%s"%buffer_size)
return false
elif first_byte == types["true"]: # true
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path="res://.godot/imported/amb_bar_layer.ogg-8e32a9c679a33f27226744a176d7d405.oggvorbisstr"
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path="res://.godot/imported/amb_corridor_layer.ogg-f14ba54010b129b65b0d248444331998.oggvorbisstr"
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dest_files=["res://.godot/imported/amb_corridor_layer.ogg-f14ba54010b129b65b0d248444331998.oggvorbisstr"]
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importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://b6ycjdvxpphfa"
path="res://.godot/imported/amb_station_base.ogg-8056e0ae231edecc9ec0e49bb90136b7.oggvorbisstr"
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source_file="res://assets/audio/amb_station_base.ogg"
dest_files=["res://.godot/imported/amb_station_base.ogg-8056e0ae231edecc9ec0e49bb90136b7.oggvorbisstr"]
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importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://dw2pokvg5d7v2"
path="res://.godot/imported/amb_workplace_layer.ogg-580ba32198a3f6c782381c66f9520e63.oggvorbisstr"
[deps]
source_file="res://assets/audio/amb_workplace_layer.ogg"
dest_files=["res://.godot/imported/amb_workplace_layer.ogg-580ba32198a3f6c782381c66f9520e63.oggvorbisstr"]
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importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://uflbvtm1aquk"
path="res://.godot/imported/cursor_hover.ogg-f20fa5adecb73cc9163569968f5867a3.oggvorbisstr"
[deps]
source_file="res://assets/audio/cursor_hover.ogg"
dest_files=["res://.godot/imported/cursor_hover.ogg-f20fa5adecb73cc9163569968f5867a3.oggvorbisstr"]
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beat_count=0
bar_beats=4
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[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://bw0mfil2343po"
path="res://.godot/imported/fog_recognition.ogg-fd0dc7f57c3509774a533bc71a7687e7.oggvorbisstr"
[deps]
source_file="res://assets/audio/fog_recognition.ogg"
dest_files=["res://.godot/imported/fog_recognition.ogg-fd0dc7f57c3509774a533bc71a7687e7.oggvorbisstr"]
[params]
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loop_offset=0
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beat_count=0
bar_beats=4
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[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://dei8ikwaqyn67"
path="res://.godot/imported/implant_open.ogg-46eadc4ed252693e3a936e75ddfdf4bc.oggvorbisstr"
[deps]
source_file="res://assets/audio/implant_open.ogg"
dest_files=["res://.godot/imported/implant_open.ogg-46eadc4ed252693e3a936e75ddfdf4bc.oggvorbisstr"]
[params]
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beat_count=0
bar_beats=4
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[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://da81bx5y6iw87"
path="res://.godot/imported/sfx_footstep_metal_run.ogg-0d448f29204d35d4133f5314a179d054.oggvorbisstr"
[deps]
source_file="res://assets/audio/sfx_footstep_metal_run.ogg"
dest_files=["res://.godot/imported/sfx_footstep_metal_run.ogg-0d448f29204d35d4133f5314a179d054.oggvorbisstr"]
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loop=false
loop_offset=0
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beat_count=0
bar_beats=4
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[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://d14dx3q0qd483"
path="res://.godot/imported/sfx_footstep_metal_walk.ogg-af30f14f9f80059ea65ad6e78234cc05.oggvorbisstr"
[deps]
source_file="res://assets/audio/sfx_footstep_metal_walk.ogg"
dest_files=["res://.godot/imported/sfx_footstep_metal_walk.ogg-af30f14f9f80059ea65ad6e78234cc05.oggvorbisstr"]
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beat_count=0
bar_beats=4
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importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://b7iopmg6ftp4k"
path="res://.godot/imported/sfx_monologue_chime.ogg-5981f28716fbe14273c052560195d890.oggvorbisstr"
[deps]
source_file="res://assets/audio/sfx_monologue_chime.ogg"
dest_files=["res://.godot/imported/sfx_monologue_chime.ogg-5981f28716fbe14273c052560195d890.oggvorbisstr"]
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importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://4m87qby6qdhc"
path="res://.godot/imported/sfx_monologue_chime_urgent.ogg-696a4dbc297417724610e01fa44fa575.oggvorbisstr"
[deps]
source_file="res://assets/audio/sfx_monologue_chime_urgent.ogg"
dest_files=["res://.godot/imported/sfx_monologue_chime_urgent.ogg-696a4dbc297417724610e01fa44fa575.oggvorbisstr"]
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loop_offset=0
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beat_count=0
bar_beats=4
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importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://cow7symyvpmal"
path="res://.godot/imported/sfx_npc_murmur.ogg-bfd7592cfea1b592d89f107b6cd33838.oggvorbisstr"
[deps]
source_file="res://assets/audio/sfx_npc_murmur.ogg"
dest_files=["res://.godot/imported/sfx_npc_murmur.ogg-bfd7592cfea1b592d89f107b6cd33838.oggvorbisstr"]
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importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://dbu2lr4scswyn"
path="res://.godot/imported/sfx_stance_change.ogg-042fce976b2bd1b0806c72aa5dd64755.oggvorbisstr"
[deps]
source_file="res://assets/audio/sfx_stance_change.ogg"
dest_files=["res://.godot/imported/sfx_stance_change.ogg-042fce976b2bd1b0806c72aa5dd64755.oggvorbisstr"]
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importer="oggvorbisstr"
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path="res://.godot/imported/sfx_weapon_aim_lock.ogg-649a54b41e9bf6dd8ab414c03bb48cfa.oggvorbisstr"
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source_file="res://assets/audio/sfx_weapon_aim_lock.ogg"
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